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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,' U/ V/ K/ L6 f. \7 }$ V0 h( a
不知道有人能帮忙看一下吗? - #===============================================================================9 R" [4 {& K4 D9 X6 r8 I
- # XAS - Hot Key HUD0 b. J( D3 Q. B9 l
- #===============================================================================
: ^) `& e# j0 ?8 o8 q - # By Mr_Wiggles
. ]9 ~ r3 r! S" J5 G" \) \5 ` - # Version 1.3
4 g) q; H1 p' x5 i - # 7/6/10
7 N: k3 `5 Z+ f9 v H4 E* @ - #-------------------------------------------------------------------------------2 W2 `( Y1 z- q8 y
- # Instructions:7 N& O( }. A% `9 ^) g; B- o/ y
- # Fill in the constants bellow, paste this script above main and bellow XAS in
) D7 \% x4 Z, s - # your script data base. BE SURE TO SET TO THE RIGHT XAS VERSION!!+ E! Z" L' H E
- # ' c7 y( B) m- d2 ]
- # Place the "Hot_Keys_HUD" picture file into your game directory
! J! P! }! ]$ n2 Q6 U - # Graphics/Pictures folder.; ]2 ?: A! V# ]6 r; t
- #-------------------------------------------------------------------------------
" {- b7 d2 m! {( b: ?4 a o - # Directions of Use:
3 Y- T; _' i, a9 }. ` - # Simple just press a number key (1 - 5) when the quick skill or item menu is
5 c% M# [8 W& n0 X( C - # Showing.
9 O" V9 h4 \ t0 }: F - #===============================================================================
2 E8 O8 b1 _1 \* B6 w' Z - HUD_X = 0 # X pos of HUD2 t: f' n3 q2 i+ n1 U
- HUD_Y = 0 # Y pos of HUD& n7 o2 ~* I( H v
- J4 b8 y- h6 U/ j, U- # Set true if XAS 3.7f. K* @+ n6 j6 c+ }/ {$ o5 R
- # set false if XAS 3.6
; A* \5 l$ [9 r5 t+ P4 ? - XASVER_37 = true
* L+ s: r5 h+ T& A, \5 f6 G3 o3 Y - 5 ~8 Q/ [$ T* s1 ]1 z
- #===============================================================================
" v* T% Y& K5 f2 P; b8 a - # Numkeys Module; E. `3 \7 S; P Q( H! ~! t
- #===============================================================================! R3 E' w6 n/ ]- M1 |! ~ C0 k
- module Input
% r+ U) Q* c: M$ t0 I5 A% { - Numkey = {1 => 1049, 2 => 1050, 3 => 1051, 4 => 1052, 5 => 1053}) S; L* G& k+ P: T
- class << self
# l% m3 t! V% J& _# B - Key = Win32API.new('user32','GetAsyncKeyState',['i'],'i')7 L" Y6 R7 e- a' O& h% ]
- + w! W4 J, n' j. W
- def testkey(key)
7 S" z2 J$ n. i - Key.call(key) & 0x01 == 1
, A( z! Q) G; S% K+ P9 V% h - end
, {; v1 c" _0 s. o% J2 \# e/ D c9 g -
7 W# k% s) @5 c1 j6 c - alias hud_key_update update2 R3 O) \+ ~# Q8 |& e* D6 Y0 C
- def update8 \5 c9 r+ s* P( _. H A8 Y
- hud_key_update6 r/ R$ b' \" A; m3 b5 R
- @pressed = []
8 Q( B# \* v/ Q& ^$ z6 z6 D - for key in Numkey.values+ i O, b: ~8 X7 V7 a
- key -= 1000
$ I& u3 A, x0 X9 |9 u4 O. a - @pressed.push(key) if testkey(key)# v$ C9 Z0 U3 G; d% y1 @
- end% |3 K k7 A* B, C2 _+ y @2 B
- end
: b' j: w" T8 ^6 ~5 c: p - 8 w+ M- ?3 S+ `
- def pressed?(key)/ H* \; s$ I* C: t! N) p$ B
- key -= 1000
: S) R) P* t/ r0 U' { - @pressed = [] if @pressed.nil?
\& `1 \! }( Q F7 L* l - return true if @pressed.include?(key)
) G# Y1 L% u0 l8 l - return false6 D# e7 m0 K9 E- Q2 K1 q* v; [
- end/ j& f" t0 V3 x& k2 m# P+ s) l
-
" `" t7 y! V" a - alias hud_key_press? press?& A z; v/ _% Q/ V3 |' A
- def press?(key)
- h; V+ g) C0 J: @+ _; g2 q - return pressed?(key) if key.to_f > 1000, X) I5 v" \) p" E
- hud_key_press?(key)# W+ Y- b* w( \. O+ n
- end2 g* {; d, H0 J
- end5 ]6 }& ]& _5 r$ w7 f
- end5 n/ a/ o# ^0 ?9 b& Z, M
- . `# ?" @( U0 ^. Y
- #===============================================================================: [8 D7 F: k# m1 b! t _
- # Game Player% B! T' o7 }# b
- #===============================================================================
& {% \: \" r$ V* d: B" w2 x - class Game_Player < Game_Character
8 y, J/ _; G! ?4 i. y - attr_accessor :hud_equip
' t2 C( b% X+ D) d - 9 e( C3 S2 @8 y8 l) `6 `1 K) z$ P
- alias hot_key_hud_init initialize
$ L H7 h1 x: o ~+ K- B - def initialize
$ s8 H4 f0 t& e+ O$ ?3 E& @ - hot_key_hud_init
t- m2 h$ ?% {9 n - @hud_equip = []6 c, A1 s$ _3 U: H* O
- end
! I+ @/ F* I: s$ R8 { Z -
; R' \' c5 J! Z5 r7 r' Z* ^2 A; E - def equip_item_to_hud(n, item)5 R! B* P& w9 l% e1 t
- if item.nil?5 T) P. F# V: J
- $game_system.se_play($data_system.buzzer_se)
7 \. O& l8 A/ {# I; n1 z - return" Q# x$ f$ ]4 F- k' g
- end
4 k, [7 Q0 d" @" ^9 t; V, o( k - $game_system.se_play($data_system.decision_se)( m1 |( ^4 g) M/ e6 H
- @hud_equip[@hud_equip.index(item)] = nil if @hud_equip.include?(item)
' Q) B% ?( s$ @: u% e- Z, H - @hud_equip[n] = item& E: F0 g+ L$ Z6 ^; P0 h5 H
- end# a# @# f; v3 k; M! c: N2 m! u
- end2 K: n2 _! [/ M9 y/ e
- ' z, U- l1 d; c
- #===============================================================================
. x4 Q3 _ }* k/ R* j - # Quick Skill Window; ^7 z' P8 z4 C. ^
- #===============================================================================* s" v/ k/ i/ H7 L$ [* L
- if XASVER_37 == false
" F, J$ `+ a9 L1 D, K" ?' H - class Xas_Scene_Skill
8 u+ X, E: o9 O. U G. d( g s$ I' N' N - alias hud_quick_menu_main main
" k5 v* P" ?' f% A, D6 D2 y2 K - def main! \/ ~- b, U- a$ I* _& z
- @hot_key_hud = Hot_Key_HUD.new# D! V: \1 ^3 ?7 X! _" [' u" B# r
- hud_quick_menu_main# L/ R6 |$ [) B& X# y* ^- C
- @hot_key_hud.dispose
+ ?8 {. T2 f! `2 Q1 A3 ^4 W: G# M - end
6 h4 F' J' N1 ^# d" R: A, I% ~6 ^8 Q: H -
( X' i6 k: P1 m7 h+ v - alias hotkey_hud_qucik_menu_update update
/ Y, \3 t# A/ ?* O; a" y; e - def update
2 W7 r2 T2 Q. a - hotkey_hud_qucik_menu_update
3 f& g4 d& I+ K$ T( { - # Hot Key num 1
5 j- r* A! V, b+ u, _2 j - if Input.press?(Input::Numkey[1])
8 t; p: w# ~1 f2 L# d1 C7 j2 o - $game_player.equip_item_to_hud(0, @skill_window.skill). ?5 @2 M8 H; Z R* p
- # Hot Key num 2& d2 j& Q$ ?/ I( B
- elsif Input.press?(Input::Numkey[2])# b0 J- ~) |# ~2 {) B' M1 |
- $game_player.equip_item_to_hud(1, @skill_window.skill)2 t9 E$ ~/ W: o4 j
- # Hot Key num 3
$ F% O9 S3 L3 R- C# u - elsif Input.press?(Input::Numkey[3])
% |$ }- o7 {4 s( a. o - $game_player.equip_item_to_hud(2, @skill_window.skill)
$ `. L! D. D1 \9 i8 }+ S l - # Hot Key num 4+ u. ?2 y) G; ]5 d- w& \: q
- elsif Input.press?(Input::Numkey[4])
5 H/ o- R. F" {- B5 I2 _7 L - $game_player.equip_item_to_hud(3, @skill_window.skill)* W- s4 X& R; a& a/ {- o# K, {
- # Hot Key num 5; p7 _# o2 D0 l) G" [' x7 ]
- elsif Input.press?(Input::Numkey[5])
. t. W- s; u5 R! K+ h* q - $game_player.equip_item_to_hud(4, @skill_window.skill)
* D" F* K" x7 C$ \ - end) l: t9 W/ ~: j- S+ ^
- @hot_key_hud.update! w/ t% I& j( R* h: o% l
- end
3 G) l" w. p' a0 O/ f t c - end- a" t+ X7 D: u1 l- x6 @+ k
- else8 K+ m% Y6 d3 v
- class Quick_Menu_Skill; f- } d C; j1 t: u; i$ O
- alias hud_quick_menu_main main
# i. }' f) {! l+ v& k - def main
1 s+ z' N: E, [, T4 C: H! t0 t! w - @hot_key_hud = Hot_Key_HUD.new' a% P% J+ v7 x" }6 J e& F
- hud_quick_menu_main
3 _5 F. u. p' z* X - @hot_key_hud.dispose6 S0 _. N* I; r6 e% G
- end: I7 y+ f. p2 o p/ v) D% o
-
; e p- w1 ?3 Z' P V' C$ G/ T - alias hotkey_hud_qucik_menu_update update, M b, d ^, C- n- p- c1 ~5 H
- def update
' Q0 A* M% I; r: v" ` - hotkey_hud_qucik_menu_update2 r7 T( m0 e' N( K: V
- # Hot Key num 17 R' \, d: F- R
- if Input.press?(Input::Numkey[1])
, F! P7 b& K6 Q' r( c9 }' g; y - $game_player.equip_item_to_hud(0, @skill_window.skill)7 U; Z5 Q: Y; S; g
- # Hot Key num 2
# u7 {; j9 l; v9 O. c @' U - elsif Input.press?(Input::Numkey[2])
9 z$ ^" y% f; j. T - $game_player.equip_item_to_hud(1, @skill_window.skill)
/ p' s& p! s; Q9 u% S" l1 q - # Hot Key num 3' u. K' n0 H' n1 X7 X! F
- elsif Input.press?(Input::Numkey[3])
% t* _( o- E& a& V0 ?+ C - $game_player.equip_item_to_hud(2, @skill_window.skill)5 r3 x" [; Z8 ~2 K) ^) V$ B, F
- # Hot Key num 4
; |8 ~. D( [1 x- g' _% F2 {: H - elsif Input.press?(Input::Numkey[4])' N/ A* i% @$ W0 n) o
- $game_player.equip_item_to_hud(3, @skill_window.skill)' [6 B" |7 F. Z1 o4 i8 g
- # Hot Key num 5
6 Y/ `8 M' l% d& W - elsif Input.press?(Input::Numkey[5])
! k) W* }. W- r, ~: I$ P; ` - $game_player.equip_item_to_hud(4, @skill_window.skill)
: o, c+ N5 V# y9 j# J# F - end
5 j. ]( ]0 G! x: {. C - @hot_key_hud.update. _( T. |% a1 d' N- I5 j; A% ~
- end b1 N5 P* W) L
- end' w5 }4 q: i0 |4 t
- end
9 e9 V. l1 u6 i3 C$ c
9 \) n$ ]( T: N3 A8 @- #===============================================================================' l6 U% ^. M1 ~; b, |( i+ @& Y Q
- # Quick Item Window) X- Z5 \ `7 P2 T4 T4 ?- A
- #===============================================================================
# G& x5 i& ?4 {. `& L$ c; a8 V) ] - if XASVER_37 == false% @- q3 e- a$ s; i# c% r
- class Xas_Scene_Item
. [$ v/ r3 | |/ j - alias hud_quick_menu_main main8 J8 y9 m) R4 d. @8 c3 B$ O
- def main' z5 Q: W# x1 v
- @hot_key_hud = Hot_Key_HUD.new
2 B6 b* V7 p/ y8 Y0 D5 g - hud_quick_menu_main: \1 @( Q" }8 B7 V
- @hot_key_hud.dispose$ A9 G* E, T" c
- end
0 H; s C% M8 }2 A- t: X* a5 L - - F$ n- m/ E9 n% b! e5 l g! {
- alias hud_key_update update
9 W8 P4 q$ i: P2 E. ~+ u0 F - def update
1 c% z7 g- ~6 B - hud_key_update# U! _% W* k" ^5 m6 l
- # Hot Key num 1
% W, Y8 I8 Y7 J9 t - if Input.press?(Input::Numkey[1])
4 G1 c% K- P* b - $game_player.equip_item_to_hud(0, @item_window.item)% j# D/ F' a* T8 L) X
- # Hot Key num 2: Z* X1 n X$ S; ]
- elsif Input.press?(Input::Numkey[2])% j% w' H; R7 _4 r
- $game_player.equip_item_to_hud(1, @item_window.item)1 L W5 j+ B, x" Z( c
- # Hot Key num 35 c# K4 c7 U$ S7 l) n, q9 ?4 R
- elsif Input.press?(Input::Numkey[3])% ]# S8 l; F1 h, [% R
- $game_player.equip_item_to_hud(2, @item_window.item)
+ O; ]1 C6 `: V% A' t4 Q - # Hot Key num 4
$ h2 Q% i9 Q A0 P* a - elsif Input.press?(Input::Numkey[4])
- i) L$ z j9 O7 v - $game_player.equip_item_to_hud(3, @item_window.item)
/ G/ c! W( l5 f$ V - # Hot Key num 5* w0 @. D: Q0 @9 b1 v" F
- elsif Input.press?(Input::Numkey[5])5 n0 m# D6 b m' o
- $game_player.equip_item_to_hud(4, @item_window.item)% T) [4 r' S) D F+ |
- end: T+ q% H8 Y( T& J
- @hot_key_hud.update
; t" S; Q! _. U' H7 X - end( g, }1 t- s% X6 h0 K3 D/ v
- end
4 ~# ` k5 Y& E - else/ Y5 C1 d6 |. O3 z
- class Quick_Menu_Item
+ R7 _, u) `$ M6 {; P } - alias hud_quick_menu_main main( h* ^2 j6 E, r% S
- def main
4 @$ v0 M: H' m( h) @ - @hot_key_hud = Hot_Key_HUD.new
) n) I- A5 G h: L+ M - hud_quick_menu_main
5 E1 p! F, P# v - @hot_key_hud.dispose
, x3 \! A, h c6 s, t0 ` - end
" u" l6 ^. {% E6 ~! x; U - - I" h) A& V! N; E
- alias hud_key_update update
- J/ r2 S* ?& `4 N! z" n; Q/ R - def update
0 Q5 N% c, L9 ?% }7 Z9 v T - hud_key_update. Y7 l' U$ ] l) C: [2 V" A1 ?1 h
- # Hot Key num 1
+ I2 b0 R4 f+ i4 [; S - if Input.press?(Input::Numkey[1])
* f' l4 _4 U, V# X$ c! i' o! e( q - $game_player.equip_item_to_hud(0, @item_window.item)# D3 Z( v5 j. ?& e3 B" I
- # Hot Key num 2
6 T! D; B3 m' B$ h - elsif Input.press?(Input::Numkey[2])* _' p8 q/ ?* B8 ~* E
- $game_player.equip_item_to_hud(1, @item_window.item)& b7 j' \% V7 P
- # Hot Key num 3
. c8 f& W5 I' ` - elsif Input.press?(Input::Numkey[3]): C- { Y0 r8 H- l
- $game_player.equip_item_to_hud(2, @item_window.item)- Z5 O( b# v- [9 d; v/ m' O
- # Hot Key num 4( P+ y% l: I# i) w/ @2 `
- elsif Input.press?(Input::Numkey[4])) v; p& c1 l6 c! [8 b: S
- $game_player.equip_item_to_hud(3, @item_window.item)0 m7 @& c$ t8 P$ a2 x! x/ J) E
- # Hot Key num 5+ R. Z/ B2 I& P* u
- elsif Input.press?(Input::Numkey[5])
) Z- ~7 a- D+ N - $game_player.equip_item_to_hud(4, @item_window.item)
|3 S! l" D! w5 ^9 ~ - end
6 L+ i! ~) }; E2 K( N/ C& P - @hot_key_hud.update5 B' W& I* U( E0 v/ Q# m
- end E5 s5 ]! a$ M2 ?' F1 c9 `
- end+ s9 ]: i' s( u1 J
- end
Q* X; u' ~! w& r2 X+ i
& m3 [ s8 Z3 ~- T& d: y- #===============================================================================: F! u+ v; X, t! ^
- # HUD Window
- u: P, { U2 s4 g9 ^! D/ T - #===============================================================================6 T, r/ A4 f1 v- z* _
- class Hot_Key_HUD < Window_Base: k; r- j$ B7 {1 W) N% m! ~
- def initialize(x = HUD_X - 10, y = HUD_Y - 15)
3 ?3 d( D" n0 U) \4 t1 X8 Z - super(x, y, 220, 80)2 ^8 _7 ?" O/ i% Y6 c) L$ H" y4 V9 F
- self.contents = Bitmap.new(width - 32, height - 32); O L9 r* {3 m {6 [
- self.opacity = 08 m% i) U/ w5 I3 ^& f
- @actor = $game_party.actors[0]! E& ?# o% z' Q2 ?0 B e. f6 G
- refresh$ A2 i+ S- }" g1 \$ Y
- end
& A& X/ H8 c0 M A - - w6 w8 F& d' A
- def refresh
1 [7 @ ~0 s5 H5 p. |$ d - self.contents.clear
; R/ X4 B4 t) A; o6 [1 H( m+ n! L - bitmap = RPG::Cache.picture("Hot_Keys_HUD")1 i$ y- ^3 g+ f% C. J
- self.contents.blt(0, 0, bitmap, Rect.new(0, 0, 160, 32))
$ k- F! A1 F# i - for i in 0..4
' P2 T$ }- j& D1 q5 V ]5 ~ - x = 32 * i + 4
* h1 c2 Q, r! Q3 i0 N6 o; \ - item = $game_player.hud_equip[i]
$ \' E' F6 ?4 Z1 D" [- c - next if item.nil?+ d1 s3 u* N7 W6 q- n. I" ^. F
- if item.is_a?(RPG::Weapon)% o9 X/ t+ s( J l
- item = nil if $game_party.weapon_number(item.id) == 0 and
! g, p* }2 Q/ A9 n4 z7 U1 j& ~& l - @actor.weapon_id != item.id
: j! S# y# z9 F4 |: t7 \, }2 \ - elsif item.is_a?(RPG::Armor)! N; m# j4 H* @" G% W( b! }4 j
- item = nil if $game_party.armor_number(item.id) == 0 and
- ?/ o+ L9 u5 r" `' }; K - @actor.armor1_id != item.id
* Y$ G+ V4 I: |# ^% U - elsif item.is_a?(RPG::Item)3 Q2 G1 @5 k1 y1 T! U% g
- item = nil if $game_party.item_number(item.id) == 0 or, A( u! r) s2 v/ |- j" y
- !$game_party.item_can_use?(item.id)1 g# v& u8 }4 e
- end4 x( P* E' S5 \3 Z5 b6 T: v# V
- bitmap = RPG::Cache.icon(item.icon_name)" t' B3 x! o% t
- self.contents.blt(x, 4, bitmap, Rect.new(0, 0, 24, 24))
! ~$ m( c% M; C& B5 }* S7 w9 t+ S - end1 |9 ~+ u; z( @) A$ f
- end% P' R; Q k( D4 g1 R! H. G
-
% }6 b0 A! c' [, K$ b - def equip(item)
; {! c& _9 M- g3 l" y9 V+ q" l# g% ~* E2 S - if item.nil?
/ q: e7 ]$ f* D: u0 @; T - $game_system.se_play($data_system.buzzer_se)* s) h: I- Z/ a, a
- return( q- N6 Q. j K. l8 X
- end
( F) w2 i, j; a2 ?9 C - if item.is_a?(RPG::Skill)
u! Z1 @7 ~7 M2 J3 `% N - if [email protected]_can_use?(item.id)# x6 m5 r8 t1 @5 `/ D" _8 u6 p5 r
- $game_system.se_play($data_system.buzzer_se)* B& L3 N$ ?# J! w
- return/ d8 G1 o; d* k2 c
- end
( O7 z" N6 a3 L - $game_system.xas_skill_id = item.id
& O3 U, g u7 T/ B. z2 z - elsif item.is_a?(RPG::Weapon)$ G7 `6 s! V/ `- V0 {9 E% y1 H
- @actor.equip(0, item.id)
, Y3 M3 s4 b$ t* n8 P7 O! f9 _ - elsif item.is_a?(RPG::Armor)
* j q% q8 T0 j" i2 j _' ~ - @actor.equip(1, item.id)
+ m) O( i+ m1 R6 p" I9 k0 e0 m - elsif item.is_a?(RPG::Item)1 p# P+ D# J4 E; i" H' k/ z
- item_tool_id = XAS::XASITEM_ID[item.id]. T6 K) M* z+ o& e3 z
- if item_tool_id != nil
) U9 y/ t; d3 |3 R! \% O+ ~ - unless $game_party.item_can_use?(item.id)% G8 S/ W) [7 G6 j
- $game_system.se_play($data_system.buzzer_se); j2 m% c# o4 c+ I
- return( K/ q* K" B, O, }* ^
- end7 U( @8 S5 S; H+ x7 T
- $game_system.xas_item_id = item.id
' t5 ]6 c' t/ {: ? - end* K0 a0 y' V: X4 K( B5 ]
- end" c n, [) c- k
- $game_system.se_play($data_system.equip_se)
) I/ ^) i* |6 c A4 L, S% d - end' |$ V0 n* G3 a) @
-
8 ?" _- n; K; P9 Y+ `/ o - def update
6 _4 b; _$ m8 }( W - @actor = $game_party.actors[0]
$ ?& m0 V& I- | - @hot_keys = $game_player.hud_equip
1 y* Z; R1 w8 k' l2 ? - refresh' I* O M, h. o; \5 S# A
- return if !$scene.is_a?(Scene_Map): k) | U8 x+ p. Q/ d! q' T a5 _
- if Input.press?(Input::Numkey[1])6 a4 b+ a$ x( K4 ~# T
- equip($game_player.hud_equip[0]) ]$ S7 r3 H" n1 g0 N
- elsif Input.press?(Input::Numkey[2])
- z5 S2 P/ P# G! `$ h - equip($game_player.hud_equip[1]), H; A$ a4 |, I6 u g6 b
- elsif Input.press?(Input::Numkey[3])
! }3 d( q6 @0 {9 d4 t! y! d - equip($game_player.hud_equip[2]) ) `& D5 ~% [; L+ I: A
- elsif Input.press?(Input::Numkey[4])6 y: Y, r) ]! B; ~
- equip($game_player.hud_equip[3])
7 M4 O4 K5 K3 o' u% I; ` - elsif Input.press?(Input::Numkey[5])0 }6 ~1 |7 G& N* \
- equip($game_player.hud_equip[4])$ f9 g% B& I3 `
- end3 k1 k. R I( q9 _
- end
$ y& S Z7 H$ I7 n, ]$ H! ] - end2 H' c2 J- k% Y# ^) u
) _9 W) W5 Z% f1 I6 Y" V6 y! Q5 v- #===============================================================================
7 D1 H3 O4 q2 V( @3 T0 d - # Scene Map
) v! V; Q/ v% r# J) G! k* F - #===============================================================================, A7 L8 R8 C0 P$ L& ]9 j# E- R2 e4 e
- class Scene_Map
5 L/ o0 _+ S( H - alias hot_key_hud_init main: ?9 s# }, `7 H! U: t9 W2 P
- def main- [9 D( p. K/ v2 K. U3 E
- @hot_key_hud = Hot_Key_HUD.new
6 ^" T: f8 T; i& R9 F& L# n - @hot_key_hud.visible = !$game_switches[XAS_HUDDISABLE_HUD_SWITCH]. C* Y: f* W% b8 D
- hot_key_hud_init
1 ^/ d7 g& J! g/ L9 {5 Q - @hot_key_hud.dispose; N1 ]$ J# f2 u' `% ?
- end
H H" C8 B& U$ k: Q - / c/ o; S' }/ _9 W6 p8 z4 p
- alias hot_key_hud_update update! x% J5 \8 W0 z2 L
- def update: P0 j U4 T- h, A- [
- hot_key_hud_update6 m5 i6 \" ~* s
- @hot_key_hud.update
* p5 V8 e! u, [; p8 Y - @hot_key_hud.visible = !$game_switches[XAS_HUDDISABLE_HUD_SWITCH]) l4 h! \7 M8 E0 Q# C
- @hot_key_hud.update if !$game_switches[XAS_HUDDISABLE_HUD_SWITCH]
1 K% u% e3 W& u+ o, I - end
) y# z9 w0 Z8 }; t8 a" p - end
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