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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,
3 H, X% j4 y. P& v- C3 B$ q3 r不知道有人能帮忙看一下吗? - #===============================================================================
8 [3 y/ M: S2 o6 E - # XAS - Hot Key HUD; f# A5 W& m# p/ }* ?
- #===============================================================================
7 r+ v& F5 T7 ^+ u0 n - # By Mr_Wiggles
: T6 ?# }" }. e - # Version 1.3+ S$ K7 E$ O R& F' I" B2 |( R+ T0 H
- # 7/6/10
4 Y' A7 g0 `+ S/ c$ t5 L - #-------------------------------------------------------------------------------
( {0 A! [$ d- W I - # Instructions:& X; p/ l( [9 r* ?- C% c/ X
- # Fill in the constants bellow, paste this script above main and bellow XAS in
' f) y {, f! N - # your script data base. BE SURE TO SET TO THE RIGHT XAS VERSION!!; d5 }& Y: ^; J% w, a) y. ?
- # 6 Q X. p3 X# s$ e; S
- # Place the "Hot_Keys_HUD" picture file into your game directory
$ C- T0 L! F9 w. B% Y5 Z" a - # Graphics/Pictures folder.
' h: a$ U) }1 W8 J6 v6 V3 K1 ^ - #-------------------------------------------------------------------------------
: @6 Y* j9 S% b6 t4 V' L - # Directions of Use:$ |# W% n' p* `( ?3 t
- # Simple just press a number key (1 - 5) when the quick skill or item menu is9 e7 x2 F! @# M
- # Showing.. z8 Z( f( q3 D9 D3 e1 [8 b
- #===============================================================================; U% `9 y9 C0 s2 u6 ?7 a; D% _
- HUD_X = 0 # X pos of HUD
( M& a" Z# l) w( L - HUD_Y = 0 # Y pos of HUD* l4 m4 \1 k; S
- # C' E$ V( u0 H' S9 M
- # Set true if XAS 3.7f* A5 J1 m) a) C1 Z" X* f5 G: [
- # set false if XAS 3.6
$ K! X9 l2 N6 {2 _( ^" `- V3 ^/ E - XASVER_37 = true& M7 }/ a) \. l. y, U
0 p" z+ b- o$ q+ m- #===============================================================================; p! g6 b3 P) S& a3 }
- # Numkeys Module
5 |0 B4 |: p' f7 M - #===============================================================================
. k* `4 W6 O5 B+ g' ]8 F7 ?! Z - module Input
m7 R( T! l7 a4 I7 Z: Q# f6 m3 c- y - Numkey = {1 => 1049, 2 => 1050, 3 => 1051, 4 => 1052, 5 => 1053}' r$ k3 P! ~# w: P! q+ o0 \
- class << self
1 R( U' o' W/ g9 f o. E" C - Key = Win32API.new('user32','GetAsyncKeyState',['i'],'i'): C4 T% ~2 A8 q2 v5 G
- - U3 C% `! J, m- Y
- def testkey(key) {# D9 |. y+ b
- Key.call(key) & 0x01 == 1
7 q8 E# T- p' a' I: G0 l - end
' m$ N* o& X" W - * D' j+ b/ e- L. g/ I
- alias hud_key_update update
/ s+ t: t/ l; @) g - def update
3 ~! {6 \: F% g. t: b - hud_key_update
9 h% E" L, k6 B - @pressed = []7 \- r* l' A2 U9 B
- for key in Numkey.values9 T. ^$ A8 D" Q3 ]$ ?1 O) |3 Z
- key -= 10006 A" x$ O, U+ U
- @pressed.push(key) if testkey(key)
, ^0 Z5 V+ Y* f# ^ - end" r" T& `' `! T* }6 t+ V
- end
" M1 i; |7 V0 b - * G! B, c7 R2 j' N9 _& [" Y
- def pressed?(key)5 E) V# M4 o( F( q
- key -= 1000
: I3 H0 C+ U4 n- |% ~ - @pressed = [] if @pressed.nil?) {& _/ M; @# r m! v, q! A* r
- return true if @pressed.include?(key); r. Z, W6 q# M4 }2 j
- return false: ]- e9 ]" y) o9 V
- end
$ U# q6 N E+ t - ( ?# a! f. r- y5 N z6 s- E
- alias hud_key_press? press?8 r5 j @3 U: Q- P. } x# L6 i
- def press?(key)
1 N0 r0 x6 V; @0 ^. U0 _7 j - return pressed?(key) if key.to_f > 10008 `7 z/ l, E" q) Q3 ~6 z
- hud_key_press?(key)
3 m$ H" T5 g& | - end% \' ?: S8 a+ m! \
- end6 K& P9 _. B( p8 N, p7 H. ~, D
- end
, G2 H% [( B6 a( {. W
* T! X; t c: M- #===============================================================================
6 d- k- i2 I+ c2 f - # Game Player8 o: x% _8 K+ K
- #===============================================================================
9 f: m& N2 {8 w: B4 t, ], V2 a; A - class Game_Player < Game_Character
. X4 Y/ a; c& c - attr_accessor :hud_equip; o& D: w9 O8 _
-
& D+ |! C; k9 J - alias hot_key_hud_init initialize* k6 n1 M6 f. [0 T8 i
- def initialize! V" L: L0 r. p0 z' s' \; M& i& a, K
- hot_key_hud_init( K( E2 e. |6 a, Q( U
- @hud_equip = []
1 X3 J y& h" P; }# g; @ - end8 {6 r: ^+ W0 C
- 5 d3 s6 M& c: Z6 [: j$ F
- def equip_item_to_hud(n, item); p$ o9 H% |! ]4 j1 l8 C* o
- if item.nil?
. W' B. t9 C. Z& m; h - $game_system.se_play($data_system.buzzer_se)( U" _& [3 p7 v9 @8 W& \1 p1 K7 g
- return
/ Q/ r1 w8 q! ~# X% l - end( f7 }9 G+ ~# ?# L5 t# U' h: \
- $game_system.se_play($data_system.decision_se)/ I/ {- y# d$ o& c
- @hud_equip[@hud_equip.index(item)] = nil if @hud_equip.include?(item)7 A! r: b) h- W1 r* A$ E9 h
- @hud_equip[n] = item$ S" b/ H1 ?1 |% f. p+ q
- end o9 G H/ k9 N \3 y
- end+ k0 p5 O! P5 S$ W2 n+ Q4 P
( A) j2 e. s9 I4 R- u0 Z- #===============================================================================
1 c I) J& r% m5 t - # Quick Skill Window' b# m5 H( e/ z
- #===============================================================================; X, A9 W* t/ _) F
- if XASVER_37 == false
$ c0 z7 M1 m# M - class Xas_Scene_Skill
/ n" i V# X5 g# A: A: V - alias hud_quick_menu_main main* Y( G& {) u( k% b
- def main
# \7 ]3 j! y% N, V: e - @hot_key_hud = Hot_Key_HUD.new
: J2 x- I- J7 a7 l - hud_quick_menu_main
) |$ Y& h$ f" _; ] - @hot_key_hud.dispose8 K1 r* @! z3 Y
- end7 O' ~" V/ I' {3 c* _4 X
-
( k, C2 S5 ]& A! C - alias hotkey_hud_qucik_menu_update update
$ p/ J k7 G. H* l, w - def update) ~! w. b$ ]- ?& U& M; @
- hotkey_hud_qucik_menu_update
4 Q% t9 K0 Z5 ?+ B4 `. p% [ e' q - # Hot Key num 1
* |% B( E0 v, V4 E/ x8 m+ l - if Input.press?(Input::Numkey[1])
8 n- b$ u E* N6 g - $game_player.equip_item_to_hud(0, @skill_window.skill)0 ~. A ^' `+ R8 F
- # Hot Key num 2
) x' I4 w# G \1 e - elsif Input.press?(Input::Numkey[2])
& d; v1 Q5 X2 K6 S - $game_player.equip_item_to_hud(1, @skill_window.skill)
5 u1 T# ~/ a: A( @& b! a - # Hot Key num 37 ?- C) C: z9 q& K
- elsif Input.press?(Input::Numkey[3])
' c& ]. `) b/ Q - $game_player.equip_item_to_hud(2, @skill_window.skill)* \4 K0 K) P; U8 Y
- # Hot Key num 4
B' O, B0 _2 E8 |3 w+ t3 H2 U - elsif Input.press?(Input::Numkey[4]); ^, u9 F% |$ Z1 L
- $game_player.equip_item_to_hud(3, @skill_window.skill)
/ E$ t! C" z c( `8 J( F. R - # Hot Key num 5
5 B/ T1 i3 `/ e$ D# s3 @3 r; m - elsif Input.press?(Input::Numkey[5])
3 X: H7 `' j" x( }8 q; u! C- S - $game_player.equip_item_to_hud(4, @skill_window.skill)
) B5 s& ], T3 \ - end" P4 @: k5 ]" z: s
- @hot_key_hud.update
7 W7 N; o. X* l; b5 C - end3 a" y( U( K A) s, @* }$ o
- end
* W8 E/ o6 V* N& }/ W - else
/ H& M( D! H% }) c - class Quick_Menu_Skill
, E' A$ J9 G, w - alias hud_quick_menu_main main% n4 j; G' q* H- I$ Y
- def main0 f* F! W* s3 A! z
- @hot_key_hud = Hot_Key_HUD.new
0 A( w% I3 a' n7 Q: ~ - hud_quick_menu_main
% a6 z& V1 X/ T) `/ N - @hot_key_hud.dispose" L$ b* Z5 R. | b1 q
- end9 e- X; W3 I: M3 |) z: g
-
1 P; d( [- u) E6 ~& v7 }4 b - alias hotkey_hud_qucik_menu_update update
* [; U. X9 h3 ~ - def update" g: n% b7 U! x8 x% r6 h( z
- hotkey_hud_qucik_menu_update
' Y" f" A2 l/ F2 ] - # Hot Key num 16 O" C9 o U4 i5 D5 L. [% L
- if Input.press?(Input::Numkey[1])4 D ]. m( u% K% k/ h
- $game_player.equip_item_to_hud(0, @skill_window.skill)% K( A- @" i8 j( M/ D
- # Hot Key num 2
# k* M4 e9 `/ K - elsif Input.press?(Input::Numkey[2])
6 s/ }, l- i* j/ e - $game_player.equip_item_to_hud(1, @skill_window.skill)) N' P1 U. p: P1 f
- # Hot Key num 36 a5 ]# s' o2 r' j. m% w# ] E9 C
- elsif Input.press?(Input::Numkey[3])
* {$ s3 u( ]7 W+ d - $game_player.equip_item_to_hud(2, @skill_window.skill)
) I, m0 d0 f: h6 F: N - # Hot Key num 47 X9 K) k0 r. u. h9 @5 l( s
- elsif Input.press?(Input::Numkey[4])
7 o: l9 }, |, K - $game_player.equip_item_to_hud(3, @skill_window.skill)4 s$ u& r' J2 b- \
- # Hot Key num 5! R# N. ]7 q$ V9 L- B6 R4 L
- elsif Input.press?(Input::Numkey[5])9 D+ N- T& J6 ~9 Y1 [3 T$ f) i
- $game_player.equip_item_to_hud(4, @skill_window.skill)
% H4 V, h! R1 W% }/ ?9 ] - end
: y" d1 Z9 m8 j, e1 \) w - @hot_key_hud.update Z( b8 }3 o- Q: }" v
- end, @. @3 p; o( {7 [- @
- end
2 w) ~ I p5 G" j - end
/ N; W3 x6 Y5 n
4 V$ ? i. T0 o; L' o& z- #===============================================================================
2 _( Q, Z; L& E% \& k( ` - # Quick Item Window
: E; G9 n! m7 ^. J+ n0 t" n9 @ - #===============================================================================) P" M8 p. G$ |% q x5 _4 n
- if XASVER_37 == false7 E5 B( H$ I8 v, @- X2 t" X
- class Xas_Scene_Item! V$ l$ v8 d+ e- W. w* b; K
- alias hud_quick_menu_main main y F/ t0 z: b0 |: b# ^: c+ s
- def main, }; B5 G% a9 o2 a+ t" `
- @hot_key_hud = Hot_Key_HUD.new
_# m4 N6 r k. s5 S - hud_quick_menu_main4 _& X' J; m2 A4 M. y6 _: o
- @hot_key_hud.dispose% I( m$ _% e+ c0 ^* H* R
- end
# w8 L0 `$ L# x2 t7 @3 u - - v5 a( H, Q+ s# c& U
- alias hud_key_update update
! {, K/ U6 i- w# _% j - def update
# U% q- \* b! v- E. l - hud_key_update+ ?7 l# x* }. t) |& {( \
- # Hot Key num 1. A! W' S/ r3 N: `3 d9 R
- if Input.press?(Input::Numkey[1])
& p/ V1 ^; M% V) X: s' G7 h5 C& j) S) t - $game_player.equip_item_to_hud(0, @item_window.item)
8 M( X+ L1 g8 Q, V1 V - # Hot Key num 2
. c2 G5 C, E- l3 I- ]* {; Q - elsif Input.press?(Input::Numkey[2])
8 ~6 f ?' o# X0 s' s, {0 f7 ~5 _ - $game_player.equip_item_to_hud(1, @item_window.item)! ^4 _ C2 Y9 h0 @; I
- # Hot Key num 3
! B4 ~8 u7 d8 U' o" r% C - elsif Input.press?(Input::Numkey[3])0 J' F( x9 h$ o: s/ Y3 n0 Z
- $game_player.equip_item_to_hud(2, @item_window.item)
! D) v) W1 s( e& ^ - # Hot Key num 4
, i( b+ g) j K7 j - elsif Input.press?(Input::Numkey[4])
5 l1 E3 ]' }6 n+ m! `/ V - $game_player.equip_item_to_hud(3, @item_window.item)
2 P0 S* H4 t4 d/ @9 e - # Hot Key num 5
: [, o8 u5 D3 s; G - elsif Input.press?(Input::Numkey[5])
( M( [8 j, A6 y8 v; E4 K - $game_player.equip_item_to_hud(4, @item_window.item). c3 d8 i) n) p4 r4 Q2 H$ O/ o E/ Y
- end
$ M" A7 p+ A4 ~/ V( a# e. j - @hot_key_hud.update/ Y" k# @& h. k$ l* g, v1 B
- end
- ~ \3 {3 S) l2 R) D) r - end+ X+ ^/ G z, {' Z0 s
- else
9 }8 m- T8 A$ [7 Z- H - class Quick_Menu_Item' u9 l8 A* N' |: G# n
- alias hud_quick_menu_main main+ Z( l( ?) r- r& U; [/ t* J, N5 d. r
- def main9 e: o2 O& N2 d5 n
- @hot_key_hud = Hot_Key_HUD.new
0 w$ `3 I; L8 F - hud_quick_menu_main. W1 w$ ^8 _$ G7 u7 u% k! O
- @hot_key_hud.dispose/ L- m& @9 N$ E
- end- v8 E3 x& W$ O3 T) v) w
-
4 d) P8 t3 O9 B- X - alias hud_key_update update/ v" e4 Y# j2 `
- def update
# i3 h; U( d( S9 j5 i - hud_key_update- ]& _. o( w, q
- # Hot Key num 18 R9 y- j1 j' O+ t8 S
- if Input.press?(Input::Numkey[1])2 y! J& E8 u! I4 ?& k% |4 E
- $game_player.equip_item_to_hud(0, @item_window.item)$ K+ s2 L% ?& n9 I+ n2 Z3 P' u; h2 w
- # Hot Key num 2- D" ? q8 g' Q2 F$ T: P S
- elsif Input.press?(Input::Numkey[2])" S t% c5 ]9 s8 {
- $game_player.equip_item_to_hud(1, @item_window.item)
& ]8 Z3 E- Q3 Z. {: k! y8 b - # Hot Key num 37 L% I2 h& t* d) P+ \% {% C
- elsif Input.press?(Input::Numkey[3])1 j9 w( E1 m) B7 T4 o
- $game_player.equip_item_to_hud(2, @item_window.item)! C* b8 m2 b; s9 q: ?1 x% {
- # Hot Key num 4
# ^- f F0 `) F - elsif Input.press?(Input::Numkey[4])- U9 l: C, f! f% V$ Y
- $game_player.equip_item_to_hud(3, @item_window.item)
- w+ I2 p6 e* K - # Hot Key num 55 E- q5 \* m0 G, ]7 I3 t
- elsif Input.press?(Input::Numkey[5])
% `" n2 n2 p: |( D! x; d - $game_player.equip_item_to_hud(4, @item_window.item)# a5 G% c! M$ ~- ~( k0 ?
- end
' D2 V& C' D' p5 Q- B' K - @hot_key_hud.update
1 h( a+ ]- Y. D& q2 O - end
0 `% K" p! j' C3 E - end
: m, {) E* f2 U - end3 m; X; r' z9 s; G
- / G8 j1 H V: G
- #===============================================================================8 U4 H& l- n1 K
- # HUD Window
! t' `$ N) G# I7 V) f& K3 h, u - #===============================================================================
2 g; x, z& S+ p, A - class Hot_Key_HUD < Window_Base
. x7 y3 |" |7 h8 n0 w$ T, h - def initialize(x = HUD_X - 10, y = HUD_Y - 15)
9 G# S0 m! M, X Q - super(x, y, 220, 80)
+ K3 c/ `4 C1 z v' ~2 Y$ H3 D - self.contents = Bitmap.new(width - 32, height - 32)
r# [( e7 u0 {) ^# V - self.opacity = 0
3 q% k6 A9 G& i+ } - @actor = $game_party.actors[0]$ H, E) E1 M4 P& l0 {- L
- refresh
0 W! {& d$ o$ M" o0 u) Q# H - end
. Y5 H6 ^& B5 [+ m* U - . r _2 k- F$ S# i
- def refresh
" m5 l6 G, u& ?; V/ G* P( A8 i" H - self.contents.clear
. d* [5 N7 `; Q' G" \' L - bitmap = RPG::Cache.picture("Hot_Keys_HUD")2 @% M6 Z) w+ I
- self.contents.blt(0, 0, bitmap, Rect.new(0, 0, 160, 32))
8 f) V& p# G, c! I3 u - for i in 0..4
2 T% x$ ?9 E4 i) W. [) }+ A { - x = 32 * i + 47 }" D+ b+ H. V7 }% @* ] t
- item = $game_player.hud_equip[i]: A4 |) h' ~ F& @, j
- next if item.nil?4 O' d& p, z* [* u$ V0 G; p
- if item.is_a?(RPG::Weapon)
4 Z: c1 T, V ]. h - item = nil if $game_party.weapon_number(item.id) == 0 and8 k, E' E2 Z+ E$ |! G# o! B
- @actor.weapon_id != item.id& V% W/ I* g, ?* g
- elsif item.is_a?(RPG::Armor)
+ |& J9 E8 D9 J6 o' y. m - item = nil if $game_party.armor_number(item.id) == 0 and
. M2 v9 |! o3 Q: W5 n4 H - @actor.armor1_id != item.id
$ [ `3 P& D1 m6 Q! M" u - elsif item.is_a?(RPG::Item)
* ^- ]$ v7 h4 e( C - item = nil if $game_party.item_number(item.id) == 0 or; n8 ~) n. M% r, ?
- !$game_party.item_can_use?(item.id)# f6 [5 K& n, N; \6 ~8 P- c
- end" x# T$ |1 m; ^. V O* n8 J8 P
- bitmap = RPG::Cache.icon(item.icon_name)
! K- s8 }7 M# G& i - self.contents.blt(x, 4, bitmap, Rect.new(0, 0, 24, 24))
( D' ]2 ~# W7 c% c0 I* l - end
) U v* L2 [4 z) F& a, H - end; i" g3 e+ q( A' X0 ?. e$ C: L
- & o5 D+ q) L1 Z: h5 O- L7 S/ ]
- def equip(item)
1 F: C, ?- z7 q3 i( e+ P - if item.nil?7 R/ b) D$ C) J: L& v
- $game_system.se_play($data_system.buzzer_se)
$ z% q( [( v7 f5 e - return
0 E8 l, G7 Y" P, l/ Y. ~/ G9 L - end; G! k: R9 H. N- L( B$ n9 z( I
- if item.is_a?(RPG::Skill)! J @3 D! M% T+ E1 D/ U) W
- if [email protected]_can_use?(item.id)$ Q& z# H1 X" t. l- j' Z4 N
- $game_system.se_play($data_system.buzzer_se)# n6 `5 j4 [4 ~! w
- return9 e' p$ f9 s$ G" }' N6 }( P9 i
- end
7 w& p& j' w7 h! T; X - $game_system.xas_skill_id = item.id
+ _/ g, A" E/ D) S - elsif item.is_a?(RPG::Weapon): i( `4 @. T# k- A
- @actor.equip(0, item.id)% D% U$ ?! i3 E) o9 n2 U
- elsif item.is_a?(RPG::Armor)3 R6 r1 t0 }2 i! k% M9 y
- @actor.equip(1, item.id)
1 ?3 ~) v M+ `; }0 p$ R - elsif item.is_a?(RPG::Item)5 }& m/ p$ L" C, m+ Z7 Z6 j- a
- item_tool_id = XAS::XASITEM_ID[item.id]
$ o6 W7 R2 Z5 Z - if item_tool_id != nil% s: K2 W8 Q" L; l
- unless $game_party.item_can_use?(item.id)
6 @' R0 W" Q& J% P0 T - $game_system.se_play($data_system.buzzer_se)
2 }+ m* I$ E- i X0 Y - return
7 A5 i( l: {1 h6 J. P% |, n- F$ C, } - end# v, u9 \) O: Z* i2 i. f
- $game_system.xas_item_id = item.id# N4 R! V& y) x" `4 r- }
- end# L" J( g1 a/ K7 I: [* b, w. U7 s
- end4 B) i5 O" x# E0 a: ~
- $game_system.se_play($data_system.equip_se)
3 j, e" g; D2 F! I; [- j - end
7 N4 q* r; H$ b) ~; g: k8 V1 e - - L9 F6 v' w4 l4 i
- def update
5 Y/ d4 o/ j2 ?) ^% D/ N/ | - @actor = $game_party.actors[0]# K& j( {( Q$ \% H) O6 O; q0 _
- @hot_keys = $game_player.hud_equip
* a% ~( n% m# n1 p$ ^# l, Z - refresh+ M% N% f! c2 X/ t+ f+ ~
- return if !$scene.is_a?(Scene_Map). [3 n6 r4 \; D5 E
- if Input.press?(Input::Numkey[1]) N7 P6 d" S: k t. ]
- equip($game_player.hud_equip[0]): z( f1 d6 t% w' `& Z
- elsif Input.press?(Input::Numkey[2])
L6 O/ r. v! [6 d+ d/ C - equip($game_player.hud_equip[1]). U" K. v" P' Y+ ]
- elsif Input.press?(Input::Numkey[3]); w1 A K0 P( r4 }! Y
- equip($game_player.hud_equip[2])
" C; m4 g8 K) U& c - elsif Input.press?(Input::Numkey[4])
/ v8 E% M2 u' D# \/ ?' l, L - equip($game_player.hud_equip[3])
5 ^- |6 P9 h8 Q( [ - elsif Input.press?(Input::Numkey[5])
0 w/ `6 g( O" ~ r( {$ V7 E0 v- |9 _ - equip($game_player.hud_equip[4])+ N Y$ x! b- k: g+ y
- end
) U, A& i$ w0 `* q1 p- v* a - end
- k+ o/ ]4 t+ Q6 z; H* ] - end
" A9 t1 I2 d {6 u
; q6 }; ]' w# h- #===============================================================================& q+ y: }( d2 L
- # Scene Map
. Y7 L5 m; k$ l2 z; n7 k - #===============================================================================% J5 n) s5 i% [' a- w
- class Scene_Map; d; N& o% g, u8 r, h8 u6 \
- alias hot_key_hud_init main
5 R" [$ b+ o( o$ \ I7 D - def main7 q! }. D* B# f' I4 Q
- @hot_key_hud = Hot_Key_HUD.new; K7 _7 |4 |8 H: s3 A7 U
- @hot_key_hud.visible = !$game_switches[XAS_HUDDISABLE_HUD_SWITCH]4 M- s/ z# e& D% s; F- I8 U5 k$ a
- hot_key_hud_init
: L8 j7 r, m! Y - @hot_key_hud.dispose1 v- {3 ?' _$ g. A
- end
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- alias hot_key_hud_update update
, l S3 G0 D; c - def update' T2 ~+ [) o; }5 f' b6 Y3 s
- hot_key_hud_update) a! p2 a3 `1 i% S8 r" ]: q
- @hot_key_hud.update) q) i; @, P$ y% u
- @hot_key_hud.visible = !$game_switches[XAS_HUDDISABLE_HUD_SWITCH]6 C7 {$ R1 C! P+ p' S5 l
- @hot_key_hud.update if !$game_switches[XAS_HUDDISABLE_HUD_SWITCH]
8 |- K& l! ~7 r- g2 J: R0 d4 x - end. n( P6 N3 j' v" J& c
- end
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