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本帖最后由 tseyik 于 2020-2-7 19:43 编辑
https://raw.githubusercontent.co ... ster/CS_FogOfWar.js
一個簡短的視頻,演示如何使用CS_FogOfWar的不同方式。
演示1-策略遊戲視圖(例如高級戰爭)
演示2-建築物內
演示3-地牢爬行
演示4-RTS(例如星際爭霸)
https://www.youtube.com/watch?v=VX62Lba6XM0
設定
https://github.com/cityshrimp/rmmv_fow
rmmv_fow
Fog of War System for RPG Maker MV
作者:CityShrimp
版本:1.1.2
特徵
玩家視野-玩家可以擁有視野(清除霧氣)
事件願景-事件可以有願景。這些事件將被稱為起源
視野範圍-每個起點都有自己的視野範圍。
視覺類型-不同的視覺形狀-菱形,正方形,圓形,定向。每個原點可以有自己的類型
視野開闊-一個原點可以具有視野開闊(可以看到山脈,森林等)。
視覺亮度-每個來源都有自己的視覺亮度
隱藏的地圖-整個地圖最初被塗黑,並且按原點顯示地圖
嚴格對角線-可以配置原點是否可以看到過去兩個對角放置的塊狀圖塊
目標-事件可以標記為目標。當目標站在有霧的瓷磚上時,目標會消失
阻止程序-事件可以標記為阻止程序。阻止者可以阻止視覺。
按RegionId劃分的圖塊類型:
平原:總能透視
森林:除非在小山,山脈,watch望塔或有遠景的地方,否則無法看穿
丘陵:除非在丘陵,山脈,watch望塔或具有遠景的視野,否則無法透視
山/牆:除非有飛行視野,否則無法看穿
黑暗:總是可以看穿,但永遠都無法顯示
被遮擋:除非有飛行視野,否則無法透視。無法透露。
t望塔:可以始終看到。升高高度(可以配置)
多種配置方式:插件參數,映射/事件註釋標籤,插件命令
使用說明
下載CS_FogOfWar.js
將其放入項目的“插件”列表中
檢查文件中的描述以獲取最新的參數,註釋標籤和插件命令
Demo
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
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.
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