Thanks for taking the time to help me. I have combined advice and implemented it in a way that works. My brain is mad at me but I am happy to have been pushed to learn a little more 
I'm starting to understand the enums and arrays a little better. I did put the // handle mouse click part into my room and it does what it say "you clicked on tile." I'm just not sure how to combine that with the actual players interaction, so I will just use hotspots, but I no longer need to use objects
. I also applied using arrays to my friendship levels for npcs. Now onto all the other challenges xD
Here's my new room script if curious
Code: ags

I'm starting to understand the enums and arrays a little better. I did put the // handle mouse click part into my room and it does what it say "you clicked on tile." I'm just not sure how to combine that with the actual players interaction, so I will just use hotspots, but I no longer need to use objects

Here's my new room script if curious
//garden variables for tool progress
//(rusty hoe will take 3 "hits" as opposed gleaming hoe which only needs 1, ect.)
int tillprog0;
int wetprog0;
/////////
function h1a_UseInv()
{
//rusty hoe
if ((player.ActiveInventory == irustyhoe)&&(tile[0].tilled == false)&&(tillprog0 <3)){
vStam -=5;
tillprog0+=1; }
if ((player.ActiveInventory == irustyhoe)&&(tile[0].tilled == false)&&(tillprog0==3)){
tile[0].tilled = true;
vStam -=5;
}
//Seeds
if ((tile[0].tilled == true)&&(player.ActiveInventory==iseedstrawberry)&&(tile[0].sowed==false)) {
vStam -=5;
tile[0].seeds=eSeedStrawberries;
tile[0].sowed=true;
}
if ((tile[0].tilled == true)&&(player.ActiveInventory==iseedcorn)&&(tile[0].sowed==false)) {
vStam -=5;
tile[0].seeds=eSeedCorn;
tile[0].sowed=true;
}
// rusty watering can
if ((player.ActiveInventory == irustyWC) && (tile[0].sowed ==true)&&(wetprog0<3)){
vStam-=5;
wetprog0 +=1;
}
if ((player.ActiveInventory == irustyWC)&&(tile[0].tilled == true)&&(wetprog0==3)){
tile[0].watered=true;
vStam -=5;
}
}
function room_RepExec()
{
// tile 0 Graphics //
if (tile[0].tilled == true)
{
DrawingSurface *surface = Room.GetDrawingSurfaceForBackground();
surface.DrawImage(50,50, 64);
surface.Release(); }
if (tile[0].seeds==eSeedStrawberries)
{
DrawingSurface *surface = Room.GetDrawingSurfaceForBackground();
surface.DrawImage(50,50, 66);
surface.Release(); }
if (tile[0].watered==true)
{
DrawingSurface *surface = Room.GetDrawingSurfaceForBackground();
surface.DrawImage(50,50, 65, 50);
surface.Release(); }