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Friday, February 19, 2021 - 10:29

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

Thursday, February 18, 2021 - 12:50

thanks, now i disable everything and create a trigger event with save_game=true
so you can only save at a specific point :)

Thursday, February 18, 2021 - 03:05

question:
Is it possible to disable (maybe with an event) the auto-save when changing maps?

Wednesday, February 17, 2021 - 07:35

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

Wednesday, February 17, 2021 - 02:55

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

Monday, February 15, 2021 - 15:38

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

Sunday, February 14, 2021 - 11:29

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)

Sunday, February 14, 2021 - 09:34

ok, so I have to create the trees as if they were enemies... I get it XD

Thursday, February 11, 2021 - 13:58

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

Thursday, February 11, 2021 - 12:49

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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