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這是我將官網的S_HUD修該而成的怪物血條
% ^' n/ ?" g* ]+ A# c& ^會在每隻事件怪物的腳下顯示
! G. F2 O- s- l! x7 c& o( x問題是不知道為什麼
' ^1 I7 V ]7 V# _- a" {' Z/ {6 V" K! c5 V有時打怪打一打會跳出0 |& ]% {9 U; {
---------------------------
* J( h5 Q' s2 _+ D1 [. xXAS- j& ]6 i) E7 C, B$ u) E
---------------------------6 T8 F0 p9 s( T7 j g( b: n
脚本 'MOG - S HUD' 的 203 行 发生了 RGSSError。
' W+ v0 J) f7 r- b( Q6 j, w- {" j8 r' m
disposed bitmap/ M! x M& N, s* J% i8 H
---------------------------
! F6 l$ L3 f: C+ H4 r; b7 z) H確定 % X, W% n: L: j! b% I; _: z
---------------------------2 d( t! g7 U5 _% B$ W
! p8 ^1 r( x: `
這是腳本& L# k% h4 L* Y0 I& f% }/ c
: V, C1 w' U7 y% o( p; g- #===============================================================================
# `' @- P- w, _5 [' v( X - # MOG - s Hud 1.0
) D. l8 |& ^$ X) U2 \- ~' w8 |& p - #===============================================================================- t; Y- |& C2 v& X" g
- # By Moghunter : Q \3 g6 N: q) z4 ?
- # http://www.atelier-rgss.com* e* A: V8 N8 \ C) K$ @
- #===============================================================================0 i9 v8 J; y% x9 q% e- h/ e/ N. X
- # Translated by Calvin624
) o* B U; h7 M$ i1 E5 m! E - # http://www.xasabs.wordpress.com
+ s+ r7 G5 }/ s. m8 E* A# ] - #===============================================================================6 q: L& P- O% v# a* y
- ###############################-DESCRIPTION-####################################. \: d# G7 s& [7 K4 M; K6 J
- #===============================================================================
% Y5 l2 X: K- N6 T' [* C - # Personal HUD – displays the HP and SP below the hero.6 A, H+ ?+ l8 `
- #===============================================================================
1 M# B$ D0 u0 A! e5 ]. J7 b - #+ D$ B* h7 K1 C- w. E2 e- G
- # Graphics required:
# j* H F5 `1 G) n4 K; O6 l8 B( |0 Z - # + e9 w4 s4 N3 i, [
- # S_Border_HP_Meter.png) A' _& ^, }0 Z( I' n* l( { v# i
- # S_Border_SP_Meter.png6 ~) r' o1 y; ]/ S
- # S_HP_Meter.png
( t% M- r3 D& } - # S_SP_Meter.png9 {: k) j, ? u: p
- #
2 E" E& _; n# V1 J* U# z { - # All images must be in the Windowskin folder.
# w, `* l! A' @" T4 p5 v2 |8 P - #
7 b2 o9 V1 R/ j6 L - #===============================================================================
% a0 @% A! m8 f- s+ d' h3 R- G - module MOG
2 F/ y% y: i" C8 r - VISIBLE_DEF = false
7 t4 }# y _$ \( [ - # Show HP meter?% a3 x/ c& P$ @* y
- HP_HUD = true
+ U: S4 o# w7 Q( k" y, f0 W - # Position of the HP border
- s' d6 n* _ \0 E6 P - S_BORDER_HP_METER_X = -2
3 ?7 y5 |, f$ G2 l5 P9 c { - S_BORDER_HP_METER_Y = -2 & z- k- }, m( ^; M: v5 D
- # Position of the HP meter
" l- i1 ~ o# z; x- q - S_HP_METER_X = 0
" F0 \, Q* h6 D: f2 v1 y - S_HP_METER_Y = 0! g% R1 d% x3 U& G* k" n
- # Show SP meter?
$ }$ N; G h& o - SP_HUD = true
, C( m- l# C6 E% D% v - # Position of the SP border, _ ~0 M1 X+ N4 ^/ C9 ?
- S_BORDER_SP_METER_X = 0# B6 m/ H' d( ~
- S_BORDER_SP_METER_Y = 10
; ^5 h* b7 I' l. @; X3 _) W - # Position of the SP meter
; ^& [) ?2 a; o, H - S_SP_METER_X = 0
- ]& l: \" a4 `$ o8 R: G8 d - S_SP_METER_Y = 10' u2 e) H. ^' Q8 g+ O- [
- # Switch to disable the HUD
' J4 z: j/ {: l; y9 z - DISABLE_SHUD_SWITCH = 5
- o0 }+ S5 r! G; g6 u) W" _9 _7 k+ Q - RANGE = 20
% y, j. r2 H V7 e2 z3 l; j - end
T( `5 _, b T5 D7 O - #===============================================================================! b2 r' n: y, Z
- # S Hud
) ^. l5 }, X) }" X# l4 r2 C1 ~0 E - #===============================================================================
. R% {1 b0 m9 F - class S_Hud < RPG::Sprite
6 |3 F" W0 Q" }5 q; ^ - include MOG
. H( T% x3 L( Y# H; W3 h/ G - #--------------------------------------------------------------------------
, O) H( a! P8 r& U) t - # * Initialize4 ?% N0 Y* T) x% R6 z
- #--------------------------------------------------------------------------
6 \8 A1 V1 A2 h; g: s+ h2 Q - def initialize(enemy,viewport), j+ _1 m9 Y" P; |
- super(viewport) + q" e1 U l7 A8 P. a5 ^
- @enemy = enemy8 W9 Q4 K- M; f( L
- @battler = @enemy.battler" a3 _. I( a8 o+ V
- @old_hp = 04 ^, s1 I. K+ w) o- j1 x* _
- @old_sp = 0
( k* }* e7 }1 @8 [3 Q - @old_vis = false
# f6 w" t3 s O/ ~ - self.bitmap = Bitmap.new(100, 100)
1 Y! t( S3 ^) S - self.visible = (VISIBLE_DEF)#false8 m6 ?' G; s' g6 n a( b7 l
- self.z = 100
" P1 S, M V$ ~0 U, ^+ p m - #HP Border -------------------------------------------------------------------) S2 K/ k- f, ]9 [6 C8 a$ e1 m
- @layout_image = RPG::Cache.windowskin("S_Border_HP_Meter"): K2 {' Z# i6 ]- [: U$ N }
- @layout_bitmap = Bitmap.new(@layout_image.width,@layout_image.height)
* o: M3 F$ Z- @( {4 A- M( m# ~* U - @layout_sprite = Sprite.new
; S: s; i6 O, ^2 q5 H! ` - @layout_sprite.bitmap = @layout_bitmap5 r+ U1 W6 w& t# F8 C
- @layout_src_rect_back = Rect.new(0, 0,@layout_image.width, @layout_image.height)7 m( b/ g7 }; b2 j0 N
- @layout_bitmap.blt(0,0, @layout_image, @layout_src_rect_back) ; y3 W& x- w7 c9 x1 o% J
- @layout_sprite.z = 50017 e1 b& m; n) Q) b0 \ e3 C$ d
- #HP Meter ---------------------------------------------------
% b/ a% Z# N; C! X! j4 k, v5 l - @hp_flow = 0# ?* o: U0 P# }0 w/ ?
- @hp_damage_flow = 0. ?( \- x9 y+ r! x4 A- x% C
- @hp_image = RPG::Cache.windowskin("S_HP_Meter")5 U% G" d, U* u( x& s
- @hp_bitmap = Bitmap.new(@hp_image.width,@hp_image.height)# V8 b( p3 U/ S, B, E
- @hp_range = @hp_image.width / 3
/ c0 V% f/ f8 c2 L - @hp_width = @hp_range * @battler.hp / @battler.maxhp ) v; d) Y, B' e$ R8 n
- @hp_width2 = @hp_range / 2
8 X$ t% \' [6 P; Y9 D - @hp_height = @hp_image.height / 2
* u) T. @, e' E - @hp_width_old = @hp_width6 n. o- \' l" w, Z2 {
- @hp_src_rect = Rect.new(@hp_range, 0, @hp_width, @hp_height)* M9 P6 R1 c4 R4 ]2 [! ^) w
- @hp_bitmap.blt(0,0, @hp_image, @hp_src_rect)
( K! |9 V1 W" i6 I! h3 j3 L! V( U; F - @hp_sprite = Sprite.new" X$ X( r6 H6 N& V$ u
- @hp_sprite.bitmap = @hp_bitmap
' ^; j& P) }" U1 }* Y z' r - @hp_sprite.z = 5002* |# S$ `" b& J8 ?2 r4 Z+ P
- #SP Border -------------------------------------------------------------------2 k. x5 L7 E- T. Y# e
- @layout2_image = RPG::Cache.windowskin("S_Border_SP_Meter")
3 x3 T+ B# o; {( y8 j; h - @layout2_bitmap = Bitmap.new(@layout2_image.width,@layout2_image.height)# _% E7 U) }2 n# X
- @layout2_sprite = Sprite.new/ {9 f4 b3 [$ \& f3 [
- @layout2_sprite.bitmap = @layout2_bitmap
9 v& O- `. e0 P, o+ _4 ?0 o6 [' E, G8 e% Y - @layout2_src_rect_back = Rect.new(0, 0,@layout2_image.width, @layout2_image.height): B/ W- p" Y4 ? {. D
- @layout2_bitmap.blt(0,0, @layout2_image, @layout2_src_rect_back) ( d9 A/ G! `* ]- s
- @layout2_sprite.z = 5001 . R l$ k! P! d
- #SP Meter ------------------------------------------------------
6 i& v- Y# R3 h- j$ F3 K9 ^ - @sp_flow = 0
0 f% e, |' g6 z6 {) D! o5 [- b5 L - @sp_damage_flow = 0: W4 s; l+ G- _
- @sp_image = RPG::Cache.windowskin("S_SP_Meter")
( h& d: t8 {) C- s; ? - @sp_bitmap = Bitmap.new(@sp_image.width,@sp_image.height)0 [# D) J" k: b( v6 S1 K1 B
- @sp_range = @sp_image.width / 3
6 v9 [7 f4 N: g - @sp_width = @sp_range * @battler.sp / @battler.maxsp
* n z" ^4 P {% {* N- s5 w& s) | - @sp_width2 = @sp_range / 2
/ y# s* o0 V9 S6 d3 Q - @sp_height = @sp_image.height / 2: j! Z# ?+ D1 C9 H6 {- P5 \
- @sp_width_old = @sp_width( v+ s4 D) j5 }6 g
- @sp_src_rect = Rect.new(@sp_range, 0, @sp_width, @sp_height)- a# t0 {( }/ j
- @sp_bitmap.blt(0,0, @sp_image, @sp_src_rect)
% R6 k' Q4 W T) _8 D - @sp_sprite = Sprite.new6 p# g9 _0 l) W/ ?+ d: P
- @sp_sprite.bitmap = @sp_bitmap+ q( m( D$ z* I1 W: K5 I
- @sp_sprite.z = 50022 y* }, z. l7 a( N! G5 [2 @
- update
3 K9 {; y( x, S: O - end
& a, x% g: K. W0 p2 }( J: r/ b5 g, d0 n& G - #-------------------------------------------------------------------------- B4 [1 h; |8 y' Z" ~
- # * Refresh
/ \0 W n2 m; k3 ]9 a - #--------------------------------------------------------------------------
' r; f9 e* C7 n - def refresh' [4 P: W' z! O! M* d7 V
- return if @old_hp == @battler.hp and @old_vis != self.visible4 |( e T5 B; x7 O
- self.bitmap.clear
3 d5 v% O1 X3 o1 k0 I$ c - @old_vis = self.visible% u9 x! ]) \( N3 w7 _9 d+ |
- @old_sp = @battler.sp
7 T" m" @# E9 t, k0 C - @old_hp = @battler.hp
/ ~/ n j2 Z& z - hp_flow_update& {9 C+ C# z& G1 M$ k! l" `
- sp_flow_update
+ L% B5 o, o3 C, Q: p9 \5 X - hud_pos_update7 [* o0 F, b7 A
- visible_update
' Q, v" O( r# O! u# v5 m - end9 \0 F: ]" }# K: X \. e
- #--------------------------------------------------------------------------+ Y- w7 b, m) R) h7 ^0 J& v) z: \
- # * Dispose$ r1 M4 Y" Q7 x2 _, \0 W* I4 w2 T1 @
- #--------------------------------------------------------------------------# |. M) F8 m- P9 q( E& o& Y" U
- def dispose; J" r) W+ z1 R. J+ V2 Z
- #HP Meter Dispose" R3 e; r3 Y6 s! s1 k
- @hp_sprite.bitmap.dispose
) r @- s+ f" K3 | - @hp_sprite.dispose
1 t$ p4 t2 m G& b0 G+ n6 t - @hp_bitmap.dispose
4 n2 b1 b9 T2 `# q! B - #HP Border Dispose( a; k; u: z6 B6 _' |
- @layout_sprite.bitmap.dispose
9 l0 t' g Z# I, h1 B1 }+ y$ Z - @layout_sprite.dispose. m# \4 H4 K; Y) n7 Q4 c
- @layout_bitmap.dispose5 x3 G9 _! e' E- _# e# Z C
- #SP Meter Dispose
2 v' U' c+ C4 M |) B# C - @sp_sprite.bitmap.dispose# Q. h, {$ n' S
- @sp_sprite.dispose/ C: r/ @8 Q/ j1 R2 j: T2 j. U
- @sp_bitmap.dispose: M- h' x* u+ t6 ]+ [
- #SP Border Dispose% h5 o) g. v, }) }
- @layout2_sprite.bitmap.dispose: ~7 Y# p, a5 N% S! W( {$ I* E8 M
- @layout2_sprite.dispose& s) K8 @1 s; R" _% X
- @layout2_bitmap.dispose( y" {) U6 ]8 a8 N( ]! e
- end6 X4 z$ u' {0 U4 Z9 w
- #--------------------------------------------------------------------------% u' ?- [) j) }$ n! ~
- # * Update
+ ^6 d" g% {8 [ - #--------------------------------------------------------------------------
) U% H6 y4 |, d; t1 n K - def update/ S; O- f/ \2 D5 Z
- @battler = @enemy.battler . g3 I# [+ F1 D, S; o
- return dispose if @enemy.dead? or $game_map.events.values[@enemy.id].nil?/ T) T. j* d' W6 e/ Z* k
- if self.visible) ?8 B% f& p- p9 [
- refresh
/ w! I% j' H. k5 B2 H+ G2 q - else2 ]) G9 j# }: e2 U
- self.bitmap.clear0 E2 d) M- Y& f& `9 h Z
- end6 Z; M5 a& J+ @0 }" q, D( a& l+ S
- end
" a$ S: d$ ^2 l/ }. i. y* t5 e, z - #--------------------------------------------------------------------------
9 \: l, D& g4 n3 k$ p, R4 S/ Y8 y - # * Visible Update
" k( P* b5 h+ z" `. h - #--------------------------------------------------------------------------: A# B4 L. I! d! f/ V4 b
- def visible_update
E' H1 e6 u, j" j - if $game_switches[MOG::DISABLE_SHUD_SWITCH] == true6 n5 a3 O W0 g; M, H2 R( C j& ^
- @hp_sprite.visible = false) p4 F" @6 c, D* a/ Y
- @layout_sprite.visible = false$ d9 x" ^# p$ v: C4 u- ~
- @sp_sprite.visible = false( |0 d) K* e/ e) y
- @layout2_sprite.visible = false: q) y% c5 @) K
- else
7 ~ u: u; ^# P/ D" `) [7 ~( o. b" M - if HP_HUD == true
% ^1 m- C# r# p7 f$ G - @hp_sprite.visible = true/ z6 C7 `2 t6 |1 a
- @layout_sprite.visible = true* m- N9 s$ F3 {# W
- else3 L4 w/ {9 K p' g! E2 l- Z \, Q
- @hp_sprite.visible = false
! v- ]6 c# V, l M; z8 | - @layout_sprite.visible = false
2 o4 b. R% L# n+ [3 d [9 ^ - end 8 j& [& _2 n1 t
- if SP_HUD == true# }" `) E: w( g% b6 f4 \
- @sp_sprite.visible = true
5 i: z9 I, e( I8 j; \/ b1 T - @layout2_sprite.visible = true
; u# m7 m1 w+ H( C - else
/ N& _0 C# X- F4 t* `2 l' _ - @sp_sprite.visible = false
/ q( I0 j' E5 @0 t8 \# n l. D2 s - @layout2_sprite.visible = false
/ ]1 v/ D) ^! ?0 @6 d7 K* [6 E6 [ - end
% j- w/ \8 \: V4 C( m6 q - end 0 W: m; M4 |* A
- end $ J, r6 J/ f s0 h5 a B6 v% i m
- #--------------------------------------------------------------------------+ v$ h" ?# A: N/ H( {! | {, ~
- # * Hud Pos Update2 u. g: t7 o8 i/ O
- #--------------------------------------------------------------------------8 Q1 x H) o6 q0 E* O M/ y
- def hud_pos_update8 S' c: }& Q+ W4 A+ l5 I! D2 b
- @hp_sprite.x = self.x - @hp_width2 + S_HP_METER_X0 S2 H- v3 y c
- @hp_sprite.y = self.y + S_HP_METER_Y 8 b" p& u" Z/ i' F
- @layout_sprite.x = self.x - @hp_width2 + S_BORDER_HP_METER_X
) k: i- z8 i- T7 ] - @layout_sprite.y = self.y + S_BORDER_HP_METER_Y 4 @0 {6 F) ^7 z2 g3 e# I
- @sp_sprite.x = self.x - @sp_width2 + S_SP_METER_X
. p; b6 r! y" z( Y- j0 h3 _/ p$ t2 x6 C - @sp_sprite.y = self.y + S_SP_METER_Y 4 V* d e. x5 `! p
- @layout2_sprite.x = self.x - @sp_width2 + S_BORDER_SP_METER_X
1 z5 X6 ~8 Q/ l/ r* ]. ?8 q - @layout2_sprite.y = self.y + S_BORDER_SP_METER_Y
- r$ d7 m8 k7 k. Q; {6 V - end , t7 ^ S) `- v1 ]8 o
- #--------------------------------------------------------------------------+ B% h4 n0 ]# C. \; e8 b7 i# A
- # * Hp Flow Update
7 v% c' K- n% ]7 F9 A - #--------------------------------------------------------------------------
) q3 P$ `' k/ c7 z E - def hp_flow_update7 l/ [* ~' O8 ~
- @hp_sprite.bitmap.clear$ Z+ t2 \ M' B- d3 s4 K
- @hp_width = @hp_range * @battler.hp / @battler.maxhp ) H/ z( H* r' [2 [
- #HP Damage---------------------------------
, _2 R7 v8 I; W/ @ - valor = (@hp_width_old - @hp_width) * 3 / 100* Y% L$ q0 j! E9 W; m
- valor = 0.5 if valor < 1 / I% J7 l- E% o5 y. n9 ]/ p3 T5 H
- if @hp_width_old != @hp_width! ^ p( t9 t) |9 } t& I
- @hp_width_old -= valor if @hp_width_old > @hp_width 2 S* h! W& A9 ~8 c
- if @hp_width_old < @hp_width ! d" ^" U0 v. N1 Y& l' r3 J
- @hp_width_old = @hp_width
% r8 L8 Q' n! B9 g0 v2 O) y - end
8 u, [/ z7 b0 G( J+ ? - @hp_src_rect_old = Rect.new(@hp_flow, @hp_height,@hp_width_old, @hp_height)+ U b5 a% J3 I
- @hp_bitmap.blt(0,0, @hp_image, @hp_src_rect_old) ( y |6 K6 o! k* q7 D& U8 M/ q
- end
2 `; w) y6 U; E( u4 v; Q3 o - #HP Real------------------------------------
8 H& w+ g) t0 @& B" v9 u - @hp_src_rect = Rect.new(@hp_flow, 0,@hp_width, @hp_height)
( f0 b3 T. b+ w( ] - @hp_bitmap.blt(0,0, @hp_image, @hp_src_rect)
) H& ^7 r( M9 ?/ q0 _6 O& x" Z - @hp_flow += 2
t+ B9 ^" n; v! g; ?8 H - if @hp_flow >= @hp_image.width - @hp_range
( x% ~, s/ Y* r8 X4 G! C, I( }- W - @hp_flow = 0 3 p; u, N7 B+ u5 M2 ^$ V" @# J
- end
/ M" G( o4 B* T' R; E - end
+ \0 E) @. [0 p5 y# }! ] - #--------------------------------------------------------------------------
i' m3 @0 E1 E0 W) @ - # * Sp Flow Update# Y4 ?, U+ o1 S, G) A* v% K
- #--------------------------------------------------------------------------3 B( h- S! l V
- def sp_flow_update
; ^: r4 e0 b( X v0 b3 U0 G/ j - @sp_sprite.bitmap.clear
# g* ~7 b; \) D/ e6 { - @sp_width = @sp_range * @battler.sp / @battler.maxsp
+ ]6 L: E: M! P - #SP Damage---------------------------------# ]# z$ E* S4 O ~; }, E9 F2 \
- if @sp_width_old != @sp_width
; x" i, Z, F# W - valor = (@sp_width_old - @sp_width) * 3 / 1001 i) B1 `4 f' ]
- valor = 0.5 if valor < 1 & j# C5 {6 {8 d- Z$ V
- @sp_width_old -= valor if @sp_width_old > @sp_width ! l: N3 S' E" c6 u
- if @sp_width_old < @sp_width 7 ^$ o0 N/ \9 K6 t: B8 ^+ i& ]
- @sp_width_old = @sp_width
: }, T+ x0 P5 u8 _1 [2 g - end
3 X5 W6 ^. X. w2 j/ w - @sp_src_rect_old = Rect.new(@sp_flow, @sp_height,@sp_width_old, @sp_height)2 C4 K: S8 I0 H
- @sp_bitmap.blt(0,0, @sp_image, @sp_src_rect_old) / v1 Q8 I) y O0 S7 u! E
- end
" T X1 {, L5 f# h; S4 V$ A - #SP Real------------------------------------
2 o" b$ u& m7 K6 j- @) Y - @sp_src_rect = Rect.new(@sp_flow, 0,@sp_width, @sp_height)+ X0 @5 w# a" @& x# Q, I
- @sp_bitmap.blt(0,0, @sp_image, @sp_src_rect)
2 M, W* J% z3 k2 \/ p2 R# N - @sp_flow += 1 1 M* I3 a: k1 c6 {- ?
- if @sp_flow >= @sp_image.width - @sp_range; G1 ^: E: C" y+ M; ~
- @sp_flow = 0
, G# Q% T9 x: b# ~# w - end9 d2 H \5 s6 V s1 B( l
- end - h! I8 n" [! `! P/ m
- end
0 f5 O y, Y/ J0 w- n* K& I - #===============================================================================5 P' W+ }; I& F0 T% I. Z6 I
- class Sprite_Character < RPG::Sprite) i0 n% u" X$ v" v
- #-------------------------------------------------------------------------------
1 t# }" ~8 t7 `5 v4 n5 ]" x; R' o - alias :xas_emini_hud_init :initialize2 |" T, v/ ]; K) @& n5 R
- include MOG
9 P7 G6 s* [3 I T! A" k% w# v5 e - def initialize(viewport, character)
1 h! t" t! I9 h+ J+ K q - xas_emini_hud_init(viewport, character)+ j4 T5 k! ?$ l3 s" a
- @viewport = viewport& X/ I5 V R, `. [
- return if @character.battler.nil?
5 U4 x0 P+ G' J" R- m - return if XAS_BA_ENEMY::ENEMY_OBJECT.include?(@character.battler.id)3 t, [6 |9 w8 p9 Y
- return if XAS_BA_ENEMY::ITEM_ENEMY.include?(@character.battler.id). T1 y6 `! s8 i% T6 R0 c
- return if @character.battler.is_a?(Game_Actor)" M5 u. ^; X! ^ B1 W
- @bars = S_Hud.new(@character, @viewport). A1 p: ?: t0 H2 f9 ~% q) k/ G
- end/ P* T. C) X5 q; N' d* r$ u w
- #-------------------------------------------------------------------------------
1 e- l& Y1 C/ ` - alias :xas_emini_hud_up :update3 o( J* d4 Y2 J& k) p) ?. q: e
- def update
) W- @! W5 m* M: B - xas_emini_hud_up
" F" T% B+ r) y7 o; i: v - return if @bars.nil?
; p+ V. S& n7 v- U1 H$ c - return if @bars.disposed?% s6 H( @% O5 Q$ v q) ~0 }0 O
- dis = ($game_player.x - @character.x).abs + ($game_player.y - @character.y).abs
& Q c4 p9 X1 F1 h* P( P( E' G, H - @bars.visible = (dis <= RANGE)
6 c4 O, ^* F7 G \ - if @bars.visible
8 d% ^# t2 s* z4 H( Y I0 k/ M) m' ?- [ - @bars.x = @character.screen_x# - @cw / 45 @- s# f! J0 b, \# c2 e
- @bars.y = @character.screen_y# - @ch / 4
* U2 ]6 J: I1 e* E* X# d# T% _1 _" } - end
7 C* t; z V2 T/ k# `. J; i - @bars.update# S0 w& M" f: B" |
- end
: R' R* @, a9 F- B - #-------------------------------------------------------------------------------' ^& {& O0 u9 i
- def dispose
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. @, F' u/ i* I# u" a( B8 c m/ e - @bars.dispose if [email protected]?+ ]& ]& e5 t1 P. Z& {
- end, z" w2 Q& U {: c9 H2 p
- end
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; D3 E; q" p' `+ B* a& t- $mog_rgss_s_hud = true
复制代码
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$ X5 k* O( A& ^: z% t' S5 K2 X上面所說出錯的203行內容為
$ \+ j. n# l) h! Z8 [* l' D$ I. ^@hp_sprite.bitmap.clear/ Z$ Y4 [3 O+ K
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該腳本支持3.82
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S_HUD_Graphic.rar
(12.36 KB, 下载次数: 49)
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