Erichermit
Member
For some reason, my alchemy script is glitching. Whenever I try to make an item, a message appears (that I cant read, the message appears BEHIND the whole alchemy menu for some unknown reason), then screen refreshes, and nothing has changed. I have made sure I have all the ingredients neccesary to make said potion, but it just doesn't seem to be working.
Im addings recipes with a "Call Script: $game_party.learn_recipe([1,0])" right before a "Call Script: $scene = Scene_Craft.new" that is activated via a cauldron event that you examined.
Synthesis Script
Ingredients Script
Other scripts beind used are Xk8's pokemon menu, Near Fantastica's Veiw Range, Anti-Lag, The Cybersam Battle System, Reflection effect, Sun Effect,
Advanced Message Script, and HP/MP bars
Im addings recipes with a "Call Script: $game_party.learn_recipe([1,0])" right before a "Call Script: $scene = Scene_Craft.new" that is activated via a cauldron event that you examined.
Synthesis Script
Code:
#================================
# CRAFTING PROGRAM
#----------------------------------------------------------------
#-written by Deke
#-yes_no window code created by Phsylomortis
#----------------------------------------------------------------
#================================
#updates to Game_Party class
class Game_Party
attr_accessor :recipes
alias crafting_party_initialize initialize
def initialize
crafting_party_initialize
@recipes=[]
end
#----------------------------------------------------------------------
def know?(recipe, version = 1)
unless recipe.is_a?(Game_Recipe)
recipe = get_recipe_from_master_list(recipe, version)
end
return $game_party.recipes.include?(recipe)
end
#----------------------------------------------------------------------
def learn_recipe(recipe , version = 1)
unless recipe.is_a?(Game_Recipe)
recipe = get_recipe_from_master_list(recipe, version)
end
if recipe.is_a?(Game_Recipe)
unless know?(recipe)
@recipes.push(recipe)
end
end
end
#----------------------------------------------------------------------
def forget_recipe(recipe , version = 1)
if !recipe.is_a?(Game_Recipe)
recipe = get_recipe_from_master_list(recipe, version)
end
if recipe.is_a?(Game_Recipe)
for i in 0...@recipes.size
if recipe == @recipes[i]
index = i
break
end
end
if index != nil
@recipes.delete(@recipes[index])
end
end
end
#----------------------------------------------------------------------
def get_recipe_from_master_list(item, version)
index = nil
for i in 0...$game_temp.recipe_list.size
if item[0] == $game_temp.recipe_list[i].result and item[1] ==$game_temp.recipe_list[i].result_type
version -= 1
if version == 0
index = i
break
end
end
end
if index.is_a?(Integer)
return ($game_temp.recipe_list[index])
else
return false
end
end
end # of Game_Party updates
#================================
class Game_Recipe
attr_reader :ingredients
attr_reader :quantities
attr_reader :result
attr_reader :result_type
attr_reader :ingredient_types
#----------------------------------------------------------------------
def initialize( ingredients, ingredient_types, quantities, result, result_type)
@ingredients = ingredients
@ingredient_types = ingredient_types
@quantities = quantities
@result = result
@result_type = result_type
end
#----------------------------------------------------------------------
def name
case @result_type
when 0
name = $data_items[@result].name
when 1
name = $data_armors[@result].name
when 2
name = $data_weapons[@result].name
end
return name
end
#----------------------------------------------------------------------
def have
have_all = true
for i in 0...@ingredients.size
case @ingredient_types[i]
when 0
if $game_party.item_number(@ingredients[i]) < @quantities[i]
have_all=false
end
when 1
if $game_party.armor_number(@ingredients[i]) < @quantities[i]
have_all=false
end
when 2
if $game_party.weapon_number(@ingredients[i]) < @quantities[i]
have_all=false
end
end
end
return have_all
end
#----------------------------------------------------------------------
def decrement
for i in 0...@ingredients.size
case @ingredient_types[i]
when 0
$game_party.lose_item(@ingredients[i], @quantities[i])
when 1
$game_party.lose_armor(@ingredients[i], @quantities[i])
when 2
$game_party.lose_weapon(@ingredients[i], @quantities[i])
end
end
end
#----------------------------------------------------------------------
def make
if have
case @result_type
when 0
$game_party.gain_item(@result, 1)
$game_variables[149] += 1
$game_map.need_refresh = true
when 1
$game_party.gain_armor(@result, 1)
$game_variables[149] += 1
$game_map.need_refresh = true
when 2
$game_party.gain_weapon(@result, 1)
$game_variables[149] += 1
$game_map.need_refresh = true
end
decrement
end
end
#----------------------------------------------------------------------
def == (recipe)
if recipe.is_a?(Game_Recipe)
equal = true
if recipe.ingredients != self.ingredients
equal = false
end
if recipe.ingredient_types != self.ingredient_types
equal = false
end
if recipe.quantities != self.quantities
equal = false
end
if recipe.result != self.result
equal=false
end
if recipe.result_type != self.result_type
equal = false
end
else
equal = false
end
return equal
end
end # of Game_Recipe class
#===================================
class Window_Craft < Window_Selectable
#--------------------------------------------------------------------------
def initialize
super(0, 64, 240, 416)
@column_max = 1
refresh
self.index = 0
end
#--------------------------------------------------------------------------
def recipe
return @data[self.index]
end
#--------------------------------------------------------------------------
def refresh
if self.contents != nil
self.contents.dispose
self.contents = nil
end
@data = []
for i in 0...$game_party.recipes.size
@data.push($game_party.recipes[i])
end
@item_max = @data.size
if @item_max > 0
self.contents = Bitmap.new(width - 32, row_max * 32)
self.contents.font.name = $fontface.is_a?(String) ? $fontface : $defaultfonttype
self.contents.font.size = $fontsize.is_a?(Integer) ? $fontsize : $defaultfontsize
for i in 0...@item_max
draw_item(i)
end
end
end
#--------------------------------------------------------------------------
def draw_item(index)
recipe = @data[index]
self.contents.font.color = recipe.have ? normal_color : disabled_color
x = 16
y = index * 32
self.contents.draw_text(x , y, self.width-32, 32, recipe.name, 0)
end
#--------------------------------------------------------------------------
def update_help
current_recipe = recipe
if current_recipe.is_a?(Game_Recipe)
case current_recipe.result_type
when 0
description = $data_items[current_recipe.result].description
when 1
description = $data_armors[current_recipe.result].description
when 2
description = $data_weapons[current_recipe.result].description
end
else
description = ""
end
@help_window.set_text(description)
@help_window.update
end
end # of Window_Craft
#=======================================
class Window_CraftResult < Window_Base
#--------------------------------------------------------------------------
def initialize
super(240, 64, 400, 184)
self.contents = Bitmap.new(width - 32, height - 32)
self.contents.font.name = $fontface.is_a?(String) ? $fontface : $defaultfonttype
self.contents.font.size = 20
@result = nil
@type = nil
end
#--------------------------------------------------------------------------
def refresh
self.contents.clear
case @type
when 0
item = $data_items[@result]
if item.recover_hp_rate > item.recover_hp
hp_string = "HP Recovery% :"
hp_stat = item.recover_hp_rate
else
hp_string = "HP Recovery:"
hp_stat = item.recover_hp
end
if item.recover_sp_rate > item.recover_sp
sp_string = "MP Recovery% :"
sp_stat = item.recover_sp_rate
else
sp_string = "MP Recovery:"
sp_stat = item.recover_sp
end
@strings = [hp_string, sp_string, "Phy. Def:" , "Mag Def:", "Accuracy:", "Variance:"]
@stats = [hp_stat, sp_stat, item. pdef_f, item.mdef_f, item.hit, item.variance,
$game_party.item_number(@result)]
@bitmap = RPG::Cache.icon(item.icon_name)
when 1
item = $data_armors[@result]
@strings = ["Phy. Def:", "Mag. Def:", "Evasion plus:", "Strength plus:", "Dex. plus:",
"Agility plus:", "Int. plus:"]
@stats = [item.pdef, item.mdef, item.eva, item.str_plus, item.dex_plus,
item.agi_plus, item.int_plus, $game_party.armor_number(@result) ]
@bitmap = RPG::Cache.icon(item.icon_name)
when 2
item = $data_weapons[@result]
@strings =["Attack Power:", "Phy. Def:", "Mag. Def:", "Strength plus:", "Dex. plus:",
"Agility plus:", "Int. plus:"]
@stats = [item.atk, item.pdef, item.mdef, item.str_plus, item.dex_plus,
item.agi_plus, item.int_plus, $game_party.weapon_number(@result) ]
@bitmap = RPG::Cache.icon(item.icon_name)
end
for i in 0...@strings.size
x = i%2 * 184
y = i /2 *28 +32
self.contents.font.color = normal_color
self.contents.draw_text(x,y,100, 28,@strings[i])
self.contents.font.color = system_color
self.contents.draw_text(x + 110, y, 45, 28, @stats[i].to_s)
end
self.contents.blt(0, 0, @bitmap, Rect.new(0, 0, 24, 24), 255)
self.contents.font.color= normal_color
self.contents.draw_text(40, 0, 300, 28, "Quantity owned:")
self.contents.font.color = system_color
count = @stats[@stats.size - 1].to_s
self.contents.draw_text(294, 0, 45, 28, count )
end
#----------------------------------------------------------------------
def set_result(result , type)
@result = result
@type = type
refresh
end
end #of Window_CraftResult
#=======================================
class Window_CraftIngredients < Window_Base
#--------------------------------------------------------------------------
def initialize
super(240, 248, 400, 232)
self.contents = Bitmap.new(width - 32, height - 32)
self.contents.font.name = $fontface.is_a?(String) ? $fontface : $defaultfonttype
self.contents.font.size = 20
@ingredients = []
@types = []
@quantities = []
@item = nil
@count = 0
end
#--------------------------------------------------------------------------
def refresh
self.contents.clear
for i in 0...@ingredients.size
case @types[i]
when 0
@item = $data_items[@ingredients[i]]
@count = $game_party.item_number(@ingredients[i])
when 1
@item = $data_armors[@ingredients[i]]
@count = $game_party.armor_number(@ingredients[i])
when 2
@item = $data_weapons[@ingredients[i]]
@count = $game_party.weapon_number(@ingredients[i])
end
y = i *26
self.contents.blt(0, y, RPG::Cache.icon(@item.icon_name), Rect.new(0, 0, 24, 24), 255)
self.contents.font.color = @count >= @quantities[i] ? normal_color : disabled_color
self.contents.draw_text(30, y, 280, 28, @item.name)
self.contents.draw_text(300, y, 45, 28, @quantities[i].to_s)
self.contents.font.color = system_color
self.contents.draw_text(245, y, 45, 28, @count.to_s )
end
end
#--------------------------------------------------------------------------
def set_ingredients(ingredients , types, quantities)
@ingredients = ingredients
@types = types
@quantities = quantities
refresh
end
end # of Window_CraftIngredients
#======================================
class Scene_Craft
#--------------------------------------------------------------------------
def initialize(craft_index=0, return_scene = "menu")
@craft_index=craft_index
@return_scene = return_scene
end
#--------------------------------------------------------------------------
def main
@craft_window = Window_Craft.new
@craft_window.index=@craft_index
@confirm_window = Window_Base.new(120, 188, 400, 64)
@confirm_window.contents = Bitmap.new(368, 32)
@confirm_window.contents.font.name = $fontface.is_a?(String) ? $fontface : $defaultfonttype
@confirm_window.contents.font.size = $fontsize.is_a?(Integer) ? $fontsize : $defaultfontsize
@help_window = Window_Help.new
@craft_window.help_window = @help_window
@result_window=Window_CraftResult.new
@ingredients_window=Window_CraftIngredients.new
@yes_no_window = Window_Command.new(100, ["Yes", "No"])
@confirm_window.visible = false
@confirm_window.z = 1500
@yes_no_window.visible = false
@yes_no_window.active = false
@yes_no_window.index = 1
@yes_no_window.x = 270
@yes_no_window.y = 252
@yes_no_window.z = 1500
@label_window = Window_Base.new(450,200,190,52)
@label_window.contents=Bitmap.new(@label_window.width - 32,@label_window.height - 32)
@label_window.contents.font.size=20
@label_window.contents.font.color = @label_window.normal_color
@label_window.contents.font.name = $fontface.is_a?(String) ? $fontface : $defaultfonttype
@label_window.contents.draw_text(0, 0, @label_window.contents.width, 20, " Have Need")
Graphics.transition
loop do
Graphics.update
Input.update
update
if $scene != self
break
end
end
Graphics.freeze
@help_window.dispose
@craft_window.dispose
@result_window.dispose
@ingredients_window.dispose
@confirm_window.dispose
@yes_no_window.dispose
@label_window.dispose
end
#--------------------------------------------------------------------------
def update
@craft_window.update
@ingredients_window.update
if $game_party.recipes.size > 0
@result_window.set_result(@craft_window.recipe.result, @craft_window.recipe.result_type)
@ingredients_window.set_ingredients(@craft_window.recipe.ingredients,
@craft_window.recipe.ingredient_types,
@craft_window.recipe.quantities)
end
if @craft_window.active
update_craft
return
end
if @yes_no_window.active
confirm_update
return
end
end
#--------------------------------------------------------------------------
def update_craft
if Input.trigger?(Input::B)
$game_system.se_play($data_system.cancel_se)
if @return_scene == "menu"
$scene = Scene_Menu.new(5)
else
$scene = Scene_Map.new
end
return
end
if Input.trigger?(Input::C) and $game_party.recipes.size != 0
@recipe = @craft_window.recipe
if @recipe.have
@yes_no_window.active = true
@craft_window.active = false
else
$game_system.se_play($data_system.buzzer_se)
return
end
end
end
#--------------------------------------------------------------------------
def confirm_update
@craft_index = @craft_window.index
@confirm_window.visible = true
@confirm_window.z = 1500
@yes_no_window.visible = true
@yes_no_window.active = true
@yes_no_window.z = 1500
@yes_no_window.update
string = "Create " + @recipe.name + "?"
cw = @confirm_window.contents.text_size(string).width
center = @confirm_window.contents.width/2 - cw /2
unless @drawn
@confirm_window.contents.draw_text(center, 0, cw, 30, string)
@drawn = true
end
if Input.trigger?(Input::C)
if @yes_no_window.index == 0
$game_system.se_play($data_system.decision_se)
@recipe.make
$game_system.se_play($data_system.save_se)
$scene=Scene_Craft.new(@craft_index)
else
$game_system.se_play($data_system.cancel_se)
$scene=Scene_Craft.new(@craft_index)
end
end
if Input.trigger?(Input::B)
$game_system.se_play($data_system.cancel_se)
$scene=Scene_Craft.new(@craft_index)
end
end
end # of Scene_Craft
Ingredients Script
Code:
#================================
# Sample master list for crafting script
#----------------------------------------------------------------
#-written by Deke
#----------------------------------------------------------------
#================================
class Game_Temp
attr_reader :recipe_list
alias crafting_temp_initialize initialize
def initialize
crafting_temp_initialize
@recipe_list=[]
get_recipe_list
end
def get_recipe_list
#Regular Potion Formula (1 Oskillo)
ingredients = [166]
ingredient_types = [0]
quantities = [1]
result = 1
result_type = 0
@recipe_list.push(Game_Recipe.new(ingredients,ingredient_types,quantities,result,result_type))
#Special Potion Formula (1 Aloe)
ingredients = [170]
ingredient_types = [0]
quantities = [1]
result = 2
result_type = 0
@recipe_list.push(Game_Recipe.new(ingredients,ingredient_types,quantities,result,result_type))
#Herbal Potion Formula (1 Oskillo, 1 Aloe, 1 Sage)
ingredients = [166,170,173]
ingredient_types = [0,0,0]
quantities = [1,1,1]
result = 3
result_type = 0
@recipe_list.push(Game_Recipe.new(ingredients,ingredient_types,quantities,result,result_type))
#Sparkle Water Formula (1 Agrimony)
ingredients = [168]
ingredient_types = [0]
quantities = [1]
result = 19
result_type = 0
@recipe_list.push(Game_Recipe.new(ingredients,ingredient_types,quantities,result,result_type))
#Mana Water Formula (1 Astragalus)
ingredients = [169]
ingredient_types = [0]
quantities = [1]
result = 4
result_type = 0
@recipe_list.push(Game_Recipe.new(ingredients,ingredient_types,quantities,result,result_type))
#Herbal Water Formula (1 Agrimony, 1 Astragalus, 1 Arcanimlilium)
ingredients = [168,169,174]
ingredient_types = [0,0,0]
quantities = [1,1,1]
result = 27
result_type = 0
@recipe_list.push(Game_Recipe.new(ingredients,ingredient_types,quantities,result,result_type))
#Spirit Potion Formula (1 Mandrake Root)
ingredients = [171]
ingredient_types = [0]
quantities = [1]
result = 7
result_type = 0
@recipe_list.push(Game_Recipe.new(ingredients,ingredient_types,quantities,result,result_type))
#Soul Jar Formula (1 Vivalic)
ingredients = [172]
ingredient_types = [0]
quantities = [1]
result = 8
result_type = 0
@recipe_list.push(Game_Recipe.new(ingredients,ingredient_types,quantities,result,result_type))
#Anatta Potion Formula (2 Mandrake Root, 1 Aloe, 1 Camfrey)
ingredients = [171,170,185]
ingredient_types = [0,0,0]
quantities = [2,1,1]
result = 7
result_type = 0
@recipe_list.push(Game_Recipe.new(ingredients,ingredient_types,quantities,result,result_type))
#Anima Jar Forumula (2 Vivalic, 1 Sage, 1 Camfrey, 1 Omnil)
ingredients = [172,173,185,26]
ingredient_types = [0,0,0,0]
quantities = [2,1,1,1]
result = 8
result_type = 0
@recipe_list.push(Game_Recipe.new(ingredients,ingredient_types,quantities,result,result_type))
#Chlorophyll Formula (1 Greenleaf)
ingredients = [175]
ingredient_types = [0]
quantities = [1]
result = 25
result_type = 0
@recipe_list.push(Game_Recipe.new(ingredients,ingredient_types,quantities,result,result_type))
#Phytophyll Formula (2 Greenleaf, 1 Apamarga, 1 Elder, 1 Fennel, 1 Minicoid)
ingredients = [175,24,183,184,51]
ingredient_types = [0,0,0,0,0]
quantities = [2,1,1,1,1]
result = 28
result_type = 0
@recipe_list.push(Game_Recipe.new(ingredients,ingredient_types,quantities,result,result_type))
#Poison Cure Potion Formula (1 Echinacea)
ingredients = [167]
ingredient_types = [0]
quantities = [1]
result = 9
result_type = 0
@recipe_list.push(Game_Recipe.new(ingredients,ingredient_types,quantities,result,result_type))
#Paralyze Cure Potion Formula (1 Echinacea)
ingredients = [167]
ingredient_types = [0]
quantities = [1]
result = 29
result_type = 0
@recipe_list.push(Game_Recipe.new(ingredients,ingredient_types,quantities,result,result_type))
#Sleep Cure Potion Formula (1 Echinacea)
ingredients = [167]
ingredient_types = [0]
quantities = [1]
result = 30
result_type = 0
@recipe_list.push(Game_Recipe.new(ingredients,ingredient_types,quantities,result,result_type))
#Silence Cure Potion Formula (1 Echinacea)
ingredients = [167]
ingredient_types = [0]
quantities = [1]
result = 31
result_type = 0
@recipe_list.push(Game_Recipe.new(ingredients,ingredient_types,quantities,result,result_type))
#Confuse Cure Potion Formula (1 Echinacea)
ingredients = [167]
ingredient_types = [0]
quantities = [1]
result = 32
result_type = 0
@recipe_list.push(Game_Recipe.new(ingredients,ingredient_types,quantities,result,result_type))
#Blind Cure Potion Formula (1 Echinacea)
ingredients = [167]
ingredient_types = [0]
quantities = [1]
result = 33
result_type = 0
@recipe_list.push(Game_Recipe.new(ingredients,ingredient_types,quantities,result,result_type))
#Burn Cure Potion Formula (1 Echinacea)
ingredients = [167]
ingredient_types = [0]
quantities = [1]
result = 35
result_type = 0
@recipe_list.push(Game_Recipe.new(ingredients,ingredient_types,quantities,result,result_type))
#Freeze Cure Potion Formula (1 Echinacea)
ingredients = [167]
ingredient_types = [0]
quantities = [1]
result = 36
result_type = 0
@recipe_list.push(Game_Recipe.new(ingredients,ingredient_types,quantities,result,result_type))
#Nerve Restore Potion Formula (1 Echinacea)
ingredients = [167]
ingredient_types = [0]
quantities = [1]
result = 34
result_type = 0
@recipe_list.push(Game_Recipe.new(ingredients,ingredient_types,quantities,result,result_type))
#Entombed Cure Potion Formula (1 Echinacea)
ingredients = [167]
ingredient_types = [0]
quantities = [1]
result = 41
result_type = 0
@recipe_list.push(Game_Recipe.new(ingredients,ingredient_types,quantities,result,result_type))
#Deathtox Cure Potion Formula (2 Echinacea, 1 Herb, 1 Magic Herb, 1 Poison Cure Potion)
ingredients = [167,20,21,9]
ingredient_types = [0,0,0,0]
quantities = [2,1,1,1]
result = 37
result_type = 0
@recipe_list.push(Game_Recipe.new(ingredients,ingredient_types,quantities,result,result_type))
#Sanity Potion Formula (2 Echinacea, 1 Herb, 1 Magic Herb, 1 Confuse Cure Potion)
ingredients = [167,20,21,32]
ingredient_types = [0,0,0,0]
quantities = [2,1,1,1]
result = 38
result_type = 0
@recipe_list.push(Game_Recipe.new(ingredients,ingredient_types,quantities,result,result_type))
#Herbal Antidote (3 Echinacea, 1 Herb)
ingredients = [167,20]
ingredient_types = [0,0,0]
quantities = [2,1,1,1]
result = 39
result_type = 0
@recipe_list.push(Game_Recipe.new(ingredients,ingredient_types,quantities,result,result_type))
#Herbal Remedy (2 Echinacea, 1 Camfrey, 1 Magic Herb)
ingredients = [167,185,21]
ingredient_types = [0,0,0]
quantities = [2,1,1,1]
result = 40
result_type = 0
@recipe_list.push(Game_Recipe.new(ingredients,ingredient_types,quantities,result,result_type))
#Super Herbal Remedy (2 Echinacea, 1 Camfrey, 1 Magic Herb, 1 Minicoid, 1 Deathtox Cure Potion, 1 Sanity Potion)
ingredients = [167,185,21,51,37,38]
ingredient_types = [0,0,0]
quantities = [2,1,1,1]
result = 40
result_type = 0
@recipe_list.push(Game_Recipe.new(ingredients,ingredient_types,quantities,result,result_type))
#Agression Potion Formula (2 Bay + Elder)
ingredients = [179,183]
ingredient_types = [0,0]
quantities = [2,1]
result = 5
result_type = 0
@recipe_list.push(Game_Recipe.new(ingredients,ingredient_types,quantities,result,result_type))
#Ambrosia Formula (1 Apamarga + Omnil)
ingredients = [24,26]
ingredient_types = [0,0]
quantities = [1,1]
result = 5
result_type = 0
@recipe_list.push(Game_Recipe.new(ingredients,ingredient_types,quantities,result,result_type))
end # of get_recipe_list method
end # of updates to Game_Temp Class
Other scripts beind used are Xk8's pokemon menu, Near Fantastica's Veiw Range, Anti-Lag, The Cybersam Battle System, Reflection effect, Sun Effect,
Advanced Message Script, and HP/MP bars