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Resource [v20\v21] Item Crafter UI Plus 3.0.0

I love this crafter, I'm trying to use it as a TM crafter and it is working fine. I just have a question, I want to make it so once you craft one TM it doesn't allow you to craft any more of this item (TMs have infinite uses anyway so it would be pointless). How can I do this?
 
Is this compatible with the methods from the old version? e.g.
pbItemCrafter([[:FULLRESTORE,[:POTION,5,:ORANBERRY,10]]])
 
This script is amazing!!!
There is a way to increase by 1 a variable (ex. "CookingSkill") every time you craft a flag-specific item (ex. "Cooking" flag)? And maybe consuming specific items?Checking the value of this variable could be a very cool way to give more advanced-recepies to the player (but honestly i don't know how exactly do it too, i am very good in event commands, but ruby is new for me... i suppose it could be use a traditional conditional brench, but in that way the variable need do be part of the rpgm xp taditional variable, like the 01-25 first page one... and i don't think variables in ruby work like that).
It will be cool also if the flags for pbItemCrafter(pbGetRecipes("flag") gives different INTL messages, like "Would you like to cook something?", ecc., but this is a minor one.
Again, the script is awsome 🥹
 
I'm getting this error when I try to use the Item Crafter.
[Pokémon Essentials version 21.1]
[v21.1 Hotfixes 1.0.9]

Exception: RuntimeError
Message: Invalid Recipe ID PokeBall.

Backtrace:
[Item Crafting UI Plus] 001_UI_ItemCrafting.rb:361:in `block in pbItemCrafter'
[Item Crafting UI Plus] 001_UI_ItemCrafting.rb:360:in `each'
[Item Crafting UI Plus] 001_UI_ItemCrafting.rb:360:in `pbItemCrafter'
Item_Effects:124:in `block in <main>'
Event_Handlers:195:in `trigger'
Item_Utilities:63:in `triggerUseFromBag'
Item_Utilities:696:in `pbUseItem'
[[DBK] Terastallization] [003] Item Handlers.rb:80:in `pbUseItem'
UI_Bag:504:in `block in pbStartScreen'
UI_Bag:467:in `loop'

And this is the recipe:
[Pokeball]
Item=HISUIANPOKEBALL
Yield=1
Ingredients=Apricorn,1,TUMBLESTONE,1
Flags=Crafting
 
Turns out the problem was a typo. Anyway, is there a way to pick specifically what items get used when crafting something that uses generic items. For example, there's far more than 1 berry, so how would I insure that the berries that get used are all not important with the Berry Juice recipe?
 
thank you and Welsh for making this. its adding a lot of fun to my game.

i have 2 questions.

1)For recipes that use a generic item, like Berry Juice, how can I allow the user to select WHICH Berry they want to use?

2)how can i display a list of all the recipes the player knows? not a side to side scrollable menu like we have, but an up and down scrollable list, which I would need when the player has unlocked lots of recipes.

thanks again
 
1 question: If I put pbGetRecipes("XXX") into a conditional branch, would it be true when a player crafts something or would it be true even if they cancel? because I'm trying to set up for the player to gradually level up their crafting skill as they craft things.
 
Hi! This plugin is amazing, but I have a question. Is it possible to make the UI display a TM/TR's move name?
 
Hey quick question, I've created a key item, like a crafting kit, with your plugin where the player collects recipes troughout the game and can craft from their inventory on the go.
Only problem i noticed is that i can't have normal Item crafters because the way your plugin was designed is that every crafter unlocks recipes while you talk to them and then locks every recipe afterwards.

Is there a way to maybe safe all recipes the player has unlocked, and then for the time while talking with a crafter only show what he can craft for you?
 
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