Item Synthesis (YEP)
This is a plugin created for RPG Maker MV.
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This plugin is a part of the Yanfly Engine Plugins library.
Item synthesis is now a pretty common aspect of most RPG's where the player can craft their own items after acquiring recipes. This plugin enables your players to be able to do that after acquiring the said recipes. Recipes can come in the form of items, weapons, and/or armors and transcribed in them are what items, weapons, and/or armors they can make. These items can be made from the main menu and/or synthesis locations!
RPG Maker MV's editor is unable to allow for custom traits/properties that a game dev may wish to associate with a database object, event, map, etc. Notetags are used to work around such limitations by allowing the game dev to tag certain traits/properties using specific Notetags declared by the related plugin.
Here is a list of Notetag(s) that you may use.
To allow the player the ability to craft a certain item, that item must be included in a recipe notetag in an item that the player possesses. Item, Weapon, and Armor Notetags: <Item Recipe: x> <Item Recipe: x, x, x> <Item Recipe: x to y> This will change this item into a recipe for x item(s). As long as this item is in possession by the party as a whole, item(s) x can be synthesized by the player provided that the player has the proper quantity of ingredients. * Note: Entries without names will not be included. Entries without both a synthesis cost and without an ingredient list will not be included. <Weapon Recipe: x> <Weapon Recipe: x, x, x> <Weapon Recipe: x to y> This will change this item into a recipe for x weapon(s). As long as this item is in possession by the party as a whole, weapon(s) x can be synthesized by the player provided that the player has the proper quantity of ingredients. * Note: Entries without names will not be included. Entries without both a synthesis cost and without an ingredient list will not be included. <Armor Recipe: x> <Armor Recipe: x, x, x> <Armor Recipe: x to y> This will change this item into a recipe for x armor(s). As long as this item is in possession by the party as a whole, armor(s) x can be synthesized by the player provided that the player has the proper quantity of ingredients. * Note: Entries without names will not be included. Entries without both a synthesis cost and without an ingredient list will not be included. <Synthesis Ingredients> item id item id: x weapon id weapon id: x armor id armor id: x gold: x named item named item: x </Synthesis Ingredients> Using the above tag in an item will set those items as the ingredients required for the player to synthesize. Replace "id" with the proper item, weapon, or armor ID's. If no ":x" is used, the database will register that as only needing 1 of that item as an ingredient. If "gold: x" is used, that will be the cost required to synthesize the item. If you are using named entries, priority will be given to the highest ID in the order of items, weapons, then armors. * Note: If you are using Item Core, Independent Items cannot become an ingredient for a recipe and will therefore be automatically omitted. <Mask Name: x> If you are masking unknown items' names, you can change the text shown for the unknown item with x. This will cause the game to use the mask name instead of the usual ??? (if that's what you're using) to mask the item. This can give a player a general idea of what they may be synthesizing such as "Strange Liquid" or "Weird Crystal".
Here is a list of Plugin Command(s) that you may use:
The following are Plugin Commands you may use with events. Plugin Command: OpenSynthesis Opens up the Synthesis Scene from the field. ShowSynthesis Shows the Synthesis command from the main menu. HideSynthesis Hides the Synthesis command from the main menu. EnableSynthesis Enables the Synthesis command from the main menu. DisableSynthesis Disables the Synthesis command from the main menu. For those who wish to make the player synthesize only specific recipes, you can use the following command. OpenSynthesis Item 15 Recipe - or - OpenSynthesis Weapon 20 Recipe - or - OpenSynthesis Armor 30 Recipe This will make the synthesis menu, when opened up, only allow the recipes of the Item 15, Weapon 20, or Armor 30 without needing it and not showing the recipes of any recipe items within the player's inventory.
Version 1.11: - Bypass the isDevToolsOpen() error when bad code is inserted into a script call or custom Lunatic Mode code segment due to updating to MV 1.6.1. Version 1.10: - Added 'Amount Format' plugin parameter. Now you can switch the way the needed ingredients are shown between Need/Own and Own/Need. Version 1.09: - Updated for RPG Maker MV version 1.5.0. Version 1.08: - Lunatic Mode fail safes added. Version 1.07: - Added <Custom Synthesis Effect> Lunatic Mode notetag. Version 1.06: - Fixed an error with the calculation of total recipes. Version 1.05: - Updated for RPG Maker MV version 1.1.0. Version 1.04: - Added failsafes to prevent crashes from saved games that did not have this plugin already installed. Version 1.03a: - Fixed a bug that caused a crash for OpenSynthesis recipe commands. - Fixed an issue with recipe counts not appearing right. Version 1.02: - Added 'Equipped Recipes' plugin parameter. If enabled, this will allow the Item Synthesis menu to check your party's equipment to see if any of them are recipe holders. Version 1.01: - Fixed a bug with the synthesis gold costs taking more than they should. - Extended the OpenSynthesis plugin command. If you add Item, Weapon, or Armor after the command along with an ID, the synthesis menu will only show the items listed on the recipe for Item x, Weapon x, or Armor x. Version 1.00: - Finished Plugin!