<Item/Weapon customization>
<2/5/2011>
Summary<<Hello, basically what I am looking for is what Mr. Wiggles' Alchemy script does
http://rmrk.net/index.php/topic,38531.0.html, with a few changes. First off, the script is of RPGM XP, I need something like this for VX. Also, I would love it if the customization could be pulled up in the menu, as opposed to interacting with an event to call the alchemy screen.
[Also, I would like there to be a success rate, controlled by a variable. But there would not just be one variable - each character would have two variables associated with his or her success rate (one for weapons, one for items). Because of this, the player would need to chose a person to attempt a synthesis (attempt to use a recipe successfully). This is optional if someone would like to add it, that would be great - but it is not necessary)]
[[i.e. Two variables for each person called 'weapon customization' or 'item customization' (or something) that can have a value 1-10. A 1 would be a low success rate, while a 10 would be a high success rate. Upon success, the item/weapon will be synthesized correctly, resulting in the new item/weapon. However, upon a failed attempt, a useless item/weapon will be created (such as a 'weird lump' for the item, or 'rusty knife' for the weapon. However, if there is not a defined recipe in the script, the combination chosen by the player will also result in a failed attempt. For a better sense on how I want the script to flow, reference below for a short example (please).]]
For WeaponPull up menu.
Chose the 'customize' option in the menu.
It will ask if the player wants to customize an item or a weapon.
(for this example, the player chooses weapon)
Chose a character.
Bring up a list of the weapons in the inventory.
Player chooses a weapon.
Bring up a list of minerals in the inventory.
Player chooses a mineral.
Script looks at the chosen character's 'weapon customization' variable to determine success rate.
Success or failure (make new customized weapon or make failed weapon)
Back to character selection.
Player can either chose a character, or go back to the main menu screen.
*** I forgot to mention minerals. I apologize. A mineral is an item that is used to actually customize the weapon, and would be an item with a tag "<mineral>" (or however you deem appropriate to refer to it)***
For ItemPull up menu.
Chose the 'customize' option in the menu.
It will ask if the player wants to customize an item or a weapon.
(for this example, the player chooses item)
Chose a character.
Bring up a list of the items in the inventory.
Player chooses a item.
Bring up a list of items in the inventory again.
Player chooses another item.
Script looks at the chosen character's 'item customization' variable to determine success rate.
Success or failure (make new customized item or make failed item).
Back to character selection.
Player can either chose a character, or go back to the main menu screen.
Doing it this way would give the player a sense of mystery/adventure when trying to customize an item or weapon, instead of simply (and I thing boringly) choosing one from a list, which is essentially no different from going to a normal shop. It would make the player choose wisely when trying to synthesize something in the game, which I believe would add an element that I have not really seen in RPGMVX.
I understand that this is probably asking a lot of someone, and while I'm not the most talented with RPGMVX, if whoever helps me with this needs some grunt work to be done on their game, or the like, I will gladly help. I can event, and I have an intermediate understanding of variables - I customized my own currency exchange system in my game with three different currencies.
I am a poor college student, but if you want to talk money, I have my ears open!>>
Features Desired- Able to chose a character to carry out the synthesis - not required
- Two different variables per character, one for weapon synthesis. success rate, one for item synthesis. success rate. - still not required, as it goes with the feature above
- Instead of having a list of recipes show up, the player chooses what he wants to attempt to synthesize together
- Upon a failed synthesis, a useless item or weapon would be created
- The script would have defined recipes, which would either result in success/failure.
- If there is no defined recipe for the chosen (in game, by the player) combination, the result will automatically be a 'failed item.'
MockupsGames its been in- Star Ocean 2: The Second Story
What other scripts are you using?A lot, and I put down everything that has anything to do with what shows up in the menu screen and such, but I'm sure most of them will not be a problem
- Modern Algebra's Integrated Reserve Party
- Woratana's On Screen Shop
- OriginalWij's Basket Shop
- Syvkal's Menu Bars
Did you search?<<Yes - for hours and hours>>
Where did you search?- rmrk.net
- rpgmakervx.net
- Every single customization/cooking script I could find on Google and the other rpgmaker sites
What did you search for?- item synth
- cooking
- weapon
- customize
- synthesis
- recipe