Orange Weather

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Started by Hudell 60 posts Page 2 of 3 View original ↗
  1. Hmm. I must be really dumb or plugins are conflicting. Do you have a demo anywhere?
  2. BlitzTrixx said:
    Hmm. I must be really dumb or plugins are conflicting. Do you have a demo anywhere?
    I haven't included this one on any demo yet, I'll make one tonight!
  3. Alrighty! Thank you. When I get it to work I know it will be awesome.
  4. BlitzTrixx said:
    Alrighty! Thank you. When I get it to work I know it will be awesome.
    I've made a new demo


    There's some script calls on the demo, but that's just for the AM/PM system that I haven't made into the core time system yet.
  5. Hudell said:
    I've made a new demo

    There's some script calls on the demo, but that's just for the AM/PM system that I haven't made into the core time system yet.
    Thank you you're a life saver.
  6. If I've just missed where someone has asked I apologize (I can't find a search in thread function on this site) but are there any restrictions for use on your plugins? I'm looking at using a lot of them lol.
  7. Nope, all of them are available for any kind of game.
  8. Hudell it is possible to change the weather in random hour, not only in midnight? The chance will also be calculated for each day, but will start at a random hour, and have a random duration. And another question: whether there are commands to control the strength and the chance of weather?
  9. There's some stuff you can do, using the TimeSystemEvents. Check those script calls:

    Note 1: The "speed" param of the updateWeather line indicates how many frames the game should use for the transition between the previous weather and the next.

    Note 2: Even if you set the weather type to something different from sunny and call updateWeather, it won't do anything if you're inside a building.

    To change the weather strength at random:

    OrangeWeather.randomizePower();OrangeWeather.updateWeather(speed);To set a specific weather strength (1 = min, 9 = max):

    Code:
    OrangeWeather.weatherPower = 9;OrangeWeather.updateWeather(speed);
    To change the current weather type:0 = sunny

    1 = rainy

    2 = snowy

    3 = storm

    Code:
    OrangeWeather.weather = 1;OrangeWeather.updateWeather(speed);
  10. Hudell I love your work, you really helped me out, keep it up! :D
  11. Is it possible to prevent certain weathers in particular maps?

    For instance, in the snowy areas, that are always snowy, there should almost always be snow. In deserts, there should never be rain. There shouldn't be any weather effects underwater.
  12. I thought I had made a feature like that for someone, but I didn't find anything now.

    I'll add it to my ToDo list.
  13. Right on, thank you! :)
  14. Can this plugin show/simulate "ThunderShower"?

    Thanks for your time for answering my question.
  15. Hey Hudell,

    I know you said you won't make anymore plugins but I thought of a great idea for an extension to this plugin if you are interested.
  16. What is it?
  17. Basically the extension makes it so that if the weather is storm or snow there is a chance it could end up being the severe variety such as a blizzard which could reduce in-game visibility to zero and as for severe thunderstorms, not too sure about that (or a tornado for that matter). But there should be a message that appears on screen that warns the player of incoming severe weather in a reasonable amount of time before it occurs.  Also how about a chance of the player getting struck by lightning causing significant damage to both the leader and the rest of the party? Also a random chance of lightning with a thunder SE accompanying it. The player would know this is happening every time the screen flashes. Of course in order to protect yourself (and party) you need to be indoors, unless you enjoy taking risks.

    This is something I don't think I have ever seen in a video game. Might possibly be too challenging to implement, but hey, just throwing ideas out there, ya know?
  18. You can do all of that with common events.


    To check if the weather of the next day is storm, you can put this in a conditional branch:

    Code:
    OrangeWeather.nextDayWeather == OrangeWeather.WeatherTypes.STORM
  19. Hudell said:
    You can do all of that with common events.


    To check if the weather of the next day is storm, you can put this in a conditional branch:



    OrangeWeather.nextDayWeather == OrangeWeather.WeatherTypes.STORM


    In the same common event specified in the parameters of the plugin right? I suppose I could script it with common events BUT I am just barely getting into the more advanced stuff with eventing. (Literally everything I know about how to use the engine and various bits and pieces of it is self taught by trial and error.) 

    Well almost all of it. :p
  20. If you're using the "Orange Time System - Events" plugin, you can make a common event be called once every in-game minute. On that event, you can randomly show the flash effect to simulate a lightning and then decrease the HP as much as you want.