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這是我將官網的S_HUD修該而成的怪物血條# |, ?" t9 q* l$ |+ L3 W$ z
會在每隻事件怪物的腳下顯示 X" N1 E7 e) j+ I, B8 `1 g
問題是不知道為什麼. h! |: I. {3 z; v- r# T! [
有時打怪打一打會跳出
& h1 b8 s; ^1 a! \) J---------------------------( Q: M# W# U: }, Y8 ^
XAS
1 B( C( B) @) \% z) m---------------------------
. D7 }4 V" F% F M; j& s. R脚本 'MOG - S HUD' 的 203 行 发生了 RGSSError。
6 b3 r7 t3 k; i c( a: {" P
% p( z6 p0 G- B5 wdisposed bitmap
. C( p" V8 R4 U---------------------------" X# w2 g0 Y. x/ w9 M
確定
$ y5 m& H: K ~7 h3 j---------------------------
6 h1 X* u4 T |2 o$ X f3 P+ I( h/ G4 o& g; {) ]: y! X K
這是腳本/ T5 Y- {0 e) t6 w' c: R, U
1 ?6 e4 i( n2 j' K5 v& ^7 W- #===============================================================================
b1 F X0 @( }% V" A6 V - # MOG - s Hud 1.0
: X- x- M" H b7 i: m d+ t$ \& R/ f - #===============================================================================- N1 Y. d3 L: ?& `' U
- # By Moghunter . W- k5 l7 t. e/ @% O
- # http://www.atelier-rgss.com
2 R/ E- h/ ~( ], I! F1 X! z# [ - #===============================================================================3 j$ W$ s- a& l' N, f: e' t
- # Translated by Calvin624 / a$ l( |, k. v4 U' z0 _
- # http://www.xasabs.wordpress.com
1 }4 ?+ N3 K4 X - #===============================================================================
6 x9 e3 f7 M: M4 y - ###############################-DESCRIPTION-####################################8 g# K# X5 G7 U/ V! u# X% G
- #===============================================================================5 S' h7 ~' G3 P! k8 P8 n+ f
- # Personal HUD – displays the HP and SP below the hero.
; s) G/ A& _1 T/ l6 l6 U - #===============================================================================
. }* e) d! {1 Q1 m( S- W - #
* K0 N- Y. z0 W+ E - # Graphics required:$ ^5 y- v0 c3 k. X) r5 l7 w
- #
5 Z, O# j% b9 D. V) X6 a/ r% J9 v - # S_Border_HP_Meter.png7 P5 k* M- M6 ^6 H
- # S_Border_SP_Meter.png
- ` H# f0 E, k - # S_HP_Meter.png
( v0 T" r- B7 G3 s& O9 W - # S_SP_Meter.png
# l* @5 L" q' i1 N0 [0 H) p - #
5 } ^. c/ n+ p- C - # All images must be in the Windowskin folder.& r7 |; C# v/ A( ~) @: ?+ A0 q
- #" p* i3 D3 e& f; B& ?7 B! o
- #===============================================================================# P: \# _+ t* [& s9 F
- module MOG
4 p, r. T* B5 ?4 `( v p Q - VISIBLE_DEF = false ! L1 U; } G( u) h$ D; B6 m q$ k
- # Show HP meter?
1 W; }7 h7 i4 \, L6 k - HP_HUD = true
; P# g5 h) Y e - # Position of the HP border
3 S. [& w; o j) h, x3 o# j% l - S_BORDER_HP_METER_X = -28 M% q6 P0 h5 A7 o
- S_BORDER_HP_METER_Y = -2 6 h S' B1 p4 S9 a4 l8 m
- # Position of the HP meter' ~! X, `3 t1 @$ f2 ^ g7 n
- S_HP_METER_X = 06 i$ @1 W( e! j# T! l: K: a1 A$ X
- S_HP_METER_Y = 0) q r# B K; W. J6 D9 Y
- # Show SP meter?
3 @0 L; j7 n3 Y1 x* K4 u( ~ - SP_HUD = true9 {7 r2 n* n- }) D; m4 }
- # Position of the SP border
) u" ~: G2 E- G1 y B - S_BORDER_SP_METER_X = 0
/ `+ \# p4 Q8 }3 X" N - S_BORDER_SP_METER_Y = 10 - j! T' A, ^% M7 l! h# e
- # Position of the SP meter
* n" T6 I) `2 ?& Q8 J% a+ f6 K( M2 b - S_SP_METER_X = 0# t* a3 [& M7 B4 j4 O$ z6 B- \
- S_SP_METER_Y = 10
/ H U1 a; [5 U% { - # Switch to disable the HUD2 h& O& N! C: x4 e w
- DISABLE_SHUD_SWITCH = 50 H2 W ]5 Y6 y$ p5 A, U
- RANGE = 20* |' Y R' y4 ?) q% K
- end
. k& h1 H1 }1 P1 U# t0 i4 ~4 q - #===============================================================================% `! A3 _- U- S0 @7 x
- # S Hud
) v" f5 V9 n* Y - #===============================================================================2 G1 C3 s- s/ k' X. @& E
- class S_Hud < RPG::Sprite D! u9 J- Q- R, }1 A2 ~6 U# g
- include MOG, A5 t4 i% u$ D. F* @) a3 b7 B
- #--------------------------------------------------------------------------
$ K* u0 B( c {- @( v - # * Initialize1 U3 d" @) T. M1 K* a
- #--------------------------------------------------------------------------5 c) h$ a: T' ^) u$ q. n# {
- def initialize(enemy,viewport)" H* Z9 {( b+ n6 b; D( ?
- super(viewport) 5 d/ s. a+ n" S4 j
- @enemy = enemy+ A5 m/ z/ G2 P/ u
- @battler = @enemy.battler6 N5 Y. D! V+ X1 [" f/ U
- @old_hp = 0
6 t0 `% _" C! Y# A - @old_sp = 0
# j7 u) P# L$ K8 Q; s: j, r8 R - @old_vis = false
0 ^7 s. P4 E0 Z5 t* X2 c - self.bitmap = Bitmap.new(100, 100) k7 {4 W8 Z8 t$ l
- self.visible = (VISIBLE_DEF)#false, L9 r5 G2 }! T2 b2 F# H5 S6 S
- self.z = 100
4 k' q, b* j5 X! e* K2 E6 V - #HP Border -------------------------------------------------------------------
+ S3 ^9 U9 g# k2 v$ q2 A ~) R; q - @layout_image = RPG::Cache.windowskin("S_Border_HP_Meter")5 K$ P s% K% N- ?
- @layout_bitmap = Bitmap.new(@layout_image.width,@layout_image.height)
. R9 `) A9 |) k9 _! Y - @layout_sprite = Sprite.new0 s5 b8 r: W) z; [+ x- V
- @layout_sprite.bitmap = @layout_bitmap( ~) f, F6 ?# s7 t
- @layout_src_rect_back = Rect.new(0, 0,@layout_image.width, @layout_image.height)6 S+ {( y9 @0 b# i
- @layout_bitmap.blt(0,0, @layout_image, @layout_src_rect_back) - d8 }4 i7 |+ X' j* j; W
- @layout_sprite.z = 5001
" [+ J! }2 b/ V! ` - #HP Meter ---------------------------------------------------. \) W& ~/ j* c! E6 ?2 W
- @hp_flow = 0
" Q$ o" ~, P0 t$ E5 Y - @hp_damage_flow = 0# |2 t" B- r S8 {) v/ F
- @hp_image = RPG::Cache.windowskin("S_HP_Meter")
4 H3 P0 Y! r |" h - @hp_bitmap = Bitmap.new(@hp_image.width,@hp_image.height)% f' c) b9 |7 r# U$ S
- @hp_range = @hp_image.width / 3
7 @# w4 Z: p7 ? - @hp_width = @hp_range * @battler.hp / @battler.maxhp
: N; \3 |9 A# T5 \6 w/ R1 z - @hp_width2 = @hp_range / 2
% V- F1 S7 D1 r2 f6 B6 x7 C4 z - @hp_height = @hp_image.height / 23 L# b. J4 W9 V- Z9 c, e
- @hp_width_old = @hp_width
" Z) I4 R5 @2 {; ]1 F D6 u - @hp_src_rect = Rect.new(@hp_range, 0, @hp_width, @hp_height)
. |5 d$ j. y. C) [1 x - @hp_bitmap.blt(0,0, @hp_image, @hp_src_rect)
; l# z# f1 c! D4 p+ v" g - @hp_sprite = Sprite.new( p% `6 A S8 E
- @hp_sprite.bitmap = @hp_bitmap
5 W$ ^, O2 Z( ^2 }; x - @hp_sprite.z = 5002) I( E1 z7 L3 L
- #SP Border -------------------------------------------------------------------
7 G# @4 u/ \: U6 O8 {5 n3 [ - @layout2_image = RPG::Cache.windowskin("S_Border_SP_Meter")+ j$ L0 A% h: N
- @layout2_bitmap = Bitmap.new(@layout2_image.width,@layout2_image.height)
% N6 O# N( D! q3 B- T# P, n - @layout2_sprite = Sprite.new1 Q8 L' O) e2 \; s* @% `9 q
- @layout2_sprite.bitmap = @layout2_bitmap$ k7 [, z7 B% e0 D/ `( n
- @layout2_src_rect_back = Rect.new(0, 0,@layout2_image.width, @layout2_image.height)
4 C4 S1 [* _2 }- |; v - @layout2_bitmap.blt(0,0, @layout2_image, @layout2_src_rect_back)
: n1 r$ X- L) ^0 e; s: r - @layout2_sprite.z = 5001 , l" L- ^( c9 ]& `3 B8 y
- #SP Meter ------------------------------------------------------% ?. J- S; R- t0 o
- @sp_flow = 0
0 ~1 L5 t! v, @, {! F `+ L - @sp_damage_flow = 0
1 K5 c1 N0 O% `3 o% T# K0 g# @ - @sp_image = RPG::Cache.windowskin("S_SP_Meter")) m' J5 N3 d+ l4 V+ I& r
- @sp_bitmap = Bitmap.new(@sp_image.width,@sp_image.height)3 l0 }* L5 n& r" B; S, S$ @+ X
- @sp_range = @sp_image.width / 30 S* @. h o8 D; p: @8 k2 @$ g
- @sp_width = @sp_range * @battler.sp / @battler.maxsp
5 p/ X9 W7 p- _& e' j& o - @sp_width2 = @sp_range / 2+ F9 ]: T9 b6 T- g
- @sp_height = @sp_image.height / 2
5 v7 c( G* t. E- ]3 M$ h - @sp_width_old = @sp_width9 k; ?$ E, d: S$ ~% D: j, U) r
- @sp_src_rect = Rect.new(@sp_range, 0, @sp_width, @sp_height): I5 E4 p. j% e
- @sp_bitmap.blt(0,0, @sp_image, @sp_src_rect)
# z' B: b6 R6 A1 i- b: s - @sp_sprite = Sprite.new/ t7 d1 g) w+ h
- @sp_sprite.bitmap = @sp_bitmap
3 J5 j$ a( `0 Z! E: M - @sp_sprite.z = 5002" k& v+ v \' c7 d
- update! ~& @. _- m# M3 b4 y
- end# u( B- d. ?5 S* l
- #--------------------------------------------------------------------------
! q d7 y& ]7 @8 x0 w; o - # * Refresh
. I4 S& s$ r8 A1 P - #--------------------------------------------------------------------------$ C/ [" t- \2 C3 X* p
- def refresh
3 d) m) L `$ h5 j - return if @old_hp == @battler.hp and @old_vis != self.visible
: |, o8 ^# v$ v# e: k% m' d% \ - self.bitmap.clear% O2 G* q5 h5 R- f
- @old_vis = self.visible1 m4 i' ^5 x L6 w
- @old_sp = @battler.sp$ b) F3 s" e: u+ h0 n/ `
- @old_hp = @battler.hp
6 U4 k4 U/ d9 E+ `& ~0 c3 l/ G - hp_flow_update
0 [$ [2 K( d7 I& S - sp_flow_update
" [1 W( p6 S9 E9 F - hud_pos_update+ n/ P4 ^" J7 n5 c: B
- visible_update1 i6 ` U/ w9 r/ F# l. D: P% Q9 Q; m
- end
0 ~: K4 X+ y& R - #--------------------------------------------------------------------------
3 E _4 D# e# G; H1 w - # * Dispose4 _$ q! A& l3 ?9 q( G# u
- #--------------------------------------------------------------------------0 F# p6 d1 H2 V6 R. I2 s
- def dispose, z+ h7 ?" W" W
- #HP Meter Dispose
9 A, O+ u2 f6 y* N9 L - @hp_sprite.bitmap.dispose
: w6 w/ a: v; ?! _% N2 B3 u - @hp_sprite.dispose$ M, i( y' G* B$ D- L
- @hp_bitmap.dispose7 l7 K) \& U, c0 g
- #HP Border Dispose! @5 V3 C) x* c9 M
- @layout_sprite.bitmap.dispose
' T; F5 {% _1 \& v' M - @layout_sprite.dispose2 L) F Y( ^4 X2 I4 q: p$ D1 ]
- @layout_bitmap.dispose8 f8 u2 v$ Y: c2 ]
- #SP Meter Dispose8 n( D( ]6 K* a+ k4 W3 U
- @sp_sprite.bitmap.dispose
; l& h6 t) y* }# k' t9 N1 q s - @sp_sprite.dispose8 M. n7 D0 d% Y& Z! A6 ?
- @sp_bitmap.dispose# D* Z1 C# w4 F/ l+ M: k
- #SP Border Dispose/ b- s& N' D3 D- T# i
- @layout2_sprite.bitmap.dispose
- E' D6 W n0 h* q - @layout2_sprite.dispose
; L& p$ w8 j0 h - @layout2_bitmap.dispose8 A* K& F+ E" y6 k5 y
- end1 F9 s6 C1 |8 W9 j6 o8 g3 y! C
- #--------------------------------------------------------------------------
7 `) a7 R/ _% e+ z - # * Update( c( k! d: M$ |& J. v
- #--------------------------------------------------------------------------
+ ]. D& [, s( M, A, j' F - def update8 o# |# ~" E2 X; g) [
- @battler = @enemy.battler
- B" y- W% {8 \" M$ f* [+ x - return dispose if @enemy.dead? or $game_map.events.values[@enemy.id].nil?
& x! u o) f; S( B; m6 c# ? - if self.visible
A* P+ |) B3 ^" s6 r3 K4 B - refresh% W4 v* r d) r2 o( l6 H
- else& l0 K4 ~6 U/ V% D
- self.bitmap.clear
9 w* M7 B6 \6 p) [: w - end7 X& `# U( h5 u6 N; o# h9 g
- end
* y% R; N% X6 ]: Q# p6 h" C2 h - #--------------------------------------------------------------------------* G% ?5 M) n" T/ X3 d5 Q0 ~1 w9 P
- # * Visible Update$ Z4 O2 R% g0 H( O2 ]; I& }
- #--------------------------------------------------------------------------) O% x9 I D9 M2 p
- def visible_update
; E# ~6 F2 e; ?6 t - if $game_switches[MOG::DISABLE_SHUD_SWITCH] == true
6 N; ?+ S) B, d - @hp_sprite.visible = false2 ^. z( k/ t6 @
- @layout_sprite.visible = false3 F+ [+ [8 x0 }7 B2 S
- @sp_sprite.visible = false b" q* F7 S/ e
- @layout2_sprite.visible = false" b1 t5 z2 z* L/ Z$ @, {( V; Q
- else+ q+ b0 g3 }1 A$ x9 K
- if HP_HUD == true$ H2 E6 P4 Z& K; J3 B( u( H2 T
- @hp_sprite.visible = true2 F, Z5 x; g& n; {+ U! C; v
- @layout_sprite.visible = true
0 k; Y* {' f! ~; X, V/ M3 n2 Q: q - else* u2 u t8 K1 X& \
- @hp_sprite.visible = false* i( v! w' w. _4 t
- @layout_sprite.visible = false
0 f4 l: P' h1 a" I% o0 v - end ) P' i; W9 I1 h( L1 ]" J% Q
- if SP_HUD == true
4 b- _& S% u, C - @sp_sprite.visible = true
: c X* E6 F6 c1 Q$ Z+ W - @layout2_sprite.visible = true
0 A6 E8 Q1 m) Z6 b* h - else! `* j5 P$ ^) r# T% ?& v+ m
- @sp_sprite.visible = false
& t0 _4 `0 A5 c. o$ F; a - @layout2_sprite.visible = false
7 g) O/ B5 H" R0 }% V% Y$ F - end
! N) s+ c% i+ n% P - end
W3 u1 \! c) q* v) q8 P1 Q+ ^# l) A - end
3 |' s% p! w4 C4 M - #--------------------------------------------------------------------------
" R! V7 K8 \* l9 N H% [ - # * Hud Pos Update' U" t5 \' _) x& Z! y
- #-------------------------------------------------------------------------- G) K# z3 c& S8 x# g
- def hud_pos_update/ _% q" S- g3 L$ g6 q9 p
- @hp_sprite.x = self.x - @hp_width2 + S_HP_METER_X
, z, o9 Q( x/ w# L7 f! g' E - @hp_sprite.y = self.y + S_HP_METER_Y
4 m' |7 y, n5 Z: b5 U! i - @layout_sprite.x = self.x - @hp_width2 + S_BORDER_HP_METER_X3 k$ d4 d7 X& c- |% u
- @layout_sprite.y = self.y + S_BORDER_HP_METER_Y 2 s3 a* F+ A: e1 ~
- @sp_sprite.x = self.x - @sp_width2 + S_SP_METER_X7 l2 [2 y; r+ k: _# j
- @sp_sprite.y = self.y + S_SP_METER_Y
" R0 l" p+ g! O - @layout2_sprite.x = self.x - @sp_width2 + S_BORDER_SP_METER_X
' N, G4 U( t6 f8 m - @layout2_sprite.y = self.y + S_BORDER_SP_METER_Y
c) p" w( O$ Z - end
& R1 V, x6 k3 w4 E* L - #--------------------------------------------------------------------------
) i% C. `; Y3 g$ \ - # * Hp Flow Update
; x% A6 z4 L0 J% ^* a9 p A - #--------------------------------------------------------------------------
- i$ o0 L6 ~( K1 B. Z- Z0 W# A - def hp_flow_update
% Q4 k6 u/ R& L! w - @hp_sprite.bitmap.clear
9 c* B. f' d* G# u$ }& R5 a/ e - @hp_width = @hp_range * @battler.hp / @battler.maxhp . H m% {& }" G1 L5 s( I
- #HP Damage---------------------------------
& k C5 V9 O; f w( @0 u7 h - valor = (@hp_width_old - @hp_width) * 3 / 100# H0 B/ P( h- f6 q2 f4 s( S
- valor = 0.5 if valor < 1 p/ p1 ^1 f2 ~9 ] O
- if @hp_width_old != @hp_width
6 A$ m' t% _1 H( l$ I# G) x5 d2 i - @hp_width_old -= valor if @hp_width_old > @hp_width 6 z& H" r. F8 O" x8 k
- if @hp_width_old < @hp_width % k( ?. A& m6 ~4 W' B1 m
- @hp_width_old = @hp_width$ ` S! Y0 l! e
- end
' S6 Q8 A0 b) H( G, L - @hp_src_rect_old = Rect.new(@hp_flow, @hp_height,@hp_width_old, @hp_height) T& n5 ]: |3 x* N
- @hp_bitmap.blt(0,0, @hp_image, @hp_src_rect_old) 3 U" _$ ]' C, f0 i+ n( v9 L3 I- [
- end
) ]& w4 y' `1 y2 U' C/ L - #HP Real------------------------------------. z* C7 p9 Y) {( H$ r# T
- @hp_src_rect = Rect.new(@hp_flow, 0,@hp_width, @hp_height)% C9 |2 {, ~- a- g6 ]& N( s% Y8 R
- @hp_bitmap.blt(0,0, @hp_image, @hp_src_rect)
9 S5 X! E+ w# W- l( D - @hp_flow += 2 ) K8 C: N# U1 a, \$ ]
- if @hp_flow >= @hp_image.width - @hp_range
# W. }8 D8 `4 D6 p8 l - @hp_flow = 0 : j1 b8 @! U; [- f9 F. A* k* Y8 O
- end- ?; Y! @* S5 Q- r; V5 i, a
- end / N! q6 \$ {/ ~3 k3 C& u
- #--------------------------------------------------------------------------
6 ^, f' _- a+ B - # * Sp Flow Update
& ~ v: j" n7 F) z - #--------------------------------------------------------------------------0 q5 I4 }: s7 B2 V1 O# B( N9 h" M
- def sp_flow_update
! f. c# z0 P% U4 w - @sp_sprite.bitmap.clear- F) P# Y, q6 G2 s1 E
- @sp_width = @sp_range * @battler.sp / @battler.maxsp
8 i$ y k7 X( q7 z$ n. p - #SP Damage---------------------------------
0 G- q R! U) r5 j - if @sp_width_old != @sp_width6 ]8 {! |, V r6 `3 q
- valor = (@sp_width_old - @sp_width) * 3 / 100/ d3 t9 L; [6 E3 t
- valor = 0.5 if valor < 1 ; |. S) H$ s* \0 i0 B; r% `, A& y
- @sp_width_old -= valor if @sp_width_old > @sp_width
" W) n# T& q0 e- Q3 l5 w/ A - if @sp_width_old < @sp_width
+ y3 `2 S4 m& o. t- E' {) \2 A( {+ n - @sp_width_old = @sp_width
0 v- Y1 I" o9 Y. Q4 G - end 9 a5 X% q$ Y# o/ O5 P
- @sp_src_rect_old = Rect.new(@sp_flow, @sp_height,@sp_width_old, @sp_height)' A+ [9 q( k1 ]' l5 [2 |
- @sp_bitmap.blt(0,0, @sp_image, @sp_src_rect_old) ; ?) N- N5 r% l M; p
- end% M3 O1 A1 K; h- W* x e
- #SP Real------------------------------------% a! O* n# }2 T- M( F) |& J
- @sp_src_rect = Rect.new(@sp_flow, 0,@sp_width, @sp_height)
2 I$ T( a) H9 e6 Z) Q& N% g - @sp_bitmap.blt(0,0, @sp_image, @sp_src_rect)/ R. {; L: v; E
- @sp_flow += 1 5 P% C# }& k v. D
- if @sp_flow >= @sp_image.width - @sp_range2 k) ?9 v0 w" j$ l$ Y0 H4 L
- @sp_flow = 0
1 s( \% w- u- D( p4 c# ?7 c5 I - end1 `+ i& V: ^' e% |! x3 I0 W: s9 e/ x! T
- end
# B2 h, B: `6 A3 u% z - end7 x: @( F( x/ _2 I, `
- #===============================================================================
. P2 ^. b6 |" ~; s4 g5 z( g& L - class Sprite_Character < RPG::Sprite
/ W7 Y7 g6 I6 F( I d8 L6 b - #-------------------------------------------------------------------------------2 ~- |2 Q# B6 G8 u
- alias :xas_emini_hud_init :initialize5 z/ y. i; o$ ?2 V# M$ }1 J
- include MOG$ x1 K7 a) l3 Z% s
- def initialize(viewport, character)
5 Y1 k/ G# C( }. ` - xas_emini_hud_init(viewport, character)# `5 K5 T1 f9 T7 ~
- @viewport = viewport" R, e l8 q2 y' u, ^
- return if @character.battler.nil?
/ x' i" i: _5 d. N6 L - return if XAS_BA_ENEMY::ENEMY_OBJECT.include?(@character.battler.id)5 f3 M4 X" p; N8 Q6 r' T
- return if XAS_BA_ENEMY::ITEM_ENEMY.include?(@character.battler.id)
( e$ h7 p% { K# F - return if @character.battler.is_a?(Game_Actor)
+ e7 M. ~ _: F4 l! X4 ?2 R; B - @bars = S_Hud.new(@character, @viewport)' K2 T, d8 o$ p. m
- end
5 a% N: O m) _% H1 T- n - #-------------------------------------------------------------------------------: _" ?+ {' k' I ?( n7 z
- alias :xas_emini_hud_up :update
5 X; z5 F1 \& Q$ T% `# s - def update
0 b& R1 Y5 q: p2 m, L6 ?: J% d - xas_emini_hud_up
+ F# } A# A- P - return if @bars.nil? z, M, W4 v, s* U1 M& b
- return if @bars.disposed?
8 k# B) u) Q L1 c4 { - dis = ($game_player.x - @character.x).abs + ($game_player.y - @character.y).abs/ u9 l4 D5 G2 ~4 _ Q6 ]
- @bars.visible = (dis <= RANGE)6 G: {* d4 [2 w
- if @bars.visible
3 b5 S( n$ ?. h! b6 _. e! p4 a m - @bars.x = @character.screen_x# - @cw / 4
2 W7 o7 |. j, `$ g6 V5 X - @bars.y = @character.screen_y# - @ch / 4( z) y4 B2 U7 k* @( K( o+ V4 S
- end8 Q( j8 Y# ]4 k y' `. D) U8 ~
- @bars.update8 z4 s. n( v/ F; |6 q0 q( S, g/ A5 `. m
- end
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- def dispose
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- @bars.dispose if [email protected]?
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- end
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- $mog_rgss_s_hud = true
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@hp_sprite.bitmap.clear% \( Y% A3 [+ e9 p- E
3 p3 X, T8 O6 v( ]6 _4 U+ q9 n想知道怎麼解決
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該腳本支持3.82
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S_HUD_Graphic.rar
(12.36 KB, 下载次数: 49)
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