Yanfly Disassemble Addon: Retrieve Upgrades & Augments

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Started by DarkMetaknight 3 posts View original ↗
  1. First of all, the following scripts are mentioned, all by Yanfly; Item Disassemble, Attachable Augments, and Item Upgrade Slots. If you're not familiar with the mentioned scripts be sure to check out their features:
    Script Links
    Item Disassemble: http://yanfly.moe/2016/04/29/yep-96-item-disassemble-rpg-maker-mv/
    Attachable Augments: http://yanfly.moe/2016/04/15/yep-92-attachable-augments-rpg-maker-mv/
    Item Upgrade Slots: http://yanfly.moe/2015/10/16/yep-12-item-upgrade-slots/

    All of these are extensions to the base Item Core: http://yanfly.moe/2015/10/16/yep-11-item-core/

    The Problem:
    When Disassembling a crafted item, the materials used to upgrade that item are all lost, on top of that, added Augments are lost if they aren't removed first. (The latter makes no sense because it is free to switch them out anyway.)

    When my game has a massive 10 upgrade slots per weapon, this is a huge issue because I feel like even with twice the base attack from before, the incentive to move on to a new weapon is too low; not enough from old equipment carries over so it feels like "starting over" as the previously made weapon doesn't matter.

    The Desired Solution
    The addon script would add to the list of items gained from disassembling in the following ways:
    • All materials used in upgrading the material are individually rolled to be retrieved based on a percent chance, which is then modified by the Disassembler used. (Base % configurable in the Plugin options, probably 0.2/20% by default.)

    • All Augments attached to the item are retrieved back guaranteed.
    For example, say I upgraded a Copper Shortsword with Iron and a Sharp Claw, then put an HP+ Augment on it. The Copper Shortsword returns 2 Copper Ore when disassembled by default.

    Without this addon: All upgrades are gone, and so is the augment. Copper Ore +2.

    With the addon: Both upgrades (Iron and Sharp Claw) are rolled for the % chance of being saved; may get both, only one, or none. HP+ Augment and Copper x2 retrieved guaranteed.

    Notes
    • Yes, I know that Lunatic Mode is a thing, but adding a check for "is this material added in the upgrade pool?" for every single material in existence is quite the impractical solution. Though if there is a general Lunatic script that handles all materials I'll be happy to use it! (Looping to check each material slot maybe?)

    • The % chance for retrieving materials getting modified by the Disassembler "bonus %" doesn't necessarily have to be in if it's too hard to do so.

    • Edit 2: As it turns out removing certain augments can be disabled via a notetag, so this will probably have to effect how they're retrieved. (I think handling them like a material would be ideal.)
    Edit: Typo corrected.
  2. Bump.
    I suppose I could have Augments only to have everything carried over, but I'd still much prefer the upgrade system as it's more committal.
  3. Bump!
    To make it simple. There is a bug when players disassemble equipment while having attachable augments items. The attachable augments items get removed, they should be return to the inventory since Detaching Augments is freely to switch out.