04-27-2017, 07:04 PM
(This post was last modified: 02-12-2022, 03:36 AM by MechanicalPen.
Edit Reason: updated with script and github link
)
Roguelike Dungeon Darkness
Version: 0.9
Introduction
This is a modification of the Fog of War script that uses shadowcasting to extend the visible area to what the player could reasonably see. This method allows the developer to hide monsters, chests, and other events that aren't in the player's line of sight. Suspenseful! Just like a rougelike!
Screenshots
Demo
Hosted on Github
Script
"I think this is everything"
Code:
class Shadow_Line
def initialize
@shadows = Array.new
end
def is_in_shadow?(projection)
for i in 0..(@shadows.length-1)
if @shadows[i].covers?(projection) then return true end
end
return false
end
def add(shadow)
#Figure out where to slot the new shadow in the list.
index = 0
for i in 0..(@shadows.length-1)
if (@shadows[index].start_val > shadow.start_val)
break #Stop when we hit the insertion point.
end
index = index + 1
end
# The new shadow is going here. See if it overlaps the
# previous or next.
overlapping_previous = ((index > 0) &&
(@shadows[index-1].end_val > shadow.start_val))
overlapping_next = ((index < @shadows.length) &&
(@shadows[index].start_val < shadow.end_val))
# Insert and unify with overlapping shadows.
if overlapping_next
if overlapping_previous
# Overlaps both, so unify one and delete the other
@shadows[index - 1].end_val =
[@shadows[index - 1].end_val, @shadows[index].end_val].max
@shadows.delete_at(index)
else
# Overlaps the next one, so unify it with that.
@shadows[index].start_val =
[@shadows[index].start_val, shadow.start_val].min
end
else
if overlapping_previous
# Overlaps the previous one, so unify it with that.
@shadows[index - 1].end_val =
[@shadows[index - 1].end_val, shadow.end_val].max
else
# Does not overlap anything, so insert.
@shadows.insert(index, shadow)
end
end
end
def is_full_shadow?
return @shadows.length == 1 &&
@shadows[0].start_val <= 0.0 &&
@shadows[0].end_val >= 1.0
end
end
class Shadow
attr_accessor :start_val
attr_accessor :end_val
def initialize(start_it, end_it)
@start_val = start_it
@end_val = end_it
end
#returns 'true' if other is completely covered by this shadow.
def covers?(other)
return start_val <= other.start_val && end_val >= other.end_val
end
end
#==============================================================================
# ** 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
#------------------------------------------------------------------------------
# filename of the fog of war autotile (used for both):
FOW_AT_NAME = 'fow_default'
# the opacity of static (non-returning) and dynamic (returning) fog of war
# (value between 0 and 255)
# note that static fow appears on top of its dynamic counterpart (if both on)
FOW_STATIC_OPACITY = 255
FOW_DYNAMIC_OPACITY = 100
# whether or not dynamic fow hides map events
FOW_DYNAMIC_HIDES_EVENTS = true
# default range of fog of war (if not specified in map name)
FOW_RANGE_DEFAULT = 9
#------------------------------------------------------------------------------
# internal constants - no need to edit
FOW = 0b00
REVEALED = 0b01
# tiles with no surrounding fog are flagged "SKIP" for efficiency
SKIP = 0b10
#------------------------------------------------------------------------------
=begin
Setup fog of war.
This method is an alternative to using the default map name method, and
is designed to be called from a call script event command. This allows
fog of war to be dynamically enabled or disabled during gameplay.
Parameters:
static - if true, static fow enabled
dynamic - if true, dynamic fow enabled
(if both of the above are false, fow is totally disabled)
range (optional) - the visual range of the player
* default is FOW_RANGE_DEFAULT
reset (optional) - if true, fow for this map resets entirely (i.e. previously
explored areas are covered again)
* default is false
Sample calls:
fog_of_war(true,true,5) - enable both static and dynamic fow with range of 5
fog_of_war(false,false,3,true) - disable and reset both types of fow
=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] = 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
# get any tags from the map name
tags = $game_map.map_name.delete(' ').scan(/<[A-Za-z0-9_.,]+>/)
if not tags.empty? and tags[0].upcase == ('<FOW>')
tags.shift # remove FOW tag
@fow = true
if @fow_grid == nil # only if not already defined
@fow_grid = Table.new(@map.width, @map.height, 2)
for i in 0...@fow_grid.xsize
for j in 0...@fow_grid.ysize
@fow_grid[i,j,1] = @fow_grid[i,j,0] = FOW
end
end
end
# check if types of fog of war specified
while not tags.empty?
case tags[0].upcase
when '<S>'
@fow_static = true
when '<D>'
@fow_dynamic = true
else
x = tags[0].delete('<>').to_i
@fow_range = x if x >= 0 and x <= 9
end
tags.shift
end
# if <FOW> tag found but neither static nor dynamic specified, assume both
if @fow and not @fow_static and not @fow_dynamic
@fow_static = true
@fow_dynamic = true
end
# if no range specified, set to default
if @fow_range == nil
@fow_range = FOW_RANGE_DEFAULT
end
@fow_revealed = @fow_last_revealed = [] if @fow_dynamic
end
end
def map_name
return load_data('Data/MapInfos.rxdata')[@map_id].name
end
def transform_octant(row, col, octant)
case octant
when 0
return [col, -row]
when 1
return [row, -col]
when 2
return [row, col]
when 3
return [col, row]
when 4
return [-col, row]
when 5
return [-row, col]
when 6
return [-row, -col]
when 7
return [-col, -row]
end
end
def project_tile(row, col)
row_f = row.to_f
col_f = col.to_f
top_left = col_f / (row_f + 2.0)
bottom_right = (col_f + 1.0) / (row_f + 1.0)
#p "top_left = " + top_left.to_s + " bottom_right = " + bottom_right.to_s
return Shadow.new(top_left, bottom_right)
end
def update_fow_grid
update_fow_grid_static
if @fow_dynamic
#player can always see the tile they are standing on.
@fow_grid[$game_player.x,$game_player.y,0] |= REVEALED
@fow_revealed.push([$game_player.x,$game_player.y])
#check dynamic vision in eighths
for octant in 0..7
update_fow_grid_eighth(octant)
end
if @fow_last_revealed != []
# make dynamic fog return once out of visual range
for t in @fow_last_revealed - @fow_revealed
@fow_grid[t[0],t[1],0] = FOW
for i in t[0]-1 .. t[0]+1
for j in t[1]-1 .. t[1]+1
# we need to unset SKIP on surroundings
# to update the autotile properly.
if !$game_map.valid?(i,j) then next end
@fow_grid[i,j,0] &= ~SKIP
end
end
end
end
@fow_last_revealed = @fow_revealed
@fow_revealed = []
end
end
def update_fow_grid_eighth(octant)
max_row = 19 #maximum screen tiles, lower if you experience lag.
line = Shadow_Line.new
full_shadow = false
for row in 1..max_row
pos_x, pos_y = transform_octant(row, 0, octant)
pos_x = $game_player.x + pos_x
pos_y = $game_player.y + pos_y
# stop if we go out of bounds
if !valid?(pos_x,pos_y) then break end
for col in 0..row
pos_x, pos_y = transform_octant(row, col, octant)
pos_x = $game_player.x + pos_x
pos_y = $game_player.y + pos_y
# if we are out of the map bail on this col
if !valid?(pos_x,pos_y) then break end
if (!full_shadow)
projection = project_tile(row, col)
#set this visibility of this tile
visible = !line.is_in_shadow?(projection)
if visible && @fow_dynamic
@fow_grid[pos_x,pos_y,0] |= REVEALED
@fow_revealed.push([pos_x,pos_y])
end
#add any opaque tiles to the shadow map.
if visible && !(passable?(pos_x, pos_y, 10) ||
terrain_tag(pos_x, pos_y) == 1)
line.add(projection)
full_shadow = line.is_full_shadow?
end
end
end
end
end
=begin
Updates the map's grid which keeps track of one or both of the following
(depending on what is enabled for the current map):
1) which tiles have been "discovered" (i.e. no static fog of war) based on
where the player has already explored
2) which tiles are currently not covered by dynamic fog of war (i.e. not in
visual range)
=end
def update_fow_grid_static
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] |= REVEALED
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
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
$game_map.fow_grid[m,n,1] &= ~SKIP
end
end
at = Bitmap.new(96,128)
at.blt(0,0,RPG::Cache.autotile(FOW_AT_NAME),\
Rect.new(0,0,96,128),FOW_STATIC_OPACITY)
@fow_tilemap.autotiles[0] = at
# set everything to fog
for x in 0...$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 $game_map.fow_dynamic
bm = Bitmap.new(96,128)
bm.blt(0,0,RPG::Cache.autotile(FOW_AT_NAME),\
Rect.new(0,0,96,128),FOW_DYNAMIC_OPACITY)
@fow_tilemap.autotiles[1] = bm
# unlike tilemap for static, set everything to clear
for x in 0...$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 $game_map.fow_static
checked_static = Table.new($game_map.width,$game_map.height)
for j in 0...$game_map.width
for k in 0...$game_map.height
checked_static[j,k] = 0
end
end
end
if $game_map.fow_dynamic
checked_dynamic = Table.new(23,18)
for j in 0...23
for k in 0...18
checked_dynamic[j,k] = 0
end
end
end
dx = ($game_map.display_x/128).round
dy = ($game_map.display_y/128).round
#turn dynamic tiles to their natural state.
if $game_map.fow_dynamic
for x in dx-1 .. dx+21
for y in dy-1 .. dy+17
# check boundaries
if !$game_map.valid?(x,y) then next end
if $game_map.fow_grid[x,y,0] == FOW
@fow_tilemap.map_data[x,y,1] = 96 if @fow_tilemap.map_data[x,y,1]!=96
end
end
end
end
# to increase performance, only process fow currently on the screen
for x in dx-1 .. dx+21
for y in dy-1 .. dy+16
# check boundaries
if !$game_map.valid?(x,y) then next end
if $game_map.fow_dynamic
if $game_map.fow_grid[x,y,0] == REVEALED # (but not SKIP)
others = false;
@fow_tilemap.map_data[x,y,1] = 0 if @fow_tilemap.map_data[x,y,1]!=0
for i in x-1 .. x+1
for j in y-1 .. y+1
# check new boundaries
if !$game_map.valid?(i,j) then next end
if $game_map.fow_grid[i,j,0] == FOW
others = true # can't flag as SKIP because there's nearby fog
if checked_dynamic[(i - dx - 1),(j - dy + 2)] == 0
checked_dynamic[(i - dx - 1),(j - dy + 2)] = 1
# only fill if not already revealed
if @fow_tilemap.map_data[i,j,1] != 0
adj = check_adjacent(i,j,0,$game_map.fow_grid,REVEALED)
if adj != nil
@fow_tilemap.map_data[i,j,1] =
(eval '@fow_autotiles[adj.to_i]') + 48
end
end
end
end
end
end
if !others
# no adjacent static fog found, so flag tile to avoid reprocessing
$game_map.fow_grid[x,y,0] |= SKIP
end
end
end # fow_dynamic
if $game_map.fow_static
if $game_map.fow_grid[x,y,1] == REVEALED # (but not SKIP)
others = false;
@fow_tilemap.map_data[x,y,2] = 0 if @fow_tilemap.map_data[x,y,2]!=0
for i in x-1 .. x+1
for j in y-1 .. y+1
# check new boundaries
if !$game_map.valid?(i,j) then next end
if $game_map.fow_grid[i,j,1] == FOW
others = true # can't flag as SKIP because there's nearby fog
if checked_static[i,j] == 0
checked_static[i,j] = 1
# only fill if not already revealed
if @fow_tilemap.map_data[i,j,2] != 0
adj = check_adjacent(i,j,1,$game_map.fow_grid,REVEALED)
if adj != nil
@fow_tilemap.map_data[i,j,2] =
eval '@fow_autotiles[adj.to_i]'
end
end
end
end
end
end
if !others
# no adjacent static fog found, so flag tile to avoid reprocessing
$game_map.fow_grid[x,y,1] |= SKIP
end
end
end # fow_static
end # for
end # for
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 FOW_DYNAMIC_HIDES_EVENTS
if pChar == nil
# check them all
for i in $game_map.events.keys
event = $game_map.events[i]
if $game_map.fow_grid[event.x,event.y,0] == FOW
event.transparent = true
else
event.transparent = false
end
end
else
# just check the one
pChar.transparent=($game_map.fow_grid[pChar.x,pChar.y,0]==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
# check if character entered/left player's visual range
$scene.spriteset.update_event_transparency(self)
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,
}
#================================
# ■ Dynamic Maps
#================================
# By: Near Fantastica
# Date: 05.09.05
# Version: 1
#================================
# updated 2005-11-07 by Wachunga
# generalized to work for modified versions of Game_Map,
# e.g. even if more instance variables are added
module Map
#--------------------------------------------------------------
@map_data = {}
#--------------------------------------------------------------------------
def Map.set_map(map, map_id)
@map_data[map_id] = map
end
#--------------------------------------------------------------------------
def Map.data(map_id)
return @map_data[map_id]
end
end
class Game_Map
#--------------------------------------------------------------
alias dm_orig_setup setup
def setup(map_id)
save_map(@map_id)
if Map.data(map_id) == nil
dm_orig_setup(map_id)
else
load_map(map_id)
end
end
#-----------------------------------------------------------
def load_map(map_id)
$game_map = Map.data(map_id)
end
#--------------------------------------------------------------
def save_map(map_id)
return if map_id == 0
Map.set_map(self.dup, map_id)
end
end
Instructions
See Fog of War script for advanced usages.
FAQ
Q: Why is it laggy though?
A: Use MKXP or lower the value at
Code:
max_row = 19 #maximum screen tiles, lower if you experience lag.
Compatibility
Compatible with anything the original Fog Of War script was. Probably NOT compatible with Random Maps, but hopefully will be fixed for a 1.0 release.
Credits and Thanks
Thanks to DerVVulfman for hosting this place all these years. Thanks to Wachunga for making the original Fog of War script, off of which this one is based.
Author's Notes
This uses 8 quadrant shadowcasting as described by this article by Bob Nystrom.
Terms and Conditions
Credits to Wachunga for doing all the hard work.