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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,
4 s/ T7 O' S4 t' w, z- C3 E2 R不知道有人能帮忙看一下吗?- #===============================================================================
8 k# y O, ]: [, e - # XAS - Hot Key HUD
! j% P% p% M4 h - #===============================================================================& ]( U5 u' T( }2 l
- # By Mr_Wiggles5 v3 k0 \( b) ^
- # Version 1.31 y3 ^' F2 ?5 e0 ~$ I9 r2 O7 n
- # 7/6/109 [0 o" E8 p- p) o# V/ x
- #-------------------------------------------------------------------------------
& ^: K( M% J: X& f1 H3 i+ H - # Instructions:
' }( G, _4 G7 g8 N8 J, h! e# X - # Fill in the constants bellow, paste this script above main and bellow XAS in
- \' h. a2 }& P8 Q0 f6 F - # your script data base. BE SURE TO SET TO THE RIGHT XAS VERSION!! Z0 x' w+ \# }! c7 o7 h# _
- # $ X# Z; t/ f6 O. Q* t7 G5 S! e1 _
- # Place the "Hot_Keys_HUD" picture file into your game directory ) J& g% h' T0 q2 q' ?+ }
- # Graphics/Pictures folder.8 Q% |+ |$ ]: j
- #-------------------------------------------------------------------------------7 q! V2 g9 U/ p: \) }9 K
- # Directions of Use:5 r; @4 |9 Q8 K* ?: h5 {' |
- # Simple just press a number key (1 - 5) when the quick skill or item menu is) U2 O) J8 y- v1 S0 y4 l' b
- # Showing.4 _, E" B2 V/ Q% M" _
- #===============================================================================
@+ o" ?# G! U) x( F$ f& L - HUD_X = 0 # X pos of HUD
, H$ ^5 N0 U Q - HUD_Y = 0 # Y pos of HUD
* r8 S4 I9 t: i2 G, E - - v5 W% |# r: {, Q7 ^: E+ @- F
- # Set true if XAS 3.7f
0 Z% e/ C% T' [ - # set false if XAS 3.6
; R+ K0 Y: `$ ?9 g6 p - XASVER_37 = true
( s) ^ ^6 ~1 F0 q - * x9 g1 m. I! x; D
- #=============================================================================== r+ ^) \1 k* j- n+ s( }
- # Numkeys Module
# ]0 V$ D0 H$ v, b% }$ @5 O - #===============================================================================
7 z8 j; _ {5 r( ` - module Input* Q0 F7 E( L% |% R8 b* |
- Numkey = {1 => 1049, 2 => 1050, 3 => 1051, 4 => 1052, 5 => 1053}
/ Q: D* Z' O* a - class << self
! H* O6 s: U4 c - Key = Win32API.new('user32','GetAsyncKeyState',['i'],'i'): ?. Z; q1 h: o1 r* [* v5 m
-
& r1 W& O/ y9 `4 ]$ B+ m - def testkey(key)
- g' v S8 F0 R5 N( M6 O - Key.call(key) & 0x01 == 1* |& R9 j- [5 o6 Z# f
- end
# L' }" H! ^9 j - 8 I d3 b1 O+ |" s
- alias hud_key_update update
+ t, [5 M+ L/ T% b, J - def update$ V- k+ d X; w) N J0 m! @& t k
- hud_key_update9 r+ p( O. _0 B+ _" @
- @pressed = []
3 {9 E( m/ ~: x! g5 l# K3 [# h - for key in Numkey.values4 R3 N9 o4 F2 _
- key -= 1000
( e- e6 J, d* W - @pressed.push(key) if testkey(key)& j# ]: p5 b" ~4 u% N5 Q
- end$ Y- D" z0 M' j! A4 X0 V
- end- N& t" I. X2 b* B ?: V' h
-
8 E$ M2 E* J. S: o7 _" Q w - def pressed?(key)# h& \5 h- @- {1 B2 \, Y
- key -= 1000+ {9 c# H1 ]- Y$ N
- @pressed = [] if @pressed.nil?
$ Z1 d/ U7 O% b9 O - return true if @pressed.include?(key)) W0 N2 f7 @$ r5 d, ^0 d6 W
- return false [5 G( x* @: }) D5 q
- end
0 _5 ?5 U+ F: j5 b4 R - * e4 E/ Y+ }6 I5 w
- alias hud_key_press? press?
/ ?3 s2 z6 B6 ? B- Y - def press?(key)# Y7 o* j- b9 v( I# q, p) y4 H
- return pressed?(key) if key.to_f > 1000 l4 Z6 n* r4 J
- hud_key_press?(key)
8 q' g1 P7 W0 c# O( Z+ ? - end0 h% z: P! U' o( P9 U
- end: t: _ @+ z# E
- end
7 ^( F7 h. p1 a7 B9 C. T2 R2 M, A% c - - U9 m1 l& e" m3 ]* I
- #===============================================================================. U G1 C9 E8 L
- # Game Player
9 {5 _) j, V% Z& V& z0 L - #===============================================================================
$ k6 S; C" t f( B3 m2 L - class Game_Player < Game_Character! W; z8 Z. ~! R
- attr_accessor :hud_equip* {: y ~5 t) _# v; ]5 R( l6 B
-
7 V5 H$ W' q* ^+ \ - alias hot_key_hud_init initialize
8 M+ ~3 C2 t' @2 k3 _9 M - def initialize
]0 q% Y; l+ u! P: r2 e h - hot_key_hud_init8 D0 N& e, s* m# z1 h, A
- @hud_equip = []
. a9 J6 e2 r3 P& h- ^3 P' e - end! p2 K8 {! H8 T( w0 `
-
I B7 l. s/ O0 T0 B - def equip_item_to_hud(n, item)
& t5 X: W& U' @ - if item.nil?
5 N8 k L! D* q* m8 e9 v3 ?+ a - $game_system.se_play($data_system.buzzer_se)" M& W* _' {4 Y5 A' z1 q
- return
% B5 p" ~' c1 U! M/ m. l/ p5 ?, o - end
; ?, D; C0 }6 c - $game_system.se_play($data_system.decision_se)' N/ x4 A$ J% ]
- @hud_equip[@hud_equip.index(item)] = nil if @hud_equip.include?(item)
9 t' a, O! ~+ i, O J( G$ K - @hud_equip[n] = item
7 ]1 @# |: }3 p7 }( {1 @ - end
P+ U4 U Z( z - end
/ W4 B7 i3 _2 [* }
6 X+ ^" `3 O; t5 j* X/ T, O$ I4 a- #===============================================================================" y2 g9 b2 ?- ?& k. |" s5 z
- # Quick Skill Window
* b N/ o4 ~" f0 Q - #===============================================================================
3 c: @+ x+ \1 ]% x) T - if XASVER_37 == false, g, }6 s/ E# ^' ]- i
- class Xas_Scene_Skill/ r& k# i0 }$ V: q- a
- alias hud_quick_menu_main main4 k, M/ w! c' U* o7 [
- def main. C0 I. o/ z& c/ X8 S4 I
- @hot_key_hud = Hot_Key_HUD.new; o# O# i" n; y3 @: _
- hud_quick_menu_main
+ q5 \" S R: a7 T - @hot_key_hud.dispose1 W: ~* `" Q( {3 S3 y0 c% S$ ~$ |
- end
! t5 M) K: t' h% g5 w+ J -
# h# x3 k: Z+ \: o* y4 @7 A* | - alias hotkey_hud_qucik_menu_update update
+ H! d2 ]2 V& d- O8 b3 L - def update3 n+ T5 ?3 h/ V& c+ T
- hotkey_hud_qucik_menu_update
- m. ^3 v8 I+ \; ` - # Hot Key num 1
! C) a3 |+ n( l( h - if Input.press?(Input::Numkey[1])
8 X' C, {5 E Z) I - $game_player.equip_item_to_hud(0, @skill_window.skill)4 Y8 q1 l+ v3 V; [3 ]+ [% u
- # Hot Key num 2+ c |5 U- m9 u7 r) n
- elsif Input.press?(Input::Numkey[2])* W9 k2 o0 B: ?$ R9 ^* ~. Z; m
- $game_player.equip_item_to_hud(1, @skill_window.skill)
# ^# A+ y0 u8 y - # Hot Key num 30 ]7 ` l! t) H" d7 l/ w& m
- elsif Input.press?(Input::Numkey[3])
2 p7 |9 }8 ~; H! _4 G - $game_player.equip_item_to_hud(2, @skill_window.skill)$ Q5 l, X6 |% L! p8 N: K2 G( O
- # Hot Key num 4: `: ]2 V9 D/ U' Y1 d* B
- elsif Input.press?(Input::Numkey[4])
* ?' C! q! v9 R7 V - $game_player.equip_item_to_hud(3, @skill_window.skill)2 A+ ?4 X7 H3 l3 Q1 u3 B
- # Hot Key num 52 l/ O Z4 Z- g+ P; |$ ^6 {
- elsif Input.press?(Input::Numkey[5])
. z! j; E: V( n. p+ Q - $game_player.equip_item_to_hud(4, @skill_window.skill)- ]& _1 U& K0 ]) f7 g5 B$ e
- end' ^; q5 ?9 q% m+ l5 m, ?
- @hot_key_hud.update9 a7 r: F* b5 A& K5 S
- end' p$ t) M) i: K
- end
, ~0 p) |% C. c - else
" c/ \, W8 q2 p - class Quick_Menu_Skill
& e4 H! p* G1 i9 I J" g" U- V - alias hud_quick_menu_main main
+ j( x/ W/ B q2 H( ~* f4 t - def main
/ }! `3 E; b- H; ` - @hot_key_hud = Hot_Key_HUD.new F4 `/ y! ?2 R# |- h
- hud_quick_menu_main
2 |8 U. N& |0 |! g- f - @hot_key_hud.dispose
/ T6 v: i- N- ~" A - end' p' r" g+ w- b. N: o3 w( ]$ s
-
3 X/ P+ n+ o4 S& D! I& { - alias hotkey_hud_qucik_menu_update update) u1 {/ X# {. C+ a2 s- Q4 y
- def update
) _2 D- E' F, ^. w6 X! I - hotkey_hud_qucik_menu_update; d$ N" `: H! [! B, M( `# z$ P0 {
- # Hot Key num 1
* W; D% I* U, o- a. e1 P; g - if Input.press?(Input::Numkey[1])
( `1 L3 u8 A8 g, I [ - $game_player.equip_item_to_hud(0, @skill_window.skill)6 O* l6 W! z) Q0 g1 }
- # Hot Key num 2
2 e4 E+ x0 E8 T% P& x+ p! G - elsif Input.press?(Input::Numkey[2])! Y: D! L4 c* C1 e
- $game_player.equip_item_to_hud(1, @skill_window.skill)+ C( |& d# k- W4 S$ o
- # Hot Key num 3
0 h1 ^ }- u- E8 Y) e K, _1 ? - elsif Input.press?(Input::Numkey[3])
% D$ S% p' c0 c - $game_player.equip_item_to_hud(2, @skill_window.skill)& E: [5 |! V7 q6 Q) |
- # Hot Key num 4
5 X6 U" i) X3 }( V3 A( C% k - elsif Input.press?(Input::Numkey[4])
& T( w5 i2 s* O A% X - $game_player.equip_item_to_hud(3, @skill_window.skill)
. B( g2 j; X% V - # Hot Key num 5 O2 U1 p2 U" M" U" u F7 s
- elsif Input.press?(Input::Numkey[5])- [( {0 i8 T* ]* _" ~9 v
- $game_player.equip_item_to_hud(4, @skill_window.skill). {3 u6 Z- H5 l! X3 v
- end
* e* t6 V. o/ w/ u* Y4 h - @hot_key_hud.update) J* p4 ^: E) A# m1 I$ F8 [2 j
- end
' j7 U8 G. |2 |- @9 {1 ]: {/ y& ]" M - end0 N$ K7 F. T8 ~) s
- end: u/ O+ B- K L( T# M
- 5 y$ D+ T7 G* S( p3 X& B* Z
- #===============================================================================
9 l+ @$ ?" O6 ?7 p - # Quick Item Window
9 j; K4 U( x D" U, Z' t5 T) [ - #===============================================================================
8 Q" R! ]7 s3 I2 D - if XASVER_37 == false$ J% D, T- V5 ?, u9 G
- class Xas_Scene_Item
3 d/ i0 G) H4 M8 v7 w5 ^. y - alias hud_quick_menu_main main
4 R4 z& v7 X H8 h8 _$ Z - def main$ v5 m3 \) R6 ?- D5 j4 }. }
- @hot_key_hud = Hot_Key_HUD.new! l8 U* }3 I1 ~; K0 t; ~
- hud_quick_menu_main
4 {7 t0 @1 b7 t - @hot_key_hud.dispose
2 J+ A) \ t3 W8 H6 V; \ - end
( j4 _' r1 P% q -
5 {: `* u5 Q. e- \ - alias hud_key_update update0 B+ q, R n7 F5 F" M* k
- def update U) `) t5 O- ?) e6 p# x& _
- hud_key_update
* V/ h1 K. `6 ?( }$ \6 O2 ` - # Hot Key num 1
8 L! v9 t9 z! M# F# @8 C& t - if Input.press?(Input::Numkey[1])
7 G3 Y+ p8 t+ N! O( Q$ ~; O - $game_player.equip_item_to_hud(0, @item_window.item)1 ^) K& O$ v4 S5 h4 R7 `2 \# S& n
- # Hot Key num 20 u; ~2 f! _+ |& u
- elsif Input.press?(Input::Numkey[2])8 h9 P p3 ^5 X0 [( L5 j
- $game_player.equip_item_to_hud(1, @item_window.item)
' @) P2 w9 h+ O: X6 j& | - # Hot Key num 3
' R5 V% t2 u: j' X7 x# ]! D- D - elsif Input.press?(Input::Numkey[3])
( k6 B+ G3 m& y, `* R- X - $game_player.equip_item_to_hud(2, @item_window.item)/ N8 y0 C% x) U* B4 v m+ L
- # Hot Key num 47 c$ |6 d$ B$ G X8 p
- elsif Input.press?(Input::Numkey[4])1 R7 I! B2 r; p1 f+ p6 a/ q3 q, @2 ]
- $game_player.equip_item_to_hud(3, @item_window.item)
, P; K* a! Y% r9 g) R7 V+ _4 t - # Hot Key num 5
5 e* S7 [3 ?- B/ e - elsif Input.press?(Input::Numkey[5])
, H4 B$ ~9 D$ T8 f- `6 C. z1 O n - $game_player.equip_item_to_hud(4, @item_window.item), A. X) U# T% H4 `% ~' [
- end
! C3 H! z% D6 ~2 A: U" G - @hot_key_hud.update
: w; z3 Z, G6 e. N) n4 U - end. C" e; B8 b ?1 b/ a3 B5 u: i% M
- end
" ?2 x6 Q! g8 Q* I$ N - else% F ~3 | B4 b* d
- class Quick_Menu_Item
/ V) Y: `% h7 i# a5 L; b - alias hud_quick_menu_main main. f3 ~/ G% l+ ^2 y8 _
- def main
% |1 Y; e$ t7 c- i* m - @hot_key_hud = Hot_Key_HUD.new% }% o, I# B B: u1 M
- hud_quick_menu_main
- Q- \: H, q4 `, f - @hot_key_hud.dispose
6 ^. H M# ~9 \0 c+ ^* b4 ]8 m0 ? - end' r% h5 i+ h5 r& P+ I: k
- " L7 `) e: m9 H* S4 D
- alias hud_key_update update! R1 G2 j# m: n! ]3 }
- def update
X/ o' e6 G: ~' A) j$ {3 l - hud_key_update
4 ?! X7 ^/ M+ m - # Hot Key num 11 o2 H4 w) q, B
- if Input.press?(Input::Numkey[1]) A/ m( L9 f2 e! c5 `6 A
- $game_player.equip_item_to_hud(0, @item_window.item)$ {& D8 {% A- I& t+ P6 z' ^
- # Hot Key num 2
: Q/ M" S2 X! y2 C1 I5 s' l. u- ^ - elsif Input.press?(Input::Numkey[2])$ A, T2 I) P$ u3 u9 a' _; {7 g
- $game_player.equip_item_to_hud(1, @item_window.item)
( j# p# P6 G7 X. B - # Hot Key num 3& e( x3 W. L$ O
- elsif Input.press?(Input::Numkey[3])
1 ~3 A( j+ i5 c" r4 w9 \0 t - $game_player.equip_item_to_hud(2, @item_window.item) V" V+ P+ I9 s6 E. n) Q$ {
- # Hot Key num 4' ~9 j4 ?7 F/ n) r
- elsif Input.press?(Input::Numkey[4])
. ^3 \( U, P7 e: ?$ W - $game_player.equip_item_to_hud(3, @item_window.item)1 @* N, {+ K u- n% ?" B
- # Hot Key num 5
- I0 W% }! a% s, |+ ^$ K - elsif Input.press?(Input::Numkey[5])
( k, j$ D9 a- l" Z - $game_player.equip_item_to_hud(4, @item_window.item)
7 ?' T+ ^: ^8 R/ ^6 M: a% t - end ?, E9 w6 L; |0 i, ~& q
- @hot_key_hud.update; Z! K6 I' j7 ~% A9 @' i' E# \: o+ g
- end' m h2 }+ C2 R6 p$ l Q8 e- M$ L9 l
- end" q) M/ n7 i" V
- end
' i+ h2 h. [' h* j - 2 E! Y0 d. e! `- n# U
- #===============================================================================6 \, G1 E/ @1 g" g! a7 y- G# m& [
- # HUD Window
" S; J& p0 ~$ I; e) q3 Z - #===============================================================================" l& @5 p3 [8 c* E
- class Hot_Key_HUD < Window_Base
# t0 n& t( S3 ^ - def initialize(x = HUD_X - 10, y = HUD_Y - 15)
$ M* _2 v& @- ]9 a2 [2 y - super(x, y, 220, 80)
9 O0 |6 ` h' K2 j$ A4 x* b& | - self.contents = Bitmap.new(width - 32, height - 32); F4 y% W1 a/ |! I* l3 }1 A
- self.opacity = 00 y; }# k: `, t; R' Y2 _
- @actor = $game_party.actors[0]4 N1 W; S& p' Z; n) k, d! s! Q) z
- refresh9 k1 A$ ?% [% x6 \2 x
- end
) V) p, U: X$ }) _( h- A" o - & a/ v' ]% l! s8 e( x
- def refresh5 L* l( \ j+ f
- self.contents.clear8 [- z4 U& C" h; c- B
- bitmap = RPG::Cache.picture("Hot_Keys_HUD")$ I# j3 A" n% m
- self.contents.blt(0, 0, bitmap, Rect.new(0, 0, 160, 32))* J! x0 P, C# k: ]
- for i in 0..4
9 ]( B8 ^* d8 d( P) J - x = 32 * i + 4
4 V3 b, S( G& e% V( l3 }9 n - item = $game_player.hud_equip[i]8 o! y$ Z, w. r+ U* R: g; `4 p; C
- next if item.nil?, [7 Z; k# _$ I! b( @) x
- if item.is_a?(RPG::Weapon)( K1 i3 |4 n% J H+ n5 |8 D
- item = nil if $game_party.weapon_number(item.id) == 0 and
! x, \# d5 W. U* X2 G/ ^: H$ a - @actor.weapon_id != item.id
; c5 v7 m2 G, \1 Z; b: x - elsif item.is_a?(RPG::Armor)* e# U) U6 x% N: |2 [1 v
- item = nil if $game_party.armor_number(item.id) == 0 and
3 }, J+ A2 [: P U. D+ E# {: U - @actor.armor1_id != item.id3 {8 |, i1 D; t' e& |
- elsif item.is_a?(RPG::Item)
4 g; |# r9 ?6 H# N* Z - item = nil if $game_party.item_number(item.id) == 0 or7 ~8 `/ v6 O9 c d: @ {2 u
- !$game_party.item_can_use?(item.id)
, A; k7 \) [. \' ^, E - end5 |: ~6 w% n; a( x5 }" j" R$ m4 H
- bitmap = RPG::Cache.icon(item.icon_name)- ?2 Q1 H9 ~, ~' r9 j- Z5 X
- self.contents.blt(x, 4, bitmap, Rect.new(0, 0, 24, 24))
8 ?) X4 R! d7 d: ^- N - end
. G* I, L) `9 T; v! } - end
) y$ Q* h! B5 B* i5 Y, r - ( D' Q7 V4 H5 {; v4 p, L" w4 X2 F
- def equip(item)
8 }! Y: j. s( U# i - if item.nil?% u% K, {' h/ L: h4 | Y8 c q
- $game_system.se_play($data_system.buzzer_se)
! |6 @# p3 M! Q. R- H# r- y - return, x, C$ y, E1 O# `) C
- end7 H$ D g8 Z k7 n" ]: M
- if item.is_a?(RPG::Skill)
5 {# a& l3 b9 [3 W7 R7 n5 m5 Q8 f - if [email protected]_can_use?(item.id)
* k" X/ f. V8 ?, C+ A7 E l - $game_system.se_play($data_system.buzzer_se)/ S% ~, ] z$ {' s3 v0 ]- x
- return
0 W7 q* L+ {& Z& T - end
4 {% c! S! ?7 E" T5 q1 A - $game_system.xas_skill_id = item.id
, a B+ n6 T0 S- B8 G& d6 X - elsif item.is_a?(RPG::Weapon)8 z/ y/ u/ _+ o( Z6 `: t' W
- @actor.equip(0, item.id)
- O' H/ }1 U9 R# p1 P. p; B8 J - elsif item.is_a?(RPG::Armor)8 H/ W; H8 Y3 w7 ~) D: G' _
- @actor.equip(1, item.id)
$ b, H9 v3 X, [8 K9 {8 ~ - elsif item.is_a?(RPG::Item)9 Z4 E$ N+ s! O% V, d0 @
- item_tool_id = XAS::XASITEM_ID[item.id]
$ o8 @! s* s/ Z j) S- X' {6 c - if item_tool_id != nil
) @4 m }- L E0 A# s5 C$ X - unless $game_party.item_can_use?(item.id)8 S# m! S h# r" J# _7 C- w
- $game_system.se_play($data_system.buzzer_se)
0 d, w! D& }$ j& K, E% \ v2 X - return* C2 z5 X! u6 l
- end- e a6 L1 W2 e' X
- $game_system.xas_item_id = item.id! O3 q7 r! \' }: `$ U; G8 T
- end l8 c3 J* ~) f# q
- end2 ~4 o3 k* K+ B) Y! h, X2 }
- $game_system.se_play($data_system.equip_se)' _; h% r+ I. }' c' P
- end
" b0 p/ w/ {( z' I. A! U& R7 L' a3 L -
7 z& `* I( g9 i' Q - def update; L1 d; r6 ~% F3 Y% K& Z. u: j
- @actor = $game_party.actors[0]
9 O/ D2 h. u+ u" D6 ]% h - @hot_keys = $game_player.hud_equip1 y& p* d) ?' w" {
- refresh: i& N9 {# L6 \6 \( L' i/ \" T
- return if !$scene.is_a?(Scene_Map)3 [) u8 x$ m: G, b- j; N
- if Input.press?(Input::Numkey[1])
7 T% |# W' [' ~9 x+ j - equip($game_player.hud_equip[0])
3 ?8 u# U$ u! N& S - elsif Input.press?(Input::Numkey[2])
6 s# \/ ^6 k8 \ - equip($game_player.hud_equip[1]); {1 {* b4 u% J) h/ m$ M1 Y R6 y
- elsif Input.press?(Input::Numkey[3])6 W* n- j& i; d' h+ } ?
- equip($game_player.hud_equip[2]) 5 l2 \! z. H' i! | O( h8 P
- elsif Input.press?(Input::Numkey[4])
# ] h! f- i1 s - equip($game_player.hud_equip[3]) & X' E8 x4 A: x# i* e
- elsif Input.press?(Input::Numkey[5])
# r1 J5 j* {) B: j8 f' ` - equip($game_player.hud_equip[4])9 i0 V2 m! [5 s
- end) G0 o9 U, |8 C5 Y* L0 }
- end
: F* X7 v2 |6 J' N9 L - end
2 |. P$ p) J& C7 X - ( `" x& O$ x! I9 A
- #===============================================================================) \ a$ b6 F h
- # Scene Map, c6 n& J- H0 d D2 s* V3 O
- #===============================================================================
# O; ]( |( a0 P } - class Scene_Map% y. l1 k% h# _3 l
- alias hot_key_hud_init main) C& W1 t7 w" z! b" S& r N
- def main' N+ h n& N9 ^ K$ ~! D1 o
- @hot_key_hud = Hot_Key_HUD.new0 M& P F" U3 d! Q; f7 c- L6 M
- @hot_key_hud.visible = !$game_switches[XAS_HUDDISABLE_HUD_SWITCH]
; _( d1 p' w5 c - hot_key_hud_init
# i" L8 W! ~* Q- O8 N - @hot_key_hud.dispose
5 U. j0 D' g$ B8 h - end
* F3 N+ n% j2 G; f; o* Y; _9 ` -
" x% A1 N" x: }5 b' ~9 l - alias hot_key_hud_update update+ ]" Q% A" B/ m) X. q
- def update8 T; |1 }( v6 \. A8 v2 f2 B
- hot_key_hud_update4 l6 V7 Q' ^6 M9 V U7 @
- @hot_key_hud.update" Q+ _, x. n) e r+ J9 R
- @hot_key_hud.visible = !$game_switches[XAS_HUDDISABLE_HUD_SWITCH]- G p5 V5 Z- H5 L; E
- @hot_key_hud.update if !$game_switches[XAS_HUDDISABLE_HUD_SWITCH]
* t6 F/ s& T5 i- ]2 R - end
$ V; F( o( M3 g7 M$ K - end
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