QUOTE (jasonicus @ Jan 20 2008, 04:59 PM)

Edit 2: This one is even better than the one you did for XP, but is there any way to slow down the speed of the hail and rain? They seem to be falling rather fast.
Amazing how much more polite you are when you want something from me.

Anyway, if you look in the script, you'll see a section that looks like this:
CODE
if @type == 1 or @type == 5 or @type == 13 # rain
if sprite.opacity <= 150
if @current_pose[i] == 0
sprite.y += @rain_bitmap.height
sprite.x -= @rain_bitmap.width
if @type == 1 or @type == 5
sprite.bitmap = @rain_splash
else
sprite.bitmap = @blood_rain_splash
end
@current_pose[i] = 1
end
else
if @current_pose[i] == 1
if @type == 1 or @type == 5
sprite.bitmap = @rain_bitmap
else
sprite.bitmap = @blood_rain_bitmap
end
@current_pose[i] = 0
end
sprite.x -= 2
sprite.y += 16
if @thunder and (rand(8000 - @max) == 0)
$game_map.screen.start_flash(Color.new(255, 255, 255, 255), 5)
Audio.se_play("Audio/SE/Thunder1")
end
end
sprite.opacity -= 8
end
That controls how the rain falls. These two lines determin how fast it falls and how much it moves to the left as it falls.
CODE
sprite.x -= 2
sprite.y += 16
To slow it down, reduce the amount that is added to the y value each frame update by making the 16 a smaller number. If it's moving to fast to the left after that, try reducing the 2 to 1.
For the hail, this is the section of code you want (note that each is commented as the weather type):
CODE
if @type == 4 # hail
sprite.x -= 1
sprite.y += 18
sprite.opacity -= 15
end
Again, reduce the amount added to the y value to make it fall slower.
You might also want to reduce the amount that the opacity is lowered each frame by reducing the amount subtracted from the opacity (15 for the hail, 8 for the rain).
Same goes for any of the weather types, if you want to fiddle with the default settings for their movement, just make a backup copy of the script and play away.
Hope that helps!