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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,9 m7 p1 l0 l% K& [& l% V
不知道有人能帮忙看一下吗? - #===============================================================================' \! Z9 i5 p4 w" c( z' @
- # XAS - Hot Key HUD
' s. R" O% b1 J' B; J2 p - #===============================================================================
* b5 t4 w& e* G5 J3 P - # By Mr_Wiggles
* q9 c8 E9 D& X/ l# g6 L - # Version 1.3% e; H! h. Z- N* P) @( L
- # 7/6/10; R; f6 O- c4 _- s1 ]* H
- #-------------------------------------------------------------------------------
3 z \; h8 }0 n( V+ L) i3 y - # Instructions:% ~' h/ a- ?: j
- # Fill in the constants bellow, paste this script above main and bellow XAS in( P4 u; l9 E( S& F/ c& [
- # your script data base. BE SURE TO SET TO THE RIGHT XAS VERSION!!
- L! f. J# P$ Y7 L$ E - # ; e9 G- Q5 z, K, f o" R
- # Place the "Hot_Keys_HUD" picture file into your game directory ! A/ G& T1 M6 v6 s w4 b! n+ \( c& r
- # Graphics/Pictures folder./ q: a2 N# C/ p/ X5 H$ T+ Y
- #-------------------------------------------------------------------------------; Q' g' m. ?( q3 n6 U$ i
- # Directions of Use:; i; R# M) b" K
- # Simple just press a number key (1 - 5) when the quick skill or item menu is$ n: M* a2 G+ b
- # Showing." r/ U0 s" ?. r2 m) d
- #===============================================================================- S6 Z; b3 O& s5 X m+ c v) w
- HUD_X = 0 # X pos of HUD
! k; I/ b7 M _0 ?+ o - HUD_Y = 0 # Y pos of HUD _* k% b3 V3 [+ {$ U9 O
- i3 d# U" n5 n) ?& t' z8 `
- # Set true if XAS 3.7f- u6 z! V4 G% U( `8 H
- # set false if XAS 3.6
6 R i1 u/ `3 ?. @5 ~6 H - XASVER_37 = true, E/ r& Y7 g. ^' o5 k
- 9 k" y1 V4 V& r( r' j
- #===============================================================================2 R! w0 e4 l" s" j9 ^. f+ L+ s8 y1 @3 H
- # Numkeys Module0 |* ]4 b4 T1 j! V3 |6 Q
- #===============================================================================
/ g6 _' D/ S/ x8 E - module Input
( d9 s. T. P& w4 ?+ @ - Numkey = {1 => 1049, 2 => 1050, 3 => 1051, 4 => 1052, 5 => 1053}" u; w; F( T3 }0 i
- class << self8 k) W7 M1 p, ^ d+ |
- Key = Win32API.new('user32','GetAsyncKeyState',['i'],'i')0 a: S; C, x4 F8 S6 D/ z
- 3 p, q5 m& {+ {+ `* `
- def testkey(key)
* i1 P/ V: A4 t5 b: P - Key.call(key) & 0x01 == 1
$ f9 P2 @9 z; W - end% f- t, u& i8 K$ G0 d; f$ }
- / L6 h! P1 ]" \/ r
- alias hud_key_update update9 W! w# X3 G% ?+ D2 m
- def update
$ H& U/ R" F; q X7 U/ g - hud_key_update- ~4 j! H9 `2 N7 p; M
- @pressed = [], B! {! O' [" S7 ^- z! H( ~5 j
- for key in Numkey.values/ j3 u( a9 c" Y1 L
- key -= 1000
" F& i8 o% q# C - @pressed.push(key) if testkey(key)
% j6 \1 R5 G7 f9 `% M/ l; ~ - end
, Z* y+ E- S! E - end' i, Q' G: K5 c; w2 N/ J
- 8 S. P2 g4 m, C# n* r) j; f
- def pressed?(key)
3 G3 r( ?% M" L. r6 X - key -= 10008 N! d% E$ L% e8 k1 r; O
- @pressed = [] if @pressed.nil?
3 G+ O5 m2 F& J9 O6 `1 O3 D - return true if @pressed.include?(key)2 `9 `9 B- S/ h1 r
- return false
! P5 O5 f" j- x. R# D; S - end0 e2 Z! H; |, i! l; U7 k7 _" ~
- ( l8 ?9 X; z; P2 l2 k- U6 v
- alias hud_key_press? press?" }& z5 N5 R# l K6 |/ `( Q- R
- def press?(key)
. B) j: G8 T; q3 A- z+ ` - return pressed?(key) if key.to_f > 1000 S; h% k% |2 X$ b* Z
- hud_key_press?(key)
6 N* ]/ m6 f+ I W0 | - end$ C/ ?* `4 ^2 b7 N; r( O
- end
. @9 B1 k7 z7 ? - end F- R6 H4 P( _& {( c+ l, t/ \/ d6 I
- & G9 X7 t' p; M1 F4 J
- #===============================================================================# \9 {3 I* c1 V
- # Game Player/ U" u' c( M0 _" L' Y8 @
- #===============================================================================3 p; |0 v: u$ `; ^ A/ k% H* M7 X
- class Game_Player < Game_Character
) O( c! {! W3 V% v9 q* c, V - attr_accessor :hud_equip
; x+ A {$ @% |0 F: z -
$ i6 S' x @8 _- V5 ]* Z - alias hot_key_hud_init initialize
2 |3 b `3 N+ @ - def initialize
8 I' l: d1 g l. o* a8 x7 d/ ]: t, w) T - hot_key_hud_init
3 X$ h$ U% U, T( k0 \ - @hud_equip = []2 S+ F# l7 w7 ^. c7 n
- end
- L2 H' F8 _3 N* B e# O -
$ s2 g9 @, [! j& `1 K: u2 m7 N - def equip_item_to_hud(n, item)
/ S' m+ R* ]; ^1 M( O! M, b - if item.nil?
2 l1 K9 Z8 N8 H. D - $game_system.se_play($data_system.buzzer_se)
. t: E) i2 J* L' _ - return& F+ O3 `# L5 X: u6 M: t
- end
4 l5 s# L8 ~* D% [ - $game_system.se_play($data_system.decision_se)
. C/ E. U+ {8 L- ~% L( v - @hud_equip[@hud_equip.index(item)] = nil if @hud_equip.include?(item)4 Q( E' U% [0 @- t$ X" ]
- @hud_equip[n] = item6 [. m4 W" } B" A+ H* `9 i
- end
1 E# o, B. H! p" `' S, Y( @ - end
7 `( r! A6 I1 T4 h - & W d4 r% r- F X9 E7 }
- #===============================================================================
$ h' Y* N% ]; h; d+ O - # Quick Skill Window. y) u) o2 X; m2 a
- #===============================================================================
' n4 p2 B6 E# R# L6 C - if XASVER_37 == false
k$ I0 u4 ], R3 N - class Xas_Scene_Skill
/ F7 t2 V6 z/ d3 f0 v2 | - alias hud_quick_menu_main main% _( P9 K/ m' E, t S4 s
- def main" p, \) q% o8 Y5 l* A9 z9 l
- @hot_key_hud = Hot_Key_HUD.new
+ _! g8 o& h) E* J% i9 [, W - hud_quick_menu_main
7 f( q1 Y- C: P& g! h - @hot_key_hud.dispose
0 e( p1 c/ D2 U, h1 \+ s - end6 f {+ g3 P9 q0 N
-
; B1 W, I4 U1 ~! ^! m - alias hotkey_hud_qucik_menu_update update
9 o/ ?" W0 |( K& Z @" ] - def update
% z* Q8 W# b9 D' E' K& q; v - hotkey_hud_qucik_menu_update4 O l/ e. @; a9 a
- # Hot Key num 16 {4 A/ A5 K$ K6 W/ W9 v
- if Input.press?(Input::Numkey[1])) _7 C: a. ^! N7 X, r$ j9 x
- $game_player.equip_item_to_hud(0, @skill_window.skill)
) `) u+ M2 g# i1 F6 V7 C - # Hot Key num 22 t, d, A4 H" p5 }' b V) c& g* Q
- elsif Input.press?(Input::Numkey[2])
& u. K% x+ \+ A" a) \2 s - $game_player.equip_item_to_hud(1, @skill_window.skill)
1 B4 `: o) @0 t - # Hot Key num 3
2 g$ J; P% a. T6 K/ D9 d! v - elsif Input.press?(Input::Numkey[3])+ l4 l2 R, r* X3 {0 p: P
- $game_player.equip_item_to_hud(2, @skill_window.skill)
+ h, ? B5 J+ g; j - # Hot Key num 4
3 `$ N) f( D: V - elsif Input.press?(Input::Numkey[4])6 I1 _# H, Y: B7 E! ?7 r; _! Q
- $game_player.equip_item_to_hud(3, @skill_window.skill)+ B' `% C q9 ~$ i$ k# X& E% w
- # Hot Key num 5
" S" j" R6 d+ H - elsif Input.press?(Input::Numkey[5])
7 A4 I: Y$ y/ s; N/ } - $game_player.equip_item_to_hud(4, @skill_window.skill)) w6 A. k8 Z4 s' Z, D
- end. s; R0 J* G6 c
- @hot_key_hud.update O& r4 D5 \/ v: H$ ]0 ~
- end
- u& R0 [0 J2 m; r! Q& s% M - end9 L3 A3 q- Z2 T- c+ T0 \
- else* \* ~) V9 V8 u% a5 V. B
- class Quick_Menu_Skill
) q: z# R' D1 Y7 N& F H3 z - alias hud_quick_menu_main main
9 ^, G% e/ @ s - def main: E8 e4 E/ b: J* j; k6 A, _* N
- @hot_key_hud = Hot_Key_HUD.new
( D5 _- A7 w$ H2 R m/ u - hud_quick_menu_main) F4 P( W/ C0 w1 }2 s0 |4 e# M
- @hot_key_hud.dispose
: n' a% M' q. d$ j - end
$ T; ?7 U: ^! \ -
* U7 }- ^1 K3 Z! W - alias hotkey_hud_qucik_menu_update update
( F3 Y3 T4 z- ^. m - def update) r. z: l# T. A) h% s( q
- hotkey_hud_qucik_menu_update1 g( @) H3 c% |0 j! N3 k5 m q0 \
- # Hot Key num 1
1 h* d2 o* A# |8 U# D - if Input.press?(Input::Numkey[1])
' w% [6 |. b3 S# Z4 i# `8 D6 K - $game_player.equip_item_to_hud(0, @skill_window.skill)
) G7 p1 X. k: n+ s9 |+ C0 ]( N - # Hot Key num 2" R Z. g1 c2 _% u1 S
- elsif Input.press?(Input::Numkey[2])
9 h/ w" f( K t8 t( i% V - $game_player.equip_item_to_hud(1, @skill_window.skill)
4 v' n4 L* K( _+ ^) y - # Hot Key num 3 `; m* n' H% }* J
- elsif Input.press?(Input::Numkey[3])
( J$ b# R- M1 T' A' T, |* X+ C! V - $game_player.equip_item_to_hud(2, @skill_window.skill)2 \$ z# J. ]: N3 z
- # Hot Key num 4
) z/ V& P# c: B - elsif Input.press?(Input::Numkey[4])6 }( ?; v$ ]3 M0 P$ V1 s% {
- $game_player.equip_item_to_hud(3, @skill_window.skill)
* X) d8 t9 o4 B/ r - # Hot Key num 56 T0 S1 u3 y6 g; @. K1 C
- elsif Input.press?(Input::Numkey[5])
# ~) p, c) i' K& b M5 H - $game_player.equip_item_to_hud(4, @skill_window.skill)) r7 g' Q0 H/ Q! {1 k% G8 s. E5 K
- end
$ Y/ C/ ` h$ e" c - @hot_key_hud.update D- s. z( E G Q3 ?3 S
- end$ y7 _* Z6 _1 ]- b
- end
3 v9 D, k1 c* [9 L- q* d - end
/ f6 J; Z1 a1 v$ S( V7 ~ - - Q* \! U" o' |. m
- #===============================================================================
* S2 x/ r: B2 J C - # Quick Item Window' x. N7 N: z7 o
- #===============================================================================3 }7 [5 _& U8 w" n, X5 [# s
- if XASVER_37 == false
& {1 g2 y0 V" C - class Xas_Scene_Item
* N$ K) a- H# l - alias hud_quick_menu_main main
: e+ L# k. t/ Q$ F1 V4 R" S! u0 i; Y - def main
" R9 l9 u1 N! ?, \) a! M7 K - @hot_key_hud = Hot_Key_HUD.new- E$ J7 R: p9 S5 g$ p3 R* [ |4 p1 a8 u' m
- hud_quick_menu_main
- ^" g. z- z* m3 \8 | - @hot_key_hud.dispose
2 R4 _9 l8 X" ?% Q( w - end
6 ]- [% c5 m3 J* r5 x9 R: E - $ N. B" v; ^) [/ W% D
- alias hud_key_update update B. _0 h/ D+ f4 N1 V
- def update6 W% Y* B) k* _, M
- hud_key_update& E& E$ E+ ]$ K. G5 k% l1 v
- # Hot Key num 1
% C# R& t, d" N; v' E& g7 j% Z - if Input.press?(Input::Numkey[1])- G& [3 o2 R6 [# E! F _0 q, A
- $game_player.equip_item_to_hud(0, @item_window.item)
( B/ o# ?) j6 J0 _% a+ k - # Hot Key num 2
% r: s% Y6 ^4 C8 b - elsif Input.press?(Input::Numkey[2])
* r. p3 t! t. R" G" D( I# _8 t - $game_player.equip_item_to_hud(1, @item_window.item)/ I5 ]3 T( {$ ?
- # Hot Key num 3% N6 I; \) W1 M* a
- elsif Input.press?(Input::Numkey[3])5 V: p5 M3 M- p! k0 m- z0 i
- $game_player.equip_item_to_hud(2, @item_window.item)
* S, ], \ s3 y- c% l: ^1 e- r, X - # Hot Key num 4
; n) r. U$ q: U" z& c: q - elsif Input.press?(Input::Numkey[4])' ~: V& t& ~0 O, |6 M% @$ _
- $game_player.equip_item_to_hud(3, @item_window.item)* e& K& b" u5 R& S/ f( O8 S3 I
- # Hot Key num 5
* V& _0 d2 M* J7 W; {- N7 D - elsif Input.press?(Input::Numkey[5])
4 N7 M5 b' m1 A. a - $game_player.equip_item_to_hud(4, @item_window.item)
: V" _$ ?7 r2 O, U - end
' [$ [+ ~, o; K1 ?; o - @hot_key_hud.update: I2 N# A, ?' b, k! H6 r b
- end. `5 e# `9 _2 s x
- end
0 Z/ q% g, m: v - else
- N0 L( M. F% y - class Quick_Menu_Item
! [3 s! z# R% J. }/ n5 c" F - alias hud_quick_menu_main main
; m7 ^3 _/ o7 Y( O) @6 t - def main: C: {8 D: o2 F7 f8 k3 E
- @hot_key_hud = Hot_Key_HUD.new8 W: q8 v; N7 _4 u! ^
- hud_quick_menu_main
: H" H3 {. t9 x% ]8 @) I! w! q. Z - @hot_key_hud.dispose3 q4 s: K+ o% f9 u7 q" N0 \2 O3 x9 K( |
- end2 K! D) v3 F* D
-
6 I6 X6 [. N. I8 q" g* q - alias hud_key_update update
* H' K* B% A* ~3 H4 ^ - def update9 ?3 q: K1 z& z6 d6 C7 L+ v9 g8 [0 m) m
- hud_key_update
! m4 i6 t Z/ g) `& S4 T - # Hot Key num 1
+ G4 V+ v3 y9 a. [. Z3 k/ g- i - if Input.press?(Input::Numkey[1])+ E' Y9 v% m: g
- $game_player.equip_item_to_hud(0, @item_window.item)
' |) n2 G3 l+ B0 k - # Hot Key num 2: C6 c6 ]' g' j5 z3 J
- elsif Input.press?(Input::Numkey[2])5 a2 d( b* D, S' }" H
- $game_player.equip_item_to_hud(1, @item_window.item)
8 k, _/ f( g" k6 L - # Hot Key num 3
$ a3 |. T1 q+ o0 z) K - elsif Input.press?(Input::Numkey[3])! R4 z7 g: J* _' X
- $game_player.equip_item_to_hud(2, @item_window.item)
# t) A7 k9 O1 t5 g. B$ b# U - # Hot Key num 4
! v7 _( j7 E+ p" Z% q - elsif Input.press?(Input::Numkey[4])& S5 V( X9 K( c; }
- $game_player.equip_item_to_hud(3, @item_window.item)4 e/ _3 W2 C. x# G9 [
- # Hot Key num 5, h* n( @! p, W
- elsif Input.press?(Input::Numkey[5])5 _. g4 ^" { H0 l( D: t
- $game_player.equip_item_to_hud(4, @item_window.item)
& I6 k' `& E3 m7 R6 A - end
# s; T9 U) M: u8 \$ z7 e H - @hot_key_hud.update
0 G6 h5 \* W! p - end+ [( _$ F; w: F" H3 Z
- end8 f/ }. k6 P ^5 j6 h% i( U4 _8 v
- end5 v* J6 V0 S) P- \. a" D+ @6 c/ C
- D% {6 w* u) ~- #===============================================================================
6 r( P" c- \3 S4 m/ Q - # HUD Window; _2 u' w" Q' S3 o. Y$ B7 e& c2 _
- #===============================================================================* ~5 m4 G; V; v! o
- class Hot_Key_HUD < Window_Base
% h0 X S/ [* ?# A) m - def initialize(x = HUD_X - 10, y = HUD_Y - 15)
3 E2 X l; E N' _8 D( x - super(x, y, 220, 80)
g8 w# f% v7 {+ i/ A. t - self.contents = Bitmap.new(width - 32, height - 32) A( ]. b/ f$ ^* b- \- c* K
- self.opacity = 0
2 B0 v$ Q+ Z/ c/ q - @actor = $game_party.actors[0]; L }0 O9 Q0 ?& k h
- refresh
3 @. F0 }" m+ J8 V" c - end
1 i# M' F( D4 J% s2 o- q
/ [, ]0 N8 {+ B+ ]- def refresh
+ ]$ F% S: ~8 f& x- M - self.contents.clear
# W8 w( q+ t' t1 X - bitmap = RPG::Cache.picture("Hot_Keys_HUD") G" ~1 \$ R( P( Z0 n4 B0 m" f+ o" o
- self.contents.blt(0, 0, bitmap, Rect.new(0, 0, 160, 32))
6 x+ A* ?$ g% H - for i in 0..4; \' s, v* s! E! Q! Y( b9 s1 {
- x = 32 * i + 4
% |% O2 T( Q$ l - item = $game_player.hud_equip[i]3 M+ q/ F( [6 Q: f' x( `
- next if item.nil?, ~9 i' I: S6 f$ U4 h, u" V
- if item.is_a?(RPG::Weapon)
k/ C+ A' u6 y. o& Q - item = nil if $game_party.weapon_number(item.id) == 0 and
f6 |7 \2 o# u! n2 v0 Z - @actor.weapon_id != item.id
( ?! g% G" d5 x - elsif item.is_a?(RPG::Armor)
7 Q2 U9 {6 V8 m9 ]6 X8 h - item = nil if $game_party.armor_number(item.id) == 0 and 1 I0 @% ^( j& ^& O
- @actor.armor1_id != item.id0 m; z8 h# U6 H; z6 _/ E
- elsif item.is_a?(RPG::Item), o' w# c8 h8 |* q; Y
- item = nil if $game_party.item_number(item.id) == 0 or
! Q3 h# I# R3 \3 ~ X* v2 o% P7 b% r s - !$game_party.item_can_use?(item.id)
2 a8 @* d+ U2 x+ O" P i6 B/ I9 f - end W' F U( v: n
- bitmap = RPG::Cache.icon(item.icon_name)
' `7 T! p( ?& F' W- \ - self.contents.blt(x, 4, bitmap, Rect.new(0, 0, 24, 24))
1 s0 r& T. N* K( b0 ` - end- m# R! Z# G, `! @
- end
: \, W: x/ I3 g, [6 W: L0 w2 V - $ z6 ` [# [7 u/ f+ W) P0 L
- def equip(item)
, l0 u% ` I9 G2 N7 } - if item.nil? S7 ?" s6 ^( @' z& u
- $game_system.se_play($data_system.buzzer_se)8 `8 v$ `6 B" L% s+ A
- return( ~5 s; [9 M K5 G- |9 E I: y# w
- end5 H& i7 Y8 \. P4 W- c8 v( k
- if item.is_a?(RPG::Skill)
5 v5 n, W: ~6 p7 h- } - if [email protected]_can_use?(item.id)/ l+ O; B3 b1 X
- $game_system.se_play($data_system.buzzer_se)
m& x M6 x; h6 P8 d# s* a9 Q - return$ t0 Q8 C* `. V8 l, ^2 l
- end
5 T$ e# U8 H% v! |. Z - $game_system.xas_skill_id = item.id
; a6 ?* _/ I; m1 p* ^# { - elsif item.is_a?(RPG::Weapon)
9 m4 T# H: @" I4 |7 j# S - @actor.equip(0, item.id)
( Y% ]: c# M/ X9 B9 Y - elsif item.is_a?(RPG::Armor), E6 p4 Q( i$ k9 g
- @actor.equip(1, item.id)3 A3 p' g" I6 R
- elsif item.is_a?(RPG::Item)8 c4 y2 z" n# e; U" ]( o/ q' d7 W
- item_tool_id = XAS::XASITEM_ID[item.id]
( v! r) e- j% L O2 y - if item_tool_id != nil+ S- H; Q; V, N1 ]0 o1 p$ s
- unless $game_party.item_can_use?(item.id)
/ X5 N0 I" }1 @6 r C - $game_system.se_play($data_system.buzzer_se)( G) K) G2 w" q
- return$ x2 E6 J3 a3 h
- end) m% G- ~& }3 }4 l) X- h0 K0 [
- $game_system.xas_item_id = item.id
* E8 M6 t! h }1 p! G3 j4 f# i - end
7 h4 [5 A/ J4 S; d* h - end
' T2 }! o7 W0 C; N$ G* O - $game_system.se_play($data_system.equip_se)* l) e3 p0 h! f2 ?+ D- Q7 P
- end
! ]9 f6 |" \& T0 ~* D- W9 A - . u" T3 t; R9 P. w2 ?
- def update9 a7 H5 q6 ^ x; t7 Z' _ D6 s
- @actor = $game_party.actors[0]: |- a& @, W' U- G( g( O; y
- @hot_keys = $game_player.hud_equip; _4 r: ?" ?' d+ f# k# e+ h+ m7 ?
- refresh
/ i! i' t+ O+ W" F - return if !$scene.is_a?(Scene_Map); z( \9 x# I( ?# K4 v
- if Input.press?(Input::Numkey[1])7 n9 m& F m4 X& I, A
- equip($game_player.hud_equip[0]). z- K2 s3 G6 f9 X% b' ^ S" z5 g
- elsif Input.press?(Input::Numkey[2]) B7 q" D4 {! |
- equip($game_player.hud_equip[1])
3 i% d E0 v7 }) {4 A# x - elsif Input.press?(Input::Numkey[3])
, V2 M) k% H$ P1 ?) V7 f - equip($game_player.hud_equip[2])
4 g! ?4 g$ d/ G) t - elsif Input.press?(Input::Numkey[4])& H9 z& k7 p, f( G) Z* \
- equip($game_player.hud_equip[3])
2 F! e) L% W' b( ]" u - elsif Input.press?(Input::Numkey[5])$ b/ ^) q& [) d& `
- equip($game_player.hud_equip[4])
) y- f, v0 a( d5 x - end9 x& S T# w+ d @
- end7 @# V: X3 w- }+ N
- end
( f" D1 W. q W+ ]
! ^3 F6 ? z: P7 H1 h1 Z- t! S/ s2 X- #===============================================================================
; E( S/ y h" t$ S3 L' ?. \ - # Scene Map; J' ^) k6 ^( e9 @& b! @
- #===============================================================================
# l9 b' c. Z. }5 e2 d! l! d - class Scene_Map
- h0 {" h, L( r+ }* Y5 G - alias hot_key_hud_init main
' n' H, a( j6 }6 P& _5 V - def main( Z+ x0 F9 ~5 j5 J
- @hot_key_hud = Hot_Key_HUD.new! N4 e# o. a, S" ^! `
- @hot_key_hud.visible = !$game_switches[XAS_HUDDISABLE_HUD_SWITCH]
& y9 M& E, N) E$ a5 j2 {2 b$ r - hot_key_hud_init& }5 y$ L$ N4 b$ C! `5 P- B& a
- @hot_key_hud.dispose1 y5 H$ k3 }# \7 _2 y, L F, e
- end6 X. l( u& y+ q' v
- 8 b# f/ e2 \* a. t3 s; [3 r% K
- alias hot_key_hud_update update
& y8 J% A4 K4 x! b4 o" t) R - def update5 t8 X# }# F' f7 v. H/ _# _
- hot_key_hud_update; i- Q2 v {% t4 A/ k: O
- @hot_key_hud.update6 p0 n3 a& Y x w' e, B
- @hot_key_hud.visible = !$game_switches[XAS_HUDDISABLE_HUD_SWITCH]
4 ^ u4 ]4 Y( V- Y7 Y8 L - @hot_key_hud.update if !$game_switches[XAS_HUDDISABLE_HUD_SWITCH]3 o# ]1 w' v! o, v m4 l! E
- end1 I! Q0 [$ e) P4 `1 @ I
- end
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