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[VX] Crafting/Alchemy-System Problem

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Hey guys, I am searching for a Crafting/Alchemy scipt, that lets you set up multiple recipes for the same item.
The scipt does not have to incorporate a system for unlocking/revealing the recipes, as this is easily done by events.
Ideally, one should be able to set different names and descriptions for recipes, that yield the same item.

I am currently using KGC_ComposeItem, shich does not feature multiple recipes for one item.
I tried to overcome this issue, by letting the alternative recipe produce a dummy item, which would dispense the desired product (http://rmrk.net/index.php/topic,34611.msg418717.html#msg418717),
but sadly, the KGC scipt would only display the number of dummy items produced, and not the number of items, the recipe was made for.

If the problem is still unclear, I will post pictures to explain the issue.



Original Post, which was shitty:
Spoiler for:
Hey there, I have a very specific problem.
I am using KGC_ComposeItem as crafting system. The script works well and I can set up recipes with ease, while I manage the unlocking of said recipes with event systems.
Now I have come to a point where the features of the scipt seem insufficient.
I want to be able to craft an item in two ways. For example, the player should be able to produce "Potions" out of "Herbs" + "Water", but also out of "Berries" + "Water". KGC_composeItem spits out errors, when you set up two recipes for the same item, and even if it was possible, you couldn't add both recipes to the crafting menu, as you would have to add the same item to the shop twice, which isn't possible.
I worked around this issue by using Modern Algebra's "Item Drop Ranks"-Script. I created the real "Potion" and one fake Potion that would dispense the regular potion when crafted. This worked quite well, as you could alter the name of the other potion recipe in the crafting menu and even add a description for the alternative potion, that would only be displayed in the crafting menu. However, the crafting window would state that you posses no Potions, even after crafting them, as the Script checks for the dummy-item in you inventory, which is obviously not there.
Now I am searching for a script that lets me assign multiple recipes for the same item and ideally lets me alter their descriptions and names independently from another.
Anyone had a similar problem, or is using a crafting script, that has could fix my problem?
i woudls apprechiate any help.
sicnerly

TLDR: Need script, that lets you set up multiple recipes for the same item
« Last Edit: June 20, 2011, 09:12:41 AM by rofl1337 »

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Bump
I guess, the absence of replies means, that there is no Crafting-Script fulfilling these requirements.
Should I post a request in the request section, or has anyone an idea, how to work around this problem?
sincerly

pokeball TDSOffline
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-T D S-
Silver - GIAW 11 (Hard)Silver - Game In A Week VII
I think that you are not getting any replies because your post is very hard to read.

Fix it up and make it more readable and I'm sure someone will help you.

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I saw a crafting system that allows several recipes to make the same item but unlike KGC_Composite Item you do not have to have a recipe item to craft the recipe you just have to know what items to merge.

Spoiler for:



Spoiler for:
John 3:16: For God loved the world so much that he gave his one and only Son, so that everyone who believes in him will not perish but have eternal life

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I edited the original post, so it should be more understandable.

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Sry for double post, but my last one was 2 weeks ago.
My question is related to the issue.
Can I set up new recipes in KGC_ComposeItem with a script call.
I thought the recipes would be stored in some array, but I dont know where to find it.
Could anyone tell me what I would have to do to, for example set up a recipe for item #1 during the game?
Script:
Code: [Select]
#_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_
#_/    ?                Synthesize Items - KGC_ComposeItem               ? VX ?
#_/    ?                     Last Update: 2008/08/01                          ?
#_/    ?                  Translation by Mr. Anonymous                        ?
#_/    ?                Special credit to Moon for Testing                    ?
#_/-----------------------------------------------------------------------------
#_/  This script opens the ability for the designer to allow items, weapons, &
#_/   armor to be created by the player through specified "recipies". It also
#_/   extends the normal shop event into becoming a Synthesize Shop, controlled
#_/   by a simple ON/OFF switch.
#_/=============================================================================
#_/  Install: Insert below KGC_UsableEquipment
#_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_

#==============================================================================#
#                             ? Customization ?                                #
#==============================================================================#

module KGC
  module ComposeItem
  #                       ? Compose Shop Switch ?
  #  This allows you to assign which SwitchID (Event Commands, Page 1 "Game
  #   Progression", Control Switch) you wish to control the Synthesis Shop.
  #  When that switch is turned ON, the Synthesis Shop replaces the normal
  #  shop screen. When OFF, the shop is normal.
  COMPOSE_CALL_SWITCH = 5

  #                          ? Recipe Tables ?
  #  The following lines allow you to create recipe tables of synthesizable
  #   items, weapons, and other equipment. Please do note overwrite:
  #           RECIPE_ITEM   = []  # Item
  #           RECIPE_WEAPON = []  # Weapon
  #           RECIPE_ARMOR  = []  # Armor
  #   Instead, add your custom recipes tables after those lines.
  #
  #  ? Format
  #   RECIPE_TYPE[ItemID] = [Cost, "Type:ID",Quantity]
  #
  #  ? Key
  #   Cost:     Amount of money charged.
  #   Type:     (I.Items  W.Weapons  A.Armor)
  #   ID:       The ID number for the above specified material type.
  #   Quantity: The required amount of materials used.
  #
  #  "Type:ID,Quantity" can be used multiple times for multiple items with their
  #   corresponding quantity. Also, the must be no space between the comma and
  #   the given quantity.
  #  The required quantity of an item is treated as 1 if quantity is omitted.
  #  Untested: It seems if you set Quantity to 0, the item is still required,
  #            but not 'consumed' or used.
  #  Also note that the item to be synthesized can be written as an array,
  #   allowing you to create multiple items of the same type that can be
  #   synthesized from the same recipe.
  #  Note: Do not alter or remove the next three lines, that is done below them.
  RECIPE_ITEM   = []  # Item
  RECIPE_WEAPON = []  # Weapon
  RECIPE_ARMOR  = []  # Armor
 
  #                  ? Custom Recipe Tables Inserted Below ?
  #   Examples:
  #     *Note: I use the default database items for these examples.
  #  Recipe for ItemID:8 (Elixer)
  #   Requirements: ItemID 2 (High potion), 4 (Magic water), 7 (Dispel herb)
  #   with a quantity of 1 for each(because it's omitted), at a cost of 0.
 
  # RECIPE_ITEM[EXAMPLE] = [0, "I:2,2", "W:4,2", "A:7,2"].
 
  #  Recipe for WeaponID:16 (Flamberge)
  #   Requirements: WeaponID:10 (Bastard Sword)x1, ItemID:16 (Flame scroll)x2
  #   at a cost of 800 gold.
  #  Recipe for ArmorID:29 (Life Ring) AND ArmorID:30 (Sage's Ring)
  #   Requirements: ArmorID:23 (Fire Ring)x1, ItemID:9 (Life up)x1,
  #                 ItemID:10 (Mana up)x1, ItemID:4 (Magic water)x5
  #   at a cost of 1,000 gold.
  #                     ? Recipes For the Demo Only ?
  # The following recipes are for items used in the demo. You may remove or
  #  alter these to your liking.
  #RECIPES!!!!!!!!!!!!!!!!!!!!!!!:
 
  #RECIPE_ITEM[3] = [66, "I:2,1", "w:4,2", ]
   
 
  RECIPE_ITEM[1] = [0, "I:2,",]
 
 
 
 
 
  #                    ? Compose Item Command Name ?
  #  This is displayed at the position of the "Buy" command.
  VOCAB_COMPOSE_ITEM = "Synthesize"
 
  #                     ? Parameter Changes Button ?
  #  Button that switches the required materials list with the parameter changes
  #   list. (The changes only show for equipment, obviously)
  #  SWITCH_INFO_BUTTON = Input::nil disables this.
  SWITCH_INFO_BUTTON = nil

  #                      ? Compact Material List ?
  #  This toggle allows you to compact(shrink) the recipe list when true.
  COMPACT_MATERIAL_LIST = true
 
  #                    ? Hide Command Window Toggle ?
  #  This toggle hides the command window (Synthesize, Sell, Cancel, Gold) after
  #   the synthesize option has been selected. The gold window is moved to the
  #   lower right corner.
  #   true = command window is hidden
  #   false = command window is shown
  HIDE_COMMAND_WINDOW   = true
 
  #                      ? Hide Gold Window Toggle ?
  #  This toggle is to be used in conjunction with HIDE_COMMAND_WINDOW = true
  #   true = Hides the Gold/Money window.
  #   false = Disply the Gold/Money window.
  #  *Note: If HIDE_COMMAND_WINDOW = false, The gold window is always displayed.
  HIDE_GOLD_WINDOW      = true
 
  #                       ? Hide Zero Cost Toggle ?
  #   true = When a synthesis recipe has a cost of 0, the cost is not displayed.
  #   false = When a synthesis recipe has a cost of 0, the cost is displayed.
  HIDE_ZERO_COST        = true

  # ? ???????????????
  #  true  : ??????????????????????
  #  false : ??????????????????
  # Not sure what this is supposed to do at the moment.
  SHOW_COMPOSED_RECIPE  = false # synth once to reveal name? Shit
 
  #                   ? Hide Recipe Requirements Toggle ?
  #   This toggle allows you to hide recipe and materials required when you lack
  #    the items needed to create an item.
  #   true = Hide recipe and items required when you lack the items needed
  #   false = Show recipe requirements when you lack the items needed.
  HIDE_SHORTAGE_COST    = false              ### hides when you lack gold
 
  #                       ? Unknown Recipe Toggle ?
  #   true = Hides the names of recipes that cannot be synthesized.
  #   false = All recipe names are visible.
  HIDE_SHORTAGE_MATERIAL = false
 
  # ? ?? or ???????????????
  #Recipes are not known or can not be lifted synthesis
  #  true  : ?? or ??????????
  #  false : ???????????
  # Not sure what this is supposed to do at the moment.
  NEED_RECIPE_OPEN_OR_CLEAR = false # fucks everything

  #                       ? Mask Unknown Recipe Toggle ?
  #   true = mask the names of recipes that cannot be synthesized.
  #   false = All recipe names are visible.
  MASK_UNKNOWN_RECIPE_NAME = false 
  #                   ? Text Displayed on Masked Recipes ?
  #   If only one character is specified, it extends the length of the recipe
  #   name. Example: If UNKNOWN_NAME_MASK = "?", and let's say the recipe is
  #    for a Long Sword, then the displayed text would be "??????????"
  UNKNOWN_NAME_MASK        = "???"
 
  #                     ? Hide Recipe Information Text ?
  #  This toggle allows you to mask the text displayed in the "Help" (topmost)
  #   window of a recipe that the player doesn't meet the requirements to make.
  #   true = mask the recipe's help text
  #   false = display the text normally
  HIDE_UNKNOWN_RECIPE_HELP = false
 
  #              ? Information Text Displayed on Masked Recipes ?
  #  This allows you to change the text displayed in the "Help" (topmost) window
  #   of an unknown recipe. (When HIDE_UNKNOWN_RECIPE_HELP = true)
  UNKNOWN_RECIPE_HELP    = "You first have to obtain all resources!"
 
  #               ? Sell and Cancel Options in Command Window ?
  # Added by Mr. Anonymous.
  #  This toggle allows you to remove the sell and cancel selections on the
  #   synthesize shop when set to true.
  HIDE_SELL_CANCEL         = true
 
  end
end

#???????????????????????????????????????

$imported = {} if $imported == nil
$imported["ComposeItem"] = true

# * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * #
#  Unless you know what you're doing, it's best not to alter anything beyond  #
#  this point, as this only affects the tags used for "Notes" in database.    #
# * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * #
#  Whatever word(s) are after the separator ( | ) in the following lines are
#   what are used to determine what is searched for in the "Notes" section.

module KGC::ComposeItem
  module Regexp
    # Recipe Tag
    RECIPE = /([IWA])\s*:\s*(\d+)(\s*,\s*\d+)?/i
  end
end

#???????????????????????????????????????

#==============================================================================
# ? KGC::Commands
#==============================================================================

module KGC::Commands
  module_function
  #--------------------------------------------------------------------------
  # ? ???????????
  #     type    : ??????? (0..????  1..??  2..??)
  #     id      : ????? ID
  #     enabled : true..??  false..???
  #--------------------------------------------------------------------------
  def set_recipe_cleared(type, id, enabled = true)
    item = nil
    case type
    when 0, :item    # ????
      item = $data_items[id]
    when 1, :weapon  # ??
      item = $data_weapons[id]
    when 2, :armor   # ??
      item = $data_armors[id]
    end

    $game_party.set_recipe_cleared(item, enabled) if item != nil
  end
  #--------------------------------------------------------------------------
  # ? ???????????
  #     type    : ??????? (0..????  1..??  2..??)
  #     id      : ????? ID
  #     enabled : true..??  false..???
  #--------------------------------------------------------------------------
  def set_recipe_opened(type, id, enabled = true)
    item = nil
    case type
    when 0, :item    # ????
      item = $data_items[id]
    when 1, :weapon  # ??
      item = $data_weapons[id]
    when 2, :armor   # ??
      item = $data_armors[id]
    end

    $game_party.set_recipe_opened(item, enabled) if item != nil
  end
end

#???????????????????????????????????????

#==============================================================================
# ? Vocab
#==============================================================================

module Vocab
  # ????
  ComposeItem = KGC::ComposeItem::VOCAB_COMPOSE_ITEM
end

#???????????????????????????????????????

#==============================================================================
# ? RPG::BaseItem
#==============================================================================

class RPG::BaseItem
  #--------------------------------------------------------------------------
  # ? ?????
  #--------------------------------------------------------------------------
  @@__masked_name =
    KGC::ComposeItem::UNKNOWN_NAME_MASK  # ????
  @@__expand_masked_name = false         # ???????????

  if @@__masked_name != nil
    @@__expand_masked_name = (@@__masked_name.scan(/./).size == 1)
  end
  #--------------------------------------------------------------------------
  # ? ??????????????
  #--------------------------------------------------------------------------
  def create_compose_item_cache
    @__compose_cost = 0
    @__compose_materials = []

    # ?????
    recipe = nil
    case self
    when RPG::Item    # ????
      recipe = KGC::ComposeItem::RECIPE_ITEM[self.id]
    when RPG::Weapon  # ??
      recipe = KGC::ComposeItem::RECIPE_WEAPON[self.id]
    when RPG::Armor   # ??
      recipe = KGC::ComposeItem::RECIPE_ARMOR[self.id]
    end
    return if recipe == nil
    recipe = recipe.dup

    @__compose_cost = recipe.shift
    # ????????
    recipe.each { |r|
      if r =~ KGC::ComposeItem::Regexp::RECIPE
        material = Game_ComposeMaterial.new
        material.kind = $1.upcase                    # ????????
        material.id = $2.to_i                        # ??? ID ???
        if $3 != nil
          material.number = [$3[/\d+/].to_i, 0].max  # ??????
        end
        @__compose_materials << material
      end
    }
  end
  #--------------------------------------------------------------------------
  # ? ????
  #--------------------------------------------------------------------------
  def masked_name
    if KGC::ComposeItem::MASK_UNKNOWN_RECIPE_NAME
      if @@__expand_masked_name
        # ???????????
        return @@__masked_name * self.name.scan(/./).size
      else
        return @@__masked_name
      end
    else
      return self.name
    end
  end
  #--------------------------------------------------------------------------
  # ? ?????
  #--------------------------------------------------------------------------
  def compose_cost
    create_compose_item_cache if @__compose_cost == nil
    return @__compose_cost
  end
  #--------------------------------------------------------------------------
  # ? ????????
  #--------------------------------------------------------------------------
  def compose_materials
    create_compose_item_cache if @__compose_materials == nil
    return @__compose_materials
  end
  #--------------------------------------------------------------------------
  # ? ???????
  #--------------------------------------------------------------------------
  def is_compose?
    return !compose_materials.empty?
  end
end

#???????????????????????????????????????

#==============================================================================
# ? Game_Party
#==============================================================================

class Game_Party < Game_Unit
  #--------------------------------------------------------------------------
  # ? ???????????
  #--------------------------------------------------------------------------
  def clear_composed_flag
    @item_composed = {}
    @weapon_composed = {}
    @armor_composed = {}
  end
  #--------------------------------------------------------------------------
  # ? ????????????
  #--------------------------------------------------------------------------
  def clear_recipe_cleared_flag
    @item_recipe_cleared = {}
    @weapon_recipe_cleared = {}
    @armor_recipe_cleared = {}
  end
  #--------------------------------------------------------------------------
  # ? ????????????
  #--------------------------------------------------------------------------
  def clear_recipe_opened_flag
    @item_recipe_opened = {}
    @weapon_recipe_opened = {}
    @armor_recipe_opened = {}
  end
  #--------------------------------------------------------------------------
  # ? ???????????????
  #     item : ????
  #     flag : true..????  false..???
  #--------------------------------------------------------------------------
  def set_item_composed(item, flag = true)
    return false unless item.is_a?(RPG::BaseItem)  # ??????
    return false unless item.is_compose?           # ????????

    # ???????????????????
    clear_composed_flag if @item_composed == nil

    # ???????????
    case item
    when RPG::Item    # ????
      @item_composed[item.id] = flag
    when RPG::Weapon  # ??
      @weapon_composed[item.id] = flag
    when RPG::Armor   # ??
      @armor_composed[item.id] = flag
    end
  end
  #--------------------------------------------------------------------------
  # ? ???????????
  #     item : ????
  #--------------------------------------------------------------------------
  def item_composed?(item)
    return false unless item.is_a?(RPG::BaseItem)  # ??????
    return false unless item.is_compose?           # ????????

    # ???????????????????
    clear_composed_flag if @item_composed == nil

    # ??????
    case item
    when RPG::Item    # ????
      return @item_composed[item.id]
    when RPG::Weapon  # ??
      return @weapon_composed[item.id]
    when RPG::Armor   # ??
      return @armor_composed[item.id]
    end
    return false
  end
  #--------------------------------------------------------------------------
  # ? ???????????????
  #     item : ????
  #     flag : true..????  false..???
  #--------------------------------------------------------------------------
  def set_item_composed(item, flag = true)
    return false unless item.is_a?(RPG::BaseItem)  # ??????
    return false unless item.is_compose?           # ????????

    # ???????????????????
    clear_composed_flag if @item_composed == nil

    # ???????????
    case item
    when RPG::Item    # ????
      @item_composed[item.id] = flag
    when RPG::Weapon  # ??
      @weapon_composed[item.id] = flag
    when RPG::Armor   # ??
      @armor_composed[item.id] = flag
    end
  end
  #--------------------------------------------------------------------------
  # ? ???????
  #     item : ????
  #--------------------------------------------------------------------------
  def recipe_cleared?(item)
    return false unless item.is_a?(RPG::BaseItem)  # ??????
    return false unless item.is_compose?           # ????????

    # ?????????????????
    clear_recipe_cleared_flag if @item_recipe_cleared == nil

    # ??
    case item
    when RPG::Item    # ????
      return @item_recipe_cleared[item.id]
    when RPG::Weapon  # ??
      return @weapon_recipe_cleared[item.id]
    when RPG::Armor   # ??
      return @armor_recipe_cleared[item.id]
    end
    return false
  end
  #--------------------------------------------------------------------------
  # ? ?????????????
  #     item : ????
  #     flag : true..??  false..???
  #--------------------------------------------------------------------------
  def set_recipe_cleared(item, flag = true)
    return false unless item.is_a?(RPG::BaseItem)  # ??????
    return false unless item.is_compose?           # ????????

    # ?????????????????
    clear_recipe_cleared_flag if @item_recipe_cleared == nil

    # ?????????
    case item
    when RPG::Item    # ????
      @item_recipe_cleared[item.id] = flag
    when RPG::Weapon  # ??
      @weapon_recipe_cleared[item.id] = flag
    when RPG::Armor   # ??
      @armor_recipe_cleared[item.id] = flag
    end
  end
  #--------------------------------------------------------------------------
  # ? ???????
  #     item : ????
  #--------------------------------------------------------------------------
  def recipe_opened?(item)
    return false unless item.is_a?(RPG::BaseItem)  # ??????
    return false unless item.is_compose?           # ????????

    # ?????????????????
    clear_recipe_opened_flag if @item_recipe_opened == nil

    # ??
    case item
    when RPG::Item    # ????
      return @item_recipe_opened[item.id]
    when RPG::Weapon  # ??
      return @weapon_recipe_opened[item.id]
    when RPG::Armor   # ??
      return @armor_recipe_opened[item.id]
    end
    return false
  end
  #--------------------------------------------------------------------------
  # ? ?????????????
  #     item : ????
  #     flag : true..??  false..???
  #--------------------------------------------------------------------------
  def set_recipe_opened(item, flag = true)
    return false unless item.is_a?(RPG::BaseItem)  # ??????
    return false unless item.is_compose?           # ????????

    # ?????????????????
    clear_recipe_opened_flag if @item_recipe_opened == nil

    # ?????????
    case item
    when RPG::Item    # ????
      @item_recipe_opened[item.id] = flag
    when RPG::Weapon  # ??
      @weapon_recipe_opened[item.id] = flag
    when RPG::Armor   # ??
      @armor_recipe_opened[item.id] = flag
    end
  end
  #--------------------------------------------------------------------------
  # ? ???????????
  #     item : ????
  #--------------------------------------------------------------------------
  def item_can_compose?(item)
    return false unless item_compose_cost_satisfy?(item)
    return false unless item_compose_material_satisfy?(item)

    return true
  end
  #--------------------------------------------------------------------------
  # ? ?????????????
  #     item : ????
  #--------------------------------------------------------------------------
  def item_compose_cost_satisfy?(item)
    return false unless item.is_a?(RPG::BaseItem)  # ??????
    return false unless item.is_compose?           # ????????

    return (gold >= item.compose_cost)
  end
  #--------------------------------------------------------------------------
  # ? ?????????????
  #     item : ????
  #--------------------------------------------------------------------------
  def item_compose_material_satisfy?(item)
    return false unless item.is_a?(RPG::BaseItem)  # ??????
    return false unless item.is_compose?           # ????????

    item.compose_materials.each { |material|
      num = item_number(material.item)
      return false if num < material.number || num == 0  # ????
    }
    return true
  end
  #--------------------------------------------------------------------------
  # ? ?????????????
  #     item : ????
  #--------------------------------------------------------------------------
  def number_of_composable(item)
    return 0 unless item.is_a?(RPG::BaseItem)  # ??????
    return 0 unless item.is_compose?           # ????????

    number = ($imported["LimitBreak"] ? item.number_limit : 99)
    if item.compose_cost > 0
      number = [number, gold / item.compose_cost].min
    end
    # ?????
    item.compose_materials.each { |material|
      next if material.number == 0  # ??? 0 ???
      n = item_number(material.item) / material.number
      number = [number, n].min
    }
    return number
  end
end

#???????????????????????????????????????

#==============================================================================
# ? Game_ComposeMaterial
#------------------------------------------------------------------------------
#   ??????????????????
#==============================================================================

class Game_ComposeMaterial
  #--------------------------------------------------------------------------
  # ? ??????????
  #--------------------------------------------------------------------------
  attr_accessor :kind                     # ??????? (/[IWA]/)
  attr_accessor :id                       # ????? ID
  attr_accessor :number                   # ???
  #--------------------------------------------------------------------------
  # ? ?????????
  #--------------------------------------------------------------------------
  def initialize
    @kind = "I"
    @id = 0
    @number = 1
  end
  #--------------------------------------------------------------------------
  # ? ??????
  #--------------------------------------------------------------------------
  def item
    case @kind
    when "I"  # ????
      return $data_items[@id]
    when "W"  # ??
      return $data_weapons[@id]
    when "A"  # ??
      return $data_armors[@id]
    else
      return nil
    end
  end
end

#???????????????????????????????????????

#==============================================================================
# ? Window_Base
#==============================================================================

class Window_Base < Window
  #--------------------------------------------------------------------------
  # ? ??????????
  #     item    : ???? (????????????)
  #     x       : ??? X ??
  #     y       : ??? Y ??
  #     enabled : ??????false ?????????
  #--------------------------------------------------------------------------
  def draw_compose_item_name(item, x, y, enabled = true)
    return if item == nil

    draw_icon(item.icon_index, x, y, enabled)
    self.contents.font.color = normal_color
    self.contents.font.color.alpha = enabled ? 255 : 128
    masked = !$game_party.item_composed?(item) &&
      !$game_party.recipe_cleared?(item)
    self.contents.draw_text(x + 24, y, 172, WLH,
      masked ? item.masked_name : item.name)
  end
end

#???????????????????????????????????????

#==============================================================================
# ? Window_ComposeNumber
#------------------------------------------------------------------------------
#   ??????????????????????????????
#==============================================================================

class Window_ComposeNumber < Window_ShopNumber
  #--------------------------------------------------------------------------
  # ? ??????????
  #--------------------------------------------------------------------------
  attr_accessor :sell_flag                # ?????
  #--------------------------------------------------------------------------
  # ? ?????????
  #     x : ?????? X ??
  #     y : ?????? Y ??
  #--------------------------------------------------------------------------
  alias initialize_KGC_ComposeItem initialize unless $@
  def initialize(x, y)
    @sell_flag = false

    initialize_KGC_ComposeItem(x, y)
  end
  #--------------------------------------------------------------------------
  # ? ??????
  #--------------------------------------------------------------------------
  def refresh
    y = 96
    self.contents.clear
    if @sell_flag
      draw_item_name(@item, 0, y)
    else
      draw_compose_item_name(@item, 0, y)
    end
    self.contents.font.color = normal_color
    self.contents.draw_text(212, y, 20, WLH, "x")
    self.contents.draw_text(248, y, 20, WLH, @number, 2)
    self.cursor_rect.set(244, y, 28, WLH)
    if !KGC::ComposeItem::HIDE_ZERO_COST || @price > 0
      draw_currency_value(@price * @number, 4, y + WLH * 2, 264)
    end
  end
end

#???????????????????????????????????????

#==============================================================================
# ? Window_ComposeItem
#------------------------------------------------------------------------------
#   ?????????????????????????????
#==============================================================================

class Window_ComposeItem < Window_ShopBuy
  #--------------------------------------------------------------------------
  # ? ??????
  #--------------------------------------------------------------------------
  def refresh
    @data = []
    for goods_item in @shop_goods
      case goods_item[0]
      when 0
        item = $data_items[goods_item[1]]
      when 1
        item = $data_weapons[goods_item[1]]
      when 2
        item = $data_armors[goods_item[1]]
      end
      # ??????????
      @data.push(item) if include?(item)
    end
    @item_max = @data.size
    create_contents
    for i in 0...@item_max
      draw_item(i)
    end
  end
  #--------------------------------------------------------------------------
  # ? ????????????????
  #     item : ????
  #--------------------------------------------------------------------------
  def include?(item)
    return false if item == nil           # ????? nil ??????
    return false unless item.is_compose?  # ?????????????

    # ????????
    if KGC::ComposeItem::SHOW_COMPOSED_RECIPE
      return true if $game_party.item_composed?(item)
    end
    # ?? or ????????
    if $game_party.recipe_cleared?(item) || $game_party.recipe_opened?(item)
      return true
    end
    # ????????
    if KGC::ComposeItem::HIDE_SHORTAGE_COST
      return false unless $game_party.item_compose_cost_satisfy?(item)
    end
    # ????????
    if KGC::ComposeItem::HIDE_SHORTAGE_MATERIAL
      return false unless $game_party.item_compose_material_satisfy?(item)
    end

    if KGC::ComposeItem::NEED_RECIPE_OPEN_OR_CLEAR
      # ?? or ???????
      unless $game_party.recipe_cleared?(item) ||
          $game_party.recipe_opened?(item)
        return false
      end
    end

    return true
  end
  #--------------------------------------------------------------------------
  # ? ??????????????????
  #     item : ????
  #--------------------------------------------------------------------------
  def enable?(item)
    return $game_party.item_can_compose?(item)
  end
  #--------------------------------------------------------------------------
  # ? ?????
  #     index : ????
  #--------------------------------------------------------------------------
  def draw_item(index)
    item = @data[index]
    number = $game_party.item_number(item)
    limit = ($imported["LimitBreak"] ? item.number_limit : 99)
    rect = item_rect(index)
    self.contents.clear_rect(rect)
    draw_compose_item_name(item, rect.x, rect.y, enable?(item))
    # ?????
    if !KGC::ComposeItem::HIDE_ZERO_COST || item.compose_cost > 0
      rect.width -= 4
      self.contents.draw_text(rect, item.compose_cost, 2)
    end
  end

  if KGC::ComposeItem::HIDE_UNKNOWN_RECIPE_HELP
  #--------------------------------------------------------------------------
  # ? ?????????
  #--------------------------------------------------------------------------
  def update_help
    item = (index >= 0 ? @data[index] : nil)
    if item == nil || $game_party.item_composed?(item) ||
        $game_party.recipe_cleared?(item)
      # ????? nil or ???? or ?????? [Window_ShopBuy] ????
      super
    else
      @help_window.set_text(KGC::ComposeItem::UNKNOWN_RECIPE_HELP)
    end
  end
  end
end

#???????????????????????????????????????

#==============================================================================
# ? Window_ComposeStatus
#------------------------------------------------------------------------------
# ??????????????????????????????
#==============================================================================

class Window_ComposeStatus < Window_ShopStatus
  #--------------------------------------------------------------------------
  # ? ?????
  #--------------------------------------------------------------------------
  MODE_MATERIAL = 0  # ?????
  MODE_STATUS   = 1  # ??????????
  #--------------------------------------------------------------------------
  # ? ?????????
  #     x : ?????? X ??
  #     y : ?????? Y ??
  #--------------------------------------------------------------------------
  def initialize(x, y)
    @mode = MODE_MATERIAL
    super(x, y)
  end
  #--------------------------------------------------------------------------
  # ? ?????
  #--------------------------------------------------------------------------
  def change_mode
    case @mode
    when MODE_MATERIAL
      @mode = MODE_STATUS
    when MODE_STATUS
      @mode = MODE_MATERIAL
    end
    self.oy = 0
    refresh
  end
  #--------------------------------------------------------------------------
  # ? ??????????
  #--------------------------------------------------------------------------
  def create_contents
    if @mode == MODE_STATUS
      super
      return
    end

    self.contents.dispose
    ch = height - 32
    if @item != nil
      mag = (KGC::ComposeItem::COMPACT_MATERIAL_LIST ? 1 : 2)
      ch = [ch, WLH * (mag + @item.compose_materials.size * mag)].max
    end
    self.contents = Bitmap.new(width - 32, ch)
  end
  #--------------------------------------------------------------------------
  # ? ??????
  #--------------------------------------------------------------------------
  def refresh
    create_contents
    self.contents.font.size = Font.default_size
    case @mode
    when MODE_MATERIAL
      draw_material_list
    when MODE_STATUS
      super
    end
  end
  #--------------------------------------------------------------------------
  # ? ????????
  #--------------------------------------------------------------------------
  def draw_material_list
    return if @item == nil
    number = $game_party.item_number(@item)
    self.contents.font.color = system_color
    self.contents.draw_text(4, 0, 200, WLH, Vocab::Possession)
    self.contents.font.color = normal_color
    self.contents.draw_text(4, 0, 200, WLH, number, 2)
    self.contents.font.size = 16 if KGC::ComposeItem::COMPACT_MATERIAL_LIST
    mag = (KGC::ComposeItem::COMPACT_MATERIAL_LIST ? 1 : 2)
    @item.compose_materials.each_with_index { |material, i|
      y = WLH * (mag + i * mag)
      draw_material_info(0, y, material)
    }
  end
  #--------------------------------------------------------------------------
  # ? ???????
  #--------------------------------------------------------------------------
  def draw_material_info(x, y, material)
    m_item = material.item
    return if m_item == nil
    number = $game_party.item_number(m_item)
    enabled = (number > 0 && number >= material.number)
    draw_item_name(m_item, x, y, enabled)
    if KGC::ComposeItem::COMPACT_MATERIAL_LIST
      m_number = (material.number == 0 ? "-" : sprintf("%d", material.number))
      self.contents.draw_text(x, y, width - 32, WLH,
        sprintf("%d/%s", number, m_number), 2)#######
    else
      m_number = (material.number == 0 ? "-" : sprintf("%2d", material.number))
      self.contents.draw_text(x, y + WLH, width - 32, WLH,
        sprintf("%2d/%2s", number, m_number), 2)#########
    end
  end
end

#???????????????????????????????????????

#==============================================================================
# ? Scene_Map
#==============================================================================

class Scene_Map < Scene_Base
  #--------------------------------------------------------------------------
  # ? ????????????
  #--------------------------------------------------------------------------
  alias call_shop_KGC_ComposeItem call_shop
  def call_shop
    # ????????????
    if $game_switches[KGC::ComposeItem::COMPOSE_CALL_SWITCH]
      # ???????
      $game_temp.next_scene = nil
      $game_switches[KGC::ComposeItem::COMPOSE_CALL_SWITCH] = false
      $scene = Scene_ComposeItem.new
    else
      call_shop_KGC_ComposeItem
    end
  end
end

#???????????????????????????????????????

#==============================================================================
# ? Scene_ComposeItem
#------------------------------------------------------------------------------
# ?????????????????
#==============================================================================

class Scene_ComposeItem < Scene_Shop
  #--------------------------------------------------------------------------
  # ? ????
  #--------------------------------------------------------------------------
  def start
    super
    # ????????????
    if KGC::ComposeItem::HIDE_COMMAND_WINDOW
      @command_window.visible = false
      @gold_window.y = Graphics.height - @gold_window.height
      @gold_window.z = @status_window.z + 100
      @gold_window.visible = !KGC::ComposeItem::HIDE_GOLD_WINDOW

      @dummy_window.y = @command_window.y
      @dummy_window.height += @command_window.height
    end

    # [Scene_Shop] ????????????? @buy_window ???
    @buy_window.dispose
    @buy_window = Window_ComposeItem.new(0, @dummy_window.y)
    @buy_window.height = @dummy_window.height
    @buy_window.active = false
    @buy_window.visible = false
    @buy_window.help_window = @help_window

    # ?????????????
    @number_window.dispose
    @number_window = Window_ComposeNumber.new(0, @buy_window.y)
    @number_window.height = @buy_window.height
    @number_window.create_contents
    @number_window.active = false
    @number_window.visible = false

    @status_window.dispose
    @status_window = Window_ComposeStatus.new(@buy_window.width, @buy_window.y)
    @status_window.height = @buy_window.height
    @status_window.create_contents
    @status_window.visible = false

    # ????????????????????????????
    if KGC::ComposeItem::HIDE_COMMAND_WINDOW
      @command_window.active = false
      @dummy_window.visible = false
      @buy_window.active = true
      @buy_window.visible = true
      @buy_window.update_help
      @status_window.visible = true
      @status_window.item = @buy_window.item
    end
  end
  #--------------------------------------------------------------------------
  # ? ????????????
  #--------------------------------------------------------------------------
  def create_command_window
    s1 = Vocab::ComposeItem
    s2 = Vocab::ShopSell
    s3 = Vocab::ShopCancel
    # Added 4/11 [Mr. Anonymous]
    if KGC::ComposeItem::HIDE_SELL_CANCEL
      @command_window = Window_Command.new(150, [s1], 1)
    else
      @command_window = Window_Command.new(384, [s1, s2, s3], 3)
    end
    #@command_window = Window_Command.new(384, [s1, s2, s3], 3)
    @command_window.y = 56
    if $game_temp.shop_purchase_only
      @command_window.draw_item(1, false)
    end
  end
  #--------------------------------------------------------------------------
  # ? ??????
  #--------------------------------------------------------------------------
  def update
    super
    if KGC::ComposeItem::SWITCH_INFO_BUTTON != nil &&
        Input.trigger?(KGC::ComposeItem::SWITCH_INFO_BUTTON)
      Sound.play_cursor
      @status_window.change_mode
    end
  end
  #--------------------------------------------------------------------------
  # ? ???????????
  #--------------------------------------------------------------------------
  def update_buy_selection
    @number_window.sell_flag = false

    # ????????????? B ??????????
    if KGC::ComposeItem::HIDE_COMMAND_WINDOW && Input.trigger?(Input::B)
      Sound.play_cancel
      $scene = Scene_Map.new
      return
    end

    @status_window.item = @buy_window.item
    if Input.trigger?(Input::C)
      @item = @buy_window.item
      # ?????????????
      if @item == nil
        Sound.play_buzzer
        return
      end

      # ????? or ??????????????????
      number = $game_party.item_number(@item)
      limit = ($imported["LimitBreak"] ? @item.number_limit : 99)
      if !$game_party.item_can_compose?(@item) || number == limit
        Sound.play_buzzer
        return
      end

      # ?????????
      Sound.play_decision
      max = $game_party.number_of_composable(@item)
      max = [max, limit - number].min
      @buy_window.active = false
      @buy_window.visible = false
      @number_window.set(@item, max, @item.compose_cost)
      @number_window.active = true
      @number_window.visible = true
      return
    end

    super
  end
  #--------------------------------------------------------------------------
  # ? ???????????
  #--------------------------------------------------------------------------
  def update_sell_selection
    @number_window.sell_flag = true
    super
  end
  #--------------------------------------------------------------------------
  # ? ???????
  #--------------------------------------------------------------------------
  def decide_number_input
    if @command_window.index != 0  # ????????
      super
      return
    end

    Sound.play_shop
    @number_window.active = false
    @number_window.visible = false
    # ????
    operation_compose
    @gold_window.refresh
    @buy_window.refresh
    @status_window.refresh
    @buy_window.active = true
    @buy_window.visible = true
  end
  #--------------------------------------------------------------------------
  # ? ?????
  #--------------------------------------------------------------------------
  def operation_compose
    $game_party.lose_gold(@number_window.number * @item.compose_cost)
    $game_party.gain_item(@item, @number_window.number)
    # ??????
    @item.compose_materials.each { |material|
      $game_party.lose_item(material.item,
        material.number * @number_window.number)
    }
    # ???????
    $game_party.set_item_composed(@item)
  end
end
#_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_
#_/  The original untranslated version of this script can be found here:
# http://f44.aaa.livedoor.jp/~ytomy/tkool/rpgtech/php/tech.php?tool=VX&cat=tech_vx/item&tech=compose_item
#_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_/_