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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,
( Q5 K' L; a5 Q) x不知道有人能帮忙看一下吗? - #===============================================================================# z' s# c0 |( {, I
- # XAS - Hot Key HUD/ _3 O& W1 A' A a x7 F+ L7 |& U% J2 c
- #===============================================================================4 ?2 ?, U: w! r: {: J
- # By Mr_Wiggles
% B$ R. H: g# G - # Version 1.30 f& [0 T. d/ Y
- # 7/6/10" B+ b9 {4 Z2 S% B
- #-------------------------------------------------------------------------------
7 t: v' G3 N* R) J* C0 k - # Instructions:
! i v, p% u9 ? - # Fill in the constants bellow, paste this script above main and bellow XAS in
: G2 e4 _, P) `; V$ x P3 E - # your script data base. BE SURE TO SET TO THE RIGHT XAS VERSION!!
: A# e! ~0 B% i$ |% ?& _) h - #
5 _; a8 d( T6 ~# O8 U$ R - # Place the "Hot_Keys_HUD" picture file into your game directory 0 U6 I. O2 M/ i8 W0 H
- # Graphics/Pictures folder. ^; a2 O t% B0 w* O
- #-------------------------------------------------------------------------------) s X9 F/ b; |) M
- # Directions of Use:
) m8 @' T, Q# z/ V- r - # Simple just press a number key (1 - 5) when the quick skill or item menu is
; O% Q6 A$ M! }( L - # Showing.1 M8 A& D8 E5 ]: |7 x& @
- #===============================================================================1 S& n4 ^( [ A0 |3 E/ o
- HUD_X = 0 # X pos of HUD ?% c1 o3 ?1 z% G; @* R3 ]# X
- HUD_Y = 0 # Y pos of HUD
7 n* r& |8 |6 R1 w- ^
% X& S/ V$ c0 `; Y$ U- # Set true if XAS 3.7f
6 X* b- o( N; Z9 _. N* H" b- j - # set false if XAS 3.6. c" [" R$ |, s: W# j) i
- XASVER_37 = true' r" H7 M( e: E& F8 ~4 X
" R- W. i" y# n- q F+ ^- #===============================================================================
( G5 f. m# G" i1 A+ } - # Numkeys Module
# U5 s# `! r1 A: V - #===============================================================================
5 L+ M6 m* D6 J7 n; }/ H1 b - module Input
5 z; V6 I6 b9 R2 r - Numkey = {1 => 1049, 2 => 1050, 3 => 1051, 4 => 1052, 5 => 1053}
5 t: S+ D$ o* o* Z - class << self
( {/ @7 P; M/ W7 ]- i# I - Key = Win32API.new('user32','GetAsyncKeyState',['i'],'i')& ~3 T3 D6 E, Z& L
- ' e3 ]3 Y s- S) P! N7 K
- def testkey(key)$ S; P* H2 }+ j. B
- Key.call(key) & 0x01 == 1
* j$ L) L9 a5 q7 r$ i - end
- Y2 Z* |# A6 i0 }, F% X - ' X% u9 Z0 E6 y7 ]9 b j
- alias hud_key_update update
) h) O% @9 H* ~3 A! r9 U - def update4 m9 o: }4 v$ x. V. h# d7 [
- hud_key_update3 y# r" U" r& M; p4 P$ ]
- @pressed = []" c+ S) k* H9 n: w. V
- for key in Numkey.values
3 n* R( n& d( i3 X8 m% k/ l& n$ m - key -= 1000
: i& x3 V& |* i. u9 | - @pressed.push(key) if testkey(key)1 O& a. g% L# @2 B% T8 J5 }
- end8 m1 y' \! t3 J2 P
- end
4 d6 t9 ]2 @; J! ]& S/ S - ! _* m# | y( Q* Q4 [5 a
- def pressed?(key)
& e/ V- y; g3 K7 H; V( }" |1 ]& a - key -= 1000$ ?; [" H' M+ w
- @pressed = [] if @pressed.nil?
, ~! g, i' Q$ A# T - return true if @pressed.include?(key)6 N' Y, o% g0 m
- return false
' Q# a, @. o8 S9 w4 N3 J Q; l! } - end
+ g# ^; t/ X, c6 F - ) q9 C1 t( _. ?
- alias hud_key_press? press?/ b5 m0 f* c% v+ |7 v$ m$ @
- def press?(key)
: @% `( g8 F/ S8 ] - return pressed?(key) if key.to_f > 1000; a! y$ b; f. A) O
- hud_key_press?(key)
: u: H8 i: \+ E- j! ~$ @8 t' ] - end
6 \' t2 C3 M- U& `" u5 U - end9 O. R4 B' `. J* w5 M
- end
% [" p) z8 L! w9 g8 \' U0 v' m
7 U% c- I6 X2 _1 \, Q- #===============================================================================" p: t+ l+ Z* I2 U" \6 [, |! i
- # Game Player/ w c2 Q5 O b
- #===============================================================================4 L! R: c$ V+ P* m0 ?
- class Game_Player < Game_Character
* U' G# Y$ g" l - attr_accessor :hud_equip1 i9 `# K$ U9 @1 [* s. k) _7 s1 W
- 3 ^8 j6 b l+ a4 U8 i
- alias hot_key_hud_init initialize
* [8 P% \5 v+ a3 n - def initialize
1 A$ j/ s/ O1 V- t( c/ Z! I# d - hot_key_hud_init
' b; ^9 g* L( A$ h7 A$ Z8 m - @hud_equip = []- f O' [* ^1 Q# E- J
- end. a7 c3 d9 W2 Q/ t
-
' Z8 ?$ d! j7 J - def equip_item_to_hud(n, item)' |: B* i! P* e3 ?- t$ J
- if item.nil?( k5 c- x/ f' V7 H) C9 l8 g
- $game_system.se_play($data_system.buzzer_se)
9 F- V: u* Q2 E# i1 [* B2 w9 h - return; c3 q( K( d, K2 r9 Q7 z, d1 F
- end
. [* h- W3 \4 b# M5 \ - $game_system.se_play($data_system.decision_se)* G' [6 {0 e3 K; N' C
- @hud_equip[@hud_equip.index(item)] = nil if @hud_equip.include?(item)
8 Z' d6 E7 E( U% P( ^( q1 O3 W# j1 | - @hud_equip[n] = item1 w/ t( n! R. W$ ]% i9 b) \. F9 x
- end, K' N) ^# i; @
- end! P; a- s1 S+ ~4 ~
- ' S& N3 ~) `( N/ }) U! L2 a: k
- #===============================================================================
( W S3 {' H1 M) K, j6 {; \ - # Quick Skill Window6 t B [- X2 ~/ } ?3 T
- #===============================================================================
, G4 A, x' X5 |, E - if XASVER_37 == false
; a1 h8 n# Z2 ^8 p; ] - class Xas_Scene_Skill
' e8 ^. q% R7 f/ W! I - alias hud_quick_menu_main main: a/ W6 u: M, O
- def main
, J8 r- W. [& ^& k - @hot_key_hud = Hot_Key_HUD.new
0 e3 o5 U& V; u5 \; g3 j' k - hud_quick_menu_main! M% B/ e. ^; g8 \' e2 G
- @hot_key_hud.dispose
7 i* k% \$ `% s) P7 J2 @% d/ {) S* ? - end
, ~9 [3 n* z6 N# z0 X2 k - 5 G5 |* a& l$ I3 V- x( {& Z" _
- alias hotkey_hud_qucik_menu_update update/ g3 P& x# ?+ { D3 U; G$ |
- def update1 x( r) a% |( U3 w& ^4 b1 Z3 ]& g
- hotkey_hud_qucik_menu_update
7 I a) R+ {: s0 f0 m# d - # Hot Key num 1% K# ^& i3 U5 R" z7 ~7 ^* C9 W
- if Input.press?(Input::Numkey[1])
! T6 Y1 `/ _" Y+ t- M, s. r3 K - $game_player.equip_item_to_hud(0, @skill_window.skill)
+ Z1 |4 L/ M$ I - # Hot Key num 2/ X. ^, z. o( }- M# r% a& t
- elsif Input.press?(Input::Numkey[2])
3 M# D V) l/ u/ ~ - $game_player.equip_item_to_hud(1, @skill_window.skill)
6 E7 E, ?' P" I E. I$ N! i* ? - # Hot Key num 3( s, }# S4 M! r' t M9 R* m+ V
- elsif Input.press?(Input::Numkey[3])7 \% z4 ]" h+ t& f7 Q Z
- $game_player.equip_item_to_hud(2, @skill_window.skill)9 B9 p! t: r& }$ `( S2 C6 f+ A
- # Hot Key num 4' J8 u. Y5 B; Y! m; x$ E# e: ~& w( o
- elsif Input.press?(Input::Numkey[4])1 I' V K) ?( P' ^- d% n
- $game_player.equip_item_to_hud(3, @skill_window.skill)1 J) O1 h& U- { k3 [
- # Hot Key num 58 [& b& v) ]7 Y5 n
- elsif Input.press?(Input::Numkey[5])
4 _, V7 v1 a5 l - $game_player.equip_item_to_hud(4, @skill_window.skill)
8 b$ v) k1 }* v4 z - end( a U& S t8 e8 d7 N- _
- @hot_key_hud.update4 b* H9 s) `3 E3 }$ ?: X
- end
9 H9 t# |3 p9 w - end) g& f8 g Q6 W! b9 P* X! x$ |
- else8 k9 b( o, j6 n
- class Quick_Menu_Skill
) y! D6 X) \+ d& C% y! T7 Z) \ T - alias hud_quick_menu_main main
( r2 }) c, h, R( l( z: T - def main
, h0 r" f3 b+ P% M u9 W( ?' u - @hot_key_hud = Hot_Key_HUD.new+ Y$ [7 P) \1 l" l6 ]# n+ E1 f
- hud_quick_menu_main
- T0 q1 I1 C) a& ^ - @hot_key_hud.dispose
d& Y j/ b1 l- a8 Z. S( p - end4 j7 N8 X5 `/ I, A; J
- ( ~) ^' y2 g' Z- `* O
- alias hotkey_hud_qucik_menu_update update
" v" x3 ]8 X& l9 t* j - def update
# b! @8 V! j; N) R: K$ P a - hotkey_hud_qucik_menu_update5 t' T/ g( c c, A
- # Hot Key num 1
9 n" d% c: g# [5 l1 y) | - if Input.press?(Input::Numkey[1])4 g1 W* P/ Z9 v, i1 l' ]0 W2 ?
- $game_player.equip_item_to_hud(0, @skill_window.skill)/ r! X0 d4 F# m6 V0 \- l+ `$ O
- # Hot Key num 2
8 d( |) r% A, b - elsif Input.press?(Input::Numkey[2])
; d- n9 S5 C- J& v' [ - $game_player.equip_item_to_hud(1, @skill_window.skill)9 @1 E( M4 d5 S) _5 h& S
- # Hot Key num 3$ o! L T+ `& @5 o4 `
- elsif Input.press?(Input::Numkey[3])
6 M" e4 p3 V) g/ [. ?) ` - $game_player.equip_item_to_hud(2, @skill_window.skill)
% e: Q* u" s- ?' v - # Hot Key num 4% M7 ?$ f) v' h* ]( y& \: | {
- elsif Input.press?(Input::Numkey[4])
3 E0 B# j1 }4 g+ |2 ] - $game_player.equip_item_to_hud(3, @skill_window.skill)& _1 l. }1 _* q5 o, x' N) h
- # Hot Key num 5
( \, p' {! N3 y; I8 M - elsif Input.press?(Input::Numkey[5])
! e8 x8 h/ X. ?6 u - $game_player.equip_item_to_hud(4, @skill_window.skill)
) y7 X9 }2 X6 A' H {! I - end
" J* u: H$ b9 G - @hot_key_hud.update
; Q! q' l5 \& M/ t - end
, l! G) M& q1 ]$ p - end: z& m1 }! o% k* M
- end8 z2 K& y2 @5 \ N. h3 W, ]
- + z8 n4 h7 Z2 f
- #===============================================================================0 a. \6 J1 f- ^9 ^
- # Quick Item Window4 d7 L6 Z9 e/ { e- D) k! ]) Y
- #===============================================================================
) w2 y- F; T( x. Y# f. U - if XASVER_37 == false% K3 S C6 v5 X' X9 f V
- class Xas_Scene_Item
9 b4 N% L: E: j7 M( | - alias hud_quick_menu_main main
6 `5 P+ S3 J% ^# n - def main0 l+ a: O8 C# G# A5 _4 ], }* w% M. N
- @hot_key_hud = Hot_Key_HUD.new; ?% L9 y7 { C& S B0 s
- hud_quick_menu_main
' M7 |* t* l4 Q& G# x - @hot_key_hud.dispose: r0 V9 v% |6 M! T/ c/ D, N$ i
- end
/ t: j& t* I; @' T9 v, s, E - ( j. h9 k* D, e! G# ^) V8 |
- alias hud_key_update update
6 r \ j7 t( N; I% \ - def update6 c: J. U+ Z% `' F. L: O
- hud_key_update
; W6 y% s, X1 Z$ U+ z - # Hot Key num 10 ]0 `( e9 I6 v9 Q
- if Input.press?(Input::Numkey[1])* ]6 a8 F$ F% B
- $game_player.equip_item_to_hud(0, @item_window.item)
! d" g' {5 T% ?' b% W0 D8 D# D - # Hot Key num 2
. m) `5 S/ B8 E6 e - elsif Input.press?(Input::Numkey[2])
/ U9 O8 L- D5 {- ^ - $game_player.equip_item_to_hud(1, @item_window.item)6 E6 X" ]2 x- `* t* M/ f
- # Hot Key num 38 y( Y# {; D! N2 B7 k' z7 v
- elsif Input.press?(Input::Numkey[3])
% T1 q# e3 M6 L; } - $game_player.equip_item_to_hud(2, @item_window.item). [+ F' v) u! j
- # Hot Key num 4
) N, T+ p- \7 Q8 H E - elsif Input.press?(Input::Numkey[4])# ?5 j L+ A9 \9 g4 \) a
- $game_player.equip_item_to_hud(3, @item_window.item)
+ J# L% U; y, k5 x - # Hot Key num 5: V; C7 H; e' C0 J
- elsif Input.press?(Input::Numkey[5])
; U* u& r7 E( P- J/ w J2 [+ ~ - $game_player.equip_item_to_hud(4, @item_window.item)
: t! K* }- l8 a - end
+ L9 J- ?% ?. T j8 w+ I6 u - @hot_key_hud.update/ P5 w8 ?. W7 t0 y
- end/ @8 J5 V; o) n, a
- end! J) q+ ?& J1 ^- t" C
- else# P- A2 z' v: q {
- class Quick_Menu_Item' e. A; ^+ x+ k2 X. k _
- alias hud_quick_menu_main main- d- H6 C8 t# J; Q: N- P* V
- def main
0 d! Z6 V9 w0 Y) ?" p+ o3 L$ i - @hot_key_hud = Hot_Key_HUD.new3 H. W; A/ C$ S/ X0 q$ T6 e& u
- hud_quick_menu_main2 G! d0 X4 L0 A }
- @hot_key_hud.dispose
* j. l7 { m, `5 ]% q8 @ - end2 O4 x2 ]. y8 `/ [8 J
-
! W3 @$ D: _: }4 m# I - alias hud_key_update update
: s. n, g l: [" L: B- j8 b - def update4 f7 }$ Z" e) k; h$ O. v
- hud_key_update
/ H9 A/ V( h% t, ]& K - # Hot Key num 19 `5 M P0 ~; x$ ^- @- M
- if Input.press?(Input::Numkey[1])
$ H4 i0 H% x- q9 G6 Q$ p: Z - $game_player.equip_item_to_hud(0, @item_window.item)
; v$ [8 h$ {- l - # Hot Key num 2
, P$ J& L! I9 r1 i4 t; h' S - elsif Input.press?(Input::Numkey[2])9 ^ O; w* K P' B( r
- $game_player.equip_item_to_hud(1, @item_window.item)
3 R* y* Z6 z( I, q4 E - # Hot Key num 3 j! h3 J o6 B9 u4 F$ y; V8 v! Q
- elsif Input.press?(Input::Numkey[3])+ k: w2 ]2 x1 a! v2 |
- $game_player.equip_item_to_hud(2, @item_window.item)
; z& K2 N( F3 {8 B - # Hot Key num 4% Y4 ]6 z$ ^- T# W% R# O. k3 l2 x
- elsif Input.press?(Input::Numkey[4])
( Y* d* }: t5 p) R - $game_player.equip_item_to_hud(3, @item_window.item)
, c* ?/ @& r& `; n; X" m4 M - # Hot Key num 55 P* R3 a3 j* J2 f
- elsif Input.press?(Input::Numkey[5])
# w H, `6 _5 y" e2 c) T - $game_player.equip_item_to_hud(4, @item_window.item)( m8 j8 X3 y8 K
- end
3 a H5 l4 w3 A& d2 M3 Q - @hot_key_hud.update8 a$ t0 L5 t5 ~" `( ^1 t# I
- end6 O" ^8 D. o3 ]% }8 m& w& i
- end, g8 _7 }" P9 H; d4 J5 y T X
- end
5 z# B X. a# B: |& X
/ A$ f8 ~2 u* s6 f5 P) Z) e% a$ g- #===============================================================================1 P: ] p& C) F% H8 h! K- u
- # HUD Window. @0 i/ z$ u$ [1 T
- #===============================================================================+ V/ y' R: }* Q8 S7 I# m ?7 V. d$ I. r
- class Hot_Key_HUD < Window_Base# B0 a G }2 c0 y
- def initialize(x = HUD_X - 10, y = HUD_Y - 15)
' J2 b, P: E# ? j" o) _7 `# d' l - super(x, y, 220, 80)' v+ }. I0 a1 i! w1 d) P2 I) e' q
- self.contents = Bitmap.new(width - 32, height - 32)
2 T! t7 _2 o6 ? }5 `7 g/ W2 c - self.opacity = 0
: G1 q: f" r: c1 i4 p( G - @actor = $game_party.actors[0]
7 F8 M7 P* {6 G9 O4 E - refresh
- h [- u0 _; n - end9 J' k1 p0 G+ {" B4 [3 h2 b
- 0 _# w" J+ i N4 t9 Y
- def refresh8 V3 P6 J' @ R3 |1 P9 O1 w$ c1 z
- self.contents.clear
: ~9 c- L) H" r. n% n - bitmap = RPG::Cache.picture("Hot_Keys_HUD")
0 S# d" }! T' I7 y# Z) Y/ R - self.contents.blt(0, 0, bitmap, Rect.new(0, 0, 160, 32))
5 @: X" H/ { O - for i in 0..4, y, p8 {0 N" h: T6 y
- x = 32 * i + 40 I# l! P* m, x
- item = $game_player.hud_equip[i]
3 i/ @. W& s9 O( l" K; m( X( Q - next if item.nil?: X. j: D" s: d G4 [3 r
- if item.is_a?(RPG::Weapon): M; z! F. y9 [3 {- N
- item = nil if $game_party.weapon_number(item.id) == 0 and5 h' `8 @( t" ?0 T2 I( o$ U; K
- @actor.weapon_id != item.id
5 ?# v- O7 v9 t4 ] - elsif item.is_a?(RPG::Armor)
1 S9 V, p5 S; u8 | x" d - item = nil if $game_party.armor_number(item.id) == 0 and
6 |# t: G1 l* @) z - @actor.armor1_id != item.id5 {) B# h6 [+ V; ?
- elsif item.is_a?(RPG::Item): s" V' A) A- W/ e; n! e |+ x$ L
- item = nil if $game_party.item_number(item.id) == 0 or5 S; L# \9 v% b6 e
- !$game_party.item_can_use?(item.id)
, F3 v1 T9 M1 z7 L - end
; L' U. k9 l' H1 m1 r - bitmap = RPG::Cache.icon(item.icon_name)3 w( p+ p# W% G$ V3 i
- self.contents.blt(x, 4, bitmap, Rect.new(0, 0, 24, 24))9 s; H }% c1 F6 q8 Q |
- end
5 ^0 P6 g7 W9 A K% t - end
& ?( C3 ~# @/ q: y/ U - . }# I) r. H2 W; U& l
- def equip(item)- n4 P, I. N; E) q
- if item.nil?4 g; q; w3 `' ~+ T; c
- $game_system.se_play($data_system.buzzer_se)
z0 d2 [! X2 X4 p - return
% r' k! p+ J& ^' W+ K; j9 U - end, h: h5 m4 F" K
- if item.is_a?(RPG::Skill)
" H3 X: c3 x# i - if [email protected]_can_use?(item.id)
) v- o% Z: \" D, e" q6 M" p - $game_system.se_play($data_system.buzzer_se)7 g8 Y' k4 S3 S- _& {7 x1 F. C
- return3 ^9 K8 D; f; S7 d' `
- end
% I& v$ F5 r0 Q6 h3 m- ]0 Z1 [ - $game_system.xas_skill_id = item.id' A4 D1 X0 l% R; M4 z' l9 g! e
- elsif item.is_a?(RPG::Weapon)
1 {" Y% @' T6 q" ]& k' n - @actor.equip(0, item.id)
$ n3 l" R+ o! e2 n2 _$ N - elsif item.is_a?(RPG::Armor)
' A, e$ Q* ^( U. {- m- C* f - @actor.equip(1, item.id)
( e0 O3 F* g( b, j; R. T - elsif item.is_a?(RPG::Item)
6 t: w- V; y0 ~: t$ } - item_tool_id = XAS::XASITEM_ID[item.id]/ Q1 M8 b: t4 X
- if item_tool_id != nil
; @# X- t8 V) M+ c - unless $game_party.item_can_use?(item.id)' m5 {2 j1 {2 K# _; Z
- $game_system.se_play($data_system.buzzer_se)5 p+ |6 Z' A+ a0 e
- return
1 R& t( d) m J9 V- I( M4 S. i7 L - end+ O# r5 N' ?( V2 ?5 z& ~
- $game_system.xas_item_id = item.id
3 B1 n5 j1 v% S% f, i6 C" M6 m - end1 X: m6 u: F9 e) @# g, N8 u
- end
3 w% f# P: ^4 A" g - $game_system.se_play($data_system.equip_se)
+ V) I/ u% M% X - end
6 z: O$ B: p& s9 \5 D2 d' ? - $ G. W, |6 F' K6 V8 Z" m
- def update
$ H9 w7 p. V8 C - @actor = $game_party.actors[0]
" C- G1 \' O0 P4 H - @hot_keys = $game_player.hud_equip R* K- N" y: Z, [. E
- refresh
0 t/ E5 B' e9 [" l% r7 b9 Y+ U - return if !$scene.is_a?(Scene_Map)
3 D9 r' }/ H6 Z - if Input.press?(Input::Numkey[1])
. I2 a( _# e- p7 P/ I$ U - equip($game_player.hud_equip[0])
( H& U/ b+ J6 a; I3 Q - elsif Input.press?(Input::Numkey[2])2 F: o* f- _8 e" U w1 C
- equip($game_player.hud_equip[1])
+ Q9 p4 |' x: U5 _" P N( B - elsif Input.press?(Input::Numkey[3])0 K7 T4 r5 j1 [9 F" ?6 v
- equip($game_player.hud_equip[2]) ) N: a" ]: a! G" }' `: n9 E
- elsif Input.press?(Input::Numkey[4])7 ^ ^2 D8 a* w6 O$ z. T8 S/ j
- equip($game_player.hud_equip[3])
3 V/ n. ~! z9 j5 p0 a2 s. s! s - elsif Input.press?(Input::Numkey[5])
, ~) q' ` y% p2 U P - equip($game_player.hud_equip[4])
; m8 x# y Z$ u, o: }9 _4 s - end4 Y! z- h! x4 X$ j. F, S- {
- end1 ], f! ^6 c: r9 I+ t+ m+ M
- end4 ]4 _) X2 u0 ^: N
- 0 Z8 ^0 e5 s4 |0 C; q! P8 j
- #===============================================================================! ?7 q! v) b' c& j; T' ~6 |
- # Scene Map! W; m9 z: f; E! a$ k
- #===============================================================================- y0 T; f0 z5 [8 }. X
- class Scene_Map
; T i* W T% Q2 [3 S - alias hot_key_hud_init main0 B* o( f# i( {1 D6 ?6 N
- def main1 C1 H+ q( }! d- V
- @hot_key_hud = Hot_Key_HUD.new
6 j; _% q9 C5 `3 d$ T9 n3 r. G - @hot_key_hud.visible = !$game_switches[XAS_HUDDISABLE_HUD_SWITCH]* \; u; v/ ]. M
- hot_key_hud_init
3 M8 _& X& u D# y - @hot_key_hud.dispose
, v/ B2 Y1 B* u9 c - end
8 m: i" ]: o/ \0 G& t/ f1 d" P& m6 X -
0 \5 q7 U" s4 [ - alias hot_key_hud_update update
0 M5 _" b4 ^1 u+ h$ ?7 Z - def update2 j5 H& `" M1 ^6 ~* b' i& A
- hot_key_hud_update9 a1 q+ N- T/ J: \; }- V) Z" d* f
- @hot_key_hud.update6 |2 _ S3 I% e) V- L4 o0 D A
- @hot_key_hud.visible = !$game_switches[XAS_HUDDISABLE_HUD_SWITCH]$ o# n, f. I4 H/ d" I
- @hot_key_hud.update if !$game_switches[XAS_HUDDISABLE_HUD_SWITCH]
% [, V/ V0 P. \( s: I2 R5 m - end2 f( Y, ]# |9 s& V$ o; Q
- end
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