OcRam MZ -plugins

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Started by OcRam 404 posts Page 15 of 21 View original ↗
  1. OcRam said:
    Hello,

    Here's quick fix for this issue in case it needs to be fixed before my next big update. Edit OcRam_Movement.js -file and find: 'Game_CharacterBase, "moveStraight"' in file and replace whole function with code below. Please let me know if this fixed the issue in your project.
    Hello @OcRam this works perfectly, very well done. Thank you so much for your help. I believe the only outstanding item that I'm aware of for a future release of these particular plugins is the 32x32 smooth camera compatibility, but that is only a minor inconvenience. I look forward to your next release as always. Thank you!
  2. Unsure if this is a bug or not but for the past few weeks I've had my BGM on 0% because i was getting annoyed with the same game test audio tracks, I recently turned them back on and noticed when transferring to different maps -sometimes to locations within the same map and the BGM faded away and then returned later when the transfer play command was complete.

    I was a little confused so I checked the parameters and noticed there was a Default BGM fade :4

    I figured this was the cause and I went double check by searching the key words of that very parameter and came up with nothing, (I often don't like scrolling walls of text personally and I apologize if I rushed this part)

    I set it to 0 and found that no such changes were made, I'm not 100% sure if you were aware of this because I imagine you'd also have BGMs set to 0 to do audio testing on certain things when creating this plugin.

    Now when testing this I decided to run down some variables to confirm this plugin is the culprit and after disabling all audio related plugins save this one and finding no changes to the seeming disappearance and reemergence of BGM audio I think this may need looking into.
  3. Hi @OcRam,

    Sorry if you answered this somewhere already, but do you have plans to update OcRam_Movement to allow enabling adjusting diagonal speed with pixel-based movement? I tried updating the script myself to allow it, but the movement is fairly jittery and is especially noticeable for smooth cameras like Galv's, so I'm sure you're not allowing it for a reason.

    Altimit Movement supports natural movement like this, but breaks some of my other plugins pretty badly, so I'm hoping I can use yours if this gets updated.
  4. Hello @OcRam I've noticed today that when utilizing the Movement plugin and transferring a player +/- followers to a tile marked as "ladder" on a new map, the player does not recognize the tile as a ladder until moving off of it and back onto it. This creates a visual inconsistency when transferring from/to a ladder. When the player presses "down" to descend the ladder, the character will face "down" as opposed to continuing to face "up" as though on a ladder. When the player progresses to an adjacent "ladder" tile, the character will recognize that the new tile is a ladder and will return to facing "up."

    For example, I have transferred to this map onto a ladder and begin moving down:

    Screenshot 2023-01-09 at 10.01.53 AM.png
    Move down, faces down instead of continuing to face up:

    Screenshot 2023-01-09 at 10.02.03 AM.png

    Move down again onto another ladder tile, recognizes on a ladder, faces up:

    Screenshot 2023-01-09 at 10.02.11 AM.png
  5. OMGerm said:
    Hello @OcRam I've noticed today that when utilizing the Movement plugin and transferring a player +/- followers to a tile marked as "ladder" on a new map, the player does not recognize the tile as a ladder until moving off of it and back onto it. This creates a visual inconsistency when transferring from/to a ladder. When the player presses "down" to descend the ladder, the character will face "down" as opposed to continuing to face "up" as though on a ladder. When the player progresses to an adjacent "ladder" tile, the character will recognize that the new tile is a ladder and will return to facing "up."

    For example, I have transferred to this map onto a ladder and begin moving down:

    View attachment 250133
    Move down, faces down instead of continuing to face up:

    View attachment 250134

    Move down again onto another ladder tile, recognizes on a ladder, faces up:

    View attachment 250135
    Thank you for the report! I will take a look at this when I open project next time.

    Edit: OK. Now I've located the issue. I have added this for my upcoming update patch also. But in case someone want's this fixed now, below is the updated code.

    Issue was in OcRam_Movement.js - find code block that starts with: this.extend(Game_Player, "increaseSteps" and replace that code block with:

    JavaScript:
            this.extend(Game_Player, "increaseSteps", function () {
                if (this._stepsToTrigger > 0) this._stepsToTrigger--;
                if (this._stepsToTrigger < 1 || this._pixelMovementDisabled) {
                    OcRam.followers().forEach(f => {
                        f._stepsToTrigger = 0;
                    }); _this.debug("increaseSteps >>", this);
                    _this["Game_Player_increaseSteps"].apply(this, arguments);
                } if (!this._followers.areMoving()) {
                    this._followers.updateMove();
                } this._prevSteps[3] = this._prevSteps[2];
                this._prevSteps[2] = this._prevSteps[1];
                this._prevSteps[1] = this._prevSteps[0];
                this._prevSteps[0] = [this._x, this._y];
                if (this.isOnLadder()) this.setDirection(8); // This was the said fix
            });
  6. can some one smarter than me explain why is this happening?
    1674239224896.png
    im using the weather plugin and it worked fine but idk what it did and now it just shows this when i open the menu
    1674239347062.png
    im new to rpg maker so i have no clue what this means, everything worked before
  7. N0TF0UND said:
    can some one smarter than me explain why is this happening?
    View attachment 251166
    im using the weather plugin and it worked fine but idk what it did and now it just shows this when i open the menu
    View attachment 251167
    im new to rpg maker so i have no clue what this means, everything worked before
    Thank you for the message,

    I can't believe this isn't reported until now (and I have never encountered this myself). But it seems that if there's no current weather at all this will happen when entering menu. I will add this to next update.

    As quick fix: Open OcRam_Weather_System.js and find text "class Window_Clock extends Window_Base" and replace it's "refresh" function with with this:
    JavaScript:
                refresh() {
                    const width = this.contents.width - this.itemPadding() * 2 + 10;
                    this.contents.clear(); this.resetTextColor();
                    this.contents.fontSize = $gameSystem.mainFontSize() - 2;
                    this.contents.fontFace = $gameSystem.mainFontFace();
                    this.drawText(_this.getWeatherName(), 0, 0, width, 'left');
                    const cw = _this.getCurrentWeather(); // Set current weather to variable
                    const bm = cw ? cw._icon : null; // Get weather icon IF current weather exists
                    if (bm) {
                        this.contents.blt(bm, 0, 0, bm.width, bm.height, this.contents.width - bm.width - 1, 0);
                    }
                }
  8. OcRam said:
    Thank you for the message,

    I can't believe this isn't reported until now (and I have never encountered this myself). But it seems that if there's no current weather at all this will happen when entering menu. I will add this to next update.

    As quick fix: Open OcRam_Weather_System.js and find text "class Window_Clock extends Window_Base" and replace it's "refresh" function with with this:
    JavaScript:
                refresh() {
                    const width = this.contents.width - this.itemPadding() * 2 + 10;
                    this.contents.clear(); this.resetTextColor();
                    this.contents.fontSize = $gameSystem.mainFontSize() - 2;
                    this.contents.fontFace = $gameSystem.mainFontFace();
                    this.drawText(_this.getWeatherName(), 0, 0, width, 'left');
                    const cw = _this.getCurrentWeather(); // Set current weather to variable
                    const bm = cw ? cw._icon : null; // Get weather icon IF current weather exists
                    if (bm) {
                        this.contents.blt(bm, 0, 0, bm.width, bm.height, this.contents.width - bm.width - 1, 0);
                    }
                }
    Holy crap that fixed it, thank you so much!
  9. Is this compatible with KageDesu's AlphaABS?
  10. I have issues with a few things:
    Ocram_Map_Transfers: I have issues with using Negative Offsets(have to add a Start/End, trying to use Empty/* Strings for it breaks things<*=Black Screen Blank=no transfer>). and even with that, Scrolling is broken(Because I'm using a 32x32 Tileset).
    Ocram_Star_Tile_fix: Star Tiles on Layers 1&2 work the same as without the fix and have no debug info, layer 3 destroys every other line of tiles, and layer 4 seems to work as intended
    Ocram_Passages: Works great, but weird things happen on Looping Maps
    star glitch.png
  11. Thank you for your hard work!
    Is there support for version 1.6.0?

    How can I make the light source brighter?
  12. EonRDK said:
    Is this compatible with KageDesu's AlphaABS?
    Thank you for the message,

    I'm all out of time to test different plugins if they work together or not. You need to test it. First install only core then install 1 plugin at the time to see if they work together (please note that plugin order matters a lot and. Same thing there also, test which order works best for you).

    infinityd4 said:
    I have issues with a few things:
    Ocram_Map_Transfers: I have issues with using Negative Offsets(have to add a Start/End, trying to use Empty/* Strings for it breaks things<*=Black Screen Blank=no transfer>). and even with that, Scrolling is broken(Because I'm using a 32x32 Tileset).
    Ocram_Star_Tile_fix: Star Tiles on Layers 1&2 work the same as without the fix and have no debug info, layer 3 destroys every other line of tiles, and layer 4 seems to work as intended
    Ocram_Passages: Works great, but weird things happen on Looping Maps
    View attachment 255550
    Thank you for the message,

    I'll take a look at that 32x32 map scrolling issue.

    Example pictures for star tile fix there - how those tiles *should* be handled?... to me those don't make sense, like why only top of tree and not the whole tree? This plugin can't figure it out properly if only half of the tree is drawn.

    Can you take screen shot or explain more in detail what weird things happens on loopped maps with OcRam_Passages?

    KARAKURT said:
    Thank you for your hard work!
    Is there support for version 1.6.0?

    How can I make the light source brighter?
    Thank you for the message,

    Light sources uses rgba where: r = red, g = green, b = blue, a = alpha (opacity/intensity)

    Example #ff0000ff will be the most red light you can get and brightest light is #ffffffff
  13. OcRam said:
    Thank you for the message,

    Light sources uses rgba where: r = red, g = green, b = blue, a = alpha (opacity/intensity)

    Example #ff0000ff will be the most red light you can get and brightest light is #ffffffff
    Thank you very much.
  14. The Problem with Looping and Passages I can't capture in an image but to reproduce it: after Touching an Overpass Region ID, the player will disappear near the edges of the map, only when looping is on. Underpass regions don't do this. haven't checked if other regions also do weird stuff.
    And here's a better look at trees:
    (Using 32x32 tiles so I just replaced 48 with 32 in the code for this)
    as stated, Tiles on editor Layer 1&2 act the same as without the fix
    Layer 3 erases every other line of tree
    and Layer 4 works presumably as intended?

    starbug.png
  15. Aww shucks Star Tile Fix is incompatible with a lighting plugin I use.
  16. Hey I don't know if this is the place to report bugs but when using your movement plugin with Visustella's Encounter Effects plugin, alerted events cause an awful frame drop when chasing the player and teleport for some reason.
  17. Nerine said:
    Aww shucks Star Tile Fix is incompatible with a lighting plugin I use.
    OcRam Lights is, obviously, compatible and a pretty good solution for lights
  18. Not For Me. The site works fine.
  19. Hello! Can you make an integration between your Time System and your Weather System?
    <bgs:X> is working properly, I am being able to have Birds on my Day Phase, and Owls on my Night Phase.
    But I'd like to, if starts Raining, to actually stop Birds.
    So, instead of having birds 100% uptime when Day, only when is not raining.

    Thanks!
    BTW: There is a bug going on, the time enabled switch turns OFF when I get to menu, but it keeps OFF when I leave menu. I have managed to overcome it by using a Common Event after leaving menu that turns the Switch ON, but I wanted to tell you this. It'd be good to not depend on this common event again.