赞 | 0 |
VIP | 0 |
好人卡 | 2 |
积分 | 2 |
经验 | 31761 |
最后登录 | 2025-3-31 |
在线时间 | 1742 小时 |
- 梦石
- 0
- 星屑
- 153
- 在线时间
- 1742 小时
- 注册时间
- 2009-7-12
- 帖子
- 443
|
加入我们,或者,欢迎回来。
您需要 登录 才可以下载或查看,没有帐号?注册会员
x
這是我將官網的S_HUD修該而成的怪物血條& p8 D! w( _$ l9 j
會在每隻事件怪物的腳下顯示$ v. h. |; C) Z! L; n$ u
問題是不知道為什麼7 c' _4 H. F* ~; x8 Z
有時打怪打一打會跳出- O; b* U" a" R
---------------------------
8 X- P& ?) P( ]5 E6 B, ~( jXAS! `2 s& G) _' \
---------------------------
, x* J2 \0 ~, J1 c脚本 'MOG - S HUD' 的 203 行 发生了 RGSSError。
% ?* v6 j- B; G8 o. }4 J7 n P _+ [
disposed bitmap' k; z+ |' b3 O. y4 X/ _# p9 D
---------------------------
; N9 M$ S' D% t0 _1 q確定 ( k+ p) U+ c3 @, P7 Y
---------------------------& l" t6 V; N# n% u
; f6 R: @* i" _3 D7 Z: J
這是腳本/ |- p. ^3 O9 ~9 q5 {' S% y |7 c: S; B
' z* X( X9 n; l2 [3 s
- #=============================================================================== C5 y" ~0 _$ p+ z
- # MOG - s Hud 1.0 5 U. d$ d& A( V+ I
- #===============================================================================
' C$ n B. o1 J6 i% d$ u0 t - # By Moghunter 6 i2 X) C# D6 W* b/ f
- # http://www.atelier-rgss.com, W7 C) d |: a+ ]3 S3 G
- #===============================================================================: p3 D8 W7 c( Z' y
- # Translated by Calvin624
" q. k9 J6 w9 z* U - # http://www.xasabs.wordpress.com
/ {+ m; g6 n- x3 m) n - #===============================================================================
3 ]0 Y6 d& v% V8 a/ k, |* l - ###############################-DESCRIPTION-####################################: X8 I- _" n+ K( g) p
- #===============================================================================' g* [& O" P9 f9 X: L8 V$ c- @. N
- # Personal HUD – displays the HP and SP below the hero.0 m* |$ R# W. g- |- h, E
- #===============================================================================
! M+ b4 k/ J* J B- g - #
$ N( ^& U% N5 Q2 \/ b - # Graphics required:, I2 @- q$ v2 e1 O) C9 P/ ^+ _
- #
0 I, o1 W7 F9 d' I, I+ u - # S_Border_HP_Meter.png
$ O9 V. B3 h8 Q4 U0 H3 y5 F - # S_Border_SP_Meter.png! `5 N$ j$ }( Q8 h% K( x
- # S_HP_Meter.png
/ ^' Y0 T( X" Z0 q& D2 u - # S_SP_Meter.png4 [: U z6 c7 I* o M. |6 x' H8 r
- #) b. i' X V$ P* W% X/ b
- # All images must be in the Windowskin folder.; m+ ?2 c2 o: [) I1 @! r
- #
1 D8 `, G+ F9 d+ A- e - #===============================================================================! ~0 V) @% P& R% E. t
- module MOG
5 T$ h5 k' x _+ G- k5 Q2 n! M - VISIBLE_DEF = false 6 e& F( E2 f! @8 }4 q
- # Show HP meter?
3 a# G6 O9 L% [- y/ M Q6 v - HP_HUD = true1 t2 j+ |) O U6 V+ G
- # Position of the HP border! |; {7 B" U8 D* ^
- S_BORDER_HP_METER_X = -2
. V2 o% `5 q" E; x - S_BORDER_HP_METER_Y = -2 + r$ y5 Y" r$ \" a! Z" H
- # Position of the HP meter K1 z5 `9 F: Y7 b3 r5 N
- S_HP_METER_X = 07 C2 X1 B3 {3 x/ t
- S_HP_METER_Y = 0( a$ B" M2 v0 T
- # Show SP meter?5 r" f' g% Z9 `! z
- SP_HUD = true
X& t H+ U$ \4 B2 P - # Position of the SP border+ ~; y: ?, E& p( C7 y
- S_BORDER_SP_METER_X = 0
6 r' i% l7 |7 t$ F) G6 B5 Z7 D3 W+ `- V - S_BORDER_SP_METER_Y = 10 ( _# d1 c7 e8 J- z
- # Position of the SP meter4 W3 U; f! F8 C) z4 Z. y0 w
- S_SP_METER_X = 0
* o+ q3 [. e9 X: Q: p* N - S_SP_METER_Y = 10# _& q* C* f+ K* d4 v+ D) z1 b1 Q5 W
- # Switch to disable the HUD
4 p' V' j2 x' P2 m, o# z - DISABLE_SHUD_SWITCH = 5
\+ n. C) D/ ?6 S' N4 {9 b3 E" u - RANGE = 20
' ]/ u, Z- O& o7 k, E+ Z3 E" U* o - end/ y* n8 ?4 [) V6 f. a9 f
- #===============================================================================
7 l% j) B( h4 ~3 i" F; Z2 m5 d - # S Hud
% y% \ k& {8 S. p8 y - #===============================================================================* {% Q p @; V
- class S_Hud < RPG::Sprite. ^: _' q5 u+ ~& @$ V% s0 G1 R1 c
- include MOG
( ?6 B& t+ r; @ J$ F% k - #--------------------------------------------------------------------------2 ~$ ~* }* t. d5 v' x
- # * Initialize6 y, J- ^$ |+ D9 P
- #--------------------------------------------------------------------------4 U- c! \: |" i8 U9 s; A. u% A
- def initialize(enemy,viewport)( F s M) w J
- super(viewport)
. F5 B8 O- B6 k0 j( w+ ^; c% u2 r B - @enemy = enemy
! k/ v, x8 I+ S( X0 J' a% @ - @battler = @enemy.battler, `+ E: `9 l' m# c8 n% m' @
- @old_hp = 0
$ E7 q& S3 y: _, q0 U `9 c - @old_sp = 06 h/ V4 n Y+ `. R; B; X. f
- @old_vis = false' X; M( P9 T6 H5 Q1 |. j
- self.bitmap = Bitmap.new(100, 100)' C0 u, f4 n5 h/ O3 |( O; m% e
- self.visible = (VISIBLE_DEF)#false
+ a5 i" b# L* V1 T: ]) p' x - self.z = 100
% m+ {! J* r% z+ A8 J& R - #HP Border -------------------------------------------------------------------
/ U. J2 U8 t$ [ W - @layout_image = RPG::Cache.windowskin("S_Border_HP_Meter")
( L0 z$ j# M- F1 b ~) L+ j: t - @layout_bitmap = Bitmap.new(@layout_image.width,@layout_image.height)
5 i; |3 M) G# K6 F) d - @layout_sprite = Sprite.new
9 C6 \; w& P; w$ j. w - @layout_sprite.bitmap = @layout_bitmap- C( ]* E- Z9 x8 Z
- @layout_src_rect_back = Rect.new(0, 0,@layout_image.width, @layout_image.height)
0 z! }1 U& O+ s - @layout_bitmap.blt(0,0, @layout_image, @layout_src_rect_back)
, Z- y% G& D! A8 `: A - @layout_sprite.z = 50018 u" c7 n+ {' r5 `- n
- #HP Meter ---------------------------------------------------
- b9 m7 [' Z' }( T- H - @hp_flow = 0& W; [& S2 w! f
- @hp_damage_flow = 0
$ a! v; U L1 D. E; s1 v9 n' | - @hp_image = RPG::Cache.windowskin("S_HP_Meter")
7 {" }' a" C+ J' \8 H - @hp_bitmap = Bitmap.new(@hp_image.width,@hp_image.height): S$ @! o( _! f2 d9 O
- @hp_range = @hp_image.width / 3
3 g* H% W; Z" P! o6 I, W/ \ - @hp_width = @hp_range * @battler.hp / @battler.maxhp
* P6 U8 V5 S! @3 }) A1 U# | - @hp_width2 = @hp_range / 2
1 I$ }8 U. f( i - @hp_height = @hp_image.height / 28 o* p, U" b* D, c
- @hp_width_old = @hp_width& e: i$ j- x0 B H2 q0 F' f: h, ~
- @hp_src_rect = Rect.new(@hp_range, 0, @hp_width, @hp_height)
3 e% k3 b; A& R* p1 f6 a1 b - @hp_bitmap.blt(0,0, @hp_image, @hp_src_rect) # h! I: O* K' _- U
- @hp_sprite = Sprite.new
$ K# Y! b: j7 @$ w! L. e G - @hp_sprite.bitmap = @hp_bitmap
/ K3 T' n7 |8 m, ~! ] - @hp_sprite.z = 5002% d0 l" A$ l, z6 Z8 L
- #SP Border ------------------------------------------------------------------- n. k2 J+ R# _0 v$ @
- @layout2_image = RPG::Cache.windowskin("S_Border_SP_Meter")
5 M7 h/ U) F' o ]- D% z - @layout2_bitmap = Bitmap.new(@layout2_image.width,@layout2_image.height)
; s8 d# S1 ~ ]9 x: C1 t - @layout2_sprite = Sprite.new
* G( u% e& x6 S9 H" H/ M9 N2 a - @layout2_sprite.bitmap = @layout2_bitmap
1 H: t0 I3 R) Y7 H2 H* A+ h A - @layout2_src_rect_back = Rect.new(0, 0,@layout2_image.width, @layout2_image.height) Q. Q7 O; [* u; L! w% s3 z9 |; l
- @layout2_bitmap.blt(0,0, @layout2_image, @layout2_src_rect_back)
7 p& F/ j+ a6 x0 x - @layout2_sprite.z = 5001 0 d& F: ]% Y1 I" x& u
- #SP Meter ------------------------------------------------------5 d h) F/ o0 ]7 X; ^
- @sp_flow = 0
0 P: x+ X T- V' ~/ w4 X( ~5 U( g0 { - @sp_damage_flow = 0
" M8 Y* a' X" _& T1 f, _- i - @sp_image = RPG::Cache.windowskin("S_SP_Meter") H- Y- L7 B0 K$ @% `7 w, z
- @sp_bitmap = Bitmap.new(@sp_image.width,@sp_image.height)4 X+ T, I/ [" d% {$ I% V9 ~" |
- @sp_range = @sp_image.width / 3
8 o! h1 k+ `3 z9 d, N - @sp_width = @sp_range * @battler.sp / @battler.maxsp
6 t! l2 j3 O8 ]2 n+ v1 \. D& ^ - @sp_width2 = @sp_range / 2& J, a I8 U+ R# ~1 O1 p- @
- @sp_height = @sp_image.height / 2% z0 {3 g8 l% [- |; e7 J( z t, Y
- @sp_width_old = @sp_width
6 G4 y0 K- M+ R" g: x% g0 z# u - @sp_src_rect = Rect.new(@sp_range, 0, @sp_width, @sp_height)
7 b% F0 P$ f( u# E# v4 H - @sp_bitmap.blt(0,0, @sp_image, @sp_src_rect)
7 J/ `! x) _ p* `2 f - @sp_sprite = Sprite.new
3 s% F9 j3 d6 N4 k- L/ q - @sp_sprite.bitmap = @sp_bitmap
1 L- G) R: P! w* a5 D, ? - @sp_sprite.z = 5002
! y" R2 a/ H9 H6 k6 h* g - update; r1 `2 q! u, y+ `
- end( E1 r: F/ Z, p Y5 P* N8 _, @5 h) D
- #--------------------------------------------------------------------------! \+ E. Z1 f/ \ v6 z& w( d3 b
- # * Refresh
" z5 H: r1 ?5 t4 i6 g - #--------------------------------------------------------------------------% p! L1 E( }2 a& M3 M
- def refresh
5 T* v0 ^ S2 V0 d6 x - return if @old_hp == @battler.hp and @old_vis != self.visible" k1 v) L# x5 a' R! U! t5 i5 }
- self.bitmap.clear5 T$ a' J# a! Y, _4 h
- @old_vis = self.visible/ A9 G9 K1 M3 K& ]9 |( I
- @old_sp = @battler.sp& c4 ~" Q$ N! t' D" ?
- @old_hp = @battler.hp4 W/ t: ~1 X+ x, X
- hp_flow_update
. J. a0 [% E$ T3 Y* t! Q( O' }& D - sp_flow_update
H& d8 W. f% d - hud_pos_update- m, v0 n$ j8 J/ X
- visible_update
) y* N- s9 U. H" }0 h2 p0 w - end
/ ?" {% n! A7 h - #--------------------------------------------------------------------------. G$ |) Y& d- @; p; P3 v# S
- # * Dispose
# T, G( J6 G0 a4 X7 [ - #--------------------------------------------------------------------------9 T' i" o- u6 \/ H# d
- def dispose- R) |( a: p+ A% ~$ T1 L% ^& Y
- #HP Meter Dispose5 p" N5 W& [& C# p3 h
- @hp_sprite.bitmap.dispose
O2 T+ J; J: v& p3 c' i - @hp_sprite.dispose
; v6 _6 V0 z1 c" N0 l - @hp_bitmap.dispose
: ` W* O3 j/ k. Q& g - #HP Border Dispose! |. I: g5 n" Z2 z" d
- @layout_sprite.bitmap.dispose% g. F1 D1 U6 {
- @layout_sprite.dispose
* @2 v5 F0 S. m& d2 v5 n2 Q1 _ - @layout_bitmap.dispose
9 e7 n# \0 ]7 M" u6 A0 V - #SP Meter Dispose
/ |+ E! t% ] P9 J9 z - @sp_sprite.bitmap.dispose d: { H" T% t4 n& d+ [6 H, b
- @sp_sprite.dispose
4 j4 E$ Y' T4 f k9 v2 [5 G - @sp_bitmap.dispose
( `! I! z3 z* w9 b; u - #SP Border Dispose
0 E5 F% ^ ^$ L - @layout2_sprite.bitmap.dispose- G- ]! T. V* I7 f7 f$ J
- @layout2_sprite.dispose
' H+ t# a5 v: F - @layout2_bitmap.dispose- W; d0 V4 c. V3 {4 E! H* S' Y
- end" _! K- x a7 @. j# @# S
- #--------------------------------------------------------------------------
- k" T: d5 | t. F - # * Update8 S/ e T, S- s5 G0 @+ U# H9 P
- #--------------------------------------------------------------------------
2 `. S" H7 C. Q; V4 y% \! y - def update- P9 V6 ^! a d* D! V% j9 {
- @battler = @enemy.battler
( j7 M% U7 }- z1 s9 i) A% Z/ l+ ~- Q( b - return dispose if @enemy.dead? or $game_map.events.values[@enemy.id].nil?5 c5 L g5 c K
- if self.visible
% G5 x! P9 F3 e6 W: O" ^/ X - refresh+ L; t: w/ ?0 K# C
- else
4 T7 g% I: W& l' V3 D - self.bitmap.clear/ K6 q: f6 |5 W
- end; b& S% j. ^8 Z8 z
- end4 i5 F$ v3 `: h A
- #--------------------------------------------------------------------------
& F: P1 ]6 \ z - # * Visible Update1 w$ V2 ]; u) e: |
- #--------------------------------------------------------------------------
# l! ?. M) v) v: g) U# B) ?1 d - def visible_update
3 w* L+ y( O% m( A* B: N - if $game_switches[MOG::DISABLE_SHUD_SWITCH] == true
" U: V1 ^- `, r& ^4 `' L, z8 Z - @hp_sprite.visible = false
5 h2 Z: _( o6 Q& `! i9 P# e. v F - @layout_sprite.visible = false$ [( G) D, J- Z/ O4 x' b
- @sp_sprite.visible = false
; W+ e; c- M. P2 f( P8 L - @layout2_sprite.visible = false. T' ^ @* H9 i
- else: A+ f' R0 x% ^8 D& |$ q
- if HP_HUD == true
3 m! U+ |- O" s# ^ - @hp_sprite.visible = true
( C/ @: ]2 Q+ I6 B, g! G, b. N - @layout_sprite.visible = true$ Q% I% D1 J# h2 `) S
- else! C9 w+ I; L: @* a- I: } |
- @hp_sprite.visible = false
0 ?9 X" }; P6 V* O H - @layout_sprite.visible = false- J6 h8 ]% I# x+ j3 n4 O
- end
' r% B) Q4 X1 _4 o% v5 M! ~1 D - if SP_HUD == true% Z4 y" q( J4 h9 A% ^& [: D
- @sp_sprite.visible = true
0 L7 K B8 ^/ b+ S- b: g - @layout2_sprite.visible = true2 y7 `3 G5 K A
- else
2 ^: i3 ^- M* o8 v- C5 ] - @sp_sprite.visible = false
1 ]# {3 A# {+ _ - @layout2_sprite.visible = false
* v# @# g8 E8 V1 W' T - end * U6 O2 E0 [$ Q
- end 2 o% L4 z k3 w! I" |1 L A
- end & L" V q2 ^8 l
- #--------------------------------------------------------------------------
9 x9 d& v9 k3 d& n - # * Hud Pos Update. t5 a/ s5 ?0 G: J- e
- #-------------------------------------------------------------------------- i4 {, D( x+ k. `1 B9 L
- def hud_pos_update
0 N6 }$ C5 f, U C - @hp_sprite.x = self.x - @hp_width2 + S_HP_METER_X1 |5 \- \$ a5 ~7 e; x7 }" A4 u* j
- @hp_sprite.y = self.y + S_HP_METER_Y
: f% ]% g# A. U9 o8 m' ], \0 J - @layout_sprite.x = self.x - @hp_width2 + S_BORDER_HP_METER_X
( x5 I( ?6 O. r3 K0 M - @layout_sprite.y = self.y + S_BORDER_HP_METER_Y 6 h9 G& r0 d s' G# ~5 F
- @sp_sprite.x = self.x - @sp_width2 + S_SP_METER_X
( d# L' T% N5 ]0 `1 v$ D7 K1 ]8 J$ c8 K - @sp_sprite.y = self.y + S_SP_METER_Y
9 G' @0 L; S) F! z1 Q% k6 R( q8 h - @layout2_sprite.x = self.x - @sp_width2 + S_BORDER_SP_METER_X
$ a8 E8 z3 O- r7 m( e) I - @layout2_sprite.y = self.y + S_BORDER_SP_METER_Y
" X* F2 x- B. {" T9 _0 g9 ? - end # }7 [6 i) c, |1 ?
- #--------------------------------------------------------------------------" \: P d# w2 s% [1 B7 h7 ~
- # * Hp Flow Update+ \/ N3 Q8 j. B3 m; j
- #--------------------------------------------------------------------------
4 g* ?9 g4 a7 k6 m - def hp_flow_update! Q0 m: I( g' U$ s( ^$ B4 D2 e/ T
- @hp_sprite.bitmap.clear
& k0 Q; U0 d ]! a; m/ a$ `9 _) p - @hp_width = @hp_range * @battler.hp / @battler.maxhp 4 X+ z8 Q4 e; S+ I$ m
- #HP Damage---------------------------------
1 }9 i( g `% o4 P- h - valor = (@hp_width_old - @hp_width) * 3 / 100
; b# u9 u' H, a# Z - valor = 0.5 if valor < 1 ( _+ @1 J) {9 {4 D- A5 o
- if @hp_width_old != @hp_width
9 _. h2 ? h7 @ - @hp_width_old -= valor if @hp_width_old > @hp_width 2 D3 s- t. B" U- _
- if @hp_width_old < @hp_width
3 u4 f- z; F3 w* I9 |+ S1 v) b5 `, J - @hp_width_old = @hp_width
& k5 m3 m4 M# [0 o% h; X( B - end 9 W$ H9 r% W K: g
- @hp_src_rect_old = Rect.new(@hp_flow, @hp_height,@hp_width_old, @hp_height)
* W2 v! k) C" n+ r5 _1 h - @hp_bitmap.blt(0,0, @hp_image, @hp_src_rect_old)
8 R+ C$ J' N2 I; p8 G3 x+ k; j* L - end
' \+ d8 x! j- y8 R. U - #HP Real------------------------------------
5 D/ h+ O g/ T& Z - @hp_src_rect = Rect.new(@hp_flow, 0,@hp_width, @hp_height)
* I; u0 {. O" V4 j2 j1 N - @hp_bitmap.blt(0,0, @hp_image, @hp_src_rect) 2 O7 K- h4 i: R; A
- @hp_flow += 2
! _+ \: E" c8 H. l0 w! f/ Y. M - if @hp_flow >= @hp_image.width - @hp_range/ m) g7 n. {" U, \6 m
- @hp_flow = 0 4 c) i3 A8 I* A6 T5 n5 j7 p, L
- end( N5 t; [# X- j5 L
- end
6 H- t# T; j9 A e( T - #--------------------------------------------------------------------------
) Q; y; `5 m, o9 T1 V9 @2 T - # * Sp Flow Update5 b1 u% J: D2 F' U2 u
- #--------------------------------------------------------------------------! ?1 c) p( N# G# P
- def sp_flow_update7 S, M( p. k! o, j- x: c- i; G
- @sp_sprite.bitmap.clear* ^3 J |5 e3 s) ]4 Z( Y
- @sp_width = @sp_range * @battler.sp / @battler.maxsp
& j( D+ B/ M U& ]) H: M0 \ - #SP Damage---------------------------------
# k! D! a' c3 m - if @sp_width_old != @sp_width7 ]6 Z r3 L5 @! l2 P
- valor = (@sp_width_old - @sp_width) * 3 / 100# [0 d$ m- `4 ?1 {2 T
- valor = 0.5 if valor < 1 Z/ J# X' }# \( p, P6 U$ a' Z
- @sp_width_old -= valor if @sp_width_old > @sp_width 3 G1 S, L( |# }1 m
- if @sp_width_old < @sp_width
+ X2 U; }, S( d9 V9 g4 @ - @sp_width_old = @sp_width
. S) r: [0 g/ h$ ~5 J/ S L _ - end
; }3 W8 o3 y, z% `% t# [ - @sp_src_rect_old = Rect.new(@sp_flow, @sp_height,@sp_width_old, @sp_height)
3 E' h; `+ x6 l6 Y: J1 K3 u4 l - @sp_bitmap.blt(0,0, @sp_image, @sp_src_rect_old) 9 b! b9 L0 _8 |1 ~) a% H$ V- O, K
- end
( m+ Y7 q2 k% ]; _4 D* P, T& @ - #SP Real------------------------------------/ Z! Z4 ^( u9 G3 u! _, X
- @sp_src_rect = Rect.new(@sp_flow, 0,@sp_width, @sp_height)
+ _! d2 d0 ]; m3 D; M: s - @sp_bitmap.blt(0,0, @sp_image, @sp_src_rect)& X# K4 ^3 J. p) o4 h( L* J
- @sp_flow += 1
5 Z* q4 n. C/ K0 y5 V$ I2 e4 \1 E - if @sp_flow >= @sp_image.width - @sp_range
5 Q8 `% d- G. m' y) i9 W @ - @sp_flow = 0 ! m" ~4 X: l( ] B
- end
" b" T+ n6 H8 w6 G* | - end
& T9 w3 Q' ^& o6 R N - end3 J0 Z2 ^/ ~/ B( j
- #===============================================================================
6 L6 t o; }% Y9 u9 @0 m" W - class Sprite_Character < RPG::Sprite* I; _+ X0 w9 v* r
- #-------------------------------------------------------------------------------
, ^# u$ D1 I, I: S' ` - alias :xas_emini_hud_init :initialize
& D& I2 ?" ~& j L' ~, ^ - include MOG2 `. ^/ X1 z4 `
- def initialize(viewport, character)
: Z0 @5 g8 U% n" h - xas_emini_hud_init(viewport, character)& m) K, j& A: {6 v6 e" p+ q
- @viewport = viewport/ |$ E6 }& x, L) }. F% w6 K
- return if @character.battler.nil?
0 X; ~ j* m) O8 v! Q9 U' Q: o5 F - return if XAS_BA_ENEMY::ENEMY_OBJECT.include?(@character.battler.id)
* W& ^7 e3 w g8 @ - return if XAS_BA_ENEMY::ITEM_ENEMY.include?(@character.battler.id), r V$ S7 C3 K
- return if @character.battler.is_a?(Game_Actor)
' h/ K5 Z" p, W3 t m! ?0 f4 j$ J - @bars = S_Hud.new(@character, @viewport)
! W8 |9 ~2 ^, `6 S: k/ _ - end
9 L# s4 u! f R) `5 O$ V6 i - #-------------------------------------------------------------------------------
+ ?$ g8 e# i& d- Q' d* r& Z' i5 r | - alias :xas_emini_hud_up :update
" d6 |! M: ^* }& { - def update
6 ^6 Q/ }& `, w {4 `: z% k4 T - xas_emini_hud_up/ m; M8 y8 D" Q" E" {2 \3 w
- return if @bars.nil?4 B$ y/ y0 K$ ~6 r# ?
- return if @bars.disposed?
( ^+ _0 W) a9 W1 P" j+ t1 A - dis = ($game_player.x - @character.x).abs + ($game_player.y - @character.y).abs
6 G* y2 P+ S! K z - @bars.visible = (dis <= RANGE)
( m/ t; S; R$ T& n, x - if @bars.visible' T( \# e" Y* D# Z5 O# h7 T- Q
- @bars.x = @character.screen_x# - @cw / 4- K* o3 L( u3 N
- @bars.y = @character.screen_y# - @ch / 4. ?) J; E4 m3 O; O* @9 t; w. X0 J
- end
$ ~: {& f* X4 n9 G# l3 a! B6 i - @bars.update
$ J: b7 Q5 I. o" O( ? r - end+ l3 R6 R5 C- Q+ p" l
- #-------------------------------------------------------------------------------
! O8 F; t$ E1 r6 E. b% \ - def dispose6 j; ?( u' K4 d Z0 @
- super* [. V h1 w3 A& _, O! k# M
- @bars.dispose if [email protected]?9 k" e8 k. u+ V8 o7 M
- end
5 A( D1 e! ^: [ - end3 @7 x; r+ y! R; z
- ! X8 E' k7 s" u7 K* N: L4 A) E
- $mog_rgss_s_hud = true
复制代码
% Q6 f. F0 T. z* q' ?" j4 }
5 e" Y* S9 J" p: b$ V2 v* Z+ \
9 f. e/ B. }$ G9 ~- d上面所說出錯的203行內容為9 R5 N2 j% ^7 c4 k, k
@hp_sprite.bitmap.clear9 N$ a V- Z3 j2 A, `
: t' z3 ?, a8 D( {) Q1 ~
想知道怎麼解決1 T0 A( j2 s1 H! j0 D& L4 H
7 n( O2 U4 n5 U$ M3 V$ i
該腳本支持3.82
! U0 r; e9 P3 o4 X- U M9 t1 g7 K6 c Y6 q- L) J/ }' [
下面是圖檔,要塞在Windowskin下
3 \4 E3 _/ _8 n5 ~; Y" k0 T
( ?6 r2 Q5 @" W' x
S_HUD_Graphic.rar
(12.36 KB, 下载次数: 49)
$ k! c: u7 O' {: Y/ Z$ ~& L N1 {
8 X% p3 ~1 Y5 f1 A, \; o/ h$ F5 {: b7 N
* ?' N# ?3 r3 v' v& U |
|