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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,* t& [+ a' j3 e2 @& \
不知道有人能帮忙看一下吗? - #===============================================================================
- I2 j l( S8 h- D% n1 r* @% p - # XAS - Hot Key HUD3 x& X' L; H( G
- #===============================================================================
: ?+ h" }+ L0 E/ b% u - # By Mr_Wiggles4 G X, Y1 ]4 p- G: v) {* `
- # Version 1.3
3 b3 B, l0 C$ r. X* v- Q0 G3 f; p - # 7/6/10
8 N1 J1 F& k. y1 C* h1 ~9 t" w - #-------------------------------------------------------------------------------
% q# R, B, J9 | h - # Instructions:
& S8 M' ?( U9 k8 P - # Fill in the constants bellow, paste this script above main and bellow XAS in
6 {: i1 M$ ^3 N5 C) [ - # your script data base. BE SURE TO SET TO THE RIGHT XAS VERSION!!
( N! t5 A! o0 p - #
! Q( e0 j% Y9 w: e7 C - # Place the "Hot_Keys_HUD" picture file into your game directory
3 ~& T* ]+ p4 r" t: ?- N: Z6 `! U - # Graphics/Pictures folder.# e! y- E; R2 u9 g6 {4 m
- #-------------------------------------------------------------------------------
" h. W% c& T$ o! ^ - # Directions of Use:2 ^, ?7 G% \: `2 ^
- # Simple just press a number key (1 - 5) when the quick skill or item menu is$ r4 f3 a0 y2 v" _' b4 O
- # Showing.
`0 d# ?; x+ G8 U b - #===============================================================================
# ^0 z& k9 C( Z) {5 W) r; w3 S - HUD_X = 0 # X pos of HUD
9 f7 p4 H# k5 V - HUD_Y = 0 # Y pos of HUD
# N$ \1 Z; ?/ z" f) N - 9 t: A4 O# g4 ^
- # Set true if XAS 3.7f
. |# i5 V1 i, y% `/ i- B - # set false if XAS 3.6, x5 w) k. D/ E4 h% R% _+ ^1 d7 U6 {: ^
- XASVER_37 = true% n% h8 b4 ?- i4 Q) p/ c* J% P) L
; Z8 z( H( `# T! R- #===============================================================================
( B" V2 E, B/ U8 O. z. T% y0 O* a1 a - # Numkeys Module( B& h" p2 X: v" \9 ?# b& P" o
- #===============================================================================0 @" Z" z7 O8 Q0 L8 R
- module Input+ N ^. M. }* P# q
- Numkey = {1 => 1049, 2 => 1050, 3 => 1051, 4 => 1052, 5 => 1053}* U/ M. {- S M5 V1 G2 R
- class << self
G0 d. R' J) @) |: X' Y+ J - Key = Win32API.new('user32','GetAsyncKeyState',['i'],'i')
" Z" l* T& A3 `1 }7 s x) u - 8 c, h8 {4 u* z- e- L6 n
- def testkey(key)6 m5 e, y9 A9 m- u. \2 h, p
- Key.call(key) & 0x01 == 1
. ^) s. `" P7 t" \ - end
, U. {0 E$ H: \& w - ; e6 O6 c$ V; |
- alias hud_key_update update m' f) c; ~" `
- def update
; O, p5 x6 v& k5 o, p4 z5 q - hud_key_update
) J! S% U/ ]5 E - @pressed = []% ~1 a+ f" ~; L5 l* g1 a
- for key in Numkey.values. X# T8 B M. Q) t
- key -= 1000. O6 x3 H8 p4 h& v" [) z
- @pressed.push(key) if testkey(key)
7 l/ Z5 M( }1 c5 | - end1 G+ l1 R% @4 {1 f L( u s
- end
8 S/ |" W) q9 R; e -
: x1 g, b! d$ b5 F' q( @ - def pressed?(key)
x+ p' e$ \% Y) [8 r$ {: [ - key -= 1000/ p; d9 ?# _7 c" [+ S
- @pressed = [] if @pressed.nil?
. O8 Z! R8 o. n) X" T - return true if @pressed.include?(key)
2 T3 K1 Y/ b1 v, A - return false
6 c! ?$ x2 ~- E' ^ - end6 z6 Z5 p3 Y' t2 J
-
! b0 i3 o% x0 a& s( ~ - alias hud_key_press? press?
' k7 B$ x6 e7 g" K1 q v2 ` - def press?(key): e9 Y5 M5 r; E2 a- A
- return pressed?(key) if key.to_f > 1000
% T3 H K9 V1 g% V - hud_key_press?(key)
w j5 ~8 N; ~ - end
+ m6 { O8 b6 \& {7 U7 \' R - end
) i- T M' K$ J" w! L2 @5 }; s - end
4 w+ R) A. r3 ]& E - ( l3 ^" l) j* ]1 w, _7 Z1 {& R
- #===============================================================================
1 l% w/ A1 T) \4 m$ i( h! W/ t - # Game Player3 Z) `: e9 \* F5 M
- #===============================================================================
6 L# h. A/ a, ? L5 j3 j - class Game_Player < Game_Character
3 k6 |2 }5 c2 Q! O - attr_accessor :hud_equip
9 @0 c6 h2 I1 w3 p5 b: N7 y -
* x& p; t& M( T @! m* D- f& N - alias hot_key_hud_init initialize
- m) k& q( G, u: S% Z' ] - def initialize
4 `3 n& A' F$ F( Q; S - hot_key_hud_init+ A2 \. c6 ~, c3 {- N
- @hud_equip = []# @/ o3 ^* H; f1 }# [/ X
- end/ b, q. e6 M4 x1 [% e* a
-
8 ^: o4 L! x/ P4 B n! K+ A& R - def equip_item_to_hud(n, item)
4 O1 P; e+ ~: U9 Y" c - if item.nil?
" E3 e' k1 g* O" {' c2 m- I - $game_system.se_play($data_system.buzzer_se)
6 h7 `0 K+ D. ?& ^9 H- ~ - return# ^- K8 ?5 r: q$ J" P' g- d% x& a
- end
1 C3 j9 D- V% b - $game_system.se_play($data_system.decision_se)" r% D) v% K* {, ^" b
- @hud_equip[@hud_equip.index(item)] = nil if @hud_equip.include?(item)- _9 {! m+ v# w
- @hud_equip[n] = item
+ y: X/ [) K8 A2 d u) r7 U - end
) i+ @% Z' ] X& S- ~9 D( f - end
% S7 H$ v8 B0 z5 @
7 H2 D6 W; V5 V; G0 v: g- #===============================================================================
, E) V! x- u" X: o% |* Q& c0 P - # Quick Skill Window
; r. ?* K7 j6 p- e( m2 f - #===============================================================================- n$ z8 W# G) [
- if XASVER_37 == false
( c+ u+ W, d% A$ G& r4 ~# n# K! \ - class Xas_Scene_Skill
6 O; Q, W; G$ H - alias hud_quick_menu_main main
" j' k! i' w; G# Z) H - def main
0 V. h; a% E; d% C6 F2 p. y( c - @hot_key_hud = Hot_Key_HUD.new+ I% A0 m1 O+ }9 b
- hud_quick_menu_main
$ N' ~4 I `3 M3 Y' g+ Z7 Q Z - @hot_key_hud.dispose
( `6 A) F+ E& O0 {0 `( K - end9 V+ Q1 b) Y& \3 w1 H. Q, d/ g: J
-
8 K1 U: j5 ^+ g$ @# U6 W# ^: x - alias hotkey_hud_qucik_menu_update update. U, Q3 X. y; g7 Q
- def update
+ W4 ^% w. b) J* k3 S7 S: y - hotkey_hud_qucik_menu_update
# {, o/ \/ [8 P! t! e8 `, E - # Hot Key num 1
1 Q5 o+ ^$ {7 H3 x - if Input.press?(Input::Numkey[1])
3 u* l- D2 [2 V# H" e7 U; {4 g5 [0 f - $game_player.equip_item_to_hud(0, @skill_window.skill)
- h/ S; w0 @8 b4 A - # Hot Key num 2. T# n/ R6 D. @+ a" L
- elsif Input.press?(Input::Numkey[2])6 O& Q3 |% S# q6 D3 p+ Q
- $game_player.equip_item_to_hud(1, @skill_window.skill)
. |8 S( Y8 R9 y - # Hot Key num 3" a5 L- D {( h; q1 l) Y
- elsif Input.press?(Input::Numkey[3]), J. C# k6 r) j
- $game_player.equip_item_to_hud(2, @skill_window.skill)
6 t7 n/ ~3 H# u( B8 n) y - # Hot Key num 4: o4 ]$ U8 A. p0 m# `5 j
- elsif Input.press?(Input::Numkey[4])
$ ]: `" E. x# N8 k5 O. _ - $game_player.equip_item_to_hud(3, @skill_window.skill)
; b8 J# L0 ?. Q# w) _ F* ]: X% O9 x3 x - # Hot Key num 5
S6 I9 x3 d# Y3 E - elsif Input.press?(Input::Numkey[5])
- o( U# `! p; E& H# v& B - $game_player.equip_item_to_hud(4, @skill_window.skill)
/ @$ _! {$ q2 e4 U - end" d6 y* F8 m1 p6 i3 V0 J
- @hot_key_hud.update6 C V3 K1 _; S" N9 |6 j' S; v7 n
- end
! C% [% _% l" G a5 G - end, b r3 j8 I6 g% S- f5 c
- else
5 H' o2 ^9 x: p: i r - class Quick_Menu_Skill2 c8 L j. B. l9 @2 I
- alias hud_quick_menu_main main
6 N) W4 z3 z* Y1 o, z - def main$ M' O) t& o3 q! K) z& N( o
- @hot_key_hud = Hot_Key_HUD.new
2 j# [* U Z1 h: T3 o" p9 X - hud_quick_menu_main
5 J, a/ ^& c- }, L0 C/ i7 B - @hot_key_hud.dispose- q7 @! _- ~4 A
- end
4 h7 {, J% J6 K6 W -
/ _, D$ Y7 f5 u) Z - alias hotkey_hud_qucik_menu_update update
' D. A2 M. I4 a+ n l - def update
; q: T- d: I! U3 M. x - hotkey_hud_qucik_menu_update' @8 o6 V; _3 I
- # Hot Key num 1+ X' j+ i$ k( f# C" h
- if Input.press?(Input::Numkey[1])
8 ]* ]" G1 Z$ }+ I9 K5 O - $game_player.equip_item_to_hud(0, @skill_window.skill)
" R$ r( r3 I* p8 H% U - # Hot Key num 2
& {+ Q4 t8 ?. r! @2 X# D8 h - elsif Input.press?(Input::Numkey[2])/ t" Z' |! l7 o! n- R
- $game_player.equip_item_to_hud(1, @skill_window.skill)
. E! B$ b. t- I4 y9 I( {- v' j - # Hot Key num 3& f% h& a; S0 m
- elsif Input.press?(Input::Numkey[3])
# S5 G5 Z- r8 |8 S% V, S! ] - $game_player.equip_item_to_hud(2, @skill_window.skill)
$ Q* w/ r" S' _1 [/ a0 y' @ - # Hot Key num 43 ?& F' j, x4 K" S) `4 \3 S
- elsif Input.press?(Input::Numkey[4])+ o# w- B' t Z$ l( N% L
- $game_player.equip_item_to_hud(3, @skill_window.skill)% w2 b$ H2 d3 R( ]9 o
- # Hot Key num 5
# ?' N8 p4 u }# u+ X b$ K3 \! w" r - elsif Input.press?(Input::Numkey[5])6 |: b5 X5 G3 O2 [6 F8 E- z7 h, b
- $game_player.equip_item_to_hud(4, @skill_window.skill)
" P, k( |) {" Y% W4 |1 R - end
+ z! F) ?8 Z- Z5 {9 o0 R3 }9 v8 C - @hot_key_hud.update5 M- o$ x( a9 o! J$ k& [
- end
) Y5 i% V4 Z* K, x- r - end
: m: c: V) h4 p* C1 [2 \4 h3 V9 O. ` - end% M$ {- B% Q* s8 U
& R; D+ z7 E1 S, ?8 q$ {- #===============================================================================
& N- c( B4 J7 B+ `1 W# [$ R$ d - # Quick Item Window
( d3 ?* o1 Q, s3 r - #===============================================================================' y7 P$ X% G* U- ^8 i1 J
- if XASVER_37 == false
* {9 Y# w* O0 i2 x$ L - class Xas_Scene_Item
; z3 O+ b5 M( Y' t9 w# ]* c9 B' M m - alias hud_quick_menu_main main
4 W0 j7 c: S0 ]& l* ~; ` - def main3 `, O2 q/ r# [/ k [$ K: d j
- @hot_key_hud = Hot_Key_HUD.new
; v+ L+ E! j4 L# C8 ^5 X& v* A6 x - hud_quick_menu_main5 W6 w q8 C& G, A7 A2 g5 P7 @
- @hot_key_hud.dispose
1 L( p" Y+ }* O! O - end% o: L; z8 M/ g+ ~5 _
- ' h1 r: o: ^ U
- alias hud_key_update update
( d7 m3 | E5 |6 R) Q, E5 v! C - def update2 ^/ D" J& }0 c" l0 N
- hud_key_update7 |! s; _- {8 y
- # Hot Key num 1) \' `3 u& j7 j8 B4 \- k% J
- if Input.press?(Input::Numkey[1])
5 H4 P* |1 O& v1 r' {: v - $game_player.equip_item_to_hud(0, @item_window.item), p7 R3 _3 \7 U
- # Hot Key num 2
" j1 k) m0 m7 ?/ c5 P% z - elsif Input.press?(Input::Numkey[2])% u+ i; G6 H" I5 ~- f
- $game_player.equip_item_to_hud(1, @item_window.item)) ] H- }# s, h. r
- # Hot Key num 3
: i1 {% ]( T2 b/ j, j - elsif Input.press?(Input::Numkey[3])
9 I0 _9 i, p5 ?4 \& | - $game_player.equip_item_to_hud(2, @item_window.item)
* R3 q+ N) S! I: I4 V- ^- e - # Hot Key num 4/ X: `. W' S5 B! Y: M) f
- elsif Input.press?(Input::Numkey[4])
( y3 f- F v5 `0 e9 x - $game_player.equip_item_to_hud(3, @item_window.item)$ h9 v3 n+ q1 g$ g" I
- # Hot Key num 5/ `8 K7 J4 I( S! d- v) v8 |
- elsif Input.press?(Input::Numkey[5])
+ g3 c) s. ~% _. Q% K - $game_player.equip_item_to_hud(4, @item_window.item)9 t4 A3 Z, M5 S* h( `
- end
# ? B! D( n5 d - @hot_key_hud.update$ T, Y; I" {* c: U
- end
1 s2 I( ]& y( m0 X7 M - end
3 F' i3 m; n$ d* t - else! @8 t7 `) _8 A' M4 C! w
- class Quick_Menu_Item% ^1 n* y( }! O$ o5 C
- alias hud_quick_menu_main main
" t# C9 m: {! ? - def main
1 p% N$ u% W' q* Q0 I( M - @hot_key_hud = Hot_Key_HUD.new- C3 z" f! J8 F& H9 S+ X
- hud_quick_menu_main1 K. g0 ^& z6 z5 g. x
- @hot_key_hud.dispose- s0 Y* L( ]+ O+ r6 k- L. r1 K8 o
- end3 z- | A" J' r, F8 F
-
" T1 d+ A8 Z$ x! M/ N - alias hud_key_update update1 h8 M2 K1 s# }2 S$ I
- def update
9 ]7 V* T+ A0 x3 R; k - hud_key_update
! e$ {3 b( V6 C; F- J7 h - # Hot Key num 1
7 d: O+ H( q: l, ]/ Z- R$ V - if Input.press?(Input::Numkey[1])" b$ Q% p6 S1 }
- $game_player.equip_item_to_hud(0, @item_window.item)- i$ D9 ]/ ~9 H" ]
- # Hot Key num 2+ m h! B: P, T, i
- elsif Input.press?(Input::Numkey[2])
, N/ p) W" ^7 I# ` - $game_player.equip_item_to_hud(1, @item_window.item)' Z6 o8 S* `6 m6 i% t f
- # Hot Key num 3/ a0 b/ x) ]7 [ o! H) E
- elsif Input.press?(Input::Numkey[3])
0 } s/ b- S9 u& B) x - $game_player.equip_item_to_hud(2, @item_window.item)- a/ p" \3 v i v
- # Hot Key num 4
6 A/ y8 q1 ]- b - elsif Input.press?(Input::Numkey[4])
! K2 t7 d& d, N2 N - $game_player.equip_item_to_hud(3, @item_window.item)
; R6 [/ B1 D! C/ w2 G# D - # Hot Key num 5
6 n0 x+ n4 w' T - elsif Input.press?(Input::Numkey[5])9 H; U- J; m w6 b( Z, ?3 P, |
- $game_player.equip_item_to_hud(4, @item_window.item)8 j9 [. J8 P, B# a
- end
" z; r3 D+ p( n - @hot_key_hud.update
: W8 a+ r% e/ H7 R, h& z - end" Y* V9 @4 D- a
- end
. L, D; Q! b9 T$ s. N% I Z) F - end
i7 \( M" ?% B8 _1 i6 L - 8 V& y; s* @0 K0 v
- #===============================================================================
, m( G. l- F. V1 T - # HUD Window
+ C# N+ K% I( E4 X a/ v - #===============================================================================
' z ^' u4 D, y4 ^ - class Hot_Key_HUD < Window_Base
, q, J, _4 R& s - def initialize(x = HUD_X - 10, y = HUD_Y - 15)# p. t# c) h1 C! T
- super(x, y, 220, 80)
- Z4 ~1 T5 A4 S! |3 G/ J1 k - self.contents = Bitmap.new(width - 32, height - 32)) r- K* v; g+ H9 r" Y* o
- self.opacity = 0
2 n8 _5 X: N, D1 B - @actor = $game_party.actors[0]
+ w0 c q3 {; y+ G - refresh
9 k0 N# {* o ~6 a- j& Y5 f - end' S$ h1 N' H) D; x
- ! x( @0 s- r' m- ] y& K. W8 _
- def refresh* [7 }8 N; o' U$ R% d& U/ x
- self.contents.clear0 V2 g3 T, b4 ]1 ^. i
- bitmap = RPG::Cache.picture("Hot_Keys_HUD")) s% |! o4 U1 x7 {
- self.contents.blt(0, 0, bitmap, Rect.new(0, 0, 160, 32))
" W, N u5 [( Y: f) E - for i in 0..4% u! U6 F4 i+ ]: T- U; f/ {% J
- x = 32 * i + 4$ R4 F" l7 c$ A a2 v
- item = $game_player.hud_equip[i]
# a' Q& t) T* s/ L - next if item.nil?
6 F5 V+ }0 ~; I; O- \ - if item.is_a?(RPG::Weapon)
7 L3 W3 E; J$ Q3 j% Q' J - item = nil if $game_party.weapon_number(item.id) == 0 and f) W% D, C2 Q
- @actor.weapon_id != item.id
8 G5 x! j! ?& k. G6 e) J) M - elsif item.is_a?(RPG::Armor)7 S% g3 ]6 k( B# \" S, X
- item = nil if $game_party.armor_number(item.id) == 0 and 0 T% S6 i/ Q, B9 A$ o% C
- @actor.armor1_id != item.id
. ?' d$ E- }0 A7 v - elsif item.is_a?(RPG::Item)# D, O* D+ [7 L7 G( d; B8 _% P, B
- item = nil if $game_party.item_number(item.id) == 0 or( x8 X4 g) L" a$ y, e1 Y0 W
- !$game_party.item_can_use?(item.id)2 {( e1 \- L1 o9 @# Q
- end% c8 l3 _2 Z& `/ r4 t z
- bitmap = RPG::Cache.icon(item.icon_name)
$ x' x0 G2 b/ k' ^# W+ _! _ | - self.contents.blt(x, 4, bitmap, Rect.new(0, 0, 24, 24))
& S b$ I: e7 K( M! U& d( z0 K - end+ Y& E, N0 W; z* z E8 b& v
- end% |' H0 n( ]- R0 m# E- o
-
$ {4 g7 z) |/ ^+ ~: e6 R - def equip(item)
/ w( H2 G0 b7 M( T- q5 \8 u - if item.nil?: a2 W6 ?% M. f; _1 p
- $game_system.se_play($data_system.buzzer_se)
/ |5 e# k3 q6 Z0 O- \) B - return9 j/ N# p) V7 b) J1 R0 O- P" e0 N# L
- end
5 H/ M* W, H- K' K( L - if item.is_a?(RPG::Skill)
3 B+ `3 w% |7 ^ - if [email protected]_can_use?(item.id)
& ?- O& z4 `! _+ B6 [/ ` - $game_system.se_play($data_system.buzzer_se)9 v! D4 s" q5 Z& P
- return- K2 \' c* r5 @% y3 r
- end
8 _! Z% V/ l$ e7 @6 D6 g8 _3 [ - $game_system.xas_skill_id = item.id2 [5 C) Z: I( G. m C. J3 K3 z
- elsif item.is_a?(RPG::Weapon)
, k# `) e& _ K# ~- t$ E - @actor.equip(0, item.id)
+ f+ u+ g" L4 @# d, i - elsif item.is_a?(RPG::Armor)
# o; g1 }8 d. U% x - @actor.equip(1, item.id)% E% X6 l4 d" u% U5 \7 F
- elsif item.is_a?(RPG::Item)
0 j. a6 U; P) F! j) ^ - item_tool_id = XAS::XASITEM_ID[item.id]
" O+ Y9 S3 P& X7 d A! u - if item_tool_id != nil
7 M, w" U% _% U! W6 B6 v# Q% ? - unless $game_party.item_can_use?(item.id)
: h+ v7 G4 V) f q$ g+ P, W8 w6 E - $game_system.se_play($data_system.buzzer_se)) R( e: s8 F+ O, F% [
- return
2 V9 [' d9 ?- C: O6 Y# p0 N r) n - end
: b: Y/ e0 f# ^. j" C# R - $game_system.xas_item_id = item.id ~" V1 S& y/ y+ {9 d K
- end
; I1 \3 n$ q# c& m - end
" p0 [& z* Q. E f2 Q' m8 w - $game_system.se_play($data_system.equip_se), c! t6 \: x2 p
- end
2 P# A: U* x& i -
) L- |5 ^! [8 m2 n/ a: H" G3 h - def update2 }! y7 D6 g6 M! H8 e- j/ F4 b
- @actor = $game_party.actors[0]
/ y3 @) H- N1 K) E8 n4 P - @hot_keys = $game_player.hud_equip3 I3 g) G' V& j5 e9 u
- refresh" `! l9 W' s) g- C- _
- return if !$scene.is_a?(Scene_Map)! [8 S# R7 h3 f7 H; e
- if Input.press?(Input::Numkey[1]). ^% q. B* J5 P* R
- equip($game_player.hud_equip[0])% D7 }( w, v$ ]( C) @9 y
- elsif Input.press?(Input::Numkey[2])1 U* d/ }) |1 d6 M8 Q1 \
- equip($game_player.hud_equip[1])1 S& F4 `7 x7 F3 ^7 \3 `
- elsif Input.press?(Input::Numkey[3])
1 [8 p9 T0 D" {: _3 R7 ~1 x - equip($game_player.hud_equip[2])
9 W. n! n. A! c6 V* p2 K: c- H- W8 N9 s - elsif Input.press?(Input::Numkey[4])2 A) d& e3 b0 ], T/ `: I; }
- equip($game_player.hud_equip[3])
$ _- [) G( u! t! F - elsif Input.press?(Input::Numkey[5])
- Y4 v3 {9 |% l# N8 T; R0 }& n - equip($game_player.hud_equip[4])
8 P0 S% _9 I) _; t* Z7 ]6 C( W q - end
! c& Y& [: X$ C9 K$ T5 p4 Q7 q - end. @3 G8 t- [* U. e
- end
! G O2 z8 h9 Q- t4 q* w0 {
0 b6 e% ~$ }( g! d F6 j. P- #===============================================================================' U# B( p# H+ Q
- # Scene Map; E' Z# g, H* ~2 H
- #===============================================================================
3 y- K9 Z+ U/ b- K/ J - class Scene_Map: k4 G- `- a, M
- alias hot_key_hud_init main m3 d+ G3 m# u6 j ^
- def main) p- N% I2 i3 ]3 F$ K* k
- @hot_key_hud = Hot_Key_HUD.new
# r) C: ~5 n$ b1 F. \4 Q& ]6 P - @hot_key_hud.visible = !$game_switches[XAS_HUDDISABLE_HUD_SWITCH]
6 l. c* }1 ]1 S- u4 M, h! p; o - hot_key_hud_init8 J, u* \7 N7 c% l: j9 _
- @hot_key_hud.dispose
3 Z( N! g- S+ @0 f } - end2 m1 q( N; c+ j
-
2 L; K5 K0 ^6 X% f3 v- Q' u& B - alias hot_key_hud_update update
; e+ }5 W# w8 N, U - def update! s6 U0 `2 p, y9 Q. X% r- |4 X5 j7 @
- hot_key_hud_update
0 C# d+ t8 o; L0 ?& b6 } - @hot_key_hud.update
5 F M3 x/ A( J# o6 g+ o; F% Z; Y - @hot_key_hud.visible = !$game_switches[XAS_HUDDISABLE_HUD_SWITCH]
3 R, X2 l6 {) c) N& K - @hot_key_hud.update if !$game_switches[XAS_HUDDISABLE_HUD_SWITCH]
/ C4 b' N4 ?' i: R. @7 k - end
$ l; J Z3 ]2 q) g0 ]8 W: l2 a - end
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