Okie. I'll try to explain some things for ya.
-Something very basic but i could not find it : I enter the Database,i go to common Events,And i create for example a weather script so it rains,and the map gets a little darker.
Now how do i get that script onto the map i want the effect to take place?
To be honest, you don't have to use Common Events for this. You can use just normal map events. Using a common event is like having an event that can occur on any map at any time. Writing a common event for this
could be useful because you can bind the event to a switch and instead of copying and pasting normal map events all around, you can instead just turn on a switch and be done. So since you referenced the Common Events tab in the database, I'll explain it to you in that way.
Turning The Weather ON:-Open the common events (CE) tab in the database (DB).
-Start a new CE and name it anything you like (probably something like "Weather Controller ON")
-Set the CE as a Parallel Process (PP) and set a switch that will be used to turn this CE on and off. (Name the switch anything you like, maybe like "Weather ON")
-Now in the event space, open up the Event Commands and choose a "Tint" and pull the color bars to the left equally a little bit (which will darken the screen) (I myself prefer numbers like -30, -30, -30 for a decent darkness) (If you want it to be darker and a more saturated color, pull back on the blue a bit so that the screen instead will become darker and slightly blue)
-Still in the "Tint" command, make sure that you set the time of how long it takes to become that dark. So set it to like 60 frames or something. I think that's 2 seconds in XP? I forget. (Someone will correct me there.) Also make sure that you have the waiting option unchecked. (You don't want to stop everything to wait a few seconds for the screen to darken, you want it to happen naturally.)
-Now you're finished with the tint, and now make a new event command and choose "Weather"
-Just use the Rain, and play with how strong you want the rain to be and what not. I think you can set how long it takes to build up too similar to the Tint, so set that as the same length of time you chose for your tint.
-Make a third and final event command. Control Switch, turn OFF "Weather ON" switch. (This is so that this event does not continue to process. You only need these events to roll through one time and you're done. If this switch remained on, this CE would continuously process because it is set as a Parallel Process as long as this switch is on. With enough things happening like this, it can lag your game horribly.)
Turning The Weather OFF:To turn OFF the weather, just do the opposite of what we did to make the weather.
-Make a new CE, parallel process, new switch named like "Weather OFF"
-Set tint back to normal (0, 0, 0), No stopping to wait, and play with the time settings for how fast you want it to go back to normal.
-Then new event command to Erase Weather.
-Then one more event command to turn off this CE. Make a Control Switch and turn OFF "Weather OFF" switch.
Just make a new tint and set it back to normal (0, 0, 0), no waiting for event, play with the time settings, then erase weather. Make this a new CE and call it something like "Weather Controller OFF" (Same reason as before).
-I have created an animated Sprite via the Character Tab,now how can i put that one character for example a moving fire into my map?
I'm sure that XP comes with stock fire animations set up as character sheets. All you need to do here is create a normal map event and set its graphic as that character sheet and the starting point of your fire. (the starting tile of the fire) Then make sure you lock its direction by checking on Direction Fix in the lower left corner of the event page and then turn on Stepping Animation (or maybe it was Walking Animation? I forget that small bit, the vocab is a tad different from VX) You don't actually need anything in the event commands pages. You just need the graphic set and the stepping animation bit on.
-I need a Tent sprite size doesnt really mather il resize it if needed but preff the same style as the RMXP / VX sprites
As Love has noted, XP does have a tileset that has a tent. What you can do is export that tileset and rip the tent image and resize it if you need. Or you can do what most others do and export that tileset and a few others then combine them by making a larger tileset that is the same width but much longer (since clearly there are more tilesets attached at the bottom) Then you can import that new combined tileset and set the passabilities and terrain tags (that part's a bit time consuming but necessary). OR you can take the TileB from VX and rip the small Tent tile that's there if you're looking for more of a worldmap type tent.
That should be about it.
Note though, that although you're real new to using XP, you're actually not that bad at mapping. You don't have enough experience with knowing what tiles are what (like the ceiling tiles you're using which Love has helped you by explaining), but in all honesty, your maps may be boring as hell, but they're about a million times better than any map I've seen from the noobs of XP. One of the biggest tips in mapping is that Nature is organic and commonly avoids right angles or harsh edges while anything man-made like towns and interiors tend to be quite symmetrical or full of right angles. Also, having a great variety of objects is a plus but you'll have to find the medium between not enough stuff and too much stuff. Too much will look cluttered and confusing, while not enough will be extremely boring. It just goes with experience. Some people pick it up faster than others. Make sure to check out the mapping tutorials we have around here. Some VX mapping tutorials might help too since it's said that mapping in VX is more difficult (as far as making things look natural).