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Minimalistic Farm Plugin!

Minimalistic Farm Plugin! 2016-08-11

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TheUnproPro

Boondoggle
Staff member
Resource Team
Partner
TheUnproPro submitted a new resource:

Minimalistic Farm Plugin! - A Basic farm system using events to set up.

Wile it's true you can do this same thing with Events/common events, this plugin makes it a bit easier for people who don't really know how to set up a farm system.

NOTE: this requires upp_core. get it here.
Make sure to put upp_core above all other upp plugins. I'll be updating upp_core in the future, but if you're using an out-dated version of upp_core, you'll get a message at the games startup...
Read more about this resource...
 

Cunechan

∠( ᐛ 」∠)_
This....Needs spotlight, yes. Huehuehue

Thanks for sharing with us ^u^)~<3
 

TheUnproPro

Boondoggle
Staff member
Resource Team
Partner
thanks =D And no problem, this is an incredibly basic version :) it'll process while the player continues to play the game normally, so if you have some sort of system like... to grow defense berries that take 10 minutes, you can do that with this plugin. Player plants them, plays game for about 10 minutes, goes to farm to increase his defense.
 

Cunechan

∠( ᐛ 」∠)_
Actually I could set this up with events too but you know when I was new to rpg maker I wanted to make a harvest moon like game and set up a timesystem, calendar, bank account stuff, blah blah. And I struggled so much with making a farm system. This here is just so good to prevent that past struggle.

And this here seems to fit in most games, so it's really cool and useful! (If I wouldnt use ace right now I'd use this for my game, what a shame, probably gonna go through the eventing hassle)
By the way, how's it going converting your plugins to be compatible with mv 1.3 or does everything work fine?
 

Dad3353

Praised Adventurer
thanks =D And no problem, this is an incredibly basic version :) it'll process while the player continues to play the game normally, so if you have some sort of system like... to grow defense berries that take 10 minutes, you can do that with this plugin. Player plants them, plays game for about 10 minutes, goes to farm to increase his defense.
This kind of thinking is more than likely to end up being integrated into the Game I'm presently working on (for my own pleasure, not as a commercial venture; I'm far too old for that..!). I've a couple of irons in the fire right now, but at the first opportunity I'll give this a shot. Simple..? Simplistic..? That's for me, then..! Expanding on the basic principle will come later, once a minimalist version gets up to speed. A couple of weeks, maybe, but I'll be back. I especially appreciate the straightforward, no nonsense explanation as to its use. Good stuff, UPP, very good stuff. Thanks for posting.
 

TheUnproPro

Boondoggle
Staff member
Resource Team
Partner
glad you like it =D I'm going to start working on the minimap plugin again tonight, this new one will be so much faster and will come with nice features
 

Dad3353

Praised Adventurer
Well, of course, I couldn't wait; it took me all of five minutes to get a crop on a Test Map. The longest part was the wait for the Crop to grow..!
Incidentally, I found an tiny error: it's not an Eggplant, but Carrots, that came up. No matter; I like Carrots
. Five stars, of course.
 

TheUnproPro

Boondoggle
Staff member
Resource Team
Partner
hahaha ^.^ The graphic that comes up completely depends on you, too, so you'd be able to grow anything xD Even swords if your game is... unique enough :U
 

Dad3353

Praised Adventurer
Am I allowed yet another troublesome request..? No..? Drat..! Well, in that case, I'll simply relate my 'problem' (a quite definite 'First World' one, of course...). This Farm plug-in works, and works well, as long as the Event N°s are unique. Unfortunately, I have the same Event N°s on different Maps, so there could be several Event 001's in the System. When addressing a Farm Event, only the Event N° is passed to the plug-in. I would have liked to be able to pass the Map ID as well, so as to have Farm Events across several Maps, with no conflict.
Still, if I'm not allowed to make the request, I suppose that I'll just have to live with the present plug-in (not such a hardship, as it is really very good...), and have all of my Farm Events on just the one Map. A shame; it could have been so much better. Sigh..!
 

LTN Games

Master Mind
Resource Team
Xy$
0.01
I'm having this problem right now with my time travel plugin, I was hoping there was a way to get all events across all maps and store that info for a later date, the problem is that MV only creates the map information as it's loaded, so the rest of the maps are literally inaccessible until that map is loaded. For @TheUnproPro to keep track of events across all maps he will have to load the map info when the map is loaded and save that info when exiting the map to keep track of behind the scenes in his script. Then when the map is loaded again it will take the info from behind the scenes and update the events to match the time passes, etc. It's possible to achieve but it will take a little bit of work. Enjoy your adventures, if you need any help let me know.
 

Dad3353

Praised Adventurer
Well, it certainly works across several Maps in its present state. It's just that, if there is an Event 001 on one Map, and another on another Map, the plug-in acts on both. If, as part of the plug-in, the Map ID was used, I would hope it would continue to work as now, but better. It only needs to have a Map ID parameter passed and handled, I'd have thought..?
 

LTN Games

Master Mind
Resource Team
Xy$
0.01
Well, it certainly works across several Maps in its present state. It's just that, if there is an Event 001 on one Map, and another on another Map, the plug-in acts on both. If, as part of the plug-in, the Map ID was used, I would hope it would continue to work as now, but better. It only needs to have a Map ID parameter passed and handled, I'd have thought..?
Okay, so he already handles events in his script when off map, all he needs to do is keep track of the mapIds that those events correspond to. Simple enough, he should be able to do that for you, if he's up to it of course lol.
 

TheUnproPro

Boondoggle
Staff member
Resource Team
Partner
Hey! Yeah, sorry guys, lol, I programmed this while still having coders block :P (Still slightly have it lol O: ) Dunno if I'll update it tho, as the same thing can be done with events.
 

Dad3353

Praised Adventurer
Ok, understood; I'll have a go myself using Events. A good exercise in style, if nothing else. Cheers.

[doublepost=1474300903,1471311627][/doublepost]@TheUnproPro ...

If I may come back to this..? I've been playing around with an Event-based system, which works pretty well, but becomes extremely laborious if scaling up to more than just a few Plots. This Minimalist Farm plugin is far more 'user-friendly' in that respect, and could, in my opinion, become even more so with just a tweak or two. Here's my thinking...
I'm not looking to create a whole Universe based on Farming, merely a Mini-Game in my Project. I'd like to use the Farm commands as Script calls, allowing me to address Variables instead of fixed numbers. As an example: '$upp.cropComplete(Number(this._eventId))' instead of $upp.cropComplete (7). This works, allowing the easy duplication of Events. It doesn't work, however, when I try to start a Crop, as the plugin Command won't recognise anything but a literal number. 'startCrop 7 10' works; 'startCrop Number(this._eventId) 10' doesn't. Is there any way to modify the plugin to start a Crop by a Script call, rather than a plugin Command..? What I'm intending you see, is to have the handling done by Common Events, which would allow me to change Growing Time for a whole category from just one spot, instead of in each Plot.
By the same token, the usefulness would be enormously increased if the two values, Map ID and Event ID were used instead of just Event ID. Any chance of that..?
I realise that this is a closed plugin for you, and I respect that. I've even had a look at the code to see if I could do the mods I need by myself. Unfortunately, I have really no idea as to how the js code part works. Is there any recommended reading I could do which would, in time, bring me up to speed for tackling this myself..? I've decades of experience in other languages, including C++ and other OOP languages, but can't seem to translate any of that to what I see here.
Your thoughts, please..? (No, not those "%$£@¶#%*" thoughts, the nice, bubbly, flowery ones...
)
 
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TheUnproPro

Boondoggle
Staff member
Resource Team
Partner
I may modify this in the future yeah, that would be pretty useful... not sure though, currently trying to figure a lot of things out so dunno if it'll be any time soon, sorry O:

If you want to learn how plugins work, you can watch Soulpour's videos =)
 
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