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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,! q& J* T+ G- r! w0 c, h! {/ U
不知道有人能帮忙看一下吗? - #===============================================================================
0 Z8 o O# X4 C/ A8 o9 C - # XAS - Hot Key HUD& T* {# a: @9 z, H
- #===============================================================================
! c! Z5 B, _6 f- M/ f - # By Mr_Wiggles2 I3 F) \/ {: b4 b' x9 b# b( D
- # Version 1.38 N5 Q7 h+ L, w5 F# d! x+ J1 h. L
- # 7/6/10
/ d. c. t g! E& Q4 A - #-------------------------------------------------------------------------------
! K4 O) Y: m4 [8 w - # Instructions:
) c; V! v1 W( o - # Fill in the constants bellow, paste this script above main and bellow XAS in) h$ O' a3 K/ z; s9 ?4 G
- # your script data base. BE SURE TO SET TO THE RIGHT XAS VERSION!!
( V& n1 I1 O& j9 A' } - #
. E0 h; V2 f4 ? - # Place the "Hot_Keys_HUD" picture file into your game directory
1 |1 i0 O" e2 g - # Graphics/Pictures folder.
; `9 {- c4 \; m6 v4 Z+ b - #-------------------------------------------------------------------------------
6 w. {! G' a4 O0 ~5 N0 n - # Directions of Use:- V# L2 q$ L, i' J6 c( [( B) m( G
- # Simple just press a number key (1 - 5) when the quick skill or item menu is; G" e f7 V9 D5 D' p% D: J
- # Showing.' S: l) |; A$ j: @' P4 _$ E; u
- #===============================================================================
5 F! }; R8 m! f* P' W( o/ l& Z - HUD_X = 0 # X pos of HUD! D$ o1 I( N8 R# | ?, F
- HUD_Y = 0 # Y pos of HUD8 a0 A7 N: s9 A5 z
$ \- o) m& J) p" l- # Set true if XAS 3.7f
) o2 ]' A8 `* l# K - # set false if XAS 3.6
. w( L" c8 G- U8 V( U h8 Q+ { - XASVER_37 = true [; V# }& P* `6 l) w# N6 T: o: Q
- ' a# `7 W9 r# z% Q e: ] }
- #===============================================================================
' [# |9 R0 i* i! a. W: E1 s C - # Numkeys Module
( ^+ j$ }& ^5 X - #=============================================================================== y; ?4 C9 E- s/ p, f& t2 G
- module Input) _( o; _- f) T, ^
- Numkey = {1 => 1049, 2 => 1050, 3 => 1051, 4 => 1052, 5 => 1053}
. V6 U: I( q/ T - class << self
: g/ H8 ?; }0 v% T+ @$ t+ i - Key = Win32API.new('user32','GetAsyncKeyState',['i'],'i')
4 j" X. u; q X& R0 f; t; N$ g - ) q* w- y$ U; ?+ n6 K P& D+ c
- def testkey(key); Q7 ]0 t8 x4 k3 g8 [
- Key.call(key) & 0x01 == 19 _2 U8 b! X9 E$ s7 ~0 Z( j' [) s
- end
; H2 i) w* ?+ \1 D* H; c% ^ - 2 J" m2 X! f! d( I: e
- alias hud_key_update update3 W q, [2 V5 _$ E7 G- Y
- def update$ s1 P/ o% s+ }0 ^, C+ m
- hud_key_update7 b1 U& V" U5 Z2 a+ X* Z
- @pressed = []
. D7 R0 p B, _ - for key in Numkey.values6 \! i3 i6 D+ K' \* L* c" f
- key -= 1000
& E2 e O/ ?) L3 n5 a- \7 [# J" p - @pressed.push(key) if testkey(key)
' M7 u! P i9 J1 k7 i, v1 y - end0 r) | \; v. C# ]8 U3 a
- end
9 E* |0 k! V$ e2 i) G -
" y# a8 l6 e$ U2 y0 b6 Y - def pressed?(key)
- r) D* v, C/ r3 A# ^; l6 u - key -= 1000
; z0 h9 I/ y0 ~, `: H( d" Z2 F' P - @pressed = [] if @pressed.nil?8 p3 A2 } [: z) Y& d6 L* x* T( R
- return true if @pressed.include?(key)% \! Z2 a& F; o2 i2 P# d
- return false
& J$ N8 D4 C$ T1 k - end7 I, R% S( j) D! k- T. G
- + z/ J3 Z/ H' O j# t0 ]" \+ P
- alias hud_key_press? press?6 L/ C2 q/ T! O7 i$ I
- def press?(key)' h6 J" d0 j3 R' `% h/ ^9 `3 b
- return pressed?(key) if key.to_f > 1000
2 W4 a l8 L0 u& b9 e. X4 y8 f - hud_key_press?(key)& ^* |8 Q/ O* C7 ~
- end# S( I( h$ l7 f" ^
- end
3 _' G" t/ R _4 H$ y6 l7 L - end
2 t1 X5 l8 t/ b# [* a% `- E! N, F - 2 t5 X* V) l' \0 Q: U0 U) B/ ?2 x
- #===============================================================================/ Y- |& m& l0 N7 M! t
- # Game Player7 [! `; Y0 R- Y7 ]7 H2 u2 Z& f j' P
- #===============================================================================
5 ]& D# ~3 n3 U* T* g+ k - class Game_Player < Game_Character
+ l+ E( s) O% w. M - attr_accessor :hud_equip# y: g6 W3 G* m3 _; J P8 x g
- % j9 v- c' W0 W3 v* `
- alias hot_key_hud_init initialize+ T$ t, t; t% b" r: i8 H
- def initialize
; I+ O& M" t, A8 Y - hot_key_hud_init
/ p7 D0 U, {; V0 H: V& ~8 x8 N - @hud_equip = []9 |- ?8 J: p# l7 \. q9 h
- end4 w n+ e- ^. D4 L
-
6 x4 k6 w# K: _& n# X - def equip_item_to_hud(n, item)
! J0 ]+ o& s' H9 f4 V: T4 t - if item.nil?# w4 k1 B2 k' m2 G# \3 l
- $game_system.se_play($data_system.buzzer_se)' }& a; m+ H! J: u8 k) v8 K8 V! z# @
- return
4 X6 J, H$ {; ?' f& C/ d$ P5 C - end
H$ I6 K; g+ c. \2 W - $game_system.se_play($data_system.decision_se)1 k: E( Z7 V1 J" V5 n* {. h7 N4 O( N
- @hud_equip[@hud_equip.index(item)] = nil if @hud_equip.include?(item); ?' h" I% u$ [: `( q" p
- @hud_equip[n] = item
; A# r$ t5 e( t2 c$ C2 @ - end
5 G/ t" i7 T3 _; Y: Q/ N' ~7 t4 d - end. \7 Y. D# w# }" U. D
0 Q) ?3 O# F) K- #===============================================================================4 l8 I9 [. q: l4 j$ v9 B8 a1 u1 `
- # Quick Skill Window
0 A' k# H! R0 V5 Q8 @0 @ - #===============================================================================
- W* y* h. q0 {; W! [9 K+ h/ U - if XASVER_37 == false$ g9 G, y" V4 P2 Q0 X1 ^* _
- class Xas_Scene_Skill
/ m% _! M: L& e - alias hud_quick_menu_main main
# v9 D% c$ k" T! C3 z - def main
+ s- ^' J/ V }! r1 x G& d - @hot_key_hud = Hot_Key_HUD.new
! ^. L6 W/ n9 a: g( k+ G - hud_quick_menu_main" A* K8 F! L. U- g
- @hot_key_hud.dispose
, g P/ b; d+ `6 h4 ` - end5 ^+ C8 K7 ^" z! w3 _- U+ D+ b
- ( i/ `- w- X- ]# y
- alias hotkey_hud_qucik_menu_update update
: L" `' n8 J, Z; o# G! o - def update; U0 d0 ^) e+ V1 j- R. E. e
- hotkey_hud_qucik_menu_update8 [8 ^4 j8 }4 K
- # Hot Key num 1
. b+ X7 G. e4 d6 U - if Input.press?(Input::Numkey[1])0 I1 k( \3 [( A8 W6 f( j1 M
- $game_player.equip_item_to_hud(0, @skill_window.skill)6 h# w( i2 F; x( |' {# c
- # Hot Key num 2
2 ^) U. }: k9 V+ ` - elsif Input.press?(Input::Numkey[2])4 C) C* _- E( _ a# M
- $game_player.equip_item_to_hud(1, @skill_window.skill)9 @9 P# d- Z$ `6 c
- # Hot Key num 3
7 S: R) J( j! J - elsif Input.press?(Input::Numkey[3])2 s7 K( H+ [) q# h+ F
- $game_player.equip_item_to_hud(2, @skill_window.skill)7 [1 u5 q7 @/ x# _
- # Hot Key num 4
- X2 N2 N. E/ N - elsif Input.press?(Input::Numkey[4])8 @1 E$ H9 y# y) H
- $game_player.equip_item_to_hud(3, @skill_window.skill)
* n) N3 U% C$ n% |4 C - # Hot Key num 5$ I6 @0 v/ c8 Y! p: E# B' k$ ?
- elsif Input.press?(Input::Numkey[5])
7 U5 z1 G( o. x# G - $game_player.equip_item_to_hud(4, @skill_window.skill)
# o' v# Z! y$ d' Y8 P! V" d6 M - end
. d% p% ?6 Z" d. q( M. N0 w - @hot_key_hud.update
_$ N; D. K# d, o- X- L( @6 C - end
- x8 p) O: ?* ~1 { - end
3 I z$ x ~ B) g# F# d - else
8 G7 Z' K! e5 t/ ` \' { - class Quick_Menu_Skill8 V# R+ x) i0 Z& T
- alias hud_quick_menu_main main
" G9 J) A3 L9 H& w' l0 M0 O - def main
Y1 `! j( }; E" j1 B - @hot_key_hud = Hot_Key_HUD.new; e# \- H* P7 e+ N* n7 k+ l1 A
- hud_quick_menu_main8 @( O3 V, P$ V, ~2 b
- @hot_key_hud.dispose
9 C& ~4 F( J8 J: v) e - end& p7 a9 z+ M7 q
-
) `: T2 y+ p8 A: j - alias hotkey_hud_qucik_menu_update update T1 E. W) K, m% N, H* l; e
- def update3 o; V; J3 c2 f- t$ D' l: V
- hotkey_hud_qucik_menu_update- N9 D* r3 [* G9 b
- # Hot Key num 18 g% N! l" k* P/ S: c/ l
- if Input.press?(Input::Numkey[1])
: K5 i1 a/ U* b - $game_player.equip_item_to_hud(0, @skill_window.skill)
/ ^8 U6 h- J# f- b- K5 w3 o - # Hot Key num 2
3 j2 P: I$ f4 V% t& l1 w - elsif Input.press?(Input::Numkey[2])* J1 q( @, }/ T
- $game_player.equip_item_to_hud(1, @skill_window.skill)6 }' y$ z) m, _' R
- # Hot Key num 3
3 U! o. }+ O$ Y - elsif Input.press?(Input::Numkey[3]), E/ u( U' Z2 _: m7 d0 Y0 C9 |; c
- $game_player.equip_item_to_hud(2, @skill_window.skill)
8 @& C+ r, P, _2 W: n" U - # Hot Key num 4# ?! \$ p) l3 H' K- _, g
- elsif Input.press?(Input::Numkey[4])
0 X/ ?( j1 r% ?! r V - $game_player.equip_item_to_hud(3, @skill_window.skill)
- ~* k" S) \ y- I - # Hot Key num 5
5 B6 A) ]' a1 \3 ? - elsif Input.press?(Input::Numkey[5])2 m v9 A9 t* T5 P
- $game_player.equip_item_to_hud(4, @skill_window.skill)/ P* l' G( i9 G& H" g& \) S
- end1 l2 L- P- G1 @/ U% R( ?, ]
- @hot_key_hud.update
: B8 f) e- `) C6 K - end
9 ]! A% ?3 t& [/ H, | I6 ~* ] - end6 ?/ R) |' Q6 F) R
- end
$ _$ H# a8 @8 x2 k3 u7 l
9 F5 H# d" o2 j( T- #===============================================================================6 w/ x' }4 o7 f' q2 ^* ~
- # Quick Item Window
( H' A7 N% g' u+ Y& ^; \ - #===============================================================================
S8 [- J5 E$ X, ^. v& ?9 e( ` - if XASVER_37 == false
, l; N7 G) { [ - class Xas_Scene_Item
) @; h8 E- [6 U" M- @' T- G - alias hud_quick_menu_main main8 ^* L y* w1 R1 t
- def main
% t! L) ^# M$ W& M s - @hot_key_hud = Hot_Key_HUD.new
# z8 n2 @ h( P) H& E - hud_quick_menu_main
/ w6 \: z+ C4 |4 B - @hot_key_hud.dispose" K- q, j7 N9 s5 @- D1 ?
- end
% `) i' s) L6 J$ S( R- s& K -
0 J1 C" n8 [- K7 _ - alias hud_key_update update
/ H8 w0 p) A; |5 H1 e - def update
% g8 ~3 `# A) I - hud_key_update3 _6 z$ S1 C1 U4 p4 o5 C
- # Hot Key num 1
3 I8 S% o) a" w+ y" v - if Input.press?(Input::Numkey[1])) q$ m) b1 Z7 A3 A( K- x ~
- $game_player.equip_item_to_hud(0, @item_window.item)0 b& @7 J, B/ R- e- p. e
- # Hot Key num 2
3 L7 J& k2 P( y* [& b - elsif Input.press?(Input::Numkey[2])
' N3 m7 ]- [$ I7 t5 u: C - $game_player.equip_item_to_hud(1, @item_window.item)
& [; }0 h6 j9 i6 M8 q( V8 v - # Hot Key num 3
1 n/ ~; F9 k+ L, k8 r - elsif Input.press?(Input::Numkey[3])
5 Y% t5 n) w+ L0 S b5 G4 G - $game_player.equip_item_to_hud(2, @item_window.item)
# M' k) `( c, t o4 {/ A - # Hot Key num 4
0 H" x) p; t: _% T" y! k" d - elsif Input.press?(Input::Numkey[4])
# c6 B2 B% c4 q" g0 U; j) t7 p+ F+ x - $game_player.equip_item_to_hud(3, @item_window.item)
- S( I/ F }/ O% E6 e3 P - # Hot Key num 5
6 I" U2 i" G1 k4 `& ^ - elsif Input.press?(Input::Numkey[5])7 f9 Q I' T2 {* c Y
- $game_player.equip_item_to_hud(4, @item_window.item)
2 _' ?# a* A( \1 }/ g0 m( b' {8 J - end2 x3 p! H5 v4 t6 ?* p5 [- l
- @hot_key_hud.update
5 ~+ V; |& s* |. G - end
( ~ f5 X9 {% `+ d% k1 h6 w# p - end/ `$ H. h/ F7 M/ E6 t8 x
- else/ [2 M! ^( b6 y
- class Quick_Menu_Item$ U G1 c6 _' F; c. d3 N2 S
- alias hud_quick_menu_main main
3 r. c8 h6 y, w* h( d - def main! H$ u( C$ t, V) }2 f$ F
- @hot_key_hud = Hot_Key_HUD.new5 Y! B6 l* \0 G# q" {- G) Z
- hud_quick_menu_main" n- `4 |- X. ]1 M/ p/ ]% m
- @hot_key_hud.dispose
. x. b( f6 W) A# Y4 p - end; S8 q q: N, v( v* O; V7 @
- $ J9 n4 F5 S1 E9 {" r9 I* u
- alias hud_key_update update% ^/ C/ A( E+ s( s2 R
- def update
: I* s; w7 [% D5 B - hud_key_update6 Y3 p$ L1 x+ U: E0 o0 ]' X' v" X, q
- # Hot Key num 1
% x) w7 Z+ F! J7 r4 G) \0 O - if Input.press?(Input::Numkey[1]): J: s* j5 k& Q
- $game_player.equip_item_to_hud(0, @item_window.item)
/ q6 i% z/ m" H+ M - # Hot Key num 2
, Q- M% y7 G9 l' l - elsif Input.press?(Input::Numkey[2])5 ]- p2 k% [7 z% a+ F4 r5 e% e* l
- $game_player.equip_item_to_hud(1, @item_window.item)( L$ v J* Q( D) [& B; g
- # Hot Key num 3
% `7 A, _. q" @7 @' B$ y8 x: Q( X - elsif Input.press?(Input::Numkey[3])4 O; p1 l! m# v& K P, x a
- $game_player.equip_item_to_hud(2, @item_window.item)
" G, y v5 O2 d$ _3 p+ j - # Hot Key num 4
! b0 R# W, q- i - elsif Input.press?(Input::Numkey[4])$ B( _/ i/ f, w! ^% U& h
- $game_player.equip_item_to_hud(3, @item_window.item)
) f. I% h1 @# q5 u2 g5 i - # Hot Key num 5
* K) p- p! }) W0 u! x' a9 N8 E: P; r - elsif Input.press?(Input::Numkey[5])
/ S; q# [6 P; K1 W/ G( e - $game_player.equip_item_to_hud(4, @item_window.item)
) a0 }+ F: {$ S- a - end
0 ]5 E+ O+ Z" Z d - @hot_key_hud.update
. z4 g2 [ v. y4 g. n - end
; M4 P# X& B! I- N - end
3 ~3 e2 d- \" k) L - end* v/ O$ t5 M; H
+ E3 f9 K8 b' p' D; W7 o- #===============================================================================6 R) v, h5 F& X. A( r
- # HUD Window
' ]# p. j g) ?: O - #===============================================================================
2 @1 U4 w4 p7 N1 i - class Hot_Key_HUD < Window_Base6 j. K( H m& a1 w+ Z( `
- def initialize(x = HUD_X - 10, y = HUD_Y - 15); r3 M. `, U6 `9 [& x9 P
- super(x, y, 220, 80): p! f4 N- s! Q n8 ?+ s4 l- z
- self.contents = Bitmap.new(width - 32, height - 32)
* Y6 Y+ x, i7 n1 T% w# D9 ` - self.opacity = 0
, Y* X4 T. c$ e \# R* c - @actor = $game_party.actors[0]
& D. y$ d. y* P: u0 n& ^5 K5 p - refresh
) ^" z( Y2 U5 n3 a - end
* p& C+ Y8 _* ^3 u: B9 a. b# D
0 J5 {) D5 O M7 v' U- def refresh
1 u2 j! m. a v- m9 z - self.contents.clear4 \9 _- z; `; e
- bitmap = RPG::Cache.picture("Hot_Keys_HUD")9 A8 m; P' `+ |; @
- self.contents.blt(0, 0, bitmap, Rect.new(0, 0, 160, 32))1 O/ {& b J6 J( Z" o0 I( ~
- for i in 0..4
5 q1 Z1 \ r& N+ k- O9 ^. D - x = 32 * i + 4
5 q$ V6 o" A1 S - item = $game_player.hud_equip[i]
b8 O3 B+ L; \& Z' G/ W% A - next if item.nil?2 }2 a, y8 m0 u9 D, K
- if item.is_a?(RPG::Weapon). U7 _ @& ?% r% L5 R/ l+ n4 l: k
- item = nil if $game_party.weapon_number(item.id) == 0 and! o3 x( m2 [+ R& ~2 r
- @actor.weapon_id != item.id3 u: I& b& ]% A2 Z% G* A
- elsif item.is_a?(RPG::Armor)
% i1 p9 X2 Y$ Q. I& @* ?! q - item = nil if $game_party.armor_number(item.id) == 0 and
3 s' b$ N; @* U# m - @actor.armor1_id != item.id
4 [0 l4 a# a* B2 p. q - elsif item.is_a?(RPG::Item)
8 Q5 t& x- M- D' P9 a - item = nil if $game_party.item_number(item.id) == 0 or& _! e) C* c( ?
- !$game_party.item_can_use?(item.id)
/ L u% v2 q: m& C& b4 t2 I: L. o Y4 ~ - end& T8 d- r+ d* t- X
- bitmap = RPG::Cache.icon(item.icon_name)8 b6 V3 G3 h: W4 R; r
- self.contents.blt(x, 4, bitmap, Rect.new(0, 0, 24, 24))" F4 X% Z% v" k7 M
- end
2 y1 }- N; o: a- ~! d' ^3 k" L - end
: V, j$ K6 t' Z/ i3 { - . j% Y& T7 g- F s+ a' v
- def equip(item)# b/ n. `2 E y, ?+ a: Q0 y8 t7 L
- if item.nil?
4 Z r, _7 e# X: t0 S _ - $game_system.se_play($data_system.buzzer_se)
3 T% F1 [0 p) N* Z3 _" O* e" B# F - return0 ^; b, z* L! Y. n8 v
- end
/ u* c/ {7 q8 ? - if item.is_a?(RPG::Skill)( c' e* A( l4 g2 l
- if [email protected]_can_use?(item.id)
# m5 u- c' X* Z: Q: J" X - $game_system.se_play($data_system.buzzer_se); Q" D" T9 ?; S' p! ?0 l% L
- return
, B6 r q& C9 J - end7 U3 u3 O# R$ ]# O
- $game_system.xas_skill_id = item.id9 S7 V. }/ X) D# P+ J
- elsif item.is_a?(RPG::Weapon)# t: t1 `% M8 [! P" z5 v* J
- @actor.equip(0, item.id)
. T7 C1 q8 e8 B9 s* i s5 w - elsif item.is_a?(RPG::Armor)& v0 d! M$ U9 E3 L+ S
- @actor.equip(1, item.id)
. \. z1 s/ C# ~* {5 q - elsif item.is_a?(RPG::Item)
3 f4 o8 J4 d7 q$ x* N/ Z. _) ~ - item_tool_id = XAS::XASITEM_ID[item.id]8 l6 V- `; `) ^
- if item_tool_id != nil# }0 j- H7 C3 L: x+ r4 @
- unless $game_party.item_can_use?(item.id)
# P7 ^2 w. m" v' I/ I - $game_system.se_play($data_system.buzzer_se); H" G N- _. K7 C
- return! w4 H! S7 q# D6 m) {% k5 h
- end9 l) H) e2 l4 [4 ^: q
- $game_system.xas_item_id = item.id& T3 i! ]* Q6 ?1 j3 {; A
- end
; d1 q! S& H3 Q+ r( S - end Q5 P& `3 V' K' i9 y4 T, A+ k
- $game_system.se_play($data_system.equip_se)
3 I: ]" [0 ~# ^% Z+ F - end
5 g6 x0 v1 }1 Y1 e* S; s -
* Q/ |3 P* p5 U+ s - def update' t% d9 ?/ E& `% P
- @actor = $game_party.actors[0]
! @6 I6 S3 ?1 X# z9 {- z3 d" x - @hot_keys = $game_player.hud_equip; P: C% ]9 u; U
- refresh% B2 T6 W9 f) A' I
- return if !$scene.is_a?(Scene_Map) V! M, G( e; {
- if Input.press?(Input::Numkey[1])
% m: Q! S3 H7 f h - equip($game_player.hud_equip[0])5 d3 E2 o% a4 [# E5 C# d1 X
- elsif Input.press?(Input::Numkey[2])
& e6 `6 I# [# C- b% P - equip($game_player.hud_equip[1]); B1 ~5 ~ d2 C4 h8 R4 g0 O
- elsif Input.press?(Input::Numkey[3])' }9 D( I% ?) R) F' I3 |
- equip($game_player.hud_equip[2]) ; H" @0 d* Z* q
- elsif Input.press?(Input::Numkey[4])
0 {/ z' K1 C& i2 H$ \ - equip($game_player.hud_equip[3]) 0 r9 M" R! t7 j9 |6 k1 e8 f
- elsif Input.press?(Input::Numkey[5]); n+ j3 N( E* @- ^4 G5 f6 l
- equip($game_player.hud_equip[4])! o- T2 P; c5 d2 p' d3 z; ~- i% U
- end
6 T* t! @9 Z4 A1 ^2 U - end- U' Y1 {8 `# G: |
- end
/ h8 n) j- U3 G- |7 y: O$ }" `, _ - 5 a$ k3 P' K5 c4 [
- #=============================================================================== e# a6 q6 z2 U% o6 y0 J
- # Scene Map* M: y; s9 B! `5 S F- q
- #===============================================================================
6 N) K# J/ X) X% e' Q7 m0 |6 p$ N - class Scene_Map
/ I. x t" c1 I% o. J5 n a; d - alias hot_key_hud_init main
$ O" C" {3 T9 `% r# ~/ G - def main6 y% f U5 W4 b" `. u$ s# J
- @hot_key_hud = Hot_Key_HUD.new- l' @% H4 g @: J# O
- @hot_key_hud.visible = !$game_switches[XAS_HUDDISABLE_HUD_SWITCH]% o( H5 G6 _6 Z, }; Q4 m6 \
- hot_key_hud_init
. q8 e& K6 W; N - @hot_key_hud.dispose% W+ ~6 A) M! g3 O
- end5 J' O3 d4 q% A
-
: ?8 S6 M1 a! u5 S$ { - alias hot_key_hud_update update' C/ F: z/ i- |& q4 O! f7 \
- def update0 ~/ K M q& h; f% W( g0 Q
- hot_key_hud_update2 e, ` q; G/ g4 j# }: v# X
- @hot_key_hud.update& |2 S: u z" T) j5 s/ k4 m
- @hot_key_hud.visible = !$game_switches[XAS_HUDDISABLE_HUD_SWITCH]
; @2 w, s, k8 _) M+ j) U - @hot_key_hud.update if !$game_switches[XAS_HUDDISABLE_HUD_SWITCH], o7 M2 \- j* W% N; L ^
- end
5 e9 Z+ u6 X) |0 h9 Q' M" p - end
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