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RPG Maker XP    Posted March 2, 2013 by Marked

Weather Script

Introduction

This is actually one of my oldest scripts, made back in the rmxp.net days. And yet it's still one of the most popular, right behind my UMS. Essentially, this script makes the weather "heavier" by increasing the total number of weather sprites that can be on the map at once, and gives you more variety of weather types.

Screenshots

    Downloads

    weather-script-3-1.zip

    224.08KB, .zip

    Download

    License Terms

    Attribution 3.0 Unported - You must attribute the work in the manner specified by the author or licensor. Commerical use allowed.

    Instructions

    To call the new weather, just place the following in a Script event command:

     

    $game_screen.weather(type, strength, fade)

     

    Where type is the numerical type of the weather (see the script comments for types), strength is the strength of the weather and should be an integer between 0 (no weather) and 50 (heaviest weather), and fade is how many frames to take to fade in.

     

    For example:

     

    $game_screen.weather(6, 25, 0)

     

    Will start 250 autumn leaf sprites falling down the screen. Posted Image

     

    An explanation of user-defined weather:

     

    $WEATHER_IMAGES – The names of the images you want to use as weather images, minus the file extensions. They should be imported as Pictures.

     

    For example:

     

    $WEATHER_UPDATE = true
    $WEATHER_IMAGES = ["rock1", "rock2", "rock3"]

     

    The $WEATHER_UPDATE flag tells the script that the images array has changed. You only need to set it to true if you’ve changed this array.

     

    $WEATHER_X and $WEATHER_Y – the number of pixels to move the image in the x & y directions each update. For example:

     

    $WEATHER_X = -10

     

    Will move the image fairly fast straight up.

     

    $WEATHER_Y = 1

     

    Will move the image slowly to the right.

     

    $WEATHER_X = 2
    $WEATHER_Y = -1

     

    Will move the image to the lower left.

     

    By default, both x and y movement are 0, or no movement.

     

    $WEATHER_FADE – this is whether or not and how much you want the image to fade out. 0 is no fade, 255 is instant fade. You may need to play with this – what looks right depends on how fast your weather image is moving. By default, this is set to 0, or no fade.

     

    $WEATHER_ANIMATED – this flag tells the script that each weather effect should cycle through all the images (see the sparkle effect for a demo of what this looks like). Just set it to true if you want to use it:

     

    $WEATHER_ANIMATED = true

    Author Notes

    If you wish to use this script commercially, please contact me for licensing options. If you have a suggestion for weather, feel free to post it, but know I may not add it in.

    Comments (3)

    • You won't find her on this site, but I'm sure you'll find her on others. She is quite up tight on her IP (just saying), so I recommend you find a site that's still active on and send her a message there. Don't refer back here, I don't even think this is the latest version of the script (could be, I reckon there'd be an updated on the site save point).

    • Ok great. Thanks for letting me know. I used the script years ago for a project, but just now able to bring it to market maybe. I'll see if I can find her on another site.

    Leave a Reply

    Marked

    • Posted about 12 years ago

    • Engine
      RPG Maker XP
    • Category
      Environment and Field Scripts
    • License
      Attribution 3.0 Unported
    • Version

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    3 comments

    Tags

    ccoa weather