Yuna-chan
Returned from Beyond
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- Posts
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- Age 34
- Alone in a dark room
- Seen Nov 21, 2006
Welcome!
I sat down a second ago and thought, since I have day and night in my game (See Day/Night tut) why not have some random weather as well? I'll explane how to do this step by step, and I'll also explane a simple way to link this with my time event and how to make them start/stop when you enter/exit a building.
First, this is how you make a common weather event by itself.
make a common event, name it weather, make it Parallel Process.
(lets assume you want the weather to change in five minute intervals.)
Make a variable, name it weather. Also make a switch, name it Weather. now set the Trigger Switch to Weather. Or if you are using the Day/Night event that I posted, just use the same trigger as the Day/Night is using.
<>Variable Oper: [0005:Weather], Set, Rnd [1-3]
(this sets the variable weather to a number between 1 and 3, make the 3 higher if you have more than 3 types of weather.)
<>Branch if Var [0005:Weather] is 1
<>Weather Effects: None
<>
: End
<>Branch if Var [0005:Weather] is 2
<>Weather Effects: Rain, Medium
<>
: End
<>Branch if Var [0005:Weather] is 3
<>Weather Effects: Fog, Medium
<>
: End
<>Wait: 100.0 Sec
<>Wait: 100.0 Sec
<>Wait: 100.0 Sec
Now, say you want a little more kick in your rain. Lets add some lightning!
Make a switch, name it thunder or lightning.
make a common event, name it thunder or lightning, make it Parallel Process, and set it's Trigger Switch to the switch you just made.
<>Flash Screen: {R31,G31,B18,V28}, 1.0 Sec
<>Shake Screen: Str 5, Spd 5, 2.0 Sec
<>Wait ?.? Sec (set the numbers to how long you want between each strike.)
<>Call Event: Thunder (or whatever you named this event.)
<>
Now go back to your rain fork you made in the weather event, or make another one and add 1 to the rand if you want a normal rain and a storm.
<>Branch if Var [0005:Weather] is ? (set this to the rand number)
<>Weather Effects: Rain, Strong
<>Switch Operation: [0003:Thunder] On (replace thunder with what you named the switch)
<>
: End
Now in each fork for the other kinds of weather add this line under the Branch line.
<>Switch Operation: [0003:Thunder] Off
(this makes sure you won't have thunder while it's clear weather)
Now, just add this line to all your doors leading into a house or other internal area.
<>Switch Operation: [0004:Weather] Off
<>Weather Effects: None
<>
Or if you have my Day/Night event, use these lines (could put in a common event and make it call. Then replace this line with a call to that event)
<>Switch Operation: [0001:Day/Night] Off
<>Weather Effects: None
<>Tint Screen: {R100, G100, B100, S100), 0.1 Sec
<>
This part is a bit tricky, it checks the variable to see if it's suppose to be raining or fog or whatever and changes it accordingly once you leave a house. Put this in every outgoing door (or in a common event which is call and gets called by each door)
<>Switch Operation: [0004:Weather] On
<>Branch if Var [0005:Weather] is 1
<>Weather Effects: None
<>
: End
<>Branch if Var [0005:Weather] is 2
<>Weather Effects: Rain, Medium
<>
: End
<>Branch if Var [0005:Weather] is 3
<>Weather Effects: Fog, Medium
<>
: End
Add a branch if you have more weather types (like the thunder rain)
(This part is for people with the Day/Night event only!)
This is where it gets a bit harder, since I messed up while making the Day/Night tut, now we have to put this in each door (or a common event which is call and is called by each outside leading door, which I reccomend doing since this is a bit long.). This makes sure it goes back dark if it's still suppose to be night.
<>Switch Operation: [0001:Day/Night] On
<>Branch if Var [0002:Hours] is 12 Less
<>Tint Screen: {R050,G050,B050,S050}, 0.1 Sec
<>
: End
<>Branch if Var [0002:Hours] is 12 or More
<>Tint Screen: {R100,G100,B100,S100}, 0.1 Sec
<>
Hope you like it.