Oh yes I think there's gonna be a lot of ube items hahaha!
Caz
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Hey thanks so much for your support! I haven't gotten around to finishing the wheel yet unfortunately, but I was planning to release them as a free pack on itch when they're done. Your comment has given me a great idea to release what I have right now as an early download though, so please hold! I get those uploaded today and then update them as I go along :D
Does it work in the vanilla version of the file before you start copying the events over? Sounds like you might have missed something. Even if the tools icon doesn't appear, you should still be able to use the system. Make sure you copied over all the details in the Events & Movement Core plugin parameters.
Hey there! That's possible but you'll need to change your event with the activation key so that it can work out the proximity of the event and player. You can do that by using variables to track the X and Y positions of both events, then make another variable that works out the difference between them. Make some conditional branches that only activate the QTB if the proximity variable falls within a certain threshold.
Yep absolutely! You'll need to make a new common event which is always checking whether the player is pressing whatever your "confirm" button is. If the player is pressing confirm, make four different conditional branches to see if the player is facing up, down, left or right.
Then you'll need to make two variables that check the player's X and Y coordinates. In the conditional branch for if the player is facing up, subtract -1 from the Y variable. For down, +1 to Y. For left, -1 to X. For right, -1 to Y.
Now make another variable that checks the region of those coordinates. If the variable matches the same number as the water region, increase the Current Thirst variable.
I hope that made sense, haha! Let me know if it's confusing like this and I'll try and screenshot some events
Hey there! You'd have to make a Switch that turns on after you speak to a character, or give them a gift. So say you spoke to Priscilla, turn on the "Priscilla Spoken To" switch. Make it so if the switch is on, the player won't receive any more affection for speaking to them again for that day. Then when the day moves over to the next, turn that switch off.
For commercial use, you can use the tiles completely free.
The Iconset has its own separate terms which you can find on this page.
If you want to use the characters Reid, Priscilla, Gale and Michelle in a commercial project, you'll have to abide my RPG Maker MZ's license since they own those characters.
There's also a downloadable version here of all the commercially free assets in this pack.
Are you importing this into an existing project? Make sure you're not already using variables that need to be reserved for the farming system, and make sure you're setting the region for farm tiles to 97.
You can change the appearance of the UI by adjusting Common Event 117: Tools UI. You can hide it by using erase picture after waiting a period of for the tool buttons to stop being pressed, or something similar for how you want it to appear.
I'm not at my computer right now but you should be able to find a list on the RPG Maker Web forums for script calls for button inputs, or there are plugins that let you use the full keyboard I believe.
It's the <Self> Growth variables you'll need to change on each page. Each page is an update to the growth stage graphic, so with the example screenshot you posted, it'll get to that growth cycle within two days of watering. You'll need to change that for each of the pages of the event to reflect how you want the growth stages to progress.