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# Complete Climate and Time System (CCTS)
# Author: ForeverZer0
# Version: 1.2.3
# Date: 2.10.2011
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# VERSION HISTORY
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# v.1.0 5.12.2010
# - Original Release
# v.1.1 5.26.2010
# - Added an attr_reader I mistakenly placed in the debugger that would make
# the debugger a requirement for the script to work.
# - Added some commands for message text to display the time, day, month, etc.
# v.1.2 10.10.10
# - Added the "Good Weather Switch" by popular demand.
# - Added ability to have game variables set to the current time values.
# - Fixed bug so that the map refreshes properly when switches change.
# - Fixed it so that window returns when scene changes and returns.
# - Cleaned up overall code and added comments to help follow the main flow
# of the script and understand it better.
# - Changed the debug. No longer just prints to the standard output, but now
# displays all the same info on-screen in real-time as it occurs.
# - Built the Missing Climate Logger into the script. Will create a text file
# in the directory listing any errors every time the game is play-tested.
# - Added configurable format for how time is displayed.
# - Added configuration for the look of the clock's windowskin
# - Added Analog Clock spriteset.
# - Consolidated the scripts into one.
# v.1.2.1 10.12.10
# - Fixed a syntax error (Thanks rim1000 for pointing out)
# v.1.2.2 10.16.10
# - Actually fixed the bug I should have fixed in 1.2.1
# - Altered 'calculate_time' method, which would not allow the switches to
# refresh correctly until the next game hour passed. Switches will not
# update each game minute as they were intended to.
# v.1.2.3 2.25.11
# - Added configuration for setting bold and italic in the clock.
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#
# Introduction:
#
# This script will give you TOTAL control of weather and time in your game. It
# will allow you to set up different climates that use different weather
# patterns, tints, sounds, and effects. It is also a complete Time System that
# gives you full control of, and keeps track of, time, with every possible
# configuration at your disposal. Note this script comes with a preset config
# that will be suitable for most's needs, but it can be configured to the most
# extreme level if so desired, which will require more work. It is not
# neccessary to do this, but the ability is there.
#
# Features:
#
# - Automatic weather control with defined types, frequency, probabilities,
# tints, and sounds for any and every map in your game.
# - Weather tint and BGS will fade in/out smoothly with the weather for a very
# realistic feel
# - Configurable screen tints for every climate, month, and hour that will
# smoothly transition over the course of each hour, not transition to day
# or night in matter of seconds.
# - Completely configurable calendar system that can use custom names for days
# and months, custom month lengths, etc.
# - Can easily use configurable switches and variables for event conditions
# based off the hour of the day, the season of the year, or the current
# weather.
# - Comes with a clock that can be toggled on/off by the player, with custom
# location, opacity, and font name/size options.
# - Also have option to use an analog clock.
# - Complete control to freeze the time, screen tone, weather, or time speed,
# seperately or together, with simple script calls.
# - Comes with error checking and a debugger for easily testing your own
# customization, and to help understand the system.
# - Short, simple script calls for easy manipulation
# - Compatible with Zero Advanced Weather and MAWS (v.1.2 or higher)
#
# Instructions:
#
# All instructions for configuration are explained below in each section.
#
# ------------------------------------------------------------------------
#
# Script Calls:
#
# * time.freeze(true/false)
# - Will freeze/unfreeze time, tone, and weather.
#
# * time.tone_freeze(true/false)
# - Will freeze/unfreeze the screen tone from updating automatically. Use
# before you would like to set a custom screen tone, otherwise the system
# will override it.
#
# * time.weather_freeze(true/false)
# - Will freeze/unfreeze the weather from updating. Freeze if you would like
# to manually set the weather and do not want the system to override it.
#
# * time.speed_freeze(true/false)
# - Will keep the time speed set at a specific rate, and not change per each
# map as the system usually does.
#
# * time.change_speed(SPEED)
# - Will set the time speed to SPEED. Use time.speed_freeze if you would
# would like to keep it there indefinitely
#
# * time.set(m, h, d, m, y)
# - Sets the time to time defined in (minute, hour, day, month, year)
# This will also allow you to 'go back' in time.
#
# * time.advance_minute(NUMBER)
# - Advances minute by NUMBER
#
# * time.advance_hour(NUMBER)
# - Advances hour by NUMBER
#
# * time.advance_day(NUMBER)
# - Advances day by NUMBER
#
# * time.advance_month(NUMBER)
# - Advances month by NUMBER
#
# * time.advance_year(NUMBER)
# - Advances year by NUMBER
#
# * time.memorize(INDEX)
# - Memorizes the current time to an array at INDEX. The INDEX can be any
# integer you like, it is used to reference later if the time is restored.
# This will allow for you to memorize as many 'times' as you need. Using
# an existing INDEX will over-write the old one.
#
# * time.restore(INDEX)
# - Sets the time to memorized time at INDEX. Does nothing if INDEX does not
# exist. Obviously, you must have a memorized time before using.
#
# * time.clock(true/false)
# - Enables/Disables player from toggling clock. Will dispose the clock
# if disabled when clock is showing.
#
# * time.simple_clock(true/false)
# - By default, the clock displays the time, day, and date. If this is true,
# the clock will only display the time, nothing else.
#
# * time.analog_clock(true/false)
# - Sets Analog Clock flag ON/OFF. If true, analog clock will be used,
#
# * time.clock_face(x, y, opacity, fontname, fontsize, bold, italic)
# - Changes the clock settings to defined values. Can be called with any
# number of arguments that you would like to change.
#
# * time.analog_face(filename, handoffset, x, y, opacity)
# - Changes the settings for the analog clock. Can be called with any number
# of arguments that you would like to change. (see note below for analog)
#
# * time.show_clock
# - Forcibly toggles the clock ON. Used for showing the clock when it is
# unknown if the player will have it ON or OFF at that time. The clock must
# be enabled for this method to work. (Only during Scene_Map)
#
# * time.change_climate(MAP_ID, CLIMATE_ID)
# - Will permanently change map with MAP_ID from its current climate to the
# the one defined by CLIMATE_ID. Will not have an immediate effect on the
# current map, but will be applied next time the player returns.
#
# * CCTS.debug
# - Toggles the debug sprite ON/OFF. Shows almost every relevant variable
# associated with the system and how it changes in real-time. See bottom
# of script (around line 1500) for more information.
#
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# BEGIN CONFIGURATION
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# ** Script Generated at 11/1/2011 5:19:41 PM.
module CCTS
# The names for your days. Use as many as you want.
DAYS = ['Sunday', 'Monday', 'Tuesday', 'Wednesday', 'Thursday', 'Friday',
'Saturday']
# The name for your months. Use as many as you want.
MONTHS = ['January', 'February', 'March', 'April', 'May', 'June', 'July',
'August', 'September', 'October', 'November', 'December']
# How many days in a month? (Per each index above)
MONTH_LENGTH = [31, 28, 31, 30, 31, 30, 31, 31, 30, 31, 30, 31]
# Set up as follows: [Minute, Hour, Day, Month, Year]
START_DATE = [30, 7, 2, 9, 2000]
# Button used to toggle clock ON/OFF (if enabled). This is the game button,
# not just the key on your keyboard.
CLOCK_BUTTON = Input::B
# Default settings for the clock.
# Set up using this pattern. [X, Y, OPACITY, FONTNAME, FONTSIZE, BOLD, ITALIC]
# All can be changed in-game with a script call at any time.
CLOCK_FACE = [600, 400, 160, 'Arial', 14, false, false]
# Default settings for the analog clock.
# Set up using this pattern: ['FILENAME', HAND_OFFSET, X, Y, OPACITY]
# Can be changed at any time during the game with a script call.
ANALOG_FACE = ['', 0, 0, 0, 0]
# Set the skin for the clock (normal). Configure like one of the following:
# Set to nil to not use a skin
# Set to 'DEFAULT SKIN' to use whatever the player is using.
# Set to 'FILENAME' of the skin. Must be in Windowskins folder of game.
CLOCK_SKIN = 'HCoA_WS.png'
# If true, the analog clock will be used by default. Can be changed later.
ANALOG_CLOCK = false
# Configure how the time will be displayed. Ignore this if you are unsure of
# how to set this up. Look up "sprintf Format" in the Help File of the game to
# learn more of how it works.
TIME_FORMAT = '%2d:%02d'
# The minimun/maximum number of seconds before the system re-calculates what
# weather pattern will be used. The number will be randomly selected from
# within the defined range.
WEATHER_WAIT = [1, 2]
# This variable will be always be equal to the weather type. Lets you create
# event conditions based off the weather. (must be raining to do this, etc...)
# If using Zer0 Advanced Weather, just set to same as "Weather_Type_Variable"
WEATHER_VARIABLE = 13
# This switch will only be ON during "bad" weather effects (below). Used for
# event conditions. (Villagers go inside if it is raining, storming, etc...)
# If using Zer0 Advanced Weather, just set to same as "Adverse_Weather_Switch"
BAD_WEATHER_SWITCH = 16
# This switch will always be the opposite of the BAD_WEATHER_SWITCH.
GOOD_WEATHER_SWITCH = 15
# Include all "bad" weather types in this array. The above switch will only
# be on when one of them is occurring
# Same as from Zer0 Advanced Weather, if using.
BAD_WEATHER_TYPES = []
# This variable will be set by the "season" of the year. This can also be used
# as a condition in events.
SEASON_VARIABLE = 14
# 0 = Summer
# 1 = Autumn
# 2 = Winter
# 3 = Spring
# Define the months for each season.
SEASON_MONTHS = [ [5, 6, 7], # Summer
[8, 9, 10], # Autumn
[0, 1, 11], # Winter
[2, 3, 4]] # Spring
# These switches will be used as conditions for events, etc. They will only
# be ON during the hours defined below.
DAY_SWITCH = 13
NIGHT_SWITCH = 14
# Define the hours that are considered "Day" and "Night". The respective
# switch above will be ON/OFF depending on the hour of the day.
DAY_START_HOUR = 6
NIGHT_START_HOUR = 20
# IDs of variables that will be equal to their named value. They can be used
# for eventing, etc. Set any to nil that you do not want to use.
MINUTE_VARIABLE = 8
HOUR_VARIABLE = 9
DAY_VARIABLE = 10
MONTH_VARIABLE = 11
YEAR_VARIABLE = 12
# If true, and $DEBUG, a text file will be created each load in the games
# directory that lists maps that do not have a climate defined, or those that
# are defined more than once.
WRITE_MISSING_DATA =
#-----------------------------------------------------------------------------
# Weather Tints
# Set the tint influence for each weather type. These are NOT the values
# the screen tint will be, rather they are the amount applied to whatever
# the current screen tint already is. They will transition in/out at the
# same rate of the weather transition.
#-----------------------------------------------------------------------------
def self.weather_tint(type)
case type
# when WEATHER_TYPE then return [RED, GREEN, BLUE, GRAY]
when 1, 4 # Rain
return [-20, -20, -15, 10]
when 2, 5, 9 # Storm
return [-30, -30, -20, 15]
when 3, 16 # Snow
return [-15, -15, -15, 20]
end
return [0, 0, 0, 0]
end
#-----------------------------------------------------------------------------
# Weather BGS
# Define the BGS used for each weather type. They BGS will fade in/out at
# the same rate of the weather's transition. Volume will be 50% for maps
# that do not have weather, but still have weather sound.
#-----------------------------------------------------------------------------
def self.weather_BGS(type)
case type
# when WEATHER_TYPE then return ['FILENAME', VOLUME, PITCH]
when 1 # Rain
return ['005-Rain01', 80, 100]
when 2 # Heavy Rain
return ['006-Rain02', 80, 100]
when 3 # Snow
return ['001-Wind01', 80, 100]
when 4 # Hail
return ['005-Rain01', 60, 75]
when 5, 9 # Thunder Storm
return ['007-Rain03', 80, 100]
when 7 # Blowing Leaves
return ['003-Wind03', 80, 100]
when 8, 16 # Swirling Leaves
return ['004-Wind04', 80, 100]
when 22 # Falling Rocks
return ['015-Quake01', 100, 125]
end
end
#-----------------------------------------------------------------------------
# Weather Probability
# Define the weather probabilities for each climate. The climate ID and the
# month are passed as arguments for branching. This will allow you to make
# it snow in the winter, storm in the summer, etc.
#
# Set up like this:
#
# case climate_id
# when CLIMATE_ID
# case month
# when MONTH then return [[TYPE, PROB], [TYPE, PROB], [TYPE, PROB], etc]
#
# If you are using Zer0 Advanced Weather or MAWS (v.1.2 or >) where the
# "variation" is used, just add the variation value into the respective
# array, like this:
# [TYPE, PROBABILITY, VARIATION]
#
# You need not define a probability for 0, or no weather. It is the default
# value used for undefined weather and when the weather probability is not
# high enough when the system calculates it.
#
# The actual weather will be chosen randomly from all types that have a
# probability above the randomly chosen 'chance' at each weather update.
#-----------------------------------------------------------------------------
def self.weather_prob(climate_id, month)
case climate_id
when 0 # Outdoor
case month
when 1, 2, 12
return [[3, 17], [16, 12]]
when 3, 4, 5
return [[1, 30], [2, 25], [9, 25]]
when 6, 7, 8
return [[1, 20], [9, 20], [2, 10]]
when 9, 10, 11
return [[1, 15], [9, 10], [6, 25] [7, 25], [8, 25]]
end
when 1 # Indoor
case month
when 1, 2, 12
return [[3, 17], [16, 12]]
when 3, 4, 5
return [[1, 30], [2, 25], [9, 25]]
when 6, 7, 8
return [[1, 20], [9, 20], [2, 10]]
when 9, 10, 11
return [[1, 15], [9, 10], [6, 25] [7, 25], [8, 25]]
end
when 2 # Snow
return [[3, 80], [16, 50]]
when 3 # Desert
return [[1, 5]]
end
end
#-----------------------------------------------------------------------------
# Hourly Tints
# Define the target tints for each hour of the day, for each climate.
# The month, hour, and climate_id are all passed as arguments so you can
# create as in-depth of a configuration as you like. Just create branches
# within branches using the climate, month, and hour as conditions to define
# the desired screen tone. There will be no tint (0, 0, 0, 0) for anything
# left undefined. (see presets below for examples)
#
# Setup: [RED, GREEN, BLUE, GRAY]
#-----------------------------------------------------------------------------
def self.time_tint(climate_id, hour, month)
case climate_id
#-------------------------------------------------------------------
when 0 # Outdoor
case month
when 1, 2, 12
case hour
when 0, 1, 2, 3, 4, 5, 6, 19, 20, 21, 22, 23
return [-100, -100, -20, 15]
when 7
return [-15, -15, -25, 10]
when 8, 9, 10, 11, 12, 13, 14, 15, 16, 17, 18
return [-10, -10, -10, 10]
end
when 3, 4, 5
case hour
when 0, 1, 2, 3, 4, 5, 20, 21, 22, 23
return [-100, -100, -20, 10]
when 6
return [-5, -5, -20, 0]
when 18
return [0, 0, -15, 5]
when 19
return [-15, -15, -30, 10]
end
when 6, 7, 8
case hour
when 0, 1, 2, 3, 4, 5, 20, 21, 22, 23
return [-100, -100, -20, 15]
when 6
return [10, 10, -10, 0]
when 7, 8, 9, 10, 11, 12, 13, 14, 15, 16, 17
return [5, 5, -5, 0]
when 18
return [-25, -25, -10, 5]
when 19
return [-50, -50, -15, 10]
end
when 9, 10, 11
case hour
when 0, 1, 2, 3, 4, 5, 20, 21, 22, 23
return [-100, -100, -20, 10]
when 6
return [10, 5, -10, 10]
when 18
return [5, 5, -20, 0]
when 19
return [-5, -5, -25, 10]
end
end
#-------------------------------------------------------------------
when 0 # Snow
case month
when 1, 2, 3, 4, 5, 6, 7, 8, 9, 10, 11, 12
case hour
when 0, 1, 2, 3, 4, 5, 6, 19, 20, 21, 22, 23
return [-100, -100, -20, 15]
when 7
return [-15, -15, -25, 10]
when 8, 9, 10, 11, 12, 13, 14, 15, 16, 17, 18
return [-10, -10, -10, 10]
end
end
#-------------------------------------------------------------------
when 0 # Desert
case month
when 1, 2, 3, 4, 5, 6, 7, 8, 9, 10, 11, 12
case hour
when 0, 1, 2, 3, 4, 5, 20, 21, 22, 23
return [-100, -100, -20, 15]
when 6
return [10, 10, -10, 0]
when 7, 8, 9, 10, 11, 12, 13, 14, 15, 16, 17
return [5, 5, -5, 0]
when 18
return [-25, -25, -10, 5]
when 19
return [-50, -50, -15, 10]
end
end
#-------------------------------------------------------------------
when 0 # Underground
case month
when 1, 2, 3, 4, 5, 6, 7, 8, 9, 10, 11, 12
case hour
when 0, 1, 2, 3, 4, 5, 6, 7, 8, 9, 10, 11, 12, 13, 14, 15, 16, 17, 18, 19, 20, 21, 22, 23
return [-20, -20, -20, 0]
end
end
#-------------------------------------------------------------------
end
# Default return value for undefined time/climate (Don't edit)
return [0, 0, 0, 0]
end
end
#-----------------------------------------------------------------------------
class Climate
attr_accessor :maps
def initialize
@climate = []
#-----------------------------------------------------------------------------
# Initialize New Climates
# Simply follow the same pattern for each new climate you create.
#-----------------------------------------------------------------------------
@climate[0] = Game_Climate.new(0)
@climate[1] = Game_Climate.new(1)
@climate[2] = Game_Climate.new(2)
@climate[3] = Game_Climate.new(3)
@climate[4] = Game_Climate.new(4)
#-----------------------------------------------------------------------------
# Climate Names
# Create names for the different climates.
#-----------------------------------------------------------------------------
@climate[0].name = 'Outdoor'
@climate[1].name = 'Indoor'
@climate[2].name = 'Snow'
@climate[3].name = 'Desert'
@climate[4].name = 'Underground'
#-----------------------------------------------------------------------------
# Weather for this Climate?
# If false, no weather will be shown for climate, although weather sound and
# tinting can still be used if desired.
#-----------------------------------------------------------------------------
@climate[0].weather = true
@climate[1].weather = false
@climate[2].weather = true
@climate[3].weather = true
@climate[4].weather = false
#-----------------------------------------------------------------------------
# Weather Tinting?
# If true, different weather patterns will influence the screen tint
#-----------------------------------------------------------------------------
@climate[0].tinting = true
@climate[1].tinting = false
@climate[2].tinting = true
@climate[3].tinting = true
@climate[4].tinting = true
#-----------------------------------------------------------------------------
# Weather Sound?
# If true, weather BGS will be played automatically for that climate
#-----------------------------------------------------------------------------
@climate[0].sound = true
@climate[1].sound = true
@climate[2].sound = true
@climate[3].sound = true
@climate[4].sound = false
#-----------------------------------------------------------------------------
# Time Speed
# This will be the default time speed used for the climate. It can be
# overridden with script calls in-game if needed. "1" is real-time, and
# any other number is multiples of real-time, so "5" is 5 times as fast as
# the real world. (unless you live in a videogame)
#-----------------------------------------------------------------------------
@climate[0].speed = 48
@climate[1].speed = 48
@climate[2].speed = 48
@climate[3].speed = 48
@climate[4].speed = 48
#-----------------------------------------------------------------------------
# Maps for each climate
# Include IDs of maps that use each respective climate.
#-----------------------------------------------------------------------------
@climate[0].maps = [1, 3, 11, 12, 14, 15, 16, 17, 20, 21, 22, 27]
@climate[1].maps = [2, 4, 5, 6, 7, 8, 9, 10, 13, 18, 23, 24, 25, 26]
@climate[2].maps = []
@climate[3].maps = []
@climate[4].maps = [19]
#-----------------------------------------------------------------------------
end
#-------------------------------------------------------------------------------
def map_climate(map_id)
@climate.each {|climate| return climate if climate.maps.include?(map_id)}
# Returns a dummy climate with empty settings if not defined.
return Game_Climate.new(-1, 'DUMMY', false, false, false, 5, [])
end
end
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# END CONFIGURATION
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