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Sounds like the recipes aren't quite set up correctly.

If you took the recipes out of the demo project, it's possible that their parameters aren't compatible with the latest version of the plugin, only with the version in the demo. I'd made several adjustments to how recipes worked in the last few updates.

Try making a simple recipe with only two ingredients. If you continue to get an error, take a screenshot of the console, so I can see where the error is coming in.

Deleted 2 years ago

Alright I think I know what the problem is from that.

Line 5556 is checking to see if the slot it's about to draw is a locked slot or not. It does this via an array, which resides in $gameParty, and is put there when the plugin loads its parameters. The error given below is that it can't read property 0 of that value. Which means it isn't initialized. But since it's always initialized on load, there are only two ways this could happen:

  1. The plugin silently failed to load
    1. If this were true though, you'd not get to the point where it would cause this crash in the first place, as the menu would not be modified to allow access to it, the functions wouldn't be defined, etc.
  2. You are attempting to load into the crafting system from a gamesave that was saved before this plugin was imported into your project.

I suspect the problem is #2 - you're using an old save to test. Many plugins have this problem, where they rely on loading data in a specific way, so that it can be saved in the save file later, and as a result, the plugin will not work until you start a new game to test it.

Give that a shot, I'm sure it'll straighten it up for you.

Deleted 2 years ago

That errant window might be a holdover from something I fixed earlier... I'll have a look and see about fixing it. 

Alright, that was a bug and I have it fixed, I'll upload a new version shortly.

As for limiting the stuff you can craft, currently, calling a specific craftType limits the recipes available by limiting the individual ingredients allowed to show up on the scene. To stop from crafting an alchemy potion on the blacksmithing category, you need to prevent alchemy items from being used in the blacksmithing category.

In the update I have just uploaded, I have made it so that a recipe will be immediately disqualified if it does not match the category of the current crafting category. This is probably how it should have been from the beginning, but I missed it by not having ingredients that were valid in multiple categories for testing.

Download the new version from your library, or the store page. Thanks for the report.

It works now! Thank you for everything!