Not gonna lie... That's a bit unfortunate, but the world doesn't revolve around me so that's to be expected. Thanks for your work on the plugins.
Edit: @casper667 After trying some things out I found a workable solution. My recipes are switch based so I just reinitialize the plugin before calling the scene every time the craft menu is opened. The only downside to this, that I can tell, is that it resets the # crafted for all recipes every time the menu is loaded. But I can easily deal with that until a more permanent solution is worked out. Actually, can I somehow hide that line until the plugin is updated?
Hi all, the 1.3.0 update for CGMZ Crafting is here
This update brings the following changes: you can now set up crafting recipes to have a chance to learn multiple other crafting recipes, for example, "Smelt Iron 1" could have a 25% chance to learn "Smelt Iron 2" automatically each time it is crafted.
You can also reorder or disable any line item from displaying in the crafting display window, and I also added a few new things which you can choose to show in the display window such as the failure products or blank lines if you want additional space separating certain things. This parameter is set up similar to my other plugins where you can simply drag+drop whatever you want to display in whichever order you want.
I also updated the documentation a bit.
Please note that some text parameters have changed, so if you are updating from an older version you will probably need to re-set some of the text parameters up if you had customized them.
Please report any bugs you might find in the new update here. I do my best to test the changes but in larger updates some things can slip by
- Added ability to change what info is displayed in display window
- Added ability to change the order of information in display window
- Added ability to show fail products in display window
- You can now set recipe(s) to be learned when crafting another recipe
- More documentation added
- Documentation no longer horizontally scrolls
@Pozinhofan There was a new Learn on Craft and Learn on Craft Chance parameter added to recipes in the last update, you will need to open each existing recipe up so it can load the default for that parameter.
This update brings with it a new parameter for crafting recipes: a game variable to increase on successful craft. This might be useful if you want to keep track with an easy to use variable how many times a recipe has been crafted.
This update also introduces generic item types for both ingredients and tools. Recipes can require generic items just like specific item/weapon/armors, and any item of the generic type will be usable in the recipe. For example, you may have a "Vegetable" generic type and then have a recipe that requires 5x Vegetables, and you could mark both carrot and onion items as vegetable and then use either of those (or both) in crafting the recipe.
- Added ability to increase a variable after a successful craft
- Added generic items, you can now designate multiple item/wep/armor as a "type" and crafting ingredient/tools will count any items of that type
welp, thanks to Luna MV, I was able to add the Balloon as a window... thus allowing me to edit the font color and outline... so now it looks like comic bubbles above characters. I have NO idea why I couldn't get this to work through more conventional means, but here we are.