| 
 
| 赞 | 0 |  
| VIP | 0 |  
| 好人卡 | 2 |  
| 积分 | 6 |  
| 经验 | 31761 |  
| 最后登录 | 2025-10-29 |  
| 在线时间 | 1796 小时 |  
 
	梦石0 星屑562 在线时间1796 小时注册时间2009-7-12帖子443 | 
| 
這是我將官網的S_HUD修該而成的怪物血條
x
加入我们,或者,欢迎回来。您需要 登录 才可以下载或查看,没有帐号?注册会员  2 _% Y' h& O# {( x, ^% A! N會在每隻事件怪物的腳下顯示
 & c# o$ }! O5 P+ _9 y; x問題是不知道為什麼
 7 ?- E: M! s+ v/ {+ _有時打怪打一打會跳出
 1 R9 Y4 Z% T) _) i---------------------------3 T5 b, p% W  ~; g
 XAS
 5 G0 b) i5 Z' g0 Z---------------------------
 2 O3 F6 d' L/ d" b! o; i脚本 'MOG - S HUD' 的 203 行 发生了 RGSSError。
 ; g& Z& U8 e2 N3 \+ F
 6 R! D- U5 _0 sdisposed bitmap8 m7 k& ?+ B3 ~5 u3 M1 Z# `, p
 ---------------------------$ Y9 R. e4 k) T  c. w; x
 確定   - s# g! `6 z& b# n5 N  T: T
 ---------------------------
 4 g1 R9 D- s8 `% E3 V; U( d2 n  U2 [7 h. B
 這是腳本, M! W4 V& d$ \" M1 V& V
 6 F5 d# ]$ z7 h' F' ]. @. X: K
 
 - d/ ^6 f% A; n( t+ d复制代码#===============================================================================- @+ e/ }0 G7 E3 t* Q
# MOG - s Hud 1.0      3 ]2 z0 d. ~! ~1 a9 p
#===============================================================================' G0 p  T3 t7 t' j
# By Moghunter # K, g0 I( g2 @* Y4 h2 |# }: Z! a
# http://www.atelier-rgss.com$ d/ `) E; J8 L0 p  Q' `7 e
#===============================================================================' q9 E7 u8 ^% n  Y9 I6 s
# Translated by Calvin624 - `- e& z  J( i! t9 I
# http://www.xasabs.wordpress.com& J+ a& B* j: D# @' R9 w' M
#===============================================================================; T$ n- j; X( x6 _6 n+ u  f4 b
###############################-DESCRIPTION-####################################" S4 e, n8 {/ z; ^5 j  V
#===============================================================================* h& x( s& Y' F, t. V& [
# Personal HUD – displays the HP and SP below the hero.7 h! ]6 l/ W' c9 E2 p" Y
#===============================================================================6 `! H2 o8 V1 f2 {
#, F. a+ g$ d( I+ ?2 q, @6 \. A
# Graphics required:1 s0 r2 K5 m8 l  P
# 4 @( U0 n' V9 U% w
# S_Border_HP_Meter.png: t+ F8 }) e0 z/ K: H) P; ^
# S_Border_SP_Meter.png. d" E' a4 E0 Z7 A% s2 k0 B+ h
# S_HP_Meter.png5 w3 Z$ H- x9 ]# U) b3 r! T( C
# S_SP_Meter.png`( `" G  z6 O: ]
#L* }6 Q$ C$ J0 a8 R' a
# All images must be in the Windowskin folder.2 n! g. y- x) I9 n6 Z8 @% ?0 ?3 q
#6 V8 V* u1 B! _$ I* Y0 B  R0 n0 B6 p0 k
#===============================================================================+ a; p: C8 M, h) u3 J4 y  W
module MOG# G% r! F! t; x
VISIBLE_DEF = false  - n0 W, k2 c: v! l1 j$ `
# Show HP meter?( `' \3 W5 {4 z) q# A
HP_HUD = true1 d" V3 \( e$ [  O
# Position of the HP border9 W: p% C, N! H0 s/ J
S_BORDER_HP_METER_X = -2+ l% n( g$ [- f  Y& c& D
S_BORDER_HP_METER_Y = -2  ' x* h1 C- R" _3 O/ W
# Position of the HP meter7 z% u& t6 T7 R2 j
S_HP_METER_X = 0: z6 T: N. v% X
S_HP_METER_Y = 0/ E! ^6 x7 a7 _9 _# y( J+ V
# Show SP meter?9 @$ Y6 J4 }/ G/ `+ D3 P( H+ I) M
SP_HUD = true+ f: i8 S$ N! I1 h
# Position of the SP border" R: i) [" |! S7 ^! ]/ q
S_BORDER_SP_METER_X = 0; N# v6 G( a% p. ?8 r+ ?
S_BORDER_SP_METER_Y = 10 ( Q4 |5 [" l6 L+ w
# Position of the SP meter7 q$ y# u% S6 r* R5 R
S_SP_METER_X = 0: y+ m0 i  k" h8 Q0 f/ ]
S_SP_METER_Y = 10' I4 E9 K/ d8 N8 U8 x- f& I2 X. o5 L
# Switch to disable the HUD  Z. v  Q& `* h) Z( t
DISABLE_SHUD_SWITCH = 59 w, d2 n9 w+ \' R5 {7 o6 o
RANGE = 204 z# y. C; q$ O! w- _; @
end" D7 C5 \3 g* A: W
#===============================================================================" y; o+ c: [# o) ^5 u' @% e
# S Hud# q  a0 m: H7 J( ~: l4 Z4 K
#===============================================================================. q  X- a4 M, B4 U! [2 }
class S_Hud < RPG::Sprite0 c7 n0 p  ~& i
  include MOG4 G( ]* j6 H* U7 }
  #--------------------------------------------------------------------------* N5 A/ S0 e/ F, j4 [
  # * Initialize% A! l0 W6 R4 U# u
  #--------------------------------------------------------------------------" _# S2 s5 p. T5 g8 u% e
  def initialize(enemy,viewport)0 n- n& ?0 Z' T  d( g
    super(viewport) 0 k; a% i( a& t) J3 f. f+ h
    @enemy  = enemy# ]# |, ~7 S" }
    @battler = @enemy.battler/ z7 Y! s, q! i1 o
    @old_hp  = 0; Q! k8 e6 ?- N* x6 p, J; H/ o5 f+ {( z
    @old_sp  = 01 P2 G. ~" @" ^
    @old_vis = false( |# p7 ]. ]2 d
    self.bitmap = Bitmap.new(100, 100)% R& B0 p' I4 w: [4 u
    self.visible = (VISIBLE_DEF)#false4 C9 u3 ^# d! h9 V
    self.z = 100, y( c% ?! Q5 K) c
    #HP Border -------------------------------------------------------------------. Q4 n; l1 c( m! x: e  }8 [* U8 X
    @layout_image = RPG::Cache.windowskin("S_Border_HP_Meter"): ^$ S" f; m3 R2 C8 e. s( X( B  ?5 r
    @layout_bitmap = Bitmap.new(@layout_image.width,@layout_image.height)' F4 c+ X: d$ \5 `) p- v
    @layout_sprite = Sprite.new8 ?  H- z" t4 C' I# W$ i( Q
    @layout_sprite.bitmap = @layout_bitmap& M& Y9 e3 z2 x$ l! ?- N! L
    @layout_src_rect_back = Rect.new(0, 0,@layout_image.width, @layout_image.height)1 z/ ^  d5 k5 ~1 n- p
    @layout_bitmap.blt(0,0, @layout_image, @layout_src_rect_back)      " J) w5 G1 w5 x9 d# A* w+ g
    @layout_sprite.z = 5001/ e* @& s! }) Y) Z& p+ i
    #HP Meter ---------------------------------------------------, S4 d  S; k2 T" u5 x7 O6 V0 `
    @hp_flow = 03 J, |! b1 {8 H$ e
    @hp_damage_flow = 0. n4 o/ Y5 X1 p# W* N, M* ?
    @hp_image = RPG::Cache.windowskin("S_HP_Meter")9 W7 i- p$ Y5 t
    @hp_bitmap = Bitmap.new(@hp_image.width,@hp_image.height)% A) g; Z4 Y- {) u% D, V% C* c* X0 n
    @hp_range = @hp_image.width / 39 h3 H* S, |3 `7 K
    @hp_width = @hp_range  * @battler.hp / @battler.maxhp  9 r8 U' n1 F( Y+ b7 L
    @hp_width2 = @hp_range / 2$ N" v( N7 n0 L! H; s
    @hp_height = @hp_image.height / 2. D. `$ c1 I9 L
    @hp_width_old = @hp_width. m  t5 Y1 l1 d8 W2 o
    @hp_src_rect = Rect.new(@hp_range, 0, @hp_width, @hp_height)0 F( I1 |+ l* \) ]7 f
    @hp_bitmap.blt(0,0, @hp_image, @hp_src_rect) 4 N2 V$ k+ @* i- v% W* h+ `1 e3 |
    @hp_sprite = Sprite.new" M" ~# [& m$ d8 G- B
    @hp_sprite.bitmap = @hp_bitmap5 ~6 [0 K9 ?! E, r
    @hp_sprite.z = 50021 c) S. @6 l8 \" b
    #SP Border -------------------------------------------------------------------2 c# Y' A) L; T
    @layout2_image = RPG::Cache.windowskin("S_Border_SP_Meter")! s9 }4 L2 a8 _4 b: K
    @layout2_bitmap = Bitmap.new(@layout2_image.width,@layout2_image.height)0 v3 \$ L# F; D3 `/ z, F) H
    @layout2_sprite = Sprite.new8 J5 b2 }( Z) k$ R3 O8 b
    @layout2_sprite.bitmap = @layout2_bitmap  T0 G* p5 F/ x, I* ^3 a9 l
    @layout2_src_rect_back = Rect.new(0, 0,@layout2_image.width, @layout2_image.height)$ c) }( ?6 F2 f* }! i
    @layout2_bitmap.blt(0,0, @layout2_image, @layout2_src_rect_back)      2 M' T1 E7 I4 l8 a$ r# |
    @layout2_sprite.z = 5001    5 u/ R0 u% Y2 M2 }% L! C% F1 W, t2 ]! G
    #SP Meter ------------------------------------------------------  U5 T, K5 `; V
    @sp_flow = 07 t' C7 C/ a0 q! w! d# K, b
    @sp_damage_flow = 03 \0 w- s& A1 o- `; V5 [
    @sp_image = RPG::Cache.windowskin("S_SP_Meter"), {, J, W; g" G  z9 k0 {: b+ N
    @sp_bitmap = Bitmap.new(@sp_image.width,@sp_image.height)" @9 e. ?2 N8 n  A9 u
    @sp_range = @sp_image.width / 33 f/ X: p* K) k3 @% o
    @sp_width = @sp_range  * @battler.sp / @battler.maxsp  / C8 q8 J* f/ i; v& q7 q
    @sp_width2 = @sp_range / 2/ z( g" O: d6 @5 A, A) z; |
    @sp_height = @sp_image.height / 23 {0 y  _% Y* ~, E9 o2 }3 Y) {
    @sp_width_old = @sp_width5 W6 o1 |1 O2 j, h1 y
    @sp_src_rect = Rect.new(@sp_range, 0, @sp_width, @sp_height)( [! M6 |  t7 w  k
    @sp_bitmap.blt(0,0, @sp_image, @sp_src_rect)9 |. `6 X2 J- v9 h
    @sp_sprite = Sprite.new' V* Z4 J) `2 l
    @sp_sprite.bitmap = @sp_bitmap8 H, ]- Q' l3 Z0 u* b8 i7 g8 a
    @sp_sprite.z = 5002! W9 }' v  G& x4 k" T
    update6 Y2 o( `4 a; N" L+ Z- J) o
  end0 D" U8 q* P8 g8 o
  #--------------------------------------------------------------------------5 i1 x6 U, T' M# G! P( N) H- q
  # * Refreshb, ], l2 n- w5 T
  #--------------------------------------------------------------------------$ J2 Z* B% m3 s5 S
  def refresh. U6 P8 w4 M* `6 C) [
    return if @old_hp == @battler.hp and @old_vis != self.visible: L! l0 z$ ?1 H9 N" n/ K
    self.bitmap.clear0 p7 k) O" J+ W" C* h; D
    @old_vis = self.visible0 K3 I8 k6 H' g+ x. g1 c- U
    @old_sp = @battler.sp' ]1 W  X% c- B4 Q* `: C8 S
    @old_hp = @battler.hp. I5 j8 p. a5 k
    hp_flow_update6 O/ k( Y2 n$ v1 k
    sp_flow_update1 R3 ~$ G% J" L2 E) m; p3 A
    hud_pos_update+ x: `- j, A$ b* P
    visible_update! ?9 a7 B) Z! \8 p. v
  end  c6 T9 [  k) A$ l' S
  #--------------------------------------------------------------------------3 l9 x. j4 Z1 X1 S4 Y
  # * Dispose0 {4 Q, S9 t. \! [# N8 J
  #--------------------------------------------------------------------------! {1 w- N' G. X" Z" f
  def dispose+ k$ m5 A# a2 \$ W+ S" v
    #HP Meter Dispose5 c; k8 s# h' ~/ n4 s8 {; l
    @hp_sprite.bitmap.dispose; y7 b9 o) V# U' z$ [- j  C8 R
    @hp_sprite.dispose% x1 O9 J# f5 N8 n6 L8 N+ r
    @hp_bitmap.dispose# v, H) M2 O4 j6 ?  k
    #HP Border Dispose1 d8 f; c' c* d$ P
    @layout_sprite.bitmap.dispose) a7 u# S9 D+ r
    @layout_sprite.dispose7 ~0 I: a( p+ D) h6 ?! e& b  K# x
    @layout_bitmap.dispose- ]3 b3 q, ^! J8 U! j
    #SP Meter Dispose5 z4 o0 d4 y; O5 c
    @sp_sprite.bitmap.dispose; w* v/ L! ~" A" g& x* |
    @sp_sprite.dispose! A* d% C- o/ o' d2 ]: Y
    @sp_bitmap.dispose+ e: Q8 c: @9 t$ n5 J
    #SP Border Dispose+ w2 y: o% }" B$ F4 V
    @layout2_sprite.bitmap.dispose' B3 M8 m5 K% @  t$ l
    @layout2_sprite.dispose6 {" ]& a8 T4 b4 t
    @layout2_bitmap.dispose6 j" C+ l$ O# L  b( i
  end. J8 H- A7 e# G, B
  #--------------------------------------------------------------------------% V% [# X2 F9 B. b6 ]$ `  Z2 E
  # * Update$ N3 W2 \% F3 O  q. Q% ~% K0 V
  #--------------------------------------------------------------------------, ]/ T, G3 M" E- W. K6 r4 t
  def update) K* J9 H% f$ ^5 w7 a+ u
     @battler = @enemy.battler " I4 T; A3 W1 m7 i
     return dispose if @enemy.dead? or $game_map.events.values[@enemy.id].nil?, q! n2 P$ R# x1 T' U+ }* }& V# A+ ?. w
     if self.visible8 a% _3 P7 m0 w' ~/ K: _
       refresh2 h9 q. v9 i' ~& I& c) J) ]9 C
     else6 i" l0 L) ?/ P3 K5 b2 }
       self.bitmap.clear5 I; x: k1 `4 e0 N8 z# B
     end3 M, R3 n$ T3 {# V: Q
  end5 ?  M  U! Y4 P7 _5 Z4 t9 v
  #--------------------------------------------------------------------------+ ?' v- T6 c0 o
  # * Visible Updatey2 t" k: W  v4 P5 ]( ]3 V
  #--------------------------------------------------------------------------3 X' J& |  w' s$ f  i! M
  def visible_update. k$ m* o" ~" ]
    if $game_switches[MOG::DISABLE_SHUD_SWITCH] == true7 [5 H9 C- V; a" V6 y6 R: M8 i) M
       @hp_sprite.visible = false' f4 O1 s- b" e3 X" m" Q) M' V; J$ w
       @layout_sprite.visible = false0 q" G* S- ^; g
       @sp_sprite.visible = false% n: M. ]' A7 a: m
       @layout2_sprite.visible = false' c: Q8 u3 ~9 K) q) t2 A$ N1 O: s0 L
    else& c- y3 |8 u& P; y
       if HP_HUD == true& N6 F  k0 L9 P% c: S' Y  Z  r
         @hp_sprite.visible = true5 S' q: e. _. L% T8 X! y
         @layout_sprite.visible = true5 `* [; E: P  H3 W5 {
       else% Y7 Q+ ]; j. i- G0 ^
         @hp_sprite.visible = false( _/ j3 G3 N. S4 R; C6 V/ z3 ^
         @layout_sprite.visible = false3 R! ?8 L3 W3 N
       end  0 r( W% N3 G) ~
       if SP_HUD == true/ [1 l" w! U9 U: V" T! E
         @sp_sprite.visible = true2 P' z3 w8 ?$ M% c! O# N7 k
         @layout2_sprite.visible = true1 c7 H! r' J1 m4 `3 u! d" o' }" s
       else* p& z/ I# f; K; G9 s  o
         @sp_sprite.visible = falsei5 `7 ~/ x  w6 _8 f' b
         @layout2_sprite.visible = false- [$ X/ v" n6 f
       end ( Q/ P8 P# J- H; S' \
     end  9 ?2 Y' M& r+ [$ l( w9 T
   end   o- ?, g& Z- X4 K5 y3 i  ~
  #--------------------------------------------------------------------------( ^* u5 M, \( }
  # * Hud Pos Update$ b: i5 }7 {$ D, _
  #--------------------------------------------------------------------------- j) R* @' U* M$ l* [' A$ ^
  def hud_pos_update; |" Q3 g1 t* B. L& J: m
    @hp_sprite.x = self.x - @hp_width2 + S_HP_METER_X- Y& ^4 {" f- }0 E! ?# |5 T
    @hp_sprite.y = self.y + S_HP_METER_Y  P' T" `* L5 ^3 S& f5 p+ B
    @layout_sprite.x = self.x - @hp_width2 + S_BORDER_HP_METER_X& z. a$ g0 p  Q& {% o* `& u3 N
    @layout_sprite.y = self.y + S_BORDER_HP_METER_Y ! M" B% I6 ~7 ^  W& @
    @sp_sprite.x = self.x - @sp_width2 + S_SP_METER_X; W% W* G6 y9 s9 A. }
    @sp_sprite.y = self.y + S_SP_METER_Y  ! U& d" D8 }+ r( \& u
    @layout2_sprite.x = self.x - @sp_width2 + S_BORDER_SP_METER_X/ M2 ?8 C9 V- z/ `- b- @
    @layout2_sprite.y = self.y + S_BORDER_SP_METER_Y     7 a4 D. C( ]) M% d; R+ D# ~2 u' ^
  end  ( v% _2 N! v1 Q# I
  #--------------------------------------------------------------------------1 o, U4 I0 ~( C, ?7 T
  # * Hp Flow Update+ ]/ \$ T. a$ j% E) e
  #--------------------------------------------------------------------------1 ^" t9 a* s' z
  def hp_flow_update- c9 m8 a. B/ G
      @hp_sprite.bitmap.clear2 J- ~" U4 g6 I# R( d8 _
      @hp_width = @hp_range  * @battler.hp / @battler.maxhp  / z8 R4 o: C8 S
          #HP Damage---------------------------------$ T4 ?! V: X) Z# F- U2 y) w0 g1 v
          valor = (@hp_width_old - @hp_width) * 3 / 100! r8 g! y' c  }) s" z
          valor = 0.5 if valor < 1          ( p& _" ~9 O) X6 m. k# Q2 `) A
          if @hp_width_old != @hp_width]: |; p! y1 g& @' A8 i5 N9 A- M
          @hp_width_old -= valor if @hp_width_old > @hp_width  & y+ t" @7 X) T) a" K' W
          if @hp_width_old < @hp_width 0 o) l2 ?$ G8 H2 I
             @hp_width_old = @hp_width, Z# A. o6 N& [  d5 Z% q: I
          end      / B% X' c  o2 j4 v
          @hp_src_rect_old = Rect.new(@hp_flow, @hp_height,@hp_width_old, @hp_height)5 `+ E0 a0 S1 N8 @; S
          @hp_bitmap.blt(0,0, @hp_image, @hp_src_rect_old)       3 U0 q$ l& S1 {+ W
          end        4 ~( `" j% X, q% T' @/ X( B3 o
      #HP Real------------------------------------+ ~  ]* l. }- C% @7 G% G: p
      @hp_src_rect = Rect.new(@hp_flow, 0,@hp_width, @hp_height); e* L6 e. c1 N9 X/ B5 t6 v
      @hp_bitmap.blt(0,0, @hp_image, @hp_src_rect)          * v9 _9 j  P  z
      @hp_flow += 2  + k1 u  c: ^! I  E+ J6 i
      if @hp_flow >= @hp_image.width - @hp_range/ i1 w$ o0 s% T- Z$ P
         @hp_flow = 0  $ R2 ?2 d" E5 l( m3 Y
      end. B( q; B; t' X3 J* ~- b7 u
  end    9 L) t% }8 N& [
  #--------------------------------------------------------------------------, \7 K" I5 N6 c/ c0 [0 e
  # * Sp Flow Update9 |" b/ R0 I% K- C9 B6 @3 `
  #--------------------------------------------------------------------------/ S9 b5 @5 \8 X6 a2 [  _' I  ]
  def sp_flow_update3 l/ |) j2 i4 z, `- p9 N% n
      @sp_sprite.bitmap.clear+ ^7 Z0 y6 |4 U6 ?: R9 Y4 g, y8 N
      @sp_width = @sp_range  * @battler.sp / @battler.maxsp - y) q7 _- |4 @4 e$ a7 }5 T3 M
          #SP Damage---------------------------------( d& f, E1 B" w& x' q+ R/ l
          if @sp_width_old != @sp_width/ V# R/ p2 R( A* ]$ E, ]" [
          valor = (@sp_width_old - @sp_width) * 3 / 100( [7 ?' g, D4 g7 V5 W; f
          valor = 0.5 if valor < 1              * ]* e' Z1 O8 t) K1 z2 g: c0 @
          @sp_width_old -= valor if @sp_width_old > @sp_width  ( {, y. K' {. z: }1 ^; S+ G; {
          if @sp_width_old < @sp_width " m% }+ @+ S  Q0 X
             @sp_width_old = @sp_width' ]' J: `' Q8 {! e5 o7 ]( C
          end      2 O& `9 M6 z3 o: M8 w+ D1 P) G
          @sp_src_rect_old = Rect.new(@sp_flow, @sp_height,@sp_width_old, @sp_height)/ X4 u, O, f3 C* ~3 ]
          @sp_bitmap.blt(0,0, @sp_image, @sp_src_rect_old)   \0 B2 k" ?" R
          end; F- B6 v" r/ f! t3 b: R7 W& b. U/ R
      #SP Real------------------------------------7 U5 b' I$ H. ?" q: r# u
      @sp_src_rect = Rect.new(@sp_flow, 0,@sp_width, @sp_height)$ e/ q" u% _3 |/ h6 _5 s2 ?+ @0 W1 r
      @sp_bitmap.blt(0,0, @sp_image, @sp_src_rect). V: E3 U1 j  g. I, g; d* r
      @sp_flow += 1  4 C( q2 Y7 z2 }2 O
      if @sp_flow >= @sp_image.width - @sp_range2 `1 d* t& T+ y/ r/ t) G7 ?
         @sp_flow = 0  2 Q* G  F$ e* i9 K: \' f
      end- O8 \; y2 m- U  f7 I6 b! ?9 I# U2 w
    end            0 x- _6 B+ m6 [- \
  end+ l9 }% V- u% D5 l1 U6 n+ c3 M
#===============================================================================$ _- [3 l# S1 e" N$ U6 C
class Sprite_Character < RPG::Sprite* u8 \  V: J- f- M6 ~
#-------------------------------------------------------------------------------- A) R2 J. _4 A5 j
  alias :xas_emini_hud_init :initialize7 Z, @& o3 ^: G6 X
  include MOG2 B. s8 t% A3 k) V7 _' T) I5 T
  def initialize(viewport, character); H  B$ E4 n8 m9 u
    xas_emini_hud_init(viewport, character)7 |+ l- W$ B; x5 K. J, G/ @& X
    @viewport = viewport# k+ Q$ }- p6 h7 R& U  E
    return if @character.battler.nil?* r* R/ R5 n! v, s9 k6 u. h
    return if XAS_BA_ENEMY::ENEMY_OBJECT.include?(@character.battler.id). t+ |$ B1 M! Y2 P4 r' u
    return if XAS_BA_ENEMY::ITEM_ENEMY.include?(@character.battler.id), c) Z: h5 X$ l& J. l  P( w2 V
    return if @character.battler.is_a?(Game_Actor)# R, o0 B4 S5 L; J% D7 U
    @bars = S_Hud.new(@character, @viewport)1 [8 G  X" `- l9 R, V9 _9 ?
  end4 e8 |- b- i& v) y; F$ z% X
#-------------------------------------------------------------------------------$ N+ i% u6 V: t( F
  alias :xas_emini_hud_up :update) d- s3 Z7 h- R) w' y5 b
  def update7 x) Q, Z; r6 l. [, H) s5 j% D
    xas_emini_hud_up. `5 m" p7 o3 X1 T/ [& D1 D
    return if @bars.nil?$ v4 u) L: o- T" Q% I
    return if @bars.disposed?' l- `7 v. f+ S! \  {5 V/ C
    dis = ($game_player.x - @character.x).abs + ($game_player.y - @character.y).abs% O2 b! `( g# ~/ ]/ p% Y; u1 O
    @bars.visible = (dis <= RANGE)# G- ^* }, w) \. a
    if @bars.visible( Q$ G0 w( v6 ^+ A
      @bars.x = @character.screen_x# - @cw / 4{9 C: v8 O7 V" l6 O
      @bars.y = @character.screen_y# - @ch / 47 L' P) C" J8 w- p
    end( l& R* p. V* y/ N% y# R6 m
    @bars.update8 N& I8 [8 V5 n$ V2 e9 Z) k. E
  end5 ~' _6 ^" E. x% X0 a; a
#-------------------------------------------------------------------------------4 }& \' {9 j& {3 B% M
  def dispose) }3 t$ Z' r5 ?5 F9 d2 [, `
    super( C3 @* O2 s% l
    @bars.dispose if [email protected]?7 G9 N% v1 g+ j4 T% Z! h, }* m
  end& Q( p2 {- L/ R6 h
end8 a5 N3 j4 t5 V& J7 {
1 K! g: j2 G; d6 s. u- p1 q( D6 P
$mog_rgss_s_hud = true
 0 W0 d0 o" E) K5 u# L
 ! f; \, x- o1 M上面所說出錯的203行內容為
 1 H8 h$ h# Q8 H& p+ D7 w/ A@hp_sprite.bitmap.clear
 ! ?9 u& O! T& U
 8 Y1 C7 |4 N" L6 l; F+ f想知道怎麼解決. S+ G" {& L' o4 \
 K, V$ f' K( B; ~: ^: @" X
 該腳本支持3.82/ {! V9 T1 q5 \& h* H6 E1 V
 
 ) [3 J3 B; q6 c- o( l' b下面是圖檔,要塞在Windowskin下" x1 H) E  V3 t" S1 B0 d7 U$ X
 * p( W% ]6 I0 v( t2 j4 _
 
  S_HUD_Graphic.rar
(12.36 KB, 下载次数: 49) 4 m# b. B2 {0 {4 [% A: {4 A' ?# i7 l5 X- `8 S8 Q& h+ \/ K2 y4 {; d
 
 $ I7 F7 C  T1 E/ m6 Q! ~1 z7 G, H9 M. n* L, W/ g
 
 | 
 |