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Hi, Szyu

 

Yours is the very first script I have attempted to implement, so I apologize if this sounds a bit basic.

 

I plugged your script in where it says to do so, and set up a test map to see if the script did what I need it to do (from the demo it appears it does, but I always like to implement things myself if possible.)  I have set up three events, one to give me the initial items I need, one to give me a recipe book, and another to operate as the Alchemy bench.

 

However, upon operating the Alchemy bench, which contains the script call, I get the following error.

 

"Script 'Game_Interpreter' line 1411: NameError occured.

uninitialized constant Game_Interpreter::Scene_Manager"

 

I apologize if this is something incredibly basic, but I would appreciate any help anyone can give me as far as this goes.  Thanks!

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What script call did you use for the bench?   I think I had the same issue and I found out I had to use the number vs the name of the crafting type.

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The bench is just an event activated by pushing the activation button on the same level as the character that says "Would you like to craft?", and if you say yes, then it calls to Script: Scene_Manager.call(Scene_Crafting)

 

Edit: I think the problem has been fixed, and I can definitively say that it was a PEBCAC problem.  That is to say that I am an idiot!

 

For the record, in case anyone else has any problems, always check to make sure your call is spelt correctly.

 

Now I just need to see if I can reverse engineer the code on this to figure out how it works, and then create the other half of the equation I am looking for, which is to break down built ingredients into their component pieces.

Edited by FraterFive

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I've been experimenting and I came up with some other things you can do with this script.  It actually can function a little bit like an item deconstructor, but a rough one, through the same process.

 

As an example, I set it up so that One green herb plus one red herb creates a potion.  I then set the recipes for green herbs and red herbs to be potions.  So not only can you turn a red herb and a green herb into a potion, if you decided you didn't need all these extra potions you were carrying around, you could deconstruct them into either red herbs or green herbs.

 

One thing I noticed is that there is no way to have multiple recipes creating the same item.  For instance, I tried to set it to having one green herb OR one red herb making a potion, but the program seems to see multiple instances of <ingredients> tags in the notes section to be contiguous.  I am not sure if there is a simple trick for allowing multiple recipes leading to the same item without simply creating more item entries in the database.  You could do that, but then I wouldn't recommend having multiple entries for any items you are meant to stack.

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A Thousand likes to you good sir! Not only is this script easy, but it allows for the creativity of the designer to flourish. You can have as much or as little crafting as you want with this. Bravo!

 

 

EDIT: Is it possible to have the recipe note tag set to a skill instead of an item?

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Is it possible to combine items without having a recipe? (Like in Dragon Quest 8)

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How do you add the currency like you did in the screenshot

 

btw great script :3

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mk I figured out how to add the currency, but now the game is claiming i don't have the proper amount or any at all of the currency required.

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Got a error with your script:

Edited by Animebryan

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Cool that you are making scripts like this, but most of this, including crafting/alchemy, can be easily done on events, especially since VXAce's events aren't complete lagfest shit like XP's. Day/night system? Common event set to parallel process and clever use of tint and wait commands (plus variables if you want to have time as well). This? Two variables, two "select item" commands and then branches depending on recipes (e.g. itemvar1 = ID of wood and itemvar2 = ID of iron bar, take both from player and give him axe). More variables and "select item" commands if you want to have bigger "max ingredients" amount.

 

I realize you wanted to make useful script, but I think you should make script for something that is very hard to do with events, like new menu system or other cool shit that would be very, very hard to do using only events.

 

//edit: And regarding my earlier post here, it was from my past, least-experienced self.

Edited by Rave

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Cool that you are making scripts like this, but most of this, including crafting/alchemy, can be easily done on events, especially since VXAce's events aren't complete lagfest shit like XP's. Day/night system? Common event set to parallel process and clever use of tint and wait commands (plus variables if you want to have time as well). This? Two variables, two "select item" commands and then branches depending on recipes (e.g. itemvar1 = ID of wood and itemvar2 = ID of iron bar, take both from player and give him axe). More variables and "select item" commands if you want to have bigger "max ingredients" amount.

 

I realize you wanted to make useful script, but I think you should make script for something that is very hard to do with events, like new menu system or other cool shit that would be very, very hard to do using only events.

Could you explain in detail how to to do crafting by events only? Most of the crafting scripts I've come across fell short of my expectations & I would love to have it done just with events.

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This is not the proper place to discuss it. I'll do tutorial about it since it seems to be perfect topic for me to cover as I consider myself to be some sort of eventing expert (not to the point of eventing path finding or battle system, but still).

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Got a error with your script:

I am getting the same error...

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@fraterfive

 

So upon using this script in the same fashion you did (calling the script on interaction with an Alchemy Bench) and I got the same error.

 

"Script 'Game_Interpreter' line 1411: NameError occured.

uninitialized constant Game_Interpreter::Scene_Manager"

 

How did you resolve this exactly?

You mentioned something about checking the spelling of the call but I already checked all that.

How do I get around this error?

 

Edit: Realized I had to delete the underscore to make SceneManager instead of Scene_Manager.

        There is no specification you have to do this though :/

        But it's fixed now.

Edited by Jmansmw

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I love your script it saved me so much work and made a much better system than i would of ended up making, i have a quick question, is there anyways to set a state class, actor or skill as a recipebook, so they dont need one in their inventory, like basic crafting knowledge (like making ores into bars/ingots) or does this have to be an item to be carried?

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How exactly do you add currency to a crafting recipe? I haven't been able to figure it out, and it strikes me as odd that it's in Syzu's screenshot yet there's no mention as to how one uses currency.

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It's most likely done by naming an Item: "Gold" and giving it the coin Icon
And then have a whole variable calculation going on somewhere.
I haven't figured quite figured it out myself.





 

Edited by TheHarmp

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I figured it out the other day, you use $: or C: when adding ingredients to an item but, as someone else said, the script doesn't read how much gold you actually have for some reason. Because of this, it looks like you can't actually use currency. I just worked around this and made a "crafting token" item that you have to purchase, and every crafting recipe requires X crafting tokens.

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That's actually not a bad idea with the tokens..
I was thinking of a way to have a "crafting table" in the back of a shop, 
and you need to pay the shopkeeper a fee to use it.
(simple blocked path, npc moves on payment idea)

I can't seem to figure out why it shows 0/3 of an Item in green, and 5/3 in red, and only 2/3 (like it should) in yellow.
I'll be sifting through this thing all night.. again.

Edit: (Jan 10th)
Still haven't been able to figure it out,
If someone knows how and where to edit those textcolors

Please let me know, it's kinda pissing me off.

:angry:

Edited by TheHarmp

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I can't seem to figure out why it shows 0/3 of an Item in green, and 5/3 in red, and only 2/3 (like it should) in yellow.

I'll be sifting through this thing all night.. again.

 

Hi! Find out in the script lines with code (it's around 406 line):

      change_color(crisis_color) if inumber < ing[1]
      change_color(tp_gauge_color1) if inumber == 0
      change_color(hp_gauge_color2) if inumber >= ing[1] 

Second and third lines change red and green color. Change place of tp_gauge_color1 and hp_gauge_color2.

I've already changed in the code above.

  • Like 1

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Hi, having another issue with this. For some reason I can't post an image but this is what it says:

 

 

Script 'Crafting' line 396: NoMethodError occured.

 

undefined method 'icon_index' for nil:NilClass

 

Anyone else see this?

 

Thanks.

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"$data_items[book_id].add_recipe("i/w/a: id")" adds a new recipe to a book

 

I use this method to add a new recipe to the book.

And it shows up in the menu.

But when I turn off the game (after saving obviously) and turn it back on, the new added recipes don't show up.

 

Any reason why?

 

(So basically what im asking is, how do i permanently add a recipe to the book?)

Edited by Jmansmw

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I just made 3 versions of the recipe book, deleting the earlier one when you recieve a new one.

v1: item 2,3,4
v2: item 2,3,4,5,6,7
v3: item 2,3,4,5,6,7,8,9,10

for example.

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