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Fog of War 2.01

Permet de faire un brouillard de guerre, c'est-à-dire que les cases sont découvertes au fur et à mesure que le joueur découvre la carte.

Script pour RPG Maker XP
Ecrit par Wachunga (site de l'auteur)
Publié par Nixx66 (lui envoyer un message privé)
Signaler un script cassé

❤ 0

Ce script permet d'installer un brouillard de guerre, comme dans les Age Of Empire. Pour cela vous devez ajouter cette ressources à votre jeu :
Ouvrez l'éditeur de script(image) (F11), et créez un nouveau script au dessus de "Main" qui porte le nom de "Fog of War 2.0", et collez-y ce code :

Portion de code : Tout sélectionner

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#==============================================================================
# ** Fog of War
#------------------------------------------------------------------------------
# Version 2.01, 2005-11-23
# by Wachunga
# See https://github.com/wachunga/rmxp-fog-of-war for details
#==============================================================================
 
#------------------------------------------------------------------------------
 # filename of the fog of war autotile (used for both):
 FOW_AT_NAME = 'fow_default'
 # the opacity of static (non-returning) and dynamic (returning) fog of war
 # (value between 0 and 255)
 # note that static fow appears on top of its dynamic counterpart (if both on)
 FOW_STATIC_OPACITY = 255
 FOW_DYNAMIC_OPACITY = 100
 # whether or not dynamic fow hides map events
 FOW_DYNAMIC_HIDES_EVENTS = true
 # default range of fog of war (if not specified in map name)
 FOW_RANGE_DEFAULT = 3
#------------------------------------------------------------------------------
 # internal constants - no need to edit
 FOW = 0b00
 REVEALED = 0b01
 # tiles with no surrounding fog are flagged "SKIP" for efficiency
 SKIP = 0b10
#------------------------------------------------------------------------------
 
=begin
 Setup fog of war.
 
 This method is an alternative to using the default map name method, and
 is designed to be called from a call script event command. This allows
 fog of war to be dynamically enabled or disabled during gameplay.
 
 Parameters:
 static - if true, static fow enabled
 dynamic - if true, dynamic fow enabled
 (if both of the above are false, fow is totally disabled)
 range (optional) - the visual range of the player
                    * default is FOW_RANGE_DEFAULT
 reset (optional) - if true, fow for this map resets entirely (i.e. previously
                    explored areas are covered again)
                    * default is false
                    
 Sample calls:
 fog_of_war(true,true,5) - enable both static and dynamic fow with range of 5
 fog_of_war(false,false,3,true) - disable and reset both types of fow
=end
def fog_of_war(static, dynamic, range = FOW_RANGE_DEFAULT, reset = false)
  if static == nil or dynamic == nil
    print 'Two true/false parameters are required in call to fog_of_war.'
    exit
  elsif range < 0 or range > 9
    print 'Invalid range in call to fog_of_war (only 0-9 is valid).'
    exit
  end
  $game_map.fow_static = static
  $game_map.fow_dynamic = dynamic
  $game_map.fow_range = range
  if reset
    $game_map.fow_grid = nil
  end
  if not $game_map.fow_static and not $game_map.fow_dynamic
    $game_map.fow = false
    $scene.spriteset.fow_tilemap.dispose
    # set all events back to visible
    for j in $game_map.events.keys
      $game_map.events[j].transparent = false
    end
  else
    # static or dynamic fow (or both) are on
    $game_map.fow = true
    if $game_map.fow_grid == nil # only if not already defined
      $game_map.fow_grid = Table.new($game_map.width, $game_map.height, 2)
      for i in 0...$game_map.fow_grid.xsize
        for j in 0...$game_map.fow_grid.ysize
          $game_map.fow_grid[i,j,1] = $game_map.fow_grid[i,j,0] = FOW
        end
      end
    end
    if $game_map.fow_dynamic
      $game_map.fow_revealed = $game_map.fow_last_revealed = []
    end
    $scene.spriteset.initialize_fow
  end    
end
 
class Game_Map
 attr_accessor :fow
 attr_accessor :fow_static
 attr_accessor :fow_dynamic 
 attr_accessor :fow_grid
 attr_accessor :fow_range
 attr_accessor :fow_revealed
 attr_accessor :fow_last_revealed
 
 alias wachunga_fow_gm_setup setup
 def setup(map_id)
   wachunga_fow_gm_setup(map_id)
   @fow = false
   @fow_dynamic = false
   @fow_static = false
   @fow_grid = nil
   @fow_range = nil
   # get any tags from the map name
   tags = $game_map.map_name.delete(' ').scan(/<[A-Za-z0-9_.,]+>/)
   if not tags.empty? and tags[0].upcase == ('<FOW>')
     tags.shift # remove FOW tag
     @fow = true
     if @fow_grid == nil # only if not already defined
       @fow_grid = Table.new(@map.width, @map.height, 2)
       for i in 0...@fow_grid.xsize
         for j in 0...@fow_grid.ysize
           @fow_grid[i,j,1] = @fow_grid[i,j,0] = FOW
         end
       end
     end
     # check if types of fog of war specified
     while not tags.empty?
       case tags[0].upcase
       when '<S>'
         @fow_static = true
       when '<D>'
         @fow_dynamic = true
       else
         x = tags[0].delete('<>').to_i
         @fow_range = x if x >= 0 and x <= 9
       end
       tags.shift
     end
     # if <FOW> tag found but neither static nor dynamic specified, assume both
     if @fow and not @fow_static and not @fow_dynamic
       @fow_static = true
       @fow_dynamic = true
     end
     # if no range specified, set to default
     if @fow_range == nil
       @fow_range = FOW_RANGE_DEFAULT
     end
     @fow_revealed = @fow_last_revealed = [] if @fow_dynamic
   end
 end
 
 def map_name
   return load_data('Data/MapInfos.rxdata')[@map_id].name
 end
 
=begin
 Updates the map's grid which keeps track of one or both of the following
 (depending on what is enabled for the current map):
 1) which tiles have been "discovered" (i.e. no static fog of war) based on
    where the player has already explored
 2) which tiles are currently not covered by dynamic fog of war (i.e. not in
    visual range)
=end
 def update_fow_grid
   px = $game_player.x
   py = $game_player.y
   x = px - @fow_range
   start_y = py
   y = start_y
   count = 1
   mod = 1
   # loop through all tiles in visible range
   until x == (px + @fow_range+1)
     i = count
     while i > 0
       if valid?(x,y)
         if @fow_static
           @fow_grid[x,y,1] |= REVEALED
         end
         if @fow_dynamic
           @fow_grid[x,y,0] = REVEALED if @fow_grid[x,y,0] == FOW
           @fow_revealed.push([x,y])
         end
       end
       y -= 1
       i -= 1
     end
     if x == px
       mod = -1
     end
     x += 1
     start_y += 1*mod
     y = start_y
     count += 2*mod
   end
   if @fow_dynamic
     if @fow_last_revealed != []
       # make dynamic fog return once out of visual range
       for t in @fow_last_revealed - @fow_revealed
         @fow_grid[t[0],t[1],0] = FOW
       end
     end
     @fow_last_revealed = @fow_revealed
     @fow_revealed = []
   end
 end  
 
end
 
#------------------------------------------------------------------------------
 
class Spriteset_Map
 
 attr_reader :fow_tilemap
  
 alias wachunga_fow_ssm_initialize initialize
 def initialize
   initialize_fow if $game_map.fow
   wachunga_fow_ssm_initialize
 end
 
=begin
 Initializes fog of war.
=end 
 def initialize_fow
   @fow_tilemap = Tilemap.new     
   @fow_tilemap.map_data = Table.new($game_map.width, $game_map.height, 3)
   @fow_tilemap.priorities = Table.new(144)
   @fow_autotiles = Hash.new(0)
   j = 48 # starting autotile index
   for h in Autotile_Keys
     @fow_autotiles[h] = j
     j += 1
   end
   # add duplicates
   for h in Duplicate_Keys.keys
     @fow_autotiles[h] = @fow_autotiles[Duplicate_Keys[h]]
   end     
   if $game_map.fow_static
     for m in 0...$game_map.fow_grid.xsize
       for n in 0...$game_map.fow_grid.ysize
         # reset SKIP flag
         $game_map.fow_grid[m,n,1] &= ~SKIP
       end
     end
     at = Bitmap.new(96,128)
     at.blt(0,0,RPG::Cache.autotile(FOW_AT_NAME),\
            Rect.new(0,0,96,128),FOW_STATIC_OPACITY)       
     @fow_tilemap.autotiles[0] = at
     # set everything to fog
     for x in 0...$game_map.width
       for y in 0...$game_map.height
         @fow_tilemap.map_data[x,y,2] = 48 # fog
       end
     end
     # set to highest priority
     for j in 48...96
       @fow_tilemap.priorities[j] = 5
     end
   end
   if $game_map.fow_dynamic
     bm = Bitmap.new(96,128)
     bm.blt(0,0,RPG::Cache.autotile(FOW_AT_NAME),\
            Rect.new(0,0,96,128),FOW_DYNAMIC_OPACITY)
     @fow_tilemap.autotiles[1] = bm
     # unlike tilemap for static, set everything to clear
     for x in 0...$game_map.width
       for y in 0...$game_map.height
         @fow_tilemap.map_data[x,y,1] = 0
       end
     end
     # set to highest priority
     for j in 96...144
       @fow_tilemap.priorities[j] = 5
     end
   end
   $game_map.update_fow_grid
   update_fow_tilemap
   update_event_transparency if $game_map.fow_dynamic
 end
 
 
=begin
 Updates the (static and/or dynamic) fog of war tilemap based on the map's
 underlying grid.
=end
 def update_fow_tilemap
   if $game_map.fow_static
     checked = Table.new($game_map.width,$game_map.height)
     for j in 0...$game_map.width
       for k in 0...$game_map.height
         checked[j,k] = 0
       end
     end
   end
   dx = ($game_map.display_x/128).round
   dy = ($game_map.display_y/128).round
   # to increase performance, only process fow currently on the screen
   for x in dx-1 .. dx+21
     for y in dy-1 .. dy+16
       # check boundaries
       if not $game_map.valid?(x,y) then next end
       if $game_map.fow_dynamic
         if $game_map.fow_grid[x,y,0] == REVEALED
           @fow_tilemap.map_data[x,y,1] = 0 if @fow_tilemap.map_data[x,y,1]!=0
         else
           @fow_tilemap.map_data[x,y,1]=96 if @fow_tilemap.map_data[x,y,1]!=96
         end         
       end           
       if $game_map.fow_static
         if $game_map.fow_grid[x,y,1] == REVEALED # (but not SKIP)
           others = false; 
           @fow_tilemap.map_data[x,y,2] = 0 if @fow_tilemap.map_data[x,y,2]!=0
           for i in x-1 .. x+1
             for j in y-1 .. y+1
               # check new boundaries
               if not $game_map.valid?(i,j) then next end
               if $game_map.fow_grid[i,j,1] == FOW
                 others = true # can't flag as SKIP because there's nearby fog
                 if checked[i,j] == 0
                   checked[i,j] = 1
                   # only fill if not already revealed
                   if @fow_tilemap.map_data[i,j,2] != 0
                     adj = check_adjacent(i,j,1,$game_map.fow_grid,REVEALED)
                     if adj != nil
                       @fow_tilemap.map_data[i,j,2] =
                         eval '@fow_autotiles[adj.to_i]'
                     end
                   end
                 end
               end
             end
           end
           if not others
             # no adjacent static fog found, so flag tile to avoid reprocessing
             $game_map.fow_grid[x,y,1] |= SKIP
           end
         end    
       end # fow_static
     end # for
   end # for
   if $game_map.fow_dynamic
     if $game_map.fow_static
       for x in dx-1 .. dx+21
         for y in dy-1 .. dy+16
           # erase dynamic fow if static fow is above it anyway
           if @fow_tilemap.map_data[x,y,2] == 48
             @fow_tilemap.map_data[x,y,1]=0 if @fow_tilemap.map_data[x,y,1]!=0
           end
         end
       end
     end
     # calculate autotiles for dynamic fow (around player)
     px = $game_player.x
     py = $game_player.y
     tiles = []
     x = px - ($game_map.fow_range+1)
     y_top = py
     mod_top = -1
     y_bot = py
     mod_bot = 1
     until x == px + ($game_map.fow_range+2)
       tiles.push([x,y_top]) if $game_map.valid?(x,y_top)
       tiles.push([x,y_bot]) if $game_map.valid?(x,y_bot)
       if x == px
         mod_top = 1
         mod_bot = -1
         x+=1
         next
       end
       y_top+=1*mod_top
       y_bot+=1*mod_bot
       tiles.push([x,y_top]) if $game_map.valid?(x,y_top)
       tiles.push([x,y_bot]) if $game_map.valid?(x,y_bot)
       x+=1       
     end
     tiles.uniq.each do |t|
       adj = check_adjacent(t[0],t[1],0,$game_map.fow_grid,REVEALED)
       if adj != nil
         @fow_tilemap.map_data[t[0],t[1],1] =
           (eval '@fow_autotiles[adj.to_i]') + 48
       end
     end
   end
 end
 
=begin
 Update event transparency based on dynamic fog.
 
 Note that if a specific character is passed as a parameter then only
 its transparency is updated; otherwise, all events are processed.
=end
 def update_event_transparency(pChar = nil)
   return if not FOW_DYNAMIC_HIDES_EVENTS
   if pChar == nil
     # check them all
     for j in $game_map.events.keys
       event = $game_map.events[j]
       if $game_map.fow_grid[event.x,event.y,0] == FOW
         event.transparent = true
       else
         event.transparent = false
       end
     end
   else
     # just check the one
     pChar.transparent=($game_map.fow_grid[pChar.x,pChar.y,0]==FOW) ?true:false
   end
 end
 
 # create a list of tiles adjacent to a specific tile that don't match a flag
 # (used for calculating tiles within an autotile)
 def check_adjacent(i,j,k,grid,flag)
   return if not $game_map.valid?(i,j) or grid == nil or flag == nil
   adj = ''
   if (i == 0)
     adj << '147'
   else
     if (j == 0) then adj << '1'
     else
       if (grid[i-1,j-1,k] != flag) then adj << '1' end
     end
     if (grid[i-1,j,k] != flag) then adj << '4' end
     if (j == $game_map.height-1) then adj << '7'
     else
       if (grid[i-1,j+1,k] != flag) then adj << '7' end
     end
   end
   if (i == $game_map.width-1)
     adj << '369'
   else
     if (j == 0) then adj << '3'
     else
       if (grid[i+1,j-1,k] != flag) then adj << '3' end
     end
     if (grid[i+1,j,k] != flag) then adj << '6' end
     if (j == $game_map.height-1) then adj << '9'
     else
       if (grid[i+1,j+1,k] != flag) then adj << '9' end
     end
   end
   if (j == 0)
     adj << '2'
   else
     if (grid[i,j-1,k] != flag) then adj << '2' end
   end
   if (j == $game_map.height-1)
     adj << '8'
   else
     if (grid[i,j+1,k] != flag) then adj << '8' end
   end
   # if no adjacent fog, set it as 0
   if (adj == '') then adj = '0' end
   # convert to an array, sort, and then back to a string
   return adj.split(//).sort.join
 end
 
 alias wachunga_fow_ssm_dispose dispose
 def dispose
   @fow_tilemap.dispose if @fow_tilemap != nil
   wachunga_fow_ssm_dispose
 end
 
 alias wachunga_fow_ssm_update update
 def update
   if $game_map.fow
     @fow_tilemap.ox = $game_map.display_x / 4
     @fow_tilemap.oy = $game_map.display_y / 4
     @fow_tilemap.update
   end
   wachunga_fow_ssm_update
 end
end
 
#------------------------------------------------------------------------------
 
class Game_Character
  alias wachunga_fow_gch_initialize initialize
  def initialize
    wachunga_fow_gch_initialize
    @last_x = @x
    @last_y = @y
  end
 
  alias wachunga_fow_gch_update_move update_move
  def update_move
    wachunga_fow_gch_update_move
    if $game_map.fow
      if $game_map.fow_dynamic and (@x != @last_x or @y != @last_y)\
        and self != $game_player
        # check if character entered/left player's visual range
        $scene.spriteset.update_event_transparency(self)
      end
    end
    @last_x = @x
    @last_y = @y
  end
 
end
 
#------------------------------------------------------------------------------
 
class Game_Player
 alias wachunga_fow_gpl_update_jump update_jump
 def update_jump
   wachunga_fow_gpl_update_jump
   # only update when about to land, not revealing anything jumped over
   if $game_map.fow and @jump_count == 0
     $game_map.update_fow_grid
     $scene.spriteset.update_event_transparency if $game_map.fow_dynamic
     $scene.spriteset.update_fow_tilemap
   end
 end
 
 alias wachunga_fow_gpl_update_move update_move 
 def update_move
   if $game_map.fow and (@x != @last_x or @y != @last_y)
     unless jumping?
       $game_map.update_fow_grid
       $scene.spriteset.update_event_transparency if $game_map.fow_dynamic
       $scene.spriteset.update_fow_tilemap
     end
   end
   wachunga_fow_gpl_update_move
 end
 
end
 
#------------------------------------------------------------------------------
 
class Scene_Map
 attr_reader :spriteset
end
 
=begin
       Autotile in column 2:
 
row\col| 1  2  3  4  5  6  7  8
    ---------------------------
    1 | 48 49 50 51 52 53 54 55
    2 | 56 57 58 59 60 61 62 63
    3 | 64 65 66 67 68 69 70 71
    4 | 72 73 74 75 76 77 78 79
    5 | 80 81 82 83 84 85 86 87
    6 | 88 89 90 91 92 93 94 95
 
    The function to return the index of a single tile within an autotile
    (given by at_index) is (at_index-1)*48 + col-1 + (row-1)*8
    (where row, col, and at_index are again NOT zero-indexed)
=end
 
=begin
   The following array lists systematic keys which are based on adjacent
   walls (where 'W' is the wall itself):
   1 2 3
   4 W 6
   7 8 9
   e.g. 268 is the key that will be used to refer to the autotile
   which has adjacent walls north, east, and south.  For the Castle Prison
   tileset (autotile #1), this is 67.
 
   (It's a bit unwieldy, but it works.)
=end
 
 Autotile_Keys = [
 12346789,
 2346789,
 1246789,
 246789,
 1234678,
 234678,
 124678,
 24678,
 
 1234689,
 234689,
 124689,
 24689,
 123468,
 23468,
 12468,
 2468,
 
 23689,
 2689,
 2368,
 268,
 46789,
 4678,
 4689,
 468,
 
 12478,
 1248,
 2478,
 248,
 12346,
 2346,
 1246,
 246,
 
 28,
 46,
 689,
 68,
 478,
 48,
 124,
 24,
 
 236,
 26,
 8,
 6,
 2,
 4,
 0 ]
 
 # many autotiles handle multiple situations
 # this hash keeps track of which keys are identical
 # to ones already defined above
 Duplicate_Keys = {
 123689 => 23689,
 236789 => 23689,
 1236789 => 23689,
 34689 => 4689,
 14689 => 4689,
 134689 => 4689,
 14678 => 4678,
 34678 => 4678,
 134678 => 4678,
 146789 => 46789,
 346789 => 46789,
 1346789 => 46789,
 23467 => 2346,
 23469 => 2346,
 234679 => 2346,
 123467 => 12346,
 123469 => 12346,
 1234679 => 12346,
 12467 => 1246,
 12469 => 1246,
 124679 => 1246,
 124789 => 12478,
 123478 => 12478,
 1234789 => 12478,
 146 => 46,
 346 => 46,
 467 => 46,
 469 => 46,
 1346 => 46,
 1467 => 46,
 1469 => 46,
 3467 => 46,
 3469 => 46,
 4679 => 46,
 13467 => 46,
 13469 => 46,
 14679 => 46,
 34679 => 46,
 134679 => 46,
 128 => 28,
 238 => 28,
 278 => 28,
 289 => 28,
 1238 => 28,
 1278 => 28,
 1289 => 28,
 2378 => 28,
 2389 => 28,
 2789 => 28,
 12378 => 28,
 12389 => 28,
 12789 => 28,
 23789 => 28,
 123789 => 28,
 
 1247 => 124,
 2369 => 236,
 147 => 4,
 247 => 24,
 14 => 4,
 47 => 4,
 1478 => 478,
 3478 => 478,
 4789 => 478,
 134789 => 478,
 14789 => 478,
 13478 => 478,
 34789 => 478,
 1234 => 124,
 1247 => 124,
 1249 => 124,
 12347 => 124,
 12349 => 124,
 12479 => 124,
 123479 => 124,
 1236 => 236,
 2367 => 236,
 2369 => 236,
 12367 => 236,
 12369 => 236,
 23679 => 236,
 123679 => 236,
 12368 => 2368,
 23678 => 2368,
 123678 => 2368,
 12348 => 1248,
 12489 => 1248,
 123489 => 1248,
 1689 => 689,
 3689 => 689,
 6789 => 689,
 13689 => 689,
 16789 => 689,
 36789 => 689,
 136789 => 689,
 12689 => 2689,
 26789 => 2689,
 126789 => 2689,
 23478 => 2478,
 24789 => 2478,
 234789 => 2478,
 
 12 => 2,
 23 => 2,
 27 => 2,
 29 => 2,
 123 => 2,
 127 => 2,
 129 => 2,
 237 => 2,
 239 => 2,
 279 => 2,
 1237 => 2,
 1239 => 2,
 1279 => 2,
 2379 => 2,
 12379 => 2,
 
 
 14 => 4,
 47 => 4,
 34 => 4,
 49 => 4,
 147 => 4,
 134 => 4,
 347 => 4,
 349 => 4,
 149 => 4,
 479 => 4,
 1347 => 4,
 1479 => 4,
 1349 => 4,
 3479 => 4,
 13479 => 4,
 
 16 => 6,
 36 => 6,
 67 => 6,
 69 => 6,
 136 => 6,
 167 => 6,
 169 => 6,
 367 => 6,
 369 => 6,
 679 => 6,
 1369 => 6,
 3679 => 6,
 1367 => 6,
 1679 => 6,
 13679 => 6,
 
 78 => 8,
 89 => 8,
 18 => 8,
 38 => 8,
 138 => 8,
 789 => 8,
 178 => 8,
 189 => 8,
 378 => 8,
 389 => 8,
 1789 => 8,
 3789 => 8,
 1378 => 8,
 1389 => 8,
 13789 => 8,
 
 1468 => 468,
 3468 => 468,
 13468 => 468,
 
 2467 => 246,
 2469 => 246,
 24679 => 246,
 
 2348 => 248,
 2489 => 248,
 23489 => 248,
 
 1268 => 268,
 2678 => 268,
 12678 => 268,
 
 148 => 48,
 348 => 48,
 489 => 48,
 1348 => 48,
 1489 => 48,
 3489 => 48,
 13489 => 48,
 
 168 => 68,
 368 => 68,
 678 => 68,
 1368 => 68,
 1678 => 68,
 3678 => 68,
 13678 => 68,
 
 234 => 24,
 247 => 24,
 249 => 24,
 2347 => 24,
 2349 => 24,
 2479 => 24,
 23479 => 24,
 
 126 => 26,
 267 => 26,
 269 => 26,
 1267 => 26,
 1269 => 26,
 2679 => 26,
 12679 => 26,
 }




Utilisation

Dans propriété de la MAP, mettez le nom de la MAP pour mettre le brouillard (ex : Map0001).
Mettez (exemple : image>image pour avoir ne pas avoir le brouillard mais toujours un champ de vision.
Mettez pour n'avoir que le brouillard.
Mettez .

Vous pouvez combiner , et ensemble (ex : Map0001 image> ou Map0001 <7> ou .... etc .... )

Pour faire disparaître complètement le brouillard, faites un événement et insérer un script où dedans il y aura :

Portion de code : Tout sélectionner

1
fog_of_war(false,false)



Pour le remettre, mettez :

Portion de code : Tout sélectionner

1
fog_of_war(true,true)




Mis à jour le 21 octobre 2020



Source pour la version 2.01 https://github.com/wachunga/rmxp-fog-of-war




boubou (visiteur non enregistré) - posté le 23/11/2008 à 16:18:28

❤ 0

C'est cool pour faire un jeu de guerre.:bave


:feu :fou


SpeedWarrior - posté le 24/10/2010 à 13:32:16 (1 messages postés)

❤ 0

:feu:feu:feu:feu:feu:feu:feu:feu:feu:feu:feu:feu


Crazy maker - posté le 19/05/2011 à 21:25:22 (9 messages postés)

❤ 0

Fou

il y a des smileys dans le script, il n'y a pas la ressource du brouillard de guerre et on comprend pas l'utilisation

On raconte qu'un fou hante ta ville...

Suite à de nombreux abus, le post en invités a été désactivé. Veuillez vous inscrire si vous souhaitez participer à la conversation.

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