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這是我將官網的S_HUD修該而成的怪物血條
" p7 j% D3 {- e6 Y% A; `) E會在每隻事件怪物的腳下顯示: s/ V; E& j. d0 i! P
問題是不知道為什麼# v' h9 h: Q2 Q
有時打怪打一打會跳出9 w, ]2 g) C) J1 Z( m- V; S
---------------------------
6 R9 f3 ]7 M4 y" M$ N) yXAS C) [1 D& Z$ H2 y5 h, l' ?
---------------------------4 M+ I3 j x: r9 b" V
脚本 'MOG - S HUD' 的 203 行 发生了 RGSSError。. l8 J- d$ ? x6 {
( g' S4 [2 o0 I& W
disposed bitmap1 F5 K8 j' |; e. j$ U
---------------------------' |- L/ U4 {$ E" [ T) Y z( N$ R
確定 . f: f# H# ]1 ]' Z9 f
---------------------------
& _; l( f5 O. u
, }! n; G6 u) O j! {+ F, n這是腳本, W4 z/ B# D8 b& \9 W% _+ i8 ^
+ k# k2 X; t( r {% P; O
- #===============================================================================
" l V- w9 S2 U4 [7 | - # MOG - s Hud 1.0
9 }5 v6 c0 ]; Y$ K {$ C! k6 O - #===============================================================================! m5 n. q ?0 I5 Q8 A' k
- # By Moghunter
7 {8 X6 \" A7 P2 {# H: ?1 ~" Q+ s3 R - # http://www.atelier-rgss.com% P2 p5 ]7 B, o
- #===============================================================================' J* k3 Z: S8 J8 w# N, L3 U2 Y. {
- # Translated by Calvin624
j$ f3 r3 m% t2 L - # http://www.xasabs.wordpress.com
* L a/ Q2 m- y1 c8 F, y& F/ q - #===============================================================================
9 i* U' l5 C: k2 [' x3 d - ###############################-DESCRIPTION-####################################: |, u1 W& u1 p" [" v
- #===============================================================================
& {; ^1 _) q/ @, d1 ]( s, c - # Personal HUD – displays the HP and SP below the hero.) {: ]: P1 Z+ t' {% ]3 T
- #===============================================================================
. D: w! Q( ]/ g6 F - #* G9 n; h, f" @
- # Graphics required:
( _7 m. Z( Y/ d - #
( Y ^ f4 H* I - # S_Border_HP_Meter.png
, r6 k9 m( P+ x+ X3 b - # S_Border_SP_Meter.png) M, e7 P1 D% U: q% O' _5 |" G
- # S_HP_Meter.png
6 ?: [, W x4 q4 `1 \! M3 p - # S_SP_Meter.png8 b& E7 m2 j6 p) u3 b% Q
- #
$ e+ _/ S) p$ Q/ E0 K `% y' k" C2 j - # All images must be in the Windowskin folder.2 n/ \' a6 E7 e) S4 _; ]5 l
- #
. H8 N. C5 c, p% o/ s8 A& ] - #===============================================================================
4 t4 `4 i$ C% L: g4 v! D8 W - module MOG) X' a- r7 I& ~1 J
- VISIBLE_DEF = false
" m$ p9 z: G8 H! b7 x - # Show HP meter?
" B' u( I, R- t - HP_HUD = true: g3 Y$ {* x$ M! N8 E$ [' x9 F0 p6 v
- # Position of the HP border
- y z0 y# M% a6 e" k - S_BORDER_HP_METER_X = -2
. F. K- T4 v4 Z9 O$ M* i; j - S_BORDER_HP_METER_Y = -2
9 B$ {9 c% i" X7 W, r% Z - # Position of the HP meter
5 S+ h& g. z4 _" y2 G \% c- m: Y6 E - S_HP_METER_X = 08 b: G4 }; r% s, ^1 E- c" s
- S_HP_METER_Y = 0" G1 W6 k, U' l# o, @8 H' v1 A8 `9 b
- # Show SP meter?- F: N3 M3 y! S( q
- SP_HUD = true# C% Q7 j9 u$ }+ \+ f! `" I
- # Position of the SP border1 }) \8 p1 [6 n+ q o' b# u
- S_BORDER_SP_METER_X = 04 y0 K3 J: d* L5 q8 b
- S_BORDER_SP_METER_Y = 10 5 m1 |, ~' @: F
- # Position of the SP meter
- s, _0 x* a3 x& _% Z7 n - S_SP_METER_X = 0
5 p! |+ A$ i- H w* T: ^2 A - S_SP_METER_Y = 10
7 s0 p) | F5 Z/ @. o - # Switch to disable the HUD
) r7 J4 l4 r& X/ V6 {" z$ o - DISABLE_SHUD_SWITCH = 5
, Z, f& l& R1 ~9 x8 A! ]* | - RANGE = 20
9 E6 r$ T& U7 [, v - end
. b; F1 J* |8 ~* ~ - #===============================================================================6 U) L y/ F3 z; P" c
- # S Hud
4 |$ f3 V+ ? x# | - #===============================================================================, l$ R9 q4 A" R9 t/ N
- class S_Hud < RPG::Sprite' U* a) y1 p/ t0 D: h
- include MOG
5 b. a! U+ S3 Q8 e4 K' C: U8 c - #--------------------------------------------------------------------------
$ t7 e ?/ j9 b( H: z - # * Initialize
e+ {. o4 R% \; ]3 N - #--------------------------------------------------------------------------1 T S) B& Q9 e/ [. X5 O
- def initialize(enemy,viewport)
( { S; o% w$ S; F# u! Z - super(viewport)
$ ^2 z2 e; c+ g- h7 {. ` - @enemy = enemy
" L j6 ]: t* o - @battler = @enemy.battler
! U# O" j6 y$ Y* {- c& U - @old_hp = 0
6 s2 x% \) G9 r - @old_sp = 0# f; f/ `* ]9 ` C& ?, r$ y6 Q! x; B
- @old_vis = false5 {+ g3 N8 J3 k# X
- self.bitmap = Bitmap.new(100, 100)8 @% Q1 ^# ]. K
- self.visible = (VISIBLE_DEF)#false. C; }4 L9 K& |, Z
- self.z = 100; w% ]% ~( U/ V3 e: [) `8 j; H0 x4 n( D
- #HP Border -------------------------------------------------------------------
3 ] Z1 ?# b' p, e! x Q; g- p - @layout_image = RPG::Cache.windowskin("S_Border_HP_Meter")' P# @* h: }7 p* W: k
- @layout_bitmap = Bitmap.new(@layout_image.width,@layout_image.height) z' T. H) C5 ]- V5 |, K( f, }. D
- @layout_sprite = Sprite.new- h& @% r4 O1 e9 E: o" A1 t* ~
- @layout_sprite.bitmap = @layout_bitmap( R# H! ]0 j) @, ^- F- w* d8 n
- @layout_src_rect_back = Rect.new(0, 0,@layout_image.width, @layout_image.height)( I, w0 m: v5 D$ q; `
- @layout_bitmap.blt(0,0, @layout_image, @layout_src_rect_back)
/ K; }2 _. U6 X( [& ~5 T7 Q! ` - @layout_sprite.z = 5001
9 P6 M$ ^0 ^# X; y* J0 v - #HP Meter ---------------------------------------------------
8 N# j1 e7 F, ]" i7 q- T5 I. w6 g/ U - @hp_flow = 0
! Q7 a) B3 |* M* y+ u2 Q# ~; i - @hp_damage_flow = 04 q6 h2 ^9 |4 p- ]5 v9 @, o
- @hp_image = RPG::Cache.windowskin("S_HP_Meter")
2 y7 t1 D D( e3 L( u9 B$ s- _0 p - @hp_bitmap = Bitmap.new(@hp_image.width,@hp_image.height)2 }6 N0 b O. t; X" h9 W& K4 l
- @hp_range = @hp_image.width / 3* J+ j' C& W) C! g- w$ m
- @hp_width = @hp_range * @battler.hp / @battler.maxhp ) J! T! s0 ~" y' |/ a
- @hp_width2 = @hp_range / 2' f0 A( o& n7 `! S! q
- @hp_height = @hp_image.height / 2
! \3 t* X& a' o - @hp_width_old = @hp_width& \' y( d f' e; E
- @hp_src_rect = Rect.new(@hp_range, 0, @hp_width, @hp_height)+ C" v2 z0 j( }! v' E- `4 s
- @hp_bitmap.blt(0,0, @hp_image, @hp_src_rect) * a, _: x: }$ s( Z* K. Q/ X
- @hp_sprite = Sprite.new; T& m) B3 F* }% X0 ]
- @hp_sprite.bitmap = @hp_bitmap: y F) N' a3 P- {4 ~
- @hp_sprite.z = 5002
% a- X' Y- {1 m3 m1 | - #SP Border -------------------------------------------------------------------1 H1 b0 z3 T8 v, o ~6 V' ^4 ^3 a
- @layout2_image = RPG::Cache.windowskin("S_Border_SP_Meter")
, t! c6 u- e+ R- x* | - @layout2_bitmap = Bitmap.new(@layout2_image.width,@layout2_image.height)
1 Y8 G% O$ m0 A- {4 o$ \ - @layout2_sprite = Sprite.new0 }4 l8 `" I. ~8 o; x( t
- @layout2_sprite.bitmap = @layout2_bitmap
3 ~* g2 H; L1 R2 Y. x+ r, N3 c- ? - @layout2_src_rect_back = Rect.new(0, 0,@layout2_image.width, @layout2_image.height)8 U' z: s9 Z: J, F. I/ N+ H
- @layout2_bitmap.blt(0,0, @layout2_image, @layout2_src_rect_back)
" H" x1 t, Z( O9 W. }( a! F0 g0 i7 ^ - @layout2_sprite.z = 5001 , W0 I: E5 {) w- p
- #SP Meter ------------------------------------------------------
9 X: V9 [6 ?( L - @sp_flow = 0
3 R- I7 ?" m2 u% V, I! t3 X3 B - @sp_damage_flow = 0
3 `* F& ]9 w# R - @sp_image = RPG::Cache.windowskin("S_SP_Meter")
U: D. p5 q l4 P - @sp_bitmap = Bitmap.new(@sp_image.width,@sp_image.height)9 g2 O$ C! h) z
- @sp_range = @sp_image.width / 3
& K9 I& x( [- \1 g% i8 r) M$ { - @sp_width = @sp_range * @battler.sp / @battler.maxsp 0 }8 `% V& b+ N1 x* I
- @sp_width2 = @sp_range / 2
! B1 ~: j$ \) a0 J8 P% [5 N5 {0 W, ] - @sp_height = @sp_image.height / 2! K; O1 g" T6 I& P2 @! f1 ?# ?* W% B& G
- @sp_width_old = @sp_width
- Y% @4 g/ q. Z" v) ] - @sp_src_rect = Rect.new(@sp_range, 0, @sp_width, @sp_height)3 Z5 H% E8 i7 {/ i' s! j. W# E0 C2 v
- @sp_bitmap.blt(0,0, @sp_image, @sp_src_rect)
, l" N% c! x# g2 W - @sp_sprite = Sprite.new
8 f- v. Q9 K3 \ - @sp_sprite.bitmap = @sp_bitmap, p" K0 g4 s& D9 r/ I6 V0 \( w: D
- @sp_sprite.z = 5002
* { V) m' m7 J( L' P- \* x - update- I" @0 j& F W0 @* X8 p( _
- end# B$ u- k# y7 s
- #--------------------------------------------------------------------------9 j. R9 z3 J* q) y" A$ B
- # * Refresh
8 U3 }5 e% S3 q - #--------------------------------------------------------------------------8 ^9 w# ~. q, R2 f j. w. Y0 K
- def refresh
7 v' q; C4 A3 }. a5 J - return if @old_hp == @battler.hp and @old_vis != self.visible. S! q& S( G/ L) p
- self.bitmap.clear. \7 q$ N0 i! F/ x! e8 F; y" N- Y
- @old_vis = self.visible
( f$ U: R# E6 f" k! y - @old_sp = @battler.sp
4 {/ }; z' N$ O$ |- M4 x& _9 h - @old_hp = @battler.hp
: O W9 H% H# C% l# l+ W# k - hp_flow_update8 N3 L5 S2 `& G2 a) o
- sp_flow_update
, Z ?; z i* H# P - hud_pos_update
& Q I" a% {) G3 A" C6 d% ] - visible_update% p7 {$ f0 k& f: q) b
- end2 q3 Y5 Q8 T/ \' D- K/ G& F
- #--------------------------------------------------------------------------" ]' b& u6 P7 [9 t* F
- # * Dispose8 w( v6 M4 P$ J1 @* b+ \2 y" V
- #--------------------------------------------------------------------------
5 {6 X. i7 H, f7 T - def dispose
1 w6 W# Z& G1 D; m7 l- J - #HP Meter Dispose" F( J* Z# \- C# h$ K9 C6 e- ?
- @hp_sprite.bitmap.dispose
) o9 V% }% Q* {+ ^, d& C l - @hp_sprite.dispose! T& p" J7 i' `" C" }4 b" }& V+ t
- @hp_bitmap.dispose8 q2 f5 s: g* @
- #HP Border Dispose, J$ \0 h8 r3 x( C1 w
- @layout_sprite.bitmap.dispose
- R% w* q- Y& a1 h. p- ~1 t9 i - @layout_sprite.dispose1 {9 p/ r3 t4 i
- @layout_bitmap.dispose; e! a; t: b0 Y$ t. c3 I5 Y
- #SP Meter Dispose
8 s: W* q' Y, U - @sp_sprite.bitmap.dispose: |. n/ ?3 m0 F# U2 s, X9 }# `
- @sp_sprite.dispose* ]! v1 s1 n' P+ J. W
- @sp_bitmap.dispose
# R {8 j& F S3 }" p. G - #SP Border Dispose) f% N, |# t! q9 J) c% b
- @layout2_sprite.bitmap.dispose
2 G7 l' y' z" A9 K - @layout2_sprite.dispose! P" }0 I% @- `5 L% e
- @layout2_bitmap.dispose
( R& F( K H6 o8 s2 |+ s - end, w" l0 N# L# S$ K
- #--------------------------------------------------------------------------
1 [7 Q. H) D* t. Y% I - # * Update4 Y3 L8 h2 Q/ Q5 q8 S
- #--------------------------------------------------------------------------$ M" V6 ~ u* I% |+ G1 h9 L
- def update O+ E. x! Z1 C2 D J4 P
- @battler = @enemy.battler 4 Y0 X5 t, D {# R% I4 Z7 T' F
- return dispose if @enemy.dead? or $game_map.events.values[@enemy.id].nil?; [' f- c2 J1 o8 U4 @
- if self.visible
/ q) P% M0 v v: q9 T4 ~/ j9 U - refresh3 C$ h2 @ q" q# U' f& {
- else
/ M k' O+ T' c; Q0 W! Q$ [ j - self.bitmap.clear" M' V+ _/ ?& ?$ Y9 J, |
- end# ]1 I; r: z3 U- L4 B! Y. g3 y
- end
* i$ _0 B' ~' w5 i - #--------------------------------------------------------------------------) g0 ?1 }- H& M' q# u# P i
- # * Visible Update6 t$ F; U/ z& a/ w( v
- #--------------------------------------------------------------------------
6 V: S- n+ t+ ?* ~ - def visible_update
$ j4 N. m0 G3 n7 L+ `) L - if $game_switches[MOG::DISABLE_SHUD_SWITCH] == true7 @4 e+ U: f, k
- @hp_sprite.visible = false
# h( \, I* \! P7 X; f, C6 _ - @layout_sprite.visible = false
4 o8 j+ S) R- I4 A. T/ y - @sp_sprite.visible = false
: M" T; \( a9 @! o7 e- `2 E3 }8 ^ - @layout2_sprite.visible = false F( D9 _, R5 _0 F2 M( Y
- else
, b5 r1 M* s) J0 |& Y9 Z8 O - if HP_HUD == true
& T4 B; [7 u+ f M. X5 ^3 A - @hp_sprite.visible = true
, |5 I9 V }: F4 K% `4 m/ w0 r( {4 ` - @layout_sprite.visible = true J: d6 s" V+ m8 a* t
- else
( k7 x6 m( N' A3 d9 b4 B - @hp_sprite.visible = false# M" L2 m. p$ W
- @layout_sprite.visible = false
0 G) H6 Z$ W9 A" X% t) L2 Z& w - end ) U2 N* X3 D7 g3 |
- if SP_HUD == true
) S3 |- M& J: j2 X* H7 |7 Y' Z- s$ ] - @sp_sprite.visible = true
( X u: ^# Z( S l! z0 J - @layout2_sprite.visible = true
( D7 b. A# g" a5 e" d, m% Y1 c5 z - else2 }& A: R' x$ H$ Q8 ?
- @sp_sprite.visible = false" U" Y: J0 D# {9 z6 l, s
- @layout2_sprite.visible = false
8 l5 g& P) V r' [ - end 2 `1 T! A; b* b9 `+ ]4 L6 l7 l
- end j; t: J; }" X. x, h4 g( a
- end
" x* M% b; z! z - #--------------------------------------------------------------------------. i4 O- k3 K0 r4 \0 c- e$ e3 `* `
- # * Hud Pos Update% |6 b+ }. D. m/ K: u( d
- #--------------------------------------------------------------------------
& h1 A6 i) G( S& ^2 O- ?# F - def hud_pos_update
9 A, G) Z; |- D3 j% H% g - @hp_sprite.x = self.x - @hp_width2 + S_HP_METER_X
% y8 c, r1 r* B- s/ f; O3 M - @hp_sprite.y = self.y + S_HP_METER_Y A* c- {3 b! ?3 A6 ^( B- V. |
- @layout_sprite.x = self.x - @hp_width2 + S_BORDER_HP_METER_X. i# w5 l6 g, ?" V& n1 d
- @layout_sprite.y = self.y + S_BORDER_HP_METER_Y ' N. ?1 l+ h7 U- @7 b
- @sp_sprite.x = self.x - @sp_width2 + S_SP_METER_X7 V7 ]) _. v" n+ x
- @sp_sprite.y = self.y + S_SP_METER_Y l) {! o0 V( m' D$ w
- @layout2_sprite.x = self.x - @sp_width2 + S_BORDER_SP_METER_X
0 r/ X, D# }8 Q& l' P2 E - @layout2_sprite.y = self.y + S_BORDER_SP_METER_Y
. o* [8 [0 P5 X& M1 I" O$ U - end
- b( p# o: P2 D8 F+ ] - #--------------------------------------------------------------------------
6 }7 z U8 Q: G" B4 |' v+ e& ` - # * Hp Flow Update* m: `! a5 _' I" U' P
- #--------------------------------------------------------------------------( {2 K0 t: H; E1 h! t& A3 N
- def hp_flow_update! L! f: d( Q2 c A- [
- @hp_sprite.bitmap.clear5 i. r3 g7 {. \. p
- @hp_width = @hp_range * @battler.hp / @battler.maxhp
& _8 c0 {' N% V - #HP Damage---------------------------------
$ ^7 K4 @+ g9 a$ G& l - valor = (@hp_width_old - @hp_width) * 3 / 100/ A2 A8 v: \# m* a' l8 a
- valor = 0.5 if valor < 1 " H! w* T" V4 q
- if @hp_width_old != @hp_width
; Q7 V8 Q' z' M% a/ a/ s - @hp_width_old -= valor if @hp_width_old > @hp_width
. h8 H+ l+ _2 f" {/ N* ~" h* b0 S - if @hp_width_old < @hp_width
/ k) k. ^0 r) f% ?2 e - @hp_width_old = @hp_width5 G4 ]2 M' x5 M. ~
- end ; i0 O4 @" u! u/ E. |1 D
- @hp_src_rect_old = Rect.new(@hp_flow, @hp_height,@hp_width_old, @hp_height)
3 H- A$ d. l6 \1 [6 t n - @hp_bitmap.blt(0,0, @hp_image, @hp_src_rect_old) 9 C& k2 l, h6 ~; C/ }, }
- end
3 }, |+ k3 F2 z - #HP Real------------------------------------
$ g4 f. D4 ^- ~4 L- H% Z - @hp_src_rect = Rect.new(@hp_flow, 0,@hp_width, @hp_height)
) f- L$ O8 D( { - @hp_bitmap.blt(0,0, @hp_image, @hp_src_rect)
2 b: @$ B, ]8 L' j3 ] - @hp_flow += 2 2 H3 K& B0 O7 g) F9 s+ ^
- if @hp_flow >= @hp_image.width - @hp_range
5 b, E2 v, u0 y' e2 L( k; Z - @hp_flow = 0 # O) e N+ ^/ n& h% f, @( h
- end4 @! z* v7 M/ c) m3 R
- end 7 ?0 R. \( Q* p2 w. u) S9 t
- #--------------------------------------------------------------------------' Z1 V/ a0 o+ O5 L; p
- # * Sp Flow Update
" e0 U T0 n9 C. O8 i - #--------------------------------------------------------------------------
9 L7 ~, S9 J# v+ m1 t x - def sp_flow_update- O# t9 {( j6 p4 [- C
- @sp_sprite.bitmap.clear. t7 W' l0 {* j; n& p" P! @
- @sp_width = @sp_range * @battler.sp / @battler.maxsp / l @7 ?4 Q: G+ f
- #SP Damage---------------------------------
+ r* q* _/ ^4 {- e' p - if @sp_width_old != @sp_width: [) C2 @1 P2 `) j1 u
- valor = (@sp_width_old - @sp_width) * 3 / 1008 T& c% N/ q6 ^' p$ s
- valor = 0.5 if valor < 1
* p7 \# J+ i) B9 \& ?( q3 T8 l# Z - @sp_width_old -= valor if @sp_width_old > @sp_width : B! X& ~* z/ f9 S
- if @sp_width_old < @sp_width
6 X8 ~% \2 \, C; W; F - @sp_width_old = @sp_width- g" H7 O: Z4 f( `, G
- end 3 m- u1 N N2 P% j* a A1 g2 n
- @sp_src_rect_old = Rect.new(@sp_flow, @sp_height,@sp_width_old, @sp_height)1 @* u3 B: q2 @3 S
- @sp_bitmap.blt(0,0, @sp_image, @sp_src_rect_old)
: }+ x3 W' p, } - end
, A/ q% ~# V( m r5 @+ w1 ~& C6 r - #SP Real------------------------------------/ C4 I; l1 l ?/ n" ?
- @sp_src_rect = Rect.new(@sp_flow, 0,@sp_width, @sp_height): g2 f1 x$ K7 n$ Y
- @sp_bitmap.blt(0,0, @sp_image, @sp_src_rect)
, C M* q+ t8 G, a - @sp_flow += 1 / {/ M, S$ h9 e7 m
- if @sp_flow >= @sp_image.width - @sp_range/ L7 s3 e& ]% |! p' {* W* E/ b# q4 r
- @sp_flow = 0
1 X) y) P) j8 m! l5 G2 P: Z - end% w0 V6 ? X4 J: ]% N8 }
- end
) X5 `4 r5 D! l3 b. w$ B/ @% b - end0 [4 ]& O$ Z v
- #===============================================================================& v/ D# \: [2 k6 \( N% e& x
- class Sprite_Character < RPG::Sprite
/ `* E9 {: L6 D' q4 a - #-------------------------------------------------------------------------------" {: W _5 B; Z7 q: q0 h* t
- alias :xas_emini_hud_init :initialize
, ~" _5 n# n4 f% m: g/ P - include MOG8 x/ f; b" ?6 d: G4 [
- def initialize(viewport, character)
' i, z$ i9 L+ f7 p - xas_emini_hud_init(viewport, character)
9 M8 d `" {* C3 O: C$ { - @viewport = viewport+ C0 j; H2 c4 c0 A5 K8 i
- return if @character.battler.nil?; H/ N! u* g0 f' P3 ^
- return if XAS_BA_ENEMY::ENEMY_OBJECT.include?(@character.battler.id)
. ]" M" L- v$ d$ E* L# B, v+ n - return if XAS_BA_ENEMY::ITEM_ENEMY.include?(@character.battler.id)* o/ y) t: U" Y3 s5 K( j
- return if @character.battler.is_a?(Game_Actor). R4 I/ l0 y) e. @( v. A& F
- @bars = S_Hud.new(@character, @viewport)
0 F6 |" G! n% e% k" Q2 d0 h# B - end
2 w1 t* r+ {; O4 _# u$ [" J - #-------------------------------------------------------------------------------
6 j$ @& t, \6 N. n2 [) H5 Y5 S - alias :xas_emini_hud_up :update' |3 p+ H; _$ B
- def update) L; F, g- n2 n
- xas_emini_hud_up, I8 |% ]6 `$ r4 d, m9 {& j- r
- return if @bars.nil?) C# y. E2 B% ?7 ]" i- k: ~
- return if @bars.disposed?
3 V% c7 w N' Y( L2 A - dis = ($game_player.x - @character.x).abs + ($game_player.y - @character.y).abs
$ _: a0 Q4 F. V( K - @bars.visible = (dis <= RANGE). F- Q1 g* c+ {
- if @bars.visible
7 r1 @& L) b! b5 |( \0 h - @bars.x = @character.screen_x# - @cw / 4
) l" D1 j& b) n- _' b' ] - @bars.y = @character.screen_y# - @ch / 4
8 q/ g. ~) {5 P - end
9 u& ~; }0 L4 N, s; D! v6 p - @bars.update# r$ g; {. w. L( Z; e
- end
+ f t0 W* [- s- ^7 W - #-------------------------------------------------------------------------------
5 b% f* I: L3 Y9 r - def dispose
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- @bars.dispose if [email protected]?
. h! N m# z; v4 i* |* k8 x - end
8 R q# a* i B$ t3 T* A8 Z - end
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- $mog_rgss_s_hud = true
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@hp_sprite.bitmap.clear
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: B: F U Q$ n0 g9 _0 j2 H! ~0 R想知道怎麼解決5 Q) }" f& }. F5 X# Q
\- T! T. B- ]5 ^該腳本支持3.82& A7 d% l' \( {$ [2 @+ J
7 [, N5 j& \8 x7 K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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