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這是我將官網的S_HUD修該而成的怪物血條4 O) l# V0 \5 }5 R
會在每隻事件怪物的腳下顯示" Q' q* v; v, ?2 s. z
問題是不知道為什麼4 N$ p( w9 k5 Y1 B) N- f
有時打怪打一打會跳出% g) i+ U* H2 }! V4 w6 F
---------------------------& S6 a7 G7 I# T1 G6 q: ?: _
XAS
. ^$ f1 Z5 |6 U3 G; \---------------------------
. M) ?& i K8 x0 F) |' j脚本 'MOG - S HUD' 的 203 行 发生了 RGSSError。
" |( {/ W7 j; }$ { g- b0 W
, W+ s' y$ w& K( R, z2 Cdisposed bitmap# X0 S+ c& }+ N8 W0 d. D
---------------------------
4 G! V1 c7 l4 z. B. {! {& G& v& P確定
K7 o- K' W) F h---------------------------( x; B/ `0 u6 V# A0 A5 Q$ P- i! G
/ }1 e6 r& e; }
這是腳本
; f. n4 O1 u5 U1 Y% W
1 C+ V/ r' ~" {" o- #===============================================================================
6 v8 r% q: Y$ y/ ^3 o - # MOG - s Hud 1.0 , ?0 D& S, F$ R& M/ A* A' D/ w8 R
- #===============================================================================
. N! ~, s* g: c3 w - # By Moghunter - i, Z0 O6 h5 j8 Z7 O6 f
- # http://www.atelier-rgss.com
$ B& S& M( L0 o3 J; b- k! u - #===============================================================================/ Y1 g# ^& z% ?$ a1 g+ q, F
- # Translated by Calvin624 , H7 _3 |8 {3 L! [7 C9 h
- # http://www.xasabs.wordpress.com
& }0 ?6 L' Z. F. O$ Y0 J - #===============================================================================- ?1 A8 M- K3 c U/ L8 S
- ###############################-DESCRIPTION-####################################
7 }, g8 d) P9 }# o5 S% X Z/ Z9 Z$ w0 p3 K - #===============================================================================
% R: ~$ \. m' o2 q/ H# J) L; P3 C - # Personal HUD – displays the HP and SP below the hero.
. V7 v, W6 K& Q5 `3 \' F, T/ } - #===============================================================================/ N5 i7 N, @" Y7 z
- #
) ^$ z. V) Z+ e& {% e7 M - # Graphics required:
+ w& f# r( O" E5 [" C2 R - # " G: M6 a0 H( k5 ?* S3 T+ [/ R
- # S_Border_HP_Meter.png, m7 ]" U! ~& L J) { h
- # S_Border_SP_Meter.png5 l0 ]/ a) [( G% e1 {" Z; j
- # S_HP_Meter.png
$ J; a: ]9 p5 t - # S_SP_Meter.png
# M, ]0 Y3 ^4 f! b5 c# c - #
_& L$ O% g& Y$ W H - # All images must be in the Windowskin folder., @9 u' v6 t0 L: Z
- #) {$ l/ j# c1 R* w: x8 C1 H& W
- #===============================================================================& F: {% d1 Y/ y* l7 G5 Y
- module MOG% v$ D7 f+ E* R6 l* w% F5 V' Q
- VISIBLE_DEF = false : O% O' k0 v; F+ [* P, Y
- # Show HP meter?! O* Z( j d% e; U2 E
- HP_HUD = true
4 O! J8 r/ i( @ - # Position of the HP border' i/ P' U: |+ q. I9 k3 d
- S_BORDER_HP_METER_X = -2
/ Q/ e/ |' n& v5 k - S_BORDER_HP_METER_Y = -2
, n9 S$ R3 `0 f# E0 f, Z- c - # Position of the HP meter
0 E2 u7 q) g9 O - S_HP_METER_X = 0
" _. u4 \* N" [4 K' @+ w - S_HP_METER_Y = 0# K$ z4 i3 B$ p- k
- # Show SP meter?
+ O& I3 b3 ]6 G+ L - SP_HUD = true
1 N) j7 n% b. s1 R% f0 r" s - # Position of the SP border9 u) m: A4 k* |
- S_BORDER_SP_METER_X = 0
Q( }0 [6 U% L; k: M# X - S_BORDER_SP_METER_Y = 10 - M [& v3 L7 i e
- # Position of the SP meter1 A( J' W; {/ m4 E. r" S
- S_SP_METER_X = 0
1 X6 m4 n& ~& {0 M" o8 N - S_SP_METER_Y = 10" j8 E+ J+ M6 C4 ] Q% t
- # Switch to disable the HUD+ [" D: r' g" A5 V2 `8 F- n/ Z
- DISABLE_SHUD_SWITCH = 5
. K3 ]3 e9 j; n$ w$ b z6 q - RANGE = 20) M& c% d% G2 t/ f) l4 D1 @
- end
4 n3 R5 ]' W0 z - #===============================================================================
6 _) z2 b6 h- d% l. P7 G - # S Hud
) ~- j% _ h) g. u/ X! w - #===============================================================================/ r* R! F, U8 P2 S
- class S_Hud < RPG::Sprite$ n7 H% \, v6 i
- include MOG
4 `4 n8 x/ P9 m' Y: n - #--------------------------------------------------------------------------7 h6 v' |6 W! j* e
- # * Initialize
0 M5 F! q1 W- b+ @, o - #--------------------------------------------------------------------------
3 `; ^2 V& W4 F! n9 w! F+ j G - def initialize(enemy,viewport): U' w4 q [- f* w2 Y: C3 J/ d& X
- super(viewport)
) J5 v& I# F$ G N1 j - @enemy = enemy- G; {8 R$ b1 b( ?, s5 b+ I
- @battler = @enemy.battler
1 Y. v$ y; I1 o" y* ? C0 N Y - @old_hp = 0. Y. `' ]& t" Q
- @old_sp = 0
, d9 i8 p; j/ s* k0 N4 G - @old_vis = false4 F* A, @( A9 U4 \( I, Z0 i
- self.bitmap = Bitmap.new(100, 100)1 p Y1 O; z* ~4 Z1 a
- self.visible = (VISIBLE_DEF)#false# y6 A0 Z! L5 s
- self.z = 100
# \) Q; O4 T' r& p. F - #HP Border -------------------------------------------------------------------
. G% r0 e% _) w) ~ S* a& H: I - @layout_image = RPG::Cache.windowskin("S_Border_HP_Meter")
# I; o" L" Z6 h: C1 C - @layout_bitmap = Bitmap.new(@layout_image.width,@layout_image.height)
% ~% r% k9 h. Z# ?) r' r) _/ k/ y, W - @layout_sprite = Sprite.new
, _* `# t+ s+ H0 \ y% b* U$ k P - @layout_sprite.bitmap = @layout_bitmap: M" r- U0 C7 ^. Q; P1 T. V- B U
- @layout_src_rect_back = Rect.new(0, 0,@layout_image.width, @layout_image.height)
: o' L, m; i* Y' w1 s ~0 n7 Z - @layout_bitmap.blt(0,0, @layout_image, @layout_src_rect_back)
4 R- D! r+ c) |' l9 @# T; o0 c+ a6 l - @layout_sprite.z = 5001
/ Z& @3 S: \+ t) n - #HP Meter ---------------------------------------------------
8 _6 e) y$ W4 I5 s/ C3 I - @hp_flow = 0
' _* x8 B# f- A: _* ?- ~* a3 F$ ^7 O - @hp_damage_flow = 06 ^8 l3 }( l$ K( i
- @hp_image = RPG::Cache.windowskin("S_HP_Meter")2 t3 D% E) v( j! z2 Q
- @hp_bitmap = Bitmap.new(@hp_image.width,@hp_image.height)
8 {) d. K( }5 J6 J" J! D - @hp_range = @hp_image.width / 3
/ ]( k0 E- K, K o+ M3 R, M - @hp_width = @hp_range * @battler.hp / @battler.maxhp % q1 j4 G* m7 T
- @hp_width2 = @hp_range / 2
1 g! t4 b5 d- G - @hp_height = @hp_image.height / 2
$ H" m% b6 F2 L3 g( N - @hp_width_old = @hp_width, ^" Z ?7 K% w
- @hp_src_rect = Rect.new(@hp_range, 0, @hp_width, @hp_height)) z% p4 B2 y% ?8 X* u- {1 F
- @hp_bitmap.blt(0,0, @hp_image, @hp_src_rect) ! J8 n ]4 Z8 ?3 ^. U3 z3 |/ ~5 l, j
- @hp_sprite = Sprite.new$ L, }! r# V$ N: Y% a( H& `
- @hp_sprite.bitmap = @hp_bitmap; f7 R8 ^$ h5 a: G- m1 ]
- @hp_sprite.z = 5002
8 d' m/ E& U4 m" s' Q - #SP Border -------------------------------------------------------------------
' C4 w4 d7 H B/ h5 R# ]7 w4 f( D0 N - @layout2_image = RPG::Cache.windowskin("S_Border_SP_Meter")
9 U, z) d8 x& D+ B$ z3 w - @layout2_bitmap = Bitmap.new(@layout2_image.width,@layout2_image.height)
4 n+ G* }; d2 A+ c. K - @layout2_sprite = Sprite.new' [" R" l; L5 B4 C
- @layout2_sprite.bitmap = @layout2_bitmap
: `3 w; v/ J, N - @layout2_src_rect_back = Rect.new(0, 0,@layout2_image.width, @layout2_image.height)+ ]" m( I; x- t5 M8 e) h7 N5 x" U
- @layout2_bitmap.blt(0,0, @layout2_image, @layout2_src_rect_back)
% g7 i7 W- w7 I5 w9 l2 o - @layout2_sprite.z = 5001 5 R. d6 Q' U$ d: q7 X1 i
- #SP Meter ------------------------------------------------------, c8 e2 n( \: Y9 k" o) n
- @sp_flow = 0
, Y; n2 C, z1 B! n- z( `* m: e - @sp_damage_flow = 0: C% ?+ s5 i% Y2 I9 d) A
- @sp_image = RPG::Cache.windowskin("S_SP_Meter")! L- ^# F1 F/ c
- @sp_bitmap = Bitmap.new(@sp_image.width,@sp_image.height)/ a" @& Y& w3 k" S+ Z4 _) d" p
- @sp_range = @sp_image.width / 34 `/ w* C+ v- {; k" k; | D
- @sp_width = @sp_range * @battler.sp / @battler.maxsp
( T+ a! x `3 {$ ~ J( T/ ^: y5 x7 C - @sp_width2 = @sp_range / 2
3 M7 A0 Z6 {* ?* e) t, y - @sp_height = @sp_image.height / 2" B8 q" k' W, u: G$ }
- @sp_width_old = @sp_width, H* @8 a, e8 O$ r
- @sp_src_rect = Rect.new(@sp_range, 0, @sp_width, @sp_height)) q' k6 ^9 `8 b! y. w% m; H$ P
- @sp_bitmap.blt(0,0, @sp_image, @sp_src_rect)
; i- V7 V% G' i2 S - @sp_sprite = Sprite.new" a" ~9 s q2 y/ G) Y/ {
- @sp_sprite.bitmap = @sp_bitmap
# s; ^5 I, Q4 e& m) l; ~) b - @sp_sprite.z = 5002" C3 S6 G4 [' J/ P7 N) [
- update
9 f4 n; }. a; t, z - end, N" W% N x( ]8 _5 \1 q- z; ?
- #--------------------------------------------------------------------------
. P% o. N% J- D( a8 _) F" y* O - # * Refresh: I- F4 e$ M/ Y* X' r1 [
- #--------------------------------------------------------------------------4 T! C/ |9 Z$ r+ C6 c4 s2 l
- def refresh
; o) o; f) y6 ` - return if @old_hp == @battler.hp and @old_vis != self.visible
9 f/ g5 o) z- U. a$ p8 b) T0 G - self.bitmap.clear
; i8 g8 v! ]* j7 L1 Z+ v - @old_vis = self.visible& R+ k" \5 v1 P# O/ o+ Z! \
- @old_sp = @battler.sp
$ V1 n6 y$ |- M6 w" z2 X - @old_hp = @battler.hp! h7 L4 I2 H' F0 s- _0 K+ X
- hp_flow_update% Q6 P2 p: a' o: N( f
- sp_flow_update" i5 S2 w% F& Z" K
- hud_pos_update
( ]1 l c) \5 q" ], }" b" a; x - visible_update& R$ M& E3 ~' j, t Y( K" D) b3 Y
- end: ~" m1 H' H. I$ W/ e+ E1 k; m& h
- #--------------------------------------------------------------------------6 Z6 [% G9 f4 @6 z
- # * Dispose
& X2 k% r: J i7 C% q, C! d - #--------------------------------------------------------------------------
& N% G4 x/ l3 ~* [' F - def dispose; @8 h; I- G' H
- #HP Meter Dispose
@) C% \! n) Y - @hp_sprite.bitmap.dispose
' L( J% h, F: m5 d; S1 \ - @hp_sprite.dispose
! u# i3 X+ j5 _# g2 r# q - @hp_bitmap.dispose
# R" U& U' ~( ]: v% V& f" C. Z# y - #HP Border Dispose
1 U# A3 W9 G5 F: v% o3 R9 a4 U+ ^( C - @layout_sprite.bitmap.dispose( e& _$ [: z5 w1 @2 K; X/ I; X/ {' d
- @layout_sprite.dispose
5 J% }6 [! @3 g. I9 v, E7 u- x. p! H - @layout_bitmap.dispose
. j+ O+ A) I2 d - #SP Meter Dispose
$ c1 m! W5 M+ b. D4 o; y - @sp_sprite.bitmap.dispose
& {/ D n/ J, l, c% U0 I - @sp_sprite.dispose
% s/ h' N! ~$ T5 w( J: a. v/ I1 {" o - @sp_bitmap.dispose, z& a0 W3 c- Z" \
- #SP Border Dispose# h& y4 Y7 I2 m: o. ~( V, b% {$ z
- @layout2_sprite.bitmap.dispose5 f1 \% O2 L- {/ }
- @layout2_sprite.dispose
O' b! T/ N2 R" z( \! N# v/ v - @layout2_bitmap.dispose# y0 v; w' q) f2 |( E, K9 q( U
- end
; b* D5 t# |8 ]3 [5 ~ - #--------------------------------------------------------------------------$ c7 l* @+ V9 a- [3 F4 B5 J
- # * Update# Q' |- a0 r) N# t6 [
- #--------------------------------------------------------------------------7 c- V/ n9 t" z3 {; H
- def update
: A( e- s ?+ ~, G - @battler = @enemy.battler
5 E: s4 B$ y" A. p/ D/ r9 o9 W# S - return dispose if @enemy.dead? or $game_map.events.values[@enemy.id].nil?
7 a4 E9 w2 p& `9 L) g* Z" X; q - if self.visible
* X# \ Z+ S# s8 l1 r3 d5 [: M - refresh$ P% g7 J; y+ e
- else
9 H2 E! t0 j/ P0 Y - self.bitmap.clear
$ P. `7 Z0 u2 z3 i- b. T& h - end
0 u" g# \8 p1 O - end
) e3 V/ W g' X [ - #--------------------------------------------------------------------------
0 d5 z# u s0 C& X# P' L9 H - # * Visible Update% g; ` m- v! _( w
- #--------------------------------------------------------------------------
- J2 J' @- y8 L9 z# ?- T - def visible_update- |' d7 ]' m8 k: V
- if $game_switches[MOG::DISABLE_SHUD_SWITCH] == true4 a8 ]. ^& f$ T3 Y$ |& Q
- @hp_sprite.visible = false! N* U9 {1 k% c$ X; e
- @layout_sprite.visible = false
# c: t; Q; y- Q, R( ] - @sp_sprite.visible = false: ?+ Y" M; a2 ]
- @layout2_sprite.visible = false
- V: a/ F# `4 N" z8 D - else! s% c% o+ c- ~, M! @
- if HP_HUD == true
3 W7 _$ _2 @- F" O, x5 j1 l - @hp_sprite.visible = true
. c, c( u4 c( R' U! U" c - @layout_sprite.visible = true
1 z, k5 I% p6 Q, ~9 E4 h6 g3 @; D& k( r6 Y - else7 m2 @7 J+ W9 v0 g- t
- @hp_sprite.visible = false3 v: T: O1 g# E5 o
- @layout_sprite.visible = false
7 v1 G# \8 }: W& R; b/ j$ s - end
- T$ g, z; j M$ `' Y! F - if SP_HUD == true
7 p! D+ J- l+ ~/ f# m& r' d - @sp_sprite.visible = true
) Q7 C1 J9 g% Z - @layout2_sprite.visible = true/ |8 p9 b+ U: |$ A/ V
- else2 v; d3 l. w2 l
- @sp_sprite.visible = false( I+ D! u6 w) v8 B, y
- @layout2_sprite.visible = false
" H- c+ O2 c# [- B3 A% B Z - end
+ t7 ~) G3 Z( i2 S% H - end . m9 e2 i# G; o8 N1 F' W
- end
5 t0 B( ]7 m# Z" S# y2 S - #--------------------------------------------------------------------------
; ^3 Q& h* f5 j - # * Hud Pos Update8 k6 d0 |" R8 @% p- t1 P
- #--------------------------------------------------------------------------
$ F8 \" G6 J1 d% t - def hud_pos_update
1 t" b! t/ O& N) a - @hp_sprite.x = self.x - @hp_width2 + S_HP_METER_X
8 N" R, ^ x( O9 a$ J" s - @hp_sprite.y = self.y + S_HP_METER_Y ! `2 {7 E1 \* h ]8 b, C, ^
- @layout_sprite.x = self.x - @hp_width2 + S_BORDER_HP_METER_X e3 |/ Y) ?% c
- @layout_sprite.y = self.y + S_BORDER_HP_METER_Y
3 u4 Y |! H5 `6 ?& l9 d - @sp_sprite.x = self.x - @sp_width2 + S_SP_METER_X
7 H; m5 i% I' n0 S3 |& p* M - @sp_sprite.y = self.y + S_SP_METER_Y 8 y L- l5 U; U+ @1 I& R$ B( D
- @layout2_sprite.x = self.x - @sp_width2 + S_BORDER_SP_METER_X9 p6 n+ [( Z. a( l2 j7 n
- @layout2_sprite.y = self.y + S_BORDER_SP_METER_Y
6 G& T) c0 W* Z9 q - end 9 A. P) B5 z P6 G* @+ N" `
- #--------------------------------------------------------------------------9 N0 m3 Y! z5 n. ]
- # * Hp Flow Update* V$ K0 {) j0 }, ^
- #--------------------------------------------------------------------------
, {6 @6 K8 h9 ]6 l. n4 O( v( x - def hp_flow_update
3 `! j8 ~. @3 K1 m7 J2 m - @hp_sprite.bitmap.clear
, r0 }. v1 ^8 b% \. n9 g8 R - @hp_width = @hp_range * @battler.hp / @battler.maxhp
7 Y/ G# W) d) l2 t - #HP Damage---------------------------------+ b; A# U; P; l. i) K& n- \; p
- valor = (@hp_width_old - @hp_width) * 3 / 100
% p( b, Q5 g" J+ m$ D - valor = 0.5 if valor < 1 % e0 P, B( F& d8 z
- if @hp_width_old != @hp_width
# W5 ` Z2 X" C9 M/ @6 @8 k& d4 P - @hp_width_old -= valor if @hp_width_old > @hp_width 0 H- c- Y- Q# a1 r6 u
- if @hp_width_old < @hp_width
0 o+ B$ ~. @- O( k - @hp_width_old = @hp_width
+ y+ [5 d% o9 S# R' J. r - end % G& R0 @' t. A Z8 v
- @hp_src_rect_old = Rect.new(@hp_flow, @hp_height,@hp_width_old, @hp_height)
) W/ ^3 U9 _8 a6 F0 K; Q9 B - @hp_bitmap.blt(0,0, @hp_image, @hp_src_rect_old)
( _ D- L& q: k I% m- y6 i& ? - end + c( u8 y! c r+ z! W2 J# g
- #HP Real------------------------------------$ N+ s; l4 G( G
- @hp_src_rect = Rect.new(@hp_flow, 0,@hp_width, @hp_height)6 S3 r8 p5 g- p9 h0 L
- @hp_bitmap.blt(0,0, @hp_image, @hp_src_rect)
' G+ ?8 z u* W3 { - @hp_flow += 2
1 m$ `: K# {# c) i+ N - if @hp_flow >= @hp_image.width - @hp_range- a* R5 o6 ?) l/ ~3 [' X \
- @hp_flow = 0 8 [4 R1 {& G# a' t1 O
- end+ d% x& E9 H# S7 o, f! g; q
- end
7 u0 ?1 b B% Y- h( J6 ? - #--------------------------------------------------------------------------8 {& g6 U6 [5 D9 {9 T& |, B& a7 g
- # * Sp Flow Update
& K U1 J, t7 [8 t/ ~ - #--------------------------------------------------------------------------
3 V v# d1 P- j* j' S% d2 Z - def sp_flow_update. R5 R2 [4 z1 [9 v o" B% Y3 ?: c
- @sp_sprite.bitmap.clear
3 E/ K5 z9 T& f5 u) \0 m2 @( z - @sp_width = @sp_range * @battler.sp / @battler.maxsp
^. W) O8 L6 K - #SP Damage---------------------------------
t. b) q$ l3 V; G$ \% P - if @sp_width_old != @sp_width
4 \( I- I1 `) Z, v7 W - valor = (@sp_width_old - @sp_width) * 3 / 100
; _, }* O# T1 u: } - valor = 0.5 if valor < 1
. v5 }2 P \" q" Y$ m) ]7 Z% r - @sp_width_old -= valor if @sp_width_old > @sp_width
' E: S6 w8 `' f! K; z# h/ S0 p - if @sp_width_old < @sp_width
M2 c8 a0 I# s - @sp_width_old = @sp_width
4 ~( C8 P- f' e5 b - end
8 I- s$ x( k( ?3 i9 t - @sp_src_rect_old = Rect.new(@sp_flow, @sp_height,@sp_width_old, @sp_height)
0 v8 s; x S5 N* B - @sp_bitmap.blt(0,0, @sp_image, @sp_src_rect_old)
3 G' k: P; X9 T - end
# n( `- o$ Y6 Q - #SP Real------------------------------------, Q* W7 s" X+ t. M0 ], ^2 u6 Z
- @sp_src_rect = Rect.new(@sp_flow, 0,@sp_width, @sp_height)
5 ^) I& C6 i* ` - @sp_bitmap.blt(0,0, @sp_image, @sp_src_rect)0 L, C3 X5 F: u+ i' Q, f/ N
- @sp_flow += 1 1 c& y* i+ \# g9 S1 `
- if @sp_flow >= @sp_image.width - @sp_range
) @, n4 Y1 Z1 ^5 Z: B3 C p. U - @sp_flow = 0
0 R; [0 ]' y2 Y# e E6 X$ F- q8 V - end! r9 h, }* H; x1 G' A, _' k
- end 7 [: Q4 U. P0 |' ]
- end. R* W4 c( B# x! Z; d( q8 B
- #===============================================================================) Y5 ?: i. q7 G- x$ F# ]; O3 j
- class Sprite_Character < RPG::Sprite
! X5 J5 m7 b) O0 u - #-------------------------------------------------------------------------------
% \" s- C. v) m - alias :xas_emini_hud_init :initialize( Y7 d, N* h3 v9 y7 Q
- include MOG$ {0 [" n1 @ n$ {4 L
- def initialize(viewport, character)( S+ R3 }# g8 s
- xas_emini_hud_init(viewport, character). r- h" l) u9 A; m1 I5 [; d* ^
- @viewport = viewport
. {# Z& H( E' ?% ^3 I, G# X - return if @character.battler.nil?
# T; J4 o( g6 E% r - return if XAS_BA_ENEMY::ENEMY_OBJECT.include?(@character.battler.id)) w; n6 s+ i g2 B b
- return if XAS_BA_ENEMY::ITEM_ENEMY.include?(@character.battler.id)) m- r/ b0 J% V; y3 Z' Z' u+ i
- return if @character.battler.is_a?(Game_Actor)
! w, ?4 o# E r1 B4 v; [ - @bars = S_Hud.new(@character, @viewport)
9 A# z0 h! z( z2 D0 w - end5 g8 _" M7 s9 h8 O
- #-------------------------------------------------------------------------------
- j- j5 p1 U I0 P0 p5 X - alias :xas_emini_hud_up :update
0 E+ g! Z2 {4 T" { - def update
2 r# ]6 Q% H( c2 |# L/ l - xas_emini_hud_up9 ]2 D( D& v) N0 _: R
- return if @bars.nil?
v5 A3 ^7 y) Y h; } - return if @bars.disposed?
/ P' y: ^4 [- x+ Z; H! r - dis = ($game_player.x - @character.x).abs + ($game_player.y - @character.y).abs+ h0 `8 C# p' N: l ?$ _4 L& K
- @bars.visible = (dis <= RANGE)
/ \9 ^9 |4 X& N5 c% t% ` - if @bars.visible
# G' `2 Z9 L3 i0 N5 x4 ^* n - @bars.x = @character.screen_x# - @cw / 4& u* }( V% z* x( p; h
- @bars.y = @character.screen_y# - @ch / 4
' D; T3 S, g9 ?2 x - end
, F( u" X l$ I+ o4 K3 p; X4 C - @bars.update& [4 ~/ ?0 r. K. `& S
- end
8 m* Y: p4 f; s7 Z' {, U2 _. T - #-------------------------------------------------------------------------------# F7 ?( f) R; ^3 `' T, E
- def dispose
( ] U% p3 `% Z1 ` - super
0 h( A# l3 Y+ W, D - @bars.dispose if !@bars.nil?- {9 K! Y% |; T8 U
- end" a0 {; t% o1 _3 S7 t+ x
- end' D! q2 p# u( G: [: D5 K
! m1 F+ u& C+ d8 k7 w. m$ ]$ s- $mog_rgss_s_hud = true
复制代码
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@hp_sprite.bitmap.clear) {" f1 r: b8 D' o! K& U B& @
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, j1 h0 }( [9 t0 B該腳本支持3.82 R; D) k# b+ ]6 B
# p0 e6 i, e$ A1 Z2 e* L下面是圖檔,要塞在Windowskin下# ?, @ x8 _+ Q/ C/ ?6 }% x9 X, T! k
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S_HUD_Graphic.rar
(12.36 KB, 下载次数: 49)
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