OcRam

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Hello fellow RPG Makers!

This is semi "biggish" update for OcRam_Time_System and there has been several posts and emails about next update to Time System so I have decided to pre-release this before my next major update where new OcRam battle core will be introduced.

OcRam_Time_System v1.09
  • Added new Date format [None] - If only time is used (Credits to @Killuki Zaoldyeck )
  • Added menu time window custom position parameter(s) (Credits to Killuki Zaoldyeck)
  • Added new Date format [Weekdays + time]
  • New plugin parameter "Time" caption
  • New plugin parameter to force time window layout to horizontal (wide) or vertical (tall)
  • Fixed bug: Spamming menu won't freeze time anymore (Especially with VisuMZ menu)!
  • Hours per day and minutes per hour are now configurable! (Credits to @r66r )
  • "Stop time on interact" won't freeze time anymore on map transfer (Credits to Dustin)
Shot 1: New "Date format" options!
release1.png

Shot 2: For option "[None] - I use only time" in menu
release2.png

And then latest post: @jjraymonds I can't see trace to OcRam_Layers in log window? Are you sure that it's Layers -plugin that causes that line in log? I don't see any reason why Layers plugin would search in different folder than it's defined in parameters... All bitmap loads to layers runs through this function:
Code:
ImageManager.loadOC_Layer = function (filename) {
    return this.loadBitmap(_layerImgDir, filename, 0, true);
};
 

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Hello fellow RPG Makers!

This is semi "biggish" update for OcRam_Time_System and there has been several posts and emails about next update to Time System so I have decided to pre-release this before my next major update where new OcRam battle core will be introduced.

OcRam_Time_System v1.09
  • Added new Date format [None] - If only time is used (Credits to @Killuki Zaoldyeck )
  • Added menu time window custom position parameter(s) (Credits to Killuki Zaoldyeck)
  • Added new Date format [Weekdays + time]
  • New plugin parameter "Time" caption
  • New plugin parameter to force time window layout to horizontal (wide) or vertical (tall)
  • Fixed bug: Spamming menu won't freeze time anymore (Especially with VisuMZ menu)!
  • Hours per day and minutes per hour are now configurable! (Credits to @r66r )
  • "Stop time on interact" won't freeze time anymore on map transfer (Credits to Dustin)
Shot 1: New "Date format" options!
View attachment 199879

Shot 2: For option "[None] - I use only time" in menu
View attachment 199880

And then latest post: @jjraymonds I can't see trace to OcRam_Layers in log window? Are you sure that it's Layers -plugin that causes that line in log? I don't see any reason why Layers plugin would search in different folder than it's defined in parameters... All bitmap loads to layers runs through this function:
Code:
ImageManager.loadOC_Layer = function (filename) {
    return this.loadBitmap(_layerImgDir, filename, 0, true);
};
I'm not entirely sure, that was the error I had with the first image in my post as well so I figured it was related to your plugin. The error doesn't show up when I draw the first parallax after changing the filepath.
 

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Hi @OcRam

After several tests with the OcRam_Time_System plugin, I noticed that the "Stop time in battles" parameter had no effect. Indeed, the time stops during the fights no matter if the parameter is true or false.

On the battle start.
BattleStart.png

On the battle end.
BattleEnd.png

The full log during the battle process.
BattleLog.png

It seems from the logs that somewhere in the code, a call is made to "window.clearInterval" and stops the time, even if it is well initialized at the beginning of the battle:
  • setInterval: 7 is called during the "Scene_Battle_initialize" process
  • clearInterval: 7 is where the problem happens
  • clearInterval: undefined is called during the "Scene_Battle_terminate" process
Code:
    this.extend(Scene_Battle, "initialize", function () {
        console.log("Scene_Battle_initialize - start", _stopTimeInBattles);
        if (!_stopTimeInBattles) initTimer();
        _this["Scene_Battle_initialize"].apply(this, arguments);
        console.log("Scene_Battle_initialize - stop", _stopTimeInBattles);
    });

    // Clear timer
    this.extend(Scene_Battle, "terminate", function () {
        console.log("Scene_Battle_terminate - start", _stopTimeInBattles);
        if (!_stopTimeInBattles) {
            _this.debug("clearInterval:", window._OC_Timer);
            window.clearInterval(window._OC_Timer); window._OC_Timer = undefined;
        } _this["Scene_Battle_terminate"].apply(this, arguments);
        console.log("Scene_Battle_terminate - stop", _stopTimeInBattles);
    });

BattleLogDetail.png

I hope it will help to correct this issue.
 

OcRam

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Hi @OcRam

After several tests with the OcRam_Time_System plugin, I noticed that the "Stop time in battles" parameter had no effect. Indeed, the time stops during the fights no matter if the parameter is true or false.

On the battle start.
View attachment 202178

On the battle end.
View attachment 202179

The full log during the battle process.
View attachment 202180

It seems from the logs that somewhere in the code, a call is made to "window.clearInterval" and stops the time, even if it is well initialized at the beginning of the battle:
  • setInterval: 7 is called during the "Scene_Battle_initialize" process
  • clearInterval: 7 is where the problem happens
  • clearInterval: undefined is called during the "Scene_Battle_terminate" process
Code:
    this.extend(Scene_Battle, "initialize", function () {
        console.log("Scene_Battle_initialize - start", _stopTimeInBattles);
        if (!_stopTimeInBattles) initTimer();
        _this["Scene_Battle_initialize"].apply(this, arguments);
        console.log("Scene_Battle_initialize - stop", _stopTimeInBattles);
    });

    // Clear timer
    this.extend(Scene_Battle, "terminate", function () {
        console.log("Scene_Battle_terminate - start", _stopTimeInBattles);
        if (!_stopTimeInBattles) {
            _this.debug("clearInterval:", window._OC_Timer);
            window.clearInterval(window._OC_Timer); window._OC_Timer = undefined;
        } _this["Scene_Battle_terminate"].apply(this, arguments);
        console.log("Scene_Battle_terminate - stop", _stopTimeInBattles);
    });

View attachment 202181

I hope it will help to correct this issue.
Thank you for the message,

I'll check this before next update.
 

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Hello! I have an issue, I'm sure is a stupid one because I know nothing about js

I'm trying to add MOG_Weather_EX weathers to the supportive weathers in your weather script, but after I've configured the command's arguments my game crashes when the weather is called (see console log for more info).

What I know is that the argument causing the crash contains a space, but the original plugin gives no infos on how to write it out correctly. I'll add MOG_Weather_EX as well so you can check it out if you want. Here's the arguments I used (the spaced argument is Rain 1): {id:0, mode:Rain 1, power:120, z:normal, blendType:normal, fileName:Rain_01A, speed:300, scale:75}
 

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OcRam

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Hello! I have an issue, I'm sure is a stupid one because I know nothing about js

I'm trying to add MOG_Weather_EX weathers to the supportive weathers in your weather script, but after I've configured the command's arguments my game crashes when the weather is called (see console log for more info).

What I know is that the argument causing the crash contains a space, but the original plugin gives no infos on how to write it out correctly. I'll add MOG_Weather_EX as well so you can check it out if you want. Here's the arguments I used (the spaced argument is Rain 1): {id:0, mode:Rain 1, power:120, z:normal, blendType:normal, fileName:Rain_01A, speed:300, scale:75}
Try to wrap parameters (at least text typed ones) in quotes like: {id:0, mode:"Rain 1", power:120, z:"normal", blendType:"normal", fileName:"Rain_01A", speed:300, scale:75}
 

VaiJack8

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Try to wrap parameters (at least text typed ones) in quotes like: {id:0, mode:"Rain 1", power:120, z:"normal", blendType:"normal", fileName:"Rain_01A", speed:300, scale:75}
It worked perfectly. Thank you so much and sorry for my noviceness. Thank you for your plugins too :v
 

OcRam

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Hello fellow RPG Makers!

Today OcRam MZ -plugins count increased and got - not one, but two battle related plugins!

Below is a preview video about OcRam_Battle_Core:


1 change was made to ALL OcRam plugins to fix plugin order/base info in editor. Also some other new features/bug fixes have been made to other OcRam plugins.

Please note that OcRam_Battle_Core and OcRam_Battle_Troops are not YET RETRO'able.
I will try to push new (battle update and some other additions like stairs feature and pre/post event copy JS etc...) OcRam Demo Project for MZ in few months or so.

All OcRam -plugins are downloadable from: https://ocram-codes.net

More details inside spoilers!

  • New parameter "Start events /w comments" to block event only with comments from starting (Credits to @Nicke )
  • Game_Event.setSelfSwitch(key, value)
  • OcRam.extractMetadata to create "meta object"
  • Game_Character.jumpForward(tiles)
  • OcRam.scopedEval() runs eval on desired scope! (Credits to @Masked for more robust one)
  • OcRam.getNote(str) to get note from plugin parameters!
  • NEW centralized alias for "onDatabaseLoaded"
  • "Battle time stop" parameter fixed (Credits to @r66r )
  • Fixed indoors weather BGS multiplier bug. (Credits to @Foerster )
  • Fixed a bug with diagonal character.moveRandom()
  • New plugin parameter (Unlimited path finding)
  • Copy event will preserve direction only when page index is 0. This way it will not interfere previously copied graphics (example breaked pot would load intact pot).
  • GFX + direction preserve features can be ignored with "None" picture on target event (with <event_base:x> tag).
  • Game_Character.walkStairsDown(to_dir,map_id,x,y,dir,fade)
  • Game_Character.walkStairsUp(to_dir,map_id,x,y,dir,fade)
    stairs.png
  • Event copy pre/post JS (executes when triggered) simply add 2 script commands (1st is executed before base list and 2nd is executed after base list)
    prepost_event_copy_js.png
  • Plugin meta data (order/base) is now editor compatible!
  • Fixed bug when faded BGM with 0% vol (Credits to @Cyp999 )
  • Allow same played BGS as current BGS parameter update even if it's same (Credits to @Foerster )
  • Plugin meta data (order/base) is now editor compatible!
  • Changed opacity to 2 decimals and range to 0-255
  • "Layer image directory" last slash (/) is now optional
  • Indicators are now compatible with copy events feature
  • Hide/Show indicator plugin commands now actually works...
  • Alignment fixes with smaller fonts
  • Custom fonts defined in parameters will now be embedded! (doesn't require font installation to system anymore)
  • Plugin meta data (order/base) is now editor compatible!
  • Support for OcRam.eventCopy!
  • Fixed bug when loaded through menu or after "To title"
  • Plugin meta data (order/base) is now editor compatible!
  • Plugin meta data (order/base) is now editor compatible!
This plugin provides core battle functions like:
  • Battler z-index by y-axis
  • Adjust battlefield pos and dimensions & battler x/y
  • Animated enemies with motions (SV) or "vanilla" static graphics
  • Fly/Float mode (in battle) for enemies / actors
  • Action Sequences (JS eval)
  • Substitute Behaviours (STATE specifics - via notetags)
  • Perform all damage / collapse at once
  • Skipping emerged / party command windows
  • Disabling party command window
  • Disabling / Enabling Actor commands
  • Some basic battle common events
  • Battle Window Styles, Battle Cursor and Command Icons
  • Enhanced Damage Popups with Evade, Resist, Crit and Immune popups!

This plugin was created to have battle core and action sequences which are compatible with Mokusei Penguins awesome MPP_Pseudo3DBattle -plugin! Also overrides in this plugin are minimal* for maximum compatibility with other plugins!

* More features used = More overrides done...

NOTE1: If MPP_Pseudo3DBattle is used it is required v1.2.1 or later.

NOTE2: Use unique names for skill types. Other wise plugin will load first icon that matches the skill type name.
Ever tired to create troops for all possible enemy variations? Or needed to form random encounter with 1-4 enemies from this enemy pool? This plugin will save you from creating thousands of troops!

NOTE1: For "Dynamic Troops" maximum number of enemies is 16. Important: initBattle plugin command must be called BEFORE battle process! Else will default standard style of troops.

NOTE2: This plugin requires OcRam_Battle_Core and OcRam_Core -plugins!
 

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Hi, is it possible to mark a certain coordinate on the screen where I can get a light? For example, I want to fix the light on a moon (and also stars) that are at the top, in the sky of a parallax background, and stay there even if the player moves, is there how?
 

OcRam

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Hello fellow RPG Makers!

This update is mostly about OcRam Weather System and Title Screen (while there are some other important minor updates too)!

OcRam_Weather_System v1.05 has now TITLE WEATHERS and includes following pre-built weather effects:
  • "Fireflies" each fly will have it's own "move route" and they blink to communicate!
  • "Fireworks" to celebrate occasions - even if this ain't weather it's part of weather system now :)
  • "Wind" to have debris blowing at the players face!
  • "Falling" leaves for example?
  • "Raising" magical field / bubbles / hot air lanterns for example
  • ...And of course 3rd party plugin commands are still available (but remember that 3rd party weathers might not work in battle/title screen)
One really simple and mandatory update was "Weather Conditions" for the dynamic weathers. Example fireflies at day time? Or sunrays at night? Or player just havn't progressed to the point where fieryrocks can rain from sky!?

In demo project there's also an example how use OcRam_Layers to create "sandstorm" effect.

This update also includes not one, but TWO brand new title screen plugins! OcRam_Title_Shuffler (with customizable layers and random weathers)! When developing this plugin I just stared at title screen several minutes (maybe hours?! Am I crazy?) just for fun to wait what location comes next and how is the weather in there! :)




OcRam_Title_Info will be my X-MAS gift for everyone (therefore free also for commercial use), this plugin will allow you to show various information in title screen.
title_info.png (Screenshot from RETRO demo project)

Best way to see and learn how OcRam -plugins work is studying demo project thus OcRam MZ Demo and OcRam MV RETRO projects has been also updated! Demo projects and all OcRam -plugins are downloadable from: https://ocram-codes.net

REMINDER: When updating (or installing) ANY plugins, please remember to backup your project first!
If you are about to update any OcRam plugin please remember to update all OcRam plugins at the same time.
Parameter re-validation is required in some cases (especially new parameters) and it is done by clicking parameter then click "OK" button. Example: OcRam_Core "BGS2/3 Title Volume" is one of these parameters.

parameter_revalidation.png
If you are encountering problems with update and you are not sure which parameters should be revalidated do it for ALL parameters or re-install the plugin.

OcRam_Core v1.12
  • New plugin parameter "Use spriteset in title" NOTE: Most of the OcRam title related stuff requires this parameter to be set "ON"
  • OcRam.scene().isBattle() // Returns true if battle scene
  • ImageManager.loadOcRamBitmap // Added onload callback
  • getGameObjectId() // bug fix for airship/boat ids
  • New plugin parameter to adjust BGS2/3 volume in title

OcRam_Battle_Core v1.01 - (no RETRO support yet)
  • VisuMZ Battle Core compatibility patch. (NOTE: All overlapping features such as: Action Seq., sort by Y-axis and all popups at once will be disabled in OcRam_Battle_Core if VisuMZ Battle Core is used)

OcRam_Battle_Troops v1.00 - (no RETRO support yet) - No changes

Time_System v1.11

  • Compatibilty patch with OcRam_Weather_System v1.05!
  • OcRam.Time_System.dayPhase() 1:Night 2:Dawn 3:Day 4:Dusk

Weather_System v1.05
  • New built-in weather types "*Fireflies", "*Fireworks", "Wind right", "Wind left", "Fall" and "Raise"! (customizable speed, rotation and particle bitmaps (* fireflies and fireworks has fixed parameters))
  • Now weathers may have totally custom conditions !!! (only at night time/certain var must be something etc... eval is performed only for non-forced weathers)
  • NEW feature added "Title weathers"!
  • Fixed irrelevant warnings if dynamic weather plugin command had no arguments.
  • Added snowflake rotation to make it "float with wind".
  • WHEN UPDATING - PLEASE REMEMBER TO UPDATE ALL NEW PLUGIN PARAMETERS!

Movement v1.07
  • Doesn't check diagonal start for autorun and parallel events anymore (prevented event start...)

Events v1.05
  • Fixed some bugs in walkStairsDown/Up functionality.
  • New event comment <no_autofill> to disable autofill feature while on this event page.

Followers v1.06
  • Toggle actors > Character emotions works now as intended.

Audio v1.02 - No changes

Lights v1.11

  • Map lights & battle lights are now public layers in scene spriteset (to allow fireflies/fireworks above light layer)!
  • Fixed bug where terrain lights plugin commands weren't cleared after new game or load.

Layers v1.04
  • Compatibilty patch with OcRam_Weather_System v1.05!
  • Support for even more dynamic title layers! (used with OcRam_Weather_System for example)
  • OcRam.Layers.findLayer(img, z) returns a layer for you to edit it's parameters (example scroll, loop etc...)

OcRam_Title_Info - NEW
This plugin will enable you to show various information in title screen! Example: Game version, Copyright info, web address and even allows JS eval and clickable URLS!

OcRam_Title_Shuffler - NEW
How cool would it be to show different locations from the game world in title screen?! OcRam_Layers and OcRam_Weather_System is highly recommended to utilize full potential of this plugin!

Indicators v1.03
  • More font alignment issues fixed.
  • NEW plugin parameters indicator text "Y offset" & "X offset"

Passages v1.12
  • Fixed bug when airship was higher level even if placed on "underpass" region id (16 by default).

NPC_Scheduler v1.02 - No changes

OcRam_Star_Tile_Fix v1.03 - No changes

OcRam_Local_Coop v1.03 (pre-released 2021/10/26 - No changes after that)

  • OcRam.Local_Coop.assignDevice(device_index) to assign new player via JS!
  • NEW JS call: setForcedDevices(true/false) - Forces current devices to all players (join/drop are disabled)
  • NEW plugin parameters "Init devices" and "Force devices" to assign (and force) devices to players! (Credits to @Ithariam )

Hi, is it possible to mark a certain coordinate on the screen where I can get a light? For example, I want to fix the light on a moon (and also stars) that are at the top, in the sky of a parallax background, and stay there even if the player moves, is there how?
Thank you for the message,
I'll check this before next update, but if lights should be behind tileset (like parallax image) - it might be tough one... But definitely would be cool effect to have!
 

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OcRam, do you happen to have a timeline set for when you intend to look into and address follower distance in the Movement plugin? It's a wonderful tool, but this feature is something I'm very much counting on for future development. Thank you for everything you've done for this community!
 

OcRam

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OcRam, do you happen to have a timeline set for when you intend to look into and address follower distance in the Movement plugin? It's a wonderful tool, but this feature is something I'm very much counting on for future development. Thank you for everything you've done for this community!
Thank you for reminding me of this. I'll try to push it to next update (I'm making new map transfer plugin with seamless scrolling map transitions! There might be new video about it in near future).

What it comes to timeline I have none... I want to do things as good as I can without timetables (trying to reduce stress and keep plugin making fun). Besides 3 kids and wife are filling my timeline enough already ;)
 

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Thank you for the message,
I'll check this before next update, but if lights should be behind tileset (like parallax image) - it might be tough one... But definitely would be cool effect to have!
I was thinking, for this to work, if it is possible to fix the light in a coordinate on the screen (which goes where the player goes, just like a flashlight) but with the difference that you can fix it in a coordinate. So you could place the light exactly on top of the moon, which would be on the parallax background.

And whenever this light passed over a tile, it would go out (for example, this light would be over the moon, and when the player walks, a mountain will cover that moon).

I don't know if this is possible in practice, as I'm not a programmer, but I think it would be the most viable solution... :unsure:
 

OcRam

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I was thinking, for this to work, if it is possible to fix the light in a coordinate on the screen (which goes where the player goes, just like a flashlight) but with the difference that you can fix it in a coordinate. So you could place the light exactly on top of the moon, which would be on the parallax background.

And whenever this light passed over a tile, it would go out (for example, this light would be over the moon, and when the player walks, a mountain will cover that moon).

I don't know if this is possible in practice, as I'm not a programmer, but I think it would be the most viable solution... :unsure:
I have now checked how to do this and my suggestion is that I will release new plugin (or add new feature to OcRam_Events or similar) to fix event to parallax via <parallax> notetag.

Example:
moon.png
 

Gabezin

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I have now checked how to do this and my suggestion is that I will release new plugin (or add new feature to OcRam_Events or similar) to fix event to parallax via <parallax> notetag.

Example:
View attachment 209497
As long as it is possible to fix the light on the parallax, it will be great. :)
 

OcRam

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Hello fellow RPG Makers!

OcRam MZ -plugins count is now round 20!!! Thank you all for the feedback - without you guys & gals this (or any other) update wouldn't have happened!

Map transfers, Credits scene, parallax fixed events, real time clock and pixel movement + local co-op revamp are the main topics in this first update of 2022!



Pseudo-pixel movement (OcRam_Movement) has now follower gap issue addressed and OcRam_Local_Coop now works much better in pseudo-pixel move mode (also made few changes if players would happen to spam action button to start events to avoid some unintended behaviour on other players)!

Events can be now fixed to parallax bg (NOTE: Loopped maps and scrolling parallaxes are currently unavailable for parallax fixing). Create nice moonlight scenes and more!

You may now use use real-time clock with OcRam_Time_System! Please note that enabling this feature will disable all time control commands (you can't (yet) manipulate real time with this plugin ;))!

And last, but not least TWO NEW PLUGINS:
  1. OcRam_Map_Transfer! (Paid on commercial use, smallest price category) Give map notetags to tell which maps current map is connected to! This plugin also provides new transfer type "Scroll" when this effect is used plugin will preload next map to give nice seamless map transfer effect (like THE old school Zelda did)!

  2. OcRam_Credits! (Free to use with credits ;)) Add new Credits scene to you RPG Maker project! Credits are divided to categories (ie. Programming, Graphics, Audio, Others) and sub categories (Plugins, Tilesets, Music etc..). Each item in sub category can have item name (ofc), author, url, license and additional info.

    credits.png
I've been now asked few times "I just bought license for your xxx plugin(s), but you ****** released more plugins!!! And I'd like to buy ALL bundle (or all lifetime bundle). Do I have to pay FULL 40 EUR (or 120 EUR) and was my xx EUR wasted?"
Answer: You can upgrade any previous license purchase(s) to ALL / ALL lifetime plugins bundle, but please contact me first BEFORE upgrading (to see what has been bought and for documenting license upgrade to my booking)!

Core v1.13
  • NEW method to check if event list has any "stop codes". OcRam.listHasStopCodes(event_list)
  • Continuous BGS2/3 over map transfers!
  • Culling plugin parameters added!

Battle_Core v1.02 - (no RETRO support yet)
  • battle_cursor.png is now defined as required asset

Battle_Troops v1.00 - (no RETRO support yet) - No changes

Time_System v1.12
  • $gameSystem.isClockShown() && seamless map transfer tinting with OcRam_Map_Transfer!
  • New plugin param "Use realtime" (Credits: @IntoTheDrink )
  • Added BGS Fade parameter and merged fade out/in BGM
  • Also fixed bug when used auto BGM notetags
  • updateSeasonalTileset() changes tileset only if found 1!

Weather_System v1.06
  • OcRam.Weather_System.randomizeParticles() (seamless map transfer calls this automatically)
  • <no_lightnings> will now disable also fireworks and in addition no weather BGS at all.
  • BGS on "Wind" support weather now works as intended

Movement v1.08
  • Follower gap issue addressed (Credits to @OMGerm )
  • JS: setFollowerGap and resetFollowerGap

Events v1.06
  • Fix events to parallax via <parallax> event comment!
  • (No scroll nor looping maps support) (Credits to @Gabezin )

Followers v1.06 - No changes

Audio v1.03

  • "BGS2/3" now keeps playing in battles (Credits to @Oks )

Lights v1.12
  • Seamless map transfer tinting with OcRam_Map_Transfer!
  • Support for <parallax> tagged events (Requires OcRam_Events plugin) (Credits to Gabezin)
  • No more follower lights while in vehicle!
  • New plugin parameter "Battle tint" (Credits: @jedite1000 )

Layers v1.05
  • Layer init can be called only twice per second.
  • Seamless map transfer layers with OcRam_Map_Transfer!

Title_Shuffler v1.01
  • Won't fade out/in screen again nor play title BGS anymore even if new game is started exactly same time with new title or during title screen fade in/out.

Title_Info v1.00 - No changes

Indicators v1.03 - No changes

Passages v1.13

  • OcRam.Passage.doCulling() // Performs culling NOW
  • initSprites() can be used now only twice per second.
  • Seamless map transfer with OcRam_Map_Transfer!
  • Airship floor level autoassign now works as intended.
  • Loopped maps are now working properly.
  • Menu while in airship now works properly!

NPC_Scheduler v1.03
  • Events now preserves their original direction!
  • Also fixed bug when event was already at destination >> because already reached pos got stuck at page index -2

Star_Tile_Fix v1.04
  • OcRam.Star_Tile_Fix.initSprites() as public func
  • Seamless map transfer with OcRam_Map_Transfer!

Local_Coop v1.04
  • OcRam_Movement "follower gap" compatibility patch
  • Local_Coop forces "Event through fix" = ON + it won't clear input anymore (this is actually really big playability fix especially for several players)
  • Pixel move "on touch" events and damage floor triggers only once per 4 steps (like ment to be).
  • "Player Touch" trigger now works for P2-4 also...
  • "Event Touch" trigger now works for P2-4 also...
  • When OcRam pixel movement is used - Fades always when boarding vehicles
  • Player join is disabled while $gameMap interpreter is busy (to avoid some weird issues)
  • Actor toggle function now refreshes _myActor data for all players! (toggling is provided by OcRam_Followers)

OcRam_Map_Transfer - NEW PLUGIN
  • Give map notetags to tell maps which map they are connected to. Make your transfers easier - especially if there are several connection points between maps!
  • Also new type of "SCROLL" transfer for Zelda like map transfers! (Requires little bit more mapping patience, but it can be worth it!)

OcRam_Credits - NEW PLUGIN
  • This plugin adds new Credits scene to your RPG Maker project! Credits menu navigation supports all input devices.
  • First give credits structure(s) as plugin parameter. And then just remember to update credits data when needed!
  • Each category may have it's own background! Fallbacks to plugin default BG and after that fallback to previous scene bitmap snap (like default menu).
 

r66r

Fantasy dreamer... sometimes.
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Seriously, these new plugins are amazing, thank you. I immediately integrated them into my current project, like most of your other plugins. :ehappy:

I discovered a small bug with the map transfer plugin. In cases where the player is in the corners of the map, he can only move horizontally (left/right) but not vertically (up/down). When analyzing the plugin code, I discovered that when testing if "x=0" or "x=map.width-1", only the left and right direction keys are taken into account, but not the top and bottom. On the other hand, we test them in the following conditions for "y=0" and "y=map.height-1", but it is too late because there was a "return" before.

I have looked for a solution in the code, but so far in vain. I will try again soon. Apart from that, it works perfectly well, and the scrolling effect is really great.
 

NikaraWorld

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Does anybody know If these plugins have an incompatibility with visual stellas debugger plugin,
because before I removed these plugins from my game the game would crash after going into the debugger menu then going to the menu it crashed with a type error _Icon of undefined
 

MasterTenchi

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I have not had any crossover errors myself. The debugger works fine for me. Are the plugins in the correct order?

Visua Stella and Oc-Ram plugins working in unison:
Untitled.png
 

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