Open Valley idea/project
Wednesday, January 27, 2021 - 08:06
Hi, i'm trying to re-create with Flare a completely open source version (using the mods that are released open source on github) of Stardew valley... i have no idea if this idea will last or i'll get tired before, but anyway, in the link below you can find what little i've done so far... (more than anything else i converted the maps released open source, using non original tilesets, and uploaded all the sprites/portraits i was able to recover, of NOT original characters)
update:
I set the time, from 06.00am, to 00.30am, without using exp, and everything works correctly...
at 00.00am I set the status "new_day" that I would like to use, in some way, to activate the days...
but I can't set them correctly XD
[event]
# 06:10
type=event
location=0,0,0,0
activate=static
delay=7s
repeat=true
requires_status=06:00
set_status=06:10
...
[event]
# 00:00
type=event
location=0,0,0,0
activate=static
delay=7s
repeat=true
requires_status=23:50
set_status=new_day <-- I would like to use this status to change the day
set_status=00:00
...
[event]
# 00:30
type=event
location=0,0,0,0
activate=static
repeat=true
delay=7s
requires_status=00:20
intermap=maps/FarmHouse.txt,9,8,0,0
set_status=06:00
unset_status=06:10
(Here I would like to insert something that sets the mana to 50%... is it possible?)
if I set them in this way they all activate at the same time, instead I would like a different one to activate every time I activate the "new_day" status
[event]
type=event
activate=static
delay=10ms
requires_status=new_day
requires_not_status=tuesday
set_status=tuesday
unset_status=new_day
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example:
powers/trees/default.txt
[power]
id=100
position=4,7
upgrades=107
requires_status=06:00
[upgrade]
id=107
requires_status=07:00
powers/powers.txt
# Power Definitions
[power]
id=100
#name=06:00
type=fixed
buff=true
passive=true
icon=69
status activates and works correctly, power does not activate with requires_status
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For switching days, you would actually need "requires_not_status=tuesday,wednesday,thursday,friday,saturday,sunday". A much easier way would be to flip to logic and use "requires_status=monday".
I did some testing and was surprised to see using "requires_status" didn't work. Turns out, for whatever reason, the key you want is called "visible_requires_status" instead. "visible_requires_status=06:00" will do what you want. If there's truly no reason for this naming difference, I'll extend the engine to support both.
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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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
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a small update:
finally the map of the farm is visible, and the small lake is also animated XD
question:
can I create, somehow, the spawn of trees randomly within the whole "yellow" area in the map that you see in the screen?
the trees are present in the tileset
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Yes, you would have to create each tree spot tho one by one, in the enemy attributes there is a %chance for enemy to appear. The thing is they will reppear after reloading the map, but you can make a cople of status triggers for that, like "cut" and "uncut".
ok, so I have to create the trees as if they were enemies... I get it XD
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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)
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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
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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
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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
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question:
Is it possible to disable (maybe with an event) the auto-save when changing maps?
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In engine/misc.txt, you can set "save_onload=false" to disable saving when changing maps. You can then use "save_onexit=false" to disable auto-saving when the player exits the game. You may also want to set "save_oncutscene=false" if you plan on using cutscenes.
To then save the game manually, you can use "save_game=true" in an event.
thanks, now i disable everything and create a trigger event with save_game=true
so you can only save at a specific point :)
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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
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I'm unable to reproduce that issue. For me, the event correctly triggers only when "new_day" is set. Perhaps you have another event that's setting the new_day status?
I looked in the shell (with f5) if that status was active and no, it's not active... but when I restart it jumps a day ahead...
the only two things that activate that status are an event trigger and an event that only triggers at midnight...
I don't know what I'm doing wrong
I uploaded the file here:
https://cloud.unitoo.it/s/6wisxe8GJsEng86
for anyone who wants to see where the error lies O.o
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Since for now I can't solve with the days... I'm going ahead with the maps....
a small update (sorry for the bad quality)
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problem solved:
I had set an event that deactivated the "new_day" status 10ms after saving... instead of "before"...
calmly, slowly I'll solve it by myself too XD
EDIT:
currently the game starts at 06:00 and ends at 00:30 every 7 seconds the time advances by 10 minutes, every day changes the date and the day of the week and every 28 days the season changes (almost like in the original game)...
the only thing i can't implement are the years, because they don't have a "continuous" cycle like the rest u.u
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question:
is it possible to change parallax with an event instead to creating many version of one map with a different parallax?
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No, the parallax layers can't currently be changed via an event.
a small update XD
(I'm losing diopters like there's no tomorrow) lol
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Is it possible to add to the spawn.txt file a requires_class to the event that brings the player to the initial map?
so that each "class" starts from a different map
ok, it can be done ... I wrote the class wrong (i'm a fucking noob, i know it) XD
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