1. to making the custom weather system is to make a map. I trust most of you are RPG makers so you already have some sort of map handy that you can try this on. Now create an event (you know the little pink, green, or otherwise neon-colored squares? Just make sure the event graphic is the transparent color) and make sure you have the event's type set to "parallel process." Parallel process means that the event just does it's own thing while any other event is or isn't running. In other words, it won't pause the action to complete the task you assign it to.

2. Now once you've got this event, place the constant weather effect in. For this scenario it'll be rain. That's the Call Weather event command with the "rain" button checked. Next set the screen tone by placing in the event command "set screen tone" to make it look like a really dreary day. A lot of blue should accomplish this nicely. Some experimenting is worth it here.

3. Next create another parallel process event. Inside this event we'll put two things: the event command "play sound effect" and the event command "wait." We'll set the sound effect to the default RTP sound Rain1 and the wait timer to 24 (that's 2.4 seconds or about how long the sound byte lasts). This event now will give us the constant sound of rain falling while our character is on the map.

4. Still, something is missing. Yes, it it's time for the (gasp) variable to spice things up. What's a bit of rain without a change in how heavy it falls or the random lightning flash and thunder boom? It's quite easy to ad this great bit of realism to your game. Keep going and learn how. Yes. You're dedicated! You want to make a great RPG! So bite down hard, and let's do this variable shit!

5. Inside the first parallel-process event you created (starting at the bottom of the commands you've issued it thus far) place another event command called "change variable" (it's right below change switch in the event commands box. Nifty, huh?). Now a big scary box is gonna pop up. First, slap the bitch and tell it who's boss. Next, check the "one" option at the top of the box and make sure the variable assigned to it is named "rain." The number assigned doesn't matter, so long as that number isn't used by another variable switch.

6. In the next field, click the "set" button. This'll tell it to set the variable at a certain number. After that check the "rand" button under the operand field and make sure the number range is from 0 to 1000. Now you're done, so OK out of this box. See, wasn't so hard was it? Now you've got a variable that constantly will generate a number between 0 and 1000. Next we're gonna tell the event what to do with those numbers. Make another event command called a "fork option" (last page of commands on the right). Under the fork option command, make sure the button variable" is checked under tab one, and that the corresponding variable is "rain1," the button "set" under variable is checked, and the number it's set to is 10. The pull down menu below the number should say "same."

7. Now we've just told the computer "IF the randomly generated number (remember? 0 to 1000?) IS EQUAL TO 10, THEN (fill in what you want the command to do in between the "fork option" command and the "end" line. You' ll see it in the code). In this case, we want the command to flash the screen (flash screen command, color white, time 5, uncheck option "wait until done.") and play a thunder noise (try default RTP thunder sound "thunder9").

You can create more of these "fork option" event commands to have a different ensemble of thunder noises, heavier rain sounds, and whatever else your twisted thought process may come up with.