OcRam - Passages plugin (for MV)

OcRam

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I have released version 2.07 where following changes are made:
  • Fixed issues with "Transfer player" command
    • Won't "freeze" cover tiles to screen anymore
  • Events (and player) retain their floor levels after any scene (or transfer)
 

Sima_Hui

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Amazing. Just discovered this plugin yesterday and spent about 2 hours trying to figure out why it didn't work. Finally narrowed it down to the transfer player command and came here to mention it and voila, you've already fixed it. Great plugin, thanks for the support!

EDIT: I've discovered that the "frozen" cover tiles is still an issue if you're using Shaz's Map Edge Transfer plugin to transfer the player. In case you care.

https://forums.rpgmakerweb.com/index.php?threads/map-edge-transfer.47775/
 
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OcRam

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Amazing. Just discovered this plugin yesterday and spent about 2 hours trying to figure out why it didn't work. Finally narrowed it down to the transfer player command and came here to mention it and voila, you've already fixed it. Great plugin, thanks for the support!

EDIT: I've discovered that the "frozen" cover tiles is still an issue if you're using Shaz's Map Edge Transfer plugin to transfer the player. In case you care.

https://forums.rpgmakerweb.com/index.php?threads/map-edge-transfer.47775/
Thank you for the report @Sima_Hui !

I have released version 2.08 where following changes are made:
  • Support for $gamePlayer.reserveTransfer JScript
    (which provides also support for Shaz Map Edge Transfer -plugin)
 

Icenick

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Thank you for the report @Sima_Hui !

I have released version 2.08 where following changes are made:
  • Support for $gamePlayer.reserveTransfer JScript
    (which provides also support for Shaz Map Edge Transfer -plugin)
Truly amazing plugin and support! I think I have discovered another issue although not 100% sure I did it properly but here are my findings.
I think it has to do with the tile used as I cannot figure out another reason.

-Where the bat is circled in red is the I used the wall tile circled in red on right side as a floor. This bat I cannot interact with if I start on the bottom floor (blue circle).
-If I set player start next to the bat aka upper floor, I can interact with it, however the exit (yellow) which normally teleports me does not work.
-If I clip through the floor into the cave wall (bottom part of red circle tileset) the bat can touch me and engage combat.
Therefore I can assume by starting on the
upper floor, places me on a higher level, furthermore if I place tile 16 to place me on a lower level, I in fact can interact with the exit BUT NOT the bat...

Another issue I noticed was if I leave combat and use a self switch on to make the enemy disappear, the event would be gone however it left an image of the enemy on the screen. I tried to counter this by after combat I just "Set Movement Route" > This Event > Opacity : 0. However it still left an image ONLY if the bat was placed on upper floor but was fine on the other tiles.
 

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Sima_Hui

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Thank you for the report @Sima_Hui !

I have released version 2.08 where following changes are made:
  • Support for $gamePlayer.reserveTransfer JScript
    (which provides also support for Shaz Map Edge Transfer -plugin)
Fantastic! Works perfectly, thanks again!
 

OcRam

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Truly amazing plugin and support! I think I have discovered another issue although not 100% sure I did it properly but here are my findings.
I think it has to do with the tile used as I cannot figure out another reason.

-Where the bat is circled in red is the I used the wall tile circled in red on right side as a floor. This bat I cannot interact with if I start on the bottom floor (blue circle).
-If I set player start next to the bat aka upper floor, I can interact with it, however the exit (yellow) which normally teleports me does not work.
-If I clip through the floor into the cave wall (bottom part of red circle tileset) the bat can touch me and engage combat.
Therefore I can assume by starting on the
upper floor, places me on a higher level, furthermore if I place tile 16 to place me on a lower level, I in fact can interact with the exit BUT NOT the bat...

Another issue I noticed was if I leave combat and use a self switch on to make the enemy disappear, the event would be gone however it left an image of the enemy on the screen. I tried to counter this by after combat I just "Set Movement Route" > This Event > Opacity : 0. However it still left an image ONLY if the bat was placed on upper floor but was fine on the other tiles.
I would put event comment <lower> to bat which is on higher floor level (this is best way if you are certain player can't teleport to "roof top" region). Another approach would be to paint whole upper floor with "under passage" region id.
 

Icenick

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I would put event comment <lower> to bat which is on higher floor level (this is best way if you are certain player can't teleport to "roof top" region). Another approach would be to paint whole upper floor with "under passage" region id.
Both work! Thanks it was creating odd visual issues but it seems to work :)
 

BruceLee

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Help me pls!! I can't use with Vehicle. I use RPG MV V.1.6.1 and OcRam_Passages version 2.08 JS.png js2.png js3.png
 

OcRam

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Thank you for the report @BruceLee !

I will fix this vehicle issue ASAP (estimated fix date 29.9.).
 

OcRam

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Thank you.
I have released version 2.09 where following changes are made:
  • Fixed issues when entering vehicle
  • Fixed issue when event sprite (with no Graphics) didn't update properly on cover tiles (thanks to @Icenick for reporting bat issue on cover tiles)
 

BruceLee

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I have another problem. I can not leave "Vehicle". I use RPG MV V.1.6.1 and OcRam_Passages version 2.09. Pls Help...ToT
 

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albert-youkai

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that is great plugins,
is shame nobody yet have made plugings for make moving playforms, in combo with that one was letteraly a amazing
 

OcRam

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I have another problem. I can not leave "Vehicle". I use RPG MV V.1.6.1 and OcRam_Passages version 2.09. Pls Help...ToT
I couldn't re-produce that problem with RMMV 1.6.1. Have you tried to do that in new project (to make sure it's not caused by any plugin conflicts)?

that is great plugins,
is shame nobody yet have made plugings for make moving playforms, in combo with that one was letteraly a amazing
I think moving platforms can be done via RMMV default eventing? And you can use this plugin to have effect that player passes under the platform on lower level and is above on higher floor level.
 

BruceLee

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I couldn't re-produce that problem with RMMV 1.6.1. Have you tried to do that in new project (to make sure it's not caused by any plugin conflicts)?


New Project.
 

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OcRam

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Thank you for the report! I didn't encounter that problem because I had passage regions defined (also in new project). This problem was only present if there were no passage regions defined.
 

OcRam

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I have released version 2.10 where following changes are made:
  • Fixed issue when leaving vehicle (thanks @BruceLee)
  • Typed plugin parameters (number/text/boolean etc...)
  • Tile width and height are now fetched from RMMV settings
 

BruceLee

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I have released version 2.10 where following changes are made:
  • Fixed issue when leaving vehicle (thanks @BruceLee)
  • Typed plugin parameters (number/text/boolean etc...)
  • Tile width and height are now fetched from RMMV settings
Thank You.
 

OcRam

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This plugin looks amazing but for some reason it is causing my game to lag and the sprites in the save file won't display.
Are there any known incompatibilities with the other plugins I have installed?
Thank you for the message,

Some camera/pixel movement plugins may have incompatibilities and I do not know how that YEP_FpsSynchOption or TerraxLighting plugins are working. I will test 'em ASAP (I should have time this weekend to do it).

Edit: @definite_lee I have now checked these plugins.

Some users have experienced lag with TerraxLighting -plugin in RMMV version 1.6.1 (though I didn't experience any lag with it, all was scrolling smooth as normal with or without Passages plugin enabled).

And with YEP_FpsSynchOption ON map scrolling wasn't so smooth when synch was OFF.
 
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