Fog of War System for RPG Maker MV
Author: CityShrimp
Version: 1.1.2
- Player Vision - Player can have vision (to clear fog)
- Event Vision - Events can have vision. These events will be referred to as origins
- Vision Range - Each origin has it's own vision range.
- Vision Type - Different vision shapes - diamond, square, circle, directional. Each origin can have it's own type
- Flying Vision - An origin can have flying vision (see through mountains, forest, etc).
- Vision Brightness - Each origin has it's own vision brightness
- Map Hidden - Entire map is initially blacked out, and map is revealed by origins
- Strict Diagonals - Can configure whether origins can see past two diagonally-placed blocked tiles
- Targets - Events can be marked as a target. Targets will disappear when it stands on a fogged tile
- Blockers - Events can be marked as a blocker. Blockers can block vision.
- 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)
- Multiple ways to configure: Plugin Parameters, Map/Event notetags, Plugin Commands
- Download CS_FogOfWar.js
- Place it into your project's Plugin list
- Check description in file for latest Parameter, Notetag, and Plugin Commands
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
- 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.