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Lots of different ways to do this sort of stuff, too, so feel free to redo it in your own style if you like~ ^_^
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Other than that the eventing/mechanics would be basically identical. Morpher to turn farm plots into the appropriate crop event (making it easy to customise each crop's growth stages) and Self Variables so you don't have to use all those global variables with different references for each plot etc. Uploaded it anyway because why not? xP I'm thinking about upgrading the farming stuff using two of Yanfly's plugins: Event Morpher and Self Switches/Variables. Smallmak a écrit :A workshop item would help so much :D OK, looks like I've got a functional, purely event-based time/weather/farming demo working, but the farming is pretty clunky & limited right now and I'm not sure how to improve it without plugins. Or you could call it once per game hour by finding the branch where minutes roll over to hours and sticking it in there, e.g. ^_^Īs for when to call it: you could call it at the end of your Time event, so it updates (like you say) every 60 frames.
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Highly readable, not to mention much better performance-wise than having 100s of separate parallel events. So, you can have a single parallel common event for tracking/updating game time (as in your other thread) and just call the relevant update events, like this crop growth stuff, from there. :EndIf you put this in a common event with trigger None, you can then use the Common Event command to call it from any other event. ◆Control Switches:#0001 Plot 1 Active = OFF ◆Comment:Turn off "growing" switch, turn on "ready to harvest" switch ◆Control Variables:#0010 Plot 1 += Farming Skill ◆Comment:+growth bonus from farming skill ◆Control Variables:#0010 Plot 1 += Random 30.50 ◆Comment:Grow a little more, down towards zero ◆Comment:Is plot 1 currently growing something? I inted to change it a lot once I figure out how to make it dependent on my time variables. Here is my current farming set up in case you are interested. My time system is very basic wait 60 frames add to the minutes variable, once minutes reaches 60 it resets and minutes to 0 and adds 1 to the hour variable etc. Naturally, it's up to you how you implement things~ :cozyjunimogreen:Ĭould you give me an example of how I would go about this? specifically how I would call an event from my time event. Or you could increase the "time resolution" a bit by updating every game hour (or minute). This isn't necessarily a bad thing: it's the approach used in Stardew Valley, for example. That'll work, but will sync all growth variables to the current game day. Rather than growing the crops every time update, you could call it only when, e.g., the hours roll over to a new game day. Caethyril a écrit :It's a pretty long video so I haven't watched it, but I'm guessing you have a "grow" common event to increase all your crops' variables? In that case you could probably just set that "grow" event's trigger to None and call it from your time event, e.g.