Orange Weather

● ARCHIVED · READ-ONLY
Started by Hudell 60 posts Page 1 of 3 View original ↗
  1. Orange Weather 1.0
    Hudell
    Introduction
    This plugin will add weather effects to your game, using Orange Time System for the flow of time.
    The weather changes everyday as is decided one day in advance. The strength of the rain / snow / storm will gradually increase and decrease along the day.
    You can also use your own weather effects if you don't want to use Rpg Maker defaults.

    Params

    weatherSpeed
    How many frames does it take for the weather effect to change completely
    Default is 60

    changeWeatherStrengthAlongTheDay
    If true, the weather effect strength may change during the day
    Default is true

    rainChance
    A number between 0 and 100 identifying the chances of raining
    Default is 0

    rainChanceByMonth
    You can set a different rain chance for each month, in the format <monthNumber: chance>. Example: <1: 20> <12:15>
    Default is empty

    maxRainStrength
    A number between 1 and 9 identifying the max strength of rain.
    Default is 9

    minRainStrength
    A number between 1 and 9 identifying the min strength of rain.
    Default is 1

    rainStrengthByMonth
    You can set a different strength range for each month, in the format <monthNumber: minStrength,maxStrength>. Example: <1: 1,5> <12: 3,9>
    Default is empty

    snowChance
    A number between 0 and 100 identifying the chances of snowing
    Default is 0

    snowChanceByMonth
    You can set a different snow chance for each month, in the format <monthNumber: chance>. Example: <1: 20> <12:15>
    Default is empty

    maxSnowStrength
    A number between 1 and 9 identifying the max strength of snow.
    Default is 9

    minSnowStrength
    A number between 1 and 9 identifying the min strength of snow.
    Default is 1

    snowStrengthByMonth
    You can set a different strength range for each month, in the format <monthNumber: minStrength,maxStrength>. Example: <1: 1,5> <12: 3,9>
    Default is empty

    stormChance
    A number between 0 and 100 identifying the chances of storming
    Default is 0

    stormChanceByMonth
    You can set a different storm chance for each month, in the format <monthNumber: chance>. Example: <1: 20> <12:15>
    Default is

    maxStormStrength
    A number between 1 and 9 identifying the max strength of storm.
    Default is 9

    minStormStrength
    A number between 1 and 9 identifying the min strength of storm.
    Default is 1

    stormStrengthByMonth
    You can set a different strength range for each month, in the format <monthNumber: minStrength,maxStrength>. Example: <1: 1,5> <12: 3,9>
    Default is empty

    playDefaultWeatherEffects
    set this to false if you want to use your own weather effects through common events
    Default is true

    rainCommonEvent
    the common event to run when it starts raining
    Default is 0

    snowCommonEvent
    the common event to run when it starts snowing
    Default is 0

    stormCommonEvent
    the common event to run when a storm starts
    Default is 0

    normalWeatherCommonEvent
    the common event to run when the weather goes back to sunny
    Default is 0

    Plugin
    Get it from here

    Dependencies
    Orange Time System

    License
    Free for any game

    Credit and Thanks
    - Hudell
  2. <3 I was waiting to for this and I'm glad it's out now. Good work mate :)
  3. You can also use your own weather effects if you don't want to use Rpg Maker defaults.
    How would one do this?
  4. Tsukihime said:
    How would one do this?
    Set param playDefaultWeatherEffects to false and rainCommonEvent, snowCommonEvent, stormCommonEvent and normalWeatherCommonEvent to a number of a different common event each.

    Those common events would then be responsible for playing the effects.
  5. What if I wanted all of those common events, and more?


    For example, if I wanted to have this leaf weather effect on top of all rain, snow, and storm?


    Let's say I wanted 5 different weather effects.
  6. Tsukihime said:
    What if I wanted all of those common events, and more?

    For example, if I wanted to have this leaf weather effect on top of all rain, snow, and storm?

    Let's say I wanted 5 different weather effects.
    my eyes just went inside out trying to watch all them leaves move at the same time. 
  7. Tsukihime said:
    What if I wanted all of those common events, and more?


    For example, if I wanted to have this leaf weather effect on top of all rain, snow, and storm?


    Let's say I wanted 5 different weather effects.
    I'll be enhancing this system with more plugins soon :)
  8. Tsukihime said:
    What if I wanted all of those common events, and more?

    For example, if I wanted to have this leaf weather effect on top of all rain, snow, and storm?

    Let's say I wanted 5 different weather effects.
    This is what we need xD

    The default weather effect in MV is exactly the same as Ace... And it sucks. We need "real particlez"
  9. harvard1932 said:
    This is what we need xD

    The default weather effect in MV is exactly the same as Ace... And it sucks. We need "real particlez"
    Damn Hudell being lazy! He has yet to code this :p
  10. So how would one do a seasons plugin btw. I know this will be asked down the road and I'm not even sure if I want it. I guess you could have snow in the winter etc... But what about tiles? Do people change all their tiles for example too?
  11. Kane Hart said:
    So how would one do a seasons plugin btw. I know this will be asked down the road and I'm not even sure if I want it. I guess you could have snow in the winter etc... But what about tiles? Do people change all their tiles for example too?
    Yes, we change tilesets. There will be a plugin for that very soon :)
    Other than that, you can just treat seasons as months and change the names on the time system.
  12. Time to test this one! I'll let you know if I encounter any issues (as always lol) xD

    Thanks Hudell!
  13. Please could you add three new "weather effects", for example, if you want to customize a new weather called "sand storm", "dark sky" or "very sun", I want to customize them, could you do that? It would be perfect, thanks ^_^
  14. Targaryen said:
    Please could you add three new "weather effects", for example, if you want to customize a new weather called "sand storm", "dark sky" or "very sun", I want to customize them, could you do that? It would be perfect, thanks ^_^
    Yes, I'll add custom weather effects soon :)
  15. Hey Hudell!

     

    I would like to make a system in the Pokémon style Sunny Day and Rain Dance. I will describe the system if you do not know:

     

    In Pokémon, when using the move Sunny Day, the sunlight begins to shine strong, and this is reflected in the battle:

    Increases the power of Fire-type moves by 50%.

    Decreases the power of Water-type moves by 50%.

    Allows Solar Beam to be used instantly.

    Causes Growth to raise Attack and Special Attack two stages each.

    Activates the Following Abilities: Chlorophyll, Dry Skin, Flower Gift, Forecast, Leaf Guard, Solar Power.

    Causes Forecast to change Castform to its Sunny Form.

    Causes Flower Gift to change Cherrim to its Sunshine Form.

    Changes Cherrim to its Sunshine Form.

    Guarantees Harvest will restore a held Berry.

    Changes Weather Ball to a Fire-type move and doubles its power.

    Prevents Pokémon from Becoming frozen.

    Causes Moonlight, Synthesis, and Morning Sun to recover ⅔ of max HP

    Lowers accuracy of Thunder and Hurricane to 50%.

     

    Similarly, when using the move Rain Dance, it starts to rain heavily, and this is reflected in the battle:

    Increases the power of Water-type moves by 50%.

    Decreases the power of Fire-type moves by 50%.

    Allows Thunder and Hurricane to bypass accuracy check.

    Makes Thunder's accuracy 100%.

    Allows Thunder to hit through Protect and Detect 30% of the team.

    Activates the Following Abilities: Dry Skin, Forecast, Hydration, Rain Dish, Swift Swim.

    Causes Forecast to change Castform to its Rainy Form.

    Changes Weather Ball to a Water-type move and doubles its power.

    Causes Solar Beam to deal only half its usual damage.

    Causes Moonlight, Synthesis, and Morning Sun to recover ¼ of max HP (half the usual amount in Generation II).

     

    Even though this is not the purpose of the plugin, I would like to return for a Swicth when it is raining/snowing so I can interpret it.

     

    Thank you!
  16. Ozuma said:
    Even though this is not the purpose of the plugin, I would like to return for a Swicth when it is raining/snowing so I can interpret it.


    Thank you!
    I'll add this feature soon :)


  17. So I got this weird error when trying to start my game any ideas guys.
  18. I think I know what happened, I'll fix it when I get to a computer.

    Edit: done.
  19. Am I doing something wrong It isn't working? So I've set the common events, I've messed with the variables and such and no weather plays. I've got a few plugins of yours and they work fine but this one isn't. So am I setting the common event wrong or am I just dumb? I'm using the default weather effects as well) I've tested it in a few different projects and nothing happens. Help?
  20. BlitzTrixx said:
    Am I doing something wrong It isn't working? So I've set the common events, I've messed with the variables and such and no weather plays. I've got a few plugins of yours and they work fine but this one isn't. So am I setting the common event wrong or am I just dumb? I'm using the default weather effects as well) I've tested it in a few different projects and nothing happens. Help?
    With the default params, the weather won't be changed. You have to set what are the chances of rain, storm and snow on the params. The plugin will pick a different weather for each day of the time system.