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5楼

楼主 |
发表于 2012-3-31 09:53:20
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只看该作者
在下找到了这个脚本,不过套上去有些地方会出错,) S. E( U! m4 _
不知道有人能帮忙看一下吗? - #===============================================================================- v9 s7 S! r3 X6 D; C! g- C/ j# `
- # XAS - Hot Key HUD/ X" R; U: U; b( b3 W& a2 ^( k* g
- #===============================================================================: Y* H1 N: _8 j7 P; L9 }6 l
- # By Mr_Wiggles
0 q4 @6 L4 i( B/ ]+ D7 E: } - # Version 1.3
2 `# G4 A3 F& m. v6 { - # 7/6/10
4 {6 F) d' G/ w8 r; s - #-------------------------------------------------------------------------------
* z& {) r' @) J h - # Instructions:
9 U b" T4 H" q - # Fill in the constants bellow, paste this script above main and bellow XAS in+ F" k, @) J; r
- # your script data base. BE SURE TO SET TO THE RIGHT XAS VERSION!!( R' ~8 C+ v! q7 Z5 _( v+ F
- #
& c0 D- y6 W4 x- t7 \ - # Place the "Hot_Keys_HUD" picture file into your game directory 4 s5 U+ z2 R% t
- # Graphics/Pictures folder.7 r2 s* ?# r6 y
- #-------------------------------------------------------------------------------; P( j% k: M! `: v0 d9 K5 [2 \
- # Directions of Use:
2 W! T0 |1 l+ n u - # Simple just press a number key (1 - 5) when the quick skill or item menu is; G* [2 y4 l% C
- # Showing.2 r: i8 H) i+ M y0 c1 z; o C8 N
- #===============================================================================
& I$ |) m: w) V/ s - HUD_X = 0 # X pos of HUD
$ g, Q: Y9 X# U0 C3 U - HUD_Y = 0 # Y pos of HUD4 H4 s4 I: M% U8 B) ~% q- ~
- 1 C, t5 A+ l6 L) P5 M+ Y
- # Set true if XAS 3.7f2 W Y2 k6 T3 m( o* I- K
- # set false if XAS 3.6$ a( F# R+ e* u4 C7 t. g
- XASVER_37 = true
% G( \) }. C2 Q {
0 Q4 c& w9 e( r9 d3 w& [) u5 T- #===============================================================================( C3 _& J5 {% F; |1 N, R
- # Numkeys Module" ~ I- j5 W% o
- #===============================================================================: f3 C) z( e+ P% {7 R
- module Input y0 ]- @) N5 V9 r: U
- Numkey = {1 => 1049, 2 => 1050, 3 => 1051, 4 => 1052, 5 => 1053}
! b& |9 J6 s+ L. |: E - class << self
, q0 v! K9 }1 x$ d: N; \7 E: ? - Key = Win32API.new('user32','GetAsyncKeyState',['i'],'i')
, g4 ~8 Y. m7 }2 @ - ! d3 {! q, p# G( `5 u
- def testkey(key)3 x2 J, ^$ ?3 U) @0 K0 O
- Key.call(key) & 0x01 == 1
8 b: z- G5 Y5 w* Z - end
8 c, k' t" z7 ~# F -
/ i' q! T2 u4 F) R+ { - alias hud_key_update update
n+ @1 H5 W, o5 ^( ] - def update
- n$ Y- f9 S$ p/ P. w* M/ [; {! t - hud_key_update8 B1 _$ H% G$ t& R. Y% [, Z
- @pressed = []5 K$ C- |. {. [* J
- for key in Numkey.values
/ V/ O% h7 c) W! z - key -= 1000
# ~( \0 g# F1 I+ {4 q - @pressed.push(key) if testkey(key)
1 P! W. F8 d5 k/ ]1 R - end6 I. z* L* S: n0 }- U
- end
; I6 K# e" m" D -
2 X, B# p" E9 ^- F m - def pressed?(key). k. o# B- d3 G8 Z) R2 a9 H
- key -= 1000
) n3 |" B; a, t( r" y* T - @pressed = [] if @pressed.nil?
. V! d' l: a: G - return true if @pressed.include?(key)
2 } l( R7 `+ V* E$ H: L* A; H - return false( e' C. l1 h/ w9 k2 x8 O
- end
3 f/ \, t7 ]3 m N& D% ?6 W" v - $ n' V( S2 y; L0 G& i- |% L* X* u: |. W
- alias hud_key_press? press?
+ x3 Q1 Z! P1 a9 [+ b# F - def press?(key)
1 m* u+ c) q- C% [- N - return pressed?(key) if key.to_f > 1000
/ J2 ~4 q; m4 d/ N; `: ~2 v+ I - hud_key_press?(key)
0 @+ b: I7 X1 {! o5 A* _+ V - end, L6 E3 t0 \$ H. U. l; p+ k
- end
5 V# b) L: C$ q& p8 b1 g6 ] - end
4 g/ L. R% ^. a$ z$ k7 K, w- I8 [ - ) O$ U# V( j0 } j
- #===============================================================================" X0 I* k& k( G. E( q! S. y
- # Game Player0 }6 U8 `7 e+ V+ Y
- #===============================================================================
; K3 a( J6 E/ V# C3 F4 d - class Game_Player < Game_Character
# F9 y( \9 U, P2 n* ]2 r' d - attr_accessor :hud_equip" Z2 A# \- c f/ R0 P6 ]
- 7 f! c; m h! c8 z$ G+ D
- alias hot_key_hud_init initialize6 f* h$ @1 K3 l2 i+ L
- def initialize, \8 R1 ~1 U8 N2 Q# {" z
- hot_key_hud_init
, a! A4 ?6 ~$ r& J - @hud_equip = []: [, z0 `4 q8 J: R' ~
- end$ K: x3 Y" P- o* u' v
-
$ i r& K( v3 Y5 w2 J6 ^: b7 i) `9 E" e - def equip_item_to_hud(n, item)
3 ~6 U6 t7 ~9 \! O- n - if item.nil? h1 ]4 O) W4 M0 F* D) R
- $game_system.se_play($data_system.buzzer_se)
# ^% ^) Z$ S6 `! d - return5 @# k. q$ R! ~" b
- end
1 z# n* }7 ?7 J* _+ } - $game_system.se_play($data_system.decision_se)9 `6 N" D* R; n4 t
- @hud_equip[@hud_equip.index(item)] = nil if @hud_equip.include?(item)
G* x8 r/ k1 K - @hud_equip[n] = item
! k* g9 W2 M! i& p, C+ Q. n! s# t! n - end' r# e/ l% p0 f; [3 I# j$ p
- end9 B. {6 T6 i+ g: i- H( ~4 U( C
. M# {$ H2 X8 ]% c- #===============================================================================
7 D- O& }+ E8 D5 u$ d - # Quick Skill Window) U) P, {$ c5 X& {
- #===============================================================================3 S% b6 F7 a2 x2 l. K" R, a( r3 B
- if XASVER_37 == false
3 g. g- X6 z# \, j4 A - class Xas_Scene_Skill
; g$ }6 R+ w8 h& V1 R+ Z - alias hud_quick_menu_main main6 M- J; |8 F/ S' V+ a0 n' C8 F. J
- def main3 t0 P* p$ I0 n
- @hot_key_hud = Hot_Key_HUD.new2 b7 }) [) a& ~- e4 B G: q7 B
- hud_quick_menu_main* T0 V A8 ?) N
- @hot_key_hud.dispose
& o* j8 ^% C9 p* M5 K - end
9 ~7 [, y8 b4 U' w$ Q1 ~, P - ! K' _, j0 I/ |. [
- alias hotkey_hud_qucik_menu_update update- i1 X# i. \6 l& U8 ^
- def update
: i* P$ Q; [5 P+ l; q - hotkey_hud_qucik_menu_update
" J$ N, i- J* ]: R - # Hot Key num 1
, M* w3 j0 X1 i6 R& {/ p8 }3 ^, ] - if Input.press?(Input::Numkey[1])1 j3 O) [6 U! G5 y) U3 I4 C9 {
- $game_player.equip_item_to_hud(0, @skill_window.skill). \# X9 t6 a L
- # Hot Key num 2
$ P: ]& ~3 N# | - elsif Input.press?(Input::Numkey[2])
3 U) t% j+ T( i - $game_player.equip_item_to_hud(1, @skill_window.skill)
2 o: K) R! N, C - # Hot Key num 3
" \& x7 r' H9 Y3 R6 V - elsif Input.press?(Input::Numkey[3])
) g: c: T( H- x: r* c8 R- F& n% u - $game_player.equip_item_to_hud(2, @skill_window.skill)
9 }9 `8 X' P, Q0 Y - # Hot Key num 4
0 x6 D. j) s+ v - elsif Input.press?(Input::Numkey[4])* z+ Z$ B) ]- m, C* J1 W0 A
- $game_player.equip_item_to_hud(3, @skill_window.skill)
0 F( |8 o* y- L3 ^ - # Hot Key num 5 I( Q8 A+ C p' R% s M+ ^
- elsif Input.press?(Input::Numkey[5])& |( C) O. S# A% S1 _: [: h
- $game_player.equip_item_to_hud(4, @skill_window.skill): F# k3 e. H" a6 M; l
- end
2 I: S8 \# B, N; L; n/ C, Q$ k - @hot_key_hud.update W, @, B# o$ h8 D2 |% I
- end
5 ]2 B: ]) T4 K9 F2 y% L3 k - end
0 T ~, e u% O) F - else6 S* u$ e; L. G
- class Quick_Menu_Skill, P1 N5 q8 Y9 N
- alias hud_quick_menu_main main
- b. M: ?( P0 W- `+ a3 }# k - def main
& N) X% _, P9 u/ G) Y - @hot_key_hud = Hot_Key_HUD.new
4 m3 a2 U, H. a' e% i- m) H! \. w - hud_quick_menu_main% j9 n. `' a! P# w9 o6 F
- @hot_key_hud.dispose
- e: x! w) w, U0 R3 X+ \2 Y - end* R; y2 R* V" j7 q$ @( z
-
$ a- [3 H1 H- q1 ?* q - alias hotkey_hud_qucik_menu_update update' n, @! p/ Z1 q4 M9 x5 I1 [9 g' ?
- def update# ?+ Q$ x- M5 e6 l
- hotkey_hud_qucik_menu_update6 N' f+ Y# z. q2 [9 p5 R
- # Hot Key num 1
: W% S: i8 m+ A6 J N - if Input.press?(Input::Numkey[1])
6 k* t4 a8 K: `6 q) J' t: N7 V4 G& { - $game_player.equip_item_to_hud(0, @skill_window.skill)# {) _% k( `/ p \; h" Y
- # Hot Key num 2
) T) z6 A5 i. V - elsif Input.press?(Input::Numkey[2])" O9 ~; g6 s. r: s0 U$ @( D
- $game_player.equip_item_to_hud(1, @skill_window.skill): A! W4 ]' v( o; E* I
- # Hot Key num 3- K, G6 @! }# `5 f3 ?4 c3 R/ `
- elsif Input.press?(Input::Numkey[3])
9 N3 b/ T# r% ~* c. _: [5 Z. \ - $game_player.equip_item_to_hud(2, @skill_window.skill); Q7 W) P+ e! x7 M% ]
- # Hot Key num 4" \0 V2 Q* u, e8 H7 l1 X i; M
- elsif Input.press?(Input::Numkey[4])
/ [3 c9 S; z8 U6 _& E - $game_player.equip_item_to_hud(3, @skill_window.skill)
% `. O* q! a2 P4 @& x - # Hot Key num 5
2 [; `) o) r* U/ b' S0 ~7 m - elsif Input.press?(Input::Numkey[5])
5 ?; Z# {/ |- K( M! h8 y - $game_player.equip_item_to_hud(4, @skill_window.skill)9 @& ~* U" i5 |
- end
, S! m `" j9 z8 F+ r1 g( f0 F- W4 Y - @hot_key_hud.update
- D# ~8 L# Z! v9 H - end
# K+ J, K& G. ^3 D+ L( m - end
: a7 W, Y9 V; _! S0 \3 [8 s - end- _+ f$ e h0 M; E
0 E! i* ^ @1 k0 E6 x- #===============================================================================9 ?$ x7 I% }$ s- r
- # Quick Item Window$ |/ z/ f" [1 H- ]% ?
- #===============================================================================5 r P$ F4 M. G% G
- if XASVER_37 == false
- i8 _! M! p3 v" E& R - class Xas_Scene_Item. ?! {- o( j* ~' z9 a- d
- alias hud_quick_menu_main main
e9 a$ f$ o$ K3 S - def main4 t% \- U4 _7 q j& B! r5 {
- @hot_key_hud = Hot_Key_HUD.new
! r) m/ Q7 r7 T$ F0 }& U+ X. s: o - hud_quick_menu_main
% O6 E4 T) h& c7 {/ o+ C- j; ` - @hot_key_hud.dispose
: p6 r. H7 X) H) ^) N7 p8 Y0 @1 I - end
6 F8 Q4 M5 e( C- p+ q+ W -
7 `) c, j Z* |& j& f5 s" F, ] - alias hud_key_update update
7 @2 l2 f% m; [8 Q - def update
! R) z+ J! \6 {0 Y1 y2 n# B( w - hud_key_update
% S; P4 a% T" l - # Hot Key num 1
4 y$ W. b5 ~. c/ I/ n5 L/ g - if Input.press?(Input::Numkey[1])
0 \/ {, Q3 x- o, b - $game_player.equip_item_to_hud(0, @item_window.item)
. c8 O9 L. y4 O - # Hot Key num 2
0 }9 y1 @# B8 l& u - elsif Input.press?(Input::Numkey[2])
5 ]) Q" d4 z" m* @' a - $game_player.equip_item_to_hud(1, @item_window.item)6 p- v9 ~! f: w9 L$ R5 s5 j5 v ]
- # Hot Key num 3/ i0 P' I; O0 u2 k' K! x
- elsif Input.press?(Input::Numkey[3])
7 v! G6 ~7 P7 R - $game_player.equip_item_to_hud(2, @item_window.item)% I( u& J* Y F6 q# w! d
- # Hot Key num 42 b# S3 m9 X* @ l, n( D; J
- elsif Input.press?(Input::Numkey[4])9 ]% N; N0 ]9 N. Q
- $game_player.equip_item_to_hud(3, @item_window.item)/ F) A# O6 l3 a0 x
- # Hot Key num 5
5 V" }8 b% l& E& I& G" q - elsif Input.press?(Input::Numkey[5])' ]0 V7 X3 e: E4 ~4 l
- $game_player.equip_item_to_hud(4, @item_window.item)
_7 G; y6 T3 `9 g" K& ] - end
: e* N+ Y6 j9 a$ W3 m - @hot_key_hud.update
$ _- h+ F# Z: Z) g - end
- g* i T: U2 d1 j- D- u5 Z W - end O9 P; G8 \( g
- else% J" b% J7 t I- a* Y* F
- class Quick_Menu_Item- i- t3 M& ~7 u! a" b* U
- alias hud_quick_menu_main main& A8 H- h- X/ `; t5 S
- def main( _0 m A. D/ G0 A! z
- @hot_key_hud = Hot_Key_HUD.new
& k, x/ }( w# I( {8 n) }2 U2 Z" @ - hud_quick_menu_main3 _6 P, v( a. v
- @hot_key_hud.dispose: X) [4 q0 r8 n. w( l9 W: m# j
- end
; {2 j% t) a4 R6 v( q -
% @1 r- R' A& }9 d. J3 a3 d& Z0 p - alias hud_key_update update7 }& C9 _% X" r- E% B1 X
- def update" r& {6 n; Z9 u
- hud_key_update
* l5 f& ~1 @$ y% y - # Hot Key num 10 D3 [1 g+ H# b+ h$ e
- if Input.press?(Input::Numkey[1])& J2 q( L/ U" J
- $game_player.equip_item_to_hud(0, @item_window.item)
; k5 `. D9 n2 {1 l5 H: c - # Hot Key num 2
3 }. U0 V$ d5 A/ Z5 G, A - elsif Input.press?(Input::Numkey[2])2 i" ^' H* m8 [# q& ]
- $game_player.equip_item_to_hud(1, @item_window.item)6 k) w" ]6 R2 p. v3 T1 y \
- # Hot Key num 3) V7 ^1 G3 i* S# r) g
- elsif Input.press?(Input::Numkey[3])
6 t- T! C9 ?: ]2 M9 c - $game_player.equip_item_to_hud(2, @item_window.item)
$ ~& x3 b; i7 w3 U7 q; J - # Hot Key num 4
2 o: x. l* d6 Z. j1 } - elsif Input.press?(Input::Numkey[4])
' ^8 g9 a4 X* Y2 Z+ N* X - $game_player.equip_item_to_hud(3, @item_window.item)! S) s6 Q! ^6 t) ~4 P! U
- # Hot Key num 5
6 B" ^/ c) Y) N# h - elsif Input.press?(Input::Numkey[5])
$ h' ~, L5 P. q* n, a# P - $game_player.equip_item_to_hud(4, @item_window.item)
$ M! C8 @( p- k - end
/ Y1 W" l0 C7 O' w! A: V: y" ` - @hot_key_hud.update
' e3 W! ?# {( U9 m3 G2 Q) P P - end) S1 }5 ^$ \$ ^% Q( K
- end
9 m. n7 ]6 H8 O7 j) [ - end7 z/ Q0 @, e) y5 c7 K5 G
' a2 ~4 I. W: a* K, l! |- #===============================================================================
) l2 u- u# {' U- F. I - # HUD Window
?/ a& `5 x# _. k7 n! R - #===============================================================================( A2 m! B/ s) a1 b5 n( \" K
- class Hot_Key_HUD < Window_Base1 {) ]" A2 R0 E, u
- def initialize(x = HUD_X - 10, y = HUD_Y - 15)9 l5 Y' E W4 |( G; t' ]/ r
- super(x, y, 220, 80)
" T/ D* F( _+ J8 P4 g- I, I - self.contents = Bitmap.new(width - 32, height - 32)( ^( \6 Q) H D
- self.opacity = 0" Q. F2 m2 S; N8 e" A* N. M
- @actor = $game_party.actors[0]. c. S t# l" r' |/ Q
- refresh
6 B B8 ~/ [- w% e0 [/ Z6 f- p - end8 u2 y( y: e7 f4 N' \
* y0 j& u" L* ^( G* N U- def refresh
5 J& d' i x4 k3 i1 D9 d5 z3 m) d' X$ W - self.contents.clear
" U* n% Z1 o( R0 |1 I - bitmap = RPG::Cache.picture("Hot_Keys_HUD")& Z- a. ]" U" v3 n6 [7 u
- self.contents.blt(0, 0, bitmap, Rect.new(0, 0, 160, 32))
: j. H: L8 Y. h - for i in 0..4
& s# a+ N0 T; @3 }1 G - x = 32 * i + 4& ]3 i, ?# T& K8 N
- item = $game_player.hud_equip[i]4 G4 t5 s& {: x
- next if item.nil?5 d) p4 Q# M, A. q
- if item.is_a?(RPG::Weapon)2 h* E+ {/ k! A. h
- item = nil if $game_party.weapon_number(item.id) == 0 and. a+ w8 |- g! }7 Z
- @actor.weapon_id != item.id
# _' N5 J9 ~5 B- J - elsif item.is_a?(RPG::Armor)$ V: q$ q; O1 \$ o
- item = nil if $game_party.armor_number(item.id) == 0 and
' t/ k3 F# W" e - @actor.armor1_id != item.id5 E6 O* g* o9 V1 F) e+ ~
- elsif item.is_a?(RPG::Item)
. u+ l! D" ~! s" L) C' J1 w - item = nil if $game_party.item_number(item.id) == 0 or
' E; v3 ]) E# g7 ^4 M8 c - !$game_party.item_can_use?(item.id)8 v3 _1 j- ?3 H' x' S& S( Z
- end
- }4 ^. w+ d2 ^: ]0 n/ [" g) }: D - bitmap = RPG::Cache.icon(item.icon_name)! e" @- `! G- c V: P2 c
- self.contents.blt(x, 4, bitmap, Rect.new(0, 0, 24, 24))$ N2 | M3 C+ V! {
- end
+ D" r9 ^* c3 U% \" ? - end& p. n. e- X$ C) w9 d
- ' ]1 v u& o0 Z( X! Z! z
- def equip(item)) E' u- ^* u f/ P! U* E
- if item.nil?
* U/ ?% ` @8 R - $game_system.se_play($data_system.buzzer_se)
' Y/ _; s! s# L - return4 F5 o# |, ]9 g+ F5 I
- end4 {* u9 F, i8 m/ Z6 a
- if item.is_a?(RPG::Skill)
( X: W6 P7 R) p/ ] - if [email protected]_can_use?(item.id)' Y% j4 i8 n5 X6 {
- $game_system.se_play($data_system.buzzer_se)/ _6 k: E0 Z4 W" V- A/ m# O+ a
- return+ g9 B/ K2 N; Q5 v7 s- ?/ t# Y
- end6 H- f- a, W% E/ u$ [* S
- $game_system.xas_skill_id = item.id
) ]/ ]% w: K4 q1 I% P# d* A - elsif item.is_a?(RPG::Weapon)
; R8 L1 L4 P+ M - @actor.equip(0, item.id)( W6 Z/ v) t3 z; b( l1 G+ f& H3 f" y
- elsif item.is_a?(RPG::Armor)) y7 e4 c6 _* t2 B
- @actor.equip(1, item.id)
6 Q" ^& i. E1 S7 g- p" N - elsif item.is_a?(RPG::Item)3 r& a- @6 C$ t9 ~7 Y5 ]% l
- item_tool_id = XAS::XASITEM_ID[item.id]
. b. @$ d' g: [; |& ~: | - if item_tool_id != nil! t; h& s/ J! s
- unless $game_party.item_can_use?(item.id)1 s/ s, r8 _# W8 H" u2 u4 o! Q
- $game_system.se_play($data_system.buzzer_se)% ?+ u7 p- R' t; i% g
- return
) h" w2 r$ P; w9 O - end+ e- }% M! o: g' v; X
- $game_system.xas_item_id = item.id: g6 g6 H+ @5 |4 q/ z- M
- end9 w* y# f, ^ h0 l
- end6 h: b) K( V3 x j. `. D& C0 v
- $game_system.se_play($data_system.equip_se)
$ X) j) ?1 V; p) Z" ^8 Q' C0 } - end) A2 U* q) m9 }$ Z7 V+ t7 V6 G
- % S B g: r6 u/ o/ t
- def update1 h: k) {7 K8 W2 n) } i2 r
- @actor = $game_party.actors[0]
* G, h- I4 r3 c2 \+ z - @hot_keys = $game_player.hud_equip( K7 G n# L+ q U
- refresh3 \5 I% m3 \- H- Q0 W2 w
- return if !$scene.is_a?(Scene_Map)
& o8 H' P8 |! Q% q" {: i - if Input.press?(Input::Numkey[1])6 E; \6 n* h5 N5 }+ W" U4 \6 T {
- equip($game_player.hud_equip[0])
7 y5 F* ^# v4 e0 C0 v* O - elsif Input.press?(Input::Numkey[2])9 d# U/ g5 i2 s; @ [% n2 Y
- equip($game_player.hud_equip[1])9 _( F/ ~$ D. I) ]6 ]8 V
- elsif Input.press?(Input::Numkey[3])- i/ | U6 n' ]. F
- equip($game_player.hud_equip[2])
$ g2 p4 D& D. K; j$ c* h* h - elsif Input.press?(Input::Numkey[4])
; b% J8 e6 j' e, E0 L. A - equip($game_player.hud_equip[3]) - i7 [$ V1 n1 h' |) k* q$ _
- elsif Input.press?(Input::Numkey[5]), i$ f3 o/ \4 c0 W: E, I$ ]; X
- equip($game_player.hud_equip[4])
) o5 M _3 a9 u( H- x% D3 r2 G. X - end/ @% O& p3 D3 L. O
- end
/ I7 f( }) \% N! u& o8 J - end! v' `' P! h" _8 x' d2 U! \
+ ~+ F ?1 r# V, }7 E9 T- #===============================================================================
5 O: h0 H* `# d1 C - # Scene Map
9 V6 q) f, T7 D* k" A - #===============================================================================: N: T2 `1 N# B2 S7 @
- class Scene_Map
p; t7 b+ K3 o5 t - alias hot_key_hud_init main
# a- T; A J9 R9 ~9 s - def main6 Y1 g, P9 }: b9 ]9 j. T2 \
- @hot_key_hud = Hot_Key_HUD.new
8 U! k; A! W, q4 a: ?2 l5 d - @hot_key_hud.visible = !$game_switches[XAS_HUDDISABLE_HUD_SWITCH]
% p3 |& Q+ H% w6 s; b3 ^ - hot_key_hud_init) S1 c' e4 X7 u$ U- h( d
- @hot_key_hud.dispose; R# K3 j3 P8 i
- end- W! B2 v, G5 d! x* t# q
-
- C4 R" V- ]2 c& | - alias hot_key_hud_update update$ x. O8 G0 L4 Z' O, {$ _* i; y
- def update
1 l# R+ X8 t+ k9 L5 ? - hot_key_hud_update
- \9 t7 H4 H1 ~5 e% o2 O - @hot_key_hud.update
+ g+ a9 E$ n6 t" T( D. j* h/ a8 L. K - @hot_key_hud.visible = !$game_switches[XAS_HUDDISABLE_HUD_SWITCH]- p0 [ D( z/ M- [
- @hot_key_hud.update if !$game_switches[XAS_HUDDISABLE_HUD_SWITCH]
) ]8 X9 o, I: |5 f1 R+ T - end
+ m& U H9 O' \% D, Z0 T - end
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