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Object specific state changes without a switch for every object.

BMM Archive · July 15, 2026

Preserved forum archive. This topic stores the original first post and locally mirrored RPG Maker Web attachments when available. It is posted by the BMMPlay archive account, not by the original creator.

Original Source

  • Original title: Object specific state changes without a switch for every object.
  • Original author: genieman
  • Original date: June 9, 2016
  • Source thread: https://forums.rpgmakerweb.com/threads/object-specific-state-changes-without-a-switch-for-every-object.63252/
  • Source forum path: Game Development Engines > Activation Issues

Summary

I am trying to create a chore system for the intro sequence of my game. The intent is to turn on chore objects based on the day of the week. I am using orangetimesystem plugins to get the day changes and that is working fine but am stuck with getting the object to change into the incomplete form once and not set back. Example scenario: There is a field of 9 crop objects The crops go through a weekly cycle needing to be watered Sunday-Thursday, harvested Friday, and replanted Saturday.

Archived First Post

I am trying to create a chore system for the intro sequence of my game. The intent is to turn on chore objects based on the day of the week. I am using orangetimesystem plugins to get the day changes and that is working fine but am stuck with getting the object to change into the incomplete form once and not set back.


Example scenario:


There is a field of 9 crop objects


The crops go through a weekly cycle needing to be watered Sunday-Thursday, harvested Friday, and replanted Saturday.


When crops don't need action they render using a healthy plan image, when needing water they render small, when ready for harvest they render plump, when needing to be planted it renders as dirty ground needing to be cultivated.


The problem I have is I don't want to have a separate switch or variable for all 9 crop objects and have to make changes to each object based on the switch/variable that object is referencing. This is just one of several chores like this and the events would get out of control fast if they all have their own variables to reference. Instead I want a switch that says "Crops need water" and all the crop objects look at that and change to the watering state.


Every day variables on chores remaining are reset and switches are set for new chores.


Protected download


Crop objects have 5 event pages


page 1 Renders default plant. Parallel trigger watching for triggers to activate tasks on other pagesProtected download


page 2 Self switch A Renders dried up plant. Action trigger checks if the player has a water item, plays a sound Protected download


page 3 Self switch B renders plump plant, action trigger plays a sound and switches to the dirty ground (self switch C)Protected download


page 4 Self switch C renders dirty ground, action trigger checks for player to have gardening tools, switches to clean soilProtected download


page 5 Self switch D renders empty soil, action trigger checks for the player to have seedsProtected download


The problem though is that page 1 checks for events and changes states correctly but once the action of the next page is taken it goes back to page 1 and the parallel process runs again setting right back to incomplete when what i want at that point is for the parallel process to wait until the next day.


I am stuck on finding a good solution for this problem, there has to be a more elegant way of doing this but I'm just not seeing it.

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Referenced Images / Attachments

EventTriggering.png
EventTriggering.png
EventPage1.png
EventPage1.png
EventPage2.png
EventPage2.png
EventPage3.png
EventPage3.png
EventPage4.png
EventPage4.png
EventPage5.png
EventPage5.png
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