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這是我將官網的S_HUD修該而成的怪物血條; S B+ E; |: U& C o
會在每隻事件怪物的腳下顯示
0 e& O3 c" P6 _6 t5 v問題是不知道為什麼
- _" q- r, G s4 E; d4 _% v有時打怪打一打會跳出1 h C3 N& s$ p# e9 _0 @
---------------------------
1 I- M3 s! T4 g* i8 _4 j% iXAS4 J* M# {6 p; j$ ]% \+ _
---------------------------6 k" c& q4 V# J( M; N
脚本 'MOG - S HUD' 的 203 行 发生了 RGSSError。$ M( N, x; `7 b: ?
' H$ f9 g; L& O( B- W
disposed bitmap8 u' H0 k) q. H- C5 R
---------------------------
' q: [& S% T9 K確定
* ~. o0 l$ g0 j: Y---------------------------- ~- C% v6 a3 |8 o% a7 C( @
# l# v3 o0 |3 S這是腳本4 y: Q. T$ d: u+ Q, \
t- c5 f; \0 l( W5 i1 Q) o0 A
- #===============================================================================
+ Z% i) S' o3 A! l" g - # MOG - s Hud 1.0 6 x1 s+ T4 Q2 O3 o |
- #===============================================================================( {" l/ K6 p5 Y% k* T
- # By Moghunter ) E2 h, O* b4 `) V: J
- # http://www.atelier-rgss.com( @# b, ~" n6 e; `
- #===============================================================================$ v. j$ `4 F7 ^
- # Translated by Calvin624 1 Q7 a0 {# r9 O" g/ B5 L+ R
- # http://www.xasabs.wordpress.com
* y O. x4 `$ \% O0 S7 O - #===============================================================================- P; l v- B0 r
- ###############################-DESCRIPTION-####################################% g, ?3 V; j4 c
- #===============================================================================0 @4 ]/ E- |4 X5 U
- # Personal HUD – displays the HP and SP below the hero.
8 y5 \" Y3 b; u - #===============================================================================7 E6 U' P* G9 v3 S% M4 ~
- #5 q+ h$ h2 K5 b: {
- # Graphics required:" c2 ^1 t- d& n
- #
; W1 O* t U) G$ y; s$ k9 ^ - # S_Border_HP_Meter.png2 G4 O" {) c: w; J
- # S_Border_SP_Meter.png
8 g2 k* u4 l, B1 O, m/ ]5 g- S - # S_HP_Meter.png
2 {# V }) `+ A/ s7 H - # S_SP_Meter.png5 ~3 b/ W0 S5 x a0 i* y
- #
( Q6 l8 W2 J0 C8 r1 d @1 d( m - # All images must be in the Windowskin folder.
6 f+ @1 G5 V* x) \& K( ^7 I# T/ C - #
9 ~& i+ T4 v9 {; ~, D8 m - #===============================================================================6 ?( R+ U& F$ p& F3 d
- module MOG/ P% L! e* s1 j- g
- VISIBLE_DEF = false
( y0 [3 Q0 e# ~! g - # Show HP meter?
( g) }8 m) t, L9 q \6 `" q/ B - HP_HUD = true7 C: m0 Y' C; {2 @/ v
- # Position of the HP border+ I1 H( X; G5 h* o. |3 b* J: _. U
- S_BORDER_HP_METER_X = -2
, D( d7 }8 f4 o5 M$ {3 @7 M - S_BORDER_HP_METER_Y = -2 : W# j5 t+ ~ c \
- # Position of the HP meter
( h8 w/ H" C$ j9 Z f+ }9 v - S_HP_METER_X = 0
* N# u [+ }4 t, X0 g% s$ R; G - S_HP_METER_Y = 0# R/ ]2 j+ h$ W+ V. q
- # Show SP meter?' N& ?: I% t' m/ `+ N% t( J
- SP_HUD = true2 r: t7 c( {& k9 Q R2 Q$ q
- # Position of the SP border6 B" K7 ~: v$ l5 X" h6 x
- S_BORDER_SP_METER_X = 0
) I. \2 T5 i3 }- x% l - S_BORDER_SP_METER_Y = 10 & X X2 l. f0 t; ~% j
- # Position of the SP meter/ }+ O# Y) E2 y) w0 {/ o5 I" I
- S_SP_METER_X = 0- }2 }- _; I7 S; b5 n- D- A/ A
- S_SP_METER_Y = 10
/ Z+ ~9 n0 W5 A" \! P( I - # Switch to disable the HUD2 a0 U$ K+ s& s e1 q. H
- DISABLE_SHUD_SWITCH = 5
3 r1 W. e! y1 e - RANGE = 20
1 B, E n |7 ]+ _3 u+ Y - end
# V( \8 C! V' a# K - #===============================================================================
* }3 I2 U# h) F% } - # S Hud1 _1 i! r- [- D1 L; _
- #===============================================================================
0 r z* }6 Z% A - class S_Hud < RPG::Sprite3 k+ S# _7 l; s! O# u
- include MOG' u' n/ r0 V2 h! f$ ^
- #--------------------------------------------------------------------------8 a) U l$ u6 p7 u- r: E
- # * Initialize: r; d# q* k! `+ ]
- #--------------------------------------------------------------------------* e; G) e& u0 q5 e
- def initialize(enemy,viewport)
% [' S7 s/ X$ I2 p2 d& X+ a5 _* s - super(viewport) 0 w) j( |$ p' w5 {. O6 N/ ^0 w5 y
- @enemy = enemy+ X6 D5 ?% ~' t& \( s6 D
- @battler = @enemy.battler
% D7 {/ y' B. p; g: U6 w$ r8 H - @old_hp = 0
/ ]0 n9 Y4 E3 J5 b& a6 n - @old_sp = 0" j* J6 x9 P$ i i; U1 a# x
- @old_vis = false
; t ?1 u+ X: u: R+ p5 J9 I - self.bitmap = Bitmap.new(100, 100)
9 b$ ~ D) c# t1 x0 Z - self.visible = (VISIBLE_DEF)#false7 O. z: A" l5 M& T0 \2 a+ j
- self.z = 100 D( g" F' @; v) H3 G& }8 T% V9 p
- #HP Border -------------------------------------------------------------------
9 u0 I. X7 ]5 P2 _# k - @layout_image = RPG::Cache.windowskin("S_Border_HP_Meter")) v) a; ]) o0 w1 v9 r A9 v0 k
- @layout_bitmap = Bitmap.new(@layout_image.width,@layout_image.height)2 P; M2 h. b$ v2 H0 N- h
- @layout_sprite = Sprite.new: e: h8 ^! \% o) c# J, a) G
- @layout_sprite.bitmap = @layout_bitmap- X+ b# Z2 [* {6 `/ O/ `7 M
- @layout_src_rect_back = Rect.new(0, 0,@layout_image.width, @layout_image.height)
9 W( _* |9 N9 M1 i9 Q _ - @layout_bitmap.blt(0,0, @layout_image, @layout_src_rect_back) ; T+ P- @2 x5 \4 _0 E* ^9 `( U, S
- @layout_sprite.z = 5001& y: Q+ }- b' U& n$ G
- #HP Meter ---------------------------------------------------
! `6 v' f# I a* _) n; T9 Q - @hp_flow = 0/ B7 h7 b% h, a- \
- @hp_damage_flow = 0
+ A9 j: F5 }; e - @hp_image = RPG::Cache.windowskin("S_HP_Meter")# R9 Y) v$ |0 t5 q
- @hp_bitmap = Bitmap.new(@hp_image.width,@hp_image.height)1 l4 ^, w9 [/ `0 d9 K9 l2 _( ]1 I
- @hp_range = @hp_image.width / 3! L! X |1 U1 B8 [1 ]( U6 z
- @hp_width = @hp_range * @battler.hp / @battler.maxhp ( r% c- e9 @, h' q' d
- @hp_width2 = @hp_range / 2
8 \2 s3 r8 {( D - @hp_height = @hp_image.height / 2
1 W6 m* F5 y$ ]! A: q - @hp_width_old = @hp_width
7 P" {1 V3 N. w" L$ [0 D - @hp_src_rect = Rect.new(@hp_range, 0, @hp_width, @hp_height)& \" @9 o, o* ^
- @hp_bitmap.blt(0,0, @hp_image, @hp_src_rect)
7 f3 G5 b! I# }. R7 S - @hp_sprite = Sprite.new! K) h7 j* {8 f, J( e' `0 j
- @hp_sprite.bitmap = @hp_bitmap
9 Y7 s. N4 B2 T. v6 q) W3 o - @hp_sprite.z = 5002
7 \+ L4 g' A% E - #SP Border -------------------------------------------------------------------
" \5 \& S0 H; \ - @layout2_image = RPG::Cache.windowskin("S_Border_SP_Meter")2 j6 T+ [2 q$ L+ I" u; C* ^, g; j
- @layout2_bitmap = Bitmap.new(@layout2_image.width,@layout2_image.height)
* ]8 V' D( B# i* M! m$ F - @layout2_sprite = Sprite.new9 u7 X. T0 V$ h I0 q5 T" F3 z( W
- @layout2_sprite.bitmap = @layout2_bitmap7 L# C: }- \, G# S+ Q- D
- @layout2_src_rect_back = Rect.new(0, 0,@layout2_image.width, @layout2_image.height)
+ [0 I. B. ^; ^0 K6 J* d - @layout2_bitmap.blt(0,0, @layout2_image, @layout2_src_rect_back)
5 H% s: L9 e; U - @layout2_sprite.z = 5001 ' _/ T+ `( z$ k) U0 x% y; O G
- #SP Meter ------------------------------------------------------$ q P$ }: w0 c9 @& L
- @sp_flow = 0
, S3 Y1 W, s2 U# E) d - @sp_damage_flow = 0& Q s$ T" \' ]
- @sp_image = RPG::Cache.windowskin("S_SP_Meter")
! R% u2 w+ ]8 H5 w; w - @sp_bitmap = Bitmap.new(@sp_image.width,@sp_image.height)$ I( K, ?9 w; s r
- @sp_range = @sp_image.width / 3$ M4 n5 ?9 x! ~& q; S/ d* p* p/ ?
- @sp_width = @sp_range * @battler.sp / @battler.maxsp + e2 W }/ x' _! h# {; @& ^
- @sp_width2 = @sp_range / 21 L0 H: I) G/ v, ?5 V
- @sp_height = @sp_image.height / 2
" e0 j9 M% Q! } - @sp_width_old = @sp_width
6 k, ^1 a8 H& H/ h - @sp_src_rect = Rect.new(@sp_range, 0, @sp_width, @sp_height). v( O E& S. q5 i3 v4 [7 J- c: t
- @sp_bitmap.blt(0,0, @sp_image, @sp_src_rect)! C8 Y& z* B* ]3 v' Z
- @sp_sprite = Sprite.new
- h$ f# l1 N' s5 ]* S% B - @sp_sprite.bitmap = @sp_bitmap$ C* R) i; M+ c4 L; h+ ?3 _
- @sp_sprite.z = 5002
! e6 h9 i& v- d3 W" W) v% N - update
; ?' e1 j% i+ D- D - end
+ a) z" s: E1 u1 k$ L; y - #--------------------------------------------------------------------------& d5 G4 V+ L6 u& \
- # * Refresh
/ n: K2 i3 v- u3 W' V - #--------------------------------------------------------------------------9 c. m/ e) w) d0 W% j r& K
- def refresh
5 _0 X$ j! S& g7 S$ o - return if @old_hp == @battler.hp and @old_vis != self.visible
, }) ~! L" q6 T# y+ P - self.bitmap.clear
8 x! O+ U8 l& ~+ b - @old_vis = self.visible
- }3 n& k6 F0 H" N1 P/ z! G - @old_sp = @battler.sp7 Q9 p: a, V }: }
- @old_hp = @battler.hp5 h# D" o5 @/ U9 A& f" a
- hp_flow_update
, x+ c- J$ E7 n - sp_flow_update
" s2 c2 Q; w ]2 ? x - hud_pos_update
. J/ }5 H# m! g. |3 V - visible_update
% D5 Z+ M- Q2 O$ z( z9 s% p - end
2 ?" x* R6 p; M1 p& y% u( v - #--------------------------------------------------------------------------
( ]! ~ S3 |; N( j. m: J - # * Dispose2 ^2 A6 P9 j. S# |2 B' ]
- #--------------------------------------------------------------------------
; \. W8 a2 H! L# s3 p: O" F - def dispose
0 k$ H- N' l7 J) C9 s - #HP Meter Dispose
# l$ U9 O* |# e; b' T - @hp_sprite.bitmap.dispose
4 S( D- i6 `; `& o& o - @hp_sprite.dispose) K) G( P0 ^2 q
- @hp_bitmap.dispose
+ R" a- S: c0 { - #HP Border Dispose
+ b: z+ N& D# ?! _- p - @layout_sprite.bitmap.dispose( k' Y* Q1 H7 V
- @layout_sprite.dispose9 d, m6 x, ?% F
- @layout_bitmap.dispose
, I: G7 P: ?# u3 f- T3 q C - #SP Meter Dispose
1 ^: n l! E: K% W* [ - @sp_sprite.bitmap.dispose
# h; a. j1 e# a - @sp_sprite.dispose
3 i7 O1 ^: \- W/ F3 D9 M* N - @sp_bitmap.dispose# A9 w D+ u6 Z% G ~# J: V$ K2 g
- #SP Border Dispose9 V! C7 b' x6 ]' z+ W( e' A% `4 y
- @layout2_sprite.bitmap.dispose/ s& X+ q, D0 @3 W5 l
- @layout2_sprite.dispose& e* g0 k9 K+ ^3 y7 B5 X- b) _
- @layout2_bitmap.dispose2 G9 H2 }4 @) h: b
- end0 P9 f( F# L' k3 Z1 w" J0 L0 O
- #--------------------------------------------------------------------------# B5 Z. Y) K/ U
- # * Update& i7 M/ r2 T$ D+ d: n( _
- #--------------------------------------------------------------------------
6 J1 Z& W0 U# q+ N - def update9 H( M: ?- j+ P
- @battler = @enemy.battler 9 D3 O" C9 {" v- E
- return dispose if @enemy.dead? or $game_map.events.values[@enemy.id].nil?
5 C. l3 Y( a' n4 s& H2 t( N1 @ - if self.visible
' g2 U+ |" ?8 x1 s) T# u' d+ O - refresh
$ h# d: l* o9 Q- g! M l% X - else
5 ?; h( d: r" G w3 t - self.bitmap.clear. w! F; U/ z8 n
- end1 b3 P4 r* {# v$ h
- end8 |' O. I1 g: m
- #--------------------------------------------------------------------------
/ u. M7 @* z6 _7 ~$ C9 E - # * Visible Update
; G' ]! e* v- R2 K' o - #-------------------------------------------------------------------------- x0 ^! e& c3 l: ]
- def visible_update
% T- D$ G& {6 J - if $game_switches[MOG::DISABLE_SHUD_SWITCH] == true6 B9 A. a/ O, X* d
- @hp_sprite.visible = false
4 V. q0 f+ D' j: e3 h - @layout_sprite.visible = false+ ~7 R2 K6 A* W4 }. P, z2 a5 _
- @sp_sprite.visible = false
" d& r6 h- T1 B' t - @layout2_sprite.visible = false
/ p2 f6 X! Z; k - else9 Q2 B" b: N' T+ [- ~1 g
- if HP_HUD == true% \" }5 N* D" K2 y
- @hp_sprite.visible = true( K2 E5 x0 @2 T) q: v; B
- @layout_sprite.visible = true# h6 M0 U8 R4 p: C) k& W5 J
- else
3 @( z* ^. L; H - @hp_sprite.visible = false
' J& `! ?( j" z+ O. | - @layout_sprite.visible = false
2 ~4 t3 L4 o- h, c, g - end
0 c5 u# V; u. p1 _& ? - if SP_HUD == true, Z2 u$ W8 x/ G' M$ y
- @sp_sprite.visible = true
# ^3 u5 e) {( z$ T - @layout2_sprite.visible = true
9 z$ l7 Q" d* d. c - else
. [& u$ }: s' J. ^3 R. o' A - @sp_sprite.visible = false
+ `8 O7 D7 B" {" [$ R - @layout2_sprite.visible = false
# M0 R) J9 J0 l6 N$ U+ v4 @ - end
& @- \, H( M5 b6 X k3 U - end # y4 K( N/ H' g( f1 H2 G( n0 l
- end 4 q% E/ R, t; T
- #--------------------------------------------------------------------------) A- \& K4 n3 s3 ^) O
- # * Hud Pos Update8 k% G ?6 ^4 i9 f+ Z
- #--------------------------------------------------------------------------
! O' N+ ^0 b8 @+ [" \9 g! Q' ` - def hud_pos_update6 h' G9 K8 @+ }, {8 I9 y( @
- @hp_sprite.x = self.x - @hp_width2 + S_HP_METER_X7 \5 [% c n' q* O
- @hp_sprite.y = self.y + S_HP_METER_Y
0 a& r6 D6 t8 v1 G* j% N - @layout_sprite.x = self.x - @hp_width2 + S_BORDER_HP_METER_X; x: n4 Q3 s* |+ a
- @layout_sprite.y = self.y + S_BORDER_HP_METER_Y " Y6 |9 x+ [$ ~$ {
- @sp_sprite.x = self.x - @sp_width2 + S_SP_METER_X
. V6 v! {$ W+ C- t* ]8 z; D - @sp_sprite.y = self.y + S_SP_METER_Y
. J, Z' _, a1 [7 ]8 j - @layout2_sprite.x = self.x - @sp_width2 + S_BORDER_SP_METER_X
4 l; _8 I+ ]# Q) v0 d/ N2 [ - @layout2_sprite.y = self.y + S_BORDER_SP_METER_Y
: {! J4 i9 n/ f) X1 G! P - end
! o0 N* E- x% S+ ^( I - #--------------------------------------------------------------------------' J) W1 Q$ i8 g8 }
- # * Hp Flow Update
: U& U8 X0 q5 j# f8 a9 p - #--------------------------------------------------------------------------6 M# H1 v4 G: P& \4 W ^% b
- def hp_flow_update- l* u( t- m. [9 s
- @hp_sprite.bitmap.clear$ u& f/ E( [( r: z4 W9 r* K
- @hp_width = @hp_range * @battler.hp / @battler.maxhp ( N" {, M0 q n; d
- #HP Damage---------------------------------
7 ]. h( ^$ a0 x, m% j/ L - valor = (@hp_width_old - @hp_width) * 3 / 100
+ h; ?) v% y1 T4 a' Q - valor = 0.5 if valor < 1
, P9 q4 m% g, p) S' W% X) c - if @hp_width_old != @hp_width! R I% x ]0 W' R( |% B
- @hp_width_old -= valor if @hp_width_old > @hp_width 9 e2 p2 T2 M" ?5 i! ^6 A& D
- if @hp_width_old < @hp_width
' u: l) q M) b/ B+ B. B: {4 N - @hp_width_old = @hp_width* D5 n( e- b! z4 m
- end
2 Q$ U6 b9 b1 ? - @hp_src_rect_old = Rect.new(@hp_flow, @hp_height,@hp_width_old, @hp_height)
" {* u3 p; i( o+ L, s4 d - @hp_bitmap.blt(0,0, @hp_image, @hp_src_rect_old)
1 [2 ^8 Q& d# |* K6 y' ?2 x4 [ - end / m6 u! P2 P* H- A! Z$ X
- #HP Real------------------------------------) ^) v4 Y5 j3 ?" \( M) q
- @hp_src_rect = Rect.new(@hp_flow, 0,@hp_width, @hp_height)
. p# o2 j; ^5 N2 Y N9 g - @hp_bitmap.blt(0,0, @hp_image, @hp_src_rect)
- _3 s( K2 j0 Y. G, s3 V* ~ - @hp_flow += 2
# [* r7 Z; d3 k, E - if @hp_flow >= @hp_image.width - @hp_range
" H5 m, k" U1 g2 `, K6 z! J - @hp_flow = 0
# \ b, k: e. v& l - end
* [0 Q! A7 c* c' f! D - end
0 d( V; m6 o7 i P" e - #--------------------------------------------------------------------------' T4 j; x# p K: q- ~& F
- # * Sp Flow Update/ G/ W% \6 Z1 I# ~$ A9 o- V
- #--------------------------------------------------------------------------9 G1 J( @* Z. g
- def sp_flow_update3 G2 x1 S* d( m! c" O% h" J
- @sp_sprite.bitmap.clear, U; F, @# f% m
- @sp_width = @sp_range * @battler.sp / @battler.maxsp # A, }4 h* V$ x' @* m" }1 y# I8 z
- #SP Damage---------------------------------5 l0 F6 i {6 j) Z; d4 E3 i6 S
- if @sp_width_old != @sp_width( X, F8 I7 Y: i6 _! h' A, a
- valor = (@sp_width_old - @sp_width) * 3 / 100
$ c; r0 r2 T- ?# G# h - valor = 0.5 if valor < 1 9 i; I! q( P+ o
- @sp_width_old -= valor if @sp_width_old > @sp_width
. R6 X- b3 g* i! { - if @sp_width_old < @sp_width
: e' K n" _3 B) [ - @sp_width_old = @sp_width+ r' A- v# U- K/ y5 d# B L
- end
* M$ z; L1 Y; x% |3 ? - @sp_src_rect_old = Rect.new(@sp_flow, @sp_height,@sp_width_old, @sp_height)* q$ C/ V& ^% g8 p
- @sp_bitmap.blt(0,0, @sp_image, @sp_src_rect_old)
% D2 w- ?: W" ^$ `/ j - end& w& F" M1 X& T; O X% W9 v2 G
- #SP Real------------------------------------% G4 C3 V; o( p. J6 _
- @sp_src_rect = Rect.new(@sp_flow, 0,@sp_width, @sp_height)
* e6 }7 U2 ^5 u/ H" t! w% E - @sp_bitmap.blt(0,0, @sp_image, @sp_src_rect)
, y9 j9 p+ [: P- r$ M" x6 b - @sp_flow += 1
, G7 C. f# ]$ I* v3 { - if @sp_flow >= @sp_image.width - @sp_range/ {9 z" O3 ^; W! d: t" r1 V4 ]
- @sp_flow = 0
) v: r* @& L9 s0 ?! f y - end
# d+ ]% w! i$ b" x4 t7 V - end
# X$ b. @1 g( N" g' e - end
6 M. ^ d2 Q- A8 _, | - #===============================================================================
7 q/ J) T: A R, r6 |8 B2 \- G# k - class Sprite_Character < RPG::Sprite# a% E' |, n! n# Y6 S
- #-------------------------------------------------------------------------------7 w2 b6 n* Q$ I+ F% k2 V
- alias :xas_emini_hud_init :initialize& P7 w' [+ \5 M" W3 i6 K
- include MOG% t2 p5 } ?9 Z
- def initialize(viewport, character)# h3 e1 N5 A r
- xas_emini_hud_init(viewport, character)
) M% R8 [3 B( }4 C7 i - @viewport = viewport' ~4 N6 T4 n' z' B( F
- return if @character.battler.nil?/ j/ a1 x8 x# E: C ~% u
- return if XAS_BA_ENEMY::ENEMY_OBJECT.include?(@character.battler.id)
% b0 i: R l) g* o - return if XAS_BA_ENEMY::ITEM_ENEMY.include?(@character.battler.id)
( j Z0 f: h Y, D+ t - return if @character.battler.is_a?(Game_Actor)
# U: T* W/ k s" o - @bars = S_Hud.new(@character, @viewport)% I. r6 t9 A+ e1 w% F: t: {: d" s7 y
- end
/ S, {; H6 r. _ |5 Y - #-------------------------------------------------------------------------------+ C: \' V4 R/ G
- alias :xas_emini_hud_up :update" r: K" U D6 X( ^. t2 W
- def update
! G) V# g. e" h1 w# d# h( F - xas_emini_hud_up8 `" j6 v4 F& P& L ]
- return if @bars.nil?2 z: s9 Y Q X6 J5 @1 y2 o+ z# I: F
- return if @bars.disposed?
0 i( C3 \$ {" s - dis = ($game_player.x - @character.x).abs + ($game_player.y - @character.y).abs) l9 U# y( M v$ O+ V9 Q8 M
- @bars.visible = (dis <= RANGE)
; p1 e1 D/ z5 s% b6 h% K - if @bars.visible( \) n r# a9 [) i
- @bars.x = @character.screen_x# - @cw / 4
5 x' u6 d% p5 j, D a, q - @bars.y = @character.screen_y# - @ch / 4
' `# ?0 Q& @# b! ^ - end1 l- h0 o6 N! u1 @) n4 B
- @bars.update. @/ s7 g b6 M) L$ r
- end% _8 m/ w% S0 N$ W, Y& m% k
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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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5 x& x$ S6 U* d# i. C, ?/ K# o$ ]下面是圖檔,要塞在Windowskin下
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S_HUD_Graphic.rar
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