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Repressive Weather Control
#1
Repressive Weather Control
Version: 1

Introduction
Y'know how the weather doesn't stop or turn off whenever you transfer to a new map? I wanted to make this easier on the developer by making a system which turns off the weather whenever the player transfers to a map that isn't the same map ID (s)he was transferring from.

How it works is this: When the system first starts getting activated, if my variable is nil, it would set a variable to equal the map ID the player is currently in. Whenever the player is in a new map ID, my variable would then detect that the map ID the player is in isn't the same value as that, which would make my system stop the weather. Then it would set itself to equal the map ID the player is in again. (I suck at explaining, don't mind me. D:)

Features
  • Designed to help make this easier for developers when it comes to turning off the weather whenever transferring to a new map.
  • Developers can set which transferring map IDs wouldn't be affected by my event system.
  • Plug & Play!
Screenshots
I can't screenshot this.

Demo
.zip   Repressive Weather Control XP.zip (Size: 190.19 KB / Downloads: 9)
.zip   Repressive Weather Control VX.zip (Size: 243.3 KB / Downloads: 4)

Instructions
Copy-paste the entire (first) common event to your project. Depending on how far into development you are with your project, you should probably change the condition switch of the common event.

FAQ
Awaiting question.

Compatibility
I don't know of any.

Credits and Thanks
Thanks to sixtyandaquarter for thinking of a name for this system.

Author's Notes
Meh no notes.

Terms and Conditions
Exclusive to RMVXPUniverse.
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#2
Def ganna try this.

This post doesn't exactly shine for its content. ;) Please avoid the "awesome!" or "gonna try this!" posts. ~Charlie



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#3
Can't you just do this by making events inside of buildings for no weather and then set it on outside the building? Or is this more of a random weather script?
[Image: style7,Kristovski.png]
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