# #=============================================================================== # # * 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 = 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 = [] # # # 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. # # 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 = [ # [9, 5, 8, 11],#Littleroot-Oldale # [10, 2, 12], #Petalburg # ] # #=============================================================================== # # * 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}, # {"Littleroot Town" => 9, "Route 101" => 5, "Oldale Town" => 8, "Route 103" => 11}, # {"Route 102" => 10, "Petalburg Town" => 2, "Route 103" => 12}, # ] # # # 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 = [ # [50, 20, 3, 0, 0, 0, 5, 30], # [40, 50], # [60] # ] # # # Probability of weather in autumn. # # Order: None, Rain, Storm, Snow, Blizzard, Sandstorm, HeavyRain, Sun/Sunny, Fog # ZONE_WEATHER_AUTUMN = [ # [50, 20, 3, 0, 0, 0, 5, 30], # [40, 50], # [60] # ] # # # Probability of weather in winter. # # Order: None, Rain, Storm, Snow, Blizzard, Sandstorm, HeavyRain, Sun/Sunny, Fog # ZONE_WEATHER_WINTER = [ # [50, 20, 3, 0, 0, 0, 5, 30], # [40, 50], # [60] # ] # # # Probability of weather in spring. # # Order: None, Rain, Storm, Snow, Blizzard, Sandstorm, HeavyRain, Sun/Sunny, Fog # ZONE_WEATHER_SPRING = [ # [50, 20, 3, 0, 0, 0, 5, 30], # [40, 50], # [60] # ] # end