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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,
/ Z3 y$ p7 k+ [6 \/ m不知道有人能帮忙看一下吗? - #===============================================================================: M5 M% @; r! U1 ^. O
- # XAS - Hot Key HUD
# I$ [- d* G: D6 D$ K - #===============================================================================
" [6 ?7 ~2 s( j4 q - # By Mr_Wiggles" X3 N8 @0 d8 {% m/ K
- # Version 1.3
4 h/ u; m! ?3 T4 @/ m! g, u# U$ r - # 7/6/10& ]. m6 I8 Q' J* A0 w
- #-------------------------------------------------------------------------------1 r9 h: i$ @" G1 W
- # Instructions:
7 w& F, I# |$ ` - # Fill in the constants bellow, paste this script above main and bellow XAS in
1 V7 ^& b4 z/ H4 u; j; U3 N: { - # your script data base. BE SURE TO SET TO THE RIGHT XAS VERSION!!8 c- p1 @* c+ u" E5 C
- # % f2 ?) q. O( ? _* L
- # Place the "Hot_Keys_HUD" picture file into your game directory # i; x' a& {( E3 P. u. w
- # Graphics/Pictures folder.
( S n- X* d" t3 I* P0 r - #-------------------------------------------------------------------------------/ q; j5 Q: Y) f% d5 p9 g+ k1 {
- # Directions of Use:
5 `1 O3 f$ \7 d - # Simple just press a number key (1 - 5) when the quick skill or item menu is$ ]" B' z% c8 z: S1 `
- # Showing.3 C. u1 e# o6 h7 }( e% N' n+ ~8 V
- #===============================================================================
+ l. J+ y' C6 F1 P- G2 ^- Z3 l) ` - HUD_X = 0 # X pos of HUD* `' f% W# a7 s0 C( k9 p6 h
- HUD_Y = 0 # Y pos of HUD4 t' O) b5 ?; B) D9 W2 {; s
- , h1 W1 a8 ]+ m+ A. G; _' s- I
- # Set true if XAS 3.7f; r. ]! m9 d. u( E# J
- # set false if XAS 3.6; D' Y' I" Y: K- A& b4 q% N( x
- XASVER_37 = true
' w" q9 V7 h: I/ P
& m( f4 K* ~, L. q- #===============================================================================% T# x1 Q" ?3 W( S# C) k0 I
- # Numkeys Module9 j6 X+ P8 P. q0 m! U
- #===============================================================================7 f0 x( \0 b7 r" M
- module Input
9 J6 e& ?) t1 j8 |7 g - Numkey = {1 => 1049, 2 => 1050, 3 => 1051, 4 => 1052, 5 => 1053}. Q3 J: X a" r
- class << self$ A; x0 F4 V) k9 M( j& ?* g
- Key = Win32API.new('user32','GetAsyncKeyState',['i'],'i')
$ y% K1 @0 S$ F -
3 c9 y* a, M: K8 X: P& r$ s - def testkey(key) j E+ |% V! h! F0 Z [
- Key.call(key) & 0x01 == 1
2 p; M, R8 S, h) F$ [% [ - end
- D3 g% k7 @+ [7 g - 1 x6 [8 N& f* h6 o/ m' C% @9 ~; s
- alias hud_key_update update
# x) O* ]7 r5 a7 K' V - def update
+ l4 g: a! X; i4 { - hud_key_update* V& D; L9 o4 R- y. k1 Z" Y7 r6 e
- @pressed = []0 [) _* t5 n! z
- for key in Numkey.values) M' l+ O4 ~2 {! v8 J$ H7 N
- key -= 1000
9 T* T$ Q; o" P/ a* E - @pressed.push(key) if testkey(key)/ r3 C! e- Z$ I% p/ q1 d; X* A0 N- J
- end w u' C# l+ ~3 Q
- end A& I) ~/ k7 z& J% ^
-
1 k4 e5 ^" D4 b. C& t- N - def pressed?(key)# a% g( k) A# a& n) c, R& t# [
- key -= 1000
" x3 o- P; J# K- X - @pressed = [] if @pressed.nil?
0 o' Q l7 Y* n& s! g8 M7 M6 R - return true if @pressed.include?(key)
" G3 R+ _( D6 d) J3 Z3 H3 F2 g - return false
( O1 ?2 }6 F% W& d+ N! I' u" h - end
' _" z0 j+ [4 v C H0 J -
9 ?. z# }/ j' \$ O" o' s. | - alias hud_key_press? press?9 }1 c$ V9 R; U/ O: y4 }
- def press?(key)
0 Z$ c! n' u( s9 P7 { C - return pressed?(key) if key.to_f > 1000
2 E3 a. k: v7 _9 d2 b - hud_key_press?(key)
$ q" _5 J( e. Z9 d" a: T3 g0 z - end* E( ^* {, L8 }) V! |$ g* g
- end
' D" ]" C) M% Y! r9 B2 w7 x$ P - end9 H. f- A, R0 Q4 \
- ) \# Y5 `" c2 x* Q7 B
- #===============================================================================
6 y' v/ o( W' L5 G6 D8 ^; b! e) W - # Game Player+ N' X/ c$ E8 q* `2 b$ t
- #===============================================================================+ E* V/ W4 N. E3 K
- class Game_Player < Game_Character
% S+ n3 {+ B# e: B - attr_accessor :hud_equip
" {% |8 n* H( D -
X3 i4 F- n' W$ J - alias hot_key_hud_init initialize
# \$ \3 a* x6 c! _ - def initialize
% }7 z3 e0 o$ V& x9 a ]& v - hot_key_hud_init
/ _, r u9 K% B8 A* s7 b. r0 O! F - @hud_equip = []0 F: ^! j3 h& v$ Y
- end! U0 I! s1 Q2 M
- ! V {7 y/ b+ Z" m! F n; U
- def equip_item_to_hud(n, item)
, z5 o. K" G) z. e1 ^4 U8 W1 r - if item.nil?$ ^9 R5 l5 B2 v
- $game_system.se_play($data_system.buzzer_se)% n* e2 o5 y" ~* l, Y( i7 K4 f) y, V
- return
. U9 l1 b) Z! e2 J" R* h$ N: P& V - end C$ @. O. w- D. o, r
- $game_system.se_play($data_system.decision_se)
3 e! ?/ J4 ~9 j9 C - @hud_equip[@hud_equip.index(item)] = nil if @hud_equip.include?(item)+ t& o+ ~ P* `4 Y% S) B9 f6 x
- @hud_equip[n] = item) K4 e% w% [$ }% k
- end* j1 J( Y' Z5 N" D( P3 W7 t
- end0 U$ `- j; ?3 M, o% |. r9 o
- 5 E3 |: L1 W" s
- #===============================================================================
5 y7 K5 p3 |3 X9 V3 { V1 C6 N - # Quick Skill Window9 `" Y1 F+ t7 z, s- c
- #===============================================================================
; \: |' i" N& N4 E W$ W. ~6 |3 R m6 t - if XASVER_37 == false
* N1 P% n1 v# w9 p3 {8 c; h - class Xas_Scene_Skill) ]' G; p( @+ U$ P4 a
- alias hud_quick_menu_main main4 r, S I" C6 g8 A3 Y
- def main2 T) y3 ?4 F" E- }6 W' \+ Q
- @hot_key_hud = Hot_Key_HUD.new$ x$ L( ]+ q S
- hud_quick_menu_main
% j: M- U5 @# u8 h - @hot_key_hud.dispose
" ^- m# w: s$ N2 S" _+ V& i5 s! a5 H - end6 O; n! T. f6 R: c8 N
-
% A d F2 _ |8 g1 D! h' X8 W - alias hotkey_hud_qucik_menu_update update
2 s9 a: A9 z& x7 y2 X - def update
( U. @" j7 r) [" r. H1 d - hotkey_hud_qucik_menu_update8 d4 c- r4 _! I7 U9 d9 r5 R( n
- # Hot Key num 1% Z. I% z- i' M3 I b# C* @) w8 p
- if Input.press?(Input::Numkey[1])
2 M2 k3 i4 g1 i. A - $game_player.equip_item_to_hud(0, @skill_window.skill)% o) S. k' [2 M: Q- X8 H. g
- # Hot Key num 21 p$ c( h% \! d2 m+ k
- elsif Input.press?(Input::Numkey[2])5 k* t* t: X E1 L# `) h
- $game_player.equip_item_to_hud(1, @skill_window.skill)5 ~9 S- }) L+ H! [, j
- # Hot Key num 3
1 I4 W- w( }# v0 N' x, V - elsif Input.press?(Input::Numkey[3])
0 d3 m3 d- `% e1 ~4 e& D - $game_player.equip_item_to_hud(2, @skill_window.skill)
. t" F) f, [" a - # Hot Key num 4
0 o2 j8 U4 t! i9 s' m - elsif Input.press?(Input::Numkey[4])( z/ }3 V2 Q! M7 h$ t. M- g# H8 w
- $game_player.equip_item_to_hud(3, @skill_window.skill)
3 j/ x' q% ~6 @, `+ S/ O - # Hot Key num 5% Q$ q4 u( H2 e; ]
- elsif Input.press?(Input::Numkey[5])8 t+ K5 ~3 A. l+ y
- $game_player.equip_item_to_hud(4, @skill_window.skill)
1 d! N0 h; @+ |+ }, L5 } - end3 p& U* i9 ^" D1 K+ L2 ?
- @hot_key_hud.update
0 B# _3 @5 E' \7 F( ^- w - end4 S( x* X$ e- {, @3 e7 F- e
- end
, f2 L3 K% p; r" L% C2 s/ v8 }( a - else
% f( [& q2 a8 z- w& c& ]/ I! J - class Quick_Menu_Skill+ J/ y) R/ G' S, r
- alias hud_quick_menu_main main
( k9 U) a( \9 ~" z4 a - def main
, J, h* | e4 S4 Q/ s1 f - @hot_key_hud = Hot_Key_HUD.new4 h8 `5 R% H7 D, [+ T5 i* G
- hud_quick_menu_main
5 E2 m1 R5 ?1 M2 v p8 ~! E" V8 p0 H - @hot_key_hud.dispose9 w) ~) n9 ~! r3 [7 q& a: O
- end' ?7 e$ E5 L0 ^6 |
- 7 T4 \& S, k# d+ U
- alias hotkey_hud_qucik_menu_update update- R% \; S* v9 Y! r3 c. L
- def update* @; f5 `5 g |! L+ h4 ~/ G) q) M
- hotkey_hud_qucik_menu_update
% [$ s Z# V( i; D - # Hot Key num 1( `( c9 ^8 e7 ^& c
- if Input.press?(Input::Numkey[1])" a c( k$ h8 N- g) _+ l
- $game_player.equip_item_to_hud(0, @skill_window.skill)
: ~- O L3 R3 z8 J8 ^/ x - # Hot Key num 2
7 D! G; E( C9 D+ \( l& E - elsif Input.press?(Input::Numkey[2])6 \4 Q: h: Y! ~ E
- $game_player.equip_item_to_hud(1, @skill_window.skill)1 n4 H W) Z7 w* m
- # Hot Key num 3' A7 S7 x9 W# [4 c) _" B
- elsif Input.press?(Input::Numkey[3])4 P a$ n4 C' E4 j
- $game_player.equip_item_to_hud(2, @skill_window.skill)
! \8 ?1 _- D# j8 E1 C5 p0 i - # Hot Key num 4. O2 v7 A, I! c! v
- elsif Input.press?(Input::Numkey[4])* u/ ~; X; s/ x4 Y
- $game_player.equip_item_to_hud(3, @skill_window.skill)
+ _" t% G5 i& P# y - # Hot Key num 5
9 L6 U$ F. a$ H( c |* _+ d - elsif Input.press?(Input::Numkey[5])0 ?1 Z. F) f% h* b% |4 g
- $game_player.equip_item_to_hud(4, @skill_window.skill); T- K, d5 |8 K
- end' G8 i, ^: |8 S; e3 A( }, U
- @hot_key_hud.update
3 q6 A7 v- \1 b7 [2 G V - end1 } ~% r$ G4 u7 B S
- end
5 C9 Z. ?7 A, W' M* [& ^5 E - end6 b9 e8 t* _% Z0 {2 p2 o* k
1 y' J# ^$ U3 {+ ^9 c7 J- #===============================================================================6 K: z3 y5 h2 H* _% U& J
- # Quick Item Window1 v2 V2 ~6 h P ?
- #===============================================================================
^) s4 D% q, G/ D+ z, ~3 Q - if XASVER_37 == false3 @- H7 |) N* X) m1 J# U! M" Y
- class Xas_Scene_Item
B3 N9 ]0 p9 Z& c - alias hud_quick_menu_main main I8 F9 S% M' J8 G3 I f
- def main* z3 f |/ |1 d' U2 K
- @hot_key_hud = Hot_Key_HUD.new
5 C. e+ h1 m! n/ B* G - hud_quick_menu_main3 r9 i0 ?- j5 v4 T- E
- @hot_key_hud.dispose
6 O3 o$ P6 q+ w, f7 ? - end
9 Y ^4 [ j7 G7 o - # Z- H( {9 M5 A2 i
- alias hud_key_update update
1 P8 B% T) j* t) p - def update
) A% j9 Y: N' ] - hud_key_update
' k7 `3 r9 `+ L _, x7 H# P" O1 O - # Hot Key num 1
" |# |- R u+ b) U - if Input.press?(Input::Numkey[1])
6 z. @4 V' _) G* E/ m. z9 u0 w - $game_player.equip_item_to_hud(0, @item_window.item)
% E1 ]0 e6 Z& W3 n - # Hot Key num 22 h8 x: K, b1 {" z4 m8 X0 M
- elsif Input.press?(Input::Numkey[2])
4 W0 M' f0 E3 S4 T$ m' _- u$ _4 | - $game_player.equip_item_to_hud(1, @item_window.item), f7 u- }; n' y
- # Hot Key num 3
: n( T2 H( {2 p+ g - elsif Input.press?(Input::Numkey[3])
% _$ }+ O% @* q - $game_player.equip_item_to_hud(2, @item_window.item)& f, H7 W/ b( @& P% L2 D7 _; N
- # Hot Key num 4) o8 v7 @5 @* _2 g* Z
- elsif Input.press?(Input::Numkey[4])) A% Q) ]2 Y: @7 L S2 W; A- P
- $game_player.equip_item_to_hud(3, @item_window.item)
. x4 X: |! `4 D n - # Hot Key num 5
- @ W4 p' I5 p - elsif Input.press?(Input::Numkey[5])# l! M* O8 P5 f1 s+ ^0 F
- $game_player.equip_item_to_hud(4, @item_window.item)1 ~3 M# {; _8 I5 x2 Q
- end' ^3 e. ^; G/ ?* S
- @hot_key_hud.update [$ h" B" F/ W* W7 n5 n
- end
) ]" U. d! A' a$ z - end
3 {, W6 c0 v$ t/ m4 m$ X - else4 Y" g: \* i: [3 b
- class Quick_Menu_Item* i/ ^1 `5 O" ~$ C' e0 P
- alias hud_quick_menu_main main. j$ @0 x$ f; E* M+ g
- def main% E3 \3 z3 T! {6 @+ h% w: g
- @hot_key_hud = Hot_Key_HUD.new
g% X3 e; l8 | - hud_quick_menu_main
) p2 {( H9 O. E, L# Q0 g - @hot_key_hud.dispose# S* F. S" U5 D1 n& _
- end$ G4 {- i8 ~( z$ a
- ; a. {4 y! x4 J) g
- alias hud_key_update update4 e, J% f5 z3 u
- def update
) t( t+ U; W1 V) R% c - hud_key_update
+ V+ T. F5 n! X2 b5 g5 ^, s* S8 M - # Hot Key num 1
& L2 O3 Q: \; ~& [ - if Input.press?(Input::Numkey[1])
1 ` p8 A3 |8 w* n - $game_player.equip_item_to_hud(0, @item_window.item)6 Y/ f& j) |8 o, ]: K5 h. A
- # Hot Key num 2' Y; @' h8 W! f5 [9 h3 s' n5 z
- elsif Input.press?(Input::Numkey[2])( Q9 U9 `6 i$ z! E! C
- $game_player.equip_item_to_hud(1, @item_window.item)7 ~ ]$ r, S9 B* B# h$ L
- # Hot Key num 3
* l7 h( _" Q$ }: x' o2 k - elsif Input.press?(Input::Numkey[3])' {7 H" p( O; ]9 j7 F) c4 x
- $game_player.equip_item_to_hud(2, @item_window.item)5 t L. @# O; c5 l
- # Hot Key num 4
, A9 w' Z4 X( `; ?, @/ h - elsif Input.press?(Input::Numkey[4])
9 N( g9 E4 z" u+ b) h - $game_player.equip_item_to_hud(3, @item_window.item)
7 g6 Y% n+ e R% d( w - # Hot Key num 5
* {& k/ S( W( V0 W - elsif Input.press?(Input::Numkey[5])# \& v% r. W. u! N
- $game_player.equip_item_to_hud(4, @item_window.item)$ E4 P7 J3 C# }
- end3 I/ k. ^/ _$ k6 }+ n- M
- @hot_key_hud.update8 @/ q( P" m1 e6 R3 C: |8 o
- end, Q2 D4 O& o& f7 M8 S
- end
; r# A. Q# D) g - end
: K- b" C3 S3 T - , r' B6 x3 I9 Y* j
- #===============================================================================
/ |% b, b9 D) g& a1 D( q( u - # HUD Window
# y1 Y! X8 q% N& p - #===============================================================================3 c1 E# ]% i, e
- class Hot_Key_HUD < Window_Base: V4 M; S7 S9 [6 i
- def initialize(x = HUD_X - 10, y = HUD_Y - 15)1 q. e; P2 R( N) T$ D* ]4 y
- super(x, y, 220, 80)' }) { _/ X3 `" {% p9 N
- self.contents = Bitmap.new(width - 32, height - 32)- u# d2 c+ Q/ e6 m4 u7 `! n! j
- self.opacity = 0
$ v3 D& }1 V, ^9 C - @actor = $game_party.actors[0]
5 s9 E' c' L; o0 ], O: k - refresh
6 \8 l- j' X& l! j( O2 j - end
/ q* H* A; z0 E! B$ a; J
5 }- T" f7 Q9 G8 m) F- def refresh
. R4 W8 z; o9 [) Z0 W - self.contents.clear/ k1 K. m( f( \ G) ? l
- bitmap = RPG::Cache.picture("Hot_Keys_HUD")
( R2 |* M& @% T$ I& Y+ y - self.contents.blt(0, 0, bitmap, Rect.new(0, 0, 160, 32))
' A) r* O4 r% ]7 }- R* t - for i in 0..4
9 W/ Y1 W% @: K( G8 L/ V - x = 32 * i + 4
. j6 c. v# _6 [: x. C - item = $game_player.hud_equip[i]% ]; h# ^. d9 [/ l1 z. ~
- next if item.nil?
6 i: S* c. J7 v; X/ e - if item.is_a?(RPG::Weapon)
" y5 |# F4 W6 l$ L6 ? l& x - item = nil if $game_party.weapon_number(item.id) == 0 and3 O* x# Q h4 Z8 i" u
- @actor.weapon_id != item.id4 O% C6 J4 v. o+ M ]
- elsif item.is_a?(RPG::Armor)
+ M) H5 s0 ?& K" F' i2 m/ ` - item = nil if $game_party.armor_number(item.id) == 0 and
% B1 p3 N# {3 W! M - @actor.armor1_id != item.id
: w$ C, s d+ h! [! R' L0 h# U5 X - elsif item.is_a?(RPG::Item)
1 N$ U+ h3 ]+ D# r4 g0 r - item = nil if $game_party.item_number(item.id) == 0 or
, Q- z7 _* i4 n' V5 v7 b' T - !$game_party.item_can_use?(item.id)4 F& d4 R* C2 r8 v& i
- end
4 K: v. v( e3 | - bitmap = RPG::Cache.icon(item.icon_name)1 k% _- G% H8 T8 F3 N3 g
- self.contents.blt(x, 4, bitmap, Rect.new(0, 0, 24, 24))4 U3 z( l: v4 q
- end
: c; q' t9 b& H% k& Z - end
m, ^* T" O0 _- p! h# i - 7 {0 o/ o9 _: t% C6 c% u9 M; h8 } R
- def equip(item) _ R8 }( d/ Q, H
- if item.nil?
3 f9 X. a9 a( h9 l - $game_system.se_play($data_system.buzzer_se), G4 j5 e2 c. e4 w1 |
- return8 P2 c5 C( _* I
- end- S% i$ {- C5 ~9 d# |
- if item.is_a?(RPG::Skill)! ^* R3 L1 G C7 ~4 V( E) _
- if [email protected]_can_use?(item.id)2 N1 N- Z" f# k0 N" M
- $game_system.se_play($data_system.buzzer_se)) M3 B& N! J, R. ^( c; j
- return
1 V, V8 n; ?% s- M5 |' M! B* |; x/ e - end
h( _1 H# s9 N& U' p8 F/ E2 ~ - $game_system.xas_skill_id = item.id6 n( X: N7 ^3 [8 n' R4 T
- elsif item.is_a?(RPG::Weapon)
0 U) V1 V d/ W0 R2 o - @actor.equip(0, item.id)
9 H" I; s K6 O+ u - elsif item.is_a?(RPG::Armor)
! z3 d6 B4 f& w - @actor.equip(1, item.id)
4 k2 T9 p$ }9 K7 t% H - elsif item.is_a?(RPG::Item)" c% n' T' t- ~3 O) s ~
- item_tool_id = XAS::XASITEM_ID[item.id]
3 R2 j: O- I; u: I9 Z - if item_tool_id != nil
0 _* f. ^+ V* I7 Z y. F2 X* b& t - unless $game_party.item_can_use?(item.id)
" k6 {7 @! H. S0 x* u - $game_system.se_play($data_system.buzzer_se)
% |$ \$ j% v0 R - return5 G# K* O5 |8 N* X+ ^
- end9 n5 s" N! F0 x
- $game_system.xas_item_id = item.id; a( Z0 {& I* y) D3 Z8 E O @! [; j/ r
- end
0 R8 g* l8 r+ p% V/ P - end1 ?2 z4 y8 d" Y0 M/ o: W7 I
- $game_system.se_play($data_system.equip_se)8 i- O+ ?6 _( s% n
- end
+ v+ e/ G3 I! S5 ^8 j - 1 v$ d( `' I; @+ V& q9 Y
- def update8 Y: Q5 J8 ?% l1 j: h5 ~
- @actor = $game_party.actors[0]
$ B/ l7 b# m. y$ ~" r$ _) Z - @hot_keys = $game_player.hud_equip
. R: H. b0 M+ L4 P! J- K - refresh
6 P9 e6 K/ H2 f3 g - return if !$scene.is_a?(Scene_Map), g4 e, B: ]. N; o
- if Input.press?(Input::Numkey[1])
$ b& X6 b, {$ d - equip($game_player.hud_equip[0])* }9 J! f' \& l
- elsif Input.press?(Input::Numkey[2])* R/ V( |; O: O7 T$ h# u# }
- equip($game_player.hud_equip[1])7 U! q0 k- W( }
- elsif Input.press?(Input::Numkey[3])0 |) f; d* n3 B5 ~& ~ A
- equip($game_player.hud_equip[2]) - P' X& M$ a! a0 v) a4 {
- elsif Input.press?(Input::Numkey[4])2 a; E+ E+ d) l4 v. c
- equip($game_player.hud_equip[3])
+ \/ k+ e# q$ B - elsif Input.press?(Input::Numkey[5])
; V2 M: k. x! y) S4 s - equip($game_player.hud_equip[4])2 Q2 \7 G, _8 [* d: g: u3 S
- end2 |) `. t# u$ p9 g/ E
- end% q2 r$ a( `' p6 Z) T
- end8 R& W, ?$ j: n) [% o: u
% ?( n) W! A! ~4 I" W9 W- #===============================================================================+ B0 [2 f% i# }* i& o3 o1 \
- # Scene Map$ R3 f9 G; U" |- j6 \! A& i! o8 C2 F
- #===============================================================================1 Z* L5 f% H7 E
- class Scene_Map2 x" d" \& l- f9 Z3 D
- alias hot_key_hud_init main* v# D# }9 `) O+ U7 g; r7 C& s
- def main" M1 W, c& a' Q! [3 C: R) v; B
- @hot_key_hud = Hot_Key_HUD.new
9 I) |$ D! o% ], O" D7 ?) I% }8 s- K, t - @hot_key_hud.visible = !$game_switches[XAS_HUDDISABLE_HUD_SWITCH]3 `$ o* @% F' Q: }# U+ R0 n7 q. t# B
- hot_key_hud_init& K5 d: z$ m8 l& J4 Y6 v5 u( D
- @hot_key_hud.dispose
4 U d4 r5 ?! r- r; m - end
6 c" V, s9 F& m' | k -
4 a5 {: u' j/ d# X0 O - alias hot_key_hud_update update# W/ J+ j% t0 ?* ?0 o5 v# o
- def update
' M6 e4 r b/ |) \ - hot_key_hud_update
- {# I# K/ _$ z3 P. k3 u - @hot_key_hud.update
2 H" z. M/ J0 T4 g* W) K2 @, c - @hot_key_hud.visible = !$game_switches[XAS_HUDDISABLE_HUD_SWITCH]$ j" d: x/ @- z" S
- @hot_key_hud.update if !$game_switches[XAS_HUDDISABLE_HUD_SWITCH]
1 M0 o$ a5 m3 A) ` - end$ Z0 S; m2 l$ k4 ~$ E! M: l8 N
- end
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