[Thảo Luận] [Xin] Cần Script chỉ hiện một thanh HP

BelfBelf Posts: 288Registered
[size=large]Xin chào ạ, tình hình là em mắc quá mò không ra + với việc trình độ và kỹ năng có hạn nên....[ba trấm] Em muốn tìm cách nào hay Script nào đó để trên góc màn hình không có thanh HP, MP và thanh Kỹ năng nữa mà chỉ có một thanh HP [đơn giản cũng được] thôi.

Còn nữa là chỉ giúp em một cái Battle System đánh trên map có thể sử dụng chung với cách/Script trên. Em cũng có biết tới SAS và XAS rồi nhưng chắc là phải sử dụng cái Battle nào đó cho hợp với cái cách/Script kia nhỉ ?

Cuối cùng em xin cảm ơn rất nhiều ạ ! Trình độ nó khiêm tốn, chưa biết nhiều nên cũng mong các tiền bối thông cảm và chỉ dẫn ạ.
[/size]

Comments

  • Focker_cFocker_c Posts: 1,577Registered
    Script lại post vào mục "Hình ảnh" -_-
  • Dang_KhoaDang_Khoa Posts: 3,861Administrators
    Dùng script hiện toàn bộ, rồi chỉnh nó, xóa đi mấy phần thừa là được
  • BelfBelf Posts: 288Registered
    Dang_Khoa wrote:
    Dùng script hiện toàn bộ, rồi chỉnh nó, xóa đi mấy phần thừa là được

    Em không hiểu cho lắm....-_-
    Focker_c wrote:
    Script lại post vào mục "Hình ảnh" -_-

    Em xin lỗi -_- Lớ ngớ đăng nhầm ạ
  • Dang_KhoaDang_Khoa Posts: 3,861Administrators
    Tức là dùng script Hud nào đó hiện cả HP, MP và EXP rồi vào script xóa phần hiển thị MP và EXP đi, chỉ chừa lại HP thôi
  • BelfBelf Posts: 288Registered
    Nhưng mà thật sự là em không có biết gì mà xóa cả -_- Em xài Sapphire Action System [SAS]
  • Dang_KhoaDang_Khoa Posts: 3,861Administrators
    Thế cái ABS đó có hiển thị HUD sẵn không, thử up script lên cho mọi người xem nào ^^
  • BelfBelf Posts: 288Registered
    Có ạ
    Đây là "SAS IV - HUD"
    #-------------------------------------------------------------------------------
    # * [ACE] SAS IV HUD
    #-------------------------------------------------------------------------------
    # * By Khas Arcthunder - arcthunder.site40.net
    # * Version: 4.1 EN
    # * Released on: 13/02/2012
    #
    #-------------------------------------------------------------------------------
    # * Terms of Use
    #-------------------------------------------------------------------------------
    # Terms of Use – June 22, 2012
    # 1. You must give credit to Khas;
    # 2. All Khas scripts are licensed under a Creative Commons license
    # 3. All Khas scripts are free for non-commercial projects. If you need some 
    #    script for your commercial project, check bellow these terms which 
    #    scripts are free and which scripts are paid for commercial use;
    # 4. All Khas scripts are for personal use, you can use or edit for your own 
    #    project, but you are not allowed to post any modified version;
    # 5. You can’t give credit to yourself for posting any Khas script;
    # 6. If you want to share a Khas script, don’t post the script or the direct 
    #    download link, please redirect the user to http://arcthunder.site40.net/
    # 7. You are not allowed to convert any of Khas scripts to another engine, 
    #    such converting a RGSS3 script to RGSS2 or something of that nature.
    # 8. Its your obligation (user) to check these terms on the date you release 
    #    your game. Your project must follow them correctly.
    #
    # Free commercial use scripts:
    # - Sapphire Action System IV (RPG Maker VX Ace)
    # - Awesome Light Effects (RPG Maker VX Ace)
    # - Pixel movement (RPG Maker VX e RPG Maker VX Ace)
    # - Sprite & Window Smooth Sliding (RPG Maker VX e RPG Maker VX Ace)
    # - Pathfinder (RPG Maker VX Ace)
    #
    # Check all the terms at http://arcthunder.site40.net/terms/
    #
    #-------------------------------------------------------------------------------
    # * Features
    #-------------------------------------------------------------------------------
    # Optimized SAS IV HUD.
    #
    #-------------------------------------------------------------------------------
    # * Configuration
    #-------------------------------------------------------------------------------
    module HUD_Core
      Background_Name = "hud_bg"
      Contents_Width = 544
      Contents_Height = 80
      Font_Size = 16
      Font_Name = "Verdana"
      Font_Color =  Color.new(255,255,255)
      Font_Bold = true
      Font_Italic = false
      No_Skill_Icon = 117
      Health_X = 73
      Health_Y = 40
      Health_Width = 100
      Health_Height = 4
      Health_Color = Color.new(100,255,0)
      Exp_X = 72
      Exp_Y = 50
      Exp_Width = 68
      Exp_Height = 4
      Exp_Color = Color.new(0,255,255)
      Magic_X = 442
      Magic_Y = 40
      Magic_Width = 68
      Magic_Height = 4
      Magic_Color = Color.new(255,255,0)
      Name_X = 76
      Name_Y = 20
      Spell_X = 444
      Spell_Y = 20
      Icon_X = 498
      Icon_Y = 28
      Level_X = 10
      Level_Y = 60
      Level_String = "Lv "
    end
    #-------------------------------------------------------------------------------
    # * Register
    #-------------------------------------------------------------------------------
    if $khas_awesome.nil? 
      $khas_awesome = []
    end
    scripts = []
    $khas_awesome.each { |script| scripts << script[0] }
    unless scripts.include?("Sapphire Action System")
      error = Sprite.new
      error.bitmap = Bitmap.new(544,416)
      error.bitmap.draw_text(0,208,544,32,"Please install the Sapphire Action System IV",1)
      continue = Sprite.new
      continue.bitmap = Bitmap.new(544,416)
      continue.bitmap.font.color = Color.new(0,255,0)
      continue.bitmap.font.size = error.bitmap.font.size - 3
      continue.bitmap.draw_text(0,384,544,32,"Tecle ENTER para sair",1)
      add = Math::PI/80; max = 2*Math::PI; angle = 0
      loop do
        Graphics.update; Input.update
        angle += add; angle %= max
        continue.opacity = 185 + 70* Math.cos(angle)
        break if Input.trigger?(Input::C)
      end
      error.bitmap.dispose; continue.bitmap.dispose
      error.bitmap = nil; continue.bitmap = nil
      error.dispose; continue.dispose
      error = nil; continue = nil
      exit
    end
    
    $khas_awesome << ["SAS HUD",4.0]
    
    #-------------------------------------------------------------------------------
    # * Script
    #-------------------------------------------------------------------------------
    
    class Sapphire_Hud
      include HUD_Core
      def initialize
        @contents = Sprite.new
        @background = Sprite.new
        @base = Sprite.new
        @contents.bitmap = Bitmap.new(Contents_Width, Contents_Height)
        @base.bitmap = Bitmap.new(Contents_Width, Contents_Height)
        @background.bitmap = Cache.system(Background_Name)
        @base.bitmap.font.bold = Font_Bold
        @base.bitmap.font.italic = Font_Italic
        @base.bitmap.font.size = Font_Size
        @base.bitmap.font.color = Font_Color
        @base.bitmap.font.name = Font_Name
        @contents.z = 200
        @background.z = 210
        @base.z = 220
        @locked = false
        hide(true)
      end
      def refresh_bars(current_hp=@actor.hp)
        return if @hidden
        hp = ((current_hp)*Health_Width)/@actor.mhp
        mp = (@actor.mp*Magic_Width)/@actor.mmp
        exp = ((@actor.exp-@actor.current_level_exp)*Exp_Width)/(@actor.next_level_exp-@actor.current_level_exp)
        @contents.bitmap.clear
        @contents.bitmap.fill_rect(Health_X,Health_Y,hp,Health_Height,Health_Color)
        @contents.bitmap.fill_rect(Magic_X+Magic_Width-mp,Magic_Y,mp,Magic_Height,Magic_Color)
        @contents.bitmap.fill_rect(Exp_X,Exp_Y,exp,Exp_Height,Exp_Color)
      end
      def refresh_base
        return if @hidden
        @base.bitmap.clear
        @actor = $game_party.members[0]
        skill = $game_player.current_skill[0]
        @base.bitmap.draw_text(Name_X, Name_Y,100,Font_Size+4,@actor.name)
        @base.bitmap.draw_text(Level_X, Level_Y,64,Font_Size+4,Level_String+@actor.level.to_s,1)
        temp = Cache.system("Iconset")
        unless skill.nil?
          @base.bitmap.draw_text(Spell_X,Spell_Y,68,Font_Size+4,skill.name)
          @base.bitmap.blt(Icon_X,Icon_Y,temp,Rect.new(skill.icon_index%16*24,skill.icon_index/16*24,24,24))
        else
          @base.bitmap.blt(Icon_X,Icon_Y,temp,Rect.new(No_Skill_Icon%16*24,No_Skill_Icon/16*24,24,24))
        end
        temp.dispose
        temp = nil
      end
      def hide(lock=false)
        unless @background.nil?
          @background.bitmap.dispose
          @background.dispose
          @background = nil
        end
        unless @base.nil?
          @base.bitmap.dispose
          @base.dispose
          @base = nil
        end
        unless @contents.nil?
          @contents.bitmap.dispose
          @contents.dispose
          @contents = nil
        end
        @hidden = true
        @locked = lock unless @locked
      end
      def show(unlock=false)
        @actor = $game_party.members[0]
        return if @locked && !unlock
        @contents = Sprite.new
        @background = Sprite.new
        @base = Sprite.new
        @contents.bitmap = Bitmap.new(Contents_Width, Contents_Height)
        @base.bitmap = Bitmap.new(Contents_Width, Contents_Height)
        @background.bitmap = Cache.system(Background_Name)
        @base.bitmap.font.bold = Font_Bold
        @base.bitmap.font.italic = Font_Italic
        @base.bitmap.font.size = Font_Size
        @base.bitmap.font.color = Font_Color
        @base.bitmap.font.name = Font_Name
        @contents.z = 200
        @background.z = 210
        @base.z = 220
        @hidden = false
        refresh_base
        refresh_bars
        @locked = false
      end
    end
    
  • Dang_KhoaDang_Khoa Posts: 3,861Administrators
    #-------------------------------------------------------------------------------
    # * [ACE] SAS IV HUD
    #-------------------------------------------------------------------------------
    # * By Khas Arcthunder - arcthunder.site40.net
    # * Version: 4.1 EN
    # * Released on: 13/02/2012
    #
    #-------------------------------------------------------------------------------
    # * Terms of Use
    #-------------------------------------------------------------------------------
    # Terms of Use – June 22, 2012
    # 1. You must give credit to Khas;
    # 2. All Khas scripts are licensed under a Creative Commons license
    # 3. All Khas scripts are free for non-commercial projects. If you need some 
    #    script for your commercial project, check bellow these terms which 
    #    scripts are free and which scripts are paid for commercial use;
    # 4. All Khas scripts are for personal use, you can use or edit for your own 
    #    project, but you are not allowed to post any modified version;
    # 5. You can’t give credit to yourself for posting any Khas script;
    # 6. If you want to share a Khas script, don’t post the script or the direct 
    #    download link, please redirect the user to http://arcthunder.site40.net/
    # 7. You are not allowed to convert any of Khas scripts to another engine, 
    #    such converting a RGSS3 script to RGSS2 or something of that nature.
    # 8. Its your obligation (user) to check these terms on the date you release 
    #    your game. Your project must follow them correctly.
    #
    # Free commercial use scripts:
    # - Sapphire Action System IV (RPG Maker VX Ace)
    # - Awesome Light Effects (RPG Maker VX Ace)
    # - Pixel movement (RPG Maker VX e RPG Maker VX Ace)
    # - Sprite & Window Smooth Sliding (RPG Maker VX e RPG Maker VX Ace)
    # - Pathfinder (RPG Maker VX Ace)
    #
    # Check all the terms at http://arcthunder.site40.net/terms/
    #
    #-------------------------------------------------------------------------------
    # * Features
    #-------------------------------------------------------------------------------
    # Optimized SAS IV HUD.
    #
    #-------------------------------------------------------------------------------
    # * Configuration
    #-------------------------------------------------------------------------------
    module HUD_Core
      Background_Name = "hud_bg"
      Contents_Width = 544
      Contents_Height = 80
      Font_Size = 16
      Font_Name = "Verdana"
      Font_Color =  Color.new(255,255,255)
      Font_Bold = true
      Font_Italic = false
      No_Skill_Icon = 117
      Health_X = 73
      Health_Y = 40
      Health_Width = 100
      Health_Height = 4
      Health_Color = Color.new(100,255,0)
      Exp_X = 72
      Exp_Y = 50
      Exp_Width = 68
      Exp_Height = 4
      Exp_Color = Color.new(0,255,255)
      Magic_X = 442
      Magic_Y = 40
      Magic_Width = 68
      Magic_Height = 4
      Magic_Color = Color.new(255,255,0)
      Name_X = 76
      Name_Y = 20
      Spell_X = 444
      Spell_Y = 20
      Icon_X = 498
      Icon_Y = 28
      Level_X = 10
      Level_Y = 60
      Level_String = "Lv "
    end
    #-------------------------------------------------------------------------------
    # * Register
    #-------------------------------------------------------------------------------
    if $khas_awesome.nil? 
      $khas_awesome = []
    end
    scripts = []
    $khas_awesome.each { |script| scripts << script[0] }
    unless scripts.include?("Sapphire Action System")
      error = Sprite.new
      error.bitmap = Bitmap.new(544,416)
      error.bitmap.draw_text(0,208,544,32,"Please install the Sapphire Action System IV",1)
      continue = Sprite.new
      continue.bitmap = Bitmap.new(544,416)
      continue.bitmap.font.color = Color.new(0,255,0)
      continue.bitmap.font.size = error.bitmap.font.size - 3
      continue.bitmap.draw_text(0,384,544,32,"Tecle ENTER para sair",1)
      add = Math::PI/80; max = 2*Math::PI; angle = 0
      loop do
        Graphics.update; Input.update
        angle += add; angle %= max
        continue.opacity = 185 + 70* Math.cos(angle)
        break if Input.trigger?(Input::C)
      end
      error.bitmap.dispose; continue.bitmap.dispose
      error.bitmap = nil; continue.bitmap = nil
      error.dispose; continue.dispose
      error = nil; continue = nil
      exit
    end
    
    $khas_awesome << ["SAS HUD",4.0]
    
    #-------------------------------------------------------------------------------
    # * Script
    #-------------------------------------------------------------------------------
    
    class Sapphire_Hud
      include HUD_Core
      def initialize
        @contents = Sprite.new
        @background = Sprite.new
        @base = Sprite.new
        @contents.bitmap = Bitmap.new(Contents_Width, Contents_Height)
        @base.bitmap = Bitmap.new(Contents_Width, Contents_Height)
        @background.bitmap = Cache.system(Background_Name)
        @base.bitmap.font.bold = Font_Bold
        @base.bitmap.font.italic = Font_Italic
        @base.bitmap.font.size = Font_Size
        @base.bitmap.font.color = Font_Color
        @base.bitmap.font.name = Font_Name
        @contents.z = 200
        @background.z = 210
        @base.z = 220
        @locked = false
        hide(true)
      end
      def refresh_bars(current_hp=@actor.hp)
        return if @hidden
        hp = ((current_hp)*Health_Width)/@actor.mhp
        #mp = (@actor.mp*Magic_Width)/@actor.mmp
        #exp = ((@actor.exp-@actor.current_level_exp)*Exp_Width)/(@actor.next_level_exp-@actor.current_level_exp)
        @contents.bitmap.clear
        @contents.bitmap.fill_rect(Health_X,Health_Y,hp,Health_Height,Health_Color)​
        #@contents.bitmap.fill_rect(Magic_X+Magic_Width-mp,Magic_Y,mp,Magic_Height,Magic_Color)
        #@contents.bitmap.fill_rect(Exp_X,Exp_Y,exp,Exp_Height,Exp_Color)
      end
      def refresh_base
        return if @hidden
        @base.bitmap.clear
        @actor = $game_party.members[0]
        skill = $game_player.current_skill[0]
        @base.bitmap.draw_text(Name_X, Name_Y,100,Font_Size+4,@actor.name)
        @base.bitmap.draw_text(Level_X, Level_Y,64,Font_Size+4,Level_String+@actor.level.to_s,1)
        temp = Cache.system("Iconset")
        unless skill.nil?
          @base.bitmap.draw_text(Spell_X,Spell_Y,68,Font_Size+4,skill.name)
          @base.bitmap.blt(Icon_X,Icon_Y,temp,Rect.new(skill.icon_index%16*24,skill.i​con_index/16*24,24,24))
        else
          @base.bitmap.blt(Icon_X,Icon_Y,temp,Rect.new(No_Skill_Icon%16*24,No_Skill_I​con/16*24,24,24))
        end
        temp.dispose
        temp = nil
      end
      def hide(lock=false)
        unless @background.nil?
          @background.bitmap.dispose
          @background.dispose
          @background = nil
        end
        unless @base.nil?
          @base.bitmap.dispose
          @base.dispose
          @base = nil
        end
        unless @contents.nil?
          @contents.bitmap.dispose
          @contents.dispose
          @contents = nil
        end
        @hidden = true
        @locked = lock unless @locked
      end
      def show(unlock=false)
        @actor = $game_party.members[0]
        return if @locked && !unlock
        @contents = Sprite.new
        @background = Sprite.new
        @base = Sprite.new
        @contents.bitmap = Bitmap.new(Contents_Width, Contents_Height)
        @base.bitmap = Bitmap.new(Contents_Width, Contents_Height)
        @background.bitmap = Cache.system(Background_Name)
        @base.bitmap.font.bold = Font_Bold
        @base.bitmap.font.italic = Font_Italic
        @base.bitmap.font.size = Font_Size
        @base.bitmap.font.color = Font_Color
        @base.bitmap.font.name = Font_Name
        @contents.z = 200
        @background.z = 210
        @base.z = 220
        @hidden = false
        refresh_base
        refresh_bars
        @locked = false
      end
    end
    

    Chưa test thử nha, chạy nó thử xem, chèn chồng vào cái cũ :3
  • BelfBelf Posts: 288Registered
    Có cần Graphic/System gì không hả anh ?
    Cơ mà em thử nó bị lỗi...
  • Dang_KhoaDang_Khoa Posts: 3,861Administrators
    @Belf cái script chưa chỉnh gì cả thì nó phải chạy ổn đã nhé, tài nguyên phải đầy đủ, mà nó báo lỗi như thế nào, cùng script đó hay là lỗi ở script khác.
  • BelfBelf Posts: 288Registered
    e3JWoMO.png
    Chính nó đấy anh, em đã thử game đang làm, Project mới và cả Demo của SAS nữa
  • Dang_KhoaDang_Khoa Posts: 3,861Administrators
    #-------------------------------------------------------------------------------
    # * [ACE] SAS IV HUD
    #-------------------------------------------------------------------------------
    # * By Khas Arcthunder - arcthunder.site40.net
    # * Version: 4.1 EN
    # * Released on: 13/02/2012
    #
    #-------------------------------------------------------------------------------
    # * Terms of Use
    #-------------------------------------------------------------------------------
    # Terms of Use – June 22, 2012
    # 1. You must give credit to Khas;
    # 2. All Khas scripts are licensed under a Creative Commons license
    # 3. All Khas scripts are free for non-commercial projects. If you need some 
    #    script for your commercial project, check bellow these terms which 
    #    scripts are free and which scripts are paid for commercial use;
    # 4. All Khas scripts are for personal use, you can use or edit for your own 
    #    project, but you are not allowed to post any modified version;
    # 5. You can’t give credit to yourself for posting any Khas script;
    # 6. If you want to share a Khas script, don’t post the script or the direct 
    #    download link, please redirect the user to http://arcthunder.site40.net/
    # 7. You are not allowed to convert any of Khas scripts to another engine, 
    #    such converting a RGSS3 script to RGSS2 or something of that nature.
    # 8. Its your obligation (user) to check these terms on the date you release 
    #    your game. Your project must follow them correctly.
    #
    # Free commercial use scripts:
    # - Sapphire Action System IV (RPG Maker VX Ace)
    # - Awesome Light Effects (RPG Maker VX Ace)
    # - Pixel movement (RPG Maker VX e RPG Maker VX Ace)
    # - Sprite & Window Smooth Sliding (RPG Maker VX e RPG Maker VX Ace)
    # - Pathfinder (RPG Maker VX Ace)
    #
    # Check all the terms at http://arcthunder.site40.net/terms/
    #
    #-------------------------------------------------------------------------------
    # * Features
    #-------------------------------------------------------------------------------
    # Optimized SAS IV HUD.
    #
    #-------------------------------------------------------------------------------
    # * Configuration
    #-------------------------------------------------------------------------------
    module HUD_Core
      Background_Name = "hud_bg"
      Contents_Width = 544
      Contents_Height = 80
      Font_Size = 16
      Font_Name = "Verdana"
      Font_Color =  Color.new(255,255,255)
      Font_Bold = true
      Font_Italic = false
      No_Skill_Icon = 117
      Health_X = 73
      Health_Y = 40
      Health_Width = 100
      Health_Height = 4
      Health_Color = Color.new(100,255,0)
      Exp_X = 72
      Exp_Y = 50
      Exp_Width = 68
      Exp_Height = 4
      Exp_Color = Color.new(0,255,255)
      Magic_X = 442
      Magic_Y = 40
      Magic_Width = 68
      Magic_Height = 4
      Magic_Color = Color.new(255,255,0)
      Name_X = 76
      Name_Y = 20
      Spell_X = 444
      Spell_Y = 20
      Icon_X = 498
      Icon_Y = 28
      Level_X = 10
      Level_Y = 60
      Level_String = "Lv "
    end
    #-------------------------------------------------------------------------------
    # * Register
    #-------------------------------------------------------------------------------
    if $khas_awesome.nil? 
      $khas_awesome = []
    end
    scripts = []
    $khas_awesome.each { |script| scripts << script[0] }
    unless scripts.include?("Sapphire Action System")
      error = Sprite.new
      error.bitmap = Bitmap.new(544,416)
      error.bitmap.draw_text(0,208,544,32,"Please install the Sapphire Action System IV",1)
      continue = Sprite.new
      continue.bitmap = Bitmap.new(544,416)
      continue.bitmap.font.color = Color.new(0,255,0)
      continue.bitmap.font.size = error.bitmap.font.size - 3
      continue.bitmap.draw_text(0,384,544,32,"Tecle ENTER para sair",1)
      add = Math::PI/80; max = 2*Math::PI; angle = 0
      loop do
        Graphics.update; Input.update
        angle += add; angle %= max
        continue.opacity = 185 + 70* Math.cos(angle)
        break if Input.trigger?(Input::C)
      end
      error.bitmap.dispose; continue.bitmap.dispose
      error.bitmap = nil; continue.bitmap = nil
      error.dispose; continue.dispose
      error = nil; continue = nil
      exit
    end
    
    $khas_awesome << ["SAS HUD",4.0]
    
    #-------------------------------------------------------------------------------
    # * Script
    #-------------------------------------------------------------------------------
    
    class Sapphire_Hud
      include HUD_Core
      def initialize
        @contents = Sprite.new
        @background = Sprite.new
        @base = Sprite.new
        @contents.bitmap = Bitmap.new(Contents_Width, Contents_Height)
        @base.bitmap = Bitmap.new(Contents_Width, Contents_Height)
        @background.bitmap = Cache.system(Background_Name)
        @base.bitmap.font.bold = Font_Bold
        @base.bitmap.font.italic = Font_Italic
        @base.bitmap.font.size = Font_Size
        @base.bitmap.font.color = Font_Color
        @base.bitmap.font.name = Font_Name
        @contents.z = 200
        @background.z = 210
        @base.z = 220
        @locked = false
        hide(true)
      end
      def refresh_bars(current_hp=@actor.hp)
        return if @hidden
        hp = ((current_hp)*Health_Width)/@actor.mhp
        mp = (@actor.mp*Magic_Width)/@actor.mmp
        exp = ((@actor.exp-@actor.current_level_exp)*Exp_Width)/(@actor.next_level_exp-@actor.current_level_exp)
        @contents.bitmap.clear
        @contents.bitmap.fill_rect(Health_X,Health_Y,hp,Health_Height,Health_Color)​
        #@contents.bitmap.fill_rect(Magic_X+Magic_Width-mp,Magic_Y,mp,Magic_Height,Magic_Color)
        #@contents.bitmap.fill_rect(Exp_X,Exp_Y,exp,Exp_Height,Exp_Color)
      end
      def refresh_base
        return if @hidden
        @base.bitmap.clear
        @actor = $game_party.members[0]
        skill = $game_player.current_skill[0]
        @base.bitmap.draw_text(Name_X, Name_Y,100,Font_Size+4,@actor.name)
        @base.bitmap.draw_text(Level_X, Level_Y,64,Font_Size+4,Level_String+@actor.level.to_s,1)
        temp = Cache.system("Iconset")
        unless skill.nil?
          @base.bitmap.draw_text(Spell_X,Spell_Y,68,Font_Size+4,skill.name)
          @base.bitmap.blt(Icon_X,Icon_Y,temp,Rect.new(skill.icon_index%16*24,skill.i​con_index/16*24,24,24))
        else
          @base.bitmap.blt(Icon_X,Icon_Y,temp,Rect.new(No_Skill_Icon%16*24,No_Skill_I​con/16*24,24,24))
        end
        temp.dispose
        temp = nil
      end
      def hide(lock=false)
        unless @background.nil?
          @background.bitmap.dispose
          @background.dispose
          @background = nil
        end
        unless @base.nil?
          @base.bitmap.dispose
          @base.dispose
          @base = nil
        end
        unless @contents.nil?
          @contents.bitmap.dispose
          @contents.dispose
          @contents = nil
        end
        @hidden = true
        @locked = lock unless @locked
      end
      def show(unlock=false)
        @actor = $game_party.members[0]
        return if @locked && !unlock
        @contents = Sprite.new
        @background = Sprite.new
        @base = Sprite.new
        @contents.bitmap = Bitmap.new(Contents_Width, Contents_Height)
        @base.bitmap = Bitmap.new(Contents_Width, Contents_Height)
        @background.bitmap = Cache.system(Background_Name)
        @base.bitmap.font.bold = Font_Bold
        @base.bitmap.font.italic = Font_Italic
        @base.bitmap.font.size = Font_Size
        @base.bitmap.font.color = Font_Color
        @base.bitmap.font.name = Font_Name
        @contents.z = 200
        @background.z = 210
        @base.z = 220
        @hidden = false
        refresh_base
        refresh_bars
        @locked = false
      end
    end
    
  • BelfBelf Posts: 288Registered
    Nó vẫn báo lỗi y như cũ anh ạ
    :sacsua::sacsua::sacsua:
  • MGV_LamDinhMGV_LamDinh Posts: 13Registered
    Cậu chép sai script kìa...tìm dòng báo lỗi rồi xóa mấy ô vuông cuối dòng là OK.
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