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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 [* `. s" r, r! M; j不知道有人能帮忙看一下吗? - #===============================================================================2 s; x n- r3 [; c( [6 `
- # XAS - Hot Key HUD" W+ X3 z b* q9 B
- #===============================================================================9 h( {3 ?) a `9 u- z8 k( N. n
- # By Mr_Wiggles; s* d9 p, N+ x
- # Version 1.3, I B2 @; z; U2 n0 { h
- # 7/6/10
& S: `$ K( V0 s" U" I& T1 [ - #-------------------------------------------------------------------------------
: R f6 D% c. o4 c0 | - # Instructions:
, b- F4 |3 C, U, G5 d - # Fill in the constants bellow, paste this script above main and bellow XAS in
* F( H9 S% v# V+ u& N2 G - # your script data base. BE SURE TO SET TO THE RIGHT XAS VERSION!!
. T: ?: i9 b# P0 G- y - # ( [( J0 l" v# R
- # Place the "Hot_Keys_HUD" picture file into your game directory % ^# z1 S0 f. I3 K% K+ L/ R1 P
- # Graphics/Pictures folder.
, I0 {5 G; E' { - #-------------------------------------------------------------------------------
( [3 o! v F6 E - # Directions of Use:8 ]: k4 |4 X% z! q2 g) t$ G
- # Simple just press a number key (1 - 5) when the quick skill or item menu is7 G3 [1 [: k; c+ P3 v2 d
- # Showing.
2 p2 k1 x8 R3 [( F' t - #===============================================================================
2 @9 O0 a/ a7 d& g# e - HUD_X = 0 # X pos of HUD" g+ M+ d" O1 I @# r- y
- HUD_Y = 0 # Y pos of HUD
. W7 B* n" ]1 x/ f; k2 j, k
! c. ?1 s' T# M; L& f- # Set true if XAS 3.7f4 Q0 |# Q2 d* A) \! X6 M" A
- # set false if XAS 3.6: x- Z% `. _; I" z4 @
- XASVER_37 = true$ h/ W( P7 e0 o( O
/ W; ~; c2 T' P- #===============================================================================
/ Y3 {6 K Q6 M - # Numkeys Module
+ `$ K2 _7 S; g8 f4 o/ X& m3 D; \ - #===============================================================================$ H/ I+ }+ Q; I5 s7 V# L
- module Input
* ^3 c# H) g( S- y7 W b, [! _2 u - Numkey = {1 => 1049, 2 => 1050, 3 => 1051, 4 => 1052, 5 => 1053}
2 s9 Z, m8 ^0 d- s- a' I1 j - class << self1 q) _5 g h' \" Q4 [
- Key = Win32API.new('user32','GetAsyncKeyState',['i'],'i')
& \ q/ c7 ^: a& ] - 4 A5 H# p0 h g4 M
- def testkey(key)$ J3 Y1 h: @# l% b& y' S/ f
- Key.call(key) & 0x01 == 1' \$ \/ r8 e3 M* F5 o: V
- end
, q/ z, x' D+ E& ~( h" _% e -
% O8 x% d+ ]+ s* t/ q- T - alias hud_key_update update" `8 j5 \6 X2 |6 k9 {
- def update. y. p" s2 I4 j1 [
- hud_key_update, U# o5 W$ B" u5 Z$ l. W
- @pressed = []
) \* m( ~5 B& i( v( I7 c - for key in Numkey.values" i6 c1 R4 A* Y7 z+ N g
- key -= 1000& P% s1 _; L$ o) Z
- @pressed.push(key) if testkey(key)
" N) z$ Q0 Z/ F/ b# {2 q! H; l! P - end
# ~( o/ e+ p1 l K" _0 j( B$ k L - end$ w( m* g" A3 e4 v/ @9 S) q* S5 M
-
. _; C7 U' |! J8 U* p N1 x - def pressed?(key)
1 B6 b5 i2 \# V6 r2 A% b - key -= 10003 E0 s& T, i9 u. a" U+ W
- @pressed = [] if @pressed.nil?
$ o6 c6 S" K$ q0 x - return true if @pressed.include?(key)
3 ~4 P# t6 G' ?$ A$ g4 T7 K5 D* K4 v - return false; d0 T8 J) ^+ ]7 X" H
- end; W4 q1 Q& u1 y
- 8 B' T% |$ O% z3 B5 Z$ k, M# F( g
- alias hud_key_press? press?
1 \9 X3 m+ E; K: P6 V- f# M - def press?(key)5 _5 ? F2 C2 ?' ?1 Z. j& s
- return pressed?(key) if key.to_f > 10006 r# e: t9 h D( J% U! S+ W
- hud_key_press?(key)
! h7 w% ?7 `9 \; J, } y - end
7 J; Q, p2 m2 w! z( A5 o - end
7 S$ [0 p+ M6 F7 B) M - end4 a% S! [' i3 d, w* z" ] U9 v
4 B7 _, T' q. q8 w: Q6 t7 y6 m- #===============================================================================
s) a; Y5 L9 l8 u4 B7 o" N - # Game Player9 {/ M3 [+ F8 Y" b* m9 f% W
- #===============================================================================
# a7 I) J% ~4 ~- X. E! I - class Game_Player < Game_Character
$ X7 S. g7 X* i. ~4 S" k7 l3 d - attr_accessor :hud_equip
0 O2 V5 a. v& V; J9 y - . t' T) d, I# V: m
- alias hot_key_hud_init initialize2 d& s: S6 K; d. M) i) {
- def initialize
+ E3 _4 N" d' U0 O- l$ F7 i2 y- { - hot_key_hud_init
H0 e7 A S% f8 b' }7 B2 a/ [; X - @hud_equip = []5 v) D" m( e' m9 W1 M% E
- end
: L1 |9 H2 A4 T3 b8 p - 7 t" [4 S k* M/ B- E
- def equip_item_to_hud(n, item)
_: w$ c3 `, L - if item.nil?
# i9 E. K% u1 ^: @$ ?: _ - $game_system.se_play($data_system.buzzer_se)" `9 k; l+ {2 u$ C3 e
- return
( B5 D& |- p. U: i - end
5 r" x( X! n/ R3 p1 [" M/ z - $game_system.se_play($data_system.decision_se)
1 b: q" C9 x$ i - @hud_equip[@hud_equip.index(item)] = nil if @hud_equip.include?(item)
$ F {3 U0 g( Z T - @hud_equip[n] = item
# J, E6 o! ~; {) _2 x3 } - end
+ E6 s5 {' L' k* u - end1 d" n4 t+ x+ g2 O
- 1 ^, B6 m4 [3 h
- #===============================================================================
& |& U: G& p8 U1 l$ H& Y0 o - # Quick Skill Window
) S2 h. V, q' M$ E/ D - #===============================================================================
3 c& m1 }, k5 ~' S - if XASVER_37 == false
' r: d+ r/ O/ [9 J) B! U - class Xas_Scene_Skill
7 Q) q, v0 z+ g' ?7 N+ t - alias hud_quick_menu_main main
% q! l( X& M5 E5 q" z& q9 w0 `6 B - def main
- B; v5 i$ ]5 l( I - @hot_key_hud = Hot_Key_HUD.new, @. Y. b# s: }! ]/ V% [
- hud_quick_menu_main
2 m! q; y. |# H+ Q9 B - @hot_key_hud.dispose
+ F9 M: p6 _! Y d0 E4 [* A7 ] - end! K# i4 N. {& m# F" c+ ~2 I( e1 Y/ ?
-
* Q" l7 w# F6 E4 S - alias hotkey_hud_qucik_menu_update update3 E3 s1 c4 d+ z& F
- def update
0 w% q/ p. r3 r - hotkey_hud_qucik_menu_update& P4 W" E$ z( g" V! o( V0 m
- # Hot Key num 1; r- z& V- n3 R1 A* e
- if Input.press?(Input::Numkey[1])
. ~! k2 `+ K! M* Q$ N7 s* p5 X - $game_player.equip_item_to_hud(0, @skill_window.skill)
5 j' F8 F' R5 w# i4 m. _ - # Hot Key num 2" {) F% A V4 V* f X4 x
- elsif Input.press?(Input::Numkey[2])1 s2 u: R7 y% r! e2 p* O2 D' V
- $game_player.equip_item_to_hud(1, @skill_window.skill)# q3 F j" x% t9 ~, k
- # Hot Key num 3- K4 a* V: F2 G8 I% x: X8 w! e2 h
- elsif Input.press?(Input::Numkey[3])
3 V" o0 Q, u( E: A1 P3 F - $game_player.equip_item_to_hud(2, @skill_window.skill)
, F: ]* o+ V" e5 l) w) t9 \ - # Hot Key num 4
+ K1 @9 e9 B4 G& h4 F% j& J' i - elsif Input.press?(Input::Numkey[4])
) ~. r$ a6 C0 c6 p8 u3 @ - $game_player.equip_item_to_hud(3, @skill_window.skill)1 k6 C! e. l, J, y
- # Hot Key num 5
& [6 R- D/ d' U - elsif Input.press?(Input::Numkey[5])
" u, q4 a' M! J, p1 ]& q; _ - $game_player.equip_item_to_hud(4, @skill_window.skill)
6 u: j$ L0 v( K - end/ a6 M! B6 [" f1 n4 E
- @hot_key_hud.update+ O1 z1 ^; a4 W' b; ]# A) I4 e
- end
! x/ M* N y8 b8 H - end
: u% m6 j8 |3 K( [! _ - else
O) j/ x$ A" M' z0 m - class Quick_Menu_Skill
; W8 S. h" C, X5 A8 r, Q+ @0 f - alias hud_quick_menu_main main
# t, [. W. w( I5 Z( ]3 G) D - def main' V3 r, ] Q: k3 ~ u
- @hot_key_hud = Hot_Key_HUD.new% f- Y7 X, ~+ }' ^
- hud_quick_menu_main% N, s8 o# D8 ~
- @hot_key_hud.dispose& K* k) ]0 ?9 J8 A2 T) G/ e5 A* s ^
- end
4 o( F X2 E1 c; s- p% h -
$ m' m1 ~* |1 t: [ - alias hotkey_hud_qucik_menu_update update1 P% R J! f& \7 S. W5 E, _
- def update
, H; ?4 G" Z, Y7 o2 m3 H - hotkey_hud_qucik_menu_update
% h- ]. G4 I( C9 _" T - # Hot Key num 1# z+ Z9 O, N9 P8 t0 s/ ]; @( }4 p
- if Input.press?(Input::Numkey[1])
; g7 u: A6 |5 I" X5 m - $game_player.equip_item_to_hud(0, @skill_window.skill)5 @3 `9 Y8 f, f% O M
- # Hot Key num 25 U' v4 O& K! T) N4 B
- elsif Input.press?(Input::Numkey[2])
7 D: L2 j2 ~; }; p9 F' ] - $game_player.equip_item_to_hud(1, @skill_window.skill)) }4 W- ~, _& a& t) y# ]
- # Hot Key num 3
1 E7 k+ q$ c( r' g - elsif Input.press?(Input::Numkey[3])
8 F: i& H- v5 l) Q( c - $game_player.equip_item_to_hud(2, @skill_window.skill)- q$ h" E( p @, O7 D. B
- # Hot Key num 4
$ l+ C/ ]$ i) C - elsif Input.press?(Input::Numkey[4])1 t/ K0 S9 M" i* l+ e ^* n. V
- $game_player.equip_item_to_hud(3, @skill_window.skill)
! B5 \* H" I5 m' \% t* \4 \/ _ - # Hot Key num 5/ i9 l" t2 A' ]+ \9 l0 R
- elsif Input.press?(Input::Numkey[5])
" C9 M3 _' q' U$ i) m - $game_player.equip_item_to_hud(4, @skill_window.skill) C: X! P+ \: w y# J
- end! G7 e, ?0 f. E% X
- @hot_key_hud.update; }+ ^& \1 f" y
- end/ U3 ?$ c! l( q" A1 P2 G; p ~
- end. m$ x! `: |# {
- end0 m( |( L" p; k- u7 v2 O/ G6 O( n
- 5 j t! J7 ]( x0 A8 y
- #===============================================================================
$ I* a# |) M: @" V! n$ R* Z - # Quick Item Window
& \! K+ T' A- j- L0 ?+ s% E - #===============================================================================8 E3 W8 S# W' p7 q8 s* C8 G( p- \
- if XASVER_37 == false& A( G) z* g- _/ z; e- s
- class Xas_Scene_Item
; }- U& @) P% W. P! F - alias hud_quick_menu_main main: T' T0 ?4 O2 K1 ?* |1 `0 X/ k A
- def main* m" ]" c0 f& F- m& U% V9 Q
- @hot_key_hud = Hot_Key_HUD.new' c- K: p3 ~0 ^! u& X
- hud_quick_menu_main
5 _8 ~* `. Y( ^& ]( S$ F9 l - @hot_key_hud.dispose4 |* W+ D* k. [- V, H! g% e7 R
- end, _( C% R P. j0 `9 \7 \
-
: F# ?* G# M$ V0 ]1 n, ~ - alias hud_key_update update
2 e. n: B$ x) Q5 H - def update
_6 B Y! S6 g* j, C - hud_key_update& e3 o4 |" p! `, v3 w
- # Hot Key num 1
0 E+ t( P) z0 F: ]! g- k1 `# @ - if Input.press?(Input::Numkey[1])5 l6 V# E8 r' V% ~5 f0 g
- $game_player.equip_item_to_hud(0, @item_window.item)3 _( _ F7 a& j9 u
- # Hot Key num 2
! U: V; l1 ^% ]& y - elsif Input.press?(Input::Numkey[2])7 ?, N9 b5 u( D; Y- ]" R! X b, j- H
- $game_player.equip_item_to_hud(1, @item_window.item)3 R6 c2 K7 a7 m" T. b: z' x" t a- w
- # Hot Key num 3
! Z$ b: _6 z, ~! H, _1 [1 W - elsif Input.press?(Input::Numkey[3])
* U- h# |, F9 Q1 b. F - $game_player.equip_item_to_hud(2, @item_window.item). B0 A* V( p. {) u2 _$ N! G
- # Hot Key num 4
8 [8 s, D7 K, g/ v - elsif Input.press?(Input::Numkey[4])
( T' a+ ]0 d' J, D: | - $game_player.equip_item_to_hud(3, @item_window.item)3 b: t2 }6 J3 r( n
- # Hot Key num 5
8 r/ d3 M. k+ m - elsif Input.press?(Input::Numkey[5])2 X3 b: D9 g0 {6 B3 l# p
- $game_player.equip_item_to_hud(4, @item_window.item)+ f: X' a D5 `; J5 [3 v
- end
' c Q# M1 b i& M* {8 b - @hot_key_hud.update
0 E) o* ^( M7 |2 x* t9 h - end
0 V! }! S- }6 z- T- | - end
) }) `+ @6 n! T, S9 N* S5 w - else
4 a. X* I/ Q' ]! B3 a - class Quick_Menu_Item$ R* O- e. m7 i B& G8 g
- alias hud_quick_menu_main main' z" J o& E$ n; }
- def main
/ ?; v, }3 u7 G/ ^4 ^( N- X! E3 K - @hot_key_hud = Hot_Key_HUD.new
L5 I0 O! V3 ^" Q2 q- T- ] - hud_quick_menu_main! ^& O# Q* i9 C6 _! ]+ o' W. j) V/ m
- @hot_key_hud.dispose
- l( U( T7 F$ K# l2 L - end0 f" |* ~2 q: B* Q/ @2 s1 p. V3 G
- - H, T' ]- t2 `; `1 @
- alias hud_key_update update
$ I- v' g5 ` z3 `* T - def update
! v* t% V$ Y9 d7 c$ B( T - hud_key_update
+ Q% I2 C; w4 |( D* p& I - # Hot Key num 1+ [; U4 l7 M% x7 i
- if Input.press?(Input::Numkey[1])
4 `; L1 n8 Q! X. N8 l - $game_player.equip_item_to_hud(0, @item_window.item)
5 t8 J" z" c, @ - # Hot Key num 2 a2 v1 S( i( V" ^
- elsif Input.press?(Input::Numkey[2])9 v4 {. c# R c
- $game_player.equip_item_to_hud(1, @item_window.item), M1 I: {- f K- p
- # Hot Key num 3
: Y% h+ `- r% V6 i# g$ A+ U* T - elsif Input.press?(Input::Numkey[3])2 r4 m2 J. Z( J! p3 d
- $game_player.equip_item_to_hud(2, @item_window.item)9 E& {" ^! Q F% g1 N! D2 K
- # Hot Key num 4
$ y+ P2 w( m- V; R - elsif Input.press?(Input::Numkey[4]), ~: Y3 s) H! H- r
- $game_player.equip_item_to_hud(3, @item_window.item)
* i+ E7 x5 p% }' P$ [ - # Hot Key num 5
3 _5 r$ f0 ~6 B - elsif Input.press?(Input::Numkey[5])2 N) I# f# K* q' c8 |
- $game_player.equip_item_to_hud(4, @item_window.item)
1 b1 m, Z5 Z9 ~7 g - end
: q7 u6 W+ w( g3 J c3 T - @hot_key_hud.update
* y4 t0 T8 V: I4 t - end# |) P2 Q1 S5 Y
- end4 d' U+ j% P9 p" o, i! H+ I
- end
$ W4 s y. g- U$ W0 @+ k - . ]4 u3 h) a0 y! O% N
- #===============================================================================
1 y( }7 I3 p5 M+ b* [. l - # HUD Window
' M% g* e/ Y0 M4 R# u - #===============================================================================# V" p% q5 g: Z0 p
- class Hot_Key_HUD < Window_Base
/ o+ @6 k% b2 T: E8 F: `) T" V& W - def initialize(x = HUD_X - 10, y = HUD_Y - 15). a1 x, u/ O, w: F; v
- super(x, y, 220, 80)5 P: ?/ O- m2 Z0 k# b4 K
- self.contents = Bitmap.new(width - 32, height - 32)# v$ M9 y8 T4 r8 z* p
- self.opacity = 0
+ j; u6 i6 @0 ?. N2 I - @actor = $game_party.actors[0], |, b6 C" ]5 B6 y Q
- refresh) m* K2 O1 h4 i1 k
- end
2 v1 T$ W. d9 W( K
1 o2 y* Z/ a u% X- def refresh
! v$ |( a& A2 `* W! n; N8 ?4 { - self.contents.clear
! P. F8 O o+ S" g6 { W2 {, q9 k6 {- o - bitmap = RPG::Cache.picture("Hot_Keys_HUD"). ?1 q! H' S' i" e' S E
- self.contents.blt(0, 0, bitmap, Rect.new(0, 0, 160, 32))
9 c3 a) P ~% Y) v - for i in 0..40 s- c4 ]; r/ Q
- x = 32 * i + 44 N4 e: K% w$ p. B
- item = $game_player.hud_equip[i]* T) A6 r+ N \: A
- next if item.nil?6 @4 o1 T3 r# S' ^
- if item.is_a?(RPG::Weapon)% g+ m4 ]) U2 W$ I& q) f0 ~& t
- item = nil if $game_party.weapon_number(item.id) == 0 and6 B5 V! Z4 `8 L% {& X
- @actor.weapon_id != item.id
- n5 c+ o0 V2 u% p8 M" }7 }2 C- f - elsif item.is_a?(RPG::Armor)
. o) |6 X# n; V4 ^% B) q( i% O - item = nil if $game_party.armor_number(item.id) == 0 and ' V% Q* ?" }! Y+ d7 g( }7 a: |
- @actor.armor1_id != item.id" j( g! b! c9 z
- elsif item.is_a?(RPG::Item)
" C7 e" T c0 d9 @: O* q4 S - item = nil if $game_party.item_number(item.id) == 0 or; R4 _( i( S$ T3 J5 @5 P
- !$game_party.item_can_use?(item.id)( m, F' ~$ n) J
- end
- r- e* d$ Q+ h - bitmap = RPG::Cache.icon(item.icon_name)
6 D0 [" W8 p0 U, h/ r - self.contents.blt(x, 4, bitmap, Rect.new(0, 0, 24, 24))4 m. v5 Z' Z' c) f( a- X1 j
- end
3 o' h: k. R* z# T7 P - end, L _8 U* V" \) }8 a }7 t/ U
-
" `2 y7 n: r6 v6 ^% c; P - def equip(item)
. q( Y: A* C- a - if item.nil?' r8 e# \* w% W" }' l' ~+ D# ?
- $game_system.se_play($data_system.buzzer_se)
3 a; \7 E$ |5 k+ p% O - return
0 w8 H$ o" J& |& ^' b+ m - end4 _6 Z: T0 H/ A: e& a5 X
- if item.is_a?(RPG::Skill)
9 ~3 A) R8 ~) o% a% ~ - if [email protected]_can_use?(item.id)
* i4 O7 x u4 q, h% p - $game_system.se_play($data_system.buzzer_se)
, V& ]3 _7 }7 ]: C) H - return! [0 N7 p( ]5 a3 i, q9 Y
- end* ~: P& B; u( ]& ^5 x
- $game_system.xas_skill_id = item.id
' S( P7 _5 ] ~+ ~ - elsif item.is_a?(RPG::Weapon)( v- w0 ~/ o* Z* C
- @actor.equip(0, item.id)
' _1 B: @0 z: L - elsif item.is_a?(RPG::Armor)
) w" t& J7 c! N [) H$ m$ T - @actor.equip(1, item.id)9 b0 P: d7 J0 w5 a
- elsif item.is_a?(RPG::Item)4 s/ E) e0 j8 n3 e
- item_tool_id = XAS::XASITEM_ID[item.id]/ O6 v7 A$ T/ M- D/ Y) r
- if item_tool_id != nil
, t( r. d- ^$ L% T - unless $game_party.item_can_use?(item.id) c. |. \. U( n i' F
- $game_system.se_play($data_system.buzzer_se)( l/ q8 ~) v+ @- c
- return& u4 W) i, Y. G! S' {7 F8 V( X
- end H# w- U) I5 H$ z" S
- $game_system.xas_item_id = item.id: k6 _& L' }, u# c' h% ^3 N
- end* y* W. }6 K$ r
- end: c( T9 a- \# W* Z
- $game_system.se_play($data_system.equip_se)
& h+ O3 J" b7 f% s - end; _2 l7 `$ v/ V& n3 k, G
- + { Y! y( o" k; P8 M# f; g
- def update# i+ F: I) v" u5 X1 }0 v& E
- @actor = $game_party.actors[0]9 D2 n; p0 ] y% [# c
- @hot_keys = $game_player.hud_equip! J9 x1 H" N! h/ | V# i
- refresh
# [2 B& m0 ]" i( y+ o - return if !$scene.is_a?(Scene_Map): p0 u. A2 u; f
- if Input.press?(Input::Numkey[1])- v* o# B! P }9 l6 V
- equip($game_player.hud_equip[0])
1 @7 S7 Z1 o/ E - elsif Input.press?(Input::Numkey[2])
. \4 \$ P0 `1 E- n4 G& {+ M# U - equip($game_player.hud_equip[1])
Z6 v, e" y6 f4 k7 ~ - elsif Input.press?(Input::Numkey[3])
" |7 ~3 ], q9 y; q2 i+ n - equip($game_player.hud_equip[2]) % u( B# `) z; q2 |, I: z
- elsif Input.press?(Input::Numkey[4])
- O/ `% ~) X. m: y2 `4 C: H - equip($game_player.hud_equip[3]) 5 ]/ W) ` @1 g1 D2 n: k5 P" p8 c
- elsif Input.press?(Input::Numkey[5])
$ h. S( c* h3 O6 a4 c: u% c - equip($game_player.hud_equip[4])* V9 \" ^7 {5 S- R" Q
- end
a8 B, D3 q( g6 b/ I$ |- `$ z: s- W - end
5 H/ @5 [( K3 H, v# _$ P$ n# l - end: c8 J& d5 v. [: I" Z2 D. T
- # \ m0 {6 d7 e6 f5 S
- #===============================================================================- h! S5 s3 o9 [0 Q' d
- # Scene Map
$ D3 x- k1 s7 G. ?& y( m - #===============================================================================
5 O7 l- D P) J0 F5 [ _ - class Scene_Map7 L. |0 @ Y4 e; g8 a! A
- alias hot_key_hud_init main
3 R4 r! Y. g3 O - def main
/ J" t% k' u" i- [- \% ~ - @hot_key_hud = Hot_Key_HUD.new
9 ]; L6 }9 K& i; v/ f; @ - @hot_key_hud.visible = !$game_switches[XAS_HUDDISABLE_HUD_SWITCH]
) }# q/ x! n6 r. }) l - hot_key_hud_init1 a; J" q1 A2 l; E
- @hot_key_hud.dispose
+ U- X) r Z. p/ x c0 q - end
* i) |# H7 z8 L6 }/ M" a - 6 e3 H6 A# ?- N: }
- alias hot_key_hud_update update
& \& u" `4 G3 w% d" |+ R/ o& X - def update1 G! O. X9 ]+ Y: X: g
- hot_key_hud_update
7 X0 r# H% {3 T# } - @hot_key_hud.update
P" B7 u/ @: \" F( @% D - @hot_key_hud.visible = !$game_switches[XAS_HUDDISABLE_HUD_SWITCH]
p- U0 Q0 C1 `, O# \0 D - @hot_key_hud.update if !$game_switches[XAS_HUDDISABLE_HUD_SWITCH]0 p9 V6 b1 z, ]# D" E1 o
- end
' z% f% G& O! x: D e4 I - end
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