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這是我將官網的S_HUD修該而成的怪物血條3 s& E& t2 B1 G( B: |; |
會在每隻事件怪物的腳下顯示
2 z S+ [9 b: Z6 t8 Z# F問題是不知道為什麼) N1 X/ \+ p8 `' Q' r
有時打怪打一打會跳出
% I7 d! n' w& a% r7 b0 W: u---------------------------
4 |( {. F# g8 ?( y! I- Q! EXAS. D; R6 b) k+ n9 m3 _
---------------------------
, B7 a/ E2 V8 L5 l( S+ |9 T脚本 'MOG - S HUD' 的 203 行 发生了 RGSSError。; d- I$ A8 g, q/ V. k8 V# k
( t; r2 {5 N* T( s' p( L
disposed bitmap
" K' E6 w: l+ q---------------------------4 S1 D- F& I1 T% `4 Z* x
確定 ( I, k- ]4 P* n( J' E0 Q3 E
---------------------------) Q3 N7 [8 Z7 E3 c8 d" e* q& B
' s1 L2 U2 W4 m- `% L( u# h' V這是腳本+ Z3 D7 N# L) D
/ O# ~+ u& }7 v5 i+ c- #===============================================================================+ l8 S9 G+ C; h
- # MOG - s Hud 1.0 , |. E( i8 t9 U6 [/ q
- #===============================================================================% d) v, L e3 Y: p X- h! X, B
- # By Moghunter $ u1 s0 t) E! ]7 u% `
- # http://www.atelier-rgss.com; m8 v) u. N1 h/ ^1 T& `: X* \2 E
- #===============================================================================
7 A0 h6 f% v! O - # Translated by Calvin624
) M8 d( {- J5 q2 r - # http://www.xasabs.wordpress.com
) E9 P) Y3 d: N$ I$ ], F8 N - #===============================================================================
4 o4 H- z- ^4 V2 E& U- U2 |6 g - ###############################-DESCRIPTION-####################################
9 n, M0 ^# k- ?+ B - #===============================================================================- c/ M2 A+ F# z5 v
- # Personal HUD – displays the HP and SP below the hero.3 ~2 N0 z I. e( J2 Y
- #===============================================================================; f2 X/ v5 F5 p3 }1 P% v; @
- #( D) \7 S) A, u
- # Graphics required:
1 v& ?. }. }1 c0 |8 W* ~1 g - #
& ^1 D% K, n% g7 \& G) v - # S_Border_HP_Meter.png
0 T* W8 n$ O+ N: X% O - # S_Border_SP_Meter.png! K( m% g) ]1 q6 X+ v$ U
- # S_HP_Meter.png$ a8 c6 J/ T- M% n3 H
- # S_SP_Meter.png
7 O& h% c3 A: R( z. }, g - #4 e( f4 f6 Y3 v
- # All images must be in the Windowskin folder.& E, r3 A* E9 l, O
- # T# Q; q& H. }% D/ Y7 a) z: Q
- #===============================================================================
! B+ e3 A1 m# t! s' B4 W5 S - module MOG
2 F; v+ d9 \3 H' q( B0 Y4 ~7 e7 x - VISIBLE_DEF = false
( L; B! B7 ?9 ^* O0 Q - # Show HP meter?2 l& T1 n1 D) U$ i
- HP_HUD = true
( {* Z& W1 Q( Q( w3 h* I - # Position of the HP border# T6 U+ f$ K. A6 {
- S_BORDER_HP_METER_X = -23 O1 E9 p9 z. @
- S_BORDER_HP_METER_Y = -2 0 j+ y: G! \; [4 m
- # Position of the HP meter
2 ?( b- f0 t' J2 o6 I - S_HP_METER_X = 0- A$ j% C2 o7 C* S) h# B
- S_HP_METER_Y = 0/ |6 Z5 L; m! O l$ r+ o
- # Show SP meter?
$ u- P) c- j! v. q - SP_HUD = true
* a- W4 q, c2 H6 K: S n, e2 c - # Position of the SP border
6 E: c4 r+ @+ t+ }: E9 v - S_BORDER_SP_METER_X = 0
; p: f( A3 m+ F4 W) b! o# O - S_BORDER_SP_METER_Y = 10 , b6 Z+ f0 @" |3 P
- # Position of the SP meter7 e" u! p( A. Z
- S_SP_METER_X = 0- k9 D" J4 Y( x( k& _% [6 p3 U
- S_SP_METER_Y = 10 \( T3 i: O3 @6 c6 Y
- # Switch to disable the HUD$ m1 e9 q: T" A) t& F$ z
- DISABLE_SHUD_SWITCH = 5' p0 Z! E) [" ~7 p" ~
- RANGE = 20" C$ c5 _% P4 f2 ?& e) S4 v1 x
- end! b# a; I; {( z% N, M$ @( t5 m# t
- #===============================================================================% j- e, {7 J) y6 v. k ]
- # S Hud
_( d9 \1 u7 P; h7 R; d - #===============================================================================
; ]! v$ O5 J! O | - class S_Hud < RPG::Sprite
2 c( Z4 O2 o$ i& h# y1 `( n - include MOG
+ X& d, `! |5 c% Q3 m) l - #--------------------------------------------------------------------------3 D/ o- i* ]/ M8 t( V+ u! o
- # * Initialize
- X. z& S% D: f - #--------------------------------------------------------------------------
4 ~+ H4 a, O5 g, T" @ - def initialize(enemy,viewport)
- }- y( L7 o6 L6 M - super(viewport)
: w8 K7 t1 A& J' B( M; H- n& N1 V - @enemy = enemy
% M, [( T, N& A- z" r; g - @battler = @enemy.battler
" A- k& N! j; @& X* l5 a. L - @old_hp = 0) f' b7 b0 ~* z% B$ z" ?
- @old_sp = 08 X; L7 x# j# A5 V. a3 n# I
- @old_vis = false
: ?) `6 I2 Q0 w: y. G - self.bitmap = Bitmap.new(100, 100)
& Q/ K% S! ~0 X+ Y - self.visible = (VISIBLE_DEF)#false
# l0 j0 _/ r( M; v, y+ d7 J - self.z = 100) r' H4 v, x: ^0 Y5 ~4 j6 z
- #HP Border -------------------------------------------------------------------( e! u; [: i0 ?) s0 p5 S7 ] e U$ ]
- @layout_image = RPG::Cache.windowskin("S_Border_HP_Meter")
6 Q3 S5 ^& O& |$ A& ? - @layout_bitmap = Bitmap.new(@layout_image.width,@layout_image.height): X9 w" L9 m8 F: ^' T8 S; B
- @layout_sprite = Sprite.new
5 \, T8 b& A1 O3 i8 K! c - @layout_sprite.bitmap = @layout_bitmap
' N v. M% ~& n. _4 ^! Y1 Y - @layout_src_rect_back = Rect.new(0, 0,@layout_image.width, @layout_image.height)
2 r; ^8 F8 D7 C# b9 Y3 W) P' K - @layout_bitmap.blt(0,0, @layout_image, @layout_src_rect_back)
# w+ z' c3 P0 S& W# n7 _ - @layout_sprite.z = 5001
" n5 B8 _- p" L& I - #HP Meter ---------------------------------------------------
& N) {# l5 I1 B0 f& H - @hp_flow = 0
T% e7 Z; l4 j! j4 c - @hp_damage_flow = 0
$ p1 I( O4 b( ~, s, w# X/ ]4 I! v - @hp_image = RPG::Cache.windowskin("S_HP_Meter")6 `% j; r# Y1 a, y
- @hp_bitmap = Bitmap.new(@hp_image.width,@hp_image.height)
# Z: p0 h" U, M7 D - @hp_range = @hp_image.width / 3; }7 S/ D& S! Z& i& h) ]
- @hp_width = @hp_range * @battler.hp / @battler.maxhp
, W6 J5 U$ Q8 c8 m - @hp_width2 = @hp_range / 2) ^/ F- b' _+ s# O" l$ S, M4 l
- @hp_height = @hp_image.height / 2
' E; N6 t4 `* i - @hp_width_old = @hp_width
/ ]' O' |0 G! V( p; B, c* A - @hp_src_rect = Rect.new(@hp_range, 0, @hp_width, @hp_height)
6 G- e% o$ c! u% [/ t* K - @hp_bitmap.blt(0,0, @hp_image, @hp_src_rect) ; a' M$ \$ E8 O- ?0 s* j
- @hp_sprite = Sprite.new
9 I: G8 w$ h0 ^0 j% G/ X - @hp_sprite.bitmap = @hp_bitmap
: z) q: ]; y6 `& {, j" z - @hp_sprite.z = 5002, f) s# E& `) Z7 }3 H
- #SP Border -------------------------------------------------------------------/ k5 o. J3 L" r0 I4 [+ N% u$ Z. q
- @layout2_image = RPG::Cache.windowskin("S_Border_SP_Meter"), N3 i( J3 b5 G# U% I! A) b
- @layout2_bitmap = Bitmap.new(@layout2_image.width,@layout2_image.height)
; a }3 f" n" \4 I0 f- P* F' f - @layout2_sprite = Sprite.new
. j E3 D, `) y& w `7 x, n8 U - @layout2_sprite.bitmap = @layout2_bitmap! o1 I3 a4 \6 f) m' \) e9 Q) ]
- @layout2_src_rect_back = Rect.new(0, 0,@layout2_image.width, @layout2_image.height): i5 I1 ]2 n; ^' C% P) h, F
- @layout2_bitmap.blt(0,0, @layout2_image, @layout2_src_rect_back)
2 c% c9 S; S5 I! s5 H: Q - @layout2_sprite.z = 5001 6 U7 t7 D$ s# ^9 p* R- j
- #SP Meter ------------------------------------------------------8 ^7 z; q" a% N: | i
- @sp_flow = 0
! P) `/ n6 [0 h7 y; V - @sp_damage_flow = 0, g6 g& z& U$ j+ {+ _
- @sp_image = RPG::Cache.windowskin("S_SP_Meter")
) E) }% v8 Y2 Z; y+ g - @sp_bitmap = Bitmap.new(@sp_image.width,@sp_image.height)
2 j! R( Y* U1 r. A6 ?, k - @sp_range = @sp_image.width / 3' V$ a/ o% T3 h
- @sp_width = @sp_range * @battler.sp / @battler.maxsp $ f6 J4 K- \* Y& K9 L
- @sp_width2 = @sp_range / 2
- M! X9 ?6 i+ Z6 Z4 ^* R! p1 q - @sp_height = @sp_image.height / 2) W/ v$ ~7 V9 {5 J. O& e3 z' X
- @sp_width_old = @sp_width" i% H g. n8 |" l4 U& r) ]+ }- J% H
- @sp_src_rect = Rect.new(@sp_range, 0, @sp_width, @sp_height)$ f( }5 k3 c( |2 p" d
- @sp_bitmap.blt(0,0, @sp_image, @sp_src_rect)
& p9 {0 i4 @3 c! _ - @sp_sprite = Sprite.new
3 H8 Y; @: g |6 U - @sp_sprite.bitmap = @sp_bitmap2 d! t) a' H( O9 p5 q, r# A
- @sp_sprite.z = 5002. V, V* u; a/ i, G- A5 c, ?
- update$ G1 u( D+ w8 i! B5 T+ M: _
- end
b5 r+ K, F( U" J0 Y - #--------------------------------------------------------------------------7 H4 b2 z6 U6 |7 L
- # * Refresh- H0 @# j$ [7 M
- #--------------------------------------------------------------------------
, r$ |( B6 z. ^8 q' X9 R4 a - def refresh( K8 d2 K* x; t* o& X1 R
- return if @old_hp == @battler.hp and @old_vis != self.visible
+ e1 I$ W0 i' T% Z, n& A - self.bitmap.clear- t; Z" k& @& k* c& U( j4 N$ _
- @old_vis = self.visible" `1 D: I7 I8 B
- @old_sp = @battler.sp v- }5 h) g5 [: p. F
- @old_hp = @battler.hp
; J) u- p* b, d, P: x j6 l3 F1 r5 [ - hp_flow_update( w: J4 t3 [, Y3 z, u4 Y! x
- sp_flow_update# {' y& p3 b# x# c7 F+ t: l) ]
- hud_pos_update
6 i& I. v7 M- V, H0 H+ O. T: v8 o - visible_update
1 b8 l M. b" i4 } - end
2 u; u7 j' w/ X - #--------------------------------------------------------------------------" n( M# R# v9 w. C9 H, D. c
- # * Dispose% ~3 B1 V# {; i) [2 I: C
- #--------------------------------------------------------------------------
9 U/ ~; Z% n6 N - def dispose8 ]9 [6 y) M2 V
- #HP Meter Dispose# r) y/ N3 d& u& V( j9 J
- @hp_sprite.bitmap.dispose
8 a- T; e" q( A0 ]7 `1 T+ r! T - @hp_sprite.dispose
6 }: s) W3 I+ Z6 O9 X, _ - @hp_bitmap.dispose
; B2 Z! t5 D; l8 ^6 x3 r; E - #HP Border Dispose
$ V8 F! R: [$ q, d5 _ S5 K6 F - @layout_sprite.bitmap.dispose
! o9 r9 {' |5 @/ C' t' Z" i' _ - @layout_sprite.dispose
! o; k! _# s# w) `$ q q - @layout_bitmap.dispose/ h/ l, o$ `: d/ p$ i
- #SP Meter Dispose
6 e) h: M, g! ?9 J" ^: T - @sp_sprite.bitmap.dispose( F. r r/ o" ~
- @sp_sprite.dispose0 I" P6 Q8 `* e& `: M- O X$ q$ e
- @sp_bitmap.dispose4 t' ?/ ^$ o& u2 O
- #SP Border Dispose" \3 s9 @/ B p9 |1 M
- @layout2_sprite.bitmap.dispose
& w7 C7 M9 J( l; B) p0 @6 `- C/ S7 ~ - @layout2_sprite.dispose, t9 N7 ~5 y4 s! B3 R7 l
- @layout2_bitmap.dispose
& z' B9 X: T; G" } - end
) M8 z+ ^, ~' w" h. S1 e8 p - #--------------------------------------------------------------------------" J+ o2 @3 Z8 |' e3 j0 |! a
- # * Update1 B/ D/ F1 q* l* p
- #--------------------------------------------------------------------------) D# k' A: ]. U6 T& y
- def update
1 [7 h* F. z8 @* a9 e H - @battler = @enemy.battler
+ E9 Y1 ^! F# {( c4 I: K& d9 t - return dispose if @enemy.dead? or $game_map.events.values[@enemy.id].nil?" V( m$ u5 F+ s$ q+ o
- if self.visible2 N5 u" w. Q( ^# o; O
- refresh5 R* Z8 ^) b; f( }" y0 i: G
- else
; c. y! `8 S! z+ I, ]# P& \1 ], K7 S - self.bitmap.clear; ^: V! Y- U6 q4 G# D I: `8 {9 P+ c8 v( B
- end" [" w" C( D1 A# x, @
- end
' ]) Z/ z& k/ `- g# s. a( H - #--------------------------------------------------------------------------
( M9 A. k) H4 X+ b9 `4 C, | - # * Visible Update
' A" C9 U1 q) W) m& W - #--------------------------------------------------------------------------
" X9 {! O. p% Z, q) K: z$ d1 C - def visible_update
3 A8 l A. v/ G - if $game_switches[MOG::DISABLE_SHUD_SWITCH] == true
' U9 |. [/ \) z - @hp_sprite.visible = false
' C, L8 v1 g6 }; f( a - @layout_sprite.visible = false
0 U; N9 ]& Z& x% c- g4 a - @sp_sprite.visible = false
+ I& b9 O; a7 I3 b - @layout2_sprite.visible = false
7 B5 Q. ^+ R/ K% ?) d - else' J6 K$ L; k7 c' i& i9 E2 e# k
- if HP_HUD == true
/ R4 c/ ^) R( u1 \! ]( O0 [: h - @hp_sprite.visible = true4 I% D: A* U R% D$ p6 q
- @layout_sprite.visible = true5 w" D$ D1 ~2 T
- else' j d2 N7 ^4 h/ N, h
- @hp_sprite.visible = false: v2 i7 h2 z$ d( M
- @layout_sprite.visible = false; P' @. A4 @0 C1 t" U! u
- end 2 B- }7 Z3 |. }$ v7 r2 V" b0 T
- if SP_HUD == true, u3 u5 Z. p; R
- @sp_sprite.visible = true/ Q& _' c6 X0 @7 b8 [) _: f: W
- @layout2_sprite.visible = true: m7 @( U1 _( L) A5 _1 \& F
- else
- ?# V, |' I* i$ n" J( U% O0 k0 \ - @sp_sprite.visible = false) d+ W. @; Y& Z6 Y5 Z
- @layout2_sprite.visible = false" K) r' }' E; e9 j4 W
- end
4 V) ^) D5 U5 f( u R4 b - end & J2 X l! O$ M6 c7 ~) T( U. i
- end 9 A/ }, Q2 A' d% o; K
- #--------------------------------------------------------------------------( z7 C8 ~, {+ R" U+ X
- # * Hud Pos Update: V4 n. {4 _0 R0 V" [
- #--------------------------------------------------------------------------/ W7 U3 l& A- F+ w
- def hud_pos_update, N) P) O: {& m' \" I
- @hp_sprite.x = self.x - @hp_width2 + S_HP_METER_X
4 C0 x u. Z0 @7 t - @hp_sprite.y = self.y + S_HP_METER_Y
+ z5 h8 W2 j+ O, k% l/ s - @layout_sprite.x = self.x - @hp_width2 + S_BORDER_HP_METER_X
, a6 F, E3 O [" k2 o" q Q) H& Z - @layout_sprite.y = self.y + S_BORDER_HP_METER_Y
# U3 ~- A( b# S6 Y( @# W" ? - @sp_sprite.x = self.x - @sp_width2 + S_SP_METER_X" x) p4 D# E( \4 G0 ~
- @sp_sprite.y = self.y + S_SP_METER_Y 5 y: s7 K4 m$ d: }6 j
- @layout2_sprite.x = self.x - @sp_width2 + S_BORDER_SP_METER_X! k' S+ @& v$ l8 D! I% V
- @layout2_sprite.y = self.y + S_BORDER_SP_METER_Y 5 W6 @7 E( A1 x9 [# x1 \, [
- end
/ f3 M$ E7 Q0 i! W& A - #--------------------------------------------------------------------------
6 D1 u8 F3 h+ C S/ l - # * Hp Flow Update/ V6 k* D# c0 F0 A2 N
- #--------------------------------------------------------------------------# ]$ S% j5 @, K, n+ ~+ A: k' B
- def hp_flow_update8 \" j1 B1 I! b- [
- @hp_sprite.bitmap.clear
/ |5 o; i: B( e9 ^+ `! p - @hp_width = @hp_range * @battler.hp / @battler.maxhp 7 c( p$ y/ [% o5 n# Z3 `
- #HP Damage---------------------------------
7 ]; ?; b/ w' h, M - valor = (@hp_width_old - @hp_width) * 3 / 100$ l( y0 _1 c4 F6 ?5 E" m6 ~
- valor = 0.5 if valor < 1 5 _ g9 q7 h( h+ i+ ]9 G
- if @hp_width_old != @hp_width
7 j) O# U% H% j( G( c' W; S - @hp_width_old -= valor if @hp_width_old > @hp_width - Z8 N+ i% n2 ] o
- if @hp_width_old < @hp_width 4 w1 O* b/ |, X4 C" I/ r
- @hp_width_old = @hp_width: V! z! @! s8 W, {: v% s7 d
- end 9 S: A+ E& P+ m+ L K5 O
- @hp_src_rect_old = Rect.new(@hp_flow, @hp_height,@hp_width_old, @hp_height)
' F3 O' H! [& W/ e+ i3 k; j" K: y - @hp_bitmap.blt(0,0, @hp_image, @hp_src_rect_old) 8 ^/ F! z% ?7 M0 o0 b; M
- end # I) C5 X4 }7 E- c4 \$ o- T% t# F5 I v1 x
- #HP Real------------------------------------
5 e& O5 C% C1 p- n - @hp_src_rect = Rect.new(@hp_flow, 0,@hp_width, @hp_height)0 h5 Y3 N, t \ U0 y
- @hp_bitmap.blt(0,0, @hp_image, @hp_src_rect)
" @/ K$ F: Z, A; O7 ?: Z! W - @hp_flow += 2 2 a0 H+ y1 Z' d& Y- a5 P
- if @hp_flow >= @hp_image.width - @hp_range: w3 Q: [' M8 l6 @0 U2 n! J4 J/ u
- @hp_flow = 0
. @5 {0 c" C; v8 |' \! L( V5 \ - end
" z" h0 G9 U: x7 U; a: p. A6 x - end . ]1 s2 b. Z8 S# P- B+ r) ]+ k; A) O
- #--------------------------------------------------------------------------
; c( P+ X! p7 e) W8 | - # * Sp Flow Update2 v- a; Q, Y+ ]( W$ H
- #--------------------------------------------------------------------------1 _7 a) k3 @: W. W
- def sp_flow_update
6 K( a& L) ~1 H Z! a. p. s9 N - @sp_sprite.bitmap.clear
0 G- G0 c6 b9 K3 k+ j - @sp_width = @sp_range * @battler.sp / @battler.maxsp
* I* F6 M8 U$ u* Z, \* e! Z - #SP Damage---------------------------------
/ p/ A: V6 Z& s& i3 q, L. L. e2 C# }, } - if @sp_width_old != @sp_width/ m( k; ]; J% ]& Y
- valor = (@sp_width_old - @sp_width) * 3 / 100
4 t' @ O) q1 H; M1 h - valor = 0.5 if valor < 1 0 \) @6 v0 w/ [8 t! X" ]/ H
- @sp_width_old -= valor if @sp_width_old > @sp_width
8 [' Q! G% U# H( S p% U - if @sp_width_old < @sp_width
7 n1 I- L8 d$ F2 B/ r; `" _* F6 R - @sp_width_old = @sp_width6 l1 U3 V: K2 I& Y& k& f
- end # H6 a' B l% \* y4 t
- @sp_src_rect_old = Rect.new(@sp_flow, @sp_height,@sp_width_old, @sp_height): Q5 s+ }0 p+ v" m) L- X* C
- @sp_bitmap.blt(0,0, @sp_image, @sp_src_rect_old) . B _8 I" v, d9 S% |
- end
! g I# `9 U' Z/ \1 R; D( h - #SP Real------------------------------------
6 F. x$ Z0 m. z7 R- X! ]) o - @sp_src_rect = Rect.new(@sp_flow, 0,@sp_width, @sp_height)6 ~) b3 }4 z4 \* C# T+ F" ?
- @sp_bitmap.blt(0,0, @sp_image, @sp_src_rect)
% R+ A* |; U* k6 n- g9 E9 x - @sp_flow += 1 1 N u% f# j# K
- if @sp_flow >= @sp_image.width - @sp_range
- P% y4 I) N+ W' u7 D& N - @sp_flow = 0
8 o @: B3 h0 k3 f1 K$ T3 d - end
: J. E2 S: y! W3 S% R - end 0 \) |* k' ^2 x9 p
- end/ y- K/ I$ o1 w8 C9 P
- #===============================================================================
2 D' s. x: x2 o' i- K! {- b4 p! m - class Sprite_Character < RPG::Sprite
" f4 O z) h x( v" L( B! c% S - #-------------------------------------------------------------------------------
$ i- B" ?+ u% L0 f, ^& i, I5 T - alias :xas_emini_hud_init :initialize. K. R k" Y* {& x
- include MOG
]. c) }3 V: f - def initialize(viewport, character)
# H' F }7 W) b; I7 k$ \, V8 Y+ O - xas_emini_hud_init(viewport, character)+ z' E. r" |; X L( M* x: e+ B7 ]: D5 x
- @viewport = viewport
/ _! J# G" Z* W& L1 S9 J' M4 c - return if @character.battler.nil?
5 b/ Z$ x! Y* y4 ? - return if XAS_BA_ENEMY::ENEMY_OBJECT.include?(@character.battler.id)
9 H# j6 M1 c6 @. [8 _# N4 e - return if XAS_BA_ENEMY::ITEM_ENEMY.include?(@character.battler.id)$ K( T. d; N/ _* s
- return if @character.battler.is_a?(Game_Actor)
( D5 r* R' h' G4 m2 c: v% X - @bars = S_Hud.new(@character, @viewport); Z6 g5 Q# s9 L
- end8 c* @- a7 ^, N0 y+ l
- #-------------------------------------------------------------------------------
6 S0 y# V: `) E( p, i - alias :xas_emini_hud_up :update, X" x. a1 j8 p( ? b! e. ^; r
- def update1 Q$ \- F' M) x2 b7 K2 q( O
- xas_emini_hud_up U4 S' o! w, S2 I
- return if @bars.nil?, Q8 B0 N% A5 y1 G2 P
- return if @bars.disposed?5 }+ D/ L0 E9 j1 _ r
- dis = ($game_player.x - @character.x).abs + ($game_player.y - @character.y).abs
0 ~$ E& _* {$ p$ c& u - @bars.visible = (dis <= RANGE)
* j$ C3 O8 h9 ~ - if @bars.visible& y9 ~, G( [% L. x
- @bars.x = @character.screen_x# - @cw / 4
8 j5 ` N. ~ W- B- y! ` - @bars.y = @character.screen_y# - @ch / 41 l, {6 O3 [" {8 T
- end, p) i" U9 q- X/ D) Y& m
- @bars.update
0 i0 j" Q9 C+ f8 L3 G - end) f1 _1 D' P1 I- L# s
- #-------------------------------------------------------------------------------
( L; n/ f, j; m9 E7 Q8 K - def dispose
/ G# w m* |9 \1 Z: E: o - super) Y# B5 X3 b/ v4 Q+ I3 l
- @bars.dispose if [email protected]?) |' N& `# i8 V8 @7 g
- end+ k0 i' T- y, ~0 S* g) W; g
- end h9 D) d$ W7 @/ q2 e; x4 m
- & S+ X, @! O0 Z k; F
- $mog_rgss_s_hud = true
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@hp_sprite.bitmap.clear* l0 W# O/ J/ t+ Z' p. \
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S_HUD_Graphic.rar
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