Sorry I think I'm going to request a refund for this as it is not working with my particular setup. Level up messages result in a crash.
Viewing post in MZ - Crafting System comments
Okay, I found the cause of this in MZ.
For some reason, the functions for the level up common event, the immediate code box, and the function that gets the level up string text was not working. Those functions are in the Core plugin, and the MV version of the plugin has no issue calling them, but the MZ version had an issue where those functions we simply not available to the scene.
This can be corrected in your copy of the plugin by adding the following lines to the bottom:
Scene_Crafting.prototype.getLevelUpString = function(){ if (Ramza.CSParams.showLevelUpMessage){ for (i = 0; i < Ramza.CSParams.CategorySpecificLevelMessages.length; i++){ if (Ramza.CSParams.CategorySpecificLevelMessages[i].CategoryName != this._category) continue var spec = i } var text = (spec != undefined) ? Ramza.CSParams.CategorySpecificLevelMessages[spec].LevelUpText : Ramza.CSParams.defaultLevelUpMessage spec = undefined var output = text.replace('%n', this._category) var catLevel = eval("$gameParty._craftLevels." + this._category) var output = output.replace('%l', catLevel) var output = output.charAt(0).toUpperCase() + output.slice(1) return output } }; Scene_Crafting.prototype.getLevelUpCommonEvent = function(){ for (i = 0; i < Ramza.CSParams.CommonEvents.length; i++){ if (Ramza.CSParams.CommonEvents[i].CategoryName.toLowerCase() != this._category) continue return Ramza.CSParams.CommonEvents[i].CommonEventId } }; Scene_Crafting.prototype.getLevelUpEvalCode = function(){ for (i = 0; i < Ramza.CSParams.CommonEvents.length; i++){ if (Ramza.CSParams.CommonEvents[i].CategoryName.toLowerCase() != this._category) continue return Ramza.CSParams.CommonEvents[i].ImmediateCode } };
Probably by the time you read this, I'll have also uploaded the fixed version to the main page again.
I noticed it as well, but I also tested it and I think it's because MZ uses newer nw.js which also works on newer chromium and probably newer ES standard, and the Crafting System plugin is overwriting the Scene_Crafting class from the core plugin.
That is also a lot of redundant code. Scene_Crafting is almost exactly the same between the two.
I literally removed whole Scene_Crafting class from the core and the plugin is working fine. Reverse (Moving Scene_Crafting class to the core and removing it from this plugin) also works.
Yeah, Scene_Crafting in the core plugin is more or less copy-pasted from the MV version of the plugin. Originally there were separate versions of the plugin for MV and MZ, and I merged them together to create the abomination we have now, a Core plugin, which mostly provides the framework for the MV and MZ plugins, and the MV and MZ plugins, which provide the plugin commands, plugin parameters, and window drawings for the scenes, since that was the major difference between the two engines.
That's also likely why your description text is in a weird place in the recipe list scene. MZ had a bunch of different ways that the scene could've been drawn (help window on top, help window on bottom, touch buttons on top, button input window on top, etc) depending on which Visustella Settings you had enabled, or whether or not you were using those plugins. I probably missed a specific set of those choices when I was ensuring the plugin worked with MZ, and prior to the CS_Core split, that plugin didn't work at all in MZ.
They probably could, but I'd like to think that all of that code is almost entirely useless without the help documentation and the plugin parameters from the paid ones. And frankly, if someone could successfully build a system from only the core plugin that worked, that guy probably could've made his own system from scratch, and it probably would've been better than mine anyway.
Literally just added + this.helpAreaHeight() to line 1868:
var wy = (Utils.RPGMAKER_NAME == "MV") ? this._helpWindow.height : (this._buttonAssistWindow && this.buttonAssistWindowRect().y > 100) ? 0 : this.buttonAreaHeight()
Changing it into:
var wy = (Utils.RPGMAKER_NAME == "MV") ? this._helpWindow.height : (this._buttonAssistWindow && this.buttonAssistWindowRect().y > 100) ? 0 : this.buttonAreaHeight() + this.helpAreaHeight()