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A chinese script can someone explain?

Started by TommYJET, February 12, 2006, 04:28:42 AM

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TommYJET

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





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•ãƒ¬ãƒ¼ãƒ æ•°)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•ãƒ¬ãƒ¼ãƒ æ•°ã®åˆæœŸå€¤
 MOVE_SPEED_INI = 10
 # 立絵のã,ºãƒ¼ãƒ ã«ã‹ã'ã,‹ãƒ•ãƒ¬ãƒ¼ãƒ æ•°ã®åˆæœŸå€¤
 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•ãƒ¬ãƒ¼ãƒ æ•°
 NO_ACTIVE_SPEED = 10
 # 非ã,¢ã,¯ãƒ†ã,£ãƒ–æ™,の座標補正(0にすã,Œã°ç§»å‹•ã—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•ãƒ¬ãƒ¼ãƒ æ•°
 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•ãƒ¬ãƒ¼ãƒ æ•°
 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
 #--------------------------------------------------------------------------
 # ● 解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:

Nightwolf

Check blue's tutorial.

press f11 or f12 and paste it on main
Arlen is hot.

Neko

Why is it that if its foreign and not using english letters, its chinese? XD THats Japanese
QuoteZxmelee says: I FUCKED A CHICK GEEZ
Neko says: I doubt it was a girl
Neko says: Was "she" working the corners?
Zxmelee says: Well, I was lying...
Zxmelee says: but, oh man. They were all over me
Neko says: With a few bucks
Neko says: That hapens
Pwnzorz'd

Tsunokiette

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
"The wonderful thing about Tiggers
Is Tiggers are wonderful things
Their tops are made out of rubber
Their bottoms are made out of springs

They're bouncy, trouncy, flouncy, pouncy
Fun, fun, fun, fun, fun!
But the most wonderful thing about Tiggers
Is I'm the only one, I'm the only one."

Neko

Its talking about a stand alone picture and apparently when you change some color on a "stand" picture it does somthing to the sprite...
QuoteZxmelee says: I FUCKED A CHICK GEEZ
Neko says: I doubt it was a girl
Neko says: Was "she" working the corners?
Zxmelee says: Well, I was lying...
Zxmelee says: but, oh man. They were all over me
Neko says: With a few bucks
Neko says: That hapens
Pwnzorz'd

TommYJET

Hey thanx guys for helping me out!! I'll have a look on blue's tuto.