Yep, totally possible to add more bars! You'll have to create new variables in the same pattern that the Hunger/Thirst ones follow, and add new Pictures for the extra bar.
Caz
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Hey thank you! I have done some festive cookies with frosting on before in the first Festive pack (https://cazwolf.itch.io/caz-pixel-festive), but I'm definitely always game to draw more baked goods! Any kinds of cookie in particular you need?
It sounds like either something isn't being copied over fully, or it's conflicting with something in your existing project maybe. Try turning off any plugins and other events one by one and narrow down what could be causing it to lag.
The Relationship System template also uses corescript 1.9.0, which probably won't affect anything since the events should all be the same, but maybe try making a backup of your project and updating the corescript files.
All of my assets follow the same terms, but if they don't require purchase (so if you received them for free like the playing cards or the slot machine), they're still allowed to be used for commercial purposes.
In simpler terms: as long as the pack was downloaded through itch.io by you, you can use it commercially. :D
Do the new parts of the event fully match the ones that are already in the common event? It sounds like maybe your events aren't jumping to the correct label after a new seed is used. It's hard to say for sure without being able to see the events fully but that's the only reason I can think it wouldn't let you jump back to the watering can.
It sounds like both issues are likely caused by parts of the events being moved to the wrong places.
The seeds should work on their own without using any of the common events, because the player activates them by pressing the action button while standing on them. If they're holding seeds, those seeds will be planted on the event. If any part of spawning the seed event has been moved to a common event, it's going to plant them anywhere.
The same applies for anything using a <Self> variable. Because every crop event functions uniquely and independently, it can only be controlled through the <Self> variables. These also function by having the player press the action button while standing on the event, so no part of it should take place through the common event. The only thing you'll need to do in your common event is set the tool ID to the same ID as your watering can when the player presses the correct button. The rest should work as normal.
I hope that helps! :D






















































































































