OcRam MZ -plugins

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Started by OcRam 404 posts Page 1 of 21 View original ↗
  1. Introduction
    This is the main thread for all of OcRam RMMZ -plugins!

    NOTE: ALL OcRam MZ -plugins are RETRO'able to MV!

    RETRO thread (for MV): Click here

    MZ Demo -project video


    Terms of Use: Click here

    OcRam_Core is required by all other OcRam (MZ) -plugins. Purpose of this plugin is to keep code base minimal, optimize memory and CPU usage.

    OcRam_Battle_Core This plugin provides battle features like action sequences, substitute behaviours, animated SV enemies, enhanced damage popups and much more! This is also required by other OcRam_Battle -plugins.

    OcRam_Battle_Troops 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!

    OcRam_Time_System will add highly customizable Time System to your RMMZ -projects. Includes map/menu clocks, dynamic seasons, months, weekdays and much more!

    OcRam_Weather_System will add highly customizable Weather System to your RMMZ -projects. Includes weather pools, enchanced RMMZ weathers integration to Time System (not required) and much more!

    OcRam_Movement will enable diagonal and pseudo-pixel movement for you RMMZ -project! Supports all default input devices: gamepad, mouse/touch and keyboard!

    OcRam_Events allows you to streamline your eventing by creating event bases! Only 1 place to make changes globally! Or need to spawn events (like loot chests, projectiles etc...)? Autofill speaker name and face with emotions? And much more!

    OcRam_Followers Actor toggling with designated hotkey(s), commands to (re)locate followers, enable or disable followers follow (QoL for cutscenes)! Apply move routes, balloons and animations to any follower! Lost Vikings style puzzles (where you need to toggle characters) and MUCH MORE!

    OcRam_Audio will give possibility to play several BGS at the same time. Events may emmit also DYNAMIC sounds with desired radius and other parameters! Create example rivers, camp fires, beach etc... It's nice to hear the closer you are the louder you hear (also possibility to AUTO PAN!)

    OcRam_Lights will add light layer to your RMMZ -projects. Light sources comes with all possible colors (and can even rotate colors) and several types (flickering, pulsating, fire, normal, strobo, flash light etc...) ...Oh and events can have multiple light sources!

    OcRam_Layers display ultra fast parallax layers or dynamic scrolling/looping tiled layers (even in title/battle for fog, sandstorm etc... effects). This plugin also offers plugin commands to show, move, tint, rotate and erase pictures!

    OcRam_Title_Shuffler How cool would it be to show different locations from the game world in title screen?! OcRam_Layers and OcRam_Weather_System is highly recommended to utilize full potential of this plugin!

    OcRam_Title_Info This plugin will enable you to show various information in title screen! Example: Your game version, Copyright info, Website and even allows JS eval!

    OcRam_Indicators OcRam_Labels has evolved to OcRam_Indicators and swallowed also OcRam_Messages (as known in MV) in the process! This plugin also provides some extra options for player to choose if labels, messages and/or indicators are shown! (Options can be hidden with plugin parameter)

    OcRam_Passages this is must have if your game has several floor levels (bridges, cliffs etc..) and want to easily create in-depth effect. Easily prevent event interacting between different floor levels but it is also possible allow interacting for desired events at any level. Even AUTOTILES can be drawn above player!

    OcRam_NPC_Scheduler Ever wanted to create a town where townsfolk lives their life like going to market, pub and their job-/hangout places? But probably don't want to go out if there's storm or blizzard going on?

    OcRam_Star_Tile_Fix All who have used larger than 1 tile sprites, have propably strugled with star (*) tiles. This plugin will sort star tile z-index by y axis! No configurations needed - This is plug'n'play plugin!

    OcRam_Local_Coop This plugin allows up to 4 players to control their own party member! All players can interact with events, call menu and participate in battles. You may use this plugin to create some awesome coop dungeons (Lost Vikings style), which are also playable in single player mode with OcRam_Followers!

    OcRam_Map_Transfer Give map notetags to tell maps which map they are connected to. Make your transfers easier - especially if there are several connection points between maps! Includes also new type of transfer "Scroll" (Old school Zelda like)!

    OcRam_Credits This plugin adds new Credits scene to your RPG Maker project! Each category may have it's own background. Fallbacks to plugin default BG and after that fallback to previous scene bitmap snap (like default menu).

    OcRam_Misc This plugin should cover all those 'minor' things, that I thought won't need own dedicated plugin for it. Like features 'pixel perfect rendering', JS eval on items/states, CE on map start/after transfer and 'on map damage'.

    All OcRam RMMZ -plugins [Download link]

    Time- and weather system plugin images are as attachment.
  2. Hey there!

    I have two questions about the lights Plugin.

    1. Is it always needed to tint the map to see the lights or how does this work
    2. Is there an option to set a light source for a event and then block the shine of the light for specific region IDs (for example having a normal lamp lighted but it should not shine to much so its "out of the map".)

    1599220581880.png


    (red area is blocked, green not blocked)1599222865026.png
  3. Underserial said:
    Hey there!

    I have two questions about the lights Plugin.

    1. Is it always needed to tint the map to see the lights or how does this work
    2. Is there an option to set a light source for a event and then block the shine of the light for specific region IDs (for example having a normal lamp lighted but it should not shine to much so its "out of the map".)

    View attachment 159271


    (red area is blocked, green not blocked)View attachment 159277
    Thank you for the message,

    I will investigate real-time shadows and additive lights after I have released my demo -project. So it might take awhile.
  4. OcRam said:
    Thank you for the message,

    I will investigate real-time shadows and additive lights after I have released my demo -project. So it might take awhile.

    I thought u could do it with Terrain IDs
    But when im trying this:

    1599223994106.png
    and ive set the terrain id for this pattern:
    1599224034431.png

    it is still showing the light source (i set it to NONE)

    1599224076385.png
  5. Thank you for making a conversion of the Passages plugin! Now I don't have increase my asset size just to make proper walls and roofs. It's an amazing plugin.
  6. OcRam said:
    Are you sure it's not event/player light? Because in my project I can turn off terrain lights.
    the origin light source is a event light.
    But underneath the terrain is switched off so i thought this cancels the event light for this terrain.

    Can u check how i did it?

    1599230112728.png
    This is the event ive done


    And this is how i setup the rest
    1599230153839.png set the terrain ID to 2

    Then deactivate the terrain id 2 with this command
    1599230217025.png


    but the result is still showing the light
    1599230261264.png



    and the first question i had can u please also give me an info to this?
    1. Is it always needed to tint the map to see the lights or how does this work


    Thanks a lot i really thank you for this awesome work, if i can get it done as i want it to be, i will give u some money for this! Thanks
  7. Underserial said:
    the origin light source is a event light.
    But underneath the terrain is switched off so i thought this cancels the event light for this terrain.

    Can u check how i did it?

    View attachment 159287
    This is the event ive done


    And this is how i setup the rest
    View attachment 159288 set the terrain ID to 2

    Then deactivate the terrain id 2 with this command
    View attachment 159289


    but the result is still showing the light
    View attachment 159290



    and the first question i had can u please also give me an info to this?
    1. Is it always needed to tint the map to see the lights or how does this work


    Thanks a lot i really thank you for this awesome work, if i can get it done as i want it to be, i will give u some money for this! Thanks
    Terrain lights have nothing to do with event and/or other light sources. Terrain lights are ment to light up for example entire river etc...

    If you wish to turn off light just put self switch A which leads to empty event page.

    Below is example from up coming demo -project.

    Screen shots
    support1.png
    support2.png
  8. ok i thought i could use it like "Hey on this terrain is NO light".
    That way i could say that the light source is only showing in one direction.
  9. Is this a straight port of you mz version, meaning can I use your mv demo as a guide?
  10. blade911 said:
    Is this a straight port of you mz version, meaning can I use your mv demo as a guide?
    Thank you for the message,

    It is about 85% same, but made some adjustments for MZ - Especially plugin commands are totally incompatible.

    Also OcRam_Audio -plugin notation has been changed from <aex...> to <audio...>

    But other than those it should be all ok :)
  11. Is it always needed to tint the map to see the lights ?
  12. Underserial said:
    Is it always needed to tint the map to see the lights ?
    For now yes "Light layer BG" command is required for any light source to show up.

    I will investigate additive lights (those won't require any light layer) after I have finished my MZ demo. But that might take a while.
  13. maps marked indoors are still being tinted, tried on a blank project with the same results, is there something I'm missing
  14. blade911 said:
    maps marked indoors are still being tinted, tried on a blank project with the same results, is there something I'm missing
    Thank you for the report!

    Confirmed bug - Eliminated. Update requires OcRam_Core v1.01 and OcRam_Lights v1.01 to fix it.
  15. Hey OcRam,

    first of all I love your lights plugin!
    but it seems your Core Plugin doesn't like the Quest Plugin from VisuMZ don't know whats wrong =(
    its not throwing any errors or so...tested it with only these two plugins in a new project.
    when I enable your core plugin it just kinda disables all my Quest categories and I cant see the quests it kinda greys them out...weird.

    is there any chance you could check and see whats wrong? would really appreciate it
    would love to use both plugins =/
    cheers

    Edit: made 2 screens first one is without core plugin second is with core enabled..
    Spoiler
    Wq81A6g.png
    Spoiler
    hGFd8sA.png
  16. Yuudai said:
    Hey OcRam,

    first of all I love your lights plugin!
    but it seems your Core Plugin doesn't like the Quest Plugin from VisuMZ don't know whats wrong =(
    its not throwing any errors or so...tested it with only these two plugins in a new project.
    when I enable your core plugin it just kinda disables all my Quest categories and I cant see the quests it kinda greys them out...weird.

    is there any chance you could check and see whats wrong? would really appreciate it
    would love to use both plugins =/
    cheers

    Edit: made 2 screens first one is without core plugin second is with core enabled..
    Spoiler
    Wq81A6g.png
    Spoiler
    hGFd8sA.png
    Thank you for the message,

    Seems like this Quest Journal is paywalled plugin (can't download it to test / fix it).

    And another thing is that Visu -plugins are obfuscated so can't promise compatibility with them. But I will do what I can. At the moment my plugins works with basic Visu plugins which are free to download (with their default parameters).
  17. Thanks for the reply

    yeah I forgot thats a paid plugin =/ too bad thought you had an idea what could cause it anyway
    I will try and report it to visu dev team maybe they can do something bout it who knows.
  18. Possible bug, the weather sound effects do not play (rain/storm/blizzard) only the thunder plays apparently. tried it in my current project and blank one, same thing.
  19. blade911 said:
    Possible bug, the weather sound effects do not play (rain/storm/blizzard) only the thunder plays apparently. tried it in my current project and blank one, same thing.
    Thank you for the message,

    And sorry for SUPER late answer I missed this post somehow... I had same problem in some version, but I have now updated whole OcRam -plugin suite AND added new plugin to it OcRam_Layers!