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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,3 I1 ]/ R; ^) ^% n
不知道有人能帮忙看一下吗? - #=============================================================================== d: x( ^* [0 W. z* N3 u
- # XAS - Hot Key HUD1 |# i4 g6 I0 N8 O
- #===============================================================================% A t2 R! Q# T/ v s+ l0 D3 y. |
- # By Mr_Wiggles! r. F8 }! k" f9 p
- # Version 1.3
6 L$ n# O4 o/ R; |* u: a1 @% F6 r - # 7/6/10- c6 O/ {8 \, T5 T
- #-------------------------------------------------------------------------------* [" N$ }' `- H: o# E$ S
- # Instructions:
* j5 ]& I9 n2 ]. t0 y - # Fill in the constants bellow, paste this script above main and bellow XAS in3 X$ b/ p( Z$ @. }, z7 ^' r) q4 ^
- # your script data base. BE SURE TO SET TO THE RIGHT XAS VERSION!!
. u, P+ ]5 X" e - #
4 o b% D5 r) `9 x7 A$ j7 H* t$ y - # Place the "Hot_Keys_HUD" picture file into your game directory
; \0 x# A: u k9 j - # Graphics/Pictures folder.7 i7 T( ]$ `) ~+ T! u- V3 T
- #-------------------------------------------------------------------------------. |4 x7 G9 w; P" p) S- Y
- # Directions of Use:
5 @) i+ n* R7 F- U9 U - # Simple just press a number key (1 - 5) when the quick skill or item menu is
' r3 J, D2 F1 y6 @8 w2 t( S - # Showing.' N5 {4 \" p Y6 F
- #===============================================================================: o, w' ]/ J) p$ f
- HUD_X = 0 # X pos of HUD, G0 L7 T1 p3 S5 e, ^
- HUD_Y = 0 # Y pos of HUD2 z/ D) W: g6 M3 U$ ~
- + [& d, Q9 |. |& a2 S/ g
- # Set true if XAS 3.7f. W6 O' f5 U7 H. Q- }
- # set false if XAS 3.64 z/ O3 z! c& Q
- XASVER_37 = true
$ z5 Y* A# `) e0 p+ K6 D
' {3 S8 n0 W# U# F" D8 j7 J- #===============================================================================
) F4 o7 b0 w/ E) U) I - # Numkeys Module
6 l! b. _+ b- e) ]# i1 h - #===============================================================================0 |3 ?1 P6 Y$ _2 }; d' H
- module Input
+ {$ F' L& R* |# I: S - Numkey = {1 => 1049, 2 => 1050, 3 => 1051, 4 => 1052, 5 => 1053}
& P4 V1 y' V. R+ f Y - class << self& R( {1 q8 M" f( V% u
- Key = Win32API.new('user32','GetAsyncKeyState',['i'],'i')
5 K. v1 o; j( _, Y) n -
/ g0 W* T1 c0 t$ o: ` - def testkey(key)
" \# g- y' {1 x3 ` - Key.call(key) & 0x01 == 1. z" u# \! k% R C% m& \
- end T1 i V# r/ b/ x/ P, m' Z6 l$ [( S
-
4 L/ @6 }" g2 R; C' t - alias hud_key_update update
# T8 D- Y3 D7 ?- ^* u* e - def update( l7 w! D# F# y7 [+ d( u
- hud_key_update1 S/ D: \' X' _
- @pressed = []4 v' A) t# P' j, S
- for key in Numkey.values
2 G6 a% Q W; V$ i - key -= 1000( P; j; ~: O& T) S; u0 g$ S
- @pressed.push(key) if testkey(key)) E1 k. [( U% s% \3 ?2 z# `" }
- end a& o+ [% s- W4 L# `9 G$ Y$ C* \
- end4 k# g* K0 m! }" F7 ^
-
! V9 o2 N: N8 X. j6 k* q - def pressed?(key)% j/ B# G+ N3 N
- key -= 1000! _$ F/ B8 ~+ p$ f* f
- @pressed = [] if @pressed.nil?
0 I: j$ N! k2 Y# Z3 C' H1 `6 n - return true if @pressed.include?(key)
0 n5 L6 X& x+ J - return false4 h$ E- e6 }6 O/ I1 X
- end5 r3 [" ~1 v0 j9 C3 [7 N1 A0 z
-
0 K, J" v( L% ^# i! Y% Z; E& q - alias hud_key_press? press?- ?2 r6 q q% \/ u
- def press?(key)
" u" v1 c. d& _$ H) t# {/ n - return pressed?(key) if key.to_f > 10004 A, e! a9 E2 ~) H9 q$ E8 ] ~
- hud_key_press?(key)+ a9 s" ?7 I9 K1 Y* [
- end
: [5 { T- j9 u8 z/ { - end% Q! ^2 k+ K2 j* R2 J. h! { f
- end
4 }. j- ^& ^3 J) w: ? - % t% T. P+ R J, d+ k
- #===============================================================================
" Q3 I) T& b/ P* F+ M6 \: Y - # Game Player: Q4 I H/ ^& V7 v. G
- #===============================================================================
; @& [: m. \& v& H - class Game_Player < Game_Character/ E, r3 z I6 Q# |, Y1 P1 O
- attr_accessor :hud_equip' Y, s( ^ z# X9 C/ V% r" r
- ( l K6 v1 r2 c4 a7 |
- alias hot_key_hud_init initialize
2 O2 f: E* Q2 H! W# k2 W( v" n - def initialize
* i5 L/ j+ x3 g4 ^# i - hot_key_hud_init6 T3 q4 H% b( a5 L6 k
- @hud_equip = []
8 X6 y* l1 {! m9 i- I0 O) S - end* Z0 w* X! ]0 ~3 [% E5 E1 v9 p
-
+ z5 R) u. a6 x3 q$ Q! P1 |/ F7 H# B - def equip_item_to_hud(n, item)+ V( a B+ y& t Y# o D
- if item.nil?
$ B& N9 ?- ~; n; ~ - $game_system.se_play($data_system.buzzer_se) C/ v2 [8 k# \- I$ i: K. Z
- return$ B& I) e& k- P# D
- end
* z+ \. l' T9 v' M, } - $game_system.se_play($data_system.decision_se)
: C; W& x1 f# ~/ c - @hud_equip[@hud_equip.index(item)] = nil if @hud_equip.include?(item)0 A' p Z# H1 ~, x" A0 b7 t
- @hud_equip[n] = item
3 c# ]5 k7 ?; S) X, R4 L0 D - end! Y+ Z% q. ^) P+ ^, c
- end3 x/ \2 S, L7 V5 ~6 E: X ~) p
2 W) s# a/ D2 A" W- #=============================================================================== _2 d, t4 m7 u: {7 v
- # Quick Skill Window/ W! O+ \3 }; P; L+ s) N5 D R
- #===============================================================================
2 I/ v$ W' g* p3 b - if XASVER_37 == false
! a& g8 B" l# j( q, M - class Xas_Scene_Skill
/ v$ W% ~2 z# A; ? - alias hud_quick_menu_main main
5 X6 c# q) @' v }' w5 G4 l - def main
$ t4 C. L2 b% b# c( A- T; P - @hot_key_hud = Hot_Key_HUD.new" l- |" R, u9 o8 K
- hud_quick_menu_main
2 }, e( Z5 \/ ^7 [0 e - @hot_key_hud.dispose
7 C2 O5 Q0 k( Y/ j. | - end
) O8 o, f0 \5 G1 c' b1 h -
. I& p" Z; x8 B- S* s; ] - alias hotkey_hud_qucik_menu_update update
: q# O b ~0 ^6 |/ h( } - def update) Q. Y7 s# k7 U- k1 S, n
- hotkey_hud_qucik_menu_update, i) Y0 i3 ?3 g3 m6 O" n
- # Hot Key num 18 _/ X" S; }% `) L( u
- if Input.press?(Input::Numkey[1])
8 G0 V+ e) C+ j7 f - $game_player.equip_item_to_hud(0, @skill_window.skill)4 f. R! I0 ]: W [+ N
- # Hot Key num 2- p0 u3 W' N4 D6 H% M6 ?
- elsif Input.press?(Input::Numkey[2])& U- t! |& W1 |5 M0 }
- $game_player.equip_item_to_hud(1, @skill_window.skill)! O; S# Z4 t$ I- I4 L
- # Hot Key num 3
4 G* ~' i% N* }1 Y) K7 {- O! M - elsif Input.press?(Input::Numkey[3])
& S9 f+ \, P; d& ?3 C - $game_player.equip_item_to_hud(2, @skill_window.skill)
. n/ {+ M* |- X1 a0 n - # Hot Key num 4, k( U5 M* A/ g5 u% X" F+ [- M
- elsif Input.press?(Input::Numkey[4]); c# A( H' I* ]
- $game_player.equip_item_to_hud(3, @skill_window.skill)' i$ g$ G6 `2 g3 Z" |4 J- R- S
- # Hot Key num 5
4 U6 l) j- {* u, @6 T/ Y - elsif Input.press?(Input::Numkey[5])) [, K# E) E0 i# Y/ Q }9 o
- $game_player.equip_item_to_hud(4, @skill_window.skill)! V. h( F- e4 e& ?1 V
- end5 ^4 N3 \. ^: W' j* u; I- M& c
- @hot_key_hud.update8 F4 r# N" A9 y$ S( s
- end/ {3 m# Z5 O5 Q' o0 ]5 o9 ?* ^: F
- end
$ w. |/ b$ Y3 ~' f - else1 J3 Q& X4 L& W6 f: o
- class Quick_Menu_Skill& L: a9 q$ A( F% j" z! }0 y
- alias hud_quick_menu_main main
- z) z1 g. y; I ? - def main& M! L% P" B! i% A5 K( f8 v( i) |/ E
- @hot_key_hud = Hot_Key_HUD.new" U9 m/ U% }) D: ?/ e4 M4 \1 N0 V
- hud_quick_menu_main- y: ?$ l3 }" `; j; t" v q. C/ o
- @hot_key_hud.dispose; V% q( a/ ]2 f% ~, \
- end( f0 p l6 a& X& J
-
; i" u' ~" x2 a# a9 y+ s - alias hotkey_hud_qucik_menu_update update" r2 F3 ?3 F' q* `
- def update
3 h: V$ r' r% \+ Q0 D - hotkey_hud_qucik_menu_update
% D9 ~; a4 w! ^2 E - # Hot Key num 1
2 M/ P: e# [! o. `" N - if Input.press?(Input::Numkey[1])% a5 N& ], Y+ v4 M
- $game_player.equip_item_to_hud(0, @skill_window.skill)9 P3 T w) b3 a1 V7 I1 M& y- V# c$ i
- # Hot Key num 2
4 ~& q1 i' z y! a - elsif Input.press?(Input::Numkey[2]): }1 s5 l& L$ F0 q
- $game_player.equip_item_to_hud(1, @skill_window.skill)
: e5 J4 H+ E/ G) W% ?" J - # Hot Key num 3
" ?3 v, V: z+ }7 ~! o- u% g - elsif Input.press?(Input::Numkey[3])
5 n. E! A7 L. C8 J: N3 d - $game_player.equip_item_to_hud(2, @skill_window.skill)& L w: _4 T2 C7 y6 i! z7 K+ c
- # Hot Key num 4& b: k5 K8 E- X2 p% j1 |% G4 z/ O6 U
- elsif Input.press?(Input::Numkey[4])
6 t- M9 F3 z' h6 T% u9 H - $game_player.equip_item_to_hud(3, @skill_window.skill)" x# K5 W8 \7 P7 I U
- # Hot Key num 51 [5 H+ ]- `& _9 U# ~) S' b% G
- elsif Input.press?(Input::Numkey[5])
# c! ~( z, y4 p, n# O - $game_player.equip_item_to_hud(4, @skill_window.skill)1 X: U- F9 d% q5 T% ]" e
- end
0 k( T$ I# C7 U/ F) K* a - @hot_key_hud.update
. y3 a6 v% H8 S' }9 h6 Q! W4 E - end$ V; [! n. d' }/ W( J: V7 J
- end" D4 B- ~& D( v
- end
: o& R$ T7 d+ H" K6 o& L4 W. n4 K
& L( |- W* N/ X! ?1 V- #===============================================================================
' O, s& j1 |9 l0 C( t- l3 d; G - # Quick Item Window J2 ^& K: ]) q6 O$ E6 H
- #===============================================================================
# Z( n( V$ B; f( k* o - if XASVER_37 == false! q0 |5 V1 C6 |* u2 w
- class Xas_Scene_Item
$ r) m- e8 m5 X# |) Q - alias hud_quick_menu_main main* n2 ^4 w, ^) ~, B) P
- def main1 y9 `7 s/ t2 r, e6 L. ~& C( P
- @hot_key_hud = Hot_Key_HUD.new
2 ]9 }5 l o0 _: ?+ J" a% ~2 k - hud_quick_menu_main
( B6 [9 R+ i! j- t- \" u8 P5 U - @hot_key_hud.dispose5 i) M# C9 I# T; z
- end
& X9 \5 z# H! k& Z) w# M; J - 5 X0 D; C1 k. q- F: C; C+ c& I
- alias hud_key_update update
0 P# R% p% h0 m; m7 v7 P4 |7 }8 y - def update; N+ Q- ~* y4 v1 [1 S1 n" e
- hud_key_update9 s5 U9 O5 w' \8 R7 V
- # Hot Key num 1& K# L% f {! I O
- if Input.press?(Input::Numkey[1])
. v" W# E" v. e# U6 Z0 [ - $game_player.equip_item_to_hud(0, @item_window.item)& A t% K7 f3 w; d& ^7 S4 X: A# ]0 M
- # Hot Key num 25 s! m' B: Z, e
- elsif Input.press?(Input::Numkey[2])
) V* r7 D R6 [ _9 V( {' l* i- ~ - $game_player.equip_item_to_hud(1, @item_window.item)
9 f: o0 V" W2 p' N% u$ T, N9 s1 @ - # Hot Key num 3) i c y1 k5 a* U2 {( ?8 n" k
- elsif Input.press?(Input::Numkey[3])
$ m+ c- \5 n; q - $game_player.equip_item_to_hud(2, @item_window.item)( t" B7 L4 t) c2 {# o: T
- # Hot Key num 4
6 m; a5 \' E9 {, u' c% k7 |; ~ - elsif Input.press?(Input::Numkey[4]); O; C/ J# l9 I$ o0 i8 K- ]
- $game_player.equip_item_to_hud(3, @item_window.item)
8 v. a) [" w( M2 R* F% d) ] - # Hot Key num 5
0 @# O/ L5 y! K - elsif Input.press?(Input::Numkey[5])% T/ J" l0 m, w/ {. `0 m9 ^
- $game_player.equip_item_to_hud(4, @item_window.item)
6 D% f2 t. h9 i; L - end( Q u% g' |5 c" O, `1 F
- @hot_key_hud.update o( M, a$ p p3 p% {/ n/ R6 i
- end
& [/ p" t* V: j5 |' i( p7 ~ - end
6 [ @; p9 r, L' Z6 C# C( a% Q3 Z9 h - else
$ [6 L8 G" _+ `7 {8 [ - class Quick_Menu_Item
6 |; [0 g. x) F$ r/ H( c - alias hud_quick_menu_main main
1 O+ w9 |# t g- T3 k0 @7 s - def main
6 ^& o0 N$ h/ P1 v- @- ?" J" L; m - @hot_key_hud = Hot_Key_HUD.new
$ K! R9 j/ I! Q2 a - hud_quick_menu_main
# A( l# c4 J5 y' r9 G: G - @hot_key_hud.dispose
7 s; T5 @# o+ e! u - end1 R9 Y* n0 z! t: H
-
+ Q% K8 `5 L9 ~5 O0 I0 K - alias hud_key_update update
) ~6 ]4 B8 i2 l6 W - def update
! s; c! A3 w n$ Z - hud_key_update
6 C [' J$ s5 n/ [6 f - # Hot Key num 1
X% [ ]; b0 _- I - if Input.press?(Input::Numkey[1])3 `# o( c" o+ F: B; K$ W, G
- $game_player.equip_item_to_hud(0, @item_window.item)8 Q3 t" g& @3 ?+ ^
- # Hot Key num 24 D! T& E; y/ B e0 _. i
- elsif Input.press?(Input::Numkey[2])
% {/ _, U# h6 c& r/ o3 S - $game_player.equip_item_to_hud(1, @item_window.item); t+ B; b) d' d) {% a( H$ o
- # Hot Key num 3
8 B5 q- t' m- N! [! a - elsif Input.press?(Input::Numkey[3])
* ?: a% B: I. L, c5 G - $game_player.equip_item_to_hud(2, @item_window.item); d h( y1 Z: _/ R
- # Hot Key num 4
% N5 w; d2 E& c8 s H% W2 X- D - elsif Input.press?(Input::Numkey[4])
. X3 A- F3 b9 ^ - $game_player.equip_item_to_hud(3, @item_window.item)' u) r3 D2 @# k) P0 P" r
- # Hot Key num 5
! X5 P( m7 l; \ - elsif Input.press?(Input::Numkey[5])
' d: Z0 _. t6 I2 B/ Q - $game_player.equip_item_to_hud(4, @item_window.item)
) n: Z4 D% f+ R+ C$ m - end2 r) Y1 f, z* S+ I
- @hot_key_hud.update
$ d2 H3 A1 G% {6 W( e1 D - end, [. p* M: H' l4 e2 d/ G2 Q& T
- end
. r- Z `+ n" t+ P+ C - end
% r" Y! @! H) @ - + C2 |1 ?+ U( ]2 c
- #===============================================================================6 W$ \$ ]3 z+ W/ W
- # HUD Window
9 H+ x5 p* n, i9 d - #===============================================================================3 j) p$ l; j+ |( l
- class Hot_Key_HUD < Window_Base
8 R5 F- e3 c: P4 z - def initialize(x = HUD_X - 10, y = HUD_Y - 15)
0 y: j, [' \7 s: I- B& _3 `) s8 o - super(x, y, 220, 80)
. }$ H. L. ] a. h0 i - self.contents = Bitmap.new(width - 32, height - 32)' H2 B6 z7 [; ?; v
- self.opacity = 0$ v- _1 M3 E8 u2 [9 V+ F
- @actor = $game_party.actors[0]7 D0 H4 Z* ]2 D' c
- refresh
6 @ z# ^4 S/ i" S) _ - end' j$ }5 X9 l t1 w% t& D
$ F. i+ N% v9 {- def refresh
/ B( _ d; m9 [ - self.contents.clear
8 T, a$ p; g! ~0 A. H) W1 w+ P6 O l! J - bitmap = RPG::Cache.picture("Hot_Keys_HUD")' d7 g" R+ p6 [1 M: o
- self.contents.blt(0, 0, bitmap, Rect.new(0, 0, 160, 32))+ Q3 F- ?% X2 b9 Y
- for i in 0..45 _ r/ a8 F" j( i! ?! Z2 x
- x = 32 * i + 4
0 h8 y3 V) z: w) g - item = $game_player.hud_equip[i]
6 ?9 ^3 c: ~$ ?% ]4 b# g - next if item.nil?( {2 R. f9 X8 F6 A' C
- if item.is_a?(RPG::Weapon)2 Y$ l( L( J! h; H% r1 }8 g* e3 x
- item = nil if $game_party.weapon_number(item.id) == 0 and
5 v! o; b+ G& e5 G- ]" ^: k - @actor.weapon_id != item.id
8 C( b8 \2 G R) [ [$ I5 | - elsif item.is_a?(RPG::Armor)" |2 c) j7 ?+ p5 E# U
- item = nil if $game_party.armor_number(item.id) == 0 and
& s7 b1 f6 I1 C) r: q* @ - @actor.armor1_id != item.id
- h2 }1 l% \5 K# E - elsif item.is_a?(RPG::Item)+ w. | k+ u% u0 V
- item = nil if $game_party.item_number(item.id) == 0 or E6 ] C5 o, ]- V
- !$game_party.item_can_use?(item.id)
; N+ Z6 \/ B( X* Q% w+ }1 c2 G+ R - end
' g* i5 f; `$ X% O+ J$ v - bitmap = RPG::Cache.icon(item.icon_name)
4 s) g4 g0 c9 |7 ` - self.contents.blt(x, 4, bitmap, Rect.new(0, 0, 24, 24))# O, W( e* j, {
- end g# v) q1 U4 `* }7 a' B
- end5 l1 t+ _3 e: P! S; u
-
( ?4 ^" |! b0 E - def equip(item)7 Y' U ~! A' s6 W: @
- if item.nil?
; C; B4 G0 P9 J2 T$ J - $game_system.se_play($data_system.buzzer_se)
' A2 h% T; m6 y - return
3 R( Z% ]5 r$ P" C1 y0 E - end
* X: S: k# O4 v5 W - if item.is_a?(RPG::Skill)
" K4 \9 k5 p3 a" G0 ?& g- o - if [email protected]_can_use?(item.id)
% B# g' L. D3 c - $game_system.se_play($data_system.buzzer_se)* p2 Y0 N- h( i; ]; H( ?
- return
$ c [: p) X+ A; _" ^) l3 ] - end# X& o5 _8 [) G+ D) T3 S
- $game_system.xas_skill_id = item.id
1 B/ Y6 P0 X0 ^, @! K - elsif item.is_a?(RPG::Weapon)
8 u' k; y' g8 f B - @actor.equip(0, item.id)7 n, D+ K3 b- @+ l1 `/ k
- elsif item.is_a?(RPG::Armor)
8 f# b& D/ r* U( }. \& n" F' w4 z e - @actor.equip(1, item.id)- q) V% m* v- K2 L( v
- elsif item.is_a?(RPG::Item)6 H3 g- P- W3 r3 h1 W: n0 y( d& \
- item_tool_id = XAS::XASITEM_ID[item.id]
, k. K5 o1 F; w- J5 _ - if item_tool_id != nil
/ ?& n, L- V4 _: d) L1 K7 E# M - unless $game_party.item_can_use?(item.id)
' d: l/ n2 g) b7 S4 a' c5 d4 g - $game_system.se_play($data_system.buzzer_se)2 l* O2 ~% J c4 q' S8 f
- return
/ ?2 K! w! p" @$ O# R - end
: j4 v4 r( Z& D( e3 w: P - $game_system.xas_item_id = item.id
1 C7 i' T' _. D - end
1 v5 Z: @- X- y0 a - end
& G+ h1 p6 e1 F& w) q# \' e D - $game_system.se_play($data_system.equip_se)
0 l. G* O) n3 u8 I' ~ - end
1 a3 [, @$ [9 }* L6 b/ i( P -
1 T" R* c9 C9 ~ - def update
% p2 K! j! j/ o# R2 |3 r - @actor = $game_party.actors[0]
6 i* `1 i4 o( I5 h- i - @hot_keys = $game_player.hud_equip
4 k# @- L2 i! R - refresh+ @8 }( f! ~2 C. W
- return if !$scene.is_a?(Scene_Map)' _( t0 T" U& T% H- h) M
- if Input.press?(Input::Numkey[1])
: F2 h8 W' U: w* H - equip($game_player.hud_equip[0])
* j" T- N% C* i6 P. Y' i( k( e: f3 u3 i2 p - elsif Input.press?(Input::Numkey[2])
. y1 n5 B, D/ w. w1 v2 s - equip($game_player.hud_equip[1])
0 F; R: q/ n+ j% W - elsif Input.press?(Input::Numkey[3])6 i/ k0 Y: k9 E* P; j% ~
- equip($game_player.hud_equip[2]) 5 u4 G8 R9 q4 u8 G7 \9 @ v& W
- elsif Input.press?(Input::Numkey[4])
* \) o3 H6 G# U* k/ W% z - equip($game_player.hud_equip[3])
* G! y9 N% ?% D9 k+ } - elsif Input.press?(Input::Numkey[5])
; _# ~4 G$ y( n# i# }9 X: a5 y - equip($game_player.hud_equip[4])
8 a# \/ ?: s2 \9 I1 \% T& ~ - end' B- e/ I8 L1 i9 }- S
- end
) {) i" ~ s, D j1 E5 ` - end
# h) e3 H0 F- s3 ^6 b% Q
2 N( t# n' r) y3 t- #===============================================================================
& K3 \! r+ H9 Q& r. k: b& y - # Scene Map
9 K6 r6 Z# L" w# w( j - #===============================================================================1 ^; V2 E+ b; C i- F+ Q, a& A5 {
- class Scene_Map- A! r2 g7 ` J
- alias hot_key_hud_init main
7 o& W2 {% B0 a% j( d; V2 E6 W" F - def main/ C" ^* o! ^5 P2 u$ W/ B& F- ~
- @hot_key_hud = Hot_Key_HUD.new
$ V6 H. a5 g$ ` - @hot_key_hud.visible = !$game_switches[XAS_HUDDISABLE_HUD_SWITCH]7 X: [( v- x# h5 N& }" O# i9 e
- hot_key_hud_init# Q. b% f7 e7 j# H" p% J' H
- @hot_key_hud.dispose
7 z; z" H* e' f; H ?+ T" @ - end% R( l- Z" ~. e7 B
-
) \ M! r F# ^6 J: |0 D' R$ d a - alias hot_key_hud_update update' y) U$ m+ l* z7 N* K5 R m% c
- def update
% M8 w* V/ F8 h) u4 p: N - hot_key_hud_update8 [$ [- N7 b) N# j. Y
- @hot_key_hud.update- q: w) y6 A8 S' W1 |4 p
- @hot_key_hud.visible = !$game_switches[XAS_HUDDISABLE_HUD_SWITCH]
' I3 f; B4 M' h - @hot_key_hud.update if !$game_switches[XAS_HUDDISABLE_HUD_SWITCH]
/ @# l" j8 F) U; m - end3 o9 _' Y7 N! Q4 L; j/ j$ j
- end
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