OcRam - Passages plugin (MZ/MV)

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Started by OcRam 528 posts Page 13 of 27 View original ↗
  1. Hello @ShadowDragon and @jakeybreaky

    Small map = Less than 1.5 x screen size - If map size is over that limit, it will be considered large map and culling will be active
    Culling = Do not process sprites that are off-screen

    I can now re-produce this issue with following method: Go to BIG (culled) map and then transfer to any small (non-culled map). When transferred from "small" map to another "small" map cover tiles were always drawn - this was the reason I didn't manage to re-produce this issue at the first time.

    There's no point to do culling in small maps since all sprites needs to be always drawn. In large maps culling is mandatory. Problem was that map size check was done AFTER the cover tiles were drawn.

    I have now fixed this issue in v4.03 released today (2019/11/18).


    Sorry for extra hassle to anyone who downloaded v4.02! :kaocry:
  2. @OcRam My map are always bigger than the screen resolution.
    but when I make some test, through transfer, thats why I saw something was off.

    on the map itself was it working, after trasfer, it goes off one way or another.
    But ima try this version because its the best passages plugin ever existed for MV (there will be NO better one though)
    But I'm also happy you found the issue ^^ you do a really good job though.
  3. Ayyyyyyy! Nice! : D
    I'm glad it's working again! This a really awesome plugin! Thank you so much!
  4. Neat plugin! I was looking for a way to display a tile both above and below a character based on Y position relative to character. (For fences and stuff.) Not sure if yours can do that, but if it can or you know of one, let me know. Otherwise I'll take a shot at writing one.

    I may end up using yours for some maps that could benefit a lot from it. But I use regions pretty extensively on some other experiment maps. Is it okay if I modify it to only run when a note tag is detected?

    Cheers,

    Hat-Under
    upload_2019-11-24_2-20-32.png
  5. @BikeHelmet you can use something when you are in front or behind the fence though. just use region 17 to go infront,
    and 16 + 19 when behind.

    Region 17 is higher level, so that can do thte trick very easely.
  6. BikeHelmet said:
    Neat plugin! I was looking for a way to display a tile both above and below a character based on Y position relative to character. (For fences and stuff.) Not sure if yours can do that, but if it can or you know of one, let me know. Otherwise I'll take a shot at writing one.

    I may end up using yours for some maps that could benefit a lot from it. But I use regions pretty extensively on some other experiment maps. Is it okay if I modify it to only run when a note tag is detected?

    Cheers,

    Hat-Under
    View attachment 127903
    Thank you for the message,

    I also got Star_Tile_Fix plugin exactly for that kind of problem. And modifications to all of my plugins are ok as long as "Terms of Use" section is untouched.
  7. Hi @ShadowDragon

    That almost works. It's not quite perfect because of how tight the map is. When I move away from some boxes, for example, the sprites jump in front briefly. It looks... wrong.

    @OcRam Now that sounds like something that would perfectly solve it!

    upload_2019-11-24_19-44-26.png

    Looks like I hit an incompatibility though. I'll figure it out. Thanks for making these plugins. :) :thumbsup-left:
  8. Hey it's me again, found another incompatibility thing with SRD_TitleMapBackground where if you choose 'Game End' in the menu and then select 'To Title' it'll give the following error:
    error
    TypeError: Cannot read property '_spriteset' of undefined
    at Scene_Title.updateMapFusionScene (OcRam_Passages.js:294:84)
    at Scene_Title.update (SRD_TitleMapBackground.js:205:27)
    at Function.SceneManager.updateScene (rpg_managers.js:2024:25)
    at Function.SceneManager.updateMain (rpg_managers.js:1983:18)
    at Function.SceneManager.updateMain (SRD_SuperToolsEngine.js:402:29)
    at Function.SceneManager.update (rpg_managers.js:1907:14)
    other than that the plugin's been absolutely wonderful so far

    edit:
    when using map transfer to another map, is it correct that it won't put you on the same floor level as you were on at the previous map but rather at the higher floor level? (so on map A the player entered from region 16 and is standing below an autotile wall that has region 19, then transfers to map B to a region 19 autotile tile but appears on top (and is thus unable to move due to the tile being a wall))
  9. @MrCrackerplays did you update this plugn to 4.03? if not, than you get the tile wont draw correctly. else it should.
  10. MrCrackerplays said:
    Hey it's me again, found another incompatibility thing with SRD_TitleMapBackground where if you choose 'Game End' in the menu and then select 'To Title' it'll give the following error:
    error
    TypeError: Cannot read property '_spriteset' of undefined
    at Scene_Title.updateMapFusionScene (OcRam_Passages.js:294:84)
    at Scene_Title.update (SRD_TitleMapBackground.js:205:27)
    at Function.SceneManager.updateScene (rpg_managers.js:2024:25)
    at Function.SceneManager.updateMain (rpg_managers.js:1983:18)
    at Function.SceneManager.updateMain (SRD_SuperToolsEngine.js:402:29)
    at Function.SceneManager.update (rpg_managers.js:1907:14)
    other than that the plugin's been absolutely wonderful so far

    edit:
    when using map transfer to another map, is it correct that it won't put you on the same floor level as you were on at the previous map but rather at the higher floor level? (so on map A the player entered from region 16 and is standing below an autotile wall that has region 19, then transfers to map B to a region 19 autotile tile but appears on top (and is thus unable to move due to the tile being a wall))
    Thank you for the message,

    I can confirm that when using SRD_TitleMapBackground and selecting "End Game" >> "To title screen" will cause described error. I will fix this to next version.

    When ever player is transferred auto assign method will be used. To disable auto assign feature go to plugin parameters and turn it off. But be warned that everything has to be adjusted manually after this.

    PS. Even if you use "auto assign" you can override assigned floor level via plugin command or with JS (see plugin help section).
  11. Hey @OcRam I just wanted to let you know if your plugin is after Yanfly's region restriction plugin in the plugin list it seems to nullify the restrictions - NPCs are no longer restricted. If Passages is turned off, or put before Yanfly's plugin then it works as intended. I did confirm that your plugin still works if put before Yanfly's region restriction plugin. Not sure if you're worried about it or not, since a simple reorder makes both plugins still usable.
  12. @DeadlyEssence01 make sure it higher in the utility list and above all yanfly's utility and you wont have a problem.
    sometimes it needs to be even higher and above the lightning plugin if you use it.
  13. @ShadowDragon Thanks for the information!
  14. Latest version - (v4.04 released 2019/11/28):
    • SRD_TitleMapBackground now works when exited back to title screen (also clears some temporary 'garbage')
      (thank you @MrCrackerplays for the report!)
  15. @OcRam Hope you are doing well, sorry for so many reports!

    I ran into a very specific issue... So, I set up a new project with the same situation, and it still happens. It looks like there is a bug in the compatibility of Passages and Local Coop, in this specific instance.
    I have coop lower than passages in the list, but plugin order did not alter the result. I do have the most recent version, 4.04 of the passages plugin, it also occurred in 4.03 though.

    I set the basic party in the system to start with just 1 actor.
    I enabled a common event upon p2 join.
    upload_2019-12-15_16-44-58.png

    (problem persists regardless of if the plugin command is present / regardless of actor id )

    EDIT (forgot to add this bit): Problem does not happen if you turn off passages, or if you do not have a common event that adds an actor to the party. It also does not happen if you have more than one actor in your party when p2 joins and their actor is added.

    Once player 2 is added, they are on a different layer than the events so they can walk through events, but not regular non-passable tiles.
    This occurs even on a map with no passage regions set.
    To rectify player 2 being offset, you have to enter region 16 to be put back on the floor level.

    Please let me know if you need any other information!
  16. DeadlyEssence01 said:
    @OcRam Hope you are doing well, sorry for so many reports!

    I ran into a very specific issue... So, I set up a new project with the same situation, and it still happens. It looks like there is a bug in the compatibility of Passages and Local Coop, in this specific instance.
    I have coop lower than passages in the list, but plugin order did not alter the result. I do have the most recent version, 4.04 of the passages plugin, it also occurred in 4.03 though.

    I set the basic party in the system to start with just 1 actor.
    I enabled a common event upon p2 join.
    View attachment 128963

    (problem persists regardless of if the plugin command is present / regardless of actor id )

    EDIT (forgot to add this bit): Problem does not happen if you turn off passages, or if you do not have a common event that adds an actor to the party. It also does not happen if you have more than one actor in your party when p2 joins and their actor is added.

    Once player 2 is added, they are on a different layer than the events so they can walk through events, but not regular non-passable tiles.
    This occurs even on a map with no passage regions set.
    To rectify player 2 being offset, you have to enter region 16 to be put back on the floor level.

    Please let me know if you need any other information!
    Thank you for the message,

    To assign floor level manually to 'low' use plugin command: floor_level -1 low
  17. Thanks!
  18. I downloaded the latest version of your script (v. 4.04) but whenever I test my game, it shows up as this:
    Picture2.png

    I don't know what's wrong (I don't code) but here is the console:
    Picture1.png
  19. Valiumator said:
    I downloaded the latest version of your script (v. 4.04) but whenever I test my game, it shows up as this:
    View attachment 129815

    I don't know what's wrong (I don't code) but here is the console:
    View attachment 129816
    One thing I noted is that plugin name is: OcRam_Passages (1).js

    Try to rename it as: OcRam_Passages.js
  20. OcRam said:
    One thing I noted is that plugin name is: OcRam_Passages (1).js

    Try to rename it as: OcRam_Passages.js
    It still shows the same "undefined is not a function".
    I took a screenshot of this, I thought it might help:
    Picture3.png