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這是我將官網的S_HUD修該而成的怪物血條# R2 J! J* @0 ?& A% |( ?7 ~* i
會在每隻事件怪物的腳下顯示 B/ `: H$ C6 f U
問題是不知道為什麼( X+ o. R! a# H5 L
有時打怪打一打會跳出
( E0 _3 R# c/ ]! ~' M, p---------------------------
9 [6 z8 T/ s* o! k$ W eXAS' p6 Q! o ~& l
---------------------------
9 \& N+ d' h" a" A. e3 y# ~脚本 'MOG - S HUD' 的 203 行 发生了 RGSSError。$ b; {; R" s7 ^2 X% L0 u; b. N
* P% \; b+ b6 x
disposed bitmap: E6 L, |% X& s& |1 Q
---------------------------% S9 _2 R4 I, Q
確定 0 Y1 F2 x, F1 n& ~, R! `
---------------------------3 H% k. p5 v" ^9 u
& Z9 l9 q3 ^9 l4 [5 U* e這是腳本: g7 M" C9 N0 Q; o3 p: E* N
" v. y4 l T! I+ o7 C- #===============================================================================
5 T8 v$ `/ t J: X$ H3 P9 ] - # MOG - s Hud 1.0 3 R$ ~$ [: G; q' q! p$ `% h
- #===============================================================================- Y8 \0 } ?+ `2 k
- # By Moghunter
: b9 J% s1 g$ l - # http://www.atelier-rgss.com
1 z5 K {: H8 X" e& Z/ Z' n! b1 v0 I - #===============================================================================
4 Z ?. h7 p" m3 ]# { - # Translated by Calvin624
# b2 r; r% e. i - # http://www.xasabs.wordpress.com
& r1 ]. \) E0 i. a' H - #===============================================================================
2 e$ q0 F. m1 @5 ?# Q0 W* ^5 K - ###############################-DESCRIPTION-####################################& o) n/ E6 R; [ I( U8 `; i/ T
- #===============================================================================
, h6 n' X. H4 I$ F2 J - # Personal HUD – displays the HP and SP below the hero.& D/ ]# Q: P0 U' o
- #===============================================================================7 ]8 d, V* |: o; V& A: L& T. [
- #
! q6 v; V) v# t, _0 g1 `6 U - # Graphics required:7 z2 d$ R* ]5 u# s" X* x
- # & e5 W( r/ ]# L: e- J/ q
- # S_Border_HP_Meter.png' ?- g; f1 D# F" i6 b
- # S_Border_SP_Meter.png
% F& O! K; [3 t9 u4 o( H - # S_HP_Meter.png
+ y7 F) Z: D n( k- ~: G5 b - # S_SP_Meter.png
* Z: F% B) y, | m } - #
[" i1 A7 G5 P% Q - # All images must be in the Windowskin folder.8 z) D9 b6 N1 U9 a) Q: h+ |% Y% o' G
- #
: b( R: Q2 U- M3 J8 U! U - #===============================================================================
: {/ ^& [: M# m( \5 Q - module MOG& L) I/ r+ R; n1 Q
- VISIBLE_DEF = false
3 s1 D! j8 l. \* w: y, z( f - # Show HP meter?; c7 ]; |* b' w0 c9 ]
- HP_HUD = true+ B$ d+ u0 x) W7 F6 y5 k: @& a# `
- # Position of the HP border" |$ x$ X3 \3 Z( s" m
- S_BORDER_HP_METER_X = -2
; q; O9 g- _8 K" E1 q5 Z4 d5 P, B5 } - S_BORDER_HP_METER_Y = -2 - N- R l$ y/ W% H& K' R, y
- # Position of the HP meter
6 ^3 U. {$ F6 x0 U, J3 _& s' \# \ - S_HP_METER_X = 0
& K- }6 n3 n( @) L: x: V: z- v# A$ B - S_HP_METER_Y = 0
( R6 N6 @9 Q+ M; H1 K: K- X - # Show SP meter?
: I/ S# i' X8 f9 V5 N - SP_HUD = true; m! o' u; Q8 M+ p$ f# ?8 L
- # Position of the SP border: u( T3 @* D( }* m
- S_BORDER_SP_METER_X = 0
. [2 Z1 k& e# n6 h W4 g: v - S_BORDER_SP_METER_Y = 10 4 f7 m, @* @* g6 Q1 O8 ^7 H
- # Position of the SP meter
7 z: P' c6 x* a0 L# p: D" L - S_SP_METER_X = 0
# G* a3 ~( d# o1 y6 p& W' w - S_SP_METER_Y = 10+ C6 A* G# m% N, l
- # Switch to disable the HUD
: {& g t) g, a, I6 r& [ - DISABLE_SHUD_SWITCH = 55 f" A0 R4 ^* y6 M i
- RANGE = 20
, }# @$ q: F" L, X6 L - end
6 Q7 T" H I& w - #===============================================================================
* s( W1 }6 _4 R# t8 s4 E/ l" Y - # S Hud
( g( q. m, F! z5 {# D; ]4 y - #===============================================================================
3 U' A2 I0 j0 T" O) t8 ` - class S_Hud < RPG::Sprite7 t9 b* e2 C- N& [$ @+ _* K7 E$ s
- include MOG+ X/ L; t- ?5 Q l ?( ?1 T$ t: J
- #--------------------------------------------------------------------------* t& a& t" w A9 M8 X& g
- # * Initialize
( C' B! l* O& m$ E - #--------------------------------------------------------------------------) S5 S' t3 B u, x* C
- def initialize(enemy,viewport), W* j* `& ?7 U$ J: G9 z
- super(viewport) ! J/ m' U9 Z8 R# E/ Q' r
- @enemy = enemy& |4 K) K% W O
- @battler = @enemy.battler
# [9 {' a6 i( s: _8 S - @old_hp = 0/ O9 z, H% V3 \! |( G
- @old_sp = 0
* v! |$ c m& F" v3 p% @! Y - @old_vis = false
( K3 ?, ~' U3 p( U6 b1 K - self.bitmap = Bitmap.new(100, 100)
+ Q6 ^* v0 A- e7 o$ o - self.visible = (VISIBLE_DEF)#false
$ h5 X- A# H& c- v5 s - self.z = 1003 X" t% G: `0 ^& b, U8 u
- #HP Border -------------------------------------------------------------------+ I% q S$ {+ A- {! m
- @layout_image = RPG::Cache.windowskin("S_Border_HP_Meter")
* O# J0 q3 `' w5 j, `, t; o6 l - @layout_bitmap = Bitmap.new(@layout_image.width,@layout_image.height)
9 C8 ?5 m2 t$ C* W- ^+ m# r: i - @layout_sprite = Sprite.new
0 |+ {. B+ H! w( D - @layout_sprite.bitmap = @layout_bitmap9 v2 `" c, O$ p) l- V( J& K3 |
- @layout_src_rect_back = Rect.new(0, 0,@layout_image.width, @layout_image.height)# h9 o: o* A% o- S. m4 |2 U; p
- @layout_bitmap.blt(0,0, @layout_image, @layout_src_rect_back)
/ W/ O U- x+ w( [) y; { - @layout_sprite.z = 5001
2 M5 r( L5 G2 t0 O% L - #HP Meter ---------------------------------------------------, k# i! C" p" O" A
- @hp_flow = 0' l3 J% T6 {8 W
- @hp_damage_flow = 0$ o& G; S" b& t# X8 t, ?. A
- @hp_image = RPG::Cache.windowskin("S_HP_Meter")
% Z$ H, u" z* @+ P - @hp_bitmap = Bitmap.new(@hp_image.width,@hp_image.height)3 v! @0 I0 o- b5 ]0 J* a7 b0 T% _
- @hp_range = @hp_image.width / 3) H+ b# t5 d5 V& d/ W0 D
- @hp_width = @hp_range * @battler.hp / @battler.maxhp
- h1 v* d1 R. V3 r& w - @hp_width2 = @hp_range / 2
. ^) G( V% J$ p/ P& e - @hp_height = @hp_image.height / 2
5 n& Q; H0 J) T3 B3 J0 ?6 N, n - @hp_width_old = @hp_width: |; X4 J* I( N( S5 Q5 I- _2 g% `
- @hp_src_rect = Rect.new(@hp_range, 0, @hp_width, @hp_height)# m5 q5 g% n& @2 A; O
- @hp_bitmap.blt(0,0, @hp_image, @hp_src_rect)
1 }* P6 r5 Z4 X9 y# L# p7 Y( R$ Y - @hp_sprite = Sprite.new$ S2 G" Z. X3 p" r/ m M" G- H% t
- @hp_sprite.bitmap = @hp_bitmap
: Y; ~- V' i \9 c6 R& i# D - @hp_sprite.z = 5002! _# p8 Z, C2 r. u S# f
- #SP Border -------------------------------------------------------------------
$ n( y% o5 H k: ~ - @layout2_image = RPG::Cache.windowskin("S_Border_SP_Meter")
# c% p' R& f5 C+ W: Q4 g! c; O - @layout2_bitmap = Bitmap.new(@layout2_image.width,@layout2_image.height)
& a9 `' Z9 j/ V - @layout2_sprite = Sprite.new
) S4 v8 |) x( K" K* r& K: M - @layout2_sprite.bitmap = @layout2_bitmap
|5 C, F3 E1 O: [2 J j$ x- u - @layout2_src_rect_back = Rect.new(0, 0,@layout2_image.width, @layout2_image.height)( k! i4 f; o" ~# w: k: a
- @layout2_bitmap.blt(0,0, @layout2_image, @layout2_src_rect_back)
" X A2 t' i% v1 C+ v$ J - @layout2_sprite.z = 5001 ) k6 [7 @( d& t. Z2 C s
- #SP Meter ------------------------------------------------------% |4 w; y7 E }% _3 X
- @sp_flow = 0
3 [- u3 c6 g1 p( D7 K) Y+ Y - @sp_damage_flow = 0! t$ \! F! c* n$ C D
- @sp_image = RPG::Cache.windowskin("S_SP_Meter")" [3 W4 c* N# D
- @sp_bitmap = Bitmap.new(@sp_image.width,@sp_image.height)8 m$ i, J9 o: b5 R# m+ z
- @sp_range = @sp_image.width / 3
; x2 j) _% I% h - @sp_width = @sp_range * @battler.sp / @battler.maxsp
2 {& V! w$ f! @ - @sp_width2 = @sp_range / 2
7 A8 z) ?/ f0 h6 z) Y! p5 A, ^ - @sp_height = @sp_image.height / 2
, h" k7 ~" y7 V- K$ | ~ - @sp_width_old = @sp_width2 X8 T' }& g1 D2 S- n- d) s
- @sp_src_rect = Rect.new(@sp_range, 0, @sp_width, @sp_height)
$ M2 |- ?% A4 F% ? - @sp_bitmap.blt(0,0, @sp_image, @sp_src_rect)1 n7 p: P& q0 q( Q# X H2 x
- @sp_sprite = Sprite.new
6 @ n0 t) h8 F/ U - @sp_sprite.bitmap = @sp_bitmap7 ]% K0 R C; ]% ~! O) |- T
- @sp_sprite.z = 5002
4 u$ d+ ^, g, ]/ C& T4 Q - update
' p$ w" F ]; ?' ]$ Q* W - end
0 E) W) f- |8 T; M" {; g! G - #--------------------------------------------------------------------------
. y+ E, C3 A' H- h! v. Q; M - # * Refresh$ a, `. v: @# h+ e( x
- #--------------------------------------------------------------------------
1 [4 T3 z4 n2 R0 M5 e - def refresh& b, i# L q* ^0 C( I
- return if @old_hp == @battler.hp and @old_vis != self.visible
7 b/ j0 c" W5 C% e - self.bitmap.clear7 b- u. N1 n Z U# d$ V! y9 r
- @old_vis = self.visible
1 l9 W# l" x( `. m) K8 f% z1 y - @old_sp = @battler.sp
8 o+ P& i& l2 p - @old_hp = @battler.hp
+ ?' |) p: U! n. V" ? t - hp_flow_update
& t& p, q- y5 {, | S - sp_flow_update( A4 e: k$ f& G; |4 E5 T8 O
- hud_pos_update
v- F2 G: i8 ~8 T1 y - visible_update
' D1 H# V9 u5 y% p# j, S - end- N- X, a/ D5 h5 E5 W7 `/ O
- #--------------------------------------------------------------------------
; F9 s9 |5 g0 a( M" w: k - # * Dispose
3 l# q7 \5 V/ o+ L& ?9 ~2 m' N1 ` - #--------------------------------------------------------------------------
& `5 V9 a. D+ N& h* Y - def dispose
) b. d( t9 X3 m( l - #HP Meter Dispose; e+ P% \- E0 b
- @hp_sprite.bitmap.dispose
( n; M/ \. F+ ]& U- z% b8 i - @hp_sprite.dispose" Y: n& e( I; f+ n
- @hp_bitmap.dispose
4 d' {2 t. [# n7 e - #HP Border Dispose
k4 c$ I7 A7 G0 W3 | - @layout_sprite.bitmap.dispose( c, o5 i1 ]5 J
- @layout_sprite.dispose6 j+ M8 m: B/ ]2 e' v; F9 U. v
- @layout_bitmap.dispose" \' e& Y- E9 D; z, l' p$ |* G
- #SP Meter Dispose. d6 C$ O& o5 L
- @sp_sprite.bitmap.dispose
. X' s( H: J# x3 v - @sp_sprite.dispose
* O; H+ w2 m: x+ x - @sp_bitmap.dispose
9 N9 D1 Q3 d1 @ - #SP Border Dispose
2 g+ R2 P3 j2 C- a3 l - @layout2_sprite.bitmap.dispose
. ^7 ^0 `$ x. O U) e- X - @layout2_sprite.dispose
' P/ Y: k5 p3 X4 u& Y# d% @6 ~ - @layout2_bitmap.dispose
* C4 V( j3 k, z - end
4 _; y, }" f0 j7 U. [ - #--------------------------------------------------------------------------
" q8 P+ R' O7 t# [0 n - # * Update& V7 s! S( u% K- q8 z4 t
- #--------------------------------------------------------------------------
9 L1 ^% E5 `3 I1 O' s' V& r - def update" H6 C0 _" [$ @# l
- @battler = @enemy.battler
l* b* s% j6 q4 o( h% L% F: x- b - return dispose if @enemy.dead? or $game_map.events.values[@enemy.id].nil?, j4 r4 z) H3 A
- if self.visible. G& w# n# m/ n
- refresh" e. a8 H8 q8 u+ T6 P
- else
: f+ w" W2 I" Y. s& d' n7 S1 b0 k - self.bitmap.clear
9 k. c1 g0 Y, l# ^/ @/ z - end3 J: b5 p6 ~+ p8 K G g
- end/ Q# k! L8 w1 w i( n
- #--------------------------------------------------------------------------# ?$ X7 O3 A q5 G+ `3 Q7 H
- # * Visible Update
6 j; W9 y: p* D4 o& ]$ J! o* _ ` - #--------------------------------------------------------------------------3 M' F# H( }4 n0 @7 g5 J7 N
- def visible_update
% L5 T7 y5 {' D/ F5 u - if $game_switches[MOG::DISABLE_SHUD_SWITCH] == true" i0 v6 T' }& H- `# b9 g7 ?
- @hp_sprite.visible = false
& c5 h5 U$ a/ D; @5 O0 j! X2 { - @layout_sprite.visible = false
% \, j0 |+ |. ]' T0 @7 t - @sp_sprite.visible = false, ]$ o) m* M R( M) k" g2 f% w& ?
- @layout2_sprite.visible = false6 e+ ~, ^; Q4 _% [5 l8 R1 {1 z: m6 y
- else
9 h; A" S3 z0 `. [2 p7 X; W - if HP_HUD == true
9 F, P( j) T( V3 J& y; Q1 t& q: ]1 | - @hp_sprite.visible = true
S3 `8 n0 i$ b. q6 A$ d - @layout_sprite.visible = true
, w# k/ E) w8 s2 J1 \ - else, o( \! L1 H$ ]6 w# |# E$ E) u7 ?
- @hp_sprite.visible = false" K( I/ Y6 f9 i
- @layout_sprite.visible = false
; P% I3 a6 l9 v8 H5 q - end . g! F5 X( K b) |# m5 n. Z
- if SP_HUD == true
+ H1 @% p8 A% {/ [; P b9 P ` - @sp_sprite.visible = true: D; G H: d7 @4 ~2 t
- @layout2_sprite.visible = true
" d1 R6 E2 F6 }9 J% J+ |) s - else
; i' w" B: E3 l5 }$ A+ T9 b6 n) A - @sp_sprite.visible = false; W! J& \5 O7 w1 F9 [! O2 A
- @layout2_sprite.visible = false( C, z- ]$ u+ S# @2 E/ F# L
- end
: G. G* g8 C7 f9 O - end
( M( c2 P# u2 B" L - end
* Q# Y( e3 G2 ^. B - #-------------------------------------------------------------------------- s9 v/ W; k; Z
- # * Hud Pos Update2 C2 V3 Y" \- u/ F
- #--------------------------------------------------------------------------
, R. e. N% h8 P/ j/ A3 ~ - def hud_pos_update
; t0 `5 I+ k( ]9 c' O - @hp_sprite.x = self.x - @hp_width2 + S_HP_METER_X
' a( [* @" u) Z9 V! S - @hp_sprite.y = self.y + S_HP_METER_Y
: H8 r% E7 | ^3 q q$ r - @layout_sprite.x = self.x - @hp_width2 + S_BORDER_HP_METER_X
( i9 T& ~! ^4 g1 Y2 w+ `: `! E - @layout_sprite.y = self.y + S_BORDER_HP_METER_Y 9 ^- i, O+ g. x
- @sp_sprite.x = self.x - @sp_width2 + S_SP_METER_X
J; X; d" ~$ g - @sp_sprite.y = self.y + S_SP_METER_Y 4 u+ x. w7 B7 M. j/ A& \0 D
- @layout2_sprite.x = self.x - @sp_width2 + S_BORDER_SP_METER_X4 C' t$ _3 Z( ?
- @layout2_sprite.y = self.y + S_BORDER_SP_METER_Y
: W% }% o6 Y$ g$ \2 p7 A+ p - end
) x1 `; Q2 y6 x! n - #--------------------------------------------------------------------------, s }/ F# N" A8 _9 r5 ^, J
- # * Hp Flow Update" @* E- Y3 H0 T: a9 J$ \# u+ j
- #--------------------------------------------------------------------------+ R5 |$ Z Z. v
- def hp_flow_update
$ _& g3 A9 o1 ~# F7 v3 i% y; i' \ - @hp_sprite.bitmap.clear
$ I/ K7 ?% S; _ - @hp_width = @hp_range * @battler.hp / @battler.maxhp ) g1 v& w' j, X% Z3 F6 b. d
- #HP Damage---------------------------------
3 |# B# O2 ^9 L - valor = (@hp_width_old - @hp_width) * 3 / 100
j# D# ?' ]8 ~3 i! q8 v - valor = 0.5 if valor < 1 2 ]; x8 }5 t* A" n3 c5 z! h
- if @hp_width_old != @hp_width4 g: B5 ~- F# c7 [0 ^+ k
- @hp_width_old -= valor if @hp_width_old > @hp_width
F* O) a0 Z* @9 {7 v% b. | - if @hp_width_old < @hp_width
, E: p3 F: I1 A$ Z( {2 B - @hp_width_old = @hp_width
( b$ `5 _) ^0 w2 p* ?" F# `" H - end 5 Q, d2 m- _% s" r! g" l \
- @hp_src_rect_old = Rect.new(@hp_flow, @hp_height,@hp_width_old, @hp_height)
) J) }3 y& y! H- i8 E1 m - @hp_bitmap.blt(0,0, @hp_image, @hp_src_rect_old) 7 {8 a/ W7 {( e8 [& y* h
- end
. V8 N! D$ t- b - #HP Real------------------------------------
4 I2 v' P- v" x% n& B+ `0 h& b1 M+ b - @hp_src_rect = Rect.new(@hp_flow, 0,@hp_width, @hp_height)
7 I8 y, F1 y G - @hp_bitmap.blt(0,0, @hp_image, @hp_src_rect)
( c% H# _. C2 ^& w: {1 ` - @hp_flow += 2 0 c7 y7 h, v( d* V1 R- X+ C
- if @hp_flow >= @hp_image.width - @hp_range
- O1 @" _+ O e k - @hp_flow = 0 ( ~6 C0 U6 U5 r+ H; D! i
- end
; d1 E0 c' ]* S4 m- }4 K& U - end 1 j6 s+ R- X& X. R. i/ z2 S; [4 s
- #--------------------------------------------------------------------------7 v0 F. W' B* g
- # * Sp Flow Update9 Q9 t( a( D8 q" }# k7 y& J
- #--------------------------------------------------------------------------
4 h4 E" {# G& n4 Z - def sp_flow_update
+ f* l' ~ v L( [3 j6 S \% ? - @sp_sprite.bitmap.clear
; h! ~. b; j$ }* O - @sp_width = @sp_range * @battler.sp / @battler.maxsp
6 x* {+ ~2 s# K# b: } - #SP Damage---------------------------------; f1 x1 ^ ]* B9 V
- if @sp_width_old != @sp_width
( y' R' t7 N, R$ F, `$ r! | - valor = (@sp_width_old - @sp_width) * 3 / 100
+ U6 C! n5 ~. E1 X* M) b) \3 D - valor = 0.5 if valor < 1
G0 V: N' y% s3 R. } - @sp_width_old -= valor if @sp_width_old > @sp_width 7 r5 u( E+ B& J- j1 \& J
- if @sp_width_old < @sp_width
: i. Q9 L; w. C3 b - @sp_width_old = @sp_width
7 Q; g$ C3 m" E& F# M/ `: c - end
4 M1 g* s" s# y/ I2 j6 @7 J - @sp_src_rect_old = Rect.new(@sp_flow, @sp_height,@sp_width_old, @sp_height)
. J1 b" d9 c1 B/ U* [ - @sp_bitmap.blt(0,0, @sp_image, @sp_src_rect_old) $ ]5 _" L3 J) W a0 @7 ^& @1 c/ ?
- end
! Y5 R" t; m7 c6 v - #SP Real------------------------------------
" P+ j" I; U8 x - @sp_src_rect = Rect.new(@sp_flow, 0,@sp_width, @sp_height); l# m* v4 X! ], y, h
- @sp_bitmap.blt(0,0, @sp_image, @sp_src_rect)
`$ u! L- p ?% G - @sp_flow += 1 5 _" f$ G" R g& T! {
- if @sp_flow >= @sp_image.width - @sp_range' H# O* B; N$ j5 o; g9 t V
- @sp_flow = 0 ( K# R4 A4 v5 i8 \1 K5 P1 q
- end
j5 ?* \4 G w. |2 x - end 8 ]) W4 S5 t- Q9 A: D
- end
% T ]% s( X, C' M ?+ ? - #===============================================================================9 v# |! y8 U" P
- class Sprite_Character < RPG::Sprite
3 z) {1 n9 i8 K3 x; ? - #-------------------------------------------------------------------------------
: ?" ?$ o" K, i a; j" g - alias :xas_emini_hud_init :initialize
; i. }* \( }2 V' [8 ~ - include MOG
7 ^+ t+ |, C) \# h3 v7 t - def initialize(viewport, character)- E; I4 E" T: c3 i6 R z2 d
- xas_emini_hud_init(viewport, character)
- Z {+ N6 r7 j. { - @viewport = viewport: O9 B+ f9 u/ w, P7 s9 m( P4 ]
- return if @character.battler.nil?) M0 B. O8 p& c- N7 s
- return if XAS_BA_ENEMY::ENEMY_OBJECT.include?(@character.battler.id)# v, K+ n7 l2 j* O+ F
- return if XAS_BA_ENEMY::ITEM_ENEMY.include?(@character.battler.id)
7 V6 I2 F$ B5 N3 v; K - return if @character.battler.is_a?(Game_Actor)5 I) \. Z3 b: k8 v6 r, h) j& F( {; Q
- @bars = S_Hud.new(@character, @viewport)
/ o& m7 ~1 H& a - end
- z4 r+ W2 x2 T - #-------------------------------------------------------------------------------
( f+ t2 ?) o" a, i+ W& s - alias :xas_emini_hud_up :update
t8 t3 e! W. l) f; | - def update( P" h& A1 q0 V6 |) d7 G
- xas_emini_hud_up
, k* ]4 Q( h w7 P$ ?/ _8 O* \! F - return if @bars.nil?* C; J8 v# D* [
- return if @bars.disposed?
9 p: v2 l) h- L- u6 w - dis = ($game_player.x - @character.x).abs + ($game_player.y - @character.y).abs# Z/ X# L% _9 ^) V/ c
- @bars.visible = (dis <= RANGE)3 @) h2 M. W1 l# X' k. y/ l; X
- if @bars.visible
. O/ t% [( }: d* n; e - @bars.x = @character.screen_x# - @cw / 4. Y3 ]% C6 H9 I
- @bars.y = @character.screen_y# - @ch / 4
4 O9 J4 o! {* w, q - end
1 n4 z% y! `( r4 @) {, F - @bars.update
4 V* T- D" V4 d- l7 t - end( Q6 l- b7 p$ R4 B
- #-------------------------------------------------------------------------------- S7 q( ?3 m# p& B* U
- def dispose. L4 I4 C9 N: t5 j2 Z* a
- super' P; m3 \; Y" v5 h+ c
- @bars.dispose if [email protected]?
" F( ]2 l* H& Q5 x+ p, u1 r - end
5 S' A- p+ k% x- I, M X7 |- h$ ^% m - end
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& N8 n' u: r% b$ Q7 |6 }- $mog_rgss_s_hud = true
复制代码
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上面所說出錯的203行內容為
9 w/ e% {0 ]1 U5 O@hp_sprite.bitmap.clear
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該腳本支持3.82% G8 H4 }* r$ b: d1 ~
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下面是圖檔,要塞在Windowskin下) V5 O! S4 [, {& z" e4 Q
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S_HUD_Graphic.rar
(12.36 KB, 下载次数: 49)
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