styx92

Regular
Regular
Joined
Jan 7, 2016
Messages
310
Reaction score
39
First Language
German
Primarily Uses
@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?
 

OcRam

Servant of the Universe
Regular
Joined
Aug 2, 2016
Messages
954
Reaction score
1,118
First Language
Finnish
Primarily Uses
RMMZ
@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.
 

OcRam

Servant of the Universe
Regular
Joined
Aug 2, 2016
Messages
954
Reaction score
1,118
First Language
Finnish
Primarily Uses
RMMZ
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.
 
Last edited:

OcRam

Servant of the Universe
Regular
Joined
Aug 2, 2016
Messages
954
Reaction score
1,118
First Language
Finnish
Primarily Uses
RMMZ
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)
 
Joined
Sep 21, 2018
Messages
2
Reaction score
1
First Language
Portugues
Primarily Uses
RMMV
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!
 

Kingdox7

Warper
Member
Joined
Feb 27, 2018
Messages
1
Reaction score
0
First Language
Español
Primarily Uses
RMMV
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
 

SiegfriedXad

Warper
Member
Joined
Oct 18, 2018
Messages
3
Reaction score
0
First Language
Spanish
Primarily Uses
RMVX
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.
 

OcRam

Servant of the Universe
Regular
Joined
Aug 2, 2016
Messages
954
Reaction score
1,118
First Language
Finnish
Primarily Uses
RMMZ
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.

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?
 

sefeloth

Regular
Regular
Joined
Oct 24, 2016
Messages
38
Reaction score
5
First Language
english
Primarily Uses
i love games with local coop! nice work figuring this out with mv
 

SiegfriedXad

Warper
Member
Joined
Oct 18, 2018
Messages
3
Reaction score
0
First Language
Spanish
Primarily Uses
RMVX
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.
 

OcRam

Servant of the Universe
Regular
Joined
Aug 2, 2016
Messages
954
Reaction score
1,118
First Language
Finnish
Primarily Uses
RMMZ
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.
 

SiegfriedXad

Warper
Member
Joined
Oct 18, 2018
Messages
3
Reaction score
0
First Language
Spanish
Primarily Uses
RMVX
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.
 

Tuomo L

Oldbie
Regular
Joined
Aug 6, 2012
Messages
2,505
Reaction score
1,418
First Language
Finnish
Primarily Uses
RMMV
Player in turn variable doesn't seem to work for me.
 

OcRam

Servant of the Universe
Regular
Joined
Aug 2, 2016
Messages
954
Reaction score
1,118
First Language
Finnish
Primarily Uses
RMMZ
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.
 

OcRam

Servant of the Universe
Regular
Joined
Aug 2, 2016
Messages
954
Reaction score
1,118
First Language
Finnish
Primarily Uses
RMMZ
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.
 

Tuomo L

Oldbie
Regular
Joined
Aug 6, 2012
Messages
2,505
Reaction score
1,418
First Language
Finnish
Primarily Uses
RMMV
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.
 

OcRam

Servant of the Universe
Regular
Joined
Aug 2, 2016
Messages
954
Reaction score
1,118
First Language
Finnish
Primarily Uses
RMMZ
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
 

Tuomo L

Oldbie
Regular
Joined
Aug 6, 2012
Messages
2,505
Reaction score
1,418
First Language
Finnish
Primarily Uses
RMMV
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?
 

Tuomo L

Oldbie
Regular
Joined
Aug 6, 2012
Messages
2,505
Reaction score
1,418
First Language
Finnish
Primarily Uses
RMMV
@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.
 

OcRam

Servant of the Universe
Regular
Joined
Aug 2, 2016
Messages
954
Reaction score
1,118
First Language
Finnish
Primarily Uses
RMMZ
@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??
 

Latest Threads

Latest Profile Posts

Proper localization into several languages on a commercial rpg project might be one of the best signs that the developer is super invested into making the game something high effort, because it ain't cheap to hire good translators.
6 hour drive back from Florida and I was able to plan out 6 mini game Common Events for my Game Jam entry, including a new one I hadn't thought of before. Also had some new ideas to improve what I already have and the post game options to continuing playing the mini games that you liked or didn't get to try. Pretty productive drive.
Christmas decorations! !! :kaojoy:
20231209_114754.jpg
Sophie is already helping dismantle the tree...a month early, of course. Such a helpful kitten!
making horse character for game :D at the end it will have 8 directions puling wagon

2p8jdax

Forum statistics

Threads
136,879
Messages
1,270,977
Members
180,649
Latest member
Gatox443
Top