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Messages - Badlands

1
Script Requests / Re: Fog of War for Blizz ABS
August 12, 2010, 10:00:17 am
Thanks but no, that is laggy and complex (at least not as laggy as wachunga's one), I do not want passability tiles or anything like that, I just want a simple, non laggy script to work exclusively for BlizzABS like the Berka's one I mentioned in my first post. Here it is
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


I really trust game_guy this one, like my last hope   :^_^':
2
Yes Winkio! Thats exactly what I was trying to say!  :shy:
Thanks both of you, seriously n.n
I'm not male ._.
3
It still not working for me :(

 
def self.w_angle(x1, y1, x2, y2)
   angle1 = atan(y1 / x1)
   angle2 = atan(y2 / x2)
   angle = (angle1 - angle2).abs
  return (angle * 180 / Math::PI)
end

end

p Math.w_angle(272, 208, 390, 0)


That is not supposed to return 0.0
4
It does not return a 0...360 value  :shy:

I'm using this to test it

module Math
def self.w_angle(x1, y1, x2, y2)
   angle1 = atan(y1 / x1)
   angle2 = atan(y2 / x2)
   angle = (angle1 - angle2).abs
   return angle
end
end

p Math.w_angle(24, 24, 390, 240)

5
I do not know how to find the angle from x & y starting positions to new_x & new_y final positions, I need a 360 degrees value.

An example, I have an object at (x24, y440) and I want to know the angle from there to (x240, y320) in a 360 degrees value

I do not know crap about math functions  :'(
6
Script Requests / Re: Fog of War for Blizz ABS
August 09, 2010, 11:15:26 am
I'm glad you're helping me.. How is this going?
Thanks for correcting that  :D
7
Script Requests / Re: Fog of War for Blizz ABS
August 03, 2010, 07:09:56 am
Yes! I will be very grateful if you guys help me out with this one, it's been a pain for a month..

Quotewhat he meant

It is hard to be female in this world :(
8
Script Requests / Re: Fog of War for Blizz ABS
August 02, 2010, 10:10:05 pm
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.
9
Script Requests / Re: Fog of War for Blizz ABS
August 02, 2010, 07:35:11 pm
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.
10
Script Requests / Re: Fog of War for Blizz ABS
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.
11
Script Requests / Re: Fog of War for Blizz ABS
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?
12
Script Requests / Re: Fog of War for Blizz ABS
August 02, 2010, 06:55:54 am
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

13
Script Requests / Re: Fog of War for Blizz ABS
July 31, 2010, 11:00:45 am
Yes, that is what I'm trying to do, and all works great, except that I do not have any fog of war :(
14
Script Requests / Re: Fog of War for Blizz ABS
July 31, 2010, 01:19:10 am
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.
15
Script Requests / Fog of War for Blizz ABS
July 30, 2010, 10:32:32 pm
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.