Fog of War
#4
I've updated this script a bit and moved all the configuration options to the module, I'll make it available as soon as I'm on the computer. What you've shown is some progress. Although we still need to think about how to define events in the module table that can explore the map with the player but independently of him and assign them their own visibility radius. I haven't tested your demo yet so I don't know if this is exactly what I was thinking.

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Ou I see Your code is very very clearly than what i have done with original. But...i have one more option.
In my code You can set options of the map in script not in map name. This is helpful when You use location script and he download map name.

Code:
#==============================================================================
# ** Fog of War
#------------------------------------------------------------------------------
# Version 2.0, 2005-11-21
# by Wachunga
#==============================================================================
=begin
0.8 - original release
0.85
   - added colour parameter to map names
   - fixed bug where map grids overlapped
0.9
   - switched over to a tilemap (from a sprite)
   - now more compatible with minimap scripts (but they'll have to take
   extra tilemap into account)
1.0
   - switched over to an autotile instead of using a custom tileset
     * edges looks nicer, but gradual fading had to be removed
     * colour parameter no longer possible (set by autotile)
   - move event (including jumping and speed changes) bug fixed
   - teleportation bug fixed
   - some optimization
   - made compatible with Cogwheel's Pixel Movement script
     (see http://www.rmxp.net/forums/index.php?showtopic=24716 for details)
1.01
   - fixed bug when teleporting from map without fow to a map with fow
2.0
   - now two independent types of fog of war:
      * static, which never returns (i.e. typical RTS "terrain" fog)
      * dynamic, which returns once out of visual range and can optionally
        hide map events (i.e. typical RTS "unit" fog)
   - now using a compact version of Near's Dynamic Maps script
   - fog of war is now above weather and normal fog
   - added support for much larger visual ranges (0 - 9)
   - added support for option to set up fog of war from a call script event
     command
   - optimization

A map specified as having "fog of war" (fow) has tiles that are (fully or
partially) obscured until the player gets within visual range. The amount of
fow to disappear as the player moves depends on the visual range specified.
Gamers with experience playing Real Time Strategy games like Warcraft, Age of
Empires, etc. should be quite familiar with the concept.

This script supports two kinds of fog of war: static and dynamic.

Static fow is the kind that typically hides terrain in RTS games. It covers
the entire map until the player explores the area, discovering the underlying
terrain. Once static fow disappears from an area of the map, it stays gone
indefinitely (even if loading a saved game, leaving the map and returning
later, going to the menu, etc).

Dynamic fow is identical to the static kind except that it doesn't stay gone
forever: as soon as the player leaves visual range of an explored tile,
dynamic fow covers it again. This kind of fow is typically used to hide enemy
units in RTS games.

SETUP:

There's no need to add the autotile via the database. Just place the
file in the autotile folder, import it, and change the FOW_AT_NAME constant
to the appropriate filename. To change the colour of the fog of war you must
create a new autotile. (However, opacity is customizable by constants below.)

To indicate a map is to have either (or both) of these kinds of fog of war,
include <fow> in its name (via "Map properties"). To enable both static and
dynamic fow, you can either add nothing more (since it's the default), or
add <s><d> (or <d><s>). To enable one or the other, just add the appropriate
one (e.g. <s> for static, <d> for dynamic). You may also optionally specify a
visual range between 0 and 9 in the map name (e.g. <5>), noting that 3 is
the default. Here are some example map names:
"your-map-name <fow><2>" (defaults to static&dynamic on; range specified as 2)
"your-map-name <fow><s>" (only static fow is on; range defaults to 3)
"your-map-name <fow><d><8>" (only dynamic fow is on; range specified as 8)

Alternatively, fog of war can be setup via a call script event command using
the fog_of_war global method. Detailed instructions are just before
the method itself.

Finally, an edited version of Near Fantastica's Dynamic Maps script needs
to be below this one. You may find it at the following URL:
http://www.rmxp.net/forums/index.php?showtopic=24716

The ranges work as follows:
range = 0 reveals just the square on which the player stands

range = 1 is the same as range 0 plus four adjacent tiles
i.e.   @
       @P@
        @

range = 2 is the same as range 1 plus eight additional tiles
  i.e.  @
       @@@
      @@P@@
       @@@
        @

range = 3 (default) is the same as range 2 plus twelve additional tiles
  i.e.  @
       @@@
      @@@@@
     @@@P@@@
      @@@@@
       @@@
        @

etc.

Note: I've taken great pains to optimize this script as much as possible
(which unfortunately reduces the readability of the code). There shouldn't be
much visible effect on frame rate.

=end

module FogOfWarSettings 
  #------------------------------------------------------------------------------ 
  # filename of the fog of war autotile (used for both):
  FOW_AT_NAME = 'fow_default'  # Użyj odpowiedniego indeksu autotile zamiast nazwy
  # the opacity of static (non-returning) and dynamic (returning) fog of war
  # (value between 0 and 255)
  FOW_STATIC_OPACITY = 255
  FOW_DYNAMIC_OPACITY = 0
  # whether or not dynamic fow hides map events
  FOW_DYNAMIC_HIDES_EVENTS = false
  # default range of fog of war (if not specified in map name)
  FOW_RANGE_DEFAULT = 3
  #------------------------------------------------------------------------------ 
  # internal constants - no need to edit
  FOW = 0b00
  REVEALED = 0b01
  # tiles with no surrounding fog are flagged "SKIP" for efficiency
  SKIP = 0b10
  #------------------------------------------------------------------------------
 
  MAP_OPTIONS = [
    { :id => 1, :enabled => false, :visibility_radius => 3 },
    { :id => 2, :enabled => false },
    { :id => 3, :enabled => true, :visibility_radius => 5 },
    { :id => 5, :enabled => true, :visibility_radius => 5 }
  ]

  # Method to retrieve settings for a given map
  def self.settings_for_map(map_id)
    option = MAP_OPTIONS.find { |map| map[:id] == map_id }
    option || { :enabled => false }
  end
end

def fog_of_war(static, dynamic, range = FOW_RANGE_DEFAULT, reset = false)
  if static == nil or dynamic == nil
    print 'Two true/false parameters are required in call to fog_of_war.'
    exit
  elsif range < 0 or range > 9
    print 'Invalid range in call to fog_of_war (only 0-9 is valid).'
    exit
  end
  $game_map.fow_static = static
  $game_map.fow_dynamic = dynamic
  $game_map.fow_range = range
  if reset
    $game_map.fow_grid = nil
  end
  if not $game_map.fow_static and not $game_map.fow_dynamic
    $game_map.fow = false
    $scene.spriteset.fow_tilemap.dispose
    # set all events back to visible
    for i in $game_map.events.keys
      $game_map.events[i].transparent = false
    end
  else
    # static or dynamic fow (or both) are on
    $game_map.fow = true
    if $game_map.fow_grid == nil # only if not already defined
      $game_map.fow_grid = Table.new($game_map.width, $game_map.height, 2)
      for i in 0...$game_map.fow_grid.xsize
        for j in 0...$game_map.fow_grid.ysize
          $game_map.fow_grid[i,j,1] = $game_map.fow_grid[i,j,0] = FogOfWarSettings::FOW
        end
      end
    end
    if $game_map.fow_dynamic
      $game_map.fow_revealed = $game_map.fow_last_revealed = []
    end
    $scene.spriteset.initialize_fow
  end
end

class Game_Map
  attr_accessor :fow
  attr_accessor :fow_static
  attr_accessor :fow_dynamic
  attr_accessor :fow_grid
  attr_accessor :fow_range
  attr_accessor :fow_revealed
  attr_accessor :fow_last_revealed

  alias wachunga_fow_gm_setup setup
  def setup(map_id)
    wachunga_fow_gm_setup(map_id)
    @fow = false
    @fow_dynamic = false
    @fow_static = false
    @fow_grid = nil
    @fow_range = nil
    # Use settings from FogOfWarSettings module
    settings = FogOfWarSettings.settings_for_map(map_id)
    @fow = settings[:enabled]
    @fow_static = true if @fow # default to true if fog of war is enabled
    @fow_dynamic = true if @fow
    @fow_range = settings[:visibility_radius] if settings[:visibility_radius]

    if @fow
      if @fow_grid == nil # only if not already defined
        @fow_grid = Table.new(@map.width, @map.height, 2)
        for i in 0...@fow_grid.xsize
          for j in 0...@fow_grid.ysize
            @fow_grid[i,j,1] = @fow_grid[i,j,0] = FogOfWarSettings::FOW
          end
        end
      end
      @fow_revealed = @fow_last_revealed = [] if @fow_dynamic
    end
  end

  def map_name
    return load_data('Data/MapInfos.rxdata')[@map_id].name
  end

  def update_fow_grid
    px = $game_player.x
    py = $game_player.y
    x = px - @fow_range
    start_y = py
    y = start_y
    count = 1
    mod = 1
    # loop through all tiles in visible range
    until x == (px + @fow_range + 1)
      i = count
      while i > 0
        if valid?(x,y)
          if @fow_static
            @fow_grid[x,y,1] |= FogOfWarSettings::REVEALED
          end
          if @fow_dynamic
            @fow_grid[x,y,0] = FogOfWarSettings::REVEALED if @fow_grid[x,y,0] == FogOfWarSettings::FOW
            @fow_revealed.push([x,y])
          end
        end
        y -= 1
        i -= 1
      end
      if x == px
        mod = -1
      end
      x += 1
      start_y += 1 * mod
      y = start_y
      count += 2 * mod
    end
    if @fow_dynamic
      if @fow_last_revealed != []
        # make dynamic fog return once out of visual range
        for t in @fow_last_revealed - @fow_revealed
          @fow_grid[t[0],t[1],0] = FogOfWarSettings::FOW
        end
      end
      @fow_last_revealed = @fow_revealed
      @fow_revealed = []
    end
  end
end

#------------------------------------------------------------------------------ 

class Spriteset_Map

attr_reader :fow_tilemap
 
alias wachunga_fow_ssm_initialize initialize
def initialize
   initialize_fow if $game_map.fow
   wachunga_fow_ssm_initialize
end

=begin
Initializes fog of war.
=end
def initialize_fow
   @fow_tilemap = Tilemap.new     
   @fow_tilemap.map_data = Table.new($game_map.width, $game_map.height, 3)
   @fow_tilemap.priorities = Table.new(144)
   @fow_autotiles = Hash.new(0)
   j = 48 # starting autotile index
   for i in Autotile_Keys
     @fow_autotiles[i] = j
     j += 1
   end
   # add duplicates
   for i in Duplicate_Keys.keys
     @fow_autotiles[i] = @fow_autotiles[Duplicate_Keys[i]]
   end     
   if $game_map.fow_static
     for m in 0...$game_map.fow_grid.xsize
       for n in 0...$game_map.fow_grid.ysize
         # reset SKIP flag
         $game_map.fow_grid[m,n,1] &= ~FogOfWarSettings::SKIP
       end
     end
     at = Bitmap.new(96,128)
     at.blt(0,0,RPG::Cache.autotile(FogOfWarSettings::FOW_AT_NAME),\
            Rect.new(0,0,96,128),FogOfWarSettings::FOW_STATIC_OPACITY)       
     @fow_tilemap.autotiles[0] = at
     # set everything to fog
     for x in 0...$game_map.width
       for y in 0...$game_map.height
         @fow_tilemap.map_data[x,y,2] = 48 # fog
       end
     end
     # set to highest priority
     for i in 48...96
       @fow_tilemap.priorities[i] = 5
     end
   end
   if $game_map.fow_dynamic
     bm = Bitmap.new(96,128)
     bm.blt(0,0,RPG::Cache.autotile(FogOfWarSettings::FOW_AT_NAME),\
            Rect.new(0,0,96,128),FogOfWarSettings::FOW_DYNAMIC_OPACITY)
     @fow_tilemap.autotiles[1] = bm
     # unlike tilemap for static, set everything to clear
     for x in 0...$game_map.width
       for y in 0...$game_map.height
         @fow_tilemap.map_data[x,y,1] = 0
       end
     end
     # set to highest priority
     for i in 96...144
       @fow_tilemap.priorities[i] = 5
     end
   end
   $game_map.update_fow_grid
   update_fow_tilemap
   update_event_transparency if $game_map.fow_dynamic
end


=begin
Updates the (static and/or dynamic) fog of war tilemap based on the map's
underlying grid.
=end
def update_fow_tilemap
   if $game_map.fow_static
     checked = Table.new($game_map.width,$game_map.height)
     for j in 0...$game_map.width
       for k in 0...$game_map.height
         checked[j,k] = 0
       end
     end
   end
   dx = ($game_map.display_x/128).round
   dy = ($game_map.display_y/128).round
   # to increase performance, only process fow currently on the screen
   for x in dx-1 .. dx+21
     for y in dy-1 .. dy+16
       # check boundaries
       if not $game_map.valid?(x,y) then next end
       if $game_map.fow_dynamic
         if $game_map.fow_grid[x,y,0] == FogOfWarSettings::REVEALED
           @fow_tilemap.map_data[x,y,1] = 0 if @fow_tilemap.map_data[x,y,1]!=0
         else
           @fow_tilemap.map_data[x,y,1]=96 if @fow_tilemap.map_data[x,y,1]!=96
         end         
       end           
       if $game_map.fow_static
         if $game_map.fow_grid[x,y,1] == FogOfWarSettings::REVEALED # (but not SKIP)
           others = false;
           @fow_tilemap.map_data[x,y,2] = 0 if @fow_tilemap.map_data[x,y,2]!=0
           for i in x-1 .. x+1
             for j in y-1 .. y+1
               # check new boundaries
               if not $game_map.valid?(i,j) then next end
               if $game_map.fow_grid[i,j,1] == FogOfWarSettings::FOW
                 others = true # can't flag as SKIP because there's nearby fog
                 if checked[i,j] == 0
                   checked[i,j] = 1
                   # only fill if not already revealed
                   if @fow_tilemap.map_data[i,j,2] != 0
                     adj = check_adjacent(i,j,1,$game_map.fow_grid,FogOfWarSettings::REVEALED)
                     if adj != nil
                       @fow_tilemap.map_data[i,j,2] =
                         eval '@fow_autotiles[adj.to_i]'
                     end
                   end
                 end
               end
             end
           end
           if not others
             # no adjacent static fog found, so flag tile to avoid reprocessing
             $game_map.fow_grid[x,y,1] |= FogOfWarSettings::SKIP
           end
         end   
       end # fow_static
     end # for
   end # for
   if $game_map.fow_dynamic
     if $game_map.fow_static
       for x in dx-1 .. dx+21
         for y in dy-1 .. dy+16
           # erase dynamic fow if static fow is above it anyway
           if @fow_tilemap.map_data[x,y,2] == 48
             @fow_tilemap.map_data[x,y,1]=0 if @fow_tilemap.map_data[x,y,1]!=0
           end
         end
       end
     end
     # calculate autotiles for dynamic fow (around player)
     px = $game_player.x
     py = $game_player.y
     tiles = []
     x = px - ($game_map.fow_range+1)
     y_top = py
     mod_top = -1
     y_bot = py
     mod_bot = 1
     until x == px + ($game_map.fow_range+2)
       tiles.push([x,y_top]) if $game_map.valid?(x,y_top)
       tiles.push([x,y_bot]) if $game_map.valid?(x,y_bot)
       if x == px
         mod_top = 1
         mod_bot = -1
         x+=1
         next
       end
       y_top+=1*mod_top
       y_bot+=1*mod_bot
       tiles.push([x,y_top]) if $game_map.valid?(x,y_top)
       tiles.push([x,y_bot]) if $game_map.valid?(x,y_bot)
       x+=1       
     end
     tiles.uniq.each do |t|
       adj = check_adjacent(t[0],t[1],0,$game_map.fow_grid,FogOfWarSettings::REVEALED)
       if adj != nil
         @fow_tilemap.map_data[t[0],t[1],1] =
           (eval '@fow_autotiles[adj.to_i]') + 48
       end
     end
   end
end

=begin
Update event transparency based on dynamic fog.

Note that if a specific character is passed as a parameter then only
its transparency is updated; otherwise, all events are processed.
=end
def update_event_transparency(pChar = nil)
   return if not FogOfWarSettings::FOW_DYNAMIC_HIDES_EVENTS
   if pChar == nil
     # check them all
     for i in $game_map.events.keys
       event = $game_map.events[i]
       if $game_map.fow_grid[event.x,event.y,0] == FogOfWarSettings::FOW
         event.transparent = true
       else
         event.transparent = false
       end
     end
   else
     # just check the one
     pChar.transparent=($game_map.fow_grid[pChar.x,pChar.y,0]==FogOfWarSettings::FOW) ?true:false
   end
end

# create a list of tiles adjacent to a specific tile that don't match a flag
# (used for calculating tiles within an autotile)
def check_adjacent(i,j,k,grid,flag)
   return if not $game_map.valid?(i,j) or grid == nil or flag == nil
   adj = ''
   if (i == 0)
     adj << '147'
   else
     if (j == 0) then adj << '1'
     else
       if (grid[i-1,j-1,k] != flag) then adj << '1' end
     end
     if (grid[i-1,j,k] != flag) then adj << '4' end
     if (j == $game_map.height-1) then adj << '7'
     else
       if (grid[i-1,j+1,k] != flag) then adj << '7' end
     end
   end
   if (i == $game_map.width-1)
     adj << '369'
   else
     if (j == 0) then adj << '3'
     else
       if (grid[i+1,j-1,k] != flag) then adj << '3' end
     end
     if (grid[i+1,j,k] != flag) then adj << '6' end
     if (j == $game_map.height-1) then adj << '9'
     else
       if (grid[i+1,j+1,k] != flag) then adj << '9' end
     end
   end
   if (j == 0)
     adj << '2'
   else
     if (grid[i,j-1,k] != flag) then adj << '2' end
   end
   if (j == $game_map.height-1)
     adj << '8'
   else
     if (grid[i,j+1,k] != flag) then adj << '8' end
   end
   # if no adjacent fog, set it as 0
   if (adj == '') then adj = '0' end
   # convert to an array, sort, and then back to a string
   return adj.split(//).sort.join
end

alias wachunga_fow_ssm_dispose dispose
def dispose
   @fow_tilemap.dispose if @fow_tilemap != nil
   wachunga_fow_ssm_dispose
end

alias wachunga_fow_ssm_update update
def update
   if $game_map.fow
     @fow_tilemap.ox = $game_map.display_x / 4
     @fow_tilemap.oy = $game_map.display_y / 4
     @fow_tilemap.update
   end
   wachunga_fow_ssm_update
end
end

#------------------------------------------------------------------------------

class Game_Character
  alias wachunga_fow_gch_initialize initialize
  def initialize
    wachunga_fow_gch_initialize
    @last_x = @x
    @last_y = @y
  end

  alias wachunga_fow_gch_update_move update_move
  def update_move
    wachunga_fow_gch_update_move
    if $game_map.fow
      if $game_map.fow_dynamic and (@x != @last_x or @y != @last_y)\
        and self != $game_player
      end
    end
    @last_x = @x
    @last_y = @y
  end
end

#------------------------------------------------------------------------------

class Game_Player

def update_jump
   super
   # only update when about to land, not revealing anything jumped over
   if $game_map.fow and @jump_count == 0
     $game_map.update_fow_grid
     $scene.spriteset.update_event_transparency if $game_map.fow_dynamic
     $scene.spriteset.update_fow_tilemap
   end
end

def update_move
   if $game_map.fow and (@x != @last_x or @y != @last_y)
     unless jumping?
       $game_map.update_fow_grid
       $scene.spriteset.update_event_transparency if $game_map.fow_dynamic
       $scene.spriteset.update_fow_tilemap
     end
   end
   super
end

end

#------------------------------------------------------------------------------

class Scene_Map
  attr_reader :spriteset
end

=begin
       Autotile in column 2:

row\col| 1  2  3  4  5  6  7  8
    ---------------------------
    1 | 48 49 50 51 52 53 54 55
    2 | 56 57 58 59 60 61 62 63
    3 | 64 65 66 67 68 69 70 71
    4 | 72 73 74 75 76 77 78 79
    5 | 80 81 82 83 84 85 86 87
    6 | 88 89 90 91 92 93 94 95

    The function to return the index of a single tile within an autotile
    (given by at_index) is (at_index-1)*48 + col-1 + (row-1)*8
    (where row, col, and at_index are again NOT zero-indexed)
=end

=begin
   The following array lists systematic keys which are based on adjacent
   walls (where 'W' is the wall itself):
   1 2 3
   4 W 6
   7 8 9
   e.g. 268 is the key that will be used to refer to the autotile
   which has adjacent walls north, east, and south.  For the Castle Prison
   tileset (autotile #1), this is 67.

   (It's a bit unwieldy, but it works.)
=end

Autotile_Keys = [
12346789,
2346789,
1246789,
246789,
1234678,
234678,
124678,
24678,

1234689,
234689,
124689,
24689,
123468,
23468,
12468,
2468,

23689,
2689,
2368,
268,
46789,
4678,
4689,
468,

12478,
1248,
2478,
248,
12346,
2346,
1246,
246,

28,
46,
689,
68,
478,
48,
124,
24,

236,
26,
8,
6,
2,
4,
0 ]

# many autotiles handle multiple situations
# this hash keeps track of which keys are identical
# to ones already defined above
Duplicate_Keys = {
123689 => 23689,
236789 => 23689,
1236789 => 23689,
34689 => 4689,
14689 => 4689,
134689 => 4689,
14678 => 4678,
34678 => 4678,
134678 => 4678,
146789 => 46789,
346789 => 46789,
1346789 => 46789,
23467 => 2346,
23469 => 2346,
234679 => 2346,
123467 => 12346,
123469 => 12346,
1234679 => 12346,
12467 => 1246,
12469 => 1246,
124679 => 1246,
124789 => 12478,
123478 => 12478,
1234789 => 12478,
146 => 46,
346 => 46,
467 => 46,
469 => 46,
1346 => 46,
1467 => 46,
1469 => 46,
3467 => 46,
3469 => 46,
4679 => 46,
13467 => 46,
13469 => 46,
14679 => 46,
34679 => 46,
134679 => 46,
128 => 28,
238 => 28,
278 => 28,
289 => 28,
1238 => 28,
1278 => 28,
1289 => 28,
2378 => 28,
2389 => 28,
2789 => 28,
12378 => 28,
12389 => 28,
12789 => 28,
23789 => 28,
123789 => 28,

1247 => 124,
2369 => 236,
147 => 4,
247 => 24,
14 => 4,
47 => 4,
1478 => 478,
3478 => 478,
4789 => 478,
134789 => 478,
14789 => 478,
13478 => 478,
34789 => 478,
1234 => 124,
1247 => 124,
1249 => 124,
12347 => 124,
12349 => 124,
12479 => 124,
123479 => 124,
1236 => 236,
2367 => 236,
2369 => 236,
12367 => 236,
12369 => 236,
23679 => 236,
123679 => 236,
12368 => 2368,
23678 => 2368,
123678 => 2368,
12348 => 1248,
12489 => 1248,
123489 => 1248,
1689 => 689,
3689 => 689,
6789 => 689,
13689 => 689,
16789 => 689,
36789 => 689,
136789 => 689,
12689 => 2689,
26789 => 2689,
126789 => 2689,
23478 => 2478,
24789 => 2478,
234789 => 2478,

12 => 2,
23 => 2,
27 => 2,
29 => 2,
123 => 2,
127 => 2,
129 => 2,
237 => 2,
239 => 2,
279 => 2,
1237 => 2,
1239 => 2,
1279 => 2,
2379 => 2,
12379 => 2,


14 => 4,
47 => 4,
34 => 4,
49 => 4,
147 => 4,
134 => 4,
347 => 4,
349 => 4,
149 => 4,
479 => 4,
1347 => 4,
1479 => 4,
1349 => 4,
3479 => 4,
13479 => 4,

16 => 6,
36 => 6,
67 => 6,
69 => 6,
136 => 6,
167 => 6,
169 => 6,
367 => 6,
369 => 6,
679 => 6,
1369 => 6,
3679 => 6,
1367 => 6,
1679 => 6,
13679 => 6,

78 => 8,
89 => 8,
18 => 8,
38 => 8,
138 => 8,
789 => 8,
178 => 8,
189 => 8,
378 => 8,
389 => 8,
1789 => 8,
3789 => 8,
1378 => 8,
1389 => 8,
13789 => 8,

1468 => 468,
3468 => 468,
13468 => 468,

2467 => 246,
2469 => 246,
24679 => 246,

2348 => 248,
2489 => 248,
23489 => 248,

1268 => 268,
2678 => 268,
12678 => 268,

148 => 48,
348 => 48,
489 => 48,
1348 => 48,
1489 => 48,
3489 => 48,
13489 => 48,

168 => 68,
368 => 68,
678 => 68,
1368 => 68,
1678 => 68,
3678 => 68,
13678 => 68,

234 => 24,
247 => 24,
249 => 24,
2347 => 24,
2349 => 24,
2479 => 24,
23479 => 24,

126 => 26,
267 => 26,
269 => 26,
1267 => 26,
1269 => 26,
2679 => 26,
12679 => 26,
}


On the same principle, I want to be able to define events by their id which will be able to reveal the fog of the map, something like this:

Code:
  EVENT_OPTIONS = [
    { :map_id => 1, :event_id => 1, :visibility_radius => 3 },
    { :map_id => 2, :event_id => 2, :visibility_radius => 4 },
    { :map_id => 3, :event_id => 3, :visibility_radius => 5 }
  ]
Reply }


Messages In This Thread
Fog of War - by Tepe - 11-05-2024, 12:42 AM
RE: Fog of War - by DerVVulfman - 11-05-2024, 05:06 PM
RE: Fog of War - by DerVVulfman - 11-05-2024, 06:15 PM
RE: Fog of War - by Tepe - 11-06-2024, 04:11 AM
RE: Fog of War - by Tepe - 11-06-2024, 02:49 PM
RE: Fog of War - by DerVVulfman - 11-09-2024, 08:21 PM
RE: Fog of War - by DerVVulfman - 11-12-2024, 01:13 AM
RE: Fog of War - by Tepe - 11-12-2024, 04:54 PM
RE: Fog of War - by DerVVulfman - 11-12-2024, 05:10 PM
RE: Fog of War - by Tepe - 11-12-2024, 05:58 PM
RE: Fog of War - by DerVVulfman - 11-12-2024, 08:58 PM
RE: Fog of War - by Tepe - 11-12-2024, 09:53 PM
RE: Fog of War - by DerVVulfman - 11-13-2024, 04:02 AM
RE: Fog of War - by Tepe - 11-14-2024, 01:27 AM
RE: Fog of War - by DerVVulfman - 11-14-2024, 02:19 AM
RE: Fog of War - by Tepe - 11-14-2024, 02:29 AM
RE: Fog of War - by DerVVulfman - 11-16-2024, 01:57 AM
RE: Fog of War - by Tepe - 11-16-2024, 02:12 PM
RE: Fog of War - by DerVVulfman - 11-16-2024, 05:27 PM
RE: Fog of War - by Tepe - 11-16-2024, 08:22 PM
RE: Fog of War - by DerVVulfman - 11-17-2024, 12:02 AM
RE: Fog of War - by Tepe - 11-17-2024, 01:41 AM



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