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這是我將官網的S_HUD修該而成的怪物血條
- B% b4 g# W; Y) l" }會在每隻事件怪物的腳下顯示
`. h' n' h9 D! A問題是不知道為什麼
; P1 Z' u F6 n* U有時打怪打一打會跳出
1 n( J$ O8 S J- l8 U) _7 R---------------------------! Y+ h' R' {$ D9 a2 ~
XAS
8 |0 U! |; L5 U---------------------------3 N& P( A6 K# Z
脚本 'MOG - S HUD' 的 203 行 发生了 RGSSError。
- n3 t+ w m8 _0 d& B- _- G' X8 k' H r# t& h) E: Q ?8 y
disposed bitmap
2 Z! l- G3 ~0 k---------------------------
0 p% y& U; r/ s A確定
- D9 I3 |, s5 f+ i---------------------------
- v: p7 o- T- }" c) B% d9 s: j& R! r1 { b
這是腳本
5 E- T) K1 ?) t& e7 i
% J# i+ `* c3 W1 r( |( @% ?( Q- #===============================================================================7 t% K" G" M, h
- # MOG - s Hud 1.0
1 j7 M) s/ O1 U7 p' g3 g - #===============================================================================2 p4 ] R% {# f# Q: n0 ~
- # By Moghunter
( E1 c! W* r$ B+ |# U4 p& V - # http://www.atelier-rgss.com
. w( v- E+ Q% E$ O9 U0 ? - #===============================================================================
6 c6 k+ \/ _7 }; w! }4 G; B' K+ j. s* { - # Translated by Calvin624 : T1 t' q- r' v% e x
- # http://www.xasabs.wordpress.com
: j) x+ K! X+ Z/ f3 Y; W - #===============================================================================
2 D, B% j: {% v: U+ ? - ###############################-DESCRIPTION-####################################
% P9 W5 _2 s8 p; ^* `" B - #===============================================================================
; r0 s+ e" |' X1 N - # Personal HUD – displays the HP and SP below the hero." L; n7 j# Y) _: {9 Z5 h Q
- #===============================================================================
9 a3 \; C& h7 @4 `. N" |0 L* u: U - #
4 ]( |, n# A$ f2 z0 r; L/ s+ G: Q" i - # Graphics required: ?( l0 m2 k3 H5 `8 p3 Q3 c1 j
- #
( W5 G& {" h6 V& S; |" B - # S_Border_HP_Meter.png
% Y6 \, B0 _! O* ]: a - # S_Border_SP_Meter.png
H$ y; u* X* E1 ?# n - # S_HP_Meter.png
3 e% @- _5 Z+ K - # S_SP_Meter.png8 V* j/ W7 w) |' w0 m7 f; D
- #. P# p" s% k, U
- # All images must be in the Windowskin folder.
" o! ^0 O) u; m, E9 M7 t4 e - #+ B( h: L/ C V
- #===============================================================================! v9 E: N1 i6 A& q( a
- module MOG3 R+ j! G# w! }, Q- V+ l s
- VISIBLE_DEF = false 1 L/ h: M/ |$ v$ `' X
- # Show HP meter?7 g# o+ S- r M% j( H
- HP_HUD = true
* N" h* r \! d5 _. y& t$ h - # Position of the HP border
! \, z7 t, C$ `5 z& M9 G - S_BORDER_HP_METER_X = -2" x. S: _' ]# L( s7 X
- S_BORDER_HP_METER_Y = -2
4 l; v+ Z6 g% l: [/ c8 n. R/ d, d1 c - # Position of the HP meter5 i" K3 z+ P* R, v F! S$ D" P
- S_HP_METER_X = 0. l" U0 {% q, b ]2 a# j. d8 ~
- S_HP_METER_Y = 01 h+ S {) w- X3 L ~% i
- # Show SP meter?0 D, Q# [3 N! p3 Z) h/ v( F6 M7 n, u4 L
- SP_HUD = true8 c5 t1 l4 n$ _* o& t3 b: r6 v
- # Position of the SP border' q/ G8 i! X. B N% x
- S_BORDER_SP_METER_X = 0# F4 P% B, v, C
- S_BORDER_SP_METER_Y = 10
9 l4 e7 T& T' d: ^# z - # Position of the SP meter
" N4 a. \2 X8 M$ C" w+ R3 _ - S_SP_METER_X = 0# X& h1 f/ s5 a x9 a( c
- S_SP_METER_Y = 10+ b) M) w' S- g! D3 W9 ^9 A
- # Switch to disable the HUD
8 s# y. g; r" M# R: e - DISABLE_SHUD_SWITCH = 5+ j, W6 O& l" G0 L) T* g
- RANGE = 200 B5 O: i9 p& j5 N6 n% u7 {
- end
T" w3 g# p* c; R6 w e$ ~0 F$ [ - #===============================================================================: R: ^( c$ L( v; t
- # S Hud* S+ z+ M; l C1 o5 {. E3 N
- #===============================================================================( Z4 e9 b; u& g# S5 f; v8 z
- class S_Hud < RPG::Sprite
- n& ^, @& v. _. z5 [ - include MOG
" z. w. z3 J. k+ v - #--------------------------------------------------------------------------( T! X* {# n: \
- # * Initialize* p+ g! e" V/ R* g- D
- #--------------------------------------------------------------------------" m q) r8 A# L, ~
- def initialize(enemy,viewport)
7 F Z0 f& l' ]4 f - super(viewport) " f8 d- g, S: R& X, D
- @enemy = enemy( X4 L9 G2 u/ Q/ W F- N: {
- @battler = @enemy.battler
+ i: c! [. j$ q( K- e9 h - @old_hp = 0
6 Y' {8 x7 B' F% N6 N# [" M9 @ - @old_sp = 0
n3 l+ B4 }% c9 C9 D* k - @old_vis = false5 v; P2 C7 }1 J4 `' j! U7 r
- self.bitmap = Bitmap.new(100, 100)
* |! C' J1 a, P5 o; g - self.visible = (VISIBLE_DEF)#false1 m& J8 h+ S$ Z- m7 B- B( ~
- self.z = 100
3 I) Z9 G( J7 o) | - #HP Border -------------------------------------------------------------------
6 F8 h8 N s+ @1 \7 a& u - @layout_image = RPG::Cache.windowskin("S_Border_HP_Meter")! b: D3 S- I( t$ ^1 I9 X* L
- @layout_bitmap = Bitmap.new(@layout_image.width,@layout_image.height)
8 k! D" a8 ~) N - @layout_sprite = Sprite.new
( B& D1 o5 L* s+ a' ` - @layout_sprite.bitmap = @layout_bitmap& q. ]1 D K' J7 _- p* {
- @layout_src_rect_back = Rect.new(0, 0,@layout_image.width, @layout_image.height)
2 K2 q* u& L' R' _ - @layout_bitmap.blt(0,0, @layout_image, @layout_src_rect_back) 6 r& N3 \% J" g* {9 N
- @layout_sprite.z = 5001- {( l! s! C. J [6 C
- #HP Meter ---------------------------------------------------
( N1 C, h% n2 }" V - @hp_flow = 0' j9 b7 F5 Z- z! f
- @hp_damage_flow = 0( t! b& x9 {- S& X" v( W: ]+ s* C% y
- @hp_image = RPG::Cache.windowskin("S_HP_Meter")$ F* Y" p$ u' d. g
- @hp_bitmap = Bitmap.new(@hp_image.width,@hp_image.height)
1 T) m* a* n" {( _: ?* H# h0 {, g - @hp_range = @hp_image.width / 30 S# r' V; R0 [! v5 B
- @hp_width = @hp_range * @battler.hp / @battler.maxhp
6 V4 m3 Y( L$ } - @hp_width2 = @hp_range / 2
" E9 }: b" ]& L$ a+ C - @hp_height = @hp_image.height / 2
5 q v2 u3 L% F t4 [& B" |. k - @hp_width_old = @hp_width
; k+ \/ @6 I0 x) j3 M - @hp_src_rect = Rect.new(@hp_range, 0, @hp_width, @hp_height)
/ a( ]: D% G! A3 i) C; _ - @hp_bitmap.blt(0,0, @hp_image, @hp_src_rect)
4 o r4 s5 V& p1 b$ K7 l - @hp_sprite = Sprite.new
1 A# P; L# M+ y' O% i8 i; R - @hp_sprite.bitmap = @hp_bitmap$ }7 i9 T; P( |, r _
- @hp_sprite.z = 5002
) ]/ A: j1 x0 n, M: P - #SP Border -------------------------------------------------------------------: Z! l! A! Y! x
- @layout2_image = RPG::Cache.windowskin("S_Border_SP_Meter")
* B, A; S# f$ c/ `; d7 V$ a - @layout2_bitmap = Bitmap.new(@layout2_image.width,@layout2_image.height)
$ l% O8 ~7 z9 \& u' k# b: n - @layout2_sprite = Sprite.new( k1 B4 H2 P A1 c
- @layout2_sprite.bitmap = @layout2_bitmap/ _0 }6 V$ c: }; O+ j( j
- @layout2_src_rect_back = Rect.new(0, 0,@layout2_image.width, @layout2_image.height)! w; C) z" k5 T9 B6 u& b3 I7 D
- @layout2_bitmap.blt(0,0, @layout2_image, @layout2_src_rect_back)
7 v1 t, Y$ s; j6 E - @layout2_sprite.z = 5001 U- c- B5 ?* g3 L( g+ e
- #SP Meter ------------------------------------------------------
( m7 `/ W' _! \) ?' ^ - @sp_flow = 0
- X, t! ~7 R) B: {/ A - @sp_damage_flow = 0. v( {6 q1 Q9 j, b
- @sp_image = RPG::Cache.windowskin("S_SP_Meter")3 ` [2 W- c3 s% D
- @sp_bitmap = Bitmap.new(@sp_image.width,@sp_image.height); E$ @1 |5 H/ x: y
- @sp_range = @sp_image.width / 3! Q: b6 B- ]' |) [( D
- @sp_width = @sp_range * @battler.sp / @battler.maxsp
: V2 w( x5 G; u - @sp_width2 = @sp_range / 2
/ T( @6 p' `! G1 f9 [0 ?2 x+ U& ] - @sp_height = @sp_image.height / 22 m$ ?7 c' `% J! [' S) y, D
- @sp_width_old = @sp_width
7 }/ A/ a, X4 c4 B! [! M: p4 q - @sp_src_rect = Rect.new(@sp_range, 0, @sp_width, @sp_height)& M O8 `* j- T3 w* ?% c' S
- @sp_bitmap.blt(0,0, @sp_image, @sp_src_rect)
% J5 S& d' E$ W - @sp_sprite = Sprite.new/ M* y( B; ], Q& a3 X4 s
- @sp_sprite.bitmap = @sp_bitmap2 N% w6 O, f% Q! {: ?& M3 ~2 o
- @sp_sprite.z = 5002
4 Y2 B) q5 r& O7 R- o I- b( F1 ^ - update- t; u5 M, _7 H ~/ S: x
- end! t! T- t P: l% l
- #--------------------------------------------------------------------------3 `6 l# c; a, }: |, {7 {$ q
- # * Refresh3 t- @4 y D* S$ k* G- }& ]
- #--------------------------------------------------------------------------
7 S& ]$ f5 M+ n1 l7 t - def refresh
/ ^% `5 W7 O' Q - return if @old_hp == @battler.hp and @old_vis != self.visible4 k# ]: }7 E: w2 w4 ?& ?, {
- self.bitmap.clear g5 c: G& T! ], @2 V( R
- @old_vis = self.visible: u. D5 a2 N' Y! H6 k1 i
- @old_sp = @battler.sp: H; z* B. v2 r
- @old_hp = @battler.hp# u: ]5 @. y; n2 [
- hp_flow_update
& q, E+ E) h2 H: V/ |: s3 z - sp_flow_update! ^9 @8 f: n+ y* V$ T: R
- hud_pos_update4 T- [! j- \; K& B9 U& c, H) `
- visible_update3 Z3 B- K4 z; \
- end* G5 V6 e1 u% e6 p" ~; [+ {9 _
- #--------------------------------------------------------------------------
/ G5 b% \$ ^6 r% S% }& {& X. j - # * Dispose8 ~& g) U/ p! O+ S; J, Z
- #--------------------------------------------------------------------------
3 _. b; J7 l ]+ y- s2 O - def dispose
4 a$ f& t, h9 {3 F' S. E - #HP Meter Dispose
3 g* m; p" z7 r7 c& M7 R; g) ^6 \ - @hp_sprite.bitmap.dispose* Z2 o4 ?. J( c5 `( W8 u
- @hp_sprite.dispose
* \ ]) r1 G2 L1 t - @hp_bitmap.dispose
. c8 I% L7 Y& P, M- o3 \ - #HP Border Dispose
% Z9 u/ u1 n8 y, e - @layout_sprite.bitmap.dispose
$ K0 s) p6 c. j* b% F - @layout_sprite.dispose. L1 t4 r$ H7 C4 h& N4 Y( N, Y
- @layout_bitmap.dispose
0 i# q$ }% C( M1 S: j - #SP Meter Dispose; {- _, ]+ a' M, o% [) E
- @sp_sprite.bitmap.dispose
2 Y+ M: s* G7 z8 }5 O - @sp_sprite.dispose% e8 L& G. o5 r0 e( c3 n- s. v
- @sp_bitmap.dispose
& K2 v/ z) [- S. h1 f - #SP Border Dispose
9 b+ y4 N. P1 z( P - @layout2_sprite.bitmap.dispose
' P3 I6 K3 s# R- \% [ - @layout2_sprite.dispose _/ X# r. J# I" e% E
- @layout2_bitmap.dispose! X3 x& E: W& Q, X2 H* e+ T; E$ d
- end
9 e$ D4 v- P1 [4 s" L - #--------------------------------------------------------------------------* m0 I4 a- \4 ?; T' F/ z; G
- # * Update
; k# \' ? A( H/ g) F - #--------------------------------------------------------------------------' t7 Y' j5 x2 o* L' R; h) C% j
- def update5 z0 x" u% A$ U3 M! @
- @battler = @enemy.battler 3 R* ]: ^7 z& j& b4 ?# F+ p0 L* j
- return dispose if @enemy.dead? or $game_map.events.values[@enemy.id].nil?% s. A+ {+ e2 M# q `% X# K
- if self.visible
5 Z2 R7 q+ f! q% G0 W( o - refresh0 c" s8 m7 J' x7 V+ _
- else
4 H- f3 T" `9 i$ k - self.bitmap.clear# ] E, A/ b. F; L! L. s
- end
* K1 Q1 ^) A2 e" f - end
- K% b7 H T0 \0 R - #--------------------------------------------------------------------------
Y" w" p% G; H4 I1 ? - # * Visible Update( z6 s3 b% _$ C
- #--------------------------------------------------------------------------
) f- t* C i0 I1 m& f5 f - def visible_update
$ ~! V! a |8 o. Y- M; G - if $game_switches[MOG::DISABLE_SHUD_SWITCH] == true& L- F9 e: F8 g
- @hp_sprite.visible = false
9 R( E6 W, M+ \, {) p) o6 m( x - @layout_sprite.visible = false0 S- u1 T* \2 X, U: y3 i
- @sp_sprite.visible = false* b( N2 e! C3 p" N: r4 k' f
- @layout2_sprite.visible = false4 |5 j* E! F9 l7 H+ G5 I
- else2 h8 J* n8 }. A! k; v! z" T @
- if HP_HUD == true
( J# J1 d* D" p' f3 I4 B d8 A - @hp_sprite.visible = true
3 w) P4 ]- v1 U. c3 A, z5 M, _ - @layout_sprite.visible = true- a2 l8 o% u8 n* W8 ^$ }
- else
$ D4 V4 Q% `. q; R& }9 o+ k- K - @hp_sprite.visible = false
+ P4 N$ @: r- W) C m k7 b) [ l - @layout_sprite.visible = false- Z) n5 z1 k; H) k
- end D8 w( {3 G( ?
- if SP_HUD == true9 n) ^0 B8 H5 s
- @sp_sprite.visible = true/ m9 f0 ~) m( u
- @layout2_sprite.visible = true
! B" T1 I9 R( o+ v+ { - else! V% n! J( s5 M
- @sp_sprite.visible = false1 E' m% g4 x j( }* p, n' R
- @layout2_sprite.visible = false
' L H* K: ` X6 U - end
" J/ o- T% Y" g+ K- n - end
. g8 i: F5 r6 b6 _3 _6 |. m2 H - end
" A' O" |, P b1 X. | - #--------------------------------------------------------------------------* z4 |7 P9 l7 {$ I' Q3 t
- # * Hud Pos Update
o% I/ x8 a9 }7 {( h& e$ m - #--------------------------------------------------------------------------% ^. Z! M, a$ K% @) U2 E+ a
- def hud_pos_update( @* r* z+ f" `7 ^! c7 u
- @hp_sprite.x = self.x - @hp_width2 + S_HP_METER_X3 i e% s/ U. w( k% T
- @hp_sprite.y = self.y + S_HP_METER_Y 4 s+ Q9 N e% M: m
- @layout_sprite.x = self.x - @hp_width2 + S_BORDER_HP_METER_X8 F* W# W; q5 W# b
- @layout_sprite.y = self.y + S_BORDER_HP_METER_Y 1 z# [2 \ L1 y: A7 l
- @sp_sprite.x = self.x - @sp_width2 + S_SP_METER_X( ?& s7 `1 d4 K1 w8 R0 b& p
- @sp_sprite.y = self.y + S_SP_METER_Y # f4 U% [" F6 x
- @layout2_sprite.x = self.x - @sp_width2 + S_BORDER_SP_METER_X
: n9 A" G8 W$ G {! o p - @layout2_sprite.y = self.y + S_BORDER_SP_METER_Y 6 C, F" J; R' u& x
- end
9 o2 |& S- n# N4 Z. ?; ] - #--------------------------------------------------------------------------
3 S1 N1 ]: y7 D# A: S - # * Hp Flow Update
9 \ v2 j$ Y% _& M" @ - #--------------------------------------------------------------------------
C, `& F9 Q3 `% t7 B - def hp_flow_update
. n% p% e/ s6 g' Y - @hp_sprite.bitmap.clear
, D. q% D. a; K - @hp_width = @hp_range * @battler.hp / @battler.maxhp
) o$ K2 j& r' U - #HP Damage---------------------------------* d/ W" C- J( F" L; O3 P1 u4 Q
- valor = (@hp_width_old - @hp_width) * 3 / 1008 X e- ]$ X8 a8 M( A
- valor = 0.5 if valor < 1 ; B% X' B2 y0 h' q/ Y
- if @hp_width_old != @hp_width0 Z: ^" [9 c* @4 W
- @hp_width_old -= valor if @hp_width_old > @hp_width
- M5 n/ n/ X4 G! w; N5 [* p - if @hp_width_old < @hp_width
" | Q/ V) S, i0 A3 j# Z - @hp_width_old = @hp_width
; k" ?8 G' b; Q! v5 ~$ t - end 6 ]9 {; }& W m- M1 H4 g) p
- @hp_src_rect_old = Rect.new(@hp_flow, @hp_height,@hp_width_old, @hp_height)
* k, [+ N$ m4 b& r2 l; f - @hp_bitmap.blt(0,0, @hp_image, @hp_src_rect_old)
8 |2 z* ~; `0 ^# v7 A - end
8 ]* X+ p5 q4 U# H9 L- S - #HP Real------------------------------------
$ m& r: U0 d6 `3 L2 q - @hp_src_rect = Rect.new(@hp_flow, 0,@hp_width, @hp_height)7 J4 N* ^8 j$ d% v
- @hp_bitmap.blt(0,0, @hp_image, @hp_src_rect) 9 E* K+ X! X; F; k, U/ L a
- @hp_flow += 2 3 C( h! b- d! B. D8 `/ g3 g
- if @hp_flow >= @hp_image.width - @hp_range, e3 L! S8 g2 a2 V, f
- @hp_flow = 0 , @9 C; \& z( ?- w& E7 Y, Y: R& O% B3 X
- end
* W8 o% I9 T( [9 W4 C3 c6 w - end & ?6 S$ G h) @* F
- #--------------------------------------------------------------------------' v0 h# r# R$ x4 K, F! Q: Q* w& Y
- # * Sp Flow Update
0 {7 Q ~. P- p2 S4 Y7 J3 _" N - #--------------------------------------------------------------------------& @7 c8 |& E1 M+ e$ p7 _& [
- def sp_flow_update
" V- m/ W. e4 \+ G. E. t; f - @sp_sprite.bitmap.clear
; ?- T* B# F( M" S+ { - @sp_width = @sp_range * @battler.sp / @battler.maxsp 5 C8 ?3 A* U6 b0 n$ Q5 x: ?
- #SP Damage---------------------------------6 x0 s1 X7 R+ w9 J' C& X, ?8 x! X1 {
- if @sp_width_old != @sp_width& K, F& e6 T4 g q( _: l+ W
- valor = (@sp_width_old - @sp_width) * 3 / 100
( q7 E4 V, i5 F4 F+ H" i* k. N& a - valor = 0.5 if valor < 1
4 j* F$ ~. S9 D. G G% U - @sp_width_old -= valor if @sp_width_old > @sp_width 8 |9 y" A4 K( p0 }8 U& C
- if @sp_width_old < @sp_width
6 K5 G5 x" R1 h7 E& o - @sp_width_old = @sp_width
* a* D+ e( D6 r" `: K% ` - end ! K3 i d+ |6 v/ R
- @sp_src_rect_old = Rect.new(@sp_flow, @sp_height,@sp_width_old, @sp_height)
# Z* S B5 J! M- {# b - @sp_bitmap.blt(0,0, @sp_image, @sp_src_rect_old) 3 H) f {' j) M' N8 l/ J% Y4 O
- end B1 \; }! \+ H
- #SP Real------------------------------------
+ \0 x& V4 v! J* y - @sp_src_rect = Rect.new(@sp_flow, 0,@sp_width, @sp_height)$ [2 e6 T) X$ @
- @sp_bitmap.blt(0,0, @sp_image, @sp_src_rect)
" V6 v% U* M, h* n3 E( p; s D - @sp_flow += 1 ; U0 \) q4 X1 Q: Z* K& y( J0 r, s
- if @sp_flow >= @sp_image.width - @sp_range# M: V8 \4 n" o. R; }( S3 @
- @sp_flow = 0
4 d" a6 i+ A' e! A- t; V - end" i; _0 z f8 p. O* w
- end . ^9 g2 ^, e8 ~/ Q1 n( p
- end
1 C+ i* V4 z: f. D* B - #===============================================================================0 E8 t1 `# P8 R: y$ y; F4 O$ U C
- class Sprite_Character < RPG::Sprite
, g0 T) \9 U4 W2 H; c: k9 C$ D - #-------------------------------------------------------------------------------6 O( U& W# j/ _. h+ U
- alias :xas_emini_hud_init :initialize# ^( B; t; y7 k# |% |, h4 p
- include MOG
3 Q9 K$ P5 J; ~+ n) x P - def initialize(viewport, character)
4 ^1 P# d( _ k8 f - xas_emini_hud_init(viewport, character); G) v7 [/ w( z1 Z5 ^
- @viewport = viewport" r! {7 r* u7 Q7 k% K
- return if @character.battler.nil?6 I' t; C. S5 V
- return if XAS_BA_ENEMY::ENEMY_OBJECT.include?(@character.battler.id)* [( L1 A1 d& c; M6 @$ O/ {
- return if XAS_BA_ENEMY::ITEM_ENEMY.include?(@character.battler.id)$ s5 I# j) W9 ?3 r4 q9 R. C \' K* H
- return if @character.battler.is_a?(Game_Actor)2 Y5 ?, g j- r H
- @bars = S_Hud.new(@character, @viewport)5 k2 b) ]" V; Q- `6 y* I
- end
) m# {9 |) @3 w: b+ g6 R - #-------------------------------------------------------------------------------9 ]+ g9 U% \. P4 F/ H# Q
- alias :xas_emini_hud_up :update' D9 Z2 e8 Z2 J3 V
- def update9 ?0 I7 V5 p" K
- xas_emini_hud_up/ k' N. Q8 I; ^1 T* E) t) `3 G# Q
- return if @bars.nil?
6 I( w5 ] [/ _/ e7 j( }8 }4 J+ w - return if @bars.disposed?
* `" o) [& q/ u! ~* _ - dis = ($game_player.x - @character.x).abs + ($game_player.y - @character.y).abs
! A" R0 c3 F, E& N - @bars.visible = (dis <= RANGE)
* o j& e0 `/ X; C, f% n2 F - if @bars.visible
3 _! B/ N6 U: E4 x0 w' I. T - @bars.x = @character.screen_x# - @cw / 4
# }* {4 |# Z2 G5 A& U Z( u( C - @bars.y = @character.screen_y# - @ch / 4
/ j/ l0 h6 w# G# d - end4 G+ b. F; D3 S S3 Y3 n9 Y
- @bars.update) f" p* L( _4 e+ ^' Q8 H0 b
- end0 R t. P: z$ g! W
- #-------------------------------------------------------------------------------+ [5 N% g% \! H0 B$ |8 ^
- def dispose
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+ i1 m/ T+ N1 w9 G. ^9 ^ - @bars.dispose if [email protected]?2 n, K! K Y4 [3 Q1 {# m! I
- end" x$ T- b" r$ D
- end
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- $mog_rgss_s_hud = true
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上面所說出錯的203行內容為
+ |7 o" M% m/ I) T" ~@hp_sprite.bitmap.clear+ v: u L2 h/ @# H2 U
$ U( C# z# j9 i+ d想知道怎麼解決
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該腳本支持3.823 D. Y" b' w# o/ N: f: f
9 ?" X, v' w% r& P# j. j3 [; `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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