Simple Crafting System

liuxuande007

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Hello! First time poster here!

I was looking through your forums in search of a simple crafting system in which a weapon or armor can be modified with an item to produce a stronger item. Looking at some of the scripts on your forum, I happened to chance upon this one by Venka. http://forums.rpgmakerweb.com/index.php?/topic/17560-crafting-script-v37-updated-10272014/ Although it is a good script, I would like to see a simpler script to use. I would like to see a script in which two items can be combined to make a stronger item, but that can also work in reverse. That is to say:

A crafting system in which a "Hunting Rifle" plus a "Scope" can become a "Sniper Rifle", but a "Sniper Rifle" can also be disassembled into "Hunting Rifle" and "Scope". 

No need for recipe books or charge gauges. Just an attachment system would be swell.
 

bgillisp

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I think you can still use Venika's that way, just set it up that the player knows the 'recipes' already. Besides, you have to have a recipe, else how does the game even know what you can and can't combine?
 

nio kasgami

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I think you can still use Venika's that way, just set it up that the player knows the 'recipes' already. Besides, you have to have a recipe, else how does the game even know what you can and can't combine?
just for say this not venikas xD but venkas~ 

and this script is more for expert user when I think this not a script I would recomend to a noob in script manipulation
 

bgillisp

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I don't think there is one that is easier honestly, considering how much has to be overwritten in the system to do crafting/upgrading. However, if someone can find one, I'd love to know too, as I'd like to have something for crafting at some point in my game too.
 

nio kasgami

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^ Sadly crafting script are not plug and play I think this the latest script you can make plug and play they require a lot of time for configure for make a decent result 

so this better to use venka where in configuration and features is the best
 

Oddball

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I honestly thought you could do this through events

just have a weapon be taken from your inventory with an event, along with any forging materials and... well, I'm still working on how to make some time pass before you can pick up your new and improved weapon. maybe that's the only part you need a script for? Maybe you can do it all through events, and I just haven't stumbbled on how to yet
 

Venka

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You don't have to use all the add ons for the crafting script. If you take just the set up part and the core script it should be pretty lite. Also the core script doesn't touch hardly any of the default engine's scripts (that's mostly the add ons that start to touch other systems).

You can turn the gauges off so there is no crat time and a lot of the set up in the recipes are optional so you don't have to put in the pre-fail/failed items ;)

However here's some other crafting scripts you can check out:

http://mrbubblewand.wordpress.com/category/rgss3/

http://www.rpgmakervxace.net/topic/24016-advanced-recipe-crafting/

And as Oddball pointed out, a lot can be done with use of events :) I've seen some great crafting systems that only use events

@Oddball: you can check out my demo if you want and look at the mining/lumber events on how to set up timers with no scripts ;) I set up those events as all event processes and only used my crafting script to keep a total for exp/levels
 
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bgillisp

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I've actually done a crafting with events only, it checks if you have all the parts, and if you do, it removes the ingredients and makes the new item. I don't have any time passing though.

Also, since I only have one item you can craft, events seemed a good way to go. If I decide to expand on it, I will be going with a script too.
 

liuxuande007

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@everyone:

Thanks for the help and suggestions! I'm still pretty new to all this so a lot of things are going over my head, but I think I have a gist of what you're all saying. I'll give it a try, but if you have more advice, I'll be more than thankful for it.
 

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