Ultra Mode 7 [RMMV & RMMZ]

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Started by bblizzard 1291 posts Page 30 of 65 View original ↗
  1. Espilonarge said:
    1) When you get an error, press F8 and copy/paste the "full" error message here to make it easier to identify the problem (just saying there's an error compared to showing what the actual error is helps narrow down what the problem is).
    2) Have you tried moving Yanfly's Picture Common Events plugin above/below the Ultra Mode 7 plugin? It's a common situation where a plugin in the wrong order can cause conflicts.

    EDIT - And of course I don't find out that @bblizzard had posted before me until after I've posted (my timing). XD
    thank you.
    YEP need at down of UM7 !!!
    now fix....
  2. bblizzard said:
    Have you tried changing the order of the scripts? If yes, can you make a demo? If it's just sprites using images, I can easily add some compatibility code.
    YEP need at down of UM7 !!!
    I don't know why, but now fix.
  3. I was wondering would it be possible to change up the script so that the user can make certain tiles, like trees, popup instead of having to make them an event?
  4. StarWarrior00 said:
    I was wondering would it be possible to change up the script so that the user can make certain tiles, like trees, popup instead of having to make them an event?
    @bblizzard has already provided the ability to use Yanfly's Grid-Free Doodad's to do this but you will need to separate the trees in to their own images. This will also mean you're able to get around the standard 48x48 spacing/placement of objects (or which ever tile resolution you have set in a tile resizing plugin) but you will still need something to make tiles with doodads you placed impassable (such as Yanfly's Region Restrict plugin).

    In the case of Yanfly's plugins, you will also need the Yanfly's Core Engine plugin in order for them to operate (please check Yanfly's main plugin page for the general load order). Make sure that Ultra Mode 7 is placed "before" the Grid-Free Doodad's plugin to avoid issues.
  5. I agree that Yanfly's Doodads is probably the most convenient option.
  6. Espilonarge said:
    @bblizzard has already provided the ability to use Yanfly's Grid-Free Doodad's to do this but you will need to separate the trees in to their own images. This will also mean you're able to get around the standard 48x48 spacing/placement of objects (or which ever tile resolution you have set in a tile resizing plugin) but you will still need something to make tiles with doodads you placed impassable (such as Yanfly's Region Restrict plugin).

    In the case of Yanfly's plugins, you will also need the Yanfly's Core Engine plugin in order for them to operate (please check Yanfly's main plugin page for the general load order). Make sure that Ultra Mode 7 is placed "before" the Grid-Free Doodad's plugin to avoid issues.

    bblizzard said:
    I agree that Yanfly's Doodads is probably the most convenient option.

    Unfortunately I don't think this plugin is for me...

    I can't seem to get anything to work right. I tried placing doodads several hours ago but then when I moved around the map, the doodads appeared to move with it. Like that issue with the events getting larger as I get further away which bugs me to no end.

    And terrax lighting, no good either, the lighting won't stay with their events and move around as well.

    and when I tried to make that edit to make the terrax plugin work with this plugin as per the instructions in this plugin, it completely broke that one.

    I don't understand any of this.

    (>_______<)
  7. @StarWarrior00 I myself found this plugin working better UNDER doodads in the plugin manager.
    And I can send you my modified Terrax if you want?
  8. Waterguy said:
    @StarWarrior00 I myself found this plugin working better UNDER doodads in the plugin manager.
    And I can send you my modified Terrax if you want?


    I will try that, and yes please do. :LZSproud:
  9. Yeah, you have to put UM7 under Doodads. I did mention this in the instructions of the plugin.
  10. bblizzard said:
    Yeah, you have to put UM7 under Doodads. I did mention this in the instructions of the plugin.

    It was originally under doodads but someone was like NOPE, you need to put it OVER.

    For some reason doodads would not even come up when I pressed 10. Turns out another plugin was causing the issue.
  11. Waterguy said:
    @StarWarrior00 I myself found this plugin working better UNDER doodads in the plugin manager.
    And I can send you my modified Terrax if you want?
    Can you get me too ?
  12. For some reason I can't get the compatibility code to start when I'm using Khas Ultra Lighting. Tried the same in a fresh project and it doesn't start either, tried below and above plugin order. Checked the code to see when the console.log is supposed to trigger, and by my limited knowledge, it should since I'm using the versions that are used in the if-statement. I probably missed something along the way :v

    EDIT:
    Made it work by simply setting the if-statement that would enable the compatibility code to true. So seems like something in that statement doesn't equal true.
  13. The updated plugin isn't compatible with Khas Ultra lighting, at least in my case. Maybe it was a problem on my end. I still use the old version because of this.
  14. Hyouryuu-Na said:
    The updated plugin isn't compatible with Khas Ultra lighting, at least in my case. Maybe it was a problem on my end. I still use the old version because of this.
    I'm using both Khas Ultra Lighting (v4.2) and Ultra Mode 7 (v1.4.3), both of which are working fine on my end. Maybe check the load-order situation or see if there's another plugin interfering with Ultra Mode 7/Khas Ultra Lighting?
  15. I tried using the updated plugin again. It works just fine now! Why it didn't before? I don't know ^^;
    Btw, does anyone know of any screen zoom plugins that work with Ultra Mode 7? I tried Masked's and Galv's. But they only zoom in the characters and doodads. Not the map itself.
  16. Hyouryuu-Na said:
    Btw, does anyone know of any screen zoom plugins that work with Ultra Mode 7? I tried Masked's and Galv's. But they only zoom in the characters and doodads. Not the map itself.

    You can use UM7's built-in functionality to move the camera closer to get that effect. Just check out the demo, one of the NPCs does exactly that.
  17. I know about that feature but I'm using a bigger screen resolution. It makes everything in the map look small. Using a zoom in plugin works for all stuff except the map.
    Edit: @bblizzard Since I've tried using two zoom plugins, I think Ultra Mode 7 isn't compatible with any other plugins of that sort. If you don't mind, can you please see if it's somehow possible to male the maps influenced by the zoom too?
  18. @Hyouryuu-Na don't use zoom on a mode-7 map, use the script calls shown on the demo project. There is one to animate the camera that is basically zoom already. UltraMode7.animateCamera(UltraMode7.getCamera() - 120, 60) would make the camera approach the player 120 points (I think pixels) in 60 frames.
  19. Just set a default camera distance that suits your resolution better. There is no need for a zoom script when you're using UM7.