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

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Started by Screech1989 283 posts Page 4 of 15 View original ↗
  1. dragonpc said:
    i don't know anything about that plugin. i only work on the Crafting plugin. sorry.
    Damn. I figured since there are only two quest plug-ins out right now, there'd be more people familiar with Vlue's.

    I mean, I could just ask him directly on Facebook, but I've bugged him enough about other scripts and he's been more than kind. Don't want to wear out my welcome lol.
  2. I was wondering if there was a way to trigger the known flag for a recipe just by having a key item in the inventory, without using a parallel common event or manually setting it up through the event that gives the key item. Perhaps the plugin could incorporate such a thing?

    IE: You pick up key item (ItemID:10) and then when you open the crafting menu, it scans the list to see if you have the key items for each recipe, and then displays the ones you have a key item for?

    Possibly even an optional toggle for the crafting menu-in the main menu visibility based on key items.

    IE: you have no portable crafting items, so the crafting menu doesn't appear on the main menu. But once you get say, smithing tools, you can unlock one of the pages of crafting, while also having the crafting option show up on the main menu.
  3. DarkSlayerEX said:
    I was wondering if there was a way to trigger the known flag for a recipe just by having a key item in the inventory, without using a parallel common event or manually setting it up through the event that gives the key item. Perhaps the plugin could incorporate such a thing?
    you will always have to use an event/common event  to trigger the plugin commands.(the engine only allows common events to be called, if it allowed script to be called it would be possible)

    you can however have key items process common events to learn multiple recipies at once. if you are really good you can make them all into a single common even by throwing switches, should you have the skill to do so.

    but that is something i cannot tell you in a post.
  4. Yea, that's what I'm currently doing.. Using a consumable regular item that gives the player the recipes, and then adds a key item version of the same item, so they will always have a record of which items they've already used.

    However, I still think there might be a way to have a plugin scan the player's inventory for a specific ID, and if so to do something specific.. It might be possible to have the plugin auto-detect the item when opening the crafting interface and automatically toggle the "known" flag for the appropriate items.

    if so, the recipe could be modified by swapping out known:true/false for

    LearnedBy:<ITEMIDHERE>

    Mind you, these are just thoughts. If it is possible though, It might improve the system, and possibly make it easier for people to use in the future.
  5. Could I get some help with the Crafting System plugin? I tried making a recipe, but when I opened my crafting doohickey, it gave me this error.



    Also, here's the recipe and event, if that helps:

    <recipe1>

     result:{type:"weapon", id:6, amount:1}

     <materials>

     {type:"weapon", id:3, amount:1, cons:true}

     {type:"armor", id:6, amount:1, cons:true}

     <materials>

     goldCost:0

     success:100

     successGain:0

     level:1

     category:Blacksmith

     xp:20

     xpDeprac:2

     craftLevel:1

     pxp:5

     craftMultiple:false

     known:true

    <recipe1>

     

  6. If you added a new category to the plugin parameter, you have to assign it an icon, or it will give you that error.

    So your Categories and Category Icons parameters should have the same number of values. If you don't want an Icon for a crafting tab, use 0.
  7. Firered4 said:
    Could I get some help with the Crafting System plugin? I tried making a recipe, but when I opened my crafting doohickey, it gave me this error.

    Also, here's the recipe and event, if that helps:

    <recipe1>

     result:{type:"weapon", id:6, amount:1}

     <materials>

     {type:"weapon", id:3, amount:1, cons:true}

     {type:"armor", id:6, amount:1, cons:true}

     <materials>

     goldCost:0

     success:100

     successGain:0

     level:1

     category:Blacksmith

     xp:20

     xpDeprac:2

     craftLevel:1

     pxp:5

     craftMultiple:false

     known:true

    <recipe1>
    Get the Updated Crafting Plugin, it should be v1.2a
  8. The Riddler On The Roof said:
    Damn. I figured since there are only two quest plug-ins out right now, there'd be more people familiar with Vlue's.

    I mean, I could just ask him directly on Facebook, but I've bugged him enough about other scripts and he's been more than kind. Don't want to wear out my welcome lol.
    try this HERE
  9. Glad you created these for people, but I personally prefer "notes" over extra files being placed place, such as a note pad in the folders. 

    Good work anyway! It's nice that you're willing to help out the community. 
  10. I believe

    Solis said:
    Glad you created these for people, but I personally prefer "notes" over extra files being placed place, such as a note pad in the folders. 

    Good work anyway! It's nice that you're willing to help out the community. 
    I believe the change over to .txt files was to alleviate the overcrowding of notes on items that already had notes from other plugins... With enough plugins, notes can get pretty hefty without a recipe being thrown on there.
  11. DarkSlayerEX said:
    I believe

    I believe the change over to .txt files was to alleviate the overcrowding of notes on items that already had notes from other plugins... With enough plugins, notes can get pretty hefty without a recipe being thrown on there.
    I'm sure I'll check out the quest maker since I think i'd prefer it over the other one that's currently out :D  + the quest log looks fabulous :)  
  12. What is due to this error?

    Error.png
  13. dragonpc said:
    Get the Updated Crafting Plugin, it should be v1.2a
    I'm already using v1.2a.
  14. Edit: This post was deleted as the message ended up being pointless
     
  15. Firered4 said:
    I'm already using v1.2a.
     

     

    <recipe1>

     result:{type:"weapon", id:6, amount:1}

     <materials>

     {type:"weapon", id:3, amount:1, cons:true}    <----- Remove the cons:true part

     {type:"armor", id:6, amount:1}   <------So it looks like this

     <materials>

     goldCost:0  <-------You can remove this completely as default is 0 anyways

     success:100

     successGain:0  <----Not needed is Success is 100%

     level:1  <------ Level 1 is also a default setting so this is not needed.

     category:Blacksmith

     xp:20

     xpDeprac:2

     craftLevel:1  <-----Level 1 is the default setting this is not needed.

     pxp:5

     craftMultiple:false

     known:true <------You don't really need this apart from setting it to false, true is also a default setting.

    <recipe1>I just done this to save you time when typing things out etc, but having the  Consume feature in the materials section causes an error, i had the same problem and managed to solve it, Cons was used in an older version and is not required for 1.2a. Also you can add the item name at the top outside the recipe it wont effect it and its easier to keep track when you have lots in your .txt. file

     

     The recipe above could be typed like this :

     

    Code:
    Long Bow  <recipe1>     result:{type:"weapon", id:6, amount:1}          <materials>            {type:"weapon", id:3, amount:1}            {type:"armor", id:6, amount:1}            <materials>      category:Blacksmith      success:100      xp:20      xpDeprac:2      pxp:5      craftMultiple:false  <recipe1>
  16. Screech1989 said:
     

     

    <recipe1>

     result:{type:"weapon", id:6, amount:1}

     <materials>

     {type:"weapon", id:3, amount:1, cons:true}    <----- Remove the cons:true part

     {type:"armor", id:6, amount:1}   <------So it looks like this

     <materials>

     goldCost:0  <-------You can remove this completely as default is 0 anyways

     success:100

     successGain:0  <----Not needed is Success is 100%

     level:1  <------ Level 1 is also a default setting so this is not needed.

     category:Blacksmith

     xp:20

     xpDeprac:2

     craftLevel:1  <-----Level 1 is the default setting this is not needed.

     pxp:5

     craftMultiple:false

     known:true <------You don't really need this apart from setting it to false, true is also a default setting.

    <recipe1>I just done this to save you time when typing things out etc, but having the  Consume feature in the materials section causes an error, i had the same problem and managed to solve it, Cons was used in an older version and is not required for 1.2a. Also you can add the item name at the top outside the recipe it wont effect it and its easier to keep track when you have lots in your .txt. file

     

     The recipe above could be typed like this :

     

    Long Bow <recipe1>  result:{type:"weapon", id:6, amount:1}  <materials>  {type:"weapon", id:3, amount:1}  {type:"armor", id:6, amount:1}    <materials> category:Blacksmith  success:100  xp:20  xpDeprac:2  pxp:5  craftMultiple:false <recipe1>
    Cons Is needed still if you don't wish to have the Item Consumed...

    <recipe16>

     result:{type:"item", id:28, amount:1}

      <materials>

        {type:"item", id:24, amount:1, cons:false} (my Stirring fork (wisk) is not something i want to eat with my Pancakes!...)

        {type:"item", id:18, amount:3,}

        {type:"item", id:30, amount:2,}

        {type:"item", id:29, amount:1,}

        {type:"item", id:31, amount:1,}

      <materials>

       success:60

       successGain:3

       level:1

       category:Cooking

       xp:35

       craftLevel:8

       pxp:20

       craftMultiple:true

     known:false

    <recipe16>
  17. Screech1989 said:
     

     

    <recipe1>

     result:{type:"weapon", id:6, amount:1}

     <materials>

     {type:"weapon", id:3, amount:1, cons:true}    <----- Remove the cons:true part

     {type:"armor", id:6, amount:1}   <------So it looks like this

     <materials>

     goldCost:0  <-------You can remove this completely as default is 0 anyways

     success:100

     successGain:0  <----Not needed is Success is 100%

     level:1  <------ Level 1 is also a default setting so this is not needed.

     category:Blacksmith

     xp:20

     xpDeprac:2

     craftLevel:1  <-----Level 1 is the default setting this is not needed.

     pxp:5

     craftMultiple:false

     known:true <------You don't really need this apart from setting it to false, true is also a default setting.

    <recipe1>I just done this to save you time when typing things out etc, but having the  Consume feature in the materials section causes an error, i had the same problem and managed to solve it, Cons was used in an older version and is not required for 1.2a. Also you can add the item name at the top outside the recipe it wont effect it and its easier to keep track when you have lots in your .txt. file

     

     The recipe above could be typed like this :

     

    Long Bow <recipe1>  result:{type:"weapon", id:6, amount:1}  <materials>  {type:"weapon", id:3, amount:1}  {type:"armor", id:6, amount:1}    <materials> category:Blacksmith  success:100  xp:20  xpDeprac:2  pxp:5  craftMultiple:false <recipe1>

    dragonpc said:
    Cons Is needed still if you don't wish to have the Item Consumed...

    <recipe16>

     result:{type:"item", id:28, amount:1}

      <materials>

        {type:"item", id:24, amount:1, cons:false} (my Stirring fork (wisk) is not something i want to eat with my Pancakes!...)

        {type:"item", id:18, amount:3,}

        {type:"item", id:30, amount:2,}

        {type:"item", id:29, amount:1,}

        {type:"item", id:31, amount:1,}

      <materials>

       success:60

       successGain:3

       level:1

       category:Cooking

       xp:35

       craftLevel:8

       pxp:20

       craftMultiple:true

     known:false

    <recipe16>
    Thank you both! It no longer gives the error.
  18. dragonpc said:
    please send me your .txt file.. thanks.
     

    Code:
    EDIT: Removed.