| 
 
| 赞 | 0 |  
| VIP | 0 |  
| 好人卡 | 2 |  
| 积分 | 6 |  
| 经验 | 31761 |  
| 最后登录 | 2025-10-29 |  
| 在线时间 | 1796 小时 |  
 
	梦石0 星屑562 在线时间1796 小时注册时间2009-7-12帖子443 | 
| 
這是我將官網的S_HUD修該而成的怪物血條
x
加入我们,或者,欢迎回来。您需要 登录 才可以下载或查看,没有帐号?注册会员  + k: g0 J' w" I7 t: M0 V會在每隻事件怪物的腳下顯示
 6 |9 u9 S0 S: c1 h問題是不知道為什麼
 e9 U2 ?# ~7 C. Z3 O" V9 ~/ n有時打怪打一打會跳出! T% U7 M+ S, c4 \0 ]
 ---------------------------- Y- s  P8 |$ k, X2 p0 R# {: o2 b
 XAS
 $ H5 Z: H& E0 L# R, K* y) b---------------------------" w8 l/ {4 U& i* s4 U* N
 脚本 'MOG - S HUD' 的 203 行 发生了 RGSSError。
 8 g3 v, O1 V- |" w) Z( C8 P# }7 \1 F2 p; k- Z1 l  j
 disposed bitmap
 3 _6 I8 @% z" z9 }) i* l1 z' P0 i---------------------------
 5 W) _; M7 I- j$ a8 V7 ]# T4 l" Q確定
 ( _3 r. V. R3 I---------------------------& h! t) h$ h* ^% ?
 
 ; q' C$ D% d& B0 J這是腳本4 G/ @+ T! d9 D: `* l4 I3 l( E
 ( t; L# W  {! |  G0 q6 A- K3 k# ?
 
 复制代码#===============================================================================/ G& Z( z; n0 [1 S  w
# MOG - s Hud 1.0      # _; D6 ^* R/ R) a' v% p
#===============================================================================z, C, }. g4 G  n6 o
# By Moghunter 2 C6 f0 L' `) V( v  I/ h) s6 O
# http://www.atelier-rgss.comb0 o+ L* {' f8 w; o
#===============================================================================) X" n$ F/ g% [- u
# Translated by Calvin624 6 j" ?3 E4 b# o, A
# http://www.xasabs.wordpress.com3 m; I9 {0 z. w9 q) @5 m
#===============================================================================4 I# g. q* ?* o( T& A& x& @
###############################-DESCRIPTION-####################################8 w, k5 K) H$ S, x# x2 K4 p: W
#===============================================================================9 m% H3 r6 w# D% c0 C, J! p# }
# Personal HUD – displays the HP and SP below the hero.) [+ }# g, f/ t$ p, J; j7 y
#===============================================================================' \1 l9 v! o/ \6 G( a' ~6 G9 c
#7 q0 S: Z4 t, A0 t
# Graphics required:- o( J8 x8 E5 {4 n' ~* W
# ' _$ h2 U& y' v# Q) T. {
# S_Border_HP_Meter.png# Z& g1 r4 D# t0 I. W
# S_Border_SP_Meter.png3 w* i: J: f3 Q
# S_HP_Meter.png: h, r  q* t! c7 {. J, V
# S_SP_Meter.png5 V* X: o# i/ `$ w, t: {+ h
#; `/ h2 q8 E; k5 v
# All images must be in the Windowskin folder.7 Q! J6 ]' b: o( _8 t8 K  g/ B# ]
#0 E" ?  M) m) z* l% M
#===============================================================================: p0 l$ e  b" {( V( c# N  l5 [
module MOG7 X6 L( Q  p9 o- O- X) N. ^. y
VISIBLE_DEF = false  7 E* n* X! A, v0 l3 {; {0 t+ L
# Show HP meter?7 n' r: f) f. F) J1 t6 I
HP_HUD = true9 b  f/ S" |: q  i  u+ k3 u& s$ o
# Position of the HP border: _) J1 {/ ^9 B. g
S_BORDER_HP_METER_X = -27 p8 a2 T7 y4 w6 Q( h/ [
S_BORDER_HP_METER_Y = -2  1 V8 }# {, U7 K# z4 u
# Position of the HP meter" b' j) S; z# T; K" w4 b/ n% A  [# d
S_HP_METER_X = 0, ~5 Q# s, {" k/ H
S_HP_METER_Y = 0* {0 ^/ S9 s% s* N9 c* Z4 g
# Show SP meter?3 p2 Y) o: Z6 b1 g& I6 }6 d
SP_HUD = truez; B- ~% z. J/ l
# Position of the SP border: I; z3 ]6 \0 n% C0 C8 G. F+ P5 `
S_BORDER_SP_METER_X = 02 x$ ?! o! [4 Y2 b$ X5 U4 S* E  z
S_BORDER_SP_METER_Y = 10 - c& H/ b. J9 x! {! @
# Position of the SP meter6 j0 ~- G9 K5 {! d
S_SP_METER_X = 0) s% y! e" F9 W4 k
S_SP_METER_Y = 104 y6 A9 \  \7 }" A
# Switch to disable the HUD6 v+ k0 O% g6 R9 f; h) s2 \
DISABLE_SHUD_SWITCH = 54 ?! l8 N  \  _) V
RANGE = 205 p" k. [$ b  J0 i7 L7 v
end0 W- u1 c' Y. w$ I
#===============================================================================. Q; ^: t8 A; g; p' b
# S Hud" [' z. I) Y1 @+ G  j: d- B* w
#===============================================================================( g$ o# K/ }. y2 m& c! h9 y2 [: i% n
class S_Hud < RPG::Sprite) w1 V1 Z' r# C. N" Z
  include MOG6 t+ j# M9 P$ V0 }8 w4 u
  #--------------------------------------------------------------------------2 G- D, Q8 {2 F
  # * Initialize+ `9 t: F! q% W) Y& F0 w% k
  #--------------------------------------------------------------------------6 o/ A7 ]1 {$ \; l8 Q- x& d) {2 m. d; C
  def initialize(enemy,viewport)0 E1 \3 {) ]. ]6 ^+ c
    super(viewport) ! m& {/ L" o1 Z
    @enemy  = enemy5 U. e7 {$ Y- x
    @battler = @enemy.battler0 S2 N- j- c9 R2 U# z" f5 C& A
    @old_hp  = 08 Q  ]6 |0 t" _# D
    @old_sp  = 0! N( t+ x+ a( |( Q8 d4 j; a
    @old_vis = false) a) S7 s8 {% t0 F  x5 E' o
    self.bitmap = Bitmap.new(100, 100)R& {, U0 O. l7 K
    self.visible = (VISIBLE_DEF)#false' I5 n8 L/ k/ W; m4 p
    self.z = 100+ F- B2 z. f' t/ I4 @
    #HP Border -------------------------------------------------------------------- F  H, V  y. a+ q7 L1 S; {0 F2 S) ~
    @layout_image = RPG::Cache.windowskin("S_Border_HP_Meter"). q4 D8 D! C. \- [8 J
    @layout_bitmap = Bitmap.new(@layout_image.width,@layout_image.height)4 j- C) d0 ]' `& L
    @layout_sprite = Sprite.new2 d2 Y$ X4 o# L. r
    @layout_sprite.bitmap = @layout_bitmap( F0 F) a3 g- D
    @layout_src_rect_back = Rect.new(0, 0,@layout_image.width, @layout_image.height)J3 m) f- p+ w2 C  v' b
    @layout_bitmap.blt(0,0, @layout_image, @layout_src_rect_back)      : M" D& R) C7 P1 g2 v# z3 U, z
    @layout_sprite.z = 50016 t9 h& o/ ?, H' j( O; j
    #HP Meter ---------------------------------------------------* }$ X( i9 ~- G$ d: K# T
    @hp_flow = 0' G4 ~. ?+ A& l
    @hp_damage_flow = 00 r& ?8 X8 Y7 A1 J, x1 {3 e* p7 A5 ]( a8 Z
    @hp_image = RPG::Cache.windowskin("S_HP_Meter")# F+ D7 C1 g! ~, K0 a& Q
    @hp_bitmap = Bitmap.new(@hp_image.width,@hp_image.height)) e) _7 [8 v, j& q! M# v
    @hp_range = @hp_image.width / 35 G  C8 k9 v+ e) F
    @hp_width = @hp_range  * @battler.hp / @battler.maxhp  ' s6 C& R7 Z- C3 }! _" j2 Q% Q
    @hp_width2 = @hp_range / 2! X/ U) B( I# ~" I- Y* l9 F7 k
    @hp_height = @hp_image.height / 2" s- e& Q! u- Q8 m, Y% K7 E
    @hp_width_old = @hp_width. I! h; q3 q* h! `7 H# L
    @hp_src_rect = Rect.new(@hp_range, 0, @hp_width, @hp_height)0 z! H4 N% ~  G- K$ v
    @hp_bitmap.blt(0,0, @hp_image, @hp_src_rect) , h$ d& V* `  ^, o
    @hp_sprite = Sprite.new. y4 |; P, ^5 \, X+ {
    @hp_sprite.bitmap = @hp_bitmap! z1 b' f, a2 n7 V$ }% P1 m
    @hp_sprite.z = 5002& y( M5 X4 e% u# e
    #SP Border -------------------------------------------------------------------m/ v2 O6 ?6 Q2 l/ A( r+ C
    @layout2_image = RPG::Cache.windowskin("S_Border_SP_Meter")3 l( J4 j) |+ l$ @
    @layout2_bitmap = Bitmap.new(@layout2_image.width,@layout2_image.height)  d( f9 q- b. h) B" f
    @layout2_sprite = Sprite.new1 s7 h7 l4 j( }5 N2 D& e
    @layout2_sprite.bitmap = @layout2_bitmap7 a6 \$ A$ q6 T5 ^
    @layout2_src_rect_back = Rect.new(0, 0,@layout2_image.width, @layout2_image.height)' b- f/ r( f+ B& c& E9 d4 V
    @layout2_bitmap.blt(0,0, @layout2_image, @layout2_src_rect_back)      ! v8 q; a7 Z* g7 P3 j4 s& k
    @layout2_sprite.z = 5001    ' z( }8 T' ^# Y2 R# p! w% X1 ~- O
    #SP Meter ------------------------------------------------------5 E  d2 n7 }) _
    @sp_flow = 0% p. K7 I3 E' H+ d0 S
    @sp_damage_flow = 0; h+ @2 C: j8 `3 [6 L2 L
    @sp_image = RPG::Cache.windowskin("S_SP_Meter")1 c3 o/ a& W3 r, b3 M! k
    @sp_bitmap = Bitmap.new(@sp_image.width,@sp_image.height). a: f/ s! g- x7 U. R
    @sp_range = @sp_image.width / 3* T' o, H) L! x8 I+ D# R3 R$ B
    @sp_width = @sp_range  * @battler.sp / @battler.maxsp  4 O0 x# }+ o; g: S. H0 G5 U
    @sp_width2 = @sp_range / 25 C) o! i, T7 c
    @sp_height = @sp_image.height / 24 a. A/ e6 e: i  p
    @sp_width_old = @sp_width) J3 t' K9 B& D" T1 m
    @sp_src_rect = Rect.new(@sp_range, 0, @sp_width, @sp_height): A8 _/ f2 `- H+ S/ g
    @sp_bitmap.blt(0,0, @sp_image, @sp_src_rect), d5 N2 }+ @5 }" o1 I
    @sp_sprite = Sprite.new. ^9 I) f* q5 |7 A+ a
    @sp_sprite.bitmap = @sp_bitmap2 |1 F; D8 s% `% H
    @sp_sprite.z = 5002' [" }& O' l0 x
    update) c% \2 U& O! ^: |
  end3 ]! M6 p: ~5 `; |, [
  #--------------------------------------------------------------------------5 h! s) B$ o3 y4 y- o
  # * Refresh' C+ W3 _$ C! m; p
  #--------------------------------------------------------------------------" V/ U9 w" B* f' [; e' m- [
  def refresh; l5 [1 Q# e4 O& t1 ?* P7 s
    return if @old_hp == @battler.hp and @old_vis != self.visible4 L7 n+ K, |# x  S
    self.bitmap.clear8 l1 i' D% U8 j" l$ e" e- v; i- U
    @old_vis = self.visible. w  l  \! u9 `4 @7 r
    @old_sp = @battler.sp8 Y. M- V9 `( }0 q: q% r7 m; d
    @old_hp = @battler.hp) H3 t, O0 F0 K7 ~7 x6 G4 v
    hp_flow_update5 C6 y5 f% N7 ?0 `+ ]
    sp_flow_update1 n) w6 n/ U- [# y, K$ E
    hud_pos_update* Q! w; y) I7 e. j6 S: ~  P" Z; i1 M1 a
    visible_update/ ^  q4 [. _- r3 D
  end4 g# p: e$ [3 C0 F7 c  z$ x/ l
  #--------------------------------------------------------------------------3 C$ W! V$ M* D
  # * Dispose5 g2 U' C2 g0 C  e% e1 W
  #--------------------------------------------------------------------------: X0 Y( F5 }# N2 V. A2 w1 m" F
  def dispose2 b8 N3 ?3 U( L; B$ Q4 [
    #HP Meter Dispose, k3 d1 R* W5 s! N/ U" b
    @hp_sprite.bitmap.dispose4 h" ~& k) m; I2 f" j1 @' d) U' k
    @hp_sprite.dispose' x2 a$ F  n# l/ w
    @hp_bitmap.dispose, {. _4 q! _' T: s& T! X. L* B
    #HP Border Dispose* r# d+ k( Z8 o4 [
    @layout_sprite.bitmap.dispose; I, f: R, j2 l  y% M* v2 ~
    @layout_sprite.dispose. b. _& L% W, |/ W, ?$ m' o
    @layout_bitmap.dispose: q' ~0 V% ]' m7 q
    #SP Meter Dispose6 L0 O0 x( d0 l( |
    @sp_sprite.bitmap.dispose; C! S8 `/ c; @3 w( n  q* }" w
    @sp_sprite.dispose5 j+ u8 T( Z: L) ]
    @sp_bitmap.dispose/ t: k% Y) Y. U
    #SP Border Dispose  ~- S; b' q6 h9 I, O
    @layout2_sprite.bitmap.dispose- T, p; Y, F8 ~3 C6 d" V
    @layout2_sprite.dispose; z- Q) H7 f6 a/ f
    @layout2_bitmap.dispose( P1 M' A3 d$ d! C8 y- Y# z# y  e  b: d
  end% K5 |# v& y3 R  _
  #--------------------------------------------------------------------------  J9 p$ h6 `) E0 h
  # * Update, r& ]/ i# p# Q$ Z
  #--------------------------------------------------------------------------/ {2 b/ J9 S1 \" t
  def update; h+ H/ Y7 a5 U$ F. j0 g: l, \8 W( H
     @battler = @enemy.battler ' o/ R, d: I* S; w( ^
     return dispose if @enemy.dead? or $game_map.events.values[@enemy.id].nil?. X& _8 P0 z$ y# F! [2 t
     if self.visible# e; G4 P5 e+ i, }, Y; a: z1 B
       refresh+ c# k# |- j: _0 g/ a& D
     else' j5 Z/ Y7 }% j7 w# F
       self.bitmap.clear9 i. M9 m' a  Q' Y/ E1 O9 h: _, W" u
     end# _  Z1 ~/ }6 E* `( z! p9 f- a9 a
  end! ^( W* p0 X  X
  #--------------------------------------------------------------------------2 Q4 U+ T+ U* P0 M
  # * Visible Update) ]6 C, {& l9 {+ d- v$ n2 G
  #--------------------------------------------------------------------------# f( l( |, y7 q# A! Z& J
  def visible_update; V4 [# d* L; v
    if $game_switches[MOG::DISABLE_SHUD_SWITCH] == true! }, b) t1 x  x9 z0 V, A2 B- r
       @hp_sprite.visible = false) a, L; k* A4 t- ?" {
       @layout_sprite.visible = false; ~1 `& n* c% }/ ^- @' [
       @sp_sprite.visible = false% z! j. T2 M; ]  J8 n, C8 Z& I
       @layout2_sprite.visible = false, A; n, R9 r$ I
    else# r( ~' v# [: [
       if HP_HUD == true7 d1 o4 M4 E0 E0 l) ]4 y
         @hp_sprite.visible = true+ }+ b! a- L, Z
         @layout_sprite.visible = true# |2 j# Z' {; D  j  I4 w. ^
       else5 Q$ X/ z; g& T
         @hp_sprite.visible = false! D! {. s! `6 g. T
         @layout_sprite.visible = falseO: U/ G" k6 K' G1 U1 g( ]) b
       end  8 _! i2 D! t% I$ E9 ~+ {. v6 H
       if SP_HUD == true' c; M! N& ?  }+ ]
         @sp_sprite.visible = true1 J8 b3 C% @5 O" c
         @layout2_sprite.visible = true- R6 c% f3 [& c* O" O. ^
       else' M8 [3 v  _) |
         @sp_sprite.visible = false! J& e& J0 G' p7 W( K& ~
         @layout2_sprite.visible = false4 C1 |) {! I) K( C2 A1 J
       end 9 c1 Z3 G- d. H* I& ]; K
     end  . }0 _5 C' R" l9 y. R
   end % y+ J7 r6 P* R
  #--------------------------------------------------------------------------9 W, k0 T/ N. i1 D- I
  # * Hud Pos Update8 M$ z0 R* d7 }' V
  #--------------------------------------------------------------------------# V+ o# P. Y- q; N
  def hud_pos_update! ?  ~. u2 m6 `5 Z
    @hp_sprite.x = self.x - @hp_width2 + S_HP_METER_X9 A* x' l# |, M' t) o
    @hp_sprite.y = self.y + S_HP_METER_Y  " g2 E' g3 e  g  D. |/ Q
    @layout_sprite.x = self.x - @hp_width2 + S_BORDER_HP_METER_X- M! p2 P$ e7 K5 R1 P& s9 ?
    @layout_sprite.y = self.y + S_BORDER_HP_METER_Y ( y4 ~2 v& |, J/ x
    @sp_sprite.x = self.x - @sp_width2 + S_SP_METER_X3 F) z) G: A& A2 z+ c; C
    @sp_sprite.y = self.y + S_SP_METER_Y  % I% k8 S5 N) p& j9 o
    @layout2_sprite.x = self.x - @sp_width2 + S_BORDER_SP_METER_X: |2 L+ M) b9 [
    @layout2_sprite.y = self.y + S_BORDER_SP_METER_Y     # F8 V+ \6 }* G9 K8 o! _
  end  : o& k5 O, u% Y* C- t, l, ?5 d* ]
  #--------------------------------------------------------------------------2 Q( Y" H8 a* Q
  # * Hp Flow Update8 J, W4 a4 |/ H* q
  #--------------------------------------------------------------------------) E! m1 F$ H3 ?8 W
  def hp_flow_update. W$ |+ }6 f3 V: e% w
      @hp_sprite.bitmap.clear" t5 C/ b8 f# ]) {; p0 D
      @hp_width = @hp_range  * @battler.hp / @battler.maxhp  ! v8 ^( }5 S- G% c4 ^
          #HP Damage---------------------------------/ a1 {) X: m. |9 j' Y/ s0 B
          valor = (@hp_width_old - @hp_width) * 3 / 1002 o$ O: T3 w* W9 ]9 c; V& G
          valor = 0.5 if valor < 1          5 r" [* \- K5 M; v# A8 Q
          if @hp_width_old != @hp_width  L( S$ I. l, o. {6 |1 _7 A( P- f
          @hp_width_old -= valor if @hp_width_old > @hp_width  - p  l+ s! D6 K. W2 Z! N
          if @hp_width_old < @hp_width " x' x9 }2 P/ @4 o' s
             @hp_width_old = @hp_width# g! q( K9 L* C
          end      k& k) _  g3 Z
          @hp_src_rect_old = Rect.new(@hp_flow, @hp_height,@hp_width_old, @hp_height)2 A0 F* T& |0 M" i8 Y; j7 @
          @hp_bitmap.blt(0,0, @hp_image, @hp_src_rect_old)       7 Q! a+ V6 s1 q. {8 n
          end        # S/ C( N) b( u* R" I" m
      #HP Real------------------------------------0 i2 o$ t& F# r! n
      @hp_src_rect = Rect.new(@hp_flow, 0,@hp_width, @hp_height)) z. P& B( ~3 L: `) f9 r, ]1 j
      @hp_bitmap.blt(0,0, @hp_image, @hp_src_rect)          0 B* K% q2 C  k  o5 y
      @hp_flow += 2  & n* @7 a/ @" }5 m/ c0 C
      if @hp_flow >= @hp_image.width - @hp_range) Z) f3 p& |* q# H0 ]. ]
         @hp_flow = 0  * b- {% k: I/ _; _8 c) x
      end4 P% c% s- _* t9 f
  end    9 q) f/ Q6 h) k/ B( E! L: T2 Y8 n
  #--------------------------------------------------------------------------0 o' y  r4 ^8 B0 o. H3 f' }
  # * Sp Flow Update2 z3 Q# |& P1 Y" g5 N: [
  #--------------------------------------------------------------------------  n$ K, m6 o& Z. b0 R/ z1 _
  def sp_flow_update' ^4 t9 B7 O$ g
      @sp_sprite.bitmap.clear1 i) b; d2 c0 X6 X9 c! O' ]- P# ]# G
      @sp_width = @sp_range  * @battler.sp / @battler.maxsp # ~# z$ b- c3 l, m7 K7 d
          #SP Damage---------------------------------f3 j: m' A& ?, {$ g2 S% i
          if @sp_width_old != @sp_width+ H1 W: T9 l5 s' k# f, j
          valor = (@sp_width_old - @sp_width) * 3 / 1007 X$ X. n! W* r$ ^
          valor = 0.5 if valor < 1              # W4 V- _3 |* d1 K+ Z: P# n
          @sp_width_old -= valor if @sp_width_old > @sp_width  0 F6 Y: q% r, P- M4 [
          if @sp_width_old < @sp_width + f" v. _9 ?9 g3 w
             @sp_width_old = @sp_width: m) |! m+ Q1 R3 e
          end      7 |# u2 e+ d" Y  K2 ]- _8 u9 S7 a2 ]
          @sp_src_rect_old = Rect.new(@sp_flow, @sp_height,@sp_width_old, @sp_height)- v( t* J. u9 I+ j1 S7 j
          @sp_bitmap.blt(0,0, @sp_image, @sp_src_rect_old) 8 s! P/ L) z2 ^
          end" E* v) ^1 ~) B8 P4 @
      #SP Real------------------------------------) ?8 w7 u, j8 ?6 B1 P
      @sp_src_rect = Rect.new(@sp_flow, 0,@sp_width, @sp_height)! X$ n& v2 i: }, t; W7 Y
      @sp_bitmap.blt(0,0, @sp_image, @sp_src_rect)) s6 c$ T+ e5 _: `" X' g
      @sp_flow += 1  4 j- L& s' p. v2 m% d# h8 z
      if @sp_flow >= @sp_image.width - @sp_rangem7 h" B5 ]) ^, f" p
         @sp_flow = 0  / F  @: p; V% Y0 N9 h" p
      end5 C% n7 f% _5 }1 n' n' K
    end            3 a5 i0 \  h  _. V& y
  end* a& \- V/ s% A
#===============================================================================/ e* y) r9 C2 d( d  [+ G5 N
class Sprite_Character < RPG::Sprite- t+ ~9 K$ o4 N  v4 w
#-------------------------------------------------------------------------------* q3 u" A! R, a) G( s, }
  alias :xas_emini_hud_init :initialize: p4 J8 R+ w. S5 S( g
  include MOG' E* h/ g; {6 W$ ~# l' e, y
  def initialize(viewport, character)2 _% f/ ?9 }7 M& ?; y! b
    xas_emini_hud_init(viewport, character)  a" D/ D: ~/ O" H
    @viewport = viewport! _8 R3 L( a: N) n% \* ^+ g
    return if @character.battler.nil?$ O+ g5 ?* l! }
    return if XAS_BA_ENEMY::ENEMY_OBJECT.include?(@character.battler.id)0 O8 [9 j" F9 ?" O, M; l6 J
    return if XAS_BA_ENEMY::ITEM_ENEMY.include?(@character.battler.id)5 n( u; z2 B% n3 c
    return if @character.battler.is_a?(Game_Actor)" N/ ~; T. @3 F! r6 X) e2 P' @
    @bars = S_Hud.new(@character, @viewport), J( w" p6 @. Z0 x, Y
  end& d0 E% W* J& p% W
#-------------------------------------------------------------------------------2 O) U+ p: e& _+ ^. ?# T) S! T& |
  alias :xas_emini_hud_up :update, u* S+ c* ?: \% M0 g1 N
  def update0 |8 Z* X' h2 p
    xas_emini_hud_up- o' c7 P# O9 H1 ]
    return if @bars.nil?T- R  s# o! m" |/ F
    return if @bars.disposed?+ J' @- C# Z) w. W3 y, Y
    dis = ($game_player.x - @character.x).abs + ($game_player.y - @character.y).abs) A' }( M( C5 I9 r- M& N
    @bars.visible = (dis <= RANGE)3 C5 q. E: q' N) \8 P8 r5 K7 M( a
    if @bars.visible: s( o0 z5 Y+ d, `4 P8 @
      @bars.x = @character.screen_x# - @cw / 4: a$ D! y; c- I
      @bars.y = @character.screen_y# - @ch / 4v: E6 p( {; X  b" z
    end+ i2 _  h. d' Q; A7 I1 [0 @& K
    @bars.update& u! i4 n6 \/ J+ k
  end8 t8 E# O; t4 N% l6 J
#-------------------------------------------------------------------------------$ d- Q( B% S* s! C: t4 @
  def dispose- M. _0 ]( J: d2 p3 |. m
    super1 A1 v& R6 D( ?( I  @
    @bars.dispose if [email protected]?5 @- d; I* ^0 ?: E2 E5 e( _' O- ^
  end2 `& u7 `, h% d/ r3 C/ u% {
end* h+ o3 {% T4 o. {5 d; V
- U1 [" d; B% X. k# F  S3 o" M
$mog_rgss_s_hud = true
5 b8 D5 b9 a2 \4 K& q9 n; _) C
 7 K$ A( p6 O! `7 P! j! T2 t- |! \  B
 上面所說出錯的203行內容為
 , }- l5 c8 Y  c0 ?@hp_sprite.bitmap.clear& Q/ T7 j, F& e$ f% O1 c
 
 , L2 M, L' s+ S3 ^想知道怎麼解決7 e4 f8 t4 i& V& N: f
 
 ' K( L3 R4 \; Q' ]1 l1 _% T. ~6 h該腳本支持3.82
 : d  }  F, ^% ]/ b+ a# m, T. Y: ~1 V/ @
 下面是圖檔,要塞在Windowskin下
 0 X- I! p8 y2 P  S+ C+ D+ Y6 `
 6 X# Z4 f; E/ t* Q( `8 R% q
  S_HUD_Graphic.rar
(12.36 KB, 下载次数: 49) * E) B9 O1 J2 ^( G& Q
 9 U# e' f' h5 O2 A, e  u. O: {/ e# g: ^- R( ^
 
 $ L* Z' x# o; {: \2 Y
 | 
 |