Mr. Bubble 117 Posted July 25, 2012 Tactics Ogre PSP Crafting System Script by Mr. Bubble Summary This item crafting script is modeled after the crafting system implemented in the PSP remake of Tactics Ogre: Let Us Cling Together. It’s a very simple crafting system with a very simple GUI which I also used as a model. Players must have recipe books in their inventory when entering the crafting scene. Any recipe books owned by the player will be displayed in a list. When a recipe book is selected, all possible items, armors, and weapons in the recipe book will be listed and you will be able to craft them provided that the player has the necessary ingredients. Script Can be found here: http://wp.me/PxlCT-mI Installation Paste this script into its own page within the "Materials" section in the script editor of your project. How to Use This script utilizes notetags and has a customization module. Please read the comments thoroughly. Compatibility This script aliases some default VXA methods. There are no default method overwrites. Requests for compatibility with other scripts are encouraged and welcome. Terms and Conditions Free for non-commercial use. If you wish to use this for commercial games, contact me first. Please feel free to post coding and efficiency suggestions, script features suggestions, and bug reports. 8 Share this post Link to post Share on other sites
Ravenith 5 Posted July 25, 2012 As I've said before, your scripts appeal to almost every developer and every project. Good job. SImple and effective! Share this post Link to post Share on other sites
DAVE_EBUBBLES 16 Posted July 25, 2012 Yes! A Thousand times yes! Now I might actually be able to make Menagerie in VX Ace. Notetag based too, excellence. Hmm... I wonder if it uses the same notetag formulae as Yanfly's crafting system in VX, if so, my work is already done. Share this post Link to post Share on other sites
AlexArmstrong 1 Posted July 25, 2012 Great! It's working perfectly! With some events modify, I made crafting shop through NPC, like one in Final Fantasy 9... Just what I want! But, it seems, Gold can't be an ingredient? I think, Gold may be useful in crafting, so, I will be very happy, if you add this, Mr. Bubble! And about other useful (I hope) feature: non-consumable materials or Tools. In example, for Iron Sword recipe you need 2 Iron Bar and Smith Hammer. After crafting, 2 Bars will be consumed, and Smith Hammer (Tool) will be not. Share this post Link to post Share on other sites
#tag this 1 Posted July 25, 2012 (edited) Awesome work - and it's waaay more streamlined than its iteration in TO, to boot! A few things to top this off, I'd imagine, would be the ability to list gold as an ingredient and the option to craft more than one item at once. (edit: uhh, looks like one of my browser's extensions doesn't like ip boards...) Edited July 25, 2012 by #tag this Share this post Link to post Share on other sites
Mr. Bubble 117 Posted July 25, 2012 Great! It's working perfectly! With some events modify, I made crafting shop through NPC, like one in Final Fantasy 9... Just what I want! But, it seems, Gold can't be an ingredient? I think, Gold may be useful in crafting, so, I will be very happy, if you add this, Mr. Bubble! And about other useful (I hope) feature: non-consumable materials or Tools. In example, for Iron Sword recipe you need 2 Iron Bar and Smith Hammer. After crafting, 2 Bars will be consumed, and Smith Hammer (Tool) will be not. People have different ideas on how they would want a crafting system in their game. I considered it at first, but I wanted to gauge whether there was interest in it. I'm not quite sure how I would add that information to the scene. Any thoughts on where? Awesome work - and it's waaay more streamlined than its iteration in TO, to boot! A few things to top this off, I'd imagine, would be the ability to list gold as an ingredient and the option to craft more than one item at once. Gold is possible and easy to implement, but I would like input from people on where they would want the gold window and cost information. Crafting more than one is possible, but uh, I'll wait and see if more people want it. I eventually want to add an in-game option to skip the confirm window and results window though. Share this post Link to post Share on other sites
DAVE_EBUBBLES 16 Posted July 25, 2012 (edited) Gold is possible and easy to implement, but I would like input from people on where they would want the gold window and cost information.If it were me, I'd just put it in the reagents window, like say you want to make an item that gives you double gold acquisition rate. For me I summarise this as a treasure chest called Goblin's Avarice, so the requirements would be some wood, iron and 10,000 Gold. and they would all be displayed in the same window similarly to Yanfly's Synthesis Script. Like that. Ofcourse I dont speak for everyone. Edited July 25, 2012 by Jacquerel(BizM) Share this post Link to post Share on other sites
AlexArmstrong 1 Posted July 26, 2012 (edited) If it were me, I'd just put it in the reagents window Agreed. On screenshot Gold looks better then I'm imagine... (don't thought about "gold required" label, but it looks nice). For Tools can be used same way. It's standart item/weapon/armor (armor???) icon + name, but instead of amount - just a text (i.e. Tool, or even [Tool]). Well, I hardly imagine situations, where you need more then 1 instrument of same type. When "Tool" text is red - you missed this instrument. As variation: Cool Smile Tool___________Available Ninja Smile Tool_________Not Available About craftin more then one... Is it about creation x10 Wooden Arrow from one piece of Oak Wood? Or crafting multiple items (like leftovers, when using Stone to create Stone Axe and get Stone Dust also)? Sounds interesting, I think, so I interested in both ^__^ Edited July 26, 2012 by AlexArmstrong Share this post Link to post Share on other sites
Mr. Bubble 117 Posted July 26, 2012 Would people prefer that the Ingredient information all be on one line rather than two? That would free up significant space, although it would change the aesthetic particularly with ingredients with long names. Share this post Link to post Share on other sites
DAVE_EBUBBLES 16 Posted July 26, 2012 (edited) While I would never have ammunition be a thing, this is a good idea too, I think [is it about creation x10 Wooden Arrow from one piece of Oak Wood?] was the idea #tag this had, and its a good one because making one arrow from expensive wood is not only dumb, and unrealistic, but also more consumptuous than it needs to be. Edit: i wouldn't recommend it, I have pretty long recipe book names and combined with my reasonably lengthy material named (Blue Sun primer for example) this could get very untidy, I'm happy to use the current method. For reference, thats how long. I'm gonna be making some changed to the width of these windows as it is by the look of things. Also i just thought of a suggestion, That right panel is empty pre-alchemy, perhaps an image could be an optional space filler, so long as it was disposed of once you open it. I'd love to make images for these tomes of hilariously obtuse knowledge. Kind of like this. But smaller obviously. Edited July 26, 2012 by Jacquerel(BizM) Share this post Link to post Share on other sites
Sidbot 3 Posted July 26, 2012 This script is the best crafting system I've seen so far! Share this post Link to post Share on other sites
Mr. Bubble 117 Posted July 26, 2012 Ok, so here's what I got coded out. Unconsumed, required tools feature working. Crafting fee implemented Fixed the issue with recipes with long names getting cut off in the recipes list window. Would the gold being listed in the ingredients window like a regular ingredient be okay with most people or would people prefer the traditional separate gold window? I will be working on crafting more than one at a time when I wake up later today. 2 Share this post Link to post Share on other sites
Chaos17 31 Posted July 26, 2012 (edited) Would people prefer that the Ingredient information all be on one line rather than two? I would prefer that you let 2 lines for items descriptions, we never know if people will need space or not. Would the gold being listed in the ingredients window like a regular ingredient be okay with most people or would people prefer the traditional separate gold window? If the gold is an ingredient, you can let it on the same window but if it's the cost/fee it will be better to put it on a seperate window. But if it's the cost, that won't make sense because player can craft directly in the menu. Can you put some script calls for the books recipes that people make ? That will let the option for the creator to make a crafting shop or not. I am sorry for my bad english. Edited July 26, 2012 by Chaos17 Share this post Link to post Share on other sites
Mr. Bubble 117 Posted July 26, 2012 Can you put some script calls for the books recipes that people make ? That will let the option for the creator to make a crafting shop or not. I don't understand what you mean. Share this post Link to post Share on other sites
DAVE_EBUBBLES 16 Posted July 26, 2012 (edited) Can you put some script calls for the books recipes that people make ?That will let the option for the creator to make a crafting shop or not. There's already script calls to open the crafting scene, simply add a common event to the recipes if you want to call it directly from them. I myself will be utilizing a menu script to make this easily accessible, or maybe I'll make use of an alchemiter. Perfect, I wouldn't have it any other way. Ofcourse I dont speak for everyone, but as someone who needed a script like this, it answers the call perfectly. While I didn't plan to have recipe books, and had a recipe for each item, this is a load more effiicent and brings down my item list down from its hefty 205 ID's some what. Also it gives me the chance to have perfectly entertaining book names which should get a few laughs outta people. Edit: Hmm, I might enourage you to have two line and one line ingredients configurable, while I doubt I'd be able to have over 7 ingredients for an item, (an extra one and a half because of resolution.) I could certainly see some people running into this error. Edited July 26, 2012 by Jacquerel(BizM) Share this post Link to post Share on other sites
Mr. Bubble 117 Posted July 26, 2012 Also it gives me the chance to have perfectly entertaining book names which should get a few laughs outta people. Oh, I forgot to mention that I really liked your suggestion for book cover images. I will work on it after the next version update. Share this post Link to post Share on other sites
DAVE_EBUBBLES 16 Posted July 26, 2012 (edited) Haha, really? Thanks. And awesome, now I must start work on smithing for stupids, or maybe Garbage Making: For Dumbasses, oh man Im gonna have a field day with all this. Edit: Success. Potions of Dubious Interest is Complete. It's smaller than you might expect because I plan to increase the width of the recipebook selection window. Edited July 26, 2012 by Jacquerel(BizM) Share this post Link to post Share on other sites
Aeirex 14 Posted July 27, 2012 This looks like an awesome script, thanks for making it. Share this post Link to post Share on other sites
Mr. Bubble 117 Posted July 27, 2012 Updated to v1.1. You can read more here: http://wp.me/pxlCT-nC Share this post Link to post Share on other sites
DAVE_EBUBBLES 16 Posted July 27, 2012 Awesome, Ill give it a whirl after I've slept. Share this post Link to post Share on other sites
Mr. Bubble 117 Posted July 27, 2012 Eeep. Updated to v1.2. See the changelog if you want to know. Share this post Link to post Share on other sites
Exarkfr 0 Posted July 27, 2012 Hi, wonderful script you have here ! One thing, though... The instructions say that a tool must be declared as "tool: item: id". This will consume the tool (because of the "item: id" part). Whereas the example says "tool: item id". That effectively work as intended Share this post Link to post Share on other sites
Mr. Bubble 117 Posted July 27, 2012 Thanks for the report. I've updated the script to v1.3 to make sure that doesn't happen. Now, tools must always be declared as "tool: type id" 1 Share this post Link to post Share on other sites
DAVE_EBUBBLES 16 Posted July 27, 2012 (edited) Man, when I woke up I expected this to still be 1.1. Two versions since then. Damn... I mean DAAAAMN. 1.4 now? o: Welp I'm gonna get busy, cover picture support is in. Edited July 27, 2012 by Jacquerel(BizM) Share this post Link to post Share on other sites
Sapharan 0 Posted August 3, 2012 This is really neat crafting system, i really like it, but i have some suggestion. How about an option to craft a bunch of one item from one recepy, bor example i have one lead ingot, and from one lead ingot i can make 25 bullets. You know what i mean? Share this post Link to post Share on other sites