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Jeneeus's Alchemy System
Version: 1.0.1
By Jeneeus Guruman
Version: 1.0.1
By Jeneeus Guruman
Introduction
This script allows to create items, weapons, and armors via using skills or items with a success rate based on the user's parameters, $game_variables, etc. It's very useful not just for alchemist characters, but also for blacksmith, or even anyone.
Features
- Creates an item, armor, or weapon.
- Can provide a success rate on creating.
- Usable only via skills or items outside the battle.
If an actor doesn't have any items to craft, the skill is disabled.
If an actor has any item to craft, the skill is enabled.
If you lack at least 1 requirement, you cannot proceed to the crafting process.
If you have enough items, crafting that item is now enabled.
Crafting...
Crafting successful.
Crafting failed.
You can set the level requirement of the items to make.
So other items can be unlocked.
Also works using items too as a trigger.
If an actor has any item to craft, the skill is enabled.
If you lack at least 1 requirement, you cannot proceed to the crafting process.
If you have enough items, crafting that item is now enabled.
Crafting...
Crafting successful.
Crafting failed.
You can set the level requirement of the items to make.
So other items can be unlocked.
Also works using items too as a trigger.
How to Use
Just insert the script above main (not the one below) and below other scripts (including other non-defaults). Only usable outside the battle, therefore, the occasion must be set to "only from the menu" or the skill/item won't work. When using an item creation SKILL, the scope must be set to "none" or the skill won't work. When using an item creation ITEM, the scope must be set to either "one ally" or "user" or the item won't work.
# Script Calls:## <alchemy># * Using the skill or item will activate item creation scene.## * Note: Place this notetag to the skill or item that opens the # alchemy scene.## <alche_ireq: type, id, amount># type: the type of item# 0 = Items ($data_items)# 1 = Weapons ($data_weapons)# 2 = Armors ($data_armors)# id: the id of an item/weapon/armor in the database# amount: the amount of the specified item needed to create this item# Notetag examples: # <alche_ireq: 0, 1, 2> => An item needs to have at least 2 "Potions"# in the inventory to create this item.## * Note: If you put more than 1 requirement, the item can be made if ALL of # the items is in the party's inventory.## <alche_areq: id># id: the actor that will able to exclusively create the item.## * Note: This notetag is optional. If this is not specified, all actors # that have the ability can create this item.## <alche_lreq: n># n: the required level to create this item. the item will not be shown # if the level is below the requirement.## * Note: This notetag is required or the item will not be shown.## <alche_greq: n># n: the required gold to create this item.## * Note: This notetag is optional. If this is not specified, no gold is# needed.## <success_rate: 'formula'># formula: The formula for calculating the creation success rate.# The formula is the same as the formula in skill damage except that # there is no target (which is supposed to be expressed as 'b').# Take note that the quotations (') are included to make it work.# Also multiple lines of one fourmula are allowed.# Notetag examples: # <alche_success>: 'a.level + a.luk / 10'> # => If the user's level is 50 having 300 LUK, the success rate will have# 80% chance to make this item, provided that the maximum success rate is 100.# <alche_success: '100'> # => The item has 100% chance to create this, provided that the maximum success rate is 100.## * Note: This notetag is required. To display the decimal parts, put #.0# (if it is a whole number) or variable.to_f (if it is a variable). # For example, <success_rate: 'a.level.to_f + a.luk.to_f / 10.0'>
Demo
Alchemy
Script
Alchemy
Known Bugs
- Problems with item usage when using the script. (FIXED)
FAQs
Q: I want to use the script through talking to an NPC or through game menu directly. How can I do that?
A: Unfortunately, no. There are many other scripts that allows you to do that actually. Just search around.
Q: How can I use/put/modify the success rate formula?
A: You will place the success rate just the same as putting the damage formula in the skills/items. Take note that there are no targets (which is supposed to be expressed as 'b'). You can even put a fix amount.
Q: I want to disable the success rate and making it never fail. How can I do that?
A: Do either putting the success rate equal to the maximum success rate or make both the base and max success rates equal.
Q: I want to make it compatible with <insert other script/s here>. There's an error when combined with <insert other script/s here>.
A: I will try to see the problem about the compatibility issue if the script is not that complicated.
Author's Notes
- This script is free to use commercially or not. Unlike my other scripts, crediting me using this script is a must, commercially or not.
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