Welcome to PGMV! My goal is to make it easy for everyone to find and share great plugins for creating amazing games. As a plugin developer myself, I'm excited to grow this community with all of you.
Category Synthesis - CategorySynthesis.js
Plugin desc : ver1.03/Added the ability to synthesize items. [SecondaryCategories required]
License : MIT License
Author : Yana
Website : https://w.atwiki.jp/pokotan/pages/3.html
Desc page : https://github.com/munokura/Yana-MV-plugins
Download Page : https://raw.githubusercontent.com/munokura/Yana-MV-plugins/refs/heads/master/Item_Skill/CategorySynthesis.js
File name : CategorySynthesis.js
Help of plugin :
@plugindesc ver1.03/Added the ability to synthesize items. [SecondaryCategories required] @author Yana @url https://github.com/munokura/Yana-MV-plugins @license MIT License @help English Help Translator: munokura This is an unofficial English translation of the plugin help, created to support global RPG Maker users. Feedback is welcome to improve translation quality (see: https://github.com/munokura/Yana-MV-plugins ). Original plugin by Yana. ----- Plugin Commands -------------------------------------------------------------------- ***Calling the Synthesis Scene Directly*** CallCategorySynthesis Additional settings include setting the name, picture, and category. Setting the name will display it in the recipe list. Setting the picture will display the specified image in the recipe status. Setting the category allows you to specify the categories that can be combined in that synthesis. If you leave the category unspecified, "Items, Weapons, Armor, and Important Items" will be set as usual. Example: Set the name to "Synthesizer," the picture to "test1," and the categories to "Recoverying Potions, Ingots." CallCategorySynthesis Name:Synthesizer Picture:test1 Category:Recoverying Potions,Ingots ***Calling the Synthesis Scene via the Shop*** SettingSynthesisShop The synthesis shop settings can be set in the same way as the above call. After calling this setting, you can call the shop with an event command to call the synthesis shop. If you invoke synthesis via the shop, any available recipes in your recipe book will be ignored. You can synthesize the lineup set via the event command. Also, when synthesizing via the shop, a synthesis fee will be required, and equipment settings will be ignored. ----------------------------------------------------- How to Use ------------------------------------------------------ ***Recipe Settings*** Set the synthesis recipe using the item's notes. --Material Settings-- <SyntheticMaterials:○:x,○:x...> Set the item's recipe to ○:x,○:x... ○ specifies the item or category, and x specifies the quantity. Items are specified as I◇,W◇,A◇. I◇ specifies the item with ID number ◇, W◇ specifies the weapon with ID number ◇, and A◇ specifies the armor with ID number ◇. To specify a category, specify the category name directly. If only one material is required, you can omit :x. Example: Specify two items #5, one weapon #1, and one piece of armor #7 as materials. <SyntheticMaterials:I5:2,W1,A7> --Equipment Settings-- <Machinery:○,○…> Set the required equipment for the item to ○,○…. ○ specifies the item. The item setting method is the same as for the recipe above. Equipment category and quantity cannot be specified. This equipment is only required when the synthesis scene is called with a plugin command. This setting is ignored if you go through the shop scene. Example: Specify item #6 and weapon #8 as required equipment. <Machinery:I6,W8> --Synthetic Number Settings-- <SyntheticNumber:x> Specify the number of items to be produced to x. ---Synthetic Price Settings--- <SyntheticPrice:x> Sets the synthesis price for the item to x. The synthesis price is only used when the item is called via the shop. If not set, the price of the item itself will be used as the synthesis price. --Dummy Recipe Settings--- <DummyRecipe:○> A dummy recipe allows you to set multiple recipes for the same item. When synthesizing items with a dummy recipe, the resulting item will be replaced with the item specified in the dummy recipe. Set the item in ○ with I◇, W◇, or A◇, just like with recipes. --Synthetic Priority Settings--- <SyntheticPriority:x> Synthetic priority is used to specify the destination item when a recipe change occurs. When a recipe is filled, it will change to the item with the highest priority. If priorities are the same, the item with the higher ID takes precedence. ***Recipe Book Settings*** You can also set the recipe book using item notes. <PublishedRecipe:○,○,○…> Set the published recipe for that item to ○,○,○…. Replace ○ with I◇,W◇,A◇, just like with recipes. Example: Item #5, Weapon #2, Armor #6 <PublishedRecipe:I5,W2,A6> ------------------------------------------------------ Terms of Use ------------------------------------------------------ This plugin is released under the MIT License. http://opensource.org/licenses/mit-license.php ------------------------------------------------------ Update History: ver1.03:230921 Fixed a bug that caused the program to crash when selecting an empty field and confirming when using the item weight system. ver1.02:190212 Fixed a bug that caused the maximum number of items that changed as a result of synthesis to be incorrectly processed. When used in conjunction with the item weight system, fusion is no longer possible if the carrying weight exceeds the limit. ver1.01:180214 Fixed a bug that allowed fusion beyond the carrying limit. ver1.00: Released @param DefaultSynthesisName @desc This is the default name to display as the name of the composite scene. @default Synthesis @param DefaultSynthesisCategories @desc This is the initial setting for categories that can be added through synthesis. @default Item,Weapon,Armor,Key Item @param NeedMachineryName @desc The name of the required equipment. @default Need Machinery @param NeedMaterialName @desc The name of the required material. @default Need Material @param MaterialListText @desc The name of the window to display above the materials list. @default Material List @param SynthesisText @desc The text to display as "Composite". @default Synthesis @param NumberSynthesisText @desc This is the text to display as "Mix x items." @default _num items Synthesis @param SynthesisHelp @desc This is the text that appears in the help when the cursor is on "Mix x items." @default Use the up and down keys to select the number of pieces to be produced @param EstimateText @desc The text to display in the result prediction window. @default Predicted results @param SynthesisPriceText @desc This is the text of the synthesis fee that is displayed when the cursor is on "Synthesize" in the synthesis shop. @default Synthesis Price @param ChangeRecipeTone @desc Window tone for the prediction and result windows when the recipe changes. @default 206,68,24,0 @param SynthesisResultText @desc The text to display in the composite results window. @default Synthesis Result @param SynthesisSeName @desc The name of the SE that will be played during synthesis. @default Item1 @type file @require 1 @dir audio/se/ @param SynthesisSeSettings @desc This is the setting for the sound effect that will be played when composing. @default 90,100,0 @param MenuSynthesisCommandName @desc The command name of the compound to display in the menu. If left blank, the compound will not be added to the menu. @default Synthesis