OcRam

Servant of the Universe
Veteran
Joined
Aug 2, 2016
Messages
775
Reaction score
896
First Language
Finnish
Primarily Uses
RMMZ
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);
};
 

jjraymonds

Veteran
Veteran
Joined
Feb 1, 2020
Messages
56
Reaction score
6
First Language
English
Primarily Uses
RMMV
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.
 

r66r

Fantasy dreamer... sometimes.
Veteran
Joined
Jan 5, 2020
Messages
43
Reaction score
40
First Language
French
Primarily Uses
RMMZ
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

Servant of the Universe
Veteran
Joined
Aug 2, 2016
Messages
775
Reaction score
896
First Language
Finnish
Primarily Uses
RMMZ
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.
 

VaiJack8

Veteran
Veteran
Joined
Sep 21, 2016
Messages
41
Reaction score
23
First Language
Italian
Primarily Uses
RMVXA
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}
 

Attachments

  • 2021-09-28 17_54_20-Window.png
    2021-09-28 17_54_20-Window.png
    49.5 KB · Views: 2
  • MOG_Weather_EX.js
    96 KB · Views: 0

OcRam

Servant of the Universe
Veteran
Joined
Aug 2, 2016
Messages
775
Reaction score
896
First Language
Finnish
Primarily Uses
RMMZ
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

Veteran
Veteran
Joined
Sep 21, 2016
Messages
41
Reaction score
23
First Language
Italian
Primarily Uses
RMVXA
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

Servant of the Universe
Veteran
Joined
Aug 2, 2016
Messages
775
Reaction score
896
First Language
Finnish
Primarily Uses
RMMZ
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!
 

Latest Threads

Latest Posts

Latest Profile Posts

Redesigning characters after such a long time feels great. Makes me excited to work on an old game again.
Phone menu to replace main menu WIP:
It's been that long since I wrote a plugin, it took me 4 attempts to realize it's != rather than #. In a 40-line plugin, 20 of those lines being documentation!
Disk Check Plugin - Running on Linux:
RMMV-Game-Mint.png
workin on some graphics for my game. was originally planning on doing a cartoony style for the town but I might stick with this instead

Forum statistics

Threads
116,095
Messages
1,095,712
Members
151,470
Latest member
will-o-wistful
Top