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這是我將官網的S_HUD修該而成的怪物血條0 X" x5 I4 [8 a
會在每隻事件怪物的腳下顯示, ~$ ]% s" s; v5 _( z: }
問題是不知道為什麼6 k3 ]5 S8 l/ e2 k% ] ^# o; C
有時打怪打一打會跳出6 o o- ~5 T* o4 e- z. @/ H( k- I
---------------------------
6 v$ N; K: s+ z9 ^$ f3 B8 m' JXAS
. @+ G% h6 H; b---------------------------
, b$ k' m# Z8 a) `6 _脚本 'MOG - S HUD' 的 203 行 发生了 RGSSError。
: O+ u2 c' _' Z% \5 S2 }$ I; Y: O( a5 e3 Q6 i
disposed bitmap
. M7 H' o- ^6 q% b---------------------------
0 b! S% T, Y' G6 l確定
9 o; q4 v r; D7 n! Y% t* h, t" l( P---------------------------( T! H: j4 ~- y1 }$ H
3 x [$ M+ P4 w- I# t3 |這是腳本
+ j, ?) L5 ~5 C# @
+ Z2 `: i& |2 T+ i( G9 W3 i- #===============================================================================8 {; I: G6 G H2 @
- # MOG - s Hud 1.0
- ^) m+ }2 j' t0 ~! a. ]/ r" X3 ? - #===============================================================================
( w+ O# u V6 _- X& w1 |# t F - # By Moghunter 8 O8 n# w) @( e& a V
- # http://www.atelier-rgss.com8 o- P- H! E2 C# z5 Q T% I
- #===============================================================================
6 X# K4 }0 X8 z4 y$ A) z; @ - # Translated by Calvin624 0 Z+ B/ _. e% _* O! f
- # http://www.xasabs.wordpress.com c' p) z, i3 q# q/ g+ u6 ?7 \% I
- #===============================================================================
, k6 ] l; @* u# r; A9 A/ u/ i - ###############################-DESCRIPTION-####################################% Z) f, l s7 M3 R. ? Q: n0 H) e
- #===============================================================================
3 ~6 c6 z) g7 g% D7 c2 w3 p - # Personal HUD – displays the HP and SP below the hero.
5 J* d m* t$ ]$ j0 A. {8 p4 S - #===============================================================================# @4 W6 @/ ]+ f, i) t8 W* {
- #
+ _3 Z# r+ p$ z, x* k* z# F - # Graphics required:' q O( P1 V8 s; r5 B, I& l8 \ M
- #
; R3 |3 O& f; n; |. p7 r - # S_Border_HP_Meter.png z0 [6 d9 V3 m% S/ g
- # S_Border_SP_Meter.png8 z# J* J) c4 z3 r$ L1 F {
- # S_HP_Meter.png' ~+ X1 M& t7 Z% g% k: {
- # S_SP_Meter.png
4 R+ H# ~2 j, E$ E* c2 g" r - #
4 c% C: d' M$ o" U) ~ - # All images must be in the Windowskin folder.% G$ F2 O* I/ W
- #
- ^! u2 {5 ~& O( f6 L - #===============================================================================4 E" ~- E) |6 @7 S. x0 ?3 s
- module MOG/ h+ W5 f# i4 g4 }
- VISIBLE_DEF = false
6 W% V4 d5 s- U - # Show HP meter?
; i9 i5 C+ o4 T: n: l - HP_HUD = true
; D$ ^- L, L( e - # Position of the HP border& N) Q( ~& Z, {0 `& b# k
- S_BORDER_HP_METER_X = -2% d* }- S" g& c% \ A
- S_BORDER_HP_METER_Y = -2 ; C6 {" H+ n9 x( j
- # Position of the HP meter# l' U7 H" p. z2 [ h7 ]% o! @
- S_HP_METER_X = 0
% `( a% Q, U; x+ @ x# Z - S_HP_METER_Y = 01 J) X+ l: b( `! L
- # Show SP meter?
: I5 b2 L! {( _ - SP_HUD = true/ J& j- C/ w2 N6 j) L, _
- # Position of the SP border
' e9 t( O0 C* y" w - S_BORDER_SP_METER_X = 0- V8 j6 i8 I6 `8 q
- S_BORDER_SP_METER_Y = 10 % w' K% i: t2 |# I V% g$ u
- # Position of the SP meter8 }" D$ `% \- r8 g- [, M& y
- S_SP_METER_X = 0* E3 }) z0 ?/ ]/ v3 k$ A3 @4 i" E
- S_SP_METER_Y = 10( {+ H# A% A1 s& E$ I
- # Switch to disable the HUD# C0 y* H; Q9 k5 S! E7 A
- DISABLE_SHUD_SWITCH = 5; \ c, J. `0 T6 p& |! G; f
- RANGE = 20$ K: t6 S- r8 y( ^4 i( y
- end
0 A# e( U* @3 ^# F" y - #===============================================================================+ P2 G' J: W6 c7 j) p* j0 v
- # S Hud
( c1 J. U7 E- P6 H - #===============================================================================
4 Z3 G# {" _, J& ? - class S_Hud < RPG::Sprite
. N, A4 w/ E* m8 x) B - include MOG
( |! t! L& M* k& w5 n$ `! B, q - #--------------------------------------------------------------------------0 U. g6 r0 H2 s* [
- # * Initialize: ]# D4 g# r F% E- e5 N
- #--------------------------------------------------------------------------
3 ^4 E1 @* _: J( C - def initialize(enemy,viewport), v! M' m2 v+ }, U( z
- super(viewport) $ o/ r4 b1 A2 b1 |) _
- @enemy = enemy+ W* v; k0 y, g3 W$ I m
- @battler = @enemy.battler% V" a% {" z& H% h/ b; m
- @old_hp = 0
" Z+ L# b" c4 e6 _6 e - @old_sp = 0
8 ^1 h c/ u8 z) q9 j: \6 Y: e - @old_vis = false- k8 A- c3 Y' [. G% Y9 ]8 ^2 V) D
- self.bitmap = Bitmap.new(100, 100)
2 W/ e% `- t+ I2 p; |/ K' D5 H0 y: N - self.visible = (VISIBLE_DEF)#false1 X: o" ~8 V) S# \: w1 H# J* n: N; h
- self.z = 100' D5 c/ B' V# @; F
- #HP Border -------------------------------------------------------------------
6 u9 X6 [" O: m$ P$ E ] - @layout_image = RPG::Cache.windowskin("S_Border_HP_Meter")
' R; K/ d. b# G. C - @layout_bitmap = Bitmap.new(@layout_image.width,@layout_image.height)# i) n- b1 K3 e) L; D, y D
- @layout_sprite = Sprite.new
1 l5 q, H' a; I; w* _' o - @layout_sprite.bitmap = @layout_bitmap
9 A0 Q h; K. @( [3 O - @layout_src_rect_back = Rect.new(0, 0,@layout_image.width, @layout_image.height)
' L0 \5 Q$ w/ s - @layout_bitmap.blt(0,0, @layout_image, @layout_src_rect_back) 8 C( }" n4 R& V& S
- @layout_sprite.z = 5001
, w7 ~- I* S3 p3 z+ F9 T; P - #HP Meter ---------------------------------------------------0 C2 A& ]1 N$ Q0 B# w# {, e- E
- @hp_flow = 0' m: q4 g/ h7 w6 w9 S2 T- b
- @hp_damage_flow = 0
9 v4 B6 h7 i# `; B4 Y - @hp_image = RPG::Cache.windowskin("S_HP_Meter")0 O& s9 n. I9 g( e7 b( p/ `4 C9 Y) `
- @hp_bitmap = Bitmap.new(@hp_image.width,@hp_image.height)7 _, u# M! j. c0 X
- @hp_range = @hp_image.width / 30 N8 K0 Y( P) p# b9 ?' S. q% C* n
- @hp_width = @hp_range * @battler.hp / @battler.maxhp
: Y7 O( g% A3 S' L - @hp_width2 = @hp_range / 2
6 [# [4 k' U2 S5 V" o - @hp_height = @hp_image.height / 2, t! y9 ?3 L5 j( W
- @hp_width_old = @hp_width3 V/ n1 A6 k' N$ B# o
- @hp_src_rect = Rect.new(@hp_range, 0, @hp_width, @hp_height)( Z$ |" d. {# g) A* R
- @hp_bitmap.blt(0,0, @hp_image, @hp_src_rect)
* P; l: ?/ z, {$ \) @6 a - @hp_sprite = Sprite.new
2 o: E1 I" n; C% n" s: b8 } - @hp_sprite.bitmap = @hp_bitmap5 U: ]" {9 {5 Q
- @hp_sprite.z = 50025 j4 r4 r! [6 l; M
- #SP Border -------------------------------------------------------------------4 s* \* ?2 ~- m9 @7 G) u, J0 R' O. C+ ^
- @layout2_image = RPG::Cache.windowskin("S_Border_SP_Meter")) G" j& _+ P8 ]0 I% f3 ]( h
- @layout2_bitmap = Bitmap.new(@layout2_image.width,@layout2_image.height)$ k, {0 E f2 I
- @layout2_sprite = Sprite.new+ O, @. _# O: _5 G) o
- @layout2_sprite.bitmap = @layout2_bitmap3 Z2 P k3 P& c. R' m. i$ I
- @layout2_src_rect_back = Rect.new(0, 0,@layout2_image.width, @layout2_image.height)
3 b% ^$ W* P ]9 L - @layout2_bitmap.blt(0,0, @layout2_image, @layout2_src_rect_back) 7 v6 g" ~9 K" l
- @layout2_sprite.z = 5001 # [4 t% i) M' M- n6 I/ R
- #SP Meter ------------------------------------------------------1 B: I% I+ P7 s: t" w7 t
- @sp_flow = 0
5 T: {5 f0 I! ]- d* Q7 N& b7 c r% ~ - @sp_damage_flow = 0
# J0 ~' k$ ]; s. o+ R0 c - @sp_image = RPG::Cache.windowskin("S_SP_Meter")
5 P ~1 M. g' V) m$ z# [ - @sp_bitmap = Bitmap.new(@sp_image.width,@sp_image.height)
3 Q9 s: M* b% \ x/ z: b/ j3 O, A" k - @sp_range = @sp_image.width / 3# [# U% _) l& z! Y: r r( k( h
- @sp_width = @sp_range * @battler.sp / @battler.maxsp 8 l; R' ]( X8 a/ W+ M8 k) q- A
- @sp_width2 = @sp_range / 2
- N% @# Q7 G. f9 z' S - @sp_height = @sp_image.height / 2
) \1 E# I4 B( l$ o. c1 M3 `" L - @sp_width_old = @sp_width+ S* I$ Z9 s+ B5 d2 J) c' D
- @sp_src_rect = Rect.new(@sp_range, 0, @sp_width, @sp_height)
% B8 R/ q9 i, S0 z5 K# N - @sp_bitmap.blt(0,0, @sp_image, @sp_src_rect)
5 n$ Y2 V, V$ t5 }7 L8 e - @sp_sprite = Sprite.new4 J. C" L0 V \; \2 w
- @sp_sprite.bitmap = @sp_bitmap' Z9 P q1 H9 I
- @sp_sprite.z = 5002 ^4 E/ d% |3 J' \% A
- update
- h6 Q- L2 R* m2 A6 e7 D - end
7 o! x0 ]' _1 s3 ^8 v# r - #--------------------------------------------------------------------------
3 f9 M- ~5 W- B9 C. J+ d, |& } - # * Refresh' g* J! Q: n# `
- #--------------------------------------------------------------------------$ B5 W4 |$ N% y) ]* S
- def refresh6 [+ @7 V6 n1 n
- return if @old_hp == @battler.hp and @old_vis != self.visible8 Y: z$ p* {" k5 ]3 R+ Z3 }
- self.bitmap.clear/ B' b: H0 e, U# L0 B
- @old_vis = self.visible
0 F& m- n+ d U+ j5 `: s8 w; y - @old_sp = @battler.sp. F0 C1 L( X5 V- d1 J
- @old_hp = @battler.hp( Z% p! F4 q, |
- hp_flow_update: `% K4 g3 L4 E3 w+ s( ] N
- sp_flow_update% l) a* m8 d! J" `' s
- hud_pos_update. ~! p" s& I+ a+ g2 i
- visible_update
1 d- g4 T1 [2 Q; S$ y N" @ - end8 w+ ~/ t2 b' V
- #--------------------------------------------------------------------------
4 O' d' b0 s0 c% s) n - # * Dispose3 Q, y( z4 x9 P3 b
- #--------------------------------------------------------------------------
# i& Y& B* H3 ]& L - def dispose# W* A* Z4 X$ M/ ^- u
- #HP Meter Dispose
}5 ?" d- v; B4 T - @hp_sprite.bitmap.dispose
& C/ c/ s& I% K* x - @hp_sprite.dispose
6 g( s+ p; u$ l8 p8 j - @hp_bitmap.dispose
4 C' W/ S: h$ E - #HP Border Dispose, X" v& h4 }, E7 ^6 g
- @layout_sprite.bitmap.dispose
8 l8 O* \ u+ i8 }. r4 L, N5 m% @ - @layout_sprite.dispose' Y+ _; L* N/ N) T& ~4 F
- @layout_bitmap.dispose
. G) t8 d% A, ^* a% o% U - #SP Meter Dispose
+ K0 W8 [8 |$ R6 ^ - @sp_sprite.bitmap.dispose
0 g6 `7 I' k& J( @6 Q; ` - @sp_sprite.dispose
`2 x { h1 Z# O6 b4 p3 I - @sp_bitmap.dispose( d% o# E+ W* G3 S& q7 {" \& P: o
- #SP Border Dispose
3 ~7 I6 [; z& |/ O6 s/ l. y - @layout2_sprite.bitmap.dispose
4 y* R F" }. B6 G: @' r2 Y6 v - @layout2_sprite.dispose; {7 f$ B" H9 ?
- @layout2_bitmap.dispose
7 J. X' w4 ^2 M( f: H8 i% m+ b3 H - end8 v+ I- [( ~: c9 S) D6 }0 m
- #--------------------------------------------------------------------------
' b, y$ w. x8 }# R i - # * Update% U2 O5 i W6 e. F
- #--------------------------------------------------------------------------
9 C' Y$ u1 k' ^7 t - def update: m! d; P6 a: ` i4 u" U1 A5 k n& p
- @battler = @enemy.battler
( p$ b7 M1 ?3 j! A# F - return dispose if @enemy.dead? or $game_map.events.values[@enemy.id].nil?
3 w1 J8 J0 c U& S, Z" A - if self.visible) f1 j, S( L' o/ H1 z
- refresh
% `: U3 J. v9 S5 ]7 b. j" Z" |! ~ - else
: X+ ^1 M' Y7 j8 q - self.bitmap.clear
) p F, W- D; f( ~( L/ | - end
7 D8 J% \$ c \: D E" D% R - end
* _& |+ P4 d. g. t4 S% O - #--------------------------------------------------------------------------
0 Z3 I. w5 j# @ - # * Visible Update& N/ @9 J* q+ }
- #--------------------------------------------------------------------------% }& L7 r. ]! j7 E. u2 `6 E
- def visible_update( x6 X; M! T* T6 W
- if $game_switches[MOG::DISABLE_SHUD_SWITCH] == true
. O V, b6 r9 H - @hp_sprite.visible = false! ^; B9 B+ x: |& F" T8 g# Q( N' b3 @
- @layout_sprite.visible = false
( X u9 \/ ~+ N5 T - @sp_sprite.visible = false
2 T) {& B4 t9 u5 v8 f7 B1 y7 d1 ? - @layout2_sprite.visible = false
0 _+ G& ^+ \& L) A- a - else
. {7 ?8 y: C# V+ n - if HP_HUD == true, n- }. W6 X, F. r2 R, j
- @hp_sprite.visible = true
& K4 ]$ k2 O* n8 v9 M - @layout_sprite.visible = true+ c ]) W0 h6 ~ U# x8 e7 w
- else, ?; F* k A+ D/ z5 t
- @hp_sprite.visible = false& g! | ]' H! {& ?+ g
- @layout_sprite.visible = false. w! F: i& S2 Z( v
- end
. ?' Q) C3 I; p) Q - if SP_HUD == true+ d1 u) f7 o+ h: l$ C; n0 I# F
- @sp_sprite.visible = true
1 A) |7 d, [& @ - @layout2_sprite.visible = true
+ e. f! f3 D* N* c! u7 b - else
! a1 X: k" Y1 d' c( [ - @sp_sprite.visible = false- z" P' H9 O, g& Z0 A3 ]$ A
- @layout2_sprite.visible = false; M5 Y9 O' _+ ?4 l2 I
- end
8 A+ T6 B$ B1 `+ _& J - end 9 E' U. B0 E4 X
- end
0 X. ]7 `. v/ x+ k% w& j# Y - #--------------------------------------------------------------------------
4 a% H2 M1 }1 }0 m: @5 M: [ - # * Hud Pos Update! Y' [9 W/ b9 U
- #--------------------------------------------------------------------------3 k# S8 Q0 P) y' B- x- l9 V9 v
- def hud_pos_update. E/ k/ e1 M9 l, B% V$ \
- @hp_sprite.x = self.x - @hp_width2 + S_HP_METER_X j( [) V% Q% s' } Z
- @hp_sprite.y = self.y + S_HP_METER_Y
$ X& H* { C' Y4 u2 m' q, } - @layout_sprite.x = self.x - @hp_width2 + S_BORDER_HP_METER_X1 Y" e2 `7 a3 ^& w0 z8 g0 l
- @layout_sprite.y = self.y + S_BORDER_HP_METER_Y . w: P/ v- o9 ]9 @6 h# o
- @sp_sprite.x = self.x - @sp_width2 + S_SP_METER_X
$ y* @2 D m8 U, C$ b( s7 K8 x8 {7 ` - @sp_sprite.y = self.y + S_SP_METER_Y
0 B, P: k$ @2 {- ]: t- v - @layout2_sprite.x = self.x - @sp_width2 + S_BORDER_SP_METER_X- J' I- F& x7 h J7 L8 q
- @layout2_sprite.y = self.y + S_BORDER_SP_METER_Y 3 n4 F: o4 T r% ]
- end ( j8 l2 h- m7 e& ~- q
- #--------------------------------------------------------------------------
! P; h- B" ?- _9 x6 t) C - # * Hp Flow Update% e+ a" c2 `: f
- #--------------------------------------------------------------------------1 h6 Z) s0 q2 i# M
- def hp_flow_update
( |) l7 g6 |* { - @hp_sprite.bitmap.clear& L3 O& h8 s" a( k
- @hp_width = @hp_range * @battler.hp / @battler.maxhp 0 J3 B/ Q/ x! G
- #HP Damage---------------------------------* L, S- O9 G) @0 m6 n2 Z/ n( Y
- valor = (@hp_width_old - @hp_width) * 3 / 100- i! O. T2 G# W. B5 c l- m
- valor = 0.5 if valor < 1
: [& C" b/ X% I# }# I6 [ - if @hp_width_old != @hp_width: o$ }$ e. T4 v i: E
- @hp_width_old -= valor if @hp_width_old > @hp_width / l/ g' b8 z. c8 m
- if @hp_width_old < @hp_width 0 y0 s& t# u% O) K4 K$ ?
- @hp_width_old = @hp_width
/ ?/ ]* l6 O% Y - end
4 d/ N$ x4 U" A; O7 }/ L - @hp_src_rect_old = Rect.new(@hp_flow, @hp_height,@hp_width_old, @hp_height)4 `( \! ^$ v7 k5 H+ J4 q3 Y9 Z
- @hp_bitmap.blt(0,0, @hp_image, @hp_src_rect_old) ) c" e$ I4 z* ^& O9 l
- end
# W+ f; Y. g, Q% T: U* p' n - #HP Real------------------------------------% }2 G @7 V* k$ k2 M
- @hp_src_rect = Rect.new(@hp_flow, 0,@hp_width, @hp_height)7 q5 J6 e3 q) a0 T4 W0 {; i
- @hp_bitmap.blt(0,0, @hp_image, @hp_src_rect)
+ l. L8 x. a- s - @hp_flow += 2 " B* ]& A$ |- A# G
- if @hp_flow >= @hp_image.width - @hp_range5 M, b1 H, P4 V7 Q1 I* u* E
- @hp_flow = 0
5 `; E8 v c) u, y h3 L8 \# A9 c0 f - end
6 G6 j U% c& E. ?/ T1 _ - end & @. f3 {! o2 F7 \. k
- #--------------------------------------------------------------------------8 n) C7 m% q+ {7 d! d3 X- ^
- # * Sp Flow Update
( }% x8 f+ K, W- b - #--------------------------------------------------------------------------
# B" L, n; r9 _1 U( m1 y' K - def sp_flow_update
5 w. a+ o& r: H; `- L - @sp_sprite.bitmap.clear. p) X$ y& u7 v
- @sp_width = @sp_range * @battler.sp / @battler.maxsp
1 b. i$ H4 \5 o4 a - #SP Damage---------------------------------, ?* D5 w% O, F/ G% X2 j# K, L+ \
- if @sp_width_old != @sp_width
# \/ f. H7 Y0 k! Q - valor = (@sp_width_old - @sp_width) * 3 / 100
3 I2 y! y* |* _! T, W) ] - valor = 0.5 if valor < 1
, o) {6 w6 F# ~8 Z5 l% g - @sp_width_old -= valor if @sp_width_old > @sp_width / M! r9 w4 k$ \ K' K3 t
- if @sp_width_old < @sp_width 7 R# D2 d4 Y4 L$ F7 { ~/ y& d! s; X
- @sp_width_old = @sp_width! k9 _+ e) K4 o$ M) O! F' u
- end
. y4 A* P2 V Q) g& x - @sp_src_rect_old = Rect.new(@sp_flow, @sp_height,@sp_width_old, @sp_height)
, t. ?* k' P8 J9 Z. S# H - @sp_bitmap.blt(0,0, @sp_image, @sp_src_rect_old)
$ m$ P3 i2 @* b. m - end$ r! Y* F+ t/ R* o! W" e' P
- #SP Real------------------------------------5 L. g( j# K* V% k) j
- @sp_src_rect = Rect.new(@sp_flow, 0,@sp_width, @sp_height)
; ?* @; `! I$ L+ K+ ], F( k$ Q7 D - @sp_bitmap.blt(0,0, @sp_image, @sp_src_rect)
1 J, r3 v. z" o. T& _$ K# b - @sp_flow += 1 ) @( w' J8 B; U' M0 r
- if @sp_flow >= @sp_image.width - @sp_range2 Y( a \, d9 C8 q: z5 a F
- @sp_flow = 0
: I# V! c! j ~8 I - end, D$ `) l" |! } [# A! U9 D8 u
- end
- k% T$ u9 V# T* K9 ^ - end: b/ D$ o) X# [% M
- #===============================================================================
$ d4 s2 U+ W2 U2 @1 B9 b& ^ - class Sprite_Character < RPG::Sprite
9 k$ G4 ?! m- s( Y4 O - #-------------------------------------------------------------------------------
9 [3 K3 ^5 w' a/ W+ g" z1 Q) y8 b& p - alias :xas_emini_hud_init :initialize! e2 k! K% B# `* z4 s0 r$ `
- include MOG( c& j8 M2 V" U _. g1 }
- def initialize(viewport, character)
5 |: H c Z. ^' q) q4 P, Y( j' O - xas_emini_hud_init(viewport, character)* h/ b" ?+ @6 u2 G- K
- @viewport = viewport" l* N+ `% A8 q- h
- return if @character.battler.nil?% z" {) n$ v" V9 _5 |
- return if XAS_BA_ENEMY::ENEMY_OBJECT.include?(@character.battler.id)2 T' }/ N8 N, j8 v8 k
- return if XAS_BA_ENEMY::ITEM_ENEMY.include?(@character.battler.id)% x& t L0 E6 M" F
- return if @character.battler.is_a?(Game_Actor), m; w" ]( G+ n/ Q* n
- @bars = S_Hud.new(@character, @viewport)* w7 v5 Z3 C8 k. A# P
- end3 Y; d% \6 Y3 {& V7 S' }
- #-------------------------------------------------------------------------------
8 Z w$ N5 V. u' x q# Y - alias :xas_emini_hud_up :update
& }, C9 ~+ m# I5 s# l7 m - def update/ ~" j2 j @% y! M. X4 p3 u3 L& L
- xas_emini_hud_up) c' w( Z3 L! z: ?
- return if @bars.nil?
+ I, D' X8 R8 y( q, ^$ c - return if @bars.disposed?
# N- R( L" t& X9 F, i - dis = ($game_player.x - @character.x).abs + ($game_player.y - @character.y).abs' ]7 m) Y* S- b% d9 @: c
- @bars.visible = (dis <= RANGE)
6 h" p! T/ ?9 u9 Q, w' e% ` - if @bars.visible! K/ K% U, r: V5 ?+ X* s5 ~, v
- @bars.x = @character.screen_x# - @cw / 4# p, g% e7 ]: P: o6 Z. A4 N
- @bars.y = @character.screen_y# - @ch / 46 ?' A8 t4 D k8 x
- end
9 ` O2 P8 @3 H$ B1 ^ - @bars.update
) `4 r: y$ m) T* Y: J, n - end
3 K- Y- `; p& s2 ^ - #-------------------------------------------------------------------------------
" b, f6 ~4 B" x: e5 i' Y a - def dispose, c% C4 K0 n/ o
- super5 T9 N! k) H# i4 u# E* g
- @bars.dispose if [email protected]?
) P( I+ ~7 t; l3 ` - end$ r7 r& F# K- g5 s
- end( @3 v2 j, F* g
- 8 I) F; E$ m9 o6 H1 K7 I
- $mog_rgss_s_hud = true
复制代码
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上面所說出錯的203行內容為
3 H" V: c9 M$ R@hp_sprite.bitmap.clear
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/ R& T; A; T! C, @# [& U想知道怎麼解決
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該腳本支持3.82
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3 P- t0 Q* A1 U5 g' R+ r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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