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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,
7 b1 a8 n- B! L; S' Z( J+ s0 w6 G9 v不知道有人能帮忙看一下吗? - #===============================================================================- i" d% V# w$ `4 Z
- # XAS - Hot Key HUD
% ^# }+ R# w3 R4 Z3 M* r - #===============================================================================
. |8 s5 H' n u$ M& J% \" B- G - # By Mr_Wiggles
' C7 P- z. [ x h, Y - # Version 1.3# l; q. _1 h. h5 P: }% w; Z
- # 7/6/10% r- b* n1 a& q: A$ f' J% z
- #-------------------------------------------------------------------------------
" l8 e1 M3 Y& M% o) q - # Instructions:
2 s3 _6 x6 r1 x. |, q( c( b - # Fill in the constants bellow, paste this script above main and bellow XAS in8 {! L* f' o( O- r
- # your script data base. BE SURE TO SET TO THE RIGHT XAS VERSION!!
- l# L4 ~' d6 x9 P. |+ k5 d - # ; w9 m7 l# x m' u
- # Place the "Hot_Keys_HUD" picture file into your game directory
! x7 L( i* p" J; L7 I/ J% ` - # Graphics/Pictures folder.
7 i6 W, L( A0 R* {" f4 [3 D$ T - #-------------------------------------------------------------------------------
- Z+ y( H: M/ a f9 j( } - # Directions of Use:+ t5 W$ f7 J! b0 S- E: }% l
- # Simple just press a number key (1 - 5) when the quick skill or item menu is
: O m1 @+ A% u/ }$ j! \( f - # Showing.
- o7 J4 ~- u. y& ^ - #===============================================================================
* t" M: p% [% c, P - HUD_X = 0 # X pos of HUD
3 L: B) i( w' N" u% K" v - HUD_Y = 0 # Y pos of HUD
! P3 g( @; o7 H; G5 o4 o$ ]" G: W1 { - 1 j8 \4 v; F* T: w6 e6 @/ ^
- # Set true if XAS 3.7f
% c: T+ y" W* r' v) B# j - # set false if XAS 3.69 D4 ^5 O1 V/ F0 c
- XASVER_37 = true
. \' \; o; @9 A
) l( t' R/ j2 m1 H3 s+ P- #===============================================================================* w2 M& Z' L$ B6 G+ g
- # Numkeys Module
7 D: @& B2 ?4 B - #===============================================================================. b' Z/ c4 z' x+ G
- module Input
* I0 q( q2 @! w8 D2 F! i6 [) C( i - Numkey = {1 => 1049, 2 => 1050, 3 => 1051, 4 => 1052, 5 => 1053}( Z& \9 O6 f/ g+ O8 b- L- f) A
- class << self
1 h4 m9 j+ T3 q - Key = Win32API.new('user32','GetAsyncKeyState',['i'],'i')& l$ O7 v" q( b, E6 ]5 H+ W5 @
-
* t4 ^$ c* L( ^& j9 P, E( n3 J - def testkey(key)% ~4 O* ^& E% e$ t4 L
- Key.call(key) & 0x01 == 11 y8 V! {8 \( a9 F
- end( e& g* @9 `& f# Y
-
: R/ ^9 r/ R( ? - alias hud_key_update update
/ W* @4 P# q5 i3 p - def update
V' m7 p6 t$ z* n* i6 n - hud_key_update
+ J) t: h! G1 k, i$ W n1 P# ? - @pressed = []
7 a r8 v+ ^% } - for key in Numkey.values# @: n* G8 B, ^, l& `; }. I# X: H2 q
- key -= 1000
) U1 ~% C" Z/ s5 ~" d - @pressed.push(key) if testkey(key)
6 |& |6 w* W. t) M. m& P* C j. u - end
& o; h9 f$ p" i( _9 G - end
4 Y) O) r! t8 F- x - : Q8 U2 R1 @* \( z. E
- def pressed?(key)
' D: c' v1 }9 z- ^# c - key -= 1000& c7 z# F1 F0 |
- @pressed = [] if @pressed.nil? [, g( u( Z7 w+ E" _
- return true if @pressed.include?(key), d6 L4 m. j6 o) L! h
- return false
) m* M; |# D- b; a& v - end
" g; i; P' p# B, q' O -
$ S* S' Z& M1 `! K. p \7 f$ q - alias hud_key_press? press?
* S& Z4 f3 Y( l( A# S( m7 v - def press?(key)9 @ |1 n* K g) f
- return pressed?(key) if key.to_f > 1000
3 E6 n a) i* U9 e3 c& v. i - hud_key_press?(key)
' Y+ B: ]$ F3 c% m+ O, t0 P - end' k. |. l) k' k4 K" E7 q
- end6 o5 r' P6 ?* R/ k) p1 a8 Z
- end
j6 S9 m& j) e5 M7 i - / g( t% e! d8 m
- #===============================================================================; G; v; F, R5 z1 ]$ n" a2 F
- # Game Player, f2 v5 A$ v) _4 T8 {+ S6 K
- #===============================================================================
& q7 d% q+ }0 ~; K/ g5 O - class Game_Player < Game_Character+ d$ Y2 A1 J6 A" {* R
- attr_accessor :hud_equip
/ m; K% X6 D3 h1 [+ l4 i9 K4 r - : U; Q+ _; ]# a, s& L
- alias hot_key_hud_init initialize
4 C8 y$ H" K& Y! C - def initialize
: k9 a- } k+ E' f& B8 I) h- y - hot_key_hud_init
1 |) p ]- z2 ~' i1 \ - @hud_equip = []* J3 m0 n8 g4 H" c6 G. A
- end! u- t. s7 n( d/ ^
-
% h- y# m, \$ P9 Y( t! i4 s9 F - def equip_item_to_hud(n, item)
( R+ {3 ]- w6 }' [ - if item.nil?+ a) c1 u8 l% {5 e$ z5 d0 s! Y" R" l
- $game_system.se_play($data_system.buzzer_se)% B2 `7 i( ~$ A- v9 U% i( o& ]3 f
- return/ Q. B4 z. g7 A4 L- G
- end3 \+ j8 J! g# j8 I# ]
- $game_system.se_play($data_system.decision_se)
: |+ J% g6 n2 |' S( A2 n9 a - @hud_equip[@hud_equip.index(item)] = nil if @hud_equip.include?(item)" F+ `. L! k% F$ k# Z+ w0 T, ~
- @hud_equip[n] = item
, r7 g- n; }1 {. b - end
2 h, m$ l7 ?( r% J8 s7 R - end
; r. g. o6 j& V2 E1 ^' T. S - ' L5 H& e8 |! J3 L* \
- #===============================================================================, _8 B9 C% F Y+ \; w1 C; {& u
- # Quick Skill Window
9 a1 j0 x- Y' L - #===============================================================================
3 l2 L% \7 c1 a' k* ~1 O' Q - if XASVER_37 == false
. N* T. Z5 {" z" J# E! G4 A - class Xas_Scene_Skill
. e3 d% V* f+ e1 A - alias hud_quick_menu_main main+ ^2 T5 ?) a3 e' O* q/ w) d) T
- def main
" G0 {* W5 c3 M0 n: V7 I - @hot_key_hud = Hot_Key_HUD.new7 W" |; u; e4 E7 [! o. G
- hud_quick_menu_main9 M* w5 }3 h! }; Z) ]' X
- @hot_key_hud.dispose
) Q4 @# G# }( z1 [ - end
6 `8 O! @4 {. u1 J3 D -
/ J' u: n2 o. C1 o* l3 Z4 @ - alias hotkey_hud_qucik_menu_update update0 Y* `$ Z, Q' N! k
- def update, q, P7 |- j' S1 d# ~& j% |% O
- hotkey_hud_qucik_menu_update7 U# Q# Y; U4 u
- # Hot Key num 1
" n) R2 a: ]2 d" F$ Y - if Input.press?(Input::Numkey[1])% M1 P- s8 e0 O( P
- $game_player.equip_item_to_hud(0, @skill_window.skill)
4 d' H1 Q+ m( C1 b d" J - # Hot Key num 21 S3 Z* E! r$ l3 ^, M7 X. d
- elsif Input.press?(Input::Numkey[2])" p- j7 X9 G7 B6 E* N1 |3 R: H
- $game_player.equip_item_to_hud(1, @skill_window.skill)
. }" ]9 V; w8 R4 g - # Hot Key num 3
& Q( w3 M5 Q, W t - elsif Input.press?(Input::Numkey[3])6 ?( s0 a# @4 t
- $game_player.equip_item_to_hud(2, @skill_window.skill)+ c% U* T) N4 n" x! k r
- # Hot Key num 4, [* b( i; N3 n% y
- elsif Input.press?(Input::Numkey[4])
2 E7 \5 M$ U) u( F5 W. ?$ T - $game_player.equip_item_to_hud(3, @skill_window.skill)
! G1 S g8 K0 Y2 Z# D" T5 ]6 s - # Hot Key num 5
4 t; e7 f& p- O) J6 l - elsif Input.press?(Input::Numkey[5])9 k7 S% Z" ^, B
- $game_player.equip_item_to_hud(4, @skill_window.skill)
( {+ b4 M' ~. u+ x - end
, o0 c7 w$ C: r2 F9 v7 j: U' ~9 e& p - @hot_key_hud.update
6 I; k/ w' |4 s4 Q5 T& d - end6 W% g: l# S+ |6 {* d" Y; M- p
- end( G. p8 ~! t B; ^
- else/ R0 V6 t& d6 l
- class Quick_Menu_Skill
& F3 C( X# k4 ]% | - alias hud_quick_menu_main main
7 S3 \/ F* `( B( r& G1 M) k' f - def main0 {0 ?, Z4 w$ W
- @hot_key_hud = Hot_Key_HUD.new
% {; v( p8 v7 _+ B0 d+ q - hud_quick_menu_main
$ U) k/ U" u/ C, {' T - @hot_key_hud.dispose
+ ?, G3 P% M! u* Z - end& {& _! J* \1 u$ J6 T: q- k# }' S
- 8 s) F* O/ D) N T, {! }* E1 G& M
- alias hotkey_hud_qucik_menu_update update3 V' w/ i; d( u9 A
- def update
8 D; a/ `8 z' E# I' C - hotkey_hud_qucik_menu_update: w3 _5 x0 Y5 F7 L& F
- # Hot Key num 13 Z. X0 E4 @: t+ H( R5 Z
- if Input.press?(Input::Numkey[1])
5 f6 U8 M& k7 ]- s4 k" N' S - $game_player.equip_item_to_hud(0, @skill_window.skill)3 b0 v+ G. C1 q" N; P, T
- # Hot Key num 2
y Z6 Y" U7 o* ^& M - elsif Input.press?(Input::Numkey[2])
$ b) ?8 Z& x1 x8 h I# w - $game_player.equip_item_to_hud(1, @skill_window.skill)/ s& z) s- m# e% Y6 E
- # Hot Key num 3
! v0 m) B: [, @; [7 [ - elsif Input.press?(Input::Numkey[3])
/ z1 F" T7 u2 ?. e, T8 F - $game_player.equip_item_to_hud(2, @skill_window.skill)
5 D, D! }& r; k$ J/ V+ d - # Hot Key num 4* h8 J# E3 }5 k4 e1 s
- elsif Input.press?(Input::Numkey[4])2 ^3 S, U, f3 U- Z4 v5 e
- $game_player.equip_item_to_hud(3, @skill_window.skill)
0 T/ y" Z1 t" D( y - # Hot Key num 51 r- A* X& U) H. |
- elsif Input.press?(Input::Numkey[5])
) K" U2 E; J: Z; r8 l) F - $game_player.equip_item_to_hud(4, @skill_window.skill)5 {+ q6 }9 y9 O9 _ m' `1 D* w
- end1 y+ k; D8 e. [* ?0 R) S
- @hot_key_hud.update0 t. t- m" e5 u! E/ x* N4 A
- end
. i! Y5 X) v& q - end
+ e. u4 u& ?! h6 z& p& ~ - end% J& W# N% W; r7 [
: V7 T6 ]0 L" _6 l! |2 z" G, c% c- #===============================================================================
, W6 \. B( O# N' p0 C - # Quick Item Window
# N! ]( T0 X' N9 Q* O$ m! @" @ - #===============================================================================
! D! ?0 C6 [+ ~+ T P! [1 u& O - if XASVER_37 == false
* I9 x1 m+ O, O, ?( w e" o8 n5 _5 d - class Xas_Scene_Item2 {! r; l9 J, t5 M+ m
- alias hud_quick_menu_main main
1 W% A; T# v" x* S* l - def main
9 ~# G; H1 o- N( D; E2 G7 [ - @hot_key_hud = Hot_Key_HUD.new4 J/ m. V! O" w, D3 u2 ~5 p. H2 s: r( c
- hud_quick_menu_main
: K4 p2 f2 c1 [( c- n - @hot_key_hud.dispose
; o. u0 p1 k- r! A! C+ K - end( {& L/ h$ F0 P
-
! w9 @# s3 |* p3 o1 } - alias hud_key_update update1 K, }. G' K; E
- def update+ N, k" r N3 w3 t$ |
- hud_key_update7 F( b" k' p' I
- # Hot Key num 1. z. I, I: X% o. V ?
- if Input.press?(Input::Numkey[1])8 d- N: P, C7 _( c5 ]! \
- $game_player.equip_item_to_hud(0, @item_window.item)
9 _# |/ Y q% \2 ^# N$ W - # Hot Key num 2& S( P2 F) q& {) R8 {% A3 q k
- elsif Input.press?(Input::Numkey[2])
8 }" b M* ~- A3 z - $game_player.equip_item_to_hud(1, @item_window.item)4 T% W( a" Z- \- l/ I
- # Hot Key num 3
a+ S% Q9 U0 Z - elsif Input.press?(Input::Numkey[3])
# j. v4 q Y n! `% U# ^0 \( o - $game_player.equip_item_to_hud(2, @item_window.item)+ t' q% Y2 ^7 ]$ ^3 S
- # Hot Key num 4
: x; q9 E# D( o" ] - elsif Input.press?(Input::Numkey[4])2 A* J: B) W h3 X% S7 G& S/ o2 t
- $game_player.equip_item_to_hud(3, @item_window.item)
6 h! Y) w8 o9 _7 t {! V" f) X - # Hot Key num 5
0 [% D+ X; ~1 B, j0 {& S" p0 U - elsif Input.press?(Input::Numkey[5])
! }+ I q- n* q! N. z - $game_player.equip_item_to_hud(4, @item_window.item)7 p T' X5 |% g3 h
- end3 a" \4 N, W& Y7 D
- @hot_key_hud.update
; D1 T1 T& m1 m/ c - end" I; ?/ i6 N% i* d9 |" ~1 X8 X! k+ K) R
- end
8 x: U) [5 P, a7 I - else
6 z' b5 E9 `+ Q# D7 M - class Quick_Menu_Item
- p$ H7 ?: W" r, s m6 ` - alias hud_quick_menu_main main
6 ]% B* h" A* g5 |7 j - def main
8 T" Y9 x: `; n - @hot_key_hud = Hot_Key_HUD.new
2 ]8 n- ]7 A1 P) K% w4 O - hud_quick_menu_main; F6 v5 ?: A e3 R) i. s
- @hot_key_hud.dispose# m! T1 {4 Y6 s
- end4 Y3 h4 L3 ^% B* c
- ( v% y- \" T) ~1 D2 G7 `
- alias hud_key_update update
7 `. ^. J) a+ _% \9 v - def update, q" z- A5 f) l0 f; p
- hud_key_update
% n" v8 @/ a- ~7 E( y1 @* y2 j8 f - # Hot Key num 1
) v) _! J( m8 [, v, _ - if Input.press?(Input::Numkey[1])4 E: ]9 A: A- _
- $game_player.equip_item_to_hud(0, @item_window.item)! k! ?% l. Y$ S- F# e0 M
- # Hot Key num 2
3 f! \7 [0 G) j$ |3 I7 C+ i - elsif Input.press?(Input::Numkey[2])
/ z* m& C9 j; z8 m - $game_player.equip_item_to_hud(1, @item_window.item)+ c) s0 D9 B N" y6 n) _: D
- # Hot Key num 38 J8 Q+ ?- r/ ^1 C* N9 Q
- elsif Input.press?(Input::Numkey[3])
' }3 Q; X6 ?2 Z' y5 Z. p2 D - $game_player.equip_item_to_hud(2, @item_window.item)
- o" n2 ^4 m% ]6 ]1 { - # Hot Key num 4( g2 o( Q" Z3 U. Y
- elsif Input.press?(Input::Numkey[4]). P7 A6 s/ q2 A5 B0 o
- $game_player.equip_item_to_hud(3, @item_window.item)7 ]: h! x% a/ [; y& F% r5 Q0 r
- # Hot Key num 5& j) ]. D7 @2 F D' ~* a
- elsif Input.press?(Input::Numkey[5])3 B8 D% U" n1 u6 v" g1 W3 p
- $game_player.equip_item_to_hud(4, @item_window.item)# T: T2 ?4 m. x+ w) t7 L- Y2 l, x+ i
- end8 _* i5 |, s9 l
- @hot_key_hud.update3 j5 z( c8 P0 i% T, Y; l/ q6 o+ U/ R
- end# B! |$ s8 G; d% p- X9 z
- end( w L4 H& S7 \# q- c
- end* F# k* V) A' A$ w8 T
- 4 B0 t" ?0 w0 |2 x$ a
- #===============================================================================
& c/ R6 Y, o) T# y# z$ h' K - # HUD Window8 N# m+ n' F9 y. `1 C( f) J K
- #===============================================================================
- N; e$ `+ T- V! C - class Hot_Key_HUD < Window_Base
/ z' H5 z0 |/ _# q' s8 ^ - def initialize(x = HUD_X - 10, y = HUD_Y - 15)) U6 P2 e2 V3 v' A
- super(x, y, 220, 80)9 B( S5 w" V2 x, D6 J- y. ]
- self.contents = Bitmap.new(width - 32, height - 32)
5 k: U# k+ y2 o. m- F" v% Z - self.opacity = 0; @* J( T( J% t" O
- @actor = $game_party.actors[0]
0 I- x" |1 g0 l) z - refresh Z( I2 b9 }( L: f6 D6 P
- end
+ {% G% p3 C `
; R) x' V' q" y4 u( j6 z5 T) A- def refresh! g1 y( K$ z: A( X2 s, G. H
- self.contents.clear
* i6 e! U/ C/ Z6 D - bitmap = RPG::Cache.picture("Hot_Keys_HUD")
$ A, _+ M( r+ ?3 ^ - self.contents.blt(0, 0, bitmap, Rect.new(0, 0, 160, 32))6 m# }7 x! p( [- q0 N! g
- for i in 0..47 g7 D2 b9 N# M6 l
- x = 32 * i + 4+ K' o- e' I7 i* F
- item = $game_player.hud_equip[i]
) S) `2 \$ J) V1 h, Z - next if item.nil?: I: b6 {0 M9 w X
- if item.is_a?(RPG::Weapon)4 k" v/ ^7 a9 S+ ~
- item = nil if $game_party.weapon_number(item.id) == 0 and
- f9 N7 w- I+ o% h; w) m - @actor.weapon_id != item.id9 H. Z7 ]/ H+ m2 K8 J! R6 h& t7 s
- elsif item.is_a?(RPG::Armor)( P" @& c: ^& M; X, t- T) t9 \
- item = nil if $game_party.armor_number(item.id) == 0 and
& F( s7 _: F5 w* u- D - @actor.armor1_id != item.id. ^* ]% o0 T A5 T
- elsif item.is_a?(RPG::Item)3 l" o2 L6 T8 w4 {' K" u9 r
- item = nil if $game_party.item_number(item.id) == 0 or( n+ S% O$ n! c- L' R3 V! D
- !$game_party.item_can_use?(item.id)0 X. N2 O3 m& U' U) Y+ ?7 U+ |$ k
- end! k: }% `9 ^1 h" y2 w2 Z
- bitmap = RPG::Cache.icon(item.icon_name)7 f- @/ O1 J* {1 w8 ?
- self.contents.blt(x, 4, bitmap, Rect.new(0, 0, 24, 24))
- Y" ~( {/ q6 o# ^2 s - end
9 v( D0 m% G. j7 H - end
) } p$ a; n: _7 ^' r% B, \, p8 t -
- b7 X7 y& c; N3 C - def equip(item)2 I) R. ~" @/ G( x5 \/ c* h) d
- if item.nil?
5 @6 L+ M0 }5 G9 {- l& [9 ^8 Y2 a - $game_system.se_play($data_system.buzzer_se)3 ^0 R6 \4 {1 a1 l- u1 x
- return
% W3 y0 L' A& S6 l% [ D - end" S2 G: \+ B, @* o! {, i A
- if item.is_a?(RPG::Skill)% O3 i2 m$ I+ H' y* x
- if [email protected]_can_use?(item.id)1 D. i9 M: K( @; w) p
- $game_system.se_play($data_system.buzzer_se)8 \/ |' f4 ~: `, @/ X0 |! U
- return
+ o/ F6 m% X% g) l: I - end
. M; y# ~! C2 Z& a4 \ - $game_system.xas_skill_id = item.id4 c( D4 A e6 l% k% z8 N
- elsif item.is_a?(RPG::Weapon)
: H$ y/ L" h: a3 R( N - @actor.equip(0, item.id)4 X6 q7 n Z. m$ [- j2 T5 L
- elsif item.is_a?(RPG::Armor)3 j6 d$ w! S0 Y* x& F& p
- @actor.equip(1, item.id)1 W3 g7 m8 E2 G
- elsif item.is_a?(RPG::Item) o. s* g+ `2 e$ E
- item_tool_id = XAS::XASITEM_ID[item.id]* D4 m9 ]* ^; g8 A; L+ Y0 Y
- if item_tool_id != nil
0 G7 ~! a* \/ f$ ~# { - unless $game_party.item_can_use?(item.id)" F7 G5 a2 v4 w5 ^5 v# \
- $game_system.se_play($data_system.buzzer_se)
, F- V! s, l# f9 Y9 f( W4 A' e- | - return
9 d# t8 ?0 K5 }7 a2 D7 v& H) N - end1 O, l. Q! F" Z& C
- $game_system.xas_item_id = item.id5 c- ]1 H( W- q% i1 U/ o
- end
0 q% y+ ^( R, r$ P: F9 L - end
1 S6 B9 S- X) }( y; J - $game_system.se_play($data_system.equip_se). C6 h S: T* h) r- l
- end, D( d& e1 I8 Z$ _9 T& I4 m
-
$ H* U* ~0 E0 w, t: Q - def update* J& R( G7 n5 F' i2 S) @1 ~! H
- @actor = $game_party.actors[0]
, C7 `2 k" s" k( [3 n* F, G - @hot_keys = $game_player.hud_equip
( f2 q7 v) B5 y( ` - refresh
d' t- K1 c2 j; a1 P* e - return if !$scene.is_a?(Scene_Map)2 [! W+ r8 C6 ?
- if Input.press?(Input::Numkey[1])* r6 j" ^! b- x9 ]% D8 O
- equip($game_player.hud_equip[0])2 ~1 ], S0 d. C! m( t. M
- elsif Input.press?(Input::Numkey[2])
& z7 [( |6 [0 V, Q. G/ ^" O$ ` - equip($game_player.hud_equip[1])
4 A$ g# q5 a2 N$ t" v+ ~6 g - elsif Input.press?(Input::Numkey[3])
3 I) b# J* ~+ @/ g, S& A - equip($game_player.hud_equip[2]) 5 J, H+ C( K2 c9 [ {
- elsif Input.press?(Input::Numkey[4])* S3 i' z f- C* o9 g1 t
- equip($game_player.hud_equip[3])
$ v( |3 \( A) |1 j. p' t) ? - elsif Input.press?(Input::Numkey[5]): p. `" W+ V. u9 ]& ^. T
- equip($game_player.hud_equip[4])5 [" y2 T/ A1 X8 i& n$ P
- end
! P( Z1 S! J" W. v. L- f - end
& e) q# U5 A& A - end5 J" x: I+ H1 ?3 `0 o4 p
- ; _# n9 p' b" r, n
- #===============================================================================6 G6 ^) t4 T: Y7 [" w: K% Q! V [
- # Scene Map
% w2 o4 W, V" n' v( j. H1 I - #===============================================================================: m9 Y7 C! O4 x3 ]
- class Scene_Map
9 e0 _4 i; b, E' Z* \3 x - alias hot_key_hud_init main
1 W5 s- k. P0 K) w- l+ @ - def main
$ i+ R+ ^$ a; c2 p" N! N& e9 W - @hot_key_hud = Hot_Key_HUD.new7 {- {# i# X" z" u6 D8 B" Y" j
- @hot_key_hud.visible = !$game_switches[XAS_HUDDISABLE_HUD_SWITCH]1 ]0 @( y1 l. ]0 P0 F# W e
- hot_key_hud_init8 _7 Y+ A" h0 I" Z
- @hot_key_hud.dispose8 O+ ~2 v' ~" C. G
- end8 z/ g9 s4 J7 q- s+ E! ]0 T
- ' C9 s3 [! m O) q
- alias hot_key_hud_update update. C+ ]* V3 g) j) a/ l
- def update
# A, w, R" t8 j9 Y% F, u0 d - hot_key_hud_update
% j( X* z D; ?' v3 @& v - @hot_key_hud.update
* f X! s0 v+ \ b& @( Q2 j: r - @hot_key_hud.visible = !$game_switches[XAS_HUDDISABLE_HUD_SWITCH]9 o2 M2 \+ m: G5 u3 U
- @hot_key_hud.update if !$game_switches[XAS_HUDDISABLE_HUD_SWITCH]1 a4 T/ P8 ]- e1 ?
- end
. K- k6 r. I1 l3 L* w3 D - end
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