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這是我將官網的S_HUD修該而成的怪物血條
0 S0 r+ H7 s2 V r$ l) J會在每隻事件怪物的腳下顯示
. S9 E/ S7 d2 W) s4 k: u- }0 s問題是不知道為什麼
+ P) X+ V7 q1 T0 E4 M. N' l. L有時打怪打一打會跳出* @4 k/ |0 Y# K; J$ j
---------------------------
# ~$ n" n; |' L- oXAS
( B, y& K5 H( @---------------------------
" j6 i% z9 ~, S脚本 'MOG - S HUD' 的 203 行 发生了 RGSSError。
* [$ o2 s/ H; t3 i& R& I( u+ q: [9 t; V& F7 h/ ~+ ?" n* ]
disposed bitmap8 I6 h: t |2 U- K1 s) r
---------------------------) a8 ^7 ?1 R. \5 B8 p
確定 b# Q' z& @8 m2 }
---------------------------
6 s# H0 a3 F+ Q& @6 c9 P4 t) j& J* T4 q
' b9 g/ l! e$ b. x這是腳本- i: Q, S2 T* {6 ~* S e6 @0 ?
. L- X* B/ L0 T7 A/ g- #===============================================================================
% R- p2 @+ Q$ M8 Q! ?0 i/ ~8 i1 q - # MOG - s Hud 1.0
4 V0 e! h/ U* u5 z8 D - #===============================================================================
+ R+ M* S, ~8 C2 a9 f3 D& Z. q - # By Moghunter ( t ]7 Z8 n& s: E3 j3 u" B
- # http://www.atelier-rgss.com+ Y" ~3 D% I9 c8 B3 O
- #===============================================================================9 }' F9 p, u% _$ q. B9 E+ |* N+ m
- # Translated by Calvin624
' Z6 H! @1 v7 | - # http://www.xasabs.wordpress.com+ C4 i$ ~( q( E) L1 G0 @8 d/ L
- #===============================================================================* x; O! h h% R6 j
- ###############################-DESCRIPTION-####################################
: J8 _# u- c9 k) J7 C; ~ - #===============================================================================* @2 L, b1 H' Y$ Z4 a% ?! z* j
- # Personal HUD – displays the HP and SP below the hero.
: P% |7 y7 i% N9 d S4 X U - #===============================================================================7 o% e( J1 [: D' I) I5 w" |* W
- #
, ?' e6 @. S. C& F% t8 Y9 m - # Graphics required:
8 O3 E' Z2 h+ X- { - #
7 N8 s3 J7 f0 ]" [. `5 w - # S_Border_HP_Meter.png3 R4 _! d$ G1 C) i: t8 e# g4 p
- # S_Border_SP_Meter.png2 F3 c0 D; g9 ]1 I/ t. n
- # S_HP_Meter.png2 {; |) I5 O# O) P$ a, y' O
- # S_SP_Meter.png8 s1 E; Q2 S1 x" g k$ O7 L
- #2 }. G4 \: f5 B( S
- # All images must be in the Windowskin folder.- g+ l; q: ]% b$ ?7 p0 Z
- #
/ V2 c* W- L5 u - #===============================================================================% O1 k* m/ |9 b4 ]. |" A6 G! s+ D
- module MOG
' k# K% C3 t0 p" ` - VISIBLE_DEF = false ) {+ K& N! c' F$ D5 f& `9 {' j
- # Show HP meter?
+ |+ }+ H7 z$ Q0 Z& c ` - HP_HUD = true
; t# u! i$ L7 z- n9 I - # Position of the HP border
- @7 X5 \& |# n6 T8 l7 `! Y) A0 H - S_BORDER_HP_METER_X = -2
& i( Y, _' v( } V, p - S_BORDER_HP_METER_Y = -2 / l e, b$ u- H% N2 j R0 r5 B
- # Position of the HP meter: ^8 o5 E$ {4 y: ]0 ?2 @% |
- S_HP_METER_X = 0' f) a; f2 ]( E3 d% K2 o' A# x
- S_HP_METER_Y = 07 _" J1 d: r3 k' d- O) i E
- # Show SP meter?. b" e9 z( c, g) Z1 r6 r: N
- SP_HUD = true' q! @6 S) b3 u7 b4 O, [) ?' O
- # Position of the SP border% s& I7 h" U: t6 Y
- S_BORDER_SP_METER_X = 0: j' k; e1 S; E
- S_BORDER_SP_METER_Y = 10 * M; Y* m0 a) b) L* |" S; J
- # Position of the SP meter
/ J8 x2 O& S# j; ] - S_SP_METER_X = 0
; _ \5 T: d; m: F - S_SP_METER_Y = 101 b7 v% K1 V: V
- # Switch to disable the HUD- L% P/ X: ~4 _- m T7 @) g
- DISABLE_SHUD_SWITCH = 52 L( Y9 n w- X& P
- RANGE = 20
: C4 N# j4 B$ G0 D - end8 ?) L9 \* ]! {7 Z
- #===============================================================================
4 z- A4 a/ r3 A1 i# c9 x5 ?: E/ @ - # S Hud
B2 k" o) \: v0 e( E - #===============================================================================
; c4 x+ Y; [8 y1 v - class S_Hud < RPG::Sprite# C, H7 ]: A" k9 U
- include MOG
, l* z! ^, v. C1 ^2 H n0 r - #--------------------------------------------------------------------------
( z0 ~7 g% j; _* u' d9 e7 h - # * Initialize" Q; p. t8 ?1 V X h0 V& G
- #--------------------------------------------------------------------------
; ?0 x1 X, S2 ]5 }) ^$ C0 v# I - def initialize(enemy,viewport): C1 q/ A! a# b8 e* y# u
- super(viewport)
5 K& X4 l4 Z0 Z0 T1 ~, i5 h: z - @enemy = enemy
% c' G! i* I" |' w! |9 P - @battler = @enemy.battler) J# X; I1 O8 C. O2 ?! v; A
- @old_hp = 0
% f, Y5 L0 Q1 p - @old_sp = 08 }9 w8 ]1 m1 z
- @old_vis = false" O0 i! H- l8 u& i2 t/ m$ t* W% l
- self.bitmap = Bitmap.new(100, 100)
6 C- ?9 u. o" V7 x* V - self.visible = (VISIBLE_DEF)#false7 t' }7 e _2 J' i( `2 l0 J; B- w9 c& x
- self.z = 1008 D- |9 }( `! W3 C
- #HP Border -------------------------------------------------------------------
7 y, }5 y8 y5 H0 l! M - @layout_image = RPG::Cache.windowskin("S_Border_HP_Meter")
: e9 z4 `( c* U& D- c$ \ - @layout_bitmap = Bitmap.new(@layout_image.width,@layout_image.height)5 ^& J9 y/ M! |& ^# n* |
- @layout_sprite = Sprite.new* O4 I# v2 f" M) ^# W* Y+ O
- @layout_sprite.bitmap = @layout_bitmap
/ l. K6 }% _; y8 ` - @layout_src_rect_back = Rect.new(0, 0,@layout_image.width, @layout_image.height)
- T( g1 i" V9 @ E: |2 f - @layout_bitmap.blt(0,0, @layout_image, @layout_src_rect_back) f7 K, c, X5 Z
- @layout_sprite.z = 50013 A% H. f# P4 y- U
- #HP Meter ---------------------------------------------------
2 \' \% [3 ?) g: C X+ m2 _2 @; U - @hp_flow = 0
3 M/ A/ Q% d+ \" _ - @hp_damage_flow = 02 {- R$ N1 a j; z+ d5 M, I+ S
- @hp_image = RPG::Cache.windowskin("S_HP_Meter")
( L+ m2 ~% k8 N+ ]6 D5 C/ G( o - @hp_bitmap = Bitmap.new(@hp_image.width,@hp_image.height)
' r0 ]# q+ C9 @3 S - @hp_range = @hp_image.width / 3& J( D2 W6 O3 h% h+ ^, T1 h# p
- @hp_width = @hp_range * @battler.hp / @battler.maxhp
7 D* v. e- ^) \: l - @hp_width2 = @hp_range / 2
* J# N' B7 r$ M( \* @ - @hp_height = @hp_image.height / 2
) t8 L# n4 u' I ` - @hp_width_old = @hp_width, F6 Z* B8 O5 C8 z# x5 T. Y
- @hp_src_rect = Rect.new(@hp_range, 0, @hp_width, @hp_height)
" S `3 Q0 [# E0 Y# r N, `$ o - @hp_bitmap.blt(0,0, @hp_image, @hp_src_rect) 6 b0 s" s$ c1 z: N( k
- @hp_sprite = Sprite.new
6 F: h6 q! G" V. U2 B" w; X% S5 c% j& \ - @hp_sprite.bitmap = @hp_bitmap( h* @+ M! \$ V1 G. y% l
- @hp_sprite.z = 50029 |5 c0 u: m$ c" X# u
- #SP Border -------------------------------------------------------------------
Y6 n e; S: v9 U; ?3 n - @layout2_image = RPG::Cache.windowskin("S_Border_SP_Meter")
7 u: \8 o6 ?( d: p5 H - @layout2_bitmap = Bitmap.new(@layout2_image.width,@layout2_image.height)3 [% p" }" P# n( h; M9 X5 \* y' ^
- @layout2_sprite = Sprite.new0 U9 |$ h) B/ R6 E# y7 M
- @layout2_sprite.bitmap = @layout2_bitmap" S3 z4 U# Y9 q
- @layout2_src_rect_back = Rect.new(0, 0,@layout2_image.width, @layout2_image.height)" e( f1 p) q% h3 C
- @layout2_bitmap.blt(0,0, @layout2_image, @layout2_src_rect_back)
0 `& R9 x( _+ t( c1 Z- r+ } - @layout2_sprite.z = 5001
! R6 R1 Y% U$ m0 R3 Z - #SP Meter ------------------------------------------------------& `/ R+ g3 f. h# q% _# E& l) `
- @sp_flow = 0
4 o4 o( W+ ]2 o+ h - @sp_damage_flow = 04 a# L; T' {- c; t5 d, z5 W
- @sp_image = RPG::Cache.windowskin("S_SP_Meter")
3 f0 Y; T' G8 o - @sp_bitmap = Bitmap.new(@sp_image.width,@sp_image.height)$ ?) P: |8 V% P$ y9 V/ W$ k
- @sp_range = @sp_image.width / 3/ s5 M+ u$ f$ G; w
- @sp_width = @sp_range * @battler.sp / @battler.maxsp # X* d6 ^1 S8 M9 C1 b+ M
- @sp_width2 = @sp_range / 2, p& ?# E: Z% w, ^: W% V* t
- @sp_height = @sp_image.height / 2
- S( a. e, \: n0 I( x - @sp_width_old = @sp_width$ c1 R( m. N4 _- L ?1 d- k
- @sp_src_rect = Rect.new(@sp_range, 0, @sp_width, @sp_height)
8 \: r. X/ M# t" r; e' `& T1 ~& R - @sp_bitmap.blt(0,0, @sp_image, @sp_src_rect)
6 G' z0 g7 A$ i% v8 D8 O - @sp_sprite = Sprite.new
! c- i+ ?4 w# A- D' w+ h - @sp_sprite.bitmap = @sp_bitmap
( _. I2 Q4 U+ O2 L - @sp_sprite.z = 5002. g1 S! x) O& m- c( s
- update
+ p9 X1 U9 e7 E0 h - end: s1 `; }6 {( B8 A7 ~! _: N! i7 [
- #--------------------------------------------------------------------------/ H, Z- l f( ]6 @
- # * Refresh
2 Z: Q2 D5 t1 |. o - #--------------------------------------------------------------------------& W/ I/ |0 J* v9 k
- def refresh+ u$ T ]" t( V8 @" l }
- return if @old_hp == @battler.hp and @old_vis != self.visible
$ f: h5 Z; H( U/ | - self.bitmap.clear
' G+ l! u* ~* I6 g' O - @old_vis = self.visible$ @2 N: |! Y5 d. r W% s6 A4 H* F
- @old_sp = @battler.sp; J& ~; L2 ^% b2 \3 s" S
- @old_hp = @battler.hp
& P3 X3 G1 L( ?6 h7 J - hp_flow_update
1 H2 C/ \" J6 j7 o- U2 Q" C% F% K - sp_flow_update
) N6 Q2 d5 U; r1 Z3 A - hud_pos_update# A) V' p' j) [1 n) d! I3 _
- visible_update' i* U' h1 \- a, A
- end
( g/ S. `2 L) P2 y - #--------------------------------------------------------------------------! s1 X. R: f' Y; c$ @ e
- # * Dispose
& u. f! _4 R9 k% c+ z - #--------------------------------------------------------------------------
$ f4 p5 X9 M% r - def dispose# s0 _2 L8 [. U4 X. k$ b: I& z
- #HP Meter Dispose2 S4 y4 P) ~. J
- @hp_sprite.bitmap.dispose
. y2 r7 j5 L. W! T - @hp_sprite.dispose) v: b6 D% ^% G. X) @( a, e
- @hp_bitmap.dispose
- G- m" H7 X7 Q4 o4 ] - #HP Border Dispose
8 V8 N* {- H( B) ?9 |: F( q6 | - @layout_sprite.bitmap.dispose4 s _' i) C8 U8 z1 A `( T: |) c
- @layout_sprite.dispose
9 g, S7 W" W0 Y - @layout_bitmap.dispose
' K7 ^: F. F) y; {+ H1 |1 ^" X( O - #SP Meter Dispose3 x/ ^- I8 |' H+ ^4 {
- @sp_sprite.bitmap.dispose! o( D6 `) M0 M/ p
- @sp_sprite.dispose
: D% ^1 c9 R3 p5 _. \7 k( k6 f - @sp_bitmap.dispose
* V, O) G& o- \5 a: Q6 w3 W6 a - #SP Border Dispose
- `$ x1 |) u: m6 p7 } - @layout2_sprite.bitmap.dispose
$ X# C$ d: k6 `3 s7 h+ h3 G9 Z - @layout2_sprite.dispose; M8 ^- [; {7 u) V5 E. q
- @layout2_bitmap.dispose
! f) S9 V' n2 S; K" n/ T( T - end
% e2 ]' S4 k. V' B1 ` - #--------------------------------------------------------------------------0 l" G7 g; q( r/ ~1 N. r
- # * Update. g$ H/ ?: C$ n2 \
- #--------------------------------------------------------------------------3 E! m; X# d. ~# L6 @* ~
- def update
9 @) K; v) @, S& \3 ` - @battler = @enemy.battler
7 P* I4 u4 Q n0 k; O% X0 V - return dispose if @enemy.dead? or $game_map.events.values[@enemy.id].nil?: U$ Q9 O O( a: R: x3 u `
- if self.visible
- W @( _/ U l4 ~ - refresh. K1 F2 ` \+ V4 R7 f2 x. A
- else
0 ~0 o% o3 h8 I( | - self.bitmap.clear
4 N' R2 H; ^0 C# f9 i& A+ F - end k- m. U) @" e# }7 B( f
- end4 S' E, Y; Q' [, w
- #--------------------------------------------------------------------------& W7 P2 x# U; x, h! P- [( I# H6 n2 f
- # * Visible Update
$ I8 @! F0 t' N9 \ - #--------------------------------------------------------------------------" e3 D+ b( w' f- \% Y; S& B
- def visible_update4 i7 K( ?. f2 S7 A: M( p# z6 ]4 B$ @
- if $game_switches[MOG::DISABLE_SHUD_SWITCH] == true
6 y7 o6 W5 X) {* b - @hp_sprite.visible = false
! e% x+ ~. q7 r1 [6 n$ w - @layout_sprite.visible = false @& S x. {) G
- @sp_sprite.visible = false. N/ ], i. p5 U
- @layout2_sprite.visible = false
% V- z9 I" \# Z. |( G2 `6 Y - else
$ u! K- _* O* U; w - if HP_HUD == true) a# Y; K' {8 E/ S% W
- @hp_sprite.visible = true
+ P' N) g U: d* e% R6 ] - @layout_sprite.visible = true1 g) W6 d0 u: R- P8 c" ?& s
- else
/ I3 O+ F* ^' y$ S) U' O( C1 E h - @hp_sprite.visible = false
% v7 C5 z3 F# Y: N J! { - @layout_sprite.visible = false4 a9 f' \* Y$ _! F6 ?+ z
- end
( }& t8 E- J) U - if SP_HUD == true G, s O/ m: t9 z; J) b: T4 D. ?+ G
- @sp_sprite.visible = true
) n8 l* O% ?' B- _$ x4 X - @layout2_sprite.visible = true
1 E! e+ G2 ]) H1 u7 ?0 { - else
7 X; [+ ~ _- K- l, g7 Y - @sp_sprite.visible = false
! k/ {7 i3 Z: c: F3 w6 J - @layout2_sprite.visible = false' V" K. O3 J6 t3 F. ?
- end ! ~1 s3 E q6 w* z$ m
- end
; E, I/ I- {' w6 w5 q0 S5 e/ f& {, X) y - end # |2 N$ J; D2 j; J" m: u- \# r4 Z
- #--------------------------------------------------------------------------
* W& N( K# u1 q" j' a. L6 n- D& [ - # * Hud Pos Update3 L: T0 |3 d: G) r7 n5 ~9 _$ D
- #--------------------------------------------------------------------------# t' E. N( _% j5 |& f) ]- l: `
- def hud_pos_update: v2 c/ d/ ^. W( _- J
- @hp_sprite.x = self.x - @hp_width2 + S_HP_METER_X6 H9 i5 K/ ^, E% b: ^
- @hp_sprite.y = self.y + S_HP_METER_Y # [! x$ U' I" ^3 I0 {3 t8 g
- @layout_sprite.x = self.x - @hp_width2 + S_BORDER_HP_METER_X( L0 P$ w! g# f$ M9 _- B4 n
- @layout_sprite.y = self.y + S_BORDER_HP_METER_Y
7 k9 w8 ~: A" E _/ K& p - @sp_sprite.x = self.x - @sp_width2 + S_SP_METER_X8 d1 ?: z8 ]' F; Z1 b
- @sp_sprite.y = self.y + S_SP_METER_Y
8 L# S2 U$ {! D# y- j0 `# ?1 M - @layout2_sprite.x = self.x - @sp_width2 + S_BORDER_SP_METER_X
6 Z6 {$ L& S5 J* g" c, R2 S' n - @layout2_sprite.y = self.y + S_BORDER_SP_METER_Y S& U, D4 l) Z1 j4 l
- end : B) X4 l/ C; `& a( M: r' X0 ?- ^8 o
- #--------------------------------------------------------------------------
+ |9 z7 X& x3 H5 }0 G! g0 U2 I+ J - # * Hp Flow Update
$ f, L4 O' B3 O2 B; \. d - #--------------------------------------------------------------------------
$ N0 m8 A. R# X2 v; m6 T - def hp_flow_update
! [: ]" a' f3 E9 y1 l5 w - @hp_sprite.bitmap.clear* h8 q; Z: B4 Z& p) y9 O h
- @hp_width = @hp_range * @battler.hp / @battler.maxhp # d* L6 |5 P+ h. S* D0 L) A
- #HP Damage---------------------------------
5 ~& r/ U1 k+ k) r7 a - valor = (@hp_width_old - @hp_width) * 3 / 100
* H$ q( ]" e; z/ D+ a( { - valor = 0.5 if valor < 1 . X( @$ u9 L* c0 X- u
- if @hp_width_old != @hp_width
& l1 F) d# I; E+ Y8 b! M* r W- v - @hp_width_old -= valor if @hp_width_old > @hp_width I& T, t/ J; K$ j
- if @hp_width_old < @hp_width " f3 j# a1 ~* v! m# M
- @hp_width_old = @hp_width [8 q3 {; t) E/ G2 m5 f
- end
, `% q: a, D+ ?9 h ` - @hp_src_rect_old = Rect.new(@hp_flow, @hp_height,@hp_width_old, @hp_height)
8 x& a6 B: s$ V' W/ X - @hp_bitmap.blt(0,0, @hp_image, @hp_src_rect_old)
, W* E5 O) C. I9 S - end - ]& k+ {4 ]; F9 I% _: t" N
- #HP Real------------------------------------$ P8 E5 D+ j+ @& u+ }
- @hp_src_rect = Rect.new(@hp_flow, 0,@hp_width, @hp_height): b F7 ]; s* e0 \
- @hp_bitmap.blt(0,0, @hp_image, @hp_src_rect) , d; H k# x, @% c# Z& F" \: A
- @hp_flow += 2 : q- k+ C& s" Q4 H# f- U+ I
- if @hp_flow >= @hp_image.width - @hp_range
, y/ r F; ~7 o( Z; f$ p$ Z - @hp_flow = 0 , P4 U" M9 c6 w, N
- end, O# c l" H2 O @
- end : p" B+ ?" C/ U- E) N) `
- #--------------------------------------------------------------------------. S7 N% d/ e, ^( x: Q
- # * Sp Flow Update
# x8 d. @, j( W" P8 ?% [3 U' | - #--------------------------------------------------------------------------( A' N4 N6 q! g7 ~2 Q% B" ^
- def sp_flow_update$ W; M" ~( N) b2 ]) n
- @sp_sprite.bitmap.clear
" D2 {; p0 c+ p& d6 I& C - @sp_width = @sp_range * @battler.sp / @battler.maxsp
) d5 X/ K6 o, c% O7 |$ h - #SP Damage---------------------------------' b6 @4 s5 Y6 g" @+ y R
- if @sp_width_old != @sp_width1 l2 f+ E2 b/ n! f' ~$ E; z# Q
- valor = (@sp_width_old - @sp_width) * 3 / 100& D, L# c' I# U0 A9 x1 u4 Y) h- I
- valor = 0.5 if valor < 1 5 o) T- M& X3 P! S. L& I ^1 ]. ~
- @sp_width_old -= valor if @sp_width_old > @sp_width
# a* Q2 J! P' V - if @sp_width_old < @sp_width
; i' t9 s) I9 N- y e: `" ?1 w - @sp_width_old = @sp_width* H5 B7 z1 k9 J& v2 \1 S- g5 \- i" u
- end
- s6 X0 G% u2 F- W/ ] T( S - @sp_src_rect_old = Rect.new(@sp_flow, @sp_height,@sp_width_old, @sp_height); n7 X# B s: j, P, @7 N) b
- @sp_bitmap.blt(0,0, @sp_image, @sp_src_rect_old)
) ?6 D4 d4 O" \: R - end
7 O# d, ]; D. f! w* ?/ f2 f - #SP Real------------------------------------. B% a- A! G* L1 ]5 N
- @sp_src_rect = Rect.new(@sp_flow, 0,@sp_width, @sp_height)* \$ T, x" @) _9 q
- @sp_bitmap.blt(0,0, @sp_image, @sp_src_rect)
9 K, L8 e1 E6 M' n$ M - @sp_flow += 1
7 [3 v7 o, ^3 |) j5 Z6 r- I - if @sp_flow >= @sp_image.width - @sp_range* I2 c) T6 c; N' v4 D z* v
- @sp_flow = 0 5 n' K4 L) N' q0 s' r% j
- end
h% K3 G/ X# ^4 U2 S+ [ - end
" t( g C% {. G3 }. }, Y - end' A/ ^' r; C. u! \/ D6 T! D
- #===============================================================================; N" c1 {4 y% w% o- P
- class Sprite_Character < RPG::Sprite$ _. u' _- s% ~3 G1 z) _
- #-------------------------------------------------------------------------------
' T! H. a% H7 ^ - alias :xas_emini_hud_init :initialize* T8 I2 G; l+ Z/ z5 P: V1 k
- include MOG
. Z' v( P1 z% D- w. E - def initialize(viewport, character)/ O0 a6 U& W& [
- xas_emini_hud_init(viewport, character)( R7 D H0 W3 r9 J/ C# i
- @viewport = viewport
- e/ B# x" q/ [1 n; F7 X - return if @character.battler.nil?
* o. o& V$ T/ }$ l6 a# Q$ L' d - return if XAS_BA_ENEMY::ENEMY_OBJECT.include?(@character.battler.id), W3 R, a2 c! F- p- A; T% v
- return if XAS_BA_ENEMY::ITEM_ENEMY.include?(@character.battler.id)7 o$ o5 k) z) ]
- return if @character.battler.is_a?(Game_Actor)
0 f$ s' o% Z6 k2 A( d: f1 e - @bars = S_Hud.new(@character, @viewport)2 F- [ N: ?; r, C! ]7 Q
- end
: L K, j( V/ D - #-------------------------------------------------------------------------------( F7 S' z4 D7 f7 C$ q& i3 Y+ m
- alias :xas_emini_hud_up :update; h: f/ E2 T+ e, e
- def update
4 H8 U4 T3 z# g* D K" b4 v - xas_emini_hud_up
0 z. I; ]. w: y& ^% y) s N - return if @bars.nil?) e) l5 |! c& C% L3 ~9 G9 [
- return if @bars.disposed?
* V: K& r) a' [5 M, X J - dis = ($game_player.x - @character.x).abs + ($game_player.y - @character.y).abs
$ F; ~& j& O1 r! V - @bars.visible = (dis <= RANGE)+ y1 i7 M3 w! K; M7 d
- if @bars.visible
" `- `0 a, A( a+ T5 Y& u i - @bars.x = @character.screen_x# - @cw / 4
v* D; h& n9 [ q- c8 p - @bars.y = @character.screen_y# - @ch / 4
5 L) ~5 c. M3 R: c; E1 v - end
* s; d8 k" D0 \7 {! E' M' S' j - @bars.update
1 `, E, [8 `% q3 p7 @" X4 M: u& D - end. q; a1 N, T; \# U
- #-------------------------------------------------------------------------------5 _, x; M _) Z! f/ u
- def dispose+ W& g( |5 V& P0 s8 `4 F
- super
+ J8 m$ I( U" G2 ~3 Q0 `1 q - @bars.dispose if [email protected]?
- H' z. l& j2 V' i7 a - end4 Q' h/ z2 [- }+ V! F
- end
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- $mog_rgss_s_hud = true
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@hp_sprite.bitmap.clear
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想知道怎麼解決
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該腳本支持3.82
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! |5 A0 ^5 E+ b3 q n4 f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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