Galv's Magic Shards

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Started by Galv 157 posts Page 2 of 8 View original ↗
  1. Galv.MS.changeShardSlots(actorId,amount);The "amount" can be negative to remove slots and shards should be automatically unequipped and placed in inventory if in a slot that was removed.
    The actorId must be the actor Id - the negative numbers won't work to select party member in this script call.
  2. Galv said:
    Galv.MS.changeShardSlots(actorId,amount);The "amount" can be negative to remove slots and shards should be automatically unequipped and placed in inventory if in a slot that was removed.The actorId must be the actor Id - the negative numbers won't work to select party member in this script call.
    That was quick!. You beat my edit...

    Thanks again!
  3. Hey Galv, 

    I asked this on your website but figured that it'd be worth mentioning here too.

    Do you see yourself adding a "fixed shard" feature? Where specific shards can't be removed from actors?
  4. thechancellor said:
    Hey Galv, 

    I asked this on your website but figured that it'd be worth mentioning here too.

    Do you see yourself adding a "fixed shard" feature? Where specific shards can't be removed from actors?
    Would that be once its manually added? Or added and sealed via script call? etc... (just curious)
  5. Good question.


    Perhaps things like:


    - a shard could be "cursed" and once equipped, can't be taken off


    - an actor could be set to locked to prevent them changing their shards (maybe if you had temp actors you didnt want to be editable)


    - script call to lock specific slots?
  6. Roguedeus said:
    Would that be once its manually added? Or added and sealed via script call? etc... (just curious)
    Well both would be nice to have, actually. But I was looking for an "add and seal" via script call or notetag.

    Galv said:
    Good question.

    Perhaps things like:

    - a shard could be "cursed" and once equipped, can't be taken off

    - an actor could be set to locked to prevent them changing their shards (maybe if you had temp actors you didnt want to be editable)

    - script call to lock specific slots?
    Example #2 is what I thought would be nice. Specifically for temp actors. There are many other ideas you could come up with based on the "adjacent shard" feature as well.
  7. Galv said:
    Good question.

    Perhaps things like:

    - a shard could be "cursed" and once equipped, can't be taken off

    - an actor could be set to locked to prevent them changing their shards (maybe if you had temp actors you didnt want to be editable)

    - script call to lock specific slots?
    Or taken out by force through a ritual, event or with a chisel!  :p
  8. Very nice!
  9. Updated to 1.3


    Added the ability to lock/unlock shard slots for each actor via plugin commands.


    Also added a setting to allow you to list shard ID's that are "Cursed". When a cursed shard is equipped, it automatically locks the slot you equip it to.


    You can unlock the slot the cursed shard is in via plugin commands and the shard will remain. But if you take it off then re-equip it will curse it again.


    Leaving it to you guys to event someone who can remove those curses :p
  10. Galv said:
    Updated to 1.3

    Added the ability to lock/unlock shard slots for each actor via plugin commands.

    Also added a setting to allow you to list shard ID's that are "Cursed". When a cursed shard is equipped, it automatically locks the slot you equip it to.

    You can unlock the slot the cursed shard is in via plugin commands and the shard will remain. But if you take it off then re-equip it will curse it again.

    Leaving it to you guys to event someone who can remove those curses :p
    You took all of our suggestions and made an update? That's awesome!  :)  Cursed shards can be like semi-permanent upgrades that can be removed for a fee or by using an item! (*cough*Magic Chisel*cough*!)  :guffaw:

    EDIT: I figured I'd try out the idea and I'm almost there but I need to allow the players to read the selected slot's ID from the Shard Screen in order to automatically remove it or get an error message or sound effect if the shard slot is not cursed. I think it'd be easier to have a plugin command to open the shard screen and select the shard slot to cleanse.

    The way it is now i'd have to go the roundabout way and use a script call to fetch the ID and use it in the plugin command. I've already opened the screen with the plugin command but I can't read the slot ID directly. Plus I'm not even sure if plugin commands work with nested script calls so it's a doozy one!  :rswt:
  11. I'm curious, are we allowed to use the magic orb images from your demo in our own game?
  12. Vegnarus said:
    EDIT: I figured I'd try out the idea and I'm almost there but I need to allow the players to read the selected slot's ID from the Shard Screen in order to automatically remove it or get an error message or sound effect if the shard slot is not cursed. I think it'd be easier to have a plugin command to open the shard screen and select the shard slot to cleanse.


    The way it is now i'd have to go the roundabout way and use a script call to fetch the ID and use it in the plugin command. I've already opened the screen with the plugin command but I can't read the slot ID directly. Plus I'm not even sure if plugin commands work with nested script calls so it's a doozy one!  :rswt:
    What exactly are you trying to do? I'll put it on my to-do list to make a function for you :D

    THEMagicMissile said:
    I'm curious, are we allowed to use the magic orb images from your demo in our own game?
    If you like. I made the magic orb images and used default MV title screens for different looks.
  13. Galv said:
    Updated to 1.3

    Added the ability to lock/unlock shard slots for each actor via plugin commands.

    Also added a setting to allow you to list shard ID's that are "Cursed". When a cursed shard is equipped, it automatically locks the slot you equip it to.

    You can unlock the slot the cursed shard is in via plugin commands and the shard will remain. But if you take it off then re-equip it will curse it again.

    Leaving it to you guys to event someone who can remove those curses :p

    Well then! That was quick. Great work!

    Going back to the example you gave.. Is there away to assign shards to specific actors slots with a plugin command? Wondering because this would allow for temp actors to start with cursed shards that can't be removed.
  14. Oops, didn't make a plugin command for that.

    In the meantime, the script call you can use is:

    $gameActors.actor(actorId).changeShard(shardSlot, $dataWeapons[x])EG:$gameActors.actor(1).changeShard(4, $dataWeapons[10])to add "weapon 10" from the database to actor 1 in slot 4 (slot 0 is the first slot in this code)or us "$dataArmors" instead to use armor item 10 like so:

    Code:
    $gameActors.actor(1).changeShard(4, $dataArmors[10])
  15. Galv said:
    What exactly are you trying to do? I'll put it on my to-do list to make a function for you :D
    Cool! Thanks Galv! It'll refine the cursed shard feature too! :)

    I tried to make the Magic Chisel for kicks and giggles and I tried using a common event for it but the ID of the cursed slot is not fixed because the players can insert the cursed shards in many slots.

    This means that you can't reliably use a fixed plugin command using the Actor ID and Slot ID to release specific slots because you don't know which slots the players have locked up. So the only reliable method to use is the all-unlock command.

    We basically should allow the players to select which actor and slot to unlock if we want to allow one slot to be cleansed at a time. So I suggest a plugin command that opens up the orb screen and allows you to select which slots to unlock; like the Magic Chisel item I had in mind.

    The screen will allow as many unlocks as the quantity of the item which called the screen (and you may want to take into account the success rate of the item too). If the quantity hits zero then an error SE (new plugin parameter?) will play if you try to unlock something, cursed or not. You can have a similar code for NPCs but I can't write about that in this post as it's already too long! xD

    That was long-winded but I tried to be as clear as possible!  :)
  16. Galv said:
    Oops, didn't make a plugin command for that.

    In the meantime, the script call you can use is:

    $gameActors.actor(actorId).changeShard(shardSlot, $dataWeapons[x])EG:$gameActors.actor(1).changeShard(4, $dataWeapons[10])to add "weapon 10" from the database to actor 1 in slot 4 (slot 0 is the first slot in this code)or us "$dataArmors" instead to use armor item 10 like so:

    $gameActors.actor(1).changeShard(4, $dataArmors[10])
    That'll do just fine. Thanks for the tip!
  17. Vegnarus said:
    I tried to make the Magic Chisel for kicks and giggles and I tried using a common event for it but the ID of the cursed slot is not fixed because the players can insert the cursed shards in many slots.


    This means that you can't reliably use a fixed plugin command using the Actor ID and Slot ID to release specific slots because you don't know which slots the players have locked up. So the only reliable method to use is the all-unlock command.


    We basically should allow the players to select which actor and slot to unlock if we want to allow one slot to be cleansed at a time. So I suggest a plugin command that opens up the orb screen and allows you to select which slots to unlock; like the Magic Chisel item I had in mind.


    The screen will allow as many unlocks as the quantity of the item which called the screen (and you may want to take into account the success rate of the item too). If the quantity hits zero then an error SE (new plugin parameter?) will play if you try to unlock something, cursed or not. You can have a similar code for NPCs but I can't write about that in this post as it's already too long! xD
    Unfortunately I won't be doing that, it's too much work to add it. I've put it in the ideas file, though, as potential later addition.


    For now having an NPC unlock all slots is the best solution I think.


    Also I added a plugin command to force new shards on and off of actors in v.1.4.
  18. How about a way to turn on or off the menu access via a script call or plug in call? I'd like to not have access to this at the beginning, but gain access later in the game.
  19. Galv said:
    Unfortunately I won't be doing that, it's too much work to add it. I've put it in the ideas file, though, as potential later addition.

    For now having an NPC unlock all slots is the best solution I think.

    Also I added a plugin command to force new shards on and off of actors in v.1.4.
    Eh no problem! I think so far we've gotten a lot of nice little upgrades for the script. This one can chill in the idea archive for now alongside the inner set of slots.