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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,! U H, C% _" t" L/ U
不知道有人能帮忙看一下吗? - #===============================================================================. Q1 s x6 q4 @
- # XAS - Hot Key HUD
+ G" [6 C' Y/ M6 m - #===============================================================================
3 q8 K8 R. L1 i9 Q3 Q4 p - # By Mr_Wiggles
: I8 e; o) c9 z - # Version 1.3, D* m o$ i/ t8 x' K+ i
- # 7/6/10( d5 L7 x' S( ]/ P, u8 u
- #-------------------------------------------------------------------------------
# C) {$ t* L! p7 G4 s/ c% Z - # Instructions: z# H3 D) z' k6 J) @; h
- # Fill in the constants bellow, paste this script above main and bellow XAS in
% }1 G9 N- V7 b5 p2 G - # your script data base. BE SURE TO SET TO THE RIGHT XAS VERSION!!- f4 ]" {* B. r# A9 w% z, P, i
- #
5 `9 d, B9 O. u. T/ m1 G - # Place the "Hot_Keys_HUD" picture file into your game directory ' ?$ E, y6 X! l; D7 R5 X" X1 |
- # Graphics/Pictures folder.
/ C; B( C, n" g' ?* ~+ D - #-------------------------------------------------------------------------------
! \5 `+ e' s7 O9 m) d x# d# {3 B - # Directions of Use:( E8 { d8 w8 L0 S
- # Simple just press a number key (1 - 5) when the quick skill or item menu is
, e0 O2 K! |1 s - # Showing./ k- a+ ?- Y) M1 ^
- #===============================================================================
/ _; ]5 M i/ w0 H9 B' U' w - HUD_X = 0 # X pos of HUD9 I7 [4 x' }" Y
- HUD_Y = 0 # Y pos of HUD
2 M( }) z, Y5 I - 2 D9 T6 O0 l6 n3 j& x: b9 W+ i
- # Set true if XAS 3.7f
3 d" l- c% @5 V6 T" | - # set false if XAS 3.6
2 ?* B% p9 {- N2 J6 \ - XASVER_37 = true* ]* {9 n& R _3 ~# Z. S
- ! ?; p9 L- P8 I0 a2 W% s# }
- #===============================================================================4 {- ^" ]' B9 w" j0 Y5 r
- # Numkeys Module$ B4 h) N, @: t
- #=============================================================================== E6 T% A4 w0 n* ]+ }4 U# H$ g: {
- module Input
: j6 c1 [! J0 N: H9 l( f* g# V - Numkey = {1 => 1049, 2 => 1050, 3 => 1051, 4 => 1052, 5 => 1053}, a' p( _/ `* S6 \1 K! q8 i
- class << self
" [/ f. X* r1 a$ y - Key = Win32API.new('user32','GetAsyncKeyState',['i'],'i')
+ _1 o3 @2 v; t: s9 k' L! k - % P# O8 _; u& T7 L
- def testkey(key)
+ ]6 p2 {" }* U0 D: W2 J; E K0 s - Key.call(key) & 0x01 == 13 v% a/ \9 M' p6 x- P" x
- end
4 k7 J7 K9 J3 l b8 Q -
2 X) s6 C! ]) a5 d - alias hud_key_update update
1 b" p/ _9 T e9 b% a) ] - def update- d& d0 t( g, J6 ~# s
- hud_key_update
& A1 t1 F! _; R1 P6 l( B2 B/ L - @pressed = []
8 m/ f% D7 b. p( B; _ d* ] - for key in Numkey.values
& T" Q) n# Q2 k, d - key -= 1000
1 \% ^' Z. p- y+ v - @pressed.push(key) if testkey(key)
' h' \2 ~: M6 G7 X6 d! X% C - end4 x- {. }! y. h
- end
c' z# m/ y. I/ n. ? - % ]* `% y8 \8 g+ i" J# L
- def pressed?(key)# G+ ]) R/ c/ d" X4 }
- key -= 10003 X5 r1 w0 D5 u" X) q
- @pressed = [] if @pressed.nil?
. i- R9 l- p4 o( l - return true if @pressed.include?(key)& {8 z6 [6 F1 _( s
- return false
+ E0 T e* s5 y- \ - end4 y: y: h( L1 P
- 7 A( N# `: R! k
- alias hud_key_press? press?; b0 V, A1 S# h$ o* C0 r
- def press?(key)* m1 z7 j% Y9 K; d) K
- return pressed?(key) if key.to_f > 10008 r6 A1 b) W6 K0 ]$ ]( I; x: y$ ^4 e
- hud_key_press?(key)
w h( Q: k6 d6 o0 S - end
7 V- J2 J; G- K3 A5 c8 p, ` - end
7 w8 q6 }6 s/ K% O) I - end$ C8 ^/ {7 a6 ?8 C4 V
- ( p8 w; T; d/ x' Y3 \2 I
- #===============================================================================; z; _6 b& s. t- M
- # Game Player
3 N; e" [8 a' u - #===============================================================================
2 X$ U! u7 h7 {9 {. I, M - class Game_Player < Game_Character# u ?" L' a, D! v+ h
- attr_accessor :hud_equip
( C( J, h' @" Z$ h; \' V# t* r -
+ [8 K$ D z1 f. W - alias hot_key_hud_init initialize
. F* T) g+ Y2 @' y; ?) p - def initialize8 b. Y b" z, I0 ? C" }5 V
- hot_key_hud_init' K( N/ ~+ k K/ i) p8 d. _* y/ Q* U
- @hud_equip = []) d, L- L) g8 e7 h9 q0 E5 S
- end
& P6 C0 p0 v( f# h8 g. L0 Q - 5 e4 R6 I% G# X+ @
- def equip_item_to_hud(n, item)6 _) ~6 |' ]1 u4 N
- if item.nil?9 A- ~0 _( a V* Z8 a
- $game_system.se_play($data_system.buzzer_se)5 a& g7 I. a# X4 o: V) ?
- return
( }6 }+ R* D* ]3 V - end
" r/ v- V& G9 F. K1 ? - $game_system.se_play($data_system.decision_se)
% ~! b( s/ z1 m R) Y: U - @hud_equip[@hud_equip.index(item)] = nil if @hud_equip.include?(item) P* U; w' u- I+ M; T* K
- @hud_equip[n] = item( j; @% `1 \3 c# w% W. N
- end
- M# O5 ]: c! R/ Y - end
' w* O6 }* |, V* B2 V* b
+ M" \) ^$ W. n3 {% R, v6 \- #===============================================================================
& i2 d: O( i3 o+ z2 k! }* U - # Quick Skill Window
! n1 t+ h( t. c3 o" N" R - #===============================================================================" z |* ?7 o0 h5 Y, _
- if XASVER_37 == false
8 [9 \$ `$ e0 o X. x - class Xas_Scene_Skill! e d$ N* ^9 G) X5 {
- alias hud_quick_menu_main main
4 K/ l) y6 V' S* x' K - def main! V& W% R' {) H; } O
- @hot_key_hud = Hot_Key_HUD.new& C( L- x6 g: ]8 ]' |, @4 ~& W
- hud_quick_menu_main
; k3 t: M, d7 T2 E$ a6 h$ Y - @hot_key_hud.dispose
5 }" x4 r2 k3 |" n5 ` - end
$ B5 E) z7 h8 J9 Z5 U. h - 1 o) z! w1 D* k5 t; C5 u- ?
- alias hotkey_hud_qucik_menu_update update+ f" @$ L$ o8 t6 x* a3 N6 t' [
- def update. o0 x0 U& k3 g' H& R( D1 c
- hotkey_hud_qucik_menu_update7 L! W, G7 C. E# N
- # Hot Key num 1
" S1 r4 E/ r8 y( F" K, g7 r - if Input.press?(Input::Numkey[1])1 b; t% Y- \; f$ A
- $game_player.equip_item_to_hud(0, @skill_window.skill)0 b- f% i ~+ X0 A' j) l
- # Hot Key num 2
* T7 u( I3 t3 E# M. R6 p F3 ~8 f - elsif Input.press?(Input::Numkey[2]); a% q3 w/ T- Y
- $game_player.equip_item_to_hud(1, @skill_window.skill)
' T% s& m7 f2 s" j: R' k, A - # Hot Key num 3
8 {: x7 R) _/ g8 Z: m. I/ b - elsif Input.press?(Input::Numkey[3])
: D; n) v! A7 m4 S4 j& s - $game_player.equip_item_to_hud(2, @skill_window.skill)2 x1 _; K3 ]% Q* N* j8 Z
- # Hot Key num 4! w6 ^1 P! W+ O8 k
- elsif Input.press?(Input::Numkey[4])
( z8 z8 a. m3 L - $game_player.equip_item_to_hud(3, @skill_window.skill)8 N* {8 d! r: G+ l& Z0 \7 T7 q
- # Hot Key num 5
" Y5 ? |. y% d4 ?: z3 ~4 W8 E - elsif Input.press?(Input::Numkey[5])6 ^" `* w/ H. H
- $game_player.equip_item_to_hud(4, @skill_window.skill)
5 `* X2 e# a; z& y& G - end6 l% A. E* C; s# y5 `
- @hot_key_hud.update
( J+ d. r3 D9 P; i - end. ^, w9 U4 Q; K2 T; M0 x/ L
- end2 L$ q1 w O9 G7 w" a
- else
, F4 f% t7 `; a( k - class Quick_Menu_Skill0 \' j% \: W$ e1 E# l0 y, W% V! C
- alias hud_quick_menu_main main& @7 G" ~: f1 d! G9 U1 s
- def main
4 ]6 _) s0 G |3 S- ]" F - @hot_key_hud = Hot_Key_HUD.new
( n/ W0 Q( H; i% e) Q4 U - hud_quick_menu_main- r# {. m8 o3 P5 K6 A
- @hot_key_hud.dispose
& k, J5 C1 L7 G/ R `( |- }+ T - end+ i* y- M, l! }1 C7 F/ l1 H5 K
- 1 Y- c7 ~1 C2 l0 K7 X+ d/ n
- alias hotkey_hud_qucik_menu_update update
9 H1 K6 K4 {3 \- Z - def update
0 C8 d' h8 c! j/ c D6 q - hotkey_hud_qucik_menu_update
+ z4 w2 `) ^7 w - # Hot Key num 10 R" ~! K: G: `* a; x. }
- if Input.press?(Input::Numkey[1])
" P& x, n, v; t8 U - $game_player.equip_item_to_hud(0, @skill_window.skill)
( ~# ~2 R% f. J9 i1 @ - # Hot Key num 2
6 D9 K N! J6 T7 s, ] - elsif Input.press?(Input::Numkey[2])
( {5 S; t2 O8 q Z8 u - $game_player.equip_item_to_hud(1, @skill_window.skill)! u% y# e R4 |
- # Hot Key num 3 i0 ~$ Q+ P6 r& `! Q2 }6 P
- elsif Input.press?(Input::Numkey[3])$ K" g9 U% Q# f. J/ ~
- $game_player.equip_item_to_hud(2, @skill_window.skill)
1 o, \3 w+ \2 }6 `, S- g7 q# S - # Hot Key num 4
: q& k* C7 s0 P, q7 [ - elsif Input.press?(Input::Numkey[4]); D3 A4 [8 W, N2 {1 u M
- $game_player.equip_item_to_hud(3, @skill_window.skill)5 G% S: m# J0 `/ m* x
- # Hot Key num 5
% I5 l5 Q: x% c; a4 z3 l - elsif Input.press?(Input::Numkey[5])
4 Y, b" E% D9 e - $game_player.equip_item_to_hud(4, @skill_window.skill)
( I9 K# Y4 u9 u5 a% A) F - end
; S8 z8 g6 s# e3 x: j0 t; x - @hot_key_hud.update
7 ?/ _) h3 g! r2 s* j - end
: g% X+ T' F/ ^ - end9 A2 q2 o( o' _+ q6 M( H2 g
- end# X6 o* |+ R2 Z; y
- 1 m0 w# n; R, L) {+ Z( p
- #===============================================================================
/ y, j7 M8 {4 F. } - # Quick Item Window5 a" h5 B: g( V" ^1 A
- #===============================================================================( Z8 z# K$ `, c
- if XASVER_37 == false) Q t' s( E2 O* X$ X% y' v
- class Xas_Scene_Item2 _+ Y. B6 A; w$ {6 C n7 I
- alias hud_quick_menu_main main& W% z+ c" L4 ]1 K
- def main- `5 B& y7 |& ~9 I+ l6 t9 r9 K
- @hot_key_hud = Hot_Key_HUD.new) e: g s( I- b" W* s
- hud_quick_menu_main* j. o& c( l/ `5 e
- @hot_key_hud.dispose
L( \/ k- p( N; ` - end
$ y2 I3 a9 B8 e. ]$ f1 M- H - / c E# r' A1 U, S7 v
- alias hud_key_update update
* H$ B$ K+ f* d' x) Z5 ? - def update" a: K. S& L, b2 Z5 z
- hud_key_update
L5 O6 V3 k A. ]( { - # Hot Key num 1
) @0 r7 i4 N5 f$ Y - if Input.press?(Input::Numkey[1])
/ l5 w- c6 n5 d( k! F - $game_player.equip_item_to_hud(0, @item_window.item)
0 r- g3 O0 z9 L* [5 v. M m$ {! X2 A - # Hot Key num 2& E* S# E4 b4 ]" `3 f
- elsif Input.press?(Input::Numkey[2])
3 s; X$ \0 I# F$ D* l+ H1 G& I! V - $game_player.equip_item_to_hud(1, @item_window.item)' `0 f8 `- W p( A
- # Hot Key num 3
: I* ^8 s2 e' Q - elsif Input.press?(Input::Numkey[3])7 ?8 G$ k K$ u9 m
- $game_player.equip_item_to_hud(2, @item_window.item)6 e- l1 Y) t$ N0 ]. W
- # Hot Key num 4& Z/ i k$ h9 e, E
- elsif Input.press?(Input::Numkey[4])( t: \1 L. F6 |( e' Z
- $game_player.equip_item_to_hud(3, @item_window.item)
: a9 G1 L3 i6 s - # Hot Key num 5! |' U0 F* B! [& S" [. m) i6 W
- elsif Input.press?(Input::Numkey[5]): v, U* Z2 K! ?4 b' v7 {% i, c3 d
- $game_player.equip_item_to_hud(4, @item_window.item)
$ t! l. _$ F% `; u - end2 \0 J+ G8 q8 P: I" n: k
- @hot_key_hud.update
' d0 e. [* _0 L( H" v3 F% C0 ?$ Q - end7 d/ r2 E5 O! _6 K9 \$ |4 h* {
- end! N R) c4 O& H
- else, i/ a6 H6 c0 X; s
- class Quick_Menu_Item5 r" m: y8 O1 M8 V) t8 V
- alias hud_quick_menu_main main
; v1 r8 A( }3 x; O# l! x - def main( ]- F/ [) d3 n8 c7 ?1 R* D
- @hot_key_hud = Hot_Key_HUD.new
7 b; u. |. Z1 R: [- ]+ Y7 Y4 w - hud_quick_menu_main
& T8 ?( }1 v# J* t _ - @hot_key_hud.dispose: F/ Z# t8 y7 t+ v+ I. M, i
- end
1 B* |$ C1 m5 R# _0 x1 s# h. Y6 T0 B - ( g G4 Q+ Y! h' B; v1 H# e4 ]
- alias hud_key_update update
0 Y7 ~" H# C# f8 f1 r - def update) g! ?' e( W: Q: c, K
- hud_key_update
/ G- {: p4 v( ~5 u - # Hot Key num 1; A. X+ N; @3 b2 B' u
- if Input.press?(Input::Numkey[1])6 \* Z( y" p' V- p
- $game_player.equip_item_to_hud(0, @item_window.item)
7 J* \) G* }( [5 W, T7 a - # Hot Key num 21 P. v* X1 a/ ?
- elsif Input.press?(Input::Numkey[2])
/ T. K8 E& j9 e1 M$ S0 U - $game_player.equip_item_to_hud(1, @item_window.item); Q; V7 j* s$ I: R( m
- # Hot Key num 3
: L M8 O' q! y( ^1 j, m# T5 Z - elsif Input.press?(Input::Numkey[3])
8 `( q L D0 t n' d- \ - $game_player.equip_item_to_hud(2, @item_window.item)
8 a* Z% m/ t! |7 Y - # Hot Key num 49 a( j. \6 y; n8 q5 |( x l
- elsif Input.press?(Input::Numkey[4])
5 J" z) |# D) y( G - $game_player.equip_item_to_hud(3, @item_window.item)
1 R- |% M- Z' @ - # Hot Key num 5
& o5 L7 b9 ~# J J4 o - elsif Input.press?(Input::Numkey[5])4 A, n0 c- I+ T. t3 u( _6 c
- $game_player.equip_item_to_hud(4, @item_window.item)
& }3 j) l* q, k$ Z, a - end# J3 G. `+ L' K+ v3 B$ ~- T7 I, e: N
- @hot_key_hud.update+ c2 a; e, {# r! |0 P9 b" v5 u
- end
) n6 a$ S4 Q$ b% m$ @3 T1 p - end
1 d+ {8 F/ |" Z - end6 S, l" I3 z* x% X; v$ ]
) t; c. O1 ~% I8 X) m5 [% v- #===============================================================================
3 a7 V8 _# Q$ M* ?" H% s - # HUD Window3 j7 g6 @! Z( k
- #===============================================================================+ ~/ z! @6 G) p5 ?5 }
- class Hot_Key_HUD < Window_Base+ t1 {2 b% P1 K
- def initialize(x = HUD_X - 10, y = HUD_Y - 15)
# E* U, g9 s$ @% | T - super(x, y, 220, 80)( H y7 ^# W5 V5 x. H- ?4 V
- self.contents = Bitmap.new(width - 32, height - 32)% Q/ E7 O) j+ ^( p7 H8 a
- self.opacity = 0! @, K- Q7 T% Y$ J, c
- @actor = $game_party.actors[0], G! v0 ?( y8 x; G, [7 n" p5 e' S
- refresh
s4 w% |* D6 a# h6 G4 x/ q* U5 x - end. D9 K1 ]- A* s# P" x7 O$ ?
3 X: n* r. B/ ?& v- def refresh: @; ?0 ^0 V) k- N- a9 i
- self.contents.clear9 ?! F8 Q( C" M1 k7 Y3 ]) @
- bitmap = RPG::Cache.picture("Hot_Keys_HUD")
8 T6 c+ N0 l$ s' H3 N - self.contents.blt(0, 0, bitmap, Rect.new(0, 0, 160, 32)) O7 s+ u: ?! H% Q+ l
- for i in 0..4
, r1 S$ y8 f% H - x = 32 * i + 4
. D3 Q# ^+ Q5 p9 w! w - item = $game_player.hud_equip[i]
$ C' t- D, i4 Y5 g - next if item.nil?: Q* y3 n- \7 k! a5 M, l! ]$ X
- if item.is_a?(RPG::Weapon)
, q( v0 J, H5 q - item = nil if $game_party.weapon_number(item.id) == 0 and! S) }" G+ D" h
- @actor.weapon_id != item.id
+ n5 I! C( a7 }( K) ^ - elsif item.is_a?(RPG::Armor)
5 C0 n- N m0 z( F' p% w: w - item = nil if $game_party.armor_number(item.id) == 0 and - ~4 M7 D4 }( A2 Z/ i& ^* O
- @actor.armor1_id != item.id
' [" d- X# I, L - elsif item.is_a?(RPG::Item) e0 x: f8 D d: K
- item = nil if $game_party.item_number(item.id) == 0 or# w8 _9 Q/ F9 B8 C2 M
- !$game_party.item_can_use?(item.id)
# q& t0 t) i8 v* n- C% ] - end
: M7 W4 a: L, M4 M ] - bitmap = RPG::Cache.icon(item.icon_name)
5 i$ e( c# a+ K% f; |' F6 m - self.contents.blt(x, 4, bitmap, Rect.new(0, 0, 24, 24))% O$ H2 m L) L+ p6 E$ ?# g0 f
- end
; {. Y# ^' a2 r5 y( ]' z - end) d; G6 x6 V t( x0 z1 {: y
- . e& `( R( G( e! s
- def equip(item)& _; ^% J2 H8 G
- if item.nil?' w' Z8 E+ R1 H
- $game_system.se_play($data_system.buzzer_se)! W& @$ w$ g0 a. G
- return* t, ^$ t+ [- T2 R6 ?8 I3 g
- end T% f/ F/ W0 R0 P7 k* b9 C
- if item.is_a?(RPG::Skill)
7 m, ]# p# l8 i - if [email protected]_can_use?(item.id)
5 b: s& [: X& j5 D( s - $game_system.se_play($data_system.buzzer_se), S6 k3 f7 D m+ G3 c: q
- return
4 b( ^2 V5 E4 d( j! Z5 ?, M+ j# { - end( F! [8 T6 \; I1 e; q+ [' Y
- $game_system.xas_skill_id = item.id7 B3 b& ]2 p* p; p9 O( P
- elsif item.is_a?(RPG::Weapon). Z' a- S: z" g2 @' Z$ |6 W& o% j
- @actor.equip(0, item.id)3 u& R$ v% C) {
- elsif item.is_a?(RPG::Armor)/ p0 d( |9 O, F* z4 i8 i
- @actor.equip(1, item.id)
% O- k, K5 m$ N* I" W. b - elsif item.is_a?(RPG::Item)1 C4 x, E6 F0 ]/ ?3 e
- item_tool_id = XAS::XASITEM_ID[item.id]
! l1 Y) }4 J( J - if item_tool_id != nil/ x6 _! ]4 x( d$ L) I
- unless $game_party.item_can_use?(item.id)
/ c( D6 x2 |3 {1 G - $game_system.se_play($data_system.buzzer_se)2 f6 H- F! \& [" K- p( P
- return3 D0 `) q9 f( G7 w% w# N# a2 Z) \
- end
2 c( c$ o! L4 J4 h/ @ - $game_system.xas_item_id = item.id: y8 y+ Y9 C8 i- R1 q& |8 g
- end# X+ H9 h+ |4 V& V( \4 @; F
- end. f% [4 u% h! y) o" h
- $game_system.se_play($data_system.equip_se)& h9 [2 e! {& w1 A5 N. T
- end) c1 q* V7 w7 B1 Q' v8 l. L
-
- T* \0 `) P1 J t6 G o0 h" ` - def update
3 F' i- `" Q5 N% U1 V) A9 f - @actor = $game_party.actors[0]
- |& v2 x" \8 G( a! Z# W; N - @hot_keys = $game_player.hud_equip
: C* ?3 ^# G# t( T1 n0 G2 ~' h, ? - refresh
$ j" r, e3 P, c) ^$ A - return if !$scene.is_a?(Scene_Map)
3 M+ N" r2 b3 g9 g$ v. K! R: H - if Input.press?(Input::Numkey[1])6 r: x" _ U1 i
- equip($game_player.hud_equip[0]) X5 z- A+ E7 t
- elsif Input.press?(Input::Numkey[2])% R/ M7 |' s0 y5 P
- equip($game_player.hud_equip[1])
3 [9 O5 b$ c% \0 [% C G - elsif Input.press?(Input::Numkey[3])
# x" K% g7 W$ R4 |1 L/ }: ]3 @ - equip($game_player.hud_equip[2])
: W! b# ` L8 h9 p! T - elsif Input.press?(Input::Numkey[4])
# H$ |) ^2 p* D - equip($game_player.hud_equip[3])
( f: i# a' q# J0 @ N: u! Y) Q! M5 J' D - elsif Input.press?(Input::Numkey[5])
: d$ R# X: m5 T - equip($game_player.hud_equip[4])' g0 }: T. _, Q1 w; |7 t; _
- end
4 x/ k/ w6 V' y) ~: [ - end
3 |$ t; J% O* j" V) T - end9 z5 D# | F) M7 W, {
* r, k! W9 X+ r' _( Y0 _- #===============================================================================6 D, t1 H/ l @6 `/ h
- # Scene Map
; P' E3 {; f2 @ - #===============================================================================
: s5 b v9 H4 g# p9 S' ^, P# ~5 E# b - class Scene_Map
: v" t; x: N: P }& K w - alias hot_key_hud_init main
9 U8 M7 y- a. e! E. Y$ v - def main
! v, |8 u' u l) |& j - @hot_key_hud = Hot_Key_HUD.new
: d4 m- e; ^7 O" m& {8 h - @hot_key_hud.visible = !$game_switches[XAS_HUDDISABLE_HUD_SWITCH] w8 |! a! N1 s2 x+ V3 \- ^9 b
- hot_key_hud_init- @; e5 p' T& B" j7 t
- @hot_key_hud.dispose6 ~' T9 |" |2 N! Z# N
- end
7 V9 Y& Q, T' L -
9 X0 Y" ^0 d# V3 e; ? - alias hot_key_hud_update update
. _3 h- ^! U, s1 T - def update
3 u; c% E- w* B, q$ b. U - hot_key_hud_update
3 j5 m* j8 D7 }" u& j+ M - @hot_key_hud.update
/ V. F1 i* g9 v3 G7 j - @hot_key_hud.visible = !$game_switches[XAS_HUDDISABLE_HUD_SWITCH]
$ o' ]* V* c3 B: M' ?, z& C - @hot_key_hud.update if !$game_switches[XAS_HUDDISABLE_HUD_SWITCH]
5 L3 {4 `8 G. |8 P x+ t$ _ - end0 S: Z3 T, j6 D; O
- end
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