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The last lines there about rotting is what fixes the disappearing sprite - Each grow function needs to have its own rotten sprite for this setup, there are of course probably better ways to do it, but this worked well for me - it also seems to be well enough isolated for compatibility.
Cool mod! The server I play on uses it and it is great!
PhilsFarmconf.growPumpkin = function(planting, nextGrowing, updateNbOfGrow)
local nbOfGrow = planting.nbOfGrow;
local water = farming_vegetableconf.calcWater(planting.waterNeeded, planting.waterLvl);
local diseaseLvl = farming_vegetableconf.calcDisease(planting.mildewLvl);
if(nbOfGrow <= 0) then -- young
planting = growNext(planting, farming_vegetableconf.getSpriteName(planting), farming_vegetableconf.getObjectName(planting),
nextGrowing, farming_vegetableconf.props[planting.typeOfSeed].timeToGrow + water + diseaseLvl);
planting.waterNeeded = 80;
elseif (nbOfGrow <= 4) then -- young
if(water >= 0 and diseaseLvl >= 0) then
planting = growNext(planting, farming_vegetableconf.getSpriteName(planting), farming_vegetableconf.getObjectName(planting), nextGrowing, farming_vegetableconf.props[planting.typeOfSeed].timeToGrow + water + diseaseLvl);
planting.waterNeeded = farming_vegetableconf.props[planting.typeOfSeed].waterLvl;
else
badPlant(water, nil, diseaseLvl, planting, nextGrowing, updateNbOfGrow);
end
elseif (nbOfGrow == 5) then -- mature
if(water >= 0 and diseaseLvl >= 0) then
planting = growNext(planting, farming_vegetableconf.getSpriteName(planting), farming_vegetableconf.getObjectName(planting), nextGrowing, farming_vegetableconf.props[planting.typeOfSeed].timeToGrow + water + diseaseLvl);
else
badPlant(water, nil, diseaseLvl, planting, nextGrowing, updateNbOfGrow);
end
elseif (nbOfGrow == 6) then -- mature with seed
if(water >= 0 and diseaseLvl >= 0) then
planting.nextGrowing = calcNextGrowing(nextGrowing, 248);
planting:setObjectName(farming_vegetableconf.getObjectName(planting))
planting:setSpriteName(farming_vegetableconf.getSpriteName(planting))
planting.hasVegetable = true;
--planting.hasSeed = true; --No seed on pumpkin, get them by removing from pumpkin
else
badPlant(water, nil, diseaseLvl, planting, nextGrowing, updateNbOfGrow);
end
elseif (planting.state ~= "rotten") then -- rotten
planting:rottenThis()
planting:setSpriteName("PhilsFarmFarming_01_15")
end
return planting;
end