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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,
% x9 J$ Y# E6 w7 |不知道有人能帮忙看一下吗? - #===============================================================================
; _& N& I2 p" W - # XAS - Hot Key HUD
) l% ]: E* n/ ?5 @& [4 L' H8 q l - #===============================================================================
( [2 l$ [3 b9 g5 [0 F6 [- C- u - # By Mr_Wiggles
/ C; C7 C- {( |* T* A* f5 R# z% M. L - # Version 1.3
9 _/ E9 f; U* x& U. J - # 7/6/109 [; r+ i5 {# w3 F1 i9 W- t
- #-------------------------------------------------------------------------------9 d! s4 q& r2 h0 R6 _
- # Instructions:( _9 X) x8 o! Q: J+ p( |6 B$ X" {
- # Fill in the constants bellow, paste this script above main and bellow XAS in& c, K# G) M8 p2 Z) d
- # your script data base. BE SURE TO SET TO THE RIGHT XAS VERSION!!
: o5 R H: { W- B; M7 O - #
/ F9 s6 W" [! B2 P- P - # Place the "Hot_Keys_HUD" picture file into your game directory : X' X. L1 ^: u, M: `! k; M
- # Graphics/Pictures folder.
5 e2 t- ~2 R( X/ W+ I% c - #-------------------------------------------------------------------------------) G3 k/ A- x# [! Z9 e1 P# h
- # Directions of Use:
; e" z8 @" P, l - # Simple just press a number key (1 - 5) when the quick skill or item menu is
3 S" }- p! u* K - # Showing.
$ r2 F g0 I3 U: H- j4 C - #===============================================================================
5 e# T8 ?$ Q7 t - HUD_X = 0 # X pos of HUD: @$ P: \6 C# o+ N C- `% C% M
- HUD_Y = 0 # Y pos of HUD
* p8 ~) u0 B, B- V6 u - $ t' D |$ @. s& t9 F* E
- # Set true if XAS 3.7f
' D J# J: R4 S* x- E( ]5 H - # set false if XAS 3.69 z- V3 Z+ L/ {* ]& p8 A# C% M& r6 d
- XASVER_37 = true, ]( r! w" q6 G: M" t' }
1 u5 i# N$ g4 a# R5 s4 J4 b- #===============================================================================
2 ?' G- N3 ~( { - # Numkeys Module) k; {2 N9 t$ I0 P8 m- g1 |6 \! s
- #===============================================================================1 T4 M8 n- T0 h! N3 [) y5 w
- module Input
' x$ g/ |# c* p: X9 H% i' x1 A- e - Numkey = {1 => 1049, 2 => 1050, 3 => 1051, 4 => 1052, 5 => 1053}0 T: k4 V- Q9 w* a
- class << self& z. F x! N, T$ ?' y0 |( i% y
- Key = Win32API.new('user32','GetAsyncKeyState',['i'],'i')8 ]* ]+ w' e2 y$ I) w7 ^
-
8 o4 k/ @! f& D - def testkey(key)6 }3 q2 E L \( k" [
- Key.call(key) & 0x01 == 1
- v( T# O( t" H2 Z+ s0 z L, W" t - end
) D- @- R: s+ I- G4 A) @9 {* v$ S -
' S2 U" v' P! ] y) J5 ^3 ~: |! x - alias hud_key_update update
& K6 B# h9 h( {3 ~9 K3 q - def update
$ S4 w& P9 Q/ ~4 o. r' N9 y - hud_key_update) W1 c8 A/ u% V3 t$ t* V: C& J
- @pressed = []4 a- k. l, |# \4 e9 s& D
- for key in Numkey.values6 Q5 ]4 l) O* U9 t8 g) k( t
- key -= 1000
+ e6 H4 d" @0 @# j; U - @pressed.push(key) if testkey(key)
: l2 F' h0 w+ V: S! I. z9 C - end
% Q g& u- A& X - end
. h9 a- Q! p" e- Q% o2 @ ?' @$ _ - i* A4 m! q# b1 w) F
- def pressed?(key)/ L4 ^# b# [5 n% r; S. f) t6 A. O4 B" s
- key -= 1000
) d- H5 G4 A/ o) A( D3 k/ O. E - @pressed = [] if @pressed.nil?
7 |) w6 { k% I* a) k# ]) @ - return true if @pressed.include?(key)
( b' X% B% B1 s, m5 @ - return false
8 ^/ ` q7 R1 I+ q1 Q - end
) h! }( O# ~ C9 X# f- a- l: k - 1 ^' k0 w, W1 C& J" S
- alias hud_key_press? press?
1 i) X1 ^$ j) ]) n, h - def press?(key)9 }4 I3 n8 n6 u+ r
- return pressed?(key) if key.to_f > 1000
) s7 q4 F0 r& e - hud_key_press?(key)
: `4 m4 m, B" P4 z- X" B' M* R1 x - end! Z$ K* o5 H( O; i" ~& x0 q6 I
- end* k3 W6 G# E: I1 e8 x7 [- n
- end
, j/ } u. N; w( n& u& b - 8 t4 O1 _$ g9 d6 L! o
- #===============================================================================
) b1 f q) F& a% w - # Game Player& w4 U$ D$ B6 m. x* H2 Y
- #===============================================================================( m9 l5 n( G; F* g: Z! u
- class Game_Player < Game_Character
7 Q- u. p( K( f& l3 j$ U - attr_accessor :hud_equip5 J; f, W4 |7 _6 L) |
- ! i! o1 `5 m! e: l; k1 e* Z
- alias hot_key_hud_init initialize* m$ T5 m9 c `( Z6 T6 H1 j
- def initialize+ A) U1 j- @7 f7 B1 p3 A$ Q$ d
- hot_key_hud_init) e1 Q( G7 m/ B+ _$ }/ \% {
- @hud_equip = []6 w/ T [9 z$ `9 |' X3 O2 I' c. ~
- end
8 v; H2 ?! R" o - - }( p/ f* [+ F" H7 r# Q4 w
- def equip_item_to_hud(n, item)8 N; X* D' U4 h# u5 Y
- if item.nil?9 }3 S- C1 ^# Y" z( Q( o
- $game_system.se_play($data_system.buzzer_se)6 b/ G }8 z$ @; I- `2 z7 j
- return
) J9 Y4 |* _& r( P3 A0 ` - end
+ A+ A! S. }6 g0 d: q - $game_system.se_play($data_system.decision_se)+ s; j: w2 M+ F# b8 u, ?" }
- @hud_equip[@hud_equip.index(item)] = nil if @hud_equip.include?(item)
\8 e8 A/ k5 J - @hud_equip[n] = item
8 g; d1 Z; I0 G" | - end
q" j2 z% Z* [: Z, A$ f - end2 p5 V; {3 ~: T- Z5 |4 g/ y
- " t2 X8 a$ ~) I; \+ i ]2 z
- #===============================================================================
7 B- v7 g" m) }$ g0 [7 q - # Quick Skill Window
: n- s/ {$ b9 V6 G: W - #===============================================================================
\0 h( x1 {' \& Q; s - if XASVER_37 == false
0 F9 Z) y( q4 q( C! q! g5 F6 _ - class Xas_Scene_Skill& R3 X+ K, ]( j9 u
- alias hud_quick_menu_main main
' B7 f% a! |9 T - def main
4 o2 {, s2 F2 Y9 f4 b - @hot_key_hud = Hot_Key_HUD.new
B+ M, K" c J2 k" \5 x - hud_quick_menu_main
0 \. I( u6 F- O0 \! k C. M - @hot_key_hud.dispose
3 N: g B$ @0 W! | - end2 `/ g, o- }& Y, G
-
6 W2 k2 E7 Y) e' t+ A2 W! Q% m - alias hotkey_hud_qucik_menu_update update
; T, S% V% M2 ] - def update/ a" P3 {" ?0 U
- hotkey_hud_qucik_menu_update) T6 g7 ~0 m' T0 `+ b( U; P
- # Hot Key num 1! o( j; ]! A) H+ Q
- if Input.press?(Input::Numkey[1])& x* w* ]% F6 `& z# W
- $game_player.equip_item_to_hud(0, @skill_window.skill)$ ~8 S% {; y9 P" r# t
- # Hot Key num 2; B5 A* J; z; v. G& |
- elsif Input.press?(Input::Numkey[2])2 N+ p; R2 u. U
- $game_player.equip_item_to_hud(1, @skill_window.skill)
$ [' m+ Z& z7 R/ r - # Hot Key num 3: o4 s/ r; B: C: \0 S
- elsif Input.press?(Input::Numkey[3])
$ q6 S. n) x+ P - $game_player.equip_item_to_hud(2, @skill_window.skill)
& \% t3 `$ |% A2 ]% w0 s - # Hot Key num 47 Z$ C1 `! P& e) Z, q
- elsif Input.press?(Input::Numkey[4]); e h' K0 @- t
- $game_player.equip_item_to_hud(3, @skill_window.skill), Q$ R' V9 {) A" y+ E* P+ @
- # Hot Key num 5
! ~9 ~/ c: K4 B8 z Q: b) N - elsif Input.press?(Input::Numkey[5])( Q: t5 c, v. E7 P# S
- $game_player.equip_item_to_hud(4, @skill_window.skill), n' W: U! r) Y' k4 S( }2 l
- end
- s4 a" p! a, t- A, u( a/ Y - @hot_key_hud.update
% [2 |9 J. D. q, A9 Q, B' u - end1 I# s) l0 p4 N. Z' r1 F
- end0 c8 @, ^& o0 a/ x- Q
- else# q' s& D1 B$ T3 R
- class Quick_Menu_Skill
$ N/ \. R4 c: g5 z - alias hud_quick_menu_main main
( J4 L7 _% \( c; O! M1 F* I - def main
' m/ I+ y0 H+ {8 {. m& y - @hot_key_hud = Hot_Key_HUD.new/ k, v" _) V5 K7 k) a( w6 T% J: R* a
- hud_quick_menu_main
1 M. L; _6 J8 Y - @hot_key_hud.dispose# Y/ X7 U# T# Y4 S0 s
- end! U$ J- c7 S6 W3 U! [7 e3 {
-
( r B) a) j, _% N7 { - alias hotkey_hud_qucik_menu_update update4 W" X( p m, Y
- def update4 i- x. k" I1 D
- hotkey_hud_qucik_menu_update4 N6 s E9 v4 J1 z; p
- # Hot Key num 1
3 b" O0 w7 D$ b' H* _. F" A' {4 N - if Input.press?(Input::Numkey[1])
! J2 t" @/ ?) Q# [! Q8 v1 q: l! f - $game_player.equip_item_to_hud(0, @skill_window.skill)
) D3 _5 P8 Q* n3 z N - # Hot Key num 2
, ]& s! @. s; W. D" l! O6 [) ?" \ - elsif Input.press?(Input::Numkey[2])
; k0 S4 t8 x5 j1 k2 j+ f# i - $game_player.equip_item_to_hud(1, @skill_window.skill)
8 p5 f; l5 h" m7 z5 | - # Hot Key num 36 N8 Y' v/ l/ t! w
- elsif Input.press?(Input::Numkey[3])
8 v8 [* r. v8 Z" P+ O- C6 `; v3 V, U - $game_player.equip_item_to_hud(2, @skill_window.skill)/ }3 x- q& j9 q. |
- # Hot Key num 4
4 b# O! I% h# F - elsif Input.press?(Input::Numkey[4]) h2 `2 O+ ~4 q( ^: d
- $game_player.equip_item_to_hud(3, @skill_window.skill)
( r: ], T8 G! D$ l7 b0 A6 _ - # Hot Key num 5
/ P! `+ K/ y( N- [% t - elsif Input.press?(Input::Numkey[5])
& [% l2 e7 _4 @4 M - $game_player.equip_item_to_hud(4, @skill_window.skill)/ A5 m3 p% J' ^5 s# m' b0 E
- end9 e7 B6 p+ @! I0 Q
- @hot_key_hud.update
, `) o# n2 F; a) v( t+ O - end
% T B- a1 }# c$ x1 d# n' g9 z: k - end
) y& J9 P2 u g- E - end. V& S1 V; O4 c; C$ c
, O9 E( X G% u. |$ R- #===============================================================================0 X. j0 Z! i; {
- # Quick Item Window! e3 \3 P. s- Z0 G' H. B2 s. y/ p' B
- #=============================================================================== Z P( {0 H7 A
- if XASVER_37 == false
9 C* x5 o+ z! J9 f4 D1 J ? - class Xas_Scene_Item
0 [" v% a4 ?( l2 @ - alias hud_quick_menu_main main" w$ ]; R% P5 |- s
- def main
6 H9 }. x; C1 m; O; p - @hot_key_hud = Hot_Key_HUD.new
2 A- a8 ~0 ` V9 z0 ~ - hud_quick_menu_main
; P0 h+ X+ r4 {. A4 B3 Y - @hot_key_hud.dispose% y, O7 B7 r; |' m
- end }, z6 L) `, W/ |- F( p7 d
-
' ~ @7 x/ }+ P - alias hud_key_update update- k' Z0 b" v% D2 `. s! c4 p
- def update; G$ @8 R1 {) i" [$ @) [
- hud_key_update
2 E" ~( z; N* a' i% f - # Hot Key num 1- P* F4 w0 q# u; g
- if Input.press?(Input::Numkey[1])
: U# ?4 J) h+ r0 I8 |- o- D3 O - $game_player.equip_item_to_hud(0, @item_window.item)
" A. T; Z1 `; H! j - # Hot Key num 2
) U" l( o; g. v - elsif Input.press?(Input::Numkey[2]) p) M6 O, s2 d1 `! T
- $game_player.equip_item_to_hud(1, @item_window.item)( I' ^% Y0 m+ m5 k' k3 W
- # Hot Key num 3- f& T; M K& j% t. [
- elsif Input.press?(Input::Numkey[3])
' ^4 Z6 m4 p9 b3 B! F - $game_player.equip_item_to_hud(2, @item_window.item)
, D8 A* U5 U, K3 m) F7 ~& g - # Hot Key num 4
+ d8 {# v) F, Q6 R) W) } - elsif Input.press?(Input::Numkey[4])
% K1 V5 C" E' O& `, o* t7 r8 o) G - $game_player.equip_item_to_hud(3, @item_window.item)1 W3 f4 J1 _4 L: u" D4 J
- # Hot Key num 5
4 X) N* v. i3 \6 O$ r - elsif Input.press?(Input::Numkey[5])0 g% R- Q7 K# R$ R# ?5 Q
- $game_player.equip_item_to_hud(4, @item_window.item)
/ y0 k' R" h. ~4 g2 a - end
* g1 K( X9 c6 f6 \/ i- O- g" }0 M - @hot_key_hud.update
9 q) g) S- q5 }9 e - end3 ]8 M- {- S; w9 c8 l9 l# d& N
- end
* o) k7 t5 U1 E7 d/ Y& s& p - else9 ]. O3 c7 J! c" D
- class Quick_Menu_Item
# x5 Y% c1 _5 D0 z8 b# e - alias hud_quick_menu_main main9 z2 _ W! [% E5 P5 _; D
- def main
9 T& Y: ~6 \3 C( l3 b - @hot_key_hud = Hot_Key_HUD.new
, G8 p- e6 i, d - hud_quick_menu_main
* W# D# \% L2 C5 e$ f+ Z - @hot_key_hud.dispose4 @" p, M$ N$ y- n! ]
- end
- A4 ^& N: _3 v' w -
, L$ C; R! q$ @5 A - alias hud_key_update update- @, C% h( P0 i, S8 ~& X
- def update
" ^& C6 m7 Y+ J& o8 a+ C - hud_key_update
3 g5 _# f# o4 q. o" p - # Hot Key num 1; T" @. m% h5 ~, z/ { W$ x7 M
- if Input.press?(Input::Numkey[1])3 k# K) L1 E- I! e/ e' o
- $game_player.equip_item_to_hud(0, @item_window.item)
$ X! T. d3 n2 R2 q - # Hot Key num 2
" n) ?5 o9 \5 k! r! n - elsif Input.press?(Input::Numkey[2])! I. M g# }1 Y- t4 ?7 V) P; _: q* H
- $game_player.equip_item_to_hud(1, @item_window.item) w0 z, u9 t/ [, Z
- # Hot Key num 37 c( p2 E+ O) g4 X" z
- elsif Input.press?(Input::Numkey[3])
4 a1 k# H/ }5 B' w5 J/ K& k& T - $game_player.equip_item_to_hud(2, @item_window.item)6 m- J( u4 g) J* m7 h) z% e
- # Hot Key num 4
! S2 K/ e, E$ R: D - elsif Input.press?(Input::Numkey[4])" v' T3 R6 U* J8 F
- $game_player.equip_item_to_hud(3, @item_window.item)2 C9 d- K3 p8 k" }5 x+ @$ u
- # Hot Key num 5
( C# ?) H4 ^9 w/ ~ - elsif Input.press?(Input::Numkey[5])
/ t4 B7 w& u, z r$ X0 }4 J - $game_player.equip_item_to_hud(4, @item_window.item)6 X/ k& U2 b7 S& u
- end
0 V O: n! ~) r5 t - @hot_key_hud.update
% x( T) l0 j; t2 b9 k! m# i/ L5 } - end3 h" ]5 s4 I- ~ b6 {1 x) m
- end7 z3 T( `. K% ]0 z2 c
- end
{" n+ e2 Q, K# S# {/ v
5 x( x7 G* h' p v$ X- #===============================================================================% a- N. g7 }$ H# r5 l
- # HUD Window
# D" s. l% N% W - #=============================================================================== \" B! D+ Z& ^8 f# Q% I' Y
- class Hot_Key_HUD < Window_Base
7 u5 J0 Q7 F0 X2 ~ - def initialize(x = HUD_X - 10, y = HUD_Y - 15)5 q/ a5 Y6 V0 t* n
- super(x, y, 220, 80)( p& _) S" d" l& F, }% k
- self.contents = Bitmap.new(width - 32, height - 32)
+ m2 W* K9 H6 O7 Y - self.opacity = 0
: ^+ F/ W$ b# o4 i' p2 Y y - @actor = $game_party.actors[0] O# ~! `4 x( G% }8 q& ]7 C/ ]
- refresh( p: V9 V( J1 P" B$ T
- end
/ p1 [8 z5 ~. V1 h2 q - ; m$ T: K. h' b- a: U
- def refresh, q7 X. ?7 @$ n: U& t' F j4 K- I
- self.contents.clear) g! ^! l$ e2 y
- bitmap = RPG::Cache.picture("Hot_Keys_HUD")& ^7 N) I* I5 H! N
- self.contents.blt(0, 0, bitmap, Rect.new(0, 0, 160, 32))" M# f+ ?% e$ V S$ o
- for i in 0..4# R. B$ h* |2 p7 s. p: A. C5 ^
- x = 32 * i + 4
" U& T' [- {* R/ w - item = $game_player.hud_equip[i]* @# V2 x+ B: H( H. G: h/ C- A2 \
- next if item.nil?
: Y( o& y& s; w& Y+ g3 z - if item.is_a?(RPG::Weapon)
* \+ U) `/ P! m' C ?0 i - item = nil if $game_party.weapon_number(item.id) == 0 and
5 X; R2 G( N+ |) l7 Z# p1 A - @actor.weapon_id != item.id
. e# c$ C; ?. M2 [7 P) I$ I) F5 R+ R - elsif item.is_a?(RPG::Armor)3 |. [9 q5 b0 t5 o5 _- }
- item = nil if $game_party.armor_number(item.id) == 0 and 8 R# v/ }1 Z5 V
- @actor.armor1_id != item.id
& O8 p" S, Z' M% _0 [ - elsif item.is_a?(RPG::Item); @2 o9 `, y9 V8 q
- item = nil if $game_party.item_number(item.id) == 0 or8 }/ s4 l4 y7 j2 L" k
- !$game_party.item_can_use?(item.id)
% O, F" ?$ m$ Z# y9 z$ z - end
5 t' Z i' _/ P* ~4 p1 B - bitmap = RPG::Cache.icon(item.icon_name)
* U3 K8 U5 P8 k- [9 Q* l6 v0 @; W - self.contents.blt(x, 4, bitmap, Rect.new(0, 0, 24, 24))
; P- m N n0 F9 o5 C) q! ~3 ^ - end' s( w; T ?' F$ r9 H, i: v# O6 s
- end* j& W/ D) }8 s; L
-
2 C3 [- e# @" o( E - def equip(item)2 O$ N; @* W/ E- ~; L" y
- if item.nil?) M/ _ J/ L6 r3 L* y! f
- $game_system.se_play($data_system.buzzer_se)
7 `3 g/ |' y0 i& _ - return+ c( X0 A+ o; W9 q
- end
0 m) I$ K! C9 ]. f$ A. K - if item.is_a?(RPG::Skill)
|4 A5 S" L5 Z" N - if [email protected]_can_use?(item.id)3 Q3 [: K6 i: p+ h( o% `* F
- $game_system.se_play($data_system.buzzer_se)
' h" c9 z2 c$ }: S% g$ ` E. _! i - return. o4 ~: F" J( K0 ]5 x8 i
- end: L7 [: u2 ]) ^% ^
- $game_system.xas_skill_id = item.id3 s7 q& |; b7 x9 [! \$ T0 v
- elsif item.is_a?(RPG::Weapon), v+ }% x5 n/ C; P$ c' d
- @actor.equip(0, item.id)
1 S/ e, h% E- A0 f3 P4 { - elsif item.is_a?(RPG::Armor)' k: q! o: j( g- U
- @actor.equip(1, item.id); @" ^4 \; G' L" @: }8 v1 M. U3 ^
- elsif item.is_a?(RPG::Item)
& C. |0 T9 Q- z, x2 s - item_tool_id = XAS::XASITEM_ID[item.id]: R9 V( ^: n/ ~ A* m2 O
- if item_tool_id != nil
; H- Q, X9 x0 O8 D - unless $game_party.item_can_use?(item.id)
, M3 x5 ^* q4 C7 q5 ^ - $game_system.se_play($data_system.buzzer_se)- A% A3 R4 P" @% ^" ]( ]$ O) p
- return0 s! x) ?$ b: O" c
- end9 O6 \4 c+ s9 f- y
- $game_system.xas_item_id = item.id1 ]# l/ h6 c& @8 B. K0 ?! R
- end" `8 ^8 d2 B* M
- end
. Y( C0 [ v U1 q4 j* r/ u( G - $game_system.se_play($data_system.equip_se)/ S, p3 n' V! ]4 A/ f& L
- end
- Q) Z6 g/ U% q) k1 d - 9 t5 r, w/ C( P/ A/ r6 h/ A+ r1 s
- def update
: F- {$ A4 Y- l" q - @actor = $game_party.actors[0]
% m6 o1 |8 W/ e% G2 p* z - @hot_keys = $game_player.hud_equip
; \ ?( H' a# @% Y. a - refresh
4 Q9 l2 `: M: r: o4 g - return if !$scene.is_a?(Scene_Map)
- l1 m: d( U$ u8 \$ A - if Input.press?(Input::Numkey[1])6 s0 T1 n$ Z! n8 B& Q6 N
- equip($game_player.hud_equip[0])
, A P! ]% c. U, T3 Z: H - elsif Input.press?(Input::Numkey[2])) S+ v* l$ }/ z3 A' ?0 C
- equip($game_player.hud_equip[1])3 G' a7 k, G9 ~6 [6 E+ H. v
- elsif Input.press?(Input::Numkey[3])- c6 f- u2 A* [, `& w7 ]9 n! G) z
- equip($game_player.hud_equip[2]) 5 V7 W9 s4 f* i0 p! l* t( t: ^
- elsif Input.press?(Input::Numkey[4])
0 x, `! `- d5 [! ?! y2 v - equip($game_player.hud_equip[3])
8 v9 S8 K+ }. z* g - elsif Input.press?(Input::Numkey[5])& \6 z# R' i& _, F- o" u9 N1 i; e; l
- equip($game_player.hud_equip[4])
- f Q/ M( J. X j - end( X' y: a" K7 H$ ]4 K) z. I
- end
5 W/ _" V' x, R4 t - end
8 K# o& |/ D/ Y& m - , O: E2 f( n: S/ s
- #===============================================================================
# {7 W8 T' I4 g# E6 H' i - # Scene Map
/ w7 G- q5 z8 H! y - #===============================================================================' w9 p: _7 h [* O
- class Scene_Map2 }+ e0 o6 r) B) S1 |
- alias hot_key_hud_init main m: ?1 I% q( e
- def main
7 c6 N$ k; I c( P1 B, U - @hot_key_hud = Hot_Key_HUD.new
; w9 b$ s6 ]) _8 a0 B! H - @hot_key_hud.visible = !$game_switches[XAS_HUDDISABLE_HUD_SWITCH]6 e: W [% r' u Y( W
- hot_key_hud_init' W. v; ` e, P; c" x( k5 P6 B. a
- @hot_key_hud.dispose
2 F/ X1 A7 ^6 }/ K; }7 ~ - end
" [; ^! l, i2 F f - - Z: Y0 c& z( m6 R' R4 e5 \# z
- alias hot_key_hud_update update
& G& g. }; f5 _+ c - def update6 I9 y1 l. I; i( A1 G4 P
- hot_key_hud_update
7 O5 u& @ j6 Q1 n. U5 L - @hot_key_hud.update8 z5 Q) e4 u: `& Y/ `
- @hot_key_hud.visible = !$game_switches[XAS_HUDDISABLE_HUD_SWITCH]+ {( v5 F8 j9 q; z
- @hot_key_hud.update if !$game_switches[XAS_HUDDISABLE_HUD_SWITCH]! p$ ]. }0 Q+ O, M
- end
+ j2 T% N5 E/ U0 }% e. f/ r - end
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