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> VX Weather Script, v1.0
ccoa
post Jan 15 2008, 01:05 PM
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* Content Removed *


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darkkyros
post Jan 15 2008, 04:26 PM
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This is awesome. Thanks ccoa!
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Blizzard
post Jan 16 2008, 05:18 AM
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Nice job. smile.gif
I only hope script conversion from RGSS to RGSS2 won't be too much of a nuisance as I haven't tried VX yet. Did you have any bigger problems during the conversion?


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ccoa
post Jan 16 2008, 05:28 AM
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I don't know, I haven't run it in VX yet. ^^; I could do this one because the XP Weather class and the VX Spriteset_Weather class were very similar.

I imagine the bigger the script and the more classes it touched the harder it will be to convert. Most will probably just have to be rewritten.


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jasonicus
post Jan 16 2008, 10:14 PM
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This is nice to have. The Xp one came in handy, so this one will be as well. Thanks!


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darkkyros
post Jan 16 2008, 10:42 PM
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I just tested this and got an error (Pic Below). Also, all of the leaf types 6-11 don't seam to appear. Well, 6 does then it just flows to the bottom of the screen then disappears. The bubbles one also doesn't appear on the screen. everything else works fine though.


EDIT: Forgot to tell you that the error happens when the lightning in the Lightning storm tries to start.

This post has been edited by darkkyros: Jan 16 2008, 10:45 PM
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ccoa
post Jan 17 2008, 06:05 AM
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Wow, this is a little like coding via seeing eye dog. sweat.gif

Okay, the latest version should fix those problems. *crosses fingers*


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darkkyros
post Jan 17 2008, 02:43 PM
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biggrin.gif They all work perfectly. The rain seems smoother now as well.
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jasonicus
post Jan 20 2008, 04:52 PM
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Just tried this and nothing shows up on the screen when I call the script, even using the example. I have it set to parallel process. Huh?

Edit: Forget it, I think I see what I did. Good lord, long day.

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.

This post has been edited by jasonicus: Jan 20 2008, 05:04 PM


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Dainreth
post Jan 23 2008, 07:28 AM
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ccoa, that's fantastic. I liked this script by using XP and now it's available for VX..and it works!
It's one of my favorite scripts, thanks for your great work!
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ccoa
post Jan 23 2008, 09:22 AM
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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. tongue.gif

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! smile.gif


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jasonicus
post Jan 23 2008, 11:53 AM
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OK, thanks. I didn't know there was that much control in the script. I tried to look but couldn't find anything. Thanks again.


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sorcer loko
post Jan 24 2008, 04:18 PM
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Please, can I do a topic on a brazilian forum, with this RGSS2 Script?
Please.
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ccoa
post Jan 24 2008, 04:29 PM
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Only if you link back to this topic. smile.gif


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ss3dj
post Jan 25 2008, 10:42 PM
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weird, the weather works but now i can't move...help


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ccoa
post Jan 26 2008, 12:22 AM
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Are you setting it with an autorun event?


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ss3dj
post Jan 26 2008, 07:32 AM
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QUOTE (ccoa @ Jan 26 2008, 01:29 AM) *
Are you setting it with an autorun event?


yes its set with autorun, is that wrong?
Edit: i changed it to parrallel and now i can move

This post has been edited by ss3dj: Jan 26 2008, 07:41 AM


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"NEW YORK, NY. A man was knocked down by a car and got up uninjured, but lay back down in front of the car when a bystander told him to feign injury in order to collect insurance money. The car rolled forward and crushed him to death."
- Associated Press, 1977
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ccoa
post Jan 26 2008, 07:53 AM
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Parallel is just as bad, it's looping over and over and could cause your game to lag.

When you use an autorun event, you have to do two things if you don't want it to loop over and over again and freeze your game.

First, you can erase it. The event will return if the player leaves the map and comes back.

Second, you can turn on a switch or self switch. Then make a second page to the event and make the preconditions that that switch or self switch is ON.

I recommend reading some basic RMXP tutorials, they will help you with the concepts.


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ss3dj
post Jan 26 2008, 10:33 AM
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QUOTE (ccoa @ Jan 26 2008, 09:00 AM) *
Parallel is just as bad, it's looping over and over and could cause your game to lag.

When you use an autorun event, you have to do two things if you don't want it to loop over and over again and freeze your game.

First, you can erase it. The event will return if the player leaves the map and comes back.

Second, you can turn on a switch or self switch. Then make a second page to the event and make the preconditions that that switch or self switch is ON.

I recommend reading some basic RMXP tutorials, they will help you with the concepts.


ok thanks a lot


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"NEW YORK, NY. A man was knocked down by a car and got up uninjured, but lay back down in front of the car when a bystander told him to feign injury in order to collect insurance money. The car rolled forward and crushed him to death."
- Associated Press, 1977
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Night5h4d3
post Jan 26 2008, 06:53 PM
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Two questions...
1) Can I Modify this code(like alot)?
and
2) Do I have to notify you if I want to sell a game using this script for the price of a CD/DVD (I burn and sell my games locally.)?
mellow.gif
(Either way, your scripts are awsome!)


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