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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,
; F( m( C+ ^* U1 ~不知道有人能帮忙看一下吗? - #===============================================================================
" `3 u1 _, J4 \) x - # XAS - Hot Key HUD" G5 u6 L0 D% Y& N+ Q4 s% x2 L
- #===============================================================================
2 p! p, z) ?9 W4 a& R4 y - # By Mr_Wiggles
* s% ?2 [$ A5 g. t - # Version 1.3
. d. k7 d4 u. @5 k8 l - # 7/6/108 L' }/ d, J, R
- #-------------------------------------------------------------------------------. U2 L8 f3 r, M& u& E0 h+ m
- # Instructions:
) Q; x8 j4 [* \ - # Fill in the constants bellow, paste this script above main and bellow XAS in
! S' S5 Z% w0 A" B S4 r - # your script data base. BE SURE TO SET TO THE RIGHT XAS VERSION!!
5 `' Z1 }- K3 t) V - #
6 h$ M9 ^8 [6 z+ g' w4 y - # Place the "Hot_Keys_HUD" picture file into your game directory
7 w1 J; h3 C) G4 T, F( J/ c - # Graphics/Pictures folder.
( n6 ?% j0 c6 W- R4 ^; p: L5 } - #-------------------------------------------------------------------------------4 J/ W; `3 P$ T L* c3 _
- # Directions of Use:
5 m& a3 y) P2 ]; z - # Simple just press a number key (1 - 5) when the quick skill or item menu is7 Z2 P3 p! g, O& Q
- # Showing.
: _! e' E% M8 R' N9 r - #===============================================================================
~; d; l# L: R& I& R1 T - HUD_X = 0 # X pos of HUD
. Q- ]' C! E: b; a& E - HUD_Y = 0 # Y pos of HUD1 l- H. k3 I# D
- * Q( K9 F2 r5 {6 L* u
- # Set true if XAS 3.7f
' A; M6 j) ^" ^" _ - # set false if XAS 3.6
9 Z' I' h* i$ Q - XASVER_37 = true/ B# e7 C# b+ y, L
! O u4 G) ^1 X m8 {8 e9 @7 F- #===============================================================================/ Q% G6 N: L7 v0 \1 N+ b/ b
- # Numkeys Module( }& a$ ?7 ]2 `7 g1 o
- #===============================================================================
- y; F2 g* |0 f3 o3 A) c - module Input
% L1 N7 O& u0 A - Numkey = {1 => 1049, 2 => 1050, 3 => 1051, 4 => 1052, 5 => 1053}; s! e6 i: _6 r
- class << self
1 K8 M0 U8 x0 q; G' Y1 }% l! s - Key = Win32API.new('user32','GetAsyncKeyState',['i'],'i')1 |# x3 f/ [ j3 I
- d8 e# ?7 a4 F
- def testkey(key)
7 ]* m7 b1 D, ~+ ]" r - Key.call(key) & 0x01 == 1
& `9 ^: n4 ]. N - end
1 r$ d% z5 k3 q - * N6 U# V+ p4 v+ y' E
- alias hud_key_update update
. p1 q" U$ L0 ]3 S( q+ F - def update( V- E1 o; `3 \7 s- u0 e
- hud_key_update
* w8 D! k7 J+ ~ - @pressed = []
. ?1 f) I1 G- O6 r2 m - for key in Numkey.values2 P" h& Z8 l/ H2 w; n% n
- key -= 1000
6 M- G, t& W, I, { - @pressed.push(key) if testkey(key)
) W2 ]5 |6 J+ y1 i+ r% { - end
6 A8 e% ~4 D* Z, m9 o - end* q, R) x. L7 K9 V! [
-
! }' k" O, e" W+ l - def pressed?(key) f8 f1 c9 X1 g/ a! A$ o+ G: n! F
- key -= 1000
+ q( _' q8 |3 o1 F7 ` - @pressed = [] if @pressed.nil?3 y: h3 j- C9 y; K* K; G- j
- return true if @pressed.include?(key)7 X" @; Z; H2 E( t1 y' i* _
- return false
% v* w2 t4 d/ p6 {) u - end2 {% _: U7 }) U( ~4 \: |
-
+ ]. n$ j% y- ` - alias hud_key_press? press?
' G, ]" R, X$ j- w5 ?" _ - def press?(key)6 X0 H6 b' E( p% r$ E
- return pressed?(key) if key.to_f > 10004 H( N. D0 h, S/ d" c. S8 [- ^! f
- hud_key_press?(key)! ?+ I8 [# x7 C! {9 N9 Z1 {% F
- end6 y# m7 C) b9 s
- end' f5 [ d5 v# f3 b4 V' {
- end f1 r8 g$ R7 f9 C# Q: z, q. U6 m9 w
- , O2 K" H7 k6 w
- #===============================================================================! A' i: h8 `( k5 k0 y5 u- T$ u( _9 X
- # Game Player, X8 f- j2 H7 Z, u( v( e4 f& n5 y
- #===============================================================================
% p/ A- y$ j; q+ L [" b1 e - class Game_Player < Game_Character
* }% f) H' ]3 L8 N( U - attr_accessor :hud_equip! x6 J3 Y# t) P' u# ?
- ; B0 j% r# `: S3 m) a2 \7 _
- alias hot_key_hud_init initialize4 r- o- c& |" D$ F
- def initialize
0 j$ q* h, O9 ^# t& J V- S - hot_key_hud_init
- _3 Q/ f$ L, ~# P5 e - @hud_equip = []
7 V ^* Q9 u; [ - end7 {1 G$ ?8 u2 [6 r' n& Y( _' F
-
" v$ T) v0 `8 P - def equip_item_to_hud(n, item)
- @3 v" v% ~0 \; l; m2 p$ t, J# m - if item.nil?+ @7 j# D; o" ~% X1 \0 v0 I
- $game_system.se_play($data_system.buzzer_se)
/ O: r+ r/ y1 L n8 y' W# E) O - return
) w# A8 M- K; q3 S - end/ D* T/ o8 w8 ^
- $game_system.se_play($data_system.decision_se); ^% ?* E- ~) ^+ B! D
- @hud_equip[@hud_equip.index(item)] = nil if @hud_equip.include?(item)# o" {/ s% }: g U
- @hud_equip[n] = item% F5 i+ X$ K+ h/ k4 G8 ~2 ~
- end
/ e7 w& W+ p4 q - end
1 J5 e C$ h# b, t3 @ - $ G0 C( r0 S7 L" Y, E
- #===============================================================================4 [. h. n3 C7 `8 J; b( x$ E
- # Quick Skill Window
& _5 V. z* F5 P% Q. f. T1 N - #===============================================================================
* \% J& e3 }1 y. t2 ]9 |- U - if XASVER_37 == false
1 K3 n S' m% {1 K - class Xas_Scene_Skill
; n0 U+ f& c% n5 c4 W - alias hud_quick_menu_main main0 e. Y9 u# f/ P# O( U& P1 y
- def main; B( O5 o% ^! f8 {8 ^. y! ^. J n
- @hot_key_hud = Hot_Key_HUD.new( I0 d, J9 @+ T/ [/ @. V9 M
- hud_quick_menu_main
: s" K# q) E3 j& G7 z+ s( K - @hot_key_hud.dispose
* |+ W. d( S6 Y( s - end
6 ]: b7 A0 @$ D' n% `5 p0 \1 h -
, \& a3 n: X" t9 Q - alias hotkey_hud_qucik_menu_update update
$ H/ j3 d% c& y1 X0 M0 k3 Z - def update
/ [: X) l: s8 C" [ - hotkey_hud_qucik_menu_update1 [6 `% g% i) g0 B
- # Hot Key num 1% e3 C1 }. w. Z8 q
- if Input.press?(Input::Numkey[1])
; F' s3 a( P0 ]9 t7 G [ - $game_player.equip_item_to_hud(0, @skill_window.skill)" H0 O0 q/ |' a
- # Hot Key num 2
8 t: i9 C, g0 ]# w+ @ - elsif Input.press?(Input::Numkey[2])- I( {, p6 l. s
- $game_player.equip_item_to_hud(1, @skill_window.skill)
- B% e' ?1 a- x1 R6 G$ q - # Hot Key num 38 p: ?4 z6 V3 S5 P6 i( P
- elsif Input.press?(Input::Numkey[3])
2 r: [1 }( T# M# T$ c - $game_player.equip_item_to_hud(2, @skill_window.skill)' Y: d" G& C. ]) i1 x
- # Hot Key num 4( H. K, }: h' K+ Q; d0 r4 Z
- elsif Input.press?(Input::Numkey[4])8 l* L& m8 K% J( v
- $game_player.equip_item_to_hud(3, @skill_window.skill)( d- U! b2 D. s' A' c( a
- # Hot Key num 5& `* F5 Q' A# M
- elsif Input.press?(Input::Numkey[5])
& i, F) A8 n6 r) W$ s - $game_player.equip_item_to_hud(4, @skill_window.skill)$ O9 X. P6 q* q1 |' |( F6 p
- end5 q4 D. o3 [3 @4 Z2 B0 T0 @' e
- @hot_key_hud.update( G8 @% K) r2 k! V1 A
- end
! U; O9 R; f8 x n' T - end
W* S: s9 r, k. V - else
/ c) ? W/ z' x8 i8 y4 j# v% N - class Quick_Menu_Skill
6 S, ]( s5 F! ~. v m* L - alias hud_quick_menu_main main4 ?2 c: t) x E1 o$ b6 Y# u" I
- def main
0 s, h& O& Z5 t; }: U - @hot_key_hud = Hot_Key_HUD.new6 i/ ^( i( f6 l; u8 Z5 F/ ?
- hud_quick_menu_main+ l+ u$ Y/ i4 D3 T1 [
- @hot_key_hud.dispose& s; G1 ]& K% o( Y! f8 `& d: }2 A& M
- end
2 l& W3 o8 h; M& O$ Z$ a -
" \* s( K' O. H6 Q - alias hotkey_hud_qucik_menu_update update
% s+ N: ^$ n1 T - def update; s& R2 M: g# a
- hotkey_hud_qucik_menu_update
: @0 f' R8 g, h. T - # Hot Key num 14 l0 W- ^4 x: F' e8 B% J: v1 p4 }
- if Input.press?(Input::Numkey[1])3 A+ ~( G4 ]- s2 s, P; a
- $game_player.equip_item_to_hud(0, @skill_window.skill)
- Y7 v! F `% H @/ _0 M - # Hot Key num 24 b l3 B. @2 Z' U, U! E
- elsif Input.press?(Input::Numkey[2])
8 u" u" r% U. O4 D# v( C+ s9 u - $game_player.equip_item_to_hud(1, @skill_window.skill)
4 m$ F% `$ y3 A0 u# c3 X - # Hot Key num 3
/ J7 u3 w/ s: J( ] e - elsif Input.press?(Input::Numkey[3])
. ^$ k% [ j- G2 |1 k - $game_player.equip_item_to_hud(2, @skill_window.skill)
O L/ W2 f! V' S - # Hot Key num 4
( |6 r. l1 K' D% g9 Y+ S$ t - elsif Input.press?(Input::Numkey[4])
4 G- U3 S' o& n. _* u+ Y - $game_player.equip_item_to_hud(3, @skill_window.skill)- X7 D6 `) Q* |1 W" P, [2 ^9 k3 n
- # Hot Key num 5
& H: h8 {3 C" z8 F: w, j# g - elsif Input.press?(Input::Numkey[5])7 Y6 Q5 d0 W/ `& ^' w
- $game_player.equip_item_to_hud(4, @skill_window.skill)+ M/ u" F+ l& `
- end
/ S, Z: o" Q. O( {/ F - @hot_key_hud.update
' z* v$ k3 p- _( X1 O - end: ]) K( V+ x [" g0 Y
- end
! ?# X; L. |0 @% ]* {$ X - end. V P, p( Y+ G" j: Q4 A
- , d7 k0 l$ C5 [" [1 _0 u% p0 q/ k
- #===============================================================================# y! q8 c9 w# d6 a
- # Quick Item Window# n& i, m4 w& ^: L; q( M
- #===============================================================================
$ }2 ^- ^! g* Z9 E% f2 `/ {/ t - if XASVER_37 == false
5 }/ X: U) v, v8 J d - class Xas_Scene_Item" A% y6 [ D9 i# y3 l
- alias hud_quick_menu_main main0 {4 \7 T9 x0 {
- def main. z3 I2 `, c/ W% v I
- @hot_key_hud = Hot_Key_HUD.new. P. Q- e9 B( C$ S3 V; Q' [
- hud_quick_menu_main
' V% M5 O Z- o p - @hot_key_hud.dispose
+ j; M- N2 L) U, V% {/ }6 a; Q* h+ w - end2 H* X* {0 G7 V7 S4 O
- 7 o& u% V4 N7 a+ ^: s3 u% H8 s
- alias hud_key_update update( Q0 w H8 N4 S1 f$ {
- def update
( Q6 x3 V4 c1 M& m, b; w - hud_key_update3 z2 ]: l1 l! N
- # Hot Key num 19 @2 @0 O) J; H2 ?
- if Input.press?(Input::Numkey[1])
- _/ ^: B! @" V1 L& F0 N3 T - $game_player.equip_item_to_hud(0, @item_window.item)
6 a; q) d9 T5 W' }8 k! W) V, \ - # Hot Key num 2
- J* C+ h8 M+ n% w - elsif Input.press?(Input::Numkey[2])
8 ~% ?; _- o# S! [ - $game_player.equip_item_to_hud(1, @item_window.item)
! n& {) x9 Q8 V4 t! O) X1 C - # Hot Key num 36 j+ o# b' F1 z& e7 J/ F1 X
- elsif Input.press?(Input::Numkey[3])% s# g) M4 [$ W# U0 O. e4 W
- $game_player.equip_item_to_hud(2, @item_window.item)
$ }4 f1 ~6 X; H( A* H6 f& V8 } - # Hot Key num 46 p+ G0 i& }8 e/ o
- elsif Input.press?(Input::Numkey[4])
" R; a9 n9 O+ l5 f% O - $game_player.equip_item_to_hud(3, @item_window.item)6 E0 o- a% A& Q% L
- # Hot Key num 5
$ S' O- ]7 `9 k - elsif Input.press?(Input::Numkey[5])
. k7 \! ^# G$ x4 ^2 v# y- }: k; ` - $game_player.equip_item_to_hud(4, @item_window.item)
0 R# b, R: P" o. e. }8 t: z - end5 q7 J& n: B8 i$ [" M& u6 y. {1 _ V
- @hot_key_hud.update8 L9 h$ @3 j" s- S- n
- end0 w0 U. h7 I( A7 |; x, {' g* c
- end
3 e. z1 A4 O' {% z' m - else
) @4 E' t [& u3 q" Q - class Quick_Menu_Item
9 B" e! n$ ~ k+ h( o" m9 V9 N2 q - alias hud_quick_menu_main main
2 I8 T5 s; I3 d* i' }. N, j* w- c - def main1 }4 F5 h1 b; w2 u
- @hot_key_hud = Hot_Key_HUD.new
% G6 q- D4 d: U* I+ D" U2 r a3 ] - hud_quick_menu_main1 U4 s% t+ c: l# a+ O& ^ a3 J* O
- @hot_key_hud.dispose
1 i6 a4 _: \7 g2 L/ |& C1 D5 Y - end# i% F, Y9 v% D% Y! ^1 w! `; b
-
# A$ L6 c. A' ?' k - alias hud_key_update update
9 t4 ?& o( T5 `3 V - def update1 `( Y7 c) y7 p8 }. c, W+ j
- hud_key_update* w8 S0 x; u- H% T
- # Hot Key num 15 {8 ^4 ]! X- b- l
- if Input.press?(Input::Numkey[1])
* p8 `! }, \1 l) {# U$ a - $game_player.equip_item_to_hud(0, @item_window.item)4 e6 m i+ S3 m6 g+ M) b3 I" S; t
- # Hot Key num 2
4 K' D- P# }! J/ o8 r - elsif Input.press?(Input::Numkey[2])
' ?7 S# p! V' h% t. C# o# x - $game_player.equip_item_to_hud(1, @item_window.item)
[9 f r# n' N2 X# A, L2 s - # Hot Key num 32 M; a8 f* M) w3 Y( E# x
- elsif Input.press?(Input::Numkey[3])
; x0 @" y, a% U W# M - $game_player.equip_item_to_hud(2, @item_window.item)/ V6 L; H: T' r2 a# \( b
- # Hot Key num 4/ X, P8 f4 I, J: g, e6 Z
- elsif Input.press?(Input::Numkey[4])
`2 M$ n0 j3 w8 }4 m# Y - $game_player.equip_item_to_hud(3, @item_window.item)* U3 J5 \' n; g* M! X2 D3 x+ q+ a2 j
- # Hot Key num 5
. ]' d r( p1 C5 c. g \+ ` - elsif Input.press?(Input::Numkey[5])
* k; c' I) } f! S% W9 U5 ]+ f - $game_player.equip_item_to_hud(4, @item_window.item)4 v m; [* m/ s) |# g! j1 f
- end
, w* f7 v O. a, G/ Z4 X; v2 M - @hot_key_hud.update9 f# \- E) y% P$ D# T% m' v3 x
- end
% d7 [2 r' h, r6 E0 e - end# J0 J9 G+ B! r* b
- end
- Y5 m" P- O) ]4 q
7 y/ n6 k) z) O& R- #===============================================================================9 p& M3 R! e: ]7 w: I9 p# P6 [, y
- # HUD Window
7 G; L- c) ]+ e9 q5 g5 U; \8 I1 W" | - #===============================================================================' |7 [8 N! ~4 j. d0 T
- class Hot_Key_HUD < Window_Base
7 K9 L4 D" Q3 v* l - def initialize(x = HUD_X - 10, y = HUD_Y - 15)
: R; d+ t' n. x1 } C5 s - super(x, y, 220, 80)
: [; [8 \* `2 p( X4 G- A- c7 p, m+ c - self.contents = Bitmap.new(width - 32, height - 32)$ W: F5 r4 o5 g& G- C$ B( T( C5 _
- self.opacity = 04 |! R2 e/ \& t r- c
- @actor = $game_party.actors[0]
5 l+ g3 [! s: b0 ~ - refresh
, N1 E! \( R: s% [1 ]- X2 j - end
6 E. [3 L) t5 A1 M9 U6 @' e/ M
+ |8 r1 o, ^) a4 d x; u7 y |- def refresh7 D/ `# Q6 p1 E: q
- self.contents.clear
2 E5 B, w; h r2 K# y% j - bitmap = RPG::Cache.picture("Hot_Keys_HUD")8 p; ^# N+ n: w8 I2 U: X( W+ r
- self.contents.blt(0, 0, bitmap, Rect.new(0, 0, 160, 32))
, U) S3 @% D! I/ r - for i in 0..4
8 x7 y; g+ J6 z& N6 L! m - x = 32 * i + 4
* o4 a* Z% ^ X5 E( S5 C - item = $game_player.hud_equip[i]1 C4 p8 ?- E5 ?, }# t, b8 ]/ [% z" ^. J
- next if item.nil?
) {5 h% f5 ?4 K) \ - if item.is_a?(RPG::Weapon)
& T' ?1 w; J7 p- E - item = nil if $game_party.weapon_number(item.id) == 0 and
, u4 `/ S$ u, S5 P4 [/ i - @actor.weapon_id != item.id0 D9 l+ ] N8 Q- q# v3 {
- elsif item.is_a?(RPG::Armor)% v4 j+ {7 v8 {; U' q0 \. J
- item = nil if $game_party.armor_number(item.id) == 0 and % o2 v {0 y7 d& h( Z
- @actor.armor1_id != item.id
5 V% b, k; x! `* [1 X! w$ N7 O - elsif item.is_a?(RPG::Item)
! |& s3 O$ s; ]) X - item = nil if $game_party.item_number(item.id) == 0 or( v& \! v6 k& A, Y
- !$game_party.item_can_use?(item.id)6 |' e- z. r G& n. i8 \
- end, h, v( q6 A" ]! r" Q
- bitmap = RPG::Cache.icon(item.icon_name)' v( w. h5 ?' k0 s4 c
- self.contents.blt(x, 4, bitmap, Rect.new(0, 0, 24, 24))
2 s+ @' h3 C9 K - end/ x/ W& W8 }6 I/ t L
- end
. \7 `) x) s5 e. T3 i$ z. d. D - 3 E! m5 q9 F- O4 V, x
- def equip(item)
, w8 z: @: r/ {% J% N: o - if item.nil?
& |9 e/ ?9 J+ ?" _6 Z - $game_system.se_play($data_system.buzzer_se)
7 s1 N1 h; O S5 @ - return
( r$ o4 @, l5 D. r; R - end
! o& s. R. P/ w0 a) s, c0 e$ h3 g - if item.is_a?(RPG::Skill)
3 |' B3 o5 U! J8 h - if [email protected]_can_use?(item.id)9 h' L8 E; F3 a$ q
- $game_system.se_play($data_system.buzzer_se)8 b4 w* ~ c7 U$ [1 Y8 r( K/ w5 u
- return ?% D- c3 p. P1 K1 ?
- end
/ f5 I6 r7 A& Q( p* d! H - $game_system.xas_skill_id = item.id5 u7 M+ T3 P. U4 v& E; M
- elsif item.is_a?(RPG::Weapon)
# _* K8 C' D. r- m7 F5 v! d9 n0 E$ ] - @actor.equip(0, item.id)' s3 {8 v: S& U0 [
- elsif item.is_a?(RPG::Armor)2 D8 B4 }/ c: M! b+ L# B/ X
- @actor.equip(1, item.id)" x ]0 V3 c9 E; g
- elsif item.is_a?(RPG::Item)8 h( R$ {+ U. W C3 {5 @
- item_tool_id = XAS::XASITEM_ID[item.id]: H' e% o" X' w6 [7 Q# r$ F
- if item_tool_id != nil
$ L2 J5 z/ l$ a3 Q ^ - unless $game_party.item_can_use?(item.id)2 L# u" y# Q* s$ ~6 q
- $game_system.se_play($data_system.buzzer_se)/ }& B( f; b( Y* t/ f3 @) h
- return
/ M1 `7 Q4 x0 s# c7 O - end
- Z1 N7 J K2 k* ]& j - $game_system.xas_item_id = item.id8 K! b u P6 j; y8 z! k( \" b
- end9 \& w9 |4 `5 {1 C( V
- end
' H# K; z: e1 O - $game_system.se_play($data_system.equip_se)3 P( P I/ p5 D; E$ u
- end$ V- V% i ~/ [0 Z
- ' b9 R; j4 S* l3 o* C2 {0 F
- def update4 f( Y6 l! r, s0 t
- @actor = $game_party.actors[0]& F8 w/ @9 U# d; a, b
- @hot_keys = $game_player.hud_equip3 G9 `0 |) N; _" X) S1 o. z
- refresh
9 Z% P# V2 Q- M* \) { - return if !$scene.is_a?(Scene_Map)
- m0 x* g+ h/ s, _ @. X& { - if Input.press?(Input::Numkey[1])$ H# E, L4 X6 f: k2 w" v$ `% q: B7 L
- equip($game_player.hud_equip[0])% K" g9 m8 ` v2 {4 w
- elsif Input.press?(Input::Numkey[2])
' `+ r8 }# ?+ y) M3 L8 p' V- w - equip($game_player.hud_equip[1])
8 X0 @( ~7 e5 C0 s; Y - elsif Input.press?(Input::Numkey[3])
9 W4 w" O& @" g/ D; `5 I) b - equip($game_player.hud_equip[2])
( W4 d9 q: c* k+ x - elsif Input.press?(Input::Numkey[4])3 |* b1 C/ p% A' W+ Q# Y
- equip($game_player.hud_equip[3])
& R/ H7 ]& T) M, P - elsif Input.press?(Input::Numkey[5])
! h! M/ h0 @+ T6 _& L - equip($game_player.hud_equip[4]), m: E( Q2 R/ W' {2 b7 g" D" G2 K
- end
$ z1 t( @1 r' v, P: R' t - end2 ?& C" A' [# m8 u M
- end: h" Y9 H- S# d! O7 y6 f2 r
?" \- b V: U" P/ H% O- #===============================================================================
2 V2 g! d; H; a3 Y! c - # Scene Map
! |$ c% s0 G9 U9 S: T/ C2 S4 W - #===============================================================================
1 P. u; v1 N/ D: W4 @ - class Scene_Map P9 v1 W, n* }" H# B9 v8 [
- alias hot_key_hud_init main
; c! @4 u5 n* i6 n( U5 w4 G1 J - def main8 z- N. x9 ~6 K; Q7 v6 t Z, N+ L6 [
- @hot_key_hud = Hot_Key_HUD.new% \7 d7 Q! F* I g4 c
- @hot_key_hud.visible = !$game_switches[XAS_HUDDISABLE_HUD_SWITCH]6 ]2 P0 c4 C0 S# d
- hot_key_hud_init* T( S' ]) N6 ~1 ]& E) C
- @hot_key_hud.dispose
7 f6 a/ C7 T$ a: a" q - end3 z8 t6 c) W, v o
- ( C: b) N8 G: x8 ^/ q4 T7 M( N
- alias hot_key_hud_update update0 E5 A0 v! T z$ z U
- def update
A6 z4 U& {, S, ?& m" S+ U: { - hot_key_hud_update. m6 q4 b7 R% e8 ^
- @hot_key_hud.update# j; r( u L$ A$ U! k+ r% _5 w
- @hot_key_hud.visible = !$game_switches[XAS_HUDDISABLE_HUD_SWITCH]) B& \; ~* j7 `& N j$ q
- @hot_key_hud.update if !$game_switches[XAS_HUDDISABLE_HUD_SWITCH]
" g7 S$ \& m0 ?: _. @, d& `: q5 ^0 f - end
- n3 p$ ^( \" [) u6 v% X7 C - end
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