OcRam MZ -plugins

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Started by OcRam 404 posts Page 10 of 21 View original ↗
  1. 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
  2. r66r said:
    Seriously, these new plugins are amazing, thank you. I immediately integrated them into my current project, like most of your other plugins. :ehappy:

    Unfortunately
    I 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.
    Thank 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 :)

    NikaraWorld said:
    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
    Thank you for the message,

    Generally Visu plugins should be imported before OcRam -plugins.

    And like @MasterTenchi said plugin order matters a lot.
  3. OcRam said:
    Thank 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.
    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's
    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
  4. 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...):
    1. Visu_Core
    2. Visu_Debugger
    3. All OcRam -plugins (as introduced in download page or my demo project)
    EDIT: Just remembered that if weather id icons are used - then icons must exist in./img/ocram -folder. Don't know if this is the issue you described, but it might be.
  5. It's working atm
  6. 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. :)
  7. MasterTenchi said:
    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 conflict
  8. OcRam said:
    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
    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.

    Screenshots
    The test.

    Test.gif

    The game and maps configuration. All maps are 48x48 tiles.

    Plugins.jpg
    MapTileset.jpg
    Map1.jpg
    Map2.jpg
    Tileset1.jpg
    Tileset2.jpg

    And the test debugging traces. Note that nothing is recorded when you try to move up/down in a corner.

    Debug.jpg

    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.
  9. NikaraWorld said:
    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
    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.
  10. r66r said:
    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.

    Screenshots
    The 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.
    Thank you for the report!

    I shall take a look at this before next update. There's also coming at least 1 new plugin with it ;)
  11. MasterTenchi said:
    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.
    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
  12. 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
  13. NikaraWorld said:
    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
    To fix the DAY/TIME issue:

    Use the plugin Command Like This:
    Days.png
    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...
  14. MasterTenchi said:
    To 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...
    It seems like using the same variables as in the demo fixed it
  15. OcRam said:
    I shall take a look at this
    Great, thanks.

    OcRam said:
    before next update
    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.

    Code
    Code:
    Window_Options.prototype.addIndicatorOptions = function () {
      this.addCommand("Labels", "showLabels");
      this.addCommand("Indicators", "showIndicators");
      this.addCommand("Notifications", "showNotifications");
    };

    OcRam said:
    There's also coming at least 1 new plugin with it
    I look forward to finding out what it will be. :eswt:
  16. 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!
  17. r66r said:
    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.

    Code
    Code:
    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:
    Thank you for the suggestion definitely will implement this in next update.

    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)
    This plugin also included "Show dead followers" in my personal use, but when refactoring the code I decided to move it to OcRam_Followers since that function is directly related to that plugin.

    I also renamed it to "Dead followers are" with following options:
    1. Default aka. "Zombies" (No changes to the core functionality)
    2. Ghosts (Dead actors are normally playable, but visually transparent)
    3. Gone/Hidden (Dead actors are not playable at all)
    Also noticed that I must include warning when using Gone/Hidden option. Example in "Lost Vikings" style puzzles where you need to toggle actors to solve puzzle isn't playable if any important actor is dead :) - it's game devs responsibility to check that in important scenes/puzzles all required members are alive!

    OMGerm said:
    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 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))

    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
  18. 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?

    RlWbkAG.png
    2Qzp59C.png
  19. OcRam said:
    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)
    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:
  20. OcRam said:
    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.