I noticed it wont recognize items affected by Yanfly's scripts that add variance. Like the equipemtn scripts adds -5 to +5 to a weapons stats by default at random, and that throws things off. Not sure if it's the same with you but I'd try turning of Equipment Core and Item Core and whatever...
Just FYI, I was able to get my issue resolved. I was doing everything right but... well... It turns out there's a difference between "thinking" you've updated your plugins and "actually" updating your plugins. Go figure.
Also, I made a modification to the layout that I'm really fond of, hope...
Hm... Every time I try to run it I get an error: "Cannot read property 'forEach' of null"
I can get the crafting scene to appear when I don't have any recipes, but when I try after picking up a recipe book that's where it crashes.
Notes for Recipe Book:
That worked perfectly! Thanks you!!!
Only thing I noticed I wish the plugin did was show you how many needed items you had. For example right now the skill shop shows "Fire Essence x10" if you need 10 Fire Essences. It would be helpful if, say you had 6 Fire Essences, for it to show "Fire...
Yeah I've been trying to use this all morning and I think it's just something I'm doing wrong. I can get everything to work save the requirements.
I wanted a requirement to be a certain class, so I did this:
<Buy Custom Require>
actor.class = "Blacksmith"
</Buy Custom Require>
So I figured out how to put words and pictures in the screen transition. It even wipes away from both the top and bottom. The possibilities are endless! I'm going to devise secret messages now for them because I'm a terrible wonderful person like that.
December has arrived and with that, an ¡update for Aletoir Feast! a game made it for the One Map Challenge. I will use some of the remaining switches, variables, and events from the challenge limit to add more content but keep it within the requirements. ¡Have a nice day Everybody!
It seems MOG Weather only has a "clear" function to instantly erase a given weather effect. Probably works well if weather only changes at map transfer, etc, but looks very abrupt if weather effects are continuously changing. So my next challenge: script a "fade" function to gradually fade the sprites and wait to "clear" the current weather until the opacity of all its sprites hits zero... or something like that! XD