赞 | 0 |
VIP | 0 |
好人卡 | 2 |
积分 | 1 |
经验 | 31761 |
最后登录 | 2024-8-20 |
在线时间 | 1740 小时 |
- 梦石
- 0
- 星屑
- 122
- 在线时间
- 1740 小时
- 注册时间
- 2009-7-12
- 帖子
- 443
|
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
x
這是我將官網的S_HUD修該而成的怪物血條! T& I8 E/ {$ y. ^$ @% l( \
會在每隻事件怪物的腳下顯示# ?5 a0 u) i D# P- p, O) e0 m$ J
問題是不知道為什麼
% s. I- M9 Z8 f- ]& t* ^: a/ ?有時打怪打一打會跳出
) T( @6 y3 ^- n, g---------------------------
z$ d- @# g4 lXAS
/ g1 c0 c3 r1 r---------------------------
7 \6 V1 O# Q1 d脚本 'MOG - S HUD' 的 203 行 发生了 RGSSError。
% N3 m! l [$ m( S$ _6 q8 t1 r y# G0 _7 J
disposed bitmap
' z" ^. _3 D M" I---------------------------
" k/ }$ j2 e8 _+ S+ }; _! X確定
0 `) _. t, s: g+ L" G$ t* |---------------------------* N+ {$ d. O. l r( U2 R
$ m8 g# ?: d# t8 J1 H* W8 J- b這是腳本) H( h# H7 F/ F i0 |
& y/ ^/ B4 b2 G2 z- #===============================================================================
) @) ~0 J2 v A, K0 m( \ - # MOG - s Hud 1.0
+ k. Q+ ?5 Q7 H4 u. h8 W - #===============================================================================# O2 g! L+ R' M' v! I: ~2 G. `2 \
- # By Moghunter / X7 V+ T. Z2 t( f
- # http://www.atelier-rgss.com
6 ?5 e2 I% K4 D" e. `5 \8 k8 t - #===============================================================================
5 U( S9 f+ V b3 Z% j% k - # Translated by Calvin624 4 s" V0 O: w2 Q# v2 `+ X& g1 T
- # http://www.xasabs.wordpress.com
) A% P) v$ L- r1 [( ?: f - #===============================================================================
9 P/ p5 H3 K2 C+ g; m5 f - ###############################-DESCRIPTION-####################################3 _/ x( X5 [6 _5 }4 R. H
- #===============================================================================' |5 `" x, Y5 x8 N4 p
- # Personal HUD – displays the HP and SP below the hero.
- D& L$ ~8 v& b& n+ _0 y - #===============================================================================. A* C u% t! J8 l1 l; N
- #) ]' i x* p% Z0 q5 F% o
- # Graphics required:8 k- p& _6 E( _1 Y7 T
- #
. h4 l5 [+ R8 K7 w3 D, F - # S_Border_HP_Meter.png
1 m) e9 l- P$ G( B$ I - # S_Border_SP_Meter.png
3 \1 V' m4 I5 M1 ^+ U - # S_HP_Meter.png
& z) T) y$ g0 i9 g - # S_SP_Meter.png( e! ^# X( U6 r# n5 o+ U* q! W
- #- c3 [& Q j1 F
- # All images must be in the Windowskin folder.7 [ C" {/ s" T6 U
- #4 Q4 C6 f& ^$ L- a8 `7 o
- #===============================================================================
" _& R( T% E7 L - module MOG+ {+ S( b! I2 R$ Z. D
- VISIBLE_DEF = false
% _/ W. c8 r% ?" ?9 ? - # Show HP meter?
9 j+ x% I7 U8 |3 C5 F - HP_HUD = true
# P4 f. y, ?4 D: ? - # Position of the HP border( K8 S; O) N2 z/ @" u( g+ U- y; F: e6 H
- S_BORDER_HP_METER_X = -2) L# `$ ~: X5 g9 C ]
- S_BORDER_HP_METER_Y = -2 5 v6 w: d4 A+ g: B# t
- # Position of the HP meter
- v9 C- ^8 i' ? - S_HP_METER_X = 0
+ m/ o# X; q$ Z h9 v' N - S_HP_METER_Y = 0
& P+ c- J" T0 c( @ - # Show SP meter?4 f( y N, V. r. l
- SP_HUD = true
* c( C( i4 E, ]% F - # Position of the SP border
$ G* c/ s$ T) a& y# ~ - S_BORDER_SP_METER_X = 0, ?, B$ E1 @0 m- M" g* P
- S_BORDER_SP_METER_Y = 10 & n9 _3 }9 u* H7 x! z& K
- # Position of the SP meter( G3 I% A$ @, h* l J
- S_SP_METER_X = 0$ n3 Q+ C: Z: i7 o( J, ~3 H
- S_SP_METER_Y = 10
5 v; C. m2 p: O4 b9 l# J( r - # Switch to disable the HUD4 N6 s) d2 C' |
- DISABLE_SHUD_SWITCH = 5
4 i) r- ?. Y/ x$ j7 s _ - RANGE = 20
9 Y0 p0 R* X6 u6 ~, X: b6 Z0 y7 ]- ~ - end2 D4 _& O; u; f5 j% x
- #===============================================================================" i3 e5 C$ M9 f5 H' a9 m
- # S Hud2 F0 x; k( M3 u) T. k1 Q
- #===============================================================================
. I( @9 c" E8 h9 x4 E- O - class S_Hud < RPG::Sprite
7 B7 a' ~1 t* j* n* y - include MOG+ {* a& ]9 N, L
- #--------------------------------------------------------------------------
, z. y, d6 W0 Z% Y' f; c! ^: F - # * Initialize
" s! Y$ w1 d4 y; T6 Z: e - #--------------------------------------------------------------------------
& g0 C6 [6 ^/ ^; C7 B- Y% T - def initialize(enemy,viewport)- ]" S/ U5 b5 N: m$ L* B# i/ @
- super(viewport)
8 _: i$ W3 r8 ]# N; u! ]* M0 @2 ] - @enemy = enemy
: R, g* ?: C/ R. M, u- c. g - @battler = @enemy.battler& H$ {5 w2 `9 p: Z! |4 N9 h* w7 U
- @old_hp = 02 [! D5 A9 G0 n2 m. v
- @old_sp = 0, s4 k2 K2 Z& _+ F
- @old_vis = false4 z$ I; l1 l5 ]
- self.bitmap = Bitmap.new(100, 100)9 P6 F5 g1 {4 z
- self.visible = (VISIBLE_DEF)#false& }1 q) x$ \' a8 T8 [
- self.z = 100' u" f( Z: r# D7 L- d
- #HP Border -------------------------------------------------------------------
0 [' Y" K& p8 B5 a& \7 h - @layout_image = RPG::Cache.windowskin("S_Border_HP_Meter")6 p: k: K1 C& O; q
- @layout_bitmap = Bitmap.new(@layout_image.width,@layout_image.height)
8 [* `; v! m0 R1 W, a! w - @layout_sprite = Sprite.new
0 m5 f5 y5 m( E9 }: z D - @layout_sprite.bitmap = @layout_bitmap; m t3 [2 f# z" P5 P$ c7 R) p
- @layout_src_rect_back = Rect.new(0, 0,@layout_image.width, @layout_image.height)
5 [: z' R" g) ^- j# ^! J& ^; o - @layout_bitmap.blt(0,0, @layout_image, @layout_src_rect_back)
J8 T, i6 H+ \+ X - @layout_sprite.z = 5001
) X! d! c9 |7 ~0 u2 B - #HP Meter ---------------------------------------------------
4 C2 m, H# N/ Z! ] - @hp_flow = 0! ]1 f' x9 @! a- _ x
- @hp_damage_flow = 0
8 n7 g8 p8 z7 c4 ^ - @hp_image = RPG::Cache.windowskin("S_HP_Meter")( E+ S& t9 J1 s, F' T$ U3 s
- @hp_bitmap = Bitmap.new(@hp_image.width,@hp_image.height)
- l3 D+ ^0 n3 X! f5 } - @hp_range = @hp_image.width / 3
7 ~! [- k7 J$ x - @hp_width = @hp_range * @battler.hp / @battler.maxhp
! K7 P# |) u( u6 n) V/ {$ x" n/ k - @hp_width2 = @hp_range / 2
5 n M% R( c9 e - @hp_height = @hp_image.height / 2
. Q# m: O( I( i3 Q3 o2 p ~- x - @hp_width_old = @hp_width4 Z( M! b/ r ?, a. N# @
- @hp_src_rect = Rect.new(@hp_range, 0, @hp_width, @hp_height)
4 W1 Z2 F% q' z6 ?# R* ]: b - @hp_bitmap.blt(0,0, @hp_image, @hp_src_rect) ( O$ b# g% _* G) O! [1 z2 Q
- @hp_sprite = Sprite.new
: b: H+ r% _" d6 M) G - @hp_sprite.bitmap = @hp_bitmap
; H3 B) Z$ F- T8 l& j- J- ` - @hp_sprite.z = 5002: [4 \, [8 {) N9 ^* B
- #SP Border -------------------------------------------------------------------* A* p- A! V" ?7 m& n9 s$ K4 p$ V
- @layout2_image = RPG::Cache.windowskin("S_Border_SP_Meter")4 }( L- j! P* @) X) d5 _
- @layout2_bitmap = Bitmap.new(@layout2_image.width,@layout2_image.height)
3 m( ]2 H$ D4 `# D9 [ - @layout2_sprite = Sprite.new p' q! ~* a9 H7 B/ I
- @layout2_sprite.bitmap = @layout2_bitmap2 H7 x' {, p% F7 U4 ]
- @layout2_src_rect_back = Rect.new(0, 0,@layout2_image.width, @layout2_image.height)# [ d# ^6 k4 O. K2 \9 g
- @layout2_bitmap.blt(0,0, @layout2_image, @layout2_src_rect_back)
# W$ x2 C; z$ I- t - @layout2_sprite.z = 5001 ) k& q1 y& t; Y7 _$ n6 t" x
- #SP Meter ------------------------------------------------------
& a: ? q- y0 y - @sp_flow = 0
2 z+ v. l3 q' ]% X- t) t - @sp_damage_flow = 00 K* ?' g( x- W
- @sp_image = RPG::Cache.windowskin("S_SP_Meter") j% I" E+ i( B6 q9 N& w S
- @sp_bitmap = Bitmap.new(@sp_image.width,@sp_image.height)
) h$ T! k& R. Q/ |; |1 ~+ Q0 e, Y - @sp_range = @sp_image.width / 3. r# J5 H* M, `8 T, }: F
- @sp_width = @sp_range * @battler.sp / @battler.maxsp
' r2 U% o- ^) T% S8 ^ - @sp_width2 = @sp_range / 2( P0 @; d4 K+ J: Y2 |; e) v
- @sp_height = @sp_image.height / 2
|2 z( i' H- T9 k, A - @sp_width_old = @sp_width! E$ Q: r7 J% } ~+ ?
- @sp_src_rect = Rect.new(@sp_range, 0, @sp_width, @sp_height)7 [5 t& t8 F/ ?
- @sp_bitmap.blt(0,0, @sp_image, @sp_src_rect)# t( T" d7 V( k" l$ `2 z: K
- @sp_sprite = Sprite.new M. S1 ]) w6 k
- @sp_sprite.bitmap = @sp_bitmap
+ j6 s/ U$ I9 k; r2 ?3 y9 z - @sp_sprite.z = 5002; p+ O h7 }- r5 R, i7 }9 H3 `
- update
' X; y }# T$ \4 H - end, x& a9 Z. Y. i$ u
- #--------------------------------------------------------------------------
, i; r5 w, z3 ]& t2 A, l - # * Refresh
5 B& `+ |+ f, v$ p3 t5 \; T* x$ \ - #--------------------------------------------------------------------------
: k( \% L. q& q j$ p: C: f8 F; F - def refresh! | x0 C9 x5 y1 V; u" u5 u3 \7 O% ]
- return if @old_hp == @battler.hp and @old_vis != self.visible
2 v- ~* o: c' u8 C' U, s - self.bitmap.clear8 e# D& r. A! e& g5 y' ^ r
- @old_vis = self.visible1 Y$ i. R2 g+ o2 y- c) T" {
- @old_sp = @battler.sp
e5 w/ p+ R r0 M - @old_hp = @battler.hp
( C8 a5 _8 t% f a' j/ o3 `, ~) ` - hp_flow_update- D' b7 |3 R6 r( U3 \5 B. n
- sp_flow_update5 c$ h9 v) g3 n. ~" z+ j/ y
- hud_pos_update5 V& N* Z0 V: j* m @3 j K
- visible_update
: K' F8 U0 v* @7 O4 Y' y, q3 M8 i - end
% I' P4 R. F5 c3 ` - #--------------------------------------------------------------------------
/ }) z. S" C) H/ j2 T - # * Dispose
0 W- u) W5 f( `7 R+ G' [5 a - #--------------------------------------------------------------------------
" x8 X( @9 W, y; e* w - def dispose
( z% j$ ]' Y* u2 I4 g3 T+ z - #HP Meter Dispose0 N/ s6 x; [' b
- @hp_sprite.bitmap.dispose
& B' y6 `1 g# ~$ w* J1 p3 F. P, e - @hp_sprite.dispose
/ a6 P5 @- g& a- X - @hp_bitmap.dispose
* B6 v, x% @0 ^' q9 E* P' f: E - #HP Border Dispose
5 K8 |1 u' d4 Y0 D7 e - @layout_sprite.bitmap.dispose
0 w& p, p& ]7 ?$ r: ] - @layout_sprite.dispose
6 d3 \' l9 ~4 U+ b2 w* o - @layout_bitmap.dispose) O1 j! j2 ]/ s [' J
- #SP Meter Dispose+ b1 M% H) R6 N* n5 {- x3 u
- @sp_sprite.bitmap.dispose! k, w4 w8 B7 N
- @sp_sprite.dispose$ n1 m0 F& w+ |9 u' K/ I1 N! ]( p
- @sp_bitmap.dispose
; E6 {; }1 H$ W, ?1 O; H$ \# s - #SP Border Dispose9 B3 E- Q7 M" R
- @layout2_sprite.bitmap.dispose, c8 W% W5 M+ i5 h7 w) F4 Y
- @layout2_sprite.dispose# c8 S$ y# K0 ]. f
- @layout2_bitmap.dispose
. Y- B" c$ \9 J* A1 D3 ` - end, k2 }. p$ G' p+ e' F! M
- #--------------------------------------------------------------------------
: y4 Z. K7 D- ?5 n3 m/ W7 I - # * Update6 [/ g* E% f1 |/ M6 ? A
- #-------------------------------------------------------------------------- A/ B6 |. d3 j7 _
- def update. T3 W" P# c6 e9 Y3 m6 O7 C
- @battler = @enemy.battler
- P* O# ~% x, H1 b! d1 V# m - return dispose if @enemy.dead? or $game_map.events.values[@enemy.id].nil?& W. Q; b$ D+ j3 T. Y3 \6 a
- if self.visible
+ x: ^# o R# f$ g - refresh
o" T m! Q$ u, [/ l% K% D - else
8 E2 i% s+ Y0 Q9 x) g - self.bitmap.clear9 e+ o0 w- n! x
- end& z d9 r( s' i8 }& n# Z9 |
- end1 T3 C* @8 W) t' u
- #--------------------------------------------------------------------------
5 K( d: A, w$ O9 L2 T! ^7 A - # * Visible Update
: A) q3 f" r$ Q$ y - #--------------------------------------------------------------------------
* `* v& a( I& C6 ^4 d# q2 E - def visible_update5 o$ f" Q* D4 [& l* N& e. g: `
- if $game_switches[MOG::DISABLE_SHUD_SWITCH] == true" h. G% i: T, r# U7 E- _
- @hp_sprite.visible = false
2 f5 I" ]& o2 c/ W3 o8 X - @layout_sprite.visible = false
: N A, v7 y* C5 ^, [ - @sp_sprite.visible = false
6 `9 z9 U1 T* j4 o6 }( @6 x - @layout2_sprite.visible = false
+ F: Y! w7 k! a2 Z/ X$ ]% q { - else" v+ P% I9 f' h! E2 W0 K
- if HP_HUD == true
. h. v) {! C; u6 M4 D# e - @hp_sprite.visible = true+ a+ E( G) N& G5 p( k
- @layout_sprite.visible = true
( n7 o7 X. k0 m8 `, ]+ h( G2 T - else4 \6 S' j' K* Z8 Q
- @hp_sprite.visible = false3 o" @9 n5 ]2 E% G$ W I
- @layout_sprite.visible = false
9 V3 @0 D6 N6 t4 ]8 C - end ' T( |1 H$ U! L ]) P
- if SP_HUD == true
8 n c4 M: e) Z# g- L - @sp_sprite.visible = true
7 {& [- J. C$ C9 r1 S- t8 N - @layout2_sprite.visible = true K3 j" x. F1 n
- else
4 |7 O6 s L8 \# E. u- s5 H - @sp_sprite.visible = false! t2 h8 k& x$ r& ~9 r
- @layout2_sprite.visible = false
4 } ?6 ]) W7 L - end & C0 m3 @! O4 R/ b! _' ~) w0 K
- end 7 q) `: h) B0 L# v2 M: Z2 W
- end , p4 U4 Z1 ` H4 ?6 S
- #--------------------------------------------------------------------------/ X0 |* a6 K s& R& d
- # * Hud Pos Update
4 O/ g% z; g/ `8 T- O# V - #--------------------------------------------------------------------------- q' H' j. F# g4 n( \" i6 B$ U
- def hud_pos_update( o( r( M# l: [8 @5 e
- @hp_sprite.x = self.x - @hp_width2 + S_HP_METER_X: O7 ~) {1 N$ ~/ {1 I
- @hp_sprite.y = self.y + S_HP_METER_Y
, U# _* \: d" O$ f- N# e - @layout_sprite.x = self.x - @hp_width2 + S_BORDER_HP_METER_X5 i- X# k% Q8 }- ?8 N
- @layout_sprite.y = self.y + S_BORDER_HP_METER_Y 8 `0 o+ z! A) X- [8 p5 K5 s! W( W
- @sp_sprite.x = self.x - @sp_width2 + S_SP_METER_X
0 A. @ w. V/ ~# F - @sp_sprite.y = self.y + S_SP_METER_Y
2 |( q: k* l2 ?; f' t - @layout2_sprite.x = self.x - @sp_width2 + S_BORDER_SP_METER_X
4 n" E9 X2 g0 K. y+ s( [ - @layout2_sprite.y = self.y + S_BORDER_SP_METER_Y
5 Q2 Z+ F* l& l' W: K - end
; K# G' x. K6 n - #--------------------------------------------------------------------------
7 a* ?- O* V$ Q. H0 X8 E - # * Hp Flow Update
2 D! ?+ W" y9 y( Y: f - #--------------------------------------------------------------------------) M5 R+ G, v( g
- def hp_flow_update& ~; b$ D& F- b |# o% E1 {( g
- @hp_sprite.bitmap.clear1 v) q' o. k5 K4 d' A' m4 C
- @hp_width = @hp_range * @battler.hp / @battler.maxhp 1 l$ y. C1 N- e& I
- #HP Damage---------------------------------
( p8 \1 N$ m3 q/ ] - valor = (@hp_width_old - @hp_width) * 3 / 100
, e9 e9 O4 ]. c4 q3 i6 { - valor = 0.5 if valor < 1 / }1 l) ~. b5 N$ Y2 E' E
- if @hp_width_old != @hp_width
8 i) E( `' ?; n6 ^# k$ ?7 q2 L. e - @hp_width_old -= valor if @hp_width_old > @hp_width
# O& J- S/ O, _; s( o& _( d1 A - if @hp_width_old < @hp_width 5 o8 |1 ^# Z4 E ~; t% r) h
- @hp_width_old = @hp_width- V8 x. I+ m0 m$ ?% Y1 ~6 |
- end " O4 s7 u' Z1 w% j
- @hp_src_rect_old = Rect.new(@hp_flow, @hp_height,@hp_width_old, @hp_height)$ W4 W; a, M" V
- @hp_bitmap.blt(0,0, @hp_image, @hp_src_rect_old)
U0 ]0 N) a! D" h6 K - end # Q2 U* P/ K+ j; I! J5 W
- #HP Real------------------------------------7 C5 O% v( D' C- {/ B b# @
- @hp_src_rect = Rect.new(@hp_flow, 0,@hp_width, @hp_height)
" z, Z, E7 x9 f( @9 s* T5 k! ` - @hp_bitmap.blt(0,0, @hp_image, @hp_src_rect)
5 m7 I, v% z" R+ N3 u - @hp_flow += 2
% [9 H+ K' _5 i, t - if @hp_flow >= @hp_image.width - @hp_range
; X7 P4 G7 G5 x9 ~1 _ - @hp_flow = 0 " w3 j7 o8 g+ A* a
- end
8 F( p* O" r/ Q2 ^3 G# Q& A - end
# y& p5 ]' W9 \& s - #--------------------------------------------------------------------------8 r w* g2 G! J. @
- # * Sp Flow Update
1 M9 P J2 e( F - #--------------------------------------------------------------------------
' N2 C) g/ }# x - def sp_flow_update
. i2 b2 K9 f" |" A - @sp_sprite.bitmap.clear
& ^; B) U4 s Q2 I! b9 F; c - @sp_width = @sp_range * @battler.sp / @battler.maxsp : C5 w, S' i0 q4 \+ s
- #SP Damage---------------------------------
; j4 E7 @ \2 o2 q% d6 e/ z+ ?' H - if @sp_width_old != @sp_width& z' b- ^+ u. V d& {. [
- valor = (@sp_width_old - @sp_width) * 3 / 100# S! m0 N2 [9 o
- valor = 0.5 if valor < 1 % [- S- x$ u [3 y8 \$ k- Q
- @sp_width_old -= valor if @sp_width_old > @sp_width
+ ^+ I5 K) |5 C9 m$ \ - if @sp_width_old < @sp_width 3 T( K( w/ N% `/ f1 [; H
- @sp_width_old = @sp_width e# U9 [, z. [7 m% g
- end + W8 l) \+ q. n6 {" o ?3 M
- @sp_src_rect_old = Rect.new(@sp_flow, @sp_height,@sp_width_old, @sp_height); m8 c \0 X( \% u/ L3 g
- @sp_bitmap.blt(0,0, @sp_image, @sp_src_rect_old) 4 j4 Z* l3 p5 V
- end# D4 Z) u7 [5 K- r/ x: t
- #SP Real------------------------------------
; X1 J& S5 `$ x3 ] - @sp_src_rect = Rect.new(@sp_flow, 0,@sp_width, @sp_height)" [' L6 E7 s2 }
- @sp_bitmap.blt(0,0, @sp_image, @sp_src_rect)4 Y2 N: w+ h8 }5 N; T& Z
- @sp_flow += 1 / H9 ?$ C- L1 w/ n- q3 j
- if @sp_flow >= @sp_image.width - @sp_range
. {: B. S1 A+ s5 J - @sp_flow = 0 & x2 j- j# D4 X' u' v3 A% E
- end C; c# _) O( {: @( q! c1 y
- end
) v7 n9 R2 X q! v- [3 x" q - end
+ t* K; j! i: Q. [ y - #===============================================================================
# ?! l) o" W6 q7 R+ ]! K - class Sprite_Character < RPG::Sprite
- Y& n$ o2 q- {# Z" j - #-------------------------------------------------------------------------------3 R# ~. ~2 ^( C3 {, y5 G/ [1 Q
- alias :xas_emini_hud_init :initialize$ b) b, I' z; G
- include MOG
. j4 Q8 o; O, r - def initialize(viewport, character)
. K2 P" A0 R/ M% K - xas_emini_hud_init(viewport, character)
0 p7 e8 j( R5 A" Y - @viewport = viewport) _ E' a- z7 R& D" q1 b4 \3 X+ K& m
- return if @character.battler.nil?# c0 u" X. m$ L
- return if XAS_BA_ENEMY::ENEMY_OBJECT.include?(@character.battler.id)
: B: y) H/ M6 h( W4 y: ~+ |) ? - return if XAS_BA_ENEMY::ITEM_ENEMY.include?(@character.battler.id)+ G& w! |/ Y% }2 n0 m
- return if @character.battler.is_a?(Game_Actor)
+ T( L) x! Z& h+ w - @bars = S_Hud.new(@character, @viewport)
( C. j0 t6 q. Z. k9 M3 }- ] - end
# A6 w9 s& j6 ?) w/ k* r# _ - #-------------------------------------------------------------------------------
G1 v+ J3 Y) a, C Q - alias :xas_emini_hud_up :update
# `+ z5 d0 P* G0 v2 {1 z- @$ d1 G - def update) e1 ` m; s* H- e. P2 _1 A" P
- xas_emini_hud_up h: m+ v) m: L1 j4 }8 U4 c8 o; v
- return if @bars.nil?8 e) h5 p: {# [0 q; ]
- return if @bars.disposed?' v" _! e+ z9 P- I9 {
- dis = ($game_player.x - @character.x).abs + ($game_player.y - @character.y).abs
8 Z8 d2 ~ A5 m - @bars.visible = (dis <= RANGE)
9 K* |- h& R7 W8 o/ G$ v - if @bars.visible
2 o) q; q0 H' M/ Y* ^* v - @bars.x = @character.screen_x# - @cw / 48 j1 P3 C- ~1 B; m9 q7 M
- @bars.y = @character.screen_y# - @ch / 4" l3 u5 p1 n; C" H5 J$ r2 a! i. x* ]9 y
- end( x5 i& A% n6 \, w3 J( {
- @bars.update
% M0 \: F6 o7 R) y2 i6 q. m0 S. o - end1 E) W. h' r1 W
- #-------------------------------------------------------------------------------
$ g6 Z, X8 d% V2 R" I: R; [ - def dispose
( `+ f( \$ f3 _+ r; h% ?% Q - super3 v7 E/ K3 J' q; d Y" F ~" P {
- @bars.dispose if [email protected]?
( [2 c$ T0 L# w6 H1 `' ? - end! r q8 ~1 A1 N6 I: P% M; B+ M
- end; J+ {( o* i( C# D5 ?. ~) Z
- : V* q$ j7 _1 [7 Q6 T
- $mog_rgss_s_hud = true
复制代码
1 b5 k4 Y! ~$ g5 n' U" b5 M& P+ r% g3 k
6 J6 f) E" `9 {6 J
上面所說出錯的203行內容為
; M% w* p% f# Q$ O: u1 M1 Y4 U2 k@hp_sprite.bitmap.clear
8 V8 Q) j3 H/ d" q& m" u, {" ^5 f+ e! B+ l: F" ^8 K
想知道怎麼解決8 \; e5 h; i' v( C- ~
( U7 V2 T3 N5 N! }# l該腳本支持3.821 {- Y' d7 o2 i7 t$ i; T7 |
4 t9 }5 V# }( l8 A下面是圖檔,要塞在Windowskin下
1 ~/ M" Y/ |0 f
! l6 E& k! Q8 T( s+ P1 J
S_HUD_Graphic.rar
(12.36 KB, 下载次数: 49)
: |! \- V; J- ~8 Z9 N
4 I( J; ]$ C) p5 Z- w
7 [ Z. e4 ]7 \- ^+ R& C9 o' g; S; j) H4 [
|
|