#===============================================================================
# * Weather System Configuration
#===============================================================================
module WeatherConfig
# Set to false to use the Weather System.
NO_WEATHER = false # Default: false
# Set to true to show the weather on the Town Map.
SHOW_WEATHER_ON_MAP = true # Default: true
# Set to true to use the computer's time. Will not work without Unreal Time System.
USE_REAL_TIME = true # Default: true
# Set to true to have the weather change at midnight.
CHANGE_MIDNIGHT = true # Default: true
# Define the min and max amount of time (in hours) before the weather changes.
# Set the same number to not randomize the amount of time before the weather changes.
CHANGE_TIME_MIN = 1 # Default: 1
CHANGE_TIME_MAX = 4 # Default: 4
# Set to true to if you want to force the weather to change when interacting with certain events.
# Use pbForceUpdateWeather in an event to update all zone weathers.
# Use pbForceUpdateZoneWeather(zone) in an event to update the weather of a zone.
FORCE_UPDATE = false # Default: false
# Set to true to have the outdoor maps change with seasons.
# The map's appearance will update when leaving an indoor map.
SEASON_CHANGE = true # Default: false
# Set to true if your game starts outdoors and want to show the season splash when going somewhere indoors.
# Set to false if your game starts indoors and want to show the season splash when going somewhere outdoors.
OUTDOOR = false # Default: false
# Array with the ID of outside tilesets that will change with seasons.
OUTDOOR_TILESETS = [1, 2, 3, 4, 5, 6, 7, 8, 9, 10, 11, 12]
# The difference between the ID of the tileset defined for an outdoor map and it's season version.
# The difference has to be the same for any tileset defined in OUTDOOR_TILESETS.
# Use the same season tileset as the default outdoor map tileset and define the diference for that season as 0.
SUMMER_TILESET = 1
AUTUMN_TILESET = 2
WINTER_TILESET = 3
SPRING_TILESET = 0
#===============================================================================
# * Weather Substitute
#===============================================================================
# A hash with the ID of the maps that will have or not have certain weathers.
# The ID of the weather has to be of the main one you want to change with WEATHER_SUBSTITUTE.
# Use "exclude" to define a list of maps that will not use that weather when it's the main one.
# Any maps of a zone not added on the "exclude" list will use the main weather.
# Use "include" to define a list of maps that will use that weather when it's the main one.
# Any maps of a zone not added on the "include" list will use the secondary weather.
MAPS_SUBSTITUTE = {
#:Snow => ["exclude", 1, 4],
#:Blizzard => ["exclude", 1, 4],
#:Sandstorm => ["include", 5]
}
# The ID of the weathers that will substitute the main when appropiate (conditions defined in MAPS_SUBSTITUTE).
# There has to be a hash (defined between {}) for each defined zone with weather to substitute.
# Any weather not defined in the hash for a zone will use the main weather instead.
WEATHER_SUBSTITUTE = [
{:None => :None, :Rain => :Rain, :Storm => :Storm, :Snow => :Rain, :Blizzard => :Storm, :Sandstorm => :None, :HeavyRain => :HeavyRain, :Sun => :Sun, :Fog => :Fog},
{:Snow => :Rain, :Blizzard => :Storm, :Sandstorm => :None},
{:Snow => :Rain, :Blizzard => :HeavyRain}
]
#===============================================================================
# * Weather Names
#===============================================================================
# A hash that contains the ID of weather and the name to display for each one.
# Using .downcase will make them lowercase.
def self.weather_names
return {
:None => _INTL("None"),
:Rain => _INTL("Rain"),
:Storm => _INTL("Storm"),
:Snow => _INTL("Snow"),
:Blizzard => _INTL("Blizzard"),
:Sandstorm => _INTL("Sandstorm"),
:HeavyRain => _INTL("Heavy rain"),
:Sun => _INTL("Sun"),
:Fog => _INTL("Fog")
}
end
#===============================================================================
# * Zones Configuration
#===============================================================================
# Arrays of id of the maps of each zone. Each array within the main array is a zone.
# The maps within each zone will have the same weather at the same time.
# Each zone may have a different weather than the others.
ZONE_MAPS = [
[8, 23],
[9, 24],
[10, 25],
[11, 26, 32],
[12, 27],
[13, 28],
[14, 29],
[15, 30],
[16, 31]
]
#===============================================================================
# * Map Display
#===============================================================================
# Array of hashes to get each map's position in the Town Map. Each hash corresponds to a zone in ZONE_MAPS.
# In "Map Name" you have to put the name the Town Map displays for that point.
# In Map ID you have to put the ID of the map the name corresponds to, like in ZONE_MAPS.
MAPS_POSITIONS = [
#{"Map Name" => Map ID},
{"Town 1" => 8, "Route 1" => 23},
{"Town 2" => 9, "Route 2" => 24},
{"Town 3" => 10, "Route 3" => 25},
{"Town 4" => 11, "Route 4" => 26, "Route 10" => 32},
{"Town 5" => 12, "Route 5" => 27},
{"Town 6" => 13, "Route 6" => 28},
{"Town 7" => 14, "Route 7" => 29},
{"Town 8" => 15, "Route 8" => 30},
{"Town 9" => 16, "Route 9" => 31}
]
# A hash for the plugin to display the proper weather image on the map.
# They have to be on Graphics/Pictures/Weather (in 20+) or Graphics/UI/Weather (in 21+).
WEATHER_IMAGE = {
:Rain => "mapRain",
:Storm => "mapStorm",
:Snow => "mapSnow",
:Blizzard => "mapBlizzard",
:Sandstorm => "mapSand",
:HeavyRain => "mapRain",
:Sun => "mapSun",
:Fog => "mapFog"
}
#===============================================================================
# * Season Probability Configuration
#===============================================================================
# Arrays of probability of weather for each zone in the different seasons.
# Each array within the main array corresponds to a zone in ZONE_MAPS.
# Put 0 to weather you don't want if you define a probability after it.
# If your game doesn't use seasons, edit the probabilities of one season and copy it to the others.
# Probability of weather in summer.
# Order: None, Rain, Storm, Snow, Blizzard, Sandstorm, HeavyRain, Sun/Sunny, Fog
ZONE_WEATHER_SUMMER = [
[100, 0, 0, 0, 0, 0, 0, 0],
[100, 0, 0, 0, 0, 0, 0, 0],
[100, 0, 0, 0, 0, 0, 0, 0],
[100, 0, 0, 0, 0, 0, 0, 0],
[100, 0, 0, 0, 0, 0, 0, 0],
[100, 0, 0, 0, 0, 0, 0, 0],
[100, 0, 0, 0, 0, 0, 0, 0],
[100, 0, 0, 0, 0, 0, 0, 0],
[100, 0, 0, 0, 0, 0, 0, 0]
]
# Probability of weather in autumn.
# Order: None, Rain, Storm, Snow, Blizzard, Sandstorm, HeavyRain, Sun/Sunny, Fog
ZONE_WEATHER_AUTUMN = [
[100, 0, 0, 0, 0, 0, 0, 0],
[100, 0, 0, 0, 0, 0, 0, 0],
[100, 0, 0, 0, 0, 0, 0, 0],
[100, 0, 0, 0, 0, 0, 0, 0],
[100, 0, 0, 0, 0, 0, 0, 0],
[100, 0, 0, 0, 0, 0, 0, 0],
[100, 0, 0, 0, 0, 0, 0, 0],
[100, 0, 0, 0, 0, 0, 0, 0],
[100, 0, 0, 0, 0, 0, 0, 0]
]
# Probability of weather in winter.
# Order: None, Rain, Storm, Snow, Blizzard, Sandstorm, HeavyRain, Sun/Sunny, Fog
ZONE_WEATHER_WINTER = [
[100, 0, 0, 0, 0, 0, 0, 0],
[100, 0, 0, 0, 0, 0, 0, 0],
[100, 0, 0, 0, 0, 0, 0, 0],
[100, 0, 0, 0, 0, 0, 0, 0],
[100, 0, 0, 0, 0, 0, 0, 0],
[100, 0, 0, 0, 0, 0, 0, 0],
[100, 0, 0, 0, 0, 0, 0, 0],
[100, 0, 0, 0, 0, 0, 0, 0],
[100, 0, 0, 0, 0, 0, 0, 0]
]
# Probability of weather in spring.
# Order: None, Rain, Storm, Snow, Blizzard, Sandstorm, HeavyRain, Sun/Sunny, Fog
ZONE_WEATHER_SPRING = [
[100, 0, 0, 0, 0, 0, 0, 0],
[100, 0, 0, 0, 0, 0, 0, 0],
[100, 0, 0, 0, 0, 0, 0, 0],
[100, 0, 0, 0, 0, 0, 0, 0],
[100, 0, 0, 0, 0, 0, 0, 0],
[100, 0, 0, 0, 0, 0, 0, 0],
[100, 0, 0, 0, 0, 0, 0, 0],
[100, 0, 0, 0, 0, 0, 0, 0],
[100, 0, 0, 0, 0, 0, 0, 0]
]
end