OcRam MZ -plugins

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  1. Looks amazing! I'm super surprised that my random concept of a weather forecast ended up becoming true, im happy :D
  2. 2 questions. Does the NPC scheduler work dynamically between maps? so if you leave a map and come back the NPC's movement doesn't start over every time you enter and get all janky? how exactly does it work?
    And do these work with visustella plugins? my game is heavily made with them and the only NPC schedule plugin i've been able to find thus far that does what i need doesn't work with a couple of them.
  3. @CreatureCola - I use the NPC Scheduler pretty heavily with the ENTIRE VisuStella Plugin Suite, and I've not run into any problems.

    I can also confirm that the scheduler, when set up correctly, works between maps and does not make them "all Janky" or start over. I have it running throughout several different "cities" across the map, and it doesn't have any problems.

    Hope that helps a little.
  4. CreatureCola said:
    Does the NPC scheduler work dynamically between maps? so if you leave a map and come back the NPC's movement doesn't start over every time you enter and get all janky? how exactly does it work?
    Yes, it does works between maps by "linking" 2 events on different maps. Please see demo -project how it is exactly done.

    CreatureCola said:
    And do these work with visustella plugins? my game is heavily made with them and the only NPC schedule plugin i've been able to find thus far that does what i need doesn't work with a couple of them.
    I have tested my plugins with all VisuMZ core plugins and they work together with OcRam -plugins.

    Plugin ordering is important and some settings may have to be adjusted (example OcRam_Movement requires to disable VisuMZ 8-dir movement, it is provided by OcRam_Movement etc...).
  5. What he said! :yswt:
  6. OcRam said:
    Yes, it does works between maps by "linking" 2 events on different maps. Please see demo -project how it is exactly done.


    I have tested my plugins with all VisuMZ core plugins and they work together with OcRam -plugins.

    Plugin ordering is important and some settings may have to be adjusted (example OcRam_Movement requires to disable VisuMZ 8-dir movement, it is provided by OcRam_Movement etc...).
    thank you and @MasterTenchi for getting back to me and answering my questions :)
    sorry for the late reply too, i only just saw i got responses haha.

    I snagged the demo and about to check it out just waking up a bit first. does the NPC one require any other plugins to work that i need to also download? I assume the OCRam_Core one but just wanna make sure ^^
    Also where should they be placed within the plugin list?

    My dyslexic arse is gonna have a hard time figuring out how to setup the NPCs without a visual/verbal tutorial but i'm gonna try my best, this looks promising :D


    Edit: Looking through the demo and reading the plugin info, it looks like the NPCs are moved by time of day, ( night, dawn, day, dusk ) how does it calculate what time of day is at what time, do i require a day/night plugin? because i've already got one that i do rely on. (nvm i got it setup)
    I was hoping to be able to make it more precise with an hour variable so not everyone leaves their position at the exact same time.
    I don't have issues with getting my events to trigger when i want them the issue i have and need a plugin for is specifically for map to map cohesive travel linking events.
    for example the bar is supposed to close at 11 ( not the night starting hour ) and the waitress is meant to leave right after and stay outside for an hour or so then head back in, tho with that one i think i can do that without the schedule being you can't go back inside the bar once it closes and you get kicked out at the hour, but everyone else leaves too and i gotta schedule their movements to get home across a couple maps unless i want them to just disappear instead of leave when i do ._.

    Edit again: I've actually got it mostly figured basically but i'm having some difficulties getting the NPCs self switches to change, I copied how they were setup in the demo but for some reason the NPC is strictly set to its day time switch/page despite the switches for dusk, dawn and night turning on and off ( I checked ) the NPC never moves from her day time spot/dialogue and i'm not sure why, i have the switches all setup within your time system plugin. only one excluded is the month one because my game goes by seasons only.
    either its some sort of bug or i'm missing something obvious ( which is likely lol ). i've looked over everything like 10 times and nothing seems out of place, but it must be for it to not be responding?

    Is there a way to still link NPCs so the one on map B only shows up and starts its route when the one on map A reaches the exit? ( even if you're not on the map to see it? haven't gotten it working well enough to see if that already occurs ) without the use of the dawn, dust, day, night switches, using the hour variable instead...?
  7. CreatureCola said:
    I was hoping to be able to make it more precise with an hour variable so not everyone leaves their position at the exact same time.
    Maybe someday I can add new feature for hour offset for desired "NPCs" (example night starts at 12 then -120 minutes would occur at 10).

    There's currently "Reaction time" feature which will randomly delay given time for NPCs not to move all same time when schedule occurs.

    CreatureCola said:
    Is there a way to still link NPCs so the one on map B only shows up and starts its route when the one on map A reaches the exit? ( even if you're not on the map to see it? haven't gotten it working well enough to see if that already occurs ) without the use of the dawn, dust, day, night switches, using the hour variable instead...?
    If schedule occurs while on same map with event it will start moving towards given position. If you transfer to map while schedule already is occurred "NPC" is instantly at given position.

    If event has schedules attached, switches are meant to be handled automatically by NPC Scheduler trying to handle them manually may have unwanted consequences.

    I think month variable is not required for schedules (have you tried to define it?). I'm handling this via season specific events and will use autorun event to choose correct one for each season (or month if used).

    OcRam_Core and OcRam_Time_System is required in order to use OcRam_NPC_Scheduler as intended.
  8. OcRam said:
    Maybe someday I can add new feature for hour offset for desired "NPCs" (example night starts at 12 then -120 minutes would occur at 10).

    There's currently "Reaction time" feature which will randomly delay given time for NPCs not to move all same time when schedule occurs.


    If schedule occurs while on same map with event it will start moving towards given position. If you transfer to map while schedule already is occurred "NPC" is instantly at given position.

    If event has schedules attached, switches are meant to be handled automatically by NPC Scheduler trying to handle them manually may have unwanted consequences.

    I think month variable is not required for schedules (have you tried to define it?). I'm handling this via season specific events and will use autorun event to choose correct one for each season (or month if used).

    OcRam_Core and OcRam_Time_System is required in order to use OcRam_NPC_Scheduler as intended.
    Yeah that's kind of what i figured. Ah, so if you're not already on the map the NPCs teleport to their position upon entering the map, that's kind of immersion breaking for the kind of game i'm making.
    and the varied time doesn't really work for my game, its harvestmoon/stardew valley type of NPC system so at least shops really need to open and close at an exact hour.

    the SiroGames one would have been PERFECT for what i need it stores the NPC event on a special map and spawns it to multiple maps and calculates where the NPC will be so no matter when you enter the map its where it should be along its route, but unfortunately that's the one that clashes with two important visustella plugins i need. I wish I knew how to code so i could replicate it using the visustella movement core plugin, since its their core plugin that causes problems- its basically the same method as how i have crops spawning but i wouldn't know where to start when it comes to the multiple map routes -3-

    So I setup a variable for " month " just to see if having one set would affect it and nothing, its still showing the same " day time " page/dialogue and the NPC never moves from her seated position.
    I tried changing the time forward to see if anything would change but its always the same.
    is the problem that i'm not allowing time to change organically? I don't see how that would matter being that the variables are being changed globally, it should work.

    Or am i using the wrong note tag or something? I feel like i'm not because she's in her day time location, but I also feel like i'm gaslighting myself into more confusion haha.
    Note tag: <schedule:[25,8],[25,8],[25,17],[25,17]>

    I did start up on this when i was very tired so its possible i overlooked something ^^;
  9. CreatureCola said:
    Ah, so if you're not already on the map the NPCs teleport to their position upon entering the map, that's kind of immersion breaking for the kind of game i'm making.
    Events are not teleporting to destination if "NPC" hasn't yet reached it's destination in previous map. Please see Fishers house in my demo project. This is done via event.isLinkOk and $gameSystem.linkSchedule functions.

    Edit: And fishers wife transfers between 3 different maps. I guess most common mistake is that isLinkOk and linkSchedule functions are used wrong.

    Edit2: Example screen shot on event that transfers PLAYER to another map.
    transfer_event_npc.png


    CreatureCola said:
    is the problem that i'm not allowing time to change organically?
    Schedules triggers in following function:
    Code:
    OcRam.Time_System.onDayPhase

    So you need OcRam_Time_System and use time manipulation features there to keep everything intact and validated.

    CreatureCola said:
    <schedule:[25,8],[25,8],[25,17],[25,17]>
    This means your event is in position x25 y8 when it's night or dawn ( event pages A and B ). And position x25 y17 while it's day or dusk ( event pages C and D ).
  10. OcRam said:
    Events are not teleporting to destination if "NPC" hasn't yet reached it's destination in previous map. Please see Fishers house in my demo project. This is done via event.isLinkOk and $gameSystem.linkSchedule functions.

    Edit: And fishers wife transfers between 3 different maps. I guess most common mistake is that isLinkOk and linkSchedule functions are used wrong.

    Edit2: Example screen shot on event that transfers PLAYER to another map.
    View attachment 346579



    Schedules triggers in following function:
    Code:
    OcRam.Time_System.onDayPhase

    So you need OcRam_Time_System and use time manipulation features there to keep everything intact and validated.


    This means your event is in position x25 y8 when it's night or dawn ( event pages A and B ). And position x25 y17 while it's day or dusk ( event pages C and D ).
    The specific event i was working with isnt one that travels between maps, or at least not yet as the map she goes to is unlockable later ( bedroom. ) she is meant to appear in the morning at her door, walk to her throne, and stay there all day until night then go back to her room. I realize I don't need the scheduler for this I was just using her for the test to see how it would work since I happened to be working on her castle map at the time.

    I'll try it again with another character that travels across multiple maps with the LinkSchedule.
    Ok the image of that code will be on a door/transfer event? thanks for letting me know ^^

    So it's not possible to get the NPC to move normally by hour variable just to leave a building and just use the LinkSchedule make it work across the rest of the maps? I might have to adjust shop hours then, since dusk starts an hour or two before the shop i had in mind closes.


    Also, I play tested my game last night before bed and ran into an error when I made it so it opens the title screen first ( I normally playtest with that feature turned off and it works fine then ) and it said there was " net::ERR_FILE_NOT_FOUND " with loading the day/night/dawn/dusk .png source files and failed to load sourcemap for chrome extension. has to do with your time system plugin.
    timescheduleerrormessage.png
  11. CreatureCola said:
    she is meant to appear in the morning at her door, walk to her throne, and stay there all day until night then go back to her room.
    I'd use simple schedule feature for this.

    CreatureCola said:
    Ok the image of that code will be on a door/transfer event?
    Yea it's for door/transfer event.

    CreatureCola said:
    So it's not possible to get the NPC to move normally by hour variable just to leave a building and just use the LinkSchedule make it work across the rest of the maps?
    Schedules currently works only with day phases, but like said earlier I might do time offset feature someday to this plugin to simulate hour (or even minute) based schedules.

    CreatureCola said:
    with loading the day/night/dawn/dusk .png source files and failed to load sourcemap for chrome extension. has to do with your time system plugin
    Copy ./img/ocram folder from my demo -project to your project to fix all "not found" errors.
  12. Yo i think i need a verbal/visual (video) tutorial to be able to use the plugin, being dyslexic with memory issues is making all the back and forthing with remembering numbers in multiple places extremely hard and i'm getting really confused trying to setup an event to transfer across like 6 maps when it looks like i'll probably never even see it to know if its working, and them all taking place along one long route at Dawn confuses me i have no idea how its supposed to work when i can't see it in action xD
    reading directions especially with what to me feels like vague examples doesn't stick for me so your plugin might just be out, i'm struggling way too hard trying to set this up and its making me feel really stupid.
    trying to copy it over from the demo with a zillion other events and maps is making it too hard for me to focus on specific details so i can cohesively find and understand what i'm even doing, i literally only need the plugin for the linking aspect, and i'll have to redo all my NPC events from scratch to use this because they use many pages to function -3-

    The other NPC i had been trying to work with before did change to the Dusk dialogue after i sat and waited for time to change by itself but she never did change to her Night one and i have no idea why, she should have moved to the other location or disappeared or something but just stayed stuck on Dawn page until well after midnight when i shut it off.

    Thanks for all your help and replies~
    I'll have a go at it again when i'm not so tired
  13. Hi, about the Weather_System, is there a way to display the temperature in the game without showing the forecast? I mean, it would be nice to be able to see the temperature in the pause menu
  14. Omar_RPG_1000 said:
    Hi, about the Weather_System, is there a way to display the temperature in the game without showing the forecast? I mean, it would be nice to be able to see the temperature in the pause menu
    Thank you for the message,

    I will take a look at this and it will be possible in next release.
  15. Hello OcRam,

    Is it possible to make OcRam_Movement compatibble with Galv's Character Frames?

    If I play your plugin above his the sprite sheet completely breaks (I use 12 and 6 frame animations). If I place it below the sprite displays correctly but it seem to just use 3-frame animations...
  16. Parallax Panda said:
    Hello OcRam,

    Is it possible to make OcRam_Movement compatibble with Galv's Character Frames?

    If I play your plugin above his the sprite sheet completely breaks (I use 12 and 6 frame animations). If I place it below the sprite displays correctly but it seem to just use 3-frame animations...
    Thank you for the message,

    I assume you are using MZ version of OcRam_Movement? And since OcRam_Movement version v1.14 you don't need other plugins to have more character frames.
  17. OcRam said:
    Thank you for the message,

    I assume you are using MZ version of OcRam_Movement? And since OcRam_Movement version v1.14 you don't need other plugins to have more character frames.
    It's true that I'm using MZ, and I didn't even realize your plugin also now supports more frames - that's pretty cool, thanks for letting me know!

    Looking through the documentation inside the plugin, it seems like unlike Galv, you haven't set it up to automatically recognize and use different sprites for different movements, right?

    Just to further explain what I mean, Galv's plugin use the 1st character slot for idle, the 2nd for walking, the 3rd for running and the 4th for jumping (if you choose to use custom jump animation). The slots on the 2nd row is used for diagonal movement.

    But if I use your plugin for custom frames I'll have to manually switch sprite sheet if I jump or dash, right?
  18. Parallax Panda said:
    But if I use your plugin for custom frames I'll have to manually switch sprite sheet if I jump or dash, right?

    For automated things OcRam_Events will add extra motions OcRam_Movement just adds more frames, but together things like idle, push, pull, dash etc... can be fully automated.

    Jump auto motion is still missing, but I guess it wouldn't be hard to add it for later version of OcRam_Events.

    Oh and unlike in some plugins you need separate sheet for each motion eg. Actor1, Actor1_dash, Actor1_idle, and so on...
  19. I see, so those two plugins work together. Yes, support for jump motion would be very nice to have, if you ever got the time and energy to put it in there.

    Speaking of jumping, I’ve had problems in the past when trying to implement jumping with pixel movement (or as in the case with your plugin, pseudo-pixel movement).

    Basically, the default jumping in rpg maker is tile-based, and it tends to make any jumping systems based on it very iffy when the player walks on fractional tiles…

    Can I ask if it’s something you’ve thought about in your OcRam_Movement plugin?
    I don’t see anything about it so I’m assuming you perhaps haven’t thought that much about it?
  20. Parallax Panda said:
    Can I ask if it’s something you’ve thought about in your OcRam_Movement plugin?
    I don’t see anything about it so I’m assuming you perhaps haven’t thought that much about it?
    I have tested jump and it should round up to nearest whole tile.