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https://github.com/infinitefusion/infinitefusion-e18.git
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Update 6.8
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@@ -0,0 +1,309 @@
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class BetterRegionMap
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DEBUG_WEATHER = $DEBUG
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def update_weather_text(location)
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return unless location
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selected_map = location[4]
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weather_at_location = $game_weather.current_weather[selected_map]
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if weather_at_location.nil?
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Kernel.pbClearText
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return
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end
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weather_type = weather_at_location[0]
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weather_intensity = weather_at_location[1]
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weather_caption = get_weather_caption(weather_type,weather_intensity)
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intensity_text = get_weather_intensity_text(weather_type,weather_intensity,selected_map)
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if weather_caption && intensity_text
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Kernel.pbClearText
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Kernel.pbDisplayText(weather_caption, 400,25,9999999, pbColor(:LIGHT_TEXT_MAIN_COLOR), pbColor(:LIGHT_TEXT_SHADOW_COLOR))
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Kernel.pbDisplayText(intensity_text, 400,50,9999999,pbColor(:LIGHT_TEXT_MAIN_COLOR), pbColor(:LIGHT_TEXT_SHADOW_COLOR))
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end
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echoln selected_map
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end
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#Captions need to be enumerated like this to allow for proper translations
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def get_weather_caption(weather_type, intensity)
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case weather_type
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when :Sandstorm
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return _INTL("Sandstorm")
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when :Snow
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case intensity
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when -1..2
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return _INTL("Light Snow")
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when 3..4
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return _INTL("Heavy Snow")
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when 7..8
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return _INTL("Snowstorm")
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else # 9–10
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return _INTL("Blizzard")
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end
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when :StrongWinds
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return _INTL("Heavy Winds")
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when :HeavyRain
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return _INTL("Heavy Rain")
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when :HarshSun
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return _INTL("Drought")
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when :Sunny
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case intensity
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when -1..2
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return _INTL("Mild sunshine")
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when 3..4
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return _INTL("Warm sunshine")
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when 5..6
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return _INTL("Bright sunshine")
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when 7..8
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return _INTL("Hot sunshine")
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else # 9–10
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return _INTL("Scorching sun")
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end
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when :Rain
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case intensity
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when -1..2
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return _INTL("Light rain")
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when 3..4
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return _INTL("Moderate rain")
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when 5..6
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return _INTL("Heavy rain")
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when 7..8
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return _INTL("Severe rain")
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else # 9–10
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return _INTL("Extreme rain")
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end
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when :Fog
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case intensity
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when -1..2
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return _INTL("Thin fog")
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when 3..4
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return _INTL("Moderate fog")
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when 5..6
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return _INTL("Thick fog")
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when 7..8
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return _INTL("Dense fog")
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else # 9–10
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return _INTL("Very dense fog")
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end
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when :Wind
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case intensity
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when -1..2
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return _INTL("Light wind")
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when 3..4
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return _INTL("Moderate wind")
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when 5..6
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return _INTL("Strong wind")
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when 7..8
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return _INTL("High wind")
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else # 9–10
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return _INTL("Extreme wind")
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end
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when :Storm
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case intensity
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when -1..2
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return _INTL("Light thunderstorm")
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when 3..4
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return _INTL("Moderate thunderstorm")
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when 5..6
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return _INTL("Heavy thunderstorm")
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when 7..8
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return _INTL("Severe thunderstorm")
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else # 9–10
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return _INTL("Extreme thunderstorm")
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end
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when :Ash
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return _INTL("Volcanic Ash")
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end
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end
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def get_weather_intensity_text(weather_type, weather_intensity,map_id)
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i = weather_intensity.clamp(1, 10)
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case weather_type
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when :Sandstorm
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value = 8 * i + 15
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return _INTL("{1} km/h", value)
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when :Snow
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value = (0.5 * i).round(1)
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return _INTL("{1} cm/h", value)
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when :StrongWinds
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value = 10 * i + 40
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return _INTL("{1} km/h", value)
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when :HeavyRain
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value = 5 * i + 5
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return _INTL("{1} mm/h", value)
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when :HarshSun
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value = 34 + (i * 1.4).round
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value -= 10 if GameWeather::COLD_MAPS.include?(map_id)
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value -= 10 if Settings::SNOW_DAY
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return _INTL("{1} °C", value)
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when :Sunny
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value = 21 + (i * 1.4).round
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value -= 10 if GameWeather::COLD_MAPS.include?(map_id)
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value -= 10 if Settings::SNOW_DAY
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return _INTL("{1} °C", value)
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when :Rain
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value = 2 * i
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return _INTL("{1} mm/h", value)
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when :Ash
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value = (0.5 * i).round(1)
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return _INTL("{1} cm/h", value)
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when :Fog
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value = 1100 - i * 100
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return _INTL("{1} m visibility", value)
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when :Wind
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value = 7 * i + 8
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return _INTL("{1} km/h", value)
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when :Storm
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value = 2 * i
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return _INTL("{1} mm/h", value)
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else
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return ""
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end
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end
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def weather_intensity_adjective(i, weather_type)
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case i
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when -1..2
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return _INTL("Mild") if weather_type == :Sunny
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return _INTL("Thin") if weather_type == :Fog
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return _INTL("Light")
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when 3..4
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return _INTL("Warm") if weather_type == :Sunny
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return _INTL("Moderate")
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when 5..6
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return _INTL("Bright") if weather_type == :Sunny
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return _INTL("Thick") if weather_type == :Fog
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return _INTL("Heavy")
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when 7..8
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return _INTL("Hot") if weather_type == :Sunny
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return _INTL("Dense") if weather_type == :Fog
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return _INTL("Severe")
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else # 9–10
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return _INTL("Scorching") if weather_type == :Sunny
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return _INTL("Very dense") if weather_type == :Fog
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return _INTL("Extreme")
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end
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end
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def draw_all_weather
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processed_locations = []
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n = 0
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for x in 0...(@window["map"].bmp.width / TileWidth)
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for y in 0...(@window["map"].bmp.height / TileHeight)
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for location in @data[2]
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if location[0] == x && location[1] == y
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map_id = location[4]
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next if !map_id
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next if processed_locations.include?(map_id)
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weather_at_location = $game_weather.current_weather[map_id]
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next if weather_at_location.nil?
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weather_type = weather_at_location[0]
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weather_intensity = weather_at_location[1]
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weather_icon = get_full_weather_icon_name(weather_type, weather_intensity)
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next if weather_icon.nil?
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weather_icon_path = "Graphics/Pictures/Weather/" + weather_icon
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@weatherIcons["weather#{n}"] = Sprite.new(@mapvp)
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@weatherIcons["weather#{n}"].bmp(weather_icon_path)
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@weatherIcons["weather#{n}"].src_rect.width = @weatherIcons["weather#{n}"].bmp.height
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@weatherIcons["weather#{n}"].x = TileWidth * x + (TileWidth / 2)
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@weatherIcons["weather#{n}"].y = TileHeight * y + (TileHeight / 2)
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@weatherIcons["weather#{n}"].oy = @weatherIcons["weather#{n}"].bmp.height / 2.0
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@weatherIcons["weather#{n}"].ox = @weatherIcons["weather#{n}"].oy
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processed_locations << map_id
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n = n + 1
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end
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end
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end
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end
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end
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def new_weather_cycle
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return if !$game_weather
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@weatherIcons.dispose
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@weatherIcons = SpriteHash.new
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$game_weather.update_weather
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draw_all_weather
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end
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end
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def get_current_map_weather_icon
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return if !$game_weather
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current_weather = $game_weather.current_weather[$game_map.map_id]
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return if !current_weather
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weather_type = current_weather[0]
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weather_intensity = current_weather[1]
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icon = get_full_weather_icon_name(weather_type, weather_intensity)
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return "Graphics/Pictures/Weather/" + icon if icon
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return nil
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end
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def get_weather_icon(weather_type, intensity)
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case weather_type
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when :Sunny #&& !PBDayNight.isNight?
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icon_name = "mapSun"
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when :Rain
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icon_name = "mapRain"
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when :Fog
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icon_name = "mapFog"
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when :Wind
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icon_name = "mapWind"
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when :Storm
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icon_name = "mapStorm"
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when :Sandstorm
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icon_name = "mapSand"
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when :Snow
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icon_name = "mapSnow"
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when :HeavyRain
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icon_name = "mapHeavyRain"
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when :StrongWinds
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icon_name = "mapStrongWinds"
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when :HarshSun
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icon_name = "mapHarshSun"
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when :Ash
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icon_name = "mapAsh"
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else
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icon_name = nil
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end
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return icon_name
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end
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def get_full_weather_icon_name(weather_type, intensity)
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return nil if !weather_type
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return nil if !intensity
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same_intensity_weather_types = [:Sandstorm, :Snow, :StrongWinds, :HeavyRain, :HarshSun, :Ash]
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base_weather_icon_name = get_weather_icon(weather_type, intensity)
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icon_name = base_weather_icon_name
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return nil if !icon_name
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return icon_name if same_intensity_weather_types.include?(weather_type)
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if intensity <= 2
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icon_name += "_light"
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elsif intensity <= 4
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icon_name += "_medium"
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else
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icon_name += "_heavy"
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end
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return icon_name
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end
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@@ -0,0 +1,50 @@
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class WeatherIcon
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def initialize
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@icon_path = get_current_weather_icon
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return if !@icon_path || !pbResolveBitmap(@icon_path)
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@sprite = Sprite.new
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@sprite.bitmap = Bitmap.new(@icon_path)
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@sprite.x = Graphics.width - @sprite.bitmap.width - 12 # Right side of screen
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@sprite.y = -@sprite.bitmap.height # Start off-screen above
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@sprite.z = 99999
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@currentmap = $game_map.map_id
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@frames = 0
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end
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def disposed?
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@sprite.nil? || @sprite.disposed?
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end
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def dispose
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@sprite&.dispose
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end
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def update
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return if disposed?
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if $game_temp.message_window_showing || @currentmap != $game_map.map_id
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dispose
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return
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end
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# Slide down for 2 seconds, then slide back up
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if @frames > Graphics.frame_rate * 2
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@sprite.y -= 4
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dispose if @sprite.y + @sprite.bitmap.height < 0
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else
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@sprite.y += 4 if @sprite.y < 0
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@frames += 1
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end
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end
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end
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def get_current_weather_icon
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return if !$game_weather
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current_weather = $game_weather.current_weather[$game_map.map_id]
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return if !current_weather
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weather_type = current_weather[0]
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weather_intensity = current_weather[1]
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icon = get_full_weather_icon_name(weather_type, weather_intensity)
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return nil if !icon
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return "Graphics/Pictures/Weather/" + icon
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end
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