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這是我將官網的S_HUD修該而成的怪物血條
. x H' T7 J0 {9 f7 G0 w# W# @會在每隻事件怪物的腳下顯示
( h3 ^9 ~; F9 k G) {; l; R問題是不知道為什麼
H0 m# p) _4 L2 F S有時打怪打一打會跳出8 K% N3 V% j5 R2 _3 e
---------------------------
' g5 f" Q C7 E$ [: }XAS& n; n/ @2 ^& [+ j* i
---------------------------( Q# O. z7 w9 T# D, `. e
脚本 'MOG - S HUD' 的 203 行 发生了 RGSSError。
, U) Z' X, a" z5 H( t$ r
: r; s* b8 M: L0 Z5 v+ _% W. fdisposed bitmap
, _0 q' v$ o, l7 P---------------------------: _ k) H* b9 R
確定 # N* }1 L" ?6 O/ E) t/ k. m* f; B
---------------------------
% p9 [# z* c& _0 Z% T2 S8 r4 X# f9 Y7 x
這是腳本
6 b4 B' F d- p/ L
" m" T1 z* x G/ D. N- #===============================================================================" i% {; M* ~- ]' k* L
- # MOG - s Hud 1.0
% F% V" f. ]# t! v7 C/ [/ I# c9 F - #===============================================================================
2 Q4 L [4 z4 ` - # By Moghunter I6 d# q# L9 A G, r' i1 e
- # http://www.atelier-rgss.com
, Z. _7 m- q5 R! B3 { - #===============================================================================
! G/ W, @, \# e) z5 ^ - # Translated by Calvin624 ; ^7 }5 B. ~7 N0 p& g
- # http://www.xasabs.wordpress.com
o( g: Y$ c/ z* J! d+ O6 W7 p - #===============================================================================
% I3 q6 c" C" _ - ###############################-DESCRIPTION-####################################4 |, e) S+ Z! m6 K) \. e
- #===============================================================================% O/ v+ u# s- x1 Z' ?
- # Personal HUD – displays the HP and SP below the hero." i, `2 Q- A: L: k. j- \8 R
- #===============================================================================
: Y+ ]; }+ E+ k; d* ]4 y - #& z6 X! E$ }# m# `- T+ Q
- # Graphics required:) |8 d) J) S1 W" o
- # 7 P. D9 J' Q# I
- # S_Border_HP_Meter.png0 m1 {: @ s* L, c' L6 Q
- # S_Border_SP_Meter.png4 e: a I7 ]1 \. l9 i" E
- # S_HP_Meter.png
& s1 [' I9 r2 W - # S_SP_Meter.png/ ~% b+ H; P1 B3 o
- #
/ V/ e+ t! ~9 ^/ m& m - # All images must be in the Windowskin folder.5 |; _: J3 V) @3 v+ S! [
- # K# e! R; s+ a# e8 j
- #===============================================================================2 }- u: I/ |9 h6 p* k! r' Z& W
- module MOG
- s1 X2 L7 g$ G0 r d3 B+ o - VISIBLE_DEF = false ' A2 u3 u! d5 x1 _, b! K* y
- # Show HP meter?
6 Z% @2 B6 W+ E4 g" p7 \- X - HP_HUD = true
* n0 q$ X9 i0 B2 e- i - # Position of the HP border
' Y# U! a3 m- X - S_BORDER_HP_METER_X = -2
) g( G1 b9 @# m# i - S_BORDER_HP_METER_Y = -2
0 |0 M3 @/ Y1 S3 | - # Position of the HP meter$ {; Z. i4 L7 |4 _" m) t2 o
- S_HP_METER_X = 0# O$ S9 G1 {0 Y; L% B0 o) v$ ]% e! s `" y
- S_HP_METER_Y = 0
+ M' x v( T1 q$ k, Q2 G! \% A - # Show SP meter?
" E% T0 P% F) G - SP_HUD = true1 ^( c% ]# e( H$ ]1 i
- # Position of the SP border) n* l: a* i. D: Y3 ^$ _* F1 ~
- S_BORDER_SP_METER_X = 06 D- N( _0 b2 [( T1 A
- S_BORDER_SP_METER_Y = 10
% i# o( `, G/ a2 t - # Position of the SP meter; h9 a8 V: R3 A: c7 h
- S_SP_METER_X = 0
) O3 Z, Y5 Z- ~; { - S_SP_METER_Y = 10
3 A$ m; a9 k$ _8 m$ N& c0 k+ \: [ - # Switch to disable the HUD
3 @% v* M$ u& O5 G - DISABLE_SHUD_SWITCH = 52 p2 B' K3 j9 r8 G& v3 \: G
- RANGE = 201 i5 i6 @" h! H0 x# ?1 ?% ^3 V' D
- end
3 {; i- D6 _- |; t* S - #===============================================================================$ h" ~) n/ @* }0 d
- # S Hud a4 F" `) M/ O" A' ] w- Q
- #===============================================================================0 Q* g! t) z& Y. L0 `$ N% G
- class S_Hud < RPG::Sprite
' A K3 A, c/ G {& Y$ F9 F - include MOG
( y3 O& m3 [. h9 s - #--------------------------------------------------------------------------/ c) F- d6 e% l; b0 n
- # * Initialize
+ r! ^/ B0 T' Q0 \" S$ O/ _: F4 B - #--------------------------------------------------------------------------0 |2 T% W) C! A0 F# ]
- def initialize(enemy,viewport)* k- W1 j& D$ u8 r
- super(viewport) 2 \ ^, z# S* O+ X
- @enemy = enemy
, y) J$ c( w1 `: ~1 h) \ - @battler = @enemy.battler
0 @- _: e9 v' i$ q! _& B - @old_hp = 0! c) T/ U1 a$ l9 @ m+ Z+ p6 [
- @old_sp = 0
% `, i T5 A% V$ }& D% s1 F* v - @old_vis = false0 i# P' z% o W" L6 t1 P0 W- k
- self.bitmap = Bitmap.new(100, 100)
# O' w @8 A; {& }" G - self.visible = (VISIBLE_DEF)#false, z3 r6 h B+ Q4 F i, v
- self.z = 100
; F' A* G/ C! s$ a( d- R3 u5 S - #HP Border -------------------------------------------------------------------" ^* \! m$ q8 X1 l
- @layout_image = RPG::Cache.windowskin("S_Border_HP_Meter")
% Y* Y6 F9 m& X - @layout_bitmap = Bitmap.new(@layout_image.width,@layout_image.height)
1 t, a. Y0 }: R/ t% y7 I3 t$ B - @layout_sprite = Sprite.new5 i H) [. L3 F. @
- @layout_sprite.bitmap = @layout_bitmap4 b( G2 j6 h/ |& \* ?
- @layout_src_rect_back = Rect.new(0, 0,@layout_image.width, @layout_image.height)
" G/ E4 N1 g: B$ J# g" `3 m9 |+ X - @layout_bitmap.blt(0,0, @layout_image, @layout_src_rect_back) 3 y1 }, J( t. b
- @layout_sprite.z = 5001
2 [; e- r( X; W% i% h0 D( B - #HP Meter ---------------------------------------------------/ k, z( ~, P9 B3 C, q
- @hp_flow = 0
/ f5 y3 z$ ^3 Q, h - @hp_damage_flow = 01 v, T5 Q. S- C, p: u. \4 i5 w8 a1 P g
- @hp_image = RPG::Cache.windowskin("S_HP_Meter")* p; C) w7 \' z* h# d
- @hp_bitmap = Bitmap.new(@hp_image.width,@hp_image.height)- z7 V' U5 S# D3 w- T- e
- @hp_range = @hp_image.width / 3
" M, u3 [( C$ [' Q, y - @hp_width = @hp_range * @battler.hp / @battler.maxhp
7 q7 e" a! b: |2 e. m9 X6 b: D - @hp_width2 = @hp_range / 2
# R! \# R. s3 c0 V) j - @hp_height = @hp_image.height / 2
6 u. d* _& z0 P! | - @hp_width_old = @hp_width
$ H3 T" n& P# {/ B+ O( D, Q; t - @hp_src_rect = Rect.new(@hp_range, 0, @hp_width, @hp_height)
& e2 u4 d0 @5 ^+ p" | - @hp_bitmap.blt(0,0, @hp_image, @hp_src_rect)
# U) v7 t+ L2 ^& j - @hp_sprite = Sprite.new
: X2 t4 b0 g; V - @hp_sprite.bitmap = @hp_bitmap
2 L3 S y5 J( F9 n' P. _ - @hp_sprite.z = 5002
: i7 p$ `; N$ c( c. J" t3 O - #SP Border -------------------------------------------------------------------
8 m, K" e, p% H# ]7 b - @layout2_image = RPG::Cache.windowskin("S_Border_SP_Meter")
5 d4 K9 g) a$ `3 r3 Y - @layout2_bitmap = Bitmap.new(@layout2_image.width,@layout2_image.height)7 L/ S7 Y5 K+ u! H4 J" m6 V$ O& D) v
- @layout2_sprite = Sprite.new
2 i, j: W, r+ |0 `+ M - @layout2_sprite.bitmap = @layout2_bitmap
% m6 a0 k% z# F2 t - @layout2_src_rect_back = Rect.new(0, 0,@layout2_image.width, @layout2_image.height)( g6 Z' z/ I0 R
- @layout2_bitmap.blt(0,0, @layout2_image, @layout2_src_rect_back)
, @( ]+ E5 L. _3 S4 u' [0 g - @layout2_sprite.z = 5001 , e/ W. h8 f- y2 u; g
- #SP Meter ------------------------------------------------------
k, ^ D q- D - @sp_flow = 0
4 z3 n! f, X, V% ` - @sp_damage_flow = 0
7 M- r }' C% N( M, G - @sp_image = RPG::Cache.windowskin("S_SP_Meter")
0 r8 G% }) N0 t1 p+ Q - @sp_bitmap = Bitmap.new(@sp_image.width,@sp_image.height)
3 V$ m9 l+ T+ V3 h) H5 i - @sp_range = @sp_image.width / 3
0 @; I) Q# q' b9 O+ r - @sp_width = @sp_range * @battler.sp / @battler.maxsp , C' V2 D; K$ d2 m( s3 Q3 a* \
- @sp_width2 = @sp_range / 2
4 y. M1 n3 m) P: f - @sp_height = @sp_image.height / 2' {" Q3 s D* V5 S
- @sp_width_old = @sp_width
. \, L4 N) q B& A C8 @6 w! S - @sp_src_rect = Rect.new(@sp_range, 0, @sp_width, @sp_height)
2 M* a( z: d) E$ ] Q) x/ y7 F - @sp_bitmap.blt(0,0, @sp_image, @sp_src_rect)! }/ s8 Y% h8 A9 E
- @sp_sprite = Sprite.new& }& f& R) V* ?/ r0 _7 c/ H, w. m6 r% E" B+ r
- @sp_sprite.bitmap = @sp_bitmap
R, h. l% u4 G7 \ - @sp_sprite.z = 5002( O; {% ?9 k( Q) x! @- m' F4 h
- update
% }7 M. S& S5 l, y1 z - end/ C7 K4 f0 W. f' a' Y
- #--------------------------------------------------------------------------
/ q+ v r( l( N% X# y( m3 I, f - # * Refresh' H, T/ C9 Z Y' B
- #--------------------------------------------------------------------------
5 t& w8 u( |% y u- X1 y - def refresh
" \# Y( Q9 m4 X; Y' q C" }; X - return if @old_hp == @battler.hp and @old_vis != self.visible
0 \1 S; D: ?+ i) C; e - self.bitmap.clear
, @7 E: o# }: a4 c, f, i - @old_vis = self.visible
8 k& w2 L& ]9 n1 |7 {8 x8 i8 W - @old_sp = @battler.sp
Q, C' J0 B4 y% K- R4 w& | - @old_hp = @battler.hp
7 A0 z6 j/ U$ v1 }! W - hp_flow_update h D6 B3 o E4 d4 b
- sp_flow_update
, j5 J4 C+ D* c0 f5 P! Q0 V - hud_pos_update. C, \. h$ a) y" ?. h
- visible_update0 A8 W3 y( t& v; u: W
- end
. K2 l( h7 ^. H) Y8 y" Q0 Z6 f - #--------------------------------------------------------------------------) c. |( g2 v5 G% T; A
- # * Dispose: ]$ b/ m. h* @2 f7 a- S& x- e
- #--------------------------------------------------------------------------) Q ]9 }& Y; }' C4 x& |' ?4 W& p( j
- def dispose2 n3 a/ n+ [, W
- #HP Meter Dispose
( ]# g9 r, o) [0 K; x9 O$ G - @hp_sprite.bitmap.dispose% n# ~9 I! Y; W& J& l
- @hp_sprite.dispose
; ~3 k. W( @& I; g% F - @hp_bitmap.dispose3 h6 T Z" D. I" S% {; t
- #HP Border Dispose
. ~, ^6 y/ Q" z0 P$ Z9 i3 |. R+ M - @layout_sprite.bitmap.dispose' x% ?" C8 M; Q- X( B2 _# \
- @layout_sprite.dispose
7 Q1 W; c. e: U - @layout_bitmap.dispose; T1 {2 r& g6 B4 |+ Q+ w3 }& ^
- #SP Meter Dispose
& x: ]% {% L. t - @sp_sprite.bitmap.dispose) a& m7 ^4 J0 j+ C9 g. ?/ r
- @sp_sprite.dispose
8 g/ d$ v0 |% R* d3 R: i' N - @sp_bitmap.dispose/ y% F7 ~. S9 X
- #SP Border Dispose3 t( u6 |9 ?* c( P
- @layout2_sprite.bitmap.dispose- {5 |9 f) J4 D6 g1 L- T: B
- @layout2_sprite.dispose
+ c8 Z- O0 c0 }# }; m0 @ - @layout2_bitmap.dispose7 R; ~+ b3 _! {2 p' P! Y2 n
- end" W8 ~+ B5 b. d. v: F5 R
- #--------------------------------------------------------------------------
1 G9 g, M9 f3 x; R A }2 Q - # * Update, V+ Z0 F9 p/ `( a: A3 ]* u
- #--------------------------------------------------------------------------* O" U6 e) D: t+ v
- def update
3 f* g; d0 }3 L3 B8 E% V - @battler = @enemy.battler 3 i9 i$ D5 W3 ^1 V8 Q
- return dispose if @enemy.dead? or $game_map.events.values[@enemy.id].nil?+ t# N% t* a8 B" [! b; X: V9 b
- if self.visible
. \1 G; ? [. c/ b1 n - refresh
# X# B% I7 A1 r+ { - else
4 G8 v+ Q- m) z! D! D& y - self.bitmap.clear& t" F' e/ ]. a# s" f) c/ Y3 I
- end
`0 w: ^# X' r# K" @' z - end: y* f( o) V/ `, F, y9 G T
- #--------------------------------------------------------------------------
* D* c* d" T5 @& V - # * Visible Update& l, Z6 Z2 g7 f+ w1 z0 M
- #--------------------------------------------------------------------------
6 ? J1 J/ q8 R0 b- o - def visible_update2 k3 `0 p' \0 m) P6 O
- if $game_switches[MOG::DISABLE_SHUD_SWITCH] == true
. h2 V, l1 z! ]2 q - @hp_sprite.visible = false
; q7 a! v5 w3 B - @layout_sprite.visible = false) s; B8 Y6 u) M: {
- @sp_sprite.visible = false
7 `- q3 z% {0 ]/ ?0 Q4 G6 m, T6 P5 v - @layout2_sprite.visible = false4 S" P6 f1 a3 c1 n) ~
- else! y) d/ D8 s6 p: x Q' P2 ]
- if HP_HUD == true
+ M/ X" ?4 e& `1 ? - @hp_sprite.visible = true. T# n: w0 d% o* J3 R8 H {; |- P
- @layout_sprite.visible = true
$ S7 e* R4 n% p( ^9 d: V( e0 I - else
" K9 g- }0 G/ x9 i9 }1 _# C& M. I - @hp_sprite.visible = false
, l1 K5 \: h4 H; A - @layout_sprite.visible = false
) o9 C3 w* L8 V7 w" G) s% B- W+ q - end
. e1 J: |* l% a3 ^; q - if SP_HUD == true0 Z# r( L! z( P$ T _; B9 a
- @sp_sprite.visible = true
" K' G1 O0 i/ Q/ K0 K; Y - @layout2_sprite.visible = true
# G' I$ E4 x3 l+ t! I: J - else
6 s' D: J0 Z f7 A- |/ w - @sp_sprite.visible = false/ W8 @5 }" [& p# ? }4 o; f
- @layout2_sprite.visible = false
: @. O. J# J3 T* p. P - end
: c+ d' R1 D1 q1 p4 V6 V* \" ]" o" q - end
6 v: _1 t! f. G) D; F2 y - end
h0 t. s# t/ m. G: B0 P; _$ ~ - #--------------------------------------------------------------------------/ d5 \9 v% }3 x
- # * Hud Pos Update( d, R p0 z. L! y/ j0 e7 J
- #--------------------------------------------------------------------------7 t" |, m1 h0 f) @4 o, w
- def hud_pos_update! K* }. k& C& j3 F' h) r
- @hp_sprite.x = self.x - @hp_width2 + S_HP_METER_X
1 `5 m' i) h J" B7 t - @hp_sprite.y = self.y + S_HP_METER_Y
: u$ H6 l/ E) s - @layout_sprite.x = self.x - @hp_width2 + S_BORDER_HP_METER_X
5 N6 U6 n8 T7 f! M - @layout_sprite.y = self.y + S_BORDER_HP_METER_Y
& L7 Y+ v; x! T* E4 y- e - @sp_sprite.x = self.x - @sp_width2 + S_SP_METER_X4 o) F- r4 J O9 `+ Q1 W8 x' u) h9 e
- @sp_sprite.y = self.y + S_SP_METER_Y $ ?6 H, ~7 a. h4 W" ?
- @layout2_sprite.x = self.x - @sp_width2 + S_BORDER_SP_METER_X* O. W4 }1 P8 }+ g/ s
- @layout2_sprite.y = self.y + S_BORDER_SP_METER_Y
4 U" e5 U! u2 r0 \, k$ {3 c2 k - end ! M) M$ C; ~# D9 c
- #--------------------------------------------------------------------------
+ p7 s: L7 ^" V9 M - # * Hp Flow Update
" B3 S6 S) c. f2 d. j - #--------------------------------------------------------------------------% l0 w) \5 L/ w* y
- def hp_flow_update) J# z* r. V3 i1 V
- @hp_sprite.bitmap.clear1 Y8 Y6 q) l3 T4 I) a7 N2 Y# ~6 t7 G
- @hp_width = @hp_range * @battler.hp / @battler.maxhp $ v) Z" ]1 m& q9 J N
- #HP Damage---------------------------------
- B$ {" f% t8 S; ~' ` - valor = (@hp_width_old - @hp_width) * 3 / 100
- d( h5 Q. ?3 L/ ?; _5 e& Z - valor = 0.5 if valor < 1 " r" f- Z3 K0 v
- if @hp_width_old != @hp_width+ T0 o2 V+ }6 w" i6 h
- @hp_width_old -= valor if @hp_width_old > @hp_width 3 V( ?& `# g: @: o) W
- if @hp_width_old < @hp_width ) I* } k+ E2 N0 l* v' `
- @hp_width_old = @hp_width1 t. Y8 j( g+ I* ^4 S
- end
+ v' N! k, a$ G3 P( ^! n - @hp_src_rect_old = Rect.new(@hp_flow, @hp_height,@hp_width_old, @hp_height)4 B4 Z5 _4 Y4 z" X/ }2 f
- @hp_bitmap.blt(0,0, @hp_image, @hp_src_rect_old) : ~8 e) C |: F, T; q4 ?
- end
6 [' E7 |0 p+ D+ I2 m7 i - #HP Real------------------------------------2 p1 D" A$ d& _ H/ l2 g: l
- @hp_src_rect = Rect.new(@hp_flow, 0,@hp_width, @hp_height)
* w4 P3 P# c: j$ I: q" h' ] - @hp_bitmap.blt(0,0, @hp_image, @hp_src_rect) ( k* X% O A% y0 Z! E
- @hp_flow += 2
* Q& P; i( H# j3 C5 F. | - if @hp_flow >= @hp_image.width - @hp_range
) j& B6 i. u& N - @hp_flow = 0 6 D# A0 t) ?* y0 K5 Z5 I1 G* e. Q
- end) x) U0 x; b7 x8 ~& _
- end
5 w. i5 {* t7 O) @9 Y& { | - #--------------------------------------------------------------------------, {/ g: }$ Q! p0 s1 q6 @4 O, w
- # * Sp Flow Update: h; S, J t; M; I6 V+ X
- #--------------------------------------------------------------------------4 _4 \" v" ^0 r, Z
- def sp_flow_update1 P! F; d, n. Z, F
- @sp_sprite.bitmap.clear
1 r4 I9 R* L1 Y' y - @sp_width = @sp_range * @battler.sp / @battler.maxsp
5 e+ R& x8 j4 v - #SP Damage---------------------------------5 \! R! H5 i8 F0 p) g8 p9 W
- if @sp_width_old != @sp_width) z4 ]! p* K& ~! p) o7 h
- valor = (@sp_width_old - @sp_width) * 3 / 100
) K; _5 K( \* d - valor = 0.5 if valor < 1 8 ~5 G2 q$ B5 A+ L$ i7 z) b
- @sp_width_old -= valor if @sp_width_old > @sp_width
/ z( z$ X" F" B% }2 Z - if @sp_width_old < @sp_width
* }* d; R/ M4 F/ M- e - @sp_width_old = @sp_width
3 |: N8 J3 t- }; y+ g$ c - end ; y5 Q, ~0 c" a- W
- @sp_src_rect_old = Rect.new(@sp_flow, @sp_height,@sp_width_old, @sp_height)/ o" _$ r3 ~2 o
- @sp_bitmap.blt(0,0, @sp_image, @sp_src_rect_old) 9 @4 l+ X4 k S! @ a9 x
- end; E& m) L$ ?2 |4 L a
- #SP Real------------------------------------5 P( ]# @2 B. m/ U
- @sp_src_rect = Rect.new(@sp_flow, 0,@sp_width, @sp_height)
$ [( p; \0 m: C5 m8 w) @! | - @sp_bitmap.blt(0,0, @sp_image, @sp_src_rect), [; J; }" D' b! k
- @sp_flow += 1
" C1 _5 G5 Q. d8 Y - if @sp_flow >= @sp_image.width - @sp_range
3 X7 ?. @2 V/ D8 ? - @sp_flow = 0
. u8 d; b* P9 L( j - end' x& U1 E* ]4 c5 V/ V
- end
! f$ _" \+ j* J8 `* k5 Y - end8 D; A" n/ ^) i, f$ n$ m- ^
- #===============================================================================& B# c; [# e, \* D, o5 u
- class Sprite_Character < RPG::Sprite
8 y8 b. H* r- l* f. x5 Y - #-------------------------------------------------------------------------------
( {( ^( ]1 z3 H) G - alias :xas_emini_hud_init :initialize
* v S: B# i. @/ { - include MOG( c; l4 ?; K! D
- def initialize(viewport, character) K4 C4 j6 P- p8 M
- xas_emini_hud_init(viewport, character)
, E3 ^' R( J7 D) G# v8 I - @viewport = viewport( f0 o' t) d' g: E
- return if @character.battler.nil?
! s8 s G+ N# y6 k$ f - return if XAS_BA_ENEMY::ENEMY_OBJECT.include?(@character.battler.id)
# o( B# a9 b+ w' h; U3 c% ]) ? - return if XAS_BA_ENEMY::ITEM_ENEMY.include?(@character.battler.id)
4 {& I/ A5 o0 h9 A( d* [" S - return if @character.battler.is_a?(Game_Actor)% ^" l, @. z7 h5 @- g% s# k
- @bars = S_Hud.new(@character, @viewport)
1 F% { `% W' Q4 F& J2 n/ E - end
* `3 Q$ K* _, v ~ - #-------------------------------------------------------------------------------
: W! t- V, d. v& G - alias :xas_emini_hud_up :update
; s" M1 \$ a* d9 l - def update$ a- n' T- t3 k0 v) I
- xas_emini_hud_up
5 s, c& S9 ^# i9 F: G* y/ c - return if @bars.nil?
& _9 _# X* |* o: k - return if @bars.disposed?* t! {0 y o: n2 G
- dis = ($game_player.x - @character.x).abs + ($game_player.y - @character.y).abs. [* g; Y" b4 D
- @bars.visible = (dis <= RANGE)) Y/ P& a8 ] n1 Y0 G3 y
- if @bars.visible5 L% r7 i$ W L# ]3 ?" F
- @bars.x = @character.screen_x# - @cw / 4
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- end
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- end' ?6 i' c4 H, i7 `1 S
- #-------------------------------------------------------------------------------& T3 E4 g' O& T0 F3 o1 P
- def dispose
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- @bars.dispose if [email protected]?
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- end
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- $mog_rgss_s_hud = true
复制代码
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上面所說出錯的203行內容為
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想知道怎麼解決6 ?# }) N! ~+ q- Z4 v$ i& y
+ d1 M2 k0 p- T/ r該腳本支持3.82
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" X. l% r L+ z) d R! |( y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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