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Syncs inventory, ammo, and more of multiple players for a coop experience
This project forked from testrunnersrl/bizhawk-co-op
Syncs inventory, ammo, and more of multiple players for a coop experience
SotN rando 2.x randomizes progression item locations (Holy Glasses, Spike Breaker, Gold Ring, Silver Ring) but co-op currently does not synchronization of these items among players. Please update co-op script to synchronizing progression items.
Not sure what to call this but an issue that can be replicated is when multiple players are set to a state of inactive when another player is active and grabs a relic, switch or warp. The inactive players do not get get those checks/flags. This occurs at the start of the game before players are inside the castle after the intro dracula sequence, which has the player set to an inactive state and cannot gain checks/flags from the other players till they are also inside the castle and have full control.
This also happens again when a player defeats final dracula and enters the FMV and last cutscene to credits in which if a player is not in second castle before they reach the FMV after the closing dracula dialog cutscene then they will not get any of the warp points since they are not given till they have at least accessed the second castle and another player already has them.
Since the player that in this case would have them has now beaten the game and hit the FMV and or credits the active checks/flags turn off and won't transfer when the other player gets to second castle.
Not sure how this would be fixed since I believe the checks/flags don't exist for warp points,relics and switches for other players till they have at least been to second castle or even first castle in the earlier mentioned instance.
TDLR both players need to be in active game states such as first and second castle to receive checks/flags in which they would exist. Warp points for second castle do not exist for a player till they have visited second castle.
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