It works now, thank you! Will report if I notice something, no worries :)) Btw this is the best spawning plugin I have ever deal with.
fizzlymike
Creator of
Recent community posts
1. Thank you for this!!
2. I found a bug, not sure if this was present before, but when your spawned event has "parallel process" and you want to despawn it on that event page, it just does not despawning it. When the page is "action button" is works. Tested on a clean project too to make sure it's not problem caused by other plugins.
Oh yes, totally, same!! ^^' I was the only one playing Harvest Moon those days in my group of friends... Fun thing was, when I first borrowed the game from a friend's friend, he told me that it's "girl's game where you have a farm" and said that we did not like it, and "my sister play this". I was somehow intrigued by the "farm" and immediately said I wanted to borrow it xD It was love from first sight...I swear.
Hey Kadajah, I'm so impressed by your plugins...really. They are so cool! I just wanted to suggest something, referring to your realistic water. Would be cool to have fishing plugin, similar to farm-sism ones, where after casting a fishing rod you can see some fish shadows on the water surface and after a while one of the fish is going to grab the hook. Would be super cool.
I'm turning on the switch which play autorun common event with evented animation steps, so probably I can say...yes?
BUT...
Already tested on clean project with just an event which makes "change image" for hero, and the hotbar also blinks. So looks like it's not because the commmon events (at least not only). I mean, the default burger menu also flickers during every action, which also drives me crazy ^^'
My hopely last question is: is there an option to prevent screen from flicker/fade when even image is changed or animation is playing? This also apply for the default hamburger menu from the right corner and it super drives me crazy... No the same thing happens with the hug, and during playing animations mu HUD just fades/flickers.
Hello!
Is there an option to play a demo or something to check if this fits my project?
I would also have some questions:
- can we make tools that affect more than one tile (upgraded tool)?
- can we make crops grow after "going to bed" (like after the switch X is ON and then OFF); I mean no "time involved"?
- are the crops spawned events, or it works different?
- can we have "water variable" for watering can instead of "item consume on watering"?
- can we play "common event" after picking crops? So we can attach picking animation or sth depending on needs.
Thank you so much.
Hey Aerosys, can I have a little suggestion for the HotbarMenu? Would be perfect if after disabling other categories and had just one (for example only "items" to choose from for hotbar), the window on left for selection would disable the "category select" window. I mean instead of having to select "items" and then the proper item, it goes to selecting proper item (because it has only "items" category). Thank you for considering this.
Hey Eli, it was a year ago and didn't used this before, but have the same issue.... I tested even on clean project. Looks like the self variable plugin breaks the conditions and no matter what other conditions are, it doesn't matter because it only checks for the self variable >= X. I tried with "item in inventory" and "is selfswitch X = on", it's always skipped. Can you please fix this?
My example:
Event with 3 pages, first page sets the self variable "SV: X" to 1.
Second page has condition, if SV: X >= 1
Third page has condition, if SV: X >= 1 and if selfswitch A is ON
It always turns the third page, even when selfswitch A is OFF.








Not sure if this is problem with resolution or some kind of bug, but for me it looks like this now... Like the item selection window is "tied" under the hotbar shortcut list?