Chaos Project

RPG Maker => RPG Maker Scripts => Script Troubleshooting => Topic started by: Tazero on December 31, 2008, 11:47:11 pm

Title: [resolved]CCOA's Weather
Post by: Tazero on December 31, 2008, 11:47:11 pm
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

Title: Re: CCOA's Weather
Post by: Aqua on January 01, 2009, 12:05:20 am
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.
Title: Re: CCOA's Weather
Post by: Hellfire Dragon on January 01, 2009, 05:41:16 am
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?
Title: Re: CCOA's Weather
Post by: Shadonking on January 01, 2009, 08:11:45 am
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.
Title: Re: CCOA's Weather
Post by: Tazero on January 01, 2009, 01:53:56 pm
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