OcRam - Passages plugin (MZ/MV)

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Started by OcRam 528 posts Page 26 of 27 View original ↗
  1. explodes said:
    hi! sorry if this is a dumb question, or if it's been answered before, but i've been encountering this:
    View attachment 343239
    and i'm not sure how to solve it? i havent altered the game in anyway beyond having a plugin that lets me used WASD controls instead of the arrow keys, and im not well-versed enough in coding to pinpoint the issue in javascript. if there's anything i need to do, please let me know! thanks in advance.
    Thank you for the message,

    When that occurs press F12 and then select "Console" tab >> more specific info from there is needed.
  2. OcRam said:
    Thank you for the message,

    When that occurs press F12 and then select "Console" tab >> more specific info from there is needed.
    hi, thank you for replying! i checked, and it turns out i'm missing something called "pixi.js.map" ? though when i checked, i'm pretty sure i definitely have the pixi.js in my lib folder?1750433446219.png1750433491445.png
  3. explodes said:
    hi, thank you for replying! i checked, and it turns out i'm missing something called "pixi.js.map" ? though when i checked, i'm pretty sure i definitely have the pixi.js in my lib folder?View attachment 343280View attachment 343281
    Hi,

    I get that pixi.js.map not found error even in blank project so it shouldn't be a problem.

    But have you double checked plugin order and not using MV version of this plugin in MZ? If all of those are ok and checked then it might be plugin conflict. Then you need to pin point by turning off plugins one by one to find issue.
  4. OcRam said:
    Hi,

    I get that pixi.js.map not found error even in blank project so it shouldn't be a problem.

    But have you double checked plugin order and not using MV version of this plugin in MZ? If all of those are ok and checked then it might be plugin conflict. Then you need to pin point by turning off plugins one by one to find issue.
    i did, in fact, have the wrong version downloaded at first lol. that was my mistake. i went and downloaded the correct one, and double-checked everything. everything works fine now! although now im facing the silly problem wherein my character disappears when they step on the [17] (before going on the bridge), but they reappear again when they step on [16]/the underpassage point.
  5. explodes said:
    i did, in fact, have the wrong version downloaded at first lol. that was my mistake. i went and downloaded the correct one, and double-checked everything. everything works fine now! although now im facing the silly problem wherein my character disappears when they step on the [17] (before going on the bridge), but they reappear again when they step on [16]/the underpassage point.
    Please check tileset options that bridge tiles are NOT marked as star (*) tile (above player).
  6. OcRam said:
    Please check tileset options that bridge tiles are NOT marked as star (*) tile (above player).
    i've double-checked my bridge tiles. none of them are marked with (*). i even messed around a bit and tried to mark them all as (x), and also just used the normal settings of it, but my character still becomes transparent when trying to walk over the bridge, though theyre fine when walking underneath it + go back to normal when i step on the tiles marked with [16].

    sorry for all the troubleshooting. this is my first project in rpgmaker and im not quite sure what to do.
  7. explodes said:
    i've double-checked my bridge tiles. none of them are marked with (*). i even messed around a bit and tried to mark them all as (x), and also just used the normal settings of it, but my character still becomes transparent when trying to walk over the bridge, though theyre fine when walking underneath it + go back to normal when i step on the tiles marked with [16].

    sorry for all the troubleshooting. this is my first project in rpgmaker and im not quite sure what to do.
    Can you send a screen shot from your bridge (regions), plugin parameters and tileset setup (if they are from A or B-E tabs)?
  8. OcRam said:
    Can you send a screen shot from your bridge (regions), plugin parameters and tileset setup (if they are from A or B-E tabs)?
    sorry for the late reply!! i got caught up in other projects and couldnt find the time to open rpgmaker.

    1751023410219.png1751023445310.png1751023474301.png
    these are how things look for me (pls let me know if i took the right screenshots). i didnt alter the parameters in any way (im afraid of making my problem worse lol), and the bridge tiles im using are in B.
    i also checked my game again, and it still isn't working, but i also noticed that certain events have become passthrough? for example, when i walk up to use a door, i can end up walking underneath it somehow; playertouch events wont work either since i end up walking through/under the event. when i turn off the plugin, the problem resolves itself. im not really sure why this is happening either.
    thanks in advance, and sorry again for all the troubleshooting.
  9. explodes said:
    sorry for the late reply!! i got caught up in other projects and couldnt find the time to open rpgmaker.

    View attachment 343759View attachment 343760View attachment 343761
    these are how things look for me (pls let me know if i took the right screenshots). i didnt alter the parameters in any way (im afraid of making my problem worse lol), and the bridge tiles im using are in B.
    i also checked my game again, and it still isn't working, but i also noticed that certain events have become passthrough? for example, when i walk up to use a door, i can end up walking underneath it somehow; playertouch events wont work either since i end up walking through/under the event. when i turn off the plugin, the problem resolves itself. im not really sure why this is happening either.
    thanks in advance, and sorry again for all the troubleshooting.
    Regions are somewhat correct... not quite sure why you want region id 18 beneath the bridge? Also plugin parameters were default ones, so examples in my demo -project should be ok to copy.

    One other thing I was wondering why bridge tiles are unpassable (X)? Check 4-dir passages on tileset (passable from certain dirs only).

    And if there's any chance that some of those tiles on region id 18 is drawn from A tab (example track tiles?) then region id 18 won't work and you'll have to use region id 19 (designed for all (A) tiles).
  10. Hi OcRam,

    I really like your "Passages" plugin, but I seem to be having a conflict with this, and Shora Lighting & Shadow System. I'm hoping that maybe you could help me with it.
    I made a lantern that the player can turn on or off in their inventory. It gives the player a hidden item using a common event. If the lantern is used a second time, the hidden item is removed and the light disappears.

    If your plugin, and Shora's Lighting & Shadow System plugin are both active, the lantern won't toggle off unless I transition maps. Having the player walk through any of the region ids doesn't help, and changing the plugin order doesn't resolve this either. Both plugins must be trying to affect the same game functions as the other creating the conflict, but I can't figure out what.

    If your plugin is disabled, it works as it supposed to.

    I could provide screenshots if it would be helpful.
  11. XavionFrost_77 said:
    Hi OcRam,

    I really like your "Passages" plugin, but I seem to be having a conflict with this, and Shora Lighting & Shadow System. I'm hoping that maybe you could help me with it.
    I made a lantern that the player can turn on or off in their inventory. It gives the player a hidden item using a common event. If the lantern is used a second time, the hidden item is removed and the light disappears.

    If your plugin, and Shora's Lighting & Shadow System plugin are both active, the lantern won't toggle off unless I transition maps. Having the player walk through any of the region ids doesn't help, and changing the plugin order doesn't resolve this either. Both plugins must be trying to affect the same game functions as the other creating the conflict, but I can't figure out what.

    If your plugin is disabled, it works as it supposed to.

    I could provide screenshots if it would be helpful.
    Can you post screen shots how do you setup light to player exactly?
  12. Sure. Here the screenshots, the other screenshots is in the attach files list. The Item uses a note tag to work.Item that gives the light.pngCommon Event.png
  13. OcRam said:
    Regions are somewhat correct... not quite sure why you want region id 18 beneath the bridge? Also plugin parameters were default ones, so examples in my demo -project should be ok to copy.

    One other thing I was wondering why bridge tiles are unpassable (X)? Check 4-dir passages on tileset (passable from certain dirs only).

    And if there's any chance that some of those tiles on region id 18 is drawn from A tab (example track tiles?) then region id 18 won't work and you'll have to use region id 19 (designed for all (A) tiles).
    hi !! again, sorry for a late response. ive recently gotten a bit swamped with art projects i want to finish before the end of july.

    i forgot to change it, but the region 18 being under the bridge was from me messing around with the regions beforehand because i wanted to see if that was the problem. the bridge tiles being unpassable were also a result of me messing around to solve the problem. i fixed that a little after i sent the screenshots.

    i've checked, and everything works fine so far. it's really just seems to be that region id 17 is the issue? i always end up disappearing when i step on any tiles with 17, but reappear and move as normal when stepping on tiles with 16.
  14. explodes said:
    hi !! again, sorry for a late response. ive recently gotten a bit swamped with art projects i want to finish before the end of july.

    i forgot to change it, but the region 18 being under the bridge was from me messing around with the regions beforehand because i wanted to see if that was the problem. the bridge tiles being unpassable were also a result of me messing around to solve the problem. i fixed that a little after i sent the screenshots.

    i've checked, and everything works fine so far. it's really just seems to be that region id 17 is the issue? i always end up disappearing when i step on any tiles with 17, but reappear and move as normal when stepping on tiles with 16.
    Do you have your map on loop? I was able to create that same issue when I looped my map, but it only affected one of the Region 17s.
  15. XavionFrost_77 said:
    Do you have your map on loop? I was able to create that same issue when I looped my map, but it only affected one of the Region 17s.
    I can confirm this I'll see what I can do about it.

    And what it comes to Shora's plugin I can confirm that too. It's rare that there are no error messages at all, just persistant light... and no matter what plugin order also. I take this as a challenge! :)

    Though it's summer time here and I try to avoid RPG Maker for this time (it's blink of an eye and summer is gone) - so these changes might take a while.

    EDIT: Actually this was easy peasy... (worked at least for me)

    There is line 1300 (in shoras plugin - inside Game_Player class) replace line: this.hasLight = false;

    Game player never destroyed the light, but somehow it works without my plugins :D

    with:
    JavaScript:
    if (this.hasLight) {
        this.hasLight = false;
        $gameLighting.remove(0);
        this.lighting = null;
        this.lightingParams = {};
    }

    EDIT2: Just in case, whole Game_Player.prototype.scanLighting() function then looks like this:
    JavaScript:
    _.scanLighting = function() {
        let note = '';
        let lightingParams = {id: 0};
        if ($gameParty.leader())
            note = $gameParty.leader().actor().note.split('\n');
        for (let line of note)
            Shora.CallCommand(lightingParams, line);
        if (lightingParams.name) {
            this.setLighting(lightingParams);
        } else {
               lightingParams = {id: 0};
            for (const item of $gameParty.items()) {
                const note = item.note.split('\n');
                for (let line of note)
                    Shora.CallCommand(lightingParams, line);
                if (lightingParams.name)
                    return this.setLighting(lightingParams);
            }
            if (this.hasLight) {
                this.hasLight = false;
                $gameLighting.remove(0);
                this.lighting = null;
                this.lightingParams = {};
            }
        }
    }
  16. I will share this code on shora's thread too, just in case.

    it might fix some errors on 1.9.5 or 1.9.7 in general =)
    so they could credit you if needed or small patching of it.
  17. Thanks for responding so fast. I tried applying your fix, but I'm getting a TypeError shown in the screen shot. Am I just messing something up in the coding?Code Fix.png
  18. XavionFrost_77 said:
    Thanks for responding so fast. I tried applying your fix, but I'm getting a TypeError shown in the screen shot. Am I just messing something up in the coding?View attachment 344298
    Hmm... it might be that snippet is pasted in wrong place. Please double check brackets and I downloaded the latest version of Shoras plugin where I made these changes.

    Edit: I'd send edited version, but I don't know if it is ok to Shora.
  19. XavionFrost_77 said:
    Thanks for responding so fast. I tried applying your fix, but I'm getting a TypeError shown in the screen shot. Am I just messing something up in the coding?
    did you name it Ocram_Passages (1).js because that can conflict as you should
    remove the the (1) if that is the one you use in your project.

    make sure the name is Ocram_Passages.js exactly like that.
    it seems to work on my end, not sure if its the MV version I use with higher nwjs.
    but if its different error on that that still cause an error, it needs some changes.

    I do use 1.9.5, so it does work, as for 1.9.7 not sure.
  20. ShadowDragon said:
    did you name it Ocram_Passages (1).js because that can conflict as you should
    remove the the (1) if that is the one you use in your project.

    make sure the name is Ocram_Passages.js exactly like that.
    it seems to work on my end, not sure if its the MV version I use with higher nwjs.
    but if its different error on that that still cause an error, it needs some changes.

    I do use 1.9.5, so it does work, as for 1.9.7 not sure.
    No, that was just a temporary file plugin, The plugin was not in the game. I was just checking if there was any changes to Ocram_Passages.js plugin. For Shora's plugin I'm using version 1.9.5 as well.

    OcRam said:
    Hmm... it might be that snippet is pasted in wrong place. Please double check brackets and I downloaded the latest version of Shoras plugin where I made these changes.

    Edit: I'd send edited version, but I don't know if it is ok to Shora.
    I didn't see any rule on her page against that.
    Just to be safe, you could send a fixed version on her plugin page. If you need the site here the link: https://forums.rpgmakerweb.com/inde...7-shora-lighting-shadow-system.131410/page-32