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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,; S" k; E% d, l/ f
不知道有人能帮忙看一下吗? - #===============================================================================
$ \* s$ y: Y" W; P - # XAS - Hot Key HUD
% }1 D1 e$ ^- R - #===============================================================================3 m6 U; M& R) k3 l8 T9 F* l' S
- # By Mr_Wiggles- u$ t8 n1 l4 `9 z) l
- # Version 1.3
; c7 W4 W) K T" w/ Z, a2 \0 Z - # 7/6/10
! H5 R2 V4 @) z) h& U0 x6 e - #-------------------------------------------------------------------------------
. h% R8 g2 V1 C' J7 v - # Instructions:
+ C9 N1 [: [) H: q5 i5 L; ^( _0 ` - # Fill in the constants bellow, paste this script above main and bellow XAS in% o' q1 Z2 q- _1 d3 A# ~
- # your script data base. BE SURE TO SET TO THE RIGHT XAS VERSION!!
+ D2 c4 O2 F9 _8 p" R# V! p - # 7 D6 O$ m) n4 l6 w- G" |
- # Place the "Hot_Keys_HUD" picture file into your game directory
0 Z( z/ i1 q3 T - # Graphics/Pictures folder.
" Z2 K8 o5 ] t. h. ~5 r - #-------------------------------------------------------------------------------
6 |, v$ K9 M' f" H2 [( i - # Directions of Use:
+ Z, ^0 w8 j, }$ n+ R$ d0 R# G - # Simple just press a number key (1 - 5) when the quick skill or item menu is
* Z. @) W* D) O - # Showing.
+ b5 y8 X2 L. a& T. ~% w; l - #===============================================================================/ I/ T: ~- W/ n+ k4 n7 a5 x: b$ k7 o3 O1 P
- HUD_X = 0 # X pos of HUD! g" i- {. {1 t! w& D, t/ K1 }3 U
- HUD_Y = 0 # Y pos of HUD
8 ~# Q' l3 P4 A8 l
! O b& g/ f7 p9 G! P/ n5 t- # Set true if XAS 3.7f! f9 f' A$ ?. P8 X$ |# y
- # set false if XAS 3.6
5 Z& Q+ Q- p0 c$ e6 Z - XASVER_37 = true
\) i0 B% K X2 M
+ Q" S, h! m* ~9 r) U' {- #===============================================================================
# @" M6 ?8 O; u8 u' f% t. h - # Numkeys Module& X+ G% `9 y& k6 ?2 [' B
- #===============================================================================
( D0 L& q* t. F3 c+ h - module Input
1 o; q5 y7 _$ m& h: a R/ X) U1 |) R - Numkey = {1 => 1049, 2 => 1050, 3 => 1051, 4 => 1052, 5 => 1053}
% h+ ?+ k& Z8 U, I; r - class << self! c! u; _! t; X7 v
- Key = Win32API.new('user32','GetAsyncKeyState',['i'],'i')
3 G; |2 ~+ b6 S, B ~ - 6 Y, v* D! p, z V; F# A, ~
- def testkey(key)8 Z: a# @4 \/ R
- Key.call(key) & 0x01 == 1# m1 m3 w7 Y2 P6 y5 _+ Q) K6 q
- end/ j0 I2 C3 Q. E( d9 i2 t
-
0 N% B5 f5 e; I. [- u - alias hud_key_update update* |3 x h, V* p o+ R
- def update
+ U( N$ i x9 X/ ]8 `% H - hud_key_update3 L# f2 C5 o' Y+ U! {6 l7 b9 P( L
- @pressed = []4 O, }" E k) u6 W) y/ j
- for key in Numkey.values; {0 _+ `6 p" B3 s! m
- key -= 1000
1 M/ b, e9 K& e, [4 w7 y - @pressed.push(key) if testkey(key)
2 @" n2 I" l4 Y: W; q* o - end5 P: B! ?3 x4 L) a; T/ B
- end( L7 q+ C: u% M6 e5 K" e9 p+ t) X
-
; ?. s. ?. S2 u9 ]/ a: ~ - def pressed?(key)
: W; f, H$ ~+ E; w+ k6 S3 I1 r - key -= 10009 x f& }. K' x4 \
- @pressed = [] if @pressed.nil?
% E! n, Q- ]; I! z; q$ M: R - return true if @pressed.include?(key)
& R; c" B- O% U4 p/ ^( Y - return false
8 j% F0 D2 {# k* ?* Z - end
& L! A9 X* k6 m. c, k. c. r - ) K) P9 ?: h# g3 f4 Q( L O
- alias hud_key_press? press?0 S: T$ q& e* D
- def press?(key)
) D" A+ H. b) V \6 c3 r: l - return pressed?(key) if key.to_f > 1000
8 ^& d$ z1 K- q$ h0 i" | - hud_key_press?(key)! c+ g8 M k- F5 V! h1 p
- end
: c9 ?# f7 l3 F7 R" K" y - end- H0 ^ i. E% X0 j/ N: ]
- end7 }9 M2 {3 B& A* P: L
& K$ f! ]7 R2 T2 D: z- #===============================================================================
- p! @ a9 S- n2 ~& ^/ P - # Game Player
- ?8 T' C X9 y$ j' D! b. k% _7 d @ - #===============================================================================
3 Z8 F l9 v5 R1 g/ C4 p v - class Game_Player < Game_Character! O1 X& T8 { d0 O) r- N
- attr_accessor :hud_equip
' p/ Q% z i8 U' z: J+ L, n3 p -
% N4 \0 D1 }( ^' |: w - alias hot_key_hud_init initialize4 d4 ?4 l7 A, Z6 P
- def initialize* g1 b0 O% F4 X5 z* T
- hot_key_hud_init
& n1 C# S& f' V - @hud_equip = []! s1 a' z# M: M7 [3 V3 j! a3 G( K
- end
7 U5 }9 H0 ]! ^* m! T4 y; P7 Y - : K) R$ ?) |; \ D1 U! l; C
- def equip_item_to_hud(n, item)
) D4 S) w% q# V @3 {3 b2 ~ - if item.nil?2 U/ g- a1 `8 _3 K$ b
- $game_system.se_play($data_system.buzzer_se)
/ _$ ~( I8 K! p5 G7 {# x - return: W& i+ w( k4 i! l6 g$ N
- end
1 c- v& o8 O2 w7 Q0 U; e - $game_system.se_play($data_system.decision_se)
9 a; K. z0 c+ X& y) ]/ O C - @hud_equip[@hud_equip.index(item)] = nil if @hud_equip.include?(item)/ I/ _$ I% C6 m# }( L
- @hud_equip[n] = item( @* r ^4 n$ C$ D$ y4 K
- end
: E$ {& s0 U2 D8 M$ [2 _ - end: [1 C7 \0 V) P$ ^, x- k1 b
- C/ p( K1 @- h% h! S
- #===============================================================================3 e4 Y! I/ M/ S; D) C. v
- # Quick Skill Window: N# p6 r4 [3 }( R# C
- #===============================================================================
4 ^. y4 J4 n, l - if XASVER_37 == false% T* R' x( F! ^! ~6 j7 v+ X* U' d
- class Xas_Scene_Skill! i0 M4 z5 ]- J T% z
- alias hud_quick_menu_main main
* h* q5 A9 H4 |5 m& _# Z - def main
9 T: n* x$ `6 p, @+ T" b# o+ F - @hot_key_hud = Hot_Key_HUD.new2 b6 P0 a# e# A3 e. r' w
- hud_quick_menu_main; ?/ b) T4 U" L
- @hot_key_hud.dispose* V* s0 s: ?4 B" m& Q
- end8 y8 f9 C" h8 N4 p( [
- 2 ] n* }! h- I5 |# C; I3 X
- alias hotkey_hud_qucik_menu_update update
" u3 J A9 b# _0 U% d2 V5 A - def update
7 P+ L: t' C1 Z! ~ - hotkey_hud_qucik_menu_update% c9 P3 \( @5 b
- # Hot Key num 10 u2 ~4 P: \% t @. _
- if Input.press?(Input::Numkey[1])
9 z0 X+ |0 Y6 p - $game_player.equip_item_to_hud(0, @skill_window.skill)
# W" {* K! x8 e; S) B5 J" @% m - # Hot Key num 2
, m- ^/ Z% e# v* I1 \- \ - elsif Input.press?(Input::Numkey[2])
6 E, Q/ j- @4 ]5 G - $game_player.equip_item_to_hud(1, @skill_window.skill)2 E3 A3 o; ?9 `! `- q1 w0 ]/ `- I
- # Hot Key num 30 \6 ^9 h0 }) {, w9 g4 ?
- elsif Input.press?(Input::Numkey[3])
% ^- X6 g0 u- Q B5 N2 G - $game_player.equip_item_to_hud(2, @skill_window.skill)
5 y* b. r% `0 n7 l7 w - # Hot Key num 4
9 T# Q4 S. [. D - elsif Input.press?(Input::Numkey[4]). a0 u# d1 g6 g p
- $game_player.equip_item_to_hud(3, @skill_window.skill)7 s0 r* M4 y. g$ |" b
- # Hot Key num 56 D$ F( K: M. o5 t* e
- elsif Input.press?(Input::Numkey[5])
* o$ ~) j" d1 i - $game_player.equip_item_to_hud(4, @skill_window.skill)
+ p5 O' q" K5 d3 A6 _4 Y# A - end: \( R, F( @/ N
- @hot_key_hud.update
1 p8 h5 {; ^6 k; |- y+ y - end
0 L6 }( f( `1 ?8 e9 M1 n - end
* x* X2 \' W- h) [( J0 [5 h q - else
" C; H1 D8 z2 p - class Quick_Menu_Skill" \0 ^4 s; _4 H6 ^: e8 n) s' K
- alias hud_quick_menu_main main
} C4 V9 H# @! J9 P2 K9 F - def main
% l6 b" v, O* L5 e3 k7 x8 _ - @hot_key_hud = Hot_Key_HUD.new
0 N6 v! t+ {" d" m* m - hud_quick_menu_main3 ?6 s+ j0 v& g
- @hot_key_hud.dispose
3 t# G3 r2 i) I) V ? - end
: e- w- J; g' d6 H5 f2 C0 { -
0 ]( G. D/ ~% B1 p& e8 @; O - alias hotkey_hud_qucik_menu_update update
- i q' ~$ @" N) ]9 v - def update
0 ]; o% `8 w7 }7 j) U6 C! t# Q - hotkey_hud_qucik_menu_update
: _' f. w' Q4 D - # Hot Key num 1
) G8 z! E& c4 p6 L4 w - if Input.press?(Input::Numkey[1]): Z+ o, Z+ v! A1 Y( j6 C- L
- $game_player.equip_item_to_hud(0, @skill_window.skill): \3 V! Y+ k& L/ S* _+ p$ T1 ^
- # Hot Key num 2
* h- B+ Y" o! n* O3 ~6 f7 Q# \, L - elsif Input.press?(Input::Numkey[2]) |: b; g; A6 ^, {* H
- $game_player.equip_item_to_hud(1, @skill_window.skill)
- a" U5 m, r# | - # Hot Key num 3
! l8 r7 }& F3 E0 V; E# k7 _ - elsif Input.press?(Input::Numkey[3])
5 W8 f( L' B7 S) F - $game_player.equip_item_to_hud(2, @skill_window.skill)9 M( i/ y6 T% u7 y F8 a
- # Hot Key num 49 T# t5 e4 i3 l f; q( g
- elsif Input.press?(Input::Numkey[4])
3 i2 W) k) G H! x - $game_player.equip_item_to_hud(3, @skill_window.skill)4 a" g. [3 b- v9 E, j2 R) ^
- # Hot Key num 5# {# a$ N2 W3 f5 F& M, {
- elsif Input.press?(Input::Numkey[5])
) I/ i8 @, L+ V - $game_player.equip_item_to_hud(4, @skill_window.skill)
' T; r* q$ G8 R - end
# a* o% G* V& P X - @hot_key_hud.update4 I4 r/ E q; {2 K! @4 w+ \' r% E* N
- end$ h. L6 X) o' [+ G
- end1 C) g& Y1 M5 |2 C* F
- end" |2 ~ W! A9 R4 i
1 d$ ]) n# l8 I2 |" h7 n4 o! M$ v' @9 A- #===============================================================================
+ n1 p& Q( H J& ]; k6 |2 X - # Quick Item Window7 j) T* x# [2 v9 y; ?. z
- #===============================================================================, a+ `3 \/ ~6 R
- if XASVER_37 == false
|% B! b. V+ v. X - class Xas_Scene_Item
6 ?/ d# s2 M: h9 O/ _) |" { - alias hud_quick_menu_main main
. K/ f- l! Q7 d. |1 l/ ? - def main( d6 b1 H$ {. h# O: m
- @hot_key_hud = Hot_Key_HUD.new
) r* P% h) K1 X% I7 v% [ - hud_quick_menu_main
3 r- ^& E8 `9 c6 D/ n - @hot_key_hud.dispose: \, e9 m$ m3 W
- end8 h/ F. K! Y# s' n+ O8 t
-
" M0 X0 r. A3 p# W - alias hud_key_update update
0 E& `4 W n# `# c/ C' c6 y. v; ]: v& K - def update5 ^' H3 I/ v" R
- hud_key_update
4 Y' J L! F/ x+ q8 P - # Hot Key num 12 e' i+ C+ h3 |- y( ?# x
- if Input.press?(Input::Numkey[1]), n7 }4 v1 |( A2 \8 l Q, B! T
- $game_player.equip_item_to_hud(0, @item_window.item)7 m- W8 n+ J8 {% e9 R9 i3 @
- # Hot Key num 2
1 ~8 o& @0 I/ } m; ~ - elsif Input.press?(Input::Numkey[2])$ j9 e& d: Z4 I) i
- $game_player.equip_item_to_hud(1, @item_window.item)
+ z4 {- _9 y! } y - # Hot Key num 3
) t2 D7 u) T4 V - elsif Input.press?(Input::Numkey[3])! C, S- y. A/ E
- $game_player.equip_item_to_hud(2, @item_window.item)
% M z+ q0 J3 d. M ^ - # Hot Key num 4& L5 Q2 I4 X; f8 b0 F, t9 ?
- elsif Input.press?(Input::Numkey[4])
' o& m: t1 N: b* c! |7 N1 y! \ - $game_player.equip_item_to_hud(3, @item_window.item)& b4 j/ \. L0 j* J
- # Hot Key num 5
1 v7 |3 w! V* M; ^7 f - elsif Input.press?(Input::Numkey[5])3 G/ c$ r/ |4 q7 \5 M' i' v& h5 d
- $game_player.equip_item_to_hud(4, @item_window.item)- v7 k* ^3 i) G5 A1 l# }, ^
- end
( [ R, j8 Z: E: A) N - @hot_key_hud.update
* W. l7 r/ [( M) A4 r: f6 u+ p" v, ~ - end
* h' s% Y9 p+ U5 {: B/ B - end
: x p" }/ u) t a/ A: f1 ]9 u5 O - else5 A- T& ]) |& T6 a
- class Quick_Menu_Item9 V0 g( t2 I; s# D t0 |) y
- alias hud_quick_menu_main main3 M1 p+ C1 @0 l0 x
- def main% n) C, M* D E& X4 j, E9 a
- @hot_key_hud = Hot_Key_HUD.new
% w! E: J/ c6 T6 [8 ~8 \9 b4 ` - hud_quick_menu_main
5 R. G* @' p x* G - @hot_key_hud.dispose
# `, G5 Q7 ?& V0 ^ - end
* x, n! ]8 l! f+ [3 a -
) ]1 O3 ^& `* {" L/ [4 x - alias hud_key_update update
! I* Q& a5 t3 r# ^9 ^( ] - def update
$ N6 V9 Y* v" T4 r' e% e( Y3 P) P - hud_key_update
( q) g- P' K. l$ p - # Hot Key num 1
! {7 D8 ~& j+ @ - if Input.press?(Input::Numkey[1])
1 m+ O |& U, Y( `) | - $game_player.equip_item_to_hud(0, @item_window.item)
" _' g& \" ~+ p9 ~6 \ - # Hot Key num 2) N, v9 W+ ^3 l0 K( c1 B
- elsif Input.press?(Input::Numkey[2])5 y; @' C% h5 _9 _
- $game_player.equip_item_to_hud(1, @item_window.item)
9 B% p9 i, F# l5 a - # Hot Key num 3
" W4 e. z6 i* C" ~, U- T- [& }2 Y - elsif Input.press?(Input::Numkey[3])
, `) o* x7 @/ v- j4 [& ^. \ - $game_player.equip_item_to_hud(2, @item_window.item)4 O: h) u/ n" W, q6 C$ w
- # Hot Key num 48 k) v1 Q+ O$ q8 Q2 X
- elsif Input.press?(Input::Numkey[4])
/ I, E3 O- Q, f" J - $game_player.equip_item_to_hud(3, @item_window.item)
, ^5 b4 ?0 l$ s' ?( b - # Hot Key num 5
, c' G% r7 F" w - elsif Input.press?(Input::Numkey[5])! W5 n8 }3 S, W9 v, a
- $game_player.equip_item_to_hud(4, @item_window.item)( m( Y3 t( y! z- M2 e+ K
- end
/ K$ `, @- o. U! m( t t7 s - @hot_key_hud.update) ^4 }6 f4 b! l/ i
- end
' U C. r. @/ o - end1 e% E. Y9 ?4 Q; i
- end
. @! H1 ~7 S/ y/ [8 l6 G - , c2 z/ l. K! ?' V! F* K
- #===============================================================================8 ]; q4 e% v3 ], W5 |* Q/ M
- # HUD Window
; P( ?' R7 O; Q; K+ q6 O - #===============================================================================
2 ^- ?% E- X7 a+ l# v, R( N' ~: S - class Hot_Key_HUD < Window_Base4 V0 Q2 \& |9 d$ W. Z: o2 Q
- def initialize(x = HUD_X - 10, y = HUD_Y - 15)
# a& s* _0 v8 U. ^ - super(x, y, 220, 80)
0 W! L$ G9 w& H" o# m5 ? - self.contents = Bitmap.new(width - 32, height - 32)
: M) X/ _" Q# s9 v& B8 o7 I( [ - self.opacity = 0
4 o, a4 O: w% Y, q, o - @actor = $game_party.actors[0]
( e5 N$ i! U/ j% ?8 Q1 H7 l0 `# | - refresh
$ l9 z% p- {7 H1 z2 b" g - end
. x8 ]2 F; n, R7 m - 4 Z5 d* _ l* t. B) e1 |0 H
- def refresh
- `/ D. a' j4 Z! { - self.contents.clear- j3 h6 o9 y1 v) o5 }8 M
- bitmap = RPG::Cache.picture("Hot_Keys_HUD")6 b# S1 N$ m+ O1 o
- self.contents.blt(0, 0, bitmap, Rect.new(0, 0, 160, 32))# n, A3 Z) I, K4 S0 P9 M) n
- for i in 0..44 ]" ]# X& h$ p8 _; v! e
- x = 32 * i + 4
4 U# |% {. s1 D- Q - item = $game_player.hud_equip[i]
* ?9 ] N% I$ t7 [7 j, A1 o - next if item.nil?
5 g# l$ a$ n( c; v6 Z' ^+ p - if item.is_a?(RPG::Weapon)$ f; Q4 c1 C4 z% W t; \/ r
- item = nil if $game_party.weapon_number(item.id) == 0 and
# U' m" V0 H4 ~' d; C3 L2 r, m - @actor.weapon_id != item.id' m' g+ s9 {& {2 l* U
- elsif item.is_a?(RPG::Armor)
) L. T: ^ M9 A' }) Q - item = nil if $game_party.armor_number(item.id) == 0 and
5 W3 x$ d1 {; f' X2 v - @actor.armor1_id != item.id* u& b/ s. f- b1 K4 x
- elsif item.is_a?(RPG::Item)( Q, _- y" s) u2 e- {5 P
- item = nil if $game_party.item_number(item.id) == 0 or
) S7 p! b$ U1 Q' E' O f! f* F - !$game_party.item_can_use?(item.id)$ Y* u- c1 q9 O, Y# t6 J. ~9 @
- end
) m |! { I! l* g - bitmap = RPG::Cache.icon(item.icon_name)
1 K5 P1 C' O1 |% r. E" F - self.contents.blt(x, 4, bitmap, Rect.new(0, 0, 24, 24))
# ?$ W, c, P8 N$ P - end
1 Y5 a$ X% }# b/ Y - end2 j6 R9 h8 V) t7 A2 j
- 0 I3 L8 H7 ^; e
- def equip(item)# v; D7 A. p9 u' K4 \) L
- if item.nil?% w. |8 y/ t' n
- $game_system.se_play($data_system.buzzer_se)
# x( b% j" i, t1 u" c - return3 c, o1 Q" a" u$ n# y0 D
- end- v7 l" V) A* a% n2 ]
- if item.is_a?(RPG::Skill)
5 A/ u* E, S" ] ` - if [email protected]_can_use?(item.id)3 F7 K+ w7 U, ?3 W' U# o
- $game_system.se_play($data_system.buzzer_se)
+ U0 V$ C( }/ j% X - return
& @3 m; B6 W* A" W8 p7 K$ z - end
0 N8 c, ^& N" c, b* m- y! l - $game_system.xas_skill_id = item.id" @# \4 c; c0 E/ n, f
- elsif item.is_a?(RPG::Weapon)
+ q" L; K! H7 | - @actor.equip(0, item.id)
3 l! V- J. h1 i, j* E% M5 V - elsif item.is_a?(RPG::Armor): a3 }# t+ E/ R+ j0 F/ `6 }
- @actor.equip(1, item.id)
* @$ A3 I7 G, n, }/ Z4 j# H* V - elsif item.is_a?(RPG::Item)& l8 P% n1 o" d
- item_tool_id = XAS::XASITEM_ID[item.id]
7 o- |4 d; T: a+ M' G - if item_tool_id != nil( F6 H: U6 @4 X- R1 [' S
- unless $game_party.item_can_use?(item.id)
5 h& G# _) d1 n6 I - $game_system.se_play($data_system.buzzer_se)
; G; p# J F9 p5 H+ v! a - return& X7 r$ `1 Z8 D
- end6 A% B P" S* U/ g8 k
- $game_system.xas_item_id = item.id" q3 ?9 u0 {! l: H5 U$ k
- end$ }1 G' |( m7 r' E6 ]: j
- end
: p. P! x' n+ ^, C - $game_system.se_play($data_system.equip_se)
8 Y+ R# d+ ^2 \/ L8 S4 _, r E: F1 E - end$ K- j) t9 u' P6 \4 O
-
$ {. x' K9 T, {4 n- I( \2 K! h+ O - def update' |4 h4 {. ?8 c# V0 U( m w
- @actor = $game_party.actors[0]
) d E+ y/ k5 |0 \ - @hot_keys = $game_player.hud_equip
/ w; P/ l* N: z; Q - refresh# S, j) s# ]1 H1 ]# J
- return if !$scene.is_a?(Scene_Map)4 n2 x \/ z, u" N* l
- if Input.press?(Input::Numkey[1])# h( _, K# y% A% T
- equip($game_player.hud_equip[0])
) X1 u& t: \& `5 Z - elsif Input.press?(Input::Numkey[2])
0 k& r5 T, \* R: w# c0 A9 c. O3 P# g - equip($game_player.hud_equip[1])
( j$ Y; X O! @. V" R - elsif Input.press?(Input::Numkey[3])0 l. |- _5 U: P% s% ~1 k B/ y
- equip($game_player.hud_equip[2]) ! t1 w. f6 v3 @! |
- elsif Input.press?(Input::Numkey[4])
1 o9 J+ Y/ E& [9 `* M" r! [: ] - equip($game_player.hud_equip[3]) . @6 \ a) y2 @, f, i5 Z
- elsif Input.press?(Input::Numkey[5])" y) @) s+ t4 {$ l8 B$ ~
- equip($game_player.hud_equip[4]). b/ M7 B( x7 K6 ~
- end4 [) p! N% a) k' `
- end4 B" g/ A$ r0 {$ B9 s; D( ?
- end& c; T! ~- v, s q( B9 K
- 2 r$ W- C' [* @) R9 e7 \( R) t0 p
- #===============================================================================
& q) e- k r! [7 R# ` - # Scene Map; H1 \+ b+ d' S/ M! i M
- #===============================================================================
* @* k$ n# g( e, k1 b - class Scene_Map
+ ` O$ Q3 \7 s - alias hot_key_hud_init main/ i8 H( l4 t6 u4 R" L" ~( [
- def main
2 D4 A4 W; ^- ?" P9 Y4 ] - @hot_key_hud = Hot_Key_HUD.new3 J6 i* U2 j) k0 `$ _$ z
- @hot_key_hud.visible = !$game_switches[XAS_HUDDISABLE_HUD_SWITCH]0 L3 q% M& c/ H G. O
- hot_key_hud_init
( z6 d. L( N+ H ` - @hot_key_hud.dispose
q' k9 T8 i% [+ V& _ - end
- s9 b9 m/ @3 @% i$ ] - * Q# J [" P' t: e! q, p' O8 n
- alias hot_key_hud_update update
6 A4 N/ o4 u0 p - def update
2 x2 Y& F; w. X- j( e - hot_key_hud_update
$ v; ^( \' L2 ]2 } - @hot_key_hud.update
+ f( W1 \ u! B; @; O4 G - @hot_key_hud.visible = !$game_switches[XAS_HUDDISABLE_HUD_SWITCH]: Y; z7 L2 L& O; @
- @hot_key_hud.update if !$game_switches[XAS_HUDDISABLE_HUD_SWITCH]$ [3 }# n# O: B% M( g" I: ]
- end
5 V2 \' @! \ P. e6 n4 S% `* l - end
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