ShadowDragon

Realist
Veteran
Joined
Oct 8, 2018
Messages
7,263
Reaction score
2,877
First Language
Dutch
Primarily Uses
RMMV
the only way I can think of if that you start your "actor" on the bridge, not before
region "17" for overpass or "16" to go under.

which is not visible on the gif you showed us, if you come through region 17,
you should showed us or if 16, show us that way.

it can bring the issue down where it exactly lies for that as well for the parameter
(unless left on default).
 

CloudzChow

Veteran
Veteran
Joined
Oct 8, 2015
Messages
36
Reaction score
14
First Language
Indonesia
Primarily Uses
RMMV
the only way I can think of if that you start your "actor" on the bridge, not before
region "17" for overpass or "16" to go under.

which is not visible on the gif you showed us, if you come through region 17,
you should showed us or if 16, show us that way.

it can bring the issue down where it exactly lies for that as well for the parameter
(unless left on default).
Hmmm...I see
 

Grazzok

Warper
Member
Joined
Jun 14, 2021
Messages
1
Reaction score
0
First Language
German
Primarily Uses
RMMZ
Hey OcRam, greadStuff you did there!
I found the most answers scrolling this thread. Maybe I overread something, but:

Is it possible to make an underpassage beneath animated tiles? I made the characteristic passway behind a waterfall and recognized quite late, that the water stopped moving on the tagged tiles.

It's not crucial at all since you can lead the passage around the "fall".
 

OcRam

Servant of the Universe
Veteran
Joined
Aug 2, 2016
Messages
951
Reaction score
1,105
First Language
Finnish
Primarily Uses
RMMZ
Hey OcRam, greadStuff you did there!
I found the most answers scrolling this thread. Maybe I overread something, but:

Is it possible to make an underpassage beneath animated tiles? I made the characteristic passway behind a waterfall and recognized quite late, that the water stopped moving on the tagged tiles.

It's not crucial at all since you can lead the passage around the "fall".
Thank you for the message,

Never occured to my mind nor tried it behind animated tiles.

Interesting idea though... I will make sure to credit you for the idea if I manage to do it someday :)
 

Foerster

Villager
Member
Joined
Sep 10, 2020
Messages
20
Reaction score
3
First Language
German
Primarily Uses
RMMV
Hello OcRam I found a incompatibiltiy between your Plugin and Mog_CharSchatterEffects.
When a Event runs once on a Region marked 16 or 17 or use the comment Tag higher in it and i make a Plugin Command for the Schatter Effect on this Event then this error occurs:

Error_MogCharSchatter_OcramPassages.png
I know that you currently focus on MZ Plugins and i complete understand that.
But when you find the time and its not a big deal for fixing that, this would be nice.

Here is the link to the Plugin.
https://mogplugins.wordpress.com/rpg-maker-mv/
 

Rex Tenebris

Veteran
Veteran
Joined
Mar 9, 2013
Messages
404
Reaction score
107
First Language
Spanish
Primarily Uses
RMMZ
Nvm... can't delete this comment.
 

busbuzz

Veteran
Veteran
Joined
Jun 17, 2021
Messages
168
Reaction score
50
First Language
English
Primarily Uses
RMMZ
I have a problem with this plugin but for MZ. i coudn't find a thread for MZ version.
I had a bug where when transfered to a big map, i coudnt interact with any event! my player would just walk underneath all events. the bug was driving me insane and i had to try plugin by plugin to find the origin of the bug. The plugin works perfectly when on small maps but once you are transfered to a big map in game (not when starting from the big map even if it's the same map) once you are transfered to a big map, it's game over, no way to interact with events so i cannot be transfered anywhere unless it's by parallel or autorun events even player touch events don't work. i have a video.

i love your plugin, it's one of my favorites plz help :(
 
Last edited:

OcRam

Servant of the Universe
Veteran
Joined
Aug 2, 2016
Messages
951
Reaction score
1,105
First Language
Finnish
Primarily Uses
RMMZ
I have a problem with this plugin but for MZ. i coudn't find a thread for MZ version.
I had a bug where when transfered to a big map, i coudnt interact with any event! my player would just walk underneath all events. the bug was driving me insane and i had to try plugin by plugin to find the origin of the bug. The plugin works perfectly when on small maps but once you are transfered to a big map in game (not when starting from the big map even if it's the same map) once you are transfered to a big map, it's game over, no way to interact with events so i cannot be transfered anywhere unless it's by parallel or autorun events even player touch events don't work. i have a video.

i love your plugin, it's one of my favorites plz help :(


Thank you for the message,

It seems that player is transferred to a tile where auto assign feature assigns player to "lower floor level" while other events are "higher floor level" - there are posts about this matter in this thread.

Basically you need to assign player manually to "higher" floor level if other events are assigned to "higher" floor level - or vice versa.

You may use JS, plugin commands and/or region ids to force assignment to any character (including player and followers). Please see instructions and other posts for further details (don't have access to my dev PC for few days).
 

busbuzz

Veteran
Veteran
Joined
Jun 17, 2021
Messages
168
Reaction score
50
First Language
English
Primarily Uses
RMMZ
This happens even if map doesn't have any region id tag. and it only happens when tranfered to a big map. then after having the problem, even if i get transfered to a smaller map where there is not supposed to be problems, the problem still happens. Also it's not about the tiles themselves, it's about not being able to reach or touch events. the tiles and their passabilities still work normally
 

OcRam

Servant of the Universe
Veteran
Joined
Aug 2, 2016
Messages
951
Reaction score
1,105
First Language
Finnish
Primarily Uses
RMMZ
Then try to force events to "lower floor level" with <lower> event comment (page specific).
 

Bryanh

Veteran
Veteran
Joined
Sep 16, 2020
Messages
38
Reaction score
13
First Language
english
Primarily Uses
RMMV
Dunno if i missed something and being dumb but I get the error failed to load A5_outsideB but can't find anywhere i can chose tileset im using time fantasy

Thanks
 

OcRam

Servant of the Universe
Veteran
Joined
Aug 2, 2016
Messages
951
Reaction score
1,105
First Language
Finnish
Primarily Uses
RMMZ
Dunno if i missed something and being dumb but I get the error failed to load A5_outsideB but can't find anywhere i can chose tileset im using time fantasy

Thanks
Thank you for the message,
Is one of your tilesets using A5_outsideB and it's missing from /img/tilesets folder?
 

Bryanh

Veteran
Veteran
Joined
Sep 16, 2020
Messages
38
Reaction score
13
First Language
english
Primarily Uses
RMMV
Ah yea I didn't notice i scrolled down on tilesets and there was a blank one that was trying to use them thanks OcRam
 

Foerster

Villager
Member
Joined
Sep 10, 2020
Messages
20
Reaction score
3
First Language
German
Primarily Uses
RMMV
Hello OcRam

i have now tried to force the event to Lower Floor Level with the Plugin Command before the shatter Effect Command and it worked without errors.

But i noticed a little issue in Maps with cliffs when the Player and Events can underpass and overpass the cliffs. When a Event with higher Floor Level walks on tiles marked with Region 18 (the Regions that i use for the Floor Levels are the default ones in the Plugin parameters) and i force it then to lower Floor Level when the fight is won (I use on Map encounters), then it does it but then the Event and some of the shatter Fragments are under the cliff what looks a little bit strange.

I have also tried a different Plugin order with the Mog_CharShaterEffects under the OcRam_Passages Plugin what gives me no errors but the Events on higher Floor Levels dont show the shatter Effects.

I have also seen in the MZ thread of your Plugins that the MZ version of your Passages Plugin seems to be Compatible with the MZ version of Mog_CharShatterEffect so i have tried to fix this issue by use the Fix of the MZ Plugin but the Code there is different and do nothing in the MV version.

Any other ideas?
 

OcRam

Servant of the Universe
Veteran
Joined
Aug 2, 2016
Messages
951
Reaction score
1,105
First Language
Finnish
Primarily Uses
RMMZ
Hello OcRam

i have now tried to force the event to Lower Floor Level with the Plugin Command before the shatter Effect Command and it worked without errors.

But i noticed a little issue in Maps with cliffs when the Player and Events can underpass and overpass the cliffs. When a Event with higher Floor Level walks on tiles marked with Region 18 (the Regions that i use for the Floor Levels are the default ones in the Plugin parameters) and i force it then to lower Floor Level when the fight is won (I use on Map encounters), then it does it but then the Event and some of the shatter Fragments are under the cliff what looks a little bit strange.

I have also tried a different Plugin order with the Mog_CharShaterEffects under the OcRam_Passages Plugin what gives me no errors but the Events on higher Floor Levels dont show the shatter Effects.

I have also seen in the MZ thread of your Plugins that the MZ version of your Passages Plugin seems to be Compatible with the MZ version of Mog_CharShatterEffect so i have tried to fix this issue by use the Fix of the MZ Plugin but the Code there is different and do nothing in the MV version.

Any other ideas?
Have you tried RETRO.js? Then just download OcRam_Core and OcRam_Passages (MZ versions).
 

Foerster

Villager
Member
Joined
Sep 10, 2020
Messages
20
Reaction score
3
First Language
German
Primarily Uses
RMMV
I have this now tried within your RETRO demo projekt but it gives me errors.

When i use the RETRO Plugin with the MZ versions of Passages and OcRam_Core + the MV version of MOG_CharShatterEffects then i get the Same Error as in my post from 4 July 2021 and i´m unable to Enter the Menu or transfer to another Map because i get an Error which says:

TypeError: Cannot set property '1' of undefined
at Spriteset_Map.recordShatterData (MOG_CharShatterEffect.js:324)
at Scene_Map.terminate (MOG_CharShatterEffect.js:309)
at Function.SceneManager.changeScene (rpg_managers.js:1998)
at Function.SceneManager.updateMain (rpg_managers.js:1982)
at Function.SceneManager.update

When i use the MZ version of MOG_CharShatterEffects the shatter Effect on higher Regions is functional but when i will go to another Map or the Menu the Error above appears.

I have also tried different Plugin orders (Above Passages Plugin, below Passages Plugin) but this chnages nothing.

Another thing that i have noticed while testing is when an Event is on Region 16 then the shatter effect disappears before it finishes. This happens with the MV version and also in the RETROED MZ version of the MOG_CharShatterEffect Plugin.
 

Powell

Veteran
Veteran
Joined
Mar 19, 2018
Messages
105
Reaction score
8
First Language
English
Primarily Uses
N/A
Hey OcRam is it possible to add a fix for tall ship sprites?
1636453203908.png1636453222721.png
I updated OcRam_Core to 1.11, OcRam_Layers to 1.11 and OcRam_Passages to 1.03 but nothing changed for RPG maker MZ.
 

OcRam

Servant of the Universe
Veteran
Joined
Aug 2, 2016
Messages
951
Reaction score
1,105
First Language
Finnish
Primarily Uses
RMMZ
Hey OcRam is it possible to add a fix for tall ship sprites?
View attachment 206170View attachment 206171
I updated OcRam_Core to 1.11, OcRam_Layers to 1.11 and OcRam_Passages to 1.03 but nothing changed for RPG maker MZ.
Thank you for the message,

Tall sprites should be fine.

Hmm... Why to use 22 region id? 22 region id is used to prevent RM core functionality (bug) where player can pass edges if passable B-E tile is drawn at the edge of cliff for example.
 

Powell

Veteran
Veteran
Joined
Mar 19, 2018
Messages
105
Reaction score
8
First Language
English
Primarily Uses
N/A
Well if I use 18 in place of 22 the ship can pass though at the very top and the sails appear with half the ship under the bridge. (like the image above, but one square higher)
 

OcRam

Servant of the Universe
Veteran
Joined
Aug 2, 2016
Messages
951
Reaction score
1,105
First Language
Finnish
Primarily Uses
RMMZ
Well if I use 18 in place of 22 the ship can pass though at the very top and the sails appear with half the ship under the bridge. (like the image above, but one square higher)
Maybe event with "same as character" priority with <lower> event comment could block boat, but allow passing the bridge from top?
 

Latest Threads

Latest Posts

Latest Profile Posts

Shoot.gif
Because The Fury from Metal Gear Solid 3 is one of my favorite bosses of all time, I felt the need to make a somewhat similar boss for my own game. taking cues from both the Fury and another awesome astronaut boss, Captain Vladimir from No More Heroes 2.
RE4make almost had me with their demo until I got to the dog stuck in a bear trap and realized that he was dead and could no longer be saved. Just not the kind of reimagining I'm interested in.
Here's some dudes that I'm drawing for Jimmy's Quest!
autredo.png
Autism Acceptance Month 2023!


Did this randomly in my free time, I guess today is a good day to show it.

Forum statistics

Threads
130,023
Messages
1,207,102
Members
171,288
Latest member
oscerr
Top