7/22/2023 0 Comments Rpg maker vx ace day night cycle![]() 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. # 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. 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. The following features are included: Have time change based on the number of steps the player takes. For starters, I would probably only set the weather variable once per in-game day. This plugin allows you to easily add a day/night cycle to your game. This is because sometimes the bluecube.exe creates troubles so if that is your case feel free to download the 7zip version and use it. As for the actual Common Event to determine the weather effect, that can vary greatly. I created two different versions of the demo: one using the default RPG Maker VX Ace packing (the bluecube.exe), another using a 7zip archive. ![]() ![]() 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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