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這是我將官網的S_HUD修該而成的怪物血條 m9 N7 s2 C% x) M
會在每隻事件怪物的腳下顯示! t9 E" q% W, `0 C. b' { B# A
問題是不知道為什麼
& }! I) A! o- v; `$ G& J有時打怪打一打會跳出
; g' d+ P: g' E5 {) V& j/ H9 [9 p---------------------------
* R' `3 e' A3 EXAS* K$ D. f7 g! p- D
---------------------------
2 b$ U+ ]' k3 g+ ^7 w) k脚本 'MOG - S HUD' 的 203 行 发生了 RGSSError。
( k" V, o! J6 k" i# x+ Y7 N' U" g/ k2 L. S! Q
disposed bitmap4 D5 g& a) @5 b: a
---------------------------
6 [5 \ ~/ ?0 k' c3 ?# F. [ h確定
, N1 y$ `( X& _" w6 x7 I5 P5 j---------------------------
/ ]* u! v" t7 {' | r5 X4 K
# }! g4 Y% f% p4 f y! ^/ D這是腳本
: @: Q8 s( t. ]$ ^, L. M$ _% y. T* n# K( N9 p0 H
- #===============================================================================
: m: V; X5 n* }! U - # MOG - s Hud 1.0
/ _" y/ w4 H$ q t) U8 [ - #===============================================================================3 `2 ]5 [5 B9 ~6 Y5 s+ ~6 x0 L
- # By Moghunter 0 P: j- z- E' [& A3 I' _
- # http://www.atelier-rgss.com. q* c* n! {/ @/ V- l# o
- #===============================================================================
5 {( Y/ q0 T0 ]6 S5 N& _: K9 M - # Translated by Calvin624
4 f+ _$ x1 y# b9 Y - # http://www.xasabs.wordpress.com
& u8 ?/ Z. ?' H7 g - #===============================================================================
d5 y- G1 ?8 z1 s( { - ###############################-DESCRIPTION-####################################
, U8 R0 `1 Z: v& P- i - #=============================================================================== o, Z$ N1 b- Q9 I
- # Personal HUD – displays the HP and SP below the hero.: {# @$ X3 s3 S2 W
- #===============================================================================4 i2 @1 P, ?; m3 d1 j" z5 X( {
- #
$ C) C3 D% H" H8 }9 j/ W" e; I5 f - # Graphics required:
+ a( B+ _& R) b2 i3 h& [ ^ - #
- Q* [* b# q7 Z: M5 q! e/ W5 c - # S_Border_HP_Meter.png" o# V' L$ N6 D b% t( e
- # S_Border_SP_Meter.png7 _' C3 ^8 ^! o) h* L
- # S_HP_Meter.png z7 N8 Q# T# N# D) J7 l( d
- # S_SP_Meter.png0 i/ w) m2 y4 h; F% b
- #
# m" I% X1 R1 x2 P7 ~+ @! H" B, N8 k - # All images must be in the Windowskin folder.0 T! Q- I: B# z4 L: F( W$ B
- #+ K8 D! z% Q. ` g
- #===============================================================================
. u5 A- i6 o/ m+ C% `( _& z6 Q - module MOG* \1 q1 c0 c' R) [9 u* a
- VISIBLE_DEF = false
: J: l( Y N! O6 M - # Show HP meter?6 v7 }1 H% N6 y# B `. ?! A
- HP_HUD = true2 P7 T: Q4 \6 ]# M
- # Position of the HP border- W- O- E9 Y3 M* Q: K
- S_BORDER_HP_METER_X = -2- G& h2 }1 V8 O: J: y/ |" _3 x& T
- S_BORDER_HP_METER_Y = -2
6 J9 ?# V( F8 R e - # Position of the HP meter
4 T* N& g( ? E - S_HP_METER_X = 0! k; C e! f o0 J3 E( u
- S_HP_METER_Y = 0. O4 r# i c2 X6 f) P3 k
- # Show SP meter?
5 W# J8 I3 W9 H' l# v - SP_HUD = true
* S/ J5 z. V! u - # Position of the SP border8 d; A+ T9 o1 o% M& ~4 {
- S_BORDER_SP_METER_X = 0& X7 J$ N' V6 ^& O
- S_BORDER_SP_METER_Y = 10
( z; z% ^0 [( q3 G7 O2 A7 U - # Position of the SP meter L& U) ^4 z7 l/ g+ x& ^8 i
- S_SP_METER_X = 0
: m# j" F8 N$ V - S_SP_METER_Y = 10
q0 v: Q7 y: s! @$ W s9 { - # Switch to disable the HUD! l& H, C& q5 b7 B
- DISABLE_SHUD_SWITCH = 5
: e3 D% l) u" Y' m$ q - RANGE = 20
4 e8 m! F3 e: w5 ?; ^8 k7 a7 t4 p - end- Z* e9 E: g( o" w/ o
- #===============================================================================6 X7 p; Q" [$ j1 P* Q5 K- C: j
- # S Hud
# Z' u. N% F0 e& o! ?. J$ h1 T - #===============================================================================
" x7 m# v3 L1 E+ \8 h- [7 g: H2 k6 g - class S_Hud < RPG::Sprite
7 n3 o# ?7 C ^6 l# M - include MOG6 i6 e% [) `* `6 O& g- w. m- C( O0 ~
- #--------------------------------------------------------------------------
0 P: `4 A- W* c$ a% y - # * Initialize
# b Q1 z, D- e, p - #--------------------------------------------------------------------------
, l6 p) p9 J8 r - def initialize(enemy,viewport)6 P8 v' P+ T7 ~/ a$ A3 M. U
- super(viewport)
7 `6 }6 x4 t4 u6 _5 N5 O3 L" Z$ x - @enemy = enemy5 K3 G) p. J5 n2 y" [. |8 k, u, ]
- @battler = @enemy.battler/ p' R* l7 H. y2 N7 J3 D- @) V
- @old_hp = 0! j0 ^3 e# L( ]6 c( `2 S7 P( s
- @old_sp = 06 T' |3 t% U! t# ]! ~0 X
- @old_vis = false3 R4 H+ n, n8 N9 R
- self.bitmap = Bitmap.new(100, 100)
( z a& Y, k r( N0 X+ Y* ` - self.visible = (VISIBLE_DEF)#false
' H1 m) `: m) p, z; ?0 l - self.z = 100' I6 g* A0 D. N) t9 e# [* f: e" m3 ]
- #HP Border -------------------------------------------------------------------
5 o0 W t, n8 J/ B1 D! {3 { - @layout_image = RPG::Cache.windowskin("S_Border_HP_Meter"): @$ B4 l0 j; K& d/ Y( [/ H/ o! d
- @layout_bitmap = Bitmap.new(@layout_image.width,@layout_image.height). |) G* ?& s# S9 {& ~
- @layout_sprite = Sprite.new
7 V& Q! q) s4 I/ O, z& Z4 l- A - @layout_sprite.bitmap = @layout_bitmap
- L/ ~# B F. o* D - @layout_src_rect_back = Rect.new(0, 0,@layout_image.width, @layout_image.height)
, Z! @! s1 W, O( ]' s, P - @layout_bitmap.blt(0,0, @layout_image, @layout_src_rect_back) ' Q: m' T* x( p. ?
- @layout_sprite.z = 5001- D2 i6 W5 c* {
- #HP Meter ---------------------------------------------------
4 J% |0 A# V( S* f1 U& N) r - @hp_flow = 0
, m1 G1 k( Z, P/ \7 [6 M - @hp_damage_flow = 0
6 K+ W# F& l5 Q; c% u3 h e+ u - @hp_image = RPG::Cache.windowskin("S_HP_Meter")0 X0 w4 [. b4 |$ q
- @hp_bitmap = Bitmap.new(@hp_image.width,@hp_image.height)
7 m4 }+ d0 X. u/ k- K( x - @hp_range = @hp_image.width / 3& E: r {7 @* G( m" `
- @hp_width = @hp_range * @battler.hp / @battler.maxhp " d# [1 |0 K$ \3 ~: z
- @hp_width2 = @hp_range / 2) ?" q# E6 ?" u' f7 g8 i3 e& o
- @hp_height = @hp_image.height / 24 d. w& W# H) W6 c3 e; s
- @hp_width_old = @hp_width
- k6 F3 o8 W6 X* H2 v - @hp_src_rect = Rect.new(@hp_range, 0, @hp_width, @hp_height)
: y& E, V6 V: v' ^ - @hp_bitmap.blt(0,0, @hp_image, @hp_src_rect) 9 o% M" O: h) O# U9 c" x
- @hp_sprite = Sprite.new# y2 @0 I1 K" j6 I# _( x' i0 [& V
- @hp_sprite.bitmap = @hp_bitmap
: ]( p6 M0 E2 ]( R; l7 o5 Q y" z - @hp_sprite.z = 5002
% b) ]( Q% S& K$ X' P/ b) U5 N* D - #SP Border -------------------------------------------------------------------
- n' k! \( z0 _* r - @layout2_image = RPG::Cache.windowskin("S_Border_SP_Meter")
6 K. g2 G0 I. ~. x - @layout2_bitmap = Bitmap.new(@layout2_image.width,@layout2_image.height)2 N" d" R; e8 A& x# C; H# t
- @layout2_sprite = Sprite.new2 B7 V( O3 D- j7 D
- @layout2_sprite.bitmap = @layout2_bitmap+ ?, _! q! A o5 ^) V* u& d5 A9 u
- @layout2_src_rect_back = Rect.new(0, 0,@layout2_image.width, @layout2_image.height)
, Q; e2 D/ ~& ^' x - @layout2_bitmap.blt(0,0, @layout2_image, @layout2_src_rect_back)
p' }5 W8 |% z# J4 P* ~' J - @layout2_sprite.z = 5001 4 p! p8 Q7 }, l0 |6 J8 L* I* p- M4 f
- #SP Meter ------------------------------------------------------
7 s8 X& J2 D5 k% m" L0 \% R - @sp_flow = 0
6 c/ G2 j# R( H1 } ? - @sp_damage_flow = 08 G: t; z* D+ K' |+ U
- @sp_image = RPG::Cache.windowskin("S_SP_Meter")1 ~/ G/ E$ d, v8 J
- @sp_bitmap = Bitmap.new(@sp_image.width,@sp_image.height)# Y2 q9 t9 p- h% F
- @sp_range = @sp_image.width / 37 F. C1 L; m" g2 q0 E
- @sp_width = @sp_range * @battler.sp / @battler.maxsp
# Z9 o! f7 h. v/ g1 P1 j - @sp_width2 = @sp_range / 20 r P' G# A7 Z4 C7 |
- @sp_height = @sp_image.height / 2
' X2 K$ `1 X* N* v0 w0 J - @sp_width_old = @sp_width v9 C: e7 Z5 L$ Q4 s* u! f
- @sp_src_rect = Rect.new(@sp_range, 0, @sp_width, @sp_height)
% u9 V- S5 o' R( v, y% N0 w4 I9 y9 T - @sp_bitmap.blt(0,0, @sp_image, @sp_src_rect)
" ]6 y9 e4 g# {' Z9 |: [" \: ?+ { - @sp_sprite = Sprite.new
- A& w" I' b7 | - @sp_sprite.bitmap = @sp_bitmap
: r0 \/ R }0 [- }+ l - @sp_sprite.z = 5002
- Q% L! [1 E0 {$ c1 N1 c5 O - update
7 c# N v8 g. g; m0 g8 S - end
- H: Q! a* ^+ Q7 }3 l9 G - #--------------------------------------------------------------------------( q! r0 n4 s% X+ L" Z3 }9 r
- # * Refresh/ r' j4 p$ M& |3 Q. C1 Z" s
- #--------------------------------------------------------------------------) H2 Y0 t# R3 [6 N) U$ \
- def refresh
6 ~9 i. g. }* u# m - return if @old_hp == @battler.hp and @old_vis != self.visible* C# l9 k" M6 Z( s* L5 Z. u: v
- self.bitmap.clear
- x- Y9 r. z2 W8 _9 U2 d$ y4 \7 y - @old_vis = self.visible! ~/ X4 I" Y2 R2 U, n2 t9 E
- @old_sp = @battler.sp
! N9 E' r! h4 }8 I) z" t$ F, v' N - @old_hp = @battler.hp
% }3 Y. \( g, q - hp_flow_update
. z, ^, ]- i2 J |! f- N - sp_flow_update6 W' H1 Z/ G$ G
- hud_pos_update
1 R3 M% L5 r3 Z Y5 p* W! j$ f - visible_update- Q& q, [% y4 @
- end+ s$ _7 s! e! U$ H
- #--------------------------------------------------------------------------
7 o6 C: L! @( P- C2 V - # * Dispose; g' A7 ~, f9 x: A: @3 m, y
- #--------------------------------------------------------------------------+ [ N% _- r: B$ V' j
- def dispose
! |; Y7 `9 M! @8 k% x - #HP Meter Dispose
: u5 A0 x" p* c. `2 i, m) k' Q" w6 } - @hp_sprite.bitmap.dispose
4 D9 D7 T7 y1 @. \ - @hp_sprite.dispose
) y+ ~0 C9 G+ I& n/ t1 W" [1 ~0 w - @hp_bitmap.dispose" `; s1 N: c& g2 r# t H: m
- #HP Border Dispose
2 L2 g2 b0 R& x6 f: b* k% { - @layout_sprite.bitmap.dispose: ~- u4 g0 u) g
- @layout_sprite.dispose
2 B! p4 Y4 X' P( H; i - @layout_bitmap.dispose
$ @, g- J h, s - #SP Meter Dispose+ K8 Z$ l& l) S$ R9 ]/ U
- @sp_sprite.bitmap.dispose1 N' a0 p+ V- E7 g* t0 U9 n) W& `
- @sp_sprite.dispose. K8 Z7 \+ H; G8 O2 f2 f
- @sp_bitmap.dispose
5 Y2 s" R0 g0 n$ h. j - #SP Border Dispose
- ` o% ?% f7 c2 _" |7 B2 U - @layout2_sprite.bitmap.dispose
6 b& L y, j( `2 h% H - @layout2_sprite.dispose
+ Y" r! _0 M$ M5 A |# j - @layout2_bitmap.dispose
9 g7 A4 \ I% T - end
: y% X6 y$ W9 v& d - #--------------------------------------------------------------------------
+ A! d$ D: R ?+ o - # * Update
9 o9 K6 H6 k& }9 E% A - #--------------------------------------------------------------------------
1 K1 G U2 B) W# o - def update- ~3 U; ]. }2 s4 \' W- H/ t- l! k
- @battler = @enemy.battler ! V. m. N& D# y& ]* |; [0 I
- return dispose if @enemy.dead? or $game_map.events.values[@enemy.id].nil?& G' q5 d: \" R) k+ ~ ]
- if self.visible3 } Z3 S4 u( o* S) z$ _
- refresh2 O) T. x1 u# b( p% n3 F# C+ k
- else
6 V, h5 m# Z6 v0 ^' x( T- t& R7 e - self.bitmap.clear
! N- y9 y/ \7 f0 M( i% I - end
) x# u6 @/ T. u: o4 S: Z. l - end
% z1 K# D; I" Q' v0 K; G3 K- O - #--------------------------------------------------------------------------
9 S- f2 Q2 U+ v' s0 A! v - # * Visible Update$ G G" |- c7 E0 y* b
- #--------------------------------------------------------------------------* V, u0 ^9 J* x6 K) K
- def visible_update
# d) I9 y- `$ a - if $game_switches[MOG::DISABLE_SHUD_SWITCH] == true
# ?8 z c1 S' W: G; g- d- C - @hp_sprite.visible = false
3 v. s1 W$ @* z5 z - @layout_sprite.visible = false5 t+ Z" S3 ?6 Y3 m
- @sp_sprite.visible = false% s0 g0 M& i6 H7 J$ g1 Z
- @layout2_sprite.visible = false
3 S) _, d! r% k. {9 G: x - else% u3 X1 b9 v, @" i0 y
- if HP_HUD == true
9 R& V7 ~# q$ i: c - @hp_sprite.visible = true8 J$ @4 z4 k6 @
- @layout_sprite.visible = true
' A* _( _! S n9 Z' S: B8 F# j, j - else
7 h9 q) j: S F8 h - @hp_sprite.visible = false
1 X& G, f, x6 A2 a& H - @layout_sprite.visible = false
# Y( }' `7 q% J7 L' P - end
6 Q+ Y9 \8 }) D: z( W. K0 |& n - if SP_HUD == true
% y! b; ]4 [8 x: N I v - @sp_sprite.visible = true
. F1 ]1 G7 x" o. c) ~9 ~6 l - @layout2_sprite.visible = true3 A! O* F5 U0 V
- else
) `1 F* `' O8 c' p& x: X6 l, J g - @sp_sprite.visible = false$ N; D8 j/ |: _
- @layout2_sprite.visible = false5 \$ g; D! V- k" @# x( i+ G6 O E
- end
! o) }4 a' B* T2 c: g0 y' r" N - end
% d7 |9 P0 z4 o% O1 d! w( G - end + ^) t5 M% L) O& [5 _: d
- #--------------------------------------------------------------------------
2 k4 L# E d- {4 C- | - # * Hud Pos Update9 f4 V% d6 ?1 Z1 m- P. k6 W$ N
- #--------------------------------------------------------------------------
* y: P7 e' J! j! V4 u - def hud_pos_update) n( o- [/ d' q4 O; P& V$ w+ a
- @hp_sprite.x = self.x - @hp_width2 + S_HP_METER_X
# e( M+ ]1 `2 b1 L. [* M$ W, F: E6 b - @hp_sprite.y = self.y + S_HP_METER_Y
% r. D! a, K' C1 e - @layout_sprite.x = self.x - @hp_width2 + S_BORDER_HP_METER_X
9 T$ g% S. U. }) w7 e; H8 G - @layout_sprite.y = self.y + S_BORDER_HP_METER_Y : @/ t& s& |7 {! s; Q
- @sp_sprite.x = self.x - @sp_width2 + S_SP_METER_X, R% \5 D% k1 W! i
- @sp_sprite.y = self.y + S_SP_METER_Y - `' I6 u. _# K* }
- @layout2_sprite.x = self.x - @sp_width2 + S_BORDER_SP_METER_X
0 j7 {, w6 x7 Y: H* v3 q! B. ] - @layout2_sprite.y = self.y + S_BORDER_SP_METER_Y _! \) }7 r. l4 S4 q
- end
6 \) N9 H& L7 [% h& S4 ^0 i - #--------------------------------------------------------------------------) g" p6 k7 i& k$ f( f
- # * Hp Flow Update* |: O( g6 `5 H! m5 H6 G- r1 _
- #--------------------------------------------------------------------------
3 ~+ w( S2 r# |' n( X0 C - def hp_flow_update
; ?+ D2 r* _" ~+ w K w - @hp_sprite.bitmap.clear
; Y5 w* ?( J( F' U; { - @hp_width = @hp_range * @battler.hp / @battler.maxhp 5 ^/ l$ I: \' P% t+ b, ]
- #HP Damage---------------------------------
9 U$ M0 B& U0 a2 _/ f - valor = (@hp_width_old - @hp_width) * 3 / 100, ^+ N* r/ K+ G" g4 O$ _0 h# C
- valor = 0.5 if valor < 1 ) S# T) d1 W3 f6 G6 n+ d. }* V- i
- if @hp_width_old != @hp_width
4 I4 H0 ~# \) j/ N* ?( c" F( e" o4 r - @hp_width_old -= valor if @hp_width_old > @hp_width
8 _, Y% i1 F6 z; L - if @hp_width_old < @hp_width / u# E6 ?$ o& l
- @hp_width_old = @hp_width6 S# z$ H+ \9 ~' c2 K: k8 Y
- end 3 J. z* A, n8 W1 H' U |
- @hp_src_rect_old = Rect.new(@hp_flow, @hp_height,@hp_width_old, @hp_height)
/ s$ {2 f- |' q- m X6 N - @hp_bitmap.blt(0,0, @hp_image, @hp_src_rect_old)
4 ^& z1 J L$ v- B6 _: A - end # q# {+ P8 N+ j7 [8 o2 F7 v z
- #HP Real------------------------------------
# q: Y* i5 c7 f& R) q - @hp_src_rect = Rect.new(@hp_flow, 0,@hp_width, @hp_height)
% ]9 h& h) n+ l- t - @hp_bitmap.blt(0,0, @hp_image, @hp_src_rect) ) g' c7 K$ I* {" `) \. c
- @hp_flow += 2
5 _/ l. `- `7 l. t. l+ j - if @hp_flow >= @hp_image.width - @hp_range0 r3 k/ X! h& v+ N+ s
- @hp_flow = 0
2 p7 _4 F; {" ]0 i - end# [$ E- y0 v7 z1 X$ k
- end 9 b7 I8 R. Q$ |5 ?9 E. h* ^
- #--------------------------------------------------------------------------
. @ ^5 A& M7 J5 l" y) ?" T - # * Sp Flow Update8 D0 m6 ~2 S. s. p3 W
- #--------------------------------------------------------------------------
3 c0 z2 J" Z" R C/ j/ ?& o3 @5 A - def sp_flow_update7 h0 f9 m3 r$ N V; {
- @sp_sprite.bitmap.clear
" ^) y- K: ?' e0 y; G# Q4 } - @sp_width = @sp_range * @battler.sp / @battler.maxsp . P$ V; M3 O; F0 @1 Q
- #SP Damage---------------------------------
% x* K0 R- R' n9 N - if @sp_width_old != @sp_width
. T2 y7 k' j( }6 Q5 X- J - valor = (@sp_width_old - @sp_width) * 3 / 100, v( \$ \ J( R$ L; d0 V2 e+ b
- valor = 0.5 if valor < 1 4 G) x, R" K+ @
- @sp_width_old -= valor if @sp_width_old > @sp_width
$ n. h4 `" L8 G2 _ - if @sp_width_old < @sp_width
" A0 q6 b* N6 u$ E# f# A7 Z - @sp_width_old = @sp_width0 d& m4 o& U& U) @# v: t# T
- end 2 t! t' O- X& j. N O
- @sp_src_rect_old = Rect.new(@sp_flow, @sp_height,@sp_width_old, @sp_height): C; k- Y8 C& ]. V% A
- @sp_bitmap.blt(0,0, @sp_image, @sp_src_rect_old) 0 y" K \/ E N7 L% {0 `6 {' A
- end3 [- i7 V7 {7 [# F
- #SP Real------------------------------------6 d1 _$ D. K" x4 y" G) ]
- @sp_src_rect = Rect.new(@sp_flow, 0,@sp_width, @sp_height)2 k2 f, y+ }& W. q
- @sp_bitmap.blt(0,0, @sp_image, @sp_src_rect)/ y( {# n+ J! E, r1 z3 N" p/ P
- @sp_flow += 1
" U# ]6 \, ~" M2 M - if @sp_flow >= @sp_image.width - @sp_range4 M: V7 f3 [9 B& w* K2 J
- @sp_flow = 0
9 P% k2 i& K/ p5 R# k! [/ V - end, K* H/ i' _; P0 f* g! M0 f$ d0 f
- end / J2 \! ^+ x: d2 v3 G0 w! k
- end
; F, x( {4 `0 {) R - #===============================================================================
# J/ x7 H- F, A1 a9 [ - class Sprite_Character < RPG::Sprite& }2 N: u# ~4 |" I) M* S
- #-------------------------------------------------------------------------------
& H4 l( d, N( d* E8 a ]8 r - alias :xas_emini_hud_init :initialize
0 u3 @, r. p* [4 j9 F - include MOG
' W( H# @& m- H0 w - def initialize(viewport, character)
: w1 d# { X2 G0 k4 D4 g - xas_emini_hud_init(viewport, character)$ X" _6 b& o: S* B2 h9 ~5 _& x
- @viewport = viewport
1 J6 {5 L6 ], d. A - return if @character.battler.nil?
% k2 d" ?! {: @) |% b$ u+ r - return if XAS_BA_ENEMY::ENEMY_OBJECT.include?(@character.battler.id)
, f1 E3 S1 a/ i A' s' Z - return if XAS_BA_ENEMY::ITEM_ENEMY.include?(@character.battler.id)4 n+ U9 p2 r( y- }* B
- return if @character.battler.is_a?(Game_Actor)' T$ p) ~* k+ `3 u
- @bars = S_Hud.new(@character, @viewport)
$ B ?( k9 `6 \ A - end
# o+ ]: K ~& B - #-------------------------------------------------------------------------------, W. L0 R! O/ r& h0 |( S% }7 B- O
- alias :xas_emini_hud_up :update
1 ?8 l0 X* H6 s1 [7 V$ K - def update
9 u& W" d% {9 C+ V% O D% c7 F4 g - xas_emini_hud_up" y2 a1 M' c- R
- return if @bars.nil?+ R) ]: x& O2 P; E" ~! B
- return if @bars.disposed?7 D" h. {& e; S7 y9 h; y
- dis = ($game_player.x - @character.x).abs + ($game_player.y - @character.y).abs: h: z0 \% E3 U" l" z1 ], T
- @bars.visible = (dis <= RANGE)' L7 T) H% r7 S6 j" K. \7 z
- if @bars.visible- [0 W6 M3 I1 I
- @bars.x = @character.screen_x# - @cw / 47 L: k+ u+ L% Y
- @bars.y = @character.screen_y# - @ch / 4
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- @bars.update1 A0 M' ?: {2 U% @8 ^
- end
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- def dispose. b! U) \8 A1 U; Y+ F9 F/ x8 [- n8 U
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- @bars.dispose if [email protected]?0 I# V: _! k% f( N3 l5 \
- end7 B, n6 Y( J' M
- end
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1 Q* D: `. g! T! V) |2 D9 o- $mog_rgss_s_hud = true
复制代码 9 o7 V& D/ Y! j) n
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上面所說出錯的203行內容為
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想知道怎麼解決
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下面是圖檔,要塞在Windowskin下! _0 M$ a2 P8 D/ Z& @' R& Q
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S_HUD_Graphic.rar
(12.36 KB, 下载次数: 49)
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