赞 | 0 |
VIP | 0 |
好人卡 | 2 |
积分 | 5 |
经验 | 31761 |
最后登录 | 2025-8-29 |
在线时间 | 1788 小时 |
- 梦石
- 0
- 星屑
- 517
- 在线时间
- 1788 小时
- 注册时间
- 2009-7-12
- 帖子
- 443
|
加入我们,或者,欢迎回来。
您需要 登录 才可以下载或查看,没有帐号?注册会员
x
這是我將官網的S_HUD修該而成的怪物血條% {" r* y5 U5 l0 |, B% E
會在每隻事件怪物的腳下顯示
' [3 Y/ C" W* t/ `問題是不知道為什麼0 k( H6 W; F" I8 R
有時打怪打一打會跳出% O. L; M" |; w) [5 J
---------------------------
' v+ H e9 F% e" ]# NXAS
% O! B1 Z, U8 ]+ _5 ^, ~7 Y+ z! n4 Z2 p---------------------------; J4 a; L# R2 C+ b+ x
脚本 'MOG - S HUD' 的 203 行 发生了 RGSSError。
& K9 ~5 A% U+ e, u! `. L! P3 T4 m1 L
disposed bitmap
( |2 }5 M9 G2 ^" R9 X- _5 z+ M---------------------------- n# `/ {' I. p9 Z. v, f2 J
確定 / k) M. k6 g: I3 v, S4 h
---------------------------) v" A8 s$ k9 T! U( Y; @
# o, t; Q" d5 z$ L8 d; l/ J/ t這是腳本# I" [* T( I- W A( @$ {
& B) y& I! y$ J: O2 @- #===============================================================================
- |' d% w8 `( g- Z - # MOG - s Hud 1.0 ' J& s# h8 V& z! }) F9 ^4 d9 H
- #===============================================================================) q1 F# R7 O% \, J' z& Z
- # By Moghunter 9 n0 }% W! u( r* U6 M6 E2 \: T$ R& Y
- # http://www.atelier-rgss.com
& V0 ?, j( `! b' }% A - #===============================================================================
% L. Q- Q; C4 H( C' e7 H+ c - # Translated by Calvin624 # v4 C9 m$ Z6 p- c
- # http://www.xasabs.wordpress.com
, M2 M5 E3 p, A - #===============================================================================) ?# O4 i4 [; q$ @* k6 \+ _3 D
- ###############################-DESCRIPTION-####################################' g; }6 a- \. i6 {
- #===============================================================================
* m. u$ h! m/ P& Y5 m. }1 c! U' ^' y5 ` - # Personal HUD – displays the HP and SP below the hero.+ [! }8 p) w l1 Q' ~8 J- F
- #===============================================================================
+ @- N" P! p4 ~ i/ F' n7 H: ?8 e( ^ - #- | \" d" Y! J; ^: b( i$ k0 l
- # Graphics required:8 H2 T! v6 m* o' P
- #
- [8 `7 \3 @& r: y2 v* y" q - # S_Border_HP_Meter.png0 [2 Y* X3 _. P* `: s# D! r8 }
- # S_Border_SP_Meter.png
4 z6 F, I: s6 r- u) v" i - # S_HP_Meter.png f7 a, D `: F4 p& c
- # S_SP_Meter.png
4 B( @& b, R2 o; x1 c8 ] - #
# J3 ^! W! C+ J% `4 i - # All images must be in the Windowskin folder./ c' }2 V# t. {7 c8 S
- #! E, S1 c8 W1 o) F
- #===============================================================================* z, t7 d4 B8 s1 M/ U Y5 W/ W
- module MOG
! k. N) U6 j7 ^& M" T - VISIBLE_DEF = false
+ R2 Y7 Y9 g! t- W+ Y - # Show HP meter?
& K! R/ n9 M* |( }* S* | - HP_HUD = true8 n3 }: O1 |2 }; k, ?
- # Position of the HP border
7 X) E- S7 G0 e8 M - S_BORDER_HP_METER_X = -2
9 K$ C4 O; J# h( b' `7 J - S_BORDER_HP_METER_Y = -2 3 |( x- t+ Z+ J2 C4 N
- # Position of the HP meter/ i, q4 I; K" z' f5 {- ?6 P a( M
- S_HP_METER_X = 0/ e2 @* U9 x' e
- S_HP_METER_Y = 0
* o/ N% Y6 F& ^$ S+ E9 Y - # Show SP meter?
/ k- t+ f+ r* y L( z - SP_HUD = true
$ M( o4 g& ]+ I/ u7 d - # Position of the SP border
# y' J/ f E, m! K) E - S_BORDER_SP_METER_X = 0
' A. X* M7 _1 i t" t - S_BORDER_SP_METER_Y = 10 8 F) f; |# o# Z8 Q \* ?. V' h% s
- # Position of the SP meter
- C) p( H; H+ [4 |3 T - S_SP_METER_X = 00 y' |2 k# v5 s& s4 ?: h
- S_SP_METER_Y = 10
3 v+ V" M8 E( x1 e - # Switch to disable the HUD
! {/ K4 ?5 Q3 B# _: J# W- @- G! F - DISABLE_SHUD_SWITCH = 5
9 @. ^' ~) J/ V* q - RANGE = 203 P. W# t0 o" l f
- end
* a5 {) D3 i( ~4 d - #===============================================================================
+ d( \1 u1 p, D - # S Hud6 T) ~# X0 j1 b, u2 J# U% a( Q! [
- #===============================================================================
2 T! k; P `/ ]8 n4 m0 x6 D" B' } - class S_Hud < RPG::Sprite
( v+ ]5 e C1 G( l( }9 k - include MOG" r0 _& m: }# b, C: _
- #--------------------------------------------------------------------------4 C4 T) d% Z5 u/ R8 a9 T
- # * Initialize
6 S& g+ x1 f: Y2 G! v) k. z( q$ { - #--------------------------------------------------------------------------& o" k9 r1 {+ C. F* @
- def initialize(enemy,viewport)! V# H! n% y1 Z
- super(viewport) ' B. {" g; q0 `" [5 Z' P
- @enemy = enemy
0 G& M' p0 l' V# C- |. ^/ A - @battler = @enemy.battler6 F `, y% Z6 D8 z8 f) ~/ M" ^
- @old_hp = 0" O* y6 o$ @9 W3 E* z1 K4 E
- @old_sp = 0
0 I% p) g/ V' g# d* I2 ^# ? - @old_vis = false
6 l7 V6 R2 B, j, M9 U - self.bitmap = Bitmap.new(100, 100)
3 G: R7 o3 Z# S% ]. O: W2 O7 q5 P - self.visible = (VISIBLE_DEF)#false& d$ G+ C$ h Z1 G# E
- self.z = 100
' W) O5 c$ f5 M6 P - #HP Border -------------------------------------------------------------------
6 h8 Q. B' e% S$ ? \ - @layout_image = RPG::Cache.windowskin("S_Border_HP_Meter")' C. w; x _; ?% _% ?( y1 S7 x
- @layout_bitmap = Bitmap.new(@layout_image.width,@layout_image.height)
0 D5 z: a. W- ~ - @layout_sprite = Sprite.new
% v$ X4 |2 T+ L) Q - @layout_sprite.bitmap = @layout_bitmap
; S/ G2 e1 ^( d1 ~5 X' R - @layout_src_rect_back = Rect.new(0, 0,@layout_image.width, @layout_image.height)
) s& @! |/ y% Y e& K - @layout_bitmap.blt(0,0, @layout_image, @layout_src_rect_back) % d2 v$ V! d0 L* g. \
- @layout_sprite.z = 5001
- @& x2 y* F. {$ _# _ I - #HP Meter ---------------------------------------------------
" M, x8 p3 j4 M5 l( @ - @hp_flow = 0
/ w- w* X( s7 u - @hp_damage_flow = 0! V& o3 }1 O/ @6 U. f' d% ?3 R
- @hp_image = RPG::Cache.windowskin("S_HP_Meter")9 d+ e" R$ }: `' c1 C
- @hp_bitmap = Bitmap.new(@hp_image.width,@hp_image.height)
! {6 ?; j9 D5 T - @hp_range = @hp_image.width / 38 A# Z+ Z0 {) M+ p. J7 j0 u
- @hp_width = @hp_range * @battler.hp / @battler.maxhp / t3 N- W" Q& R' L
- @hp_width2 = @hp_range / 2
: g: Q/ j4 V( E, \ - @hp_height = @hp_image.height / 2; g) z1 m7 G2 \$ u3 f2 _
- @hp_width_old = @hp_width
0 {5 p2 w/ K6 N" b/ {/ ^ - @hp_src_rect = Rect.new(@hp_range, 0, @hp_width, @hp_height), F" [( ~4 |2 F1 k3 g
- @hp_bitmap.blt(0,0, @hp_image, @hp_src_rect) : _4 P+ j8 ^! ]' K6 E
- @hp_sprite = Sprite.new
' S% Z4 O3 H1 J - @hp_sprite.bitmap = @hp_bitmap
( q) }# _ n+ x/ T5 Z - @hp_sprite.z = 5002) j7 z2 g w3 |& a
- #SP Border -------------------------------------------------------------------6 ?7 [/ U* B8 {/ g" l4 K
- @layout2_image = RPG::Cache.windowskin("S_Border_SP_Meter")
" a3 O L D& f8 v* Q+ K+ Q - @layout2_bitmap = Bitmap.new(@layout2_image.width,@layout2_image.height)
: R7 |0 x( C f4 @' k, J. Z+ b - @layout2_sprite = Sprite.new
% _1 a" L: r* x6 P3 ~. T% H - @layout2_sprite.bitmap = @layout2_bitmap6 t; u2 `# b9 M2 q/ Y
- @layout2_src_rect_back = Rect.new(0, 0,@layout2_image.width, @layout2_image.height)
2 N7 \; i" G( b# q" S) D: w - @layout2_bitmap.blt(0,0, @layout2_image, @layout2_src_rect_back)
' q$ i% \* p u4 p2 t - @layout2_sprite.z = 5001 - h9 ?& U8 v9 `/ }- p1 x3 T" T
- #SP Meter ------------------------------------------------------) a. P$ A4 G0 J$ N. t) N- R
- @sp_flow = 0
: U; V. d9 z) N R - @sp_damage_flow = 0
& y, u# G0 M" E- f - @sp_image = RPG::Cache.windowskin("S_SP_Meter")6 h1 s( }0 J6 t/ L
- @sp_bitmap = Bitmap.new(@sp_image.width,@sp_image.height)
, Y& w; |/ v# S/ s/ _ - @sp_range = @sp_image.width / 3/ S9 F) `) i8 I, d, m1 b3 L
- @sp_width = @sp_range * @battler.sp / @battler.maxsp / _. n0 o0 L" Z1 H/ B
- @sp_width2 = @sp_range / 2
* Y) s t' l) |, N# W! W D - @sp_height = @sp_image.height / 2
7 M) q8 w& b1 E9 W/ l6 }$ Y - @sp_width_old = @sp_width) {1 {2 k+ T: e* f1 |
- @sp_src_rect = Rect.new(@sp_range, 0, @sp_width, @sp_height) z! X/ F5 X; u' o
- @sp_bitmap.blt(0,0, @sp_image, @sp_src_rect)
& @, w" }2 _1 \' G) K/ Q2 t9 t - @sp_sprite = Sprite.new
) e- c8 ~! F7 v' L# L - @sp_sprite.bitmap = @sp_bitmap8 r/ M ?2 d l, E
- @sp_sprite.z = 5002. `- X9 E- H) c* W C0 c$ Q0 S9 ]
- update
/ M) e1 P5 ~+ s8 E - end
8 J. N4 _3 n1 [, v' y - #--------------------------------------------------------------------------. D4 O( \0 Q8 q2 N9 ]
- # * Refresh5 u# Q2 v2 f: m! h! o- _7 P# ~
- #--------------------------------------------------------------------------" X, Q/ z. w, l8 T
- def refresh Q! P* K; M8 I7 W) v2 G5 [( D
- return if @old_hp == @battler.hp and @old_vis != self.visible
! C' L X2 ]: n; f1 N- [ - self.bitmap.clear$ V" A9 [5 l+ ` }$ |2 Z
- @old_vis = self.visible3 M" W0 a }9 [- i9 U% o
- @old_sp = @battler.sp+ L* v6 }* A5 g; a3 f6 K$ f. x
- @old_hp = @battler.hp2 \! e9 G/ d, c, j/ N
- hp_flow_update
3 G5 M: z8 o& ^' G - sp_flow_update
; ~0 [, M/ I' t9 l. O' A9 Q5 e6 V - hud_pos_update& I0 t9 l! \' @# Y3 l" S
- visible_update S: S$ I: [5 ^+ U* ~
- end. k O5 ^2 Y8 n7 u/ F+ S f
- #--------------------------------------------------------------------------( x# F: u) m. w* j" a& C
- # * Dispose
: F% M0 D1 t5 l) z" c - #--------------------------------------------------------------------------+ P! p; F3 `) F Q( Z
- def dispose0 y( N0 `: C4 |+ H3 \
- #HP Meter Dispose
6 v; P2 `5 y2 W+ E: }7 z6 g/ q - @hp_sprite.bitmap.dispose
, C( g6 N5 O2 a! T/ q - @hp_sprite.dispose& z3 e( R( W+ W) h/ O& [
- @hp_bitmap.dispose
% U( x8 K4 @5 L - #HP Border Dispose
. p+ n1 h8 A# w$ ]9 g( U: s' _ - @layout_sprite.bitmap.dispose
0 W( j9 j/ w$ E& e - @layout_sprite.dispose
% j; R& @$ i8 @6 o0 A - @layout_bitmap.dispose
7 }# ^" a- m4 z. z$ v - #SP Meter Dispose
. r+ ~$ R5 y G) S. J" H - @sp_sprite.bitmap.dispose7 I0 c0 B8 D/ r5 M1 D% m2 L1 }
- @sp_sprite.dispose F7 ^+ f; E: h% p6 U
- @sp_bitmap.dispose8 F( _* T6 F$ [3 h2 D2 @
- #SP Border Dispose0 D5 M/ i; z) \: ?& k
- @layout2_sprite.bitmap.dispose
) N9 V9 T, L$ ~4 w4 |0 B - @layout2_sprite.dispose4 N! |8 b7 \2 c
- @layout2_bitmap.dispose
7 v9 n. u3 I0 K - end
0 H6 g1 J/ A& X - #--------------------------------------------------------------------------
/ n4 x" a) ?% N1 w3 X - # * Update
* o0 g, D& N) f% W( A3 ]+ B - #--------------------------------------------------------------------------
5 ?* A0 k) X, c' P' o6 P0 L( r - def update* E1 c6 B M, q* @9 ~
- @battler = @enemy.battler
8 h' B! s1 Y" k - return dispose if @enemy.dead? or $game_map.events.values[@enemy.id].nil?8 g6 Q! V) H0 I# L8 a. p! H# c( ~
- if self.visible( o7 z: H2 Z% E
- refresh' O5 s, h; h& R) q9 q! I1 ^
- else8 B/ @1 q* ?9 C# K3 L! @% t1 ]6 D
- self.bitmap.clear
" s* h. F* f. U& z6 ]* }% a - end
. M5 ]& z/ R: n( }6 c9 s - end
( ]/ c5 N$ U& G0 i+ q - #--------------------------------------------------------------------------
7 V% ?) K; i, K' t- R- H - # * Visible Update
& l1 j# H, V7 Q - #--------------------------------------------------------------------------1 u P! ~, f4 S- \
- def visible_update
; V$ |! R* Z6 `3 R6 f% g - if $game_switches[MOG::DISABLE_SHUD_SWITCH] == true8 a. _9 f# p3 Q6 q1 ~
- @hp_sprite.visible = false
4 \" m9 y! B7 M% w* R2 s - @layout_sprite.visible = false
5 \5 Q2 e) j- S1 | - @sp_sprite.visible = false U, U2 l, Y& M& ^, A3 c
- @layout2_sprite.visible = false; g+ O$ a9 Z8 w
- else4 C# }. F+ S& D l, G; U# _: I# w) c
- if HP_HUD == true
( o" X- r7 y6 y - @hp_sprite.visible = true3 Z) `) k% `4 q6 p4 R$ G
- @layout_sprite.visible = true2 m; b& K/ _+ y8 h$ |0 p
- else
6 ~0 x( ]$ E, r8 V" M+ z; h - @hp_sprite.visible = false
0 m: j1 D1 V8 J; b, g6 \& \ - @layout_sprite.visible = false0 m8 x& z; v: j; N( u ^8 e- d3 L
- end & b, D5 C0 X: l! L) [5 g
- if SP_HUD == true6 F, n$ L) G$ f( d/ o# S& |! R
- @sp_sprite.visible = true. H" v: u2 T2 u$ M* s) l4 M
- @layout2_sprite.visible = true4 }# n. ]+ L( ~, C$ s* f' [
- else/ z) S, W- |; O8 u1 M! o2 q
- @sp_sprite.visible = false5 F4 G/ n; Y, i1 m4 I* g* t
- @layout2_sprite.visible = false
. `" N. z( n- ^ - end
; ~: S0 }# A% ` - end
R8 o; i3 `& q6 k, m3 n - end
. @6 q% u: C3 b' Z7 ?# f7 ? - #--------------------------------------------------------------------------6 [" X3 R8 H M; i4 b
- # * Hud Pos Update9 \0 w. m2 v, I5 p0 C
- #--------------------------------------------------------------------------
9 x+ e; G0 w& `7 e$ V - def hud_pos_update) c2 \4 P1 }( D; o
- @hp_sprite.x = self.x - @hp_width2 + S_HP_METER_X- X; j* f$ r$ W& a* ?
- @hp_sprite.y = self.y + S_HP_METER_Y 9 B" Y* V, _3 ?
- @layout_sprite.x = self.x - @hp_width2 + S_BORDER_HP_METER_X# I, x" C. M6 h( d
- @layout_sprite.y = self.y + S_BORDER_HP_METER_Y
, X! D5 p% I2 C1 l! _ - @sp_sprite.x = self.x - @sp_width2 + S_SP_METER_X
: \$ Y) E& V4 y6 n - @sp_sprite.y = self.y + S_SP_METER_Y
w3 }2 |1 ^- w0 l; K - @layout2_sprite.x = self.x - @sp_width2 + S_BORDER_SP_METER_X
; h* |1 I" v' |% i5 r6 h - @layout2_sprite.y = self.y + S_BORDER_SP_METER_Y * M! o: l- B4 r, ^) }9 p
- end
# e* I3 J- Z/ n" O+ o. B8 ?1 D# C @- m - #--------------------------------------------------------------------------' ?4 \8 L/ x% j: `9 \/ D2 I
- # * Hp Flow Update& _9 s# Q$ L3 n- b
- #--------------------------------------------------------------------------
2 \ Z! N: I" i - def hp_flow_update. x0 e o5 W b) i1 d2 ]5 s# e0 b6 X) f
- @hp_sprite.bitmap.clear
9 T. D2 A$ n4 m0 Z+ y0 u - @hp_width = @hp_range * @battler.hp / @battler.maxhp
8 n# X- s' I% H7 ] - #HP Damage---------------------------------
" e* j: y+ D3 H - valor = (@hp_width_old - @hp_width) * 3 / 100
5 j5 c2 H: Z. N# e. [- } - valor = 0.5 if valor < 1
# `% z# ^1 K: v8 V" J - if @hp_width_old != @hp_width1 k; K, D$ @; w% m8 s" ~) w
- @hp_width_old -= valor if @hp_width_old > @hp_width 7 B) ~6 [6 h* ]" ~& w0 Z
- if @hp_width_old < @hp_width - X/ [! o _/ [5 h! h
- @hp_width_old = @hp_width
$ Y- P: X3 U$ E, P0 V7 a5 u - end + l' H0 Q: q' S8 ^
- @hp_src_rect_old = Rect.new(@hp_flow, @hp_height,@hp_width_old, @hp_height)
/ H9 v2 K' P- M3 K, x6 i - @hp_bitmap.blt(0,0, @hp_image, @hp_src_rect_old) + V( h6 \, a: D0 n
- end " D5 [) T& ^0 Q
- #HP Real------------------------------------
) d4 z0 e) y+ _) ^3 b% t+ h8 a - @hp_src_rect = Rect.new(@hp_flow, 0,@hp_width, @hp_height)! s8 y1 S9 }( f" ^- v- l) w
- @hp_bitmap.blt(0,0, @hp_image, @hp_src_rect)
* z# t9 u- J) S8 [; r6 N8 V* N( L" F - @hp_flow += 2
7 X4 F& t: Y2 H# i" A3 S0 s/ Y) O- L - if @hp_flow >= @hp_image.width - @hp_range( e. m3 q' R5 V M5 T
- @hp_flow = 0 1 O* ?. B0 k9 H2 i" [ j) k8 E/ Z
- end0 k9 p8 T- z' l% ~
- end
+ U4 D3 U7 u- X G: ]5 e% E) _+ u( P6 R- i - #--------------------------------------------------------------------------
7 W, \* R) S q - # * Sp Flow Update
5 {) b5 K" b! `' U7 \/ I3 l - #--------------------------------------------------------------------------
6 U% n) K: y( E$ g K - def sp_flow_update
" _2 v, C4 I) g/ Z! C - @sp_sprite.bitmap.clear
) \( U8 t6 V) W% [1 N7 ~ - @sp_width = @sp_range * @battler.sp / @battler.maxsp
& M; ?, M& u, R; @' ] - #SP Damage---------------------------------
: E# h& W, t3 t6 o) p1 r4 N6 N - if @sp_width_old != @sp_width1 Z G; [& k5 d( k+ F& ?! Y
- valor = (@sp_width_old - @sp_width) * 3 / 1001 e3 o, t$ q- l$ W$ [9 N& F
- valor = 0.5 if valor < 1
* Y; h& U! c7 ^ c5 j - @sp_width_old -= valor if @sp_width_old > @sp_width , x# x# P$ Z1 k4 T! O1 Z
- if @sp_width_old < @sp_width . G4 Y: T6 A8 u* j/ w
- @sp_width_old = @sp_width
& |- L& Y* y% u" u; g B: o! w) s - end ; ^. A6 @4 _( L
- @sp_src_rect_old = Rect.new(@sp_flow, @sp_height,@sp_width_old, @sp_height)2 m1 Z: J1 w* T+ h+ }
- @sp_bitmap.blt(0,0, @sp_image, @sp_src_rect_old)
" C# `7 O' W Z+ } - end5 ?0 e- ]2 ^9 V2 P$ F# D
- #SP Real------------------------------------
. ^, o9 j$ x2 R+ s6 }! @0 p5 ?) o! p - @sp_src_rect = Rect.new(@sp_flow, 0,@sp_width, @sp_height)
$ Y+ G( D3 b8 M8 P, E8 E# q4 _8 u! M - @sp_bitmap.blt(0,0, @sp_image, @sp_src_rect)
9 B7 Q0 ?- W; D( D7 n* ?6 @ - @sp_flow += 1
) [1 O% y: C: y7 o - if @sp_flow >= @sp_image.width - @sp_range
K" V8 d X! f7 z* x - @sp_flow = 0
# A7 D2 e/ [/ N1 i - end" v4 a6 a3 o# \3 f& S9 f
- end
: @8 q' `1 H' c5 u0 _# j6 w8 c - end
" Z: a K/ W" h- D - #===============================================================================* d1 ^7 j4 }6 D: }( X+ ?. {
- class Sprite_Character < RPG::Sprite
- z3 h0 n2 ]( F. F' @: e# d - #-------------------------------------------------------------------------------' r1 U" J1 U* s0 Z- C
- alias :xas_emini_hud_init :initialize
, ?# Q6 X. M) h4 s - include MOG& |7 f. ^5 u( o5 H9 \4 Q7 R
- def initialize(viewport, character)
7 v, R" R4 |0 Y5 e - xas_emini_hud_init(viewport, character)
2 v7 |( {8 b9 I4 ]- ? - @viewport = viewport
8 B1 Z- F3 u7 e. E" w - return if @character.battler.nil?
3 ]* |3 t* V1 ]1 ^5 ? - return if XAS_BA_ENEMY::ENEMY_OBJECT.include?(@character.battler.id)7 H7 Z8 q' t! \8 \& e
- return if XAS_BA_ENEMY::ITEM_ENEMY.include?(@character.battler.id)# f, Y. a0 n5 O9 b" q( U
- return if @character.battler.is_a?(Game_Actor)
/ w2 [# F$ _# P' t/ r8 Y5 p - @bars = S_Hud.new(@character, @viewport)
( q; Z9 @) U0 Q9 y6 S - end- j! \ O* P$ B- g
- #-------------------------------------------------------------------------------
4 M% D. \! `1 g6 y$ L/ K6 F - alias :xas_emini_hud_up :update
# G6 Y0 f: L9 [- |& Z2 O - def update$ T% s' X3 Z& h: V4 c* T, ?
- xas_emini_hud_up8 x* `# c. C' `8 K; F" N' y8 N7 l
- return if @bars.nil?" ^) j3 @, U4 M+ k) e1 x% H
- return if @bars.disposed?
: C# J; w; F* ?' H1 n" d - dis = ($game_player.x - @character.x).abs + ($game_player.y - @character.y).abs
4 \3 X+ Q- l, }2 O, d) u+ V* E - @bars.visible = (dis <= RANGE)
$ Y" l. r( m! x* R: T4 {8 ]; N - if @bars.visible
1 C7 Q* W4 P1 P% ^4 V - @bars.x = @character.screen_x# - @cw / 4
& B( C* A8 o4 D* m8 J% N - @bars.y = @character.screen_y# - @ch / 4
4 v" }6 E7 L0 W. x& @ Y( {& i - end
& g2 Q6 k f+ K% \ - @bars.update' d8 e1 C' @6 c- C% R
- end
, ^' u+ u6 d, d7 `2 ~* ?% p - #-------------------------------------------------------------------------------
% x* w8 r2 D4 j- z! C - def dispose
& r4 Q/ C7 v y, K - super8 {/ Q; f$ _( e' N
- @bars.dispose if [email protected]?: y0 Y& H6 z3 P# a& m: \
- end
& h" N8 W) J% r1 ]) U! D8 T2 c* _ - end/ Z! Z$ ?3 n, f9 R" O3 w
- ' p& {- s- z0 g/ y6 r- b0 D
- $mog_rgss_s_hud = true
复制代码
d& Y6 p$ g$ K, I$ x7 W% l
1 v. J3 r" r' p
. Z: W1 F& j: _# e6 a上面所說出錯的203行內容為
/ ]! y ]" J% m/ W+ ?7 B0 T@hp_sprite.bitmap.clear" |! x1 c5 s! s( b( R
3 H g! D( K1 R# p- P% j8 Q想知道怎麼解決7 }) v1 A1 p8 G/ V, x; R) a# {
1 }7 m" T- t+ p
該腳本支持3.824 T6 v( `# s. W6 v0 _6 O
! d% ~0 Z% @& V( y% s( G下面是圖檔,要塞在Windowskin下% l! e) Q/ P+ C
( o. j' g- k0 Y1 c
S_HUD_Graphic.rar
(12.36 KB, 下载次数: 49)
& z. {: s" U7 G9 M8 o7 Z" ~
. l; a! E: `# L( [$ h+ X$ h! q2 M
% L9 X, Y$ l: k" _
; p0 E1 S3 @) V ? |
|