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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,; D7 g, d# F4 o
不知道有人能帮忙看一下吗? - #===============================================================================
; T! b- C1 w9 n: O7 W% X5 L - # XAS - Hot Key HUD, F9 L/ B* x i; [7 s
- #===============================================================================/ g# t0 h" [ x
- # By Mr_Wiggles6 o& L+ Q* O* @3 n6 r
- # Version 1.3
5 T# b: r- n8 `) R+ @4 `0 B$ Y- b" J - # 7/6/109 R) \3 c# u+ [% A% t- x! b1 m
- #-------------------------------------------------------------------------------
3 ^" D, N& d1 v- a# g. G - # Instructions:2 Q0 O/ v# N- }" W; A( f# v9 c
- # Fill in the constants bellow, paste this script above main and bellow XAS in
3 I" Q9 e3 m' w/ k( C - # your script data base. BE SURE TO SET TO THE RIGHT XAS VERSION!!
0 Q0 c) B. t; S/ e. D& ? - # + f6 [6 _) m5 `! l* E/ i6 G5 L2 `
- # Place the "Hot_Keys_HUD" picture file into your game directory
! X3 d; E/ ]0 z. t$ _ - # Graphics/Pictures folder.5 _9 a9 e5 l0 k/ ]0 H, u4 }8 J
- #-------------------------------------------------------------------------------
0 H |2 w& g# B0 y. Q3 c! G - # Directions of Use:
: f. \' M3 {' V2 Y - # Simple just press a number key (1 - 5) when the quick skill or item menu is
5 k$ m/ k, @) u( s/ |! B - # Showing.
" i8 Y2 F. T0 r" D - #===============================================================================
$ W# A/ e: v# g0 I( x7 S2 h' D - HUD_X = 0 # X pos of HUD
& N% H' x7 U1 V8 C5 ^9 j# k5 a - HUD_Y = 0 # Y pos of HUD7 _4 a# {. o- E& t" |7 A M: Q
& [' _& E3 r8 ?: y. ^/ P+ c4 r- # Set true if XAS 3.7f
! H% ^- F4 P4 ^# _+ ~3 p% C! Y4 R - # set false if XAS 3.6
' y: c5 A0 ~+ R h( o - XASVER_37 = true
1 ]2 L( K0 R" L% z- o8 l+ p6 t
s! g/ a p! |! a( V, Q3 U$ }- #===============================================================================% z$ K- B# o5 C* u
- # Numkeys Module
5 e. P* {0 g7 O: I6 k8 `5 Y+ L - #===============================================================================
& W q& Y8 q, r0 b! h+ U3 y8 | - module Input
" |% P6 I+ @, b - Numkey = {1 => 1049, 2 => 1050, 3 => 1051, 4 => 1052, 5 => 1053}
0 ?* B+ L- m7 ]* w - class << self
5 J, s( \5 Q Y - Key = Win32API.new('user32','GetAsyncKeyState',['i'],'i'), Z' v) A; o8 L( {( W
- " T# r& u( T" |5 l, p1 h& N
- def testkey(key)
$ W F* i! i( g# G, p - Key.call(key) & 0x01 == 13 \& h* D2 r2 M) x7 Z
- end, |" g( r7 \5 L7 B, E: O
- ; ]" m' O$ \0 f# p9 k
- alias hud_key_update update6 x: h! }! P3 u1 r+ `3 _$ Z( g
- def update
/ z, T' g! l9 k+ L7 s8 ]3 ?" }4 T - hud_key_update
5 t% A3 f4 M0 H - @pressed = []
1 [/ [& K* ]# U" r# r - for key in Numkey.values# W) U. {9 U: M! F) t& v
- key -= 10008 h5 S U( w. y
- @pressed.push(key) if testkey(key); D4 T# M* T6 Q1 T5 u( r' T; \" W
- end
! g6 o" |6 Z9 ^9 D3 E" c - end, c. C3 a$ Y; K! Z
-
1 j8 e' `# N3 H3 ~# H8 x* V - def pressed?(key)
6 @4 r5 q& ~, ~% [: m/ c - key -= 1000
% ?* ^- I% u% d6 D% z - @pressed = [] if @pressed.nil?! V9 K$ R! c( A/ h, F/ S |
- return true if @pressed.include?(key)* U3 p$ I! t' A
- return false
: W. W" r" f# u8 g2 ~( ~# v - end
4 J) Z6 `8 m/ A& B2 C% q -
) Y: x* f" P8 E) x0 R4 y9 C* x7 b - alias hud_key_press? press?- z4 [# [9 t4 e) S+ F4 K
- def press?(key)7 {. S) \, j. b, F
- return pressed?(key) if key.to_f > 1000
1 {& I' ~+ a; A- |7 Y* Y - hud_key_press?(key)
2 J B& C, m; ~' u1 H - end
& j, p5 W; ]2 O8 `% Q - end& I7 |' ?# Z# Q- k
- end
4 e1 E; z ]; `, \3 E
' x. U: N5 b5 L- x$ K* y- #===============================================================================& m. ^ M$ Y+ Z7 p6 }
- # Game Player
% \# Q% K; K2 J1 T( z - #===============================================================================0 I6 X5 {- \! r8 `
- class Game_Player < Game_Character/ Y) H! G# k, ?
- attr_accessor :hud_equip
* N- u" t* D6 f# j ~1 T - , e% ]+ x4 ~, v
- alias hot_key_hud_init initialize
7 A; z7 M5 A8 ~1 h0 r% ?6 n# U6 ] - def initialize% d/ e0 c' P3 _- Z1 B% t
- hot_key_hud_init- ? q7 x g# l/ G D H. ~4 f- ?$ A
- @hud_equip = [] p7 l" `2 A3 \0 z, P3 Y
- end v. u) i! C% _, K$ j/ s& {: \
- 8 X% j' G5 @7 i! ?1 K
- def equip_item_to_hud(n, item)
; d$ C, o$ E6 W) f1 r q1 A - if item.nil?
" l! z' H# y2 Z, U$ t3 q( [ - $game_system.se_play($data_system.buzzer_se)
: B* G5 q& Y3 p3 F8 v- E$ { - return
4 j# p) r( J$ o. J r8 D% ] - end
3 |* V/ s! T# y: s+ c - $game_system.se_play($data_system.decision_se)
9 g) T4 |3 e: M - @hud_equip[@hud_equip.index(item)] = nil if @hud_equip.include?(item)
* B1 {: |2 A3 j& c$ k3 t k! F; | - @hud_equip[n] = item
4 e' H7 ^/ i4 X - end) r! h2 k9 ?% X0 v. u# L/ c! v
- end
5 T% c8 M2 d) K - ! e6 V6 v# D: m! [: j9 _' e
- #===============================================================================
4 z, {0 Z/ \/ M' a1 B - # Quick Skill Window
9 C: S: Y/ x0 D0 @) r, P j - #===============================================================================
0 p6 Z5 L; O# w& ~' p - if XASVER_37 == false/ f4 J3 H6 c$ ]$ m, B- v
- class Xas_Scene_Skill
1 |) a; w; v% j* I: T% y3 A - alias hud_quick_menu_main main
3 z6 b. a9 J& i/ Q# Z - def main
7 V2 @& {, J% c t& R3 T7 L - @hot_key_hud = Hot_Key_HUD.new& Z7 _$ l1 x% x0 k. l" [
- hud_quick_menu_main: b& `. M8 c- @. Z& D$ z
- @hot_key_hud.dispose
2 S6 ?4 f( |+ L - end
2 [6 U# a, p: }0 t( | -
$ S. g' k, L* j" E% ^$ o% r0 L - alias hotkey_hud_qucik_menu_update update: U* m& `& _' G
- def update/ p/ [1 t9 H$ H, n! m
- hotkey_hud_qucik_menu_update7 H) _& N" b$ h: P
- # Hot Key num 1% q$ H2 V. X. N' c4 z
- if Input.press?(Input::Numkey[1])& j' ^1 r7 `" B; x* G9 K. M5 S. l
- $game_player.equip_item_to_hud(0, @skill_window.skill)
/ F% a( Y0 p( v6 s& \; ` w$ _$ i - # Hot Key num 23 }" K) l( S( _" H" }* Z7 n
- elsif Input.press?(Input::Numkey[2])7 i" h5 X( J# z9 Z
- $game_player.equip_item_to_hud(1, @skill_window.skill)1 H& L+ c5 T/ i2 E
- # Hot Key num 3# i _% ]$ d+ p) o
- elsif Input.press?(Input::Numkey[3])* \9 z: \* t# Z% _
- $game_player.equip_item_to_hud(2, @skill_window.skill)
9 N2 W% I% R# [5 Q4 p; A - # Hot Key num 4( v) H% |- d5 Y
- elsif Input.press?(Input::Numkey[4])4 c! u1 U7 q7 d, m8 A$ \- h
- $game_player.equip_item_to_hud(3, @skill_window.skill)/ A' Z* x+ F. g& b6 o) Z
- # Hot Key num 5- W0 M4 s! I% i3 \% }& N
- elsif Input.press?(Input::Numkey[5])
- D. ^2 u9 M6 g, n - $game_player.equip_item_to_hud(4, @skill_window.skill)3 J* u/ U [: u" F& @$ M
- end
( H* x i/ q1 X" k2 G7 ^* [5 h - @hot_key_hud.update
$ A! X& a3 X: M - end
5 ~1 o: ~" x( G6 c; W - end
' @/ y* v4 ^/ ^/ ~) G - else
) C3 t) Q, U4 {) J - class Quick_Menu_Skill4 W# d! ]; e2 f$ B/ H- u* t
- alias hud_quick_menu_main main
+ j3 \& G4 A- I+ W f8 K7 [* x - def main
& T) f- Y* j& r - @hot_key_hud = Hot_Key_HUD.new0 F, D3 y0 Y/ N, N |
- hud_quick_menu_main
0 d! R" s" E; b/ {9 ]0 l, O# ` - @hot_key_hud.dispose" b1 O' P4 D" p/ ^ M) p u
- end
4 p9 ~: q, P" w s. L7 y. [- @ -
- v2 l* l1 F0 I: r; w$ v( Q/ x* G% [ - alias hotkey_hud_qucik_menu_update update
1 k# j* h- l- ]) X4 V0 y: t - def update @8 s) M! `3 L+ A
- hotkey_hud_qucik_menu_update+ v8 k. V6 Z# A* d! g
- # Hot Key num 1" X- R/ ]) c! g0 m6 O2 [- z( [% U
- if Input.press?(Input::Numkey[1])" I8 e+ b- p0 Q8 k1 l
- $game_player.equip_item_to_hud(0, @skill_window.skill)5 B3 h+ h4 A9 q1 \6 N& z( ]! c
- # Hot Key num 2
% |2 m+ f; f; W$ F$ e - elsif Input.press?(Input::Numkey[2])
& w5 n9 U$ _3 b: o1 W - $game_player.equip_item_to_hud(1, @skill_window.skill), n* J K# N4 x0 {, y5 x( {. I" s* L
- # Hot Key num 3+ C2 X6 b( ]8 N" y0 w
- elsif Input.press?(Input::Numkey[3])8 C5 v- Z1 A/ U9 M \
- $game_player.equip_item_to_hud(2, @skill_window.skill)* [, J) R. {! ?- y/ `) @# I
- # Hot Key num 4
( s- X% c" m. F9 K8 ] - elsif Input.press?(Input::Numkey[4])
- ~: Z/ R9 a% @" \, g" B# w - $game_player.equip_item_to_hud(3, @skill_window.skill)! W. W1 b5 P6 L+ n
- # Hot Key num 5
3 E5 D3 k% z3 k - elsif Input.press?(Input::Numkey[5])* y) }; n8 U( I3 A" v; j1 _2 y! f
- $game_player.equip_item_to_hud(4, @skill_window.skill)
! B5 @- k* m: P% F# p" y - end' L8 h( F# S4 N! L
- @hot_key_hud.update
& o& g+ D$ k4 z" d) s# Q5 M, p - end
/ ]7 ~* a4 q2 Q - end
9 K( y. u4 u$ { - end. x$ ~" q, V- I+ ~2 K5 @% l
- + C/ E5 n7 J3 z) s7 D
- #===============================================================================
* J$ e. l# l& W5 O+ [. ~; E - # Quick Item Window
5 I. I# w, G5 K g. { - #===============================================================================
) ^7 r8 }$ N6 v - if XASVER_37 == false" T% Q1 n9 Q! K8 t
- class Xas_Scene_Item0 S* h1 E2 V: |
- alias hud_quick_menu_main main
- R# E P: c% ^; f - def main
+ I2 a+ e: T* M% {9 T# o, y! u - @hot_key_hud = Hot_Key_HUD.new# ] p7 J6 W! Z7 _; o
- hud_quick_menu_main
7 P7 s0 |0 h5 n! p! P3 } - @hot_key_hud.dispose t; g0 d% M% }3 T
- end0 |. _7 q8 E0 e, g% Y, P& A
- ; H1 C5 [0 @1 l' ?5 i7 Q
- alias hud_key_update update
4 e. o# j4 n6 n% ?1 f2 F( U - def update
4 Q3 l" N% h( w! p1 F t% H - hud_key_update
2 |9 `" S z6 {! @- T! u) h5 a - # Hot Key num 1
0 }3 i d: q, Z. s, s$ g4 Z - if Input.press?(Input::Numkey[1]); U' n% O6 R3 u6 W; G# {4 e
- $game_player.equip_item_to_hud(0, @item_window.item): A5 k1 J7 M, P- F& I! F
- # Hot Key num 26 r1 S: x. n5 e
- elsif Input.press?(Input::Numkey[2])
6 O$ n3 g) i/ ?. ^8 n# { - $game_player.equip_item_to_hud(1, @item_window.item)
l: K$ O7 v: T& v4 l& W' E6 { - # Hot Key num 3! t0 G( k) z" a* ?" U. `' B; P
- elsif Input.press?(Input::Numkey[3])7 G6 H" A2 ]. G) ~) ?2 }/ g
- $game_player.equip_item_to_hud(2, @item_window.item)- G1 \1 n ~4 s$ _
- # Hot Key num 4
6 ~% _" Z& |: d! l; z2 Z1 x+ \2 B - elsif Input.press?(Input::Numkey[4])
2 V! t* ^% r0 N7 u0 P5 O - $game_player.equip_item_to_hud(3, @item_window.item)
6 Q% {9 U& ?6 ^( x$ j - # Hot Key num 5
D9 O& X4 V+ k5 |' Z$ L: N8 G - elsif Input.press?(Input::Numkey[5])
7 `- n1 Z# E! v9 Y% f W4 C - $game_player.equip_item_to_hud(4, @item_window.item)
9 g& M5 [& m6 F2 G$ R6 N: N/ E/ V$ K - end
! D7 d9 I3 d/ i& e& V5 O5 B" ~$ B - @hot_key_hud.update& P: [: L7 p; c9 w, R7 C
- end
6 W" [3 T, [0 t0 B; f - end; q* N& N- M$ Z4 `' Q4 G/ e
- else% t/ ~% w$ ^' z& N/ {- Q8 b
- class Quick_Menu_Item( v u z/ w/ L5 g/ L
- alias hud_quick_menu_main main
. ~6 K; D9 ^9 ?; G9 {- X% @ - def main
# e- d0 l7 t1 J+ H9 j - @hot_key_hud = Hot_Key_HUD.new2 k' I S1 c5 m! A- C" I1 \( K
- hud_quick_menu_main& R" I; Z: T9 W$ Z
- @hot_key_hud.dispose
( V9 u. U# M7 l - end# c; f6 ~6 t4 h1 o" Z6 r4 F K
-
; Q n, z$ {$ \ e9 Z - alias hud_key_update update( J6 E) J4 a; _" k/ Q
- def update$ E0 U# u6 b# b: f3 e0 V! C5 ]
- hud_key_update
/ K3 `+ S! |$ Q' a - # Hot Key num 18 I4 J; N6 x. C/ p" j" K
- if Input.press?(Input::Numkey[1]). z, m. ]3 x( i& i% Q$ b+ h
- $game_player.equip_item_to_hud(0, @item_window.item)) p, Q. K. J- ~/ ^( a; L% i" U
- # Hot Key num 20 z' |/ F4 c$ S8 f. H7 R
- elsif Input.press?(Input::Numkey[2])
, f1 K5 [% {+ r# G - $game_player.equip_item_to_hud(1, @item_window.item)4 ~$ J n$ t7 E
- # Hot Key num 3
' v ~/ O9 U* u+ T( F) X - elsif Input.press?(Input::Numkey[3])
. O8 Y& o/ R8 J, n1 H E - $game_player.equip_item_to_hud(2, @item_window.item)! V/ F4 r0 {8 m8 q% a
- # Hot Key num 40 [: g6 [5 d" m+ l$ p5 I$ C
- elsif Input.press?(Input::Numkey[4])
* m' w7 F! ]) l0 `) T - $game_player.equip_item_to_hud(3, @item_window.item)
. g& u) C0 u3 C7 P - # Hot Key num 5
* ^, X; j7 b5 ? - elsif Input.press?(Input::Numkey[5])) R- Z- n8 E* U: `
- $game_player.equip_item_to_hud(4, @item_window.item)& {; C: Q- ^- x# i1 f% g8 G
- end
, ^. M4 r0 d# k - @hot_key_hud.update
* [" L1 ]& |! f! z - end0 n; O1 z. \# ^, Q0 r3 B
- end
# @, k0 W; Q* ^8 k6 u' q - end' f$ G. Z: r. @# l* i! F
- 3 y/ L! L* d6 Y
- #===============================================================================8 a2 f# L( v) i- r4 X
- # HUD Window
, n- S3 f1 t$ {) n, L/ {% [ - #===============================================================================$ p5 }$ @. y+ D. U
- class Hot_Key_HUD < Window_Base
( j2 q. O( `5 Y; r - def initialize(x = HUD_X - 10, y = HUD_Y - 15)4 b8 ^* p1 b8 {4 `6 s( u
- super(x, y, 220, 80). O3 l) ]5 ~( ^9 {0 N/ h) V+ K
- self.contents = Bitmap.new(width - 32, height - 32)
6 a2 m3 R% a1 K4 Y; }4 ? - self.opacity = 05 D8 U) h/ y3 W h, t$ t
- @actor = $game_party.actors[0]
$ @6 E" O( {4 Q+ g& }6 S7 { - refresh
: U6 V! V* \. j - end
7 M/ [5 g5 J9 P) y1 q- X8 Y+ E - ; a1 i) o5 A3 L
- def refresh
) c( N8 o8 r& ]/ @ - self.contents.clear8 @: g W3 w( n* N# C0 K
- bitmap = RPG::Cache.picture("Hot_Keys_HUD")
0 h8 s3 w- P& u0 _1 u - self.contents.blt(0, 0, bitmap, Rect.new(0, 0, 160, 32))4 W; F6 K6 ?5 g) W/ W3 H; J
- for i in 0..4
8 B) V' Y# w$ y* {1 N8 E - x = 32 * i + 4
9 m Z: ^+ m% ]+ I0 E - item = $game_player.hud_equip[i]$ T+ f# ~4 \$ d/ r0 X' ?; d: E
- next if item.nil?# W1 ?1 D4 h4 Y+ Q# u3 y
- if item.is_a?(RPG::Weapon)
/ y( y! C& P& C4 u* ?" Z - item = nil if $game_party.weapon_number(item.id) == 0 and. V* d2 Z; y7 T. [8 ]
- @actor.weapon_id != item.id h$ Y, N3 J2 p
- elsif item.is_a?(RPG::Armor)
: V. |2 M5 ~8 A- t& @+ u+ D% b: f - item = nil if $game_party.armor_number(item.id) == 0 and
" R7 B# p, ?% A: Q w - @actor.armor1_id != item.id
% {; o6 @: _( J, _ - elsif item.is_a?(RPG::Item)
( }( \# t3 g( W" A - item = nil if $game_party.item_number(item.id) == 0 or0 a7 u6 u( B4 P5 k( U9 {: h
- !$game_party.item_can_use?(item.id)
' _, M! u3 m# q - end# l% l; R: E1 L
- bitmap = RPG::Cache.icon(item.icon_name)9 r+ O- {% u0 |7 k4 j% u
- self.contents.blt(x, 4, bitmap, Rect.new(0, 0, 24, 24))
: g W k) C. [/ j1 x. A9 J - end) Q/ A& x6 R% i: p
- end
8 s" O% c5 ^% {; |7 y -
6 H: U2 [3 V# n. f4 a) {1 ^ - def equip(item)5 G4 Y. G6 n. b$ T% }6 n7 g* }# r
- if item.nil?
! @. G: L9 y+ |7 \2 m - $game_system.se_play($data_system.buzzer_se)
, {) }5 P, [, l! z - return2 ~" Y" `- H/ c# g) V6 e
- end. L; `! }" r( g
- if item.is_a?(RPG::Skill)$ H( E+ h+ l' C' b& G' ?9 @8 p
- if [email protected]_can_use?(item.id)+ \; f# R8 @: I& N H C
- $game_system.se_play($data_system.buzzer_se)
5 c4 h* N4 \( M4 k& v R - return
/ m* u, M! c0 ^! D! c: n; h - end$ T5 B8 t2 Z1 {/ Y
- $game_system.xas_skill_id = item.id
+ X, ?& J$ M/ ]% G- o/ h, S - elsif item.is_a?(RPG::Weapon)' @/ b! }/ K5 U% F" T
- @actor.equip(0, item.id)2 R ?/ g8 h- Y0 C- c
- elsif item.is_a?(RPG::Armor)
9 A& l% S. ]/ e& Z9 L - @actor.equip(1, item.id)% a* q9 ~( v% f
- elsif item.is_a?(RPG::Item)
& R7 Q3 {/ s* M1 g# A h) Q - item_tool_id = XAS::XASITEM_ID[item.id]7 L- z2 a3 ]* r# n
- if item_tool_id != nil" p2 t/ T; l4 _4 L& X. h `
- unless $game_party.item_can_use?(item.id), }; w7 j7 Y: \( s# _
- $game_system.se_play($data_system.buzzer_se)9 x* J4 b. K+ L! L6 W' r6 e8 _
- return, S5 T: C+ K1 t$ p& E& c
- end
6 V0 F/ z7 G4 x% Q3 ] - $game_system.xas_item_id = item.id
8 ]; b8 F2 w1 `4 g5 J" d - end9 r0 R& s, z/ w% F/ ^- ]2 c
- end% V1 l7 {3 F5 U9 p* |& ~4 a" F
- $game_system.se_play($data_system.equip_se)+ S7 e) C; V" l! e
- end
, D! F% E& }3 Z% [ - ; |, Z- `5 n. \5 Y8 g# a
- def update/ X5 k/ @% f% i6 [: @
- @actor = $game_party.actors[0]/ h# `: C. b, V2 j% i% }
- @hot_keys = $game_player.hud_equip" L2 e1 [: \( j! f& r o
- refresh& H( y% M8 g; a
- return if !$scene.is_a?(Scene_Map)2 A0 S/ X: M' u) J8 m
- if Input.press?(Input::Numkey[1])$ Q, W) ]4 v0 G9 z" @. M
- equip($game_player.hud_equip[0])+ u' @8 ^3 D0 }: X- Z
- elsif Input.press?(Input::Numkey[2])
; r7 A6 f! x- V - equip($game_player.hud_equip[1])6 e/ L% K( ~/ s
- elsif Input.press?(Input::Numkey[3])
: B* M: a0 A! m - equip($game_player.hud_equip[2]) + ~ n# o" j$ @7 ]* k# S. D
- elsif Input.press?(Input::Numkey[4])6 W0 U. g4 W' S+ E9 s
- equip($game_player.hud_equip[3])
M' G @$ ]8 I) w - elsif Input.press?(Input::Numkey[5])
" ]' w4 a2 _4 x0 Y; X6 u9 \+ d: Q - equip($game_player.hud_equip[4])
0 v1 j" q* O: q2 \: N# V - end
8 x( H+ R" n# s - end
% f5 Q1 c) t5 e - end
2 V- Z8 |; z% S+ Z$ Q1 c - 3 u3 ?- ~) n5 \
- #===============================================================================
# t+ N8 D$ j0 r; B+ T# E! ~ - # Scene Map+ p0 _8 Q% C+ R/ ?! E; V7 X( ]
- #===============================================================================9 i# l/ p6 c& d- D
- class Scene_Map
+ |2 f, D! A3 W* K8 U% D1 o3 E - alias hot_key_hud_init main
6 T4 H+ k) O' I - def main$ l. A Y. `1 r2 d
- @hot_key_hud = Hot_Key_HUD.new
7 o' f$ o3 f- g7 n* [* L2 a - @hot_key_hud.visible = !$game_switches[XAS_HUDDISABLE_HUD_SWITCH]' i+ D; W) r9 @4 y
- hot_key_hud_init6 j/ |( e$ O e0 j5 ]; _' ^
- @hot_key_hud.dispose b1 H. Y/ W8 @9 h. S! J
- end. {. \6 y) {: r
-
; ~, W1 H# I1 c& k8 Y/ ~$ i8 T - alias hot_key_hud_update update. G5 n! `* m" _% M/ |
- def update
* n! @' G3 p, F+ G2 K - hot_key_hud_update" C- } q* l D# K
- @hot_key_hud.update
' S. r- Z" j# [ - @hot_key_hud.visible = !$game_switches[XAS_HUDDISABLE_HUD_SWITCH]
8 w. p/ T8 N! z/ n- T) h4 e. a - @hot_key_hud.update if !$game_switches[XAS_HUDDISABLE_HUD_SWITCH]
2 p8 T7 S% i5 x. l# ^7 O - end
; t9 h9 L8 k) X - end
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