Vlue's Complete Plugin Page

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Started by Screech1989 62 posts Page 2 of 4 View original ↗
  1. Kane Hart said:
    Is there a reason he does not post himself btw? Does he not support this site? He has always had good talent just curious.
    It's not that! I support the site.. I just uh.. bananas. Yah. Like to hide... Ahem.. anyways. I still look around once in a while..

    Roguedeus said:
    I have the recipe set to 65% and its reporting 100%

    So far that seems to be the only issue I've noticed. But I have not done much testing yet.

    <recipe> <materials> {type:"item", id:1, amount:3, cons:true} <materials> goldCost:0 success:65 successGain:5 level:1 category:Alchemy xp:1 xpDeprac:0 craftLevel:1 pxp:1 craftMultiple:true <recipe>Screen: attachicon.gifvlue_crafting_successIssue_1.PNG

    edit:

    As a matter of fact... several of the customization options are essentially non-optional. They are always default values no matter what.
    Erm.. not quite! Took a bit of looking at to see why it was working weird.. it was adding strings together instead of numbers D:

    So say.. 80 + 0 might by 80 for numbers, but as far as it was concerned it was "80" + "0" for 800. Quite a bit higher than 100% 

    It (as well as probably the other things have been fixed.

    If you have features/etc. you want to see added to anything - feel free to mention so and they can be added to the to do list (probably below converting a handful of my VX Ace scripts to MV).

    Halrawk said:
    One thing I'd like to note on the Quest system. It says create a .txt file called "Quest.txt". It HAS to be "Quests.txt", won't work without being plural.

    Good to see Vlue's still going :)
    Whoops.. haha..
  2. So when are we going to see that seasons/weather plug-in we all know you've been working on lol? It would make a great companion to your Game Time script!
  3. Halrawk said:
    One thing I'd like to note on the Quest system. It says create a .txt file called "Quest.txt". It HAS to be "Quests.txt", won't work without being plural.

    Good to see Vlue's still going :)
    if you go to the .js file you can rename the path location so it reads what file you have here, replace the Quests.txt with the name of the text file you want to use.

    Spoiler
    Code:
    DataManager.loadQuestFile = function() {var data = null;var fs = require('fs');var path = window.location.pathname.replace(/(\/www|)\/[^\/]*$/, '/data/Quests.txt');if (path.match(/^\/([A-Z]\:)/)) {path = path.slice(1);
  4. The Riddler On The Roof said:
    So when are we going to see that seasons/weather plug-in we all know you've been working on lol? It would make a great companion to your Game Time script!
    It's on the to do list
  5. I don't know what I am doing wrong here, but every time I try to use the plug in command quest accept it just gives me an error. Is this command not working right now?
  6. Screech1989 said:
    He has now fixed this issue and it uploaded if you want to re download the script, it is now Version 1.1b, check it is the correct version if it still shows Version 1.1a, your browser cache saves information loading the previous version, press Ctrl+F5 on the script
    Thanks Screech!

    I don't mean to be a pain or anything, but if I knew you were in direct contact and would get such immediate reply I would have also mentioned a few other options that are similarly locked... Such as experience per level needed. :)

    If he is willing, I can once over and post my findings.

    edit:

    Oh... there's a page 2, and Vlue is already here... Ok. :p
  7. Great news :D ! Thanks Vlue dude! Your work is amazing.
  8. Sorry for my other post, but the quest system doesn't work with yanfly core engine. I just found out. That really bothers me because I really want a quest plug in. Is there anyway it could be made compatible?
  9. Rose Guardian said:
    Sorry for my other post, but the quest system doesn't work with yanfly core engine. I just found out. That really bothers me because I really want a quest plug in. Is there anyway it could be made compatible?
    I'm sure over time it's something that will changed. But there are other quest scripts around there is 1 due to hit the completed plugins section any time. Test that with yanfly. Until then if your not happy with it this one probs will be done soon.
  10. I'm not sure if it was obvious in my last reply, but there are more Crafting Options are are locked to Default.

    Namely:

    - Experience needed per crafting level.

    - Crafting catagories

    - Category Icons and Menu Options...

    etc... (Seems to be all the Plugin Parameters actually...)
  11. I found an issue with Vlue's Quest plug in, and figured I'd mention in case others were having similar issues. If you're in the middle of a quest and you save, then load the same save, when you try to complete the next objective, it crashes saying undefined is not a function. I have tried doing the quest from start to finish without loading the save file and the quest works normally. This error only occurs if I've closed the game and loaded it in the middle of the quest.
  12. sarugaki339 said:
    I found an issue with Vlue's Quest plug in, and figured I'd mention in case others were having similar issues. If you're in the middle of a quest and you save, then load the same save, when you try to complete the next objective, it crashes saying undefined is not a function. I have tried doing the quest from start to finish without loading the save file and the quest works normally. This error only occurs if I've closed the game and loaded it in the middle of the quest.
    That sounds like a nasty bug. 
  13. Kane Hart said:
    That sounds like a nasty bug. 
    Yeah, it's less than fun lol. But it's something that can be easily overlooked while making the plug in so I figured I would mention.
  14. Cool script, is there a way to check if x quest has already been completed or accepted?
  15. Thanks for the plugins Vlue!

    I'm having an odd issue with the Crafting system though, after I craft an item I find myself go from level 1 to level 5 for no apparent reason

    this is the notetag I'm using:

    <recipe>

      <materials>

        {type:"item", id:7, amount:2, cons:true}

      <materials>

      goldCost:0

      level:1

      category:Alchemy

      xp:1

      craftLevel:1

      craftMultiple:true

    <recipe>
  16. I'm new to the RM scene and need a little help. How do I add the crafting plugin to an event?
  17. detected maleware when tried to download link ...
  18. Roguedeus said:
    I'm not sure if it was obvious in my last reply, but there are more Crafting Options are are locked to Default.

    Namely:

    - Experience needed per crafting level.

    - Crafting catagories

    - Category Icons and Menu Options...

    etc... (Seems to be all the Plugin Parameters actually...)
    Those seem to be fine for me...

    sarugaki339 said:
    I found an issue with Vlue's Quest plug in, and figured I'd mention in case others were having similar issues. If you're in the middle of a quest and you save, then load the same save, when you try to complete the next objective, it crashes saying undefined is not a function. I have tried doing the quest from start to finish without loading the save file and the quest works normally. This error only occurs if I've closed the game and loaded it in the middle of the quest.
    Ugh, /stab /stab Javascript... I can't save/load data (classes or.. whatever specifically) like I could in Ruby and now I have to pretty rewrite how that's all handled. So uh... look forward to that.

    Farr said:
    Cool script, is there a way to check if x quest has already been completed or accepted?
    $gameParty.quests[questId].accepted();

    $gameParty.quests[questid].completed();

    (These are subject to change but are correct as of the time of this post).

    RequLz said:
    Thanks for the plugins Vlue!

    I'm having an odd issue with the Crafting system though, after I craft an item I find myself go from level 1 to level 5 for no apparent reason

    this is the notetag I'm using:

    <recipe>

      <materials>

        {type:"item", id:7, amount:2, cons:true}

      <materials>

      goldCost:0

      level:1

      category:Alchemy

      xp:1

      craftLevel:1

      craftMultiple:true

    <recipe>
    Heh, oops. I left default playerxp gained at 1000 for testing. Just add pxp:0 to your recipe for now.

    varon said:
    I'm new to the RM scene and need a little help. How do I add the crafting plugin to an event?
    The only plugin command that can be used in events is: crafting call categoryName

    It's used to call a specific crafting scene (you can also access crafting from the menu).

    The plugin command is explained in the help portion of the plugin.

    Sol Rising said:
    detected maleware when tried to download link ...
    There is none. If you attempted to download the example project, a lot of programs will automatically reject/warn about unknown/uncommon executable files (like the neccesary Game.exe of any project). Anything else is merely text/js files.
  19. I have tried that as well....but same thing happens D:

    Edit: nvm, I fixed it! thank you for pointing that out!
  20. Vlue said:
    Those seem to be fine for me...
    Huh, it seems that the parameters were defaulting because my plugin name was wrong. I changed it to 'recipecrafting.js' and everything's working.

    Sorry for the wasted time!

    edit:

    Is the 'Menu Craft Option' - view functional? I can only seem to get it off or craft.