Fernyfer775

Veteran
Veteran
Joined
Oct 6, 2013
Messages
1,318
Reaction score
824
First Language
English
I ran into an issue where if the player isn't high enough level to learn the recipe, the recipe item is still consumed. Does anybody know if there is a way to fix this? The link to the script download site is in the 1st spoiler, and the 2nd spoiler contains the script itself.


#==============================================================================#
# #*****************# #
# #*** By Falcao ***# * Falcao Mmorpg Alchemy and Extraction System #
# #*****************# This script allows the player to learn two new #
# skills, Alchemy and extraction, both of them #
# RMVXACE used to create Items. Date: March 25 2013 #
# #
# Falcao RGSS site: http://falcaorgss.wordpress.com #
# Falcao Forum site: http://makerpalace.com #
#==============================================================================#

#-------------------------------------------------------------------------------
# What is this?
#
# - Alchemy is a system that allows you create Items, Weapons and armors by
# combining a list of ingredients.
# - Extraction is a system that allows you extract ingredients from things like
# plants, rocks etc.
#
# It is called Crafting
#-------------------------------------------------------------------------------

#-------------------------------------------------------------------------------
# * Features
#
# - Full Alchemy skill system
# - Full Extraction skill system
# - Alchemy and extraction Leveling system
# - Full alchemy and extraction variance system
# - Alchemy can create Weapons, Armors and Items
# - In game maximun Alchemy and extraction levels enabled
# - Alchemy Support up to 20 ingredients mix
# - Alchemy and Extraction, speed, quantity, chance enabled
# - Recipes levels enabled
# - Extraction plants levels enabled
# - Extractions plants respawn enabled
# - Recipes system
# - Flexible and easy recipe creation
# - Easy to use
#-------------------------------------------------------------------------------

# * Terms and license

# - Do credit me Falcao as the creator of this system
# - You can modify anything you want
# - You are allowed to distribute this material in any webpage
# - Do not remove the header of any script shelf
# - You are free to use this script in non-comercial projects, for comercial
# projects contact me falmc99@gmail.com

=begin
===============================================================================
* Script Manual

*************************
* Alchemy skill set up *

Use the following script call to display the alchemy GUI
SceneManager.call(Scene_Alchemy)

You will see an empty GUI, the first thing you have to do is create a recipe
in the database item section using the following notetags

- Here a normal recipe set up

 
 
 






- Tags explanation


recipe output item type, it can be Item, Weapon or Armor


Item Type id you choose


Chance to produce the item, it can be a number form 1 to 100 percent of chance


How many items you want to get when succes producing?


production speed, it display a hud. it support decimals


Level of the recipe (if the player alchemy level is below he cant learn it)


Ingredients items ids required to produce the output item


Quantity of item Mixs required to produce the Ouput item, MUST be in the same
order of Item Mixs. In this case item id 17 require 3 or more, item id 18
require 2 and item id 19 require 2.

* IMPORTANT
Once the game party gets the Item recipe, the game player has to learn the
recipe from the inventory menu in order to be displayed in the alchemy GUI

-------------------------------------
* Extraction skill set up *

In order to extract items plants, rocks or whatever you need, create an event
with the following comment tags.

Here a regular plant creation









Tags explanation


Which item id do you want to extract?


How many items will be extracted?


Extraction success chance, it can be a number between 1 to 100 percent


Extraction speed, it support decimals


item extraction level, if player extraction skill is below this level it cannot
be extracted


How many times you want this plant to be extracted before dissapear?


Time in seconds this plant takes to respawn

IMPORTANT NOTE!
I strongly recomend to see this script demo examples for the correct usage of
this complex system

=end

#===============================================================================
# * Alchemy skill settings
#===============================================================================
module FalcaoAlchemy

# After how many production times get a chance to level up
ProductionTimesLevelUp = 5

# Chance to level up when the production times match
AlchemyLevelUpChance = 90

# After how many party alchemy skill level above of Recipe level have a chance
# to level up the alchemy skill. Example: Alchemy level = 20
# Recipe level = 9, there are 11 levels above so party can not level up skill
SeparateLevel = 5

# Default alchemy maximun level (can be changed in game)
DefaultMaxLevel = 35

# Sound played when succes produce an item
SuccesProduceSe = "Decision2"

# Sound played when fail producing an item
FailProduceSe = "Stare"

# Sound played when succes level up the alchemy skill
AlchemyLevelUpSe = "Raise1"
end


#===============================================================================
# * Extraction skill settings
#===============================================================================
module FalExtract

# After how many extraction times get a chance to level up
ExtracTimesLevelUp = 7

# Chance to level up when the production times match
ExtracLevelUpChance = 90

# After how many party extraction skill level above of Plant level have a
# chance to level up the extraction skill. Example: Extraction level = 20
# Plant level = 9, there are 11 levels above so party can not level up skill
SeparateLevell = 5

# Default extraction maximun level (can be changed in game)
DefaultMaxLevel = 25

# Animation id played while extracting
ExAnimation = 169

# Sound played when succes extrac an item
SuccesExtractSe = "Item3"

# Sound played when fail extract an item
FailExtractSe = "Down1"

# Sound played when level up extraction skill
AlchemyLevelUpSe = "Raise1"

#-----------------------------------------------
def self.check_extracted_ones
$game_map.events.values.each do |event|
break if $game_party.ev_extdata[$game_map.map_id].nil?
if !$game_party.ev_extdata[$game_map.map_id][event.id].nil?
event.erase if $game_party.ev_extdata[$game_map.map_id][event.id][2]
end
end
end
end

#Do you want to add the alchemy scene to the game menu? true / false
FalcaoRGSS_AddAlchemy_to_menu = false

#-----------------------------------------------------------------------------
# * Script calls
#
# Use this script call only if you want to change the extraction and alchemy
# levels manually
#
# $game_party.alchemy_maxlv(x) If you want to change the alchemy maximun level
# in game change x for the new maximun level
# $game_party.alchemy_lv = x if you want to change the current alchemy level
# change x for the new level

# $game_party.extraction_maxlv(x) Extraction max level, change x for the new
# maximun level
# $game_party.extract_lv = x Extraction current level, change x for any
# integer
#-------------------------------------------------------------------------------

($imported ||= {})['Falcao Mmorpg Alchemy And Extraction'] = 1.0

#===============================================================================
# * Falcao Alchemy skill END OF SETINGS
#===============================================================================
class RecipeData
attr_accessor :recipes
def initialize
@recipes = {}
@ingredients = {}
register_values
end

def register_values
for item in $data_items
next if item.nil?
id = item.recipedata(" @ingredients[item.id] = mix.split(",").map { |s| s.to_i }
end
end

def recipes
@recipes
end

def ingredients
@ingredients
end
end

class RPG::BaseItem
def recipedata(comment, s=true, f=false)
if @note =~ /#{comment}(.*)>/i
return $1.to_f if f
return s ? $1.to_i : $1.to_s.sub("\r","")
end
end

def costitem
if @costitemm.nil?
@costitemm = {}
if @note =~ //i
key = $1.to_s.sub("\r","").split(",").map { |s| s.to_i }
end
if @note =~ //i
value = $1.to_s.sub("\r","").split(",").map { |s| s.to_i }
end
if key != nil
index = 0
key.each {|k|
@costitemm[k] = value[index]
index += 1}
end
return @costitemm
else
return @costitemm
end
end
end

class Game_Party < Game_Unit
attr_reader :recipes
attr_accessor :extract_data, :extract_lv, :extrat_count, :ev_extdata
attr_accessor :alchemy_lv, :alchemy_count, :pop_windowdata
attr_accessor :al_maxlv, :ex_maxlv
alias falcaoalchemy_ini initialize
def initialize
@recipes = []
@extract_lv = 1
@extrat_count = 0
@ev_extdata = {}
@alchemy_lv = 1
@alchemy_count = 0
@al_maxlv = FalcaoAlchemy::DefaultMaxLevel
@ex_maxlv = FalExtract::DefaultMaxLevel
falcaoalchemy_ini
end

def alchemy_maxlv(lv)
@al_maxlv = lv if lv >= @al_maxlv
end

def extraction_maxlv(lv)
@ex_maxlv = lv if lv >= @ex_maxlv
end

def add_recipe(id)
@recipes.push(id) unless @recipes.include?(id)
end

def pop_w(time, name, text)
return unless @pop_windowdata.nil?
@pop_windowdata = [time, text, name]
end
end

class Game_Battler < Game_BattlerBase
alias falcaoalchemy_mm_item consume_item
def consume_item(item)
if item.is_a?(RPG::Item) and !item.recipedata(" $game_party.add_recipe(item.id)
$game_party.pop_w(
180, 'Alchemy', "Recipe: #{item.name} has been learned!")
else
$game_party.gain_item(item, 1)
$game_party.pop_w(
180,'Alchemy',"Alchemy level #{level} is required to learn this recipe")
Sound.play_buzzer
end
end
falcaoalchemy_mm_item(item)
end
end

#-------------------------------------------------------------------------------
class Window_AlRecipes < Window_Selectable
def initialize(x, y, w, h, rdata)
super(x, y, w, h)
@rdata = rdata
refresh ; select(0)
end

def item() return @data[self.index] end

def refresh
self.contents.clear if self.contents != nil
@data = []
@rdata.recipes.each {|id, recipe| @data.push(recipe) if
$game_party.recipes.include?(id)}
@item_max = @data.size
if @item_max > 0
self.contents = Bitmap.new(width - 32, row_max * 26)
for i in 0...@item_max
draw_item(i)
end
end
end

def draw_item(index)
item = @data[index]
x, y = index % col_max * (90), index / col_max * 24
self.contents.font.size = 18
draw_icon($data_items[item[7]].icon_index, x, y)
contents.draw_text(x + 25, y, self.width, 32, item[0])
end

def item_max
return @item_max.nil? ? 0 : @item_max
end
end

class Window_StartProducing < Window_HorzCommand
def initialize(dark)
@darked = dark
super(200, 0)
end
def window_width() return 344 end
def window_height() return 60 end

def col_max
return 2
end

def make_command_list
add_command("Start", :start, @darked.items_ready?)
add_command("Stop", :stop)
end

def process_cancel
@darked.meter > 0 ? return : super
end
end


class FalcaoExtraction
include FalExtract
def initialize
@col = [Color.new(180, 225, 245), Color.new(20, 160, 225), Color.new(0,0,0)]
@running = false
@anitimer = 0
end

def update
update_extraction_trigger if Input.trigger?:)C)
update_display_window if $game_party.extract_data != nil
update_respawn
end

def update_respawn
return if $game_party.ev_extdata[$game_map.map_id].nil?
$game_map.events.values.each do |event|
break if $game_party.ev_extdata[$game_map.map_id].nil?
if !$game_party.ev_extdata[$game_map.map_id][event.id].nil?
if $game_party.ev_extdata[$game_map.map_id][event.id][2]
$game_party.ev_extdata[$game_map.map_id][event.id][1] -= 1 if
$game_party.ev_extdata[$game_map.map_id][event.id][1] > 0
if $game_party.ev_extdata[$game_map.map_id][event.id][1] == 0
event.fading = [:fade_out, 60]
$game_party.ev_extdata[$game_map.map_id].delete(event.id)
if $game_party.ev_extdata[$game_map.map_id].empty?
$game_party.ev_extdata.delete($game_map.map_id)
end
next
end
end
end
end
end

def update_display_window
create_window
if $game_party.extract_data[5] > 0
$game_party.extract_data[5] -= 1
if $game_party.extract_data[5] == 0
$game_party.extract_data = nil
dispose_window
@running = false
return
end
end

return if $game_party.extract_data[5] > 0
if @running
if $game_party.extract_data[5] == 0
refresh_contents
$game_party.extract_data[4] += 1
end
if $game_party.extract_data[4] >= $game_party.extract_data[3] * 60
$game_party.extract_data[5] = 60
refresh_contents
end
end
end

def create_window
return if !@ext_window.nil?
@ext_window = Window_Base.new(544 / 2 - 200 / 2, 0, 200, 66)
if $game_party.extract_lv >= $game_party.extract_data[6]
@running = true
end
refresh_contents
end

def refresh_contents
@ext_window.contents.clear
@ext_window.contents.fill_rect(0, 10, 26, 38, Color.new(0, 0, 0, 60))
item = $game_party.extract_data[0]
@ext_window.draw_icon(item.icon_index, 1, 11)
@ext_window.contents.font.size = 18
@ext_window.contents.font.color = @ext_window.normal_color
@ext_window.contents.font.shadow = true
string = "L#{$game_party.extract_data[6]} " + item.name
@ext_window.draw_text(-4, -6, @ext_window.width, 32, string, 1)
@ext_window.contents.font.size = 15
@ext_window.draw_text(0, 22, 26, 32, $game_party.extract_data[1].to_s, 1)
@ext_window.contents.font.size = 18
if @running
if $game_party.extract_data[5] == 60
r = rand(101)
@ext_window.contents.font.color = Color.new(255, 120, 0, 255)
if r <= $game_party.extract_data[2]
$game_party.gain_item($game_party.extract_data[0],
$game_party.extract_data[1])
RPG::SE.new(SuccesExtractSe, 80,).play
@ext_window.draw_text(-30, 20, @ext_window.width, 32, 'Win', 2)
if $game_party.extrat_count == ExtracTimesLevelUp - 1
r2 = rand(101)
if r2 <= ExtracLevelUpChance
leveling = true unless stop_growing?
apply_extraction_growing
end
else
$game_party.extrat_count += 1
end
@anitimer = 0
else
RPG::SE.new(FailExtractSe, 80,).play
@ext_window.draw_text(-30, 20, @ext_window.width, 32, 'Fail', 2)
end
apply_variance
@running = false
end
run_extractor if leveling.nil?
else
@ext_window.draw_text(0, 16, @ext_window.width, 32,
"Ext lv #{$game_party.extract_data[6]} required", 1)
Sound.play_buzzer
s = "Extraction skill level #{$game_party.extract_data[6]} required"
$game_party.pop_w(180, 'Alchemy', s)
$game_party.extract_data[5] = 120
end
end

def stop_growing?
lv = $game_party.extract_data[6]
return true if $game_party.extract_lv == $game_party.ex_maxlv
return true unless $game_party.extract_lv <= lv + SeparateLevell - 1
return false
end

# growing
def apply_extraction_growing
return if stop_growing?
RPG::SE.new(AlchemyLevelUpSe, 80,).play
$game_party.extract_lv += 1
$game_party.extrat_count = 0
@ext_window.draw_text(30, 20, @ext_window.width, 32,
"Skill Lv #{$game_party.extract_lv}!")
end

def apply_variance
$game_party.ev_extdata[$game_map.map_id] = {} if
$game_party.ev_extdata[$game_map.map_id].nil?
event = $game_party.extract_data[7]
times = event.check_ext("lv, event]
break
end
end
end

def dispose
dispose_window
end
end

class Spriteset_Map
alias falcaoextraction_create_p create_pictures
def create_pictures
falcaoextraction_create_p
@falextraction = FalcaoExtraction.new
end

alias falcaoextraction_update update
def update
falcaoextraction_update
@falextraction.update
end

alias falcaoextraction_dispose dispose
def dispose
falcaoextraction_dispose
@falextraction.dispose
end
end

class Game_Event < Game_Character
attr_accessor :opacity, :erased, :fading
def check_ext(comment, f=true)
return 0 if @list.nil? or @list.size <= 0
for item in @list
if item.code == 108 or item.code == 408
return f ? $1.to_i : $1.to_f if item.parameters[0] =~ /#{comment}(.*)>/i
end
end
return 0
end

alias falcaoexts_ini initialize
def initialize(map_id, event)
@fading = [:fade_in, time=0]
falcaoexts_ini(map_id, event)
end

alias falcaoexts_up update
def update
if @fading[1] > 0
@fading[1] -= 1
if @fading[0] == :fade_in
@opacity -= 4 if @opacity >= 0
erase if @fading[1] == 0
elsif @fading[0] == :fade_out
if @erased
@erased = false
refresh ; @opacity = 0
end
@opacity += 4 if @opacity <= 255
end
end
falcaoexts_up
end
end

class Game_Player < Game_Character
attr_accessor :pattern
def in_front_ext?(target)
return true if @direction == 2 and @x == target.x and (@y+1) == target.y
return true if @direction == 4 and (@x-1) == target.x and @y == target.y
return true if @direction == 6 and (@x+1) == target.x and @y == target.y
return true if @direction == 8 and @x == target.x and (@y-1) == target.y
return false
end

def update_anime_pattern
return if !$game_party.extract_data.nil?
super
end

alias falcaoextraction_mov movable?
def movable?
return false if $game_party.extract_data != nil
falcaoextraction_mov
end

alias falcaoext_perform_transfer perform_transfer
def perform_transfer
falcaoext_perform_transfer
FalExtract.check_extracted_ones if $game_map.map_id != @new_map_id
end
end

class << DataManager
alias falcaoalchemy_mmo_load load_normal_database
def DataManager.load_normal_database
falcaoalchemy_mmo_load
for item in $data_items
next if item.nil?
if item.recipedata("<output item="" id:="" ")="" !="nil
item.name = item.name + " L#{item.recipedata(" item.consumable = true
item.scope = 0
end
end
end

alias falcaoalchemy_reloadmap reload_map_if_updated
def DataManager.reload_map_if_updated
falcaoalchemy_reloadmap
FalExtract.check_extracted_ones if
$game_system.version_id != $data_system.version_id
end
end

# ingrediebnts
class AlIngredients
attr_accessor :meter
def initialize(rdata)
@ingredients = Window_Base.new(200, 60, 344, 266)
@recipe = []
@meter = 0
@rdata = rdata
end

def refresh(recipe)
@recipe = recipe
@ingredients.contents.clear
@ingredients.contents.font.size = 18 ; w = @ingredients.width
@ingredients.contents.fill_rect(0, 24, w, 220, Color.new(0, 0, 0, 60))
apply_color(1)
@ingredients.draw_text(-16, -6, w, 32, 'Ingredients', 1)
draw_ingredients
end

def draw_ingredients
manager = y = 0
for i in ingredients
item = $data_items
manager += 1
(manager%2 == 0) ? x = 156 : y += 24
x = 0 unless (manager%2 == 0)
enable = $game_party.item_number(item) >= cost[item.id]
enable ? apply_color(1) : apply_color(2)
@ingredients.draw_icon(item.icon_index, x, y, enable)
@ingredients.contents.font.size = 15
number = $game_party.item_number(item)
@ingredients.draw_text(x - 2, y + 6, 32, 32, number.to_s, 1)
@ingredients.contents.font.size = 18
@ingredients.draw_text(x + 24, y,212,32, item.name + " X#{cost[item.id]}")
end
end

def items_ready?
return false if @meter > 0
combi = ingredients ; item = [] ; combi = [] if combi.nil?
combi.each {|i|
it =$data_items; item << i if $game_party.item_number(it) >= cost[it.id]}
item.size == combi.size
end

def apply_color©
@ingredients.contents.font.color = @ingredients.normal_color if c == 1
@ingredients.contents.font.color = Color.new(255,255,255,128) if c == 2
end

def ingredients
return @rdata.ingredients[@recipe.last]
end

def dispose
@ingredients.dispose
end


def update_index(recipe_index)
@recipe_index = recipe_index
end

def cost
return $data_items[@recipe_index].costitem
end
end

#----------
class Scene_Alchemy < Scene_MenuBase
include FalcaoAlchemy
def start
super
recipedata = RecipeData.new
@col = [Color.new(180, 225, 245), Color.new(20, 160, 225), Color.new(0,0,0)]
@meter = 0
@infow = Window_Base.new(0, 0, 200, 60)
@alstatus = Window_Base.new(0, 326, 200, 90)
refresh_alstatus
@infow.contents.font.size = 20
@infow.draw_text(-16, 0, @infow.width, 32, 'Recipes', 1)
@recipes = Window_AlRecipes.new(0, 60, 200, 266, recipedata)
@ngrewindow = AlIngredients.new(recipedata)
update_rindex
@oven = Window_Base.new(200, 326, 344, 90)
@pop_timer = 0
update_recipe
@start_window = Window_StartProducing.new(@ngrewindow)
update_cancel
@start_window.set_handler:)start, method:)update_start))
@start_window.set_handler:)stop, method:)update_stop))
@start_window.set_handler:)cancel, method:)update_cancel))
end

def refresh_alstatus
@alstatus.contents.clear
@alstatus.contents.font.size = 18; w = @alstatus.width ; g = $game_party
@alstatus.draw_icon(218, 0, 16) ; arr = [g.al_maxlv.to_s, g.ex_maxlv.to_s]
@alstatus.draw_icon(482, 0, 40)
@alstatus.draw_text(-16, -8, w, 32, 'Skill Levels', 1)
@alstatus.draw_text(26, 16, w, 32,"Alchemy: #{g.alchemy_lv}/" + arr[0])
@alstatus.draw_text(26, 40, w, 32,"Extraction: #{g.extract_lv}/" + arr[1])
end

def update_start
@ngrewindow.meter = 1
end

def update_stop
@ngrewindow.meter = 0
@start_window.refresh
@start_window.activate
refresh_oven
end

def output_item
item = @recipes.item
kind = $data_items[item[2]] if item[1]=='Item' || item[1]=='item'
kind = $data_weapons[item[2]] if item[1]=='Weapon' || item[1]=='weapon'
kind = $data_armors[item[2]] if item[1]=='Armor' || item[1]=='armor'
kind
end

def update_cancel
@start_window.unselect
@start_window.deactivate
@recipes.activate
end

def refresh_ingredients
@ngrewindow.refresh(@recipes.item)
end

def refresh_oven
@oven.contents.clear
@oven.contents.font.size = 18
@oven.contents.fill_rect(0, 31, 31, 36, Color.new(0, 0, 0, 60))
@oven.draw_text(-16, -6, @oven.width, 32, 'Oven', 1)
if @pop_timer > 0
@oven.contents.font.color = Color.new(255, 120, 0, 255)
@oven.draw_text(0, -6, @oven.width, 32, @type)
end
@oven.contents.font.color = @oven.normal_color
@oven.draw_icon(output_item.icon_index, 4, 34)
@oven.contents.font.size = 15
@oven.draw_text(0, 45, 33, 32, @recipes.item[4], 1)
@oven.contents.font.size = 18
@oven.draw_text(34, 23, 250, 32, output_item.name)
@oven.draw_text(-26, 23, @oven.width, 32, 'Chance', 2)
@oven.draw_text(-26, 40, @oven.width, 32, @recipes.item[3].to_s + '%', 2)
x, y = 33, 52
@oven.contents.fill_rect(x, y, 150, 12, @col[2])
max = @recipes.item[5] * 60
@oven.contents.fill_rect(x+1, y+1, 152 *@ngrewindow.meter / max, 5, @col[0])
@oven.contents.fill_rect(x+1, y+6, 152 *@ngrewindow.meter / max, 5, @col[1])
end

def update_rindex
@ngrewindow.update_index(@recipes.item[7]) unless @recipes.item.nil?
end

def update
super
update_rindex
update_recipe
SceneManager.return if Input.trigger?:) B) and @recipes.active
update_selection if Input.trigger?:)C) and @recipes.active and
!@recipes.item.nil?
update_meter
end

def update_meter
if @pop_timer > 0
@pop_timer -= 1
refresh_oven if @pop_timer == 0
end

if @ngrewindow.meter != 0
@start_window.refresh if @ngrewindow.meter == 1
@start_window.activate if @ngrewindow.meter == 1
@ngrewindow.meter += 1
refresh_oven
if @ngrewindow.meter >= @recipes.item[5] * 60
@ngrewindow.meter = 0
random = rand(101)
random <= @recipes.item[3] ? success_producing : fail_producing
end
end
end

def success_producing
RPG::SE.new(SuccesProduceSe, 80,).play
$game_party.gain_item(output_item, @recipes.item[4])
@type = 'Success!' ; @pop_timer = 50
destroy_items
apply_alchemy_growing
end

def apply_alchemy_growing
return if $game_party.alchemy_lv == $game_party.al_maxlv
return unless $game_party.alchemy_lv <= @recipes.item[6] + SeparateLevel - 1
if $game_party.alchemy_count == ProductionTimesLevelUp - 1
r2 = rand(101)
if r2 <= AlchemyLevelUpChance
$game_party.alchemy_lv += 1
RPG::SE.new(AlchemyLevelUpSe, 80,).play
$game_party.alchemy_count = 0
refresh_alstatus
end
else
$game_party.alchemy_count += 1
end
end

def fail_producing
RPG::SE.new(FailProduceSe, 80,).play
@type = 'Fail!' ; @pop_timer = 50
destroy_items
end

def destroy_items
c = $data_items[@recipes.item[7]].costitem
@ngrewindow.ingredients.each {|i|$game_party.lose_item($data_items,c)}
refresh_ingredients
refresh_oven
@ngrewindow.items_ready? ? update_start : @start_window.refresh
end

def update_selection
Sound.play_ok
@start_window.select(0)
@start_window.activate
@recipes.deactivate
end

def update_recipe
return if @recipes.item.nil?
if @recipe_index != @recipes.index
@recipe_index = @recipes.index
refresh_ingredients
@start_window.refresh if !@start_window.nil?
refresh_oven
end
end

def terminate
super
@recipes.dispose
@infow.dispose
@ngrewindow.dispose
@start_window.dispose
@oven.dispose
@alstatus.dispose
end
end

# Input module update engine
class << Input
alias falcaoalchemy_mmo_update update
def Input.update
update_popwindow2 if !$game_party.nil? and !$game_party.pop_windowdata.nil?
falcaoalchemy_mmo_update
end

# pop window global
def update_popwindow2
$game_party.pop_windowdata[0] -= 1 if $game_party.pop_windowdata[0] > 0
if @temp_window.nil?
tag = $game_party.pop_windowdata[2]
string = $game_party.pop_windowdata[1] + tag
width = (string.length * 9) - 10
x, y = Graphics.width / 2 - width / 2, Graphics.height / 2 - 64 / 2
@temp_window = Window_Base.new(x, y, width, 64)
@temp_window.contents.font.size = 20
@temp_window.z = 9999
@temp_window.draw_text(-10, -6, width, 32, tag, 1)
@temp_window.draw_text(-10,14, width, 32, $game_party.pop_windowdata[1],1)
@current_scene = SceneManager.scene.class
end
if $game_party.pop_windowdata[0] == 0 ||
@current_scene != SceneManager.scene.class
@temp_window.dispose
@temp_window = nil
$game_party.pop_windowdata = nil
end
end
end

if FalcaoRGSS_AddAlchemy_to_menu
class Window_MenuCommand < Window_Command
alias falcaoadd_alchemy add_original_commands
def add_original_commands
add_command('Alchemy', :alchemy, main_commands_enabled)
falcaoadd_alchemy
end
end

class Scene_Menu < Scene_MenuBase
alias falcao_alchemy_command create_command_window
def create_command_window
falcao_alchemy_command
@command_window.set_handler:)alchemy, method:)call_alchemy_scene))
end
def call_alchemy_scene
SceneManager.call(Scene_Alchemy)
end
end
end
">
 

Andar

Veteran
Veteran
Joined
Mar 5, 2013
Messages
33,733
Reaction score
8,512
First Language
German
Primarily Uses
RMMV
Fernyfer775, please do not bump your topic unless it has been 72 hours later since your last post. You can review our forum rules here. Thank you.


I don't know about the script itself, but you can make a workaround with a common event. Just have the common event check the neccessary conditions, and if the recipe cannot be learned add another item to replace the consumed recipe item.


That probably needs a lot of common events and you need to fix them to their items, but it will work until you find a better solution.
 

Fernyfer775

Veteran
Veteran
Joined
Oct 6, 2013
Messages
1,318
Reaction score
824
First Language
English
Sorry about the early bump, guess I was a couple hours too early.

This thread can be closed, I overhauled my whole crafting system and switched to a different script. Thanks for the help though Andar!
 

Latest Threads

Latest Posts

Latest Profile Posts

Today's my first login since Jan 2020. Time sure flies. Sorry to everyone's messages i missed.
It's satisfying to master the usage of a hard plugin, then making it do what you want. ( o w o)!!
I'll be redesigning some of the main characters from my many wip stories :kaohi:
gWBWMzT.jpg

Starting with the (chronologically) first of them, Cedric!
gotta love when a plugin you thought had nothing to do with why something else wasn't working winds up being the issue...
Doing RPG Maker News for 26th September 2021

Forum statistics

Threads
115,402
Messages
1,089,590
Members
150,140
Latest member
JackYonder
Top