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這是我將官網的S_HUD修該而成的怪物血條- c1 u, O- r/ C2 j8 r V; Z9 t) d
會在每隻事件怪物的腳下顯示
$ O2 X- t6 E( p9 j/ X# Z- m問題是不知道為什麼
3 D1 B% @5 z2 Z p有時打怪打一打會跳出
3 L& {! ?: Y H. a5 L9 C# j---------------------------
5 n+ n6 P* i3 |% r) aXAS6 ]2 K1 |' D) x: z+ I: ]1 ~% p7 z
---------------------------
: j. T1 ?8 j& k6 A$ Q: m脚本 'MOG - S HUD' 的 203 行 发生了 RGSSError。3 X' F6 v" p' ?" Y- G( q
$ K& g' @' @5 o* B$ f: ~ Z
disposed bitmap% R/ d9 X5 m. p) B
---------------------------& R0 s5 \$ Y# F5 V" m7 P) @9 s/ K
確定
- d9 I) r9 ]6 `( v: t! q---------------------------/ u( Y9 B6 j" r% o1 [* ]6 K7 _% v4 |
6 m* Q' E/ ?8 d. H9 b8 L這是腳本
! g% t) S7 x! U% P p
: M5 i- K* C; d2 B- #===============================================================================
3 q* t. _' O. k9 Z7 P - # MOG - s Hud 1.0
$ m( z' w9 G* _# v& m - #===============================================================================
2 w" ~6 b% I& x( p4 l$ ~7 T - # By Moghunter
: h+ D9 S( v F3 c/ ? - # http://www.atelier-rgss.com3 G, _* D0 B2 i: k3 D: B. d- M$ k
- #===============================================================================' V) m) } a6 J& }2 M5 H+ d
- # Translated by Calvin624 5 C2 s; p+ j- {' Y
- # http://www.xasabs.wordpress.com) E$ G$ i: q* |0 B& s8 A/ e. v
- #===============================================================================, Q+ X: F6 m6 y
- ###############################-DESCRIPTION-####################################
% ?' J8 U5 ^/ n) Z6 s3 W - #===============================================================================
8 E% d& I/ J: R8 @% y7 o& [* \ ~( [ - # Personal HUD – displays the HP and SP below the hero.
; s) o. A9 e: w& p, f - #===============================================================================
! P3 j( o+ e, z* X3 U C* Z - #( ^( |1 ^; `/ M
- # Graphics required:
$ a2 T6 ]7 o1 J- B, e# _ m: H - #
2 A+ ]8 z2 c' {0 B: f - # S_Border_HP_Meter.png
9 J; X% k3 d2 K* s& N - # S_Border_SP_Meter.png
; Q5 I7 F$ ]0 V - # S_HP_Meter.png
4 k3 O; G6 `! C) M+ { - # S_SP_Meter.png {- v, e7 S5 I0 v
- #8 ]& P. {. c* Y0 t7 _- R7 N: T6 o
- # All images must be in the Windowskin folder.
# v, H- o% G z' d5 e0 ^2 q# e6 h - #9 P* G$ Q7 U; M+ T- p* H
- #===============================================================================
. q* B6 n7 Q/ z7 L - module MOG M% v7 P* G9 v+ r6 {
- VISIBLE_DEF = false
# ]2 i$ W- k2 G' S, M1 b - # Show HP meter?
' o! n; _. @, O1 \3 B% o7 Y - HP_HUD = true
5 G) a& Y% X# Y - # Position of the HP border R2 R) v' }# u
- S_BORDER_HP_METER_X = -2
1 j3 U+ ]8 _; t, K - S_BORDER_HP_METER_Y = -2 % s4 E0 r# r& I6 M' }$ ~) [! S& N
- # Position of the HP meter
, E2 Z/ D4 n! e5 l9 _' }' s - S_HP_METER_X = 00 P! ~8 r8 s4 K, n/ ^
- S_HP_METER_Y = 0
& [; c a$ \; p+ _ - # Show SP meter?
% N8 d, {3 }0 s2 v+ n, _ - SP_HUD = true/ ?/ ?- S% u+ v1 {, D' I1 J7 N' ]
- # Position of the SP border
$ e2 g0 `3 E: f$ {- X. i! H - S_BORDER_SP_METER_X = 0* x# z( n( V% ]1 U
- S_BORDER_SP_METER_Y = 10
5 G" I+ q3 N# L) b1 Z4 D, i. ` - # Position of the SP meter Z# j+ d# r: S0 b. n9 \8 ?
- S_SP_METER_X = 0
) @! F. K! x& Z - S_SP_METER_Y = 107 ^" m' c7 S8 y2 Z* A5 k; R8 S
- # Switch to disable the HUD
" |, Y) n9 W9 T4 R* h - DISABLE_SHUD_SWITCH = 5
7 ^, o9 R9 N8 s- G - RANGE = 20+ n2 k# r) J* A$ z( Y. k& J
- end
" t! x7 Q- V' U! l$ F - #===============================================================================
1 q) b+ l# H! {$ A - # S Hud+ Y" \' @; q) ~* l4 | ^) s' Q
- #===============================================================================1 `3 w; ?9 V( Y( k/ T. @: L
- class S_Hud < RPG::Sprite$ q+ x w5 z5 n* Z
- include MOG
: v# P2 ~) D: ?% C - #--------------------------------------------------------------------------
9 j6 F4 T) ~' k b - # * Initialize
8 A: [( Z$ z! }7 W1 M - #--------------------------------------------------------------------------! A* C6 {% J. N
- def initialize(enemy,viewport)
9 t4 [& R( t' `8 A; o- L. x, X' _ - super(viewport) w1 Q8 i+ ~. M. @; i# T' w
- @enemy = enemy
& `" ]8 d# O5 z: a3 J1 ]- x - @battler = @enemy.battler4 ]1 {- R; v1 Q% O6 V4 H
- @old_hp = 0
. N" y$ k8 [/ Z Q5 I R5 t" }& ~ - @old_sp = 06 H( u/ J9 @/ q; L a2 c
- @old_vis = false& X" T% I/ u2 z
- self.bitmap = Bitmap.new(100, 100)
. }' S4 }2 `& S( B- U& F - self.visible = (VISIBLE_DEF)#false: V/ O# V+ i* i' a' K0 F5 p
- self.z = 100
& \% V6 ]. _# q3 S3 G - #HP Border -------------------------------------------------------------------# l* W; V9 i/ F9 W1 A
- @layout_image = RPG::Cache.windowskin("S_Border_HP_Meter"). t" @# m2 {0 A. `6 `5 P. X( u4 E
- @layout_bitmap = Bitmap.new(@layout_image.width,@layout_image.height)8 X+ G6 ?8 i; `. r$ Z2 f
- @layout_sprite = Sprite.new
+ Y; m/ u V$ g8 Q - @layout_sprite.bitmap = @layout_bitmap
: R6 K1 b: T8 u3 t9 y - @layout_src_rect_back = Rect.new(0, 0,@layout_image.width, @layout_image.height)$ B8 e* z# }0 G1 E. Q% [+ S
- @layout_bitmap.blt(0,0, @layout_image, @layout_src_rect_back) A/ u# F+ P/ J# o! X
- @layout_sprite.z = 5001$ \" A6 p7 X v+ A
- #HP Meter ---------------------------------------------------6 m! w, g I1 Q; H- v
- @hp_flow = 0* j7 i. b( ]" z; |9 h9 Z6 b) }
- @hp_damage_flow = 0% e! a' t% T: q! W) U9 q- q
- @hp_image = RPG::Cache.windowskin("S_HP_Meter")
; B& l) ^# X7 X) C) |1 `5 @" } - @hp_bitmap = Bitmap.new(@hp_image.width,@hp_image.height)
5 x3 S' o' `+ N c - @hp_range = @hp_image.width / 3& T$ N# w6 w0 L" e/ @8 X! ?
- @hp_width = @hp_range * @battler.hp / @battler.maxhp
, U" [) e& `/ T6 g9 R- V - @hp_width2 = @hp_range / 2
% t" T( Y" t, j J E. x - @hp_height = @hp_image.height / 2
6 I! F9 i% Q2 e2 t1 D - @hp_width_old = @hp_width+ x7 w8 t. i+ m; ?5 ^2 t& h
- @hp_src_rect = Rect.new(@hp_range, 0, @hp_width, @hp_height)
" z4 T& o Q/ U& c6 X - @hp_bitmap.blt(0,0, @hp_image, @hp_src_rect) * K3 Y9 |+ @& f
- @hp_sprite = Sprite.new
7 d2 i ]6 p' S( x: D" \ - @hp_sprite.bitmap = @hp_bitmap
( ^' _+ G3 V0 T- o! w. j - @hp_sprite.z = 5002
. v7 v$ A$ h% |$ p8 d - #SP Border -------------------------------------------------------------------
0 a. h+ E9 i, O! O/ ? - @layout2_image = RPG::Cache.windowskin("S_Border_SP_Meter"): F4 C; c4 X+ W, j
- @layout2_bitmap = Bitmap.new(@layout2_image.width,@layout2_image.height)6 c# N4 M/ B: F1 Z, A4 ?7 S
- @layout2_sprite = Sprite.new& h2 C" l! x& F ^
- @layout2_sprite.bitmap = @layout2_bitmap; F* {, v! F: C0 O) v2 U
- @layout2_src_rect_back = Rect.new(0, 0,@layout2_image.width, @layout2_image.height)5 _: ]1 d9 i, U; a2 \, `' H
- @layout2_bitmap.blt(0,0, @layout2_image, @layout2_src_rect_back) 9 v* e# g# M! V% p: i8 `5 P7 I r
- @layout2_sprite.z = 5001
" o+ e3 J. M' w' L# J" j - #SP Meter ------------------------------------------------------
% p9 {* J# I+ p. R - @sp_flow = 0
6 V+ g% U2 u! p - @sp_damage_flow = 03 X# N. B0 X. j# V+ {; F
- @sp_image = RPG::Cache.windowskin("S_SP_Meter")$ r. Q! p- c, k# D. y) I5 I4 o
- @sp_bitmap = Bitmap.new(@sp_image.width,@sp_image.height)
5 ]& E# }% D) i6 K; F- _. K. o - @sp_range = @sp_image.width / 3
# `; r9 ^$ @9 e9 g9 x3 _7 Y - @sp_width = @sp_range * @battler.sp / @battler.maxsp ) d( n# @0 a7 R) p, V' ~- q
- @sp_width2 = @sp_range / 2
7 F: _! ]: G& @' w" t - @sp_height = @sp_image.height / 2
8 t6 R% }8 T6 v% D q8 w3 F" p6 Y - @sp_width_old = @sp_width1 o/ U. S3 G" k
- @sp_src_rect = Rect.new(@sp_range, 0, @sp_width, @sp_height)- C e7 S9 n7 U3 B
- @sp_bitmap.blt(0,0, @sp_image, @sp_src_rect)( i! E0 Y9 g! J ^0 J
- @sp_sprite = Sprite.new
9 d( ?, _% O1 d7 W; T2 W) Y* p - @sp_sprite.bitmap = @sp_bitmap
9 e0 K8 V: P9 ]; H - @sp_sprite.z = 5002+ R& |- |+ s( D( v2 }; ^6 y
- update8 ]" C" N7 e! n! [* @
- end
' M* k S, l Z: @ h! F% y+ T - #--------------------------------------------------------------------------# c: |" C5 `# M n7 d
- # * Refresh8 n/ Q- h7 K" o( X* K+ F- T8 H
- #--------------------------------------------------------------------------+ t. Q9 R G* ]! i$ X
- def refresh& @5 @( \5 d# }! c6 V: C0 K
- return if @old_hp == @battler.hp and @old_vis != self.visible" J% _& j, o$ y, Z
- self.bitmap.clear
3 u" q+ W, U/ F X* g - @old_vis = self.visible: b8 h# z6 H, _3 T7 [# P1 \
- @old_sp = @battler.sp
6 n/ _. Q: A3 T* V' c. T1 C6 C - @old_hp = @battler.hp6 u' w* T) w) z2 c
- hp_flow_update" w- Q1 `; s' k7 f6 g
- sp_flow_update
- Z, F" ]& {% z. U+ I) n - hud_pos_update2 j3 ~/ U# Z# t) O) l7 z; |* M
- visible_update
1 C8 V, G4 o8 |0 r+ R - end; l/ L# I5 `/ }' t, y g
- #--------------------------------------------------------------------------/ m8 ^1 B# x, |" h4 l1 |
- # * Dispose
) V: r6 e+ l4 b$ \6 ]/ b/ t - #--------------------------------------------------------------------------; S+ I* q8 Q$ {3 J2 R3 C$ M: G
- def dispose
4 d. R( D, F( x4 B) ^* t' L - #HP Meter Dispose
; q; p% `; J5 [, |+ \2 V - @hp_sprite.bitmap.dispose
$ `8 `' J. {, L# @! U; G - @hp_sprite.dispose
- z! l: o2 v6 h- Z - @hp_bitmap.dispose
b8 J9 w; ?$ T4 `# ^ - #HP Border Dispose! O" j7 o$ b( E3 m$ _, m: x
- @layout_sprite.bitmap.dispose
" {# _. @. Q% `1 a- {1 ? - @layout_sprite.dispose5 t; `" G- p' h" K( K
- @layout_bitmap.dispose
: Y+ |0 m- s/ F* ]/ k$ V - #SP Meter Dispose
5 {8 U' N4 R4 G6 n4 o- n - @sp_sprite.bitmap.dispose9 u5 R7 `# e: n% s2 T: J }2 M
- @sp_sprite.dispose+ K8 T. l1 R% n; u0 D! ?2 t
- @sp_bitmap.dispose- ] A. G0 @( K
- #SP Border Dispose
: L- T2 |8 i! P$ [- [ - @layout2_sprite.bitmap.dispose9 u& O9 V9 S4 q
- @layout2_sprite.dispose6 g, ?! c* ^, q' r' R+ D
- @layout2_bitmap.dispose
9 f( ^& U$ H( M3 ^" F# d - end
& \% ?0 k+ K8 X$ ?& k - #--------------------------------------------------------------------------7 i, t! K6 y$ d: G3 M( X
- # * Update" O) G6 X, s2 |% y6 o
- #--------------------------------------------------------------------------/ f+ W* G+ H1 \+ o2 R3 F
- def update
# M% V+ A, h! ~ I% v& \" E5 K( e C - @battler = @enemy.battler 6 t. r. \4 Q- l( k
- return dispose if @enemy.dead? or $game_map.events.values[@enemy.id].nil?
3 p. B1 Q1 H' ~% y* x - if self.visible
; X$ ~4 L) {$ m1 X5 J - refresh
3 r/ M$ X4 |6 ~/ P; W: Q- q3 j - else# X( M) |3 ~0 S. M
- self.bitmap.clear% r* P2 ^' v3 M$ n
- end {% Y6 @" e( J! d% L" N' m
- end6 P6 V$ Q9 d, B6 [0 n
- #--------------------------------------------------------------------------
1 i+ X! E) p* T2 l9 p - # * Visible Update' B% ]8 O/ d5 @# T- g2 H! o9 w, ~
- #--------------------------------------------------------------------------3 z- E; r: y4 \8 Z8 D* U
- def visible_update
7 T% q& N/ }3 R, | i2 a# C - if $game_switches[MOG::DISABLE_SHUD_SWITCH] == true
3 e) d: {- S& Z" S - @hp_sprite.visible = false- F0 y0 ~ @. \. n
- @layout_sprite.visible = false
; F: f. g+ k- `* g& X4 R. e+ F - @sp_sprite.visible = false
- P Q+ X, h- q - @layout2_sprite.visible = false7 d' ~2 t8 W0 @: l
- else
. [" F0 L- F% h: B - if HP_HUD == true
{: ~7 _6 [* v/ {$ r: Y) B - @hp_sprite.visible = true$ }! x' B, C2 l6 t
- @layout_sprite.visible = true
) j$ n$ N1 P. {7 i& F% }3 E - else2 I( I! ?" x D S/ X4 u
- @hp_sprite.visible = false
! X) f, Q+ B2 l( l# u+ `9 h - @layout_sprite.visible = false
0 i7 ]5 \. `/ }1 s - end
0 |% x1 W: B2 A/ N8 A: L - if SP_HUD == true
0 Z S3 N* d- T9 k - @sp_sprite.visible = true' R I0 u T6 ^% A
- @layout2_sprite.visible = true
' k' d" ^1 X: y! T4 O, [ - else/ O* U* s, ~. w! N: [$ ^2 u
- @sp_sprite.visible = false
4 o% H0 g. b# T6 y+ O - @layout2_sprite.visible = false7 a" ^& L* N9 B: r5 p6 a' i6 _
- end
' @ x' F, Y! q& Z4 f! R# a - end
% K: n6 o3 f! l/ O; D5 V - end
7 l" K. z) x: D( [ - #--------------------------------------------------------------------------/ s( \/ v! B( N& ~( g4 _0 A+ |: f
- # * Hud Pos Update+ I9 Q% h o3 H
- #-------------------------------------------------------------------------- h& q: M$ E2 J
- def hud_pos_update
6 \8 h4 ^& \% P' O* v - @hp_sprite.x = self.x - @hp_width2 + S_HP_METER_X
4 Z. m9 u1 a' ~; ]+ `$ G+ q - @hp_sprite.y = self.y + S_HP_METER_Y 1 G- W* w3 Y% E% Y5 h
- @layout_sprite.x = self.x - @hp_width2 + S_BORDER_HP_METER_X4 ?* t* x' y0 {3 E& B5 W! S; j2 L" T
- @layout_sprite.y = self.y + S_BORDER_HP_METER_Y
" t \8 y: {0 s7 R, g! u. ~- ^+ H4 r" a8 j - @sp_sprite.x = self.x - @sp_width2 + S_SP_METER_X
: ?' y. `, m% P) c4 s - @sp_sprite.y = self.y + S_SP_METER_Y 2 F; _! s$ ^5 c. Z
- @layout2_sprite.x = self.x - @sp_width2 + S_BORDER_SP_METER_X
3 }6 r/ Q8 g T/ y+ C. x8 n" R - @layout2_sprite.y = self.y + S_BORDER_SP_METER_Y
- u4 z, m& v3 [# \. C! F - end % w. G5 Z( L& I! p/ ^
- #-------------------------------------------------------------------------- z3 K4 S+ l7 u# n$ j% M, F
- # * Hp Flow Update; f5 r+ o1 f4 y0 B- d8 W
- #--------------------------------------------------------------------------
: m8 S( W- R% E; ^- K0 n( m - def hp_flow_update
X8 P. t2 Q6 {1 x+ O' w6 e5 [ - @hp_sprite.bitmap.clear" }: q8 H1 j+ |; w
- @hp_width = @hp_range * @battler.hp / @battler.maxhp $ U* v! M+ ~0 g x/ E' V
- #HP Damage---------------------------------
2 {$ J' I# J2 h1 t3 q4 v! T - valor = (@hp_width_old - @hp_width) * 3 / 100
7 }1 q! f( C" i" e7 [6 m9 L0 D - valor = 0.5 if valor < 1 1 R# X+ y: ]( [4 O5 q; X
- if @hp_width_old != @hp_width7 E3 a& d. y! e9 W
- @hp_width_old -= valor if @hp_width_old > @hp_width / u& l+ \) J* m G( g
- if @hp_width_old < @hp_width 7 w) y( w. @3 p" W0 h
- @hp_width_old = @hp_width/ K( S" j) X+ G6 e* r. [% ` l4 _
- end # Y+ ^1 `0 k& j2 A& O% D
- @hp_src_rect_old = Rect.new(@hp_flow, @hp_height,@hp_width_old, @hp_height)( _/ B6 x+ _* V' o7 U
- @hp_bitmap.blt(0,0, @hp_image, @hp_src_rect_old)
- X; o* X2 P7 ~. r, m - end # I9 z' q8 R5 l
- #HP Real------------------------------------
) ?8 N. \6 x( D, J$ } u* C - @hp_src_rect = Rect.new(@hp_flow, 0,@hp_width, @hp_height)
& ] F& H+ r4 H4 G6 P - @hp_bitmap.blt(0,0, @hp_image, @hp_src_rect) % z/ A9 x; _; S% p6 O
- @hp_flow += 2
5 U8 W- c( @! O0 Q1 g8 ^/ N! z - if @hp_flow >= @hp_image.width - @hp_range
/ e( @) m8 L, ]' Y: x - @hp_flow = 0
1 a6 M* s% W, h$ ?( O - end* f, J# o" r& J$ E# O- H! k# V2 j
- end 2 h: j$ @* ]) V- o0 F
- #--------------------------------------------------------------------------
9 I, T# G/ D5 e$ A - # * Sp Flow Update
D- P k6 _9 a+ ~ - #--------------------------------------------------------------------------
+ l! x- T9 x, U* J G - def sp_flow_update
# g4 r' }: k' e, |3 {2 n - @sp_sprite.bitmap.clear# z4 T4 Z1 a/ a t; G4 ]
- @sp_width = @sp_range * @battler.sp / @battler.maxsp 8 S; { n+ F/ J" v" E/ B. h% H
- #SP Damage---------------------------------; `4 J3 `7 [+ d2 O/ }
- if @sp_width_old != @sp_width
+ Z2 ^- d* u# L6 D$ B - valor = (@sp_width_old - @sp_width) * 3 / 100
" J- O* n3 g" Q V6 _9 o7 w% ` - valor = 0.5 if valor < 1
# i$ y; u% ^: c+ x! \ - @sp_width_old -= valor if @sp_width_old > @sp_width
( M g1 @! i$ t# F, c q - if @sp_width_old < @sp_width
/ N; O/ L$ t' {6 Y/ h# y8 Z" c2 a - @sp_width_old = @sp_width
3 S Z0 o# x1 a' F! I7 I - end 8 }9 R- O) e* E+ S4 P
- @sp_src_rect_old = Rect.new(@sp_flow, @sp_height,@sp_width_old, @sp_height)
4 V1 a% D( A) i - @sp_bitmap.blt(0,0, @sp_image, @sp_src_rect_old)
9 D* d! P' Q; O: n" I* [: T% w - end
2 H7 }( O5 W* w7 X* T4 M - #SP Real------------------------------------; c. ^, ?, P$ Z- L
- @sp_src_rect = Rect.new(@sp_flow, 0,@sp_width, @sp_height)
: s, S$ r3 ~. z* I$ }* ], b - @sp_bitmap.blt(0,0, @sp_image, @sp_src_rect)( i5 x. \) Y" u4 V, H
- @sp_flow += 1 / K: E6 F6 A3 _) C
- if @sp_flow >= @sp_image.width - @sp_range
( ~- O$ V, W+ }" @ - @sp_flow = 0
Y. t: F2 O$ [. v z6 n - end9 p7 }' q: A! V9 W
- end & [+ {; w% r% V/ d) y: Q
- end- q0 y3 Q) B' g! t. ^) B
- #===============================================================================& b* B& n0 a3 r2 u) L$ L) u
- class Sprite_Character < RPG::Sprite
1 \* C# _% o$ F- q: ~$ [) G+ I - #-------------------------------------------------------------------------------( @ k8 m1 E# V# Y0 @ f8 D
- alias :xas_emini_hud_init :initialize
$ h" b. f7 a$ m/ D# e( P" X; R - include MOG
/ f0 @7 D f5 n1 i - def initialize(viewport, character): m) x$ P2 @; |
- xas_emini_hud_init(viewport, character)
# ]4 F* F# c7 O! {0 ]7 P - @viewport = viewport" M: `; K2 x D M5 {4 A
- return if @character.battler.nil?) g5 @, v+ L3 b" \
- return if XAS_BA_ENEMY::ENEMY_OBJECT.include?(@character.battler.id)
, q4 E, Q6 D3 G- E/ B2 k - return if XAS_BA_ENEMY::ITEM_ENEMY.include?(@character.battler.id)
: G- W% z) @. N- d; ]" E - return if @character.battler.is_a?(Game_Actor)
; D) U3 n2 N# O8 q a - @bars = S_Hud.new(@character, @viewport)
1 e4 x( T, v4 d - end, E! G+ G! \- w
- #-------------------------------------------------------------------------------: T! P: D, E( {0 d9 j' C
- alias :xas_emini_hud_up :update
3 Q2 {) m- E6 g% |; u+ j* { - def update; Z$ W; l8 } W2 i9 R) u
- xas_emini_hud_up# V, [ H* {2 N7 f1 C/ Q2 D
- return if @bars.nil?. x* o e7 {/ Z3 H
- return if @bars.disposed?
+ q: h& T. G" U P - dis = ($game_player.x - @character.x).abs + ($game_player.y - @character.y).abs
! r; k& Z9 D$ _ - @bars.visible = (dis <= RANGE)
1 V" M! S2 S( @% `7 i - if @bars.visible
- B( P' ]/ K/ r0 X9 _8 h7 A f H - @bars.x = @character.screen_x# - @cw / 48 T8 D- Q" E2 A! B
- @bars.y = @character.screen_y# - @ch / 44 c- ]: }, V, D: ], k( A7 K
- end
! Q. M. p% i6 v- _/ _8 Y( G - @bars.update6 q8 I+ b" c, h
- end
, f/ `. K1 ^2 w5 g: M - #-------------------------------------------------------------------------------8 @- a' v7 \3 R
- def dispose; q8 g, X! ^+ B
- super/ Z- j, ^% @6 K: x L# p& S
- @bars.dispose if [email protected]? s, c# G+ ?$ N B# Q1 g1 P6 l" [
- end3 j8 S1 E& U1 U i2 A8 {4 A
- end
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- $mog_rgss_s_hud = true
复制代码
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& F! ]0 W/ R7 i D& w6 l上面所說出錯的203行內容為
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下面是圖檔,要塞在Windowskin下$ ]( b! O1 ~6 }" w% I
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S_HUD_Graphic.rar
(12.36 KB, 下载次数: 49)
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