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RMRK RPG Maker Creation => RPG Maker General => General Scripting => Topic started by: TommYJET on February 12, 2006, 04:28:42 AM

Title: A chinese script can someone explain?
Post by: TommYJET on February 12, 2006, 04:28:42 AM
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¤ºãŒå‡ºæ¥ã,‹ã,ˆã†ã«ãªã,Šã¾ã™ã€,
# 実は、ã,¤ãƒ™ãƒ³ãƒˆã,³ãƒžãƒ³ãƒ‰ã§ã,,何とかなã,Šãã†ãªäº‹ã¯ãƒŠã,¤ã,·ãƒ§ã€,
#
# まず、立絵として表示したã,,çµµã,'ãƒ"ã,¯ãƒãƒ£ãƒ¼ã¨ã—てã,¤ãƒ³ãƒãƒ¼ãƒˆã—てくださã,,ã€,
#
# 次に、å,,種設定ですã€,
# 基本x座標と基本y座標には立絵の大きさã,'å...¥ã,Œã,Œã°ãªã,"となく合うと思ã,,ますã€,
#
# ã,­ãƒ£ãƒ©åã¨ã,¿ã,¤ãƒ—の設定ã,'したã,‰
# ã,¤ãƒ™ãƒ³ãƒˆã,³ãƒžãƒ³ãƒ‰ã®ã,¹ã,¯ãƒªãƒ—トで
# set_pic("識別名", 表示位置(æ•°å­—), ã,­ãƒ£ãƒ©ID, ã,¿ã,¤ãƒ—)
# で表示できますã€,
#
# 識別名とは、その立絵自身ã,'識別すã,‹ãŸã,ã®åå‰ã§
# 同じã,­ãƒ£ãƒ©ã,'複数出したã,,æ™,等にå¿...要な物ですã€,
# 表示位置は0が左、1が中央、2が右となってã,,ますã€,
#
# ã,­ãƒ£ãƒ©ID、ã,¿ã,¤ãƒ—は直接ID指定ではなく名前でã,,指定可能ですã€,
# 例えば、 set_pic("ã,¢ãƒ«", 0, 1, 0)は
#          set_pic("ã,¢ãƒ«", 0, "ã,¢ãƒ«ã,·ã,§ã,¹", "通常")
# ã"う置き換えã,‹ã"とができますã€,
#
# ã,­ãƒ£ãƒ©ID、ã,¿ã,¤ãƒ—ã,'指定しなかった場合、
# 識別名ã,'ã,­ãƒ£ãƒ©IDとして、ã,¿ã,¤ãƒ—は0として扱ã,ã,Œã¾ã™ã€,
# set_pic("ã,¢ãƒ«ã,·ã,§ã,¹", 0) は
# set_pic("ã,¢ãƒ«ã,·ã,§ã,¹", 0, "ã,¢ãƒ«ã,·ã,§ã,¹", "通常")
# ã"う指定したのと同じですã€,
#
# 詳しくはã,µãƒ³ãƒ—ルã,'覗ã,,てみてくださã,,ã€,
#
# ã,¤ãƒ™ãƒ³ãƒˆã,³ãƒžãƒ³ãƒ‰ã®ã,¹ã,¯ãƒªãƒ—トで
# 表示した立絵ã,'色ã€...動かせますã€,
# ã,µãƒ³ãƒ—ルに command.txt ã,'å...¥ã,Œã¦ã,ã,Šã¾ã™ã®ã§
# そã,Œã¨ã,µãƒ³ãƒ—ルã,'å,考にしてくださã,,ã€,
#
# 2005.06.26 機能追加
# ・定数に NO_ACTIVE_SPEED(非ã,¢ã,¯ãƒ†ã,£ãƒ–æ™,の変化にかã'ã,‹ãƒ•レーム数)ã,'追加ã€,
# ・ãƒ"ã,¯ãƒãƒ£ã«è‰²ã,'被せã,‹äº‹ãŒã§ãã,‹ã,ˆã†ã«ãªã£ãŸã€,
#   sprite の color ã,'変更すã,‹äº‹ã«ã,ˆã£ã¦å®Ÿè£...ã€,
#   そã,Œã«ä¼´ã,,、color変更ç"¨ã®ãƒ¡ã,½ãƒƒãƒ‰ã,'追加ã€,
#   定数に NO_ACTIVE_COLOR(非ã,¢ã,¯ãƒ†ã,£ãƒ–æ™,にブレンドすã,‹ã,«ãƒ©ãƒ¼)ã,'追加ã€,
#
# 2005.06.28 機能追加
# ・ループã,¢ãƒ‹ãƒ¡ã,'設定できã,‹ã,ˆã†ã«
#   ループã,¢ãƒ‹ãƒ¡è¨­å®šç"¨ã®ãƒ¡ã,½ãƒƒãƒ‰ã,'追加ã€,

module MoMo_Stand_Pic
 # 立絵の移動にかã'ã,‹ãƒ•レーム数の初期値
 MOVE_SPEED_INI = 10
 # 立絵のã,ºãƒ¼ãƒ ã«ã‹ã'ã,‹ãƒ•レーム数の初期値
 ZOOM_SPEED_INI = 10
 # 基本x座標
 BASE_X_PLUS = 180
 # 基本y座標
 BASE_Y_PLUS = 240
 # 非ã,¢ã,¯ãƒ†ã,£ãƒ–æ™,の変化にかã'ã,‹ãƒ•レーム数
 NO_ACTIVE_SPEED = 10
 # 非ã,¢ã,¯ãƒ†ã,£ãƒ–æ™,の座標補正(0にすã,Œã°ç§»å‹•しませã,")
 NO_ACTIVE_X = 0
 NO_ACTIVE_Y = 0
 # 非ã,¢ã,¯ãƒ†ã,£ãƒ–æ™,の不透明度(255にすã,Œã°å¤‰ã,ã,Šã¾ã›ã,")
 NO_ACTIVE_OPA = 192
 # 非ã,¢ã,¯ãƒ†ã,£ãƒ–æ™,の拡大率補正(0.0にすã,Œã°æ‹¡å¤§ã—ませã,")
 NO_ACTIVE_ZOOM = -0.2
 # 非ã,¢ã,¯ãƒ†ã,£ãƒ–æ™,にブレンドすã,‹ã,«ãƒ©ãƒ¼([0, 0, 0, 0]で変更なし)
 # NO_ACTIVE_COLOR = [red, green, blue , alpha]
 NO_ACTIVE_COLOR = [0, 0, 0, 128]
 
 # ã,­ãƒ£ãƒ©åè¨­å®š
 # chara[ã,­ãƒ£ãƒ©ID] = "ã,­ãƒ£ãƒ©å"
 chara = []
 chara[1] = "ã,¢ãƒ«ã,·ã,§ã,¹"
 chara[2] = "ãƒ'ルダ"
 
 CHARA_NAMES = chara
 
 # ã,¿ã,¤ãƒ—設定
 # f_name[ã,­ãƒ£ãƒ©ID][ã,¿ã,¤ãƒ—ID] = ["フã,¡ã,¤ãƒ«å", "ã,¿ã,¤ãƒ—名"]
 f_name = []
 f_name[1] = []
 f_name[1][0] = ["sp_001-Fighter01", "通常"]
 f_name[1][1] = ["f01", "なã,‰ã,€ã,‰"]
 f_name[1][2] = ["fig01", "とã,Š"]
 f_name[2] = []
 f_name[2][0] = ["sp_038-Mage06", "通常"]
 f_name[2][1] = ["m06", "なã,‰ã,€ã,‰"]
 f_name[2][2] = ["mag06", "とã,Š"]
 
 FILE_NAMES = f_name
 
 # 名前かã,‰ã,­ãƒ£ãƒ©IDã,'取得
 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
 # 種類名かã,‰ã,¿ã,¤ãƒ—IDã,'取得
 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:識別名
 # align:立ち位置 0:å·¦ 1:中央 2:右
 # id:ã,­ãƒ£ãƒ©ID(ã,­ãƒ£ãƒ©åã§ã,,指定可能、未設定æ™,は識別名ã,'使う)
 # type:表示すã,‹ã,¿ã,¤ãƒ—(ã,¿ã,¤ãƒ—名でã,,指定可能、未設定æ™,はã,¿ã,¤ãƒ—0ã,'使う)
 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¤–か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,'直接追加
 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¤–へ移動
 # align: 外へ出ã,‹æ–¹å' 0:å·¦ 1:中央(ç"»é¢å¤–へはでなã,,) 2:右
 def pic_move_out(name, align, duration=nil)
   if stand_pic_ok?
     stand_pic.pic_move_out(name, align, duration)
   end
 end
 # 左へ移動
 def move_left(name, duration=nil)
   set_align(name, 0, duration)
 end
 # 中央へ移動
 def move_center(name, duration=nil)
   set_align(name, 1, duration)
 end
 # 右へ移動
 def move_right(name, duration=nil)
   set_align(name, 2, duration)
 end
 # ç«‹çµµã,'定位置へ移動
 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
 # 非ã,¢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,'反転
 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:移動にか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'きã,'変えã,‹
 # dir: 0 å·¦ 1 右
 def change_dir(name, dir)
   if stand_pic_ok?
     stand_pic.change_dir(name, dir)
   end
 end
 # å·¦ã,'å'く
 def dir_left(name)
   stand_pic.change_dir(name, 0)
 end
 # 右ã,'å'く
 def dir_right(name)
   stand_pic.change_dir(name, 1)
 end
 # å'き反転
 def re_dir(name)
   if stand_pic_ok?
     stand_pic.re_dir(name)
   end
 end
 # 不透明度ã,'変更
 # opa:不透明度 duration:変更にか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
 # 出現開始
 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
 # 新し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
 # 移動距離計算
 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,­ãƒ£ãƒ©ãŒ nil の場合
   if @chara == nil
     self.bitmap = nil
     loop_animation(nil)
     return
   end
   # フã,¡ã,¤ãƒ«åãŒç¾åœ¨ã®ã,,のと異なã,‹å ´åˆ
   if @chara.pic_name != @pic_name
     # ãƒ"ットマップã,'取得、設定
     @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 が現在のã,,のと異なã,‹å ´åˆ
   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,'設定
   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¤–か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
 # 立絵の場所設定(登場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
 # 立絵の場所設定(ç"»é¢å¤–か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
 # 立絵の場所設定
 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,'反転
 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'き変更
 def change_dir(name, dir)
   @stand_pic_data[name].dir = dir
 end
 # å'き反転
 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
 # 立絵移動停止
 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¤–へ移動
 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
 # 不透明度変更
 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
 # 出現
 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
 #--------------------------------------------------------------------------
 # ● ã,ªãƒ–ã,¸ã,§ã,¯ãƒˆåˆæœŸåŒ–
 #--------------------------------------------------------------------------
 alias spriteset_map_stand_pic_initialize initialize
 def initialize
   @stand_pic_sprites = {}
   spriteset_map_stand_pic_initialize
 end
 #--------------------------------------------------------------------------
 # ● 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:
Title: A chinese script can someone explain?
Post by: Nightwolf on February 12, 2006, 04:37:28 AM
Check blue's tutorial.

press f11 or f12 and paste it on main
Title: A chinese script can someone explain?
Post by: Neko on February 12, 2006, 06:25:12 AM
Why is it that if its foreign and not using english letters, its chinese? XD THats Japanese
Title: A chinese script can someone explain?
Post by: Tsunokiette on February 12, 2006, 06:14:58 PM
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
Title: A chinese script can someone explain?
Post by: Neko on February 12, 2006, 06:24:09 PM
Its talking about a stand alone picture and apparently when you change some color on a "stand" picture it does somthing to the sprite...
Title: A chinese script can someone explain?
Post by: TommYJET on February 13, 2006, 02:26:57 AM
Hey thanx guys for helping me out!! I'll have a look on blue's tuto.