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這是我將官網的S_HUD修該而成的怪物血條. r! x9 E( j4 e P% v
會在每隻事件怪物的腳下顯示
" U9 ^0 g9 H3 @0 J問題是不知道為什麼0 y& _2 D- `: q
有時打怪打一打會跳出; ]3 k- J" c& d" s' R
---------------------------
B; e/ _/ T1 o" |6 \* a. O7 {1 ?' WXAS
& s% a) n5 d( M0 Z---------------------------: |9 c8 F1 a, b1 j6 l3 W
脚本 'MOG - S HUD' 的 203 行 发生了 RGSSError。. ]* r+ o& h/ @( ~5 a2 `* a/ |0 U }
2 l+ s+ g6 X3 K: E7 n' D! t4 Hdisposed bitmap# `; M9 }: z( C* `% @! {
---------------------------
- K; ^) ^! ~: Y. ?% v5 c確定
# Z5 h- \, z; J" s8 `/ V---------------------------! A% y1 z4 N( v2 j# \' o ?
1 A; `0 s- b# V# |
這是腳本
+ K, o. s2 o$ v7 C; U' I0 l0 u
" @! w( v( z" S. U3 `- #===============================================================================8 T g2 G1 w6 f0 b4 K
- # MOG - s Hud 1.0 - @1 Z" B8 a5 W: e G K+ J, J( v
- #===============================================================================
8 y8 F1 _+ n0 b9 O" ]3 u - # By Moghunter . f9 ]7 D6 P4 j+ {4 M1 D
- # http://www.atelier-rgss.com( K/ i! b8 I H/ q
- #=============================================================================== I) Q! Y( H m" r8 {$ V7 c% v' [6 D
- # Translated by Calvin624
$ L* t% X2 @9 X; o4 f - # http://www.xasabs.wordpress.com a3 J& F7 Y" Z$ e6 `+ l# ]2 Q$ y O
- #===============================================================================( A; A0 ^% ~$ N. e! _" q
- ###############################-DESCRIPTION-####################################
1 ?) p" I* G) y+ {. T# h @0 A - #===============================================================================
. J( K2 f5 k I* G) D - # Personal HUD – displays the HP and SP below the hero.
+ _4 m X7 f$ X" A; k# q5 Z - #===============================================================================3 K) |) a4 [) O3 [4 Z
- #
. L) A/ G5 c {$ C# h6 d& {& q - # Graphics required:
2 a- t4 R! f$ k1 Q4 x# U - # % d. g' }# @, L" ^9 w: @
- # S_Border_HP_Meter.png
1 R1 O" _* y1 d, Q. U - # S_Border_SP_Meter.png
. {7 U" w4 r# v# W5 l - # S_HP_Meter.png
9 T6 V) W6 X, s2 A) s. \ - # S_SP_Meter.png
1 z7 ?2 s7 U% V& G - #
, C) O' @! L z5 J7 y; S+ L - # All images must be in the Windowskin folder.: R* r/ ~6 v* U* j G7 \" F5 |
- #6 N) L! v) _- p# l1 f
- #===============================================================================$ c) x" _- N; @) n) M- R
- module MOG
! D# S$ L+ m8 m - VISIBLE_DEF = false
, |: g" D \4 \/ m* W - # Show HP meter?2 s! V0 ? e4 I0 `2 B4 o8 N
- HP_HUD = true1 a7 I$ Q E( ]" q; }0 t
- # Position of the HP border
6 x' s+ M1 r$ {! i - S_BORDER_HP_METER_X = -2
! d1 R, o8 f0 Z - S_BORDER_HP_METER_Y = -2 9 l1 }- V! x& w2 [
- # Position of the HP meter( y- a# D8 O ?* c9 D6 u
- S_HP_METER_X = 0
5 z$ g6 O& v) D. ^+ p' q: I - S_HP_METER_Y = 0
" k m. a7 e% b - # Show SP meter?
4 s. Z6 G% O2 Y+ u- j5 H4 h - SP_HUD = true
% @$ t7 m0 D+ m* x: z - # Position of the SP border8 [& ]) E! o; D u0 Y
- S_BORDER_SP_METER_X = 0
+ r+ K8 ?$ B( F( `: M - S_BORDER_SP_METER_Y = 10
+ C5 b7 R& b& I3 ?% T3 d3 b* \& f - # Position of the SP meter
, B5 ^2 O7 C* Y5 U- i" G - S_SP_METER_X = 07 t. Y% H+ B2 w. g* ]4 E
- S_SP_METER_Y = 10
$ |) Z7 \5 K: {' ?6 ~9 M( o d - # Switch to disable the HUD
% s; W7 o1 ~( l; `3 ^* y! S5 W - DISABLE_SHUD_SWITCH = 53 B! E |5 V. f1 R7 z' X
- RANGE = 200 k5 ~. j0 J+ w1 D# S
- end+ g! N9 g+ ?( ^- t" ~" {! L% B
- #===============================================================================) [# M" r" G) {) `* H& k- G
- # S Hud
! A/ _# d0 @1 M8 x$ k1 N - #===============================================================================
- R3 q' }8 X& }, r- G( j2 A: @ - class S_Hud < RPG::Sprite( P, O! t! D, l
- include MOG
) q' {3 j1 E% P" y% \7 @, k$ ^/ [ - #--------------------------------------------------------------------------
7 I) R! |: p! H) [ - # * Initialize
% K6 c' C) j- t1 @& Q7 J' I - #--------------------------------------------------------------------------
: D0 X* V) y2 X$ X9 \6 u, ` - def initialize(enemy,viewport)( W! U- r1 b# U' r8 Q! ^, @, N& h
- super(viewport) " \0 ]. K' Z- J) r% s9 g
- @enemy = enemy- p+ f4 K2 Z) f9 T4 ^
- @battler = @enemy.battler
$ D& D4 u3 T8 [; W4 a( ?' f, y' g2 R - @old_hp = 0
9 p. ^5 p! U# |! U, c; I - @old_sp = 0- u* J8 Y6 L& n: D/ r7 o% l
- @old_vis = false+ h0 n3 {9 c% ?
- self.bitmap = Bitmap.new(100, 100)
; [1 n' X, k& P/ v - self.visible = (VISIBLE_DEF)#false
& j. l" [' r2 _ - self.z = 100
+ |1 @6 Q( N# z. N5 V4 x, i5 v5 G - #HP Border -------------------------------------------------------------------6 P& w1 _% s; }2 H) m O9 q
- @layout_image = RPG::Cache.windowskin("S_Border_HP_Meter")4 C# o1 X5 U. I3 N! ~
- @layout_bitmap = Bitmap.new(@layout_image.width,@layout_image.height) {/ @8 P" b+ @! a `& ?
- @layout_sprite = Sprite.new& W4 H, H9 w/ q( z7 @8 ?7 _7 \, g/ x% `
- @layout_sprite.bitmap = @layout_bitmap
' H5 I* f7 Y+ M( P - @layout_src_rect_back = Rect.new(0, 0,@layout_image.width, @layout_image.height)
; U8 R4 s1 s( y - @layout_bitmap.blt(0,0, @layout_image, @layout_src_rect_back) ' q( u7 z: |6 {4 s$ A9 }& h
- @layout_sprite.z = 5001
% k1 M* U3 M# C( R( ]5 r; v - #HP Meter ---------------------------------------------------. v! D' ~( ^8 w% }' Z
- @hp_flow = 0' y2 d& C4 B7 c, N' K
- @hp_damage_flow = 0
+ q5 T5 {8 l1 a3 H6 p: f, f - @hp_image = RPG::Cache.windowskin("S_HP_Meter")
# d2 g. x' |, v - @hp_bitmap = Bitmap.new(@hp_image.width,@hp_image.height)
' }& W" N: L3 l - @hp_range = @hp_image.width / 3- R$ X! p! K, {! M2 Z* a+ P4 f
- @hp_width = @hp_range * @battler.hp / @battler.maxhp ! J, b5 I7 P" k* E# ?% {
- @hp_width2 = @hp_range / 2
5 i# m9 U) t* Z! W! W - @hp_height = @hp_image.height / 2
% v+ L7 H4 Y4 P d8 U' O - @hp_width_old = @hp_width
2 s* y$ g& ~: e$ p - @hp_src_rect = Rect.new(@hp_range, 0, @hp_width, @hp_height)
0 E. d# b8 z. @' s" J/ K$ K4 R - @hp_bitmap.blt(0,0, @hp_image, @hp_src_rect)
9 l4 f* @. r* C* ~0 {+ V+ H; ] - @hp_sprite = Sprite.new: u. ~. C1 E5 d6 _
- @hp_sprite.bitmap = @hp_bitmap: |6 n& p! Y' M' ^9 x
- @hp_sprite.z = 50022 U0 P o& W |; {2 D
- #SP Border -------------------------------------------------------------------
$ h% O- l+ z; g X - @layout2_image = RPG::Cache.windowskin("S_Border_SP_Meter")8 H; s9 w8 k0 R2 L G
- @layout2_bitmap = Bitmap.new(@layout2_image.width,@layout2_image.height)
# A- ?6 n, `- t; u9 [ - @layout2_sprite = Sprite.new
2 e) u& w- d; L( K, `" ^ - @layout2_sprite.bitmap = @layout2_bitmap
0 A% X4 y' O+ t. m2 Q( z - @layout2_src_rect_back = Rect.new(0, 0,@layout2_image.width, @layout2_image.height)4 ~" T( X& i$ c5 j
- @layout2_bitmap.blt(0,0, @layout2_image, @layout2_src_rect_back) ' E" b& m! Q& T" X
- @layout2_sprite.z = 5001
4 s1 l5 }6 n& E0 c2 n3 I - #SP Meter ------------------------------------------------------
7 K. r6 N& t/ `9 R9 E8 u - @sp_flow = 0& V8 W/ x$ U, w- I5 b
- @sp_damage_flow = 0/ { R7 H `3 t! {' P: D7 e2 B
- @sp_image = RPG::Cache.windowskin("S_SP_Meter"). ~* i9 ^! s3 b3 Q- A8 S2 Y5 C! v
- @sp_bitmap = Bitmap.new(@sp_image.width,@sp_image.height)8 f: V4 W5 U: T: t7 h; H# g9 c6 g, l
- @sp_range = @sp_image.width / 3, s' R9 z8 u7 c: w/ n" |! r/ Z- k
- @sp_width = @sp_range * @battler.sp / @battler.maxsp
7 f8 \9 F: Q8 |1 ~6 e - @sp_width2 = @sp_range / 2+ R0 k; g/ f3 Y& x/ j
- @sp_height = @sp_image.height / 2. C+ t) M; T6 h4 \: x+ y' \0 c
- @sp_width_old = @sp_width
0 m0 M r3 i% w Y4 v% ], v4 n - @sp_src_rect = Rect.new(@sp_range, 0, @sp_width, @sp_height)) o- c! o# A5 K. k0 ~# V
- @sp_bitmap.blt(0,0, @sp_image, @sp_src_rect)
7 z9 w9 z+ D% `/ ? H - @sp_sprite = Sprite.new
2 P: z5 f/ z; r% z: [, b" X - @sp_sprite.bitmap = @sp_bitmap
9 b! G* t4 A- X3 T7 [6 a8 g - @sp_sprite.z = 5002
/ }. w( j$ u/ ]- V: F! C - update
+ x3 I! H, t4 A- O6 E - end
4 j/ m' W/ |" H' u8 j - #--------------------------------------------------------------------------
2 ^* I7 R+ a4 k7 F - # * Refresh% r5 D# t \7 m1 g, n! o. r3 o
- #--------------------------------------------------------------------------, @8 Z& }& Z; c9 l
- def refresh4 P. ?& H7 T1 n. {3 c/ [
- return if @old_hp == @battler.hp and @old_vis != self.visible1 t* z. X. a5 i5 V( n! q7 x+ E
- self.bitmap.clear, Q5 y# ]- j/ Q$ k* i3 h% v- j2 H7 c
- @old_vis = self.visible$ T6 `; k3 Q& n! @. X3 m0 V
- @old_sp = @battler.sp
- d- F: N+ A' S( }2 a ]# s7 n9 a! A - @old_hp = @battler.hp
6 h) D. d9 ^8 R+ P, N3 P - hp_flow_update
2 ]+ h$ K# k* E4 @- y& ~ - sp_flow_update
' c, v% t4 K! }& l& g! L - hud_pos_update
: K3 A3 S1 U' s - visible_update2 U* h" I V6 v' s6 J; r
- end; ^# L! E9 f- P
- #--------------------------------------------------------------------------
* F/ B0 ~% |% f5 G u5 i; p - # * Dispose' d! ~' V( |: r7 L
- #--------------------------------------------------------------------------
7 X) R( Q$ p- }! |* X" Q6 z - def dispose
' d n3 t4 p0 E2 \& h4 J - #HP Meter Dispose. v& w- Q1 x4 M
- @hp_sprite.bitmap.dispose
/ ~. E) i/ K) _, F1 U - @hp_sprite.dispose# T$ P; {2 {% s( a9 N H2 @
- @hp_bitmap.dispose! N- d' m9 T% e9 a- l( ^
- #HP Border Dispose
9 z4 C. I# C. T& V - @layout_sprite.bitmap.dispose0 F# x+ r4 y" G# x0 M
- @layout_sprite.dispose
6 _4 [- ]2 ?4 ^2 q- T; d6 V - @layout_bitmap.dispose$ k' G1 p0 B" }% z) Q2 e
- #SP Meter Dispose
( E3 e! h1 B: W4 L: J - @sp_sprite.bitmap.dispose
/ x9 b! @# |8 m4 S3 W - @sp_sprite.dispose" f* U2 I; s& N! r% R5 Z
- @sp_bitmap.dispose& }" Y+ d: d' b7 l6 r
- #SP Border Dispose2 r! R B( l0 V$ [- M" _4 r
- @layout2_sprite.bitmap.dispose
R* f: J2 y) n& O" s, b& n - @layout2_sprite.dispose
1 H E& `2 G* Y$ e9 S5 q, E% d - @layout2_bitmap.dispose
: m1 g, `7 K- a" E A$ f - end U# {4 a+ ^. f' d
- #--------------------------------------------------------------------------
. C, ] I2 j! s4 ~9 W8 D; E( O - # * Update Z- C# @9 r6 x2 G) G0 b' _
- #--------------------------------------------------------------------------" ], G7 d, Y9 u$ r* v
- def update
, U8 N1 K/ G& X - @battler = @enemy.battler
. b' g# ^+ r; m" t; D! t - return dispose if @enemy.dead? or $game_map.events.values[@enemy.id].nil?
: f4 I, N4 Y; X2 Z - if self.visible" m! u# F, S$ ^, r
- refresh6 h- \" a/ d6 v" C6 r. H
- else
( D" ^, ^. F+ `' v4 ? - self.bitmap.clear
" \8 ?" b2 W1 n% a$ [ - end& M9 ?- [7 Q. B+ d. O
- end
: ?' U# e3 r( b5 ~' L3 } - #--------------------------------------------------------------------------
; J' j6 Z$ M q, l4 q2 r! N - # * Visible Update
& H: Y) a' n @: H' l7 S - #--------------------------------------------------------------------------
7 ^4 |0 W# ~9 l: A - def visible_update% C( E% m* S; K f8 w
- if $game_switches[MOG::DISABLE_SHUD_SWITCH] == true2 E; q9 ?; J# U
- @hp_sprite.visible = false
% k/ \9 s. `* M( \* P; j - @layout_sprite.visible = false
* o( c2 e% B `' p( H, W6 ^1 y - @sp_sprite.visible = false
- `1 _$ l) o M* I3 Z+ | - @layout2_sprite.visible = false
/ |- y+ u- d" R7 Y+ k% u+ L8 k - else
1 z! J# @6 Q( _+ A2 I* G - if HP_HUD == true# z. o& ?; C& u
- @hp_sprite.visible = true
1 `( N* u. x' c6 h4 Z' G4 C8 Y' ] - @layout_sprite.visible = true
. N3 E* D7 D s - else
/ W2 M8 \: V Q4 k - @hp_sprite.visible = false# ~8 v2 n8 a2 m3 S8 E
- @layout_sprite.visible = false
, A9 H* `& D, e! @+ j. c - end
+ s. Q$ G1 D! g# {% A - if SP_HUD == true
+ h! k5 C7 b5 t4 K) w7 J - @sp_sprite.visible = true5 D p& i6 T9 U5 n* S" p
- @layout2_sprite.visible = true
7 { }, i Q# t4 b1 Y/ ] - else
. ]( t0 }% T. M" B# L - @sp_sprite.visible = false; \" i& f, S: S
- @layout2_sprite.visible = false4 ]4 Z8 }5 B) v7 E
- end
! `6 R9 y/ K3 K+ Z. @- N& c - end - Z# `- k5 z; D! c9 `& R# H6 B
- end
8 O& p! Y- I' F; [' v* {" L - #--------------------------------------------------------------------------- @. J! x7 I7 }
- # * Hud Pos Update- q) w/ d( g l
- #--------------------------------------------------------------------------, s+ n+ d8 o: i; w
- def hud_pos_update$ k+ D7 k; O% ^9 B
- @hp_sprite.x = self.x - @hp_width2 + S_HP_METER_X
. L' m1 U( N& F% [ - @hp_sprite.y = self.y + S_HP_METER_Y
* }& w" a, H7 v$ G& M - @layout_sprite.x = self.x - @hp_width2 + S_BORDER_HP_METER_X1 |5 ?' [& g, Q+ r# p# Q
- @layout_sprite.y = self.y + S_BORDER_HP_METER_Y
! F( o. b" D$ S9 z/ h2 F - @sp_sprite.x = self.x - @sp_width2 + S_SP_METER_X
$ q- v! u, j$ r& Q - @sp_sprite.y = self.y + S_SP_METER_Y
3 U0 a( j, z2 S- Q - @layout2_sprite.x = self.x - @sp_width2 + S_BORDER_SP_METER_X
9 a. m. Y2 w) `6 X* L! C8 q - @layout2_sprite.y = self.y + S_BORDER_SP_METER_Y + l4 l- i; j5 B
- end " h& v: E) W8 o6 t1 a
- #--------------------------------------------------------------------------9 K" [. j* I) r; w
- # * Hp Flow Update2 ^7 ?, C1 H3 }! M1 v3 K3 v
- #--------------------------------------------------------------------------
- H5 G# |( c7 b% g# ?. n - def hp_flow_update3 i* g8 f6 W1 M/ N7 A8 j
- @hp_sprite.bitmap.clear
" h2 i0 r7 K2 Y - @hp_width = @hp_range * @battler.hp / @battler.maxhp % B' w) X0 y; t% g8 p$ E$ ~8 p# c' S
- #HP Damage---------------------------------" t+ e( V$ @* [: D9 M
- valor = (@hp_width_old - @hp_width) * 3 / 100
# h1 V& L! n- V$ @+ q' n - valor = 0.5 if valor < 1 - {8 q0 W& G y, K$ Z* t, }
- if @hp_width_old != @hp_width
6 F; ], \! _: `0 }& |& ` - @hp_width_old -= valor if @hp_width_old > @hp_width
1 Z! o, a" M) c - if @hp_width_old < @hp_width 5 @0 S: Q& I2 v* W V; }
- @hp_width_old = @hp_width
- h% C1 Q! J1 d1 K - end
4 H) T2 w$ Z1 T3 {% a( ` - @hp_src_rect_old = Rect.new(@hp_flow, @hp_height,@hp_width_old, @hp_height)8 Z5 N* T) V. v* ~* @0 P
- @hp_bitmap.blt(0,0, @hp_image, @hp_src_rect_old) 0 S( R" @' Q* p( H
- end
% S3 O$ j2 [2 h V - #HP Real------------------------------------
: V* H: E9 J# @3 x. l/ a% d* { - @hp_src_rect = Rect.new(@hp_flow, 0,@hp_width, @hp_height)
/ T. b1 x5 e2 @; J5 j4 M - @hp_bitmap.blt(0,0, @hp_image, @hp_src_rect)
, s2 e. J- L5 t, h( Z - @hp_flow += 2 8 Q2 b% \* z/ Z" i
- if @hp_flow >= @hp_image.width - @hp_range
- ~- b& }- B* h8 C( D5 ?8 p - @hp_flow = 0
1 y T/ f2 h4 R& Y6 z - end. q/ T7 K6 y0 c1 j) m
- end
& K5 x) }/ b8 s" f - #--------------------------------------------------------------------------+ |9 z$ }; z& ?
- # * Sp Flow Update
7 |, ?! Q, f: X! O - #--------------------------------------------------------------------------
! a, M K- C2 C3 I - def sp_flow_update
@0 [. V# l+ M+ M - @sp_sprite.bitmap.clear# H1 M; E W _& X" @9 Y
- @sp_width = @sp_range * @battler.sp / @battler.maxsp
" u! J3 h2 D! a" u1 @ - #SP Damage---------------------------------) c! J& T* P7 I9 e% p
- if @sp_width_old != @sp_width
+ H- N- `/ G* }, p! f }1 x$ p) f - valor = (@sp_width_old - @sp_width) * 3 / 1006 Z/ P" G+ }# d4 W' H
- valor = 0.5 if valor < 1
1 j; U, }; `4 c - @sp_width_old -= valor if @sp_width_old > @sp_width
+ S0 C) { } A3 t/ ^6 i- u - if @sp_width_old < @sp_width
1 ?' ?. {* y: O9 Y: G' f+ A! J - @sp_width_old = @sp_width5 c6 j# \4 _6 C, L
- end
; G# O: v: O; A - @sp_src_rect_old = Rect.new(@sp_flow, @sp_height,@sp_width_old, @sp_height)2 ?% c r# M% q
- @sp_bitmap.blt(0,0, @sp_image, @sp_src_rect_old)
; |$ [4 m2 i5 R8 `1 ^4 z2 {/ j - end( G- F( G) K( N, N4 q7 U( B
- #SP Real------------------------------------
$ m, P/ w, ^& I o# }2 J - @sp_src_rect = Rect.new(@sp_flow, 0,@sp_width, @sp_height)
9 S/ \' {5 }" k- H; }$ R5 N V - @sp_bitmap.blt(0,0, @sp_image, @sp_src_rect)
: ~: C0 X: d( O - @sp_flow += 1
* D5 B1 p" ^7 E) G - if @sp_flow >= @sp_image.width - @sp_range
U+ G$ `# F( |3 T+ C2 g9 P - @sp_flow = 0
, p' _. J4 \' F M8 h% ~ - end
$ M" l" j, Y: q* V4 S* w, S - end
. A/ }" Q) Y F% H3 E8 g! t - end
2 ?* _7 e8 j# {5 E- M/ z - #===============================================================================+ r M1 t h; I6 C
- class Sprite_Character < RPG::Sprite
# d. ^$ C+ s8 D7 Z% ?$ Z# C - #-------------------------------------------------------------------------------
$ o" W! J" G7 |0 E5 l - alias :xas_emini_hud_init :initialize6 K6 o2 Y9 `' y0 X; h$ r% T! J
- include MOG1 i7 w. @$ ]4 B: W) [3 h
- def initialize(viewport, character)
6 G% J' J7 V' x L - xas_emini_hud_init(viewport, character)% o* L4 B% o9 X- V0 c! Q8 w4 G: J$ w
- @viewport = viewport
G- m% j4 `, u4 F* S - return if @character.battler.nil?/ A8 D3 ?4 o. n! Y) o6 u* c* L
- return if XAS_BA_ENEMY::ENEMY_OBJECT.include?(@character.battler.id)% i, q* X3 N: ~5 R2 {8 }
- return if XAS_BA_ENEMY::ITEM_ENEMY.include?(@character.battler.id)
1 L, m. `1 [6 M$ q4 f1 b% B0 P - return if @character.battler.is_a?(Game_Actor)4 Y( Y: ^6 r) e) d9 u6 T& ?
- @bars = S_Hud.new(@character, @viewport)& K. c1 m& C, b! ?" y
- end
0 q& G) [( U' f, @$ f - #-------------------------------------------------------------------------------/ `& b+ e( @7 y! s3 J
- alias :xas_emini_hud_up :update
7 t" `, \: o; _ - def update2 I- C4 B8 D6 A
- xas_emini_hud_up
7 |; `- q. w, \6 D- q - return if @bars.nil?' q k3 F0 O2 R
- return if @bars.disposed?
$ X1 A8 n& q+ A# q- z - dis = ($game_player.x - @character.x).abs + ($game_player.y - @character.y).abs
. F2 |! U4 i* w5 o4 ~ - @bars.visible = (dis <= RANGE): }& V1 d) N( B6 h8 W7 H* X4 G9 i- H% x
- if @bars.visible
; E& U) h3 ?" G! E* s6 V9 @ - @bars.x = @character.screen_x# - @cw / 4. }5 D; y. w. j3 t* S
- @bars.y = @character.screen_y# - @ch / 4
; k) h* [6 r% t L* L - end
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- end
' `/ ~% @+ z: c5 a2 {1 X6 S* a; _* z - #-------------------------------------------------------------------------------; }5 q5 Z2 E Y" Q; L
- def dispose
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1 s5 B: H8 V) X, f - @bars.dispose if [email protected]?: [, \8 d! @/ f$ }* O; p
- end/ |2 q4 h* E: M
- end
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- $mog_rgss_s_hud = true
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上面所說出錯的203行內容為
, F6 ~. f4 i7 P7 x5 m* a@hp_sprite.bitmap.clear
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想知道怎麼解決& ]- Z$ h4 [7 _8 l0 D' w' v
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該腳本支持3.82
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5 O' b9 {3 T x2 I8 R$ m; X下面是圖檔,要塞在Windowskin下
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S_HUD_Graphic.rar
(12.36 KB, 下载次数: 49)
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