What I'm trying to do is have a global variable that affects all the crops, so having it reset each time a crop is ready to harvest isn't viable.
The problem using that method is that without resetting the variable, all crops looking for a variable of 10 or higher will grow immediately.
I'm not sure this will work the way you think it'll work.
From what I understand, you want to use only 1 variable to affect multiple crops separately. But how would that work?
You want each crop to react after the variable x changes 10 times, but how does the crop know when to start counting?
One way to solve this, is by having variable x start at 0 and periodically count up +1, then have each crop start "counting" by remembering the value of x. For example, the crop was harvested when
x = 3
, so the crop should reset when
x = 13
; another crop might have been harvested at a different time, and would therefore need to reset accordingly.
But here's the problem: if you want each crop to remember when they were harvested, you'll need a variable for each crop. You really can't get around that.
However, I think what you
really want, is to avoid wasting an RPG Maker variable. Having to set aside a bunch of variables and naming every single one is a lot of work. Fortunately, you can avoid this by hacking Self Switches to make them behave like variables (for the crop only, of course).
I've done something similar here:
I want to create opponents, let's say they are skeletons that crumble into bones after defeat, but every hour of the game time these bones are reassembled into a skeleton again. And to permanently kill them it is necessary to destroy the tombstone on the location, which causes their...
forums.rpgmakerweb.com
This was designed for a respawn system, but it should work the same way with crops. Also, this was designed to be time-based (parallel process common event that counts up every 1 second), but you can easily modify this to change its behavior.