OcRam - Passages plugin [v4.07 updated 2020/05/02]

OMGerm

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Latest version - (v4.06 released 2020/03/14):
  • OcRam core v1.04 (requirement for all of my latest plugins)
    ...And prepares this plugin for OcRam demo project

  • Now compatible with OcRam_Layers (v2.01)!
    YES! You may now have passages even if you do parallax mapping!

  • New plugin parameter "Use tall sprites" (credits to @OMGerm for reporting this issue!)
    But this alone won't guarantee tall sprites to be 'glitchless' you also need to design your maps for tall characters.
So far so good! This seems to have fixed the tall sprite issue with ladders, and it has resolved any incompatibility with SAN_AnalogMove. I'll continue testing, but I can't imagine anything breaking. Just have to be cognizant of level design for tall sprites, as you suggested. Thank you for taking the time to continuously improve your contributions!
 

Espilonarge

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I wanted to point out that while v4.06 does fix tall player/event sprites, it does not fix the issue I've had regarding Yanfly's Grid-Free Doodad's.

Essentially, the problem is the way that Region 19 tiles are handled. If you place a doodad on or below a Region 19 tile, the doodad will "always" be snipped or covered by those tiles. The only way around this issue is to set the doodad to use Layer 10 (the "highest" possible layer to set a doodad to) but there's a problem with this.

Any doodad placed on Layer 6 or above will always be "above" the player and/or events (it technically needs to be on Layer 5 in order for the doodad to be "leveled" with the player and/or events so you can walk in front or behind it).

Even using a graphic editor and adding extra "space" below or above the sprite and aligning it on the map will not fix this issue.
 

Valgous

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Hi @OcRam
I still have it showing " undefined is not a function"
How can I fix it?

1586435177115.png
 

OcRam

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Hi @OcRam
I still have it showing " undefined is not a function"
How can I fix it?

View attachment 139225
Thank you for the report,

I will fix this in next version.

As quick fix: Add line
Code:
var ShaderTilemap = ShaderTilemap || false;
To line 348 before line: if (ShaderTilemap) { ...
 

Tad_Bolmont

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So, I noticed that when I do a tileset change via event, any tiles with a Cover Autotile Region ID (19) or a Overhead Region ID (21) retain the original tile. Any way to keep that from happening?
 

OcRam

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So, I noticed that when I do a tileset change via event, any tiles with a Cover Autotile Region ID (19) or a Overhead Region ID (21) retain the original tile. Any way to keep that from happening?
Thank you for the message,

I have countered this issue with "Transfer player" command (with fade or without) after "Tileset change" command.
 

Tad_Bolmont

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Thank you for the message,

I have countered this issue with "Transfer player" command (with fade or without) after "Tileset change" command.
Thanks for the reply. I tried that, and it didn't work for me.
 

Msoulwing

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Heya.
Yeah, still having that exact same problem as Tad. I tried putting a Transfer Player command (moving my character 1 step to the right) after the Tileset Change, but it has no effect.
 

OcRam

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Thanks for the reply. I tried that, and it didn't work for me.
Heya.
Yeah, still having that exact same problem as Tad. I tried putting a Transfer Player command (moving my character 1 step to the right) after the Tileset Change, but it has no effect.
That's strange, because my time system uses transfer command and it works with passges, but I will check this and fix it.

Thank you for the reports!
 

Nortas

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Hi there!
I'm tring this plugin for my bridges but if i put regions as the tutorials my tile-B become transparent (so the bridge is invisble)...I'm doing something wrong?

TY
 

OcRam

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Hi there!
I'm tring this plugin for my bridges but if i put regions as the tutorials my tile-B become transparent (so the bridge is invisble)...I'm doing something wrong?

TY
Thank you for message,

Can you send screen shot where I can see bridge setup?
 

BurningOrca

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First of all I currently have version v4.00 and I couldn't find whether this was already fixed in a higher version, but I'll report it non the less:

1588407359651.png
If I go game over in a battle and then reload the save file immediately which has been created on a different map, then I get the saved layer of sprites from the previous map.

Again thank you for the plugin.

Edit:
Now I've got the latest version and I saw it has already been fixed. Sorry for that!
 
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OcRam

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First of all I currently have version v4.00 and I couldn't find whether this was already fixed in a higher version, but I'll report it non the less:

View attachment 141918
If I go game over in a battle and then reload the save file immediately which has been created on a different map, then I get the saved layer of sprites from the previous map.

Again thank you for the plugin.

Edit:
Now I've got the latest version and I saw it has already been fixed. Sorry for that!
Thank you for the message and no problems! Oh and btw just updated this plugin to 4.07!

Latest version - (v4.07 released 2020/05/02):
 

Nortas

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Wow mate! The v4.07 solved all my issues! :LZSlol:

I've a question:

What's the difference using region 19 or 18 for cliffs and walls?

I ask because I'm using a rounded edge for cliffs and using 19 i got my player under the edge but under the floor too (I attached 2 screen).
So because It seems using 18 for cliffs too is a good solution I ask you if is it!

TY again 4 all!
 

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ShadowDragon

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@Nortas Region 19 draw autotiles tiles above player while
Region 18 covers B-E tiles so they are different. check the helpfile for the meanings.

all regions used do something else, even if its almost the same, but still different :)
 

Nortas

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Aaaaah! That's the key so! Because in my tileset the upper edges are in B tiles! (the other parts of cliff in A tiles).

So I'm right using 18! :D
TY
 

ShadowDragon

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@Nortas
if cliffs are on A, use 19, while 18 in your picture above, is above player and cut it out.
18 is more used for bridged (center) and corners.

it can be reconizeable though, if you use clifs pars (different from autotiles (A), than 18 can be used.
but read carefully what they do and follow the example images for best use, so you dont have
bugs if used incorrectly ^^

if you recheck four images (region 19) and (region 18), you see the ground above the player
while its not there on region19 image.
 

Nortas

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There is an image of passagges settings in DB for Cliffs?!?

I've a problem if i block passage (to do not permit the pg to walk from a cliff to floor) I can't access the bridge...

If I allow to pass the pg can pass from a cliff to a floor without using ladders!
 

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