I had to go to version 13.0 (it was 13.2) but it seemed to be causing intermittent * tiles to be ignored completely while play testing. Very odd...
BTW do you do commissions OcRam?
OcRam - Passages plugin (MZ/MV)
● ARCHIVED · READ-ONLY
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Generally nope. But I have done one of my plugins as commission for example. Terms were pretty clear I do the job and commisioner bought lifetime commercial license for it.I had to go to version 13.0 (it was 13.2) but it seemed to be causing intermittent * tiles to be ignored completely while play testing. Very odd...
BTW do you do commissions OcRam? -
I see. Well I'm looking for a way to connect two maps in RPG maker MZ like this script for RPG Maker Vx Ace: https://www.rpgmakercentral.com/topic/13586-connected-maps/ along with a attached mini-map.Generally nope. But I have done one of my plugins as commission for example. Terms were pretty clear I do the job and commissioner bought lifetime commercial license for it.
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@OcRam According to description of TSR's plugin description it's compatible with MZ, but right now I don't own license for MZ and I cannot afford porting my project to MZ (too many things to edit, really.)
Maybe @caethyril or @Poryg could/can at least tell where to look in code what is causing problem.
Oh, by the way, this might interest you @OcRam, your plugin also goes in conflict (without any errors)
with Yanfly's Region Restriction plugin (event tags, like <Activation row: x> and Yanfly's Slippery floor plugin (need further veryfication), just to let you know.
Edit, actually I already solved the problem, I added Player Touch events on left and right side of the bridge event
Spoiler
and top and bottom of the same bridge following player touch events:
Spoiler
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I don't have access to TSR_SideStairs because it seems to be pay walled (last time I checked). Thus I can't check any code - and probably terms of use will prohibit any re-distribution of that plugin.@OcRam According to description of TSR's plugin description it's compatible with MZ, but right now I don't own license for MZ and I cannot afford porting my project to MZ (too many things to edit, really.)
Maybe @caethyril or @Poryg could/can at least tell where to look in code what is causing problem.
Oh, by the way, this might interest you @OcRam, your plugin also goes in conflict (without any errors)
with Yanfly's Region Restriction plugin (event tags, like <Activation and Yanfly's Slippery floor plugin (need further veryfication), just to let you know
I was trying to say that my MZ plugins are compatible with MV (IF RETRO -plugin is used).
Click here to visit RETRO thread. -
1.6.1.OcRam_Core is for MZ plugins only (though my MZ plugins can be used in MV with RETRO -plugin made by Drakkonis)
I was wondering if MZ version would be compatible with TSR_SideStairs... don't know - it's a long shot, but might work?
Hmm... strange I just tried this in new project and everything seems to be ok with setup below. What MV core script is in use? You can check it via console >> Play test >> Press F12 (or F8) >> Make sure you are in "Console" tab >> Write: Utils.RPGMAKER_VERSION; (and press enter) >> What is the version?
View attachment 207958 -
Ok now I have ran out of ideas... Only way I can repeat that issue is that I don't paint region ids correctly. Can you send screen shot of you plugin parameters and region ids on map?1.6.1.
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Ok now I have ran out of ideas... Only way I can repeat that issue is that I don't paint region ids correctly. Can you send screen shot of you plugin parameters and region ids on map?Spoiler
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Ok - I found the issue OcRam_Core is for MZ (and if OcRam MZ -plugins are RETRO'ed for MV - RETRO.js must be imported before any other MZ plugin).
If you decide to use MV version please remove OcRam_Core from plugin list. -
@Dreigonix also your YEP plugins are out of order, check his website
to place it in the correct order, strange behavior can happen as well
as for conflicting other plugins (NOT YEP BASED) if in incorrect order.
Ocram_Core = MZ only like ocram said and RETRO is required.
but if ocram plugins are placed wrong with YEP incorrect order,
it can conflict, and cannot work as it should be, so make sure
your list is in the correct order (core, message, battle, gameplay etc)
and place passage plugin in the gameply section for best functional. -
So I just use Passages with no Core?Ok - I found the issue OcRam_Core is for MZ (and if OcRam MZ -plugins are RETRO'ed for MV - RETRO.js must be imported before any other MZ plugin).
If you decide to use MV version please remove OcRam_Core from plugin list. -
Yes. Core is for OcRam MZ plugins.So I just use Passages with no Core?
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Something funky is going on with your passages, I tried changing the core script version but it seems to be ignoring * tiles... -
View attachment 211014
Something funky is going on with your passages, I tried changing the core script version but it seems to be ignoring * tiles...
Thank you for the message,
If player is on higher floor level then star tiles must be also drawn to higher floor level. Region ids 17, 18 and 19 (with default parameters, see plugin info for each region id purpose) will draw star tiles above player even if player is at higher floor level.
If I remember correctly there are examples for this in OcRam demo project.
Edit: or maker sure player is signed to lower floor level when having access to star tiles. -
Thank you for the message,
If player is on higher floor level then star tiles must be also drawn to higher floor level. Region ids 17, 18 and 19 (with default parameters, see plugin info for each region id purpose) will draw star tiles above player even if player is at higher floor level.
If I remember correctly there are examples for this in OcRam demo project.
Edit: or maker sure player is signed to lower floor level when having access to star tiles.
Is there a way to turn off OcRam_Passages on some maps? -
At the moment there's no way to do that. This plugin alters way too many passability and "the way tileset is drawn to map" core methods.Is there a way to turn off OcRam_Passages on some maps?
Doing that kind of feature would take a lot of time (and would have to make it compatible with all of my other plugins also and that takes notable amount of time too). BUT as a feature it certainly could be worth of that time.
Shortly: Great idea and I will add it ... wait a minute - apparently I have already added this idea to my never-ending todo list! -
I wonder what reason there is to turn off the entire effect, or by a switch.
which is easier to add to if you start with a boolean if switch X if ON it runs,
if its OFF, it's ignored, but I dont see the point of that though.
if you dont need it in a map, you dont use any regions of it?
or what other purpose could be there? -
Indeed... One reason could be to ensure player should always be on lower floor level, but this can be done via autorun/parallel event for example...I wonder what reason there is to turn off the entire effect, or by a switch.
which is easier to add to if you start with a boolean if switch X if ON it runs,
if its OFF, it's ignored, but I dont see the point of that though.
if you dont need it in a map, you dont use any regions of it?
or what other purpose could be there?
And if defined region ids are not used it should be same as plugin is disabled. -
Yeah, well I've been trying to figure out why it would be triggering characters to walk over objects after a period of movement during play testing when these objects are marked as * and I'm not using any region markers for the trees and such.
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But do you have overpass region id somewhere in that map? Because in that video example it looked like player is raised to "above layer", but never assigned back to "lower layer".Yeah, well I've been trying to figure out why it would be triggering characters to walk over objects after a period of movement during play testing when these objects are marked as * and I'm not using any region markers for the trees and such.