Fog of War System for RPG Maker MV
Author: CityShrimp
Version: 1.1.4
- 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.