SEED_IDS = [1, 2, 3, 4, 5, 6, 7, 8, 25]
# 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
when 25 then 50
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, 26] # Only if both seeds are the highest seeds
when 15 then [26]
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]
when 26 then ['Garden Plants', 4, 2]
end
end