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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,
/ f" l4 k# f# r) e' c" L7 m8 f6 O不知道有人能帮忙看一下吗?- #===============================================================================
$ U- `: J" W: ?2 x4 ~: f6 C2 z" Z - # XAS - Hot Key HUD
) K V! f8 h( E- e% @& I - #===============================================================================. v! b; |1 p4 O7 [5 O2 _$ i
- # By Mr_Wiggles
- N( j4 v3 [3 [ - # Version 1.3
6 y) l$ {+ B5 K1 c, w5 H, a9 f - # 7/6/10 K! r! p2 ^" o2 P
- #-------------------------------------------------------------------------------" Q% d, H! A, m6 X% [9 Y, D9 m% L
- # Instructions:+ y1 L, X3 i3 B; U# U
- # Fill in the constants bellow, paste this script above main and bellow XAS in
& M+ Q0 M' K8 J - # your script data base. BE SURE TO SET TO THE RIGHT XAS VERSION!!1 g" Q: j9 i& i" F6 R' n
- # 6 t" @7 f& X9 S
- # Place the "Hot_Keys_HUD" picture file into your game directory
& k5 \& U' W: |" N. Z; Z' ~ - # Graphics/Pictures folder.8 [# c" }- u' w' Q' l0 ]" h
- #-------------------------------------------------------------------------------
4 R" T1 {0 C s8 }( R* J* s- o9 Y - # Directions of Use:2 o" Q8 Y U' I/ F& z
- # Simple just press a number key (1 - 5) when the quick skill or item menu is
- f7 [$ I$ z" t3 _: X3 _6 o( O7 z - # Showing., D8 ]% t, F" j* a2 [) \* y
- #===============================================================================( A9 {! }! Y/ J: d
- HUD_X = 0 # X pos of HUD
% Y$ k: C. m0 f' q6 U) ?, i ~ - HUD_Y = 0 # Y pos of HUD/ m3 s* C% N; Y9 X9 [& r* m
- & H6 C( J+ {" v- o5 b' C
- # Set true if XAS 3.7f$ o+ m7 ^2 D; @1 _& N4 ?
- # set false if XAS 3.6" [, n. [* r. a% r) j/ N
- XASVER_37 = true
* S% n! s. u4 U$ d% n
- f6 D* l* A/ T, a7 L- #===============================================================================- G* v: o, w: N, b D
- # Numkeys Module
. z' w* d. `& h - #===============================================================================- {+ K y8 h$ l; I: D; o" P* C
- module Input) { p! I: Z1 j* c3 t. W
- Numkey = {1 => 1049, 2 => 1050, 3 => 1051, 4 => 1052, 5 => 1053}
9 {6 t3 U; C f! b5 r6 @& J+ J - class << self: Y8 u; j. W7 p* p) t, ?- Q6 l) i
- Key = Win32API.new('user32','GetAsyncKeyState',['i'],'i')
3 w* c7 g/ s. o* N - ' d: B6 |' U9 j# R4 E
- def testkey(key)0 O0 F0 y! b. ^& Q
- Key.call(key) & 0x01 == 1
5 ?7 R9 e- `; v - end
; h+ q0 O9 h9 r' g/ L, G7 m3 ` -
* @4 I; ^" ~* f, a6 O: N" N7 m - alias hud_key_update update" Q: L' b6 t# B! T a: w
- def update
. `" t5 W. e( h6 e - hud_key_update
# m( r c c: y2 q- ` - @pressed = []2 q5 f8 K' I1 _8 v0 [
- for key in Numkey.values5 m/ d5 H- o* n4 F/ Q5 ~6 J
- key -= 1000
8 J; j. k" }! _1 _0 J; q - @pressed.push(key) if testkey(key)! \$ o) ?* w1 t9 F- y5 P, a9 o
- end
% N/ z+ F( y+ Z, `! Z7 m, Y: u g - end
# L- V( d% D; k- `6 x8 ^6 M6 j -
/ k+ H' I6 S% O6 d$ C! D - def pressed?(key)
2 n( o. g! J8 @% ~! a - key -= 1000
$ Z5 d0 u! D# ]3 @3 p2 N) p$ z - @pressed = [] if @pressed.nil?
8 K0 [% c8 ^1 u& O - return true if @pressed.include?(key)
. J6 a \. \4 O0 e" ]3 G3 }. w4 Z4 g - return false2 c* n. \+ J' I$ O" O5 L+ R" b
- end$ ]6 j" ^ X* b& z, N4 _
-
. e( W# \3 C& K9 j3 Q - alias hud_key_press? press?) G& p% P' f/ O& H4 h
- def press?(key)
% R6 A3 s$ u( B6 T% R - return pressed?(key) if key.to_f > 1000
2 J0 ^) Z3 t8 `9 @ - hud_key_press?(key)" L6 |9 r4 v7 x0 x# h9 P
- end
3 c3 A! J9 b. F! }* G0 W" ] - end
* t* k' m4 [& k: Q - end
. V, F3 Z8 H( I/ _ - " ~5 X! f$ h# X6 R3 |) p
- #===============================================================================( [7 R! J$ C# p
- # Game Player
; H/ E! k5 m5 t I/ j - #===============================================================================+ i# C0 j) p' l) i6 d
- class Game_Player < Game_Character
5 O$ z6 y+ V5 r# }7 g - attr_accessor :hud_equip
0 g6 s% D: ], h8 g; J8 H -
0 B" a+ l7 ], }4 D5 g, i0 d6 C0 \: y ] - alias hot_key_hud_init initialize
8 h! c0 ~% Z/ a" x2 j& p - def initialize
' x" }- n# g$ R$ P! m3 [: F - hot_key_hud_init
^2 f; F+ Z) I6 D6 c [ - @hud_equip = [] R8 u: R; Q9 B' t9 B7 K
- end
4 k2 E$ D9 a- w1 B8 y: k: w3 ~ -
" S( l1 l/ k! Y: X* `0 v - def equip_item_to_hud(n, item)" B1 ^3 `4 @' p' B& m
- if item.nil?4 f# {4 \; W: c" I/ P) s9 s
- $game_system.se_play($data_system.buzzer_se), [' Z$ b- j* D g; ]
- return& c L& c% R1 e$ C" j d7 V& i& |
- end( t+ J1 z( m- z; e' B" F
- $game_system.se_play($data_system.decision_se)
. o' I2 Z5 H o; a2 V - @hud_equip[@hud_equip.index(item)] = nil if @hud_equip.include?(item). f, V* `' |8 p' C
- @hud_equip[n] = item/ i$ M# F% N S
- end
; m+ I2 p( d; @' n/ ?# c - end T# ~2 B5 u1 G& ]
! `9 ?- ~0 C* ^4 v8 N9 P% ?. q8 r- #===============================================================================
% M5 H, ~* S" G+ G( \! {$ u* L - # Quick Skill Window, i! V& x' a. z) [4 H& {
- #===============================================================================
: |9 l6 ]! d: B" c9 d% I/ {! d* Q) M - if XASVER_37 == false
% X7 F0 K: U% C8 V - class Xas_Scene_Skill
4 G# B P8 A3 H* f5 S% P, e9 K - alias hud_quick_menu_main main
+ {9 e: }- D* ^. b - def main/ E" N( o- A7 k) V/ m
- @hot_key_hud = Hot_Key_HUD.new9 v9 c/ P: t1 ]( I5 Z
- hud_quick_menu_main4 ]( o/ W; J* O& A1 @/ ~! u
- @hot_key_hud.dispose
; `4 x$ z/ E- R2 e8 \/ _/ z - end/ G; e9 f6 C3 U* |1 J' K
-
/ ~/ G( e. O [+ [& X - alias hotkey_hud_qucik_menu_update update) G* w F; D1 z3 q
- def update1 O4 a; c& B* I/ C6 s
- hotkey_hud_qucik_menu_update
, j+ p" x* U; k- s! u9 E - # Hot Key num 1/ {8 ^9 p8 X2 `; H1 }: ~# _1 _
- if Input.press?(Input::Numkey[1])* W" N& x# U, ]
- $game_player.equip_item_to_hud(0, @skill_window.skill)2 M9 m- ]- A5 k2 w6 r Y6 C, e; x
- # Hot Key num 2
: n% J$ f. t* W; z6 e# F - elsif Input.press?(Input::Numkey[2]). ]+ o8 m% Z& ~1 S& ~
- $game_player.equip_item_to_hud(1, @skill_window.skill)
7 |. p' h' {* c( R9 c3 { - # Hot Key num 3
; `- P' N% O$ r8 j8 X) Z% I o - elsif Input.press?(Input::Numkey[3]). W+ g) O% q0 I4 s! B
- $game_player.equip_item_to_hud(2, @skill_window.skill)
0 ]9 g% ]& y- U - # Hot Key num 4
( B+ P( q# Z" I: ^, m+ H - elsif Input.press?(Input::Numkey[4])
- d- ^. Y0 c/ e" I - $game_player.equip_item_to_hud(3, @skill_window.skill)1 g* a7 c" c b5 R. [: c& N
- # Hot Key num 5
- L0 D- `8 i# w+ ]4 x3 `% f- H - elsif Input.press?(Input::Numkey[5])
+ a8 b5 _8 U/ E0 j( W% N3 U& C' c t - $game_player.equip_item_to_hud(4, @skill_window.skill)/ y& w, h8 `: N! A( O5 v
- end- r# P* f1 y0 U' e/ r& W ?
- @hot_key_hud.update
5 d1 B' Q' F- P4 C - end$ y* g& H L* }% x/ a' Q
- end
! G( b9 T$ D8 J - else# _, u" u$ F4 d3 b: w
- class Quick_Menu_Skill) q0 u! i( j/ o! ^! h
- alias hud_quick_menu_main main, F) ~9 W, c6 ^; n2 K
- def main
D# X0 F# b; c0 W - @hot_key_hud = Hot_Key_HUD.new( G- o! x3 G3 u
- hud_quick_menu_main& i z" [' C3 m' c* b% n
- @hot_key_hud.dispose) v0 q" L/ Y. B
- end
9 u8 {% Q. v: k2 l- g - , ~. P% {$ C/ P! o V
- alias hotkey_hud_qucik_menu_update update! s% [. A( B" S% G1 A6 ] K* y
- def update
+ ?* H4 M8 h! _ x - hotkey_hud_qucik_menu_update
. {0 q, S# O9 ^# l - # Hot Key num 14 c! v; V3 M3 G- ?( W
- if Input.press?(Input::Numkey[1])
# e. L9 U- N& t, x% y - $game_player.equip_item_to_hud(0, @skill_window.skill)/ d' Y5 T' m- Y3 O' A
- # Hot Key num 2
9 V4 h3 _( f" ?) K) j. K; x8 G - elsif Input.press?(Input::Numkey[2])
" t; {. b# f$ ^3 E3 g" k - $game_player.equip_item_to_hud(1, @skill_window.skill)
9 x5 Q: h6 @- y: t& I/ |: q: @ - # Hot Key num 3
6 p5 e2 h `+ l! j( A' A$ L - elsif Input.press?(Input::Numkey[3])" q& |5 t& ~/ T7 }
- $game_player.equip_item_to_hud(2, @skill_window.skill)
* F* f, o1 |! L* V$ @# e - # Hot Key num 4
) ^6 K! g* u8 A$ y - elsif Input.press?(Input::Numkey[4])6 @$ j/ e8 l, s4 z& R. w
- $game_player.equip_item_to_hud(3, @skill_window.skill)
$ j6 U x8 Z6 O3 G* v* l+ d6 [ - # Hot Key num 5# p' ~# j- @. k' g; O# l
- elsif Input.press?(Input::Numkey[5])
+ O1 V6 r, @1 u - $game_player.equip_item_to_hud(4, @skill_window.skill)5 e' B" l7 E, r0 h7 J( _
- end* _- \6 }: d1 g; ~& s' U
- @hot_key_hud.update) N% E) P, d' Z# B k0 a! U
- end
, X' ~5 U8 M% ?( x' N9 _ - end
7 M4 Z# z6 D* N6 G6 w7 g - end
# Y# x6 Z+ T2 x; I0 J - # c# n- f* P, U) y
- #===============================================================================" v" E0 o* p: m* M' w- j
- # Quick Item Window
# H7 m* d' J. J' Z1 j - #===============================================================================+ o2 t; C+ K9 `3 J$ Y. F9 G! a3 v
- if XASVER_37 == false& _. d- [5 Z/ J, _" s3 M/ Q
- class Xas_Scene_Item
6 `5 ~ d0 x5 j3 T: Q - alias hud_quick_menu_main main
, a7 ~4 m# d& c3 ]; _2 q8 M/ h - def main5 m4 x0 A# Y( n( P+ N
- @hot_key_hud = Hot_Key_HUD.new
9 ?, {7 H. D5 C - hud_quick_menu_main' e7 Q- ^9 i2 V7 _
- @hot_key_hud.dispose1 P/ U5 }7 I2 r' c
- end! \- Y1 ^5 r @' h' y0 S& U& {! c
-
! T4 {+ y1 n& d2 V& @, S8 I - alias hud_key_update update) {6 I# f% w J) s5 L7 N
- def update7 l# n+ U2 ^+ w& E) U5 q& J
- hud_key_update
+ h# u7 G" H- g6 q* c- Z - # Hot Key num 1
3 J+ T" K" q0 l - if Input.press?(Input::Numkey[1])
G; Y: g6 I, q& s' A7 a - $game_player.equip_item_to_hud(0, @item_window.item). ]+ W; p+ d, h4 `8 K6 t& t
- # Hot Key num 2) V) k7 w; u8 Q" i+ E. o4 M
- elsif Input.press?(Input::Numkey[2])
% e/ A: Z% X+ d3 f- j - $game_player.equip_item_to_hud(1, @item_window.item)
9 \7 F5 i* p; o - # Hot Key num 3
. ?; }" E/ s; K' L- w - elsif Input.press?(Input::Numkey[3])' O9 |. z: z7 p- N% \- X2 P7 K
- $game_player.equip_item_to_hud(2, @item_window.item)0 V4 o& [) l( u7 q
- # Hot Key num 4
, Z# v4 R7 j4 r4 O$ [; Y J# G - elsif Input.press?(Input::Numkey[4])
( @" X: Q' h8 E4 U! \ - $game_player.equip_item_to_hud(3, @item_window.item)
$ [# j8 |& o6 N* o3 ? - # Hot Key num 5$ [6 X# x$ T% T7 w* A% v3 ~6 G
- elsif Input.press?(Input::Numkey[5])
, z8 W7 p: ~- G - $game_player.equip_item_to_hud(4, @item_window.item)1 D0 d6 r% I+ K$ N
- end
! p+ ^* L* _% y+ S$ Y9 { - @hot_key_hud.update
j/ t% s' z" ?9 D6 o4 L - end1 ^' g6 g8 \+ N% k/ N- C
- end
- Y+ D! c8 d4 ~! M - else
. [4 a# F' h1 R7 ?4 x5 ? - class Quick_Menu_Item6 r7 ]+ l- T; A! T& Y4 X4 ~
- alias hud_quick_menu_main main$ p/ h4 L( S% Q* ^; _
- def main
2 `2 ?& [& q' Q; I! W0 B- I" y - @hot_key_hud = Hot_Key_HUD.new8 v" I5 U9 ^5 q
- hud_quick_menu_main# K7 v% B- n2 G; x- p
- @hot_key_hud.dispose3 M& b+ B* N' l7 t# l; s
- end( U: H6 q3 E* H; t3 p3 R' f
-
$ k7 p/ Y6 l6 u; \( z - alias hud_key_update update9 Q/ F+ Z' d. \: ?. X& D: S: S) u; E
- def update& X. U: i7 _& M& t$ M
- hud_key_update6 q5 F0 F8 z: V \0 W5 X/ ]
- # Hot Key num 1( _% H" v+ E+ }% ?1 a$ T$ L
- if Input.press?(Input::Numkey[1])* [' h6 d I+ H& a4 l, a4 [
- $game_player.equip_item_to_hud(0, @item_window.item)$ ~% d8 [" B" x
- # Hot Key num 2
, q0 W' T9 F1 F, n: Q7 a- x - elsif Input.press?(Input::Numkey[2])& e2 B, v, H3 c# ?; B
- $game_player.equip_item_to_hud(1, @item_window.item)
# k( \+ Q9 b+ ~ - # Hot Key num 3
3 a& [/ A' ]7 p - elsif Input.press?(Input::Numkey[3])3 z+ G# R& P+ }" @9 ^3 N3 g: I
- $game_player.equip_item_to_hud(2, @item_window.item)
4 A1 R" D. d7 V* }% f5 u) |% u - # Hot Key num 4
( P ~$ q& i9 y- I/ @; u8 P) Y4 M - elsif Input.press?(Input::Numkey[4])9 c$ V" i0 ?/ i8 o5 @3 H& U
- $game_player.equip_item_to_hud(3, @item_window.item): @+ J7 g' O& x
- # Hot Key num 59 `, I* x% D. u
- elsif Input.press?(Input::Numkey[5]); z7 o& F6 R* w
- $game_player.equip_item_to_hud(4, @item_window.item)
" D1 Z( w; K; M( z9 e5 ?; [. ` - end
7 G- ?+ M `# P1 r& r$ P$ v$ g - @hot_key_hud.update/ N7 o1 N, z0 \2 [/ q, T
- end; d1 M" S! ~9 N( X; Y& n6 m, S
- end
; _* [3 B6 j, w$ T1 W. @2 ^7 Q - end
1 `1 B3 o* Z! f- R, t# U1 ]. Z0 D
, p" K& M' e2 S L: i- #===============================================================================
9 [; T0 S& p9 V* Z# I0 N8 q - # HUD Window
4 ?+ V) W1 E. C& k9 ` n; ` - #===============================================================================
) p* x1 i, P/ h$ x - class Hot_Key_HUD < Window_Base3 G) h7 n n# T# |$ y6 v, Z
- def initialize(x = HUD_X - 10, y = HUD_Y - 15)/ o/ T1 W) v% T+ m2 N3 Z
- super(x, y, 220, 80)! B# B2 C0 ?7 z) F, m& i- Y+ M' U
- self.contents = Bitmap.new(width - 32, height - 32)- @2 g5 R. a; M
- self.opacity = 0/ N' R1 `; E- {& }) N0 X
- @actor = $game_party.actors[0]
6 y) z, ^0 a* _/ L8 q2 G" { - refresh
/ J! e6 k& W V& v' ]+ ?+ y - end
4 V9 N: H, B m0 y9 g8 C
_2 n" i3 @: T: W9 V1 Y- def refresh
# a1 m5 \' I& E3 W9 g V - self.contents.clear" y9 t& c" S0 v2 ^$ Z3 W
- bitmap = RPG::Cache.picture("Hot_Keys_HUD")2 O3 I3 t3 H# c H( B y
- self.contents.blt(0, 0, bitmap, Rect.new(0, 0, 160, 32))" c. J9 c1 i& P* A
- for i in 0..4
" ~9 |" w& r% c5 k3 l5 S - x = 32 * i + 4( W" r! P4 a, z
- item = $game_player.hud_equip[i]8 x9 ]; D2 |/ J- R+ N0 K# v
- next if item.nil?% g, {. {) e6 g: M) R! M
- if item.is_a?(RPG::Weapon); Q; o0 k1 l# |& E9 f
- item = nil if $game_party.weapon_number(item.id) == 0 and$ L0 F- r. G- K; s' o
- @actor.weapon_id != item.id, D) k4 C8 d w5 z/ G5 ^
- elsif item.is_a?(RPG::Armor)7 s/ n$ @# l* f- D* A- G4 \
- item = nil if $game_party.armor_number(item.id) == 0 and
! ]2 o( N$ k* o$ @ z$ I - @actor.armor1_id != item.id
0 T5 ], v E' E! t$ s - elsif item.is_a?(RPG::Item)5 i& i8 N" V- {& X5 |$ M9 @4 Q
- item = nil if $game_party.item_number(item.id) == 0 or
' p* ^. a& z) I6 m - !$game_party.item_can_use?(item.id)( A1 Y% |& @# ^4 H' `& r) S4 g
- end% g, F. P0 z" C, |2 ~8 Z4 ^
- bitmap = RPG::Cache.icon(item.icon_name)
2 x- M3 \: |. s5 K5 T0 P - self.contents.blt(x, 4, bitmap, Rect.new(0, 0, 24, 24))
# t* H5 I( r' P( F+ Y: V( p% B - end
b q4 {7 ?: c. H- V. z - end
" X- R* z3 X' o# L* {/ Q% H! Y -
2 t7 D1 F* W$ d! O/ I - def equip(item)
; J) N) |9 r1 ?/ W - if item.nil?
+ P! \% L, Y$ _8 q0 l - $game_system.se_play($data_system.buzzer_se)
! F0 G& `" C! r* D" ~6 A - return
. k+ h- l+ E) p" C - end4 C+ L$ u, p) g; |+ R! N4 t. P
- if item.is_a?(RPG::Skill)
4 I: H, Q1 R# L - if [email protected]_can_use?(item.id)# N% |6 t! G: e! `* }7 ~- V
- $game_system.se_play($data_system.buzzer_se)0 d+ Z% e2 i6 x0 j0 m
- return
+ o* T9 P+ C" Q& `' \8 H - end
, z( @1 B+ g6 d2 W& @ - $game_system.xas_skill_id = item.id, N3 k' a4 g# M2 x
- elsif item.is_a?(RPG::Weapon): x% [& u! f8 T7 \ f
- @actor.equip(0, item.id)
0 d& y9 u2 M$ f9 m/ T/ b - elsif item.is_a?(RPG::Armor); D: V H$ F. w4 M% s1 \
- @actor.equip(1, item.id)
5 w: t6 X" n+ \ - elsif item.is_a?(RPG::Item)
7 [' Y# p2 f$ H+ n/ @ - item_tool_id = XAS::XASITEM_ID[item.id]
+ M8 f4 a) A, u6 f3 o9 c - if item_tool_id != nil
4 z* I7 f, h: L9 l ^1 E. J/ s - unless $game_party.item_can_use?(item.id)# e) s9 Q% Z, p z8 T
- $game_system.se_play($data_system.buzzer_se)
! i& o) z; L2 }5 I- G - return
& I' ]- E" j9 v: j! z! r7 t9 ` - end* E$ {& j9 Q) x
- $game_system.xas_item_id = item.id8 Y& T) R7 u0 W, R
- end1 f# m: H/ O9 i+ P
- end- n7 i3 p3 P$ s3 ^3 T8 g
- $game_system.se_play($data_system.equip_se)
- W4 x0 D% |2 C - end) H4 E9 n" k" W8 N
-
# m) J. A: c. B" e3 h9 m - def update) d" i" \0 ?% W. p2 C" T' K
- @actor = $game_party.actors[0]
" t0 R# [' C# v6 n - @hot_keys = $game_player.hud_equip! ^% n# b2 A r+ R
- refresh8 _5 i: f* X5 t
- return if !$scene.is_a?(Scene_Map)
( d& D* I2 s7 E0 Y+ N% j - if Input.press?(Input::Numkey[1])6 _2 d+ _, z( G. R% ^' e
- equip($game_player.hud_equip[0])
% ]7 ? l! D* E x E - elsif Input.press?(Input::Numkey[2])
: e( ^9 _+ _& T5 u+ W" b - equip($game_player.hud_equip[1])! K2 S0 J: v: a6 w* C/ b
- elsif Input.press?(Input::Numkey[3]) X/ d! u% O$ b: d6 h8 m
- equip($game_player.hud_equip[2])
, a8 J8 a- e) v; q2 r9 u9 G9 y - elsif Input.press?(Input::Numkey[4])
3 U2 }- a- R7 X! m; c; Y6 J - equip($game_player.hud_equip[3])
; l( M4 u( X7 F p: ^ - elsif Input.press?(Input::Numkey[5])
6 Z, A8 P0 A& y+ l - equip($game_player.hud_equip[4])4 @( H* `# ]' j
- end. m' b# T0 m( I2 q }
- end
' k$ b1 m) E9 w1 `: C - end
$ d- c# ?1 D( z' l
4 b' u' g" J* k/ p. t7 G% M' d- #===============================================================================7 q2 d4 W( q. w+ l
- # Scene Map
8 J) \1 _8 E& |. ]# k& T - #===============================================================================
7 {- g' q* \8 z6 g - class Scene_Map
9 j+ m" r- P$ s8 y" T3 d2 f5 J- P/ j5 T - alias hot_key_hud_init main
0 X' n' @. Q: H9 C - def main7 n, C2 h1 f; h' u2 I1 L' Y
- @hot_key_hud = Hot_Key_HUD.new7 L1 _! I6 {3 w4 j+ }% f6 N; T; B
- @hot_key_hud.visible = !$game_switches[XAS_HUDDISABLE_HUD_SWITCH]0 ^1 G) i, c; c) K2 V4 f
- hot_key_hud_init- u7 N( i8 |% F1 N
- @hot_key_hud.dispose. D2 K9 c8 R4 t8 {4 r& a) ^6 k
- end0 J( c! } l$ H% n' l
- ' _: A6 R3 Z3 _$ |( ]
- alias hot_key_hud_update update; H% T2 v: g* a& ]
- def update
. y* Y" A" O7 G7 L# C - hot_key_hud_update
4 |; F: k. H3 ~) ^ - @hot_key_hud.update; ^7 l% J n4 t: w
- @hot_key_hud.visible = !$game_switches[XAS_HUDDISABLE_HUD_SWITCH]
8 z( C) R# h! g1 I9 L3 H& P - @hot_key_hud.update if !$game_switches[XAS_HUDDISABLE_HUD_SWITCH]
3 X d% p) i+ R7 B0 ~8 c" T - end
) x' Q4 w- l, e4 z7 {: c3 X - end
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