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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,' U1 w' G' y* o) ^
不知道有人能帮忙看一下吗? - #===============================================================================
* E3 \. X7 L; t; D4 p - # XAS - Hot Key HUD) E \2 ?& A6 k9 O! s
- #===============================================================================7 u+ f' N9 r: Y: N- p
- # By Mr_Wiggles, u1 N/ }9 e6 T* V
- # Version 1.3
^ R2 z3 ~9 w; s" y - # 7/6/10# W8 E" i, r7 R6 ~
- #-------------------------------------------------------------------------------
! g/ M3 T+ v+ q- a& R - # Instructions:
3 }" D+ x2 V1 L& B0 R - # Fill in the constants bellow, paste this script above main and bellow XAS in T3 L4 C. H5 U* R# ?4 Q
- # your script data base. BE SURE TO SET TO THE RIGHT XAS VERSION!!
7 _- X: \& E" M' }& ^+ U- a - # ; x, V9 ^# \! t9 b* O
- # Place the "Hot_Keys_HUD" picture file into your game directory * g! Q; o/ d$ W$ B" r, ~1 Z* F
- # Graphics/Pictures folder.
* g! Z; E+ ~; N5 s - #-------------------------------------------------------------------------------
4 C, S1 M z. B3 p- | - # Directions of Use:9 {: }( n+ S% N2 F
- # Simple just press a number key (1 - 5) when the quick skill or item menu is
8 O; {: p6 f w - # Showing.
2 e' D4 j' ^; M4 o% l - #===============================================================================: a7 D9 D4 i- f* I
- HUD_X = 0 # X pos of HUD
6 P/ a6 {4 n. ~ - HUD_Y = 0 # Y pos of HUD3 Z5 N/ T$ l- V+ D# N1 J! O
9 x. X/ U) C* L- # Set true if XAS 3.7f1 K3 n# I. F0 j" U, y9 V* n& { ?
- # set false if XAS 3.64 k, s3 j* h' a' R
- XASVER_37 = true& h7 K/ M! K6 N
- 9 v' S6 C3 g% B' \# C: v
- #===============================================================================: P; e) d+ c; n) [
- # Numkeys Module, K. o2 x+ ]/ i6 L: K6 [8 o# W) ?
- #===============================================================================1 B& S0 _# ^$ Z N
- module Input# R; e' P+ k1 W- {! v c q
- Numkey = {1 => 1049, 2 => 1050, 3 => 1051, 4 => 1052, 5 => 1053}
- D/ J5 [- y! R3 j' { - class << self
9 |: i, C& K5 M4 u6 T4 } - Key = Win32API.new('user32','GetAsyncKeyState',['i'],'i')7 l. }$ f1 p1 o6 i; S% G
- / @; h! G' ?4 D9 O2 |- ]* f) m
- def testkey(key)" d- X- l- E U$ N% n
- Key.call(key) & 0x01 == 1
7 o8 T* } F& |* J6 L* t$ _2 t - end
) [1 `6 y7 _1 |8 M7 b3 [% g -
. }/ O8 s' w* F- D - alias hud_key_update update& k1 D. g/ w5 @0 i5 I* o9 f ]7 ?6 Z
- def update
_: B7 X/ d; J; [2 k6 v - hud_key_update
4 S* G6 R' P) f2 \ - @pressed = []* X% P# B9 u: d6 H9 X
- for key in Numkey.values' O9 H4 H7 A8 C8 U
- key -= 1000- M9 x# ^/ n3 Z2 s+ C8 n! S! x
- @pressed.push(key) if testkey(key)4 a$ D& W' H6 v! T% P, c9 k
- end' Z" G- n1 P! a" a8 `+ n
- end
2 W- z( {- @, }9 ^) _% @ -
2 p5 Z n2 `) \4 U - def pressed?(key)7 T. [+ L# j! l$ L; s7 ?
- key -= 1000
- D( q% a9 `% m l- Q/ G: r" U# e - @pressed = [] if @pressed.nil?
8 ?: s9 S# U& O5 I - return true if @pressed.include?(key)
( C( G/ v4 S; x - return false
0 v' d! K7 j! L/ c) y - end
D% |: k O2 d1 \: J+ P6 t# O -
* R1 s# q! s0 V% l - alias hud_key_press? press?
$ Q; O1 s3 ^# u - def press?(key)8 T: I1 v; l" w$ F
- return pressed?(key) if key.to_f > 1000- B- W3 a! p# p# k
- hud_key_press?(key)8 R1 Z( J) j( ~
- end
3 w2 k. X5 z+ M; J# V1 P8 A# o) [ - end' @) I) ` T0 ^4 N8 n( a
- end5 Q" Q/ Z$ k. |6 f
! w& y) P1 b/ d1 S+ e; g: n" ~- #===============================================================================: i" ]) B) R7 r9 _
- # Game Player" f9 M' F1 H/ o# j4 a# \
- #===============================================================================: W" n G2 n' G- ~
- class Game_Player < Game_Character9 g% g6 p. O4 I' q2 L, J# E
- attr_accessor :hud_equip4 f, V# ^! H5 N6 Y# \6 a! O. w
-
2 e, g+ Q. H# \9 w2 f9 Q - alias hot_key_hud_init initialize6 }4 H7 Y' d% E7 q- j
- def initialize4 ]9 B1 R7 l: b0 y8 O! C) R& h
- hot_key_hud_init
: t3 Q2 w- x6 {& K" a - @hud_equip = []/ t8 v Z0 V- H1 {
- end( b$ N" Y; T+ a/ j! u7 {3 w* g
- " i% ^8 ]2 n9 D! d, Y* w% G
- def equip_item_to_hud(n, item), _# f0 @. I+ [) d0 F8 x
- if item.nil?/ b! w/ J. j; |
- $game_system.se_play($data_system.buzzer_se)
0 e1 V% e7 m2 K4 |9 c, e) P& A - return
6 k8 F3 e7 B9 Q$ r - end/ Q) m3 H" C- |3 B1 p
- $game_system.se_play($data_system.decision_se)
' N0 U7 r6 Y* k+ D* V) z; X - @hud_equip[@hud_equip.index(item)] = nil if @hud_equip.include?(item)) y7 P: y) }, l- `
- @hud_equip[n] = item$ S7 _8 r+ E. x/ \
- end; i5 {: E7 t, d9 b- i& b: B
- end
4 u4 @' _& ?" N
7 { }0 W* }# ?0 Q% H1 r+ S; I- #===============================================================================
) l7 @. e: h' B% n - # Quick Skill Window2 F6 W/ P5 j2 [/ e& L
- #===============================================================================
% ^/ o& N. L) a, Z4 N - if XASVER_37 == false
2 u+ R W7 w0 _& w T* @ - class Xas_Scene_Skill
6 P( P5 H2 {1 Q, n( G0 P - alias hud_quick_menu_main main& B8 L& H6 v; y4 m
- def main) A8 I; `' z0 I8 ~
- @hot_key_hud = Hot_Key_HUD.new0 l4 \' m& B. h- H
- hud_quick_menu_main/ A' ]1 Z7 y9 `4 m/ {
- @hot_key_hud.dispose6 P8 e' J+ N: ~3 J4 \
- end
; c; f& ?+ N# C6 R4 E - ' L. }- j0 e( m
- alias hotkey_hud_qucik_menu_update update
" }2 [6 I8 G+ b- s. { - def update
5 k, G; I0 ~. A; R - hotkey_hud_qucik_menu_update
* B5 g [/ c5 N - # Hot Key num 10 C! d% q8 u2 w+ \, P$ }: a
- if Input.press?(Input::Numkey[1])
4 j/ V: z; F0 }; D# W - $game_player.equip_item_to_hud(0, @skill_window.skill)
/ {* h, |8 B1 ?6 Q# k! h" N - # Hot Key num 2* Y! d9 Y' s) [6 G# V1 |
- elsif Input.press?(Input::Numkey[2])
; J: V, W& b0 Z9 h% G; s" S. V - $game_player.equip_item_to_hud(1, @skill_window.skill)
+ U I. D; H3 ]: e' N - # Hot Key num 3
5 w3 ~6 \: x( ` - elsif Input.press?(Input::Numkey[3])% i) Z1 n8 d" K/ r
- $game_player.equip_item_to_hud(2, @skill_window.skill)
/ ~! O+ Z h3 V u/ f1 M( x7 k - # Hot Key num 4
- N& N3 o, ~7 ^ - elsif Input.press?(Input::Numkey[4])
! m& T- W4 i" @$ E; n - $game_player.equip_item_to_hud(3, @skill_window.skill)
) d3 B& v0 B: o! ~) s( v - # Hot Key num 5& ?2 M5 T: B1 E5 m8 a
- elsif Input.press?(Input::Numkey[5]); I6 g& H/ b0 c& X% {
- $game_player.equip_item_to_hud(4, @skill_window.skill)
: B3 ^6 X' _; x/ N/ l% { - end0 v" ~. e4 \$ R+ b, ^$ g
- @hot_key_hud.update j; J; M0 e4 v% m% X4 e Z
- end6 P( v' M y) |/ U" A
- end
6 g. z3 z, r0 D- F) w; V3 p - else5 |/ g% Q* u7 N& H& a
- class Quick_Menu_Skill: W1 B; J/ }- |8 P, C( d
- alias hud_quick_menu_main main9 O8 ~, e2 g3 L2 o
- def main' | ~; P! [/ @6 s# Z
- @hot_key_hud = Hot_Key_HUD.new
0 x8 d5 z V2 I6 _ - hud_quick_menu_main2 S7 h5 M( H% F
- @hot_key_hud.dispose
/ P3 ]- Y9 o( V3 c - end
. x& d y7 V" H+ V -
- O' W0 Q% Q# Z: G - alias hotkey_hud_qucik_menu_update update. H8 s% K% _5 H) B3 n+ _" B
- def update; J7 {! n x/ J7 z( M0 F I* a1 [
- hotkey_hud_qucik_menu_update& Y# E, j# k. v0 [$ l) |/ `
- # Hot Key num 1
+ e$ q0 r3 |* \9 ]- y& ^6 g - if Input.press?(Input::Numkey[1])! }$ q l$ p: A7 {% r. y, o$ z* |
- $game_player.equip_item_to_hud(0, @skill_window.skill)
i- T# N# x$ o' _1 Q( w+ h' b l) \' K - # Hot Key num 2$ u" r, a/ h" r7 U8 r! A: e3 ^
- elsif Input.press?(Input::Numkey[2]): V5 k4 o. R, ?$ ?$ |1 f( G- r- X
- $game_player.equip_item_to_hud(1, @skill_window.skill)* O9 u0 q6 T! b4 A5 h! P1 X+ d
- # Hot Key num 34 d1 O7 ?1 d0 p
- elsif Input.press?(Input::Numkey[3])1 G* s2 |6 R# b+ @% {) K
- $game_player.equip_item_to_hud(2, @skill_window.skill)
' Y5 n( r/ w" \) N - # Hot Key num 4
* c* u6 t2 J$ Q$ e: f- O5 e - elsif Input.press?(Input::Numkey[4])/ H! e6 {) ?5 w8 ~5 W1 @& w2 n+ j
- $game_player.equip_item_to_hud(3, @skill_window.skill)
% Y+ y7 P" u$ y8 w3 q - # Hot Key num 5/ `6 V7 H n ~3 A/ e
- elsif Input.press?(Input::Numkey[5]): p% ]' v. T2 `& m) o; J: M4 l
- $game_player.equip_item_to_hud(4, @skill_window.skill)
" X; f7 F: m0 o K6 ^ - end( t$ ~ f' c* A' C6 S
- @hot_key_hud.update5 Q- w0 F" V. A% n) h, j0 _
- end' I h5 g. q+ \) R1 ^
- end
; W0 ?- s5 _" e, N! {$ d' a - end, T) ?: U% Q( A: u0 I6 x/ @( J% a0 z
2 Z- N0 Q8 k! S/ l- ]% u- #===============================================================================; E- N' b* y( y9 Q$ }2 l
- # Quick Item Window
& n/ X! d7 D9 |% E4 q - #===============================================================================
" u4 @ w. t/ f& I5 g# i( X - if XASVER_37 == false
/ R* h. l( p/ W* F9 Z5 p. \ - class Xas_Scene_Item7 W a0 n7 m& j
- alias hud_quick_menu_main main3 Y& |6 Q' x: b( X I
- def main" t9 @0 o2 b& q8 l5 F: G
- @hot_key_hud = Hot_Key_HUD.new$ t* _. F8 \; S) O" F' v
- hud_quick_menu_main# ?- A, f1 l. o# L" A$ r- b
- @hot_key_hud.dispose
( v, C1 {9 f. A9 l( F3 f - end
- H5 \. j8 [1 X7 `5 i& [ - , t; J8 P, ?; \0 F" R
- alias hud_key_update update
2 q' U' s. P: p& O3 n8 J - def update
" \, W2 C* l! E) j; S+ Y - hud_key_update
5 w" W7 I2 x0 j a- A. _' W - # Hot Key num 1
' m) P7 w4 o3 H& p8 P - if Input.press?(Input::Numkey[1])$ V* m& c. ~, r0 T& W. V
- $game_player.equip_item_to_hud(0, @item_window.item)9 M9 A0 W( i9 }- P$ ]; _
- # Hot Key num 2
! ~5 M1 S4 t+ r, u' ] }% U - elsif Input.press?(Input::Numkey[2])# l' P4 K0 D; A+ T' m
- $game_player.equip_item_to_hud(1, @item_window.item)
8 b( b* f) ?0 v% m2 D - # Hot Key num 3! Q' A3 g9 f5 [. c1 m
- elsif Input.press?(Input::Numkey[3])
1 D5 f+ p; X! b7 F" u m% k - $game_player.equip_item_to_hud(2, @item_window.item)# H) \3 `! y3 V) F
- # Hot Key num 4- m2 J1 l) S: ^
- elsif Input.press?(Input::Numkey[4])
4 W3 a% i% U- o" S8 }3 O - $game_player.equip_item_to_hud(3, @item_window.item)
+ O& Y- ?" X0 _1 ~ - # Hot Key num 5
, w" }; \8 |" J6 H J8 } - elsif Input.press?(Input::Numkey[5])
" R/ B' p1 u" B8 L- ?# C - $game_player.equip_item_to_hud(4, @item_window.item)" E+ m+ l/ Y1 G$ E; u
- end
5 h& Y C! A' `! r - @hot_key_hud.update3 i2 S7 @6 Q2 H+ Z9 C2 {1 R7 l* u8 C
- end; g7 I! H( O% p, V) T: L
- end, q9 H! ^2 {. K( G4 F
- else8 n# r7 `% v. p! w$ Z: U/ E2 h5 s
- class Quick_Menu_Item
# ] h2 P6 n. Y$ U9 x - alias hud_quick_menu_main main
+ J+ l1 k$ q! d H$ F- {( g8 ^, v - def main
2 ]; u2 h7 F0 L# C - @hot_key_hud = Hot_Key_HUD.new
' H% ?# R/ K: `- F - hud_quick_menu_main9 u9 n6 ?# ~- q/ f, V) z
- @hot_key_hud.dispose* d8 v2 Z4 u5 N f; k
- end
) C9 x. ?. h5 e- ?# P -
# d- @) d3 Q, s3 e5 _$ [, y - alias hud_key_update update9 T) ]0 ]7 W W/ N
- def update1 L1 u m9 G+ \( q0 E1 J
- hud_key_update! x) j* f( ~8 d* }% T
- # Hot Key num 1/ l3 W4 v7 u9 m, t" s
- if Input.press?(Input::Numkey[1])0 t$ m% l" ]. W
- $game_player.equip_item_to_hud(0, @item_window.item)0 ]7 L# b% K" Y% ?# C
- # Hot Key num 2
" N& Z3 G- _+ g: o/ l" E- U4 Y - elsif Input.press?(Input::Numkey[2])
6 e3 B+ g) |- l - $game_player.equip_item_to_hud(1, @item_window.item) F! f! `1 [1 W' g, ^
- # Hot Key num 3$ _7 n+ _5 S3 J$ _0 O3 A& g
- elsif Input.press?(Input::Numkey[3])
5 Z1 P% M9 n y) M- B* p& c - $game_player.equip_item_to_hud(2, @item_window.item)/ p3 t: m0 Q c
- # Hot Key num 4# T+ @: ^) v- A4 b7 D
- elsif Input.press?(Input::Numkey[4])2 r3 U" n, h/ t
- $game_player.equip_item_to_hud(3, @item_window.item); D: G6 K9 \" B% x8 j
- # Hot Key num 5
6 r, |! _* J2 U7 ~. W$ Q5 r - elsif Input.press?(Input::Numkey[5]): e/ z& ^0 q- T# t% {. s
- $game_player.equip_item_to_hud(4, @item_window.item)1 u8 d: |7 ~ m2 Y! |0 i- P. a
- end
4 }2 k9 V' H. ~& t% V4 w$ h+ X - @hot_key_hud.update4 P+ v* s# E) [/ F9 e; _6 y( S
- end
2 I1 v4 R, g( q1 s$ g - end, }8 h2 e' |3 V% F Q2 ]- }
- end" s' i9 M. p" C
- + V# X7 d) @# f- s: W, l
- #===============================================================================
, g2 c; Z6 e- w" D" L - # HUD Window) |, i2 C3 i* t; t9 p' R& h: {' ?* J
- #===============================================================================
9 M$ w% B4 ~: P( }$ [ - class Hot_Key_HUD < Window_Base
0 q$ C" J e, w; O: P. x - def initialize(x = HUD_X - 10, y = HUD_Y - 15)
' {3 L2 w& Z) ` - super(x, y, 220, 80)
+ c9 q3 l2 f. ?2 V/ N1 p) _. k - self.contents = Bitmap.new(width - 32, height - 32)6 N" \9 b, n. D
- self.opacity = 0
& f8 Y% i6 V( ~" ^, }0 N/ o - @actor = $game_party.actors[0]
* b$ O$ a! \6 I' s - refresh
8 d" i% U4 A+ M, {1 K2 R - end
' v& n$ x! r% M6 W7 O
7 ]1 O" q) U* T. ]3 z/ |6 |, M- def refresh* P# `, s! v6 c$ _4 J2 Y, r
- self.contents.clear/ g4 t u7 `" W
- bitmap = RPG::Cache.picture("Hot_Keys_HUD")
7 S1 t, W7 C4 G/ A5 l7 }8 s/ i - self.contents.blt(0, 0, bitmap, Rect.new(0, 0, 160, 32)) h$ r5 P ]" F+ d
- for i in 0..4
9 G& ^1 B: l# b |5 e9 _ - x = 32 * i + 4* I+ i- {: V6 x# g( ]: v8 m! N
- item = $game_player.hud_equip[i]
/ t D+ q" q% Z. N - next if item.nil?; M3 v3 F9 X$ ` w
- if item.is_a?(RPG::Weapon)2 {* g) Z* f, E$ G% [8 P
- item = nil if $game_party.weapon_number(item.id) == 0 and U8 F. m* J& M) M/ S! k2 M
- @actor.weapon_id != item.id# i9 F7 W2 T6 U' b( i" @& ^, R
- elsif item.is_a?(RPG::Armor)
) k( A/ z) b A( {. E - item = nil if $game_party.armor_number(item.id) == 0 and 7 y* [6 X2 j/ p1 q& S8 D4 N+ B
- @actor.armor1_id != item.id2 [ B K) N5 d8 Y
- elsif item.is_a?(RPG::Item)
% c/ R5 y; y U8 l$ h1 Y - item = nil if $game_party.item_number(item.id) == 0 or9 r1 J( C2 x% z% `, p# h5 n- N! i. r$ Y
- !$game_party.item_can_use?(item.id)* h# L0 }" O _
- end4 k1 O. Y) A6 ^
- bitmap = RPG::Cache.icon(item.icon_name); {7 S. x* _, m& N3 X; g7 T. e4 {& @
- self.contents.blt(x, 4, bitmap, Rect.new(0, 0, 24, 24))
2 S3 ^+ x6 {1 m/ E( A, @7 V; Y! W( ~ - end
+ g9 r m0 F" H" S3 z - end
, }8 q- S0 k$ B' j -
% T0 d" T c9 i5 \, d4 d+ D - def equip(item)
+ G* @! o$ P' q3 O - if item.nil?/ s4 o% ^" A4 d. V, k1 _ L p, J
- $game_system.se_play($data_system.buzzer_se)$ O# T! u9 ~7 e* E9 S }" @( ^
- return
+ o- n/ e, `' Z/ P# @" m0 H - end" Y1 h# U* j* {
- if item.is_a?(RPG::Skill)4 H* o" T" g+ {5 n6 G
- if [email protected]_can_use?(item.id)
4 G5 z& G; g- F$ G( Q2 X - $game_system.se_play($data_system.buzzer_se); g5 \# Q& e- }3 B* C
- return( W4 r3 g, V* W* c
- end$ ?1 z U0 m4 V
- $game_system.xas_skill_id = item.id
: G" [6 f) W+ `* J7 _) ^ - elsif item.is_a?(RPG::Weapon)
+ |7 D: A: O+ o2 B) i8 v, n - @actor.equip(0, item.id)' U+ d( y' X/ \2 A3 O {! ^
- elsif item.is_a?(RPG::Armor)
2 {) {. J( \' l! S - @actor.equip(1, item.id)1 r% ]9 w5 e7 o+ V4 c
- elsif item.is_a?(RPG::Item)8 }- A A& q# @# q) i
- item_tool_id = XAS::XASITEM_ID[item.id]
" s5 ]: F1 s# H" j" `) `7 Q - if item_tool_id != nil, f8 J% @! \6 i6 q* X3 Z
- unless $game_party.item_can_use?(item.id)
' Z4 i0 w+ T) W - $game_system.se_play($data_system.buzzer_se)$ o1 @+ M! Q1 p) c4 l! m: g* D
- return$ N) [7 { c: Z7 e, _0 l
- end/ F9 q- s7 j1 _7 c
- $game_system.xas_item_id = item.id' B- \$ t+ _" {$ q3 Y4 n
- end# r/ S, S& I; I
- end
8 k& i) \, J$ Z; z) H' t - $game_system.se_play($data_system.equip_se)
2 L+ M% I0 U; }* R - end
- e F7 v7 r. c. F& w$ v8 D -
$ w) n& g! l4 X& o& r - def update+ y3 [, T `2 P6 z) j
- @actor = $game_party.actors[0]
! P6 T4 I8 k- M - @hot_keys = $game_player.hud_equip
$ ?7 T$ ?1 j4 }, N - refresh
% N* _. D; Y6 \# X/ s9 `' s - return if !$scene.is_a?(Scene_Map)- {% A: u7 @3 i
- if Input.press?(Input::Numkey[1])
, {( X: \+ }# F2 p' V - equip($game_player.hud_equip[0])+ F( q0 @1 f! S$ W3 f
- elsif Input.press?(Input::Numkey[2])4 a2 e \. I; Z3 G( N b
- equip($game_player.hud_equip[1])
0 G7 O: q/ v. m& [# H H - elsif Input.press?(Input::Numkey[3]): k, a, \6 Y0 @5 Q4 m7 j
- equip($game_player.hud_equip[2]) + a( f e& A+ \" A! ?
- elsif Input.press?(Input::Numkey[4])7 `7 ]' V: S+ Z# G/ S/ d5 F- s
- equip($game_player.hud_equip[3])
' E! e6 _1 S' g b# A. Y4 c/ r; s, e1 x - elsif Input.press?(Input::Numkey[5])
: ~+ d: Q4 ?! g8 I$ S! J - equip($game_player.hud_equip[4])3 C( N5 E$ _# f/ ^
- end
' V% o5 B, b8 }/ ]3 j( P - end
* \2 D& z _& L% [9 d# N5 i# P - end
' J0 e. _: [2 m- [ - 2 `$ o: k* K# \1 u% t
- #===============================================================================0 i1 n3 \8 M: U0 q$ _
- # Scene Map
' {3 ^% B0 }" p3 @% V - #===============================================================================
+ Q0 t/ H+ F9 J5 ? - class Scene_Map
# n) H# Q: C* Y( j/ K - alias hot_key_hud_init main
" p! g: l# |, `7 |4 k9 c3 B+ ~ - def main
+ r4 h) O$ ~5 e) K: k: B, m8 g7 @ - @hot_key_hud = Hot_Key_HUD.new8 s% n5 E) |: S# s+ {/ O
- @hot_key_hud.visible = !$game_switches[XAS_HUDDISABLE_HUD_SWITCH]
0 u5 `5 [9 w$ D2 {" Q; X5 O0 S) o4 J - hot_key_hud_init
4 e2 z! |+ M) G9 I - @hot_key_hud.dispose
5 r' L3 k6 e2 V - end
( I3 N ?( W( G7 x' P8 }. w - * o: O _- O: P: q- `
- alias hot_key_hud_update update: ^5 B5 O3 ^9 F. x4 U" m
- def update; z. O/ m1 Z& c/ k4 p
- hot_key_hud_update
& | i( @( v( u0 Q. w3 U - @hot_key_hud.update: Z& x+ P3 y. s% J
- @hot_key_hud.visible = !$game_switches[XAS_HUDDISABLE_HUD_SWITCH]
- o/ @: L! w% T9 [ - @hot_key_hud.update if !$game_switches[XAS_HUDDISABLE_HUD_SWITCH]
' L" p9 U% Q! ]0 ^# R! b - end* v4 d3 A# L+ o# R8 C
- end
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