Problem with decorative plant growing events

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Started by DaedaliusRE 2 posts View original ↗
  1. SO here I go with a second problem! : )

    This time I have pictures to back me up properly. So the problem is the following:

    I'm using Celiannas Time common events which came with her rural farm resource pack. It works pretty simple for all who don't know it:

    - Everytime the "New Day" common script gets called one more day is added to the season.

    - A seasons hast 31 days. When the "New Day" common event is called at the 32's day, the "day" variable sets back to 01 and the season variable rises by 1 point.

    - So it's pretty much harvest moony when it comes to the seasons and days. after the 04th season it too sets back to 01 and adds one point to the year variable.

    Now that I explained the time system let's talk about my problem:

    I want some crops on a farm to grow after some days in a season. The seeds are out from the 1st day till the 6th day -> Stage one from the 7th day till the 14th day -> Stage two from the 15th day till the 24th day -> Stage three from the 25th day till the 31th day.

    And THAT for every single season with different crops per season.

    I worked with variables and self switches. The variables used are the "season" variable as the main condition for the event pages and the day variable.

    I just can't find the problem with those events. They seem "ok" on paper but ingame the sprites go apeshit and flicker like there is no tomorrow and/or don't change the sprites at all or just stay at the last stage of the season.

    I really need some help here. It's driving me crazy that I just can't find the error >: (

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  2. I don't like the use of so many parallel processes setting switches and self switches all over the place. This is why your images are flickering - they're constantly changing from one page to another. You should just be able to do it using page conditions and not worry about all those self switches and parallel triggers.


    There is a page condition for Variable =. Use that.


    Leave it blank on the first page.


    Set it to 7 on the second page.


    Set it to 14 on the third page.


    And so on.


    Anyway, I think you're just going about this in a really hard way, and you're going to end up with both threads discussing the same thing. You need to rethink your design and methods, and once you've come up with a better approach, THEN worry about getting the eventing right.


    Also, isn't there a demo game in the Rural Farm Tiles pack? Did you look and see how it sets up its events? I'm almost certain there's a time system in that as well.


    Edit (after receiving your PM): Okay, so you're using the variable for the season, and since there's only one, you can't have another variable for the day.


    I would alter the time common event that changes the season to also update 4 switches - one for each season. Turn all 4 off, and then add conditions to see which one needs to be turned on.


    Then you can add a switch to your event pages to condition them by season, and use the variable in the conditions for the day number.


    Goodbye parallel process events and self switches. :)


    If you don't follow that, let me know and I'll see if I can do some screenshots.