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這是我將官網的S_HUD修該而成的怪物血條5 y9 g) t5 `" m4 H' f" j' P
會在每隻事件怪物的腳下顯示" _; z5 t% B/ `1 q8 v
問題是不知道為什麼
5 j) U( m; e5 ~' t+ I/ a$ K! Q- u& j有時打怪打一打會跳出; r+ R+ D# q- y: u1 ?
---------------------------' d _& ]7 ` A2 c1 F+ I( t
XAS# \# L) f$ ]& J7 U* s
---------------------------
5 _2 M3 p1 ?7 i* e' E a9 w脚本 'MOG - S HUD' 的 203 行 发生了 RGSSError。" f3 ~: F4 Q1 ^+ S; b; N
' D* O* q- t: a1 I# D' B
disposed bitmap
/ I. _. ?- E) A2 T( h3 A' a0 G/ b---------------------------
) z6 T" Y& X0 l9 q' ^ k確定
. N: g$ @; D* \3 T* f% B2 x& d v7 f, b---------------------------( | U6 q3 s3 }8 P" D$ i, }' v! h" _
& C: |2 V3 G: \這是腳本3 S: ?+ q1 I- l( w- F9 N! @
# D9 j% Q- h, v1 P- #===============================================================================
" P& r( |, |3 X/ ] m - # MOG - s Hud 1.0
0 I8 c. a; w& U. J) @. y4 q - #===============================================================================2 \- f7 M; _/ N0 Z. ]0 D8 J
- # By Moghunter
/ |( i5 P5 |# {0 s+ t* X. {% w - # http://www.atelier-rgss.com5 v7 B$ V9 O; u/ _ c) G, `) A
- #===============================================================================
) b& u1 k( K; W* [ - # Translated by Calvin624 ' U) G: o; L0 Y q, X
- # http://www.xasabs.wordpress.com0 B1 h. _0 i, f
- #===============================================================================. r/ h" m2 [" z+ B3 T
- ###############################-DESCRIPTION-####################################! I9 [4 P5 V y4 p5 o) e3 C
- #===============================================================================' J! S# n9 P7 Q
- # Personal HUD – displays the HP and SP below the hero.
- r# u5 \- N- B. Y: X1 N+ W$ z - #===============================================================================
% T a! }2 I; p. N5 Z6 T5 p - #1 {4 ]# n1 w) R1 ~& Q' s
- # Graphics required:. z1 U7 W) }2 L5 l) w& h( @( X$ b
- #
, g4 z" }9 j- w& y/ w. K) a( P - # S_Border_HP_Meter.png$ z- A8 ^( A# n; k6 D
- # S_Border_SP_Meter.png
4 Y) ~9 N/ |9 N! H8 K: E. [3 E - # S_HP_Meter.png) S) {* E& V5 E o: i# v' Q
- # S_SP_Meter.png
. P: p* L$ ^( B2 ?$ G - #8 o* ~( q' X ]5 |" l6 _& w
- # All images must be in the Windowskin folder.! Y& A8 _4 m2 ? ] o# A
- #% c5 w d8 F) n* G( C9 d1 R
- #===============================================================================& F/ ]/ m, O8 \3 U: H
- module MOG
: g) T4 B- Q$ Q) q - VISIBLE_DEF = false 1 m$ J7 C, Z& S6 n2 r" M# i
- # Show HP meter?
8 K' H4 c- b2 L) @ - HP_HUD = true1 _4 \ B5 n7 H( b8 O! R `
- # Position of the HP border
. I9 U$ c% l& F) Z - S_BORDER_HP_METER_X = -2* P/ m5 b' q) H2 J
- S_BORDER_HP_METER_Y = -2 " ]8 E1 V2 ~, w C$ _3 f
- # Position of the HP meter
/ j c) R+ N2 b K. K( Z - S_HP_METER_X = 0
: j/ H t- k; F( P# \ - S_HP_METER_Y = 0" G' j7 b. L* W
- # Show SP meter?. S6 f2 E! i' y; ^
- SP_HUD = true
! u$ ^% B9 z3 u2 Y - # Position of the SP border6 a' k, m. H+ D
- S_BORDER_SP_METER_X = 0
- {6 V9 ~: |3 v/ u9 o, D& Q - S_BORDER_SP_METER_Y = 10 ; y9 h* U. H: ^' g- Z
- # Position of the SP meter0 O( ~2 b7 x" s! o+ g
- S_SP_METER_X = 0; f$ B- ]# l0 ]6 `6 ^7 ]
- S_SP_METER_Y = 10
, Y' J4 N& y& r X - # Switch to disable the HUD7 q( e q% O; y" F# G! S
- DISABLE_SHUD_SWITCH = 56 x- C+ l" m A/ Q
- RANGE = 207 a% }0 Y3 X, J" ]1 k' S( {
- end
4 W, U% u! p/ ]/ B; h2 Q - #===============================================================================
8 }, D R% e. [* T8 _ - # S Hud
A' l8 E" z: S$ W" v' q. t - #===============================================================================7 m' g3 g: M. F% K
- class S_Hud < RPG::Sprite4 d& x$ Q, l5 ]% e- z6 q% H
- include MOG
, S8 R. N5 M% p' l - #--------------------------------------------------------------------------
% @ h& d9 ~' q9 T. e( C6 t - # * Initialize
8 Q$ u7 L K+ c+ }2 X7 f% g - #--------------------------------------------------------------------------
2 {! Q7 Q8 d' j5 M" c - def initialize(enemy,viewport)
) B/ s6 k% M, n. B3 p/ T - super(viewport) 0 Z2 Q& t8 Q5 |6 i6 x. b
- @enemy = enemy; |7 e6 {$ ?) N+ K, j3 a
- @battler = @enemy.battler9 g/ [' h( T3 r" U
- @old_hp = 06 h3 ~! ~$ T+ l8 W- H! v# m" k
- @old_sp = 0
/ c. e& N* O& t$ f: ^8 j/ L0 m - @old_vis = false
# q2 S2 N7 G! W1 { - self.bitmap = Bitmap.new(100, 100)5 k% W( e D$ D1 |4 {9 d
- self.visible = (VISIBLE_DEF)#false/ N" u9 |2 v2 f2 ]
- self.z = 100; S# L9 Z E9 A7 b) C2 ~% W
- #HP Border -------------------------------------------------------------------
9 ~. n4 T, N/ u9 P - @layout_image = RPG::Cache.windowskin("S_Border_HP_Meter")
7 i2 T& u8 ~ G( A$ \6 U - @layout_bitmap = Bitmap.new(@layout_image.width,@layout_image.height)! b- {- C! [+ W' Q( }$ [* P
- @layout_sprite = Sprite.new
* t& f: H, m% P" `8 R - @layout_sprite.bitmap = @layout_bitmap6 S4 d; w3 L5 t2 l }
- @layout_src_rect_back = Rect.new(0, 0,@layout_image.width, @layout_image.height)
& M1 Y7 q* T |% m) F2 Q - @layout_bitmap.blt(0,0, @layout_image, @layout_src_rect_back) * L5 @6 Y# N( |
- @layout_sprite.z = 5001
, |( {/ C# X" V4 y4 Y) m7 N8 J% H - #HP Meter ---------------------------------------------------* u. Q* Y& _$ S
- @hp_flow = 0
) y. V# ?. J# |3 ^1 B/ L. u - @hp_damage_flow = 0* k: e3 ~6 u: X* }/ e3 \( m
- @hp_image = RPG::Cache.windowskin("S_HP_Meter")
- K% c! Y: N0 v) e9 W/ U! W# G# ? - @hp_bitmap = Bitmap.new(@hp_image.width,@hp_image.height)
" |1 M1 h* j( h+ h5 Q5 P - @hp_range = @hp_image.width / 3- `) Q1 g) D* k0 C: I5 W% Q# m
- @hp_width = @hp_range * @battler.hp / @battler.maxhp
0 E* x! N. |0 ?( X$ z - @hp_width2 = @hp_range / 2
& D7 |$ t0 ]/ N: |+ ~ - @hp_height = @hp_image.height / 2
4 N! U# i: C. z) `! Y, j. Q - @hp_width_old = @hp_width: G# P5 a% r- w7 A6 D @
- @hp_src_rect = Rect.new(@hp_range, 0, @hp_width, @hp_height)
; _; L% x' n. z+ @# ]8 I - @hp_bitmap.blt(0,0, @hp_image, @hp_src_rect) 6 X3 h1 A) U& p0 d0 ^* f
- @hp_sprite = Sprite.new
' u/ T% V7 Z t# ^ - @hp_sprite.bitmap = @hp_bitmap
5 h5 e) D4 z& Y& {2 D$ O7 i7 }8 Z - @hp_sprite.z = 5002. G7 v" j$ e2 G. R- `
- #SP Border -------------------------------------------------------------------; e2 J3 D3 J( T& u9 a
- @layout2_image = RPG::Cache.windowskin("S_Border_SP_Meter")
$ y' M7 a' {2 I/ V- P - @layout2_bitmap = Bitmap.new(@layout2_image.width,@layout2_image.height)/ s w9 n4 E& Q
- @layout2_sprite = Sprite.new. T' u9 f# s' {% M- {* r5 e3 m
- @layout2_sprite.bitmap = @layout2_bitmap
$ S9 P# D* T* x; p0 w4 I. j$ N - @layout2_src_rect_back = Rect.new(0, 0,@layout2_image.width, @layout2_image.height)2 V+ h4 H, R! M+ r9 ?9 x% Z% F
- @layout2_bitmap.blt(0,0, @layout2_image, @layout2_src_rect_back) ' E1 K6 y- A% X. _' I7 c& e, { y- [
- @layout2_sprite.z = 5001 : P; j8 U: u U# }
- #SP Meter ------------------------------------------------------
" H. \, C6 F6 Z6 H - @sp_flow = 02 J% A6 n; ]- |& r4 i. v
- @sp_damage_flow = 0
/ g% B' z; D, U - @sp_image = RPG::Cache.windowskin("S_SP_Meter")4 m" }+ E3 ]: O3 A5 |8 y
- @sp_bitmap = Bitmap.new(@sp_image.width,@sp_image.height)( C- g# l9 r2 G& \- K& a7 K+ }
- @sp_range = @sp_image.width / 36 V" H* C9 ]* G0 b/ B. A3 \( X
- @sp_width = @sp_range * @battler.sp / @battler.maxsp - O, V/ ~: v- b5 r" X% S' A
- @sp_width2 = @sp_range / 23 |: a$ T# o) L# ]6 c
- @sp_height = @sp_image.height / 2
' F8 N9 g# }7 N3 r% E4 d! w - @sp_width_old = @sp_width& A) v$ ]+ I! w/ |
- @sp_src_rect = Rect.new(@sp_range, 0, @sp_width, @sp_height)
m; ]! F$ z9 c- ~ - @sp_bitmap.blt(0,0, @sp_image, @sp_src_rect)
- ?' T( }: Q1 d( I: r - @sp_sprite = Sprite.new
1 U- y6 j+ l2 \ - @sp_sprite.bitmap = @sp_bitmap
$ ?; [0 j u: [* B" ]7 |% R2 P - @sp_sprite.z = 5002
) l% M! K9 g1 [0 K% S7 G6 _2 J2 }+ m6 ` - update, u3 R; y, O+ n
- end/ `1 u& V, H/ Q. Y4 |
- #--------------------------------------------------------------------------
; W) m& n9 K% I! i( P - # * Refresh+ j: o Y0 q! Y3 N; T
- #--------------------------------------------------------------------------2 j2 E( V! ~+ w+ \8 n
- def refresh/ D: d! F1 A. ^3 I/ a- a
- return if @old_hp == @battler.hp and @old_vis != self.visible: r2 I, b4 G0 n7 ?" g
- self.bitmap.clear7 L o: S* Y# b2 E9 `2 k6 c
- @old_vis = self.visible( W/ A5 B6 j! A) y1 y
- @old_sp = @battler.sp
2 C8 d( z, C. R, i0 F - @old_hp = @battler.hp+ s V4 P3 k' O9 e
- hp_flow_update- g! ?1 T# C* K1 M. }
- sp_flow_update
4 ]/ N$ a" w7 E: O* K - hud_pos_update* N! M: @! Y: s9 C: j2 @
- visible_update
! }) V! P+ {1 @% y# ], m/ H- I - end ?& r. x. E: z% C: ~
- #--------------------------------------------------------------------------$ d" P: v# F, _8 C' I; Z1 S7 y
- # * Dispose) I, P( n# N) q' s9 F# ]
- #--------------------------------------------------------------------------/ j% G+ k7 Z9 H" B
- def dispose
* u/ U- {: m/ x! F( G r/ A - #HP Meter Dispose
! P, n& G/ f9 W$ E* ] - @hp_sprite.bitmap.dispose
% j' N; \" c/ ^- e+ d - @hp_sprite.dispose
; D% l* u: E9 G( _; G2 L - @hp_bitmap.dispose
, }$ L* X' a# W N0 F7 A - #HP Border Dispose4 K: K% [3 P! a3 O+ v$ ^
- @layout_sprite.bitmap.dispose
3 Y! v' C$ r) W6 L2 I - @layout_sprite.dispose. \0 u9 T3 n; S8 q3 j
- @layout_bitmap.dispose3 Z/ ?% ]) w- ]4 A
- #SP Meter Dispose
! ]$ Q7 } \4 \5 L' j- T; F7 Y8 z2 } - @sp_sprite.bitmap.dispose% T a- }8 F2 g* j' U# y
- @sp_sprite.dispose2 B4 q. G% i" Y6 G' Y
- @sp_bitmap.dispose
/ Y/ B& P0 X1 c# L4 k+ F& Q/ r - #SP Border Dispose* b2 Q- ^+ d* n/ Y* E3 P4 N2 |
- @layout2_sprite.bitmap.dispose+ e- F+ g1 d- x- d
- @layout2_sprite.dispose
' C8 y) h* q7 t - @layout2_bitmap.dispose
4 p. n( P- ~) C5 Y. A3 O - end
8 R$ x" E/ ]3 J3 u: w+ z0 N - #--------------------------------------------------------------------------
! ?9 M& m, \- W' Y - # * Update
6 W/ [0 e) m" U7 v+ T8 T s - #--------------------------------------------------------------------------
- {' W: u" a1 d* }1 K& w - def update
7 n x$ T% i0 s1 p1 G) ?1 G' ^ - @battler = @enemy.battler ' x" M9 z: x4 s; N* y: I
- return dispose if @enemy.dead? or $game_map.events.values[@enemy.id].nil?
6 u+ j- |5 ?: m) ]2 Q# D' o - if self.visible9 R6 A) |3 h% h5 g4 A( E
- refresh. l* p1 r5 ?7 v% {
- else1 a( e; c. G0 J4 a
- self.bitmap.clear: x# z8 V, \5 Q7 l1 v K& P1 I
- end/ S0 V" U8 B% ]' d
- end
5 @0 d2 }9 h$ i# ? - #--------------------------------------------------------------------------1 ]( E, d/ J% T
- # * Visible Update$ T" @% C8 J; q
- #--------------------------------------------------------------------------
9 V: |( B# E- \8 _ - def visible_update
, Z3 y$ M, i7 G M - if $game_switches[MOG::DISABLE_SHUD_SWITCH] == true
# k9 G5 v7 F+ @0 k% o - @hp_sprite.visible = false
* t2 @0 ]% N1 H5 |$ f/ z6 j& [ - @layout_sprite.visible = false# o6 l/ c' A% ^8 j6 V
- @sp_sprite.visible = false- {" u- \5 h& K. `( Q* e
- @layout2_sprite.visible = false' y1 Y0 z6 m: r% {$ r% B
- else$ |$ G6 p4 {! z* [7 O- k
- if HP_HUD == true5 M8 k( ^7 _3 P: f1 Z# ^' A: ?( _
- @hp_sprite.visible = true& [* h. K' J' P: b
- @layout_sprite.visible = true
1 q1 `7 T' N4 [! a8 r; h1 X - else F3 r" Q; P3 ]) ^5 r0 y( V
- @hp_sprite.visible = false
4 C& Y2 k( Q# S+ U5 E - @layout_sprite.visible = false
( z* H. v! W# N5 l- d7 t9 C" `" Y - end * ^9 f+ X. f/ D( ~: I+ X2 q
- if SP_HUD == true
0 f$ ]( ~8 S2 ^+ r - @sp_sprite.visible = true
, k8 b$ [1 P( }( b) T - @layout2_sprite.visible = true
' y0 x- R# d+ W4 \ - else7 I5 n; `$ n! c3 E: i' k/ J* b( P
- @sp_sprite.visible = false5 ^! v4 r) t& Q5 k
- @layout2_sprite.visible = false
/ g& K* H+ u5 y; j- e4 {$ E - end
) k' S( B' k( B& b8 @- n1 Q$ L9 y - end 2 v2 M, m" Q3 R7 d) ~8 w/ K# X
- end
) h0 s1 [) O" e t$ x( s7 [$ N - #--------------------------------------------------------------------------, o1 u: `5 j; ^" T6 W$ l
- # * Hud Pos Update
7 _. A0 u( w K& _ - #--------------------------------------------------------------------------1 _, v' `% G% t5 R9 C& N% J
- def hud_pos_update
9 X' i7 D2 d' _4 R; r% D: G& F - @hp_sprite.x = self.x - @hp_width2 + S_HP_METER_X
$ ?, ~0 t: I2 E' S" u+ E T( ] - @hp_sprite.y = self.y + S_HP_METER_Y / o% X5 S9 R7 Q, v& Y2 n
- @layout_sprite.x = self.x - @hp_width2 + S_BORDER_HP_METER_X
/ A7 p$ A) o2 e6 J5 `! ~ - @layout_sprite.y = self.y + S_BORDER_HP_METER_Y
4 k9 f9 p# k& Y% O - @sp_sprite.x = self.x - @sp_width2 + S_SP_METER_X
2 V# r8 _& w& m# N# |, m - @sp_sprite.y = self.y + S_SP_METER_Y
9 }0 e$ O- I. r0 B6 J - @layout2_sprite.x = self.x - @sp_width2 + S_BORDER_SP_METER_X
K; Q6 E" \. Y1 O0 V - @layout2_sprite.y = self.y + S_BORDER_SP_METER_Y ; p7 ?. F3 h8 ?; O! M
- end
; k, J8 j r' k Q5 N - #--------------------------------------------------------------------------
0 D7 G) l& c% `7 _0 z - # * Hp Flow Update
4 i+ N# E9 q) }0 h3 w( w* t( U - #--------------------------------------------------------------------------
0 a9 \9 F" {6 c6 E2 v - def hp_flow_update
, m* N% V$ Z; O2 ^ - @hp_sprite.bitmap.clear. _9 S2 o+ o- x( o$ K
- @hp_width = @hp_range * @battler.hp / @battler.maxhp - e; J4 h2 y" b# e! b u5 M2 m
- #HP Damage---------------------------------, w4 M- ]% @$ |" o
- valor = (@hp_width_old - @hp_width) * 3 / 100# j6 F' x( @3 j. t
- valor = 0.5 if valor < 1
% f* O- ^3 D0 e. [ - if @hp_width_old != @hp_width' w2 T7 _- r" R- U% H5 i3 f
- @hp_width_old -= valor if @hp_width_old > @hp_width $ s# X) [' g3 x1 G
- if @hp_width_old < @hp_width
4 i' N2 [1 Y- a5 O4 N - @hp_width_old = @hp_width
% a- } ]% m. D$ r; I. R - end
E, v& P+ W4 S# Q G - @hp_src_rect_old = Rect.new(@hp_flow, @hp_height,@hp_width_old, @hp_height)' v6 ?& {) d6 `, ^8 g$ k5 I: d
- @hp_bitmap.blt(0,0, @hp_image, @hp_src_rect_old) . i- c1 ~. E; c: A& _! |3 k1 i+ `1 W
- end ( s& I C, W$ v5 Z
- #HP Real------------------------------------6 ~: j6 J* U+ x! i7 F; m7 m/ }' V7 L
- @hp_src_rect = Rect.new(@hp_flow, 0,@hp_width, @hp_height)
" q0 I; C, E, I/ D- b) f! c, v* h - @hp_bitmap.blt(0,0, @hp_image, @hp_src_rect) + g4 ?% E8 I1 U _
- @hp_flow += 2 8 W) P# o/ ^ ]& g6 ^! C
- if @hp_flow >= @hp_image.width - @hp_range
* @: e7 |0 F6 L' ^" }7 _, E - @hp_flow = 0
/ j1 J _1 ]6 v5 @0 k - end
% M% I( N, m) x+ T) f6 u - end 4 p, I0 K( J8 |8 `3 D5 h8 ]5 @
- #--------------------------------------------------------------------------
+ m" C8 n( V# M& d$ S- P - # * Sp Flow Update
# {7 ]( G1 R# e% Q$ K - #--------------------------------------------------------------------------
$ T& w. B# c7 s1 W4 v - def sp_flow_update' y8 q: Q% H( |9 J1 @) {' f
- @sp_sprite.bitmap.clear5 `! j7 E' H5 B' V' C3 Z
- @sp_width = @sp_range * @battler.sp / @battler.maxsp " C- B7 z+ B7 v! J$ X3 Q, U& P
- #SP Damage---------------------------------
3 h$ u, \$ {3 A2 v* r - if @sp_width_old != @sp_width* ]# x* r6 d5 r
- valor = (@sp_width_old - @sp_width) * 3 / 1004 ]2 r2 _, I6 c# S
- valor = 0.5 if valor < 1
3 c- i% E- C; U' o - @sp_width_old -= valor if @sp_width_old > @sp_width & e' p, M. F. X# t" |) }9 w
- if @sp_width_old < @sp_width 8 [, @$ U) z( N5 R! N
- @sp_width_old = @sp_width8 M" ]& g" N, ^: e' ]/ F
- end
3 R- s! R, @; b. W0 k - @sp_src_rect_old = Rect.new(@sp_flow, @sp_height,@sp_width_old, @sp_height)8 g7 {/ F7 g* S/ o3 R8 i" G
- @sp_bitmap.blt(0,0, @sp_image, @sp_src_rect_old) 0 d- q. b) J9 `( X# O. \
- end
0 b) Q0 g9 d* ?3 B; r - #SP Real------------------------------------1 _( X/ w9 N" N6 }1 {) d8 b/ Q
- @sp_src_rect = Rect.new(@sp_flow, 0,@sp_width, @sp_height)1 E y1 L3 e/ z3 K) w Q
- @sp_bitmap.blt(0,0, @sp_image, @sp_src_rect)3 x& S/ Y/ t! {3 B+ n5 r
- @sp_flow += 1 5 C; H/ s1 ?3 p( z3 H1 o3 y
- if @sp_flow >= @sp_image.width - @sp_range" O) c/ G `0 q0 `; f$ s; n
- @sp_flow = 0
. L j/ @) ?7 E4 B! w) d - end7 O" T) @3 y& K: O9 q* n
- end
- _- M$ N$ B: Q - end" r F; \) j) j: K4 T5 U* a
- #===============================================================================
8 _) j2 t: M" K - class Sprite_Character < RPG::Sprite
0 z- j2 w6 Q) w6 @0 c - #-------------------------------------------------------------------------------
- a! s- \( w( |; I - alias :xas_emini_hud_init :initialize# O3 v5 Z& V1 Z) J# N. T
- include MOG
! l- y) J$ j" t0 n1 i( i - def initialize(viewport, character)5 ]& t9 t* f4 ?7 {. t4 K' `
- xas_emini_hud_init(viewport, character)+ @* }! Q( n0 x- \
- @viewport = viewport& \! {6 g7 Z) c' o
- return if @character.battler.nil?
) k) k3 A) G2 K# m# b! d - return if XAS_BA_ENEMY::ENEMY_OBJECT.include?(@character.battler.id)
) _* ^. O& z1 I - return if XAS_BA_ENEMY::ITEM_ENEMY.include?(@character.battler.id)" s% ~8 r1 H, @7 ?
- return if @character.battler.is_a?(Game_Actor)
# f k P" { A* k% v2 g# Z' E - @bars = S_Hud.new(@character, @viewport): `0 I \% s- U! X- J& |+ B
- end& U' {& b' ~* Z! b
- #-------------------------------------------------------------------------------: D8 U$ y/ N! u5 c0 f
- alias :xas_emini_hud_up :update
) _6 O K7 d6 e( {; f - def update
9 B6 ~) j5 Q0 v. V7 j - xas_emini_hud_up
5 Q: ^1 z; H4 m( b: p( ~ - return if @bars.nil?
- L! Z6 T* [: b" { - return if @bars.disposed?
9 ^4 _& ~ M# R/ p* ~3 r - dis = ($game_player.x - @character.x).abs + ($game_player.y - @character.y).abs; _1 L! P7 D" G- p) v; v) H/ J n% X
- @bars.visible = (dis <= RANGE)$ x! N; F3 E% j( X3 G
- if @bars.visible9 E4 `/ P$ s. t+ J
- @bars.x = @character.screen_x# - @cw / 4. Z6 c. u" P) s7 O6 m5 O* t
- @bars.y = @character.screen_y# - @ch / 4
; { N E9 L4 s$ ~ - end
2 R4 d3 o: g2 s; G. A9 \) A - @bars.update9 T' Z4 B- x) Z: y1 |; p
- end
. C1 a$ S. B: o6 ]# i2 J7 ` - #-------------------------------------------------------------------------------
7 j- S( z& y# p$ i* h' R! U - def dispose
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- @bars.dispose if [email protected]?
9 }" D! ]7 l% |5 W! v9 j - end( d- U; n j& w+ \" A+ W& _" L. J
- end* {7 ?. K5 n+ r6 \$ f7 d" U c- x
1 E+ j2 S! R, K! H- $mog_rgss_s_hud = true
复制代码
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想知道怎麼解決$ R. r N5 n! B7 J7 M/ J
c: q# A3 n. ]+ ?該腳本支持3.82
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2 [+ a' u* J% h. m! P$ y3 w" K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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