FF5 "Mix"

Mr. Bubble

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FF5 "Mix"
Script by Mr. Bubble

Summary
This script is based on the Chemist job class command "Mix" from Final Fantasy 5. Mix allows the user to mix any items from the party's inventory for a variety of effects in battle.

All item combination formulae must be defined in the customization module.

Script
Can be found here: http://wp.me/PxlCT-pi

Installation
Paste this script into its own page within the "Materials" section in the script editor of your project.

I recommend pasting this script below all other scripts that also modify the battle system in your script editor.

How to Use
This script utilizes notetags and contains an advanced user customization module. It is important that you read the comments of this script to fully understand how to customize this script for your project.

Compatibility
Due to the nature of this script, script incompatibilities with other scripts is likely and expected. Please do not ask if [insert script here] is compatible with this script. You can test it yourself.

Custom battle systems are very likely to have issues with this script especially ones that are not turn-based like the default battle system.

If you run into incompatibilities, please report them to me with a link to the script and I will try to make it compatible (no promises).

This script aliases a lot of VXA methods, but there are no default method overwrites.

Requests for compatibility with other scripts are encouraged and welcome.

Terms and Conditions
Free for non-commercial use.

If you wish to use this for commercial games, contact me first.

Please feel free to post coding and efficiency suggestions, script features suggestions, and bug reports.
 
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Zasian

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Another script? You're scripting like mad lol. Just what I was after thanks a lot.
 

Peltron

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Very neat! I was looking for a way to do this since I replayed Final Fantasy X!

Thanks for sharing with us!

*likes*
 

McTricky

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Oh my god, YES! I've been needing this so bad, and was actually going to request some thing like this right now before I saw this topic. Gonna try it out amongst my other script in my project and see if it works out.
 

Mr. Bubble

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v1.1 is up. Crashes related to normal item use are fixed.

Edit:

v1.2 is up. Lots of bug fixes and added support for some YEA scripts.
 
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Dark Gaia

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Wow, I wasn't expecting to see a script like this for Ace so soon. Great job Mr Bubble, I've been looking for a way to get my Alchemist class' "Mix" skill working. I was going to have to event it, but now I don't have to! I'm assuming it will work with Yanfly's battle engine?
 

Mr. Bubble

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Wow, I wasn't expecting to see a script like this for Ace so soon. Great job Mr Bubble, I've been looking for a way to get my Alchemist class' "Mix" skill working. I was going to have to event it, but now I don't have to! I'm assuming it will work with Yanfly's battle engine?
<_<
 

SuperNurse

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I freaking love this script. I can finally add a Chemist class to my game. One suggestion if I may? Would it be possible to include a preview window of what a certain mixture would produce?
 

Mr. Bubble

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I freaking love this script. I can finally add a Chemist class to my game. One suggestion if I may? Would it be possible to include a preview window of what a certain mixture would produce?
During mix item selection or after? Because if it's after, it won't be possible to preview the result if the result item has a scope of all allies or all enemies.

It's a possible request, though. I'm not quite sure where the preview window should be placed.
 

Rello

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How taxing would it be to possibly release a "skills" version (mixing skills to make a skill) of this script?
 

Mr. Bubble

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You'd have to convince me that that's even a good idea in the first place. Why "mix" two skills together to use a specific skill when you could just have the actor learn that skill directly? It's certainly not like mixing items where the items are consumed.
 

Helladen

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I think by mixing skills he means two different actors can mix skills together to form a more powerful attack, but that would have a lot of breaks in custom battle systems.
 
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Mr. Bubble

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I think by mixing skills he means two different actors can mix skills together to form a more powerful attack, but that would have a lot of breaks in custom battle systems.
That's kind of reaching out there considering the context.
 

Helladen

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I know, I couldn't see any other way to do it that would be good though.

Would you consider adding where you can mix different amounts of an item? For example, if I mix Potion x2 and Hi-Potion x1 I get an item rather than only being limited by quantities of two.
 
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Mr. Bubble

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I know, I couldn't see any other way to do it that would be good though.
I meant that your assumption of what he wants was very strange considering the context of what this script does.

Would you consider adding where you can mix different amounts of an item? For example, if I mix Potion x2 and Hi-Potion x1 I get an item rather than only being limited by quantities of two.
I can consider it, but you'd have to convince me that you'd actually use it.
 

Helladen

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I can explain my need for it if that would help any. Basically I have a character that can mix consumable items. The math behind it would not work with it as it stands. I'm not mixing items like Potion + Potion = Hi-Potion, my idea behind using this system is to mix party/enemy sized amounts, so that the quantity that is used is spread across everything. The skill would cost TP to use, so it would require more coordination than using a crafting system. I also do not like allocating items that I think I need. I was going to use your crafting system to do all of this, but it feels better to let the player choose how they use their items, and not force them to predict how they want to use them.
 

Rello

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The intention, in the game world, is when the character has certain accessories equipped they have access to certain spells respective to the accessory. I wanted a mechanic to where the player could combine the two skills and form a summon, the summon dependent on what accessory skills are used (Inferno Gem skill Pyrus+ Mountain Gem skill Terrus= Ares summon skill)

Edit:

Mixing which skills the character uses, the player has a large pool of possible summons (roughly 35 as of right now)
 
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Tsukihime

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You'd have to convince me that that's even a good idea in the first place. Why "mix" two skills together to use a specific skill when you could just have the actor learn that skill directly? It's certainly not like mixing items where the items are consumed.
Kind of curious whether you could just extend it so that you could set up arbitrary RPG::BaseItem objects for mixing, maybe allowing only objects of the same class to be mixed (eg: item with item, weapon with weapon, skill with skill, etc)
 
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Mr. Bubble

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Kind of curious whether you could just extend it so that you could set up arbitrary RPG::BaseItem objects for mixing, maybe allowing only objects of the same class to be mixed (eg: item with item, weapon with weapon, skill with skill, etc)
If the objects mixed are the same class, yes it's possible. I'd have to change some current methods, set up each case for the selection window, and make end-user customization options for each case, But most of the framework I've already set up can work. I kinda designed it like that on purpose in the event that I wanted to make a crafting system with the same combination premise, though, I eventually learned that it cannot be used like that.

The intention, in the game world, is when the character has certain accessories equipped they have access to certain spells respective to the accessory. I wanted a mechanic to where the player could combine the two skills and form a summon, the summon dependent on what accessory skills are used (Inferno Gem skill Pyrus+ Mountain Gem skill Terrus= Ares summon skill)

Edit:

Mixing which skills the character uses, the player has a large pool of possible summons (roughly 35 as of right now)
Fair enough. How should skill costs be handled? Keep in mind that currently with mixing items, there isn't a need to worry about costs. Yes, this is important to thoroughly reply to.
 

Tsukihime

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Have you thought about something like a Cost interface and allow users to define how costs should be handled themselves by inheriting from your Cost class.



Code:
class ICost
end

class ItemMixCost : ICost
end

class SkillMixCost : ICost
end
This would give you more flexibility if you decide to add in different types of mix operations with all sorts of costs and whatever.

You could use the skill cost as an example implementation.
 
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