Raen Andaleio

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Hello,

I don't know if something like this already exists. I wouldn't be surprised if it does, but I couldn't find it. If anyone knows of such a plugin, please point me in the direction of it.
I'm looking for a plugin for MV that opens a window where I can select two items from the inventory. The plugin would then combine these items into a new one.
Think, you have a rope and a hook in your inventory. You select the rope, then you select the hook (or vice versa) and they will automatically combine into a grappling hook, which is added to your inventory, while rope and hook are removed.

I looked into Yanfly's Item Synthesis, but that is a traditional crafting system with recipes and ingredients displayed in it. In my case, I don't want a list of recipes or ingredients, it's supposed to be trial and error, like it normally is in a Point & Click style adventure.
I also checked out Fallen Angel's Item Concoctions, but sadly that only works during battle.
 

ShadowDragon

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the way you want it, is something I didn't found either, just craft stations that
require 1-4 items to create one.

in your example is 2 item click, does this work for all item: apple - hook!
message, you cant combine those too (if no recipe exist) what if it's require
3 different items? do you select the name first that you want to craft?

there are some nice craftstations though, cgmv, vlue's, ramza etc, but they
all require to have the recipe unless you already know it to craft straight away.

if you want click or drag into the crafting part, than explain in more depth
what you like to achieve or maybe mockup, and hopefull a good coder can
create it for free (else paid), depends how much work it is though.
 

Raen Andaleio

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the way you want it, is something I didn't found either, just craft stations that
require 1-4 items to create one.

in your example is 2 item click, does this work for all item: apple - hook!
message, you cant combine those too (if no recipe exist) what if it's require
3 different items? do you select the name first that you want to craft?

there are some nice craftstations though, cgmv, vlue's, ramza etc, but they
all require to have the recipe unless you already know it to craft straight away.

if you want click or drag into the crafting part, than explain in more depth
what you like to achieve or maybe mockup, and hopefull a good coder can
create it for free (else paid), depends how much work it is though.

It would probably return a message of failure if you try to combine something that cannot be combined. Or simply a buzzer sound. But yes, the player should be able to try any possible combination. The problem is, I don't want to see the recipes because that would make it way too easy.
I'm surprised something like this doesn't exist yet. I can't be the first person who wants to make something like a point & click adventure in the RPG Maker. It's not that far-fetched.
I tried to write something like this, but I quickly realized that my coding skills are way below what is needed here.
I can of course try to create a mockup.
 

ShadowDragon

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My coding isn't that good either yet, but the idea is nice, but how would the player know how
many items to be clicked? if its 2, 3, 4, 5?
like item 2, item 5, item 8 -> press OK.
if failed, they lose the items?

but yes, I love this kind of crafting as well :)
 

Raen Andaleio

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My coding isn't that good either yet, but the idea is nice, but how would the player know how
many items to be clicked? if its 2, 3, 4, 5?
like item 2, item 5, item 8 -> press OK.
if failed, they lose the items?

but yes, I love this kind of crafting as well :)

In my case, I'd simply make it 2 items, no more. And it's really like in a point & click adventure. You don't loose the items, you simply receive some sort of feedback that what you tried doesn't work.
 

ShadowDragon

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if they can make it adjustable, they can lose item? yes/no, how many items? number/any
numberas 2 is 2 item and it craft, when number is 4, 4 items must be clicked, if any,
OK must be clicked/pressed,

so that it can be customisable it some ways the devs can use it. but who knows, we can wait
who take this request and add suggestion where needed :) hopefully it will come out.

good luck on your project for the maintime :)
 

Raen Andaleio

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Ok, so I created a little mockup, I hope this clarifies what I mean. The interface is just the original idea I had in mind of what it may look like.
>>> Clicky <<< (links to a video)

@ShadowDragon Personally, I need it for only two items to be combined. So no need to define or click ok. Also, I don't want the items to be lost. It would be quite bad if you tried, for example, to combine a key and a rope to create a grappling hook, although you should combine the rope with a pulley hook. But now you no longer have the rope and the key, meaning you can't create the grappling hook anymore, which you need to advance. Also, you can no longer enter your house because the key is gone.
If a developer wishes to include the options for that, that's entirely their prerogative, of course.
 

ShadowDragon

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you can also have a notetag <no item loss> but the idea is simple, require 3 windows,
but no idea how to approach it, but this might be easy to create for advanced coders.

I can spit around if there exist something like this, cant promise much.
 

Raen Andaleio

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you can also have a notetag <no item loss> but the idea is simple, require 3 windows,
but no idea how to approach it, but this might be easy to create for advanced coders.

I can spit around if there exist something like this, cant promise much.

I suppose creating the windows is easy enough. A way to create the combining functionality might be to take the two items and write the ID of the item they'll create if combined into their notetags. The plugin checks them and if the IDs match, it will remove the two items and add the new one to the inventory.
What stumps me is the double selection thing.
 

palatkorn

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There are plugins that can be operated through Clicking the screen It's the only form I know


Event Click Trigger (YEP)

Pointing and generating text might need to verify coordinates like this idea.

 
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Candacis

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I would be very interested in this, too.
We already tried something like it in MV. Maybe someone can use it as a starting point:

 

Raen Andaleio

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I actually tried to write a plugin, but ran into an issue - see HERE
Sadly I haven't received an answer concerning the problem, so right now I don't know how to solve it.
 

HumanNinjaToo

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Really nice crafting plugin here with the option to just add ingredients to create something, no visible recipes.
 

The Row

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I once made something like this... without a plugin.

Basically I made an Item that called "Combine" that triggered a common event. You can have an event, or a clickable picture or what ever, I just had an item since it was just a test I made.

The common event first removed the Combine Item, since I didn't want the user to be able to use it in combines.
Then I triggered a "Select item..." saved it as a Var1.
I then removed that item aswell, only to repeat the whole thing one more time but this time the "Select Item..." saved to another variable, Var2. (I needed to remove it this time too, cause if the player had the right items, they should lose them and gain a new one.)

I then called a new common event, that had a bunch of checks, checking for each combinable item I had in the game. (Most adventure games doesn't have "that" many items that are to be combined with others, 10-20 top.)

Basically:

CommonEvent2:CheckComboItems:

switch:SuccessOff
If(Var1==X && Var2==Y) || If(Var1==Y && Var2==X)
{GiveItemX, switch:SuccessON, show msg:Tada!}
//(Needed both Var1=X and Var1=Y versions since it compared the two variables and the player could choose the items in any order.)

If the switch wasn't flipped, the game would go back to the first common event(or continue running it as it were) and give back the items I had removed, (easy since Var1 and Var2 still held their values) and promt the player with a "This does nothing message"

If it was a success, it would still go back, but only the "Combine" item would be returned, as they would have already been given the new comboitem.



Now I don't know how advanced you want to make this, this is a bit fiddly, espcially if you have a lot of items to combine, but either way will involve some work. If you want to combine 3 or 4 items, this system will still work, but you will have to make a "in between" item. For instane->Piece of metal+hammer=Hook; Hook+Rope=Hookrope. Instead of just going Hammer+Metal+Rope=Hookrope.


Hope it helps you in any way shape or form.

Edit:If anything the fact that the "Combine Item" jumped around the invetory was a bit of a hassle, but you can make it a key item, or hidden item. Basically anything, aslong as it can trigger a common event, which most things can. As for triggering an event by pressing a picture, there is such a plugin for MZ that came with the program, should't be impossible to reproduce in MV if that is what you are using.
 
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