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這是我將官網的S_HUD修該而成的怪物血條! k9 C" R/ H$ j5 @+ F$ l' t6 v2 p$ l$ y
會在每隻事件怪物的腳下顯示. X( u, `; @+ T# A
問題是不知道為什麼
2 ^; Y4 J- X0 Y0 n有時打怪打一打會跳出
& {% I! e; X" f# V$ I- B% v---------------------------
( y7 E& h5 V1 g7 L5 z. hXAS
. l }3 X7 n3 f# o---------------------------* {8 M7 i9 D, x, ]0 j
脚本 'MOG - S HUD' 的 203 行 发生了 RGSSError。 ]/ w; Q0 D6 l
$ ]' [% c- [3 L& d
disposed bitmap
' W% X+ Q6 ?. |; {- L4 n/ E8 }---------------------------7 p$ m( l2 {$ {* ^
確定 ; w- C/ l/ c% a& `# i
---------------------------
$ |! L9 l. g( e+ V" f. Z: m8 g
; |! w& D. p) C/ m Y8 m這是腳本3 z7 o/ `; ?' u$ W$ T. p9 z
$ d1 j9 M; k6 C, [
- #===============================================================================; J$ a+ k+ f; }; m3 W3 `
- # MOG - s Hud 1.0 ' X7 K* S5 h4 j9 I$ V
- #===============================================================================
% \2 Z7 c2 K% w( c3 }7 s& u - # By Moghunter $ O. |+ w3 k! U# S3 @/ C
- # http://www.atelier-rgss.com
" @ l' l% H# c7 U: V+ j1 m# W - #===============================================================================
' i7 [' ]$ H- q' N( Q4 x - # Translated by Calvin624
* d; p; k( o4 }& c! Z - # http://www.xasabs.wordpress.com6 R2 ~. e* n* J2 C/ x: y7 K
- #===============================================================================
! B- _9 q& X) E$ n1 W( F - ###############################-DESCRIPTION-####################################
, s2 m: s! {: O - #===============================================================================7 r6 b3 i K9 b: ~/ X
- # Personal HUD – displays the HP and SP below the hero., E4 Z8 [0 A3 ^1 [7 c X' ?
- #=============================================================================== n8 _0 O* j- i! M) K5 u/ e
- #
% q( I+ e5 b8 C: @6 u - # Graphics required:
5 T# A! O' e3 A2 @( k, f1 L - # 1 F# D9 `+ `, a, V0 e" D
- # S_Border_HP_Meter.png
1 e; V/ W F7 V C0 n1 X9 S0 U) m - # S_Border_SP_Meter.png1 v8 F' C3 j$ N, C# O. Q0 i5 q' _
- # S_HP_Meter.png6 M6 C9 j1 _7 Z9 z$ w
- # S_SP_Meter.png
2 D( k+ }8 _. Z b- ? - # q2 G0 l3 ]! n4 H4 t* r
- # All images must be in the Windowskin folder.
2 S* z* ?" E: _5 `, ^ - #
# S! Z K' f; r: `- y! s - #===============================================================================
. x/ q0 v0 c- A8 j; |5 B- q - module MOG% i! ]/ A& I( g7 `5 N* `1 B
- VISIBLE_DEF = false
& g4 ]2 \8 v+ o9 D& c3 j1 R - # Show HP meter?
9 m5 Y3 X3 n ?5 t1 Y9 }: U/ P - HP_HUD = true% x( q9 @4 i8 A& f$ C) y; v; Y
- # Position of the HP border/ ]& [* k4 y/ c% b
- S_BORDER_HP_METER_X = -2
6 O7 A! V* _2 I/ m" m! o* k - S_BORDER_HP_METER_Y = -2 3 l6 \ b U- @) r% E
- # Position of the HP meter6 V, |1 a2 Z3 z) q& ~
- S_HP_METER_X = 01 v' m4 S9 l/ R
- S_HP_METER_Y = 0
; n2 V- O8 O9 }4 N - # Show SP meter?- V" v0 Q4 y5 {( P8 U
- SP_HUD = true% v8 j$ h( t9 F
- # Position of the SP border- K* r( W8 J4 E# w: ?! B& c
- S_BORDER_SP_METER_X = 0
. R. E% X0 v" M/ _# U7 Z1 i0 F, [ - S_BORDER_SP_METER_Y = 10
& b3 B/ r T3 B - # Position of the SP meter
; F9 H0 h( t, i2 E' M; a9 p0 N! I6 D) o - S_SP_METER_X = 0/ c- X* n7 i7 L; G$ E8 V u
- S_SP_METER_Y = 10
, p8 p5 K- p& Z2 o1 o - # Switch to disable the HUD
% M7 y: G3 w* g- u - DISABLE_SHUD_SWITCH = 56 y M; o8 G9 q$ l1 c
- RANGE = 20
, |# [) ~7 S7 x5 L/ U" T" O0 e" B: v - end
6 ]7 M' y. f' r1 ?$ m% F8 s - #===============================================================================
m1 a3 m4 Q# j. u3 U0 o d' @ - # S Hud- T" ^% X- h, U# v/ l; l
- #===============================================================================1 l/ X: a- g) `' S7 A% i- N
- class S_Hud < RPG::Sprite
' Y! Y4 m" x2 N; v% V: c O$ W - include MOG
" j+ o4 p4 H8 h6 ~ - #--------------------------------------------------------------------------0 d) t1 r; k. `0 U2 \, S8 ^/ S
- # * Initialize
% b( f1 R- X* |' {5 E x - #--------------------------------------------------------------------------
( E& g- L1 T6 Y# d) g. c" V - def initialize(enemy,viewport)
7 W, Z' b$ I) d# W" k# O - super(viewport)
" _+ i S! u, k - @enemy = enemy
3 f( d9 | P; n+ d* L7 C - @battler = @enemy.battler0 A# W1 Q/ w5 {8 T6 o( v& M
- @old_hp = 0: G3 ] {* m: o1 h/ `" n4 ]: X8 _
- @old_sp = 0# ?& T. E7 q5 }6 R2 ^
- @old_vis = false4 }; H' U8 B4 `
- self.bitmap = Bitmap.new(100, 100)
) k# m1 Q& I2 }5 ~ - self.visible = (VISIBLE_DEF)#false
+ H0 F1 M) [) y% ~' [3 L* v) ~ - self.z = 1005 o3 Z; y, m) e, |3 R* ^" l
- #HP Border -------------------------------------------------------------------
5 q' j6 `# L7 E+ d$ g& k L - @layout_image = RPG::Cache.windowskin("S_Border_HP_Meter")- m3 [/ E3 R" ?; {$ z& C% i- ^
- @layout_bitmap = Bitmap.new(@layout_image.width,@layout_image.height)
8 q c. e. F5 h3 b - @layout_sprite = Sprite.new; |5 N. e4 r+ r
- @layout_sprite.bitmap = @layout_bitmap
9 R+ j: r9 G, |& D4 Y( T - @layout_src_rect_back = Rect.new(0, 0,@layout_image.width, @layout_image.height)
* x4 ]) v$ y r: q- c" \9 q7 {6 t. X - @layout_bitmap.blt(0,0, @layout_image, @layout_src_rect_back) . l- H+ F- \! n$ g5 F
- @layout_sprite.z = 5001; |( x$ ?7 T/ ^
- #HP Meter --------------------------------------------------- u2 U+ \7 w* v+ |9 |7 u
- @hp_flow = 0+ j' I7 h) @( p# V- P
- @hp_damage_flow = 0
; m: B1 R+ d! V# B. k; R! T. e - @hp_image = RPG::Cache.windowskin("S_HP_Meter")2 A+ q8 X+ x6 n4 Y, [# h$ T% V/ n! w3 O
- @hp_bitmap = Bitmap.new(@hp_image.width,@hp_image.height); E" W0 Z7 h- ^
- @hp_range = @hp_image.width / 3
$ x( l2 ]& t P. I# Y9 A) H - @hp_width = @hp_range * @battler.hp / @battler.maxhp
r T$ k0 P0 x9 c5 |5 \+ U - @hp_width2 = @hp_range / 23 X: L' p- P' D. j" {' h
- @hp_height = @hp_image.height / 28 a2 Y- Y- J# P' ]$ \% t: Q6 d
- @hp_width_old = @hp_width
4 r" o* R' V: g/ G% q/ K, x5 U - @hp_src_rect = Rect.new(@hp_range, 0, @hp_width, @hp_height)
0 D( J! z8 c3 Y; ]$ W3 K! p% _0 p - @hp_bitmap.blt(0,0, @hp_image, @hp_src_rect) 9 [- P/ I7 M+ Q: }: | l! q
- @hp_sprite = Sprite.new
9 l# J2 t, W* [; Q - @hp_sprite.bitmap = @hp_bitmap
) f `% U9 B7 d; @3 M% ?6 w - @hp_sprite.z = 5002
4 P0 t: Y. v) l; k- n" @3 A$ D( K - #SP Border -------------------------------------------------------------------
# K7 P" M1 N3 o! G# b. L; q } - @layout2_image = RPG::Cache.windowskin("S_Border_SP_Meter"). U6 d9 q$ c1 w
- @layout2_bitmap = Bitmap.new(@layout2_image.width,@layout2_image.height)
" D0 N3 J M$ R5 z) n# f6 Z: a' o - @layout2_sprite = Sprite.new
5 Z& b& ^3 @6 D$ d9 F% T$ } x/ p5 p - @layout2_sprite.bitmap = @layout2_bitmap
0 U0 ^# L! g- e; O f - @layout2_src_rect_back = Rect.new(0, 0,@layout2_image.width, @layout2_image.height)
6 h! ]- B% [/ Y+ t! ^6 j+ @ - @layout2_bitmap.blt(0,0, @layout2_image, @layout2_src_rect_back) + j4 x: j9 K8 [. }6 ^" Z8 {# D
- @layout2_sprite.z = 5001
5 w* n, ?9 M$ t2 w - #SP Meter ------------------------------------------------------! s4 A( R- M& n/ _' P
- @sp_flow = 0
" A4 f5 A, y% P0 y% e - @sp_damage_flow = 0
- L& ?" A, }5 d: f - @sp_image = RPG::Cache.windowskin("S_SP_Meter")2 v- F/ {, D b- h7 v# M0 V) L
- @sp_bitmap = Bitmap.new(@sp_image.width,@sp_image.height)/ G+ E" ]; J' \1 z
- @sp_range = @sp_image.width / 3. Y2 ?5 w D$ K% X4 e, D
- @sp_width = @sp_range * @battler.sp / @battler.maxsp
9 Q/ G0 F& W( a - @sp_width2 = @sp_range / 22 D3 U H8 \( d$ A7 S
- @sp_height = @sp_image.height / 23 N+ ~: ~0 J z! G' s$ l9 l$ H
- @sp_width_old = @sp_width
$ C+ i" i: `: t! } - @sp_src_rect = Rect.new(@sp_range, 0, @sp_width, @sp_height)
, {2 f: L z: B) R' f, Y - @sp_bitmap.blt(0,0, @sp_image, @sp_src_rect)
+ V7 g5 x/ t$ V6 A) F1 c - @sp_sprite = Sprite.new0 ]" h* @8 ?; {4 t" B, E6 D" \
- @sp_sprite.bitmap = @sp_bitmap u$ x! n" Y$ }0 J
- @sp_sprite.z = 50027 a. m; Z7 o; `, H
- update
$ @- k$ S$ t0 t: P* O% U3 @ - end
* g% \: V {) k - #--------------------------------------------------------------------------
% D" o) s4 d1 H$ z - # * Refresh1 t Z$ ]* [7 F8 W7 j4 d. y
- #--------------------------------------------------------------------------& y2 ~8 Y9 [8 ^7 a
- def refresh4 L8 L7 x( L, i) ^
- return if @old_hp == @battler.hp and @old_vis != self.visible k! b4 C+ q( ?" _; x& u
- self.bitmap.clear
) z i% H0 Q, t z, p( O - @old_vis = self.visible. P% b4 r$ [- }1 [
- @old_sp = @battler.sp, `+ X4 W% k) p
- @old_hp = @battler.hp
, g9 O: n7 |- i - hp_flow_update
, K7 \! V( K, b z y* F% r N - sp_flow_update
) @2 c6 f0 y9 a, [$ M6 b - hud_pos_update
3 D ~1 ~/ f5 J0 e6 K, ~+ A - visible_update G a( P0 E" s
- end; }$ _, N/ P% i! l' ^& F! e, R
- #--------------------------------------------------------------------------
8 S4 l8 t7 y/ V% Z, @9 m - # * Dispose
0 u1 y# g: N) S5 K9 T& [ - #--------------------------------------------------------------------------) n6 u6 ]! }/ ~# Z- z& |
- def dispose& ?0 |) {' P. G4 _0 [+ }; r4 v1 A
- #HP Meter Dispose) I( f0 `$ m) N7 ~! d9 Q
- @hp_sprite.bitmap.dispose5 ]2 j, }6 G( z3 j
- @hp_sprite.dispose
: W/ n" v5 T$ C1 S% i+ n C* j - @hp_bitmap.dispose
; t8 e' c% [4 N) v) c& H/ w6 E m - #HP Border Dispose
- _; Y) E% A! c: ?5 G( {! N# U - @layout_sprite.bitmap.dispose
: F8 u2 Q( P+ ~5 F - @layout_sprite.dispose
8 f O) R1 x5 l - @layout_bitmap.dispose
* M3 A' |3 p; i - #SP Meter Dispose/ V0 v8 P, h2 ?8 W8 t
- @sp_sprite.bitmap.dispose
& v$ U# d0 Y9 E; Q: s! H0 \ - @sp_sprite.dispose
& {. k1 ^' a3 `* Q, D - @sp_bitmap.dispose
2 ~* H) j( F* {8 ?1 k - #SP Border Dispose: c) U: g2 Z$ g! Q3 B
- @layout2_sprite.bitmap.dispose- I0 A+ s- f0 z$ p* ?: w
- @layout2_sprite.dispose8 B( s2 \( k8 N+ [
- @layout2_bitmap.dispose
4 }. h! _* B; U) h - end0 |2 g; g; i7 m% L# U6 @6 f6 o) Y9 z8 w
- #--------------------------------------------------------------------------% @* Q; d9 K6 C `6 P9 p
- # * Update9 q0 I4 |& B- V2 o9 ~: r
- #--------------------------------------------------------------------------' B0 F; Z) ]% s) M! L Q' r
- def update
, s/ J9 I% I/ r% h - @battler = @enemy.battler
2 S, U7 x: v# }8 n0 Q- I! @ - return dispose if @enemy.dead? or $game_map.events.values[@enemy.id].nil?
- h. q ]! X! ^ g8 W3 O, S+ C/ a - if self.visible
2 n# R5 n7 p/ ~" e& A( b" n. D& J - refresh
1 S! O5 x+ P$ V5 h" A0 S) M2 E - else
5 N# _; V3 G4 Y; N% G; _" V - self.bitmap.clear
7 w9 Z' p+ P+ l8 ^" b" ^+ D - end6 Q; C& j% X* [; W% w9 p3 d3 X) r/ n
- end
; S; [1 U) v2 X' J5 _ m - #--------------------------------------------------------------------------# G% w+ s1 s. j3 C; x/ S
- # * Visible Update
" U1 O! |. V4 `3 U2 {% E - #--------------------------------------------------------------------------
! u4 L% ?' K4 X2 t1 J - def visible_update
4 ~& e% V& A/ {9 u7 D- K0 O - if $game_switches[MOG::DISABLE_SHUD_SWITCH] == true8 o3 @7 O: [* o* t
- @hp_sprite.visible = false3 h1 k5 g& q; l v' n3 s: V. \2 S
- @layout_sprite.visible = false
' p9 n& a. @' n2 B - @sp_sprite.visible = false
: V& y9 n- |* z - @layout2_sprite.visible = false! ~& Q4 p9 b0 j* b& o1 D
- else
, j5 c: \" _& d# N7 v - if HP_HUD == true7 \ t! ?" e9 i5 w( }" G
- @hp_sprite.visible = true1 o h* s5 i$ O# u0 u, Y: e% s' {
- @layout_sprite.visible = true$ V- \3 \. M2 |. @+ u
- else
0 d9 Q$ R( d& G N$ A& Z5 V, G - @hp_sprite.visible = false
' T) @8 \& [+ B: M9 J4 H0 o - @layout_sprite.visible = false
) {; J8 o7 R- d - end 5 _( t3 {% Z* |3 q+ x& ^ J
- if SP_HUD == true
& [# @5 y( _8 i$ F+ i/ x/ Z - @sp_sprite.visible = true
# R* k( ^# U7 H3 E/ M - @layout2_sprite.visible = true A0 l1 v' \9 x! |+ ^
- else
! O" P# Y4 O, ^; ?( h - @sp_sprite.visible = false
+ j' c3 ] k0 l4 s - @layout2_sprite.visible = false
7 r- u8 I5 l& i$ u1 B - end
+ I+ h0 u0 h$ ?1 p6 @% z - end % Y% E6 Y$ l0 R& x
- end # _5 Q$ Y" M9 Q) J. C j5 f$ v
- #--------------------------------------------------------------------------# Z( X I: w, \2 q G9 N
- # * Hud Pos Update
$ J5 r* {/ D) H9 [8 p8 {9 M3 } - #--------------------------------------------------------------------------
& q- F( M" l( D( X7 N - def hud_pos_update
7 Z5 O& J- X* D: G5 n - @hp_sprite.x = self.x - @hp_width2 + S_HP_METER_X
0 j; d1 \1 a& j8 F* `! h) b - @hp_sprite.y = self.y + S_HP_METER_Y 9 H7 J+ k6 b' B7 T0 i
- @layout_sprite.x = self.x - @hp_width2 + S_BORDER_HP_METER_X
! Y. F. W+ S$ R7 O - @layout_sprite.y = self.y + S_BORDER_HP_METER_Y - k$ m9 a6 ]" h$ w% C% p9 L$ @, r
- @sp_sprite.x = self.x - @sp_width2 + S_SP_METER_X
# M: R& k$ d$ o: O1 N) ~; R - @sp_sprite.y = self.y + S_SP_METER_Y ; o g& U& G- d& h
- @layout2_sprite.x = self.x - @sp_width2 + S_BORDER_SP_METER_X
! b3 b1 M8 `8 I" o% j0 ? - @layout2_sprite.y = self.y + S_BORDER_SP_METER_Y
& |( w, ?5 y" l5 y2 J! } - end
% s8 Y0 F4 l8 g' W# S - #--------------------------------------------------------------------------
. J, q3 }5 k" H/ @! p2 d2 J - # * Hp Flow Update
) ~3 j5 R2 }3 Q/ m# h) y - #--------------------------------------------------------------------------/ C; W9 u! z m. X {3 Z
- def hp_flow_update0 }# \& @6 Z7 T+ T t
- @hp_sprite.bitmap.clear
2 P; v5 l' M& n- a - @hp_width = @hp_range * @battler.hp / @battler.maxhp
0 _9 Q4 S. v9 X6 z4 D - #HP Damage---------------------------------
) \% C9 G H* F# f" b" I2 N% a - valor = (@hp_width_old - @hp_width) * 3 / 100
( t; ~9 l* w) q1 n' d - valor = 0.5 if valor < 1
2 I7 }- y" S: @7 l - if @hp_width_old != @hp_width- b- ?8 F) F0 z
- @hp_width_old -= valor if @hp_width_old > @hp_width ; g0 K) `* l& b
- if @hp_width_old < @hp_width
P; V4 R7 a% q. D8 p- Y# t" | - @hp_width_old = @hp_width: J( ?/ X- |( t& U- ^
- end
- ^5 |# |8 E7 O( x! N - @hp_src_rect_old = Rect.new(@hp_flow, @hp_height,@hp_width_old, @hp_height)# A7 C8 I( ?" R( z4 n
- @hp_bitmap.blt(0,0, @hp_image, @hp_src_rect_old)
! L1 S% q; z) [1 m- L3 e - end . S6 |+ I9 e) K, F; Y/ c5 V
- #HP Real------------------------------------" Q1 |. z4 O7 @" G4 ]
- @hp_src_rect = Rect.new(@hp_flow, 0,@hp_width, @hp_height), a1 B, b9 S/ g- i! s4 z4 d! e
- @hp_bitmap.blt(0,0, @hp_image, @hp_src_rect) * _2 v$ e$ ]& u* U5 k8 R8 _
- @hp_flow += 2 + g% I* K, Z- q \3 L% t
- if @hp_flow >= @hp_image.width - @hp_range
% ? O' o+ E% c, j g - @hp_flow = 0 ! k3 G. C7 ?# `& B# u8 ]
- end& h7 I" _; a4 T% [6 m; d
- end 0 g- K y, o, I; ^& c- |
- #--------------------------------------------------------------------------
- ^5 B5 W& s: I$ l; o K5 r - # * Sp Flow Update6 x/ R' B4 _: q( h+ f; e9 d7 K) ?
- #--------------------------------------------------------------------------
0 X: T' G) ]8 ` - def sp_flow_update/ B( u u+ m' R6 U; j
- @sp_sprite.bitmap.clear
( q' @# c6 G6 d; k! P" E - @sp_width = @sp_range * @battler.sp / @battler.maxsp
6 @) V. w" e+ u6 X3 L - #SP Damage---------------------------------8 M& N3 ]1 O2 T; S( b$ ~
- if @sp_width_old != @sp_width
# U0 p1 t- c3 H! A - valor = (@sp_width_old - @sp_width) * 3 / 100' r& w/ A/ }6 [
- valor = 0.5 if valor < 1
( d: H$ r- a9 z% Q - @sp_width_old -= valor if @sp_width_old > @sp_width ' N. ^) B9 d, J. @9 B& @# s" O
- if @sp_width_old < @sp_width
3 q; H/ ?5 l: w: z. W& \8 e - @sp_width_old = @sp_width
/ E9 _: j4 l" y, K0 q9 P, E - end 5 h* z' m+ k- R( A
- @sp_src_rect_old = Rect.new(@sp_flow, @sp_height,@sp_width_old, @sp_height)
, M) I# `$ }* D - @sp_bitmap.blt(0,0, @sp_image, @sp_src_rect_old)
; z1 {% h% h1 t: P& E2 G+ a - end
" H: S: l% n) }; k" j - #SP Real------------------------------------
$ T. X+ R% l z! D* Q$ v& X - @sp_src_rect = Rect.new(@sp_flow, 0,@sp_width, @sp_height)8 b4 C6 m6 k' Y8 p
- @sp_bitmap.blt(0,0, @sp_image, @sp_src_rect)
0 r( C# ~& G5 _4 L4 U4 Y - @sp_flow += 1 $ T( C B& b3 ], W
- if @sp_flow >= @sp_image.width - @sp_range
; [, t$ _- k* U8 X, z3 F - @sp_flow = 0
- g+ J3 G8 X. t/ }: v - end
. x- }0 d0 Y( S5 Y( l' E - end
- |' T4 U/ w6 V) @ - end
5 x. p4 _6 `0 Z( w. ?9 T4 S" v - #===============================================================================
8 x9 R L* j2 S$ w - class Sprite_Character < RPG::Sprite8 v8 h) k" {4 U. U9 t; w
- #-------------------------------------------------------------------------------
# s: ^3 q& l1 U1 I - alias :xas_emini_hud_init :initialize
+ ~3 `& ]3 P; [4 E - include MOG
: [ V; {/ M) i; k4 Q% D - def initialize(viewport, character)
6 M. `+ O7 j' R. l2 [& N - xas_emini_hud_init(viewport, character)4 @, q3 D/ |) Z$ K/ d4 P# T
- @viewport = viewport
% s$ ^) y6 u) q9 [, F! H' b$ O* J - return if @character.battler.nil?
4 f" a" w# }0 X( j3 B& G5 Q - return if XAS_BA_ENEMY::ENEMY_OBJECT.include?(@character.battler.id)
( ~5 e V: ^' G - return if XAS_BA_ENEMY::ITEM_ENEMY.include?(@character.battler.id)" l3 a7 A+ U0 m
- return if @character.battler.is_a?(Game_Actor)# d' e1 u! F$ m% p+ t8 N: _
- @bars = S_Hud.new(@character, @viewport)# V8 p; P3 R+ f) g$ H
- end
' u: l4 o' o* X - #-------------------------------------------------------------------------------3 x; k+ e: C* T) d/ n0 W
- alias :xas_emini_hud_up :update: }: O* D) Q7 i5 N
- def update4 J! D7 D [( ]- r+ x1 n9 }! i1 c/ s4 }
- xas_emini_hud_up: V* ~& b2 b( E2 E+ v/ G+ L
- return if @bars.nil?
- t t d9 N. I8 z+ x' x* R - return if @bars.disposed?' Z! f+ h+ `0 M8 V& q3 H& G! u6 ^
- dis = ($game_player.x - @character.x).abs + ($game_player.y - @character.y).abs
/ N, l& Q1 {' r+ w7 S- s6 f - @bars.visible = (dis <= RANGE): P2 F* e5 V/ m
- if @bars.visible, E: U7 A- p9 B/ c
- @bars.x = @character.screen_x# - @cw / 4
* a( f( H6 y+ |0 Z% n1 U% l$ x - @bars.y = @character.screen_y# - @ch / 4) ~- G% j9 T$ I; C
- end4 W! h# a2 `1 \/ \( _
- @bars.update
$ G) f8 {$ D: ^* f& P1 | - end
: z0 W% W* K# t2 T E0 ]& C& f5 b - #-------------------------------------------------------------------------------6 \$ N: s6 L2 J% d
- def dispose
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- @bars.dispose if [email protected]?
; q2 D! O/ }# `- J2 V3 u: o - end
- p- Q: i8 k9 N* h3 K - end
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5 C" Y# F) Z- Z4 Z/ f- $mog_rgss_s_hud = true
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上面所說出錯的203行內容為
- O3 A( J+ X. U0 x% g! d0 X! s@hp_sprite.bitmap.clear
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該腳本支持3.82
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下面是圖檔,要塞在Windowskin下0 l$ Q: \4 l, Z1 I- Z% n' x! z# F
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S_HUD_Graphic.rar
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