Hello fellow RPG Makers!
NOTE for the users who are using diagonal / offset character sheets!
There will be new way to define diagonal and offset character sheets in this update! This makes previous !# image naming characters obsolete (
the default core feature ! at the start for object sheets remains as it is). Reason why these changes were made is described below.
As more character frames and new motions forced me to give up existing image image sheet naming policy, we have new, more modern and robust way to work with all of these (new and existing) features. Diagonal and "offset" character sheets are now defined in OcRam_Core plugin parameter called "Character meta data" along with motion and face definitions.
I'm sorry for all users who are using OcRam diagonal/offset sheets for going through this extra work. But it should payoff with
cleaner resources and more robust Project.
You can now define various meta data for character sheets to work:
In addition to automated dash, idle and hurt character sheets, OcRam_Event now has "playMotion" which can be used for example like this:
And result would be like this:
Remember to ENABLE each motion for character sheet. Why not default enable? Not found (404) http errors would stagger your game eventually, if plugin always tries to load sheets that doesn't even exists!
In that example when character sheet '$TEST' is loaded those properties will be used.
Passages cover opacity feature!
IF YOU DO NOT WISH TO USE THIS FEATURE SET PLUGIN PARAMETER "Cover tile opacity" TO 255!
Please note that if there's no layers behind cover tiles result might not be pretty (layer below is black and results image below):
If there's grass layer behind cover tiles result is much prettier (imo):

OcRam_Indicators
In addition to new anchoring (to player/event), radius adjustment (if differs from default radius) and offset features you may now define $name$ for indicators to display EVENT NAME in it!
Result in game:

Next big change is in OcRam_Weather_System. I guess some of you already knew this, but NOW you may have weather FORECASTS and TEMPERATURE in your OcRam_Weather_System powered projects!
New Weather_System features:
- Tilesets / Maps have new <temperature...> notetag (if it's missing default values are used)
- Temperature variable! (use it for easy temperature based eventing!)
- Weathers can have temperature requirements!
- If requirements are not met weather can have
- New random weather (once >> if even that doesn't meet requirements >> clear weather)
- Clear weather
- SUBSTITUTE weather (ie. rain>>snow and vice versa)
- Weathers can modify base temperature (but not outside its own requirements)
- If OcRam_Time_System is in use: Each day phase may have its own <temperature...> range (ie. desert == hot day / cold night)!
- Weather queue limit (how many weathers can be predicted) as plugin parameter.
- You may show new "Forecast scene" anytime via JS OcRam.Weather_System.showForecast(accuracy)
- If accuracy is omitted default accuracy will be used
- Forecasts are remembered (and saved) PER unique weather pools ie. "1,2,3" != "1,2,3,4"
- Set desired amount of unique weather pools to remember via plugin parameter!
- You may get forecast also as JSON OcRam.Weather_System.getForecast(accuracy)
- If accuracy is omitted default accuracy will be used
- Forecasts will (or tries to) predict time (needs OcRam_Time_System), weather, power and temperature
- If accuracy is 1 forecasts should be 100% correct
- If accuracy is 0.5 and queue limit is 10 each weather in queue will be 5% harder to predict then previous one
- Current weather is always correct no matter the accuracy
Examples from new forecast scene:
Check out the full list of changes below:
Full list of changes
Core - v1.19
- Game_Character.isFacing now returns always true and Game_Event.isPlayerInRadius won't return false anymore if player is in SAME tile!
- Fixed issue with character.setPixelMove() (used example in move routes) (Credits @Zanee )
- Game_CharacterBase.isOnLadder is no longer overwritten
- New parameter: "Character meta data"!
- Game_Follower.isDashing and Game_Follower.realMoveSpeed are now overwritten so followers can now actually "dash" when player dashes (follower.isDashing())
Battle_Core - No changes
Battle_Troops - No changes
Time_System - v1.14
- Compatibility patch for latest weather system (forecasts)
- New methods OcRam.Time_System.predictHour(mins_from_now) and OcRam.Time_System.predictDayPhase(mins_from_now)
- 12h clock now works properly (Credits @darthKitty )
Weather_System - v1.11
- Bug fix: Weathers now clear on end properly even if "Use dynamic weather" is "OFF"" (Credits @VallinVl )
- NEW feature weather forecast! (Credits to @reebunny )
- NEW feature temperature! + temperature req. for weathers (Temperature features: variable, default range, tileset range, map range, day phase modifier, weather modifier)
Movement - v1.14
- New feature MORE character frames (/w 8-dir support)!
- This will override: Window_Base.prototype.drawCharacter
- New parameter "Region Id fix" to fix OcRam_Passges ladder issue. ($gameMap.regionId now uses Math.floor)
- 4 dir characters now also have smart path finding! And CharacterBase.setPixelMove works again (Credits to Zanee)
- NOTE: THIS VERSION WILL REQUIRE DEFINING DIAGONAL SHEETS AGAIN! (via OcRam_Core parameter "Character meta data")
Events - v1.10
- New feature: Play non-persistant motions like dodge-rolls, swing, laugh etc... with CUSTOM amount of frames!
- New feature: (automated) Idle, dash and hurt emotions
- NOTE: THIS VERSION WILL REQUIRE DEFINING OFFSET SHEETS AGAIN! (via OcRam_Core parameter "Character meta data")
Followers - No changes
Audio - No changes
Lights - No changes
(Shadows - NOT RELEASED YET!)
Layers - No changes
Title_Shuffler - No changes
Title_Info - No changes
Indicators - v1.08
- New property for templates to alter DEFAULT radius when indicator will be shown (negative numbers also allowed)
- If radius drops below 1 player must be in same tile!
- Possibility to use $name$ to display event name in indicator text! (Credits to @Zanee )
- Added possibility to anchor indicators to PLAYER instead of event and force facing direction per template
- Added X/Y offset for templates also! (will be added to offsets defined in event comment notation)
Passages - v1.19
- New plugin parameter to adjust cover tile opacity when player is beneath cover tiles. (Credits to @Rigbydigby )
- NOTE: Remember to set "Cover tile opacity" to 255 (if you don't want to use this feature)
- Ladders won't force player to face up if behind cover
NPC_Scheduler - v1.07
- Reverted v1.06 changes to make it work again with latest and final? version of Rosedale Collision-altering plugin
Star_Tile_Fix - No changes
Local_Coop - v1.11
- Support for OcRam_Passages "Cover tile opacity"
- Support for new OcRam_Events and OcRam_Movement
Map_Transfer - No changes
Credits - No changes
Misc - No changes
Char_Converter - No changes
Input_EX - No changes
Map_Editor - No changes
Thank you for your time for reading this post. And Happy RPG Making!
EDIT: Few hours after release I noticed bug where pattern could drop below zero when swapped event pages. OcRam_Movement has been hotfixed make sure you can see following line in release history: "2025/05/25 v1.14 - Hotfix where pattern can't go below 0 anymore"