RE: H-Mode7 - edmhotta - 07-25-2011
Is impossible to have a battle like this on H-Mode 7?
RE: H-Mode7 - renekokkie - 07-25-2011
does someone knows the pokemon black/white 3d angle/degrees when you walk on a normal route?
and when you're in a house
RE: H-Mode7 - MGC - 07-26-2011
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.
RE: H-Mode7 - edmhotta - 07-26-2011
(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.
RE: H-Mode7 - DerVVulfman - 07-27-2011
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.
RE: H-Mode7 - renekokkie - 07-27-2011
does someone know a high qualtiy script?
because i have a bad quality problem
if you can see:
RE: H-Mode7 - finalholylight - 07-28-2011
In neo-mode7,it's can control height of camera
Can I control like this in H-mode7 ?
RE: H-Mode7 - MGC - 07-28-2011
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)
RE: H-Mode7 - renekokkie - 07-28-2011
how can i make a tree?
RE: H-Mode7 - finalholylight - 07-29-2011
(07-28-2011, 10:13 PM)renekokkie Wrote: how can i make a tree?
Same question,how can i make a tree ?,like this
Can I make this tree stand like the tree in neo-mode7 ?
|