Tactics Ogre PSP Crafting System

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Started by Mr. Bubble 20 posts View original ↗
  1. 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

    Also requires the script Info Pages Window: http://wp.me/PxlCT-tA

    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.
  2. Now this, this I see use for. Thanks a whole lot. :D
  3. Need some feedback from people on the next version update. Here's what I got so far:



    • 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. :p
  4. I really like this system. Would it be simple enough to make the red text when you don't have enough of a material instead be kinda greyed out?

    I feel the red clashes quite a bit.

    Also have you thought of perhaps converting this into a magic making system and releasing it as a separate script altogether.

    By this I mean like combining spells to make other spells just an idea.

    Edit

    I feel the gold in the same window as the materials would actually be less confusing at first for someone unfamiliar with the script playing the game.
  5. Gold is fine IMHO. It's more consistent!

    I think your current format is really nice :)
  6. Would it be possible to have ingredients be 'or' types? Like, say I have three different types of iron - good, bad, normal - and want to make a sword with it. Any type of iron would do, so say I had no good iron, it'd substitute normal then bad. Or even be able to say - I've got three different flowers. If I make a herbal tea with any flower I'll get flower tea. It won't matter what flower is used, as long as A flower is used. So, if I had only one type of flower, that would be the one used. Kinda like optional necessities - as long as one thing takes that ingredient type place, the item will be made.

    Dunno if I'm explaining myself well enough.

    Spoiler
    Iron axe needs a handle, string and iron ore.

    I have three types of stick that could be used for a handle - oak, birch and pine. Doesn't matter which I use as long as one is used as an ingredient. So in the commands something like itemid: 2 or 3 or 6, and have them checked in order. SO if there's no 2s, then check for a 3 and if there's no 3s, then check for a 6. And with no 6s, no chance of making the item.

    Of course, this could also lead to grades of items and having them cause minute changes in the item created, but that would be perhaps a bit too in depth.
    P.S: I freaking love this.
  7. Pretty nice system... and yeah, I also prefer having the gold requirement at the same window as the other requirements
  8. Liberty said:
    Would it be possible to have ingredients be 'or' types? Like, say I have three different types of iron - good, bad, normal - and want to make a sword with it. Any type of iron would do, so say I had no good iron, it'd substitute normal then bad. Or even be able to say - I've got three different flowers. If I make a herbal tea with any flower I'll get flower tea. It won't matter what flower is used, as long as A flower is used. So, if I had only one type of flower, that would be the one used. Kinda like optional necessities - as long as one thing takes that ingredient type place, the item will be made.

    Dunno if I'm explaining myself well enough.

    Spoiler
    Iron axe needs a handle, string and iron ore.

    I have three types of stick that could be used for a handle - oak, birch and pine. Doesn't matter which I use as long as one is used as an ingredient. So in the commands something like itemid: 2 or 3 or 6, and have them checked in order. SO if there's no 2s, then check for a 3 and if there's no 3s, then check for a 6. And with no 6s, no chance of making the item.

    Of course, this could also lead to grades of items and having them cause minute changes in the item created, but that would be perhaps a bit too in depth.
    P.S: I freaking love this.

    I think the way I made this script is too rigid to efficiently add that as an option. People have different ideas on how they want a crafting system which is why I made this topic to gauge people's thoughts. I believe it's better to have greatly differing systems made as a separate, self-contained scripts rather than making one script that tries to suit all needs.

    It's a possible system though.
  9. Played around with this tonight. I'm very excited about it, since I am working on an alchemy based game and this make creating potions so much more enoyable. Looks great so far, and pretty easy to use. Thanksf or creating and sharing this!

    The one thing I saw that I don't like (and it's pretty nitpicky), is when the "You Received" menu comes up, it's semi-transparent, and so you're seeing words over words. I don't know if there's a way to fix that or if it's one of those things that just has to be dealt with. It's minor thing for how simply easy this is to use!
  10. mlogan said:
    The one thing I saw that I don't like (and it's pretty nitpicky), is when the "You Received" menu comes up, it's semi-transparent, and so you're seeing words over words. I don't know if there's a way to fix that or if it's one of those things that just has to be dealt with. It's minor thing for how simply easy this is to use!
    Easily modified. Place this below the script in the script editor:



    Code:
    # v1.5 and up only
    class Window_TOCraftingResult < Window_Selectable
    #--------------------------------------------------------------------------
    # initialize
    #--------------------------------------------------------------------------
    alias initialize_tocraftingresult_back_opacity initialize
    def initialize(x, y)
    initialize_tocraftingresult_back_opacity(x, y)
    self.back_opacity = 255
    end
    end
  11. Wow, thanks for responding so quickly! I'll try it out tomorrow, gotta go to bed now.
  12. Mr Bubble to the rescue!!! This is essentially exactly what I was looking for in regards to a crafting system so thanks alot!

    And i'm for the gold window being shown in the materials window. It's more aesthetically pleasing xD.

    Thanks again.
  13. Updated to 1.7. You can now choose which recipebooks can be included in the crafting scene by category labels.

    I originally intended for this update to also include the ability to view item stats in the crafting scene, but I'm in the middle of a heatwave and I'm not in the mood to code in heat.
  14. Currently making good progress on displaying item info in the crafting scene.





    I estimate I'll be done tomorrow.
  15. The script has been updated to v1.8. There are many significant updates.

    • Compatibility: "YEA-AceMenuEngine" support added.
    • You can now view item details in the crafting scene if the script "Reader Functions for Features/Effects" is installed.
    • Info window style has changed.
    • Any amount of ingredients can now be displayed, not just 6.
    • Configuration module has many new settings.
    • Some method names have changed.
    • Removed a chunk of redundant code.
    • Efficiency update. (8/25/12)

    Please let me know of any errors.

    Lord Valdyr said:
    I really like this system. Would it be simple enough to make the red text when you don't have enough of a material instead be kinda greyed out?

    I feel the red clashes quite a bit.

    Also have you thought of perhaps converting this into a magic making system and releasing it as a separate script altogether.

    By this I mean like combining spells to make other spells just an idea.

    Edit

    I feel the gold in the same window as the materials would actually be less confusing at first for someone unfamiliar with the script playing the game.
    Sorry, I didn't mean to not reply to this, I just didn't notice it.

    You have the option to change the colors in the script.

    A magic making system interests me, but there's a lot of holes I'm unsure of. Are you wanting to only combine skills into new skills? What about combining items into new skills? Do the actors forget the skills for the new skill?
  16. My suggestion fo future updates would change the need/have display to have/need.

    It just seems wrong math wise.
  17. Updated to v1.9. I inadvertently excluded state resistance information from the state info page in the crafting scene. It's added in now.



    deilin said:
    My suggestion fo future updates would change the need/have display to have/need.

    It just seems wrong math wise.
    The need/have display style was directly taken from Tactics Ogre PSP. It was fine in that game so I had no problem going with that. You can go in the script and change it yourself though. It's pretty easy.
  18. Mr. Bubbles, for the additional script that goes with it; how does it work? Do I just plug and play or will I need to add these... settings to my items or whatnot?
  19. Aktiyah said:
    Mr. Bubbles, for the additional script that goes with it; how does it work? Do I just plug and play or will I need to add these... settings to my items or whatnot?
    You don't need to do anything with the Feature Reader script. Just install it in your script editor and leave it alone.

    It's not required for the crafting script to function, but it is used for info window pages.