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Ah well, you should try force compiling, but I haven't actually downloaded the hotfixes, so it probably needs to be added to the meta.txt if it changes the compiler, as this script aliases a few of the compiler methods to allow it to be compiled.
The force compile or adding the hotfixes to meta.txt?
because if you did the latter, you'd have to force compile one more time to get the plugins in the right order.
The force compile or adding the hotfixes to meta.txt?
because if you did the latter, you'd have to force compile one more time to get the plugins in the right order.
Hello, I would like to know if it's possible to add the crafting menu directly from the main menu/Pokégear? If so, do you have a solution? Thank you in advance!
Hello, I would like to know if it's possible to add the crafting menu directly from the main menu/Pokégear? If so, do you have a solution? Thank you in advance!
ClessioTV said:
Hello, I would like to know if it's possible to add the crafting menu directly from the main menu/Pokégear? If so, do you have a solution? Thank you in advance!
So I think we can do this (not a complete solution but a step in the right direction I think)
1. Go into the 001_UI_ItemCrafting.rb that's included in the download for Item Craftin UI Plus. Edit the last block of code starting with this line "def pbItemCrafter(stock)
Original:
Ruby:
def pbItemCrafter(stock,speech1=nil,speech2=nil)
stock.each do |recipe|
raise _INTL("Invalid Recipe ID {1}.", recipe) if !GameData::Recipe.exists?(recipe)
end
stock.uniq!
if stock.empty?
pbMessage(_INTL("You don't have any recipes to use here."))
return
end
if pbConfirmMessage(_INTL("Would you like to craft something?"))
pbMessage(speech1 ? speech1 : _INTL("Let's get started!"))
pbFadeOutIn {
scene = ItemCraft_Scene.new
screen = ItemCraft_Screen.new(scene,stock)
screen.pbStartScreen
}
end
pbMessage(speech2 ? speech2 : _INTL("Come back soon!"))
end
And replace with: NOT SURE IF THIS'LL WORK, this was copied from a post (https://eeveeexpo.com/threads/3717/) but for a v20.1 Pokemon Essentials
Ruby:
def pbItemCrafter(stock)
for i in 0...stock.length
raise _INTL("You are missing an ingredient or quantity value.") if stock[i][1].length%2 !=0
itemdata = GameData::Item.try_get(stock[i][0])
for j in 0...stock[i][1].length/2
ingr = stock[i][1][2*j]
cost = stock[i][1][2*j+1]
if !GameData::Item.try_get(ingr) || cost==0
raise _INTL("At least one ingredient or quantity value is invalid.")
end
end
if !itemdata # If target item does not exist
stock[i] = nil
end
end
stock.compact! # Remove nils
if stock.empty?
raise _INTL("After data validation, there are no items left in your input array. Please check for typos before trying again.")
end
end
2. Go into Script Editor and go to the UI_PauseMenu. Within UI Pause Menu, there's a section called "Pause menu commands". There's blocks of code starting with "MenuHandlers.add". I'm guessing each block adds a new menu option (Pokedex, Bag, Trainer Card, etc).
Example (adds Bag option):
Ruby:
MenuHandlers.add(:pause_menu, :bag, {
"name" => _INTL("Bag"),
"order" => 30,
"condition" => proc { next !pbInBugContest? },
"effect" => proc { |menu|
pbPlayDecisionSE
item = nil
pbFadeOutIn do
scene = PokemonBag_Scene.new
screen = PokemonBagScreen.new(scene, $bag)
item = screen.pbStartScreen
(item) ? menu.pbEndScene : menu.pbRefresh
end
next false if !item
$game_temp.in_menu = false
pbUseKeyItemInField(item)
next true
}
})
You'd have to add a new block of code starting to create the Crafting Option: THIS IS WHERE I MIGHT BE STUCK, there's probably more lines of code / edits that are needed to create a functioning menu option for crafting.
Ruby:
MenuHandlers.add(:pause_menu, :item_crafter, {
"name" => _INTL("Crafting"),
"order" => 60,
"effect" => proc { |menu|
pbPlayDecisionSE
pbFadeOutIn do
scene = ItemCraft_Scene.new
screen = ItemCraft_Scene.new(scene)
screen.pbStartScreen
menu.pbRefresh
end
next false
}
})
ClessioTV said:
Hello, I would like to know if it's possible to add the crafting menu directly from the main menu/Pokégear? If so, do you have a solution? Thank you in advance!
So I think we can do this (not a complete solution but a step in the right direction I think)
1. Go into the 001_UI_ItemCrafting.rb that's included in the download for Item Craftin UI Plus. Edit the last block of code starting with this line "def pbItemCrafter(stock)
Original:
Ruby:
def pbItemCrafter(stock,speech1=nil,speech2=nil)
stock.each do |recipe|
raise _INTL("Invalid Recipe ID {1}.", recipe) if !GameData::Recipe.exists?(recipe)
end
stock.uniq!
if stock.empty?
pbMessage(_INTL("You don't have any recipes to use here."))
return
end
if pbConfirmMessage(_INTL("Would you like to craft something?"))
pbMessage(speech1 ? speech1 : _INTL("Let's get started!"))
pbFadeOutIn {
scene = ItemCraft_Scene.new
screen = ItemCraft_Screen.new(scene,stock)
screen.pbStartScreen
}
end
pbMessage(speech2 ? speech2 : _INTL("Come back soon!"))
end
And replace with: NOT SURE IF THIS'LL WORK, this was copied from a post (https://eeveeexpo.com/threads/3717/) but for a v20.1 Pokemon Essentials
Ruby:
def pbItemCrafter(stock)
for i in 0...stock.length
raise _INTL("You are missing an ingredient or quantity value.") if stock[i][1].length%2 !=0
itemdata = GameData::Item.try_get(stock[i][0])
for j in 0...stock[i][1].length/2
ingr = stock[i][1][2*j]
cost = stock[i][1][2*j+1]
if !GameData::Item.try_get(ingr) || cost==0
raise _INTL("At least one ingredient or quantity value is invalid.")
end
end
if !itemdata # If target item does not exist
stock[i] = nil
end
end
stock.compact! # Remove nils
if stock.empty?
raise _INTL("After data validation, there are no items left in your input array. Please check for typos before trying again.")
end
end
2. Go into Script Editor and go to the UI_PauseMenu. Within UI Pause Menu, there's a section called "Pause menu commands". There's blocks of code starting with "MenuHandlers.add". I'm guessing each block adds a new menu option (Pokedex, Bag, Trainer Card, etc).
Example (adds Bag option):
Ruby:
MenuHandlers.add(:pause_menu, :bag, {
"name" => _INTL("Bag"),
"order" => 30,
"condition" => proc { next !pbInBugContest? },
"effect" => proc { |menu|
pbPlayDecisionSE
item = nil
pbFadeOutIn do
scene = PokemonBag_Scene.new
screen = PokemonBagScreen.new(scene, $bag)
item = screen.pbStartScreen
(item) ? menu.pbEndScene : menu.pbRefresh
end
next false if !item
$game_temp.in_menu = false
pbUseKeyItemInField(item)
next true
}
})
You'd have to add a new block of code starting to create the Crafting Option: THIS IS WHERE I MIGHT BE STUCK, there's probably more lines of code / edits that are needed to create a functioning menu option for crafting.
Ruby:
MenuHandlers.add(:pause_menu, :item_crafter, {
"name" => _INTL("Crafting"),
"order" => 60,
"effect" => proc { |menu|
pbPlayDecisionSE
pbFadeOutIn do
scene = ItemCraft_Scene.new
screen = ItemCraft_Scene.new(scene)
screen.pbStartScreen
menu.pbRefresh
end
next false
}
})
Yeah you literally lost the entire stock portion of the item craft scene, and you've removed the entire functionality of pbItemCrafter, so all it does is crunch a stock list (which wasn't even necessary if you weren't going to bother using the method call).
EDIT: I just noticed that the method you replaced it with is from the old version of this script, it's not compatible with how I set up the recipe data even slightly.
EDIT 2: Just call the main method for the script in the menu handler. Yes the code I provided was for an item, but it's the same thing regardless.
Yeah you literally lost the entire stock portion of the item craft scene, and you've removed the entire functionality of pbItemCrafter, so all it does is crunch a stock list (which wasn't even necessary if you weren't going to bother using the method call).
EDIT: I just noticed that the method you replaced it with is from the old version of this script, it's not compatible with how I set up the recipe data even slightly.
EDIT 2: Just call the main method for the script in the menu handler. Yes the code I provided was for an item, but it's the same thing regardless.
Yes, if you call the method, it will start the item crafter, so you could call it in a menu. But you have to give it a stock list, which is why it's called with pbGetRecipes
Yes, if you call the method, it will start the item crafter, so you could call it in a menu. But you have to give it a stock list, which is why it's called with pbGetRecipes
I really love the look of these new features, but I've done a lot with the base crafting UI already in my game - is there a way to smoothly transition what I've put together already into this updated version?
I really love the look of these new features, but I've done a lot with the base crafting UI already in my game - is there a way to smoothly transition what I've put together already into this updated version?
I didn't really make many significant changes to the UI itself, only to how cost is calculated and how ingredients in general work. If you grab a fresh copy of the original script, you can run both into a diff checker and pick out my specific changes. That should let you integrate my changes into your UI.
The rest of the plugin files involves only my changes with how recipes work, so they can be left alone and they'll work just fine. You only really need to adjust the UI.
Is there a way to make it so when you hold the left/right/up/down arrow, the page switch/quantity increase continually moves forward like the Pokedex, rather than needing to press the button each time?
I've tried making alignments to the UI_Pokedex code here:
Ruby:
elsif Input.repeat?(Input::RIGHT)
if index == -2
index = -3
elsif index >= -1
if minmax == 1 && index >= cmds.length
index = 0
elsif minmax == 1 && index == cmds.length - 1
index = -1
elsif index < cmds.length && !(minmax == 1 && index < 0)
index += 1 if minmax == 1 || selindex[1] == -1 ||
(selindex[1] < cmds.length && selindex[1] >= index + 1)
end
Yeah you literally lost the entire stock portion of the item craft scene, and you've removed the entire functionality of pbItemCrafter, so all it does is crunch a stock list (which wasn't even necessary if you weren't going to bother using the method call).
EDIT: I just noticed that the method you replaced it with is from the old version of this script, it's not compatible with how I set up the recipe data even slightly.
EDIT 2: Just call the main method for the script in the menu handler. Yes the code I provided was for an item, but it's the same thing regardless.
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