Iconic Crafting System

Preston

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Introduction
Iconic Crafting system is what I wanted from a RPG maker Vx ace crafting system. This was the first script I wrote, but I have learned a lot more in sense then so I decided to re-write it.

So now This is actually Iconic Crafting System 2. =D Better than ever before I think. Of course it's new and still needs a lot of testing and suggestions, so I welcome any feed back. I think this re-write has addressed all the bugs and requested features of the old one, if I did leave one out let me know thanks. 

Enjoy =D 

Features
- Crafting by adding items to a "mix" 
- Can either craft from Formula Book or by adding items.
- Formula's are now easier  to set up.
- Formula Book Re-done

- No Longer needs any Pictures 

Channel Log

V 0.05
Initial release
 

How to Use
Put above main and below everything else, Configure Recipe following Instructions in the Script

Script

Get it here at paste bin: 

http://pastebin.com/sQgesJzM

Demo

Demo now available, Get it here:

http://www.2shared.com/file/Gg03rNPZ/ICS.html

Credit and Thanks

diamondandplatinum3 from youtube, thanks for the great tutorials. 

Author's Notes
Have fun, let me know what you think! 
 
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Engr. Adiktuzmiko

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Seems nice, but I'd prefer to still have the item names (of the ingredients) on the screen...
 

Lamsah

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Oh this is pretty nefty! I pondered on the thought that how can i add a scene where when i hit craft then it will show a cutscene where the player is making the stuff which would be pretty cool to add.

Also:

Is there a way to restrict certain recipe for specific SceneManager.call(MyS) call? Like for example: i was planning on calling the SceneManager.call(MyS) as event in specific crafting area but only limited to certain recipes or items to make on that area. Like for example, if i call the SceneManager.call(MyS) in the blacksmith shop then i should be restricted to make only weapons and armors and etc. for other areas. 
 

Preston

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@ Newbie, the cut scene Idea would pretty easy for me to add, provided you make the cut scene, If you make a sample cut scene for me to test with I'll work on that. The other Idea would be a little more of a challenge, but I do think its doable, I'll look into it.

@adiktuzmiko My friend who tested it said the same thing. Unfortunately I think adding the Names beside the Icon would go against the whole design. I might make a alternate version with the names beside the icons if I get enough requests for that though. When I made this script I was thinking of minecraft. Besides I really like the look of all the Icons spread across the screen like that. =P

I appreciate both of your comments though, makes me feel awesome to know people tried out my script. Thanks =D
 

Engr. Adiktuzmiko

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You can make it as a toggle option, make a constant at the top of your script which determines if the menu will show names or not... :)

That way, you won't need to make an alternate version... XD...
 
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Kes

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Being very much a script newbie, I just wanted to confirm that I have understood things properly.  I'm afraid explanations using Minecraft don't help, as I've never played it.  In the instructions you say

"After you make a Item for the first time, it is added to a Recipe list.

#  You can view the recipe list from the crafting menu!

 

Who is the "you" in this instance?  Me as the person reading what you have written and inputting the recipe into the script or the player?  I am assuming the player.  The reference to the crafting menu (which looks very nice in the screen shot, btw) - I am using Yanfly's menu scripts; presumably your crafting menu would just sit alongside any customised menus in use?

 

The instruction about "discovered" is also a little bit ambiguous to a newbie.  Where it says :discovered => false, presumably that is where it has been know since the beginning of the game because the player has not had to "discover" it for her/himself.  If it has been discovered, then this would be :discovered => true,

 

I am hoping to incorporate this into my new project, so want to be confident that I have got it straight in my head.  Thanks for all your work.
 

Preston

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@ Ksjp17

1. Yes when I say You I really mean the player. After the player has crafted a item for the very first time, the recipe for that item is added to a recipe list. This recipe list can then be viewed by the player from the crafting scene. The recipe list is a reference to the materials need to make items. 

2. When i say discovered => false, that means the recipe is not on the recipe list at the begging of the game, but will be added to it after the player crafts it for the first time. I added this in case you would like some recipes to be universally known, and not have to be discovered or learned. Setting this value to true will make the recipe appear on the recipe list at the start of a new game, or even in the middle of a save game. 

Thank you for your feed back, I will re write the instructions to be more clear. 
 

Kes

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Thanks, this is clear enough even for someone like me.  I do appreciate the speed of your response.  Now off to dream up all those exotic recipes!

EDIT

There may be a problem with your image for cursor 3.  Although cursor 2 is fine, #3 shows up only as a green smear across the whole image.  This is the case whether I get it with Firefox or IE, whether I am viewing it on your photobucket page or download it and view it from a saved file.
 
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Preston

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@ ksjp17 crusor3 is meant to be kind of a green smear. It's just the image used to light up the background when you get the recipe correct. You can edit it however you like, just be sure to keep the dimensions of the image the same, otherwise it might look funny. 
 
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Cool script. Crafting is great :D

Couple notes about the code though:

  • You are using far too many global variables, you shouldn't actually be using any at all, so try not to use them in future.
  • Your instructions are great, however the 'B' key does not actually exist as your instructions say. Input 'B' as you're using it is actually (by default) Esc & X. So you may want to mention that, because unless someone actually knows what the default inputs are, they will assume you actually mean they need to press the 'B' key on their keyboard.
  • Your script also does give much customisation options for the Sound Effects that are made, I see that you are using the "Miss" SE at 100, 100. But you are not allowing the user to customise that to fit their own preferences. Instead what you could do is make all those an editable option. Remember back in the first script tutorial I did, you can easily do that here.
  • Same as above but for the pictures, you are not forcing the user to use your pictures, but you ARE forcing them to have the names "crusor2" & "crusor3" as the picture names for this script; which is also a spelling mistake. You can change this so that the user can choose the filename, size & position of those images in the editable region.
  • I absolutely love the fact that you used a HashMap for your editable region, it makes it easier to read/understand what I'm doing.
->First script
->Puts my first script to absolute shame, good work.
 

Kes

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I like the demo.  One minor point; in the Crafting Menu you have a spelling error: Recipe shows up as Recpie.  I guess this can be changed in the script, but I was thinking that anyone looking at the demo before downloading the script might be put off by that.

EDIT

I'm stuck on something - which maybe can't be done with this script, but I thought I'd check just in case.

As well as ingredients I would like the 'cost' to include MP as well.  However, as it isn't an item, weapon or armor, it obviously can't just be included in the ingredients section of the recipe.  Is there a way that it could be incorporated?

Thanks
 
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bananatron

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Awesome script! How difficult would it be for one to alter the order requirement?

Digging through the script I can't tell exactly where/how its defined (I am a super script noob). Ideally, I'd like to have a system where if X and Y are combined (in any order), it would create Z. 

It may be written in such a way that this isn't easy, but I'm not sure.
 

Kes

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I have realised that there is something of a problem with the setup.  In the crafting menu 'Add' section it shows every item, weapon and piece of armour that you have so that anything can be used.  The trouble is that the further the player gets into the game, the bigger that display is going to be.  It could be that eventually the player will have to work through a list of a couple of hundred items (or more) to find what they are looking for.  That is going to be daunting!

So, I was wondering if there could be a couple of configure options to reduce that overload.  For example, because I'm using Yanfly's Item Menu script, I can have additional categories and so have put all the relevant items into a category called 'Ingredients'.  I also do not intend to use weapons or armour because my character will be distilling potions and suchlike.  For me, therefore, the perfect solution would be to have the option to display only items in the Ingredients section, but obviously that is not going to be of much use to other people.  Perhaps a partial solution would be to have the choice to display items and/or weapons and/or armor?  Or maybe there is another possibility that I haven't thought of?

Other than that, the script is working perfectly for me.
 

Preston

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Great Idea I should have thought of it sooner! My game is still in the early stages of development so I don't have 100's of items yet, but this will come in handy in the future. 

I even made it so that you can have the Items display at the start by default. 

I just added a sort command, check it out =D (the demo is not updated btw, just the script on paste bin, I will update the demo when I finish the recipe book sorting that I am working on right now)

Check it out.
 

Kes

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Thanks for the speedy response.  Thing is, the revised script gives me a problem.  The character who can use this skill in my game is not the party leader, and will never be the party leader.  Therefore when I try to use the skill I get the "I cannot craft" message as the character's ID doesn't match with the ID of the actual party leader.

EDIT

Scrub that bit; got it sorted.  Instead I have a new problem.

When the craft menu opened no items were displayed.  When I selected 'Add' I got the error message

line1156 NoMethodError occurred

undefined method 'name' for nil:NilClass

I have changed the Sort option at line 193 to "ITEM" (all uppercase, as per the comment at line 195)
 
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DigitalKei

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I want say more but Thanks!! I was looking for this.
 

Kes

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These updates have made what was already a very good script even more useful.  Thanks.
 

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