Salve a tutti mi potreste dare una mano? Vorrei che il gioco mi mostrasse solo la barra degli hp e degli sp ma mi da errore all'ultima riga qualcuno sa risolvere? #==============================================================================# ** Game_Actor# Script by MeisMe# Graphics added by Peaches# Icons made by Joshie666 & Axerax#------------------------------------------------------------------------------# This class handles the actor. It's used within the Game_Actors class# ($game_actors) and refers to the Game_Party class ($game_party).#==============================================================================class Game_Actor#==============================================================================# ** Window_HUD#------------------------------------------------------------------------------# This class is used to display HP, SP and Gold on the map.#==============================================================================class Window_HUD < Window_Base#--------------------------------------------------------------------------# * Object Initialization#--------------------------------------------------------------------------def initializesuper(-16, -16, 672, 150)self.contents = Bitmap.new(width-32, height-32)self.opacity = 0self.contents.font.size = 14self.contents.font.name = "Arial"@actors = []@old_hp = []@old_sp = []#for i in 0...$game_party.actors.sizei = 0@actors.push($game_party.actors[i])@old_hp.push(@actors[i].hp)@old_sp.push(@actors[i].sp)#endrefreshend#--------------------------------------------------------------------------# * Refresh#--------------------------------------------------------------------------def refreshself.contents.clearself.contents.font.color = system_color#self.contents.draw_text(6, 0, 32, 14, $data_system.words.hp + "")#self.contents.draw_text(6, 14, 32, 14, $data_system.words.sp + "")self.contents.draw_text(6, 28, 32, 14, "")#self.contents.draw_text(6, 42, 32, 14, $data_system.words.gold + "")self.contents.font.color = normal_color#Images case @actors.sizewhen 1bitmap = RPG::Cache.picture("HUD Graphic")self.contents.blt(0, 0, bitmap, Rect.new(0, 10, 500, 500))when 2bitmap = RPG::Cache.picture("HUD Graphic2")self.contents.blt(0, 0, bitmap, Rect.new(0, 10, 500, 500))when 3bitmap = RPG::Cache.picture("HUD Graphic2")self.contents.blt(0, 0, bitmap, Rect.new(0, 10, 500, 500))when 4bitmap = RPG::Cache.picture("HUD Graphic3")self.contents.blt(0, 0, bitmap, Rect.new(0, 10, 640, 500))when 5bitmap = RPG::Cache.picture("HUD Graphic3")self.contents.blt(0, 0, bitmap, Rect.new(0, 10, 640, 500))end #bitmap = RPG::Cache.picture("HUD Graphic")#self.contents.blt(0, 0, bitmap, Rect.new(0, 10, 500, 500))bitmap = RPG::Cache.icon("HP Symbol")self.contents.blt(3, 10, bitmap, Rect.new(0, 0, 24, 24))bitmap = RPG::Cache.icon("SP Symbol")self.contents.blt(3, 30, bitmap, Rect.new(0, 0, 24, 24)) if $game_switches[99] == trueif $game_variables[99] == 0self.contents.draw_text(x, y, 210, 14, $game_party.item_number[1])elsif $game_variables[8] == 1self.contents.draw_text(x, y, 210, 14, $game_party.item_number(2))elsif $game_variables[8] ==2self.contents.draw_text(x, y, 110, 14, @actors[i].name)endendx = 32for i in 0...@actors.sizey = 6self.contents.draw_text(x, y, 110, 14, @actors[i].name)self.contents.draw_text(x, y, 110, 14, "Lv: #{@actors[i].level}", 2)y += 16draw_hp_bar(@actors[i], x, y, 112, 5)y += 19draw_sp_bar(@actors[i], x, y, 104, 5)y += 19endx = 32self.contents.draw_text(45, 73, 110, 14, $game_party.gold.to_s)end#--------------------------------------------------------------------------# * Frame Update#--------------------------------------------------------------------------def updatesuperif @actors.size != 1@actors = []for i in 0...$game_party.actors.size@actors.push($game_party.actors[i])endrefreshreturnendfor i in 0...@actors.sizeif @old_hp[i] != @actors[i].hp or@old_sp[i] != @actors[i].sp orrefresh@old_hp[i] = @actors[i].hp@old_sp[i] = @actors[i].spendendend#--------------------------------------------------------------------------# * Draw HP Bar#--------------------------------------------------------------------------def draw_hp_bar(actor, x, y, length, thick)width = lengthheight = thickc1 = Color.new(255, 0, 0)c2 = Color.new(155, 0, 0)e1 = actor.hpe2 = actor.maxhpself.contents.fill_rect(x-1, y - 1, width+2, height + 3, Color.new(255, 255, 255, 255))self.contents.fill_rect(x, y, width, height + 1, Color.new(0, 0, 0, 255))w = width * e1 / e2for i in 0..heightr = c1.red + (c2.red - c1.red) * (height -i)/height + 0 * i/heightg = c1.green + (c2.green - c1.green) * (height -i)/height + 0 * i/heightb = c1.blue + (c2.blue - c1.blue) * (height -i)/height + 0 * i/heighta = c1.alpha + (c2.alpha - c1.alpha)* (height -i)/height + 255 * i/heightself.contents.fill_rect(x, y+i, w, 1, Color.new(r, g, b, a))endend#--------------------------------------------------------------------------# * Draw SP Bar#--------------------------------------------------------------------------def draw_sp_bar(actor, x, y, length, thick)width = lengthheight = thickc1 = Color.new(0, 0, 255)c2 = Color.new(0, 0, 155)e1 = actor.spe2 = actor.maxspself.contents.fill_rect(x-1, y - 1, width+2, height + 3, Color.new(255, 255, 255))self.contents.fill_rect(x, y, width, height + 1, Color.new(0, 0, 0))w = width * e1 / e2for i in 0..heightr = c1.red + (c2.red - c1.red) * (height -i)/height + 0 * i/heightg = c1.green + (c2.green - c1.green) * (height -i)/height + 0 * i/heightb = c1.blue + (c2.blue - c1.blue) * (height -i)/height + 0 * i/heighta = c1.alpha + (c2.alpha - c1.alpha)* (height -i)/height + 255 * i/heightself.contents.fill_rect(x, y+i, w, 1, Color.new(r, g, b, a))endend#==============================================================================# ** Scene_Map#------------------------------------------------------------------------------# This class performs map screen processing.#==============================================================================class Scene_Map#--------------------------------------------------------------------------# * Object Aliasing#--------------------------------------------------------------------------alias hud_scene_map_main mainalias hud_scene_map_update update#--------------------------------------------------------------------------# * Object Initialization#--------------------------------------------------------------------------def main@HUD = Window_HUD.newhud_scene_map_main@HUD.disposeend#--------------------------------------------------------------------------# * Frame Update#--------------------------------------------------------------------------def update@HUD.updatehud_scene_map_updateend