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Full Version: Dynamic Gardening Configuration problem, need help!
RPG RPG Revolution Forums > Scripting > Script Development and Support
carnie_natas
Alright so i have the Dynamic gardening 3.0 Script and for ever i have been trying to custom configure it like it claims you can do but i just can't seem to get it right without errors. Some help would be a pleasure and much welcome.
I have provided the script and a screen shot explaining how instead of the default item slot numbers i need numbers 115-130 for the item payout. The current default is 9-24


CODE
#:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:
# Dynamic Gardening
# Author: ForeverZer0
# Date: 5.13.2011
# Version: v.3.0
#:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:
#                            VERSION HISTORY
#:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:
#  v.1.1  (4.15.2010)
#   - Improved coding
#   - No longer uses game variables, events use self-switches instead
#   - Added ability to create different graphics for every plant, without
#     having to use more event pages
#   - Much less tedious setting up multiple events and changing the every
#     condition variable.
#  v.2.0  (10.10.2010)
#   - Total re-write. Code has been vastly improved and is much more efficient.
#   - Event setup has been simplified. Now requires only a single comment, and
#     does not require multiple pages.
#   - Added configurability for the number of stages each item requires.
#   - The timers no longer use Game_System to constantly update, but simply
#     compare themselves with the Graphics.frame_count when the event exists
#     on the current map, which also allows the plants to grow during scenes
#     other than Scene_Map and Scene_Battle.
#   - Got rid of Scene_Harvest. Scene_Garden now handles both aspects, and has
#     been improved.
#   - Added item icons to the help window display.
# v.3.0  (5.13.2011)
#   - Restructured code completely
#   - Increased compatibility and performance
#   - Fixed bug with final graphic not behaving correctly
#:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:
#
# Explanation:
#
#   This system allows the player to plant seeds, which will eventually grow
#   into plants that can be harvested for items. The system is very similar in
#   nature to that found in Legend of Mana. Seed's can be combined in different
#   ways, which will effect the total growth duration, the number of stages the
#   plant passes through, the graphics used, and of course the final result.
#
# Features:
#
#  - Totally configurable growth rates, results, and graphics for every plant.
#  - Can use arrays of items for each result, so the final item is not
#    neccessarily the same every time.
#  - Each plant timer is independent, and its progress is saved with the game.
#  - Easy setup. Need only a single comment in one of the event's pages.
#
# Instructions:
#  
#  - Place script below Debug and above Main
#  - Configure the options below (instructions are with each setting)
#  - Create an event, setting the graphic to whatever you want. This will be the
#    graphics used when nothing is growing on the plant.
#  - At the very top event's page, place a comment that reads "Garden Event",
#    omitting the quotation marks.
#  - As long as the page's conditions are met, this event can be clicked on to
#    initiate the Garden scene, and can grow plants.
#  - Note that plants can be harvested early, but they will yield nothing until
#    they are ripe.
#
#:::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::
#  BEGIN CONFIGURATION
#:::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::
  
#===============================================================================
# ** Garden
#===============================================================================

module Garden
  
  SEED_IDS = [105, 106, 107, 108, 109, 110, 111, 112]
  # IDs of the items in the database that are seeds. Add them into the array in
  # the order of value/rarity in your game
  
  HARVEST_SE = '056-Right02'
  # This is the SE that will be played when the player harvests the plant.
  
  SEED_DISPLAY = true
  # If true, all seeds will be displayed in the seed window, including those
  # that the player does not have, though they will be disabled. If false, only
  # seeds that that the player currently has will be displayed.
  
  # Define the growth rates here. (the average of both seeds will be used)
  def self.growth_rate(seed)
    return case seed
    # when SEED_ID then SECONDS
    when 105 then 600
    when 106 then 540
    when 107 then 480
    when 108 then 420
    when 109 then 360
    when 110 then 300
    when 111 then 240
    when 112 then 180
    end
  end
  
#-------------------------------------------------------------------------------
# Define the number of stages that each item uses. The stages will still cycle
# in the same order, but only use up to the defined number of them before going
# to the final graphic. This will not effect the duration that the seed takes to
# grow, only how many times the graphic changes.
#
# You do not have to define anything that uses a three stage configuration.
#-------------------------------------------------------------------------------
  def self.number_stages(result)
    case result
    when 8..16
      return 4
    when 17..24
      return 5
    else
      return 3
    end
  end
  
#-------------------------------------------------------------------------------
# Define the final result of the seeds. A random item from the array will be
# given as the final result.
#  
# Each seed is given a value from 0 to the total number of seeds in the SEED_IDS
# array, and both values are added together to determine which 'produce' array
# will be used for the final result. This is why it is important that you have
# the SEED_IDS array in order of value/rarity. You can find the total number of
# cases you will need by subtracting 1 from the total number of different seeds
# in SEED_IDS, and multiplying that number by 2.
#
#   EX. Player uses one each of the first and last seed in the SEED_IDS array,
#       and there are 8 total seeds in the array...
#
#       FIRST_SEED = 2
#       LAST_SEED = 5         2 + 5 = RESULT
#
# By placing multiple copies of the same value in an array, you can increase
# the odds of receiving that item over another in the same array.
#-------------------------------------------------------------------------------

   def self.produce(seed)
    return case seed
    when 0 then [9, 10]      # Only if both seed are the lowest seeds
    when 1 then [10, 11]
    when 2 then [12, 13]
    when 3 then [13, 14]
    when 4 then [14, 15]
    when 5 then [15, 16]
    when 6 then [16, 17]      # Every combination in between
    when 7 then [17, 18]
    when 8 then [18, 19]
    when 9 then [19, 20]
    when 10 then [20, 21]
    when 11 then [21, 22]
    when 12 then [22, 23]
    when 13 then [23, 24]
    when 14 then [24]         # Only if both seeds are the highest seeds
    end
  end
    
#-------------------------------------------------------------------------------
#  Define graphics for the final results, and each stage. Follow the below
#  template to set it up.
#
#   when ITEM_ID/STAGE then ['FILENAME', X, Y]
#
#   ITEM_ID = The ID number of the item in your database
#   STAGE = The stage during which to display the graphic
#
#   FILENAME = The name of the character file the needed graphic is on
#   X = The x-coordinate of the correct picture on the charset (1 - 4)
#   Y = The y-coordinate of the correct picture on the charset (1 - 4)
#
#           ← X →             Ex.   If the needed graphic was in the bottom
#         1  2  3  4                left corner:   X = 1    Y = 4
#       ┌──┬──┬──┬──┐                    
#     1 │  │  │  │  │
#       ├──┼──┼──┼──┤
#  ↑  2 │  │  │  │  │
#  Y    ├──┼──┼──┼──┤
#  ↓  3 │  │  │  │  │
#       ├──┼──┼──┼──┤
#     4 │  │  │  │  │
#       └──┴──┴──┴──┘
#-------------------------------------------------------------------------------

  def self.stage_graphics(stage)
    return case stage
    when 0 then ['Plants1', 1, 1]
    when 1 then ['Plants1', 2, 3]
    when 2 then ['Plants1', 2, 1]
    when 3 then ['Plants1', 4, 2]
    when 4 then ['Plants1', 2, 4]
    end
  end

  def self.final_graphic(item)
    return case item  
    when 9 then  ['Garden Plants', 1, 1]
    when 10 then ['Garden Plants', 2, 4]
    when 11 then ['Garden Plants', 3, 4]
    when 12 then ['Garden Plants', 4, 4]
    when 13 then ['Garden Plants', 1, 4]
    when 14 then ['Garden Plants', 2, 2]
    when 15 then ['Garden Plants', 3, 2]  
    when 16 then ['Garden Plants', 4, 2]
    when 17 then ['Garden Plants', 1, 2]
    when 18 then ['Garden Plants', 2, 3]
    when 19 then ['Garden Plants', 3, 3]
    when 20 then ['Garden Plants', 4, 3]
    when 21 then ['Garden Plants', 1, 3]
    when 22 then ['Garden Plants', 2, 1]
    when 23 then ['Garden Plants', 3, 1]
    when 24 then ['Garden Plants', 4, 1]
    end
  end
  
#:::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::
#  END CONFIGURATION
#:::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::

  def self.plant_seeds(seed1, seed2, event_id)
    # Create a new instance of a Garden::Plant
    plant = self::Plant.new(event_id, seed1, seed2)
    if $game_system.garden[$game_map.map_id] == nil
      $game_system.garden[$game_map.map_id] = [plant]
    else
      $game_system.garden[$game_map.map_id].push(plant)
    end
  end
  
  def self.harvest(id)
    # Find the appropriate plant.
    plant = $game_system.garden[$game_map.map_id].find {|plant| plant.id == id }
    return nil if plant == nil
    # Return the result, and delete plant data from array.
    result = plant.produce
    plant.restore_event
    $game_system.garden[$game_map.map_id] -= [plant]
    return result
  end

#===============================================================================
# ** Garden::Plant
#===============================================================================

  class Plant
    
    attr_reader :id, :ripe
    
    def initialize(id, seed1, seed2)
      # Initialize needed instance variables.
      @id, @seed1, @seed2 = id, seed1, seed2
      @ripe, @stage = false, -1
      # Run setup method, using data in Garden config for this plant's seeds
      setup
    end
    
    def setup
      # Store original graphic, direction, and pattern in variable.
      event = $game_map.events[@id]
      @original_event = [event.character_name, event.direction, event.pattern]
      # Calculate the total duration of the seed combination.
      @duration = (Garden.growth_rate(@seed1) + Garden.growth_rate(@seed2))
      # Find the produce that this combination will grow into
      comb = Garden::SEED_IDS.index(@seed1) + Garden::SEED_IDS.index(@seed2)
      @produce = Garden.produce(comb)
      @produce = @produce[rand(@produce.size)]
      # Get the number of stages this plant will use, then setup counts for it
      number, count = Garden.number_stages(@produce), 0
      dur = (@duration / number.to_f).to_i
      @stages = (0...number).to_a
      @stages.collect! {|i| $game_system.garden_counter + (i * dur) }
      # Refresh the plant to apply changes
      refresh
    end
    
    def refresh
      unless @ripe
        # Initialize local variable that will determine if graphic needs redrawn.
        previous = @stage
        count = @stages.find_all {|rate| $game_system.garden_counter <= rate }
        @stage = (@stages.size - count.size)
        @ripe = (@stage >= @stages.size - 1)
        # Redraw bitmap if needed.
        change_graphic(@ripe) if previous != @stage
      end
    end
    
    def change_graphic(final)
      # Set local variable to this plant's event
      event = $game_map.events[@id]
      data = final ? Garden.final_graphic(@produce) :
        Garden.stage_graphics(@stage)
      # Apply graphical change by simply altering event's stance and source
      event.character_name = data[0]
      event.direction = (2 * data[2])
      event.pattern = (data[1] - 1)
      event.refresh
    end
    
    def restore_event
      # Restore event to original state before planting.
      event = $game_map.events[@id]
      event.character_name = @original_event[0]
      event.direction = @original_event[1]
      event.pattern = @original_event[2]
    end
    
    def produce
      # Return nil if not yet ripe, else return an item ID.
      return (@ripe ? @produce : nil)
    end
  end
end

#===============================================================================
# ** Game_System
#===============================================================================

class Game_System
  
  attr_accessor :garden, :garden_counter
  
  alias zer0_garden_init initialize
  def initialize
    # Initialize variables used for the garden system.
    @garden_counter = 0
    @garden = {}
    zer0_garden_init
  end
  
  alias zer0_garden_upd update
  def update
    # Increase garden counter and check if update is needed every second.
    if (Graphics.frame_count % 40) == 0
      @garden_counter += 1
      # Check if current map has any plants on it. If so, refresh them.
      if @garden[$game_map.map_id] != nil && !@garden[$game_map.map_id].empty?
        @garden[$game_map.map_id].each {|plant| plant.refresh }
      end
    end
    zer0_garden_upd
  end
end

#===============================================================================
# ** Game_Event
#===============================================================================

class Game_Event
  
  attr_accessor :character_name, :direction, :pattern
  
  alias zer0_garden_event_refresh refresh
  def refresh
    # Normal refresh method.
    zer0_garden_event_refresh
    # Set flag for this event being a garden event.
    @garden_event = (@page != nil && @page.list[0].code == 108 &&
      @page.list[0].parameters[0] == 'Garden Event')
  end
  
  alias zer0_garden_upd update
  def update
    # Skip update method foe this event if it is a plant.
    @garden_event ? return : zer0_garden_upd
  end
  
  alias zer0_garden_event_start start
  def start
    # Redefine the 'start' method if Garden Event flag is present.
    if @garden_event
      plants, harvest = $game_system.garden[$game_map.map_id], false
      # Check if plant exists, and if so check if it is ripe.
      pick = plants != nil ? (plants.find {|obj| obj.id == @id }) != nil : false
      $scene = Scene_Garden.new(@id, pick)
    else
      zer0_garden_event_start
    end
  end
end
  
#===============================================================================
# ** Game_Map
#===============================================================================

class Game_Map
  
  alias zer0_garden_setup setup
  def setup(map_id)
    zer0_garden_setup(map_id)
    # Refresh each plant when map is set up
    if $game_system.garden[@map_id] != nil
      $game_system.garden[@map_id].each {|obj| obj.change_graphic(obj.ripe) }
    end
  end
end

#===============================================================================
# * Window_Seed
#===============================================================================

class Window_Seed < Window_Selectable
  
  def initialize
    super(160, 304, 320, 160)
    self.index = 0
    refresh
  end
  
  def refresh
    # Clear the bitmap.
    self.contents = self.contents.dispose if self.contents != nil
    # Determine what seeds to display.
    @seeds = Garden::SEED_IDS.collect {|id| $data_items[id] }
    unless Garden::SEED_DISPLAY
      @seeds.reject! {|seed| $game_party.item_number(seed.id) < 1 }
    end
    @item_max = @seeds.size
    # Draw the items on the bitmap.
    if @item_max > 0
      self.contents = Bitmap.new(width - 32, @item_max * 32)
      @seeds.each_index {|i|
        item = @seeds[i]
        number = $game_party.item_number(item.id)
        self.contents.font.color = number > 0 ? normal_color : disabled_color
        opacity = number > 0 ? 255 : 128
        # Find icon bitmap and set it to window, and draw the text.
        bitmap = RPG::Cache.icon(item.icon_name)
        self.contents.blt(4, i*32+4, bitmap, Rect.new(0, 0, 24, 24), opacity)
        self.contents.draw_text(32, i*32, 288, 32, item.name)
        self.contents.draw_text(-32, i*32, 288, 32, ':', 2)
        self.contents.draw_text(-4, i*32, 288, 32, number.to_s, 2)
      }
    end
  end
  
  def seed
    # Returns currently highlighted seed item.
    return @seeds[self.index]
  end
end

#===============================================================================
# * Scene_Garden
#===============================================================================

class Scene_Garden
  
  def initialize(id, harvest)
    @event_id, @harvest = id, harvest
    # Play SE to give impression that scene never changed.
    $game_system.se_play($data_system.decision_se)
    $game_player.straighten
    garden = $game_system.garden[$game_map.map_id]
    if garden != nil
      @plant = garden.find {|plant| plant.id == id }
    end
  end
  
  def main
    # Create map sprite and required windows.
    @map, @help_window = Spriteset_Map.new, Window_Help.new
    # Create Confirmation window.
    @confirm_window = Window_Command.new(128, ['Yes', 'No'])
    @confirm_window.x, @confirm_window.y = 496, 336
    # Initialize sprites array. Used to handle all the sprites together.
    @sprites = [@map, @help_window, @confirm_window]
    # Create seed window if plant is not being harvested.
    unless @harvest
      @seed_window = Window_Seed.new
      @sprites.push(@seed_window)
      @seed_window.active = @seed_window.visible = false
      @help_window.set_text('Plant seeds here?')
    else
      @data = $game_system.garden[$game_map.map_id][@event_id]
      if @plant != nil && @plant.ripe
        text = 'This plant is ripe. Would you like to harvest it?'
      else
        text = 'Nothing is growing yet on this plant. Harvest it anyway?'
      end
      @help_window.set_text(text)
    end
    # Transition instantly then start main loop.
    Graphics.transition(0)
    loop { Graphics.update; Input.update; update; break if $scene != self }
    # Dispose of all the sprites.
    @sprites.each {|sprite| sprite.dispose }
    # Have map refresh to update any changes made.
    $game_map.need_refresh = true
  end
  
  def update
    @sprites.each {|sprite| sprite.update }
    # Branch update method depending on what window is active.
    if @confirm_window.active
      update_confirm
    elsif @seed_window != nil && @seed_window.active
      update_seed_select
    end
  end
  
  def update_confirm
    if Input.trigger?(Input::B)
      # Branch by what action is being canceled.
      if @harvest
        back_to_map
      else
        @seed1 == nil ? back_to_map : cancel_seed_selection
      end
    elsif Input.trigger?(Input::C)
      # Branch by what action is being confirmed.
      if @harvest
        if @confirm_window.index == 0
          item_id = Garden.harvest(@event_id)
          if item_id != nil
            @confirm_window.active = @confirm_window.visible = false
            # Gain item, play the harvest SE, then return to the map.
            $game_party.gain_item(item_id, 1)
            $game_system.se_play(RPG::AudioFile.new(Garden::HARVEST_SE, 80, 100))
            show_results($data_items[item_id])
            $scene = Scene_Map.new
          else
            back_to_map
          end
        else
          back_to_map
        end
      else
        # If asking if player would like to plant seeds at this location.
        if @seed1 == nil
          if @confirm_window.index == 0
            @seed_window.active = @seed_window.visible = true
            @confirm_window.active = @confirm_window.visible = false
            @help_window.set_text('Which seeds would you like to plant?')
          else
            back_to_map
            return
          end
        else # If confirming seed selection.
          if @confirm_window.index == 0
            # Plant seeds and return to map.
            Garden.plant_seeds(@seed1.id, @seed2.id, @event_id)
            $scene = Scene_Map.new
          else # If canceling seed selection
            cancel_seed_selection
            return
          end
        end
        $game_system.se_play($data_system.decision_se)
      end
    end
  end
  
  def show_results(result)
    @help_window.contents.clear
    # Display the message in the help window.
    @help_window.draw_item_name(result, 0, 0)
    cw = @help_window.contents.text_size(result.name).width + 32
    @help_window.contents.draw_text(cw, 0, 608, 32, ' received!')
    # Call Input.update to the clear key press.
    Input.update
    # Loop until it is pressed again.
    until Input.trigger?(Input::C)
      Graphics.update; Input.update; update
    end
  end
  
  def cancel_seed_selection
    # Play cancel SE, reset seeds, and activate/deactivate windows.
    $game_system.se_play($data_system.cancel_se)
    @seed_window.active = @seed_window.visible = true
    @confirm_window.active = @confirm_window.visible = false
    @help_window.set_text('Which seeds would you like to plant?')
    @seed1 = @seed2 = nil
  end
  
  def back_to_map
    # Play cancel SE and return to map.
    $game_system.se_play($data_system.cancel_se)
    $scene = Scene_Map.new
  end
  
  def update_seed_select
    if Input.trigger?(Input::B)
      # If first seed is selected, go back to re-select, else return to map.
      if @seed1 != nil
        $game_party.gain_item(@seed1.id, 1)
        @seed1 = nil
        @seed_window.refresh
        $game_system.se_play($data_system.cancel_se)
      else
        back_to_map
      end
    elsif Input.trigger?(Input::C)
      # Play Cancle SE if displayed and party has none.
      if $game_party.item_number(@seed_window.seed.id) < 1
        $game_system.se_play($data_system.buzzer_se)
        return
      end
      $game_system.se_play($data_system.decision_se)
      # Set first seed if not defined, else set the second seed and continue.
      if @seed1 == nil
        @seed1 = @seed_window.seed
        $game_party.lose_item(@seed1.id, 1)
      else
        @seed2, @seed_window.active = @seed_window.seed, false
        $game_party.lose_item(@seed2.id, 1)
        @confirm_window.active = @confirm_window.visible = true
      end
      # Refresh seed window to show changes in inventory.
      set_help
      @seed_window.refresh
    end
  end
  
  def set_help
    # Clear help window.
    @help_window.contents.clear
    # Draw items
    text = @seed2 != nil ? 'Plant these two seeds?' : 'Select second seed...'
    @help_window.set_text(text)
    @help_window.draw_item_name(@seed1, 224, 0)
    if @seed2 != nil
      cw = @help_window.contents.text_size(@seed1.name).width + 320
      @help_window.draw_item_name(@seed2, cw, 0)
    end
  end
end


Click to view attachment

The Law G14
Which part of the script are you trying to customize? Are you trying to change the IDs of the Items the scripts wants you to use?
carnie_natas
Yes, as of now it only produces item's 9-24 (in the database slot) i need 115-130. I can set the output right but somewhere in this script it is using 9-24 and not letting me change that (though it says it can)

you can pretty much try it out, and try setting the config to a different number and see what i mean.
The Law G14
Took a look-through and I think the problem is that you didn't set up the IDs in the part of the customization from lines 198-213. The values on the left are the item IDs from the database, and currently, they're set at 9-24. Just change them to the desired values and you should be set smile.gif
carnie_natas
Got it law, thanks a bunch!
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