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這是我將官網的S_HUD修該而成的怪物血條
: a: K U/ ?( j; H: ^會在每隻事件怪物的腳下顯示" i9 W( V& ]$ @1 |9 [( w3 ~
問題是不知道為什麼; N9 h( r% {4 W* ^1 I" E6 V2 J
有時打怪打一打會跳出
% W. C7 ~1 i5 k---------------------------" r2 V% l8 b N& r) Z
XAS$ w! {% _9 h. ]
---------------------------
4 ?* U" _+ M) D: W4 _脚本 'MOG - S HUD' 的 203 行 发生了 RGSSError。2 V$ {* ?6 I. R5 m8 g! D9 b
0 K: e1 L# `, M* ]( r+ \! u
disposed bitmap
3 {! T8 a2 x; v2 s( S---------------------------1 r; X1 G+ s5 |6 F0 n! p! V
確定
' \0 C3 z) ]* h0 [: o1 l G---------------------------
4 J) l; F* l+ H- h' p
! T2 K) p# b" J+ i) o0 F I, y這是腳本7 k0 |- f; b' c" I# L2 D
& p3 ~! ^3 A8 I% ~/ L! a# R- #===============================================================================
6 ?) }: P7 N, k0 G8 h& W1 }0 o/ h) M2 J - # MOG - s Hud 1.0
; ~0 @, ]8 q5 r* @( m* V - #===============================================================================! [5 T, X$ q* d# A
- # By Moghunter 0 B4 H7 u ^6 F& ~- j
- # http://www.atelier-rgss.com, H; s: C6 |0 H
- #===============================================================================/ J+ x( m. h. l+ q
- # Translated by Calvin624
+ `8 C2 Z6 {$ \8 d9 H" M C7 | - # http://www.xasabs.wordpress.com
; H1 X" |9 o5 p; X" a0 Y. C - #===============================================================================. ]& }4 R z$ q& e K8 J1 ? y
- ###############################-DESCRIPTION-####################################2 x9 q u# Z8 d/ V7 i; b' ~
- #===============================================================================* A5 {( q& @' ] ^
- # Personal HUD – displays the HP and SP below the hero.; q4 e$ b( i' v
- #===============================================================================
2 n3 I2 x% C5 H$ \ - #5 I5 Y+ Z$ ~; y/ Q, o3 `2 F
- # Graphics required:
" Q9 g6 X& z: G4 M8 q4 m! l2 j - #
- `, u6 Y5 x+ D - # S_Border_HP_Meter.png8 G$ p' e' x9 f
- # S_Border_SP_Meter.png# G' D& z% O9 m4 R0 ^9 y
- # S_HP_Meter.png
) W. z5 c( l9 L1 J& @- G - # S_SP_Meter.png
( X3 B3 f m; X - #( i$ ?# Y6 M7 X
- # All images must be in the Windowskin folder.
* A$ P: J0 F$ S6 t - #! z3 X. K, v. [. @$ \8 r" V; w2 w* q
- #===============================================================================- Q) O8 V8 Z' f
- module MOG
$ d" a3 s6 V- t( x: q - VISIBLE_DEF = false " @: m5 f+ l6 _
- # Show HP meter?$ T4 p# R; E0 e2 q
- HP_HUD = true
* C) u- V% J8 J - # Position of the HP border6 X& h2 W( B7 ?9 D, U
- S_BORDER_HP_METER_X = -24 w8 p4 R5 }) h3 V3 G) K0 a3 |
- S_BORDER_HP_METER_Y = -2
* K: r) E" K. W, B( D0 P+ s - # Position of the HP meter
6 n- |% J6 d9 w' T D. |# V - S_HP_METER_X = 0
! P, ^" R% f7 z) L - S_HP_METER_Y = 0
[& h) K% C5 x/ n - # Show SP meter?) }0 Z4 q/ c. E4 i y& J
- SP_HUD = true0 |/ \* G$ a, W2 S6 L# U/ K
- # Position of the SP border/ r/ n1 G+ [4 x" S6 r
- S_BORDER_SP_METER_X = 0
2 T! V/ K0 `; F$ L* T3 R - S_BORDER_SP_METER_Y = 10 b& i2 A8 C9 z$ f
- # Position of the SP meter A( Y) t. I" d/ S! p" y0 C+ g
- S_SP_METER_X = 0- R" d7 w f8 h- G1 q2 K
- S_SP_METER_Y = 10
/ A. F/ Z; q3 h; R' _, s - # Switch to disable the HUD1 o/ \4 I( s, n& }* t+ W( C, Z" J2 U+ \
- DISABLE_SHUD_SWITCH = 5% P! f' P; y6 y: F
- RANGE = 204 S. S$ N/ g7 D" p; T$ J
- end+ a l$ K# S5 I: s1 S
- #===============================================================================1 K- r+ z6 I' C5 }
- # S Hud# r/ ?# K: p A$ Q( }( H4 E) ^& F2 x
- #===============================================================================
0 d0 C. C! s' Y - class S_Hud < RPG::Sprite# v4 g- [ E' j$ v: N) t
- include MOG( k, _6 {" R+ H/ j( {8 C% y( d& M
- #--------------------------------------------------------------------------
0 s: R% w: H+ v# \7 H' ^0 h - # * Initialize) t2 A- h I7 |% a- _6 U" m
- #--------------------------------------------------------------------------. e. E& q; i1 O0 e5 k0 j# x" s3 c o; e
- def initialize(enemy,viewport)& L& z0 h( M- Z b
- super(viewport)
$ _/ X+ a3 j% w8 { - @enemy = enemy9 [2 i( N' N& H# y& M8 D
- @battler = @enemy.battler3 u3 t7 N, [, J# m
- @old_hp = 06 h9 A! n8 ^7 {* v/ F) [9 Z
- @old_sp = 09 s, a5 Q+ @. F# W. b0 J
- @old_vis = false, S3 H% P' b ~3 p5 A/ B7 B
- self.bitmap = Bitmap.new(100, 100)
: }/ L; q- F4 u% j2 T( V' Y - self.visible = (VISIBLE_DEF)#false
# h" f8 G+ f0 c' w - self.z = 1009 \; t. T; @7 {* V
- #HP Border -------------------------------------------------------------------
7 f3 J* o8 o- Q. R! P - @layout_image = RPG::Cache.windowskin("S_Border_HP_Meter")
% B" I' E1 I C6 ^4 w+ v - @layout_bitmap = Bitmap.new(@layout_image.width,@layout_image.height); o/ i5 z4 j# O P5 _
- @layout_sprite = Sprite.new B5 o, R1 H; {, [ _2 [
- @layout_sprite.bitmap = @layout_bitmap
3 n* A: J: l1 R$ Z - @layout_src_rect_back = Rect.new(0, 0,@layout_image.width, @layout_image.height)' P4 N$ [% W: S7 j
- @layout_bitmap.blt(0,0, @layout_image, @layout_src_rect_back) 0 D& W% B. ?8 G4 h c8 e+ [* Y& Q5 N
- @layout_sprite.z = 5001
) `& `; y+ N% w" d9 { - #HP Meter ---------------------------------------------------
& Q# M" s2 d; S4 I - @hp_flow = 0
R8 o' B3 u1 |/ H4 G: S - @hp_damage_flow = 0
+ @4 `. ?* f+ S h2 _ - @hp_image = RPG::Cache.windowskin("S_HP_Meter")# m8 }1 s# @; S- k5 o3 A- ]
- @hp_bitmap = Bitmap.new(@hp_image.width,@hp_image.height)
N2 ~" C# n6 E3 u, } G J - @hp_range = @hp_image.width / 39 F) W# B! G0 C3 ]5 U
- @hp_width = @hp_range * @battler.hp / @battler.maxhp
7 H. R, u; ~: d - @hp_width2 = @hp_range / 2: [$ s) N) q) [5 ]( w% @
- @hp_height = @hp_image.height / 2
# S: i2 }' k- f$ `+ D& ?5 A - @hp_width_old = @hp_width
2 B5 `9 m2 O4 `/ I - @hp_src_rect = Rect.new(@hp_range, 0, @hp_width, @hp_height)
- I3 ?, j W% ` B) x2 A - @hp_bitmap.blt(0,0, @hp_image, @hp_src_rect)
$ p9 ^1 ^+ {9 @1 W, M& n/ U - @hp_sprite = Sprite.new2 W4 ~4 X; l5 @0 Z& v
- @hp_sprite.bitmap = @hp_bitmap* P# x4 n& C( _: r& t- A
- @hp_sprite.z = 5002. X9 p3 D8 Z; N" P
- #SP Border -------------------------------------------------------------------
2 b9 e: c: g b- C$ x- Y$ `' ] - @layout2_image = RPG::Cache.windowskin("S_Border_SP_Meter")
9 N/ z6 m: k4 W. c0 _3 U - @layout2_bitmap = Bitmap.new(@layout2_image.width,@layout2_image.height)
& I! n7 g* M+ F- M9 o' ^ - @layout2_sprite = Sprite.new
) ^. I% a! d+ \! ]8 `0 \- {% r - @layout2_sprite.bitmap = @layout2_bitmap0 W- D+ i- h1 o* e2 n; L5 v2 X6 G
- @layout2_src_rect_back = Rect.new(0, 0,@layout2_image.width, @layout2_image.height)
2 F1 f/ j# L! W/ L6 w& Q5 U* q, f - @layout2_bitmap.blt(0,0, @layout2_image, @layout2_src_rect_back)
/ r2 _: {2 j9 G: c7 [3 N9 m* X/ F - @layout2_sprite.z = 5001 & p, J! B& h4 G
- #SP Meter ------------------------------------------------------. X1 L0 d7 v( g: V
- @sp_flow = 05 `! O7 y& [/ U
- @sp_damage_flow = 0 _ E, U% o9 x( `
- @sp_image = RPG::Cache.windowskin("S_SP_Meter")
4 S$ H: v# F. F& g/ B0 @& q) P - @sp_bitmap = Bitmap.new(@sp_image.width,@sp_image.height)% E" p, w0 N& Y
- @sp_range = @sp_image.width / 3& z( e2 c' O, _& A
- @sp_width = @sp_range * @battler.sp / @battler.maxsp
) t( A. B4 A5 Q6 n8 T, N0 q - @sp_width2 = @sp_range / 2' Q% r. Q% J8 \$ d# F- Z+ k) w
- @sp_height = @sp_image.height / 2
- d* ^$ L; [3 ~% V c$ L2 y+ o) B - @sp_width_old = @sp_width
; q" V- E: m2 D3 V - @sp_src_rect = Rect.new(@sp_range, 0, @sp_width, @sp_height)
' i' O8 l& Z% x! f7 ? - @sp_bitmap.blt(0,0, @sp_image, @sp_src_rect)
- h$ l6 v% G0 T - @sp_sprite = Sprite.new, Z, C1 c: X1 E9 j; t
- @sp_sprite.bitmap = @sp_bitmap
9 ~3 k: b0 b7 Y - @sp_sprite.z = 50021 ?9 i6 h3 |# x1 R" `
- update; r1 [5 G- u! @8 y
- end6 ]: { L8 J, B( i, e6 G
- #--------------------------------------------------------------------------
+ X; ~. M" [7 b) ^* {- V2 I* } m - # * Refresh5 a2 _; Q7 K6 N* r& z5 X) Z( ?
- #--------------------------------------------------------------------------
! p5 R$ K: |! O5 q% }- ^$ f1 W - def refresh
: ?( }: u7 N. v% k - return if @old_hp == @battler.hp and @old_vis != self.visible4 _9 S$ L) r: Q3 i; O: d( D
- self.bitmap.clear+ S* [) E j9 U: m0 a! Y* z0 c
- @old_vis = self.visible3 J7 V( X6 x; f, L
- @old_sp = @battler.sp/ U1 K( V0 W H, a1 m. R
- @old_hp = @battler.hp; B& M7 R7 k+ Y# B
- hp_flow_update
Z6 _, d! O3 ?8 ]$ A - sp_flow_update
& f3 d6 J) o, J! V$ v; P - hud_pos_update/ N7 i1 b1 l9 K( d
- visible_update$ E4 F' z" h$ { l, s2 r
- end" n8 E5 K) ?, w, r
- #--------------------------------------------------------------------------
0 g$ s" ?7 B- s2 K5 q4 u- ~ n - # * Dispose0 ~# h6 |- O4 N0 w8 D2 i
- #--------------------------------------------------------------------------. u3 ^2 v5 G0 P1 k, U
- def dispose# L6 s6 Q3 \' v2 L9 t O
- #HP Meter Dispose
9 }( r, G7 I, B4 Z( | - @hp_sprite.bitmap.dispose# z% q0 @$ l& T) f3 x- h$ m: A, n
- @hp_sprite.dispose( m, E6 B1 c: v1 u" f
- @hp_bitmap.dispose
* g1 ~; h) u, j& ^ - #HP Border Dispose& h$ p' h. s- |6 V
- @layout_sprite.bitmap.dispose
% o8 J& G# A6 K" C6 l) n+ l; E+ c - @layout_sprite.dispose; k3 Z9 f0 G3 @5 a5 a% p N
- @layout_bitmap.dispose$ C; [8 p) ]3 O" H
- #SP Meter Dispose
/ M! {3 j' N) M# r# \ - @sp_sprite.bitmap.dispose
; k% t, D$ c5 W+ _0 D+ ?5 p - @sp_sprite.dispose
2 Q5 V1 R/ D( \ B4 }0 T( I. U- \" j - @sp_bitmap.dispose/ @$ D4 s6 {1 s% t O! ?1 f
- #SP Border Dispose
" k/ {) D8 }4 W - @layout2_sprite.bitmap.dispose
& t, j6 U% m3 c2 Y' Y4 x a - @layout2_sprite.dispose
; ^' x6 q/ L- y; |- z - @layout2_bitmap.dispose
3 P' d; F2 f* A5 ?3 F: i9 W7 ? - end0 w% |9 f. C3 w ]
- #--------------------------------------------------------------------------3 Y: b' F7 q% U' D( y7 H
- # * Update: q3 U3 d3 T% L/ S
- #--------------------------------------------------------------------------) L j9 B" ^! e: i
- def update
( u1 b7 N& e/ ^* o2 t' j* n - @battler = @enemy.battler % h- ^" k: }" z& d% r
- return dispose if @enemy.dead? or $game_map.events.values[@enemy.id].nil?7 y% @' t1 r2 }5 W, P: T1 }3 a( M" q
- if self.visible
3 T4 R6 W9 }! }$ w9 a( ]. W - refresh" @# [, _( y7 X1 C2 j; Z& F$ V
- else
$ e; Q# [+ O; y4 _' q1 O, K - self.bitmap.clear9 ]% C: w$ L& l) B$ |) i# Q# p
- end6 V7 d0 f& ~/ \
- end1 P. ~5 [3 v7 `0 P8 ]' y# d3 I
- #--------------------------------------------------------------------------) [: K% T! J; v: {
- # * Visible Update
8 d# U8 q L, g* L9 B - #--------------------------------------------------------------------------3 {. A. V1 _7 B v, t) y3 \& {
- def visible_update, B4 O! [$ O9 O9 p; K9 B
- if $game_switches[MOG::DISABLE_SHUD_SWITCH] == true
. v f+ B1 [/ {$ |. J - @hp_sprite.visible = false J& f$ T: g& _: }1 j
- @layout_sprite.visible = false$ k0 c8 A: z. l# m7 x" A
- @sp_sprite.visible = false
- H3 s2 |. Y1 K; L - @layout2_sprite.visible = false
# U& U- Z! x) M/ Q - else
" H& t' \, T6 h+ ]5 O - if HP_HUD == true' }: @' \, n$ ~8 [8 m& p5 @* h7 V
- @hp_sprite.visible = true
: j& K+ A1 |) C, z; \: G2 z - @layout_sprite.visible = true2 W9 B' M! ^, q& }" \0 n; S
- else
: g' W( O2 l* }7 E1 S% w! y1 g - @hp_sprite.visible = false p! ?- C( N8 c: C% a
- @layout_sprite.visible = false7 @9 n; p* _* o+ |! W
- end
) \- J7 j4 D7 f, {1 e8 B - if SP_HUD == true$ g: ?& m& K5 j) M7 [
- @sp_sprite.visible = true: v/ T. @ g( A% |, y; B
- @layout2_sprite.visible = true+ d |) [- P, F- I2 L1 o M
- else
& Q/ _1 C5 l9 z: O. K: g; I* Q - @sp_sprite.visible = false" A' P# ^9 t3 x1 ?+ V
- @layout2_sprite.visible = false1 `; t* {% R( w1 |9 [1 f
- end
. o% H4 Y6 |+ M0 `4 w" W - end ) G: e: _% r/ v7 F; f
- end 9 T8 v! W. d1 D3 m- N& g
- #--------------------------------------------------------------------------
- G( \' l6 ~) N/ x/ {- c - # * Hud Pos Update
# B( I4 T5 H# s7 J& D - #--------------------------------------------------------------------------
* C3 K E5 p# ], h - def hud_pos_update8 X S, H3 J9 l5 ^3 H' y0 Z# K
- @hp_sprite.x = self.x - @hp_width2 + S_HP_METER_X: U7 o2 [* {3 N1 t! @: r! a
- @hp_sprite.y = self.y + S_HP_METER_Y , R3 V6 W F, D( D
- @layout_sprite.x = self.x - @hp_width2 + S_BORDER_HP_METER_X
9 J" S* r+ ^& M. c( N3 W! v! Q - @layout_sprite.y = self.y + S_BORDER_HP_METER_Y : t" N9 ` X. V/ \2 D6 E. e( q, D* c
- @sp_sprite.x = self.x - @sp_width2 + S_SP_METER_X9 p' g- N; \, b2 j9 i
- @sp_sprite.y = self.y + S_SP_METER_Y 3 R2 r. M' F( V4 r& h% P. T- ^
- @layout2_sprite.x = self.x - @sp_width2 + S_BORDER_SP_METER_X# C0 h" M9 z& ~4 n% b; x- T( A
- @layout2_sprite.y = self.y + S_BORDER_SP_METER_Y 5 X" C. P% P* U& ?
- end
; A1 l) \3 N3 J* N - #--------------------------------------------------------------------------
0 {7 m/ U/ A: q3 l$ k% Y% v - # * Hp Flow Update3 |. v- G9 ]: \* O6 `
- #--------------------------------------------------------------------------
- g1 t' G1 W8 O' r& } - def hp_flow_update& a6 C8 ^. Z( w: ^. N2 z
- @hp_sprite.bitmap.clear1 X u9 E1 N1 [% B8 B
- @hp_width = @hp_range * @battler.hp / @battler.maxhp 8 f1 \& P1 H5 |' V# R n, Q
- #HP Damage---------------------------------
& `: E7 q0 Q4 u/ x - valor = (@hp_width_old - @hp_width) * 3 / 100
8 Q! o) F/ f2 s1 q - valor = 0.5 if valor < 1
1 }( y# h/ Q' l) A7 T3 S* @ - if @hp_width_old != @hp_width
* V! W9 [4 b. ^" b; h) [, [ - @hp_width_old -= valor if @hp_width_old > @hp_width ; i! j" F$ o- A+ ?& k1 F; \
- if @hp_width_old < @hp_width ) U: u& M, F8 G5 `3 r
- @hp_width_old = @hp_width% o8 L0 c: V0 @; G6 N% a6 k
- end 5 P8 @/ I0 y' O; J) ]9 ~: t p' ]
- @hp_src_rect_old = Rect.new(@hp_flow, @hp_height,@hp_width_old, @hp_height). l% T, e) g9 q( \/ y F
- @hp_bitmap.blt(0,0, @hp_image, @hp_src_rect_old)
! T: w2 Y( h4 \ j" \* d) J/ ? - end
5 c+ J) s! a" L$ p/ g6 Q- I/ F% l h - #HP Real------------------------------------7 `- Q6 g' S" E0 q" f
- @hp_src_rect = Rect.new(@hp_flow, 0,@hp_width, @hp_height)
, h# o0 J4 S8 V; ] - @hp_bitmap.blt(0,0, @hp_image, @hp_src_rect)
" R; ]) G. c( ^+ U* P( S - @hp_flow += 2
1 K9 S ^# ]3 t: ?( _' k0 {7 Y% H - if @hp_flow >= @hp_image.width - @hp_range+ y( H' f/ L. N6 n
- @hp_flow = 0 4 ~! a! ^0 T. r9 R
- end v' ~/ r9 q( [# o2 }
- end ! g O! J* X, d! I6 S
- #--------------------------------------------------------------------------
( p% n/ e: `" e) b - # * Sp Flow Update
4 X9 A$ K) o R z7 ~2 a6 Y - #--------------------------------------------------------------------------
' ^. g& O7 o7 W3 x - def sp_flow_update# j7 [4 U/ Z+ U0 C
- @sp_sprite.bitmap.clear% w& K1 P+ }! ^4 s1 j
- @sp_width = @sp_range * @battler.sp / @battler.maxsp 3 O% x) U6 t' ?2 C% t' C# w$ o
- #SP Damage---------------------------------
5 X5 u, p0 U5 z% Q4 W1 D o% T$ p5 N0 q0 S - if @sp_width_old != @sp_width) `, f2 b2 w/ q u, B
- valor = (@sp_width_old - @sp_width) * 3 / 100
* d8 S) W1 [# k* @5 w - valor = 0.5 if valor < 1 5 T) w: B; B0 o& J
- @sp_width_old -= valor if @sp_width_old > @sp_width 0 R% t7 Q: W. M5 M* k' u1 X- h9 E
- if @sp_width_old < @sp_width
s7 |$ v) ^/ h$ w' g) x/ \ - @sp_width_old = @sp_width
2 E3 f* S' m( u/ s8 r2 x1 _0 }6 c# k - end ( u# }6 _0 Y1 a' D4 U
- @sp_src_rect_old = Rect.new(@sp_flow, @sp_height,@sp_width_old, @sp_height)- n" q: \5 y- y& _% g( r p7 L; T" W
- @sp_bitmap.blt(0,0, @sp_image, @sp_src_rect_old)
& P# R; i/ O! q2 w - end
) l+ n. @( U3 l7 y - #SP Real------------------------------------6 N8 ?; q. {8 Y0 k, v
- @sp_src_rect = Rect.new(@sp_flow, 0,@sp_width, @sp_height)+ w! C$ k; K, Z6 D8 ^
- @sp_bitmap.blt(0,0, @sp_image, @sp_src_rect)
4 @5 n0 x: j+ F' |+ i1 n% V+ m - @sp_flow += 1 / O! g2 r, b) v( z3 h4 Z0 l
- if @sp_flow >= @sp_image.width - @sp_range
* s# z/ ^+ U1 Z7 [) y5 @3 C - @sp_flow = 0 9 H! |5 O' I( u( A/ V) y. n- Q0 q2 X( q
- end3 o0 b6 e1 F6 Q$ s) x
- end 5 A, p9 ]4 K% w2 E
- end8 ]9 ~4 G: n! A, L$ A& I2 f
- #===============================================================================# _/ h* D U7 H g# L* b
- class Sprite_Character < RPG::Sprite* @7 z8 C; ]) l2 z' Y( u
- #-------------------------------------------------------------------------------
" d( ?4 b Z2 c( m( ]+ R9 x - alias :xas_emini_hud_init :initialize
) b! I7 a" |$ y2 v; x - include MOG
% H( t# b$ t P+ T- j - def initialize(viewport, character)
5 I+ B |- g' F# Z- k' X G2 x5 C8 L - xas_emini_hud_init(viewport, character)
% W" X/ z, q# M: V' ]$ x7 _# D - @viewport = viewport
, ?/ y7 o4 O9 Z) p; c# h - return if @character.battler.nil?
Z* R4 ]5 J! _. I6 t" I% n# S - return if XAS_BA_ENEMY::ENEMY_OBJECT.include?(@character.battler.id)
) c( W y) a7 h, I1 x* @! z8 j# F - return if XAS_BA_ENEMY::ITEM_ENEMY.include?(@character.battler.id)
' [! f2 C- z( P6 N- [ - return if @character.battler.is_a?(Game_Actor), e8 R- b) V4 O1 K" [/ | Q$ Q, v
- @bars = S_Hud.new(@character, @viewport): |- T( Q, ]. k9 s" b
- end" A" \5 |& T5 Z% x: a
- #-------------------------------------------------------------------------------8 b; c4 Q6 V3 O% p- \9 ?
- alias :xas_emini_hud_up :update
3 B U5 j8 Q7 I2 N - def update
4 c4 b* ]! t6 E - xas_emini_hud_up( w V8 O' V3 Y
- return if @bars.nil?
4 Q! j$ E4 ^% c! I& _1 w/ x - return if @bars.disposed?) x o o% m4 `5 V/ P
- dis = ($game_player.x - @character.x).abs + ($game_player.y - @character.y).abs+ t! l z5 ]0 m2 V
- @bars.visible = (dis <= RANGE)3 E) f& ^6 r# a+ l: [
- if @bars.visible( C; w0 I& g8 D- h3 s4 a' q
- @bars.x = @character.screen_x# - @cw / 4
7 C7 l: D! v/ W" b - @bars.y = @character.screen_y# - @ch / 44 \" J& ^7 C/ p) F' l0 Z( l0 z
- end
/ z' s# S3 s( N/ M, x$ k& U - @bars.update
+ _. x6 ?9 R3 S. p4 q - end" A# }# s0 S- {" m" j% s( \
- #-------------------------------------------------------------------------------. L/ Y" l: P- }6 @; H
- def dispose# x3 ]' l' m- r7 d2 A% ?# z8 ~
- super
. P4 x3 U8 t5 ]& C* [" ^ - @bars.dispose if [email protected]?
$ X3 j$ G7 l) o' M, G2 |. n; Z0 r - end
`5 Q. q1 b: H" Z; D6 c2 O# g - end
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6 l5 D. m0 m8 I2 E1 Y1 l- $mog_rgss_s_hud = true
复制代码
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@hp_sprite.bitmap.clear
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想知道怎麼解決
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該腳本支持3.82
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下面是圖檔,要塞在Windowskin下& Q0 C, m: S7 K: ^- |' S
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S_HUD_Graphic.rar
(12.36 KB, 下载次数: 49)
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