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Cookie Cutter MZ - Farming System

A project template for RPG Maker MZ. Copy and paste it into your own project to utilize a custom evented farming system! · By Caz

A Question on the Update, and One on the UI

A topic by Storm of Sunbeams created 34 days ago Views: 45 Replies: 5
Viewing posts 1 to 2
(1 edit)

Hi there, I've been talking to you on the bank system too today haha. Anyway, I purchased this system about a year ago, and I was wondering if to get the updates I'd need to purchase it again? When I went to my downloads page it doesn't let me download anymore, so I figure that I would,  just making sure. Edit: Never mind, I figured out where to find it : )

My second question is, is there a way to make the UI so that it will cycle through more than 7 tools? I made new seeds, and the seeds work fine when placed in the inventory so that there are only seven tools at a time in the UI. For some reason, though, it only lets there be 7. I messed around with it a ton, tried changing integers to skip 8 in case MZ didn't like 8 for some reason like it doesn't like 9 in the relationship system, but to no avail. I'm trying to get storage working so that the player doesn't have to have that many seeds in the inventory, but I still would like to be able to cycle through what is in the inventory regardless. Thanks again for all your help!

Developer

No need to re-purchase, you should be able to re-download the files from the store page or your itch.io library. :D

I may remake the tool UI for this template into something simpler, as the current one can be a bit difficult to use. It was intended as a bit of a placeholder for people to test with and then create their own UIs, since cycling through a million different types of seeds is probably going to get super annoying for the player. You could also use a plugin like VisuStella Button Common Events to have a Minecraft/Stardew style UI:


As long as the "Tool ID" variable is being changed to the one you want to use, the rest of the template should work fine.

If you still really want to use the existing UI, you can add new tools by creating a new "jump to label" command under the ones in Common Event 117.

 

Follow the pattern of these, but the last one should always jump to label 1. Think of the labels as the UI's "slots" so once you get to the final slot, it jumps back to the first one.

Whatever label is jumped to, the events will then start playing from that point onwards.


So if the player is currently holding Tool ID 4 and pressed pageup to swap to the next tool, the event would check that the Tool ID variable = 4. Then it would jump to label 5, which checks if the player owns the correct tool for that slot. If they do, it changes the Tool ID variable to 5.

I hope that makes sense!

Yep, that's how I have it, I'll have to keep messing with it if I decide to keep it that way. I also have now started trying to work with the plugin you suggested, so thank you for that! It's just going to take some tinkering to figure out how to use it, because it's not very clear anywhere online. 

But thank you for all your help!

I hope this ends up getting seen since it makes a double post, and I'm hoping it's something you can help with/are willing to help with: I'm trying to move the tools to Common Events so that I can use the VisuStella plugin you suggested. That part I don't need much help with, as it's just copy pasting. I also managed to get the hoe working after about a day of work. I am have two issues, however, with this process. The first: 

Seeds used to plant only on tilled tiles, and now they plant on any on the map.

Things I have tried:

Making a switch that turns on when tiles are tilled-that just makes it so that seeds can be planted anywhere on the map but only when there is at least one tilled tile.

Making a control variable that adds plowed spaces as I plow and removes from the counter as I plant: still can plant anywhere, though limits amount.

Something that I did to try to mix with any results was add the Region tag to the seed, and it did make it so that it only would plant in the space I wanted it to. So at least there's that. Also tried adding a switch to using the hoe and the template event to only work when that switch is on but that does nothing.

I know what I need to fix somehow here: the 'erase event' command at the end of the section with the seed template is not working. I either need to find a setup for control switches or some kind of script that does the same task.


My second issue is with the watering can. Now that it's in a common event, having the <Self> notetag makes it not function at all, and removing it makes it water all planted tiles. I need it to only water the tile either in front of or underneath the player, like it does originally.

I know that this is asking for a lot of help, so if it's too much, please do let me know. I'm just at a loss. I've been working at it for two full days now and I've scoured the internet for any solutions and found none. Since I'm messing with your system I wanted to come here before I turned to forums for help.

Developer

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

Thank you so much! That was so much simpler than what I was trying to do! I appreciate it so much.