OcRam - Local Coop plugin (MZ/MV)

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Started by OcRam 325 posts Page 6 of 17 View original ↗
  1. @OcRam Hey dude, how it goes?
    Are you still working on this plugin?
    The new features, you are mentioned in the start post, will they released soon?
  2. styx92 said:
    @OcRam Hey dude, how it goes?
    Are you still working on this plugin?
    The new features, you are mentioned in the start post, will they released soon?
    Hi,

    It goes quite busy, but yes I'm still working on this plugin and I'll try to release those changes you mentioned if not this weekend then maybe next.
  3. Tom_Baudelaire said:
    Dude, i loved this plugin!
    I don't know if you will see this comment... but!
    I need your help!
    Is there any way to make something happen when a NPC touch the second player?
    Thank you for the message @Tom_Baudelaire !

    I'll try to take a look at this... Can't yet promise anything.

    Edit: @Tom_Baudelaire I checked the code and events should trigger on touch... But now I was wondering if you ment something would happen ONLY event on touch with P2?

    It is possible with "Player on turn" variable. You can configure it with plugin parameters and use it normally on conditional checks for example.
  4. Hello everybody! :kaohi:

    I have now released the latest version (v2.05) of OcRam_Local_Coop -plugin!

    New script call:
    • Input.isPressedEX(playerIndex, 'button')
      Returns true if specified player has pressed specified button, else returns false
    New plugin parameters:
    • Max number of players
    • Block player join switch Ids (0 = not in use)
      Example values: 0,2,3
      Player 2 is not blocked ever and P3-4 are blocked via switch Ids 2-3
    • Common event Id on player enter
    • Common event Id on player leave
    New plugin commands:
    • "drop_player X" (example: drop_player 2)
      This will drop specified player immediatly
    • "max_players X" (example: max_players 3)
      No more than 3 players are allowed to join the game. Will force drop extra players starting from P4.
    Bug fixes:
    • All players can trigger now same event again properly
      (players 2-4 had some issues triggering same event immediatly again)
  5. OcRam said:
    Thank you for the message @Tom_Baudelaire !

    I'll try to take a look at this... Can't yet promise anything.

    Edit: @Tom_Baudelaire I checked the code and events should trigger on touch... But now I was wondering if you ment something would happen ONLY event on touch with P2?

    It is possible with "Player on turn" variable. You can configure it with plugin parameters and use it normally on conditional checks for example.

    Dude, thank you for helping!
    Now i am going to create my Coop-RPG!
    THANKS!
  6. I dont understand why fails when i after join the P2 and begin the battle when i use the P1 have not problem but whne i touch any button of the P2 appear this error: asdasd.png
  7. Hi, all work perfect, but just a question. Can you make it compatible with Octopack Battler, its almost full compatible except with the victory aftermath??.
    Anyway, Nice plugin.
  8. Kingdox7 said:
    I dont understand why fails when i after join the P2 and begin the battle when i use the P1 have not problem but whne i touch any button of the P2 appear this error:View attachment 100416
    Thank you for the message!

    Can you please take a look at file named rpg_core.js (in your project folder) and tell me what RMMV version you are using. Also plugin order might be the problem.

    SiegfriedXad said:
    Hi, all work perfect, but just a question. Can you make it compatible with Octopack Battler, its almost full compatible except with the victory aftermath??.
    Anyway, Nice plugin.

    I'll try to take a look at this. Have you tried different plugin order btw?
  9. i love games with local coop! nice work figuring this out with mv
  10. I found a bug, that it gives you double exp at the end of the fight it appears a second exp message. Its just when the plugin is activated and already tried to change the rpg core version but its the same.
  11. SiegfriedXad said:
    I found a bug, that it gives you double exp at the end of the fight it appears a second exp message. Its just when the plugin is activated and already tried to change the rpg core version but its the same.
    Is it only when using "Octopack Battler"? Because I can't simulate this bug in new project.
  12. OcRam said:
    Is it only when using "Octopack Battler"? Because I can't simulate this bug in new project.
    Actually yes, without Octopack Battler the exp is normal.
    So its only when I activate both.
  13. Player in turn variable doesn't seem to work for me.
  14. Tuomo L said:
    Player in turn variable doesn't seem to work for me.
    Thank you for the message!

    Is plugin parameter: "Player in turn variable id" bound to desired variable?

    "Player in turn" variable is used while players are interacting with events. After specific event is complete "Player in turn" will be always 0.

    Let's say P2 starts event: "Player in turn" will be 2 IF event has no choices, shop process, textbox or anything other that will "lock" the event, this event is considered complete and "Player in turn" will be 0.
  15. SiegfriedXad said:
    Actually yes, without Octopack Battler the exp is normal.
    So its only when I activate both.
    I'll take a look at this and see what I can do about it.
  16. OcRam said:
    Thank you for the message!

    Is plugin parameter: "Player in turn variable id" bound to desired variable?

    "Player in turn" variable is used while players are interacting with events. After specific event is complete "Player in turn" will be always 0.

    Let's say P2 starts event: "Player in turn" will be 2 IF event has no choices, shop process, textbox or anything other that will "lock" the event, this event is considered complete and "Player in turn" will be 0.

    It don't work like that though, I tried to have character talk stuffs happen if variable was 1 and if it wasn't, it'd tell to talk with main character. However, the talk stuffs happened regarless if I used else's or the not marker in the conditional.
  17. Tuomo L said:
    It don't work like that though, I tried to have character talk stuffs happen if variable was 1 and if it wasn't, it'd tell to talk with main character. However, the talk stuffs happened regarless if I used else's or the not marker in the conditional.

    Example: If P1 is using keyboard and mouse and P2 is using gamepad. When P2 triggers this event with gamepad event will show text: "Hello player 2" and when keyboard or mouse is used it will say: "Hello player1!"

    In my example "Player in turn" variable is 1 (usually this must be changed).

    "Player in turn" variable should work like this:
    player_in_turn_var.png
  18. I did that basically but just had the if not marker = 1 for the "Only main character can recruit!" message.

    However, it ignores the if not at the bottom for me. Is it because I have conditionals inside the conditional of the 1 to check also which character player is to display the correct face when they talk?
  19. @OcRam

    Important update about the issue

    After extensive research and tries, I can confirm that this is actually caused by the plugin if running under 1.61 in specific circumstances because downgrading to 1.52 fixed this problem.
  20. Tuomo L said:
    @OcRam

    Important update about the issue

    After extensive research and tries, I can confirm that this is actually caused by the plugin if running under 1.61 in specific circumstances because downgrading to 1.52 fixed this problem.
    Hi, thanks for the note.

    Can you send screen shot of the event that didn't run properly with RMMV 1.6.1? I would like fix it, but for me everything is working also with RMMV 1.6.1??