#===============================================================================
# * Weather System Configuration
#===============================================================================
module WeatherConfig
# Set to false to use the Weather System.
NO_WEATHER = true # 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 = false # Default: true
# Set to true to have the weather change at midnight.
CHANGE_MIDNIGHT = false # 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 = true # 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 = false # 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]
# 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 = 22
AUTUMN_TILESET = 24
WINTER_TILESET = 26
SPRING_TILESET = 0
#===============================================================================
# * Weather Substitute
#===============================================================================
# A hash with the ID of the maps that will have or not have certain weathers.
MAPS_SUBSTITUTE = {
:Snow => ["exclude", 1, 4],
:Blizzard => ["exclude", 1, 4],
:Sandstorm => ["include", 5]
}
# The ID of the weathers that will substitute the main when in one of the summer or sandstorm maps.
# 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}
]
#===============================================================================
# * Weather Names
#===============================================================================
# A hash that contains the ID of weather and the name to display for each one.
# Using .downcase will make them lowercase.
WEATHER_NAMES = {
:None => _INTL("Normal"),
:Rain => _INTL("Pluie"),
:Storm => _INTL("Tempête"),
:Snow => _INTL("Neige"),
:Blizzard => _INTL("Blizzard"),
:Sandstorm => _INTL("Tempête de sable"),
:HeavyRain => _INTL("Forte pluie"),
:Sun => _INTL("Soleil"),
:Fog => _INTL("Brouillard")
}
#===============================================================================
# * 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 = [
[32, 76, 78, 85]
]
#===============================================================================
# * 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},
{"Tourneuve" => 32, "Route K1" => 76, "Agrumelle" => 78, "Lérucéa" => 85}
]
# 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 = [
[0, 100]
]
# Probability of weather in autumn.
# Order: None, Rain, Storm, Snow, Blizzard, Sandstorm, HeavyRain, Sun/Sunny, Fog
ZONE_WEATHER_AUTUMN = WeatherConfig::ZONE_WEATHER_SUMMER
# Probability of weather in winter.
# Order: None, Rain, Storm, Snow, Blizzard, Sandstorm, HeavyRain, Sun/Sunny, Fog
ZONE_WEATHER_WINTER = WeatherConfig::ZONE_WEATHER_SUMMER
# Probability of weather in spring.
# Order: None, Rain, Storm, Snow, Blizzard, Sandstorm, HeavyRain, Sun/Sunny, Fog
ZONE_WEATHER_SPRING = WeatherConfig::ZONE_WEATHER_SUMMER
end