OcRam - Local Coop plugin (MZ/MV)

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Started by OcRam 325 posts Page 13 of 17 View original ↗
  1. Lilly said:
    Could I use this plugin with other battle systems?

    "This plugin is compatible with all Yanfly battle -plugins: dtb = Default Turn Battle, atb = Active Turn Battle, ctb = Charge Turn Battle and stb = Standard Turn Battle.

    This plugin is compatible also with "OcRam_Passages", "Ellye_ATB", "VE_DiagonalMovement" and "Timed Attack" from "SumRndmDde"
    "

    Hope that helps.
  2. Lilly said:
    Could I use this plugin with other battle systems?
    Thank you for the message,

    I have stated supported battle systems on opening post of this thread. But you can always test other battle systems if they work or not.

    EDIT: Didn't see this was already answered :)
  3. @OcRam

    I noticed that there is a bit of lag between ending an event and the ability to activate the event again for player 2.
    If p1 clicks an event it is triggered, and if clicked again, it is triggered again immediately. if p2 clicks an event, it is triggered, when the event ends if p2 clicks the event again nothing happens. It seems like there is a period of time between the event ending and p2's ability to interact with the event again. Depending on how fast you click ok after the event ends, depends on how many clicks it takes, which is why I think there is a period of inability to interact and not a number of clicks before it registers again.
  4. DeadlyEssence01 said:
    @OcRam

    I noticed that there is a bit of lag between ending an event and the ability to activate the event again for player 2.
    If p1 clicks an event it is triggered, and if clicked again, it is triggered again immediately. if p2 clicks an event, it is triggered, when the event ends if p2 clicks the event again nothing happens. It seems like there is a period of time between the event ending and p2's ability to interact with the event again. Depending on how fast you click ok after the event ends, depends on how many clicks it takes, which is why I think there is a period of inability to interact and not a number of clicks before it registers again.
    Thank you for the message,

    To avoid some bugs (related to P2-3 controllers) there's 100 ms timeout and 1000 ms cooldown to avoid event triggering right after last 'ok'. So: If I remove timeouts there's problems with controllers and worst-case scenario you are stuck at this event.

    There's not much I can do about it ATM.
  5. Understandable! thanks for the information~
  6. Latest release - v3.03 (released 2020/02/23)
    • OcRam core v1.03 - Will be embedded in all of my plugins
    • Fixed some bugs if party/db had less than 4 actors (Credits to: @wolftail )
    • Fixed F9 bug with YEP debug menu (Credits: @DeadlyEssence01 )
  7. Latest release - v3.04 (released 2020/03/14)
    • OcRam core v1.04 (requirement for all of my latest plugins)
      ...And prepares this plugin for OcRam demo project

    • Toggle actor now works better while moving...

    • Keyboard2 works again
  8. Thank you for the great plugin!

    I'm trying to make a scene where characters controlled by players are talking sitting by the campfire.
    So I have a question: is it possible to show choices for different players one after another in one autorun event?
    like a scripted dialogue where I can show choices for p1 first and then controls go to p2 and it shows choices for him?
    I've tried to do it via swap_players but it somehow made it so both players had an access to choice selection
  9. Sed808 said:
    Thank you for the great plugin!

    I'm trying to make a scene where characters controlled by players are talking sitting by the campfire.
    So I have a question: is it possible to show choices for different players one after another in one autorun event?
    like a scripted dialogue where I can show choices for p1 first and then controls go to p2 and it shows choices for him?
    I've tried to do it via swap_players but it somehow made it so both players had an access to choice selection
    Thank you for the message,

    I will add setPlayerInTurn() -functionality in next version of this plugin. Then you can switch players dynamically in the middle of event.
  10. Thank you, that would be awesome!
  11. Hi, you plugin is awesome,and i love the Default Turn Battle style of rpg maker mv you leave, can i ask, you have think about a splitscreen posivility ? >n< that would be awesome!
  12. SoulOfRock said:
    Hi, you plugin is awesome,and i love the Default Turn Battle style of rpg maker mv you leave, can i ask, you have think about a splitscreen posivility ? >n< that would be awesome!
    Thank you for the message,

    Sorry to say, but I have no plans for split screen feature at the moment. But if such feature is done I will make sure to post it here ;p

    Latest release - v3.05 (released 2020/05/02)
    • You may now switch player in middle of event! (Credits to @Sed808 )
      New plugin command: set_player_in_turn X
      New JS call: OcRam.Local_Coop.setPlayerInTurn(X)
      X = Player in turn (1-4)
  13. OcRam said:
    Thank you for the message,

    Sorry to say, but I have no plans for split screen feature at the moment. But if such feature is done I will make sure to post it here ;p

    Latest release - v3.05 (released 2020/05/02)
    • You may now switch player in middle of event! (Credits to @Sed808 )
      New plugin command: set_player_in_turn X
      New JS call: OcRam.Local_Coop.setPlayerInTurn(X)
      X = Player in turn (1-4)
    >n< ok thanks!
  14. Hey, i'm trying to figure out how to use this part of your script:

    New script commands: $gameMap.focusToNextActor() and $gameMap.focusToPreviousActor()
    Use it to toggle camera focus between actors (Lost Vikings style)

    Any chance you could explain a little bit more of that for me please?

    Like to make it switch between people, im kinda confused on how it works. for puzzles mainly
  15. Hello!
    Quick question, When you control Player 2: End enemies on map are in "event touch" they don't activate on P2, P3 or P4. That breaks some stuff because then they can block enemies so that P1 can walk free. Do you understand what I mean?
    Is it possible to make events activate when event touch is on and touching P2, P3, and P4?

    Thanks for a cool plugin.
    (And I think I have read it somewhere but forgot how to put a balloon on P2, P3 or P4?


    Have a great weekend!
    //Sloppy Joe Studios
    Map013.png
  16. SkottGaming said:
    Hello!
    Quick question, When you control Player 2: End enemies on map are in "event touch" they don't activate on P2, P3 or P4. That breaks some stuff because then they can block enemies so that P1 can walk free. Do you understand what I mean?
    Is it possible to make events activate when event touch is on and touching P2, P3, and P4?

    Thanks for a cool plugin.
    (And I think I have read it somewhere but forgot how to put a balloon on P2, P3 or P4?


    Have a great weekend!
    //Sloppy Joe Studios
    View attachment 181808
    Thank you for the message,

    I'll check this after I've released OcRam -plugins mega-update for MZ during this weekend. Got time again next week for MV.

    EDIT: Will be fixed in next version. If you want quick fix: You must override Game_Event.checkEventTriggerTouch for event to trigger when touched player controlled followers. Search for "RMMV core - Overrides" and place code snippet below that comment.
    Code:
        Game_Event.prototype.checkEventTriggerTouch = function (x, y) {
            if (!$gameMap.isEventRunning()) {
                if (this._trigger === 2) {
                    if ($gamePlayer.pos(x, y)) {
                        if (!this.isJumping()) {
                            this.start();
                        }
                    } else {
                        const f = OcRam.followers().find(f => {
                            return f._deviceIndex_OC && f.pos(x, y);
                        }); if (f) this.start();
                    }
                }
            }
        };

    EDIT AGAIN: I have now released new version v3.07 where this is fixed!
  17. @OcRam
    Is it possible to use a conditional branch to check which of the actors an event is currently touching with an event set to trigger on touch?

    like say, if you wanted each actor to take damage individually, even if the actor taking damage is standing somewhere and is currently not being controlled?
  18. Parallax Panda said:
    @OcRam
    Is it possible to use a conditional branch to check which of the actors an event is currently touching with an event set to trigger on touch?

    like say, if you wanted each actor to take damage individually, even if the actor taking damage is standing somewhere and is currently not being controlled?
    Thank you for the message,

    $tempGamePlayer_OC variable holds event starter and it's follower if P2-4 started the event. You should be able to get actor based on that with following script:
    Code:
    $gameParty.battleMembers()[$tempGamePlayer_OC._memberIndex];
  19. @OcRam
    Thanks. I'm getting back into RPG maker (and this plugin) again after a break and can't seem to remember how I got stuff to work before.

    I tried a conditional branch with the script call you gave me. But I can't get it to work for me.

    I've tried to change both the part highlighted in orange and the part highlighted in green to an actor index number (0-4) but when I do I get an error msg. Am I'm missing something?

    $gameParty.battleMembers()[$tempGamePlayer_OC._memberIndex];