This plugin adds a simple crafting system to your RPG Maker game.
- You can configure the crafting scene and window positions in the plugin parameters.
- The plugin uses resources located in:
img/pSimpleCrafting
(You can replace or modify these images to suit your project.)
Use these script calls to control the crafting system during gameplay:
- Opens the main crafting scene.
- Displays the recipe for an item (Item, Weapon, or Armor) by ID.
Note: All items (weapons, armors) used inShowCrafRecipe
as ID should have<craft>
notetag.
Usage Examples:
ShowCraftRecipe("5"); // Shows recipe for Item with ID 5
ShowCraftRecipe("w5"); // Shows recipe for Weapon with ID 5
ShowCraftRecipe("a5"); // Shows recipe for Armor with ID 5
ID Notes:
- Use plain numbers for Items (e.g.,
"5"
)- Use
"wX"
for Weapons (e.g.,"w12"
)- Use
"aX"
for Armors (e.g.,"a7"
)
- Displays a recipe automatically based on the last item used in the menu.
- The item must have the notetag
<craftAutoRecipe:ID>
. The recipe shown will be for the specified ID.
- Opens a list of all recipe items in the database that include the
<craftAutoRecipe:X>
notetag.
- Opens a list of only the recipes for items currently in the playerโs inventory.
Tag | Description |
---|---|
<craftMat> |
Marks this item as a crafting material. Will appear in the material list. |
<craft:ID,ID,...> |
Defines a recipe for the item. Each ID refers to a material in a specific slot. You can use multiple <craft:...> tags to define alternative recipes. |
<craftImg:NAME> |
Uses an image from img/pSimpleCrafting/NAME.png instead of an icon in the crafting scene. |
<craftSound:SE> |
Plays a sound effect from audio/SE upon successful crafting. |
<craftType:TYPE> |
Custom type label shown in the itemโs description window (e.g., Material , Weapon Part , etc.). |
<craftTypeColor:#HEX> |
Sets the color of the type label (e.g., #d93fd1 ). |
<craftFreePositions> |
Disables strict slot order. Materials can be in any order/position. |
<craftChance:X> |
Defines success chance as a percent (1โ100). If the crafting fails, materials are lost. Requires the plugin parameter "Is Use Chance System?" to be set to TRUE. Can also use JavaScript formulas. |
<craftExp:VALUE> |
Grants experience to the actor upon successful crafting. |
<craftVar:ID,VALUE> |
Increments a game variable by a specified value when the item is crafted. |
<craftCE:ID> |
Calls a common event (ID) upon successful crafting. Note: Common event will be executed when you leave the Crafting Scene |
Examples:
<craft:35,35,35>
<!-- Requires 3x Item with ID 35, each in a specific slot -->
<craft:w11,0,a10,33>
<!-- Weapon ID 11 in slot 1, slot 2 empty, Armor ID 10 in slot 3, Item ID 33 in slot 4 -->
<craftChance:25>
<!-- 25% success rate -->
<craftChance:$gameVariables.value(33)>
<!-- Success rate equals the value of game variable 33 -->
<craftVar:10,1>
<!-- Increments game variable 10 by 1 upon successful crafting -->
<craftExp:50>
<!-- Grants 50 experience points to the actor (party leader) upon successful crafting -->
<craftCE:5>
<!-- Calls common event 5 upon successful crafting -->
Tag | Description |
---|---|
<craftAutoRecipe:ID> |
Links this item to a specific recipe that will be shown when using ShowCraftAutoRecipe(); . The linked item (Armor/Weapon) must have a <craft> notetag. |
Example:
<craftAutoRecipe:w5>
<!-- Displays recipe for Weapon with ID 5 -->
- Can Craft Immediately - if true, the player can craft items directly from their recipe list (if the player has materials).
If player has enough materials, a special message will appear under the item icon, and when the player clicks on the item icon, they can craft it immediately.
For editing the visual appearance (and text), edit data\PKD_SimpleCrafting\NUI_CraftReadyStatus.json
file.
- Recipes are validated strictly by position, unless
<craftFreePositions>
is used. - Items used as ingredients must have the
<craftMat>
tag to appear in crafting material lists. - You can define multiple crafting recipes for a single item using several
<craft:...>
tags.