| 赞 | 8 |
| VIP | 1 |
| 好人卡 | 0 |
| 积分 | 96 |
| 经验 | 29580 |
| 最后登录 | 2023-4-8 |
| 在线时间 | 567 小时 |
- 梦石
- 7
- 星屑
- 2585
- 在线时间
- 567 小时
- 注册时间
- 2009-4-30
- 帖子
- 271
|
5楼

楼主 |
发表于 2012-3-31 09:53:20
|
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,- x$ y$ y( p# h: |
不知道有人能帮忙看一下吗? - #===============================================================================, C7 u9 d# j* W
- # XAS - Hot Key HUD( t# z0 S$ ?& u( d4 Q- @
- #===============================================================================; A8 O \* ?8 O; B
- # By Mr_Wiggles
) s7 i0 w1 o% d# E3 c4 ^ - # Version 1.3
! {5 t0 P1 B+ ^! a - # 7/6/10
, X& N& h% W6 q - #-------------------------------------------------------------------------------. F- ` J' f/ R1 m* W9 b$ D0 b
- # Instructions:
' @# g% T' _6 i$ n - # Fill in the constants bellow, paste this script above main and bellow XAS in" q( N+ d3 z2 t2 O& w8 V
- # your script data base. BE SURE TO SET TO THE RIGHT XAS VERSION!!
$ C8 _' F, L& A1 Q' M - # # h) i$ P# h, K9 w, _5 |- p* H
- # Place the "Hot_Keys_HUD" picture file into your game directory
. c5 K! z- k! u: F8 A$ c" W - # Graphics/Pictures folder.
% F" s2 g) b$ X; }! p - #-------------------------------------------------------------------------------' @. D! w/ Z. B+ a
- # Directions of Use:
. c# i. o( I: `& f7 _4 R( t - # Simple just press a number key (1 - 5) when the quick skill or item menu is4 ]% j/ n" N6 W0 x
- # Showing.! g. b1 j3 C3 C' M8 B; j) t
- #===============================================================================" o1 u: G$ E: J$ Y5 ]: w
- HUD_X = 0 # X pos of HUD
1 d0 w8 q7 u( F: ~6 c( \ - HUD_Y = 0 # Y pos of HUD4 r2 V4 O% C# r0 W; P
- , N5 A6 O% K- B5 Y
- # Set true if XAS 3.7f2 a/ t' v) I L) X1 N
- # set false if XAS 3.6
$ J8 G) Z4 G2 H0 f; Z# z% ~ - XASVER_37 = true/ ^) d# {: [, B/ H" c3 B% @
- 5 [# h5 M; t9 _; a
- #===============================================================================
: t F! S9 Q3 E+ r5 p1 h - # Numkeys Module
F2 n; r& v8 N2 X. M - #===============================================================================* W7 ~9 {5 R. a
- module Input0 ?& m% B6 R1 n+ E3 u+ [4 T
- Numkey = {1 => 1049, 2 => 1050, 3 => 1051, 4 => 1052, 5 => 1053}
& A( s3 S' s/ \& A - class << self
' u! M7 g8 S2 L - Key = Win32API.new('user32','GetAsyncKeyState',['i'],'i')
2 N3 n j- w8 T; n) a$ d0 K -
. Q5 `+ ?# z' T; F3 |, c( A - def testkey(key)& h/ r: i5 g* A! K A
- Key.call(key) & 0x01 == 18 i$ j- Z5 j: Y, P2 ~7 k
- end
4 T8 c( P; n$ a/ _/ q$ J& g; \ -
% k& C R I' x b4 \ - alias hud_key_update update" f9 {. c+ l- j$ Y( o
- def update8 f& }1 T E7 O- Y+ t2 T
- hud_key_update
7 H% l. |) e# @- \# O* K* t - @pressed = []
& h/ i% L- c8 n- D7 ?' { - for key in Numkey.values
5 G9 w. E5 H1 L+ v - key -= 1000+ n. w3 X% {+ U, |
- @pressed.push(key) if testkey(key)! f7 s0 e$ p1 Q6 A; L- d) C
- end: Q3 |& ^+ X6 ?
- end
" l/ D$ x4 n& W( Y' o u -
0 Z. b1 D5 N, W" e6 T! B' V - def pressed?(key)" V& V1 {0 n2 L2 A
- key -= 1000
7 r' D" @6 e0 }% r; X" U4 X - @pressed = [] if @pressed.nil?9 J0 q7 r: Z# D; ~ j. E
- return true if @pressed.include?(key)
( ^! W7 `7 z: \2 W - return false0 a7 V+ d: s0 y8 @; L
- end
8 ` j7 _: ^* \& v D - ( T6 G, w8 s: W$ S$ c2 \( l! ]
- alias hud_key_press? press?! ^& z. L: n; v
- def press?(key)8 N. ~6 y* P; O" Q; Y
- return pressed?(key) if key.to_f > 10003 i& n2 }# p9 z+ T
- hud_key_press?(key)1 U: ?2 p& v4 _: b2 |
- end
. a* K$ J, j1 n& U3 l5 K, @+ @ - end
+ Z" f* R# V. w) M3 B5 ^" n0 a1 ~7 w - end- c9 x# `: t. O9 l3 E* q% w p1 m( w
4 w3 R. n( j- P5 V- #===============================================================================
! d1 G" ?0 E0 `1 B9 g! N: u - # Game Player
% [! t) g; Y i+ Q - #===============================================================================
; _- n2 f1 t1 s) [* E - class Game_Player < Game_Character
- X& _; X0 J/ q4 z% d6 t% l6 r5 _ - attr_accessor :hud_equip g/ v* Z, ^: W8 _
- + x' V7 F& E. W7 W6 u0 F( Z; F9 G
- alias hot_key_hud_init initialize
8 k9 V& I8 p( k7 E6 [6 ?0 g - def initialize
7 y8 {/ } \5 E% Q - hot_key_hud_init
, {0 w8 B" j1 a+ U; y+ E9 I - @hud_equip = []& b3 V' I# c" }/ K) W. b. n
- end
6 G7 Y1 |( V' W# \ -
9 Z& m' v# p: D" j% i: {$ H% K% E - def equip_item_to_hud(n, item)
! a: R# n3 s- e- T; P4 X - if item.nil?* N8 Y% x- K! P$ ~9 O) C) k
- $game_system.se_play($data_system.buzzer_se)
3 A/ r4 j, M n/ x) F* t: w - return
$ {2 C' L$ T: N1 @$ l - end1 ?% `% j; \3 ^# t
- $game_system.se_play($data_system.decision_se)
8 Y! g. S: U, N, W - @hud_equip[@hud_equip.index(item)] = nil if @hud_equip.include?(item)
) f/ `# U$ k: v - @hud_equip[n] = item
6 {4 J0 t: h% Y& }2 h - end
8 W; G: v; C0 r( z - end
6 |8 z8 U1 ^5 c, \1 u& U
5 Y& B) O. A% n4 ]2 P- #===============================================================================
5 Q1 ^4 x: m! K: S' y; k. w - # Quick Skill Window" z. w, v$ `2 h3 E: _- {) Y
- #===============================================================================) a; [9 W2 Q$ g4 w
- if XASVER_37 == false8 _& C- u0 K. J F, t
- class Xas_Scene_Skill
3 X3 p$ Q3 m+ y3 J P$ u! t, _" H - alias hud_quick_menu_main main( G* @8 I# p( z( V% z& e
- def main( o' Y# I6 i+ P- d% b& _
- @hot_key_hud = Hot_Key_HUD.new+ H( D5 n- z; u- ~! n9 n: v* {
- hud_quick_menu_main
/ C; Z9 {" _0 k - @hot_key_hud.dispose6 ?- d. H8 x; b8 R9 D; w# m9 v, @( C
- end" P1 [2 X" i+ }
-
" u( S2 y" P0 w$ l+ w - alias hotkey_hud_qucik_menu_update update
- t8 L, p: c3 p7 ?0 W# `7 }; Q - def update. J% H2 E9 e' W Y8 o
- hotkey_hud_qucik_menu_update- I' c8 | [& Z. E% d- }% a
- # Hot Key num 1
; V: d: \) H4 t& a! Q3 M, { - if Input.press?(Input::Numkey[1])+ d1 |2 V. c- V4 i' R c, ]
- $game_player.equip_item_to_hud(0, @skill_window.skill)
, N4 v1 l& a3 a. d* _6 f; H - # Hot Key num 2
& H7 p" c: r% u# v! M9 s8 z- l. |3 g* t, C - elsif Input.press?(Input::Numkey[2])
- U) ^4 y0 i1 t$ M - $game_player.equip_item_to_hud(1, @skill_window.skill)
: ?9 {0 p- z1 p H5 I8 ?" a- ? - # Hot Key num 3
0 ~: E& ?% K) F& n: j - elsif Input.press?(Input::Numkey[3])- x# M0 |' f4 Q( d5 o
- $game_player.equip_item_to_hud(2, @skill_window.skill)
. A$ ]1 u6 \" E E+ S; [ - # Hot Key num 4
4 Z% F( |. I5 d4 o - elsif Input.press?(Input::Numkey[4])1 ~+ s- A7 W2 G! ~/ s) z; o9 L& c+ @
- $game_player.equip_item_to_hud(3, @skill_window.skill)7 B% @9 _1 i4 R9 `/ \5 J W4 l+ g
- # Hot Key num 5$ A2 Z, I& m( } A
- elsif Input.press?(Input::Numkey[5])* Y% d4 N% V1 R
- $game_player.equip_item_to_hud(4, @skill_window.skill)+ T1 G" j! t" e. f; R! g
- end
5 ~5 v1 C9 s+ \ @6 W - @hot_key_hud.update. V: ~9 {: I% _0 @
- end
. _, D. c7 \, A, v" T - end
' v. O4 k! V4 a6 s - else1 R9 }! T. \. x* \- ^
- class Quick_Menu_Skill
" P+ |4 f) n; ~, P8 |; Z( H - alias hud_quick_menu_main main8 G7 J, I: s5 H% m8 I; a3 C% }
- def main
. R) q+ A1 q2 ]6 @6 n5 \ - @hot_key_hud = Hot_Key_HUD.new
* X) p2 P7 X2 R& a$ d/ _# f8 y - hud_quick_menu_main+ W( F, G# V6 h& C$ p
- @hot_key_hud.dispose
, M' c% [# j* Z - end
; {- `6 ]# q8 j( F; ~3 X- V -
9 l& f/ r6 M4 z7 I8 W, n8 ? - alias hotkey_hud_qucik_menu_update update
) d; v* r( u" m - def update
: l& d; G' v5 s* l - hotkey_hud_qucik_menu_update: U: X. G! x8 q1 t4 Z" s/ O6 Q
- # Hot Key num 1 |, w- D! Q/ `6 e' t' X& h
- if Input.press?(Input::Numkey[1])" ^ ?, M6 S4 m; M
- $game_player.equip_item_to_hud(0, @skill_window.skill)7 t# v( P5 e( P$ N" u% J
- # Hot Key num 2/ p$ V# F X4 A. a- y/ q U
- elsif Input.press?(Input::Numkey[2])/ d. G' B9 d8 b' Z: W8 W
- $game_player.equip_item_to_hud(1, @skill_window.skill)
* K9 w8 g% N6 I" z! r# C* Z4 y+ K! I - # Hot Key num 3
1 q7 `; B$ O! e \% n+ E* p - elsif Input.press?(Input::Numkey[3])
% ?( D. ]/ F8 m - $game_player.equip_item_to_hud(2, @skill_window.skill)+ d3 F# |. q2 ^; _
- # Hot Key num 4* ~- b0 G+ m, k
- elsif Input.press?(Input::Numkey[4])4 S' U0 H; d" d
- $game_player.equip_item_to_hud(3, @skill_window.skill)2 D! C, q3 @+ O7 Y) F
- # Hot Key num 5; B; w0 O& U$ V% E! h
- elsif Input.press?(Input::Numkey[5])
' X, b, Q/ [& o* d2 k W - $game_player.equip_item_to_hud(4, @skill_window.skill)) u0 ~* f, I" F* z, {
- end) j w0 G/ @6 O5 g j
- @hot_key_hud.update
9 o, a0 b0 o; q! r0 B! h - end
+ I' `! K( [; F7 J) D - end3 F: H* q5 E Y" \" n0 h
- end A$ k: P! r6 {8 z$ ?: e& t
- ! `3 a# C% p6 q7 c3 W: w$ ]
- #===============================================================================+ L) B6 X) O3 {0 r$ i
- # Quick Item Window. f5 ?5 |' i- c' H
- #===============================================================================3 o7 h8 C8 d4 {
- if XASVER_37 == false
2 \# W, A$ z" W6 H - class Xas_Scene_Item
6 B( u" @" `# E) y2 N- ~ - alias hud_quick_menu_main main
# |8 e: @- K$ v* ]3 Q! G - def main# F, Z" W, Q% E* \& n6 c4 b: j
- @hot_key_hud = Hot_Key_HUD.new4 f, c# a0 f( ^7 [ j
- hud_quick_menu_main
& i) q, x* g! B, [4 M4 g5 M - @hot_key_hud.dispose# c; T3 q x; S+ q! D# w9 ]
- end
) }0 _! m( ?* J3 {3 p -
* ~% I* O+ y2 A7 w3 B - alias hud_key_update update( j4 A/ x( m3 r" a/ J
- def update& H/ i z6 l3 W# G+ [
- hud_key_update# w; h( k, s/ n9 k2 J0 S' |# }
- # Hot Key num 1
) w3 d& ^4 ~& U) R: `$ Q- G - if Input.press?(Input::Numkey[1])
6 G% f7 H! S+ ~ - $game_player.equip_item_to_hud(0, @item_window.item)* F3 i9 v9 c; a1 m Z* t# g
- # Hot Key num 20 ?% D$ [* f. B
- elsif Input.press?(Input::Numkey[2])8 v5 l- o: N, B0 d6 ?% v+ O. q* p
- $game_player.equip_item_to_hud(1, @item_window.item)
( H8 n9 s& Q8 @. X$ C - # Hot Key num 3 C% y; W5 p* R0 n$ Z
- elsif Input.press?(Input::Numkey[3])7 v$ E' Z" f1 O6 Y
- $game_player.equip_item_to_hud(2, @item_window.item)
7 c" X6 Z4 K( h. w+ Z - # Hot Key num 4
" p; r2 l; [) ^. c - elsif Input.press?(Input::Numkey[4])+ \# G4 d( U" }- o5 Y$ R( e
- $game_player.equip_item_to_hud(3, @item_window.item)
* v& q6 R( `9 C2 z2 l- Q+ r& s( Q - # Hot Key num 5 u3 b4 Q3 B- C/ b" w: K) v
- elsif Input.press?(Input::Numkey[5])
5 p. |3 D( q8 v6 h- F0 u! ^ - $game_player.equip_item_to_hud(4, @item_window.item)) d9 ?9 G) ~6 a0 ^
- end# T) D, ~1 L% } ?) I/ s& w
- @hot_key_hud.update
- L+ x' {6 c: V+ W4 N B0 k - end' Z* }1 q, ^# J+ ~2 S3 F7 Z) F
- end; j" G+ i0 j) [, _$ d
- else% Q( N5 z4 W3 x2 S
- class Quick_Menu_Item# s# l; ?+ M( S% i$ a
- alias hud_quick_menu_main main
L6 s3 ^" Q" b - def main- U' i" T6 O0 n1 @8 h/ i
- @hot_key_hud = Hot_Key_HUD.new. J% |+ t7 Z! M- q8 H Q* A
- hud_quick_menu_main
# J) q/ h1 g! }% W' D - @hot_key_hud.dispose! k- }: y+ S* _3 B
- end6 P' b% B' y$ [
-
+ s9 p. N2 G$ a' {7 K" j - alias hud_key_update update z/ W: U& N3 G2 b+ m. j1 A
- def update
+ Y* l* s8 u( K - hud_key_update
4 s0 c* d1 P, Q - # Hot Key num 1) f9 I/ E5 ?# h6 H
- if Input.press?(Input::Numkey[1])' U1 e1 y% ~4 M% N% K* S
- $game_player.equip_item_to_hud(0, @item_window.item)6 r) A5 ^( }0 p% z7 T, f6 ^
- # Hot Key num 2
: \9 \7 v$ o3 ` - elsif Input.press?(Input::Numkey[2]); L f& ^) R1 |
- $game_player.equip_item_to_hud(1, @item_window.item)5 w$ @7 ]" D& q; J2 d- l. K
- # Hot Key num 3
" Y) ~# ~. R! J6 ~# P) s - elsif Input.press?(Input::Numkey[3])0 r) N8 @ U8 z) ]5 w: T
- $game_player.equip_item_to_hud(2, @item_window.item)
' ~6 G% t5 A' z! P Y0 w - # Hot Key num 4
o4 D7 \2 I; v6 Z- d - elsif Input.press?(Input::Numkey[4])6 N- ]- _' v3 J; [7 w: K K7 \
- $game_player.equip_item_to_hud(3, @item_window.item)9 i! [+ ^& [ {0 s, S
- # Hot Key num 5, L# i, P4 [: K' W
- elsif Input.press?(Input::Numkey[5])- z: p4 R, E, G* `
- $game_player.equip_item_to_hud(4, @item_window.item)
# m* A" Y9 k6 x: Y% k' Q0 W - end6 l+ \9 C- e( h" R# d h
- @hot_key_hud.update
9 l' A6 Q2 O4 U X3 U9 l9 ] - end% s5 Y: C: n2 C1 g8 J' T
- end4 O7 O3 ]4 o( z& o- ]! J
- end
& \9 _$ @& ~8 R9 ]3 E6 z! n
2 u, B; s0 a' v3 R- #===============================================================================
1 T1 E9 k2 C% M0 j1 e5 M - # HUD Window
3 \! ^* r U; D: k- x9 O# e4 y - #===============================================================================
+ A+ r4 R( H4 B8 n5 g8 m( \4 O - class Hot_Key_HUD < Window_Base* Z/ k* F7 T4 ^2 r3 a
- def initialize(x = HUD_X - 10, y = HUD_Y - 15)* W6 V# {5 v: s! |: D+ z% u* p6 e
- super(x, y, 220, 80)5 ^/ o; p! S: u# P
- self.contents = Bitmap.new(width - 32, height - 32)
1 p' X$ e9 M2 v: o - self.opacity = 0
: `+ P* I% J: a - @actor = $game_party.actors[0]) n$ Z" Z$ k; `+ c) O
- refresh7 |4 T- x* R& k6 a0 Q0 `5 Z
- end I5 W. W+ X9 \8 Y
- , e6 y9 F4 g D3 ~$ M5 |$ n
- def refresh
: J+ Q; W% r+ m8 z: Y& r - self.contents.clear
# Y/ p: o* ~; V0 a7 ~; j - bitmap = RPG::Cache.picture("Hot_Keys_HUD")5 B# `5 o9 T+ \ Z
- self.contents.blt(0, 0, bitmap, Rect.new(0, 0, 160, 32))7 k, {+ `+ r$ n" n
- for i in 0..4$ o( H! h& k2 ~6 M6 V7 G# D
- x = 32 * i + 4& q5 e" F, w, v% W j" s0 {' g
- item = $game_player.hud_equip[i]
) r7 x- O8 V$ p/ T/ x4 x+ J - next if item.nil?2 I6 p. n0 _- D
- if item.is_a?(RPG::Weapon)4 L+ P9 Z- m4 G d0 m# }
- item = nil if $game_party.weapon_number(item.id) == 0 and
( g- g! t6 Y" i - @actor.weapon_id != item.id
4 w6 ~6 T1 Z; ?4 [4 a" K - elsif item.is_a?(RPG::Armor)( \1 O0 e; F4 D- {9 d! V/ r( k
- item = nil if $game_party.armor_number(item.id) == 0 and / U# y! z( a) N5 G6 v
- @actor.armor1_id != item.id
- I% q$ \& m& t+ N: t8 d - elsif item.is_a?(RPG::Item)" L, n2 g" ^ g. W' f( z. b
- item = nil if $game_party.item_number(item.id) == 0 or
6 ]/ k5 G2 @6 O$ ` - !$game_party.item_can_use?(item.id)
( g3 J: N+ ^! T - end
* D* U# H6 I# E - bitmap = RPG::Cache.icon(item.icon_name)
1 r) E _4 c% a; H( m$ T! F { - self.contents.blt(x, 4, bitmap, Rect.new(0, 0, 24, 24))
) ^0 s8 u e+ |2 v% ` - end& _% } o. R0 p% T$ {. L [7 {
- end) f' ^" b# D1 s3 u6 ?+ e9 j0 p8 f+ D
- 4 }" u9 [4 h6 z3 W/ m! | {
- def equip(item)
6 s! K8 r8 G7 H. i - if item.nil?( o& \/ L# E5 n
- $game_system.se_play($data_system.buzzer_se)
$ |; a5 n. M* a- U/ P/ i$ w - return* o3 c6 s ]7 j2 A# V/ a, t) X! X
- end) e; z. F8 h' D# S: B# }; s
- if item.is_a?(RPG::Skill)
r( u# _: i" w7 V! v - if [email protected]_can_use?(item.id)* W- P& H6 G+ N8 N% X
- $game_system.se_play($data_system.buzzer_se)
. c* x" u T; x) |" V/ L' { - return
. d5 R% c5 L8 z0 D' `+ s - end
' n: B* @( [& l! F/ h+ b - $game_system.xas_skill_id = item.id
! ?3 \) J$ Y ~0 X L; ? - elsif item.is_a?(RPG::Weapon)9 e+ S* A& R/ k
- @actor.equip(0, item.id)
G; |! G M& r: s& }3 X; d2 J - elsif item.is_a?(RPG::Armor)
2 l! f: g8 P$ r. S { - @actor.equip(1, item.id)
$ X4 M# i, |1 P1 s - elsif item.is_a?(RPG::Item), U: N: f. g0 \( V1 q
- item_tool_id = XAS::XASITEM_ID[item.id]
7 K% O+ o7 j4 l, t) r9 J+ V" ^: _4 G - if item_tool_id != nil& B4 [. x2 n1 c5 a8 Y, x: ^
- unless $game_party.item_can_use?(item.id)
% @ r1 Y1 T; L+ S- @$ i - $game_system.se_play($data_system.buzzer_se)
. k- L6 n* z& i* Q - return
S. b# R& K# f; X - end, x, |; k3 r7 I( b( W, x/ g
- $game_system.xas_item_id = item.id
, x( I! J9 P) T - end
% S# M" D% z: Y3 j S! V: N% R8 { - end
1 a- n" j- u7 ^4 a5 Q0 w1 |9 G - $game_system.se_play($data_system.equip_se)* y0 \! M$ @! d
- end' D) `6 z: ]2 o/ _; [/ f$ D% W$ S
- # B/ H* z9 i( W R3 c
- def update; ]8 F& M4 R* H0 R
- @actor = $game_party.actors[0]
* v" e( g7 W+ H8 ?3 R - @hot_keys = $game_player.hud_equip9 o9 c; ?; l2 K" f8 q( i" G# h0 ^( g
- refresh
3 _; Z4 T8 O2 S7 ?5 K - return if !$scene.is_a?(Scene_Map)+ x; k% Y4 L' L+ d, x! C2 @
- if Input.press?(Input::Numkey[1])
. j. U7 x* B- O0 ] - equip($game_player.hud_equip[0])
/ ~" s4 \! P, P, J4 H - elsif Input.press?(Input::Numkey[2])
( D9 P$ `* h+ z4 q5 a- W7 k - equip($game_player.hud_equip[1])2 E( H: o% y1 ^$ p& \
- elsif Input.press?(Input::Numkey[3])- N, O8 a- I6 s+ I. a. b X$ o* k* H
- equip($game_player.hud_equip[2]) ; L( {7 A# Y) x+ Q. z
- elsif Input.press?(Input::Numkey[4])1 f! \; y6 B1 ]
- equip($game_player.hud_equip[3])
/ J$ F4 r' f6 H - elsif Input.press?(Input::Numkey[5])
X3 y- e8 \6 Y! q - equip($game_player.hud_equip[4])
* D+ r) `* e0 \ - end; X6 }; P% R" n# s, U
- end
6 C. R& v! G5 x - end+ F9 a# E! y' j4 T, {3 i
6 k: G& {; Z$ w) x- #===============================================================================
1 w, A/ P0 }& l( m' k - # Scene Map
) R. u! g) G. o. @0 P - #===============================================================================6 K$ d" F: c' |/ l; K" h8 X+ y
- class Scene_Map/ ?- N8 t/ W/ d% b/ `
- alias hot_key_hud_init main
, b9 X) Y+ }' ~5 W - def main: L5 {- T7 |+ K3 g$ J6 L. b
- @hot_key_hud = Hot_Key_HUD.new
/ \/ K: d) H) ?$ M0 T: N& ` - @hot_key_hud.visible = !$game_switches[XAS_HUDDISABLE_HUD_SWITCH]' o+ A0 V8 b! w, ]/ c O
- hot_key_hud_init" W; \ ]8 a; X) M# L; [( R$ r
- @hot_key_hud.dispose- p `, E" z0 S) B& h* }- d
- end
& ~+ V* U. ]7 g# ~( S -
+ E2 ?. s9 j j; i a5 E - alias hot_key_hud_update update' k% L! e- A' B- N, i$ ?1 z7 }
- def update
8 _5 B1 o$ r0 K% l+ q# U - hot_key_hud_update
4 j, |$ {: R+ n0 [1 e7 e% P - @hot_key_hud.update. X8 n. b6 I1 j. O4 W
- @hot_key_hud.visible = !$game_switches[XAS_HUDDISABLE_HUD_SWITCH]
9 ^! j* w* S; U% i$ W6 x7 X6 i - @hot_key_hud.update if !$game_switches[XAS_HUDDISABLE_HUD_SWITCH]
9 R- ]1 x0 P6 r! v# P; u4 v! c - end" u; k$ W# a7 F, ^# H6 C+ f7 w# ~
- end
复制代码 |
|