Jet's ACS Recipe Editor version 1.0a, Recipe editor for cmpsr2000's Advanced Crafting System |
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Mar 4 2009, 06:55 PM
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Level 5

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Jet's ACS Recipe Editor 1.0aAbout the ProgramThis is an editor made to more easily make recipes for cmpsr2000's Advanced Crafting System (ACS). Due to people asking for it via private mail having trouble finding the latest one in the thread, I've created this post to make it easy to find. The ACS Recipe Editor is made in Ruby using Visualu Ruby for easier compatibility and interaction with RPG Maker VX. It should be relatively straightforward to use. The main download is in .exe so any version of Windows should be able to run it just fine. I've also included the source code for it if you want to play with it as well as the rubyscript2exe.rb ruby app that converts ruby apps into .exe files. Thanks to cmpsr2000 for ACS.DownloadACS Recipe Editor v1.0a Download Here
ACSRE v1.0a Ruby Source Files Download Source Files Here!
If you wanna view the latest Readme File View Readme.txt!Version Updates--- v1.0a ---- Program no longer opens that window in the back. Also, the program now has a spiffy icon!
- * Also fixed a bug caused by removing the window in the background. Should also create a log file when crashing... I think. Thanks to renjifan for reporting this!
- Fixed issue with changing 2nd+ ingredients not saving when clicking off to another recipe in the list. Also fixed a bug with the amounts and item type bugs that were caused by this. Thanks to renjifan for reporting this also!
- Fixed some issues with the text file exporting.
- Fixed some issues with trying to load a file type that didn't exist, then loading a valid file. It wouldn't update the first recipe in the list correctly. Now, it does.
- Fixed the bug with the first ingredient that shifts it up one ingredient when selecting it. Thanks to Dyrnwyn and renjifan for reporting this!
- Coding Changes: - Moved all the actual recipe editing code to a separate file (frmACSEditor.rb). Value changes such as names, amounts, clicking on recipe items in the editor is now in that file. Things like the load button, the menu code, and such are still in the main file.
--- v1.0 ---- Fixed the blank text file bug. I feel silly for having that around. Also cleaned up a bit of untidy code. Bonus Stat reads the stats from your game file. So, if you renamed ATK to Strength or MonkeySmash, it'll reflect that change. Now has an override prompt when saving over text files.
On a side note: The main download for the editor now includes the source code as well. --- v0.9b ---- Fixed many random errors to make it work that much better such as cursor jumping when setting critical chance and such. Also, fixed an issue with the creation item and critical item selection.
--- v0.9a ---- Fixed a ridiculous error that wouldn't let you create and and edit new recipes... and a couple other things.
--- v0.9 ---- Initial version! Not 1.0 'cause I wanna code a right-click for the recipe list, but I'm having trouble with the coding. :/
It's essentially point and click and number input. Click the load .rf or load .txt to get you started. Open a dialog box to locate your game project file. Select it and it'll rummage through your data folder (reading only) and get your items, weapons, and armor lists to generate ingredients from. To add a recipe, click the list box entry labeled, "Click to Add New Recipe"
Name it, then select the ingredient type from the left. That'll rebuild the list with items, weapons, or armors, depending on what you pick. Choose the ingredient, enter how many the recipe needs and bam! Repeat for all the other ingredients.
The next part below is what the recipe creates. You select it the exact same way as you do an ingredient. Below that is what it makes if you critical with it and the critical chance. Since it can only create the same item type, it has to be the same item type as the regular item it makes (i.e. a recipe that makes an item can only make an item on a critical, recipes that make weapons can only make a weapon on a critical, etc.).
The next part is the difficulty. This is how hard it is to craft versus the bonus stat if I recall. The difficulty formula is in cmpsr2000's script and I don't know it off the top of my head, but it can be edited. Next is the relevant stat for the crafting. The stats are drawn from the game you loaded, so if you changed the names, they'll show your new names for them. Then enter the bonus interval which is the amount by which the bonus stat affects the critical rate. This part can be hard to understand. Essentially, say the critical chance of an item is 5% and the bonus stat is ATK. If the interval is set to 10 and your ATK is 20, then the critical chance becomes 7% (Every 10 in ATK gives +1% to critical success, so 20 / 10 = +2%, then 5% + 2% = 7%).
Finally, there's the category entry. Categories are stored numerically and the names are stored in the ACS script. You can manually change it there, but this program can only reference them by number, starting from 0.
From there, just add new recipes, save and it should work fine in your game!
That about sums it up and I've included it in the readme file for reference. And, as always, if anyone has questions or comments, feel free to post!
This post has been edited by JetKobayashiZala: Jul 3 2009, 01:23 AM
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- Jet Kobayashi Zala ZGMF-X33A Eternal Saviour Pilot 
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Mar 4 2009, 08:21 PM
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Making a Comeback

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the download link for the editor seems to be broken, but it looks really nice!
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By the way:   I'm bored because it's summer so I decided to drop by for a bit.
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Mar 4 2009, 09:43 PM
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Level 5

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QUOTE (miget man12 @ Mar 4 2009, 09:21 PM)  the download link for the editor seems to be broken, but it looks really nice! Whoops! All fixed. I don't know why it didn't work.
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Mar 5 2009, 03:26 AM
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Level 15

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Cant Open~
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  Topic'ZVLAD REQUIEM IS UPDATE! to ~8~ The TopicszZ @~Action Battle System~@
Bored Battle System Like This So Do you liem MMORPG style?or Zelda? if yes you'll need this... style~> Join Here ABS @### @@@### @# @#### @## @## @## @@# @@@## @@[Show/Hide] DONT WASTE MY TIME AGAIN!!!!!!!!!!!!!!!!!!!! clever you are the 99999999 visitors who open this get outta here!!!!!
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Mar 5 2009, 09:08 AM
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Level 5

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QUOTE (woratana @ Mar 5 2009, 02:57 AM)  Nice Thanks for sharing the source code as well. Sure thing. I admit, that it's kinda messy. QUOTE (buny @ Mar 5 2009, 04:26 AM)  Cant Open~ What doesn't open? The .rar? The .exe? Does it not open your game? Please be more specific so I can help ya out.
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- Jet Kobayashi Zala ZGMF-X33A Eternal Saviour Pilot 
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Mar 5 2009, 07:26 PM
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Level 5

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QUOTE (woratana @ Mar 5 2009, 07:14 PM)  I'm wondering how do you make a GUI. Does it need any external library to make GUI? Also, I want to know how to pack .rb files into .exe using ruby2exe. Any help to guide me about those things would be appreciate  For the GUI, I used a library for Ruby called Visualu Ruby which you can find here: http://www.osk.3web.ne.jp/~nyasu/vruby/vrproject-e.htmlIt basically draws on the Windows API using another Ruby library called SWin that is included with it. If you scroll to the very bottom of the downloads, there's a Yukimi-sake's GUI Form Designer which can help design your forms WYSIWYG style similar to Visual Basic. As for the packing of .rb to .exe, that's all in the rubyscript2exe.rb file. I run it from DOS prompt myself: ruby rubyscript2exe.rb acsform.rb and it compiles all the necessary libraries and such so that it's a stand-alone .exe file. That's what I really liked about it. It compiles all the needed libraries for it to run. If you need more info or help, I'll be happy to.
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Mar 8 2009, 10:02 AM
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Level 5

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QUOTE (woratana @ Mar 6 2009, 03:36 AM)  I probably need a lot of help about those stuffs, since I've never write ruby app in Scite. >_>" (I've Eclipse on my laptop though, someone told me it's better than Scite) I got the Form Desginer but I didn't know how to use it. This is really different from writing script on RM.  Yeah, it is.  Are you familiar with any programming languages, Wora? I might be able to explain easier if I could compare it to something like C++ or Visual Basic or something. No biggie if not; I just don't want to use a reference that'd make no sense. For Form Designer, you click form objects from the top such as editt boxes and then click on the form and drag to make it the desired length. You can fine-tune the controls and form settings by clicking them. That'll bring up their Attr (Attributes) on the left side like x and y coordinates. Probably the most important would be name. Whatever you name it is what you'll end up calling it in scripts. Like naming your edit box CharacterName, you could do: CharacterName.text=($data_actors[1].name) Or the like. Next to the Attr tab is Events. That lets you set up responses to user actions such as the "changed" event. If the user changes the text in the edit box in any way, it triggers the changed event. Like so: CODE def CharacterName_changed $data_actors[1].name = CharacterName.text end So when a user types anything on the keyboard in the CharacterName edit box you made, it calls this function with changes the actors name to whatever is in the box. Unfortunately, you have to manually write that code. Like save the form in Form Designer, then edit the code from like Eclipse or SciTe. When it saves, it saves your form as Module just like scripting in RM. So, you'd stick the def CharacterName_changed inside the module and it'll automatically work (or should.  ). The last tab is Methods. When you click a form object, it gives you methods that are available to for that particular object. Like edit box has several like text and text=(str). These you might have to check the vRuby reference to know what some of them do. Like text gives you whatever text is in the edit box like in the example above for def CharacterName_changed while text= changes the text in the edit box to whatever string you give it. Like so: CODE CharacterName.text=($data_actors[1].name)
or
CharacterName.text=("Woratana") And so forth. That's basically how it works. I usually just build the form in Form Designer, then use SciTe or notepad to do the fine-coding. Sorry if I'm explaining it too simple or difficult. Hell, PM me or e-mail me if you want or look me up on AIM (maverickrpg) or MSN (blazedepaladin at hotmail dot com) if you wanna.
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- Jet Kobayashi Zala ZGMF-X33A Eternal Saviour Pilot 
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Mar 10 2009, 08:29 AM
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Level 4

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Weirdest thing... When using this, I select, let's say item 176, light leather. 2 of these makes a medium leather. So, I set it up properly. But, the second I go to another recipe, then come back, the area where I select the ingredients bumps up by one. So, instead of 2 Light leather showing as ingredient 1, I have 2 leather scraps. And for the leather scraps recipe above it, it just selects the blank before the leatherworking category.
Any clue what could be going on there? Thanks in advance!
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Mar 11 2009, 08:43 PM
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Level 5

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QUOTE (Dyrnwyn @ Mar 10 2009, 09:29 AM)  Weirdest thing... When using this, I select, let's say item 176, light leather. 2 of these makes a medium leather. So, I set it up properly. But, the second I go to another recipe, then come back, the area where I select the ingredients bumps up by one. So, instead of 2 Light leather showing as ingredient 1, I have 2 leather scraps. And for the leather scraps recipe above it, it just selects the blank before the leatherworking category.
Any clue what could be going on there? Thanks in advance! I'm not too sure. Which item is it on the list? Does it happen to any item or just a specific one every time? Like does it do it for all of the ingredients or, say, just ingredient #6 or something? QUOTE (onidsouza @ Mar 10 2009, 11:18 AM)  Loved it! i didn't see the sorce code but you used win32api right? The source should be in a zip. It uses Swin to access Win32API, I do believe.
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- Jet Kobayashi Zala ZGMF-X33A Eternal Saviour Pilot 
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Mar 13 2009, 06:17 AM
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Level 2

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Amazing, it really is, though the fact that there are two windows showing is a bit weird, and looks like something messed up...
But this sure is fantastic! I LOVE IT!!
~Demonic
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Look up to see a lot of crap. Look down to see whatever is below this post. Look behind you, won't help you too much either, but looking to the left would show you the word word. Looking to the right would give you . .
Take it easy. I'm just an idiot. Nothing else (I hope... :P)
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Mar 13 2009, 03:15 PM
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Level 5

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QUOTE (demonicblade @ Mar 13 2009, 07:17 AM)  Amazing, it really is, though the fact that there are two windows showing is a bit weird, and looks like something messed up...
But this sure is fantastic! I LOVE IT!!
~Demonic Thanks. Yeah, it's written in Ruby, so I think it opens a mini-ruby window to run the program. I guess it's the caveat to making it in Ruby. I might make a .NET, or at least a VB 6.0 version for it. I just have to figure out how to read the files in RMVX in VB.
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- Jet Kobayashi Zala ZGMF-X33A Eternal Saviour Pilot 
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Mar 16 2009, 10:46 AM
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Level 1

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QUOTE (Dyrnwyn @ Mar 10 2009, 08:29 AM)  Weirdest thing... When using this, I select, let's say item 176, light leather. 2 of these makes a medium leather. So, I set it up properly. But, the second I go to another recipe, then come back, the area where I select the ingredients bumps up by one. So, instead of 2 Light leather showing as ingredient 1, I have 2 leather scraps. And for the leather scraps recipe above it, it just selects the blank before the leatherworking category.
Any clue what could be going on there? Thanks in advance! Yep, I'm having that problem too. What is happening? Please answer!
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Mar 16 2009, 01:09 PM
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Level 5

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QUOTE (renjifan @ Mar 16 2009, 11:46 AM)  QUOTE (Dyrnwyn @ Mar 10 2009, 08:29 AM)  Weirdest thing... When using this, I select, let's say item 176, light leather. 2 of these makes a medium leather. So, I set it up properly. But, the second I go to another recipe, then come back, the area where I select the ingredients bumps up by one. So, instead of 2 Light leather showing as ingredient 1, I have 2 leather scraps. And for the leather scraps recipe above it, it just selects the blank before the leatherworking category.
Any clue what could be going on there? Thanks in advance! Yep, I'm having that problem too. What is happening? Please answer! I've found it and fixed it. Version 1.0a is up for download. Just grab it from the link on the first post. Thanks for the bug reports, you two! I also compressed the post by adding spoiler tags so you don't have to hunt through my jungle of a post.
This post has been edited by JetKobayashiZala: Mar 16 2009, 01:48 PM
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- Jet Kobayashi Zala ZGMF-X33A Eternal Saviour Pilot 
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Mar 17 2009, 05:33 AM
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Level 5

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QUOTE (renjifan @ Mar 16 2009, 10:49 PM)  The second ingredient won't save. After you set it, then you go to another recipe, then you check it again, the second ingredient will suddenly disappear. Here are screenshots:   Thanks for the update by the way. I hope you can fix the program, because it's a great help! Fixed and updated! Just download it again from the top! QUOTE (woratana @ Mar 17 2009, 03:38 AM)  I added you on MSN. ^^ I'm a little familiar with C++, but no good at all.  Nice! I'll see you on soon! I'm pretty familiar with C++, but it's been a while, so I'm rusty.
This post has been edited by JetKobayashiZala: Mar 17 2009, 05:34 AM
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