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這是我將官網的S_HUD修該而成的怪物血條
: F$ e6 X8 V p p+ K( _會在每隻事件怪物的腳下顯示
; {* E3 Q% a- n% o+ _ K0 r t問題是不知道為什麼
; W9 S% L2 H- Q5 a- _9 _0 G有時打怪打一打會跳出6 h- B z4 _9 m% S
---------------------------
0 j {! z$ b0 y2 K1 mXAS {! ?0 Z0 d$ F( N+ }0 ^% Y/ [/ q
---------------------------
2 B( i" ~$ P& G- s( W脚本 'MOG - S HUD' 的 203 行 发生了 RGSSError。' p4 S+ E3 q& h& k8 q) k
" s% ?( b# ?2 A3 v
disposed bitmap
% z( q1 X6 b# {$ D( k' K" t& d' {---------------------------
! x9 z* [! d2 h3 \! x1 `2 x確定
' }1 C1 V# [4 s---------------------------6 ^, d, _/ ?# g, |( Z# K# @
4 d) e% x* S0 K! M% C
這是腳本
) [$ c! N4 v) t' U$ i% e( c. j
( Y( L3 |7 V0 Q- #===============================================================================
+ H0 f+ N; R Y( b7 n+ R - # MOG - s Hud 1.0
/ S x! t R% {" c- o: y - #===============================================================================
3 @) q0 i; w$ N. H0 O+ [ - # By Moghunter ) r& H9 _, ]" p( Y/ _& ~& a
- # http://www.atelier-rgss.com
, q& R6 `# c7 S. @ - #===============================================================================
2 f- G. z* X3 W - # Translated by Calvin624
+ v3 n" }+ d: [, _; F" y0 e - # http://www.xasabs.wordpress.com# @1 ^$ C* W5 ?- R' g
- #===============================================================================
' l3 C8 K+ v# L8 o* ^ - ###############################-DESCRIPTION-####################################. j& c- y, W; e* N7 g
- #===============================================================================
, C* p4 g$ B+ J, M - # Personal HUD – displays the HP and SP below the hero.
# w( X B. o( X4 z2 z! U8 x% I - #===============================================================================0 x$ p# [' A% }5 B
- #
1 Z' c& l' R+ J - # Graphics required:& ~; O; j8 w( R! d3 x0 H8 q
- # 1 P9 U/ [ {9 V+ V
- # S_Border_HP_Meter.png I6 X' T3 B$ y. e' `" C
- # S_Border_SP_Meter.png
+ K x" q, V2 @) o" \! F - # S_HP_Meter.png
: S4 c( Z u! m& q k& D - # S_SP_Meter.png6 [9 S/ u; f/ M7 d
- #. \* i) g2 |7 @$ }
- # All images must be in the Windowskin folder.
: ?3 I9 e1 e) @1 i9 Z# A4 g: z& r - #
+ t+ p1 f& v% H' I - #===============================================================================
1 ], t$ m. g1 @4 B - module MOG9 s: o, ~$ ?1 g: N
- VISIBLE_DEF = false % ]+ p+ ~1 Z. p
- # Show HP meter?
1 e& @# E6 S! ^% b - HP_HUD = true
3 E& D0 D8 O) }, x5 V8 ` - # Position of the HP border3 O4 w! k, G) l0 N4 w" W \
- S_BORDER_HP_METER_X = -2
+ v( o* m/ n) C1 p0 G - S_BORDER_HP_METER_Y = -2 " @. v& Q W/ p2 |$ G& H3 ^. G
- # Position of the HP meter
- u& k! `# C$ I/ U - S_HP_METER_X = 0
" M( N. X( a6 t Z - S_HP_METER_Y = 03 o1 W* E7 E: F B* p
- # Show SP meter?
9 |' n) `4 l, L7 ^, V( s6 L% G4 r - SP_HUD = true$ T. e( ^; E/ G/ e6 K# r
- # Position of the SP border1 k. r* J# M2 O/ C6 {
- S_BORDER_SP_METER_X = 00 Z) @- N% x9 Z
- S_BORDER_SP_METER_Y = 10
( o' l3 v7 U1 y6 G0 f( } - # Position of the SP meter, I! `& v% N3 V
- S_SP_METER_X = 0% ?5 T' d5 C( d$ d! N& r" P2 |
- S_SP_METER_Y = 10
8 I4 F* o/ {* X+ _; Q - # Switch to disable the HUD
( y# P' o* I' ~9 J7 v5 _ o3 ^# n - DISABLE_SHUD_SWITCH = 5- `4 B* B W; z" j
- RANGE = 20, H$ m; Q7 v, ?3 M% h
- end. S% [2 C: m' ?1 u
- #===============================================================================1 g5 e) r6 D: k* r$ \# V2 R
- # S Hud
6 J% `5 [& ~' i6 D) Y - #===============================================================================
6 F0 L2 t+ G! e0 K8 ^% d - class S_Hud < RPG::Sprite. A8 L9 l6 |0 C* R- {6 o6 P% w
- include MOG! T, F- u; Y4 C& g. D$ @* }) ~
- #--------------------------------------------------------------------------4 z: O4 a$ t; ~, m* d: m
- # * Initialize5 n# W5 g4 s- V9 r
- #--------------------------------------------------------------------------, `) F) I4 n7 T. m1 G
- def initialize(enemy,viewport)
t* a+ |0 v2 @+ I( I - super(viewport) 8 T+ E( q* v% v" X4 d
- @enemy = enemy. {. n+ e, Y$ z% L; c& \/ q
- @battler = @enemy.battler
: ~! g8 F3 Q: s* ]2 \; g3 \" K" m$ c, H - @old_hp = 0
) q8 g, H7 B) } - @old_sp = 0
& r3 \! a7 X/ M# ^ - @old_vis = false5 V: L7 Z& F" B2 Q) I3 ^
- self.bitmap = Bitmap.new(100, 100)9 S8 ~9 f% Y! ~- F; |+ s
- self.visible = (VISIBLE_DEF)#false# O7 [ Z/ o) d& y5 s
- self.z = 100
# R' V' X% g! C5 { - #HP Border -------------------------------------------------------------------
# H; t, _7 Q/ q9 B! a4 y - @layout_image = RPG::Cache.windowskin("S_Border_HP_Meter")
* H i' @* q' l# O - @layout_bitmap = Bitmap.new(@layout_image.width,@layout_image.height)
% H, Y! D4 I# O) p& ` - @layout_sprite = Sprite.new
$ b* N0 g! _3 t5 a% A- y, S - @layout_sprite.bitmap = @layout_bitmap
) d! b3 u5 j6 u- i - @layout_src_rect_back = Rect.new(0, 0,@layout_image.width, @layout_image.height)
D3 A( ?3 T" s! S - @layout_bitmap.blt(0,0, @layout_image, @layout_src_rect_back) ' s5 F9 v7 d# B4 J$ }# O$ j8 r
- @layout_sprite.z = 5001
6 x) R5 F- j( W% a - #HP Meter ---------------------------------------------------% E( l2 s. p5 |# f# r% F% l
- @hp_flow = 06 U! D0 {% t" N
- @hp_damage_flow = 0
9 w/ j% z+ J. @) _- G) ~ - @hp_image = RPG::Cache.windowskin("S_HP_Meter")
% y- m0 O+ e3 V - @hp_bitmap = Bitmap.new(@hp_image.width,@hp_image.height)% ?+ j; x" c9 @7 Y: R5 O
- @hp_range = @hp_image.width / 3
Q2 \% |+ t3 H7 }% l1 S - @hp_width = @hp_range * @battler.hp / @battler.maxhp : |8 z n( R0 t1 @# J9 g
- @hp_width2 = @hp_range / 2
0 x9 c( ^4 v C - @hp_height = @hp_image.height / 2
0 k" m2 V# f5 h: x$ p5 L) Y - @hp_width_old = @hp_width* U; O/ K s6 }* L8 r2 T
- @hp_src_rect = Rect.new(@hp_range, 0, @hp_width, @hp_height): S( T/ x1 p- O
- @hp_bitmap.blt(0,0, @hp_image, @hp_src_rect) / [) s- s# A% M! P* w
- @hp_sprite = Sprite.new6 V1 x+ u/ D2 j3 V7 n' Y9 }
- @hp_sprite.bitmap = @hp_bitmap# h2 ^% T a) L
- @hp_sprite.z = 5002
( X, P) G3 g+ g9 @% O - #SP Border -------------------------------------------------------------------8 o& L* _0 |4 |3 G) i
- @layout2_image = RPG::Cache.windowskin("S_Border_SP_Meter")
# {, B$ t" k% _, d0 N - @layout2_bitmap = Bitmap.new(@layout2_image.width,@layout2_image.height)+ m' Y6 o" H, k6 N
- @layout2_sprite = Sprite.new
' |; b( o" U! b - @layout2_sprite.bitmap = @layout2_bitmap& n# e1 Y: C) }- U3 _7 k
- @layout2_src_rect_back = Rect.new(0, 0,@layout2_image.width, @layout2_image.height)
* n( C+ L0 N9 ~; u) Q% o6 ~ - @layout2_bitmap.blt(0,0, @layout2_image, @layout2_src_rect_back)
( K5 q/ ?# O# L/ N - @layout2_sprite.z = 5001 ) o0 b( {+ {0 u! I
- #SP Meter ------------------------------------------------------/ b* O9 L3 j1 i# h! E6 _2 i
- @sp_flow = 0
: Q) O! Y' f3 H- g6 E! ~ - @sp_damage_flow = 0. ~: |0 ^/ S( r; c, o9 v
- @sp_image = RPG::Cache.windowskin("S_SP_Meter")
& b7 q1 K4 s$ [+ x. ]- W - @sp_bitmap = Bitmap.new(@sp_image.width,@sp_image.height); a3 q/ b, g4 y
- @sp_range = @sp_image.width / 3
# m5 r9 `0 l7 n1 D) R6 k - @sp_width = @sp_range * @battler.sp / @battler.maxsp ' s0 q, j. c( e2 `: v6 I% _8 S
- @sp_width2 = @sp_range / 2) y9 m" p; ]1 n1 U9 q
- @sp_height = @sp_image.height / 2
2 d/ w. t. X- L: x: t. \( p7 }! f - @sp_width_old = @sp_width
3 d1 [) e- ` X' N6 x - @sp_src_rect = Rect.new(@sp_range, 0, @sp_width, @sp_height)
) G7 B: w e. I: J - @sp_bitmap.blt(0,0, @sp_image, @sp_src_rect)
5 }/ @8 G$ {- @/ q) a2 D - @sp_sprite = Sprite.new
- a+ B* i- E4 } - @sp_sprite.bitmap = @sp_bitmap& V& o* s6 a5 q8 V- O
- @sp_sprite.z = 5002
0 w9 D# x( b8 d3 x- a4 s A) m - update; w9 E4 G7 _& h8 Q+ ?
- end, `/ P; o; `% ^+ \' q+ B
- #--------------------------------------------------------------------------
1 q2 f" [6 x7 g6 d( }; R/ | - # * Refresh f; d) y2 M# I' e. M, y3 f* u) H, O
- #--------------------------------------------------------------------------
: a/ K, h! v$ Y) O - def refresh
" E. q/ ?) r6 T0 {' q - return if @old_hp == @battler.hp and @old_vis != self.visible
4 }4 {8 w) T' Z' R8 |: j! g - self.bitmap.clear' @) a3 j$ _0 K
- @old_vis = self.visible
& j2 H0 O/ b# N1 Y; k - @old_sp = @battler.sp
: M6 Q& ] O3 Y+ N6 P0 Y& s/ G - @old_hp = @battler.hp
1 `: X8 Z# Y/ i0 j) R/ l4 Y - hp_flow_update9 l A5 r6 t2 i; |, ~, m, r
- sp_flow_update
- V+ Y: d+ x0 X0 o/ C$ U3 L - hud_pos_update$ q! Z- ^0 T* ]0 q( E1 v8 n& o
- visible_update$ ]0 w x4 {+ Y
- end
* L/ N7 P7 j9 j, d - #--------------------------------------------------------------------------5 { X7 {0 N6 }3 G! c3 b
- # * Dispose
* c9 ^' F* @2 k# R+ o, } - #--------------------------------------------------------------------------
% \0 N/ P0 C) v: T - def dispose
" A' ?. F& ?, { - #HP Meter Dispose! A7 L% a# C; i+ }
- @hp_sprite.bitmap.dispose
1 ^0 K1 s1 I1 ?! b+ Q; P4 d - @hp_sprite.dispose
& ]' o$ @4 d/ m: i( ` - @hp_bitmap.dispose" |, L2 U- X* g$ u/ R6 o/ V% b8 b
- #HP Border Dispose% b4 Z3 a- D) l: T9 L
- @layout_sprite.bitmap.dispose7 v- k( {+ U1 a% N0 V. L l
- @layout_sprite.dispose
7 Z% Q' j7 _) W, j m. w# U - @layout_bitmap.dispose Y0 G/ ^4 d3 c/ X) G: S
- #SP Meter Dispose
% z" y( @" L, ~1 H2 j/ r - @sp_sprite.bitmap.dispose
, {7 c' R3 z5 \2 s. u Z' u - @sp_sprite.dispose
6 Y) i# {1 j9 l0 x( E% h - @sp_bitmap.dispose9 A. |/ B! ?1 O9 m& q W
- #SP Border Dispose8 Q1 P0 \7 ^! A5 o/ a3 U
- @layout2_sprite.bitmap.dispose! X: h0 y" }' L, F5 f- O. [* @
- @layout2_sprite.dispose
2 U8 [. f/ G6 N) `7 @$ s - @layout2_bitmap.dispose3 P8 s' W, P- J* w1 w
- end
& s3 i0 d( o7 ~" B6 `8 X - #--------------------------------------------------------------------------9 M1 v. {& ~$ d" ]- a$ [# |( V8 y
- # * Update
% S a! Q* F9 J' d. A - #--------------------------------------------------------------------------
0 J, _. B. w% X! a5 z7 ` - def update1 i5 f& M. s+ }+ T5 ^3 M3 o
- @battler = @enemy.battler
1 p& {. D4 L# E& F - return dispose if @enemy.dead? or $game_map.events.values[@enemy.id].nil?
9 J6 Z' z7 X: @ - if self.visible/ l2 N G5 q! J6 A' j8 F+ \
- refresh# C; x% W3 g( E3 y
- else
' n9 ]' \: O7 M - self.bitmap.clear
9 n a& q# X* t0 G% t, l2 M - end5 Z5 K, X) E% y: H+ ?: G9 ^2 [
- end
, R. ~- \5 _5 s2 M) w - #--------------------------------------------------------------------------
9 H9 V" ?+ G+ _$ ~1 n - # * Visible Update, j+ p7 Z3 l: D% i* m2 v9 N8 p
- #--------------------------------------------------------------------------
# K3 ~3 m/ F0 b8 b- n. ?& T - def visible_update, ~: A" p0 s1 w* U7 j/ u
- if $game_switches[MOG::DISABLE_SHUD_SWITCH] == true
2 e* t; q: p9 j* v - @hp_sprite.visible = false) |* n. k" W" N
- @layout_sprite.visible = false
% X3 g1 |& N/ _ - @sp_sprite.visible = false
8 q3 ]5 {7 J5 K, Q% k# Y! b" D5 ? - @layout2_sprite.visible = false5 q. o' Q; g/ }8 h) {2 ~! d
- else% `8 N ]; h) o- x, M" L
- if HP_HUD == true
" J. `" k+ h. W7 ^; {9 D - @hp_sprite.visible = true7 b! \: {9 s+ M# X" t j( Q! `9 b
- @layout_sprite.visible = true5 A4 s* m* B3 F
- else0 d' ^/ R5 R, e# z4 q
- @hp_sprite.visible = false- f E7 q8 |. C8 Y. [! W' o
- @layout_sprite.visible = false, a8 v8 d1 I/ q1 e
- end $ Q4 S0 p3 w, B
- if SP_HUD == true
: M0 B* ]& D" W }" O - @sp_sprite.visible = true7 C) y) [3 F! l/ j
- @layout2_sprite.visible = true
( g7 D0 I D- C+ m4 n9 y - else+ V1 t6 o; f- a" s( }2 p( k5 e" E- u+ H
- @sp_sprite.visible = false
% b F1 V) A( q/ u* P - @layout2_sprite.visible = false# `3 i- A9 Y( `
- end
0 x" f1 m) {& d1 V - end ' f) y( d6 ?. w' g& m
- end
% C$ J% C3 w* o& x - #--------------------------------------------------------------------------
' |4 H# @* K- t; V% ~: c0 h8 m - # * Hud Pos Update9 M) C" P: G6 [* ?' N4 Q2 J
- #--------------------------------------------------------------------------
/ D$ {/ n) e8 W' h - def hud_pos_update/ e9 d6 q, }: F9 e$ O1 ~2 I
- @hp_sprite.x = self.x - @hp_width2 + S_HP_METER_X
! ?- O6 `0 g' Z G - @hp_sprite.y = self.y + S_HP_METER_Y
, Q9 e7 t* E, s7 Q; E+ n - @layout_sprite.x = self.x - @hp_width2 + S_BORDER_HP_METER_X
# Y( S k! v; I# T, L0 v7 h G8 r - @layout_sprite.y = self.y + S_BORDER_HP_METER_Y
& ]' _1 w& v& R0 [8 g2 t - @sp_sprite.x = self.x - @sp_width2 + S_SP_METER_X
* e! k0 x4 ]4 A- Z - @sp_sprite.y = self.y + S_SP_METER_Y
6 G3 B6 E1 p2 T, I5 m* t7 S3 k K - @layout2_sprite.x = self.x - @sp_width2 + S_BORDER_SP_METER_X
3 K3 ^; d& U9 D& ? - @layout2_sprite.y = self.y + S_BORDER_SP_METER_Y
$ |5 f2 k& E$ n R - end 9 R" ]) u6 P& f* ^. ^' n
- #--------------------------------------------------------------------------! W! Y0 i0 o7 P' R$ |
- # * Hp Flow Update
9 K% }& V. U* L4 b0 K& M R8 D& T; ~. _ - #--------------------------------------------------------------------------
8 A: H+ w$ @1 f0 @6 j - def hp_flow_update
2 O/ S: v# x2 J+ \1 P - @hp_sprite.bitmap.clear" Q3 r* z3 B: P8 {$ w( J# v# R6 Q) _0 Q
- @hp_width = @hp_range * @battler.hp / @battler.maxhp
- M- g& R; \' B! x7 P - #HP Damage---------------------------------
# u5 n' M+ G& Z4 H0 S4 o) B - valor = (@hp_width_old - @hp_width) * 3 / 100
- b* [& s8 ]3 O9 D5 |1 ^ - valor = 0.5 if valor < 1 5 L$ j% @, {. H$ X
- if @hp_width_old != @hp_width
7 Y; O3 I) Q/ O0 w* _1 p( n& S4 j - @hp_width_old -= valor if @hp_width_old > @hp_width
9 ]4 x1 ^2 c: P4 ^ ~' d - if @hp_width_old < @hp_width
. C" a# P) N- r - @hp_width_old = @hp_width
9 q9 {2 D8 }! b- b& c - end 7 y% c# x2 l( G2 a
- @hp_src_rect_old = Rect.new(@hp_flow, @hp_height,@hp_width_old, @hp_height)! [' e. U8 }5 q) q0 \( ~
- @hp_bitmap.blt(0,0, @hp_image, @hp_src_rect_old)
! ?* L8 L* L0 L - end
3 u7 Q( e; E" v, q( U* ^1 T0 C7 | - #HP Real------------------------------------
, W. {5 Z' e3 v- v - @hp_src_rect = Rect.new(@hp_flow, 0,@hp_width, @hp_height)
) l. ?- N* a; h9 V- j - @hp_bitmap.blt(0,0, @hp_image, @hp_src_rect)
) W5 q1 n8 v% a6 k% Z - @hp_flow += 2 3 r$ ` F5 e: J& }! C; x
- if @hp_flow >= @hp_image.width - @hp_range+ y. T) N" n% h7 V- ~0 B* _! ?2 |1 B9 J
- @hp_flow = 0 8 p- r* C$ {$ o
- end) g$ R: B% i9 V8 Q7 P, {9 A
- end * R6 a" w; J# A$ d2 d. J* K% u
- #--------------------------------------------------------------------------
* l$ R0 e, Y2 K3 s$ T2 V/ E3 q - # * Sp Flow Update8 n; {- S; B% c8 r, s
- #--------------------------------------------------------------------------: D# r7 c* z5 y
- def sp_flow_update, X, P0 l* g( q0 z, x' b7 F: `) @" {
- @sp_sprite.bitmap.clear
P. V2 O4 t" Z# j- E- W6 ? - @sp_width = @sp_range * @battler.sp / @battler.maxsp
1 [; t) K0 S: p8 r% w - #SP Damage---------------------------------
1 M! w. u) C9 F' y/ o6 @3 E) { - if @sp_width_old != @sp_width& s# N$ j$ A% u" {$ q2 N4 |
- valor = (@sp_width_old - @sp_width) * 3 / 100
( T! {7 p) [' _: A6 w" m0 S - valor = 0.5 if valor < 1 / f3 l7 D! a8 N5 L9 `
- @sp_width_old -= valor if @sp_width_old > @sp_width ) f3 I- n3 G2 @
- if @sp_width_old < @sp_width
0 m3 ^' b8 h$ W$ q - @sp_width_old = @sp_width
& g/ f9 `& u# O4 o - end + P0 g; l+ v' [' G# F
- @sp_src_rect_old = Rect.new(@sp_flow, @sp_height,@sp_width_old, @sp_height)9 p$ t( }3 b0 m
- @sp_bitmap.blt(0,0, @sp_image, @sp_src_rect_old)
3 Y: l' n R4 [ n - end
- J+ F( C, v- q3 b5 ?; S& m - #SP Real------------------------------------
1 E* `9 H7 g2 k5 N8 R) g - @sp_src_rect = Rect.new(@sp_flow, 0,@sp_width, @sp_height)
; P/ l$ K0 v; l; a/ j7 f - @sp_bitmap.blt(0,0, @sp_image, @sp_src_rect)/ ?! D5 ?( t$ Q' y5 w/ M$ f* Z
- @sp_flow += 1
1 i: I; v8 O& x, w2 i - if @sp_flow >= @sp_image.width - @sp_range+ }3 w: d, V; d7 H- |/ s+ f
- @sp_flow = 0
3 [! d; `! M" o, P3 j( q - end) t# f, T, T& d
- end 6 V$ z1 e2 ^1 w2 g
- end
7 F( M. n$ e& z! p) R - #===============================================================================! ^ }( X, V3 \' i& f
- class Sprite_Character < RPG::Sprite3 O" A6 H1 o7 K
- #-------------------------------------------------------------------------------
& ~; q- n/ g( U! u% A! Y - alias :xas_emini_hud_init :initialize
1 @8 e6 _3 w' ^ - include MOG
( f3 n- s0 e4 S2 } - def initialize(viewport, character)( O4 ~' j3 m7 ^ b
- xas_emini_hud_init(viewport, character)7 s# v- `% U* [ I- \% N3 v, y1 R
- @viewport = viewport
4 T6 b, v5 g7 R; g. X5 K - return if @character.battler.nil?
" [( t' G& g* ~ - return if XAS_BA_ENEMY::ENEMY_OBJECT.include?(@character.battler.id), H2 O/ e) N- }# _' G& i
- return if XAS_BA_ENEMY::ITEM_ENEMY.include?(@character.battler.id). |% N, ` w7 E+ {$ R8 u" X
- return if @character.battler.is_a?(Game_Actor)- Q) @5 u6 m' T/ l# F
- @bars = S_Hud.new(@character, @viewport)9 N# @$ `8 E' I; e% [
- end, y' a9 x2 M) }% A) j* y2 G
- #-------------------------------------------------------------------------------$ n& q$ `& a0 n' p9 l2 Z
- alias :xas_emini_hud_up :update
& H+ e5 U2 {+ E$ A# Y$ \% g - def update
" W. g, W" Y7 ` - xas_emini_hud_up0 \' K/ q. y+ E& Z$ f
- return if @bars.nil?- W0 B* X9 H5 A, \9 p) d5 Y6 W
- return if @bars.disposed?4 F# I; p% {0 b' g. F/ Q! p3 c2 A. e
- dis = ($game_player.x - @character.x).abs + ($game_player.y - @character.y).abs) m* W; n% i1 \8 _2 |4 g' j; j
- @bars.visible = (dis <= RANGE)
) m9 ]* c9 n4 G, J7 g5 O2 p7 ~2 h5 q - if @bars.visible0 \ b+ y6 q! E- ~* |$ k
- @bars.x = @character.screen_x# - @cw / 4
4 \: `6 x3 C- }; `9 C - @bars.y = @character.screen_y# - @ch / 4* ^' E8 x6 N, a9 C4 c7 U
- end
% I/ ]9 ^' M6 X6 n, J3 D - @bars.update: O; G3 P* n- E% i$ U
- end
R% q2 W; I7 d0 V9 K* K8 S - #-------------------------------------------------------------------------------
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- super
& l& g" [$ N# V9 U# q6 r$ V - @bars.dispose if [email protected]?
9 G9 t+ k0 s. S1 G# S - end
/ g: A3 A! V! n1 Y' j2 K - end
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- $mog_rgss_s_hud = true
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" M" x6 y- F0 k! A( u2 ]+ Z上面所說出錯的203行內容為: Q& ^1 ]* Y' r. R m
@hp_sprite.bitmap.clear1 t W* I. }* X/ }
. }1 M1 d( j% {( w* f) `5 q想知道怎麼解決 R( A0 R0 q% b) K, D; E3 ?- F" I1 I
y; v2 z+ \1 o4 I# @該腳本支持3.82' M0 U; A0 X& c
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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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