MEMZ_InstanceActor
A downloadable Tool
Version 1.3.0
This is my first extension plugin. It allows CopyActor plugin to generate diferent actors based in one, rather than copying the same over. This add-on helps a lot with stuff like mercenary systems in games, where you hire a mercenary with one class but different stats than the rest. It also works as a make-do iv system.
Remember you need CopyActor to make it work! It's included in the demo, though!
Changelog:
1.3:
- Added option to add immediately after creating the instance of the actor.
- Removed a couple of errata that might lead to crash in specific uses by the developer (not so much the player).
- Merged commands into one argument for ease of use.
- Updated CopyActor in demo to latest version.
1.2:
- Compatibilized with CopyActor 1.1.0 and newer, without removing 1.0.0 compatibility
- Optimized plugin commands.
1.1.0:
- Found a couple of possible bugs and cleaned them
- Now the plugin accepts game variables, just add any letter to the command, for example: O9 will check variable number 9. This is accepted both in IDs and stats.
- Now the plugin accepts percentajes, just add a % symbol into the number, for example, 30% min hp will check the original actor's Max HP, and consider it the lowest. You can mix this with a ingame variable, for example, J4% will check variable number 4, and use it as a percentage of that stat.
- Added one more command to generate with customs parameters, which doesn' t default to 0, but to the plugin parameters.
Download
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Development log
- Simplifier plugin releaseFeb 11, 2025
- 1.3.0 released!Feb 05, 2025
- 1.1.0 Released!May 17, 2021
Comments
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You're a super cool developer and if by some miracle I can make a game worth calling a game, I will be sure to credit every one of you awesome plugin writers and resource creators that share their work out of the kindness of their hearts - although if something can come of my work as well I will be sure to share back and pass the torch. People like you are pivotal to these engines being a fun experience and allowing us to create better games. Thank you, I look forward to figuring this out and educating myself on how to use it, and I wish you well!
Thanks a lot for all the love you offer. I appretiate the gestures so much. It gets really lonely, and makes you wonder if any effort you take is even worth for anyone, and many could use some comforting words like these once in a while.
Just like my resources may help you, feedback from people like you also help us to keep making an effort, so I'm truly thankful for this.
I'm fairly sure you can learn to make something really fun, and I hope you'll soon have the opportunity to break the kind of happy news back. I'm glad I can make part of your projects, even if you might discard them in the end, it's a step for you to learn, and I'm eager to help you as much as possible.
Thanks so much for your support!
Well please, at the very least, take it from me: I've watched a lot of modding communities take a vanilla experience from so many games/engines and breathe life into it that never would have expanded into the inspiration that created much much more. You took the time to put love into a creation process that will become a part of many projects, unheard or successful alike, and that kindness and care continues down the line. Not to be melodramatic, but the world kinda needs that right now. Keep on keeping on, my friend!
Is there a way to have the duplicates automatically fill empty slots or designated slots? If not could I commission an alt of this plugin from you that could?
When I designed the plugin, I had considered it would be way more intuitive for users to track the slots on their own with editor variables, rather than having an abstract array most of non-programmer developers might be confused about how it work. Besides, there's times when you generate a copy or instance at some point, and only add it long after that.
But I can work something out, like adding an optional parameter to the generation commands to immediately add the generated actor, if that covers the need you ask for. Would it work for you?
I don't know for sure until I'm tinkering with it along a tutorial, I could offer $200 for the added work, this plugin is near perfect for two of my projects that would be elevated if it can make use of the classic monster tamer mechanics ( please lmk if my offer is too low, it's what I can pay straight away )
I don't entirely understand what are you asking for, that's the issue. In summary what I understand is:
"I want the ability to add the generated actor immediately to party, instead of running a script call or manually checking variables".
If it's just that, you don't need to comission it, I can just make an update, no need to pay, to both plugins to add a parameter.
If what you want is to place the generated actor in one specific spot in party, it might take a bit more of work which would require a later update or a commission (since it's not visual, I wouldn't ask for so much either!), since I would have to make a not so generic plugin, being your choice if to make it "replace" the actor sitting there, or move the later one spot later.
But I'm not 100% certain if adding the actor directly to party with the plugin command is what you are asking for, I just wanted to make sure, before starting to work in one direction or another!
Sorry for the poor explanation, I'm hoping to be able to add duplicate actors without having to manually setup the Paste ID myself. Ex: let the player get 1 or 100 wolves without setting a designated Paste ID by hand for each 'version' of that wolf the player might decide to get while avoiding any duplicates from getting overwritten
So, what you want to skip is, the green arrow, and the yellow arrow is an optional thing. That limits the plugin, and even more the control you as the developer have over the instances. You may need a party management plugin with such a change, too.
I need to think of how can I tackle this so it won't be just a limiter for simplification purposes.
Besides, doing this properly would require removing some corescript dependencies CopyActor has, and it will require through testing, but that might make it not compatible with a load of other plugins. I'll start the design phase and tell you if it would require a commission, if what I said is what you are looking for!
[Edit] Oh, I can also simply make a "limiter" extension plugin instead. It would take a lot less work (From a few months to a couple of weeks at most). Only, it would limit the actors to the free spots you can set on your game, whereas the original ones can bypass it with shenanigans. Would that be better?
If you want me to show you around the demo for doubts, we can also agree on a time/date to meet on qTox, Skype or Discord, if it helps, too.