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Good day.

While it is technically possible to modify the plugin so it will accept more ingredients, that is something you'll have to be left on your own to do. The function that checks for partial recipe matches only works with 4 items, so if you have it more than that, it wouldn't work without modification.


The best thing for you to do there is to make some intermediate ingredients, which is to say that some of your 6 items could be combined into one item first to get the total number down to four for the end craft. Like, Bone + Water = Broth. Broth + Meat + Vegetable + Milk = Stew.


As for your time question, there are advanced plugin parameters for each recipe, a 'run after', script, which runs after every craft of that item, and a second one that also runs after every craft. You can use those parameters to call the function from your time plugin to advance time, either by a specific amount per craft using the first one, or by a set amount for all crafts, regardless.of what the item actually was via the second one.


I won't be able to help you set that up, but the option is there, and if you know a little bit of JavaScript you can easily pull it off.


~Ramza

(1 edit)

Good day Ramza!

Thank you for the fast reply. It is comforting to know that it is possible to pull it off. 

Since you have mentioned that you will not be able to help me to set it up, I would like to clarify: since you mentioned under terms of use that "You may not directly share modified versions of this plugin publicly", can I actually ask another person (who may not have this plugin) to assist me in creating the effects that I want to have?

Also, I saw the update of v1.10 can carry traits from one object to another. Hence I have a question: Can the trait be "mutated"? E.g., if I use a fire essence with a fire trait, can I use it to create an item that gives a fire skill? If yes, can the resultant trait be randomized (so the item created can have either skill 1, skill 2, or skill 3)?

Wilderi

That wording in the terms of service is to prevent someone from changing a few lines and then sharing my plugin in a public way for free, or for money. You are free to commission someone else to make changes to the plugin for your own use. That person (or you, even) can even sell those modifications, as long as they are made in a way that in order for someone else to use them they also have to own the original plugin. 

Basically, to share them, they need to be made in the same way the recipe list extension works; it doesn't work on its own, and requires my plugin to function.

You can share the plugin privately with someone else to get them to make the required modifications for you, if you like, as long as they don't then go on to use the plugin in their own projects, or share it with someone else who does. Realistically, I don't have any way to stop anyone from doing this, of course.

Currently the traits do not have any mutating ability, and there is not currently a way to make the trait do something random, however, they are programmed in a way that an addon can add different traits to items that weren't included in the base plugin, so it would be possible to extend this functionality to include evolving traits, or random traits as well. Traits that are on an item don't actually do anything on that item, though, so you can hide traits on base ingredients that only impart themselves onto the result item. Trait chaining would allow that result item, if used to create another item, to pass any traits it already had on it to the new item as well, though.

So if you had a fire essence as an ingredient, it by itself could have the trait to add a fire skill to any item it was an ingredient for. Also, the result could be a piece of equipment that has the trait "learn skill x" on it, where wearing the item gives the actor that skill, or it could be a usable item that just teaches the skill to whoever uses it (there are separate traits for that). You could also have the fire essence do both traits at the same time, so it could create both a skillbook type item which teaches a skill, and if you use it to make equipment, it could have the skill on it when equipped.

Unfortunately, as I said, there's no way to make the skill given be random, or belong to a pool, or evolve, but there is always the ability to add traits of your own via plugin extensions. And an evolving trait like that probably wouldn't be too difficult.


~Ramza

Good day Ramza,

I'm sorry for troubling you once more but I do have clarifications regarding this aspect that you mentioned:

"As for your time question, there are advanced plugin parameters for each recipe, a 'run after', script, which runs after every craft of that item, and a second one that also runs after every craft. You can use those parameters to call the function from your time plugin to advance time, either by a specific amount per craft using the first one, or by a set amount for all crafts, regardless of what the item actually was via the second one."

From the quote, my understanding was:

1. For each recipe, there is a unique 'run after' script available only for that particular recipe.

2. Another script will be run after any craft is made.

The only plugin parameter that I found from your plugin that runs after the craft is the "Run once on completion". I can't find any that runs after a craft (any craft) is made.

When you said that quote, did you mean I had to modify your js file to do what I wanted, or is it doable through the game plugin manager?

Wilderi

It does look like I got a bit confused there.

The run once per recipe is only the first time the recipe is crafted. Line 4011 of the CS_Core plugin is the line where it disables the run once functionality, so if you comment out that line it'd run every time for all crafts, though.

$gameParty._craftingRunOnce[Ramza.CSParams.resultItem.indexOf(result[1])] = true

I had confused it with the level up common event, which can call a common event, but also runs a block of code before it calls the common event as well. It only happens on level up of the crafting type you're doing though. Modifying the line I mentioned above is probably your best bet.