I NEED Help using ccoas wheather script i get and error each time i start my file
Error 'Weather' Line 223 Syntax error occured
I'm using Babs,Tons,ATES,CLRS
.......
Heres the code for you to ponder on
# Random Weather Generator
# Broken Wire
# Version: 3.0
# Date: 1/28/07
module BSR
# Constructer Event ID
CONSTRUCT_ID = 1
# Region IDs ####Please do not edit, though you may add to the list!
ALL = 'All'
PLAINS = 'Plains'
FOREST = 'Forest'
DESERT = 'Desert'
ARCTIC = 'Arctic'
OCEAN = 'Ocean'
# Weather Hash
WEATHER = {
ALL => [1, 2, 3, 4, 5, 6, 7, 8, 9, 10, 11, 12, 13, 14, 16, 17, 18, 19],
PLAINS => [1, 2, 4, 5], FOREST => [1, 2, 4, 5, 6, 7, 8, 9],
DESERT => [18], ARCTIC => [3, 16], OCEAN => [1, 2, 4, 5]
}
end
class Scene_Map
#Aliases
alias brkn_init initialize
alias brkn_updt update
#Init
def initialize
@weather_on = true
@weather = [0, 0] #Current weather [type, power]
@memorized = [0, 0] #Memorized weather data [type, power]
@fade_active = false
@rage_actice = false
@count = 0 #Count value for update method
end
# Memorize Weather
def memorize_weather
if !memorized?
@memorized[0] = @weather[0]
@memorized[1] = @weather[1]
@weather[0] = 0
@weather[1] = 0
$game_screen.weather(@weather[0], @weather[1], 0)
end
end
# Memorized?
def memorized?
if @memorized[0] != nil
return true
end
return false
end
# Restore Weather
def restore_weather
if memorized?
@weather[0] = @memorized[0]
@weather[1] = @memorized[1]
@memorized[0] = 0
@memorized[1] = 0
$game_screen.weather(@weather[0], @weather[1], 0)
end
end
# Enragen the Weather
def rage_weather
power = @weather[1] + rand(10)
$game_screen.weather(@weather[0], power, rand(19) + 1)
if rand(5) > 3
@rage_active = true
else
@rage_active = false
end
update
end
# Fade the Weather
def fade_weather
power = @weather[1] - rand(10)
$game_screen.weather(@weather[0], power, rand(19) + 1)
if rand(5) > 3
@fade_active = true
else
@fade_active = false
end
update
end
# Update
def update
# Update regularly
brkn_updt
if @weather_on == true
if memorized?
restore_weather
end
types = []
# Fade Weather
if @fade_active == true
fade_weather
# Rage Weather
elsif @rage_active == true
rage_weather
end
event = $game_map.events[CONSTRUCT_ID]
unless event.erased
unless event.list.nil?
event.list.each do |event_command|
if event_command.code == 108 && event_command.code == 408
line0 = event_command.parameters[0]
#Weather Update
if line0.include?(BSR::ALL)
@count = (@count + 1) % 1400
if @count == (rand(99) + 1) + 100 and @fade_active == false and @rage_active == false
#use special Fade or Rage features here if weather_type != 0
if $game_screen.weather_type != 0
if $game_screen.power? > 25
@fade_active = true #Make the weather fade out a little.
update
elsif $game_screen.power? <= 25
@rage_active = true #Make the weather get heavier/harsher
update
end
end
#Otherwise, create a random weather effect at low power!
$game_screen.weather(rand(BRW::WEATHER.keys.size - 1) + 1, rand(10), rand(9) + 1)
end
elsif line0.include?(BSR::PLAINS)
@count = (@count + 1) % 1400
if @count == (rand(99) + 1) + 100 and @fade_active == false and @rage_active == false
plains = BSR::WEATHER[BSR::PLAINS].values
#use special Fade or Rage features here if weather_type != 0
if $game_screen.weather_type != 0
if $game_screen.power? > 25
@fade_active = true #Make the weather fade out a little.
update
elsif $game_screen.power? <= 25
@rage_active = true #Make the weather get heavier/harsher
update
end
end
#Otherwise, create a random weather effect at low power!
n_weather = plains[rand(plains.size - 1)]
$game_screen.weather(n_weather, rand(10), rand(9) + 1)
end
elsif line0.include?(BSR::FOREST)
@count = (@count + 1) % 1400
if @count == (rand(99) + 1) + 100 and @fade_active == false and @rage_active == false
forest = BSR::WEATHER[BSR::FOREST].values
#use special Fade or Rage features here if weather_type != 0
if $game_screen.weather_type != 0
if $game_screen.power? > 25
@fade_active = true #Make the weather fade out a little.
update
elsif $game_screen.power? <= 25
@rage_active = true #Make the weather get heavier/harsher
update
end
end
#Otherwise, create a random weather effect at low power!
n_weather = forest[rand(forest.size - 1)]
$game_screen.weather(n_weather, rand(10), rand(9) + 1)
end
elsif line0.include?(BSR::DESERT)
@count = (@count + 1) % 1400
if @count == (rand(99) + 1) + 100 and @fade_active == false and @rage_active == false
desert = BSR::WEATHER[BSR::DESERT].values
#use special Fade or Rage features here if weather_type != 0
if $game_screen.weather_type != 0
if $game_screen.power? > 25
@fade_active = true #Make the weather fade out a little.
update
elsif $game_screen.power? <= 25
@rage_active = true #Make the weather get heavier/harsher
update
end
end
#Otherwise, create a random weather effect at low power!
n_weather = desert[rand(desert.size - 1)]
$game_screen.weather(n_weather, rand(10), rand(9) + 1)
end
elsif line0.include?(BSR::ARCTIC)
@count = (@count + 1) % 1400
if @count == (rand(99) + 1) + 100 and @fade_active == false and @rage_active == false
arctic = BSR::WEATHER[BSR::ARCTIC].values
#use special Fade or Rage features here if weather_type != 0
if $game_screen.weather_type != 0
if $game_screen.power? > 25
@fade_active = true #Make the weather fade out a little.
update
elsif $game_screen.power? <= 25
@rage_active = true #Make the weather get heavier/harsher
update
end
end
#Otherwise, create a random weather effect at low power!
n_weather = arctic[rand(arctic.size - 1)]
$game_screen.weather(n_weather, rand(10), rand(9) + 1)
end
elsif line0.include?(BSR::OCEAN)
@count = (@count + 1) % 1400
if @count == (rand(99) + 1) + 100 and @fade_active == false and @rage_active == false
ocean = BSR::WEATHER[BSR::OCEAN].values
#use special Fade or Rage features here if weather_type != 0
if $game_screen.weather_type != 0
if $game_screen.power? > 25
@fade_active = true #Make the weather fade out a little.
update
elsif $game_screen.power? <= 25
@rage_active = true #Make the weather get heavier/harsher
update
end
end
#Otherwise, create a random weather effect at low power!
n_weather = ocean[rand(ocean.size - 1)]
$game_screen.weather(n_weather, rand(10), rand(9) + 1)
end
end
end
end
end
elsif @weather_on == false
memorize_weather
end
end
end
class Game_Screen
alias brkn_init initialize
def initialize
@power = 0
brkn_init
end
def weather(type, power, duration)
@weather_type_target = type
if @weather_type_target != 0
@weather_type = @weather_type_target
@power = power
end
if @weather_type_target == 0
@weather_max_target = 0.0
else
@weather_max_target = (power + 1) * 4.0
end
@weather_duration = duration
if @weather_duration == 0
@weather_type = @weather_type_target
@weather_max = @weather_max_target
end
end
def power?
return @power
end
end
This isn't ccoa's... -_______-
Besides, it's easier to get help from the creator of the script; ccoa nor Broken Wire (whom I think made the script you posted) are part of this forum.
I have CCOA's weather script and that definetly isn't it. Her's (I think it's her, right?) is a better weather script not a random weather script. It makes things like better snow rain and storm, building on the default weather and then adds her own like blood rain and cherry blossom (sakura) pettles. I use all the time.
Considering that there's no instructions in the script (maybe there was instuctions on the site/forum where you found it?), how exactly do you use it? Enable or disable it with a call script command? Always on? And did you try using it without the other scripts, in a new project? And of course, do you have your scripts in the right order?
i use this script and i have no problems at all.
are you by any chance trying to use call script with it because that can cause errors when you type the wrong stuff.
Nope.....
And sorry got t Wrong it's OS' Script and i have a new bversion 7.0 ^^ so i have no compatability issues
:lock: :dance:
Remember you can't double post within 24 hours of the previous post! Take a look at this: http://forum.chaos-project.com/index.php?topic=4.0 ~Love, Starrodkirby86