About Venka's, I mean, I need something for the materials to grow on
world, I mentioned her script just to illustrate why I need crops, materials, etc.
Like, if the player cuts down a wood tree, he will get wood, and after 3 days
the tree will grow back, it' not really related to her script. So, would I simply
set up a time variable of 4320s for the crop to grow?
If I could use your system's days in order to do that, if the player slept and
the time advanced, it would work better.
You could try to use - CSCA Gathering - Script.
http://www.caspergaming.com/Developer_Tools.html
It will automatically respawn "gathering" events (but only after you leave the current map and re-enter it first! - which might sound bad, but after some thinking, I realized that this prevents excessive farming (without having to move and/or fight battles at all), which I do not want to see in my games, so it is perfectly designed in this case too for me).
You can set after how many frames it respawns, you can define rare finds (when setting this up, 100% is equal 10000 and 1% is equal 100 for some reason, guess it's a forgotten bug, just a heads up, I spent quite a lot of time to figure this one out, because the instructions say that 100 is the max amount for it), assign special items needed to reap the items (like a "Herbalists's Gloves" for gathering herbs on the fields, "Rods" and "Baits" for fishing, "Saw" for woodcutting, etc), you can even assign a proficiency system for it with another great script called - CSCA Professions -, so if you cut down, let's say, 10 trees, you will gain a level in "Woodcutting" and assign bonuses according to your level in the proficiency.
I am currently experiencing with this system, and I am very satisfied with the results.
But I won't lie, it is a little bit complicated to set it up properly. However, when you get the hang of it, creating gathering events will go smoother and faster.
Before I found these excellent scripts, I used another similar system from Falcao, called - Falcao Mmorpg Alchemy and Extraction System -, which is also a great script. This system got automatic respawn timer too, but it lacks some of the great features the other scripts mentioned above have. Nevertheless, this one is much easier to set up. Just disable the crafting menu (since you use Venka's, right?) and use the extraction system only.
Whichever system you decide to try out, just match the respawn time frame to the time frame rate of Evgenij's Time System, so it can respawn exactly after 3 days, for example, like in your example. With a little math, this shouldn't be hard to do.
But just now I realized that this won't count the time spent on "sleeping", so if you really want to do it like that, it can be done with script conditional checks somehow for sure. Setting up a single time variable will not count the time slept also, unless you make a system with that variable. That variable would go down by some frame rate normally (could tie this with the time system's frame rate somehow for sure) and if you trigger sleep, you would need to stop that same variable temporary and reduce it with some value depending on the time spent on sleeping. After this, start the countdown for that variable again. Also would need to make a reset variable command at each gathering/extraction events (with the set variable command) after getting the item. Once you get the correct math done for that sleeping scene, it will be easy to implement your idea this way.
Note that this should be done for each trees or flowers you get, so it is not recommended to do it like this, unless you want to use countless of variables only for this, and if you want to get a huge FPS drop, because counting and checking a lot of variables will certainly drop it by a significant amount.
Another idea just came to my mind after carefully reading through this Time System's options.
There is that Current time variable setup. You can use that variable and another one to conditional check them after some math done.
First save the current time in another, separate variable (not the in the one which you define in the script itself!). This should be done whenever getting the item (the wood from the tree, etc.). Event whatever you want in this page, like adding the item, messages, etc, and turn selfswitch A on.
On the second page, make a variable operation. Subtract the saved variable from the variable set in the script. If it gives more than the desired amount of respawn time, it should turn off selfswitch A, so the item would respawn only then, This would work just like you wanted, would include sleeping time as well.
I recommend the subtracting part to be done only on map changes, so you won't lose any FPS by constantly subtracting and checking variables. This can be done with a simple repetitive common event which ends with an "Erase Event" command.
This is theory only, I haven't tested it yet.
In theory it, everything what works in theory should work in practice too, but in practice...
Sorry for the off-topic Evgenij! *-*
I still haven't implemented your time system into my game, but soon I will arrive there too.
