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#==============================================================================
# ■ +++ MOG - XAS ACTIVE HUD VX (v1.0) +++
#==============================================================================
# By Moghunter
# http://www.atelier-rgss.com
#==============================================================================
# - Apresenta o status do herói no mapa.
#==============================================================================
##给技能添加以下标记,就会有HUD头像的表情变化效果。
#
# <Hud Face>
#
#==============================================================================
module MOG
# HUD的坐标
HUD = [0,0]
# HP条的坐标
HP_METER = [19,31]
# HP数字的坐标
HP_NUMBER = [115,27]
# MP条的坐标
SP_METER = [19,44]
# MP数字的坐标
SP_NUMBER = [115,40]
# EXP 条的坐标
EXP_METER = [19,57]
#EXP数字的坐标.
EXP_NUMBER = [80,7]
#layout图片的坐标.
LAYOUT = [5,10]
#脸图的坐标.
FACE = [0,0]
#状态的坐标.
STATES = [10,85]
#浮动状态是否开启?.
FLOAT_STATES = true
#%多少以下才是是HP低下呢?
# 包括 HP 和 SP.
LOWHP = 30
#条的移动速度.
METER_FLOW_SPEED = 2
end
#==============================================================================
# ■ Game_Temp
#==============================================================================
class Game_Temp
attr_accessor :hud_face_type
attr_accessor :hud_face_time
attr_accessor :hud_face_time2
attr_accessor :hud_face_refresh
alias active_hud_initialize initialize
def initialize
active_hud_initialize
@hud_face_type = 0
@hud_face_time = 0
@hud_face_time2 = 0
@hud_face_refresh = false
end
end
#==============================================================================
# ■ XAS_ACTION
#==============================================================================
module XAS_ACTION
#--------------------------------------------------------------------------
# ● Execute User Effects
#--------------------------------------------------------------------------
alias xas_hud_execute_user_effects execute_user_effects
def execute_user_effects(skill)
xas_hud_execute_user_effects(skill)
if skill.note =~ /<Hud Face>/
$game_temp.hud_face_type = 3
$game_temp.hud_face_time2 = 60
$game_temp.hud_face_refresh = true
end
end
end
#==============================================================================
# ■ Game_Actor
#==============================================================================
class Game_Actor < Game_Battler
#--------------------------------------------------------------------------
# ● now_exp
#--------------------------------------------------------------------------
def now_exp
return current_level_exp
end
#--------------------------------------------------------------------------
# ● next_exp
#--------------------------------------------------------------------------
def next_exp
return next_level_exp#@exp_list[@level+1] > 0 ? @exp_list[@level+1] - @exp_list[@level] : 0
end
end
#==============================================================================
# ■ Active_Hud
#==============================================================================
class Active_Hud
include MOG
#--------------------------------------------------------------------------
# ● Initialize
#--------------------------------------------------------------------------
def initialize
@actor = $game_party.members[0]
return if @actor == nil
create_layout
create_state
create_hp
create_sp
create_level
create_face
update_visible
end
#--------------------------------------------------------------------------
# ● refresh_actor
#--------------------------------------------------------------------------
def refresh_actor
$game_temp.hud_face_type = 0
$game_temp.hud_face_time = 0
$game_temp.hud_face_time2 = 0
$game_temp.hud_face_refresh = false
dispose
initialize
end
#--------------------------------------------------------------------------
# ● create_layout
#--------------------------------------------------------------------------
def create_layout
@layout_sprite = Sprite.new
@layout_sprite.bitmap = Cache.system("Hud_Layout")
@layout_sprite.z = 150
@layout_sprite.x = HUD[0] + LAYOUT[0]
@layout_sprite.y = HUD[1] + LAYOUT[1]
end
#--------------------------------------------------------------------------
# ● create_face
#--------------------------------------------------------------------------
def create_face
image_name = "Hud_Face" + @actor.id.to_s
unless RPG_FileTest.system_exist?(image_name)
image_name = ""
end
@face_image = Cache.system(image_name)
@face_sprite = Sprite.new
@face_sprite.bitmap = Bitmap.new(@face_image.width,@face_image.height)
@face_cw = @face_image.width / 5
@face_ch = @face_image.height
lowhp = @actor.mhp * @low_hp / 100
$game_temp.hud_face_type = 4 if @actor.hp < lowhp
@face_src_rect_back = Rect.new(@face_cw * $game_temp.hud_face_type, 0,@face_cw , @face_ch)
@face_sprite.bitmap.blt(0,0, @face_image, @face_src_rect_back)
@face_sprite.z = 153
@face_sprite.x = HUD[0] + FACE[0]
@face_sprite.y = HUD[1] + FACE[1]
if @actor.hp < @actor.mhp * @low_hp / 100
$game_temp.hud_face_type = 4
else
$game_temp.hud_face_type = 0
end
$game_temp.hud_face_time = 10
end
#--------------------------------------------------------------------------
# ● create_state
#--------------------------------------------------------------------------
def create_state
@states_max = 0
@states = Sprite.new
@states.bitmap = Bitmap.new(72,24)
@states_x = -1
@states_y = 0
@states_f = false
@states_max = 0
@states.x = HUD[0] + STATES[0]
@states.y = @states_y + HUD[1] + STATES[1]
@states.z = 153
states_refresh(false)
end
#--------------------------------------------------------------------------
# ● create_hp
#--------------------------------------------------------------------------
def create_hp
@low_hp = LOWHP
@hp = @actor.hp
@hp_flow = 0
@hp_damage_flow = 0
@hp_old = @actor.hp
@hp_ref = @hp_old
@hp_refresh = false
#Number SP ----
@hp_number_image = Cache.system("Hud_HP_Number")
@hp_number_sprite = Sprite.new
@hp_number_sprite.bitmap = Bitmap.new(@hp_number_image.width,@hp_number_image.height)
@hp_number_sprite.z = 153
@hp_number_sprite.x = HUD[0] + HP_NUMBER[0]
@hp_number_sprite.y = HUD[1] + HP_NUMBER[1]
@im_cw = @hp_number_image.width / 10
@im_ch = @hp_number_image.height / 2
#Meter HP -----
@hp_image = Cache.system("Hud_HP_Meter")
@hp_range = @hp_image.width / 3
@hp_height = @hp_image.height / 2
@hp_width = @hp_range * @actor.hp / @actor.mhp
@hp_width_old = @hp_width
@hp_sprite = Sprite.new
@hp_sprite.bitmap = Bitmap.new(@hp_image.width,@hp_image.height)
@hp_sprite.z = 152
@hp_sprite.x = HUD[0] + HP_METER[0]
@hp_sprite.y = HUD[1] + HP_METER[1]
hp_flow_update
hp_number_refresh
end
#--------------------------------------------------------------------------
# ● create_sp
#--------------------------------------------------------------------------
def create_sp
@low_sp = LOWHP
@sp = @actor.mp
@sp_old = @actor.mp
@sp_ref = @sp_old
@sp_refresh = false
@sp_flow = 0
@sp_damage_flow = 0
#Number SP -----
@sp_number_image = Cache.system("Hud_SP_Number")
@sp_number_sprite = Sprite.new
@sp_number_sprite.bitmap = Bitmap.new(@sp_number_image.width,@sp_number_image.height)
@sp_number_sprite.z = 153
@sp_number_sprite.x = HUD[0] + SP_NUMBER[0]
@sp_number_sprite.y = HUD[1] + SP_NUMBER[1]
@sp_im_cw = @sp_number_image.width / 10
@sp_im_ch = @sp_number_image.height / 2
#Meter SP -----
@sp_image = Cache.system("Hud_SP_Meter")
@sp_range = @sp_image.width / 3
@sp_height = @sp_image.height / 2
@sp_width = @sp_range * @actor.mp / @actor.mmp
@sp_width_old = @sp_width
@sp_sprite = Sprite.new
@sp_sprite.bitmap = Bitmap.new(@sp_image.width,@sp_image.height)
@sp_sprite.z = 152
@sp_sprite.x = HUD[0] + SP_METER[0]
@sp_sprite.y = HUD[1] + SP_METER[1]
sp_flow_update
sp_number_refresh
end
#--------------------------------------------------------------------------
# ● create_level
#--------------------------------------------------------------------------
def create_level
@level = @actor.level
@exp = @actor.exp
@level_image = Cache.system("Hud_Exp_Meter")
@level_sprite = Sprite.new
@level_sprite.bitmap = Bitmap.new(@level_image.width,@level_image.height)
if @actor.next_exp != 0
rate = @actor.now_exp.to_f / @actor.next_exp
else
rate = 1
end
if @actor.level < 99
@level_cw = @level_image.width * rate
else
@level_cw = @level_image.width
end
@level_src_rect_back = Rect.new(0, 0,@level_cw, @level_image.height)
@level_sprite.bitmap.blt(0,0, @level_image, @level_src_rect_back)
@level_sprite.z = 152
@level_sprite.x = HUD[0] + EXP_METER[0]
@level_sprite.y = HUD[1] + EXP_METER[1]
# Level Number -----
@level_number_image = Cache.system("Hud_Exp_Number")
@level_number_sprite = Sprite.new
@level_number_sprite.bitmap = Bitmap.new(@level_number_image.width,@level_number_image.height)
@level_number_sprite.z = 153
@level_number_sprite.x = HUD[0] + EXP_NUMBER[0]
@level_number_sprite.y = HUD[1] + EXP_NUMBER[1]
@level_im_cw = @level_number_image.width / 10
@level_im_ch = @level_number_image.height
@level_number_text = @actor.level.abs.to_s.split(//)
for r in 0..@level_number_text.size - 1
@level_number_abs = @level_number_text[r].to_i
@level_src_rect = Rect.new(@level_im_cw * @level_number_abs, 0, @level_im_cw, @level_im_ch)
@level_number_sprite.bitmap.blt(@level_im_cw * r, 0, @level_number_image, @level_src_rect)
end
end
#--------------------------------------------------------------------------
# ● Dispose
#--------------------------------------------------------------------------
def dispose
return if @actor == nil
#Hp Number Dispose
@hp_number_sprite.bitmap.dispose
@hp_number_sprite.dispose
#HP Meter Dispose
@hp_sprite.bitmap.dispose
@hp_sprite.dispose
#SP Number Dispose
@sp_number_sprite.bitmap.dispose
@sp_number_sprite.dispose
#SP Meter Dispose
@sp_sprite.bitmap.dispose
@sp_sprite.dispose
#States Dispose
@states.bitmap.dispose
@states.dispose
#Level Meter Dispose
@level_sprite.bitmap.dispose
@level_sprite.dispose
#Level Number Dispose
@level_number_sprite.bitmap.dispose
@level_number_sprite.dispose
#Layout Dispose
@layout_sprite.bitmap.dispose
@layout_sprite.dispose
#Face Dispose
@face_sprite.bitmap.dispose
@face_sprite.dispose
#Dispose Images
@hp_number_image.dispose
@hp_image.dispose
@sp_number_image.dispose
@sp_image.dispose
@level_image.dispose
@level_number_image.dispose
@face_image.dispose
end
#--------------------------------------------------------------------------
# ● Update Visible
#--------------------------------------------------------------------------
def update_visible
#Visible
vis = $game_system.enable_hud
@hp_number_sprite.visible = vis
@hp_sprite.visible = vis
@sp_number_sprite.visible = vis
@sp_sprite.visible = vis
@states.visible = vis
@level_sprite.visible = vis
@level_number_sprite.visible = vis
@layout_sprite.visible = vis
@face_sprite.visible = vis
end
#--------------------------------------------------------------------------
# ● Update
#--------------------------------------------------------------------------
def update
return if @actor == nil
update_visible
hp_number_update if @hp_old != @actor.hp
hp_number_refresh if @hp_refresh or @actor.hp == 0
sp_number_update if @sp_old != @actor.mp
sp_number_refresh if @sp_refresh
face_chance if $game_temp.hud_face_refresh or $game_temp.hud_face_time == 1
face_normal if $game_temp.hud_face_time2 == 1
face_effect
level_update if @level != @actor.level
level_up_effect if @level_number_sprite.zoom_x > 1.00
exp_update if @exp != @actor.exp
states_refresh
states_effect
hp_flow_update
sp_flow_update
$game_temp.hud_face_time -= 1 if $game_temp.hud_face_time > 0
$game_temp.hud_face_time2 -= 1 if $game_temp.hud_face_time2 > 0
end
#--------------------------------------------------------------------------
# ● Face Normal
#--------------------------------------------------------------------------
def face_normal
$game_temp.hud_face_refresh = false
if @actor.hp < @actor.mhp * @low_hp / 100
$game_temp.hud_face_type = 4
else
$game_temp.hud_face_type = 0
end
$game_temp.hud_face_time2 = 0
@face_sprite.bitmap.clear
@face_src_rect_back = Rect.new(@face_cw * $game_temp.hud_face_type, 0,@face_cw , @face_ch)
@face_sprite.bitmap.blt(0,0, @face_image, @face_src_rect_back)
@face_sprite.x = HUD[0] + FACE[0]
end
#--------------------------------------------------------------------------
# ● Face Chance
#--------------------------------------------------------------------------
def face_chance
$game_temp.hud_face_refresh = false
@face_sprite.bitmap.clear
@face_src_rect_back = Rect.new(@face_cw * $game_temp.hud_face_type, 0,@face_cw , @face_ch)
@face_sprite.bitmap.blt(0,0, @face_image, @face_src_rect_back)
@face_sprite.x = HUD[0] + FACE[0]
end
#--------------------------------------------------------------------------
# ● Face Effect
#--------------------------------------------------------------------------
def face_effect
if $game_temp.hud_face_type == 2
@face_sprite.x = HUD[0] + FACE[0] + rand(10)
if $game_temp.hud_face_time == 2
if @actor.hp < @actor.mhp * @low_hp / 100
$game_temp.hud_face_type = 4
else
$game_temp.hud_face_type = 0
end
end
end
end
#--------------------------------------------------------------------------
# ● States Refresh
#--------------------------------------------------------------------------
def states_refresh(zoom = true)
return if @states_x == @actor.states.size
@states_x = @actor.states.size
@states.bitmap.clear
return if @actor.states.size == 0
@states_max = 0
for i in @actor.states
unless @states_max > 3
icon = Cache.system("Iconset")
icon_index = i.icon_index
rect = Rect.new(icon_index % 16 * 24, icon_index / 16 * 24, 24, 24)
@states.bitmap.blt(24 * @states_max, 0, icon, rect)
@states_max += 1
icon.dispose
end
end
@states.zoom_x = 2 if zoom
@states.zoom_y = 2 if zoom
end
#--------------------------------------------------------------------------
# ● States_Effect
#--------------------------------------------------------------------------
def states_effect
return if @actor.states.size == 0
if FLOAT_STATES
if @states_f == false
@states_y += 1
@states_f = true if @states_y > 10
else
@states_y -= 1
@states_f = false if @states_y < -10
end
end
@states.opacity = 155 + rand(100)
return if @states.zoom_x <= 1.00
@states.zoom_x -= 0.02
@states.zoom_y -= 0.02
if @states.zoom_x <= 1.00
@states.zoom_x = 1.00
@states.zoom_y = 1.00
end
end
#--------------------------------------------------------------------------
# ● hp_number_update
#--------------------------------------------------------------------------
def hp_number_update
@hp_refresh = true
if @hp_old < @actor.hp
@hp_ref = 5 * (@actor.hp - @hp_old) / 100
@hp_ref = 1 if @hp_ref < 1
@hp += @hp_ref
if $game_temp.hud_face_type != 1
$game_temp.hud_face_type = 1
$game_temp.hud_face_refresh = true
@face_sprite.x = HUD[0] + FACE[0]
end
if @hp >= @actor.hp
@hp_old = @actor.hp
@hp = @actor.hp
@hp_ref = 0
if @actor.hp < @actor.mhp * @low_hp / 100 and
$game_temp.hud_face_type != 4
$game_temp.hud_face_type = 4
$game_temp.hud_face_time = 30
elsif $game_temp.hud_face_type != 0
$game_temp.hud_face_type = 0
$game_temp.hud_face_time = 30
end
end
elsif @hp_old > @actor.hp
@hp_refresh = true
@hp_ref = 5 * (@hp_old - @actor.hp) / 100
@hp_ref = 1 if @hp_ref < 1
@hp -= @hp_ref
if $game_temp.hud_face_type != 2
$game_temp.hud_face_type = 2
$game_temp.hud_face_refresh = true
end
if @hp <= @actor.hp
@hp_old = @actor.hp
@hp = @actor.hp
@hp_ref = 0
if $game_temp.hud_face_type != 0
$game_temp.hud_face_time = 30
end
end
end
end
#--------------------------------------------------------------------------
# ● hp_number_refresh
#--------------------------------------------------------------------------
def hp_number_refresh
@hp_number_sprite.bitmap.clear
@hp_number_text = @hp.abs.to_s.split(//)
lowhp2 = @actor.mhp * @low_hp / 100
if @actor.hp < lowhp2
@health2 = @im_ch
else
@health2 = 0
end
@hp_health = @health2
for r in 0..@hp_number_text.size - 1
@hp_number_abs = @hp_number_text[r].to_i
@hp_src_rect = Rect.new(@im_cw * @hp_number_abs, @hp_health, @im_cw, @im_ch)
@hp_number_sprite.bitmap.blt(@im_cw * r, 0, @hp_number_image, @hp_src_rect)
end
@hp_refresh = false if @hp == @actor.hp
end
#--------------------------------------------------------------------------
# ● Hp Flow Update
#--------------------------------------------------------------------------
def hp_flow_update
@hp_sprite.bitmap.clear
@hp_width = @hp_range * @actor.hp / @actor.mhp
#HP Damage---------------------------------
if @hp_width_old != @hp_width
valor = (@hp_width_old - @hp_width) * 3 / 100
valor = 0.5 if valor < 1
@hp_width_old -= valor if @hp_width_old > @hp_width
if @hp_width_old < @hp_width
@hp_width_old = @hp_width
end
@hp_src_rect_old = Rect.new(@hp_flow, @hp_height,@hp_width_old, @hp_height)
@hp_sprite.bitmap.blt(0,0, @hp_image, @hp_src_rect_old)
end
#HP Real------------------------------------
@hp_src_rect = Rect.new(@hp_flow, 0,@hp_width, @hp_height)
@hp_sprite.bitmap.blt(0,0, @hp_image, @hp_src_rect)
@hp_flow += METER_FLOW_SPEED
if @hp_flow >= @hp_image.width - @hp_range
@hp_flow = 0
end
end
#--------------------------------------------------------------------------
# ● Sp_number_update
#--------------------------------------------------------------------------
def sp_number_update
@sp_refresh = true
if @sp_old < @actor.mp
@sp_refresh = true
@sp_ref = 5 * (@actor.mp - @sp_old) / 100
@sp_ref = 1 if @sp_ref < 1
@sp += @sp_ref
if $game_temp.hud_face_type != 1
$game_temp.hud_face_type = 1
$game_temp.hud_face_refresh = true
@face_sprite.x = HUD[0] + FACE[0]
end
if @sp >= @actor.mp
@sp_old = @actor.mp
@sp = @actor.mp
@sp_ref = 0
if @actor.hp < @actor.mhp * @low_hp / 100 and
$game_temp.hud_face_type != 4
$game_temp.hud_face_type = 4
$game_temp.hud_face_time = 30
elsif $game_temp.hud_face_type != 0
$game_temp.hud_face_type = 0
$game_temp.hud_face_time = 30
end
end
elsif @sp_old >= @actor.mp
@sp_ref = 5 * (@sp_old - @actor.mp) / 100
@sp_ref = 1 if @sp_ref < 1
@sp -= @sp_ref
if $game_temp.hud_face_type != 3
$game_temp.hud_face_type = 3
$game_temp.hud_face_refresh = true
end
if @sp <= @actor.mp
@sp_old = @actor.mp
@sp = @actor.mp
@sp_ref = 0
if @actor.hp < @actor.mhp * @low_hp / 100 and
$game_temp.hud_face_type != 4
$game_temp.hud_face_type = 4
$game_temp.hud_face_time = 35
elsif $game_temp.hud_face_type != 0
$game_temp.hud_face_type = 0
$game_temp.hud_face_time = 35
end
end
end
end
#--------------------------------------------------------------------------
# ● sp_number_refresh
#--------------------------------------------------------------------------
def sp_number_refresh
@sp_number_sprite.bitmap.clear
@s = @actor.mp * 100 / @actor.mmp
@sp_number_text = @sp.abs.to_s.split(//)
for r in 0..@sp_number_text.size - 1
@sp_number_abs = @sp_number_text[r].to_i
if @actor.mp <= @actor.mmp * @low_sp / 100
@sp_src_rect = Rect.new(@sp_im_cw * @sp_number_abs, @sp_im_ch, @sp_im_cw, @sp_im_ch)
else
@sp_src_rect = Rect.new(@sp_im_cw * @sp_number_abs, 0, @sp_im_cw, @sp_im_ch)
end
@sp_number_sprite.bitmap.blt(@sp_im_cw * r, 0, @sp_number_image, @sp_src_rect)
end
@sp_refresh = false if @sp == @actor.mp
end
#--------------------------------------------------------------------------
# ● Sp Flow Update
#--------------------------------------------------------------------------
def sp_flow_update
@sp_sprite.bitmap.clear
@sp_width = @sp_range * @actor.mp / @actor.mmp
#SP Damage---------------------------------
if @sp_width_old != @sp_width
valor = (@sp_width_old - @sp_width) * 3 / 100
valor = 0.5 if valor < 1
@sp_width_old -= valor if @sp_width_old > @sp_width
if @sp_width_old < @sp_width
@sp_width_old = @sp_width
end
@sp_src_rect_old = Rect.new(@sp_flow, @sp_height,@sp_width_old, @sp_height)
@sp_sprite.bitmap.blt(0,0, @sp_image, @sp_src_rect_old)
end
#SP Real------------------------------------
@sp_src_rect = Rect.new(@sp_flow, 0,@sp_width, @sp_height)
@sp_sprite.bitmap.blt(0,0, @sp_image, @sp_src_rect)
@sp_flow += METER_FLOW_SPEED
if @sp_flow >= @sp_image.width - @sp_range
@sp_flow = 0
end
end
#--------------------------------------------------------------------------
# ● level_update
#--------------------------------------------------------------------------
def level_update
@level_number_sprite.bitmap.clear
@level_number_text = @actor.level.abs.to_s.split(//)
for r in 0..@level_number_text.size - 1
@level_number_abs = @level_number_text[r].to_i
@level_src_rect = Rect.new(@level_im_cw * @level_number_abs, 0, @level_im_cw, @level_im_ch)
@level_number_sprite.bitmap.blt(@level_im_cw * r, 0, @level_number_image, @level_src_rect)
end
@level = @actor.level
@level_number_sprite.zoom_x = 2
@level_number_sprite.zoom_y = 2
hp_number_refresh
sp_number_refresh
end
#--------------------------------------------------------------------------
# ● level_update
#--------------------------------------------------------------------------
def level_up_effect
@level_number_sprite.zoom_x -= 0.02
@level_number_sprite.zoom_y -= 0.02
if @level_number_sprite.zoom_x <= 1.00
@level_number_sprite.zoom_x = 1.00
@level_number_sprite.zoom_y = 1.00
end
end
#--------------------------------------------------------------------------
# ● exp_update
#--------------------------------------------------------------------------
def exp_update
@level_sprite.bitmap.clear
if @actor.next_exp != 0
rate = @actor.now_exp.to_f / @actor.next_exp
else
rate = 1
end
if @actor.level < 99
@level_cw = @level_image.width * rate
else
@level_cw = @level_image.width
end
@level_src_rect_back = Rect.new(0, 0,@level_cw, @level_image.height)
@level_sprite.bitmap.blt(0,0, @level_image, @level_src_rect_back)
@exp = @actor.exp
end
end
#==============================================================================
# ■ Spriteset_Map
#==============================================================================
class Spriteset_Map
#--------------------------------------------------------------------------
# ● initialize
#--------------------------------------------------------------------------
alias mog_act_hud_initialize initialize
def initialize
@acthud = Active_Hud.new
mog_act_hud_initialize
end
#--------------------------------------------------------------------------
# ● dispose
#--------------------------------------------------------------------------
alias mog_acthud_dispose dispose
def dispose
@acthud.dispose
mog_acthud_dispose
end
#--------------------------------------------------------------------------
# ● update
#--------------------------------------------------------------------------
alias mog_acthud_update update
def update
@acthud.update
mog_acthud_update
end
#--------------------------------------------------------------------------
# ● Refresh Hud
#--------------------------------------------------------------------------
alias mog_acthud_refresh_hud refresh_hud
def refresh_hud
mog_acthud_refresh_hud
@acthud.refresh_actor
end
end
$mog_rgss3_xas_active_hud = true
这是XAS上显示血魔的脚本如何让他脱离XAS而正常运行?
而且此脚本在经验显示方面有瑕疵,求修改 |
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