How could i implement only certain plants can be grown depending on my Variable #7 Which calculates Spring, Summer & etc. Thanks!
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Hey, thanks for your support! There are a couple of ways you could implement that depending on how you want out-of-season crops to work.
You'll need to change the last but final page of the crop event where "<Self> Calculations" takes place. Add a Conditional Branch that checks the value of your variable 7 to see what season it is. If the variable is in the correct season, add the "<Self> Growth +1" variable adjustment under that condition. Add an else branch to the Conditional Branch, and when the season is incorrect, you could either:
- leave it blank so that the crop just simply stops growing until the season comes around again
- despawn the event using the Plugin Command under VisuStella Events & Movement Core called "Spawn Event: Despawn.." You can use variables to get the location of the event and despawn at an X,Y coordinate
- make a new page with a custom <Self> switch that shows a rotten version of the crop that needs to be removed
Hi Caz! Im so glad you reached back out to me! I just want to say i have seen your work before and it all looks so amazing! I truly appreciate all your hard work and for responding and being there for us! So I will try to implement this tonight! However I have noticed for some reason Im experiencing a lot of lag and etc. Usually seems to happen after first harvest or sometimes while they are in watered state. So i thought maybe i copied something over wrong. So I went to your demo and tried it out as well but seems to happen as well. I'm wondering could it be because of our recent update to RPGMZ Core and etc? And maybe this code is struggling due to a previous setup! I really want to implement this system! Also Keep an eye out cause you're gonna be in credits as well!! Any ideas. I have tried my own Map. Also Demo. Much Love!
That's Awesome I cant wait! Thanks so much for all you do! I tried everything to see if i could get the lag and etc to decrease but have had no luck. I tried in my own project files and yours as well and came to the same problems! I will keep my eye open for the Update! You're a true light in the community! Cant wait to be able to use this soon for the Project I'm working on! I was so excited when I came across your page! Plan on buying lots more from you as well! I love the plugin ideas you have came up with and how they work! Once again thanks!
Caz what can i say.. YOU'RE ABSOULETLY AMAZING!!! You added Weather and Decay implemented!! And not only did you do that you updated the Script to work like butter!! You truly have went and beyond since the very first post I posted! Truly words cant thank you enough for what you have done! Please know I'm spreading the word of all your awesome Plugins! I will keep you posted if i would happen to run into any problems but so far it EXCELLENT!
Hey Caz! Hope all has been well! Everything is still running smoothly! So I started adding more seeds to the Hud. I moved the Hoe to the spot after the watering can and made sure the last variable jumps back to lable to restart. Everything seems to work fine until I use the last seed. It goes back to watering can and then to the Hoe. But after I'm using the hoe it will not switch back to the watering can. Any ideas?
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.