Visual Fogs VisuStella MZ
- 1 Download
- 2 System
- 3 VisuStella MZ
- 4 Support VisuStella
- 5 Introduction
- 6 Requirements
- 7 Major Changes
- 8 Notetags
- 9 Plugin Commands
- 10 Plugin Parameters
- 12 Credits
- 13 Changelog
- 14 End of File
This is a plugin created for RPG Maker MZ.
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This plugin is a part of the VisuStella MZ Plugin Library.
Fogs are a handy feature long removed from RPG Maker since RPG Maker XP. This plugin reintroduces them back into RPG Maker MZ. Fogs function similar to parallaxes, except rather than being under the tile map, fogs appear above the tile map and the characters. This plugin gives you an unlimited amount of fogs to apply to each map alongside many controls to make the fogs appear more vivid.
A restricted fog area system is also added to this plugin to make fogs appear only within certain regions and/or terrain tags. This way, you can utilize parallaxes as masked layers for obscured sections of the map.
Sometimes, fogs may be too intrusive to the player's visibility. A vignette feature has been added to make fogs appear only on the borders or certain sides of the screen. This way, fogs can still add to the atmosphere without obscuring too much of the visible screen.
Features include all (but not limited to) the following:
This plugin is made for RPG Maker MZ. This will not work in other iterations of RPG Maker.
This plugin is a Tier 4 plugin. Place it under other plugins of lower tier value on your Plugin Manager list (ie: 0, 1, 2, 3, 4, 5).
This is to ensure that your plugins will have the best compatibility with the rest of the VisuStella MZ Plugin library.
This plugin adds some new hard-coded features to RPG Maker MZ's functions. The following is a list of them.
Fogs are not an inherent feature for the map editor. They need to be added through map notetags or Plugin Commands.
Each of the fogs added through this plugin's notetags and/or commands are assigned an ID. Referring back to the ID later will allow you to update and/or remove that fog when needed.
When fogs are created, they appear above the tile map and characters, but below the weather. This means they are created between the two layers when the map's sprites are generated.
Fogs will behave very similar to parallaxes in how they move about the screen. This means that if a fog is set to looping, it will loop in accordance to the screen's display coordinates. This is to maintain consistency with how the RPG Maker MZ engine behaves.
Regions and Terrain Tags
If you don't want a fog to appear for the whole entire foreground and want to confine them to certain areas of the map, you can assign regions or terrain tags for them to appear in.
Only the parts of the map marked by the designated regions and/or terrain tags will reveal the fog. Those parts will be little squares each, equal to the size of a tile. They have soft borders due to blurring options. The foggy tiles will be slightly larger than normal due to spill values.
You may notice that some tiles don't blur well when they are towards the right and bottom sides of the screen when the blur values are higher than normal. This is a known issue with Pixi JS's filters and there's not much the VisuStella team can do about it. Instead, what we recommend is that you use a fog vignette on an upper layer to mask the bleeding issue.
Each fog layer can have their own custom regions and/or terrain tags to appear in. These can be adjusted through the notetag settings or through the Plugin Commands provided by this plugin. Fog layers can be limited to multiple regions and/or terrain tags at the same time.
WARNING: This will cause longer load times on larger maps and affect their performance. We highly recommend that you don't use this feature on maps larger than 120 tiles wide or tall. However, this value can vary from device to device.
If you don't want fogs to obscure the whole screen, use a vignette to make them appear only at the sides of the screen. You can use custom vignette masks or rendered ones provided by this plugin.
If you decide to make a custom vignette mask, create them similar to regular image masks. This means that white areas of the masking image will be the parts of the screen where the fog appears while the black areas of the image will hide the fog. You can use gradients to make the vignette mask appear more smooth.
Vignettes cannot be used with region and terrain tags. This is because the region and terrain tag tiles move alongside the screen while vignettes are always locked onto the borders of the screen. However, if you wish to use both, just apply two different fog layers instead.
RPG Maker MZ's editor is unable to allow for custom traits/properties that a game dev may wish to associate with a database object, event, map, etc. Notetags are used to work around such limitations by allowing the game dev to tag certain traits/properties using specific Notetags declared by the related plugin.
Here is a list of Notetag(s) that you may use.
<Fog id Settings> Name: filename optional property optional property optional property </Fog id Settings> - Used for: Map Notetags - Creates a regular fog layer for this map by default. - Replace 'id' with a number value to assign to the fog. - Plugin Commands will refer to this ID for changes and removal. - The 'Name' setting is required. Without it, no fog will be made. - Replace 'filename' with the filename of the image you want to use as a fog found in the game project's img/parallaxes/ folder. - Do not include the file extension. - Insert as many of the optional properties as you want. You can find a list of them in the section below.
Replace the 'optional property' segment of the notetags above with any of the text below to acquire their effects. You can add/remove as many of the optional properties as you need.
Horz Scroll: x Vert Scroll: y - This enables horizontal or vertical scrolling for the fog. - Replace 'x' or 'y' with a Number value to determine how fast they will scroll across the screen. - Use a negative value to make them scroll the other way. - These effects are mutually exclusive from the "Map Locked" property.
Map Locked - This will cause the fog to only scroll when the map scrolls. - This has the same effect as naming a fog with "!" in front of its filename. - If the filename used for this fog has "!" in front of it, the Map Locked effect will be automatically turned on. - These effect is mutually exclusive from the "Horz Scroll" and "Vert Scroll" properties.
Opacity: x Opacity: x% - Changes the opacity level of the fog. - Replace 'x' with a number from 0 to 255 representing the opacity level. - Replace 'x%' with a percentage from 0% to 100% representing the opacity.
Blend Mode: Normal Blend Mode: Additive Blend Mode: Multiply Blend Mode: Screen - Sets the blend mode for the icon on the fog. - Use only one of the above.
Hue: x Hue Shift: x - Changes the hue of the fog to 'x' so that you don't need to create multiple copies of the files with different colors. - Replace 'x' with a number value between 0 and 360. - If the "Hue Shift" property is also used, then adjust the hue of the fog each frame by 'x' amount. - 'x' can be positive or negative.
Color Tone: red, green, blue, gray - Changes the color tone or tint of the fog. - Replace 'red', 'green', 'blue' with a value between -255 and 255. - Replace 'gray' with a value between 0 and 255.
Region: id Regions: id, id, id - Forces the fog to only become visible on tiles marked regions with a matching ID (alongside valid terrain tags). - If this isn't used, then the fog will be as large as the screen. - Replace 'id' with a region ID between 1 and 255. - Region 0 is ignored and will not work. - Insert multiple ID's to mark more tiles the fog can appear on. - This feature cannot be used with Vignettes. - WARNING: This WILL cause longer load times on larger maps.
Terrain Tag: id Terrain Tags: id, id, id - Forces the fog to only become visible on tiles marked terrain tags with a matching ID (alongside valid regions). - If this isn't used, then the fog will be as large as the screen. - Replace 'id' with a terrain tag ID between 1 and 7. - Terrain tag 0 is ignored and will not work. - Insert multiple ID's to mark more tiles the fog can appear on. - This feature cannot be used with Vignettes. - WARNING: This WILL cause longer load times on larger maps.
Tile Blur: x - Determines how soft the borders are around the revealed fog tiles. - Use larger numbers to blur them more. - Use a value of zero to remove any blur.
Tile Spill: x - Determines how much larger to make the revealed fog tiles. - Use larger numbers to spill more and make the tiles larger. - Use a value of zero to not spill at all and use the exact tile sizes.
Vignette: type - Makes the fog appear along the edge of the screen rather than the entire visible game screen. - Replace 'type' with any of the following: - Border - Horizontal - Vertical - Upper - Lower - Left - Right
Custom Vignette: filename - Allows you to use a custom parallax image as a vignette. - Replace 'filename' with the filename of the image you want to use as a vignette found in the game project's img/parallaxes/ folder. - Do not include the file extension. - Custom vignettes are used as masks. - White areas on the image determine the visible parts of the fog. - Black areas on the image determine the invisible parts of the fog.
Here is a list of Plugin Command(s) that you may use:
Fog Plugin Commands
Fog: Remove - Removes target fog(s). ID(s): - Remove which fog(s)? - Cannot remove the map editor's fog.
The below are the default settings when it comes to creating fogs through map notetags.
Fog Opacity: - What is the default fog opacity level for map notetags?
Blend Mode: - What is the default fog blend mode for map notetags? - Normal - Additive - Multiply - Screen
Tile Blur: - What is the default fog tile blur intensity for map notetags?
Tile Spill: - What is the default fog tile spill amount for map notetags?
1. These plugins may be used in free or commercial games provided that they have been acquired through legitimate means at VisuStella.com and/or any other official approved VisuStella sources. Exceptions and special circumstances that may prohibit usage will be listed on VisuStella.com.
2. All of the listed coders found in the Credits section of this plugin must be given credit in your games or credited as a collective under the name: "VisuStella".
4. You may NOT redistribute these plugins nor take code from this plugin to use as your own. These plugins and their code are only to be downloaded from VisuStella.com and other official/approved VisuStella sources. A list of official/approved sources can also be found on VisuStella.com.
6. If a compatibility patch needs to be made through a third party that is unaffiliated with VisuStella that involves using code from the VisuStella MZ library, contact must be made with a member from VisuStella and have it approved. The patch would be placed on VisuStella.com as a free download to the public. Such patches cannot be sold for monetary gain, including commissions, crowdfunding, and/or donations.
7. If this VisuStella MZ plugin is a paid product, all project team members must purchase their own individual copies of the paid product if they are to use it. Usage includes working on related game mechanics, managing related code, and/or using related Plugin Commands and features. Redistribution of the plugin and/or its code to other members of the team is NOT allowed unless they own the plugin itself as that conflicts with Article 4.
6. VisuStella MZライブラリのコードを使用した互換性パッチをVisuStellaとは関係のない第三者を通じて作成する必要がある場合は、まずVisuStellaのメンバーと連絡を取り、承認を得る必要があります。パッチはVisuStella.comに公開され、誰でも無料でダウンロードすることができるようになります。このようなパッチを、制作発注やクラウドファンディングの対象にしたり、寄付などの金銭的な利益を得るために販売することはできません。
7. このVisuStella MZプラグインが商用製品である場合、プロジェクトチームのすべてのメンバーは、それを使用するため、それぞれ製品を購入しなければなりません。使用方法には、関連するゲームメカニクスの作業、関連するコードの管理、および/または関連するプラグインコマンドや機能の使用、が含まれます。プラグインそのものやそのコードをチームの他のメンバーに再配布することは第4項に抵触するため、そのメンバーがプラグインそのものを所有していない限りは許可されません。
If you are using this plugin, credit the following people in your game:
Version 1.00 Official Release Date: March 5, 2021
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