- Joined
- Jul 17, 2012
- Messages
- 51
- Reaction score
- 11
- First Language
- English
- Primarily Uses
- RMMV
Icon offset and if the cost is ON the icon would be awesome features. As a potential role-model, I endorse this line of thinking
Yes, the skill works as it goes into the skill menu and i'm able to select the item to be crafted and use the materials needed. The problem lies in actually producing the item itself. I don't have any other item plugin other than yanfly's and Jeenus appearance change via equipment/states plugin that only alter's actors appearance.Have you setup your skill type, and do you see the crafting windows shown in screenshot?
Also, what other plug-ins are you using?
I got it to work friend. I couldn't download the new patch because there's a virus detected so I copied the text and made a js file and updated the plugin. Now it's working. ThanksI am unable to reproduce any of these two bugs in my own project.
Could you send me yours by MP, so that I can have a look into it?
EDIT
Tried to update my Yanfly plug-ins to see if it made my plug-in broken, but I can still make items... The only case where I cant produce items is when Crafting is above Ammunition in plug-in list and nothing works, but I don't think you've made such a basic mistake...
EDIT 2
I just thought of something... I changed (added and deleted) the Ammunition System plug-in parameters since the last version. It might cause problems. You can try deleting the two plug-ins from the plug-in list, save the project, close RMMV, open again, and add again the two plug-ins (which you will have to reconfigure...). Maybe it could solve some one bug or the other.
Thanks !Love the new add-on, well done!
Okay. Glad to hear that it works !I got it to work friend. I couldn't download the new patch because there's a virus detected so I copied the text and made a js file and updated the plugin. Now it's working. Thanks![]()

Yes it should work that way. You can even have independent items and just put the tag for the crafted item/weapon & Mats as <Not Independent Item> and it'll be able to be crafted. Just keep in mind the crafted item that will be produced including weapons/armor/gears i believe might have to be <Not Independent Item> as well... so if you're going to make a weapon from being crafted, it's going to be stack-ableI want to use this Ammo and Crafting system in my project, but I want to ask you if I'd have any compatability issues ahead of time. Enclosed is my configuration for the Item Core:
2015-11-16 17_20_00-Plugin Manager.png![]()
I have Max Items set to 0 so that they'll stack. (No Independent Items, as you'd say) So while the Armor and Weapons have a limit, I could be able to put in both plugins between 'X Item Upgrade Slots' and 'Message Core' and have it work, right?
There's one bug I've noticed though, while configuring the plugin forThanks !
Okay. Glad to hear that it works !
Hey, that already changed a long time ago!Yes it should work that way. You can even have independent items and just put the tag for the crafted item/weapon & Mats as <Not Independent Item> and it'll be able to be crafted. Just keep in mind the crafted item that will be produced including weapons/armor/gears i believe might have to be <Not Independent Item> as well... so if you're going to make a weapon from being crafted, it's going to be stack-ableHopefully that'll change in future
I think I will do that soon.There's one bug I've noticed though, while configuring the plugin for
Show Ammo Left in Actor Command Window set as "true", will cause the game to crash if the Actor is using no weapon during battle when his turn is up using Yanfly's ATB Plugin. It must be set false so that it may not occur. Anyway to fix this issue Unconnect?
Thanks Unconnect, but for some reason, when I try to craft, or use ammo for weapons/skills, the ammo(for weapons/skills) and materials(for crafting) still need to be <Not Independent item>Hey, that already changed a long time ago!
Ammunition is now fully compatible (as far as I know) with independent items.
Crafting is, too.
You can use independent items/armors/weapons as ammo/materials and produce them as well.
This should be ok now in latest version.There's one bug I've noticed though, while configuring the plugin for
Show Ammo Left in Actor Command Window set as "true", will cause the game to crash if the Actor is using no weapon during battle when his turn is up using Yanfly's ATB Plugin. It must be set false so that it may not occur. Anyway to fix this issue Unconnect?
This is definitely not normal, I have been using independent items/armors/weapons for a while now without any problems... Thus, I renew my proposition that you send your project to me by MP so that I can look into it. Maybe it is related to the UpgradeSlot plug-in ?Thanks Unconnect, but for some reason, when I try to craft, or use ammo for weapons/skills, the ammo(for weapons/skills) and materials(for crafting) still need to be <Not Independent item>
otherwise they won't work with yanfly's item core (I am using the Item upgrade slots plugin extension by yanfly as well)




/facepalmI am not surprised that Ammunition is not compatible with WeaponSkill... I guess I'll have to correct that.
Concerning your arrows problem, I notice that in the screen showing the ammo equipped, I see the current equipped arrow is named 'Crude Arrows', while the ammo configured for the skill is named 'Common Arrows'.
Are you sure those are the same arrows?
To clarify, the weapon skill assigned to the weapon has the ammo cost, not the weapon. I'll double check and report.Apparently my edit and your answer were more or less simultaneous, so check again my previous message!
(to sum it up, in my own test project I can use WeaponSkill and Ammunition together juste fine, so correcting whatever bug is implicated in why it does not work for you might be difficult...)
As for charges, I think you can more or less emulate the behavior you describe by having an ammo cost of 0 for the wand, and an ammo cost of some item that you name 'Wand Charge'.
However, this is only partly what you want, since the charge would not be linked specifically to the wand...
To do that, I would have to require that the wand is an independent item, and give it a 'charge' property.
Maybe that could be done. But this would only work if used together with ItemCore.