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這是我將官網的S_HUD修該而成的怪物血條% J! q3 F! _* D' D# x( p
會在每隻事件怪物的腳下顯示
7 u4 f% \ R; E問題是不知道為什麼7 I/ _4 i4 B; T3 ]9 D# E' t' G
有時打怪打一打會跳出! k! @7 u6 b; n. y4 t
---------------------------
8 y" o: I& H+ `1 k0 iXAS
) T/ [* \" t7 c---------------------------+ H- ]1 V0 J6 d
脚本 'MOG - S HUD' 的 203 行 发生了 RGSSError。
0 `6 g. X0 q& i$ B1 U8 A5 s- s" L( ~5 a* t7 u
disposed bitmap0 u5 E: w, m) V! \
---------------------------" C! R% c. m5 B$ W, P
確定 3 H+ ^) i# Z" d
---------------------------# h, m5 I9 ~2 n; I, S3 _- o
$ A! H' K! y% @6 Q1 W# D. W5 a' p3 ^
這是腳本
' J5 \, {1 y% \- \6 a6 L8 F2 H" R0 [) a) A6 z
- #===============================================================================
$ k0 [' u, K7 H - # MOG - s Hud 1.0
! B9 N& _% @+ @" s# q - #===============================================================================
3 i: \* ]% w- K5 S - # By Moghunter 6 C- g- h$ m& v) n5 F' P# h! p
- # http://www.atelier-rgss.com
- W# b5 ~" Z n E8 E; T" g - #===============================================================================
" h) W6 j: V: w% p* Z+ `) K - # Translated by Calvin624
# n9 B4 ^3 u D3 E6 P - # http://www.xasabs.wordpress.com
r/ _4 g. m" U, ^! d - #===============================================================================: z* } U3 |2 J! D0 d8 x
- ###############################-DESCRIPTION-####################################
6 M' B7 ~- l; G+ g - #===============================================================================
* U2 G) n5 P# l) g/ a- E* P, }6 Q - # Personal HUD – displays the HP and SP below the hero.7 M8 w. q \2 z' Z
- #===============================================================================* Y0 j* n& a9 \; Y
- #
& X3 q8 D5 J7 {' G! S - # Graphics required:4 n" `% }# w% F. F! J1 R1 e7 O
- #
, g& c! J+ ]5 Q2 k1 j - # S_Border_HP_Meter.png) K3 R8 x0 e& K! i& S' ~# |2 G9 Q2 I
- # S_Border_SP_Meter.png+ V: ?8 c, d, `( y5 t1 y
- # S_HP_Meter.png$ ]5 j4 y5 c* l5 E% S" o
- # S_SP_Meter.png
8 \7 y; o$ T$ z8 R0 ], ?* j1 _ - #
, o! m3 E2 \* n! z; X P - # All images must be in the Windowskin folder.; R0 x W6 _2 Z0 J U- a; ~
- #
& E4 [$ F" d* X - #===============================================================================
6 P/ |' a3 i5 m( b! L - module MOG, `- y+ {# e2 a% O1 d" E, d D& X
- VISIBLE_DEF = false
) m" I; Q {4 P - # Show HP meter?5 D) @2 k% `& E) A
- HP_HUD = true; q) u# V9 q' O- c2 r
- # Position of the HP border
$ g3 z5 \6 b) y - S_BORDER_HP_METER_X = -2. a7 }6 G4 B8 [6 J7 m# T5 C
- S_BORDER_HP_METER_Y = -2 + H, x* i; a, K9 _
- # Position of the HP meter% ^% R) G0 @/ b R1 N. ^% O+ ?
- S_HP_METER_X = 0$ F# t1 {# E# _( l3 b
- S_HP_METER_Y = 0
$ ? ^+ z$ r4 L# y5 k1 Y% W1 g | - # Show SP meter?# G$ \: E7 I# Q$ G4 ]
- SP_HUD = true6 x( r7 Y/ b3 i2 N* Z" C
- # Position of the SP border0 l1 b9 [7 g+ z, \1 b- R$ U
- S_BORDER_SP_METER_X = 07 g1 z; k$ T6 O- Q7 E) i$ \% f3 f9 `5 }' \
- S_BORDER_SP_METER_Y = 10 0 l/ {$ V1 y7 z( B
- # Position of the SP meter
3 M i0 S( c d$ U v( b/ G - S_SP_METER_X = 0# F: C8 m* n2 I" f3 r; B3 w6 D% z
- S_SP_METER_Y = 10
. x I: |( z% |+ {* d2 e - # Switch to disable the HUD# s; ]7 i) O, b" T% z- @
- DISABLE_SHUD_SWITCH = 5# u, ?: U/ @4 E6 M9 C: b" C9 {
- RANGE = 20% I9 s I0 Y0 C8 d4 x, T* O
- end
5 S% g0 _7 ^5 |4 w4 X: ^ - #===============================================================================( h8 z. v& `1 b/ N0 [3 z( N
- # S Hud' y0 Q4 O) `9 U" a2 a- m
- #===============================================================================/ {- A1 p6 y) V/ U2 _
- class S_Hud < RPG::Sprite
- Z0 u. s: o) v - include MOG1 c) q. `3 Q# `3 i0 f9 S5 o7 d
- #--------------------------------------------------------------------------( Z) B1 V( ^7 ]8 Q: }1 V3 j# L& o+ q; B
- # * Initialize
9 V6 c3 e% Y8 e& s - #--------------------------------------------------------------------------
. P. ^5 \5 @; n - def initialize(enemy,viewport)
! V9 h, L5 M! Q' `4 g, z2 m$ o - super(viewport) ) P) y+ ^2 y6 l0 ?. y) g; e$ [
- @enemy = enemy
0 | B( C% H! I( Y. G" R3 R - @battler = @enemy.battler
* \! W" C4 K9 B8 U0 {8 H; a: p - @old_hp = 0
0 [. C7 x: D* _1 I - @old_sp = 06 q$ G5 i/ M' v- l* w5 r1 i
- @old_vis = false
( G0 r7 ?( \6 w7 z - self.bitmap = Bitmap.new(100, 100)
; M! k! ^3 D1 \* v, G - self.visible = (VISIBLE_DEF)#false; A% ]" Y7 L1 x& R, \
- self.z = 100; y2 W2 }1 a7 g4 F
- #HP Border -------------------------------------------------------------------. K7 T, {6 i1 Y. G \$ b( g: k" l
- @layout_image = RPG::Cache.windowskin("S_Border_HP_Meter")
4 J, A$ d, H, X7 Z% n - @layout_bitmap = Bitmap.new(@layout_image.width,@layout_image.height)7 O/ S C# n, @7 f
- @layout_sprite = Sprite.new
. `3 C0 @6 u/ t2 w- s4 H, d - @layout_sprite.bitmap = @layout_bitmap
; O. R! q; }$ {2 R - @layout_src_rect_back = Rect.new(0, 0,@layout_image.width, @layout_image.height)- k; P0 t* M3 |0 F0 U
- @layout_bitmap.blt(0,0, @layout_image, @layout_src_rect_back) # e0 R* n2 O& Y& t
- @layout_sprite.z = 50019 L; @9 V9 a: P8 o7 `5 M. w% N
- #HP Meter ---------------------------------------------------8 Z9 Y) h1 n- @/ H( C( f
- @hp_flow = 0, I9 ~* v' h7 U' R' @! K3 v" O0 J
- @hp_damage_flow = 0/ i# y2 {% } p5 ?- Y4 q- H% h
- @hp_image = RPG::Cache.windowskin("S_HP_Meter")
/ K) }5 [" E! s2 G - @hp_bitmap = Bitmap.new(@hp_image.width,@hp_image.height)# [$ T5 j( t2 W0 S8 H5 y
- @hp_range = @hp_image.width / 3
* k: O: Z% T, C: j - @hp_width = @hp_range * @battler.hp / @battler.maxhp ' {3 c5 L) L- [+ k
- @hp_width2 = @hp_range / 2
! q8 V& m3 T' k8 H( ?8 k - @hp_height = @hp_image.height / 2) R- y% c( N7 [2 a
- @hp_width_old = @hp_width
: F0 p& Y& M+ w - @hp_src_rect = Rect.new(@hp_range, 0, @hp_width, @hp_height)
& v. O c4 V8 n - @hp_bitmap.blt(0,0, @hp_image, @hp_src_rect) : [0 D: C2 B' U _0 i0 k
- @hp_sprite = Sprite.new1 t; H2 h. b: k: W. l/ Y: Y
- @hp_sprite.bitmap = @hp_bitmap; T" v B8 K0 u: n2 ^
- @hp_sprite.z = 5002
2 e c, r0 y2 ]. {% ?8 p - #SP Border -------------------------------------------------------------------
* f( _/ K4 p t0 x v - @layout2_image = RPG::Cache.windowskin("S_Border_SP_Meter")6 f0 p( e3 ?" J" b: G
- @layout2_bitmap = Bitmap.new(@layout2_image.width,@layout2_image.height)
5 S8 V2 f1 K- g - @layout2_sprite = Sprite.new5 m$ n' _0 y# Q
- @layout2_sprite.bitmap = @layout2_bitmap8 e7 T0 @$ J( z/ g2 g) C2 M8 T/ S
- @layout2_src_rect_back = Rect.new(0, 0,@layout2_image.width, @layout2_image.height)
! `- w$ e8 p( ~0 P* { - @layout2_bitmap.blt(0,0, @layout2_image, @layout2_src_rect_back) , g1 s9 B& e6 Z* ?4 t: u
- @layout2_sprite.z = 5001 8 t* z: O7 z, O- ^( e
- #SP Meter ------------------------------------------------------2 j% ]: s7 m+ D1 B6 X" J6 n7 R
- @sp_flow = 0
6 _7 b0 @4 Q* h+ y$ g, |" u - @sp_damage_flow = 0
4 j# ]3 j0 _" D' R" `' | - @sp_image = RPG::Cache.windowskin("S_SP_Meter")6 D0 j" O2 `1 X$ v; d4 [9 e+ ` ~
- @sp_bitmap = Bitmap.new(@sp_image.width,@sp_image.height)
4 l! b, a) S6 W: d' J - @sp_range = @sp_image.width / 3% `% Y l9 M3 B& L, e e( p0 ^
- @sp_width = @sp_range * @battler.sp / @battler.maxsp
; W3 K7 @) E/ c2 ]/ l. P - @sp_width2 = @sp_range / 2
& Q$ C* ?8 k( {8 v- R4 j - @sp_height = @sp_image.height / 2
) z2 V# |) K, B5 m2 e+ r! B" a - @sp_width_old = @sp_width. l6 S' w q5 b3 y1 k9 I# x
- @sp_src_rect = Rect.new(@sp_range, 0, @sp_width, @sp_height)7 L0 j/ ^8 u9 i& m$ g
- @sp_bitmap.blt(0,0, @sp_image, @sp_src_rect)' `6 q1 p! O7 f% l$ ^9 A; Q
- @sp_sprite = Sprite.new
2 S5 T7 u! j) L7 s9 D& S - @sp_sprite.bitmap = @sp_bitmap* `5 O; C C: O( i; i+ `
- @sp_sprite.z = 5002
: H4 e; o( `! P$ u* ~$ S2 Q+ p - update
6 z6 z" Z8 a; b+ `6 Y - end' m; q) ^: e% X# c. l
- #--------------------------------------------------------------------------
4 a' K3 j# c* a - # * Refresh
# k8 K! X6 @% |8 g$ S) M - #--------------------------------------------------------------------------
% Y2 A9 o. i, f$ ]& A5 J( P - def refresh6 y0 \+ o5 I% `8 B& j# l" J
- return if @old_hp == @battler.hp and @old_vis != self.visible
8 @% ]- ~" I+ L0 }, M% b3 D5 f - self.bitmap.clear
1 I) z/ R/ q# }6 n - @old_vis = self.visible% v2 D- e! X$ Q* ~" k
- @old_sp = @battler.sp
, t& ?" _( j4 F Q# w" Z8 u) f - @old_hp = @battler.hp
) W. m* ]9 Q1 [$ w' K* u - hp_flow_update! o2 A, J/ F5 {) T2 S
- sp_flow_update: o5 p2 B# H6 b. I0 {
- hud_pos_update) m4 s/ c1 ?+ J4 p+ R
- visible_update/ P" m' ^/ f5 e3 k
- end
4 {5 M; t- `' f( G0 t - #--------------------------------------------------------------------------
8 T3 Q* k3 A6 K) Y; H7 B: l - # * Dispose8 W1 Z$ }* j- V& P1 g
- #--------------------------------------------------------------------------, m7 W1 a+ [3 R( M6 T8 w- Z% @
- def dispose
- a. U$ j% J$ Y: X: h" q - #HP Meter Dispose! l+ p; Z2 h+ @, J& L# D) v4 ]5 Q9 }$ _
- @hp_sprite.bitmap.dispose. @. A* y6 g7 c6 |( W9 `* V( o
- @hp_sprite.dispose7 l ?6 o* _/ h2 k( t, K2 b
- @hp_bitmap.dispose- ^" g; T: g: ]$ _
- #HP Border Dispose
8 |) m3 Q7 m7 s; p) ]' Z1 M, y - @layout_sprite.bitmap.dispose
' D# _7 D! `& P4 B' _) i - @layout_sprite.dispose
5 z" H9 I& \1 V6 y. p+ }) V! S - @layout_bitmap.dispose0 \% n" f, o4 c3 y6 D7 K& y
- #SP Meter Dispose' M& g4 y8 d- F7 H0 _
- @sp_sprite.bitmap.dispose) w6 o# C; r# R" O0 P8 W
- @sp_sprite.dispose
( i2 r ^( ]! p# i0 _8 j. A0 ]! I- K - @sp_bitmap.dispose
/ p1 X7 |& } `4 N - #SP Border Dispose& z, S+ |! k& R1 o, V0 Q
- @layout2_sprite.bitmap.dispose
4 A+ A3 U* ^2 [1 j* H- a5 i1 e - @layout2_sprite.dispose7 W$ V; [, p0 P! l' B
- @layout2_bitmap.dispose
9 g$ }/ t+ k+ `. J* z1 r5 f a0 _ - end! D' m$ s( _3 K7 ?9 t, ]2 A
- #--------------------------------------------------------------------------
! b }( U) i' S8 U% u" k$ U+ `" W( c - # * Update `; J% q: d% \2 O- {8 Z
- #--------------------------------------------------------------------------% p# E7 B# j+ r" O: R3 m
- def update
" B! v4 _4 B8 e _$ d+ C, M( P( P+ b - @battler = @enemy.battler / p/ B% i% s- p- ]" K7 G$ j
- return dispose if @enemy.dead? or $game_map.events.values[@enemy.id].nil?
$ G: a7 ~0 U$ @; Y - if self.visible
' s. v& Z! S2 Q. ^) a% D - refresh
1 L- F% D3 e; l - else
; t6 C, e* Z; P, Q& y9 {/ } - self.bitmap.clear$ f0 K) b7 @3 I H- x
- end
7 n& R# q& {- e+ S - end+ Z- n! E! z+ _2 V2 C# Z
- #--------------------------------------------------------------------------; P7 W9 S( i% ?' P4 a
- # * Visible Update7 d6 ~ \" T4 {8 j" }
- #--------------------------------------------------------------------------
; x* E* Y- n1 Y* l9 [* _( ^ - def visible_update
3 R- {- I% g( @+ F+ f" o1 g$ C - if $game_switches[MOG::DISABLE_SHUD_SWITCH] == true
2 o# t' R" u( S8 S, i - @hp_sprite.visible = false
" e8 ?4 T+ n i; o - @layout_sprite.visible = false+ h' K/ [9 y% a# S8 i7 V
- @sp_sprite.visible = false+ R" g0 b" Y5 n! X& b
- @layout2_sprite.visible = false
7 E% Z) n V( i1 J# C5 G - else9 |3 [" o: J ~$ ^7 T
- if HP_HUD == true. c1 F+ ~7 L8 k4 t3 n
- @hp_sprite.visible = true
* P( [) W1 @+ F+ x - @layout_sprite.visible = true) z$ b# i7 k8 z, v7 w& h
- else3 i/ _9 {) L7 q$ L, _
- @hp_sprite.visible = false {. n0 n. L2 w
- @layout_sprite.visible = false
& y6 e7 {, q7 v+ C" c; X7 _ - end
+ k: W! h R }$ O5 u# t9 [ - if SP_HUD == true
3 f4 H: ]7 Z4 o - @sp_sprite.visible = true
8 L& d, Z0 b) ^+ @1 W - @layout2_sprite.visible = true
; \+ r% F! ~8 h2 `4 t& i - else: d0 n$ W! e- F6 z! _
- @sp_sprite.visible = false3 }3 ?- ]3 r/ T, }% c
- @layout2_sprite.visible = false( S# Y( C8 ?7 F
- end 9 M; y) c* a# P! e+ j7 U Y' X
- end ' Q4 P- [* g5 _) x
- end % Z8 [ h' I5 `, L! B, e8 w, j
- #--------------------------------------------------------------------------
2 _1 h0 J) L& s9 i, b/ ^ - # * Hud Pos Update) Y7 h. ?4 U: @; z
- #--------------------------------------------------------------------------
# ]$ S! d2 S8 C& U+ V) F, r - def hud_pos_update
; q1 D Z+ ?3 R: E/ j - @hp_sprite.x = self.x - @hp_width2 + S_HP_METER_X
! h! |7 q' D) K6 M# t, ^ - @hp_sprite.y = self.y + S_HP_METER_Y ' y' Z, N4 Z8 g: ?" `
- @layout_sprite.x = self.x - @hp_width2 + S_BORDER_HP_METER_X
- {/ ]+ F% z) f1 P - @layout_sprite.y = self.y + S_BORDER_HP_METER_Y
* M+ p' ^: ^2 e. ? - @sp_sprite.x = self.x - @sp_width2 + S_SP_METER_X
! O+ i) R3 N6 a* Q) Y6 O' @, v - @sp_sprite.y = self.y + S_SP_METER_Y * ^7 N: w; t5 a1 Q# ]9 Y R$ J
- @layout2_sprite.x = self.x - @sp_width2 + S_BORDER_SP_METER_X
& m1 Z/ q( p; V) ]8 k" t$ n - @layout2_sprite.y = self.y + S_BORDER_SP_METER_Y
/ a. f5 T; G" e2 ^1 ` - end
) k/ r$ F1 }( y5 e% ^ - #--------------------------------------------------------------------------
% y& b: A$ S+ c( G) S" D0 b7 Z - # * Hp Flow Update
. M. Z- X0 ~4 P( m1 y+ D! ]/ m - #--------------------------------------------------------------------------, w" J4 J1 [ q, n' @6 ^
- def hp_flow_update3 O$ G8 u) [0 B* s; C. h% m
- @hp_sprite.bitmap.clear
9 |: k- T1 C5 V) H* C* I% K - @hp_width = @hp_range * @battler.hp / @battler.maxhp
( Y# b/ V0 N0 g& T3 F' ~" l - #HP Damage---------------------------------8 i4 ~& |# n4 n8 T) f2 O
- valor = (@hp_width_old - @hp_width) * 3 / 1004 U* N: u: r( W& ?. R% @
- valor = 0.5 if valor < 1
9 w& k0 Y; Z4 u - if @hp_width_old != @hp_width
2 z. K6 B* u. ^: q. s7 l" T$ u - @hp_width_old -= valor if @hp_width_old > @hp_width 0 [2 t! ~, X0 f% X
- if @hp_width_old < @hp_width 1 ~( w' W+ Z' v6 e% }4 ^
- @hp_width_old = @hp_width
7 ?6 J7 k- L* H - end
0 s3 v2 b/ A0 t7 @ - @hp_src_rect_old = Rect.new(@hp_flow, @hp_height,@hp_width_old, @hp_height)
1 V* t; p: ?. f5 q2 H/ X' c - @hp_bitmap.blt(0,0, @hp_image, @hp_src_rect_old)
& j: a" @7 _1 S: w+ J( e4 z - end
; R2 S6 Z; L) O7 K: F& a' u/ R - #HP Real------------------------------------' o5 ~4 ~/ g2 w( E9 D$ p
- @hp_src_rect = Rect.new(@hp_flow, 0,@hp_width, @hp_height)
+ c% s0 o1 I0 }6 P - @hp_bitmap.blt(0,0, @hp_image, @hp_src_rect)
5 b, Z* ?: g' M7 o) q- v9 m3 q - @hp_flow += 2
: G7 S5 O$ }. u; J4 T" W - if @hp_flow >= @hp_image.width - @hp_range5 V; K, |( b, Z9 ~4 i
- @hp_flow = 0
/ Y4 _* w$ r. @" D) q( K# ~ - end0 D$ ~; r% X6 q/ u; R
- end 8 ?( E4 ~) K* Q8 R( s7 V
- #--------------------------------------------------------------------------
$ l, A: R6 l" e( c - # * Sp Flow Update
; Q6 {! |4 }# J, P t - #--------------------------------------------------------------------------
9 k8 w) O( T% o. c) O P - def sp_flow_update/ A1 F" G" E& f: ]3 I
- @sp_sprite.bitmap.clear
! Z. w5 n6 J( j) N* c3 q6 K - @sp_width = @sp_range * @battler.sp / @battler.maxsp % Z. A# A1 w+ C9 o$ i
- #SP Damage---------------------------------
* p9 N; H1 b6 t, ]8 g - if @sp_width_old != @sp_width
, h* f0 ^2 _' A# W: S+ R - valor = (@sp_width_old - @sp_width) * 3 / 100
; N" ^* r6 L% W - valor = 0.5 if valor < 1 / c$ U' `( M: }4 ~2 G9 Q
- @sp_width_old -= valor if @sp_width_old > @sp_width 7 \. T% d# q0 M, ~- s; H
- if @sp_width_old < @sp_width : B% @1 Z4 ~1 v8 e8 |6 K
- @sp_width_old = @sp_width" I8 E1 H: T) P8 L+ i6 `
- end
. _. N8 ?# [" M2 `; q7 v( ~1 y, ^ - @sp_src_rect_old = Rect.new(@sp_flow, @sp_height,@sp_width_old, @sp_height)
# p. m, f+ @1 Z! k& G. F; q2 K2 O - @sp_bitmap.blt(0,0, @sp_image, @sp_src_rect_old) 3 B( l" K5 v) `* l% }
- end, c9 N% k. s! U8 I' O% {7 ?% b% C
- #SP Real------------------------------------
0 ^3 i2 C' s) x. M - @sp_src_rect = Rect.new(@sp_flow, 0,@sp_width, @sp_height)
& c4 C& }- H- k6 f n3 v; R, N, o - @sp_bitmap.blt(0,0, @sp_image, @sp_src_rect)# g0 i2 f X. z7 Y1 a
- @sp_flow += 1 6 g' ?7 ^$ V! O" R
- if @sp_flow >= @sp_image.width - @sp_range6 q4 v, X3 V+ c
- @sp_flow = 0
E6 P3 a9 d- K, Y5 { x - end
E8 k. s8 Q, J3 @4 _ - end
/ w4 }( q2 ?: Z - end1 q3 {" B6 K7 ~1 S+ J- }+ W( `
- #===============================================================================
, y2 o) T% s/ e# ~& a2 q! w - class Sprite_Character < RPG::Sprite
8 B3 c. J1 m0 e, U$ S, x3 {* R; r/ d - #-------------------------------------------------------------------------------
5 J# g: C; c) t1 u4 P5 t - alias :xas_emini_hud_init :initialize
. v8 T/ h6 r- L- |5 f- i - include MOG
! k) K% Q7 U; r" y6 H) C9 r: f% P* a- D" E - def initialize(viewport, character)
3 |8 H, X% ?) O2 R3 f# c8 R - xas_emini_hud_init(viewport, character)/ t- d. Y, y0 ?5 Q
- @viewport = viewport
, _& s0 b" w- h8 r# t7 G - return if @character.battler.nil?' u! k; w, D" |( s
- return if XAS_BA_ENEMY::ENEMY_OBJECT.include?(@character.battler.id)
# l0 ]* h3 P M* t+ F) @3 t5 m$ j) x- p - return if XAS_BA_ENEMY::ITEM_ENEMY.include?(@character.battler.id)
2 V9 N7 k6 Y( D; y0 U8 L0 I - return if @character.battler.is_a?(Game_Actor)3 Z7 p* K9 i9 u& n7 z( h$ e& R0 \, ^
- @bars = S_Hud.new(@character, @viewport)
8 B* s2 g3 z! i4 P4 J+ J0 j3 p: p M - end j7 J: s3 z$ u5 R. \
- #-------------------------------------------------------------------------------; ~- m! g4 u- e; D% `
- alias :xas_emini_hud_up :update. q* W6 U* ^% T
- def update E& `8 c$ {6 t
- xas_emini_hud_up! c- N( A- j' h: h. ?
- return if @bars.nil?7 u7 `: @2 { h9 i
- return if @bars.disposed?
. o+ L/ v8 c/ r: W - dis = ($game_player.x - @character.x).abs + ($game_player.y - @character.y).abs
9 G7 s, T% b& f' @2 {- E - @bars.visible = (dis <= RANGE)# m1 Y ^/ k I- O5 y0 H! P
- if @bars.visible
$ W$ V9 U, e! L' n: p - @bars.x = @character.screen_x# - @cw / 47 ]: m% t* w/ z* M; ]
- @bars.y = @character.screen_y# - @ch / 48 W4 Q! l [ I- j1 z2 _8 X
- end
" e8 W4 t7 q; e, F+ z1 K - @bars.update
7 Z A2 }2 R2 b4 e! u5 E& y0 I3 J+ k' ~ g - end
9 a$ G# i/ I, ^ {( a/ x1 N - #-------------------------------------------------------------------------------
! K6 z0 |4 O9 z - def dispose8 t/ V/ i4 F- [0 b% K3 p% f
- super
- X% @: l( F$ t/ R - @bars.dispose if [email protected]?
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- end
- M" ~0 {8 j5 ^# U* u* a - S K3 {$ L8 C$ r" y
- $mog_rgss_s_hud = true
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3 I0 I9 g( r7 X+ C上面所說出錯的203行內容為
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' c" h0 }& f: T" Z/ d想知道怎麼解決
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該腳本支持3.82( M, x$ M2 P6 R2 U# |8 d* C( b" I/ K
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下面是圖檔,要塞在Windowskin下5 J; s7 a- H( V" |
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S_HUD_Graphic.rar
(12.36 KB, 下载次数: 49)
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