
And it's not fall or a random number is greater than or equal to.
It's not spring or a random number is greater than or equal to. Set Game1::weatherForTomorrow to weather_snow. Set Game1::weatherForTomorrow to weather_lightning. 25 AND the day of the month is more than 2 and more than 27 days have been played Or If it's not winter, and if a random number is less than. It's summer, and if a random number is less than. Set Game1::weatherForTomorrow to weather_rain. If it is, it follows the following algorithm Check to see if a random number is less than the odds. is kinda redundant, as the force days take care of this. If it is, it uses the following: Check if it's day 1. It then calculates the rain chance for tomorrow. If it's not raining, and the chance to rain tomorrow is less than. If the wedding is debris, populate the debris array. if bloom isn't null, clear it's visibility. Clear the debris weather array and clear the flag. and then if it's snowy, set snowy to true. If the weather is (sunny, debris) or (festival || snowy || wedding), clear all the flags. If it is going to storm, set the storm flag to true. If it is going to rain or storm, set the rain flag to true. Reset all weather flags, and sets them in the following pattern. Set Game1::wasRainingYesterday based on whether it was raining or storming. If today is a wedding, set the weather to weather_wedding. If today is a festival, set the weather to weather_festival. The game follows these steps to decide which weather and debris to set for the next day:
Weather in Stardew Valley is set within the Game1::newDayAfterFade() function (after the day change code, but before SMAPI's SaveEvents.BeforeSave event). The possible values are:Ĭertain dates always have the same weather: The weather is controlled by the integer field Game1::weatherForTomorrow.