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RMRK RPG Maker Creation => Requests => Script Request => Topic started by: protoman113 on September 18, 2011, 12:46:37 AM

Title: [VX] 2 to 6 component Trial And Error Crafting system
Post by: protoman113 on September 18, 2011, 12:46:37 AM
OK, so I'm in need of a special script. I need a script that allows the player to select how many items they want to use in the crafting process (between 2 to 6) and then select items from their inventory to use. The script would check the item IDs of the ingredients, and then check the notes sections in the items. Maybe it would be best explained by example: the player selects four-ingredient synthesis, and selects items A, B, C, and D as the ingredients. The script checks the IDs of A, B, C, and D. (in this case, they are 1, 2, 3, and 4, respectively). The script then goes through the database and checks for an item with "<craftpart: 1, 2, 3, 4>" in the notes, and one exists, removes the ingredients from the player's inventory and says "You successfully fused <item name here>!". If no item with "<craftpart: 1, 2, 3, 4>" exists, then the script leaves the items in the inventory and says "That combination isn't possible." Also, when an item is successfully built for the first time, it's unlocked in a store so the player can get that item again without having to remember the recipe for it.

I know it's complex, but I cannot find a script like this anywhere!
Title: Re: 2 to 6 component Trial And Error Crafting system
Post by: Mushu on September 18, 2011, 01:11:14 AM
This is a crafting system but you probably need it modified to those specs after they are done squaring it away.
http://rmrk.net/index.php/topic,43755.0.html
Title: Re: 2 to 6 component Trial And Error Crafting system
Post by: protoman113 on September 18, 2011, 01:32:09 AM
I don't want it to be dependent on what order the ingredients are selected, but that's the gist of the idea.
Title: Re: 2 to 6 component Trial And Error Crafting system
Post by: JonFawkes on September 18, 2011, 08:05:45 PM
It sounds like that can be done with just events. The way you described it sounds like selectable events in the default game engine. You can probably combine it with YERD Common Event Shop or Common Event Menu to achieve what you need.
Title: Re: 2 to 6 component Trial And Error Crafting system
Post by: protoman113 on September 19, 2011, 08:48:13 PM
One problem: I've done the math, and I'd need to event THOUSANDS AND THOUSANDS OF COMBINATIONS AND 'IF's. Scripting it would make it much simpler.
Title: Re: 2 to 6 component Trial And Error Crafting system
Post by: pacdiggity on September 20, 2011, 10:12:51 AM
I would say I could do this, but I don't want to let you down. You are correct, it would be incredibly simpler with scripting. Tell you what, if I have enough time to do this I'll let you know, but for now assume I can't do this.
Title: Re: 2 to 6 component Trial And Error Crafting system
Post by: fenicearcana on September 22, 2011, 03:33:55 PM
Quote from: protoman113 on September 19, 2011, 08:48:13 PM
One problem: I've done the math, and I'd need to event THOUSANDS AND THOUSANDS OF COMBINATIONS AND 'IF's. Scripting it would make it much simpler.

lol...is the same problem i have with cooking ehehhe
i made a similar request here...there is my example with just events...and is a long way....

http://rmrk.net/index.php/topic,43875.msg498305.html#msg498305
Title: Re: 2 to 6 component Trial And Error Crafting system
Post by: protoman113 on October 15, 2011, 08:01:31 PM
Good god, i forgot to add something important!: i need the script to check the main characters level, and if, lets say, '[craftlevel x]' is higher than the main characters level, it won't let them craft the item. Thnx
Title: Re: 2 to 6 component Trial And Error Crafting system
Post by: protoman113 on November 24, 2011, 09:18:52 PM
bump