赞 | 0 |
VIP | 0 |
好人卡 | 2 |
积分 | 4 |
经验 | 31761 |
最后登录 | 2025-6-13 |
在线时间 | 1777 小时 |
- 梦石
- 0
- 星屑
- 390
- 在线时间
- 1777 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
! [( x2 l7 a) t會在每隻事件怪物的腳下顯示6 w& g- Q8 r+ U* Y! i
問題是不知道為什麼 R& i7 H" H/ B
有時打怪打一打會跳出$ D: V% Q) F- d1 [0 r& Z) S+ Q
---------------------------
- B6 ?2 c: {# @+ ~XAS4 K4 P# g1 o& M6 E
---------------------------
/ p! i7 }/ w7 S/ b$ ] l脚本 'MOG - S HUD' 的 203 行 发生了 RGSSError。
8 Q; q7 q' b7 f- G$ D/ ?! u2 c0 `( z# Y6 }! v! Y7 _, v
disposed bitmap
+ G8 k2 u6 u8 A0 b# }: k9 E9 w6 a---------------------------
6 z0 C! G! L; c+ Y% k確定 " v8 J4 t8 u _% }! `
---------------------------4 n/ R* b: h& g
# B: F g6 O4 k! f( e
這是腳本
5 \% G1 f5 Q+ M2 L5 d; {
) e, R) S/ g t9 } z& d- #===============================================================================
0 \6 y. {) ], E. y: R, W, d, ? - # MOG - s Hud 1.0 1 v, r% H* u% z* ?+ ?3 L
- #===============================================================================2 |, O# Q* J. J4 Z2 B0 V( Z
- # By Moghunter 4 ^3 g: M% Y' W: Y+ M4 I6 b7 w
- # http://www.atelier-rgss.com5 t1 j/ G1 M) V( F* A! K+ p
- #===============================================================================- A" Y6 e% y2 E: U
- # Translated by Calvin624
7 n, j" K0 b$ T! ` - # http://www.xasabs.wordpress.com
/ j& C/ M/ a2 {2 d3 k# Q" L - #===============================================================================, u Q' Z9 X; ~9 G9 p* J
- ###############################-DESCRIPTION-####################################5 f+ f- L9 c% R2 y0 n0 q. u/ d
- #===============================================================================
; s! i3 R9 |/ Q. [/ N - # Personal HUD – displays the HP and SP below the hero.
6 B6 G! j' k3 s' ?2 L - #===============================================================================
; A. ~ N% r) x% _# a# K: R - #& \3 u2 ]+ _% [0 M/ A$ m8 P
- # Graphics required:
* d& w4 F# E3 V/ C2 v - #
0 s" r% H) q3 C" \! Q4 ~1 k4 ~! n - # S_Border_HP_Meter.png2 R; [/ d E6 l; m# G
- # S_Border_SP_Meter.png. w T: q* S7 }& K; k/ t: Y% @
- # S_HP_Meter.png* i5 \' x, l9 w% p/ l8 c+ m
- # S_SP_Meter.png+ S( d! \; e/ E/ v5 I
- #: d4 e! g# O. {
- # All images must be in the Windowskin folder.. W9 ~3 x; w# S: L# Q0 u
- #
/ Y- p! R: C& E2 k, N: H - #===============================================================================6 m' {0 t) b# t$ }: o5 e/ N% Q8 A
- module MOG4 |1 V) ~: J+ W/ X
- VISIBLE_DEF = false ( z4 O$ B5 a% O
- # Show HP meter?
% R, E) A, g% R- y5 k" Z - HP_HUD = true
' v X! h# V' z& y - # Position of the HP border
: A3 C8 M9 ~# s* F$ i6 r - S_BORDER_HP_METER_X = -2+ J6 z: D1 T& H* w& G
- S_BORDER_HP_METER_Y = -2 / \) a, ?; Z0 e9 ]
- # Position of the HP meter# U+ s i# R5 M* ^0 ]- A; Z& G& l
- S_HP_METER_X = 0: e V: P! ]! G9 U v$ x1 ?
- S_HP_METER_Y = 0
$ D- K/ K" C2 F. |$ M4 r4 t5 Q3 e7 n& v - # Show SP meter?
, V2 m0 e& H6 z" ? c, V! V - SP_HUD = true9 T+ S+ X+ i h. n0 h S! N; c
- # Position of the SP border4 S" i# M5 x; l- P2 d2 s
- S_BORDER_SP_METER_X = 0
' O4 A, k5 `: e4 r7 s8 B - S_BORDER_SP_METER_Y = 10
* ?) p8 S ]3 r - # Position of the SP meter
6 ~" }6 [8 A4 p' Z: ]3 l6 L - S_SP_METER_X = 0: s9 h ?* D' N3 k9 l
- S_SP_METER_Y = 10, @* [1 [6 i. }& J: S
- # Switch to disable the HUD
% R4 X5 J9 ?1 Y) A - DISABLE_SHUD_SWITCH = 5+ K2 u! U" |- `+ R! [% w! k( x
- RANGE = 20
, b) M. j7 K: _) t8 P - end
3 j( Z# k$ g! y - #===============================================================================
" o* j5 Z/ _+ {7 y& c - # S Hud( P& A5 W, A- N# E7 `
- #===============================================================================0 {$ K2 [2 D" c8 {3 A1 n L& V
- class S_Hud < RPG::Sprite
9 y1 F0 K! V. Z* J: d0 p1 L3 j) G0 s; k - include MOG
6 v6 r" M- q t$ t! |2 \( p7 ]( F - #--------------------------------------------------------------------------) [: _$ u; ~. x. r/ K
- # * Initialize
# @5 ]/ x7 R: H. }1 K' k# \4 p - #--------------------------------------------------------------------------
1 w8 b& X) c* ?# l8 q: {( M - def initialize(enemy,viewport)# ]; [" d0 k6 O/ ~0 a
- super(viewport) b1 D/ W- x8 V/ ~0 i) H+ t9 s8 _
- @enemy = enemy
4 w( s+ S* P6 h# Z6 s7 D3 u6 E8 x - @battler = @enemy.battler3 E& A8 i& ]- v3 p: Q4 d3 v$ V8 a
- @old_hp = 06 t* k' K+ S5 l3 g+ b
- @old_sp = 03 C9 |8 y' ~1 h9 [( X# U7 Z. F
- @old_vis = false4 ?5 y" P/ f+ }
- self.bitmap = Bitmap.new(100, 100)
6 f; I/ n. W# v) m5 a# Z2 { - self.visible = (VISIBLE_DEF)#false
- S) l& t3 G- ?" z- o - self.z = 100 r8 v0 y; ]. W9 N% w2 \" ]& y) |- ^
- #HP Border -------------------------------------------------------------------
3 c6 H8 ]2 l" [0 L* C [( H5 A* P - @layout_image = RPG::Cache.windowskin("S_Border_HP_Meter")9 Z; W- y: O; t6 ]& v
- @layout_bitmap = Bitmap.new(@layout_image.width,@layout_image.height)
4 ^5 }3 A/ S0 P* h - @layout_sprite = Sprite.new
' q) Q9 ^6 t5 j6 U, R2 e - @layout_sprite.bitmap = @layout_bitmap
$ X2 {* I+ ^4 r6 m5 I% \# l - @layout_src_rect_back = Rect.new(0, 0,@layout_image.width, @layout_image.height)% e! }* ^1 o. K% s0 V$ r
- @layout_bitmap.blt(0,0, @layout_image, @layout_src_rect_back)
0 B( `) N8 R7 A7 H - @layout_sprite.z = 5001) N7 F6 P0 V. S
- #HP Meter ---------------------------------------------------
9 S# Z- K' m5 @* U9 R2 q - @hp_flow = 0% }! S5 I. \9 F
- @hp_damage_flow = 00 G9 k/ R# } m" k; v" R
- @hp_image = RPG::Cache.windowskin("S_HP_Meter")
% i B! Q |/ T# i3 y) w* n6 y - @hp_bitmap = Bitmap.new(@hp_image.width,@hp_image.height)* P( Z% u% ?- x, o% J7 n4 o, K
- @hp_range = @hp_image.width / 3
8 ?) v5 A4 b+ A, g/ v - @hp_width = @hp_range * @battler.hp / @battler.maxhp
9 N- q9 o3 w* j% f! W* u - @hp_width2 = @hp_range / 2( r% |. C; z# k3 f
- @hp_height = @hp_image.height / 2 X# }0 q) T; H/ [5 x0 S
- @hp_width_old = @hp_width
! g' e/ o1 V7 T# D+ C& b$ c5 } - @hp_src_rect = Rect.new(@hp_range, 0, @hp_width, @hp_height)! B5 }6 D3 G# ~$ z. N+ F
- @hp_bitmap.blt(0,0, @hp_image, @hp_src_rect) + n Q1 k8 D* k+ |) z
- @hp_sprite = Sprite.new% K" U% v, ~! f3 ` I. b
- @hp_sprite.bitmap = @hp_bitmap
4 I7 F! V# C7 ?4 R - @hp_sprite.z = 5002
1 g2 }/ _# e' E/ L - #SP Border -------------------------------------------------------------------
6 Y, s3 J( ^3 |: H - @layout2_image = RPG::Cache.windowskin("S_Border_SP_Meter")1 O: C: |: V, S5 Y( x
- @layout2_bitmap = Bitmap.new(@layout2_image.width,@layout2_image.height)
+ h7 b) z5 K s# q: l! U$ [! U4 @ - @layout2_sprite = Sprite.new
! O- }3 y m9 T" n. r+ N5 ]% z - @layout2_sprite.bitmap = @layout2_bitmap/ o; _- D7 J9 P' |- s8 m
- @layout2_src_rect_back = Rect.new(0, 0,@layout2_image.width, @layout2_image.height)
* f) ?& G, N, {" D$ f. o1 R - @layout2_bitmap.blt(0,0, @layout2_image, @layout2_src_rect_back) ; h0 I; w. g* `, ?5 t
- @layout2_sprite.z = 5001
' v) X. T4 |+ g6 f - #SP Meter ------------------------------------------------------
5 Y6 B. A0 ^7 J, w5 ~ - @sp_flow = 0
) ]# K/ |8 L& N8 E9 y2 _ - @sp_damage_flow = 05 ~* h* _( q7 S9 r& R4 d
- @sp_image = RPG::Cache.windowskin("S_SP_Meter")! @' Y; B, ?; B$ {4 K
- @sp_bitmap = Bitmap.new(@sp_image.width,@sp_image.height)6 ~5 m; Q* T% F9 o2 M& f
- @sp_range = @sp_image.width / 3 v! F$ i% ]* c$ v( I
- @sp_width = @sp_range * @battler.sp / @battler.maxsp
+ X- E5 g" F' U% ^: @ - @sp_width2 = @sp_range / 2& V0 {6 R1 @+ i
- @sp_height = @sp_image.height / 2
9 q) S: E2 B( f: G% |$ t, h$ R4 x - @sp_width_old = @sp_width3 ~# _- B' @1 q" L- J
- @sp_src_rect = Rect.new(@sp_range, 0, @sp_width, @sp_height)
+ P* C& O8 s* P& Q - @sp_bitmap.blt(0,0, @sp_image, @sp_src_rect)# D$ ]* R' I- p) ~9 J
- @sp_sprite = Sprite.new
6 ?4 W. o7 V9 w6 o: r1 A: j; Z - @sp_sprite.bitmap = @sp_bitmap& h0 S6 H8 E" c& G: U" F% Y2 ]
- @sp_sprite.z = 5002
+ z8 x( r% n. w - update
! {9 p2 ~3 x7 H% G9 c - end
* s: j( f U: J( u( `% y/ X9 Y, z - #--------------------------------------------------------------------------. b) |4 w% k6 ?- u
- # * Refresh) p& j4 U8 ^* j' K& E- S
- #--------------------------------------------------------------------------& M7 j1 C. q' R; q, \" F
- def refresh
% R6 B) `/ _" B3 n" ~9 R. F( | - return if @old_hp == @battler.hp and @old_vis != self.visible
; u) }" r2 x" U ]* c - self.bitmap.clear
* @" x! c- }+ K& l2 ]5 \* x - @old_vis = self.visible
d! U% e3 z/ m* W; h: w - @old_sp = @battler.sp
; ^1 Q4 w! S V4 j$ Z0 _9 b6 z - @old_hp = @battler.hp
' ]& \9 K& Z# C, s2 U - hp_flow_update
) J. J" d1 l+ w; d# \& J - sp_flow_update8 B# V6 ~! l2 t
- hud_pos_update
3 h' S2 H4 M( ^3 w - visible_update: P4 r E" j( K6 k1 X
- end5 f2 I! g- h' p, K) ~9 a! N. h
- #--------------------------------------------------------------------------1 s3 n7 O& Q+ V& T0 i; p& M
- # * Dispose
9 N$ d3 V" ^3 M" f- l8 t; g V - #--------------------------------------------------------------------------2 l( D! @( \9 v
- def dispose, ?, _. B8 D( c/ I
- #HP Meter Dispose$ i3 b8 }& |- ?6 v# Y( v
- @hp_sprite.bitmap.dispose
9 ]2 U: E# [5 y* }, }# H) M8 ? - @hp_sprite.dispose
" c9 J& c& S- c) p y - @hp_bitmap.dispose0 n0 `" y7 @5 @; ]
- #HP Border Dispose
, g E) A% [& Z! C- C- j: }( Y4 ? - @layout_sprite.bitmap.dispose9 _- L* w9 ~8 A2 n& t X
- @layout_sprite.dispose8 y$ t# y) B4 Q! w! O+ T# M
- @layout_bitmap.dispose
2 l6 r3 \1 A L& q7 H3 n j - #SP Meter Dispose
7 C8 J6 F$ y: {! L4 u - @sp_sprite.bitmap.dispose! s" Y/ V0 {" u9 K- N3 A" K8 Q
- @sp_sprite.dispose
! `* r: Q8 K4 \2 |. F - @sp_bitmap.dispose) d. n7 y1 H# X- D& O
- #SP Border Dispose0 H% {; t- J! `
- @layout2_sprite.bitmap.dispose0 f( Y" w5 z. ]* @# }
- @layout2_sprite.dispose9 @* E$ d3 U$ B& c U
- @layout2_bitmap.dispose/ k. |8 K2 Z# S n; E# o' h$ ~* f h
- end
, t5 }* o' g* Y- |: @4 h4 D& x - #--------------------------------------------------------------------------: x5 A" j7 H/ O8 M4 @
- # * Update
# w+ Y) z! O( i, [& P) N - #--------------------------------------------------------------------------' O" Y$ n( y5 \ o" T
- def update
/ {3 \2 k6 i5 k |( `7 ^% Z M: X% I - @battler = @enemy.battler
; Z& s/ G' W5 q! Q& R; c - return dispose if @enemy.dead? or $game_map.events.values[@enemy.id].nil?
( P' s, }" b7 H2 A/ b, L/ c - if self.visible
; g! ^& x; u( H+ p2 k; n - refresh
4 [) C3 _" `$ f% N a7 R - else' b! c6 }( ? f; Z
- self.bitmap.clear
( {8 t* I, ~1 c" |6 x$ d) [! [ - end! f7 A6 A9 O" B p( \% T- ]1 Q
- end# O9 T) I A& t8 q$ ?/ E- y
- #--------------------------------------------------------------------------& ^' B+ M# [9 J, X! v
- # * Visible Update
) _! D X8 B7 X, d0 D W/ E+ o - #--------------------------------------------------------------------------
# R: w/ M/ z6 Q& v7 j1 O( G - def visible_update4 B. X9 ]6 L) x" a! V/ [
- if $game_switches[MOG::DISABLE_SHUD_SWITCH] == true
# n- F% F5 ~9 @3 Y$ y - @hp_sprite.visible = false/ u1 {3 s$ a$ K7 \2 m5 I
- @layout_sprite.visible = false; \& k& [; C$ T, O
- @sp_sprite.visible = false
4 b! v H5 r- e! m8 f - @layout2_sprite.visible = false
`- N% q& k3 b" {! |! i. m. }$ ? - else
. ?0 q/ e: n5 ~) I+ L5 T - if HP_HUD == true: m" S5 E; I7 S7 e& P# h
- @hp_sprite.visible = true8 H8 {/ G! x E* u" T. v; F z
- @layout_sprite.visible = true
1 ~! y# J, D3 J( F }- ?& A/ P - else9 E- N/ J9 J/ @" G7 p
- @hp_sprite.visible = false7 B7 @# {; R' Y' b+ x
- @layout_sprite.visible = false
/ R, [$ Z( V2 n' X6 Z - end
+ z7 c; N5 @; ?) `5 P4 F - if SP_HUD == true
$ o0 f: `6 {3 P: o! j - @sp_sprite.visible = true
; k% O3 @$ \/ O; G4 B - @layout2_sprite.visible = true
! s1 d( Z! t9 x# a7 O - else
/ r: N9 j9 K; P! O+ V- A4 J* ] - @sp_sprite.visible = false0 }$ g/ m7 ]' f- f. R
- @layout2_sprite.visible = false. B3 k: [5 b9 v) O. I
- end 7 A Z% ?7 u6 x5 X4 S# C
- end $ a: W( g# r% L- y# j1 d
- end 1 ^0 V# o: |9 R
- #--------------------------------------------------------------------------
* m# Y' H( T9 Y9 m1 [ - # * Hud Pos Update6 ^" ?' T" ]- t! \0 r4 J6 ^
- #--------------------------------------------------------------------------2 `0 d% s( _+ A$ g
- def hud_pos_update
* C. g/ c8 C7 d9 J% ^4 K- d - @hp_sprite.x = self.x - @hp_width2 + S_HP_METER_X) z, p2 _8 i F& j* X1 z
- @hp_sprite.y = self.y + S_HP_METER_Y
, d( s* q" ]1 F* b - @layout_sprite.x = self.x - @hp_width2 + S_BORDER_HP_METER_X
# ~4 ^- J' k/ e2 u0 w: Y1 e - @layout_sprite.y = self.y + S_BORDER_HP_METER_Y
! _) U* j8 q; H( u! E/ T - @sp_sprite.x = self.x - @sp_width2 + S_SP_METER_X0 ^5 B! d& Y- r2 l
- @sp_sprite.y = self.y + S_SP_METER_Y 8 Q# n5 W2 H) W! g6 f2 T% E
- @layout2_sprite.x = self.x - @sp_width2 + S_BORDER_SP_METER_X
( V4 [: W( G( J - @layout2_sprite.y = self.y + S_BORDER_SP_METER_Y 7 G+ j, U ~8 s, D$ S5 C& x: z
- end
& T, B( @5 i1 ~- B* h - #--------------------------------------------------------------------------
# C7 H8 \( g; ?3 Q( s% Z6 m - # * Hp Flow Update2 e% M) x( ^: ]" K, g) U
- #--------------------------------------------------------------------------
5 U- c0 \3 u! K# f - def hp_flow_update
- @ J5 x, o4 |0 Z: b9 Z - @hp_sprite.bitmap.clear6 ^' I) ?2 a6 k4 l& _2 c. ]" f
- @hp_width = @hp_range * @battler.hp / @battler.maxhp ( k1 ] l$ `7 S5 z( `! w' V
- #HP Damage---------------------------------
4 B, M7 T) ^8 l( |( d" G+ L' m - valor = (@hp_width_old - @hp_width) * 3 / 100
( u4 |2 d4 x$ W U - valor = 0.5 if valor < 1
' O$ Q( R* O6 y- v3 r, X# Y l3 J - if @hp_width_old != @hp_width
" h0 X0 o# m& Y4 M - @hp_width_old -= valor if @hp_width_old > @hp_width , S# Y3 @- i! N. T
- if @hp_width_old < @hp_width
, u' v7 p: e8 w# @ - @hp_width_old = @hp_width& @2 Y% A) J7 V; G1 t D
- end
. Y9 ]. W3 Q6 R9 w6 E4 C9 j0 Q- S - @hp_src_rect_old = Rect.new(@hp_flow, @hp_height,@hp_width_old, @hp_height)# W6 B2 v1 O- j
- @hp_bitmap.blt(0,0, @hp_image, @hp_src_rect_old) " v% L; w& \' Y0 d
- end
7 Z5 l- L( F( }# t+ v: S - #HP Real------------------------------------
5 t; n# C+ M& F6 w. T - @hp_src_rect = Rect.new(@hp_flow, 0,@hp_width, @hp_height)
& M# M5 S3 x$ _9 ?+ r# G - @hp_bitmap.blt(0,0, @hp_image, @hp_src_rect) 5 {; b' _0 g/ Y5 \: |, i& I
- @hp_flow += 2 - }. i; E) a! C" p: V, Y
- if @hp_flow >= @hp_image.width - @hp_range
1 Z1 \2 D t1 y, ]* C: B4 ~ - @hp_flow = 0
8 j V" A: g( d9 ^: P3 l5 ~ - end4 a. m; D8 w" j" E
- end
- x, Y- X' q9 S - #--------------------------------------------------------------------------5 i& \) r# q' a
- # * Sp Flow Update# t; p- d1 V/ w' j
- #--------------------------------------------------------------------------5 \) V% q2 Y+ J" i( Z9 J+ Q( E
- def sp_flow_update" V* h* P: }! Z2 t; S) }1 z. z
- @sp_sprite.bitmap.clear
. b! P+ V* z$ B9 {4 A7 K3 i" m - @sp_width = @sp_range * @battler.sp / @battler.maxsp
& U0 f6 ?6 `% l% P. ?: J& H - #SP Damage---------------------------------
% \& w; j1 n4 J8 c6 e9 n& Q - if @sp_width_old != @sp_width
' O5 u" }' K, H' C - valor = (@sp_width_old - @sp_width) * 3 / 100' q8 H+ b7 ?9 r) e1 }9 Y3 J
- valor = 0.5 if valor < 1 * r& Y0 T R+ u3 n J3 l
- @sp_width_old -= valor if @sp_width_old > @sp_width
1 K4 Y, ^. [4 i( L: W - if @sp_width_old < @sp_width
0 w* u' ]# G0 q% P/ t; u2 n" P$ M5 f - @sp_width_old = @sp_width
8 q6 w. y% s. ^: c& m9 |9 N - end
2 {0 t5 x, R! h, B) D% P- m$ O - @sp_src_rect_old = Rect.new(@sp_flow, @sp_height,@sp_width_old, @sp_height)
6 H+ I/ q: U$ J5 h4 k - @sp_bitmap.blt(0,0, @sp_image, @sp_src_rect_old)
5 h6 V& l# r; Q, e# I - end
' ^* Z/ s( J0 i6 p - #SP Real------------------------------------: f4 m$ j/ Q8 }7 S& U
- @sp_src_rect = Rect.new(@sp_flow, 0,@sp_width, @sp_height)
) \+ n% F2 V( H" r - @sp_bitmap.blt(0,0, @sp_image, @sp_src_rect)
( N7 z+ V) k, x: O* b" M4 V - @sp_flow += 1
/ @2 N& j: A H) U; V, d - if @sp_flow >= @sp_image.width - @sp_range% J) e0 d: o7 b9 T: l2 b1 {- c: }
- @sp_flow = 0
0 g% N# C8 ^( `2 l# U - end4 q8 u' i+ u, a4 x- B2 V
- end 1 e) s( x9 \" |( F
- end
- i* x H) u! e1 C+ T - #===============================================================================
6 }. n# V+ t& n, g( k - class Sprite_Character < RPG::Sprite
5 b G& D. I& d) B2 W( ?5 }8 ` - #-------------------------------------------------------------------------------
" s* k# `, C* }4 x - alias :xas_emini_hud_init :initialize# o" i" o3 A- a
- include MOG+ E: f1 l* P4 @! s& t/ }: Z# ?# b
- def initialize(viewport, character)
& A7 h5 H& c8 e- K" d - xas_emini_hud_init(viewport, character)! K! f/ C/ f. O* f
- @viewport = viewport7 Z/ C9 v, e8 o# ^8 [) \0 E( E
- return if @character.battler.nil?
4 @' \8 W3 [1 p! u- |$ y - return if XAS_BA_ENEMY::ENEMY_OBJECT.include?(@character.battler.id)
$ u1 j4 v2 R" T) B - return if XAS_BA_ENEMY::ITEM_ENEMY.include?(@character.battler.id)
9 ~9 q2 f# \' O, A - return if @character.battler.is_a?(Game_Actor)
; g+ t/ H: Q o - @bars = S_Hud.new(@character, @viewport)
0 N4 O! v1 n7 a4 O4 x - end& w$ d1 e5 P; C9 U: Q
- #-------------------------------------------------------------------------------
; v3 J S) M8 n- T - alias :xas_emini_hud_up :update
: E, P6 G8 q8 w4 c - def update2 E; i2 i+ ]2 t3 U. K- h
- xas_emini_hud_up1 l, f% C" C. ?3 r9 Y% d
- return if @bars.nil?, K& R' [3 h+ e. j9 r
- return if @bars.disposed?; c* {, U- @/ q) N! t/ |+ Q
- dis = ($game_player.x - @character.x).abs + ($game_player.y - @character.y).abs
( O" Q! e$ G2 T6 L9 N/ u: F5 k. d - @bars.visible = (dis <= RANGE)
K# v1 \; a3 q - if @bars.visible
1 x- F5 N8 c8 y" z' L - @bars.x = @character.screen_x# - @cw / 4: z6 Q+ d' ?$ [8 o, {% r) h
- @bars.y = @character.screen_y# - @ch / 4$ s. }- X+ V# \" G* e# u: g. q5 j
- end1 E( x2 C5 C( D+ X/ W" R5 n* O3 N
- @bars.update
5 B) N3 \2 M" t* T2 E0 U9 g5 u u s6 r - end! m& w* @2 z3 [' |" a
- #-------------------------------------------------------------------------------! r; ~% r+ o! o2 r9 E6 Q
- def dispose# `3 k) e9 J8 @3 G
- super3 J6 v2 a8 y' F- P6 ?
- @bars.dispose if [email protected]?
! c/ K6 Z" e6 t3 d% R5 O - end* x4 u: }" \5 |6 ]6 Z0 A2 n
- end
& y& h0 b; ]8 o6 h- j! [; ]
. p, _ B; A4 h0 N u" R2 M- $mog_rgss_s_hud = true
复制代码 0 O. w. _: Y3 e$ ~5 Q
& R. A( R$ [( Y4 h. x9 I
2 r4 K" a( `% r ]! F; [: H+ e上面所說出錯的203行內容為, ^' U8 \( W( G. c: z* O1 q
@hp_sprite.bitmap.clear
. q+ ^3 {) v3 ^& I0 c6 v6 ] N
" L; N. w" v$ w! X想知道怎麼解決
3 u! ]0 C- w0 [- Q9 O# D! Y+ D5 \( P) N
該腳本支持3.824 X, |& X! j5 L3 {8 \. u* d
) F: F7 C0 b) J0 J* W
下面是圖檔,要塞在Windowskin下; M1 V6 n2 T4 m- X
- @% J# `/ y& ~( E6 x9 M0 y
S_HUD_Graphic.rar
(12.36 KB, 下载次数: 49)
* |% i+ g [$ E! L8 \. h
% H8 B' Y2 X1 Q3 K
2 W9 b2 ]0 S9 q+ G p' E& F4 ~* k3 W
|
|