code:
//=============================================================================
// MOG_Weather_EX.js
//=============================================================================

/*:
 * @plugindesc (v3.4 *) Adiciona novos efeitos de climas.
 * @author Moghunter
 *
 * @param Battle Weather
 * @desc Ativar o clima na batalha.
 * @default true
 * @type boolean
 *
 * @help
 * =============================================================================
 * +++ MOG - Weather EX (v3.4) +++
 * By Moghunter
 * https://atelierrgss.wordpress.com/
 * =============================================================================
 * Adiciona novos efeitos de climas.
 * As imagens do clima devem ser gravadas na pasta. (img/weather/)
 *
 * =============================================================================
 * - PLUGIN COMMANDS    /    MAP NOTETAGS
 * =============================================================================
 * Para ativar o clima use o comentário abaixo através da função PLUGIN COMMAND
 *
 * weather ID : TYPE : POWER : SPEED : BLEND_TYPE : FILE_NAME
 *
 *
 * -> ID - Define a ID do clima, é possível utilizar até 10 climas diferentes ao
 * mesmo tempo.
 *
 * -> TYPE - Efeito (de 0 a 29)
 *        0 -  Wind 1 (Falling)
 *        1 -  Wind 2 (Left Side)
 *        2 -  Wind 3 (Zoom)
 *        3 -  Spark 1
 *        4 -  Spark 2 (Magical Field)
 *        5 -  Spark 3 (FireFly)
 *        6 -  Fire 1 (Two Sides)
 *        7 -  Fire 2 (One Side)
 *        8 -  Fire 3 (Explosion)
 *        9 -  Snow 1
 *        10 - Snow 2 (Storm)
 *        11 - Snow 3 (Freezing)
 *        12 - Rain 1
 *        13 - Rain 2  (Splashing)
 *        14 - Rain 3  (Zoom)
 *        15 - Cloud 1 (Fog Effect)
 *        16 - Cloud 2 (Frontal Zoom)
 *        17 - Cloud 3 (Strong)
 *        18 - Random 1
 *        19 - Random 2 (Zoom)
 *        20 - Random 3 (Cosmo)
 *        21 - Sunshine
 *        22 - Fog
 *        23 - Steam
 *        24 - LightSpeed
 *        25 - Shooting Star 1
 *        26 - Shooting Star 2 (Rotation)
 *        27 - Shinning
 *        28 - Bouncing
 *        29 - Spark 4 (Magic Field 2 / Diagonal)
 *        30 - Bubbles
 *        31 - StandStill
 *        32 - Fog XP Style (Horizontal scrolling)
 *        33 - Fog XP Style (Vertical scrolling)
 *        35 - Overlay 1 (Tilling Mode -> "Sprite Loop")
 *        36 - Overlay 2 (Sprite Mode -> Less Lag)
 *
 * -> POWER - Poder do clima. (Quantidade de partículas) (1 a 2000)
 *
 * -> SPEED - Define a velocidade da animação. (0% a 1000%)
 *
 * -> BLEND_TYPE - Tipo de Blend (0 a 1)
 *
 * -> FILE_NAME = Nome do arquivo de imagem.
 *
 * -------------------------------------
 * EG
 *         weather : 0 : 0 : 40 : 1 : 0 : Leaf_02B
 * -------------------------------------
 *
 * =============================================================================
 * - OFFSET  COMMANDS
 * =============================================================================
 * weather : ID : TYPE : POWER : SPEED :  BLEND_TYPE : FILE_NAME : Z-INDEX : ZOOM : FRAMES : ANIMATION_SPEED
 *
 * -> Z-INDEX        - Define se o clima ficará acima ou abaixo do tileset.
 *                         0 - Abaixo do Tileset.
 *                         1 - Acima do Tileset.
 *          		       2 - Acima das Imagens (Pictures)
 *
 * -> ZOOM           - Aumenta ou diminue o tamanho da imagem. (0% - 800%)
 *
 * -> FRAMES         - Ativa animação das partículas. Defina a quantidade de frames da imagem.
 *
 * -> ANIMATION_SPEED    - Define a velocidade da animação.
 *
 * -------------------------------------
 * EG
 *         weather : 0 : 0 : 40 : 1 : Leaf_02B : 1 : 5 : 0.50 : 0.20 : 4 : 20
 * -------------------------------------
 *
 *
 *
 * =============================================================================
 * - REMOVER CLIMA
 * =============================================================================
 * Para remover o clima use o plugin command abaixo.
 *
 *      clear_weather : WEATHER_INDEX
 *
 * Para remover todos os climas use o plugin command abaixo.
 *
 *      clear_all_weathers
 *
 * Para desativar o clima na batalha use o plugin command abaixo.
 *
 *      battle_weather : false
 *
 * ============================================================================
 * - WHAT'S  NEW
 * ============================================================================
 * - (version 3.4) -
 *   (BUG FIX) – Correção da posição das partículas ao mudar de mapa.
 *
 * - (version 3.3) -
 *   (BUG FIX) - Correção de não dar refresh nos climas 6,17 e 20,
 *
 * - (version 3.2) -
 *   (BUG FIX) - Corrigido o Bug no efeito Fog XP Style com o plugin
 *           MOG_BattleCameraFrontal
 *
 * - (version 3.1) -
 *   (NEW) - Adicionado o efeito de neblina estilo Rpg Maker XP. (4 Efeitos)
 *   (UPD) - Removido o limite de quantidade de partículas. (Benchmark test)
 *   (BUG FIX) - Correção do crash relativo aos Notetags dos Mapas.
 *   (BUG FIX) - Correção na compatibilidade com o Battle Camera plugin.
 *
 * - (version 3.0) -
 *   (NEW) - Possibilidade de utilizar multiplos climas (max 10).
 *   (NEW) - Adicionado 9 novos efeitos.
 *   (NEW) - Partículas animadas (Frames).
 *   (NEW) - Possibilidade de definir a prioridade de visibilidade do clima.
 *   (NEW) - Novas opções de customização do clima (Velocidade,Zoom)
 *   (NEW) - Plugin Command para ativar ou desativar os climas na batalha.
 *   (NEW) - Possibilidade de ativar os climas usando NOTETAGS do map.
 *   (UPD) - Melhoria na posição das partículas em tela em movimento.
 *   (BUG FIX) - Correção na posição inicial das particulas em alguns tipos
 *               de climas.
 *
 */

//=============================================================================
// ** PLUGIN PARAMETERS
//=============================================================================

  　var Imported = Imported || {};
　　Imported.MOG_Weather_EX = true;
　　var Moghunter = Moghunter || {};

  　Moghunter.parameters = PluginManager.parameters('MOG_Weather_EX');
    Moghunter.weatherEX_max = Number(Moghunter.parameters['Weather Max'] || 20);
    Moghunter.weatherEX_battle  = String(Moghunter.parameters['Battle Weather'] || "true");
	Moghunter.weatherEX_layer1  = Number(Moghunter.parameters['Layer 1 - Z-Index'] || 0);
	Moghunter.weatherEX_layer2  = Number(Moghunter.parameters['Layer 2 - Z-Index'] || 50);
	Moghunter.weatherEX_layer3  = Number(Moghunter.parameters['Layer 3 - Z-Index'] || 110);

//=============================================================================
// ** ImageManager
//=============================================================================

//==============================
// * Weather
//==============================
ImageManager.loadWeather = function(filename) {
    return this.loadBitmap('img/weather/', filename, 0, true);
};

//=============================================================================
// ** Game System
//=============================================================================

//==============================
// * Initialize
//==============================
var _mog_weatherEX_system_initialize = Game_System.prototype.initialize;
Game_System.prototype.initialize = function() {
	_mog_weatherEX_system_initialize.call(this);
	this._weatherEXScnBat = String(Moghunter.weatherEX_battle) === "true" ? true : false;
	this._weatherEX_MapId = -1;
	this.weatherEX_initialize(false);
};

//==============================
// * weather EX initialize
//==============================
Game_System.prototype.weatherEX_initialize = function(needrefresh) {
	this._weatherSprites = null;
	this._weatherPreData = null;
	if (this._weatherEX_Data == null) {this._weatherEX_Data = []};
	for (var i = 0; i < Moghunter.weatherEX_max; i++) {
	     this.clearWeatherEX(i,needrefresh);
	};
};

//==============================
// * clear Weather EX
//==============================
Game_System.prototype.clearWeatherEX = function(id,needrefresh) {
	this._needRefreshWeatherEX = needrefresh;
	this._weatherEX_Data[id] = {};
	this._weatherEX_Data[id].mode = -1;
	this._weatherEX_Data[id].power = 0;
	this._weatherEX_Data[id].fileName = "";
	this._weatherEX_Data[id].z = 0;
	this._weatherEX_Data[id].blendMode = 0;
	this._weatherEX_Data[id].speed = 0;
	this._weatherEX_Data[id].rot = 0;
	this._weatherEX_Data[id].scale = 0;
	this._weatherEX_Data[id].frames = 1
	this._weatherEX_Data[id].needRefresh = needrefresh;
};

//==============================
// * Command Setup Weather
//==============================
Game_System.prototype.commandSetupWeather = function(args) {
	var id = args[1] != null ? Number(args[1]) : 0;
	var mode = args[3] != null ? Number(args[3]) : 0;
	var power = args[5] != null ? Number(args[5]) : 1;
	var speed = args[7] != null ? Number(args[7]) : 100;
	var blendType = args[9] != null ? Number(args[9]) : 0;
	var fileName = args[11] != null ? String(args[11]) : "";
	var z = args[13] != null ? Number(args[13]) : 1;
	var scale = args[15] != null ? Number(args[15]) : 100;
	var frame = args[17] != null ? Number(args[17]) : 1;
	var frameSpeed = args[19] != null ? Number(args[19]) : 10;

    var id_Real =  Math.min(Math.max(id, 0),$gameSystem._weatherEX_Data.length - 1);
	var mode_Real = Math.min(Math.max(mode, 0),35);
	var power_Real = Math.max(power, 1);
	var z_Real = Math.min(Math.max(z, 0),2);
	var blendType_Real = Math.min(Math.max(blendType, 0),2);
	var scale_Real = Math.min(Math.max(scale, 0),800);
	var speed_Real = Math.min(Math.max(speed, 0),1000);
	var frame_Real = Math.min(Math.max(frame, 1),100);
	var frame_Speed = Math.min(Math.max(frameSpeed, 0),1000);

	this._weatherEX_Data[id_Real].mode = mode_Real;
	this._weatherEX_Data[id_Real].power = power_Real;
	this._weatherEX_Data[id_Real].z = z_Real;
	this._weatherEX_Data[id_Real].blendMode = blendType_Real;
	this._weatherEX_Data[id_Real].fileName = fileName;
	this._weatherEX_Data[id_Real].speed = speed_Real;
	this._weatherEX_Data[id_Real].scale = scale_Real;
	this._weatherEX_Data[id_Real].frames = frame_Real;
	this._weatherEX_Data[id_Real].frameSpeed = frame_Speed;
	this._weatherEX_Data[id_Real].needRefresh = true;
	this._needRefreshWeatherEX = true;
};

//==============================
// * weather Mode
//==============================
Game_System.prototype.weatherMode = function(id) {
     if (id == null) {return 0};
	 if (this._weatherEX_Data[id] == null) {return 0};
	 return this._weatherEX_Data[id].mode;
};

//=============================================================================
// ** Game_Interpreter
//=============================================================================

//==============================
// * Plugin Command
//==============================
var _mog_weatherEX_pluginCommand = Game_Interpreter.prototype.pluginCommand
Game_Interpreter.prototype.pluginCommand = function(command, args) {
	this.commandWeatherEX(command, args);
	_mog_weatherEX_pluginCommand.call(this,command, args);
	return true;
};

//==============================
// * Command Weather EX
//==============================
Game_Interpreter.prototype.commandWeatherEX = function(command, args) {
	if (command === "clear_weather") {$gameSystem.clearWeatherEX(Number(args[1]),true)};
	if (command === "clear_all_weathers") {$gameSystem.weatherEX_initialize(true)};
	if (command === "battle_weather") {this.commandBattleWeather(args)};
    if (command === "weather" && args)  {$gameSystem.commandSetupWeather(args)};
	return true;
};

//==============================
// * Command Battle Weather
//==============================
Game_Interpreter.prototype.commandBattleWeather = function(args) {
    var enable = args[1] != null ? String(args[1]) : true;
	var enableReal = String(enable) === "true" ? true : false;
	$gameSystem._weatherEXScnBat = enableReal;
};

//=============================================================================
// ** Game Map
//=============================================================================

//==============================
// * Setup
//==============================
var _mog_weatherEX_gmap_setup = Game_Map.prototype.setup;
Game_Map.prototype.setup = function(mapId) {
	_mog_weatherEX_gmap_setup.call(this,mapId);
    if (this._mapId > 0) {this.setWeatherEX($dataMap.note)};
};

//==============================
// * Setup Weather EX
//==============================
Game_Map.prototype.setWeatherEX = function(nt) {
    var notetags = nt.split(/[\r\n]+/);
    notetags.forEach(function(note) {
		var note_data = note.split(' : ')
		if (notetags == "clear_all_weathers") {$gameSystem.weatherEX_initialize(true)
		} else if (note_data[0].toLowerCase() == "weather"){
			 note_data.shift();	 var noteR = [];
			 var rd = 0; var rdi = 0;
			 var maxr = note_data.length * 2
             for (var i = 0; i < maxr; i++) {
				 if (rd == 0) {
					 noteR.push([]);rd = 1;
				 } else {
					 noteR.push(note_data[rdi]);
					 rd = 0;rdi++
				 };
			 };
			 $gameSystem.commandSetupWeather(noteR);
	}
	},this);
};

//=============================================================================
// ** Spriteset Base
//=============================================================================

//==============================
// * initialize
//==============================
var _mog_weatherEx_sprtBase = Spriteset_Base.prototype.initialize;
Spriteset_Base.prototype.initialize = function() {
	this._weatherEXSprites = [];
	_mog_weatherEx_sprtBase.call(this);
	$gameSystem._weatherSprites = null;
	$gameSystem._weatherPreData = null
};

//==============================
// * record Weather EX DataMap
//==============================
Spriteset_Base.prototype.recordWeatherEXDataMap = function() {
    for (var i = 0; i < this._weatherEXSprites.length; i++) {
		 if (this._weatherEXSprites[i]) {
			 this._weatherEXSprites[i].recordWeatherEXData();
		 };
	};
};

//==============================
// * load Pre Weather
//==============================
Spriteset_Base.prototype.reloadWeatherEX = function() {
	for (var i = 0; i < $gameSystem._weatherEX_Data.length; i++) {
		if ($gameSystem._weatherEX_Data[i]) {
			if ($gameSystem._weatherEX_Data[i].mode >= 0) {
				this.createWeatherEX(i);
			};
			$gameSystem._weatherEX_Data[i].needRefresh = false;
		};
	};
};

//==============================
// * create Weather EX
//==============================
Spriteset_Base.prototype.createWeatherEX = function(id) {
    this._weatherEXSprites[id] = new SpriteWeatherEX(id);
	this._weatherEXSprites[id].z = id + 10;
	if ($gameSystem._weatherEX_Data[id].z === 0) {
		this._weatherField_1.addChild(this._weatherEXSprites[id]);
	} else if ($gameSystem._weatherEX_Data[id].z === 1) {
		this._weatherField_2.addChild(this._weatherEXSprites[id]);
	} else {
		this._weatherField_3.addChild(this._weatherEXSprites[id]);
	};
	this._weatherField_1.children.sort(function(a, b){return a.z-b.z});
	this._weatherField_2.children.sort(function(a, b){return a.z-b.z});
	this._weatherField_3.children.sort(function(a, b){return a.z-b.z});

};

//==============================
// * create Weather EX Refresh
//==============================
Spriteset_Base.prototype.createWeatherEXRefresh = function() {
	for (var i = 0; i < $gameSystem._weatherEX_Data.length; i++) {
		if ($gameSystem._weatherEX_Data[i]) {
			if (this.canCreateWeatherEX(i)) {
				this.createWeatherEX(i);
			};
			$gameSystem._weatherEX_Data[i].needRefresh = false;
		};
	};
};

//==============================
// * can Create Weather EX
//==============================
Spriteset_Base.prototype.canCreateWeatherEX = function(i) {
    if ($gameSystem._weatherEX_Data[i].mode < 0) {return false};
    if ($gameParty.inBattle()) {return true};
	if (!$gameSystem._weatherEX_Data[i].needRefresh) {return false};
    return true;
};

//==============================
// * remove Weather EX Refresh
//==============================
Spriteset_Base.prototype.removeWeatherEXRefresh = function() {
	for (var i = 0; i < $gameSystem._weatherEX_Data.length; i++) {
		if ($gameSystem._weatherEX_Data[i].needRefresh && this._weatherEXSprites[i]) {
           this._weatherField_1.removeChild(this._weatherEXSprites[i]);
    	   this._weatherField_2.removeChild(this._weatherEXSprites[i]);
   		   this._weatherEXSprites[i].clear();
	   	   this._weatherEXSprites[i] = null;
        };
	};
};

//==============================
// * create Weather Field 1
//==============================
Spriteset_Base.prototype.createWeatherField_1 = function(mode) {
	this._weatherField_1 = new Sprite();
	this._weatherField_1.z = Moghunter.weatherEX_layer1;
	this._weatherField_1.mz = this._weatherField_1.z;
	if (mode === 1 && this._battleField) {
		this._battleField.addChild(this._weatherField_1);
	} else {
		this._baseSprite.addChild(this._weatherField_1);
	};
};

//==============================
// * create Weather Field 2
//==============================
Spriteset_Base.prototype.createWeatherField_2 = function(mode) {
	this._weatherField_2 = new Sprite();
	this._weatherField_2.z = Moghunter.weatherEX_layer2;
	this._weatherField_2.mz = this._weatherField_2.z;
	if (mode === 1 && this._battleField) {
		this._battleField.addChild(this._weatherField_2);
	} else {
		this._baseSprite.addChild(this._weatherField_2);
	};
};

//==============================
// * create Weather Field 3
//==============================
Spriteset_Base.prototype.createWeatherField_3 = function(mode) {
	this._weatherField_3 = new Sprite();
	this._weatherField_3.z = Moghunter.weatherEX_layer3;
	this._weatherField_3.mz = this._weatherField_3.z;
	this._pictureContainer.addChild(this._weatherField_3);
};

//==============================
// * Create Pictures
//==============================
var _mog_weatherEX_sprtbase_createPictures = Spriteset_Base.prototype.createPictures;
Spriteset_Base.prototype.createPictures = function() {
	_mog_weatherEX_sprtbase_createPictures.call(this);
	this.createWeatherField_3();
	if (this.canReloadWeatherEX()) {this.reloadWeatherEX();};
};

//==============================
// * Can Reload Weather EX
//==============================
Spriteset_Base.prototype.canReloadWeatherEX = function() {
    if (this._battleField && !$gameSystem._weatherEXScnBat) {return false};
    return true;
};

//==============================
// * Update
//==============================
var _mog_weatherEX_sprtbase_update = Spriteset_Base.prototype.update;
Spriteset_Base.prototype.update = function() {
    _mog_weatherEX_sprtbase_update .call(this);
	this.updateWeatherEX_Base();
	$gameSystem._weatherEX_MapId = $gameMap._mapId;
};

//==============================
// * Update Weather EX Base
//==============================
Spriteset_Base.prototype.updateWeatherEX_Base = function(id) {
	if ($gameSystem._needRefreshWeatherEX) {this.refreshWeatherEX()};
};

//==============================
// * Refresh Weather EX
//==============================
Spriteset_Base.prototype.refreshWeatherEX = function() {
    $gameSystem._needRefreshWeatherEX = false;
	this.removeWeatherEXRefresh()
	this.createWeatherEXRefresh()
};

//=============================================================================
// ** Spriteset Map
//=============================================================================

//==============================
// * create Parallax
//==============================
var _mog_weatherEx_sprtMap_createParallax = Spriteset_Map.prototype.createParallax;
Spriteset_Map.prototype.createParallax = function() {
	_mog_weatherEx_sprtMap_createParallax.call(this);
	if (!this._weatherField_1) {this.createWeatherField_1(0)};
};

//==============================
// * create TileMap
//==============================
var _mog_weatherEx_sprtMap_createTilemap = Spriteset_Map.prototype.createTilemap;
Spriteset_Map.prototype.createTilemap = function() {
	if (!this._weatherField_1) {this.createWeatherField_1(0)};
	_mog_weatherEx_sprtMap_createTilemap.call(this);
};

//==============================
// * create Lower Layer
//==============================
var _mog_weatherEx_sprtMap_createLowerLayer = Spriteset_Map.prototype.createLowerLayer;
Spriteset_Map.prototype.createLowerLayer = function() {
	_mog_weatherEx_sprtMap_createLowerLayer.call(this);
	if (!this._weatherField_2) {this.createWeatherField_2(0)};
};

//=============================================================================
// ** Spriteset Battle
//=============================================================================

//==============================
// * create BattleBack
//==============================
var _mog_weatherEx_createBattleback = Spriteset_Battle.prototype.createBattleback;
Spriteset_Battle.prototype.createBattleback = function() {
	if (!this._weatherField_1) {this.createWeatherField_1(1)};
	_mog_weatherEx_createBattleback.call(this);
};

//==============================
// * create Lower Layer
//==============================
var _mog_weatherEx_sprtBat_createLowerLayer = Spriteset_Battle.prototype.createLowerLayer;
Spriteset_Battle.prototype.createLowerLayer = function() {
	_mog_weatherEx_sprtBat_createLowerLayer.call(this);
	if (!this._weatherField_2) {this.createWeatherField_2(1)};
};

//=============================================================================
// ** Scene Map
//=============================================================================

//==============================
// * snap For BattleBackground
//==============================
var _weather_ex_scMap_snapForBattleBackground = Scene_Map.prototype.snapForBattleBackground;
Scene_Map.prototype.snapForBattleBackground = function() {
	if (this.needHideWeatherforSnap(0)) {this.enableWeatherEXField(false)};
	_weather_ex_scMap_snapForBattleBackground.call(this);
	if (this.needHideWeatherforSnap(1)) {this.enableWeatherEXField(true)};
};

//==============================
// * need Hide Weather for Snap
//==============================
Scene_Map.prototype.needHideWeatherforSnap = function(mode) {
	if (!this._spriteset) {return false};
	if (!this._spriteset._weatherField_1) {return false};
	if (mode == 1) {return true};
	if (!$gameSystem._weatherEXScnBat) {return false};
    return true;
};

//==============================
// * enable Weather EX Field
//==============================
Scene_Map.prototype.enableWeatherEXField = function(enable) {
    this._spriteset._weatherField_1.visible = enable;
	this._spriteset._weatherField_2.visible = enable;
	this._spriteset._weatherField_3.visible = enable;
};

//==============================
// * Terminate
//==============================
var _mog_weatherEX_scMap_terminate = Scene_Map.prototype.terminate;
Scene_Map.prototype.terminate = function() {
    if (this._spriteset && this._spriteset._weatherField_1) {this._spriteset.recordWeatherEXDataMap()};
    _mog_weatherEX_scMap_terminate.call(this);
};

//=============================================================================
// ** Scene Battle
//=============================================================================

//==============================
// * Terminate
//==============================
var _mog_weather_ex_scBattle_terminate = Scene_Battle.prototype.terminate;
Scene_Battle.prototype.terminate = function() {
    _mog_weather_ex_scBattle_terminate.call(this);
    if (this._spriteset && this._spriteset._weatherField_1) {this._spriteset.recordWeatherEXDataMap()};
};

//=============================================================================
// * SpriteWeatherEX
//=============================================================================
function SpriteWeatherEX() {
    this.initialize.apply(this, arguments);
};

SpriteWeatherEX.prototype = Object.create(Sprite.prototype);
SpriteWeatherEX.prototype.constructor = SpriteWeatherEX;

//==============================
// * Initialize
//==============================
SpriteWeatherEX.prototype.initialize = function(id) {
	Sprite.prototype.initialize.call(this);
	this._id = id;
	this._cam = [0,0,false,0,0];
	this._modePosX = 0;
	this._screenRX = Graphics.boxWidth;
	this._screenRY = Graphics.boxHeight;
	this._screenAn = Math.floor(this._screenRX / 13);
	this._speed = 0;
	this._imgChecked = false;
	this._imgData = [];
	this._camCheck = false;
	this._rot = this.data().rot;
	this.loadBitmapS();
	this.createSprites();
};

//==============================
// * record Weather EX Data
//==============================
SpriteWeatherEX.prototype.recordWeatherEXData = function() {
	if (!$gameSystem._weatherSprites) {$gameSystem._weatherSprites = []};
	$gameSystem._weatherSprites[this._id] = [];
    for (var i = 0; i < this._sprites.length; i++) {
		 var sprite = this._sprites[i];
		 $gameSystem._weatherSprites[this._id][i] = {};
		 $gameSystem._weatherSprites[this._id][i].idS = sprite._id;
		 $gameSystem._weatherSprites[this._id][i].x = sprite.x;
		 $gameSystem._weatherSprites[this._id][i].y = sprite.x;
		 $gameSystem._weatherSprites[this._id][i].scaleX = sprite.scale.x;
		 $gameSystem._weatherSprites[this._id][i].scaleY = sprite.scale.y;
		 $gameSystem._weatherSprites[this._id][i].blendMode = sprite.blendMode;
		 $gameSystem._weatherSprites[this._id][i].anchorX = sprite.anchor.x;
		 $gameSystem._weatherSprites[this._id][i].anchorY = sprite.anchor.y;
		 $gameSystem._weatherSprites[this._id][i].rotation = sprite.rotation;
		 $gameSystem._weatherSprites[this._id][i].opacity = sprite.opacity;
		 $gameSystem._weatherSprites[this._id][i].realX = sprite._realX;
		 $gameSystem._weatherSprites[this._id][i].realY = sprite._realY;
		 $gameSystem._weatherSprites[this._id][i].sx = sprite._sx;
		 $gameSystem._weatherSprites[this._id][i].sy = sprite._sy;
		 $gameSystem._weatherSprites[this._id][i].rt = sprite._rt;
		 $gameSystem._weatherSprites[this._id][i].zx = sprite._zx;
		 $gameSystem._weatherSprites[this._id][i].zy = sprite._zy;
		 $gameSystem._weatherSprites[this._id][i].zx2 = sprite._zx2;
		 $gameSystem._weatherSprites[this._id][i].zy2 = sprite._zy2;
		 $gameSystem._weatherSprites[this._id][i].zp = sprite._zp;
		 $gameSystem._weatherSprites[this._id][i].ani = sprite._ani;
		 $gameSystem._weatherSprites[this._id][i].roll = sprite._roll;
		 $gameSystem._weatherSprites[this._id][i].frames = sprite._frames
		 $gameSystem._weatherSprites[this._id][i].originX = sprite.origin.x;
		 $gameSystem._weatherSprites[this._id][i].originY = sprite.origin.y;
	};
};

//==============================
// * Data
//==============================
SpriteWeatherEX.prototype.data = function() {
    return $gameSystem._weatherEX_Data[this._id];
};

//==============================
// * pre Data
//==============================
SpriteWeatherEX.prototype.preData = function() {
    return $gameSystem._weatherSprites[this._id];
};

//==============================
// * Load Bitmap S
//==============================
SpriteWeatherEX.prototype.loadBitmapS = function() {
    this._image = ImageManager.loadWeather(this.data().fileName);
};

//==============================
// * Need Check Img
//==============================
SpriteWeatherEX.prototype.needCheckImg = function() {
	if (this._imgChecked) {return false};
    if (this._image.width == 0) {return false};
	return true
};

//==============================
// * Mode
//==============================
SpriteWeatherEX.prototype.mode = function() {
    return this.data().mode;
};

//==============================
// * is Animated
//==============================
SpriteWeatherEX.prototype.isAnimated = function() {
    return this.data().frames > 1;
};

//==============================
// * Clear
//==============================
SpriteWeatherEX.prototype.clear = function(id) {
    for (var i = 0; i < this._sprites.length; i++) {
		this.removeChild(this._sprites[i])
	};
};

//==============================
// * Check Img Par
//==============================
SpriteWeatherEX.prototype.checkImgPar = function() {
    this._imgChecked = true;
    this._imgData = [];
	this._imgData[0] = this._image.width;
	this._imgData[1] = this._image.height;
	this._imgData[2] = this._image.width / 2;
	this._imgData[3] = this._image.height / 2;
};

//==============================
// * is Tilling Weather
//==============================
SpriteWeatherEX.prototype.isTilingWeather = function() {
	if (this.mode() == 32) {return true};
	if (this.mode() == 33) {return true};
	if (this.mode() == 34) {return true};
	return false;
};

//==============================
// * Create Sprites
//==============================
SpriteWeatherEX.prototype.createSprites = function() {
	this._sprites = [];
    for (var i = 0; i < this.data().power; i++) {
		if (this.isTilingWeather()) {
		    this._sprites[i] = new TilingSprite(this._image);
			this._sprites[i].tiling = true;
			this._sprites[i].needRefreshMove = false;
			if (Imported.MOG_BattleCameraFrontal && $gameParty.inBattle()) {
				this.refreshTilingMove(this._sprites[i]);
                this._sprites[i].refreshMove = false;
		    } else {
			    this._sprites[i].move(0, 0,Graphics.boxWidth + 32,Graphics.boxHeight + 32);
			};
			this._sprites[i].x = -16 + (Graphics.boxWidth / 2);
			this._sprites[i].y = -16 + (Graphics.boxHeight / 2);
		} else {
		    this._sprites[i] = new Sprite(this._image)
		};
		this._sprites[i].z = i;
		this.setupBase(this._sprites[i],i);
		this.refreshWeather(this._sprites[i],true);
		if ($gameSystem._weatherEX_MapId == $gameMap._mapId) {
		   if ($gameSystem._weatherSprites && this.preData() && this.preData()[i]) {this.loadPreData(this._sprites[i],this.preData()[i])}
		};
		this.addChild(this._sprites[i]);
	};
};

//==============================
// * Refresh Tiling Move
//==============================
SpriteWeatherEX.prototype.refreshTilingMove = function(sprite) {
	var w1 = Graphics.boxWidth;
	var h1 = Graphics.boxHeight;
	var w2 = (w1 * 130 / 100);
	var h2 = (h1 * 130 / 100);
	var w = w1 + w2 + 32;
	var h = h1 + h2 + 32;
	var x = (w2 / 3)
	var y =	(h2 / 3)
	sprite.move(x, y,w,h);
	sprite.refreshMove = true;
};

//==============================
// * Setup Base
//==============================
SpriteWeatherEX.prototype.setupBase = function(sprite,index) {
	sprite._id = index;
	sprite.anchor.x = 0.5;
	sprite.anchor.y = 0.5;
	sprite.blendMode = this.data().blendMode
	sprite.origin = new Point();
	sprite._realX = 0;
	sprite._realY = 0;
	sprite._sx = 0;
	sprite._sy = 0;
	sprite._rt = 0;
	sprite._op = 0;
	sprite._zx = 0;
	sprite._zy = 0;
	sprite.originX = 0;
	sprite.originY = 0;
	sprite._zp = [1.00,1.00];
	sprite._ani = [false,0,0,0,0,0,0,0,0,0,0,0];
	sprite._roll = 0;
	sprite._wait = this.data().wait;
	sprite._frames = [0,0,0,0,0];
};

//==============================
// * set Cam Screen
//==============================
SpriteWeatherEX.prototype.setCamScreen = function() {
	var camRange = $gameSystem._cam_data[1] / 100;
	var center = [(Graphics.boxWidth / 2),(Graphics.boxHeight / 2)];
	this._cam[0] = Math.floor(center[0] * camRange);
	this._cam[1] = Math.floor(center[1] * camRange);
	this._cam[2] = true;
	this._screenRX = Graphics.boxWidth + (this._cam[0] * 2);
	this._screenRY = Graphics.boxHeight + (this._cam[1] * 2);
};

//==============================
// * set Frontal Camera
//==============================
SpriteWeatherEX.prototype.setFrontalCamera = function() {
    this._cam[0] = Graphics.boxWidth * 50 / 100;
	this._cam[1] = Graphics.boxHeight * 50 / 100;
	this._cam[3] = Graphics.boxWidth / 2
	this._cam[4] = Graphics.boxHeight / 2
};

//==============================
// * loadPreData
//==============================
SpriteWeatherEX.prototype.loadPreData = function(sprite,data) {
	 sprite.x = data.x;
	 sprite.y = data.x;
	 sprite.scale.x = data.scaleX;
	 sprite.scale.y = data.scaleY;
	 sprite.anchor.x = data.anchorX;
	 sprite.anchor.y = data.anchorY;
	 sprite.blendMode = data.blendMode;
  	 sprite.rotation = data.rotation;
	 sprite.opacity = data.opacity;
	 sprite._realX = data.realX;
	 sprite._realY = data.realY;
	 sprite._sx = data.sx;
	 sprite._sy = data.sy;
	 sprite._rt = data.rt;
	 sprite._zx = data.zx;
	 sprite._zy = data.zy;
	 sprite._zx2 = data.zx2;
	 sprite._zy2 = data.zy2;
	 sprite._zp = data.zp;
	 sprite._ani = data.ani;
	 sprite._roll = data.roll;
	 sprite._frames = data.frames;
	 sprite._id = data.idS;
	 sprite.origin.x = data.originX;
	 sprite.origin.y = data.originY;
	 if (this.isTilingWeather()) {
		 sprite.move(0, 0,Graphics.boxWidth + 32,Graphics.boxHeight + 32);
		 sprite.x = -16 +(Graphics.boxWidth / 2);
		 sprite.y = -16 + (Graphics.boxHeight / 2);
	 };
};

//==============================
// * screen Y
//==============================
SpriteWeatherEX.prototype.screenX = function() {
	if (this.needFixScreen()) {return 0};
	return $gameMap.displayX() * $gameMap.tileWidth();
};

//==============================
// * screen Y
//==============================
SpriteWeatherEX.prototype.screenY = function() {
	if (this.needFixScreen()) {return 0};
	return $gameMap.displayY() * $gameMap.tileHeight();
};

//==============================
// * need Fix Screen
//==============================
SpriteWeatherEX.prototype.needFixScreen = function() {
	if (this.needFixScreenMode()) {return true};
	if ($gameParty.inBattle()) {return true};
    return false;
};

//==============================
// * need Fix Screen Mode
//==============================
SpriteWeatherEX.prototype.needFixScreenMode = function() {
	if (this.mode() == 21) {return true};
    return false;
};

//==============================
// * screen limit X1
//==============================
SpriteWeatherEX.prototype.screenLimitX1 = function(sprite) {
	return -(sprite.width + this._cam[0] + 96);
};

//==============================
// * screen limit X2
//==============================
SpriteWeatherEX.prototype.screenLimitX2= function(sprite) {
	return this._screenRX + sprite.width + this._cam[0] + 96;
};

//==============================
// * screen limit Y1
//==============================
SpriteWeatherEX.prototype.screenLimitY1 = function(sprite) {
	return -(sprite.height + this._cam[1] + 96);
};

//==============================
// * screen limit Y2
//==============================
SpriteWeatherEX.prototype.screenLimitY2 = function(sprite) {
	return this._screenRY + sprite.height + this._cam[1] + 96;
};

//==============================
// * random Pos X
//==============================
SpriteWeatherEX.prototype.randomPosX = function(sprite) {
    sprite._realX = -(this._cam[0] + 50 + this._modePosX) + (Math.randomInt(this.screenX() + this._screenRX + 50 + this._cam[0] + this._cam[3]));
};

//==============================
// * random Pos Y
//==============================
SpriteWeatherEX.prototype.randomPosY = function(sprite) {
    sprite._realY = -(this._cam[1] + 50 + this._modePosX) + (Math.randomInt(this.screenY() + this._screenRY + 70 + this._cam[1] + this._cam[4]));
};

//==============================
// * center Pos X
//==============================
SpriteWeatherEX.prototype.centerPosX = function(sprite) {
    sprite._realX = -this._cam[0] + this.screenX() + (this._screenRX / 2);
};

//==============================
// * center Pos Y
//==============================
SpriteWeatherEX.prototype.centerPosY = function(sprite) {
    sprite._realY = -this._cam[1] + this.screenY() + (this._screenRY / 2);
};

//==============================
// * Need Refresh Left
//==============================
SpriteWeatherEX.prototype.needRefrehLeft = function() {
	 return $gamePlayer._realX > $gamePlayer._x
};

//==============================
// * Need Refresh Right
//==============================
SpriteWeatherEX.prototype.needRefrehRight = function() {
	 return $gamePlayer._realX < $gamePlayer._x
};

//==============================
// * Need Refresh Upper
//==============================
SpriteWeatherEX.prototype.needRefrehUpper = function() {
	 return $gamePlayer._realY > $gamePlayer._y
};

//==============================
// * Need Refresh Bottom
//==============================
SpriteWeatherEX.prototype.needRefrehBottom = function() {
	 return $gamePlayer._realY < $gamePlayer._y
};

//==============================
// * Random Refresh Left
//==============================
SpriteWeatherEX.prototype.randomRefreshLeft = function() {
	 return $gamePlayer._realY < $gamePlayer._y
};

//==============================
// * random Pos Y2
//==============================
SpriteWeatherEX.prototype.randomPosY2 = function(sprite) {
    sprite._realY = -this._cam[1]  + Math.randomInt(this.screenY() + this._screenRY + this._cam[1]);
};

//==============================
// * upper Pos
//==============================
SpriteWeatherEX.prototype.upperPos = function(sprite,range) {
	var rg = this._cam[0] ? this._cam[0] : range;
	this.randomPosX(sprite);
    sprite._realY = -rg + this.screenY();
};

//==============================
// * bottom Pos
//==============================
SpriteWeatherEX.prototype.bottomPos = function(sprite,range) {
 	 var rg = this._cam[1] ? this._cam[1] : range;
	 this.randomPosX(sprite);
     sprite._realY = -rg + this.screenY() + this._screenRY;
};

//==============================
// * bottom Pos
//==============================
SpriteWeatherEX.prototype.bottomPos2 = function(sprite) {
	 this.randomPosX(sprite);
	 var sp = Math.floor(this._screenRY / 4) + this._cam[1];
	 var sy = (this.screenY() + this._screenRY) - sp;
     sprite._realY = -this._cam[1] + sy + Math.randomInt(sp);
};

//==============================
// * bottom Pos
//==============================
SpriteWeatherEX.prototype.bottomPos3 = function(sprite) {
	 this.randomPosX(sprite);
	 var sp = Math.floor(this._screenRY / 2) + this._cam[0];
	 var sy = (this.screenY() + this._screenRY) - sp;
     sprite._realY = -this._cam[1] + sy + Math.randomInt(sp);
};

//==============================
// * Left Pos
//==============================
SpriteWeatherEX.prototype.leftPos = function(sprite,range) {
	if (!range) {range = 0};
 	var rg = this._cam[0] ? this._cam[0] : range;
	sprite._realX = -rg + this.screenX();
    this.randomPosY(sprite);
};

//==============================
// * right Pos
//==============================
SpriteWeatherEX.prototype.rightPos = function(sprite,range) {
	if (!range) {range = 0};
	 var rg = this._cam[0] ? this._cam[0] : range;
	 sprite._realX = -rg + this.screenX() + this._screenRX;
     this.randomPosY(sprite);
};

//==============================
// * Set Pos Random
//==============================
SpriteWeatherEX.prototype.setPosRandom = function(sprite) {
     this.randomPosX(sprite);
	 this.randomPosY(sprite);
};

//==============================
// * Set Pos Normal
//==============================
SpriteWeatherEX.prototype.setPosNormal = function(sprite,range,opact) {
	if (!range) {range = 0};
	 var pos = Math.randomInt(100,sprite);
	 if (this.needRefrehLeft()) {
		if (pos < range) {
		    this.leftPos(sprite,40);
			if (opact) {sprite.opacity = Math.randomInt(130) + 125};
		} else {
            this.setPosRandom(sprite);
		};
	 } else if (this.needRefrehRight()) {
		if (pos < range) {
		    this.rightPos(sprite,-40);
			if (opact) {sprite.opacity = Math.randomInt(130) + 125};
		} else {
            this.setPosRandom(sprite);
		};
	 } else if (this.needRefrehBottom()) {
		if (pos < range) {
		    this.bottomPos(sprite,-40);
			if (opact) {sprite.opacity = Math.randomInt(130) + 125};
		} else {
            this.setPosRandom(sprite);
		};
	 } else if (this.needRefrehUpper()) {
		if (pos < range) {
		    this.upperPos(sprite,40);
			if (opact) {sprite.opacity = Math.randomInt(130) + 125};
		} else {
            this.setPosRandom(sprite);
		};
	 } else {
            this.setPosRandom(sprite);
	 };
};

//==============================
// * Set Post Upper
//==============================
SpriteWeatherEX.prototype.setPosUpper = function(sprite,range) {
	if (!range) {range = 0};
	 var pos = Math.randomInt(100,sprite);
	 if (this.needRefrehLeft()) {
		if (pos < range) {
		  this.upperPos(sprite,40);
		} else {
		  this.leftPos(sprite,40);
		};
	 } else if (this.needRefrehRight()) {
		if (pos < range) {
		  this.upperPos(sprite,40);
		} else {
		   this.rightPos(sprite,-40);
		};
	 } else if (this.needRefrehBottom()) {
		if (pos < range) {
		  this.upperPos(sprite,40);
	 } else {
    		this.bottomPos(sprite,-40);
	    };
	 } else {
	    this.upperPos(sprite,40);
	 };
};

//==============================
// * Set Post Upper
//==============================
SpriteWeatherEX.prototype.setPosUpper_2 = function(sprite,range) {
	if (!range) {range = 0};
	 var pos = Math.randomInt(100,sprite);
	 if (this.needRefrehLeft()) {
		if (pos < range) {
		  this.upperPos(sprite,40);
		} else {
		  this.leftPos(sprite,40);
		};
	 } else if (this.needRefrehRight()) {
		if (pos < range) {
		  this.upperPos(sprite,40);
		} else {
		   this.rightPos(sprite,-40);
		};
	 } else if (this.needRefrehBottom()) {
		if (pos < 30) {
  		   this.leftPos(sprite,40);
		} else if (pos < 60) {
		   this.rightPos(sprite,40);
	 } else {
    	   this.bottomPos(sprite,-40);
	    };
	 } else {
	    this.upperPos(sprite,40);
	 };
};

//==============================
// * Set Post Left
//==============================
SpriteWeatherEX.prototype.setPosLeft = function(sprite) {
	 var pos = Math.randomInt(100);
	 if (this.needRefrehLeft()) {
		this.leftPos(sprite,40);
	 } else if (this.needRefrehRight()) {
		 if (pos < 30) {
			this.rightPos(sprite,-40);
	    } else {
			this.leftPos(sprite,40)
		};
	 } else if (this.needRefrehBottom()) {
		 if (pos < 60) {
	        this.bottomPos(sprite,-40);
		} else {
		    this.leftPos(sprite,40);
		};
	 } else {
		if (pos < 60) {
		    this.upperPos(sprite,40);
		} else {
            this.leftPos(sprite,40);
		};
	 };
};

//==============================
// * Set Post Left Upper
//==============================
SpriteWeatherEX.prototype.setPosLeftUpper = function(sprite) {
	 var pos = Math.randomInt(100);
	 if (this.needRefrehLeft()) {
		if (pos < 40) {
			this.upperPos(sprite,40)
	    } else {
		    this.leftPos(sprite,40);
		};
	 } else if (this.needRefrehRight()) {
		 if (pos < 30) {
			this.upperPos(sprite,40);
		 } else if (pos < 50) {
			this.leftPos(sprite,40);
	    } else {
	    	this.rightPos(sprite,-40);
		};
	 } else if (this.needRefrehBottom()) {
		 if (pos < 30) {
			this.upperPos(sprite,40)
		 } else if (pos < 60) {
			this.leftPos(sprite,40);
	    } else {
		    this.bottomPos(sprite,-40);
		};
	 } else {
		if (pos < 50) {
			this.leftPos(sprite,40)
	    } else {
           this.upperPos(sprite,40);
		};
	 };
};

//==============================
// * Set Post Bottom
//==============================
SpriteWeatherEX.prototype.setPosBottom = function(sprite) {
	 var pos = Math.randomInt(100);
	 if (this.needRefrehLeft()) {
		if (pos < 50) {
			this.bottomPos(sprite,-40)
	    } else {
		    this.leftPos(sprite,40);
		};
	 } else if (this.needRefrehRight()) {
		 if (pos < 30) {
			this.bottomPos(sprite,-40);
		 } else if (pos < 50) {
			this.leftPos(sprite,40);
	    } else {
	    	this.rightPos(sprite,-40);
		};
	 } else if (this.needRefrehUpper()) {
		 if (pos < 50) {
			this.upperPos(sprite,40)
	    } else {
		    this.bottomPos(sprite,-40);
		};
	 } else {
		if (pos < 50) {
			this.leftPos(sprite,40)
	    } else {
           this.bottomPos(sprite,-40);
		};
	 };
};

//==============================
// * Set Post Bottom Right
//==============================
SpriteWeatherEX.prototype.setPosBottomRight = function(sprite) {
	 var pos = Math.randomInt(100);
	 if (this.needRefrehLeft()) {
		if (pos < 50) {
			this.bottomPos(sprite,-40)
	    } else {
		    this.leftPos(sprite,40);
		};
	 } else if (this.needRefrehRight()) {
		 if (pos < 30) {
			this.bottomPos(sprite,-60);
		 } else if (pos < 50) {
			this.leftPos(sprite,40);
	    } else {
	    	this.rightPos(sprite,-60);
		};
	 } else if (this.needRefrehUpper()) {
		 if (pos < 50) {
			this.upperPos(sprite,40)
	    } else {
		    this.bottomPos(sprite,-60);
		};
	 } else {
		if (pos < 50) {
			this.rightPos(sprite,-60)
	    } else {
           this.bottomPos(sprite,-60);
		};
	 };
};

//==============================
// * Random Zoom
//==============================
SpriteWeatherEX.prototype.randomZoom = function(power,sprite,range) {
	var rg = range ? range : 50
	var pz = Math.randomInt(rg) * 0.01;
	sprite.scale.x = (power + pz) * this.data().scale / 100;
	sprite.scale.y = sprite.scale.x;
	sprite._zp = [sprite.scale.x,sprite.scale.y];
};

//==============================
// * need Refresh Weather
//==============================
SpriteWeatherEX.prototype.needRefreshWeather = function(sprite) {
	 if (this.needFixScreenMode()) {return false};
	 if (sprite.x < this.screenLimitX1(sprite)) {return true};
	 if (sprite.x > this.screenLimitX2(sprite)) {return true};
	 if (sprite.y < this.screenLimitY1(sprite)) {return true};
	 if (sprite.y > this.screenLimitY2(sprite)) {return true};
	 return false;
};

//==============================
// * need Refresh Weather
//==============================
SpriteWeatherEX.prototype.needInitialRandomPos = function() {
	 if (this.mode() == 21) {return false};
	 if (this.mode() == 35) {return false};
	 return true;
};

//==============================
// * refresh Weather
//==============================
SpriteWeatherEX.prototype.refreshWeather = function(sprite,initial) {
	switch (this.mode()) {
    case 0:
        this.setupWind1(sprite);
        break;
    case 1:
        this.setupWind2(sprite);
        break;
    case 2:
        this.setupWind3(sprite);
        break;
    case 3:
        this.setupSpark1(sprite);
        break;
    case 4:
        this.setupSpark2(sprite);
        break;
    case 5:
        this.setupSpark3(sprite);
        break;
    case 6:
        this.setupFire1(sprite);
        break;
    case 7:
        this.setupFire2(sprite);
        break;
    case 8:
        this.setupFire3(sprite);
        break;
    case 9:
        this.setupSnow1(sprite);
        break;
    case 10:
        this.setupSnow2(sprite);
        break;
    case 11:
        this.setupSnow3(sprite);
        break;
    case 12:
        this.setupRain1(sprite);
        break;
    case 13:
        this.setupRain2(sprite);
        break;
    case 14:
        this.setupRain3(sprite);
        break;
    case 15:
        this.setupCloud1(sprite);
        break;
    case 16:
        this.setupCloud2(sprite);
        break;
    case 17:
        this.setupCloud3(sprite);
        break;
    case 18:
        this.setupRandom1(sprite);
        break;
    case 19:
        this.setupRandom2(sprite);
        break;
    case 20:
        this.setupRandom3(sprite);
        break;
    case 21:
        this.setupSunLight1(sprite);
        break;
    case 22:
         this.setupFog1(sprite,initial);
        break;
    case 23:
         this.setupFog2(sprite,initial);
        break;
    case 24:
         this.setupFog3(sprite,initial);
        break;
    case 25:
         this.setupStar1(sprite,initial);
        break;
    case 26:
         this.setupStar2(sprite,initial);
        break;
    case 27:
         this.setupShinning(sprite,initial);
        break;
    case 28:
         this.setupBounce(sprite,initial);
        break;
    case 29:
         this.setupSpark4(sprite,initial);
        break;
    case 30:
		 this.setupBubble(sprite,initial);
		break;
    case 31:
         this.setupStandStill(sprite,initial);
        break;
    case 32:
         this.setupFogXP1(sprite,initial);
        break;
    case 33:
         this.setupFogXP2(sprite,initial);
		break;
    case 34:
         this.setupParallax1(sprite,initial);
		break;
    case 35:
         this.setupParallax2(sprite,initial);
		break;
    default:
     	this.setupRandom3(sprite);
	    break;

    };
	if (initial) {
		if ($gameParty.inBattle()) {
		    if (Imported.MOG_BattleCameraFrontal) {this.setFrontalCamera()};
			if (Imported.MOG_BattleCamera) {this.setCamScreen()};
		};
		sprite._ani[6] = 5;
		if (this.needInitialRandomPos()) {this.setPosRandom(sprite)};
		this.updateEffects(sprite)
	} else {
		if (sprite._ani[6] > 0) {sprite._ani[7] = Math.randomInt(120)};
	};
};

//==============================
// * Update Effects
//==============================
SpriteWeatherEX.prototype.updateEffects = function(sprite) {
	switch (this.mode()) {
    case 0:
        this.updateWind(sprite);
        break;
    case 1:
        this.updateWind(sprite);
        break;
    case 2:
        this.updateWind3(sprite);
        break;
    case 3:
        this.updateSpark(sprite);
        break;
    case 4:
        this.updateSpark2(sprite);
		break;
    case 5:
        this.updateSpark3(sprite);
		break;
    case 6:
        this.updateFire(sprite);
        break;
    case 7:
        this.updateFire(sprite);
        break;
    case 8:
        this.updateFire3(sprite);
        break;
    case 9:
        this.updateSnow(sprite);
        break;
    case 10:
        this.updateSnow(sprite);
        break;
    case 11:
        this.updateSnow3(sprite);
        break;
    case 12:
        this.updateRain1(sprite);
        break;
    case 13:
        this.updateRain2(sprite);
        break;
    case 14:
        this.updateRain3(sprite);
        break;
    case 15:
        this.updateCloud1(sprite);
        break;
    case 16:
        this.updateCloud2(sprite);
        break;
    case 17:
        this.updateCloud3(sprite);
        break;
    case 18:
        this.updateRandom1(sprite);
        break;
    case 19:
        this.updateRandom2(sprite);
        break;
    case 20:
        this.updateRandom3(sprite);
        break;
    case 21:
        this.updateSunLight(sprite);
        break;
    case 22:
        this.updateFog1(sprite);
        break;
    case 23:
        this.updateFog1(sprite);
        break;
    case 24:
        this.updateFog1(sprite);
        break;
    case 25:
        this.updateStar1(sprite);
        break;
    case 26:
        this.updateStar2(sprite);
        break;
    case 27:
        this.updateShinning(sprite);
        break;
    case 28:
        this.updateBounce(sprite);
        break;
    case 29:
        this.updateSpark4(sprite);
        break;
    case 30:
		this.updateBubble(sprite);
		break;
    case 31:
		this.updateStandStill(sprite);
		break;
    case 32:
		this.updateScroll(sprite);
		break;
    case 33:
		this.updateScroll(sprite);
		break;
    case 34:
		this.updateParallax1(sprite);
		break;
    case 35:
		this.updateParallax2(sprite);
		break;
    default:
     	this.updateRandom1(sprite);
	    break;
    };
	sprite._wait = this.data().wait;
};

//==============================
// * Setup Bounce
//==============================
SpriteWeatherEX.prototype.setupBounce = function(sprite,initial) {
     this.setPosNormal(sprite,40);
	 this.randomZoom(0.50,sprite);
	 sprite.anchor.x = 0.5;
	 sprite.anchor.y = 0.5;
	 sprite._ani[1] = -90 - Math.randomInt(90) ;
     sprite._ani[2] = 0;
	 sprite._ani[3] = (Math.randomInt(90) + 60) * this.speed() / 100;
	 sprite._ani[5] = 0;
	 sprite._ani[6] = 0;
	 sprite._zx = 2
	 if (initial || sprite.opacity > 0) {
		 var rd = Math.randomInt(100)
		 if (rd > 60) {
			 sprite._ani[1] = -(Math.randomInt(100) + 20);
			 sprite._ani[3] = (Math.randomInt(80))
			 sprite.opacity = Math.randomInt(150) + 50;
		 };
	 } else {
		 sprite.opacity = 0;
     };
	 var rg = Math.randomInt(96) - 48;
     sprite.rotation = (rg * Math.PI / 180);
};

//==============================
// * Update Bounce
//==============================
SpriteWeatherEX.prototype.updateBounce = function(sprite) {
	sprite._ani[3]--;
	if (sprite._ani[3] <= 0) {
		sprite.opacity -= 3;
		if (sprite.opacity === 0) {this.refreshWeather(sprite)}
	} else {
		sprite.opacity += 15;
	};
	sprite._ani[2] += 0.5;
	sprite._ani[1] += sprite._ani[2];
	if (sprite._ani[1] >= 0) {
		sprite._ani[1] = 0;
		sprite._ani[2] *= -0.6;
	};
	sprite.x = sprite._realX - this.screenX();
	sprite.y = sprite._realY + Math.round(sprite._ani[1]) - this.screenY();
};

//==============================
// * Setup Wind 1
//==============================
SpriteWeatherEX.prototype.setupWind1 = function(sprite) {
     this.setPosLeftUpper(sprite);
	 this.randomZoom(0.50,sprite);
	 sprite.anchor.x = 0;
	 sprite.anchor.y = 0;
	 sprite._rt = Math.random() * 0.1;
	 sprite.opacity = 0;
     sprite._sx = (this._speed + 1.5 + Math.random() * 3);
     sprite._sy = (this._speed + 1.0 + Math.random() * 3);
	 sprite._roll = Math.randomInt(60);
};

//==============================
// * Update Wind
//==============================
SpriteWeatherEX.prototype.updateWind = function(sprite) {
     this.updateRollEffect(sprite);
     sprite.opacity += 25;
};

//==============================
// * Setup Wind
//==============================
SpriteWeatherEX.prototype.setupWind2 = function(sprite) {
	 this.setPosLeft(sprite);
	 sprite.anchor.x = -1;
	 sprite.anchor.y = -1;
	 sprite._rt = Math.random() * 0.1;
	 this.randomZoom(0.50,sprite);
	 sprite.opacity = 0;
     sprite._sx = (this._speed + 2.5 + Math.random() * 3);
	 sprite._roll = Math.randomInt(60);
};

//==============================
// * Setup Wind
//==============================
SpriteWeatherEX.prototype.setupWind3 = function(sprite) {
     this.setPosLeftUpper(sprite);
	 this.randomZoom(0.50,sprite);
	 sprite.anchor.x = 0;
	 sprite.anchor.y = 0;
	 sprite._rt = Math.random() * 0.1;
	 sprite.opacity = 0;
     sprite._sx = (this._speed -1.5 - Math.random() * 1.1);
     sprite._sy = (this._speed + 1.0 + Math.random() * 3);
	 sprite._roll = Math.randomInt(60);
};

//==============================
// * Update Wind
//==============================
SpriteWeatherEX.prototype.updateWind = function(sprite) {
     this.updateRollEffect(sprite);
     sprite.opacity += 25;
};

//==============================
// * Update Wind 3
//==============================
SpriteWeatherEX.prototype.updateWind3 = function(sprite) {
	 this.updateScale(sprite);
	 if (sprite.scale.x < 3.0) {
	     sprite.opacity += 25;
	 } else {
		 sprite.opacity -= 3;
		 if (sprite.opacity === 0) {this.refreshWeather(sprite)}
	 };
	 sprite.scale.y = sprite.scale.x;
};

//==============================
// * Setup Spark 1
//==============================
SpriteWeatherEX.prototype.setupSpark1 = function(sprite) {
     this.setPosBottom(sprite);
	 sprite.anchor.x = 0;
	 sprite.anchor.y = 0;
	 sprite._rt = Math.random() * 0.1;
	 this.randomZoom(0.50,sprite);
	 sprite.opacity = 0;
     sprite._sy = -(this._speed + 1.0 + Math.random() * 3);
};

//==============================
// * Update Spark
//==============================
SpriteWeatherEX.prototype.updateSpark = function(sprite) {
     sprite.opacity += 25;
};

//==============================
// * Setup Spark 2
//==============================
SpriteWeatherEX.prototype.setupSpark2 = function(sprite) {
     this.setPosNormal(sprite,20);
	 sprite.anchor.x = 0.5;
	 sprite.anchor.y = 0.5;
	 this.randomZoom(0.10,sprite);
	 sprite.opacity = 0;
	 sprite._zx = 0.01 + Math.randomInt(1) * 0.01;
	 sprite._zy = this._zx;
     sprite._sy = -(this._speed + 0.5 + Math.random() * 1);
};

//==============================
// * Update Spark 2
//==============================
SpriteWeatherEX.prototype.updateSpark2 = function(sprite) {
	 if (sprite.scale.x < 0.8) {
		 this.updateScale(sprite);
	     sprite.opacity += 25;
	 } else {
		 sprite.opacity -= 10;
		 if (sprite.opacity === 0) {this.refreshWeather(sprite)};
	 };
	 sprite.scale.y = sprite.scale.x;
};

//==============================
// * Setup Spark3
//==============================
SpriteWeatherEX.prototype.setupSpark3 = function(sprite) {
     this.setPosNormal(sprite,20);
	 this.randomZoom(0.50,sprite);
	 sprite._ani[0] = false;
	 sprite.anchor.x = 0;
	 sprite.anchor.y = 0;
	 sprite.opacity = 0;
     this.refreshFireFly(sprite)
	 sprite._ani[2] = sprite._ani[1] * 2;
};

//==============================
// * refresh Fire Fly
//==============================
SpriteWeatherEX.prototype.refreshFireFly = function(sprite) {
     sprite._ani[1] = Math.randomInt(60,sprite) + 60;
	 var dir = Math.randomInt(2);
	 var dir2 = (this._speed + 0.1 + Math.random() * 0.1);
	 var dir3 = (this._speed + 0.1 + Math.random() * 0.1);
	 sprite._sx = dir === 0 ? dir2 : -dir2;
	 sprite._sy = dir === 0 ? dir3 : -dir3;
	 sprite._rt = dir === 0 ? (Math.random() * 0.05) : -(Math.random() * 0.05);
	 sprite._ani[1] = Math.randomInt(60) + 90;
};

//==============================
// * Update Spark 3
//==============================
SpriteWeatherEX.prototype.updateSpark3 = function(sprite) {
	 sprite._ani[1]--;
	 sprite._ani[2]--;
	 if (sprite._ani[1] <= 0) {this.refreshFireFly(sprite)};
	 if (sprite._ani[2] < 0) {
		 sprite.opacity -= 10;
		 if (sprite.opacity === 0) {this.refreshWeather(sprite)}
	 } else {
	     sprite.opacity += 5;
	 };
};

//==============================
// * Setup Spark 4
//==============================
SpriteWeatherEX.prototype.setupSpark4 = function(sprite,initial) {
     this.setPosBottomRight(sprite);
	 sprite.anchor.x = 0.5;
	 sprite.anchor.y = 0;
	 this.randomZoom(0.20,sprite,150);
	 var rg = Math.randomInt(360);
     sprite.rotation = (rg * Math.PI / 180);
	 sprite.opacity = Math.randomInt(255);
     sprite._ani[1] = -((sprite.scale.x * 2) + (Math.randomInt(10) * 0.01)) / 3;
	 sprite._ani[2] = -((sprite.scale.y * 3) + (Math.randomInt(10) * 0.01)) / 3;
	 if (sprite._ani[2] < -0.3) { sprite._ani[2] = -0.3};
	 sprite._ani[3] = 9999//sprite.scale.x > 0.60 ? Math.randomInt(320) + 400 : 1200;
	 sprite._ani[4] = Math.randomInt(90) + 30;
	 sprite._ani[5] = 0.01;
	 var rd = Math.randomInt(100);
	 sprite._ani[8] = rd < 35 ? 0 : 1;
	 sprite._ani[9] = sprite._ani[2];
	 sprite._ani[10] = 0;
     sprite._ani[11] = 0;
	 sprite._sx = sprite._ani[1];
	 sprite._sy = sprite._ani[2];
};

//==============================
// * Update Spark
//==============================
SpriteWeatherEX.prototype.updateSpark4 = function(sprite) {
		 if (sprite._ani[11] == 0) {
	         sprite.opacity += 3;
			 if (sprite.opacity >= 255) {
				 sprite._ani[11] = 1;
			 };
		 } else {
			 sprite.opacity -= 3;
			 if (sprite.opacity <= 65) {
				 sprite._ani[11] = 0;
			 };
		 };
	 sprite._sx = sprite._ani[1];
	 sprite._sy = sprite._ani[2];
	 if (sprite._ani[4] > 0 || sprite._ani[8]) {
		 sprite._ani[4]--;
		 return
	 };
	 if (sprite._ani[10]  == 0) {
		  sprite._ani[2] += sprite._ani[5];
		 if (sprite._ani[2] >= 0.2) {
			 sprite._ani[2] = 0.2;
			 sprite._ani[10]  = 1;
		 };
	 } else {
	     sprite._ani[2] -= sprite._ani[5];
		 if (sprite._ani[2] <= sprite._ani[9]) {
			 sprite._ani[2] = sprite._ani[9];
			 sprite._ani[10]  = 0;
			 sprite._ani[4] = Math.randomInt(90) + 30;
		 };
	 };
};

//==============================
// * Setup Bubble
//==============================
SpriteWeatherEX.prototype.setupBubble = function(sprite,initial) {
     this.setPosNormal(sprite,40);
	 this.randomZoom(0.80,sprite);
	 sprite.opacity = 0;
	 sprite.anchor.x = 0.5;
	 sprite.anchor.y = 0.5;
	 sprite._zx = 0;
     sprite._zy = 0
	 sprite._ani[1] = 0;
	 sprite._ani[2] = Math.randomInt(5) + 20;
	 sprite._ani[3] = (Math.randomInt(70) * 0.01) + 0.1;
	 var rg = Math.randomInt(96) - 48;
     sprite.rotation = (rg * Math.PI / 180);
};

//==============================
// * Update Bubble
//==============================
SpriteWeatherEX.prototype.updateBubble = function(sprite) {
	this.updateScale(sprite);
	sprite._ani[2]--;
	if (sprite._ani[1] == 0) {
		sprite._sy = -sprite._ani[3] * 4;
		sprite.opacity += 15;
		if (sprite._ani[2] <= 0) {
			sprite._ani[1] = 1;
		    sprite._ani[2] = (Math.randomInt(180) + 180) * this.speed() / 100;
		};
	} else if (sprite._ani[1] == 1) {
		sprite._sy = -sprite._ani[3];
		sprite.opacity += 15;
		if (sprite._ani[2] <= 0) {
			sprite._ani[1] = 2;
	    	sprite._zx = +(0.01 + Math.randomInt(1) * 0.01);
		    sprite._zy = sprite._zx;
		}
	} else {
		sprite.opacity -= 2;
		if (sprite.opacity <= 0) {
			if (sprite.opacity === 0) {this.refreshWeather(sprite)};
		};
	};
};

//==============================
// * Setup Fire 1
//==============================
SpriteWeatherEX.prototype.setupFire1 = function(sprite) {
	 var pos = Math.randomInt(100,sprite);
     if (pos < 50) {
	     this.bottomPos(sprite,30);
		 sprite._sy = -(this._speed + 1.5 + Math.random() * 1);
	 } else {
	     this.upperPos(sprite,30);
		 sprite._sy = (this._speed + 1.5 + Math.random() * 1);
	 };
	 sprite.anchor.x = 0;
	 sprite.anchor.y = 0;
	 this.randomZoom(0.50,sprite);
	 sprite.opacity = 0;
	 sprite._zx = 0.01 + Math.randomInt(1) * 0.01;
	 sprite._zy = sprite._zx;
     var dir = Math.randomInt(2,sprite);
	 sprite._rt = dir === 0 ? (Math.random() * 0.1) : -(Math.random() * 0.1);
};

//==============================
// * Update Fire
//==============================
SpriteWeatherEX.prototype.updateFire = function(sprite) {
	 if (sprite.scale.x < 1.0) {
		 this.updateScale(sprite);
	     sprite.opacity += 25;
	 } else {
		 sprite.opacity -= 15
		 if (sprite.opacity === 0) {this.refreshWeather(sprite)}
	 };
	 sprite.scale.y = sprite.scale.x;
};

//==============================
// * Setup Fire 2
//==============================
SpriteWeatherEX.prototype.setupFire2 = function(sprite) {
	 var pos = Math.randomInt(100);
     this.bottomPos2(sprite);
	 sprite._sy = -(this._speed + 1.5 + Math.random() * 1);
	 sprite.anchor.x = 0;
	 sprite.anchor.y = 0;
	 this.randomZoom(0.50,sprite);
	 sprite.opacity = 0;
	 sprite._zx = 0.01 + Math.randomInt(1) * 0.01;
	 sprite._zy = sprite._zx;
     var dir = Math.randomInt(2);
	 sprite._rt = dir === 0 ? (Math.random() * 0.1) : -(Math.random() * 0.1)
};

//==============================
// * Setup Fire 3
//==============================
SpriteWeatherEX.prototype.setupFire3 = function(sprite) {
     this.setPosNormal(sprite,20);
	 this.randomZoom(0.10,sprite);
	 sprite.anchor.x = 0.5;
	 sprite.anchor.y = 0.5;
	 sprite.opacity = 0;
	 sprite._zx = (0.1 + Math.randomInt(2) * 0.1);
	 sprite._zy = sprite._zx;
	 sprite._ani[1] = Math.randomInt(30);
};

//==============================
// * Update Fire 3
//==============================
SpriteWeatherEX.prototype.updateFire3 = function(sprite) {
	 sprite._ani[1]--;
	 if (sprite._ani[1] > 0) {return};
	 this.updateScale(sprite);
	 if (sprite.scale.x > 2.0) {
		 sprite.opacity -= 5;
		 if (sprite.opacity === 0) {this.refreshWeather(sprite)}
	 } else {
		sprite.opacity += 25;
	 }
};

//==============================
// * Setup Snow 1
//==============================
SpriteWeatherEX.prototype.setupSnow1 = function(sprite) {
     this.setPosUpper(sprite,40);
	 sprite.anchor.x = 0;
	 sprite.anchor.y = 0;
	 sprite._rt = Math.random() * 0.05;
	 this.randomZoom(0.50,sprite);
	 sprite.opacity = 0;
     sprite._sy = (this._speed + 1.5 + Math.random() * 2);
};

//==============================
// * Update Snow
//==============================
SpriteWeatherEX.prototype.updateSnow = function(sprite) {
     sprite.opacity += 25;
};

//==============================
// * Setup Snow 2
//==============================
SpriteWeatherEX.prototype.setupSnow2 = function(sprite) {
	 this.setPosUpper_2(sprite,10);
	 sprite.anchor.x = 0;
	 sprite.anchor.y = 0;
	 this.randomZoom(0.50,sprite);
	 sprite.opacity = 0;
     sprite._sy = (this._speed + 2 + Math.random() * 3);
	 var dir = Math.randomInt(2);
	 var dir2 = (this._speed + 2 + Math.random() * 3);
	 sprite._sx = dir === 0 ? dir2 : dir2;//-dir2;
     sprite._rt = dir === 0 ? (Math.random() * 0.1) : -(Math.random() * 0.1)
};

//==============================
// * Setup Snow 3
//==============================
SpriteWeatherEX.prototype.setupSnow3 = function(sprite) {
     if ($gamePlayer.isMoving()) {
	     this.setPosUpper(sprite);
	 } else {
        this.setPosRandom(sprite);
     };
	 sprite.anchor.x = 0.5;
	 sprite.anchor.y = 0.5;
	 sprite._rt = Math.random() * 0.01;
     this.randomZoom(1.50,sprite);
     sprite._ani[1] = sprite.scale.x;
	 this.randomZoom(0.01,sprite);
	 sprite.opacity = 0;
	 sprite._zx = (0.05 + Math.randomInt(1) * 0.01);
	 sprite._zy = sprite._zx;
     sprite._sy = (this._speed + 1.5 + Math.random() * 2);
	 sprite._ani[2] = sprite._sy;
	 sprite._sy = 0;
};

//==============================
// * Update Snow 3
//==============================
SpriteWeatherEX.prototype.updateSnow3 = function(sprite) {
     sprite.opacity += 25;
	 if (sprite.scale.x < sprite._ani[1]) {
		 this.updateScale(sprite);
	 } else {
		 sprite._sy = sprite._ani[2];
	 }
};

//==============================
// * Setup Rain 1
//==============================
SpriteWeatherEX.prototype.setupRain1 = function(sprite) {
     this.setPosUpper(sprite,50);
	 sprite.anchor.x = 0.5;
	 sprite.anchor.y = 0.5;
	 this.randomZoom(0.50,sprite);
	 sprite.opacity = 0;
     sprite._sy = (this._speed + 5 + Math.random() * 3);
};

//==============================
// * Update Rain
//==============================
SpriteWeatherEX.prototype.updateRain1 = function(sprite) {
     sprite.opacity += 25;
};

//==============================
// * Setup Rain 2
//==============================
SpriteWeatherEX.prototype.setupRain2 = function(sprite) {
     this.randomPosX(sprite);
	 this.randomPosY(sprite);
	 sprite.anchor.x = 0.5;
	 sprite.anchor.y = 0.5;
	 this.randomZoom(0.50,sprite);
	 sprite.opacity = 0;
	 sprite._zx = 0.2;
	 sprite._zy = sprite._zx;
     sprite._sy = (this._speed + 5 + Math.random() * 3);
	 sprite._ani[1] = Math.randomInt(30);
};

//==============================
// * Update Rain 2
//==============================
SpriteWeatherEX.prototype.updateRain2 = function(sprite) {
     sprite.opacity += 25;
	 sprite._ani[1]--;
	 if (sprite._ani[1] <= 0) {
		 this.updateScale(sprite);
		 sprite._sy = 0;
		 sprite.opacity -= 75
		 if (sprite.opacity === 0) {this.refreshWeather(sprite)}
	 };
};

//==============================
// * Setup Rain 3
//==============================
SpriteWeatherEX.prototype.setupRain3 = function(sprite) {
	 var pos = Math.randomInt(100);
     if (pos < 50) {
	     this.upperPos(sprite);
	 } else {
         this.randomPosX(sprite);
	     this.randomPosY(sprite);
	 };
	 sprite.anchor.x = 0.5;
	 sprite.anchor.y = 0.5;
	 this.randomZoom(0.50,sprite);
	 sprite._ani[1] = sprite.scale.x;
	 this.randomZoom(5.50,sprite);
	 sprite.opacity = 0;
	 sprite._sx = (this._speed + 3 + Math.random() * 3);
     sprite._sy = (this._speed + 6 + Math.random() * 4);
	 sprite._zx = -(0.1 + Math.randomInt(1) * 0.05);
	 sprite._zy = sprite._zx;
};

//==============================
// * Update Rain 3
//==============================
SpriteWeatherEX.prototype.updateRain3 = function(sprite) {
     sprite.opacity += 25;
	 this.updateScale(sprite);
	 if (sprite.scale.x <= 0.10) {this.refreshWeather(sprite)}
};

//==============================
// * Setup Cloud 1
//==============================
SpriteWeatherEX.prototype.setupCloud1 = function(sprite) {
	 this.setPosNormal(sprite,20);
	 sprite.anchor.x = 0.5;
	 sprite.anchor.y = 0.5;
	 this.randomZoom(0.50,sprite);
	 sprite.opacity = 0;
     sprite._sx = (this._speed + 1 + Math.random() * 2);
};

//==============================
// * Update Cloud 1
//==============================
SpriteWeatherEX.prototype.updateCloud1 = function(sprite) {
     sprite.opacity += 5;
};

//==============================
// * Setup Cloud 2
//==============================
SpriteWeatherEX.prototype.setupCloud2 = function(sprite) {
     this.setPosNormal(sprite,20);
	 sprite.anchor.x = 0.5;
	 sprite.anchor.y = 0.5;
	 this.randomZoom(0.10,sprite);
	 sprite.opacity = 0;
	 sprite._zx = 0.01 + Math.randomInt(1) * 0.01;
	 sprite._zy = sprite._zx;
     sprite._sy = (this._speed + 1.5 + Math.random() * 2.5);
};

//==============================
// * Update Cloud 2
//==============================
SpriteWeatherEX.prototype.updateCloud2 = function(sprite) {
	 this.updateScale(sprite);
	 if (sprite.scale.x < 1.5) {
	     sprite.opacity += 5;
	 } else {
		 sprite.opacity -= 5
		 if (sprite.opacity === 0) {this.refreshWeather(sprite)}
	 };
};

//==============================
// * Setup Cloud 3
//==============================
SpriteWeatherEX.prototype.setupCloud3 = function(sprite) {
	 var dir = Math.randomInt(3);
	 sprite._ani[1] = dir;
     if (dir === 0) {
	     this.leftPos(sprite,30);
		 this.randomZoom(0.50,sprite);
		 sprite._ani[0] = false;
		 sprite._sx = (this._speed + 5 + Math.random() * 5);
	 } else if (dir === 1) {
	     this.leftPos(sprite,30);
		 this.randomZoom(1.00,sprite);
		 sprite._ani[0] = false;
		 sprite._sx = (this._speed + 10 + Math.random() * 5);
	 } else {
         this.leftPos(sprite,30);
		 this.randomZoom(1.50,sprite);
		 sprite._ani[0] = true;
		 sprite._sx = (this._speed + 15 + Math.random() * 5);
	 };
	 sprite._zx = -(0.02 + Math.randomInt(1) * 0.01);
	 sprite._zy = sprite._zx;
	 sprite.anchor.x = 0.5;
	 sprite.anchor.y = 0.5;
	 sprite.opacity = 0;
};

//==============================
// * Update Cloud 3
//==============================
SpriteWeatherEX.prototype.updateCloud3 = function(sprite) {
	 sprite.opacity += 25
};

//==============================
// * Setup Random
//==============================
SpriteWeatherEX.prototype.setupRandom1 = function(sprite) {
     this.setPosNormal(sprite,20);
	 var dir = Math.randomInt(2);
     var sx = (this._speed + 5 + Math.random() * 3);
     this._sx = dir === 0 ? sx : -sx;
	 var dir = Math.randomInt(2);
	 var sy = (this._speed + 5 + Math.random() * 3);
	 sprite._sy = dir === 0 ? sy : -sy;
	 sprite.anchor.x = 0.5;
	 sprite.anchor.y = 0.5;
	 sprite.opacity = 0;
};

//==============================
// * Update Random
//==============================
SpriteWeatherEX.prototype.updateRandom1 = function(sprite) {
	 sprite.opacity += 25;
};

//==============================
// * Setup Random 2
//==============================
SpriteWeatherEX.prototype.setupRandom2 = function(sprite) {
	 var dir = Math.randomInt(2);
     if (dir === 0) {
		 sprite._sx = (this._speed + 5 + Math.random() * 3);
		 sprite._sy = -(this._speed + 1 + Math.random() * 3);
	 } else {
		 sprite._sx = -(this._speed + 5 + Math.random() * 3);
		 sprite._sy = (this._speed + 1 + Math.random() * 3);
	 };
	 this.randomZoom(0.50,sprite);
     this.setPosNormal(sprite,20);
	 sprite.anchor.x = -1;
	 sprite.anchor.y = 1;
	 sprite._rt = Math.randomInt(10) * 0.01;
	 sprite._zx = 0.02 + Math.randomInt(1) * 0.02;
	 sprite._zy = sprite._zx;
	 sprite.opacity = 0;
};

//==============================
// * Update Random 2
//==============================
SpriteWeatherEX.prototype.updateRandom2 = function(sprite) {
	 sprite.opacity += 25;
	 this.updateScale(sprite);
};

//==============================
// * Setup Random 3
//==============================
SpriteWeatherEX.prototype.setupRandom3 = function(sprite) {
	 var dir = Math.randomInt(2);
     if (dir === 0) {
	     this.leftPos(sprite,30);
		 this.randomZoom(0.50,sprite);
		 sprite._sx = (this._speed + 4 + Math.random() * 3);
		 sprite._sy = -(this._speed + 0.1 + Math.random() * 0.5);
	 } else {
         this.rightPos(sprite,30);
		 this.randomZoom(1.50,sprite);
		 sprite._sx = -(this._speed + 5 + Math.random() * 3);
		 sprite._sy = (this._speed + 1 + Math.random() * 3);
	 };
	 sprite.anchor.x = 0.5;
	 sprite.anchor.y = 0.5;
	 sprite.opacity = 0;
};

//==============================
// * Update Random3
//==============================
SpriteWeatherEX.prototype.updateRandom3 = function(sprite) {
	 sprite.opacity += 25
};

//==============================
// * Setup Fog 1
//==============================
SpriteWeatherEX.prototype.setupFog1 = function(sprite,initial) {
     sprite.opacity = 0;
	 var dir = Math.randomInt(100);
	 if (dir < 80) {
	     this.setPosNormal(sprite,20,true);
	 } else {
		 this.setPosLeft(sprite,20);
	 };
	 sprite.anchor.x = 0;
	 sprite.anchor.y = 1;
	 this.randomZoom(0.50,sprite);
	 var spd = (0.5 + Math.random() * 0.8)
	 var dir = Math.randomInt(2)
     sprite._sx = dir == 0 ? spd : -spd;
	 sprite._ani[1] = Math.randomInt(10) + 10;
	 sprite._ani[2] = Math.randomInt(2) + 2;
	 sprite._ani[3] = 0;
	 sprite._ani[4] = 5;
	 sprite._ani[5] = Math.randomInt(2) + 1;
	 sprite._rt  = 0;
	 if (dir === 0) {
    	 sprite._zx = 0.004;
	     sprite._zy = 0.003;
     } else {
		 sprite.scale.x = -sprite.scale.x
    	 sprite._zx = -0.004;
	     sprite._zy = 0.003;
	 };
};

//==============================
// * Setup Fog 2
//==============================
SpriteWeatherEX.prototype.setupFog2 = function(sprite,initial) {
	 sprite.opacity = 0;
     this.setPosNormal(sprite,20,true);
	 sprite.anchor.x = 0.5;
	 sprite.anchor.y = 1;
	 this.randomZoom(0.80,sprite,20);
	 var rg = Math.randomInt(16) - 8;
     sprite.rotation = (rg * Math.PI / 180);
     sprite._sx = 0;
	 sprite._ani[1] = Math.randomInt(120) + 10;
	 sprite._ani[2] = Math.randomInt(2) + 2;
	 sprite._ani[3] = 0;
	 sprite._ani[4] = 50;
	 sprite._ani[5] = 2;
	 sprite._ani[7] = Math.randomInt(100) * 0.0001;
	 sprite._rt  = 0;
	 sprite._zx = 0.012 + Math.randomInt(100) * 0.0001;
	 sprite._zy = 0.012 + Math.randomInt(100) * 0.0001;
	 if (sprite.opacity > 0) {
		 sprite._ani[1] = 0;
	 } else if (initial) {
		 var rd = Math.randomInt(100)
		 if (rd > 60) {
			 sprite._ani[1] = 0 ;
			 sprite.opacity = Math.randomInt(150) + 50;
		 };
     };
};

//==============================
// * Setup Fog 3
//==============================
SpriteWeatherEX.prototype.setupFog3 = function(sprite,initial) {
     this.setPosNormal(sprite,20,true);
	 sprite.anchor.x = 0;
	 sprite.anchor.y = 0.5;
	 this.randomZoom(0.50,sprite);
	 sprite.opacity = 0;
	 var rg = Math.randomInt(16) - 8;
	 sprite.rotation = 0;
     sprite._sx = (0.5 + Math.random() * 0.8);;
	 sprite._ani[1] = Math.randomInt(80) + 10;
	 sprite._ani[2] = Math.randomInt(2) + 2;
	 sprite._ani[3] = 0;
	 sprite._ani[4] = 50;
	 sprite._ani[5] = 10;
	 sprite._rt  = 0;
	 sprite._zx = 0.1;
	 sprite._zy = -0.04;
	 sprite.scale.x = 1.00;
	 sprite.scale.y = sprite.scale.x;
	 if (initial) {
		 var rd = Math.randomInt(100)
		 if (rd > 60) {
			 sprite._ani[1] = 0 ;
			 sprite.opacity = Math.randomInt(150) + 50;
		 };
     };
};

//==============================
// * Update Fog 1
//==============================
SpriteWeatherEX.prototype.updateFog1 = function(sprite) {
	if (sprite._ani[1] > 0) {
		sprite._ani[1]--;
		return;
	};
	 if (sprite._ani[3] == 0) {
	     sprite.opacity += sprite._ani[4];
		 if (sprite.opacity >= 255) {sprite._ani[3] = 1};
	 } else if (sprite._ani[3] == 1) {
		 sprite._ani[1]--;
		 if (sprite._ani[1] <= 0) {sprite._ani[3] = 2};
	 } else {
		 sprite.opacity -= sprite._ani[5];
		 this.updateScale(sprite);
		 if (sprite.opacity <= 0) {this.refreshWeather(sprite)};
	 };
};

//==============================
// * Setup Fog XP 1
//==============================
SpriteWeatherEX.prototype.setupFogXP1 = function(sprite,initial) {
     sprite._ani[1] = (this._speed + 0.1 + Math.random() * 2)  * this.speed() / 100;
	 sprite._ani[2] = 0;
	 sprite._sy = Math.randomInt(100);
};

//==============================
// * Setup Fog XP 2
//==============================
SpriteWeatherEX.prototype.setupFogXP2 = function(sprite,initial) {
	 sprite._ani[1] = 0;
     sprite._ani[2] = (this._speed + 0.1 + Math.random() * 2)  * this.speed() / 100;
	 sprite._sy = Math.randomInt(100);
};

//==============================
// * Update Fog 5
//==============================
SpriteWeatherEX.prototype.updateScroll = function(sprite) {
   sprite._sx -= sprite._ani[1];
   sprite._sy -= sprite._ani[2];
   sprite.origin.x = $gameMap.displayX() * $gameMap.tileWidth() + sprite._sx;
   sprite.origin.y = $gameMap.displayY() * $gameMap.tileHeight() + sprite._sy;
};

//==============================
// * Setup Parallax 1
//==============================
SpriteWeatherEX.prototype.setupParallax1 = function(sprite,initial) {
   sprite._sx = 1  * this.speed() / 100;
   sprite._sy = 1  * this.speed() / 100;
   sprite.move(0, 0,Graphics.boxWidth + 32,Graphics.boxHeight + 32);
   sprite.x = -16 +(Graphics.boxWidth / 2);
   sprite.y = -16 + (Graphics.boxHeight / 2);
};

//==============================
// * Update Parallax 1
//==============================
SpriteWeatherEX.prototype.updateParallax1 = function(sprite) {
   sprite.origin.x = this._imgData[2] + (this.screenX() / sprite._sx);
   sprite.origin.y = this._imgData[3] + (this.screenY() / sprite._sy);
};

//==============================
// * Setup Parallax 2
//==============================
SpriteWeatherEX.prototype.setupParallax2 = function(sprite,initial) {
   sprite.anchor.x = 0.0;
   sprite.anchor.y = 0.0;
   sprite._realX = 0;
   sprite._realY = 0;
   sprite._sx = 1  * this.speed() / 100;
   sprite._sy = 1  * this.speed() / 100;
   sprite.opacity = 255;
};

//==============================
// * Update Parallax 2
//==============================
SpriteWeatherEX.prototype.updateParallax2 = function(sprite) {
    sprite.x = sprite._realX - (this.screenX() / sprite._sx);
	sprite.y = sprite._realY - (this.screenY() / sprite._sy);
};

//==============================
// * Setup SunLight 1
//==============================
SpriteWeatherEX.prototype.setupSunLight1 = function(sprite) {
	 this._modePosX = 90;
	 this.randomZoom(0.50,sprite,50);
	 var pos = Math.randomInt(100);
	 if (pos < 50) {
		this.leftPos(sprite,96);
     } else {
		this.randomPosX(sprite);
		sprite._realY = -128;
     };
	 sprite.anchor.x = 0;
	 sprite.anchor.y = 0;
	 var rg = Math.randomInt(2) + 44
	 sprite.rotation = (rg * Math.PI / 180);
	 sprite.opacity = 0;
	 sprite._ani[1] = Math.randomInt(120) + 10;
	 sprite._ani[2] = Math.randomInt(2) + 2;
	 sprite._ani[3] = 0;
	 sprite._ani[4] = 0;
	 sprite._ani[5] = 0;
	 sprite._ani[9] = sprite._realX;
	 sprite._ani[10] = sprite._realY;
};

//==============================
// * Update Sun Light
//==============================
SpriteWeatherEX.prototype.updateSunLight = function(sprite) {
	if (sprite._ani[1] > 0) {
		sprite._ani[1]--;
		return;
	};
	sprite._ani[5]++;
	if (sprite._ani[5] > 15) {
		sprite._ani[5] = 0;
		sprite._realX = sprite._ani[9] + Math.randomInt(2) - 1
	}
	if (sprite._ani[3] === 0) {
        sprite.opacity += sprite._ani[2];
	    if (sprite.opacity >= 255) {
			sprite._ani[3] = 1;
			sprite._ani[4] = (Math.randomInt(180) + 120) * this.speed() / 100;
		};
	} else if (sprite._ani[3] === 1) {
		sprite._ani[4]--;
	    if (sprite._ani[4] <= 0) {sprite._ani[3] = 2};
	} else if (sprite._ani[3] === 2) {
	    sprite.opacity -= sprite._ani[2];
	    if (sprite.opacity <= 0) {this.refreshWeather(sprite)};
	};
};

//==============================
// * Setup Star 1
//==============================
SpriteWeatherEX.prototype.setupStar1 = function(sprite) {
     this.setPosLeftUpper(sprite);
	 this.randomZoom(0.20,sprite,80);
	 sprite.anchor.x = 0.5;
	 sprite.anchor.y = 0.5;
	 sprite._ani[1] = Math.randomInt(2);
	 sprite.opacity = Math.randomInt(150) + 100;
	 sprite._sx = (sprite.scale.x * 3);
	 sprite._sy = (sprite.scale.y * 3);
};

//==============================
// * Update Star 1
//==============================
SpriteWeatherEX.prototype.updateStar1 = function(sprite) {
     if (sprite._ani[1] == 0) {
		 sprite.opacity -= 15;
		 if (sprite.opacity < 125) {sprite._ani[1] = 1};
	 } else {
         sprite.opacity += 15;
		 if (sprite.opacity >= 255) {sprite._ani[1] = 0};
	 };
};

//==============================
// * Setup Star 2
//==============================
SpriteWeatherEX.prototype.setupStar2 = function(sprite) {
     this.setPosLeftUpper(sprite);
	 this.randomZoom(0.20,sprite,80);
	 sprite.anchor.x = 0.5;
	 sprite.anchor.y = 0.5;
	 sprite._ani[1] = Math.randomInt(2);
	 sprite.opacity = Math.randomInt(150) + 100;
	 sprite._sx = (sprite.scale.x * 3);
	 sprite._sy = (sprite.scale.y * 3);
	 sprite._rt = Math.random() * 0.1;
};

//==============================
// * Setut Shinning
//==============================
SpriteWeatherEX.prototype.setupShinning = function(sprite,initial) {
     this.setPosNormal(sprite,40,true);
	 this.randomZoom(0.10,sprite,90);
	 sprite.anchor.x = 0.5;
	 sprite.anchor.y = 0.5;
	 sprite._ani[0] = false
	 sprite._ani[1] = Math.randomInt(2);
	 sprite._ani[4] = Math.randomInt(60)
	 if (sprite.opacity > 0  && !initial){
		 sprite._ani[4] = Math.randomInt(20)}
	  else {
		 if (initial) {
			 sprite.opacity = 0;
		 } else {
			 sprite.opacity = Math.randomInt(50);
		 };
	 };
	 sprite._ani[3] = (Math.randomInt(180) + 30) * this.speed() / 100;
	 var rg = Math.randomInt(360);
     sprite.rotation = (rg * Math.PI / 180);
};

//==============================
// * Update Star 1
//==============================
SpriteWeatherEX.prototype.updateShinning = function(sprite) {
	 if (sprite._ani[4] > 0) {
		 sprite._ani[4]--;
		 sprite.visible = false;
		 return
	 };
	 sprite.visible = true;
     if (!sprite._ani[0]) {
	     sprite.opacity += 4;
		 if (sprite.opacity >= 255) {sprite._ani[0] = true};
     } else {
		 if (sprite._ani[3] > 0) {
		     sprite._ani[3]--;
		     if (sprite._ani[1] == 0) {
			     sprite.opacity -= 15;
				 if (sprite.opacity < 125) {sprite._ani[1] = 1};
			 } else {
				sprite.opacity += 15;
				 if (sprite.opacity >= 255) {sprite._ani[1] = 0};
			 };
		 } else {
			 sprite.opacity -= 4;
			 if (sprite.opacity <= 0) {this.refreshWeather(sprite)};
		 };

    };
};

//==============================
// * Setup Shinning
//==============================
SpriteWeatherEX.prototype.setupStandStill = function(sprite,initial) {
     this.setPosNormal(sprite,40,true);
	 this.randomZoom(0.40,sprite,80);
	 sprite.anchor.x = 0.5;
	 sprite.anchor.y = 0.5;
	 if (initial) {
	     sprite.opacity = Math.randomInt(100) + 155;
	 } else {
		 sprite.opacity = 0;
	 }
	 sprite._ani[2] = (sprite.scale.x * 4);
	 var rg = Math.randomInt(360);
     sprite.rotation = (rg * Math.PI / 180);
	 sprite._sx = (sprite.scale.x * 3);
	 sprite._sy = (sprite.scale.y * 3);
	 if (this.speed() != 100) {
	     sprite._zx = (sprite._sx / 4) * this.speed() / 100
	     sprite._zy = (sprite._sy / 4) * this.speed() / 100;
	 };
};

//==============================
// * Update Star 1
//==============================
SpriteWeatherEX.prototype.updateStandStill = function(sprite) {
    sprite.opacity += 10;
	sprite._realX += sprite._zx;
	sprite._realY += sprite._zy;
    sprite.x = sprite._realX - this.screenX() / sprite._ani[2];
	sprite.y = sprite._realY - this.screenY() / sprite._ani[2];
};

//==============================
// * Update Star 2
//==============================
SpriteWeatherEX.prototype.updateStar2 = function(sprite) {
     sprite.opacity += 25;
};

//==============================
// * Update Random3
//==============================
SpriteWeatherEX.prototype.speed = function() {
	 return this.data().speed;
};

//==============================
// * need Update Position
//==============================
SpriteWeatherEX.prototype.needUpdatePosition = function() {
	 if (this.mode() === 28) {return false};
	 if (this.mode() === 31) {return false};
	 if (this.mode() === 32) {return false};
	 if (this.mode() === 33) {return false};
	 if (this.mode() === 34) {return false};
	 if (this.mode() === 35) {return false};
	 return true;
};

//==============================
// * Update Position
//==============================
SpriteWeatherEX.prototype.updatePosition = function(sprite) {
	sprite._realX += sprite._sx * this.speed() / 100;
	sprite._realY += sprite._sy * this.speed() / 100;
	sprite.x = sprite._realX - this.screenX();
	sprite.y = sprite._realY - this.screenY();
};

//==============================
// * Update Other
//==============================
SpriteWeatherEX.prototype.updateOther = function(sprite) {
	sprite.rotation += sprite._rt * this.speed() / 100;
	sprite.opacity += sprite._op;
};

//==============================
// * Update Scale
//==============================
SpriteWeatherEX.prototype.updateScale = function(sprite) {
	sprite.scale.x += sprite._zx * this.speed() / 100;
	sprite.scale.y += sprite._zy * this.speed() / 100;
};

//==============================
// * Update Wind
//==============================
SpriteWeatherEX.prototype.updateRollEffect = function(sprite) {
     sprite._roll--;
	 if (sprite._roll <= 0) {
		 if (sprite.scale.x > -sprite._zp[0]) {
			 sprite.scale.x -= 0.02 * this.speed() / 100;
		 };
	 };
};

//==============================
// * get Anime Data
//==============================
SpriteWeatherEX.prototype.getAnimeData = function(sprite) {
	 sprite._frames[0] = Math.randomInt(this.data().frameSpeed);
	 sprite._frames[1] = Math.randomInt(this.data().frames);
	 sprite._frames[2] = this.data().frameSpeed;
     sprite._frames[3] = this._image.width / this.data().frames;
	 sprite._frames[4] = this._image.height;
	 this.refreshFrames(sprite);
};

//==============================
// * Update Anime
//==============================
SpriteWeatherEX.prototype.updateAnime = function(sprite) {
    sprite._frames[0]++;
	if (sprite._frames[0] >= sprite._frames[2]) {
		sprite._frames[0] = 0;
		sprite._frames[1]++;
		if (sprite._frames[1] >= this.data().frames) {sprite._frames[1] = 0};
		this.refreshFrames(sprite);
	};
};

 //==============================
// * refresh Frames
//==============================
SpriteWeatherEX.prototype.refreshFrames = function(sprite) {
	 var cw = sprite._frames[3];
	 var ch = sprite._frames[4];
	 var wd = cw * sprite._frames[1];
     sprite.setFrame(wd,0, cw, ch);
};

 //==============================
// * forceHideWeatherBattle
//==============================
SpriteWeatherEX.prototype.forceHideWeatherBattle = function() {
	 if (!$gameParty.inBattle()) {return false};
	 if (this.data().mode == 34) {return true};
	 if (this.data().mode == 35) {return true};
	 return false;
};

 //==============================
// * forceHideWeather
//==============================
SpriteWeatherEX.prototype.forceHideWeather = function() {
	 if (this.data().mode < 0) {return true};
	 if (this.forceHideWeatherBattle()) {return true};
	 return false;
};

//==============================
// * Update
//==============================
SpriteWeatherEX.prototype.update = function() {
    Sprite.prototype.update.call(this);
	if (this.forceHideWeather()){
		this.visible = false;
		return;
	};
	if (!this._camCheck &&  $gameParty.inBattle()) {
		this._camCheck = true;
		if (Imported.MOG_BattleCameraFrontal) {this.setFrontalCamera()};
		if (Imported.MOG_BattleCamera) {this.setCamScreen()};
		for (var i = 0; i < this._sprites.length; i++) {
		    this.refreshWeather(this._sprites[i],true);
		};
	};
	if (this.needCheckImg()) {this.checkImgPar()};
    for (var i = 0; i < this._sprites.length; i++) {
		 this.updateSprites(this._sprites[i]);
	};
};

//==============================
// * Update Sprites
//==============================
SpriteWeatherEX.prototype.updateSprites = function(sprite) {
	 if (this.isAnimated() && sprite._frames[3] == 0) {this.getAnimeData(sprite)}
  	 if (sprite._ani[6] > 0) {sprite._ani[6]--};
	 if (sprite._ani[7] > 0) {
         sprite.visible = false;
		 sprite._ani[7]--
		 return;
	 };
	 sprite.visible = true;
	 if (Imported.MOG_BattleCameraFrontal && !sprite.refreshMove && $gameParty.inBattle()) {this.refreshTilingMove(sprite)};
     this.updateEffects(sprite)
     if (this.needUpdatePosition()) {this.updatePosition(sprite)};
 	 this.updateOther(sprite);
	 if (this.isAnimated() && sprite._frames[3] > 0) {this.updateAnime(sprite)}
	 if (this.needRefreshWeather(sprite)) {this.refreshWeather(sprite,false)};
};

repo_name: onms/melphias

license: unknown


code:
//===========================================================================
// MPI_AutoWaitForPicture.js
//===========================================================================

/*:
 * @plugindesc ピクチャの表示実行時、画像読み込み完了まで自動でウェイトする機能を提供します。
 * @author 奏ねこま（おとぶき ねこま）
 *
 * @param ピクチャの表示自動ウェイト切替スイッチ
 * @desc ピクチャの表示実行時の自動ウェイトのON/OFFを切り替えるスイッチの番号を指定してください。
 * @default 0
 *
 * @help
 * [ 概要 ] ...
 *  イベントコマンド「ピクチャの表示」実行時、画像読み込みが完了するまでウェイト
 *  状態（イベントが進まないよう）にします。
 *
 * [ 動作説明 ] ...
 *  イベントコマンド「ピクチャの表示」実行時、デフォルトでは、表示しようとしてい
 *  る画像が完全に読み込まるのを待たずに、イベントが先に進んでしまいます。
 *  本プラグインを導入すると、表示しようとしている画像が完全に読み込まれるまで、
 *  イベントをウェイト状態にして先に進まないようにします。
 *
 * [ プラグインパラメータ ] ...
 *  ・ピクチャの表示自動ウェイト切替スイッチ
 *    このパラメータに指定した番号のスイッチが、ピクチャの表示実行時の自動ウェイ
 *    トを切り替えるスイッチになります。指定のスイッチがONの間、ピクチャの表示実
 *    行時に、自動ウェイトを行いません。
 *
 * [ プラグインコマンド ] ...
 *  プラグインコマンドはありません。
 *
 * [ 利用規約 ] ................................................................
 *  ・本プラグインの利用は、RPGツクールMV/RPGMakerMVの正規ユーザーに限られます。
 *  ・商用、非商用、有償、無償、一般向け、成人向けを問わず、利用可能です。
 *  ・利用の際、連絡や報告は必要ありません。また、製作者名の記載等も不要です。
 *  ・プラグインを導入した作品に同梱する形以外での再配布、転載はご遠慮ください。
 *  ・不具合対応以外のサポートやリクエストは、基本的に受け付けておりません。
 *  ・本プラグインにより生じたいかなる問題についても、一切の責任を負いかねます。
 * [ 改訂履歴 ] ................................................................
 *   Version 1.00  2016/11/25  First edition.
 * -+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-
 *  Web Site: http://makonet.sakura.ne.jp/rpg_tkool/
 *  Twitter : https://twitter.com/koma_neko
 *  Copylight (c) 2016 Nekoma Otobuki
 */

var Imported = Imported || {};
Imported.MPI_AutoWaitForPicture = true;

var Makonet = Makonet || {};
Makonet.AWP = {};

(function(){
    'use strict';

    var AWP        = Makonet.AWP;
    AWP.product    = 'MPI_AutoWaitForPicture';
    AWP.parameters = PluginManager.parameters(AWP.product);
    AWP.switchId   = +AWP.parameters['ピクチャの表示自動ウェイト切替スイッチ'];

    //==============================================================================
    // Game_Interpreter
    //==============================================================================

    (function(o, p) {
        var f = o[p]; o[p] = function() {
            var wait = !(AWP.switchId && $gameSwitches.value(AWP.switchId));
            if (wait) {
                this.wait(1);
                this.setWaitMode('image');
            }
            return f.apply(this, arguments);
        };
    }(Game_Interpreter.prototype, 'command231'));

}());