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這是我將官網的S_HUD修該而成的怪物血條
: j* g W+ z( J7 L% `8 b會在每隻事件怪物的腳下顯示4 u. E$ E# u; w" F
問題是不知道為什麼
( o% P$ V' B( n有時打怪打一打會跳出
! B- l# I: s3 _4 k! E! g---------------------------
1 y6 `8 L% x2 S2 kXAS9 y9 D* f! {9 y/ a \
---------------------------
# ]: f) R' g( _1 Y, O5 S脚本 'MOG - S HUD' 的 203 行 发生了 RGSSError。. x8 K+ y# G7 z, }
5 g$ b4 b9 H$ f3 @! ~ }0 u- A9 l
disposed bitmap" ^6 B, P) H+ L
---------------------------8 t) G( @0 l1 _3 d$ U; T7 N
確定 , m# y7 R, H V1 w/ h
---------------------------$ | C9 o; B" K* N) @
" B0 b3 O+ R2 ]7 O3 i" e這是腳本
' Z4 G4 |0 [$ Z; F1 ^8 `7 B. S9 |4 O! v' W: H
- #===============================================================================
s# h, u' M) ]- ^' ? - # MOG - s Hud 1.0
! v5 ^0 |3 w9 h/ T5 D% {4 q0 W; y - #===============================================================================4 S% F( m9 ~# D+ K) M6 _& I
- # By Moghunter 4 t$ \! q2 F0 A3 C4 d1 }
- # http://www.atelier-rgss.com
9 F$ T# Z' d5 ?$ q+ p - #===============================================================================
Z) ^5 N r- n2 z - # Translated by Calvin624
5 _, E$ y6 G0 N - # http://www.xasabs.wordpress.com
9 [1 R4 Y* d: n$ B# A# G! V- T - #===============================================================================
% S8 c0 e' k" S8 U4 ~; b0 Y4 e g - ###############################-DESCRIPTION-####################################8 r( p1 z, K$ [# g' I& H
- #===============================================================================2 J; T( {8 T: a( G
- # Personal HUD – displays the HP and SP below the hero.+ [7 H9 d! l- b7 a
- #===============================================================================
8 O: z- F4 I; _ - #
0 H8 ^/ N1 N4 ~# Q - # Graphics required:: W+ a$ a4 @1 p' i( |" r
- #
/ I! M; j2 p- S% T# Z4 a: | - # S_Border_HP_Meter.png
$ r1 \+ T6 R. F3 ?, x4 \* y - # S_Border_SP_Meter.png5 P1 Z' k X1 q( U, p; l
- # S_HP_Meter.png1 Z! R. E( O# _* O0 ^- H
- # S_SP_Meter.png
7 P, B" U1 y9 h/ y - #, S( w+ @3 J4 j- `% v, g' q# v l" n" m
- # All images must be in the Windowskin folder.; o$ K9 P9 ~' N( Z
- #
+ ?2 x% ^% N0 w3 k% }* Q, T3 J - #=============================================================================== W5 X. t. E& d6 ]0 r' E
- module MOG
7 N, M/ G$ w! G( [. G- C2 z - VISIBLE_DEF = false
7 o! X) |# R( c" m* p0 G - # Show HP meter?
# I! i1 J/ A5 n; P, h5 i$ s - HP_HUD = true: z7 q% S4 s; [
- # Position of the HP border
+ h8 W: u" e$ Q" C - S_BORDER_HP_METER_X = -2
]# ]7 d6 C( s" }* r' E/ ? - S_BORDER_HP_METER_Y = -2
' G0 j( q; Z' l* e- Z+ M - # Position of the HP meter
5 m; p% z) O8 Q - S_HP_METER_X = 03 ^( m2 S% C4 H6 F% f2 b
- S_HP_METER_Y = 0
- \+ ]: Z, B/ m" K$ \- E2 u( m - # Show SP meter?
! e& [ [/ ~3 j/ G - SP_HUD = true3 q" p1 ?8 \0 l* A+ e
- # Position of the SP border
, W6 T8 h7 O4 `3 D2 @ - S_BORDER_SP_METER_X = 0
* D4 o8 ~# d) w1 {4 M - S_BORDER_SP_METER_Y = 10
8 B: k G, }2 r& r7 M& T1 f - # Position of the SP meter
0 P' `6 }. E0 m; h# I, L0 b - S_SP_METER_X = 04 k' z4 x: F( {8 E) G
- S_SP_METER_Y = 10
4 m& K2 [4 A/ l& K9 D' m0 G - # Switch to disable the HUD
& I* s" G2 |' a - DISABLE_SHUD_SWITCH = 5; T6 r0 G" u8 x. \
- RANGE = 20) v' ? _: k( K9 t2 m
- end0 j. x/ L: [! A: a, z
- #===============================================================================: R- y g6 f, }' o1 c
- # S Hud6 F! M0 O& V% k) P, Q
- #===============================================================================
! v: f2 ]' F9 u2 c q* r8 X - class S_Hud < RPG::Sprite
2 v0 N/ `: ?/ E: r6 T5 Y - include MOG, G) B- h' p! |. }
- #--------------------------------------------------------------------------2 ~* J2 E R2 s9 k
- # * Initialize+ }$ O; `1 a* |% {( d
- #--------------------------------------------------------------------------
2 p7 x- }& V8 w! l - def initialize(enemy,viewport)% V( [& g& v3 Z! j
- super(viewport) + b3 c" M# I$ P, U% T! I5 R+ K
- @enemy = enemy. h2 f5 W1 R: ?% E4 x. V
- @battler = @enemy.battler
1 @' H" S8 B* R" O! ] - @old_hp = 0! y; H9 T) Q0 M. a: [: L
- @old_sp = 0& n }9 f$ O1 s; l' x
- @old_vis = false
* k6 B: n/ H% s# {+ { - self.bitmap = Bitmap.new(100, 100)
9 b0 y1 { ?( l - self.visible = (VISIBLE_DEF)#false
! H! E0 u$ }# Y6 P - self.z = 100
3 g: A& w' E' A; s9 V# L( d8 l+ F - #HP Border -------------------------------------------------------------------
$ O/ N W3 ^, n0 e& F% n - @layout_image = RPG::Cache.windowskin("S_Border_HP_Meter")' g3 @( f4 H4 o+ i
- @layout_bitmap = Bitmap.new(@layout_image.width,@layout_image.height); f7 n1 L- ?8 p" P& E$ @' k; E
- @layout_sprite = Sprite.new
# [' w2 A! N- b6 q: M - @layout_sprite.bitmap = @layout_bitmap: q" H1 r# K2 m* M) ]) i. n, W. J
- @layout_src_rect_back = Rect.new(0, 0,@layout_image.width, @layout_image.height)
7 d/ ?. l; A+ e6 r - @layout_bitmap.blt(0,0, @layout_image, @layout_src_rect_back)
5 R. `( u4 {9 h6 w. m2 R - @layout_sprite.z = 50014 b+ I8 f+ x" Y2 S% E, o2 j
- #HP Meter ---------------------------------------------------
$ a4 n; w: l" W6 b% v - @hp_flow = 08 {# K$ {) Y& ?
- @hp_damage_flow = 0
R, J' m5 C" \6 e0 ^- _ - @hp_image = RPG::Cache.windowskin("S_HP_Meter")/ [) C! W+ Y: Y. A) V) U2 j
- @hp_bitmap = Bitmap.new(@hp_image.width,@hp_image.height)
$ g' b5 m+ p. R( w! x8 n# X - @hp_range = @hp_image.width / 3
( ?' K6 g. S5 \/ w - @hp_width = @hp_range * @battler.hp / @battler.maxhp & `6 i1 `' h; m6 {
- @hp_width2 = @hp_range / 2
$ `" O7 w9 Z5 H* v) F- o - @hp_height = @hp_image.height / 2
1 H; w+ n0 S# o/ c* }* g3 b - @hp_width_old = @hp_width3 Y2 x+ D* }# F! B+ U1 ?
- @hp_src_rect = Rect.new(@hp_range, 0, @hp_width, @hp_height)( |% w( c. _+ o% Q: l
- @hp_bitmap.blt(0,0, @hp_image, @hp_src_rect)
( C. Y0 ?# z4 I: W- g% g - @hp_sprite = Sprite.new6 p$ o1 G- r F& z6 R9 r
- @hp_sprite.bitmap = @hp_bitmap
' g& Y8 H' }# r6 q0 N2 ^7 {3 k - @hp_sprite.z = 5002
+ Q9 P' {' s; E, H/ z2 G - #SP Border -------------------------------------------------------------------
- j: F2 U( d& G$ ^! O - @layout2_image = RPG::Cache.windowskin("S_Border_SP_Meter")
4 X8 c. ~6 t3 S( ? - @layout2_bitmap = Bitmap.new(@layout2_image.width,@layout2_image.height)
' b% C$ G8 _( O: G - @layout2_sprite = Sprite.new
) K( H% h0 ]0 p' A; g% L# p( Z- M - @layout2_sprite.bitmap = @layout2_bitmap7 o* m$ p4 n( U6 l- D
- @layout2_src_rect_back = Rect.new(0, 0,@layout2_image.width, @layout2_image.height), A, `% e5 I2 |- D8 G! \
- @layout2_bitmap.blt(0,0, @layout2_image, @layout2_src_rect_back) ! V, c/ D6 X% }! [" E3 s2 c, Q
- @layout2_sprite.z = 5001
& h+ E7 U4 e$ Y# P - #SP Meter ------------------------------------------------------) g- u0 }: \7 l. }' T% N8 ]
- @sp_flow = 0
5 _8 ]* H- ~" K% ?8 B8 Q - @sp_damage_flow = 0
# Q% `7 A4 [2 z+ Z: L% |. V7 f - @sp_image = RPG::Cache.windowskin("S_SP_Meter")
1 v- ~/ O' ^; \( n - @sp_bitmap = Bitmap.new(@sp_image.width,@sp_image.height)
/ V' j% V( E( O - @sp_range = @sp_image.width / 3
* Z6 ?7 Y* o( ~3 L - @sp_width = @sp_range * @battler.sp / @battler.maxsp
* p, V( G' r. t# @ - @sp_width2 = @sp_range / 2
+ l, i& G; n9 ?. J9 Z; k - @sp_height = @sp_image.height / 2
. ]2 d& [. }+ H9 h# P6 V$ |1 A* H/ T - @sp_width_old = @sp_width
) Y6 F+ ?; c l+ B - @sp_src_rect = Rect.new(@sp_range, 0, @sp_width, @sp_height)
3 l7 ~* C! Z1 p. b- l }$ M - @sp_bitmap.blt(0,0, @sp_image, @sp_src_rect)5 f9 w4 @8 \" R( y
- @sp_sprite = Sprite.new, [& ~# i- t6 i
- @sp_sprite.bitmap = @sp_bitmap: C) h K/ c6 E% v8 q( L- ?
- @sp_sprite.z = 5002
( a) X- }+ m( H5 K6 V" p5 O - update( P: u9 s+ ^2 E h6 I0 D
- end
4 ?0 i( g6 V; W - #--------------------------------------------------------------------------
) d! e; d4 D' }+ t/ ~, N - # * Refresh2 e9 n$ a: d1 E! ]+ s8 _' B
- #--------------------------------------------------------------------------
: H! q% n3 Q/ k9 `5 `, | - def refresh- b( N6 O8 p0 w; P- B8 x; t
- return if @old_hp == @battler.hp and @old_vis != self.visible; J# V! h, Y2 d8 b7 s
- self.bitmap.clear( q8 Z* n$ O2 Q' p- W0 H/ [5 [3 C
- @old_vis = self.visible
+ X* Z- m! w' Y/ m k - @old_sp = @battler.sp% V3 l$ u& h, t# { j" R' T
- @old_hp = @battler.hp1 n+ q% ^' V; y* L9 O. a
- hp_flow_update
. t5 B* \0 h8 K6 n; i* v0 K9 B4 A - sp_flow_update
! `0 V, H9 q& R I- A+ R - hud_pos_update! R, p5 J/ ? n
- visible_update+ ?0 B0 P/ `$ E% [) M4 X
- end7 {6 T/ j0 v, y ]9 u
- #--------------------------------------------------------------------------- ]2 x. {6 b8 h, J. @
- # * Dispose
" q: Q: R0 H. R% |7 t% n$ y1 C - #--------------------------------------------------------------------------+ e. S) W7 z% f5 G+ H' M. e/ J
- def dispose2 p5 o1 f( r$ i) ?+ ?7 ]
- #HP Meter Dispose
3 t% D4 R# M, D1 s+ l- x - @hp_sprite.bitmap.dispose
( K: g# @, S1 R; o - @hp_sprite.dispose
% [7 ]+ { G) A3 y9 u- D# p0 f. ` - @hp_bitmap.dispose
- ?9 [+ X5 X9 K# Y' L3 m - #HP Border Dispose$ S/ H6 B0 V. i
- @layout_sprite.bitmap.dispose
9 D# m; J0 C. X - @layout_sprite.dispose
# F3 H& ]" z7 Z; t: Q, t& I' H9 ^ - @layout_bitmap.dispose
' ^3 {1 ` H% m# q' @4 D - #SP Meter Dispose, {; \- M! D: O* | i0 O% G
- @sp_sprite.bitmap.dispose0 B8 @8 f+ M: \. @
- @sp_sprite.dispose9 i5 W: \" G$ ]& d# n# T6 _: w
- @sp_bitmap.dispose
7 d1 `' q2 J* w; f - #SP Border Dispose: Q$ ] Z! T0 }% V! `$ d- H/ F3 y$ B
- @layout2_sprite.bitmap.dispose
; `9 h7 }$ G3 X( U( I a - @layout2_sprite.dispose" k5 n! X1 z/ z7 C5 S3 Q k8 C7 Q# p
- @layout2_bitmap.dispose
( c2 F: k2 V9 _9 c6 ]# }- R: ^: T - end w0 k, C3 m9 s" F! Z
- #--------------------------------------------------------------------------
3 |% h2 d% I' R2 ?+ L7 ~4 z$ ] - # * Update# B" x- ]$ R' e
- #--------------------------------------------------------------------------
/ B. }0 b& v/ T* l - def update
! }7 |( |5 ]( R4 f - @battler = @enemy.battler
1 r K' ]4 ~7 X2 h - return dispose if @enemy.dead? or $game_map.events.values[@enemy.id].nil?
+ e! N+ z: o& I! h' }. x - if self.visible) T6 Q1 |5 \% u! q. v
- refresh
: V" N6 W0 _' ?3 ] - else
d, K% T1 f9 l) G% ^+ I& J - self.bitmap.clear% I% d) M" R5 K9 G2 L: Q
- end
- {% f( g0 E# F% w5 k - end1 {2 J# c+ F0 V* h6 a, p
- #-------------------------------------------------------------------------- K3 B# R/ o- I: [9 c1 J
- # * Visible Update
9 Q3 r, s, m/ ^. V. ~ l7 n- F; [ - #--------------------------------------------------------------------------
. n2 z7 X' J5 ]0 S$ O* R. Q - def visible_update
8 ^1 B- P4 L/ X" H8 o8 ]. f2 n, R - if $game_switches[MOG::DISABLE_SHUD_SWITCH] == true _0 ]$ X6 U, n: K" z
- @hp_sprite.visible = false
2 V1 k: ~/ k: c! ~5 ~5 o6 R- ? - @layout_sprite.visible = false
! y2 y, f8 \( k% o - @sp_sprite.visible = false& U/ K8 `8 T+ e, e
- @layout2_sprite.visible = false: l: [* w) ~ j$ E7 n
- else% p, w6 h1 G6 |3 g d* E3 ~7 G
- if HP_HUD == true( [4 o- a3 b: P* F4 ?
- @hp_sprite.visible = true7 `# t( l$ P! T/ v4 P
- @layout_sprite.visible = true; [0 @4 u _) `% I0 I4 z: |
- else- j9 n, g4 l' R6 b( C4 V
- @hp_sprite.visible = false
$ k) K5 \/ j9 k# { - @layout_sprite.visible = false1 `8 L" H4 p) d" O8 h
- end 9 v9 R+ N9 e. V# V# t: X6 B
- if SP_HUD == true/ I3 r! W# ?" p1 U- e
- @sp_sprite.visible = true# H7 |$ ~3 V; r% ^3 d
- @layout2_sprite.visible = true1 B0 I& K3 L# e- a& d1 s
- else
2 G2 ]$ S0 p' \ - @sp_sprite.visible = false
, Z [ V& G. Q$ z% t8 W( X - @layout2_sprite.visible = false
* J" G. d4 z/ \2 u' [$ s - end
6 O( t& C* k( F) _5 ]; l - end B/ e4 U6 }5 ~% h
- end 3 W0 I: l5 u' b% b& Y; ]
- #--------------------------------------------------------------------------- e! ~& b0 j2 _! y, V
- # * Hud Pos Update
3 R+ f* E* _1 ?% P9 l - #--------------------------------------------------------------------------
0 Z" Z5 E- B1 A& c; R0 C) N- } - def hud_pos_update3 Y& t3 H1 ^, p L$ @7 `
- @hp_sprite.x = self.x - @hp_width2 + S_HP_METER_X
8 L; w9 Q0 ~* \4 I9 s' L - @hp_sprite.y = self.y + S_HP_METER_Y
3 h4 q0 e4 |2 ~' H' _ - @layout_sprite.x = self.x - @hp_width2 + S_BORDER_HP_METER_X6 g$ ]3 \2 R! U, P& q
- @layout_sprite.y = self.y + S_BORDER_HP_METER_Y
( c7 P9 t2 M/ Q+ a% } - @sp_sprite.x = self.x - @sp_width2 + S_SP_METER_X
$ n7 I9 [$ g& U1 A& n% H - @sp_sprite.y = self.y + S_SP_METER_Y & N+ J$ ~& ~$ F2 c u% }) Q6 Y
- @layout2_sprite.x = self.x - @sp_width2 + S_BORDER_SP_METER_X$ Z( K! |" J5 C" v4 j: U. ^! G$ P
- @layout2_sprite.y = self.y + S_BORDER_SP_METER_Y
7 [( s3 B* y- [ - end / Y- t. x* L: O( J) q, S1 B
- #--------------------------------------------------------------------------
. U8 t9 y1 H$ J9 @* O: A. x' U - # * Hp Flow Update4 [2 t o$ M2 }" `6 \
- #--------------------------------------------------------------------------
; t8 I' O9 V4 N5 U3 N3 b - def hp_flow_update
# d5 s! C4 N2 l - @hp_sprite.bitmap.clear
/ \. J+ P+ m+ B/ w6 s - @hp_width = @hp_range * @battler.hp / @battler.maxhp
. W0 U! m9 e0 O% F9 x - #HP Damage---------------------------------
9 Z. x& Q. j+ i3 g* C. _ - valor = (@hp_width_old - @hp_width) * 3 / 100 a1 w1 Y; N9 Z' T
- valor = 0.5 if valor < 1 6 w4 b& n! U B: z$ K
- if @hp_width_old != @hp_width
/ Q- n9 V; p, S2 S. b' x& ^ - @hp_width_old -= valor if @hp_width_old > @hp_width
3 {9 _) N/ y: s3 n7 {' S- e/ R; q - if @hp_width_old < @hp_width 3 r9 ?& Y. e. U Z4 b. S
- @hp_width_old = @hp_width8 i, K: t5 t g3 B- ?8 I% N
- end
! R" F$ e/ V J) ?: l m - @hp_src_rect_old = Rect.new(@hp_flow, @hp_height,@hp_width_old, @hp_height)& }, |! b' O% G s; B1 D1 { x: t; ?
- @hp_bitmap.blt(0,0, @hp_image, @hp_src_rect_old)
) \0 l7 J2 n0 z5 C, ^ - end , ^, ^, ?5 \1 ^' p0 K K
- #HP Real------------------------------------. \7 ^' @$ C& f6 k* q# d
- @hp_src_rect = Rect.new(@hp_flow, 0,@hp_width, @hp_height)
& r2 q; A# P' z& g - @hp_bitmap.blt(0,0, @hp_image, @hp_src_rect)
7 p3 K/ E! I, w5 S9 n - @hp_flow += 2
T7 V1 `# p% U0 a2 F! p0 L0 A - if @hp_flow >= @hp_image.width - @hp_range
4 D0 T- ~5 B8 R8 B1 I/ E' B - @hp_flow = 0 8 p+ A- g6 h1 P! F; e) a, e
- end7 `; C. ^: {3 V% U9 M3 X
- end
8 v: \& H" Z" b' s - #--------------------------------------------------------------------------
1 ?; F1 H: h+ f - # * Sp Flow Update9 I/ ~. m$ N) q0 |
- #--------------------------------------------------------------------------
8 j) {8 h- V+ \( \% s - def sp_flow_update j6 m. X; m8 M$ ]
- @sp_sprite.bitmap.clear, D0 a3 u7 Z' V! q( s# }- H6 L/ J
- @sp_width = @sp_range * @battler.sp / @battler.maxsp
3 A$ u' ]# g5 B: a - #SP Damage---------------------------------1 |3 |, U! A: d. B
- if @sp_width_old != @sp_width& _0 J" m7 a5 R. p8 Z3 N" R& N
- valor = (@sp_width_old - @sp_width) * 3 / 1008 q& B1 Y! M( O' F( m' Z
- valor = 0.5 if valor < 1
6 I( s3 g$ _8 {5 l" A0 M - @sp_width_old -= valor if @sp_width_old > @sp_width
( t' s* r# L5 s3 _ - if @sp_width_old < @sp_width
6 q9 h: a4 [3 F, ^- l0 I' r { - @sp_width_old = @sp_width/ g+ m; ~1 z; h% d+ T: ^) F
- end
3 {" a i# d' e& g6 X+ W - @sp_src_rect_old = Rect.new(@sp_flow, @sp_height,@sp_width_old, @sp_height)2 h( E. S: s! R4 R, X. T
- @sp_bitmap.blt(0,0, @sp_image, @sp_src_rect_old) ) V% G" i/ \( Y+ Q9 A8 g
- end
! [. t! b9 T& n( U ?- q( T/ s - #SP Real------------------------------------2 @2 V( E& b& C5 n, K
- @sp_src_rect = Rect.new(@sp_flow, 0,@sp_width, @sp_height)
9 l5 M7 M" v+ w: o7 }8 e9 r( q - @sp_bitmap.blt(0,0, @sp_image, @sp_src_rect)
% U' M9 g2 U6 x) x9 `) Y - @sp_flow += 1
$ ~5 x, l2 o. z! m- \) A4 J% E* ^( o - if @sp_flow >= @sp_image.width - @sp_range9 Y' _, m5 ^& R$ e
- @sp_flow = 0
" N4 e5 W* _! n% u - end B* g' g$ h3 x' t+ Y
- end
; ^2 w* w( V7 m k7 f - end
( u, k0 u- g/ I8 _$ u/ X - #===============================================================================
9 R+ v8 ^3 \, h# s# m" S7 L - class Sprite_Character < RPG::Sprite
% R5 x @. o% r& F& ? - #-------------------------------------------------------------------------------/ S4 z% k" C! `) L
- alias :xas_emini_hud_init :initialize
6 n4 D: Z8 j2 T! u& y _ - include MOG
7 V! r8 z! W* j* P8 _ - def initialize(viewport, character), a& h7 |: @- Z6 Q0 A2 W0 D
- xas_emini_hud_init(viewport, character)8 Y. A7 N9 Y2 e D0 f9 m
- @viewport = viewport
: x) n1 M+ V) N5 m( M - return if @character.battler.nil?
! Z! z4 F' T$ p' c0 m" w3 U - return if XAS_BA_ENEMY::ENEMY_OBJECT.include?(@character.battler.id)
1 k5 z4 |+ N/ F3 A: S9 H) F - return if XAS_BA_ENEMY::ITEM_ENEMY.include?(@character.battler.id)3 A' a: F' w: e: C a$ l% H
- return if @character.battler.is_a?(Game_Actor)/ b- g- u& j9 P! D: B" ?
- @bars = S_Hud.new(@character, @viewport)
7 {6 a! T2 @# \3 Y: Q. ? - end( }/ h5 ^- X& u) }
- #-------------------------------------------------------------------------------
4 [6 V; {( f# i* P D/ n2 u: W - alias :xas_emini_hud_up :update8 v+ S }6 g$ q* E0 n3 E5 R- ?. S
- def update" K+ n* U, m& N, ?) a8 `
- xas_emini_hud_up
4 f U3 L: o d - return if @bars.nil?+ E8 E: v8 t5 m% J1 |* M
- return if @bars.disposed?2 a" ~% o1 c/ K/ ~/ l2 x1 R, Y4 ~
- dis = ($game_player.x - @character.x).abs + ($game_player.y - @character.y).abs
9 ]8 H9 f5 E( {$ c - @bars.visible = (dis <= RANGE)
% X: H# E1 z6 H - if @bars.visible
. w/ a. L2 ]5 m5 m, a: _$ A+ y - @bars.x = @character.screen_x# - @cw / 4$ ?/ Y9 ?- R+ L" |
- @bars.y = @character.screen_y# - @ch / 4; v, |0 Y. j4 W) Y
- end
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5 G9 C4 q' b0 V4 x% C - end6 m2 @" a8 Z( g/ y1 a, z
- #-------------------------------------------------------------------------------
6 L3 g8 A. m+ K F. l - def dispose9 k3 N) _" \; J: X* j: k
- super
8 d) w7 b( |- [& J* {4 Q6 Y$ T4 V5 f - @bars.dispose if [email protected]?
; r: o9 I5 b7 ]3 R$ H o' n - end! z2 h+ t1 Z7 i- n/ L# E7 D
- end) [0 [$ H% Y7 }) @
, e0 [. t" P7 u7 b. D0 O- $mog_rgss_s_hud = true
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上面所說出錯的203行內容為% y; R" U! \: \/ w
@hp_sprite.bitmap.clear) J: h8 G* ?! q4 N: R
" [" k+ M5 f# }8 }, v ?$ `- u想知道怎麼解決
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該腳本支持3.82
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下面是圖檔,要塞在Windowskin下
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S_HUD_Graphic.rar
(12.36 KB, 下载次数: 49)
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