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這是我將官網的S_HUD修該而成的怪物血條
5 Z* d& x$ G( |! {7 m會在每隻事件怪物的腳下顯示
! k; F; O, O) J. r! J問題是不知道為什麼
$ O* Q% Z/ P( @" J) f' w; t8 j有時打怪打一打會跳出
3 q/ H) [& f9 Q* ?, [---------------------------
! O! I1 ^0 k2 P( q4 _XAS
. q% v/ F5 L1 Z---------------------------
* U5 F4 W9 j) o2 u. k9 m+ e脚本 'MOG - S HUD' 的 203 行 发生了 RGSSError。
/ y9 d% x& r2 y
8 E1 o6 }6 |9 r' u3 gdisposed bitmap9 f1 |: e- s- a3 x4 O6 P$ s5 ~; V
---------------------------# a, `5 F% F( R2 C
確定
! f% F3 U4 ]' x# j2 R0 x: h" o. |: v, f K---------------------------
2 R K& B7 |7 U) K- y6 p- S" c% v# D0 b( K+ i
這是腳本: _) W0 S' _4 I" Y; }
& z9 Q% f+ c5 P5 r) p5 P
- #===============================================================================
& l# _2 @1 ~( @$ f - # MOG - s Hud 1.0
, m5 K9 w' N& }( l: A1 m! x - #===============================================================================/ Z; `* C- }* u* i& X& S1 I
- # By Moghunter
" F: l% R Y, d8 s: @ M - # http://www.atelier-rgss.com9 o& X4 t6 w0 E6 u. |! n& O
- #===============================================================================4 C, O, w& a3 i
- # Translated by Calvin624
) D0 f2 f: p% T - # http://www.xasabs.wordpress.com
* T5 S7 D6 A! J3 m* i - #===============================================================================' ? Z% N# z$ h9 F
- ###############################-DESCRIPTION-####################################
' L9 o4 I9 C2 J. \2 j; ?- P, ~& x - #===============================================================================2 K h( {+ T9 u5 }8 H' Z9 M
- # Personal HUD – displays the HP and SP below the hero. _* }4 X, q1 k* e% {
- #===============================================================================
* }& Z: e. I# p# o& X, m - #3 x( P' }7 w( c/ v& u0 {$ r
- # Graphics required:
* ]% m, J8 n/ f. f! S) O9 | - # & W, ?+ s( b0 [2 E9 T. I$ i! O+ R
- # S_Border_HP_Meter.png+ ^+ U& P G4 w( y
- # S_Border_SP_Meter.png1 G" S3 d$ ~, ?
- # S_HP_Meter.png% m" i& k2 |! s/ U! g; I
- # S_SP_Meter.png+ t; y( y7 \. k" R( S- V
- #' X' o3 p, |: N0 r- c. V0 R
- # All images must be in the Windowskin folder.
. M1 o+ s$ T/ w; @9 H: j1 A4 |1 q - #7 G+ H1 q7 P$ C6 P' u
- #===============================================================================
( ?+ R. g3 B# y# N - module MOG/ c& B6 J# N r, j/ @) j" X
- VISIBLE_DEF = false
% P( a4 R3 X: c/ t0 j - # Show HP meter?2 S U: p- N' t2 L! g' W4 j
- HP_HUD = true
" X' X" P. p$ T - # Position of the HP border
, z# H3 ? y' v$ @. V - S_BORDER_HP_METER_X = -2
/ W) V9 g. k& ~* F6 k" { - S_BORDER_HP_METER_Y = -2
/ I% p) i( E2 ?) K% c6 A* W0 Z - # Position of the HP meter, m" j q/ z8 b' O7 G
- S_HP_METER_X = 0
6 m5 M/ x; g: j6 z( b - S_HP_METER_Y = 0$ q7 j# {* P+ d G. K4 B/ e& H/ d; j
- # Show SP meter?$ d' N1 `9 L# [0 l; a) ?! { u
- SP_HUD = true2 t# J- M6 Z1 `, J
- # Position of the SP border3 e. q4 }' O6 ]; j2 E
- S_BORDER_SP_METER_X = 0; r: k! m0 F& G: D/ v7 K
- S_BORDER_SP_METER_Y = 10
& X, {7 x& }9 c5 x( T0 R7 | - # Position of the SP meter
$ J: ]# I) k+ { { - S_SP_METER_X = 06 N b+ B0 r1 f$ h/ E8 ~
- S_SP_METER_Y = 10
1 D2 n2 {) I) [! ~+ n6 B" }/ V$ R5 n - # Switch to disable the HUD$ O0 O- u. n0 ]
- DISABLE_SHUD_SWITCH = 5
' W& I& ]4 P3 { - RANGE = 20
# u, S8 z t& I* `/ a; [5 O; I - end; z9 d& \: N- j# N& N% R0 I
- #===============================================================================
7 U2 p7 ]9 H9 x: t! P - # S Hud
0 e' {; s4 o# V6 s0 E2 W; x0 r - #===============================================================================
8 e" V+ J7 C2 I" u - class S_Hud < RPG::Sprite
% h) i: m% Q0 d. D+ Q D3 { - include MOG; v4 Y* |2 u% s9 L5 n r7 ]
- #--------------------------------------------------------------------------
3 W0 l# ^/ V \4 ? - # * Initialize
+ }5 t8 v! w; m8 ^% |5 k: W( B8 E - #--------------------------------------------------------------------------' w0 B. `! p: l3 R+ T
- def initialize(enemy,viewport) T/ R- u7 w) c' ~; u7 R( _" h
- super(viewport) - D% z7 ^5 p- c# ^1 d
- @enemy = enemy
! s0 u% L& {. L6 b, P7 b( o E - @battler = @enemy.battler
: t/ Q+ E0 _; t7 R2 p - @old_hp = 01 N4 y& F/ L, u" m$ L$ V; i
- @old_sp = 0% h- S7 }4 W$ r* T. w" Z5 z+ g2 O
- @old_vis = false6 e. P* X* ~" V# Q$ n! U; Y4 a
- self.bitmap = Bitmap.new(100, 100)& F. P1 V/ z( ^- F
- self.visible = (VISIBLE_DEF)#false
1 h# Q2 ~) U8 E4 x' p - self.z = 100
! l: H4 ]3 G! x8 b4 ]' H - #HP Border -------------------------------------------------------------------
( T. C6 M+ Y9 j - @layout_image = RPG::Cache.windowskin("S_Border_HP_Meter")2 x& m( a$ S6 E( Z2 ]5 c
- @layout_bitmap = Bitmap.new(@layout_image.width,@layout_image.height)4 P$ }8 v( b, q# H% l
- @layout_sprite = Sprite.new' u& s4 G7 f$ s( c& M$ j7 Q
- @layout_sprite.bitmap = @layout_bitmap1 E& L: |5 L: Y1 `
- @layout_src_rect_back = Rect.new(0, 0,@layout_image.width, @layout_image.height)
; z: U+ _' Q9 x - @layout_bitmap.blt(0,0, @layout_image, @layout_src_rect_back)
% E* q1 D) J7 ~1 t - @layout_sprite.z = 5001
, S0 [4 W5 r7 [0 i) Z - #HP Meter ---------------------------------------------------% [' \9 t$ d8 B) e: t' J# A
- @hp_flow = 0- h" J+ x' c7 Z, \9 @
- @hp_damage_flow = 0. M9 u8 ] S+ ^# |& Q) A* d1 l7 u
- @hp_image = RPG::Cache.windowskin("S_HP_Meter"), p4 l \. T# o2 x q
- @hp_bitmap = Bitmap.new(@hp_image.width,@hp_image.height)
2 n k# n: F. E1 l - @hp_range = @hp_image.width / 3, M' H$ u+ E- L
- @hp_width = @hp_range * @battler.hp / @battler.maxhp
9 y- p H6 }7 S: L c# r/ [ - @hp_width2 = @hp_range / 2
+ O+ J+ c) D7 ?1 p3 j8 O2 C4 L - @hp_height = @hp_image.height / 2" U) E3 W+ ^3 N4 @
- @hp_width_old = @hp_width
( m6 s9 h1 R6 X0 m; j0 ]0 E, I; d6 @ - @hp_src_rect = Rect.new(@hp_range, 0, @hp_width, @hp_height)" N2 a4 O1 g8 l* T
- @hp_bitmap.blt(0,0, @hp_image, @hp_src_rect) 5 ?- f1 L" h. c1 p6 x" T; @
- @hp_sprite = Sprite.new
; ]3 ^9 `* e4 y, ]2 R1 r& G ^ - @hp_sprite.bitmap = @hp_bitmap
7 Y; [3 S8 |- s- I% n. G0 B - @hp_sprite.z = 50026 U' ~" B* _7 U% ~; e
- #SP Border -------------------------------------------------------------------, ]* _: C6 H# S1 |7 F5 f
- @layout2_image = RPG::Cache.windowskin("S_Border_SP_Meter") {/ o e F$ X0 f2 D1 ^
- @layout2_bitmap = Bitmap.new(@layout2_image.width,@layout2_image.height)* Z8 B" v- B+ }2 P
- @layout2_sprite = Sprite.new5 n* _% G( u$ f8 J
- @layout2_sprite.bitmap = @layout2_bitmap- t2 ]% P7 Z5 M( j
- @layout2_src_rect_back = Rect.new(0, 0,@layout2_image.width, @layout2_image.height)
) }8 o+ k' l( Q+ S - @layout2_bitmap.blt(0,0, @layout2_image, @layout2_src_rect_back) 2 Q5 ~2 a! `( r
- @layout2_sprite.z = 5001
; J7 u: t! ~$ k1 \0 N+ r0 ~ - #SP Meter ------------------------------------------------------0 U- x* t2 N/ I3 d2 c1 _7 X
- @sp_flow = 0( {/ \* A( s: p: F4 S% }* ^
- @sp_damage_flow = 0! Q: I M' T+ k
- @sp_image = RPG::Cache.windowskin("S_SP_Meter")7 O6 C9 X7 c" w4 c
- @sp_bitmap = Bitmap.new(@sp_image.width,@sp_image.height). H# A0 O0 }8 V/ b% a G* H
- @sp_range = @sp_image.width / 3
) i( \/ |' T5 s. i - @sp_width = @sp_range * @battler.sp / @battler.maxsp 8 B0 g! Z) B0 y# [
- @sp_width2 = @sp_range / 25 Q* l# m; u) a7 V# {" x
- @sp_height = @sp_image.height / 2& [/ z0 p6 v5 p/ e, ~& H" v
- @sp_width_old = @sp_width
* m! q' c) X; L* p' }6 C6 @3 d$ `; p g4 q - @sp_src_rect = Rect.new(@sp_range, 0, @sp_width, @sp_height)" a, d# h0 F7 ^, E! s8 e
- @sp_bitmap.blt(0,0, @sp_image, @sp_src_rect)
6 @& U% K/ y& ]# k5 O( ]) y - @sp_sprite = Sprite.new
6 q; D& B5 B- |" l' Z( H5 \ - @sp_sprite.bitmap = @sp_bitmap, B8 s X8 L4 o8 |- U
- @sp_sprite.z = 50024 ^; J6 \# L, W' I# X
- update G: B$ o$ W% l( ^
- end0 O1 C& V* G$ ]
- #--------------------------------------------------------------------------
; }9 w8 j4 Y5 t2 L# I( Z - # * Refresh
% M8 d' K+ y! N - #--------------------------------------------------------------------------
; c! o; ~# |! A" D) ~ - def refresh* j3 F- n- U$ ? A: |
- return if @old_hp == @battler.hp and @old_vis != self.visible2 L. T7 w% i/ k1 P1 {* G
- self.bitmap.clear9 F) b, H3 V2 @% Q' u q# v
- @old_vis = self.visible( k$ L1 w7 W3 s5 q
- @old_sp = @battler.sp) X# X7 d" {' \) E7 {7 c" J% C
- @old_hp = @battler.hp
( `5 @& g0 {" \$ Y - hp_flow_update. i) b f+ m: g
- sp_flow_update1 X( N: T2 Q# G# R/ r7 t
- hud_pos_update
: z6 V% s& ?0 t/ i* g - visible_update9 Z4 n9 ?# C& z2 { X# ], [6 A
- end
1 P9 s3 w- U+ N - #--------------------------------------------------------------------------
4 S/ T- T0 ~ c$ ?! @3 L7 o4 ` - # * Dispose
4 j/ B( H! `( ~. g1 m2 n; c" l - #--------------------------------------------------------------------------
+ M: y0 h4 Q1 ^ - def dispose( C* `" o' Q3 G9 q0 N! A
- #HP Meter Dispose
% `7 Z( v3 _; T( J - @hp_sprite.bitmap.dispose. o& Z( y- o/ k0 Y5 {
- @hp_sprite.dispose7 U- v7 H1 F! i3 |% N3 J1 p$ L
- @hp_bitmap.dispose
! o- ~" V* M' k! }$ O2 m - #HP Border Dispose* ` F% q/ ?! m& n; C1 R
- @layout_sprite.bitmap.dispose
- f' |4 v' ~, w# n2 n - @layout_sprite.dispose! P) ?5 h' T9 P7 a! [/ R
- @layout_bitmap.dispose
7 [' g7 a* ~. w9 ~: H7 { - #SP Meter Dispose, M" o( o! P, M; F0 l9 U
- @sp_sprite.bitmap.dispose/ `5 r$ N9 r# u( T- r5 L
- @sp_sprite.dispose1 Q L5 U3 X/ T! f
- @sp_bitmap.dispose
8 s% D: B0 `4 [$ D, K - #SP Border Dispose
: v- n5 W" a5 u1 P - @layout2_sprite.bitmap.dispose E" A" p2 q1 b; [6 _2 ]4 S
- @layout2_sprite.dispose
1 Q; b0 L" v% e* N, g+ G2 H- t% N - @layout2_bitmap.dispose
/ R$ x6 B" {# m/ A2 k4 q% u- E - end, Z; w! S6 C6 ^' I5 s
- #--------------------------------------------------------------------------
/ I9 v7 d- ^3 j" M2 a' K - # * Update/ Q- ~3 g" Q& c* w# U
- #--------------------------------------------------------------------------
- p1 ^: E9 C& H" c U - def update
, L# j$ g. E1 e) X3 u, `$ w, t - @battler = @enemy.battler 3 [/ E! j$ V; @9 O' F
- return dispose if @enemy.dead? or $game_map.events.values[@enemy.id].nil?7 B1 S8 r! x# j( E# F: I
- if self.visible
! \: p, w+ p" b/ X - refresh
6 M" I; j7 n$ I - else3 i( D+ J2 D: Y& B2 ^5 }
- self.bitmap.clear8 e& s) C S; X5 o5 p& E
- end
$ C$ [7 W) Y; F7 S - end' K2 T7 @1 {+ i) B2 B z
- #--------------------------------------------------------------------------# |, d$ E' _% L: u* I& q4 t. @$ R; L
- # * Visible Update( C: F+ s$ b7 t0 r
- #--------------------------------------------------------------------------
6 W# `% M3 a. o# T$ ] - def visible_update
1 _' f- T7 a7 n t* s# | - if $game_switches[MOG::DISABLE_SHUD_SWITCH] == true' E! k1 U, K9 h% \9 E- f
- @hp_sprite.visible = false9 R: i, |* _; W, s8 q' X5 X2 c
- @layout_sprite.visible = false
! L5 m2 M" y* r5 M9 ]$ L - @sp_sprite.visible = false
: M9 V1 E/ M% W8 [. |; y% s5 t- Q& J - @layout2_sprite.visible = false+ q, I8 k7 A6 O1 N/ Z/ j/ f. P$ Z: e
- else; i) H, p5 G3 l2 @' }: X, v% o
- if HP_HUD == true7 g; d: P, A7 _: G4 ~1 Q# Z0 j
- @hp_sprite.visible = true7 R* b5 S& V; P
- @layout_sprite.visible = true
& k# { M3 s7 {3 X4 \ {3 _ - else' U- p$ X2 K& ]: _) W
- @hp_sprite.visible = false4 I" g& K* H# s2 U$ j6 J
- @layout_sprite.visible = false' v% k% v. J8 V% H( ^' m6 u
- end
6 y. I$ n! r/ N9 D0 c - if SP_HUD == true
: T0 ?4 K4 N+ O/ z* P( m+ R6 v. e; u% x - @sp_sprite.visible = true6 Y$ b8 U" ?0 F% G J
- @layout2_sprite.visible = true
, ]; w q2 \, ] - else
6 S0 U+ c5 g+ l5 P4 R! c - @sp_sprite.visible = false
& f1 U: ^% j5 N - @layout2_sprite.visible = false
, H# h$ Z+ }, M* z7 p - end & K8 y9 n6 x; c
- end - m. A2 Q1 e9 n
- end 6 D2 i- o- q/ u* B ?' o" G
- #--------------------------------------------------------------------------
/ H: Y( V+ P" A - # * Hud Pos Update
/ o& Z8 j# l4 s, z$ [2 g, W! r3 Y - #--------------------------------------------------------------------------
7 {' D, v( N( k% ^7 G - def hud_pos_update3 `( @3 ~7 D: h4 P3 S
- @hp_sprite.x = self.x - @hp_width2 + S_HP_METER_X- F$ R2 z5 p G2 {' H
- @hp_sprite.y = self.y + S_HP_METER_Y
8 f6 ^! L5 ?) `. e4 N - @layout_sprite.x = self.x - @hp_width2 + S_BORDER_HP_METER_X
8 k Y- @' O: \" H3 ~9 F - @layout_sprite.y = self.y + S_BORDER_HP_METER_Y
# ^/ j0 M$ o# o4 |7 `" I# r - @sp_sprite.x = self.x - @sp_width2 + S_SP_METER_X
3 v1 g- p% }* Q$ x - @sp_sprite.y = self.y + S_SP_METER_Y
6 F; O b2 |' [! H8 m& g( \$ L - @layout2_sprite.x = self.x - @sp_width2 + S_BORDER_SP_METER_X
$ w; v5 {: n- k# O6 w - @layout2_sprite.y = self.y + S_BORDER_SP_METER_Y 1 `# e; Q' x0 `* N
- end : u4 @& V( ~) T1 x
- #--------------------------------------------------------------------------
1 a$ d6 q1 J0 Z# c3 n7 q - # * Hp Flow Update: y( I9 z7 ?$ W
- #--------------------------------------------------------------------------
/ J0 ^+ E! _5 [: ~& m - def hp_flow_update
2 w* y' E, N8 E7 Z8 q. x - @hp_sprite.bitmap.clear" v2 U9 L- W$ N
- @hp_width = @hp_range * @battler.hp / @battler.maxhp * l) p9 p9 X4 h+ M Z+ c" k) {9 f m3 W
- #HP Damage---------------------------------" A% Q' Q6 U' s+ y6 J
- valor = (@hp_width_old - @hp_width) * 3 / 100+ G/ z1 a% ~: ~# s! d
- valor = 0.5 if valor < 1 5 Z+ L$ [7 X* ^* d; R9 D
- if @hp_width_old != @hp_width% A/ | j7 S5 k4 C# X) G! r) A+ ?9 u
- @hp_width_old -= valor if @hp_width_old > @hp_width
% k7 j3 ?" X! @# q+ c - if @hp_width_old < @hp_width 1 m: n) A/ B% m6 i( d- h
- @hp_width_old = @hp_width& c* ?. N8 d/ i
- end
, }, S6 i4 h& A3 O - @hp_src_rect_old = Rect.new(@hp_flow, @hp_height,@hp_width_old, @hp_height)* z3 t! D$ P7 r2 ]# y2 j
- @hp_bitmap.blt(0,0, @hp_image, @hp_src_rect_old)
) Q2 i; W8 `, u" K( t - end
% W. F" d- n8 Z* G0 \7 w - #HP Real------------------------------------* P& O8 a7 A6 z( y/ r* G3 \
- @hp_src_rect = Rect.new(@hp_flow, 0,@hp_width, @hp_height)
4 C/ ?3 j0 v' n& ?2 X! k - @hp_bitmap.blt(0,0, @hp_image, @hp_src_rect)
+ e# T" [1 q1 U7 }! ^5 ` - @hp_flow += 2 " ~# S5 s5 g8 Z9 P1 {
- if @hp_flow >= @hp_image.width - @hp_range6 J0 a6 A: p& ?- F E
- @hp_flow = 0 ! ]- R( }0 {( j0 S$ y
- end: p8 x2 v8 T9 N: _( N
- end
9 O5 g5 N4 M& \9 i) O6 m - #--------------------------------------------------------------------------
" t0 I6 F. S4 N2 y) D9 ` - # * Sp Flow Update
, b( Q+ o3 Q8 ^1 D* _* ?) g" G - #--------------------------------------------------------------------------
) u m4 J9 l% A& H - def sp_flow_update
8 Y7 e0 R& n- C2 g% [ - @sp_sprite.bitmap.clear
: a- K/ B$ q# ~ - @sp_width = @sp_range * @battler.sp / @battler.maxsp
% F- q7 R2 Y0 f# O N- V4 j# t - #SP Damage---------------------------------
: C" X" ^( w, i. j# A - if @sp_width_old != @sp_width
% b& V) @" O' @) |% q - valor = (@sp_width_old - @sp_width) * 3 / 100
$ Y) V! h) v$ U" _! b, Q - valor = 0.5 if valor < 1 Y* ?6 u9 X7 T4 z
- @sp_width_old -= valor if @sp_width_old > @sp_width
' K1 p% t. O( h* U5 Z5 A - if @sp_width_old < @sp_width
- Y: x R8 {3 n G - @sp_width_old = @sp_width4 K$ t2 S5 B5 Q3 X+ Z8 P: s s9 E/ B
- end ; c9 |( m3 f7 G5 g, ^' `+ o1 w9 B( Z- W
- @sp_src_rect_old = Rect.new(@sp_flow, @sp_height,@sp_width_old, @sp_height)
0 l1 E; I: l! C, p% g4 `9 K/ w - @sp_bitmap.blt(0,0, @sp_image, @sp_src_rect_old)
- z& |% Z; Y2 i/ s" \ - end. @, E& o) f# ^+ \$ C. l8 j
- #SP Real------------------------------------5 d/ z3 s X% Z p
- @sp_src_rect = Rect.new(@sp_flow, 0,@sp_width, @sp_height)
. K# D9 i; Z; ^; m5 M - @sp_bitmap.blt(0,0, @sp_image, @sp_src_rect) s1 I- Q9 v: O5 V
- @sp_flow += 1
# k" Q% H( B/ O. d - if @sp_flow >= @sp_image.width - @sp_range9 E s+ q6 r) ?6 i8 h3 H
- @sp_flow = 0 + b/ f* z! L9 ~: M/ }
- end S! n6 D5 |) u; \& B. F
- end R8 C o3 k7 s+ [
- end
9 |" m6 z+ l1 i2 N1 U/ u - #===============================================================================
7 A6 t" E) K+ i9 ` N - class Sprite_Character < RPG::Sprite6 L4 v: l; a7 @
- #-------------------------------------------------------------------------------. C: c) O1 d* n0 {6 `6 F7 ^8 r
- alias :xas_emini_hud_init :initialize5 a n) W; a& U( @1 h5 [8 C
- include MOG
- Y, i- L4 n& d - def initialize(viewport, character)
/ ^1 g' E/ T5 r4 _ - xas_emini_hud_init(viewport, character)& w5 I7 c R5 N
- @viewport = viewport, i9 K3 ]7 x3 v. N( t
- return if @character.battler.nil?
7 z9 O" O6 ]9 }9 E8 N+ n u. C - return if XAS_BA_ENEMY::ENEMY_OBJECT.include?(@character.battler.id)
* a5 ~1 D' G2 t0 c1 i/ p - return if XAS_BA_ENEMY::ITEM_ENEMY.include?(@character.battler.id)' H0 w Z' X2 w( ^& P, x& p5 R
- return if @character.battler.is_a?(Game_Actor)
: _/ U! `# p. r1 A- R* x7 p" [ - @bars = S_Hud.new(@character, @viewport)
) L8 f% r4 M5 v+ C - end; r( o. ]# a' Q8 }3 {2 X
- #-------------------------------------------------------------------------------" V! [8 z# q% S6 d
- alias :xas_emini_hud_up :update
9 b5 B- y6 ?$ v1 Q8 @5 l7 Y# d: R - def update
" i% r8 X9 `& u& z - xas_emini_hud_up) y- i. g; e0 U
- return if @bars.nil?
3 @% D$ M0 H b - return if @bars.disposed?
% ^& X {/ F+ r! l - dis = ($game_player.x - @character.x).abs + ($game_player.y - @character.y).abs$ o5 [3 m: o' o" F+ @" O0 N
- @bars.visible = (dis <= RANGE); ~' @2 ?4 B# t6 s2 ]0 K. L
- if @bars.visible
1 }$ {+ b' p% q9 i4 u- w3 @ - @bars.x = @character.screen_x# - @cw / 4
~( a( N" K( J2 ^9 ]4 | - @bars.y = @character.screen_y# - @ch / 45 O f @# S/ O- K3 x' I5 L% Q% a
- end; h# ^3 E1 J/ Z
- @bars.update1 _1 g4 Q, W0 T
- end5 l. { d2 B( [
- #-------------------------------------------------------------------------------& _& Z/ [% h1 `- Q, l; ~$ {: ]9 T
- def dispose
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% u: K6 _1 q4 C0 q$ ] - @bars.dispose if [email protected]?
z4 }" s- t' H$ _ - end
5 S4 U) j1 T! y' L: z v* T, J5 b - end
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- $mog_rgss_s_hud = true
复制代码
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上面所說出錯的203行內容為
( N( a; M+ D: ~* m; ~3 g; S@hp_sprite.bitmap.clear
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想知道怎麼解決
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, _- ]8 h( l2 `3 b$ J& ~/ ]7 \該腳本支持3.82& {' l4 k" y, B4 y
7 R% l2 u- W: A; V6 _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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