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這是我將官網的S_HUD修該而成的怪物血條
0 ?+ k5 A6 c. l1 ^$ S會在每隻事件怪物的腳下顯示3 Q' d, v- E& Y( e% t7 |
問題是不知道為什麼
: `" F! ]# J, X6 ]7 {. J& q有時打怪打一打會跳出, |# l5 s/ [; E9 T0 k# i" j$ ^
---------------------------& y/ g2 ?1 C% S
XAS
( Y5 E) t5 c; a1 |0 I---------------------------. l0 h7 P3 k% o1 a# t3 t$ ]
脚本 'MOG - S HUD' 的 203 行 发生了 RGSSError。
0 S2 |' u% f! U% ]# [$ E1 \& D( O: @3 g
disposed bitmap
# g3 l4 ~! W( ?; R7 a5 N2 B---------------------------: y" k4 q5 }- }; W8 X
確定 4 u( I7 Y# f/ g
---------------------------/ W: T! H( l: N
' W D$ Q+ O* j3 O這是腳本
. r( N' F) R4 H9 F
" A1 r |; Z8 N; N/ O& P- #===============================================================================
$ v8 A0 a: {4 y' e7 F - # MOG - s Hud 1.0 . A# V& H* T$ G/ S8 Z# C
- #===============================================================================# {& w3 P k' \" h c: v
- # By Moghunter
. I' N2 ?$ {) L - # http://www.atelier-rgss.com* t% ?3 h" u' a# R4 C
- #===============================================================================! g! o# d8 i A/ y
- # Translated by Calvin624
3 ^9 M5 y3 i; Q; Y - # http://www.xasabs.wordpress.com3 S4 M- S& h! Z' X2 b& R6 c
- #===============================================================================" ?5 i2 f! J4 @2 f _
- ###############################-DESCRIPTION-####################################* [& ~0 d. j2 c2 ?9 p
- #===============================================================================! R% F* {. T2 c- e5 Y! c( w
- # Personal HUD – displays the HP and SP below the hero.$ h: k1 }2 t9 X1 e6 \1 I
- #===============================================================================2 V7 N& D% Z" P4 S4 J
- # |; y5 z9 N4 D( [7 m( ~# R4 j
- # Graphics required:
C9 a3 I: U# u6 z# }4 a i - # 5 q; y# |7 i4 t! k- b$ R. W/ t
- # S_Border_HP_Meter.png* k% L* s; x: i( l5 I; E! j/ }
- # S_Border_SP_Meter.png
* Z& Y# T$ d6 l: c$ V, k& }! w- l- B - # S_HP_Meter.png( U9 O# s) L3 M) }
- # S_SP_Meter.png
$ p" F9 D- o* u - #/ `/ p8 V0 p( X/ D9 X5 A& s
- # All images must be in the Windowskin folder., @" R' N2 }, I5 ]7 T
- #
) u& M% I$ ]. M* A: s9 R - #===============================================================================
; m3 P e5 n) Z% b% p - module MOG0 B7 ~5 W% C5 K% M
- VISIBLE_DEF = false
9 b3 q2 y: _) [9 a+ a2 v' S - # Show HP meter?
2 _5 [; J" E. N6 \7 \ - HP_HUD = true, `, x( L/ W$ n y% ?: j
- # Position of the HP border) ]3 u' w: C- T. ~3 R5 y0 M8 i
- S_BORDER_HP_METER_X = -23 `7 S' z. _. t4 j) A8 o
- S_BORDER_HP_METER_Y = -2
2 h# P1 s# n; ^6 t - # Position of the HP meter4 S% e, z4 ]% j
- S_HP_METER_X = 0
5 |2 C6 x n v3 ~" y - S_HP_METER_Y = 0, d# S/ ~- o( E' V2 C% F
- # Show SP meter?
/ @ O F, P- S0 ~" [ }. x8 y! S - SP_HUD = true
: |( a. |2 t2 l' w" |0 w - # Position of the SP border$ p6 ]; ?0 @& }" ^3 r
- S_BORDER_SP_METER_X = 0
) h; _! L' H# f6 I& x0 N - S_BORDER_SP_METER_Y = 10
9 m. w3 k, G2 ^ - # Position of the SP meter
, A) `' u6 f+ r m% x - S_SP_METER_X = 0- K2 H4 m' B8 b) ^
- S_SP_METER_Y = 107 D( w: _7 Q) _2 A& x. U
- # Switch to disable the HUD
5 J- B) y2 ?" n* ]2 h V - DISABLE_SHUD_SWITCH = 5
. n6 N# \' ?2 s, u - RANGE = 20( o" D4 y- m/ c# _
- end
8 u8 q; o, L8 B - #===============================================================================
- i5 R$ ]. i( i! `, ~1 e# Z - # S Hud
?- x! O; o' A7 M; D - #===============================================================================
) Q1 M, P+ D/ h' }1 R) `0 N; S - class S_Hud < RPG::Sprite
% l0 B2 p) a( f; c* }; k - include MOG
4 F9 r7 I5 K }( b1 R: T0 V - #--------------------------------------------------------------------------
& L; {- e5 P# P - # * Initialize! Q6 @+ g5 {# n4 @
- #--------------------------------------------------------------------------: D' ?( |! P9 B5 n: a: [' ~
- def initialize(enemy,viewport)
, L2 d6 ~$ N1 K1 w" B& K0 Y - super(viewport) 7 v' ]: l1 o" i" W' P& Y' u' c1 t
- @enemy = enemy4 L0 }6 v. U9 w! A ~" W
- @battler = @enemy.battler
* }* I) R! I, `7 W4 ^! m, M; \3 X - @old_hp = 05 Z2 V. E7 i4 T3 Q$ z/ S& q) L1 T
- @old_sp = 0
( e1 b) F7 T5 t& j: C* e0 v, @( Y - @old_vis = false
6 s d7 e6 l1 R3 k4 z( e' K - self.bitmap = Bitmap.new(100, 100)
1 B/ u: L& h3 y! k6 B - self.visible = (VISIBLE_DEF)#false
6 E6 v7 [% P, ^1 _ - self.z = 1001 l1 G" E l6 q8 d" {$ z+ _
- #HP Border -------------------------------------------------------------------
6 T$ p, H! |, B4 Q% W - @layout_image = RPG::Cache.windowskin("S_Border_HP_Meter")( l/ K/ {. `* R! b3 c
- @layout_bitmap = Bitmap.new(@layout_image.width,@layout_image.height)
. G5 `% m7 i9 h7 |. p - @layout_sprite = Sprite.new" ?* z6 s5 ^6 c$ l
- @layout_sprite.bitmap = @layout_bitmap
$ S2 w" ?1 C7 w7 W9 {& [ - @layout_src_rect_back = Rect.new(0, 0,@layout_image.width, @layout_image.height)) w# R7 X( e' G
- @layout_bitmap.blt(0,0, @layout_image, @layout_src_rect_back) 2 Y6 R; `/ Q% R+ V O
- @layout_sprite.z = 5001
* q$ O7 h5 U2 A+ [" r- U/ A - #HP Meter ---------------------------------------------------
; {' Q! f @& m, a9 p Q - @hp_flow = 05 N# p% j6 F8 p
- @hp_damage_flow = 0
* D0 B! O- D. t0 H - @hp_image = RPG::Cache.windowskin("S_HP_Meter")
' T) {( }! E! z% J8 Y - @hp_bitmap = Bitmap.new(@hp_image.width,@hp_image.height)5 S' \, ?' \( ^/ V3 c3 a
- @hp_range = @hp_image.width / 3: l4 f. c ~0 O$ Z1 v; ]& o
- @hp_width = @hp_range * @battler.hp / @battler.maxhp : s" E# T! O& I) m
- @hp_width2 = @hp_range / 27 p3 L; h! w# k: n: c" \; e
- @hp_height = @hp_image.height / 2. f, o3 ?. `2 P
- @hp_width_old = @hp_width
& A: I" `' I8 u3 m - @hp_src_rect = Rect.new(@hp_range, 0, @hp_width, @hp_height)+ x4 T* k6 S9 {: ~7 O( N
- @hp_bitmap.blt(0,0, @hp_image, @hp_src_rect) , V" L) l' ^; _6 U4 I3 q& N0 l
- @hp_sprite = Sprite.new
' v% T! J7 |, i7 X9 o - @hp_sprite.bitmap = @hp_bitmap
! ~* C4 y5 [# J4 `' r% l" m - @hp_sprite.z = 5002
% m. p: Q, |! `$ u - #SP Border -------------------------------------------------------------------
% ?) ?# m0 Z9 `8 [ - @layout2_image = RPG::Cache.windowskin("S_Border_SP_Meter")
1 O* t$ U) y6 J `. _ - @layout2_bitmap = Bitmap.new(@layout2_image.width,@layout2_image.height)
$ x0 H3 n$ |/ j7 G4 E, M! Y - @layout2_sprite = Sprite.new/ v3 C# B0 E- ]3 b; K
- @layout2_sprite.bitmap = @layout2_bitmap
! f, C% E0 ?0 R3 h6 U" B* z S. L7 X - @layout2_src_rect_back = Rect.new(0, 0,@layout2_image.width, @layout2_image.height)' Q5 l. N, r: K
- @layout2_bitmap.blt(0,0, @layout2_image, @layout2_src_rect_back) 4 d5 W ?4 X0 K$ E7 z1 r: l
- @layout2_sprite.z = 5001
, n w" O/ o2 I1 i - #SP Meter ------------------------------------------------------
. i, i% ~- m" u2 M2 L - @sp_flow = 0
E, c' ~- b: r% i3 ], y - @sp_damage_flow = 0
. D& E) ^& S' v - @sp_image = RPG::Cache.windowskin("S_SP_Meter")
% e7 v& `6 W3 n+ k8 C9 z - @sp_bitmap = Bitmap.new(@sp_image.width,@sp_image.height)8 z1 _0 K' @9 U0 M3 |# x
- @sp_range = @sp_image.width / 31 S+ e% W/ H' y: Q" q7 O/ w' f
- @sp_width = @sp_range * @battler.sp / @battler.maxsp , j8 I* G" N$ D" B2 u* Q
- @sp_width2 = @sp_range / 2- E# F& X! J, r0 Q# q4 U
- @sp_height = @sp_image.height / 2
5 `9 s1 v1 U( F' S2 p7 l - @sp_width_old = @sp_width, g s) n6 L. f4 V
- @sp_src_rect = Rect.new(@sp_range, 0, @sp_width, @sp_height)
% S' O, b K. ? - @sp_bitmap.blt(0,0, @sp_image, @sp_src_rect)
# D9 Z' g& j+ Q( | - @sp_sprite = Sprite.new
2 c% ^/ x0 ]: A5 f - @sp_sprite.bitmap = @sp_bitmap
$ f5 N- b6 o5 M- L4 X: t) M6 H4 S+ n - @sp_sprite.z = 5002
" N& N& @- u3 ?: M3 i0 f" @- F - update
. F) ]8 E, Q# ?* t+ d0 M - end& o! O' z) G; p! O9 u& U( e4 N) R
- #--------------------------------------------------------------------------
3 x: K; n! L* o- X" ~) ` - # * Refresh
' ` Z5 R, H0 ]% x - #--------------------------------------------------------------------------
# M* g; `1 K" T3 T: l - def refresh- T# g& J* T5 A( g6 k
- return if @old_hp == @battler.hp and @old_vis != self.visible
! e' O/ W7 N2 C J: M - self.bitmap.clear7 c! h' m0 K) c1 w* S
- @old_vis = self.visible
6 R# M$ }. B' s/ } z1 w, R% U$ V - @old_sp = @battler.sp
- R( k0 n2 r$ y9 B3 L8 h) k% T - @old_hp = @battler.hp% D6 K5 `) c# A' u6 G. j0 U& r
- hp_flow_update
1 }8 U* J: c2 m/ d# j% |2 } - sp_flow_update* Y% a6 k& i/ [) Y
- hud_pos_update
% z T6 L U6 P2 | - visible_update
8 Q. Z1 x% }- H, R/ G8 E# v! r - end
- \; U: r+ G; e( Z6 P/ \( H - #--------------------------------------------------------------------------
% _: T2 V9 F8 |# n1 t - # * Dispose
' b5 N1 ?( _1 D - #--------------------------------------------------------------------------
Q' h" B$ x0 ~- b - def dispose a# `1 i. U- @
- #HP Meter Dispose% o- o ?: P5 K- r: S4 A
- @hp_sprite.bitmap.dispose7 O; `% C1 z2 U+ V6 Z
- @hp_sprite.dispose
, q: u$ u5 n6 F# \ - @hp_bitmap.dispose
0 s. {3 z3 A, b* w - #HP Border Dispose
" L% H( O8 A7 r! l( o* U- m - @layout_sprite.bitmap.dispose( \0 U$ R4 A5 b. p% y
- @layout_sprite.dispose6 Q9 l' ?7 G4 h; r& g" s' |
- @layout_bitmap.dispose
, A \: {; i& _) e' d: E - #SP Meter Dispose
8 H$ R \0 O7 c- o* d) Q - @sp_sprite.bitmap.dispose
+ H, D4 e& X( Q4 m" ~* Z# U$ p3 D% t - @sp_sprite.dispose0 t1 G4 [; W$ D, T3 o8 {
- @sp_bitmap.dispose- o* p( W3 [( J0 {
- #SP Border Dispose
' w5 x* }; n2 v: I! O - @layout2_sprite.bitmap.dispose! W0 Z, f( ~8 ~ `, O ?1 n
- @layout2_sprite.dispose9 q# n, w* X3 Y( l" r; R9 h
- @layout2_bitmap.dispose
+ u% z$ P" j0 ` - end. D+ K& t1 o) g* N2 q; W9 a ?! v" p- N
- #--------------------------------------------------------------------------
0 s. p9 ~) B7 A7 x - # * Update
2 D o/ Q! {( d8 [# E$ f7 |! X - #--------------------------------------------------------------------------! I# I) U: q5 Z. X& }& [1 D
- def update* ^/ `0 q2 z9 J' g2 E: ?1 C
- @battler = @enemy.battler
8 r! g3 I9 P4 G2 S - return dispose if @enemy.dead? or $game_map.events.values[@enemy.id].nil?9 x1 ?% ~1 R- X# z
- if self.visible/ Y+ u; e9 z9 f) z/ c
- refresh& H! K$ ]& a3 u4 N7 x0 n
- else% r# k$ i, ?$ v& v6 E3 k
- self.bitmap.clear# o0 ~3 W9 D+ {) h6 R1 P) ?. k
- end# `' O3 _+ p; t" {
- end
( Z! x" Y$ j$ ^/ s3 v - #--------------------------------------------------------------------------7 c" @( d1 {8 Y2 ~2 s2 M( G+ j
- # * Visible Update
- W( V: \% R: j6 v) M - #--------------------------------------------------------------------------1 X3 e# z+ ~# H+ W
- def visible_update$ Z A$ k9 H- F# \! G
- if $game_switches[MOG::DISABLE_SHUD_SWITCH] == true
7 b9 h4 B: t" A- A" x' `; B - @hp_sprite.visible = false
& E6 x* e; m* ?6 w* n* d+ ] - @layout_sprite.visible = false
7 G1 _' G( O2 i# K M* y - @sp_sprite.visible = false" K" P4 F0 P W: f5 o
- @layout2_sprite.visible = false
2 H2 {4 ?# Y( h/ p' C1 o% v. d - else' ^, \0 _0 i% v W$ H3 ?3 D1 L& s
- if HP_HUD == true
: {5 d f3 v' @0 \ - @hp_sprite.visible = true% t' C6 N; ~8 u: f5 P7 m. b2 D5 A8 w
- @layout_sprite.visible = true2 Y& n+ i- l3 D. i) x2 |+ F
- else# y9 h$ [/ T S$ a9 K/ j
- @hp_sprite.visible = false
+ L$ x1 r) x$ `/ { - @layout_sprite.visible = false4 @% W' o# m0 T3 `/ X3 _% ~. R: c+ ?
- end
% j4 J4 e. O" U1 \, N3 }- Z - if SP_HUD == true
: [3 l, |" w9 y - @sp_sprite.visible = true
, Q$ G! \$ Q' _# W3 M( w - @layout2_sprite.visible = true
, y o9 S4 T& N - else' I( F& S) [5 }0 q6 i
- @sp_sprite.visible = false0 h5 O# M t6 c- c9 ]# n
- @layout2_sprite.visible = false
! i' a3 D. N, P& m& ?3 ~7 h4 k0 g/ P) o - end - ^* h/ F- M+ _5 u' z
- end " A7 X% r5 B. ?8 o2 ^5 ]: K6 h
- end * w. T. b: F c* `5 R7 x) J7 l
- #-------------------------------------------------------------------------- Z% [0 P! O! W
- # * Hud Pos Update
( \; T# r0 n1 {7 A: }3 s - #--------------------------------------------------------------------------
$ z0 v# n, u' R0 V6 v - def hud_pos_update P# J9 ]) b- W2 X& s) o
- @hp_sprite.x = self.x - @hp_width2 + S_HP_METER_X
9 K7 V8 k1 b* a" X8 R( q' N5 V - @hp_sprite.y = self.y + S_HP_METER_Y 7 \2 O" N6 \5 C8 m" ]
- @layout_sprite.x = self.x - @hp_width2 + S_BORDER_HP_METER_X
d* o* z* e2 Q3 J6 u* q" _ - @layout_sprite.y = self.y + S_BORDER_HP_METER_Y
" V- z; _$ C3 A0 m' r/ {: ^ - @sp_sprite.x = self.x - @sp_width2 + S_SP_METER_X
4 ^( d% W; ]$ B3 R" N& q S - @sp_sprite.y = self.y + S_SP_METER_Y
! e2 q: ^) ?2 U; d B% a. U/ a; k - @layout2_sprite.x = self.x - @sp_width2 + S_BORDER_SP_METER_X
- k/ w) i. k }& z8 k - @layout2_sprite.y = self.y + S_BORDER_SP_METER_Y
5 e# {+ S+ s; d% ^+ o: X - end
7 E! ]* Z; @- v/ n - #--------------------------------------------------------------------------
8 p$ O- Z+ X+ u" K T* W7 |6 y - # * Hp Flow Update3 M; a& R" g, Y5 H6 i! p1 k
- #--------------------------------------------------------------------------
# W" I$ X3 f( \- Z6 h7 W: G8 _! F( ` - def hp_flow_update6 B$ V; H# `- T4 N2 F0 x: k% }" M
- @hp_sprite.bitmap.clear& ?+ B5 _& p: m" {7 r3 w
- @hp_width = @hp_range * @battler.hp / @battler.maxhp
3 z% D) W% E1 G+ | - #HP Damage---------------------------------% p( n8 c' F6 f+ U
- valor = (@hp_width_old - @hp_width) * 3 / 100
$ g- Q9 S `. n - valor = 0.5 if valor < 1
$ u. p ?( n: Y3 N0 X1 S - if @hp_width_old != @hp_width/ }8 G" _5 H" Z4 A- x
- @hp_width_old -= valor if @hp_width_old > @hp_width 9 h1 d# M" I$ m% s
- if @hp_width_old < @hp_width ' o7 n2 _4 s$ G" q; h1 O
- @hp_width_old = @hp_width
( z6 D% f4 O! w - end 3 {6 r; g4 \; u1 p, |# P
- @hp_src_rect_old = Rect.new(@hp_flow, @hp_height,@hp_width_old, @hp_height)
' h1 k& i% L$ z! f5 F! P5 m- k - @hp_bitmap.blt(0,0, @hp_image, @hp_src_rect_old) ' Y& N; U( z2 X5 p
- end ; J6 O7 \; I+ J7 Z. F6 m2 l8 C
- #HP Real------------------------------------6 h; ^) P- d( {; N/ C
- @hp_src_rect = Rect.new(@hp_flow, 0,@hp_width, @hp_height)3 L/ c* D1 _6 o1 c* {7 s
- @hp_bitmap.blt(0,0, @hp_image, @hp_src_rect) + r; Z- ]" N0 c: S/ e
- @hp_flow += 2
7 L' W/ Y5 _3 [; @. H. @ - if @hp_flow >= @hp_image.width - @hp_range
6 F$ [4 e& ~$ V - @hp_flow = 0
; i1 l3 P+ F3 v% @& ` - end
8 P: F4 C2 B# {8 X0 _ l4 e7 k) i - end ; p y" o6 A, {
- #--------------------------------------------------------------------------
" z; N3 l: f0 ^( N7 Y - # * Sp Flow Update
" }, {7 o, w6 V D - #--------------------------------------------------------------------------
) Y" X5 _) M2 z5 G - def sp_flow_update9 |4 e3 c" c1 V' W# r1 Y3 b
- @sp_sprite.bitmap.clear8 n: @$ H/ b7 {8 j0 Q& H
- @sp_width = @sp_range * @battler.sp / @battler.maxsp
x. ~0 d" J, t8 X/ [ - #SP Damage---------------------------------( N' e8 w/ ]2 o( s) h, V5 |
- if @sp_width_old != @sp_width
7 |/ @* X) Y6 x! Q( P# h( `9 S - valor = (@sp_width_old - @sp_width) * 3 / 100# l3 q7 R$ ]7 c$ O6 j9 {+ k) k2 f! y
- valor = 0.5 if valor < 1 ' }5 E# P$ }+ n! O
- @sp_width_old -= valor if @sp_width_old > @sp_width
7 T$ p1 z5 W) h- S" ? - if @sp_width_old < @sp_width
$ k0 D) P* M; ?: ?$ G - @sp_width_old = @sp_width
$ V U, Y: R( e0 }% }" j - end + o! F n7 W8 N
- @sp_src_rect_old = Rect.new(@sp_flow, @sp_height,@sp_width_old, @sp_height)
: r6 Z3 P) x& }5 a' z - @sp_bitmap.blt(0,0, @sp_image, @sp_src_rect_old) ( \, G! V8 r1 |/ X1 _" C
- end% w+ _; `9 O2 O1 l
- #SP Real------------------------------------
4 X* K- H8 ?8 s3 Z3 H/ q" q& @# K - @sp_src_rect = Rect.new(@sp_flow, 0,@sp_width, @sp_height)3 a2 N+ l) p* Z4 ?' ]2 ~ o5 J7 F
- @sp_bitmap.blt(0,0, @sp_image, @sp_src_rect)) O' X# c* b' a+ ~0 E t; B( g
- @sp_flow += 1
- y; p6 D* t$ r' N( p - if @sp_flow >= @sp_image.width - @sp_range9 P F1 y& l: j6 Z
- @sp_flow = 0
$ \3 `# p8 U0 ] - end# D' T/ @" k$ `& |+ v. _! w. R! c
- end
K( R k( L6 L; V6 W9 o" w) n - end
2 i; Z* C! C: X. e& w' U1 N - #===============================================================================
* J- q+ X, o6 { - class Sprite_Character < RPG::Sprite
- `9 k* m5 o* }4 u1 L i8 J$ H6 g3 [ - #-------------------------------------------------------------------------------
8 \5 I2 y% T7 O0 D. r - alias :xas_emini_hud_init :initialize: g! r# E; c" n& j& o
- include MOG
3 q" j& P: l7 ~* ?0 B. I - def initialize(viewport, character)) i A9 K5 l# R4 y% g
- xas_emini_hud_init(viewport, character)
1 m' I+ n' ^) A( Z/ O- j5 d* f - @viewport = viewport% Z% K7 `7 P8 Z8 o0 A- D5 y
- return if @character.battler.nil?
8 t+ d3 u, ~/ Y8 U9 h) x* g - return if XAS_BA_ENEMY::ENEMY_OBJECT.include?(@character.battler.id)" g% X% a$ Q: C9 u
- return if XAS_BA_ENEMY::ITEM_ENEMY.include?(@character.battler.id)( K0 b2 T! {$ Q9 Z2 _$ ~% g
- return if @character.battler.is_a?(Game_Actor)
$ X) U* F) Z! o( u/ q - @bars = S_Hud.new(@character, @viewport)
( q9 J+ b( N1 p5 v; I - end
2 T! f( e9 |& p! J5 @$ [. S - #-------------------------------------------------------------------------------
1 d: b; O6 b% P. {: ?' ~ - alias :xas_emini_hud_up :update5 a, V; J" p2 D4 }2 m
- def update
9 w4 l m* m4 G+ h; R - xas_emini_hud_up
1 e* ~. {* K; [; |1 u - return if @bars.nil?9 H& z( v% |7 V! w/ U
- return if @bars.disposed?, A" n, A: n& A4 p
- dis = ($game_player.x - @character.x).abs + ($game_player.y - @character.y).abs+ o9 a3 S- Z" y6 F$ X i+ j1 o5 F
- @bars.visible = (dis <= RANGE)) p( j# K, t, u
- if @bars.visible
1 R- M2 ] i( [+ t - @bars.x = @character.screen_x# - @cw / 4
* }" ~, t' _3 x+ c - @bars.y = @character.screen_y# - @ch / 4
4 J% D3 [! W# e; Q' j! u) q4 g1 Y" b - end/ H5 M+ W2 G9 D% `0 J1 D
- @bars.update
+ g9 H3 C- J/ K2 b9 w% }/ i Q - end( t# z7 n2 M' j* }/ t: J
- #-------------------------------------------------------------------------------
# P4 r+ `3 w( V6 c' ?& F - def dispose4 |$ n% P/ Q5 w- M) k
- super# f' I7 P: w. E0 b4 c
- @bars.dispose if [email protected]?. l6 q6 Q& X: S0 y
- end
* ?) X. ]" _, j1 ~1 e - end3 U) E" K: [2 x
9 M1 }" f5 N! F* [/ H/ F- $mog_rgss_s_hud = true
复制代码
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上面所說出錯的203行內容為
2 v$ I9 K. ?5 r( ~& O8 N+ k( h/ C@hp_sprite.bitmap.clear# J# a4 R: e, B# s: N# Q
6 }5 M- _2 }7 O想知道怎麼解決' B! `9 ^4 ?3 s) I! ^' H4 ^% j
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該腳本支持3.82: m) N; i& K. I9 j
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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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