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這是我將官網的S_HUD修該而成的怪物血條+ ?" J3 }. b: `
會在每隻事件怪物的腳下顯示
8 P' X$ e, {1 i問題是不知道為什麼. z" y+ P2 O, v" O* Q2 e5 Q% M
有時打怪打一打會跳出1 C. x d2 H+ T# j3 x
---------------------------
. G6 f' W7 k# nXAS
# R. K* O4 z( n; D---------------------------
1 }- V; ^* m% S- e. L/ G) G脚本 'MOG - S HUD' 的 203 行 发生了 RGSSError。- l+ g9 H" e' m* K
) O5 H5 t. c/ Wdisposed bitmap2 d& E2 F' L t( f7 h. L; I
---------------------------
' l* @& r, ]3 V3 q k Z確定
7 G+ Y7 x: }% _3 c+ z---------------------------
6 J7 M: V: D7 k( j' ^' Q7 m( N* P3 G9 u1 f( l4 J; W9 ~
這是腳本' c$ i: |' \& m2 g. A; \/ k, [2 C
5 `+ O+ R, {- p1 u9 F
- #===============================================================================
1 H2 ~) \/ E7 Y+ {$ \ - # MOG - s Hud 1.0 9 U& R R9 {' D: ^" Z( [3 S
- #===============================================================================) Q2 d+ `4 k4 X: q S3 O9 Q
- # By Moghunter ' l1 l( u2 j* Y! o$ m/ \
- # http://www.atelier-rgss.com1 W9 B" X; {- N# K u: G- X
- #===============================================================================
# K' ~9 ~9 A+ v, ]; N - # Translated by Calvin624 ! ^; q7 G0 f B" ^
- # http://www.xasabs.wordpress.com
4 \ g1 T2 T3 W9 m& s! a - #===============================================================================. `7 Q* X, k! o3 D
- ###############################-DESCRIPTION-####################################3 A+ n1 }/ p4 B
- #===============================================================================
: K0 l1 ~- l# c' i - # Personal HUD – displays the HP and SP below the hero.( V6 R4 D9 w- w- O# A
- #===============================================================================9 ]; M/ l/ S: z6 Q- z
- ## e! P9 \: O) E( }8 `3 z9 A
- # Graphics required:+ v- i; J- T4 W6 n+ ]
- # 7 N. B3 |9 I3 X$ t' H$ Z) A o
- # S_Border_HP_Meter.png3 A ?8 f0 ]6 p% E1 ]* R
- # S_Border_SP_Meter.png) f! C8 t" ?: A& Z
- # S_HP_Meter.png" g! m$ T0 z) @4 v) r6 L3 r# Y" P
- # S_SP_Meter.png. a' k6 K4 L" `+ {1 f" X
- # Z' j# x5 p. e. P
- # All images must be in the Windowskin folder.
- i5 ~( A$ D7 a6 s6 y& n% J - #
( ?9 Q: T: c( n - #===============================================================================& e4 a6 O1 D) ]" ^$ Q" ?$ Y
- module MOG
( o4 J4 V! L( s$ [8 V - VISIBLE_DEF = false
- t: b7 B! B' J# T2 k9 f - # Show HP meter?
S: _# W" b! s* O# I - HP_HUD = true
6 \" B9 p$ G7 L: s - # Position of the HP border
. l, K. B1 a5 ]* c: ` - S_BORDER_HP_METER_X = -2
* E) [) q9 P5 t) l9 M - S_BORDER_HP_METER_Y = -2
# I h! d8 O0 G! ]- @, X$ D - # Position of the HP meter
/ O5 W- ]) @ H" Z C - S_HP_METER_X = 0
8 c# E9 d; ^+ X5 A. b, q# H' @ - S_HP_METER_Y = 0, s L- s7 h- [8 I2 @; r s
- # Show SP meter?1 Y4 f& r* ~% Y* V+ F$ [# V
- SP_HUD = true
4 G k3 S1 s1 |" k/ K9 Q - # Position of the SP border6 r7 v2 v R, b' R, D/ _( T, H
- S_BORDER_SP_METER_X = 0
) S; F% u3 e6 _# h. C - S_BORDER_SP_METER_Y = 10 ! }0 C3 g' S5 z( t, \$ |
- # Position of the SP meter' z. C/ P% C, X4 [% s
- S_SP_METER_X = 0
2 @# H) Q, L6 D$ x* x5 y# G - S_SP_METER_Y = 10& j+ x& F- Z* P+ ]; R& a; H1 _, e
- # Switch to disable the HUD: E n* G5 R& _; h* z
- DISABLE_SHUD_SWITCH = 5
& @8 b6 h/ ^: P( v7 k, T+ l - RANGE = 20
/ k& p: q8 q c4 k0 I - end
1 c8 c2 f7 q, }( h# K$ z - #===============================================================================
- F2 c0 S6 R9 B - # S Hud
7 k& S, Y8 u* f+ U - #===============================================================================! Z" g- j- J; I9 l. S
- class S_Hud < RPG::Sprite
' D2 R, h' ~! Q. b0 g5 y - include MOG2 S! g" g/ W' S0 h& K: ^6 B
- #--------------------------------------------------------------------------
4 }7 |0 n. J9 f% ?% R3 D - # * Initialize. g7 R g! }: U M
- #--------------------------------------------------------------------------
) F+ O% N3 J8 j, [ I( { - def initialize(enemy,viewport)7 O4 a8 b: \% K: `3 S |# o
- super(viewport) ) Y5 X* ?3 P* p! H
- @enemy = enemy3 i! m7 h& M) x
- @battler = @enemy.battler
9 W/ `" [. a: A+ R - @old_hp = 0
8 _' W5 ?/ c' f' q3 P - @old_sp = 0
$ u, M9 K L n+ G - @old_vis = false0 a1 S6 t: s+ U2 m7 K/ p
- self.bitmap = Bitmap.new(100, 100)
8 q, `; ]' ~# S) I3 A& m. v$ T - self.visible = (VISIBLE_DEF)#false9 C2 L3 M$ `9 {# T0 N6 q6 _) ~
- self.z = 100
4 P- e1 Y7 s$ P. D$ i - #HP Border -------------------------------------------------------------------
( G* h+ ?$ w% u( l8 _2 g - @layout_image = RPG::Cache.windowskin("S_Border_HP_Meter")
! J' ~- v% A2 W6 o2 U4 O - @layout_bitmap = Bitmap.new(@layout_image.width,@layout_image.height) s' c* F$ Z6 \- r
- @layout_sprite = Sprite.new
+ D2 U- A6 q$ x6 Y$ k - @layout_sprite.bitmap = @layout_bitmap( T7 l" r2 [0 Z" v3 _ }
- @layout_src_rect_back = Rect.new(0, 0,@layout_image.width, @layout_image.height)
6 w, j. j7 d# ^! f* u% Z% B& } - @layout_bitmap.blt(0,0, @layout_image, @layout_src_rect_back) $ Q/ H0 Z$ A$ N. c8 ^
- @layout_sprite.z = 50019 c$ j/ q' u' T
- #HP Meter ---------------------------------------------------
' I0 ?# s6 V* V0 o - @hp_flow = 03 t- a2 S2 Q( e4 _! k
- @hp_damage_flow = 0
, q/ z" f6 f; O& f# ~1 R - @hp_image = RPG::Cache.windowskin("S_HP_Meter")
! Q6 D# [/ M! |. @0 r0 x& P - @hp_bitmap = Bitmap.new(@hp_image.width,@hp_image.height)$ \$ d9 W5 U* Y8 c) _( z
- @hp_range = @hp_image.width / 3
0 g. O" g" \. h( E* V+ c2 w. j5 k - @hp_width = @hp_range * @battler.hp / @battler.maxhp
. M: k' A G- R - @hp_width2 = @hp_range / 2+ B# g1 a+ _) f# J$ D1 Q) r, q
- @hp_height = @hp_image.height / 2
0 p, E# f2 n- V% T6 X! J/ k - @hp_width_old = @hp_width7 M W1 b% ]" {' `8 v( Y2 l) ^& t
- @hp_src_rect = Rect.new(@hp_range, 0, @hp_width, @hp_height)5 n$ n1 B( t) V2 M+ f) S+ ^
- @hp_bitmap.blt(0,0, @hp_image, @hp_src_rect) . B4 O' }* ~. n% _* ^; o
- @hp_sprite = Sprite.new! g( d8 Y6 F) o% `/ v4 g# B% [
- @hp_sprite.bitmap = @hp_bitmap
+ v9 ^; v) V8 E' @ - @hp_sprite.z = 5002
~! x6 E4 J# ~ ? - #SP Border -------------------------------------------------------------------
. D1 w7 h0 C' s! E! R, e$ ]; h - @layout2_image = RPG::Cache.windowskin("S_Border_SP_Meter")
- t% l k+ D) s# n - @layout2_bitmap = Bitmap.new(@layout2_image.width,@layout2_image.height)$ M$ n8 ? f6 X4 @
- @layout2_sprite = Sprite.new
! O/ t$ b; j( ?! v) C3 q6 r- I( y2 i- b - @layout2_sprite.bitmap = @layout2_bitmap
- p- C$ x" Q5 u+ F$ w - @layout2_src_rect_back = Rect.new(0, 0,@layout2_image.width, @layout2_image.height)
c. Y$ l S. O( ?. O3 a6 Q - @layout2_bitmap.blt(0,0, @layout2_image, @layout2_src_rect_back)
5 v* j) O6 X& V) G1 K9 P7 ~! p - @layout2_sprite.z = 5001
, P: l; t2 c& x4 g2 R9 e - #SP Meter ------------------------------------------------------
& n ]" E2 z/ g {; s1 q" G - @sp_flow = 0
+ ^) G. S7 B* G7 A: W! y& j% B - @sp_damage_flow = 0
9 w9 v8 F7 R7 ?9 B* }7 S! @! e - @sp_image = RPG::Cache.windowskin("S_SP_Meter")
$ y6 `* l& U( M# Z( D& l; e% ? - @sp_bitmap = Bitmap.new(@sp_image.width,@sp_image.height). f s' o8 ^ i
- @sp_range = @sp_image.width / 3% b1 \7 `. Y, @' Q
- @sp_width = @sp_range * @battler.sp / @battler.maxsp L" Z$ [3 D* I% W+ W% Z
- @sp_width2 = @sp_range / 2
- O1 j& M' q9 F8 E3 V0 i - @sp_height = @sp_image.height / 2
3 H; r% u0 M3 t+ M - @sp_width_old = @sp_width
: t# e. ~, I6 t - @sp_src_rect = Rect.new(@sp_range, 0, @sp_width, @sp_height)
; `. {( ]# I: V) I# Y& \7 h - @sp_bitmap.blt(0,0, @sp_image, @sp_src_rect)
# k- a' T$ b5 X5 O2 p! h1 C - @sp_sprite = Sprite.new! j, [' I) v8 ^# Q
- @sp_sprite.bitmap = @sp_bitmap
4 f7 l# i: Y& X5 _( P, i" k9 I - @sp_sprite.z = 5002$ j/ x' A$ j' X; B+ Y& ^
- update
' q" |9 L6 f/ z- d1 D - end7 ~$ R# V) i0 R; W! e
- #--------------------------------------------------------------------------9 U, V/ G# g" R
- # * Refresh
p& t( e& x+ h b- w6 q - #--------------------------------------------------------------------------
. ~+ u" x' i" Q7 J- M - def refresh
6 W0 u+ \ {) ] - return if @old_hp == @battler.hp and @old_vis != self.visible0 M' U8 ?* q8 j
- self.bitmap.clear
' B7 ?4 d$ ?9 L - @old_vis = self.visible7 W3 R8 r' }4 Y4 V5 s. t
- @old_sp = @battler.sp
0 v9 h1 |# m% w. u4 A' Q2 P& h" Z - @old_hp = @battler.hp
7 b! K/ t; H H- k% j" v - hp_flow_update: M5 B7 D5 k3 L8 M
- sp_flow_update7 c, H2 s: H& q( d* C
- hud_pos_update9 ~/ c p* B9 r+ Y0 i$ _
- visible_update' n8 y" o2 Q2 u$ W1 Q9 J/ ]+ s
- end4 q7 l3 c, }+ D* L) @
- #--------------------------------------------------------------------------4 j5 S) G2 Y: _/ l) z
- # * Dispose
' ^- m1 a0 {/ _- c; r - #--------------------------------------------------------------------------
& A" B* }7 L4 [ - def dispose
4 M3 Q1 ]* n4 F - #HP Meter Dispose
2 z4 L. Z7 F% F4 z. f6 @ - @hp_sprite.bitmap.dispose& @5 I; q) {: S
- @hp_sprite.dispose
. l+ W! ]# a( U) `3 \5 m1 ^ - @hp_bitmap.dispose3 Q' B) H+ Z! c4 ?2 H% N( G1 S
- #HP Border Dispose. l+ n' z) P% ^3 I! N9 a" N
- @layout_sprite.bitmap.dispose
; G( X( _4 S8 K% j0 E - @layout_sprite.dispose
3 ?" m m1 O9 S+ q. b, [8 p - @layout_bitmap.dispose3 a; v9 J" e# d
- #SP Meter Dispose8 @& R1 |; {6 b* I
- @sp_sprite.bitmap.dispose' }. [" e) u% b
- @sp_sprite.dispose$ F6 M( f6 ~2 N& U0 x
- @sp_bitmap.dispose+ h! l( g3 T8 z1 S' y9 C) q
- #SP Border Dispose
' G, U1 d+ e3 n4 e: u% ^( k6 F* P - @layout2_sprite.bitmap.dispose
5 ]1 P; ?6 D$ K4 U1 x) B - @layout2_sprite.dispose
+ f3 P9 j( V2 A9 u4 j& w! _ - @layout2_bitmap.dispose
- M9 P! F$ I2 q0 U* v - end
" j, U V/ \$ v - #--------------------------------------------------------------------------( \1 P4 q/ d5 W8 V
- # * Update
3 g0 o1 g* z9 N( T; H1 I - #--------------------------------------------------------------------------
1 S$ V5 p% e3 \: ? - def update
6 @$ \9 l/ V' z9 r - @battler = @enemy.battler
7 W2 V4 L. o* B/ h" q, Y - return dispose if @enemy.dead? or $game_map.events.values[@enemy.id].nil?
& V& A; n- ]7 ?% P- p - if self.visible( y( R p7 z* w9 ?5 ]: U+ L
- refresh
, ]- F) h# H8 h$ w - else
& z$ \2 C: }. H: a6 \ - self.bitmap.clear: f' q) | Y1 V. k1 d9 R
- end( x; B9 G9 Q6 Y( ]
- end$ U# n1 j$ h: w" j
- #--------------------------------------------------------------------------
9 } W) e3 E8 l+ ~8 D% e% f - # * Visible Update1 F$ V7 U0 k% G& G. J
- #--------------------------------------------------------------------------8 ~$ c! {* i. f( G/ t6 \
- def visible_update t/ c, Z# O6 @$ M
- if $game_switches[MOG::DISABLE_SHUD_SWITCH] == true
f9 g! v) {" a( l4 w# t - @hp_sprite.visible = false% N# j( h! S% P" t; r- z( b
- @layout_sprite.visible = false
) S# r% [) i0 `: X - @sp_sprite.visible = false
& @# K( S7 c8 s W; ]# I - @layout2_sprite.visible = false. y- T+ ~9 F+ s: C* d" X; \- G
- else1 U) ~/ c0 L* ?, q" q1 q" M
- if HP_HUD == true
, i4 s3 Y, \1 k1 M - @hp_sprite.visible = true% F3 k1 y3 I+ W1 z% w
- @layout_sprite.visible = true
$ w( N3 v0 p; [ - else' a5 I$ u# D( n# F, e$ s+ j3 M0 Q
- @hp_sprite.visible = false
5 J3 e. D4 w$ `# n5 v - @layout_sprite.visible = false" u9 M0 l5 I7 j |, n
- end
4 w5 E; P( s5 R/ M$ i - if SP_HUD == true
* P! j- W( F( ?9 G7 O8 R& O* ~ - @sp_sprite.visible = true8 I- P/ N% N( v9 [8 ^5 N* |. I3 r
- @layout2_sprite.visible = true
) W5 u9 z- [8 S8 T - else& g, L) m! d5 J) g; i
- @sp_sprite.visible = false
# c$ D2 ]( @8 Z) ~. k- D) ]0 q - @layout2_sprite.visible = false' m! E& T9 r$ K, v6 o3 U
- end
9 u) E& h5 _1 a - end 8 c+ ] y( d4 q7 T/ c9 O
- end
8 s5 g$ z) f5 p6 a) S. v - #--------------------------------------------------------------------------
3 i/ I' {% t* H0 t; O# _ - # * Hud Pos Update: x, j% Z" o* l8 I2 Q" L% p. `
- #-------------------------------------------------------------------------- q( \8 i& L9 d$ c: v N) W0 `
- def hud_pos_update8 r1 R C3 U. z" [8 S
- @hp_sprite.x = self.x - @hp_width2 + S_HP_METER_X
; s: }7 H" ^0 K - @hp_sprite.y = self.y + S_HP_METER_Y 6 L7 \2 ]# t/ Y" L ~9 Z3 _
- @layout_sprite.x = self.x - @hp_width2 + S_BORDER_HP_METER_X
( M! y! g* Q9 s! B - @layout_sprite.y = self.y + S_BORDER_HP_METER_Y 0 _ n" |6 d0 C( ?
- @sp_sprite.x = self.x - @sp_width2 + S_SP_METER_X4 j( ?% z# n' V2 N; v3 l% d
- @sp_sprite.y = self.y + S_SP_METER_Y - U' Q3 Z4 ]+ U- }4 M6 N4 u9 K
- @layout2_sprite.x = self.x - @sp_width2 + S_BORDER_SP_METER_X
& w3 I- }2 J. s4 h) ^% R/ f - @layout2_sprite.y = self.y + S_BORDER_SP_METER_Y . {: r/ F `6 p7 S- y# {
- end
0 l( I5 ~" B, J4 V - #--------------------------------------------------------------------------% N) w4 S+ v! C( G
- # * Hp Flow Update
, F; G4 e2 i1 e5 f( P - #--------------------------------------------------------------------------7 ~( `) E% d& B6 Z
- def hp_flow_update
- l8 R( `$ W! T3 R# z2 b - @hp_sprite.bitmap.clear
% I( ]# A5 w) X% F - @hp_width = @hp_range * @battler.hp / @battler.maxhp
. T3 m8 A& r6 g6 @# t* M( D - #HP Damage---------------------------------! q2 ^+ s, V" x
- valor = (@hp_width_old - @hp_width) * 3 / 1000 Y! w* k( f0 V' f
- valor = 0.5 if valor < 1 / {2 A! B; Z# \9 o* k
- if @hp_width_old != @hp_width( E& T+ ^4 I7 `- G
- @hp_width_old -= valor if @hp_width_old > @hp_width : `- i+ {" Y' L0 ]/ Q* B- \. r
- if @hp_width_old < @hp_width b' c* g- J9 d7 w$ J
- @hp_width_old = @hp_width
0 d$ x* G5 p8 a$ Q( ], } - end
1 |9 u% p. D) E5 M" R+ X2 y - @hp_src_rect_old = Rect.new(@hp_flow, @hp_height,@hp_width_old, @hp_height)
$ L4 Z7 w$ Z" |1 V: D - @hp_bitmap.blt(0,0, @hp_image, @hp_src_rect_old) 7 V, c2 D! ]! Q$ _/ U2 }
- end 0 h6 V5 B' ?) ~0 p
- #HP Real------------------------------------
" g$ N1 x7 z! i' @6 g& G8 z - @hp_src_rect = Rect.new(@hp_flow, 0,@hp_width, @hp_height)
9 O* M2 r& l \0 Y: y B - @hp_bitmap.blt(0,0, @hp_image, @hp_src_rect) ' Y+ {4 m" B8 s. b* F5 f
- @hp_flow += 2
6 |1 f ]- K9 F - if @hp_flow >= @hp_image.width - @hp_range
) t1 m9 t4 f/ S, P! c8 I - @hp_flow = 0 5 s3 A6 Z/ ]" a2 f' P
- end5 K+ j9 e3 G6 X- c. y* t
- end
F* g( Y& L; R. N - #--------------------------------------------------------------------------
2 u4 s* q) w0 }8 f9 P5 g7 B4 U8 \& A - # * Sp Flow Update
! e: K2 ~$ U: J! k1 p) B7 m9 \ - #--------------------------------------------------------------------------
4 O: P1 W; a! k+ s i - def sp_flow_update( c |2 R0 ?0 S, Z- s
- @sp_sprite.bitmap.clear; X9 h$ r7 J4 @) v* ]& x
- @sp_width = @sp_range * @battler.sp / @battler.maxsp
* B$ h7 K7 |/ n' Q; j( G1 h1 S - #SP Damage---------------------------------, ]4 P6 t N" J8 h, `
- if @sp_width_old != @sp_width1 z. f2 x+ q2 e, w/ g7 p- \
- valor = (@sp_width_old - @sp_width) * 3 / 100
1 _1 o( `9 t8 a: S0 w' Y7 J/ D5 Q - valor = 0.5 if valor < 1
/ w9 e( _9 j3 Q% e; @ - @sp_width_old -= valor if @sp_width_old > @sp_width 5 V e; D& |7 V0 ?" B8 I
- if @sp_width_old < @sp_width
- E; [8 p" `; [ - @sp_width_old = @sp_width4 W3 R4 }7 O0 ^+ V. \$ T9 A0 M
- end # a; I( M% y$ \( h2 q
- @sp_src_rect_old = Rect.new(@sp_flow, @sp_height,@sp_width_old, @sp_height)+ Y0 G. }/ R7 ? G# G! n' G
- @sp_bitmap.blt(0,0, @sp_image, @sp_src_rect_old) 0 ?$ u- E9 X( o/ T# ~! r
- end- _- T6 K* p; P4 }9 E) |' G! D
- #SP Real------------------------------------
' k$ h# a( X/ R4 k/ M0 g9 B - @sp_src_rect = Rect.new(@sp_flow, 0,@sp_width, @sp_height)
: C) b% E$ J/ [% ]8 G3 y - @sp_bitmap.blt(0,0, @sp_image, @sp_src_rect)
& r, \* L1 a; M- l. u# C' I - @sp_flow += 1 % P7 ^5 a" y5 M: q
- if @sp_flow >= @sp_image.width - @sp_range
0 {+ B( x& [5 S' H( T - @sp_flow = 0 + b7 O C! d* W
- end
6 d( {. O4 F1 c6 | - end
/ [, e- P# ]& Q s7 Y4 g/ F - end1 h8 q8 s) v Z
- #===============================================================================2 i! W3 u; X! `( q
- class Sprite_Character < RPG::Sprite
0 X1 @: i' [: p& K, U - #-------------------------------------------------------------------------------4 p) r: }9 e, e. l
- alias :xas_emini_hud_init :initialize
8 m& u) F% n( J! {! K - include MOG
! N% x; E. J" k - def initialize(viewport, character)' H! Z( E+ l, @8 G# I5 ~
- xas_emini_hud_init(viewport, character), x' P( }6 O0 i# z ?2 C: X: V
- @viewport = viewport
* z* N" z7 a2 S4 J - return if @character.battler.nil?
1 u( ` D' w! V - return if XAS_BA_ENEMY::ENEMY_OBJECT.include?(@character.battler.id); C0 }7 U" w" h; S5 l2 h
- return if XAS_BA_ENEMY::ITEM_ENEMY.include?(@character.battler.id)% X8 @$ p: ~8 t; m/ z
- return if @character.battler.is_a?(Game_Actor): _( G H* s7 a
- @bars = S_Hud.new(@character, @viewport)2 A Z1 k- m# Z6 S9 F7 A+ w; e
- end
2 h/ L3 }- \/ Q9 C - #-------------------------------------------------------------------------------
, M+ @+ M/ Y: |/ }2 b+ u% y - alias :xas_emini_hud_up :update
# E$ g: s# V# P# o4 _ - def update5 q- Y6 P/ n3 y
- xas_emini_hud_up
; e1 W/ W8 J2 [) N - return if @bars.nil?; ~) @6 h7 a( C$ F
- return if @bars.disposed?
% B9 @( P4 p. N5 s, a0 N+ a. P - dis = ($game_player.x - @character.x).abs + ($game_player.y - @character.y).abs" |3 O5 k' l. N' d3 @* b/ w
- @bars.visible = (dis <= RANGE)
& F/ H& f: S! X - if @bars.visible
' m# W/ c. V: w$ w - @bars.x = @character.screen_x# - @cw / 4
4 s9 Y1 q3 W8 k% r0 r" i6 t, [ - @bars.y = @character.screen_y# - @ch / 4
8 R- B' o1 u% v- V D) L - end M$ d- O. I; J e) P; ?2 b/ ?0 n
- @bars.update
* m( l) R/ x# r/ v: U6 g* S* v - end
9 E5 L& ^" w- C; i1 j, U - #-------------------------------------------------------------------------------" s/ f5 R$ X, k; P: \# _
- def dispose( C/ c/ g8 D7 J% Y( B3 Z B
- super
/ K5 C k+ |$ `* R. \9 V - @bars.dispose if !@bars.nil?
" r- K( a# L0 w; ? - end
8 C; P v/ z$ i, d" k - end
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6 O2 ]& `$ q/ [6 ]( m) C: f- $mog_rgss_s_hud = true
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上面所說出錯的203行內容為* x/ r' z4 X2 y" C0 A, ]8 ?
@hp_sprite.bitmap.clear
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想知道怎麼解決5 `" x4 d8 M3 I O H* S: I, M8 _
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該腳本支持3.82
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下面是圖檔,要塞在Windowskin下$ i' J& y1 |/ ?9 b/ o4 w+ W: m6 D
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S_HUD_Graphic.rar
(12.36 KB, 下载次数: 49)
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