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這是我將官網的S_HUD修該而成的怪物血條
, O8 u7 {+ a0 E% P會在每隻事件怪物的腳下顯示- G6 [- T$ N& L( ~" ]4 i0 O {$ n
問題是不知道為什麼
3 K. j9 k% q* Q有時打怪打一打會跳出
5 f) V9 d% W1 j! D---------------------------7 V9 x7 S4 R$ z l" ?+ S5 w; }/ O
XAS+ B3 J% \$ y* |" {0 L! v- u
---------------------------
9 E' a5 W: t" {) ~ S8 _5 Y u& e* \$ v脚本 'MOG - S HUD' 的 203 行 发生了 RGSSError。9 T6 ^* R2 S& I% i( d
- q5 l& d' i6 e( Udisposed bitmap, d1 ]* b! D6 m3 L$ S; p
---------------------------
" M$ @- ~2 L" p7 q( m' W確定 ( ]/ g% M: Y5 G" t
---------------------------
( t, }# t9 t9 Y( ?2 l3 P
9 b- y, n, W- T: Z$ B8 ?0 M+ O這是腳本
. i4 p; x" i# X4 }6 e
3 F8 g* O" w) m6 e- #===============================================================================- y- h& [/ X% K" `5 b' u& i
- # MOG - s Hud 1.0
+ S; A3 @) f7 d# D: w - #===============================================================================1 R+ y$ ] d' r4 v
- # By Moghunter 4 e7 Z0 `. _+ P( @9 D. a: K5 q
- # http://www.atelier-rgss.com' w8 j6 V' w$ ^- [
- #===============================================================================, d' E. n+ \! f: q6 h6 ?
- # Translated by Calvin624 8 s& a; E: s' y) n1 q
- # http://www.xasabs.wordpress.com
8 t& g) ], b) y! s& X3 T - #===============================================================================
\# M8 H+ A% T+ n - ###############################-DESCRIPTION-####################################4 v2 h& T" T& ? F3 b
- #===============================================================================
# S0 Z. ^9 N F. _# a - # Personal HUD – displays the HP and SP below the hero.
: y8 {; c5 k% \ F - #===============================================================================
- R+ x* z8 L: ~$ U* v - #8 D/ ]/ k2 y% e. z ?
- # Graphics required:) ^+ V2 s2 U+ ?/ \8 F
- #
% Z! l, H4 |0 s4 n3 q - # S_Border_HP_Meter.png% c& ]% S% |7 E8 C* U q4 L
- # S_Border_SP_Meter.png, }$ E% [7 o) o0 k+ Y* g
- # S_HP_Meter.png+ ^6 J0 Q, s% Z( P; Z5 |
- # S_SP_Meter.png
) V& a: f" l* O" D - #. c, y( ]* `. e0 _
- # All images must be in the Windowskin folder.
8 F1 ?' I* w, x+ t - #' p. b1 Q) B2 B7 _
- #===============================================================================
& }2 P7 X7 _7 K D - module MOG3 R* _, l9 ~+ \4 J( F
- VISIBLE_DEF = false * \$ ~; j! a; z- x, g J! ~
- # Show HP meter?
0 O9 N! m; I0 U! {" O% B - HP_HUD = true
* K7 N: f: j1 T, E* R) z - # Position of the HP border5 d b2 g, \6 g9 [
- S_BORDER_HP_METER_X = -2
$ ?" R# r3 x+ } - S_BORDER_HP_METER_Y = -2
: }5 w% A e) |& d3 a( w9 q - # Position of the HP meter
* a2 Z8 y2 G1 m/ L/ E - S_HP_METER_X = 0
5 O$ O' l, ~, V4 ]7 p0 ]6 G - S_HP_METER_Y = 06 `+ T/ Z' y9 L& c
- # Show SP meter?
; M9 l6 e$ ]5 b9 k) P - SP_HUD = true" W" ]$ v# \+ J
- # Position of the SP border; F \6 W3 P% a6 g5 o# n2 E
- S_BORDER_SP_METER_X = 0
7 ~9 Q/ R' N( \, A5 l - S_BORDER_SP_METER_Y = 10
6 H1 Y& `+ c; R - # Position of the SP meter# A' j; r) a9 P5 s9 ^
- S_SP_METER_X = 0
; t! K8 }1 s( p7 q4 y+ P& G - S_SP_METER_Y = 10
; h: O8 Y( U0 E9 V - # Switch to disable the HUD e: }9 \& e' _% D. b
- DISABLE_SHUD_SWITCH = 5
2 a( C" F/ u: p - RANGE = 204 S: ?% w! S/ ~. C! Y% U. D
- end: @) J" ^, s6 |) k
- #===============================================================================- M7 F6 W* v" U- N8 f6 |1 X
- # S Hud: h" b5 w' @% m$ h$ ]# q4 u I
- #===============================================================================
" b5 P B/ O1 z - class S_Hud < RPG::Sprite7 c# z3 N! A5 c+ v# J4 ~; F
- include MOG* j1 G8 W3 g; X5 b* F* T
- #--------------------------------------------------------------------------. E; i9 s4 {# @
- # * Initialize
6 R3 O' e+ r, Q3 P1 ` - #--------------------------------------------------------------------------
a/ X% U7 h [+ L; Z, H |9 ^; t - def initialize(enemy,viewport)
. \" f% d# C, [' h7 e6 | - super(viewport)
# D9 {" B9 E0 a7 ]' u/ ^/ {; ]7 l - @enemy = enemy% b7 V* O' }! ]& {3 _& g, p6 N+ a9 d1 G
- @battler = @enemy.battler
0 r# H! v4 G: o- Z - @old_hp = 0/ o+ b% x1 I; ~; l
- @old_sp = 0 P U( U2 K3 F% z7 K( \
- @old_vis = false$ E n- V$ o2 ]. h
- self.bitmap = Bitmap.new(100, 100)
0 p l5 E9 Z- ~. h1 S - self.visible = (VISIBLE_DEF)#false
+ K. _/ f1 g6 Q! I - self.z = 1009 l Y+ o- N& w; W# x, R8 n+ w ?
- #HP Border -------------------------------------------------------------------0 Z" W" l {4 Y# w
- @layout_image = RPG::Cache.windowskin("S_Border_HP_Meter")5 U: i& j: A' R
- @layout_bitmap = Bitmap.new(@layout_image.width,@layout_image.height)& s2 @% o$ w+ d) [+ W! d, i- o
- @layout_sprite = Sprite.new2 c, a4 ^8 |1 f) P
- @layout_sprite.bitmap = @layout_bitmap* s& g4 r, ~, _1 Q* q+ K
- @layout_src_rect_back = Rect.new(0, 0,@layout_image.width, @layout_image.height)
* p, {& \. ~+ \' U" U - @layout_bitmap.blt(0,0, @layout_image, @layout_src_rect_back)
* ^; u" G7 r0 w2 A% N D; G B - @layout_sprite.z = 5001
' D, u% T. I$ e: s6 c& X! A - #HP Meter ---------------------------------------------------# m1 `. n" I, _4 U e6 v) k9 i3 r
- @hp_flow = 0
- V- \) ]7 O2 Z- c' H- M7 W - @hp_damage_flow = 0
: Z2 ~( X+ H" I8 W! z8 b - @hp_image = RPG::Cache.windowskin("S_HP_Meter") S, E5 X2 z& ?9 i0 w
- @hp_bitmap = Bitmap.new(@hp_image.width,@hp_image.height)! d; p$ K& K4 F% V6 B
- @hp_range = @hp_image.width / 3
8 b- g, O) M/ [ H7 X+ v - @hp_width = @hp_range * @battler.hp / @battler.maxhp 7 r; N. k1 z( R" B! u% q
- @hp_width2 = @hp_range / 29 c% E; w4 r3 g: ?" ]
- @hp_height = @hp_image.height / 2
/ h3 {( @* y$ \7 o9 _& `. V7 J6 B - @hp_width_old = @hp_width) I1 o c4 a$ g8 P
- @hp_src_rect = Rect.new(@hp_range, 0, @hp_width, @hp_height)8 y. t9 M! p" R; f$ D' |
- @hp_bitmap.blt(0,0, @hp_image, @hp_src_rect)
# \% ]" A# ^" q; ?1 ^: h0 j5 E- c - @hp_sprite = Sprite.new
- d3 M7 F* X! K# B" c9 i. q - @hp_sprite.bitmap = @hp_bitmap
6 [5 u$ r6 O5 V0 ~/ i. s( C - @hp_sprite.z = 50022 x- e+ N4 C1 N% }4 \& T, Y8 v3 s
- #SP Border -------------------------------------------------------------------9 k4 F7 B0 r; l& k
- @layout2_image = RPG::Cache.windowskin("S_Border_SP_Meter")0 ~4 o" }9 x+ s; M6 B/ s
- @layout2_bitmap = Bitmap.new(@layout2_image.width,@layout2_image.height)' b, a" b5 j% S5 H" o
- @layout2_sprite = Sprite.new
" _. I3 K, W$ U- D' w5 p$ \ c - @layout2_sprite.bitmap = @layout2_bitmap8 _2 u! E- g9 g# F4 f( I2 T3 u; J2 g
- @layout2_src_rect_back = Rect.new(0, 0,@layout2_image.width, @layout2_image.height)( T1 N! t4 {3 }. h
- @layout2_bitmap.blt(0,0, @layout2_image, @layout2_src_rect_back)
" f( J4 A5 H; P: Z - @layout2_sprite.z = 5001 ( c3 P9 l- |7 s# u& [' l
- #SP Meter ------------------------------------------------------; G+ r' j8 a9 @- L
- @sp_flow = 0: L C& A) q% o$ I$ W
- @sp_damage_flow = 0
, p: h3 @. g0 u1 l! e4 g: v - @sp_image = RPG::Cache.windowskin("S_SP_Meter")2 ^& L9 S+ ~& G" L5 X
- @sp_bitmap = Bitmap.new(@sp_image.width,@sp_image.height)' U/ {, ^ B' [( {& T
- @sp_range = @sp_image.width / 39 M# U/ e( e1 ]& Y$ R
- @sp_width = @sp_range * @battler.sp / @battler.maxsp
3 m8 F/ w+ @: u& J- k - @sp_width2 = @sp_range / 27 Z( T! {" e( c# l6 Y
- @sp_height = @sp_image.height / 2
0 r1 |1 ^" W' C2 y - @sp_width_old = @sp_width
( g6 E7 b4 u; f# C% ?: q - @sp_src_rect = Rect.new(@sp_range, 0, @sp_width, @sp_height)4 W! p! g# K4 k7 z& n6 }+ s9 B
- @sp_bitmap.blt(0,0, @sp_image, @sp_src_rect)9 }1 q; _5 F$ O$ g, p* o
- @sp_sprite = Sprite.new F" E1 h( z- b
- @sp_sprite.bitmap = @sp_bitmap& g$ I$ m+ v7 ^
- @sp_sprite.z = 5002
& H/ S. m) s* \2 X9 H8 E# C - update
8 K7 ^& a$ [6 o/ B - end4 Q5 V" m0 D' y; n7 Y
- #--------------------------------------------------------------------------
9 F3 }: n" k0 y* T: X - # * Refresh. H+ f# J1 W* ?5 Z* K
- #--------------------------------------------------------------------------
1 ]/ J: p8 I4 Q - def refresh
: n- Z5 C1 u: x3 o8 s! c. ]0 K1 B - return if @old_hp == @battler.hp and @old_vis != self.visible9 c. V+ L% S. f* B5 p" F
- self.bitmap.clear
4 z0 l6 A/ f3 E% W/ T6 z - @old_vis = self.visible
- f2 X( s8 S" D, ]) K - @old_sp = @battler.sp
2 C# b7 W2 S; r% d: Y) s - @old_hp = @battler.hp3 R2 X& f0 T: T+ \7 X+ m: L6 R
- hp_flow_update7 b& K9 o4 j$ m: p
- sp_flow_update
% h; M$ T7 c S7 J( {3 p - hud_pos_update6 t+ ^7 V8 [/ I: O7 ?; q9 j1 j7 m: n
- visible_update
3 K4 x5 [: Y5 g+ ?( Z. ~ - end
7 P; b- x# H' ^4 [0 }$ Q - #--------------------------------------------------------------------------
3 Y0 ^: s1 J& ~ I6 j( c4 \ - # * Dispose
: n- w* L" u# U. w2 L: E - #--------------------------------------------------------------------------
9 d c3 [/ |- m) n2 y( E. K - def dispose. w" r8 d7 K; Z) \
- #HP Meter Dispose
; @/ x4 {4 z9 \" E - @hp_sprite.bitmap.dispose! L1 J x) M& v; W
- @hp_sprite.dispose
3 e4 j. a7 j: O - @hp_bitmap.dispose% i3 ]) `; ^7 k" d( E
- #HP Border Dispose
' u6 g* L5 R, e4 I" R* F - @layout_sprite.bitmap.dispose, D U* h3 \$ {% l. b
- @layout_sprite.dispose# n2 R9 b+ O5 l7 x7 J' Y
- @layout_bitmap.dispose; R0 ~" k4 z+ {
- #SP Meter Dispose
- ^* P0 V0 N( t: ~ - @sp_sprite.bitmap.dispose# j5 g9 {7 H' H
- @sp_sprite.dispose
3 t, _8 _4 a# _* ? - @sp_bitmap.dispose
% ]7 G! D& q5 ^9 j - #SP Border Dispose
+ d$ U" Y9 S+ l* }) [( K& X) g - @layout2_sprite.bitmap.dispose* d0 ^7 ~: ^& a2 R0 {6 a
- @layout2_sprite.dispose
7 ?1 w$ v8 X0 }! ]' u) R - @layout2_bitmap.dispose
$ y7 ^0 E8 o9 H& ]+ W% j( h - end
8 C, T9 X1 m0 g; Y- b$ H+ y - #--------------------------------------------------------------------------" O) x* P) j+ P% O; }, V; m8 s$ Y# |
- # * Update
8 L$ O1 ~+ V( ^) j$ @ - #--------------------------------------------------------------------------
3 P9 }1 i- Z5 i - def update
; `4 W0 h6 ?7 l# D - @battler = @enemy.battler ; M( c% r/ V0 V- ?" X) H
- return dispose if @enemy.dead? or $game_map.events.values[@enemy.id].nil?+ N* J5 Z) W0 P1 I; T- \8 `, }
- if self.visible
% f) ?% n: F4 t4 [& K - refresh
% ]* h, r2 t, Z, M; w& y% m - else
) }# `* }4 n M k" U - self.bitmap.clear
o6 B8 x2 u. L2 F7 o0 T - end
' S3 X H& ~3 h! Z! {5 j. {; m5 q - end# M' V7 X9 {, Q: O* B! ~( i
- #--------------------------------------------------------------------------
. E% ^7 Z/ f9 }! ]3 a5 p+ b3 ? - # * Visible Update- N% `5 T% ], n" {" O i
- #--------------------------------------------------------------------------# U) [6 G9 c; D: m' D* M( _3 V
- def visible_update% t+ D: P: ?8 l" \3 t
- if $game_switches[MOG::DISABLE_SHUD_SWITCH] == true$ p* o8 @8 @: [! z; E8 ^7 Z+ [
- @hp_sprite.visible = false) _; u0 f& g8 E( k* f
- @layout_sprite.visible = false
: H, ~0 Y, {9 i% ~# I' I: U7 E - @sp_sprite.visible = false
* \, Q8 y9 r' C* }& L$ @4 Y - @layout2_sprite.visible = false/ b7 R1 T& t) {6 y7 b5 ~
- else+ O5 Q* W( a; U; ^
- if HP_HUD == true
+ e2 |7 y9 B: s9 r, S! U - @hp_sprite.visible = true ~( v0 A/ s& C' ?6 V" @) _) d% `
- @layout_sprite.visible = true( g0 S$ V6 {4 p$ g
- else: k9 E" O+ A, \" P! c+ F/ c4 Q
- @hp_sprite.visible = false
' H% k7 T% g: n9 \ - @layout_sprite.visible = false7 T+ }9 Y6 J7 o" ~: k* ^3 w8 d- b
- end
( Z; n5 ]6 p* W+ j4 c7 f9 J - if SP_HUD == true' K9 T1 j' ?& H1 X6 J; K
- @sp_sprite.visible = true
1 l7 h* I: d: V# O$ z9 W - @layout2_sprite.visible = true( H- x8 J. T) ^, M- r
- else3 r8 y, G/ C# o( A
- @sp_sprite.visible = false w6 Z3 j/ j9 q8 J: n
- @layout2_sprite.visible = false) B! R1 ^+ Y. d& v$ {% C5 W5 U
- end
! t, O& ]" X2 ?3 P( y! p' k4 M1 y - end % Z4 c; j5 w3 [# X( `7 B
- end
+ S0 D% j; V- A1 K/ o' ~! G; C0 o- f - #--------------------------------------------------------------------------
( L& B; Q7 f6 F5 S - # * Hud Pos Update: {8 D6 u, _0 m$ p2 r. c
- #--------------------------------------------------------------------------
# l5 R8 V& V( X( F - def hud_pos_update9 v" A$ ^. c6 \
- @hp_sprite.x = self.x - @hp_width2 + S_HP_METER_X+ Q6 r/ Q5 W. T% D3 A7 i/ D: g4 u
- @hp_sprite.y = self.y + S_HP_METER_Y
$ {" s9 Q( \2 l" n - @layout_sprite.x = self.x - @hp_width2 + S_BORDER_HP_METER_X; F8 Z: k$ }/ p
- @layout_sprite.y = self.y + S_BORDER_HP_METER_Y 9 e) d5 A1 P1 b: z, F
- @sp_sprite.x = self.x - @sp_width2 + S_SP_METER_X8 z1 r! y2 F2 B( O5 K
- @sp_sprite.y = self.y + S_SP_METER_Y # \4 I" y# H B$ `' I' k% P* k
- @layout2_sprite.x = self.x - @sp_width2 + S_BORDER_SP_METER_X
5 K) ]8 z) z: y - @layout2_sprite.y = self.y + S_BORDER_SP_METER_Y ; a* |, B. h6 L
- end
7 ~9 z4 Y0 c9 t: O+ A) n0 c" G. z - #--------------------------------------------------------------------------
9 P/ k6 b. {: W& @1 G2 Z: s- u! n/ c - # * Hp Flow Update
, m" D& X R4 I - #--------------------------------------------------------------------------
1 _" Q& c) U" L5 O/ A - def hp_flow_update: ]" ]$ `' I9 _; ~& B
- @hp_sprite.bitmap.clear
# R/ D9 {: ?% j2 T$ s9 f - @hp_width = @hp_range * @battler.hp / @battler.maxhp " o% t8 z5 ]& f" F0 w/ r8 v4 b. o
- #HP Damage---------------------------------
* V; B; a6 d" _8 x* E+ R5 F5 r3 z - valor = (@hp_width_old - @hp_width) * 3 / 100
' V+ k" Y6 M& I+ H# R$ P/ j - valor = 0.5 if valor < 1
" p) p3 ~) [& x - if @hp_width_old != @hp_width) ]7 J4 Y t ]3 m; a5 k
- @hp_width_old -= valor if @hp_width_old > @hp_width
! V, Q* N7 d. G3 B Z. F1 Q" e. B - if @hp_width_old < @hp_width & I) I* N& q6 H& f3 b! w
- @hp_width_old = @hp_width. F Q1 f! G7 u( v! b
- end - r: H( x4 K5 D" N
- @hp_src_rect_old = Rect.new(@hp_flow, @hp_height,@hp_width_old, @hp_height)( `7 e8 h$ J+ K5 j
- @hp_bitmap.blt(0,0, @hp_image, @hp_src_rect_old) . L {1 E4 {0 ^! X0 F* V
- end
; w3 l4 `! M5 t2 B1 w - #HP Real------------------------------------1 J7 o2 \% \8 f) D3 u
- @hp_src_rect = Rect.new(@hp_flow, 0,@hp_width, @hp_height): w- M. w0 @1 H( U* d
- @hp_bitmap.blt(0,0, @hp_image, @hp_src_rect)
l! T' J1 l9 [" s' q - @hp_flow += 2 ; r/ K. O# Q" `9 }6 ]* b
- if @hp_flow >= @hp_image.width - @hp_range) I( A& v7 D, d5 L* h ^
- @hp_flow = 0 v8 P, O: ~4 o# Q3 H
- end2 b3 t5 t( i6 K9 {' o
- end & g: w: Z5 O w+ G1 {7 ^" e% v
- #--------------------------------------------------------------------------# }1 N, q6 v8 i5 A1 i! W
- # * Sp Flow Update
6 H: c1 H, @7 _3 k - #--------------------------------------------------------------------------
4 T" @& J+ M" @! v1 Y - def sp_flow_update
. c, G% r5 D$ @: g# x' R - @sp_sprite.bitmap.clear
% P3 W! Q: c/ L) s2 [" f - @sp_width = @sp_range * @battler.sp / @battler.maxsp
8 O& ~. z7 G! R: r; ` - #SP Damage---------------------------------/ p4 k) o# p7 n" W2 t, e+ v. @: T
- if @sp_width_old != @sp_width
% l# F1 i" Q+ [- G1 |/ c" s, S4 M - valor = (@sp_width_old - @sp_width) * 3 / 1009 i6 \$ y/ b& T* A$ g
- valor = 0.5 if valor < 1 : I8 X) ~+ f0 @7 K
- @sp_width_old -= valor if @sp_width_old > @sp_width
: V- |+ H% H: F2 o7 G, r - if @sp_width_old < @sp_width ; K3 |1 g: g' c& x
- @sp_width_old = @sp_width
5 s; i: Q% q! }8 U$ h - end ; `9 @: r8 U- U8 g1 o( O
- @sp_src_rect_old = Rect.new(@sp_flow, @sp_height,@sp_width_old, @sp_height)
8 s, l0 V, V( h; [" J5 Z$ x' u - @sp_bitmap.blt(0,0, @sp_image, @sp_src_rect_old) ; Q! n. ?. J; D
- end* h0 \8 @1 a# F2 z4 i
- #SP Real------------------------------------4 v2 d' T3 m9 c6 Z6 ?. p
- @sp_src_rect = Rect.new(@sp_flow, 0,@sp_width, @sp_height)" l0 W/ {7 _1 J( l/ {; `& B. j7 D
- @sp_bitmap.blt(0,0, @sp_image, @sp_src_rect)( m2 N+ ^8 W/ P/ b0 w$ I
- @sp_flow += 1
5 ^5 w2 p, o# C" { - if @sp_flow >= @sp_image.width - @sp_range
! v' S7 l& A/ f# J4 @+ V9 w% L6 [ - @sp_flow = 0 % h* J/ ^0 i2 q2 x5 ]) s; S
- end6 m; y% `% E2 B3 ~
- end
) r& I" u8 F, l ~) }& V - end
' G" l: L# N9 x: y. s- [7 m - #===============================================================================
% d5 g5 m- P0 ?# e+ E - class Sprite_Character < RPG::Sprite
( O& O, ^" n' o( W3 z5 Y! r1 e4 N - #-------------------------------------------------------------------------------
' E* @# g! d! f1 R% g - alias :xas_emini_hud_init :initialize
* k2 w- ~- u3 x* T. _8 s - include MOG
, X# w# k, q. W& B6 y7 o - def initialize(viewport, character)
9 x/ U3 G+ y" E+ x, m - xas_emini_hud_init(viewport, character)
4 c* n, I/ G! Z! w3 D( @0 T - @viewport = viewport
9 O( k/ \0 B- s( i8 H4 [. a - return if @character.battler.nil? J D" w1 g6 ^0 B, R+ d* j3 o
- return if XAS_BA_ENEMY::ENEMY_OBJECT.include?(@character.battler.id)5 ~# J0 L# B* }/ r7 m4 K
- return if XAS_BA_ENEMY::ITEM_ENEMY.include?(@character.battler.id)
% T3 f1 F& q6 ?: v+ p - return if @character.battler.is_a?(Game_Actor)8 o- V# m P/ A3 q8 m8 M9 }) P
- @bars = S_Hud.new(@character, @viewport)$ {0 _# R5 e W" K- t R9 d
- end% ^# P" @8 G+ U$ O
- #-------------------------------------------------------------------------------4 c4 u( [* i5 u( Q6 }# I! p
- alias :xas_emini_hud_up :update
+ D S/ [! Z. L9 f4 J - def update
~. g7 T+ ~9 i+ N6 m/ k - xas_emini_hud_up- [1 E& ]- c+ L: w. l
- return if @bars.nil?8 c2 q7 x% {* R! z* L
- return if @bars.disposed?# z( } h T/ `: Q- J6 M; \
- dis = ($game_player.x - @character.x).abs + ($game_player.y - @character.y).abs
+ u- J7 u* s1 X5 E4 V, \9 f - @bars.visible = (dis <= RANGE)$ L* K7 [$ ?6 O1 y
- if @bars.visible
) A% G0 h) S2 L6 Y. k- d - @bars.x = @character.screen_x# - @cw / 4/ p6 U/ f3 ]- @! X% |; b- E
- @bars.y = @character.screen_y# - @ch / 4
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- @bars.update$ V! D- C+ i/ `( x2 U* ?
- end1 m) l6 L( N+ i) Z; d
- #-------------------------------------------------------------------------------. l! \) m$ D* L7 W3 k2 ~# D! }
- def dispose9 Z9 u# X' @3 m+ n
- super2 F! j0 h$ q. P( Y( y8 r& ]
- @bars.dispose if [email protected]?2 a% }0 n) f" L, Z
- end( X+ P0 k. G3 B. u$ i3 ]& l( Z
- end. {4 V: E+ {# h
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- $mog_rgss_s_hud = true
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上面所說出錯的203行內容為$ G8 y1 n. e: r, w3 T' @# k8 B% L: B# e
@hp_sprite.bitmap.clear
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: b/ h' Y/ B: ] V# D下面是圖檔,要塞在Windowskin下, k t6 e9 V ~* Z6 g: ~( D6 V g, }
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S_HUD_Graphic.rar
(12.36 KB, 下载次数: 49)
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