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這是我將官網的S_HUD修該而成的怪物血條0 {5 v" H6 _! S/ }
會在每隻事件怪物的腳下顯示
! Y( S7 `6 S# }問題是不知道為什麼2 A/ `4 i! K# W( ~+ B
有時打怪打一打會跳出9 N7 Q" V6 W5 L3 Q; o! l$ q
---------------------------5 f" C! L1 p% H6 ]
XAS
; A2 H2 h/ m- |6 f; L---------------------------
; S! p4 J, P8 w脚本 'MOG - S HUD' 的 203 行 发生了 RGSSError。/ l, ~8 l! J1 z( |+ A4 N* F4 e, z
, G. Z+ [7 a& z8 h) M7 `
disposed bitmap5 M D% b% G: W0 }
---------------------------5 [( W4 H2 i, u" J/ i
確定
+ S; d& {- V/ G% A9 z' f---------------------------
" `5 v, v! \7 u2 j" e6 u$ B2 U7 s9 b# q
這是腳本
$ P. w) j0 \3 u2 D* H/ ]
4 Y) w+ }3 ?& Y- #=============================================================================== ?% B: ?/ \5 U4 f# @
- # MOG - s Hud 1.0
U8 c7 c& m& P+ L - #===============================================================================
- N9 l( A0 a! a( U; R. G: p - # By Moghunter
7 R, u' L) D. \2 s/ g7 q6 [4 ? - # http://www.atelier-rgss.com
2 g" s* |, d: j - #===============================================================================0 T- j" u5 d: i r
- # Translated by Calvin624
* O" ]! y# l/ |9 Z- B# {2 @# n; G0 B: D - # http://www.xasabs.wordpress.com- K9 `& q1 Q9 g- Q" \( \9 O7 W. j# t
- #===============================================================================$ o& i. H" g* {( l
- ###############################-DESCRIPTION-####################################6 V, O, A; {, f: h
- #===============================================================================
9 H" n7 J. I c9 O% }! f - # Personal HUD – displays the HP and SP below the hero.
( L& h! |" w1 z D$ N$ o - #===============================================================================
. L7 i& I- g+ c6 v9 d, V! B - #+ ~' Q% S7 E5 x
- # Graphics required:- ]# V) [: I1 N6 @8 [5 p p
- #
; }- p7 {8 v- v- C( A, ` - # S_Border_HP_Meter.png8 o% l' q8 m# e; n1 B$ L$ Q9 b
- # S_Border_SP_Meter.png
: P! a2 P/ t2 x3 e4 U: C' N - # S_HP_Meter.png
* g' T7 }* R% D! ^9 Y - # S_SP_Meter.png
; c/ [' Q+ Y2 S. e6 y6 W7 F' H9 h - #( s/ k2 O3 _7 P L& M
- # All images must be in the Windowskin folder.; o% X, S2 I. n, p" [# q5 ~9 s0 f5 [
- #7 l% v* \& i6 W7 a
- #===============================================================================+ [. |3 x1 f1 |6 ^
- module MOG, R5 C( _0 C, n0 S
- VISIBLE_DEF = false : z8 J+ I- M# `) G( _
- # Show HP meter?* Z: b0 k$ R5 b; u
- HP_HUD = true) a- m* |8 q5 W C# e, F
- # Position of the HP border% E( Z0 W1 ?1 k7 E# w
- S_BORDER_HP_METER_X = -2
( a; f0 O: F1 S" X' y - S_BORDER_HP_METER_Y = -2 ( h/ R0 C, u, T" O# {* W
- # Position of the HP meter) ~- q, z3 v4 ~4 t g! h# u
- S_HP_METER_X = 0
$ F0 k+ E, { }7 } - S_HP_METER_Y = 0; b% h5 v- {% c& l: ~, I
- # Show SP meter?3 @& @' p. s R5 G b3 S: t* C
- SP_HUD = true
! d9 s, F2 d* b! G: F0 C - # Position of the SP border4 J3 p. O: M. W y+ _
- S_BORDER_SP_METER_X = 0
" p7 y/ u4 q7 r4 K - S_BORDER_SP_METER_Y = 10 ' }5 K2 a6 G6 a! x8 s4 f
- # Position of the SP meter7 B/ W5 G- P3 q- z. |2 a" u5 B* l
- S_SP_METER_X = 0
$ f; T: o# I& B+ K- X - S_SP_METER_Y = 10$ |$ [" \5 p9 x) i& C: ?
- # Switch to disable the HUD' j- E+ d9 }0 \% }
- DISABLE_SHUD_SWITCH = 5
. U+ Q' M8 c) g - RANGE = 20* L( r [2 O6 G6 s# y& _% [9 i0 d
- end
4 T3 s4 z2 _* f! E7 V$ f - #===============================================================================4 S" R8 ]4 U, M4 l ~$ ~
- # S Hud
' d/ ?4 p; y) X! V9 ^: d9 P - #===============================================================================
1 w9 t* T- X6 b. N, b# S - class S_Hud < RPG::Sprite
" Q; {, |& _+ T% b - include MOG& w/ f! P, o: h5 | b
- #--------------------------------------------------------------------------3 F, D' Q, |5 ~' B2 x& r1 H
- # * Initialize
( J; ^$ `' @ ?- B- l8 O - #--------------------------------------------------------------------------% s7 r+ i& W! d2 S4 N6 Z
- def initialize(enemy,viewport)& C& C+ R R8 j* v% j! \
- super(viewport)
6 V, }: M) ]! I6 p$ h- q - @enemy = enemy
" q [* t( y: _9 d0 {" L% i - @battler = @enemy.battler: L" S* Q2 E5 m
- @old_hp = 03 q2 j2 K$ x4 F% t u/ b
- @old_sp = 0/ L$ d* a0 O6 k0 J' q$ X, h4 z1 P
- @old_vis = false
: n8 k$ J5 f; y& E# u - self.bitmap = Bitmap.new(100, 100)
8 [$ E; X) L% k2 E$ S$ d3 J - self.visible = (VISIBLE_DEF)#false
4 R' L/ f' i) W- ]$ R& [/ R - self.z = 100
! u& W9 {4 ?9 v' T9 H' T - #HP Border -------------------------------------------------------------------
4 U# ?5 [0 V; Q- t9 }- O - @layout_image = RPG::Cache.windowskin("S_Border_HP_Meter")
/ {4 R, O5 v) A; t* u0 }; i - @layout_bitmap = Bitmap.new(@layout_image.width,@layout_image.height)" W- }% ]! _# g b0 V
- @layout_sprite = Sprite.new7 m+ }3 O$ a3 p4 `4 ^# d- P
- @layout_sprite.bitmap = @layout_bitmap
; n; m+ W% Z7 A. ?& u* C8 b - @layout_src_rect_back = Rect.new(0, 0,@layout_image.width, @layout_image.height)7 z) ~3 i$ I4 m1 [
- @layout_bitmap.blt(0,0, @layout_image, @layout_src_rect_back) % u& \7 T! M+ R' n5 h0 W
- @layout_sprite.z = 5001' z) U- H) j( m u9 D ~) G* _. q
- #HP Meter ---------------------------------------------------) h) u- X; T" @8 ^
- @hp_flow = 0% X+ T/ t0 F9 U6 z5 ]
- @hp_damage_flow = 0
& x4 I" f: q2 v4 D% S; Y9 _ - @hp_image = RPG::Cache.windowskin("S_HP_Meter")
; v4 g' f/ x3 {" | - @hp_bitmap = Bitmap.new(@hp_image.width,@hp_image.height)
2 c- K8 T! j7 @5 O7 ?! w' k - @hp_range = @hp_image.width / 3/ @0 E4 {% D5 {* r; A( l
- @hp_width = @hp_range * @battler.hp / @battler.maxhp
0 v K0 y1 q5 y; w9 \# v8 k - @hp_width2 = @hp_range / 2
8 u5 n. ]( _) ~ - @hp_height = @hp_image.height / 2& v. Q9 n1 B+ f) p ~: m! D
- @hp_width_old = @hp_width4 M' A% v" r4 N- d( w
- @hp_src_rect = Rect.new(@hp_range, 0, @hp_width, @hp_height). r5 N. a: G& O2 y5 Q# ]7 a
- @hp_bitmap.blt(0,0, @hp_image, @hp_src_rect)
# s8 @4 L2 h- r6 [ - @hp_sprite = Sprite.new
7 ^+ S0 E3 L+ O! c$ c - @hp_sprite.bitmap = @hp_bitmap$ X0 O" `1 A5 q1 L+ G
- @hp_sprite.z = 5002
0 j, g& P# X+ e% P4 S- K5 I8 F - #SP Border -------------------------------------------------------------------
* X, b1 r% R) | [$ D - @layout2_image = RPG::Cache.windowskin("S_Border_SP_Meter")
2 U1 V! _" Z5 l) s( M - @layout2_bitmap = Bitmap.new(@layout2_image.width,@layout2_image.height)2 E5 Y. ~" r% k# y+ G
- @layout2_sprite = Sprite.new
! {* W) V" G5 |6 G. P' d - @layout2_sprite.bitmap = @layout2_bitmap4 m/ ~0 q$ c' T
- @layout2_src_rect_back = Rect.new(0, 0,@layout2_image.width, @layout2_image.height)" x3 x8 |2 @8 i: ]
- @layout2_bitmap.blt(0,0, @layout2_image, @layout2_src_rect_back)
/ ~8 k% ?! S0 c! o - @layout2_sprite.z = 5001 ' h% F- P6 I5 y( S
- #SP Meter ------------------------------------------------------
0 V6 ^1 W$ P1 r3 w& x/ o2 v - @sp_flow = 0. s2 ^. E' R6 A% Q
- @sp_damage_flow = 07 i- \/ O5 S& p# Q
- @sp_image = RPG::Cache.windowskin("S_SP_Meter")
O3 e0 ~! U6 v; N% S0 N5 H - @sp_bitmap = Bitmap.new(@sp_image.width,@sp_image.height)
& k1 f; z6 q; c0 r - @sp_range = @sp_image.width / 36 \" |' x: a. v
- @sp_width = @sp_range * @battler.sp / @battler.maxsp : c$ @3 S2 z0 n
- @sp_width2 = @sp_range / 2+ k4 f* O5 d; }3 D
- @sp_height = @sp_image.height / 2
8 j+ V3 W' b: q9 g' ?4 J - @sp_width_old = @sp_width
4 o+ \" Z4 A5 B, G4 f- V2 W - @sp_src_rect = Rect.new(@sp_range, 0, @sp_width, @sp_height)4 R+ R. G% [( l& K) p" m
- @sp_bitmap.blt(0,0, @sp_image, @sp_src_rect)
# ~, w# N$ k5 o; p% u4 A: g - @sp_sprite = Sprite.new; l& W5 Q3 H6 Y* i. l8 A
- @sp_sprite.bitmap = @sp_bitmap
+ H# S) w! X/ T" u6 I$ o. Y: n - @sp_sprite.z = 5002
5 K- S+ t0 R! D2 t, `0 K/ G - update# ? [6 Y! _4 a1 v/ M- c
- end
' A+ s; o1 B* ]# ?. [% M4 N0 ~$ k9 W; X - #--------------------------------------------------------------------------+ q7 M' {. q7 M9 @
- # * Refresh
3 c4 i) @7 c$ s$ s - #--------------------------------------------------------------------------
. B7 d1 `! v; y4 c; }/ f* M - def refresh
/ m* u* e" v3 P6 v- p - return if @old_hp == @battler.hp and @old_vis != self.visible
9 d) Q, R: Z% h" t - self.bitmap.clear
( i0 G. ^' {' P' [! C( Z/ c7 C7 a - @old_vis = self.visible7 j) \( K" I7 }! j6 a
- @old_sp = @battler.sp
4 S6 @* a \/ f& {0 r, P - @old_hp = @battler.hp: j2 g6 A- o% Y# S4 Q; i/ Y
- hp_flow_update3 K( K* e8 O. O' h5 c' y. U" T8 b
- sp_flow_update3 X7 s' r" E8 J& m( d- y. c
- hud_pos_update
* `0 i2 L$ s+ {5 K - visible_update
- D6 J* H9 {2 l, }! ? - end3 C1 x H! |0 |
- #--------------------------------------------------------------------------
6 I+ g3 U X+ y2 Y1 F* R% d - # * Dispose) Y. @; O. G/ A, e$ l5 i
- #--------------------------------------------------------------------------4 ], w% {9 s% \% V, G) p! b0 M
- def dispose
8 T- J4 x8 \) P - #HP Meter Dispose( Z0 O2 X3 V6 X, o
- @hp_sprite.bitmap.dispose+ \! p7 A1 q- D% S) J( P/ [5 _0 @
- @hp_sprite.dispose
) A. e/ y7 T0 v3 L2 o0 g2 u - @hp_bitmap.dispose9 V! S* t0 x3 T7 s( H
- #HP Border Dispose
7 N! [( q: D a$ G8 ~ - @layout_sprite.bitmap.dispose4 i+ o5 o# L J6 b
- @layout_sprite.dispose
- E9 i# s+ R$ ?2 v - @layout_bitmap.dispose
1 V/ m. I% ]4 E3 [3 C2 E1 l - #SP Meter Dispose* i; d5 h# i6 ?& S
- @sp_sprite.bitmap.dispose
: }! u- b q% |. | } a) E - @sp_sprite.dispose
' Y7 N g L) p- ?: Q) ]) ?7 h - @sp_bitmap.dispose
! A1 s- P$ F& ^ - #SP Border Dispose
) k4 W3 j, c7 j3 |9 K R6 Z - @layout2_sprite.bitmap.dispose) j% R; t4 G" I' c2 T
- @layout2_sprite.dispose1 O2 j! F6 [" D- F9 w2 d
- @layout2_bitmap.dispose
, ]+ y5 U5 }+ I% r - end- [- N8 @* C, d9 P+ e% b7 J
- #--------------------------------------------------------------------------
! n9 ^/ F& J9 `6 Q* S* H - # * Update# V. ~8 O$ L3 L9 v) \
- #--------------------------------------------------------------------------" W' j2 L' L @) I
- def update, j- D$ j g: Q; s1 [1 X
- @battler = @enemy.battler ( [& V# i9 Q4 F. O/ h5 w
- return dispose if @enemy.dead? or $game_map.events.values[@enemy.id].nil?
) E9 @) v$ V1 B$ u; ?% }2 U( R. C8 i - if self.visible
- k3 d/ J) j2 l( _ r6 P. h - refresh; O5 S6 k) W8 ?2 h% ?! y* k
- else$ }% B, c! P% z, w- S+ [# t
- self.bitmap.clear
% t& @3 b. l4 P0 Q# C - end* V! Q3 ?' ^7 I
- end7 x) A+ ]/ G5 j
- #--------------------------------------------------------------------------* r8 A7 F3 u% `8 b) `0 C
- # * Visible Update0 f7 W, | i! D0 s
- #--------------------------------------------------------------------------7 @& p8 @. s% F( T
- def visible_update
- O" A% C7 w& _8 U5 x0 N- } - if $game_switches[MOG::DISABLE_SHUD_SWITCH] == true
1 X7 _$ f, F8 `2 j, i& Q' d8 j - @hp_sprite.visible = false
5 m: ]& z1 i, V+ g - @layout_sprite.visible = false S' k. O/ W8 b% m
- @sp_sprite.visible = false
7 Y! P8 F) V' ^5 y - @layout2_sprite.visible = false: T2 X% P( X+ y2 U7 T, h
- else' G; U) O0 t8 G: K; ]
- if HP_HUD == true+ @1 ?6 P" e4 _9 v4 ?/ j1 c* X' f
- @hp_sprite.visible = true- L6 P; R0 W6 z5 G
- @layout_sprite.visible = true2 b( }6 N" o' H
- else5 E# |( y5 V3 ~9 ]
- @hp_sprite.visible = false
I8 I/ N _ ?) z, ]+ f5 f - @layout_sprite.visible = false
* a K6 T4 Q; | Y* ]% H: T# t - end 1 F" \# `7 w9 a/ @
- if SP_HUD == true7 k5 o; {% a1 C! d4 t
- @sp_sprite.visible = true
& w" {3 C% K% Q$ U - @layout2_sprite.visible = true; [- j$ @1 b- D# Q
- else
7 F7 ] D1 ^4 c8 \4 }$ \1 L/ M - @sp_sprite.visible = false
8 ]0 H! @1 }: X) a3 G. g( A - @layout2_sprite.visible = false/ Q X& U2 v' U4 e5 W
- end
% b4 @: R+ f, r3 P - end 8 ~/ r/ |% j5 n4 B
- end
8 n: y$ U, y0 I - #--------------------------------------------------------------------------8 Z% R2 s$ u7 h2 Z& X: |0 L. S
- # * Hud Pos Update' o `1 Y+ K% M
- #--------------------------------------------------------------------------( W% Z Q/ D7 N+ z+ k
- def hud_pos_update
, T: x- [) S, ~1 C - @hp_sprite.x = self.x - @hp_width2 + S_HP_METER_X
6 _ ^/ S6 ~6 g @- r- h - @hp_sprite.y = self.y + S_HP_METER_Y
- i2 ~7 u/ x4 r% ~, { - @layout_sprite.x = self.x - @hp_width2 + S_BORDER_HP_METER_X0 z" g6 Q8 \& |# t4 J! M u6 e
- @layout_sprite.y = self.y + S_BORDER_HP_METER_Y
! c6 g2 j' c+ S - @sp_sprite.x = self.x - @sp_width2 + S_SP_METER_X
) Y/ n I* Z e' d - @sp_sprite.y = self.y + S_SP_METER_Y / i' @4 Y0 t* d5 |
- @layout2_sprite.x = self.x - @sp_width2 + S_BORDER_SP_METER_X
$ M* n8 z5 \+ L+ @ - @layout2_sprite.y = self.y + S_BORDER_SP_METER_Y ! l( f' w0 U( H1 K+ u. H/ \+ B3 f
- end
8 ]' i$ I. F9 u- K* A% i1 I - #--------------------------------------------------------------------------: t+ u5 V0 B4 k( ~2 r
- # * Hp Flow Update
" |+ m: Z& b7 @ - #--------------------------------------------------------------------------
& L+ y7 C! ]' j9 x! U - def hp_flow_update9 u" x0 ]( z! {2 f
- @hp_sprite.bitmap.clear
0 ?1 z* v6 h: D; r- G% w! I$ r - @hp_width = @hp_range * @battler.hp / @battler.maxhp 8 ^) h8 L D( f6 h: ^
- #HP Damage---------------------------------& z1 ?8 d* M, Q3 s9 u9 l E. k
- valor = (@hp_width_old - @hp_width) * 3 / 100
2 I2 Y |: D/ p) } - valor = 0.5 if valor < 1
* s( t" a3 @+ J+ Q) O/ n2 [: X - if @hp_width_old != @hp_width
9 z: r9 y( K# ~* y8 a7 T% V( J, K - @hp_width_old -= valor if @hp_width_old > @hp_width
- O( B. x+ O7 g* Q" }# k! X - if @hp_width_old < @hp_width
0 I4 X) S( q" ]" ^: b - @hp_width_old = @hp_width( F# t4 C+ K& x1 q z, e
- end
3 ~' Y: Z) r3 a5 ?6 O8 } - @hp_src_rect_old = Rect.new(@hp_flow, @hp_height,@hp_width_old, @hp_height)
5 H% Y r4 C0 P2 U) ] - @hp_bitmap.blt(0,0, @hp_image, @hp_src_rect_old)
# x, W, X; R$ W) [7 F! X0 b - end
, D. r! a, u) \7 w5 n# `0 H - #HP Real------------------------------------
. v# o0 Y+ P* V( r+ [0 y - @hp_src_rect = Rect.new(@hp_flow, 0,@hp_width, @hp_height). T" u( x9 L; E, O+ ~! V
- @hp_bitmap.blt(0,0, @hp_image, @hp_src_rect)
+ i% f k% R) h: {, O7 G - @hp_flow += 2 0 J6 l, d( o- H+ }1 C" j
- if @hp_flow >= @hp_image.width - @hp_range! s7 a5 k Q' q8 t+ l
- @hp_flow = 0
( _$ M( T l7 B/ c4 m) E( y' j - end
& c3 n; n) ^# t- K - end + O. a. F O) `6 J# b
- #--------------------------------------------------------------------------
" @5 v, E7 e# W1 H - # * Sp Flow Update) P. @: z2 W6 ?- E8 S7 x
- #--------------------------------------------------------------------------
5 |1 y' Y( S% u4 X; i w0 h* T - def sp_flow_update
2 n# e) _. x; m3 I$ }% @ \ - @sp_sprite.bitmap.clear V1 F8 f' s* e" H Q
- @sp_width = @sp_range * @battler.sp / @battler.maxsp
6 c* n0 P7 J% _% U, Q - #SP Damage---------------------------------8 V# y* J6 k1 |* w2 b8 u
- if @sp_width_old != @sp_width
6 q$ T% a3 a+ p7 S2 }* U - valor = (@sp_width_old - @sp_width) * 3 / 100
, W7 E. ~" h+ d+ C4 ?. w - valor = 0.5 if valor < 1 5 V# I/ B) N R' ]# h' A3 v
- @sp_width_old -= valor if @sp_width_old > @sp_width % m' W" x( Y g; p: y% Y6 Y8 x
- if @sp_width_old < @sp_width 9 H1 u1 {6 m1 F9 D
- @sp_width_old = @sp_width
+ ]4 T' g$ w$ V& `8 L1 E4 S! s2 t - end
7 w6 W# N7 T4 L* s - @sp_src_rect_old = Rect.new(@sp_flow, @sp_height,@sp_width_old, @sp_height)
* g7 B0 Z3 E/ N7 e0 F - @sp_bitmap.blt(0,0, @sp_image, @sp_src_rect_old)
9 P4 l9 J7 c* n3 B) [ - end+ u4 E# |8 i& [, c# L. K8 V5 }3 |
- #SP Real------------------------------------' O* j9 w% X) H2 J+ L2 ^) D
- @sp_src_rect = Rect.new(@sp_flow, 0,@sp_width, @sp_height)6 ]9 c/ R8 m+ |. E
- @sp_bitmap.blt(0,0, @sp_image, @sp_src_rect)$ z$ R; Q3 a+ B' u: }1 H
- @sp_flow += 1 . \! G: d* ], f
- if @sp_flow >= @sp_image.width - @sp_range
/ }/ C) h# _# W9 z. F! M9 z - @sp_flow = 0 9 O9 U5 ^6 S; s$ x7 [. |4 Y9 p
- end
0 e; f9 {3 a1 z: v" a - end . N8 w* f+ B' o
- end( L' s4 @8 i" X: K: `
- #===============================================================================2 a" i l1 w, M' C! {
- class Sprite_Character < RPG::Sprite
. ^0 j8 O7 I/ R6 d - #-------------------------------------------------------------------------------
$ V2 y* D- g7 i" M% |: l" `4 L+ _ - alias :xas_emini_hud_init :initialize$ W. {5 z' g$ R) F5 n
- include MOG
3 q8 O5 l6 T% M) \0 r H. O - def initialize(viewport, character)6 M4 d& G, a* }, j7 I. D7 _
- xas_emini_hud_init(viewport, character)
; s6 [3 r6 l6 O, @$ p' \2 I- W - @viewport = viewport* q* w- f! G' K# s% q% S
- return if @character.battler.nil?
9 y# m2 m# y# }. E, X - return if XAS_BA_ENEMY::ENEMY_OBJECT.include?(@character.battler.id)
3 w) g+ |- B" W8 b+ r/ ] - return if XAS_BA_ENEMY::ITEM_ENEMY.include?(@character.battler.id)
0 I; X5 h" r2 f1 j7 y& \( ? - return if @character.battler.is_a?(Game_Actor)
. {- g9 X* x5 }; f - @bars = S_Hud.new(@character, @viewport)
' E v/ s n% w6 ^1 d/ `) l - end, I, g: g# a) e1 z w! }
- #-------------------------------------------------------------------------------
( @" h' R" Z8 {3 b7 I5 \ - alias :xas_emini_hud_up :update9 f/ d; i8 R ?+ _+ S; e" Z
- def update
7 W. e z% z7 A; z) \ - xas_emini_hud_up5 ~4 A5 P- `# X. H
- return if @bars.nil?( w$ B- z. ?9 ?6 D8 [0 [5 f
- return if @bars.disposed?
; b) r2 x# j: Y K5 ], \# Z0 w - dis = ($game_player.x - @character.x).abs + ($game_player.y - @character.y).abs
8 r1 }. f! G2 G' E+ _2 U1 D; s, e - @bars.visible = (dis <= RANGE)
/ b# ?1 W7 ^& P. y - if @bars.visible( ]! S' T: X" Q4 j: ~& S9 v4 }/ {
- @bars.x = @character.screen_x# - @cw / 47 H% Z4 b: x' L K' T& c2 }
- @bars.y = @character.screen_y# - @ch / 4/ r" {" W1 x1 M$ u5 n
- end
; V5 C$ o$ K+ t8 v9 p - @bars.update: N3 W. U8 x. s, }
- end, T d0 T& j& w: m) w
- #-------------------------------------------------------------------------------; C- J4 `5 K3 o; q1 Z
- def dispose
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4 x: [( _" S) I0 v1 B5 H3 T - end
' Q. n3 O4 J% o9 ~2 ` - end
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- $mog_rgss_s_hud = true
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上面所說出錯的203行內容為
' a1 C( l) O" d( T1 Z0 W- T@hp_sprite.bitmap.clear
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該腳本支持3.82
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9 ~0 K8 |4 E- K$ e* O# g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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