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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,- [! _+ l- `( U- Q8 {
不知道有人能帮忙看一下吗? - #===============================================================================# S/ ]4 a& U g4 C( U# {' K
- # XAS - Hot Key HUD# D9 J7 Y) a8 J% p
- #===============================================================================$ Z( t, p; a* Y
- # By Mr_Wiggles6 {% I0 F, C! }
- # Version 1.3+ E0 J+ X A% _0 m A' d+ S! d
- # 7/6/10- D) f1 ]2 P8 t0 e% w3 i& ?
- #-------------------------------------------------------------------------------
3 G; I0 c9 I- U3 p0 U - # Instructions:
' v6 b& l6 S4 ?! ]+ J# m, @6 v - # Fill in the constants bellow, paste this script above main and bellow XAS in, \' } a# S9 p
- # your script data base. BE SURE TO SET TO THE RIGHT XAS VERSION!!% W7 w: ]- H! ~' O5 @
- #
% ?) B; G' _& w - # Place the "Hot_Keys_HUD" picture file into your game directory
) ]+ _+ A+ L6 Q7 K - # Graphics/Pictures folder.: l6 | |7 P: H$ [7 {/ ~
- #-------------------------------------------------------------------------------
: G4 j j% ]5 J$ x$ P( c# t - # Directions of Use:& t% D% }7 O0 X0 y
- # Simple just press a number key (1 - 5) when the quick skill or item menu is
: D ]/ X; P9 j: r( R6 L - # Showing.
p8 B) ] E; \% U1 E - #=============================================================================== L+ h. P7 A3 S+ e6 k0 h
- HUD_X = 0 # X pos of HUD8 Y# v3 Q+ [* E
- HUD_Y = 0 # Y pos of HUD
# Z+ g7 [5 G$ M( n1 H- j& N4 h6 v
8 k+ Z, ^4 Y) }8 e) R5 T- # Set true if XAS 3.7f) V5 T( p' o! O, B
- # set false if XAS 3.6
J3 v5 u* m! w! p6 w5 f p, q7 A4 B - XASVER_37 = true
5 O# `1 K0 Y6 z - ! W! G0 ?* F. I" D4 M# g6 L
- #===============================================================================
2 b4 w0 b& l2 u6 G ]: `7 x - # Numkeys Module
( n" }% z% }, i9 N3 O - #===============================================================================
# J+ \2 r" U# e: g7 B- B5 p - module Input
! O B5 K" ]+ E. v8 ~ - Numkey = {1 => 1049, 2 => 1050, 3 => 1051, 4 => 1052, 5 => 1053}
+ [8 E# p8 x$ g: Y- @( |; }2 K; c d - class << self% s6 X# W f' X- ?2 O% I' u: m
- Key = Win32API.new('user32','GetAsyncKeyState',['i'],'i')
6 O5 L, u* o- B0 B -
" f3 `4 p" a, i* z; ? - def testkey(key)" [% Q$ ] t' w9 `4 ]4 S" p
- Key.call(key) & 0x01 == 1- l9 c0 O% f! }6 b, d
- end& b5 `- N) e( i% ~) G1 C/ u
-
, G' p5 k& x3 o - alias hud_key_update update: S- U8 w# \3 g4 W
- def update8 j f% d3 O- |6 e3 S" u
- hud_key_update
5 Q) }7 c0 }1 Y - @pressed = []
Y& n& \/ K0 b/ k, D - for key in Numkey.values, R( f. d) G( q8 o4 a1 X- \
- key -= 1000
( D( H, Q" v' `7 I - @pressed.push(key) if testkey(key)
. k2 q3 h8 t. N% P' i; J - end
9 i0 {# t4 y$ `7 |% K0 y1 l - end0 i7 G9 |) m: p/ K7 w3 G! d7 S7 V
-
: }7 g+ T! \* o9 I - def pressed?(key)
+ g2 c8 E Z5 L8 y - key -= 1000% {1 g, [- k# L5 v
- @pressed = [] if @pressed.nil?! i2 `; f1 m& l4 l
- return true if @pressed.include?(key); D0 D7 f9 D5 P8 ~# b
- return false
. x/ C' I/ P; A% t; F* H1 I( }; y - end a2 R+ p4 Q0 Z! Z
-
; ]8 b/ U. C, H0 F - alias hud_key_press? press?
1 U9 W0 M/ ?$ } - def press?(key)1 i5 }" O" R0 h; U
- return pressed?(key) if key.to_f > 1000
9 i; F6 I- a$ _2 M" {" y - hud_key_press?(key)( x: \# V1 I7 H8 e
- end4 a! _' M) N2 w: x" p
- end
9 V' ]& d, c( d+ p7 J - end% K8 c0 c$ g* c6 r! I
3 T: N3 w' q' Z: U+ ?) \- #===============================================================================# ?3 S+ |% T$ E" Y5 |. t
- # Game Player: p* ^% a3 [1 }0 C& X
- #=============================================================================== a' ?9 A4 c: c+ l' I6 {0 K g, ?
- class Game_Player < Game_Character
1 V- a6 Z9 n/ n' W5 i - attr_accessor :hud_equip+ u6 n7 ]3 e! G; \ T I2 k# I
- e( _8 \, G$ N& |% E4 b4 P
- alias hot_key_hud_init initialize1 d5 O( S( U) t" [1 |; ~
- def initialize8 O9 T: `; r/ n5 `! n% z
- hot_key_hud_init
2 m$ O* d8 z: q! u0 R - @hud_equip = []
- ^4 h* f! H$ L% C- A5 V% ] - end. E# @; z+ ~1 d$ b" Q
-
. n$ l) J1 W7 x/ }+ S j( V/ K6 J - def equip_item_to_hud(n, item)4 |" a0 x8 @* L1 ^. d0 [0 J
- if item.nil?; d: f: L z4 r. M- E
- $game_system.se_play($data_system.buzzer_se)
' g; u2 v5 H7 @4 J - return! ~, p p* G# R
- end
" p" ^6 e5 h& F j - $game_system.se_play($data_system.decision_se); m! p+ Z' J" I$ x
- @hud_equip[@hud_equip.index(item)] = nil if @hud_equip.include?(item)
+ ?" K: n# u% C - @hud_equip[n] = item
5 l6 R8 Q' k) v1 E& b, \, N4 Y- S2 w8 F - end1 r2 f: f2 J4 V r, m3 m9 z
- end: p Y/ g, [7 f
- - ~, Y0 `9 ` R' F% f. U
- #===============================================================================. L. T5 s' n; L! {' C
- # Quick Skill Window- o/ k2 \! y- V* {! i: a
- #===============================================================================
4 B/ k- ^5 ~3 J/ q1 v6 k3 ] - if XASVER_37 == false
! N! g1 c$ f; x N5 a - class Xas_Scene_Skill
7 Z$ O. c k. v% C( L - alias hud_quick_menu_main main6 ` a# F" K' y. S% e
- def main
$ z7 G; F; b: P# W - @hot_key_hud = Hot_Key_HUD.new' X6 q F0 l3 R9 d& @
- hud_quick_menu_main" n6 a6 d. z7 E5 L0 ]+ ]
- @hot_key_hud.dispose( N" f3 a& K! N+ u2 [; B" N
- end0 h# W+ N! ?6 w7 P( [
- : R3 w5 ~* ^+ D/ d: y
- alias hotkey_hud_qucik_menu_update update% Z C: ]% H& ]4 d9 o$ T
- def update
4 K2 C! \" t0 d. u7 G - hotkey_hud_qucik_menu_update& M. q/ t; D8 M5 f0 W" A
- # Hot Key num 1+ K% h) L/ v% f# L
- if Input.press?(Input::Numkey[1])
$ {2 ^* d: ~" q - $game_player.equip_item_to_hud(0, @skill_window.skill)' N& q* R4 J. L* M2 c
- # Hot Key num 2% A. v8 @4 x4 J6 K1 J: O
- elsif Input.press?(Input::Numkey[2])
0 W+ }9 [5 @) N0 z- ?( g; T - $game_player.equip_item_to_hud(1, @skill_window.skill)
5 o! n/ t i* A) Y, g. N - # Hot Key num 30 P: q( o& @. y7 U# d: ^
- elsif Input.press?(Input::Numkey[3])
6 N" Y6 Y$ S: l; A - $game_player.equip_item_to_hud(2, @skill_window.skill)) g5 m/ D( J, r9 d, p3 g" I; T
- # Hot Key num 4
9 P+ V- ^5 c- N) \1 J/ } - elsif Input.press?(Input::Numkey[4])
& _% |6 Z7 u" U' c - $game_player.equip_item_to_hud(3, @skill_window.skill)9 V# X4 V$ J5 p d/ u* A! r
- # Hot Key num 5
2 j' _' T1 w8 k# i - elsif Input.press?(Input::Numkey[5])0 c7 H! |* j6 S2 @4 V+ ]0 ]& I
- $game_player.equip_item_to_hud(4, @skill_window.skill)6 Y% q0 Q4 \$ u9 A# `
- end
* d3 h/ b; |8 `0 l* ` - @hot_key_hud.update
5 X* O' @6 Y# V" r% b0 z1 f - end. w) f! k1 u; n H
- end
! f, S: q+ {( g r9 i N - else
" o" i, D2 {$ I6 Q3 R - class Quick_Menu_Skill3 p" R4 A$ A0 v @, B
- alias hud_quick_menu_main main' N' G" }/ D% O4 K' V f0 y
- def main- e) G9 o2 Z2 b: F& d% p
- @hot_key_hud = Hot_Key_HUD.new
4 |' W! e4 E* G0 y( p - hud_quick_menu_main
: S2 h" l4 g9 n9 S3 D0 O - @hot_key_hud.dispose3 L+ f' Y# W! I8 D* t% l9 N( B
- end
0 w, C6 |! L) V5 ~ -
& ~' U' _( o! M* P5 ? - alias hotkey_hud_qucik_menu_update update9 J0 Y" P8 X- b$ Z
- def update+ E. O. M$ P3 U4 Q
- hotkey_hud_qucik_menu_update
$ ?& ~$ n1 r: v% j5 D: } - # Hot Key num 18 b. Q5 g8 T4 W+ n5 e( E2 z$ z3 J
- if Input.press?(Input::Numkey[1]): f1 U" ^( l4 N. D
- $game_player.equip_item_to_hud(0, @skill_window.skill)
& i- v" g0 Q. I/ v: g - # Hot Key num 2
( w" j" l, i5 [7 w! O - elsif Input.press?(Input::Numkey[2])
7 h: R+ d) P' B! l" Z, L: | - $game_player.equip_item_to_hud(1, @skill_window.skill)
; e+ L2 |8 U! O - # Hot Key num 3
! f7 \: R) G s+ }# Y6 S - elsif Input.press?(Input::Numkey[3]), H: @6 }3 G" M
- $game_player.equip_item_to_hud(2, @skill_window.skill)
' U A( ^" [9 Y! b9 O! l - # Hot Key num 4) @9 Q4 D, E" j3 f- M1 _, |4 e; Q
- elsif Input.press?(Input::Numkey[4])
6 Z6 u2 Y- ]8 {. z0 E/ ] - $game_player.equip_item_to_hud(3, @skill_window.skill)
( x! g, l: E# g3 U/ V) @) Z - # Hot Key num 5
; @) y: T$ k0 v6 }2 I, S - elsif Input.press?(Input::Numkey[5])9 c/ i' J; Y( x. ] h7 Q& B: e
- $game_player.equip_item_to_hud(4, @skill_window.skill)
% @0 x/ J( N$ f& J2 M& B# @8 e - end! m% L( j% E F! z* |7 D& [ J
- @hot_key_hud.update; T5 f1 n/ S, b7 Z
- end
; p( e' }' W, J" p1 R' D - end
3 ~, D( H- g9 [# q7 ]+ m' v1 j - end
2 [2 K9 P1 Z9 T( v8 P3 B- S' g3 U - 2 u% t/ f! u6 ^! Y, |. ~
- #===============================================================================
; G3 ~, q7 C# Q% h* j: o - # Quick Item Window S9 R$ v+ @! w$ N- W+ l
- #===============================================================================+ M5 O% f f6 A$ M
- if XASVER_37 == false0 Y3 S' j- Q& b* x8 n6 Q; c
- class Xas_Scene_Item4 w3 j! d9 L1 r6 E
- alias hud_quick_menu_main main' A* t$ w# D. g0 m) M
- def main
( m1 e/ y# [( m- \/ D - @hot_key_hud = Hot_Key_HUD.new
4 M: l( w B( R, J0 [6 p* o - hud_quick_menu_main
. f" F. t5 [9 {0 y% |9 h - @hot_key_hud.dispose/ u, d! G9 q: W; f# E
- end, a8 h4 p9 B# y' S
-
, r9 q. M' V- F/ W - alias hud_key_update update' |: x2 q" L! w) m$ n3 x
- def update3 z, x9 Z7 K/ N7 u2 J
- hud_key_update+ @/ ^ c# Y$ s/ q& w
- # Hot Key num 1
6 `2 M/ Z# g! \5 w - if Input.press?(Input::Numkey[1])$ S: h, c$ H9 Q
- $game_player.equip_item_to_hud(0, @item_window.item)
9 s& Y4 [( B: p! i- s - # Hot Key num 2) g9 U; e) @- D* p0 R
- elsif Input.press?(Input::Numkey[2])1 [9 h& E v7 n8 j
- $game_player.equip_item_to_hud(1, @item_window.item)5 ?) G+ e. K3 X2 I
- # Hot Key num 3" }' S o ~* L, |6 \
- elsif Input.press?(Input::Numkey[3])0 H% Z- Y2 ~6 M3 X$ v4 A
- $game_player.equip_item_to_hud(2, @item_window.item)7 u( Q' ]- z) W$ {$ E% [
- # Hot Key num 4
' h0 Z* J6 q( d) r7 c+ Z8 p# E - elsif Input.press?(Input::Numkey[4])
" e0 s# f; q- ^8 ^$ k0 j - $game_player.equip_item_to_hud(3, @item_window.item)' q# ]: T9 e+ b# u1 X3 k8 `4 @
- # Hot Key num 5
; c( k* k0 O: U4 c - elsif Input.press?(Input::Numkey[5])
# {3 ^& r! l% p8 o" V4 G8 e - $game_player.equip_item_to_hud(4, @item_window.item)- c8 Y/ p3 x/ O }8 ]( P
- end) g3 W- ~' m0 u) ]- D; n9 A
- @hot_key_hud.update4 z: ]/ q' @# c' Y$ x
- end) n, g8 h* e- o8 L% w. }7 {
- end
- T4 g; L0 y9 D$ v" b% _* T - else& {$ j/ L l9 U' j) J
- class Quick_Menu_Item! b+ E d5 [( M( d4 b5 l* K* O
- alias hud_quick_menu_main main
: n+ z6 T! @+ V8 h0 J - def main. e% [$ [$ ~! r2 u
- @hot_key_hud = Hot_Key_HUD.new
; v, z( H) j3 s- _; z M - hud_quick_menu_main1 x+ z5 F s5 n& O/ e
- @hot_key_hud.dispose7 ?' P5 r( M8 o8 m9 u. |
- end
) b: ~- D5 \) A7 K/ d - 7 d6 o, t1 z) [- y
- alias hud_key_update update
) b# a8 g' W' `) r8 U - def update+ m+ [* p+ @$ d5 b8 r9 _
- hud_key_update. O. ~" }, N' O9 m2 ]
- # Hot Key num 1' P1 k" A5 S% D" ?/ n& ?
- if Input.press?(Input::Numkey[1]): L% ^& e2 M5 g; N! n% c
- $game_player.equip_item_to_hud(0, @item_window.item)
9 |; @( ~/ J) N) Y& \3 O - # Hot Key num 2
# c z' U& q c! ^' _) [$ q9 ~1 c - elsif Input.press?(Input::Numkey[2])8 H% g( b/ P3 b4 B
- $game_player.equip_item_to_hud(1, @item_window.item)
, v$ Q/ v# T5 O - # Hot Key num 3
8 x0 M! w% `# N - elsif Input.press?(Input::Numkey[3])$ f& J9 G( T9 ?2 `! G
- $game_player.equip_item_to_hud(2, @item_window.item)
- m7 {- [7 x6 ?2 g b. u- B - # Hot Key num 4; m* r& I% U; ~7 y
- elsif Input.press?(Input::Numkey[4])
$ _: N5 M. p6 @: y9 Y- [- D# h - $game_player.equip_item_to_hud(3, @item_window.item)7 X; Q. Z* J1 e$ b3 i
- # Hot Key num 5
7 q1 J/ w7 r9 ]; T" a - elsif Input.press?(Input::Numkey[5])1 y7 Z8 M9 r8 l1 u8 P$ k7 Q
- $game_player.equip_item_to_hud(4, @item_window.item)
% ? G- b' J/ M- F# ^ - end3 B7 z& q" F) L( |/ }
- @hot_key_hud.update
, j! |& v. q" `/ v% ~# u - end; N$ A( G: N9 E& x
- end5 I% H5 A" |6 i/ j: ]
- end8 i* z' n, v! G; h4 m4 y$ Z
" w3 {" X# @7 W- #===============================================================================
' l V4 K8 I+ F) C0 Y: N) f - # HUD Window5 y( {5 u0 Q1 k* S/ c* `: t
- #===============================================================================
2 r. ^. Q6 F! c - class Hot_Key_HUD < Window_Base; v0 x: | N2 M) f: |8 k$ b) f
- def initialize(x = HUD_X - 10, y = HUD_Y - 15)/ s; U; E; _" r/ x
- super(x, y, 220, 80)$ ]& y0 V$ x0 Q) z8 I2 p7 b
- self.contents = Bitmap.new(width - 32, height - 32)
4 k$ I0 y# [6 O9 E4 R2 N/ B4 c8 w9 S - self.opacity = 0. y( m& m+ r( q
- @actor = $game_party.actors[0]
$ [5 Z b4 [8 j& q. P F$ p - refresh
' T3 m) p" K. \+ v4 L4 Y - end
2 f' K7 c3 X( G: g* P, T H, l
5 q9 V+ O4 [6 `/ y- def refresh! H' Y1 m+ F6 K( Z* q. }* ?
- self.contents.clear8 p! D: u8 ^) D
- bitmap = RPG::Cache.picture("Hot_Keys_HUD")
5 u X- Q, n" g' g, e2 ^; v- f* X0 f - self.contents.blt(0, 0, bitmap, Rect.new(0, 0, 160, 32))
7 l; I6 T- }2 |; R - for i in 0..4
: d" |: D+ G; T) T. ^4 ~ - x = 32 * i + 4+ Q. d/ C6 M: S% Z
- item = $game_player.hud_equip[i]1 y) L5 G2 F1 `1 l, [
- next if item.nil?
5 d8 C5 b$ W3 \0 D) u; W' M - if item.is_a?(RPG::Weapon)
& p5 l! e& G! m - item = nil if $game_party.weapon_number(item.id) == 0 and
8 ` s b( E; D) @ x - @actor.weapon_id != item.id
$ ~7 \9 b- |$ z. b' ]' |# M - elsif item.is_a?(RPG::Armor)6 X e, r0 m& r; |7 ^% N
- item = nil if $game_party.armor_number(item.id) == 0 and : d/ v6 ^0 H: |: {/ h/ q
- @actor.armor1_id != item.id
. x8 M" l& n; i3 \ - elsif item.is_a?(RPG::Item)
+ I) ~/ ^, ^/ D+ N. k; d! _- J - item = nil if $game_party.item_number(item.id) == 0 or
2 }7 y& w( l8 ?4 w3 c; ]# p - !$game_party.item_can_use?(item.id)
/ U1 C- v$ C) i; K) C& `; B, I - end
0 P: P! z w3 M" c - bitmap = RPG::Cache.icon(item.icon_name): W% I( N; D- v4 z; J* Y
- self.contents.blt(x, 4, bitmap, Rect.new(0, 0, 24, 24))
' Q) I. q: `7 J5 {1 }5 ` - end
: g0 k( S8 O# @* _6 A- N# \4 h - end
8 ^6 e) f8 C" I -
( n& J2 B( y, P$ O$ J - def equip(item)
, D# z% C1 D* d - if item.nil?
" Y' `- z% S2 [ - $game_system.se_play($data_system.buzzer_se)
% ]2 P7 W. x7 P9 i* }. K5 j - return
) o* d! l; H. z9 [) u/ k8 {. |' d - end
3 T/ @1 l w0 S6 K3 o- P' x - if item.is_a?(RPG::Skill)9 G+ B, m+ _# s, Y
- if [email protected]_can_use?(item.id)
0 d, W! x' p' D7 X; D) k, K - $game_system.se_play($data_system.buzzer_se) P/ ]4 U, R9 Y4 {1 b, t
- return3 P0 |* J- m8 I' `: P4 N( ~ V* v
- end
* _8 A6 h/ h7 F' F$ I% M - $game_system.xas_skill_id = item.id
" Q* |2 h/ \& J N( E - elsif item.is_a?(RPG::Weapon)4 T/ S' w) c( H8 z# p/ I; s
- @actor.equip(0, item.id)
2 O# q2 A& Z# K/ ~; R - elsif item.is_a?(RPG::Armor)
& c. I# }4 b6 U: j7 _6 t) f - @actor.equip(1, item.id)( A- \; }( ?# m) u/ T0 t. E1 S
- elsif item.is_a?(RPG::Item)
5 m0 Y! N" e; m3 N0 R" S - item_tool_id = XAS::XASITEM_ID[item.id]
! X/ d9 P- L1 @4 R# B - if item_tool_id != nil
- ]# D- a4 I+ a( H6 J - unless $game_party.item_can_use?(item.id)8 F+ h+ G M! E5 L% |
- $game_system.se_play($data_system.buzzer_se)3 q/ s* S5 Q! r8 `5 I
- return
: ^4 C" L T( Z7 | - end
: j* Q4 c0 Z) C* v# A; C7 o3 l' j- J - $game_system.xas_item_id = item.id; ~8 i% G: z" K& F
- end
) \; Q3 h" [: O, x o, K - end
3 o' K7 Z0 c8 V; q% ^0 O3 y - $game_system.se_play($data_system.equip_se)
8 u; |+ b7 e0 K - end
) i" ^" b# C e. w+ D - 8 j! n+ } R- `- w
- def update( u+ l8 p& a& B! [! D; d& _( y
- @actor = $game_party.actors[0]
& ~0 ]! m% P+ i6 O2 ? - @hot_keys = $game_player.hud_equip
5 k2 _3 ^* H7 V7 I5 ?1 }9 [5 C% \ - refresh2 ]9 t& g3 d. V2 J3 R
- return if !$scene.is_a?(Scene_Map)& ^' A" P3 Y4 q; s+ Z/ [
- if Input.press?(Input::Numkey[1])
1 g8 N+ J& Q, v" u* I - equip($game_player.hud_equip[0])
* I0 ~ Q" j* O! F, J - elsif Input.press?(Input::Numkey[2])
9 F b/ |- x+ [9 Y - equip($game_player.hud_equip[1])! ^) g: R+ N% M9 B, o7 L
- elsif Input.press?(Input::Numkey[3])
) q# v: @ S3 c* U6 [ - equip($game_player.hud_equip[2])
, } k* u$ A5 x+ C! y5 z* E+ J& [ - elsif Input.press?(Input::Numkey[4]), O, w& c, r. s K
- equip($game_player.hud_equip[3])
9 J) ^! D9 X* r6 A; T - elsif Input.press?(Input::Numkey[5])$ V7 r7 J8 @2 F5 y" j K2 s
- equip($game_player.hud_equip[4])
6 K0 R+ A4 b* F: f* t1 c' o3 i - end
8 K4 U; j9 I; _2 i* g( ~ - end4 U' e& ^# a3 J, \
- end; g+ {! f; W3 W# w: D
8 ?2 C$ u: J- Y- #===============================================================================
p" Q- e( ^# t - # Scene Map- a2 B0 F2 |% u7 \
- #===============================================================================4 h. D1 W) N) r) v4 R
- class Scene_Map' d6 ~3 K) H1 `$ x3 P
- alias hot_key_hud_init main# T) l6 w7 |5 ^! I8 J
- def main
! b1 {+ H. ^6 P$ V - @hot_key_hud = Hot_Key_HUD.new5 N8 V( N3 n( w4 a# I2 ?4 J
- @hot_key_hud.visible = !$game_switches[XAS_HUDDISABLE_HUD_SWITCH]6 w. U5 c9 @; d) N* \0 p0 o
- hot_key_hud_init/ x6 K% `7 w5 O: A5 h D! M( n7 z
- @hot_key_hud.dispose
5 U1 X" h5 X* p8 c* B - end+ `; k% Y s' E9 t7 Y) Q
-
$ x" m1 J) L/ Z! }. |+ A - alias hot_key_hud_update update5 ~8 p" e8 I% c
- def update. Z! Q% @6 ?3 d
- hot_key_hud_update/ Y3 Q$ J+ R7 _0 o7 Z9 g! E
- @hot_key_hud.update5 f* j) d) w9 U' v1 P3 Q& x
- @hot_key_hud.visible = !$game_switches[XAS_HUDDISABLE_HUD_SWITCH]
6 K, e6 b* z! Z) E0 a i - @hot_key_hud.update if !$game_switches[XAS_HUDDISABLE_HUD_SWITCH], u. {. Q/ T6 C6 W8 g
- end' h8 U6 e2 s; b$ D$ i8 t3 ?& e5 e6 T' D
- end
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