Sorry for over two year necro-posting, but honestly, this is the ONLY quality HM style crop system I've found online for RMXP. Everyone wants to do VX or MV these days. So, here's hoping in the permanency of computers!
I am somewhat familiar with scripting and am prepared to make the needed changes myself, but I'm not sure what to change where. I wanted to do a game more like a standard RMXP adventure game with farming as a major feature, but not the central focus. The key things I need to change are:
1. I need the player to be able to access the standard equipment screen for weapons, spells, etc.
2. I want to play with the timer, potentially even shutting it off, or giving the player the option to shut it off for "easy mode."
3. If possible, I want to link standard RMXP items to your item scripts so the player only needs the main menu. Otherwise, I would need the rucksack AND the regular menu to both be accessible.
Congrats on being the only person in all of the internet to make this fantastic system. I hope you can point me in the right direction. If not, thanks for the framework to work with! Good luck and good hunting.
I appreciate the compliments, I did have quite a bit of fun working on this years ago so I'm glad people still find some enjoyment in it.
Unfortunately I don't have RMXP anymore, but I'll try to give what guidance I can from memory.
1. The menus are all entirely custom, built into their own separate classes to prevent any clashing with out of the box features. You should be able to find the input handlers, something along the lines of Input.trigger?(Input::X) (the actual button may be different, I don't recall), to ultimately find where the menu is called. I tried to use intuitive names, so it should have the word menu in the script call when you find the correct input handler via searching the code base.
From here, you should be able to just replace the call to my custom menu with a call to the standard menu. Something like $scene = Scene_Menu.new() I think. You can find the exact commands in a vanilla RMXP project.
2. I think there is a Time and Date class or something similar I created, likely near the top of the custom class list, which handles the time increments. There's a simple += somewhere in the game loop that adds to the current time. You can wrap that in an if statement that uses a global switch which can be toggled in an event or via code. If the switch is set (say your own "Easy Mode" switch), skip that line. Else, increment the timer like normal. This will impact seasons though, but if you aren't interested in seasonal tilemap switching then that won't be a problem.
3. This will require quite a bit of customization to make work. I should have utilized the standard Item features in RMXP for some of this, but since I did everything custom it will probably be a lot easier to keep using the custom functionality. You can re-implement all of the items using standard RMXP features if you want, but that will require changes to many scripts to get things like tools, seed bags, consumables, etc to work again. I would need to do a lot of digging to be able to help much here unfortunately.
Very nice tool. I want also to ask you if it is possible to add Rune Factory like battle system and monsters to make it more combatible for creating rune factory games?
I took care to impact as little of the standard functionality as possible. So yes, you should be able to import pretty much any battle system out there with few to no compatibility issues. I didn't create anything combat or monster related so it should work the same as in a vanilla RMXP project barring unlikely name conflicts. Other systems will likely use standard menu screens or their own designs though so it likely will not look 100% consistent without some customization on your part.