Ok here is what I'm searching for: I need a script that let you see your battler while the msg box appear.
This picture will explain what I need(https://rmrk.net/proxy.php?request=http%3A%2F%2Ff53.aaa.livedoor.jp%2F%257Emomomo%2Frgss_ss%2Frgss_stand_pic01.jpg&hash=a842af51622c151887b68c7f05a7ac095961b2e1)
(https://rmrk.net/proxy.php?request=http%3A%2F%2Ff53.aaa.livedoor.jp%2F%257Emomomo%2Frgss_ss%2Frgss_stand_pic02.jpg&hash=88cdcc58c446891f2c5c45c9217a28ca8865672e)
I have the chinese script but don't know how to use it... :( If someone want to figure it out here it is.
Quote# 立絵表示
#
# マップç"»é¢ã§ç«‹çµµè¡¨ç¤ºãŒå‡ºæ¥ã,‹ã,ˆã†ã«ãªã,Šã¾ã™ã€,
# 実ã¯ã€ã,¤ãƒ™ãƒ³ãƒˆã,³ãƒžãƒ³ãƒ‰ã§ã,,何ã¨ã‹ãªã,Šãã†ãªäº‹ã¯ãƒŠã,¤ã,·ãƒ§ã€,
#
# ã¾ãšã€ç«‹çµµã¨ã—ã¦è¡¨ç¤ºã—ãŸã,,çµµã,'ãƒ"ã,¯ãƒãƒ£ãƒ¼ã¨ã—ã¦ã,¤ãƒ³ãƒãƒ¼ãƒˆã—ã¦ãã ã•ã,,ã€,
#
# 次ã«ã€å,,種è¨å®šã§ã™ã€,
# 基本x座標ã¨åŸºæœ¬y座標ã«ã¯ç«‹çµµã®å¤§ãã•ã,'å...¥ã,Œã,Œã°ãªã,"ã¨ãªãåˆã†ã¨æ€ã,,ã¾ã™ã€,
#
# ã,ャラåã¨ã,¿ã,¤ãƒ—ã®è¨å®šã,'ã—ãŸã,‰
# ã,¤ãƒ™ãƒ³ãƒˆã,³ãƒžãƒ³ãƒ‰ã®ã,¹ã,¯ãƒªãƒ—トã§
# set_pic("è˜åˆ¥å", 表示ä½ç½®(æ•°å—), ã,ャラID, ã,¿ã,¤ãƒ—)
# ã§è¡¨ç¤ºã§ãã¾ã™ã€,
#
# è˜åˆ¥åã¨ã¯ã€ãã®ç«‹çµµè‡ªèº«ã,'è˜åˆ¥ã™ã,‹ãŸã,ã®åå‰ã§
# åŒã˜ã,ャラã,'複数出ã—ãŸã,,æ™,ç‰ã«å¿...è¦ãªç‰©ã§ã™ã€,
# 表示ä½ç½®ã¯0ãŒå·¦ã€1ãŒä¸å¤®ã€2ãŒå³ã¨ãªã£ã¦ã,,ã¾ã™ã€,
#
# ã,ャラIDã€ã,¿ã,¤ãƒ—ã¯ç›´æŽ¥ID指定ã§ã¯ãªãåå‰ã§ã,,指定å¯èƒ½ã§ã™ã€,
# 例ãˆã°ã€ set_pic("ã,¢ãƒ«", 0, 1, 0)ã¯
# set_pic("ã,¢ãƒ«", 0, "ã,¢ãƒ«ã,·ã,§ã,¹", "通常")
# ã"ã†ç½®ãæ›ãˆã,‹ã"ã¨ãŒã§ãã¾ã™ã€,
#
# ã,ャラIDã€ã,¿ã,¤ãƒ—ã,'指定ã—ãªã‹ã£ãŸå ´åˆã€
# è˜åˆ¥åã,'ã,ャラIDã¨ã—ã¦ã€ã,¿ã,¤ãƒ—ã¯0ã¨ã—ã¦æ‰±ã,ã,Œã¾ã™ã€,
# set_pic("ã,¢ãƒ«ã,·ã,§ã,¹", 0) ã¯
# set_pic("ã,¢ãƒ«ã,·ã,§ã,¹", 0, "ã,¢ãƒ«ã,·ã,§ã,¹", "通常")
# ã"ã†æŒ‡å®šã—ãŸã®ã¨åŒã˜ã§ã™ã€,
#
# 詳ã—ãã¯ã,µãƒ³ãƒ—ルã,'覗ã,,ã¦ã¿ã¦ãã ã•ã,,ã€,
#
# ã,¤ãƒ™ãƒ³ãƒˆã,³ãƒžãƒ³ãƒ‰ã®ã,¹ã,¯ãƒªãƒ—トã§
# 表示ã—ãŸç«‹çµµã,'色ã€...å‹•ã‹ã›ã¾ã™ã€,
# ã,µãƒ³ãƒ—ル㫠command.txt ã,'å...¥ã,Œã¦ã,ã,Šã¾ã™ã®ã§
# ãã,Œã¨ã,µãƒ³ãƒ—ルã,'å,考ã«ã—ã¦ãã ã•ã,,ã€,
#
# 2005.06.26 機能追åŠ
# ・定数㫠NO_ACTIVE_SPEED(éžã,¢ã,¯ãƒ†ã,£ãƒ–æ™,ã®å¤‰åŒ–ã«ã‹ã'ã,‹ãƒ•レーム数)ã,'è¿½åŠ ã€,
# ・ãƒ"ã,¯ãƒãƒ£ã«è‰²ã,'被ã›ã,‹äº‹ãŒã§ãã,‹ã,ˆã†ã«ãªã£ãŸã€,
# sprite ã® color ã,'変更ã™ã,‹äº‹ã«ã,ˆã£ã¦å®Ÿè£...ã€,
# ãã,Œã«ä¼´ã,,ã€color変更ç"¨ã®ãƒ¡ã,½ãƒƒãƒ‰ã,'è¿½åŠ ã€,
# 定数㫠NO_ACTIVE_COLOR(éžã,¢ã,¯ãƒ†ã,£ãƒ–æ™,ã«ãƒ–レンドã™ã,‹ã,«ãƒ©ãƒ¼)ã,'è¿½åŠ ã€,
#
# 2005.06.28 機能追åŠ
# ・ループã,¢ãƒ‹ãƒ¡ã,'è¨å®šã§ãã,‹ã,ˆã†ã«
# ループã,¢ãƒ‹ãƒ¡è¨å®šç"¨ã®ãƒ¡ã,½ãƒƒãƒ‰ã,'è¿½åŠ ã€,
module MoMo_Stand_Pic
# ç«‹çµµã®ç§»å‹•ã«ã‹ã'ã,‹ãƒ•レーム数ã®åˆæœŸå€¤
MOVE_SPEED_INI = 10
# ç«‹çµµã®ã,ºãƒ¼ãƒ ã«ã‹ã'ã,‹ãƒ•レーム数ã®åˆæœŸå€¤
ZOOM_SPEED_INI = 10
# 基本x座標
BASE_X_PLUS = 180
# 基本y座標
BASE_Y_PLUS = 240
# éžã,¢ã,¯ãƒ†ã,£ãƒ–æ™,ã®å¤‰åŒ–ã«ã‹ã'ã,‹ãƒ•レーム数
NO_ACTIVE_SPEED = 10
# éžã,¢ã,¯ãƒ†ã,£ãƒ–æ™,ã®åº§æ¨™è£œæ£(0ã«ã™ã,Œã°ç§»å‹•ã—ã¾ã›ã,")
NO_ACTIVE_X = 0
NO_ACTIVE_Y = 0
# éžã,¢ã,¯ãƒ†ã,£ãƒ–æ™,ã®ä¸é€æ˜Žåº¦(255ã«ã™ã,Œã°å¤‰ã,ã,Šã¾ã›ã,")
NO_ACTIVE_OPA = 192
# éžã,¢ã,¯ãƒ†ã,£ãƒ–æ™,ã®æ‹¡å¤§çŽ‡è£œæ£(0.0ã«ã™ã,Œã°æ‹¡å¤§ã—ã¾ã›ã,")
NO_ACTIVE_ZOOM = -0.2
# éžã,¢ã,¯ãƒ†ã,£ãƒ–æ™,ã«ãƒ–レンドã™ã,‹ã,«ãƒ©ãƒ¼([0, 0, 0, 0]ã§å¤‰æ›´ãªã—)
# NO_ACTIVE_COLOR = [red, green, blue , alpha]
NO_ACTIVE_COLOR = [0, 0, 0, 128]
# ã,ャラåè¨å®š
# chara[ã,ャラID] = "ã,ャラå"
chara = []
chara[1] = "ã,¢ãƒ«ã,·ã,§ã,¹"
chara[2] = "ãƒ'ルダ"
CHARA_NAMES = chara
# ã,¿ã,¤ãƒ—è¨å®š
# f_name[ã,ャラID][ã,¿ã,¤ãƒ—ID] = ["フã,¡ã,¤ãƒ«å", "ã,¿ã,¤ãƒ—å"]
f_name = []
f_name[1] = []
f_name[1][0] = ["sp_001-Fighter01", "通常"]
f_name[1][1] = ["f01", "ãªã,‰ã,€ã,‰"]
f_name[1][2] = ["fig01", "ã¨ã,Š"]
f_name[2] = []
f_name[2][0] = ["sp_038-Mage06", "通常"]
f_name[2][1] = ["m06", "ãªã,‰ã,€ã,‰"]
f_name[2][2] = ["mag06", "ã¨ã,Š"]
FILE_NAMES = f_name
# åå‰ã‹ã,‰ã,ャラIDã,'å–å¾—
def get_name(id)
if id.is_a?(String)
for i in 0...CHARA_NAMES.size
return i if id == CHARA_NAMES
end
return 0
end
return id
end
# 種類åã‹ã,‰ã,¿ã,¤ãƒ—IDã,'å–å¾—
def get_type(id, type)
id = get_name(id)
if type.is_a?(String)
for i in 0...FILE_NAMES.size
return i if type == FILE_NAMES[id][1]
end
return 0
end
return type
end
def file_name(id, type)
id = get_name(id)
type = get_type(id, type)
f_name = FILE_NAMES[id][type][0]
f_name = FILE_NAMES[id][0][0] if f_name == nil
return f_name
end
end
class Interpreter
def stand_pic
return $scene.stand_pic_data
end
def stand_pic_ok?
return $scene.is_a?(Scene_Map)
end
# ç«‹çµµã,'ã,»ãƒƒãƒˆ
# name:è˜åˆ¥å
# align:ç«‹ã¡ä½ç½® 0:å·¦ 1:ä¸å¤® 2:å³
# id:ã,ャラID(ã,ャラåã§ã,,指定å¯èƒ½ã€æœªè¨å®šæ™,ã¯è˜åˆ¥åã,'使ã†)
# type:表示ã™ã,‹ã,¿ã,¤ãƒ—(ã,¿ã,¤ãƒ—åã§ã,,指定å¯èƒ½ã€æœªè¨å®šæ™,ã¯ã,¿ã,¤ãƒ—0ã,'使ã†)
def set_pic(name, align=nil, id=nil, type=0)
if stand_pic_ok?
stand_pic.set_pic(name, align, id, type)
end
end
# ç«‹çµµã,'ã,»ãƒƒãƒˆ(ç"»é¢å¤–ã‹ã,‰ç™»å ´)
def set_pic_move(name, align=nil, id=nil, type=0)
if stand_pic_ok?
stand_pic.set_pic_move(name, align, id, type)
end
end
# ç«‹çµµã,'直接追åŠ
def add_pic(name, id, type=0)
if stand_pic_ok?
stand_pic.add_pic(name, id, type)
end
end
# ç«‹çµµã,'削除
def del_pic(name)
if stand_pic_ok?
stand_pic.del_pic(name)
end
end
# å...¨ã¦ã®ç«‹çµµã,'削除
def pic_all_del
if stand_pic_ok?
stand_pic.pic_all_del
end
end
# ç«‹çµµã,'ç"»é¢å¤–ã¸ç§»å‹•
# align: 外ã¸å‡ºã,‹æ–¹å' 0:å·¦ 1:ä¸å¤®(ç"»é¢å¤–ã¸ã¯ã§ãªã,,) 2:å³
def pic_move_out(name, align, duration=nil)
if stand_pic_ok?
stand_pic.pic_move_out(name, align, duration)
end
end
# å·¦ã¸ç§»å‹•
def move_left(name, duration=nil)
set_align(name, 0, duration)
end
# ä¸å¤®ã¸ç§»å‹•
def move_center(name, duration=nil)
set_align(name, 1, duration)
end
# å³ã¸ç§»å‹•
def move_right(name, duration=nil)
set_align(name, 2, duration)
end
# ç«‹çµµã,'定ä½ç½®ã¸ç§»å‹•
def set_align(name, align, duration=nil)
if stand_pic_ok?
stand_pic.set_align(name, align)
end
end
# ã,¢ã,¯ãƒ†ã,£ãƒ–状æ...‹ã®å¤‰æ›´
def change_active(name, active)
if stand_pic_ok?
stand_pic.change_active(name, active)
end
end
# ã,¢ã,¯ãƒ†ã,£ãƒ–状æ...‹ã«ã™ã,‹
def active_on(name)
change_active(name, true)
end
# éžã,¢ã,¯ãƒ†ã,£ãƒ–状æ...‹ã«ã™ã,‹
def active_off(name)
change_active(name, false)
end
# ã,¢ã,¯ãƒ†ã,£ãƒ–状æ...‹ã,'å転
def re_active(name)
if stand_pic_ok?
stand_pic.re_active(name)
end
end
# ã,¿ã,¤ãƒ—変更
def change_type(name, type=0)
if stand_pic_ok?
stand_pic.change_type(name, type)
end
end
# 移動
# duration:移動ã«ã‹ã'ã,‹ãƒ•レーム数
def pic_move(name, x, y, duration=nil)
if stand_pic_ok?
stand_pic.pic_move(name, x, y, duration)
end
end
# 拡大率変更
def change_zoom(name, zoom, duration=nil)
if stand_pic_ok?
stand_pic.change_zoom(name, zoom, duration)
end
end
# å'ãã,'変ãˆã,‹
# dir: 0 å·¦ 1 å³
def change_dir(name, dir)
if stand_pic_ok?
stand_pic.change_dir(name, dir)
end
end
# å·¦ã,'å'ã
def dir_left(name)
stand_pic.change_dir(name, 0)
end
# å³ã,'å'ã
def dir_right(name)
stand_pic.change_dir(name, 1)
end
# å'ãå転
def re_dir(name)
if stand_pic_ok?
stand_pic.re_dir(name)
end
end
# ä¸é€æ˜Žåº¦ã,'変更
# opa:ä¸é€æ˜Žåº¦ duration:変更ã«ã‹ã'ã,‹ãƒ•レーム数
def change_opa(name, opa, duration=0)
if stand_pic_ok?
stand_pic.change_opa(name, opa, duration)
end
end
# ブレンドã,«ãƒ©ãƒ¼ã,'変更
def change_color(name, color, duration=0)
if stand_pic_ok?
stand_pic.change_color(name, color, duration)
end
end
# Z座標変更
def change_z(name, z)
if stand_pic_ok?
stand_pic.change_z(name, z)
end
end
# ã,¢ãƒ‹ãƒ¡ãƒ¼ã,·ãƒ§ãƒ³ã,»ãƒƒãƒˆ
def set_anime(name, anime_id)
if stand_pic_ok?
stand_pic.set_anime(name, anime_id)
end
end
# ループã,¢ãƒ‹ãƒ¡ãƒ¼ã,·ãƒ§ãƒ³ã,»ãƒƒãƒˆ
def set_loop_animation(name, anime_id)
if stand_pic_ok?
stand_pic.set_loop_animation(name, anime_id)
end
end
# ダメーã,¸ã,»ãƒƒãƒˆ
# damage:表示ダメーã,¸å€¤ critical:ã,¯ãƒªãƒ†ã,£ã,«ãƒ«ã‹ã©ã†ã‹
def set_damage(name, damage, critical=false)
if stand_pic_ok?
stand_pic.set_damage(name, damage, critical)
end
end
# ã,³ãƒ©ãƒ—ã,¹é–‹å§‹
def pic_collapse(name)
if stand_pic_ok?
stand_pic.pic_collapse(name)
end
end
# 出ç¾é–‹å§‹
def pic_appear(name)
if stand_pic_ok?
stand_pic.pic_appear(name)
end
end
end
class Data_Stand_Pic
include MoMo_Stand_Pic
attr_accessor :id
attr_accessor :type
attr_accessor :x
attr_accessor :y
attr_accessor :z
attr_accessor :zoom_x
attr_accessor :zoom_y
attr_accessor :new_x
attr_accessor :new_y
attr_accessor :new_zoom_x
attr_accessor :new_zoom_y
attr_accessor :dir
attr_accessor :opacity
attr_accessor :opa
attr_accessor :opa_duration
attr_accessor :base_opa
attr_accessor :color
attr_accessor :new_color
attr_accessor :color_duration
attr_accessor :move_speed
attr_accessor :zoom_speed
attr_accessor :animation_id
attr_accessor :animation_hit
attr_accessor :loop_animation_id
attr_accessor :hidden
attr_accessor :flash
attr_accessor :damage_pop
attr_accessor :damage
attr_accessor :critical
attr_accessor :collapse
attr_accessor :appear
attr_accessor :active
def initialize(id, type=0)
@id = id
@type = type
@x = 0
@y = 0
@z = 900
@zoom_x = 1.0
@zoom_y = 1.0
@new_x = @x
@new_y = @y
@new_zoom_x = @zoom_x
@new_zoom_y = @zoom_y
@dis_x = 0
@dis_y = 0
@dis_zoom_x = 0.0
@dis_zoom_y = 0.0
@target_x = 0
@target_y = 0
@dir = 0
@opacity = 255
@new_opa = @opacity
@opa_duration = 10
@base_opa = @opacity
@dis_opa = 0
@color = [0, 0, 0, 0]
@new_color = [0, 0, 0, 0]
@dis_color = [0, 0, 0, 0]
@color_duration = 10
@move_speed = MoMo_Stand_Pic::MOVE_SPEED_INI
@zoom_speed = MoMo_Stand_Pic::ZOOM_SPEED_INI
@animation_id = 0
@animation_hit = true
@loop_animation_id = 0
@hidden = false
@flash = nil
@damage_pop = false
@damage = nil
@critical = false
@collapse = false
@appear = false
@active = true
end
# æ–°ã—ã,,移動å...ˆè¨å®š
def new_x=(newx)
@new_x = newx
@dis_x = (@x - @new_x).abs
end
def new_y=(newy)
@new_y = newy
@dis_y = (@y - @new_y).abs
end
def new_zoom_x=(newz_x)
@new_zoom_x = newz_x
@dis_zoom_x = (@zoom_x - @new_zoom_x).abs
end
def new_zoom_y=(newz_y)
@new_zoom_y = newz_y
@dis_zoom_y = (@zoom_y - @new_zoom_y).abs
end
def new_opa=(newopa)
@new_opa = newopa
@dis_opa = (@opacity - @new_opa).abs
end
def new_color=(color)
@new_color = color
for i in 0..3
@dis_color = (@color - @new_color).abs
end
end
# æ›´æ–°
def update
if @x != @new_x
if @new_x - @x > 0
@x = [@x + move_speed_x, @new_x].min
else
@x = [@x - move_speed_x, @new_x].max
end
end
if @y != @new_y
if @new_y - @y > 0
@y = [@y + move_speed_y, @new_y].min
else
@y = [@y - move_speed_y, @new_y].max
end
end
if @zoom_x != @new_zoom_x
if @new_zoom_x - @zoom_x > 0
@zoom_x = [@zoom_x + zoom_speed_x, @new_zoom_x].min
else
@zoom_x = [@zoom_x - zoom_speed_x, @new_zoom_x].max
end
end
if @zoom_y != @new_zoom_y
if @new_zoom_y - @zoom_y > 0
@zoom_y = [@zoom_y + zoom_speed_y, @new_zoom_y].min
else
@zoom_y = [@zoom_y - zoom_speed_y, @new_zoom_y].max
end
end
if @opacity != @new_opa
if @new_opa - @opacity > 0
@opacity = [@opacity + opa_speed, @new_opa].min
else
@opacity = [@opacity - opa_speed, @new_opa].max
end
end
for i in 0..3
if @color != @new_color
if @new_color - @color > 0
@color = [@color + color_speed(i), @new_color].min
else
@color = [@color - color_speed(i), @new_color].max
end
end
end
end
# 移動è·é›¢è¨ˆç®—
def move_speed_x
return [(@dis_x / @move_speed).to_i, 1].max
end
def move_speed_y
return [(@dis_y / @move_speed).to_i, 1].max
end
# ã,ºãƒ¼ãƒ å€çŽ‡è¨ˆç®—
def zoom_speed_x
return [(@dis_zoom_x / @zoom_speed), 0.01].max
end
def zoom_speed_y
return [(@dis_zoom_y / @zoom_speed), 0.01].max
end
def opa_speed
return [(@dis_opa / @opa_duration), 1].max
end
def color_speed(i)
return [(@dis_color / @color_duration), 1].max
end
def pic_name
return file_name(@id, @type)
end
end
class Sprite_Stand_Pic < RPG::Sprite
attr_accessor :chara
def initialize(viewport, chara = nil)
super(viewport)
@chara = chara
end
def dispose
self.bitmap = nil
super
end
def set_flash(color)
self.blend_type = 0
self.color = color
self.opacity = 255
@_whiten_duration = 16
@_appear_duration = 0
@_escape_duration = 0
@_collapse_duration = 0
end
def update
super
# ã,ャラ㌠nil ã®å ´åˆ
if @chara == nil
self.bitmap = nil
loop_animation(nil)
return
end
# フã,¡ã,¤ãƒ«åãŒç¾åœ¨ã®ã,,ã®ã¨ç•°ãªã,‹å ´åˆ
if @chara.pic_name != @pic_name
# ãƒ"ットマップã,'å–å¾—ã€è¨å®š
@pic_name = @chara.pic_name
self.bitmap = RPG::Cache.picture(@pic_name)
@width = bitmap.width
@height = bitmap.height
self.ox = @width / 2
self.oy = @height / 2
end
# ã,¢ãƒ‹ãƒ¡ãƒ¼ã,·ãƒ§ãƒ³ ID ãŒç¾åœ¨ã®ã,,ã®ã¨ç•°ãªã,‹å ´åˆ
if @chara.loop_animation_id != @loop_animation_id
@loop_animation_id = @chara.loop_animation_id
loop_animation($data_animations[@loop_animation_id])
end
if @chara.appear
appear
@chara.appear = false
end
# 逃走
if @chara.hidden
#$game_system.se_play($data_system.escape_se)
escape
end
# フラッã,·ãƒ¥
if @chara.flash != nil
set_flash(@chara.flash)
@chara.flash = nil
end
# ã,¢ãƒ‹ãƒ¡ãƒ¼ã,·ãƒ§ãƒ³
if @chara.animation_id != 0
animation = $data_animations[@chara.animation_id]
animation(animation, @chara.animation_hit)
@chara.animation_id = 0
end
# ダメーã,¸
if @chara.damage_pop
damage(@chara.damage, @chara.critical)
@chara.damage = nil
@chara.critical = false
@chara.damage_pop = false
end
# ã,³ãƒ©ãƒ—ã,¹
if @chara.damage == nil and @chara.collapse
#$game_system.se_play($data_system.enemy_collapse_se)
#$game_system.se_play($data_system.actor_collapse_se)
collapse
@chara.collapse = false
end
self.mirror = (@chara.dir == 1)
# ã,¹ãƒ—ラã,¤ãƒˆã®åº§æ¨™ã,'è¨å®š
self.x = @chara.x
self.y = @chara.y
self.z = @chara.z
self.zoom_x = @chara.zoom_x
self.zoom_y = @chara.zoom_y
unless @_appear_duration > 0 or @_escape_duration > 0 or
@_collapse_duration > 0
self.opacity = @chara.opacity
color = @chara.color
self.color.red = color[0]
self.color.green = color[1]
self.color.blue = color[2]
self.color.alpha = color[3]
end
end
end
class Stand_Pic_Control
include MoMo_Stand_Pic
attr_reader :stand_pic_data
attr_accessor :del_pics
def initialize
@stand_pic_data = {}
@del_pics = []
end
# ç«‹çµµã,»ãƒƒãƒˆ
def set_pic(name, align=nil, id=nil, type=0)
id = name if id == nil
add_pic(name, id, type)
set_start_align(name, align) if align != nil
end
# ç«‹çµµã,»ãƒƒãƒˆ(ç"»é¢å¤–ã‹ã,‰ç™»å ´)
def set_pic_move(name, align=nil, id=nil, type=0)
id = name if id == nil
add_pic(name, id, type)
set_start_align_move(name, align) if align != nil
end
# ç«‹çµµã,'登録
def add_pic(name, id, type=0)
id = get_name(id)
type = get_type(id, type)
@stand_pic_data[name] = Data_Stand_Pic.new(id, type)
end
# ç«‹çµµã®å ´æ‰€è¨å®š(ç™»å ´æ™,)
def set_start_align(name, align)
x_plus = MoMo_Stand_Pic::BASE_X_PLUS
y_plus = MoMo_Stand_Pic::BASE_Y_PLUS
case align
when 0
@stand_pic_data[name].dir = 1
@stand_pic_data[name].x = x_plus
@stand_pic_data[name].y = y_plus
@stand_pic_data[name].new_x = x_plus
@stand_pic_data[name].new_y = y_plus
when 1
@stand_pic_data[name].x = 320
@stand_pic_data[name].y = y_plus
@stand_pic_data[name].new_x = 320
@stand_pic_data[name].new_y = y_plus
when 2
@stand_pic_data[name].x = 640 - x_plus
@stand_pic_data[name].y = y_plus
@stand_pic_data[name].new_x = 640 - x_plus
@stand_pic_data[name].new_y = y_plus
end
end
# ç«‹çµµã®å ´æ‰€è¨å®š(ç"»é¢å¤–ã‹ã,‰ç™»å ´æ™,)
def set_start_align_move(name, align)
x_plus = MoMo_Stand_Pic::BASE_X_PLUS
y_plus = MoMo_Stand_Pic::BASE_Y_PLUS
case align
when 0
@stand_pic_data[name].dir = 1
@stand_pic_data[name].x = 0 - x_plus
@stand_pic_data[name].y = y_plus
@stand_pic_data[name].new_x = x_plus
@stand_pic_data[name].new_y = y_plus
when 1
@stand_pic_data[name].x = 320
@stand_pic_data[name].y = y_plus
@stand_pic_data[name].new_x = 320
@stand_pic_data[name].new_y = y_plus
when 2
@stand_pic_data[name].x = 640 + x_plus
@stand_pic_data[name].y = y_plus
@stand_pic_data[name].new_x = 640 - x_plus
@stand_pic_data[name].new_y = y_plus
end
end
# ç«‹çµµã®å ´æ‰€è¨å®š
def set_align(name, align, duration=nil)
x_plus = MoMo_Stand_Pic::BASE_X_PLUS
y_plus = MoMo_Stand_Pic::BASE_Y_PLUS
case align
when 0
x = x_plus
y = y_plus
when 1
x = 320
y = y_plus
when 2
x = 640 - x_plus
y = y_plus
end
pic_move(name, x, y, duration)
end
# 立絵登録削除
def del_pic(name)
@stand_pic_data.delete(name)
@del_pics.push(name)
end
# å...¨ã¦ã®ç«‹çµµç™»éŒ²å‰Šé™¤
def pic_all_del
for pic in @stand_pic_data
del_pic(pic[0])
end
end
# ã,¢ã,¯ãƒ†ã,£ãƒ–状æ...‹ã®å¤‰æ›´
def change_active(name, active)
duration = MoMo_Stand_Pic::MOVE_SPEED_INI
if active and !@stand_pic_data[name].active
pic_move_stop(name)
@stand_pic_data[name].move_speed = duration
@stand_pic_data[name].new_x = @stand_pic_data[name].x - Data_Stand_Pic::NO_ACTIVE_X
@stand_pic_data[name].new_y = @stand_pic_data[name].y - Data_Stand_Pic::NO_ACTIVE_Y
zoom = @stand_pic_data[name].zoom_x - MoMo_Stand_Pic::NO_ACTIVE_ZOOM
change_zoom(name, zoom, duration)
change_opa(name, @stand_pic_data[name].base_opa, duration)
change_color(name, [0, 0, 0, 0], duration)
elsif !active and @stand_pic_data[name].active
pic_move_stop(name)
@stand_pic_data[name].move_speed = duration
@stand_pic_data[name].new_x = @stand_pic_data[name].x + Data_Stand_Pic::NO_ACTIVE_X
@stand_pic_data[name].new_y = @stand_pic_data[name].y + Data_Stand_Pic::NO_ACTIVE_Y
@stand_pic_data[name].base_opa = @stand_pic_data[name].opacity
zoom = @stand_pic_data[name].zoom_x + MoMo_Stand_Pic::NO_ACTIVE_ZOOM
change_zoom(name, zoom, duration)
change_opa(name, Data_Stand_Pic::NO_ACTIVE_OPA, duration)
change_color(name, Data_Stand_Pic::NO_ACTIVE_COLOR, duration)
end
@stand_pic_data[name].active = active
end
# ã,¢ã,¯ãƒ†ã,£ãƒ–状æ...‹ã,'å転
def re_active(name)
if @stand_pic_data[name].active
change_active(name, false)
else
change_active(name, true)
end
end
# ã,¿ã,¤ãƒ—変更
def change_type(name, type=0)
@stand_pic_data[name].type = type
end
# å'ã変更
def change_dir(name, dir)
@stand_pic_data[name].dir = dir
end
# å'ãå転
def re_dir(name)
if @stand_pic_data[name].dir == 0
change_dir(name, 1)
else
change_dir(name, 0)
end
end
# 立絵移動
def pic_move(name, x, y, duration=nil)
unless duration == nil
if duration == 0
@stand_pic_data[name].x = x
@stand_pic_data[name].y = y
else
@stand_pic_data[name].move_speed = duration
end
end
@stand_pic_data[name].new_x = x
@stand_pic_data[name].new_y = y
end
# ç«‹çµµç§»å‹•åœæ¢
def pic_move_stop(name)
@stand_pic_data[name].new_x = @stand_pic_data[name].x
@stand_pic_data[name].new_y = @stand_pic_data[name].y
end
# ç"»é¢å¤–ã¸ç§»å‹•
def pic_move_out(name, align, duration=nil)
x_plus = MoMo_Stand_Pic::BASE_X_PLUS
y_plus = MoMo_Stand_Pic::BASE_Y_PLUS
case align
when 0
change_dir(name, 0)
x = 0 - x_plus
y = y_plus
when 1
x = 320
y = y_plus
when 2
change_dir(name, 1)
x = 640 + x_plus
y = y_plus
end
pic_move(name, x, y, duration)
end
# 拡大率変更
def change_zoom(name, zoom, duration=nil)
unless duration == nil
if duration == 0
@stand_pic_data[name].zoom_x = zoom
@stand_pic_data[name].zoom_y = zoom
else
@stand_pic_data[name].zoom_speed = duration
end
end
@stand_pic_data[name].new_zoom_x = zoom
@stand_pic_data[name].new_zoom_y = zoom
end
# Z座標変更
def change_z(name, z)
@stand_pic_data[name].z = z
end
# ä¸é€æ˜Žåº¦å¤‰æ›´
def change_opa(name, opa, duration=0)
if duration == 0
@stand_pic_data[name].opacity = opa
else
@stand_pic_data[name].opa_duration = duration
end
@stand_pic_data[name].new_opa = opa
@stand_pic_data[name].base_opa = opa unless @stand_pic_data[name].active
end
# ブレンドã,«ãƒ©ãƒ¼å¤‰æ›´
def change_color(name, color, duration=0)
if duration == 0
@stand_pic_data[name].color = color
else
@stand_pic_data[name].color_duration = duration
end
@stand_pic_data[name].new_color = color
end
# ã,¢ãƒ‹ãƒ¡ã,»ãƒƒãƒˆ
def set_anime(name, anime_id)
@stand_pic_data[name].animation_id = anime_id
end
# ループã,¢ãƒ‹ãƒ¡ã,»ãƒƒãƒˆ
def set_loop_animation(name, anime_id)
@stand_pic_data[name].loop_animation_id = anime_id
end
# ダメーã,¸ã,»ãƒƒãƒˆ
def set_damage(name, damage, critical=false)
@stand_pic_data[name].damage = damage
@stand_pic_data[name].critical = critical
@stand_pic_data[name].damage_pop = true
end
# 出ç¾
def pic_appear(name)
@stand_pic_data[name].appear = true
end
# 消æ»...
def pic_collapse(name)
@stand_pic_data[name].collapse = true
@stand_pic_data[name].new_opa = 0
end
# æ›´æ–°
def update
@stand_pic_data.each_value {|pic| pic.update}
end
end
class Spriteset_Map
#--------------------------------------------------------------------------
# â— ã,ªãƒ–ã,¸ã,§ã,¯ãƒˆåˆæœŸåŒ–
#--------------------------------------------------------------------------
alias spriteset_map_stand_pic_initialize initialize
def initialize
@stand_pic_sprites = {}
spriteset_map_stand_pic_initialize
end
#--------------------------------------------------------------------------
# â— è§£æ"¾
#--------------------------------------------------------------------------
alias spriteset_map_stand_pic_dispose dispose
def dispose
@stand_pic_sprites.each_value {|pic| pic.dispose}
spriteset_map_stand_pic_dispose
end
#--------------------------------------------------------------------------
# ◠フレーム更新
#--------------------------------------------------------------------------
alias spriteset_map_stand_pic_update update
def update
if $scene.is_a?(Scene_Map)
while $scene.stand_pic_data.del_pics.size != 0
pic = $scene.stand_pic_data.del_pics.shift
@stand_pic_sprites[pic].dispose
@stand_pic_sprites.delete(pic)
end
for pic in $scene.stand_pic_data.stand_pic_data
key = pic[0]
val = pic[1]
unless @stand_pic_sprites.include?(key)
@stand_pic_sprites[key] = Sprite_Stand_Pic.new(@viewport1, val)
end
@stand_pic_sprites[key].update
end
end
spriteset_map_stand_pic_update
end
end
class Scene_Map
attr_reader :stand_pic_data
#--------------------------------------------------------------------------
# ◠メã,¤ãƒ³å‡¦ç†
#--------------------------------------------------------------------------
alias scene_map_stand_pic_main main
def main
@stand_pic_data = Stand_Pic_Control.new
scene_map_stand_pic_main
end
#--------------------------------------------------------------------------
# ◠フレーム更新
#--------------------------------------------------------------------------
alias scene_map_stand_pic_update update
def update
@stand_pic_data.update
scene_map_stand_pic_update
end
end
If you know how to use it please explain it to me!!
TY!! :lol:
Check blue's tutorial.
press f11 or f12 and paste it on main
Why is it that if its foreign and not using english letters, its chinese? XD THats Japanese
Quote from: NekoWhy is it that if its foreign and not using english letters, its chinese? XD THats Japanese
He's new, he'll get used to it.
And he got the script from a japanese website if I'm not mistaken.
As for the original question either:
A) learn japanese
B) learn to read code
C) read blue's tut
Its talking about a stand alone picture and apparently when you change some color on a "stand" picture it does somthing to the sprite...
Hey thanx guys for helping me out!! I'll have a look on blue's tuto.