Files
infinitefusion-e18/Data/Scripts/053_PIF_Hoenn/WeatherSystem/Configuration.rb
2025-06-07 08:16:50 -04:00

162 lines
7.2 KiB
Ruby

# #===============================================================================
# # * 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