casper667

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@imnoto Yeah there are a lot of things to consider, I can add the current profession level on the crafting recipe, thanks for the suggestion.
 

imnoto

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That would be great!
Thanks for the plugin and being so helpful and quick on replies.
 

casper667

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@TimothyMV Do you have the CGMZ Core plugin? That function is in that plugin, so if you only have CGMZ Crafting then you'll see that error.
 

Meike

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Really liking this plugin, however would it be possible to have a confirmation before crafting? Like a 'Are you sure you want to craft this? Yes No' I find that how it's set up now it's easy to craft more than what you want if you slip on the controls.
 

casper667

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@Meike I can add an option for that, thanks for suggestion.
 

casper667

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Hi all, update today for 1.2.0:

Version 1.2.0:
- Descriptions and item names now compatible with text codes such as \c[x]
- Added ability to use custom icon image in place of big icon in display window
- Added option to show a confirmation window before crafting
- Added option to change label text color
- Added plugin command to set a recipe's description
- The display window now shows the current profession level
- Changed the Call Scene plugin command. You can now input multiple professions to include more than 1 type in the scene
- New recipes should be automatically recognized on saved game load
- Compatibility with CGMZ Professions profession level buffs


Some things to note:
Due to the scene changes where you can now include more than 1 type of recipe in the scene, updating to this version will mean you will need to update any "call scene" plugin commands to the new format even if you only want to include 1 type in the scene.

The recipe description for saved games may also look off with extra spacing where it shouldn't be, this is due to how the description was previously saved which was incompatible with the format for showing text codes. You can use the "set description" plugin command to reset recipe descriptions in saved games.

This update requires CGMZ Professions v1.1.1+ (if using it with CGMZ Professions, it should still function standalone as well)
 

GammaVector

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Is there any way to hide certain recipes that the player has learned from the crafting scene, without actually unlearning the recipe?

For instance, is it possible to hide a recipe the player knows if they enter the crafting scene with none of the ingredients required to make said recipe? (Phrased another way, is it possible to only show recipes the player has at least one of the ingredients for in their inventory?)
 

casper667

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@GammaVector No there would be no way to do that right now, I can look into adding it for a future release
 

GammaVector

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@GammaVector No there would be no way to do that right now, I can look into adding it for a future release

I'd really appreciate it in a future release. As it is now, the recipe list gets a little crazy if you have a lot going on. (And since I'm making a game with a heavy farming mechanic...yeah, the recipes are getting extensive, lol)
 

casper667

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Hi all, a bugfix today for windows that don't scroll and using touch UI to craft:

Version 1.2.1:
- Fixed bug with click to craft for windows that don't scroll
 

AntonGB

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Hello, I have an issue in Crafting Plugin.
I can not return back to the map.
I use the last versions of crafting plugin (1.2.1), core etc.

Steps for reproduce:
1. Enter in Crafting Screen
2. Select a recipe
3. Tap button "back" (top right corner)

Result:
1. Without confirmation panel - crating starts
2. With confirmation panel - nothing happens

Expected result:
- Recipe becomes deactivated

Note: display window without scroll

Updated: I fixed this issue.
1. In method "CGMZ_Window_Scrollable.prototype.checkForScroll" I commented "if(this._neededHeight > this._windowHeight) {"

2. In method "CGMZ_Window_Scrollable.prototype.processScroll" I added
if (this._windowHeight >= this._neededHeight) {
return;
}
 
Last edited:

casper667

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Hi all, small update today with some bugfixes. Thanks to all who reported these bugs.

Version 1.2.2
- Fixed bug when using cgmz professions but a recipe doesn't have a profession
- Fixed bug with back button on non-scrolling display window
 

fallenlorelei

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Hi Casper! This plugin is simple, clean, and easy to use. I love it! I was wondering if you'd be willing to add a "quantity" option. After you select the recipe, you can put in however many you want to make, instead of doing it one at a time. This will also help the above request from Meike. I'm also looking for some kind of confirmation before crafting, because right now it isn't very clear or intuitive if the user is in the recipe select window, or the crafting window. By adding quantity, you could have a pop up that says, "Craft x-number of y"? Anyway, just a thought! :) Thanks!
 

casper667

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@fallenlorelei thanks for suggestion, I can look into allowing multiple crafts at once. You can enable a confirmation window in the parameters, set Show Confirm Window to true.
 

NikaraWorld

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I'm assuming that this wouldn't work along side visualstellas item crafting plugin
 

casper667

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@NikaraWorld I have not had anyone report any incompatibilities with that plugin, but I also don't know how many people are using 2 different crafting systems in the same game so maybe just no one has tried it yet. Very little of this plugin touches default code so it should be compatible with most other plugins.
 

NikaraWorld

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@NikaraWorld I have not had anyone report any incompatibilities with that plugin, but I also don't know how many people are using 2 different crafting systems in the same game so maybe just no one has tried it yet. Very little of this plugin touches default code so it should be compatible with most other plugins.
Well, that's good though I think i prefer yours over visustellas anyways because of the whole works with your professions plugin thing because the professions are a big part of my personal game
 

Mr. Detective

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Hello,

There are three things that I want to get rid of:

aas.png


1. "Times Crafted".
2. "Success Rate".
3. The blue bar at the bottom, along with the colon ":".

These are useless since cooking in my game is instantaneous and always successful. There won't be any leveling up, either. I tried to remove them in the plugin settings, but couldn't.

btss.png


Another pet peeve is that after I crafted an item, the "success" text would stay there until I press X, go back to the list of recipe, and check another recipe for it to go away. Also, deleting the text in the setting doesn't remove the "craft success" message; I had to put a blank space there (though, I guess it's better if I do put down something). I think it's better if you give us an option to display how many items of that recipe we currently have. And have the "success" message go away after when we go back to the recipe list. Seems like there's a 1-2 second delay before it goes away.

These aren't exactly big issues. I can live with them, but I'm just giving some suggestions. Thanks in advance!
 

Dope

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I've started adding the bulk of the armors/weapons to my game which has prompted me to work on the profession/crafting systems as well. The profession system I have in mind will be fairly simple, your professions plugin will work great for it. For crafting though, I was stuck between using this and VisuStella's plugin. Ultimately I've decided on this one because I like some of it's features more. That said, I am running into a couple of issues...

Minor: For the item(s) produced on failure, it would be nice if we could pick between multiple item(s) to drop based on percentage. For example, if the crafting fails the recipe could have a 60% chance to produce item A or a 40% chance to produce item B, neither of which being the item originally being intended to produce.

Major: There needs to be another way to categorize recipes besides profession type. My game has A LOT of craftable items and simply breaking them down by profession isn't ideal. Take smithing for example, when pulling up the crafting menu it's going to show all known smithing recipes. But what if I only want to show swords. Or axes? Or maces? Etc. Further still, my items/recipes also come in various grades (Poor/Common/Rare/etc) and I want to sort recipes by grade. But in order to do that as is, I would need to make each grade its own profession.

That's not really going to work, but this could be easily(?) fixed by adding a new field for recipes. Under "Profession, right above "Level Requirement", there could be another optional field that people could use to further sort their recipes; lets just call it "Class" for now. So, keeping my smithing example going, I could have classes called "swords", "swordsrare", "swordsepic", or whatever, and the crafting menu would only show known recipes from those classes in said profession.
 

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