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Version 2.04 (5/18/2013)
Script Download

Required Scripts
Info Pages Window

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.

The script Info Pages Window is required.

Feel free to reguest custom information to be added to item info pages in the crafting scene.

Changelog

  • v2.04
    • Italian language support added.
    • Shifted some code. (5/18/2013)
  • v2.03
    • Compatibility Update: “TH_SceneInterpreter”
    • Bugfix: Fixed bug where selecting the number to craft ignores the amount of ingredients available. (5/11/2013)
  • v2.02
    • Bugfix: Fixed categories nil error. (5/02/2013)
  • v2.01
    • Bugfix: Fixed ingredient numbers in info window.
    • New tag: <craft result>. See comments for more info.
    • You can now run a common event after crafting an item.
    • You can now change how many of an item you gain per set of ingredients. (5/02/2013)
  • v2.00
    • Now requires script: “Info Pages Window”.
    • This script will now check if any required scripts are missing. If any are missing, the game will be exited.
    • Many crafting customization options related to the info pages window have been removed.
    • Changed version number format.
    • $imported variable now uses version number.
    • Changed some methods, add-ons/patches may not work anymore.
    • Removed about 700+ lines of code. (5/02/2013)
  • v1.14
    • Calling the crafting scene directly with SceneManager will no longer crash the game. (4/28/2013)
  • v1.13
    • Bugfix: Custom craft result sound effects should no longer crash the game.
    • Equippable members info page added.
    • Cleaned up some code. (3/26/13)
  • v1.12
    • Quick compatibility update with Tsukihime’s TO Crafting Shop script. (3/13/13)
  • v1.11
    • You can now require specific actors in the party as a crafting requirement.
    • New ingredient notetag added.
    • New options in the customization module added.
    • Slight code efficiency update. (2/06/2013)
  • v1.10
    • TP Recovery now displays the correct value.
    • Recipebook images are now centered by default. (9/04/2012)
  • v1.09
    • State resistance item info is now viewable.
    • Footer text is now properly aligned. (8/28/2012)
  • v1.08
    • 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)
  • v1.07
    • Fixed issue where you can still craft from a recipebook even if you have zero left as a result of using it in a crafting recipe.
    • Script call for the crafting scene has changed. The old one can still be used though.
    • You can now choose which recipebooks can be included in the crafting scene by category.
    • New Notetag for recipebooks added.
    • Efficiency update. (8/18/2012)
  • v1.06
    • Compatibility: “XAS VX Ace” support added. (8/08/2012)
  • v1.05
    • You can now change the recipebook pictures directory.
    • You can now assign sound effects for crafted items.
    • Slight code efficiency update. (7/29/2012)
  • v1.04
    • Added the option to use images as recipebook covers.
    • New Notetag for recipebooks added.
    • New option in customization module for book images. (7/27/2012)
  • v1.03
    • Colon between type and ID no longer needed.
    • Updated comments to reflect changes.
    • Tool regexp updated. (7/27/2012)
  • v1.02
    • You can now change the Gold icon in the customization module.
    • You can now change the name of Gold in windows. (7/27/2012)
  • v1.01
    • Fixed issue with long item names getting cut off in windows.
    • Confirm window removed.
    • Quantity selection window implemented.
    • Crafting Gold fee implemented.
    • Crafting tool requirement implemented.
    • New options added in customization module. (7/26/2012)
  • v1.00
    • Initial release. (7/25/2012)

Notetags

Note: Some tags are given shorter tags for typing convenience. You only need to use one <tag> from a given group for a notebox. Use common sense.

The following Notetags are for Items, Weapons, and Armors only:

<recipebook>
setting
setting
</recipebook>

This tag allows you define a recipe book. You can add as many settings between the <recipebook> tags as you like. Only items with this tag will appear in the recipes window in the crafting scene. The following settings are available:

item: id
item: id, id, id …
i: id
i: id, id, id …

This setting defines the items that can be crafted from the recipe book where id is the Item ID number found in your database. You can list multiple id numbers on the same line separated by commas. This setting can be used multiple times within the <recipebook> tags.

weapon: id
weapon: id, id, id …
w: id
w: id, id, id …

This setting defines the weapons that can be crafted from the recipe book where id is the Weapon ID number found in your database. You can list multiple id numbers on the same line separated by commas. This setting can be used multiple times within the <recipebook> tags.

armor: id
armor: id, id, id …
armour: id
armour: id, id, id …
a: id
a: id, id, id …

This setting defines the armors that can be crafted from the recipe book where id is the Armor ID number found in your database. You can list multiple id numbers on the same line separated by commas. This setting can be used multiple times within the <recipebook> tags.

picture: filename
pic: filename
cover: filename

This setting defines the image used to represent the recipe book in the crafting scene where filename is the name of a picture located in the Graphics/Pictures/ folder of your project. Do not include the filename’s extension. Recommended picture resolutions are [width: 248, height: 320] for default resolutions and [width: 296, height: 384] for 480×640 resolutions.

category: name

This setting defines the recipebook’s category label. Category labels are used by developers to determine which recipebooks they want included in the crafting scene. If a category label is not defined, the default category is “none”. This is a completely optional setting.

——

<ingredients>
setting
setting
<ingredients>

This tag allows you define the ingredients required to craft an item. You can add as many settings between the <ingredients> tags as you like. If an item, weapon, or armor has no ingredients, you can still craft it. The following settings are available:

item: id
item: id xN
i: id
i: id xN

This setting defines the item ingredients required to craft the item, weapon, or armor where id is the Item ID number found in your database. xN is total number of that ingredient required if it is included after the id number where N is a whole number (ex. x2, x3, x4, etc.). If xN is not included, the script will automatically assume x1. You can list multiple id numbers on the same line separated by commas. This setting can be used multiple times within the <ingredients> tags.

weapon: id
weapon: id xN
w: id
w: id xN

This setting defines the weapon ingredients required to craft the item, weapon, or armor where id is the Weapon ID number found in your database. xN is total number of that ingredient required if it is included after the id number where N is a whole number (ex. x2, x3, x4, etc.). If xN is not included, the script will automatically assume x1. You can list multiple id numbers on the same line separated by commas. This setting can be used multiple times within the <ingredients> tags.

armor: id
armor: id xN
armour: id
armour: id xN
a: id
a: id xN

This setting defines the armor ingredients required to craft the item, weapon, or armor where id is the Weapon ID number found in your database. xN is total number of that ingredient required if it is included after the id number where N is a whole number (ex. x2, x3, x4, etc.). If xN is not included, the script will automatically assume x1. You can list multiple id numbers on the same line separated by commas. This setting can be used multiple times within the <ingredients> tags.

gold: amount

This setting defines the amount of Gold required to craft the item, armor, or weapon where amount is any amount of gold. If this setting is omitted, it will use the default fee defined in the customization module.

tool: item id
tool: i id
tool: weapon id
tool: w id
tool: armor id
tool: armour id
tool: a id

This setting defines the tools required to craft the item, weapon, or armor where id is the item, weapon, or armor ID number found in your database. Tools are not consumed in the crafting process. This setting can be used multiple times within the <ingredients> tags.

actor: actor_id

This setting defines the actor required to craft the item, weapon, or armor where actor_id is the actor ID number from your database. Currently, nothing happens to the actor after crafting an item that requires one. This setting can be used multiple times within the <ingredients> tags.

<craft result>
setting
setting
</craft result>

This tag allows you to define what happens  after an item is crafted. You can add as many settings between the <craft result> tags as you like. The following settings are available:

se: filename, volume, pitch

This setting defines the custom sound effect played when the item is crafted. filename is a sound effect filename found in the Audio/SE/ folder. volume is a value between 0~100. pitch is a value between 50~150. If this setting is omitted, the default crafting sound effect defined in the customization module will play instead.

amount: n

This setting defines the amount that is produced from one set of ingredients, where n is a number. By default, the amount produced from one set of ingredients is 1.

common_event: id
cev: id

This setting defines a common event that runs right after an item is crafted where id is a common event ID number from your database.

——

Here are some examples of proper <recipebook> tags and <ingredients> tags:

It is important to know that Note boxes have iffy word wrap distinction. If a line is too long and overflows into the next line, that next line might be treated as a new line in the Note box. To stay on the safe side, if you have a long list of ids for a single item type setting, you should start the line with the similar type setting. See the “weapon:” settings in this example tag.

Each ingredient id must be on its own line, unlike the recipebook tag. More than 6 ingredients are possible, but the Required Ingredients window will not display more than 6. The last setting tag “item: 31″ does not have an “xN” multiplier which means the script will automatically assume “x1″.

This tag is an example of how to use the “fee” and “tool” setting tags. Item ID 40 is required to craft the item, but it will not be consumed. Each item crafted costs 30 gold.

Script Calls

The following script calls are meant to be used in “Script…” event commands found under Tab 3 when adding a new event command.

call_tocrafting_scene

This script call opens up a Tactics Ogre Crafting scene with all recipebooks the player has in their inventory.

call_tocrafting_scene( :category, :category, …)

This script call opens up the Tactics Ogre Crafting scene with only recipebooks that have the category included in one of the script call’s arguments. You can list as many categories in the script call’s arguments separated by commas as you like. Category names must always be preceeded by a colon (:).

——

Here is an example of a script call using call_tocrafting_scene with category arguments:


This script call will open up the crafting scene with only recipebooks that have the category of “smithing”.

FAQ

Why am I allowed to craft items that have no required ingredients?

This was done on purpose to ease game development. I assumed that when people finalize a game, they will have an appropriate list of ingredients for each craftable item defined by then.

Can an item/armor/weapon have a <recipebook> tag AND an <ingredients> tag?

Yes.

Why isn’t “Success Rate” also implemented in this script from Tactics Ogre PSP?

Because I think Success Rate on crafting in single-player games is annoying and pointless due to save and load. But if there is demand for it, I can implement it.

Compatibility

This script aliases the following default VXA methods:

  • DataManager#load_database

There are no default method overwrites.

This script has built-in compatibility with the following scripts:

Requests for compatibility with other scripts are welcome.

How to Add Craft Scene Command in “XaiL System – Menu Delux”

To add this command in XaiL System – Menu Delux, there are two requirements:

  1. Use v1.14 of the crafting script or higher.
  2. Install the crafting script ABOVE the Menu Delux script in the Materials section of the script editor.

Find a setting called MENU_LIST in the menu script’s customization module. Once you find it, you can add this line of code anywhere inside MENU_LIST:

:tocraft => ["Crafting", "Craft description", 16, true, false, Scene_TOCrafting],

It should look similar to this:

Change the strings to anything you want. Change 16 to any icon index number you want.

If you get a syntax error, it means you forgot a comma after one of the arrays in MENU_LIST.

Terms and Conditions

Please do not repost this script elsewhere without permission.

Free for non-commercial use. For commercial use, contact me first.

Newest versions of this script can be found at http://mrbubblewand.wordpress.com/

97 Responses to “Tactics Ogre PSP Crafting System (タクティクスオウガ PSP 合成)”


  1. 1 Kylepotato April 29, 2013 at 8:05 pm

    For some strange reason, my smithing NPCs won’t work when I enter the script now. Before it worked just fine, but now it’s not working in general. It’s not due to a switch or anything like that either. I have no idea what I did to cause this.

    • 2 Mr. Bubble April 29, 2013 at 8:07 pm

      @kyle: Did you recently upgrade your script to v1.14? I made a small change, but it may have had a side-effect. I need to know what version you’re using.

  2. 3 Kylepotato April 29, 2013 at 8:09 pm

    I am using v1.12. I also haven’t used any other scripts except for Acezon’s Map Title. Even then, when I delete that script it still won’t work. I could switch to v1.14 and see what happens.

    • 4 Mr. Bubble April 29, 2013 at 8:13 pm

      If it’s not due to the recent updates then it must be something on your end. I have no idea how you’ve set up your events though. You’ll need to provide more information or upload a demo.

  3. 5 Kylepotato April 29, 2013 at 8:13 pm

    Update: Sorry for the double post, btw. I updated to the latest version and it still won’t work. Same problem.

  4. 6 Kylepotato April 29, 2013 at 9:01 pm

    I’m probably going to regret doing this, but here’s the demo: http://www.mediafire.com/?8vx45v4vq3zku72

    1) Sorry for the demo installer inside the demo..
    2) The two Smiths are in MAP014 and Forest Pt. 2. It was working until I decided to test my second smith in MAP014, then both started to break down.

    • 7 Mr. Bubble April 29, 2013 at 10:00 pm

      @kyle: I can tell you with 100% certainty that your issue has nothing to do my crafting script or any other custom script you’re using. I tried to print something to the console window using

      print “hello”

      in a script call. Nothing printed in the console which tells me your issue is unrelated to my crafting script. I also deleted every single custom script and deleted every single map except for one map with a test event. I still wasn’t receiving output. Essentially, any script call will not run regardless of what the code is.

      It’s obvious to me that you’ve botched your project by editing the default scripts somewhere. I have no idea what you did, but that’s your job to find out, not mine.

      Also, there was absolutely no need to include a useless 50mb file in with the demo. It just made the download annoyingly long.

  5. 8 Kylepotato April 30, 2013 at 5:47 am

    Yeah, I was in a rush with the download. Sorry. Also, I don’t remember changing anything in my default scripts.. oh well.. I guess I have to restart and cut/paste..

  6. 9 Bizarre Monkey April 30, 2013 at 12:06 pm

    @Kyle: The easiest way to fix your issue if its a buggedmain script is to back up your local scripts in another project, make a brand new project and go into its data folder, copy the scripts.rvdata from such and add it into your existing project, then add back in your custom scripts.

    That sounds fairly severe. :o

  7. 10 Kylepotato April 30, 2013 at 2:09 pm

    Didn’t think of Monkey’s idea; it worked! Thanks, Monkey and Mr. Bubble! Btw, I love your scripts.

  8. 11 Stephen Zhang May 2, 2013 at 6:15 pm

    Hey Mr. Bubbles. So your script is working and all but for some reason my items required in the actual crafting window is 0/my amount. So i can craft something if i have enough but can’t see how many i need. Can you let me know what might be causing this? Thanks.

    • 12 Mr. Bubble May 2, 2013 at 6:25 pm

      @Stephen: Sorry, it’s a bug. I’ve already found the problem and fixed it. A new version will be up shortly with a couple new features as well.

  9. 13 Mr. Bubble May 2, 2013 at 7:38 pm

    Version 2.01 is now up which fixes an ingredient number display bug and adds a couple new features.

  10. 14 Camelslayer May 2, 2013 at 11:00 pm

    Okay, two things:

    1) I updated, added in the necessary script, and have it ordered as such:
    -Reader Functions
    -Info Pages
    -Crafting Script

    I can open the crafting window just fine as long as there’s no recipe books in it. But the instant there’s a recipe book in there, I get this error:
    http://i.imgur.com/BLaALSi.png
    Any idea what’s going on?

    2) I was looking around to edit it a little bit for one purpose- you have the requirement set as:
    [needed] / [have]

    I was wanting to flip it around so it’s
    [have] / [need]

    So yeah, if you need a bottle, instead of looking like 1/0, which I think might end up confusing the players if they had 30 bottles (as it’d look like you need 30 bottles), it’d look like 30/1, which looks a little more appropriate. Whether you want to update it or just have a simple script edit I can put in, either is fine.

  11. 15 Mr. Bubble May 2, 2013 at 11:13 pm

    Sorry, it was another bug. I’ve updated the script to v2.02 to fix it.

    I will add an option for need/have order later.

  12. 16 cjf25 May 3, 2013 at 1:27 pm

    Hello, wonderful script. I just upgraded to the newest version, and I was wondering if there is a way to turn off the Info Pages on either certain items or all items? I hadn’t noticed the option, but I may have just missed it. Thanks.

    • 17 Mr. Bubble May 3, 2013 at 2:15 pm

      @cjf: If you want to disable the info pages (except for the ingredients list, of course), look in the Info Pages script. There are two settings in the customization module called ITEM_INFO_PAGES and EQUIP_INFO_PAGES. You can delete all the symbols in the array so that you’re left with an empty array. If this doesn’t work, let me know.

    • 18 Bizarre Monkey May 3, 2013 at 6:19 pm

      @cjf25: I’d suggest going with what bubs said. I personally commented out the parts of the Crafting system script which enabled browsing the info pages, but this will require you to know a bit of what your doing.

  13. 19 Kairi May 5, 2013 at 6:52 am

    Every time I try to test my game, it comes up with an error saying:

    “Script ‘Tactics Ogre PSP Crafting System’ line 1127: NameError occurred.

    uninitialized constant Object::Window_InfoPages”

    Yes, I do have the Info Pages Window script and the one that is required for it.

    Thank you in advance!

    • 20 Kairi May 5, 2013 at 10:07 am

      Oops.
      Sorry for the double post (and wasting your time, probably) but I just read the line above the one giving me an error and all I had to do was move the Info Pages Window script up above it.
      I feel stupid now -_-”
      Sorry again…

  14. 23 Bizarre Monkey May 6, 2013 at 3:41 pm

    Oh, I had an idea for a feature, being able to adjust the width of the columns would be cool, for people like me who have recipe book names which cover over half the screen. :D


  1. 1 RGSS3: Tactics Ogre PSP Crafting System (タクティクスオウガ PSP 合成) « Bubble Blog Trackback on July 25, 2012 at 2:37 am
  2. 2 RGSS3: Tactics Ogre PSP Crafting System v1.1 Update « Bubble Blog Trackback on July 26, 2012 at 11:00 pm
  3. 3 RGSS3: Blue Magic (青魔法) « Bubble Blog Trackback on July 29, 2012 at 10:21 am
  4. 4 RGSS3: New and Updated Generic Gauge Patches « Bubble Blog Trackback on August 8, 2012 at 1:37 pm
  5. 5 RGSS3: Reader Functions for Features/Effects « Bubble Blog Trackback on August 21, 2012 at 2:01 am
  6. 6 RGSS3: Tactics Ogre PSP Crafting System v1.8 Update « Bubble Blog Trackback on August 26, 2012 at 12:16 am
  7. 7 RGSS3: Load Notes from Text Files « Bubble Blog Trackback on August 29, 2012 at 7:30 am
  8. 8 Tactics Ogre PSP Crafting System « Ressources Rpg maker Trackback on February 4, 2013 at 4:11 am
  9. 9 Tactics Ogre PSP Crafting System v1.11 Update « Bubble Blog Trackback on February 6, 2013 at 11:19 pm
  10. 10 Tactics Ogre Crafting Shop | (姫) Hime Works Trackback on March 12, 2013 at 2:12 pm
  11. 11 Systèmes d’artisanat (de craft) | Les trouvailles de Chaos17 Trackback on April 6, 2013 at 12:33 am

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