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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,% b8 f+ B) o1 i! F0 C
不知道有人能帮忙看一下吗? - #===============================================================================. J% }" O* g0 V5 M& W; o! c
- # XAS - Hot Key HUD
( r4 D$ l$ f, v - #===============================================================================
7 ?% z+ p6 {9 \- E7 x - # By Mr_Wiggles
( |% P, b' [- o T# _1 M( E - # Version 1.34 y8 C- T: g d) D3 e% [
- # 7/6/10
% T7 e" q h3 {; J8 V' [, b: k& g - #-------------------------------------------------------------------------------
/ T! }! D, v. N/ j7 n! B) e - # Instructions:2 P/ `" r7 u8 W5 F. K4 Y5 Q
- # Fill in the constants bellow, paste this script above main and bellow XAS in
! k) W) i* C$ k% u& m) p - # your script data base. BE SURE TO SET TO THE RIGHT XAS VERSION!!7 u: s& b0 S% U
- # 5 p4 d* u) o k' J) k/ T: v" R
- # Place the "Hot_Keys_HUD" picture file into your game directory ' M) v4 v8 w" u! M
- # Graphics/Pictures folder.
3 {1 |* A$ j& w3 r; t+ [ - #-------------------------------------------------------------------------------9 d' o- |! g% p1 o
- # Directions of Use:/ o4 h: Q; j+ F* g! T+ @* m
- # Simple just press a number key (1 - 5) when the quick skill or item menu is# o7 f( J1 H; l) L
- # Showing.
0 {& F0 G# j, q# M' w8 r - #===============================================================================1 ~8 V* O& X( |& v% x, d) x5 U
- HUD_X = 0 # X pos of HUD* Q- U2 J, N1 v! X: S# B
- HUD_Y = 0 # Y pos of HUD
% C! i7 R% Z4 v3 G4 ~ - 2 v+ A% ~& n! |& r
- # Set true if XAS 3.7f# x% D+ ^5 w2 n$ g, b9 _
- # set false if XAS 3.6
5 X, `; `, B2 e - XASVER_37 = true! e7 U7 q- v5 j4 a u) N
- ; @* P6 O- ~1 Q* D$ M* e+ F. V
- #===============================================================================
9 T2 K2 ?1 ?* c3 X/ v: G$ [) q - # Numkeys Module* z6 a* w0 k2 s8 t, y
- #===============================================================================
( D. \5 K) J- x9 j i' p) d4 i% r" h - module Input
8 ~/ t6 S0 Q7 E! Z6 {% ~" Z - Numkey = {1 => 1049, 2 => 1050, 3 => 1051, 4 => 1052, 5 => 1053}- l' k( a% Y8 Y. G8 P; e
- class << self
5 Q* m+ S' d r/ G0 C0 Q) J - Key = Win32API.new('user32','GetAsyncKeyState',['i'],'i')
, H! \% s5 D2 G- W) z9 a6 p - 1 T% P( a" }1 z. y6 ^) z0 n
- def testkey(key)
1 g9 J% B& Z3 n( A5 s" o - Key.call(key) & 0x01 == 1
' e$ o8 g$ h+ ]6 q% D6 v7 t - end
% k% r. K. A( @3 w% s0 E( T; B - ! ~' _6 E$ P. a8 n1 S
- alias hud_key_update update0 K' X% \( K4 r, s# U
- def update
6 E0 p8 h: [$ E! H - hud_key_update
- P. e) v1 G- X) C - @pressed = []
k: W- T# Q" k! J - for key in Numkey.values
6 ^4 ~. `5 K: F# }; {; C - key -= 1000
; [& {3 m2 A! J% S - @pressed.push(key) if testkey(key)' i: {2 w. s9 A1 s4 T. x
- end
; |* |6 J# O( d( I - end
* u7 G% i0 R5 p1 Y -
7 T+ y/ Z' A. e% f( r - def pressed?(key)+ Y# P4 J. }4 l: @+ t/ v; t0 j
- key -= 1000
& U* |% ]- r- u - @pressed = [] if @pressed.nil?& _6 T2 m: A* E4 ?5 R/ R! f
- return true if @pressed.include?(key)" s6 N) D8 Q' S: r
- return false
; M9 _( R7 n. c- E, _4 h - end, P! z2 g* j% ]* n) M* u
- ; a1 J# i: [& O9 ?6 _7 H& s+ Z
- alias hud_key_press? press?* o! T1 O/ `6 _* Q0 i j: U9 N
- def press?(key); P0 z# d( R' U7 B1 K1 s
- return pressed?(key) if key.to_f > 1000/ j# \1 p/ ~2 Z# S3 c* J7 s
- hud_key_press?(key)
) J* _* {+ \: T1 U1 y" \ - end
& o0 N* m3 A% g8 l - end" p, ?% D& h" X( P3 w2 e. w
- end
|5 s4 V" H3 f( W+ K7 l7 l
) T( D) e$ P2 K' [9 f/ X, d' W8 m- #===============================================================================' [! T7 f7 e6 t5 S, m
- # Game Player
- l3 C! a0 x/ l! ~( l2 D - #===============================================================================
9 B E% r# ] q1 ` - class Game_Player < Game_Character5 Y1 J+ `/ o8 \6 E
- attr_accessor :hud_equip! F' n* V/ V3 c; Q8 O
-
$ K$ K7 u0 h4 N1 _0 n - alias hot_key_hud_init initialize; \8 [: a1 [2 U" d( `& i( N5 @; z
- def initialize) y2 D7 Z- }5 H# r$ V
- hot_key_hud_init! w" y, p) U. g e
- @hud_equip = []; u7 X; p2 E8 _. Q2 m
- end7 m1 O6 g- ]( B' f' F* C3 ?5 h. G
-
( H. a' g" C$ Y4 `7 |" s- Y - def equip_item_to_hud(n, item)
% ]2 q# ~* H4 v; _0 r7 o }4 Q Y - if item.nil?5 a# B7 f+ h; D4 ?+ C6 }
- $game_system.se_play($data_system.buzzer_se)
4 z# [) i( b5 }: q0 L# k3 Z - return
1 {& U: {- f/ k6 i# _9 D' _ - end6 D- s, @) e9 `' a
- $game_system.se_play($data_system.decision_se)& _( D8 ^- H7 I/ W" _
- @hud_equip[@hud_equip.index(item)] = nil if @hud_equip.include?(item)
5 N; D" n) a! Q1 { - @hud_equip[n] = item
* e3 i1 m+ D: ?/ y - end* ~' i+ S% J5 u* l/ }
- end
/ Y. ~: ^, V% T
3 `' Y! ?1 ~$ C& t0 g- #===============================================================================( Z' y1 p6 Z* N: _2 ^" k
- # Quick Skill Window
5 h- h% F/ [, q9 g0 i; O, `' T - #===============================================================================$ L. G. R( U$ [* h' T
- if XASVER_37 == false
+ }- `+ u9 G# q- K G0 v7 g - class Xas_Scene_Skill1 }0 f- M: I" C' v/ U+ ]2 N
- alias hud_quick_menu_main main X; ^5 z4 _% q( g9 x. v
- def main
. V" p. g! c7 w - @hot_key_hud = Hot_Key_HUD.new& H1 G# Q v5 ^ l9 b4 ?
- hud_quick_menu_main
5 y1 U! \. k6 W$ H' h- U$ _ - @hot_key_hud.dispose
2 N( \( _6 K+ S0 X) x% U' t - end5 w4 l. e6 \2 O
-
# Q+ J! o$ ? w - alias hotkey_hud_qucik_menu_update update+ u& `" H6 g* a5 S& h) P" V
- def update8 L, n, J* o9 A, j# ? [
- hotkey_hud_qucik_menu_update
! x9 m, @3 w* T& j" f4 B - # Hot Key num 1( B8 M) [6 n+ K7 Q$ H
- if Input.press?(Input::Numkey[1])
5 B$ q* J7 j% M7 Z u8 r2 c A - $game_player.equip_item_to_hud(0, @skill_window.skill)
E) ?& @5 G0 n6 m: u% E - # Hot Key num 2" I. W6 ^6 |. i) a
- elsif Input.press?(Input::Numkey[2])
3 |7 U! r5 H$ A/ L - $game_player.equip_item_to_hud(1, @skill_window.skill)# W2 f n7 R: B8 |3 p
- # Hot Key num 3
( l8 [) l- _ u/ l. o' d - elsif Input.press?(Input::Numkey[3])
6 k' \$ x* t. u - $game_player.equip_item_to_hud(2, @skill_window.skill)3 a! m4 E ~3 }/ {" n& d( X. }
- # Hot Key num 4) I; z5 O7 N: i3 E6 k
- elsif Input.press?(Input::Numkey[4])
) F1 _1 u d' l! _) U+ R+ t* A - $game_player.equip_item_to_hud(3, @skill_window.skill)
2 }0 u/ v# P) N% G/ l. W1 V - # Hot Key num 5
& k2 W7 H3 |+ ?8 ? - elsif Input.press?(Input::Numkey[5])) Y K, A- R% b5 @ o5 }6 K. x
- $game_player.equip_item_to_hud(4, @skill_window.skill)
! {' H) O E' m6 H! Z; F' h: C - end8 s- Z1 e9 o# v6 S, N
- @hot_key_hud.update
: L, b) i; V0 s/ M0 p3 R8 k5 ~9 S9 T - end
3 b- G0 K( `( S - end
9 z' G" [+ x4 |2 X3 W+ I* o - else
1 j8 B8 R: u& C% g - class Quick_Menu_Skill
$ g$ M$ c$ x4 X* @# ` - alias hud_quick_menu_main main" i ]9 A5 ~( X3 e( p0 t- O
- def main
# e( k) J$ O7 s - @hot_key_hud = Hot_Key_HUD.new
' z+ R7 Y: E: U/ H - hud_quick_menu_main; v) A2 D" P, a3 l# F5 S
- @hot_key_hud.dispose
D) z# [0 ?4 N: S3 Q8 z* U - end' r+ b$ v1 ]. C8 g) D8 n8 }! o
- ) x9 q( h3 C9 E* _ k
- alias hotkey_hud_qucik_menu_update update
0 ^7 x/ B$ A9 h$ E' o - def update
]# d# e: u' y8 a) c - hotkey_hud_qucik_menu_update
+ `+ R+ ? p( ~ d - # Hot Key num 10 ]& G) x& r6 Q4 h+ A
- if Input.press?(Input::Numkey[1])1 q \$ S' Y" f. J7 x2 e ~( E! b; g9 [
- $game_player.equip_item_to_hud(0, @skill_window.skill)
- k5 h9 H1 h4 W7 p - # Hot Key num 2
4 r6 }6 f* q' S. w" ?1 g; [ - elsif Input.press?(Input::Numkey[2])
0 J3 [2 v2 n- o5 I: B - $game_player.equip_item_to_hud(1, @skill_window.skill)" h3 B: J( e2 e! L
- # Hot Key num 3! T' R: N! R5 I! K
- elsif Input.press?(Input::Numkey[3])2 f8 X. B1 B3 _
- $game_player.equip_item_to_hud(2, @skill_window.skill)
. X) p5 B, ?/ a# \ - # Hot Key num 44 C8 i M5 x8 Q1 \
- elsif Input.press?(Input::Numkey[4]); q6 B" e+ b; j( T- w! ~+ l
- $game_player.equip_item_to_hud(3, @skill_window.skill)8 z! G" z5 T7 p2 Z7 A
- # Hot Key num 57 I( m. u, j; b' W
- elsif Input.press?(Input::Numkey[5])5 K% X" T5 ]$ B3 Q
- $game_player.equip_item_to_hud(4, @skill_window.skill), A) m; I9 T9 [; T \ I% K4 c+ s2 {
- end+ l2 s. Y% V' r3 a2 R& ~/ c
- @hot_key_hud.update! v0 M& q) t8 d; |
- end
1 y7 l4 @5 s* l: ? - end
, t! {. j/ p9 t. n: f( @* p - end
( J4 y" T# d1 T - & ~5 ?# C5 k( ~1 t9 ?2 w% Q
- #===============================================================================; P8 F3 ?. R4 d
- # Quick Item Window+ n/ C" T( O& H2 |4 A, m' b
- #===============================================================================
7 S9 i+ L3 J5 @: n) s+ f) d - if XASVER_37 == false! r3 s' x1 h. V; `
- class Xas_Scene_Item
" ]9 G$ `5 K w0 P" [/ h6 x - alias hud_quick_menu_main main
+ p/ o! T: l0 v - def main: v9 G" D( {# b* ]$ L9 M
- @hot_key_hud = Hot_Key_HUD.new6 `9 P/ O1 K% Y
- hud_quick_menu_main0 N' \- t) k( Z) e) }
- @hot_key_hud.dispose# v$ |" F; ~, Z# G, k
- end! X9 E1 O7 D1 G' n2 J
- , M0 S# d* o7 a, v
- alias hud_key_update update
6 K& ?5 l/ q6 c - def update
5 p' d& }6 q3 W - hud_key_update( _0 K- a' e* T; V
- # Hot Key num 1
, Q$ r, n+ D2 ? - if Input.press?(Input::Numkey[1])
2 m7 _) e( ]( Y - $game_player.equip_item_to_hud(0, @item_window.item)
1 A8 V2 H8 X- T7 e; M - # Hot Key num 2, F+ Z8 J/ g# O: Z* w
- elsif Input.press?(Input::Numkey[2])/ F4 x3 o7 d9 @0 A- d- S! C
- $game_player.equip_item_to_hud(1, @item_window.item)
! A5 f3 M; e/ Y1 `. I' B( U - # Hot Key num 34 z i% G/ z- G6 b: q
- elsif Input.press?(Input::Numkey[3])
1 ], }5 ]3 K% ?( r3 R' U! s. L. `& u - $game_player.equip_item_to_hud(2, @item_window.item)
" h2 c& A: w Q3 ?* j/ d - # Hot Key num 4$ V Q6 R' s* E
- elsif Input.press?(Input::Numkey[4])
/ k/ c* ~% ^! ^# ~# K+ c - $game_player.equip_item_to_hud(3, @item_window.item)
; ?* m8 X3 D+ [+ X1 r% J6 p# _- H - # Hot Key num 5
4 ^7 G: `7 Z4 N( |2 w - elsif Input.press?(Input::Numkey[5])
* z1 c5 x9 r0 i9 T8 N - $game_player.equip_item_to_hud(4, @item_window.item)
1 h. _3 \" X* l) X - end
" |; f- `" |+ E7 V7 H* g - @hot_key_hud.update! s* J7 Y2 Z- z" l2 q4 K9 h
- end" Y3 h) f9 m6 Q% @0 d' _- [# G' C
- end/ t/ V9 X4 |6 u) B' j# O, `
- else
- P) h# g' _& A$ [ - class Quick_Menu_Item
0 q) p% E: V7 X - alias hud_quick_menu_main main
5 u U8 z: {( s, _1 m' @! u - def main
' \3 w' {- v1 J9 ?% q2 y* `* D - @hot_key_hud = Hot_Key_HUD.new
/ S0 Q3 F% d. c* u0 S7 s - hud_quick_menu_main
1 L( U0 k1 o6 R: r; f2 B - @hot_key_hud.dispose! e, \# N3 C9 Z
- end
1 s3 J N. u3 ]& [0 p# h2 E -
9 @4 ^, d4 B2 P9 b& O; i% D5 m: | - alias hud_key_update update& }" O- U; V- m) H/ Q
- def update7 F& X5 ?6 B0 S, c: I7 ?
- hud_key_update
( l n* j( k7 A- ` - # Hot Key num 1$ n$ E" ]& Q* H3 _
- if Input.press?(Input::Numkey[1])& ?: y/ {, T! _) L
- $game_player.equip_item_to_hud(0, @item_window.item)
6 q8 x0 C( x& l2 G+ ? - # Hot Key num 2
! w* \' W* [7 N/ r- | - elsif Input.press?(Input::Numkey[2])1 C* d4 J5 Q+ P. N7 x, S
- $game_player.equip_item_to_hud(1, @item_window.item)
7 {( N# M" g8 n; @ - # Hot Key num 3. F" V8 A3 M- p' |
- elsif Input.press?(Input::Numkey[3])
, k9 f- U4 T+ F5 U8 | - $game_player.equip_item_to_hud(2, @item_window.item) S7 C: m; O+ {% n" _$ z3 C) W# U
- # Hot Key num 4' V) G6 I: k2 }# \9 d' T/ G
- elsif Input.press?(Input::Numkey[4])
7 w; i8 G. C" g7 n - $game_player.equip_item_to_hud(3, @item_window.item)
* ?% @: k4 @8 a( `' X - # Hot Key num 5
9 x' g0 ?+ }6 T' l! | - elsif Input.press?(Input::Numkey[5])
- `7 J" A7 l( M+ S3 I% F - $game_player.equip_item_to_hud(4, @item_window.item)
: r( O2 e1 D k" {: ?) @4 A# M - end! `) E( x1 j4 b- K8 o
- @hot_key_hud.update
' r1 }% r1 K3 [ - end
/ V* M2 T, a% R2 b4 G - end
3 R8 S( V4 G4 d3 {: G* _6 Y - end
. P7 z' O6 z. ] U" `/ G: E - , [3 F' U: j- E f! f
- #===============================================================================
# g+ y0 Z2 [- a- u+ D8 Q) E1 x2 j - # HUD Window) H2 V: [% ]) ~
- #===============================================================================
9 X) h# \) `7 W+ O& s0 p - class Hot_Key_HUD < Window_Base* ~' ?9 y" X. @
- def initialize(x = HUD_X - 10, y = HUD_Y - 15)5 S1 F6 e c6 o- Z% \7 Z+ b, o, ?
- super(x, y, 220, 80)6 q4 W! o; i6 s" \
- self.contents = Bitmap.new(width - 32, height - 32)- r, F n3 d: E1 x" f e
- self.opacity = 0
5 a1 a8 E* V% F - @actor = $game_party.actors[0]# r% G; D) w* x9 ?4 C
- refresh
7 m2 F8 W# S8 [) s# u) X% Q - end2 b V8 n/ ? Q2 \
- " d/ U$ Z" l: x, P6 V+ I
- def refresh
& r. t6 [7 r2 k! m. _1 J4 t - self.contents.clear
) h1 t7 {& k! S - bitmap = RPG::Cache.picture("Hot_Keys_HUD")
; j# ^8 J' T6 s - self.contents.blt(0, 0, bitmap, Rect.new(0, 0, 160, 32))* r! `: _$ {( q$ y! S% c5 H# ?
- for i in 0..46 C9 `/ y, y: }! H) Q2 y
- x = 32 * i + 4
' G: {/ i* y' }* \% I" j: O' M; F - item = $game_player.hud_equip[i]
+ K# l1 C/ w: Z& v, Z- b% j4 d9 R - next if item.nil?: j7 t9 ]3 ?8 i' I* j: d6 `
- if item.is_a?(RPG::Weapon)8 V; q$ s% C/ Y; B
- item = nil if $game_party.weapon_number(item.id) == 0 and
0 D4 [2 C9 F) f7 d2 W0 s% Z1 N8 b - @actor.weapon_id != item.id1 c+ |% r. x3 ^3 L
- elsif item.is_a?(RPG::Armor)
) B, x4 t+ Q- S' e5 P - item = nil if $game_party.armor_number(item.id) == 0 and 7 r% `: Z4 i* \0 O/ |! z; @8 j( A
- @actor.armor1_id != item.id6 k! F" E3 R8 V
- elsif item.is_a?(RPG::Item)
. K4 x7 M1 O+ X/ J6 l; T6 l - item = nil if $game_party.item_number(item.id) == 0 or
9 y# [, m: m) y - !$game_party.item_can_use?(item.id)
& p* o s' G1 x/ e4 z8 G# P# x+ W - end' }- ~. ]0 T& n, o5 C4 W
- bitmap = RPG::Cache.icon(item.icon_name)
# k% H; N( n; K( r - self.contents.blt(x, 4, bitmap, Rect.new(0, 0, 24, 24))+ |) m. B, i9 f2 P' ?6 H1 k1 T
- end- i) R7 T: X) O% r
- end
+ y2 r" d( P6 B& w$ W8 x - + R' K" i. p1 S1 Z2 i) u, m
- def equip(item)" Q* e: f/ F9 O' n" W
- if item.nil?; Z- e1 x5 v# L% A L L! J
- $game_system.se_play($data_system.buzzer_se)
+ |8 B0 O3 Q0 Y: ^" C. B5 c - return; w1 _1 k1 x' P( [& B/ K
- end
- ?2 Y& ]; u: d6 |* y+ o - if item.is_a?(RPG::Skill)& L! ~/ F6 n& r2 O
- if [email protected]_can_use?(item.id)
$ Z2 q! C& y, `+ L' ~# n - $game_system.se_play($data_system.buzzer_se)" b8 N: Y; M6 Z" v' M/ ]! z
- return
/ m |; u* J% `0 u - end
5 I7 ?- f- y V. ]' p3 z6 v3 y - $game_system.xas_skill_id = item.id
! [1 v; D( e" F - elsif item.is_a?(RPG::Weapon): k) a, ^: D# m) y2 d. H
- @actor.equip(0, item.id)
4 F' D- m; v% ^7 Z+ y" k. X - elsif item.is_a?(RPG::Armor)
6 y- ]$ @# H" I+ w) u9 T) o - @actor.equip(1, item.id)
! G9 ~& t+ P4 b* N/ u - elsif item.is_a?(RPG::Item)7 u/ k I* O6 v. O
- item_tool_id = XAS::XASITEM_ID[item.id]
9 x; ~: O( J7 j' z' V5 @9 ] - if item_tool_id != nil6 {( L' p" B; X- R8 l* o s7 `
- unless $game_party.item_can_use?(item.id)
; z6 [7 I6 G* P( @) z - $game_system.se_play($data_system.buzzer_se)" G1 P4 ], ^- V; s5 d- e5 l
- return6 E, |( F O- d |
- end
, d* s3 z3 g% i4 {4 P$ R9 H- } - $game_system.xas_item_id = item.id0 ^0 c3 f- Q1 M
- end9 ^- \0 x0 R3 A
- end# [! a: @0 d( `( f/ K9 Y- I. Z
- $game_system.se_play($data_system.equip_se)
+ _. ?3 _; L6 |' Z2 t - end% u+ F9 y0 L" l. T5 Y r7 ~& q- f( R
- 8 n. c: {( I c z
- def update
, r+ `( d8 b8 N: a - @actor = $game_party.actors[0]& q5 ]/ p1 c0 H- x6 u8 {: V! ?1 ~
- @hot_keys = $game_player.hud_equip
a" x( \ ~" b- c* R7 u - refresh+ J; T M" M0 y; W; ~
- return if !$scene.is_a?(Scene_Map)
5 u. F3 @. M2 t; I - if Input.press?(Input::Numkey[1])
6 j$ m* u) D5 V V - equip($game_player.hud_equip[0])- `4 J3 J7 f6 J3 {7 o
- elsif Input.press?(Input::Numkey[2])
1 a/ P0 y) m' @ - equip($game_player.hud_equip[1])
9 w y1 q1 y) M+ f I0 I- A - elsif Input.press?(Input::Numkey[3])' t$ Q3 a. _4 ^6 C% c
- equip($game_player.hud_equip[2]) ; L2 E; g+ R" ^% t. N8 D/ j; m
- elsif Input.press?(Input::Numkey[4])! Z, i- H: D5 p4 A
- equip($game_player.hud_equip[3]) $ U8 F& c: D5 K3 b# g
- elsif Input.press?(Input::Numkey[5])
, d7 J$ n. v+ ~# r- U/ w c5 @! m - equip($game_player.hud_equip[4])* D; l8 U: Q2 G" ~+ L/ \( U
- end
7 a7 J. |; h2 Q9 e2 v' v( f+ F - end
, L/ S, J6 X- C ]8 _! ^ N - end
8 @# T) E; {7 z' ]+ |# K/ E
( R! v0 b4 y) ]- #===============================================================================1 k) ~) R& M W4 }, n6 B- Y
- # Scene Map8 |+ r. g( c/ N/ q3 M" H
- #===============================================================================. q" _% G. I. t# f
- class Scene_Map/ x, |/ C9 `* N$ N9 r
- alias hot_key_hud_init main6 W1 C2 T$ M( x1 B" Z8 ~8 N
- def main
% Y, b5 d5 K" C - @hot_key_hud = Hot_Key_HUD.new
V1 `. v! a& N; Y ?4 b - @hot_key_hud.visible = !$game_switches[XAS_HUDDISABLE_HUD_SWITCH]* f4 W9 [+ a! y4 a0 Y
- hot_key_hud_init
% {2 U; X" ~% l' \* m" u - @hot_key_hud.dispose. B2 m; E! J" x5 X' W: N
- end8 P5 E( _ ~' `- o8 z7 O+ k
- ( X. ~; l7 q8 i8 ?6 f- P1 }
- alias hot_key_hud_update update2 p$ i- F" w9 L$ u% w
- def update
/ E1 T( v: @2 H - hot_key_hud_update# ~" M4 t; S1 M; R* d
- @hot_key_hud.update
- Y' h: r8 h6 I - @hot_key_hud.visible = !$game_switches[XAS_HUDDISABLE_HUD_SWITCH]
* ^# r5 N2 S$ j1 I5 Y3 S. C, ? - @hot_key_hud.update if !$game_switches[XAS_HUDDISABLE_HUD_SWITCH]/ b3 Q; K+ L, {1 N) Y
- end% e7 k% E6 ?) u0 @& d
- end
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