[XP] Dynamic Gardening

Started by ForeverZer0, April 14, 2010, 05:44:04 pm

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ForeverZer0

April 14, 2010, 05:44:04 pm Last Edit: December 20, 2017, 12:16:30 am by KK20
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

Screenshot 1: ShowHide

Screenshot 2: ShowHide

Screenshot 3: ShowHide

Screenshot 4: ShowHide



Demo

Demo Link


Script

Single and Double Seed Planting Version (originally written by Twb6543)
Spoiler: ShowHide

#:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:
# Dynamic Gardening
# Authors: ForeverZer0, Twb6543, ThallionDarkshine
# Date: 7.17.2011
# Version: v.3.3
#:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:
#                            VERSION HISTORY
#:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:
#  v.1.1  (4.15.2010)
#   - Improved coding
#   - No longer uses game variables, events use self-switches instead
#   - Added ability to create different graphics for every plant, without
#     having to use more event pages
#   - Much less tedious setting up multiple events and changing the every
#     condition variable.
#  v.2.0  (10.10.2010)
#   - Total re-write. Code has been vastly improved and is much more efficient.
#   - Event setup has been simplified. Now requires only a single comment, and
#     does not require multiple pages.
#   - Added configurability for the number of stages each item requires.
#   - The timers no longer use Game_System to constantly update, but simply
#     compare themselves with the Graphics.frame_count when the event exists
#     on the current map, which also allows the plants to grow during scenes
#     other than Scene_Map and Scene_Battle.
#   - Got rid of Scene_Harvest. Scene_Garden now handles both aspects, and has
#     been improved.
#   - Added item icons to the help window display.
# v.3.0  (5.13.2011)
#   - Restructured code completely
#   - Increased compatibility and performance
#   - Fixed bug with final graphic not behaving correctly
# v.3.1  (7.14.2011) by Twb6543
#   - Changed Script to allow for Single Seeds
#   - Added the ability to set default values
# v.3.2 (7.17.2011) by Twb6543
#   - Changed Script to fix bugs in the last release
#   - Fixed Bugs from version 3.0 (May not be completely fixed but I(Twb6543)
#     believe that it is mostly fixed)
# v.3.3 (12.19.2017) by ThallionDarkshine
#   - Modified script to allow players to choose between single and double seed
#     when planting seeds.
#   - Fixed a bug where help window would not update correctly.
#:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:
#
# Explanation:
#
#   This system allows the player to plant seeds, which will eventually grow
#   into plants that can be harvested for items. The system is very similar in
#   nature to that found in Legend of Mana. Seed's can be combined in different
#   ways, which will effect the total growth duration, the number of stages the
#   plant passes through, the graphics used, and of course the final result.
#
# Features:
#
#  - Totally configurable growth rates, results, and graphics for every plant.
#  - Can use arrays of items for each result, so the final item is not
#    neccessarily the same every time.
#  - Each plant timer is independent, and its progress is saved with the game.
#  - Easy setup. Need only a single comment in one of the event's pages.
#
# Instructions:
#   
#  - Place script below Debug and above Main
#  - Configure the options below (instructions are with each setting)
#  - Create an event, setting the graphic to whatever you want. This will be the
#    graphics used when nothing is growing on the plant.
#  - At the very top event's page, place a comment that reads "Garden Event",
#    omitting the quotation marks.
#  - As long as the page's conditions are met, this event can be clicked on to
#    initiate the Garden scene, and can grow plants.
#  - Note that plants can be harvested early, but they will yield nothing until
#    they are ripe.
#
# Note:
#
#  - Any method modified or added in 3.1 or 3.2 has an headed attached to it.
#  - The header will be "Double and Single Seed" or
#    "Double and Single Seed Method" for modified Methods.
#  - The header will be "Double and Single Seed New Method" for new Methods.
#  - Headers may also have extra information.
#  - The Code for Scene_Garden and Window_Seed can definitely be optimised
#    but as I(Twb6543) finally squashed the bug preventing release of v 3.2
#    I do not want to change anything with out a bit of forethought.
#
#:::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::
#  BEGIN CONFIGURATION
#:::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::
 
#===============================================================================
# ** Garden
#===============================================================================

module Garden
 
  SEED_IDS = [1, 2, 3, 4, 5, 6, 7, 8]
  # IDs of the items in the database that are seeds. Add them into the array in
  # the order of value/rarity in your game this currently includes any single
  # seeds
 
  HARVEST_SE = '056-Right02'
  # This is the SE that will be played when the player harvests the plant.
 
  SEED_DISPLAY = true
  # If true, all seeds will be displayed in the seed window, including those
  # that the player does not have, though they will be disabled. If false, only
  # seeds that that the player currently has will be displayed.
 
  # Define the growth rates here. (the average of both seeds will be used)
  def self.growth_rate(seed)
    return case seed
    # when SEED_ID then SECONDS
    when 1 then 10
    when 2 then 12
    when 3 then 15
    when 4 then 20
    when 5 then 23
    when 6 then 25
    when 7 then 30
    when 8 then 35
    else
      10 # Default Value to return if no speed is specified
    end
  end
 
#-------------------------------------------------------------------------------
# Define the number of stages that each item uses. The stages will still cycle
# in the same order, but only use up to the defined number of them before going
# to the final graphic. This will not effect the duration that the seed takes to
# grow, only how many times the graphic changes.
#
# You do not have to define anything that uses a three stage configuration.
#-------------------------------------------------------------------------------
  def self.number_stages(result)
    case result
    when 8..16
      return 4
    when 17..24
      return 5
    else
      return 3
    end
  end
 
#-------------------------------------------------------------------------------
# Define the final result of the seeds. A random item from the array will be
# given as the final result.

# Each seed is given a value from 0 to the total number of seeds in the SEED_IDS
# array, and both values are added together to determine which 'produce' array
# will be used for the final result. This is why it is important that you have
# the SEED_IDS array in order of value/rarity. You can find the total number of
# cases you will need by subtracting 1 from the total number of different seeds
# in SEED_IDS, and multiplying that number by 2.
#
#   EX. Player uses one each of the first and last seed in the SEED_IDS array,
#       and there are 8 total seeds in the array...
#
#       FIRST_SEED = 2
#       LAST_SEED = 5         2 + 5 = RESULT
#
# By placing multiple copies of the same value in an array, you can increase
# the odds of receiving that item over another in the same array.
#-------------------------------------------------------------------------------

  #-------------------------------#
  #   - Double and Single Seed -  #
  #-------------------------------#
  #  Now with Else/Defualt Clause #
  #-------------------------------#
  def self.produce(seed)
    return case seed
    when 0 then [9, 10]      # Only if both seed are the lowest seeds
    when 1 then [10, 11]
    when 2 then [12, 13]
    when 3 then [13, 14]
    when 4 then [14, 15]
    when 5 then [15, 16]
    when 6 then [16, 17]      # Every combination in between
    when 7 then [17, 18]
    when 8 then [18, 19]
    when 9 then [19, 20]
    when 10 then [20, 21]
    when 11 then [21, 22]
    when 12 then [22, 23]
    when 13 then [23, 24]
    when 14 then [24]         # Only if both seeds are the highest seeds
    else
      [9] # Default Value to return, Brackets are important,
          # May contain more than one value e.g [9,10] or [9,10,11,12,13]
    end
  end
 
  #------------------------------------------#
  #   - Double and Single Seed New Method -  #
  #------------------------------------------#
  #   Table set up much in the same way as   #
  #  .produce, however items come from seed  #
  #        _ID_  not position in array       #
  #------------------------------------------#
  #  Also the ids are taken from SINGLE_IDS  #
  #                   Array                  #
  #------------------------------------------#
  def self.produce_single(seed)
    return case seed
    when 25 then [9, 10]      # Only if seed is item with Id 25
    else
      [9] # Default Value to return, Brackets are important,
          # May contain more than one value e.g [9,10] or [9,10,11,12,13]
    end
  end
 
#-------------------------------------------------------------------------------
#  Define graphics for the final results, and each stage. Follow the below
#  template to set it up.
#
#   when ITEM_ID/STAGE then ['FILENAME', X, Y]
#
#   ITEM_ID = The ID number of the item in your database
#   STAGE = The stage during which to display the graphic
#
#   FILENAME = The name of the character file the needed graphic is on
#   X = The x-coordinate of the correct picture on the charset (1 - 4)
#   Y = The y-coordinate of the correct picture on the charset (1 - 4)
#
#           ← X →             Ex.   If the needed graphic was in the bottom
#         1  2  3  4                left corner:   X = 1    Y = 4
#       ┌──┬──┬──┬──┐                   
#     1 │  │  │  │  │
#       ├──┼──┼──┼──┤
#  ↑  2 │  │  │  │  │
#  Y    ├──┼──┼──┼──┤
#  ↓  3 │  │  │  │  │
#       ├──┼──┼──┼──┤
#     4 │  │  │  │  │
#       └──┴──┴──┴──┘
#-------------------------------------------------------------------------------

  def self.stage_graphics(stage)
    return case stage
    when 0 then ['Plants1', 1, 1]
    when 1 then ['Plants1', 2, 3]
    when 2 then ['Plants1', 2, 1]
    when 3 then ['Plants1', 4, 2]
    when 4 then ['Plants1', 2, 4]
    end
  end

  def self.final_graphic(item)
    return case item   
    when 9 then  ['Garden Plants', 1, 1]
    when 10 then ['Garden Plants', 2, 4]
    when 11 then ['Garden Plants', 3, 4]
    when 12 then ['Garden Plants', 4, 4]
    when 13 then ['Garden Plants', 1, 4]
    when 14 then ['Garden Plants', 2, 2]
    when 15 then ['Garden Plants', 3, 2]   
    when 16 then ['Garden Plants', 4, 2]
    when 17 then ['Garden Plants', 1, 2]
    when 18 then ['Garden Plants', 2, 3]
    when 19 then ['Garden Plants', 3, 3]
    when 20 then ['Garden Plants', 4, 3]
    when 21 then ['Garden Plants', 1, 3]
    when 22 then ['Garden Plants', 2, 1]
    when 23 then ['Garden Plants', 3, 1]
    when 24 then ['Garden Plants', 4, 1]
    end
  end
 
#:::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::
#  END CONFIGURATION
#:::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::

  #--------------------------------------#
  #   - Double and Single Seed Method -  #
  #--------------------------------------#
  #              ! Warning !             #
  #                                      #
  # This rearranges the order of the def #
  #  variables to allow for Single Seed  #
  #--------------------------------------#
  def self.plant_seeds(event_id, seed1, seed2=nil)
    # Create a new instance of a Garden::Plant
    if seed2 != nil
      # Double Seed Method
      plant = self::Plant.new(event_id, seed1, seed2)
      if $game_system.garden[$game_map.map_id] == nil
        $game_system.garden[$game_map.map_id] = [plant]
      else
        $game_system.garden[$game_map.map_id].push(plant)
      end
    else
      #Single Seed Method
      plant = self::Plant.new(event_id, seed1)
      if $game_system.garden[$game_map.map_id] == nil
        $game_system.garden[$game_map.map_id] = [plant]
      else
        $game_system.garden[$game_map.map_id].push(plant)
      end
    end
     
  end
 
  def self.harvest(id)
    # Find the appropriate plant.
    plant = $game_system.garden[$game_map.map_id].find {|plant| plant.id == id }
    return nil if plant == nil
    # Return the result, and delete plant data from array.
    result = plant.produce
    plant.restore_event
    $game_system.garden[$game_map.map_id] -= [plant]
    return result
  end

#===============================================================================
# ** Garden::Plant
#===============================================================================

  class Plant
   
    attr_reader :id, :ripe
   
    #--------------------------------------#
    #   - Double and Single Seed Method -  #
    #--------------------------------------#
    def initialize(id, seed1, seed2=nil)
      if seed2 != nil
        # Initialize needed instance variables.
        @id, @seed1, @seed2, @single = id, seed1, seed2, false
      else
        # Initialize needed instance variables.
        @id, @seed1, @single = id, seed1, true
      end
      @ripe, @stage = false, -1
      # Run setup method, using data in Garden config for this plant's seeds
       setup
    end
   
    #--------------------------------------#
    #   - Double and Single Seed Method -  #
    #--------------------------------------#
    #   Similar to old method but adds a   #
    #       check for the single flag      #
    #--------------------------------------#
    def setup
      # Store original graphic, direction, and pattern in variable.
      event = $game_map.events[@id]
      @original_event = [event.character_name, event.direction, event.pattern]
      # Calculate the total duration of the seed combination.
      if @single == true # If single then only the duration of that seed
        @duration = Garden.growth_rate(@seed1)
      else # IF double then duration of both seeds
        @duration = (Garden.growth_rate(@seed1) + Garden.growth_rate(@seed2))
      end
      # Find the produce that this combination will grow into
      if @single == true
        @produce = Garden.produce_single(@seed1)
        # Get a random produce from case Seed1 id
        @produce = @produce[rand(@produce.size)]
      else
        comb = Garden::SEED_IDS.index(@seed1) + Garden::SEED_IDS.index(@seed2)
        @produce = Garden.produce(comb)
        @produce = @produce[rand(@produce.size)]
      end
      # Get the number of stages this plant will use, then setup counts for it
      number, count = Garden.number_stages(@produce), 0
      dur = (@duration / number.to_f).to_i
      @stages = (0...number).to_a
      @stages.collect! {|i| $game_system.garden_counter + (i * dur) }
      # Refresh the plant to apply changes
      refresh
    end
   
    def refresh
      unless @ripe
        # Initialize local variable that will determine if graphic needs redrawn.
        previous = @stage
        count = @stages.find_all {|rate| $game_system.garden_counter <= rate }
        @stage = (@stages.size - count.size)
        @ripe = (@stage >= @stages.size - 1)
        # Redraw bitmap if needed.
        change_graphic(@ripe) if previous != @stage
      end
    end
   
    def change_graphic(final)
      # Set local variable to this plant's event
      event = $game_map.events[@id]
      data = final ? Garden.final_graphic(@produce) :
        Garden.stage_graphics(@stage)
      # Apply graphical change by simply altering event's stance and source
      event.character_name = data[0] # If you get an error on this line it means
      # that the final or stage graphics have not been set up properly or that
      # there is missing data in the config for a certain (pair of) item(s).
      event.direction = (2 * data[2])
      event.pattern = (data[1] - 1)
      event.refresh
    end
   
    def restore_event
      # Restore event to original state before planting.
      event = $game_map.events[@id]
      event.character_name = @original_event[0]
      event.direction = @original_event[1]
      event.pattern = @original_event[2]
    end
   
    def produce
      # Return nil if not yet ripe, else return an item ID.
      return (@ripe ? @produce : nil)
    end
  end
end

#===============================================================================
# ** Game_System
#===============================================================================

class Game_System
 
  attr_accessor :garden, :garden_counter
 
  alias zer0_garden_init initialize
  def initialize
    # Initialize variables used for the garden system.
    @garden_counter = 0
    @garden = {}
    zer0_garden_init
  end
 
  alias zer0_garden_upd update
  def update
    # Increase garden counter and check if update is needed every second.
    if (Graphics.frame_count % 40) == 0
      @garden_counter += 1
      # Check if current map has any plants on it. If so, refresh them.
      if @garden[$game_map.map_id] != nil && !@garden[$game_map.map_id].empty?
        @garden[$game_map.map_id].each {|plant| plant.refresh }
      end
    end
    zer0_garden_upd
  end
end

#===============================================================================
# ** Game_Event
#===============================================================================

class Game_Event
 
  attr_accessor :character_name, :direction, :pattern
 
  alias zer0_garden_event_refresh refresh
  def refresh
    # Normal refresh method.
    zer0_garden_event_refresh
    # Set flag for this event being a garden event.
    @garden_event = (@page != nil && @page.list[0].code == 108 &&
      @page.list[0].parameters[0] == 'Garden Event')
  end
 
  alias zer0_garden_upd update
  def update
    # Skip update method foe this event if it is a plant.
    @garden_event ? return : zer0_garden_upd
  end
 
  alias zer0_garden_event_start start
  def start
    # Redefine the 'start' method if Garden Event flag is present.
    if @garden_event
      plants, harvest = $game_system.garden[$game_map.map_id], false
      # Check if plant exists, and if so check if it is ripe.
      pick = plants != nil ? (plants.find {|obj| obj.id == @id }) != nil : false
      $scene = Scene_Garden.new(@id, pick)
    else
      zer0_garden_event_start
    end
  end
end
 
#===============================================================================
# ** Game_Map
#===============================================================================

class Game_Map
 
  alias zer0_garden_setup setup
  def setup(map_id)
    zer0_garden_setup(map_id)
    # Refresh each plant when map is set up
    if $game_system.garden[@map_id] != nil
      $game_system.garden[@map_id].each {|obj| obj.change_graphic(obj.ripe) }
    end
  end
end

#===============================================================================
# * Window_Seed
#===============================================================================

class Window_Seed < Window_Selectable
 
  def initialize
    super(160, 304, 320, 160)
    self.index = 0
    refresh
  end
 
  def refresh
    # Clear the bitmap.
    self.contents = self.contents.dispose if self.contents != nil
    # Determine what seeds to display.
    @seeds = Garden::SEED_IDS.collect {|id| $data_items[id] }
    unless Garden::SEED_DISPLAY
      @seeds.reject! {|seed| $game_party.item_number(seed.id) < 1 }
    end
    @item_max = @seeds.size
    # Draw the items on the bitmap.
    if @item_max > 0
      self.contents = Bitmap.new(width - 32, @item_max * 32)
      @seeds.each_index {|i|
        item = @seeds[i]
        number = $game_party.item_number(item.id)
        self.contents.font.color = number > 0 ? normal_color : disabled_color
        opacity = number > 0 ? 255 : 128
        # Find icon bitmap and set it to window, and draw the text.
        bitmap = RPG::Cache.icon(item.icon_name)
        self.contents.blt(4, i*32+4, bitmap, Rect.new(0, 0, 24, 24), opacity)
        self.contents.draw_text(32, i*32, 288, 32, item.name)
        self.contents.draw_text(-32, i*32, 288, 32, ':', 2)
        self.contents.draw_text(-4, i*32, 288, 32, number.to_s, 2)
      }
    end
  end
 
  def seed
    # Returns currently highlighted seed item.
    return @seeds[self.index]
  end
end

#===============================================================================
# * Scene_Garden
#===============================================================================

class Scene_Garden
 
  def initialize(id, harvest)
    @event_id, @harvest = id, harvest
    # Play SE to give impression that scene never changed.
    $game_system.se_play($data_system.decision_se)
    $game_player.straighten
    garden = $game_system.garden[$game_map.map_id]
    if garden != nil
      @plant = garden.find {|plant| plant.id == id }
    end
  end
 
  #--------------------------------------#
  #   - Double and Single Seed Method -  #
  #--------------------------------------#
  def main
    # Create map sprite and required windows.
    @map, @help_window = Spriteset_Map.new, Window_Help.new
    # Create Confirmation window.
    @confirm_window = Window_Command.new(128, ['Yes', 'No'])
    @confirm_window.x, @confirm_window.y = 496, 336
    # Initialize sprites array. Used to handle all the sprites together.
    @sprites = [@map, @help_window, @confirm_window]
    # Create seed window if plant is not being harvested.
    unless @harvest
      @seed_window = Window_Seed.new
      @sprites.push(@seed_window)
      @seed_window.active = @seed_window.visible = false
      # Create Seed Count window
      @seed_count_window = Window_Command.new(192, ['Yes, plant 1 seed', 'Yes, plant 2 seeds', "No"])
      @seed_count_window.x, @seed_count_window.y = 640 - 192 - 16, 480 - 3 * 24 - 96
      @sprites.push(@seed_count_window)
      @confirm_window.visible = @confirm_window.active = false
      @help_window.set_text('Plant seeds here?')
    else
      @data = $game_system.garden[$game_map.map_id][@event_id]
      if @plant != nil && @plant.ripe
        text = 'This plant is ripe. Would you like to harvest it?'
      else
        text = 'Nothing is growing yet on this plant. Harvest it anyway?'
      end
      @help_window.set_text(text)
    end
    # Transition instantly then start main loop.
    Graphics.transition(0)
    loop { Graphics.update; Input.update; update; break if $scene != self }
    # Dispose of all the sprites.
    @sprites.each {|sprite| sprite.dispose }
    # Have map refresh to update any changes made.
    $game_map.need_refresh = true
  end
 
  def update
    @sprites.each {|sprite| sprite.update }
    # Branch update method depending on what window is active.
    if @confirm_window.active
      update_confirm
    elsif @seed_count_window != nil && @seed_count_window.active
      update_seed_count_select
    elsif @seed_window != nil && @seed_window.active
      update_seed_select
    end
  end
 
  #--------------------------------------#
  #   - Double and Single Seed Method -  #
  #--------------------------------------#
  def update_confirm
    if Input.trigger?(Input::B)
      # Branch by what action is being canceled.
      if @harvest
        back_to_map
      else
        cancel_seed_selection
      end
    elsif Input.trigger?(Input::C)
      # Branch by what action is being confirmed.
      if @harvest
        if @confirm_window.index == 0
          item_id = Garden.harvest(@event_id)
          if item_id != nil
            @confirm_window.active = @confirm_window.visible = false
            # Gain item, play the harvest SE, then return to the map.
            $game_party.gain_item(item_id, 1)
            $game_system.se_play(RPG::AudioFile.new(Garden::HARVEST_SE, 80, 100))
            show_results($data_items[item_id])
            $scene = Scene_Map.new
          else
            back_to_map
          end
        else
          back_to_map
        end
      else
        # If asking if player would like to plant seeds at this location.
        if @seed1 == nil
          back_to_map
          return
        else # If confirming seed selection.
          if @confirm_window.index == 0
            # Plant seeds and return to map.
            @single = @seed_count_window.index == 0
            # This is how Twb6543 reloaded the single command (in case of index
            # movement)
            if @single == true && @seed2 == nil
              # If Single only
              Garden.plant_seeds(@event_id, @seed1.id)
            else
              # If Double or Includes Double Seed
              Garden.plant_seeds(@event_id, @seed1.id, @seed2.id)
            end
            $scene = Scene_Map.new
          else # If canceling seed selection
            cancel_seed_selection
            return
          end
        end
        $game_system.se_play($data_system.decision_se)
      end
    end
  end
 
  def update_seed_count_select
    if Input.trigger?(Input::B)
      back_to_map
    elsif Input.trigger?(Input::C)
      case @seed_count_window.index
      when 0
        @seed_window.active = @seed_window.visible = true
        @seed_count_window.active = @seed_count_window.visible = false
        @help_window.set_text('Which seed would you like to plant?')
      when 1
        @seed_window.active = @seed_window.visible = true
        @seed_count_window.active = @seed_count_window.visible = false
        @help_window.set_text('Which seeds would you like to plant?')
      when 2
        back_to_map
        return
      end
      $game_system.se_play($data_system.decision_se)
    end
  end
 
  def show_results(result)
    @help_window.contents.clear
    # Display the message in the help window.
    @help_window.draw_item_name(result, 0, 0)
    cw = @help_window.contents.text_size(result.name).width + 32
    @help_window.contents.draw_text(cw, 0, 608, 32, ' received!')
    # Call Input.update to the clear key press.
    Input.update
    # Loop until it is pressed again.
    until Input.trigger?(Input::C)
      Graphics.update; Input.update; update
    end
  end
 
  #------------------------------------------#
  #   - Double and Single Seed New Method -  #
  #------------------------------------------#
  def cancel_seed_selection
    # Play cancel SE, reset seeds, and activate/deactivate windows.
    $game_system.se_play($data_system.cancel_se)
    $game_party.gain_item(@seed1.id, 1) unless @seed1.nil? # Added to re add the seeds
    $game_party.gain_item(@seed2.id, 1) unless @seed2.nil? # Added to re add the seeds
    @seed_window.active = @seed_window.visible = true
    @seed_window.refresh
    @confirm_window.active = @confirm_window.visible = false
    @help_window.set_text('Which seeds would you like to plant?')
    @seed1 = @seed2 = nil
  end
 
  def back_to_map
    # Play cancel SE and return to map.
    $game_system.se_play($data_system.cancel_se)
    $scene = Scene_Map.new
  end
 
  #--------------------------------------#
  #   - Double and Single Seed Method -  #
  #--------------------------------------#
  def update_seed_select
    if Input.trigger?(Input::B)
      # If first seed is selected, go back to re-select, else return to map.
      if @seed1 != nil
        cancel_seed_selection
      else
        back_to_map
      end
    elsif Input.trigger?(Input::C)
      # Play Cancle SE if displayed and party has none.
      if $game_party.item_number(@seed_window.seed.id) < 1
        $game_system.se_play($data_system.buzzer_se)
        return
      end
      $game_system.se_play($data_system.decision_se)
      @single = @seed_count_window.index == 0
      # Can use @idsingle = @seed_window.seed.id
      if @single == true && @seed1 == nil
        # Set first seed then continue
        @seed1 = @seed_window.seed
        $game_party.lose_item(@seed1.id, 1)
        @seed_window.active = false
        @confirm_window.active = @confirm_window.visible = true
      elsif @single == true && @seed1 != nil
        # Set second seed then continue
        @seed2, @seed_window.active = @seed_window.seed, false
        $game_party.lose_item(@seed2.id, 1)
        @confirm_window.active = @confirm_window.visible = true
      else # 2 seeds
        # Set first seed if not defined, else set the second seed and continue.
        if @seed1 == nil
          @seed1 = @seed_window.seed
          $game_party.lose_item(@seed1.id, 1)
        else
          @seed2, @seed_window.active = @seed_window.seed, false
          $game_party.lose_item(@seed2.id, 1)
          @confirm_window.active = @confirm_window.visible = true
        end
      end
      # Refresh seed window to show changes in inventory.
      set_help
      @seed_window.refresh
    end
  end
 
  #--------------------------------------#
  #   - Double and Single Seed Method -  #
  #--------------------------------------#
  def set_help
    # Clear help window.
    @help_window.contents.clear
    # Draw items
    @single = @seed_count_window.index == 0
    if @single == true && @seed2 == nil
      text = 'Plant this seed?'
    else
      text = @seed2 != nil ? 'Plant these two seeds?' : 'Select second seed...'
    end
    @help_window.set_text(text)
    @help_window.draw_item_name(@seed1, 224, 0)
    if @seed2 != nil
      cw = @help_window.contents.text_size(@seed1.name).width + 320
      @help_window.draw_item_name(@seed2, cw, 0)
    end
  end
end


Original version
Spoiler: ShowHide

#:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:
# Dynamic Gardening
# Author: ForeverZer0, ThallionDarkshine
# Date: 5.13.2011
# Version: v.3.01
#:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:
#                            VERSION HISTORY
#:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:
#  v.1.1  (4.15.2010)
#   - Improved coding
#   - No longer uses game variables, events use self-switches instead
#   - Added ability to create different graphics for every plant, without
#     having to use more event pages
#   - Much less tedious setting up multiple events and changing the every
#     condition variable.
#  v.2.0  (10.10.2010)
#   - Total re-write. Code has been vastly improved and is much more efficient.
#   - Event setup has been simplified. Now requires only a single comment, and
#     does not require multiple pages.
#   - Added configurability for the number of stages each item requires.
#   - The timers no longer use Game_System to constantly update, but simply
#     compare themselves with the Graphics.frame_count when the event exists
#     on the current map, which also allows the plants to grow during scenes
#     other than Scene_Map and Scene_Battle.
#   - Got rid of Scene_Harvest. Scene_Garden now handles both aspects, and has
#     been improved.
#   - Added item icons to the help window display.
# v.3.0  (5.13.2011)
#   - Restructured code completely
#   - Increased compatibility and performance
#   - Fixed bug with final graphic not behaving correctly
# v.3.01 (12.19.2017) by ThallionDarkshine
#   - Fixed bug with help window not updating correctly.
#:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:
#
# Explanation:
#
#   This system allows the player to plant seeds, which will eventually grow
#   into plants that can be harvested for items. The system is very similar in
#   nature to that found in Legend of Mana. Seed's can be combined in different
#   ways, which will effect the total growth duration, the number of stages the
#   plant passes through, the graphics used, and of course the final result.
#
# Features:
#
#  - Totally configurable growth rates, results, and graphics for every plant.
#  - Can use arrays of items for each result, so the final item is not
#    neccessarily the same every time.
#  - Each plant timer is independent, and its progress is saved with the game.
#  - Easy setup. Need only a single comment in one of the event's pages.
#
# Instructions:
#   
#  - Place script below Debug and above Main
#  - Configure the options below (instructions are with each setting)
#  - Create an event, setting the graphic to whatever you want. This will be the
#    graphics used when nothing is growing on the plant.
#  - At the very top event's page, place a comment that reads "Garden Event",
#    omitting the quotation marks.
#  - As long as the page's conditions are met, this event can be clicked on to
#    initiate the Garden scene, and can grow plants.
#  - Note that plants can be harvested early, but they will yield nothing until
#    they are ripe.
#
#:::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::
#  BEGIN CONFIGURATION
#:::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::
 
#===============================================================================
# ** Garden
#===============================================================================

module Garden
 
  SEED_IDS = [1, 2, 3, 4, 5, 6, 7, 8]
  # IDs of the items in the database that are seeds. Add them into the array in
  # the order of value/rarity in your game
 
  HARVEST_SE = '056-Right02'
  # This is the SE that will be played when the player harvests the plant.
 
  SEED_DISPLAY = true
  # If true, all seeds will be displayed in the seed window, including those
  # that the player does not have, though they will be disabled. If false, only
  # seeds that that the player currently has will be displayed.
 
  # Define the growth rates here. (the average of both seeds will be used)
  def self.growth_rate(seed)
    return case seed
    # when SEED_ID then SECONDS
    when 1 then 10
    when 2 then 12
    when 3 then 15
    when 4 then 20
    when 5 then 23
    when 6 then 25
    when 7 then 30
    when 8 then 35
    end
  end
 
#-------------------------------------------------------------------------------
# Define the number of stages that each item uses. The stages will still cycle
# in the same order, but only use up to the defined number of them before going
# to the final graphic. This will not effect the duration that the seed takes to
# grow, only how many times the graphic changes.
#
# You do not have to define anything that uses a three stage configuration.
#-------------------------------------------------------------------------------
  def self.number_stages(result)
    case result
    when 8..16
      return 4
    when 17..24
      return 5
    else
      return 3
    end
  end
 
#-------------------------------------------------------------------------------
# Define the final result of the seeds. A random item from the array will be
# given as the final result.

# Each seed is given a value from 0 to the total number of seeds in the SEED_IDS
# array, and both values are added together to determine which 'produce' array
# will be used for the final result. This is why it is important that you have
# the SEED_IDS array in order of value/rarity. You can find the total number of
# cases you will need by subtracting 1 from the total number of different seeds
# in SEED_IDS, and multiplying that number by 2.
#
#   EX. Player uses one each of the first and last seed in the SEED_IDS array,
#       and there are 8 total seeds in the array...
#
#       FIRST_SEED = 2
#       LAST_SEED = 5         2 + 5 = RESULT
#
# By placing multiple copies of the same value in an array, you can increase
# the odds of receiving that item over another in the same array.
#-------------------------------------------------------------------------------

  def self.produce(seed)
    return case seed
    when 0 then [9, 10]      # Only if both seed are the lowest seeds
    when 1 then [10, 11]
    when 2 then [12, 13]
    when 3 then [13, 14]
    when 4 then [14, 15]
    when 5 then [15, 16]
    when 6 then [16, 17]      # Every combination in between
    when 7 then [17, 18]
    when 8 then [18, 19]
    when 9 then [19, 20]
    when 10 then [20, 21]
    when 11 then [21, 22]
    when 12 then [22, 23]
    when 13 then [23, 24]
    when 14 then [24]         # Only if both seeds are the highest seeds
    end
  end
 
#-------------------------------------------------------------------------------
#  Define graphics for the final results, and each stage. Follow the below
#  template to set it up.
#
#   when ITEM_ID/STAGE then ['FILENAME', X, Y]
#
#   ITEM_ID = The ID number of the item in your database
#   STAGE = The stage during which to display the graphic
#
#   FILENAME = The name of the character file the needed graphic is on
#   X = The x-coordinate of the correct picture on the charset (1 - 4)
#   Y = The y-coordinate of the correct picture on the charset (1 - 4)
#
#           ? X ?             Ex.   If the needed graphic was in the bottom
#         1  2  3  4                left corner:   X = 1    Y = 4
#       +-----------+                   
#     1 ¦  ¦  ¦  ¦  ¦
#       +--+--+--+--¦
#  ?  2 ¦  ¦  ¦  ¦  ¦
#  Y    +--+--+--+--¦
#  ?  3 ¦  ¦  ¦  ¦  ¦
#       +--+--+--+--¦
#     4 ¦  ¦  ¦  ¦  ¦
#       +-----------+
#-------------------------------------------------------------------------------

  def self.stage_graphics(stage)
    return case stage
    when 0 then ['Plants1', 1, 1]
    when 1 then ['Plants1', 2, 3]
    when 2 then ['Plants1', 2, 1]
    when 3 then ['Plants1', 4, 2]
    when 4 then ['Plants1', 2, 4]
    end
  end

  def self.final_graphic(item)
    return case item   
    when 9 then  ['Garden Plants', 1, 1]
    when 10 then ['Garden Plants', 2, 4]
    when 11 then ['Garden Plants', 3, 4]
    when 12 then ['Garden Plants', 4, 4]
    when 13 then ['Garden Plants', 1, 4]
    when 14 then ['Garden Plants', 2, 2]
    when 15 then ['Garden Plants', 3, 2]   
    when 16 then ['Garden Plants', 4, 2]
    when 17 then ['Garden Plants', 1, 2]
    when 18 then ['Garden Plants', 2, 3]
    when 19 then ['Garden Plants', 3, 3]
    when 20 then ['Garden Plants', 4, 3]
    when 21 then ['Garden Plants', 1, 3]
    when 22 then ['Garden Plants', 2, 1]
    when 23 then ['Garden Plants', 3, 1]
    when 24 then ['Garden Plants', 4, 1]
    end
  end
 
#:::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::
#  END CONFIGURATION
#:::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::

  def self.plant_seeds(seed1, seed2, event_id)
    # Create a new instance of a Garden::Plant
    plant = self::Plant.new(event_id, seed1, seed2)
    if $game_system.garden[$game_map.map_id] == nil
      $game_system.garden[$game_map.map_id] = [plant]
    else
      $game_system.garden[$game_map.map_id].push(plant)
    end
  end
 
  def self.harvest(id)
    # Find the appropriate plant.
    plant = $game_system.garden[$game_map.map_id].find {|plant| plant.id == id }
    return nil if plant == nil
    # Return the result, and delete plant data from array.
    result = plant.produce
    plant.restore_event
    $game_system.garden[$game_map.map_id] -= [plant]
    return result
  end

#===============================================================================
# ** Garden::Plant
#===============================================================================

  class Plant
   
    attr_reader :id, :ripe
   
    def initialize(id, seed1, seed2)
      # Initialize needed instance variables.
      @id, @seed1, @seed2 = id, seed1, seed2
      @ripe, @stage = false, -1
      # Run setup method, using data in Garden config for this plant's seeds
      setup
    end
   
    def setup
      # Store original graphic, direction, and pattern in variable.
      event = $game_map.events[@id]
      @original_event = [event.character_name, event.direction, event.pattern]
      # Calculate the total duration of the seed combination.
      @duration = (Garden.growth_rate(@seed1) + Garden.growth_rate(@seed2))
      # Find the produce that this combination will grow into
      comb = Garden::SEED_IDS.index(@seed1) + Garden::SEED_IDS.index(@seed2)
      @produce = Garden.produce(comb)
      @produce = @produce[rand(@produce.size)]
      # Get the number of stages this plant will use, then setup counts for it
      number, count = Garden.number_stages(@produce), 0
      dur = (@duration / number.to_f).to_i
      @stages = (0...number).to_a
      @stages.collect! {|i| $game_system.garden_counter + (i * dur) }
      # Refresh the plant to apply changes
      refresh
    end
   
    def refresh
      unless @ripe
        # Initialize local variable that will determine if graphic needs redrawn.
        previous = @stage
        count = @stages.find_all {|rate| $game_system.garden_counter <= rate }
        @stage = (@stages.size - count.size)
        @ripe = (@stage >= @stages.size - 1)
        # Redraw bitmap if needed.
        change_graphic(@ripe) if previous != @stage
      end
    end
   
    def change_graphic(final)
      # Set local variable to this plant's event
      event = $game_map.events[@id]
      data = final ? Garden.final_graphic(@produce) :
        Garden.stage_graphics(@stage)
      # Apply graphical change by simply altering event's stance and source
      event.character_name = data[0]
      event.direction = (2 * data[2])
      event.pattern = (data[1] - 1)
      event.refresh
    end
   
    def restore_event
      # Restore event to original state before planting.
      event = $game_map.events[@id]
      event.character_name = @original_event[0]
      event.direction = @original_event[1]
      event.pattern = @original_event[2]
    end
   
    def produce
      # Return nil if not yet ripe, else return an item ID.
      return (@ripe ? @produce : nil)
    end
  end
end

#===============================================================================
# ** Game_System
#===============================================================================

class Game_System
 
  attr_accessor :garden, :garden_counter
 
  alias zer0_garden_init initialize
  def initialize
    # Initialize variables used for the garden system.
    @garden_counter = 0
    @garden = {}
    zer0_garden_init
  end
 
  alias zer0_garden_upd update
  def update
    # Increase garden counter and check if update is needed every second.
    if (Graphics.frame_count % 40) == 0
      @garden_counter += 1
      # Check if current map has any plants on it. If so, refresh them.
      if @garden[$game_map.map_id] != nil && !@garden[$game_map.map_id].empty?
        @garden[$game_map.map_id].each {|plant| plant.refresh }
      end
    end
    zer0_garden_upd
  end
end

#===============================================================================
# ** Game_Event
#===============================================================================

class Game_Event
 
  attr_accessor :character_name, :direction, :pattern
 
  alias zer0_garden_event_refresh refresh
  def refresh
    # Normal refresh method.
    zer0_garden_event_refresh
    # Set flag for this event being a garden event.
    @garden_event = (@page != nil && @page.list[0].code == 108 &&
      @page.list[0].parameters[0] == 'Garden Event')
  end
 
  alias zer0_garden_upd update
  def update
    # Skip update method foe this event if it is a plant.
    @garden_event ? return : zer0_garden_upd
  end
 
  alias zer0_garden_event_start start
  def start
    # Redefine the 'start' method if Garden Event flag is present.
    if @garden_event
      plants, harvest = $game_system.garden[$game_map.map_id], false
      # Check if plant exists, and if so check if it is ripe.
      pick = plants != nil ? (plants.find {|obj| obj.id == @id }) != nil : false
      $scene = Scene_Garden.new(@id, pick)
    else
      zer0_garden_event_start
    end
  end
end
 
#===============================================================================
# ** Game_Map
#===============================================================================

class Game_Map
 
  alias zer0_garden_setup setup
  def setup(map_id)
    zer0_garden_setup(map_id)
    # Refresh each plant when map is set up
    if $game_system.garden[@map_id] != nil
      $game_system.garden[@map_id].each {|obj| obj.change_graphic(obj.ripe) }
    end
  end
end

#===============================================================================
# * Window_Seed
#===============================================================================

class Window_Seed < Window_Selectable
 
  def initialize
    super(160, 304, 320, 160)
    self.index = 0
    refresh
  end
 
  def refresh
    # Clear the bitmap.
    self.contents = self.contents.dispose if self.contents != nil
    # Determine what seeds to display.
    @seeds = Garden::SEED_IDS.collect {|id| $data_items[id] }
    unless Garden::SEED_DISPLAY
      @seeds.reject! {|seed| $game_party.item_number(seed.id) < 1 }
    end
    @item_max = @seeds.size
    # Draw the items on the bitmap.
    if @item_max > 0
      self.contents = Bitmap.new(width - 32, @item_max * 32)
      @seeds.each_index {|i|
        item = @seeds[i]
        number = $game_party.item_number(item.id)
        self.contents.font.color = number > 0 ? normal_color : disabled_color
        opacity = number > 0 ? 255 : 128
        # Find icon bitmap and set it to window, and draw the text.
        bitmap = RPG::Cache.icon(item.icon_name)
        self.contents.blt(4, i*32+4, bitmap, Rect.new(0, 0, 24, 24), opacity)
        self.contents.draw_text(32, i*32, 288, 32, item.name)
        self.contents.draw_text(-32, i*32, 288, 32, ':', 2)
        self.contents.draw_text(-4, i*32, 288, 32, number.to_s, 2)
      }
    end
  end
 
  def seed
    # Returns currently highlighted seed item.
    return @seeds[self.index]
  end
end

#===============================================================================
# * Scene_Garden
#===============================================================================

class Scene_Garden
 
  def initialize(id, harvest)
    @event_id, @harvest = id, harvest
    # Play SE to give impression that scene never changed.
    $game_system.se_play($data_system.decision_se)
    $game_player.straighten
    garden = $game_system.garden[$game_map.map_id]
    if garden != nil
      @plant = garden.find {|plant| plant.id == id }
    end
  end
 
  def main
    # Create map sprite and required windows.
    @map, @help_window = Spriteset_Map.new, Window_Help.new
    # Create Confirmation window.
    @confirm_window = Window_Command.new(128, ['Yes', 'No'])
    @confirm_window.x, @confirm_window.y = 496, 336
    # Initialize sprites array. Used to handle all the sprites together.
    @sprites = [@map, @help_window, @confirm_window]
    # Create seed window if plant is not being harvested.
    unless @harvest
      @seed_window = Window_Seed.new
      @sprites.push(@seed_window)
      @seed_window.active = @seed_window.visible = false
      @help_window.set_text('Plant seeds here?')
    else
      @data = $game_system.garden[$game_map.map_id][@event_id]
      if @plant != nil && @plant.ripe
        text = 'This plant is ripe. Would you like to harvest it?'
      else
        text = 'Nothing is growing yet on this plant. Harvest it anyway?'
      end
      @help_window.set_text(text)
    end
    # Transition instantly then start main loop.
    Graphics.transition(0)
    loop { Graphics.update; Input.update; update; break if $scene != self }
    # Dispose of all the sprites.
    @sprites.each {|sprite| sprite.dispose }
    # Have map refresh to update any changes made.
    $game_map.need_refresh = true
  end
 
  def update
    @sprites.each {|sprite| sprite.update }
    # Branch update method depending on what window is active.
    if @confirm_window.active
      update_confirm
    elsif @seed_window != nil && @seed_window.active
      update_seed_select
    end
  end
 
  def update_confirm
    if Input.trigger?(Input::B)
      # Branch by what action is being canceled.
      if @harvest
        back_to_map
      else
        @seed1 == nil ? back_to_map : cancel_seed_selection
      end
    elsif Input.trigger?(Input::C)
      # Branch by what action is being confirmed.
      if @harvest
        if @confirm_window.index == 0
          item_id = Garden.harvest(@event_id)
          if item_id != nil
            @confirm_window.active = @confirm_window.visible = false
            # Gain item, play the harvest SE, then return to the map.
            $game_party.gain_item(item_id, 1)
            $game_system.se_play(RPG::AudioFile.new(Garden::HARVEST_SE, 80, 100))
            show_results($data_items[item_id])
            $scene = Scene_Map.new
          else
            back_to_map
          end
        else
          back_to_map
        end
      else
        # If asking if player would like to plant seeds at this location.
        if @seed1 == nil
          if @confirm_window.index == 0
            @seed_window.active = @seed_window.visible = true
            @confirm_window.active = @confirm_window.visible = false
            @help_window.set_text('Which seeds would you like to plant?')
          else
            back_to_map
            return
          end
        else # If confirming seed selection.
          if @confirm_window.index == 0
            # Plant seeds and return to map.
            Garden.plant_seeds(@seed1.id, @seed2.id, @event_id)
            $scene = Scene_Map.new
          else # If canceling seed selection
            cancel_seed_selection
            return
          end
        end
        $game_system.se_play($data_system.decision_se)
      end
    end
  end
 
  def show_results(result)
    @help_window.contents.clear
    # Display the message in the help window.
    @help_window.draw_item_name(result, 0, 0)
    cw = @help_window.contents.text_size(result.name).width + 32
    @help_window.contents.draw_text(cw, 0, 608, 32, ' received!')
    # Call Input.update to the clear key press.
    Input.update
    # Loop until it is pressed again.
    until Input.trigger?(Input::C)
      Graphics.update; Input.update; update
    end
  end
 
  def cancel_seed_selection
    # Play cancel SE, reset seeds, and activate/deactivate windows.
    $game_system.se_play($data_system.cancel_se)
    $game_party.gain_item(@seed1.id, 1) unless @seed1.nil? # Added to re add the seeds
    $game_party.gain_item(@seed2.id, 1) unless @seed2.nil? # Added to re add the seeds
    @seed_window.active = @seed_window.visible = true
    @seed_window.refresh
    @confirm_window.active = @confirm_window.visible = false
    @help_window.set_text('Which seeds would you like to plant?')
    @seed1 = @seed2 = nil
  end
 
  def back_to_map
    # Play cancel SE and return to map.
    $game_system.se_play($data_system.cancel_se)
    $scene = Scene_Map.new
  end
 
  def update_seed_select
    if Input.trigger?(Input::B)
      # If first seed is selected, go back to re-select, else return to map.
      if @seed1 != nil
        cancel_seed_selection
      else
        back_to_map
      end
    elsif Input.trigger?(Input::C)
      # Play Cancle SE if displayed and party has none.
      if $game_party.item_number(@seed_window.seed.id) < 1
        $game_system.se_play($data_system.buzzer_se)
        return
      end
      $game_system.se_play($data_system.decision_se)
      # Set first seed if not defined, else set the second seed and continue.
      if @seed1 == nil
        @seed1 = @seed_window.seed
        $game_party.lose_item(@seed1.id, 1)
      else
        @seed2, @seed_window.active = @seed_window.seed, false
        $game_party.lose_item(@seed2.id, 1)
        @confirm_window.active = @confirm_window.visible = true
      end
      # Refresh seed window to show changes in inventory.
      set_help
      @seed_window.refresh
    end
  end
 
  def set_help
    # Clear help window.
    @help_window.contents.clear
    # Draw items
    text = @seed2 != nil ? 'Plant these two seeds?' : 'Select second seed...'
    @help_window.set_text(text)
    @help_window.draw_item_name(@seed1, 224, 0)
    if @seed2 != nil
      cw = @help_window.contents.text_size(@seed1.name).width + 320
      @help_window.draw_item_name(@seed2, cw, 0)
    end
  end
end




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!
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.

Blizzard

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?
Check out Daygames and our games:

King of Booze 2      King of Booze: Never Ever
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Quote from: winkioI do not speak to bricks, either as individuals or in wall form.

Quote from: Barney StinsonWhen I get sad, I stop being sad and be awesome instead. True story.

Nadim13

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! ;)

Jragyn

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


--JeR
A bright light can either illuminate or blind, but how will you know which until you open your eyes?

ShinyToyGuns

Quote from: jragyn00 on April 15, 2010, 06:34:50 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


:D Level ++ for Foreverzero
Days
I've missed so many days
In a world that has become an unfamiliar place
Now to you, I'm just an unfamiliar face

~Shiny Toy Guns, Blown Away (2008)

legacyblade

Quote from: Blizzard on April 15, 2010, 02:49:25 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.

Agckuu Coceg

April 20, 2010, 01:32:43 am #6 Last Edit: April 20, 2010, 01:35:17 am by Agckuu Coceg
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.  ;)
I'm not retarded, but I'm busy. Sorry for patience.


ForeverZer0

* 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.

Agckuu Coceg

Quote from: ForeverZero on April 21, 2010, 04:54:07 pm
* 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.


Nadim13

A perfect work that become even more perfect! Level ++! ;)

edwardthefma

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
i am the lead dev for the shellium mmorpg project
http://wiki.shellium.org/w/Mmorpg
shellium.org :) free linux shells pm me and i will gladly
help you get 1

ForeverZer0

Quote from: edwardthefma on May 13, 2010, 05:54:21 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


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.

Xel

Your script has a bug. If you turn a tile of the tileset into an event, the graphic of the event won't appear.

ForeverZer0

Quote from: Xel on June 16, 2010, 12:33:29 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.


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.

XaineC

I get an error when i initiate the script. It says, NoMethodError occurred while running script. undefined method `Scene_Gardening' for # <Interpreter:0x3e61570>

Memor-X

Quote from: legacyblade on April 16, 2010, 03:24:35 am
Quote from: Blizzard on April 15, 2010, 02:49:25 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

ForeverZer0

Quote from: XaineC on November 05, 2010, 05:02:03 pm
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:
$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.

XaineC

QuoteUnlike 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:
$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
$scene = Scene_Garden(*THIS_EVENTS_ID*)
as is in the script or just
$scene = Scene_Garden.new

ForeverZer0

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.

XaineC

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