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LaDestitute

Farming Event System

Question

Can someone show me how to make a farming event system or make a demo for me?

I need it to be simple though, and the intended build is:

+You need two items, Watering Can and Shovel. Shovel is needed to bury the seed for the crop, and the watering can is used to water it.

+Eventually, if not ignored and watered every now and then, the crop will grow, where the player can get items from the crop/tree, which if possible, will disappear and eventually regenerate.

+Crops/Trees have the ability to "die." if ignored or after some extend of time, even after being taken care of very good.

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Let's try to solve the problem.

 

1) Planting a tree. If these places there are certain places (like the beds), there is nothing difficult. We put in the Common Event, which will grow our trees needed seeds. In order to do that you need a shovel, put the first object Branch "if a shovel in your inventory", and after - the election with planting any seed.

 

2) Watering. My planted a seed in a certain place. Now you can give it a variable growth, which will increase with each watering. Once the variable reaches a certain "ceiling", the tree grows.

 

To make watering can was empty or full, you can do a simple piece:

It creates two things: full watering can and an empty watering can. Once the tree is watered a full watering can, it is replaced by an empty add items\delete items. To empty watering can not watered the tree, set at the beginning of Event at watering branch on "full watering can in the inventory" and prescribes else up at an empty watering can. To fill the watering can, you come to the pond and then things change places.

 

3) Growth. You can set up individual tree growth through reduction of the variable each time. This is done by creating a separate Event of parralelyu, which will look like.

First page of event:

Wait ... frames

Conditions - Self Switch A

Change Variable [] -....

Self switch = B

Erase event

Second page of event:

Conditions - Self Switch A

Wait ... frames

Change Variable [] -....

Self switch = A

Erase event

 

4) The tree gives fruits. Once the tree has grown, you can take fruit. The system works on the same principle as mentioned in chapter 3, but instead of changing the variable - the number of issued fruits.

 

5) Aging and death. If the tree dies because of the completion of resources, we can put each issued one fruit a variable. Once the variable reaches a "ceiling", the tree will automatically collapses. Variable growth and death are cleared after the death of the tree to put it another and not resort to the use of multiple variables.

 

If a tree dies after a certain period of time of old age, then this would require the same variable of death and other Alongside Event. There is also the principle of growth, given in Chapter 3, only the variable is increased through each time.

 

You can also put across the effect of aging at the level of variable certain amount of aging. Tree change, produces less fruit and so on.

Watering will reduce the variable of aging, to extend the growth of the tree. To do this, set the variable reduction at each watering.

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