Version 1.28 Update


Greetings all. 

Tonight I have uploaded a minor update which adds a requested feature, and a second feature that I got the idea for while thinking about the first one.

  • The plugin command for unlocking a recipe can now accept a recipe name as an argument.
    • This is the name you gave the recipe in the first list of the 'recipe list' plugin parameter, it was previously only really used so you could more easily distinguish different recipes in the list.
    • This is not the same as unlocking a recipe by the name of the result item it creates.
    • Because of the way plugin command arguments are processed by the engine, this does not work with any recipes that have a space in their name. In order to make best use of this feature, you should change your recipe names to not have spaces in them.
    • If multiple recipes have the same name, it will unlock all of them.
    • Multiple names can be put in at once, separated by a space
  • Added a new plugin command LockRecipe x
    • Use this command in the same way as the UnlockRecipe command. It has the same arguments, a single number, a range of numbers (x to y), or a name. 
    • This command re-locks a recipe that was previously unlocked. It can still be crafted, and will unlock again if crafted again. 
    • This will hide it from the preview window, and remove it from the recipe list scene, if you're using that extension.
  • Added a new plugin command DisableRecipe x
    • Takes the same arguments as the above two commands.
    • Disabling a recipe will prevent it from being made entirely. A disabled recipe will not show up on the preview window, and if the correct ingredients to make it are used, crafting will hard fail as if the items were not a valid recipe. 
    • Note that there is still the possibility for a partial match to happen. If the disabled recipe also contains the ingredients for a different recipe, that one will show in the preview and also be crafted instead.
    • Use this to prevent the player from crafting certain items before they should be able to, or to disable crafting of a specific item at a certain point in the story. 
  • Added a new plugin command EnableRecipe x
    • Allows a previously disabled recipe to be crafted. Takes the same arguments as the other commands above.
    • Use this command to unlock the crafting a specific item at a certain point in your story, to prevent a player with advanced knowledge of the recipes from crafting something he shouldn't have access to until you expect it.

You can use the new DisableRecipe and EnableRecipe commands to gate certain recipes behind in game events. Previous to this update, there was no way to stop a player from crafting an item they knew the ingredients for, without using an ingredient they didn't have access to. You can use these to setup a common event to disable certain crafted items from the beginning, and re-enable them when they are needed, perhaps for a crafting-related quest?

A new $gameParty object was also created for those two commands. You can use the run once on craft, or level up code boxes to enable or disable recipes as well by changing the values of $gameParty._disabledRecipes[x] where x is the id of it in the plugin parameters recipe list. When the element is false, that recipe is enabled, and when it is true, it is disabled. This helps get around the fact that you cannot call plugin commands from those codeboxes.

One other thing to note about disabled recipes, is that they do not show up on the craft preview window, but they will show up in the recipe list extension's result item list. I will put out an update to that plugin shortly to correct that issue. It will have the option to still show it, but prevent crafting it if disabled, or just hide it entirely.

Thanks to Rakon for the great suggestions.

To download this update, either download the plugin from the store page, or go to your library on itch.io and redownload it from there.

That's all for this update,

~Ramza

Files

Plugin Download 308 kB
Apr 24, 2021

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