Did you try opening your menu after entering the debugger because for me that's where the problem happens I opened debugger closed it and went to menu where it crashed
OcRam MZ -plugins
● ARCHIVED · READ-ONLY
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Thank you for the message and compliments,Seriously, these new plugins are amazing, thank you. I immediately integrated them into my current project, like most of your other plugins. :ehappy:
UnfortunatelyI discovered a small bug with the map transfer plugin. In cases where the player is in the corners of the map, he can only move horizontally (left/right) but not vertically (up/down). When analyzing the plugin code, I discovered that when testing if "x=0" or "x=map.width-1", only the left and right direction keys are taken into account, but not the top and bottom. On the other hand, we test them in the following conditions for "y=0" and "y=map.height-1", but it is too late because there was a "return" before.
I have looked for a solution in the code, but so far in vain. I will try again soon. Apart from that, it works perfectly well, and the scrolling effect is really great.
Up/down dirs should also work at map corner. I tested that. Only if corner tile can't be entered from vert dirs then horz dirs are always applied. Though I'm not sure if I understood question as intended :)
Thank you for the message,Does anybody know If these plugins have an incompatibility with visual stellas debugger plugin,
because before I removed these plugins from my game the game would crash after going into the debugger menu then going to the menu it crashed with a type error _Icon of undefined
Generally Visu plugins should be imported before OcRam -plugins.
And like @MasterTenchi said plugin order matters a lot. -
As far as order I had Visu plugins above yours, the issue seems to occur in your time and weather plugins. When I turn off menu clock and try to open the menu I get the exact same error except it'sThank you for the message and compliments,
Up/down dirs should also work at map corner. I tested that. Only if corner tile can't be entered from vert dirs then horz dirs are always applied. Though I'm not sure if I understood question as intended :)
Thank you for the message,
Generally Visu plugins should be imported before OcRam -plugins.
And like @MasterTenchi said plugin order matters a lot.
in the weather plugin, If theres a specific order i need to put them in so it'll work without issue can someone please tell me what it is -
I tried following plugin import order and it seemed to work for me (no matter what I did, first menu then debugger and at the same time, reverse order etc...):
- Visu_Core
- Visu_Debugger
- All OcRam -plugins (as introduced in download page or my demo project)
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It's working atm
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I tried to replicate it as well, I couldn't.
It also sounds like you found the right combo to get it fixed.
I run all the Visu and OcRam plugins. If you ever need the proper order from top to bottom on either, let me know. :) -
Actually, if you could give me the correct order that would help me in the future and how do you use both ocram battle system with visustella battle system I'd think they'd conflictI tried to replicate it as well, I couldn't.
It also sounds like you found the right combo to get it fixed.
I run all the Visu and OcRam plugins. If you ever need the proper order from top to bottom on either, let me know. :) -
You have understood the question well. As a picture is more explicit, here is the configuration I made on a new project. You'll notice that in the GIF, when I'm in a corner of a map, I can't move up/down. I have to shift to one of the tiles next to it, and it works.Up/down dirs should also work at map corner. I tested that. Only if corner tile can't be entered from vert dirs then horz dirs are always applied. Though I'm not sure if I understood question as intended
ScreenshotsThe test.
The game and maps configuration. All maps are 48x48 tiles.
And the test debugging traces. Note that nothing is recorded when you try to move up/down in a corner.
I also thought of a conflict with another plugins, but if only OcRam_Core and OcRam_Map_Transfer are active, the problem persists. So I hope it helps. I'm available if you need to try other cases or to pass on to you the test project I've created. -
Well, I can't PHYSICALLY use every single plugin - as even many Visu Stellas don't play nice with each other. :yswt: (I may have them all, doesn't mean I run them all) BUT I do have the listing of each of those in proper order. They're all there, just not all turned on.:yhappy: I'll get the list in order and direct message you so you can see how they should be stacked. Once in order, everything runs very smoothly.Actually, if you could give me the correct order that would help me in the future and how do you use both ocram battle system with visustella battle system I'd think they'd conflict
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Thank you for the report!You have understood the question well. As a picture is more explicit, here is the configuration I made on a new project. You'll notice that in the GIF, when I'm in a corner of a map, I can't move up/down. I have to shift to one of the tiles next to it, and it works.
ScreenshotsThe test.
View attachment 214648
The game and maps configuration. All maps are 48x48 tiles.
View attachment 214641
View attachment 214642
View attachment 214643
View attachment 214644
View attachment 214645
View attachment 214646
And the test debugging traces. Note that nothing is recorded when you try to move up/down in a corner.
View attachment 214649
I also thought of a conflict with another plugins, but if only OcRam_Core and OcRam_Map_Transfer are active, the problem persists. So I hope it helps. I'm available if you need to try other cases or to pass on to you the test project I've created.
I shall take a look at this before next update. There's also coming at least 1 new plugin with it ;) -
Okay that would be helpfulWell, I can't PHYSICALLY use every single plugin - as even many Visu Stellas don't play nice with each other. :yswt: (I may have them all, doesn't mean I run them all) BUT I do have the listing of each of those in proper order. They're all there, just not all turned on.:yhappy: I'll get the list in order and direct message you so you can see how they should be stacked. Once in order, everything runs very smoothly.
I also have an issue with ocram Events whenever i click new game I get Uncaught TypeError: Cannot read property '_currentEMotion' of undefined i'm sure i'm missing something but can somebody please help me
EDIT: NVM it was because I was starting with no character it's fixed now
EDIT 2: Is there some reason I can't change the day from Tuesday even though I've changed to the next day via event and even through debugger and it keeps setting itself back to Tuesday is there some reason why weekday variable doesn't work -
Just in case anyone needs the order listing that has been working perfectly for VisuStella/OcRam Ordering here's the way I have em broke down and it works perfectly, of course you'll need to pick and choose your plugins on/off as you see fit.
-- Visustella--
Tier 0
CoreEngine
DragonBones
PixiJsFilters
Tier 1
BattleCore
ElementStatusCore
EventsMoveCore
ItemsEquipsCore
MainMenuCore
MessageCore
OptionsCore
SaveCore
SkillsStatesCore
Tier 2
AggroControlSystem
BattleSystemATB
BattleSystemBTB
BattleSystemCTB
BattleSystemETB
BattleSystemFTB
BattleSystemOTB
BattleSystemSTB
BrightEffects
ClassChangeSystem
CommonEventMenu
DoodadsSystem
DragonbonesUnion
EnhancedTpSystem
EquipSetBonuses
HorrorEffects
ItemCraftingSys
PartySystem
QuestSystem
ShopCommonEvents
SkillLearnSystem
VisualBattleEnv
WeaponSwapSystem
Tier 3
ActSeqCamera
ActSeqImpact
ActSeqProjectiles
AntiDmgBarriers
AutoSkillTriggers
BattleAI
BoostAction
ChainBattles
DoodadsEditor
EnemyLevels
LifeStateEffects
LimitedSkillUses
MsgLetterSounds
NewGamePlus
SideviewBattleUI
SkillCooldowns
StateTooltips
StealItems
VictoryAftermath
VisualGoldDisplau
VisualStateEffects
VisualTextWindomws
WeaknessDisplay
WeaponAnimation
Tier 4
AnimatedMapDest
AnimatedPictures
BattleCursor
BreakShields
ButtonCmnEvts
CombatLog
ConditionalRandEnc
DatabaseInherit
Debugger
EncounterEffects
ExtraEnemyDrops
FlucShopPrices
GrabWindow
MenuCursor
PictureCmnEvts
ProximityCompass
SkillContainers
VisualFogs
VisualItemInv
VisualParallaxes
WeaknessPopups
WeaponUnleash
Tier 5
TileD
After All Those In That Order... These Follow This Order:
--OCRAM--
Core
Battle_Core
Battle_Troops
Time_System
Weather_System
Movement
Events
Followers
Audio
Lights
Layers
Title_Shuffler
Title_Info
Indicators
Passages
NPC_Scheduler
Star_Tile_Fix
Local_Coop
Map_Transfer
Credits
Labels
Misc
Parallels
Template -
To fix the DAY/TIME issue:Okay that would be helpful
I also have an issue with ocram Events whenever i click new game I get Uncaught TypeError: Cannot read property '_currentEMotion' of undefined i'm sure i'm missing something but can somebody please help me
EDIT: NVM it was because I was starting with no character it's fixed now
EDIT 2: Is there some reason I can't change the day from Tuesday even though I've changed to the next day via event and even through debugger and it keeps setting itself back to Tuesday is there some reason why weekday variable doesn't work
Use the plugin Command Like This:
I added one day for kicks here... but you can travel time forward/backward any way you see fit by simply using the plugin command instead of forcing the variable changes. You can even straight SET Date and Time... -
It seems like using the same variables as in the demo fixed itTo fix the DAY/TIME issue:
Use the plugin Command Like This:
View attachment 214718
I added one day for kicks here... but you can travel time forward/backward any way you see fit by simply using the plugin command instead of forcing the variable changes. You can even straight SET Date and Time... -
Great, thanks.I shall take a look at this
Another suggestion of improvement for this next update (if possible): make the texts of the OcRam_Indicators plugin options customizable. At the moment, they are hard-coded, so not translatable. Thanks a lot in advance.before next update
CodeCode:Window_Options.prototype.addIndicatorOptions = function () { this.addCommand("Labels", "showLabels"); this.addCommand("Indicators", "showIndicators"); this.addCommand("Notifications", "showNotifications"); };
I look forward to finding out what it will be. :eswt:There's also coming at least 1 new plugin with it -
Thank you for these wonderful plugins. I seem to have issues with simply stepping onto a region 17 tile with the OcRam_Passages plugin. From any (or no) region ID to 17 will trigger the following exception:
Cannot set property '_showHigherSprite' of undefined
Here is the console:
Code:OcRam_Passages (v1.13) : autoAssignFloorLevel (_higherLevel=true) Game_Event {_x: 4, _y: 9, _realX: 4, _realY: 9, _moveSpeed: 3, …} OcRam_Core.js:1550 OcRam_Passages (v1.13) : Event with no graphics... Game_Event {_x: 4, _y: 9, _realX: 4, _realY: 9, _moveSpeed: 3, …} OcRam_Core.js:1550 OcRam_Passages (v1.13) : autoAssignFloorLevel (_higherLevel=false) Game_Event {_x: 16, _y: 2, _realX: 16, _realY: 2, _moveSpeed: 3, …} OcRam_Core.js:1550 OcRam_Passages (v1.13) : Do culling? false OcRam_Core.js:1550 OcRam_Passages (v1.13) : Tileset check: 0 -VS- 0 OcRam_Core.js:1550 OcRam_Passages (v1.13) : Event with no graphics... Game_Event {_x: 4, _y: 9, _realX: 4, _realY: 9, _moveSpeed: 3, …} OcRam_Core.js:1550 OcRam_Passages (v1.13) : autoAssignFloorLevel (_higherLevel=false) Game_Follower {_x: 9, _y: 6, _realX: 9, _realY: 6, _moveSpeed: 4, …} OcRam_Core.js:1550 OcRam_Passages (v1.13) : autoAssignFloorLevel (_higherLevel=false) Game_Follower {_x: 9, _y: 6, _realX: 9, _realY: 6, _moveSpeed: 4, …} OcRam_Core.js:1550 OcRam_Passages (v1.13) : autoAssignFloorLevel (_higherLevel=false) Game_Follower {_x: 9, _y: 6, _realX: 9, _realY: 6, _moveSpeed: 4, …} OcRam_Core.js:1550 OcRam_Passages (v1.13) : autoAssignFloorLevel (_higherLevel=false) Game_Player {_x: 9, _y: 6, _realX: 9, _realY: 6, _moveSpeed: 4, …} rmmz_managers.js:2030 TypeError: Cannot set property '_showHigherSprite' of undefined at OcRam_Passages.js:1161 at Array.forEach (<anonymous>) at Game_Player.<anonymous> (OcRam_Passages.js:1158) at Game_Player.c.<computed> [as refreshBushDepth] (OcRam_Core.js:1573) at Game_Player.Game_CharacterBase.increaseSteps (rmmz_objects.js:7330) at Game_Player.increaseSteps (rmmz_objects.js:8244) at Game_Player.Game_CharacterBase.moveStraight (rmmz_objects.js:7388) at Game_Player.moveStraight (rmmz_objects.js:8669) at Game_Player.executeMove (rmmz_objects.js:8349) at Game_Player.moveByInput (rmmz_objects.js:8323)
I have no other plugins enabled aside from OcRam_Core and OcRam_Passages. Any guidance would be appreciated! -
Thank you for the suggestion definitely will implement this in next update.Great, thanks.
Another suggestion of improvement for this next update (if possible): make the texts of the OcRam_Indicators plugin options customizable. At the moment, they are hard-coded, so not translatable. Thanks a lot in advance.
CodeCode:Window_Options.prototype.addIndicatorOptions = function () { this.addCommand("Labels", "showLabels"); this.addCommand("Indicators", "showIndicators"); this.addCommand("Notifications", "showNotifications"); };
I look forward to finding out what it will be. :eswt:
New plugin is minor plugin for miscellaneous stuff (this list might grow in future).
- How many steps is one turn at map
- Pixel perfect rendering
- Show/Hide "Always dash", "Remember Cursor" and "Touch UI"
(this gives game dev chance to force these settings and hide it in game)
I also renamed it to "Dead followers are" with following options:
- Default aka. "Zombies" (No changes to the core functionality)
- Ghosts (Dead actors are normally playable, but visually transparent)
- Gone/Hidden (Dead actors are not playable at all)
Thank you for the message,Thank you for these wonderful plugins. I seem to have issues with simply stepping onto a region 17 tile with the OcRam_Passages plugin. From any (or no) region ID to 17 will trigger the following exception:
Cannot set property '_showHigherSprite' of undefined
Here is the console:
Code:OcRam_Passages (v1.13) : autoAssignFloorLevel (_higherLevel=true) Game_Event {_x: 4, _y: 9, _realX: 4, _realY: 9, _moveSpeed: 3, …} OcRam_Core.js:1550 OcRam_Passages (v1.13) : Event with no graphics... Game_Event {_x: 4, _y: 9, _realX: 4, _realY: 9, _moveSpeed: 3, …} OcRam_Core.js:1550 OcRam_Passages (v1.13) : autoAssignFloorLevel (_higherLevel=false) Game_Event {_x: 16, _y: 2, _realX: 16, _realY: 2, _moveSpeed: 3, …} OcRam_Core.js:1550 OcRam_Passages (v1.13) : Do culling? false OcRam_Core.js:1550 OcRam_Passages (v1.13) : Tileset check: 0 -VS- 0 OcRam_Core.js:1550 OcRam_Passages (v1.13) : Event with no graphics... Game_Event {_x: 4, _y: 9, _realX: 4, _realY: 9, _moveSpeed: 3, …} OcRam_Core.js:1550 OcRam_Passages (v1.13) : autoAssignFloorLevel (_higherLevel=false) Game_Follower {_x: 9, _y: 6, _realX: 9, _realY: 6, _moveSpeed: 4, …} OcRam_Core.js:1550 OcRam_Passages (v1.13) : autoAssignFloorLevel (_higherLevel=false) Game_Follower {_x: 9, _y: 6, _realX: 9, _realY: 6, _moveSpeed: 4, …} OcRam_Core.js:1550 OcRam_Passages (v1.13) : autoAssignFloorLevel (_higherLevel=false) Game_Follower {_x: 9, _y: 6, _realX: 9, _realY: 6, _moveSpeed: 4, …} OcRam_Core.js:1550 OcRam_Passages (v1.13) : autoAssignFloorLevel (_higherLevel=false) Game_Player {_x: 9, _y: 6, _realX: 9, _realY: 6, _moveSpeed: 4, …} rmmz_managers.js:2030 TypeError: Cannot set property '_showHigherSprite' of undefined at OcRam_Passages.js:1161 at Array.forEach (<anonymous>) at Game_Player.<anonymous> (OcRam_Passages.js:1158) at Game_Player.c.<computed> [as refreshBushDepth] (OcRam_Core.js:1573) at Game_Player.Game_CharacterBase.increaseSteps (rmmz_objects.js:7330) at Game_Player.increaseSteps (rmmz_objects.js:8244) at Game_Player.Game_CharacterBase.moveStraight (rmmz_objects.js:7388) at Game_Player.moveStraight (rmmz_objects.js:8669) at Game_Player.executeMove (rmmz_objects.js:8349) at Game_Player.moveByInput (rmmz_objects.js:8323)
I have no other plugins enabled aside from OcRam_Core and OcRam_Passages. Any guidance would be appreciated!
You are welcome it's been my pleasure to make these plugins available to all.
Based on that log it seems like one of the follower sprites would be undefined?! I have tested it with no starting party at all just player and with one follower and it works for me...
BUT I have made "blind" fix for it:
Change these lines (rows 1160 - 1162)
Code:if (SceneManager._scene._spriteset !== undefined) { getCharSprite(f)._showHigherSprite = f._higherLevel; }
to this:
Code:if (SceneManager._scene._spriteset !== undefined) { const hs = getCharSprite(f); if (hs) hs._showHigherSprite = f._higherLevel; }
Please let me know if the fix worked so I can release it in next update.
To edit OcRam_Passages.js just open it in your code editor (VS, Sublime, etc... or just in notepad (just enable show lines))
ps. I always support the latest version which currently is 1.4.3. You can check it from JS file or following script: Utils.RPGMAKER_VERSION -
Hello, I try to add Visustella Bright Effect (see screenshot below) to OcRam Weather System in the plugin command (second screenshot).
I have tried many things in the "Argument" but nothing work. Can someone help me please?


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OcRam, this edit will prevent the game from crashing. However, followers will now disappear when exiting/entering the region 17 tile, even when walking onto another region 17 tile. The starting position is a region 17 tile. I've attached a GIF:Thank you for the message,
You are welcome it's been my pleasure to make these plugins available to all.
Based on that log it seems like one of the follower sprites would be undefined?! I have tested it with no starting party at all just player and with one follower and it works for me...
BUT I have made "blind" fix for it:
Change these lines (rows 1160 - 1162)
Code:if (SceneManager._scene._spriteset !== undefined) { getCharSprite(f)._showHigherSprite = f._higherLevel; }
to this:
Code:if (SceneManager._scene._spriteset !== undefined) { const hs = getCharSprite(f); if (hs) hs._showHigherSprite = f._higherLevel; }
Please let me know if the fix worked so I can release it in next update.
To edit OcRam_Passages.js just open it in your code editor (VS, Sublime, etc... or just in notepad (just enable show lines) -
Please let me know if the fix worked so I can release it in next update.
To edit OcRam_Passages.js just open it in your code editor (VS, Sublime, etc... or just in notepad (just enable show lines))
ps. I always support the latest version which currently is 1.4.3. You can check it from JS file or following script: Utils.RPGMAKER_VERSION
OcRam, while troubleshooting this issue, I have found that placing an event with Plugin Parameter 'Set Floor Level' '-1' to 'High' that has: Player Touch action and Below Characters priority, will fix the issue of followers disappearing if the event is placed directly PRECEDING the entry into Region 17.
Additionally, if placing that same event ON TOP OF a Region 17 tile, the followers will disappear for only a fraction of a second before reappearing. This can serve as a workaround for anyone experiencing this same issue until/if a solution is found. I hope this is helpful.