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H-Mode7 - Printable Version

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+---- Thread: H-Mode7 (/thread-3151.html)

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RE: H-Mode7 - edmhotta - 07-25-2011

Is impossible to have a battle like this on H-Mode 7?
[Image: semttulotdx.png]



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:
[Image: why_are_you_here__little_girl_by_renekokkie-d41qkzr.png]



RE: H-Mode7 - finalholylight - 07-28-2011

In neo-mode7,it's can control height of camera

[Image: neo1.png]

[Image: neo2.png]

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

[Image: tree.png]

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