Thread Rating:
  • 10 Vote(s) - 4.9 Average
  • 1
  • 2
  • 3
  • 4
  • 5
 H-Mode7
Is impossible to have a battle like this on H-Mode 7?
[Image: semttulotdx.png]
Reply }
does someone knows the pokemon black/white 3d angle/degrees when you walk on a normal route?
and when you're in a house
Reply }
edmhotta > is the battleground static ? If so, it's just a battle script that use a map as battleground. Such a script must already exist somewhere.
If that's dynamic, it's really a lot of work.
Some scripts :
Working on :
Reply }
(07-26-2011, 08:47 PM)MGC Wrote: edmhotta > is the battleground static ? If so, it's just a battle script that use a map as battleground. Such a script must already exist somewhere.
If that's dynamic, it's really a lot of work.
Yes, but the chars are animated.


Reply }
If you mean the battlers are animated... fine. Then that's my Animated Battlers script. Map for Battleback is covered in my Mimi's Battleback Changer. They have their own separate topics.
Up is down, left is right and sideways is straight ahead. - Cord "Circle of Iron", 1978 (written by Bruce Lee and James Coburn... really...)
[Image: QrnbKlx.jpg]
[Image: sGz1ErF.png] [Image: liM4ikn.png] [Image: fdzKgZA.png] [Image: sj0H81z.png]
[Image: QL7oRau.png] [Image: uSqjY09.png] [Image: GAA3qE9.png] [Image: 2Hmnx1G.png] [Image: BwtNdKw.png%5B]
Above are clickable links

Reply }
does someone know a high qualtiy script?
because i have a bad quality problem
if you can see:
[Image: why_are_you_here__little_girl_by_renekokkie-d41qkzr.png]
Reply }
In neo-mode7,it's can control height of camera

[Image: neo1.png]

[Image: neo2.png]

Can I control like this in H-mode7 ?
Reply }
renekokkie > personally I've never heard of a free high quality 3D script for RMXP. If ever such a script exists, it is probably private. Perhaps some talented scripters could make a script like this, but you should be ready to offer a financial compensation.

finalholylight > I thought this feature was useless...
Paste this under the H-Mode7 scripts :
Code:
#============================================================================
# ** Game_System
#============================================================================
class Game_System
  #--------------------------------------------------------------------------
  # * Aliased methods (F12 compatibility)
  #--------------------------------------------------------------------------
  unless @already_aliased_hm7_pivot
    alias reset_hm7_game_system hm7_reset
    @already_aliased_hm7_pivot = true
  end
  #--------------------------------------------------------------------------
  # * Attributes
  #--------------------------------------------------------------------------
  attr_accessor :hm7_center_y
  #--------------------------------------------------------------------------
  # * Reset zoom and pivot
  #--------------------------------------------------------------------------
  def hm7_reset
    reset_hm7_game_system
    if defined? Game_Player::CENTER != nil
      self.hm7_center_y = Game_Player::CENTER
    else
      self.hm7_center_y = 240 - 16 << 2
    end
  end
end

#============================================================================
# ** HM7::Tilemap
#============================================================================
module HM7
  class Tilemap
    #--------------------------------------------------------------------------
    # * Increase/Decrease  the pivot value
    #--------------------------------------------------------------------------
    def increase_pivot(value)
      res = [[$game_temp.pivot + value, 472].min, 32].max
      $game_map.display_y -= ((res - $game_temp.pivot) << 2)
      $game_system.hm7_center_y += ((res - $game_temp.pivot) << 2)
      $game_temp.pivot = res
      $game_temp.pivot_map = $game_temp.pivot / @coeff_resolution
      @offset_y_res = ($game_temp.pivot - $game_temp.pivot_map).to_i >> 1
      refresh_alpha
    end
    #--------------------------------------------------------------------------
    # * Set the pivot value
    #--------------------------------------------------------------------------
    def set_pivot(value)
      res = [[value, 472].min, 32].max
      $game_map.display_y -= ((res - $game_temp.pivot) << 2)
      $game_system.hm7_center_y += ((res - $game_temp.pivot) << 2)
      $game_temp.pivot = res
      $game_temp.pivot_map = $game_temp.pivot / @coeff_resolution
      @offset_y_res = ($game_temp.pivot - $game_temp.pivot_map).to_i >> 1
      refresh_alpha
    end
    #--------------------------------------------------------------------------
    # * Slide from the current pivot value into the target value
    #--------------------------------------------------------------------------
    def to_pivot(value, speed)
      value = [[value, 480].min, 32].max
      while value > $game_temp.pivot
        increase_pivot([speed, value - $game_temp.pivot].min)
        spriteset.update
        Graphics.update
      end
      while value < $game_temp.pivot
        increase_pivot(-([speed, $game_temp.pivot - value].min))
        spriteset.update
        Graphics.update
      end
    end
  end
end

#============================================================================
# ** Spriteset_Map
#============================================================================
class Spriteset_Map
  #--------------------------------------------------------------------------
  # * Increase/Decrease the pivot value
  #--------------------------------------------------------------------------
  def hm7_increase_pivot(value)
    @tilemap.set_pivot(value)
  end
  #--------------------------------------------------------------------------
  # * Set the pivot value
  #--------------------------------------------------------------------------
  def hm7_set_pivot(value)
    @tilemap.set_pivot(value)
  end
  #--------------------------------------------------------------------------
  # * Slide from the current pivot value into the target value
  #--------------------------------------------------------------------------
  def hm7_to_pivot(value, speed)
    @tilemap.to_pivot(value, speed)
  end
end

#============================================================================
# ** Scene_Map
#============================================================================
class Scene_Map
  #--------------------------------------------------------------------------
  # * Increase/Decrease the pivot value
  #--------------------------------------------------------------------------
  def hm7_increase_pivot(value)
    @spriteset.hm7_increase_pivot(value)
  end
  #--------------------------------------------------------------------------
  # * Set the pivot value
  #--------------------------------------------------------------------------
  def hm7_set_pivot(value)
    @spriteset.hm7_set_pivot(value)
  end
  #--------------------------------------------------------------------------
  # * Slide from the current pivot value into the target value
  #--------------------------------------------------------------------------
  def hm7_to_pivot(value, speed)
    @spriteset.hm7_to_pivot(value, speed)
  end
end

#============================================================================
# ** Game_Player
#============================================================================
class Game_Player < Game_Character
  #--------------------------------------------------------------------------
  # * Always center around the hero in mode 7
  #--------------------------------------------------------------------------
  def center(x, y)
    unless $game_system.hm7
      center_hm7_game_player(x, y)
      return
    end
    $game_map.display_x = (x << 7) - CENTER_X
    $game_map.display_y = (y << 7) - $game_system.hm7_center_y
  end
  #--------------------------------------------------------------------------
  # * Update
  #--------------------------------------------------------------------------
  def update
    unless $game_system.hm7
      update_hm7_game_player
      return
    end
    native_center_y = Game_Player.const_get(:CENTER_Y)
    Game_Player.const_set(:CENTER_Y, $game_system.hm7_center_y)
    update_hm7_game_player
    Game_Player.const_set(:CENTER_Y, native_center_y)
  end
end

And use in an event one of those commands (like in the the NeoM7 script) :
$scene.hm7_set_pivot(new value)
$scene.hm7_to_pivot(new value, speed)
$scene.hm7_increase_pivot(value)

Some scripts :
Working on :
Reply }
how can i make a tree?
Reply }
(07-28-2011, 10:13 PM)renekokkie Wrote: how can i make a tree?

Same question,how can i make a tree ?,like this

[Image: tree.png]

Can I make this tree stand like the tree in neo-mode7 ?
Reply }


Possibly Related Threads…
Thread Author Replies Views Last Post
   H-Mode7 maps in RMVX Ace MGC 5 39,519 12-29-2018, 05:04 PM
Last Post: Kamillo
   H-Mode7 Visual Equipment Chaotech Games 8 34,779 03-30-2017, 01:58 AM
Last Post: wrathx
   H-Mode7 Caterpillar Chaotech Games 8 17,372 03-10-2017, 12:19 AM
Last Post: Lizzbutt
   Lycan ABS / MGC Mode7 Edit Patch DerVVulfman 2 8,419 10-18-2015, 07:12 PM
Last Post: DerVVulfman
   Lycan Enemy Bars / MGC Mode7 Edit Patch DerVVulfman 0 5,299 06-12-2014, 04:05 AM
Last Post: DerVVulfman
   MGC's Mode7 Edit DerVVulfman 0 5,088 06-12-2014, 03:49 AM
Last Post: DerVVulfman
   Mode7 MGC 1 9,777 12-30-2013, 05:43 AM
Last Post: DerVVulfman
   H-Mode7 / UMS Patch DerVVulfman 1 6,402 07-29-2012, 04:12 AM
Last Post: MetalRenard
   H-Mode7 maps in RMVX MGC 1 13,827 03-11-2012, 02:25 AM
Last Post: scaldwellhu
   Zenith TBS / MGCaladtogel's Mode7 Patch DerVVulfman 0 8,185 03-05-2008, 06:24 PM
Last Post: DerVVulfman



Users browsing this thread: