- Joined
- May 3, 2014
- Messages
- 42
- Reaction score
- 3
- First Language
- English
- Primarily Uses
I know there are multiple crafting systems already in existence for RMMV, but as far as I can see, none of them can distinguish between different menus. This results in being able to craft books at an anvil, or bows at a distillery unless you're willing to mess around with a hundred conditionals and variables. For the sake of having neat and easy to navigate events, I'd like to avoid that if at all possible.
So, my request, therefore, is for a crafting system that would allow one to define different crafting stations. I have absolutely zero knowledge of javascript, so I don't know whether this is possible or not, but i'd like it to function as so:
Like Yanfly's Item Synthesis, the user would be able to set certain items to act as recipes, which, while active, add any item IDs within that recipe's notetag to the crafting menu. For example: An item named "Brass Weapons" would have the notetag <Weapon Recipe: 1; 10, 12, 13, 14, 15> (since there are 5 Brass weapons in the game, with those IDs). The 1; would denote that these recipes will only be added to menus with the 'id' 1. The user would be able to use notetags within the individual items' note box to determine the recipe costs, in the same way as Yanfly's. Then, to make these recipes accessible, a plugin call in an event would read "OpenSynthesis 1", which would then look through the player's inventory for all recipes attributed to crafting menu 1. The same could be done for Armor, by assigning that to crafting menu 2. Preferably, this would support any number of menus, so a user could have metal armor crafted at a different station to leather armor.
Thanks in advance to anyone who takes this up, and if someone has already done this and I just couldn't find it, please let me know!
So, my request, therefore, is for a crafting system that would allow one to define different crafting stations. I have absolutely zero knowledge of javascript, so I don't know whether this is possible or not, but i'd like it to function as so:
Like Yanfly's Item Synthesis, the user would be able to set certain items to act as recipes, which, while active, add any item IDs within that recipe's notetag to the crafting menu. For example: An item named "Brass Weapons" would have the notetag <Weapon Recipe: 1; 10, 12, 13, 14, 15> (since there are 5 Brass weapons in the game, with those IDs). The 1; would denote that these recipes will only be added to menus with the 'id' 1. The user would be able to use notetags within the individual items' note box to determine the recipe costs, in the same way as Yanfly's. Then, to make these recipes accessible, a plugin call in an event would read "OpenSynthesis 1", which would then look through the player's inventory for all recipes attributed to crafting menu 1. The same could be done for Armor, by assigning that to crafting menu 2. Preferably, this would support any number of menus, so a user could have metal armor crafted at a different station to leather armor.
Thanks in advance to anyone who takes this up, and if someone has already done this and I just couldn't find it, please let me know!
