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162 lines
7.2 KiB
Ruby
162 lines
7.2 KiB
Ruby
# #===============================================================================
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# # * Weather System Configuration
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# #===============================================================================
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#
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# module WeatherConfig
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# # Set to false to use the Weather System.
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# NO_WEATHER = false # Default: false
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#
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# # Set to true to show the weather on the Town Map.
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# SHOW_WEATHER_ON_MAP = true # Default: true
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#
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# # Set to true to use the computer's time. Will not work without Unreal Time System.
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# USE_REAL_TIME = true # Default: true
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#
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# # Set to true to have the weather change at midnight.
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# CHANGE_MIDNIGHT = true # Default: true
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#
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# # Define the min and max amount of time (in hours) before the weather changes.
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# # Set the same number to not randomize the amount of time before the weather changes.
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# CHANGE_TIME_MIN = 1 # Default: 1
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# CHANGE_TIME_MAX = 4 # Default: 4
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#
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# # Set to true to if you want to force the weather to change when interacting with certain events.
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# # Use pbForceUpdateWeather in an event to update all zone weathers.
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# # Use pbForceUpdateZoneWeather(zone) in an event to update the weather of a zone.
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# FORCE_UPDATE = true # Default: false
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#
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# # Set to true to have the outdoor maps change with seasons.
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# # The map's appearance will update when leaving an indoor map.
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# SEASON_CHANGE = false # Default: false
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#
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# # Set to true if your game starts outdoors and want to show the season splash when going somewhere indoors.
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# # Set to false if your game starts indoors and want to show the season splash when going somewhere outdoors.
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# OUTDOOR = false # Default: false
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#
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# # Array with the ID of outside tilesets that will change with seasons.
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# OUTDOOR_TILESETS = []
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#
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# # The difference between the ID of the tileset defined for an outdoor map and it's season version.
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# # The difference has to be the same for any tileset defined in OUTDOOR_TILESETS.
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# # Use the same season tileset as the default outdoor map tileset and define the diference for that season as 0.
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# SUMMER_TILESET = 22
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# AUTUMN_TILESET = 24
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# WINTER_TILESET = 26
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# SPRING_TILESET = 0
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#
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# #===============================================================================
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# # * Weather Substitute
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# #===============================================================================
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# # A hash with the ID of the maps that will have or not have certain weathers.
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# # The ID of the weather has to be of the main one you want to change with WEATHER_SUBSTITUTE.
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# # Use "exclude" to define a list of maps that will not use that weather when it's the main one.
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# # Any maps of a zone not added on the "exclude" list will use the main weather.
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# # Use "include" to define a list of maps that will use that weather when it's the main one.
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# # Any maps of a zone not added on the "include" list will use the secondary weather.
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# MAPS_SUBSTITUTE = {
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# :Snow => ["exclude", 1, 4],
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# :Blizzard => ["exclude", 1, 4],
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# :Sandstorm => ["include", 5]
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# }
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#
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# # The ID of the weathers that will substitute the main when appropiate (conditions defined in MAPS_SUBSTITUTE).
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# # There has to be a hash (defined between {}) for each defined zone with weather to substitute.
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# # Any weather not defined in the hash for a zone will use the main weather instead.
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# WEATHER_SUBSTITUTE = [
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# {:None => :None, :Rain => :Rain, :Storm => :Storm, :Snow => :Rain, :Blizzard => :Storm, :Sandstorm => :None, :HeavyRain => :HeavyRain, :Sun => :Sun, :Fog => :Fog},
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# {:Snow => :Rain, :Blizzard => :Storm, :Sandstorm => :None},
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# {:Snow => :Rain, :Blizzard => :HeavyRain}
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# ]
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#
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# #===============================================================================
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# # * Weather Names
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# #===============================================================================
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# # A hash that contains the ID of weather and the name to display for each one.
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# # Using .downcase will make them lowercase.
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# def self.weather_names
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# return {
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# :None => _INTL("None"),
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# :Rain => _INTL("Rain"),
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# :Storm => _INTL("Storm"),
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# :Snow => _INTL("Snow"),
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# :Blizzard => _INTL("Blizzard"),
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# :Sandstorm => _INTL("Sandstorm"),
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# :HeavyRain => _INTL("Heavy rain"),
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# :Sun => _INTL("Sun"),
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# :Fog => _INTL("Fog")
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# }
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# end
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# #===============================================================================
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# # * Zones Configuration
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# #===============================================================================
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# # Arrays of id of the maps of each zone. Each array within the main array is a zone.
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# # The maps within each zone will have the same weather at the same time.
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# # Each zone may have a different weather than the others.
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# ZONE_MAPS = [
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# [9, 5, 8, 11],#Littleroot-Oldale
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# [10, 2, 12], #Petalburg
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# ]
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# #===============================================================================
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# # * Map Display
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# #===============================================================================
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# # Array of hashes to get each map's position in the Town Map. Each hash corresponds to a zone in ZONE_MAPS.
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# # In "Map Name" you have to put the name the Town Map displays for that point.
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# # In Map ID you have to put the ID of the map the name corresponds to, like in ZONE_MAPS.
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# MAPS_POSITIONS = [
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# #{"Map Name" => Map ID},
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# {"Littleroot Town" => 9, "Route 101" => 5, "Oldale Town" => 8, "Route 103" => 11},
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# {"Route 102" => 10, "Petalburg Town" => 2, "Route 103" => 12},
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# ]
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#
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# # A hash for the plugin to display the proper weather image on the map.
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# # They have to be on Graphics/Pictures/Weather (in 20+) or Graphics/UI/Weather (in 21+).
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# WEATHER_IMAGE = {
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# :Rain => "mapRain",
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# :Storm => "mapStorm",
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# :Snow => "mapSnow",
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# :Blizzard => "mapBlizzard",
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# :Sandstorm => "mapSand",
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# :HeavyRain => "mapRain",
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# :Sun => "mapSun",
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# :Fog => "mapFog"
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# }
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# #===============================================================================
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# # * Season Probability Configuration
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# #===============================================================================
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# # Arrays of probability of weather for each zone in the different seasons.
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# # Each array within the main array corresponds to a zone in ZONE_MAPS.
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# # Put 0 to weather you don't want if you define a probability after it.
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# # If your game doesn't use seasons, edit the probabilities of one season and copy it to the others.
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#
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# # Probability of weather in summer.
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# # Order: None, Rain, Storm, Snow, Blizzard, Sandstorm, HeavyRain, Sun/Sunny, Fog
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# ZONE_WEATHER_SUMMER = [
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# [50, 20, 3, 0, 0, 0, 5, 30],
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# [40, 50],
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# [60]
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# ]
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#
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# # Probability of weather in autumn.
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# # Order: None, Rain, Storm, Snow, Blizzard, Sandstorm, HeavyRain, Sun/Sunny, Fog
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# ZONE_WEATHER_AUTUMN = [
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# [50, 20, 3, 0, 0, 0, 5, 30],
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# [40, 50],
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# [60]
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# ]
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#
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# # Probability of weather in winter.
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# # Order: None, Rain, Storm, Snow, Blizzard, Sandstorm, HeavyRain, Sun/Sunny, Fog
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# ZONE_WEATHER_WINTER = [
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# [50, 20, 3, 0, 0, 0, 5, 30],
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# [40, 50],
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# [60]
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# ]
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#
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# # Probability of weather in spring.
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# # Order: None, Rain, Storm, Snow, Blizzard, Sandstorm, HeavyRain, Sun/Sunny, Fog
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# ZONE_WEATHER_SPRING = [
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# [50, 20, 3, 0, 0, 0, 5, 30],
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# [40, 50],
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# [60]
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# ]
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# end |