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這是我將官網的S_HUD修該而成的怪物血條# K! E1 v- f2 Q2 m, \ w1 u
會在每隻事件怪物的腳下顯示
5 E$ g* x8 W# u+ e, ~( T, |問題是不知道為什麼3 Y/ P* H) A( X5 [4 z
有時打怪打一打會跳出6 x+ i3 o$ L5 R+ n. a* c
---------------------------4 H! n8 Q1 z! o) F) n" [; j
XAS
" V4 r# G- X) a* s' P3 x; u" _/ L! q---------------------------
* ~2 n1 ~$ i4 z脚本 'MOG - S HUD' 的 203 行 发生了 RGSSError。! }/ }- ~& J1 S: n/ R6 u
# y7 k) Z1 S. i. d! ~4 Udisposed bitmap
5 U' l: i% c3 T" c---------------------------3 j+ K- Y+ ~" L/ D- R( u: U, @' b
確定
. C5 `0 w2 [/ ?6 `; b$ q---------------------------
$ N( }9 B) n" `2 X# x( @( @& X; p3 G8 `9 t" _. X
這是腳本
u0 T* k* u0 `) c! p* B- u- G8 F8 U. J7 E. B9 F
- #===============================================================================
" f5 N I1 g+ `/ H, U, m& X6 k9 q - # MOG - s Hud 1.0 + n# e: b$ C% ~9 b) A
- #===============================================================================( I& G p# b% d3 i' p
- # By Moghunter
! R: F8 K# k2 V - # http://www.atelier-rgss.com# y% J& M# g3 ? }+ Q- T
- #===============================================================================
$ y4 s0 u. k8 j9 L0 c& L% F$ A' T# x - # Translated by Calvin624 % p, L* N& e+ J# o
- # http://www.xasabs.wordpress.com
- z1 g' U3 Q7 A9 n - #===============================================================================
" Q1 q( O9 L$ A) z2 e$ g2 f - ###############################-DESCRIPTION-####################################
# {$ h9 X: M4 f, A# E, X/ f3 Z - #===============================================================================
+ i3 e# E1 {: N8 J) C R - # Personal HUD – displays the HP and SP below the hero.
3 X5 v, G" m, [ `: ] - #===============================================================================2 h5 S! C4 G- \( h% Q7 {5 V
- #; \) ~# s- n4 k$ ?
- # Graphics required:
3 ]& y# Q& j/ a% K( | - # ' \+ }+ p; R! f- r
- # S_Border_HP_Meter.png
! T4 E# s6 z+ D) I6 D: r6 b - # S_Border_SP_Meter.png
7 a0 l8 X3 R, W# Z- ?" D - # S_HP_Meter.png
2 G5 W5 u' m' o0 H2 u& }8 b9 |7 R - # S_SP_Meter.png
/ G2 ]- W% ^1 N, s - #0 A6 _+ B5 c$ _: E
- # All images must be in the Windowskin folder.
$ b' W7 H3 ?! Q: Q7 W0 k" c, B6 g# { - #0 ~+ ?+ S. m. T j
- #===============================================================================$ b6 m, B) Q' H: g8 L1 s
- module MOG' n; [. O7 @$ w) G3 e( w9 ^/ T6 u; m
- VISIBLE_DEF = false
' n8 r/ J8 Z$ \5 H9 h% A' h - # Show HP meter?
! s+ e# y! p7 E' x8 i - HP_HUD = true
; Y4 T% [" K1 v, J9 T. p - # Position of the HP border# v+ C) o% `# s% ]$ I) k6 u& B
- S_BORDER_HP_METER_X = -2% N' E1 S0 r9 }5 g- W5 L- ~' o, P
- S_BORDER_HP_METER_Y = -2 ) o3 v1 V0 X( t- O
- # Position of the HP meter
' _, _1 m% o: G5 [4 w% \& v+ F - S_HP_METER_X = 0" A" c: b* o; R9 E+ P- V2 Q0 J$ F. t8 C
- S_HP_METER_Y = 0+ h' C- l2 d; t t V
- # Show SP meter?
( q6 d6 `+ z7 _) | - SP_HUD = true7 `0 C; r y- _9 f1 v8 `
- # Position of the SP border9 U( [% x' P7 X, T8 g, q% R
- S_BORDER_SP_METER_X = 0! d1 J' N8 c9 M2 `) {% P
- S_BORDER_SP_METER_Y = 10 $ v8 z7 f5 o# Y+ `9 k3 N# k
- # Position of the SP meter' x) ?# i2 R6 @4 q
- S_SP_METER_X = 0! u: `% `" H- S0 ?) a$ W7 B
- S_SP_METER_Y = 10! X, O- h* H o/ O5 L" J4 g6 j
- # Switch to disable the HUD
8 `6 e* l) Y8 }' v3 Y# u - DISABLE_SHUD_SWITCH = 54 X2 {. s% g5 b# _' \0 z3 K) J
- RANGE = 20) C z1 J' V+ K# T
- end
" v. A# h$ v+ S1 I+ _/ p - #===============================================================================
9 w, F% l) p# d) Y0 V" \7 S/ `" B - # S Hud& e, k& U8 Y* V3 R1 w7 j1 M
- #===============================================================================- \+ {6 \9 X7 O3 Y9 i8 D
- class S_Hud < RPG::Sprite
, L7 F3 r5 k9 i - include MOG' ?# J& [6 r9 t! N3 L e: D/ q
- #--------------------------------------------------------------------------6 z2 h" H3 C- m+ ?/ p3 E/ Y8 j
- # * Initialize8 i, \1 x0 Z$ B- u1 z3 t! @
- #--------------------------------------------------------------------------
, g; r" G. o- t8 w9 T2 q3 p - def initialize(enemy,viewport)2 L, h, z7 R. W! @# y9 q* K
- super(viewport)
4 Q# G; w. W' D2 L/ ~3 `8 e, Z - @enemy = enemy
: I0 T7 K+ ]7 }$ | - @battler = @enemy.battler* `/ X' T$ H4 c9 D. m8 \
- @old_hp = 07 x8 `, t- \; J
- @old_sp = 0" [7 T& g/ `" X
- @old_vis = false. g; c6 \" H/ v3 M4 n# t
- self.bitmap = Bitmap.new(100, 100)9 Z( e2 m9 A$ ~0 ~* O$ L4 V2 c
- self.visible = (VISIBLE_DEF)#false
0 N4 R# C5 J3 D: b - self.z = 100
5 A8 K$ l r* X# `+ k# n - #HP Border -------------------------------------------------------------------8 |0 z) w0 u- p1 t9 J' F% S6 c
- @layout_image = RPG::Cache.windowskin("S_Border_HP_Meter"). d$ [% w: Y* Q& U% \
- @layout_bitmap = Bitmap.new(@layout_image.width,@layout_image.height)
1 M5 U6 k1 V3 h' ` - @layout_sprite = Sprite.new6 y4 P2 s( J) M; S
- @layout_sprite.bitmap = @layout_bitmap$ [8 |8 e" L) T0 z+ f
- @layout_src_rect_back = Rect.new(0, 0,@layout_image.width, @layout_image.height); S+ W( q: c& Z/ K& {
- @layout_bitmap.blt(0,0, @layout_image, @layout_src_rect_back)
" ^% t. K; x9 F - @layout_sprite.z = 5001
9 Z9 n" K S3 d9 ]+ J7 L* [ - #HP Meter ---------------------------------------------------
5 b& ?: j. l* x# g3 b S, W - @hp_flow = 0- y8 {. H+ Z% m; G: R
- @hp_damage_flow = 0
- I( L9 t% g& G - @hp_image = RPG::Cache.windowskin("S_HP_Meter")
, h) {7 \, H: P& m( \# i) F - @hp_bitmap = Bitmap.new(@hp_image.width,@hp_image.height) k! U4 Y& R* q7 O7 ]7 l
- @hp_range = @hp_image.width / 3+ P K+ J/ s* f6 n% J
- @hp_width = @hp_range * @battler.hp / @battler.maxhp
- x- Q7 y2 g: y$ u! q: }* [ - @hp_width2 = @hp_range / 2
+ o! V" \. j$ G3 _2 y! O - @hp_height = @hp_image.height / 2, O8 ]* n9 N L8 a0 y0 ~6 q
- @hp_width_old = @hp_width
5 [: V# S! h5 @5 [ - @hp_src_rect = Rect.new(@hp_range, 0, @hp_width, @hp_height), e& u: _7 s) E& U9 X4 X
- @hp_bitmap.blt(0,0, @hp_image, @hp_src_rect) ( b! j$ X9 k6 x6 D
- @hp_sprite = Sprite.new
) u) `$ L) S0 [) G, D, z0 ?2 ? - @hp_sprite.bitmap = @hp_bitmap# C8 S+ Y, P2 @$ T
- @hp_sprite.z = 5002
' y7 h; {- O: I4 g& n8 V9 i; R - #SP Border -------------------------------------------------------------------5 b6 r) i1 t' J1 g. T! \: M
- @layout2_image = RPG::Cache.windowskin("S_Border_SP_Meter")% M8 h& Y+ I1 m& w1 j" o, @5 D
- @layout2_bitmap = Bitmap.new(@layout2_image.width,@layout2_image.height)6 n2 ~5 q1 N1 s- x
- @layout2_sprite = Sprite.new
* [! |( W+ S1 c: M - @layout2_sprite.bitmap = @layout2_bitmap6 Y5 X. M! ]2 H) H! c
- @layout2_src_rect_back = Rect.new(0, 0,@layout2_image.width, @layout2_image.height), d8 ?: @- N+ I2 C! k/ h5 t
- @layout2_bitmap.blt(0,0, @layout2_image, @layout2_src_rect_back)
9 H7 q8 S- `7 q/ @ - @layout2_sprite.z = 5001
+ I: ^6 }. w9 L% k3 _7 n - #SP Meter ------------------------------------------------------
/ i4 C7 a3 z6 L - @sp_flow = 0
6 Z2 J/ S( R/ {9 v$ n4 J# r x - @sp_damage_flow = 05 a. l' u4 s# h
- @sp_image = RPG::Cache.windowskin("S_SP_Meter")+ @% @, G+ L6 P* B" T
- @sp_bitmap = Bitmap.new(@sp_image.width,@sp_image.height)
; y" p4 L. T$ k; i5 Z5 O" f! L$ g - @sp_range = @sp_image.width / 39 e4 ]2 n. w: @% E2 [' i
- @sp_width = @sp_range * @battler.sp / @battler.maxsp - K; w# ~" p w7 x
- @sp_width2 = @sp_range / 23 i4 _, P `3 q& h- q3 G) g
- @sp_height = @sp_image.height / 25 E2 w A4 q3 Y/ D4 K( w9 P
- @sp_width_old = @sp_width
" R6 w6 N6 b2 G, B1 O" p' b$ p - @sp_src_rect = Rect.new(@sp_range, 0, @sp_width, @sp_height)2 J. b& S2 G; p) O6 m
- @sp_bitmap.blt(0,0, @sp_image, @sp_src_rect)
0 b) P/ Q% z% q; r - @sp_sprite = Sprite.new
) r! }3 E8 i1 d0 s' |6 [ - @sp_sprite.bitmap = @sp_bitmap
, G# ^& M3 e% a- [6 M - @sp_sprite.z = 5002- n9 c9 K* ^1 t3 c! W8 L1 _' }% A
- update
* [3 ^) X4 o$ j6 S/ O- E. V - end
9 g) w( X8 f4 g - #--------------------------------------------------------------------------! r3 V; X& l2 e: b, n
- # * Refresh
! y! v4 r1 j9 r1 `+ [7 v' e9 S - #--------------------------------------------------------------------------
/ j' ^: ~& i3 N: c' t - def refresh+ N5 g- J. J! z7 t/ q
- return if @old_hp == @battler.hp and @old_vis != self.visible
- K1 c5 [" q% [5 N - self.bitmap.clear
, d& F o$ D$ B2 G( ^ - @old_vis = self.visible0 n7 _: i( E; u* w: D8 D
- @old_sp = @battler.sp" x, H+ X% B& n& G) U4 |
- @old_hp = @battler.hp
' d8 `* `7 a( ~0 Y { - hp_flow_update
% o2 D" d, f. r& ` T0 v - sp_flow_update$ b j; y: ~* Q4 ~9 Q4 [9 W' L
- hud_pos_update. A! v3 x4 v1 X5 x( W3 P' |
- visible_update
' K8 H$ J: m& L: g - end
# S& S1 M: [/ J8 k7 e3 O5 C - #--------------------------------------------------------------------------
2 J% l& ?& e! E/ O5 O1 x3 }" R - # * Dispose! n. N# {8 s9 [# L2 ~9 Z
- #--------------------------------------------------------------------------1 w# D# g! ^) B' P( c {
- def dispose3 i+ d u- M" j* B. x7 r- @( m8 M4 [' s
- #HP Meter Dispose7 Z3 D; O4 T7 } x- K
- @hp_sprite.bitmap.dispose
, q! I' e7 M# k9 c! ~( P - @hp_sprite.dispose b- K- s: j. @8 B g
- @hp_bitmap.dispose
! a7 s7 |. p% Q( O+ q" V4 f8 }& @ - #HP Border Dispose4 L: N% f, x4 j) U
- @layout_sprite.bitmap.dispose% ]( u, W0 V9 P$ T
- @layout_sprite.dispose3 y3 M/ c* l2 C1 f) {
- @layout_bitmap.dispose+ q" A8 Z9 P9 k) u p- Z: p; f7 I
- #SP Meter Dispose
v: _ o# D0 l+ x9 D8 q5 z4 C - @sp_sprite.bitmap.dispose1 f: ~6 J# c ?, I: ^
- @sp_sprite.dispose$ R5 @5 _& k- v' s" N9 S* @
- @sp_bitmap.dispose0 M) X+ Z4 I/ x: {
- #SP Border Dispose
, g+ D6 O: h t* Z% }& v - @layout2_sprite.bitmap.dispose
! t' I$ M5 V+ o5 a! e - @layout2_sprite.dispose
) K2 a0 c. Z$ ] u( b+ a6 k - @layout2_bitmap.dispose; m: c" p/ W; I, m u# p
- end
2 X2 g+ v5 c( v- }. w8 E - #--------------------------------------------------------------------------
" n) @& o2 y9 ], t. { - # * Update b. p3 g% s1 [, \) @
- #--------------------------------------------------------------------------
2 X I7 L: ?. z" r+ w( p - def update
/ ~3 v: d1 ~4 f l% k* I s' { - @battler = @enemy.battler
4 \: J; B& B, v% h - return dispose if @enemy.dead? or $game_map.events.values[@enemy.id].nil?
0 H2 C1 c; q2 d - if self.visible4 w1 j( @* Q# N: @
- refresh
# c7 F% J( ?; b7 H6 u( c - else
# V" _/ E- A/ a - self.bitmap.clear* u" S" [& `- P+ D
- end* n0 T8 v/ x$ H0 f
- end, J1 ^1 x2 m2 R, d' {
- #--------------------------------------------------------------------------; u7 K1 u$ D; {2 e; K: x
- # * Visible Update
5 p4 D7 R* f7 X! b' Q8 f - #--------------------------------------------------------------------------: k$ m. n8 ^) q9 Y k
- def visible_update
0 T ^7 M( P6 u( ` - if $game_switches[MOG::DISABLE_SHUD_SWITCH] == true
8 T" j% H1 i6 H( T# R4 L' C - @hp_sprite.visible = false
6 ?4 Q- Q) c# p9 }' Q/ y5 k - @layout_sprite.visible = false
: m$ U/ v8 A: F4 h: j - @sp_sprite.visible = false
: _- ~. D( @3 w: @5 ]' C - @layout2_sprite.visible = false# \$ C% e; a% R4 A
- else+ M4 Y5 y( M( N
- if HP_HUD == true0 O6 _5 d% p7 e, `) t* N% {
- @hp_sprite.visible = true
% Q/ F; k$ I+ `2 t - @layout_sprite.visible = true
) w' |6 r" F, K1 W i - else
. v$ k. \3 G. {6 e1 z - @hp_sprite.visible = false
; l* n9 D8 x& G9 z/ t - @layout_sprite.visible = false! h" W4 n6 |7 z
- end & H5 Q. o6 F! I' _; z0 D+ v
- if SP_HUD == true4 `0 S' l( D4 p; N3 ^+ a
- @sp_sprite.visible = true
# U0 a# o% D0 D - @layout2_sprite.visible = true( K- f7 |; s5 O. j! [1 ?. r
- else
" c. s1 H. }9 e- K - @sp_sprite.visible = false
) ~- P$ K; y5 Q" W" K4 C, v% i - @layout2_sprite.visible = false$ l3 y3 [5 l) ]/ l
- end
' W- Z5 s$ s; X& m" ], G - end ; M3 ], C4 @, L# s
- end
8 E" d2 S: C8 i# E - #--------------------------------------------------------------------------
" {$ X* Z& }+ w8 F) `) i - # * Hud Pos Update
' v! i9 N8 ~! c- h3 d - #--------------------------------------------------------------------------
7 i9 D5 v% @: `2 B; f. x6 y: c1 Y - def hud_pos_update: |$ O" U3 o$ ?9 O. c( p7 e/ ^
- @hp_sprite.x = self.x - @hp_width2 + S_HP_METER_X+ A; N P2 \: k$ N+ `
- @hp_sprite.y = self.y + S_HP_METER_Y
5 m6 @8 o: B. b1 d3 W - @layout_sprite.x = self.x - @hp_width2 + S_BORDER_HP_METER_X' U# l1 S* r9 Z# P
- @layout_sprite.y = self.y + S_BORDER_HP_METER_Y
" j( |/ e; ?/ b2 S$ c5 K - @sp_sprite.x = self.x - @sp_width2 + S_SP_METER_X+ |+ P6 H9 V4 ~
- @sp_sprite.y = self.y + S_SP_METER_Y 1 S: Q" a9 h4 J. S7 `% v
- @layout2_sprite.x = self.x - @sp_width2 + S_BORDER_SP_METER_X: V5 V! \, M4 K5 x5 j) X& s$ N
- @layout2_sprite.y = self.y + S_BORDER_SP_METER_Y
( D: e- r) |4 Q# [ - end * |2 ^! e* j7 R
- #--------------------------------------------------------------------------" A7 `! Y0 t$ m4 x$ ]+ A
- # * Hp Flow Update$ n% |& h2 e0 _' J% R
- #--------------------------------------------------------------------------
1 p( r+ L' L0 J - def hp_flow_update$ F7 ?. N1 D- _! {
- @hp_sprite.bitmap.clear
5 d# `. ]5 _& H - @hp_width = @hp_range * @battler.hp / @battler.maxhp
; T# j# f5 f% H% G3 {: \$ ] - #HP Damage---------------------------------: p5 z4 f+ s R1 q6 `
- valor = (@hp_width_old - @hp_width) * 3 / 100
$ @. \# u' {0 A( d4 u% ^ F - valor = 0.5 if valor < 1
8 y: f* W5 w4 u. r+ K - if @hp_width_old != @hp_width; }( g5 D1 F! x N) c
- @hp_width_old -= valor if @hp_width_old > @hp_width
/ `9 L7 \' f1 K5 {0 r: f - if @hp_width_old < @hp_width
2 r9 ~$ W# ]4 R8 @( ~4 L - @hp_width_old = @hp_width
9 \# s- ~: Y; \1 f% I' X5 X - end
) k2 A- E3 h/ z8 ]* C - @hp_src_rect_old = Rect.new(@hp_flow, @hp_height,@hp_width_old, @hp_height)
9 k2 I! m+ w8 c6 F8 ] - @hp_bitmap.blt(0,0, @hp_image, @hp_src_rect_old) ( A. }2 ?/ F! y' q6 ^
- end 0 g$ V, y* X8 q2 V/ N; {: C3 E2 L
- #HP Real------------------------------------
* ]( s9 q- h/ n - @hp_src_rect = Rect.new(@hp_flow, 0,@hp_width, @hp_height)
+ h" I( Q9 ]/ M+ u g/ C - @hp_bitmap.blt(0,0, @hp_image, @hp_src_rect)
$ K5 n4 d( G( E9 x) z3 |; t - @hp_flow += 2
. j; a% R6 W. A9 u2 d7 p - if @hp_flow >= @hp_image.width - @hp_range
7 n q+ z; V, j$ L3 ^9 }& t9 N. y - @hp_flow = 0 ) h+ j5 d. b8 y' @- h
- end8 {9 D- L& _- @% M$ V4 o4 o
- end 2 q5 o- ~# f5 H7 U2 K5 w+ o
- #--------------------------------------------------------------------------; a$ @4 |- I6 b6 v# t$ V) Q! {4 c
- # * Sp Flow Update D' O- Y2 f: t/ X5 O0 i, c
- #--------------------------------------------------------------------------
0 [4 A* s5 A& z" x" ^2 B! F - def sp_flow_update
4 \3 n- `- d0 J& M8 b. u) ~ - @sp_sprite.bitmap.clear
% `0 h0 B0 `6 ^$ F/ p3 r. o - @sp_width = @sp_range * @battler.sp / @battler.maxsp
0 q" t8 a4 ]5 j. H( G; Q' X! I# r - #SP Damage---------------------------------+ M1 D, j" S% z3 W2 P! H
- if @sp_width_old != @sp_width. H; b! e! _; P7 D
- valor = (@sp_width_old - @sp_width) * 3 / 100' O; W; I3 x& t- |; X# S9 V/ N
- valor = 0.5 if valor < 1 y! ?- e5 p9 n: u' O
- @sp_width_old -= valor if @sp_width_old > @sp_width
3 t" [/ @9 U! N" q4 H - if @sp_width_old < @sp_width
# k1 r* A5 [- Z0 k% v6 L - @sp_width_old = @sp_width3 w0 l) [# k% r ?
- end
3 s0 R- I- }3 p/ |; i - @sp_src_rect_old = Rect.new(@sp_flow, @sp_height,@sp_width_old, @sp_height)
# H2 {$ U0 L; D7 v. F - @sp_bitmap.blt(0,0, @sp_image, @sp_src_rect_old) 2 {) b: h+ c" A1 H% c* o) O
- end( l* Q5 B2 _0 C( I' a
- #SP Real------------------------------------
$ S& Q! l0 r! U' k - @sp_src_rect = Rect.new(@sp_flow, 0,@sp_width, @sp_height)
1 Y# a% Z/ {0 d( D! O - @sp_bitmap.blt(0,0, @sp_image, @sp_src_rect)
- [9 R1 k# q/ g+ r% q - @sp_flow += 1 W' x5 i5 B7 [ L9 c7 r- m
- if @sp_flow >= @sp_image.width - @sp_range [2 ~, Y, r3 r
- @sp_flow = 0 4 ?0 D( z2 @; J8 R4 Y9 |! W
- end% m/ b4 i, v0 g" n* `2 x' { M2 R8 j
- end 7 q& t2 M1 C" x8 L' n; \( s4 C$ ]+ j
- end# M! g% b) {. Q; i
- #===============================================================================; n$ k. k; {( K9 l+ @7 d
- class Sprite_Character < RPG::Sprite# i7 b* L; u. g/ |, I" z
- #-------------------------------------------------------------------------------; _% z) y9 g" I& v( F$ U& S
- alias :xas_emini_hud_init :initialize
5 M8 Z5 s2 K5 ?, D: Q1 J9 L - include MOG
* X8 q% o+ \6 F( J; ` - def initialize(viewport, character)# B/ }1 m h( o0 j; C
- xas_emini_hud_init(viewport, character)# n3 |. a: F7 b4 X/ e- z& E. N4 D
- @viewport = viewport9 p! q! _ ~( @9 S& T+ Q
- return if @character.battler.nil?! c3 f$ \9 k+ ]& C
- return if XAS_BA_ENEMY::ENEMY_OBJECT.include?(@character.battler.id)$ V8 r5 Q3 V4 p
- return if XAS_BA_ENEMY::ITEM_ENEMY.include?(@character.battler.id)
5 S# G% H' i+ G6 H - return if @character.battler.is_a?(Game_Actor)( S1 ?3 W. H B
- @bars = S_Hud.new(@character, @viewport)
2 k, j: @7 j) \3 F1 W* {0 g - end
4 V. e7 F- o( Z {+ [" B - #-------------------------------------------------------------------------------$ V# S# G1 d, u+ o( }4 k" l
- alias :xas_emini_hud_up :update0 Y, Z- M& {3 O$ G& g
- def update' ~9 e7 R9 M% ~2 X z) U( X; l
- xas_emini_hud_up
6 h. R* R5 e: g; Y% B. }1 b - return if @bars.nil?
; L0 o6 ]7 a) [+ Q3 f8 f - return if @bars.disposed?9 Q6 G8 v) I1 C# O
- dis = ($game_player.x - @character.x).abs + ($game_player.y - @character.y).abs9 n; m; \1 w. O3 J
- @bars.visible = (dis <= RANGE)% w( z9 e# ]5 E
- if @bars.visible
; y: _4 K/ c; c, w- U - @bars.x = @character.screen_x# - @cw / 4. b3 Y1 o. p( l* r. }' }0 _0 y
- @bars.y = @character.screen_y# - @ch / 4
( S% g+ P7 b6 o9 p4 A - end+ y) E9 o8 Z$ Q% l! M3 b9 x
- @bars.update; f( ^) P& ?$ f9 d% m2 L }
- end- _8 A; @3 l/ e
- #-------------------------------------------------------------------------------9 l3 s, w9 L) M }* {' W0 c
- def dispose
$ V- }+ Q6 A/ t7 S" x - super
$ r1 j7 o* m# p. ~ - @bars.dispose if [email protected]? N0 F8 v r" k( L7 _! u# {
- end
, z( F- Y% }3 k% B# A, g - end
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- $mog_rgss_s_hud = true
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+ \) U" G# ?2 t+ o5 n- W. ]: n- O上面所說出錯的203行內容為) `) i0 s# l, W9 E7 U0 ]& J, P' p
@hp_sprite.bitmap.clear8 k9 x$ M- t! x/ z- k7 J d& U% Q
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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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