![]() ![]() I would probably only set the weather variable once per in-game day.that the "weather variable" is "rolled" once per in-game day. #Common event: Weather effect CONDITIONAL BRANCH: Variable = 0 SET WEATHER EFFECT: None frames, wait CONDITIONAL BRANCH: Variable = 1 SET WEATHER EFFECT: Rain (Power 3) frames, wait CONDITIONAL BRANCH: Variable = 2 SET WEATHER EFFECT: Storm (Power 3) frames, wait CONDITIONAL BRANCH: Variable = 3 SET WEATHER EFFECT: Snow (Power 3) frames, wait *Edit: This would likely be the bare-bones of it, I think. # Transfer to indoor map SET WEATHER EFFECT: None frames, wait TRANSFER PLAYER:, (X, Y), Retain facing # The above event-code would need to be altered with actual values for where you're teleporting to. module Tones: DUSK Tone. class DayNightCycle Public: The color tones for the corresponding day / night times. Public: This class is responsible for the day / night cycle in a game. # Transfer to outside event SET WEATHER EFFECT: None frames, wait CALL COMMON EVENT: Weather effect TRANSFER PLAYER:, (X, Y), Retain facing # The above event-code would need to be altered with actual values for where you're teleporting to. Contribute to dschneider/rpg-maker-vx-ace development by creating an account on GitHub. The event-code might look something like. Perhaps, as a test, you'd only set four: one for each basic weather type, setting the intensity value to, I dunno, 3, when it's relevant. So, how much you want to vary your weather effects will determine how many Conditional Branches you're going to have to make. The Weather Effect event-command, itself, has four basic weather types that it can animate, None, Rain, Storm, Snow, with the latter three allowing degrees of power/intensity. For starters, I would probably only set the weather variable once per in-game day. As for the actual Common Event to determine the weather effect, that can vary greatly. Let the Common Event dictate if there is a weather effect on the map. As I may have mentioned before, whenever you set up an event that does a map transition, you place a "Weather Effect - none: 0 frames" event-command, then use the Transfer Player event-command. ![]() If you're talking about re-applying the weather effect after going back outdoors, though, that shouldn't bee that much of a problem? Like, the thought in my head is to switch off the weather effect with each map transition. Maybe with scripting, but, I personally wouldn't feel it's worth messing with. ![]() At least, not within the context of typical event-commands. Well, I don't know if you can continue a weather effect animation at the express moment it stopped. ![]()
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