![]() In the end, a lot of the functions that check for recipe matches are hard coded to only check for four items in the recipe, so there's probably going to be a lot of slight things you're going to have to change.įor example, the code that checks for a partial match specifically only checks for recipes that contain one less, and then two less ingredient items than the ingredients provided, because it is impossible for a recipe to only have one ingredient, a check for n-3 was not needed. I'm not sure how much luck you're going to have trying to use a fifth slot like that. I still need to test a recipe with 5 ingredients and then test out some partial recipes as well as that will be the true test to see if I did this properly. I was able to figure out how to remove the 'Craft' Function from the fifth ingredient slot by changing the condition: īut I'm not sure exactly what to do from there.Any chance you'd be able to help me implement this? I am currently looking at the function on line 6622: I'd like to show certain data, like the last item crafted, the most valuable item crafted and the total value of all the items crafted within a given category and if I could control variables on every successful attempt, I would be able to do that. Īnother question I have is about running a block of code on every successful crafting of a recipe. After loading up some ingredients for a recipe, I can still craft the item from selecting the fifth slot. One thing I am having trouble with is removing the 'Craft' function from the fifth ingredient entry slot. I also centered the 'Craft' text at the bottom of the ingredients list. So somewhere in my plugin data I have something causing this issue.Īwesome plugin, thank you for this! I've had it for a couple days now and I've been working on adding in a fifth ingredient slot, which I am just finishing up tonight. ![]() ![]() When I copied the plugins.js file from the new test project that was working properly WITH the core installed, it worked. But that left me more confused, as I don't understand why that could be, unless its because I modified the Core plugin in this project. After copying my project and disabling the plugins by category to pin it down, it wasn't until I finally disabled Yanfly's Core engine and Updates core that it was finally resolved. Oof, sorry to keep nagging like this but I have made some progress. I have disabled quite a few plugins, especially any that I immediately thought could be conflicting, but no luck yet. I do notice that the category and level text is closer to the separating gauge than in the 5 slot image, but I'm not sure why. I took 2 screenshots, 1 of the 5 slot system edit and one of the normal setup.Ībove is the 4 slot system. If I have it set below 16, it shows the duplicate craft command. It was the window padding parameter in Yanflys Core Engine. In my opinion, giving the player more options to cheat the system kinda makes the system less fun. If we make it so putting in a completely incorrect recipe prevents you from trying again, the player would then be able to use that feature to guess that something they put in was correct, but the quantities were wrong, allowing them to try multiple times until they get it, possibly by save scumming. The main issue with this, is that there are basically infinite non-working lists of ingredients that do not make an item, especially when you take quantities into account, so the player could fail to make something with one set of items, and then fail to make something again with the same set of items in different amounts. It may be possible to modify the plugin so that it can register failed combinations during a total failure, and then check that list when the player clicks the craft button, before crafting begins and pop some kind of message about it, but that might be better left to an extension to the base plugin. Mattermost also offers four different code themes (GitHub, Solarized Dark, Solarized Light, and Monokai) that can be changed in Settings > Display > Theme > Custom Theme > Center Channel Styles.Unfortunately, it does not have that functionality. To add syntax highlighting, type the language to be highlighted after the ``` at the beginning of the code block. ![]()
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