Good day again all,
What I'm looking for is a cooking system for VX that is more oriented towards experimentation than recipes. I would like to have a system that will be called from the map (not in the menu) that will have the player select ingredients from within their inventory and then attempt to cook them, with failures (burned/bad food) from improper combinations of ingredients.
Here's how it would basically go:
The scripts would need to have the following editable options:
*Cooking background image
*ItemIDs for ingredient items for the ingredient list to populate from
*Recipe list set somewhat like the following:
-Dish ItemID
-Ingredient ItemIds and quantities
(something very simple)
*All Items would call both their names and item Icons
*A failure dish ItemID for incorrect combinations
Thank you for looking, I would very much like to have this system for Athenauem, and would be willing to trade a bit of art to whomever can successfully get this script for me.
EDIT:
Someone has started coding this.
What I'm looking for is a cooking system for VX that is more oriented towards experimentation than recipes. I would like to have a system that will be called from the map (not in the menu) that will have the player select ingredients from within their inventory and then attempt to cook them, with failures (burned/bad food) from improper combinations of ingredients.
Here's how it would basically go:
These images are set up like windowskins for clarity of window arrangement, but I would like the windowskin to be invisible and instead to call a background picture handled within the script.
http://img.photobucket.com/albums/v648/ ... Mock01.jpg[/img]
Within the menu, the first selection box is the long box spanning the top of the screen with the options "Add Ingredient" "Cook" and "Cancel Cooking". When the player selects "Add Ingredient, the cursor moves to the next selectable window, where there is a list of items populated from the player's inventory, with the script having a way for me to input which item IDs correspond to proper cooking ingredients. The list will show the Icon, Item name and Quantity.
http://img.photobucket.com/albums/v648/ ... Mock02.jpg[/img]
Upon selecting an ingredient to add, the cursor then moves to the lower left box where the player can adjust the quantity of ingredients to add with the up/down arrows, then confirm.
http://img.photobucket.com/albums/v648/ ... Mock03.jpg[/img]
Upon selecting the ingredient and it's quantity, it is added to the center right window, the cursor returns to the first selectable window, on "Add Ingredient".
http://img.photobucket.com/albums/v648/ ... Mock04.jpg[/img]
By selecting "Cook" from the first selectable window, the script will then check the item IDs and quantities against the recipe list, upon a sucess, adding the dish to the inventory and displaying the dish's icon and name in the lower right window, OR, if the combination was incorrect, adding the failure item to the inventory and displaying it in the lower right.
For failure, I would only want one option, so it does not need to be programmed for each recipe.
I would also like the selectable windows to cascade in keypress, so pressing the cancel key from the quantity window will return to the item select window, then from there to the main selection window
Also, I have not shown it in mockups, but I would like the "Cancel Cooking" option upon selection to call a simple choice window of "Start Over" and "Leave Kitchen", start over would remove the already selected ingredients in the right window
http://img.photobucket.com/albums/v648/ ... Mock01.jpg[/img]
Within the menu, the first selection box is the long box spanning the top of the screen with the options "Add Ingredient" "Cook" and "Cancel Cooking". When the player selects "Add Ingredient, the cursor moves to the next selectable window, where there is a list of items populated from the player's inventory, with the script having a way for me to input which item IDs correspond to proper cooking ingredients. The list will show the Icon, Item name and Quantity.
http://img.photobucket.com/albums/v648/ ... Mock02.jpg[/img]
Upon selecting an ingredient to add, the cursor then moves to the lower left box where the player can adjust the quantity of ingredients to add with the up/down arrows, then confirm.
http://img.photobucket.com/albums/v648/ ... Mock03.jpg[/img]
Upon selecting the ingredient and it's quantity, it is added to the center right window, the cursor returns to the first selectable window, on "Add Ingredient".
http://img.photobucket.com/albums/v648/ ... Mock04.jpg[/img]
By selecting "Cook" from the first selectable window, the script will then check the item IDs and quantities against the recipe list, upon a sucess, adding the dish to the inventory and displaying the dish's icon and name in the lower right window, OR, if the combination was incorrect, adding the failure item to the inventory and displaying it in the lower right.
For failure, I would only want one option, so it does not need to be programmed for each recipe.
I would also like the selectable windows to cascade in keypress, so pressing the cancel key from the quantity window will return to the item select window, then from there to the main selection window
Also, I have not shown it in mockups, but I would like the "Cancel Cooking" option upon selection to call a simple choice window of "Start Over" and "Leave Kitchen", start over would remove the already selected ingredients in the right window
The scripts would need to have the following editable options:
*Cooking background image
*ItemIDs for ingredient items for the ingredient list to populate from
*Recipe list set somewhat like the following:
-Dish ItemID
-Ingredient ItemIds and quantities
(something very simple)
*All Items would call both their names and item Icons
*A failure dish ItemID for incorrect combinations
Thank you for looking, I would very much like to have this system for Athenauem, and would be willing to trade a bit of art to whomever can successfully get this script for me.
EDIT:
Someone has started coding this.