Galv's Magic Shards

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Started by Galv 157 posts Page 8 of 8 View original ↗
  1. Lionheart_84 said:
    Where?!
    What where?, pls make a full sentence i dont understand your question.

    ( like i saied above it seems to be a conflict betwen galvs plugin and some of your other plugins, and you need to figure out which plugins are in conflict, if you want to solve it.
    The best way to do this, is using a clean project and add the plugins one by one, while testing after every new plugin that you added.)
  2. Yes sorry, I meant the Glav demo you were talking about!
  3. it doesnt matter which clean project you use, you could use galvs demo like i suggested or make a completly new project..

    it only matters to add & test each plugin one after the other , till you found the plugin that conflict with galvs plugin..
    (galv suggested to put all plugins above his plugin , i just can tell to make sure all yep plugins are in the right order aswell when you add them)

    as soon you know exactly which plugin conflicts with galvs plugin, you can decide if you can avoid using that plugin or if you want to fix the conflict.

    (if you wanna fix it, thats the point where perhaps people in the forum can help, but you need to find the conflict first.)
  4. dopan said:
    it doesnt matter which clean project you use, you could use galvs demo like i suggested or make a completly new project..

    it only matters to add & test each plugin one after the other , till you found the plugin that conflict with galvs plugin..
    (galv suggested to put all plugins above his plugin , i just can tell to make sure all yep plugins are in the right order aswell when you add them)

    as soon you know exactly which plugin conflicts with galvs plugin, you can decide if you can avoid using that plugin or if you want to fix the conflict.

    (if you wanna fix it, thats the point where perhaps people in the forum can help, but you need to find the conflict first.)
    It's useless, I've tried them all! If I put the plugin in a new project or on mine in "new game", it keeps giving me the error of the "object array" ...;_;;_;;_;
  5. Lionheart_84 said:
    It's useless, I've tried them all! If I put the plugin in a new project or on mine in "new game", it keeps giving me the error of the "object array" ...;_;;_;;_;
    keep cool, and try to be more detailled with your infos pls.

    ok first :
    ! If I put the plugin in a new project

    which plugin?? galvs-plugin or yeps-plugin??

    second:
    if you meand galvs plugin, in a new project.. does that mean galvs plugin alone?? (or with other plugins?)
    - the Magic Shards-plugin alone should not trigger any error if the required setup is replicated correctly.

    last thing:
    galvs demo for the Magic Shards-plugin shows the required setup for his plugin.. are you sure that you replicated that correctly?

    (thats why i suggested to use that demo from galv, and add your other plugins one by one in galvs demo, in order to see which new added plugin triggers the error)
  6. Ok, I chose to delete the "Yep Quest System" and the Magic Shard plugin works. :thumbsup-left:
    Now there is a problem, how do you call the Scene Magic Shard via the Yanfly menu?!?:dizzy:
  7. Lionheart_84 said:
    Ok, I chose to delete the "Yep Quest System" and the Magic Shard plugin works. :thumbsup-left:
    :dizzy:
    nice atleast we know now that the "Yep Quest System" seems to be incompatible with galvs "Magic Shards"..
    (perhaps galv or somebody else can make a compatiblety patch ,but i cant)
    --
    Now there is a problem, how do you call the Scene Magic Shard via the Yanfly menu?
    What yanfly menu? pls add the name or link to the yep plugin that does this menu.
    It could be possible that this other yep plugin is incompatible aswell ..
    (and might need a compatiblety patch if possible)
    -----
    On both cases i cant help much with problems of yep plugins,yep plugins are often a bit to complicated for me to proper understand the coding.
    But perhaps somebody else can if you give all needed infos.
    (in that case i miss the info which yep plugin is used for the "yanfly menu" you mentioned)

    all i try to explain is that the forum always needs proper infos in order to help,.. also congratz to figuring out which yep plugins seem to be incompatible.. that helps a lot.
  8. Ah ok!
    YEP_MainMenuManager.

    Ho provato a farlo, ma mi da un errore...
  9. Lionheart_84 said:
    Ah ok!
    YEP_MainMenuManager.

    Ho provato a farlo, ma mi da un errore...
    ok you got luck, i have both plugins(galvs and the yep menu) in one of my older project..

    About: YEP_MainMenuManager & Galv's Magic Shards

    by default the menu should have the default menuCommand from galvs plugin.

    i added another one with yeps menu to figure out the correct input data in yeps plugin param:

    -galvs original menu command has the name "Orb Shard"
    -my new added command has the name "Shards"
    => both work..
    (see picture below)
    menu info img
    Screenshot_2.png

    here is the plugin param Setup which i used:
    yep menu plugin param setup
    Screenshot_1.png

    pls Note:
    Name
    can be Changed (i used 'Shards') ,but use 'your name here' (not " ")

    Symbol must stay => mshards
    Show
    not sure if thats required but it works for me
    => this.needsCommand('mshards')

    Enabled
    , true works for me but i guess you can use your gameswitsch solution aswell for more controll

    Ext is not required

    Main Bind must be
    => this.commandPersonal.bind(this)
    Actor bind
    must be
    => SceneManager.push(Scene_MShards);
    ---
    IMPORTANT:

    well so far so good, but now i have 2 commands in the menu that do the same, and thats not required, thats why i would recommend to NOT add the second command to the "Yep menu Plugin".
    Because you allready have the controll over "Orb shard" , with galvs plugin param.. and if you disable galvs menuCommand with "false" in galvs plugin param.. than you get a bug when using the new added Command aswell.. Thats why it makes no sence to add it into yeps plugin param.

    @
    Lionheart_84
    I guess you want to have controll over the menuCommand by gameSwitchValue .. thats why you wanted to add it into the yep menu plugin??
    - in such case we would need a little edit on galvs plugin that adds such option in his plugin param , instead of just using "true" or "false"
    (img from galvs plugin param)


    Screenshot_4.png
    .. I think i could do such an edit with a bit of time needed, but i guess it would be better and faster if Galv does ist.
    (also i dont wanna make and share an edit on galvs plugin without galvs permission)

    edit
    the required edit to add a gameswitch option is probably located in the setup for plugin paran & here: (img below)
    plugin data screenshot
    Screenshot_2.png
    --
    Screenshot_1.png

    @ Galv , if you dont have the time to do such edit that adds a gameswitch controll option for the MenuCommand of the menu.. than i would do it with your permission .
    (i probably would use such gameswitch controll option for myself aswell, because with that we could enable and disable it based on the story.. so that a hero dont have that menuCommand in the menu aslong the story didnt let the hero learn about "magic shards existing" at the beginning)
  10. Yes, it works now, I didn't put the; at the end of

    SceneManager.push (Scene_MShards);
  11. Lionheart_84 said:
    Yes, it works now, I didn't put the; at the end of

    SceneManager.push (Scene_MShards);
    yeah but why do you want to have the command 2 times in the menu of your project??
    - or did you find another solution to disable the original command without bugging the second one??
    (in such case the edit i mentioned wouldnt be required, thats why i ask)

    edit
    i found the solution see posts below
  12. dopan said:
    @ Galv , if you dont have the time to do such edit that adds a gameswitch controll option for the MenuCommand to the menu.. than i would do it with your permission .
    (i probably would use such gameswitch controll option for myself aswell, because with that we could enable and disable it based on the story.. so that a hero dont have that menuCommand in the menu aslong the story didnt let the hero learn about "magic shards existing" at the beginning)
    I'm okay with it if you want to make the edits as a separate patch plugin file and share that.
  13. Galv said:
    I'm okay with it if you want to make the edits as a separate patch plugin file and share that.

    About: YEP_MainMenuManager & Galv's Magic Shards (part2)

    well i figured out if i wanna use yeps menu plugin like shown above, i can add switch controll over yeps plugin by using gameswitch on "show" and "enabled"
    Screenshot_1.png

    That way i only need to disable "Galvs original plugin command" by using
    " // " here:
    Screenshot_2.png

    so thats the easy solution* if using BOTH plugins together..
    *(which i added to my old project)
    --
    but i think in another project it might be helpfull to not depend on the usage of yeps plugin,.. thats why i will try to make such patch on the Galv's Magic Shards -plugin later..
    If i that will be a success than i will let you know in this thread.

    THX for the permission
  14. sry 4 double posting i wanna make sure its recognized
    -----------

    well i made an edit to add a scriptcall option to enable/disable the menu command, but i missed to make a patch plugin..
    -> thats why i removed the edited plugin version from this posting, my bad sry.

    basicly its only a small edit, which i will show here with imgs..
    (making a patch file plugin might take a bit more time, ..)

    img edit info
    Screenshot_1.png
    Screenshot_3.png


    2nd EDIT
    ok here i attached a "patch plugin" which must be placed below "Galv's Magic Shards"-plugin ..
    I just made this incase someone doesnt want to (or cant) edit the plugin for the own Project usage, like shown above..
    -> this patch Overwrites the original Function showed on the IMG in the spoiler above.. i tested it and it should work bugfree.
  15. Indeed when I add the "Party" item in the main menu, a second "Shard" item appears ... How to remove it?
  16. Hmmm... I've installed the plugin. Made notes for actor, weapon, and in class skills list for the class. But when I'm going into ingame menu and choosing orbs option, all the commands are inaccessible. What does it mean? It indicates that actor has 0/0 shards nevertheless weapon shard item is visible but unclickable.

    Found solution. Before implanting shards it is need to use plugin command to add free slots. But there's another problem. I've made shards of weapons and it can't be implanted into slots. Although the game sees it.

    Ah, forgive me my foolishness. It was simple. To set type for this weapon/armor and certain that this actor can equip this type of weapon/armor.
  17. Hi Galv, I have two questions/suggestions:
    I would like to know if it is possible to set the color of the spells obtained via the Link, let me explain better:
    When you gain spells, the list appears in green, when you lose them, it appears in red. Well, is it possible to make it so that when you obtain spells via the link, they appear in a different color to make it clear that you have obtained a particular spell? Maybe even with a particular sound as an alarm?