Issues with a custom weather script

Cherrylux

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Hello! I am rather new with scripting, and I'm having some problems with a script I pulled online, I'll link the script bellow.
Link: https://rpgscripts.blogspot.com/2012/08/weather-effect.html
I keep getting the following error whenever I try to call for a weather effect:
(https://www.dropbox.com/s/gcp2evgu5g3o2rm/2019-07-13 (1).png?dl=0)
"Script 'Game_Interpreter' Line 1411: NoMethodError occurred. undefined method 'weather' for nil:NilClass"
This is how I am trying to script call:
$game_screen.weather(11, 20, 60)
Is the problem simply how I am trying to call in the effect? The game runs smoothly up until it reaches this call, so I am assuming (and hoping) I am just not calling it correctly. Sorry if this is a really simple issue, but I've tried calling the script multiple different ways and I'm not getting anything but the same crash.

I didn't notice till after I had placed the script in, but it does seem to be for VX, and I'm not sure if the default scripts are very different between them. Is that the only issue? If so, is it a simple matter of tweaking or would it be too complex to reformat on my own?
Thank you in advance for any help I can get!
 

Kes

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VX scripts will not work in VX Ace. It's a different version of RGSS which is used. Porting it to Ace will be quite a bit of work. How much is something only a decent scripter could tell you - and that's not my skill.
 

Cherrylux

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VX scripts will not work in VX Ace. It's a different version of RGSS which is used. Porting it to Ace will be quite a bit of work. How much is something only a decent scripter could tell you - and that's not my skill.
I see! Thanks for the help, it makes sense but it is a shame the compatibility isn't there. I'll just have to keep an eye out for a script for VX Ace. Thanks again! ^-^
 

gstv87

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Code:
#  ccoa's weather script
#
#  Weather Types:
#    1 - rain
#    2 - storm
#    3 - snow
#    4 - hail
#    5 - rain with thunder and lightning
#    6 - falling leaves (autumn)
#    7 - blowing leaves (autumn)
#    8 - swirling leaves (autumn)
#    9 - falling leaves (green)
#   10 - cherry blossom (sakura) petals
#   11 - rose petals
#   12 - feathers
#   13 - blood rain
#   14 - sparkles
#   15 - user defined
#   16 - blowing snow
#   17 - meteor shower
#   18 - falling ash
#   19 - bubbles
#
#  Weather Power:
#    An integer from 0-50.  0 = no weather, 50 = 500 sprites
#
#  Transition:
#    The number of frames to "transition" the weather in
#
# Tone:  (optional)
#   The RGB tone of the weather sprites.  Use as Tone.new(R, G, B, [Gr]), where R, G, and B are values from -255-255 and Gr is optional and a value from 0-255.
#
#  Usage:
#    Create a call script with the following:
#       $game_screen.weather(type, power, transition, [tone])
#
#  Usage of user-defined weather:
#    Look at the following globals:

$WEATHER_UPDATE = false   # the $WEATHER_IMAGES array has changed, please update
$WEATHER_IMAGES = []      # the array of picture names to use
$WEATHER_X = 0            # the number of pixels the image should move horizontally (positive = right, negative = left)
$WEATHER_Y = 0            # the number of pizels the image should move vertically (positive = down, negative = up)
$WEATHER_FADE = 0         # how much the image should fade each update (0 = no fade, 255 = fade instantly)
$WEATHER_ANIMATED = true # whether or not the image should cycle through all the images

# name of the thunder sound effect.  Change it to use a different SE
THUNDER_SE = "Thunder1"

class Game_Screen
  attr_reader :weather_tone

  alias ccoa_weather_clear clear
  def clear
    ccoa_weather_clear
    @weather_tone = Tone.new(0, 0, 0)
  end

  alias ccoa_weather_weather change_weather
  def change_weather(type, power, fadein, tone = nil)
    case type
    when 1
      type = :rain
    when 2
      type = :storm
    when 3
      type = :snow
    when 4
      type = :hail
    when 5
      type = :thunder
    when 6
      type = :fall
    when 7
      type = :fall_wind
    when 8
      type = :fall_swirl
    when 9
      type = :leaves
    when 10
      type = :cherry_blossom
    when 11
      type = :rose
    when 12
      type = :feathers
    when 13
      type = :blood
    when 14
      type = :sparkles
    when 15
      type = :user
    when 16
      type = :snow_wind
    when 17
      type = :meteor
    when 18
      type = :ash
    when 19
      type = :bubbles
    end
    ccoa_weather_weather(type, power, fadein)
    if !tone == nil
      @weather_tone = tone
    end
  end
end

class Spriteset_Weather
  attr_reader :type
  attr_reader :sprite_max
  attr_reader :ox
  attr_reader :oy
 
  def initialize(viewport = nil)
    @viewport = viewport
    @type = 0
    @power = 0
    @ox = 0
    @oy = 0
    @count = 0
    @current_pose = []
    @info = []
    @countarray = []
    @tone = Tone.new(0, 0, 0)

    make_bitmaps

    # **** ccoa ****
    for i in 1..500
      sprite = Sprite.new(viewport)
      sprite.z = 1000
      sprite.visible = false
      sprite.opacity = 0
      @sprites.push(sprite)
      @current_pose.push(0)
      @info.push(rand(50))
      @countarray.push(rand(15))
    end
  end

  def sprite_max
    return (@power * 5).to_i
  end
 
  def dimness
    return @power
  end
 
  def dispose
    for sprite in @sprites
      sprite.dispose
    end
    @rain_bitmap.dispose
    @storm_bitmap.dispose
    @snow_bitmap.dispose
    @hail_bitmap.dispose
    @petal_bitmap.dispose
    @blood_rain_bitmap.dispose
    for image in @autumn_leaf_bitmaps
      image.dispose
    end
    for image in @green_leaf_bitmaps
      image.dispose
    end
    for image in @rose_bitmaps
      image.dispose
    end
    for image in @feather_bitmaps
      image.dispose
    end
    for image in @sparkle_bitmaps
      image.dispose
    end
    for image in @user_bitmaps
      image.dispose
    end
    $WEATHER_UPDATE = true
  end

  def type=(type)
    if @type == type
      if @tone == $game_map.screen.weather_tone
        return
      end
    end
    @type = type
    @tone = $game_map.screen.weather_tone
    @thunder = false
    p @type
    case @type
    when :rain, :thunder # rain
      bitmap = @rain_bitmap
      if @type == :thunder
        @thunder = true
      end
    when :storm # storm
      bitmap = @storm_bitmap
    when :snow# snow
      bitmap = @snow_bitmap
    when :hail
      bitmap = @hail_bitmap
    when :fall# falling autumn leaves
      bitmap = @autumn_leaf_bitmaps[0]
    when :fall_wind # blowing autumn leaves
      bitmap = @autumn_leaf_bitmaps[0]
    when :fall_swirl # swirling autumn leaves
      bitmap = @autumn_leaf_bitmaps[0]
    when :leaves # falling green leaves
      bitmap = @green_leaf_bitmaps[0]
    when :cherry_blossom # sakura petals
      bitmap = @petal_bitmap
    when :rose # rose petals
      bitmap = @rose_bitmaps[0]
    when :feathers # feathers
      bitmap = @feather_bitmaps[0]
    when :blood # blood rain
      bitmap = @blood_rain_bitmap
    when :sparkles # sparkles
      bitmap = @sparkle_bitmaps[0]
    when :user # user-defined
        bitmap = @user_bitmaps[rand(@user_bitmaps.size)]
    when :snow_wind # blowing snow
      bitmap = @snow_bitmap
    when :meteor # meteors
      bitmap = @meteor_bitmap
    when :ash # falling ash
      bitmap = @ash_bitmaps[rand(@ash_bitmaps.size)]
    when :bubbles # bubbles
      bitmap = @bubble_bitmaps[rand(@bubble_bitmaps.size)]
    else
      bitmap = nil
      @thunder = false
    end
    # **** ccoa ****
    for i in 1..sprite_max
      sprite = @sprites[i]
      if sprite != nil
        sprite.visible = (i <= sprite_max)
        if @type == :bubbles
          sprite.bitmap = @bubble_bitmaps[rand(@bubble_bitmaps.size)]
        else
          sprite.bitmap = bitmap
        end
        sprite.tone = @tone
      end
    end
  end

  def ox=(ox)
    return if @ox == ox;
    @ox = ox
    for sprite in @sprites
      sprite.ox = @ox
    end
  end

  def oy=(oy)
    return if @oy == oy;
    @oy = oy
    for sprite in @sprites
      sprite.oy = @oy
    end
  end

  def power=(maxsp)
    return if maxsp == @power
    # **** ccoa ****
    @power = [[maxsp.to_i, 0].max, 500].min
    for i in 1..@power
      sprite = @sprites[i]
      if sprite != nil
        sprite.visible = (i <= @power)
      end
    end
  end

  def update
    return if (@type == 0 || @type == :none)
    update_screen
    for i in 1..500
      sprite = @sprites[i]
      if sprite == nil
        next
      end
      if [:rain,:thunder,:blood].include?(@type)
        sprite.x -= 2
        sprite.y += 16
        sprite.opacity -= 8
        if @thunder and ((rand(90000) - sprite_max) == 0)
          $game_map.screen.start_flash(Color.new(255, 255, 255, 255), 5)
          Audio.se_play("Audio/SE/" + THUNDER_SE)
        end
      end
      if @type == :storm
        sprite.x -= 8
        sprite.y += 16
        sprite.opacity -= 12
      end
      if @type == :snow
        sprite.x -= 2
        sprite.y += 3
        sprite.opacity -= 8
      end
      if @type == :hail
        sprite.x -= 1
        sprite.y += 18
        sprite.opacity -= 15
      end
      if @type == :fall
        @count = rand(20)
        if @count == 0
          sprite.bitmap = @autumn_leaf_bitmaps[@current_pose[i]]
          @current_pose[i] = (@current_pose[i] + 1) % @autumn_leaf_bitmaps.size
        end
        sprite.x -= 1
        sprite.y += 1
      end
      if @type == :fall_wind
        @count = rand(20)
        if @count == 0
          sprite.bitmap = @autumn_leaf_bitmaps[@current_pose[i]]
          @current_pose[i] = (@current_pose[i] + 1) % @autumn_leaf_bitmaps.size
        end
        sprite.x -= 10
        sprite.y += (rand(4) - 2)
      end
      if @type == :fall_swirl
        @count = rand(20)
        if @count == 0
          sprite.bitmap = @autumn_leaf_bitmaps[@current_pose[i]]
          @current_pose[i] = (@current_pose[i] + 1) % @autumn_leaf_bitmaps.size
        end
        if @info[i] != 0
          if @info[i] >= 1 and @info[i] <= 10
            sprite.x -= 3
            sprite.y -= 1
          elsif @info[i] >= 11 and @info[i] <= 16
            sprite.x -= 1
            sprite.y -= 2
          elsif @info[i] >= 17 and @info[i] <= 20
            sprite.y -= 3
          elsif @info[i] >= 21 and @info[i] <= 30
            sprite.y -= 2
            sprite.x += 1
          elsif @info[i] >= 31 and @info[i] <= 36
            sprite.y -= 1
            sprite.x += 3
          elsif @info[i] >= 37 and @info[i] <= 40
            sprite.x += 5
          elsif @info[i] >= 41 and @info[i] <= 46
            sprite.y += 1
            sprite.x += 3
          elsif @info[i] >= 47 and @info[i] <= 58
            sprite.y += 2
            sprite.x += 1
          elsif @info[i] >= 59 and @info[i] <= 64
            sprite.y += 3
          elsif @info[i] >= 65 and @info[i] <= 70
            sprite.x -= 1
            sprite.y += 2
          elsif @info[i] >= 71 and @info[i] <= 81
            sprite.x -= 3
            sprite.y += 1
          elsif @info[i] >= 82 and @info[i] <= 87
            sprite.x -= 5
          end
          @info[i] = (@info[i] + 1) % 88
        else
          if rand(200) == 0
            @info[i] = 1
          end
          sprite.x -= 5
          sprite.y += 1
        end
      end
      if @type == :leaves
        if @countarray[i] == 0
          @current_pose[i] = (@current_pose[i] + 1) % @green_leaf_bitmaps.size
          sprite.bitmap = @green_leaf_bitmaps[@current_pose[i]]
          @countarray[i] = rand(15)
        end
        @countarray[i] = (@countarray[i] + 1) % 15
        sprite.y += 1
      end
      if @type == :cherry_blossom
        if @info[i] < 25
          sprite.x -= 1
        else
          sprite.x += 1
        end
        @info[i] = (@info[i] + 1) % 50
        sprite.y += 1
      end
      if @type == :rose
        @count = rand(20)
        if @count == 0
          sprite.bitmap = @rose_bitmaps[@current_pose[i]]
          @current_pose[i] = (@current_pose[i] + 1) % @rose_bitmaps.size
        end
        if @info[i] % 2 == 0
          if @info[i] < 10
            sprite.x -= 1
          elsif
            sprite.x += 1
          end
        end
        sprite.y += 1
      end
      if @type == :feathers
        if @countarray[i] == 0
          @current_pose[i] = (@current_pose[i] + 1) % @feather_bitmaps.size
          sprite.bitmap = @feather_bitmaps[@current_pose[i]]
        end
        @countarray[i] = (@countarray[i] + 1) % 15
        if rand(100) == 0
          sprite.x -= 1
        end
        if rand(100) == 0
          sprite.y -= 1
        end
        if @info[i] < 50
          if rand(2) == 0
            sprite.x -= 1
          else
            sprite.y -= 1
          end
        else
          if rand(2) == 0
            sprite.x += 1
          else
            sprite.y += 1
          end
        end
        @info[i] = (@info[i] + 1) % 100
      end
      if @type == :sparkles
        if @countarray[i] == 0
          @current_pose[i] = (@current_pose[i] + 1) % @sparkle_bitmaps.size
          sprite.bitmap = @sparkle_bitmaps[@current_pose[i]]
        end
        @countarray[i] = (@countarray[i] + 1) % 15
        sprite.y += 1
        sprite.opacity -= 1
      end
      if @type == :user
        if $WEATHER_UPDATE
          update_user_defined
          $WEATHER_UPDATE = false
        end
        if $WEATHER_ANIMATED and @countarray[i] == 0
          return if @user_bitmaps.size == 0
          @current_pose[i] = (@current_pose[i] + 1) % @user_bitmaps.size
          sprite.bitmap = @user_bitmaps[@current_pose[i]]
        end
        sprite.x += $WEATHER_X
        sprite.y += $WEATHER_Y
        sprite.opacity -= $WEATHER_FADE
      end
      if @type == :snow_wind
        sprite.x -= 10
        sprite.y += 6
        sprite.opacity -= 4
      end
      if @type == :meteor
        if @countarray[i] > 0
          if rand(20) == 0
            sprite.bitmap = @impact_bitmap
            @countarray[i] = -5
          else
            sprite.x -= 6
            sprite.y += 10
          end
        else
          @countarray[i] += 1
          if @countarray[i] == 0
            sprite.bitmap = @meteor_bitmap
            sprite.opacity = 0
            @count_array = 1
          end
        end
      end
      if @type == :ash
        sprite.y += 2
        case @countarray[i] % 3
        when 0
          sprite.x -= 1
        when 1
          sprite.x += 1
        end
      end
      if @type == :bubbles
        switch = rand(75) + rand(75) + 1
        if @info[i] < switch / 2
          sprite.x -= 1
        else
          sprite.x += 1
        end
        @info[i] = (@info[i] + 1) % switch
        sprite.y -= 1
        if switch % 2 == 0
          sprite.opacity -= 1
        end
      end
        
      x = sprite.x - @ox
      y = sprite.y - @oy
      if sprite.opacity < 64 or x < -50 or x > 750 or y < -300 or y > 500
        sprite.x = rand(800) - 50 + @ox
        sprite.y = rand(800) - 200 + @oy
        sprite.opacity = 255
      end
    end
  end

  def make_bitmaps
    color1 = Color.new(255, 255, 255, 255)
    color2 = Color.new(255, 255, 255, 128)
    @rain_bitmap = Bitmap.new(7, 56)
    for i in 0..6
      @rain_bitmap.fill_rect(6-i, i*8, 1, 8, color1)
    end
    @storm_bitmap = Bitmap.new(34, 64)
    for i in 0..31
      @storm_bitmap.fill_rect(33-i, i*2, 1, 2, color2)
      @storm_bitmap.fill_rect(32-i, i*2, 1, 2, color1)
      @storm_bitmap.fill_rect(31-i, i*2, 1, 2, color2)
    end
    @snow_bitmap = Bitmap.new(6, 6)
    @snow_bitmap.fill_rect(0, 1, 6, 4, color2)
    @snow_bitmap.fill_rect(1, 0, 4, 6, color2)
    @snow_bitmap.fill_rect(1, 2, 4, 2, color1)
    @snow_bitmap.fill_rect(2, 1, 2, 4, color1)
    @sprites = []
  
    blueGrey  = Color.new(215, 227, 227, 150)
    grey      = Color.new(214, 217, 217, 150)
    lightGrey = Color.new(233, 233, 233, 250)
    lightBlue = Color.new(222, 239, 243, 250)
    @hail_bitmap = Bitmap.new(4, 4)
    @hail_bitmap.fill_rect(1, 0, 2, 1, blueGrey)
    @hail_bitmap.fill_rect(0, 1, 1, 2, blueGrey)
    @hail_bitmap.fill_rect(3, 1, 1, 2, grey)
    @hail_bitmap.fill_rect(1, 3, 2, 1, grey)
    @hail_bitmap.fill_rect(1, 1, 2, 2, lightGrey)
    @hail_bitmap.set_pixel(1, 1, lightBlue)
  
  
    color3 = Color.new(255, 167, 192, 255) # light pink
    color4 = Color.new(213, 106, 136, 255) # dark pink
    @petal_bitmap = Bitmap.new(4, 4) #This creates a new bitmap that is 4 x 4 pixels
    @petal_bitmap.fill_rect(0, 3, 1, 1, color3) # this makes a 1x1 pixel "rectangle" at the 0, 3 pixel of the image (upper left corner is 0, 0)
    @petal_bitmap.fill_rect(1, 2, 1, 1, color3)
    @petal_bitmap.fill_rect(2, 1, 1, 1, color3)
    @petal_bitmap.fill_rect(3, 0, 1, 1, color3)
    @petal_bitmap.fill_rect(1, 3, 1, 1, color4)
    @petal_bitmap.fill_rect(2, 2, 1, 1, color4)
    @petal_bitmap.fill_rect(3, 1, 1, 1, color4)
  
  
    brightOrange = Color.new(248, 88, 0, 255) 
    orangeBrown  = Color.new(144, 80, 56, 255)
    burntRed     = Color.new(152, 0, 0, 255)
    paleOrange   = Color.new(232, 160, 128, 255)
    darkBrown    = Color.new(72, 40, 0, 255)
    @autumn_leaf_bitmaps = []
    @autumn_leaf_bitmaps.push(Bitmap.new(8, 8))
    # draw the first of the leaf1 bitmaps
    @autumn_leaf_bitmaps[0].set_pixel(5, 1, orangeBrown)
    @autumn_leaf_bitmaps[0].set_pixel(6, 1, brightOrange)
    @autumn_leaf_bitmaps[0].set_pixel(7, 1, paleOrange)
    @autumn_leaf_bitmaps[0].set_pixel(3, 2, orangeBrown)
    @autumn_leaf_bitmaps[0].fill_rect(4, 2, 2, 1, brightOrange)
    @autumn_leaf_bitmaps[0].set_pixel(6, 2, paleOrange)
    @autumn_leaf_bitmaps[0].set_pixel(2, 3, orangeBrown)
    @autumn_leaf_bitmaps[0].set_pixel(3, 3, brightOrange)
    @autumn_leaf_bitmaps[0].fill_rect(4, 3, 2, 1, paleOrange)
    @autumn_leaf_bitmaps[0].set_pixel(1, 4, orangeBrown)
    @autumn_leaf_bitmaps[0].set_pixel(2, 4, brightOrange)
    @autumn_leaf_bitmaps[0].set_pixel(3, 4, paleOrange)
    @autumn_leaf_bitmaps[0].set_pixel(1, 5, brightOrange)
    @autumn_leaf_bitmaps[0].set_pixel(2, 5, paleOrange)
    @autumn_leaf_bitmaps[0].set_pixel(0, 6, orangeBrown)
    @autumn_leaf_bitmaps[0].set_pixel(1, 6, paleOrange)
    @autumn_leaf_bitmaps[0].set_pixel(0, 7, paleOrange)
  
    # draw the 2nd of the leaf1 bitmaps
    @autumn_leaf_bitmaps.push(Bitmap.new(8, 8))
    @autumn_leaf_bitmaps[1].set_pixel(3, 0, brightOrange)
    @autumn_leaf_bitmaps[1].set_pixel(7, 0, brightOrange)
    @autumn_leaf_bitmaps[1].set_pixel(3, 1, orangeBrown)
    @autumn_leaf_bitmaps[1].set_pixel(4, 1, burntRed)
    @autumn_leaf_bitmaps[1].set_pixel(6, 1, brightOrange)
    @autumn_leaf_bitmaps[1].set_pixel(0, 2, paleOrange)
    @autumn_leaf_bitmaps[1].set_pixel(1, 2, brightOrange)
    @autumn_leaf_bitmaps[1].set_pixel(2, 2, orangeBrown)
    @autumn_leaf_bitmaps[1].set_pixel(3, 2, burntRed)
    @autumn_leaf_bitmaps[1].set_pixel(4, 2, orangeBrown)
    @autumn_leaf_bitmaps[1].set_pixel(5, 2, brightOrange)
    @autumn_leaf_bitmaps[1].fill_rect(1, 3, 3, 1, orangeBrown)
    @autumn_leaf_bitmaps[1].fill_rect(4, 3, 2, 1, brightOrange)
    @autumn_leaf_bitmaps[1].set_pixel(6, 3, orangeBrown)
    @autumn_leaf_bitmaps[1].set_pixel(2, 4, burntRed)
    @autumn_leaf_bitmaps[1].fill_rect(3, 4, 3, 1, brightOrange)
    @autumn_leaf_bitmaps[1].set_pixel(6, 4, burntRed)
    @autumn_leaf_bitmaps[1].set_pixel(7, 4, darkBrown)
    @autumn_leaf_bitmaps[1].set_pixel(1, 5, orangeBrown)
    @autumn_leaf_bitmaps[1].fill_rect(2, 5, 2, 1, brightOrange)
    @autumn_leaf_bitmaps[1].set_pixel(4, 5, orangeBrown)
    @autumn_leaf_bitmaps[1].set_pixel(5, 5, burntRed)
    @autumn_leaf_bitmaps[1].fill_rect(1, 6, 2, 1, brightOrange)
    @autumn_leaf_bitmaps[1].fill_rect(4, 6, 2, 1, burntRed)
    @autumn_leaf_bitmaps[1].set_pixel(0, 7, brightOrange)
    @autumn_leaf_bitmaps[1].set_pixel(5, 7, darkBrown)
  
    # draw the 3rd of the leaf1 bitmaps
    @autumn_leaf_bitmaps.push(Bitmap.new(8, 8))
    @autumn_leaf_bitmaps[2].set_pixel(7, 1, paleOrange)
    @autumn_leaf_bitmaps[2].set_pixel(6, 2, paleOrange)
    @autumn_leaf_bitmaps[2].set_pixel(7, 2, orangeBrown)
    @autumn_leaf_bitmaps[2].set_pixel(5, 3, paleOrange)
    @autumn_leaf_bitmaps[2].set_pixel(6, 3, brightOrange)
    @autumn_leaf_bitmaps[2].set_pixel(4, 4, paleOrange)
    @autumn_leaf_bitmaps[2].set_pixel(5, 4, brightOrange)
    @autumn_leaf_bitmaps[2].set_pixel(6, 4, orangeBrown)
    @autumn_leaf_bitmaps[2].fill_rect(2, 5, 2, 1, paleOrange)
    @autumn_leaf_bitmaps[2].set_pixel(4, 5, brightOrange)
    @autumn_leaf_bitmaps[2].set_pixel(5, 5, orangeBrown)
    @autumn_leaf_bitmaps[2].set_pixel(1, 6, paleOrange)
    @autumn_leaf_bitmaps[2].fill_rect(2, 6, 2, 1, brightOrange)
    @autumn_leaf_bitmaps[2].set_pixel(4, 6, orangeBrown)
    @autumn_leaf_bitmaps[2].set_pixel(0, 7, paleOrange)
    @autumn_leaf_bitmaps[2].set_pixel(1, 7, brightOrange)
    @autumn_leaf_bitmaps[2].set_pixel(2, 7, orangeBrown)
  
    # draw the 4th of the leaf1 bitmaps
    @autumn_leaf_bitmaps.push(Bitmap.new(8, 8))
    @autumn_leaf_bitmaps[3].set_pixel(3, 0, brightOrange)
    @autumn_leaf_bitmaps[3].set_pixel(7, 0, brightOrange)
    @autumn_leaf_bitmaps[3].set_pixel(3, 1, orangeBrown)
    @autumn_leaf_bitmaps[3].set_pixel(4, 1, burntRed)
    @autumn_leaf_bitmaps[3].set_pixel(6, 1, brightOrange)
    @autumn_leaf_bitmaps[3].set_pixel(0, 2, paleOrange)
    @autumn_leaf_bitmaps[3].set_pixel(1, 2, brightOrange)
    @autumn_leaf_bitmaps[3].set_pixel(2, 2, orangeBrown)
    @autumn_leaf_bitmaps[3].set_pixel(3, 2, burntRed)
    @autumn_leaf_bitmaps[3].set_pixel(4, 2, orangeBrown)
    @autumn_leaf_bitmaps[3].set_pixel(5, 2, brightOrange)
    @autumn_leaf_bitmaps[3].fill_rect(1, 3, 3, 1, orangeBrown)
    @autumn_leaf_bitmaps[3].fill_rect(4, 3, 2, 1, brightOrange)
    @autumn_leaf_bitmaps[3].set_pixel(6, 3, orangeBrown)
    @autumn_leaf_bitmaps[3].set_pixel(2, 4, burntRed)
    @autumn_leaf_bitmaps[3].fill_rect(3, 4, 3, 1, brightOrange)
    @autumn_leaf_bitmaps[3].set_pixel(6, 4, burntRed)
    @autumn_leaf_bitmaps[3].set_pixel(7, 4, darkBrown)
    @autumn_leaf_bitmaps[3].set_pixel(1, 5, orangeBrown)
    @autumn_leaf_bitmaps[3].fill_rect(2, 5, 2, 1, brightOrange)
    @autumn_leaf_bitmaps[3].set_pixel(4, 5, orangeBrown)
    @autumn_leaf_bitmaps[3].set_pixel(5, 5, burntRed)
    @autumn_leaf_bitmaps[3].fill_rect(1, 6, 2, 1, brightOrange)
    @autumn_leaf_bitmaps[3].fill_rect(4, 6, 2, 1, burntRed)
    @autumn_leaf_bitmaps[3].set_pixel(0, 7, brightOrange)
    @autumn_leaf_bitmaps[3].set_pixel(5, 7, darkBrown)
  
    @green_leaf_bitmaps = []
    darkGreen  = Color.new(62, 76, 31, 255)
    midGreen   = Color.new(76, 91, 43, 255)
    khaki      = Color.new(105, 114, 66, 255)
    lightGreen = Color.new(128, 136, 88, 255)
    mint       = Color.new(146, 154, 106, 255)
  
    # 1st leaf bitmap
    @green_leaf_bitmaps[0] = Bitmap.new(8, 8)
    @green_leaf_bitmaps[0].set_pixel(1, 0, darkGreen)
    @green_leaf_bitmaps[0].set_pixel(1, 1, midGreen)
    @green_leaf_bitmaps[0].set_pixel(2, 1, darkGreen)
    @green_leaf_bitmaps[0].set_pixel(2, 2, khaki)
    @green_leaf_bitmaps[0].set_pixel(3, 2, darkGreen)
    @green_leaf_bitmaps[0].set_pixel(4, 2, khaki)
    @green_leaf_bitmaps[0].fill_rect(2, 3, 3, 1, midGreen)
    @green_leaf_bitmaps[0].set_pixel(5, 3, khaki)
    @green_leaf_bitmaps[0].fill_rect(2, 4, 2, 1, midGreen)
    @green_leaf_bitmaps[0].set_pixel(4, 4, darkGreen)
    @green_leaf_bitmaps[0].set_pixel(5, 4, lightGreen)
    @green_leaf_bitmaps[0].set_pixel(6, 4, khaki)
    @green_leaf_bitmaps[0].set_pixel(3, 5, midGreen)
    @green_leaf_bitmaps[0].set_pixel(4, 5, darkGreen)
    @green_leaf_bitmaps[0].set_pixel(5, 5, khaki)
    @green_leaf_bitmaps[0].set_pixel(6, 5, lightGreen)
    @green_leaf_bitmaps[0].set_pixel(4, 6, midGreen)
    @green_leaf_bitmaps[0].set_pixel(5, 6, darkGreen)
    @green_leaf_bitmaps[0].set_pixel(6, 6, lightGreen)
    @green_leaf_bitmaps[0].set_pixel(6, 7, khaki)
  
    # 2nd leaf bitmap
    @green_leaf_bitmaps[1] = Bitmap.new(8, 8)
    @green_leaf_bitmaps[1].fill_rect(1, 1, 1, 2, midGreen)
    @green_leaf_bitmaps[1].fill_rect(2, 2, 2, 1, khaki)
    @green_leaf_bitmaps[1].set_pixel(4, 2, lightGreen)
    @green_leaf_bitmaps[1].fill_rect(2, 3, 2, 1, darkGreen)
    @green_leaf_bitmaps[1].fill_rect(4, 3, 2, 1, lightGreen)
    @green_leaf_bitmaps[1].set_pixel(2, 4, midGreen)
    @green_leaf_bitmaps[1].set_pixel(3, 4, darkGreen)
    @green_leaf_bitmaps[1].set_pixel(4, 4, khaki)
    @green_leaf_bitmaps[1].fill_rect(5, 4, 2, 1, lightGreen)
    @green_leaf_bitmaps[1].set_pixel(3, 5, midGreen)
    @green_leaf_bitmaps[1].set_pixel(4, 5, darkGreen)
    @green_leaf_bitmaps[1].set_pixel(5, 5, khaki)
    @green_leaf_bitmaps[1].set_pixel(6, 5, lightGreen)
    @green_leaf_bitmaps[1].set_pixel(5, 6, darkGreen)
    @green_leaf_bitmaps[1].fill_rect(6, 6, 2, 1, khaki)
  
    # 3rd leaf bitmap
    @green_leaf_bitmaps[2] = Bitmap.new(8, 8)
    @green_leaf_bitmaps[2].set_pixel(1, 1, darkGreen)
    @green_leaf_bitmaps[2].fill_rect(1, 2, 2, 1, midGreen)
    @green_leaf_bitmaps[2].set_pixel(2, 3, midGreen)
    @green_leaf_bitmaps[2].set_pixel(3, 3, darkGreen)
    @green_leaf_bitmaps[2].set_pixel(4, 3, midGreen)
    @green_leaf_bitmaps[2].fill_rect(2, 4, 2, 1, midGreen)
    @green_leaf_bitmaps[2].set_pixel(4, 4, darkGreen)
    @green_leaf_bitmaps[2].set_pixel(5, 4, lightGreen)
    @green_leaf_bitmaps[2].set_pixel(3, 5, midGreen)
    @green_leaf_bitmaps[2].set_pixel(4, 5, darkGreen)
    @green_leaf_bitmaps[2].fill_rect(5, 5, 2, 1, khaki)
    @green_leaf_bitmaps[2].fill_rect(4, 6, 2, 1, midGreen)
    @green_leaf_bitmaps[2].set_pixel(6, 6, lightGreen)
    @green_leaf_bitmaps[2].set_pixel(6, 7, khaki)
  
    # 4th leaf bitmap
    @green_leaf_bitmaps[3] = Bitmap.new(8, 8)
    @green_leaf_bitmaps[3].fill_rect(0, 3, 1, 2, darkGreen)
    @green_leaf_bitmaps[3].set_pixel(1, 4, midGreen)
    @green_leaf_bitmaps[3].set_pixel(2, 4, khaki)
    @green_leaf_bitmaps[3].set_pixel(3, 4, lightGreen)
    @green_leaf_bitmaps[3].set_pixel(4, 4, darkGreen)
    @green_leaf_bitmaps[3].set_pixel(7, 4, midGreen)
    @green_leaf_bitmaps[3].set_pixel(1, 5, darkGreen)
    @green_leaf_bitmaps[3].set_pixel(2, 5, midGreen)
    @green_leaf_bitmaps[3].set_pixel(3, 5, lightGreen)
    @green_leaf_bitmaps[3].set_pixel(4, 5, mint)
    @green_leaf_bitmaps[3].set_pixel(5, 5, lightGreen)
    @green_leaf_bitmaps[3].set_pixel(6, 5, khaki)
    @green_leaf_bitmaps[3].set_pixel(7, 5, midGreen)
    @green_leaf_bitmaps[3].fill_rect(2, 6, 2, 1, midGreen)
    @green_leaf_bitmaps[3].set_pixel(4, 6, lightGreen)
    @green_leaf_bitmaps[3].set_pixel(5, 6, khaki)
    @green_leaf_bitmaps[3].set_pixel(6, 6, midGreen)
  
    # 5th leaf bitmap
    @green_leaf_bitmaps[4] = Bitmap.new(8, 8)
    @green_leaf_bitmaps[4].set_pixel(6, 2, midGreen)
    @green_leaf_bitmaps[4].set_pixel(7, 2, darkGreen)
    @green_leaf_bitmaps[4].fill_rect(4, 3, 2, 1, midGreen)
    @green_leaf_bitmaps[4].set_pixel(6, 3, khaki)
    @green_leaf_bitmaps[4].set_pixel(2, 4, darkGreen)
    @green_leaf_bitmaps[4].fill_rect(3, 4, 2, 1, khaki)
    @green_leaf_bitmaps[4].set_pixel(5, 4, lightGreen)
    @green_leaf_bitmaps[4].set_pixel(6, 4, khaki)
    @green_leaf_bitmaps[4].set_pixel(1, 5, midGreen)
    @green_leaf_bitmaps[4].set_pixel(2, 5, khaki)
    @green_leaf_bitmaps[4].set_pixel(3, 5, lightGreen)
    @green_leaf_bitmaps[4].set_pixel(4, 5, mint)
    @green_leaf_bitmaps[4].set_pixel(5, 5, midGreen)
    @green_leaf_bitmaps[4].set_pixel(2, 6, darkGreen)
    @green_leaf_bitmaps[4].fill_rect(3, 6, 2, 1, midGreen)
  
    # 6th leaf bitmap
    @green_leaf_bitmaps[5] = Bitmap.new(8, 8)
    @green_leaf_bitmaps[5].fill_rect(6, 2, 2, 1, midGreen)
    @green_leaf_bitmaps[5].fill_rect(4, 3, 2, 1, midGreen)
    @green_leaf_bitmaps[5].set_pixel(6, 3, khaki)
    @green_leaf_bitmaps[5].set_pixel(3, 4, midGreen)
    @green_leaf_bitmaps[5].set_pixel(4, 4, khaki)
    @green_leaf_bitmaps[5].set_pixel(5, 4, lightGreen)
    @green_leaf_bitmaps[5].set_pixel(6, 4, mint)
    @green_leaf_bitmaps[5].set_pixel(1, 5, midGreen)
    @green_leaf_bitmaps[5].set_pixel(2, 5, khaki)
    @green_leaf_bitmaps[5].fill_rect(3, 5, 2, 1, mint)
    @green_leaf_bitmaps[5].set_pixel(5, 5, lightGreen)
    @green_leaf_bitmaps[5].set_pixel(2, 6, midGreen)
    @green_leaf_bitmaps[5].set_pixel(3, 6, khaki)
    @green_leaf_bitmaps[5].set_pixel(4, 6, lightGreen)
  
    # 7th leaf bitmap
    @green_leaf_bitmaps[6] = Bitmap.new(8, 8)
    @green_leaf_bitmaps[6].fill_rect(6, 1, 1, 2, midGreen)
    @green_leaf_bitmaps[6].fill_rect(4, 2, 2, 1, midGreen)
    @green_leaf_bitmaps[6].fill_rect(6, 2, 1, 2, darkGreen)
    @green_leaf_bitmaps[6].fill_rect(3, 3, 2, 1, midGreen)
    @green_leaf_bitmaps[6].set_pixel(5, 3, khaki)
    @green_leaf_bitmaps[6].set_pixel(2, 4, midGreen)
    @green_leaf_bitmaps[6].set_pixel(3, 4, khaki)
    @green_leaf_bitmaps[6].set_pixel(4, 4, lightGreen)
    @green_leaf_bitmaps[6].set_pixel(5, 4, midGreen)
    @green_leaf_bitmaps[6].set_pixel(1, 5, midGreen)
    @green_leaf_bitmaps[6].set_pixel(2, 5, khaki)
    @green_leaf_bitmaps[6].fill_rect(3, 5, 2, 1, midGreen)
    @green_leaf_bitmaps[6].set_pixel(1, 6, darkGreen)
    @green_leaf_bitmaps[6].set_pixel(2, 6, midGreen)
  
    # 8th leaf bitmap
    @green_leaf_bitmaps[7] = Bitmap.new(8, 8)
    @green_leaf_bitmaps[7].set_pixel(6, 1, midGreen)
    @green_leaf_bitmaps[7].fill_rect(4, 2, 3, 2, midGreen)
    @green_leaf_bitmaps[7].set_pixel(3, 3, darkGreen)
    @green_leaf_bitmaps[7].set_pixel(2, 4, darkGreen)
    @green_leaf_bitmaps[7].set_pixel(3, 4, midGreen)
    @green_leaf_bitmaps[7].fill_rect(4, 4, 2, 1, khaki)
    @green_leaf_bitmaps[7].set_pixel(1, 5, darkGreen)
    @green_leaf_bitmaps[7].set_pixel(2, 5, midGreen)
    @green_leaf_bitmaps[7].fill_rect(3, 5, 2, 1, lightGreen)
    @green_leaf_bitmaps[7].set_pixel(2, 6, midGreen)
    @green_leaf_bitmaps[7].set_pixel(3, 6, lightGreen)
  
    # 9th leaf bitmap
    @green_leaf_bitmaps[8] = Bitmap.new(8, 8)
    @green_leaf_bitmaps[8].fill_rect(6, 1, 1, 2, midGreen)
    @green_leaf_bitmaps[8].fill_rect(4, 2, 2, 1, midGreen)
    @green_leaf_bitmaps[8].fill_rect(6, 2, 1, 2, darkGreen)
    @green_leaf_bitmaps[8].fill_rect(3, 3, 2, 1, midGreen)
    @green_leaf_bitmaps[8].set_pixel(5, 3, khaki)
    @green_leaf_bitmaps[8].set_pixel(2, 4, midGreen)
    @green_leaf_bitmaps[8].set_pixel(3, 4, khaki)
    @green_leaf_bitmaps[8].set_pixel(4, 4, lightGreen)
    @green_leaf_bitmaps[8].set_pixel(5, 4, midGreen)
    @green_leaf_bitmaps[8].set_pixel(1, 5, midGreen)
    @green_leaf_bitmaps[8].set_pixel(2, 5, khaki)
    @green_leaf_bitmaps[8].fill_rect(3, 5, 2, 1, midGreen)
    @green_leaf_bitmaps[8].set_pixel(1, 6, darkGreen)
    @green_leaf_bitmaps[8].set_pixel(2, 6, midGreen)
  
    # 10th leaf bitmap
    @green_leaf_bitmaps[9] = Bitmap.new(8, 8)
    @green_leaf_bitmaps[9].fill_rect(6, 2, 2, 1, midGreen)
    @green_leaf_bitmaps[9].fill_rect(4, 3, 2, 1, midGreen)
    @green_leaf_bitmaps[9].set_pixel(6, 3, khaki)
    @green_leaf_bitmaps[9].set_pixel(3, 4, midGreen)
    @green_leaf_bitmaps[9].set_pixel(4, 4, khaki)
    @green_leaf_bitmaps[9].set_pixel(5, 4, lightGreen)
    @green_leaf_bitmaps[9].set_pixel(6, 4, mint)
    @green_leaf_bitmaps[9].set_pixel(1, 5, midGreen)
    @green_leaf_bitmaps[9].set_pixel(2, 5, khaki)
    @green_leaf_bitmaps[9].fill_rect(3, 5, 2, 1, mint)
    @green_leaf_bitmaps[9].set_pixel(5, 5, lightGreen)
    @green_leaf_bitmaps[9].set_pixel(2, 6, midGreen)
    @green_leaf_bitmaps[9].set_pixel(3, 6, khaki)
    @green_leaf_bitmaps[9].set_pixel(4, 6, lightGreen)
  
    # 11th leaf bitmap
    @green_leaf_bitmaps[10] = Bitmap.new(8, 8)
    @green_leaf_bitmaps[10].set_pixel(6, 2, midGreen)
    @green_leaf_bitmaps[10].set_pixel(7, 2, darkGreen)
    @green_leaf_bitmaps[10].fill_rect(4, 3, 2, 1, midGreen)
    @green_leaf_bitmaps[10].set_pixel(6, 3, khaki)
    @green_leaf_bitmaps[10].set_pixel(2, 4, darkGreen)
    @green_leaf_bitmaps[10].fill_rect(3, 4, 2, 1, khaki)
    @green_leaf_bitmaps[10].set_pixel(5, 4, lightGreen)
    @green_leaf_bitmaps[10].set_pixel(6, 4, khaki)
    @green_leaf_bitmaps[10].set_pixel(1, 5, midGreen)
    @green_leaf_bitmaps[10].set_pixel(2, 5, khaki)
    @green_leaf_bitmaps[10].set_pixel(3, 5, lightGreen)
    @green_leaf_bitmaps[10].set_pixel(4, 5, mint)
    @green_leaf_bitmaps[10].set_pixel(5, 5, midGreen)
    @green_leaf_bitmaps[10].set_pixel(2, 6, darkGreen)
    @green_leaf_bitmaps[10].fill_rect(3, 6, 2, 1, midGreen)
  
    # 12th leaf bitmap
    @green_leaf_bitmaps[11] = Bitmap.new(8, 8)
    @green_leaf_bitmaps[11].fill_rect(0, 3, 1, 2, darkGreen)
    @green_leaf_bitmaps[11].set_pixel(1, 4, midGreen)
    @green_leaf_bitmaps[11].set_pixel(2, 4, khaki)
    @green_leaf_bitmaps[11].set_pixel(3, 4, lightGreen)
    @green_leaf_bitmaps[11].set_pixel(4, 4, darkGreen)
    @green_leaf_bitmaps[11].set_pixel(7, 4, midGreen)
    @green_leaf_bitmaps[11].set_pixel(1, 5, darkGreen)
    @green_leaf_bitmaps[11].set_pixel(2, 5, midGreen)
    @green_leaf_bitmaps[11].set_pixel(3, 5, lightGreen)
    @green_leaf_bitmaps[11].set_pixel(4, 5, mint)
    @green_leaf_bitmaps[11].set_pixel(5, 5, lightGreen)
    @green_leaf_bitmaps[11].set_pixel(6, 5, khaki)
    @green_leaf_bitmaps[11].set_pixel(7, 5, midGreen)
    @green_leaf_bitmaps[11].fill_rect(2, 6, 2, 1, midGreen)
    @green_leaf_bitmaps[11].set_pixel(4, 6, lightGreen)
    @green_leaf_bitmaps[11].set_pixel(5, 6, khaki)
    @green_leaf_bitmaps[11].set_pixel(6, 6, midGreen)
  
    # 13th leaf bitmap
    @green_leaf_bitmaps[12] = Bitmap.new(8, 8)
    @green_leaf_bitmaps[12].set_pixel(1, 1, darkGreen)
    @green_leaf_bitmaps[12].fill_rect(1, 2, 2, 1, midGreen)
    @green_leaf_bitmaps[12].set_pixel(2, 3, midGreen)
    @green_leaf_bitmaps[12].set_pixel(3, 3, darkGreen)
    @green_leaf_bitmaps[12].set_pixel(4, 3, midGreen)
    @green_leaf_bitmaps[12].fill_rect(2, 4, 2, 1, midGreen)
    @green_leaf_bitmaps[12].set_pixel(4, 4, darkGreen)
    @green_leaf_bitmaps[12].set_pixel(5, 4, lightGreen)
    @green_leaf_bitmaps[12].set_pixel(3, 5, midGreen)
    @green_leaf_bitmaps[12].set_pixel(4, 5, darkGreen)
    @green_leaf_bitmaps[12].fill_rect(5, 5, 2, 1, khaki)
    @green_leaf_bitmaps[12].fill_rect(4, 6, 2, 1, midGreen)
    @green_leaf_bitmaps[12].set_pixel(6, 6, lightGreen)
    @green_leaf_bitmaps[12].set_pixel(6, 7, khaki)
  
    @rose_bitmaps = []
    brightRed = Color.new(255, 0, 0, 255)
    midRed    = Color.new(179, 17, 17, 255)
    darkRed   = Color.new(141, 9, 9, 255)
  
    # 1st rose petal bitmap
    @rose_bitmaps[0] = Bitmap.new(3, 3)
    @rose_bitmaps[0].fill_rect(1, 0, 2, 1, brightRed)
    @rose_bitmaps[0].fill_rect(0, 1, 1, 2, brightRed)
    @rose_bitmaps[0].fill_rect(1, 1, 2, 2, midRed)
    @rose_bitmaps[0].set_pixel(2, 2, darkRed)
  
    # 2nd rose petal bitmap
    @rose_bitmaps[1] = Bitmap.new(3, 3)
    @rose_bitmaps[1].set_pixel(0, 1, midRed)
    @rose_bitmaps[1].set_pixel(1, 1, brightRed)
    @rose_bitmaps[1].fill_rect(1, 2, 1, 2, midRed)
  
    @feather_bitmaps = []
    white = Color.new(255, 255, 255, 255)
  
    # 1st feather bitmap
    @feather_bitmaps[0] = Bitmap.new(3, 3)
    @feather_bitmaps[0].set_pixel(0, 2, white)
    @feather_bitmaps[0].set_pixel(1, 2, grey)
    @feather_bitmaps[0].set_pixel(2, 1, grey)
  
    # 2nd feather bitmap
    @feather_bitmaps[0] = Bitmap.new(3, 3)
    @feather_bitmaps[0].set_pixel(0, 0, white)
    @feather_bitmaps[0].set_pixel(0, 1, grey)
    @feather_bitmaps[0].set_pixel(1, 2, grey)
  
    # 3rd feather bitmap
    @feather_bitmaps[0] = Bitmap.new(3, 3)
    @feather_bitmaps[0].set_pixel(2, 0, white)
    @feather_bitmaps[0].set_pixel(1, 0, grey)
    @feather_bitmaps[0].set_pixel(0, 1, grey)
  
    # 4th feather bitmap
    @feather_bitmaps[0] = Bitmap.new(3, 3)
    @feather_bitmaps[0].set_pixel(2, 2, white)
    @feather_bitmaps[0].set_pixel(2, 1, grey)
    @feather_bitmaps[0].set_pixel(1, 0, grey)
  
    @blood_rain_bitmap = Bitmap.new(7, 56)
    for i in 0..6
      @blood_rain_bitmap.fill_rect(6-i, i*8, 1, 8, darkRed)
    end
  
    @sparkle_bitmaps = []
  
    lightBlue = Color.new(181, 244, 255, 255)
    midBlue   = Color.new(126, 197, 235, 255)
    darkBlue  = Color.new(77, 136, 225, 255)
  
    # 1st sparkle bitmap
    @sparkle_bitmaps[0] = Bitmap.new(7, 7)
    @sparkle_bitmaps[0].set_pixel(3, 3, darkBlue)
  
    # 2nd sparkle bitmap
    @sparkle_bitmaps[1] = Bitmap.new(7, 7)
    @sparkle_bitmaps[1].fill_rect(3, 2, 1, 3, darkBlue)
    @sparkle_bitmaps[1].fill_rect(2, 3, 3, 1, darkBlue)
    @sparkle_bitmaps[1].set_pixel(3, 3, midBlue)
  
    # 3rd sparkle bitmap
    @sparkle_bitmaps[2] = Bitmap.new(7, 7)
    @sparkle_bitmaps[2].set_pixel(1, 1, darkBlue)
    @sparkle_bitmaps[2].set_pixel(5, 1, darkBlue)
    @sparkle_bitmaps[2].set_pixel(2, 2, midBlue)
    @sparkle_bitmaps[2].set_pixel(4, 2, midBlue)
    @sparkle_bitmaps[2].set_pixel(3, 3, lightBlue)
    @sparkle_bitmaps[2].set_pixel(2, 4, midBlue)
    @sparkle_bitmaps[2].set_pixel(4, 4, midBlue)
    @sparkle_bitmaps[2].set_pixel(1, 5, darkBlue)
    @sparkle_bitmaps[2].set_pixel(5, 5, darkBlue)
  
    # 4th sparkle bitmap
    @sparkle_bitmaps[3] = Bitmap.new(7, 7)
    @sparkle_bitmaps[3].fill_rect(3, 1, 1, 5, darkBlue)
    @sparkle_bitmaps[3].fill_rect(1, 3, 5, 1, darkBlue)
    @sparkle_bitmaps[3].fill_rect(3, 2, 1, 3, midBlue)
    @sparkle_bitmaps[3].fill_rect(2, 3, 3, 1, midBlue)
    @sparkle_bitmaps[3].set_pixel(3, 3, lightBlue)
  
    # 5th sparkle bitmap
    @sparkle_bitmaps[4] = Bitmap.new(7, 7)
    @sparkle_bitmaps[4].fill_rect(2, 2, 3, 3, midBlue)
    @sparkle_bitmaps[4].fill_rect(3, 2, 1, 3, darkBlue)
    @sparkle_bitmaps[4].fill_rect(2, 3, 3, 1, darkBlue)
    @sparkle_bitmaps[4].set_pixel(3, 3, lightBlue)
    @sparkle_bitmaps[4].set_pixel(1, 1, darkBlue)
    @sparkle_bitmaps[4].set_pixel(5, 1, darkBlue)
    @sparkle_bitmaps[4].set_pixel(1, 5, darkBlue)
    @sparkle_bitmaps[4].set_pixel(5, 1, darkBlue)
  
    # 6th sparkle bitmap
    @sparkle_bitmaps[5] = Bitmap.new(7, 7)
    @sparkle_bitmaps[5].fill_rect(2, 1, 3, 5, darkBlue)
    @sparkle_bitmaps[5].fill_rect(1, 2, 5, 3, darkBlue)
    @sparkle_bitmaps[5].fill_rect(2, 2, 3, 3, midBlue)
    @sparkle_bitmaps[5].fill_rect(3, 1, 1, 5, midBlue)
    @sparkle_bitmaps[5].fill_rect(1, 3, 5, 1, midBlue)
    @sparkle_bitmaps[5].fill_rect(3, 2, 1, 3, lightBlue)
    @sparkle_bitmaps[5].fill_rect(2, 3, 3, 1, lightBlue)
    @sparkle_bitmaps[5].set_pixel(3, 3, white)
  
    # 7th sparkle bitmap
    @sparkle_bitmaps[6] = Bitmap.new(7, 7)
    @sparkle_bitmaps[6].fill_rect(2, 1, 3, 5, midBlue)
    @sparkle_bitmaps[6].fill_rect(1, 2, 5, 3, midBlue)
    @sparkle_bitmaps[6].fill_rect(3, 0, 1, 7, darkBlue)
    @sparkle_bitmaps[6].fill_rect(0, 3, 7, 1, darkBlue)
    @sparkle_bitmaps[6].fill_rect(2, 2, 3, 3, lightBlue)
    @sparkle_bitmaps[6].fill_rect(3, 2, 1, 3, midBlue)
    @sparkle_bitmaps[6].fill_rect(2, 3, 3, 1, midBlue)
    @sparkle_bitmaps[6].set_pixel(3, 3, white)
  
    # Meteor bitmap
    @meteor_bitmap = Bitmap.new(14, 12)
    @meteor_bitmap.fill_rect(0, 8, 5, 4, paleOrange)
    @meteor_bitmap.fill_rect(1, 7, 6, 4, paleOrange)
    @meteor_bitmap.set_pixel(7, 8, paleOrange)
    @meteor_bitmap.fill_rect(1, 8, 2, 2, brightOrange)
    @meteor_bitmap.set_pixel(2, 7, brightOrange)
    @meteor_bitmap.fill_rect(3, 6, 2, 1, brightOrange)
    @meteor_bitmap.set_pixel(3, 8, brightOrange)
    @meteor_bitmap.set_pixel(3, 10, brightOrange)
    @meteor_bitmap.set_pixel(4, 9, brightOrange)
    @meteor_bitmap.fill_rect(5, 5, 1, 5, brightOrange)
    @meteor_bitmap.fill_rect(6, 4, 1, 5, brightOrange)
    @meteor_bitmap.fill_rect(7, 3, 1, 5, brightOrange)
    @meteor_bitmap.fill_rect(8, 6, 1, 2, brightOrange)
    @meteor_bitmap.set_pixel(9, 5, brightOrange)
    @meteor_bitmap.set_pixel(3, 8, midRed)
    @meteor_bitmap.fill_rect(4, 7, 1, 2, midRed)
    @meteor_bitmap.set_pixel(4, 5, midRed)
    @meteor_bitmap.set_pixel(5, 4, midRed)
    @meteor_bitmap.set_pixel(5, 6, midRed)
    @meteor_bitmap.set_pixel(6, 5, midRed)
    @meteor_bitmap.set_pixel(6, 7, midRed)
    @meteor_bitmap.fill_rect(7, 4, 1, 3, midRed)
    @meteor_bitmap.fill_rect(8, 3, 1, 3, midRed)
    @meteor_bitmap.fill_rect(9, 2, 1, 3, midRed)
    @meteor_bitmap.fill_rect(10, 1, 1, 3, midRed)
    @meteor_bitmap.fill_rect(11, 0, 1, 3, midRed)
    @meteor_bitmap.fill_rect(12, 0, 1, 2, midRed)
    @meteor_bitmap.set_pixel(13, 0, midRed)
  
    # impact bitmap
    @impact_bitmap = Bitmap.new(22, 11)
    @impact_bitmap.fill_rect(0, 5, 1, 2, brightOrange)
    @impact_bitmap.set_pixel(1, 4, brightOrange)
    @impact_bitmap.set_pixel(1, 6, brightOrange)
    @impact_bitmap.set_pixel(2, 3, brightOrange)
    @impact_bitmap.set_pixel(2, 7, brightOrange)
    @impact_bitmap.set_pixel(3, 2, midRed)
    @impact_bitmap.set_pixel(3, 7, midRed)
    @impact_bitmap.set_pixel(4, 2, brightOrange)
    @impact_bitmap.set_pixel(4, 8, brightOrange)
    @impact_bitmap.set_pixel(5, 2, midRed)
    @impact_bitmap.fill_rect(5, 8, 3, 1, brightOrange)
    @impact_bitmap.set_pixel(6, 1, midRed)
    @impact_bitmap.fill_rect(7, 1, 8, 1, brightOrange)
    @impact_bitmap.fill_rect(7, 9, 8, 1, midRed)
  
  
    # Ash bitmaps
    @ash_bitmaps = []
    @ash_bitmaps[0] = Bitmap.new(3, 3)
    @ash_bitmaps[0].fill_rect(0, 1, 1, 3, lightGrey)
    @ash_bitmaps[0].fill_rect(1, 0, 3, 1, lightGrey)
    @ash_bitmaps[0].set_pixel(1, 1, white)
    @ash_bitmaps[1] = Bitmap.new(3, 3)
    @ash_bitmaps[1].fill_rect(0, 1, 1, 3, grey)
    @ash_bitmaps[1].fill_rect(1, 0, 3, 1, grey)
    @ash_bitmaps[1].set_pixel(1, 1, lightGrey)
  
    # Bubble bitmaps
    @bubble_bitmaps = []
    darkBlue  = Color.new(77, 136, 225, 160)
    aqua = Color.new(197, 253, 254, 160)
    lavender = Color.new(225, 190, 244, 160)
  
    # first bubble bitmap
    @bubble_bitmaps[0] = Bitmap.new(24, 24)
    @bubble_bitmaps[0].fill_rect(0, 9, 24, 5, darkBlue)
    @bubble_bitmaps[0].fill_rect(1, 6, 22, 11, darkBlue)
    @bubble_bitmaps[0].fill_rect(2, 5, 20, 13, darkBlue)
    @bubble_bitmaps[0].fill_rect(3, 4, 18, 15, darkBlue)
    @bubble_bitmaps[0].fill_rect(4, 3, 16, 17, darkBlue)
    @bubble_bitmaps[0].fill_rect(5, 2, 14, 19, darkBlue)
    @bubble_bitmaps[0].fill_rect(6, 1, 12, 21, darkBlue)
    @bubble_bitmaps[0].fill_rect(9, 0, 5, 24, darkBlue)
    @bubble_bitmaps[0].fill_rect(2, 11, 20, 4, aqua)
    @bubble_bitmaps[0].fill_rect(3, 7, 18, 10, aqua)
    @bubble_bitmaps[0].fill_rect(4, 6, 16, 12, aqua)
    @bubble_bitmaps[0].fill_rect(5, 5, 14, 14, aqua)
    @bubble_bitmaps[0].fill_rect(6, 4, 12, 16, aqua)
    @bubble_bitmaps[0].fill_rect(9, 2, 4, 20, aqua)
    @bubble_bitmaps[0].fill_rect(5, 10, 1, 7, lavender)
    @bubble_bitmaps[0].fill_rect(6, 14, 1, 5, lavender)
    @bubble_bitmaps[0].fill_rect(7, 15, 1, 4, lavender)
    @bubble_bitmaps[0].fill_rect(8, 16, 1, 4, lavender)
    @bubble_bitmaps[0].fill_rect(9, 17, 1, 3, lavender)
    @bubble_bitmaps[0].fill_rect(10, 18, 4, 3, lavender)
    @bubble_bitmaps[0].fill_rect(14, 18, 1, 2, lavender)
    @bubble_bitmaps[0].fill_rect(13, 5, 4, 4, white)
    @bubble_bitmaps[0].fill_rect(14, 4, 2, 1, white)
    @bubble_bitmaps[0].set_pixel(17, 6, white)
  
    # second bubble bitmap
    @bubble_bitmaps[1] = Bitmap.new(14, 15)
    @bubble_bitmaps[1].fill_rect(0, 4, 14, 7, darkBlue)
    @bubble_bitmaps[1].fill_rect(1, 3, 12, 9, darkBlue)
    @bubble_bitmaps[1].fill_rect(2, 2, 10, 11, darkBlue)
    @bubble_bitmaps[1].fill_rect(3, 1, 8, 13, darkBlue)
    @bubble_bitmaps[1].fill_rect(5, 0, 4, 15, darkBlue)
    @bubble_bitmaps[1].fill_rect(1, 5, 12, 4, aqua)
    @bubble_bitmaps[1].fill_rect(2, 4, 10, 6, aqua)
    @bubble_bitmaps[1].fill_rect(3, 3, 8, 8, aqua)
    @bubble_bitmaps[1].fill_rect(4, 2, 6, 10, aqua)
    @bubble_bitmaps[1].fill_rect(1, 5, 12, 4, aqua)
    @bubble_bitmaps[1].fill_rect(3, 9, 1, 2, lavender)
    @bubble_bitmaps[1].fill_rect(4, 10, 1, 2, lavender)
    @bubble_bitmaps[1].fill_rect(5, 11, 4, 1, lavender)
    @bubble_bitmaps[1].fill_rect(6, 12, 2, 1, white)
    @bubble_bitmaps[1].fill_rect(8, 3, 2, 2, white)
    @bubble_bitmaps[1].set_pixel(7, 4, white)
    @bubble_bitmaps[1].set_pixel(8, 5, white)
  
    @user_bitmaps = []
    update_user_defined
  end

  def update_user_defined
    for image in @user_bitmaps
      image.dispose
    end
  
    #user-defined bitmaps
    for name in $WEATHER_IMAGES
      @user_bitmaps.push(Cache.picture(name))
    end
    for sprite in @sprites
      sprite.bitmap = @user_bitmaps[rand(@user_bitmaps.size)]
    end
  end
end

this works (kinda)
I fixed the crash, but now there's a bug I can't pinpoint, where if you cycle the weathers through a script call the first one (rain) fails to render the first time around, but it works the second time.
I'm tired to debug it 100%, but it works, as long as you don't use rain without refreshing it.

the major changes involved making each weather type a symbol to fit the Ace structure, and fixing the overrides to the default weather system (the plugin wasn't updating the screen tone correctly)
 

ZirconStorms

VX & VX Ace Scripts
Veteran
Joined
Dec 22, 2014
Messages
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First Language
English
Primarily Uses
RMVXA
Code:
#  ccoa's weather script
#
#  Weather Types:
#    1 - rain
#    2 - storm
#    3 - snow
#    4 - hail
#    5 - rain with thunder and lightning
#    6 - falling leaves (autumn)
#    7 - blowing leaves (autumn)
#    8 - swirling leaves (autumn)
#    9 - falling leaves (green)
#   10 - cherry blossom (sakura) petals
#   11 - rose petals
#   12 - feathers
#   13 - blood rain
#   14 - sparkles
#   15 - user defined
#   16 - blowing snow
#   17 - meteor shower
#   18 - falling ash
#   19 - bubbles
#
#  Weather Power:
#    An integer from 0-50.  0 = no weather, 50 = 500 sprites
#
#  Transition:
#    The number of frames to "transition" the weather in
#
# Tone:  (optional)
#   The RGB tone of the weather sprites.  Use as Tone.new(R, G, B, [Gr]), where R, G, and B are values from -255-255 and Gr is optional and a value from 0-255.
#
#  Usage:
#    Create a call script with the following:
#       $game_screen.weather(type, power, transition, [tone])
#
#  Usage of user-defined weather:
#    Look at the following globals:

$WEATHER_UPDATE = false   # the $WEATHER_IMAGES array has changed, please update
$WEATHER_IMAGES = []      # the array of picture names to use
$WEATHER_X = 0            # the number of pixels the image should move horizontally (positive = right, negative = left)
$WEATHER_Y = 0            # the number of pizels the image should move vertically (positive = down, negative = up)
$WEATHER_FADE = 0         # how much the image should fade each update (0 = no fade, 255 = fade instantly)
$WEATHER_ANIMATED = true # whether or not the image should cycle through all the images

# name of the thunder sound effect.  Change it to use a different SE
THUNDER_SE = "Thunder1"

class Game_Screen
  attr_reader :weather_tone

  alias ccoa_weather_clear clear
  def clear
    ccoa_weather_clear
    @weather_tone = Tone.new(0, 0, 0)
  end

  alias ccoa_weather_weather change_weather
  def change_weather(type, power, fadein, tone = nil)
    case type
    when 1
      type = :rain
    when 2
      type = :storm
    when 3
      type = :snow
    when 4
      type = :hail
    when 5
      type = :thunder
    when 6
      type = :fall
    when 7
      type = :fall_wind
    when 8
      type = :fall_swirl
    when 9
      type = :leaves
    when 10
      type = :cherry_blossom
    when 11
      type = :rose
    when 12
      type = :feathers
    when 13
      type = :blood
    when 14
      type = :sparkles
    when 15
      type = :user
    when 16
      type = :snow_wind
    when 17
      type = :meteor
    when 18
      type = :ash
    when 19
      type = :bubbles
    end
    ccoa_weather_weather(type, power, fadein)
    if !tone == nil
      @weather_tone = tone
    end
  end
end

class Spriteset_Weather
  attr_reader :type
  attr_reader :sprite_max
  attr_reader :ox
  attr_reader :oy
 
  def initialize(viewport = nil)
    @viewport = viewport
    @type = 0
    @power = 0
    @ox = 0
    @oy = 0
    @count = 0
    @current_pose = []
    @info = []
    @countarray = []
    @tone = Tone.new(0, 0, 0)

    make_bitmaps

    # **** ccoa ****
    for i in 1..500
      sprite = Sprite.new(viewport)
      sprite.z = 1000
      sprite.visible = false
      sprite.opacity = 0
      @sprites.push(sprite)
      @current_pose.push(0)
      @info.push(rand(50))
      @countarray.push(rand(15))
    end
  end

  def sprite_max
    return (@power * 5).to_i
  end
 
  def dimness
    return @power
  end
 
  def dispose
    for sprite in @sprites
      sprite.dispose
    end
    @rain_bitmap.dispose
    @storm_bitmap.dispose
    @snow_bitmap.dispose
    @hail_bitmap.dispose
    @petal_bitmap.dispose
    @blood_rain_bitmap.dispose
    for image in @autumn_leaf_bitmaps
      image.dispose
    end
    for image in @green_leaf_bitmaps
      image.dispose
    end
    for image in @rose_bitmaps
      image.dispose
    end
    for image in @feather_bitmaps
      image.dispose
    end
    for image in @sparkle_bitmaps
      image.dispose
    end
    for image in @user_bitmaps
      image.dispose
    end
    $WEATHER_UPDATE = true
  end

  def type=(type)
    if @type == type
      if @tone == $game_map.screen.weather_tone
        return
      end
    end
    @type = type
    @tone = $game_map.screen.weather_tone
    @thunder = false
    p @type
    case @type
    when :rain, :thunder # rain
      bitmap = @rain_bitmap
      if @type == :thunder
        @thunder = true
      end
    when :storm # storm
      bitmap = @storm_bitmap
    when :snow# snow
      bitmap = @snow_bitmap
    when :hail
      bitmap = @hail_bitmap
    when :fall# falling autumn leaves
      bitmap = @autumn_leaf_bitmaps[0]
    when :fall_wind # blowing autumn leaves
      bitmap = @autumn_leaf_bitmaps[0]
    when :fall_swirl # swirling autumn leaves
      bitmap = @autumn_leaf_bitmaps[0]
    when :leaves # falling green leaves
      bitmap = @green_leaf_bitmaps[0]
    when :cherry_blossom # sakura petals
      bitmap = @petal_bitmap
    when :rose # rose petals
      bitmap = @rose_bitmaps[0]
    when :feathers # feathers
      bitmap = @feather_bitmaps[0]
    when :blood # blood rain
      bitmap = @blood_rain_bitmap
    when :sparkles # sparkles
      bitmap = @sparkle_bitmaps[0]
    when :user # user-defined
        bitmap = @user_bitmaps[rand(@user_bitmaps.size)]
    when :snow_wind # blowing snow
      bitmap = @snow_bitmap
    when :meteor # meteors
      bitmap = @meteor_bitmap
    when :ash # falling ash
      bitmap = @ash_bitmaps[rand(@ash_bitmaps.size)]
    when :bubbles # bubbles
      bitmap = @bubble_bitmaps[rand(@bubble_bitmaps.size)]
    else
      bitmap = nil
      @thunder = false
    end
    # **** ccoa ****
    for i in 1..sprite_max
      sprite = @sprites[i]
      if sprite != nil
        sprite.visible = (i <= sprite_max)
        if @type == :bubbles
          sprite.bitmap = @bubble_bitmaps[rand(@bubble_bitmaps.size)]
        else
          sprite.bitmap = bitmap
        end
        sprite.tone = @tone
      end
    end
  end

  def ox=(ox)
    return if @ox == ox;
    @ox = ox
    for sprite in @sprites
      sprite.ox = @ox
    end
  end

  def oy=(oy)
    return if @oy == oy;
    @oy = oy
    for sprite in @sprites
      sprite.oy = @oy
    end
  end

  def power=(maxsp)
    return if maxsp == @power
    # **** ccoa ****
    @power = [[maxsp.to_i, 0].max, 500].min
    for i in 1..@power
      sprite = @sprites[i]
      if sprite != nil
        sprite.visible = (i <= @power)
      end
    end
  end

  def update
    return if (@type == 0 || @type == :none)
    update_screen
    for i in 1..500
      sprite = @sprites[i]
      if sprite == nil
        next
      end
      if [:rain,:thunder,:blood].include?(@type)
        sprite.x -= 2
        sprite.y += 16
        sprite.opacity -= 8
        if @thunder and ((rand(90000) - sprite_max) == 0)
          $game_map.screen.start_flash(Color.new(255, 255, 255, 255), 5)
          Audio.se_play("Audio/SE/" + THUNDER_SE)
        end
      end
      if @type == :storm
        sprite.x -= 8
        sprite.y += 16
        sprite.opacity -= 12
      end
      if @type == :snow
        sprite.x -= 2
        sprite.y += 3
        sprite.opacity -= 8
      end
      if @type == :hail
        sprite.x -= 1
        sprite.y += 18
        sprite.opacity -= 15
      end
      if @type == :fall
        @count = rand(20)
        if @count == 0
          sprite.bitmap = @autumn_leaf_bitmaps[@current_pose[i]]
          @current_pose[i] = (@current_pose[i] + 1) % @autumn_leaf_bitmaps.size
        end
        sprite.x -= 1
        sprite.y += 1
      end
      if @type == :fall_wind
        @count = rand(20)
        if @count == 0
          sprite.bitmap = @autumn_leaf_bitmaps[@current_pose[i]]
          @current_pose[i] = (@current_pose[i] + 1) % @autumn_leaf_bitmaps.size
        end
        sprite.x -= 10
        sprite.y += (rand(4) - 2)
      end
      if @type == :fall_swirl
        @count = rand(20)
        if @count == 0
          sprite.bitmap = @autumn_leaf_bitmaps[@current_pose[i]]
          @current_pose[i] = (@current_pose[i] + 1) % @autumn_leaf_bitmaps.size
        end
        if @info[i] != 0
          if @info[i] >= 1 and @info[i] <= 10
            sprite.x -= 3
            sprite.y -= 1
          elsif @info[i] >= 11 and @info[i] <= 16
            sprite.x -= 1
            sprite.y -= 2
          elsif @info[i] >= 17 and @info[i] <= 20
            sprite.y -= 3
          elsif @info[i] >= 21 and @info[i] <= 30
            sprite.y -= 2
            sprite.x += 1
          elsif @info[i] >= 31 and @info[i] <= 36
            sprite.y -= 1
            sprite.x += 3
          elsif @info[i] >= 37 and @info[i] <= 40
            sprite.x += 5
          elsif @info[i] >= 41 and @info[i] <= 46
            sprite.y += 1
            sprite.x += 3
          elsif @info[i] >= 47 and @info[i] <= 58
            sprite.y += 2
            sprite.x += 1
          elsif @info[i] >= 59 and @info[i] <= 64
            sprite.y += 3
          elsif @info[i] >= 65 and @info[i] <= 70
            sprite.x -= 1
            sprite.y += 2
          elsif @info[i] >= 71 and @info[i] <= 81
            sprite.x -= 3
            sprite.y += 1
          elsif @info[i] >= 82 and @info[i] <= 87
            sprite.x -= 5
          end
          @info[i] = (@info[i] + 1) % 88
        else
          if rand(200) == 0
            @info[i] = 1
          end
          sprite.x -= 5
          sprite.y += 1
        end
      end
      if @type == :leaves
        if @countarray[i] == 0
          @current_pose[i] = (@current_pose[i] + 1) % @green_leaf_bitmaps.size
          sprite.bitmap = @green_leaf_bitmaps[@current_pose[i]]
          @countarray[i] = rand(15)
        end
        @countarray[i] = (@countarray[i] + 1) % 15
        sprite.y += 1
      end
      if @type == :cherry_blossom
        if @info[i] < 25
          sprite.x -= 1
        else
          sprite.x += 1
        end
        @info[i] = (@info[i] + 1) % 50
        sprite.y += 1
      end
      if @type == :rose
        @count = rand(20)
        if @count == 0
          sprite.bitmap = @rose_bitmaps[@current_pose[i]]
          @current_pose[i] = (@current_pose[i] + 1) % @rose_bitmaps.size
        end
        if @info[i] % 2 == 0
          if @info[i] < 10
            sprite.x -= 1
          elsif
            sprite.x += 1
          end
        end
        sprite.y += 1
      end
      if @type == :feathers
        if @countarray[i] == 0
          @current_pose[i] = (@current_pose[i] + 1) % @feather_bitmaps.size
          sprite.bitmap = @feather_bitmaps[@current_pose[i]]
        end
        @countarray[i] = (@countarray[i] + 1) % 15
        if rand(100) == 0
          sprite.x -= 1
        end
        if rand(100) == 0
          sprite.y -= 1
        end
        if @info[i] < 50
          if rand(2) == 0
            sprite.x -= 1
          else
            sprite.y -= 1
          end
        else
          if rand(2) == 0
            sprite.x += 1
          else
            sprite.y += 1
          end
        end
        @info[i] = (@info[i] + 1) % 100
      end
      if @type == :sparkles
        if @countarray[i] == 0
          @current_pose[i] = (@current_pose[i] + 1) % @sparkle_bitmaps.size
          sprite.bitmap = @sparkle_bitmaps[@current_pose[i]]
        end
        @countarray[i] = (@countarray[i] + 1) % 15
        sprite.y += 1
        sprite.opacity -= 1
      end
      if @type == :user
        if $WEATHER_UPDATE
          update_user_defined
          $WEATHER_UPDATE = false
        end
        if $WEATHER_ANIMATED and @countarray[i] == 0
          return if @user_bitmaps.size == 0
          @current_pose[i] = (@current_pose[i] + 1) % @user_bitmaps.size
          sprite.bitmap = @user_bitmaps[@current_pose[i]]
        end
        sprite.x += $WEATHER_X
        sprite.y += $WEATHER_Y
        sprite.opacity -= $WEATHER_FADE
      end
      if @type == :snow_wind
        sprite.x -= 10
        sprite.y += 6
        sprite.opacity -= 4
      end
      if @type == :meteor
        if @countarray[i] > 0
          if rand(20) == 0
            sprite.bitmap = @impact_bitmap
            @countarray[i] = -5
          else
            sprite.x -= 6
            sprite.y += 10
          end
        else
          @countarray[i] += 1
          if @countarray[i] == 0
            sprite.bitmap = @meteor_bitmap
            sprite.opacity = 0
            @count_array = 1
          end
        end
      end
      if @type == :ash
        sprite.y += 2
        case @countarray[i] % 3
        when 0
          sprite.x -= 1
        when 1
          sprite.x += 1
        end
      end
      if @type == :bubbles
        switch = rand(75) + rand(75) + 1
        if @info[i] < switch / 2
          sprite.x -= 1
        else
          sprite.x += 1
        end
        @info[i] = (@info[i] + 1) % switch
        sprite.y -= 1
        if switch % 2 == 0
          sprite.opacity -= 1
        end
      end
       
      x = sprite.x - @ox
      y = sprite.y - @oy
      if sprite.opacity < 64 or x < -50 or x > 750 or y < -300 or y > 500
        sprite.x = rand(800) - 50 + @ox
        sprite.y = rand(800) - 200 + @oy
        sprite.opacity = 255
      end
    end
  end

  def make_bitmaps
    color1 = Color.new(255, 255, 255, 255)
    color2 = Color.new(255, 255, 255, 128)
    @rain_bitmap = Bitmap.new(7, 56)
    for i in 0..6
      @rain_bitmap.fill_rect(6-i, i*8, 1, 8, color1)
    end
    @storm_bitmap = Bitmap.new(34, 64)
    for i in 0..31
      @storm_bitmap.fill_rect(33-i, i*2, 1, 2, color2)
      @storm_bitmap.fill_rect(32-i, i*2, 1, 2, color1)
      @storm_bitmap.fill_rect(31-i, i*2, 1, 2, color2)
    end
    @snow_bitmap = Bitmap.new(6, 6)
    @snow_bitmap.fill_rect(0, 1, 6, 4, color2)
    @snow_bitmap.fill_rect(1, 0, 4, 6, color2)
    @snow_bitmap.fill_rect(1, 2, 4, 2, color1)
    @snow_bitmap.fill_rect(2, 1, 2, 4, color1)
    @sprites = []
 
    blueGrey  = Color.new(215, 227, 227, 150)
    grey      = Color.new(214, 217, 217, 150)
    lightGrey = Color.new(233, 233, 233, 250)
    lightBlue = Color.new(222, 239, 243, 250)
    @hail_bitmap = Bitmap.new(4, 4)
    @hail_bitmap.fill_rect(1, 0, 2, 1, blueGrey)
    @hail_bitmap.fill_rect(0, 1, 1, 2, blueGrey)
    @hail_bitmap.fill_rect(3, 1, 1, 2, grey)
    @hail_bitmap.fill_rect(1, 3, 2, 1, grey)
    @hail_bitmap.fill_rect(1, 1, 2, 2, lightGrey)
    @hail_bitmap.set_pixel(1, 1, lightBlue)
 
 
    color3 = Color.new(255, 167, 192, 255) # light pink
    color4 = Color.new(213, 106, 136, 255) # dark pink
    @petal_bitmap = Bitmap.new(4, 4) #This creates a new bitmap that is 4 x 4 pixels
    @petal_bitmap.fill_rect(0, 3, 1, 1, color3) # this makes a 1x1 pixel "rectangle" at the 0, 3 pixel of the image (upper left corner is 0, 0)
    @petal_bitmap.fill_rect(1, 2, 1, 1, color3)
    @petal_bitmap.fill_rect(2, 1, 1, 1, color3)
    @petal_bitmap.fill_rect(3, 0, 1, 1, color3)
    @petal_bitmap.fill_rect(1, 3, 1, 1, color4)
    @petal_bitmap.fill_rect(2, 2, 1, 1, color4)
    @petal_bitmap.fill_rect(3, 1, 1, 1, color4)
 
 
    brightOrange = Color.new(248, 88, 0, 255)
    orangeBrown  = Color.new(144, 80, 56, 255)
    burntRed     = Color.new(152, 0, 0, 255)
    paleOrange   = Color.new(232, 160, 128, 255)
    darkBrown    = Color.new(72, 40, 0, 255)
    @autumn_leaf_bitmaps = []
    @autumn_leaf_bitmaps.push(Bitmap.new(8, 8))
    # draw the first of the leaf1 bitmaps
    @autumn_leaf_bitmaps[0].set_pixel(5, 1, orangeBrown)
    @autumn_leaf_bitmaps[0].set_pixel(6, 1, brightOrange)
    @autumn_leaf_bitmaps[0].set_pixel(7, 1, paleOrange)
    @autumn_leaf_bitmaps[0].set_pixel(3, 2, orangeBrown)
    @autumn_leaf_bitmaps[0].fill_rect(4, 2, 2, 1, brightOrange)
    @autumn_leaf_bitmaps[0].set_pixel(6, 2, paleOrange)
    @autumn_leaf_bitmaps[0].set_pixel(2, 3, orangeBrown)
    @autumn_leaf_bitmaps[0].set_pixel(3, 3, brightOrange)
    @autumn_leaf_bitmaps[0].fill_rect(4, 3, 2, 1, paleOrange)
    @autumn_leaf_bitmaps[0].set_pixel(1, 4, orangeBrown)
    @autumn_leaf_bitmaps[0].set_pixel(2, 4, brightOrange)
    @autumn_leaf_bitmaps[0].set_pixel(3, 4, paleOrange)
    @autumn_leaf_bitmaps[0].set_pixel(1, 5, brightOrange)
    @autumn_leaf_bitmaps[0].set_pixel(2, 5, paleOrange)
    @autumn_leaf_bitmaps[0].set_pixel(0, 6, orangeBrown)
    @autumn_leaf_bitmaps[0].set_pixel(1, 6, paleOrange)
    @autumn_leaf_bitmaps[0].set_pixel(0, 7, paleOrange)
 
    # draw the 2nd of the leaf1 bitmaps
    @autumn_leaf_bitmaps.push(Bitmap.new(8, 8))
    @autumn_leaf_bitmaps[1].set_pixel(3, 0, brightOrange)
    @autumn_leaf_bitmaps[1].set_pixel(7, 0, brightOrange)
    @autumn_leaf_bitmaps[1].set_pixel(3, 1, orangeBrown)
    @autumn_leaf_bitmaps[1].set_pixel(4, 1, burntRed)
    @autumn_leaf_bitmaps[1].set_pixel(6, 1, brightOrange)
    @autumn_leaf_bitmaps[1].set_pixel(0, 2, paleOrange)
    @autumn_leaf_bitmaps[1].set_pixel(1, 2, brightOrange)
    @autumn_leaf_bitmaps[1].set_pixel(2, 2, orangeBrown)
    @autumn_leaf_bitmaps[1].set_pixel(3, 2, burntRed)
    @autumn_leaf_bitmaps[1].set_pixel(4, 2, orangeBrown)
    @autumn_leaf_bitmaps[1].set_pixel(5, 2, brightOrange)
    @autumn_leaf_bitmaps[1].fill_rect(1, 3, 3, 1, orangeBrown)
    @autumn_leaf_bitmaps[1].fill_rect(4, 3, 2, 1, brightOrange)
    @autumn_leaf_bitmaps[1].set_pixel(6, 3, orangeBrown)
    @autumn_leaf_bitmaps[1].set_pixel(2, 4, burntRed)
    @autumn_leaf_bitmaps[1].fill_rect(3, 4, 3, 1, brightOrange)
    @autumn_leaf_bitmaps[1].set_pixel(6, 4, burntRed)
    @autumn_leaf_bitmaps[1].set_pixel(7, 4, darkBrown)
    @autumn_leaf_bitmaps[1].set_pixel(1, 5, orangeBrown)
    @autumn_leaf_bitmaps[1].fill_rect(2, 5, 2, 1, brightOrange)
    @autumn_leaf_bitmaps[1].set_pixel(4, 5, orangeBrown)
    @autumn_leaf_bitmaps[1].set_pixel(5, 5, burntRed)
    @autumn_leaf_bitmaps[1].fill_rect(1, 6, 2, 1, brightOrange)
    @autumn_leaf_bitmaps[1].fill_rect(4, 6, 2, 1, burntRed)
    @autumn_leaf_bitmaps[1].set_pixel(0, 7, brightOrange)
    @autumn_leaf_bitmaps[1].set_pixel(5, 7, darkBrown)
 
    # draw the 3rd of the leaf1 bitmaps
    @autumn_leaf_bitmaps.push(Bitmap.new(8, 8))
    @autumn_leaf_bitmaps[2].set_pixel(7, 1, paleOrange)
    @autumn_leaf_bitmaps[2].set_pixel(6, 2, paleOrange)
    @autumn_leaf_bitmaps[2].set_pixel(7, 2, orangeBrown)
    @autumn_leaf_bitmaps[2].set_pixel(5, 3, paleOrange)
    @autumn_leaf_bitmaps[2].set_pixel(6, 3, brightOrange)
    @autumn_leaf_bitmaps[2].set_pixel(4, 4, paleOrange)
    @autumn_leaf_bitmaps[2].set_pixel(5, 4, brightOrange)
    @autumn_leaf_bitmaps[2].set_pixel(6, 4, orangeBrown)
    @autumn_leaf_bitmaps[2].fill_rect(2, 5, 2, 1, paleOrange)
    @autumn_leaf_bitmaps[2].set_pixel(4, 5, brightOrange)
    @autumn_leaf_bitmaps[2].set_pixel(5, 5, orangeBrown)
    @autumn_leaf_bitmaps[2].set_pixel(1, 6, paleOrange)
    @autumn_leaf_bitmaps[2].fill_rect(2, 6, 2, 1, brightOrange)
    @autumn_leaf_bitmaps[2].set_pixel(4, 6, orangeBrown)
    @autumn_leaf_bitmaps[2].set_pixel(0, 7, paleOrange)
    @autumn_leaf_bitmaps[2].set_pixel(1, 7, brightOrange)
    @autumn_leaf_bitmaps[2].set_pixel(2, 7, orangeBrown)
 
    # draw the 4th of the leaf1 bitmaps
    @autumn_leaf_bitmaps.push(Bitmap.new(8, 8))
    @autumn_leaf_bitmaps[3].set_pixel(3, 0, brightOrange)
    @autumn_leaf_bitmaps[3].set_pixel(7, 0, brightOrange)
    @autumn_leaf_bitmaps[3].set_pixel(3, 1, orangeBrown)
    @autumn_leaf_bitmaps[3].set_pixel(4, 1, burntRed)
    @autumn_leaf_bitmaps[3].set_pixel(6, 1, brightOrange)
    @autumn_leaf_bitmaps[3].set_pixel(0, 2, paleOrange)
    @autumn_leaf_bitmaps[3].set_pixel(1, 2, brightOrange)
    @autumn_leaf_bitmaps[3].set_pixel(2, 2, orangeBrown)
    @autumn_leaf_bitmaps[3].set_pixel(3, 2, burntRed)
    @autumn_leaf_bitmaps[3].set_pixel(4, 2, orangeBrown)
    @autumn_leaf_bitmaps[3].set_pixel(5, 2, brightOrange)
    @autumn_leaf_bitmaps[3].fill_rect(1, 3, 3, 1, orangeBrown)
    @autumn_leaf_bitmaps[3].fill_rect(4, 3, 2, 1, brightOrange)
    @autumn_leaf_bitmaps[3].set_pixel(6, 3, orangeBrown)
    @autumn_leaf_bitmaps[3].set_pixel(2, 4, burntRed)
    @autumn_leaf_bitmaps[3].fill_rect(3, 4, 3, 1, brightOrange)
    @autumn_leaf_bitmaps[3].set_pixel(6, 4, burntRed)
    @autumn_leaf_bitmaps[3].set_pixel(7, 4, darkBrown)
    @autumn_leaf_bitmaps[3].set_pixel(1, 5, orangeBrown)
    @autumn_leaf_bitmaps[3].fill_rect(2, 5, 2, 1, brightOrange)
    @autumn_leaf_bitmaps[3].set_pixel(4, 5, orangeBrown)
    @autumn_leaf_bitmaps[3].set_pixel(5, 5, burntRed)
    @autumn_leaf_bitmaps[3].fill_rect(1, 6, 2, 1, brightOrange)
    @autumn_leaf_bitmaps[3].fill_rect(4, 6, 2, 1, burntRed)
    @autumn_leaf_bitmaps[3].set_pixel(0, 7, brightOrange)
    @autumn_leaf_bitmaps[3].set_pixel(5, 7, darkBrown)
 
    @green_leaf_bitmaps = []
    darkGreen  = Color.new(62, 76, 31, 255)
    midGreen   = Color.new(76, 91, 43, 255)
    khaki      = Color.new(105, 114, 66, 255)
    lightGreen = Color.new(128, 136, 88, 255)
    mint       = Color.new(146, 154, 106, 255)
 
    # 1st leaf bitmap
    @green_leaf_bitmaps[0] = Bitmap.new(8, 8)
    @green_leaf_bitmaps[0].set_pixel(1, 0, darkGreen)
    @green_leaf_bitmaps[0].set_pixel(1, 1, midGreen)
    @green_leaf_bitmaps[0].set_pixel(2, 1, darkGreen)
    @green_leaf_bitmaps[0].set_pixel(2, 2, khaki)
    @green_leaf_bitmaps[0].set_pixel(3, 2, darkGreen)
    @green_leaf_bitmaps[0].set_pixel(4, 2, khaki)
    @green_leaf_bitmaps[0].fill_rect(2, 3, 3, 1, midGreen)
    @green_leaf_bitmaps[0].set_pixel(5, 3, khaki)
    @green_leaf_bitmaps[0].fill_rect(2, 4, 2, 1, midGreen)
    @green_leaf_bitmaps[0].set_pixel(4, 4, darkGreen)
    @green_leaf_bitmaps[0].set_pixel(5, 4, lightGreen)
    @green_leaf_bitmaps[0].set_pixel(6, 4, khaki)
    @green_leaf_bitmaps[0].set_pixel(3, 5, midGreen)
    @green_leaf_bitmaps[0].set_pixel(4, 5, darkGreen)
    @green_leaf_bitmaps[0].set_pixel(5, 5, khaki)
    @green_leaf_bitmaps[0].set_pixel(6, 5, lightGreen)
    @green_leaf_bitmaps[0].set_pixel(4, 6, midGreen)
    @green_leaf_bitmaps[0].set_pixel(5, 6, darkGreen)
    @green_leaf_bitmaps[0].set_pixel(6, 6, lightGreen)
    @green_leaf_bitmaps[0].set_pixel(6, 7, khaki)
 
    # 2nd leaf bitmap
    @green_leaf_bitmaps[1] = Bitmap.new(8, 8)
    @green_leaf_bitmaps[1].fill_rect(1, 1, 1, 2, midGreen)
    @green_leaf_bitmaps[1].fill_rect(2, 2, 2, 1, khaki)
    @green_leaf_bitmaps[1].set_pixel(4, 2, lightGreen)
    @green_leaf_bitmaps[1].fill_rect(2, 3, 2, 1, darkGreen)
    @green_leaf_bitmaps[1].fill_rect(4, 3, 2, 1, lightGreen)
    @green_leaf_bitmaps[1].set_pixel(2, 4, midGreen)
    @green_leaf_bitmaps[1].set_pixel(3, 4, darkGreen)
    @green_leaf_bitmaps[1].set_pixel(4, 4, khaki)
    @green_leaf_bitmaps[1].fill_rect(5, 4, 2, 1, lightGreen)
    @green_leaf_bitmaps[1].set_pixel(3, 5, midGreen)
    @green_leaf_bitmaps[1].set_pixel(4, 5, darkGreen)
    @green_leaf_bitmaps[1].set_pixel(5, 5, khaki)
    @green_leaf_bitmaps[1].set_pixel(6, 5, lightGreen)
    @green_leaf_bitmaps[1].set_pixel(5, 6, darkGreen)
    @green_leaf_bitmaps[1].fill_rect(6, 6, 2, 1, khaki)
 
    # 3rd leaf bitmap
    @green_leaf_bitmaps[2] = Bitmap.new(8, 8)
    @green_leaf_bitmaps[2].set_pixel(1, 1, darkGreen)
    @green_leaf_bitmaps[2].fill_rect(1, 2, 2, 1, midGreen)
    @green_leaf_bitmaps[2].set_pixel(2, 3, midGreen)
    @green_leaf_bitmaps[2].set_pixel(3, 3, darkGreen)
    @green_leaf_bitmaps[2].set_pixel(4, 3, midGreen)
    @green_leaf_bitmaps[2].fill_rect(2, 4, 2, 1, midGreen)
    @green_leaf_bitmaps[2].set_pixel(4, 4, darkGreen)
    @green_leaf_bitmaps[2].set_pixel(5, 4, lightGreen)
    @green_leaf_bitmaps[2].set_pixel(3, 5, midGreen)
    @green_leaf_bitmaps[2].set_pixel(4, 5, darkGreen)
    @green_leaf_bitmaps[2].fill_rect(5, 5, 2, 1, khaki)
    @green_leaf_bitmaps[2].fill_rect(4, 6, 2, 1, midGreen)
    @green_leaf_bitmaps[2].set_pixel(6, 6, lightGreen)
    @green_leaf_bitmaps[2].set_pixel(6, 7, khaki)
 
    # 4th leaf bitmap
    @green_leaf_bitmaps[3] = Bitmap.new(8, 8)
    @green_leaf_bitmaps[3].fill_rect(0, 3, 1, 2, darkGreen)
    @green_leaf_bitmaps[3].set_pixel(1, 4, midGreen)
    @green_leaf_bitmaps[3].set_pixel(2, 4, khaki)
    @green_leaf_bitmaps[3].set_pixel(3, 4, lightGreen)
    @green_leaf_bitmaps[3].set_pixel(4, 4, darkGreen)
    @green_leaf_bitmaps[3].set_pixel(7, 4, midGreen)
    @green_leaf_bitmaps[3].set_pixel(1, 5, darkGreen)
    @green_leaf_bitmaps[3].set_pixel(2, 5, midGreen)
    @green_leaf_bitmaps[3].set_pixel(3, 5, lightGreen)
    @green_leaf_bitmaps[3].set_pixel(4, 5, mint)
    @green_leaf_bitmaps[3].set_pixel(5, 5, lightGreen)
    @green_leaf_bitmaps[3].set_pixel(6, 5, khaki)
    @green_leaf_bitmaps[3].set_pixel(7, 5, midGreen)
    @green_leaf_bitmaps[3].fill_rect(2, 6, 2, 1, midGreen)
    @green_leaf_bitmaps[3].set_pixel(4, 6, lightGreen)
    @green_leaf_bitmaps[3].set_pixel(5, 6, khaki)
    @green_leaf_bitmaps[3].set_pixel(6, 6, midGreen)
 
    # 5th leaf bitmap
    @green_leaf_bitmaps[4] = Bitmap.new(8, 8)
    @green_leaf_bitmaps[4].set_pixel(6, 2, midGreen)
    @green_leaf_bitmaps[4].set_pixel(7, 2, darkGreen)
    @green_leaf_bitmaps[4].fill_rect(4, 3, 2, 1, midGreen)
    @green_leaf_bitmaps[4].set_pixel(6, 3, khaki)
    @green_leaf_bitmaps[4].set_pixel(2, 4, darkGreen)
    @green_leaf_bitmaps[4].fill_rect(3, 4, 2, 1, khaki)
    @green_leaf_bitmaps[4].set_pixel(5, 4, lightGreen)
    @green_leaf_bitmaps[4].set_pixel(6, 4, khaki)
    @green_leaf_bitmaps[4].set_pixel(1, 5, midGreen)
    @green_leaf_bitmaps[4].set_pixel(2, 5, khaki)
    @green_leaf_bitmaps[4].set_pixel(3, 5, lightGreen)
    @green_leaf_bitmaps[4].set_pixel(4, 5, mint)
    @green_leaf_bitmaps[4].set_pixel(5, 5, midGreen)
    @green_leaf_bitmaps[4].set_pixel(2, 6, darkGreen)
    @green_leaf_bitmaps[4].fill_rect(3, 6, 2, 1, midGreen)
 
    # 6th leaf bitmap
    @green_leaf_bitmaps[5] = Bitmap.new(8, 8)
    @green_leaf_bitmaps[5].fill_rect(6, 2, 2, 1, midGreen)
    @green_leaf_bitmaps[5].fill_rect(4, 3, 2, 1, midGreen)
    @green_leaf_bitmaps[5].set_pixel(6, 3, khaki)
    @green_leaf_bitmaps[5].set_pixel(3, 4, midGreen)
    @green_leaf_bitmaps[5].set_pixel(4, 4, khaki)
    @green_leaf_bitmaps[5].set_pixel(5, 4, lightGreen)
    @green_leaf_bitmaps[5].set_pixel(6, 4, mint)
    @green_leaf_bitmaps[5].set_pixel(1, 5, midGreen)
    @green_leaf_bitmaps[5].set_pixel(2, 5, khaki)
    @green_leaf_bitmaps[5].fill_rect(3, 5, 2, 1, mint)
    @green_leaf_bitmaps[5].set_pixel(5, 5, lightGreen)
    @green_leaf_bitmaps[5].set_pixel(2, 6, midGreen)
    @green_leaf_bitmaps[5].set_pixel(3, 6, khaki)
    @green_leaf_bitmaps[5].set_pixel(4, 6, lightGreen)
 
    # 7th leaf bitmap
    @green_leaf_bitmaps[6] = Bitmap.new(8, 8)
    @green_leaf_bitmaps[6].fill_rect(6, 1, 1, 2, midGreen)
    @green_leaf_bitmaps[6].fill_rect(4, 2, 2, 1, midGreen)
    @green_leaf_bitmaps[6].fill_rect(6, 2, 1, 2, darkGreen)
    @green_leaf_bitmaps[6].fill_rect(3, 3, 2, 1, midGreen)
    @green_leaf_bitmaps[6].set_pixel(5, 3, khaki)
    @green_leaf_bitmaps[6].set_pixel(2, 4, midGreen)
    @green_leaf_bitmaps[6].set_pixel(3, 4, khaki)
    @green_leaf_bitmaps[6].set_pixel(4, 4, lightGreen)
    @green_leaf_bitmaps[6].set_pixel(5, 4, midGreen)
    @green_leaf_bitmaps[6].set_pixel(1, 5, midGreen)
    @green_leaf_bitmaps[6].set_pixel(2, 5, khaki)
    @green_leaf_bitmaps[6].fill_rect(3, 5, 2, 1, midGreen)
    @green_leaf_bitmaps[6].set_pixel(1, 6, darkGreen)
    @green_leaf_bitmaps[6].set_pixel(2, 6, midGreen)
 
    # 8th leaf bitmap
    @green_leaf_bitmaps[7] = Bitmap.new(8, 8)
    @green_leaf_bitmaps[7].set_pixel(6, 1, midGreen)
    @green_leaf_bitmaps[7].fill_rect(4, 2, 3, 2, midGreen)
    @green_leaf_bitmaps[7].set_pixel(3, 3, darkGreen)
    @green_leaf_bitmaps[7].set_pixel(2, 4, darkGreen)
    @green_leaf_bitmaps[7].set_pixel(3, 4, midGreen)
    @green_leaf_bitmaps[7].fill_rect(4, 4, 2, 1, khaki)
    @green_leaf_bitmaps[7].set_pixel(1, 5, darkGreen)
    @green_leaf_bitmaps[7].set_pixel(2, 5, midGreen)
    @green_leaf_bitmaps[7].fill_rect(3, 5, 2, 1, lightGreen)
    @green_leaf_bitmaps[7].set_pixel(2, 6, midGreen)
    @green_leaf_bitmaps[7].set_pixel(3, 6, lightGreen)
 
    # 9th leaf bitmap
    @green_leaf_bitmaps[8] = Bitmap.new(8, 8)
    @green_leaf_bitmaps[8].fill_rect(6, 1, 1, 2, midGreen)
    @green_leaf_bitmaps[8].fill_rect(4, 2, 2, 1, midGreen)
    @green_leaf_bitmaps[8].fill_rect(6, 2, 1, 2, darkGreen)
    @green_leaf_bitmaps[8].fill_rect(3, 3, 2, 1, midGreen)
    @green_leaf_bitmaps[8].set_pixel(5, 3, khaki)
    @green_leaf_bitmaps[8].set_pixel(2, 4, midGreen)
    @green_leaf_bitmaps[8].set_pixel(3, 4, khaki)
    @green_leaf_bitmaps[8].set_pixel(4, 4, lightGreen)
    @green_leaf_bitmaps[8].set_pixel(5, 4, midGreen)
    @green_leaf_bitmaps[8].set_pixel(1, 5, midGreen)
    @green_leaf_bitmaps[8].set_pixel(2, 5, khaki)
    @green_leaf_bitmaps[8].fill_rect(3, 5, 2, 1, midGreen)
    @green_leaf_bitmaps[8].set_pixel(1, 6, darkGreen)
    @green_leaf_bitmaps[8].set_pixel(2, 6, midGreen)
 
    # 10th leaf bitmap
    @green_leaf_bitmaps[9] = Bitmap.new(8, 8)
    @green_leaf_bitmaps[9].fill_rect(6, 2, 2, 1, midGreen)
    @green_leaf_bitmaps[9].fill_rect(4, 3, 2, 1, midGreen)
    @green_leaf_bitmaps[9].set_pixel(6, 3, khaki)
    @green_leaf_bitmaps[9].set_pixel(3, 4, midGreen)
    @green_leaf_bitmaps[9].set_pixel(4, 4, khaki)
    @green_leaf_bitmaps[9].set_pixel(5, 4, lightGreen)
    @green_leaf_bitmaps[9].set_pixel(6, 4, mint)
    @green_leaf_bitmaps[9].set_pixel(1, 5, midGreen)
    @green_leaf_bitmaps[9].set_pixel(2, 5, khaki)
    @green_leaf_bitmaps[9].fill_rect(3, 5, 2, 1, mint)
    @green_leaf_bitmaps[9].set_pixel(5, 5, lightGreen)
    @green_leaf_bitmaps[9].set_pixel(2, 6, midGreen)
    @green_leaf_bitmaps[9].set_pixel(3, 6, khaki)
    @green_leaf_bitmaps[9].set_pixel(4, 6, lightGreen)
 
    # 11th leaf bitmap
    @green_leaf_bitmaps[10] = Bitmap.new(8, 8)
    @green_leaf_bitmaps[10].set_pixel(6, 2, midGreen)
    @green_leaf_bitmaps[10].set_pixel(7, 2, darkGreen)
    @green_leaf_bitmaps[10].fill_rect(4, 3, 2, 1, midGreen)
    @green_leaf_bitmaps[10].set_pixel(6, 3, khaki)
    @green_leaf_bitmaps[10].set_pixel(2, 4, darkGreen)
    @green_leaf_bitmaps[10].fill_rect(3, 4, 2, 1, khaki)
    @green_leaf_bitmaps[10].set_pixel(5, 4, lightGreen)
    @green_leaf_bitmaps[10].set_pixel(6, 4, khaki)
    @green_leaf_bitmaps[10].set_pixel(1, 5, midGreen)
    @green_leaf_bitmaps[10].set_pixel(2, 5, khaki)
    @green_leaf_bitmaps[10].set_pixel(3, 5, lightGreen)
    @green_leaf_bitmaps[10].set_pixel(4, 5, mint)
    @green_leaf_bitmaps[10].set_pixel(5, 5, midGreen)
    @green_leaf_bitmaps[10].set_pixel(2, 6, darkGreen)
    @green_leaf_bitmaps[10].fill_rect(3, 6, 2, 1, midGreen)
 
    # 12th leaf bitmap
    @green_leaf_bitmaps[11] = Bitmap.new(8, 8)
    @green_leaf_bitmaps[11].fill_rect(0, 3, 1, 2, darkGreen)
    @green_leaf_bitmaps[11].set_pixel(1, 4, midGreen)
    @green_leaf_bitmaps[11].set_pixel(2, 4, khaki)
    @green_leaf_bitmaps[11].set_pixel(3, 4, lightGreen)
    @green_leaf_bitmaps[11].set_pixel(4, 4, darkGreen)
    @green_leaf_bitmaps[11].set_pixel(7, 4, midGreen)
    @green_leaf_bitmaps[11].set_pixel(1, 5, darkGreen)
    @green_leaf_bitmaps[11].set_pixel(2, 5, midGreen)
    @green_leaf_bitmaps[11].set_pixel(3, 5, lightGreen)
    @green_leaf_bitmaps[11].set_pixel(4, 5, mint)
    @green_leaf_bitmaps[11].set_pixel(5, 5, lightGreen)
    @green_leaf_bitmaps[11].set_pixel(6, 5, khaki)
    @green_leaf_bitmaps[11].set_pixel(7, 5, midGreen)
    @green_leaf_bitmaps[11].fill_rect(2, 6, 2, 1, midGreen)
    @green_leaf_bitmaps[11].set_pixel(4, 6, lightGreen)
    @green_leaf_bitmaps[11].set_pixel(5, 6, khaki)
    @green_leaf_bitmaps[11].set_pixel(6, 6, midGreen)
 
    # 13th leaf bitmap
    @green_leaf_bitmaps[12] = Bitmap.new(8, 8)
    @green_leaf_bitmaps[12].set_pixel(1, 1, darkGreen)
    @green_leaf_bitmaps[12].fill_rect(1, 2, 2, 1, midGreen)
    @green_leaf_bitmaps[12].set_pixel(2, 3, midGreen)
    @green_leaf_bitmaps[12].set_pixel(3, 3, darkGreen)
    @green_leaf_bitmaps[12].set_pixel(4, 3, midGreen)
    @green_leaf_bitmaps[12].fill_rect(2, 4, 2, 1, midGreen)
    @green_leaf_bitmaps[12].set_pixel(4, 4, darkGreen)
    @green_leaf_bitmaps[12].set_pixel(5, 4, lightGreen)
    @green_leaf_bitmaps[12].set_pixel(3, 5, midGreen)
    @green_leaf_bitmaps[12].set_pixel(4, 5, darkGreen)
    @green_leaf_bitmaps[12].fill_rect(5, 5, 2, 1, khaki)
    @green_leaf_bitmaps[12].fill_rect(4, 6, 2, 1, midGreen)
    @green_leaf_bitmaps[12].set_pixel(6, 6, lightGreen)
    @green_leaf_bitmaps[12].set_pixel(6, 7, khaki)
 
    @rose_bitmaps = []
    brightRed = Color.new(255, 0, 0, 255)
    midRed    = Color.new(179, 17, 17, 255)
    darkRed   = Color.new(141, 9, 9, 255)
 
    # 1st rose petal bitmap
    @rose_bitmaps[0] = Bitmap.new(3, 3)
    @rose_bitmaps[0].fill_rect(1, 0, 2, 1, brightRed)
    @rose_bitmaps[0].fill_rect(0, 1, 1, 2, brightRed)
    @rose_bitmaps[0].fill_rect(1, 1, 2, 2, midRed)
    @rose_bitmaps[0].set_pixel(2, 2, darkRed)
 
    # 2nd rose petal bitmap
    @rose_bitmaps[1] = Bitmap.new(3, 3)
    @rose_bitmaps[1].set_pixel(0, 1, midRed)
    @rose_bitmaps[1].set_pixel(1, 1, brightRed)
    @rose_bitmaps[1].fill_rect(1, 2, 1, 2, midRed)
 
    @feather_bitmaps = []
    white = Color.new(255, 255, 255, 255)
 
    # 1st feather bitmap
    @feather_bitmaps[0] = Bitmap.new(3, 3)
    @feather_bitmaps[0].set_pixel(0, 2, white)
    @feather_bitmaps[0].set_pixel(1, 2, grey)
    @feather_bitmaps[0].set_pixel(2, 1, grey)
 
    # 2nd feather bitmap
    @feather_bitmaps[0] = Bitmap.new(3, 3)
    @feather_bitmaps[0].set_pixel(0, 0, white)
    @feather_bitmaps[0].set_pixel(0, 1, grey)
    @feather_bitmaps[0].set_pixel(1, 2, grey)
 
    # 3rd feather bitmap
    @feather_bitmaps[0] = Bitmap.new(3, 3)
    @feather_bitmaps[0].set_pixel(2, 0, white)
    @feather_bitmaps[0].set_pixel(1, 0, grey)
    @feather_bitmaps[0].set_pixel(0, 1, grey)
 
    # 4th feather bitmap
    @feather_bitmaps[0] = Bitmap.new(3, 3)
    @feather_bitmaps[0].set_pixel(2, 2, white)
    @feather_bitmaps[0].set_pixel(2, 1, grey)
    @feather_bitmaps[0].set_pixel(1, 0, grey)
 
    @blood_rain_bitmap = Bitmap.new(7, 56)
    for i in 0..6
      @blood_rain_bitmap.fill_rect(6-i, i*8, 1, 8, darkRed)
    end
 
    @sparkle_bitmaps = []
 
    lightBlue = Color.new(181, 244, 255, 255)
    midBlue   = Color.new(126, 197, 235, 255)
    darkBlue  = Color.new(77, 136, 225, 255)
 
    # 1st sparkle bitmap
    @sparkle_bitmaps[0] = Bitmap.new(7, 7)
    @sparkle_bitmaps[0].set_pixel(3, 3, darkBlue)
 
    # 2nd sparkle bitmap
    @sparkle_bitmaps[1] = Bitmap.new(7, 7)
    @sparkle_bitmaps[1].fill_rect(3, 2, 1, 3, darkBlue)
    @sparkle_bitmaps[1].fill_rect(2, 3, 3, 1, darkBlue)
    @sparkle_bitmaps[1].set_pixel(3, 3, midBlue)
 
    # 3rd sparkle bitmap
    @sparkle_bitmaps[2] = Bitmap.new(7, 7)
    @sparkle_bitmaps[2].set_pixel(1, 1, darkBlue)
    @sparkle_bitmaps[2].set_pixel(5, 1, darkBlue)
    @sparkle_bitmaps[2].set_pixel(2, 2, midBlue)
    @sparkle_bitmaps[2].set_pixel(4, 2, midBlue)
    @sparkle_bitmaps[2].set_pixel(3, 3, lightBlue)
    @sparkle_bitmaps[2].set_pixel(2, 4, midBlue)
    @sparkle_bitmaps[2].set_pixel(4, 4, midBlue)
    @sparkle_bitmaps[2].set_pixel(1, 5, darkBlue)
    @sparkle_bitmaps[2].set_pixel(5, 5, darkBlue)
 
    # 4th sparkle bitmap
    @sparkle_bitmaps[3] = Bitmap.new(7, 7)
    @sparkle_bitmaps[3].fill_rect(3, 1, 1, 5, darkBlue)
    @sparkle_bitmaps[3].fill_rect(1, 3, 5, 1, darkBlue)
    @sparkle_bitmaps[3].fill_rect(3, 2, 1, 3, midBlue)
    @sparkle_bitmaps[3].fill_rect(2, 3, 3, 1, midBlue)
    @sparkle_bitmaps[3].set_pixel(3, 3, lightBlue)
 
    # 5th sparkle bitmap
    @sparkle_bitmaps[4] = Bitmap.new(7, 7)
    @sparkle_bitmaps[4].fill_rect(2, 2, 3, 3, midBlue)
    @sparkle_bitmaps[4].fill_rect(3, 2, 1, 3, darkBlue)
    @sparkle_bitmaps[4].fill_rect(2, 3, 3, 1, darkBlue)
    @sparkle_bitmaps[4].set_pixel(3, 3, lightBlue)
    @sparkle_bitmaps[4].set_pixel(1, 1, darkBlue)
    @sparkle_bitmaps[4].set_pixel(5, 1, darkBlue)
    @sparkle_bitmaps[4].set_pixel(1, 5, darkBlue)
    @sparkle_bitmaps[4].set_pixel(5, 1, darkBlue)
 
    # 6th sparkle bitmap
    @sparkle_bitmaps[5] = Bitmap.new(7, 7)
    @sparkle_bitmaps[5].fill_rect(2, 1, 3, 5, darkBlue)
    @sparkle_bitmaps[5].fill_rect(1, 2, 5, 3, darkBlue)
    @sparkle_bitmaps[5].fill_rect(2, 2, 3, 3, midBlue)
    @sparkle_bitmaps[5].fill_rect(3, 1, 1, 5, midBlue)
    @sparkle_bitmaps[5].fill_rect(1, 3, 5, 1, midBlue)
    @sparkle_bitmaps[5].fill_rect(3, 2, 1, 3, lightBlue)
    @sparkle_bitmaps[5].fill_rect(2, 3, 3, 1, lightBlue)
    @sparkle_bitmaps[5].set_pixel(3, 3, white)
 
    # 7th sparkle bitmap
    @sparkle_bitmaps[6] = Bitmap.new(7, 7)
    @sparkle_bitmaps[6].fill_rect(2, 1, 3, 5, midBlue)
    @sparkle_bitmaps[6].fill_rect(1, 2, 5, 3, midBlue)
    @sparkle_bitmaps[6].fill_rect(3, 0, 1, 7, darkBlue)
    @sparkle_bitmaps[6].fill_rect(0, 3, 7, 1, darkBlue)
    @sparkle_bitmaps[6].fill_rect(2, 2, 3, 3, lightBlue)
    @sparkle_bitmaps[6].fill_rect(3, 2, 1, 3, midBlue)
    @sparkle_bitmaps[6].fill_rect(2, 3, 3, 1, midBlue)
    @sparkle_bitmaps[6].set_pixel(3, 3, white)
 
    # Meteor bitmap
    @meteor_bitmap = Bitmap.new(14, 12)
    @meteor_bitmap.fill_rect(0, 8, 5, 4, paleOrange)
    @meteor_bitmap.fill_rect(1, 7, 6, 4, paleOrange)
    @meteor_bitmap.set_pixel(7, 8, paleOrange)
    @meteor_bitmap.fill_rect(1, 8, 2, 2, brightOrange)
    @meteor_bitmap.set_pixel(2, 7, brightOrange)
    @meteor_bitmap.fill_rect(3, 6, 2, 1, brightOrange)
    @meteor_bitmap.set_pixel(3, 8, brightOrange)
    @meteor_bitmap.set_pixel(3, 10, brightOrange)
    @meteor_bitmap.set_pixel(4, 9, brightOrange)
    @meteor_bitmap.fill_rect(5, 5, 1, 5, brightOrange)
    @meteor_bitmap.fill_rect(6, 4, 1, 5, brightOrange)
    @meteor_bitmap.fill_rect(7, 3, 1, 5, brightOrange)
    @meteor_bitmap.fill_rect(8, 6, 1, 2, brightOrange)
    @meteor_bitmap.set_pixel(9, 5, brightOrange)
    @meteor_bitmap.set_pixel(3, 8, midRed)
    @meteor_bitmap.fill_rect(4, 7, 1, 2, midRed)
    @meteor_bitmap.set_pixel(4, 5, midRed)
    @meteor_bitmap.set_pixel(5, 4, midRed)
    @meteor_bitmap.set_pixel(5, 6, midRed)
    @meteor_bitmap.set_pixel(6, 5, midRed)
    @meteor_bitmap.set_pixel(6, 7, midRed)
    @meteor_bitmap.fill_rect(7, 4, 1, 3, midRed)
    @meteor_bitmap.fill_rect(8, 3, 1, 3, midRed)
    @meteor_bitmap.fill_rect(9, 2, 1, 3, midRed)
    @meteor_bitmap.fill_rect(10, 1, 1, 3, midRed)
    @meteor_bitmap.fill_rect(11, 0, 1, 3, midRed)
    @meteor_bitmap.fill_rect(12, 0, 1, 2, midRed)
    @meteor_bitmap.set_pixel(13, 0, midRed)
 
    # impact bitmap
    @impact_bitmap = Bitmap.new(22, 11)
    @impact_bitmap.fill_rect(0, 5, 1, 2, brightOrange)
    @impact_bitmap.set_pixel(1, 4, brightOrange)
    @impact_bitmap.set_pixel(1, 6, brightOrange)
    @impact_bitmap.set_pixel(2, 3, brightOrange)
    @impact_bitmap.set_pixel(2, 7, brightOrange)
    @impact_bitmap.set_pixel(3, 2, midRed)
    @impact_bitmap.set_pixel(3, 7, midRed)
    @impact_bitmap.set_pixel(4, 2, brightOrange)
    @impact_bitmap.set_pixel(4, 8, brightOrange)
    @impact_bitmap.set_pixel(5, 2, midRed)
    @impact_bitmap.fill_rect(5, 8, 3, 1, brightOrange)
    @impact_bitmap.set_pixel(6, 1, midRed)
    @impact_bitmap.fill_rect(7, 1, 8, 1, brightOrange)
    @impact_bitmap.fill_rect(7, 9, 8, 1, midRed)
 
 
    # Ash bitmaps
    @ash_bitmaps = []
    @ash_bitmaps[0] = Bitmap.new(3, 3)
    @ash_bitmaps[0].fill_rect(0, 1, 1, 3, lightGrey)
    @ash_bitmaps[0].fill_rect(1, 0, 3, 1, lightGrey)
    @ash_bitmaps[0].set_pixel(1, 1, white)
    @ash_bitmaps[1] = Bitmap.new(3, 3)
    @ash_bitmaps[1].fill_rect(0, 1, 1, 3, grey)
    @ash_bitmaps[1].fill_rect(1, 0, 3, 1, grey)
    @ash_bitmaps[1].set_pixel(1, 1, lightGrey)
 
    # Bubble bitmaps
    @bubble_bitmaps = []
    darkBlue  = Color.new(77, 136, 225, 160)
    aqua = Color.new(197, 253, 254, 160)
    lavender = Color.new(225, 190, 244, 160)
 
    # first bubble bitmap
    @bubble_bitmaps[0] = Bitmap.new(24, 24)
    @bubble_bitmaps[0].fill_rect(0, 9, 24, 5, darkBlue)
    @bubble_bitmaps[0].fill_rect(1, 6, 22, 11, darkBlue)
    @bubble_bitmaps[0].fill_rect(2, 5, 20, 13, darkBlue)
    @bubble_bitmaps[0].fill_rect(3, 4, 18, 15, darkBlue)
    @bubble_bitmaps[0].fill_rect(4, 3, 16, 17, darkBlue)
    @bubble_bitmaps[0].fill_rect(5, 2, 14, 19, darkBlue)
    @bubble_bitmaps[0].fill_rect(6, 1, 12, 21, darkBlue)
    @bubble_bitmaps[0].fill_rect(9, 0, 5, 24, darkBlue)
    @bubble_bitmaps[0].fill_rect(2, 11, 20, 4, aqua)
    @bubble_bitmaps[0].fill_rect(3, 7, 18, 10, aqua)
    @bubble_bitmaps[0].fill_rect(4, 6, 16, 12, aqua)
    @bubble_bitmaps[0].fill_rect(5, 5, 14, 14, aqua)
    @bubble_bitmaps[0].fill_rect(6, 4, 12, 16, aqua)
    @bubble_bitmaps[0].fill_rect(9, 2, 4, 20, aqua)
    @bubble_bitmaps[0].fill_rect(5, 10, 1, 7, lavender)
    @bubble_bitmaps[0].fill_rect(6, 14, 1, 5, lavender)
    @bubble_bitmaps[0].fill_rect(7, 15, 1, 4, lavender)
    @bubble_bitmaps[0].fill_rect(8, 16, 1, 4, lavender)
    @bubble_bitmaps[0].fill_rect(9, 17, 1, 3, lavender)
    @bubble_bitmaps[0].fill_rect(10, 18, 4, 3, lavender)
    @bubble_bitmaps[0].fill_rect(14, 18, 1, 2, lavender)
    @bubble_bitmaps[0].fill_rect(13, 5, 4, 4, white)
    @bubble_bitmaps[0].fill_rect(14, 4, 2, 1, white)
    @bubble_bitmaps[0].set_pixel(17, 6, white)
 
    # second bubble bitmap
    @bubble_bitmaps[1] = Bitmap.new(14, 15)
    @bubble_bitmaps[1].fill_rect(0, 4, 14, 7, darkBlue)
    @bubble_bitmaps[1].fill_rect(1, 3, 12, 9, darkBlue)
    @bubble_bitmaps[1].fill_rect(2, 2, 10, 11, darkBlue)
    @bubble_bitmaps[1].fill_rect(3, 1, 8, 13, darkBlue)
    @bubble_bitmaps[1].fill_rect(5, 0, 4, 15, darkBlue)
    @bubble_bitmaps[1].fill_rect(1, 5, 12, 4, aqua)
    @bubble_bitmaps[1].fill_rect(2, 4, 10, 6, aqua)
    @bubble_bitmaps[1].fill_rect(3, 3, 8, 8, aqua)
    @bubble_bitmaps[1].fill_rect(4, 2, 6, 10, aqua)
    @bubble_bitmaps[1].fill_rect(1, 5, 12, 4, aqua)
    @bubble_bitmaps[1].fill_rect(3, 9, 1, 2, lavender)
    @bubble_bitmaps[1].fill_rect(4, 10, 1, 2, lavender)
    @bubble_bitmaps[1].fill_rect(5, 11, 4, 1, lavender)
    @bubble_bitmaps[1].fill_rect(6, 12, 2, 1, white)
    @bubble_bitmaps[1].fill_rect(8, 3, 2, 2, white)
    @bubble_bitmaps[1].set_pixel(7, 4, white)
    @bubble_bitmaps[1].set_pixel(8, 5, white)
 
    @user_bitmaps = []
    update_user_defined
  end

  def update_user_defined
    for image in @user_bitmaps
      image.dispose
    end
 
    #user-defined bitmaps
    for name in $WEATHER_IMAGES
      @user_bitmaps.push(Cache.picture(name))
    end
    for sprite in @sprites
      sprite.bitmap = @user_bitmaps[rand(@user_bitmaps.size)]
    end
  end
end

this works (kinda)
I fixed the crash, but now there's a bug I can't pinpoint, where if you cycle the weathers through a script call the first one (rain) fails to render the first time around, but it works the second time.
I'm tired to debug it 100%, but it works, as long as you don't use rain without refreshing it.

the major changes involved making each weather type a symbol to fit the Ace structure, and fixing the overrides to the default weather system (the plugin wasn't updating the screen tone correctly)
Tried a bunch of variants on the script call ( $game_screen.weather(type, power, transition, [tone]) ), including $game_map.screen.weather, screen.weather, screen_weather, using :name for the weather type, setting the transition value to 0, etc... and none seem to work.
What is this script's script call format set to now?
 

gstv87

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$game_map.screen.change_weather.

so it's compatible with Ace's own call.
 

ZirconStorms

VX & VX Ace Scripts
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Modified the def type=(type) section to remove that first conditional branch; that should get rid of the weather startup issue.
Only tested it for a few minutes with a handful of effects.

Code:
#  ccoa's weather script
#  VX Ace conversion by gstv87, edited by TV.Ghost
#  Link (VX): https://save-point.org/thread-1777.html
#  - - -
#  Weather Types:
#    1 - rain
#    2 - storm
#    3 - snow
#    4 - hail
#    5 - rain with thunder and lightning
#    6 - falling leaves (autumn)
#    7 - blowing leaves (autumn)
#    8 - swirling leaves (autumn)
#    9 - falling leaves (green)
#   10 - cherry blossom (sakura) petals
#   11 - rose petals
#   12 - feathers
#   13 - blood rain
#   14 - sparkles
#   15 - user defined
#   16 - blowing snow
#   17 - meteor shower
#   18 - falling ash
#   19 - bubbles
#
#  Weather Power:
#    An integer from 0-50.  0 = no weather, 50 = 500 sprites
#
#  Transition:
#    The number of frames to "transition" the weather in
#
#  Tone: (optional)
#    The RGB tone of the weather sprites. 
#    Use as Tone.new(R, G, B, [Gr]), where R, G, and B are values from -255-255
#    and Gr is optional and a value from 0-255.
#
#  Usage:
#    Create a call script with the following:
#       $game_map.screen.change_weather(type, power, transition, [tone])
#
#  Usage of user-defined weather:
#    Look at the following globals:

$WEATHER_UPDATE = false   # the $WEATHER_IMAGES array has changed, please update
$WEATHER_IMAGES = []      # the array of picture names to use
$WEATHER_X = 0            # the number of pixels the image should move horizontally (positive = right, negative = left)
$WEATHER_Y = 0            # the number of pizels the image should move vertically (positive = down, negative = up)
$WEATHER_FADE = 0         # how much the image should fade each update (0 = no fade, 255 = fade instantly)
$WEATHER_ANIMATED = true # whether or not the image should cycle through all the images

# name of the thunder sound effect.  Change it to use a different SE
THUNDER_SE = "Thunder1"

class Game_Screen
  attr_reader :weather_tone

  alias ccoa_weather_clear clear
  def clear
    ccoa_weather_clear
    @weather_tone = Tone.new(0, 0, 0)
  end

  alias ccoa_weather_weather change_weather
  def change_weather(type, power, fadein, tone = nil)
    case type
    when 0
      type = :none
    when 1
      type = :rain
    when 2
      type = :storm
    when 3
      type = :snow
    when 4
      type = :hail
    when 5
      type = :thunder
    when 6
      type = :fall
    when 7
      type = :fall_wind
    when 8
      type = :fall_swirl
    when 9
      type = :leaves
    when 10
      type = :cherry_blossom
    when 11
      type = :rose
    when 12
      type = :feathers
    when 13
      type = :blood
    when 14
      type = :sparkles
    when 15
      type = :user
    when 16
      type = :snow_wind
    when 17
      type = :meteor
    when 18
      type = :ash
    when 19
      type = :bubbles
    end
    ccoa_weather_weather(type, power, fadein)
    if !tone == nil
      @weather_tone = tone
    end
  end
end

class Spriteset_Weather
  attr_reader :type
  attr_reader :sprite_max
  attr_reader :ox
  attr_reader :oy
 
  def initialize(viewport = nil)
    @viewport = viewport
    @type = 0
    @power = 0
    @ox = 0
    @oy = 0
    @count = 0
    @current_pose = []
    @info = []
    @countarray = []
    @tone = Tone.new(0, 0, 0)

    make_bitmaps

    # **** ccoa ****
    for i in 1..500
      sprite = Sprite.new(viewport)
      sprite.z = 1000
      sprite.visible = false
      sprite.opacity = 0
      @sprites.push(sprite)
      @current_pose.push(0)
      @info.push(rand(50))
      @countarray.push(rand(15))
    end
  end

  def sprite_max
    return (@power * 5).to_i
  end
 
  def dimness
    return @power
  end
 
  def dispose
    for sprite in @sprites
      sprite.dispose
    end
    @rain_bitmap.dispose
    @storm_bitmap.dispose
    @snow_bitmap.dispose
    @hail_bitmap.dispose
    @petal_bitmap.dispose
    @blood_rain_bitmap.dispose
    for image in @autumn_leaf_bitmaps
      image.dispose
    end
    for image in @green_leaf_bitmaps
      image.dispose
    end
    for image in @rose_bitmaps
      image.dispose
    end
    for image in @feather_bitmaps
      image.dispose
    end
    for image in @sparkle_bitmaps
      image.dispose
    end
    for image in @user_bitmaps
      image.dispose
    end
#~     $WEATHER_UPDATE = true
  end

  def type=(type)
    @type = type
    @tone = $game_map.screen.weather_tone
    @thunder = false
    #p @type ## -console debug
    case @type
    when :rain, :thunder # rain
      bitmap = @rain_bitmap
      if @type == :thunder
        @thunder = true
      end
    when :storm # storm
      bitmap = @storm_bitmap
    when :snow# snow
      bitmap = @snow_bitmap
    when :hail
      bitmap = @hail_bitmap
    when :fall# falling autumn leaves
      bitmap = @autumn_leaf_bitmaps[0]
    when :fall_wind # blowing autumn leaves
      bitmap = @autumn_leaf_bitmaps[0]
    when :fall_swirl # swirling autumn leaves
      bitmap = @autumn_leaf_bitmaps[0]
    when :leaves # falling green leaves
      bitmap = @green_leaf_bitmaps[0]
    when :cherry_blossom # sakura petals
      bitmap = @petal_bitmap
    when :rose # rose petals
      bitmap = @rose_bitmaps[0]
    when :feathers # feathers
      bitmap = @feather_bitmaps[0]
    when :blood # blood rain
      bitmap = @blood_rain_bitmap
    when :sparkles # sparkles
      bitmap = @sparkle_bitmaps[0]
    when :user # user-defined
        bitmap = @user_bitmaps[rand(@user_bitmaps.size)]
    when :snow_wind # blowing snow
      bitmap = @snow_bitmap
    when :meteor # meteors
      bitmap = @meteor_bitmap
    when :ash # falling ash
      bitmap = @ash_bitmaps[rand(@ash_bitmaps.size)]
    when :bubbles # bubbles
      bitmap = @bubble_bitmaps[rand(@bubble_bitmaps.size)]
    else
      bitmap = nil
      @thunder = false
    end
    # **** ccoa ****
    for i in 1..sprite_max
      sprite = @sprites[i]
      if sprite != nil
        sprite.visible = (i <= sprite_max)
        if @type == :bubbles
          sprite.bitmap = @bubble_bitmaps[rand(@bubble_bitmaps.size)]
        else
          sprite.bitmap = bitmap
        end
        sprite.tone = @tone
      end
    end
  end

  def ox=(ox)
    return if @ox == ox;
    @ox = ox
    for sprite in @sprites
      sprite.ox = @ox
    end
  end

  def oy=(oy)
    return if @oy == oy;
    @oy = oy
    for sprite in @sprites
      sprite.oy = @oy
    end
  end

  def power=(maxsp)
    return if maxsp == @power
    # **** ccoa ****
    @power = [[maxsp.to_i, 0].max, 500].min
    for i in 1..@power
      sprite = @sprites[i]
      if sprite != nil
        sprite.visible = (i <= @power)
      end
    end
  end

  def update
    return if (@type == 0 || @type == :none)
    update_screen
    for i in 1..500
      sprite = @sprites[i]
      if sprite == nil
        next
      end
      if [:rain,:thunder,:blood].include?(@type)
        sprite.x -= 2
        sprite.y += 16
        sprite.opacity -= 8
        if @thunder and ((rand(90000) - sprite_max) == 0)
          $game_map.screen.start_flash(Color.new(255, 255, 255, 255), 5)
          Audio.se_play("Audio/SE/" + THUNDER_SE)
        end
      end
      if @type == :storm
        sprite.x -= 8
        sprite.y += 16
        sprite.opacity -= 12
      end
      if @type == :snow
        sprite.x -= 2
        sprite.y += 3
        sprite.opacity -= 8
      end
      if @type == :hail
        sprite.x -= 1
        sprite.y += 18
        sprite.opacity -= 15
      end
      if @type == :fall
        @count = rand(20)
        if @count == 0
          sprite.bitmap = @autumn_leaf_bitmaps[@current_pose[i]]
          @current_pose[i] = (@current_pose[i] + 1) % @autumn_leaf_bitmaps.size
        end
        sprite.x -= 1
        sprite.y += 1
      end
      if @type == :fall_wind
        @count = rand(20)
        if @count == 0
          sprite.bitmap = @autumn_leaf_bitmaps[@current_pose[i]]
          @current_pose[i] = (@current_pose[i] + 1) % @autumn_leaf_bitmaps.size
        end
        sprite.x -= 10
        sprite.y += (rand(4) - 2)
      end
      if @type == :fall_swirl
        @count = rand(20)
        if @count == 0
          sprite.bitmap = @autumn_leaf_bitmaps[@current_pose[i]]
          @current_pose[i] = (@current_pose[i] + 1) % @autumn_leaf_bitmaps.size
        end
        if @info[i] != 0
          if @info[i] >= 1 and @info[i] <= 10
            sprite.x -= 3
            sprite.y -= 1
          elsif @info[i] >= 11 and @info[i] <= 16
            sprite.x -= 1
            sprite.y -= 2
          elsif @info[i] >= 17 and @info[i] <= 20
            sprite.y -= 3
          elsif @info[i] >= 21 and @info[i] <= 30
            sprite.y -= 2
            sprite.x += 1
          elsif @info[i] >= 31 and @info[i] <= 36
            sprite.y -= 1
            sprite.x += 3
          elsif @info[i] >= 37 and @info[i] <= 40
            sprite.x += 5
          elsif @info[i] >= 41 and @info[i] <= 46
            sprite.y += 1
            sprite.x += 3
          elsif @info[i] >= 47 and @info[i] <= 58
            sprite.y += 2
            sprite.x += 1
          elsif @info[i] >= 59 and @info[i] <= 64
            sprite.y += 3
          elsif @info[i] >= 65 and @info[i] <= 70
            sprite.x -= 1
            sprite.y += 2
          elsif @info[i] >= 71 and @info[i] <= 81
            sprite.x -= 3
            sprite.y += 1
          elsif @info[i] >= 82 and @info[i] <= 87
            sprite.x -= 5
          end
          @info[i] = (@info[i] + 1) % 88
        else
          if rand(200) == 0
            @info[i] = 1
          end
          sprite.x -= 5
          sprite.y += 1
        end
      end
      if @type == :leaves
        if @countarray[i] == 0
          @current_pose[i] = (@current_pose[i] + 1) % @green_leaf_bitmaps.size
          sprite.bitmap = @green_leaf_bitmaps[@current_pose[i]]
          @countarray[i] = rand(15)
        end
        @countarray[i] = (@countarray[i] + 1) % 15
        sprite.y += 1
      end
      if @type == :cherry_blossom
        if @info[i] < 25
          sprite.x -= 1
        else
          sprite.x += 1
        end
        @info[i] = (@info[i] + 1) % 50
        sprite.y += 1
      end
      if @type == :rose
        @count = rand(20)
        if @count == 0
          sprite.bitmap = @rose_bitmaps[@current_pose[i]]
          @current_pose[i] = (@current_pose[i] + 1) % @rose_bitmaps.size
        end
        if @info[i] % 2 == 0
          if @info[i] < 10
            sprite.x -= 1
          elsif
            sprite.x += 1
          end
        end
        sprite.y += 1
      end
      if @type == :feathers
        if @countarray[i] == 0
          @current_pose[i] = (@current_pose[i] + 1) % @feather_bitmaps.size
          sprite.bitmap = @feather_bitmaps[@current_pose[i]]
        end
        @countarray[i] = (@countarray[i] + 1) % 15
        if rand(100) == 0
          sprite.x -= 1
        end
        if rand(100) == 0
          sprite.y -= 1
        end
        if @info[i] < 50
          if rand(2) == 0
            sprite.x -= 1
          else
            sprite.y -= 1
          end
        else
          if rand(2) == 0
            sprite.x += 1
          else
            sprite.y += 1
          end
        end
        @info[i] = (@info[i] + 1) % 100
      end
      if @type == :sparkles
        if @countarray[i] == 0
          @current_pose[i] = (@current_pose[i] + 1) % @sparkle_bitmaps.size
          sprite.bitmap = @sparkle_bitmaps[@current_pose[i]]
        end
        @countarray[i] = (@countarray[i] + 1) % 15
        sprite.y += 1
        sprite.opacity -= 1
      end
      if @type == :user
        if $WEATHER_UPDATE
          update_user_defined
          $WEATHER_UPDATE = false
        end
        if $WEATHER_ANIMATED and @countarray[i] == 0
          return if @user_bitmaps.size == 0
          @current_pose[i] = (@current_pose[i] + 1) % @user_bitmaps.size
          sprite.bitmap = @user_bitmaps[@current_pose[i]]
        end
        sprite.x += $WEATHER_X
        sprite.y += $WEATHER_Y
        sprite.opacity -= $WEATHER_FADE
      end
      if @type == :snow_wind
        sprite.x -= 10
        sprite.y += 6
        sprite.opacity -= 4
      end
      if @type == :meteor
        if @countarray[i] > 0
          if rand(20) == 0
            sprite.bitmap = @impact_bitmap
            @countarray[i] = -5
          else
            sprite.x -= 6
            sprite.y += 10
          end
        else
          @countarray[i] += 1
          if @countarray[i] == 0
            sprite.bitmap = @meteor_bitmap
            sprite.opacity = 0
            @count_array = 1
          end
        end
      end
      if @type == :ash
        sprite.y += 2
        case @countarray[i] % 3
        when 0
          sprite.x -= 1
        when 1
          sprite.x += 1
        end
      end
      if @type == :bubbles
        switch = rand(75) + rand(75) + 1
        if @info[i] < switch / 2
          sprite.x -= 1
        else
          sprite.x += 1
        end
        @info[i] = (@info[i] + 1) % switch
        sprite.y -= 1
        if switch % 2 == 0
          sprite.opacity -= 1
        end
      end
        
      x = sprite.x - @ox
      y = sprite.y - @oy
      if sprite.opacity < 64 or x < -50 or x > 750 or y < -300 or y > 500
        sprite.x = rand(800) - 50 + @ox
        sprite.y = rand(800) - 200 + @oy
        sprite.opacity = 255
      end
    end
  end

  def make_bitmaps
    color1 = Color.new(255, 255, 255, 255)
    color2 = Color.new(255, 255, 255, 128)
    @rain_bitmap = Bitmap.new(7, 56)
    for i in 0..6
      @rain_bitmap.fill_rect(6-i, i*8, 1, 8, color1)
    end
    @storm_bitmap = Bitmap.new(34, 64)
    for i in 0..31
      @storm_bitmap.fill_rect(33-i, i*2, 1, 2, color2)
      @storm_bitmap.fill_rect(32-i, i*2, 1, 2, color1)
      @storm_bitmap.fill_rect(31-i, i*2, 1, 2, color2)
    end
    @snow_bitmap = Bitmap.new(6, 6)
    @snow_bitmap.fill_rect(0, 1, 6, 4, color2)
    @snow_bitmap.fill_rect(1, 0, 4, 6, color2)
    @snow_bitmap.fill_rect(1, 2, 4, 2, color1)
    @snow_bitmap.fill_rect(2, 1, 2, 4, color1)
    @sprites = []
 
    blueGrey  = Color.new(215, 227, 227, 150)
    grey      = Color.new(214, 217, 217, 150)
    lightGrey = Color.new(233, 233, 233, 250)
    lightBlue = Color.new(222, 239, 243, 250)
    @hail_bitmap = Bitmap.new(4, 4)
    @hail_bitmap.fill_rect(1, 0, 2, 1, blueGrey)
    @hail_bitmap.fill_rect(0, 1, 1, 2, blueGrey)
    @hail_bitmap.fill_rect(3, 1, 1, 2, grey)
    @hail_bitmap.fill_rect(1, 3, 2, 1, grey)
    @hail_bitmap.fill_rect(1, 1, 2, 2, lightGrey)
    @hail_bitmap.set_pixel(1, 1, lightBlue)
 
 
    color3 = Color.new(255, 167, 192, 255) # light pink
    color4 = Color.new(213, 106, 136, 255) # dark pink
    @petal_bitmap = Bitmap.new(4, 4) #This creates a new bitmap that is 4 x 4 pixels
    @petal_bitmap.fill_rect(0, 3, 1, 1, color3) # this makes a 1x1 pixel "rectangle" at the 0, 3 pixel of the image (upper left corner is 0, 0)
    @petal_bitmap.fill_rect(1, 2, 1, 1, color3)
    @petal_bitmap.fill_rect(2, 1, 1, 1, color3)
    @petal_bitmap.fill_rect(3, 0, 1, 1, color3)
    @petal_bitmap.fill_rect(1, 3, 1, 1, color4)
    @petal_bitmap.fill_rect(2, 2, 1, 1, color4)
    @petal_bitmap.fill_rect(3, 1, 1, 1, color4)
 
 
    brightOrange = Color.new(248, 88, 0, 255)
    orangeBrown  = Color.new(144, 80, 56, 255)
    burntRed     = Color.new(152, 0, 0, 255)
    paleOrange   = Color.new(232, 160, 128, 255)
    darkBrown    = Color.new(72, 40, 0, 255)
    @autumn_leaf_bitmaps = []
    @autumn_leaf_bitmaps.push(Bitmap.new(8, 8))
    # draw the first of the leaf1 bitmaps
    @autumn_leaf_bitmaps[0].set_pixel(5, 1, orangeBrown)
    @autumn_leaf_bitmaps[0].set_pixel(6, 1, brightOrange)
    @autumn_leaf_bitmaps[0].set_pixel(7, 1, paleOrange)
    @autumn_leaf_bitmaps[0].set_pixel(3, 2, orangeBrown)
    @autumn_leaf_bitmaps[0].fill_rect(4, 2, 2, 1, brightOrange)
    @autumn_leaf_bitmaps[0].set_pixel(6, 2, paleOrange)
    @autumn_leaf_bitmaps[0].set_pixel(2, 3, orangeBrown)
    @autumn_leaf_bitmaps[0].set_pixel(3, 3, brightOrange)
    @autumn_leaf_bitmaps[0].fill_rect(4, 3, 2, 1, paleOrange)
    @autumn_leaf_bitmaps[0].set_pixel(1, 4, orangeBrown)
    @autumn_leaf_bitmaps[0].set_pixel(2, 4, brightOrange)
    @autumn_leaf_bitmaps[0].set_pixel(3, 4, paleOrange)
    @autumn_leaf_bitmaps[0].set_pixel(1, 5, brightOrange)
    @autumn_leaf_bitmaps[0].set_pixel(2, 5, paleOrange)
    @autumn_leaf_bitmaps[0].set_pixel(0, 6, orangeBrown)
    @autumn_leaf_bitmaps[0].set_pixel(1, 6, paleOrange)
    @autumn_leaf_bitmaps[0].set_pixel(0, 7, paleOrange)
 
    # draw the 2nd of the leaf1 bitmaps
    @autumn_leaf_bitmaps.push(Bitmap.new(8, 8))
    @autumn_leaf_bitmaps[1].set_pixel(3, 0, brightOrange)
    @autumn_leaf_bitmaps[1].set_pixel(7, 0, brightOrange)
    @autumn_leaf_bitmaps[1].set_pixel(3, 1, orangeBrown)
    @autumn_leaf_bitmaps[1].set_pixel(4, 1, burntRed)
    @autumn_leaf_bitmaps[1].set_pixel(6, 1, brightOrange)
    @autumn_leaf_bitmaps[1].set_pixel(0, 2, paleOrange)
    @autumn_leaf_bitmaps[1].set_pixel(1, 2, brightOrange)
    @autumn_leaf_bitmaps[1].set_pixel(2, 2, orangeBrown)
    @autumn_leaf_bitmaps[1].set_pixel(3, 2, burntRed)
    @autumn_leaf_bitmaps[1].set_pixel(4, 2, orangeBrown)
    @autumn_leaf_bitmaps[1].set_pixel(5, 2, brightOrange)
    @autumn_leaf_bitmaps[1].fill_rect(1, 3, 3, 1, orangeBrown)
    @autumn_leaf_bitmaps[1].fill_rect(4, 3, 2, 1, brightOrange)
    @autumn_leaf_bitmaps[1].set_pixel(6, 3, orangeBrown)
    @autumn_leaf_bitmaps[1].set_pixel(2, 4, burntRed)
    @autumn_leaf_bitmaps[1].fill_rect(3, 4, 3, 1, brightOrange)
    @autumn_leaf_bitmaps[1].set_pixel(6, 4, burntRed)
    @autumn_leaf_bitmaps[1].set_pixel(7, 4, darkBrown)
    @autumn_leaf_bitmaps[1].set_pixel(1, 5, orangeBrown)
    @autumn_leaf_bitmaps[1].fill_rect(2, 5, 2, 1, brightOrange)
    @autumn_leaf_bitmaps[1].set_pixel(4, 5, orangeBrown)
    @autumn_leaf_bitmaps[1].set_pixel(5, 5, burntRed)
    @autumn_leaf_bitmaps[1].fill_rect(1, 6, 2, 1, brightOrange)
    @autumn_leaf_bitmaps[1].fill_rect(4, 6, 2, 1, burntRed)
    @autumn_leaf_bitmaps[1].set_pixel(0, 7, brightOrange)
    @autumn_leaf_bitmaps[1].set_pixel(5, 7, darkBrown)
 
    # draw the 3rd of the leaf1 bitmaps
    @autumn_leaf_bitmaps.push(Bitmap.new(8, 8))
    @autumn_leaf_bitmaps[2].set_pixel(7, 1, paleOrange)
    @autumn_leaf_bitmaps[2].set_pixel(6, 2, paleOrange)
    @autumn_leaf_bitmaps[2].set_pixel(7, 2, orangeBrown)
    @autumn_leaf_bitmaps[2].set_pixel(5, 3, paleOrange)
    @autumn_leaf_bitmaps[2].set_pixel(6, 3, brightOrange)
    @autumn_leaf_bitmaps[2].set_pixel(4, 4, paleOrange)
    @autumn_leaf_bitmaps[2].set_pixel(5, 4, brightOrange)
    @autumn_leaf_bitmaps[2].set_pixel(6, 4, orangeBrown)
    @autumn_leaf_bitmaps[2].fill_rect(2, 5, 2, 1, paleOrange)
    @autumn_leaf_bitmaps[2].set_pixel(4, 5, brightOrange)
    @autumn_leaf_bitmaps[2].set_pixel(5, 5, orangeBrown)
    @autumn_leaf_bitmaps[2].set_pixel(1, 6, paleOrange)
    @autumn_leaf_bitmaps[2].fill_rect(2, 6, 2, 1, brightOrange)
    @autumn_leaf_bitmaps[2].set_pixel(4, 6, orangeBrown)
    @autumn_leaf_bitmaps[2].set_pixel(0, 7, paleOrange)
    @autumn_leaf_bitmaps[2].set_pixel(1, 7, brightOrange)
    @autumn_leaf_bitmaps[2].set_pixel(2, 7, orangeBrown)
 
    # draw the 4th of the leaf1 bitmaps
    @autumn_leaf_bitmaps.push(Bitmap.new(8, 8))
    @autumn_leaf_bitmaps[3].set_pixel(3, 0, brightOrange)
    @autumn_leaf_bitmaps[3].set_pixel(7, 0, brightOrange)
    @autumn_leaf_bitmaps[3].set_pixel(3, 1, orangeBrown)
    @autumn_leaf_bitmaps[3].set_pixel(4, 1, burntRed)
    @autumn_leaf_bitmaps[3].set_pixel(6, 1, brightOrange)
    @autumn_leaf_bitmaps[3].set_pixel(0, 2, paleOrange)
    @autumn_leaf_bitmaps[3].set_pixel(1, 2, brightOrange)
    @autumn_leaf_bitmaps[3].set_pixel(2, 2, orangeBrown)
    @autumn_leaf_bitmaps[3].set_pixel(3, 2, burntRed)
    @autumn_leaf_bitmaps[3].set_pixel(4, 2, orangeBrown)
    @autumn_leaf_bitmaps[3].set_pixel(5, 2, brightOrange)
    @autumn_leaf_bitmaps[3].fill_rect(1, 3, 3, 1, orangeBrown)
    @autumn_leaf_bitmaps[3].fill_rect(4, 3, 2, 1, brightOrange)
    @autumn_leaf_bitmaps[3].set_pixel(6, 3, orangeBrown)
    @autumn_leaf_bitmaps[3].set_pixel(2, 4, burntRed)
    @autumn_leaf_bitmaps[3].fill_rect(3, 4, 3, 1, brightOrange)
    @autumn_leaf_bitmaps[3].set_pixel(6, 4, burntRed)
    @autumn_leaf_bitmaps[3].set_pixel(7, 4, darkBrown)
    @autumn_leaf_bitmaps[3].set_pixel(1, 5, orangeBrown)
    @autumn_leaf_bitmaps[3].fill_rect(2, 5, 2, 1, brightOrange)
    @autumn_leaf_bitmaps[3].set_pixel(4, 5, orangeBrown)
    @autumn_leaf_bitmaps[3].set_pixel(5, 5, burntRed)
    @autumn_leaf_bitmaps[3].fill_rect(1, 6, 2, 1, brightOrange)
    @autumn_leaf_bitmaps[3].fill_rect(4, 6, 2, 1, burntRed)
    @autumn_leaf_bitmaps[3].set_pixel(0, 7, brightOrange)
    @autumn_leaf_bitmaps[3].set_pixel(5, 7, darkBrown)
 
    @green_leaf_bitmaps = []
    darkGreen  = Color.new(62, 76, 31, 255)
    midGreen   = Color.new(76, 91, 43, 255)
    khaki      = Color.new(105, 114, 66, 255)
    lightGreen = Color.new(128, 136, 88, 255)
    mint       = Color.new(146, 154, 106, 255)
 
    # 1st leaf bitmap
    @green_leaf_bitmaps[0] = Bitmap.new(8, 8)
    @green_leaf_bitmaps[0].set_pixel(1, 0, darkGreen)
    @green_leaf_bitmaps[0].set_pixel(1, 1, midGreen)
    @green_leaf_bitmaps[0].set_pixel(2, 1, darkGreen)
    @green_leaf_bitmaps[0].set_pixel(2, 2, khaki)
    @green_leaf_bitmaps[0].set_pixel(3, 2, darkGreen)
    @green_leaf_bitmaps[0].set_pixel(4, 2, khaki)
    @green_leaf_bitmaps[0].fill_rect(2, 3, 3, 1, midGreen)
    @green_leaf_bitmaps[0].set_pixel(5, 3, khaki)
    @green_leaf_bitmaps[0].fill_rect(2, 4, 2, 1, midGreen)
    @green_leaf_bitmaps[0].set_pixel(4, 4, darkGreen)
    @green_leaf_bitmaps[0].set_pixel(5, 4, lightGreen)
    @green_leaf_bitmaps[0].set_pixel(6, 4, khaki)
    @green_leaf_bitmaps[0].set_pixel(3, 5, midGreen)
    @green_leaf_bitmaps[0].set_pixel(4, 5, darkGreen)
    @green_leaf_bitmaps[0].set_pixel(5, 5, khaki)
    @green_leaf_bitmaps[0].set_pixel(6, 5, lightGreen)
    @green_leaf_bitmaps[0].set_pixel(4, 6, midGreen)
    @green_leaf_bitmaps[0].set_pixel(5, 6, darkGreen)
    @green_leaf_bitmaps[0].set_pixel(6, 6, lightGreen)
    @green_leaf_bitmaps[0].set_pixel(6, 7, khaki)
 
    # 2nd leaf bitmap
    @green_leaf_bitmaps[1] = Bitmap.new(8, 8)
    @green_leaf_bitmaps[1].fill_rect(1, 1, 1, 2, midGreen)
    @green_leaf_bitmaps[1].fill_rect(2, 2, 2, 1, khaki)
    @green_leaf_bitmaps[1].set_pixel(4, 2, lightGreen)
    @green_leaf_bitmaps[1].fill_rect(2, 3, 2, 1, darkGreen)
    @green_leaf_bitmaps[1].fill_rect(4, 3, 2, 1, lightGreen)
    @green_leaf_bitmaps[1].set_pixel(2, 4, midGreen)
    @green_leaf_bitmaps[1].set_pixel(3, 4, darkGreen)
    @green_leaf_bitmaps[1].set_pixel(4, 4, khaki)
    @green_leaf_bitmaps[1].fill_rect(5, 4, 2, 1, lightGreen)
    @green_leaf_bitmaps[1].set_pixel(3, 5, midGreen)
    @green_leaf_bitmaps[1].set_pixel(4, 5, darkGreen)
    @green_leaf_bitmaps[1].set_pixel(5, 5, khaki)
    @green_leaf_bitmaps[1].set_pixel(6, 5, lightGreen)
    @green_leaf_bitmaps[1].set_pixel(5, 6, darkGreen)
    @green_leaf_bitmaps[1].fill_rect(6, 6, 2, 1, khaki)
 
    # 3rd leaf bitmap
    @green_leaf_bitmaps[2] = Bitmap.new(8, 8)
    @green_leaf_bitmaps[2].set_pixel(1, 1, darkGreen)
    @green_leaf_bitmaps[2].fill_rect(1, 2, 2, 1, midGreen)
    @green_leaf_bitmaps[2].set_pixel(2, 3, midGreen)
    @green_leaf_bitmaps[2].set_pixel(3, 3, darkGreen)
    @green_leaf_bitmaps[2].set_pixel(4, 3, midGreen)
    @green_leaf_bitmaps[2].fill_rect(2, 4, 2, 1, midGreen)
    @green_leaf_bitmaps[2].set_pixel(4, 4, darkGreen)
    @green_leaf_bitmaps[2].set_pixel(5, 4, lightGreen)
    @green_leaf_bitmaps[2].set_pixel(3, 5, midGreen)
    @green_leaf_bitmaps[2].set_pixel(4, 5, darkGreen)
    @green_leaf_bitmaps[2].fill_rect(5, 5, 2, 1, khaki)
    @green_leaf_bitmaps[2].fill_rect(4, 6, 2, 1, midGreen)
    @green_leaf_bitmaps[2].set_pixel(6, 6, lightGreen)
    @green_leaf_bitmaps[2].set_pixel(6, 7, khaki)
 
    # 4th leaf bitmap
    @green_leaf_bitmaps[3] = Bitmap.new(8, 8)
    @green_leaf_bitmaps[3].fill_rect(0, 3, 1, 2, darkGreen)
    @green_leaf_bitmaps[3].set_pixel(1, 4, midGreen)
    @green_leaf_bitmaps[3].set_pixel(2, 4, khaki)
    @green_leaf_bitmaps[3].set_pixel(3, 4, lightGreen)
    @green_leaf_bitmaps[3].set_pixel(4, 4, darkGreen)
    @green_leaf_bitmaps[3].set_pixel(7, 4, midGreen)
    @green_leaf_bitmaps[3].set_pixel(1, 5, darkGreen)
    @green_leaf_bitmaps[3].set_pixel(2, 5, midGreen)
    @green_leaf_bitmaps[3].set_pixel(3, 5, lightGreen)
    @green_leaf_bitmaps[3].set_pixel(4, 5, mint)
    @green_leaf_bitmaps[3].set_pixel(5, 5, lightGreen)
    @green_leaf_bitmaps[3].set_pixel(6, 5, khaki)
    @green_leaf_bitmaps[3].set_pixel(7, 5, midGreen)
    @green_leaf_bitmaps[3].fill_rect(2, 6, 2, 1, midGreen)
    @green_leaf_bitmaps[3].set_pixel(4, 6, lightGreen)
    @green_leaf_bitmaps[3].set_pixel(5, 6, khaki)
    @green_leaf_bitmaps[3].set_pixel(6, 6, midGreen)
 
    # 5th leaf bitmap
    @green_leaf_bitmaps[4] = Bitmap.new(8, 8)
    @green_leaf_bitmaps[4].set_pixel(6, 2, midGreen)
    @green_leaf_bitmaps[4].set_pixel(7, 2, darkGreen)
    @green_leaf_bitmaps[4].fill_rect(4, 3, 2, 1, midGreen)
    @green_leaf_bitmaps[4].set_pixel(6, 3, khaki)
    @green_leaf_bitmaps[4].set_pixel(2, 4, darkGreen)
    @green_leaf_bitmaps[4].fill_rect(3, 4, 2, 1, khaki)
    @green_leaf_bitmaps[4].set_pixel(5, 4, lightGreen)
    @green_leaf_bitmaps[4].set_pixel(6, 4, khaki)
    @green_leaf_bitmaps[4].set_pixel(1, 5, midGreen)
    @green_leaf_bitmaps[4].set_pixel(2, 5, khaki)
    @green_leaf_bitmaps[4].set_pixel(3, 5, lightGreen)
    @green_leaf_bitmaps[4].set_pixel(4, 5, mint)
    @green_leaf_bitmaps[4].set_pixel(5, 5, midGreen)
    @green_leaf_bitmaps[4].set_pixel(2, 6, darkGreen)
    @green_leaf_bitmaps[4].fill_rect(3, 6, 2, 1, midGreen)
 
    # 6th leaf bitmap
    @green_leaf_bitmaps[5] = Bitmap.new(8, 8)
    @green_leaf_bitmaps[5].fill_rect(6, 2, 2, 1, midGreen)
    @green_leaf_bitmaps[5].fill_rect(4, 3, 2, 1, midGreen)
    @green_leaf_bitmaps[5].set_pixel(6, 3, khaki)
    @green_leaf_bitmaps[5].set_pixel(3, 4, midGreen)
    @green_leaf_bitmaps[5].set_pixel(4, 4, khaki)
    @green_leaf_bitmaps[5].set_pixel(5, 4, lightGreen)
    @green_leaf_bitmaps[5].set_pixel(6, 4, mint)
    @green_leaf_bitmaps[5].set_pixel(1, 5, midGreen)
    @green_leaf_bitmaps[5].set_pixel(2, 5, khaki)
    @green_leaf_bitmaps[5].fill_rect(3, 5, 2, 1, mint)
    @green_leaf_bitmaps[5].set_pixel(5, 5, lightGreen)
    @green_leaf_bitmaps[5].set_pixel(2, 6, midGreen)
    @green_leaf_bitmaps[5].set_pixel(3, 6, khaki)
    @green_leaf_bitmaps[5].set_pixel(4, 6, lightGreen)
 
    # 7th leaf bitmap
    @green_leaf_bitmaps[6] = Bitmap.new(8, 8)
    @green_leaf_bitmaps[6].fill_rect(6, 1, 1, 2, midGreen)
    @green_leaf_bitmaps[6].fill_rect(4, 2, 2, 1, midGreen)
    @green_leaf_bitmaps[6].fill_rect(6, 2, 1, 2, darkGreen)
    @green_leaf_bitmaps[6].fill_rect(3, 3, 2, 1, midGreen)
    @green_leaf_bitmaps[6].set_pixel(5, 3, khaki)
    @green_leaf_bitmaps[6].set_pixel(2, 4, midGreen)
    @green_leaf_bitmaps[6].set_pixel(3, 4, khaki)
    @green_leaf_bitmaps[6].set_pixel(4, 4, lightGreen)
    @green_leaf_bitmaps[6].set_pixel(5, 4, midGreen)
    @green_leaf_bitmaps[6].set_pixel(1, 5, midGreen)
    @green_leaf_bitmaps[6].set_pixel(2, 5, khaki)
    @green_leaf_bitmaps[6].fill_rect(3, 5, 2, 1, midGreen)
    @green_leaf_bitmaps[6].set_pixel(1, 6, darkGreen)
    @green_leaf_bitmaps[6].set_pixel(2, 6, midGreen)
 
    # 8th leaf bitmap
    @green_leaf_bitmaps[7] = Bitmap.new(8, 8)
    @green_leaf_bitmaps[7].set_pixel(6, 1, midGreen)
    @green_leaf_bitmaps[7].fill_rect(4, 2, 3, 2, midGreen)
    @green_leaf_bitmaps[7].set_pixel(3, 3, darkGreen)
    @green_leaf_bitmaps[7].set_pixel(2, 4, darkGreen)
    @green_leaf_bitmaps[7].set_pixel(3, 4, midGreen)
    @green_leaf_bitmaps[7].fill_rect(4, 4, 2, 1, khaki)
    @green_leaf_bitmaps[7].set_pixel(1, 5, darkGreen)
    @green_leaf_bitmaps[7].set_pixel(2, 5, midGreen)
    @green_leaf_bitmaps[7].fill_rect(3, 5, 2, 1, lightGreen)
    @green_leaf_bitmaps[7].set_pixel(2, 6, midGreen)
    @green_leaf_bitmaps[7].set_pixel(3, 6, lightGreen)
 
    # 9th leaf bitmap
    @green_leaf_bitmaps[8] = Bitmap.new(8, 8)
    @green_leaf_bitmaps[8].fill_rect(6, 1, 1, 2, midGreen)
    @green_leaf_bitmaps[8].fill_rect(4, 2, 2, 1, midGreen)
    @green_leaf_bitmaps[8].fill_rect(6, 2, 1, 2, darkGreen)
    @green_leaf_bitmaps[8].fill_rect(3, 3, 2, 1, midGreen)
    @green_leaf_bitmaps[8].set_pixel(5, 3, khaki)
    @green_leaf_bitmaps[8].set_pixel(2, 4, midGreen)
    @green_leaf_bitmaps[8].set_pixel(3, 4, khaki)
    @green_leaf_bitmaps[8].set_pixel(4, 4, lightGreen)
    @green_leaf_bitmaps[8].set_pixel(5, 4, midGreen)
    @green_leaf_bitmaps[8].set_pixel(1, 5, midGreen)
    @green_leaf_bitmaps[8].set_pixel(2, 5, khaki)
    @green_leaf_bitmaps[8].fill_rect(3, 5, 2, 1, midGreen)
    @green_leaf_bitmaps[8].set_pixel(1, 6, darkGreen)
    @green_leaf_bitmaps[8].set_pixel(2, 6, midGreen)
 
    # 10th leaf bitmap
    @green_leaf_bitmaps[9] = Bitmap.new(8, 8)
    @green_leaf_bitmaps[9].fill_rect(6, 2, 2, 1, midGreen)
    @green_leaf_bitmaps[9].fill_rect(4, 3, 2, 1, midGreen)
    @green_leaf_bitmaps[9].set_pixel(6, 3, khaki)
    @green_leaf_bitmaps[9].set_pixel(3, 4, midGreen)
    @green_leaf_bitmaps[9].set_pixel(4, 4, khaki)
    @green_leaf_bitmaps[9].set_pixel(5, 4, lightGreen)
    @green_leaf_bitmaps[9].set_pixel(6, 4, mint)
    @green_leaf_bitmaps[9].set_pixel(1, 5, midGreen)
    @green_leaf_bitmaps[9].set_pixel(2, 5, khaki)
    @green_leaf_bitmaps[9].fill_rect(3, 5, 2, 1, mint)
    @green_leaf_bitmaps[9].set_pixel(5, 5, lightGreen)
    @green_leaf_bitmaps[9].set_pixel(2, 6, midGreen)
    @green_leaf_bitmaps[9].set_pixel(3, 6, khaki)
    @green_leaf_bitmaps[9].set_pixel(4, 6, lightGreen)
 
    # 11th leaf bitmap
    @green_leaf_bitmaps[10] = Bitmap.new(8, 8)
    @green_leaf_bitmaps[10].set_pixel(6, 2, midGreen)
    @green_leaf_bitmaps[10].set_pixel(7, 2, darkGreen)
    @green_leaf_bitmaps[10].fill_rect(4, 3, 2, 1, midGreen)
    @green_leaf_bitmaps[10].set_pixel(6, 3, khaki)
    @green_leaf_bitmaps[10].set_pixel(2, 4, darkGreen)
    @green_leaf_bitmaps[10].fill_rect(3, 4, 2, 1, khaki)
    @green_leaf_bitmaps[10].set_pixel(5, 4, lightGreen)
    @green_leaf_bitmaps[10].set_pixel(6, 4, khaki)
    @green_leaf_bitmaps[10].set_pixel(1, 5, midGreen)
    @green_leaf_bitmaps[10].set_pixel(2, 5, khaki)
    @green_leaf_bitmaps[10].set_pixel(3, 5, lightGreen)
    @green_leaf_bitmaps[10].set_pixel(4, 5, mint)
    @green_leaf_bitmaps[10].set_pixel(5, 5, midGreen)
    @green_leaf_bitmaps[10].set_pixel(2, 6, darkGreen)
    @green_leaf_bitmaps[10].fill_rect(3, 6, 2, 1, midGreen)
 
    # 12th leaf bitmap
    @green_leaf_bitmaps[11] = Bitmap.new(8, 8)
    @green_leaf_bitmaps[11].fill_rect(0, 3, 1, 2, darkGreen)
    @green_leaf_bitmaps[11].set_pixel(1, 4, midGreen)
    @green_leaf_bitmaps[11].set_pixel(2, 4, khaki)
    @green_leaf_bitmaps[11].set_pixel(3, 4, lightGreen)
    @green_leaf_bitmaps[11].set_pixel(4, 4, darkGreen)
    @green_leaf_bitmaps[11].set_pixel(7, 4, midGreen)
    @green_leaf_bitmaps[11].set_pixel(1, 5, darkGreen)
    @green_leaf_bitmaps[11].set_pixel(2, 5, midGreen)
    @green_leaf_bitmaps[11].set_pixel(3, 5, lightGreen)
    @green_leaf_bitmaps[11].set_pixel(4, 5, mint)
    @green_leaf_bitmaps[11].set_pixel(5, 5, lightGreen)
    @green_leaf_bitmaps[11].set_pixel(6, 5, khaki)
    @green_leaf_bitmaps[11].set_pixel(7, 5, midGreen)
    @green_leaf_bitmaps[11].fill_rect(2, 6, 2, 1, midGreen)
    @green_leaf_bitmaps[11].set_pixel(4, 6, lightGreen)
    @green_leaf_bitmaps[11].set_pixel(5, 6, khaki)
    @green_leaf_bitmaps[11].set_pixel(6, 6, midGreen)
 
    # 13th leaf bitmap
    @green_leaf_bitmaps[12] = Bitmap.new(8, 8)
    @green_leaf_bitmaps[12].set_pixel(1, 1, darkGreen)
    @green_leaf_bitmaps[12].fill_rect(1, 2, 2, 1, midGreen)
    @green_leaf_bitmaps[12].set_pixel(2, 3, midGreen)
    @green_leaf_bitmaps[12].set_pixel(3, 3, darkGreen)
    @green_leaf_bitmaps[12].set_pixel(4, 3, midGreen)
    @green_leaf_bitmaps[12].fill_rect(2, 4, 2, 1, midGreen)
    @green_leaf_bitmaps[12].set_pixel(4, 4, darkGreen)
    @green_leaf_bitmaps[12].set_pixel(5, 4, lightGreen)
    @green_leaf_bitmaps[12].set_pixel(3, 5, midGreen)
    @green_leaf_bitmaps[12].set_pixel(4, 5, darkGreen)
    @green_leaf_bitmaps[12].fill_rect(5, 5, 2, 1, khaki)
    @green_leaf_bitmaps[12].fill_rect(4, 6, 2, 1, midGreen)
    @green_leaf_bitmaps[12].set_pixel(6, 6, lightGreen)
    @green_leaf_bitmaps[12].set_pixel(6, 7, khaki)
 
    @rose_bitmaps = []
    brightRed = Color.new(255, 0, 0, 255)
    midRed    = Color.new(179, 17, 17, 255)
    darkRed   = Color.new(141, 9, 9, 255)
 
    # 1st rose petal bitmap
    @rose_bitmaps[0] = Bitmap.new(3, 3)
    @rose_bitmaps[0].fill_rect(1, 0, 2, 1, brightRed)
    @rose_bitmaps[0].fill_rect(0, 1, 1, 2, brightRed)
    @rose_bitmaps[0].fill_rect(1, 1, 2, 2, midRed)
    @rose_bitmaps[0].set_pixel(2, 2, darkRed)
 
    # 2nd rose petal bitmap
    @rose_bitmaps[1] = Bitmap.new(3, 3)
    @rose_bitmaps[1].set_pixel(0, 1, midRed)
    @rose_bitmaps[1].set_pixel(1, 1, brightRed)
    @rose_bitmaps[1].fill_rect(1, 2, 1, 2, midRed)
 
    @feather_bitmaps = []
    white = Color.new(255, 255, 255, 255)
 
    # 1st feather bitmap
    @feather_bitmaps[0] = Bitmap.new(3, 3)
    @feather_bitmaps[0].set_pixel(0, 2, white)
    @feather_bitmaps[0].set_pixel(1, 2, grey)
    @feather_bitmaps[0].set_pixel(2, 1, grey)
 
    # 2nd feather bitmap
    @feather_bitmaps[0] = Bitmap.new(3, 3)
    @feather_bitmaps[0].set_pixel(0, 0, white)
    @feather_bitmaps[0].set_pixel(0, 1, grey)
    @feather_bitmaps[0].set_pixel(1, 2, grey)
 
    # 3rd feather bitmap
    @feather_bitmaps[0] = Bitmap.new(3, 3)
    @feather_bitmaps[0].set_pixel(2, 0, white)
    @feather_bitmaps[0].set_pixel(1, 0, grey)
    @feather_bitmaps[0].set_pixel(0, 1, grey)
 
    # 4th feather bitmap
    @feather_bitmaps[0] = Bitmap.new(3, 3)
    @feather_bitmaps[0].set_pixel(2, 2, white)
    @feather_bitmaps[0].set_pixel(2, 1, grey)
    @feather_bitmaps[0].set_pixel(1, 0, grey)
 
    @blood_rain_bitmap = Bitmap.new(7, 56)
    for i in 0..6
      @blood_rain_bitmap.fill_rect(6-i, i*8, 1, 8, darkRed)
    end
 
    @sparkle_bitmaps = []
 
    lightBlue = Color.new(181, 244, 255, 255)
    midBlue   = Color.new(126, 197, 235, 255)
    darkBlue  = Color.new(77, 136, 225, 255)
 
    # 1st sparkle bitmap
    @sparkle_bitmaps[0] = Bitmap.new(7, 7)
    @sparkle_bitmaps[0].set_pixel(3, 3, darkBlue)
 
    # 2nd sparkle bitmap
    @sparkle_bitmaps[1] = Bitmap.new(7, 7)
    @sparkle_bitmaps[1].fill_rect(3, 2, 1, 3, darkBlue)
    @sparkle_bitmaps[1].fill_rect(2, 3, 3, 1, darkBlue)
    @sparkle_bitmaps[1].set_pixel(3, 3, midBlue)
 
    # 3rd sparkle bitmap
    @sparkle_bitmaps[2] = Bitmap.new(7, 7)
    @sparkle_bitmaps[2].set_pixel(1, 1, darkBlue)
    @sparkle_bitmaps[2].set_pixel(5, 1, darkBlue)
    @sparkle_bitmaps[2].set_pixel(2, 2, midBlue)
    @sparkle_bitmaps[2].set_pixel(4, 2, midBlue)
    @sparkle_bitmaps[2].set_pixel(3, 3, lightBlue)
    @sparkle_bitmaps[2].set_pixel(2, 4, midBlue)
    @sparkle_bitmaps[2].set_pixel(4, 4, midBlue)
    @sparkle_bitmaps[2].set_pixel(1, 5, darkBlue)
    @sparkle_bitmaps[2].set_pixel(5, 5, darkBlue)
 
    # 4th sparkle bitmap
    @sparkle_bitmaps[3] = Bitmap.new(7, 7)
    @sparkle_bitmaps[3].fill_rect(3, 1, 1, 5, darkBlue)
    @sparkle_bitmaps[3].fill_rect(1, 3, 5, 1, darkBlue)
    @sparkle_bitmaps[3].fill_rect(3, 2, 1, 3, midBlue)
    @sparkle_bitmaps[3].fill_rect(2, 3, 3, 1, midBlue)
    @sparkle_bitmaps[3].set_pixel(3, 3, lightBlue)
 
    # 5th sparkle bitmap
    @sparkle_bitmaps[4] = Bitmap.new(7, 7)
    @sparkle_bitmaps[4].fill_rect(2, 2, 3, 3, midBlue)
    @sparkle_bitmaps[4].fill_rect(3, 2, 1, 3, darkBlue)
    @sparkle_bitmaps[4].fill_rect(2, 3, 3, 1, darkBlue)
    @sparkle_bitmaps[4].set_pixel(3, 3, lightBlue)
    @sparkle_bitmaps[4].set_pixel(1, 1, darkBlue)
    @sparkle_bitmaps[4].set_pixel(5, 1, darkBlue)
    @sparkle_bitmaps[4].set_pixel(1, 5, darkBlue)
    @sparkle_bitmaps[4].set_pixel(5, 1, darkBlue)
 
    # 6th sparkle bitmap
    @sparkle_bitmaps[5] = Bitmap.new(7, 7)
    @sparkle_bitmaps[5].fill_rect(2, 1, 3, 5, darkBlue)
    @sparkle_bitmaps[5].fill_rect(1, 2, 5, 3, darkBlue)
    @sparkle_bitmaps[5].fill_rect(2, 2, 3, 3, midBlue)
    @sparkle_bitmaps[5].fill_rect(3, 1, 1, 5, midBlue)
    @sparkle_bitmaps[5].fill_rect(1, 3, 5, 1, midBlue)
    @sparkle_bitmaps[5].fill_rect(3, 2, 1, 3, lightBlue)
    @sparkle_bitmaps[5].fill_rect(2, 3, 3, 1, lightBlue)
    @sparkle_bitmaps[5].set_pixel(3, 3, white)
 
    # 7th sparkle bitmap
    @sparkle_bitmaps[6] = Bitmap.new(7, 7)
    @sparkle_bitmaps[6].fill_rect(2, 1, 3, 5, midBlue)
    @sparkle_bitmaps[6].fill_rect(1, 2, 5, 3, midBlue)
    @sparkle_bitmaps[6].fill_rect(3, 0, 1, 7, darkBlue)
    @sparkle_bitmaps[6].fill_rect(0, 3, 7, 1, darkBlue)
    @sparkle_bitmaps[6].fill_rect(2, 2, 3, 3, lightBlue)
    @sparkle_bitmaps[6].fill_rect(3, 2, 1, 3, midBlue)
    @sparkle_bitmaps[6].fill_rect(2, 3, 3, 1, midBlue)
    @sparkle_bitmaps[6].set_pixel(3, 3, white)
 
    # Meteor bitmap
    @meteor_bitmap = Bitmap.new(14, 12)
    @meteor_bitmap.fill_rect(0, 8, 5, 4, paleOrange)
    @meteor_bitmap.fill_rect(1, 7, 6, 4, paleOrange)
    @meteor_bitmap.set_pixel(7, 8, paleOrange)
    @meteor_bitmap.fill_rect(1, 8, 2, 2, brightOrange)
    @meteor_bitmap.set_pixel(2, 7, brightOrange)
    @meteor_bitmap.fill_rect(3, 6, 2, 1, brightOrange)
    @meteor_bitmap.set_pixel(3, 8, brightOrange)
    @meteor_bitmap.set_pixel(3, 10, brightOrange)
    @meteor_bitmap.set_pixel(4, 9, brightOrange)
    @meteor_bitmap.fill_rect(5, 5, 1, 5, brightOrange)
    @meteor_bitmap.fill_rect(6, 4, 1, 5, brightOrange)
    @meteor_bitmap.fill_rect(7, 3, 1, 5, brightOrange)
    @meteor_bitmap.fill_rect(8, 6, 1, 2, brightOrange)
    @meteor_bitmap.set_pixel(9, 5, brightOrange)
    @meteor_bitmap.set_pixel(3, 8, midRed)
    @meteor_bitmap.fill_rect(4, 7, 1, 2, midRed)
    @meteor_bitmap.set_pixel(4, 5, midRed)
    @meteor_bitmap.set_pixel(5, 4, midRed)
    @meteor_bitmap.set_pixel(5, 6, midRed)
    @meteor_bitmap.set_pixel(6, 5, midRed)
    @meteor_bitmap.set_pixel(6, 7, midRed)
    @meteor_bitmap.fill_rect(7, 4, 1, 3, midRed)
    @meteor_bitmap.fill_rect(8, 3, 1, 3, midRed)
    @meteor_bitmap.fill_rect(9, 2, 1, 3, midRed)
    @meteor_bitmap.fill_rect(10, 1, 1, 3, midRed)
    @meteor_bitmap.fill_rect(11, 0, 1, 3, midRed)
    @meteor_bitmap.fill_rect(12, 0, 1, 2, midRed)
    @meteor_bitmap.set_pixel(13, 0, midRed)
 
    # impact bitmap
    @impact_bitmap = Bitmap.new(22, 11)
    @impact_bitmap.fill_rect(0, 5, 1, 2, brightOrange)
    @impact_bitmap.set_pixel(1, 4, brightOrange)
    @impact_bitmap.set_pixel(1, 6, brightOrange)
    @impact_bitmap.set_pixel(2, 3, brightOrange)
    @impact_bitmap.set_pixel(2, 7, brightOrange)
    @impact_bitmap.set_pixel(3, 2, midRed)
    @impact_bitmap.set_pixel(3, 7, midRed)
    @impact_bitmap.set_pixel(4, 2, brightOrange)
    @impact_bitmap.set_pixel(4, 8, brightOrange)
    @impact_bitmap.set_pixel(5, 2, midRed)
    @impact_bitmap.fill_rect(5, 8, 3, 1, brightOrange)
    @impact_bitmap.set_pixel(6, 1, midRed)
    @impact_bitmap.fill_rect(7, 1, 8, 1, brightOrange)
    @impact_bitmap.fill_rect(7, 9, 8, 1, midRed)
 
 
    # Ash bitmaps
    @ash_bitmaps = []
    @ash_bitmaps[0] = Bitmap.new(3, 3)
    @ash_bitmaps[0].fill_rect(0, 1, 1, 3, lightGrey)
    @ash_bitmaps[0].fill_rect(1, 0, 3, 1, lightGrey)
    @ash_bitmaps[0].set_pixel(1, 1, white)
    @ash_bitmaps[1] = Bitmap.new(3, 3)
    @ash_bitmaps[1].fill_rect(0, 1, 1, 3, grey)
    @ash_bitmaps[1].fill_rect(1, 0, 3, 1, grey)
    @ash_bitmaps[1].set_pixel(1, 1, lightGrey)
 
    # Bubble bitmaps
    @bubble_bitmaps = []
    darkBlue  = Color.new(77, 136, 225, 160)
    aqua = Color.new(197, 253, 254, 160)
    lavender = Color.new(225, 190, 244, 160)
 
    # first bubble bitmap
    @bubble_bitmaps[0] = Bitmap.new(24, 24)
    @bubble_bitmaps[0].fill_rect(0, 9, 24, 5, darkBlue)
    @bubble_bitmaps[0].fill_rect(1, 6, 22, 11, darkBlue)
    @bubble_bitmaps[0].fill_rect(2, 5, 20, 13, darkBlue)
    @bubble_bitmaps[0].fill_rect(3, 4, 18, 15, darkBlue)
    @bubble_bitmaps[0].fill_rect(4, 3, 16, 17, darkBlue)
    @bubble_bitmaps[0].fill_rect(5, 2, 14, 19, darkBlue)
    @bubble_bitmaps[0].fill_rect(6, 1, 12, 21, darkBlue)
    @bubble_bitmaps[0].fill_rect(9, 0, 5, 24, darkBlue)
    @bubble_bitmaps[0].fill_rect(2, 11, 20, 4, aqua)
    @bubble_bitmaps[0].fill_rect(3, 7, 18, 10, aqua)
    @bubble_bitmaps[0].fill_rect(4, 6, 16, 12, aqua)
    @bubble_bitmaps[0].fill_rect(5, 5, 14, 14, aqua)
    @bubble_bitmaps[0].fill_rect(6, 4, 12, 16, aqua)
    @bubble_bitmaps[0].fill_rect(9, 2, 4, 20, aqua)
    @bubble_bitmaps[0].fill_rect(5, 10, 1, 7, lavender)
    @bubble_bitmaps[0].fill_rect(6, 14, 1, 5, lavender)
    @bubble_bitmaps[0].fill_rect(7, 15, 1, 4, lavender)
    @bubble_bitmaps[0].fill_rect(8, 16, 1, 4, lavender)
    @bubble_bitmaps[0].fill_rect(9, 17, 1, 3, lavender)
    @bubble_bitmaps[0].fill_rect(10, 18, 4, 3, lavender)
    @bubble_bitmaps[0].fill_rect(14, 18, 1, 2, lavender)
    @bubble_bitmaps[0].fill_rect(13, 5, 4, 4, white)
    @bubble_bitmaps[0].fill_rect(14, 4, 2, 1, white)
    @bubble_bitmaps[0].set_pixel(17, 6, white)
 
    # second bubble bitmap
    @bubble_bitmaps[1] = Bitmap.new(14, 15)
    @bubble_bitmaps[1].fill_rect(0, 4, 14, 7, darkBlue)
    @bubble_bitmaps[1].fill_rect(1, 3, 12, 9, darkBlue)
    @bubble_bitmaps[1].fill_rect(2, 2, 10, 11, darkBlue)
    @bubble_bitmaps[1].fill_rect(3, 1, 8, 13, darkBlue)
    @bubble_bitmaps[1].fill_rect(5, 0, 4, 15, darkBlue)
    @bubble_bitmaps[1].fill_rect(1, 5, 12, 4, aqua)
    @bubble_bitmaps[1].fill_rect(2, 4, 10, 6, aqua)
    @bubble_bitmaps[1].fill_rect(3, 3, 8, 8, aqua)
    @bubble_bitmaps[1].fill_rect(4, 2, 6, 10, aqua)
    @bubble_bitmaps[1].fill_rect(1, 5, 12, 4, aqua)
    @bubble_bitmaps[1].fill_rect(3, 9, 1, 2, lavender)
    @bubble_bitmaps[1].fill_rect(4, 10, 1, 2, lavender)
    @bubble_bitmaps[1].fill_rect(5, 11, 4, 1, lavender)
    @bubble_bitmaps[1].fill_rect(6, 12, 2, 1, white)
    @bubble_bitmaps[1].fill_rect(8, 3, 2, 2, white)
    @bubble_bitmaps[1].set_pixel(7, 4, white)
    @bubble_bitmaps[1].set_pixel(8, 5, white)
 
    @user_bitmaps = []
    update_user_defined
  end

  def update_user_defined
    for image in @user_bitmaps
      image.dispose
    end
 
    #user-defined bitmaps
    for name in $WEATHER_IMAGES
      @user_bitmaps.push(Cache.picture(name))
    end
    for sprite in @sprites
      sprite.bitmap = @user_bitmaps[rand(@user_bitmaps.size)]
    end
  end
end
 

gstv87

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well, that solves the problem, but breaks the whole flow of the animation.
that's there to prevent unnecessary updates, so it has to remain there.

the weather system is updated in every frame by default, so I left it as it was because it was correct.
and it worked when I made the first conversion, before adding the symbols, so the whole thing works, it just broke down when changing the structure from numbers to symbols.
I wouldn't change it back because that's how Ace works, with symbols.
 

Cherrylux

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Tried a bunch of variants on the script call ( $game_screen.weather(type, power, transition, [tone]) ), including $game_map.screen.weather, screen.weather, screen_weather, using :name for the weather type, setting the transition value to 0, etc... and none seem to work.
What is this script's script call format set to now?
Thank you so much!! It's working perfectly now, thank you for the conversion!
 

Cherrylux

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Thanks to everyone who helped, the script and the script call is now working pretty much perfectly! ^-^
 

gstv87

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it's most certainly NOT working perfectly! it'll generate a lot of lag, and it won't update correctly!

wait until we post the finished version, it won't take long.
 

Cherrylux

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Oh, I didn't even realize! I don't mind waiting, thanks for all this help!
 

ZirconStorms

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well, that solves the problem, but breaks the whole flow of the animation.
that's there to prevent unnecessary updates, so it has to remain there.

the weather system is updated in every frame by default, so I left it as it was because it was correct.
and it worked when I made the first conversion, before adding the symbols, so the whole thing works, it just broke down when changing the structure from numbers to symbols.
I wouldn't change it back because that's how Ace works, with symbols.
Maybe try commenting this out only?
Code:
      if @tone == $game_map.screen.weather_tone
        return
      end
The issue isn't for the rain type specifically. It seems initializing any sort of weather at startup (with your script conversion) causes it to just not show up. The following weather effect(s) will also hide themselves once you enter/exit the main menu + most likely any sort of window scenes.
 

gstv87

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ok, update. I managed to isolate the problem:
Code:
def type=(type)
    if @type == type
      if @tone == $game_map.screen.weather_tone
        return
      end
    end
    @type = type
    @tone = $game_map.screen.weather_tone
    @thunder = false
    case @type
    when :rain, :thunder # rain
      bitmap = @rain_bitmap
      if @type == :thunder
        @thunder = true
      end
    when :storm # storm
      bitmap = @storm_bitmap
    when :snow# snow
      bitmap = @snow_bitmap
    when :hail
      bitmap = @hail_bitmap
    when :fall# falling autumn leaves
      bitmap = @autumn_leaf_bitmaps[0]
    when :fall_wind # blowing autumn leaves
      bitmap = @autumn_leaf_bitmaps[0]
    when :fall_swirl # swirling autumn leaves
      bitmap = @autumn_leaf_bitmaps[0]
    when :leaves # falling green leaves
      bitmap = @green_leaf_bitmaps[0]
    when :cherry_blossom # sakura petals
      bitmap = @petal_bitmap
    when :rose # rose petals
      bitmap = @rose_bitmaps[0]
    when :feathers # feathers
      bitmap = @feather_bitmaps[0]
    when :blood # blood rain
      bitmap = @blood_rain_bitmap
    when :sparkles # sparkles
      bitmap = @sparkle_bitmaps[0]
    when :user # user-defined
        bitmap = @user_bitmaps[rand(@user_bitmaps.size)]
    when :snow_wind # blowing snow
      bitmap = @snow_bitmap
      @tone = $game_map.screen.weather_tone
    when :meteor # meteors
      bitmap = @meteor_bitmap
    when :ash # falling ash
      bitmap = @ash_bitmaps[rand(@ash_bitmaps.size)]
    when :bubbles # bubbles
      bitmap = @bubble_bitmaps[rand(@bubble_bitmaps.size)]
    else
      @type = :none
      bitmap = nil
      @thunder = false
      @tone = Tone.new(0,0,0)
    end
    # **** ccoa ****
    for i in 1..sprite_max
      sprite = @sprites[i]
      if sprite != nil
        sprite.visible = (i <= sprite_max)
        if @type == :bubbles
          sprite.bitmap = @bubble_bitmaps[rand(@bubble_bitmaps.size)]
        else
          sprite.bitmap = bitmap
        end
        sprite.tone = @tone
      end
    end
  end

Code:
if @type == type
      if @tone == $game_map.screen.weather_tone
        return
      end
    end
this has to stay, although it could be improved.

Code:
for i in 1..sprite_max
      sprite = @sprites[i]
      if sprite != nil
        sprite.visible = (i <= sprite_max)
        if @type == :bubbles
          sprite.bitmap = @bubble_bitmaps[rand(@bubble_bitmaps.size)]
        else
          sprite.bitmap = bitmap
        end
        sprite.tone = @tone
      end
    end
  end
this, initializes in 0 for some reason.
sprite_max is tied to @power, and @power is set from the call to change_weather, so by the time sprite_max is called the first time (that is, when the weather is changed from :none to something else), it should update @power before reading sprite_max, but for some reason it isn't.

viewports are checked and cleared, visibility of the sprites checks out, coordinates, Z order, everything that is the sprite itself and it's motion, checks out.
the one thing that doesn't, is the number of sprites on screen..... which, when you go check for them being loaded and drawn, manually, they are, but they don't show up

Code:
if [:rain,:thunder,:blood].include?(@type)
     if i == 1
        p sprite.visible         #
        p sprite.viewport        #   <<< all of this checks out!
        p sprite.x               #
        p sprite.z               #
    end
        sprite.x -= 2
        sprite.y += 16
        sprite.opacity -= 8
        if @thunder and ((rand(90000) - sprite_max) == 0)
          $game_map.screen.start_flash(Color.new(255, 255, 255, 255), 5)
          Audio.se_play("Audio/SE/" + THUNDER_SE)
        end
      end
at least 1 sprite should be showing on screen, because i == 1 is true, and sprite 1 is being updated.
 

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