赞 | 0 |
VIP | 0 |
好人卡 | 2 |
积分 | 1 |
经验 | 31761 |
最后登录 | 2022-11-20 |
在线时间 | 1730 小时 |
- 梦石
- 0
- 星屑
- 80
- 在线时间
- 1730 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# C3 z( z C$ x8 N& Y3 P7 x; h
會在每隻事件怪物的腳下顯示
- ^, e+ \/ q3 I: o問題是不知道為什麼
) b z& b" q O3 }+ _有時打怪打一打會跳出
6 z, E8 m! I! @( I---------------------------
i' L1 U: ?' q5 vXAS
- d- _: d/ g9 Q---------------------------, U2 m5 Z& [0 E; w
脚本 'MOG - S HUD' 的 203 行 发生了 RGSSError。
; k! Z5 [* t9 i* G+ U5 `& A& l
9 K( ^! F# k+ S: |" b0 B4 Q# B; wdisposed bitmap3 j5 j0 D3 q1 ]1 U% j: Z
---------------------------; `8 j. i2 p5 G2 g" K. P" l/ F
確定 1 Q$ j( C3 W5 E
---------------------------
+ ^1 N8 \ ?8 `' m5 d( C6 P* J2 Q( E1 U9 P5 t( \% f0 B
這是腳本- z+ K o K X2 L# u
: ]. \% z6 U" F j1 v; p; U( H) V9 s0 F- #===============================================================================
! _: o" N. L# w8 s3 \ U - # MOG - s Hud 1.0 3 V ]. {8 V% \ Y6 T' m" X
- #===============================================================================
; z6 B7 N$ O' M3 ^- k - # By Moghunter
2 S( j" `+ s1 \' {5 J" G7 X E; B - # http://www.atelier-rgss.com
( J! J, f: h/ f - #===============================================================================
, M6 p- ^2 c1 e0 x- n0 N' q - # Translated by Calvin624 - ^+ @" m+ x+ y) D
- # http://www.xasabs.wordpress.com7 ^% A% \1 r2 n i* x
- #===============================================================================$ |5 b0 L4 z) Y
- ###############################-DESCRIPTION-####################################2 k. Q% o$ T0 z; R! o0 ^
- #===============================================================================
( r8 Y9 ^( N w' B - # Personal HUD – displays the HP and SP below the hero.
Z8 r0 d& S }7 |, a+ K* W - #===============================================================================+ ~# u5 v. x }, m# I
- #
5 } j$ x# u% k4 ]( F) a/ \ - # Graphics required:
" [8 D1 i3 Y/ |) r - # ^" V6 h- C) s, E/ d
- # S_Border_HP_Meter.png
! l# E4 g0 y* Q - # S_Border_SP_Meter.png% `. H0 _9 j7 ?4 }, t
- # S_HP_Meter.png
1 b, \: n; r+ T$ L - # S_SP_Meter.png& _! Q3 I7 G ?$ F
- #
( u' E1 \+ N7 W+ D1 u - # All images must be in the Windowskin folder." E) w9 s. Q* K( m3 ^
- #
' d6 H4 I2 F- p' B5 I - #===============================================================================
/ g8 }- U2 n1 c) H- {% u - module MOG
, U/ g8 Y# _, p - VISIBLE_DEF = false
! x7 f6 e: W' c# |4 `1 d" X' x - # Show HP meter?; T0 V& A2 m0 ?$ M" b6 a* e
- HP_HUD = true( x l9 v: a$ G4 X8 \
- # Position of the HP border
7 m7 c* h5 Q* p; D2 f" r# n7 F - S_BORDER_HP_METER_X = -2
" P" b! W/ e' N9 i2 H - S_BORDER_HP_METER_Y = -2 7 }1 v9 z, T# T' ?9 X
- # Position of the HP meter
5 A' U! }+ ?* s6 o; v - S_HP_METER_X = 0
+ |* H0 }7 p) v( B6 t. Z5 o - S_HP_METER_Y = 0
3 L2 j7 ?/ P$ X$ Z' { - # Show SP meter?
; e! z5 l/ S; Q m. d: S: X; w) ~ - SP_HUD = true
& ?% }5 o x' P' i2 | - # Position of the SP border
% a0 o& f8 O4 c4 r8 I# k% P - S_BORDER_SP_METER_X = 0
2 z: s: F8 t$ l! D0 f& [* q$ M5 h - S_BORDER_SP_METER_Y = 10
! O4 T4 R5 l2 m% o& d! i3 d' [ - # Position of the SP meter
. c. v) H4 j3 T - S_SP_METER_X = 0! ^5 }/ ^/ ^; l2 u8 S, i
- S_SP_METER_Y = 10
2 C2 [3 ~; \' p) W+ u - # Switch to disable the HUD4 ^+ C' U# E1 l& g& B0 D5 ?* P7 u
- DISABLE_SHUD_SWITCH = 5+ o+ j( J1 s3 w. E1 T5 X
- RANGE = 20
' E) x' B+ O6 _6 d( p - end4 ?7 N- Q: @ `/ W% m4 u$ U
- #===============================================================================
( |4 q7 w7 {1 Y, @1 j1 J3 K - # S Hud
# @' q$ Z$ e8 A" l" o, l - #===============================================================================
+ ]- }: z; I2 D! m% n - class S_Hud < RPG::Sprite
2 G- f4 @9 b3 }0 \) D/ f. d - include MOG
u1 @" A2 ~8 I; k1 } - #--------------------------------------------------------------------------( F5 ^* Q- [$ i& l5 _7 \" N6 K0 U5 H
- # * Initialize5 K" a" j! k5 c! Q, F
- #--------------------------------------------------------------------------
4 J; A; `: I* G: R3 S" f) y; {5 Y - def initialize(enemy,viewport)) z" e" p \8 l2 R- k
- super(viewport) * a5 }) Y) _* M8 u" }
- @enemy = enemy4 M0 F; b0 V! I5 E$ V
- @battler = @enemy.battler0 h7 ^9 k* J7 N( \2 q" a
- @old_hp = 0( v3 _4 s8 C6 o
- @old_sp = 0
, P8 X: X: U2 Y) t1 p1 t - @old_vis = false: y5 X0 w( V! ^! \/ `/ A
- self.bitmap = Bitmap.new(100, 100)
0 \5 k! V! d5 {& n' A. d - self.visible = (VISIBLE_DEF)#false' h. b- R( ~7 L( n' y
- self.z = 100/ D" H7 B0 C( P) Q) q
- #HP Border -------------------------------------------------------------------
8 ~, U# g) m5 A' \* i4 S - @layout_image = RPG::Cache.windowskin("S_Border_HP_Meter")
\8 l+ u: i9 u# g - @layout_bitmap = Bitmap.new(@layout_image.width,@layout_image.height)
3 H1 p# o1 ~/ }* G! g$ p7 Y - @layout_sprite = Sprite.new9 x! H" ~+ r- W! O9 F6 |
- @layout_sprite.bitmap = @layout_bitmap
# _ ^( G7 R6 D$ O - @layout_src_rect_back = Rect.new(0, 0,@layout_image.width, @layout_image.height) X( A" Q( D* o
- @layout_bitmap.blt(0,0, @layout_image, @layout_src_rect_back) 0 @; O! _/ v! _2 ~1 J8 a
- @layout_sprite.z = 5001) O( m6 N; b; D, I/ f, e
- #HP Meter ---------------------------------------------------( W* B$ B1 c% O( `& Q, N5 f
- @hp_flow = 0
7 [2 I* n; d: g! N1 A; y7 b - @hp_damage_flow = 0
+ {( O: C2 X6 a- m) K0 b: u( V - @hp_image = RPG::Cache.windowskin("S_HP_Meter")
9 c" b/ e( `2 [% N8 G& j - @hp_bitmap = Bitmap.new(@hp_image.width,@hp_image.height)
. p4 y! E" D' y1 N - @hp_range = @hp_image.width / 3
/ p! p0 \( T$ H$ h - @hp_width = @hp_range * @battler.hp / @battler.maxhp
2 X. }1 D/ O8 V+ a - @hp_width2 = @hp_range / 2
, Z. K4 @7 r# e8 Y% D - @hp_height = @hp_image.height / 2
1 L. Q/ g" q9 u% p/ i! r/ t - @hp_width_old = @hp_width! t" @ p( \0 W5 e3 X
- @hp_src_rect = Rect.new(@hp_range, 0, @hp_width, @hp_height)% d7 \& A, ?! ^ c& a+ [$ P5 C: r
- @hp_bitmap.blt(0,0, @hp_image, @hp_src_rect)
8 N% }& K, L9 |& d1 p3 t% P& B, l - @hp_sprite = Sprite.new
8 z6 \" W* E0 I3 Q! n& @6 r: J - @hp_sprite.bitmap = @hp_bitmap( y, W* U Z) X: L' Y
- @hp_sprite.z = 5002# m! N( A0 s9 P6 P5 I
- #SP Border -------------------------------------------------------------------
1 O6 {/ K/ k. o% d, p - @layout2_image = RPG::Cache.windowskin("S_Border_SP_Meter") ^" e/ [3 s" ~7 w
- @layout2_bitmap = Bitmap.new(@layout2_image.width,@layout2_image.height)
5 u% t+ g8 n0 l8 z - @layout2_sprite = Sprite.new( b3 C0 Q U0 g: U( Z3 @& @
- @layout2_sprite.bitmap = @layout2_bitmap* A7 h9 S8 U i2 R3 b
- @layout2_src_rect_back = Rect.new(0, 0,@layout2_image.width, @layout2_image.height). T# P" I# G# `6 u
- @layout2_bitmap.blt(0,0, @layout2_image, @layout2_src_rect_back)
; w' s C# @9 k- c! r - @layout2_sprite.z = 5001 " ~# z% R' B& v2 D% _; [
- #SP Meter ------------------------------------------------------
" A$ T i7 \0 d* \ D0 v - @sp_flow = 0
, H v! N) H: _4 i4 i9 {# [( b; ~ - @sp_damage_flow = 0
3 x; _* a: \. H; {$ z$ V5 b - @sp_image = RPG::Cache.windowskin("S_SP_Meter")0 F7 G! A: k' r
- @sp_bitmap = Bitmap.new(@sp_image.width,@sp_image.height)
3 a: _0 p4 Y% b - @sp_range = @sp_image.width / 3
* V8 Y% u+ G6 [( P - @sp_width = @sp_range * @battler.sp / @battler.maxsp k( I' A: H9 y% [) C
- @sp_width2 = @sp_range / 2
. G. G) Z! K, B3 @2 l- V1 f - @sp_height = @sp_image.height / 21 W0 U& d' g" o0 V
- @sp_width_old = @sp_width
. E a+ l9 J5 S0 d" [6 y7 b5 h6 L, P( k - @sp_src_rect = Rect.new(@sp_range, 0, @sp_width, @sp_height): u8 _* d5 o9 W$ f% I h
- @sp_bitmap.blt(0,0, @sp_image, @sp_src_rect)% h& H- g! D7 L* W
- @sp_sprite = Sprite.new; j, X& `/ p: B6 v1 ~/ X, U
- @sp_sprite.bitmap = @sp_bitmap
! h0 P6 }/ a: S3 Q) q - @sp_sprite.z = 5002) j' O$ @7 j% L9 M
- update
. M1 o6 ~* D4 X - end
- w/ u% j' O' z( W9 {5 Q" n - #--------------------------------------------------------------------------' d! {1 e: t1 [, M# R
- # * Refresh5 \! P$ u" D7 Z" [( [
- #--------------------------------------------------------------------------
/ O7 ]8 K' V& ^: R - def refresh% S3 N. o& {% F5 u4 w Y6 P3 r; j
- return if @old_hp == @battler.hp and @old_vis != self.visible2 m' Z# C5 I9 f& n, E
- self.bitmap.clear9 H6 ` H$ a1 W9 ?9 H
- @old_vis = self.visible
0 r$ I) L; e& A! l! E; z - @old_sp = @battler.sp$ V7 d9 @- m, _/ z. |3 i
- @old_hp = @battler.hp6 S. s3 w4 B1 n' O$ X) h
- hp_flow_update
2 E3 G4 F9 F8 h6 h6 b, U: E7 r - sp_flow_update: C9 Q8 L/ B* Z8 m* P
- hud_pos_update
& U5 @! {& W+ G+ F7 ?6 \ - visible_update
2 n @/ B) N1 H6 p8 y - end
/ u, j* h6 Z- O# y M% f8 R - #--------------------------------------------------------------------------
6 V) C5 X9 F- B( O - # * Dispose" y+ S) c1 C1 r- b4 U; y8 G T
- #--------------------------------------------------------------------------$ ?# t6 V$ C, @- y* |
- def dispose
( w) M- m. M9 u5 u8 d9 d' a& L - #HP Meter Dispose
. L8 K' q2 [8 D4 S r% [/ q - @hp_sprite.bitmap.dispose
# i" O1 X! t: _& T - @hp_sprite.dispose
) N* c( I7 F7 a2 g - @hp_bitmap.dispose
, }( s" T& I# r5 Y* T - #HP Border Dispose
, L% b; g5 K0 r, V7 \ - @layout_sprite.bitmap.dispose. a; D- H8 ^0 C6 h' j6 q& {* P+ A
- @layout_sprite.dispose! D* Z9 U$ U" ^/ V% c/ [( [' c3 J
- @layout_bitmap.dispose
& b3 S$ c1 |6 \( \: S Y: X5 x: J - #SP Meter Dispose
& \1 f, C( U( i$ O3 I - @sp_sprite.bitmap.dispose* q. `0 k0 B. z) q
- @sp_sprite.dispose( L3 s) V( \ r9 g
- @sp_bitmap.dispose6 t- H- V% L; H* X# Y
- #SP Border Dispose2 V, T% w4 Z9 d! n
- @layout2_sprite.bitmap.dispose6 ]2 B% n! e+ b6 s7 D& m
- @layout2_sprite.dispose1 D) D. }% @0 z% k
- @layout2_bitmap.dispose d1 l, D/ ~( X! f! }9 y: W& \
- end
$ i2 B o9 g4 j$ `+ b8 }9 _ - #--------------------------------------------------------------------------$ E! K7 C: _/ i! d+ T4 O/ S' {( T8 G8 X
- # * Update
1 t2 C( y- M6 B5 S - #--------------------------------------------------------------------------2 g! \, i0 t, n9 V
- def update
: b0 K/ w9 w6 L( t" ?% N# u* G - @battler = @enemy.battler 4 P4 T. `5 K% z" `3 }: J& f( ^
- return dispose if @enemy.dead? or $game_map.events.values[@enemy.id].nil?
5 `# Y4 ^( b9 c) V) e( l - if self.visible
! H" Z e+ s' q( U5 r+ I9 v - refresh
( _* h/ W- M. y, y4 R6 W - else
! m" a6 i% @- x+ ^# O* B7 r - self.bitmap.clear
) @, e8 Z% \; Z5 A8 V - end
7 \7 a, w( c1 e( F- t" ? - end' S5 { }3 q+ s( d
- #--------------------------------------------------------------------------
' u: b$ l/ r0 K5 Z - # * Visible Update* t6 h; ?9 z) K8 x
- #--------------------------------------------------------------------------
2 l5 [/ T% J0 M8 r6 s$ J% i3 Q; ~ - def visible_update
8 Y. N* f8 R* w, F- m' R - if $game_switches[MOG::DISABLE_SHUD_SWITCH] == true y. O+ P8 F. o2 V" Z* u
- @hp_sprite.visible = false: M9 v8 P" p, H5 q, Q
- @layout_sprite.visible = false
! L7 O' r; n. i6 b - @sp_sprite.visible = false
% b& Z& l$ t. W3 a8 D - @layout2_sprite.visible = false
+ x/ N( r' `1 u' T - else
' N8 i2 [, w. X$ H$ N - if HP_HUD == true% E; w8 I: X, t1 ?( U: M4 L. U
- @hp_sprite.visible = true
+ H" _+ ^6 ]+ O$ l2 @ - @layout_sprite.visible = true
; o8 c# B1 E" `1 z+ U* m; v* G - else7 A' T! A+ n$ t: j: `* A4 ]9 `4 n
- @hp_sprite.visible = false
: L! y9 z9 ~3 Y+ S9 Y* W+ A$ g - @layout_sprite.visible = false7 E! U; t4 O6 r) L% X' R6 }
- end , Q6 D9 `+ w, _
- if SP_HUD == true
5 ?/ K% K8 m' r" o - @sp_sprite.visible = true% f6 {/ D' n5 u$ ~) e
- @layout2_sprite.visible = true
- T, n4 y0 }; U. s - else
, e$ f x @# H1 w8 V3 V - @sp_sprite.visible = false+ D/ Z) C% D0 | {
- @layout2_sprite.visible = false. M) ~$ Z8 C) y, A7 k( M
- end 9 C; b1 B2 \6 l
- end
! v8 x4 [5 i: z# b: [+ v' E7 T - end 8 O$ k; q, X7 P, V9 r
- #--------------------------------------------------------------------------
' i" @7 d- u7 Q9 R - # * Hud Pos Update$ G" b" t. H$ d/ [% r# V
- #--------------------------------------------------------------------------6 y, J! G/ d+ `( ] w& S. P
- def hud_pos_update9 q8 N, J+ u0 a# g' U8 ~0 W
- @hp_sprite.x = self.x - @hp_width2 + S_HP_METER_X
7 j8 j1 j. |& X. ~, Y6 f. R - @hp_sprite.y = self.y + S_HP_METER_Y ! {$ c+ o6 k: w
- @layout_sprite.x = self.x - @hp_width2 + S_BORDER_HP_METER_X7 F, o$ u: ]) E* q% [7 N* Z; c# J
- @layout_sprite.y = self.y + S_BORDER_HP_METER_Y
9 @# |/ p5 ?! }4 `( ]6 n4 s0 k - @sp_sprite.x = self.x - @sp_width2 + S_SP_METER_X
0 Q& J, v& g, m3 _/ s - @sp_sprite.y = self.y + S_SP_METER_Y 5 U: I. H3 _9 d e
- @layout2_sprite.x = self.x - @sp_width2 + S_BORDER_SP_METER_X6 b9 ^- }* O3 L, D5 V4 u! F
- @layout2_sprite.y = self.y + S_BORDER_SP_METER_Y , n* b) E; c. b! A8 E1 M% ?; M1 \
- end e' [. E# c! s4 V0 a) D/ P" Y
- #--------------------------------------------------------------------------
8 _+ ^& l: s+ Z( }! c - # * Hp Flow Update
/ i# ?, p/ s9 r, a - #--------------------------------------------------------------------------
- \( F7 D1 D/ K) x0 L6 l- i8 W - def hp_flow_update
' r: f' W4 D, i9 |% d/ R - @hp_sprite.bitmap.clear/ g- I6 d+ j! J) F8 G, k5 W* e
- @hp_width = @hp_range * @battler.hp / @battler.maxhp + S8 A7 |. G8 h
- #HP Damage---------------------------------
5 ~. r& ^* J; X8 m6 N - valor = (@hp_width_old - @hp_width) * 3 / 100. |! d. [, N) S: u' f; T' F
- valor = 0.5 if valor < 1
# {6 q9 K1 g8 M/ r' G - if @hp_width_old != @hp_width
4 \# \* @, q9 z3 V - @hp_width_old -= valor if @hp_width_old > @hp_width
# a/ i, a8 y! z5 R3 J - if @hp_width_old < @hp_width
2 ?# |$ x- w3 g; S5 v' x) L' P - @hp_width_old = @hp_width
- G$ [; t1 N' j$ ?; D0 w - end ; v8 V8 ^/ T s: Q
- @hp_src_rect_old = Rect.new(@hp_flow, @hp_height,@hp_width_old, @hp_height)
, n. O6 {% L" V5 f# k% G - @hp_bitmap.blt(0,0, @hp_image, @hp_src_rect_old) 7 V6 n ~ }- F7 `& A
- end
4 l. |& i f" P3 ?& L - #HP Real------------------------------------4 J% _6 l2 ?0 t2 U% `7 ~
- @hp_src_rect = Rect.new(@hp_flow, 0,@hp_width, @hp_height)+ ^) ]( w& R4 \9 B [9 r9 m' r
- @hp_bitmap.blt(0,0, @hp_image, @hp_src_rect)
- W1 ]1 T+ X6 Z! u% k4 l2 c2 d - @hp_flow += 2 , G$ A s9 \7 U4 l5 ` ?$ n
- if @hp_flow >= @hp_image.width - @hp_range
, w% b* T9 t3 O - @hp_flow = 0 : Y* M3 v5 e0 q) k
- end
2 B0 s- I" A2 R- b: p - end
. a4 d& j4 U9 \/ a - #--------------------------------------------------------------------------! a# c0 F2 |9 \4 h% {( O
- # * Sp Flow Update k& ?' M; x/ U2 R7 w) S
- #--------------------------------------------------------------------------. ^* F: A2 E3 o* a3 k1 U. @
- def sp_flow_update
. k, y3 I0 t G' N! N0 E - @sp_sprite.bitmap.clear
* W$ T' x1 C" P0 f - @sp_width = @sp_range * @battler.sp / @battler.maxsp ! F9 H* r0 D3 H! _4 k7 E$ Y+ ^9 j
- #SP Damage---------------------------------7 V6 e# \" \/ a/ u- t, P
- if @sp_width_old != @sp_width
8 D/ n* f3 C( U - valor = (@sp_width_old - @sp_width) * 3 / 100
6 B! ^' j, ]! D9 d8 o3 E4 W# T d% M - valor = 0.5 if valor < 1
@7 t$ x; _: N1 U - @sp_width_old -= valor if @sp_width_old > @sp_width . N( G$ f$ C7 [7 B5 Q
- if @sp_width_old < @sp_width " S2 Z! `7 T( K. @- a; G" A& h
- @sp_width_old = @sp_width
; Y9 `& e5 @) |1 { - end 6 M% { p6 @+ T: y/ t) }
- @sp_src_rect_old = Rect.new(@sp_flow, @sp_height,@sp_width_old, @sp_height); T! A+ y& [2 v8 c% n
- @sp_bitmap.blt(0,0, @sp_image, @sp_src_rect_old)
% F" j4 ]# o8 o6 C8 p - end3 T! v! k1 {0 D5 k. b& Q
- #SP Real------------------------------------3 J4 Q O) Z8 L/ _ f6 I: f9 x( u
- @sp_src_rect = Rect.new(@sp_flow, 0,@sp_width, @sp_height)
( v) h$ V( w1 W- t7 }- H7 j - @sp_bitmap.blt(0,0, @sp_image, @sp_src_rect)
8 u( @: d( ?. {+ P2 m: ` - @sp_flow += 1
/ J/ p' t! R/ c' \) [( ^- O, @ - if @sp_flow >= @sp_image.width - @sp_range
" q' r/ s8 n4 i G - @sp_flow = 0 . U* z* l. Q% `( Q" p
- end9 ]+ Y- d( Y4 S
- end # i- Y$ c2 M0 K/ J8 e7 R- F% B
- end6 N! h1 l9 A6 n, K
- #===============================================================================: O! H* l- B& M" L. w
- class Sprite_Character < RPG::Sprite
( z; Y4 s# E) e: P2 o4 S0 O$ z - #-------------------------------------------------------------------------------
+ Q, H4 q, [" U, G - alias :xas_emini_hud_init :initialize
" ~% A2 U" T6 T! s( Q, M3 `( ? - include MOG
, j3 h6 L% s P X& p- ^2 s* }, @ - def initialize(viewport, character)
2 M5 D) b5 A1 T5 X - xas_emini_hud_init(viewport, character)1 Y h. A! ?) P6 w+ ?
- @viewport = viewport' }( u/ Y. g N& i& ?
- return if @character.battler.nil?' [ J, {6 h0 ^( d
- return if XAS_BA_ENEMY::ENEMY_OBJECT.include?(@character.battler.id)0 B) a" K; f& s% v
- return if XAS_BA_ENEMY::ITEM_ENEMY.include?(@character.battler.id)7 J! V8 p. x) U: o. Z: |6 Q3 @1 f
- return if @character.battler.is_a?(Game_Actor)
! x! n3 M/ |. v) G9 | - @bars = S_Hud.new(@character, @viewport), [8 p2 P$ k9 _$ E/ k
- end
9 B6 ^& F% L. j$ X1 k, x$ D5 ] - #-------------------------------------------------------------------------------, O" |3 C; S `9 K
- alias :xas_emini_hud_up :update a4 b" W5 P8 o2 r6 {: S# q
- def update
( E* { f, Q; ^" H0 W0 J# f/ a - xas_emini_hud_up; a% f. U$ r x5 {
- return if @bars.nil?9 J, t3 |2 X( l
- return if @bars.disposed?
Q$ W( s+ ~7 C) O - dis = ($game_player.x - @character.x).abs + ($game_player.y - @character.y).abs
/ g; r3 X1 Z5 G8 ]/ k. X - @bars.visible = (dis <= RANGE)* t T8 {9 L+ S, Y
- if @bars.visible
. K' ?, a7 x# _5 }6 \5 x - @bars.x = @character.screen_x# - @cw / 4
; Z% j1 n) Z0 l0 Z' [ - @bars.y = @character.screen_y# - @ch / 4% f' T6 l2 N% ]4 P4 O# C5 w+ ~7 e
- end2 n) B: }2 `# u1 N D6 u9 c/ g f
- @bars.update
5 _+ C# {% \/ {" \0 o8 i& Y - end# b# p$ O- A `" ?' |' J g+ O0 N {
- #-------------------------------------------------------------------------------
& [4 P' p- m" y/ i - def dispose
7 R$ K: C* N1 B" H* _ v - super
" h9 J% u& q5 V! S* Z7 { - @bars.dispose if [email protected]?
" U1 {2 o/ r& J. b* ^: R9 o - end
6 ?& I. Z6 E4 M - end
. g, }3 d# ]$ u/ g* ~; P7 e: E# b
: [' ~* ?) |; M! W, m- $mog_rgss_s_hud = true
复制代码 . q* n8 `: L6 K) k
- P- h( }3 Z: }" e; O) }0 h( S/ D5 M, i( `- A
上面所說出錯的203行內容為' |5 ^8 o! ^8 Z( b
@hp_sprite.bitmap.clear! P9 _8 O* O# l, [$ m
- i& i- ~4 Q; @ I8 @1 a& N- N9 @
想知道怎麼解決
+ H4 ?$ A' p+ G) l) O2 _7 a. W7 w# v) `* m( A V. [2 t
該腳本支持3.82+ {4 [% u' X' ], T, t
4 c. l$ Z7 Y. I! v- c
下面是圖檔,要塞在Windowskin下2 l/ d6 N+ O2 z# b
5 {3 ]% p" d; G( N Z( S
S_HUD_Graphic.rar
(12.36 KB, 下载次数: 49)
; m2 M& S$ X* a8 d( O# J5 T8 {' P! {; u# C6 _
% O5 {4 `1 O J" \) G; {
# `* n( z3 I# W6 u! A" `& c( N$ W |
|