Hi,@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?
Thank you for the message @Tom_Baudelaire !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.
Thank you for the message!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
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.
Is it only when using "Octopack Battler"? Because I can't simulate this bug in new project.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.
Actually yes, without Octopack Battler the exp is normal.Is it only when using "Octopack Battler"? Because I can't simulate this bug in new project.
Thank you for the message!Player in turn variable doesn't seem to work for me.
I'll take a look at this and see what I can do about it.Actually yes, without Octopack Battler the exp is normal.
So its only when I activate both.
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.
Hi, thanks for the note.@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.