OcRam MZ -plugins

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Started by OcRam 404 posts Page 16 of 21 View original ↗
  1. OcRam Layers and Movement -- when 'Adjust diagonal speed' is true, events on a parallax map will judder out of position when moving diagonally. I'm using 32px grid if that matters.
  2. Does your MZ events plugin work for MV as well? Been wanting the ability to push/pull forever XD
  3. There's an error with your RMMZ Demo.

    1704391657471.png
  4. Absolutely loving the OcRam_Audio plugin! It has been wonderful to use.

    One issue I am having with it though: it seems to add a fade-in time to all BGM whenever I transfer maps. This isn't usually noticeable, however I have a lot of maps with the same BGM set (such as many rooms in a house). No matter how I change the plugin settings (audio fade time etc.) there is always about a 2-second fade. It is pretty jarring when moving room-to-room will cause the audio volume fading in and out constantly during the same track.

    This is somewhat fixed if I move from a map with BGM to a map with no BGM set, but then if I move back to the first map again, the fade happens even though the BGM is not changing or restarting.

    Is there some setting I am missing? Disabling the plugin fixes it, so it seems to be something the plugin is doing. Without it, maps with the same BGM set will just play seamlessly with no fade if I move between them, even if the volume levels are different.
  5. OcRam said:
    Hello!
    Today new member to OcRam -plugins OcRam_Followers is introduced!

    This release has some compatibility patches for our new comer, bug fixes and some new features. More detailed list below!

    ps. New version of OcRam demo -project will come these days also where pixel movement and followers -plugins are introduced (with prison escape)!

    OcRam_Followers - INITIAL RELEASE!
    Features of this plugin:
    • Actor toggling with designated hotkey(s).
    • Enable or disable followers follow (QoL for cutscenes)!
    • Commands to (re)locate followers!
    • Apply move routes, balloons and animations to any follower!
    • Know the actor who started the event!
    • Automated party member face images via "Name" box! (\P[n] & \N[n])
    • Assign/override party formations + Save/restore formation
    • Change maximum number of battle members
    • Lost Vikings style puzzles (where you need to toggle characters)
    • Extendable even more with OcRam_Local_Coop (toggle player)!
      NOTE: Release date for Local_Coop is still open
    Hi, I'm trying to use the plugin so that I can have my players for D&D move around the map. I figured toggling the players might work better with the Fog of War plugin that I found, as with the local co op, the other players don't clear the fog on the map. I've worked with VX Ace, and I have worked with MV a bit, but I don't have any experience with coding. When I am running the player toggle, I'll hit (it's "Q" on my keyboard, as I use a Dvorak layout, I can fix all of that later, I'm just trying to get things to play nice lol).
    When I hit the button to toggle the player, they will all flash, but I am unable to move, and end up with an error (as seen in the attachment) (whether or not the fog of war plugin is on/off). I have the core plugin installed and on, above your other plugins, and on an autorun square on the map, I have the OcRam_Followers/followersFollow false OcRam_Followers/allowToggle true

    Maybe I'm just missing something, or not using it correctly. I've tried autorun, parallel, and player touch. With autorun and parallel you just can't move period, and with player touch, the game won't open at all. Same with when I set the priority to above characters, doesn't matter what I set the trigger as it seems, game fails to load. I tried moving the event square to an empty space in the map, as I thought that maybe because it was on the
    path, it was causing me to be unable to move, but it would seem that is not the case. Any help at all is of course, appreciated!

    Side note: I have never had the player toggle and co-op running at the same time, I don't know if it's necessary, but I thought the less I have going the better to troubleshoot.
  6. A question regarding Passages.


    Are we limited to 2 levels? If so, is there a way to update the plugin to add a 3rd and 4th level perchance.

    Context, I have a few maps that would really benefit from bridges that are overlapping while there is still a ground level to walk on.


    Follow up here @OcRam has anyone ever reported issues with Akea Animated Battler System?

    FOr some reason with Passages enabled, my animations in battle are not showing up where they are supposed to
  7. Following up here
    Puppet Knight said:
    A question regarding Passages.


    Are we limited to 2 levels? If so, is there a way to update the plugin to add a 3rd and 4th level perchance.

    Context, I have a few maps that would really benefit from bridges that are overlapping while there is still a ground level to walk on.


    Follow up here @OcRam has anyone ever reported issues with Akea Animated Battler System?

    FOr some reason with Passages enabled, my animations in battle are not showing up where they are supposed to
  8. @Puppet Knight From what I can tell - There are only 2: Higher and Lower. Sorry for the late response.
  9. Hi, I'm very interested in utilizing the diagonal movements for events, particularly for chasing the player- but the path finding is pretty stock standard.

    Is there a way for an event to intelligently path find a bit better?
  10. Hello I am using the retro'd plugins for MV. I am using Yanfly's Option Core and would like to know how to add the BGS2 volume option from the OcRamCore plugin to the options menu if you can help me.
  11. When trying to use the Retro Plugin of OCRamIndicators.js I always get this error when pickup chests or doing level up it shows the message but then throws that error. If I turn off the plugin everything else works fine. Also tried using only yanfly plugins and olivias loaded same error. Edit: If I turn off Desktop Optimization from the YEP_X_CoreUpdatesOpt.js the indicators plugin works now.
  12. Hey hey, long time.

    Taking another crack at Passages and im running into a weird thing where i set up a bridge like so:

    1733461238947.png

    But in game, everything on the layer marked with 18 is disappearing:

    1733461280161.png



    Its weird because a long while back I got a similar bridge working just fine. Not sure what Im doing wrong here.
  13. Puppet Knight said:
    Hey hey, long time.

    Taking another crack at Passages and im running into a weird thing where i set up a bridge like so:

    View attachment 324757

    But in game, everything on the layer marked with 18 is disappearing:

    View attachment 324758



    Its weird because a long while back I got a similar bridge working just fine. Not sure what Im doing wrong here.
    Thank you for the message,

    If you are using default parameters then bridge region ids are correctly painted.

    Is that ground mapped with autotiles (A)? What about bridge is it autotiles or B-E tiles?

    With default parameters region id 18 is for B-E tiles (allows transparency) and region id 19 is for autotiles (opaque).
  14. OcRam said:
    Is that ground mapped with autotiles (A)? What about bridge is it autotiles or B-E tiles?

    Grey path is auto tiles (A), the risen ground is from D tab in my project, Bridge is from that same page.

    Tab D for this tileset was originally an A5 though, in case that makes a difference

    Alright following up here. Setting it up like this:

    1733535546907.png

    Appears to be the fix.


    From an in engine standpoint though, what I'm getting stuck on is the edge of the cliff under the bridge.. getting stuck on lol

    Im not usre how to set up the passage for the edges of the cliffs to prevent players from walking onto the cliff from a lower lever, but to still allow the bridge to be crossed from 17 -> 19 correctly
  15. Request to post a new issue when 72 hour window had not passed was made. Posting so the new issue can be posted so OP can get notified.
  16. Puppet Knight said:
    Grey path is auto tiles (A), the risen ground is from D tab in my project, Bridge is from that same page.

    Tab D for this tileset was originally an A5 though, in case that makes a difference

    Alright following up here. Setting it up like this:

    View attachment 324831

    Appears to be the fix.


    From an in engine standpoint though, what I'm getting stuck on is the edge of the cliff under the bridge.. getting stuck on lol

    Im not usre how to set up the passage for the edges of the cliffs to prevent players from walking onto the cliff from a lower lever, but to still allow the bridge to be crossed from 17 -> 19 correctly
    I have countered 17 -> 19 issue with "Shift" mapping. So just press shift while painting autotile.

    Edit: Another counter that I have applied, is longer bridges.
  17. OcRam said:
    I have countered 17 -> 19 issue with "Shift" mapping. So just press shift while painting autotile.

    I will try this fabled "Shift" mapping. I haven't had a reason to till now lol.


    Alright so I guess this is where I'm getting confused:

    • RegionID 16 = Underpassage (this will set player to lower ground)
    • RegionID 17 = Overpassage (this will set player to higher ground, also draws B-E layers)
    • RegionID 18 = Cover tile for tiles B-E (transparent background)
    • RegionID 19 = Autotile Cover for A tiles (opaque background)
    • RegionID 20 = Always block passage (for blocking ie. door way sides)
    • RegionID 21 = Block passage AND draw tiles ABOVE, if on lower floor
    • RegionID 22 = Block passage to underpassage region (can be used to fix RMMV core "bug" where passable tile, like "bush", allows passage over cliffs)
    1733700052227.png



    So are the bridges used in this map that have 18 over them autotiles? @OcRam
  18. Puppet Knight said:
    I will try this fabled "Shift" mapping. I haven't had a reason to till now lol.


    Alright so I guess this is where I'm getting confused:


    View attachment 325033



    So are the bridges used in this map that have 18 over them autotiles? @OcRam
    Ground is autotile, but bridge "railings" are from B tab. If I want to make bridge which is over - and under passable at the same time, the whole bridge must be region id 18. Region ID 18 allows transparency from non A tabs and 18 WON'T paint A tiles over player at any floor level.
  19. So I guess that's where I'm still at a loss with how I have it set up.

    This is the map area:

    1733756947260.png


    The path is now actually an Autotile from tab A drawn onto the first layer.

    2nd layer is just the mountains from tab D with all sides impassable.

    1733757903674.png

    While the bridge also from tab D is on layer 3 set up with the star passability.

    Regions set up like so.

    1733756898902.png


    But in game:

    1733758839988.png
  20. Can I have that map JSON?