Noobie - Kread-EX Traits Namer + Alchemic Synthesis

Tortured Healer

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I apologize in advance if I'm not using the site in the proper way by asking for help here, but I am having trouble understanding and/or using Kread-EX's Traits Namer and Alchemic Synthesis scripts. There is no crash or message, but I can't seem to find any explanations on 1. Where to install (maybe it's an order issue? I also have Yanfly's Core Engine and Visual Battlers). 2. Where to put the codes for each item. 3. How to access the synthesis menu.

I haven't even been able to create/name traits yet. (I'm a beginner, not a coder, just learning the ropes of the game, and I just want to learn how to use these features.

Is there a tutorial for these? Maybe a video of someone getting it started and using it?

Also, it doesn't say on his site that Yanfly's Menu script is needed, but maybe that's what I'm missing here? Any help would be greatly appreciated.

I assume i have the latest version of each. 2.0 for the Alchemic Synthesis, and 1.02 for the Traits Namer.

Thanks in advance.
 

Andar

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Please give us links to the scripts you've problems with.


You can't assume that everyone knows every script, and we need to know what you're having problems with.


In most cases, the beginning of the script contains instructions on how to use them - have you read those? If yes, with which part do you have problems understanding?
 

Tortured Healer

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Sorry, I assumed it would be impolite to post links in the thread. Most site forums I've used in the past don't allow that, though it has been awhile.
As far as the directions go, the directions in the alchemic synthesis are more explained, but the directions in the Traits Namer seem very limited.

Here is the Alchemic Synthesis script
http://grimoirecastle.wordpress.com/2011/12/08/alchemic-synthesis-go-go-totori/

And the Traits Namer
http://grimoirecastle.wordpress.com/rgss3-scripts/dependencies/traits-namer/
 

Tortured Healer

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I can't figure out how to access the traits in-game either. Like, there are pictures of a synthesis menu on the site, I don't have that.
 

Andar

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CoreyBalbuena, please avoid double posting, as it is against the forum rules. You can review our forum rules here. Thank you.


Well, the description of the tratis script specifically states that it does nothing on its own, so it's no wonder if you can't access traits ingame.


The site where you get the alchemy script describes what you have to do to use the alchemy script, until the point of creating an event that calls the synthesis menu (or alternatively use a menu script, but please ignore that for now).


How far have you followed those instructions, and what happens if ingame you activate the event that is supposed to give you the alchemy scene?
 

Tortured Healer

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I followed until I got to the synth quality/synth string section. These equations all require numbers, and don't how to assign numbers to the ingredients, since that isn't explained in the directions. 
(I.E. <synth-req-item: number, number>. The equation for black key is <synth-req-item: 5, 6> I am assuming 5 or 6 is the ingredient Kotomine Cross I was instructed to create. Could the synth number be the equation <synth_item: number, number> ? But then why wouldn't I be instructed to assign a number and the quality and string during the creation of the Kotomine Cross?
 
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Andar

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I followed until I got to the synth quality/synth string section. These equations all require numbers, and don't how to assign numbers to the ingredients, since that isn't explained in the directions.
That is because you don't assign numbers - the numbers are assigned automatically by the editor.
Look at the left column in the database - see the numbers before the item names? those are the item's ID (or the weapons ID, or the armor ID), and they're used everywhere in the engine to identify the items, the names are just for the player and human convenience.
 

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Ok, I see that. So I can now call the alchemy scene, and synthesize an item. But can you explain to me if you have time how I assign potential traits? I can give the weapon I create a trait, but it is automatically added when the item is synthesized, instead of giving me the ability to choose the traits. Do you know how I can find the trait numbers?
 

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nope, I never worked with that script - you'll have to either experiment with those options or wait until someone answers who has done that before.
 

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Thanks for trying. If it's okay, I'd like to add what I've learned here, in case someone else having this issue finds this thread.
In order to assign a trait to an item, you have to make it an effect in the ingredients, and create a cost for each effect on that particular ingredient. If you want to have effects for your weapon that can only be added to weapons, you may need to make your ingredients as weapons (that can't be equipped by any class). That is what I had to do.

I will put an example here. We have to make an item called "Flaming Pick". Here are the steps needed to do so.
An event needs to be started to start the alchemic synthesis. What I did was I made an event on a map that I can activate with the action button and start the scene, similar to the alchemy labs in Skyrim. In tab three of the event commands, choose Advanced: Script, and paste the small script for the scene at the bottom of the instructions on Kread-EX's page. This will open the synthesis menu.
Make the Poison Pick. Just a weapon you can equip, nothing fancy. Remember its weapon id (the number to the left of where it appears in the weapon list).

Now, make the recipe. Just title it "Poison Pick Recipe", make it a key item. In the notes section put: <synth_weapon: xx> with the xx being replaced by the weapon id (for example, 25).
Now, lets make the ingredients. 
Ingredient one, Poison. Make it a weapon that can't be equipped. Give it the effect Atk state poison. In the notes put this:
<synth_quality: 20>
<synth_costs: 9>
<synth_family: Element>
Synth Quality is I how many points of the synth cost you have to spend. Synth cost is how much each trait costs. So in that first ingredient, Atk state poison costs 9 points out of the 20 we have to create this weapon. (if there are two traits, place them in order they're selected. Ex: <synth_costs: 9, 7>

Synth Family is the family the ingredient belongs to. You can use other ingredients from these families to mix effects. Just make the families up as you see fit.
Make ingredient two. Steel ore, as a weapon you can't equip. Pick the effects Ex-Parameter CRI 20% and Ex-Parameter HIT 30% and in the notes put:

<synth_quality: 20>

<synth_costs: 9, 8>

<synth_family: Alloy>
In this ingredient, the first effect, CRI 20% cost 9, and HIT 30% cost 8. Now go back to the weapon. Put this in the note.
<synth_level: 1>

<synth_req_weapon: xx, xx>
Synth level is the alchemy level required to create the item i think. Synth req weapon is the weapons needed to make the item. Use the weapon id of each ingredient in the order they appear in the weapon list. ex: <synth_req_weapon: 26, 27>
No go in the game and open the synthesis menu. You will notice you have enough points to pick only two out of the three traits that can be given to this weapon.
That can be altered to your liking, obviously.
I have to still mess around with the alchemy leveling, but I will do that over the creation of the game, and I recommend others using this script do the same.
 

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