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這是我將官網的S_HUD修該而成的怪物血條/ h. h6 {: e) y; M5 G8 p
會在每隻事件怪物的腳下顯示2 M4 X& f& [+ d" ^
問題是不知道為什麼
7 @% f3 y# t$ P/ v9 z. j有時打怪打一打會跳出
F4 k% G: \ n---------------------------; B" R9 P# J1 {
XAS/ k' r4 v' k! f- M0 E
---------------------------
7 Z+ }* D* H' O) u脚本 'MOG - S HUD' 的 203 行 发生了 RGSSError。5 ?. d) w8 p4 ~$ ^
' ?+ g! X5 `8 M9 [
disposed bitmap" v6 {# n! W+ X2 ^: a2 Z* b% M3 Q1 c+ C
---------------------------5 l( u7 K' ?+ @. \" X2 ^% Q! n
確定
" O5 W3 e" L" z+ g/ e, ]---------------------------
# J9 D3 y8 o3 X, M( d
* a, A K+ v2 M# k3 D! A6 g) W這是腳本$ L1 X* p' s! }$ ?
& c0 z- H4 b+ k0 ?, t& g# H
- #===============================================================================
9 \- n6 V$ K) n. {1 r - # MOG - s Hud 1.0
9 u( k: f6 q; E i0 Z9 C5 ] - #===============================================================================' T. L1 c/ u g* Q# f, I
- # By Moghunter % Y0 r: l. w! w" ^
- # http://www.atelier-rgss.com2 ?. Y4 f, K$ t9 s) T5 Q/ H3 B
- #===============================================================================8 E, S" B7 M1 a" f" i, b
- # Translated by Calvin624 / O5 F8 N0 Q# g+ @
- # http://www.xasabs.wordpress.com
7 b* Z& O8 P/ K - #===============================================================================, J6 E# b9 R5 n" {# N
- ###############################-DESCRIPTION-##################################### w$ k- I, B( W3 P J& @
- #===============================================================================$ w% y# k; o6 R* @" s' v% V( x% ]
- # Personal HUD – displays the HP and SP below the hero.! F' s/ u7 N$ G7 c5 |, t1 {
- #===============================================================================
" p& x! G# m0 i - #
8 F3 j* b7 N7 |- C1 b - # Graphics required:
' b# [* T) y$ o+ w5 R - #
# A$ ]* c! i% w1 b - # S_Border_HP_Meter.png5 m2 i( b% P( }, ~2 _
- # S_Border_SP_Meter.png
; W3 d9 w# X. q9 D" {+ R/ ~* Q - # S_HP_Meter.png
1 s* c, E5 r2 M! {8 b# Z - # S_SP_Meter.png* H8 Y, J7 H7 A/ B# x: _
- #
- k, Z9 e' G6 D: m& @ - # All images must be in the Windowskin folder.
5 n/ N3 i: ~& `/ {# @; z - #. O1 C+ i+ T" [- H
- #===============================================================================
' f" z9 L! X( [1 |2 q- T* B6 w - module MOG
8 U3 P" ?: w0 o' J - VISIBLE_DEF = false
. j/ L: q( O% S2 j# u# c# j - # Show HP meter?
- b# q; l% O5 B4 h J- A9 n0 v - HP_HUD = true
7 E5 g+ ?" [) z* ], V - # Position of the HP border
' ~2 n* c {$ ^& q# j/ o9 a - S_BORDER_HP_METER_X = -28 N: m2 V& v3 Z/ I* w
- S_BORDER_HP_METER_Y = -2 O7 Q/ c$ {8 O- x! S
- # Position of the HP meter( m* R% _2 @. W: g0 j
- S_HP_METER_X = 0
+ r/ A0 }6 Y1 h/ F9 e - S_HP_METER_Y = 0
' J' p' d' v% j) o - # Show SP meter?& m e% |/ y# D' \- V; |, l: F) u
- SP_HUD = true
2 H; v: }5 r- s$ c+ I$ \! g - # Position of the SP border. c# |! a: t( z7 w) K6 F
- S_BORDER_SP_METER_X = 0+ g! n; a% X. q) J
- S_BORDER_SP_METER_Y = 10 9 z" e1 q$ G# \
- # Position of the SP meter. {' K y$ O" l0 k* W- w2 i6 d
- S_SP_METER_X = 0
6 p1 l; T' s. q+ u& U: I - S_SP_METER_Y = 10+ z+ x6 t# S) B) k5 P
- # Switch to disable the HUD6 l1 m4 T1 [5 G
- DISABLE_SHUD_SWITCH = 5
, t$ K1 E! B* |+ k: M: O! u - RANGE = 20
+ P8 m( n. ~( @9 ?( U - end
9 |3 p/ z2 r; O( ^, k - #===============================================================================! G4 H' g% ^0 K$ S% M B6 O" ~
- # S Hud- B# A6 T* [4 `* Q
- #===============================================================================
3 [% E3 B- ?& c8 \2 a - class S_Hud < RPG::Sprite- N+ g w7 M1 f& T* [, ]2 s
- include MOG
6 C$ L( B6 J( r$ } - #--------------------------------------------------------------------------
, ^" g& u8 b& e e - # * Initialize
: L/ B/ z) T5 W. Q - #--------------------------------------------------------------------------" J, g$ A5 {7 d8 a4 U. Q
- def initialize(enemy,viewport)6 l. R$ [' z9 q7 t6 E
- super(viewport) . q8 ^8 S- ^0 g, ~
- @enemy = enemy
1 v4 w+ _! z" p' N - @battler = @enemy.battler
/ O3 h: i5 W4 r- v9 a; Z, B; H - @old_hp = 0' k: d6 h7 P1 ?8 V0 E
- @old_sp = 0
7 R! @: o; T: s7 `+ N w# G# M! _ - @old_vis = false
U. u z7 e/ ^9 T# m4 \7 S9 x - self.bitmap = Bitmap.new(100, 100)0 v6 U* P2 J/ n, d1 g
- self.visible = (VISIBLE_DEF)#false0 R8 T. d. X( i. o; z3 n) x3 T
- self.z = 1003 X' ~7 `9 l; _+ T/ k$ [) Y
- #HP Border -------------------------------------------------------------------& j {5 Y0 {( J) {9 r
- @layout_image = RPG::Cache.windowskin("S_Border_HP_Meter")
. C/ e2 L$ p6 C0 y4 g. x% w - @layout_bitmap = Bitmap.new(@layout_image.width,@layout_image.height)
, r" I# s. z% G L! C - @layout_sprite = Sprite.new
, I4 p* X$ d$ q1 }# z& Q: ^; G - @layout_sprite.bitmap = @layout_bitmap' D' ^3 y# F2 X/ E5 i! y
- @layout_src_rect_back = Rect.new(0, 0,@layout_image.width, @layout_image.height)
) h E1 |, Z5 a( J: C - @layout_bitmap.blt(0,0, @layout_image, @layout_src_rect_back) 7 C& }# A- ^" u W( e
- @layout_sprite.z = 5001- T% H( s! u0 B6 [
- #HP Meter ---------------------------------------------------! |5 R" L& Z+ ^! ? P. |# c
- @hp_flow = 0
+ v( A% v) f9 E4 \9 N - @hp_damage_flow = 0/ ^% f! d/ h$ y. F. k/ K
- @hp_image = RPG::Cache.windowskin("S_HP_Meter")
2 F8 v+ }, {3 ~6 o, F: S- M' P - @hp_bitmap = Bitmap.new(@hp_image.width,@hp_image.height)
3 u- K. k( v. I- Q - @hp_range = @hp_image.width / 3
/ u4 k6 D9 b3 M5 i - @hp_width = @hp_range * @battler.hp / @battler.maxhp
( L& h7 |0 l6 H1 V7 ?2 z - @hp_width2 = @hp_range / 27 `0 P. B9 C2 A4 ~4 G0 z
- @hp_height = @hp_image.height / 2
' J6 D3 R9 D2 m9 q. m7 [7 Z - @hp_width_old = @hp_width
5 O# Q+ D; `. w( q. D! A/ Z - @hp_src_rect = Rect.new(@hp_range, 0, @hp_width, @hp_height)4 K* ]; C/ T, D
- @hp_bitmap.blt(0,0, @hp_image, @hp_src_rect)
@+ k. L, y6 b6 {, u4 j - @hp_sprite = Sprite.new
7 w$ @' J" b. X5 j& j) K - @hp_sprite.bitmap = @hp_bitmap
" r8 U' P+ _( g0 V% g4 X - @hp_sprite.z = 50028 A3 m0 Q$ ^. H1 H6 X2 E
- #SP Border -------------------------------------------------------------------' x R" q5 t# \: ^6 x8 w
- @layout2_image = RPG::Cache.windowskin("S_Border_SP_Meter")6 @& p& n& e" z8 x" a; A1 t
- @layout2_bitmap = Bitmap.new(@layout2_image.width,@layout2_image.height)* z# d& v- P* h4 Y5 M
- @layout2_sprite = Sprite.new& d+ d5 K5 r7 J3 D8 g M( D% a/ y. r
- @layout2_sprite.bitmap = @layout2_bitmap
2 w# k; ? h8 D& {1 k9 ?2 y - @layout2_src_rect_back = Rect.new(0, 0,@layout2_image.width, @layout2_image.height)
: x+ O6 W2 T7 \: C+ ^) b" b4 o9 u - @layout2_bitmap.blt(0,0, @layout2_image, @layout2_src_rect_back)
0 `2 p$ `" Y% X6 X3 ]' u - @layout2_sprite.z = 5001
$ P8 k/ o: p5 n" f - #SP Meter ------------------------------------------------------
+ y# R( k; X c; p! C3 J% ] - @sp_flow = 0' b$ [& J, Z9 T* U, E, J1 ?+ L9 _
- @sp_damage_flow = 0! u; Q4 V/ q& g, s9 A
- @sp_image = RPG::Cache.windowskin("S_SP_Meter")' F$ P! d. n2 z! q9 ~
- @sp_bitmap = Bitmap.new(@sp_image.width,@sp_image.height). k- V( J$ R& B X7 T
- @sp_range = @sp_image.width / 3" K/ S- }8 K" _, g8 q
- @sp_width = @sp_range * @battler.sp / @battler.maxsp
" j7 Z% c1 A) W. Y2 I - @sp_width2 = @sp_range / 2- V' N1 H) \, j5 {) w5 w( y0 o2 {; m: Q
- @sp_height = @sp_image.height / 24 X0 p' Y. ~6 [
- @sp_width_old = @sp_width0 M" p/ `% ^6 F; K: O5 g/ W( L% Z! \
- @sp_src_rect = Rect.new(@sp_range, 0, @sp_width, @sp_height)) D0 j& f. y3 [8 R
- @sp_bitmap.blt(0,0, @sp_image, @sp_src_rect)
( m( `0 ^$ E* C2 G0 T$ y - @sp_sprite = Sprite.new$ R% N! g' L7 U7 X' s
- @sp_sprite.bitmap = @sp_bitmap
! V$ ~- r y/ N" x& H5 k - @sp_sprite.z = 50021 ?4 a, P3 v* H* t
- update
7 t7 w+ V9 n7 f2 D- N+ a - end/ U+ j5 K5 g' k) R; q! B
- #--------------------------------------------------------------------------- Y; B) [4 J9 D2 b K( e1 i
- # * Refresh3 C+ _6 U% C0 T. l( v
- #--------------------------------------------------------------------------
( t& E6 q d/ e+ H9 w% t, g - def refresh; }8 k/ f5 a3 R0 \, Z
- return if @old_hp == @battler.hp and @old_vis != self.visible8 @ D# m% {' J% c+ R& ]
- self.bitmap.clear
/ R, B5 F# h4 ]4 O+ Y. W5 s4 b - @old_vis = self.visible; x( L$ q/ [' o2 f6 o1 L! d4 _
- @old_sp = @battler.sp
) m- @) g! Q0 v - @old_hp = @battler.hp
, M- }, a& E& M5 [ - hp_flow_update% {; ]" c7 i& y1 F
- sp_flow_update n/ |5 u% _' I b
- hud_pos_update
7 d7 {# I! P2 c6 q1 l3 T - visible_update' d. W2 v1 E& d0 c
- end5 L5 U, P# o3 H/ C9 i
- #--------------------------------------------------------------------------
( s( M! o0 O8 Y/ P - # * Dispose7 ]5 b* d% M3 h1 v) G6 y
- #--------------------------------------------------------------------------
% D% H$ N, T; e8 m - def dispose
6 G0 X0 ?1 V& j" Z7 Z) v+ g - #HP Meter Dispose
3 k: ^9 ]: M& T# P5 J - @hp_sprite.bitmap.dispose
& I* a( Z' K8 g. U% o* {% ` - @hp_sprite.dispose+ @4 [9 R" T) ]5 j& F0 n
- @hp_bitmap.dispose# W6 x3 x. O7 P
- #HP Border Dispose
$ Z8 B) p" R' l9 ~ - @layout_sprite.bitmap.dispose T/ }+ O- N0 o0 h; L: h
- @layout_sprite.dispose
2 c- h6 b5 V( I9 U! b - @layout_bitmap.dispose
% ?* y" @. m- M, k" W - #SP Meter Dispose8 Z! F% L* F, {0 ~% T; @0 _
- @sp_sprite.bitmap.dispose, | @6 ^: ?, w/ h8 Y
- @sp_sprite.dispose
2 p0 x2 |2 C# j7 ` - @sp_bitmap.dispose# \8 Y4 z6 @: ]( }* R% Q
- #SP Border Dispose# _# ^; F, @/ C/ z I
- @layout2_sprite.bitmap.dispose w( M" O: x y7 C
- @layout2_sprite.dispose
. R) U; p" l% S k# i, H6 ~% }' o, K" x - @layout2_bitmap.dispose
4 [9 n6 B" b6 N: E - end
( k b- O* L8 _& U X0 @ - #--------------------------------------------------------------------------1 m6 [' ~* T7 |9 [; m" \# `4 n
- # * Update
1 W$ e: c7 q& l0 g - #--------------------------------------------------------------------------
7 h3 A5 z8 X1 F9 x* j$ T( Q - def update
4 D; Y6 L2 j. X/ T - @battler = @enemy.battler 1 m, Q2 a; h X+ M
- return dispose if @enemy.dead? or $game_map.events.values[@enemy.id].nil?1 E! j3 M8 P; i4 s6 @9 T( H6 O+ {, x
- if self.visible4 O4 p! O' w P G# C2 e0 c
- refresh
/ G) S( i0 a$ P4 a+ w0 y2 f - else
* o' R0 I% O3 f( `' S - self.bitmap.clear
. w+ C( U3 q/ \, B - end: A& j1 L- S. \
- end
; q8 c2 d, \. m# G4 q - #--------------------------------------------------------------------------
8 \9 c: u! p; ~0 R - # * Visible Update& ^$ i7 J$ {% L% U6 i
- #--------------------------------------------------------------------------" Y* i% s% X# \$ U
- def visible_update3 P2 }) p' G) c2 Z# Y; l# U
- if $game_switches[MOG::DISABLE_SHUD_SWITCH] == true7 m0 m8 {2 U5 {: x, p0 ~2 {
- @hp_sprite.visible = false
5 M% d' l! S' }, m; ~+ E6 x - @layout_sprite.visible = false
+ w# u) ]6 a6 k5 K - @sp_sprite.visible = false" o* v2 } @8 r0 [# ?5 o+ E4 o; ]
- @layout2_sprite.visible = false
( T5 L1 e$ I q4 L; o9 ]/ l- ^' e - else' S8 v3 m* p# q0 H# ?. V
- if HP_HUD == true
4 i% g* b6 Z! F1 s - @hp_sprite.visible = true
1 ^& \' `, K. U% p# q n8 Z+ T4 v - @layout_sprite.visible = true
4 h' R ^" n1 |( H - else' G7 Z' V6 e9 ?1 M
- @hp_sprite.visible = false
( ^" _6 B8 T8 |+ V. m( g; K+ A% d - @layout_sprite.visible = false1 F& X6 v; G' {- R
- end ) Y' A3 i3 g0 X2 U9 I) A+ B, i
- if SP_HUD == true7 i' p* s! g, V9 V3 f0 _+ R
- @sp_sprite.visible = true7 i, O0 P* m4 c+ J! N% ^2 O
- @layout2_sprite.visible = true
2 @; c9 B: a( V& w- w) c - else
8 i0 d1 M: d! O8 T6 Z7 H - @sp_sprite.visible = false
% U; V& ?, c& y - @layout2_sprite.visible = false9 F& |! n7 m1 ]9 @
- end 5 x; _* z9 g8 h. J" j* D- u6 d
- end
& g+ l( B6 a2 a - end 1 K8 ~# ~ t+ s% R! j/ {: D
- #--------------------------------------------------------------------------5 P u1 G* u: T" [/ i
- # * Hud Pos Update
" x, Z3 ~3 R) N) R( W/ s4 P T+ ^ - #--------------------------------------------------------------------------: c X- ~8 H4 T" }' j0 B. x0 U
- def hud_pos_update- _) R9 t! ~+ a, g' v# i- g
- @hp_sprite.x = self.x - @hp_width2 + S_HP_METER_X
$ |$ ]& {( p3 M7 A0 R; {& D( I - @hp_sprite.y = self.y + S_HP_METER_Y
# Y" f' U8 S2 T c - @layout_sprite.x = self.x - @hp_width2 + S_BORDER_HP_METER_X
* S+ L4 W5 {# R2 v) D - @layout_sprite.y = self.y + S_BORDER_HP_METER_Y
9 Q- l' f# O0 ?$ A$ {( E& y - @sp_sprite.x = self.x - @sp_width2 + S_SP_METER_X
! a: \. c5 K" t4 F5 K - @sp_sprite.y = self.y + S_SP_METER_Y 1 z, i' Q, q+ \! _8 G
- @layout2_sprite.x = self.x - @sp_width2 + S_BORDER_SP_METER_X
4 k" M, ]; @2 @9 ~7 [; j; x' D - @layout2_sprite.y = self.y + S_BORDER_SP_METER_Y 9 p8 x/ w, |! t: \1 H8 L9 u
- end
0 p, i* I4 C5 U, \5 }9 K) f" M - #--------------------------------------------------------------------------
2 q# q# E$ F; Y" q4 m+ t - # * Hp Flow Update
+ k. G0 @$ h- s5 `* l1 |3 N: B, X; _ - #--------------------------------------------------------------------------0 y. L H. E1 @7 q
- def hp_flow_update
. M* |0 x) Z3 W9 \* g7 L1 r - @hp_sprite.bitmap.clear$ _3 F( D5 {' o8 f; U
- @hp_width = @hp_range * @battler.hp / @battler.maxhp - Q+ O, Q+ \5 C* V0 n3 u3 |
- #HP Damage---------------------------------9 R' q8 M! `, Y" l+ L
- valor = (@hp_width_old - @hp_width) * 3 / 1008 R5 X7 @1 d# [. p2 D5 U7 Y7 G, X
- valor = 0.5 if valor < 1 0 a1 W" Z# V1 F7 M& q% M/ u
- if @hp_width_old != @hp_width
$ F5 q9 J( _) _ - @hp_width_old -= valor if @hp_width_old > @hp_width ! _! N8 C9 V* z5 T3 [* ~+ S4 |1 {
- if @hp_width_old < @hp_width ) @: N& V" {8 S. U% u
- @hp_width_old = @hp_width7 Q5 |9 y* m8 @4 B3 }+ N% z' I) ~' s O
- end
; v& R- t2 E; e+ R; X6 l/ p' P - @hp_src_rect_old = Rect.new(@hp_flow, @hp_height,@hp_width_old, @hp_height)
9 |" |! g: W; P g* h0 j* c9 [ - @hp_bitmap.blt(0,0, @hp_image, @hp_src_rect_old) 0 n1 T+ V7 a& j# p, ^( N6 d& B
- end
$ W+ b! I7 { f! A- z. m& U - #HP Real------------------------------------2 f0 q% d( ^! h i" D! @
- @hp_src_rect = Rect.new(@hp_flow, 0,@hp_width, @hp_height)
# ~( n2 }; o( W3 [9 Z - @hp_bitmap.blt(0,0, @hp_image, @hp_src_rect)
$ q: ?/ \3 |0 z3 L; e" s1 K4 h8 T - @hp_flow += 2
. f1 m+ O; a- b7 r. U - if @hp_flow >= @hp_image.width - @hp_range
1 O- d+ f: Y; Z0 M/ _# ]# e - @hp_flow = 0
+ ?3 x3 Z2 g2 x" |/ A$ N7 z - end( L0 _' l- S* I/ i. N* _; c
- end
8 y0 s- w6 Y0 u - #--------------------------------------------------------------------------3 f0 @8 d3 I8 Z, Q- P" _- M
- # * Sp Flow Update
( M7 |& _% r2 ? B/ V - #--------------------------------------------------------------------------
7 T4 x% U5 `2 c* z& @ - def sp_flow_update
/ Z8 F+ _% Q; K' [& L - @sp_sprite.bitmap.clear, y; P0 s3 w0 }
- @sp_width = @sp_range * @battler.sp / @battler.maxsp + |& D8 ~; m1 {/ }. r; u8 B! x
- #SP Damage---------------------------------, j: h, g; m7 ~
- if @sp_width_old != @sp_width4 ~4 o' L+ p7 \0 A9 p' U
- valor = (@sp_width_old - @sp_width) * 3 / 100" v I2 i5 t+ v% ~
- valor = 0.5 if valor < 1
/ V! l8 ]" W$ O- N) B - @sp_width_old -= valor if @sp_width_old > @sp_width * m7 a- S5 j1 |; T
- if @sp_width_old < @sp_width " }0 r2 B: W/ g+ k- X3 i
- @sp_width_old = @sp_width
2 X# ^' [$ ?4 }- n - end
9 A( I3 x, w8 S& M& p/ a - @sp_src_rect_old = Rect.new(@sp_flow, @sp_height,@sp_width_old, @sp_height)% Q- Q% P0 z8 J- |! Q, n: m
- @sp_bitmap.blt(0,0, @sp_image, @sp_src_rect_old) # v8 { k1 o$ _5 ]4 a6 }
- end
# y( O5 V$ }" } - #SP Real------------------------------------( [' X+ S0 N. p; H$ b+ C
- @sp_src_rect = Rect.new(@sp_flow, 0,@sp_width, @sp_height)
/ c% E# d, v1 o( ^+ ~0 R& H - @sp_bitmap.blt(0,0, @sp_image, @sp_src_rect)
+ B9 d; D9 B. N( m; W - @sp_flow += 1
; w! i6 q: c/ N: n/ {5 I2 P5 F - if @sp_flow >= @sp_image.width - @sp_range" l+ [) X1 s" R2 R& o' t/ ?
- @sp_flow = 0 + O, \; N* d9 f5 e% A/ ]
- end8 N# [1 o/ c1 i" N) n/ x' h% e# m/ i6 x' p
- end ) G t# \) d+ p; F& j
- end
/ P! ]. t* B7 J) K$ |$ ]! C - #===============================================================================/ ?( S9 l& L( J5 ?+ r% E( P" k; r4 R
- class Sprite_Character < RPG::Sprite
8 }+ [, B: C+ c* |- a1 H - #-------------------------------------------------------------------------------3 N$ ^* f! |5 ]+ p) {
- alias :xas_emini_hud_init :initialize+ g3 W) r5 R- d9 x# i1 P' A
- include MOG% e' S: D) f [" s9 G) X+ h. u
- def initialize(viewport, character)
" V8 K8 j8 X) j j - xas_emini_hud_init(viewport, character)% a$ d: B2 v9 S6 R; f3 I" X3 d
- @viewport = viewport
* D7 X% z+ x% @- c5 ` - return if @character.battler.nil?
! S4 W% _9 ~2 K, `, k2 a - return if XAS_BA_ENEMY::ENEMY_OBJECT.include?(@character.battler.id)
% k: \# Y9 N6 ^+ a5 J4 B - return if XAS_BA_ENEMY::ITEM_ENEMY.include?(@character.battler.id)
: T0 x7 b+ \5 H- }& m) I/ d1 ? - return if @character.battler.is_a?(Game_Actor); y2 K7 b1 N" ^; I& [0 y. m: Q, Z
- @bars = S_Hud.new(@character, @viewport)
( Y) F( g+ i" O2 w! V( U - end3 }2 S) [5 u6 P, f4 n
- #------------------------------------------------------------------------------- ?! J( ~3 J* f0 F3 M/ ?! M( v
- alias :xas_emini_hud_up :update3 g5 p/ B9 |6 E
- def update0 }+ D0 N* }* M7 ^1 {/ s
- xas_emini_hud_up( \( o) {# B8 [! G
- return if @bars.nil?
! @: H! Z& l; [' I9 i B- T - return if @bars.disposed?* g/ B3 L2 d; T! J" V- V
- dis = ($game_player.x - @character.x).abs + ($game_player.y - @character.y).abs
/ b5 G1 l9 [' Z2 h k- _" E" ~! N - @bars.visible = (dis <= RANGE)
0 @/ \3 Q: ?6 H( q - if @bars.visible
6 W* D1 u" e3 K- ` - @bars.x = @character.screen_x# - @cw / 4
8 g3 W& S3 z% ?8 j# G+ { - @bars.y = @character.screen_y# - @ch / 4
" W, E- [2 G8 ^# `$ g - end
8 J* }$ k" s' b) I - @bars.update' w! y: x4 [4 t9 o4 u9 N* [' z
- end
+ p" N- P5 K; S - #-------------------------------------------------------------------------------, v* e2 Q6 r' T; E7 M2 P: U0 g
- def dispose
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- @bars.dispose if [email protected]?
1 r9 ~( r4 Q* o, l - end9 I9 X' G" Q% n8 f6 v
- end
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' k. N* [' p2 q7 r- \1 O& [4 x5 N- $mog_rgss_s_hud = true
复制代码
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上面所說出錯的203行內容為
2 ? k5 f3 S$ }/ f# |@hp_sprite.bitmap.clear3 }5 f- _/ H; n. \2 E
$ l! A5 S( q# ~- ?- L' v3 E& S+ T想知道怎麼解決. r8 r; s% O5 c r& Z
& K9 t& m9 p* ?& w! g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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