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#1 default XP - Mr Wiggles Alchemy
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Mr Wiggles Alchemy
Version: 2.3
Author: Mr Wiggles
Date: June 11, 2010

Version History




  • 6/11/10 - Bug when viewing recipes after creating an item that crashed recipe window.
    Added new feature non consumable ingredients.
  • 5/12/10 - Put recipes in module to make creating them easier.
    Created a Window script to go along with it to show a list of known recipes.
    Fixed a bug when adding blue prints.
  • 5/11/10 - Option to give a junk item if mix was incorrect.
    Fixed syntax if no items where able to be combined.
  • 5/10/10 - Able to combine any type if Item, Weapon, or Armor or any combination of the sort to crate something.
  • 5/9/10 - Original Release


Planned Future Versions


  • None as of right now.


Description



This script allows the player to combine up to four items in a simple to use script that will allow them to create items.

Features


  • Item filter, will only show certain items that are in the players inventory that are allowed to be combined.
  • Recipes are easy to create by using a simple array system.
  • Creation filter, this will allow you to control what the player can make, this way the player can only make what they know how to make.
  • Version 1.5 - Combine any Item, Weapon, Armor together to make anything.
  • Version 1.6 - Can give the player a useless item if the combination is wrong.
  • Version 2.0 - Can show a window that contains known recipes.
  • Version 2.3 - can have items that are not consumed when combined.


Screenshots

Alchemy Screen
[You must be registered and logged in to see this image.]

Recipe Window
[You must be registered and logged in to see this image.]


Instructions

Paste in the scripts database above main and then follow the instructions in the script header.

script



Alchemy script
Spoiler:

Code:

#===============================================================================
#                    Mr Wiggles Alchemy script
#===============================================================================
# By Mr Wiggles
# Version 2.3
#-------------------------------------------------------------------------------
# Instructions:
#    Fill out the constants, And then call this script by using...
#    $scene = Alchemy.new
#===============================================================================

#-------------------------------------------------------------------------------
module ALCHEMY#/////////          *** EDIT AREA  ***                /////////#
#-------------------------------------------------------------------------------
# Item IDs that can be used in Alchemy.
ALCHEMY_ITEMS  = [1,2,3,4]
#-------------------------------------------------------------------------------
# Item IDs that are not consumed when combined.
NON_CONSUME_ITEMS = [1,3]
#-------------------------------------------------------------------------------
# Weapon IDs that can be used in Alchemy.
ALCHEMY_WEAPONS = [1,2,3,4]
#-------------------------------------------------------------------------------
# Weapon IDs that are not consumed when combined.
NON_CONSUME_WEAPONS = [2,4]
#-------------------------------------------------------------------------------
# Armor IDs that can be used in Alchemy.
ALCHEMY_ARMORS  = [1,2,3,4]
#-------------------------------------------------------------------------------
# Armor IDs that are not consumed when combined.
NON_CONSUME_ARMORS = [2,3]
#-------------------------------------------------------------------------------
# Can combine more then the same type of item together, or just one of each.
COMBINE_DUPS = true
#-------------------------------------------------------------------------------
# Button that is used to check if the items being combined make anything.
CHECK_RECIPE_BUTTON = Keys::SHIFT
#-------------------------------------------------------------------------------
# Sound to play if the recipe was successful. leave blank if none.
RIGHT_SE = "055-Right01"
#-------------------------------------------------------------------------------
# Sound to play if the recipe failed. leave blank if none.
WRONG_SE = "057-Wrong01"
#-------------------------------------------------------------------------------
# recipes to make items. Example of a recipe:
# [[A,B], [A,B], [A,B], [A,B]]
# A = Type of Item in the recipe, (0 = Item, 1 = Weapon, 2 = Armor)
# B = ID if Item
# if slot is not being used in recipe, use 0.
ALCHEMY_RECIPES = [
[[0,2], [0,5], [0,6], 0],    # 0 = 9 mm Rounds + Machine Gun Round + Bobby Pin
[[0,1], [1,1], [0,1], [0,1]], # 1 = 3 Arrows + Recurve Bow
[[0,2], [0,2], 0, 0],        # 2 = 9 mm Rounds x2
[[1,2], [0,2], [2,3], [0,3]],
[[2,2], [0,2], [1,7], 0]
]# needs to be here
#-------------------------------------------------------------------------------
# Out comes of the above recipes:
# [A, B]
# A = Type of Creation (0 = Item, 1 = Weapon, 2 = Armor)
# B = ID of Item
ALCHEMY_OUTCOMES = [
[0, 10], # 0 Makes Flame Fuel
[1, 1],  # 1 Makes Recurve Bow
[2, 5],  # 2 Makes Leather Boots
[1, 2],
[0, 3]
]# needs to be here
#-------------------------------------------------------------------------------
# Blue prints: the basic idea behind this is that the player can not create any
# items that they do not know how to create it. This can be done by using a
# script call command in an event that says:
# $game_system.add_blue_prints(Blue Print ID)
# the Blue print id refers to the location of the recipe in the
# ALCHEMY_RECIPES array, also remember that it starts counting at 0, this
# means that 1=0, 2=1, and so on.
#
# Bellow is the blue prints that the player already knows at the start of the
# game. [BP, BP, BP]  BP = Blue Print ID
BLUE_PRINTS = [1,2,4]
#-------------------------------------------------------------------------------
# Remove the items being combined if the recipe is wrong.
PENALIZE = false
#-------------------------------------------------------------------------------
# Give the player a junk item if the mix was wrong. PENALIZE must be true for
# this. If you don't want to use this set the ID to 0.
JUNK_ITEM_ID = 0
#-------------------------------------------------------------------------------
end#/////////              *** END EDIT AREA  ***                    /////////#
#-------------------------------------------------------------------------------


#===============================================================================
# ** Alchemy
#===============================================================================
class Alchemy
  #----------------------------------------------------------------
  # * Main
  #----------------------------------------------------------------
  def main
    # Create Windows
    @alchemy_window = Window_Alchemy.new
    @item_selection_window = Item_Selection_Window.new
    @help_window = Alchemy_Help.new
    @map_back = Spriteset_Map.new
    @combination_window = Combination_List_Window.new
    @finished_item_window = Finished_Item_Window.new
    # Make variables
    @items_being_combined = []
    @recipes = ALCHEMY::ALCHEMY_RECIPES
    @out_comes = ALCHEMY::ALCHEMY_OUTCOMES
    @creation = []
    @combination = ""
    @showing_text_wait = 0
    # Execute transition
    Graphics.transition
    # Main loop
    loop do
      # Update game screen
      Graphics.update
      # Update input information
      Input.update
      # Frame update
      update
      # Abort loop if screen is changed
      if $scene != self
        break
      end
    end
    # Prepare for transition
    Graphics.freeze
    # Dispose of windows
    @alchemy_window.dispose
    @item_selection_window.dispose
    @help_window.dispose
    @map_back.dispose
    @combination_window.dispose
    @finished_item_window.dispose
  end
 
  #----------------------------------------------------------------
  # * Update
  #----------------------------------------------------------------
  def update
    # Show the names of items being added
    @showing_text_wait -= 1 if @showing_text_wait != 0
    if @showing_text_wait == 0
      item_names = []
      for item in @items_being_combined
        return if item == nil
        item_names << item.name.to_s
      end
      @combination = item_names.join(" + ")
      @finished_item_window.update
    end
    # Update Windows
    @alchemy_window.refresh(@items_being_combined)
    @item_selection_window.update
    @combination_window.update(@combination)
    # update mains
    update_help
    update_commands
  end
  #----------------------------------------------------------------
  # * Update Help
  #----------------------------------------------------------------
  def update_help
    if @item_selection_window.item != nil
      @help_window.set_text(@item_selection_window.item.description)
    end
  end
  #----------------------------------------------------------------
  # * Update Commands
  #----------------------------------------------------------------
  def update_commands
    #--------------------------
    # If B button was pressed
    #--------------------------
    if Input.trigger?(Input::B)
      @showing_text_wait = 0
      if @items_being_combined.size > 0
        item = @items_being_combined[@items_being_combined.size - 1]
        case item
        when RPG::Item
          $game_party.gain_item(item.id, 1) if
            !ALCHEMY::NON_CONSUME_ITEMS.include?(item.id)
        when RPG::Weapon
          $game_party.gain_weapon(item.id, 1) if
            !ALCHEMY::NON_CONSUME_WEAPONS.include?(item.id)
        when RPG::Armor
          $game_party.gain_armor(item.id, 1) if
            !ALCHEMY::NON_CONSUME_ARMORS.include?(item.id)
        end
        $game_system.se_play($data_system.cancel_se)
        @items_being_combined.delete_at(@items_being_combined.size - 1)
      else
        # Return to map
        $game_system.se_play($data_system.cancel_se)
        $scene = Scene_Map.new
      end
      # Update item selection window
      @item_selection_window.refresh
      return
    end
    #--------------------------
    # If C button was pressed
    #--------------------------
    if Input.trigger?(Input::C)
      @showing_text_wait = 0
      item = @item_selection_window.item
      return if item == nil
      if @items_being_combined.size < 4
        if !@items_being_combined.include?(item) and
            ALCHEMY::COMBINE_DUPS == false
          $game_system.se_play($data_system.decision_se)
          @items_being_combined << item
          case item
          when RPG::Item
            $game_party.gain_item(item.id, -1) if
              !ALCHEMY::NON_CONSUME_ITEMS.include?(item.id)
          when RPG::Weapon
            $game_party.gain_weapon(item.id, -1) if
              !ALCHEMY::NON_CONSUME_WEAPONS.include?(item.id)
          when RPG::Armor
            $game_party.gain_armor(item.id, -1) if
              !ALCHEMY::NON_CONSUME_ARMORS.include?(item.id)
          end
        elsif ALCHEMY::COMBINE_DUPS == true
          $game_system.se_play($data_system.decision_se)
          @items_being_combined << item
          case item
          when RPG::Item
            $game_party.gain_item(item.id, -1) if
              !ALCHEMY::NON_CONSUME_ITEMS.include?(item.id)
          when RPG::Weapon
            $game_party.gain_weapon(item.id, -1) if
              !ALCHEMY::NON_CONSUME_WEAPONS.include?(item.id)
          when RPG::Armor
            $game_party.gain_armor(item.id, -1) if
              !ALCHEMY::NON_CONSUME_ARMORS.include?(item.id)
          end
        else
          $game_system.se_play($data_system.buzzer_se)
        end
      else
        $game_system.se_play($data_system.buzzer_se)
      end
      # Update item selection window
      @item_selection_window.refresh
      return
    end
    #--------------------------
    # If Check button was pressed
    #--------------------------
    if Input.trigger?(ALCHEMY::CHECK_RECIPE_BUTTON)
      # check if the player was able to make anything
      @creation = []
      if @items_being_combined.size > 1
        for id in [You must be registered and logged in to see this link.] - 1
          recipe = @recipes[id]
          new_recipe = recipe.flatten
          new_recipe.sort!
          # if player does not know recipe
          next unless $game_system.blue_prints.include?(id)
          # get created item
          @creation = @out_comes[id]
          # kill game to prevent syntax error
          if @creation == nil
            print ("There is no out come for the recipie, please add one.")
            $scene = nil
            return
          end
          # get items to be combine
          items_combined = []
          for i in [You must be registered and logged in to see this link.] - 1
            item = @items_being_combined[i]
            case item
            when RPG::Item
              type = 0
            when RPG::Weapon
              type = 1
            when RPG::Armor
              type = 2
            end
            item_array = [type, item.id]
            items_combined.push(item_array)
          end
          # fill empty slots with 0
          empty_slots = 4 - items_combined.size
          for i in 0..empty_slots
            items_combined << 0 if items_combined.size < 4
          end
          items_combined.flatten!
          items_combined.sort!
          # see if the combination matches any recipes then
          # returns the item that was created
          break if items_combined == new_recipe
          @creation = []
        end
        # show result
        if @creation != []
          Audio.se_play("Audio/SE/"+ALCHEMY::RIGHT_SE, 90, 100) rescue nil
          # Add Item
          case @creation[0]
          when 0
            $game_party.gain_item(@creation[1], 1)
            item = $data_items[@creation[1]]
          when 1
            $game_party.gain_weapon(@creation[1], 1)
            item = $data_weapons[@creation[1]]
          when 2
            $game_party.gain_armor(@creation[1], 1)
            item = $data_armors[@creation[1]]
          end
          # Clear Varaibles
          @items_being_combined = []
          @showing_text_wait = 120
          # Show text
          @combination = "Success! Looks like you made a(n) #{item.name}."
          @finished_item_window.update(item)
        else
          Audio.se_play("Audio/SE/"+ALCHEMY::WRONG_SE, 90, 100) rescue nil
          # Clear items being combined
          if ALCHEMY::PENALIZE
            @items_being_combined = []
            junk_id = ALCHEMY::JUNK_ITEM_ID
            $game_party.gain_item(junk_id, 1) if junk_id > 0
          end
          @showing_text_wait = 120
          # Show text
          @combination = "I don't think those go well together."
        end
      end
      # Update item selection window
      @item_selection_window.refresh
      return
    end
  end
end

#===============================================================================
# ** Game_System
#===============================================================================
class Game_System
  attr_accessor :blue_prints
 
alias alchemy_init initialize
  def initialize
    alchemy_init
    @blue_prints = ALCHEMY::BLUE_PRINTS
  end
 
  def add_blue_prints(prints)
    if !@blue_prints.include?(prints) and prints < @recipes.size - 1
      @blue_prints << prints
    end
  end
end

#===============================================================================
# ** Alchemy Window
#===============================================================================
class Window_Alchemy < Window_Base
  #--------------------------------------------------------------------------
  # * Object Initialization
  #--------------------------------------------------------------------------
  def initialize
    super(176, 32, 288, 80) 
    self.opacity = 160
    self.contents = Bitmap.new(width - 32, height - 32)
    refresh([])
  end
  #--------------------------------------------------------------------------
  # * Refresh
  #--------------------------------------------------------------------------
  def refresh(items)
    @item_place = 0
    self.contents.clear
    for item in items
      draw_item(item, @item_place)
      @item_place += 1
    end
  end
  #--------------------------------------------------------------------------
  # * Refresh
  #--------------------------------------------------------------------------
  def draw_item(item, place)
    return if item == nil
    x = 0 + (place * 64)
    y = 0
    bitmap = RPG::Cache.icon(item.icon_name)
    w = bitmap.width
    h = bitmap.height
    src_rect  = Rect.new(0, 0, w, h)
    dest_rect = Rect.new(x, y, w*2, h*2)
    self.contents.stretch_blt(dest_rect, bitmap, src_rect)
  end
end

#===============================================================================
# ** Item Selection Window
#===============================================================================
class Item_Selection_Window < Window_Selectable
#--------------------------------------------------------------------------
# * Object Initialization
#--------------------------------------------------------------------------
  def initialize
    super(0, 168, 640, 250) 
    self.opacity = 160
    @column_max = 3
    refresh
    self.index = 0
  end
#--------------------------------------------------------------------------
# * Refresh
#--------------------------------------------------------------------------
  def refresh
    if self.contents != nil
      self.contents.dispose
      self.contents = nil
    end
    @data = []
    # Add Items that can be combined
    for i in 1...$data_items.size
      if $game_party.item_number(i) > 0 and ALCHEMY::ALCHEMY_ITEMS.include?(i)
        @data.push($data_items[i])
      end
    end
    # Add Weapons that can be combined
    for i in 1...$data_weapons.size
      if $game_party.weapon_number(i) > 0 and ALCHEMY::ALCHEMY_WEAPONS.include?(i)
        @data.push($data_weapons[i])
      end
    end
    # Add Armors that can be combined
    for i in 1...$data_armors.size
      if $game_party.armor_number(i) > 0 and ALCHEMY::ALCHEMY_ARMORS.include?(i)
        @data.push($data_armors[i])
      end
    end
    # Make selection Window
    @item_max = @data.size
    if @item_max > 0
      self.contents = Bitmap.new(width - 32, row_max * 32)
      for i in 0...@item_max
        draw_item(i)
      end
    end
  end
#--------------------------------------------------------------------------
# * Item
#--------------------------------------------------------------------------
  def item
    return @data[self.index]
  end
#--------------------------------------------------------------------------
# * Item by index
#--------------------------------------------------------------------------
  def return_item(index)
    return @data[index]
  end
#--------------------------------------------------------------------------
# * Draw Item
#--------------------------------------------------------------------------
  def draw_item(index)
    # Load Item Data
    item = @data[index]
    case item
    when RPG::Item
      number = $game_party.item_number(item.id)
    when RPG::Weapon
      number = $game_party.weapon_number(item.id)
    when RPG::Armor
      number = $game_party.armor_number(item.id)
    end
    self.contents.font.color = normal_color
    # Creat Selector
    x = 4 + index % 3 * ((self.width - 30) / 3)
    if index == 1
      y = 0
    else
      y = index / 3 * 32
    end
    rect = Rect.new(x, y, self.width / @column_max, 32)
    self.contents.fill_rect(rect, Color.new(0, 0, 0, 0))
    # Create Item Icon
    bitmap = RPG::Cache.icon(item.icon_name)
    opacity = self.contents.font.color == normal_color ? 255 : 128
    self.contents.blt(x, y + 4, bitmap, Rect.new(0, 0, 24, 24), opacity)
    self.contents.font.size = 16
    if number > 1
      self.contents.draw_text(x, y + 8, 24, 32, number.to_s, 1)
    end
    # Draw Item name next to Icon
    self.contents.font.size = 16
    self.contents.draw_text(x+32, y, 130, 32, item.name)
  end
#--------------------------------------------------------------------------
# * Frame Update
#--------------------------------------------------------------------------
  def update
    # If cursor is movable
    if self.active and @item_max > 0 and @index >= 0
      # Move cursor down
      if Input.repeat?(Input::DOWN)
        if @index < @item_max - @column_max
          $game_system.se_play($data_system.cursor_se)
          @index = (@index + @column_max) % @item_max
        end
      end
      # Move cursor up
      if Input.repeat?(Input::UP)
        if @index >= @column_max
          $game_system.se_play($data_system.cursor_se)
          @index = (@index - @column_max + @item_max) % @item_max
        end
      end
      # Move cursor right
      if Input.repeat?(Input::RIGHT)
        if (@index % 3 < 2)
          if @index != @item_max - 1
            @index += 1
            $game_system.se_play($data_system.cursor_se)
          end
        end
      end
      # Move cursor left
      if Input.repeat?(Input::LEFT)
        if (@index % 3 > 0)
          @index -= 1
          $game_system.se_play($data_system.cursor_se)
        end
      end
    end
    # Update cursor rectangle
    update_cursor_rect
  end
#--------------------------------------------------------------------------
# * Update Cursor Rectangle
#--------------------------------------------------------------------------
  def update_cursor_rect
    # If cursor position is less than 0
    if @index < 0
      self.cursor_rect.empty
      return
    end
    # Get current row
    row = @index / @column_max
    # If current row is before top row
    if row < self.top_row
      # Scroll so that current row becomes top row
      self.top_row = row
    end
    # If current row is more to back than back row
    if row > self.top_row + (self.page_row_max - 1)
      # Scroll so that current row becomes back row
      self.top_row = row - (self.page_row_max - 1)
    end
    # Calculate cursor width
    cursor_width = self.width / @column_max - 16
    # Calculate cursor coordinates
    x = @index % @column_max * (cursor_width + 4)
    y = @index / @column_max * 32 - self.oy
    # Update cursor rectangle
    self.cursor_rect.set(x, y, cursor_width, 32)
  end
end

#==============================================================================
# ** Alchemy_Help
#==============================================================================
class Alchemy_Help < Window_Base
  #--------------------------------------------------------------------------
  # * Object Initialization
  #--------------------------------------------------------------------------
  def initialize
    super(0, 416, 640, 64)
    self.opacity = 160
    self.contents = Bitmap.new(width - 32, height - 32)
  end
  #--------------------------------------------------------------------------
  # * Set Text
  #--------------------------------------------------------------------------
  def set_text(text, align = 0)
    if text != @text or align != @align
      self.contents.clear
      self.contents.font.color = normal_color
      self.contents.draw_text(4, 0, self.width - 40, 32, text, align)
      @text = text
      @align = align
      @actor = nil
    end
    self.visible = true
  end
end

#==============================================================================
# ** Combination_List_Window
#==============================================================================
class Combination_List_Window < Window_Base
  #--------------------------------------------------------------------------
  # * Object Initialization
  #--------------------------------------------------------------------------
  def initialize
    super(0, 120, 640, 48)
    self.opacity = 190
    self.contents = Bitmap.new(width - 32, height - 32)
    update
  end
  #--------------------------------------------------------------------------
  # * Update
  #--------------------------------------------------------------------------
  def update(text="")
    self.contents.clear
    self.contents.font.size = 17
    self.contents.draw_text(0, -6, 640, 32, text)
  end
end

#==============================================================================
# ** Finished_Item_Window
#==============================================================================
class Finished_Item_Window < Window_Base
  #--------------------------------------------------------------------------
  # * Object Initialization
  #--------------------------------------------------------------------------
  def initialize
    super(276, 32, 96, 96)
    self.opacity = 0
    self.contents = Bitmap.new(width - 32, height - 32)
    update
  end
  #--------------------------------------------------------------------------
  # * Update
  #--------------------------------------------------------------------------
  def update(item=nil)
    self.contents.clear
    if item != nil
      bitmap = RPG::Cache.icon(item.icon_name)
      w = bitmap.width
      h = bitmap.height
      src_rect  = Rect.new(0, 0, w, h)
      dest_rect = Rect.new(0, 0, w*2, h*2)
      self.contents.stretch_blt(dest_rect, bitmap, src_rect)
    end
  end
end

Recipe Window
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Code:

#===============================================================================
#                        Alchemy Recipes
#===============================================================================
# By Mr Wiggles
# Version 1.2
#===============================================================================
#  Description:
#    This is a Window Class that when called will show the recipies that the
#    player knows to help remind them how to make something.  This requires
#    Mr Wiggles Alchemy script V2.0 or higher script to work.
#-------------------------------------------------------------------------------
# Instructions:
#  Call this script with a script command in an event that says:
#  $scene = Recipes_List.new
#===============================================================================
class Recipes_List
  #----------------------------------------------------------------
  # * Main
  #----------------------------------------------------------------
  def main
    # Create Windows
    @recipe_window = Recipe_Window.new
    @recipe_header = Recipe_Header.new
    @recipe_header.set_text("Blue Prints for Creating Items.")
    # Execute transition
    Graphics.transition
    # Main loop
    loop do
      # Update game screen
      Graphics.update
      # Update input information
      Input.update
      # Frame update
      update
      # Abort loop if screen is changed
      if $scene != self
        break
      end
    end
    # Prepare for transition
    Graphics.freeze
    # Dispose of windows
    @recipe_window.dispose
    @recipe_header.dispose
  end
 
  #----------------------------------------------------------------
  # * Update
  #----------------------------------------------------------------
  def update
    @recipe_window.update
    #--------------------------
    # If B button was pressed
    #--------------------------
    if Input.trigger?(Input::B)
      # Return to map
      $game_system.se_play($data_system.cancel_se)
      $scene = Scene_Map.new
      return
    end
  end
end

#===============================================================================
# ** Recipe Window
#===============================================================================
class Recipe_Window < Window_Selectable
  #--------------------------------------------------------------------------
  # * Object Initialization
  #--------------------------------------------------------------------------
  def initialize
    super(0, 48, 640, 592)
    @column_max = 1
    @index = 0
    @loop = true
    @out_comes = ALCHEMY::ALCHEMY_OUTCOMES
    @recipes = ALCHEMY::ALCHEMY_RECIPES
    refresh
  end
  #--------------------------------------------------------------------------
  # * Refresh
  #--------------------------------------------------------------------------
  def refresh
    if self.contents != nil
      self.contents.dispose
      self.contents = nil
    end
    # Add recipies into data
    @data = []
    for i in [You must be registered and logged in to see this link.] - 1
      @data.push([@recipes[i], @out_comes[i]])
    end
    # Make selection Window
    @item_max = @data.size
    if @item_max > 0
      self.contents = Bitmap.new(width - 32, row_max * 64)
      for i in 0...@item_max
        draw_item(i)
      end
    end
  end
  #--------------------------------------------------------------------------
  # * Draw Item
  #--------------------------------------------------------------------------
  def draw_item(index)
    # Get recipe item datas
    recipe = @data[index][0]
    @recipe_data = []
    for i in 0..3
      next if recipe[i] == 0
      case recipe[i][0]
      when 0
        @recipe_data.push($data_items[recipe[i][1]])
      when 1
        @recipe_data.push($data_weapons[recipe[i][1]])
      when 2
        @recipe_data.push($data_armors[recipe[i][1]])
      end
    end
    # Get out come data
    out_come = @data[index][1]
    case out_come[0]
    when 0
      out_come_data = $data_items[out_come[1]]
    when 1
      out_come_data = $data_weapons[out_come[1]]
    when 2
      out_come_data = $data_armors[out_come[1]]
    end
    # Create Selector
    x = 4
    y = 0 + index * 64
    rect = Rect.new(x, y, self.width / @column_max, 64)
    self.contents.fill_rect(rect, Color.new(0, 0, 0, 0))
    # Draw recipe text and icons
    @text_lengths = []
    self.contents.font.size = 15
    if $game_system.blue_prints.include?(index)
      item_names = []
      for item in @recipe_data
        item_names.push(item.name.to_s)
      end
      recipe_text = item_names.join(" + ")
    else
      recipe_text = "???????????????????????????????????????????"
    end
    self.contents.draw_text(x+78, y+15, 640, 64, recipe_text)
    # Draw out come text and icon
    self.contents.font.size = 22
    if $game_system.blue_prints.include?(index)
      out_come_text = out_come_data.name.to_s
      create_double_icon(out_come_data, x+24, y+6)
    else
      out_come_text = "???????????"
      self.contents.font.size = 50
      self.contents.draw_text(x+38, y, 640, 64, "?")
    end
    self.contents.font.size = 22
    self.contents.draw_text(x+88, y-15, 640, 64, out_come_text)
    # Draw recipe number
    number = (index + 1).to_s + "."
    self.contents.draw_text(x, y, 64, 32, number)
  end
  #--------------------------------------------------------------------------
  # * Create Double Sized Icon
  #--------------------------------------------------------------------------
  def create_double_icon(item, x, y)
    if item != nil
      bitmap = RPG::Cache.icon(item.icon_name)
      w = bitmap.width
      h = bitmap.height
      src_rect  = Rect.new(0, 0, w, h)
      dest_rect = Rect.new(x, y, w*2, h*2)
      self.contents.stretch_blt(dest_rect, bitmap, src_rect)
    end
  end
  #--------------------------------------------------------------------------
  # * Create Normal Sized Icon
  #--------------------------------------------------------------------------
  def create_normal_icon(item, x, y)
    if item != nil
      bitmap = RPG::Cache.icon(item.icon_name)
      self.contents.blt(x, y, bitmap, Rect.new(0, 0, 24, 24))
    end
  end
  #--------------------------------------------------------------------------
  # * Frame Update
  #--------------------------------------------------------------------------
  def update
    # If pressing down on the directional buttons
    if Input.repeat?(Input::DOWN)
      if (@column_max == 1 and Input.trigger?(Input::DOWN)) or
          @index < @item_max - @column_max
        if @loop == false and @index == @item_max - 1
          # play buzzer
          $game_system.se_play($data_system.buzzer_se)
        else
          # Move cursor down
          $game_system.se_play($data_system.cursor_se)
          @index = (@index + @column_max) % @item_max
        end
      end
    end
    # If the up directional button was pressed
    if Input.repeat?(Input::UP)
      if (@column_max == 1 and Input.trigger?(Input::UP)) or
          @index >= @column_max
        if @loop == false and @index == 0
          # play buzzer
          $game_system.se_play($data_system.buzzer_se)
        else
          # Move cursor up
          $game_system.se_play($data_system.cursor_se)
          @index = (@index - @column_max + @item_max) % @item_max
        end
      end
    end
    # Update cursor rectangle
    update_cursor_rect
  end
  #--------------------------------------------------------------------------
  # * Update Cursor Rectangle
  #--------------------------------------------------------------------------
  def update_cursor_rect
    # If cursor position is less than 0
    if @index < 0
      self.cursor_rect.empty
      return
    end
    # Get current row
    row = @index / @column_max
    # If current row is before top row
    if row < self.top_row
      # Scroll so that current row becomes top row
      self.top_row = row
    end
    # If current row is more to back than back row
    if row > self.top_row + (self.page_row_max - 1)
      # Scroll so that current row becomes back row
      self.top_row = row - (self.page_row_max - 1)
    end
    # Calculate cursor width
    cursor_width = self.width - 32
    # Calculate cursor coordinates
    x = @index % @column_max * (cursor_width + 4)
    y = @index / @column_max * 64 - self.oy
    # Update cursor rectangle
    self.cursor_rect.set(x, y, cursor_width, 64)
  end
end

#==============================================================================
# ** Recipe Header
#==============================================================================
class Recipe_Header < Window_Base
  #--------------------------------------------------------------------------
  # * Object Initialization
  #--------------------------------------------------------------------------
  def initialize
    super(0, 0, 640, 48)
    self.opacity = 255
    self.contents = Bitmap.new(width - 32, height - 32)
  end
  #--------------------------------------------------------------------------
  # * Set Text
  #--------------------------------------------------------------------------
  def set_text(text, align = 0)
    if text != @text or align != @align
      self.contents.clear
      self.contents.font.color = normal_color
      self.contents.font.size = 18
      self.contents.draw_text(4, -25, self.width - 40, 64, text, align)
      @text = text
      @align = align
      @actor = nil
    end
    self.visible = true
  end
end

Support



If you find any errors or would like to suggest an idea for a future version post them in here.

Known Compatibility Issues

None that I know of.

Restrictions

Don't post this on any other forums without my permission, and you are free to edit the script in anyway but you must still give me credit some where.
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#2 default Re: XP - Mr Wiggles Alchemy
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Looks great, Wiggles. Might be good for a future project for me.
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#3 default Re: XP - Mr Wiggles Alchemy
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cccccooooooooooolllllllllll much needed. I remember going through alot of *profanity* trying to get something like this
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#4 default Re: XP - Mr Wiggles Alchemy
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Thanks guys, yea as you can guess its in Outbreak, i just decided to make this script public. Smile
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Thats pretty darn tastey stuff wiggles Very Happy

Ur the man
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@Wiggles: I like how you did that with the weapons though, kinda adds that Resident Evil 4-5 feel to it. Very Happy
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#7 default Re: XP - Mr Wiggles Alchemy
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Hey, awesome Wiggles! In the future I plan to implement an alchemy system too! Looks really clean, nice, awesome!
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Brings me back to the days of Dino Crisis and Resident Evil. 2 thumbs up.
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#9 default Re: XP - Mr Wiggles Alchemy
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Glad you guys enjoy it, i plan in a latter version to make the out come any thing, not just items. so that combining items can make weapons and armors and not just other items.
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#10 default Re: XP - Mr Wiggles Alchemy
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Its a zombie game..right. Do you have a sneak feature where you can avoid those flesh eaters if your low on health? Im just use to Left for Dead when your low on health and 50 zombies and 2 tanks bust in on ya.
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#11 default Re: XP - Mr Wiggles Alchemy
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Not entirely sure on that yet, i may have a feature like that though, i will have to make it my self cause XAS doesn't have it. But yes i do have plans.

Also have you done any more work on the Hulk character?
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#12 default Re: XP - Mr Wiggles Alchemy
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Script was updated, now any thing can be combined to create anything. (Item, Weapon, Armor)
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can you do stuff like, if you mix two things that don't make anything, it's result is some worthless thing like a charred lump of metal? Stops nubs (jks) from trying to discover recipes without a definite mix
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Yea i can alter the script to make that happen. nice idea.

[updated script]


Latter i think i plan on making a Window script to accompany this one, that will show the recipes the player knows so they can refresh their memories.
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#15 default Re: XP - Mr Wiggles Alchemy
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@wiggles - wow man, this is what I'm talking about! I could totally picture using this to collect parts to build a killer weapon as well ^,^

jigglywiggly POWER! :'P

thanks for sharing your amazing work with all of us.
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ehem. I believe it's actually jiggywiggy
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Yea, im just happy that I'm actually a scripter now, i mean when i first saw scripts it was really over whelming. But that i can create my own scripts from scratch just is amazing feeling to me.

To any one interested in script writing, once you get the basics of how things work its fairly easy.

@blue it don't matter to me, lol its just a snap shot from banjo tooie. Razz
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#18 default Re: XP - Mr Wiggles Alchemy
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only for a jiggly wiggly genius like you ^,^

I still have difficulty with object orientation and using the hidden classes
I'm very glad you have progressed and get to enjoy all the neat stuff you whip up.

"Outbreak" is going to KIK @$$!
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yea the only problem is getting the graphics to look as good as the game scripts are.
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I've been working on scripts for Bloodlines... and the Outbreak title graphics aren't finished yet, I'm just going to do a few more days of organizing and such...
by then let me know if your game to swap ^,^
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Will do.
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#22 default Re: XP - Mr Wiggles Alchemy
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How long have u guys been scripting for? And how long did it take until u were comfortable with it?

In memory of my 1st forum: I.N.T.S.A.O.T.S.H.M.P.H
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#23 default Re: XP - Mr Wiggles Alchemy
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@blue it don't matter to me, lol its just a snap shot from banjo tooie.
Best game ever for the N64 !

OT: I like blue's idea of making useless stuff, but how about like making bandages / poisonous ammo? (although I don't think that zombies would be affected that much by poison, imo. Wink )
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you can make any item / weapon/ armor you want by combining any armor/ weapon/ item you want.

you could make 2 bullets = a shoe.
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If we follow Wiggly's equation of 2 bullets = a shoe then 2 shotguns = a leg
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No offense... but that sounds really stupid and un-realistic to have 2 bullets = a shoe.
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M, it was an example that was to show how you can literally make any thing make anything with this script. It's up to the user of the script to use logic when making recipes and the outcomes for them.

Razz
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#28 default Re: XP - Mr Wiggles Alchemy
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Script Was updated.
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:] awesome
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#30 default Re: XP - Mr Wiggles Alchemy
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Legault123

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Does it work with XAS ? Very nice job btw Smile
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#31 default Re: XP - Mr Wiggles Alchemy
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mr_wiggles

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Yes it does, and thanks.
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#32 default Re: XP - Mr Wiggles Alchemy
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Yay Wiggles! It is a great feeling to "arrive" at a certain skill (not that I can script, but I can still relate) Hooray for you! Smile
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#33 default Re: XP - Mr Wiggles Alchemy
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mr_wiggles

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thanks. Very Happy
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#34 default Re: XP - Mr Wiggles Alchemy
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*Script Updated*
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#35 default Re: XP - Mr Wiggles Alchemy
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BluE

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nice to know that it's not forgotten
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#36 default Re: XP - Mr Wiggles Alchemy
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MotionM

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Would it be possible to add a feature, such as, when you combine items into a potion, that potion gives an effect such as increased damage, within this script?
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#37 default Re: XP - Mr Wiggles Alchemy
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uh well its up to you the user of this script to do that, just make it so that when those items are combined together it makes an item that resembles the effects of the items combined.
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#38 default Re: XP - Mr Wiggles Alchemy
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Explain.
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#39 default Re: XP - Mr Wiggles Alchemy
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well say you have an item that has the properties heal and idk restore mp, and you combine that with an item that has the properties restore fatigue. The game will not make an item to give to the player that has those properties, its not the way the script was designed.

instead you have to create an item that has those properties and then when those items are combined it gives your item to the player.

what your talking about is that this item and that makes this and it shares the same properties as the items used to make it automatically with out creating the item in the database well that requires an algorithm that i just don't have the time to create nor the driving force.

If some one would want to make that algorithm so that the script will make its own items based on the ones combined then be my guest.
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#40 default Re: XP - Mr Wiggles Alchemy
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G@MeF@Ce

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I think it's great the way it is! your imagination is the limit! basically make the items and handle the combinations through the script ^,^


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