Vlue's Plugin's (Crafting,Quests,Inventory,Time,Steal)

● ARCHIVED · READ-ONLY
Started by Screech1989 283 posts Page 2 of 15 View original ↗
  1. I had posted this last night in the developing thread...

    Roguedeus said:
    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?
    If I had more time to spend learning Javascript syntax I'd probably be trying to help add to this myself.
  2. Hey, I love your icon window, but the problem I encountered is...

    https://veuwer.com/i/3brd.png

    The details window goes over the character window when I go to heal some of my characters, I have also showed you the load order as well.
  3. Nocturnic said:
    Hey, I love your icon window, but the problem I encountered is...

    https://veuwer.com/i/3brd.png

    The details window goes over the character window when I go to heal some of my characters, I have also showed you the load order as well.
    I know this happend then you use the Yanfly menu manager, so i think the prob here is that its not scripted to work with it.

    So i resolve it to use not the script, but its a shame. I really would use that and if i could javascript i would to try to manage it somehow^^

    I tryed to learn it, but since the mv is released i spend my time for the mv....maybe i should learn more js^^
  4. I would like to request an Output feature, so we could specify how much the crafting materials will make.

    Output:3

    Output:1-5

    As well as the ability to prevent a recipe from showing up without the appropriate key item.
  5. DarkSlayerEX said:
    When I load the Crafting plugin into my project, or a brand new one, it runs fine.. However as soon as I add in a recipe of any kind, even one of the examples, it crashes, giving me a

    Cannot read property '1' of null

    error

    This applies both to the VLUE and Dragon versions.. I don't understand...

    <recipe>

    <material>

    {type:"armor", id:3, amount:3, cons:false}

    {type:"armor", id:2, amount:1, cons:false}

    <material>

    category:Blacksmith

    <recipe>

    Edit: the help text gives the wrong tags...

    <material> is supposed to be <materials>.... That fixes it for me..
    Change <material> to <materials>, the help will be updated when i figure out whats going on with the crafting multiples issue.. im a noob at scripting so it could take a while lol.

    unless Vlue is working on it also? i have no idea. he knows whats going on in the plugin var better than i do.
  6. dragonpc said:
    unless Vlue is working on it also? i have no idea. he knows whats going on in the plugin var better than i do.
    I hope Vlue optimize his Advanced Game Time plugin. it's soaking up way too much resources. Game would take a huge fps hit when it is in effect.
  7. dragonpc said:
    Change <material> to <materials>, the help will be updated when i figure out whats going on with the crafting multiples issue.. im a noob at scripting so it could take a while lol.

    unless Vlue is working on it also? i have no idea. he knows whats going on in the plugin var better than i do.
    Why are people still replying to that telling me what to do when my edit is clearly in your own reply?

    Back on Topic though: This plugin is really nice. I'm hoping to use it more and more.
  8. DarkSlayerEX said:
    Why are people still replying to that telling me what to do when my edit is clearly in your own reply?

    Back on Topic though: This plugin is really nice. I'm hoping to use it more and more.
    sorry abut that, i read from top till i saw problem then replied the fix, didn't get to the bottom 8( my bad.. 8D
  9. Another great set. I'm amazed at how many great scripts are already released. MV hasn't even been out for a month! Good work!
  10. You know, I think it would be nice to have them as one plugin per post (you know, like the rest of us do).  Makes it easier for people searching for a plugin, and makes it easier for people to get support with a plugin.  Right now you've got 5 plugins in a single thread.  That's going to get very confusing when you have several people all coming here to ask for help with different plugins.

    Could you please post one thread for each plugin, following the format/contents that most others are using?
  11. I was able to mod Vlue's Quest script a bit to work on the Web as well..   Vlue makes some really nice scripts.
  12. Can I set it so the character learns recipes as he finds them like in Dragon Quest IX?
  13. varon said:
    Can I set it so the character learns recipes as he finds them like in Dragon Quest IX?
    Through key items? Yes please. Also recipe output quantities ;D (yes I already asked, but possibly got skipped over)

    dragonpc said:
    sorry abut that, i read from top till i saw problem then replied the fix, didn't get to the bottom 8( my bad.. 8D
    Nah It's okay. It was more of a surprise than annoyance.. lol either way, Thanks for your version of the crafting recipe plugin. Adds a needed touch to it.
  14. DarkSlayerEX said:
    Through key items? Yes please. Also recipe output quantities ;D (yes I already asked, but possibly got skipped over)

    Nah It's okay. It was more of a surprise than annoyance.. lol either way, Thanks for your version of the crafting recipe plugin. Adds a needed touch to it.
    nothing was skipped over, your idea is a good one, however i am not a scripter, at least not a very talented / learned one yet. so basic functions and altering code to do what i want is possible but creating it from nothing i cannot do yet. i am still learning. (this is my first week of trying to script) i just haven't gotten to a  point where i can implement an output, i am working on figuring it out. it will not be fast.. i am also trying to find out how to fix the drafting bug where it takes items set to False consumption, and in multiple crafting where it doesn't account for the smaller number when creating a batch.. all pretty big problems, of which i am lacking the skill to fix. i would love to have these problems fixed just as much as you all. hopefully i can get some help soon.. but its not looking promising. i am sort of at a brick wall atm.
  15. Small notes about v1.2

    • The 'crafting learn recipeID' Plugin Command, learns every recipe from 1 to whatever ID you were supposed to learn. ;)
    • The result 'amount:' value, correctly creates all the results, but only reports X1 int he success popup.

    Great work BTW. This version covers almost all the things I suggested (other than dismantling) and whatever it doesn't can be sorta compensated for.

    Suggestion/Request:

    Would it be unreasonable to move the chance of success to each result. Rather than all or nothing?

    (edit:)

    example:

    <recipe1> result:{type:"item", id:2, amount:2, success:80, successGain:1} <materials> {type:"item", id:1, amount:3, cons:true} <materials> goldCost:0 level:1 category:Alchemology xp:10 xpDeprac:2 craftLevel:1 pxp:0 craftMultiple:true<recipe1>Your work is so impressive, I just cant resist asking!
  16. I'm having a hard time figuring this out, but I'm sure it's something easy and I'm just brain-dead. How would I set this up that the recipe scene is pulled up by a key item and not shown in the main menu?
  17. The Riddler On The Roof said:
    I'm having a hard time figuring this out, but I'm sure it's something easy and I'm just brain-dead. How would I set this up that the recipe scene is pulled up by a key item and not shown in the main menu?
    You mean so the recipe does not exist at any stage in the main menu crafting section no matter what level. But at the moment you collect a specific key item in the game, you are able to suddenly craft new items or weapons etc?

    Would be cool I suppose you could have a new level of crafting. That's like having say blacksmith crafting kit 1, which allows crafting levels 1-10 and 10 says MAX crafting level. But when you collect a key item called Blacksmith Crafting Kit 2 suddenly you can advance from level 10 - 20 and so on etc.

    That sounds pretty amazing but it's not something I have read or seen on here at the moment sorry.
  18. The Riddler On The Roof said:
    I'm having a hard time figuring this out, but I'm sure it's something easy and I'm just brain-dead. How would I set this up that the recipe scene is pulled up by a key item and not shown in the main menu?
    Use the Plugin Command:

    crafting call Blacksmithing

    crafting call Tailoring

    crafting call X

    you would need a key item to open each different scene.

    you do it like this:

    Create a Key item, in the traits you double ckick to add, then you find common event, use the first free event you have open.

    then go to your database and click on the common events tab.

    you will use the same one you chose before and name it.

    after you name it double click the field to add a plugin command. eg. crafting call Blacksmithing

    then when you are done you put that item in your map, and when you collect it you can then click on it to open it up.

    EDIT: Apparently there is a bug that isn't allowing that to work and it crashes.. i dunno what thats about..

    EDIT2: Events are working fine it looks like.
  19. Good news, i spoke with Vlue, and he is working on implementing all the changes i made as well as a few of your requests. unfortunately the disassemble one will take a lot of work, so it will not be implemented in this update coming up. all the other bugs and issues have been resolved.
  20. Someone needs help?  :D