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這是我將官網的S_HUD修該而成的怪物血條
) y: A9 Z& j5 F7 p會在每隻事件怪物的腳下顯示3 }) a; c% B- w- c# @, {
問題是不知道為什麼
% m8 L' p2 e8 f9 l( s0 Y' a; ~有時打怪打一打會跳出# T* W! y; Y' E+ h' s. B
---------------------------: \( d7 U+ `, n, a1 x! x
XAS8 ` Z( J0 Z* m
---------------------------
: k6 u, u6 I9 W+ u脚本 'MOG - S HUD' 的 203 行 发生了 RGSSError。7 z& p& t, f+ | D! n
2 s4 |% g1 c- K# w
disposed bitmap- B, D: c" I. ~4 C
---------------------------
7 n7 N8 _5 w. ]' g5 T6 U0 X確定 ) i! L8 O6 _& Q4 x6 {6 G. a2 c
---------------------------
/ Y2 ^4 i j1 f* s4 P& m6 V
% C. M& t2 L7 S4 W! f& z, _這是腳本
! ]2 A: Q' R; M+ @; V) ]
& h+ e( H! {0 U: K2 y w0 H- #===============================================================================8 n4 z: H3 U1 B: \6 g( q/ m2 L
- # MOG - s Hud 1.0 ( V, V' _0 p" G- C- U$ D
- #===============================================================================* I; I2 {3 Z8 g }
- # By Moghunter
: Y$ }# u k: A# S. u0 D - # http://www.atelier-rgss.com, @3 h: |: @1 Y# d6 X. Q. k) }
- #===============================================================================: p' h0 O5 y4 X A' n
- # Translated by Calvin624 3 p8 F) y7 \5 z. O: `
- # http://www.xasabs.wordpress.com
! d, N) W; b: Q0 m7 B - #===============================================================================
4 R6 L# w" H+ `+ d6 W& {+ V# C - ###############################-DESCRIPTION-####################################& R" L0 B6 R/ m8 p/ V# D
- #===============================================================================
% W7 G6 {% I/ w3 O9 N- L2 K - # Personal HUD – displays the HP and SP below the hero.
( b6 B& U4 n4 n8 H5 T$ J* V, o: Y - #===============================================================================
8 b$ M% r8 p1 `) x! | - #1 }0 E# M7 Y. j. c
- # Graphics required:
' f$ r7 y2 g/ o6 P. I( k$ } - # + r8 u6 L4 ]8 Y9 q1 \4 Y
- # S_Border_HP_Meter.png/ }2 _' F7 Z1 l% R, \
- # S_Border_SP_Meter.png$ X( U$ [% U& t. m* a- Y( |" D0 a' }
- # S_HP_Meter.png( ~. j+ e- }& Y9 ]' T$ n; j
- # S_SP_Meter.png
0 S' f7 K: a3 Q+ D6 L" | - #
3 }7 Z: ]: }9 |; |: K - # All images must be in the Windowskin folder.
2 N2 {4 l+ w: E - #
2 R, D2 M3 N& R8 P" S- ` - #===============================================================================" M E( d, F. L4 Z
- module MOG. K8 T& E l9 ~4 R# l2 X
- VISIBLE_DEF = false x9 }$ B4 V& X# O0 p% }1 b! x
- # Show HP meter?5 U" q# g/ a4 N, D3 O1 d5 h$ y
- HP_HUD = true
9 K, ~, C* e% u# N% {! a9 P' ^' Y - # Position of the HP border" i0 {, ~4 e; _! S/ o
- S_BORDER_HP_METER_X = -2 D9 e0 P7 F# ]9 R7 C
- S_BORDER_HP_METER_Y = -2
/ T; D' d9 U( A5 N- _ - # Position of the HP meter
5 G% H- [; M& ^: k+ H- m% o | - S_HP_METER_X = 0
0 R; c7 z0 G- \7 g( o$ U - S_HP_METER_Y = 08 D6 l$ ^ g' N2 m
- # Show SP meter?
$ Z9 O( u& r# y. s$ w0 N - SP_HUD = true% p L1 n5 Z- B: M [2 Y R1 v: M; R% `
- # Position of the SP border
5 v) N$ h% y# e8 ]9 W+ H9 y - S_BORDER_SP_METER_X = 0
. p: M, J/ q3 q - S_BORDER_SP_METER_Y = 10
# M: W1 f6 }, ] i% V - # Position of the SP meter
1 C0 E; q0 U3 a7 a4 u - S_SP_METER_X = 0
" I8 d1 Y3 b9 G2 I% o - S_SP_METER_Y = 10
$ L, y" Y" V! M# Q - # Switch to disable the HUD
0 K; Q3 n3 J# d1 P0 i3 z - DISABLE_SHUD_SWITCH = 5
. T2 i/ c3 U! a5 Z2 l6 _ - RANGE = 20
$ U! h! _: t( K1 C; L - end7 F9 `2 g( y, R! W9 c/ R* f
- #===============================================================================
4 Z/ y3 g9 k/ n3 E$ L8 ?1 r - # S Hud* \: u- D* t6 _
- #===============================================================================
# B$ |( v. X' U4 P- H' [ - class S_Hud < RPG::Sprite- Y; ^# A7 E' \- Q/ o8 _
- include MOG8 N1 X" E7 o0 j, s6 J
- #--------------------------------------------------------------------------$ ^7 Z8 w& Z7 O/ i7 c6 w/ o2 F: X
- # * Initialize
% }9 y+ g$ b6 R" C" E* J - #--------------------------------------------------------------------------, a9 [ t9 m3 T. Q! x
- def initialize(enemy,viewport)- E' O6 s" D. ^
- super(viewport)
* l+ l) F; D) e1 i - @enemy = enemy4 g0 f' P$ m& N2 a& e$ h* h
- @battler = @enemy.battler
" R- v- j: K: J, f/ Y3 L: w - @old_hp = 0* j ^, _" e6 w, _+ e8 g
- @old_sp = 04 j8 c' P& y& M P6 S1 I9 K
- @old_vis = false# p3 V, d! H4 y$ i; F
- self.bitmap = Bitmap.new(100, 100)
! y, E) f2 q' l6 c+ _; x1 r! M( ^ - self.visible = (VISIBLE_DEF)#false: K" d: }" L) H8 a0 K I# C, w
- self.z = 100
8 v/ [/ T. m3 X' H$ I! t1 Q5 N, L - #HP Border -------------------------------------------------------------------. B7 J* Y+ o0 ~
- @layout_image = RPG::Cache.windowskin("S_Border_HP_Meter")
1 J3 R9 m e+ R* J - @layout_bitmap = Bitmap.new(@layout_image.width,@layout_image.height)+ V& f6 I0 I- e8 O9 j. ]1 q1 m
- @layout_sprite = Sprite.new" V z2 Y; W8 r5 W$ S# ]$ G
- @layout_sprite.bitmap = @layout_bitmap
7 P1 n6 N5 B6 J; Y6 r0 U - @layout_src_rect_back = Rect.new(0, 0,@layout_image.width, @layout_image.height)1 V, j l! z* S' m2 |* R8 S! y
- @layout_bitmap.blt(0,0, @layout_image, @layout_src_rect_back)
% g, c) a M$ f9 A, D! a - @layout_sprite.z = 5001
. ?& c, v' O. h: ~6 n2 D - #HP Meter ---------------------------------------------------4 `2 N% Q& D+ }6 B
- @hp_flow = 0
, ]8 j/ c% T' w0 w- o$ _ - @hp_damage_flow = 0
- v! v) h- w/ c& n+ v - @hp_image = RPG::Cache.windowskin("S_HP_Meter")8 t( A7 [* Q0 s
- @hp_bitmap = Bitmap.new(@hp_image.width,@hp_image.height)+ B! o/ p6 B* Z1 W0 z j+ S
- @hp_range = @hp_image.width / 3" H" z2 {* u! g4 M
- @hp_width = @hp_range * @battler.hp / @battler.maxhp 9 s7 j8 H; n. H9 s/ v# F
- @hp_width2 = @hp_range / 2
' m7 b' J3 T! n5 t" e4 U+ L% P8 c - @hp_height = @hp_image.height / 2
- @/ W. m- A P4 {( g4 J - @hp_width_old = @hp_width
# N) _8 M9 A& w - @hp_src_rect = Rect.new(@hp_range, 0, @hp_width, @hp_height)! d* a1 t+ ^" D8 ], z) @& h
- @hp_bitmap.blt(0,0, @hp_image, @hp_src_rect) 3 Z% W3 O( k# l' e' C
- @hp_sprite = Sprite.new. `) g' Q, s! N' G/ {1 ?
- @hp_sprite.bitmap = @hp_bitmap; W3 q+ L; U0 n
- @hp_sprite.z = 5002+ m9 K! ?- z" r4 w9 o
- #SP Border -------------------------------------------------------------------. ^- z8 i; S) r
- @layout2_image = RPG::Cache.windowskin("S_Border_SP_Meter"), { ?2 v! L% Y9 Q c
- @layout2_bitmap = Bitmap.new(@layout2_image.width,@layout2_image.height)
: ?2 ?+ ?$ D* ~' x7 h0 f w - @layout2_sprite = Sprite.new6 c1 p! o* q- |3 \4 q6 J# S3 b
- @layout2_sprite.bitmap = @layout2_bitmap
; M4 B8 G' K+ E! D - @layout2_src_rect_back = Rect.new(0, 0,@layout2_image.width, @layout2_image.height)
: ~, U) a5 s+ R$ ^ - @layout2_bitmap.blt(0,0, @layout2_image, @layout2_src_rect_back)
+ l& n" R4 |# F' O2 T Q9 l - @layout2_sprite.z = 5001 7 l8 B Q1 T9 g- \
- #SP Meter ------------------------------------------------------& j3 P1 ]* _ y* x- J
- @sp_flow = 0
4 u* ]9 }7 z y" E7 f# t - @sp_damage_flow = 0
0 }" ~! v' N# l7 E3 Q) c - @sp_image = RPG::Cache.windowskin("S_SP_Meter")1 [- @1 b+ z: t, @2 d7 c8 b/ c
- @sp_bitmap = Bitmap.new(@sp_image.width,@sp_image.height)
3 b/ c& d0 p" e2 ]0 W - @sp_range = @sp_image.width / 3
, ^2 N) B4 [$ B5 K) i - @sp_width = @sp_range * @battler.sp / @battler.maxsp
4 [4 p0 i$ S3 y - @sp_width2 = @sp_range / 2: o4 p$ p7 q4 i9 w
- @sp_height = @sp_image.height / 2" k, {% w5 F# s0 U
- @sp_width_old = @sp_width
7 V, O& o0 }% X- ^ - @sp_src_rect = Rect.new(@sp_range, 0, @sp_width, @sp_height)
: {- D) V6 v4 m: e. }4 T4 O& u - @sp_bitmap.blt(0,0, @sp_image, @sp_src_rect)
0 g4 Z% H. [8 M - @sp_sprite = Sprite.new3 _: x0 L- D6 K8 w, F
- @sp_sprite.bitmap = @sp_bitmap" i9 s) v& T* o9 z* r
- @sp_sprite.z = 5002
( R- q7 C' R' i" G6 ]0 e9 e2 M0 E - update
9 h# M& ^! D3 g9 A" P! C8 } - end; u! c0 Q1 D1 B) @$ Q( r
- #--------------------------------------------------------------------------
7 g y, A: }" U4 V4 Y1 R - # * Refresh
( g" ]3 X) f, ?( W3 | - #--------------------------------------------------------------------------2 t, v1 ^8 ]. O$ E3 R# g# b
- def refresh
! q, ?& Z+ }, M" o2 F - return if @old_hp == @battler.hp and @old_vis != self.visible
! j( y# A' n7 j% c( h% j4 l7 u- h; j - self.bitmap.clear
3 [* w( i3 q/ i; Q& O: L - @old_vis = self.visible
* u* U6 u1 ~6 W$ L, B - @old_sp = @battler.sp
9 _$ w( w1 N$ {- G( R0 l; l, q3 C - @old_hp = @battler.hp
C$ G6 ]% P/ B0 g2 q4 j$ C. j - hp_flow_update
0 A. z5 n( i" s8 G - sp_flow_update2 ~4 B" D% ?" B
- hud_pos_update0 E* T; U4 t" j8 I, B4 v9 w1 F; U. o
- visible_update5 u7 W) K1 d9 d, v% j
- end
; O) \1 Z5 _4 c0 A( ~' e3 Z - #--------------------------------------------------------------------------
( A9 i8 x) J" `# A) y - # * Dispose
& q4 w9 P2 e3 ^: v& t. }/ q - #--------------------------------------------------------------------------
- A9 P% F3 R$ }! G; z: V- f. c - def dispose
% L( K4 M2 N C" R( v6 G3 H8 [' J - #HP Meter Dispose
. t. | K0 g( G' |; K - @hp_sprite.bitmap.dispose
$ Z( p% G1 g' _" B0 t: j7 A$ S- C - @hp_sprite.dispose
7 T" ~, M; [6 d. B; L3 l - @hp_bitmap.dispose
( ~2 G# w5 u- |" y& |) W% K - #HP Border Dispose, Q6 d3 \! F# o6 y* q: r3 I
- @layout_sprite.bitmap.dispose
6 l2 S7 \# Z: { - @layout_sprite.dispose* ?1 M i) b5 K. @4 |: n
- @layout_bitmap.dispose" N1 ~. j: s1 h9 p/ {. o
- #SP Meter Dispose/ G. @9 x4 B& `0 r& h/ |
- @sp_sprite.bitmap.dispose7 k* X2 W% W* k+ W% p
- @sp_sprite.dispose l t/ J; V& ?; a3 m5 E: I- `
- @sp_bitmap.dispose+ T6 t$ v9 ~' w9 R# p4 e
- #SP Border Dispose" l }6 `2 e- U. F) t
- @layout2_sprite.bitmap.dispose8 X6 `) n0 J/ t6 T) ?: T
- @layout2_sprite.dispose0 r1 C) @0 N. X- [
- @layout2_bitmap.dispose
0 E2 e) G3 h) Q - end l; F9 e2 w2 l% M0 b
- #--------------------------------------------------------------------------6 e* y/ d, N' S/ F% d7 Z8 a
- # * Update+ F/ a% e5 X: ~& c Y5 \
- #--------------------------------------------------------------------------
- B" f% H( v: Y+ k, z1 v - def update0 u- D1 R7 H! @/ I
- @battler = @enemy.battler 8 f, y+ C( n* g# A
- return dispose if @enemy.dead? or $game_map.events.values[@enemy.id].nil?1 B4 r2 `; W5 {" `& z
- if self.visible
+ H4 X" I' r) s' K7 ?( e) N - refresh
1 K u+ r( R7 d- m9 K9 H3 K7 m8 D - else1 N" ^/ i# d! H. I! y% p( k, k
- self.bitmap.clear" l* i& J$ s. C) X( M% E' K
- end F4 q) |+ T$ q, ]
- end
8 [8 z& J9 ~! r- V - #--------------------------------------------------------------------------
: h2 {2 _3 c. U/ s - # * Visible Update8 f* \; Y$ v- x+ o5 A4 }
- #--------------------------------------------------------------------------
7 Z) Z6 |/ Q0 P+ e7 b8 K - def visible_update% s9 ^* W! x w* G1 N: L
- if $game_switches[MOG::DISABLE_SHUD_SWITCH] == true
7 L! V6 l$ `7 m2 ~( _( c3 } - @hp_sprite.visible = false2 N3 }+ E3 B% C N
- @layout_sprite.visible = false) ]& `# [+ ?; d3 b- O! B* S
- @sp_sprite.visible = false7 s2 H) t3 Q+ V: z
- @layout2_sprite.visible = false: @1 I( h4 H* @6 G
- else
4 W8 i( X, N. |: P9 l' s - if HP_HUD == true
! U6 O0 t: Z' N5 b3 N, q - @hp_sprite.visible = true) Z% T9 P0 w% ]% Q- W7 d) I% M
- @layout_sprite.visible = true
! k0 P: [3 W+ h: H - else
' c1 J+ L4 @9 w0 A- z - @hp_sprite.visible = false8 h# X& {: R; M5 P w
- @layout_sprite.visible = false3 ?1 z8 s' [# l& G4 ?9 L
- end + |7 l5 j5 N' Z% l
- if SP_HUD == true* Z% o: b- M$ S; M( D' z$ j4 X
- @sp_sprite.visible = true9 W0 k; \! _$ q2 ~% Y# J& a
- @layout2_sprite.visible = true* T, b- o6 ]0 Z3 W4 V- l' Y6 r
- else
& J1 K. N3 e1 Q/ n1 ` - @sp_sprite.visible = false+ R) \# y8 O; i2 {* Z
- @layout2_sprite.visible = false. _& A' w2 u v0 |: B; \
- end
/ E( p% {% @! ] - end
6 P4 m& S i4 @1 Y4 Q ~! j( ^* R% ^* q9 { - end , d; l/ Y2 _: {3 [1 T4 x1 @/ y
- #--------------------------------------------------------------------------
# s8 S1 i- w. V# \1 s8 n. l4 Y - # * Hud Pos Update. a1 u" ~2 |3 r5 f# V* S2 L/ K0 L/ k
- #--------------------------------------------------------------------------! F" y+ J& b& f; {( z2 V* r Y
- def hud_pos_update9 H% c- @4 U+ q: {, T7 y/ {
- @hp_sprite.x = self.x - @hp_width2 + S_HP_METER_X
+ R; R; d( s# c2 t' W - @hp_sprite.y = self.y + S_HP_METER_Y 5 s; n# e* Y y' B* R7 g8 U8 m/ n. a
- @layout_sprite.x = self.x - @hp_width2 + S_BORDER_HP_METER_X
3 J+ A8 A U% N6 S, K5 S - @layout_sprite.y = self.y + S_BORDER_HP_METER_Y
% `; ^5 b w6 m; M' e5 v: M& e - @sp_sprite.x = self.x - @sp_width2 + S_SP_METER_X
7 y+ ?% M1 L# y7 i& G - @sp_sprite.y = self.y + S_SP_METER_Y 3 s1 H$ v% d- W% u7 a, {6 Q
- @layout2_sprite.x = self.x - @sp_width2 + S_BORDER_SP_METER_X0 L2 ]7 U6 U- v9 F
- @layout2_sprite.y = self.y + S_BORDER_SP_METER_Y
5 {# h5 y/ z" H2 f - end 3 O, {$ w9 I4 v3 ~
- #--------------------------------------------------------------------------; s5 E4 ~# J* D- j) B& J( N4 l
- # * Hp Flow Update1 E# a$ U, l& R6 g% }* Z, i
- #--------------------------------------------------------------------------
* x% |5 d: b2 x! X( p - def hp_flow_update4 w2 \2 B( m& v1 N: H/ d4 S
- @hp_sprite.bitmap.clear/ {% g/ p0 f/ z( O. x( S
- @hp_width = @hp_range * @battler.hp / @battler.maxhp
1 ^5 p; o7 i$ a9 q6 R+ x3 l; | - #HP Damage---------------------------------7 F6 |9 }/ @- H6 f; x5 [0 {
- valor = (@hp_width_old - @hp_width) * 3 / 100
: T" R# D, h& j6 W% Y1 O - valor = 0.5 if valor < 1 / i1 C1 p7 ]; m$ Y' Q
- if @hp_width_old != @hp_width
6 x6 e$ `2 v E/ N1 ? - @hp_width_old -= valor if @hp_width_old > @hp_width
! a& A1 P! ~0 n - if @hp_width_old < @hp_width , a* p; L* B7 a' T, Y" P
- @hp_width_old = @hp_width
$ B E- C. ?/ _3 t - end 4 v6 p8 [( S5 a
- @hp_src_rect_old = Rect.new(@hp_flow, @hp_height,@hp_width_old, @hp_height)
$ n1 S2 Q: x0 I+ E - @hp_bitmap.blt(0,0, @hp_image, @hp_src_rect_old) , x7 e' j# i- q# b' j s' h$ r
- end ) R/ ~- |. i% i- i* x
- #HP Real------------------------------------
3 r4 U' k/ M- b1 O" p% z* y - @hp_src_rect = Rect.new(@hp_flow, 0,@hp_width, @hp_height): D" P1 H% h& q0 ^4 k3 m* |: j
- @hp_bitmap.blt(0,0, @hp_image, @hp_src_rect)
3 h3 y6 K6 H9 Y - @hp_flow += 2 . e# @& I* Z+ M7 o s! T- y
- if @hp_flow >= @hp_image.width - @hp_range! ?3 l* q' s n3 e ]2 Q" H
- @hp_flow = 0 $ \* h) _8 V4 L k
- end+ |8 h( A7 }4 o0 ?% ~, |7 O. g
- end `/ C1 a o9 e+ ?) U9 o- U6 L y
- #--------------------------------------------------------------------------
+ s( _0 i, N! s% w( M - # * Sp Flow Update4 b* \0 @0 ?8 v5 z H; m0 o
- #--------------------------------------------------------------------------" Z( w# v! B+ R* i
- def sp_flow_update2 u* r) Y3 [1 ^6 ~1 `. K
- @sp_sprite.bitmap.clear
1 N/ ]% R4 a* K6 b2 v - @sp_width = @sp_range * @battler.sp / @battler.maxsp 6 c1 f) W8 k8 G
- #SP Damage---------------------------------4 u% B5 W& }3 _- h& w
- if @sp_width_old != @sp_width& S, p& r7 h$ i
- valor = (@sp_width_old - @sp_width) * 3 / 1002 Q2 Y0 K, L& ~$ p7 @
- valor = 0.5 if valor < 1
# A) f P, t) S/ K - @sp_width_old -= valor if @sp_width_old > @sp_width
( K' k% S! [: l% L - if @sp_width_old < @sp_width
: T2 j- R( ?% o2 r9 O - @sp_width_old = @sp_width
: Z) R3 _! _% Z( W0 B - end
6 Z5 H9 P$ o$ o2 ] - @sp_src_rect_old = Rect.new(@sp_flow, @sp_height,@sp_width_old, @sp_height)
! C6 }0 U5 D; H2 _$ X0 B - @sp_bitmap.blt(0,0, @sp_image, @sp_src_rect_old) + F% H* @5 B* ]
- end) G* X+ D# {- B+ p7 R( H* {, y* b. }6 ?
- #SP Real------------------------------------
, u2 `" q5 P! _% f- x9 n - @sp_src_rect = Rect.new(@sp_flow, 0,@sp_width, @sp_height)! J. B- y W9 o9 z* S% I
- @sp_bitmap.blt(0,0, @sp_image, @sp_src_rect)
" N, x0 ?0 K$ F6 k/ {/ |+ O - @sp_flow += 1
9 C/ b, T' w2 w0 m J - if @sp_flow >= @sp_image.width - @sp_range
6 U" T- g3 n ?+ j- K - @sp_flow = 0 & K! P, N0 [" v% {8 v, [+ _, _
- end; L% H# p: x+ A. O# @
- end + V7 u, N0 p6 \& w: g# [( ?7 b9 v
- end
8 t9 U; O! p( G - #===============================================================================9 o3 ?$ g& E6 H4 m+ ]
- class Sprite_Character < RPG::Sprite
/ x6 v5 h8 ?% z9 Y" Y4 B' g- y6 q( c" r - #-------------------------------------------------------------------------------
" f: F# {" b/ I" s! L( \+ P - alias :xas_emini_hud_init :initialize% K( B! Q0 v. j" k: v9 B, x" |
- include MOG
, a7 Z) ^$ d: K4 Q) D" T6 H - def initialize(viewport, character)( U; \3 Z3 r# p+ f# ^% @8 q$ Y6 ^
- xas_emini_hud_init(viewport, character)4 u! g; q- t& `/ M' D
- @viewport = viewport
7 l# ~' X* Y# j. z5 ] - return if @character.battler.nil?% |/ b' c8 Y- d2 ]$ f, j
- return if XAS_BA_ENEMY::ENEMY_OBJECT.include?(@character.battler.id)
7 k ]2 {# l; z3 y2 O. z N - return if XAS_BA_ENEMY::ITEM_ENEMY.include?(@character.battler.id)
9 v, h/ ^: L. e3 X% R. ~: { - return if @character.battler.is_a?(Game_Actor)
9 |( H3 A* N7 t* I, } - @bars = S_Hud.new(@character, @viewport)( n' k5 C; T+ B6 P8 Z. J8 x
- end
8 T" M3 Z' s' j( r* \; B0 s8 I - #-------------------------------------------------------------------------------! H' U p. G4 L' K
- alias :xas_emini_hud_up :update% S: e* q) y2 a5 l1 t+ c
- def update* q; [6 G% A9 e8 T% [
- xas_emini_hud_up
6 ~$ d& O: A3 R! ?2 H& j: G$ Z. z - return if @bars.nil?
5 a4 Z- ]0 B H& X9 _ - return if @bars.disposed?+ B9 u. ^2 {$ J, x
- dis = ($game_player.x - @character.x).abs + ($game_player.y - @character.y).abs* T& D; t6 J( F
- @bars.visible = (dis <= RANGE)1 R9 I3 `/ ]/ g5 q
- if @bars.visible$ M$ c2 r: t5 H. ^7 g+ n! t$ X4 t' a
- @bars.x = @character.screen_x# - @cw / 40 X; C$ Z+ I1 X- M4 j5 t8 I+ G E
- @bars.y = @character.screen_y# - @ch / 4
! x- {" a5 r, O0 O& ^8 W8 Z% y - end; O e8 Z% ]% k& p/ m
- @bars.update$ N, y9 u* y0 o4 a: }8 B
- end
8 W1 q8 Q4 V* d7 K - #-------------------------------------------------------------------------------
! a/ I9 c) h. o8 }" k$ `. M/ @ - def dispose
+ i4 |4 ~/ F$ F4 Y {* v1 ^9 S - super" M! s1 b3 W4 U0 @
- @bars.dispose if [email protected]?, S, T6 v1 n i3 H2 P
- end6 V0 F( T1 P1 ?9 j& @- Q9 B: n0 G
- end' Y" Y4 Q4 V: M% V6 ^
- ; M5 z; f* Q! e' y# S2 J( {2 y
- $mog_rgss_s_hud = true
复制代码
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上面所說出錯的203行內容為
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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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9 |4 P, D! X& [5 M* }6 d& F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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