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這是我將官網的S_HUD修該而成的怪物血條
" N. V* z" D0 A8 Q& V會在每隻事件怪物的腳下顯示: ]: U7 D' `1 ]! p) p6 e* A5 @; f
問題是不知道為什麼
" @" V) J% ?6 F1 p有時打怪打一打會跳出
/ r$ X3 m4 j4 V( u/ w---------------------------% Q) X- [9 G- f* e, B
XAS
6 V% d/ N/ [. z: ^! f. M# ]---------------------------
8 s, H$ S e* I* q脚本 'MOG - S HUD' 的 203 行 发生了 RGSSError。3 j" [0 D+ ]( W! x$ u' Y$ d
: p g1 x# u' t- j8 s, C7 v5 Qdisposed bitmap
2 E7 y! L+ |( X* h+ M, a---------------------------) J7 |9 e8 J( H/ X1 e: l. x
確定 / @8 D4 l) m, m* Y x7 D
---------------------------
+ x$ N0 I* E9 I( D5 m- X6 V/ I8 U# \0 w
這是腳本
' W' O6 { w3 l
: v+ E$ V. [0 f" M8 V; L$ F; r [- #===============================================================================
7 w9 M2 H% p" S - # MOG - s Hud 1.0 5 m; U1 g& M$ d* p6 e
- #===============================================================================
: Z8 c+ i3 J1 m - # By Moghunter * a: c7 ?) O+ Z- y8 E! N9 A- @
- # http://www.atelier-rgss.com0 }" @: F. K( ~0 A: Y" u1 P
- #===============================================================================/ S6 u0 O1 P3 S" @; u( J
- # Translated by Calvin624 / a* h( G6 u* S, C
- # http://www.xasabs.wordpress.com4 ?0 Y3 C' H3 O4 j6 q
- #===============================================================================; v$ F3 c" G( v( j" D' y
- ###############################-DESCRIPTION-####################################% L7 G) {7 w4 J0 h6 y0 ~4 l3 E
- #===============================================================================: J4 c3 ~8 s% R7 Y; R
- # Personal HUD – displays the HP and SP below the hero.
* m5 ]6 R5 S) c5 Y( N3 h0 I - #===============================================================================
, ~& k, J% `. H$ a. U2 M - #
# e1 a% x! |- L" @, o6 u8 V8 ?- p9 z - # Graphics required:& `4 m6 r) F7 C4 _: @+ S6 B
- #
- E' x$ G$ o$ ^ - # S_Border_HP_Meter.png6 J" v. K w: M5 p6 X/ y! I
- # S_Border_SP_Meter.png
! Z1 p% o; z: ?% S - # S_HP_Meter.png. z* h* h& P* |$ R# L5 P- c6 z
- # S_SP_Meter.png
& M' T8 b6 M( r/ `, Z - #
* L1 N: _5 |3 t( b& k - # All images must be in the Windowskin folder.
5 t# H# S) A% T& Y3 u - #2 ?! M3 ?- _3 N: q% b( c9 t% s9 o8 E
- #===============================================================================8 C2 q- ?/ `4 Q7 e
- module MOG: b/ [- }* |& R) Y: ~) J7 l5 Q
- VISIBLE_DEF = false * |& |+ P* v9 B1 h# {# U [2 {
- # Show HP meter?
6 ~5 S0 b5 c1 C0 ^& Q/ l - HP_HUD = true
# k, }6 P+ |1 s5 \9 P; K" |2 X - # Position of the HP border
4 m" U- r8 o& S* {: d* @ - S_BORDER_HP_METER_X = -26 @' w0 D, y/ `* I0 U
- S_BORDER_HP_METER_Y = -2 P: m$ q: o) }# D7 m) }+ `
- # Position of the HP meter
# M4 L; Q3 q" h3 W - S_HP_METER_X = 0: A" n1 h0 J: ` K& |
- S_HP_METER_Y = 0& X- ^0 \$ r3 G+ [6 ^) ^1 A9 K
- # Show SP meter?& V, `$ O* d5 F' ]0 G0 u
- SP_HUD = true, E+ y" h+ J& J" @6 E( Y
- # Position of the SP border
( |' m9 |1 v+ f3 G) K - S_BORDER_SP_METER_X = 0; i, e7 m8 y J2 _& L6 v
- S_BORDER_SP_METER_Y = 10 5 b! ~; }# H F! M
- # Position of the SP meter
( K2 V* z* u7 N6 F/ H - S_SP_METER_X = 0
6 r; w/ h8 k, r5 L5 z - S_SP_METER_Y = 10
1 X( _, O" }# @9 N - # Switch to disable the HUD
% U4 u; X; u' f0 x! c* r - DISABLE_SHUD_SWITCH = 5
V1 g2 {* ]0 ]. D9 i - RANGE = 20
: n# S0 e3 G! n: ^$ T - end
3 |7 p$ _' i" u' |) | - #===============================================================================
& X9 ~1 v# w7 ~ - # S Hud- I$ t2 [# I! a2 Y
- #===============================================================================/ ~# d& [0 s* R8 A/ C
- class S_Hud < RPG::Sprite: P1 K3 _) t8 i$ H {2 h
- include MOG- j9 b8 _( U; O
- #--------------------------------------------------------------------------
, @0 |* s5 E" K6 G. U - # * Initialize" ~ i( @; D- ?! w+ x
- #--------------------------------------------------------------------------
# F5 x! N/ D2 G K6 V7 ~$ c) K - def initialize(enemy,viewport)+ q. M5 R4 O; Z. z1 j% {5 Z
- super(viewport) # j0 }" o {' _+ f4 {
- @enemy = enemy' ~9 H. f0 v0 p0 N
- @battler = @enemy.battler
( _$ `5 h$ n5 I4 p( d, U# d - @old_hp = 03 x2 ?% P& U6 m2 p9 Q/ j9 T7 @
- @old_sp = 0
( ^- A4 X5 Y+ O: v7 ]0 p( M - @old_vis = false
Q# x7 w0 Y' x# H - self.bitmap = Bitmap.new(100, 100)
& o6 ^- s: ?# p* Q; S( T - self.visible = (VISIBLE_DEF)#false8 A l2 p9 O( ^- v' C: t3 D. S, X4 j- i
- self.z = 100- z* j' A. E4 Y5 n9 ]1 A
- #HP Border -------------------------------------------------------------------
& ^! y1 w7 y1 n4 n - @layout_image = RPG::Cache.windowskin("S_Border_HP_Meter")
4 y ^ G! t+ m4 i) H1 H - @layout_bitmap = Bitmap.new(@layout_image.width,@layout_image.height)
6 C z! D1 G) v2 R - @layout_sprite = Sprite.new
0 t6 Q" a5 K# H+ C% v/ z - @layout_sprite.bitmap = @layout_bitmap8 V" Q) d9 [, L6 ^6 s+ M
- @layout_src_rect_back = Rect.new(0, 0,@layout_image.width, @layout_image.height)
0 ]: `3 [: g* m! N$ F - @layout_bitmap.blt(0,0, @layout_image, @layout_src_rect_back)
" d8 \ a/ h- p! q. N7 b - @layout_sprite.z = 5001
5 C: N, J# Z) |! \# L0 V - #HP Meter ---------------------------------------------------
, }: _% B2 Q R& M' a6 F7 p, g/ } - @hp_flow = 0
# z% n( m8 Q0 B! B9 f( Q! T - @hp_damage_flow = 0$ i: `, j: z ?7 |
- @hp_image = RPG::Cache.windowskin("S_HP_Meter")
$ y; I3 G6 W/ j1 u# L5 a - @hp_bitmap = Bitmap.new(@hp_image.width,@hp_image.height)6 \2 K' T9 L6 N
- @hp_range = @hp_image.width / 3% i. o7 X k) G) \
- @hp_width = @hp_range * @battler.hp / @battler.maxhp # U3 X4 k: R& R6 m+ x# f+ F# [
- @hp_width2 = @hp_range / 2
$ m# s* k% h2 B! {9 P7 { - @hp_height = @hp_image.height / 2. F9 ]" w6 t. ~1 C8 A! L1 s
- @hp_width_old = @hp_width
! q2 Q) s8 Y$ X# O0 v8 o4 w" L" w; y - @hp_src_rect = Rect.new(@hp_range, 0, @hp_width, @hp_height)
1 t) Y# Q& p( x& V - @hp_bitmap.blt(0,0, @hp_image, @hp_src_rect) # a) S' ~" H" L1 b# u
- @hp_sprite = Sprite.new3 {% k2 v$ @0 Q& g( P" C8 e" J
- @hp_sprite.bitmap = @hp_bitmap8 n$ j' y9 P, |* u8 Q
- @hp_sprite.z = 5002! p0 ~" `/ u. }; J
- #SP Border -------------------------------------------------------------------% b9 w; Z3 Y$ J2 ^, D, W1 w
- @layout2_image = RPG::Cache.windowskin("S_Border_SP_Meter")
" u5 _. j) L/ C1 Y' H! c p - @layout2_bitmap = Bitmap.new(@layout2_image.width,@layout2_image.height)
7 |! A% s3 T7 i - @layout2_sprite = Sprite.new
: l, i, M; k" r! F# m - @layout2_sprite.bitmap = @layout2_bitmap) b% r. y8 x, k/ ^
- @layout2_src_rect_back = Rect.new(0, 0,@layout2_image.width, @layout2_image.height)
3 a& @# K. a ^6 r$ i4 x& a - @layout2_bitmap.blt(0,0, @layout2_image, @layout2_src_rect_back) 2 A4 E2 C0 d% H4 z6 q
- @layout2_sprite.z = 5001 6 {& h+ `! y9 o+ h% h8 w8 K- F
- #SP Meter ------------------------------------------------------
]3 `4 Y9 o+ Q& `/ g( h( X - @sp_flow = 0
( O% I7 U0 `1 v( \9 p7 K: k - @sp_damage_flow = 00 B P% ]2 M, m" k m! @
- @sp_image = RPG::Cache.windowskin("S_SP_Meter")* S. V B8 @- K' q
- @sp_bitmap = Bitmap.new(@sp_image.width,@sp_image.height)5 m' j F- [: O+ [8 q
- @sp_range = @sp_image.width / 39 k' Z$ ~8 B" ]. a; B, `# r
- @sp_width = @sp_range * @battler.sp / @battler.maxsp
4 S) h2 o# U( g+ z! ] - @sp_width2 = @sp_range / 2' A" j& `0 q4 R5 T' F
- @sp_height = @sp_image.height / 24 T) Q9 M; L4 x3 r4 r4 y2 V5 l
- @sp_width_old = @sp_width6 d2 _$ W! D; B8 o( i1 u3 W* q
- @sp_src_rect = Rect.new(@sp_range, 0, @sp_width, @sp_height)+ h% c9 k! f/ t' B2 O5 h% ~2 w% F0 \
- @sp_bitmap.blt(0,0, @sp_image, @sp_src_rect)- t8 f0 a a0 p/ D3 D B
- @sp_sprite = Sprite.new6 v) K/ k) o0 `- S& J( N
- @sp_sprite.bitmap = @sp_bitmap% v' I* o3 G" e$ n
- @sp_sprite.z = 5002" x& d: d! z* E4 ?2 N) @
- update+ i* |& g0 P8 B- o/ f3 p2 {
- end
$ j4 y1 ^$ r' m/ Y6 x& U - #--------------------------------------------------------------------------
- P' t# u: V( N6 ]6 w - # * Refresh
5 F0 V& N5 L- w. F" C8 Q/ J( \5 o - #-------------------------------------------------------------------------- G+ x3 U' T8 e
- def refresh/ }7 B* y. e+ H: F0 V6 f
- return if @old_hp == @battler.hp and @old_vis != self.visible- u$ a" e$ w% l& h+ t6 i
- self.bitmap.clear. l8 L3 g6 M% R
- @old_vis = self.visible
1 h# E. p1 i+ C+ ~- w1 C: U4 b - @old_sp = @battler.sp8 o' b2 l+ \3 n$ q/ `
- @old_hp = @battler.hp) B8 {* [9 H; ]- |. B4 `
- hp_flow_update
) k4 L, ~! i" p0 J - sp_flow_update
' P4 w7 V0 f% G - hud_pos_update+ J$ c7 T* P: i' A* x; U( e
- visible_update
( f d. k) i+ Z: O$ h, f; T# \ - end0 l2 j. y" \' C8 k5 G
- #--------------------------------------------------------------------------9 t& o+ i3 q% U, n, z1 p- Z
- # * Dispose
) ?, P/ |9 G2 P - #--------------------------------------------------------------------------8 N5 P8 ]6 r& U: h P- a( o
- def dispose. @. m3 o& \0 W. ^4 c- [/ [
- #HP Meter Dispose/ E, N6 s0 e% a4 U( b, H Y, U# J
- @hp_sprite.bitmap.dispose' f& g* i) H( J5 t' K; D @
- @hp_sprite.dispose; F& j. `- ^: B3 Z4 r
- @hp_bitmap.dispose; b7 z+ M$ l" L$ Z( C+ U; H# W$ @
- #HP Border Dispose
r k S6 O& V3 i: D! @: V8 a - @layout_sprite.bitmap.dispose0 d# V" y- A! s. `2 G% k! W
- @layout_sprite.dispose
: K. R, K v" r7 j, ` - @layout_bitmap.dispose
. J* d0 n2 M( J4 _ - #SP Meter Dispose1 l. @& X- l- F. p
- @sp_sprite.bitmap.dispose+ K7 N8 I, x- h1 b9 o
- @sp_sprite.dispose
. n9 Q% I" A, ]4 i; _0 G% R8 G2 q - @sp_bitmap.dispose
: |& H( B. R8 i - #SP Border Dispose7 ]* E3 J+ @0 k
- @layout2_sprite.bitmap.dispose
9 D' F: X( s. W, H& g& W& h - @layout2_sprite.dispose! h- j( l/ X& C
- @layout2_bitmap.dispose
" D/ t% v- M' i6 t - end! a2 V( j) Y) B/ g3 N' T) t U" Q
- #--------------------------------------------------------------------------
3 T, v* S# D$ Q/ E, u - # * Update, ^7 Y; O* S: h: `0 N
- #--------------------------------------------------------------------------
4 W4 X3 M+ R4 H0 l - def update
3 ^7 z" |. b8 ~5 X - @battler = @enemy.battler 7 U( X; Q8 F6 b
- return dispose if @enemy.dead? or $game_map.events.values[@enemy.id].nil?1 t; D7 m G& g1 K- {: o' f
- if self.visible# k0 [+ c9 @) l5 c" B' A& l+ a- k
- refresh
# p+ x4 C3 f* b% d6 [ - else a# B: J8 K7 M9 f- O+ y/ c
- self.bitmap.clear* R9 F" ~1 Z2 \, `- x7 {) K
- end
/ E4 l1 S$ ]- x* D. d+ T - end1 A5 `# O; v$ \ O' N- f5 F9 ]
- #--------------------------------------------------------------------------
g9 L7 Z* b0 J" O3 T - # * Visible Update
: ?. Q7 f: F: ^& {0 Y - #--------------------------------------------------------------------------* g+ C) Z/ ?% e( J+ k: C6 P: s
- def visible_update
( a% v. a2 t" _7 k - if $game_switches[MOG::DISABLE_SHUD_SWITCH] == true5 ~$ r7 ^) n+ _4 q
- @hp_sprite.visible = false1 H: D) e' ~% ]2 ?. |
- @layout_sprite.visible = false/ `- g: F; Z8 y8 z% x2 d
- @sp_sprite.visible = false/ }/ G: L, i, l( @) I# O" T
- @layout2_sprite.visible = false
) s( A% O: Y& p: W( K - else& ^- W$ n* V: f
- if HP_HUD == true
2 t+ d1 ^7 }, m* I# I% m# t2 l - @hp_sprite.visible = true) s) U3 Z2 y. |" F
- @layout_sprite.visible = true8 H! i, E7 A7 z' ?& t) o7 |6 O
- else
- i6 ?8 V1 p2 Z1 k - @hp_sprite.visible = false
( V! n# k2 V& \6 e9 d7 O - @layout_sprite.visible = false5 P U$ W8 C- N+ [' l% D" N
- end 3 h. I4 E) b% m% ?/ T/ m
- if SP_HUD == true
$ ?; M& S# X8 N0 a- n8 Y: W - @sp_sprite.visible = true
5 }# {' ~' i4 | - @layout2_sprite.visible = true3 \( E$ ~$ W ? w
- else. F. `0 ]- V1 v! e5 u8 v
- @sp_sprite.visible = false
( s6 O" H! h) C4 S - @layout2_sprite.visible = false& F! a4 `0 R: m- {
- end ( I/ P* u e* n. p9 a9 X* m& W
- end
+ ~! R- n, O2 n: I+ m6 H( _ - end
% m# q% u8 F T, J7 ^ - #--------------------------------------------------------------------------; t! q3 e Q8 ^( g* n
- # * Hud Pos Update- I( E) S [* o: C
- #--------------------------------------------------------------------------8 y8 P) D; Y3 b0 T/ V% A6 @
- def hud_pos_update! A/ E7 H; j, o7 o5 r# M
- @hp_sprite.x = self.x - @hp_width2 + S_HP_METER_X7 u; m( |# ^9 t% A/ g
- @hp_sprite.y = self.y + S_HP_METER_Y " ~5 v( Z, P! K" G8 H
- @layout_sprite.x = self.x - @hp_width2 + S_BORDER_HP_METER_X6 a* m1 Y" N9 d! p9 u. d! p* m
- @layout_sprite.y = self.y + S_BORDER_HP_METER_Y
; A; }& t: E3 X t - @sp_sprite.x = self.x - @sp_width2 + S_SP_METER_X
6 Q. V2 ]4 }" x3 V - @sp_sprite.y = self.y + S_SP_METER_Y 4 ]- q3 R7 H" u* [
- @layout2_sprite.x = self.x - @sp_width2 + S_BORDER_SP_METER_X
/ s/ Z% y, P4 w- R4 a - @layout2_sprite.y = self.y + S_BORDER_SP_METER_Y 1 u) K9 y' u( _7 e9 M2 `
- end
2 L8 V3 V/ L% N' }5 }5 G; N - #--------------------------------------------------------------------------
$ T R% ^; Y1 K0 ]+ l - # * Hp Flow Update
8 r% r1 w+ Y5 R, C0 i - #--------------------------------------------------------------------------
% b& F S2 [9 p' b - def hp_flow_update
: x& U. l4 a2 L% a - @hp_sprite.bitmap.clear! {* k& t0 X" ?9 l, \
- @hp_width = @hp_range * @battler.hp / @battler.maxhp * R. u3 \6 z5 I
- #HP Damage---------------------------------. t l3 F/ e) q. [8 ]
- valor = (@hp_width_old - @hp_width) * 3 / 100
; l' @( z' M9 K Q6 Y/ K; p - valor = 0.5 if valor < 1
# ]2 M' {# F, j1 N3 Q- R; X - if @hp_width_old != @hp_width; h( t7 A$ e3 x4 T4 x. i
- @hp_width_old -= valor if @hp_width_old > @hp_width
- g1 q& \5 a8 ?9 ^ - if @hp_width_old < @hp_width 6 y- n3 g1 w( T
- @hp_width_old = @hp_width
' E. Y' ^; @8 I* G' S - end
; F: P9 r4 k5 ]: x6 r- v - @hp_src_rect_old = Rect.new(@hp_flow, @hp_height,@hp_width_old, @hp_height)5 q4 F2 }; h7 c$ G1 Q, D3 k8 l. E
- @hp_bitmap.blt(0,0, @hp_image, @hp_src_rect_old) . t* ^0 b2 {; H. e% Q0 E
- end + \& H0 {4 N, ]1 f0 O8 h* W( V
- #HP Real------------------------------------
* D. f0 Y, q% T( ~0 @8 i7 s" X* a - @hp_src_rect = Rect.new(@hp_flow, 0,@hp_width, @hp_height)
3 ~+ e2 B) A, `! r - @hp_bitmap.blt(0,0, @hp_image, @hp_src_rect)
# Z2 M7 T- n, {/ ~' I- L - @hp_flow += 2
" V& W `5 p" B6 s5 ?* v7 x3 D - if @hp_flow >= @hp_image.width - @hp_range& Q0 ~, ~: g- I$ B5 r s
- @hp_flow = 0
+ }6 H- G$ \" H/ _* u - end. }2 }% [) S, r1 \& S
- end ' \9 z8 C y( S( ]4 \7 ]. P, {
- #--------------------------------------------------------------------------
$ N! V8 p) @/ I - # * Sp Flow Update8 M k2 j& L4 F5 z
- #--------------------------------------------------------------------------% t0 Q' n. p- i3 y7 r4 \) s
- def sp_flow_update
, i* h+ [1 o' _ - @sp_sprite.bitmap.clear
& ~9 l* w% q; r9 O - @sp_width = @sp_range * @battler.sp / @battler.maxsp 9 y: J, x3 ~# @. K' u% O( U
- #SP Damage---------------------------------1 A+ R- _( h3 O, f$ B
- if @sp_width_old != @sp_width
$ s; O. e5 \/ Q% k, t& h - valor = (@sp_width_old - @sp_width) * 3 / 100
% l' ~- S+ t. I$ r& c- v - valor = 0.5 if valor < 1
2 d* ]% f) Z6 K4 G. {1 z - @sp_width_old -= valor if @sp_width_old > @sp_width
* T9 T3 t$ p) u) P) Z6 l - if @sp_width_old < @sp_width
( Y9 D9 h/ \* o$ |" q6 m5 h - @sp_width_old = @sp_width
& k* n2 ?6 C& x6 Y5 b4 e2 [+ ]. L7 _ - end
6 m0 F* i7 Z& p5 m# {- ] - @sp_src_rect_old = Rect.new(@sp_flow, @sp_height,@sp_width_old, @sp_height)
& R" c! X- f2 ~7 c+ m - @sp_bitmap.blt(0,0, @sp_image, @sp_src_rect_old)
9 f, y5 O7 k" x m1 J- ?% y$ k. N - end
( u# e% X7 ^+ z$ i& E - #SP Real------------------------------------; ? U) {4 e) b
- @sp_src_rect = Rect.new(@sp_flow, 0,@sp_width, @sp_height)
/ Z$ S6 M( k, k$ g5 Q* F6 \% V - @sp_bitmap.blt(0,0, @sp_image, @sp_src_rect)( r; z; [6 s) {# D
- @sp_flow += 1
' j# m- x& w; W1 k" n$ [- p - if @sp_flow >= @sp_image.width - @sp_range* |4 W% @3 U- n! h* K
- @sp_flow = 0
/ X6 H7 E" r! Y8 C4 F7 n - end1 H3 }( E, Q1 z; @
- end ( C2 b# ]$ C$ p8 F. _
- end: k, V( p0 T t+ s1 R" c3 ?; C
- #===============================================================================: L, J! i' I5 B2 ?0 V" ~$ s' |
- class Sprite_Character < RPG::Sprite
/ u. ^4 _4 r% A6 g - #-------------------------------------------------------------------------------0 w% E1 {- \2 j5 O- I9 p
- alias :xas_emini_hud_init :initialize
; N2 J9 O+ Q9 f5 M0 R. N, F) H - include MOG
) _2 n4 l3 j2 c! w& W - def initialize(viewport, character). f6 x3 K3 _4 U+ U$ b" w e
- xas_emini_hud_init(viewport, character)
4 ^& C1 G1 h' E' s - @viewport = viewport6 G- F! K* ^! \* e4 i" R: |% x
- return if @character.battler.nil?
% o( @. r! e$ B% L6 m7 j - return if XAS_BA_ENEMY::ENEMY_OBJECT.include?(@character.battler.id) f* K; h2 O- o( e! I
- return if XAS_BA_ENEMY::ITEM_ENEMY.include?(@character.battler.id)
w: r5 }5 n7 e9 E5 Q - return if @character.battler.is_a?(Game_Actor)0 _: F" M- B0 @" w
- @bars = S_Hud.new(@character, @viewport)3 Y* \9 q0 Z' a& c
- end4 N# i! a, T" h, E
- #-------------------------------------------------------------------------------$ N2 z* d( D2 }) t2 x5 \0 A
- alias :xas_emini_hud_up :update
: t3 ]7 t _* {3 r5 ^1 g l - def update' C+ _( F7 O0 a4 W# A# z
- xas_emini_hud_up
1 N* h0 v: Q- R - return if @bars.nil?7 _) @, h: y/ k k3 K9 b' K: c7 ?
- return if @bars.disposed?; _# q/ I0 l! y, b& K- U+ W# C
- dis = ($game_player.x - @character.x).abs + ($game_player.y - @character.y).abs7 N; s1 y! _5 r2 e
- @bars.visible = (dis <= RANGE)) D4 x1 }" N7 a* H% [6 b' Q7 Z
- if @bars.visible( w4 n3 R% ]5 I# j& Q
- @bars.x = @character.screen_x# - @cw / 4
0 F/ e9 A) Z2 _ - @bars.y = @character.screen_y# - @ch / 4' b7 t5 P' h# s# O f; |: v
- end
9 u/ C# Z3 r2 b& s$ f( t# U - @bars.update
$ J/ d7 y! ~9 @ - end
- N& K( K3 |4 V X ` - #-------------------------------------------------------------------------------
3 q H6 X V4 U% Y" T9 I - def dispose
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- @bars.dispose if [email protected]?
' W \! `0 K, |8 j - end
1 B9 R4 G8 J. _$ z% ^ - end
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- $mog_rgss_s_hud = true
复制代码
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@hp_sprite.bitmap.clear
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想知道怎麼解決
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下面是圖檔,要塞在Windowskin下8 b- z5 \2 d# j* \& O
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S_HUD_Graphic.rar
(12.36 KB, 下载次数: 49)
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