So after the first test... I immediately started correcting some things and adding others.
Cooldown between storm and heat:
Because I use events to activate the storm, a few seconds of grace is necessary to avoid the rapid change between the two states... just a small cooldown for both.
There is simply a common event that is activated with a switch (This common event in parallel), when the value is less than 15 this event adds +1 to a variable that you then have at least 65 frames (X), to then check if it is in 15 or not, this means that there is at least 15 seconds that the weather event cannot change, that is, there is a blockage between sandstorm and heat.
When it reaches 15, it resets to 0 and the cooldown is deactivated, allowing the climate effect to change.
In the event that one of both climates is activated (With the corresponding switch), the start of the battle will call a common event (In this example the sandstorm).
In this case, a count starts between 1 and 10 (The variable starts at 0), depending on the chosen one, in all cases the opacity decreases by the same value, but the movement of the sand fog can vary, based on X coordinates. , AND.
The decrease in opacity in battle is for the player's vision, with less opacity making it much better to see the battle and enjoy it... greater is only required on the map, since it is there to hinder the view.
By the way, after the variation, a switch is activated for a next event.
When the battle ends, and with a switch turned on, it causes a parallel event on the map to restore the fog to its base form, this so that the sandstorm returns to normal.
And that would be all, thank you very much for your attention, if you looked at this... maybe it will help someone, who knows.
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