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這是我將官網的S_HUD修該而成的怪物血條
4 e+ E. {$ |6 X$ M會在每隻事件怪物的腳下顯示0 `( m$ j* K! S6 j
問題是不知道為什麼: b$ x4 c' r* O, n
有時打怪打一打會跳出! Q3 e; x5 X; d) W# k/ \: L
---------------------------
; Q; D3 v G: I2 g/ l( B8 XXAS6 i& a p* F5 }1 d2 _3 q9 M% T! S+ p8 d
---------------------------
. t- c$ X8 ~5 m! d+ T脚本 'MOG - S HUD' 的 203 行 发生了 RGSSError。
2 O$ }' m, a- [$ d" U+ n
/ X! l( P5 h) \# R4 T/ R- }disposed bitmap
" @+ k/ a' a3 C; _7 L8 l3 n0 R---------------------------
. I) k+ ]+ B" e1 D確定
/ |4 `1 Z* l! f---------------------------% C O. G' D) f/ Q
9 k4 w2 o8 ?5 j4 Z N# F
這是腳本) ?; b4 w+ _8 ` n
" q; n/ Z- Y. q! Q, }1 k
- #===============================================================================
/ D9 w4 S) Z. q' r6 {+ c* y - # MOG - s Hud 1.0 - H- ]; d! o7 [$ z' a
- #===============================================================================
& q4 A9 d( f+ ]. a N3 _0 M - # By Moghunter
% W+ d% u" ~- V( c' P - # http://www.atelier-rgss.com* \7 n5 P: m6 h6 t5 A- L
- #===============================================================================
4 j' O6 j8 N0 v9 Q; z - # Translated by Calvin624
$ ]& F' `- S2 |# L# u6 {- l - # http://www.xasabs.wordpress.com
; c* x1 L# m$ H+ G9 R3 @ - #===============================================================================
1 d v3 W; k; T2 M5 | - ###############################-DESCRIPTION-####################################7 d; e. t- J% L6 Y# p* p
- #===============================================================================: k+ {4 O3 n& i+ a2 c& ~2 G
- # Personal HUD – displays the HP and SP below the hero.% [. B2 U% ~; S9 W! j( R
- #===============================================================================0 n. R0 u4 H* E' @ P
- #1 N: n: v# _5 w: P$ x
- # Graphics required:5 R) L6 L0 [6 P4 X
- # 9 g$ a/ X2 u/ _ z) J0 o0 c
- # S_Border_HP_Meter.png
6 ^1 |0 y/ r* ] w. ?* { - # S_Border_SP_Meter.png% E/ Y/ O2 N" E3 m* ?
- # S_HP_Meter.png+ c; [4 E7 ]4 F! k; I
- # S_SP_Meter.png
# O+ m: [9 v, m6 Q$ I - #
9 h, M2 I' }! u& S# j' ~+ C( c - # All images must be in the Windowskin folder.
$ y* d4 P0 g8 s6 B, ~* z r1 O - #
( ~, Z9 z% x R1 K - #===============================================================================
* `8 Z+ B2 F4 A# z - module MOG0 T# q: h) A! }* V' h/ O6 I
- VISIBLE_DEF = false 3 [3 g9 G& l2 e, y& r$ [6 \
- # Show HP meter? g' a, }0 b$ v l7 G1 J
- HP_HUD = true
/ K: V2 m2 `# B4 q* D - # Position of the HP border7 [$ B1 F) |8 D, I! |: G! {
- S_BORDER_HP_METER_X = -2) v5 p2 t. H2 Y5 [
- S_BORDER_HP_METER_Y = -2
3 [% l9 X+ v; K - # Position of the HP meter
) B. t/ {+ Z+ _4 C3 t1 Y) { - S_HP_METER_X = 0
0 o/ ~& s1 y/ O' w& d0 } y+ J; @6 D - S_HP_METER_Y = 0* J* w! M8 H1 ]/ d% U
- # Show SP meter?4 d0 N* i, {4 l" i0 I5 i7 W
- SP_HUD = true/ G" @; t, e" V
- # Position of the SP border) h7 |, ^; g7 x7 y$ p8 n; {
- S_BORDER_SP_METER_X = 04 q; z) b+ m0 N9 ~% C
- S_BORDER_SP_METER_Y = 10
; V0 u3 L7 u, Y; n% A) F - # Position of the SP meter9 ^7 ^# w( ^! Z: j
- S_SP_METER_X = 0
1 F6 L2 C0 p# z6 L: [) Z0 s - S_SP_METER_Y = 103 X: s7 M7 D$ [. F4 R
- # Switch to disable the HUD
2 B6 g8 r/ w6 W) I. x - DISABLE_SHUD_SWITCH = 5) a5 V( j/ |3 t; d$ B& ~
- RANGE = 20
4 _* |# _2 z" h, F- V - end
0 t2 i/ u* f% N* ~; J7 w9 Q/ I - #===============================================================================1 S4 S8 G/ @' y5 a* T
- # S Hud
: `6 I. ]% g; K8 S4 X0 R; r/ s - #===============================================================================
( N7 {5 K% S9 B' \% Z( F( ~: ]8 U& x( q - class S_Hud < RPG::Sprite; k% b: S% O8 U& p2 o
- include MOG
! a% t5 C. a# s% M' }/ p1 O - #--------------------------------------------------------------------------0 H) ^3 D' I7 V9 h2 V3 B
- # * Initialize
( [) i! ^& e6 v. Z9 m! e; j0 k Q' B - #--------------------------------------------------------------------------% u$ a' \3 k, d. \9 ~5 f' ~3 A- I% V
- def initialize(enemy,viewport)
: O9 W. ]4 U/ E1 k3 W9 @$ s - super(viewport)
" ?& p; x/ w, I, D - @enemy = enemy
* b: i9 m' @; ~: i( M$ u' J1 Q - @battler = @enemy.battler
# w. L8 d8 O1 y" s7 Q; g; u - @old_hp = 0
7 p: r" d9 p% A c J6 K {0 E' b* c - @old_sp = 0- {3 A, G& J A' F: V
- @old_vis = false
3 f6 P3 G9 l# s o. l0 ^# R - self.bitmap = Bitmap.new(100, 100)
1 d* h/ x0 T$ ^ - self.visible = (VISIBLE_DEF)#false
4 F. ^3 _' P5 E( @4 b - self.z = 100
0 x7 C7 J3 m& Q4 b/ Y - #HP Border -------------------------------------------------------------------
8 G6 Q, K' ?+ I. k, e6 o2 _- u - @layout_image = RPG::Cache.windowskin("S_Border_HP_Meter")0 @: X, z% f& {5 L9 f9 R b4 P5 P
- @layout_bitmap = Bitmap.new(@layout_image.width,@layout_image.height)4 T! X6 o* h+ D& R$ y& @ ?$ r6 M
- @layout_sprite = Sprite.new$ \8 k* v& P+ {! C( ~
- @layout_sprite.bitmap = @layout_bitmap3 w* c% x' R; ]% L+ `2 z' L* x3 u
- @layout_src_rect_back = Rect.new(0, 0,@layout_image.width, @layout_image.height)! J I. ^7 ^5 V0 Q8 B
- @layout_bitmap.blt(0,0, @layout_image, @layout_src_rect_back) # I: x' ]6 M# J* `
- @layout_sprite.z = 5001
! g* b% L9 b( a* G, W0 R - #HP Meter ---------------------------------------------------
2 a1 g% R+ ~) G: n5 G - @hp_flow = 03 B3 }9 t+ Q$ `3 X" ^: Q! U
- @hp_damage_flow = 0: t/ C: g1 i( }2 y8 i. g ~
- @hp_image = RPG::Cache.windowskin("S_HP_Meter")
4 K4 C8 ?. q* |2 o4 t* G8 n - @hp_bitmap = Bitmap.new(@hp_image.width,@hp_image.height)
& k* [5 ]* _- k- K5 i - @hp_range = @hp_image.width / 3
) G: R: a i8 Y% S# o- e - @hp_width = @hp_range * @battler.hp / @battler.maxhp
; P. t0 g3 ~2 e( I Z4 e/ B& x - @hp_width2 = @hp_range / 24 ?& ~' m: R' j1 @
- @hp_height = @hp_image.height / 21 ]' l% s5 ]" b4 Q! _; R% {
- @hp_width_old = @hp_width9 Z. j+ [! f# E6 G8 [4 Z& Y( q/ Q6 M/ Z
- @hp_src_rect = Rect.new(@hp_range, 0, @hp_width, @hp_height)
/ N- c( w* a0 I# d* d - @hp_bitmap.blt(0,0, @hp_image, @hp_src_rect)
. n+ t3 F# b1 D) @ - @hp_sprite = Sprite.new
& c8 B9 D& w0 u+ m - @hp_sprite.bitmap = @hp_bitmap
- W5 c6 u Q$ S% O& V4 N7 w7 _ - @hp_sprite.z = 5002; m4 _: T! Z5 X/ q& l' K; F
- #SP Border -------------------------------------------------------------------" `& P( [5 J! \: z# p
- @layout2_image = RPG::Cache.windowskin("S_Border_SP_Meter")3 i7 C3 [3 C! n4 s
- @layout2_bitmap = Bitmap.new(@layout2_image.width,@layout2_image.height)
8 o i2 t, v2 [) y$ I - @layout2_sprite = Sprite.new
8 E( Z+ R0 u P5 C& [) o5 p - @layout2_sprite.bitmap = @layout2_bitmap
) T% s& }% C3 ?# f+ [2 ` - @layout2_src_rect_back = Rect.new(0, 0,@layout2_image.width, @layout2_image.height)% j2 v& H" Z' X3 p- q
- @layout2_bitmap.blt(0,0, @layout2_image, @layout2_src_rect_back) 4 T4 f# c9 G* ]+ f
- @layout2_sprite.z = 5001 & d7 {: x. s5 f+ o
- #SP Meter ------------------------------------------------------$ ]! Z0 T2 I' C6 D. Q
- @sp_flow = 0
I+ `1 j5 g- X - @sp_damage_flow = 0
' n: P) F3 E0 l. A x# g - @sp_image = RPG::Cache.windowskin("S_SP_Meter")
+ V2 l/ o$ j7 u: u - @sp_bitmap = Bitmap.new(@sp_image.width,@sp_image.height)
6 u9 L3 o' a* N7 i: l0 a& t - @sp_range = @sp_image.width / 3: q; R+ @ Z2 Z; Y, s) N4 Z
- @sp_width = @sp_range * @battler.sp / @battler.maxsp 9 D5 u* ^$ V8 A+ E) f8 C
- @sp_width2 = @sp_range / 2
: Y) y( H. e' Q. `7 g3 l5 v+ x - @sp_height = @sp_image.height / 2
# _5 i# m2 Z; U: p+ G2 J. { - @sp_width_old = @sp_width1 V1 n' `6 |2 V( I6 k, d
- @sp_src_rect = Rect.new(@sp_range, 0, @sp_width, @sp_height) x& C+ d% a* Y6 n6 {/ L3 k. h
- @sp_bitmap.blt(0,0, @sp_image, @sp_src_rect)
6 n( _% T6 G0 ?, W - @sp_sprite = Sprite.new; W/ y' w! e b3 ^
- @sp_sprite.bitmap = @sp_bitmap
8 T* ] o) L' a, ]1 V& r3 w$ | - @sp_sprite.z = 5002
$ |! b' q. z! b7 F# K - update! a+ t+ c$ g0 t% J* u+ p$ O
- end9 _0 L+ ~: V1 U1 o" p- w
- #--------------------------------------------------------------------------' A- h. |' B) s3 [ H1 f% \3 q
- # * Refresh
. d8 `2 o5 d1 R: B) |5 V - #--------------------------------------------------------------------------! E$ @, ?& t% S" z$ L* R/ v! u
- def refresh( P0 N7 ]* B* n( m
- return if @old_hp == @battler.hp and @old_vis != self.visible8 ^( w, Y( [! d7 x% \7 q0 J% a" v
- self.bitmap.clear
. ]) _3 L' X5 [) @8 ? - @old_vis = self.visible Y8 t% b- `7 N2 }
- @old_sp = @battler.sp
! u% D1 R7 d3 a) ~ - @old_hp = @battler.hp
( k* u: S; h" N% M' K+ T+ ^5 R' K7 r - hp_flow_update
. s+ w% O1 m2 A& D( V. D! V - sp_flow_update
+ {8 Y: w; \/ h3 ^) x - hud_pos_update; F8 I( ?, N$ n3 o2 |
- visible_update/ w( b0 K. S4 a
- end2 g( T9 v0 T2 W
- #--------------------------------------------------------------------------4 O& N4 a/ v: w. }. S* i6 C0 r
- # * Dispose
/ ~1 q8 m# _: u* E0 p) {* m - #--------------------------------------------------------------------------5 x- K1 s0 _1 O! u
- def dispose6 L% D0 M1 |, U5 [. t9 O; G
- #HP Meter Dispose
% U( s: e! s8 K9 A - @hp_sprite.bitmap.dispose
9 p g7 n- h* }) p# _9 d - @hp_sprite.dispose
# ? h7 C1 ]5 G& K7 } - @hp_bitmap.dispose
2 @- S% T- y' e' q& z( G0 B3 W1 M - #HP Border Dispose: K/ T$ ~1 P$ @" o5 \
- @layout_sprite.bitmap.dispose
8 w' c* n& {* D: x' J: K - @layout_sprite.dispose
! ^- a* s' |+ h" G - @layout_bitmap.dispose; h4 I4 c* v( \$ [1 W8 J" {' T
- #SP Meter Dispose
" X! q* x, Y6 A, n: e - @sp_sprite.bitmap.dispose
% ~8 ^, V" v/ h0 T - @sp_sprite.dispose+ [" N) h* _( ?
- @sp_bitmap.dispose$ a" j# p/ k8 F- R
- #SP Border Dispose6 _. `" t+ B% a1 N# |
- @layout2_sprite.bitmap.dispose' n1 e: A6 C! Q# f8 W6 }" A
- @layout2_sprite.dispose
% Z# v+ h7 k. ]. A - @layout2_bitmap.dispose
2 H2 ~% X1 n, q4 p, \- { - end
$ g, L W# j& }( n' `+ U - #--------------------------------------------------------------------------
5 v8 C9 D3 [, k/ S. G3 S5 r - # * Update2 y+ ~2 B& M! }# I8 K0 {* g! B
- #--------------------------------------------------------------------------) z1 H4 y; X$ S7 w. u8 [4 u$ J
- def update
2 [! r! F, B+ l. ~& s6 d2 v - @battler = @enemy.battler 5 F& M+ {8 A- Y! e" y, w
- return dispose if @enemy.dead? or $game_map.events.values[@enemy.id].nil?
. S: Y H% z7 B4 e - if self.visible
0 e* Q; `5 Z4 e1 u1 S - refresh
; j) R+ \* e3 W. F) N - else1 d2 H9 V! E" N" j) e! c, p. K
- self.bitmap.clear
2 r" D+ H0 ]; K6 S/ m - end
) F8 |, c ^6 x3 K - end
' p! j Y2 A5 q R - #--------------------------------------------------------------------------
0 V0 w# \$ g- i" P, d - # * Visible Update# D) M1 \0 f* {3 k: p$ U
- #--------------------------------------------------------------------------
$ ^: i+ e9 d; _ - def visible_update
" _( U- l+ ]( r! f# i - if $game_switches[MOG::DISABLE_SHUD_SWITCH] == true
) W0 n0 t$ \8 @& x& @ - @hp_sprite.visible = false
}& k1 |! r8 U- S$ }1 Y) L$ F. s - @layout_sprite.visible = false
. `4 m5 g+ a3 D2 t9 f' w% b - @sp_sprite.visible = false
- d# k1 c" m" q# D/ x0 r1 B# Y* q8 k - @layout2_sprite.visible = false' z/ ~# O7 C8 b, v: y. W8 S
- else
* T. \1 k) s8 H p% | - if HP_HUD == true! O( K# `2 ~7 r; ?6 M
- @hp_sprite.visible = true
" _& {1 [. X( P! N - @layout_sprite.visible = true/ q: i1 c- G% t' P* k% J& I
- else! ]( `, E5 `. b3 N) y
- @hp_sprite.visible = false8 d! R! V+ Y7 j) m: _; {. r
- @layout_sprite.visible = false$ Z2 |1 r. V- |' r7 X) i
- end
7 K7 K* j$ C2 J5 N4 o0 H - if SP_HUD == true
7 X+ h* o9 I% ^( f- m; g, x0 o/ y - @sp_sprite.visible = true
6 g/ P$ U! r, g1 j* A5 ~ - @layout2_sprite.visible = true' S; L$ N1 e* v9 K/ c. N3 X
- else
; y) E1 R( j& u* w - @sp_sprite.visible = false% B/ L: K. \+ j* _! ~
- @layout2_sprite.visible = false. f/ U/ z0 Z! _+ e0 E
- end 1 }/ U" a8 p1 A5 i
- end
6 N1 e7 a# q+ K* s1 S' G$ `: I - end ' `$ a* D F8 z: b7 P
- #--------------------------------------------------------------------------
; A# j+ O5 ~5 y1 x - # * Hud Pos Update4 l" e! j8 }+ A6 S. l5 I& W( _8 Q
- #--------------------------------------------------------------------------2 ^: p; E% c3 D, x0 x6 \8 l0 J
- def hud_pos_update
* Z! H5 q( b E% e- r, N) k+ T - @hp_sprite.x = self.x - @hp_width2 + S_HP_METER_X. R3 v. x6 ^) X
- @hp_sprite.y = self.y + S_HP_METER_Y ! r0 M; C; x: x5 t. B) t: _
- @layout_sprite.x = self.x - @hp_width2 + S_BORDER_HP_METER_X- k# M% y+ l) `* g/ z9 E
- @layout_sprite.y = self.y + S_BORDER_HP_METER_Y , o9 u& \- g2 v, M* B
- @sp_sprite.x = self.x - @sp_width2 + S_SP_METER_X6 d9 |% u1 l* k7 {
- @sp_sprite.y = self.y + S_SP_METER_Y ) `/ w7 r, p' _0 }. y. p
- @layout2_sprite.x = self.x - @sp_width2 + S_BORDER_SP_METER_X6 T& W/ \5 E% ?2 [: t9 {1 c
- @layout2_sprite.y = self.y + S_BORDER_SP_METER_Y / K# i5 t2 f+ o' k) ^/ @ z
- end
* k& `& u" i. [! ~5 R8 ]0 B - #--------------------------------------------------------------------------
! Y& Z% E4 y. Z4 I - # * Hp Flow Update' K8 |* R. h3 {. I9 Q
- #--------------------------------------------------------------------------
, [5 h6 \4 U( ~: a7 T$ g - def hp_flow_update& m. R9 Z* L' r. A6 S$ h
- @hp_sprite.bitmap.clear
/ T7 f9 U1 g* O1 `: y& s ^/ B - @hp_width = @hp_range * @battler.hp / @battler.maxhp 3 U+ `# {* |& L5 o' d" W* D
- #HP Damage---------------------------------9 v( _/ C- _7 }+ s
- valor = (@hp_width_old - @hp_width) * 3 / 100
; [( D/ X; w2 S# Z4 ` - valor = 0.5 if valor < 1 : I) U j5 H1 R6 i
- if @hp_width_old != @hp_width% `; ^9 N8 S: E% B j
- @hp_width_old -= valor if @hp_width_old > @hp_width + M# z3 l- R5 V! g. v6 p& q
- if @hp_width_old < @hp_width
# \; h! S' q" n0 |$ a4 u6 F - @hp_width_old = @hp_width0 b7 G. h. ^. {
- end 9 Q4 S ~: {8 F @
- @hp_src_rect_old = Rect.new(@hp_flow, @hp_height,@hp_width_old, @hp_height)) f$ f7 d( d' s* f/ G
- @hp_bitmap.blt(0,0, @hp_image, @hp_src_rect_old)
0 a4 r4 R1 D5 s, w) f - end
+ y0 |6 z7 t2 @/ h - #HP Real------------------------------------
3 e5 m, K2 l7 B4 V6 P - @hp_src_rect = Rect.new(@hp_flow, 0,@hp_width, @hp_height)
& C! f) q$ O4 n+ [7 P - @hp_bitmap.blt(0,0, @hp_image, @hp_src_rect) / `" D& T( C, S7 W; K
- @hp_flow += 2 : V7 d- L2 v0 w. D0 s! H8 O
- if @hp_flow >= @hp_image.width - @hp_range
! O4 ^: [" s. M& Y3 f8 C. Z$ q0 ] - @hp_flow = 0 8 F/ Q: K% r" A3 s3 n. B& q
- end7 Z9 |) M+ [; e1 Z1 E6 v
- end 1 d2 [! P) o" t! V- b
- #--------------------------------------------------------------------------$ ?9 U5 W5 N+ E8 ~
- # * Sp Flow Update
' {% d1 j$ v: _8 u. } @ - #--------------------------------------------------------------------------
* m1 ^! a/ q; z+ O" _ - def sp_flow_update
3 `" M4 n" w- }5 p+ X" g( Q1 w - @sp_sprite.bitmap.clear
3 q: O q3 N8 \& V5 E/ H - @sp_width = @sp_range * @battler.sp / @battler.maxsp
& r$ D7 ?5 f; S3 E - #SP Damage---------------------------------
4 i! ?* r* t) I, L3 C; v2 T$ a5 w - if @sp_width_old != @sp_width
: ]3 o9 u5 t5 ~- X - valor = (@sp_width_old - @sp_width) * 3 / 100
$ W! x0 h5 n [) j) i# l3 I' H - valor = 0.5 if valor < 1
1 `7 b# G$ `- [ - @sp_width_old -= valor if @sp_width_old > @sp_width
$ r- f: _: b% h0 U2 O! Y - if @sp_width_old < @sp_width 9 u$ ]) I) t: W- ], G3 R
- @sp_width_old = @sp_width
# k& [& B9 ?" b3 ^0 u - end
6 S$ r' E9 |% _0 r - @sp_src_rect_old = Rect.new(@sp_flow, @sp_height,@sp_width_old, @sp_height)8 i8 K/ ^5 T4 n8 J: O2 L I
- @sp_bitmap.blt(0,0, @sp_image, @sp_src_rect_old)
! V6 p, a: f! D0 n - end
- F! {* ^( c6 k( W2 u2 | - #SP Real------------------------------------& m' J+ W: G# H" l6 D) l* _
- @sp_src_rect = Rect.new(@sp_flow, 0,@sp_width, @sp_height). c4 @0 p# Q2 H2 |% i
- @sp_bitmap.blt(0,0, @sp_image, @sp_src_rect)' D( j+ D* ?8 N, H! ^; d( K
- @sp_flow += 1 8 Q; I/ b0 O+ B ~+ T% ?
- if @sp_flow >= @sp_image.width - @sp_range8 u( A8 _# a1 f
- @sp_flow = 0 6 G8 K2 }5 M6 Z- A
- end
$ l; |5 S0 w$ F8 M5 A - end $ e$ [" V; |5 k" t, h( e
- end" s1 S' b3 R1 w" W5 |; x
- #===============================================================================
% u' [+ I: R: i# c. d - class Sprite_Character < RPG::Sprite
/ i2 f) d: i z$ `% ]7 A' q% t - #-------------------------------------------------------------------------------2 n* {# w; g: g( C( Q! P
- alias :xas_emini_hud_init :initialize) U! P! W. S' b2 [7 R& g
- include MOG k, Z: m0 C5 `8 F- `
- def initialize(viewport, character)
$ ]6 m) X4 y+ m- E+ U - xas_emini_hud_init(viewport, character)
+ i ^: \& _1 e4 Z# X - @viewport = viewport
* S" }5 w+ `- j9 P8 i' h - return if @character.battler.nil?1 K& ]. T' k0 Q/ w; x
- return if XAS_BA_ENEMY::ENEMY_OBJECT.include?(@character.battler.id)
$ `/ K/ L6 ~8 V0 |* l - return if XAS_BA_ENEMY::ITEM_ENEMY.include?(@character.battler.id)' V0 F: c* i/ A* r; P8 e1 w) L0 o# G
- return if @character.battler.is_a?(Game_Actor)
+ D3 i# t5 J# I l% T# l - @bars = S_Hud.new(@character, @viewport)
. R! l2 @! \7 g- i* c - end3 o5 u, N* U( F! a
- #-------------------------------------------------------------------------------, \* M/ K: h3 s \' {$ s
- alias :xas_emini_hud_up :update
/ v/ W# n( I8 A0 s0 F" `/ \# M6 r - def update, N8 e1 X. A! Z* j) m7 Q/ ~
- xas_emini_hud_up2 x, O0 a. V- W$ N( U
- return if @bars.nil?
: S' I; \5 K" z" n - return if @bars.disposed?% d0 ]) z Y8 Z5 ?) g
- dis = ($game_player.x - @character.x).abs + ($game_player.y - @character.y).abs5 I9 s( o% G$ j. Q2 [' V8 Z' e
- @bars.visible = (dis <= RANGE)
" C+ X4 T+ x3 [! {. v - if @bars.visible8 h3 ^/ P% t. u2 R
- @bars.x = @character.screen_x# - @cw / 4' A) L' I% b' T8 I" B4 f8 `
- @bars.y = @character.screen_y# - @ch / 4
0 s9 N* H. J [ - end8 ~ e$ `) J5 n, x: R
- @bars.update
9 |1 U) ]: w9 ]) S - end
! H5 x0 q8 F" V' j - #-------------------------------------------------------------------------------( s$ `) Q* Z w/ l
- def dispose5 M: s/ N3 ^$ |
- super$ J2 h- }7 ?: P( O8 ~& U, a# X
- @bars.dispose if [email protected]?
A5 N$ {4 ^& w% R* G - end& x2 g, l! `2 X; C. _# e4 {2 r
- end
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3 w6 ^! B! t& V# B; ~9 i8 n- $mog_rgss_s_hud = true
复制代码
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上面所說出錯的203行內容為. a6 y- A( \- ], h$ I M
@hp_sprite.bitmap.clear
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' G$ A2 e2 ^5 y% y/ P想知道怎麼解決
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該腳本支持3.827 P8 o3 J' k9 J6 \4 Q
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S_HUD_Graphic.rar
(12.36 KB, 下载次数: 49)
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