Watered_Dirt
icon = 'Farming.dmi'
icon_state = "WateredDirt"
Pickable = 0
Click()
if(usr.OnProperty == 1 && src in oview(usr,1))
if(!istype(usr.InHand,/obj/Pickups/Seeds/))
usr.skalert("You must have seeds in hand.")
return
if(istype(usr.InHand,/obj/Pickups/Seeds/))
alert("DEBUG : Planted [usr.InHand]") //For debugging purposes only.
else if(usr.OnProperty == 0)
usr.skalert("This is not your property!")
return
else
return
Problem description:
Ok so if this was you how would you do it? My problem is in wanting to plant the seed and each seed having a proc in which is called when it is planted. What the proc will do is go through cycles of the plants growing stages,that is easy. What is not is getting my system to know that when the seed is planted to start the proc specific to that seed. I could do this with new() but that would cause problems because players can drop the seeds which uses new. Anyways I could do this with a lengthy proc using if statements I do not want to do that. I want to achieve this in a low number line of code. Any ideas or input is greatly appreciated.
-Thanks.
var/obj/Pickups/Seeds/S = usr.InHand
Then after you've planted it, assuming S is still in scope (it should be)