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這是我將官網的S_HUD修該而成的怪物血條1 h- q3 L) V3 I) D5 B5 z
會在每隻事件怪物的腳下顯示" b& m: X7 \. E1 C1 h% h
問題是不知道為什麼
% r0 ~* F( f( k5 e; ^有時打怪打一打會跳出
6 ?- ?$ [0 o( U) a; V7 d1 F0 L---------------------------' A$ W8 g/ Q5 d
XAS
1 D5 g p7 G) r+ z---------------------------* Z) Q* Y& Y& {' V+ Z
脚本 'MOG - S HUD' 的 203 行 发生了 RGSSError。1 m* ^. `" h0 h; u/ ]5 Z% ~
' W; d) y% F G9 ^* S2 adisposed bitmap
3 }( l$ w& Y) [$ {5 {---------------------------8 U0 T/ }) q2 W0 A. k$ Z6 p' d9 @
確定
( Z- P5 R: l, S) {# D2 r a---------------------------; l* w, _; M* B0 K# \* U: ?! n' M4 e7 g
8 G- X: b, m; R* m& j
這是腳本! T4 u7 k' h) o a. J
; i4 k: `9 Q9 ^- #===============================================================================" ~1 b4 z7 _' P
- # MOG - s Hud 1.0
0 w8 R+ y* Q Z8 }3 K+ @3 o& t - #===============================================================================
: |6 Z2 f% R0 _9 F, A - # By Moghunter
3 p# ~- L$ ?! q! _) }; L, y+ q. I - # http://www.atelier-rgss.com" [/ a$ A& ~; L0 \ K6 Q
- #===============================================================================
- K( c& p' s6 f ~9 ` - # Translated by Calvin624 6 Z* T, Y; c- D$ I) x
- # http://www.xasabs.wordpress.com7 d; c' {2 i( l
- #===============================================================================
5 [- ?, ^! J. T( y* U H - ###############################-DESCRIPTION-####################################
, e# G" {1 P7 I6 V- x4 b4 ~ - #===============================================================================, a5 X3 C8 O( |/ s& `
- # Personal HUD – displays the HP and SP below the hero.
8 g! }- N' o% m - #===============================================================================, E6 K- t# b2 ?- [' N0 ?9 \6 B
- # |! |% k- y( v0 _
- # Graphics required:0 {+ ^4 S' {# ^ P4 Y$ G2 S Y; F
- # 1 n+ {' Y# u) d: X$ z! j% ]
- # S_Border_HP_Meter.png Z% W" z3 ]" Y1 o
- # S_Border_SP_Meter.png& f4 O7 c" B- A
- # S_HP_Meter.png3 q# w9 v0 B+ j
- # S_SP_Meter.png+ _! P" M" v9 {
- #
. ]2 Y; G/ P: ?/ J - # All images must be in the Windowskin folder.
0 g5 [- h) Z- r - #0 _- h$ K4 n6 l" S2 K$ G
- #===============================================================================. i1 S3 S3 B6 x8 l
- module MOG# H) ^0 s- H. e
- VISIBLE_DEF = false
- j- r9 Q7 b7 c. x# g% Z' Y& ^ - # Show HP meter?
0 e1 d3 t% h, Q7 P3 Z - HP_HUD = true6 X; `$ Y5 a' o# A, N
- # Position of the HP border
, M l% o3 n- e2 G } - S_BORDER_HP_METER_X = -27 ]* [; T+ j, w0 V
- S_BORDER_HP_METER_Y = -2 ; g5 V6 V! y7 H- k5 J0 H
- # Position of the HP meter9 b: R W* }9 h. f
- S_HP_METER_X = 04 R9 ^2 Y4 @9 k& h# d1 z# H
- S_HP_METER_Y = 0( n. i, M4 U r3 U }
- # Show SP meter?
! g2 I" [4 t1 L - SP_HUD = true$ {; x5 b7 |6 S ?+ ^% l
- # Position of the SP border
! a0 z) a; a p9 m" P u - S_BORDER_SP_METER_X = 0
. G$ q5 W; D) M, H- t - S_BORDER_SP_METER_Y = 10
! `/ }- L/ G) r" o- W - # Position of the SP meter
7 w* W' Z' F) Z. a - S_SP_METER_X = 0" U0 Y/ ^8 _$ {
- S_SP_METER_Y = 10
4 c M! Z% S# D+ h5 Z& T - # Switch to disable the HUD% C& H3 O3 T7 E
- DISABLE_SHUD_SWITCH = 5
6 t$ Q4 Z, Y/ Q5 V0 `. t - RANGE = 20
: I: f) o" N8 f( H$ J - end
" }1 t* p/ u7 ` z) Z - #===============================================================================# b) I: L* Y$ I# q# M( \! B
- # S Hud
8 d: T3 F/ S; C2 T% N - #===============================================================================
; g3 L% J+ b2 H - class S_Hud < RPG::Sprite! w2 h8 u0 p, O4 g
- include MOG- P$ c; D. G& S% R$ ~$ l7 c; [$ c, y7 i
- #--------------------------------------------------------------------------
# W I1 ?( n3 C6 n/ m. S* O2 w - # * Initialize7 @4 m3 s& p8 T7 j" G2 w0 z
- #--------------------------------------------------------------------------
. r5 g! K" h4 ^& E$ U8 q - def initialize(enemy,viewport)
; n" A& ~" ~' C1 } - super(viewport)
* ]# _& F( `; c' M; |4 h - @enemy = enemy
3 b+ z1 ~" J0 u1 \4 N! Z0 a: Q - @battler = @enemy.battler8 ]3 v; I, E9 a. [" C
- @old_hp = 0* `. L1 U8 v: Q4 Z
- @old_sp = 0
& G/ Q9 l& m$ ^% D/ _ - @old_vis = false' ~1 Z, F8 g1 Q& i7 X! m
- self.bitmap = Bitmap.new(100, 100)
" E/ p7 G- V4 H: a) g: E - self.visible = (VISIBLE_DEF)#false
& K0 c& ?1 H# D) q# E9 k - self.z = 100
8 f+ ^% r) D' o/ X' ~( j A - #HP Border -------------------------------------------------------------------
: Y( F4 o8 ~1 m3 O g7 ~/ \. [ - @layout_image = RPG::Cache.windowskin("S_Border_HP_Meter")
$ V2 z, ]( j3 O! c8 z - @layout_bitmap = Bitmap.new(@layout_image.width,@layout_image.height)
, P. B p* R P; \6 ? K - @layout_sprite = Sprite.new
% v" \8 W7 S4 H - @layout_sprite.bitmap = @layout_bitmap
3 V5 g7 G2 f# J - @layout_src_rect_back = Rect.new(0, 0,@layout_image.width, @layout_image.height)' X: c* g a- y* m- H& T% V
- @layout_bitmap.blt(0,0, @layout_image, @layout_src_rect_back)
/ ^2 ]5 h8 N/ I4 I& J' ` - @layout_sprite.z = 50010 O! G0 f8 G- V9 [
- #HP Meter ---------------------------------------------------
) {: {+ h" _; m. e; Z6 n4 ~* T - @hp_flow = 0; _7 O' \& C8 t
- @hp_damage_flow = 04 z7 y s5 _4 V# W6 d
- @hp_image = RPG::Cache.windowskin("S_HP_Meter")
% J$ j9 H- t! S( [ - @hp_bitmap = Bitmap.new(@hp_image.width,@hp_image.height). F8 a9 P/ J% e S. f
- @hp_range = @hp_image.width / 3
5 H6 E9 s/ U+ q0 a$ b+ p: i - @hp_width = @hp_range * @battler.hp / @battler.maxhp
! L' F7 I9 j; V - @hp_width2 = @hp_range / 2) {2 s' ]7 p! S" |
- @hp_height = @hp_image.height / 2 P: |9 v4 O0 _
- @hp_width_old = @hp_width2 a- j2 x$ X$ B8 r& `2 T0 P
- @hp_src_rect = Rect.new(@hp_range, 0, @hp_width, @hp_height)8 ^% H; U5 f, G0 z1 [; O7 V
- @hp_bitmap.blt(0,0, @hp_image, @hp_src_rect)
7 i$ S- i; W* m - @hp_sprite = Sprite.new: o' L7 q/ ~% E ~$ N K
- @hp_sprite.bitmap = @hp_bitmap
4 @0 e a& J; H' `; X' M! F2 g - @hp_sprite.z = 5002
q+ S% G* _9 m - #SP Border -------------------------------------------------------------------
( |: j4 X! e+ j5 d$ e+ X - @layout2_image = RPG::Cache.windowskin("S_Border_SP_Meter")5 y4 d9 {( ]5 v- A9 J5 e- u$ U8 Z% m
- @layout2_bitmap = Bitmap.new(@layout2_image.width,@layout2_image.height)2 u8 ^8 y% @6 g e" v" B3 N
- @layout2_sprite = Sprite.new
. P: d+ J5 M3 p& \" M& R- g, V - @layout2_sprite.bitmap = @layout2_bitmap
: [+ S" r! E. _7 ?9 X - @layout2_src_rect_back = Rect.new(0, 0,@layout2_image.width, @layout2_image.height)
8 @ D; S( ?2 H - @layout2_bitmap.blt(0,0, @layout2_image, @layout2_src_rect_back) # Z2 P* R9 n7 ^- ~# c6 x9 g2 ~" y v( F
- @layout2_sprite.z = 5001
3 T9 g/ R. b7 O+ U: H \ - #SP Meter ------------------------------------------------------9 \2 M) w* o. Z! @* ]
- @sp_flow = 0
) Y, {" |9 I' z# G - @sp_damage_flow = 0
2 f1 U4 I7 q6 T6 \ - @sp_image = RPG::Cache.windowskin("S_SP_Meter")
# q! E+ {* Z5 M+ v7 }9 G8 U - @sp_bitmap = Bitmap.new(@sp_image.width,@sp_image.height)9 p C8 ?+ E! W: ?
- @sp_range = @sp_image.width / 38 G* L8 y! F( O9 c
- @sp_width = @sp_range * @battler.sp / @battler.maxsp
. r" Z1 c; [5 c - @sp_width2 = @sp_range / 2# i" A) U! z' u% C$ r
- @sp_height = @sp_image.height / 29 T6 j+ {' w4 q. [
- @sp_width_old = @sp_width
( s# b) J5 O6 g+ d5 y) O! B7 a - @sp_src_rect = Rect.new(@sp_range, 0, @sp_width, @sp_height)1 |) N3 l# i! ~
- @sp_bitmap.blt(0,0, @sp_image, @sp_src_rect)5 Q9 A) {, T! e5 i6 Q, M% o6 X
- @sp_sprite = Sprite.new
! d; T% f0 e" B. X N! v8 q - @sp_sprite.bitmap = @sp_bitmap" l) c- J A1 ?4 j) C
- @sp_sprite.z = 5002; h! k9 f" w( b; M. f- B
- update
. j0 O; S9 ]- z3 u+ T# w - end
' U) P$ r8 U: O# a! U' S - #--------------------------------------------------------------------------
1 Q/ k4 e6 D0 }" y0 H2 m - # * Refresh6 O2 G `+ O& X2 r0 c
- #--------------------------------------------------------------------------
( t$ ~" V1 g( H# m8 U6 h$ p, v - def refresh% O# q$ }- \* P, \6 D2 B
- return if @old_hp == @battler.hp and @old_vis != self.visible
4 M b, t7 C+ a3 F - self.bitmap.clear
9 C; x0 P( G$ i - @old_vis = self.visible
( ~& U# _% Z8 o; b, z2 c% V - @old_sp = @battler.sp
, n! {( w7 y: k" K; l - @old_hp = @battler.hp
1 r. g$ l: f, r F; U7 C$ r' g - hp_flow_update& l; e" C4 y& o/ Z4 ^5 F7 P8 Q
- sp_flow_update2 c x, @4 h8 p! o; E8 J
- hud_pos_update1 N3 h& W0 q* d3 W2 ^2 _- @
- visible_update
. J1 D, X5 L% | - end( e+ N& w& w" f+ L' r2 H
- #--------------------------------------------------------------------------
( m6 [7 v o0 F' ?+ n& @$ }7 N0 L - # * Dispose! U- y5 |& H& U! \. h% @! J
- #--------------------------------------------------------------------------
0 ]- }! }) S) n2 q4 D6 ]: s - def dispose$ G- n7 Q* X0 z) w
- #HP Meter Dispose
- \. L: J5 `$ r& {, u: \ - @hp_sprite.bitmap.dispose- E7 s, w' n( ?' Q3 R
- @hp_sprite.dispose
# L0 f3 N- l: r& ?! R - @hp_bitmap.dispose& Z$ z" V! l4 w3 u
- #HP Border Dispose
/ G6 r. S) x, x3 L9 o1 a# X - @layout_sprite.bitmap.dispose
9 r0 [) j! V } i" \ - @layout_sprite.dispose
2 r8 w6 ?8 I# N5 @ - @layout_bitmap.dispose
9 L5 e- {: ]$ Q1 i1 ]7 w& @ - #SP Meter Dispose
. e& {' {3 Q9 q) u; c" U& z4 Z - @sp_sprite.bitmap.dispose& ^5 c$ o' J) t+ u
- @sp_sprite.dispose
4 b1 E) ~8 W6 {& D$ L, h - @sp_bitmap.dispose
9 _0 O6 e. a$ C; h9 l# n$ X - #SP Border Dispose" V, |. Y9 v7 n D* x
- @layout2_sprite.bitmap.dispose
5 k& u- K" w7 h: P3 E0 T* f - @layout2_sprite.dispose
9 |; z s. U. E1 r - @layout2_bitmap.dispose q9 a3 j% i/ Q; x
- end
& }/ P# v$ @) B$ w7 Q5 K) c% Z - #--------------------------------------------------------------------------
! l; j+ V4 y4 T( a8 |4 I5 M - # * Update0 x! I& y8 |- X% r, I8 v9 K
- #--------------------------------------------------------------------------
; K/ t5 e% W: @9 Q1 U+ G: k( T+ v - def update
; A( n! o5 R: R% _, c. M - @battler = @enemy.battler
! ^" A+ `! e5 g! Q: m4 O - return dispose if @enemy.dead? or $game_map.events.values[@enemy.id].nil?* n( \# S2 t; @/ Y
- if self.visible
) J& |" i. n% }: | - refresh
1 o0 L0 @% f( R - else' Y* B$ g$ j2 s A; j
- self.bitmap.clear6 X& R( I* g# z6 e! R3 K1 J
- end
# H* s9 \7 |, m - end2 [1 P* x0 u$ m6 D5 Q8 h# v
- #--------------------------------------------------------------------------
, v* A, d4 Z6 k1 A6 Z5 h" W; W3 u* h - # * Visible Update" Q8 i* a6 x: g8 A R) F# b
- #--------------------------------------------------------------------------
" [- d; o/ G r8 B }6 U0 n$ [3 ^7 H - def visible_update
$ ]- b7 z! W# o( E - if $game_switches[MOG::DISABLE_SHUD_SWITCH] == true/ G1 i0 z- b0 X# [1 ~3 I% J: ?
- @hp_sprite.visible = false
$ K3 P/ [, D L) m2 A+ k - @layout_sprite.visible = false
% D% L- }1 B4 H$ K% Z2 c; f - @sp_sprite.visible = false5 @! w- B2 l4 V. Z% K+ r+ }
- @layout2_sprite.visible = false" Y; O% ?+ G$ Z) X& G2 M* a! ~
- else: U2 q! u. a: ?$ g
- if HP_HUD == true
9 j" w2 J4 i) @ - @hp_sprite.visible = true% ^' m5 U# x8 |( W3 a% w5 J! A# u, @
- @layout_sprite.visible = true4 u# ?8 }, T1 @
- else c" c1 _' H# k9 ^( c
- @hp_sprite.visible = false8 u" z" e* S3 o) {; R3 O+ C
- @layout_sprite.visible = false
* U# p0 t) ~- ` - end
' v$ E7 q( K- l - if SP_HUD == true! l0 R" b& t& r! ]# j6 `9 U( `, D- Z
- @sp_sprite.visible = true! i4 G0 g/ N6 M- P, p2 o( ~/ Z
- @layout2_sprite.visible = true
# e, N: z( |8 J+ c - else
# u+ S* X) Z, [8 a2 M# S _3 { - @sp_sprite.visible = false* W! H3 x; D% S5 k, u- I6 q
- @layout2_sprite.visible = false
* K( H7 r# B9 Z+ y. R - end " k/ A; a8 l5 X4 j7 h! K+ [! i
- end ; Z* a% o4 E# a; i: Y3 A
- end ' F- H0 l' I2 i" K9 U5 _2 ^
- #--------------------------------------------------------------------------$ |9 |; Z! j9 K. Q2 A
- # * Hud Pos Update
. K1 Y' B( L* U/ P! m* G - #--------------------------------------------------------------------------
; t, L6 A: ]2 R% V$ f4 R - def hud_pos_update
' r) t( T6 b- M$ M* ?# M G# [ - @hp_sprite.x = self.x - @hp_width2 + S_HP_METER_X. a# J) q% h1 u5 m5 D1 }3 [6 a
- @hp_sprite.y = self.y + S_HP_METER_Y
# q8 O+ `: f o5 P4 k - @layout_sprite.x = self.x - @hp_width2 + S_BORDER_HP_METER_X
# o# N3 ]1 e/ f$ h% N - @layout_sprite.y = self.y + S_BORDER_HP_METER_Y + I5 P2 c# _# {; D {' j: B; J7 t
- @sp_sprite.x = self.x - @sp_width2 + S_SP_METER_X
' S) q: x' f6 p2 t4 y$ E - @sp_sprite.y = self.y + S_SP_METER_Y
# G0 i5 _/ N# m& w - @layout2_sprite.x = self.x - @sp_width2 + S_BORDER_SP_METER_X3 n4 B& r! b: A3 l1 n5 |
- @layout2_sprite.y = self.y + S_BORDER_SP_METER_Y " d( P' R$ n- E4 C |0 g, z5 i; t
- end 7 O: `) U W9 V3 H
- #--------------------------------------------------------------------------
) v# s0 C. m% t - # * Hp Flow Update3 Q1 ~. F$ l7 A$ l8 e+ C
- #--------------------------------------------------------------------------. U/ O9 F p; \ X
- def hp_flow_update& s. ^; G) J- F b- e
- @hp_sprite.bitmap.clear! v, d y7 g$ {" J' ?
- @hp_width = @hp_range * @battler.hp / @battler.maxhp & g) Y% G0 n7 J$ L+ F0 R& F
- #HP Damage---------------------------------$ P% R! z2 L" L, f r3 [4 l1 o
- valor = (@hp_width_old - @hp_width) * 3 / 100
! H- }# f5 u, m q) P. A5 j - valor = 0.5 if valor < 1 ( W/ K+ N- o0 b! d4 S& ?5 b
- if @hp_width_old != @hp_width
! o$ _! h; u* { - @hp_width_old -= valor if @hp_width_old > @hp_width
3 y7 N' k' p5 H - if @hp_width_old < @hp_width 3 C. Z2 o( ~- Y* x9 |
- @hp_width_old = @hp_width. W& T. b9 a8 t! z
- end
: H1 [9 O# f/ P5 @ - @hp_src_rect_old = Rect.new(@hp_flow, @hp_height,@hp_width_old, @hp_height)0 W! G3 \! G; O7 [0 L# L' J6 n* `
- @hp_bitmap.blt(0,0, @hp_image, @hp_src_rect_old) ' r0 N+ W8 x0 n* x
- end % L' G' W8 q6 N! f
- #HP Real------------------------------------
- B! ^+ F2 M: Q. x8 M - @hp_src_rect = Rect.new(@hp_flow, 0,@hp_width, @hp_height)
' I3 K& I, D3 \! G& ]6 M0 T) J7 P* x - @hp_bitmap.blt(0,0, @hp_image, @hp_src_rect)
& Y5 | c; ~/ _ - @hp_flow += 2 ) ], w7 [& V" n% A* }6 f- m/ S
- if @hp_flow >= @hp_image.width - @hp_range
: B3 n8 U- b0 y# ?" f - @hp_flow = 0 2 n7 U( l/ p9 `4 y# ^9 Z
- end( f( e1 v* A8 t6 z4 J# G
- end
6 Z. U, r' t6 k2 n0 N) x5 ~, W - #--------------------------------------------------------------------------
8 W% D! ?, `) t7 _" Z - # * Sp Flow Update
5 y' g( x! w6 P- R5 B w - #--------------------------------------------------------------------------8 s E6 x: u; X
- def sp_flow_update, a5 r4 w# I6 Y( }7 r
- @sp_sprite.bitmap.clear* X! W9 U, [3 T& d1 [
- @sp_width = @sp_range * @battler.sp / @battler.maxsp # L7 D2 [1 p7 X, Q" K: h3 {8 x" Y
- #SP Damage---------------------------------$ R' K( n1 G+ w o& }/ O4 U
- if @sp_width_old != @sp_width& c7 V% A2 N) D4 i3 L
- valor = (@sp_width_old - @sp_width) * 3 / 100
5 \/ N9 o) P, {# p - valor = 0.5 if valor < 1 $ W/ R/ d8 G2 M) S/ ~
- @sp_width_old -= valor if @sp_width_old > @sp_width
& `6 m. W* A" P# \% ] - if @sp_width_old < @sp_width ! W. N+ v; J1 ]3 i" s; P
- @sp_width_old = @sp_width
8 j" p- q0 j) b5 F. T/ J4 T - end * E6 ?+ w4 ^/ I% {8 P3 s3 @; u9 p
- @sp_src_rect_old = Rect.new(@sp_flow, @sp_height,@sp_width_old, @sp_height)
! e4 }. r8 ^! U; [/ n, v8 w - @sp_bitmap.blt(0,0, @sp_image, @sp_src_rect_old) . a5 H" ?2 S# u7 P/ h' `
- end
* S, `1 Z3 e+ @/ r* u) h4 ~ - #SP Real------------------------------------
9 L1 M4 i4 a1 V% J, G - @sp_src_rect = Rect.new(@sp_flow, 0,@sp_width, @sp_height); D: A( \4 q( g! j
- @sp_bitmap.blt(0,0, @sp_image, @sp_src_rect)
: S) S6 V8 p4 v: ] - @sp_flow += 1
1 A5 h& n2 k8 R% {: q - if @sp_flow >= @sp_image.width - @sp_range
2 J3 R4 O4 n" \ - @sp_flow = 0 ' R+ F. ^6 g# W
- end7 i$ p' v, M0 K( I8 ]2 N, y
- end + |# N( w3 B& r# i+ X' N
- end% D, q# {+ u# b
- #===============================================================================
2 D6 b- i. p6 ` U3 f - class Sprite_Character < RPG::Sprite3 @8 q, `% x& L2 q
- #-------------------------------------------------------------------------------
5 S1 R# f+ m% O$ w' h - alias :xas_emini_hud_init :initialize
' c+ A! ^/ Z' ] - include MOG3 L( G* _* ?2 \
- def initialize(viewport, character)
7 ^! Q" \! s5 N( N# C/ @) ~ - xas_emini_hud_init(viewport, character)
2 [% @& F" j/ t - @viewport = viewport" K4 Q' z& X8 W1 L
- return if @character.battler.nil?
$ W6 z: ]5 U; {& b5 R - return if XAS_BA_ENEMY::ENEMY_OBJECT.include?(@character.battler.id)* Y9 e# E# f3 [+ r7 W: u5 B
- return if XAS_BA_ENEMY::ITEM_ENEMY.include?(@character.battler.id); z: `! s; v) V) _; O- _& `
- return if @character.battler.is_a?(Game_Actor)
# f8 Y. x' [( U- C9 ^' r - @bars = S_Hud.new(@character, @viewport)
3 \1 f# I; Q: M, V9 V0 n$ J; ]0 ?( O! ^ - end& d5 l: C5 {& R# S7 c) B! {
- #-------------------------------------------------------------------------------0 I4 G% l7 Y/ X
- alias :xas_emini_hud_up :update
, }2 T/ @2 f: `/ D - def update& Y/ B" C' d; s
- xas_emini_hud_up
1 W( l& b. x( p; Q - return if @bars.nil?
5 @1 x' x0 W3 C# Z7 B; c - return if @bars.disposed?( ]9 w/ g8 n/ W. e9 j
- dis = ($game_player.x - @character.x).abs + ($game_player.y - @character.y).abs
+ B4 z. ^) v, I% D5 v; K - @bars.visible = (dis <= RANGE)& s2 ?6 Y: X6 X5 F# E
- if @bars.visible5 g, p9 ]- Q2 F. B
- @bars.x = @character.screen_x# - @cw / 4
# @' O$ v5 W0 V O8 @ - @bars.y = @character.screen_y# - @ch / 4
V7 X+ y+ w1 F; R# R5 S% t0 Q - end
; Y1 ?+ C( B' [- k - @bars.update
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& ]# m7 _$ _9 j1 n4 y" Y( X - #-------------------------------------------------------------------------------
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- @bars.dispose if [email protected]?
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) Q# t9 m; d$ j& d' t1 ] - end
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- $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
, o" f4 Y( Q: y5 M* I0 }- F3 H! x@hp_sprite.bitmap.clear
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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
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S_HUD_Graphic.rar
(12.36 KB, 下载次数: 49)
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