OcRam MZ -plugins

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Started by OcRam 404 posts Page 2 of 21 View original ↗
  1. Preparing update for upcoming OcRam -demo project.

    OcRam_Core v1.04
    String.width() prototype added!
    OcRam.getSpriteByEventId(event_id) added!

    OcRam_Time_System v1.03
    Map clock window is now under messages layer
    + Compatibility patch for OcRam passages

    OcRam_Labels v1.00
    Initial release

    OcRam_Layers v1.01
    Some picture plugin command bug fixes + battle pics
    Compatibility patch to OcRam_Passages
    + VisuMZ compatibility patch

    OcRam_Passages v1.02
    Compatibility patch for OcRam_Layers
    + Tileset change bug fixes
  2. OcRam said:
    Preparing update for upcoming OcRam -demo project.

    OcRam_Core v1.04
    String.width() prototype added!
    OcRam.getSpriteByEventId(event_id) added!

    OcRam_Time_System v1.03
    Map clock window is now under messages layer
    + Compatibility patch for OcRam passages

    OcRam_Labels v1.00
    Initial release

    OcRam_Layers v1.01
    Some picture plugin command bug fixes + battle pics
    Compatibility patch to OcRam_Passages
    + VisuMZ compatibility patch

    OcRam_Passages v1.02
    Compatibility patch for OcRam_Layers
    + Tileset change bug fixes
    Awesome. Can’t wait to try the demo!!
  3. I'm using the time system with the analog clock and I have a question how do I change the date format? It's day month. Year.

    But I want to be Month Day, Year.
  4. Resurrection Games said:
    I'm using the time system with the analog clock and I have a question how do I change the date format? It's day month. Year.

    But I want to be Month Day, Year.
    Thank you for the message,

    I will add date format in next version.
  5. Hello! I am very new with plugins so i'm not sure if i'm doing something wrong...
    I tried using your lights plugin for a fireplace, but it doesn't show anything?
    Here's what i have.
    Spoiler
    fp1.pngfp2.png
  6. @OcRam, wow that is brilliant of you in which your plugins work with MZ as well as MV. Thank you for sharing plugins with us all.
  7. Jentokki said:
    Hello! I am very new with plugins so i'm not sure if i'm doing something wrong...
    I tried using your lights plugin for a fireplace, but it doesn't show anything?
    Here's what i have.
    Spoiler
    View attachment 162500View attachment 162501
    Thank you for the message,

    You need to set light bg in order to any light sources to show up.

    support.png
    Put this command in "autorun" event and then call "Erase Event"
  8. @OcRam It does work a lot better! I'm sorry i didn't see this. Thanks for replying so fast!
  9. Using the only plugin OcRam_Core v1.04 and Time Progress (active) battle system. On enemy death, the game falls into a loop trying to add knockout( death state)Capture.PNG)
  10. Kneeshaw said:
    Using the only plugin OcRam_Core v1.04 and Time Progress (active) battle system. On enemy death, the game falls into a loop trying to add knockout( death state)View attachment 162866)
    Thank you for the message,

    Can't replicate this issue. Are you using any other plugins?
  11. I have no other plugins active. no Script or plugin calls. Can I send you a github link?
  12. Kneeshaw said:
    I have no other plugins active. no Script or plugin calls. Can I send you a github link?
    Is this wrong thread because your project was for MV? And I don't have 'Core' -plugin for MV.
  13. I am porting to MZ there is a branch for MZ that is current for this issue
  14. Kneeshaw said:
    I am porting to MZ there is a branch for MZ that is current for this issue
    For some reason Array.remove polyfill fails.

    Quick fix is to delete/comment following code block:
    Code:
    if (!this.remove) {
        this.prototype.remove = function (itm) {
            let i = this.indexOf(itm);
            this.splice(i, 1); return this;
        };
    }

    This is found around lines ~349 to 354
  15. Awesome stuff, great to see you port your things over.

    Out of curiosity, have you considered also implementing lightmaps and lightobjects in your light plugin?
    (Lightmap being an image that is used as light overlay for the map, lightobject being an image that is attached to an object)

    I'm asking because I've been looking for an MZ lighting plugin, but I've got an entire arsenal of custom-tailored light effect images I'd like to use. (I've been using Khas Lighting in MV for that reason)
  16. OcRam said:
    For some reason Array.remove polyfill fails.

    Quick fix is to delete/comment following code block:
    Code:
    if (!this.remove) {
        this.prototype.remove = function (itm) {
            let i = this.indexOf(itm);
            this.splice(i, 1); return this;
        };
    }

    This is found around lines ~349 to 354
    That worked thank you.
  17. Anyone said:
    Awesome stuff, great to see you port your things over.

    Out of curiosity, have you considered also implementing lightmaps and lightobjects in your light plugin?
    (Lightmap being an image that is used as light overlay for the map, lightobject being an image that is attached to an object)

    I'm asking because I've been looking for an MZ lighting plugin, but I've got an entire arsenal of custom-tailored light effect images I'd like to use. (I've been using Khas Lighting in MV for that reason)
    I have considered those + WebGL + real-time shadows, but first things first =)

    Still in progress: OcRam_Movement, OcRam_Local_Coop, OcRam_Messages + other small plugins and I'm thinking about quest journal also... Then I'll focus on next gen Lights.

    And thank you for the compliments.
  18. OcRam said:
    I have considered those + WebGL + real-time shadows, but first things first =)

    Still in progress: OcRam_Movement, OcRam_Local_Coop, OcRam_Messages + other small plugins and I'm thinking about quest journal also... Then I'll focus on next gen Lights.

    And thank you for the compliments.
    Realtime shadows. :wub

    They're gonna be tricky, though. I've spoken with a couple other devs who've also made lighting plugins (though not with images) for MZ and they've run up against the engine limitations. Doable, but hardware hungry and depends on how much variables you use to calculate the caster shadows.

    But if you can manage it, that'd be incredible. :D
  19. Can you add another weather effect? I was thinking falling leaves for autumn?