Alchemic Synthesis ~GO GO TOTORI!~
This is a complete synthesis system heavily inspired from the Atelier series developed by GUST and especially from Atelier Totori.
- Ability to create objects based on recipes.
- Ability to switch an ingredient for another of the same family.
- Ability to set traits to ingredients and put them on the final item.
- Alchemic level, experience and synthesis difficulty.
- More advanced trait management (add-on).
- Synthesis Shop (add-on).
What’s the difference between v2 and v1?
Aside from the EXP gain, nothing visible. The code has been completely overhauled and the trait management heavily simplified (the difficult version still exists as an add-on). Basically, it’s a pure code enhancement and lots of bug fixes.
This script requires the Traits Namer!
If for some reason you preferred the old version, here it is (unsupported now).
First, you need a recipe. Recipes are key items and use notetags to indicate the range of possible synthesis:
<synth_item: number, number> # For usable items
<synth_weapon: number, number> # For weapons
<synth_armor: number, number> # For armors
Now, you need to enter several parameters, such as the synthesis difficulty level and the required ingredients. The syntax is as following, using the item’s notebox.
The synthesis level is compared to the party’s alchemy level and will determine the synthesis success rate.
<synth_req_item: number, number> # The required usable items
<synth_req_weapon: number, number> # The required weapons
<synth_req_armor: number, number> # The required armors
Let’s create the ingredients now. Each of them will have a family, a quality and traits. The quality will determine the number of synthesis points necessary to pick traits and put them on the final item. As for the family, every component can be swapped with another component of the same family, with different quality and different traits.
The traits are defined exactly like they are used on regular items. However, it is possible to “lock” traits to prevent them to appear in the trait selection menu – so they never leave their item.
<synth_locks: x> # Lock the trait number x on the item.
Each trait has a cost. Set it with a notetag, in the same order as the traits appear in the database.
<synth_costs: x, y,>
Let’s see how it works in-game. To call the synthesis scene, use a call script event command with this:
Alternatively, you can use Yanfly’s Ace Menu Engine and add the Synthesis option.
Choose the weapon tab and see the Black Key.
Now be careful. We’re going to use a Holy Crystal. Look attentively at the trait and remember it for later.
Introducing the trait selection…
Huh? Where is HP Recovery XL? We did use a Holy Crystal didn’t we?
Well, yes. It’s just that this was a usable-only trait – only available on consumable items. Inversely, certain traits are only available for equipment.
Let’s finish the synthesis and test the new weapon!
Alchemic Level and EXP curve
In the config module you can alter as you like the EXP and synthesis level curves.
SYNTH_LEVEL_FORMULA = "100 * @synthesis_level"
SYNTH_EXP_FORMULA = "20 * creation_level / @synthesis_level