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這是我將官網的S_HUD修該而成的怪物血條" R4 N8 w1 q1 d! F d+ t. d" S9 |7 c
會在每隻事件怪物的腳下顯示
4 [4 s3 G( N1 g' w5 D% ]問題是不知道為什麼
* c! j$ Y2 f+ E7 A3 Y( ^6 M有時打怪打一打會跳出' e, \! h4 W% K: l
---------------------------
& |/ \" S- l/ ]5 ~( G, [XAS) }( [. }" E( E3 w; c
---------------------------5 Y8 r2 }" T0 c: h, r7 c
脚本 'MOG - S HUD' 的 203 行 发生了 RGSSError。" D( S8 L2 \8 u ] r6 l& |+ h9 `
- n4 {# @9 K+ d4 m+ A* wdisposed bitmap$ h5 f* r- Y5 j: ?& Y
---------------------------, R) X6 N+ W4 K. W
確定
- D+ U1 t- l! Q2 z! I" i---------------------------' l$ S) U' n! E5 ]" f% z* k" g- A
% c: [& O/ l" O
這是腳本 z7 x7 T) s% z% T6 A5 g
: E* R7 R0 V! s% ]. d- #===============================================================================8 m9 A. T1 m& w7 B
- # MOG - s Hud 1.0
) O9 t: b$ q( [6 H - #===============================================================================% h, }( M0 C4 B- x
- # By Moghunter
# T: E5 X, l9 U1 f - # http://www.atelier-rgss.com
( B4 W$ W3 @6 d! n - #===============================================================================
, t! @0 S+ j( T0 N) C" Q - # Translated by Calvin624 $ } H, |$ G2 ^/ j# l) o
- # http://www.xasabs.wordpress.com$ v9 C# r3 ^) Z+ T+ i% X
- #===============================================================================
6 j5 \! A/ G5 ]1 c/ l% _, X - ###############################-DESCRIPTION-##################################### r0 ?- d/ n2 e1 ] e
- #===============================================================================8 L# m; v% X8 M8 e
- # Personal HUD – displays the HP and SP below the hero.6 f e1 c# P' D+ e
- #===============================================================================9 Y3 q5 E# W$ E& C+ z0 U& L
- #3 _, b8 q4 [- j2 J P4 t4 t! g
- # Graphics required:; v( k1 _" [6 o) I. i" g2 f1 L% L
- # 2 d8 G! h! [! M j+ m
- # S_Border_HP_Meter.png, d. b: e, q& j4 N5 i) i2 k
- # S_Border_SP_Meter.png
2 g" z5 S( V0 F8 u: C: j: o - # S_HP_Meter.png
3 A( \% \: T4 k" a - # S_SP_Meter.png3 O( a2 K4 A" P
- #
9 l# V) u- K" v. v4 x - # All images must be in the Windowskin folder.0 D, L% r! d1 f: [2 F1 N% w
- #0 Z6 Z/ T& ?9 ?) h. w; i: C$ Z
- #===============================================================================" H+ v" L5 E. n4 x0 Z( o
- module MOG+ g1 @# Y3 E( x1 v2 k, \7 O
- VISIBLE_DEF = false 4 A' H5 @* N4 U6 E: G
- # Show HP meter?/ ~- w( I; |: Y" D
- HP_HUD = true
' j/ R6 y( K. i. B - # Position of the HP border; ]' Q4 s1 X |7 R; A N5 r
- S_BORDER_HP_METER_X = -2
) h: D3 x5 `' x [ - S_BORDER_HP_METER_Y = -2 2 d9 |2 k' j* x) D( V8 O7 P, ?
- # Position of the HP meter) X! Q$ N) w4 y
- S_HP_METER_X = 00 V( T& U8 l0 Z% G4 Y! V
- S_HP_METER_Y = 0
" H3 K" J- y0 O - # Show SP meter?
% m q6 r7 M$ D/ U - SP_HUD = true/ N% T5 u% \6 @6 O4 g1 n
- # Position of the SP border3 @+ `) X* s, Y/ J0 ], c1 c/ ~
- S_BORDER_SP_METER_X = 0
D; ]& ^& \" d7 O6 N - S_BORDER_SP_METER_Y = 10 / @, S1 C9 I5 j- W
- # Position of the SP meter
5 l! R6 ^; d I2 \ - S_SP_METER_X = 0
3 V& u* f2 x+ \. N: z. Q - S_SP_METER_Y = 10
+ h3 ~! \1 g) `( Y. B! I+ g - # Switch to disable the HUD
$ N& A1 c" |& Z' R) @' F - DISABLE_SHUD_SWITCH = 5# o2 z& [& [# ]2 k
- RANGE = 20
9 |3 H* ^8 {4 ?, U) F* w - end. @' L' X, c6 I; P
- #===============================================================================
, P# O+ F* x9 P& v* e - # S Hud
5 f; n7 s2 @7 c) u- b - #===============================================================================
7 k7 ]5 n% D a1 N4 F& s - class S_Hud < RPG::Sprite) y5 o6 z7 d) S$ w
- include MOG
& t( x$ F m" \: t/ \# ^7 ~& {" A - #--------------------------------------------------------------------------
, }' E; l9 S- \, g) n - # * Initialize7 R- G r* {5 p5 F; `
- #--------------------------------------------------------------------------
2 k; p/ z" G; b) B - def initialize(enemy,viewport)
' z' U) F+ k, h9 V! k# k- W( E- x! R - super(viewport) + p; b1 G# F8 J3 S
- @enemy = enemy7 @( S# X( Q1 }. b1 O Z R, B
- @battler = @enemy.battler
/ a* o1 n0 q, G* } - @old_hp = 0
$ q/ Z m9 D* {, a# y - @old_sp = 0
; j: g* k7 K' j! T! e1 F - @old_vis = false+ w. C% _) n, V* e8 h; I; @
- self.bitmap = Bitmap.new(100, 100)
2 x; ?. p* g& c# N7 I- J* I - self.visible = (VISIBLE_DEF)#false* }9 I' R1 `5 O9 q( c
- self.z = 100
. k2 m+ G1 E7 m! f3 r9 m8 u - #HP Border -------------------------------------------------------------------6 M1 g5 K0 Q4 N3 T
- @layout_image = RPG::Cache.windowskin("S_Border_HP_Meter")
1 H; }, s. K6 `# w4 n. A/ N+ x3 _: p - @layout_bitmap = Bitmap.new(@layout_image.width,@layout_image.height), K4 E) C3 B! d2 H. Q, a) h
- @layout_sprite = Sprite.new) L* V% f# c% Q" M( Y
- @layout_sprite.bitmap = @layout_bitmap$ `$ ^) Y! y# G/ c
- @layout_src_rect_back = Rect.new(0, 0,@layout_image.width, @layout_image.height)3 [! J( F5 M- f
- @layout_bitmap.blt(0,0, @layout_image, @layout_src_rect_back)
: I6 _+ o7 ~: _2 x( v7 q - @layout_sprite.z = 5001
: L! \2 Z3 ^ F; v8 ?5 v - #HP Meter ---------------------------------------------------/ ?$ G0 i$ p8 ]7 X& M- p+ q
- @hp_flow = 0. Z3 {! G6 {% I) `# N ~
- @hp_damage_flow = 0# O3 L$ G5 K! |( m/ u6 E+ Y
- @hp_image = RPG::Cache.windowskin("S_HP_Meter")
( Z2 m- v* V) E' s& U& c - @hp_bitmap = Bitmap.new(@hp_image.width,@hp_image.height)# p* j+ a1 x. U: ^6 V1 F
- @hp_range = @hp_image.width / 3
) f$ U9 G: z! v0 ^% O$ F! ^ - @hp_width = @hp_range * @battler.hp / @battler.maxhp
, N( D+ F6 J- {0 O* u0 { - @hp_width2 = @hp_range / 2! X, d' \* E1 |8 l
- @hp_height = @hp_image.height / 2+ ^6 R4 f$ w# R! m% N& b$ _& p- I
- @hp_width_old = @hp_width( G" J/ M' Y4 h7 ?5 M$ G7 H; w2 ~
- @hp_src_rect = Rect.new(@hp_range, 0, @hp_width, @hp_height). a* j$ e5 l a9 p- _ g
- @hp_bitmap.blt(0,0, @hp_image, @hp_src_rect) ! W) [& }" A2 }9 ~, W7 T
- @hp_sprite = Sprite.new1 p. F1 f% q- D' b7 Z0 n1 }5 |9 d
- @hp_sprite.bitmap = @hp_bitmap
% H# i1 r9 j5 x, W - @hp_sprite.z = 5002
4 _0 n8 U( f! P8 L" t! f \+ y - #SP Border -------------------------------------------------------------------
O+ ?) k5 K& I- `- ?$ u! s - @layout2_image = RPG::Cache.windowskin("S_Border_SP_Meter")
1 X& [4 i8 V( f% ~ - @layout2_bitmap = Bitmap.new(@layout2_image.width,@layout2_image.height)
+ |$ U/ f" X# @& x) G - @layout2_sprite = Sprite.new6 p6 J% D7 C0 C W @
- @layout2_sprite.bitmap = @layout2_bitmap
' |# j, U( i- B4 \9 F5 J - @layout2_src_rect_back = Rect.new(0, 0,@layout2_image.width, @layout2_image.height)
) |2 t9 r( e7 u$ D7 Y - @layout2_bitmap.blt(0,0, @layout2_image, @layout2_src_rect_back)
2 x% U: e7 v4 N) c0 [ - @layout2_sprite.z = 5001
- j! s9 P6 e. F - #SP Meter ------------------------------------------------------8 Q/ d2 v3 ^) R4 R$ l/ Z# X' j7 v
- @sp_flow = 0
! B7 t) }+ e( @6 |$ l( S' Z - @sp_damage_flow = 0( p; l' J" H' ]3 N- D7 W
- @sp_image = RPG::Cache.windowskin("S_SP_Meter")
5 a9 H( r- |8 h0 r- d+ s7 o - @sp_bitmap = Bitmap.new(@sp_image.width,@sp_image.height)6 ?+ x B4 C, o, b. K/ z
- @sp_range = @sp_image.width / 3
# \3 \! ^+ }4 m2 ~. |: p7 m - @sp_width = @sp_range * @battler.sp / @battler.maxsp
5 I; u% ?$ z# k& O; E+ ` - @sp_width2 = @sp_range / 2
4 y- e. L7 U. Z `; \ - @sp_height = @sp_image.height / 2
" I# B% I$ C1 A' W" M0 b. C - @sp_width_old = @sp_width5 h% w6 c- t. C8 u- h
- @sp_src_rect = Rect.new(@sp_range, 0, @sp_width, @sp_height), T4 X" ]4 h4 a+ Z& @
- @sp_bitmap.blt(0,0, @sp_image, @sp_src_rect)
+ F& |$ Q" T; O0 w E8 \5 ] - @sp_sprite = Sprite.new
; z4 c$ S! X% v - @sp_sprite.bitmap = @sp_bitmap, H# _3 {% p1 a3 u8 [. g
- @sp_sprite.z = 5002
2 M4 i6 v2 ~/ ]: O* ?. l- R: i - update, Y4 o9 H0 c$ B, O
- end. X' F5 l9 u' U! t0 `3 W8 N
- #--------------------------------------------------------------------------
9 O4 ~+ N! A w) B' g) C/ h; U - # * Refresh
0 s' t4 i* G+ a3 U - #--------------------------------------------------------------------------
; h5 z. u/ `8 V1 }/ N1 e& j C - def refresh
1 t# H# r! \/ ~- I5 P: _8 ~0 o - return if @old_hp == @battler.hp and @old_vis != self.visible c# _( O3 N5 j+ \- _# | N8 w
- self.bitmap.clear; s* y7 l% N8 B5 n# l
- @old_vis = self.visible
5 y1 Z9 k6 Y2 P: l) y" j8 r1 L- V - @old_sp = @battler.sp% c+ t9 R7 R5 f; N! X: ]
- @old_hp = @battler.hp
& d4 z5 Z* F, Y" ]9 M - hp_flow_update: L6 U5 ~# I+ j. `+ i, _' F, c# v
- sp_flow_update
- ^- u4 z) U4 r. P0 ] - hud_pos_update6 T8 s I- _) R4 N$ U
- visible_update2 k5 V0 f' N: ]* R4 \$ Z2 |6 P
- end X; ?# i7 ~5 z
- #--------------------------------------------------------------------------$ n; H; Y# J4 ?- @- r4 V/ l
- # * Dispose
5 R/ r( r6 y, p- Y* W1 P I) F7 B2 G - #--------------------------------------------------------------------------6 X% W t% D" f
- def dispose3 b4 j& Z h) S" w! s* @
- #HP Meter Dispose8 [( ~- ^) H# ]; j* S# n; W* T# |; b
- @hp_sprite.bitmap.dispose
5 a5 X' N6 Y& g - @hp_sprite.dispose5 n" P. V" g. q( ]7 e
- @hp_bitmap.dispose; ~9 {4 a4 x- {
- #HP Border Dispose7 s4 C+ S. ]2 B
- @layout_sprite.bitmap.dispose' H5 x# ?. o2 R; S. R$ R" o
- @layout_sprite.dispose
' c5 Y9 u4 n$ x7 A: k* C8 B - @layout_bitmap.dispose
* Q7 {* ?. v+ m' W1 E1 v. ^1 v - #SP Meter Dispose6 s9 T- J. j3 q. s$ h V% Z
- @sp_sprite.bitmap.dispose
- d( k. T# u/ c k: t a" V - @sp_sprite.dispose
5 w+ i, Y" L1 M Q: n# k0 P, J8 R. a5 W - @sp_bitmap.dispose- ?6 o' h/ H8 K; j# H
- #SP Border Dispose
$ ~6 G0 _7 t5 Y0 Y5 G* t - @layout2_sprite.bitmap.dispose
- {1 W# M; z/ M( Y3 p - @layout2_sprite.dispose
; y) S& p- b7 F$ z3 ~3 u - @layout2_bitmap.dispose
: P! `4 z1 V5 G9 p1 I0 D - end( f! o4 T d. B7 A) c9 D
- #-------------------------------------------------------------------------- _: ]! `. d9 n4 C m: P9 {
- # * Update( E4 Y$ c; r6 P# g( J6 x
- #--------------------------------------------------------------------------
: N, f+ p# Z- E: e# _* ] - def update' D) z3 @* `) g: c
- @battler = @enemy.battler
. {* M5 F8 s1 K2 Y- n# X( n - return dispose if @enemy.dead? or $game_map.events.values[@enemy.id].nil?
' k! b. s, h/ U5 j1 B - if self.visible
! d0 n1 L/ E5 c# x! J& A - refresh8 y' C. ?- K9 E4 n' L4 ?
- else
8 X+ W }' Z! t/ A0 B* q - self.bitmap.clear
- Y9 [/ Y* w- M% I0 j - end9 K4 ~1 j4 g! ?- k2 L7 L$ z
- end
+ k$ {- [, R X: D5 h$ |% ^2 A0 Y - #--------------------------------------------------------------------------7 }$ M7 h6 h4 X: J: b
- # * Visible Update
/ ~9 f" b$ \ d$ I I8 Y: I - #--------------------------------------------------------------------------1 b$ W5 r9 {" X/ L. b' c
- def visible_update
# l0 B5 r# D# y - if $game_switches[MOG::DISABLE_SHUD_SWITCH] == true
4 R( x7 B6 D2 Z$ B - @hp_sprite.visible = false& ]( x2 j+ X O7 L
- @layout_sprite.visible = false* d+ L( F6 L1 L% T- N$ Y- G
- @sp_sprite.visible = false
# Y b+ u8 x8 q2 ]" y. L - @layout2_sprite.visible = false# \9 _% A1 X9 d1 K% S
- else( \( y1 F' a9 [5 m. o- _
- if HP_HUD == true
( \0 N$ K% j6 I - @hp_sprite.visible = true
& b3 Q( M. J$ C: D5 Q( ~* \ - @layout_sprite.visible = true
7 I) r1 E( |( W3 {7 G - else
* n, x5 Q/ {7 `* U7 A - @hp_sprite.visible = false
t. w' W3 I9 Y2 t2 p - @layout_sprite.visible = false
3 w% ~5 N1 L- Y5 B( z" i - end
! N( z0 `) J0 J. U2 B" { - if SP_HUD == true m, A; V. Z3 j- Y6 S+ o5 T5 o
- @sp_sprite.visible = true& E9 R- m9 _- b$ x: t% I" t& \
- @layout2_sprite.visible = true) b3 u* l9 Z8 g8 g4 m) K- o) h' n
- else
& ~9 w! i6 r2 A7 K$ S - @sp_sprite.visible = false7 ]( J3 ?( T5 m2 f
- @layout2_sprite.visible = false. }7 C) ?5 m6 h7 h; s
- end
4 ]: z* ~% i6 r0 I1 g% B - end
9 B/ r( u; R' ]8 b# W6 H - end 5 p- \. E! Y' ?+ [6 n8 k
- #--------------------------------------------------------------------------
2 F0 I5 }1 L0 g% ? - # * Hud Pos Update7 Y0 j. W% K+ b% A2 L
- #--------------------------------------------------------------------------
( P3 E* A9 l9 Z - def hud_pos_update. M0 i8 N$ _/ L/ w5 f I
- @hp_sprite.x = self.x - @hp_width2 + S_HP_METER_X
6 K x) V# e- ?8 D- [9 ? - @hp_sprite.y = self.y + S_HP_METER_Y
( Q1 c3 l* l; \' Y, E - @layout_sprite.x = self.x - @hp_width2 + S_BORDER_HP_METER_X
) ?# t7 t D$ C - @layout_sprite.y = self.y + S_BORDER_HP_METER_Y + X! P) l7 {( y* z4 A
- @sp_sprite.x = self.x - @sp_width2 + S_SP_METER_X
6 T8 V; b) ]& x+ g' C8 \ - @sp_sprite.y = self.y + S_SP_METER_Y 6 s. R; s' w4 U7 V" L+ c
- @layout2_sprite.x = self.x - @sp_width2 + S_BORDER_SP_METER_X3 Y$ u* N9 Y; P' w, W3 P
- @layout2_sprite.y = self.y + S_BORDER_SP_METER_Y
) g( g, x3 P1 B - end
& A' F# k+ E3 \1 [. v) T - #--------------------------------------------------------------------------2 j: l( ]) T; O: z' j
- # * Hp Flow Update: D% W# g, F; Y2 v) H8 d" _
- #--------------------------------------------------------------------------
+ w' _' y# `+ W O7 q0 X# c7 k, K - def hp_flow_update
6 v, r% k, a2 Y& P - @hp_sprite.bitmap.clear
7 r& d" m% ?, p: F. s% ^1 T* m2 E - @hp_width = @hp_range * @battler.hp / @battler.maxhp 5 V5 Y9 Q) r. y( F8 w' M
- #HP Damage---------------------------------0 Y% f0 q7 d4 d3 b- F2 G
- valor = (@hp_width_old - @hp_width) * 3 / 100" a0 [) l1 C8 ^$ a
- valor = 0.5 if valor < 1 $ R1 J, ^% m$ ~+ n+ ?4 C+ I3 U4 |
- if @hp_width_old != @hp_width3 K7 k% A! g x* v% y, `4 T
- @hp_width_old -= valor if @hp_width_old > @hp_width
$ L- [% v+ o. H' v - if @hp_width_old < @hp_width 6 {* E8 l" N+ }7 E) R8 N8 `
- @hp_width_old = @hp_width
- K/ h7 `9 i+ z9 K3 W2 p1 F7 u - end
' ~) t, n8 `- ^* @' z; v - @hp_src_rect_old = Rect.new(@hp_flow, @hp_height,@hp_width_old, @hp_height)
3 L( D* b# H( V" Y v6 O4 Z" b - @hp_bitmap.blt(0,0, @hp_image, @hp_src_rect_old)
) c/ I! G* q) s ]# d) e- L; U/ O' p( m - end # y, _+ c- P' e9 S
- #HP Real------------------------------------
d+ l4 ~- L; A# D3 h/ m$ r9 |; n - @hp_src_rect = Rect.new(@hp_flow, 0,@hp_width, @hp_height)
) s& H/ ^# Y/ H3 B( { - @hp_bitmap.blt(0,0, @hp_image, @hp_src_rect) & V0 g5 b' f' j0 j* R% W, [
- @hp_flow += 2
% T/ @/ P" R' y8 s4 y1 } - if @hp_flow >= @hp_image.width - @hp_range
4 x1 m8 Y; o+ a( B: d2 p - @hp_flow = 0
) g: }! {! F: t+ O0 ] - end
' m& l. m' J. E+ ^( b; `- E& [ - end - J9 G7 s! S) V+ l6 I4 B& n
- #--------------------------------------------------------------------------
, r) I( \' F$ a5 H" t2 k# p/ d7 L& c - # * Sp Flow Update: B2 ~" V6 b" V! u% J
- #--------------------------------------------------------------------------
! Q3 [8 w2 r0 B: X' v6 p1 H - def sp_flow_update
& J7 L! b6 L; ?! h - @sp_sprite.bitmap.clear
/ [* p! X6 U0 t; _ - @sp_width = @sp_range * @battler.sp / @battler.maxsp
2 k0 x% _, v/ ` - #SP Damage---------------------------------, h/ Y- r% w! x3 r
- if @sp_width_old != @sp_width
' o8 R1 C, D0 O1 j+ F' K - valor = (@sp_width_old - @sp_width) * 3 / 1004 [+ E" w$ a& D- [. |1 s2 k
- valor = 0.5 if valor < 1 3 H# I3 E* o7 N, _1 M3 e4 k- `
- @sp_width_old -= valor if @sp_width_old > @sp_width # W6 ?0 M# Z5 O; K6 z4 B
- if @sp_width_old < @sp_width
+ o5 b1 _5 i1 l+ W: ?6 R7 U5 d1 e - @sp_width_old = @sp_width# J' _8 E; ^" q% y- j
- end " o. I. P8 i/ f
- @sp_src_rect_old = Rect.new(@sp_flow, @sp_height,@sp_width_old, @sp_height)6 [/ a8 @: U4 s% }$ _
- @sp_bitmap.blt(0,0, @sp_image, @sp_src_rect_old)
g) Y$ p, I6 S, H - end
8 y$ Q2 v6 V' r$ r5 M5 O - #SP Real------------------------------------: l l; z1 R9 e; ~
- @sp_src_rect = Rect.new(@sp_flow, 0,@sp_width, @sp_height)
! y8 y4 I! J* N, b - @sp_bitmap.blt(0,0, @sp_image, @sp_src_rect)* g* E& K* Q. [ i4 i4 k
- @sp_flow += 1 8 F9 s) Y }* z( T
- if @sp_flow >= @sp_image.width - @sp_range
; S: Q3 d. r* U/ A; f7 u- s - @sp_flow = 0
9 L# R- L& a- b+ D+ o1 \) | - end
. P/ c: j: h$ d - end , t0 Q1 e/ ~: J" |
- end/ T6 a* c! K0 @0 v8 d) r
- #===============================================================================: r" v0 R8 o& u! ~5 t/ A
- class Sprite_Character < RPG::Sprite
; o5 p" Y# M) b - #-------------------------------------------------------------------------------
4 S2 }9 f2 {9 g$ }7 q - alias :xas_emini_hud_init :initialize$ ^ \* t: M4 j; E
- include MOG4 e% I, \- z* G, C/ ?
- def initialize(viewport, character)
3 i7 a+ j5 m& Z# _0 G5 j9 f* n - xas_emini_hud_init(viewport, character)' ~- ^1 }' }$ w+ Y) |8 [8 I/ Q
- @viewport = viewport
7 S; J. T3 I1 _2 ^. T7 t# y. i - return if @character.battler.nil?% W* W" ]9 t/ ?) H* X* O: k! R
- return if XAS_BA_ENEMY::ENEMY_OBJECT.include?(@character.battler.id)
# u: c) b7 u: J& m' Y* y - return if XAS_BA_ENEMY::ITEM_ENEMY.include?(@character.battler.id). c3 o/ O! s" L
- return if @character.battler.is_a?(Game_Actor)* \& P5 y' _- N4 `% c8 T# X
- @bars = S_Hud.new(@character, @viewport). ?, ~# j" b5 M
- end. s% n9 K! n* ^7 U. K% H. [- Z
- #-------------------------------------------------------------------------------
# r1 Y1 R2 E6 a - alias :xas_emini_hud_up :update
; t/ e4 X) P% C3 G7 D - def update
' k& u4 O' f% z0 ]3 I$ E" O - xas_emini_hud_up4 H4 F# o! A; P; F0 \; D6 X" k
- return if @bars.nil?
9 S( g8 J& u! x0 E4 f1 c" [ - return if @bars.disposed?" \9 d, Y& B; z
- dis = ($game_player.x - @character.x).abs + ($game_player.y - @character.y).abs
6 l) R& e7 y3 P$ o P5 m. @* G - @bars.visible = (dis <= RANGE)2 w9 l# r! T6 W' i2 z2 V
- if @bars.visible& p; f; p7 Y1 Q; a% N9 [& X# ?
- @bars.x = @character.screen_x# - @cw / 4
9 U4 J" t) r- V - @bars.y = @character.screen_y# - @ch / 4: N4 n# Z; c. z5 o' ]
- end
- r6 w) S* t$ \$ W, I1 y. F - @bars.update! }% W! P6 s( u- Q
- end
5 v! Y! _: n! b! N; \ - #-------------------------------------------------------------------------------" Q4 L- e U# U) k8 |
- def dispose! M3 K: r: R( ^8 w6 Y9 b
- super
0 S3 o* P$ |) D% g3 a8 M+ r - @bars.dispose if [email protected]?- x# }6 a% |1 j! c# e) @! [
- end
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- 9 z1 }$ G+ M9 r# F) _9 l
- $mog_rgss_s_hud = true
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上面所說出錯的203行內容為
8 L1 [' G H1 h- l+ g2 |' I@hp_sprite.bitmap.clear
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該腳本支持3.82
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$ r- M% u% u# ?6 g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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