Version 1.10 Major Update


Greetings all.

If you've followed my crafting system plugin for some time, you'll know that it has been a while since the MZ version has gotten any updates. Unfortunately, this isn't because the code was bug free (:D), it was because porting updates between the MZ and MV versions was proving to be quite time consuming, and prone to errors as well. Sometimes a fix made in one version caused new problems in the other version. Sometimes updates to the MZ version required difficult rewrites of the extension plugins for the MV version too (hello multiple wildcard items!).

Today I have changed that, hopefully for the last time. I have changed the way this plugin works at its core. This plugin is now an extension to a new Crafting System Core plugin. The idea being that the core plugin will be updated to fix bugs, or add features, while the extension plugin will only contain the code necessary to make the core plugin function in MZ. 


I will also be changing the MV version of the plugin to follow the same convention. Once that happens, both this version and the MV version will run the same internal code, meaning I won't have to port fixes between plugins anymore. I will likely be moving the core plugin to it's own page at some point as well, just to keep the updates to the core separated from the extensions for visibility reasons.

The core plugin will be free, and it is currently uploaded as an addon on this plugin page, though that is likely to change when I get the page for the core plugin up and running. The price for the MZ and MV version of this plugin will remain the same as it was. The MZ extension contains code that makes the core plugin work in rpg maker MZ, and the MV extension will do the same for MV, as the new core plugin does not contain any configurable parameters or help documentation.

The current paid extensions for the MV version of the plugin, are likely to currently be incompatible with MZ, but I will be working on making them compatible and labeling them as both an MV/MZ plugin, meaning once they are tested and working, the MZ version (if there is a separate version) will be included in the price of the MV extension.

So, with that infodump out of the way, lets talk about what has actually been fixed for this plugin in version 1.10:

  • Corrected an issue where armors that did not belong to the first available etypeId in your database could not be chosen as ingredients, even if they were tagged correctly to appear in that category scene. This only happened if using YEP_ItemCore.
  • Added three new plugin commands; Lock Recipe, Disable Recipe, and Enable Recipe. 
    • Locking a recipe is the reverse of unlocking it, causing it to no longer be shown in the preview window, or in the recipe list extension, if you have that, as if it had never been unlocked in the first place.
    • Disabling a recipe will prevent it from being created at all, even if the correct ingredients are provided. You can use this to create tutorial recipes, or recipes that need to be crafted for quests, but need never be made again afterward. 
    • Enabling a recipe will allow a disabled recipe to be created again.
  • Changed the way the modified success chance plugin parameter is parsed. The original way did not allow much flexibility in the way that it calculated the value, now you can use a return statement to conditionally return a value instead of using simple math.
  • Set the default recipe list value as [] instead of being blank.
    • This will correct an error where the plugin will fail to load if you haven't setup any recipes in the parameters, like if for example, you just import it and leave everything at the default values and load your project to test if it's working.
  • Fixed an issue where the plugin could crash on load when trying to load a recipe that had the third or fourth ingredient types deleted instead of being set to None.
  • Corrected an issue that caused a crash error when attempting to craft a recipe whose only ingredients were category ingredients, and that had only 2 or 3 ingredients in it.
  • Corrected a compatibility issue where this plugin was adding an enumerable property to every array object in an entire project, which could cause major compatibility problems with other plugins that do not expect default object prototypes to have extra enumerable properties on them.
  • Corrected an issue where if you had all crafting categories except one set to be hidden in the plugin parameters, and then called a specific category via plugin command, that the scene would incorrectly call the unhidden crafting category instead of the one called via plugin command.
  • Replaceds all instances of 'this.parent.parent' with 'SceneManager._scene' 
    • This will have no effect on the actual function of the plugin, but improves compatibility with plugins that modify the window layer, and corrects a crash error I wasn't able to duplicate, but suspect was related to changes to the way that windows are drawn.
  • Corrected an issue where using skyrim-like additive traits mode, and having additive ingredients that were not independent caused one of the ingredients in a recipe to unexpectedly gain all of the combined traits of the other ingredients in that recipe. This the traits on the result item to increase exponentially when crafting the same item several times.
  • Corrected an issue with the hpRecovery and mpRecovery additive ingredient traits where the values were being added together incorrectly.
  • Corrected an issue where when using Skyrim-Like Additive traits mode, the logic used to combine multiple traits of the same type was incorrect, causing unexpected values due to the combining being done multiple times.
  • Canceling out of the item list window when the item category window is not being used will now clear the contents of the item list window.

Updating to Version 1.10:

Updating to version 1.10 should go without issue, but just in case, you can make a duplicate copy of your current CraftingSystem_MZ entry in your plugin manager by copy and pasting it into the list, be sure to disable the copy after, so it doesn't cause loading issues later. This should prevent any issues with the recipe list becoming empty. 

After making the backup copy, download the new Ramza_CraftingSystem_MZ from the store page (or your library) and put it in your project folder, and then right-click your original entry in the plugin manager and click 'refresh'. Assuming it worked, you will likely see a new message at the bottom of the window that warns you that Ramza_CraftingSystem_MZ requires Ramza_CS_Core, that's how you'll know it worked.

Download the core plugin from its store page (or your library), and import it into your plugin manager as well. Put it above the Ramza_CraftingSystem_MZ plugin, but below the ItemCore and IndependentItems patch if you're using those. 

Ensure your recipe list and plugin parameters are intact in the Ramza_CraftingSystem_MZ plugin entry, and you're good to go. If for some reason the recipe list is missing, you can go into the backed up copy you made and manually copy + paste either the raw text, or the individual entries into your newer entry.

That's all for today's update. It was a real doozy this time, eh?

~Ramza

Files

Plugin Download 137 kB
May 17, 2021

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