Magic Shards

Magic Shards

FEATURES
This script adds a system of equipping shards to actors via a new scene.
Each shard can give feature bonuses (just like equipping normal equips) and can also allow actors to use different skills depending on which shards are placed touching each other.
It is NOT a plug and play script and requires a lot of setting up by you. Please read ALL the instrucitons and settings carefully if you want to try to use it.

DOWNLOAD:
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34 thoughts on “Magic Shards

  1. chaos17 says:

    Gog work. :)

  2. OutFallen says:

    I cant copy the text, it keeps puttin everything into one line in the script editor. I tried pasting it into word and notepad and the formatting still goes crazy. How do you suggest I get it?

    • Galv says:

      I recommend do not use internet explorer (I just tested a few browsers and found internet explorer does that). Google Chrome or Firefox are far superior alternatives.

      I just updated the demo download to the latest version, so you can now download the demo and copy the script from there :)

  3. Matt Limoges says:

    This is an amazing piece of work. I’m amazed at the design of it, and after some graphical and textual modifications, I will be replacing this as the preferred method of skill acquisition in my game. As much as Kread-Ex’s Runic Enchantment would have worked, this allows for amazing and unique customization. Kudos my friend.

  4. Hey again :P was just wondering if it would be hard to modify it so that only 1 actor is able to use this system? like just disable the Q-R toggles that switches between characters

    • Galv says:

      If you edit the script, sure. I didn’t make a setting for that. If others actors can’t use it, just don’t give them shard levels. (I really don’t have time to do edit requests for people, sorry)

  5. Farland says:

    A maximum of two adjacent?
    Can be adjacent three?

    [1,1,1] => 500, # fire and water = skill 500 ?

  6. Owyn says:

    Hi !
    First, I wanted to say that your scripts are amazing. I’ve found my happiness with your site :)

    Now, here is my probleme : I would like to use the magic shards script with your Menu Themes Engine, but I don’t know how to do…
    I tried to set the ADD_TO_MENU value to false, then call the shards menu but my ruby’s knowledge is very poor (as for my english, sorry ^^). How could I do that ?

    • Galv says:

      In the menu theme engine add to the menu list:

      [“Shards”,:cmd, :Scene_Shards, 0, 0, “View or equip your magic shards”,2]

      • Owyn says:

        I wasn’t expecting a so fast answer :)
        It works great, it’s easier than I thought.
        Thank you very much !

  7. Hi Galv. First of all, good work and thank you for making this script. It’s basically the foundation stone of the mechanics of my game :D.
    I’d like to ask you, can I make a script call to unequip all shards from a character without calling the menu (for example, so when someone leaves the party, the shards remain). If so, what would the syntax look like?
    Should that not be possible, is there a way to check how many shards a character has equipped? And again, what should be the syntax?
    Thanks again!

    • Galv says:

      Updated to 1.8 to add a script call that allows you to unequip all shards from a character. Also to get the amount of shards a character has equipped you can use:
      $game_actors[1].shard_array.count

      • Wow, thanks for such a fast reply! You did even better than I expected!
        But there seems to be something wrong: it says it has an unexpected: \n at line 125 (just after the SHARDS ={ array.
        I thought I had screwed it somehow, but it also happened in a new untouched script as well. I tried running through it but I couldn’t find the reason…. (I also can’t post the pic of the error here).
        Sorry for bugging you and thanks once more.

  8. Errm sorry again, just wanted to say that I copied just the new method into the old version of the script and it started working.

  9. Ole Tom says:

    Would there be a way to make it so that you can have a shard that gives a bonus if the two shards on either side of it are a particular shard so if it is next to a fire shard but if it is next to both a fire and a earth shard it does somthing else

  10. blitz73 says:

    Hi Galv, I see we can only learn skills with 2 shard, Do you plan to make an update for more 2 shars ?

  11. environmentproject says:

    Any chance that there’s a way to make it so that the Shard Wheel is smaller? Say a maximum of 6 shards to reduce skill clutter.

  12. Azuræl says:

    Awesome script Galv, learning placement and all was fairly easy (studying it myself to try and figure ruby out) My problem though is with cause I do want to make use of that other image in the folder. What’s the command prompt I use in place of imagename? Everything I’ve tried crashes the game saying its unable to find it in the shard folder, I know its user error, I just want to use that shard with the paw print.

  13. TheChancellor says:

    Hey Galv, is there a function that allows us to check if a certain actor has a certain shard equipped? I would like to use this in a conditional branch.

    • Galv says:

      Hey, if it’s not in the script settings then I must not have added it – I recommend asking in a forum as I don’t have time to add things unfortunately :(

      • PJ says:

        I was disappointed to know this can’t be used in this way because it obsoletes a TON of usefulness and pretty much makes it pointless. I can’t use any script calls I know of because the Skills are now housed in a different location. Seems like a pretty basic functionality that RMVX offers by default that this plugin breaks.

      • Galv says:

        I apologize for disappointing you by being too busy to add the functionality mentioned to this free script.
        I would recommend that if this script is pointless to you that you don’t use it.

  14. FreezeKirby says:

    Hey, Galv, this is one hell of a script! And to think that I was looking for something like this… Kudos for the system and everything-but I still have one quick question.

    Is it possible to make it so that, for example, Actor 1 can equip a set type of shards, while Actor 2 can equip shards that Actor 1 cannot?

    • FreezeKirby says:

      Swift edit-as I just realized, solely by looking at the instructions, that there was way more to it. My question has been answered pre-emptively before I could even realize it. Woops!

      Please keep up the awesomesauce work. You scripters are all gods when you’re given a keyboard. ;w;

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