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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,
/ G3 r) I$ f7 ~: N V& y不知道有人能帮忙看一下吗? - #===============================================================================% T* o x! R0 R1 P
- # XAS - Hot Key HUD L# H p* O1 H- P
- #===============================================================================
. e! e) ~3 b( C) N! z1 Y' F% h - # By Mr_Wiggles5 O4 C- P( j0 m q
- # Version 1.3: k' \ D0 J/ b
- # 7/6/10
. g" d$ T( } x( A8 ~. g t) b - #-------------------------------------------------------------------------------- k1 T9 @# Z q$ z6 L2 Q& [8 ` M
- # Instructions:5 U3 k0 K# v4 ~# Y% G! ?8 t
- # Fill in the constants bellow, paste this script above main and bellow XAS in
( H- y5 V0 w% P1 ^ - # your script data base. BE SURE TO SET TO THE RIGHT XAS VERSION!!5 a6 o, u6 `/ ]) m
- # 9 a( }' M: e* j3 _$ M
- # Place the "Hot_Keys_HUD" picture file into your game directory
( }, D7 J! x" z# ~+ t* ?! t! ~ - # Graphics/Pictures folder.6 j2 A: V# t% ]; b
- #-------------------------------------------------------------------------------( m% t( w$ W$ I! {* W
- # Directions of Use:
* X! r) Y y5 i9 c2 i: S1 a1 B - # Simple just press a number key (1 - 5) when the quick skill or item menu is
& e, E; C& c7 d - # Showing.
/ w3 R" p) ?) | - #===============================================================================5 S! E7 @) X$ m1 F* Z" r2 }
- HUD_X = 0 # X pos of HUD
& f0 X# n2 v; F6 R" o' Z - HUD_Y = 0 # Y pos of HUD" m0 O" b( b0 O4 Y( b" Y# d; F
9 E7 t2 V7 {6 H% g6 S1 {8 l" ]6 w- # Set true if XAS 3.7f4 @) b+ g+ |, L8 |8 L1 l ?3 c9 f
- # set false if XAS 3.65 ~& y& h6 |( t- t3 v
- XASVER_37 = true
U( `$ @; N$ R0 B+ d6 p8 A - , c5 f1 J3 f. |
- #===============================================================================! y1 K6 q+ ]) O+ [
- # Numkeys Module! @# Y! i' z. c& T; @: A/ F
- #===============================================================================
; S7 h8 k# E! U: `# _& m- y - module Input: [4 o/ ]; D) A* ~* c `6 }
- Numkey = {1 => 1049, 2 => 1050, 3 => 1051, 4 => 1052, 5 => 1053}
8 r: ~5 e8 c" o - class << self( A) u) i3 e( ^9 ^# U3 U
- Key = Win32API.new('user32','GetAsyncKeyState',['i'],'i')
/ _+ v8 H a" m% l5 A -
! e# p7 L) s9 {3 p. t. m - def testkey(key)
; }& k; I: y5 p - Key.call(key) & 0x01 == 1
, K/ X/ J( i+ B) e - end
; k) t5 C) M$ T" K$ @ - 3 e6 I4 Y' Y5 w( H/ F. B7 f
- alias hud_key_update update2 l0 V8 X: m( [3 p0 V; c1 [8 {
- def update3 S- I6 z8 \2 k( i- W
- hud_key_update
+ G' S P# n% ^2 R5 D. P - @pressed = []1 W9 i0 s) w" l; W# B7 L; E
- for key in Numkey.values
( S* Y8 |, N! y8 R" B' h) w - key -= 1000
# B! {; k3 k# N" K# G; Y - @pressed.push(key) if testkey(key)
3 `# z& c$ w1 W$ l' Z; \ - end( p4 _8 f9 t9 e; l
- end
, s- Q7 c. K# i ~4 `. B - ; w( H r N) Y
- def pressed?(key)
0 v2 m8 S6 V) \1 T - key -= 10009 L( {5 V2 q% \: X
- @pressed = [] if @pressed.nil? ?5 a1 _+ R9 Q# \ K+ z
- return true if @pressed.include?(key)
, W5 w9 B3 \$ [4 G - return false
0 C, C( ?' Q5 H4 v - end
3 t& G; e: J/ @& @* A( R - ( s5 Z0 k+ u1 U4 O) j+ F
- alias hud_key_press? press?
$ \1 T ~0 t$ D+ z8 u - def press?(key)
- s' [, g/ g8 u - return pressed?(key) if key.to_f > 1000 M9 Q Y$ G4 v. B. |
- hud_key_press?(key)
) p) c( B1 M/ [ - end
7 S; D7 U7 X9 i - end
+ L5 Q1 x/ G3 q! |8 M5 ?7 \ - end
7 D3 Q3 I' o; R# q2 [ - 0 v( \' R8 }3 B2 v
- #===============================================================================' a$ T" S7 G3 x4 h4 B* q
- # Game Player
+ J9 l# A y3 f4 b% t+ T5 h - #===============================================================================
& q* g/ u3 H* Q- z: L( i - class Game_Player < Game_Character
: W$ m0 V- i6 |0 Y - attr_accessor :hud_equip( [) b& C f# Q: E
- 6 f; h! U- j2 a; j) E
- alias hot_key_hud_init initialize
6 m- Z3 G5 X2 N7 A+ E5 ? - def initialize! @0 @; L) ?/ W& q% i9 \ `2 @
- hot_key_hud_init1 X! I2 u! {9 z
- @hud_equip = []$ Y$ V2 n% U; p, Q' A; ?! n7 F
- end
1 B7 D9 L* o. b7 d/ o -
8 x, @, ?% ^. N, ~5 v% B- @" s; U - def equip_item_to_hud(n, item)
3 {) }$ p: W3 }$ {' t - if item.nil?
* E# J1 m6 _0 N, R* ~ - $game_system.se_play($data_system.buzzer_se); t2 P9 L/ I7 {
- return
$ `% Z$ W9 |% P- c0 t0 l - end' w+ b/ {$ z- O- T
- $game_system.se_play($data_system.decision_se)/ m# x9 j; T# i3 {
- @hud_equip[@hud_equip.index(item)] = nil if @hud_equip.include?(item)
+ c* g8 F4 R( `3 T* }" \% m1 a6 l - @hud_equip[n] = item
3 K, k" O' P! G( H5 \. m8 M: j - end
& o+ G( O5 U9 ~% ~+ @& a, `/ p - end' [) u' K0 e3 a* `) J+ ?- m+ c3 `# d& ?
# v5 b/ d: Q8 I C7 D- #===============================================================================2 r/ h% f u- K( u6 K" E |: g
- # Quick Skill Window0 E1 j* I/ F8 L4 n6 R8 z1 L a
- #===============================================================================
' O0 m( d3 s1 y/ y. H- s# b) \ - if XASVER_37 == false
. }$ W+ `# M) X1 F$ ], e - class Xas_Scene_Skill; g3 l9 }0 @" Q- r( S/ L: a9 M
- alias hud_quick_menu_main main
# a* Q. [$ a, f4 m0 a' z - def main
2 u" T) C' M4 ?1 p1 i - @hot_key_hud = Hot_Key_HUD.new' p0 Q2 e# T) X, F- x- m3 _* {! I
- hud_quick_menu_main
9 L4 T( @( ]% s" ` - @hot_key_hud.dispose
& E/ X" @1 H+ Z) A3 V7 O6 _ - end
) y" n3 N" M$ i, k9 h4 @" r9 {3 t - + h0 d1 M9 N1 n9 s# q
- alias hotkey_hud_qucik_menu_update update
6 o7 _- p+ e `$ O - def update w" [# t7 J/ a& J' A( S0 @
- hotkey_hud_qucik_menu_update
" a8 v) i) o: A* G6 [; \' v% w - # Hot Key num 1
5 l! ?' M) ?5 a3 Z+ Z - if Input.press?(Input::Numkey[1])- M- h' V- E; ]0 M, a
- $game_player.equip_item_to_hud(0, @skill_window.skill)& g8 _( \8 T- ^5 m
- # Hot Key num 2
' N, m4 R3 c" g& ~8 P - elsif Input.press?(Input::Numkey[2])
, B# ?1 ?. b6 M3 V6 P k8 I - $game_player.equip_item_to_hud(1, @skill_window.skill)
' L' k9 E) N( r# ^& c - # Hot Key num 3
$ U# U: Q& X! {. |! d, O1 J - elsif Input.press?(Input::Numkey[3])
: a, E& e+ u3 ~9 Y - $game_player.equip_item_to_hud(2, @skill_window.skill)8 L1 a4 W* i( R0 x! ^0 Z ^ P
- # Hot Key num 4: y: P" m! w9 t4 @
- elsif Input.press?(Input::Numkey[4])
4 J1 U$ D8 E; G# j7 a - $game_player.equip_item_to_hud(3, @skill_window.skill)0 E. U* b) W. r: Y
- # Hot Key num 5# Y2 F( l) C* f( w B4 @
- elsif Input.press?(Input::Numkey[5])
3 v3 o% F' p9 t - $game_player.equip_item_to_hud(4, @skill_window.skill)) l- [" c2 Z6 |: ]
- end
, W! n9 V' w4 Y - @hot_key_hud.update
4 v) Q/ e" R; \# I, t - end
5 h6 n0 ?& m; I u5 g& n - end
7 w f0 s" q+ u# N! U% Z - else1 l; H V: t) `( {$ b
- class Quick_Menu_Skill
% z! ^3 t: \, Q! A& q - alias hud_quick_menu_main main
( E6 z! v3 m2 {8 m& i8 O, z% o - def main; a. R* D+ s; K4 D; q. Z
- @hot_key_hud = Hot_Key_HUD.new
x0 R3 j0 g+ a! x9 o( k# `5 m - hud_quick_menu_main A! [6 l' P+ W* ?3 A I
- @hot_key_hud.dispose
7 ?* g: v9 M- B - end3 y/ g7 }; E4 @2 B- O3 [
- ' O4 O: W# ^# \0 [7 o4 l- r$ ]+ Z( P1 M
- alias hotkey_hud_qucik_menu_update update$ S% Q9 q! \8 q2 w
- def update8 ~, n" [' Y5 Y$ C! r" L2 W: ~
- hotkey_hud_qucik_menu_update: y% ], x0 y+ f( E
- # Hot Key num 1$ Q* I7 R; X* G7 P4 S# G- C2 c
- if Input.press?(Input::Numkey[1])
* n! g( B5 P; Y/ m - $game_player.equip_item_to_hud(0, @skill_window.skill)8 ~ ?; v. q2 v
- # Hot Key num 2
! _1 M' D) T% k" b/ Q' F - elsif Input.press?(Input::Numkey[2])$ C l- ^* O4 K# s
- $game_player.equip_item_to_hud(1, @skill_window.skill): H6 v$ m% O) |0 ?9 X# e
- # Hot Key num 3! X- f# Y- Z0 P9 H
- elsif Input.press?(Input::Numkey[3])) r9 v/ a1 ~0 E k+ s$ B
- $game_player.equip_item_to_hud(2, @skill_window.skill)9 u4 \- ~ Z1 B
- # Hot Key num 4
) `! P$ X0 T5 T% e3 Y7 ^ - elsif Input.press?(Input::Numkey[4]), f2 C( e5 h1 Y* _! ~
- $game_player.equip_item_to_hud(3, @skill_window.skill)
9 \$ [6 a! @; ~( d* M- \$ n0 Q - # Hot Key num 5
% o* R' Q% T, R0 [ - elsif Input.press?(Input::Numkey[5])' j% N& _9 X2 t, m* }! W
- $game_player.equip_item_to_hud(4, @skill_window.skill)) [: C5 h0 E/ b" L7 t G$ d
- end
- w. t) P/ e' t - @hot_key_hud.update" O W! | v' S6 U
- end# J" G, H. n- C: c: w
- end1 W( ?. e8 g6 [% n5 I
- end% K5 V# q8 f0 e# g) J' ^
+ l1 ~. p' R# N- #===============================================================================
$ A% D3 }! B9 i# L5 }. @# d - # Quick Item Window3 q% H0 N. S" v" ~/ K
- #===============================================================================. P, h/ \: ^+ m& U8 |( p
- if XASVER_37 == false
) Z0 r3 Z8 U' S - class Xas_Scene_Item
' Y5 d! x" R8 M5 z$ v9 C1 f - alias hud_quick_menu_main main
1 C; C/ z, N. H, G( p- c8 z - def main$ U0 S3 Y3 @. y8 I% q
- @hot_key_hud = Hot_Key_HUD.new
2 U: k- N- R9 X/ @2 R# K X - hud_quick_menu_main
2 Y8 g$ m8 m" p& z7 j; R! E, k. d - @hot_key_hud.dispose
! L4 w' C" m7 ~# F - end5 e# j- |5 i! K3 C* w
- - q4 D7 g! x# [- `; m7 g
- alias hud_key_update update9 E! D- f# L9 H h4 k9 A2 V
- def update
c* a/ r/ G+ F5 c1 r/ l - hud_key_update" ~# T9 S( ^* ?( x
- # Hot Key num 10 @% N4 V7 G' B) G' R$ O5 K% X
- if Input.press?(Input::Numkey[1])8 X* P. Q+ \* u
- $game_player.equip_item_to_hud(0, @item_window.item)
6 Q9 o6 M2 G9 h3 P - # Hot Key num 2
" f: B2 n$ q5 l' S# V. M9 C - elsif Input.press?(Input::Numkey[2])2 ]% i1 X4 I! `7 b: Q
- $game_player.equip_item_to_hud(1, @item_window.item)' w, o& W3 \/ P
- # Hot Key num 3) H( u% C4 ?7 J, H* L
- elsif Input.press?(Input::Numkey[3])5 M; L) {( w( ~7 |
- $game_player.equip_item_to_hud(2, @item_window.item)* D8 g9 B- m8 i6 T7 s5 ^
- # Hot Key num 4
/ w6 E9 ]6 V3 N9 t2 C - elsif Input.press?(Input::Numkey[4]). l$ E' A0 i7 E
- $game_player.equip_item_to_hud(3, @item_window.item)
8 q4 @- _. ]3 U; p: p. Y% _4 J$ y - # Hot Key num 58 b$ x! S, `- R( U7 O9 z& I
- elsif Input.press?(Input::Numkey[5])
+ J" g2 l# r9 v+ s8 S+ O: b3 a. H - $game_player.equip_item_to_hud(4, @item_window.item)0 Q0 G6 E# N5 L* j9 V( f
- end! b, B1 S' q' k/ E5 H' u* L$ c
- @hot_key_hud.update
# G- F$ V: e( r# _5 b6 F; l5 e - end2 T" y! e( o# R8 [5 ]
- end7 w4 t2 {! i( W# a5 G
- else
3 c+ Z1 ~7 Z: g) ]3 f7 D - class Quick_Menu_Item2 t n, x, s5 c/ _, J! k/ Z; `
- alias hud_quick_menu_main main; d1 b$ X3 |. L
- def main
7 A, `3 t8 ]1 s6 i' s7 l - @hot_key_hud = Hot_Key_HUD.new; c" t+ B% Z# S$ }. b* W
- hud_quick_menu_main
+ a u5 `. I2 g# {6 T) {1 S* P - @hot_key_hud.dispose7 \- l. g* ]! E, e) C" c6 r' a
- end# `" T' \4 t) z) n6 C& N
- : x, [# c' l5 Y4 K
- alias hud_key_update update8 D! s0 X; `, ~0 G; f' s
- def update
8 ]) k {3 }/ o7 S0 x - hud_key_update/ f8 [9 [9 h1 g: h( y
- # Hot Key num 1& y, k; t2 k9 [4 @; Y* [
- if Input.press?(Input::Numkey[1])+ f% z$ w: Q' v' r
- $game_player.equip_item_to_hud(0, @item_window.item)
N6 v* U% ~$ x' x* u4 |. ]0 g - # Hot Key num 28 I% V" _. M2 V! e+ i
- elsif Input.press?(Input::Numkey[2])9 ?8 I8 u8 q& K, ]
- $game_player.equip_item_to_hud(1, @item_window.item)
/ E% k( j( P& { - # Hot Key num 3
! K; A5 b+ _- J2 Y% G - elsif Input.press?(Input::Numkey[3])
* k: O" y! F s - $game_player.equip_item_to_hud(2, @item_window.item)
# f: f r, |! _1 S/ f" c - # Hot Key num 4+ e7 }7 N- i* ^" q3 Y
- elsif Input.press?(Input::Numkey[4])& |4 O; e1 Y9 \3 R% O7 B/ \9 @
- $game_player.equip_item_to_hud(3, @item_window.item)
( z$ k D% ?; _* J( m8 q& f z - # Hot Key num 5
% n' s4 B, w* K5 m - elsif Input.press?(Input::Numkey[5])9 o$ k$ P7 W0 R8 j+ {
- $game_player.equip_item_to_hud(4, @item_window.item)9 A) \* V" T0 y" F/ V% o
- end
: q5 y: Q. O3 f; { - @hot_key_hud.update
& M; m* D+ i# G - end5 W: }$ h# H) i4 r$ o4 m3 [! _2 ^
- end" ]+ Y) E+ |: w b: a9 x# ?2 N6 I
- end3 S- K B- s& W. }4 n3 n' w
; A- J1 _" e6 c9 p& _' [- #===============================================================================
& L; C7 @# |+ H+ S6 k0 G4 ?1 i - # HUD Window
6 }5 g/ ~+ K9 C( i - #===============================================================================
% f+ w# U& E, @! \" w) M4 V g4 k - class Hot_Key_HUD < Window_Base
" u2 L+ d3 w; k% E- N - def initialize(x = HUD_X - 10, y = HUD_Y - 15)" m8 d& z. N' g/ J |! O. }! ]$ z" v
- super(x, y, 220, 80)& x( o' Q) q3 @4 w0 w
- self.contents = Bitmap.new(width - 32, height - 32) f4 V; ~' a9 ^0 d* D% Z# D& W
- self.opacity = 0
% |5 O, Q4 x3 k2 x- [ - @actor = $game_party.actors[0]
# \9 z4 Z4 n Z3 k& K - refresh" d! c5 W* H N; r+ J0 Y
- end
7 _. G; e: A: X, w3 F0 ?3 r5 o. S
. V0 I% C0 b/ ^# A! @- def refresh! F- y# P7 V% p2 H" }' S1 c1 m# }
- self.contents.clear
* }. b1 P+ y* R5 ^ - bitmap = RPG::Cache.picture("Hot_Keys_HUD")6 N9 M2 B( n Q9 u) p/ c
- self.contents.blt(0, 0, bitmap, Rect.new(0, 0, 160, 32))
: ~, J' v+ j2 O ]! y! P - for i in 0..4
7 O9 A2 I/ [* W - x = 32 * i + 4
1 r2 k$ H/ k8 {+ H5 l/ S7 V - item = $game_player.hud_equip[i]
7 N2 Z1 v0 A4 F5 { - next if item.nil?
6 M4 U: h5 `7 V# d - if item.is_a?(RPG::Weapon)
: Z2 y( z" V! ]" M& d9 i, B! @ O - item = nil if $game_party.weapon_number(item.id) == 0 and
, {: a# p1 j6 _# J( K9 B - @actor.weapon_id != item.id
3 B. Q, M& }* {5 U" k& A# C - elsif item.is_a?(RPG::Armor)% Z2 I+ w) w6 S! B
- item = nil if $game_party.armor_number(item.id) == 0 and
' \/ t, `. d) `' {; i - @actor.armor1_id != item.id
O ?2 F* c2 s% }% E* U- L1 b - elsif item.is_a?(RPG::Item)4 [0 K) c$ n7 s8 a8 i1 _
- item = nil if $game_party.item_number(item.id) == 0 or' t) X' l1 B. y
- !$game_party.item_can_use?(item.id)1 y4 k1 V$ d) P" V
- end( u1 _" B3 m- ^& V- K! e
- bitmap = RPG::Cache.icon(item.icon_name)+ \& i% [5 t) [) h0 Q* n+ Q+ l4 @
- self.contents.blt(x, 4, bitmap, Rect.new(0, 0, 24, 24))3 I4 _" f+ H" t
- end/ k" N {! u% u- B
- end
/ f6 c# i. x4 a% H# N$ ?7 ?% C -
8 d- b [ s% j& P - def equip(item)
% G- Y5 N+ k5 R4 s7 X$ M' W7 U9 [ - if item.nil?# W+ p0 Q" `. v7 o8 b; }! u" W
- $game_system.se_play($data_system.buzzer_se)
; u3 I l& ]7 f3 e$ L; E( { - return" |& k2 n+ f2 c
- end
) _' y V6 I" M6 X - if item.is_a?(RPG::Skill)
3 x7 E. c5 }9 e& E. d' s - if [email protected]_can_use?(item.id)
; T" t+ {0 Q; Q' L - $game_system.se_play($data_system.buzzer_se)& L/ T$ T0 J) f H' v
- return
! u0 L% F5 d$ \+ _/ C- ]1 F. M! } - end0 P+ ?3 I5 k7 B( G. i' ]- O: l
- $game_system.xas_skill_id = item.id
4 C7 y4 I9 h$ F - elsif item.is_a?(RPG::Weapon)
3 @# F& F& } b+ d& I - @actor.equip(0, item.id)
8 {# `8 [$ {; E7 {. k - elsif item.is_a?(RPG::Armor)8 ?7 h" P7 C4 J1 c/ u5 g- \3 G
- @actor.equip(1, item.id)
7 J0 b" h- C/ X5 P+ w - elsif item.is_a?(RPG::Item)
% X" v, L" m* f1 T. ^! }/ Q+ F - item_tool_id = XAS::XASITEM_ID[item.id]
& n% n Z: J0 D- v- F$ }. B& ^ - if item_tool_id != nil
1 B9 n8 ^! C |/ o. z* a0 x - unless $game_party.item_can_use?(item.id)8 I! ~, G0 h* _7 C+ W5 a
- $game_system.se_play($data_system.buzzer_se)
# _2 O5 q9 A3 U0 V - return- i3 ~ | s3 ^7 t0 O0 T
- end2 x6 L: X4 s! U& U
- $game_system.xas_item_id = item.id0 i; _, y8 }7 R. }% N7 ~0 w
- end! i& o O5 G: ]
- end
8 |$ m, j3 l, w7 C4 z$ t# H( b - $game_system.se_play($data_system.equip_se)
: ]3 R0 Z9 K; L/ J - end! x* S( p8 n0 a1 ~2 r$ ^8 @6 f
-
0 I8 F9 d% l* G - def update
+ c( I% S3 A5 F2 X - @actor = $game_party.actors[0]
1 b% F; E! K7 r - @hot_keys = $game_player.hud_equip
$ w% H+ n q- r0 ?8 u, d$ N - refresh* y) N& p( `$ P2 B
- return if !$scene.is_a?(Scene_Map)
, _5 T" _, s& p' I7 V - if Input.press?(Input::Numkey[1])$ t; x* Y; e6 @9 N g# q
- equip($game_player.hud_equip[0])! v2 l2 R u+ P! S* c
- elsif Input.press?(Input::Numkey[2])
0 ^0 q' Q# t [% y& J; ^ - equip($game_player.hud_equip[1])
1 j: H$ g4 Q% F; c3 o - elsif Input.press?(Input::Numkey[3])
9 N4 D! v5 X4 @: D - equip($game_player.hud_equip[2])
, K5 T2 X- y1 M8 `- [ - elsif Input.press?(Input::Numkey[4])+ }- A3 k" ^8 H2 T* d
- equip($game_player.hud_equip[3])
6 g( _, L2 L( {: Y% ^2 a; y - elsif Input.press?(Input::Numkey[5])) V/ `4 e! P- ^! C% Z
- equip($game_player.hud_equip[4])( u! J! V9 {5 c& i! q
- end/ a+ f, B2 a- V
- end
& o+ K' ? @' Y! t - end
: ~5 O. b7 e$ U9 P$ y# k
- a2 @5 c6 G; p5 Z- c- #===============================================================================
2 W& |5 i' v5 X0 E4 m - # Scene Map' Q/ `" ?. B0 I4 J
- #===============================================================================7 c# `: \$ |6 o* N. t
- class Scene_Map
4 {5 ]" X) Q" @! b1 Z- p - alias hot_key_hud_init main4 h3 O! W1 }" M+ M3 R
- def main
, g: W6 T. m9 M- S7 n8 P9 J# V - @hot_key_hud = Hot_Key_HUD.new" F( \3 D, A) U. V
- @hot_key_hud.visible = !$game_switches[XAS_HUDDISABLE_HUD_SWITCH]8 N3 \- U- _2 y6 }' j" M8 P: b" H
- hot_key_hud_init/ j$ V% I* p0 L6 s2 x% A# T
- @hot_key_hud.dispose5 y6 H$ Q* [, x% |
- end
+ T7 y% Q" f' L V: X+ } - 7 r+ c* U9 T" ^0 @/ `- H1 P; G- Z
- alias hot_key_hud_update update
! F7 ~ [$ }5 G+ U% r* f8 J) k& M - def update
& |9 @5 A$ t" W2 g8 ^1 E - hot_key_hud_update
7 Z5 F' H5 Q4 O0 f& s+ I. o - @hot_key_hud.update
8 Y; |/ }1 A; ^5 ~# ~# m: W7 c& i - @hot_key_hud.visible = !$game_switches[XAS_HUDDISABLE_HUD_SWITCH]
3 L; [% A7 e( T6 U) q& U9 | - @hot_key_hud.update if !$game_switches[XAS_HUDDISABLE_HUD_SWITCH]
' x$ I. [/ a. a# g+ T - end5 o) L7 z7 c" P+ I6 Y
- end
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