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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,
* ]; ^+ g, R5 u" T3 R3 n不知道有人能帮忙看一下吗? - #===============================================================================, H/ h8 a% ?: t* G+ z
- # XAS - Hot Key HUD
% j9 A4 |) r' l - #===============================================================================
2 J$ [# A# W8 M2 ^* } - # By Mr_Wiggles( U4 J8 n7 }# ?
- # Version 1.3
6 K& j( U& @/ ] - # 7/6/101 w2 I6 n) Z2 p/ K
- #-------------------------------------------------------------------------------9 `( g4 u7 e/ W! g# Z( ~: g+ ?
- # Instructions:
1 a* Z7 s: E4 N K. } - # Fill in the constants bellow, paste this script above main and bellow XAS in/ r! w f2 E8 \* v; h6 P
- # your script data base. BE SURE TO SET TO THE RIGHT XAS VERSION!!
# {' @ [. ?9 L% U$ i- h5 A0 c: u+ Y - #
2 y N1 Y. B% j" ^0 ~ - # Place the "Hot_Keys_HUD" picture file into your game directory
- S2 o1 e$ k' M9 A% d3 U6 h2 s ~ - # Graphics/Pictures folder.
# {- n' {6 q- w1 x* R( ~0 ?; d& I: { - #-------------------------------------------------------------------------------
* N! v0 e' [ @; @1 ~' Q3 O - # Directions of Use:
) Y& X- \2 o! A7 [( d3 i6 E' @( R - # Simple just press a number key (1 - 5) when the quick skill or item menu is
! C4 i# C# E: i& M - # Showing.# }! e* S2 O' X* V0 t9 j, [
- #===============================================================================
& z9 P" U F! [; D - HUD_X = 0 # X pos of HUD& c$ A5 b" N, r( B
- HUD_Y = 0 # Y pos of HUD* n( `2 _% r# D/ ~8 r" n4 x
- 6 t7 ^% \9 |: r" h' [
- # Set true if XAS 3.7f2 K. T0 ^% ~' [7 j. r; H- z/ D
- # set false if XAS 3.6* i& R. l5 p) |7 v
- XASVER_37 = true
3 U& Y' c4 M! [! a' }+ ~% t - : w; [4 t) Z1 l5 B- Y& r6 K7 x
- #===============================================================================- V1 N- | U( L. t9 f. C
- # Numkeys Module
7 C6 V+ A& y* D - #===============================================================================2 n+ B% U5 g7 G* c* U! Q0 r5 k* O$ C
- module Input
" u+ U9 ]/ T# {/ b% y+ J2 Z - Numkey = {1 => 1049, 2 => 1050, 3 => 1051, 4 => 1052, 5 => 1053}2 T) q7 x4 s% b5 Q9 m6 i$ r
- class << self
4 g; Y( `! _4 N - Key = Win32API.new('user32','GetAsyncKeyState',['i'],'i')2 ? u1 _% J) J
- $ `- Z* y: j; F
- def testkey(key)# u* b% \( a5 Y* s T( N6 ?3 D9 V9 n" Q
- Key.call(key) & 0x01 == 14 x* U. G# l, T7 {
- end: c# _/ |4 t3 J( a
-
: A2 `! K" f* H7 f - alias hud_key_update update
' G5 Z \1 s7 a' `% E - def update
' R) ^7 T$ {6 J; [6 R+ f: h' l - hud_key_update9 U* V" E9 P% S$ J( ^8 {) {
- @pressed = []' M: W) ]) |2 Z# F; S
- for key in Numkey.values: [5 ^9 g# _7 X" b5 H! j( Z
- key -= 1000
3 X+ U0 \* Y* M0 X" k - @pressed.push(key) if testkey(key)
+ b! b& s' G* p0 r- r- n! } - end
$ C: i) T$ W5 e" e* d h$ h+ [ - end
& |3 {' R {9 ]) p, J8 e1 x -
! J% e0 Z1 ]. K: T - def pressed?(key)
' w/ K8 o+ ]. |- e5 X# Z - key -= 1000
* T& l- i5 Q0 v9 y! e/ {% ~$ X9 b - @pressed = [] if @pressed.nil?
) I# e/ \/ x) e4 G, M! l, g - return true if @pressed.include?(key)
x$ |0 p; ^$ L5 I - return false; V. W A/ S1 c7 d5 }
- end
P7 Y& w1 o' n3 h# ?1 B9 u1 ~ -
8 O, ]4 T% f" T7 |. D/ b' D6 ~9 p - alias hud_key_press? press?
. n P* `" |. B - def press?(key)$ o+ m8 d# h/ w
- return pressed?(key) if key.to_f > 10006 s7 B ^0 t5 m+ s
- hud_key_press?(key)$ q$ j! j& p) |! X
- end5 j# n' V3 x' i1 p" l) y' I1 j
- end' }& s) I2 Y- v0 G+ I' }, D
- end
* d, B% H7 E) H4 f4 J1 }( i+ m/ m
# W1 b- L3 F0 x' g- #===============================================================================
. _2 M# Y' g1 P1 ? - # Game Player9 v, a i' m6 r' H+ B
- #===============================================================================
; J( Y- \0 A2 _/ o+ p - class Game_Player < Game_Character
0 Z. ?( h! z# N# v - attr_accessor :hud_equip
: z0 d" d( T# E) p% t _& y3 R -
1 [. `9 w2 o) t% }5 T3 g6 D) A - alias hot_key_hud_init initialize
. {. x8 c6 p4 @4 W1 H. x- E6 \ - def initialize
: u7 N1 F. `/ |4 o - hot_key_hud_init
7 [/ K2 y- W1 F% t \. n. ~& r: p - @hud_equip = []
7 p* v7 R" m: |$ y: s' D - end4 Z3 T3 x5 S/ O
- - y( J! e; Q+ G" ]
- def equip_item_to_hud(n, item)* M, y/ d1 J6 Y7 P& k
- if item.nil?
; r, _7 P9 W4 L# O4 y% ] - $game_system.se_play($data_system.buzzer_se)# `% N5 y3 w5 F" ?1 h
- return6 E8 x& C' h, p( d4 B& }
- end
: a# D9 z$ C; Z4 J+ l" l - $game_system.se_play($data_system.decision_se)
8 B Q' V4 w: t- P F# I - @hud_equip[@hud_equip.index(item)] = nil if @hud_equip.include?(item) N# }$ n* D9 Q2 j+ `8 T/ T" H
- @hud_equip[n] = item5 A! v8 }( N- g5 E+ |, W; y
- end& ]0 x& e3 N2 \
- end; d1 ^$ ]! Z- s" ]6 T
- - {8 S, h; z8 y+ L. s
- #===============================================================================4 x- ^+ a5 U% p( k
- # Quick Skill Window
+ J& I- O% `* H7 Y$ y" [( C - #===============================================================================9 {6 e& r N9 d
- if XASVER_37 == false
4 n- t) g, G3 P5 K - class Xas_Scene_Skill
; \- t) x* m! Y3 M! f p1 Q& I1 h - alias hud_quick_menu_main main% d- [8 `4 ~" N1 P5 L* u
- def main# x3 o' y! Z; D8 ?7 n, ?
- @hot_key_hud = Hot_Key_HUD.new. o, e1 x% L C6 I+ x' Q
- hud_quick_menu_main
# x8 w$ W/ C. m; t2 ^ - @hot_key_hud.dispose
' e1 q: j! X3 o1 \! f6 X8 ?6 O - end( z$ ?9 o7 h. n+ \
- 5 P3 I5 }# Y7 D/ C
- alias hotkey_hud_qucik_menu_update update
! t1 Y9 m$ }+ ]" Y - def update. g+ ~ e% A( ~4 |
- hotkey_hud_qucik_menu_update3 q b: W' r" r
- # Hot Key num 1
( x; k" v e- S, V$ n/ ~' A - if Input.press?(Input::Numkey[1])9 l/ I L+ C# K9 X I& l! M% Q
- $game_player.equip_item_to_hud(0, @skill_window.skill): j+ J* H! ]" }, @
- # Hot Key num 2
* G; c$ F! Y1 q# [ J& g$ p - elsif Input.press?(Input::Numkey[2])
( s: F) E; m1 Y" \ - $game_player.equip_item_to_hud(1, @skill_window.skill)
# j. ~4 c' j" `( m/ I - # Hot Key num 3& a2 }* O3 q4 a# r" a
- elsif Input.press?(Input::Numkey[3])0 J: V$ ~0 |+ k+ X6 R
- $game_player.equip_item_to_hud(2, @skill_window.skill)
: I, I* _9 w3 |' P+ C4 l - # Hot Key num 4
! Z- U6 Y. ^* V; k - elsif Input.press?(Input::Numkey[4])# Q6 y7 K0 b" h7 u
- $game_player.equip_item_to_hud(3, @skill_window.skill)
& g4 }9 P% C5 _4 S* j - # Hot Key num 5
4 b8 }7 s& ?! c5 e7 S - elsif Input.press?(Input::Numkey[5])8 s8 g+ Z" _" F7 F O
- $game_player.equip_item_to_hud(4, @skill_window.skill)$ U# g9 z4 a# ?
- end0 s* t4 Z$ y, t) h6 W+ i
- @hot_key_hud.update, u5 {4 |# {, q0 m1 w# l
- end
z. o2 P; T) K! H - end
' x, I3 N8 z7 R2 k - else9 o3 d( D% {7 X: K
- class Quick_Menu_Skill6 ?: A+ ]& \) N4 b) k' Y
- alias hud_quick_menu_main main
m2 q E) ^$ J; g( v- N' X - def main
+ g4 y) L0 Y4 l1 F4 y) W. h' B - @hot_key_hud = Hot_Key_HUD.new2 Z8 G- k: @. b) j
- hud_quick_menu_main+ r' X6 s7 S6 F& L5 n( w( }
- @hot_key_hud.dispose
& x5 t( Y" B8 M& X. {; t) N( s - end
5 H. `$ u+ v, H( p. b - $ q/ H3 `5 m. l0 }; } x# ~/ a
- alias hotkey_hud_qucik_menu_update update
, D5 \, c* h4 Y8 g- M# }8 o - def update
( T9 x. ^6 j( N( u# c# r- h$ `! x- } - hotkey_hud_qucik_menu_update2 X% L6 b3 J+ l5 r1 t0 C0 u
- # Hot Key num 1
; ^7 r( J! @7 j6 p. i4 U - if Input.press?(Input::Numkey[1])
9 u" t' S" W3 v3 ]3 I& O7 M - $game_player.equip_item_to_hud(0, @skill_window.skill)
' ]- A8 ?! K( O9 A- @! l9 _ - # Hot Key num 2
* a3 x* U! R: ]( o! d - elsif Input.press?(Input::Numkey[2])
5 S4 K+ m! w# v, i - $game_player.equip_item_to_hud(1, @skill_window.skill)
! H) ]+ A" J) ]% L2 k' H - # Hot Key num 3
* u8 ~8 o5 l& n' s7 F) d0 s8 s8 C - elsif Input.press?(Input::Numkey[3])7 R4 }) F% R* d+ B
- $game_player.equip_item_to_hud(2, @skill_window.skill)
# r) b, |( w. C$ m5 v5 _" y9 H' Q - # Hot Key num 45 j2 ]" V5 E9 J/ p3 T1 c Z
- elsif Input.press?(Input::Numkey[4])
2 a; k T' X2 f" ^" @ - $game_player.equip_item_to_hud(3, @skill_window.skill)' Z! l S/ _+ ^6 k
- # Hot Key num 5
4 e0 H+ R2 U- ?3 K* D* }9 l$ b - elsif Input.press?(Input::Numkey[5])9 i; |3 ~! x3 a% E
- $game_player.equip_item_to_hud(4, @skill_window.skill)
' Y4 ~: I$ d) ]) G - end
: h9 u% E& t. E0 U7 t$ |& C - @hot_key_hud.update4 g' i5 P. N+ D$ r: k
- end2 J" L1 Q% `* k* x6 L
- end
& K" s1 k) b8 p - end4 B, o4 O" N0 D7 A& C
& ^1 s' C6 x& c6 P) q5 H- #===============================================================================
5 ~1 u) g0 U* u5 Q- b - # Quick Item Window& @0 N& {& H9 o( n* \
- #===============================================================================
# y( ]: B' K4 o$ e9 R2 S - if XASVER_37 == false
! W& }0 l d: t) l; x, I - class Xas_Scene_Item6 U4 c8 |9 B5 p0 M7 p
- alias hud_quick_menu_main main5 s7 k- ? n6 m* | C+ O
- def main0 P* r! B ]& u, ~; \
- @hot_key_hud = Hot_Key_HUD.new- w0 e' t9 \0 P5 }
- hud_quick_menu_main$ E( M1 W& J) E. u7 q2 C) M
- @hot_key_hud.dispose
6 H) ]6 w8 x6 p% ]8 T; d - end% c. ^1 t9 c4 O
-
9 n4 w4 G# p5 U) c+ o - alias hud_key_update update. U+ h% c% c H, T) m" `- {
- def update; r4 U0 _$ {1 N9 Z
- hud_key_update( T4 {4 U3 F' B# H
- # Hot Key num 1
8 V) X) U& w1 F/ R8 [7 h - if Input.press?(Input::Numkey[1])& Y9 M$ x$ z& S* J J
- $game_player.equip_item_to_hud(0, @item_window.item)
. c9 P+ V; a- Y& [" Y. e - # Hot Key num 24 k' } ^! A8 y! Y4 t
- elsif Input.press?(Input::Numkey[2])
1 ^1 n* Z P v8 C - $game_player.equip_item_to_hud(1, @item_window.item) k0 Z4 j5 a& A) ?% O
- # Hot Key num 3$ a& _9 Q1 V3 S/ ~/ ^/ c4 w( f* i# I- B
- elsif Input.press?(Input::Numkey[3])
0 q8 B9 E- N' G8 l) U - $game_player.equip_item_to_hud(2, @item_window.item)
6 U N& E2 a i& t - # Hot Key num 4! o! }1 l' u+ I# y7 d% n9 K# I
- elsif Input.press?(Input::Numkey[4])0 z. R( u, a8 J
- $game_player.equip_item_to_hud(3, @item_window.item)
4 b7 g- F- F# B) ~: |) C - # Hot Key num 5) a7 \ @* h$ i: d$ G% `! ?
- elsif Input.press?(Input::Numkey[5])) f* d+ J3 {6 i8 n7 S5 T" [- }
- $game_player.equip_item_to_hud(4, @item_window.item)
9 F6 Q2 l* E. J! O - end
4 k; @* |. m) k+ ~( I! y1 u+ N - @hot_key_hud.update* J+ ?* |* f2 s7 h
- end, X6 z' y5 R# S
- end2 \/ R' C4 p+ W" F6 C$ T
- else
$ ~( q9 F: m& U: `& s - class Quick_Menu_Item
W9 B3 `. t4 l6 W( Q - alias hud_quick_menu_main main
) ]6 K6 A& O+ E - def main
7 p. o6 }( C" u( B2 G - @hot_key_hud = Hot_Key_HUD.new
; E' i9 P4 b7 C4 c( U - hud_quick_menu_main
) A- i7 w& `9 J- q/ j; H9 k* t - @hot_key_hud.dispose
( c2 s% d) E4 L - end
* {3 O: J- l- K -
6 l. p! Q3 q% Y; E4 x. n' d - alias hud_key_update update9 l2 T- q6 W3 ^" k
- def update
2 G# v1 U8 K# d( { - hud_key_update
9 g0 K" }3 h+ x; b% v: _! o - # Hot Key num 1
: ^+ ?3 }0 g8 k7 ~+ I - if Input.press?(Input::Numkey[1])
$ T/ k. [: C, Y* X4 n4 { - $game_player.equip_item_to_hud(0, @item_window.item)
( Y8 w: f& N* d* P9 X/ L - # Hot Key num 2
" F( J6 Z! o* o9 I9 }4 H: |$ C0 Z - elsif Input.press?(Input::Numkey[2])( [5 U- M6 P4 N5 D0 f( r8 @9 g
- $game_player.equip_item_to_hud(1, @item_window.item)
6 q7 L( B3 `$ N3 E# q; N& D I" {$ G; y - # Hot Key num 3) p2 o& r6 z' ?- M) w4 ~& }
- elsif Input.press?(Input::Numkey[3])
5 e5 H5 c5 P4 h" |7 b - $game_player.equip_item_to_hud(2, @item_window.item)2 N! p9 Y: P! Z1 z! d) v3 G
- # Hot Key num 42 {+ f+ f! f# ^9 F
- elsif Input.press?(Input::Numkey[4])) P) d. Z6 r; a* N4 X' g. d: J
- $game_player.equip_item_to_hud(3, @item_window.item)
. V2 j m& _9 \# S y. V6 g7 J - # Hot Key num 5# Y1 V# X$ A! s) w: F
- elsif Input.press?(Input::Numkey[5])
+ w! A* [" ?! V4 j! u - $game_player.equip_item_to_hud(4, @item_window.item)
. W" ~0 m' k# f. d# T& x - end6 [+ o" Z) M( y; `2 {+ V
- @hot_key_hud.update
. s! U; H& |9 I$ q - end
% A) N1 a& K/ w! S2 j! w1 |: R! a# [ - end
6 |4 _2 d) v }: P0 v( F+ x - end
: {! Y" U4 W. V
: s; P/ b. p7 [, L& v- #===============================================================================3 `4 e( x/ \/ u0 c- B
- # HUD Window
( n7 Z! L1 T: _; [$ c2 H2 ]' s - #===============================================================================! [# n4 b. R5 y4 ~( C$ v7 v
- class Hot_Key_HUD < Window_Base
& Z( W7 {6 W6 p9 [2 N - def initialize(x = HUD_X - 10, y = HUD_Y - 15)# C" _' m d" Q% [2 H
- super(x, y, 220, 80)2 {& o0 @& o @$ o% E
- self.contents = Bitmap.new(width - 32, height - 32)
/ ~# o, Q2 e: \' x; m2 i2 }4 F - self.opacity = 0
. X# g J- I5 L' L+ H" { - @actor = $game_party.actors[0]3 I Q& E: \: ~! D, O m
- refresh
- [* F0 P/ `' |; f( a- D - end
7 m8 |3 C. O, i. g6 W
R2 ~+ b3 {9 r& i0 |; ?- def refresh9 N: k5 Z- d: r7 Y7 S5 q2 ?( g* R3 D
- self.contents.clear+ p, {, F* z, ~" a- G- n4 m
- bitmap = RPG::Cache.picture("Hot_Keys_HUD")3 m( F' p) m4 a P
- self.contents.blt(0, 0, bitmap, Rect.new(0, 0, 160, 32))
8 ~" J5 Z5 E- c# R, ?$ j* E4 A - for i in 0..4+ J M+ B3 M* k
- x = 32 * i + 4- a+ \ R. `4 M
- item = $game_player.hud_equip[i]; f+ K! {4 f0 w9 u
- next if item.nil?
5 Z) C. U/ B: ~; H% q u1 H - if item.is_a?(RPG::Weapon): [9 S" J" ]- g. Y7 K
- item = nil if $game_party.weapon_number(item.id) == 0 and
: X* u0 M8 G6 R7 R6 M7 ?- Q* U - @actor.weapon_id != item.id2 q; g6 W7 K: l9 H
- elsif item.is_a?(RPG::Armor)3 j8 S! r b |1 [' Q5 a g! N5 F
- item = nil if $game_party.armor_number(item.id) == 0 and
# h7 [: d( y5 Q! P8 Z! Q' j- R - @actor.armor1_id != item.id# E: y+ C# n' o1 s( q( x; X* f+ u7 _
- elsif item.is_a?(RPG::Item)
$ V$ o, W9 y. G - item = nil if $game_party.item_number(item.id) == 0 or, @! ~& P- c" R
- !$game_party.item_can_use?(item.id)/ X0 \/ z7 O# `7 x7 z4 @% U: O$ `
- end
- N5 D. l# z! u- z% I4 F, o5 } - bitmap = RPG::Cache.icon(item.icon_name)' O- r/ j9 s! @* L% y
- self.contents.blt(x, 4, bitmap, Rect.new(0, 0, 24, 24))# V0 l5 n! t( h `# }( O2 w
- end
; p7 G% O2 t$ g& u* } - end
9 b! s4 v6 K+ H9 O f+ e -
- l" a1 v+ a& T! U8 P$ J& Z$ L - def equip(item)1 U) P' O+ O6 ]/ m1 a; z% F( M
- if item.nil?
7 X) g) q3 P8 f1 p - $game_system.se_play($data_system.buzzer_se). ^0 y( H% @ j& _
- return* i, Z d; L/ A# t4 k/ R' o$ [0 @
- end
5 j8 R, i8 Y. e- F - if item.is_a?(RPG::Skill)
! l$ q8 J: F6 U1 E5 p' u9 s- \$ q7 K - if [email protected]_can_use?(item.id): r' S& l' ?# c7 d% C. p
- $game_system.se_play($data_system.buzzer_se)! ?- r; c( F9 a: F6 m, X/ T
- return
: l( y) y8 \% `4 C, B! w" u - end2 f8 }. N9 L, K& P' C1 ]1 Y6 U+ a
- $game_system.xas_skill_id = item.id
1 w( x8 i4 N4 O' _ - elsif item.is_a?(RPG::Weapon)
* K) i9 c( V0 D0 r - @actor.equip(0, item.id)/ q5 _& \9 {/ f" f" \' e
- elsif item.is_a?(RPG::Armor)
0 \8 A: c6 i! a- c% V - @actor.equip(1, item.id); c; |) D. W) l( i+ p* s2 S
- elsif item.is_a?(RPG::Item)9 C: s- W. ^" G5 n4 Z
- item_tool_id = XAS::XASITEM_ID[item.id]$ F" [+ O" C) [! z f
- if item_tool_id != nil
1 M* n- y! z% `7 }; o [ - unless $game_party.item_can_use?(item.id) o1 U& F! D0 K* X; Q L
- $game_system.se_play($data_system.buzzer_se)- _3 r9 W. d6 K- N. C
- return' _) I2 v; |' a# c8 T# m+ y
- end# S( N4 K4 _! j5 w- F' Z
- $game_system.xas_item_id = item.id) W( u0 p5 H O! l! Q! s
- end
, K; e) \: `2 T1 x - end7 d: S) V2 `8 J
- $game_system.se_play($data_system.equip_se)7 d$ ?1 P$ Q P9 A/ R; P7 V: b
- end
/ \, Z, @. d+ E - ( S/ y& k$ O1 B; a
- def update
. l Y- t) G) U4 u3 B% S - @actor = $game_party.actors[0]5 e2 \ R3 \6 q* w* O
- @hot_keys = $game_player.hud_equip
* z8 O# `% P2 G! ~' j6 ^$ D - refresh+ d, [- _& u, O. i% B
- return if !$scene.is_a?(Scene_Map)4 D! f9 x! R0 u( U7 c
- if Input.press?(Input::Numkey[1])2 M0 v6 i. H8 d! W. l. C" O
- equip($game_player.hud_equip[0])
3 w! E. }5 \; _6 Y0 E, H1 D3 E - elsif Input.press?(Input::Numkey[2])% ?, u$ h y3 a6 i* m
- equip($game_player.hud_equip[1])+ ^ V3 q) J, N3 F$ f
- elsif Input.press?(Input::Numkey[3])
. E! x2 [& Z# Z& V- ] - equip($game_player.hud_equip[2])
) \7 o, h* b- ~- ~ - elsif Input.press?(Input::Numkey[4])& z( X8 }2 O6 X" J/ q2 C
- equip($game_player.hud_equip[3])
" W9 R6 h- w5 J9 k; f0 R - elsif Input.press?(Input::Numkey[5])
7 j' q$ L" R, C) }0 k1 r - equip($game_player.hud_equip[4])
) S. w1 _) Y, o$ h/ ~* f2 S5 [& N - end: M+ {% t; l% J* Q T+ z
- end
: H8 v# [0 I$ Q3 o' `/ n: e3 ~# j - end
. m0 U) N. P' u7 J% \ - ) h6 A# s" l' H8 o" T1 `( |: [* b3 [
- #===============================================================================
) l( {3 V0 p7 P" D8 ? - # Scene Map
& {) C; [2 k2 K' s. X - #===============================================================================
6 r' \. \7 E) X6 f$ z+ R' w; @ - class Scene_Map
' X# H& e3 ]5 z - alias hot_key_hud_init main
4 X' R3 x2 O2 X; ]6 F( Q0 j - def main5 |0 F( m8 K% O* ]9 H* |4 Q7 [
- @hot_key_hud = Hot_Key_HUD.new
3 c% ~0 G) z( ]2 j4 M* ~ - @hot_key_hud.visible = !$game_switches[XAS_HUDDISABLE_HUD_SWITCH]
5 G+ P$ Z7 V( t; u' H, D p; R3 [ - hot_key_hud_init) J5 |$ f# q4 s% z% E
- @hot_key_hud.dispose
, ~ @; i' f; q y q$ f9 d4 ] - end, s+ D6 h( _$ \( d
- 8 n# ^8 N6 N" i( O8 u
- alias hot_key_hud_update update. I+ O+ j$ ?3 \4 V6 Z, i8 E
- def update+ j+ m0 ]! {# n3 u. z
- hot_key_hud_update
9 c. U: S" B$ A/ F0 `/ X/ X3 D - @hot_key_hud.update! W2 h* {( h3 a a4 \
- @hot_key_hud.visible = !$game_switches[XAS_HUDDISABLE_HUD_SWITCH]
: }: q( t+ [9 {; Y" P - @hot_key_hud.update if !$game_switches[XAS_HUDDISABLE_HUD_SWITCH]
. K0 q- S& y2 T; e3 r% N+ G - end
, s; _) b3 X) t - end
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