Eventing a Foraging System – RPG Maker MV

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You can grab the plugins used in this video here:
Event Copier
Self Switches & Variables

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Eventing a foraging system might sound pretty basic at first. Just make an event where you can grab some berries from a bush, turn on a self switch, and then call it a day. But once you’ve decided to give them the ability to respawn after a number of days, it suddenly becomes a lot more complex. This tutorial video will cover how to create a foraging system complete with respawning from the ground up!

You can grab the copy/paste code here:
For those who wish to acquire the script call used, you can get it from here. Change the values in red to fit your game’s settings.

var mapId = $gameVariables.value(1); // This variable contains the Map ID.
var eventId = $gameVariables.value(2); // This variable contains the Event ID.
var varId = 41; // This is the self variable ID you're using for Respawn Days.

// Update the self variable: Respawn Day's value.
var value = this.getSelfVariableValue(mapId, eventId, varId);
if (value > 0) value -= 1;
this.setSelfVariableValue(mapId, eventId, varId, value);

For those who would like to see the structures of the events and common events used, look below:


Berry Bush – Event


Comment:// Calculate a random number to determine yield
Control Variables:#0001 Temp Variable 1 = Random 2..8
Comment:// Player acquires the random number
Change Items:Berry + {Temp Variable 1}
Comment:// Set the number of days to wait before respawning berries
Control Variables:#0041 Self Var Respawn Days = 3
Comment:// Play a sound effect and show a message.
Play SE:Item1 (90, 100, 0)
Text:None, Dim, Bottom
Text
Text\>            \<Acquired x\v[1] \i[577]\c[4]Berries\c[0]!

Remember to make a second page with the variable condition set to the Self Variable: Respawn Days.


Sleep – Common Event


Comment:// This common event is used whenever the player
Comment:approaches a bed that they can sleep in. For the
Comment:time being, it'll only work from the cave's bed.
Comment:// Ask player about going to sleep
Text:None, Dim, Bottom
Text
Text\>            \<Do you wish to go to sleep?
Show Choices:\i[90]Yes, \i[91]No (Window, Right, #2, #2)
When \i[90]Yes 
Comment:// If Yes, fade out the screen
Play ME:Inn (90, 100, 0)
Fadeout Screen
Comment:// Then run the Night Cycle common event
Common Event:Night Cycle
Comment:// Finally, teleport the player to the entrance of the cave
Transfer Player:Around the Cave (15,6) (Direction: Down)
Wait:60 frames
Comment:// Fade in the screen
Fadein Screen

When \i[91]No 
Comment:// If No, do nothing

End

Night Cycle – Common Event


Comment:// The purpose of the Night Cycle common event is to cycle
Comment:through all of the common events that are used to update
Comment:the various event systems in place for the game.
Common Event:Update Day Respawns

Update Day Respawns – Common Event


Comment:// This event is called by the Night Cycle. It is used
Comment:to update the number of days left on each event that
Comment:uses the Self Variable: Respawn Days
Comment:
Comment:// Update variable 1 with the Map ID to update the Respawn Days for.
Comment:Then, run the Respawn Day Cycler common event.
Comment:
Comment:// Map 14: Around the Cave
Control Variables:#0001 Temp Variable 1 = 14
Common Event:Respawn Day Cycler
Comment:
Comment:// Map 25: Another Map
Control Variables:#0001 Temp Variable 1 = 25
Common Event:Respawn Day Cycler
Comment:
Comment:// Map 36: Yet Another Map
Control Variables:#0001 Temp Variable 1 = 36
Common Event:Respawn Day Cycler
Comment:
Comment:// * Note: Don't worry if the Map ID doesn't exist.
Comment:// This will not crash your game.

Respawn Day Cycler – Common Event


Comment:// This event is used to cycle through the many events
Comment:found on each map and to see if the Self Variable named
Comment:Respawn Days needs to be updated.
Comment:
Comment:// Variable 2: The current Event ID being checked. Start at 1.
Comment:   Variable 3: The maximum Event ID that needs to be checked. Usually 999.
Control Variables:#0002 Temp Variable 2 = 1
Control Variables:#0003 Temp Variable 3 = 999
Comment:// Create the loop.
Loop
Comment:// Make a script call that gathers the value of the currently looped event ID.
Script:var mapId = $gameVariables.value(1); // This variable contains the Map ID.
Scriptvar eventId = $gameVariables.value(2); // This variable contains the Event ID.
Scriptvar varId = 41; // This is the self variable ID you're using for Respawn Days.
Script
Script// Update the self variable: Respawn Day's value.
Scriptvar value = this.getSelfVariableValue(mapId, eventId, varId);
Scriptif (value > 0) value -= 1;
Scriptthis.setSelfVariableValue(mapId, eventId, varId, value);
Comment:// Increase the current Event ID at the end of each loop.
Control Variables:#0002 Temp Variable 2 += 1
If:Temp Variable 2 > Temp Variable 3
Comment:// If the current Event ID bypasses the maximum Event ID, break the loop.
Break Loop

End

Repeat Above

And that’s all! These are the basic and common events used to event a foraging system!


Happy RPG Making!


Happy RPG Making!


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