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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 x+ A' }& }& j# `: l: N不知道有人能帮忙看一下吗? - #===============================================================================
% f" e1 ]; \0 a( F* q - # XAS - Hot Key HUD: }5 o% G& }; K: d
- #===============================================================================2 d, p- N( H6 i. F Y
- # By Mr_Wiggles
t" @& r( ]& u - # Version 1.3, H# x. E; H0 t
- # 7/6/10* [0 I! |/ |0 k9 \9 j2 H6 I
- #-------------------------------------------------------------------------------
6 d& f. J% I& d5 V( d - # Instructions:
; n2 y* _7 Z# t - # Fill in the constants bellow, paste this script above main and bellow XAS in
, C d+ E( x, z+ \0 i - # your script data base. BE SURE TO SET TO THE RIGHT XAS VERSION!!
3 q9 Q# w0 E& ?5 e, A( A+ a& } - # , g, [, }3 X# m |8 r0 `
- # Place the "Hot_Keys_HUD" picture file into your game directory
7 l( o$ c3 N- o" t6 l6 ? - # Graphics/Pictures folder.
( v4 W$ ]5 F8 T# K* J0 d+ c - #-------------------------------------------------------------------------------
) _& Q2 f6 N& x - # Directions of Use:2 Z8 g& |2 e4 O. u4 S" z
- # Simple just press a number key (1 - 5) when the quick skill or item menu is/ N# K% ?6 @- m7 k. Q, I
- # Showing.
: D4 T4 W. k6 [5 s. @" w. D' D% @ - #===============================================================================$ \9 R8 r% h' x& r; {2 r( e( _4 l
- HUD_X = 0 # X pos of HUD2 N( N* B( s' r" p$ M% E
- HUD_Y = 0 # Y pos of HUD
: H1 l1 Z$ x( |: v
: q6 {& `, k5 r' N) k9 `& C% b( I- # Set true if XAS 3.7f! z% S0 c* E) c; a2 R' O4 |
- # set false if XAS 3.6
- j2 r* h/ A, T4 J6 s - XASVER_37 = true
8 \1 ]- i! n; T
/ X: E2 l, p2 c. b. ?- #===============================================================================, K! m) U! N, @. U
- # Numkeys Module5 n: [( P+ j: Y* S' ~: U
- #===============================================================================7 g- k6 n$ c! w6 N: _* J
- module Input
. x# q( z, h* L8 L* M - Numkey = {1 => 1049, 2 => 1050, 3 => 1051, 4 => 1052, 5 => 1053}
/ i# `4 D# k$ [( O) I - class << self( n8 b4 c) O+ |, x: A: p: o
- Key = Win32API.new('user32','GetAsyncKeyState',['i'],'i')
/ t. x1 {5 M: Y) L* |- t -
~' [8 N7 d# i/ L# n7 X - def testkey(key)
; I# o6 Q' q3 f, v: U - Key.call(key) & 0x01 == 1( ~) H4 j; V$ ]& d
- end3 z& J' y! \+ [* [
- , O( x" H L- {
- alias hud_key_update update7 @6 L i( a+ t0 J( G- m6 _' v% [+ \
- def update
/ h! ~; [& z7 |3 M$ E. E% o; b - hud_key_update
8 o: A1 N. l6 y& h5 x' n3 G' _ - @pressed = []5 w. A: y' z% w) t1 o \$ b
- for key in Numkey.values
$ I0 k& B" k% J! W: Z - key -= 1000
Q" A0 P ]8 r - @pressed.push(key) if testkey(key)
1 X$ @+ _3 g8 D7 G. U - end8 g- B0 ~' @( [2 d- ~' F$ o
- end# F% z, W( e+ t" f0 D
- ; e) H- s I) L
- def pressed?(key)
' B: c* R% Y; T6 Z0 w1 ^ - key -= 1000
- J9 r6 g5 q# ~; G4 D" \, s' x G& ` - @pressed = [] if @pressed.nil?' Q4 b2 o9 j# f( ?1 R) G: \
- return true if @pressed.include?(key)
: U! J1 W, R& d - return false% b+ F4 ~3 j: a+ l
- end N; P `* a1 j, |; ]9 B! q6 z
- # h. c/ ^' M5 T- [7 S' k( }
- alias hud_key_press? press?
2 w+ \& C2 W$ M5 ] - def press?(key)2 s# c$ g3 ?9 ]5 J) d% E5 b. n0 r
- return pressed?(key) if key.to_f > 1000& i( B7 f) q2 \2 h) _
- hud_key_press?(key)
4 Y7 q1 s& K+ a" y4 y - end4 A( g4 f0 }6 v! x
- end
3 w7 U- O) L6 c1 S& x/ [ - end/ l! c2 n: j% I `2 J* u
- 0 t) i) y1 `0 R7 y3 N
- #===============================================================================& {# H2 S% d% d. ~! @$ E. a8 Q
- # Game Player1 \6 k6 ~6 L( V( z* N% @: Q
- #===============================================================================+ L3 y$ R. s& S5 }) e4 s
- class Game_Player < Game_Character# @4 R' q' d& o# i
- attr_accessor :hud_equip
! T6 T2 N% P8 @ B2 F+ N7 t - . S( V- |$ ]+ A
- alias hot_key_hud_init initialize/ j, m: k; X& m. k3 {
- def initialize
% ^, g% Q( z" r/ ?" r& i& [/ G - hot_key_hud_init
0 m7 r& u9 Y9 C- ^# C% g - @hud_equip = []
; I0 ^! O! K" h, B - end
5 K. S% @3 D6 x7 C0 R - $ e/ U+ i# b5 ~2 E& K1 `- k+ n
- def equip_item_to_hud(n, item)
7 b8 l# H" V/ |" E - if item.nil?
, ^& x% m& f5 S$ {0 f/ H* G( i - $game_system.se_play($data_system.buzzer_se)
5 A0 j8 }. f& H m% D. M - return
# G. x2 C% ~5 X! T) t- i - end. u1 Q. K4 N8 {1 C* N& H$ h6 w6 U
- $game_system.se_play($data_system.decision_se)6 k+ C5 b+ s0 B6 o2 T
- @hud_equip[@hud_equip.index(item)] = nil if @hud_equip.include?(item); e- r) V6 H' L& g
- @hud_equip[n] = item
* l/ k0 Y! x: E( g; \ - end( o7 c% ~$ z) Q3 X% z' h; a
- end
3 b0 W2 W Y( H3 b/ E5 _5 G
; B6 o& o, z7 h- #===============================================================================
) p7 J u8 Q6 s- Y - # Quick Skill Window3 e6 w) X( a( X# T4 w0 I
- #===============================================================================
& E$ w7 X0 |6 h - if XASVER_37 == false, Z% o: N! p9 P+ M6 i
- class Xas_Scene_Skill, R& p* n0 v( Q: H7 o
- alias hud_quick_menu_main main9 L4 C* K x1 ?8 _: a) z
- def main$ D/ }+ q# H& b* a0 T, z4 a) M
- @hot_key_hud = Hot_Key_HUD.new, X+ c0 d7 ?! i3 l' d6 O. F% g* g
- hud_quick_menu_main& v& m. H/ B& }7 ]0 ^
- @hot_key_hud.dispose
- W% [# I& M) D4 n - end
H* T6 }% F6 D& ^ G ^$ \- T -
5 l/ X! g, u% R5 G; }$ I4 a - alias hotkey_hud_qucik_menu_update update
/ H# S$ S1 \" S" O9 ?! [ - def update. S8 f4 S, }: {& R+ @
- hotkey_hud_qucik_menu_update$ [5 L, C8 ~" M# P( {% ~; q+ {- f' z
- # Hot Key num 1
, p+ k a/ e1 n7 b4 z - if Input.press?(Input::Numkey[1])
0 ^/ a8 V" w/ s( Q2 I2 p - $game_player.equip_item_to_hud(0, @skill_window.skill)
7 c, \% N( C$ f' B/ J1 c - # Hot Key num 2
& k2 h6 Z! L( |6 F: N# V - elsif Input.press?(Input::Numkey[2])
: J9 x1 W5 @7 u5 P, k' ~ - $game_player.equip_item_to_hud(1, @skill_window.skill)1 _+ L+ o: F- D! V/ M% r# T
- # Hot Key num 3
- q W: D3 X- G; r - elsif Input.press?(Input::Numkey[3])
# y' ]5 b, p. w1 E+ K9 l7 T: \9 x: r - $game_player.equip_item_to_hud(2, @skill_window.skill)
' H% f+ u/ ~' u1 S0 u - # Hot Key num 4
2 M% t( b3 O( L( M i* q) @' } - elsif Input.press?(Input::Numkey[4])8 L( b$ T5 E6 a$ E
- $game_player.equip_item_to_hud(3, @skill_window.skill)% o+ X$ S: L, ]6 u6 @
- # Hot Key num 5
6 V' h2 |8 }$ T8 { - elsif Input.press?(Input::Numkey[5])
3 L! I+ }6 v6 _" M; e - $game_player.equip_item_to_hud(4, @skill_window.skill)$ f* o/ ^' J C1 ^, o, P2 O
- end
! m, P) P$ V5 D# J* }/ R& O - @hot_key_hud.update" r: ~8 P/ a% `8 T+ R: `
- end7 ~5 N5 r# \! X/ D' q. L- y1 J
- end
. m9 r! F" Z) o& B, D2 D - else: I; P5 T5 [- ?! ^ A
- class Quick_Menu_Skill% V9 ?' l( Y7 `0 s9 C
- alias hud_quick_menu_main main9 x: w# A8 _7 B2 N& Y% `+ k# |# e
- def main
0 V2 c! o4 p& T7 e( m$ Y+ a3 o - @hot_key_hud = Hot_Key_HUD.new: y- ^( C( s1 P
- hud_quick_menu_main4 Q7 i- f1 y; r
- @hot_key_hud.dispose
& u1 n4 f4 \5 N - end# ] c+ Y F C2 @8 O
-
/ K L6 X9 V; {& ~$ z - alias hotkey_hud_qucik_menu_update update2 k2 F7 R4 m' \" ]$ `$ @
- def update
! _4 b$ M! O' L2 I/ J4 w& H9 T - hotkey_hud_qucik_menu_update
2 ^0 H: r* k7 N! q/ K0 s - # Hot Key num 1
$ }6 z3 V) k& W6 V& d7 F - if Input.press?(Input::Numkey[1])
- r. {5 Z% D3 D. i/ ^' I2 ^1 z - $game_player.equip_item_to_hud(0, @skill_window.skill)+ [$ G, ]6 U" m3 S4 H
- # Hot Key num 2
4 |1 b; p9 x3 [* {' Z - elsif Input.press?(Input::Numkey[2])/ Q$ Z0 b' J1 o1 T) n& v* Y3 R7 d
- $game_player.equip_item_to_hud(1, @skill_window.skill)
1 U# u a0 H2 \& Z - # Hot Key num 33 d3 Y0 v' d( y
- elsif Input.press?(Input::Numkey[3])0 a# A. f. E9 e, x) _) Q4 i
- $game_player.equip_item_to_hud(2, @skill_window.skill)9 f4 O9 c, w a X& H
- # Hot Key num 4
3 g6 D6 f) C# j - elsif Input.press?(Input::Numkey[4]). h7 \# r* F9 K. o0 U% h$ ~" o
- $game_player.equip_item_to_hud(3, @skill_window.skill)5 T" V2 V& s0 [* w E
- # Hot Key num 5
9 Z4 W% x4 U4 i8 ~% l6 o - elsif Input.press?(Input::Numkey[5])
% T7 E+ ?$ n. s! o - $game_player.equip_item_to_hud(4, @skill_window.skill)! k2 N- h6 [; C# E5 r
- end
& T W7 L4 z X - @hot_key_hud.update
3 m3 _/ t$ R( a* `5 [- k - end. s' S) H& v) r6 X2 c' |* h
- end( w+ N: r6 O% E/ p/ q$ T
- end
* n1 T8 L* m) B; G7 M- ? - - O9 w* D# L/ ~: P# f1 P4 S! ~! V
- #===============================================================================
/ J8 G J- L& ? - # Quick Item Window
! _3 |% C8 t1 P - #===============================================================================) _ ?7 J# x) {9 W; d0 v M, n
- if XASVER_37 == false) g; A B7 B! _9 `. h ^: ^/ V
- class Xas_Scene_Item4 y0 d1 I& j6 m+ ], B6 B6 \/ x
- alias hud_quick_menu_main main8 F2 [ Q5 D: q. F3 p
- def main
7 s0 o" y, ]. Q - @hot_key_hud = Hot_Key_HUD.new$ S0 ]' ]9 ?" ]9 J2 B: ~
- hud_quick_menu_main) ]) ^8 ]. H& e" @8 d0 ]
- @hot_key_hud.dispose
0 G) S" l4 {% B- y: \" n - end
+ x: Y$ _3 Y7 g) V - : P' o$ J/ `; s: `. Z& O( a: e
- alias hud_key_update update
/ _* d7 a* ^7 C - def update! A. ^5 X, h9 y- i2 y
- hud_key_update
* H d' Y' p( P, l8 O - # Hot Key num 1
! P5 p0 u' @1 J) Y - if Input.press?(Input::Numkey[1])
0 @+ t8 I$ N5 {9 j9 O - $game_player.equip_item_to_hud(0, @item_window.item)1 B1 P! R7 n) R) \0 k
- # Hot Key num 2
% t2 S' V" d _ - elsif Input.press?(Input::Numkey[2])
) I! }3 X- V# s& a6 ? - $game_player.equip_item_to_hud(1, @item_window.item)" U2 r. @9 N* X& m! n$ D7 x; S
- # Hot Key num 3
( K; \2 k" e' a2 l6 \" Z* R - elsif Input.press?(Input::Numkey[3])
% I) J4 T( a1 m! o6 I - $game_player.equip_item_to_hud(2, @item_window.item)
" O& w. I) ]' d7 d - # Hot Key num 43 i0 _7 L) {+ L) M. O3 k
- elsif Input.press?(Input::Numkey[4]): M' r5 N- |. k$ V, q% {
- $game_player.equip_item_to_hud(3, @item_window.item)
0 D- y- v7 R! Z7 P( Q - # Hot Key num 5
7 w" G4 g! V3 _* `# N8 I7 v4 @ - elsif Input.press?(Input::Numkey[5])
" F. {, r, ^: y# v2 S ]0 p* \ - $game_player.equip_item_to_hud(4, @item_window.item)! |( ?9 T. B/ P: R+ L# m3 p
- end
, u x1 x+ m9 Q2 V7 Q4 k$ d - @hot_key_hud.update3 ~( g3 J; _# o: w0 c6 ?+ n( U! F
- end) h* V% K. s5 ~! `3 M. y. _
- end
$ ^/ L, L* ^$ e% l; s' |/ S* U - else) ]4 [& Y W; A) l
- class Quick_Menu_Item
& d9 b7 K" K: f( ]. r - alias hud_quick_menu_main main
, w" @& g# w* |8 ?! t- Z - def main+ X: v$ Y `3 F
- @hot_key_hud = Hot_Key_HUD.new5 [0 M, A6 w1 y& k8 Z; E
- hud_quick_menu_main
# P9 h$ T+ z& S. o8 ? r - @hot_key_hud.dispose n% H; M0 p3 ]& @1 o, u: M/ b; g, i1 D
- end
d+ N# |* k3 h q# e -
' @8 ]- R$ e1 C3 J L2 V! D$ N! s - alias hud_key_update update
1 m2 ?; f7 ]+ `) _& U( ? K - def update5 |3 ^ }/ f }# P6 ?9 E! f j
- hud_key_update# @ E% Q7 ?3 q) @7 q1 h) |2 l1 g0 M: g! R
- # Hot Key num 1/ k- R. o1 i9 \
- if Input.press?(Input::Numkey[1])
- \" c, X+ K7 w0 \2 t7 v - $game_player.equip_item_to_hud(0, @item_window.item)
8 z, G" `8 V/ Y, A I - # Hot Key num 2 r k% e! y d4 I0 g- M5 N
- elsif Input.press?(Input::Numkey[2])! C/ f* Q% d" ?% G M) j
- $game_player.equip_item_to_hud(1, @item_window.item)/ q0 r+ r7 m9 K2 k, u: u' B& N
- # Hot Key num 3
+ {! d: y8 T' c) u - elsif Input.press?(Input::Numkey[3])- E5 a# {7 y5 u7 J
- $game_player.equip_item_to_hud(2, @item_window.item)9 |/ C$ t# L) g
- # Hot Key num 48 {* L, [7 g+ `* G
- elsif Input.press?(Input::Numkey[4])
3 V% h! k3 f) o8 }3 j3 q' ^9 d' ~ - $game_player.equip_item_to_hud(3, @item_window.item) v0 |9 h, y* R6 G" g
- # Hot Key num 5
& J+ B- d" {- O$ N: Y - elsif Input.press?(Input::Numkey[5])
, R& p- w1 k0 u# o - $game_player.equip_item_to_hud(4, @item_window.item)2 O6 g4 f7 P5 ~& A
- end5 M$ P6 ~& g" `
- @hot_key_hud.update
8 W( W- w- ?* L% ]1 i2 N7 m - end! C$ Z* ^6 k ]0 P; v
- end
; T- x- I9 J% Z# C5 f - end# q! Z: \' u/ D9 C2 p
- - h6 N# w$ _" M' u! L- z* q
- #===============================================================================
8 C$ ?% {0 U% H7 q - # HUD Window
; |. j( k1 I1 e$ I. f. B - #===============================================================================9 g5 h0 P' i9 w" Q$ {; Z
- class Hot_Key_HUD < Window_Base
G' C! ^2 a: U2 u& q+ q4 f - def initialize(x = HUD_X - 10, y = HUD_Y - 15)
( z/ K1 b+ C$ | T# {2 F2 o* j - super(x, y, 220, 80)* d8 Z/ ~' d3 N8 ]( j1 s
- self.contents = Bitmap.new(width - 32, height - 32)1 s7 d% C+ N5 }
- self.opacity = 0% `$ k9 G9 Q1 X# C" [8 @
- @actor = $game_party.actors[0]
4 J. U" k& N! B" w0 R& m- I - refresh
) l* ], h3 f( a - end
/ d1 s8 M5 ?9 X, _, B+ ^ - 9 c$ W- ]1 f: z" a7 u; g, B
- def refresh; g: {# J, x, \' [, Y
- self.contents.clear9 V% `6 a+ c# i
- bitmap = RPG::Cache.picture("Hot_Keys_HUD")( o% _# [" ~$ y1 a) `
- self.contents.blt(0, 0, bitmap, Rect.new(0, 0, 160, 32))' S. e1 w2 K4 b$ ?, `3 q0 h
- for i in 0..49 `0 J% U. K; V$ j
- x = 32 * i + 4
# P% K. s9 h' | - item = $game_player.hud_equip[i]
( E8 U( W- ^$ X) C6 Q2 U - next if item.nil?/ ~$ B" C4 @" o9 o& r" x
- if item.is_a?(RPG::Weapon)
6 I2 Q6 A# r% I0 J4 E - item = nil if $game_party.weapon_number(item.id) == 0 and
9 q; L! j1 T1 A: n9 a/ ~ - @actor.weapon_id != item.id/ }' S2 C0 h3 P' R
- elsif item.is_a?(RPG::Armor)9 E4 E+ o- B% t! n
- item = nil if $game_party.armor_number(item.id) == 0 and
4 f3 ?- a# E7 Y4 z4 q& c" \9 B2 f6 o - @actor.armor1_id != item.id
3 G# M+ V+ P3 m/ l; q - elsif item.is_a?(RPG::Item)
+ A$ P$ T4 f3 U7 H' @ - item = nil if $game_party.item_number(item.id) == 0 or
0 T/ N2 y L9 o f - !$game_party.item_can_use?(item.id)- {9 X# p; |) {7 W3 r
- end" e8 ~; z& `# ]2 z
- bitmap = RPG::Cache.icon(item.icon_name)+ J' t; A, l( P! m
- self.contents.blt(x, 4, bitmap, Rect.new(0, 0, 24, 24))
3 U. y, c6 Q( T% r9 u% l - end
% }& B2 M6 J3 Y* v, R4 ] - end
4 ]+ `. D% B) c' b) ]0 e - # w; m! y9 ?; x. K, e( J
- def equip(item)
7 k' `% j$ m/ ^3 @* G - if item.nil?4 _3 t$ t8 ^2 [
- $game_system.se_play($data_system.buzzer_se)* T1 b2 o0 Z4 W+ n
- return
& A5 c$ I$ W7 N$ f - end \9 B v( Q: P) Y4 \ f* \
- if item.is_a?(RPG::Skill)
" E: t+ t+ e% l. h, U - if [email protected]_can_use?(item.id)
7 ]) e. k" U1 h5 ]" }8 P - $game_system.se_play($data_system.buzzer_se)
: ~ x/ @0 {" c6 E! | - return
; [2 \0 @: g$ @( ^8 E/ b/ A - end9 U! w+ A7 k1 m/ O& Z7 A1 }
- $game_system.xas_skill_id = item.id3 a, _, U0 {3 B) v
- elsif item.is_a?(RPG::Weapon)) z/ A, a; C/ Z. G, z7 n; J
- @actor.equip(0, item.id)
; Y) R6 b/ E7 @ - elsif item.is_a?(RPG::Armor)
6 t4 m8 t) D1 B# |/ c. _& x8 h - @actor.equip(1, item.id)% M8 U1 I1 G& Y. ^% z0 h
- elsif item.is_a?(RPG::Item)
6 E T# F* {: v) x1 l! T9 y - item_tool_id = XAS::XASITEM_ID[item.id]/ H2 c1 O5 U: T0 ?4 X
- if item_tool_id != nil7 \6 Y) z6 Z$ |* l( a; B# q! g- Q9 G3 [
- unless $game_party.item_can_use?(item.id)% m6 r2 Y. {, b* c5 U7 g& ~
- $game_system.se_play($data_system.buzzer_se)
+ D0 H2 C7 @ v4 h# Y - return0 m' R& C6 a' ?" I) F
- end! ?# S$ y- n' }& Z4 }7 `: ~4 U& T
- $game_system.xas_item_id = item.id
% D6 ~1 ~, U9 R. K - end2 _( U6 N+ i1 m" d! Y( |3 s
- end! }) Y; A# K$ u, ]7 r4 ~& p
- $game_system.se_play($data_system.equip_se)
7 W _6 y5 m2 V. ~! g4 { - end5 n+ {8 Q0 a3 E
- 2 Y* V2 h3 B& v# N5 Q) Z# E3 R
- def update3 D" \& [8 }( w1 d+ m/ }5 H) p5 i
- @actor = $game_party.actors[0]8 R0 I, S E! {9 A
- @hot_keys = $game_player.hud_equip5 \( U# q5 U/ ?$ O9 H* S
- refresh2 B, g7 R) o8 Z+ _
- return if !$scene.is_a?(Scene_Map)# S9 d7 c- O. {0 [
- if Input.press?(Input::Numkey[1])! \8 J! r5 C; j9 d8 [
- equip($game_player.hud_equip[0]), _5 j9 r& h* M
- elsif Input.press?(Input::Numkey[2])
& P* D4 w+ U+ t3 [7 ~8 O - equip($game_player.hud_equip[1])
/ L7 w: a0 d/ \& } - elsif Input.press?(Input::Numkey[3])
/ E8 r) E4 o4 p- I/ { - equip($game_player.hud_equip[2])
/ G3 K' t) O/ B0 q; m - elsif Input.press?(Input::Numkey[4])
9 {7 R U& S: t( i# Y! M - equip($game_player.hud_equip[3])
s( k, X% [$ i - elsif Input.press?(Input::Numkey[5])+ i/ E1 _1 ? o" g& p
- equip($game_player.hud_equip[4])
/ v" B/ k! O6 B* o - end
+ N5 ], G6 A( ]) a, k - end" c+ Q% z* c5 N- |: d$ S# N2 f
- end
5 r; _# w+ {. [$ q8 l" Z1 j - 5 g. k: z$ I: C) t R" P
- #===============================================================================! F; @$ x3 R8 i
- # Scene Map/ a! u+ Z3 d# U t$ Y
- #===============================================================================0 k% k8 q/ K9 K4 B3 a3 u
- class Scene_Map$ q' H- @$ E2 G1 H
- alias hot_key_hud_init main
# M; a! G, R4 S* C; X2 O - def main3 ], E2 H# M( b( p5 A* R+ N
- @hot_key_hud = Hot_Key_HUD.new3 O7 e. t4 G' ^; D% q% y
- @hot_key_hud.visible = !$game_switches[XAS_HUDDISABLE_HUD_SWITCH]' z# n# p e0 I& s) f
- hot_key_hud_init
# v& Q9 q; z0 W0 v, M/ b8 P - @hot_key_hud.dispose! w1 y! {( g6 V6 y0 {
- end
: V% ~( H* r5 g' Y -
# P& ]$ ~! ?: P1 E. _$ Q q - alias hot_key_hud_update update
% x+ H; Y% ?3 A* J: [5 d - def update2 [0 p* f5 n" {' N# A. Y
- hot_key_hud_update. U3 I( V6 R5 I3 H) {; M/ p
- @hot_key_hud.update8 @. E; T0 ? U; E/ P0 E
- @hot_key_hud.visible = !$game_switches[XAS_HUDDISABLE_HUD_SWITCH]
# M5 u9 P0 J, C, E$ T" q* ? - @hot_key_hud.update if !$game_switches[XAS_HUDDISABLE_HUD_SWITCH]
4 V; b& K" Z0 o C1 _ - end
3 T3 f: L7 c$ O$ j$ X& E5 Q - end
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