Advanced Climate

What else do you want to see?


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Vlue

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You can use the script call:


Climate_Control.season == "Winter"


to check if it's winter or not
 

Gabihime

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Just a line to say I love this script.  

I think I've run into a weird behavior though, that or I don't have something configured correctly.

Although I have several indoor maps tagged as "inside," if it's raining and I go into an interior map, the rain doesn't stop immediately.  If I bring up the menu and pop back out if it, it seems to realize I'm indoors and stops the rain, but otherwise it keeps raining inside.  And going inside when it's raining and then bringing up the menu seems to stop the rain outside too -- as in, if I go back outside, it's no longer raining.  But this may be a feature, I'm not sure.

Bringing up the menu outside during a rain event doesn't do anything to the weather, so I'm assuming something is happening when I bring up the menu inside to remind the script that it ought to stop the rain/weather effect.

Have I done something weird to get this?  I had an easier time with Basic Weather's indoor maps array, but I realize that's not as flexible, plus I do need at least two climates, so I appreciate Advanced Weather's options.
 

Vlue

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Just a line to say I love this script.  

I think I've run into a weird behavior though, that or I don't have something configured correctly.

Although I have several indoor maps tagged as "inside," if it's raining and I go into an interior map, the rain doesn't stop immediately.  If I bring up the menu and pop back out if it, it seems to realize I'm indoors and stops the rain, but otherwise it keeps raining inside.  And going inside when it's raining and then bringing up the menu seems to stop the rain outside too -- as in, if I go back outside, it's no longer raining.  But this may be a feature, I'm not sure.

Bringing up the menu outside during a rain event doesn't do anything to the weather, so I'm assuming something is happening when I bring up the menu inside to remind the script that it ought to stop the rain/weather effect.

Have I done something weird to get this?  I had an easier time with Basic Weather's indoor maps array, but I realize that's not as flexible, plus I do need at least two climates, so I appreciate Advanced Weather's options.
(Late response is late, been without net) Do you have the inside maps tagged as inside and tagged for their climate?
 

demicrusaius

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I can't seem to get the seasons to ever change. I've used Climate_Control.season == "Winter", Climate_Control.change_season(4), Climate_Control.current_season(4), Climate_Control.current_season = 4, and == 4, and a dozen other variations that I could think of. At worst, I get various error messages upon attempting to change seasons. At best, all weather stops processing. New weather effects don't start and running weather effects won't end. My climate for the map is set to C=0 and everything else in the script I can get to work except the season change.

Edit: Ok, apprently if you have 4 seasons, the first one is a 0. I could have sworn that I tried all of the above iterations with a 3, but apparently I missed the base one. Climate_Control.change_season(3) works just fine. Disregard. There is apparently no way to delete a comment.
 
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Onomotopoeia

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For the poll, it is unfortunate that we do not have an "All of the above" option to select.....


Edit.


I did put some thought into this, and boy oh boy can I come up with some ideas for more complex weather control.... Sorry if this isn't entirely scriptable at this time; I'm just throwing out the ideas that came to me in the last couple months.


For the third poll option, "Random Weather Bits", of course I'd definitely like to see improvements to potential seasons as well as weather capabilities. Chronologically speaking, weather/climate would tie in naturally with a calendar/time/temperature system; I would keep the counters for minutes, hours, days, weekday, month, season, year and such, not making the season double as the month, but as a separate counter.


I'd like to be able to specify all the possible weather effects throughout the year, at least four weather effects for each season; and my idea of a time/temperature/weather/overall climate system would divide a year into eighths (at least), each one a season, separate from the declaration of a month. So for me I'd have the four "main" seasons (Spring, Summer, Fall, Winter), but also four additional semi-seasons between, for slightly more gradient control of seasonal effects. Now I know the games that are made are generally meant to be an abstraction, not super-realistic, but I do think more weather potential would increase game immersion at some point. (Believe me, that's not so complex, I started the idea with sixteen seasons, originally.)


Then with the randomization of the current weather effect, take into consideration what month, as well as what time of day, and perhaps even temperature for that time of day.


Most of this is not so do-able without more complex note-tagging in place; it would be nice if we could specify if a map has a minimum temperature, maximum temperature, mean temperature, specific climate/weather always allowed, specific climate/weather never allowed, et cetera. So a desert map would more-or-less mostly be steamy hot with random chance of dust storms; a tundra or sub-arctic map would have lots of cold temps and frequent snow storms.


And there is even more potential for linking weather effects to skill or item use; say a battle occurs within a town map on a summer day; if a wintery or snowy effect were used to fight and freeze an enemy, it might be nice to have the snowy effect still active, but dissipate to the map's median temperature.


Again, so much of this might not be so possible with the way the RPG Maker editor is, at this version; perhaps it's something I can work on in my own attempt to develop an alternative game-maker editor/engine.
 
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AtomosomotA

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Hey Vlue, 

yes I'm using this script of yours also..

and yes I'm going to ask for something to add to your workload..

I appreciate the option to nullify the dimming effect from the weather effects.. although that doesn't seem to be the optimal solution.

You see, I am using Khas Lighting, your Advanced Time Script, and now your Advanced Climate.

When the weather kicks in and its already dark out, even with a heavy load of lighting from Khas, (which looks like crap, honestly), it creates close to a blackout in game. In all other ways the script work flawlessly..

So I guess what I'm asking for is maybe a way to adjust the dimming effect?

I've even considered adjusting the Advanced Time Script's screen dimming but to be honest, (without weather), its really not dark enough for my liking to begin with... so i will probably attempt to make that even darker, provided there IS a way to adjust the weather dimming.

I would greatly appreciate it if you consider this. thank you.
 

Vlue

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All noted for the newer version of the script (that I'm working on (slowly (oh so slowly))
 

Xeno_Salazar

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Heya Vlue,

I'm getting a really strange issue when using any script that allows weather to persist during battle. I'm using this one at the moment:

http://dekitarpg.wordpress.com/2013/01/08/battle-weather/ (I know....not your script! Not ready for the awesomeness of a climate system yet. :) )

With yours I have the same problem though. After winning a battle (not escaping, oddly enough) The rain drops/lines will freeze on the screen and the tint won't reset (although the rain animation still plays normally, just with the frozen ones still there). Of course after about three battles the screen is pitch black and covered with frozen rain effects...and that just won't do...so I was wondering if you (or anyone!) might know what is causing this because it's driving me crazy. LoL.

It started happening after I installed Theo's battle system:

https://github.com/theoallen/TSBS

No clue if that's what's causing the issue though. Thanks in advance with any help,

--Xeno
 

Vlue

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Try placing either script below Theo's Battle System, my guess is weather effects aren't being disposed properly.
 

Xeno_Salazar

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I figured it was something like that. I have the weather script last on my list (and Theo's system first) and it's still happening....*grumbles*
 

The_Many

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Hello, I realize this hasn't been posted on in sometime, but it appears to still be open and my question is relevant...

I noticed with your fabulous time script there was an option to set a game variable to the current time . Is there any way to set variables for the things in this mod? I get the feeling it's fairly obvious, but is there a way to set a variable to the current weather, season and climate?

Thanks for both great scripts.
 

BeReal

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Make it app-liable and self reliant. //rmwforums.s3.amazonaws.com/emoticons/default_biggrin.gif


Too much to ask for a free script, please add me so i can send you my game when it's done!


Anyway make it however you like but if i were to make it, I'd probable make something like this . (please Note: i don;t know how to script)


In the scripts


Weather randomize-r : true or false (this is a easy configure)


Weather self input: true or false


                          if true:input your own season one by one on every single day by your self //rmwforums.s3.amazonaws.com/emoticons/default_biggrin.gif


                           if false=Default season on this level of seasoning and flavour : (1 , 2 , 3 , 4 or 5,-nth e.t,c ) [(in map?=(1 or 2 or 3) {nth-term of maps or all the same ]


Weather on specific day also work this way of 1,2,3,4 etc


I don't know what else to say sorry. //rmwforums.s3.amazonaws.com/emoticons/default_biggrin.gif
 

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