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Item Crafting

author=coelocanth
author=Nanjo
1) Is there an easy way to disable item categories in the script?
There isn't.
The script re-uses Window_ItemCategory, in create_category_window.
You could replace the Window_ItemCategory with your own window that has fewer options; or change the scene to not have a category window at all and jump directly in to the specific category.
But there's no built-in option for it.
I see. Coincidentally, I found my way after I submitted that post.
I tracked down the file in which the categories are handled myself when I read the "create_category_window" function, and hid the Items and Key Items categories there behind a
if $game_switches[3] != true

Naturally, I made the crafting system set that Switch when it's activated and clear it when it's no longer active, and that does seem to work nicely, though now I kinda want to center the Weapons and Armours categories, since they start on the far end left which is kinda ugly, hehe.
https://i.imgur.com/thXMjrZ.png

Any tips you could give me about that? Right now my plan is to track down the location of "add_command" and see where that takes me.

author=coelocanth
author=Nanjo
2) How can I change the sound effect that plays when you make an item?
By default it seems to be "Decision3".
I tried to comment out the 2 uses of "Sound.play_ok" and add a "RPG::SE.new("Bell2", 50, 100).play" right after, but that didn't seem to work.
This seems like the right track, you could also try Audio.se_play.
Thanks!
I tried the following and it worked nicely:
Audio.se_play('Audio/SE/Bell2', 100, 0)

However, I notice that Decision3 is still playing at the same time.
I imagine that's tied to one of the default RPGMVXA that are being used here in this crafting system?
https://streamable.com/hcojxt

On a separate note, I honestly didn't think you'd still be active seeing how the last reply before mine was from 2021.
Thank you very very much for giving me a hand here, and for making this awesome script!
It looks nice and it's really simple to use!

EDIT: Actually, instead of bothering with centering the Weapons and Armours options, would it be easier to just enter a specific mode and category?

I'm realizing I don't need to reinforce Armours per se.

So basically, is there a script I could call from within an event in a map that would open the "Crafting - Weapons" window directly?

EDIT2: I'm not exactly proud of this because it looks rather hacky, but the result looks much better InGame this way (in my personal opinion of course), so I think I'll keep it.

I basically wrote a script by copy-pasting functions from the default scripts that would allow me to merge the 4 item categories for shops into a single one if the specified Switch (in this case the 3rd) is enabled. That is, the same Switch I made this Item Crafting script of yours toggle On and Off on its own.
https://pastebin.com/ebPu7Ung

I wish I could have just made the interface enter the menu to craft weapons straight up without showing or having to choose a category at all, but I'm happy enough with this result too.
https://streamable.com/zqfffi

Thank you for everything, seriously!

Item Crafting

Hi! I have 2 questions.

1) Is there an easy way to disable item categories in the script?
For example, what if I don't want the Crafting window to show Items or Key Items?
I tried to look for common words that the script uses in an example project like "Key Items" though I tried to look for "keyitem", "key_item" or "key.item" too, but that didn't work out.

2) How can I change the sound effect that plays when you make an item?
By default it seems to be "Decision3".
I tried to comment out the 2 uses of "Sound.play_ok" and add a "RPG::SE.new("Bell2", 50, 100).play" right after, but that didn't seem to work.

Thanks!
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