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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,
5 {' M+ g5 c7 a, B& o7 d( Z- J不知道有人能帮忙看一下吗? - #===============================================================================
. y- c: K9 m$ b4 n - # XAS - Hot Key HUD
6 \2 m# z8 x/ t( d N( E - #===============================================================================
0 H9 Q: G# Y8 x3 Q+ _% u" L* W8 ] - # By Mr_Wiggles- K$ D8 [6 ]8 f# @& Y8 h- o
- # Version 1.3
I# P$ z7 w: @" r% P; g/ I - # 7/6/10
) L( r5 A0 w7 ]- [! y' S, l - #-------------------------------------------------------------------------------0 {. E# `& l+ `' B4 D3 k$ i
- # Instructions:8 l8 i: F3 C% C6 B: U( G* m
- # Fill in the constants bellow, paste this script above main and bellow XAS in
8 [; n9 L( |2 q - # your script data base. BE SURE TO SET TO THE RIGHT XAS VERSION!!
; Y# j- x1 d5 U$ j8 ?1 N. Q+ y - #
; X: i# i0 g+ K: P& C* Q8 g% } - # Place the "Hot_Keys_HUD" picture file into your game directory , G1 {* \% c/ N9 v9 E5 j. @+ r5 k
- # Graphics/Pictures folder.
* M* |% p5 H$ ]/ m% b/ {# @ - #-------------------------------------------------------------------------------/ ^/ l" ]- [' E
- # Directions of Use:8 D, ~( @- s0 ]1 \/ H% U
- # Simple just press a number key (1 - 5) when the quick skill or item menu is
+ \4 {4 u, G: x9 O5 t6 \ - # Showing., J5 o, x* w! ?3 O9 J5 O
- #===============================================================================
8 n: I8 k: w0 m5 i' P! \ - HUD_X = 0 # X pos of HUD
2 ?/ u. I$ i0 y! I8 n0 G& ~* R - HUD_Y = 0 # Y pos of HUD* W. R# T' X1 E; } a. ~
- ( [! d0 k# p2 R$ ]4 R. N' x' M
- # Set true if XAS 3.7f
% P9 T. K/ n" a% v2 D) h- W - # set false if XAS 3.6
+ y0 y+ J4 M/ H9 b2 X - XASVER_37 = true
9 F- u2 i* Q# g+ ~- W! X - 4 o$ E; o- M# k( R4 E
- #===============================================================================
( L% }) T% `& J) U1 c - # Numkeys Module% Y, H' A* ~' t5 N4 C- C5 m& F& d
- #===============================================================================0 {; w: j. G) J! ]$ V9 G
- module Input
# S9 J6 b& O- X U, d - Numkey = {1 => 1049, 2 => 1050, 3 => 1051, 4 => 1052, 5 => 1053}, j6 V: A- S$ [+ I
- class << self
! u% f4 J5 U! z/ J3 |* X - Key = Win32API.new('user32','GetAsyncKeyState',['i'],'i')0 h0 p; i: A" D+ @6 L9 i+ I i
-
4 ^; ?5 _9 Q" Y - def testkey(key)0 f4 ~1 V1 g- `* ]* [$ E3 ]7 t
- Key.call(key) & 0x01 == 1
1 G; t: s3 e) `' ?1 u - end
4 o' ~. ^2 _% m9 m6 t -
- c, |. k v" [3 i3 P - alias hud_key_update update
4 Z0 F# i- j8 N9 B; p' C7 h6 P+ ]( b - def update/ v, N0 P; }0 O
- hud_key_update3 s. {) [* {) r6 t
- @pressed = []
* i/ Z, d* H- u; R - for key in Numkey.values
1 A( d* E2 a+ W8 r - key -= 1000
2 G7 c. D8 h+ g5 u7 F) K' m9 ? - @pressed.push(key) if testkey(key)
2 R3 d+ X$ ^% A7 z4 t& c - end
6 t6 W7 N9 m2 L+ n7 D - end5 m/ `0 J; P2 w8 [( C7 H
-
2 c9 P$ {/ |$ R - def pressed?(key)
* t- F% h( ]; T v! U - key -= 1000
, k" ?7 y; D8 K* ^3 M8 p - @pressed = [] if @pressed.nil?7 R& P3 Y9 V3 d
- return true if @pressed.include?(key)% g) K# e) B1 x! \- N" M' N6 s
- return false6 ^1 M F! T/ F4 }8 f K1 H( {
- end3 H% r- V1 @+ D* d$ f/ I( _5 Q
- G7 {# p s' X' K
- alias hud_key_press? press? A4 ?2 k6 I/ C* N$ T$ D, c* j
- def press?(key)
7 r8 m' I9 |, a' L# H - return pressed?(key) if key.to_f > 1000' n: Y. {& J9 {
- hud_key_press?(key)$ m; s& f8 A6 V4 p/ \* r
- end
% Y% I v% _ Y5 L: U, [* H - end
3 A! u# c6 J8 K" Z - end. u4 c% v% |/ D
- 6 I, R* D. x. A, @& x
- #===============================================================================. k U- a; z( x; S9 X
- # Game Player C" J W% m, T; Y
- #===============================================================================! k, Q+ ^* E) l
- class Game_Player < Game_Character
+ r: z: J1 @! m, g - attr_accessor :hud_equip
, D" [% G$ m6 I -
0 N+ Q: i9 v8 g, i; @0 x& } - alias hot_key_hud_init initialize
0 b9 b' N# w* q/ ^# s - def initialize
( j/ H$ S( u" w- _8 t* k* o - hot_key_hud_init* w* h7 }+ [6 f1 n' S6 L
- @hud_equip = []
0 x" o9 m- W" m$ T - end, B) U& I; I* r* _) a6 G
-
- R8 `1 s, P' L! O0 |& i& a - def equip_item_to_hud(n, item); @- W2 [6 t1 a& p7 A
- if item.nil?
% T5 C4 L3 b1 _7 k5 g) F - $game_system.se_play($data_system.buzzer_se)
( R. T. Q! t i8 g9 b6 X - return
3 W; n y/ A- V - end7 e F5 c6 D# B/ r; ?; h/ A
- $game_system.se_play($data_system.decision_se)
% Z5 L7 H. l. { - @hud_equip[@hud_equip.index(item)] = nil if @hud_equip.include?(item)
5 U% P0 J+ T( ?+ w6 D+ P - @hud_equip[n] = item
; E- D& L" i9 x - end
& q( J$ H9 C; D0 N - end
% d1 k- d0 _. E+ q( Q
' @& o. X; N9 T. U; E4 K- #===============================================================================
3 k5 B1 _5 }7 {3 t7 H% j. x$ E. f' X - # Quick Skill Window
- D" Y! K; m5 v% i - #===============================================================================# ~9 H$ m' }9 u6 K4 u! \
- if XASVER_37 == false, K+ b9 M f, I! ?1 q
- class Xas_Scene_Skill
7 ^1 w3 L8 G# A8 `: N- ~ H - alias hud_quick_menu_main main9 m# z$ V! k% K: v/ ]. b1 b
- def main
% N( L7 U5 ]. \( q% w. Y2 M" s9 W - @hot_key_hud = Hot_Key_HUD.new
) @4 ?4 B" K0 d( m; d, C" Z, h - hud_quick_menu_main
! r0 g& H9 t3 |) Y0 \ - @hot_key_hud.dispose6 W4 a6 r! k# j1 y
- end. Z# f8 L4 c8 ]1 Q8 r A. a2 X
-
7 X& r5 [% a/ I5 b0 x - alias hotkey_hud_qucik_menu_update update# y7 X8 n6 R' K
- def update
/ Z7 C" ?- y3 f, h - hotkey_hud_qucik_menu_update
( G: Y* E* ~5 a$ d. D - # Hot Key num 1
0 {4 Z7 Y# \6 v" s' m0 A. Q3 F - if Input.press?(Input::Numkey[1])+ m( v; V. G" i1 ~
- $game_player.equip_item_to_hud(0, @skill_window.skill)5 A! K$ w1 L2 C4 c
- # Hot Key num 2
# { s' [- D4 l, ^0 J3 N8 I - elsif Input.press?(Input::Numkey[2])
! b- X: O" D( \& |0 n1 ? - $game_player.equip_item_to_hud(1, @skill_window.skill)$ n$ [: w: w: ^& H
- # Hot Key num 3
6 b: A4 B: ?* ]/ o9 O+ e l9 V4 T - elsif Input.press?(Input::Numkey[3])
7 L; P% |) Y4 u - $game_player.equip_item_to_hud(2, @skill_window.skill)
: j: g) o- i( m0 \1 D% } - # Hot Key num 4
9 L7 V9 a* {* G - elsif Input.press?(Input::Numkey[4])
7 T$ c, v7 S( t L. p! V; L - $game_player.equip_item_to_hud(3, @skill_window.skill)- b) H W6 C5 H8 g7 g% b
- # Hot Key num 53 A7 O& d* d8 O q6 F
- elsif Input.press?(Input::Numkey[5])% z9 k9 J/ g9 h: c
- $game_player.equip_item_to_hud(4, @skill_window.skill)
`) x2 I# q! B- k' f1 \ - end" H- S9 y+ m+ f( ~
- @hot_key_hud.update
8 p& _3 B$ p2 |' w - end
5 l; u$ ?6 @( u - end
. C! W! H/ O! q6 f - else
c. o8 J5 h/ Y R( ]1 g - class Quick_Menu_Skill
# w- j; l; w1 }/ ^ E - alias hud_quick_menu_main main
- l- @4 H; f f - def main
" k7 ?; D" U: J9 t$ ^; U - @hot_key_hud = Hot_Key_HUD.new
7 m) K: X4 C4 \9 K - hud_quick_menu_main2 [* U% H" c/ e+ \0 T! o8 b# K7 k8 H
- @hot_key_hud.dispose9 B$ z4 @, D: h* }& |
- end
3 P' V0 P/ Q& H+ y1 Y" y7 ^5 ^9 ^& m - ( c! T1 n) B2 `9 a: u' G2 T
- alias hotkey_hud_qucik_menu_update update& ~5 }8 D @, |/ ^/ h) W
- def update6 c0 u3 L2 d" S# u! M+ h7 ^
- hotkey_hud_qucik_menu_update8 O) }4 ]" O$ H; g9 o/ f+ p
- # Hot Key num 1! _( i& r' I. u" k1 a- R$ G
- if Input.press?(Input::Numkey[1])
" I: A0 X: L( ]( T; k - $game_player.equip_item_to_hud(0, @skill_window.skill); F; s" p" L, S' o
- # Hot Key num 2
" a8 \. P; `8 m, l5 Q0 m9 n7 T: r. } - elsif Input.press?(Input::Numkey[2])- L$ @7 D( t/ A* S0 |
- $game_player.equip_item_to_hud(1, @skill_window.skill)
, l. P, r% X: Q- B y! x1 D; y - # Hot Key num 3
: a6 u, b- ~3 q - elsif Input.press?(Input::Numkey[3])
) F3 l, p; `8 p, Y& j* v5 h( F' X - $game_player.equip_item_to_hud(2, @skill_window.skill)
& z) i6 F. M- D( L - # Hot Key num 4
3 j# |" X( ^; G; t5 Z - elsif Input.press?(Input::Numkey[4])# @4 q3 D* Z3 ~9 `
- $game_player.equip_item_to_hud(3, @skill_window.skill)/ ^* D- o% U6 ^
- # Hot Key num 5: w6 _3 ]2 n$ I |
- elsif Input.press?(Input::Numkey[5]): I' p, F5 `5 M7 N
- $game_player.equip_item_to_hud(4, @skill_window.skill)/ b! k+ v' m* T7 C0 J5 P
- end
) A* a4 S% \% A# u - @hot_key_hud.update
6 F$ \; B; I- j3 j7 h! I! e7 y - end
7 L" l2 r' s7 G# k9 r/ y - end
7 Y; G) Q( x! I; X& j w - end- j/ { W/ }8 V4 L6 y) A
( k" {3 e& E3 H$ G( `+ G7 e! ^5 [- #===============================================================================6 S' s: v& `+ W4 v7 o
- # Quick Item Window
: x# v1 D K. B2 u/ d- f4 t+ y - #===============================================================================0 g! p/ h6 G% x, |0 M$ w0 g
- if XASVER_37 == false
. M2 j& N+ E, [5 g - class Xas_Scene_Item( r/ [! H- ?7 X# K: f- S& `
- alias hud_quick_menu_main main5 z$ b# M4 M n/ O4 P
- def main
1 i# d' A5 M4 x; b, i9 f - @hot_key_hud = Hot_Key_HUD.new( R6 E4 L9 i3 O
- hud_quick_menu_main
1 Y) Z% d* Q; C& \& c$ b - @hot_key_hud.dispose5 c1 z# {4 ~5 O! K K6 i
- end+ }, X* |0 c" E1 u8 M' a. S
-
9 H+ I6 ]" ]+ f( \ - alias hud_key_update update3 O8 Z: Y0 E0 v$ l
- def update
+ g! F# S6 i$ R' j - hud_key_update6 B1 j% {- ?0 ~; [
- # Hot Key num 1
! i0 e; l' W g* n" A - if Input.press?(Input::Numkey[1]): k* ^, y9 l5 c
- $game_player.equip_item_to_hud(0, @item_window.item)
4 d$ V' Z$ Y, y# w - # Hot Key num 2. m# R2 Q- Z- j- X6 b" f3 k4 a% s
- elsif Input.press?(Input::Numkey[2])
1 n: r; S8 }5 `& K0 a) E2 D) e& { - $game_player.equip_item_to_hud(1, @item_window.item)
5 K: T& D+ ^; u$ j% u - # Hot Key num 36 k4 T3 I7 L. u# P; C
- elsif Input.press?(Input::Numkey[3])
# v- H: d+ }( f - $game_player.equip_item_to_hud(2, @item_window.item)/ H; U4 X# m6 C5 s: J5 B
- # Hot Key num 4
8 |; c( s! ]- P& ` c - elsif Input.press?(Input::Numkey[4])& J1 U/ S! Y1 J
- $game_player.equip_item_to_hud(3, @item_window.item)
2 m0 _- q' v, z - # Hot Key num 5
' D+ X7 n0 W$ k+ a0 u& A, R" R0 t - elsif Input.press?(Input::Numkey[5])* y0 A: H, A; K, p1 ]) H
- $game_player.equip_item_to_hud(4, @item_window.item)3 U7 ^# g4 ?: E/ N `
- end- x4 W! c3 T, O/ n2 h2 I
- @hot_key_hud.update
, A1 [8 F; `+ a5 y - end7 H3 Y+ n$ g/ v
- end
/ O, U0 o% A) n" x* V - else7 A5 M7 }) q' ~9 | `
- class Quick_Menu_Item1 ]+ ] z9 z1 h( U
- alias hud_quick_menu_main main
% n! _( f% e% o- N - def main: Q% I) v! u- K2 \0 n. b: H
- @hot_key_hud = Hot_Key_HUD.new' K5 I9 m, n9 a( I6 B# e
- hud_quick_menu_main
" M4 ^/ k# J0 g - @hot_key_hud.dispose
\7 n- |0 o: Z - end
! N4 [' g- u; i! w& o; Q3 H* Q -
/ r: b: f: C$ m) }( X, c+ ~ - alias hud_key_update update( B% V: m3 V) x: l$ ]7 i
- def update/ a- e. W3 s- V4 B) h
- hud_key_update
! ]4 n2 }9 H0 D - # Hot Key num 1
/ m/ P; d3 d4 W1 @8 c0 U - if Input.press?(Input::Numkey[1])
4 Z+ l) h+ G: I1 W! y5 T - $game_player.equip_item_to_hud(0, @item_window.item)1 {' I# A7 m# {) x
- # Hot Key num 2
' Z, O% u9 C0 J2 ^$ p) V( L - elsif Input.press?(Input::Numkey[2])* `9 y; o. E) G) G. ^
- $game_player.equip_item_to_hud(1, @item_window.item)$ v/ Y3 r( m) r4 i! {0 ~2 f" y
- # Hot Key num 3
6 \5 S+ @8 o8 [( J+ \, X: l; W - elsif Input.press?(Input::Numkey[3])
* w/ x' ?' f' V% R) W - $game_player.equip_item_to_hud(2, @item_window.item)4 Q& F1 N3 x e1 y
- # Hot Key num 4
. m) e: N; I- i1 r. G5 D& h! g' p - elsif Input.press?(Input::Numkey[4]); `8 a# ~$ a k" {0 X
- $game_player.equip_item_to_hud(3, @item_window.item)5 d2 l% U: y4 J8 ~
- # Hot Key num 5% g- u' K) G j. l
- elsif Input.press?(Input::Numkey[5])
9 @+ u4 u7 x3 A- o+ D9 |* w - $game_player.equip_item_to_hud(4, @item_window.item)
/ g' v5 W7 G1 }" {0 }3 c( i& D' r - end
* V2 Z6 t5 y" ~9 F/ d - @hot_key_hud.update
! W( ]% i) u. L1 C' ~ - end
$ o8 [: `6 ~; k$ @* | - end
. w0 `' C* D: C6 w7 Q) z - end
% a. y, D( m1 O8 Q - 8 r; r* ?6 G5 p& v
- #===============================================================================
! O* y3 r: a6 x) S - # HUD Window% g3 k7 J4 F7 U5 v
- #===============================================================================0 O) Y, i: I* b1 j4 t. A. Q* i
- class Hot_Key_HUD < Window_Base7 E: t- S. M2 \1 A2 v: I9 n
- def initialize(x = HUD_X - 10, y = HUD_Y - 15)
& B. e) I& L& ?4 a( z2 o - super(x, y, 220, 80)$ i9 @& c7 {6 }. U7 w
- self.contents = Bitmap.new(width - 32, height - 32)
, v W" l+ ]" e0 M3 H+ r6 E# r - self.opacity = 0
1 f' b2 e' C7 o5 k% Z - @actor = $game_party.actors[0]$ r4 B5 U6 f; ?$ g, |+ @
- refresh, e* `, x4 A5 E+ g2 v8 }% F) c/ e+ D
- end
. r6 l+ L+ S! C. z6 `) g' a - 4 l9 `$ E# r2 d2 b, l4 @2 |
- def refresh
6 L% V. N' F( f) `. d) E* w# U" S) ^8 k - self.contents.clear, O( u1 c5 h% g1 t7 J, e6 P
- bitmap = RPG::Cache.picture("Hot_Keys_HUD")" G: H0 _/ I, q9 ~' i# Y
- self.contents.blt(0, 0, bitmap, Rect.new(0, 0, 160, 32))' }7 R0 z4 t+ K/ R! M% |! K
- for i in 0..46 m/ l8 ?5 b" F4 T$ n
- x = 32 * i + 4
- r9 i% T' N7 R+ H% c - item = $game_player.hud_equip[i]% _0 s# q3 c! S0 t+ Q' Q" i
- next if item.nil?' Y. B w* ?# y( w8 W
- if item.is_a?(RPG::Weapon)
8 i2 ]& I) ~5 B - item = nil if $game_party.weapon_number(item.id) == 0 and
' T0 J: O# y% _- x5 a' H - @actor.weapon_id != item.id
) J# l# l5 V) c( d: Y& c3 U - elsif item.is_a?(RPG::Armor). T( O0 q$ K) Q6 V. Y- G( }& c8 c
- item = nil if $game_party.armor_number(item.id) == 0 and 7 n3 g) A( `4 r/ C* x; z
- @actor.armor1_id != item.id Q5 z6 p! @; }$ _5 _! u
- elsif item.is_a?(RPG::Item)% v8 N- s% I" C S; Z
- item = nil if $game_party.item_number(item.id) == 0 or
, W: `# w- t6 `- q6 O0 c - !$game_party.item_can_use?(item.id)
% t J8 d& q; z. S - end
% b: x) A7 a( d5 i4 \" ~- G - bitmap = RPG::Cache.icon(item.icon_name)" `% V% }* V e9 ?8 R0 \
- self.contents.blt(x, 4, bitmap, Rect.new(0, 0, 24, 24)) B* F+ e; v) C/ k7 |! D$ e
- end3 S, j N4 J% o, N
- end
/ q: p( Q! T2 b& M. v7 s) C - , l- o% V! Y+ J* i$ U8 n" T
- def equip(item)
) u5 ~4 U O" t" G/ M - if item.nil?
6 i9 M3 H# y1 P* [6 b, | - $game_system.se_play($data_system.buzzer_se). r& w$ B) o- T' e! H
- return4 O7 \8 T8 Y, X' Z8 o! t
- end( G: k& s: T; V! Z3 _+ h, O2 C' l
- if item.is_a?(RPG::Skill)
8 n. _1 S4 r b* l. c1 `+ V - if [email protected]_can_use?(item.id)
" w! m6 A8 Z. ]" U# a. {4 l - $game_system.se_play($data_system.buzzer_se)
2 Q5 Z. u' ~5 @. n - return
7 K% Z4 \8 g8 [6 s& | - end O6 i" M7 D6 s6 V
- $game_system.xas_skill_id = item.id
r7 J2 c( U2 Z - elsif item.is_a?(RPG::Weapon)
4 `$ L! S O: T - @actor.equip(0, item.id)
- o9 X$ w* G4 X% S a8 |; y - elsif item.is_a?(RPG::Armor)5 e1 N% X W$ X0 a
- @actor.equip(1, item.id)& q$ c% m0 K7 y' `7 ] R( G
- elsif item.is_a?(RPG::Item)8 g4 w# ?8 L* y C
- item_tool_id = XAS::XASITEM_ID[item.id]
c* W; ]3 v* U" |! s - if item_tool_id != nil' {$ ?$ ?6 O& B! ?3 Z$ ~. P2 c
- unless $game_party.item_can_use?(item.id). }$ X9 T0 U9 R9 @$ y
- $game_system.se_play($data_system.buzzer_se)
; q1 R: I" m( H9 D$ V - return
, n. o. C6 e2 X8 ] - end( o4 ^% x5 A* l: o
- $game_system.xas_item_id = item.id
+ ]: D/ S! m- @% j. y0 V - end
3 \. P! A. F$ [% M+ W0 c0 ~2 | - end) B9 E# g8 }, I7 ?6 ]5 O7 y. |. R
- $game_system.se_play($data_system.equip_se)
( B' Q8 E- i, e9 s6 @ - end/ t" r- k( |2 `! `6 u8 e& w
-
; {+ N5 H/ ]2 ?8 c. o - def update
9 w' ?+ p( u4 Y8 S( ]2 G - @actor = $game_party.actors[0]+ I8 {' i) P2 f/ w
- @hot_keys = $game_player.hud_equip& }! P4 G5 g6 j" Z
- refresh
% P2 p& `- p4 t6 F' R5 S3 H- ~ - return if !$scene.is_a?(Scene_Map). n i/ r0 Q2 Q
- if Input.press?(Input::Numkey[1])5 w, M- Y0 C& r( Y
- equip($game_player.hud_equip[0])8 x( j4 j3 F! h7 q- b
- elsif Input.press?(Input::Numkey[2])
" I" J; s" h" B2 \+ B - equip($game_player.hud_equip[1])
0 m, A1 D. c0 o - elsif Input.press?(Input::Numkey[3])
) w! F( |- V8 R$ {% x) @. C - equip($game_player.hud_equip[2]) 9 V$ S5 X0 g+ |$ Z, f
- elsif Input.press?(Input::Numkey[4])
2 a: K6 W$ M! V. B; e5 n, D* E7 r; x - equip($game_player.hud_equip[3]) 5 ], |& ]4 p6 G8 c0 `/ o: t
- elsif Input.press?(Input::Numkey[5])
# D) w* U, S+ K: {! ^; A* W/ I - equip($game_player.hud_equip[4])
& H; f. f+ K p: ? - end
8 H$ V& p5 w @! o0 A - end
4 S/ ^; C( {. O4 h5 p4 ~ - end
" U m( N0 r5 { - 7 _/ F! l6 z8 e
- #===============================================================================# i2 n" t0 J, O8 l' U
- # Scene Map
q* b# H& K5 v$ s! z4 \& X - #===============================================================================5 b. A# U' v" g7 Z- R G1 X7 S
- class Scene_Map
* o+ [+ M; L* ^9 Y- E - alias hot_key_hud_init main
5 {5 J ~1 Y3 K9 J& o4 P, j9 ?6 c - def main9 f2 j7 n0 J/ W1 P( Y
- @hot_key_hud = Hot_Key_HUD.new2 d+ ?( s/ p9 d% b. r
- @hot_key_hud.visible = !$game_switches[XAS_HUDDISABLE_HUD_SWITCH]
" }" F3 w$ q; B) @ - hot_key_hud_init
& W M1 h3 V3 O% [0 y - @hot_key_hud.dispose! |, P% [ ~7 [) v$ S- E
- end" `- E) w9 M, {% Q6 G7 @
- 3 f) u0 Z, p5 _: q. ]
- alias hot_key_hud_update update/ u! E( v9 [; A. ^! f) H8 t4 i
- def update
) i- d( @" u$ Q! \ - hot_key_hud_update/ q: u: C9 P* l) i
- @hot_key_hud.update
" b0 i: @+ K( i- ~# g) a/ i* |) a; N - @hot_key_hud.visible = !$game_switches[XAS_HUDDISABLE_HUD_SWITCH]7 ?/ l* S/ R' O$ |# Z( `$ K
- @hot_key_hud.update if !$game_switches[XAS_HUDDISABLE_HUD_SWITCH]
, C5 s& c$ o- c1 W- ~" r0 N4 ~ - end
( f* z. X% n( ]4 s. `- y - end
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