OcRam MZ -plugins

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Started by OcRam 404 posts Page 18 of 21 View original ↗
  1. Omar_RPG_1000 said:
    you are right, it was a problem of the variables and the switches, that I configured them wrong, but what I have not been able to solve is, how do I make the elements of the clock to be seen?

    The clock like it must be:
    There's "Clock type in map" -plugin parameter set it to "Analog" (for hour and minute hands) or to "Digital" to have it as text, but with all graphical stuff. Then setup the parameters to fit your graphical assets (or use defaults from demo project for zero configuration).
  2. OcRam said:
    There's "Clock type in map" -plugin parameter set it to "Analog" (for hour and minute hands) or to "Digital" to have it as text, but with all graphical stuff. Then setup the parameters to fit your graphical assets (or use defaults from demo project for zero configuration).
    Oh thanks man, (I feel like an idiot right now) lastly I take the opportunity to ask you about for example how to make an event happen at a certain time, (for example that an npc after a year from the start of the game, or on a set date dies and a cinematic happens) and about the weather system, the doubt I have, is, it comes random by default or how? and like when I put it in random, each day the weather can vary and adjust to each season no? and about the debug, I saw in your videos that in your screen came out some options in a black box to manage the time of day and that, when i activate the debug mode I do not get those things, could you explain me? (sorry for wasting your time xd)
  3. Omar_RPG_1000 said:
    lastly I take the opportunity to ask you about for example how to make an event happen at a certain time
    There are plenty of variables to detect: season, day phase, weekday, month, etc... Just use switches and variables (example in event pages) like you do normally.

    Omar_RPG_1000 said:
    about the weather system, the doubt I have, is, it comes random by default or how?
    Yes this was one of the goals for this plugin "easy-to-use" random weathers. And still allow FULL control of weather to developer (when needed).

    Random weathers are pulled from "Weather pools", which you define in plugin parameters. Each tileset can have it's own Weather pools and map weather pools can override tileset weather pools (for local micro climate).

    And if you have bind tilesets to seasons then they can have different weather pools to reflect current seasonal weather.

    This is pretty advanced stuff, but once you get hang on it it's rather simple. Check my demo project for deeper analysis and guidance.

    Omar_RPG_1000 said:
    and about the debug, I saw in your videos that in your screen came out some options in a black box to manage the time of day and that, when i activate the debug mode I do not get those things, could you explain me?
    They are just events that are utilizing existing features and shows that you - as developer - still have full control to time and weather :)
  4. OcRam said:
    Hay muchas variables para detectar: estación, fase del día, día de la semana, mes, etc. Simplemente use interruptores y variables (por ejemplo, en páginas de eventos) como lo hace normalmente.


    Sí, este era uno de los objetivos de este complemento de clima aleatorio "fácil de usar". Y que al mismo tiempo permita al desarrollador tener un control TOTAL del clima (cuando sea necesario).

    Los climas aleatorios se extraen de los "grupos meteorológicos", que se definen en los parámetros del complemento. Cada conjunto de mosaicos puede tener sus propios grupos meteorológicos y los grupos meteorológicos del mapa pueden anular los grupos meteorológicos del conjunto de mosaicos (para el microclima local).

    Y si has vinculado conjuntos de mosaicos a estaciones, entonces pueden tener diferentes grupos meteorológicos para reflejar el clima estacional actual.

    Se trata de un tema bastante avanzado, pero una vez que lo dominas, resulta bastante sencillo. Consulta mi proyecto de demostración para obtener un análisis más profundo y orientación.


    Son solo eventos que utilizan funciones existentes y muestran que usted, como desarrollador, aún tiene control total sobre el tiempo y el clima.:)
    ok thanks man
  5. hi, what can be a reason to ask me load this pic? almost all the settings are copied from your demo project and the images too. so basicly a file with that name is not listed anywhere for load. (its happens when I try to load game no at start or new game only after save - and load this save. (I do all the actions starting from a new game). ( also im tried put empty image with this name "weatherundefined" and seems what it works, but i want report and now what is this)
  6. VallinVl said:
    hi, what can be a reason to ask me load this pic? almost all the settings are copied from your demo project and the images too. so basicly a file with that name is not listed anywhere for load. (its happens when I try to load game no at start or new game only after save - and load this save. (I do all the actions starting from a new game). ( also im tried put empty image with this name "weatherundefined" and seems what it works, but i want report and now what is this)
    Thank you for the message,

    This is probably caused by undefined weather variable id.
  7. OcRam said:
    Thank you for the message,

    This is probably caused by undefined weather variable id.
    no I setup variable
  8. Hello fellow RPG Makers!

    Long time since last update. Life can throw you suddenly in a way or another. Anyways now I'm back almost normally - Still very busy, but I've got few hours per week for active RPG (plugin) making.

    I have been trying to get OcRam_Shadows done, but there has been a lot of need to update existing OcRam -plugins.
    Rooftop masks and Passages compatibility!
    SHADOW ON 2LEVELS.png

    NOTE: I have NOT updated my demo project yet, I'll do it when OcRam_Shadows is released (if not sooner).

    OcRam_Lights is getting ready for OcRam_Shadows (some fundamental functions) and in addition to few bug fixes, it has 1 new awesome feature added. Light mask bitmaps! Now light sources can be any shape and have multiple blended colors in same mask! For just one example: This enables really cool neon lights that may glow in the night (and can also flicker etc...)!

    Any shapes and any colors!
    ocram_light_masks_small.gif

    OcRam_Misc -plugin has 1 new feature "Tint BG", which will tint only background (not animations/sprites/characters etc...). Use in battles or map scenes to build-up more atmosphere!

    BG Tint example
    BG_TINT.png

    OcRam_Battle_Core has possibility to enable/disable action timeouts! Setting timeout to -1 will enable autobattle mode.
    action timeout.gif

    Check out the full list of changes below:

    All changes
    Core - v1.18
    • OcRam.isSelfSwitchOff(event_id_array, switch) (Credits ZankokuNoYami)
    • New method OcRam.getDirectionToCharacterFromXY4D(c, x, y)
    • Compatibility patches for upcoming other OcRam -plugins

    Battle_Core - v1.07 (PRE-RELEASED 2024/09/17)
    • OcRam.Battle_Core.setActionTimeout() & OcRam.Battle_Core.setTimeoutAction()
    • New plugin parameter section "Action Timeout" >> This also brings you option for AUTOBATTLE MODE! * ENHANCED DAMAGE POPUPS RECOMMENDED FOR VISUAL COUNTER!! (Credits to Drakhan86 for the idea of "action timeout")

    Time_System - v1.13
    • You may now stop bgm/bgs with dash (-) character on tileset/map notetags <bgs:...> and <bgm:...> (Credits Kylux_Wolf)
    • OcRam.Time_System.getJSDate() // Returns current time in JS format (Credits: Paesant, JosephG)
    • Fixed: Some null reference errors (Credits Omar_RPG_1000)

    Weather_System - v1.10
    • Bug fix: "Cannot set property '_icon' of null" in MENU (Credits to N0TF0UND)
    • Weather Common Events! and new JS command: OcRam.Weather_System.setPower(power, fade) (Credits to VaiJack8)
    • Fixed: Couldn't load "weatherundefined"
    • Fixed: Some null reference errors
    • When loaded a saved game file which had "Clear" weather, duration is now read from saved file (Credits drbogger)
    • Weather BGS now fades in with given transition time, if BGS is new or changed (Credits drbogger)

    Movement - v1.13
    • Disable diagonal now works properly (Credits to Zanee) Note: You can still force diagonal move via executeMove

    Events - v1.09
    • Support for diagonal 'EMotions' (remember: add ! suffix)
    • IN MV use <speaker>...</speaker> tag in MESSAGE field to 'simulate' speaker name as it is in MZ!
    • Setting Autofill speaker to false now doesn't try to load any faces. (Credits to ZankokuNoYami)
    • Game_CharacterBase setOffsetX(n), character.setOffsetY(n) and character.setOffset(x, y) methods are added to set event, player, vehicle or follower x or y offset! (Credits to several individuals who have asked this)
    • New plugin parameter to automatically set offset for char sheets that has # character in it! (Credits Skurge)

    Lights - v1.14
    • OcRam_Lights are now ready for OcRam_Shadows!
    • Possibility to use light mask bitmaps! For any shape and and colors! (NOTE: Terrain lights can't use masks!)
    • New plugin parameter "Center battle light" (Credits to ZankokuNoYami for beta testing!)
    • Color cycles now works longer than 255 frames cycles!
    • Rotation now supports decimals (for really slooow rotate)

    Title_Shuffler - v1.03
    • Skipping splash screen parameter works now!

    Indicators - v1.07
    • Transparent BG for indicators are now working properly! (Credits to ZankokuNoYami)
    • Indicators and labels now considers if character is "big" ($) char and calculates sprite height based on it!
    • Set indicator offset via <indicator...> comment tag

    Passages - v1.18 (v1.17 PRE-RELEASED 2024/08/19 >> hot fix for 2024/02/21 v1.16)
    • New plugin parameter: "Adjust rounding error" (Credits to OMGerm)
    • Chaucer Collision Altering plugin compatibility patch (Credits to Chaucer *RIP*)
    • Support for OcRam_Events offsets. (Credits to Skurge)

    Local_Coop - v1.10
    • Common Event unlock bug fixed

    Misc - v1.02
    • OcRam.tintBG([r, g, b], frames) to tint ONLY background! (Support for both battle and map scenes! Tint also carry over transfer/save/load until it's cleared or changed)

    As said in the beginning OcRam_Shadows is still work-in-progress, but it has "roof top" shadow bitmap masks already finished. Also ray casting (the most heaviest calculations) is pretty much done and it works really smoothly considering it is done via CPU and RAM only (medium sized map and 60 FPS even on my 4 year old laptop low/mid-range laptop). I gotta say I was pretty sceptic on performance when I started this project, but now that I see results I'm quite surprised how much you can optimize, if RAM is used to store pre-calculated variables as much as possible. Also JS is still amazing me after all these years...

    So what's left todo in OcRam_Shadows? Clipping the light source based on rays and environment. Custom floor plans as JSON (if mapping is not made as required to have auto-shadows). And maybe some more optimization to boost it up to the max!

    *NOTE* Please remember always to backup your project before any updates and please update all plugins at the same time. This update patch (including plugins which has no changes) is tested with RPG Maker MZ v1.9.0

    All these plugins are downloadable from: https://ocram-codes.net

    Thank you for your time for reading this post. And Happy RPG Making!

    And then response for latest message. :)

    VallinVl said:
    no I setup variable
    Then weather variable value must be undefined or it has invalid value. Any ways weatherundefined.png means that weather is indeed undefined and usually this is because weather variable is not defined at all or its' value is controlled outside of weather system plugin.
  9. I dont now, tried a lot things and i think this is a conflict with other plugins, but I think as long as it works, it's not so big problem. I have another question, how should settings of this type work? in my understanding the rain start and should end in 10 minutes, but for some reason it's not happening, I've tried with dynamic weather on, dynamic weather off and also down in the plugin settings min and max duration (like 1-15 min). (I tried to simulate this in your project). So how it might works?
  10. VallinVl said:
    I dont now, tried a lot things and i think this is a conflict with other plugins, but I think as long as it works, it's not so big problem. I have another question, how should settings of this type work? in my understanding the rain start and should end in 10 minutes, but for some reason it's not happening, I've tried with dynamic weather on, dynamic weather off and also down in the plugin settings min and max duration (like 1-15 min). (I tried to simulate this in your project). So how it might works?
    Weather id 1 is not necessarily 'rain'. It depends what weather you have added there. -1 is for built-in 'rain' type of weather. In my demo -project weather id 1 happens to be 'rain' though :)

    And duration is defined in in-game minutes (by default 1 sec in-real-life = 1 min game-time).
  11. OcRam said:
    Weather id 1 is not necessarily 'rain'. It depends what weather you have added there. -1 is for built-in 'rain' type of weather. In my demo -project weather id 1 happens to be 'rain' though :)

    And duration is defined in in-game minutes (by default 1 sec in-real-life = 1 min game-time).
    I understand, I start the rain (in this case) and it should last 10 minutes in game and 10 seconds in life, but it is infinite, here video https://workupload.com/file/4MQDNDG92wF
  12. VallinVl said:
    I understand, I start the rain (in this case) and it should last 10 minutes in game and 10 seconds in life, but it is infinite, here video https://workupload.com/file/4MQDNDG92wF
    Just tested this and it was working as supposed to. But I have noticed that sometimes weather system draws another same type of weather from active pool(s).

    Of course if you have "Use dynamic weather" set to "OFF" there's no another weather coming automatically. So you need to change weather manually.
  13. OcRam said:
    Just tested this and it was working as supposed to. But I have noticed that sometimes weather system draws another same type of weather from active pool(s).

    Of course if you have "Use dynamic weather" set to "OFF" there's no another weather coming automatically. So you need to change weather manually.
    yes, I want to manually turn on the weather. For example, the day has come, the rain has started for 2 hours and turns off by itself as indicated in its duration (120 min). If it works for you and mine doesn't, then there may be a problem with the version rpg maker? Im using latest 1.9.0. Edited: just tried 1.5.0 and plugin works like I want, so then higher versions of the maker are not supported?
  14. VallinVl said:
    yes, I want to manually turn on the weather. For example, the day has come, the rain has started for 2 hours and turns off by itself as indicated in its duration (120 min). If it works for you and mine doesn't, then there may be a problem with the version rpg maker? Im using latest 1.9.0. Edited: just tried 1.5.0 and plugin works like I want, so then higher versions of the maker are not supported?
    Hmm... I'll take a closer look to this. Latest version is always supported for my plugins.
  15. OcRam said:
    Hmm... I'll take a closer look to this. Latest version is always supported for my plugins.
    If it's not difficult, could you test it in a newly created project? of all the functions in Time and Weathers plugins that are available, everything works fine except duration of weather. Also in Audio plugin when I start a new game, it does not stop title BGM (standard playback without plugins). but after save/load is gone or in deployment does not happen at all
  16. OcRam said:
    Hello fellow RPG Makers!

    Long time since last update. Life can throw you suddenly in a way or another. Anyways now I'm back almost normally - Still very busy, but I've got few hours per week for active RPG (plugin) making.

    I have been trying to get OcRam_Shadows done, but there has been a lot of need to update existing OcRam -plugins.
    Rooftop masks and Passages compatibility!
    View attachment 332529

    NOTE: I have NOT updated my demo project yet, I'll do it when OcRam_Shadows is released (if not sooner).

    OcRam_Lights is getting ready for OcRam_Shadows (some fundamental functions) and in addition to few bug fixes, it has 1 new awesome feature added. Light mask bitmaps! Now light sources can be any shape and have multiple blended colors in same mask! For just one example: This enables really cool neon lights that may glow in the night (and can also flicker etc...)!

    Any shapes and any colors!
    View attachment 332530

    OcRam_Misc -plugin has 1 new feature "Tint BG", which will tint only background (not animations/sprites/characters etc...). Use in battles or map scenes to build-up more atmosphere!

    BG Tint example
    View attachment 332531

    OcRam_Battle_Core has possibility to enable/disable action timeouts! Setting timeout to -1 will enable autobattle mode.
    View attachment 332532

    Check out the full list of changes below:

    All changes
    Core - v1.18
    • OcRam.isSelfSwitchOff(event_id_array, switch) (Credits ZankokuNoYami)
    • New method OcRam.getDirectionToCharacterFromXY4D(c, x, y)
    • Compatibility patches for upcoming other OcRam -plugins

    Battle_Core - v1.07 (PRE-RELEASED 2024/09/17)
    • OcRam.Battle_Core.setActionTimeout() & OcRam.Battle_Core.setTimeoutAction()
    • New plugin parameter section "Action Timeout" >> This also brings you option for AUTOBATTLE MODE! * ENHANCED DAMAGE POPUPS RECOMMENDED FOR VISUAL COUNTER!! (Credits to Drakhan86 for the idea of "action timeout")

    Time_System - v1.13
    • You may now stop bgm/bgs with dash (-) character on tileset/map notetags <bgs:...> and <bgm:...> (Credits Kylux_Wolf)
    • OcRam.Time_System.getJSDate() // Returns current time in JS format (Credits: Paesant, JosephG)
    • Fixed: Some null reference errors (Credits Omar_RPG_1000)

    Weather_System - v1.10
    • Bug fix: "Cannot set property '_icon' of null" in MENU (Credits to N0TF0UND)
    • Weather Common Events! and new JS command: OcRam.Weather_System.setPower(power, fade) (Credits to VaiJack8)
    • Fixed: Couldn't load "weatherundefined"
    • Fixed: Some null reference errors
    • When loaded a saved game file which had "Clear" weather, duration is now read from saved file (Credits drbogger)
    • Weather BGS now fades in with given transition time, if BGS is new or changed (Credits drbogger)

    Movement - v1.13
    • Disable diagonal now works properly (Credits to Zanee) Note: You can still force diagonal move via executeMove

    Events - v1.09
    • Support for diagonal 'EMotions' (remember: add ! suffix)
    • IN MV use <speaker>...</speaker> tag in MESSAGE field to 'simulate' speaker name as it is in MZ!
    • Setting Autofill speaker to false now doesn't try to load any faces. (Credits to ZankokuNoYami)
    • Game_CharacterBase setOffsetX(n), character.setOffsetY(n) and character.setOffset(x, y) methods are added to set event, player, vehicle or follower x or y offset! (Credits to several individuals who have asked this)
    • New plugin parameter to automatically set offset for char sheets that has # character in it! (Credits Skurge)

    Lights - v1.14
    • OcRam_Lights are now ready for OcRam_Shadows!
    • Possibility to use light mask bitmaps! For any shape and and colors! (NOTE: Terrain lights can't use masks!)
    • New plugin parameter "Center battle light" (Credits to ZankokuNoYami for beta testing!)
    • Color cycles now works longer than 255 frames cycles!
    • Rotation now supports decimals (for really slooow rotate)

    Title_Shuffler - v1.03
    • Skipping splash screen parameter works now!

    Indicators - v1.07
    • Transparent BG for indicators are now working properly! (Credits to ZankokuNoYami)
    • Indicators and labels now considers if character is "big" ($) char and calculates sprite height based on it!
    • Set indicator offset via <indicator...> comment tag

    Passages - v1.18 (v1.17 PRE-RELEASED 2024/08/19 >> hot fix for 2024/02/21 v1.16)
    • New plugin parameter: "Adjust rounding error" (Credits to OMGerm)
    • Chaucer Collision Altering plugin compatibility patch (Credits to Chaucer *RIP*)
    • Support for OcRam_Events offsets. (Credits to Skurge)

    Local_Coop - v1.10
    • Common Event unlock bug fixed

    Misc - v1.02
    • OcRam.tintBG([r, g, b], frames) to tint ONLY background! (Support for both battle and map scenes! Tint also carry over transfer/save/load until it's cleared or changed)

    As said in the beginning OcRam_Shadows is still work-in-progress, but it has "roof top" shadow bitmap masks already finished. Also ray casting (the most heaviest calculations) is pretty much done and it works really smoothly considering it is done via CPU and RAM only (medium sized map and 60 FPS even on my 4 year old laptop low/mid-range laptop). I gotta say I was pretty sceptic on performance when I started this project, but now that I see results I'm quite surprised how much you can optimize, if RAM is used to store pre-calculated variables as much as possible. Also JS is still amazing me after all these years...

    So what's left todo in OcRam_Shadows? Clipping the light source based on rays and environment. Custom floor plans as JSON (if mapping is not made as required to have auto-shadows). And maybe some more optimization to boost it up to the max!

    *NOTE* Please remember always to backup your project before any updates and please update all plugins at the same time. This update patch (including plugins which has no changes) is tested with RPG Maker MZ v1.9.0

    All these plugins are downloadable from: https://ocram-codes.net

    Thank you for your time for reading this post. And Happy RPG Making!

    And then response for latest message. :)


    Then weather variable value must be undefined or it has invalid value. Any ways weatherundefined.png means that weather is indeed undefined and usually this is because weather variable is not defined at all or its' value is controlled outside of weather system plugin.
    This all looks very exciting to me and I'm looking forward to purchasing some of your plugins (especially the lights and shadows).

    Two quick things from me if that's okay:
    1 - Will your shadows plugin support events and doodads (i.e., if I place grid free doodads around my scene, will they cast shadows).
    2 - A suggestion for your passages plugin, you could potentially adjust the opacity of layers above the player if they are in the passage (i.e., roof tiles, bridge tiles, events, etc.). I've attached an image example with what I use for my game below for your reference. TBH it's more of a minor visual upgrade but I think it's very cool.

    Opacity.PNG

    Thanks again, looking forward to more of your work in the future!
  17. Rigbydigby said:
    1 - Will your shadows plugin support events and doodads (i.e., if I place grid free doodads around my scene, will they cast shadows).
    Probably not. Shadow casting has some heavy math behind it and I will implement only tile-based environment ray casting stuff to keep it light weighted. But you can make your custom "floor plans" and "roof bitmap masks".

    Rigbydigby said:
    2 - A suggestion for your passages plugin, you could potentially adjust the opacity of layers above the player if they are in the passage (i.e., roof tiles, bridge tiles, events, etc.). I've attached an image example with what I use for my game below for your reference. TBH it's more of a minor visual upgrade but I think it's very cool.
    This is easy to implement - might be in next update (as plugin parameter if you wish to use it or not). :)

    Edit: Though A-cover tiles are not looking good because they have same background as it's cover tile counter part does...

    Example:
    opacity.png


    Edit 2: Though that is just a mapping question. You can just paint all roof tiles from B-E tiles then. :)

    Here how it looks when you paint grass and then roof.
    done_right.png
  18. Hey! OcRam_Passages seems to have a compatibility issue with the Rosedale Collision Altering plugin, even when placing OcRam_Passages under it, as stated in the help file.

    When using the Collision Plugin's chase functionality in a move route, the event gets stuck and does not play the events in a page when colliding with the player while they are not moving. The player can now walk on the stuck event even when the Priority is Same as Character. If the player was moving during the collision, the events play normally.

    I have tried setting through to ON and Skip if cannot Move but it of no use. It will not play the events of the second page. It is the same for player touch and event touch.

    I have tried disabling every plugin expect the Collision Altering Plugin, and it works without problems. When enabling it with OcRam_Passages it behaves as mentioned. OcRam_Core does not cause any problems. I have everything updated to the latest version.

    Is this something you could help me with? Unfortunately, I can't get any more help from the Collision Altering Plugin's author..

    Page 1 of the Event.
    1 aa.png

    The script for detecting the player is:
    const c1 = $gamePlayer, c2 = $gameMap.event(this._eventId); $gameMap.distance(c1.x, c1.y, c2.x, c2.y) <= 4

    Page 2 of the Event.
    2aa.png

    Custom Move Route.
    3aa.png
  19. Angy1910 said:
    Hey! OcRam_Passages seems to have a compatibility issue with the Rosedale Collision Altering plugin, even when placing OcRam_Passages under it, as stated in the help file.

    In this video, it should activate a battle on collision as seen in the second page of the event (you can see them at the end of this post).



    When using the Collision Plugin's chase functionality in a move route, the event gets stuck and does not play the events in a page when colliding with the player while they are not moving. The player can now walk on the stuck event even when the Priority is Same as Character. If the player was moving during the collision, the events play normally.

    I have tried setting through to ON and Skip if cannot Move but it of no use. It will not play the events of the second page. It is the same for player touch and event touch.

    I have tried disabling every plugin expect the Collision Altering Plugin, and it works without problems. When enabling it with OcRam_Passages it behaves as mentioned. OcRam_Core does not cause any problems. I have everything updated to the latest version.

    Is this something you could help me with? Unfortunately, I can't get any more help from the Collision Altering Plugin's author..

    Page 1 of the Event.
    View attachment 333852

    The script for detecting the player is:
    const c1 = $gamePlayer, c2 = $gameMap.event(this._eventId); $gameMap.distance(c1.x, c1.y, c2.x, c2.y) <= 4

    Page 2 of the Event.
    View attachment 333851

    Custom Move Route.
    View attachment 333853

    Thank you for the message,

    Have you ensured both player and event is on same floor level?

    Code:
    $gameMap.getEventById(your_event_id)._higherLevel
    $gamePlayer._higherLevel
    
    // _higherLevel == false >> character is on lower floor level naturally...
  20. OcRam said:
    Thank you for the message,

    Have you ensured both player and event is on same floor level?

    Code:
    $gameMap.getEventById(your_event_id)._higherLevel
    $gamePlayer._higherLevel
    
    // _higherLevel == false >> character is on lower floor level naturally...
    Thank you for your response!

    If I understood correctly, I have set all the pages of the chasing event to floor -1 through a plugin command but the issue persists. I don't know how to verify if the player is the same floor. Where should I use that code?