ID:269272
 
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
What exactly are you trying to do on the second code? It seems to me that you are trying to water the player, or get water from a water source, but on the first code, it shows src.Water as well, obviously just trying to measure the amount of water the plant has.
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.