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
Notes and Limitations
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.