YR Plugins

Khulse

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All right, awesome!

I went in and tested everything, in every way I could think of, and here's my results (I hope you don't mind me poking things... I like trouble shooting...)

1) ... yeah, how did I not realize that? Anyway, just for kicks I tried it and can confirm that it no longer goes into an infinite loop, just stops at max.

2) It happens. I did that to myself just yesterday, in fact. I discovered that testing the wrong variable in a loop is a bad idea that way. (I'm teaching myself javascript by writing a couple plugins of my own. Nothing of this caliber, though. Your miles out of my league.) Anyway, it seems to be working now.

3) I just made 16 disciplines, and they all seem to work. Just out of curiosity, what was the problem?

4) I can confirm the script call for checking if recipes have been learned ($gameParty.isItemRecipeLearned(itemId, recipeId)) is working. Well, as long as you check BEFORE teaching the recipe instead of after... I forgot that damage formulas run before common events lol.

Unfortunately, the script call for teaching the recipe ($gameParty.learnItemRecipe(itemId, recipeId)) doesn't seem to work for me, at least not for items. I haven't tested weapons and armor yet. It's possible I might be doing something wrong. I've tested in a damage formula and in a script in a common event, both with itemId replaced with a game variable and with the id of the item entered, and with and without a recipe id.

The methods you posted above ( $gameParty._itemRecipesLearned[itemId][recipeIndex] = true; ect.) also do not seem to work for me. The plugin command and calling the plugin command via script both still work just fine.

Thank you for all your hard work! It's appreciated.
 

YoraeRasante

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@Khulse
3- the problem was the parsing of Extra Info for independent items and Equipment Info for independent equipment when they aren't set... weird though, they shouldn't have worked ar all then...

4- That is weird, since they are a direct copy of the plugin command's code... let me see...
Oh... I forgot to check if the recipes learned list for the items existed...
That could give some problems, not only in this case but if you checked recipes learned for an item without recipes...
https://www.dropbox.com/s/5kzfxergt63aono/YR_ItemCrafting.js?dl=0
 

Khulse

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Great!

I can confirm that the script calls are working now.

I've got to say, this is the best crafting system I've seen. Adding an option to eval conditions and results in the recipe is phenomenal. With options for background images, disciplines, skill advancement... it has everything.

Thanks again!
 

Alexey

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@Waterguy
Is there any way that in the itemcrafting plugin you can forget some recipe not only learn it?
Thanks for the plugins!
 

YoraeRasante

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@Alexey I did not actually add it, because I didn't think many people would ever need it, but - if it is not set to be learned at game start (if it is it is unforgettable) or discipline level (it won't be forgettable unless discipline level lowers more than the needed) you can do the reverse of the script call to set a recipe to learned:
Code:
//Item:
if(!this._itemRecipesLearned[itemId]) this._itemRecipesLearned[itemId] = []; this._itemRecipesLearned[itemId][recipeId] = false;

//Weapon:
if(!this._weaponRecipesLearned[weaponId]) this._weaponRecipesLearned[weaponId] = []; this._weaponRecipesLearned[weaponId][recipeId] = false;

//Armor:
if(!this._armorRecipesLearned[armorId]) this._armorRecipesLearned[armorId] = []; this._armorRecipesLearned[armorId][recipeId] = false;
 

Alexey

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That's a shame, because I wanted to create some "blacksmith npc" that each one could create different items for you.
For example an npc creates recipes for weapons 1, 2 and 3 and another only 4, 5 and 6.
Thanks anyway.
 

YoraeRasante

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@Alexey give them different disciplines and a different recipe per discipline. They may have the same names and all but will work separatedly.
 

gt50

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@Waterguy
Hello, I am using the latest version of the ItemCrafting plugin that you released in 8.8. Although you mentioned above that the error of using script instructions has been fixed, I still have problems when I use it.
The problem is mainly when I use plugin commands or script instructions to learn a recipe for an item with multiple recipes. I have used plugin commands “CRAFT LEARN ITEM itemId recipe” and script commands “$gameParty.learnItemRecipe(itemId, recipeId);”, but they don't work. When I set the recipeId id to 0, I will learn all the recipes. When I set the recipeId to 1, I will get an error.
Here is the picture when I using the script“$gameParty.learnItemRecipe(itemId, recipeId);”.
The item
upload_2019-8-15_18-16-22.png
The notetag of the item 1
upload_2019-8-15_18-18-4.png
The script in an event
upload_2019-8-15_18-19-57.png
The error
upload_2019-8-15_18-21-13.png
The line 1258
upload_2019-8-15_18-22-18.png
Only two plugins in this project “YEP_Itemcore"、"YR_ItemCrafting"
I hope you can solve this problem, thank you.
 

BurningOrca

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Thank you for this wonderful crafting plugin. I really needed the multiple disciplines, so I ditched Yanfly's plugin today in favour of yours.
Previously I tried to work with multiple copies of Yanfly's plugin by renaming the plugin and everything relevant inside them, but that was horrible to do.
It is also nice, that I can have multiple recipes for the same item. With this I could simulate any needs to have recipes with categorized items. If I'd ever need to make a sword out of any kind of metal I could just add one recipe for each kind of metal in my game. That is very nice. Thank you very much.
 

nothingongoth

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In your Item Crafting Script, is there a way to show how much of an item (quantity) the player already has?
 

ninestigmas

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Well...I like to dabble with programming. As in, I am making a computer science course in university, and programming is my favorite part.


So, while I thank everyone I used their plugins\scripts, I sometimes try to make my own plugins when I can't find one that fits my tastes.


And sometimes, when people ask for something in the support section, I like to make one too if it isn't too complicated. And since one person was able to make use of them, maybe others could too.


The YR in the name is because I usually use Yorae Rasante as a name. Rare times I go with Waterguy like here.


Anyway, hope any of you find these useful!


Personal Plugins (free to use, but credit required):
Osmosis System v1.03


Allows the actors to learn skills by watching them be performed enough times as long as the actor is in the right state (default is the default guard, but it can be changed).
Inspired by a mix of the Examine system of Breath of Fire 3 and 4 and Disgaea's ability to learn skills from pupils.

Plugin Parameters:

  • Learn State: what state the actor will learn skills while under.

  • Learn from Allies: if the actor is able to learn skills from seeing allies use them.

  • Learn from Enemies: if the actor is able to learn skills from seeing enemies use them.

  • Learn Text: the text that is shown when a skill is learned completely.

  • Aftermath Top Text: if using Yanfly's YEP_VictoryAftermath, the name of the window used to show skills learned this way. The name to use in Yanfly's plugin's victory order is OS.




Notetags:

  • <OS Learn Skills: x>, <OS Learn Skills: x, x, x>, <OS Learn Skills: x to x>: the notetags to set what an actor/class can learn.

  • <OP: x>: how many times the skill need to be seen used to be learned.

  • <AS: x>, <AS: x, x, x>, <AS: x to x>: the notetags so that, when the skill is used, another also gets a point if the character can learn it




Extra Turn


The battler that is twice as fast as the faster opponent is able to make an extra action per turn. Can be set to be usable to only actors or both actors and enemies.
Inspired by the battle system of same name of Breath of Fire 3.
Warning, this plugin was my very first one, may not work perfectly.

Plugin Parameters:

  • Extra Turn Enemies: if enemies also get Extra Turns. Default is true.




Item Craft


An Item Craft plugin, made as a combination of Yanfly's and MrTrivel's. Its main differences are the disciplines from MrTrivel, more than one recipe for the same item, and being able to use Yanfly's independent items into the ingredients, something even Yanfly himself didn't add to his yet.



Personal Extensions - extensions to plugins of others, made initially for personal use (free to use on my part, check the other plugin's creator's ToS):
Expansion to Yanfly's Element Core: Elemental Rate Code


Yanfly's Elemental Core plugin is great, but it lacks one thing most of his others have: Lunatic Mode.
In particular for this expansion, the ability to customize the value of the Element Rate. Yanfly allows you to use a notetag to force a value, but that value is fixed.

Basically just adding a copy of the Lunatic Mode to the original plugin, if you used other Yanfly plugins you'll be familiar with what they can do.


So, to be more faithful to Yanfly's usual codes, I made both a number (<Element x Code>) and a name (<Element name Code>) version of the opening for the code block, and close it with </Element Code>.


<Element x Code>
formula
formula
</Element Code>

<Element name Code>
formula
formula
</Element Code>


This changes the Force Element x Rate/Force Element name Rate notetags.
Thus, use only one of them for the same element per code.


value = the battler's element rate for that element.


IMPORTANT:
100% rate is value = 1.
If you are going to use percentage, don't forget to divide by 100 after.



Personal Edits - edits of someone else's work for personal use (give credit to at least the original creator)
Rune Skills - original by mjshi


I made an edit to this plugin for my personal use, with mjshi's permission. There were some things I wanted to change for my own game.


I decided to share because, why not, so I tried to make it a highly customizeable. I am not completelly satisfied, but I think the only thing mjshi did that I did not in my version was the different modes of skill costs, but in exchange I made my version compatible with YEP_SkillCore, or at least it seems so in my tests (also with YEP_TargetCore, or so I hope, and can't think of any other YEP plugin that would need another change).

Most of the Parameters are, I believe, self-explanatory.


Not exactly in this order:

  • Rune Skill Type - Skill Types of the skills to appear as Runes

  • Show Rune Names - Show only icon of runes or icon + name

  • Show Rune Combination - Show resulting combination before casting

  • Hide Unknown Combinations - If Show Rune Combination, hide them if not cast yet

  • Allow Rune Failure - Allow combinations of runes that do not result in skills

  • Rune Failure Result - Skill cast in failures. ID for a pool chosen from set IDs, FirstRune for the first allowed rune used, LastRune for the last allowed rune used, RandomRuneUsed/RandomUsed for a random allowed rune used, RandomRuneSkill/RandomSkill for a random skill castable from runes, Any/AnySkill for a random skill allowed. There is a notetag that makes all but ID ignore a skill.

  • Unknown MP Value - The text used when the result is unknown

  • Order of Runes - Makes it so the order the runes are applied gives a different skill as result. For example, Fire+Wind would be different than Wind+Fire

  • Learn Used Skills - Makes it so when the skill is used on purpose the character learns it

  • Minimum Runes - Minimum number of runes allowed to be used (no matter what, the characters won't be able to use less)

  • Maximum Runes - Maximum number of runes allowed to be used (no matter what, the characters won't be able to use more)

  • Show Help Box - Let the Help Box be visible to show Rune Combination Skills

  • Help Box Unknown - Text for unknown rune combination

  • Chosen Runes Icon Spacing - Spacing of the runes in the chosen runes box

  • Chosen Runes Box X, Chosen Runes Box Y, Chosen Runes Box Width, Chosen Runes Box Height - the position and size of the chosen runes box. You can use this._chosenRunes to reference height and width on x and y

  • Selection Columns - Number of columns the Rune Selection Box has

  • Selection Confirm Text - Text to confirm the Runes selection

  • Selection Box X, Selection Box Y, Selection Box Width, Selection Box Height - the position and size of the selection box. WARNING! While you can use this._chosenRunes to get the Choice Box sizes, using this._runesSelected to get the Selection Box for anything but these will probably not work. That is because I wanted it to be dynamic, able to change size depending on the actor using it.




Notetags:

  • Skill Notetags:
    <RuneCost: x> or <Rune Cost: x> - In case you want a rune to be used as if it costs more runes. Like a bigger or more energy-heavy rune.
    <Runes: x, x> - The rune combination to cast this skill. In case of same combination for multiple skills, the one with lower ID will be the one cast.
    <Not Rune Fail> If you set the FailureSkill to be anything but IDs, this removes this skill from the pool.




  • Actor Notetag:
    <Start Runes Max: x> - Starting maximum of runes this actor can use.
    <Runes Max Level x: y> - After this level, maximum of runes this actor can use is this one.



  • Class Notetags:
    <Runes Max Level x: y> - After this level, maximum of runes this actor can use is this one. If used, will overwrite Actor.
    <Runes Max: +x>, <Runes Max: -x> - Change the maximum amount of runes an actor can use in this class.



  • Weapon, Armor, State Notetags:
    <Runes Max: +x>, <Runes Max: -x> - Change the maximum amount of runes an actor can use.



Plugin Commands:

  • IncreaseRuneMax x y - Actor x can use y more runes

  • DecreaseRuneMax x y - Actor x can use y less runes, down to minimum.




Weakness Display


Based on FallenAngelOlivia's Weakness Display, but it shows not just weaknesses but also resistances, nullifications, absorptions and reflections (if you are using Yanfly's element Core).
It is also more Persona-like, using the enemy's Help Window.
Needs YEP_BattleEngineCore, and as mentioned the reflect check was made for if you are using YEP_ElementCore.
Kreis, someone I know from the Lunatic Server, also made icons to be used, both for elements and for the plugin itself, free of charge.




Battle Formation (Breath of Fire style)


So, anyone here ever played Breath of Fire 2 or 3? It has a system called Battle Formations, where you can choose a formation and it gives your character benefits depending on said formation and their position on the party. Maybe other games have a similar system. Well, @Ninakoru adapted this system for MV, but it was... functional but incomplete, not allowing for more than 4 party members and incompatible with Yanfly's Party System. Also, abandoned for years. I believe I added everything Ninakoru planned to add eventually. Hope anyone interested enjoys it.



Plugins made by request (free to use):
Call Common Event On Loading Save File - made for BryanBatcher


Name says it all.

Just set Common Event's number in the plugin parameter. The Common Event will be called when a file is loaded.


If you want a second one to be called... well, nothing stops the first one calling it.



Use Armor As Weapon - made for Tio Sadan


Not exactly as the name says, it makes a piece of armor be traded for a set weapon (or a random weapon in a pool) in the equip window for weapons and traded back anywhere else.


The original idea was so a character could use a shield as a weapon but other characters could still use it as a shield. Since they are different item types, this is a workaround.

Add <Equip As Weapon: x>, <Equip As Weapon: x, x> or <Equip As Weapon: x to x>, whichever better suits your needs, to the piece of armor's notebox, with x as the number of the weapon(s) the armor will change into. Setting more than one weapon will make them a random pool, and whenever you enter the weapon part of the equip window a different one may be chosen.


To each weapon, add <Dequip As Armor: x>, with x as the piece of armor's number so it changes back into it when not equiped. No random pool for them, may add if requested.



Expansion to Yanfly's Party Limit Gauge: Vertical Mode - made for DiegoMM


As the name says, a small expansion to Yanfly's Party Limit Gauge that lets you use it as a vertical gauge.


Gauge width is the usual gauge height, that can be changed with Yanfly's CoreEngine.

Besides setting it so in the plugin parameters, you can change it to vertical and horizontal by using the Plugin Commands PartyLimitGaugeOrientation Vertical and PartyLimitGaugeOrientation Horizontal respectively, and set it back to the plugin parameter with PartyLimitGaugeOrientation Clear.


Party Height and Troop Height parameters are actually two thirds of what you set. That is because, as it is, they are linked to the value of the gauge - meaning the standard value would go over the top's message box, but just lowering the max value would make the gauge not split in 4 properly.



Expansion to Yanfly's Party Limit Gauge: Vertical Gauge v2 - Adding windows to both orientations - made for Neo Soul Gamer


Yeah, it is a separate version of the other plugin... It does the same thing, but now also can put the gauge inside a windowbox if you wish so.


I'm not really happy with this one, because while on the other version I was able to go with just aliases in this one I had to edit two drawing functions of Yanfly's original plugin...

DragonBones Expansions: Fixes for TheGreenKel's (later joined with Yanfly) DragonBones Integration plugin.
Because as good as it is, some things still aren't working perfectly. I'm doing my best to help.
Action Sequence Jump and Float
WARNING: If your plugin is updated, this is not needed anymore
At least when I wrote this, DragonBones battlers had a disadvantage in Action Sequences: they were unable to use Jump or Float. This plugin was made to fix this.
Basically just add and it is ready to use.

Flash V2
At least when I wrote this, DragonBones battlers had a huge problem: they were unable flash during animations, or even when being selected. This plugin was made to fix this.
This version is a standalone, one, and in my opinion the programming is also more efficient.
V1 (old version)
This version required you to also add a PIXI filter plugin, a AdjustmentFilter to be more precise, preferably above it. This plugin was converted to MV Plugin with a big help from Kino from EndlessIllusionSoftware, who at the time said there were small plans of releasing a pack with it and more.
Regardless, the filter is needed.

DragonBones ActionSequencePack2 Opacity Fix
When using Action Sequences, sometimes you are able to select dead enemies, like when you set the target to "not focus". That can become a problem when you are telling the game to change the opacity to something visible and the DragonBones armature obeys.

BattlerChange
One of the problems of the default DB plugin is that it doesn't allow for changing battlers mid-battle, be it transforming an enemy or adding/removing someone from the party.
This should fix this problem.

State Transformations
One of the most requested DragonBones plugins as far as I know.
This plugin allows you to change the Dragonbones armature set for a battler through states set for the new version of the armature. While the state is there, it will be considered the current armature of the battler.

SumRndmDde's Summon Core DragonBones Extension
One of my problems with using Summon Core was that I could not use DragonBones on the summons. This plugin, I made so I could.


Compatibility Fixes: Sometimes plugins by two different creators don't mix very well. This is my personal attempt to fix them. Follow the ToS of the original creators.
Warning: updates may break the fixes.

Yanfly's Turn Order Display (ver 1.02) and SumRndmDde's Character Creator Ex (ver 1.01)

Yanfly's Gab Window (ver 1.05) and SumRndmDde's Character Creator Ex (ver 1.01) (warning: required function overwriting. Also faces are squished vertically instead of cut to fit, you'll need to use the stretch fix too if you want it cut)

Yanfly's Turn Order Display (ver 1.02) and SumRndmDde's Summon Core (ver 1.05) (warning: required function overwriting)


Version Fixes: Sometimes the creator makes a mistake in their plugins. When I can, I make a plugin myself to fix the ones I can until they are able to update the plugin themselves. Follow the ToS of the original creators.
Warning: remove the fixes when the creator make the updates, else it may create problems instead of fixing them.

SRD's Summon Core Fixes (ver 1.05)

SRD's Character Creator Ex - Enhance Expansion:
This one is a kinda big one.
By default it makes the color change box be able to change color by clicking on the < and > and allows you to change the "Yes" and "No" of the character confirmation window (originally "Yep!" and "Nope"), but if you turn the parameters on (they are on by default):
  • Originally when you add a section you had to add it to the Json file by hand for it to work. Now it is added automatically.
  • The preview window in the creation scene was substituted by a new one that, at least on my pc, is much lighter, with the exchange of a slight pause between changes made.
  • The first time you enter a new section with an actor, in case there was already a set piece for that one, the color will be reset... but only that first time, any future visits will have the color position saved, and now will not go back to the first color in the color window while keeping the old color in the piece itself.
  • Color selection can be set to loop when pressed left on first or right on last color.
  • Faces will not be stretched anymore when shown somewhere out of proportions. Now they'll have a bit of the relevant sides cut, like normal faces do.
  • And very important, extra options to make events be able to use the custom character graphics:
    • You can use the same notetags as the original ones in the notebox to change the event's graphic in just that page
    • You can use the following script calls to change the event's graphic mid-game:
      • To make it be an actor's custom graphic: $gameMap.event(id).setCustomCharacter(actorId);
      • To make it be an actor's custom dead graphic:
        $gameMap.event(id).setDeadCustomCharacter(actorId);
      • To make the event stop using a custom graphic:
        $gameMap.event(id).removeCustomCharacter();
    • You can make an enemy use an actor's custom graphic in battle too, using the notetag (# is the actor's id):
      • <CUSTOM CHARACTER : #>

SRD's Character Creator Ex - Face Stretch Fix (outdated with release of CCEx Enhance)


Commissioned Plugins: Sometimes people commission plugins from me but allow me to share with others. Please at least credit the person who commissioned it.

New Parameters (Commissioned by inVictor)
Now with an itch.io page!
A basic plugin for creating new parameters. Made as much compatible with Yanfly plugins as possible, as requested.
A small manual.


Just those for now, hope you guys find them useful.
yorae, i was wondering how can i remove the default option from the battle formation plugin? thank in advance.
 

YoraeRasante

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@ninestigmas what do you mean?
the "default" is what is by default when no other option is chosen, no bonus is given and the like. It is kinda obligatory to have a default.
or do you mean "a default not the base one"? there is a parameter just to set other settings for the place of default.
 

ninestigmas

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@ninestigmas what do you mean?
the "default" is what is by default when no other option is chosen, no bonus is given and the like. It is kinda obligatory to have a default.
or do you mean "a default not the base one"? there is a parameter just to set other settings for the place of default.
sorry for being vague. how do you remove the default formation from showing up in-game. I'm starting off the party with two formations but i want to remove the default empty formation. also changing formation in battle, freezes the battle but I'm guessing that's because I'm using yanfly ctb plugin.

edit: default formations in the parameters are formations that the party starts with right?
 

YoraeRasante

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@ninestigmas the default formation is the one the party starts with, yes.
the default empty formation is only there (or at least should only be there) if there is not formation set in the parameter for that number of party members. so if you set a different formation to be the default, the empty one shouldn't be there anymore.

and yeah, probably. I never tested it with ctb, but I did test with the default battle system and it never froze for me. that said, did opening the console say anything?
 

ninestigmas

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@ninestigmas the default formation is the one the party starts with, yes.
the default empty formation is only there (or at least should only be there) if there is not formation set in the parameter for that number of party members. so if you set a different formation to be the default, the empty one shouldn't be there anymore.

and yeah, probably. I never tested it with ctb, but I did test with the default battle system and it never froze for me. that said, did opening the console say anything?
the console only says this, but the errors there are from other plugins. nothing about battle formations. ill keep trying, and ill change the ctb. ill try to figure it out before bugging you anymore lol
 

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YoraeRasante

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@ninestigmas it seems, reading from the errors, that some plugin parameters I forgot to add a check for of empty were left... well, empty
 

ninestigmas

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@ninestigmas it seems, reading from the errors, that some plugin parameters I forgot to add a check for of empty were left... well, empty
sorry to bother you again I still can't manage to get the change formation to work properly. to better describe the problem, I go to the commands in battle and change formation and the characters change their positions but the battle commands don't come up again after.
this happens when I use yanlfy change rows instead of your formations plugin, and it still happens. theres no errors in the console either.
 

YoraeRasante

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uhm...
not to be rude, but if it happens without my plugin, then the problem isn't really my plugin.
 

Summer夏

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Sorry, I can't speak English well, so I'll go straight to the point.
About YR_ItemCrafting.
I tried to fix some minor bugs of this plugin.God, I don't know how to express these nouns. I hope you can understand them..
-------------------------------------------------------------------------------------------------
The result will disappear after making.
1.png
It's like this:
2.png
2615 if (maskedArray[item._item[1]]) var masked = true;
Revised to:
2615 if (maskedArray[item._item[1]]) var masked = false;
It will be displayed normally.
-------------------------------------------------------------------------------------------------
No matter what value is entered in "Result Gold:",it will be the same as the value of "Requirement Gold:".
3.png
It's like this:
4.png
1002 if (resGold > 0) recipe._results.push(["gold", reqGold]);
Revised to:
1002 if (resGold > 0) recipe._results.push(["gold", resGold]);
This function will work.
-------------------------------------------------------------------------------------------------
"Result Discipline Exp:" and "Result Eval:" are used together, it will leave space for one line
5.png
It's like this:
6.png
resDiscExp.forEach(function(item, index) {
if (item && index !== 0 && item !== 0) {
recipe._results.push(["discipline", index, item]);
}
}, this);
resEval.forEach(function(item) {
if (item && item !== 0) recipe._results.push(["eval", item[0], item[1]]);
}, this);
Just reverse them:
resEval.forEach(function(item) {
if (item && item !== 0) recipe._results.push(["eval", item[0], item[1]]);
}, this);
resDiscExp.forEach(function(item, index) {
if (item && index !== 0 && item !== 0) {
recipe._results.push(["discipline", index, item]);
}
}, this);
-------------------------------------------------------------------------------------------------
I haven't fully understood the plugin, but I like it very much, I hope this helps you improve it.
 

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