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[RMXP] A Sexy Rainstorm! (ASR!)

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RMRK Junior
A SEXY RAINSTORM! (ASR!)
Version: 1.0
Type: Rainstorm Event Parallel Process

Introduction

A sexy rainstorm!  Random lightning, thunder and rain/storm changes via parallel process, random variables and conditional branches.
MORE INFO
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A parallel process that runs in the background.  Every 50 frames it has a 6 in 50 chance to flash the screen (lightning.)  There are 6 types of lightning all at varying lengths, including 2 double flashes.  If it flashes a 12 frame lightning blast, it waits for 12 seconds.  If it flashes a 5 second blast, it waits 5 seconds.  This makes for nice variation.  After the lightning check, it checks thunder, a 1 in 5 chance.  If it is a yes, it chooses between 4 different thunders (all which are the same thunder sample that comes with the game, but at varying pitches.)  After that it checks the weather timer, which works like:  it starts with Rain at a power of 9.  After 200 frames it rolls a random number from 1 to 10.  If it rolls a 1, it changes to Storm for 200 frames with a power of 9, after which it rolls a random number from 1 to 10.  If it rolls a 1 again, it changes back to Rain with a power of 9.  And so forth.  This helps with the variation of the rain.  Everything is easily customizable using variables and conditional branches.

Features

  • Random Lightning!
  • Random Thunder!
  • Random Changes from Rain to Storm!
  • Custom Artwork and Music Included!

Screenshots
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it's hard screen-capturing lightning  :(

Demo
A Sexy Rainstorm Download .zip (5955KB)


Instructions
First you need 3 variables:  WeatherTime, WeatherSelect, and RandomNumber.  Set them to whatever variable you wish, but for this example they are 0001, 0002, and 0003.  If you have different variable numbers, you will have to change every instance in these examples to your variable numbers.
There are 2 maps in the game, the first, SexyLand, says when you start the game, "The skies darken and a rainstorm begins in SexyLand", then gets dark, the rain starts and the fx "fade in" (rather crappily)  In SexyLand2, the map's BGS "Rain3" is already going and it's already dark and storming when you start the game.  Going by everything listed in the parallel process located in SexyLand2, as that will be the one you will most likely use, here is a step by step explanation:
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@>Change Screen Color Tone: (-85, -85, -102,0), @0  #this darkens the screen.  You can change it to whatever color or degree of darkness you like.
@>Set Weather Effects: Rain, 9, @200 #this starts the rain, with a power of 9, for 200 frames.  Less power is less rain.
@>Control Variables:  [0001: WeatherTime] = 1  #this sets the weather time variable to 1.  Every 50 frames it adds 1, until it hits 4, then it resets it to 1.  This keeps the effect looping.
@>Control Variables:  [0002: WeatherSelect] = 1  #this sets it to the Rain variable.  This variable tells the event that which weather effect it currently is on.  [0002: WeatherSelect] = 2 is Storm.
@>Wait:  50 frame(s)  #this makes it wait 50 frames
@>Jump to Label: two  #this makes it jump to label two (below), like a GOTO in BASIC, if you're old like me =)
@>Label: three #this is the label it comes back to after checking lightning and thunder, and adding 1 to WeatherTime.
@>Wait:  50 frame(s)  #this makes it wait 50 frames
@>Jump to Label: two  #this makes it jump to label two (below)
@>Label: four #this is the label it comes back to after checking lightning and thunder, and adding 1 to WeatherTime.
@>Wait:  50 frame(s)  #this makes it wait 50 frames
@>Jump to Label: two  #this makes it jump to label two (below)
@>Label: five #this is the label it comes back to after checking lightning and thunder, and adding 1 to WeatherTime.
@>Wait:  50 frame(s)  #this makes it wait 50 frames
@>Jump to Label: two  #this makes it jump to label two (below)
@>Label: one #this is the "check whether it changes from Rain to Storm", or vice versa.
@>Control Variables: [0003: RandomNumber] = Random No. (1...10) #this sets the RandomNumber variable to a random number between 1 and 10.  If you set it higher, like (1...20), it will change from Rain to Storm less often.  If you set it lower, like (1...5), it will change more often.
@>Conditional Branch: Variable [0003: RandomNumber] == 1  #if the random number it picked above is 1, it makes this true.
 @>Conditional Branch: Variable [0002: WeatherSelect] = 1 #if the current weather is 1 (Rain) then it changes it to Storm
  @>Set Weather Effects: Storm, 9, @200 #changes it to storm with a power of 9 for 200 frames
  @>Control Variables:  [0002: WeatherSelect] = 2  #to tell the event system that it is now on Storm.
  @>Wait 50 frames #waits 50 frames
  @>Jump to Label two #goes to label two, below.
  @>
 : Else #else means [0002: WeatherSelect] did not = 1, therefore it = 2, meaning it was currently on Storm, so it's going to change it to rain.
  @>Set Weather Effects: Rain, 9, @200 #changes it to rain with a power of 9 for 200 frames
  @>Control Variables:  [0002: WeatherSelect] = 1  #to tell the event system that it is now on Rain.
  @>Wait 50 frames #waits 50 frames
  @>Jump to Label two #goes to label two, below.
  @>
: Else #this else was for the first conditional branch, which means the random number did not equal 1 and therefore the weather did not change.  So it moves on to check to see if lightning occurs.
 @>Label two #this the label that the previous statements jumped to.  I'm going to truncate this because this is starting to suck typing all of this out.
>random number (1...50) #chooses a random number.  Make it higher or lower for lightning to flash less or more, resp.
>if it's 1 then lightning effect 1 # you can change the length of flash of the lightning here, then jumps to label seven, which is thunder
>2 = lightning effect 2
>3 = lightning effect 3
>4 = lightning effect 4
>5 = lightning effect 5
>6 = lightning effect 6 # if you want to add more lightning fx, make 6's Else be a conditional branch for if the random number was 7, etc, for as many as you want.
: Else # the random number did not equal 1-6 so it moves on
>Label seven #thunder chances
>chooses a random number between 1 and 5 #make this higher or lower if you want it to thunder less or more, resp.
>if random number = 1 then there will be thunder!   ;8
>rolls a random number between 1 and 4 for the 4 types of thunder.  if you want more types of thunder, make sure this number = how many types you want.
>1 = thunder fx 1 #then jumps to label six
>2 = thunder fx 2
>3 = thunder fx 3
>4 = thunder fx 4  #if you want to add more thunder fx, make 4's Else be a conditional branch for if the random number was 5, etc, for as many as you specified in the "rolls a random number between 1 and x for the for x types of thunder" line above.
: Else = jump to label six # this means no thunder occurred and it moved on to WeatherTime
>label six #weathertime
>if it equals 1, then add 1 and then jump to label three (at the start)
>if it equals 2, then add 1 and then jump to label four (at the start)
>if it equals 3, then add 1 and then jump to label five (at the start)
>if it equals 4, then Reset to 1 so the loop starts over and then jump to label one above (which is whether or not it changes rain to storm or vice versa)
: Else #this Else does not need to be filled in because it never happens because it never goes above 4.

Credits and Thanks

  • DJSkagnetti

Author's Notes

I made 2 small maps called SexyLand and SexyLand2 to wander about in the rainstorm!  I made a title screen which is Hawt!  I made a song for it called, you guessed it, "A Sexy Rainstorm!"  Title screen and music included in .zip =)
or listen to the song on my soundcloud

Don't miss out on my other stuff:
Spoiler for:
Pack 1 - Jewlery
Pack 2 - Orbs
Pack 3 - Potions
Pack 4 - They Came From Below!
Pack 5 - Armors
« Last Edit: May 15, 2012, 07:23:33 AM by djskagnetti »