OcRam

Servant of the Universe
Veteran
Joined
Aug 2, 2016
Messages
820
Reaction score
950
First Language
Finnish
Primarily Uses
RMMZ
Yes, I tried many variations - switching order, moving on top of the list of plugins, on the bottom, before YEP plugins, after YEP plugins, result was the same, your plugin works only when the TSR_SideStairs is off.

(Adding your Oc_Core renders both plugins unusable).

The only thing what comes to my mind is one of functions in your plugins blocks a function in TSR (or the quite opposite). I studied a while your code and due to the my lack of knowledge in JS I couldn't find anything 'interesting' that causes the problem.
OcRam_Core is for MZ plugins only (though my MZ plugins can be used in MV with RETRO -plugin made by Drakkonis)

I was wondering if MZ version would be compatible with TSR_SideStairs... don't know - it's a long shot, but might work?

Tried it in a new project, and it still doesn't work.
Hmm... strange I just tried this in new project and everything seems to be ok with setup below. What MV core script is in use? You can check it via console >> Play test >> Press F12 (or F8) >> Make sure you are in "Console" tab >> Write: Utils.RPGMAKER_VERSION; (and press enter) >> What is the version?
support.png
 

Powell

Veteran
Veteran
Joined
Mar 19, 2018
Messages
102
Reaction score
8
First Language
English
Primarily Uses
N/A
I had to go to version 13.0 (it was 13.2) but it seemed to be causing intermittent * tiles to be ignored completely while play testing. Very odd...

BTW do you do commissions OcRam?
 

OcRam

Servant of the Universe
Veteran
Joined
Aug 2, 2016
Messages
820
Reaction score
950
First Language
Finnish
Primarily Uses
RMMZ
I had to go to version 13.0 (it was 13.2) but it seemed to be causing intermittent * tiles to be ignored completely while play testing. Very odd...

BTW do you do commissions OcRam?
Generally nope. But I have done one of my plugins as commission for example. Terms were pretty clear I do the job and commisioner bought lifetime commercial license for it.
 

Powell

Veteran
Veteran
Joined
Mar 19, 2018
Messages
102
Reaction score
8
First Language
English
Primarily Uses
N/A

Soulrender

Jack Of All Trades
Veteran
Joined
Jan 12, 2019
Messages
1,400
Reaction score
850
First Language
Poland
Primarily Uses
RMMV
@OcRam According to description of TSR's plugin description it's compatible with MZ, but right now I don't own license for MZ and I cannot afford porting my project to MZ (too many things to edit, really.)
Maybe @caethyril or @Poryg could/can at least tell where to look in code what is causing problem.

Oh, by the way, this might interest you @OcRam, your plugin also goes in conflict (without any errors)
with Yanfly's Region Restriction plugin (event tags, like <Activation row: x> and Yanfly's Slippery floor plugin (need further veryfication), just to let you know.

Edit, actually I already solved the problem, I added Player Touch events on left and right side of the bridge event

unknown.png

and top and bottom of the same bridge following player touch events:
unknown.png
 
Last edited:

OcRam

Servant of the Universe
Veteran
Joined
Aug 2, 2016
Messages
820
Reaction score
950
First Language
Finnish
Primarily Uses
RMMZ
@OcRam According to description of TSR's plugin description it's compatible with MZ, but right now I don't own license for MZ and I cannot afford porting my project to MZ (too many things to edit, really.)
Maybe @caethyril or @Poryg could/can at least tell where to look in code what is causing problem.

Oh, by the way, this might interest you @OcRam, your plugin also goes in conflict (without any errors)
with Yanfly's Region Restriction plugin (event tags, like <Activation and Yanfly's Slippery floor plugin (need further veryfication), just to let you know
I don't have access to TSR_SideStairs because it seems to be pay walled (last time I checked). Thus I can't check any code - and probably terms of use will prohibit any re-distribution of that plugin.

I was trying to say that my MZ plugins are compatible with MV (IF RETRO -plugin is used).

Click here to visit RETRO thread.
 

Dreigonix

Villager
Member
Joined
Sep 28, 2021
Messages
14
Reaction score
3
First Language
English
Primarily Uses
RMMV
OcRam_Core is for MZ plugins only (though my MZ plugins can be used in MV with RETRO -plugin made by Drakkonis)

I was wondering if MZ version would be compatible with TSR_SideStairs... don't know - it's a long shot, but might work?


Hmm... strange I just tried this in new project and everything seems to be ok with setup below. What MV core script is in use? You can check it via console >> Play test >> Press F12 (or F8) >> Make sure you are in "Console" tab >> Write: Utils.RPGMAKER_VERSION; (and press enter) >> What is the version?
View attachment 207958
1.6.1.
 

OcRam

Servant of the Universe
Veteran
Joined
Aug 2, 2016
Messages
820
Reaction score
950
First Language
Finnish
Primarily Uses
RMMZ
Ok now I have ran out of ideas... Only way I can repeat that issue is that I don't paint region ids correctly. Can you send screen shot of you plugin parameters and region ids on map?
 

Dreigonix

Villager
Member
Joined
Sep 28, 2021
Messages
14
Reaction score
3
First Language
English
Primarily Uses
RMMV
Ok now I have ran out of ideas... Only way I can repeat that issue is that I don't paint region ids correctly. Can you send screen shot of you plugin parameters and region ids on map?
1638086519255.png
1638086583293.png
1638086640453.png
1638086649307.png
1638086721579.png
 

OcRam

Servant of the Universe
Veteran
Joined
Aug 2, 2016
Messages
820
Reaction score
950
First Language
Finnish
Primarily Uses
RMMZ

ShadowDragon

Realist
Veteran
Joined
Oct 8, 2018
Messages
4,858
Reaction score
1,868
First Language
Dutch
Primarily Uses
RMMV
@Dreigonix also your YEP plugins are out of order, check his website
to place it in the correct order, strange behavior can happen as well
as for conflicting other plugins (NOT YEP BASED) if in incorrect order.

Ocram_Core = MZ only like ocram said and RETRO is required.
but if ocram plugins are placed wrong with YEP incorrect order,
it can conflict, and cannot work as it should be, so make sure
your list is in the correct order (core, message, battle, gameplay etc)
and place passage plugin in the gameply section for best functional.
 

Dreigonix

Villager
Member
Joined
Sep 28, 2021
Messages
14
Reaction score
3
First Language
English
Primarily Uses
RMMV
Ok - I found the issue OcRam_Core is for MZ (and if OcRam MZ -plugins are RETRO'ed for MV - RETRO.js must be imported before any other MZ plugin).

If you decide to use MV version please remove OcRam_Core from plugin list.
So I just use Passages with no Core?
 

Powell

Veteran
Veteran
Joined
Mar 19, 2018
Messages
102
Reaction score
8
First Language
English
Primarily Uses
N/A
1640644264075.png
Something funky is going on with your passages, I tried changing the core script version but it seems to be ignoring * tiles...
 

OcRam

Servant of the Universe
Veteran
Joined
Aug 2, 2016
Messages
820
Reaction score
950
First Language
Finnish
Primarily Uses
RMMZ
View attachment 211014
Something funky is going on with your passages, I tried changing the core script version but it seems to be ignoring * tiles...
Thank you for the message,

If player is on higher floor level then star tiles must be also drawn to higher floor level. Region ids 17, 18 and 19 (with default parameters, see plugin info for each region id purpose) will draw star tiles above player even if player is at higher floor level.

If I remember correctly there are examples for this in OcRam demo project.

Edit: or maker sure player is signed to lower floor level when having access to star tiles.
 

Powell

Veteran
Veteran
Joined
Mar 19, 2018
Messages
102
Reaction score
8
First Language
English
Primarily Uses
N/A
Thank you for the message,

If player is on higher floor level then star tiles must be also drawn to higher floor level. Region ids 17, 18 and 19 (with default parameters, see plugin info for each region id purpose) will draw star tiles above player even if player is at higher floor level.

If I remember correctly there are examples for this in OcRam demo project.

Edit: or maker sure player is signed to lower floor level when having access to star tiles.

Is there a way to turn off OcRam_Passages on some maps?
 

OcRam

Servant of the Universe
Veteran
Joined
Aug 2, 2016
Messages
820
Reaction score
950
First Language
Finnish
Primarily Uses
RMMZ
Is there a way to turn off OcRam_Passages on some maps?
At the moment there's no way to do that. This plugin alters way too many passability and "the way tileset is drawn to map" core methods.

Doing that kind of feature would take a lot of time (and would have to make it compatible with all of my other plugins also and that takes notable amount of time too). BUT as a feature it certainly could be worth of that time.

Shortly: Great idea and I will add it ... wait a minute - apparently I have already added this idea to my never-ending todo list!
 

ShadowDragon

Realist
Veteran
Joined
Oct 8, 2018
Messages
4,858
Reaction score
1,868
First Language
Dutch
Primarily Uses
RMMV
I wonder what reason there is to turn off the entire effect, or by a switch.
which is easier to add to if you start with a boolean if switch X if ON it runs,
if its OFF, it's ignored, but I dont see the point of that though.

if you dont need it in a map, you dont use any regions of it?
or what other purpose could be there?
 

OcRam

Servant of the Universe
Veteran
Joined
Aug 2, 2016
Messages
820
Reaction score
950
First Language
Finnish
Primarily Uses
RMMZ
I wonder what reason there is to turn off the entire effect, or by a switch.
which is easier to add to if you start with a boolean if switch X if ON it runs,
if its OFF, it's ignored, but I dont see the point of that though.

if you dont need it in a map, you dont use any regions of it?
or what other purpose could be there?
Indeed... One reason could be to ensure player should always be on lower floor level, but this can be done via autorun/parallel event for example...

And if defined region ids are not used it should be same as plugin is disabled.
 

Powell

Veteran
Veteran
Joined
Mar 19, 2018
Messages
102
Reaction score
8
First Language
English
Primarily Uses
N/A
Yeah, well I've been trying to figure out why it would be triggering characters to walk over objects after a period of movement during play testing when these objects are marked as * and I'm not using any region markers for the trees and such.
 

Latest Threads

Latest Posts

Latest Profile Posts

After the initial success with one event, I set up four different events on the same map to detect who is in which slot in my current party, and fortunately it managed to work as intended, with the events changing image to match the party members even as I swapped their positions around in formation. This will be a great tool for immersive scene design.
Finally finished the first hand-drawn map! It took me a week, but I'm so proud!
Actual line of code I just had to write for a plugin:

return Object.keys(this._shopStock).map(key => key.split(",")).map(element => element.map(value => Number(value))).filter(key => key[0] === mapId && key[1] === eventId);

Forum statistics

Threads
118,447
Messages
1,116,046
Members
155,414
Latest member
AlvaroSimarro
Top