Falcao's MMORPG Alchemy trouble

● ARCHIVED · READ-ONLY
Started by Fernyfer775 4 posts View original ↗
  1. I ran into an issue where if the player isn't high enough level to learn the recipe, the recipe item is still consumed. Does anybody know if there is a way to fix this? The link to the script download site is in the 1st spoiler, and the 2nd spoiler contains the script itself.

    Spoiler
    http://falcaorgss.wordpress.com/2013/03/25/falcao-mmorpg-alchemy-and-extraction-system/

    Spoiler
    #==============================================================================#
    # #*****************# #
    # #*** By Falcao ***# * Falcao Mmorpg Alchemy and Extraction System #
    # #*****************# This script allows the player to learn two new #
    # skills, Alchemy and extraction, both of them #
    # RMVXACE used to create Items. Date: March 25 2013 #
    # #
    # Falcao RGSS site: http://falcaorgss.wordpress.com #
    # Falcao Forum site: http://makerpalace.com #
    #==============================================================================#

    #-------------------------------------------------------------------------------
    # What is this?
    #
    # - Alchemy is a system that allows you create Items, Weapons and armors by
    # combining a list of ingredients.
    # - Extraction is a system that allows you extract ingredients from things like
    # plants, rocks etc.
    #
    # It is called Crafting
    #-------------------------------------------------------------------------------

    #-------------------------------------------------------------------------------
    # * Features
    #
    # - Full Alchemy skill system
    # - Full Extraction skill system
    # - Alchemy and extraction Leveling system
    # - Full alchemy and extraction variance system
    # - Alchemy can create Weapons, Armors and Items
    # - In game maximun Alchemy and extraction levels enabled
    # - Alchemy Support up to 20 ingredients mix
    # - Alchemy and Extraction, speed, quantity, chance enabled
    # - Recipes levels enabled
    # - Extraction plants levels enabled
    # - Extractions plants respawn enabled
    # - Recipes system
    # - Flexible and easy recipe creation
    # - Easy to use
    #-------------------------------------------------------------------------------

    # * Terms and license

    # - Do credit me Falcao as the creator of this system
    # - You can modify anything you want
    # - You are allowed to distribute this material in any webpage
    # - Do not remove the header of any script shelf
    # - You are free to use this script in non-comercial projects, for comercial
    # projects contact me falmc99@gmail.com

    =begin
    ===============================================================================
    * Script Manual

    *************************
    * Alchemy skill set up *

    Use the following script call to display the alchemy GUI
    SceneManager.call(Scene_Alchemy)

    You will see an empty GUI, the first thing you have to do is create a recipe
    in the database item section using the following notetags

    - Here a normal recipe set up

     
     
     






    - Tags explanation


    recipe output item type, it can be Item, Weapon or Armor


    Item Type id you choose


    Chance to produce the item, it can be a number form 1 to 100 percent of chance


    How many items you want to get when succes producing?


    production speed, it display a hud. it support decimals


    Level of the recipe (if the player alchemy level is below he cant learn it)


    Ingredients items ids required to produce the output item


    Quantity of item Mixs required to produce the Ouput item, MUST be in the same
    order of Item Mixs. In this case item id 17 require 3 or more, item id 18
    require 2 and item id 19 require 2.

    * IMPORTANT
    Once the game party gets the Item recipe, the game player has to learn the
    recipe from the inventory menu in order to be displayed in the alchemy GUI

    -------------------------------------
    * Extraction skill set up *

    In order to extract items plants, rocks or whatever you need, create an event
    with the following comment tags.

    Here a regular plant creation









    Tags explanation


    Which item id do you want to extract?


    How many items will be extracted?


    Extraction success chance, it can be a number between 1 to 100 percent


    Extraction speed, it support decimals


    item extraction level, if player extraction skill is below this level it cannot
    be extracted


    How many times you want this plant to be extracted before dissapear?


    Time in seconds this plant takes to respawn

    IMPORTANT NOTE!
    I strongly recomend to see this script demo examples for the correct usage of
    this complex system

    =end

    #===============================================================================
    # * Alchemy skill settings
    #===============================================================================
    module FalcaoAlchemy

    # After how many production times get a chance to level up
    ProductionTimesLevelUp = 5

    # Chance to level up when the production times match
    AlchemyLevelUpChance = 90

    # After how many party alchemy skill level above of Recipe level have a chance
    # to level up the alchemy skill. Example: Alchemy level = 20
    # Recipe level = 9, there are 11 levels above so party can not level up skill
    SeparateLevel = 5

    # Default alchemy maximun level (can be changed in game)
    DefaultMaxLevel = 35

    # Sound played when succes produce an item
    SuccesProduceSe = "Decision2"

    # Sound played when fail producing an item
    FailProduceSe = "Stare"

    # Sound played when succes level up the alchemy skill
    AlchemyLevelUpSe = "Raise1"
    end


    #===============================================================================
    # * Extraction skill settings
    #===============================================================================
    module FalExtract

    # After how many extraction times get a chance to level up
    ExtracTimesLevelUp = 7

    # Chance to level up when the production times match
    ExtracLevelUpChance = 90

    # After how many party extraction skill level above of Plant level have a
    # chance to level up the extraction skill. Example: Extraction level = 20
    # Plant level = 9, there are 11 levels above so party can not level up skill
    SeparateLevell = 5

    # Default extraction maximun level (can be changed in game)
    DefaultMaxLevel = 25

    # Animation id played while extracting
    ExAnimation = 169

    # Sound played when succes extrac an item
    SuccesExtractSe = "Item3"

    # Sound played when fail extract an item
    FailExtractSe = "Down1"

    # Sound played when level up extraction skill
    AlchemyLevelUpSe = "Raise1"

    #-----------------------------------------------
    def self.check_extracted_ones
    $game_map.events.values.each do |event|
    break if $game_party.ev_extdata[$game_map.map_id].nil?
    if !$game_party.ev_extdata[$game_map.map_id][event.id].nil?
    event.erase if $game_party.ev_extdata[$game_map.map_id][event.id][2]
    end
    end
    end
    end

    #Do you want to add the alchemy scene to the game menu? true / false
    FalcaoRGSS_AddAlchemy_to_menu = false

    #-----------------------------------------------------------------------------
    # * Script calls
    #
    # Use this script call only if you want to change the extraction and alchemy
    # levels manually
    #
    # $game_party.alchemy_maxlv(x) If you want to change the alchemy maximun level
    # in game change x for the new maximun level
    # $game_party.alchemy_lv = x if you want to change the current alchemy level
    # change x for the new level

    # $game_party.extraction_maxlv(x) Extraction max level, change x for the new
    # maximun level
    # $game_party.extract_lv = x Extraction current level, change x for any
    # integer
    #-------------------------------------------------------------------------------

    ($imported ||= {})['Falcao Mmorpg Alchemy And Extraction'] = 1.0

    #===============================================================================
    # * Falcao Alchemy skill END OF SETINGS
    #===============================================================================
    class RecipeData
    attr_accessor :recipes
    def initialize
    @recipes = {}
    @ingredients = {}
    register_values
    end

    def register_values
    for item in $data_items
    next if item.nil?
    id = item.recipedata(" @ingredients[item.id] = mix.split(",").map { |s| s.to_i }
    end
    end

    def recipes
    @recipes
    end

    def ingredients
    @ingredients
    end
    end

    class RPG::BaseItem
    def recipedata(comment, s=true, f=false)
    if @note =~ /#{comment}(.*)>/i
    return $1.to_f if f
    return s ? $1.to_i : $1.to_s.sub("\r","")
    end
    end

    def costitem
    if @costitemm.nil?
    @costitemm = {}
    if @note =~ //i
    key = $1.to_s.sub("\r","").split(",").map { |s| s.to_i }
    end
    if @note =~ //i
    value = $1.to_s.sub("\r","").split(",").map { |s| s.to_i }
    end
    if key != nil
    index = 0
    key.each {|k|
    @costitemm[k] = value[index]
    index += 1}
    end
    return @costitemm
    else
    return @costitemm
    end
    end
    end

    class Game_Party < Game_Unit
    attr_reader :recipes
    attr_accessor :extract_data, :extract_lv, :extrat_count, :ev_extdata
    attr_accessor :alchemy_lv, :alchemy_count, :pop_windowdata
    attr_accessor :al_maxlv, :ex_maxlv
    alias falcaoalchemy_ini initialize
    def initialize
    @recipes = []
    @extract_lv = 1
    @extrat_count = 0
    @ev_extdata = {}
    @alchemy_lv = 1
    @alchemy_count = 0
    @al_maxlv = FalcaoAlchemy::DefaultMaxLevel
    @ex_maxlv = FalExtract::DefaultMaxLevel
    falcaoalchemy_ini
    end

    def alchemy_maxlv(lv)
    @al_maxlv = lv if lv >= @al_maxlv
    end

    def extraction_maxlv(lv)
    @ex_maxlv = lv if lv >= @ex_maxlv
    end

    def add_recipe(id)
    @recipes.push(id) unless @recipes.include?(id)
    end

    def pop_w(time, name, text)
    return unless @pop_windowdata.nil?
    @pop_windowdata = [time, text, name]
    end
    end

    class Game_Battler < Game_BattlerBase
    alias falcaoalchemy_mm_item consume_item
    def consume_item(item)
    if item.is_a?(RPG::Item) and !item.recipedata(" $game_party.add_recipe(item.id)
    $game_party.pop_w(
    180, 'Alchemy', "Recipe: #{item.name} has been learned!")
    else
    $game_party.gain_item(item, 1)
    $game_party.pop_w(
    180,'Alchemy',"Alchemy level #{level} is required to learn this recipe")
    Sound.play_buzzer
    end
    end
    falcaoalchemy_mm_item(item)
    end
    end

    #-------------------------------------------------------------------------------
    class Window_AlRecipes < Window_Selectable
    def initialize(x, y, w, h, rdata)
    super(x, y, w, h)
    @rdata = rdata
    refresh ; select(0)
    end

    def item() return @data[self.index] end

    def refresh
    self.contents.clear if self.contents != nil
    @data = []
    @rdata.recipes.each {|id, recipe| @data.push(recipe) if
    $game_party.recipes.include?(id)}
    @item_max = @data.size
    if @item_max > 0
    self.contents = Bitmap.new(width - 32, row_max * 26)
    for i in 0...@item_max
    draw_item(i)
    end
    end
    end

    def draw_item(index)
    item = @data[index]
    x, y = index % col_max * (90), index / col_max * 24
    self.contents.font.size = 18
    draw_icon($data_items[item[7]].icon_index, x, y)
    contents.draw_text(x + 25, y, self.width, 32, item[0])
    end

    def item_max
    return @item_max.nil? ? 0 : @item_max
    end
    end

    class Window_StartProducing < Window_HorzCommand
    def initialize(dark)
    @darked = dark
    super(200, 0)
    end
    def window_width() return 344 end
    def window_height() return 60 end

    def col_max
    return 2
    end

    def make_command_list
    add_command("Start", :start, @darked.items_ready?)
    add_command("Stop", :stop)
    end

    def process_cancel
    @darked.meter > 0 ? return : super
    end
    end


    class FalcaoExtraction
    include FalExtract
    def initialize
    @col = [Color.new(180, 225, 245), Color.new(20, 160, 225), Color.new(0,0,0)]
    @running = false
    @anitimer = 0
    end

    def update
    update_extraction_trigger if Input.trigger?:)C)
    update_display_window if $game_party.extract_data != nil
    update_respawn
    end

    def update_respawn
    return if $game_party.ev_extdata[$game_map.map_id].nil?
    $game_map.events.values.each do |event|
    break if $game_party.ev_extdata[$game_map.map_id].nil?
    if !$game_party.ev_extdata[$game_map.map_id][event.id].nil?
    if $game_party.ev_extdata[$game_map.map_id][event.id][2]
    $game_party.ev_extdata[$game_map.map_id][event.id][1] -= 1 if
    $game_party.ev_extdata[$game_map.map_id][event.id][1] > 0
    if $game_party.ev_extdata[$game_map.map_id][event.id][1] == 0
    event.fading = [:fade_out, 60]
    $game_party.ev_extdata[$game_map.map_id].delete(event.id)
    if $game_party.ev_extdata[$game_map.map_id].empty?
    $game_party.ev_extdata.delete($game_map.map_id)
    end
    next
    end
    end
    end
    end
    end

    def update_display_window
    create_window
    if $game_party.extract_data[5] > 0
    $game_party.extract_data[5] -= 1
    if $game_party.extract_data[5] == 0
    $game_party.extract_data = nil
    dispose_window
    @running = false
    return
    end
    end

    return if $game_party.extract_data[5] > 0
    if @running
    if $game_party.extract_data[5] == 0
    refresh_contents
    $game_party.extract_data[4] += 1
    end
    if $game_party.extract_data[4] >= $game_party.extract_data[3] * 60
    $game_party.extract_data[5] = 60
    refresh_contents
    end
    end
    end

    def create_window
    return if !@ext_window.nil?
    @ext_window = Window_Base.new(544 / 2 - 200 / 2, 0, 200, 66)
    if $game_party.extract_lv >= $game_party.extract_data[6]
    @running = true
    end
    refresh_contents
    end

    def refresh_contents
    @ext_window.contents.clear
    @ext_window.contents.fill_rect(0, 10, 26, 38, Color.new(0, 0, 0, 60))
    item = $game_party.extract_data[0]
    @ext_window.draw_icon(item.icon_index, 1, 11)
    @ext_window.contents.font.size = 18
    @ext_window.contents.font.color = @ext_window.normal_color
    @ext_window.contents.font.shadow = true
    string = "L#{$game_party.extract_data[6]} " + item.name
    @ext_window.draw_text(-4, -6, @ext_window.width, 32, string, 1)
    @ext_window.contents.font.size = 15
    @ext_window.draw_text(0, 22, 26, 32, $game_party.extract_data[1].to_s, 1)
    @ext_window.contents.font.size = 18
    if @running
    if $game_party.extract_data[5] == 60
    r = rand(101)
    @ext_window.contents.font.color = Color.new(255, 120, 0, 255)
    if r <= $game_party.extract_data[2]
    $game_party.gain_item($game_party.extract_data[0],
    $game_party.extract_data[1])
    RPG::SE.new(SuccesExtractSe, 80,).play
    @ext_window.draw_text(-30, 20, @ext_window.width, 32, 'Win', 2)
    if $game_party.extrat_count == ExtracTimesLevelUp - 1
    r2 = rand(101)
    if r2 <= ExtracLevelUpChance
    leveling = true unless stop_growing?
    apply_extraction_growing
    end
    else
    $game_party.extrat_count += 1
    end
    @anitimer = 0
    else
    RPG::SE.new(FailExtractSe, 80,).play
    @ext_window.draw_text(-30, 20, @ext_window.width, 32, 'Fail', 2)
    end
    apply_variance
    @running = false
    end
    run_extractor if leveling.nil?
    else
    @ext_window.draw_text(0, 16, @ext_window.width, 32,
    "Ext lv #{$game_party.extract_data[6]} required", 1)
    Sound.play_buzzer
    s = "Extraction skill level #{$game_party.extract_data[6]} required"
    $game_party.pop_w(180, 'Alchemy', s)
    $game_party.extract_data[5] = 120
    end
    end

    def stop_growing?
    lv = $game_party.extract_data[6]
    return true if $game_party.extract_lv == $game_party.ex_maxlv
    return true unless $game_party.extract_lv <= lv + SeparateLevell - 1
    return false
    end

    # growing
    def apply_extraction_growing
    return if stop_growing?
    RPG::SE.new(AlchemyLevelUpSe, 80,).play
    $game_party.extract_lv += 1
    $game_party.extrat_count = 0
    @ext_window.draw_text(30, 20, @ext_window.width, 32,
    "Skill Lv #{$game_party.extract_lv}!")
    end

    def apply_variance
    $game_party.ev_extdata[$game_map.map_id] = {} if
    $game_party.ev_extdata[$game_map.map_id].nil?
    event = $game_party.extract_data[7]
    times = event.check_ext("lv, event]
    break
    end
    end
    end

    def dispose
    dispose_window
    end
    end

    class Spriteset_Map
    alias falcaoextraction_create_p create_pictures
    def create_pictures
    falcaoextraction_create_p
    @falextraction = FalcaoExtraction.new
    end

    alias falcaoextraction_update update
    def update
    falcaoextraction_update
    @falextraction.update
    end

    alias falcaoextraction_dispose dispose
    def dispose
    falcaoextraction_dispose
    @falextraction.dispose
    end
    end

    class Game_Event < Game_Character
    attr_accessor :opacity, :erased, :fading
    def check_ext(comment, f=true)
    return 0 if @list.nil? or @list.size <= 0
    for item in @list
    if item.code == 108 or item.code == 408
    return f ? $1.to_i : $1.to_f if item.parameters[0] =~ /#{comment}(.*)>/i
    end
    end
    return 0
    end

    alias falcaoexts_ini initialize
    def initialize(map_id, event)
    @fading = [:fade_in, time=0]
    falcaoexts_ini(map_id, event)
    end

    alias falcaoexts_up update
    def update
    if @fading[1] > 0
    @fading[1] -= 1
    if @fading[0] == :fade_in
    @opacity -= 4 if @opacity >= 0
    erase if @fading[1] == 0
    elsif @fading[0] == :fade_out
    if @erased
    @erased = false
    refresh ; @opacity = 0
    end
    @opacity += 4 if @opacity <= 255
    end
    end
    falcaoexts_up
    end
    end

    class Game_Player < Game_Character
    attr_accessor :pattern
    def in_front_ext?(target)
    return true if @direction == 2 and @x == target.x and (@y+1) == target.y
    return true if @direction == 4 and (@x-1) == target.x and @y == target.y
    return true if @direction == 6 and (@x+1) == target.x and @y == target.y
    return true if @direction == 8 and @x == target.x and (@y-1) == target.y
    return false
    end

    def update_anime_pattern
    return if !$game_party.extract_data.nil?
    super
    end

    alias falcaoextraction_mov movable?
    def movable?
    return false if $game_party.extract_data != nil
    falcaoextraction_mov
    end

    alias falcaoext_perform_transfer perform_transfer
    def perform_transfer
    falcaoext_perform_transfer
    FalExtract.check_extracted_ones if $game_map.map_id != @new_map_id
    end
    end

    class << DataManager
    alias falcaoalchemy_mmo_load load_normal_database
    def DataManager.load_normal_database
    falcaoalchemy_mmo_load
    for item in $data_items
    next if item.nil?
    if item.recipedata("<output item="" id:="" ")="" !="nil
    item.name = item.name + " L#{item.recipedata(" item.consumable = true
    item.scope = 0
    end
    end
    end

    alias falcaoalchemy_reloadmap reload_map_if_updated
    def DataManager.reload_map_if_updated
    falcaoalchemy_reloadmap
    FalExtract.check_extracted_ones if
    $game_system.version_id != $data_system.version_id
    end
    end

    # ingrediebnts
    class AlIngredients
    attr_accessor :meter
    def initialize(rdata)
    @ingredients = Window_Base.new(200, 60, 344, 266)
    @recipe = []
    @meter = 0
    @rdata = rdata
    end

    def refresh(recipe)
    @recipe = recipe
    @ingredients.contents.clear
    @ingredients.contents.font.size = 18 ; w = @ingredients.width
    @ingredients.contents.fill_rect(0, 24, w, 220, Color.new(0, 0, 0, 60))
    apply_color(1)
    @ingredients.draw_text(-16, -6, w, 32, 'Ingredients', 1)
    draw_ingredients
    end

    def draw_ingredients
    manager = y = 0
    for i in ingredients
    item = $data_items
    manager += 1
    (manager%2 == 0) ? x = 156 : y += 24
    x = 0 unless (manager%2 == 0)
    enable = $game_party.item_number(item) >= cost[item.id]
    enable ? apply_color(1) : apply_color(2)
    @ingredients.draw_icon(item.icon_index, x, y, enable)
    @ingredients.contents.font.size = 15
    number = $game_party.item_number(item)
    @ingredients.draw_text(x - 2, y + 6, 32, 32, number.to_s, 1)
    @ingredients.contents.font.size = 18
    @ingredients.draw_text(x + 24, y,212,32, item.name + " X#{cost[item.id]}")
    end
    end

    def items_ready?
    return false if @meter > 0
    combi = ingredients ; item = [] ; combi = [] if combi.nil?
    combi.each {|i|
    it =$data_items; item << i if $game_party.item_number(it) >= cost[it.id]}
    item.size == combi.size
    end

    def apply_color©
    @ingredients.contents.font.color = @ingredients.normal_color if c == 1
    @ingredients.contents.font.color = Color.new(255,255,255,128) if c == 2
    end

    def ingredients
    return @rdata.ingredients[@recipe.last]
    end

    def dispose
    @ingredients.dispose
    end


    def update_index(recipe_index)
    @recipe_index = recipe_index
    end

    def cost
    return $data_items[@recipe_index].costitem
    end
    end

    #----------
    class Scene_Alchemy < Scene_MenuBase
    include FalcaoAlchemy
    def start
    super
    recipedata = RecipeData.new
    @col = [Color.new(180, 225, 245), Color.new(20, 160, 225), Color.new(0,0,0)]
    @meter = 0
    @infow = Window_Base.new(0, 0, 200, 60)
    @alstatus = Window_Base.new(0, 326, 200, 90)
    refresh_alstatus
    @infow.contents.font.size = 20
    @infow.draw_text(-16, 0, @infow.width, 32, 'Recipes', 1)
    @recipes = Window_AlRecipes.new(0, 60, 200, 266, recipedata)
    @ngrewindow = AlIngredients.new(recipedata)
    update_rindex
    @oven = Window_Base.new(200, 326, 344, 90)
    @pop_timer = 0
    update_recipe
    @start_window = Window_StartProducing.new(@ngrewindow)
    update_cancel
    @start_window.set_handler:)start, method:)update_start))
    @start_window.set_handler:)stop, method:)update_stop))
    @start_window.set_handler:)cancel, method:)update_cancel))
    end

    def refresh_alstatus
    @alstatus.contents.clear
    @alstatus.contents.font.size = 18; w = @alstatus.width ; g = $game_party
    @alstatus.draw_icon(218, 0, 16) ; arr = [g.al_maxlv.to_s, g.ex_maxlv.to_s]
    @alstatus.draw_icon(482, 0, 40)
    @alstatus.draw_text(-16, -8, w, 32, 'Skill Levels', 1)
    @alstatus.draw_text(26, 16, w, 32,"Alchemy: #{g.alchemy_lv}/" + arr[0])
    @alstatus.draw_text(26, 40, w, 32,"Extraction: #{g.extract_lv}/" + arr[1])
    end

    def update_start
    @ngrewindow.meter = 1
    end

    def update_stop
    @ngrewindow.meter = 0
    @start_window.refresh
    @start_window.activate
    refresh_oven
    end

    def output_item
    item = @recipes.item
    kind = $data_items[item[2]] if item[1]=='Item' || item[1]=='item'
    kind = $data_weapons[item[2]] if item[1]=='Weapon' || item[1]=='weapon'
    kind = $data_armors[item[2]] if item[1]=='Armor' || item[1]=='armor'
    kind
    end

    def update_cancel
    @start_window.unselect
    @start_window.deactivate
    @recipes.activate
    end

    def refresh_ingredients
    @ngrewindow.refresh(@recipes.item)
    end

    def refresh_oven
    @oven.contents.clear
    @oven.contents.font.size = 18
    @oven.contents.fill_rect(0, 31, 31, 36, Color.new(0, 0, 0, 60))
    @oven.draw_text(-16, -6, @oven.width, 32, 'Oven', 1)
    if @pop_timer > 0
    @oven.contents.font.color = Color.new(255, 120, 0, 255)
    @oven.draw_text(0, -6, @oven.width, 32, @type)
    end
    @oven.contents.font.color = @oven.normal_color
    @oven.draw_icon(output_item.icon_index, 4, 34)
    @oven.contents.font.size = 15
    @oven.draw_text(0, 45, 33, 32, @recipes.item[4], 1)
    @oven.contents.font.size = 18
    @oven.draw_text(34, 23, 250, 32, output_item.name)
    @oven.draw_text(-26, 23, @oven.width, 32, 'Chance', 2)
    @oven.draw_text(-26, 40, @oven.width, 32, @recipes.item[3].to_s + '%', 2)
    x, y = 33, 52
    @oven.contents.fill_rect(x, y, 150, 12, @col[2])
    max = @recipes.item[5] * 60
    @oven.contents.fill_rect(x+1, y+1, 152 *@ngrewindow.meter / max, 5, @col[0])
    @oven.contents.fill_rect(x+1, y+6, 152 *@ngrewindow.meter / max, 5, @col[1])
    end

    def update_rindex
    @ngrewindow.update_index(@recipes.item[7]) unless @recipes.item.nil?
    end

    def update
    super
    update_rindex
    update_recipe
    SceneManager.return if Input.trigger?:) B) and @recipes.active
    update_selection if Input.trigger?:)C) and @recipes.active and
    !@recipes.item.nil?
    update_meter
    end

    def update_meter
    if @pop_timer > 0
    @pop_timer -= 1
    refresh_oven if @pop_timer == 0
    end

    if @ngrewindow.meter != 0
    @start_window.refresh if @ngrewindow.meter == 1
    @start_window.activate if @ngrewindow.meter == 1
    @ngrewindow.meter += 1
    refresh_oven
    if @ngrewindow.meter >= @recipes.item[5] * 60
    @ngrewindow.meter = 0
    random = rand(101)
    random <= @recipes.item[3] ? success_producing : fail_producing
    end
    end
    end

    def success_producing
    RPG::SE.new(SuccesProduceSe, 80,).play
    $game_party.gain_item(output_item, @recipes.item[4])
    @type = 'Success!' ; @pop_timer = 50
    destroy_items
    apply_alchemy_growing
    end

    def apply_alchemy_growing
    return if $game_party.alchemy_lv == $game_party.al_maxlv
    return unless $game_party.alchemy_lv <= @recipes.item[6] + SeparateLevel - 1
    if $game_party.alchemy_count == ProductionTimesLevelUp - 1
    r2 = rand(101)
    if r2 <= AlchemyLevelUpChance
    $game_party.alchemy_lv += 1
    RPG::SE.new(AlchemyLevelUpSe, 80,).play
    $game_party.alchemy_count = 0
    refresh_alstatus
    end
    else
    $game_party.alchemy_count += 1
    end
    end

    def fail_producing
    RPG::SE.new(FailProduceSe, 80,).play
    @type = 'Fail!' ; @pop_timer = 50
    destroy_items
    end

    def destroy_items
    c = $data_items[@recipes.item[7]].costitem
    @ngrewindow.ingredients.each {|i|$game_party.lose_item($data_items,c)}
    refresh_ingredients
    refresh_oven
    @ngrewindow.items_ready? ? update_start : @start_window.refresh
    end

    def update_selection
    Sound.play_ok
    @start_window.select(0)
    @start_window.activate
    @recipes.deactivate
    end

    def update_recipe
    return if @recipes.item.nil?
    if @recipe_index != @recipes.index
    @recipe_index = @recipes.index
    refresh_ingredients
    @start_window.refresh if !@start_window.nil?
    refresh_oven
    end
    end

    def terminate
    super
    @recipes.dispose
    @infow.dispose
    @ngrewindow.dispose
    @start_window.dispose
    @oven.dispose
    @alstatus.dispose
    end
    end

    # Input module update engine
    class << Input
    alias falcaoalchemy_mmo_update update
    def Input.update
    update_popwindow2 if !$game_party.nil? and !$game_party.pop_windowdata.nil?
    falcaoalchemy_mmo_update
    end

    # pop window global
    def update_popwindow2
    $game_party.pop_windowdata[0] -= 1 if $game_party.pop_windowdata[0] > 0
    if @temp_window.nil?
    tag = $game_party.pop_windowdata[2]
    string = $game_party.pop_windowdata[1] + tag
    width = (string.length * 9) - 10
    x, y = Graphics.width / 2 - width / 2, Graphics.height / 2 - 64 / 2
    @temp_window = Window_Base.new(x, y, width, 64)
    @temp_window.contents.font.size = 20
    @temp_window.z = 9999
    @temp_window.draw_text(-10, -6, width, 32, tag, 1)
    @temp_window.draw_text(-10,14, width, 32, $game_party.pop_windowdata[1],1)
    @current_scene = SceneManager.scene.class
    end
    if $game_party.pop_windowdata[0] == 0 ||
    @current_scene != SceneManager.scene.class
    @temp_window.dispose
    @temp_window = nil
    $game_party.pop_windowdata = nil
    end
    end
    end

    if FalcaoRGSS_AddAlchemy_to_menu
    class Window_MenuCommand < Window_Command
    alias falcaoadd_alchemy add_original_commands
    def add_original_commands
    add_command('Alchemy', :alchemy, main_commands_enabled)
    falcaoadd_alchemy
    end
    end

    class Scene_Menu < Scene_MenuBase
    alias falcao_alchemy_command create_command_window
    def create_command_window
    falcao_alchemy_command
    @command_window.set_handler:)alchemy, method:)call_alchemy_scene))
    end
    def call_alchemy_scene
    SceneManager.call(Scene_Alchemy)
    end
    end
    end
    ">
  2. Bump
  3. Fernyfer775, please do not bump your topic unless it has been 72 hours later since your last post. You can review our forum rules here. Thank you.


    I don't know about the script itself, but you can make a workaround with a common event. Just have the common event check the neccessary conditions, and if the recipe cannot be learned add another item to replace the consumed recipe item.


    That probably needs a lot of common events and you need to fix them to their items, but it will work until you find a better solution.
  4. Sorry about the early bump, guess I was a couple hours too early.

    This thread can be closed, I overhauled my whole crafting system and switched to a different script. Thanks for the help though Andar!