Fog of War for Blizz ABS

Started by Badlands, July 30, 2010, 10:32:32 pm

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Badlands

That would be a great feature to add, and a lot of people would find it useful.
Like Berka's Fog of War script, but for RMXP. I mean, almost no lag at all, a really simple system, at least a basic one.

ShadowPierce

July 30, 2010, 11:47:24 pm #1 Last Edit: July 30, 2010, 11:48:40 pm by Darth You
->Sorry but I don't really see the point for this system since the characters' visions are already limited & you can't see beyond the main character's scope...  :uhm: But then again, I could be wrong... I'll just wait & watch... Like this:  :O.o:

:haha:



Spoiler: ShowHide
Quote from: Blizzard on February 16, 2011, 03:44:48 pmThere you go. It's the proof that SDK is crap. It's incompatible with itself.
3DS Friend Code: ShowHide
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Badlands

The character's visions are already limited by the screen size and map scroll, but I'm not scrolling the map as the character walks, I'm scrolling the map with the mouse like strategy games. So, if I scroll the map and left my character behind I should only be able to see the fog of war.
And I dont really see the point in viewing the whole screen as the character's view.

ShadowPierce

->You mean you're using Blizz-ABS to make a strategy game of some sort? And you use a mouse script that lets you scroll out of the MC's scope of view? Then that would be a pretty original idea to use BABS for... I approve of this...  :up:



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Quote from: Blizzard on February 16, 2011, 03:44:48 pmThere you go. It's the proof that SDK is crap. It's incompatible with itself.
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WhiteRose

It don't think this would be overly difficult to create. Maybe it could be made through some sort of modification to Blizz-ABSEAL. Of course, right now it bases it on the screen movement rather than character movement, so that would be one change that would have to be made.

Badlands

Yes, that is what I'm trying to do, and all works great, except that I do not have any fog of war :(

Shalaren

oh man thats a really unique idea.. I could really use something like this too for my game.

G_G

It could be evented too :S Just saying. In fact I'll see what I can do tonight.

Badlands

There are lots of events involved already with Blizz ABS, mainly enemys and allies. So events are not the best choice.. It would be great if someone can make a simple fow script for Blizz ABS, it will expand its possibilities even more..

This is a good simple example, but it works just for VX D:
Spoiler: ShowHide


#=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
# Fog of War 22/05/09
#-------------------------------------------------------------------------------
# ver.0.1 par Berka rgss.2
# http://www.rpgmakervx-fr.com
#=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
# Add a Fog of War on the Map
#-------------------------------------------------------------------------------
# Commands:
# Fog.clear_fog(map_id) # clear the bitmap (all black)
# vu_par_hero?(x,y) # chek if [x,y] is viewed by the hero
# $RayonFog = i # modify the hero's view range
#-------------------------------------------------------------------------------
# Features:
# * Switch hides the fog
# * the fog of each map is saved
# * threading system (faster) for fog's borders
# Do not use for large maps: FPS may be down
#=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=

module Berka
module Brouillard
$RayonFog = 3 # View Range: calculs are optimized for 3 or 6
FichFog = "fog.png" # File of fog tileset: only the first pattern is used
# may be placed on: Graphics/System
IDFog = 1 # Switch_Id: if switch == true: hides the fog
ZFog = 300 # fogs 's priorities
Act_GC = true # Garbage Collector managment

# Do not Change !!!!
Tiles={ # fog's tileset indexes
"0"=>2816,"1"=>2824,"12"=>2844,"123"=>2844,"1234"=>2856,"12346"=>2860,
"123467"=>2860,"1234678"=>2862,"12346789"=>2862,"1234679"=>2860,"123468"=>2862,
"1234689"=>2862,"123469"=>2860,"12347"=>2856,"123478"=>2859,"1234789"=>2859,
"123479"=>2857,"12348"=>2859,"123489"=>2859,"12349"=>2857,"1236"=>2854,
"12367"=>2855,"123678"=>2861,"123679"=>2855,"1236789"=>2861,"12368"=>2861,
"123689"=>2861,"12369"=>2854,"1237"=>2845,"12378"=>2849,"123789"=>2849,
"12379"=>2847,"1238"=>2849,"12389"=>2849,"1239"=>2846,"124"=>2856,"1246"=>2860,
"12467"=>2860,"124678"=>2862,"1246789"=>2862,"124679"=>2860,"12468"=>2862,
"124689"=>2862,"12469"=>2860,"1247"=>2856,"12478"=>2859,"124789"=>2859,
"12479"=>2857,"1248"=>2859,"12489"=>2859,"1249"=>2857,"126"=>2854,"1267"=>2855,
"12678"=>2861,"126789"=>2861,"12679"=>2855,"1268"=>2861,"12689"=>2861,"1269"=>2854,
"127"=>2845,"1278"=>2849,"12789"=>2849,"128"=>2849,"1289"=>2849,"129"=>2846,
"13"=>2828,"134"=>2834,"1346"=>2848,"13467"=>2848,"134678"=>2858,"1346789"=>2858,
"134679"=>2848,"13468"=>2858,"134689"=>2858,"13469"=>2848,"1347"=>2834,
"13478"=>2851,"134789"=>2851,"13479"=>2835,"1348"=>2851,"13489"=>2851,
"1349"=>2835,"136"=>2841,"1367"=>2843,"13678"=>2853,"136789"=>2853,"13679"=>2843,
"1368"=>2853,"13689"=>2853,"1369"=>2841,"137"=>2829,"1378"=>2839,"13789"=>2839,
"138"=>2839,"1389"=>2839,"139"=>2830,"14"=>2832,"146"=>2848,"1467"=>2848,
"14678"=>2858,"146789"=>2858,"14679"=>2848,"1468"=>2862,"14689"=>2858,"1469"=>2848,
"147"=>2832,"1478"=>2850,"14789"=>2850,"1479"=>2833,"148"=>2850,"1489"=>2850,
"149"=>2833,"16"=>2841,"167"=>2843,"1678"=>2853,"16789"=>2853,"1679"=>2848,
"168"=>2853,"1689"=>2853,"169"=>2841,"17"=>2825,"178"=>2838,"1789"=>2838,
"179"=>2827,"18"=>2838,"189"=>2838,"19"=>2826,"2"=>2844,"23"=>2844,"234"=>2856,
"2346"=>2860,"23467"=>2860,"234678"=>2862,"2346789"=>2862,"234679"=>2862,
"23468"=>2862,"234689"=>2862,"23469"=>2860,"2347"=>2856,"23478"=>2859,
"234789"=>2859,"23479"=>2857,"2348"=>2859,"23489"=>2859,"2348"=>2859,"236"=>2854,
"2367"=>2855,"23678"=>2861,"236789"=>2861,"23679"=>2855,"2368"=>2861,"23689"=>2861,
"2369"=>2854,"237"=>2845,"2378"=>2849,"23789"=>2849,"2379"=>2847,"238"=>2849,
"2389"=>2849,"239"=>2846,"24"=>2856,"246"=>2860,"2467"=>2860,"24678"=>2862,
"246789"=>2862,"24679"=>2860,"2468"=>2862,"24689"=>2862,"2469"=>2860,"247"=>2856,
"2478"=>2859,"24789"=>2859,"2479"=>2847,"248"=>2859,"2489"=>2859,"249"=>2857,
"26"=>2854,"267"=>2854,"2678"=>2861,"26789"=>2861,"2679"=>2855,"268"=>2861,
"2689"=>2861,"269"=>2854,"27"=>2845,"278"=>2849,"2789"=>2849,"279"=>2847,"28"=>2849,
"289"=>2849,"29"=>2846,"3"=>2820,"34"=>2834,"346"=>2848,"3467"=>2848,"34678"=>2858,
"346789"=>2858,"34679"=>2848,"3468"=>2858,"34689"=>2858,"3469"=>2848,"347"=>2834,
"3478"=>2851,"34789"=>2851,"3479"=>2835,"348"=>2851,"3489"=>2851,"349"=>2835,
"36"=>2840,"367"=>2842,"3678"=>2852,"36789"=>2852,"3679"=>2842,"368"=>2852,
"3689"=>2852,"369"=>2840,"37"=>2821,"378"=>2837,"3789"=>2837,"379"=>2823,
"38"=>2837,"389"=>2837,"39"=>2822,"4"=>2832,"46"=>2848,"467"=>2848,"4678"=>2858,
"46789"=>2858,"4679"=>2848,"468"=>2858,"4689"=>2858,"469"=>2848,"47"=>2832,
"478"=>2850,"4789"=>2850,"479"=>2833,"48"=>2850,"489"=>2850,"49"=>2833,
"6"=>2840,"67"=>2842,"678"=>2852,"6789"=>2852,"679"=>2842,"68"=>2852,
"689"=>2852,"69"=>2840,"7"=>2817,"78"=>2836,"789"=>2836,"79"=>2819,"8"=>2836,
"89"=>2836,"9"=>2818
} # et tu payes ton mal de crâne, pour trouver chaque valeur ^^
end
end
module Fog
def self.clear_fog(id)
$game_temp.br_maps.delete(id)
return if !$scene.is_a?(Scene_Map)
$scene.spriteset.dispose
$scene.spriteset=Spriteset_Map.new
end
end
Win32API.new('kernel32','SetPriorityClass','pi','i').call(
Win32API.new('kernel32','GetCurrentProcess','','i').call,256)
include Berka::Brouillard
class Spriteset_Map
alias :br_create :create_tilemap
alias :br_dispose :dispose_tilemap
alias :br_view :dispose_viewports
alias :br_update :update_tilemap unless $@
alias :br_view_update :update_viewports unless $@
attr_accessor :br_tile,:tilemap
def create_tilemap
br_create
@br_tile=Tilemap.new(@br_view=Viewport.new(0,0,Graphics.width,Graphics.height))
@br_view.z=ZFog
8.times{|i|@br_tile.bitmaps[i]=@tilemap.bitmaps[i].clone}
@br_tile.bitmaps[1]=Cache.system(FichFog)
@br_tile.map_data=Table.new($game_map.width,$game_map.height,3)
clear_fog
end
def clear_fog
w,h=$game_map.width,$game_map.height
if $game_temp.br_maps.has_key?($game_map.map_id)
for x in 0...w;for y in 0...h
if $game_temp.br_maps[$game_map.map_id][x,y]==0
@br_tile.map_data[x,y,1]=2816
a||=true
else
@br_tile.map_data[x,y,1]=0
a||=false
end
end;end
if a
Thread.new{for x in 0...w;for y in 0...h
chk(x,y)
end;end}
end
else
$game_temp.br_maps[$game_map.map_id]||=Table.new(w,h)
for x in 0...w;for y in 0...h
@br_tile.map_data[x,y,1]=2816
$game_temp.br_maps[$game_map.map_id][x,y]=0
end;end
end
end
def dispose_tilemap
br_dispose
@br_tile.dispose
end
def dispose_viewports
br_view
@br_view.dispose
end
def update_tilemap
br_update
if $game_switches[IDFog]
@br_tile.dispose
return
end
GC.start if !$game_player.moving?&&Act_GC
return if !$game_temp.br_maps.has_key?($game_map.map_id)
br_obscurcis
x,y=$game_map.display_x/8,$game_map.display_y/8
return if x==@br_tile.ox&&y==@br_tile.oy
@br_tile.ox,@br_tile.oy=x,y
@br_tile.update
end
def br_obscurcis
x,y=$game_player.x,$game_player.y
rx,ry=(x-$RayonFog-2..x+$RayonFog+2).to_a,(y-$RayonFog-2..y+$RayonFog+2).to_a
for tx in rx
for ty in ry
r=Math.sqrt(((x-tx)**2+(y-ty)**2))
chk(tx,ty)if r.between?($RayonFog,$RayonFog+2)
next if !tx.between?(rx[0],rx[-1])
if r<=$RayonFog
@br_tile.map_data[tx,ty,1]=0
$game_temp.br_maps[$game_map.map_id][tx,ty]=1
end
end
end
end
def chk(x,y)
return if !$game_temp.br_maps.has_key?($game_map.map_id)||x.nil?||y.nil?||
$game_temp.br_maps[$game_map.map_id][x,y]==1
d=@br_tile.map_data
l=[]
l<<1 if d[x-1,y+1,1]==0
l<<2 if d[x,y+1,1]==0
l<<3 if d[x+1,y+1,1]==0
l<<4 if d[x-1,y,1]==0
l<<6 if d[x+1,y,1]==0
l<<9 if d[x+1,y-1,1]==0
l<<8 if d[x,y-1,1]==0
l<<7 if d[x-1,y-1,1]==0
l=l.sort.join
return if l.nil?||l==""
@br_tile.map_data[x,y,1]=Tiles[l]
end
def update_viewports
br_view_update
@br_view.update
end
end
class Game_Temp
alias :br_initialize :initialize
attr_accessor :br_maps
def initialize
br_initialize
@br_maps={}
end
end
def vu_par_hero?(x,y)
Math.sqrt((($game_player.x-x)**2+($game_player.y-y)**2))<=$RayonFog
end
class Scene_Map<Scene_Base # correctif: màj spriteset 1/frame
attr_accessor :spriteset
def update_basic
Graphics.update
Input.update
$game_map.update
end
end
class Scene_File<Scene_Base
alias :br_write_save :write_save_data
alias :br_read_save :read_save_data
def write_save_data(file)
br_write_save(file)
Marshal.dump($game_temp.br_maps,file)
end
def read_save_data(file)
br_read_save(file)
$game_temp.br_maps=Marshal.load(file)
end
end


Blizzard

I've seen RMXP Fog of War scripts a long time ago. Try googling.
Check out Daygames and our games:

King of Booze 2      King of Booze: Never Ever
Drinking Game for Android      Never have I ever for Android
Drinking Game for iOS      Never have I ever for iOS


Quote from: winkioI do not speak to bricks, either as individuals or in wall form.

Quote from: Barney StinsonWhen I get sad, I stop being sad and be awesome instead. True story.

Badlands

Yeah I've seen them too, and they are laggy, they create a new instance of Tilemap class (Wachunga's one does not even work with the ABS).. So, your ABS + Laggy FoW = Crappy Gameplay.

Is it too difficult to script a simple one for your ABS, Blizzard?

SBR*

Quote from: Badlands on August 02, 2010, 07:18:38 am
Yeah I've seen them too, and they are laggy, they create a new instance of Tilemap class (Wachunga's one does not even work with the ABS).. So, your ABS + Laggy FoW = Crappy Gameplay.

Is it too difficult to script a simple one for your ABS, Blizzard?


Lol, I keep on ROFL-ing when people ask Blizzard for new scripts :D.

Badlands

omfg I'm not asking Blizzard to script it, I've asked if its difficult to script one for his ABS.

SBR*

Quote from: Badlands on August 02, 2010, 07:54:36 am
omfg I'm not asking Blizzard to script it, I've asked if its difficult to script one for his ABS.


Lol, okay. But it sounded like you were asking him to do it :P.

Blizzard

It shouldn't be much of a problem. The FOWs that I've seen work on a tileset basis like maps. Since Blizz-ABS doesn't actually do anything to maps in a visual way, they should work fine.
Check out Daygames and our games:

King of Booze 2      King of Booze: Never Ever
Drinking Game for Android      Never have I ever for Android
Drinking Game for iOS      Never have I ever for iOS


Quote from: winkioI do not speak to bricks, either as individuals or in wall form.

Quote from: Barney StinsonWhen I get sad, I stop being sad and be awesome instead. True story.

G_G

Really all you need is to have a big black square to cover the screen.  A transparent circle right in the center. Set 2 variables
Variable 1 = Player Screen X # Not x, screen x
Variable 2 = PLayer screen y # same as above
Show Picture: Big black square with circle # Set the origin to center

Put that in a parallel process and wa-la you have a fog of war.

Badlands

I cant use that, I've said that I'm scrolling the maps with the mouse, the pic stay with the main character, so I see its borders. That is not cool at all.

G_G

Then enter this in a script call.
$game_variables[id] = $mouse.x
$game_variables[id] = $mouse.y

Badlands

I think you're not getting the point of it, if I set the variables to the mouse's x and y pos it will move it with the screen, as the scroll of the map is by mouse, the idea is not to see the rest of the map if your character does not walk there.
Did you play Age of Empires? You cant scroll the map to see it if it is not explored by a unit, imagine the unit is the rpg character in this case.

Jek

1 way to script it (I can't script, so im not scripting it) is just to remember what tiles have been explored, and for each unexplored tile, it shows a picture over it. A blurred black circle to be specific.