- Joined
- Aug 15, 2012
- Messages
- 136
- Reaction score
- 18
- First Language
- English
- Primarily Uses
- RMMV
I'm looking for a script that replicates or comes close to the alchemy system in skyrim.
Example of script function:
script looks through you items and checks if you have two items that has the same tag ex: <RS> (restores health) # you can choose the tag
if it see it then it'll give you the option.To make a potion you need to items that has the tag in common in this case the tag <RS>
so you would set two items with the <RS> tag
and then a third item with a different tag like PRS (produced restore health) basically telling the script if the two items have the RS tag and the actor makes the potion to give them that specified item. (Only one item will have the produce tag unlike the ingredient tag)
how the GUI might look
The left side will be scrollable/selectable
potions you can make will be in white
potions you cannot make will be grayed out
the right side will just show what materials can make the potion and how many of them you have.
also forgot to add this in the GUI but on the left side the number of each potion you own will be displayed
so for ex: Healing Potions(5) the 5 means you own 5 of them
on a side note it can also display how many potions you can make based on the ingredients you have.
Technical part:
I want almost everything to be not tag based
theres one aspect i'm pretty sure that can't be not tag based which is showing the list of potions you can make.
So i want to be able to set the list my self in the script and also if possible the note tag for the items that will be produced.
for example a basic list would look like
Name of item : Healing potion
note tag: <PRS>
recipe note tag RS
Name of item:Cure poison
Note tag <PCP>
recipe note tag CP
so the first one creates a healing potion option in the gui
and assigns it the PRS note tag so which ever item has the <PRS> note tag will be produced
the second one makes the Cure poison option in the GUI
and assigns it the PCP note tag, again whichever item has the <PCP> note tag will be giving to the player when they choose that option
in both cases the recipe note tag is the note tag that will be giving to the items that you need to produce the item
so to create a healing potion you need two ingredients with the tag of <RS>
Now for how the ingredients side will work.
It will just scan the items for any note tag that has the RS or CP in the case of the second one.
and display it in the corresponding section.
so all items that has the <RS> note tag will then appear in the ingredient list of Healing potions
As long as you have two items that has the <RS> note tag you can make the healing potion
ETC...
.Ingredient items can have multiple note tags so an item can be marked as <RS> and <CP> and you can use it for both cure potion potion and restore health potion.
.For me personally I won't use more than 10 of the same ingredient note tag on items (for length of ingredients that shows up on GUI) so at least 10.
If it's at all possible I would like the script to call a common event before giving the player the item and after the process of the common event if a certain switch is true
then the player will get the item if false then the player won't get the item. I have a pre made way to check success rate based on a skill level and I would like to implement this in the script.
After the common event runs I would like the script to continue from where it left off, if it has to be exited then I can just call the scene in the common event.
PS: The way i designed this is for anyone to use it in their own game if you want me to provide what types of potions i need to make let me know
that way you can just make the list yourself and the note tags yourself, which i believe will save a lot of time and work instead of finding a way to make the script recognize any input a creator put in, you can make the inputs yourself and work on them directly.
Example of script function:
script looks through you items and checks if you have two items that has the same tag ex: <RS> (restores health) # you can choose the tag
if it see it then it'll give you the option.To make a potion you need to items that has the tag in common in this case the tag <RS>
so you would set two items with the <RS> tag
and then a third item with a different tag like PRS (produced restore health) basically telling the script if the two items have the RS tag and the actor makes the potion to give them that specified item. (Only one item will have the produce tag unlike the ingredient tag)
how the GUI might look
The left side will be scrollable/selectable
potions you can make will be in white
potions you cannot make will be grayed out
the right side will just show what materials can make the potion and how many of them you have.
also forgot to add this in the GUI but on the left side the number of each potion you own will be displayed
so for ex: Healing Potions(5) the 5 means you own 5 of them
on a side note it can also display how many potions you can make based on the ingredients you have.
Technical part:
I want almost everything to be not tag based
theres one aspect i'm pretty sure that can't be not tag based which is showing the list of potions you can make.
So i want to be able to set the list my self in the script and also if possible the note tag for the items that will be produced.
for example a basic list would look like
Name of item : Healing potion
note tag: <PRS>
recipe note tag RS
Name of item:Cure poison
Note tag <PCP>
recipe note tag CP
so the first one creates a healing potion option in the gui
and assigns it the PRS note tag so which ever item has the <PRS> note tag will be produced
the second one makes the Cure poison option in the GUI
and assigns it the PCP note tag, again whichever item has the <PCP> note tag will be giving to the player when they choose that option
in both cases the recipe note tag is the note tag that will be giving to the items that you need to produce the item
so to create a healing potion you need two ingredients with the tag of <RS>
Now for how the ingredients side will work.
It will just scan the items for any note tag that has the RS or CP in the case of the second one.
and display it in the corresponding section.
so all items that has the <RS> note tag will then appear in the ingredient list of Healing potions
As long as you have two items that has the <RS> note tag you can make the healing potion
ETC...
.Ingredient items can have multiple note tags so an item can be marked as <RS> and <CP> and you can use it for both cure potion potion and restore health potion.
.For me personally I won't use more than 10 of the same ingredient note tag on items (for length of ingredients that shows up on GUI) so at least 10.
If it's at all possible I would like the script to call a common event before giving the player the item and after the process of the common event if a certain switch is true
then the player will get the item if false then the player won't get the item. I have a pre made way to check success rate based on a skill level and I would like to implement this in the script.
After the common event runs I would like the script to continue from where it left off, if it has to be exited then I can just call the scene in the common event.
PS: The way i designed this is for anyone to use it in their own game if you want me to provide what types of potions i need to make let me know
that way you can just make the list yourself and the note tags yourself, which i believe will save a lot of time and work instead of finding a way to make the script recognize any input a creator put in, you can make the inputs yourself and work on them directly.

