MV Magic Shards

FEATURES
A system for players to customize their actors by equipping “Shards” to them.
These shards can give the same benefits as weapons or armors (bonus features/stats) and in addition you can set up “Shard Links” for the player to gain additional skills depending on if certain shards are equipped next to other certain shards (setup required).

Lots of customization for scene graphics, individual actor slots, gaining slots during game and a lot more settings available.

This is an intermediate plugin – beginners may find it complicated.

VERSION 2.2 – RPG Maker MV
Download Plugin file
Download Demo

136 thoughts on “MV Magic Shards

  1. thechancellor says:

    Will it be possible at some point to have fixed shards that can’t be removed from actors?

  2. This has lots of potential for the right user, very cool.

  3. Jamey says:

    Yay! I’ve wanted this since MV came out, thanks Galv!

  4. Mint says:

    Can this be applied to only one actor?

    • Galv says:

      Yes, actors start with 0 slots and can have different magic orb images. You could make actors without magic orbs have an image to inform the player there is none there.

  5. SomeCallMeYuu says:

    I don’t know what I’m doing wrong. The shards are not being displayed in the orb window. I read the help, and almost did a exact copy from your demo, but it refuses to show the shards in the orb menu, only as weapons in the item screen. Did I miss something or does it play well with other plugins? Also got the shards.txt in my data folder as told.

    • Galv says:

      If the shards are not showing in the Orb Shard screen, it sounds like you didn’t add the tag to the notes of the weapon you used.

      • SomeCallMeYuu says:

        But I have. The tags are “” right? I put & On the weapon’s note tag I wanted. It doesn’t show. I made sure the characters can put them on via traits.

      • SomeCallMeYuu says:

        ** ** & **

        Comment didn’t show the tags for some reason.

  6. Galv says:

    If you have not made any mistakes, It could be a plugin incompatibility and unfortunately that will mean you need to error trap your project by turning off other plugins and seeing if it still doesn’t work

  7. [Exception… “Illegal value” nsresult: “0x80070057 (NS_ERROR_ILLEGAL_VALUE)” location
    when shard whindow is opened whit any shard in inventory whit firefox on ubuntu, either my project whit your script or your demo

    • Galv says:

      Tanks for letting me know. Seems to be browser quirks I will need to work out for getting external files

      • If it is opened in window’s firefox, the error don’t happens, i don’t know if it happens in mac. the complete error is:
        __________________________________
        UnknownError
        [Exception… “Illegal value” nsresult: “0x80070057 (NS_ERROR_ILLEGAL_VALUE)” location: “JS frame :: file:///the game route/Magic%20Shards%20MV/js/rpg_core.js :: Bitmap.prototype._drawTextOutline :: line 1031” data: no]
        ___________________________________
        I tried and it only happens whit shards in inventory, whit no slots and no shards, don’t happens, white slots and no shards, don’t happens, whit no slots but shards, happens and whit slots and shards, happens

      • Galv says:

        Yeah happens for me, too. Apparently that error is related to a firefox bug, but that doesn’t explain why it only happens for my shard plugin. Still sifting through my code for possible errors :)

  8. Galv says:

    Just updated to v.1.7, I believe I found and fixed the issue

    • Yep, it seem fixed, at least for me, thank you Galv, you rook

    • AnnTennKa says:

      How did you fix this?
      (Bitmap.prototype._drawTextOutline :: line 1031)

      In my game this bug too.((( But I do’nt use your plugin, I use other.

      • Galv says:

        Make sure you have the latest version of the plugin.

        I don’t know what you mean by you don’t use my plugin you use other… if you use another plugin then you need to contact the other plugin’s author.

      • AnnTennKa says:

        I think that this error does not apply to a specific plugin. When I turned off my plugin, error persists. I think you can help, because you have solved this problem.

      • Galv says:

        I don’t have time to fix everyone else’s plugins. You need to contact them so they can fix their own.

  9. sugestion:
    allow to make more thing whit links like execute conmon events, improve stats, enable a swich, write a variable.

  10. regnumgames says:

    Galv, I don’t know what I’m doing wrong, but whenever i try to play my game it gives me this:

    ReferenceError
    add_shard_level is not defined

    Can you help me?

    • Galv says:

      Hmmm… make sure to start a new game, not continue a save file. Try deleting the plugin from the list and adding it again

      • regnumgames says:

        This is the first time I’m play tested the game, so there are no save files. I tried removing the plugin, but I still get the error. Then I removed all my plugins and still the error show up.

      • Galv says:

        If you have removed the plugin, then you must be using a script call to ‘add_shard_level’ in an event somewhere.

  11. I really love your scripts Galv, is sad that i can’t invest in your patreon cuz i don’t have money :_(, you’re cool.

  12. Qeltas says:

    Hey Galv I really like your shards plugin and I asked Rito and Soulpour777 for some compatibility addons for their plugins. would it be possible by any chance tha you could incorporate these addons in your plugin? Link: http://goo.gl/6Q69lA
    so ppl can have opacity and an option to use soulpours animated menu wallpaper together with your shards plugin. Rito had to modify ur plugin directly due to some issues stated here: http://goo.gl/9RheqR and soulpours blog here https://goo.gl/48eu62 that would be really cool because if you update ur plugin I believe you would overwrite everything they modified T-T

    • Galv says:

      Unfortunately I don’t have time to look, but I am not sure why these plugins would be incompatible and why other devs would have to modify my plugin direct.
      They could just overwrite my code in their own plugin.

  13. Michael says:

    I am having trouble unlocking cursed shards using the plugin command. Would you be able to help? Can you write out EXACTLY how its supposed to look if I wanted to have, say, a healing npc that unlocks your shards for a fee?

    • Galv says:

      Making a healing NPC would be something you will need to event :) As for the plugin command to lock/unlock, please look at the demo as it has the examples

  14. DÛKE says:

    First off: Galv, you and your scripts are fantastic!

    Second: I’m having a problem where the menu command for magic shards doesn’t show up when using YEP Main Menu Manager. I have tried by best to configure both plugins in various ways, but nothing seems to work. Can you help me please?

    Cheers.

    • Galv says:

      In the Magic Shards plugin settings, make the “Appear in Menu” option false so yuo can use YEP menu manager to add the menu

      • DÛKE says:

        I’m still not sure how to do this… I can call the scene as a common event, but only for one actor. Unless of course I use Conditions and Variable Choices to work around it… But that gets messy fast. I’m looking for a scene to bind to the Menu, but other than that I don’t know what I’m looking for. Will you assist me further?

        Cheers.

  15. DÛKE says:

    Oh, no need. My genious brother helped me out. This is how we ended up fixing it:

    YEP Menu manager:

    (I have no idea how to post pictures ^^)

    Thanks a ton GALV :D

  16. Christopher says:

    I’m getting the error “can’t read property[object array] of undefined” Do you know what that mean and how to fix it?

    • Galv says:

      Read the instructions very carefully. Look at the demo. Try to find what you did different.

      Also a link with some error trapping ideas:

      Errors Using Plugins

      • So i’ve just gone through all of the steps even as much as making your script the ONLY one left. I’ve tried adding the Slots to a character by leveling, by actor and by party slot and all end up with the same “can’t read property[object array] of undefined” every time. I even went as far to copy all the data files into a new project, like how you have to fix the “cancer” back in VX. Anyways I’m completely out of ideas

      • Galv says:

        Does the demo work for you?

    • Axel Powers says:

      I had the exact same problem but I figured it out. Try changing the “Use Links” parameter to false. I think it doesn’t like you not setting that up before hand, so disable it until you made all the shards in the item menu and edited the shards.txt in the /data folder. Like so: http://i.imgur.com/7y1KpHx.png

    • – Download the Demo
      – Go to demo’s data folder
      – Copy “Shards.txt”
      – Paste it in your project’s data folder
      – shard ID = the shard : 1 / something here you have in the weapon category’s note box

  17. Fatalys93 says:

    Ehi Galv! It’s wonderful!
    Can you add a plugin command where I can set a unique “shardBg.png” for every actor?

  18. a noble wolf says:

    Galv, love your plugins man.

    I was wondering if there is a way to have and armor piece or accessory determine the number of slots rather than gaining slot through leveling.

    Thanks again for all your great work.

    • Galv says:

      That’s a really good idea but unfortunately I have not implemented that in the plugin. One day I might when I have time to revisit it :)
      Thanks for the kind words!

  19. Zael says:

    Hey Galv, awesome Plugin, I’ve got my website up and running and I have a ton of icons to go with your system, shard images, the slot images and a background. You can get all our resources at our site: https://sites.google.com/site/deadbirdproductionsmv/

    Thanks for an amazing plugin and enjoy the resources, I hop you like them. :)

  20. Mike Schall says:

    Galv, I found an issue with your latest update. At least I think it is an issue. When I put Fire and Blade Flurry into the Shard mod, set them to link. It gives me Flaming Flurry, as its supposed to. BUT when I add in something else next to it say… Double Attack, It gives me an entirely different skill all together. It gives me Blinding Strike. Which Links through Light and Heavy Strike… 2 different shards. I triple checked the shards to make sure they were linked to the proper skills and they are… Any thoughts?

    • Galv says:

      It certainly does sound like you are possibly using the same shard ID in both the combinations that learn skills – or perhaps the shard itself is teaching the skill?

      I haven’t had any other reports of the shard skill combos being bugged.

  21. Zach says:

    Having a compatibility (or user) issue with Yanfly’s Main Menu Manager. I did what DUKE said above, and I get the error “Reference Error Scene_MShards is not defined”

  22. Zach says:

    I have tried both above and below Yanfly’s Main menu manager. I will try creating a common event instead I guess, though I don’t think that will solve a scene error, really can’t think of anything that would overwrite a custom scene on my list. I will try a few things tonight after work.

    • Zach says:

      Solved it. I had your script set to false for show in menu, and had it ran by Yanfly’s MMM, which was suggested somewhere above. When I set your script to show in menu true, it allowed Yanfly’s to work without error. Thank you for your time.

  23. Galv says:

    Updated to v.2.0
    added plugin command to remove a shard from an actor, no matter which slot that shard is equipped to.
    added level-up message when slots are added via level-up (for default level-up messages).

  24. SE24th says:

    Can i have the psd file of your magicorb graphics?

    • Galv says:

      Sorry, I didn’t keep it. I just quickly made them for demo purposes, nothing more.

      • SE24th says:

        That quick? Then can you make it again? Well… i’m suck at PTS…

      • Galv says:

        What do you mean quick? This plugin came out nearly 4 months ago. :P

        Sorry, I’m not a free graphics resource – I do graphics for demo purposes only. I recommend try asking in a forum

  25. Dungeonmind says:

    Awesome Plug-In Galv! :) I posted a comment on RM Forums on your thread! :)

  26. Korbinus says:

    Hello ! Sorry for bothering, but after actor has magic shard and want to Shard Menu there is an error:Cannot read property'[object array]’ of undefined. I don’t get it. I have all graphics that you had in demo. How can I fix it ?
    Ps: Can I use graphics from demo to non-commercial game ?

    • Galv says:

      Yes you can use graphics in the demo.

      Here is a list of thing you can check to try and solve your issue:

      Errors Using Plugins

      If I can guess, you loaded a game that was saved before you installed the plugin.

      • Korbinus says:

        I’ve tried using New Game, but bug still exists. I have this plugin for 2 days so it can’t be outdated. But have you heard about bugs while using other plugins ? I think this may be the problem. If you haven’t heard, I’ll check by myself and tell you if I find something.

      • Korbinus says:

        I’ve founded out something new. When I get shard, nothing bad happens. There is a problem when I add shard slots. Can it be bad directory path ?

      • Galv says:

        I sent you a link to things to try.

        Errors Using Plugins

        Please tell me
        1. Did you check for plugin conflicts…
        2. Did you test the plugin in a new project?
        3. Did you read the instructions and examine the demo to make sure you did everything correctly?

  27. Ynothna says:

    Is it possible to remove the weapon type restriction to the shards? From what I can tell so far is that only actors with a sword can equip a shard with the sword weapon type, etc. I want my actors to be able to equip any shard, what is the best way to go about this?

    Thanks!

  28. JIYU_Exus says:

    Hey Galv xD Firstly I’d like to thank you for all your wonderful wonderful plugins >< Hontouni arigato. =)

    So i'm currently using a 1280×720 resolution for my project. Is there any way to adjust the x,y values for the 'Gained : *Skill Name*' Popup Window?

    • Galv says:

      You’ll have to modify the code:
      Find this text in the code:

      Scene_MShards.prototype.createInfoWindow = function() {
      var ww = Graphics.boxWidth / 2;
      var wx = ww / 2;
      var wh = this._helpWindow.height;
      var wy = Graphics.boxHeight – wh – 20;
      this._infoWindow = new Window_ShardInfo(wx, wy, ww, wh);
      this.addWindow(this._infoWindow);
      };

      Try changing
      var wx = ww / 2;

      to whatever x pixel value you want like
      var wx = 200;

  29. PurpleXCompleX says:

    I tried figuring this on my own but i really can’t manage to do that with no Javascript knowledge.
    The MagicShard Scene displays the name of the Actor, but what i want is, that it displays the Nickname of the Actor instead.
    I tried changing this.drawActorName to this.drawActorNickname with no result.

    • Galv says:

      That’s the right function.
      this.drawActorNickname(actor,x,y,width);

      But instead of that, try changing:
      this.drawText(actor.name(), 0, 0, width);

      to

      this.drawText(actor.nickname(), 0, 0, width);

  30. Hi Galv ! First, thanks for you job and all the plugins you made, it’s just awesome !
    It seems that i have a bug. When i try to check (with conditionnal branch) if my actor has a skill that he learned with a shard (and also linked shard, so the skill is in my inventory), the skill is not detected. Is that normal ?

  31. Aenigmat says:

    Hi! o/
    How can I enable and disable the plugin by event?

    Oh, I also have a question about another plugin, will you create a fishing mini game to MV like the ACE one?

    Thanks and great job! =)

    • Galv says:

      Fishing mini game is on my to-do list, yep.

      What do you mean by disable this plugin by event?

      • Aenigmat says:

        Ex: At the start of the game there’s no “Shard Menu”, you can’t use shards, but at some moment later this will be enabled.
        Some way to disable the plugin at the start of the game and a way to enable it later via events.

      • Aenigmat says:

        Found it! Thansk anyway. =)

  32. SilverStar says:

    Hello! I have been wondering if you possible to make this plugin compatibility with Yanfly’s limited skill uses in a way that it would be like equipping the shard will give more uses for the skill
    if this is possible in the current would like if u can tell me how because i have tried but didn’t know how to do it ><"

    sorry for bad English and thanks in advance

  33. yuuki says:

    I am Japanese.
    I am very grateful for your plugin.

    I get an error when I select MagicShards from the menu screen
    Can not set property ‘opacity’ of undefined
    It will become. why?

    I’m sorry that my English is not good.

  34. Galv says:

    Can you please when you get the error press F8 and screenshot the console error. That will help me find the line the error is on so I can take a look and see if I can find out why

  35. yuuki says:

    I reported a bug report to Mr. MOG. We said that the next update solves the compatibility issues between plugins.

    Thank you for letting me know this Japanese in a clear way.

  36. Galv says:

    Update to version 2.2 – added ability to hide unequippable runes in an actor’s rune list

  37. Kingdo says:

    Hello Galv, first thanks for the plugin it is really great and excuse me for my english is not my native language.

    I contact you because I want to manually add a shard lock to a character.
    I would like my hero to have a lock shard assigned at the beginning of the game but either I misunderstood or it is not possible.

    Could you enlighten me if it is possible, I would be grateful to you?

    • Galv says:

      Change shard in a slot plugin command:
      MSHARDS CHANGE ACTORID X S

      lock a certain slot plugin command:
      MSHARDS LOCK ACTORID X

      Read the plugin help file for those for description of how to use.

  38. umr says:

    Hello, i wish to change the MagicOrbSlot’s location.
    currently everytime a slot is added it goes around in a circle.
    i wish to know how to edit so that the Orbs appear in a line.

    Also is it possible to make it so an orb can only be equipped to a specified slot.

    love your work.
    thank you for reading.

    • Galv says:

      Unfortunately to change the slots to go in a line instead of circle would require changing the plugin code and I am super busy these days. I don’t think I added possibility of separate slot conditions either, sorry.

      I recommend asking in a forum to see if someone else has time to customize the plugin to work how you’d like.

  39. Kai Asakuro says:

    hey galv, i was curious… is it possible to have just a single equipped shard grant an ability?

  40. LICRIC says:

    Hey Galv thank you for this wonderful plugin.I want to know is there any differences when I set shards as weapons/armors?
    sorry for my poor English.

  41. Troquicho says:

    Hello Galv.

    Today I was testing the demo and I found a strange behavior in the shards: Suddenly, I couldn’t quit one of them first and later two of them.

    I combined two shards to learn heal and two fire shards if I’m not mistaken.

    Anyways, I’m going to read all the information of the plugin. I would like to adapt this plugin to a League of Legends RPG Maker. I think it should be possible (runes system or champs).

    Thanks

    • Galv says:

      “Today I was testing the demo and I found a strange behavior in the shards: Suddenly, I couldn’t quit one of them first and later two of them.”

      I’m sorry, I do not know what you mean by this. Please describe exactly what happened.

      • Troquicho says:

        Ups, sorry for bothering. I could see there was an event that disabled slot 1 of the actor 1 and the shard “Definitely Not Cursed Shard” disabled the slot where it was equipped.

        I’m really, sorry. I should read with more attention ._.

      • Troquicho says:

        Can you check the following images? I have no idea the reason, but the Lightning Shard was locked after combinating with othe Lightning Shard:

        I was wrong in something?

      • Galv says:

        The lightning shard look before you combined them… did you lock the slot itself? You need to check your project very carefully as I cannot check every individual’s project… :(

  42. Zurea says:

    I love this plugin! Makes for interesting combos with Yanfly’s Augment Slots plugin, currently got 456 combo skills plotted and its still running smooth as silk too! Thanks for making this unique system (none of my gamer friends has seen anything like it till now)

  43. Momoi says:

    Hello, I love this plugin and I have a question about it
    I use Mshard for various passive states and bonus. But I don’t want the player abuse it.
    I would want penalize the player if he use 2 identicals shards for one actor.

    For exemple I have a bonus HPmax +20% and my actor have 6 slots, if the player abuse of the bonus he can have HPmax +240%

    I don’t want you touch the plugin but just I don’t know what script condition write to check if the actors(2) slot(1)===actors(2) slot(2), etc…

    I try $gameActors.actor(2)._shardSlots(1) === $gameActors.actor(2)._shardSlots(2) but it’s doesn’t work

    Can you help me please ?

    PS: sorry for English, it’s not my native language

    • Galv says:

      I’m sorry, I am too busy to work out what you are trying to do – I recommend asking in a forum to see if others can help you.

      • Momoi says:

        Alright, thx for your have answered me

      • Momoi says:

        I post here the reply for everyone ^^
        This is a code to prevent the player to add 2 shards with same ID.
        Instructio: create a new plugin and add this code, this new plugin has to be below Galv Mshard. enjoy

        var SagePanda = SagePanda || {};
        SagePanda.MS = SagePanda.MS || {};

        (function() {

        // Can’t equip same shard id
        SagePanda.MS.Game_BattlerBase_canShardEquip = Game_BattlerBase.prototype.canShardEquip;
        Game_BattlerBase.prototype.canShardEquip = function(item) {
        if(!item) return false;
        if(this.hasShard(item.isShard)) return false;
        return SagePanda.MS.Game_BattlerBase_canShardEquip.call(this,item);
        };

        })();

  44. Diego Mendes says:

    Hey, its possible to use this plugin with multiple class? like each class has it own orb graphic and plugin equipped.

  45. OmegaWeapon says:

    This plugin is interesting. Have you ever thought about making it possible to link more than 2 shards together to create bigger effects?

  46. DIluiksapu says:

    Hi ! A little question, I didn’t see it anywhere, isn’t possible to add type to Shards, like on slot 1 you can equip only shard 1, on slot 2 only shard 2 …..
    Regards.

  47. mrrheimerprod@gmail.com says:

    Hi Galv, i hope u are still here, i am trying to make a skill tree with your pluggin, i just installed it but when i start the game it write me : Failed to load Img/System/MagicSlotOrb.Png

    Maybe do you know what i have to do i don’t find a similary probleme?

    Sry i am a noob^^

  48. Alex says:

    Hi Galv, I got the problem that when I open the Magic Shard Scene for the very first time then the Orb Slots are invisible until I put in the first orb. Then suddenly all Orb Slots become visible.
    Is this a know bug with the current RPGMaker MV version or does this sound like a plugin incompatibility?

    • Galv says:

      It sounds like a caching issue. It doesn’t happen for me in the latest version (when I updated the demo). It -could- be a plugin compatibility issue but I that would be the second thing I’d test for.

      • Alex says:

        Thanks, I could fix it by using your image preload plugin and preloading the orb slot icon graphic. You’re great, thanks for all your stuff!!!

  49. Jahn Klenyo says:

    hi galv how are you? your Magic Shards plugin is perfect, I used it when working with mv más now working with mz, I was wondering if you intend to import to mz too, thanks.

    • Galv says:

      I do intend to port it, yep. Please consider donating or becoming a patron as it really helps me get through my long list of plugins! :)

  50. vismage2 says:

    Hello!

    I just had a couple quick questions, if they are something could be done with the base script, or if it would require an add-on.

    1.Is it possible to check the shard ID or armor ID of an actor, be it either all slots in an array, or by checking specific slots?

    2. Is it possible to remove shards from an actor, without specifying the specific shard ID that is reinf removed, be it either slot by slot, or all at once?

    Thank you! :)

  51. aston00rick says:

    Hello sir, Is it possible to get this and weapon pro ported to mz? That would be just crazy yummy :)

Leave a comment