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這是我將官網的S_HUD修該而成的怪物血條
0 A7 f) ^& I& G$ M( n, m會在每隻事件怪物的腳下顯示
4 e+ [9 ~0 K E8 u* f i問題是不知道為什麼
$ P* {" |1 ^8 F$ g: [4 k7 c6 P: d% D有時打怪打一打會跳出* `* X. h: {: e8 e% Y# g& u% ]
---------------------------
i. o9 s8 R' qXAS5 ?# @4 O2 f: W- `+ ?. ?4 N6 q
---------------------------6 u3 d* R& M( j
脚本 'MOG - S HUD' 的 203 行 发生了 RGSSError。: T6 l; n8 `( R0 A2 l6 T
; F; H& h. o8 s
disposed bitmap
& b6 T; n2 y' V/ N( J---------------------------6 G& e# O- _9 z2 ?$ N# w
確定
7 P) ^- K4 I$ d# W. F2 K---------------------------
, G: ^: R# U" z, c- ?. _ E3 X9 ^2 E6 G; t/ H, a
這是腳本
: M& y: Z& `. W
. w! Q1 C- |4 F- #===============================================================================0 n5 K" i& T/ Y- G6 J
- # MOG - s Hud 1.0 9 M3 O I1 @6 R/ N0 }% P' f; g; N
- #===============================================================================
. [2 S" V b3 |* z) j5 O$ }3 L - # By Moghunter
, D$ x& e+ s: _ - # http://www.atelier-rgss.com
1 S; n& k7 A! T' V3 y - #===============================================================================0 `/ V) g/ x# K: W% z$ o$ i
- # Translated by Calvin624 2 ~, V5 S/ e+ |0 V( _- b
- # http://www.xasabs.wordpress.com
; X% P" M1 ~- j8 _/ ]2 y1 R - #=============================================================================== {& Z$ l& I, E
- ###############################-DESCRIPTION-####################################6 ], D' n& [# S9 g
- #===============================================================================
1 Q( R0 r& j2 Q+ @2 B% Q% n+ [ - # Personal HUD – displays the HP and SP below the hero.# E! S9 q$ p) G7 [6 ]
- #===============================================================================" @4 F0 n) t8 M G
- #
# y6 ?9 Y' z9 I5 W - # Graphics required:+ C& p5 P, S; i0 w( g6 z. B6 K: j) q6 u$ K
- # 1 [% `. K2 q9 F. S7 C2 p) |
- # S_Border_HP_Meter.png
2 K; |) F, P- q - # S_Border_SP_Meter.png
/ l! ^* p; r% x% o. K: ~, v - # S_HP_Meter.png. p8 W3 `: }6 K5 u6 ^0 k
- # S_SP_Meter.png
4 \/ c4 }8 j& ^5 i8 B/ j8 m - #% H& _5 N! _/ g
- # All images must be in the Windowskin folder.: |- r4 [* H& o: T1 i. L
- #) U+ v% E! A* R3 d+ F
- #===============================================================================
" j3 |9 x! [5 C1 ~ - module MOG
' n/ b8 D, _3 t9 q9 E1 P3 C+ m! K; M - VISIBLE_DEF = false n+ B+ h `" c
- # Show HP meter?- }- m9 ^. P! R& c
- HP_HUD = true
! k6 }; K4 _+ n - # Position of the HP border
- p# A- @" M7 Q- B0 S6 Y. ~ - S_BORDER_HP_METER_X = -2
, g, c% g: Q n9 e1 x' s& G - S_BORDER_HP_METER_Y = -2
8 F! z5 D/ T; ~4 U+ L5 @) y2 l6 P- s - # Position of the HP meter% K' H5 E e6 Y& ^, b- D# N
- S_HP_METER_X = 04 R6 B, y0 q, I- x& L" v7 a
- S_HP_METER_Y = 0
+ k/ z& U, v* _ - # Show SP meter?
1 B( i9 |" G1 v) t. Y - SP_HUD = true
3 M) x7 S" H* U - # Position of the SP border
* @, X; S" H7 W! E y1 p - S_BORDER_SP_METER_X = 0
1 F' q, J! T' `3 ^ - S_BORDER_SP_METER_Y = 10
, O( K4 }, b; P* B - # Position of the SP meter! f- R/ _ m" P) `: o& G
- S_SP_METER_X = 06 x. r6 e3 `6 D0 }3 G
- S_SP_METER_Y = 10
+ n/ W) H8 Z6 `7 G3 K - # Switch to disable the HUD
8 _7 ] m4 _! o% b- H- X7 x - DISABLE_SHUD_SWITCH = 5$ R% P) y) Z& E+ r5 j
- RANGE = 20/ o/ f: `/ p7 b$ V7 ?/ d
- end; n" }3 g$ O0 e2 i, C' e2 k
- #===============================================================================$ q8 Z! s3 }0 N! y" t
- # S Hud6 i! A1 M! J5 J4 g- _; T' V1 e
- #===============================================================================' O" a/ E% ~, E) {9 p
- class S_Hud < RPG::Sprite
4 f( l( K; R, |* X - include MOG- ^: ^/ J# F! J5 L4 l) C' ]9 _
- #--------------------------------------------------------------------------) R3 I$ }' F5 d2 d, Z
- # * Initialize9 G* x2 P+ }5 q2 L% s2 f5 O
- #--------------------------------------------------------------------------/ g9 @+ d4 j8 f* P8 r/ j& [$ v4 _7 p
- def initialize(enemy,viewport)
/ h3 v0 I: u# T - super(viewport) 4 g! p/ W$ G0 ~" u, d; T
- @enemy = enemy
7 c& p, e/ X6 t; e/ q* H& a7 I& r - @battler = @enemy.battler) L$ t2 H; k. f3 w5 z$ Z
- @old_hp = 0
: [$ z* S+ H4 z- ? - @old_sp = 09 l; P. b* F0 t" C* p. _
- @old_vis = false1 O- ?5 b) @) [/ S/ ~
- self.bitmap = Bitmap.new(100, 100)
5 z% O2 [; r- Z. N0 Y* {8 m* J - self.visible = (VISIBLE_DEF)#false
3 J2 S$ ~# \" l/ o n) ]* E - self.z = 100/ E. {8 Q( r; _) W7 S
- #HP Border -------------------------------------------------------------------
0 z7 w! V1 z/ T - @layout_image = RPG::Cache.windowskin("S_Border_HP_Meter")
3 n, @4 k, k1 M7 V7 v& [2 e) ^ - @layout_bitmap = Bitmap.new(@layout_image.width,@layout_image.height)* C5 x2 N, I7 @! R
- @layout_sprite = Sprite.new
$ m' V' d; U* [; A: r( D - @layout_sprite.bitmap = @layout_bitmap
7 k: i9 y- e( X; Q - @layout_src_rect_back = Rect.new(0, 0,@layout_image.width, @layout_image.height)7 M, G& S1 o7 b: G2 ?% e g4 j" Z
- @layout_bitmap.blt(0,0, @layout_image, @layout_src_rect_back) * N- X, ]5 [& B. o" ^
- @layout_sprite.z = 5001
7 i# c# S, {9 P( q" q+ m. U1 n( M - #HP Meter ---------------------------------------------------
- k1 w* p4 O- ~1 q - @hp_flow = 0$ E) M4 a5 v0 q' |+ e) m! v. Z% i u" z
- @hp_damage_flow = 0
. N1 {0 Q% }" D4 c - @hp_image = RPG::Cache.windowskin("S_HP_Meter")
8 ^4 }: S9 u t" Z. d" Q+ w - @hp_bitmap = Bitmap.new(@hp_image.width,@hp_image.height), V2 {4 U, p( W% F
- @hp_range = @hp_image.width / 3
- Q6 c+ ]- H1 k - @hp_width = @hp_range * @battler.hp / @battler.maxhp
. B! g6 Y& g+ ]$ O' o - @hp_width2 = @hp_range / 2
) y2 J5 x W3 b7 f% K I - @hp_height = @hp_image.height / 2/ u1 |' G% D3 @' F
- @hp_width_old = @hp_width: t5 \$ e8 h0 a5 U: u! X
- @hp_src_rect = Rect.new(@hp_range, 0, @hp_width, @hp_height)
! E2 e9 z9 @2 `/ f! C1 I2 z - @hp_bitmap.blt(0,0, @hp_image, @hp_src_rect)
. T3 {! n( C. S' u! Q) s% j: n - @hp_sprite = Sprite.new' E) M: H8 a( f
- @hp_sprite.bitmap = @hp_bitmap' s6 Q( p& w K
- @hp_sprite.z = 5002
T* j. P3 q/ v - #SP Border -------------------------------------------------------------------; m) k3 A; C+ M z5 q
- @layout2_image = RPG::Cache.windowskin("S_Border_SP_Meter")
0 s d3 f, w) w1 @) A" K. i# ]& R - @layout2_bitmap = Bitmap.new(@layout2_image.width,@layout2_image.height)
" u ]' ^2 m+ w2 C J - @layout2_sprite = Sprite.new
. P4 ~0 U, C# A - @layout2_sprite.bitmap = @layout2_bitmap: c' c5 b/ X; Q
- @layout2_src_rect_back = Rect.new(0, 0,@layout2_image.width, @layout2_image.height)
! Y* Y. h+ t: s m - @layout2_bitmap.blt(0,0, @layout2_image, @layout2_src_rect_back) 4 @' P% q$ \, i, C" l3 n0 @
- @layout2_sprite.z = 5001
, z0 `! G g! e7 p4 ~ - #SP Meter ------------------------------------------------------1 N+ _% u2 l* L
- @sp_flow = 0: Z6 w$ W9 G- u7 ]1 K; h6 v
- @sp_damage_flow = 0
. S, ^( m8 W" Z6 K# k* p* ^ - @sp_image = RPG::Cache.windowskin("S_SP_Meter")8 B# ^# L5 Z ~7 C! J, {" d
- @sp_bitmap = Bitmap.new(@sp_image.width,@sp_image.height). H- O& Z1 O3 E. T0 A8 V" i. f
- @sp_range = @sp_image.width / 3
$ b; f6 D7 d4 n3 B' m7 o4 @2 Y - @sp_width = @sp_range * @battler.sp / @battler.maxsp ! q% Q' c% r. N6 S7 o4 _; f
- @sp_width2 = @sp_range / 2$ z6 `9 g; I) w8 D' t+ o }( k5 _
- @sp_height = @sp_image.height / 2
, ~6 |2 ~) G5 F( D2 V" X2 ]2 \) Y - @sp_width_old = @sp_width
* l+ u9 w/ Y( ]; f1 a - @sp_src_rect = Rect.new(@sp_range, 0, @sp_width, @sp_height)
0 ]8 m3 a1 X8 _0 L6 e2 e - @sp_bitmap.blt(0,0, @sp_image, @sp_src_rect)
1 f9 r' }- ^; ~. J" E* Q7 s - @sp_sprite = Sprite.new
x5 A' Y- Z1 n4 o! W4 S - @sp_sprite.bitmap = @sp_bitmap
4 i. T4 h1 a+ s6 m - @sp_sprite.z = 5002
3 w0 l- [) v! U4 a- @2 u) { - update9 d( |( L: P+ Z- ?# p" v
- end
$ O5 ?1 G0 S# e- Z - #--------------------------------------------------------------------------
' X& V7 R* L( c# B - # * Refresh+ v Z, x8 u+ H* d8 v# a2 H+ B! U5 {
- #--------------------------------------------------------------------------1 R. t( l7 o! v
- def refresh, n6 T4 f. @" H/ [% y
- return if @old_hp == @battler.hp and @old_vis != self.visible
2 V. N _& V% V" V9 q" j! i" y - self.bitmap.clear+ O; Y1 h. w6 M5 E+ Q1 k
- @old_vis = self.visible
, ] R: N M2 i+ H/ K - @old_sp = @battler.sp
# a2 S- O; n; ~2 v& A: S$ F - @old_hp = @battler.hp
( C7 l! F$ X; K( [8 F, t( I - hp_flow_update8 B& H M7 d( ]
- sp_flow_update4 ?3 A6 z) _6 s* U5 {# N' P
- hud_pos_update
! e2 c v1 G) ~% U - visible_update+ G3 y. }5 O4 P$ f
- end; t9 H2 g* K$ g- F7 C5 D, ~
- #--------------------------------------------------------------------------; _8 q5 F! ~6 B# m
- # * Dispose$ |* Y6 x% w8 s- k0 q% c. X, M
- #--------------------------------------------------------------------------
, _) Y. V( S, h R& N - def dispose
, @! q; O: ~" p: K3 L - #HP Meter Dispose
! y+ E* y2 d, f- O4 k5 D - @hp_sprite.bitmap.dispose
( ~5 j8 s* N- D4 {8 P+ B R5 R7 c - @hp_sprite.dispose
9 Z, a4 d% j: f0 W$ V" ? - @hp_bitmap.dispose
5 N% O4 P/ J+ K3 l8 V, F; U X - #HP Border Dispose
& t% H# `: d3 w- k4 L: @ - @layout_sprite.bitmap.dispose
8 M9 P n% S. f1 z - @layout_sprite.dispose
+ S' r- [+ Y+ l& ?' q. S - @layout_bitmap.dispose
$ z. y0 b7 ?( z' ~5 U - #SP Meter Dispose
S# H6 o# a/ ^! e5 r$ V - @sp_sprite.bitmap.dispose
/ x8 n3 }8 b0 J1 h - @sp_sprite.dispose" V. o% t; T5 e; Q
- @sp_bitmap.dispose
2 Q$ H; B0 [' Q- j5 Z4 y$ d( g0 D - #SP Border Dispose
8 g4 i# j, Z w3 K2 i5 S* @ - @layout2_sprite.bitmap.dispose$ X' e+ g( J) L' R% e
- @layout2_sprite.dispose
3 t g, B% k7 h1 E, R - @layout2_bitmap.dispose
2 }: @* l' w' p! k4 p - end
- i. r3 T4 f1 `$ W& y - #--------------------------------------------------------------------------1 ]& |, @* A* c' P$ |) p8 a7 K
- # * Update# I9 g" c6 v1 \& m, ]. G' ]
- #--------------------------------------------------------------------------
& A8 I5 `; c3 A( l+ G! S - def update2 \( O! q3 O4 i9 t* k1 I
- @battler = @enemy.battler . P- ^3 J: K6 p" d- y, t k
- return dispose if @enemy.dead? or $game_map.events.values[@enemy.id].nil? P% ~# A1 F7 e
- if self.visible/ d1 @& p0 p) a/ d
- refresh+ p1 G! Q5 X9 ~+ j$ y
- else
6 c7 c3 @$ V: I# _, e4 w. k& ^ - self.bitmap.clear- d% V, f" W& r6 v( i
- end
# _# Q# A3 |. W& H: q8 B7 R - end
" P/ n- j! z1 \; h7 t7 ~, S - #--------------------------------------------------------------------------
, i4 Y+ Q; k) [$ l - # * Visible Update$ p/ @$ ]( O% e; ^
- #--------------------------------------------------------------------------+ L: A9 k- P, V% z2 P5 q2 ]
- def visible_update2 s) N5 A( Y/ e p( v; B+ r/ p1 B
- if $game_switches[MOG::DISABLE_SHUD_SWITCH] == true4 t q# m3 O, F. T6 H" }
- @hp_sprite.visible = false% |7 @: x- A. p7 M; _9 k5 q: G: i" E
- @layout_sprite.visible = false; @. m% y( w( W5 H
- @sp_sprite.visible = false+ E; e" Y& e b- j
- @layout2_sprite.visible = false! C7 W, P8 a, R- Y8 N# r7 M
- else, N0 I, k' W- ?( U I
- if HP_HUD == true
) F I5 [" S, p4 Z3 ` - @hp_sprite.visible = true
9 Q0 s N. q" d( H2 x \$ V5 N8 Q - @layout_sprite.visible = true
0 g6 p. G4 R+ m. M - else3 O7 v7 l5 _+ E% p* l
- @hp_sprite.visible = false' F6 {7 x( ~. G' P+ H
- @layout_sprite.visible = false* {' v( v: Y3 I0 c7 X( t# x
- end
# V0 E% B% N2 ^/ W - if SP_HUD == true
! P5 Y: r' e9 Y0 I; Z. z6 s - @sp_sprite.visible = true
$ x8 _# O0 v. S$ i# x) r$ Y - @layout2_sprite.visible = true
3 e( S" L G' V - else* s% W6 w2 _2 _6 P7 U9 C1 f0 ]- U1 G# X
- @sp_sprite.visible = false9 ^# s0 y2 i# H* p
- @layout2_sprite.visible = false' C- D$ s9 I& k; f* g6 d* i* A
- end
( z7 B( f, ~+ Q8 T) F2 z - end
% p2 z0 U6 _% u0 ?+ h# x: {0 e - end
0 \3 q7 A" ]3 _2 X. O" o - #--------------------------------------------------------------------------; g; c( e6 M: Q5 {9 [7 ^( d; \8 T
- # * Hud Pos Update1 `; ]/ D, o% }# G9 R# e; J
- #--------------------------------------------------------------------------7 q5 I7 e* |- T' z
- def hud_pos_update
q, [& ^7 _1 g - @hp_sprite.x = self.x - @hp_width2 + S_HP_METER_X
9 g- b0 Z0 s$ j2 W- d+ h - @hp_sprite.y = self.y + S_HP_METER_Y ' [$ i3 N# i& z! m$ x$ x+ m
- @layout_sprite.x = self.x - @hp_width2 + S_BORDER_HP_METER_X
V; w+ J) ]# r4 g8 s( c$ J - @layout_sprite.y = self.y + S_BORDER_HP_METER_Y * b$ C: N5 s) S+ R2 D/ Q% ?
- @sp_sprite.x = self.x - @sp_width2 + S_SP_METER_X+ f) y$ `$ P) \) E4 L
- @sp_sprite.y = self.y + S_SP_METER_Y 4 U: b6 h' S3 V
- @layout2_sprite.x = self.x - @sp_width2 + S_BORDER_SP_METER_X
3 w4 L1 p; m# ~" K4 O - @layout2_sprite.y = self.y + S_BORDER_SP_METER_Y . T0 l0 r6 B3 \
- end
. L1 C$ l" M8 _- R+ k - #--------------------------------------------------------------------------
0 [! E' d- r* }" ~+ A - # * Hp Flow Update# A. w) q' t1 n; \$ V6 r
- #--------------------------------------------------------------------------4 x9 F# L2 r1 c& d& ?& v
- def hp_flow_update
/ c, G; e& s, Y* [' F4 Y - @hp_sprite.bitmap.clear
4 o: u7 R' }3 I \4 I - @hp_width = @hp_range * @battler.hp / @battler.maxhp
! J' L9 \1 x) f. H* {2 Q - #HP Damage---------------------------------1 ^# u+ [3 C- Y
- valor = (@hp_width_old - @hp_width) * 3 / 100
" f- e& Q# z3 t" H: H7 s - valor = 0.5 if valor < 1
4 I9 ]& O; s" a5 q, x. O% {9 l! L- \ - if @hp_width_old != @hp_width2 N+ Q7 c' ^& Y& a
- @hp_width_old -= valor if @hp_width_old > @hp_width
; _5 X/ h7 S B8 j - if @hp_width_old < @hp_width / k V0 V# u- p$ \ a
- @hp_width_old = @hp_width
- O# Z! D0 M- A( b - end 9 i5 w" W! y1 n$ x
- @hp_src_rect_old = Rect.new(@hp_flow, @hp_height,@hp_width_old, @hp_height)
) P% [ D$ m+ b" B! E - @hp_bitmap.blt(0,0, @hp_image, @hp_src_rect_old)
# G9 S& C5 X+ j' A - end
$ D) B9 o( v+ C. A. B - #HP Real------------------------------------7 C* C1 Y! t, Y5 t. H7 L* f$ U1 r
- @hp_src_rect = Rect.new(@hp_flow, 0,@hp_width, @hp_height)
; t: l) ?) x/ U7 P4 h7 Z - @hp_bitmap.blt(0,0, @hp_image, @hp_src_rect)
) p4 T. @ J, D2 V0 Q1 _ - @hp_flow += 2
. T& A6 M5 y$ P6 d+ ~ - if @hp_flow >= @hp_image.width - @hp_range) u" Z3 p& h3 o$ A8 [" E
- @hp_flow = 0
( o+ I# z/ Y) P - end4 A$ N8 |: J4 P7 G: G# L+ a
- end
4 h2 r+ d" W, M+ R1 q# U - #--------------------------------------------------------------------------) j- h2 f: M% r, y0 y
- # * Sp Flow Update# k1 K6 }* `, }! l
- #--------------------------------------------------------------------------6 ]8 E5 u- \6 d
- def sp_flow_update, l4 [; x. I, A/ {- e* o* l
- @sp_sprite.bitmap.clear8 b9 q4 U7 d0 d
- @sp_width = @sp_range * @battler.sp / @battler.maxsp $ a5 h4 X2 q9 I. B: d2 o9 p
- #SP Damage---------------------------------6 D. o- m/ _+ s
- if @sp_width_old != @sp_width. l% z0 S3 `. y1 c! M
- valor = (@sp_width_old - @sp_width) * 3 / 100
* K& I8 Y2 n: o# s+ @- I) m - valor = 0.5 if valor < 1 9 B, @: J. ]4 Z, J4 S) j: B, u1 W
- @sp_width_old -= valor if @sp_width_old > @sp_width
/ |& f& b: e- a$ a# f" ? - if @sp_width_old < @sp_width
! R- {1 f2 a2 R/ l" F0 B" j; q( r - @sp_width_old = @sp_width9 s y/ J+ V3 m) \ F' A
- end 7 Q2 e& ~& U) Z: n/ w. l9 d+ e
- @sp_src_rect_old = Rect.new(@sp_flow, @sp_height,@sp_width_old, @sp_height)
9 ]0 u& O) U7 f5 ], e, a - @sp_bitmap.blt(0,0, @sp_image, @sp_src_rect_old)
8 x n% U, ^2 h: e3 G4 g8 G - end
! v# q" ^9 b, ]- w5 q6 L5 I6 w - #SP Real------------------------------------
( v' d4 y- ^, o2 L3 j - @sp_src_rect = Rect.new(@sp_flow, 0,@sp_width, @sp_height)) B$ y( p4 q: w: o6 |6 }
- @sp_bitmap.blt(0,0, @sp_image, @sp_src_rect)
! {: Q& ?( c/ i7 ~9 f - @sp_flow += 1
0 c/ _& H k! J5 E+ o* ? - if @sp_flow >= @sp_image.width - @sp_range- a$ x' \- Q$ N
- @sp_flow = 0
% ^, Y, d& i0 I9 q - end
, g/ x c/ ]5 U9 M' i. G+ H5 T - end , _3 Y! ]3 m7 c% c& {
- end7 W. T7 p$ T( F: ?" A, r2 n6 e- E
- #===============================================================================
6 D( q# ?. ~6 `% {1 v/ A9 ` - class Sprite_Character < RPG::Sprite
, V/ c7 h0 {' Y" v* l" Q" X; S - #-------------------------------------------------------------------------------- @: c6 p7 C3 k; L% P
- alias :xas_emini_hud_init :initialize* T) k8 P5 b7 Z
- include MOG, _0 F; R, O5 V$ W' e) t
- def initialize(viewport, character)7 i$ w4 ~- }6 J2 B
- xas_emini_hud_init(viewport, character)6 C( X3 H% u/ J4 l) G- g3 r2 \9 G
- @viewport = viewport/ J( o$ \- ~, H! r" l; O3 W$ g. H
- return if @character.battler.nil?4 `: k, j. N2 p4 _( P
- return if XAS_BA_ENEMY::ENEMY_OBJECT.include?(@character.battler.id)
. c* y% y8 Z! J _ - return if XAS_BA_ENEMY::ITEM_ENEMY.include?(@character.battler.id)
- I3 d2 f7 J8 p* _: v - return if @character.battler.is_a?(Game_Actor)) {! o5 F- I: Q' l7 ~$ ]& f
- @bars = S_Hud.new(@character, @viewport)
$ Q/ z) E3 G) T* V - end
1 y: p" B0 Z$ g - #-------------------------------------------------------------------------------$ v6 `5 l* A) D X
- alias :xas_emini_hud_up :update9 n" x& r, ^1 A6 P; ?2 }' s
- def update
! L5 {! E2 P2 m$ S$ s; u) @/ E - xas_emini_hud_up3 c- T% ^$ k6 B" `; ?: H
- return if @bars.nil?. ^: N+ g; h; x: p) p
- return if @bars.disposed?0 b6 R) U9 s& G$ G5 c
- dis = ($game_player.x - @character.x).abs + ($game_player.y - @character.y).abs3 l8 ?, K- f4 l9 H4 {
- @bars.visible = (dis <= RANGE)5 u( ^' d, T$ a& k. K
- if @bars.visible* y T: _( G+ W1 B0 u; E6 R! e* g
- @bars.x = @character.screen_x# - @cw / 4- {" j' n* s# x% n% T
- @bars.y = @character.screen_y# - @ch / 4
& y+ y2 D9 }0 m9 C: _% w7 y" i+ a - end
+ J* E9 g3 `# Y; @; W - @bars.update% n! l# {$ [. b+ e5 _6 _2 K. C
- end
) N: b) }0 F5 u; z! F- ~ - #-------------------------------------------------------------------------------& j' s) K! w, d; v" N- ^
- def dispose
. Z6 b: v' t8 P" v: q: Q8 C& | - super
" G8 d& M2 J5 B X5 {. @% m3 u - @bars.dispose if !@bars.nil?, B4 |: Z. w! _0 l) U- _* N
- end3 F* y0 F0 `1 y4 k' o7 ]( J
- end
% J4 O6 [7 B1 Q! ~' } - 6 `3 M# f, E& V- F* b2 _2 v
- $mog_rgss_s_hud = true
复制代码
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; L3 P5 y1 ?* r該腳本支持3.82
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S_HUD_Graphic.rar
(12.36 KB, 下载次数: 49)
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