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Fog Collision SW


Lemon

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So me and @orgodemir did some experimenting with Fog Collision SW objects.

F3 seems to determine what effect the object will emit.  Here's a table.  All the numbers that aren't listed remove the passive map fog.  (e.g. They will remove Caves 1 orange glow).  Function is the doorID\SwichID that toggle the fog on\off.  So if you set Function to 3, the fog will turn off when you call "unlock 3" via map events.  We only tested F3 values up to 201.  If there's anything we missed, feel free to comment.  Also, if anyone knows what F4 does, please share.  We haven't had time to mess around with that yet.

Spoiler

All numbers not listed just remove the map fog

Dec	Hex	Description
009	0009	Dim. But seemed less so than 127.
010	000A	flashing red
011	000B	Seemed dim but less than 9.
012	000C	Really similar to 11.
015	000F	Green Fog
017	0011	Dark room, but less so than 127/63.
030	001E	Foggy look. slightly greenish
031	001F	Seemed dim but even less than 11/12.
032	0020	Slightly more dim than 31.
040	0028	Bright. Blueish tint.
042	002A	Mid-range Dimness. Between 126/17.
041	0029	Dim. Greenish tint.
045	002D	Flashing Blue
061	003D	Bright
062	003E	Yet another level of dimness.
063	003F	Similar to 127. super dark.
067	0043	looked like a stronger version of the ambient cave lighting
069	0045	seemed foggy + dim
071	0047	seemed foggy + dim. less so than 69
072	0048	Pale Green Fog with oscillating thickness *epilepsy warning* 
076	004C	foggy
077	004D	fog going in and out
081	0051	yet another level of dimness
089	0059	bright fog 
103	0067	Pale pink fog (very thin)
104	0068	Blue ambient light
109	006D	Thinner White Fog
111	006F	Thin white fog
125	007D	Thin white Fog
126	007E	Black in distance.  Large ring of visibility
127	007F	Full Black.  Can't see walls or floor
133	0085	White Ambient Light
134	0086	Thinner White Fog
137	0089	Thick Orange Fog, Large Ring of visibility
140	008C	VERY dim green ambient light
151	0097	Thin purple\white fog
152	0098	Dark Red Light
153	0099	Blue\Green thin fog
160	00A0	Faint purple light

4113	1011	Same as 17, but for rooms

 

For some seabed rooms it appears you need to add 0x1000 to the value to get it to show up.

Edited by Lemon
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10 minutes ago, Soly said:

Can you edit the qedit wiki?
It might be good to put it there?

Nope, the admin dropped the project 2 years ago.

I was planning on moving everything over to the dev wiki when I found the time.

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If not, maybe would be better to gather everything in the same topic ? 

like https://www.phantasystaronline.net/forum/index.php?/topic/26156-how-to-build-a-custom-quest/

As there are yet many many "mysterious" object mechanics to discover or give further details about, and only a few people who use Qedit.

 

(Also you could ask me as I already used some of those fogs in my quests ... didn't bother testing that many colors though)

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1 hour ago, R-78 said:

If not, maybe would be better to gather everything in the same topic ? 

like https://www.phantasystaronline.net/forum/index.php?/topic/26156-how-to-build-a-custom-quest/

As there are yet many many "mysterious" object mechanics to discover or give further details about, and only a few people who use Qedit.

 

(Also you could ask me as I already used some of those fogs in my quests ... didn't bother testing that many colors though)

I did. If you remember, I stole acquired your quest for educational purposes.  I totally just looked at stuff like this that I didn't want to figure out myself.  But even with that, we only had like 3 or 4.  Now we have 1-200 figured out, and it only took about an hour. (Praise /reloadquest)

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  • 10 months later...

Flag 4 seems to be a boolean that controls if it's a fade in or a sudden hard limit.  If 0 it will fade into the fog, if it's 1 it will be a sudden change.

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