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Alchemy System - AlchemySystem.js

Plugin desc : item composition plugin v2.1.2

License : MIT License

Author : unagi ootoro

Website : https://github.com/unagiootoro/RPGMZ/blob/master/AlchemySystem.js

Desc page : https://raw.githubusercontent.com/unagiootoro/RPGMZ/master/AlchemySystem.js

Download Page : https://raw.githubusercontent.com/unagiootoro/RPGMZ/master/AlchemySystem.js

File name : AlchemySystem.js

Help of plugin :

@target MV MZ
@plugindesc item composition plugin v2.1.2
@author unagi ootoro
@url https://raw.githubusercontent.com/unagiootoro/RPGMZ/master/AlchemySystem.js

@param RecipeInfos
@text recipe information
@type struct<RecipeInfo>[]
@desc
Specify recipe information.

@param EnabledMenuAlchemy
@text Enable composite menu
@type boolean
@default true
@desc
If set to true, add composite commands to the menu.

@param EnabledAlchemySwitchId
@text Enabled switch ID for composite menu.
@type switch
@default 0
@desc
Specifies the ID of the switch to enable/disable compositing of the menu. 0 means that the compositing command is always enabled.

@param EnabledCategoryWindow
@text Enabled to display category window.
@type boolean
@default true
@desc
If set to true, category window will be displayed.

@param EnabledGoldWindow
@text Enabled Gold Window display.
@type boolean
@default true
@desc
If set to true, the current gold and gold required for item synthesis will be displayed on the synthesis screen.

@param DisplayItemCategory
@text Item field display enabled
@type boolean
@default false
@desc
If true is set, the item field will be displayed on the category selection screen during compositing.

@param DisplayWeaponCategory
@text Weapon column display enabled
@type boolean
@default false
@desc
If set to true, the weapon column will be displayed on the category selection screen during composition.

@param DisplayArmorCategory
@text Armor column display enabled
@type boolean
@default false
@desc
If set to true, the armor column will be displayed on the category selection screen during compositing.

@param DisplayKeyItemCategory
@text Enable to display key item category.
@type boolean
@default false
@desc
If set to "true", display the important items column in the category selection screen when composing.

@param EnableIncludeEquipItem
@text Include equipment items in synthetic materials.
@type boolean
@default false
@desc
If set to true, equip items can be used as materials for compositing.

@param MaxNumMakeItem
@text Maximum number of items that can be created.
@type number
@default 999
@desc
Specifies the maximum number of items that can be synthesized at one time.

@param MaxMaterials
@text Maximum number of materials.
@type number
@default 3
@desc
Specifies the maximum number of material types to be used for compositing.

@param MakeItemSeFileName
@text Item synthesis SE file name.
@type file
@dir audio/se
@default Heal5
@desc
Specify the file name of the SE to be played when the item is synthesized.

@param MakeItemSeVolume
@text Item synthesis SE volume
@type number
@default 90
@desc
Specifies the SE volume to be played when the item is synthesized.

@param MakeItemSePitch
@text Item synthesis SE pitch.
@type number
@default 100
@desc
Specifies the pitch of the SE to be played when the item is synthesized.

@param MakeItemSePan
@text Make item composite SE pan.
@type number
@default 0
@desc
Specifies the pan of the SE to be played when the item is synthesized.

@param MenuAlchemyText
@text Composite menu text.
@type string
@default composite
@desc
Specify the composite text to be displayed in the menu.

@param NeedMaterialText
@text Required material text.
@type string
@default NeedMaterialText
@desc
Specify the text to be used when displaying the required material.

@param NeedPriceText
@text Required expense text.
@type string
@default NeedPriceText
@desc
Specify the text to be used when displaying the required expense.

@param TargetItemText
@text Generated item text.
@type string
@default Generated Item: @desc
@desc
Specifies the text to display when the generated item is displayed.

@param NoteParseErrorMessage
@text Note parse error message.
@type string
@default Failed to parse the note field. Contents of the relevant section:(%1)
@desc
Error message when parsing the memo field failed. There is no need to change this parameter.


@command StartAlchemyScene
@text Start synthesis scene.
@desc Start the synthesis scene.

@help
This plugin introduces a simple item synthesis function.

[How to use]
Items can be synthesized by obtaining a recipe.
If you have a recipe as a normal item, you will be able to synthesize the item registered in the recipe.

Creating a Recipe
In the memo field of the recipe item, enter the contents of the recipe in the following format.
<recipe>
"material": [material item information 1, material item information 2, ...].
"price": Required cost for synthesis
"target": Synthesis result item information
</recipe>

Material item information... This is the information of the material item.
                  It can be specified in the following format. ["identifier", ID, quantity].
                  Identifier... Identifier that indicates whether the item is a normal item, a weapon, or an armor.
                           It can be one of "item", "weapon", or "armor".
                  ID... Specify the ID of the item, weapon, or armor.
                  Qty... Specify the number of items required as materials.

Synthesis Cost... Specify the cost for synthesis.
                This item can be omitted. If you omit it, the cost will be 0 gold.

Synthesis result item information... Information about the item created as a result of the synthesis.
                     Specify in the following format. ["Identifier", ID].
                     Identifier... Identifier that indicates whether the item is a normal item, a weapon, or an armor.
                              It can be one of "item", "weapon", or "armor".
                     ID... Specify the ID of the item/weapon/armor.

For example, if you want to create a full potion (ID: 9) by combining a high potion (ID: 8) and two magic waters (ID: 10)
It should look like this Be careful of the comma at the end.
<recipe>
"material": [["item", 8, 1], ["item", 10, 2]],
"target": ["item", 9].
</recipe>

In addition to the above settings, if you want to set 100G as the required cost for the synthesis, you can write the following
<recipe>
"material": [["item", 8, 1], ["item", 10, 2]],
"price": 100,
"target": ["item", 9]]
</recipe>

It is also possible to target multiple items with one recipe.
Enter multiple <recipe> ~ </recipe> in the memo field as shown in the example below.
<recipe>
"material": [Material item information 1, Material item information 2, ...]
"price": Required cost of synthesis
"target": Synthesis result item information
</recipe>
<recipe>
"material": [Material item information 1, Material item information 2, ...]
"price": Required cost of synthesis
"target": Synthesis result item information
</recipe>

Start the composite scene
Execute the plugin command "StartAlchemyScene" to start the synthesis scene.
In the case of RPG Maker MV, enter the following command
AlchemySystem StartAlchemyScene

[License]
This plugin is available under the terms of the MIT license.

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