Author Topic: [XP] Dynamic Gardening  (Read 26699 times)

Offline ForeverZer0

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[XP] Dynamic Gardening
« on: April 14, 2010, 11:44:04 PM »
Dynamic Gardening
Authors: ForeverZer0, ThallionDarkshine
Version: 3.01
Type: Advanced Garden System
Key Term: Misc System

Introduction

This system will allow you to easily set up a Gardening System very much like the one in "Legend of Mana" for PSX. For those who have never played that game, it is basically a system that lets the player plant seeds that they have acquired, which will grow over time into full plants. Once the plants are ripe, they can be harvested for items.


Features

  • Easy and total configuration for growth rates, item results, etc.
  • Each plant uses its own independent timer, which will be saved with the game.
  • Timers run constantly in the background unless player is in the menu, etc.
  • Different plant stages show the progression from sprout to full grown plant.
  • Events can be easily set-up, and you can use as many as needed


Screenshots

(click to show/hide)
(click to show/hide)
(click to show/hide)
(click to show/hide)

Demo

Demo Link

Script

Single and Double Seed Planting Version (originally written by Twb6543)
(click to show/hide)

Original version
(click to show/hide)


Instructions

  • Place script below default scripts, and above "Main".
  • Fill out the configuration in the script (instructions within)
  • Simple create a blank event with a comment on its first page that reads "Garden Event", and your done!


Compatibility

No known compatibility issues.


Credits and Thanks
  • ForeverZer0, for writing the script.
  • Twb6543, for the single-seed variation to the script
  • ThallionDarkshine, for updating to v3.01


Author's Notes

Some graphics for the seeds can be found in the demo. I ripped them from Legend of Mana.
If you have any problems or find any bugs, be sure to let me know so I can fix them.
Be sure to give proper credit. Hope you enjoy!
« Last Edit: December 20, 2017, 07:16:30 AM by KK20 »
I am done scripting for RMXP. I will likely not offer support for even my own scripts anymore, but feel free to ask on the forum, there are plenty of other talented scripters that can help you.

Offline Blizzard

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Re: [XP] Dynamic Gardening
« Reply #1 on: April 15, 2010, 08:49:25 AM »
Can you please make sure that you type the title as "[XP] Dynamic Gardening" and not "[XP]Dynamic Gardening" in future? I think I noticed that on one of your other topics as well (which I fixed as well). The automated index might not recognize your topic properly and not display it in the index if you don't separate the [XP] tag with a space from the topic title.

Other than that... *levels up* *moves to database* Nice work. Can this also be used for a Harvest Moon game?
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Offline Nadim13

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Re: [XP] Dynamic Gardening
« Reply #2 on: April 15, 2010, 10:42:51 AM »
Great work! It works with no problem!

I've tried also to save and load everything and it has no bug! A simple/cool script! ;)

Offline Jragyn

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Re: [XP] Dynamic Gardening
« Reply #3 on: April 15, 2010, 12:34:50 PM »
Wahh!

Its about time someone created something of this epic simplistic proportion!
Legend of Mana was a spectacular game.

...

Can I expect its crafting system to be replicated as well? :D


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Offline ShinyToyGuns

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Re: [XP] Dynamic Gardening
« Reply #4 on: April 16, 2010, 02:57:35 AM »
Its about time someone created something of this epic simplistic proportion!
Legend of Mana was a spectacular game.

...

Can I expect its crafting system to be replicated as well? :D

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Offline legacyblade

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Re: [XP] Dynamic Gardening
« Reply #5 on: April 16, 2010, 09:24:35 AM »
Other than that... *levels up* *moves to database* Nice work. Can this also be used for a Harvest Moon game?

From what I see, this is designed to work with traditional RPGs. While it WOULD be possible to make a harvest moon, it wouldn't feel like a traditional harvest moon game. It'd need to be customized quite a bit (from what I saw in the demo at least) to make a harvest moon game. It'd be interesting to see someone try it though.

Offline Agckuu Coceg

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Re: [XP] Dynamic Gardening
« Reply #6 on: April 20, 2010, 07:32:43 AM »
That's cool. Really cool. Level + + +

It can tries to modify the system for example, to create a Chao Garden in the fan-games for SA.  ;)
« Last Edit: April 20, 2010, 07:35:17 AM by Agckuu Coceg »
I'm not retarded, but I'm busy. Sorry for patience.


Offline ForeverZer0

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Re: [XP] Dynamic Gardening
« Reply #7 on: April 21, 2010, 10:54:07 PM »
* updates to 1.1 *

- Uses self-switches instead of variables
- Automatic graphics for different plant results
- Code improvement
I am done scripting for RMXP. I will likely not offer support for even my own scripts anymore, but feel free to ask on the forum, there are plenty of other talented scripters that can help you.

Offline Agckuu Coceg

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Re: [XP] Dynamic Gardening
« Reply #8 on: April 22, 2010, 05:47:04 AM »
* updates to 1.1 *

- Uses self-switches instead of variables
- Automatic graphics for different plant results
- Code improvement

Wo-o-o-a-hhh... Do not have time to unsubscribe on the past, as has a new version... Class... Level up...
I'm not retarded, but I'm busy. Sorry for patience.


Offline Nadim13

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Re: [XP] Dynamic Gardening
« Reply #9 on: April 22, 2010, 11:21:17 AM »
A perfect work that become even more perfect! Level ++! ;)

Offline edwardthefma

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Re: [XP] Dynamic Gardening
« Reply #10 on: May 13, 2010, 11:54:21 PM »
can you make a addon to your script that can remember what is planted and its current growth rate as
rmx-os saves the game i think this would be cool to have  so wen you log out you dont loose your plants
wen you log out so you can have plants that can take hours or days of game play to grow  maby a watering
system so if you water your plants thay will grow faster
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Offline ForeverZer0

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Re: [XP] Dynamic Gardening
« Reply #11 on: May 14, 2010, 11:57:52 PM »
can you make a addon to your script that can remember what is planted and its current growth rate as
rmx-os saves the game i think this would be cool to have  so wen you log out you dont loose your plants
wen you log out so you can have plants that can take hours or days of game play to grow  maby a watering
system so if you water your plants thay will grow faster

Honestly, I've never messed with RMX-OS, but I'll be sure to include that when I get a better understanding of it.
I am done scripting for RMXP. I will likely not offer support for even my own scripts anymore, but feel free to ask on the forum, there are plenty of other talented scripters that can help you.

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Re: [XP] Dynamic Gardening
« Reply #12 on: June 16, 2010, 06:33:29 AM »
Your script has a bug. If you turn a tile of the tileset into an event, the graphic of the event won't appear.

Offline ForeverZer0

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Re: [XP] Dynamic Gardening
« Reply #13 on: June 17, 2010, 01:21:26 AM »
Your script has a bug. If you turn a tile of the tileset into an event, the graphic of the event won't appear.

It was graphic change works by the normal 4x4 char set. I never tested it with the tileset graphics. Just make a char set using the graphic from the tileset that you want to use. That will work.
I am done scripting for RMXP. I will likely not offer support for even my own scripts anymore, but feel free to ask on the forum, there are plenty of other talented scripters that can help you.

Offline XaineC

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Re: [XP] Dynamic Gardening
« Reply #14 on: November 06, 2010, 12:02:03 AM »
I get an error when i initiate the script. It says, NoMethodError occurred while running script. undefined method `Scene_Gardening' for # <Interpreter:0x3e61570>

Offline Memor-X

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Re: [XP] Dynamic Gardening
« Reply #15 on: November 06, 2010, 12:54:29 AM »
Other than that... *levels up* *moves to database* Nice work. Can this also be used for a Harvest Moon game?

From what I see, this is designed to work with traditional RPGs. While it WOULD be possible to make a harvest moon, it wouldn't feel like a traditional harvest moon game. It'd need to be customized quite a bit (from what I saw in the demo at least) to make a harvest moon game. It'd be interesting to see someone try it though.

depends on what level of harvest Moon you want, i reckon you could get away with Harvest Moon 64 with this but you'll need a script for the shipment box, i think someones made a storage box script somehow here, just get that and mod it a bit to scan all the times in the box and remove them, but of variable manipulation and you got the daily shipments, marriage is easy, i have a prototype of a dating system which i have has yet to but into a game, was thinking about making a Harvest Moon game myself to use that system in, ofcause like you said, you'll need to customize it quite a bit if you want it to the level of Harvest Moon DS but that made that game good was the fact you could build on your farm using different materials (giving a actual use for rocks), i remember on Creation Asylum that there was a test bed made by someone (wasn't Seph, it was Near.....something), anyway, one of the scripts in the test bed was being able to place furniture in a house, bit of modding and you might be able to get the building system from DS in RPG Maker XP

Offline ForeverZer0

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Re: [XP] Dynamic Gardening
« Reply #16 on: November 07, 2010, 01:24:44 AM »
I get an error when i initiate the script. It says, NoMethodError occurred while running script. undefined method `Scene_Gardening' for # <Interpreter:0x3e61570>

Unlike the original version, where you have to call the scene, version 2.0 only requires you to place a comment in the event page that will define it as a garden event. You should never have to explicitly call the scene. And by the way the script call would be:
Code: [Select]
$scene = Scene_Garden.new...but it also needs called with arguments from the Game_Event class that you won't know without knowing the script itself.
I am done scripting for RMXP. I will likely not offer support for even my own scripts anymore, but feel free to ask on the forum, there are plenty of other talented scripters that can help you.

Offline XaineC

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Re: [XP] Dynamic Gardening
« Reply #17 on: November 07, 2010, 05:19:22 AM »
Quote
Unlike the original version, where you have to call the scene, version 2.0 only requires you to place a comment in the event page that will define it as a garden event. You should never have to explicitly call the scene. And by the way the script call would be:
Code: [Select]
$scene = Scene_Garden.new...but it also needs called with arguments from the Game_Event class that you won't know without knowing the script itself.
Then should i use
Code: [Select]
$scene = Scene_Garden(*THIS_EVENTS_ID*) as is in the script or just
Code: [Select]
$scene = Scene_Garden.new

Offline ForeverZer0

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Re: [XP] Dynamic Gardening
« Reply #18 on: November 07, 2010, 05:36:13 AM »
You don't use a script call at all.
Just follow the instructions in the script. Make an event, put a comment in the event's page, and you are done.
All the scene calling and processing is taken care of from there.
I repeat, DO NOT USE A SCRIPT CALL.

I am done scripting for RMXP. I will likely not offer support for even my own scripts anymore, but feel free to ask on the forum, there are plenty of other talented scripters that can help you.

Offline XaineC

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Re: [XP] Dynamic Gardening
« Reply #19 on: November 07, 2010, 07:09:50 AM »
But, your instructions call for script calling. Look:
Quote
#- Place script below Debug and above Main
#   - To setup an event you need 5 total pages. The first page should have no
#     condition requirements, and each following page needs to have the condition
#     being self-switch = A, B, C, and D in order.
#   - Have all event page's triggers set to 'Action Button'
#   - On the first page, only have this script call:
#
#                $scene = Scene_Garden(*THIS_EVENTS_ID*)
#
#   - Every other page should have this script call:
#
#                $scene = Scene_Harvest(*THIS_EVENTS_ID*)
#
#   - Pages 2-4 should have their character graphic set to increasing stages
#     of plant growth.
#   - For the graphic changer to work, you have to have a comment at the top
#     of page 5 that simply reads 'Final Stage'. (without quotes)
#   - Once you get this made, you can copy and paste this event for as many
#     seperate events as you need. You only have to change the event ID used
#     in the script calls.
#   - Plants can be harvested early, but they will yield nothing until they are
#     ripe.
#   - If you don not want the Garden scene to initiate right after you harvest
#     something every time, use this for the script call in the first page:
#
#                   if !$game_temp.message_window_showing
#                   $scene = Scene_Garden(*THIS_EVENTS_ID*)
#                   end