I tried setting the days of the week.... they work from monday to saturday... when activate sunday (last in the order in which I wrote) it activates in the same moment also the monday (first in the order in which I wrote)...
if I put Sunday, as before, the same thing happens with Saturday...
here you can find the txt file with the events... can someone help me to solve it?
dorkster fixed the bug that made the game freeze because of my clock, and now, finally, the clock works (even visually)
now i just need to figure out how to implement the days of the week, dates and seasons XD
small problem:
the way I set it up, if I'm not wrong it should only activate the first event... instead it activates both.... I also tried to put a delay of 7 seconds, but they both activate anyway... where am I wrong?
I haven't quite figured out how and where to insert the %chance, but in the meantime I can make some trees, boulders, logs and grass appear, in the farm, in a relatively random way, using categories, which is still a step forward and a lot of work gets done XD
(the idea is to fill all the yellow part, tile by tile, then using the %chance, so you don't really fill everything, but let the engine do where to fill with what)
if I enter visible_requires_status and restart a saved game (even a newly created and restarted one) the game freezes XD
(I think it's in conflict with "unset_status")
if I remove visible_requires_status=6:00, from the power the game works
if I remove unset_status=06:00 from the event the game works
if I keep both... it freezes right after loading
(maybe i have to add respec_powers to the event)
the problem, in the day switch is that I was looking for a way to activate all of them, one at a time, at each start of the "new_day" status...
instead, as I have set that event... if I create 7, one for each day, it activates them all together LOL
I will work on it
i have a problem... i post an event to explain better:
the part "requires_status=new_day" is not read, and the event triggers even without the status "new_day" being active
is this intentional?
[event]
# monday
type=event
location=0,0,0,0
activate=on_load
requires_not_status=monday,tuesday,wednesday,thusday,friday,saturday
requires_status=new_day
set_status=monday
unset_status=sunday
thanks, now i disable everything and create a trigger event with save_game=true
so you can only save at a specific point :)
question:
Is it possible to disable (maybe with an event) the auto-save when changing maps?
I tried setting the days of the week.... they work from monday to saturday... when activate sunday (last in the order in which I wrote) it activates in the same moment also the monday (first in the order in which I wrote)...
if I put Sunday, as before, the same thing happens with Saturday...
here you can find the txt file with the events... can someone help me to solve it?
https://cloud.unitoo.it/s/6wisxe8GJsEng86
ok, problem solved... modify the event of sunday, removing the "unset_status=saturday" and insert it in a new event with a delay of 10ms
dorkster fixed the bug that made the game freeze because of my clock, and now, finally, the clock works (even visually)
now i just need to figure out how to implement the days of the week, dates and seasons XD
small problem:
the way I set it up, if I'm not wrong it should only activate the first event... instead it activates both.... I also tried to put a delay of 7 seconds, but they both activate anyway... where am I wrong?
[event]
# clock
type=event
location=0,0,0,0
activate=on_load
requires_not_status=block_reset,monday,tuesday,wedmesday,thusday,friday,saturday,week2,week3,week4
set_status=06:00
set_status=sunday
set_status=week1
unset_status=00:30
[event]
# clock
type=event
location=0,0,0,0
activate=on_load
delay=7s
requires_not_status=block_reset,sunday,tuesday,wednesday,thusday,friday,saturday,week1,week3,week4
set_status=06:00
set_status=monday
set_status=week2
unset_status=00:30
I haven't quite figured out how and where to insert the %chance, but in the meantime I can make some trees, boulders, logs and grass appear, in the farm, in a relatively random way, using categories, which is still a step forward and a lot of work gets done XD
(the idea is to fill all the yellow part, tile by tile, then using the %chance, so you don't really fill everything, but let the engine do where to fill with what)
ok, so I have to create the trees as if they were enemies... I get it XD
BUG:
if I enter visible_requires_status and restart a saved game (even a newly created and restarted one) the game freezes XD
(I think it's in conflict with "unset_status")
if I remove visible_requires_status=6:00, from the power the game works
if I remove unset_status=06:00 from the event the game works
if I keep both... it freezes right after loading
(maybe i have to add respec_powers to the event)
the problem, in the day switch is that I was looking for a way to activate all of them, one at a time, at each start of the "new_day" status...
instead, as I have set that event... if I create 7, one for each day, it activates them all together LOL
I will work on it
requires_not_status=tuesday,wednesday,thursday,friday,saturday,sunday
I didn't remember that you can add status, with comma, sorry
for the rest, I thank you ^^
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