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Help on making plants grow Harvest Moon style.
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CloudX




Joined: 08 Jan 2004
Posts: 25

PostPosted: Thu Apr 08, 2004 10:34 am    Post subject: Help on making plants grow Harvest Moon style. Reply with quote

I know everyone thinks i want everything done for me, but right now i need help on making plants grow like in harvest moon. The main part i require help with is making it so that when you have a bag of seeds equiped, that on key press, youll spread seeds all around you. a 3x3 square below you. Ofcourse these would be npcs, but i dont know who to make them appear like that. Any help would be appreciated.
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*Worthy*
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Joined: 11 Aug 2003
Posts: 186

PostPosted: Thu Apr 08, 2004 1:32 pm    Post subject: Reply with quote

I would use a maptile, rather than an NPC for that. To do this, simply use the "write map block (x,y,tile#)" command.

I'm sure I only vaguely, if at all, answered your question. If you have another question in specific, let me know.

~Worthy
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Bob the Hamster
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Joined: 22 Feb 2003
Posts: 2526
Location: Hamster Republic (Southern California Enclave)

PostPosted: Fri Apr 09, 2004 2:43 pm    Post subject: Re: Help on making plants grow Harvest Moon style. Reply with quote

CloudX wrote:
I know everyone thinks i want everything done for me, but right now i need help on making plants grow like in harvest moon. The main part i require help with is making it so that when you have a bag of seeds equiped, that on key press, youll spread seeds all around you. a 3x3 square below you. Ofcourse these would be npcs, but i dont know who to make them appear like that. Any help would be appreciated.


That sounds like a fun project. here are some pointers.

You can use the "check equipment" command to find out if you have a bag of seeds equipped:

Code:

script, on key press, begin
   if (key is pressed(key:X)) then,begin
      if (check equipment(find hero(hero: Farmer Bob),slot:hands)==item:seedbag) then,begin
         
      end
   end
end


Then you can use the "hero x" and "hero y" commands to find out where you are standing


Code:

script, on key press, begin
   if (key is pressed(key:X)) then,begin
      if (check equipment(find hero(hero: Farmer Bob),slot:hands)==item:seedbag) then,begin
         variable(x,y)
         x:=hero X(me)
         y:=hero Y(me)
         
      end
   end
end


I suggest breaking the seed-placement code into a separate autonumbered script like this:

Code:

define script(autonumber,drop seed,2,0,0)
define constant(10,seed NPC ID)

script, drop seed, seed X, seed Y, begin
  create NPC(seed NPC ID, seed X, seed Y)
end


now you can just call this script like a new command from your main script.

Code:

script, on key press, begin
   if (key is pressed(key:X)) then,begin
      if (check equipment(find hero(hero: Farmer Bob),slot:hands)==item:seedbag) then,begin
         variable(x,y)
         x:=hero X(me)
         y:=hero Y(me)
         drop seed(x--1,y--1)
         drop seed(x,y--1)
         drop seed(x+1,y--1)
         drop seed(x--1,y)
         drop seed(x--1,y+1)
         drop seed(x,y+1)
         drop seed(x+1,y+1)
      end
   end
end


Voila! But maybe you want to use maptiles instead? Just change your "drop seed" script.

Code:

define script(autonumber,drop seed,2,0,0)
define constant(5,new seed tile)

script, drop seed, seed X, seed Y, begin
  write map block(seed X, seed Y, new seed tile)
end


or what if you want to get even fancier, and only allow the player to plant seeds on plowed land?

Code:

define script(autonumber,drop seed,2,0,0)
define constant(2,plowed dirt tile)
define constant(5,new seed tile)

script, drop seed, seed X, seed Y, begin
  if(read map block(seed X,seed Y)==plowed dirt tile) then, begin
    write map block(seed X, seed Y, new seed tile)
  end
end
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CloudX




Joined: 08 Jan 2004
Posts: 25

PostPosted: Sun Apr 11, 2004 11:59 am    Post subject: Reply with quote

Thank you so much! You dont know how much that helped! Razz I cant wait to get a working version of this. And maybe i will name the main character Farmer Bob. Happy Thanks again!
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Ysoft_Entertainment
VB Programmer




Joined: 23 Sep 2003
Posts: 810
Location: Wherever There is a good game.

PostPosted: Sun Apr 11, 2004 6:26 pm    Post subject: Reply with quote

I would have to disagree with worthy on using maptiles there.
While using maptiles is a good idea, however using npcs is WAY better for several reasons

1, is the you can alter the npc stat for when the seed is growing
2, there is 8 graphics frame per npc, so it gives you enough graphics to make the seed grow from seeds to plants in no time at all.


so my advice use the npcs

and set up the counter in your day routine that checks like if 3 days passed, display the new shoots and alter npc so that you won't be able to walk on the seeds anymore.

hope this helps
and James's script is awsome, tried it myself.
although you gonna run into tiny problem. and her is the problem
after each use you gonna have to reequip the bag again.
unless of course you seed supply is infinite.
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TMC
On the Verge of Insanity




Joined: 05 Apr 2003
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Location: Matakana

PostPosted: Sun Apr 11, 2004 11:19 pm    Post subject: Reply with quote

I also disagree. If you use npcs, you are going to inevitably get a huge number of npcs on map, which will really slow your game down. Also, the problem with using alter npc is that every npc on the map is changed, so you can't plant some seeds and then come back a fe days later and plant more.


Why would you have to re-equip the bag after each use?
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PostPosted: Mon Apr 12, 2004 5:56 am    Post subject: Reply with quote

well, which is easier to do?
scanning the entire map, and changing the maptiles over and over for the process of growing plants, or just altering npcs?

as for the reequipment of bag, well here is a reason

say the dude got 2 bags of seeds, as far as I know, the dude equipes, the bag, and when the seed is planted, the bag should be gone, right?

so he goes back and equipes the bag again.

thats why.
and in order for the game to dramatically slow down, is to animate the npcs, but if they are stationary, I don't think it will slow down the game.
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*Worthy*
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Joined: 11 Aug 2003
Posts: 186

PostPosted: Mon Apr 12, 2004 9:32 am    Post subject: Reply with quote

I would strongly recommend against NPCs. Not only would is slow your game down, but it would take up NPC slots in which you may want to include other things such as other characters in your game or whatever.

You would not have to scan the entire map if you use maptiles. If there are only certain areas where the player can plant stuff, that narrows down what you have to scan. Also, you can store where the player plants stuff in some way (like global variables). There are really a lot of ways to animate maptiles without having to scan the entire map, you just have to think.

Still, you may want to use NPCs. Just remember that when you use "alter NPC," it changes every NPC with that ID number, not just one copy of the NPC, which means you have to use one NPC (out of the 36) for each thing planted.

Let me know how your game progresses,

~Worthy
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Ysoft_Entertainment
VB Programmer




Joined: 23 Sep 2003
Posts: 810
Location: Wherever There is a good game.

PostPosted: Mon Apr 12, 2004 9:59 am    Post subject: Reply with quote

ok......
tell me this, how about harvesting part of the game?
in this case npc would be an easy alternative.
the maptiles would be almost imposible to use for that part
but then again, I am a newbie, I will write my own harvest moon game and see if my theory works.
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On the Verge of Insanity




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PostPosted: Mon Apr 12, 2004 5:00 pm    Post subject: Reply with quote

Why would nps be harder at harvesting time?

You simply check the tile in front of the hero, change it to a dirt/cut off stalk tile if its a plant tile, and increment a GV.
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junahu
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Joined: 13 Jan 2004
Posts: 369
Location: Hull, England

PostPosted: Wed Apr 14, 2004 5:32 am    Post subject: Reply with quote

...I miss everything don't I.

Go CloudX! Woo! I hope this blows my crappy chicken farm out of the water.

Although I do warn you to be very careful about avoiding script buffer overloads. They're a real hassle. Rolling Eyes

I say go for maptiles rather than npcs. If you expand to keeping animals then you will really need all the npcs you can get.

Why not plant individual seeds like in the gamecube harvest moon?
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*Worthy*
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PostPosted: Wed Apr 14, 2004 6:19 am    Post subject: Reply with quote

I agree with what junahu said regarding buffer overflows. If you do use maptiles, stay away from running a cycle every tick scanning the map for planted objects. Since you are going to have a loop continuously running, it would be wise to make that main script very short and call many other scripts inside of it. Also, use "if" statements to minimize the amount of stuff the program checks. For example:

Code:
script,daytime,begin

while (true) do
    (
    if (hours,mod,6==0) then #checks to see if the time is 6 AM/PM or 12 AM/PM
          (
          scanmap #calls a script to scan the map and make any plants grow
          )
    #whatever else you want to happen in the while loop
     wait
    )
end


~Worthy
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PostPosted: Thu Apr 15, 2004 1:35 am    Post subject: Reply with quote

Well, I don't think that that would be such a good idea because it would run 'scan map' every tick for as long a hours == 6. You'll want to stick that in the code that increments the hours, so it is once run once each time.
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PostPosted: Thu Apr 15, 2004 5:21 am    Post subject: Reply with quote

That's what I meant by the "#Whatever else you want to happen..." line; include whatever the increment hours coding was. I should have changed the "wait" to "wait (600)" though. Otherwise yes, it would run every tick for a while. My bad...

~Worthy
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Leonhart




Joined: 25 Feb 2004
Posts: 383
Location: Philippines

PostPosted: Sun Apr 18, 2004 12:29 am    Post subject: Reply with quote

Now, are you really a guest or is Guest really your name? Care to register?
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