Adding Weathereffects to Moghunter's Weather EX
BMM_Archive · July 15, 2026
Original Source
- Original title: Adding Weathereffects to Moghunter's Weather EX
- Original author: Anyone
- Original date: November 3, 2019
- Source thread: https://forums.rpgmakerweb.com/threads/adding-weathereffects-to-moghunters-weather-ex.114864/
- Source forum path: Game Development Engines > RPG Maker Javascript Plugins > Javascript/Plugin Support
Summary
Okay, so I've got an issue I need help with. Warning, I'm an absolute beginner who, for the most part, has no idea what he's doing. The issue is with Moghunter's RMV - Weather EX. I don't know the rules for posting someone else's scripts for support purposes, but just to be safe, I'll only link to the original page above where the script can be downloaded as part of his collection.
Archived First Post
The issue is with Moghunter's
RMV - Weather EX.
I don't know the rules for posting someone else's scripts for support purposes, but just to be safe, I'll only link to the original page above where the script can be downloaded as part of his collection.
You'll probably have to do that to be able to help me, since I don't think the issue can otherwise be localized.
What I attempted was to add additional weather effects to the script, so that I have some more scrolling effects to work with, since, by default, only left to right and up to down are supported.
The first change I did was at line 244 under the Command Setup Weather part:
var mode_Real = Math.min(Math.max(mode, 0),35);
var mode_Real = Math.min(Math.max(mode, 0),37);
There's also that line right in front of it:
var id_Real = Math.min(Math.max(id, 0),$gameSystem._weatherEX_Data.length - 1);
The next change is at line 1482 at the Refresh Weather part:
At the original code
case 35:
this.setupParallax2(sprite,initial);
break;
default:
this.setupRandom3(sprite);
break;
I've inserted this:
case 35:
this.setupParallax2(sprite,initial);
break;
case 36:
this.setupCloudParallax1(sprite,initial);
break;
case 37:
this.setupCloudParallax2(sprite,initial);
break;
default:
this.setupRandom3(sprite);
break;
The next change I did was at 1612:
Into this:
case 35:
this.updateParallax2(sprite);
break;
default:
this.updateRandom1(sprite);
break;
case 35:
this.updateParallax2(sprite);
break;
case 36:
this.updateScroll(sprite);
break;
case 37:
this.updateScroll(sprite);
break;
default:
this.updateRandom1(sprite);
break;
};
Then I've modified the script at line 2744 at "need Update Position":
I've modified this:
SpriteWeatherEX.prototype.needUpdatePosition = function() {
if (this.mode() === 28) {return false};
if (this.mode() === 31) {return false};
if (this.mode() === 32) {return false};
if (this.mode() === 33) {return false};
if (this.mode() === 34) {return false};
if (this.mode() === 35) {return false};
return true;
};
SpriteWeatherEX.prototype.needUpdatePosition = function() {
if (this.mode() === 28) {return false};
if (this.mode() === 31) {return false};
if (this.mode() === 32) {return false};
if (this.mode() === 33) {return false};
if (this.mode() === 34) {return false};
if (this.mode() === 35) {return false};
if (this.mode() === 36) {return false};
if (this.mode() === 37) {return false};
return true;
};
Lastly at line 2465 I've copied the two Setup Fog XP1 & 2 parts and added my own variants underneath them:
Original:
//==============================
// * Setup Fog XP 1
//==============================
SpriteWeatherEX.prototype.setupFogXP1 = function(sprite,initial) {
sprite._ani[1] = (this._speed + 0.1 + Math.random() * 2) * this.speed() / 100;
sprite._ani[2] = 0;
sprite._sy = Math.randomInt(100);
};
//==============================
// * Setup Fog XP 2
//==============================
SpriteWeatherEX.prototype.setupFogXP2 = function(sprite,initial) {
sprite._ani[1] = 0;
sprite._ani[2] = (this._speed + 0.1 + Math.random() * 2) * this.speed() / 100;
sprite._sy = Math.randomInt(100);
};
//==============================
// * Setup CloudParallax1
//==============================
SpriteWeatherEX.prototype.setupCloudParallax1 = function(sprite,initial) {
sprite._ani[1] = (this._speed + 0.1 + Math.random() * 2) * this.speed() / 100;
sprite._ani[2] = (this._speed + 0.1 + Math.random() * 2) * this.speed() / 100;
sprite._sy = Math.randomInt(100);
};
//==============================
// * Setup CloudParallax2
//==============================
SpriteWeatherEX.prototype.setupCloudParallax2 = function(sprite,initial) {
sprite._ani[1] = (this._speed + 0.1 + Math.random() * 2) * this.speed() / 100 * (-1);
sprite._ani[2] = (this._speed + 0.1 + Math.random() * 2) * this.speed() / 100 * (-1);
sprite._sy = Math.randomInt(100);
};
But assigned to my new effects 36&37, they don't do anything, even though at the above case 36 & 37, the setupCloudParallax1 should connect to this part.
The update section for update.scroll that both the fog xp effects and mine use I left untouched like this:
//==============================
// * Update Fog 5
//==============================
SpriteWeatherEX.prototype.updateScroll = function(sprite) {
sprite._sx -= sprite._ani[1];
sprite._sy -= sprite._ani[2];
sprite.origin.x = $gameMap.displayX() * $gameMap.tileWidth() + sprite._sx;
sprite.origin.y = $gameMap.displayY() * $gameMap.tileHeight() + sprite._sy;
};
And yet, it's not working.
when I call the effect via plugin command:
weather : 0 : 36 : 2 : 100 : 0 : Fog_01c
and
weather : 0 : 37 : 2 : 100 : 0 : Fog_01c
It only shows the Fog_01c picture as a small square in the upper left hand corner of the screen, static and unmoving.
This is what it should look like:
This is what it looks like:
I'd really appreciate it if someone could help me with this issue.
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