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

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Started by Screech1989 283 posts Page 3 of 15 View original ↗
  1. Roguedeus said:
    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.
    Now I'm just confused.. are those already implemented somewhere?
  2. The Newest Version from Vlue is HERE, it does not currently have my updates but it has all the fixes to most of your problems. he is implimenting my changes into it now, it should be released soon.
  3. dragonpc said:
    The Newest Version from Vlue is HERE, it does not currently have my updates but it has all the fixes to most of your problems. he is implimenting my changes into it now, it should be released soon.
    You're such a tease!
  4. Roguedeus said:
    You're such a tease!
    I have been accused of having a dramatic side! ;)
  5. I don't know if it's just me, but everytime I try to get the crafting JS, either from here or Vlue's site, my Security Essentials flags it as an extreme threat. Never had it do that with any other script. Anyone else run into this?
  6. KingGodzilla said:
    I don't know if it's just me, but everytime I try to get the crafting JS, either from here or Vlue's site, my Security Essentials flags it as an extreme threat. Never had it do that with any other script. Anyone else run into this?
    Not 100% on this but i am pretty sure that it's flagging it because its looking outside the script for another file to read in this case it would be the recipe.txt file which it reads to get its info from.
  7. Just to be sure... v1.2a is auto learning all recipes intentionally. Right?
  8. DarkSlayerEX said:
    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.
    Done!

    varon said:
    Can I set it so the character learns recipes as he finds them like in Dragon Quest IX?
    Done!

    Roguedeus said:
    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!
    Done!

    Here is the New Script, there "Shouldn't" be any more bugs

    and there are quite a few added features from both myself and Vlue! (we (mostly him) worked Diligently for 2 days to fix all the issues and implement the features you requested) take a look around and tell us what you think!

    the dismantle feature, and the Shop buttons when crafting Multiples, were not implemented at this time (those are big!)

    EDIT: However Dismantling items can still be done, just means a lot more work for you.

    just make a new category called Dismantle and create all the recipe's  in reverse and set your success chances.

    Spoiler
  9. Roguedeus said:
    Just to be sure... v1.2a is auto learning all recipes intentionally. Right?
    yes, by default it knows everythng inless you tell it not too. if you tell it not too you have to tell it to in the future in a variety of ways, but you will have to tell it.

    Known:false

    then set it to a switch or an item or a  call to add it.

    EDIT: The Plugin command for Learning or forgetting a Recipe is in the help section of the plugin.
  10. dragonpc said:
    yes, by default it knows everythng inless you tell it not too. if you tell it not too you have to tell it to in the future in a variety of ways, but you will have to tell it.

    Known:false

    then set it to a switch or an item or a  call to add it.

    EDIT: The Plugin command for Learning or forgetting a Recipe is in the help section of the plugin.
    Thanks for clarifying, I missed that part in the notes. Speaking of notes... Did you say that success is now per result? If so, I am not seeing anything in the notes on how to assign it. Also, is there only one item result? If so, that makes dismantling impossible, even with reverse recipes. If it took 4 different things to make 1 thing, and it can only dismantle into 1 thing, then its not being dismantled. Its being transformed. ;)

    Sorry for asking so many questions.

    ... SNIP... nothing to see here.
  11. Roguedeus said:
    Thanks for clarifying, I missed that part in the notes. Speaking of notes... Did you say that success is now per result? If so, I am not seeing anything in the notes on how to assign it. Also, is there only one item result? If so, that makes dismantling impossible, even with reverse recipes. If it took 4 different things to make 1 thing, and it can only dismantle into 1 thing, then its not being dismantled. Its being transformed. ;)

    Sorry for asking so many questions.

    ... SNIP... nothing to see here.
    as far as the pictures on is just a pic, the next is after  i click combine and the pop up window shows 4 instead of 1(since the recipe makes 2 and i multicrafted 2) also it has a fork in there that it not consumed, you can now create multiple combines even if you only have 1 fork required for the recipe)

    as for the Success chance per item that is all set internally based off what you set for the recipe, each one will have that chance to be crafted on its own merrit, no longer an all or nothing event.

    meaning if you craft 100 items with a 50% chance your actual crafting number will vary based on that % chance along all the items made, so instead of 0 or 100 you get like 25-75 roughly depnding on the RNG 8P

    and more result lines?

    less Material lines?
  12. Ok, it seems that there was a miscommunication on my part. ;)

    Take for example... this recipe.

    <recipe1> known:false result:{type:"item", id:2, amount:2} <materials> {type:"item", id:1, amount:3, cons:true} <materials> goldCost:0 success:100 successGain:1 level:1 category:Alchemology xp:10 xpDeprac:2 craftLevel:1 pxp:2 craftMultiple:true<recipe1>Each time its crafted, it will 100% succeed or 100% fail. Consuming all materials each time.

    Success = I get 3 of something.

    Failure = I get nothing.

    But, in this recipe: (if it worked this way)

    <recipe1> known:false <result> {type:"item", id:2, amount:1, success:100, successGain:0} {type:"item", id:3, amount:1, success:50, successGain:1} {type:"item", id:4, amount:1, success:25, successGain:1} <result> <materials> {type:"item", id:1, amount:3, cons:true} <materials> goldCost:0 level:1 category:Alchemology xp:10 xpDeprac:2 craftLevel:1 pxp:2 craftMultiple:true<recipe1>I can get anywhere between 1 or 3 different items on success... And I am guaranteed to get at least one. Because its 100% success.

    Of course, for this to work, it will also require that recipes have their own names, rather than using the name of the resulting item. And that each resulting item is reported as success or failure. Rather than just one. (There can be a soft limit imposed)
  13. With the Quest System I can get it to work fine with the default settings, but when I go to try and create a new quest and get it to run in the game, I get an error that says, "Cannot read property "1" of null" as soon as I test the project. I can't even make it to the title screen. I've gone through multiple times to check my events and everything seems to be setup correctly. The only time it crashes is when I alter the <quest2> area on the text file or try and add a <quest3>, <quest4> and so on. What am I doing wrong here? It's driving me crazy.
  14. Roguedeus said:
    Ok, it seems that there was a miscommunication on my part. ;)

    Take for example... this recipe.

    <recipe1> known:false result:{type:"item", id:2, amount:2} <materials> {type:"item", id:1, amount:3, cons:true} <materials> goldCost:0 success:100 successGain:1 level:1 category:Alchemology xp:10 xpDeprac:2 craftLevel:1 pxp:2 craftMultiple:true<recipe1>Each time its crafted, it will 100% succeed or 100% fail. Consuming all materials each time.

    Success = I get 3 of something.

    Failure = I get nothing.

    But, in this recipe: (if it worked this way)

    <recipe1> known:false <result> {type:"item", id:2, amount:1, success:100, successGain:0} {type:"item", id:3, amount:1, success:50, successGain:1} {type:"item", id:4, amount:1, success:25, successGain:1} <result> <materials> {type:"item", id:1, amount:3, cons:true} <materials> goldCost:0 level:1 category:Alchemology xp:10 xpDeprac:2 craftLevel:1 pxp:2 craftMultiple:true<recipe1>I can get anywhere between 1 or 3 different items on success... And I am guaranteed to get at least one. Because its 100% success.

    Of course, for this to work, it will also require that recipes have their own names, rather than using the name of the resulting item. And that each resulting item is reported as success or failure. Rather than just one. (There can be a soft limit imposed)
    That would be Nice, and yeah i think i did misunderstand the first time, sorry about that. but i can mention it to Vlue. no guarantees though.

    other than that i am just working on the video. trying to show what can be done with it basically and the things i added and what he has in there.
  15. Much appreciated! The fact that you two are as receptive to feedback as you are is awesome. ;)
  16. do the recipes need to be labeled as a number? or can we use the actual recipes name in the <recipex> declaration?

    Edit: Nope.. Has to follow the recipex format. on the plus side, you can still make an identifier inside the recipex tags to know what the recipe is using a search.. hurray.
  17. DarkSlayerEX said:
    do the recipes need to be labeled as a number? or can we use the actual recipes name in the <recipex> declaration?
    Roguedeus said:
    Much appreciated! The fact that you two are as receptive to feedback as you are is awesome. ;)
    Thanks for your support! 8)

    DarkSlayerEX said:
    do the recipes need to be labeled as a number? or can we use the actual recipes name in the <recipex> declaration?
    yes, they do need to be a Number as the Script reads <recipe then it takes the variable 1 and ignores the rest after that > untill it gets to the next <recipie then it reads that variable 1 if they match then you have a recipe in there if not it throws an error saying you stuff is jacked up go back and fix it 8D
  18. I didn't realize you already replied when I edited my post. Yea, I see what you mean. At least we can make identifiers inside the recipes still without it causing problems. Thanks for the update.
  19. Does anyone have any idea why I keep getting an error when I add or alter quests in the text file? I can't go much further with my game until I figure it out lol.
  20. The Riddler On The Roof said:
    Does anyone have any idea why I keep getting an error when I add or alter quests in the text file? I can't go much further with my game until I figure it out lol.
    i don't know anything about that plugin. i only work on the Crafting plugin. sorry.