# rpgmakermv(6) YEP_ItemSynthesis.js物品合成插件

2018/03/10 16:42

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Introduction

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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

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Notetags

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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.

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".

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Lunatic Mode - Custom Synthesis Effects

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For those with a JavaScript experience, you can use these notetags to make

a custom effect that will occur when a specific item is synthesized. For

example, when a Potion is made, you can give the player an empty bottle as a

side product of the synthesis.

---

Item, Weapon, and Armor Notetags:

<Custom Synthesis Effect>

var bottle = $dataItems[123];$gameParty.gainItem(bottle, 2);

</Custom Synthesis Effect>

For this notetag, the 'item' variable will refer to the item being

synthesized. Changing it will do nothing but it will be used as a

convenience variable to refer to it.

---

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Plugin Commands

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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.

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Changelog

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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

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!

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