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這是我將官網的S_HUD修該而成的怪物血條% B5 M' v; t2 i! t7 H! q
會在每隻事件怪物的腳下顯示
5 h1 s, h7 S8 e+ L! V6 W問題是不知道為什麼2 k* X: R( `2 g& w
有時打怪打一打會跳出' E: D6 W) d' }4 l* B# I
---------------------------. v2 D3 ]' h7 a. r4 [0 W
XAS
' b+ l- i2 X# M; ~$ |+ b---------------------------) V: u& n, j( E% y1 z9 T/ L7 f
脚本 'MOG - S HUD' 的 203 行 发生了 RGSSError。
: O" { o" C: q4 k6 f0 n
+ t- V) Y( d; X8 J7 k# cdisposed bitmap3 G4 E0 g% _4 n# H: u+ e, I4 Y; B
--------------------------- c3 h0 |* \! _0 v- B3 G' J: z0 D
確定 1 _9 s H R, I
---------------------------/ f: @ N+ N# `6 A& F% W9 Z1 W
3 w, W: ?# M/ ~4 n; B
這是腳本
' @ T, I# ~( i: w8 G9 _
: a3 \# ~# h) V6 o1 E- #===============================================================================, {+ A. r% c n# H+ S$ J- e/ f
- # MOG - s Hud 1.0
' Q* `. B5 T1 N8 k& F - #===============================================================================, l& [8 X4 s$ s
- # By Moghunter : v8 T1 d! B1 K
- # http://www.atelier-rgss.com
6 V: o$ j$ U+ O# m( C2 Q: V - #===============================================================================- A4 F# W# `7 t( n- j: W
- # Translated by Calvin624 * `7 j+ C6 [3 s; E! l
- # http://www.xasabs.wordpress.com
* m1 L8 J# H0 [8 \1 P) p g" e - #=============================================================================== ^; W+ w; M& Q4 O5 G
- ###############################-DESCRIPTION-####################################* d7 W* w2 \& l* [7 o
- #===============================================================================# [6 w+ }6 V+ U2 n/ ^
- # Personal HUD – displays the HP and SP below the hero.
: n# ?2 N K' Q9 e; `; j5 ?! N, A - #=============================================================================== y% q5 E G, A/ j
- #
. Y: T( n' \ Q& c3 |. T+ | - # Graphics required:2 D9 x1 ~" h; ]% b0 H! X* q2 p
- #
4 m* L9 o# ?! L; p, f+ j) { - # S_Border_HP_Meter.png- m: w8 @: n6 M, Y: b, x
- # S_Border_SP_Meter.png' n2 K+ l4 l) [4 p
- # S_HP_Meter.png1 c8 G w( _6 w+ i9 U0 a a4 n: g
- # S_SP_Meter.png$ z& @! q* I% P$ z/ x* ` c; {
- #$ @/ s* a' f X" `5 B: r! W' e% ~. ^
- # All images must be in the Windowskin folder.2 O" O( ]+ {/ z2 b, Y; l* q
- #
6 n- O5 P+ s i+ Z7 e- \/ ? - #===============================================================================
4 n6 e' |( B8 K) d* O - module MOG
! F! V0 h- L' k7 K - VISIBLE_DEF = false
% W( p/ Q% f/ c: r* H - # Show HP meter?
1 Y; B+ R! D- K4 ^/ F( i/ q+ { - HP_HUD = true- @2 s% h X( }6 w
- # Position of the HP border0 n" O* ]( N5 }5 [# ~. m
- S_BORDER_HP_METER_X = -23 X3 C/ e' `: @" I6 q* Y
- S_BORDER_HP_METER_Y = -2
D! o8 V" @; D# J! _ - # Position of the HP meter1 P+ N0 Y2 A6 M8 r7 G
- S_HP_METER_X = 05 n K9 Y d0 h) R! O6 w4 T
- S_HP_METER_Y = 0
! ~+ j' C, n" o+ | - # Show SP meter?
) H6 }# c0 I& H- a- ] - SP_HUD = true9 B# v2 U1 w3 \8 B" r3 J& j! F
- # Position of the SP border
, V! Q& ^' |- f7 F' N5 p* ~ - S_BORDER_SP_METER_X = 03 B* r: ]: c5 O7 U
- S_BORDER_SP_METER_Y = 10 & g- W. V2 v3 ?& d- `7 Z6 z2 H
- # Position of the SP meter
% l, B) j) N0 Y8 a. j1 ? - S_SP_METER_X = 0
! ~0 |0 J/ S" Z) l" F - S_SP_METER_Y = 106 S* |8 |) O! M7 b# R9 p2 ]. j
- # Switch to disable the HUD
0 k4 n: U+ a. e0 _ - DISABLE_SHUD_SWITCH = 5$ P t! R1 E0 |- E4 A8 a: ^
- RANGE = 20
5 a2 l2 y! W5 N6 M6 [) ]- [7 T - end
5 M) T' z' ?6 f( M$ T2 Y6 ? - #=============================================================================== m" k9 ~& T8 U' u
- # S Hud8 L5 U5 }! G5 T2 f' f, y( i
- #===============================================================================. w' m+ ?3 _1 K+ ~
- class S_Hud < RPG::Sprite
4 }3 B# r0 r9 f2 V f - include MOG" a5 ~5 g0 ?2 Q! `" v$ K+ G
- #--------------------------------------------------------------------------8 M/ m$ a8 c! b2 |( _2 X
- # * Initialize1 Q% o$ {1 q; j4 ]$ b5 ~& ^
- #--------------------------------------------------------------------------
- |5 o& ]* F% q' ^2 t9 a - def initialize(enemy,viewport)3 A1 f8 B/ e$ r
- super(viewport) ( X' E2 z0 `8 C7 j2 W9 s4 X7 v) s
- @enemy = enemy
% b9 _9 q' m- D1 n5 J! I& K - @battler = @enemy.battler. V; R) S% P" J
- @old_hp = 0
2 h% j! L: O3 f; k$ G - @old_sp = 0" y. s$ w" C! k4 E1 G9 X1 N
- @old_vis = false3 R, L# t/ Z, ?& V* I- q
- self.bitmap = Bitmap.new(100, 100)( m" H- u8 \, y# a x
- self.visible = (VISIBLE_DEF)#false
- v7 L* a- Z L1 b/ U% R - self.z = 100
9 i1 l$ K4 j- b6 P' Q. ~ - #HP Border -------------------------------------------------------------------
) e) W) y h0 a$ m8 |0 q+ Z: ~ - @layout_image = RPG::Cache.windowskin("S_Border_HP_Meter")
9 c8 `* s3 e' O# e - @layout_bitmap = Bitmap.new(@layout_image.width,@layout_image.height)
: \6 e2 q W3 R - @layout_sprite = Sprite.new
5 W' _* T7 Q; D, \; v0 U - @layout_sprite.bitmap = @layout_bitmap
) Z* \" ^6 R+ {1 h# } - @layout_src_rect_back = Rect.new(0, 0,@layout_image.width, @layout_image.height) e E4 H! r/ Y# \3 i
- @layout_bitmap.blt(0,0, @layout_image, @layout_src_rect_back) # d5 _- w1 _0 L9 d/ p
- @layout_sprite.z = 50019 n' t0 t3 R% N% }& g; A4 ^; Q
- #HP Meter ---------------------------------------------------
) M: ?4 A0 q" @' `! ]4 P, F1 ?4 M - @hp_flow = 09 ^) N c; U4 U0 r: h/ c
- @hp_damage_flow = 0
1 D2 p' s, q! T, C. n' T - @hp_image = RPG::Cache.windowskin("S_HP_Meter")
9 s/ y! h. f, h( k7 p* n5 K+ S - @hp_bitmap = Bitmap.new(@hp_image.width,@hp_image.height)
/ _1 m# B. J8 j5 a2 @5 x" _ - @hp_range = @hp_image.width / 3
5 r$ i" x; l+ w+ }' | - @hp_width = @hp_range * @battler.hp / @battler.maxhp
1 \5 V6 D! j/ W* W4 ^; ~ - @hp_width2 = @hp_range / 2$ ~) c& C2 z2 S
- @hp_height = @hp_image.height / 2
; b q5 K: X5 v1 X& T8 S2 W - @hp_width_old = @hp_width
4 \2 f/ f9 w0 G7 f- k - @hp_src_rect = Rect.new(@hp_range, 0, @hp_width, @hp_height)
3 ~. L% u# {0 s; l* S - @hp_bitmap.blt(0,0, @hp_image, @hp_src_rect) 6 i6 P' E& ~4 P/ `3 |7 s- _+ O
- @hp_sprite = Sprite.new
' }- L$ e5 h# C$ X - @hp_sprite.bitmap = @hp_bitmap; Q- O8 U$ V. {) k6 a/ e
- @hp_sprite.z = 5002
% l* H( s4 L; `+ M, V E- H6 ~" X/ { - #SP Border -------------------------------------------------------------------" S8 E9 z# w6 \# {' [6 r G
- @layout2_image = RPG::Cache.windowskin("S_Border_SP_Meter")
/ I/ J8 C1 Z: e - @layout2_bitmap = Bitmap.new(@layout2_image.width,@layout2_image.height)' S: L8 r3 a5 Q7 Y
- @layout2_sprite = Sprite.new; o i5 \2 k5 U
- @layout2_sprite.bitmap = @layout2_bitmap/ ?8 @( Z9 j' n, e7 c+ Z9 f
- @layout2_src_rect_back = Rect.new(0, 0,@layout2_image.width, @layout2_image.height)+ U t& e/ s) n
- @layout2_bitmap.blt(0,0, @layout2_image, @layout2_src_rect_back)
0 x3 c7 C# |/ W% {% s! A$ D$ I, v - @layout2_sprite.z = 5001 0 L2 y7 k6 b c5 `. I7 f. q
- #SP Meter ------------------------------------------------------
1 j5 x2 N5 {3 j: M3 N - @sp_flow = 0& m1 @( j# V, u% s3 u0 t
- @sp_damage_flow = 07 Q0 L5 T, {0 Z1 Y) J/ G
- @sp_image = RPG::Cache.windowskin("S_SP_Meter")
; \+ s+ `' j. O% Y, i - @sp_bitmap = Bitmap.new(@sp_image.width,@sp_image.height)
4 k* W" R* ]1 P: ]2 Y j - @sp_range = @sp_image.width / 3
& d2 }3 S. E2 N- a - @sp_width = @sp_range * @battler.sp / @battler.maxsp
$ {4 z9 n8 y) W6 q; f0 [/ \% ] - @sp_width2 = @sp_range / 2( }2 ^8 O( n: k+ g1 }1 z1 P* ~
- @sp_height = @sp_image.height / 2' L% H6 Z% i2 \( ~; ~9 U( H
- @sp_width_old = @sp_width4 f) @" D, [- G' B1 z' m& q
- @sp_src_rect = Rect.new(@sp_range, 0, @sp_width, @sp_height)0 G& ]' \# k6 \ b4 v: a
- @sp_bitmap.blt(0,0, @sp_image, @sp_src_rect)( ~4 o9 f6 q/ Z3 p5 S
- @sp_sprite = Sprite.new
6 _: H7 G3 t. j' L4 i* M& k - @sp_sprite.bitmap = @sp_bitmap9 h( T+ r& g* t/ y* y
- @sp_sprite.z = 5002 c$ V6 n, L$ L4 V3 e6 B
- update
; W. Y4 ?* c! _7 ~ F - end* O9 ^! S) q8 }& I* L( u0 x0 ~
- #--------------------------------------------------------------------------7 U7 p4 T8 L% z2 {
- # * Refresh. w+ K; O9 d4 k3 I. f
- #--------------------------------------------------------------------------# F6 I$ ^; Z+ {0 ~2 A( p; u
- def refresh# P, q. u# {4 c
- return if @old_hp == @battler.hp and @old_vis != self.visible
& t. m. x6 L Q. w3 n - self.bitmap.clear
: b1 ^7 Z, Z; V - @old_vis = self.visible( c& t6 r5 b; m; i1 r
- @old_sp = @battler.sp
# S+ t) A1 w5 u1 } - @old_hp = @battler.hp
; n3 m, z, [8 {; i3 [% l - hp_flow_update
# ?. T' ^3 V F$ a5 M1 E - sp_flow_update9 x) i& P& f8 l! |, v. f5 t
- hud_pos_update$ F( \. Y* t1 N* \/ Q: U! A f
- visible_update- f3 B) ?/ j* d
- end
$ T& A1 B5 |1 o6 ]4 W4 n9 o$ g - #--------------------------------------------------------------------------
5 c W9 k8 s& r: P4 F2 e5 S" n - # * Dispose
) Z- R8 c+ Y& n! L8 }& X+ Q - #--------------------------------------------------------------------------) d# s6 m# d* R! a( c* l+ b. S
- def dispose
" T! w1 @/ M5 O3 O5 @( t H" Q - #HP Meter Dispose% I+ X% J% c% \! E1 ]) `/ G( F
- @hp_sprite.bitmap.dispose, u* y- J) ^2 F5 O2 I( O) A' v7 X8 t+ @
- @hp_sprite.dispose
+ s& }0 |( g* k, s2 c - @hp_bitmap.dispose
3 l7 K _- S7 L7 k - #HP Border Dispose3 L9 }% M$ F6 h9 B4 F) _
- @layout_sprite.bitmap.dispose9 e/ C% J; _! h3 ^6 Y- p
- @layout_sprite.dispose6 ?' m$ ^) j: u3 X% D
- @layout_bitmap.dispose
; ?( v$ R/ U) n0 d2 V1 t - #SP Meter Dispose" ~8 p( P" a3 y7 M# k4 K9 @; y
- @sp_sprite.bitmap.dispose
$ [9 Q% c v; G5 s! U. T - @sp_sprite.dispose
+ x( h9 X) ?5 q% r0 U1 } - @sp_bitmap.dispose6 ~4 |& A$ i* B
- #SP Border Dispose( a" B* A: b' c# ]0 @% `7 E( J
- @layout2_sprite.bitmap.dispose# R( a. C, P7 I) f
- @layout2_sprite.dispose
) T( A1 E7 X0 ~( A4 @. l$ s3 C2 L6 r - @layout2_bitmap.dispose
- N% n! u5 S, g$ A$ N: L* R# d - end! W( r& @# [$ I
- #--------------------------------------------------------------------------: c* j. S% V8 X9 l6 K1 E0 x
- # * Update6 X2 R, l0 Z( ^, K6 W. b
- #--------------------------------------------------------------------------
( W6 z7 {6 M s/ _4 P0 X - def update
* b# ?$ H4 l3 r: x& m' o - @battler = @enemy.battler
7 \& I M( g0 E' I - return dispose if @enemy.dead? or $game_map.events.values[@enemy.id].nil?
- r/ K( y7 y& ^: B - if self.visible
3 K6 p o. V& _1 J7 _# \ J - refresh9 J% i; R* w# E% W2 Q4 |
- else" W5 p ]/ h% I- l0 ]4 B9 W$ y! {
- self.bitmap.clear- w" K2 J u- F% Z% n% v: C
- end
1 e$ t* ]' ~; m/ Z/ P0 j& `. p - end
" q8 ?! T# S5 d9 n - #--------------------------------------------------------------------------
- y; H; J0 D7 s1 u- Y( Y: Y. w2 k - # * Visible Update$ J. X0 @$ @$ J/ H( C! ]
- #--------------------------------------------------------------------------
" D6 d, d/ U: C2 R1 G - def visible_update5 w# O0 |/ h/ w! o# h1 M% U
- if $game_switches[MOG::DISABLE_SHUD_SWITCH] == true
3 T& ^& Q i+ R+ K# U - @hp_sprite.visible = false9 ?1 r( |6 l2 p
- @layout_sprite.visible = false' B/ W' Z( b5 B" q$ W6 ?# x' P% T
- @sp_sprite.visible = false G1 B# d. z g1 r% @) G
- @layout2_sprite.visible = false
! P8 N; }' R8 y* \' z- ~1 H - else! s! v" Q6 C# {5 K
- if HP_HUD == true
! J. z. t7 ^! f+ j# l4 }, x - @hp_sprite.visible = true8 G1 n; t( r: i2 K( M4 x. x* a
- @layout_sprite.visible = true
5 }3 Q. v" U* N& g - else' m, L/ v. Y+ e- q+ P
- @hp_sprite.visible = false
( d2 D' c- J4 S9 n9 L! J# u - @layout_sprite.visible = false
& J: h% t }& I6 O; b' M - end
) P+ }, l% |# v! {+ c2 U - if SP_HUD == true4 }! k9 ~. g0 k, ]2 }2 _
- @sp_sprite.visible = true
, x# [' L' O+ n1 \. h, b5 k. r( J - @layout2_sprite.visible = true
& ~6 ~, H9 B0 e: e3 D4 e - else
3 \' K* h" y! J* c) m. q - @sp_sprite.visible = false
9 x& I$ S% l0 S - @layout2_sprite.visible = false
) Z. O }% F8 _$ i! p - end " l; F3 h, B! L. j. V3 b( I$ m3 [
- end ) _# W+ {2 r4 E3 B3 h( g) Z
- end . N% V9 i& U! c, \' o0 E! T
- #--------------------------------------------------------------------------
0 r/ I R, _+ }/ m7 S - # * Hud Pos Update) x9 B5 g$ Q* d3 [4 A& r* m# G' s
- #--------------------------------------------------------------------------% T- P* j. f( V3 T! a
- def hud_pos_update
# W* J6 m8 E9 _4 B; `4 g6 y - @hp_sprite.x = self.x - @hp_width2 + S_HP_METER_X
! E$ J* o8 J. K G& B' R - @hp_sprite.y = self.y + S_HP_METER_Y
1 s+ B* M. S4 A4 u - @layout_sprite.x = self.x - @hp_width2 + S_BORDER_HP_METER_X. k3 G% P; J) w9 L" B- ?
- @layout_sprite.y = self.y + S_BORDER_HP_METER_Y
! h+ e1 K, v: ] - @sp_sprite.x = self.x - @sp_width2 + S_SP_METER_X
. ?9 a: Y9 T5 H2 K) _' F! V! R - @sp_sprite.y = self.y + S_SP_METER_Y 7 D: `% V B# G' V7 G
- @layout2_sprite.x = self.x - @sp_width2 + S_BORDER_SP_METER_X6 g. Q- K# p7 o" l* O7 I; c6 d b
- @layout2_sprite.y = self.y + S_BORDER_SP_METER_Y ' |+ a5 v1 A+ \1 j0 }. x" \
- end
. O6 |) z) D" s' p; ` - #--------------------------------------------------------------------------
1 x5 k8 x7 c- O( \4 y0 U - # * Hp Flow Update* n: I: h% z8 q
- #--------------------------------------------------------------------------
6 a# c- I) L [3 _8 g- t - def hp_flow_update$ V9 n( m) E$ J+ B
- @hp_sprite.bitmap.clear( `! f& t# A3 s! h3 Y" j' N
- @hp_width = @hp_range * @battler.hp / @battler.maxhp 3 w8 q$ p1 t* v. Z/ T
- #HP Damage---------------------------------& Y8 p+ v G( i0 g2 d' s/ J
- valor = (@hp_width_old - @hp_width) * 3 / 1003 _; Z4 _) }7 t# n2 I, x7 V
- valor = 0.5 if valor < 1
7 Q$ I3 `8 z% Z' L" T - if @hp_width_old != @hp_width
: }; ?8 |3 M6 b0 C: a' I - @hp_width_old -= valor if @hp_width_old > @hp_width 0 G }% @ `, Z6 r& |9 h
- if @hp_width_old < @hp_width
2 |, ?7 K( w! H) \6 A: ?+ Q" v - @hp_width_old = @hp_width
3 d0 h) ]( t8 X* F! B - end
! l/ p a: r5 s2 w& } - @hp_src_rect_old = Rect.new(@hp_flow, @hp_height,@hp_width_old, @hp_height)
0 I2 b* m5 E" P8 d( f7 o - @hp_bitmap.blt(0,0, @hp_image, @hp_src_rect_old)
% a+ W: R6 W! C - end
1 A0 b6 S2 I5 y5 I E. { - #HP Real------------------------------------5 ^, h' a: p2 S- M. b% Q: x
- @hp_src_rect = Rect.new(@hp_flow, 0,@hp_width, @hp_height)& ^3 y$ I0 l) x# Z3 \$ f4 ^
- @hp_bitmap.blt(0,0, @hp_image, @hp_src_rect)
& U Z% G/ G8 K1 r. d/ Y - @hp_flow += 2
2 k6 e! e# @. t1 n8 w4 C; U; ] - if @hp_flow >= @hp_image.width - @hp_range
/ b8 ]& U1 q0 U - @hp_flow = 0
4 c& o2 Y3 u) ~" \- a - end7 p8 P3 i6 W/ ] M: P* w) a
- end
! K0 z) A% a$ b* ?, r - #--------------------------------------------------------------------------) V: M$ L; `- g( c
- # * Sp Flow Update9 i0 N* G1 U |3 y7 r. k
- #--------------------------------------------------------------------------
% p% R4 Z& t8 ?5 s& N - def sp_flow_update% F) x" Y8 \9 Y: T$ W
- @sp_sprite.bitmap.clear8 N/ ?2 a' \6 K" j0 p# I7 ~
- @sp_width = @sp_range * @battler.sp / @battler.maxsp # a$ r6 I4 [% D
- #SP Damage---------------------------------7 g# c$ `% T9 L! w% r8 `
- if @sp_width_old != @sp_width
. S& `! P1 e8 L1 o5 { - valor = (@sp_width_old - @sp_width) * 3 / 100
% S2 _* n b* R e' {! ]! S( L - valor = 0.5 if valor < 1 # r& ]( J- N/ E+ _5 W0 O. c
- @sp_width_old -= valor if @sp_width_old > @sp_width
0 I' U, k( C$ z9 `3 Y - if @sp_width_old < @sp_width - V: k" V$ E8 h
- @sp_width_old = @sp_width
7 y6 U' w; r C! O - end
, K5 l4 M8 ?" d& c - @sp_src_rect_old = Rect.new(@sp_flow, @sp_height,@sp_width_old, @sp_height)
' d8 K2 C' r6 R7 @" m - @sp_bitmap.blt(0,0, @sp_image, @sp_src_rect_old) 8 \7 Z: e( h) o4 ~2 z0 t
- end
7 @. V: D3 B2 ]! d; [; X" N - #SP Real------------------------------------( y1 y2 F8 L( t" A" o9 O @
- @sp_src_rect = Rect.new(@sp_flow, 0,@sp_width, @sp_height)
) C5 f9 i p' k# U' @! e4 a - @sp_bitmap.blt(0,0, @sp_image, @sp_src_rect)# ?" y) K" f+ t; H1 z, D$ u
- @sp_flow += 1 ) b* j4 E' o4 J- k' B# D: |
- if @sp_flow >= @sp_image.width - @sp_range
/ b" C4 k1 d9 V& R1 y$ i) W - @sp_flow = 0 # A& m0 I% D1 w( g
- end0 n: H+ d. x& O5 v; ^; ]* c
- end + E5 J* s# }4 G2 _- n6 o
- end* o- L& S/ ~! a u% ]
- #===============================================================================
4 }4 P$ z; C" S+ ~" T - class Sprite_Character < RPG::Sprite; @# G' w3 w& p
- #-------------------------------------------------------------------------------
, V$ [1 e5 D! _: j - alias :xas_emini_hud_init :initialize/ R) ]( \, X" r* I) r
- include MOG
) }( l# B/ D1 r, l5 R - def initialize(viewport, character)1 u# t7 C: v2 ?0 a: O0 _
- xas_emini_hud_init(viewport, character)' l5 `& I, X, Y$ Y2 L/ P* {% a
- @viewport = viewport
! q% Q% u% t. i1 F* A; d" L - return if @character.battler.nil?* G% v( b! m+ O1 q
- return if XAS_BA_ENEMY::ENEMY_OBJECT.include?(@character.battler.id)& ~/ q9 ^( p: F0 {. A( d
- return if XAS_BA_ENEMY::ITEM_ENEMY.include?(@character.battler.id)/ @) f' }! ^) |# O6 D# ?1 o
- return if @character.battler.is_a?(Game_Actor)
% {' ?8 [0 m9 ?% K - @bars = S_Hud.new(@character, @viewport)
3 v! _% | i8 l9 d; G& R - end
7 g' s+ Y! ?; T" _0 B5 H - #-------------------------------------------------------------------------------
4 z1 O" R- v1 ?9 d - alias :xas_emini_hud_up :update
w- ?5 C% b5 O - def update
3 f) P: X+ K$ G( U9 J - xas_emini_hud_up, S/ J4 p/ `1 @3 C6 |
- return if @bars.nil?
3 z! D/ l0 A8 f* w8 U - return if @bars.disposed?
9 q$ U- d2 \8 D u1 y - dis = ($game_player.x - @character.x).abs + ($game_player.y - @character.y).abs; c7 J4 x; U! a" }, S$ J
- @bars.visible = (dis <= RANGE)
! u3 { ]" G: `& K - if @bars.visible; u' j1 u, t6 L K) F
- @bars.x = @character.screen_x# - @cw / 4
: L9 L: q; O5 R! C' V* k n - @bars.y = @character.screen_y# - @ch / 4
& K( q# c' G$ P# m - end1 Z" _3 l g4 y8 l# s
- @bars.update
7 ]1 b X, N6 T& b+ _" d - end
" i" P! x" ~! |" X3 r! Q* e - #-------------------------------------------------------------------------------, V4 ?: `9 v' n- j% Q) }
- def dispose! ^2 |, Q1 v+ h) Y8 L9 `! X+ D
- super
. u: r! d/ s$ s: ?7 S - @bars.dispose if [email protected]?
+ h9 I8 }; G, y, {3 m- M8 i - end- b) ^7 Q; p5 M9 D* O; F% `
- end
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6 s" _$ v7 Q' U& a7 e7 Q- $mog_rgss_s_hud = true
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上面所說出錯的203行內容為
- q% [" T- B8 Q3 x& l. G@hp_sprite.bitmap.clear
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: o( m8 q# }$ d1 F: e9 C5 [% ]想知道怎麼解決" m' L3 q) ^8 f( h) a- H
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該腳本支持3.820 L5 u; ~2 m; M
6 b6 {* _- Y' V9 t, d2 F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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