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這是我將官網的S_HUD修該而成的怪物血條
D' r( j' y9 a4 i9 d2 K; F會在每隻事件怪物的腳下顯示
; o5 {, i6 v* M/ C問題是不知道為什麼
) Z9 _: @- I& C0 m% d! S3 X有時打怪打一打會跳出
: H# A5 y# U. N2 n/ i% M# d5 c---------------------------3 e4 C4 o0 E) L- \8 O' `
XAS+ M O$ D' ?2 Z+ N2 J& g6 @( R
---------------------------! m& x7 W% v' T* ^4 Z c X
脚本 'MOG - S HUD' 的 203 行 发生了 RGSSError。+ `& Z5 {* E7 Z; X
' O1 E3 [$ W" G& ]& odisposed bitmap5 H1 y8 E2 j4 W
---------------------------
: ^' E; \; M8 ^% ?! g確定 1 `. M$ `& Y3 K5 _0 ]3 }
---------------------------
# L: M) ] m7 c
" G9 J, E) S. J- A+ e- S7 h! I這是腳本
# y: |4 T$ J, u0 T. o. p* a
- I( C* C* f! _# S4 F Z- #===============================================================================
% F) [; \2 Q7 d" x" K& k. x - # MOG - s Hud 1.0
9 Y# u1 ^) U, t5 J - #===============================================================================6 s( S3 t; l+ L1 d# U5 A: v
- # By Moghunter 1 l4 E- g; w9 j4 @2 P# }5 }, I( X
- # http://www.atelier-rgss.com
# b$ u7 a6 t4 w3 p3 m" w( r - #===============================================================================
5 X! [: F& |" m2 g - # Translated by Calvin624
* @7 e( v# h, `: t0 j - # http://www.xasabs.wordpress.com# U0 m+ v7 r# r7 T% I
- #===============================================================================" Z+ }8 a6 p3 ?& M1 n; E4 B8 _" x
- ###############################-DESCRIPTION-####################################
# L" @9 K) R& p, ^- d - #===============================================================================
+ F' L: I. m5 O' Q* l1 `# } - # Personal HUD – displays the HP and SP below the hero.
& I1 K- P: ?; I: W" T5 G& \' E - #===============================================================================
! C" H. M# M9 s" u9 p. P; H) w* C - #5 l, _8 Z+ B/ @5 n+ `
- # Graphics required:
0 F# l; L) p2 e, }; J - # 6 t4 `, g9 p8 X5 w' B9 `/ o0 h+ e
- # S_Border_HP_Meter.png/ ~4 t9 l$ l T- w/ v6 H6 w
- # S_Border_SP_Meter.png
6 ~3 e# C+ }( B' z% f G" t H9 W! W - # S_HP_Meter.png
7 R; S) B7 g8 @. u5 P - # S_SP_Meter.png
# I; b g4 W; i, [- i# w- m - #
) M& @5 V2 j0 E - # All images must be in the Windowskin folder.9 i" h& N% c' [3 k( ~
- #8 q# O5 E# H- e
- #===============================================================================2 ~4 F5 q6 y" e# h0 g( b9 m
- module MOG
' b A' l. \) t. `9 O - VISIBLE_DEF = false - B# q; a! p- B
- # Show HP meter?
/ G; H. M* t q2 T - HP_HUD = true
; u3 \5 T, |3 ^- I8 T - # Position of the HP border
& t6 _, E* a! l - S_BORDER_HP_METER_X = -2
# x0 u x# ^ m% F" |5 V& L - S_BORDER_HP_METER_Y = -2 , a- ]' {* N) X3 q4 D& Z$ N7 Y" e
- # Position of the HP meter6 l# H! C" _9 u4 a- B" V
- S_HP_METER_X = 0, w I4 _% I6 M1 b1 d* h: W; n; u m
- S_HP_METER_Y = 01 W7 d2 H J7 V m5 r9 \
- # Show SP meter?
N% ~ R; e: ^6 V - SP_HUD = true
, P8 g6 i; n, H0 k! ? - # Position of the SP border
. X, u7 Z) Q0 o" a& d) g" C* I - S_BORDER_SP_METER_X = 0
# ?1 X" J$ u) I8 w; d4 _ - S_BORDER_SP_METER_Y = 10 ! V5 U. \: k3 b6 X" ?
- # Position of the SP meter
: D- H' K. A' I. L# b' O4 d9 P - S_SP_METER_X = 05 l& t, ?% N9 w+ m) ^
- S_SP_METER_Y = 10
* L2 i: S" ]( C% i5 { - # Switch to disable the HUD
5 t; |4 E: H8 W8 [7 w" r - DISABLE_SHUD_SWITCH = 5
0 G- y2 p/ @% ~8 w( W$ M- r - RANGE = 209 q, i3 g0 `7 M( D: [1 S
- end: R; R5 A$ r' U F+ L, Q
- #===============================================================================7 g: z d% d. x' w
- # S Hud
$ T6 v J, z( U: f1 i- Y - #===============================================================================, `: ^# d( ]3 i/ z" E
- class S_Hud < RPG::Sprite/ J- L2 z, z8 H+ h E: t
- include MOG
. b9 d8 N/ K6 t+ c- x% ? - #--------------------------------------------------------------------------
: h- L+ i% |/ m# m c+ ] - # * Initialize5 G) @' H) i; ^1 w. q3 H8 g7 ^
- #--------------------------------------------------------------------------' m" |, u9 F" L9 ~5 O6 x$ a3 e
- def initialize(enemy,viewport)7 e- i/ H7 u" t
- super(viewport)
* v, ~7 U" `. D* i% t; e5 V% P" r - @enemy = enemy4 k* ?5 E7 C% k( ]
- @battler = @enemy.battler
1 a& o$ ~# |5 W( t: ]+ c - @old_hp = 0 B/ r% O/ Z2 G8 R& m9 T
- @old_sp = 0
2 T J9 G3 [$ E* i3 A% q5 X5 G - @old_vis = false9 u; i, Q2 m# R9 L/ C; J' P
- self.bitmap = Bitmap.new(100, 100)# G1 L2 m# H }' u
- self.visible = (VISIBLE_DEF)#false
: ^5 O' i' R8 j3 z/ W - self.z = 100
: @8 x$ {! S$ z5 S7 @ - #HP Border -------------------------------------------------------------------: a) R+ w Q% H- d
- @layout_image = RPG::Cache.windowskin("S_Border_HP_Meter")
: z2 K1 R9 z7 k4 k' n6 ` - @layout_bitmap = Bitmap.new(@layout_image.width,@layout_image.height)1 u7 \) _3 {9 G0 {. \" l! K
- @layout_sprite = Sprite.new
+ S5 x* H6 J$ m - @layout_sprite.bitmap = @layout_bitmap
4 W$ Y8 K. C" Q0 B" V - @layout_src_rect_back = Rect.new(0, 0,@layout_image.width, @layout_image.height)+ x: L7 y' P* U# V' z8 A" z
- @layout_bitmap.blt(0,0, @layout_image, @layout_src_rect_back) # ~! }5 m$ {; f! t/ \2 \
- @layout_sprite.z = 5001
/ O: P3 R/ U+ x: z! W - #HP Meter ---------------------------------------------------
+ d7 U6 v" N; c7 J& T! R - @hp_flow = 03 Q9 R8 [8 r7 ?- U- O
- @hp_damage_flow = 0) z) I5 c: B' T/ I" ~5 F D
- @hp_image = RPG::Cache.windowskin("S_HP_Meter")5 d8 X0 w4 T5 s: v N& T9 ~
- @hp_bitmap = Bitmap.new(@hp_image.width,@hp_image.height)
5 i# Z2 H# `# p3 m1 ] - @hp_range = @hp_image.width / 3
7 P; `, b1 S. d$ Z9 L( @ b- } - @hp_width = @hp_range * @battler.hp / @battler.maxhp
2 }% {3 n7 Z/ f - @hp_width2 = @hp_range / 2$ T: p2 O- q Y# v1 c* `3 Y
- @hp_height = @hp_image.height / 2
* O: b2 D, T1 ]+ \. r5 ?$ ` - @hp_width_old = @hp_width
# _9 a8 }. k2 b - @hp_src_rect = Rect.new(@hp_range, 0, @hp_width, @hp_height)
3 N8 f9 X( `/ V' L1 q+ u0 q, L - @hp_bitmap.blt(0,0, @hp_image, @hp_src_rect)
$ s5 }' f0 E) @8 m4 U5 q - @hp_sprite = Sprite.new
$ a, q) x/ t2 _3 ]* _ - @hp_sprite.bitmap = @hp_bitmap
* L' S+ L8 b8 v W9 E$ B8 _+ o" ~" Q - @hp_sprite.z = 50028 i$ W5 `7 x' ~8 \3 t$ Y
- #SP Border -------------------------------------------------------------------5 d/ Y5 j5 q4 e' M" d
- @layout2_image = RPG::Cache.windowskin("S_Border_SP_Meter")& N: V! I! E% T
- @layout2_bitmap = Bitmap.new(@layout2_image.width,@layout2_image.height)
- p* A P; l6 E - @layout2_sprite = Sprite.new& i! i: i2 s/ T4 n
- @layout2_sprite.bitmap = @layout2_bitmap" e5 z1 Z1 {0 T9 t" i3 Y
- @layout2_src_rect_back = Rect.new(0, 0,@layout2_image.width, @layout2_image.height)
3 o8 t( m3 Y4 W& c `0 r3 @$ F v - @layout2_bitmap.blt(0,0, @layout2_image, @layout2_src_rect_back) 0 b$ x6 u) N8 Q3 u1 n' X% B
- @layout2_sprite.z = 5001
, z- b) ~% r0 x; G - #SP Meter ------------------------------------------------------
! I& W% I) u* b7 w - @sp_flow = 0
+ `2 _% a" W0 a, r1 R1 m - @sp_damage_flow = 09 r: w( n6 ], W
- @sp_image = RPG::Cache.windowskin("S_SP_Meter")/ z) T3 `) r! f3 W
- @sp_bitmap = Bitmap.new(@sp_image.width,@sp_image.height)
2 [' |5 C9 {$ F' U$ a0 m+ _ - @sp_range = @sp_image.width / 3, ^+ H& E/ K5 R9 e4 K8 m+ P$ p
- @sp_width = @sp_range * @battler.sp / @battler.maxsp
( k& @, P4 k4 K- }0 l0 Q# Z - @sp_width2 = @sp_range / 2
' w4 M6 k7 q. G* w- G - @sp_height = @sp_image.height / 2
# k% f0 A% ]5 l$ J) E - @sp_width_old = @sp_width
* v6 y$ V4 f" p; k- p - @sp_src_rect = Rect.new(@sp_range, 0, @sp_width, @sp_height)) [. Z/ l% Q, b" a% P v
- @sp_bitmap.blt(0,0, @sp_image, @sp_src_rect) s; v' S# O1 h
- @sp_sprite = Sprite.new
, v9 `0 b. @0 X - @sp_sprite.bitmap = @sp_bitmap& H2 r$ q1 @5 F' l' M' s
- @sp_sprite.z = 5002/ L. F; d/ L! [
- update1 r3 @$ C& B% O4 r- l
- end
# F6 |0 f2 |' V6 f. Q' \4 \ - #--------------------------------------------------------------------------( [! ]9 X) r* g, b/ w
- # * Refresh
" J, F! i* O V# Q9 D2 R - #--------------------------------------------------------------------------
* u3 f6 q+ @. g - def refresh
7 a& I4 z7 K% s! \6 X" y - return if @old_hp == @battler.hp and @old_vis != self.visible1 }0 o& ]% \3 a5 \$ Z) z0 k. x
- self.bitmap.clear
5 v6 Y1 t+ M+ K& e6 } - @old_vis = self.visible
# \; Q/ x4 D! b% E5 Q! s/ R - @old_sp = @battler.sp+ a5 L; `3 q9 {/ Y: ?% P. z$ Y
- @old_hp = @battler.hp5 p, Q0 ?$ a) ~) g7 @; C% x8 |
- hp_flow_update' G: H2 `* Q' e3 T% W0 q
- sp_flow_update$ W8 Y: Y- z+ ^0 y
- hud_pos_update4 S3 P$ D1 t9 T- ~! E* x% S# `
- visible_update; e. u, g. q* o8 C' ]$ q) L
- end, b/ G3 E. f7 ~9 ?' w0 M u
- #--------------------------------------------------------------------------
& A- L8 a; H9 o3 J# [. ^ - # * Dispose5 I3 K8 u9 s6 ^0 l$ P! u$ l: O
- #--------------------------------------------------------------------------" T |4 p8 q% f' r: K4 {4 a
- def dispose
# e8 x8 _6 O! X$ s- N - #HP Meter Dispose
' e+ z6 o6 p* q' T/ T - @hp_sprite.bitmap.dispose
, {7 f/ {' V2 l% Q* h - @hp_sprite.dispose
3 S X) V! o f9 P4 Y4 N - @hp_bitmap.dispose! p3 h5 k5 v3 o6 y
- #HP Border Dispose2 U, s1 r! J7 A" b, v
- @layout_sprite.bitmap.dispose
- u' @" @, d+ y0 ]) K# o7 _9 G - @layout_sprite.dispose
) K& ~ g( S. [0 `$ F* @ - @layout_bitmap.dispose
' V% {% o& l- X' F - #SP Meter Dispose
/ E! T+ p, ]; J' v/ J* k - @sp_sprite.bitmap.dispose/ L6 `# B. \$ T# E/ T9 e% w, V
- @sp_sprite.dispose
- X4 ?2 f' S3 _6 |+ q* Z - @sp_bitmap.dispose3 ?, r: T$ H! q5 M
- #SP Border Dispose
1 O" s% Q+ q0 r( e2 q& K - @layout2_sprite.bitmap.dispose
) n* J" W' V) v2 v+ @% C' V - @layout2_sprite.dispose7 j. v5 S: J, q* P4 `5 L& u8 i: c
- @layout2_bitmap.dispose
7 C; l+ G+ E$ g - end$ O) Y* x! h; f
- #--------------------------------------------------------------------------
' H; F/ j4 q+ Z+ i; H - # * Update( S" e2 v' I+ e* f9 C
- #--------------------------------------------------------------------------: \; F/ \- M, P: b: a) P
- def update2 D; O0 a! Y3 ?6 z E; e3 C
- @battler = @enemy.battler - U* M3 I1 N& P" |7 t$ U2 c
- return dispose if @enemy.dead? or $game_map.events.values[@enemy.id].nil?
C. C4 C& T2 D: h/ K - if self.visible
& }4 o9 l3 h7 F" C- R) n - refresh
" i2 s, P' V) {" Q - else
6 p$ g8 f2 P# S% {, {6 a - self.bitmap.clear& S& z K [* J! t1 T
- end
( I7 | A( r( @9 y4 B, o - end
6 G; w& \2 e' a; U - #--------------------------------------------------------------------------5 t; s! ?% x5 a/ L" S
- # * Visible Update' Z7 {1 a, y. g; z% R0 X D
- #--------------------------------------------------------------------------. H0 w! ^/ d$ i8 w% U
- def visible_update a' A* q; ^& ?+ G
- if $game_switches[MOG::DISABLE_SHUD_SWITCH] == true
" ?9 R& a( J0 N. v2 j - @hp_sprite.visible = false
2 U4 E8 \$ k4 h7 q. o- k - @layout_sprite.visible = false
' W, P4 B) Z1 b1 } - @sp_sprite.visible = false
+ t6 y5 F E; s' u5 u" t - @layout2_sprite.visible = false
: E' I6 D! ?' ~/ g - else. n7 z, w% ]- A6 z' A( I
- if HP_HUD == true
/ U( {1 e0 D6 B! f% K% j - @hp_sprite.visible = true; O/ L& @; M1 J9 I
- @layout_sprite.visible = true
/ |+ ~' X/ w" [. p - else9 m6 p+ u0 c: Q0 B9 i
- @hp_sprite.visible = false
. T7 ~ z. K; o+ @4 L) P6 K* Q - @layout_sprite.visible = false
* \) i O& {2 T* D, ~/ d - end
, V1 p/ U! d2 d* W: f - if SP_HUD == true
) o) K! G6 m3 l: w+ a3 M5 j+ x - @sp_sprite.visible = true
# u7 h0 K, G3 j, w - @layout2_sprite.visible = true
# L5 D) m ?5 t' N N: V - else g) u( Y8 E" O6 Z
- @sp_sprite.visible = false
) i( d( L# Q; Z# d5 x* r - @layout2_sprite.visible = false! X0 ]3 B; F& u0 j
- end y6 x7 j4 `) h& e; D$ ^- w
- end
% r* H! |' V' W. L; v5 \ b - end
9 H& R7 Z5 r& I( u: ` - #--------------------------------------------------------------------------' ^6 K! X( f( f6 J) j2 G
- # * Hud Pos Update) H$ q8 L; q/ o9 n7 V7 _
- #--------------------------------------------------------------------------9 c3 K) S4 V, b7 q% X. w
- def hud_pos_update
! T5 e R& f) t, ?) J* ~ - @hp_sprite.x = self.x - @hp_width2 + S_HP_METER_X4 R: O+ w* ?+ E0 f$ q) U( D
- @hp_sprite.y = self.y + S_HP_METER_Y ; k$ F4 v! e/ ?6 e
- @layout_sprite.x = self.x - @hp_width2 + S_BORDER_HP_METER_X3 x+ b. z8 p* v, Q( A9 {6 j
- @layout_sprite.y = self.y + S_BORDER_HP_METER_Y 8 \- w+ L( p/ K% U1 Q
- @sp_sprite.x = self.x - @sp_width2 + S_SP_METER_X0 z( V% E' p7 N, f
- @sp_sprite.y = self.y + S_SP_METER_Y 3 n0 K: Z5 i& z" c+ s) ~* g2 ?" F
- @layout2_sprite.x = self.x - @sp_width2 + S_BORDER_SP_METER_X3 R& x, V4 _3 D. M/ v; R
- @layout2_sprite.y = self.y + S_BORDER_SP_METER_Y
3 B$ W: }* _) |7 w+ C - end
* r6 N: k: b, w+ \$ Q - #--------------------------------------------------------------------------
( q, ~# C: ^4 s9 X4 u - # * Hp Flow Update
8 ?7 X$ G( Q4 d6 V! G+ H# c+ w2 d - #--------------------------------------------------------------------------
, o1 ?3 t0 N: p! {( @( |* d! Y8 } - def hp_flow_update
5 f& L( i; Y# y6 K - @hp_sprite.bitmap.clear
9 A2 D" A/ Y, q" c! ]: E - @hp_width = @hp_range * @battler.hp / @battler.maxhp % c! i7 t& A% {2 A+ G/ C* ?. }
- #HP Damage---------------------------------: N, }; |8 b; q/ L
- valor = (@hp_width_old - @hp_width) * 3 / 100
7 o+ G/ _# F1 i8 M - valor = 0.5 if valor < 1
" x4 n X$ _7 c- b( |, Z; h9 J" L - if @hp_width_old != @hp_width
& v3 K& A, I. ?6 t - @hp_width_old -= valor if @hp_width_old > @hp_width
" j: L% a" K; n& \' Q6 d8 I( U - if @hp_width_old < @hp_width
9 S& {; b% W- ]/ s - @hp_width_old = @hp_width
6 t) u' u' y+ _( i/ n: o* ^- B% s - end
' C, O& K" F$ X& W; i! [ - @hp_src_rect_old = Rect.new(@hp_flow, @hp_height,@hp_width_old, @hp_height). f. d3 u% T4 u0 U
- @hp_bitmap.blt(0,0, @hp_image, @hp_src_rect_old)
0 n) L2 ]( y) J2 y1 K- f4 z - end 8 K; D1 B- z" q3 k& \( h) W
- #HP Real------------------------------------
! N; U6 E2 V+ r3 G - @hp_src_rect = Rect.new(@hp_flow, 0,@hp_width, @hp_height)5 z! J" Q4 N6 T
- @hp_bitmap.blt(0,0, @hp_image, @hp_src_rect)
# X* _! B& e% k- L; C U - @hp_flow += 2 : @) \% ~; j6 F- r5 F
- if @hp_flow >= @hp_image.width - @hp_range
- e0 n% L0 }+ ^7 O6 ]! Y/ [% s - @hp_flow = 0 % R- a# O6 j) F
- end
) K4 d( i. L) U: v3 o/ N9 i1 [/ { - end
: |6 i; b, ]0 H, m; N - #--------------------------------------------------------------------------- q6 y. b1 S' w' d% ^. V2 A2 h% H
- # * Sp Flow Update
; y- J$ f' l" f - #--------------------------------------------------------------------------2 ]# u( j1 e' h% j9 W- W
- def sp_flow_update) g! r' G! } S1 v
- @sp_sprite.bitmap.clear9 |& p" \( m; e# n. ]3 Q
- @sp_width = @sp_range * @battler.sp / @battler.maxsp
7 @! \, Z. c! o+ K - #SP Damage---------------------------------- l' O$ B2 |' c& w/ H# ~
- if @sp_width_old != @sp_width
8 C @0 M: L1 T1 T5 y2 P! K - valor = (@sp_width_old - @sp_width) * 3 / 1005 x# B( l% P* n- l$ e4 G" E
- valor = 0.5 if valor < 1
# E5 u7 b% U/ R8 c% t% k: E8 \0 x - @sp_width_old -= valor if @sp_width_old > @sp_width
0 @ U* A7 v; K' h* L$ I+ J3 U) ~! J - if @sp_width_old < @sp_width
j& [ X# i" @ - @sp_width_old = @sp_width
5 N- D' K- p8 s2 \- J - end
& N- g, F7 v; Y4 p- ~) r5 u - @sp_src_rect_old = Rect.new(@sp_flow, @sp_height,@sp_width_old, @sp_height)3 h0 k! Z& A; n6 i. T
- @sp_bitmap.blt(0,0, @sp_image, @sp_src_rect_old)
3 S7 [, T& @" o0 L$ u& E& m - end1 s4 Z& K( N/ p" }+ X3 a% \
- #SP Real------------------------------------; ], d5 J6 ~; C' m) {
- @sp_src_rect = Rect.new(@sp_flow, 0,@sp_width, @sp_height)$ Y( K3 z A2 J' S4 |- @% X
- @sp_bitmap.blt(0,0, @sp_image, @sp_src_rect)' F4 K# H! ?: U6 g0 b
- @sp_flow += 1 , x4 H+ |2 \3 U* ^% E- d3 d* t
- if @sp_flow >= @sp_image.width - @sp_range- Z8 y3 O P& K' E! l
- @sp_flow = 0
. m. J) A6 ?( ~* o7 M, L5 Q- C - end. k% ]8 [+ b+ F3 _; k
- end / _2 \, l- S, ]. [. @7 ?# f$ w; L
- end# X7 `$ O" d& t3 \# E0 R
- #===============================================================================
# F7 o- X8 {9 Q - class Sprite_Character < RPG::Sprite: n' ?- f* Y3 T" `1 E4 M* [, \
- #-------------------------------------------------------------------------------
; ~- [1 f l& N Z$ c - alias :xas_emini_hud_init :initialize
+ |4 k) ?9 [( k4 o; y* c - include MOG, P! n& a) D+ _
- def initialize(viewport, character)
! G% F, ~4 g% o0 T4 ] - xas_emini_hud_init(viewport, character)
1 \7 m9 N7 C Z# t7 ^6 x5 Y! w2 B1 K, ^2 z - @viewport = viewport4 W/ v, D& @" Q; h
- return if @character.battler.nil?
6 a' J5 J3 w$ X) B - return if XAS_BA_ENEMY::ENEMY_OBJECT.include?(@character.battler.id)1 O. D5 _: W8 c4 P5 {
- return if XAS_BA_ENEMY::ITEM_ENEMY.include?(@character.battler.id)
& A3 [* | B6 }, j/ o3 M - return if @character.battler.is_a?(Game_Actor)
# l* ?' b" _/ P! K1 Q b - @bars = S_Hud.new(@character, @viewport)
, V$ v, p; V, }( U: S - end; ~% q0 B# |4 t4 ]* u
- #-------------------------------------------------------------------------------6 E! _8 N$ M% t; M) y: v3 K+ O7 u. P
- alias :xas_emini_hud_up :update
# n5 t9 C% Z9 ]* J- O - def update! ]% m4 }. H0 u% Y1 Q* R- L; B
- xas_emini_hud_up$ r5 h% S8 M3 E# g" C
- return if @bars.nil?
# q4 z% j+ N, A' f, L) g - return if @bars.disposed?9 v5 v# e$ i2 D: V$ u5 q2 i# B
- dis = ($game_player.x - @character.x).abs + ($game_player.y - @character.y).abs
5 i3 B: R, @5 c; l - @bars.visible = (dis <= RANGE)! I; }4 J& V4 o
- if @bars.visible
. ?" P7 s3 |% y7 d/ h- \ - @bars.x = @character.screen_x# - @cw / 4- X! B2 n4 N0 H! F
- @bars.y = @character.screen_y# - @ch / 4
( T& E, H- I- X+ e- z - end; X6 \: E9 a+ o* @7 [$ m) k! {
- @bars.update% o! P+ ?% \8 ^, e( T& S
- end
5 @4 b% T, B" e! h) ? - #-------------------------------------------------------------------------------
% @8 x+ g. p9 f) [' L& r - def dispose- _9 S2 M1 f3 m/ d$ {
- super* g% l( |/ C" p+ C
- @bars.dispose if [email protected]?
" a4 i; A5 ?4 Q7 `1 s8 {5 ] - end
- \7 G/ F' j) W5 j - end8 }; B8 c B) U) A, T0 ^
- 7 w* h( b% [# e) j7 F/ P3 x# b
- $mog_rgss_s_hud = true
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: Y( H4 G2 Z8 T9 h% Q0 S. z上面所說出錯的203行內容為
7 M, ^( y# J( s, x@hp_sprite.bitmap.clear
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$ ?1 [6 Q* j B0 t! D想知道怎麼解決# r( ^; z8 K& j6 Y7 N- o5 d( U3 w0 Y
2 d7 N( s* @% v3 K, m# C5 q該腳本支持3.821 g R# ?" Q( \9 d& [; G
' O; P! y" a: ?8 G下面是圖檔,要塞在Windowskin下5 z/ b% J. @' {+ e; c5 \" W! K3 Q
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S_HUD_Graphic.rar
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