OcRam MZ -plugins

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Started by OcRam 404 posts Page 7 of 21 View original ↗
  1. orphalese said:
    Hello OcRam. Great work with the plugins.
    I'm using "star tile fix" and "movement" in MZ and I found a bug (or maybe I'm doing something wrong)

    If pixel movement is enabled then this happens even when event and character have the same priority
    It is not possible to collide with the NPCs

    View attachment 192782


    Details
    View attachment 192783
    View attachment 192784

    Thanks a lot in advance for your help!
    Thank you for the message,

    It almost seems like they have different "floor levels" provided by OcRam_Passages. You are not using Passages?

    What if you try to log _higherLevel instead of _priorityType?
  2. Hello. Thanks for the prompt reply
    I was not using OcRam_Passages, but I added it now and it works fine.

    Not ideal to have the plugin installed just for the fix, but maybe I'll use its features in the future as well

    Thanks a lot
  3. orphalese said:
    Hello. Thanks for the prompt reply
    I was not using OcRam_Passages, but I added it now and it works fine.

    Not ideal to have the plugin installed just for the fix, but maybe I'll use its features in the future as well

    Thanks a lot
    Thank you for the info!

    It should NOT require passages. Were they on different "floor level" (._higherLevel)?
  4. Actually, that value is undefined, maybe I'm getting it in the wrong way?
    Captura de pantalla -2021-06-20 12-09-50.png
  5. orphalese said:
    Actually, that value is undefined, maybe I'm getting it in the wrong way?
    View attachment 192788
    Thank you for the info,

    That is exactly how it's supposed to look w/o Passages... I'll take a closer look this in next few days.
  6. Hey, is the light plugin compatible with the latest corescript for MZ? Battle lights seem to be messed up, but ambient lights are fine otherwise. No worries if I need to revert, by all means.

    Screenshot of issue

    Edit: False alarm. Seems getting rid of a rogue plugin fixed the problem.
  7. Hello OcRam, I'm stressing your plugins a lot lately, sorry! :LZSproud:

    I got the Movement plugin to hang the browser. Good thing: It is easy to reproduce.
    If I call

    Code:
    $gameMap.event(3).findDirectionTo(x,y)
    and x and y are the position where the character is
    ( Not sure if this also affects: and the event(3) is close to the character )
    It hangs.

    I added some console.log to try to see where it happened and added the result here in the screenshots

    Thanks a lot in advance for your support!!!

    Screenshots
    Captura de pantalla -2021-06-28 18-57-12.png
    Captura de pantalla -2021-06-28 19-00-55.png
  8. OverTheTop123 said:
    Hey, is the light plugin compatible with the latest corescript for MZ? Battle lights seem to be messed up, but ambient lights are fine otherwise. No worries if I need to revert, by all means.

    Screenshot of issue

    Edit: False alarm. Seems getting rid of a rogue plugin fixed the problem.
    Thank you for the message,

    I always support latest version for both MZ and MV. Glad you got it all figured out and sorry I couldn't reply sooner.

    orphalese said:
    Hello OcRam, I'm stressing your plugins a lot lately, sorry! :LZSproud:

    I got the Movement plugin to hang the browser. Good thing: It is easy to reproduce.
    If I call

    Code:
    $gameMap.event(3).findDirectionTo(x,y)
    and x and y are the position where the character is
    ( Not sure if this also affects: and the event(3) is close to the character )
    It hangs.

    I added some console.log to try to see where it happened and added the result here in the screenshots

    Thanks a lot in advance for your support!!!

    Screenshots
    View attachment 193665
    View attachment 193666
    Thank you for the message,

    I will take a look at this. Also noticed that I must revert path finding algorithm to original one or make plugin parameter (Unlimited path find), because now all maps needs to be designed in the way there are no unreachable areas... I'm working on it as we "speak".

    Edit: I tried to replicate this, but everything worked like supposed to. It might be that my dev version has already fixed this (it has some other diagonal related fixes).
  9. Maybe this response is unoriginal, but I’ll TAKE YOUR ENTIRE STOCK!
  10. Hello, @OcRam I hope this is the right one. Lol.

    I was playing poorrabbit's demo for the rabbitMap plugin and noticed an error for the Movement. Not sure if it's already been fixed or not but figured I would go ahead and let you know.

    1628972771616.png

    1628972789309.png

    To be honest, I'm not sure if it's a compatibility issue or something going on with this specific plugin. Just thought I'd bring it to your attention. And yes, I tested it myself by disabling the plugin. Ocram Core alone works just fine. Just not Movement. It happens when you walk for a period of time. Like... 5 to 10 minutes and then it'll appear.

    EDIT:

    If you're curious, here's a link.

    rabbitMap - A minimap plugin for MZ (and MV) (Discontinued)
    EDIT 2:

    Also, I was using MZ. Lol.
  11. I just wanted to let you know that I'm a huge fan of your plugins and your website - great work with both! :)
    I'll buy some of the plugins as soon as my new game is almost finished :D

    However, I also ran into a bug regarding two of your plugins (in MZ). I deactivated everything else - except the core of course - to make sure it has something to do with those two. When I activate the Time system as well as the Weather System and try to open the menu in game I get a 'Cannot read property '2' of null'. The Time system is above the Weather system. If I deactivate one of them, everything is fine.
  12. JacSkulls said:
    Hello, @OcRam I hope this is the right one. Lol.

    I was playing poorrabbit's demo for the rabbitMap plugin and noticed an error for the Movement. Not sure if it's already been fixed or not but figured I would go ahead and let you know.

    View attachment 198636

    View attachment 198637

    To be honest, I'm not sure if it's a compatibility issue or something going on with this specific plugin. Just thought I'd bring it to your attention. And yes, I tested it myself by disabling the plugin. Ocram Core alone works just fine. Just not Movement. It happens when you walk for a period of time. Like... 5 to 10 minutes and then it'll appear.

    EDIT:

    If you're curious, here's a link.

    rabbitMap - A minimap plugin for MZ (and MV) (Discontinued)
    EDIT 2:

    Also, I was using MZ. Lol.
    Thank you for the message,

    I'll try to find time to check this out. I'll let you know when checked.
    Padramyr said:
    I just wanted to let you know that I'm a huge fan of your plugins and your website - great work with both! :)
    I'll buy some of the plugins as soon as my new game is almost finished :D

    However, I also ran into a bug regarding two of your plugins (in MZ). I deactivated everything else - except the core of course - to make sure it has something to do with those two. When I activate the Time system as well as the Weather System and try to open the menu in game I get a 'Cannot read property '2' of null'. The Time system is above the Weather system. If I deactivate one of them, everything is fine.
    Thank you for the message and compliments!

    Hmm... Have you updated those plugins recently? After updates revalidation of all new parameters should be done via clicking "OK" for each new plugin parameter.

    And are you using any menu related plugins?
  13. OcRam said:
    Thank you for the message and compliments!

    Hmm... Have you updated those plugins recently? After updates revalidation of all new parameters should be done via clicking "OK" for each new plugin parameter.

    And are you using any menu related plugins?
    I downloaded them yesterday from your website and put them into my game, so they should have been all revalidated. I tried putting your plugins into a brand new game, but I still got the same error when I try to open the menu. I don't use "Events", "Followers", "Indicators", "Local Coop" and "Movement". But, just to try it out, I copied all plugins over to that clear test project and used the same order you did in your demo.
    It was still not working for me while it did work in your demo, so I continued fiddling around and figured out it has something to do with the settings of the Time system. There were three settings different from your demo, so I changed them in my clear project one by one to match your demo settings to find out which one causes the problem. I found out if I set "Clock type in map" to 0 (so just plain text), the game gives that error when opening the menu.
    I then tried to change the same setting to 0 on your demo and if I then open the menu in playtest, I get the error 'Cannot read property '0' of null' instead of 'Cannot read property '2' of null', but that may have something to do with one of the other settings. You'll should get one of the two errors this way.

    I hope this helps you somehow :)
  14. Padramyr said:
    I downloaded them yesterday from your website and put them into my game, so they should have been all revalidated. I tried putting your plugins into a brand new game, but I still got the same error when I try to open the menu. I don't use "Events", "Followers", "Indicators", "Local Coop" and "Movement". But, just to try it out, I copied all plugins over to that clear test project and used the same order you did in your demo.
    It was still not working for me while it did work in your demo, so I continued fiddling around and figured out it has something to do with the settings of the Time system. There were three settings different from your demo, so I changed them in my clear project one by one to match your demo settings to find out which one causes the problem. I found out if I set "Clock type in map" to 0 (so just plain text), the game gives that error when opening the menu.
    I then tried to change the same setting to 0 on your demo and if I then open the menu in playtest, I get the error 'Cannot read property '0' of null' instead of 'Cannot read property '2' of null', but that may have something to do with one of the other settings. You'll should get one of the two errors this way.

    I hope this helps you somehow :)
    Thank you for the info,

    I can replicate this with my demo project! I will notify you when this is fixed.
  15. Hello @OcRam I want to report a bug with Star Tile Fix.
    When a Layer 2~3 tile is combined with a Layer 4 tile (for example trees), the below layers (2~3) are gone.
    1629162311352.png
    However, as you could notice on the right image, the trunk tiles are still kept.
    There are no regions drawn. I tried to fix this with Passages, but didn't worked.

    I tried it with only Core and Star Tile enabled, in blank project and even in your own project.
    Seems that this is caused due .txt file not existing with the png tile.
    1629162448249.png

    In your project, on the city the issue doesn't happens since the default tiles are using a .txt file which apparently performs how certain tiles interacts ingame, however any tileset missing the .txt file with such value causes your script to absolutely erase layers 2~3 below layer 4.

    EDIT: Also I noticed that you can't disable weeks/months/seasons feature in your Time System, could you please allow us to disable Weeks/Month/Seasons features separately? So we can use just the 24h feature if we want.
  16. Killuki Zaoldyeck said:
    Hello @OcRam I want to report a bug with Star Tile Fix.
    When a Layer 2~3 tile is combined with a Layer 4 tile (for example trees), the below layers (2~3) are gone.
    View attachment 198884
    However, as you could notice on the right image, the trunk tiles are still kept.
    There are no regions drawn. I tried to fix this with Passages, but didn't worked.

    I tried it with only Core and Star Tile enabled, in blank project and even in your own project.
    Seems that this is caused due .txt file not existing with the png tile.
    View attachment 198885

    In your project, on the city the issue doesn't happens since the default tiles are using a .txt file which apparently performs how certain tiles interacts ingame, however any tileset missing the .txt file with such value causes your script to absolutely erase layers 2~3 below layer 4.

    EDIT: Also I noticed that you can't disable weeks/months/seasons feature in your Time System, could you please allow us to disable Weeks/Month/Seasons features separately? So we can use just the 24h feature if we want.
    Thank you for the message,

    Txt files shouldn't matter. If I remember correctly this should be fixed in latest version (OcRam_Star_Tile_Fix v1.02).

    Clocks are made dynamic so you can choose what you want to show to player. They (months etc...) will just need variables (no need to show them anywhere).
  17. OcRam said:
    Thank you for the message,

    Txt files shouldn't matter. If I remember correctly this should be fixed in latest version (OcRam_Star_Tile_Fix v1.02).

    Clocks are made dynamic so you can choose what you want to show to player. They (months etc...) will just need variables (no need to show them anywhere).

    Thank you for the quick reply!

    I already updated the plugin, also Core, but the problem persists, reinstalled MZ to 1.3.2 version to ensure it's on the lastest version and made a new project just in case there's any saved data somewhere, see:
    1629199531949.png1629199592244.png1629199657642.png
    1629199720980.png1629199750755.png

    It sometimes happens, sometimes don't, also the character in some cases still behaves like not having the script enabled, look at Reid (Leader).
    This happens when an O is behind a * (see image below):
    1629200545479.png

    Keep in mind that a tree below another tree was drawn by Autolayer. So if you already mapped, for example a forest wth two differernt trees combined like on the image, and the display bug happens, and there are a lot of trees, this could mean we have to redraw this map and all others affected.

    1629194027369.png

    You were right at least that the txt file has no impact on the script.
    Hmmm....


    Regarding the time system, the problem is on the menu:
    1629193923405.png

    Even deleting the vars and the strings, the date is still shown. How can I disable the date?
  18. Killuki Zaoldyeck said:
    Thank you for the quick reply!

    I already updated the plugin, also Core, but the problem persists, reinstalled MZ to 1.3.2 version to ensure it's on the lastest version and made a new project just in case there's any saved data somewhere, see:
    View attachment 198910View attachment 198911View attachment 198912
    View attachment 198914View attachment 198915

    It sometimes happens, sometimes don't, also the character in some cases still behaves like not having the script enabled, look at Reid (Leader).
    This happens when an O is behind a * (see image below):
    View attachment 198917

    Keep in mind that a tree below another tree was drawn by Autolayer. So if you already mapped, for example a forest wth two differernt trees combined like on the image, and the display bug happens, and there are a lot of trees, this could mean we have to redraw this map and all others affected.

    View attachment 198906

    You were right at least that the txt file has no impact on the script.
    Hmmm....


    Regarding the time system, the problem is on the menu:
    View attachment 198904

    Even deleting the vars and the strings, the date is still shown. How can I disable the date?
    Can you put on "Debug mode" (in OcRam_Star_Tile_Fix parameters) send screen shots from results?

    I'm so sorry! I remembered wrong I thought I had added menu time format parameter... I will add this to my to do list (so that you may display only time in menu).

    And @Padramyr I have now fixed "Plain text" menu crash bug.

    Thank you both for the reports!
  19. OcRam said:
    Can you put on "Debug mode" (in OcRam_Star_Tile_Fix parameters) send screen shots from results?

    I'm so sorry! I remembered wrong I thought I had added menu time format parameter... I will add this to my to do list (so that you may display only time in menu).

    And @Padramyr I have now fixed "Plain text" menu crash bug.

    Thank you both for the reports!
    1629206382214.png

    Regarding the Time WIndow inside menu, by any chance do you know how can I reposition it?
  20. Killuki Zaoldyeck said:
    View attachment 198921

    Regarding the Time WIndow inside menu, by any chance do you know how can I reposition it?
    I tested exactly same tree formations with my own project. I use autotiling/layering mainly, but had to force few layers where orange zero is shown (see picture). Mentioned issue must have something to do with layers if they do not follow "auto tile layer logics".

    support.png

    I'll try to check if I could make "Custom time window pos in menu" feature at the same time when "just time shown" feature is done.