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(36 edits)

Understood, thank you for your response! ^^ That works, but I am having a big issue with the plugin.

I'm having a problem at the moment every recipe tells me "You cannot cook this..." even If I have it unlocked and enabled. Everything results in a "total failure". It says "Unknown Item" before crafting so I thought it should work. I thought that every recipe could be crafted from the start. I also tried to unlock and enable the recipes through a plugin command. This also does not work in the browser demo project with the updated plugins so maybe I'm doing something wrong?

It also crashes when opening the Item scene saying "Argument must be a rectangle" in the Demo, but not in my project.

Here's a link to the project: https://drive.google.com/file/d/1GwW9ItqTJkV6Asnv_EOXqvj5CKPmgyMX/view?usp=shari...

I have removed this plugin and YEPItemCore plugin from the js folder. You can write me on Discord @cathxart for anything, since I could not find a way to contact you on Discord.

I hope this can get resolved! Could a refund be possible in case I cannot solve this for my project?

Much less important but...

1) It would be cool if you could play a common event when clicking Cook and then when it ends show the result so I can make an animation for cooking.

2) Only show the Item menu when cooking, disabling Armor etc.

(1 edit)

I have edited the message above to include a link to a project with the issue (without including the plugins). 

Hello there.

I have sent you a DM on discord, but it won't send because we don't currently have any servers in common. My discord handle is @capnrammo. I'm sure I posted it... somewhere on here.

Anyways, the good news is that I'm pretty sure I know what the problem here is.

Your first issue with the crash on the item scene is because the plugin parameter "Updated Scene Item" from ItemCore is true and it should be false. That parameter makes ItemCore redraw the item scene in a fancy way in MV, but in MZ this breaks the whole scene because it was never intended to be used in MZ. Because of that, the independent item patch doesn't touch any of those windows the updated scene tries to draw, so it throws that error when it tries to draw a window in the old MV way. Disable that parameter in the demo and it will stop doing that.

Near as I can tell, every other problem you're having is because of the demo project. The demo project works out of the box, without modification. If you redownload it, extract it, open it in MZ and run it, you can craft any of the recipes included without issue. The problem is that the demo project was intended only to ever be used with version 1.00 of the original plugin, which it includes already. Since that release, I split the plugin into the core and the MZ/MV versions, and the demo doesn't work with that. So if you update any of the plugin files in the demo, you need to do a bunch of troubleshooting to get it to work again.

The demo is more for seeing how it should be set up, so you can compare it with your own project as you make your own recipes. If you import the newer versions directly into your project, they will grab the default plugin parameters and should work just fine, but the demo version already has parameters setup for the plugin, so it doesn't reset to defaults, and gets a little messed up. One way to check this is that in the plugin params for the bug project you uploaded, there are no recipes listed at all.


However, even after adding one, it still can't be crafted and returns a total failure, as you said. On the other hand, all recipes in the unmodified demo project worked fine, and making the same recipes in a brand new project with the updated plugins also works fine (although setting it up takes quite a bit of work).

As for refunds, itch does allow you to refund your purchases, and I have no personal problem with refunding a plugin you can't make use of, or that doesn't work the way you wanted it to, after all, it's hard to know exactly what you're going to get when you buy something like this. But at this point, the problem is purely configuration, and it can definitely work. Many people have purchased, used, and even modified this plugin to great effect, and I'm sure you can get it to work too.

~Ramza

(5 edits)

I feel pretty stupid now! I copied the recipes from the demo expecting them to work, but I didn't even add the Result Item in the database. Sorry for the trouble! 

Your plugin is great! I will rate when I have time! You also give great support ^-^

If anything comes up I'll let you know, everything seems to be working now! 

You want you can consider:

- Make it possible to choose what categories to show in the crafting scene. For example, I don't want "Weapons" and "Armors" but I want "Items" 

- Make a "Run on completition" every time you craft anything, not just the first time you craft a first of a kind. This would be very important for my project. 

- Make an option to disable the 'loading' when cooking

- Disable Result/Quantity Window (the two black horizontal bars) 

Thanks again! :] 

You can turn off the category window completely which will make it sort all available items/weapons/armors that can be used into the main window. I think it'll probably list everything the player has though, so if you never plan to use weapons or armors or key items as ingredients, it might not work for you. I'm not at home right now, but there already was an option to add custom categories to that window as well, from yanfly item categories plugin, so it shouldn't be too difficult for me to modify that a bit and make that configurable.

There is a run once on completion uh... code box, that lets you run a script call after the craft completes. There is a way to reset it after using it so it runs every time, but I'm not at home right at the moment to double check it for you. You could use this to turn on a switch which would trigger the common event. The main problem is that common events don't normally work from inside menus, so you'd probably need to get another plugin entirely to call an animation on the menu screen, and then call that plugin from the run once script call.

I don't think there's currently a way to disable the progress bar for just one craft category, but you could set the timer to be very short, like, one frame, and it would basically be instant. I can consider making this more configurable in an update.

I'm not entirely sure what you mean by the two black bars, is this because you have the window skins hidden and it's showing something weird that'd normally be hidden?

~Ramza

(1 edit)

Thank you! 

For the two black bars I mean these two! They are visibile in the plugin screenshots, so they are also visible in normal circumstances ^^

Regarding turning off the category window: Yeah, I would prefer if only the items would appear and also not have the other categories visibile :0


You can turn that window off completely if you're not using it, otherwise I'd have to add a plugin parameter to removes those line breaks.

(2 edits)

Thank you for your response! 

Unfortunately I can't seem to find a way to do that and I'm not really good with code D:

I already have "Show Item Preview" set to false, and I set "Result String" to "Quantity String" to show nothing, but I can't find a way to disable the entire window to remove the line breaks.

Thanks again!