#All Items are Charms
68 messages · Page 1 of 1 (latest)
This makes split abilities increasingly cursed
Tryna do p5 but having to decide wether to get strength or sdash
I have actually thought about making claw/dash/splitnail etc equippable (probably from the meme about isma's being a useless charm)
But how far does "All Items" extend? Do you need to remember to equip a key to be able to use it? Do you need to equip 120 geo rocks to buy lantern? Do you have to equip the relics you plan to sell? Can you unequip a soul refill?
I would think that the basic implementation would make all Abilities (Dash/Claw/CDash, NArts, and Spells). After that, it could be fun to see more stuff added, but I would put the rest as Optional stuff (an option for Consumables such as Keys, and Journals); and then maybe an "Extreme" setting for Geo and Soul Refills 
Geo could be done as a "Wallet" Charm though
So you have "Zero Geo" unless the Wallet is equipped; idk if Geo would be collected or not unless it's equipped tho
New zero geo tech just dropped, simply unequip wallet
Also, using gathering swarm without wallet just for style points
I want to equip grass
I weep for the generator, turning all movement into StateLogic could murder seed generation time.
I would be more inclined to implement a rando-free system
Just a casual vanilla game with a twist
Yeah, I would think it would be Rando-less to start (similar to SkillUpgrades). I think that a Rando-integrated version would be cool, but that's obviously a much bigger project
Actually rando support would be a nightmare, dreamgate would break everything.
Imagine if you had 3 notches, 3-notch Isma's and 3-notch Wings. Now you can technically reach Shape of Unn by swimming into the cave, dgating to Wings to make the jump, then dgating back to Isma's to do the unn room itself. You'd either have to allow dgate sequence-breaking a ton of things or you'd have to rewrite a crap ton of logic to account for it.
Granted, my stance is always: Simple silly ideas should be made and put out into the world first. And if they get improved upon later, that's just bonus
Alternatively, just be OK with false-negatives
Like, IMO WRT rando, I would just make it really strict.
Perhaps also worth noting, many of the vanilla skills are locked behind being able to use them to escape, so you would really need them to auto-equip, and perhaps immediately grant additional notches
No state logic and hope charm costs are low yippee
They could auto-equip, and overcharm you
I feel like it's slightly better if they do not inherently grant the extra Notch
I have this mental "image" of someone completely ignoring the charm nature of the skills and playing normally, but a different player may strategically unequip left nail to get that extra notch for wielder or something. Hypothetically you would receive as many notches as are required to use your new ability, which you may choose to use for something else instead
Yeah
I'm torn personally on if I like the idea of enough extra notches to support all things; but I definitely like the idea of mostly enough
Maybe an option in the menu for enough/reduced/none
I feel like it's less than fun to fill your entire 11 notches with just wings/dash/claw/cdash and zero charms
I def don't think that "none" would be ideal 
But I like the idea that you might want to play without Claw because you have Wings equipped and want some other stuff
Whereas I feel that it's really easy to have the mindset of needing Claw and Wings equipped if you are always given the exact needed Notches for them
I suppose it's something of a balance. If claw costs 3 and you're given only 2, congrats! You've officially lost a notch for the only viable progression
Yeah, that's what I find more interesting
Although it's probably best if most things cost 1, while some cost 2; then for each item maybe only 1 additional Notch exists in the world.
You do get a notch on the way to claw anyway
Also up for consideration, skills cost zero notches and you can just choose not to use claw
Whenever this is made, I'd like to be notified so I can steal the code for another project of mine
It would be interesting if spell upgrades and shadow dash were also individual charms I think
it could still work as upgraded charms
king soul, grimm child and the fragile charms do that
though upgrades being charms would be a very good way to make you want to use the non upgraded version of something, changing your playstyle, and would also be a good way to downgrades skill such as shade soul=>vengeful spirit to allow specific skips like slopeballs while making the downgrading feel more natural than a button in your inventory
would be quite the amount of extra charms
I loaded it up on a existing save file to see how it works
charm menu is frozen, cant change or unequip anything
the charms that should be correlating to abilities are also not present
There was a bug I found today and patched, make sure you have the updated version
oh, I had not considered pre-existing saves
i see
Just pushed an update last night, pre-existing saves should work now
@rotund crystal hi just a heads up, uninstalling the mod leaves the notch amount unchanged, so you are left with 29 notches
id also love to make some art assets so it looks nicer together
something like this
mantis claw for example
Even nonconventional art like the nail arts should work
difficult is gonna be the spells
need to figure that one out
I'm aware, but there's not a lot that the mod can do if you don't have the mod installed
hmm
If it becomes a problem, Debug is capable of decrementing notches
yea
@rotund crystal I have made a full collection of custom charm art ( they are kitbashed together with existing ones in a convincing way thats all )
If you want to use it for the mod let me know, else ill just fork my own version using these
I think I'd rather keep them as-is
fair
this is peak
@rotund crystal could you make "fake notches" so they are deleted with the mod? instead of adding new notches, copying all the notch code and using the in-mod version for the new notches
Copying large portions of code is generally bad practice and would be a barrier to compatibility