Vlue's Complete Plugin Page

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Started by Screech1989 62 posts Page 3 of 4 View original ↗
  1. I'm using the mouse click method and I can navigate through everything properly but I just can't click on craft. Only the Enter key works.
    On another note I have MaterialA x3 and MaterialB x5 when combine using the x5 option. I will Get 5 crafted items. Maybe its me but can anyone confirm this bug?
  2. Cannot read property 'match' of null

    how use Quest Plugin ?

    I make new TXT FILE about quest information in data folder ?
  3. Is the 'Menu Craft Option' - view functional? I can only seem to get it off or craft.  (v1.1b)
  4. I tried using $gameParty.quests[questId].accepted(); but its not working, i get boolean error.
  5. Hey guys a lot of problems are solved if you go to the script download page and right click and save as... If you highlight the code and paste it etc it can cause many issues and problems with compatability. If you copy and pasted go back and save as... It may solve your issue.

    Dalpio said:
    Cannot read property 'match' of null

    how use Quest Plugin ?

    I make new TXT FILE about quest information in data folder ?
    Add the plug in to your plugins directory. Go to the data folder and create a new text documents and call it Quests.txt use this to input the quest details. All information and commands are in yhe help section of the plugin.
    Roguedeus said:
    Is the 'Menu Craft Option' - view functional? I can only seem to get it off or craft.  (v1.1b)
    I have noticed the same thing. I will have a look at the code it maybe something simple but I'm still learning. If not I'm sure Vlue will fix this issue ASAP.
  6. If this were Ruby, I'd be providing the fix myself... But Javascript is still slightly difficult for me to follow. :)

    Thanks for the attention btw.
  7. Ok... This is strange...

    I am getting 1000xp for every successful craft now... But here are my settings.

    <recipe> category:Tradecraft craftLevel:1 goldCost:0 success:100 <materials> {type:"item", id:201, amount:10, cons:true} <materials> successGain:1 xp:1 xpDeprac:1 pxp:0 craftMultiple:false<recipe>edit:

    Its happening to every recipe on success. I just posted that one so there is no assumptions that I accidentally set it wrong. :)
  8. Roguedeus said:
    Ok... This is strange...

    I am getting 1000xp for every successful craft now... But here are my settings.

    <recipe> category:Tradecraft craftLevel:1 goldCost:0 success:100 <materials> {type:"item", id:201, amount:10, cons:true} <materials> successGain:1 xp:1 xpDeprac:1 pxp:0 craftMultiple:false<recipe>edit:

    Its happening to every recipe on success. I just posted that one so there is no assumptions that I accidentally set it wrong. :)
    I think it has something to do with line 126 on the script but im not sure.

    Could also be somewhere on line 581, those 2 lines are the only ones with the `1000` input.
  9. Farr said:
    I think it has something to do with line 126 on the script but im not sure.

    Could also be somewhere on line 581, those 2 lines are the only ones with the `1000` input.
    I forgot to mention that its player exp, not crafting exp.

    The PC went from level 1 to level 8 in one craft... I was like, WTH?!? :guffaw:

    edit:

    Yeah... Its likely this.

    this._pxp = Number(recipe.playerXp) ? recipe.playerXp[1] : 1000;If there is no pxp set it defaults 1000 exp... Must have been a remnant of testing.

    Changed it to:

    this._pxp = Number(recipe.playerXp) ? recipe.playerXp[1] : 0;With no issues.
  10. Roguedeus said:
    I forgot to mention that its player exp, not crafting exp.

    The PC went from level 1 to level 8 in one craft... I was like, WTH?!? :guffaw:

    edit:

    Yeah... Its likely this.

    this._pxp = Number(recipe.playerXp) ? recipe.playerXp[1] : 1000;If there is no pxp set it defaults 1000 exp... Must have been a remnant of testing.

    Changed it to:

    this._pxp = Number(recipe.playerXp) ? recipe.playerXp[1] : 0;With no issues.
    Yes that is correct, thats how i sorted mine, but i still want to try and edit it to function correctly as adjusting the pxp in a craft wont adjust this value now so every craft is 0 player xp, i was hoping at a later date in the game to maybe earn pxp but not at the start of the crafting etc make sense :D
  11. I'm sure I'm a idiot but once I add a crafting info even just the example into a items note I get the following error:

    Spoiler
    2lhQ5aq.png
  12. Roguedeus said:
    If this were Ruby, I'd be providing the fix myself... But Javascript is still slightly difficult for me to follow. :)

    Thanks for the attention btw.
    You and me both... Yah the view option doesn't work, I'll get it fixed.

    Kane Hart said:
    I'm sure I'm a idiot but once I add a crafting info even just the example into a items note I get the following error:

    Spoiler
    2lhQ5aq.png
    I messed up the example recipe in the help file >.<

    It's <materials> instead of <material>

    so just make sure that's right.

    Farr said:
    I tried using $gameParty.quests[questId].accepted(); but its not working, i get boolean error.
    Did you change questId to the id of the quest? (Example: $gameParty.quests[1].accepted(); )

    In addition to all:

     

    I'll be going over Quest and Recipe soon and fixing the saving probems as well as adding error handling so you all know what's going wrong D:
  13. Vlue I think I have caused you hassle and more work posting this on here. I am sorry :p
  14. Vlue said:
    I messed up the example recipe in the help file >.<

    It's <materials> instead of <material>

    so just make sure that's right.
    Damn you Devs and your typo's  :D

    Another dev did something similar but I caught it but half the word was almost backwards haha. I tend to copy/paste the documents not to make mistakes myself with my 4 hours of sleep a night. 

    Anyways it did work thank you good sir. 
  15. Did you change questId to the id of the quest? (Example: $gameParty.quests[1].accepted(); )

    I did and I always get boolean error.

    I added a conditional > Script call > $gameParty.quests[1].accepted();

    then a random message just to test it, and I get the error that boolean is not a function.
  16. I am curious.

    As it is currently written, recipes are locked to an item one to one. The item either has one or it doesn't, and if it does, THAT it its recipe. Period.

    Would it be difficult to allow for more than one recipe for an item? Or to assign general item natures to an ingredient, so that any number of items (with a shared nature) can substitute an ingredient?

    Also. Are there any plans to include dismantling (Which can be a reverse craft with ingredient loss)?

    Or for a recipe to result in more than one of an item?
  17. I'm getting this with the crafting plugin:

    NDpWkoi.png

    Edit: I got the error fixed, but now I have another question. What's the plugin command to allow more than just one category accessible (ex: Not just 'Alchemy,' I would also like Blacksmith and Tailor accessible as well.)
  18. Iam sorry i found a very hard failure in the Crafting Script.

    Then you has 100x Items A and 1x Item B, you can make the recept 100 times.

    I post the screenshots on my twitter, dont know how it works for the forum^^

    https://twitter.com/LPMathwe/status/662093778132574209

    Oh and sorry for the German in the script, i edit the words so it works for me, but tried it with english too.
  19. Vlue, are you planning on porting your Eventing Tuning script over? It proved very useful to me in VXAce :3