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Thread: About Mochi Coins conditions

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    About Mochi Coins conditions

    Situation:
    In the start screen of my game I test for "On new item"/"On item owned". Everything's fine if player has just purchased the item or has purchased it in a previous session and logs in automatically or manually.

    Problem:
    Player may NOT be logged in and start the game, or start the game while automatic login is not completed. When he returns to start screen and logs in later, "On item owned" isn't triggered anymore, because Mochi Connector has already checked this once and doesn't perform a new test. What should I do? Forcing the player to log in would be offending, especially if he doesn't want to spend any coins at all.

    I think it would be better to perform tests related to Mochicoins at Mochi Social login, as this is required anyway and it's a defined state which can also happen more than once. Could this be changed?

    Or is there some kind of solution I have overlooked?
    I don't want to force a login and a timer-based delay to ensure the automatic login is completed.

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    Re: About Mochi Coins conditions

    As soon as you log in, "On item owned" should trigger for each item owned. No "testing" takes place - it's an actual event fired by Mochi, which the extension then translates into a condition.

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    Re: About Mochi Coins conditions

    Considering the way it works, I don't see a solution which covers all special cases.

    Would it help to create a consumable item instead of a standard item? In this case I would just check if the consumable item exists and never decrement it. Can we check for existance of consumables all the time?

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    Re: About Mochi Coins conditions

    How are Adoble Flash (or other IDEs) users dealing with Mochi Coins? Did you check the Mochi forums? I personnaly didn't check the extension yet.

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    Re: About Mochi Coins conditions

    I haven't used the Mochi forums yet, it's discouraging to see they're all talking in Actionscript.

    I'm just not able to sort out what exactly is going on with these functions. I noticed that the Connector fires the Item_New/Owned events when the player is logged in automatically. Also, when a player just logged in via the widget. This looks like a defined state. Now look at these examples.

    Example 1:
    I'm in main menu, open the login widget and player logs in, buys or already owns the item, the item events are fired. Fine, that's how it should work.

    Example 2:
    I'm NOT logged in and start the game, return to main menu, log in and buy/own the item. The login works, the store works, but the item events are not fired in this case. I made the same steps as in Example 1.

    For me it looks like
    a) Mochi doesn't fire in Exmaple 2 - which makes no sense to me, because in Example 1 they fire after login/purchase and I can't see what Mochis login routine has to do with my switching between frames.

    b) the MMF routine has a bug

    Maybe I don't really understand these functions and make some kind of mistake, but if it's that complicated, please, CT, give us some hint how to avoid this.

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    Re: About Mochi Coins conditions

    I am having the same issue.

    I have a multiplayer mode that the player must purchase. I have a special frame that informs the player of this fact and contains a Buy Now button which opens my store. The purchase goes through just fine, but the events never get fired.

    If the player reloads the page (thus reloading my game) it works fine and unlocks the multiplayer mode.

    I tried the MochiCoins in a test level and it works fine, just not when I have the player puchase after leaving the main screen.

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    Re: About Mochi Coins conditions

    Could this be any help? From the Mochi Coins doc:
    1.4 Listening to Events.
    Once a player has logged in, you will get a LOGGED_IN event followed by ITEM_OWNED events for each item the player owns. If the player previously logged in and has a valid session, this may happen quickly after the MochiServices.connect() call, so listeners should be enabled for these events before your MochiServices.connect() call. When players purchase an item, the ITEM_NEW event will happen, allowing you to register the item for your game.

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    Re: About Mochi Coins conditions

    The Mochicoins item conditions are red ones, which means they have priority. I don't see how these checks could be called too late when placed in the main loop.

    The Mochi docs are the reason why I think there's some kind of MMF bug. All we can do is use the Mochicoins item conditions and they need to be in the same frame like the Mochi Connector and Social, although the help file says something different:
    "OnItemOwned should not be in the same frame as the first frame that contains the Mochi Connector or Mochi Social object, because they may sign the user in before On item owned is ready to trigger."

    I think this is wrong because of these tests (Player has a valid session):
    - Mochi Connector in frame 1, Mochi Coins, the Connector and a test for Item_Owned in frame 2. Item_Owned doesn't fire.

    - Mochi Connector AND Mochicoins in frame 1. Item_Owned fires!

    If I misunderstand something, I'd be glad to learn more about proper use of our "listeners".

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    Re: About Mochi Coins conditions

    I'm going to release an update for the Mochi objects soon, which should rectify these issues.

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    Re: About Mochi Coins conditions

    Glad to read this!

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