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這是我將官網的S_HUD修該而成的怪物血條& l9 D2 X0 c2 s5 j% X
會在每隻事件怪物的腳下顯示
* ^' S: h T3 ] R問題是不知道為什麼: L& @: j2 @0 r
有時打怪打一打會跳出" b1 J5 A! c2 G& P
---------------------------3 q% r2 s W& \. Y" Z
XAS5 Y5 w" j: J* \# W E8 W
---------------------------
4 L8 V W1 K! r- m0 B脚本 'MOG - S HUD' 的 203 行 发生了 RGSSError。
; l' h, k% @: W4 \9 K0 S& ?: Y- ?( U$ d/ {' F9 n
disposed bitmap
; o+ N8 P* Q" _4 A/ m3 Y---------------------------0 v2 b' O" [8 J. W8 o1 e
確定
! I9 J8 f! x) S) m, V2 @---------------------------
/ B, J) E& e: Y) \' d/ V# D
0 C: q$ d4 W" X' b6 q& O; B這是腳本
x8 h. O5 R- q7 i& r5 b9 T
/ U+ W1 c$ B5 U9 X4 }% x- #===============================================================================
! ~9 _8 ?) }$ A7 L4 Z# l - # MOG - s Hud 1.0
- a o2 u& D" f1 u+ v - #===============================================================================0 _0 M: y6 ^9 b" i. d* e
- # By Moghunter , V# `6 O; |+ ~7 f$ L1 l$ ?0 u$ y
- # http://www.atelier-rgss.com
! d+ }5 s- a7 }% c- p! H9 U+ [ - #===============================================================================9 r$ I7 q& U" K+ K* j/ _
- # Translated by Calvin624 * D: z4 a/ [! r" n5 n: U6 k1 c9 ^
- # http://www.xasabs.wordpress.com
! q3 J, Y' S Z. L( N" c* h - #===============================================================================
( J( j& A8 b! H$ Z9 W - ###############################-DESCRIPTION-####################################( @, Q" g E7 z; K7 a+ M1 \6 P
- #===============================================================================
: Y$ n+ {* q. L5 H) J4 A5 R0 { - # Personal HUD – displays the HP and SP below the hero." U4 N4 [0 z$ Q7 M) Q, z
- #===============================================================================
3 n3 M" m7 a: t - #
1 |% g% p! }' w - # Graphics required:
/ D [7 q, V) S( g5 ~6 Z - #
7 U1 @' D5 ]% y2 P" m$ C - # S_Border_HP_Meter.png
7 B) G9 a. K! B F& a3 P; u - # S_Border_SP_Meter.png
& [% ~$ m$ ?# C& m# p7 l% s - # S_HP_Meter.png* Q/ w) {; U ?6 Z8 o2 F+ U
- # S_SP_Meter.png
- x* c; U/ C L m9 g7 R - #. i1 ~5 L+ Z% a4 L4 V1 V2 e# |! V S
- # All images must be in the Windowskin folder.; Y- W& v$ w! C8 J0 O; |9 P
- #$ [* ?( i% r. H @9 Z; M7 y* w
- #===============================================================================" X6 G! U, K8 f# c1 O! i' n7 |/ b2 A
- module MOG9 |. q, y1 d+ O# W
- VISIBLE_DEF = false 1 c! }* _. |/ K3 Z8 k3 j
- # Show HP meter?3 r! }3 C9 T, i+ K" d' S
- HP_HUD = true
. ^) [. N9 t0 |+ W" b/ c - # Position of the HP border1 g5 H$ d4 y M) T7 P/ P6 r0 f" ]- M
- S_BORDER_HP_METER_X = -24 y, o0 F" L" J
- S_BORDER_HP_METER_Y = -2
' _4 j1 Q+ x: }) m) V$ d3 X - # Position of the HP meter
1 a% x0 p& [1 o% O7 {+ E - S_HP_METER_X = 0; @ ?. `" n; j# Z' j6 h3 F! K" X
- S_HP_METER_Y = 07 M) G# ^& e. w5 R8 W/ k' r
- # Show SP meter?
7 ~- I4 u6 b+ c7 F- F5 Q3 N - SP_HUD = true
; O' D+ Y" q; |# Z) G& m" T& t h8 H+ q - # Position of the SP border2 ~- ]) T% B& S% j w4 _
- S_BORDER_SP_METER_X = 0; O7 d" _ k' `3 p, D5 e( r
- S_BORDER_SP_METER_Y = 10 # l" z, V S) Q, | m8 `
- # Position of the SP meter
( t3 n0 E. W3 G! w6 |& d - S_SP_METER_X = 0( }3 K2 h! u6 u) i' J0 g% O
- S_SP_METER_Y = 10
8 g& b2 L1 j3 z* t" }% U - # Switch to disable the HUD6 t* F) ~5 M0 Q( Z
- DISABLE_SHUD_SWITCH = 5
1 b( |7 }+ r1 F8 g: Y - RANGE = 20
0 Y! H& z' s+ X- G: i - end
3 U5 w0 c- B! P1 b. e - #===============================================================================
; s) j5 F5 b$ @ e - # S Hud# s6 l* X3 t7 Z& e, t- J
- #===============================================================================
3 F0 v& ?8 y. N; a. G - class S_Hud < RPG::Sprite* l7 Y# s, |6 u: i4 }8 @
- include MOG
0 _! z! O3 `( H% u# ~( m+ V* g - #--------------------------------------------------------------------------
+ m5 s3 L& |! f - # * Initialize' E8 t7 x M2 L" w2 m7 g- A
- #--------------------------------------------------------------------------
I0 v( r$ W7 \) f- y) o - def initialize(enemy,viewport)
; o: e7 I: |& R$ L& @* c - super(viewport) ~+ w6 N& m: _' w& f
- @enemy = enemy
7 S' ^ b: D% b. a- I1 ] - @battler = @enemy.battler
. B' V" u: m9 {/ H" F+ {& g - @old_hp = 0
1 o! ^) o- ^6 z7 q) W& l ^ - @old_sp = 0
% j! G- S6 Y* q - @old_vis = false! ^2 m4 t% q( V# p
- self.bitmap = Bitmap.new(100, 100)' q1 U% f! R5 X5 j) t+ ]' ?
- self.visible = (VISIBLE_DEF)#false( s6 |8 G, `# K& {
- self.z = 100. X W( o% t, ?6 H0 _0 z+ j
- #HP Border -------------------------------------------------------------------
' R O3 C7 p$ k - @layout_image = RPG::Cache.windowskin("S_Border_HP_Meter")/ z# O, d& I7 F! Y5 f7 z
- @layout_bitmap = Bitmap.new(@layout_image.width,@layout_image.height)
! g. L5 h' R3 a - @layout_sprite = Sprite.new1 {0 g" [7 ^& O) J, E7 A9 p/ H
- @layout_sprite.bitmap = @layout_bitmap
! B/ e e4 i. u; s' I5 }% E, E - @layout_src_rect_back = Rect.new(0, 0,@layout_image.width, @layout_image.height)
, p! u! G0 ~' \2 t5 J - @layout_bitmap.blt(0,0, @layout_image, @layout_src_rect_back) 8 G/ l7 S7 v+ ~1 T K
- @layout_sprite.z = 5001
* y! a; Q B9 r. [ - #HP Meter ---------------------------------------------------* T6 v. M( w: k& g% }1 Y0 E+ t
- @hp_flow = 02 \( q4 @; l; `
- @hp_damage_flow = 0
4 q& f2 ^. }& u7 n - @hp_image = RPG::Cache.windowskin("S_HP_Meter")+ H6 I8 q& }- K K/ m( _! {7 a
- @hp_bitmap = Bitmap.new(@hp_image.width,@hp_image.height)9 h5 Y- ]- m' X' n. @- Y3 P$ x
- @hp_range = @hp_image.width / 3% Y. v% J' J! n- v% d
- @hp_width = @hp_range * @battler.hp / @battler.maxhp 5 U( X& }) z) F8 t+ l
- @hp_width2 = @hp_range / 2/ F5 D! d$ p" n# n! m
- @hp_height = @hp_image.height / 2
+ T- U" B! l7 B" P9 c5 @ - @hp_width_old = @hp_width
: @$ P: v. f: j: B - @hp_src_rect = Rect.new(@hp_range, 0, @hp_width, @hp_height)7 @7 g, P/ ^! j; A
- @hp_bitmap.blt(0,0, @hp_image, @hp_src_rect)
! @+ ~# E6 T$ v) u( e4 T - @hp_sprite = Sprite.new+ n: g! `* `: [1 l
- @hp_sprite.bitmap = @hp_bitmap
. u3 ~2 p: @+ f) l' A6 H4 x2 M# a - @hp_sprite.z = 5002! E' R( I* t- y1 o( }! I: c
- #SP Border -------------------------------------------------------------------
4 h v1 e4 t- p6 a - @layout2_image = RPG::Cache.windowskin("S_Border_SP_Meter")" C% V, M% v6 O) a1 a3 ?
- @layout2_bitmap = Bitmap.new(@layout2_image.width,@layout2_image.height)
# U9 H" A$ N! b5 w( D s - @layout2_sprite = Sprite.new
8 B0 q/ g+ |+ g - @layout2_sprite.bitmap = @layout2_bitmap: F6 U) K) t( Z& f4 O
- @layout2_src_rect_back = Rect.new(0, 0,@layout2_image.width, @layout2_image.height); [* l3 e9 U& l0 d% k0 \
- @layout2_bitmap.blt(0,0, @layout2_image, @layout2_src_rect_back)
j6 e: C3 W- n$ V% z) r - @layout2_sprite.z = 5001 4 v8 J, U" @* F( R
- #SP Meter ------------------------------------------------------- _7 g6 ^, U9 `5 l& C
- @sp_flow = 0
. v8 P2 h2 C/ b: z6 V3 Q - @sp_damage_flow = 0
! T* i& D) P1 Y& a - @sp_image = RPG::Cache.windowskin("S_SP_Meter")
n# a: f" f! h: Q5 H - @sp_bitmap = Bitmap.new(@sp_image.width,@sp_image.height)
* j2 q+ L5 g# @. m* R' I+ z - @sp_range = @sp_image.width / 3
, U% p! u1 q c6 x% h, I - @sp_width = @sp_range * @battler.sp / @battler.maxsp - K7 {- S, g1 N ?- h
- @sp_width2 = @sp_range / 2
+ |( W# e8 O" @1 t6 X6 w5 c% M( o - @sp_height = @sp_image.height / 2& d& ~& X2 _# [- p5 z3 k
- @sp_width_old = @sp_width/ A. [& M( ^% _7 |. H
- @sp_src_rect = Rect.new(@sp_range, 0, @sp_width, @sp_height)
( e+ @5 h4 s, y( z B - @sp_bitmap.blt(0,0, @sp_image, @sp_src_rect). D$ `1 q9 x3 U3 V
- @sp_sprite = Sprite.new
" H. b" x2 k; j9 N* w - @sp_sprite.bitmap = @sp_bitmap
- y0 a5 V7 e5 ~ a5 i7 f" W: }4 l" w - @sp_sprite.z = 5002
9 {. p- R( A4 ]' W - update
* q9 i% U5 B. e3 [7 M - end
' z2 z5 d: J$ C" } - #--------------------------------------------------------------------------
7 x" N, j* m' ~; x4 j H5 Q - # * Refresh' l2 P6 z0 Q( { z3 K7 W
- #--------------------------------------------------------------------------
# F, b: o# b. G0 ^1 x# d y3 A( W - def refresh8 J* E0 k/ [7 B. f/ d. D! e
- return if @old_hp == @battler.hp and @old_vis != self.visible# z; \/ m- v! H- t* J0 j. T8 m
- self.bitmap.clear) U k8 L9 r( F8 f: l
- @old_vis = self.visible" Z+ _; A, Q- _: q
- @old_sp = @battler.sp1 m2 E& O- ]: K/ k9 v
- @old_hp = @battler.hp
& y) a& V( f$ ~! } - hp_flow_update8 ~0 x7 x8 c6 e/ C& c& {( @1 y' o( n
- sp_flow_update
* ^( O" `% \, {7 i7 x& _# u - hud_pos_update& X1 u+ v( D/ p: \
- visible_update; \& P9 [, F! j% x
- end; \7 K) v5 z3 a' Y f' c
- #--------------------------------------------------------------------------; W5 h, i# o6 b
- # * Dispose
! _9 |. m! q! n2 t( i% H - #--------------------------------------------------------------------------9 V8 x6 r8 B" ~3 i
- def dispose7 T. ^' D* q3 W S' s6 ~4 b
- #HP Meter Dispose& g' A9 V; B6 F
- @hp_sprite.bitmap.dispose' D- ]2 j! ]" E
- @hp_sprite.dispose
- |0 ~1 t6 F. E- @& \$ x4 u - @hp_bitmap.dispose( Q, h( V$ @" W, E
- #HP Border Dispose
8 [" k$ Z) i# E6 M& F, ` - @layout_sprite.bitmap.dispose+ A b7 u }& e! s
- @layout_sprite.dispose) x7 d7 R" j6 F+ J! W% S& Z# W
- @layout_bitmap.dispose
- E+ V ~5 h4 e0 u8 L* h2 g6 O - #SP Meter Dispose2 w! `. w% g6 O1 _# k! [) d! y- T
- @sp_sprite.bitmap.dispose
, o5 ?2 f$ b% b - @sp_sprite.dispose
" _- v) T) v) N) U+ @9 i - @sp_bitmap.dispose
3 }" z: n# C4 `8 @0 D- G: ` - #SP Border Dispose
! ^6 A/ O# I+ Y! i' o - @layout2_sprite.bitmap.dispose& w2 X8 _2 M' T1 a
- @layout2_sprite.dispose% M8 Y; `8 M" P2 k/ }+ ]8 B
- @layout2_bitmap.dispose% c% }7 `5 `; V% i3 l: u0 l
- end& ]: U, ?9 O1 j8 G7 y% B6 T$ d4 D4 B
- #--------------------------------------------------------------------------
" c; T$ |5 O+ f- [; ~0 {5 E# }$ x - # * Update# u- U6 X! H7 R. m5 ]* A2 M
- #--------------------------------------------------------------------------/ q8 f# v' D; G; d# C) r& [8 z
- def update
% r9 Z6 p$ v$ [. R' \ - @battler = @enemy.battler
2 Y+ d* H; e N' |/ Z1 Z" J - return dispose if @enemy.dead? or $game_map.events.values[@enemy.id].nil?5 {% o5 B( @8 C$ g7 m+ c
- if self.visible2 a, l4 }+ r' k, J1 L- l8 W' j' t
- refresh; O) U. ~* }/ ~7 l& b! M d
- else9 N: `& r W0 J5 {" k4 F: b
- self.bitmap.clear
v8 _: `) I7 ~! u; y. f* V* { - end1 _) h3 O7 \4 p) o F+ A
- end
. g9 w, ?( A b5 F( G - #--------------------------------------------------------------------------
5 q" A& M3 W" e% C - # * Visible Update
+ c5 x) @ p% ]+ g2 C% g - #--------------------------------------------------------------------------5 g" o' b( P! [, Q& H: c
- def visible_update
R% @0 B. G7 U' G - if $game_switches[MOG::DISABLE_SHUD_SWITCH] == true" G7 k1 i W4 C+ Q
- @hp_sprite.visible = false; f' H7 ?# @3 E% E
- @layout_sprite.visible = false
* v) d/ }8 f' c% i - @sp_sprite.visible = false0 I1 O3 A# j- q4 Z% K: ^
- @layout2_sprite.visible = false
3 D0 l3 a1 [: d! w3 w( c- `% i - else9 `/ ]( M; h0 \% K3 F3 ?
- if HP_HUD == true
6 O1 Y* K' P7 T* F" L' M/ h - @hp_sprite.visible = true
% ^) `- O' T4 @. o - @layout_sprite.visible = true
8 d9 `) g. f# e1 o - else
7 e- O! \* d9 `" G% h - @hp_sprite.visible = false7 f8 R( G; v4 w
- @layout_sprite.visible = false
* D7 P! N$ e' D$ ?# A - end
6 ^/ ]( R+ P1 ]# `. p - if SP_HUD == true0 X" B4 p" ]$ H0 u8 p# I- `1 h2 }$ h, F
- @sp_sprite.visible = true
a& v" r5 P4 Q0 x+ Z! R- G - @layout2_sprite.visible = true
& x3 r) n9 Y# O5 I* E' A1 B - else
) j( R, a* n' D! s6 w5 G7 f - @sp_sprite.visible = false* a( V2 P2 Y6 M; S8 v8 U5 p& h
- @layout2_sprite.visible = false
& V4 I+ H) p) F o- n/ ^ - end
; g# V6 o# r8 G$ N9 ?1 X - end
9 `7 u7 N, e; g, x8 M" J - end 0 I2 u& W: e# ]
- #--------------------------------------------------------------------------
6 o' Z2 d* O6 x- U4 j d6 b% o- t - # * Hud Pos Update7 a: |5 x/ t' T
- #--------------------------------------------------------------------------' C5 k7 H1 D& l& R- e
- def hud_pos_update
5 E8 x, s+ k; f# x/ u - @hp_sprite.x = self.x - @hp_width2 + S_HP_METER_X
, X4 t. |$ R1 i. @1 ~3 V! ?( x# ? - @hp_sprite.y = self.y + S_HP_METER_Y 7 S) K4 g6 E3 k: u7 q
- @layout_sprite.x = self.x - @hp_width2 + S_BORDER_HP_METER_X, o; y1 i( n8 L& C' B6 X
- @layout_sprite.y = self.y + S_BORDER_HP_METER_Y
% i& l: Y( y9 {: d - @sp_sprite.x = self.x - @sp_width2 + S_SP_METER_X3 y. ?, l# S3 U r
- @sp_sprite.y = self.y + S_SP_METER_Y 1 N! G! t# }$ z6 y; G- e
- @layout2_sprite.x = self.x - @sp_width2 + S_BORDER_SP_METER_X
6 b3 I t( y0 }8 j! z: e+ _ - @layout2_sprite.y = self.y + S_BORDER_SP_METER_Y + O) x5 ]1 X5 G7 I1 r; _
- end * b- p* `. k' S7 W+ F0 D5 n
- #--------------------------------------------------------------------------
6 n* t, D! i* L+ }. z - # * Hp Flow Update
/ U( v& o/ @0 F/ ?, \ - #--------------------------------------------------------------------------
. |2 I# i$ E) S2 D' t5 J/ r5 {2 O - def hp_flow_update/ V5 A$ t! ?- @
- @hp_sprite.bitmap.clear( V/ l1 t9 f: q0 L) x
- @hp_width = @hp_range * @battler.hp / @battler.maxhp
5 m6 e5 k8 w" k7 _: M7 I - #HP Damage---------------------------------% P7 M% G8 s+ }& ?5 h# D' \: F
- valor = (@hp_width_old - @hp_width) * 3 / 100, h. k3 q" n. l, O
- valor = 0.5 if valor < 1
9 h+ [6 g6 P* g- F. c# t - if @hp_width_old != @hp_width
! J5 N; `0 z* u7 t9 q - @hp_width_old -= valor if @hp_width_old > @hp_width ' a9 d; K% n$ Z3 r
- if @hp_width_old < @hp_width
2 X% U0 I& m ~7 O7 C - @hp_width_old = @hp_width
- A( B) W1 P) r - end * H; ]. g* @" c. a4 x& [; y; r
- @hp_src_rect_old = Rect.new(@hp_flow, @hp_height,@hp_width_old, @hp_height)
* l& H- G4 k- i' @# T: n - @hp_bitmap.blt(0,0, @hp_image, @hp_src_rect_old) + L3 J# |3 I Q) L
- end
/ c' _' b3 C' u - #HP Real------------------------------------, A `& r P* v% v8 R$ P1 `- O
- @hp_src_rect = Rect.new(@hp_flow, 0,@hp_width, @hp_height)' ?3 t q! L- \' ~$ A/ f3 d3 l
- @hp_bitmap.blt(0,0, @hp_image, @hp_src_rect)
3 L* u3 Y0 x+ Y$ V7 L - @hp_flow += 2
7 u8 y6 p, T8 w3 A b- C7 z# J - if @hp_flow >= @hp_image.width - @hp_range2 }, O% I4 j y5 s$ _% K, o
- @hp_flow = 0
' S& u L1 f# S: ]' i- j - end
9 u4 X9 V7 @& @9 l' M - end
5 P5 O4 G' T7 ^9 d- j8 ?5 r, J - #--------------------------------------------------------------------------0 {6 L, X" X2 w# Q6 ?" n, ~( S8 R5 }
- # * Sp Flow Update" _5 z. m, b+ b6 G( V: }
- #--------------------------------------------------------------------------
" x$ v: t( F! s7 A0 c% m - def sp_flow_update' |! B/ u6 B" a+ T& B4 d. m
- @sp_sprite.bitmap.clear( [" J1 e I2 t0 R& E
- @sp_width = @sp_range * @battler.sp / @battler.maxsp $ l) V2 Q; L6 l+ x8 _
- #SP Damage---------------------------------. f0 Y8 A/ t$ r
- if @sp_width_old != @sp_width: `' l6 r2 B; c7 b l# z
- valor = (@sp_width_old - @sp_width) * 3 / 100# y: a& n8 l+ K! q. D" m
- valor = 0.5 if valor < 1
" E( a8 T$ p6 w- a R( V, ] @ - @sp_width_old -= valor if @sp_width_old > @sp_width 0 I+ h4 w3 ^: ~' |, f) B+ w
- if @sp_width_old < @sp_width
& ]# B" w* E2 {# a- u, R - @sp_width_old = @sp_width4 n2 D! q. |1 v/ A! w3 }
- end
0 d9 T9 |7 o9 Q$ p - @sp_src_rect_old = Rect.new(@sp_flow, @sp_height,@sp_width_old, @sp_height)* T/ a3 s2 F* F9 F
- @sp_bitmap.blt(0,0, @sp_image, @sp_src_rect_old)
: V8 }- C5 s W7 ^, U7 q G% d' L" g% R - end$ B/ x) C; R4 K
- #SP Real------------------------------------
' ^1 Z* L: A0 `' }3 w: `4 B6 K - @sp_src_rect = Rect.new(@sp_flow, 0,@sp_width, @sp_height)! n9 l" n6 B; ^" Y( G5 B# ~
- @sp_bitmap.blt(0,0, @sp_image, @sp_src_rect)7 G' ~% k% b) V6 `! ?6 j
- @sp_flow += 1 * E9 L5 k+ h% u2 S
- if @sp_flow >= @sp_image.width - @sp_range
9 f4 x) U' O6 t/ u - @sp_flow = 0
1 b% R1 f2 Y3 C( f' ]& ` - end7 G8 V1 x& k: |5 k& O5 ?
- end , @ M/ `: B8 Y+ ^
- end" c* T% O1 @5 N- a# J" E) g
- #===============================================================================
; f6 _+ j7 P7 e6 n9 y$ H5 y - class Sprite_Character < RPG::Sprite4 ^. @/ c. Z" o- B5 e1 @$ P
- #-------------------------------------------------------------------------------
/ Q! W% ]6 }7 H" k q - alias :xas_emini_hud_init :initialize7 C: l3 X# ~0 g* q6 B! V
- include MOG1 f- B% i- q$ P: F9 Y
- def initialize(viewport, character)) m$ y* @/ P' @ Q
- xas_emini_hud_init(viewport, character). I. W' o+ c8 `, P, X; v! k
- @viewport = viewport5 k0 _" r5 M! A# k
- return if @character.battler.nil?1 |" J: D/ U6 e( R
- return if XAS_BA_ENEMY::ENEMY_OBJECT.include?(@character.battler.id)
# b$ a% ~. e% |6 ]5 u" B0 | - return if XAS_BA_ENEMY::ITEM_ENEMY.include?(@character.battler.id)
0 ?1 l0 f0 a3 H \3 G0 D5 d - return if @character.battler.is_a?(Game_Actor)' y" l- L/ X7 Q" I% r* b
- @bars = S_Hud.new(@character, @viewport)
$ M4 \3 Y1 f! |' b+ c/ P! x9 j - end
9 |0 o) Q+ z) e5 Q0 ]3 O% L& S - #-------------------------------------------------------------------------------3 ?$ c+ ^& Z f5 _" G# ?
- alias :xas_emini_hud_up :update
2 H# I' ^- u* ?) N9 [1 e - def update
& A8 J% m6 ^6 c3 J - xas_emini_hud_up
) ~; Z) d5 x* d' }$ s- Z - return if @bars.nil?
+ b& ^$ z3 ` a1 v4 o - return if @bars.disposed?
4 ]' B1 H# x' I/ G2 k1 o - dis = ($game_player.x - @character.x).abs + ($game_player.y - @character.y).abs8 E I, w1 o( \ _
- @bars.visible = (dis <= RANGE)
; G' F/ O7 R4 s. d - if @bars.visible; G- j/ ~8 P' [; I, B
- @bars.x = @character.screen_x# - @cw / 4
& z$ W( }: E I: g# e/ F - @bars.y = @character.screen_y# - @ch / 4
0 n) W0 u! z1 A9 [8 k - end$ z$ n+ }$ _8 b, m8 a$ i
- @bars.update
; W# J. Z6 ^) G - end
}. a% M4 u0 I3 f6 g# d. z - #-------------------------------------------------------------------------------
$ @0 _. [1 ~; F0 j4 U - def dispose
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- @bars.dispose if [email protected]?
2 K6 q1 ?7 p1 g7 R- V3 { - end. M3 \( o* Z2 Y
- end/ O7 p" G- T- `. z0 `- a
+ L) J3 T9 u' {/ K1 Q! z- $mog_rgss_s_hud = true
复制代码 8 o3 J: Y1 H0 j0 P! ?
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上面所說出錯的203行內容為
! W/ R! T* Q" I, N- G@hp_sprite.bitmap.clear
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想知道怎麼解決
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該腳本支持3.829 s& ~) M t8 p2 r8 d
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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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