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rmmv_fow

Fog of War System for RPG Maker MV

Author: CityShrimp

Version: 1.1.2

Features

  1. Player Vision - Player can have vision (to clear fog)
  2. Event Vision - Events can have vision. These events will be referred to as origins
  3. Vision Range - Each origin has it's own vision range.
  4. Vision Type - Different vision shapes - diamond, square, circle, directional. Each origin can have it's own type
  5. Flying Vision - An origin can have flying vision (see through mountains, forest, etc).
  6. Vision Brightness - Each origin has it's own vision brightness
  7. Map Hidden - Entire map is initially blacked out, and map is revealed by origins
  8. Strict Diagonals - Can configure whether origins can see past two diagonally-placed blocked tiles
  9. Targets - Events can be marked as a target. Targets will disappear when it stands on a fogged tile
  10. Blockers - Events can be marked as a blocker. Blockers can block vision.
  11. Tile Type by RegionId:
  • Plain: Can always see through
  • Forest: Cannot see through unless on a hill, mountain, watchtower, or have flying vision
  • Hill: Cannot see through unless on a hill, mountain, watchtower, or have flying vision
  • Mountain/Wall: Cannot see through unless have flying vision
  • Dark: Can always see through, but can never be revealed
  • Blocked: Cannot see through unless have flying vision. Can never be revealed.
  • Watchtower: Can always see through. Have elevated height (can be configured)
  1. Multiple ways to configure: Plugin Parameters, Map/Event notetags, Plugin Commands

Instructions

  • Download CS_FogOfWar.js
  • Place it into your project's Plugin list
  • Check description in file for latest Parameter, Notetag, and Plugin Commands

Demo

YouTube: https://youtu.be/VX62Lba6XM0

Demo 1 - Strategy View (e.g Advanced Wars):

  • Player Vision: enabled
  • Strict Diagonals: disabled
  • Map Hidden: disabled
  • Gradient Vision: disabled
  • Fog Opacity: 0.75
  • Fade Speed: 0.1

Demo 2 - Inside a building

  • Player Vision: disabled
  • Strict Diagonals: enabled
  • Map Hidden: disabled
  • Gradient Vision: enabled
  • Fog Opacity: 0.75
  • Fade Speed: 0.1
  • Lights are on a loop to increase and decrease brightness

Demo 3 - Dungeon Crawling

  • Player Vision: enabled
  • Strict Diagonals: enabled
  • Map Hidden: enabled
  • Gradient Vision: enabled
  • Fog Opacity: 1
  • Fade Speed: 0.1

Demo 4 - RTS (e.g. Starcraft)

  • Player Vision: enabled
  • Strict Diagonals: disabled
  • Map Hidden: enabled
  • Gradient Vision: disabled
  • Fog Opacity: 0.75
  • Fade Speed: 0.1

Demo 5 - Performance Test

  • Player Vision: enabled
  • Strict Diagonals: disabled
  • Map Hidden: disabled
  • Gradient Vision: enabled
  • Fog Opacity: 0.75
  • Fade Speed: 0.1

Notes and Limitations

  • Does not work with loop maps.
  • Directional vision should work with most 8-direction movement plugins.
  • Targets may not show/hide correctly if they are bigger than 1 tile
  • Performance may become an issue if 1) map is too large, 2) too many origins, or 3) vision is too large
  • Only tested with 48x48 tile size. Most likely will not work if a different tile size was used.
  • Never tested with Vehicles
  • All calclulations are "tile-based". E.g., if an blocker event stands between two tiles, it will find which tile it's coordinates are on, and block vision for that tile only.
  • If a tile is marked as a special region and also contains a blocker event, it will take the more restrictive of the two. Example, if there's a blocker event (type 2 - mountain) on a hill tile. It will block vision like a mountain.
  • If an event initially starts had <fow_blocker> tag in comment, and then move into a page without the tag, it will continue to act as a blocker. To clear it, make sure to include <fow_blocker: 0> in the new page. This is done to preserve blockers added via plugin commands.

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