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這是我將官網的S_HUD修該而成的怪物血條# y, _$ ?- }% g
會在每隻事件怪物的腳下顯示
( f- f! X$ \* O問題是不知道為什麼
& r9 J# Z! D0 u m# O- G0 I有時打怪打一打會跳出
/ Z" r9 C" o3 t9 u- C---------------------------& q/ p" t. }9 m% x$ g- J; c6 M
XAS# d0 c1 v0 ?: Y2 W6 f
---------------------------
; Q. I/ V% {7 w0 t( X8 e; `6 ^脚本 'MOG - S HUD' 的 203 行 发生了 RGSSError。3 H: C7 Q: r4 \" S% s4 j% n
# D0 m! \! j8 n7 z5 ^disposed bitmap
7 a- y- i# }7 }: X---------------------------
6 z% J2 l4 z# T確定
! j1 D, v+ V5 N1 `, G- C. D) L/ L---------------------------9 s) @5 |: B* m) q1 j
: L# {) C! g; D5 t1 h" b; m這是腳本7 U9 F0 I `. b/ A
s2 q& E' `1 U5 ~
- #===============================================================================
% r. }3 o2 U0 R+ w: h - # MOG - s Hud 1.0 ~' }% r9 ~' C' u
- #===============================================================================
# n" E7 _7 A! @- d. C$ ?$ Q8 Q - # By Moghunter U8 Z3 D/ g& G
- # http://www.atelier-rgss.com
$ `9 p& K& a0 v" {& D - #===============================================================================
/ S3 H4 N# F! r - # Translated by Calvin624 5 A3 n* f# T0 U- d6 t
- # http://www.xasabs.wordpress.com$ O( D" i' m0 C0 F m0 |8 k
- #===============================================================================
# F* u; p; R1 Q, [) C" N - ###############################-DESCRIPTION-####################################
& E; @$ V- g% M9 S0 } - #===============================================================================2 w' A) V6 J" A0 V' |
- # Personal HUD – displays the HP and SP below the hero.. m) W6 n- Q5 i; [/ Q
- #===============================================================================7 B+ R9 N x. q/ f
- #
; N/ \! E' u0 U& E6 b - # Graphics required:
$ G4 d' _+ x5 g8 e. {) s - #
5 e# y& J8 B- S! ^0 I1 g - # S_Border_HP_Meter.png/ e; O' P: ~8 F; I+ P3 X; Q
- # S_Border_SP_Meter.png5 D; M; X9 h T1 @
- # S_HP_Meter.png
2 T" A$ v+ @$ |6 T - # S_SP_Meter.png
; V. R! ?4 k& d6 m! H7 ~ - #
7 |" P+ P( c- s6 Q. X* ]5 D - # All images must be in the Windowskin folder.
% `: o( f; F. [$ v. t7 D - #
5 t S; u' I/ a) ~/ n- f5 M - #===============================================================================
' m- e8 a! |' L, q1 k7 x2 t# H7 z - module MOG
' B6 u% C& p$ i9 l7 M4 w( n: h) p - VISIBLE_DEF = false ; e/ z8 P) _/ f' m R
- # Show HP meter?
9 d' I) J$ w* [/ @ - HP_HUD = true
v# i& H! f( S' j2 B6 N+ q4 z - # Position of the HP border0 |/ `' g7 J' z& {$ T
- S_BORDER_HP_METER_X = -2 X. l: L+ A1 q" `* c" I1 z
- S_BORDER_HP_METER_Y = -2
& O! F Q( ~' o c: n/ J - # Position of the HP meter
' [7 {6 e; x( V - S_HP_METER_X = 0
( J8 G' Z. u! m. }/ ` - S_HP_METER_Y = 0# l& O1 B+ ~' R- l9 I
- # Show SP meter?
0 z4 ]9 S7 D& B3 m9 B; } - SP_HUD = true, t r4 H) ^& T) j B
- # Position of the SP border
# P7 @1 L0 f1 j' j b - S_BORDER_SP_METER_X = 0
% S; C* `& d& w \8 p/ _ - S_BORDER_SP_METER_Y = 10 ) g8 u- t$ ]3 g. S4 |8 g* e
- # Position of the SP meter7 B& k; e3 j& V; y( U
- S_SP_METER_X = 0
$ p- S; ^; d5 b( U7 ]1 i; S3 @9 S/ h- F - S_SP_METER_Y = 10
# E) N! R, v$ G - # Switch to disable the HUD; B# `( L1 n" S( @9 o" G
- DISABLE_SHUD_SWITCH = 5
) M& f X: a- j' ?) ^0 S+ E+ V% v - RANGE = 209 p* y& n4 G/ U; C5 \$ x) j% d
- end; k* v6 i% G. f0 f# e' x' G- r
- #===============================================================================
) C! _/ V9 Q' t0 P+ I2 J+ U' ? - # S Hud
2 [8 U- Q% h% J. Q8 o - #===============================================================================. {! y8 i; {1 \) ~ I7 X/ e
- class S_Hud < RPG::Sprite
( S8 v/ ]7 {5 W Q: b - include MOG
9 K9 a% v$ l) C - #--------------------------------------------------------------------------; A8 }5 B7 Z# K, m4 v; f
- # * Initialize% E# J2 t2 m; S# g' G& ^
- #--------------------------------------------------------------------------
7 c7 u ~7 a0 b6 _, T3 h - def initialize(enemy,viewport)
3 Z3 [3 t! u: h9 u, S6 o d - super(viewport) * b$ v- L7 X+ p$ F1 k
- @enemy = enemy3 f( ^4 U! s' Q0 m! P
- @battler = @enemy.battler* B* Z" I" e( |
- @old_hp = 0
' ^/ l0 [: g/ R% P - @old_sp = 02 e2 k: Y' G( M5 x; T7 q7 k) |3 E
- @old_vis = false
4 M4 ]' O. E9 D% p: @ - self.bitmap = Bitmap.new(100, 100)1 Y0 C: u, } F$ i7 V W
- self.visible = (VISIBLE_DEF)#false
2 H0 ]% G6 b* R# H' C7 g- s - self.z = 100
2 Z5 M d7 L) s5 s# ]* P - #HP Border -------------------------------------------------------------------5 c7 K( `. w6 e0 R8 ?) Y* A5 H% q
- @layout_image = RPG::Cache.windowskin("S_Border_HP_Meter")# F3 E( g9 s+ U
- @layout_bitmap = Bitmap.new(@layout_image.width,@layout_image.height)+ Q& L2 t- K) u; H$ T( I
- @layout_sprite = Sprite.new p2 l4 a. v5 a! F' O! n
- @layout_sprite.bitmap = @layout_bitmap& u8 ^$ S: P H
- @layout_src_rect_back = Rect.new(0, 0,@layout_image.width, @layout_image.height)
$ Z5 D& q6 y2 v - @layout_bitmap.blt(0,0, @layout_image, @layout_src_rect_back) 1 f Y/ g3 a3 X; t& w
- @layout_sprite.z = 5001
# L6 s$ k" G3 [& q6 H - #HP Meter ---------------------------------------------------- |8 ^3 B) K/ K4 b1 A' U3 w
- @hp_flow = 0
2 U4 t7 Z/ M/ k# } U W - @hp_damage_flow = 0) L- \9 E0 z. U8 y5 V' d! @
- @hp_image = RPG::Cache.windowskin("S_HP_Meter")/ p/ `, G. a1 U
- @hp_bitmap = Bitmap.new(@hp_image.width,@hp_image.height)/ s9 f2 H! o4 j6 Z# r* @' Z
- @hp_range = @hp_image.width / 3; p# L9 m9 u* M; ]
- @hp_width = @hp_range * @battler.hp / @battler.maxhp ! V( q( E T# M+ N/ m M
- @hp_width2 = @hp_range / 2
) a) A/ J: A: c - @hp_height = @hp_image.height / 2
+ R, S+ P1 B( I$ n/ Z: G' ~0 y - @hp_width_old = @hp_width1 L3 C/ c9 S9 _! }+ D
- @hp_src_rect = Rect.new(@hp_range, 0, @hp_width, @hp_height)
1 f' L( C( E- y( y, O - @hp_bitmap.blt(0,0, @hp_image, @hp_src_rect) " o8 r9 _2 h! B0 }- o+ L. i) V x
- @hp_sprite = Sprite.new* S& z6 O# k7 `( t* k. K7 X
- @hp_sprite.bitmap = @hp_bitmap" i6 Q8 U* {3 m+ V. n& k0 N( w
- @hp_sprite.z = 5002
9 x$ Y" H0 |9 H9 { - #SP Border -------------------------------------------------------------------" b, ?7 E7 b$ t& [# C4 p! X. }# j. H
- @layout2_image = RPG::Cache.windowskin("S_Border_SP_Meter")5 v6 _0 ^+ `: W
- @layout2_bitmap = Bitmap.new(@layout2_image.width,@layout2_image.height)7 h& x* I) h- M3 b& t0 _" t
- @layout2_sprite = Sprite.new" G" V% `+ N7 o/ o! ~$ q# ]
- @layout2_sprite.bitmap = @layout2_bitmap3 n1 `8 |$ i4 |
- @layout2_src_rect_back = Rect.new(0, 0,@layout2_image.width, @layout2_image.height)4 q7 }0 B2 d0 b) `( x4 E; l" U( h1 K
- @layout2_bitmap.blt(0,0, @layout2_image, @layout2_src_rect_back) : O% o% u$ u" g7 K* Y
- @layout2_sprite.z = 5001
8 e& |; A! z: G' S - #SP Meter ------------------------------------------------------
: N1 w; X' T: O, u7 o$ T5 u - @sp_flow = 0
l+ m$ G1 p- H v6 l/ ` - @sp_damage_flow = 0
4 k2 P; n- N0 ?, n$ ^( ~ - @sp_image = RPG::Cache.windowskin("S_SP_Meter")
. ^- g3 j' ? [ - @sp_bitmap = Bitmap.new(@sp_image.width,@sp_image.height)- [+ ?1 I B/ v2 a
- @sp_range = @sp_image.width / 3# ?" a; ^* K/ }: Y; g( g
- @sp_width = @sp_range * @battler.sp / @battler.maxsp # w, e. M+ S( R! Z) |
- @sp_width2 = @sp_range / 2$ l0 \2 W$ w2 H7 J4 `
- @sp_height = @sp_image.height / 2
8 r, ~+ ~' _, Q3 g7 W+ |) _2 W1 T - @sp_width_old = @sp_width4 V1 [/ h9 }( ^" D6 R. {; w1 y
- @sp_src_rect = Rect.new(@sp_range, 0, @sp_width, @sp_height)
9 s, t7 Z- a) I& V; [4 T4 p - @sp_bitmap.blt(0,0, @sp_image, @sp_src_rect)
# B* ]1 U8 y. ?. \- J - @sp_sprite = Sprite.new" X- |, g" k8 O
- @sp_sprite.bitmap = @sp_bitmap0 W# C4 v, _0 M+ H- r* L& K
- @sp_sprite.z = 5002
' w5 v' T/ g; B( f& G - update
# R4 } ^! l7 h4 D, m- v - end, g+ N7 P; K+ f/ K$ s
- #--------------------------------------------------------------------------
9 Z Z3 U: W2 d# ~ - # * Refresh6 M- W) D8 b, e$ V0 v4 }. E @1 B b
- #--------------------------------------------------------------------------+ c7 _# L3 a" J2 j' P; V/ Q% ~/ o
- def refresh5 H& H- \3 k) o! s2 ^6 Y( J$ h
- return if @old_hp == @battler.hp and @old_vis != self.visible5 U* d$ ]* i5 t3 ?) p3 C
- self.bitmap.clear! q! ^5 F- H2 n1 w+ i! M
- @old_vis = self.visible3 r0 L9 T) ]5 ^& H5 t0 n: K9 u
- @old_sp = @battler.sp
! ?* q, V* z1 y+ K- V - @old_hp = @battler.hp" I9 r; i) c" V% `
- hp_flow_update
- C0 h" M w- a) i - sp_flow_update+ x$ A8 t9 I2 O& |% Z+ m
- hud_pos_update
2 I( o l u/ { - visible_update
# e3 l3 C2 V! _! ~1 `: ~. J% o1 } - end
0 o& g: y: [8 W$ T - #--------------------------------------------------------------------------
" F8 T% g5 j$ W/ Z9 Y - # * Dispose
3 o5 s* t; `7 ^: Q4 x" L4 d) p! J - #--------------------------------------------------------------------------
0 V) ]2 @& }+ j! _& K2 E' U4 p - def dispose1 z! q/ m1 r1 Q* T/ }
- #HP Meter Dispose0 z/ a9 l' C4 m) {" A, Y
- @hp_sprite.bitmap.dispose
5 o6 |1 L) V9 @* A - @hp_sprite.dispose
) T/ ~5 `: j5 E6 z. v! P% Q - @hp_bitmap.dispose
, f- V$ c7 G; A/ L' G/ ]& N) p' X - #HP Border Dispose
, x$ {4 \: b) Y2 l O! D* s - @layout_sprite.bitmap.dispose
0 _4 K7 @4 {( e$ V- c7 R - @layout_sprite.dispose- H" _! F; ?. x7 g4 S7 T
- @layout_bitmap.dispose2 r& x9 F) W1 T$ P, }1 H5 B
- #SP Meter Dispose
. ^" _. L# Z$ y' Q3 ]0 i0 J( x! E - @sp_sprite.bitmap.dispose" p5 Y- ~9 V& v h! J: j
- @sp_sprite.dispose# s7 R, R5 T7 v- I( Q
- @sp_bitmap.dispose4 R% M. b5 ~5 c- H3 o1 X1 f
- #SP Border Dispose6 z" j8 S! M# P! x+ B
- @layout2_sprite.bitmap.dispose
8 W: e' J% ^8 t3 K! } - @layout2_sprite.dispose
" Z X3 `: y; ^1 e6 t& x; L - @layout2_bitmap.dispose
9 s2 K q+ r9 @: N) b. [- D I/ \ - end0 b5 P- r) o$ Y: y
- #--------------------------------------------------------------------------
7 L2 w8 Y+ }. g+ I+ ^: B+ a - # * Update
; r- v+ r! c8 H - #--------------------------------------------------------------------------
1 g' u. @9 c! p& V6 X - def update
0 }, ]" z# E, D - @battler = @enemy.battler
) `0 Y+ T l2 r q1 k, _, p - return dispose if @enemy.dead? or $game_map.events.values[@enemy.id].nil?
" _8 r! B3 i! Q9 H4 M - if self.visible7 e1 }9 c5 i2 Y4 w F( [
- refresh4 E3 y" X9 x6 r( M) F
- else
7 P0 [3 D, ?$ T; C - self.bitmap.clear* t) x" D8 D: p4 y
- end) c; F# j) ?: w% s a, [ a8 i
- end
. `, r1 o8 u0 O& O9 [$ _+ q; U( P - #--------------------------------------------------------------------------( D1 Q: b( X3 ?( \: W6 p
- # * Visible Update
$ w* d+ ?9 x- c - #--------------------------------------------------------------------------
7 ~; E0 ?: ?( z% @; D2 C - def visible_update, P9 P8 a5 q" \" |. s
- if $game_switches[MOG::DISABLE_SHUD_SWITCH] == true8 p `% V5 c) p
- @hp_sprite.visible = false) L4 a' `0 R+ F7 f
- @layout_sprite.visible = false
# `, N$ N/ N( _+ h0 x& P" k - @sp_sprite.visible = false
7 G( N* ^$ a! N, S' x8 S - @layout2_sprite.visible = false
' B( E; x6 w7 g, k - else
& a# g0 y; I- @& \1 H - if HP_HUD == true
9 e d( \* S8 X- L6 _" }" o1 Y9 e - @hp_sprite.visible = true3 m5 F; d) E* L0 j4 ~2 o
- @layout_sprite.visible = true
2 x/ B% o F: G: i - else
' J9 M3 v7 ^2 U `$ U - @hp_sprite.visible = false& {& S9 T2 r ^' q
- @layout_sprite.visible = false1 Q6 i0 ^( T! }( m
- end
9 _3 n: \, K" M) _ - if SP_HUD == true
. _" R5 N. i1 Q* U. v0 x - @sp_sprite.visible = true
) C; R1 u* N$ B4 Q& n v7 D - @layout2_sprite.visible = true
/ f! m6 T3 g, | - else u+ G: }8 r' U7 i$ @! h
- @sp_sprite.visible = false
2 v7 U& {0 e' M5 e- S - @layout2_sprite.visible = false7 e: l# A! @* n8 T) c/ D' t- n% s
- end 9 a4 a$ g4 m# H- V: a& d! y
- end
9 Y" s: y' y4 m H4 w$ N - end
; g |* e4 m) c# _" g; [; e - #--------------------------------------------------------------------------+ }+ [$ E+ J/ X6 ^
- # * Hud Pos Update! h8 U. K2 |$ H; @1 l
- #--------------------------------------------------------------------------9 w8 I1 d1 Z) Y& B1 u7 x
- def hud_pos_update
! J3 b- a+ t0 B - @hp_sprite.x = self.x - @hp_width2 + S_HP_METER_X5 p; T& J9 L) i G- w1 f
- @hp_sprite.y = self.y + S_HP_METER_Y
) q3 n# g$ X! X; D. I o - @layout_sprite.x = self.x - @hp_width2 + S_BORDER_HP_METER_X% G: f" j5 P; c; s
- @layout_sprite.y = self.y + S_BORDER_HP_METER_Y
- v9 I3 P6 F2 A; ?0 ? f - @sp_sprite.x = self.x - @sp_width2 + S_SP_METER_X
4 J, Z+ y2 w# M3 |9 ?8 J - @sp_sprite.y = self.y + S_SP_METER_Y + R( G$ C! M7 g# _! G( |
- @layout2_sprite.x = self.x - @sp_width2 + S_BORDER_SP_METER_X
: t5 A' o H' Y7 a5 {& `9 T - @layout2_sprite.y = self.y + S_BORDER_SP_METER_Y 0 T) I, D2 b- Q! ~. J0 W+ i
- end
4 M) N, H# Q1 `+ s. p - #--------------------------------------------------------------------------6 q7 f0 o4 E* f, V
- # * Hp Flow Update1 A! B5 R4 s% d" r k7 X
- #--------------------------------------------------------------------------
& G6 b% V' g5 H# K1 K5 N - def hp_flow_update& K I: _% i' X5 p/ R! s9 e) U
- @hp_sprite.bitmap.clear
8 ?9 s6 t5 M8 b8 |6 K) t - @hp_width = @hp_range * @battler.hp / @battler.maxhp
4 V" R* D0 r" R8 [4 d% I) z - #HP Damage---------------------------------
6 x9 R8 Z g% N J - valor = (@hp_width_old - @hp_width) * 3 / 1008 Z+ \( f. `2 W0 I
- valor = 0.5 if valor < 1 : j5 M% p' v9 {. w4 @
- if @hp_width_old != @hp_width
8 A4 i1 p/ X+ Y" r s - @hp_width_old -= valor if @hp_width_old > @hp_width
9 P5 w- i8 ^: c" x$ w4 n - if @hp_width_old < @hp_width
7 [2 p7 x. D# ?! H4 z' s$ ^ - @hp_width_old = @hp_width4 t* w' r- F, t
- end
" U5 [9 U: O% w. J - @hp_src_rect_old = Rect.new(@hp_flow, @hp_height,@hp_width_old, @hp_height)8 u6 t' ?1 A4 f( s0 E) r5 k
- @hp_bitmap.blt(0,0, @hp_image, @hp_src_rect_old)
+ \' r6 `, D. r" U) G5 E P. W) W% j - end
9 y0 O* {7 u4 S) Q2 @# G - #HP Real------------------------------------& k4 B7 Q$ i0 N8 ]
- @hp_src_rect = Rect.new(@hp_flow, 0,@hp_width, @hp_height)" o( E( J+ \+ h5 ?$ R" i
- @hp_bitmap.blt(0,0, @hp_image, @hp_src_rect) 3 V6 A, B7 l8 _, w+ b* ]
- @hp_flow += 2 5 H$ ]! u+ p8 h% r- ?
- if @hp_flow >= @hp_image.width - @hp_range
# E$ I* G' o2 e, I K% [0 o - @hp_flow = 0 * @, L* S- R i
- end
" l+ P5 Y$ p( I: y0 t7 v - end
& N3 z: s' B( A1 { - #--------------------------------------------------------------------------
0 h$ `. z0 s4 _4 _3 A7 q6 G& U - # * Sp Flow Update" v" w9 c& i: Q' {( L
- #--------------------------------------------------------------------------* W! j5 H" U# K* e5 ` Y$ D
- def sp_flow_update
; c- \' ~; W8 S4 H: X" J7 N [ - @sp_sprite.bitmap.clear
9 s6 @/ P- _# O9 } - @sp_width = @sp_range * @battler.sp / @battler.maxsp
' q$ p; v& B; z) R' u; V1 }5 J+ A - #SP Damage---------------------------------7 H; i! k% Q- B3 T% s4 V
- if @sp_width_old != @sp_width
5 t" S# P( S0 i% C - valor = (@sp_width_old - @sp_width) * 3 / 1008 W. I( ^. W* J3 k; K& y# E
- valor = 0.5 if valor < 1 1 k& y+ x% N; a7 W( V0 g* \' k
- @sp_width_old -= valor if @sp_width_old > @sp_width - q5 f3 |3 @2 @( a1 A4 @
- if @sp_width_old < @sp_width 1 y ?7 Y, E' y
- @sp_width_old = @sp_width+ S# u0 h# h5 I+ a; G
- end
" h ?, x' j, v( {2 n - @sp_src_rect_old = Rect.new(@sp_flow, @sp_height,@sp_width_old, @sp_height)
/ G) \: I* @+ B, B8 A% I - @sp_bitmap.blt(0,0, @sp_image, @sp_src_rect_old) 9 D3 U. Z/ F# z2 N
- end8 Y+ d+ A; \/ z, K5 H
- #SP Real------------------------------------
: `/ L1 e. f0 u2 v - @sp_src_rect = Rect.new(@sp_flow, 0,@sp_width, @sp_height)
0 Y; x9 \# E1 }/ |# ?7 Z - @sp_bitmap.blt(0,0, @sp_image, @sp_src_rect)
' o7 ]! ] O8 O1 n' a/ r2 n - @sp_flow += 1
2 \8 ?; A7 _3 h1 v2 S& z - if @sp_flow >= @sp_image.width - @sp_range
. l- K% v$ U5 X( ~ - @sp_flow = 0 1 U+ E! Q$ i+ i
- end" R) x2 Q: e2 s2 D5 z
- end
7 i3 E r: `$ t2 d1 c - end
5 J- D9 m" n8 j# ` - #===============================================================================/ x6 ]4 f! k# {0 P+ M4 Z3 L0 g
- class Sprite_Character < RPG::Sprite
0 U8 j+ l( _ [6 H - #-------------------------------------------------------------------------------
, s7 F' m( d$ K/ q - alias :xas_emini_hud_init :initialize7 x1 z" l- K1 b0 ^8 |
- include MOG
# K# F; `4 O: K8 O0 x" u+ |4 n - def initialize(viewport, character)
3 W9 F4 D% l3 {; T: ?7 B% e W( b1 d% N - xas_emini_hud_init(viewport, character)9 g$ G- [* s! @2 B8 k. B
- @viewport = viewport0 z6 Q0 v6 t% s
- return if @character.battler.nil?
$ k7 K3 l; s) H$ D E0 R - return if XAS_BA_ENEMY::ENEMY_OBJECT.include?(@character.battler.id)
, w# t0 P( c6 z0 y3 g- `( F% N - return if XAS_BA_ENEMY::ITEM_ENEMY.include?(@character.battler.id): _4 V! l# R! Z! E) M; A" o' u' {
- return if @character.battler.is_a?(Game_Actor)) U4 S9 w# N2 R+ U% N+ i6 _- ~$ S6 m
- @bars = S_Hud.new(@character, @viewport)
1 E3 r. B# v3 M. p - end
. g' F+ Q0 B" f( B - #-------------------------------------------------------------------------------9 q3 a2 v# k8 {
- alias :xas_emini_hud_up :update1 p' {- h' l, B$ k5 b
- def update4 U5 B8 i3 y. o ]- o2 r
- xas_emini_hud_up, e0 c$ y+ @* ^( ~
- return if @bars.nil?6 g7 ` C7 z0 S' M# b! L! t
- return if @bars.disposed?- O+ A0 L* l% V) c5 Q/ C2 C: v
- dis = ($game_player.x - @character.x).abs + ($game_player.y - @character.y).abs2 p7 c1 f& \- |
- @bars.visible = (dis <= RANGE)2 M# l9 H- U! [7 d/ m
- if @bars.visible
) P( q$ I' r0 i, p; }" u: _2 e - @bars.x = @character.screen_x# - @cw / 40 u4 f* `- Z; b% `4 C8 z6 w! Z1 f2 f
- @bars.y = @character.screen_y# - @ch / 4
. P1 B G/ Q+ w6 W2 v! }& U - end$ X% d B: k! D' T% S& v- J/ R: h$ f
- @bars.update8 h& [- Q* `0 f" a3 j! B
- end% E5 n ^0 @# `3 _/ @8 g9 Z
- #-------------------------------------------------------------------------------& a- O5 a3 L5 t% I2 ]
- def dispose$ h1 }% \8 T+ l
- super) w# |7 v% F+ L ^
- @bars.dispose if [email protected]?+ V% o7 [1 G8 W# d) m1 L" D/ ?
- end7 l& j3 }5 t T# O; x4 I8 z2 L7 W
- end" v2 t4 s% h) Y4 S7 ` R# x
7 R8 [, o9 F2 a0 f& {- $mog_rgss_s_hud = true
复制代码 w. i7 Y: C/ H5 Y: g
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上面所說出錯的203行內容為
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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" ?, g3 L" }. x, n
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S_HUD_Graphic.rar
(12.36 KB, 下载次数: 49)
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