I actually learned how to make my Clock HUD by studying a couple other simple scripts, Vlue's basic time in particular I examined, took apart, found the bare minimum required to make an HUD, re-examined to figure out what's what, then got it to work with my script... took a couple tries because it kept showing the window but no numbers, then expanded from there. Then I redid it a couple times to be sure of what I could and couldn't change. Actually now that I think about it I noticed something the other day that I haven't tested, which looked like I could easily add the ability to use different windowskins/font colors, seemed really really easy to do...
Anyways where was I? Is there anything in particular about my clock hud that you like over Vlues? I think the only real differences that I can think of are...
1: Switched from his time to my time
2: Top Middle and bottom Middle locations
3: Made it so that it didn't update every single frame, and instead refreshed every time the time actually changes.
4: Added a "smaller" version.
5: Added the ability to change the Window's Opacity.
Also, I assume you're refering to my Basic Clock, and not the Calendar Clock since you mentioned Vlue's day/night system, right? Tho at the same time you're asking about my farming system, which atm requires a variable to be used for the "month"... so it's the calendar clock then which is showed in the demo? What can be done depends on what time system you're using, and the some things involving the setup of your project.
All of these changes could probably be made to Vlues no problem if I remember right. The Stamina HUD was basically made by using my Basic Clock as a base, and just changing what was necessary. In fact the Basic Stamina within the demo is completely standalone, no dependencies at all and can be freely copied from the demo into any project, just change the variables to whatever you want it to use. It just doesn't have a smaller version... yet anyways.
The farming system... *re-checks a couple things* It's set up and tied to my calendar system, but it shouldn't be too hard to rig it to use something else. I put as much information as I think I needed to into the readme to allow moving it into another project, but I'd still recommend just using the demo as a base. Anyways you'd have to modify the provided event, common events, and the scripts I think.
In the event:
On Page 2: There are conditional branches that include a scriptcall to the current month's variable my system is using. That would need to be changed. You also have conditional branches within that pointing towards specific seeds. After those is a conditional branch, again using my system but to check the current weather.
On Pages 3, 5, 7, 10, 12, 14, a lot of pages, events that are not wet.
I just noticed I forgot to change a conditional branch from a normal variable control to a scriptcall version... and it's on multiple pages too >.> I'll fix that later when it's not pass midnight and dark outside. Luckily I set it up so that the event pages are "mostly" copy/paste, and the complicated stuff is crammed into a single scriptcall.
On Pages 9, 16...basically the "full grown" crop pages, you gotta change the Item to fit whatever you have/will have for the item the crop gives you.
From page 31 and onward: There is a month variable used for the page condition, that would need changing.
In the common events:
Auto-Return is only used by my calendar script, so you can get rid of it if you use another time script.
Out of Stamina has a scriptcall from my calendar script again that "move time forward", which I suppose can be done away with for something that'd work for another time system.
crop_progress(2) is the scriptcall used to progress the crop events, the 2 means it'll do it to crop events on the map with the ID of 2.
Below those is a conditional branch that checks the current time to determine whether or not it should call the shipping bin common event... wait I think that should have been placed before the next_day scriptcall.
Any changes made here should also be done to the event you use for your bed.
In the scripts:
HM Tools: This script defines some variables that the events should use when you interract with thim. It also holds some simple scriptcalls used to reduce the number conditional branches you need... plus all edits here will effect all conditional branches that use them so that you don't have to go looking for every single one, like that 71 page event I made. Just change the numbers to fit your item(shipping)/weapon(tools) database.
No need to touch the one at the very bottom, have_seed?.
HM Farm:
On line 16, that if statement is there to determine whether or not it's the first day of the month(uses my system's variable, so change as needed).
Line 18 is the start of where you'd modify the growth rates for spring crops.
Line 69 is the start for summer crops.
Line 120 is the start of fall crops.
Line 174 runs a check for the current weather, change this as needed.
Line 205 is run instead of everything above this, which should only be on the 1st day of the month. It turns any active crops into a dead plant that can only be removed by using a weapon marked as a sickle.
I think I covered most of this in the readme file that can be found in the demo's folder, of course it's a little more focused on if you wanted to move the whole thing into a currently existing project, not use it but with a different time system. Overall it should be possible to do as long as you make the proper adjustments.