obj
var
Watered = 0
Water = 0
Looped = 0
Plants
Seeds
Corn
icon = 'Plants.dmi'
icon_state = "Seeds"
New()
spawn(5) src.Grow()
proc
Grow()
spawn(80)
while(src)
if(src.Watered)
src.Water ++
if(src.Water>=3)
src.Watered = 0
new/obj/Plants/Corn_LV2(locate(usr.x, usr.y, usr.z))
del(src)
return
else
src.Watered = 0
sleep(5)
return
else
src.Looped ++
if(src.Looped>=3)
del(src)
return
Corn_LV2
icon = 'Plants.dmi'
icon_state = "Corn"
For some reason it isnt turning into the CORNLV2. I constantly water it with this code
Use()
set hidden = 1
if(src.Active_Tool=="Water Pale")
for(var/turf/Water/Water in oview(1))
flick("Water",src)
src << "<center><font color=blue>You get some water!"
src.Water++
if(src.Water>=10)
src.Water = 10
return
if(src.Can_Farm)
if(src.Water<=0)
return
else
for(var/turf/Sand_Watered/A in oview(0))
return
flick("Water",src)
src.Water --
new/turf/Sand_Watered(src.loc)
for(var/obj/Plants/P in oview(0))
P.Watered = 1
</DM
I must say, however, that using an ongoing proc may not work out, as it will cause lag for you. Maybe you can check it everytime the plant is watered.
Also, maybe you should assign the verb to the Water Pale. It's easier and would probally work out better. Plus, you would not need to define water as a variable for mobs.
I'm pretty sure you can fix the code like that. I'll try to look into it otherwise.