# ResourceSimple item crafting system + interface 1.2.2

#### sorryjzargo

##### Novice
Member
Is it possible to use BP or currency as an ingredient?

#### ThatWelshOne_

##### Umbreon User
Moderator
Is it possible to use BP or currency as an ingredient?
Not unless you define either of those as items.
Instead, you could make the player pay an amount of money/BP each time they craft something. Alternatively, you could tweak the script slightly to allow for non-items to be used as part of the recipe.

#### AiurJordan

##### twitch.tv/aiurjordan
Member
As an alternative idea, have the player purchase ingredients with BP. Like BP Tokens.

#### StarWolff

##### Novice
Member
This is exactly what I wanted for my game, but I just can't make it work!
I tried to use the extendtext.exe, but Idk if it made any difference
the third image is me having problems with the encounter list UI

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#### TechSkylander1518

##### Wiki Dweeb
Member
This is exactly what I wanted for my game, but I just can't make it work!
I tried to use the extendtext.exe, but Idk if it made any difference
Your error message is telling you that pbItemCrafter hasn't been defined. Did you compile your game after adding the scripts?
the third image is me having problems with the encounter list UI
It'd probably best to post that on the Encounter List UI thread, then.

#### ThatWelshOne_

##### Umbreon User
Moderator
This is exactly what I wanted for my game, but I just can't make it work!
I tried to use the extendtext.exe, but Idk if it made any difference
the third image is me having problems with the encounter list UI
As TechSkylander mentioned, both of your errors are probably because you haven't compiled your plugins.
You need to press Control, and keep it pressed down, as you click the green playtest button in RMXP until you see the message "Compiling plugin scripts... done." in the debug console window (the separate window with the black background that appears when playtesting).
If you can't get that to work, you can delete PluginScripts.rxdata from your Data folder to force a compile of your plugins next time you go to playtest.

#### StarWolff

##### Novice
Member
As TechSkylander mentioned, both of your errors are probably because you haven't compiled your plugins.
You need to press Control, and keep it pressed down, as you click the green playtest button in RMXP until you see the message "Compiling plugin scripts... done." in the debug console window (the separate window with the black background that appears when playtesting).
If you can't get that to work, you can delete PluginScripts.rxdata from your Data folder to force a compile of your plugins next time you go to playtest.
oooooh, thanks!
I imagined it was something with the plugin not being read, but I didn't knew how to force it ><
Both are awesome and fully working! sorry for asking about the other one here, I tought it was the same problem, so I put in the same question

#### ThatWelshOne_

##### Umbreon User
Moderator
oooooh, thanks!
I imagined it was something with the plugin not being read, but I didn't knew how to force it ><
Both are awesome and fully working! sorry for asking about the other one here, I tought it was the same problem, so I put in the same question
No problem! I'm glad to have helped.

#### Richard PT

##### Novice
Member
How can i turn this into an item?

#### ThatWelshOne_

##### Umbreon User
Moderator
How can i turn this into an item?
Hi there! I helped someone do this on PokéCommunity a few months ago in this comment. I hope the hyperlink takes you to the right place in the thread chain. If not, it's comment #9.

Member

#### ThatWelshOne_

##### Umbreon User
Moderator
Ruby:
#-------------------------------------------------------------------------------
#  Item Crafting
#-------------------------------------------------------------------------------
scene = ItemCraft_Scene.new
screen = ItemCraft_Screen.new(scene,pbGet(123))
screen.pbStartScreen
}
end
# condition to satisfy
ModularMenu.add_condition(:CRAFTING) { next !(pbGet(123)==0 || pbGet(123).empty?) }
You'll want a menu icon as well. Put it in Graphics/Icons and call it menuCrafting.png.
Then, read the second half of my reply here to understand how to use this resource with variables.

Let me know if you get stuck/have any questions.

#### Yukio

##### Novice
Member
You can put a limit of cration for a object? for example you only can craft 3 potions

#### ThatWelshOne_

##### Umbreon User
Moderator
You can put a limit of cration for a object? for example you only can craft 3 potions
Probably. That would need some extra coding, though.

#### JtheDuelist

##### Novice
Member
Just curious if this will be getting a v20 sometime soon- tried it in a v20 project and I crash as soon as successfully craft an item:

#### Richard PT

##### Novice
Member
Can you make this plugin compatible with essentials v20, please?

#### ThatWelshOne_

##### Umbreon User
Moderator
Yes.
As a note to other people seeing this, I am working on updating all my resources at once (so you can stop asking).

#### CoreBear

Member
Exciting to have it updated! I've noticed a teeny bug that presumably affects not just me; when crafting say, a sitrus berry, it said it was putting the item in the mail pocket; I'm not sure what caused this, perhaps my calling the crafting from Voltseon's Pause Menu affected it somehow, but to fix it- go to
Ruby:
def pbCraftItem(stock)
and find:
Ruby:
pbMessage(_INTL("You put the {1} away\\nin the <icon=bagPocket{2}>\\c[1]{3} Pocket\\c[0].",
itemname,pocket,PokemonBag.pocket_names()[pocket]))
After that, all you need to do is add a - 1 in [pocket]. I don't know if that makes sense but my 1 am brain says it's good enough

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