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這是我將官網的S_HUD修該而成的怪物血條
1 z( Z0 {0 K7 Z' V# w& s8 a3 p會在每隻事件怪物的腳下顯示+ G7 T3 N+ v! S/ s+ f1 \
問題是不知道為什麼
/ e5 v+ Z! @$ T5 s9 \+ l有時打怪打一打會跳出" h% h" I2 ]" Z5 L" ]
---------------------------0 I+ b/ V& \2 f4 T. G
XAS
9 U; H- \7 b$ E: R---------------------------
! W; \) D. Q2 T; ]( {脚本 'MOG - S HUD' 的 203 行 发生了 RGSSError。5 H [# U5 O2 K$ r
8 A' }; U: G2 \+ d' M
disposed bitmap
+ h) s0 l! w, e8 _---------------------------9 B$ Z, _& z, G: P* c9 @
確定
/ `! a |* E1 d# `! n$ f---------------------------
; l& M4 T/ D2 n, q% b9 L) k5 d; E) C! r" v9 F' o* E
這是腳本
6 Z F" q8 {4 \! s3 A! e; V$ i9 N0 x$ x; A Q3 O
- #===============================================================================
4 U! h' v, W: S+ }+ k - # MOG - s Hud 1.0
, b% T4 W! F2 Q8 D) f - #===============================================================================% O8 ^% Y$ Y2 R
- # By Moghunter ; I$ s0 b0 c$ Q i
- # http://www.atelier-rgss.com; Q( x& `7 f) c
- #===============================================================================: V* ]5 c/ @6 l6 r8 m
- # Translated by Calvin624
6 A+ {0 k* t/ f( m9 m0 m2 r - # http://www.xasabs.wordpress.com
& k* R, V$ K* D - #===============================================================================, \1 H* E( S" X M
- ###############################-DESCRIPTION-####################################
# U2 t( {8 n: l2 w' r - #===============================================================================3 j9 m# m( J3 z, i0 `
- # Personal HUD – displays the HP and SP below the hero.8 B% |% c( s+ t6 |$ `
- #===============================================================================& l0 j1 T) _; w, w, C& Z! X+ s
- #: f/ i- M* n: C- t
- # Graphics required:
. y9 ]$ U* j+ K" O - # % `- q& X1 W+ @, o
- # S_Border_HP_Meter.png
- P1 A! W- b, k% H; y2 |3 x0 C3 x - # S_Border_SP_Meter.png
! ?2 \( q6 j, Q - # S_HP_Meter.png* {0 u. U, Y8 A3 K
- # S_SP_Meter.png
2 O# |8 ]. ?5 K \ - #7 |6 l) \, J- S
- # All images must be in the Windowskin folder.3 s+ V4 {: J1 t+ X4 c
- #
4 E) Z: \& M& O# l3 S8 { - #===============================================================================* {! B% N+ E5 s9 A3 y+ }9 h2 g5 v
- module MOG9 _: C. M% E. y' k+ X
- VISIBLE_DEF = false ) r/ Z0 N( X7 e" M! @) y! i; t
- # Show HP meter?
6 z. z# O( e+ @! r( I - HP_HUD = true
( O6 O4 P( d* Y8 V. Y* o$ p - # Position of the HP border7 D2 n; f1 Y: x' T! u( T$ `2 t
- S_BORDER_HP_METER_X = -2+ r6 {- V3 l* z# F" y- A
- S_BORDER_HP_METER_Y = -2
" V* Q$ n+ G" k, {6 m8 j! w) B - # Position of the HP meter7 R) h/ h4 Z& Q6 ~0 ?
- S_HP_METER_X = 0& L) k9 d( M/ n( X# Y' S# G
- S_HP_METER_Y = 0
9 M- }; w! b% C& n0 H - # Show SP meter?
( B* n7 \" F6 { Y - SP_HUD = true+ G$ u: k. p$ w' |# K3 f, [9 H
- # Position of the SP border
. J3 J) ~$ Z: f1 U3 K2 i - S_BORDER_SP_METER_X = 0
2 c4 L4 [) N' h& m3 j - S_BORDER_SP_METER_Y = 10
- S. M. d7 C# ?4 q, ^8 f3 W, Q# h - # Position of the SP meter$ t5 P0 o! d% @
- S_SP_METER_X = 0
" i' {; `( ?& P - S_SP_METER_Y = 109 d% q0 R7 D# W' g: Y6 E
- # Switch to disable the HUD( ]3 X4 Z, r* j# a) E1 ^# q: l% ^
- DISABLE_SHUD_SWITCH = 52 Q3 f( g' Y$ G& p# A
- RANGE = 20
9 J: i. B+ ~: h" w2 ~& w. Q - end
P @, s C, v - #===============================================================================
/ l6 `& n# @: f+ }% R* i - # S Hud
! A. A; o- Z) ` `6 R/ G; }, ]2 m# [7 O - #===============================================================================0 Q7 o N6 C9 ]: K6 a
- class S_Hud < RPG::Sprite6 \/ h. H1 s& b" U
- include MOG/ d! W% E: L4 l9 [# X# L& i- r5 `# V
- #--------------------------------------------------------------------------
: [3 b4 c$ I# {& o5 C1 \ - # * Initialize. a$ ^. ^$ J+ P- H9 v1 p
- #--------------------------------------------------------------------------8 r( \4 _! b- \/ B1 g
- def initialize(enemy,viewport)
- F# I3 E- V/ k - super(viewport)
" S+ k, D' e/ s# s+ B$ c - @enemy = enemy4 g- ^, R1 X; c5 q+ o8 `
- @battler = @enemy.battler
2 a0 `' m# P9 i, q e' N1 }: d - @old_hp = 0$ r; L' ^ F# w
- @old_sp = 0
( e/ M- u# @7 C6 C+ V( {, f) q - @old_vis = false$ A0 q' L$ K! \/ x( R5 \0 ^
- self.bitmap = Bitmap.new(100, 100) c e) d6 d% V% @& `
- self.visible = (VISIBLE_DEF)#false
3 ]( w2 u. o! g4 Q. |- O z2 k1 r - self.z = 100
, r/ H6 T7 G8 U, ~" b# _, Y - #HP Border -------------------------------------------------------------------
5 d- C3 K2 s- j4 t - @layout_image = RPG::Cache.windowskin("S_Border_HP_Meter")- p3 C* K! G {$ I, M
- @layout_bitmap = Bitmap.new(@layout_image.width,@layout_image.height)# M0 v1 Q V. x5 P0 ~7 y2 f$ J+ H
- @layout_sprite = Sprite.new- M$ H6 q. q1 g
- @layout_sprite.bitmap = @layout_bitmap/ i. ?# Z. M8 o
- @layout_src_rect_back = Rect.new(0, 0,@layout_image.width, @layout_image.height)% h( Q6 Z5 c9 W7 i
- @layout_bitmap.blt(0,0, @layout_image, @layout_src_rect_back)
9 L& T* u- M0 _2 J$ @' I - @layout_sprite.z = 5001) `* X2 D- i1 |8 v2 x# ~* B& j
- #HP Meter ---------------------------------------------------; D6 Q. Y: w0 b0 ^4 K
- @hp_flow = 0
2 x' s+ j# u4 b, N. ? - @hp_damage_flow = 0
7 q+ |6 J6 Q" G* ^+ ]3 G, g w3 O3 J - @hp_image = RPG::Cache.windowskin("S_HP_Meter")
& Y C, S3 }/ L8 z; [ - @hp_bitmap = Bitmap.new(@hp_image.width,@hp_image.height)
6 `- p( o; E- Z9 {. J7 l - @hp_range = @hp_image.width / 3
, D) N, Y% X$ m. } - @hp_width = @hp_range * @battler.hp / @battler.maxhp : y/ j- v- P' X9 f$ f
- @hp_width2 = @hp_range / 2: F& a$ O4 E" m G1 Z" B
- @hp_height = @hp_image.height / 2. U! g: E1 O9 y) V5 c
- @hp_width_old = @hp_width* m; Y9 j0 o) |" m7 i/ l9 D p* d
- @hp_src_rect = Rect.new(@hp_range, 0, @hp_width, @hp_height)2 e& X" m9 q: L8 ~
- @hp_bitmap.blt(0,0, @hp_image, @hp_src_rect)
7 {2 P' K+ q! ?% W5 Z, b u' O$ | - @hp_sprite = Sprite.new2 Y; f5 N/ T( r9 F$ k
- @hp_sprite.bitmap = @hp_bitmap
1 b% J$ X. ]; [% w- o8 B# L - @hp_sprite.z = 50025 R( ] d" d. _$ f- _8 E# N
- #SP Border -------------------------------------------------------------------
- l' z' A5 y& l. T. r6 d% }) r1 ` - @layout2_image = RPG::Cache.windowskin("S_Border_SP_Meter")2 l) p& m7 _( Y
- @layout2_bitmap = Bitmap.new(@layout2_image.width,@layout2_image.height), e8 t7 ^6 ?, z/ M) O
- @layout2_sprite = Sprite.new4 ~9 q8 B: o( h6 e9 f5 p% q9 x
- @layout2_sprite.bitmap = @layout2_bitmap( C! A X: m7 g" v( G
- @layout2_src_rect_back = Rect.new(0, 0,@layout2_image.width, @layout2_image.height), J3 N& v; |" @/ U7 a$ k
- @layout2_bitmap.blt(0,0, @layout2_image, @layout2_src_rect_back)
: i' x# q: l0 B- I, Y1 X+ G6 S- x - @layout2_sprite.z = 5001 $ S8 \+ F! l$ r, Z
- #SP Meter ------------------------------------------------------( g0 t+ L3 T5 e$ v5 c
- @sp_flow = 0( o4 c% O/ ^1 W1 x$ n
- @sp_damage_flow = 04 V9 {( n9 Q' K# O, Q) E' x
- @sp_image = RPG::Cache.windowskin("S_SP_Meter")
3 L9 ?( q; z/ i& Y& ?6 d; _ - @sp_bitmap = Bitmap.new(@sp_image.width,@sp_image.height)
6 v- K# q5 F5 N3 y - @sp_range = @sp_image.width / 3! k/ c, \# J( T& h. V1 s
- @sp_width = @sp_range * @battler.sp / @battler.maxsp
+ w* i7 E0 e9 V7 ~; ^. r - @sp_width2 = @sp_range / 2
7 c4 O, c% S) m b! r# F) t4 I3 b1 @ - @sp_height = @sp_image.height / 2
8 i. l" J& {8 }( G5 J$ s I - @sp_width_old = @sp_width
4 T' P' A0 K4 k7 F - @sp_src_rect = Rect.new(@sp_range, 0, @sp_width, @sp_height)
3 \ |1 r3 }+ g% k, ]5 y - @sp_bitmap.blt(0,0, @sp_image, @sp_src_rect)' K" n7 p. a! O
- @sp_sprite = Sprite.new% z, ~# U. h# J; n0 }
- @sp_sprite.bitmap = @sp_bitmap
: p+ R7 O. }+ x" |$ H* g* d! ]3 F - @sp_sprite.z = 5002
, e# ^3 o, T5 C7 a2 X4 F4 N# w - update
9 m9 o' _6 V3 Y* K# A - end* M- t! a/ X: s
- #--------------------------------------------------------------------------
9 V# K" O$ B( ?# L: U3 U - # * Refresh
" e; P+ m! \; D - #--------------------------------------------------------------------------
1 b/ p3 t& p1 Y) s3 J - def refresh
6 U8 b: ^" t; H) g% ~+ b9 _; I - return if @old_hp == @battler.hp and @old_vis != self.visible Z6 Z4 y4 B. T( v, ]
- self.bitmap.clear3 x; b8 `: K/ t3 \- J2 z: n l8 k
- @old_vis = self.visible) X+ L* R0 F+ {* M% o2 T
- @old_sp = @battler.sp
# u) p! Y3 d& I. h; x6 g. Q/ H - @old_hp = @battler.hp; y6 F4 h* l$ d4 O
- hp_flow_update
1 s' I9 e' T4 _ @" }: C( X - sp_flow_update N/ L" B4 @' K' } ~% F1 d
- hud_pos_update+ W* p% p+ F6 H
- visible_update( V; g8 r1 D# P2 _# v( T+ H$ @; I
- end
- a0 _, g) L3 l% W - #--------------------------------------------------------------------------
: h: _8 Y0 I- z5 c: G1 p: j! q - # * Dispose
0 k& U& d$ W& @) k5 C" B0 K - #--------------------------------------------------------------------------. v3 D: @! u( P4 r! y
- def dispose$ E2 s6 L' B6 L$ }
- #HP Meter Dispose" {9 e% V& o0 u4 G
- @hp_sprite.bitmap.dispose
+ J0 I) T- c& I/ K6 c - @hp_sprite.dispose) j2 f) E8 a. t. ?3 o S
- @hp_bitmap.dispose$ |7 c! ?- }3 ]
- #HP Border Dispose
7 C# E- d8 m7 S3 [9 H& Q: r - @layout_sprite.bitmap.dispose: S1 H6 ]6 }. ?
- @layout_sprite.dispose
! m' O: F# ], }& m F0 h4 A+ \6 B - @layout_bitmap.dispose
- V; |% R! `( q* f1 R1 R - #SP Meter Dispose+ C" Y y1 G/ ~# K$ f: M
- @sp_sprite.bitmap.dispose
, D- B5 _; i& f; \ - @sp_sprite.dispose" R6 H1 X, d2 Z- i# Q; l) m
- @sp_bitmap.dispose7 D9 w" v3 e K
- #SP Border Dispose
! U2 w7 f! m0 D - @layout2_sprite.bitmap.dispose
: |+ Z+ _/ s% n - @layout2_sprite.dispose
7 O: x" p T. i' n# @* A P2 ? - @layout2_bitmap.dispose
% I8 R# s" ], M9 i5 F: h - end
9 u4 M- l, Z+ L# U- ~! i - #--------------------------------------------------------------------------
: N" S( \) V' G - # * Update" ^% U( Q J! n- {4 q7 [/ W a c: P
- #--------------------------------------------------------------------------4 E' m5 A$ Y+ Y# [" J
- def update4 `* K2 p t5 e. ~ N
- @battler = @enemy.battler 2 z1 n9 B5 C0 D% D6 i) n
- return dispose if @enemy.dead? or $game_map.events.values[@enemy.id].nil?
f) \: I$ ~6 u" p* i - if self.visible2 P+ \0 k0 {; W% F) D8 c
- refresh& i9 {( Q* w* @, [* c9 V
- else
$ m3 D- p& }, a - self.bitmap.clear/ h4 q i- @& c3 r! ]9 v
- end
" R- e' {2 ^9 O - end
/ _1 y ^3 F: O$ C' o - #--------------------------------------------------------------------------
: P6 }; g4 @. S6 }* \. R9 G! s - # * Visible Update5 e/ V/ ?2 D' ` W
- #--------------------------------------------------------------------------
0 r, t2 Y# t' T+ c8 L V0 X) { - def visible_update# B! }) Q2 ]3 d2 O
- if $game_switches[MOG::DISABLE_SHUD_SWITCH] == true, Y: l: Y5 E5 g- e7 q b9 {
- @hp_sprite.visible = false
+ W" r2 y4 g ^, Q$ i2 k% w - @layout_sprite.visible = false
/ P$ f6 s6 \+ _4 z9 @: _ - @sp_sprite.visible = false8 Z9 F8 y% X5 W
- @layout2_sprite.visible = false9 u9 _5 N, R( p
- else: N& e! i) _! ]) V
- if HP_HUD == true# U4 p5 q" H i3 F9 e' h
- @hp_sprite.visible = true
, V) f* G) t) }9 o2 I - @layout_sprite.visible = true3 K$ S5 r! W& W: V/ |4 P
- else
; e' `( e+ e) F) s9 ]5 w- N5 a - @hp_sprite.visible = false9 O+ S, K& S' a+ W L
- @layout_sprite.visible = false+ ?; q1 a5 ]9 K% |2 ^
- end : j+ \% R% g- v0 { M8 A% {
- if SP_HUD == true# P+ J2 ?& f9 [6 T! ^
- @sp_sprite.visible = true
( l2 ?" V9 Z% f- F/ P8 d - @layout2_sprite.visible = true
! @) W! P1 q4 c5 e2 Z - else
2 B: F0 s2 e, W( N n - @sp_sprite.visible = false, n5 a: f( C7 T" b3 T7 \5 `3 V6 w
- @layout2_sprite.visible = false: K/ S* p- H4 p7 n; M
- end , j$ W: M F# u7 b# O+ G! L
- end 6 {# `) r6 u6 a. S* `) ^
- end ' |9 i1 x* u" X. o) x4 k( b
- #--------------------------------------------------------------------------. K4 B6 M+ _0 f' y$ d
- # * Hud Pos Update
4 H: d0 v! U9 f) t( N - #--------------------------------------------------------------------------
/ I$ t) ^- E- s" v: E( P - def hud_pos_update# p. C4 D+ e* M6 ]1 A/ c, L- G
- @hp_sprite.x = self.x - @hp_width2 + S_HP_METER_X* N, b2 ]6 y0 M) ]
- @hp_sprite.y = self.y + S_HP_METER_Y
0 F8 }/ Q3 x5 I1 Q, _ - @layout_sprite.x = self.x - @hp_width2 + S_BORDER_HP_METER_X
N# m. t/ p7 Z1 y) z c1 @( I4 e1 i - @layout_sprite.y = self.y + S_BORDER_HP_METER_Y
, u# n' D: W: F$ @. }- `3 w - @sp_sprite.x = self.x - @sp_width2 + S_SP_METER_X
# ^/ x( y |' O+ ~( H8 C - @sp_sprite.y = self.y + S_SP_METER_Y ! G/ X6 L" O8 c7 b `
- @layout2_sprite.x = self.x - @sp_width2 + S_BORDER_SP_METER_X; `# Z; L; p1 m# @2 w) ^8 N
- @layout2_sprite.y = self.y + S_BORDER_SP_METER_Y
9 t) d3 l, ?3 r4 ]1 m1 Y4 ? - end / Z; L7 B+ s# F6 N2 W, \
- #--------------------------------------------------------------------------
! v3 h) m8 R7 }$ X" \! V& B4 O - # * Hp Flow Update4 o$ ^- x' Y1 J# A3 ]1 i( W
- #--------------------------------------------------------------------------
3 W/ y9 X0 o' I- W$ x' ` - def hp_flow_update7 s) F# {: u: M$ h2 ~) h2 J5 d
- @hp_sprite.bitmap.clear$ P2 x; L5 [/ o, x' p3 g' Y/ F
- @hp_width = @hp_range * @battler.hp / @battler.maxhp 3 E8 X# O$ G, |
- #HP Damage---------------------------------
8 P$ p% U4 ^4 d& z; V - valor = (@hp_width_old - @hp_width) * 3 / 1008 U" B. ?: @" q0 G3 n* m7 V$ b2 `- I+ Y- X
- valor = 0.5 if valor < 1 ( V. L6 \4 Z; G( W; ]6 H8 }
- if @hp_width_old != @hp_width
- C2 `. \# @( f; d+ ~2 t - @hp_width_old -= valor if @hp_width_old > @hp_width + J5 |- p& `% s/ u1 O
- if @hp_width_old < @hp_width 8 d8 s; Z, Z d1 Q: _
- @hp_width_old = @hp_width5 M+ y- p/ K% \$ d5 v
- end " i9 Q# u! f" d5 s, a, \
- @hp_src_rect_old = Rect.new(@hp_flow, @hp_height,@hp_width_old, @hp_height)
9 y; D6 X3 X& i) ?. M+ t* p - @hp_bitmap.blt(0,0, @hp_image, @hp_src_rect_old) / N1 t0 R" }; H0 M4 S; k/ K
- end + R1 v, |0 b9 _3 ?
- #HP Real------------------------------------
8 \. s: y; g% r - @hp_src_rect = Rect.new(@hp_flow, 0,@hp_width, @hp_height)$ k# i1 O( p( s3 H4 [, f
- @hp_bitmap.blt(0,0, @hp_image, @hp_src_rect) 5 m. n. u3 E7 N2 x' g( Y
- @hp_flow += 2 1 _0 K7 q' m, H1 u
- if @hp_flow >= @hp_image.width - @hp_range
( C' J0 ?- N- w6 A% _ - @hp_flow = 0 . n& c5 A0 f! \+ t" |6 e7 H
- end
, g; S0 r0 J3 p* x/ P - end # `+ c! p+ T# n
- #--------------------------------------------------------------------------- s2 n+ D4 i. j+ p. T
- # * Sp Flow Update( o6 H: P2 ?7 W# d9 `8 M4 `# ?/ p
- #--------------------------------------------------------------------------
) n: Y$ J- r; X. J* {; L - def sp_flow_update5 o; p0 b5 N4 q/ W
- @sp_sprite.bitmap.clear" v: q, _) P8 o9 e% M7 n3 l) K3 d8 R
- @sp_width = @sp_range * @battler.sp / @battler.maxsp
8 ~9 e9 S$ H% G3 U1 t2 e' {" r6 F' [ - #SP Damage---------------------------------
$ N0 r# S' b) ~ - if @sp_width_old != @sp_width
Z2 f* x- E4 A. [ - valor = (@sp_width_old - @sp_width) * 3 / 100
/ u. \0 h) W7 s; t1 h% [1 P - valor = 0.5 if valor < 1 6 N" m3 q( o- ?! {1 e1 _. `
- @sp_width_old -= valor if @sp_width_old > @sp_width
8 e# ?! M" n) m% u* j - if @sp_width_old < @sp_width
, h" F( A6 [) E& U* H9 h6 t O - @sp_width_old = @sp_width6 p4 E k$ G# V* @7 P
- end ' e' w- o8 D. D
- @sp_src_rect_old = Rect.new(@sp_flow, @sp_height,@sp_width_old, @sp_height)
M9 ?# [; [% Q - @sp_bitmap.blt(0,0, @sp_image, @sp_src_rect_old)
1 {2 k3 f0 j" l8 w; U" p9 @ - end1 c% Z; P0 ~9 y A
- #SP Real------------------------------------2 c8 n! x( [3 S: v2 |0 @) L
- @sp_src_rect = Rect.new(@sp_flow, 0,@sp_width, @sp_height)6 ]: M- D# n8 Q5 b1 Z: [* I( o: ]
- @sp_bitmap.blt(0,0, @sp_image, @sp_src_rect)% S8 F ~: g7 q' `
- @sp_flow += 1
! U" o$ e1 i. ~ - if @sp_flow >= @sp_image.width - @sp_range
' O1 t1 S2 R& M9 @' T7 Q - @sp_flow = 0 # ]6 D# l$ t+ ?9 V
- end
' O+ K! g# O9 ^+ Z6 D, g1 l - end # S1 F4 \, a( A( U2 Y
- end) A. F6 }# A; T! M4 Z( A- }2 H
- #===============================================================================
: Y) ~8 }/ G: x: f' A - class Sprite_Character < RPG::Sprite
+ z$ |" T5 X5 e - #-------------------------------------------------------------------------------
" X, f0 a, ^3 J' A5 x - alias :xas_emini_hud_init :initialize- ? h) f% {0 d; h
- include MOG( ~4 \2 x2 D. g0 g, P. H. i) u
- def initialize(viewport, character)% f; D; K/ t+ G7 V& H) r8 g9 D
- xas_emini_hud_init(viewport, character)5 D6 g9 B a7 o8 c, R5 z! h2 @9 b! X$ g
- @viewport = viewport
. i- f. S# w# |0 X) Q$ Z - return if @character.battler.nil?/ r4 P I) {, i j0 j' h. Q" `/ o
- return if XAS_BA_ENEMY::ENEMY_OBJECT.include?(@character.battler.id)# ^) V' X/ T( R- P) }$ {- p
- return if XAS_BA_ENEMY::ITEM_ENEMY.include?(@character.battler.id)+ Y9 p& `+ W# L
- return if @character.battler.is_a?(Game_Actor), a/ i' @" L$ k! x: x! G5 U
- @bars = S_Hud.new(@character, @viewport)
( c/ T7 W- s# S5 c" F* d - end
0 n. h7 ~ j0 a' o+ F' q& ]; f7 u - #-------------------------------------------------------------------------------4 W) |6 R/ x/ i5 ]( k2 L) z
- alias :xas_emini_hud_up :update
% Y x# T( c: G' I( ~7 G% C - def update
5 C0 Z) r* k- ] - xas_emini_hud_up4 S& U$ L7 z; v9 X. M5 b$ D5 X
- return if @bars.nil?
' e$ O) u; e3 e, B - return if @bars.disposed?
# U$ ~" V( J/ U3 X; n" x - dis = ($game_player.x - @character.x).abs + ($game_player.y - @character.y).abs
. Y [" | h f+ P0 v# Q/ T - @bars.visible = (dis <= RANGE)
( w6 f8 Z) c& i2 X: a" g O - if @bars.visible
) X$ G5 s3 v: h- |3 A - @bars.x = @character.screen_x# - @cw / 4/ l5 Z, b- K) D& m9 d m9 B6 l
- @bars.y = @character.screen_y# - @ch / 42 T4 S" U- Z( ~8 a: f& F. v
- end; j; ^! \, ]( [7 k* F2 O( i% Q
- @bars.update
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- #-------------------------------------------------------------------------------
) H2 R7 g5 f# l' W' A5 c2 B - def dispose
7 Y! M* `9 @3 ?# v5 u - super
% z: ~* K' w. q4 U i0 \: o7 J - @bars.dispose if [email protected]?
- z7 J! M1 X1 Q* n( G - end0 |/ c# I6 T. E
- end% D& K, H. S9 ^ |; s. n4 d
/ v1 [* D w+ H' D- $mog_rgss_s_hud = true
复制代码
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% l9 N) q9 T9 I1 |. w1 [' v上面所說出錯的203行內容為
# M) p) O( i: {% P@hp_sprite.bitmap.clear
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想知道怎麼解決9 o$ D+ y5 Q- B& S; l4 B3 y
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該腳本支持3.82
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3 R: d8 r" U4 m, p' P7 q6 s- \; f- r- H下面是圖檔,要塞在Windowskin下$ k' S$ `( o1 U6 g) x
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S_HUD_Graphic.rar
(12.36 KB, 下载次数: 49)
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