赞 | 0 |
VIP | 0 |
好人卡 | 2 |
积分 | 4 |
经验 | 31761 |
最后登录 | 2025-7-5 |
在线时间 | 1781 小时 |
- 梦石
- 0
- 星屑
- 435
- 在线时间
- 1781 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
1 D( k& N9 L! P4 N% h2 w會在每隻事件怪物的腳下顯示
, D) f, d; r- m, N問題是不知道為什麼
, X) S" T- \) E: Z有時打怪打一打會跳出1 ~& s/ p- @+ t( c) a) i& U/ \
---------------------------1 t: U9 ^/ G2 G
XAS
' |! B8 m) G! s/ R7 M/ [0 M3 N---------------------------
* a6 x8 P! D! g: _9 i脚本 'MOG - S HUD' 的 203 行 发生了 RGSSError。+ p3 L# w' i: c/ t/ q% }. _# @
1 p% V) `1 X, c" Z7 D
disposed bitmap% s+ M7 ~" `. \) t; q
--------------------------- V; H4 J" s9 n6 J
確定 2 ~6 H/ `! V6 U: P
---------------------------7 A9 ]6 Q) b* [' x. m7 u* f6 r
5 B" h; J) c6 W2 o1 p5 b這是腳本
$ K" \ O8 ~( m& y1 x
# U# o- y4 Y( n5 Y- #===============================================================================; A9 A, [: W- f! n! s! @
- # MOG - s Hud 1.0
% ]( P. j2 n& Q - #===============================================================================, z8 `! }! K2 G6 O
- # By Moghunter @% M! x# X4 r9 H& x! W
- # http://www.atelier-rgss.com: [+ B4 O5 O2 P2 N7 a" Z
- #===============================================================================
4 j$ v/ ^* o6 C6 b O - # Translated by Calvin624
# P& B/ C! I( v - # http://www.xasabs.wordpress.com+ [3 L, Y; v" ~% k K; T6 a
- #===============================================================================
' K* v" T+ V( z4 f: m4 F - ###############################-DESCRIPTION-####################################
' _$ e. V: S& i" D; d - #===============================================================================
- I$ G* W! X, P: S. {2 `& V. m - # Personal HUD – displays the HP and SP below the hero.
h* u# K F) P9 r - #===============================================================================' |( |0 N8 \8 D% A* m+ u6 E1 R
- #8 U7 h7 @4 v( v r4 R: Q& b
- # Graphics required:
) I- Z: q& y( s7 Z, ?: d. z& l5 x' R - # : m8 o, g6 S* [( k) b- m% `/ \
- # S_Border_HP_Meter.png! e, \+ [: q7 d: @1 o
- # S_Border_SP_Meter.png) {+ y/ i4 [( c" o5 _ T
- # S_HP_Meter.png/ U: r# f( ]9 h3 Z' m5 ^) P
- # S_SP_Meter.png
9 V6 K1 d" {/ Q$ @ - #' N0 c5 M5 Y' c- g" ?0 Y
- # All images must be in the Windowskin folder.0 o- ~" A+ f! e
- #
+ S) o1 g' I( x$ X5 ?! d* p A& B - #===============================================================================
8 H2 c/ w1 e- G( m - module MOG$ o* a$ o! p, D# t9 k
- VISIBLE_DEF = false 3 o4 C* `$ B2 f* f* m
- # Show HP meter?3 ]+ k6 _( Z/ ?6 O% E( r
- HP_HUD = true
( A3 r2 c8 c' T6 w7 A$ H6 T - # Position of the HP border
5 F0 e2 i! m. Q) ?/ R" G7 t4 V - S_BORDER_HP_METER_X = -2" l& Y: n. V& W$ Z, K7 L
- S_BORDER_HP_METER_Y = -2 $ W' y$ o+ T! i$ \4 f( h
- # Position of the HP meter
3 I9 M' k5 P* |+ g# o - S_HP_METER_X = 0# o, h& C- K a+ ]9 B+ u- \7 F7 z
- S_HP_METER_Y = 04 P) t% u6 N/ A6 b5 l. W! S
- # Show SP meter?
9 x+ }5 c3 @" W+ ?! r- l) H" @ - SP_HUD = true
, y0 D- f+ V: g7 Q - # Position of the SP border- p" L& p! u2 Z. a6 U0 s. l" a/ _
- S_BORDER_SP_METER_X = 0, d# D- t% e0 _* _# J5 F# [
- S_BORDER_SP_METER_Y = 10 0 ^$ Q4 i; ?; y* V
- # Position of the SP meter
! D* I* f9 h8 A* r/ K - S_SP_METER_X = 0
: Q: \* B5 z5 N. l* I0 U$ C - S_SP_METER_Y = 10
/ ]; f2 \2 e- t' }7 g - # Switch to disable the HUD; @) I! \& m) q* ]& ?9 ^
- DISABLE_SHUD_SWITCH = 53 u$ E$ Y* E: o, ^
- RANGE = 200 m4 C/ r% m; C
- end
4 h! N) ~( ?' o2 }: G8 u - #===============================================================================
3 B- Z. \% [" Q" l0 r# H- F - # S Hud
& {% D) J |9 y; K* r5 k1 `% b+ z - #===============================================================================
3 D, w- s$ X, K( j& o: Y- R - class S_Hud < RPG::Sprite
% f0 Y* z+ p1 Z2 Z6 b - include MOG! |9 ?. L; A, h" f
- #--------------------------------------------------------------------------9 u6 k4 c( |( v5 W# Y2 b6 Y; o
- # * Initialize
?/ F+ a0 I# w, w( u6 K - #--------------------------------------------------------------------------# q! J( E% W( f' d
- def initialize(enemy,viewport)' c" W$ H, t N" w' \* g* g Y7 x( y
- super(viewport) 1 r' n8 r. U* q4 j( h
- @enemy = enemy
9 h6 h" _) T6 \/ @% s - @battler = @enemy.battler
+ C* ?! v w, z. [, | - @old_hp = 0
( B6 C: i" O! V5 e7 H9 s9 L: f - @old_sp = 08 m+ K" K' K, H' C7 L1 z2 e1 h1 W
- @old_vis = false7 s& X/ {% L: o* m6 a: w
- self.bitmap = Bitmap.new(100, 100)
- e6 f: L8 H5 k# [$ R1 n T. W - self.visible = (VISIBLE_DEF)#false
' f$ _# c" @6 {6 m; D) Z+ a - self.z = 100
S- B2 ^! ~! c3 H( W - #HP Border -------------------------------------------------------------------
1 [" r- { z) Y7 D" Q: _$ o3 S0 L3 s - @layout_image = RPG::Cache.windowskin("S_Border_HP_Meter")4 f) y, y6 S7 o7 Q3 f' U
- @layout_bitmap = Bitmap.new(@layout_image.width,@layout_image.height)
% r5 c% ]# r8 _: e5 M9 | - @layout_sprite = Sprite.new0 |$ O5 x+ c0 ], h# T
- @layout_sprite.bitmap = @layout_bitmap) L- q$ [' ~ v+ F9 L+ z
- @layout_src_rect_back = Rect.new(0, 0,@layout_image.width, @layout_image.height)
; k- c8 y: K# w- b: E \$ g - @layout_bitmap.blt(0,0, @layout_image, @layout_src_rect_back)
7 n* U/ u. e. G0 n$ P - @layout_sprite.z = 5001$ U! O$ v W$ r
- #HP Meter ---------------------------------------------------
: C2 M* B( l* ^& T9 f3 S - @hp_flow = 0
' ^: s `9 h/ E6 ]- O/ J - @hp_damage_flow = 0
8 @: g6 F( [) d A - @hp_image = RPG::Cache.windowskin("S_HP_Meter")
4 m( b3 w3 b) E& D/ b" ^: C - @hp_bitmap = Bitmap.new(@hp_image.width,@hp_image.height)
: Z) G/ b3 A4 ^8 H9 |3 r0 h) t3 w - @hp_range = @hp_image.width / 31 k4 [( f& N9 b1 W, _0 J; R
- @hp_width = @hp_range * @battler.hp / @battler.maxhp
* W7 r# A+ N( ?7 Z& ]# p - @hp_width2 = @hp_range / 2
5 B' t9 [' f1 T8 b2 f0 z - @hp_height = @hp_image.height / 2; C/ O% c, Y: k+ c: n( R' y
- @hp_width_old = @hp_width
5 A- G0 _1 A1 y, S; c - @hp_src_rect = Rect.new(@hp_range, 0, @hp_width, @hp_height)# h/ X9 \' l P7 W' _
- @hp_bitmap.blt(0,0, @hp_image, @hp_src_rect) / i" K+ C% b3 V, r2 b: }+ ?
- @hp_sprite = Sprite.new! t( H8 z4 q1 n7 o' v) x+ F
- @hp_sprite.bitmap = @hp_bitmap
) f4 X7 s2 U/ _ - @hp_sprite.z = 5002" f# F* s# E! ?9 R
- #SP Border -------------------------------------------------------------------/ x+ @$ y/ U# Q
- @layout2_image = RPG::Cache.windowskin("S_Border_SP_Meter")
- ~9 n4 K1 Y, d' { - @layout2_bitmap = Bitmap.new(@layout2_image.width,@layout2_image.height)
: }' Y) |# u% I - @layout2_sprite = Sprite.new
% K& k, [$ [, W' U - @layout2_sprite.bitmap = @layout2_bitmap2 @6 e' i4 ^' ?! C5 K
- @layout2_src_rect_back = Rect.new(0, 0,@layout2_image.width, @layout2_image.height)
7 R8 k/ E: T. V5 D9 n# F5 ` - @layout2_bitmap.blt(0,0, @layout2_image, @layout2_src_rect_back)
: t8 w' B; @ V+ V - @layout2_sprite.z = 5001
. L/ j; x% H; U - #SP Meter ------------------------------------------------------2 `) D% i" N% _# R, d8 a
- @sp_flow = 0
3 Z& u4 |! _7 x) Q2 u1 o ~- g) R0 S - @sp_damage_flow = 0
5 p" t& i8 t7 T. ]8 R - @sp_image = RPG::Cache.windowskin("S_SP_Meter")- f, h; F' V$ c& K- _% q
- @sp_bitmap = Bitmap.new(@sp_image.width,@sp_image.height)( s, O' N2 I9 J, ]* Q
- @sp_range = @sp_image.width / 3
# l5 C* y# |0 c# \ - @sp_width = @sp_range * @battler.sp / @battler.maxsp
" e0 r5 `! E' b. g7 f% R - @sp_width2 = @sp_range / 2
]1 l) x! M/ M0 a0 p: a+ A - @sp_height = @sp_image.height / 2
) j- H- Z6 u3 K# m8 H! u: p2 G - @sp_width_old = @sp_width
- N8 |) k2 {% J/ i - @sp_src_rect = Rect.new(@sp_range, 0, @sp_width, @sp_height); b j* B7 i( D" \) M" w" q6 i
- @sp_bitmap.blt(0,0, @sp_image, @sp_src_rect)
6 n, m% X' V c4 \. o - @sp_sprite = Sprite.new0 ?1 u4 y$ I+ Y) W$ H6 X- q
- @sp_sprite.bitmap = @sp_bitmap
3 K# \" B P9 G: J. z. T - @sp_sprite.z = 5002
, r' L" c# s* t* Y6 @ - update% o, e9 `' {$ M* w7 } _5 `
- end
1 G: t; l o7 y) J - #--------------------------------------------------------------------------
! g$ q& K# R1 ]* E - # * Refresh% y0 [. ` I' [& C, u
- #--------------------------------------------------------------------------" J( c% F+ N5 J1 X. L
- def refresh
9 [7 |9 y" g$ ^& X - return if @old_hp == @battler.hp and @old_vis != self.visible# S& J8 [5 i) L9 Q3 Z4 m, S
- self.bitmap.clear
# [- `# q; R. O! m3 c) a4 V6 |& E - @old_vis = self.visible
$ S7 ]& B0 Y$ |/ _' ]- x) V3 F - @old_sp = @battler.sp
+ \- p: S2 }7 W% M4 ]; P5 U* d) y - @old_hp = @battler.hp$ V3 o& Y3 ?/ v5 y2 \
- hp_flow_update
; L3 Z9 Z. _& A3 |3 ~8 A - sp_flow_update" t, X3 K5 h z. [
- hud_pos_update/ D |( k, [% W6 l+ U- [8 S: o" b
- visible_update
3 {# K9 T9 B E1 D7 q - end
4 K' X, K; p+ i - #--------------------------------------------------------------------------
6 |9 G- p& W% q2 {! ?3 O$ K - # * Dispose0 h+ T9 |& `- u- L( r) W
- #--------------------------------------------------------------------------3 J# ]! p4 h$ f( {
- def dispose4 Q" e. C$ w# c O
- #HP Meter Dispose
D' `8 j2 G$ ^% y. f" ~ - @hp_sprite.bitmap.dispose
' e1 @) C F: e+ E/ J - @hp_sprite.dispose3 Z* O: Y4 Z1 w
- @hp_bitmap.dispose1 g9 ^6 L( m" U, N X
- #HP Border Dispose
% K& k& n# \& ~5 ] - @layout_sprite.bitmap.dispose0 z% a& N- I! g" M } Z! f
- @layout_sprite.dispose% q$ A6 f! l4 N5 p i; G: c+ ^
- @layout_bitmap.dispose
8 @% C+ ~3 \6 c1 S - #SP Meter Dispose
8 Z8 u' o8 i, s# h$ O. Q: G - @sp_sprite.bitmap.dispose
# J; O+ e# Z) ]7 W2 O3 J' c2 i - @sp_sprite.dispose
6 o0 j3 m3 n- s1 G6 @ x; H) C" _9 y - @sp_bitmap.dispose s! V* F" _: l1 c
- #SP Border Dispose! s0 _: {( V6 s% r7 z$ s% |
- @layout2_sprite.bitmap.dispose" P. H, n+ b3 j: A3 u3 t
- @layout2_sprite.dispose
6 T6 o3 U) {6 k$ m, k# i6 R# v - @layout2_bitmap.dispose
# J% D. j( q, f) i/ P4 G3 W* R+ j- Q - end
0 x' s. T- P6 m: N; f# K - #--------------------------------------------------------------------------
: l' ]# a: S% d! Y - # * Update
' {% Z7 z, \; a; n4 L% r) n+ t - #--------------------------------------------------------------------------
# ?. ~! q( t4 y0 \4 I - def update
7 O7 B- K d* e5 C- P5 U - @battler = @enemy.battler . y; Z R3 i+ H2 d* R/ P2 F% |$ c
- return dispose if @enemy.dead? or $game_map.events.values[@enemy.id].nil?
) T6 D& ^2 n3 f. I$ ~2 R - if self.visible- B7 i1 \* n9 f# N3 ~# {
- refresh& ~7 Y. }% l5 {
- else
; N$ ]+ N1 V+ e6 o+ u% S6 G - self.bitmap.clear& l4 W7 P# l. Q
- end
5 F4 z( n! V( ^6 H/ a: a - end+ U0 z; }' k# A/ ]
- #--------------------------------------------------------------------------) d: |0 f$ V6 n9 Q
- # * Visible Update
4 h; p$ Q" Z) @' @! n8 n! F6 D - #--------------------------------------------------------------------------
, M: w& V! q: v* \/ g/ Y1 o - def visible_update
0 L% p, t' }( d$ Y0 b! U3 F; x - if $game_switches[MOG::DISABLE_SHUD_SWITCH] == true% F1 O$ a. X* Y( e6 Q! g2 r, y% Q; p
- @hp_sprite.visible = false& P8 H p3 F% M$ H6 M8 @* [
- @layout_sprite.visible = false5 \2 l( ~9 K& l; |
- @sp_sprite.visible = false* H. d8 k- C& K/ u1 b% ?6 [
- @layout2_sprite.visible = false
& v, F9 n' s9 l7 B4 N; M0 k! I - else, N) B; }* Y; n e$ `* o
- if HP_HUD == true
+ a" ^" j4 y6 t1 C" F( n; L4 L - @hp_sprite.visible = true
' Z0 O; O4 l/ ?; Z, d: Z - @layout_sprite.visible = true
" Z* l8 B+ X4 F' \/ h: l' R - else
; A$ L; a2 q5 f+ }9 Z7 `: e$ T - @hp_sprite.visible = false
! Y; K8 h5 i8 }5 t' [ - @layout_sprite.visible = false) y; m, P2 g$ M |0 N2 l
- end x$ I9 f# B* }1 _! Y1 T2 J
- if SP_HUD == true8 B. ^5 ^. v; a* z' W. h
- @sp_sprite.visible = true r' x m5 Q8 \$ [; ^8 o' P6 a
- @layout2_sprite.visible = true
/ ^5 A2 f8 \7 f$ H - else
) @3 G; `4 N% @; j) b& E( n. |3 U& C - @sp_sprite.visible = false
8 [7 f5 l4 P7 s5 n, H/ e - @layout2_sprite.visible = false, F5 I( }" [/ T7 Z7 G' v. r& a
- end
% [. ^* |0 a% V* `( l - end ! w) [6 j" m* n9 n+ t
- end
# |% S1 x# Q; ` - #--------------------------------------------------------------------------) p8 O9 L: v/ |5 ], }+ R; u
- # * Hud Pos Update. a) N0 H7 i/ A+ y/ h
- #--------------------------------------------------------------------------
% {5 C4 o% j, V: R. U. y - def hud_pos_update* P3 V5 T3 f( O$ C, `% [: s% j
- @hp_sprite.x = self.x - @hp_width2 + S_HP_METER_X
! Y4 W; A/ O+ H. B, H; ] - @hp_sprite.y = self.y + S_HP_METER_Y
+ \( q9 ]6 E+ E$ O - @layout_sprite.x = self.x - @hp_width2 + S_BORDER_HP_METER_X
4 Q% s, Y+ U- h- ? - @layout_sprite.y = self.y + S_BORDER_HP_METER_Y ! y7 W2 O8 V$ v) n' H2 Y
- @sp_sprite.x = self.x - @sp_width2 + S_SP_METER_X$ i, I6 S+ P3 Z) ]9 v, f
- @sp_sprite.y = self.y + S_SP_METER_Y
6 t- R. v( i/ y3 R- s2 H9 u - @layout2_sprite.x = self.x - @sp_width2 + S_BORDER_SP_METER_X8 k+ ^4 Q t0 j5 B3 I
- @layout2_sprite.y = self.y + S_BORDER_SP_METER_Y * R5 P/ @% i' x- Z, c3 w U
- end
2 D4 Q( w& }1 V, y7 \% a3 B+ ~ - #--------------------------------------------------------------------------
1 w' M: f+ G: Z$ l& ` - # * Hp Flow Update" ]* ]$ c# d% ?; W# m0 H
- #--------------------------------------------------------------------------
" j: X+ d+ v, I# C5 ^7 {6 w; J - def hp_flow_update6 T' k% K9 p. Q% v1 h3 f& s {" P# T7 U
- @hp_sprite.bitmap.clear9 A8 N, ?% N, s( t( y' A" e
- @hp_width = @hp_range * @battler.hp / @battler.maxhp 2 m& j3 A! c$ K( f- ]6 ^
- #HP Damage---------------------------------3 P8 x+ O/ }& S k
- valor = (@hp_width_old - @hp_width) * 3 / 1008 L% L* z1 ~1 R+ ~3 Q
- valor = 0.5 if valor < 1 p7 F& G+ o/ ?7 o
- if @hp_width_old != @hp_width o ~! |1 R; S3 g6 s8 R- M: Y
- @hp_width_old -= valor if @hp_width_old > @hp_width ) f6 k+ w7 c' e" Z c+ A
- if @hp_width_old < @hp_width : Q# k. Y8 \ C. @. {0 T
- @hp_width_old = @hp_width+ f! o# ^3 h) {
- end $ T: @. @) R, f/ @% E" s, I
- @hp_src_rect_old = Rect.new(@hp_flow, @hp_height,@hp_width_old, @hp_height)
* W6 N7 }! r3 J2 j: c$ p - @hp_bitmap.blt(0,0, @hp_image, @hp_src_rect_old) 3 _0 t4 e5 U r+ l. s% g# t6 f
- end ! l8 F9 Z- j$ s* v/ B) S
- #HP Real------------------------------------/ [1 @; W- P1 S5 l; R: c9 m! r
- @hp_src_rect = Rect.new(@hp_flow, 0,@hp_width, @hp_height)' [* X$ `% f) V: Z4 y- C
- @hp_bitmap.blt(0,0, @hp_image, @hp_src_rect)
- K+ B+ y( M7 j+ l& @2 } - @hp_flow += 2 ( i; W+ @# N- a, I, T. I2 \, A; S. t
- if @hp_flow >= @hp_image.width - @hp_range
* ~& v+ M0 R) ?& ]5 f - @hp_flow = 0
6 k% f2 C. B1 [- V8 {' b' E - end0 C* v. v/ [0 F* T8 l/ |( Q
- end ' ?- Q6 v2 R! R: a
- #--------------------------------------------------------------------------* Q" q9 p8 e' h! h
- # * Sp Flow Update( j o# v& m/ Z4 |* O
- #--------------------------------------------------------------------------
% d# P2 U' I9 l) B% @ - def sp_flow_update
j7 y, E# d8 D- P2 S: u; G - @sp_sprite.bitmap.clear; j+ J. x$ X: o$ T' z$ ~( W% U
- @sp_width = @sp_range * @battler.sp / @battler.maxsp
# P: n' p o* `; Y1 O. R - #SP Damage---------------------------------
, R3 k% v+ \. E; C- G/ B: `7 | - if @sp_width_old != @sp_width
N# u) k. t% c. _" Q - valor = (@sp_width_old - @sp_width) * 3 / 100" R9 Y, Q+ n( M
- valor = 0.5 if valor < 1
2 u- C9 V% _' x3 ?- g- Y; ` - @sp_width_old -= valor if @sp_width_old > @sp_width / g2 b+ v! f7 [ R% u+ j" }
- if @sp_width_old < @sp_width
2 t( ]3 M7 \8 Z. c: C+ d; n - @sp_width_old = @sp_width1 O! j$ o, A! Z: g0 V
- end
+ K4 y: b5 E4 E4 L/ ]$ `% `& Q! z - @sp_src_rect_old = Rect.new(@sp_flow, @sp_height,@sp_width_old, @sp_height)
* H: Z4 }3 K3 S' f* t B - @sp_bitmap.blt(0,0, @sp_image, @sp_src_rect_old)
7 X( E3 R7 @7 W8 U- L - end
' [: f4 R% a/ B. z% O* _9 L" R$ O - #SP Real------------------------------------3 S. K9 ?/ P: _
- @sp_src_rect = Rect.new(@sp_flow, 0,@sp_width, @sp_height)6 Z! c& e, [7 F. v* ^0 q3 X& x
- @sp_bitmap.blt(0,0, @sp_image, @sp_src_rect)
( B, p, w, N# I* T1 o* q3 R - @sp_flow += 1 - c1 w! x3 d) o4 j, Q- p* u; |3 `. ~0 t
- if @sp_flow >= @sp_image.width - @sp_range6 u9 ~% E3 S5 P
- @sp_flow = 0
% `7 e0 s) m$ p2 J' g1 x: l( T - end
6 _% H( [ @- q( q# I& i - end 0 L& D) y+ x) G0 ]% R# w
- end: w+ T/ i+ T9 o5 a8 E
- #===============================================================================
, \: R$ K, _! g+ z, c3 e - class Sprite_Character < RPG::Sprite3 _4 V% t5 u5 R7 p& t2 q3 i
- #-------------------------------------------------------------------------------3 q. {, \! G. p5 l6 p- B
- alias :xas_emini_hud_init :initialize
# M2 z1 y2 c9 N- p0 k% ]+ E9 W: V - include MOG
6 j7 }, o* [3 [+ D+ G - def initialize(viewport, character). ^9 N. E4 q) f, r1 U1 c
- xas_emini_hud_init(viewport, character)
" O6 l( O) u0 t - @viewport = viewport
+ F- z4 z9 E" I2 U# Z - return if @character.battler.nil?* w" K5 A( t t1 G0 n+ k" g% o! H; R. A
- return if XAS_BA_ENEMY::ENEMY_OBJECT.include?(@character.battler.id)9 M) b7 s* C7 c. M$ ^, w
- return if XAS_BA_ENEMY::ITEM_ENEMY.include?(@character.battler.id)+ F: v! T( q" {) w
- return if @character.battler.is_a?(Game_Actor)
, ?7 Q5 ?9 _& S* ~! v7 V4 X( R, k - @bars = S_Hud.new(@character, @viewport); d6 f- K0 b: e! D
- end% R! W7 r+ |) Z& Z3 o" r" c
- #-------------------------------------------------------------------------------
% j4 L6 O) f( C0 S$ I& q* S2 | - alias :xas_emini_hud_up :update
4 g; K6 s0 \6 Y5 {5 q- q - def update3 [/ e$ M L$ u
- xas_emini_hud_up8 J: F/ H0 ~/ P4 ^+ K' H
- return if @bars.nil?
2 [; f- w; L( \ - return if @bars.disposed?) U& g- M3 E( T* V/ [5 `2 ]! _: S; @" [
- dis = ($game_player.x - @character.x).abs + ($game_player.y - @character.y).abs. f- Y0 X: |5 y- L8 G2 J5 {
- @bars.visible = (dis <= RANGE)
* ~' z% {, S; Y& R5 s - if @bars.visible
( Q6 j8 L; e7 u0 I& A; p - @bars.x = @character.screen_x# - @cw / 4; f, z b9 z( [) b8 ~" h1 W# J+ w: N
- @bars.y = @character.screen_y# - @ch / 4
" B) S. `. `( B) x) E - end
% p- _. `. R9 q/ j6 r - @bars.update2 L5 ]/ k$ P+ r9 _; s( c) j% F
- end
! ?2 Y& a9 O0 Z }. y+ `- A - #-------------------------------------------------------------------------------" u. o/ [7 ]6 s- N( @! @
- def dispose+ f+ p* r' J1 m. d; P
- super- Z2 Z0 u8 G8 [7 s y9 B" T
- @bars.dispose if !@bars.nil?
( Z7 C8 X+ n- J' |3 O6 \ - end& \% |" s9 D6 c
- end
1 |. Y! {4 l/ e' C2 R/ W( C5 O
7 p& j A( M. C+ n' Z, D- $mog_rgss_s_hud = true
复制代码
/ s0 k6 a: D# t" F% E% f; m- W( h* G' f1 L" @/ s( I
3 q$ Q! ?; g/ i7 x
上面所說出錯的203行內容為
2 J5 b% A9 y3 r* ~: j' d$ T@hp_sprite.bitmap.clear
6 `, r, i+ ^7 D% h
( G" o% H; l5 [0 M想知道怎麼解決2 x# S" ~& M, r- d. j
4 Z# }% v6 r; R& ^. R& M! F2 X該腳本支持3.820 ]1 y2 y5 I+ _" c7 @
7 x; q) z7 D5 {2 J" Q下面是圖檔,要塞在Windowskin下
% X/ E) ?3 J0 k( I! z, g ?. q! |5 D! F7 C
S_HUD_Graphic.rar
(12.36 KB, 下载次数: 49)
6 x/ _* J: y% Q! [ g
" ?# g/ u9 w& O* ]
: G( N& t# u1 l
+ Z7 ?% N8 F$ A0 A0 J. y; e |
|