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這是我將官網的S_HUD修該而成的怪物血條
- ~3 x! C, T' N5 Y! F會在每隻事件怪物的腳下顯示$ |! H. w, E E! T
問題是不知道為什麼
' Q' Q7 E' [9 ?0 i有時打怪打一打會跳出8 S* E1 v: b4 ^+ o# L
---------------------------9 [7 a1 h+ Z$ B6 _2 Z
XAS
: K5 i" H4 D; @; P/ i$ \6 h---------------------------8 j7 O. v8 r! T+ {# G- S# @, A3 D
脚本 'MOG - S HUD' 的 203 行 发生了 RGSSError。8 m+ Y% U& N& G+ g* r2 C
3 p: H0 D4 p/ ]& |# Udisposed bitmap) n( \, k4 M. F5 l( ]; D
---------------------------- L1 A$ f( ?' F; B, y. g
確定
7 Z9 i% J; V! I5 k---------------------------" F5 `9 H6 ^- j6 m* g: O
9 {5 D; A# \ i1 C: P( x4 m
這是腳本
. s0 N2 H) ]; @" ?9 |( T0 n" {7 \3 W5 p! }
- #===============================================================================& F0 ~% y$ S x! n1 b- Y$ n
- # MOG - s Hud 1.0
; p" b$ k, {( _0 L. w - #===============================================================================
$ N4 r! U2 W% V" c* _' n, ^ - # By Moghunter ' L- l4 P0 D" c8 B% l5 T7 z8 l% B% k5 v
- # http://www.atelier-rgss.com: ?+ a; Z. r) _8 r1 P0 d
- #===============================================================================9 G$ b: p' h3 W0 J1 H7 n( N2 I
- # Translated by Calvin624
5 R' K8 K6 B5 X# T, E - # http://www.xasabs.wordpress.com w$ A9 d5 \% G
- #===============================================================================
. S$ r2 N `8 Z6 }+ l9 Y9 K - ###############################-DESCRIPTION-####################################
- g2 d4 B& N8 y+ i2 X% ^ - #===============================================================================4 k# H4 R; g5 u" `, n0 Y* j
- # Personal HUD – displays the HP and SP below the hero.- n+ y; L5 o. g9 O6 u+ I/ L
- #===============================================================================: I5 Z/ M8 \4 d$ @# ^" P g
- #6 v5 l. Y M. O8 W. d3 _! H
- # Graphics required:. j, ?# z6 U \9 R- }/ w
- #
/ Z0 \$ U" y/ i" l& J0 |( h - # S_Border_HP_Meter.png
: Q# M7 i! X. v2 g5 k! B - # S_Border_SP_Meter.png/ n' r( |% F' s& X! w+ ~
- # S_HP_Meter.png
6 K" H9 c" q2 Q; _ O) M: s - # S_SP_Meter.png* u% l7 w7 _ b2 @0 u! o
- #
5 X) {, R8 s: `' I7 x3 L - # All images must be in the Windowskin folder./ h6 u& s3 n" \; f5 y
- #$ |/ X# K) {9 Q$ B
- #===============================================================================
) A! A1 c+ S( G+ y& V' p$ B- T S - module MOG5 M% J# ^! W' b* m( j4 v k
- VISIBLE_DEF = false & P7 F/ J3 {% E; t- t9 l& [5 x* m
- # Show HP meter? ^" x6 @- V2 j0 y+ u, E
- HP_HUD = true1 k m6 a+ I, }2 h, m8 ]
- # Position of the HP border# \* h9 v6 d0 ]
- S_BORDER_HP_METER_X = -20 K* Y0 `7 a& f8 n& `5 m
- S_BORDER_HP_METER_Y = -2 8 m7 g8 z( u) E7 ?, O4 M' |! d) h; [
- # Position of the HP meter
+ Y" y/ s% t; i& P: I# x9 y5 v - S_HP_METER_X = 03 ]7 @: q' T3 C. c6 m5 ^
- S_HP_METER_Y = 08 W8 L0 }2 [' ]: G4 G4 U! v
- # Show SP meter?
. Z& e7 R9 R! x7 U; n) } - SP_HUD = true# Q' U) u0 f9 }! N, B' d! Y' ~
- # Position of the SP border
; o/ ?% V* h& i$ ^+ E- s - S_BORDER_SP_METER_X = 0, W, d$ h/ i) K0 E* H' `
- S_BORDER_SP_METER_Y = 10
2 T. O6 }: `& ^ - # Position of the SP meter
, V& f& r' w* C! R# g0 ^8 w - S_SP_METER_X = 04 [. U- O1 p+ @3 @6 {
- S_SP_METER_Y = 103 u) t2 h# @; \% ?( m3 r6 \
- # Switch to disable the HUD
/ d6 `* T9 X8 z, b - DISABLE_SHUD_SWITCH = 5) h( ^1 e/ a. a; o% y: w
- RANGE = 208 u( C' A T% w5 y2 T" F# @
- end
/ S" V/ o* I8 q - #===============================================================================5 R0 T7 o# j' K- o$ E) w
- # S Hud& G* \6 G# ]+ N2 h" Y1 B3 c8 R8 r
- #===============================================================================
9 l) [3 S' ]' j, Z# o8 {" E - class S_Hud < RPG::Sprite+ I7 O H' U2 l6 f7 k! O" P: {
- include MOG
. F+ k+ D; [: d; A) w1 U3 v - #--------------------------------------------------------------------------, ]# u0 q# v: v: Z3 s8 h& b
- # * Initialize
# k4 b5 V7 L+ ?/ S# l - #--------------------------------------------------------------------------9 l/ U1 M% X, L2 Y" H% O- d# r
- def initialize(enemy,viewport)
, `# x3 n* g% L1 `: `/ z% a- u! E - super(viewport)
: z2 j2 d6 C0 Y - @enemy = enemy
+ I& u. Z, A1 H/ f2 X: R7 ~ - @battler = @enemy.battler+ z1 G+ c1 d& d9 H6 @
- @old_hp = 0
8 X8 o& B* d1 R1 I8 T - @old_sp = 0
$ o( p3 L- v" C0 Y) p) n# Y - @old_vis = false
0 _* X6 i$ _# W n+ y: q+ M, K2 ^ - self.bitmap = Bitmap.new(100, 100)
7 b a: P0 n O; T$ m% ^ - self.visible = (VISIBLE_DEF)#false
' r. {, I/ p! o, L) v - self.z = 100
3 X i- {6 D. t0 k# c8 n2 | - #HP Border -------------------------------------------------------------------
% V; K& @; z& {# b9 w" z - @layout_image = RPG::Cache.windowskin("S_Border_HP_Meter")
. W7 Q: Z! }1 R" h2 g1 s$ M - @layout_bitmap = Bitmap.new(@layout_image.width,@layout_image.height)
8 v9 l E' ]; A4 e. l, p2 I - @layout_sprite = Sprite.new) D. R; S& Z4 G# A% d' |# ~
- @layout_sprite.bitmap = @layout_bitmap( D( ~' d, u( t2 ~( U: A
- @layout_src_rect_back = Rect.new(0, 0,@layout_image.width, @layout_image.height)/ i# P# q; e3 \1 q; y4 q
- @layout_bitmap.blt(0,0, @layout_image, @layout_src_rect_back)
0 u( l. q# V, V* v3 X* d7 k - @layout_sprite.z = 50019 r+ ~, Q4 i1 ^6 |
- #HP Meter ---------------------------------------------------
* }* j6 R* A7 U. F7 q6 N - @hp_flow = 0
0 p5 p; @) v' ~' C8 A2 ` - @hp_damage_flow = 0
! p W- e0 K+ I' K+ I K2 H - @hp_image = RPG::Cache.windowskin("S_HP_Meter")
; R$ j5 c6 |' V( a7 Y i - @hp_bitmap = Bitmap.new(@hp_image.width,@hp_image.height); Z! ]( [" W2 m3 b: _8 X
- @hp_range = @hp_image.width / 3
' `+ v; j& w+ o0 r0 Q - @hp_width = @hp_range * @battler.hp / @battler.maxhp
; { V- |* d1 m9 e5 i- |) d - @hp_width2 = @hp_range / 23 F& Y+ f" S* [. V1 C
- @hp_height = @hp_image.height / 27 |3 U8 v1 \5 q# B
- @hp_width_old = @hp_width, E0 J5 M! O, h: T4 y: w
- @hp_src_rect = Rect.new(@hp_range, 0, @hp_width, @hp_height)
# [2 p" V9 w% M# L/ t - @hp_bitmap.blt(0,0, @hp_image, @hp_src_rect) * b8 h3 c0 b2 ]; _4 I
- @hp_sprite = Sprite.new2 G1 h1 l8 \8 X* O8 m& \6 j( ?
- @hp_sprite.bitmap = @hp_bitmap1 e! u. n' G# u# i, K, ?+ P
- @hp_sprite.z = 5002& H6 J& b) G0 l7 t
- #SP Border -------------------------------------------------------------------5 {( b1 ? E! K
- @layout2_image = RPG::Cache.windowskin("S_Border_SP_Meter")
6 p6 ~$ x) G' I7 `" g - @layout2_bitmap = Bitmap.new(@layout2_image.width,@layout2_image.height)" f& p: E4 [0 b
- @layout2_sprite = Sprite.new
7 u4 ?" K, V) e5 p8 o - @layout2_sprite.bitmap = @layout2_bitmap
' L5 v/ ^- {# }4 B# e& K - @layout2_src_rect_back = Rect.new(0, 0,@layout2_image.width, @layout2_image.height)+ Z- T0 ?) u9 O' [6 ^/ J$ J$ \
- @layout2_bitmap.blt(0,0, @layout2_image, @layout2_src_rect_back) ) |2 S! P# n" R( P6 t' k+ b
- @layout2_sprite.z = 5001
2 A7 y) s( v+ W - #SP Meter ------------------------------------------------------
( ^7 A- ?6 P$ _; j! N; c - @sp_flow = 0% c+ Z* E1 P) A: B
- @sp_damage_flow = 06 B4 i! x; O* s. i( I$ M' ~: H; `
- @sp_image = RPG::Cache.windowskin("S_SP_Meter")
: i3 a7 w! o% D - @sp_bitmap = Bitmap.new(@sp_image.width,@sp_image.height)! W! q8 I7 T6 [8 T. C' D, V) u2 m7 M3 \
- @sp_range = @sp_image.width / 3
* y$ ?8 r* s! }7 z& i- p - @sp_width = @sp_range * @battler.sp / @battler.maxsp
& L5 y* p$ D* q. I+ Q4 c - @sp_width2 = @sp_range / 2
' T, S# o! L6 g' ~) | - @sp_height = @sp_image.height / 2
/ o8 T, ?1 A9 R - @sp_width_old = @sp_width
' u [) } c& }" c - @sp_src_rect = Rect.new(@sp_range, 0, @sp_width, @sp_height)
5 b/ y) \0 V# D9 D: c3 u0 M - @sp_bitmap.blt(0,0, @sp_image, @sp_src_rect)
3 R. r* f+ E4 C, S' o - @sp_sprite = Sprite.new$ f1 j+ O) A% k
- @sp_sprite.bitmap = @sp_bitmap) d! _( ^5 e1 Q( C
- @sp_sprite.z = 50025 k o2 Y/ n4 k9 t' G6 a% Z
- update
% p& [& |7 K1 N# J" f# H - end
9 U& a5 D+ }$ ]& T$ P - #--------------------------------------------------------------------------" w* q$ W' v7 g8 v% M6 X
- # * Refresh$ U7 U- b, l2 o* }. X: `' d' ~. @
- #--------------------------------------------------------------------------
: p) F% R0 }9 }- Z0 t! q8 Y8 H) j - def refresh
n/ \! I8 m/ J" H - return if @old_hp == @battler.hp and @old_vis != self.visible
8 |" `5 l+ u) v: L5 w; c7 w( q - self.bitmap.clear: z* m2 x1 O) a/ P, t; ]. ]
- @old_vis = self.visible7 X9 c2 K2 P2 s X I# T
- @old_sp = @battler.sp5 L! q5 ~1 S8 h7 y) P* E: K
- @old_hp = @battler.hp# _, g/ ]6 Q9 b+ Y
- hp_flow_update2 x/ q: _* n( t
- sp_flow_update) q- M/ b2 ~7 ?( F7 U0 Q( ?& D
- hud_pos_update
* d* B8 k4 x: [7 ] - visible_update, m5 _( }; h! j9 T! Q$ E
- end, B" Y, ? ~4 l4 a* F
- #--------------------------------------------------------------------------
5 h7 ]8 p2 v* g2 i - # * Dispose
' U$ H% q' Y2 t- N( n: L) W - #--------------------------------------------------------------------------. |( m0 f7 T# o5 T
- def dispose
# _. z) m1 f* Y+ ^% \ - #HP Meter Dispose, B; ?& c7 K/ E5 \& n: s. Q, w
- @hp_sprite.bitmap.dispose
& l. H) k4 H5 i2 r9 u - @hp_sprite.dispose
. V! n8 @6 y8 l: H3 g( H4 H+ D - @hp_bitmap.dispose
4 c& t+ W' t2 y, ^8 J - #HP Border Dispose
8 |8 |/ ]. F0 {! O/ R6 r2 E) ` - @layout_sprite.bitmap.dispose0 ~8 k) v; i, C6 l. g0 s6 K
- @layout_sprite.dispose
5 k* c1 h3 v% W8 b - @layout_bitmap.dispose7 {. S- `( c5 a7 _* T
- #SP Meter Dispose, I6 v5 A& N4 J% p
- @sp_sprite.bitmap.dispose c0 x% S9 C$ |% s. x
- @sp_sprite.dispose
. L& p8 E7 j4 c A - @sp_bitmap.dispose
- R" m* w! B& X. y% c- G5 j9 e - #SP Border Dispose
3 c; g I* T) y4 O; h - @layout2_sprite.bitmap.dispose( ^# P1 m$ v+ o
- @layout2_sprite.dispose
4 d# C9 l6 q8 |; I( p/ T - @layout2_bitmap.dispose
) Z$ a F$ o$ D - end
3 x7 S+ j( u- y6 H - #--------------------------------------------------------------------------
. c7 ] |5 S* l - # * Update
$ J" D) I) H5 T8 s' R - #--------------------------------------------------------------------------
6 j! l/ G/ R0 Z4 S' G/ p - def update
6 Z+ j9 f: z1 M$ U# u - @battler = @enemy.battler
1 v$ k( I! N! r& f - return dispose if @enemy.dead? or $game_map.events.values[@enemy.id].nil?' P: q6 B: L, P: b& t4 |+ L
- if self.visible
( j; }% e0 e; v6 w9 a6 `2 C - refresh2 E; l% n* _; A) S6 o; \! J/ X
- else n# ^, D' `6 S, U* R7 [# Y: |5 \
- self.bitmap.clear
; s2 i4 F# l+ X9 a5 F( u7 y - end8 |/ g ?+ Y$ K
- end
3 @. C6 z u P - #--------------------------------------------------------------------------6 e* I8 K5 [( ^. V; _: D
- # * Visible Update2 P4 `9 Q" w; P
- #--------------------------------------------------------------------------! s9 r! E( E' o+ J& A9 c! \, s2 s
- def visible_update
* V5 U+ e% P( ` - if $game_switches[MOG::DISABLE_SHUD_SWITCH] == true
6 V6 c! B% Y* d: S/ ?: ?& m. |, q. @3 B - @hp_sprite.visible = false& U, R* g3 i# Y* W
- @layout_sprite.visible = false
' r4 Q2 a) t" v/ _3 q - @sp_sprite.visible = false
' v; Q5 S* K% |; { - @layout2_sprite.visible = false
6 `. {, S* E2 Z6 `( B$ d$ A - else1 w0 V0 L" V0 j! Z3 U3 p
- if HP_HUD == true
9 n! c2 f- `/ h2 k* T( m' K( q - @hp_sprite.visible = true( t; D3 ?& R- ]6 I) L
- @layout_sprite.visible = true& D/ p# H- x: T3 N4 T
- else2 D e$ v" P. y: U! H, z
- @hp_sprite.visible = false& |7 Y* t- s+ A- f+ s* |! \' y
- @layout_sprite.visible = false
% k$ o3 {0 F2 A! Y, j; {8 u* {' F Z - end # Q2 m7 m, q U3 m5 z( S% D, y
- if SP_HUD == true
3 B8 I* I6 o5 R - @sp_sprite.visible = true5 p6 K# ]) Z) p6 u( P* \, u# R: A
- @layout2_sprite.visible = true
9 g+ Z* e) g& u& \0 v - else( x2 B& o: F% ^, @' ]1 q% E
- @sp_sprite.visible = false: z) F7 n4 v0 T% p
- @layout2_sprite.visible = false3 G7 x, l7 @, \" ^. Y" B2 F4 ~8 d7 J7 K
- end 8 Z* @$ Y' f) ~7 a v6 X
- end 5 }6 M9 Q* u1 d' W2 a
- end
3 }$ L2 o5 ~- Q" o x - #--------------------------------------------------------------------------* X, ]% u" g9 H) F
- # * Hud Pos Update' D" X6 B+ j! v* o) r' p J' F" _
- #--------------------------------------------------------------------------4 E7 X" ]1 `7 W1 F/ e+ P
- def hud_pos_update
5 [0 G/ y" F: H+ b7 W - @hp_sprite.x = self.x - @hp_width2 + S_HP_METER_X
6 r1 r7 e' L& C$ m5 q8 g, z - @hp_sprite.y = self.y + S_HP_METER_Y
1 R9 @1 n3 a# e: ~4 ` - @layout_sprite.x = self.x - @hp_width2 + S_BORDER_HP_METER_X
, `& Z3 t& ^. q7 j* ^# E - @layout_sprite.y = self.y + S_BORDER_HP_METER_Y . A; }: Z- c+ T: K1 q
- @sp_sprite.x = self.x - @sp_width2 + S_SP_METER_X7 _4 S1 e9 P) {6 {2 \9 |; ~
- @sp_sprite.y = self.y + S_SP_METER_Y
' p% m! z# p4 `2 c+ ?7 r7 t - @layout2_sprite.x = self.x - @sp_width2 + S_BORDER_SP_METER_X& Z' Z3 N8 V5 E9 _
- @layout2_sprite.y = self.y + S_BORDER_SP_METER_Y % W; J* y ^5 `7 {
- end
. K( A, D7 v$ O5 @& q - #--------------------------------------------------------------------------
+ ~9 R* s: c' a - # * Hp Flow Update
& ?1 q: n# T, @( h/ T - #--------------------------------------------------------------------------
& \' `( U' ~- p/ Q/ t$ R8 m7 l" D# X - def hp_flow_update
! f* {7 v& V! _/ o - @hp_sprite.bitmap.clear2 F3 M( K- q2 L! W3 @% T
- @hp_width = @hp_range * @battler.hp / @battler.maxhp . d3 D' m% \# ?4 l% C% s! m
- #HP Damage---------------------------------
' X) y# Q; O1 O4 o7 J: v7 R - valor = (@hp_width_old - @hp_width) * 3 / 100' n0 _1 h0 @+ l4 f
- valor = 0.5 if valor < 1
" n/ y' o7 P6 A R3 R4 P# r - if @hp_width_old != @hp_width; a) }) c! H# M1 i* \
- @hp_width_old -= valor if @hp_width_old > @hp_width 8 D* u0 n0 s% y5 Y
- if @hp_width_old < @hp_width ' l0 {( L' f: g3 f5 W5 m l
- @hp_width_old = @hp_width- j& q3 F; D" N% r$ @
- end & V+ d- L) R7 l* k
- @hp_src_rect_old = Rect.new(@hp_flow, @hp_height,@hp_width_old, @hp_height)
6 h9 V! |, ]: `8 W" H - @hp_bitmap.blt(0,0, @hp_image, @hp_src_rect_old) 8 g O9 m1 q f% W
- end
/ _" s- V3 j& A2 ~& f, T( H5 h: I& N - #HP Real------------------------------------$ ~! h+ m" ?4 }
- @hp_src_rect = Rect.new(@hp_flow, 0,@hp_width, @hp_height)# V& `; T" W1 i( I
- @hp_bitmap.blt(0,0, @hp_image, @hp_src_rect)
1 Y* u$ C v* d6 b% g" }( ` - @hp_flow += 2
( s$ u7 x; O) F% U2 A( }! f - if @hp_flow >= @hp_image.width - @hp_range
4 ^5 t, y% Z- Q/ b- L0 Q - @hp_flow = 0 . q( Q2 i/ U" ?- C' {$ K! q3 d
- end
; \) p1 p3 Y6 Y }' m, G) `+ ` - end
( }& G, M1 ^- v; A1 |$ ~. [9 @ - #--------------------------------------------------------------------------+ ]; Y+ E7 R: X
- # * Sp Flow Update' [. e! x& w3 c+ `
- #--------------------------------------------------------------------------
# \! ?, G. N; V- Z. ^! n6 f - def sp_flow_update
: V K" K; w1 e- L p# S* s - @sp_sprite.bitmap.clear$ |. E( t0 r- Y9 ~+ c
- @sp_width = @sp_range * @battler.sp / @battler.maxsp / u- q5 \4 y' z
- #SP Damage---------------------------------
3 k f. o9 ~! D$ d; b4 M! [2 d - if @sp_width_old != @sp_width
0 `/ {7 b- k ^& h - valor = (@sp_width_old - @sp_width) * 3 / 100$ h l& M* f3 P& B+ W4 N
- valor = 0.5 if valor < 1
- l! M: y' V/ m% Y) z - @sp_width_old -= valor if @sp_width_old > @sp_width
) Z/ P; F: Q. z/ T1 ? - if @sp_width_old < @sp_width
" W8 P# ~# V3 ? d9 C( M; F) o% G - @sp_width_old = @sp_width" Z% x' c; I6 {& C- K0 a" t
- end ( e% ?* P" N. A3 M+ O, H
- @sp_src_rect_old = Rect.new(@sp_flow, @sp_height,@sp_width_old, @sp_height)$ X$ r. j' I' T9 ?% ^
- @sp_bitmap.blt(0,0, @sp_image, @sp_src_rect_old)
- r; I8 }3 N4 C* O( a: r$ B - end4 J8 m z. y$ O
- #SP Real------------------------------------3 k1 E% h5 Z/ z
- @sp_src_rect = Rect.new(@sp_flow, 0,@sp_width, @sp_height)6 J7 f) o4 F- _0 z$ B" ~/ S
- @sp_bitmap.blt(0,0, @sp_image, @sp_src_rect)
! d0 n5 |( x; {+ r6 h - @sp_flow += 1
" k$ }' U# \" k3 H) m$ m, y- w - if @sp_flow >= @sp_image.width - @sp_range& _' L* c5 s9 `& e+ O1 Q% U
- @sp_flow = 0
; N* ?0 v: D8 j$ l - end
3 T: s( w6 \& O' @7 n6 g - end , b1 y$ ?, [ a* ~9 I
- end: o/ j/ o. M1 E* y$ y9 c
- #===============================================================================
" U. z- v% L( V - class Sprite_Character < RPG::Sprite% Z; n0 H( \- C" H+ W; M8 a
- #-------------------------------------------------------------------------------5 |' k7 z3 ?3 f6 u2 D* m# j* |
- alias :xas_emini_hud_init :initialize& Y" e$ l$ B' v, l2 |
- include MOG( m5 _( B6 ^+ r7 _& f; [+ f
- def initialize(viewport, character)) Z+ c2 o8 _/ r! d
- xas_emini_hud_init(viewport, character)8 j4 }2 ?3 U1 q* X% f R
- @viewport = viewport8 f% }! {/ M" L) A9 m: ]
- return if @character.battler.nil?* P' C' [! t+ _ ~+ X) O
- return if XAS_BA_ENEMY::ENEMY_OBJECT.include?(@character.battler.id)6 ^# t# s& }+ U7 ~) x$ @% i
- return if XAS_BA_ENEMY::ITEM_ENEMY.include?(@character.battler.id) O" p$ c. Y, o& ]- I& Z
- return if @character.battler.is_a?(Game_Actor)
& s( P& @; p* f; u, |: P - @bars = S_Hud.new(@character, @viewport)' Q/ ]4 k6 m: q1 m" {# _4 ]
- end! C5 E, I! v$ V3 ]# u, c) Y9 S" s2 S
- #-------------------------------------------------------------------------------" ~3 X7 g" A/ @4 [
- alias :xas_emini_hud_up :update
/ [% D7 ?8 c6 i% ]3 ^ - def update
_4 i+ I5 h1 h( y# P - xas_emini_hud_up% s4 q$ n/ ^+ k8 S5 Z' Z
- return if @bars.nil?
$ o) K" N( B8 ^ - return if @bars.disposed?$ b7 k. b5 r8 ?- A1 K0 u
- dis = ($game_player.x - @character.x).abs + ($game_player.y - @character.y).abs
: V: N! m: s, Z# q0 p - @bars.visible = (dis <= RANGE)
" H# G' A0 ~. g: A! w, ~ - if @bars.visible
1 n7 i9 v; x: Y5 z2 R% L# o - @bars.x = @character.screen_x# - @cw / 4
' J: V2 f! v7 v: f3 g - @bars.y = @character.screen_y# - @ch / 4
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- @bars.update1 r6 d+ o" @, t5 T5 m& u
- end
+ i9 d: w# B/ E2 J6 I8 A4 y5 W - #-------------------------------------------------------------------------------% u; k; w. l3 ]( G v e" _
- def dispose, d. g4 V$ E1 b: n/ F5 C4 V c
- super: t8 Y# m2 i5 x* a5 _
- @bars.dispose if !@bars.nil?
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- end; {6 p( j5 j3 ~& Z+ w: w
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复制代码 8 z& t- a( R; Y7 W! c
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上面所說出錯的203行內容為/ a- J( u, K4 }# H; E
@hp_sprite.bitmap.clear
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& G. }7 K4 a# h0 z: P9 K0 X* l$ [想知道怎麼解決: X* Y7 S/ U6 x. ^& V
. F0 S; F- I2 A8 n4 \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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