You can even activate crops from another map using a separate event. You could implement a watering system where the plant won't go to the next stage of growth unless you water it using choices. You could add more growth stages in by repeating Event and placing a second timer in (though you'd have to activate the second growth by setting it as a parallel process opposed to a action button event) and adding on more Self Switches. The reason this so flexible in it's design is because of the simplicity behind it. Once more if you Leave it then nothing will happen and it will remain there but if harvested we are adding the grown crop to our inventory using the item we made and then switching both Self Switch A and B off allowing the event to return to Event. When the player presses on the crop it will tell them it has grown and give the two choices again, either they can Harvest it or they can Leave it. In Event, our event is triggered by Self Switch B so our crop will become fully grown once the timer is done. The code detects when the Event Respawn Timer is active and sets self switch B to true. Within the Move Route, there is a script call doing a very important task. When used by the user it'll simply say that your crop is growing and the player must wait. In Event, our event is triggered by Self Switch A being activated automatically making this the current event when you press the action button. The conditional branch is searching your inventory to see if you have any seeds available, if you do not then it will tell you so and cancel out the same as before but if you do then it will remove one seed from your inventory and start the Event Respawn Timer activating the Self Switch A. If the player's input is Leave it then the game will simply cancel out of the event and your dirt patch left alone but if you select Plant Crop then a conditional branch is opened. In Event, we are displaying a choice and that choice has two possible selections, they are Plant Crop or Leave it. In this section I'm going to take you step by step through how it works and ways to make the system more advanced should you choose it. If you haven't fully understood this or want to know how it works, read further down. Replace the graphic with that of your fully grown vegetable and replace hi-potion with the vegetable item you defined earlier and then you will have a working basic farming system with more than enough flexibility to make it as advanced as you want. This event should have no conditions ticked and it's trigger should be set to Action Button. On the first event page, you want to leave your graphic empty (or use a dirt patch/tilled dirt patch). This event will be a 3 page event and I will go through each step with you. ![]() You will need to add a tile on your map of the dirt patch where it is possible to farm and then set an event on top of it. ![]() You will need to set up items for the seed as well as the vegetable and place a seed into your inventory before you even start on the map. I will only cover the basics in the "How it's done" section, for more detailed analysis of each piece, look at the "How it works" section. (If your only using this in a personal non-commercial game, Celianna's Parallax Tiles offer some great farming graphics)Īfter installing the script under Materials and above Main, importing the graphics into you RPG Maker game and going through the basic setup of a map, you are ready to set up a basic system. Graphic of a Dirt Patch with vegetable grown Graphic of a Dirt Patch with seed growing ![]() This tutorial will teach you how to make a basic farming system for your own RPG Maker VX Ace games. One of the current, and very popular styles of game / mini game present in most games is the farming element or system. For years trends in gaming and patterns have become evident, one of the big examples is the use of zombie specific elements, even as mini games just to add that element into your game and appeal to fans of the genre.
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