| 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,
8 R1 g6 p6 J; z7 t不知道有人能帮忙看一下吗? - #===============================================================================6 j* ]% d9 R, M% O: P$ L6 b& u
- # XAS - Hot Key HUD# c5 K- {- g0 o, Y
- #===============================================================================
, j. G7 E$ k, b: x - # By Mr_Wiggles
; p! I3 H# D1 b" y0 @ - # Version 1.37 j9 A( T) l9 {5 p
- # 7/6/10
4 H" a3 Y* H2 H4 T0 f0 B% D+ C - #-------------------------------------------------------------------------------0 h+ M# `/ c; M2 }1 h
- # Instructions:
7 `( S6 g; J! S: `, k1 S( A - # Fill in the constants bellow, paste this script above main and bellow XAS in( d6 K/ [8 S6 k! g3 N. @. G, w* C
- # your script data base. BE SURE TO SET TO THE RIGHT XAS VERSION!!
# ~/ j$ I$ K" k [. M - #
3 M" @% p# n+ n8 A - # Place the "Hot_Keys_HUD" picture file into your game directory 9 h- @$ a. o, L$ Q% |! B/ @
- # Graphics/Pictures folder.: m0 g5 x- c9 D. L* E
- #-------------------------------------------------------------------------------
# d8 Q3 p9 D) [- | - # Directions of Use:
( n9 q9 z0 r1 s* h h0 T2 } - # Simple just press a number key (1 - 5) when the quick skill or item menu is
$ S* ~! U" m' L$ Y. D+ ` - # Showing.1 p0 o" a. j% |- H& ~) a2 Z
- #===============================================================================
( J8 h5 c5 [% p; b1 r4 M6 H' ] - HUD_X = 0 # X pos of HUD: F3 F; e' n. _4 k
- HUD_Y = 0 # Y pos of HUD: o! n8 \9 I: a5 K: Z
- . R/ @2 G8 ~/ f+ ~
- # Set true if XAS 3.7f+ I3 A6 n+ I0 Z7 z
- # set false if XAS 3.6/ E1 Z# t- R& c: |6 [" R
- XASVER_37 = true; M* e% `( }0 P. i0 L% d
- 5 O& _- ~; S9 _; }
- #===============================================================================6 A. t& ^6 f) z, b# x1 Q! l( J
- # Numkeys Module
5 Z- o9 @# n( @8 }# t; w+ w - #===============================================================================
5 Z! n& E2 T; Z* f7 \ - module Input" U% @" e5 O5 K. |" ]+ ]- A
- Numkey = {1 => 1049, 2 => 1050, 3 => 1051, 4 => 1052, 5 => 1053}
+ V9 P) H# @. E - class << self2 C$ x0 @4 J$ s' K+ w Y# h& B
- Key = Win32API.new('user32','GetAsyncKeyState',['i'],'i')
) ~$ G) g3 S" u H% A -
& x& E& m8 k$ u0 K! D( X - def testkey(key)
; H8 }, r$ P4 m* n3 ? - Key.call(key) & 0x01 == 1( ^$ H8 S! K5 _$ [
- end
. `5 b; {2 `- s! a) f0 e -
" u" `% M9 {/ h/ Z - alias hud_key_update update8 C! F0 D0 q# ], _7 ]! w
- def update
' j& M" _& g1 X# b8 f: W# K - hud_key_update0 V) S/ I, L% G( y4 L+ {
- @pressed = []
) R' i: L# W- t, S$ h+ j9 ~1 F - for key in Numkey.values
* ~1 f( b& [$ u - key -= 1000' I8 [: ^% u- ?, B
- @pressed.push(key) if testkey(key)" B$ M8 K5 o3 n& F! I8 O
- end
4 n; ?) x& F. K- F- |8 l; Y - end
b, s% N4 X( ^; t% A1 R - 1 y8 B, T" ^& Q8 `5 N- A: m8 R6 `
- def pressed?(key)1 Z& I% z1 M, e% z w! T) O( N
- key -= 1000
- Q+ p+ @8 |2 ^8 R9 {: z7 @* f - @pressed = [] if @pressed.nil?
6 e3 w3 y B9 J; X6 f! [ Z2 Y: L - return true if @pressed.include?(key)
1 L3 c3 v: v0 {; ]2 r5 T, j - return false5 H( T; x5 R5 a9 L+ t/ Q
- end# i! Z. Q/ t; e! x0 e
- : @0 ?7 J6 I; {) b: c
- alias hud_key_press? press?0 _, [- k2 p$ M, Y
- def press?(key)* Q# E- z# G' a
- return pressed?(key) if key.to_f > 1000
7 h# l4 v$ w' k& k5 i. S1 @7 f4 ? - hud_key_press?(key)& U( G9 G0 ~3 s
- end
2 C9 p0 A+ Y& }$ l. c$ Z) A' Y - end
0 l7 e T6 C7 N. J - end
% b5 g+ U6 [4 m& o+ [1 G8 t
: v/ h: Y9 P G4 ]# S" \. H+ D- #===============================================================================
+ }$ Q/ s1 M+ d - # Game Player
# r/ X; s8 k5 E - #===============================================================================: Z, G* b/ Q. U3 o- F; o0 T
- class Game_Player < Game_Character
, m, u: m4 t* e - attr_accessor :hud_equip
* U8 C% h X& Q; O3 Y$ q0 U U - _# T! t! t1 D8 Q% O0 K6 M; V
- alias hot_key_hud_init initialize
5 D! d6 @) ^' b/ O' Z - def initialize
8 L3 L7 }5 z# @ - hot_key_hud_init3 ?" u* _" o7 m% D; K
- @hud_equip = []
j/ h; _5 p. Q% R. K) A, x - end8 i3 O# @9 }& X
-
( m9 F* T5 C3 s* H) K$ B3 H0 H - def equip_item_to_hud(n, item)& H/ f, I r/ u0 l- v
- if item.nil?
& u; l) |$ z$ U! P - $game_system.se_play($data_system.buzzer_se)! H D" f R2 L9 y
- return+ u: C$ _" h0 C) G* C
- end
3 i( G ]; p# ?/ t5 m7 r- Z - $game_system.se_play($data_system.decision_se)# {$ \( o0 _- `: |2 u$ C' V' x
- @hud_equip[@hud_equip.index(item)] = nil if @hud_equip.include?(item)( j, i) I0 S7 Q( j
- @hud_equip[n] = item a" L9 p3 ~# ?' k' L/ \$ X/ a
- end
& A I' O* U" ?2 I6 ?; r/ a - end* }4 O+ ]3 l7 U/ U; @) `
% @% s( R( Z$ k. R' a9 u+ U( a- #===============================================================================
0 @4 O/ ?- ~( k9 s& B$ m0 X - # Quick Skill Window F1 z; u+ F, v1 l# E/ E% o
- #===============================================================================
/ |4 h/ ~) x* D: A - if XASVER_37 == false$ h) B# |0 J0 y2 t6 v# D
- class Xas_Scene_Skill" C& a+ _; F9 E8 F
- alias hud_quick_menu_main main' M$ q# p; J3 y( l: A
- def main% Y) D/ M9 y# E7 }& Q3 L
- @hot_key_hud = Hot_Key_HUD.new) h$ m4 R- S3 P6 x* v% @% O
- hud_quick_menu_main
( H! r0 t, O* _ - @hot_key_hud.dispose0 _) X( k* b. v( h& |8 Y
- end `% w" h+ I; V+ ^: X0 ?3 O e1 _
- ) K' L: y1 {9 n7 a/ r
- alias hotkey_hud_qucik_menu_update update
9 O1 T) q4 _! I1 l0 L7 [5 Q - def update
. w: v4 a) B( g# `+ ^ - hotkey_hud_qucik_menu_update0 V3 k" }; g( }) s" e3 u) U' r% g
- # Hot Key num 18 I8 D. w- x# t2 u+ Q
- if Input.press?(Input::Numkey[1])
$ G2 x* v. ?5 A' O$ J s w3 C- ]- o - $game_player.equip_item_to_hud(0, @skill_window.skill)
' @6 g/ M6 Z8 ] - # Hot Key num 2* F: D% r' G% J
- elsif Input.press?(Input::Numkey[2])
& X0 d' h4 p, N - $game_player.equip_item_to_hud(1, @skill_window.skill)
9 G3 }3 b) K9 B0 M - # Hot Key num 3
# k) y4 j1 _0 o: k7 M - elsif Input.press?(Input::Numkey[3])5 s6 O0 y. l& ^
- $game_player.equip_item_to_hud(2, @skill_window.skill)/ E; `8 C* L5 I0 s4 s l
- # Hot Key num 4
( Z' a: `3 v+ B$ d- d4 o - elsif Input.press?(Input::Numkey[4])0 V4 c2 @3 }2 K7 [4 f* h
- $game_player.equip_item_to_hud(3, @skill_window.skill)" a: Q' R% f9 a, O8 t _: w
- # Hot Key num 5
& R4 H5 X# Z( X( Y- \ - elsif Input.press?(Input::Numkey[5])
/ l9 R2 o* |' H" ^* b - $game_player.equip_item_to_hud(4, @skill_window.skill)" c& S) \3 h; ~$ ?- X" R
- end
; N# t; ^3 R# U/ z) q X( ]9 h - @hot_key_hud.update
' T- i9 S* @! t - end
2 t# z* w' m% r0 v0 m& D - end8 }0 h% K4 q6 n8 ?5 Z4 N
- else* r! c- L1 T! }. r) _! s. r
- class Quick_Menu_Skill8 |, o9 ]+ g' _- r2 C
- alias hud_quick_menu_main main8 r* f: p# J$ G8 F3 T3 u
- def main8 G# w& B3 p- K& \5 ~; I: v% r
- @hot_key_hud = Hot_Key_HUD.new# i i: C) L0 U
- hud_quick_menu_main- x& `6 W+ w4 C5 ~$ M* M5 K4 @2 y
- @hot_key_hud.dispose' z7 G/ B8 ~4 r. s4 L9 U
- end2 _0 M$ v) H! Z3 ?
-
X7 R* g- Q; j - alias hotkey_hud_qucik_menu_update update
" h* u* J7 G/ p j w7 u. q' X - def update
6 _$ q6 z6 T h& y, k/ U8 S - hotkey_hud_qucik_menu_update* m2 d3 G* Q# U4 P; a$ a
- # Hot Key num 1
! d( E7 C4 a$ ? - if Input.press?(Input::Numkey[1])
9 X+ b; z1 I0 T - $game_player.equip_item_to_hud(0, @skill_window.skill)
1 j) n( `. u; N5 ] N - # Hot Key num 2
2 Z( l! u' l/ o: f9 ?& Q- ] - elsif Input.press?(Input::Numkey[2])# z9 j" F& X1 _6 Y& T
- $game_player.equip_item_to_hud(1, @skill_window.skill)( a: n' @- L( T
- # Hot Key num 34 |; R( N$ @. E; P
- elsif Input.press?(Input::Numkey[3])
. R0 L+ V4 d$ Z/ ~" A - $game_player.equip_item_to_hud(2, @skill_window.skill)
7 M( H7 F7 b6 c - # Hot Key num 4' Y' B8 D% g0 {4 k
- elsif Input.press?(Input::Numkey[4])
" y* ^( |; o8 N% M) E9 G - $game_player.equip_item_to_hud(3, @skill_window.skill): J' ^# j4 s4 O7 N3 y, {
- # Hot Key num 5
3 Q/ ], q% B' S2 N6 Q$ k( I - elsif Input.press?(Input::Numkey[5])) G+ ?6 n# N7 H, c
- $game_player.equip_item_to_hud(4, @skill_window.skill)
. k/ d) v! ?3 Y( [# z# V2 f - end# a4 X( |+ N9 Q5 [
- @hot_key_hud.update
/ o% y9 z6 l& a$ u6 K - end* @1 ]( D& r- V, d# F" I
- end4 E0 j9 P5 ?( x9 Y: S4 A/ W' Z
- end
, t! m0 h, `$ F( z7 d$ {
5 X F6 S* R8 X2 Q' q- #===============================================================================
q9 @: M, n& Q1 Y3 l1 r - # Quick Item Window8 R! X& B4 S: N4 w
- #===============================================================================; ^* \0 i5 @3 Q
- if XASVER_37 == false3 y( D0 u7 i* \& m7 c- R! n
- class Xas_Scene_Item
8 j8 x. O0 T* i a* C - alias hud_quick_menu_main main2 } I1 S" z$ T
- def main# V( z" q- q& U& D3 Q% J4 w' m
- @hot_key_hud = Hot_Key_HUD.new
0 t2 q$ k, P Z0 Q+ L - hud_quick_menu_main) }. a- m- F" L
- @hot_key_hud.dispose2 O. @5 Z+ f0 [; [1 }+ n7 v V
- end" T" `2 [" y% ~6 U) A/ }% l/ L: F3 ]
-
# y# n9 G( Y4 W( i! n; E - alias hud_key_update update2 d! @8 N1 v# c0 x2 h4 n
- def update7 I# L1 i( Q N/ q' {
- hud_key_update M1 ^8 v% e: m) k8 ~
- # Hot Key num 1
p1 Q c; w) S/ R9 K - if Input.press?(Input::Numkey[1])+ D* Y, ?6 ?- e+ J+ v, @* }, Q
- $game_player.equip_item_to_hud(0, @item_window.item)' v" k$ w/ m6 |3 H
- # Hot Key num 2
! ~" ?6 v! T9 O j - elsif Input.press?(Input::Numkey[2]) [* }: k4 J. D, g5 `9 X a, ~& o6 K
- $game_player.equip_item_to_hud(1, @item_window.item)8 r" q/ r, [7 @9 T
- # Hot Key num 3
$ E" h0 k$ R$ ] - elsif Input.press?(Input::Numkey[3])
+ _2 r: B0 [- E3 J3 N2 t - $game_player.equip_item_to_hud(2, @item_window.item) |8 [0 D* A4 o( M( q( Y) ]0 Z
- # Hot Key num 47 e: g% z; G" A* b, ?
- elsif Input.press?(Input::Numkey[4])
* {8 X+ a3 @: }9 j - $game_player.equip_item_to_hud(3, @item_window.item)
7 n! N4 L% S9 s# X% A% s - # Hot Key num 51 W+ i @8 ^1 ]
- elsif Input.press?(Input::Numkey[5])
$ C* _* Z4 t7 y - $game_player.equip_item_to_hud(4, @item_window.item)
- y) o$ l( b' X( W% O( @ - end
' T& G* |5 {. s2 R1 u: C - @hot_key_hud.update
" e9 l1 G: z6 f. w. C. Q - end
5 ]; B9 |) H5 @% g; g$ P - end- I3 d) A: L6 l& C' s
- else
5 A$ {: z/ M* C- x - class Quick_Menu_Item
& C% l! D2 F c - alias hud_quick_menu_main main6 [( \6 X# [) a1 [* L, u2 H
- def main5 V1 S4 B- J) P8 j* W0 s
- @hot_key_hud = Hot_Key_HUD.new4 R b. h Y" f Z2 r4 [5 J
- hud_quick_menu_main
# |5 O u" d; x) l/ z5 w - @hot_key_hud.dispose& K) {2 P. [8 ^' B5 o- X
- end
4 ^3 Z: o) P3 p5 h - % g( e2 V8 H, ]( z! w9 a
- alias hud_key_update update. j# R0 p: r$ g" N. `& D
- def update
8 c& ^7 E) z. ~' J - hud_key_update
) I5 _0 P4 s" E g. j5 I - # Hot Key num 1
' r8 \* e4 s' O X# J: m - if Input.press?(Input::Numkey[1])5 h4 \$ F7 w$ Z& c9 R( }# D& c
- $game_player.equip_item_to_hud(0, @item_window.item)
7 P5 I& |* O9 _: s; ^$ e) I - # Hot Key num 2
' y+ X- R/ {2 m4 d' Q9 o - elsif Input.press?(Input::Numkey[2])! R* N9 l! c. X* N( n
- $game_player.equip_item_to_hud(1, @item_window.item)
o) {# R6 a( t* D - # Hot Key num 3
: b6 i; n: d! a4 N% ~) ~. ^! S - elsif Input.press?(Input::Numkey[3])! n. B* n0 W% f4 @5 s3 f; v
- $game_player.equip_item_to_hud(2, @item_window.item)4 r( C+ q# ?8 \9 R" ]
- # Hot Key num 4
' w/ h" ~+ s( }6 G7 S/ Y - elsif Input.press?(Input::Numkey[4]), ~ K' _7 L3 a% Y/ f; m' ], a
- $game_player.equip_item_to_hud(3, @item_window.item)
3 q# L$ w' T$ N - # Hot Key num 5
& o# l# v# o2 M* L. } - elsif Input.press?(Input::Numkey[5])
! f8 u8 R2 D5 V4 Y' ~6 Q - $game_player.equip_item_to_hud(4, @item_window.item)
8 ~! f) E" S% H - end
7 z& n, @6 M7 S6 \1 Y - @hot_key_hud.update) @+ H' Z' {. V" r" ]" \
- end2 F' S# w4 S# w" k$ `" Z
- end
1 G5 C. S" ]2 t2 [7 |2 ]( ~ - end, T1 n( c$ T) B
* B8 X7 }' l* X V$ l- #===============================================================================
9 ^& c9 F$ X' S0 C- V - # HUD Window5 f/ A8 j( D+ A- Q
- #===============================================================================# `1 D! o7 X [) J" }/ c, Z
- class Hot_Key_HUD < Window_Base: T. ~! x" \ C3 f4 g
- def initialize(x = HUD_X - 10, y = HUD_Y - 15)
: @- O- E' B# d5 I; b5 H - super(x, y, 220, 80)/ U. G( G# p+ L" R, s4 _
- self.contents = Bitmap.new(width - 32, height - 32)
8 R) F7 V, C% b6 h - self.opacity = 0' k z1 g$ V* n6 B6 V& L7 |
- @actor = $game_party.actors[0]- U/ {9 Y m( v5 H
- refresh( b } B$ `9 G8 C5 u) h
- end6 ?0 i/ r$ Z3 T, C3 N
/ X' s5 d4 W0 n! @- def refresh2 Q3 Z7 ^: T) ^/ y: m' ?( B
- self.contents.clear
9 [1 n* _; v) @2 D3 y/ T X2 R6 I: `7 o8 l - bitmap = RPG::Cache.picture("Hot_Keys_HUD")
& g; }, K- O0 Q% R& d; f/ v3 {* ? - self.contents.blt(0, 0, bitmap, Rect.new(0, 0, 160, 32))
. t0 i a; ]% @' p! _5 y - for i in 0..4) r* M+ z8 h& l
- x = 32 * i + 4# R/ p; {7 ]4 P2 E
- item = $game_player.hud_equip[i]
0 S- S4 |* U& ^1 y - next if item.nil?
0 f0 ^9 R4 `' j" K8 y: { - if item.is_a?(RPG::Weapon)
. s/ ]# `1 r+ v( T+ k6 J7 P - item = nil if $game_party.weapon_number(item.id) == 0 and7 m. g# }# l1 V0 G2 v
- @actor.weapon_id != item.id
: o' U( ], p" A- l5 x - elsif item.is_a?(RPG::Armor)
( T; B5 E0 A9 x: X" ?* Y2 [4 x% ^ - item = nil if $game_party.armor_number(item.id) == 0 and % @$ o* q1 L7 |8 a% a2 r
- @actor.armor1_id != item.id! ], i( K9 Q+ S
- elsif item.is_a?(RPG::Item)
- m# T+ J0 }; a8 \, L - item = nil if $game_party.item_number(item.id) == 0 or' o A Q* i0 s6 \4 o, _; o9 k% s
- !$game_party.item_can_use?(item.id)
; P6 O& `8 f8 T7 l9 ~& k! R - end
8 \. M2 s5 Q) D6 r8 K5 R* b - bitmap = RPG::Cache.icon(item.icon_name). a* ]8 B" k$ K& j
- self.contents.blt(x, 4, bitmap, Rect.new(0, 0, 24, 24)), W+ E! T0 n) r" s$ b
- end8 v; t; u4 k2 z& d# H: z% \
- end
. M0 H1 ?5 N2 ]' R3 t3 x -
) Q" h0 P0 k( s0 h/ Y - def equip(item). u y: Z$ C o1 q
- if item.nil?% L- ?& F1 H( d) g
- $game_system.se_play($data_system.buzzer_se)
0 E& S: R8 v3 I2 H - return
( U& w" V4 H+ z J- e - end
! R. X$ s6 t6 u" |9 T - if item.is_a?(RPG::Skill). _1 |( u2 K* E, r" Y
- if [email protected]_can_use?(item.id) N3 H+ R9 x) X/ H6 m" x, h
- $game_system.se_play($data_system.buzzer_se)
3 I$ u2 x3 U4 l1 ~! y! \ - return8 @- P% q" r) k$ b, j( g
- end
2 s# e8 M' I5 t- V - $game_system.xas_skill_id = item.id: h. }; c; ?" D( t% n
- elsif item.is_a?(RPG::Weapon)" p! s0 k# V; {9 ^- Q. ?! {8 K
- @actor.equip(0, item.id)0 P% F8 z' q! c; s& A6 `
- elsif item.is_a?(RPG::Armor)# g, V0 g- g0 f* |* k% `; [% C
- @actor.equip(1, item.id), K. L( `+ l" q0 ~8 @; U) T
- elsif item.is_a?(RPG::Item)
! [5 e. t* O2 g2 R2 h) m' [4 K7 v& o - item_tool_id = XAS::XASITEM_ID[item.id]
5 m7 O3 b+ C8 ?4 V" G$ X; v3 S - if item_tool_id != nil2 [% f+ |% u+ _8 i7 }' K, O7 B
- unless $game_party.item_can_use?(item.id)
* A- @9 t3 }1 G- r# o% {) R# C - $game_system.se_play($data_system.buzzer_se)& `0 B' E; a- g( \& \
- return' H2 U7 J8 t. C. K" w1 b7 v: u
- end
# K) Q# P. V/ ?" G$ \( P - $game_system.xas_item_id = item.id
) @, d) q6 K+ n# |; M, K - end
7 O8 c" a @) b, J& t) d, ? - end: r9 z4 Z3 {$ D) d4 B) z# W
- $game_system.se_play($data_system.equip_se)2 A. d, A. m5 A2 n8 q$ A! L: U$ o
- end
' l! X" e, o5 p( f& Q2 E9 Y -
, ^* S! I. Y6 A" u* t - def update
: j. j9 a! a4 H& O - @actor = $game_party.actors[0]( c5 h s. H' T/ c: N; v
- @hot_keys = $game_player.hud_equip
7 h2 r+ o( h: l - refresh
3 L0 Q" e7 U; N+ P - return if !$scene.is_a?(Scene_Map)/ n4 T9 s2 Y4 ~ V- L. `6 A
- if Input.press?(Input::Numkey[1])9 W H9 _" ]+ ?5 j
- equip($game_player.hud_equip[0])
7 ? o7 f; f7 s* p. S( c - elsif Input.press?(Input::Numkey[2])7 g2 c( w& M( p3 b d l; p
- equip($game_player.hud_equip[1])4 y7 m- N8 }+ H7 o, P7 _5 }
- elsif Input.press?(Input::Numkey[3])% W( I$ x0 e+ Q4 m
- equip($game_player.hud_equip[2])
* |& Z0 o$ E' M6 g" o) ]2 l) U% J9 u - elsif Input.press?(Input::Numkey[4]). ?5 J. P8 @; Z6 n
- equip($game_player.hud_equip[3])
1 T5 F1 `8 H' r, I - elsif Input.press?(Input::Numkey[5]), g, P. c. k `( O! r) z Q
- equip($game_player.hud_equip[4])
7 _- T2 M5 s' e6 F - end
, D! c) c! k- ^; E+ A, d* m! K - end, _3 N! L$ t, z/ @# Z7 V' W8 h3 i
- end
. `# R. L2 u) Z2 f z. u" A: I - 9 s6 m' \9 N) u( [- Z3 k) V- S
- #===============================================================================
7 m, C; }. h. ]: ` - # Scene Map m4 l5 [9 t" t
- #===============================================================================, S: V, q/ [7 W" q
- class Scene_Map
' y; V2 l j8 ~( q6 J - alias hot_key_hud_init main. P, m9 v3 @0 |
- def main& ]3 O) O9 v$ e3 a& z: |
- @hot_key_hud = Hot_Key_HUD.new
8 Y; q& ]5 o \" Y, ` - @hot_key_hud.visible = !$game_switches[XAS_HUDDISABLE_HUD_SWITCH]
' o# c# u8 N2 W: U) a( p" s - hot_key_hud_init8 i$ b- w8 n. Y
- @hot_key_hud.dispose
0 u- g6 d! c4 H2 D - end
! R5 u$ k6 i; z# Y* f+ ` -
7 ]$ Z1 [( z: L0 T9 J. u' ^' r - alias hot_key_hud_update update7 X3 U) g$ K- P# W
- def update
m6 X5 I) `5 d7 p( S# j; g5 V - hot_key_hud_update8 u2 [0 y3 }! |/ t6 E) l
- @hot_key_hud.update
- l4 ?1 \2 d' ^, m" U5 i - @hot_key_hud.visible = !$game_switches[XAS_HUDDISABLE_HUD_SWITCH]2 B' o" b. {- s& s; [# r8 j0 n+ z7 U
- @hot_key_hud.update if !$game_switches[XAS_HUDDISABLE_HUD_SWITCH]
) q5 ^4 ]. D2 V& u* G* x, V - end
. j7 G5 f r. D4 b" s - end
复制代码 |
|