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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,; b. s5 h. h$ _7 K$ a, N
不知道有人能帮忙看一下吗? - #===============================================================================
- ]+ {' x( }: A - # XAS - Hot Key HUD
; K; K/ m Z2 ]7 X4 i - #===============================================================================2 G$ s1 [7 k$ [
- # By Mr_Wiggles
& X3 v( X3 o3 m# m - # Version 1.3. h1 W B3 n5 A7 A4 i# ^* s
- # 7/6/10
- z- L$ ?( }$ e6 Y$ ~ - #-------------------------------------------------------------------------------4 o7 p( V" L8 o% c |
- # Instructions: A0 A# P2 d+ k
- # Fill in the constants bellow, paste this script above main and bellow XAS in
; k* v ~* x5 A, _ - # your script data base. BE SURE TO SET TO THE RIGHT XAS VERSION!!# f0 U5 Y, d! x/ e
- #
6 H# f; W/ k; f% U2 M - # Place the "Hot_Keys_HUD" picture file into your game directory o% c" k, W, r2 P U) g' @
- # Graphics/Pictures folder.+ Y8 B* Q D$ y, v5 M. d, }% P
- #-------------------------------------------------------------------------------
* {( Z. B" S3 m6 C5 `/ B9 U - # Directions of Use:
$ l2 f( l+ D+ ~! | - # Simple just press a number key (1 - 5) when the quick skill or item menu is4 ?" _# o2 [9 U0 B- r; m2 L- A, \9 N
- # Showing.
* y% j9 ^! d; n+ z - #===============================================================================
t# V6 z0 ?4 t* k, q - HUD_X = 0 # X pos of HUD
1 J( N- x* c! Y) y4 e - HUD_Y = 0 # Y pos of HUD0 x& @0 x: H y8 ^$ Z- y6 }
8 M& m" s! L. \- # Set true if XAS 3.7f7 e2 ?% c6 ?# N3 W; K) P5 F) u
- # set false if XAS 3.6
6 y1 C1 v; M. n V! L6 Q1 i - XASVER_37 = true5 T& e7 p9 v+ o/ i
- 0 a8 M' b9 i6 _" o
- #===============================================================================
$ s& ]% i' s# h- @7 Q6 i9 F - # Numkeys Module0 X G7 L; j7 J6 S
- #===============================================================================
( f6 K1 ^/ {+ |, W/ v4 @ - module Input, ? g- l1 N6 K! }+ l8 [( @- K* M) Z( L9 Q
- Numkey = {1 => 1049, 2 => 1050, 3 => 1051, 4 => 1052, 5 => 1053}5 n2 d8 o9 f$ a* v4 s; J9 l: F8 q$ C
- class << self$ p' U: T1 @/ f1 K+ |4 X+ j+ w
- Key = Win32API.new('user32','GetAsyncKeyState',['i'],'i') L: G$ k- Z6 ^2 }0 s
- $ m; P' e( O6 ^! B
- def testkey(key)
0 A5 \3 d+ X6 I3 {9 L - Key.call(key) & 0x01 == 1
: Z. o' V8 c" u) n- W - end9 l" m' X- @7 \/ e3 }
- # ~% N9 Y8 v# V0 J- S; Q
- alias hud_key_update update' i, L! y) \' p
- def update
: }% P* e( I6 k+ G! W# @0 p - hud_key_update+ L& J) y# i8 q
- @pressed = []7 {* i, Z, Q# d
- for key in Numkey.values
* i6 c. A8 e2 ~4 w1 I! [. L - key -= 1000
- s: f! ^0 L, z& X - @pressed.push(key) if testkey(key)
8 ]0 x$ n, |$ E& m/ T - end/ O U4 g/ w* O( t. {
- end! F6 z- k9 j: e/ z
- # q9 f5 N; k( _ q; {" Z1 _% `
- def pressed?(key)
/ v+ E/ F6 x9 D' H# m' F. O - key -= 1000
$ @; v" y& M( K p q6 K - @pressed = [] if @pressed.nil?7 g2 y: t$ X! \7 I: g: T
- return true if @pressed.include?(key)! g& \9 {; \! i* {" ~4 P
- return false# G2 ]" R4 B( n
- end
- ?. h6 x" E! U - 6 S7 ]3 n: B/ m7 F; N! s t8 s, V" i) n. }
- alias hud_key_press? press?, p9 @- Q% ]* v/ ]
- def press?(key); F) R& l7 O, z; J( a. a: o- b
- return pressed?(key) if key.to_f > 1000
" V8 W# `$ W+ w' n* M O( i" E/ T - hud_key_press?(key)! I. L& N$ R" |( E' f
- end
; [" r( X. ?+ K8 { - end
/ c' e- W# D0 F0 j" C - end. v7 r' E( ?: B' T6 V9 m4 Y
- / I! N+ U* ?' b7 v I Y2 D
- #===============================================================================
" |7 @; p9 H- z; ~9 a - # Game Player8 f# N) R( u( _/ b6 z5 l
- #===============================================================================
- z; N! x. Y/ U' g - class Game_Player < Game_Character
% E1 m+ s; n2 ^2 C' r - attr_accessor :hud_equip/ T' i; W! n% r f
-
k% ]% |, B& | I - alias hot_key_hud_init initialize) Q- H5 D2 ^9 u8 a. e; f* P$ n
- def initialize
1 P/ A+ M9 N+ k o+ A2 Q9 |) y - hot_key_hud_init' G ~5 z4 o+ f& r- s
- @hud_equip = []
" u7 M) n Q* ?/ b9 E - end( }4 R) W: y v) Z& v( i5 h" n
-
& H& m: f5 p' Q2 A0 W - def equip_item_to_hud(n, item)' I ~0 _$ U w: o! `
- if item.nil?; W; F! E& \% N2 |# z: G1 {* h
- $game_system.se_play($data_system.buzzer_se). b0 w9 P, |& J/ x$ ^: ^) v
- return
! K3 ]( T! v) Z0 }! L; S - end
! p' Z: r' ]$ x) { - $game_system.se_play($data_system.decision_se)
7 r% B. @- ^. {, l5 D- I, e - @hud_equip[@hud_equip.index(item)] = nil if @hud_equip.include?(item)" `1 U+ ^% U9 i1 |3 b( ^
- @hud_equip[n] = item
7 v3 D. Z- \: v8 D - end
( o6 A+ L. U! F - end
0 w; q7 Q6 h" w - ' B6 X N$ m- |( E$ a) c/ j
- #===============================================================================' s! p! _- e0 q# ^! i5 n. A
- # Quick Skill Window
* k* p+ T/ d; Q+ K5 K - #===============================================================================% G0 Y/ _7 N; x4 ^1 @& j$ u. b% _
- if XASVER_37 == false
5 @+ R: |5 m0 z9 h3 D+ \ - class Xas_Scene_Skill
2 H# }0 N7 [8 ^1 ?. R( D, {6 } - alias hud_quick_menu_main main
* [. M- z1 n S7 i( ] - def main6 p2 u* _- ~9 O" U; I/ Q
- @hot_key_hud = Hot_Key_HUD.new. a: O( }: z% U# g8 t
- hud_quick_menu_main; B' {. Q" x! c3 e+ c
- @hot_key_hud.dispose5 w: g$ A" K4 r# Z% Y3 e
- end
! V8 Z$ H8 v9 c9 ~% q# u - ; c5 Z! g1 H" u0 s
- alias hotkey_hud_qucik_menu_update update o* g' a4 a% |- h# j" p; K
- def update
3 c- L$ G; P( j6 [ - hotkey_hud_qucik_menu_update
; a$ C& }4 A* B - # Hot Key num 1
$ r( `5 }: _$ T* F r8 r" K - if Input.press?(Input::Numkey[1])
& n! W9 s# S5 A/ ~ - $game_player.equip_item_to_hud(0, @skill_window.skill)
5 P/ d2 X4 s' F- `7 j9 M& ~0 e1 ~3 K - # Hot Key num 25 \/ o4 T9 T) R
- elsif Input.press?(Input::Numkey[2])
3 H+ n% x8 g! d Q+ y7 _ - $game_player.equip_item_to_hud(1, @skill_window.skill)
' n7 `* x# a" l1 R! I - # Hot Key num 3
. C- K6 T& i b4 ^0 `& x" i& _( ^7 S - elsif Input.press?(Input::Numkey[3])% ~ w: S! R7 @6 b8 u: j0 |
- $game_player.equip_item_to_hud(2, @skill_window.skill)
) t3 `1 w/ G% I' _ a - # Hot Key num 43 P& b' n, P& V
- elsif Input.press?(Input::Numkey[4])
! b, m- P6 L; A2 n! ? - $game_player.equip_item_to_hud(3, @skill_window.skill)
* r, K- x$ [" g4 v) s ~, Q - # Hot Key num 57 h0 D/ u) S! a. W1 d) U/ E. R
- elsif Input.press?(Input::Numkey[5])" z: C! l( Y% A+ U
- $game_player.equip_item_to_hud(4, @skill_window.skill)
1 b1 Q/ n+ P3 G. d( n1 z - end
& M% }7 m. h: W. j - @hot_key_hud.update
* J" ^ P, C1 o6 {6 |- | - end
& \ S" }) b, E4 l8 W/ G# v+ x - end; e3 {; z @% o' m3 U; {, d
- else
0 u- d# d3 `; O* ~ - class Quick_Menu_Skill, i! `- S# `0 x: ?- |5 A+ \" }
- alias hud_quick_menu_main main
1 O$ R* E8 v6 } M+ `1 V - def main
9 G+ _, @' l R/ D3 p - @hot_key_hud = Hot_Key_HUD.new
7 r+ A! q, |( j2 l. f9 ^) W4 Q - hud_quick_menu_main
_, ?; F( c6 P' j0 D - @hot_key_hud.dispose8 x% _% o6 A8 Q$ s: ?& v4 B! T
- end( T5 l @8 w' f0 O% G
- i( }0 s) ~* A3 R
- alias hotkey_hud_qucik_menu_update update7 ` U L2 M5 x) m/ h6 f
- def update
$ J, m* s5 e* q! f - hotkey_hud_qucik_menu_update: u u9 F J9 V8 ^9 }5 t* Z, Z2 t
- # Hot Key num 1
" W$ u5 r9 t! ]" n' Z - if Input.press?(Input::Numkey[1])
4 M4 V9 S8 C( N( n. D - $game_player.equip_item_to_hud(0, @skill_window.skill)' `1 c) u S1 m
- # Hot Key num 2
( X3 R- O+ G4 c [! ^- g( v) R - elsif Input.press?(Input::Numkey[2])1 G A4 O: i3 N7 v! t
- $game_player.equip_item_to_hud(1, @skill_window.skill)
' J- W/ @% L5 f' O6 | - # Hot Key num 33 V% w1 p4 @( d$ Q. {
- elsif Input.press?(Input::Numkey[3])& i& ^) T0 b w( r; y
- $game_player.equip_item_to_hud(2, @skill_window.skill): _5 o' C9 a& ^: M" Q
- # Hot Key num 4
1 ^2 a; _# i1 O - elsif Input.press?(Input::Numkey[4]), G) \" L, e) r- \
- $game_player.equip_item_to_hud(3, @skill_window.skill)
$ ~9 u- I# P% Y" Q - # Hot Key num 5
% g% S0 x4 f0 N8 f2 w6 D9 _" e - elsif Input.press?(Input::Numkey[5])
q1 R6 F2 J b4 B - $game_player.equip_item_to_hud(4, @skill_window.skill)
( H4 b2 s0 V5 D) E4 r. J - end
! x) E5 R1 Y/ G! X4 {+ b - @hot_key_hud.update
# l" Q, P5 C; q" l X& ] - end
4 y) e& t F7 M - end
! K" u4 c% r& g' N" v - end1 Y I* ^& k! D
. e. x+ m3 n: p4 N+ v9 N7 `- #===============================================================================
2 V: |2 M1 v8 a6 _ - # Quick Item Window
c" K% j" }% j* v) ] - #===============================================================================: z2 L& f0 g6 R# E4 ~9 y4 z
- if XASVER_37 == false
0 j$ \# h2 X% W5 P& A - class Xas_Scene_Item
! a3 @$ h1 [( p! @- | - alias hud_quick_menu_main main
( @! w% H5 W# ^5 @" @! S% y3 u - def main" M. V8 K& {0 k1 T1 j: p4 Q
- @hot_key_hud = Hot_Key_HUD.new
( n6 [$ u$ V q7 ^ - hud_quick_menu_main/ {& G$ }0 x0 b6 I; o& [( X) N
- @hot_key_hud.dispose7 ^, S _) k4 i: d7 v& {
- end
/ u& B# v) V, h$ Z! O - $ W8 C+ n, }0 y! u; E
- alias hud_key_update update+ G7 j0 c3 |+ I% R
- def update9 l2 s! A$ d" P6 u" l3 ]" p
- hud_key_update
- Y& y }0 S6 x, Z8 N! X" ?& ~ - # Hot Key num 1
# Z9 Z# r' q4 T3 P' u - if Input.press?(Input::Numkey[1])2 m$ O5 e6 q+ E9 j& m
- $game_player.equip_item_to_hud(0, @item_window.item)
% G" {; A: \' K( R+ ^; X - # Hot Key num 21 w+ z' B# q0 K' y0 t& ]# o+ H; H
- elsif Input.press?(Input::Numkey[2])
# q" b/ u/ q' s' U2 ] - $game_player.equip_item_to_hud(1, @item_window.item)3 G9 i9 J: h5 f
- # Hot Key num 3
# B# r* _: N: S1 M) n0 v - elsif Input.press?(Input::Numkey[3])
2 b* P6 h: w' o - $game_player.equip_item_to_hud(2, @item_window.item): [7 s" t1 M& c* J. @
- # Hot Key num 4- Z+ }9 D/ \" v7 t3 p6 P$ o
- elsif Input.press?(Input::Numkey[4])1 Q- Y7 T" t1 L8 i
- $game_player.equip_item_to_hud(3, @item_window.item)- p9 u$ q- L! j: d
- # Hot Key num 54 j6 y8 f) n0 [7 s
- elsif Input.press?(Input::Numkey[5])& k. Y* L& o9 Y" [3 a
- $game_player.equip_item_to_hud(4, @item_window.item): s) ]; \! Z% _3 h
- end% B4 P. _4 e- C
- @hot_key_hud.update8 I6 v& m( t. z8 |- e
- end
+ l. e8 G1 o6 r - end
$ ]. Q+ y6 S% h: ?8 J& {. f - else
& o1 _1 P9 L8 ]$ N" D8 M - class Quick_Menu_Item: x- s, H% ~' l+ \
- alias hud_quick_menu_main main
$ ~( ^( S9 X t4 w# d+ D4 T# g - def main
# ]) L$ }( v S7 L' ~ j: p - @hot_key_hud = Hot_Key_HUD.new2 u: m% T, I+ {% Y) W! H. Y# `
- hud_quick_menu_main
# r+ y1 M/ E! t Z - @hot_key_hud.dispose5 }9 i6 ?, [& m r
- end
" I0 h9 x: J$ f G! d' S -
. a: b$ w* X2 }" r! W9 ]6 D - alias hud_key_update update4 b3 l" |$ T' N! ]6 W
- def update$ s% C) {. y! r: _/ z; I
- hud_key_update
4 @8 M6 }8 E+ `! i+ e D; `/ T" c N - # Hot Key num 1# H8 M& `: R# ]) a
- if Input.press?(Input::Numkey[1])
' u0 m3 |% V" {/ M8 J% D3 F) m - $game_player.equip_item_to_hud(0, @item_window.item)1 ?( i6 t" m: Z6 k4 v% o
- # Hot Key num 2
# c& P) k K( d0 i/ A, X1 F" b - elsif Input.press?(Input::Numkey[2])0 d+ W3 U" ?* ~9 ]2 _# [
- $game_player.equip_item_to_hud(1, @item_window.item)
- t; {- \8 h7 D! C3 H; \ - # Hot Key num 3 x! P/ f+ J" g- F
- elsif Input.press?(Input::Numkey[3])+ i( R) ~2 G |) _$ J
- $game_player.equip_item_to_hud(2, @item_window.item)
7 E0 R; P, s1 c, |7 q; u# a9 E$ ~ - # Hot Key num 4
+ Z& k2 G# \1 H: X - elsif Input.press?(Input::Numkey[4]): H" P3 h! o) ~7 ]* \" o& |( I
- $game_player.equip_item_to_hud(3, @item_window.item)! J% n( b" W: O) A" @+ z8 y' H; ]& G* i
- # Hot Key num 5
. [+ p- M! X) U I - elsif Input.press?(Input::Numkey[5])5 [; B& u& a. ?' |# {% M
- $game_player.equip_item_to_hud(4, @item_window.item)
% B& e! X, ^* Z3 ^& \9 ~. q. |8 K8 F - end
) L$ A E- D S7 I- T - @hot_key_hud.update: x7 K. ]. ]( D& _/ O! z% r
- end
" [9 w; X; B6 U$ ^" s# X' H - end
1 E; t/ d4 y9 [2 t) X( O7 G - end; _2 J( S6 G# I. q
$ q% Q+ c' g& e- #===============================================================================
2 H# e4 R$ G7 l6 y - # HUD Window& S ~( l$ x4 E( |
- #===============================================================================
R, D; R" W0 R' |( [; W - class Hot_Key_HUD < Window_Base
2 i- M( u8 p. n G - def initialize(x = HUD_X - 10, y = HUD_Y - 15): |2 r6 w E8 x# w0 L
- super(x, y, 220, 80)! b- n2 |6 F) d3 [' |, d
- self.contents = Bitmap.new(width - 32, height - 32)' D8 s6 T* y+ o7 L
- self.opacity = 0
# }8 N. @: c0 I& \ - @actor = $game_party.actors[0]# r$ A, Z5 ^, P, M) Q! J; T
- refresh
( G) l# O- D! W3 t4 D* K) g: Y' l - end
: P/ n& \1 q( J8 u
& ]) H* ]9 [3 f3 w- def refresh, y d$ K7 ?' ?
- self.contents.clear
/ M- |' d( N' H9 Y! ] - bitmap = RPG::Cache.picture("Hot_Keys_HUD")% f+ P& ?( }: V
- self.contents.blt(0, 0, bitmap, Rect.new(0, 0, 160, 32)), m& C" m V& K- Z3 B
- for i in 0..4
5 m$ I b$ u" ?0 q/ Z - x = 32 * i + 4
; w8 Q3 W8 S& z V Y - item = $game_player.hud_equip[i]* u6 ~; h2 ?) p
- next if item.nil?. T; ]; l6 ^7 r* A9 B# R/ E
- if item.is_a?(RPG::Weapon)
; o% y6 D1 z c$ M6 y$ I8 ^ - item = nil if $game_party.weapon_number(item.id) == 0 and
' Y1 C! c5 x. m; p5 Z. C( ~: N - @actor.weapon_id != item.id+ u- X( A7 ?& @5 q$ Z, Y8 y
- elsif item.is_a?(RPG::Armor). {- M; D7 }" J2 M( n! S/ ^
- item = nil if $game_party.armor_number(item.id) == 0 and 2 r: p) s; r9 f
- @actor.armor1_id != item.id) d3 p4 j$ t" I0 Z
- elsif item.is_a?(RPG::Item)3 e, p4 y2 k. c7 q$ i U3 t
- item = nil if $game_party.item_number(item.id) == 0 or
! ~" b/ A$ u& L - !$game_party.item_can_use?(item.id)
1 O- T+ f7 F$ n! K, G; n# i' r% } - end
6 P- M8 R* ]4 x; e/ ~7 J - bitmap = RPG::Cache.icon(item.icon_name)0 A1 i- l& v+ l; ]
- self.contents.blt(x, 4, bitmap, Rect.new(0, 0, 24, 24))8 [* q7 z2 a, u! N. E
- end
" V$ K$ @7 A& c8 n) z - end3 J) ]0 ~7 a* I9 I2 S4 }& ]$ R
-
- U1 F- `5 A& ]+ B& d$ [ - def equip(item)4 A* R+ G5 v" d1 {2 \7 k3 Q
- if item.nil?3 m& D& m O, Q
- $game_system.se_play($data_system.buzzer_se) c% B& ^9 ?8 ^& Z6 G% @
- return# \2 D" y* ~& |- b% D/ o6 d( S
- end
. j/ }& p! q1 ?8 i& ^ - if item.is_a?(RPG::Skill)( Z0 X' B) W) e, b5 R
- if [email protected]_can_use?(item.id)4 x4 h/ z% U: x8 a1 }( C2 J) v
- $game_system.se_play($data_system.buzzer_se)
8 O+ h- N( o- V$ B$ [ - return
F; Z1 `5 f. B2 Q" Z - end
5 g( t1 k4 e! I - $game_system.xas_skill_id = item.id/ N9 I) R1 h# i& Y. J- p
- elsif item.is_a?(RPG::Weapon) O% Z5 I3 K2 I
- @actor.equip(0, item.id)7 j) {1 f$ d, d( s; `# |
- elsif item.is_a?(RPG::Armor)+ v# N2 m+ Z9 t \
- @actor.equip(1, item.id); D* ]3 w( Q0 K
- elsif item.is_a?(RPG::Item)
" I% ]; k( m K& T+ V - item_tool_id = XAS::XASITEM_ID[item.id]% f0 {2 p2 j/ F( `: E
- if item_tool_id != nil i) X+ T/ ?& k. ~2 M% \
- unless $game_party.item_can_use?(item.id)% ]! g( A2 ]( S; e7 R3 q
- $game_system.se_play($data_system.buzzer_se)
5 N$ m, N. u, l+ J. X; A - return! f& [3 O2 j$ b
- end
( e, f) R: [: ]. \$ ?* Q. e - $game_system.xas_item_id = item.id
+ s, ?* R$ ^9 a0 @0 o4 C - end- S8 O/ |* D/ A' ~- E) V) h5 n; g0 E
- end0 ^ [" o, ~, U ^
- $game_system.se_play($data_system.equip_se)
2 c+ S$ j1 ]6 }1 y - end
# G: G8 e" @5 |6 C5 X4 O; [ - % P0 d5 `( z7 Q" ?
- def update' i6 }. v. L) I2 L
- @actor = $game_party.actors[0]% D/ C6 I d. S
- @hot_keys = $game_player.hud_equip) z1 ~ n6 I, u; N1 U1 \$ B
- refresh$ F- ]/ L/ j) B8 J" w
- return if !$scene.is_a?(Scene_Map)- C" E, P& S4 H. M% E/ w
- if Input.press?(Input::Numkey[1])
+ v5 K; H9 {1 s2 i0 Z) \ - equip($game_player.hud_equip[0])$ I W# t4 X: t
- elsif Input.press?(Input::Numkey[2])/ m. e7 Q0 C/ d1 q1 j
- equip($game_player.hud_equip[1]), w5 [! t/ b5 S9 V0 {. ]) t
- elsif Input.press?(Input::Numkey[3])
. J8 F! |9 Y3 X+ g4 A. o2 O - equip($game_player.hud_equip[2]) . f4 W4 ^1 ^: A7 t; ^
- elsif Input.press?(Input::Numkey[4])3 Q# N, b2 H% t, B) Y5 ^6 q. d4 P$ m' E
- equip($game_player.hud_equip[3])
- t; B! g$ q1 z - elsif Input.press?(Input::Numkey[5])
9 b/ c, }' M3 P. @% o - equip($game_player.hud_equip[4])" }- c8 t( q! L9 D0 I8 q4 @/ R( {9 J1 @
- end0 E, Z6 N2 O3 @4 U
- end
2 D: O% _4 _# r/ r6 m& H - end
- M8 u# j$ a2 _
( [5 J4 X! l% |( x& M& l- #===============================================================================$ W; I Y$ [1 j/ F, L s) @
- # Scene Map3 ]; {2 o3 T: A$ M! E# P
- #===============================================================================
5 j9 Q7 ~8 |! g a - class Scene_Map: B/ M! S/ l# ~2 b) `
- alias hot_key_hud_init main
. E7 U" R' y0 m5 v, n - def main
" Y1 Y& P$ n$ Q' b - @hot_key_hud = Hot_Key_HUD.new! Z$ s: A# p; O- Z) [7 P
- @hot_key_hud.visible = !$game_switches[XAS_HUDDISABLE_HUD_SWITCH]
7 i0 J |' _0 L - hot_key_hud_init
2 k- v% J0 x f7 Z- ^! B - @hot_key_hud.dispose3 R2 \8 s$ S0 B4 ?# M3 l
- end
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/ T7 ]7 ~( n6 d - alias hot_key_hud_update update6 ?8 f6 p" P$ w
- def update
0 ^$ G; M4 q0 s/ a L' n - hot_key_hud_update8 \0 u# \( F: {. ^: Z
- @hot_key_hud.update) Y2 I' Y8 [$ M) @2 E* F
- @hot_key_hud.visible = !$game_switches[XAS_HUDDISABLE_HUD_SWITCH]
6 l- y. c9 q% j- ?5 l; p - @hot_key_hud.update if !$game_switches[XAS_HUDDISABLE_HUD_SWITCH]0 P: w0 |1 k. t+ x) h$ \& J
- end) U6 [2 `- Y) }0 _$ @+ O# G# s
- end
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