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這是我將官網的S_HUD修該而成的怪物血條
9 a! y% q5 z0 T0 B- R會在每隻事件怪物的腳下顯示! |( m& H- Y5 ^( ]* k" i
問題是不知道為什麼
8 W( H/ l& V% O- h' b6 Q有時打怪打一打會跳出3 _+ x& T/ `( X' b; U: P
---------------------------
9 _2 v" E; |) Q0 b9 \XAS+ W6 S* S$ s3 u1 o
---------------------------
/ H: o; {) V; j% M8 t+ }脚本 'MOG - S HUD' 的 203 行 发生了 RGSSError。8 Q* T% O- H, r( r" j, M6 M
* e& b+ z" s% l% N+ vdisposed bitmap0 ]- h' V6 _: @8 i2 u9 H9 r
---------------------------
9 ]- e4 r, K, c5 Z# c4 r3 j確定 " {9 F, k g3 {
---------------------------. ]; |- ^4 f4 q3 X1 x
3 {2 K7 Q( l9 j這是腳本
% X* c4 q/ j, o! q5 q5 H, m8 K9 Y p0 q! K# ?5 y
- #===============================================================================
% L6 V5 x' _; ~4 e - # MOG - s Hud 1.0
P2 n3 L. l: n1 G0 G7 l7 O - #===============================================================================
2 m( s- m$ M. N4 ], S% U) C2 T, b - # By Moghunter
9 a& U6 i% @+ J" M! y; Z - # http://www.atelier-rgss.com+ e& q. r" Z0 f4 o8 u8 w' q
- #===============================================================================
@) W. Z2 d9 l6 } - # Translated by Calvin624 3 r* F, g* G" ]6 l1 R
- # http://www.xasabs.wordpress.com% q& d$ T2 A4 Y' ]4 X
- #===============================================================================
. i. q! t H3 z/ | - ###############################-DESCRIPTION-####################################: B! c( {+ L8 H
- #===============================================================================
4 c4 p$ q' M& d K - # Personal HUD – displays the HP and SP below the hero.6 q3 D6 ^6 H+ d
- #===============================================================================
7 l1 g& l4 a: T& f, u0 S - #- M% b0 o s0 _* u5 c ]! V
- # Graphics required:; {, c, A1 n& x& [3 N, m- q
- # - G* z; f$ m* q& Z# ]! ^% a' }
- # S_Border_HP_Meter.png
: q% Y9 B7 a0 Q+ e L3 n - # S_Border_SP_Meter.png
2 A2 f/ V* [7 ?! K - # S_HP_Meter.png$ `6 v+ Q& X. C h+ x
- # S_SP_Meter.png
/ @1 F/ ^6 }7 f5 B, i. o - #4 M, L) p$ E2 j# c( E0 ^
- # All images must be in the Windowskin folder.4 @; I. f8 F9 D# U* Q: [' L: b
- #
0 p( P, K; \$ M: z - #===============================================================================
+ T0 ^7 I, f4 ?7 H% y. x - module MOG9 V9 c' }+ w1 {( X: y; _; I
- VISIBLE_DEF = false 9 u) S* ^6 `* _2 K
- # Show HP meter?
% a4 Y" P s0 t2 V5 R$ y - HP_HUD = true
$ ^# p0 v4 E$ g/ Y( R - # Position of the HP border+ f7 h v3 W/ D) K a; ]
- S_BORDER_HP_METER_X = -2; m3 M$ k) R; Q' P
- S_BORDER_HP_METER_Y = -2 & n6 l( t# C u/ j2 T, |8 f
- # Position of the HP meter
, [% h& O8 p- \* j - S_HP_METER_X = 03 r) r( m; W7 ?5 J7 s3 Y2 k( e' z K6 ^% }
- S_HP_METER_Y = 0
' c7 N# H5 g x7 R - # Show SP meter?
* M* F* z& ~% A2 _; v - SP_HUD = true
+ {* C! A. t. n2 B2 h$ s - # Position of the SP border( G" r& |: v9 x& g4 X* V
- S_BORDER_SP_METER_X = 0/ e p$ ^8 H8 j6 s. f
- S_BORDER_SP_METER_Y = 10 7 r* H g5 R3 a$ I& O' v( i9 F
- # Position of the SP meter Y2 r2 Y' s! w- M
- S_SP_METER_X = 0
% Y; D- I% g8 B$ \* W - S_SP_METER_Y = 10 P% \ T; [1 U+ C' g
- # Switch to disable the HUD
3 c0 g7 ]% j0 K' {! d, ~: V- | - DISABLE_SHUD_SWITCH = 5: i/ S! A* s" e r
- RANGE = 203 u4 ~/ y$ Y, K: o7 f" }8 f
- end
6 p3 u7 z0 D9 c8 W8 i: k+ \ - #===============================================================================
8 P5 ]# d+ [* @0 g) z% z - # S Hud* ?' N c( M) ^8 u, i* ~/ c
- #===============================================================================; B" h$ \2 g- i' y8 I
- class S_Hud < RPG::Sprite7 {1 |; L& G; s
- include MOG
a# g3 w) J8 i" q - #--------------------------------------------------------------------------0 }7 J, ~; k( T6 r
- # * Initialize
5 J9 R% a3 j" Q; p/ p0 i) C# t - #--------------------------------------------------------------------------( `$ s+ k7 L$ _/ X
- def initialize(enemy,viewport)
e/ [4 ~# t" [ - super(viewport)
% ~' l6 P- O+ E/ M - @enemy = enemy
4 z3 K9 \. S# j) f" I - @battler = @enemy.battler: S! x; N+ e( j) g8 n
- @old_hp = 0
$ _2 _* S9 m2 m( p/ [) g$ f - @old_sp = 0" n" [! d% F' C# O
- @old_vis = false( L. m3 M. t* t. k. J+ ]' R
- self.bitmap = Bitmap.new(100, 100)
& t; n+ S6 Y% z: _9 a - self.visible = (VISIBLE_DEF)#false, m" \( _, w- u% P
- self.z = 1009 h+ j) I E' E$ E
- #HP Border -------------------------------------------------------------------
0 j/ |9 H9 I5 V - @layout_image = RPG::Cache.windowskin("S_Border_HP_Meter")/ k% c4 a! ~: H
- @layout_bitmap = Bitmap.new(@layout_image.width,@layout_image.height)
1 {1 ]6 t% c& K+ G1 _* s& | - @layout_sprite = Sprite.new
* w2 v3 x2 I4 v6 S7 e( b* O - @layout_sprite.bitmap = @layout_bitmap5 w! w5 m/ G9 c% n6 ] s/ X
- @layout_src_rect_back = Rect.new(0, 0,@layout_image.width, @layout_image.height)/ ]5 h& P5 v0 Q0 T
- @layout_bitmap.blt(0,0, @layout_image, @layout_src_rect_back) " Z0 @' H A" M) B" {! v
- @layout_sprite.z = 5001 S# V2 A& H# k' V
- #HP Meter ---------------------------------------------------0 C: O$ M, z9 ^' `: ?
- @hp_flow = 08 l" L, _$ Q# h) S
- @hp_damage_flow = 0( G" m/ {! ]$ M0 u+ N
- @hp_image = RPG::Cache.windowskin("S_HP_Meter")
R5 Y4 t- K) W. x D9 Y7 _$ N1 s - @hp_bitmap = Bitmap.new(@hp_image.width,@hp_image.height)
7 ?9 }9 [2 V6 S7 O - @hp_range = @hp_image.width / 3
' b: {; u+ x/ G) r - @hp_width = @hp_range * @battler.hp / @battler.maxhp
: {* f/ X9 O8 e5 J7 t$ H% I. E - @hp_width2 = @hp_range / 23 T4 I2 y/ n; ?. I. f
- @hp_height = @hp_image.height / 2
" H5 S" s/ }2 i% y# R& p - @hp_width_old = @hp_width
9 E8 j0 Y' D% p6 {+ n9 S1 ~/ l; L" ] - @hp_src_rect = Rect.new(@hp_range, 0, @hp_width, @hp_height)
# l0 H) u1 I {- J+ e. Z1 M: L( k - @hp_bitmap.blt(0,0, @hp_image, @hp_src_rect) j2 A# u& h' v$ `$ ? {9 I
- @hp_sprite = Sprite.new. v6 |" |& K! p! y3 j% i$ n k4 v
- @hp_sprite.bitmap = @hp_bitmap
+ P4 B* D+ I! P+ x a- H - @hp_sprite.z = 5002* D3 e3 }+ |$ U# [
- #SP Border -------------------------------------------------------------------
2 V d6 C& m- F% h/ e1 {0 `( q2 _/ q - @layout2_image = RPG::Cache.windowskin("S_Border_SP_Meter")1 k: q+ t( p, ^& `: A& k
- @layout2_bitmap = Bitmap.new(@layout2_image.width,@layout2_image.height)
- Z' z1 K, G0 t4 ~$ m9 s0 t - @layout2_sprite = Sprite.new7 a7 s$ k5 ?6 E! h1 \
- @layout2_sprite.bitmap = @layout2_bitmap
* d1 b* U; k6 t7 @0 L, v7 o - @layout2_src_rect_back = Rect.new(0, 0,@layout2_image.width, @layout2_image.height)0 Q% x- r# |' O0 B2 {& b
- @layout2_bitmap.blt(0,0, @layout2_image, @layout2_src_rect_back)
( w8 z) R; y' |9 b/ I) u. I4 X - @layout2_sprite.z = 5001
: u2 N4 ?( \ G3 v) T# X - #SP Meter ------------------------------------------------------
3 X5 n5 ^9 T5 V1 [6 y" B - @sp_flow = 0
" Z1 J5 s3 O+ \$ o) b7 }, r1 H7 N - @sp_damage_flow = 0
0 d! x( A, x% u2 n$ A - @sp_image = RPG::Cache.windowskin("S_SP_Meter")/ }% t# d5 I1 r: f# }/ q
- @sp_bitmap = Bitmap.new(@sp_image.width,@sp_image.height)- e# e1 b0 C$ c( C
- @sp_range = @sp_image.width / 3
9 R! p Y/ B0 ~% y4 C - @sp_width = @sp_range * @battler.sp / @battler.maxsp % L* d6 g1 g9 o/ o
- @sp_width2 = @sp_range / 2+ J# x# [' Q; `! _" `- g& J F
- @sp_height = @sp_image.height / 2# ]5 [- o% t- G1 n( n
- @sp_width_old = @sp_width0 B# k! A" K! J/ F$ t, {0 s
- @sp_src_rect = Rect.new(@sp_range, 0, @sp_width, @sp_height)2 e9 ?, d* W8 ^
- @sp_bitmap.blt(0,0, @sp_image, @sp_src_rect)1 k9 }7 Z8 |6 m2 f+ Y+ t
- @sp_sprite = Sprite.new
8 x- d5 f* o6 j! D( x* A - @sp_sprite.bitmap = @sp_bitmap& v- W N$ z/ I+ r8 P; U$ T
- @sp_sprite.z = 5002
! V9 h! T N) _8 O% T4 F+ Y - update
4 ~! g: H3 [2 A. O1 y - end% q* r9 F l# [6 o4 U) Y
- #--------------------------------------------------------------------------
/ i* U, H9 N' L" H0 x - # * Refresh
! L0 @" T6 m. R - #--------------------------------------------------------------------------
% q/ e% c- K1 [1 d3 V$ c' ?* \ - def refresh8 t6 _- i' n: J
- return if @old_hp == @battler.hp and @old_vis != self.visible
" W5 b3 [* j7 t. b - self.bitmap.clear0 D8 C/ u$ H( ^4 n+ b* T
- @old_vis = self.visible5 \1 G. m, x+ m& q; B
- @old_sp = @battler.sp; b4 h' B0 R* _0 u0 v
- @old_hp = @battler.hp
# D3 |/ ~7 O* s. R: F& J - hp_flow_update
4 }3 J" h' g! J - sp_flow_update
# d' z X# [+ s1 J1 I( p6 w2 w% ] - hud_pos_update
5 a$ f5 l- [4 P! A6 G - visible_update3 T! {0 F G8 i2 w0 [7 x2 p
- end4 D N% ?" x$ h; T- J* A
- #--------------------------------------------------------------------------! a+ A2 I% D* \& Y
- # * Dispose
. x5 `- F& i' r: p$ E. S% E - #--------------------------------------------------------------------------
8 ^; _, G2 c5 y3 \1 K - def dispose
. h$ y% X3 }& ?2 _4 d - #HP Meter Dispose
" m$ \3 z: l4 A' w7 e' I5 K' ]) E - @hp_sprite.bitmap.dispose. U9 e. u R) G
- @hp_sprite.dispose; u- l. D8 i- Y1 ~/ `
- @hp_bitmap.dispose' X0 f) J- x+ }/ a/ T
- #HP Border Dispose( b) ]8 ?9 r- y7 X! y$ a
- @layout_sprite.bitmap.dispose
& B6 k; l" Y5 _6 V! t - @layout_sprite.dispose/ e8 v2 S; o! o8 }: f# p
- @layout_bitmap.dispose$ [% Z+ s! m. G
- #SP Meter Dispose
3 O G$ x& m% \) \$ T$ R - @sp_sprite.bitmap.dispose) k: y. V4 M7 R
- @sp_sprite.dispose
* k8 t: [- x' s, p9 C9 A7 J - @sp_bitmap.dispose( {! D7 g2 p, Q& a6 a
- #SP Border Dispose4 [0 C, D3 f" K" m
- @layout2_sprite.bitmap.dispose6 O' B. s% e/ u5 z+ c# {
- @layout2_sprite.dispose+ d# d: V8 v4 a0 t2 @3 j
- @layout2_bitmap.dispose
( ]+ F, q/ q( L% Q - end }& o# A# p s" k0 a9 n0 X+ i/ V7 {* k
- #--------------------------------------------------------------------------
: Z. b$ S& ]8 c - # * Update
! \5 I9 o9 }! t, S* i - #--------------------------------------------------------------------------
6 W. w' [, ~1 U2 e6 q$ n0 A - def update) e/ a1 r, S! j8 X! Z& U$ ^% y
- @battler = @enemy.battler ! W" h4 P; I, \8 _; C; E7 b% q4 t
- return dispose if @enemy.dead? or $game_map.events.values[@enemy.id].nil?
# M6 c" t8 N: J2 T2 o. G - if self.visible. r* ]2 ]- d4 Y2 W
- refresh
! l: U' g8 ?/ } \& O" B - else
5 b- P) o! @: j J/ d5 r' C - self.bitmap.clear
4 r% m3 L) F8 [% N' o - end$ P! g: T+ }; C1 ?* X/ L: e8 u9 o
- end
, U' u, d! S- b - #--------------------------------------------------------------------------3 q# k" Z7 \) f" D3 w; n
- # * Visible Update5 M: J. ~1 }1 ]! i7 B
- #--------------------------------------------------------------------------
2 V8 Z% n! k, z+ C8 c - def visible_update
- |* H( F' F0 e1 ]1 o+ z+ s - if $game_switches[MOG::DISABLE_SHUD_SWITCH] == true
( @' t' y( O: [3 I s8 P& P - @hp_sprite.visible = false
& V! a1 ]; z) e+ l9 @- x3 Q9 v; A - @layout_sprite.visible = false9 j5 R Y0 Q- |, {' c+ P9 r
- @sp_sprite.visible = false
, G- C) u i2 r; y - @layout2_sprite.visible = false1 ]6 p6 u; Y" ?; U7 b
- else3 M5 }& b+ c, F6 @; m; Y. {6 \; V
- if HP_HUD == true
. \5 u2 e6 d2 s - @hp_sprite.visible = true
! y( P8 Q: m' Y3 Q& b6 ? - @layout_sprite.visible = true
2 c& t5 s: @) d: k! M1 j; B6 o - else
/ d2 N5 m' H1 B - @hp_sprite.visible = false3 V! e. _: U/ `3 `" B }" W
- @layout_sprite.visible = false
) w& ^: n& }! S3 Z4 M - end , u @1 G4 P! ^" N2 [" [
- if SP_HUD == true
: @7 `) m5 R2 V v0 K - @sp_sprite.visible = true
& Y }. C; ]( l - @layout2_sprite.visible = true. q" d6 D- p" W& |4 U8 U- ?* Z
- else) l! o! s1 K" @7 _
- @sp_sprite.visible = false& y. w3 t7 d0 h l4 y ~
- @layout2_sprite.visible = false5 E- z! u6 |# r' B# @' w8 f7 p
- end , n' g1 H6 S% L' Z) V5 m1 p* E: e
- end
8 i! t U9 p8 e - end $ j# J0 k2 b" r/ v% L. K: A
- #--------------------------------------------------------------------------
7 F: y2 Q" b- I5 T9 B- Q3 @ - # * Hud Pos Update
4 h) c0 g% u8 d. B* V3 Q0 G, e - #--------------------------------------------------------------------------
8 N/ J1 B! B2 ?! G' ^% G - def hud_pos_update9 c0 d3 E$ T! }
- @hp_sprite.x = self.x - @hp_width2 + S_HP_METER_X8 b6 {) k& f' t8 P- i8 Z
- @hp_sprite.y = self.y + S_HP_METER_Y 6 E6 T# N+ A* n& B; m1 C! k
- @layout_sprite.x = self.x - @hp_width2 + S_BORDER_HP_METER_X
! Z) m+ Z/ N) g1 D- r! b v; }% y - @layout_sprite.y = self.y + S_BORDER_HP_METER_Y g- R# C7 `& v- z" @
- @sp_sprite.x = self.x - @sp_width2 + S_SP_METER_X& r8 k( D d/ g) u
- @sp_sprite.y = self.y + S_SP_METER_Y
" ?' K$ Z) B {+ I2 P - @layout2_sprite.x = self.x - @sp_width2 + S_BORDER_SP_METER_X
6 K8 \. M, R' q4 A$ `& s - @layout2_sprite.y = self.y + S_BORDER_SP_METER_Y / M# c5 \: x/ g$ |# B1 N
- end
3 l) i+ b @" \1 {' K - #--------------------------------------------------------------------------
9 w+ `% t. b5 u8 m8 [ - # * Hp Flow Update9 ]1 t+ u" M9 ^5 `
- #--------------------------------------------------------------------------
# w% q1 h+ } K+ p" I L9 G( e - def hp_flow_update
7 G! i+ \4 I! K' U4 f - @hp_sprite.bitmap.clear
: a* D1 Q* C' H+ ?2 ~ - @hp_width = @hp_range * @battler.hp / @battler.maxhp
( o' R& j& ~; ]& F) D: ~* u - #HP Damage---------------------------------2 i' ?0 v' X( k: F( i1 E
- valor = (@hp_width_old - @hp_width) * 3 / 100
0 c# F5 I; d0 R - valor = 0.5 if valor < 1
( j0 Y/ a8 g& v) g - if @hp_width_old != @hp_width
( G6 u) d. Z/ s; W - @hp_width_old -= valor if @hp_width_old > @hp_width
! G& t( o) U9 E5 r# f* l3 H - if @hp_width_old < @hp_width
8 `4 Q, }; n4 o& ` - @hp_width_old = @hp_width
' ]6 ?% V& F% S: G% S* U3 {- } - end 2 I! V; }4 [9 d
- @hp_src_rect_old = Rect.new(@hp_flow, @hp_height,@hp_width_old, @hp_height)6 ]6 c. O/ s3 o. U! ~- _" G& R2 ]
- @hp_bitmap.blt(0,0, @hp_image, @hp_src_rect_old) " H% s+ M/ _, S) ?) M% _
- end
9 _' Q: a. X9 h _) ^ - #HP Real------------------------------------
2 o" }, K3 R: u* s - @hp_src_rect = Rect.new(@hp_flow, 0,@hp_width, @hp_height)
j: V' ^! w' b. c" r8 B9 { - @hp_bitmap.blt(0,0, @hp_image, @hp_src_rect)
3 q! z- I4 n& B0 y' D - @hp_flow += 2
0 j% ]: k! y8 C2 b8 u - if @hp_flow >= @hp_image.width - @hp_range
9 k! c! Y5 u9 R6 v0 E& ] - @hp_flow = 0 - j3 d- r3 B: T; X8 Q) ]: e8 g
- end
+ A1 e$ _" S; i7 I# ^2 v - end 6 d0 ^: j- C; f5 O+ W
- #--------------------------------------------------------------------------
; x% j/ ~6 j& ]# B% _ - # * Sp Flow Update. ] y& p6 w: I, R' _- v1 v/ P; ?$ t
- #--------------------------------------------------------------------------! x: r) d5 ~! v
- def sp_flow_update& o, k3 U3 b# a8 B) n! g5 m! i
- @sp_sprite.bitmap.clear' ^/ }* l& i* P! N
- @sp_width = @sp_range * @battler.sp / @battler.maxsp ' k. ~4 q8 `5 v# Z( p* w9 g
- #SP Damage---------------------------------* e: T2 {; z9 b5 g& T, c
- if @sp_width_old != @sp_width% U* N8 P0 ~) b, h" T% M
- valor = (@sp_width_old - @sp_width) * 3 / 100
; d8 c6 U. z4 D4 a' y" L - valor = 0.5 if valor < 1
8 U" Q K( q0 a1 v( ^; O; H7 J - @sp_width_old -= valor if @sp_width_old > @sp_width : s5 b, c3 W& [) m& t+ W1 p% ?
- if @sp_width_old < @sp_width
% p- J, O. ] i9 ~6 J - @sp_width_old = @sp_width
$ W4 f7 f- F; m& {5 h; K2 @ - end
4 [3 l9 C Y. W2 c9 h! i - @sp_src_rect_old = Rect.new(@sp_flow, @sp_height,@sp_width_old, @sp_height)
) v: }, i7 Z: m9 `/ f - @sp_bitmap.blt(0,0, @sp_image, @sp_src_rect_old) - }5 c' u( p3 }# W% j! U
- end3 Z, o# d5 b4 m. k1 M
- #SP Real------------------------------------8 i4 A7 e# `% A2 F7 C2 D
- @sp_src_rect = Rect.new(@sp_flow, 0,@sp_width, @sp_height)
+ S0 G, r: u: I3 ]6 m: P - @sp_bitmap.blt(0,0, @sp_image, @sp_src_rect)
! t0 H) m+ k! b1 ?- G - @sp_flow += 1 9 z# b+ x$ C6 N; X7 q, j
- if @sp_flow >= @sp_image.width - @sp_range/ e6 f `( O- O& k2 {( n9 j
- @sp_flow = 0 & }9 b% }: \: y; J8 T
- end
) O4 u3 s+ P/ n: ?$ d - end
3 {+ Y) w2 D/ v: R' o) m; \9 T4 i - end
* f7 J. Y! u3 Y* ^, H+ q" A: S - #===============================================================================
: G! y; |8 A$ }/ _+ y - class Sprite_Character < RPG::Sprite; d; F2 ^0 b: |% |9 H! u
- #-------------------------------------------------------------------------------# n5 ?! b) t; l: V4 k' p7 u" j# A7 Q
- alias :xas_emini_hud_init :initialize
3 |% E5 Y& j( ?: Z9 B& y# m" l - include MOG
" n/ `- h6 ~( Y: m' {- d k - def initialize(viewport, character)
) ]" p9 M p. u - xas_emini_hud_init(viewport, character)6 ?, R ]5 S" x0 b2 T
- @viewport = viewport
' D- ?) A4 b1 ?! M - return if @character.battler.nil?
$ r' d" r8 P6 {6 o$ N - return if XAS_BA_ENEMY::ENEMY_OBJECT.include?(@character.battler.id)9 W4 O9 Z9 E$ K0 T
- return if XAS_BA_ENEMY::ITEM_ENEMY.include?(@character.battler.id). u; s9 t. c7 T4 u! G3 r) V2 d) Z
- return if @character.battler.is_a?(Game_Actor)6 Q$ s' P9 Q. n% J+ y9 s
- @bars = S_Hud.new(@character, @viewport)
" C4 Z; f: u0 _: L# ~2 J z/ J- @9 i - end
$ t# n0 y6 y- i0 g5 h; |9 Z - #-------------------------------------------------------------------------------. Y- A5 W0 y) X2 j) c9 B% g& y
- alias :xas_emini_hud_up :update
( l7 [' q3 a! R: U+ b - def update/ Z# C9 O+ Z% _( ^$ L
- xas_emini_hud_up
1 b+ g- p: \& F1 K5 G0 | - return if @bars.nil?
1 ~& K; w% C& x% N r8 o - return if @bars.disposed?
0 G2 U4 {' o. m2 E - dis = ($game_player.x - @character.x).abs + ($game_player.y - @character.y).abs
z# G- D @ w4 q; q8 P - @bars.visible = (dis <= RANGE)5 {5 {4 g( w+ Y4 s" z+ |% b
- if @bars.visible
2 \2 n/ [5 l6 C2 g, a I! a' I" K - @bars.x = @character.screen_x# - @cw / 4
5 Q( C# |+ M+ f6 d - @bars.y = @character.screen_y# - @ch / 4
6 E6 f5 c/ W" u) E0 W& o - end
8 S; o) |1 |/ \) \- z( ^ - @bars.update
& y( W1 `" p( q) V3 D( e' C - end: }3 H" I* L4 Q. E, N
- #-------------------------------------------------------------------------------
) T. u: a) S K# j) \ - def dispose
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- @bars.dispose if [email protected]?
3 s2 u+ v: y% [. K0 t& L! D - end
9 q2 Q6 R: l0 @3 Z, W/ n9 k7 P - end
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( o8 C- |* g4 {/ }0 f- $mog_rgss_s_hud = true
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/ a S7 L) F& u0 a F3 e9 A# @想知道怎麼解決
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該腳本支持3.82* @) A) y7 v. |2 t% `( L4 s
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下面是圖檔,要塞在Windowskin下( G6 b0 d1 x+ ^5 J+ ^0 [
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S_HUD_Graphic.rar
(12.36 KB, 下载次数: 49)
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