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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,/ d% w R( c9 B6 T) Q/ r. \' C2 V9 d
不知道有人能帮忙看一下吗? - #===============================================================================" ^3 l O; C& b8 t. F! t1 N
- # XAS - Hot Key HUD: M0 C0 a7 Q! z! K
- #===============================================================================
0 z& k5 n3 Z* M3 c - # By Mr_Wiggles; m" b- |" W# p1 U* h: T- h
- # Version 1.36 p5 W( i3 g( o
- # 7/6/10/ e5 k+ J1 j, t0 c% `' Z
- #-------------------------------------------------------------------------------
2 r* |- f+ T' t: d - # Instructions:9 s8 ^5 e/ s6 q, p
- # Fill in the constants bellow, paste this script above main and bellow XAS in, ~$ `) R1 w! B$ c4 u* f
- # your script data base. BE SURE TO SET TO THE RIGHT XAS VERSION!!
, d0 N7 @9 j: J, l r9 C" D! R0 h2 r - # ' R! \& | v. K# s6 `
- # Place the "Hot_Keys_HUD" picture file into your game directory
! e6 M5 p, U5 q+ Y4 g0 M1 J$ r - # Graphics/Pictures folder.4 B0 l# i; \+ ]/ q; k- ~
- #-------------------------------------------------------------------------------
' N6 F' j* R: } - # Directions of Use:
6 D( X$ l) U# y1 x! |1 {2 I - # Simple just press a number key (1 - 5) when the quick skill or item menu is, R' `& U0 X7 Z5 @8 D! y5 \
- # Showing.
9 l0 ?' u# k: Q, V- R. V* c - #===============================================================================
$ c7 W8 f, ]4 h - HUD_X = 0 # X pos of HUD
0 a7 f$ t# i8 H; _% F7 o - HUD_Y = 0 # Y pos of HUD
- c0 l3 c/ a" O: t1 k: k, M - & B, X( Y9 D4 I7 @) S i' K! o
- # Set true if XAS 3.7f
! D% ]$ l2 `6 |/ k& G - # set false if XAS 3.66 I& h# P2 r$ ~6 J" B. }
- XASVER_37 = true
" A! w7 d- _$ g: b; ?* N. O. ~
6 E- D& \! `0 S* o; r& ]# z7 ^! H- #===============================================================================
4 o* J$ n4 h/ t1 h* N% g - # Numkeys Module: ^9 l) l' C6 G& b# t- B
- #===============================================================================7 _* V0 }/ ^: W/ `" C
- module Input
( C/ w) `9 \- {" t& |$ |0 j - Numkey = {1 => 1049, 2 => 1050, 3 => 1051, 4 => 1052, 5 => 1053}
" ~ n1 X6 R4 I) U) V" m, [ - class << self
: G- H% y A9 Z$ ` - Key = Win32API.new('user32','GetAsyncKeyState',['i'],'i')3 k6 ]8 A$ e9 q6 G) ^7 L* p$ e* b
- 3 Z9 @/ \+ Q1 {$ s0 F* N
- def testkey(key)! [) O2 b' {- W; Y1 H5 W
- Key.call(key) & 0x01 == 1
3 E) |8 q9 a5 H& l2 ?7 K - end
( V) _0 `7 r |8 T! \% g -
; V% c( k( X& j+ W* l! q2 r - alias hud_key_update update
! n) W" v% \; d2 W$ m. a7 b1 g0 ] - def update
7 `' l3 {- A7 F4 L' V6 v - hud_key_update2 _! A7 U8 d" k
- @pressed = []
. J) Y0 Q6 H O% N6 D/ a5 x5 K - for key in Numkey.values
2 I+ y, D6 N% {) @5 F/ z - key -= 1000
% a4 A, {: o1 W! Y - @pressed.push(key) if testkey(key)
4 c$ N7 C& @$ P2 _0 s3 I/ U0 J - end
2 ~& X0 e) H. ?, A! ^ - end0 D# u }. C% H c G
-
`9 H5 ^1 l+ L( t! N) j - def pressed?(key)
- F7 B( x* t4 J {( h - key -= 1000
# _* R3 ? O. ` - @pressed = [] if @pressed.nil?
/ q0 }6 U0 U' ^% U- g - return true if @pressed.include?(key)4 e( W: F3 | Z/ u( J
- return false
) l/ z. P1 o4 m - end. v6 t( H% K. L$ ~/ G
- ! b* ~* L) b( `6 s$ ]
- alias hud_key_press? press?/ b% p: i2 A4 J6 @! D! l c5 ~" a
- def press?(key)/ R! u5 ?3 H7 ^& M) Q8 r# a
- return pressed?(key) if key.to_f > 1000 \+ i9 Y/ e7 Z4 Q! c/ d5 v
- hud_key_press?(key)4 O0 i' L" l' t7 B& X, @ G
- end0 [" [) @; x6 ]/ e j V% t& o
- end
+ x) W T7 R2 r. m N* m; I' e H - end! C, K: `6 E' W! {8 p, g u$ A
~! F9 v' @5 |7 U- g; N8 l( Q- #===============================================================================
2 d: U# T! J& K& Z - # Game Player
' J+ a% p: s' D - #===============================================================================( R. R @% w; I) Q1 i
- class Game_Player < Game_Character
. v2 \ J- p* C) o) x& B. W - attr_accessor :hud_equip% B; m+ M( f4 e& d/ T3 K& V
-
5 w: G$ G4 N0 [, r( n1 m - alias hot_key_hud_init initialize2 J& Z! d5 d- v+ R, H& S
- def initialize
5 G& _ k( w- t% R! V8 Z: t5 T& d - hot_key_hud_init* V: }% ]9 k5 e- u- s+ l
- @hud_equip = []& b s3 W3 n+ j1 Q
- end3 D+ W5 Y, y* M% t' J
- 4 f" R0 V7 R& o* O* Q
- def equip_item_to_hud(n, item)
: q7 G, W% b8 E. |/ @9 R - if item.nil?& W' F. c- k V3 Z& ]4 w* K
- $game_system.se_play($data_system.buzzer_se)% |8 r4 ]$ p/ e0 q* j3 o. N) T+ L
- return/ I; ?( K' d, N" G: L; F
- end
; V- w* K7 O9 j* ? - $game_system.se_play($data_system.decision_se)3 c: `+ m5 e8 E! |8 e
- @hud_equip[@hud_equip.index(item)] = nil if @hud_equip.include?(item)
3 A/ `4 {/ r- L2 g - @hud_equip[n] = item! G- {7 w2 ~: r) u9 w- o
- end0 x& g' a: N! \1 ]' K. ?8 ~' h
- end* i% e' ^" n3 l* i; H' w
# f, X' u. J* p( A6 O- #===============================================================================
1 B/ s7 Q, X4 p( [+ V/ [ - # Quick Skill Window
, G8 u* a& ~! w4 {( Z1 V - #===============================================================================
0 y8 G/ Q6 K3 r. F3 I - if XASVER_37 == false
& j* z5 j) e' W% T) |' G - class Xas_Scene_Skill- i6 s: t4 ~; L0 S6 q" g9 V1 g
- alias hud_quick_menu_main main
, a0 B! \3 I5 M; V6 L - def main
: {4 c- N z1 [! I+ a - @hot_key_hud = Hot_Key_HUD.new e# |0 M& z: P
- hud_quick_menu_main$ d; U& X3 h# E: t" g
- @hot_key_hud.dispose5 D, E( J6 O. p$ J
- end
# z' p8 B1 L }: c# l. k$ m, {% Q$ z - , t3 }, k u( q% c' H$ z4 P! W
- alias hotkey_hud_qucik_menu_update update( ?1 I0 X5 D1 q
- def update
9 z- @% h" M, H$ z5 f - hotkey_hud_qucik_menu_update
- N! w$ S/ t, o7 k! A4 m - # Hot Key num 1, a$ J3 x2 O2 J; R& B3 y H
- if Input.press?(Input::Numkey[1])6 ~# F, Z4 M3 x: m
- $game_player.equip_item_to_hud(0, @skill_window.skill)% U8 H8 G5 k* \2 X! t# `
- # Hot Key num 2% F4 s% ]& Y. `
- elsif Input.press?(Input::Numkey[2])- C2 |' Z' m% X0 _
- $game_player.equip_item_to_hud(1, @skill_window.skill)4 p" n {2 a" [2 ~% |9 n- |7 \
- # Hot Key num 3+ j6 ]; Y1 b& S# H5 i
- elsif Input.press?(Input::Numkey[3])
6 X* V5 P7 o/ k1 \2 ` H/ I1 T - $game_player.equip_item_to_hud(2, @skill_window.skill)
% K I( w5 {9 b* x2 K1 F! r - # Hot Key num 4$ q: V, u& J8 ~3 X1 h z
- elsif Input.press?(Input::Numkey[4])' T6 d( `6 f8 j9 y) c3 @
- $game_player.equip_item_to_hud(3, @skill_window.skill)$ o3 @7 v! O3 E$ y# B& F* z$ E: ^
- # Hot Key num 5
$ p6 S3 _, Y* U* h# w - elsif Input.press?(Input::Numkey[5])
' S0 d* @1 |6 ^; P( t' K( @ - $game_player.equip_item_to_hud(4, @skill_window.skill)
. L- N" \2 m5 D4 P6 q x - end2 }; W; G. U( N" {4 W! `: ` p0 S9 U
- @hot_key_hud.update) |/ j$ j5 J# ^+ E, q
- end
+ h# q9 t4 T8 E1 y - end8 f$ I" c- e/ y( P. u
- else" {4 d* F/ `5 U! Y2 Y+ d
- class Quick_Menu_Skill6 B! ?5 @) c# {! B1 J% x
- alias hud_quick_menu_main main
& O) }, M' t$ G0 h' E5 | - def main
. k# D2 P& O* D6 p, U* ?* k - @hot_key_hud = Hot_Key_HUD.new
; A3 X u5 Y/ z: r - hud_quick_menu_main
% `& T, w# n2 j4 Q; L - @hot_key_hud.dispose
) S1 ^6 d/ F* ~: D$ O' \ - end1 m! _4 k; ?5 z- V2 @) F& i
- + y5 }9 @8 {8 z8 Q C8 `$ B% e o5 N
- alias hotkey_hud_qucik_menu_update update
* R G* z: Y: H8 p; ?" W% V. w - def update& k" Z, y) N, _. F& b- y
- hotkey_hud_qucik_menu_update- I! o; o. s5 D
- # Hot Key num 1
|- m5 T$ W6 S# t0 z0 G - if Input.press?(Input::Numkey[1])
% ^7 C/ G. E- g. N- d - $game_player.equip_item_to_hud(0, @skill_window.skill)( P, w! R3 p8 f- F
- # Hot Key num 2
$ G- l7 A! u" U, T; L - elsif Input.press?(Input::Numkey[2])3 [7 V1 Q7 U+ N; _3 Z- N& T
- $game_player.equip_item_to_hud(1, @skill_window.skill)4 `, B- L! ]9 S+ C4 J& r5 p
- # Hot Key num 3, K2 R' p r4 d- i1 {
- elsif Input.press?(Input::Numkey[3])
6 a& m3 m' j3 C - $game_player.equip_item_to_hud(2, @skill_window.skill)
& z2 {% {0 }; a/ a - # Hot Key num 4
0 p/ x& `) C w8 i - elsif Input.press?(Input::Numkey[4])% W, e/ B9 r+ o% J
- $game_player.equip_item_to_hud(3, @skill_window.skill)6 ~2 g+ |2 z' B
- # Hot Key num 58 a3 C, U3 v, w5 O6 {2 `
- elsif Input.press?(Input::Numkey[5])
9 p2 c& e, X: o2 q+ a. j" W - $game_player.equip_item_to_hud(4, @skill_window.skill)
" {* b/ I& _+ s! P7 V. Z - end" `) p. ^$ I2 o6 w+ `
- @hot_key_hud.update
& [) w7 h T$ v& u - end; F8 J6 U6 a$ n" g" E0 ~7 X5 e2 S; x
- end
& H0 b0 Y- b% f* w# \& W" s - end
2 g& \! I$ W) C, P6 E' ~/ f& m7 C - & F V9 u ^+ s( M2 l8 v. S
- #===============================================================================. R4 ~0 a0 T! z, F, I
- # Quick Item Window
' ?! J9 { n! Z* p - #===============================================================================
: Y' i- x3 G6 u. `; D4 o7 A J - if XASVER_37 == false8 i; v E. N$ r; W1 k. q
- class Xas_Scene_Item- B- C$ H; J5 j5 p% c0 |4 }
- alias hud_quick_menu_main main, x. r; ~- z b: D
- def main- x S1 L: ]6 M! {
- @hot_key_hud = Hot_Key_HUD.new
: Y) C* j5 s3 i# s - hud_quick_menu_main) g w1 }& T- s8 W. n
- @hot_key_hud.dispose0 @7 O6 c3 ?8 M; [ P
- end; Y. }1 Y# G# i
-
3 L- f3 E. U; F } - alias hud_key_update update- o) S/ x0 e; N* `; ]* N
- def update
- [/ ]7 `6 b" H! l - hud_key_update& c* Y2 |6 g" B% S& a& @8 m
- # Hot Key num 1
. ^ \9 Z+ n1 e: W( j - if Input.press?(Input::Numkey[1])
* ]; ]$ l6 g/ P5 o0 L9 o) w - $game_player.equip_item_to_hud(0, @item_window.item)
8 i2 t" S2 K5 u5 M - # Hot Key num 2
_ j! _! Q" Z) G6 z7 [ - elsif Input.press?(Input::Numkey[2])
C$ J- j* b! x' E: a8 E" u& n9 @ - $game_player.equip_item_to_hud(1, @item_window.item)
/ H" T1 [0 w; i8 E$ x: [3 \ - # Hot Key num 3
* e2 `* x/ C8 v' J. e - elsif Input.press?(Input::Numkey[3])+ L8 J2 s9 o; s# q: @( \6 d
- $game_player.equip_item_to_hud(2, @item_window.item)- b9 d! H( {* H# P4 W, E# P5 |% j/ q
- # Hot Key num 42 I4 ]% s. Z, ]" F$ G0 A
- elsif Input.press?(Input::Numkey[4])1 E2 e3 p$ j/ \6 L5 W) {3 k
- $game_player.equip_item_to_hud(3, @item_window.item)
5 e- j7 _% O) B( I3 d( y - # Hot Key num 57 w6 s1 @5 l6 Q7 A( U
- elsif Input.press?(Input::Numkey[5])/ i1 ^" @5 {& @' V
- $game_player.equip_item_to_hud(4, @item_window.item)
+ s% ?; t+ z3 ~, C - end
) e7 C9 V% H+ K7 f7 v0 J$ t) D - @hot_key_hud.update
$ e- _& p8 ^2 Q4 H4 Y: E - end
% A- o* B) ?( L: K9 X$ B - end9 J2 X! {9 w- H8 k4 p3 _
- else1 W( d H7 Y1 {$ ~( W c! o
- class Quick_Menu_Item
" }/ u0 m3 o6 R- J" U' n - alias hud_quick_menu_main main, H" H/ e$ A2 I
- def main
# c' {7 i7 i% S9 k' y" l - @hot_key_hud = Hot_Key_HUD.new
' Y- J( f/ P9 Y8 N/ p3 T3 a - hud_quick_menu_main* V( s. f( E: U" ^( Q/ Z, x7 ]
- @hot_key_hud.dispose \$ q3 |0 c. w0 @$ W# n% ]8 p
- end$ }4 p7 ^! n, T: C
- + c. Q3 n/ Z; |/ s8 k
- alias hud_key_update update2 Q- |( n" j- X1 X
- def update/ A, ~6 Z3 N' d
- hud_key_update4 g A6 |) f1 }( J
- # Hot Key num 1& E/ u* ^, z; F$ @" v' q
- if Input.press?(Input::Numkey[1]), u. C' \! `& @( v# p! a
- $game_player.equip_item_to_hud(0, @item_window.item)/ P9 Y8 F4 ?% q [
- # Hot Key num 28 }- y% _. D, ~2 H1 d1 w9 A. s% s' m
- elsif Input.press?(Input::Numkey[2])
; b. y: [( c/ b2 c4 d - $game_player.equip_item_to_hud(1, @item_window.item)+ F' H% p) Z) ^5 `# I* s! q( p
- # Hot Key num 3
' L7 w5 K+ Y" N9 w$ v; J - elsif Input.press?(Input::Numkey[3])3 x+ B$ S" d* m* X C
- $game_player.equip_item_to_hud(2, @item_window.item)
6 [" D- _" v2 _# e; z1 H - # Hot Key num 46 _: ^ ^& p: V' @: b8 r7 M0 w
- elsif Input.press?(Input::Numkey[4])7 V, k- R% ?1 k4 t2 Y# x+ R
- $game_player.equip_item_to_hud(3, @item_window.item)
8 r; \4 `# \5 O5 h - # Hot Key num 59 K& K% a( s$ l4 k+ m
- elsif Input.press?(Input::Numkey[5])
1 _/ }, W7 Z* h1 k - $game_player.equip_item_to_hud(4, @item_window.item)* V4 A! S ^& R6 {; O! J# c
- end; C$ ~7 Z* k0 |) F
- @hot_key_hud.update* ?) z) y2 J E! K
- end
$ h5 Y3 k% s0 f* P - end6 d- Q. m4 z7 k& D
- end! i! Z1 o( [4 f3 U; \0 Z
- - j' n0 g, R% F9 N9 @7 W) ^: x1 K
- #===============================================================================; Z: A2 I4 ^$ t0 U4 @, Z
- # HUD Window
% M4 v! z& U+ K. y: H0 a - #===============================================================================4 ~) \7 M! O( c+ L- \, y' h
- class Hot_Key_HUD < Window_Base( ?9 {4 a$ W7 O8 V7 m: P- m6 a
- def initialize(x = HUD_X - 10, y = HUD_Y - 15)
$ f$ ^ t' i7 K! E( z - super(x, y, 220, 80)
+ S) q2 E; F9 i: X3 \' ` - self.contents = Bitmap.new(width - 32, height - 32)
) f) d M7 g' A, m - self.opacity = 0/ f( I1 Z- F) h0 r) |' @5 P
- @actor = $game_party.actors[0]
8 u- X% {- r% ^8 R - refresh, W4 v5 P$ G, o$ v6 _" T- k
- end' l4 T+ i. m R& z( Z
- h5 H/ s) a _0 d) z+ f
- def refresh
) @9 Y* ~. U( { - self.contents.clear
5 M+ P$ D; ]2 V, u G+ h6 ` - bitmap = RPG::Cache.picture("Hot_Keys_HUD")
6 z3 ^# f: H2 W5 n$ e - self.contents.blt(0, 0, bitmap, Rect.new(0, 0, 160, 32))% {- H. t) ?1 ~7 T& s& _/ {
- for i in 0..4
& r8 h- P. C: b7 Q! Y6 ~, s8 N - x = 32 * i + 4! a( I2 E1 U& K+ a9 ^& f+ X
- item = $game_player.hud_equip[i]
6 Q% _, a& w! J1 B- ` - next if item.nil?
' ]: n- I, ?! Q - if item.is_a?(RPG::Weapon)
- K/ k4 a0 V7 t2 P3 w' A3 e4 @ - item = nil if $game_party.weapon_number(item.id) == 0 and5 [; h3 x0 W- [+ w! y# Q9 w
- @actor.weapon_id != item.id
. m3 W0 [- z/ v& b, p: A2 I9 U - elsif item.is_a?(RPG::Armor)6 F6 L7 R% X$ M# r0 }, b
- item = nil if $game_party.armor_number(item.id) == 0 and 4 g8 ?1 V1 [) I. ?* ^
- @actor.armor1_id != item.id
+ @( F+ f& P5 k. P T# L, y - elsif item.is_a?(RPG::Item)
" F5 r/ T; P: d$ ]! S2 G8 k1 u - item = nil if $game_party.item_number(item.id) == 0 or
$ N- p: `+ ]( z1 n - !$game_party.item_can_use?(item.id)( [# x; ^8 p' c! ]; t; J
- end6 q, d& Y; z Q, U, E: k6 @) H5 Q
- bitmap = RPG::Cache.icon(item.icon_name)
8 i+ B6 p h% R - self.contents.blt(x, 4, bitmap, Rect.new(0, 0, 24, 24))
: n, W% s- y3 i- D - end
N" |' Y+ Y0 C - end E( a0 a4 W4 J- ?/ d( e0 M
- ( ] g e3 B% J) q& k1 M% _
- def equip(item)/ D* f- _; W# A, h
- if item.nil?
+ z/ P' v; b3 u/ a# F - $game_system.se_play($data_system.buzzer_se)3 Z& G4 G/ ~4 z. C, ~9 P' |
- return @6 t* t* I1 P) G
- end
, C; e& X6 M, L2 f* x( x - if item.is_a?(RPG::Skill)' F/ F- b; p" a: h1 Z% V) c
- if [email protected]_can_use?(item.id), o; w. _8 P9 N% t
- $game_system.se_play($data_system.buzzer_se)1 H) v7 W% R6 m- _2 d
- return
+ P" o* Y: w! \( I, Z' P. D( l - end
4 y3 G7 L T; z4 D/ w, X - $game_system.xas_skill_id = item.id
6 c& @* g' d! T( }* L2 q; N7 D - elsif item.is_a?(RPG::Weapon)
% Q8 n& N* R0 d' p; C - @actor.equip(0, item.id)
( \) j1 H. r7 V$ X3 Z - elsif item.is_a?(RPG::Armor)
) {& u2 q" H+ J4 U- F) `6 M8 l - @actor.equip(1, item.id)# x. m' D( ~. G8 D$ u5 n3 R% A
- elsif item.is_a?(RPG::Item)
/ r1 a! _. n, `9 S% S( `% u* } - item_tool_id = XAS::XASITEM_ID[item.id]
& V) u. I9 _- Y( y - if item_tool_id != nil. G/ T/ x- w; [0 F
- unless $game_party.item_can_use?(item.id)4 A, q1 O+ A- T" ?) l6 J. X
- $game_system.se_play($data_system.buzzer_se)" {1 p! i* Q' a. \3 j: z
- return. \4 B# C# g; a8 ? J
- end4 d$ ? d* @1 E$ x, q; |& P
- $game_system.xas_item_id = item.id
# c. [- o2 A! J - end
+ Y* s7 I7 R6 t; O - end
1 F$ A8 H h' K: \; N- H, j: s# ^ - $game_system.se_play($data_system.equip_se)( t: p3 @: ^- _- D
- end
; C- _+ O) L/ v7 R: N J, s! b -
9 c& }) y& z4 @" J - def update
% C( C8 c# m* ~& u+ I* E1 ~ - @actor = $game_party.actors[0]2 x( K5 T' a" c: m) p
- @hot_keys = $game_player.hud_equip
0 E5 t/ X9 O9 |; @$ h% h - refresh
1 V* k c: h$ N% @ - return if !$scene.is_a?(Scene_Map)
0 g" `8 D! j' u F/ R1 t - if Input.press?(Input::Numkey[1])% o6 w, F3 \: ?. ]
- equip($game_player.hud_equip[0])
' Z# ?: ^# J& w8 l2 F - elsif Input.press?(Input::Numkey[2])
/ Z5 H1 _9 [! m/ G2 t - equip($game_player.hud_equip[1])/ u& Q7 r& c u
- elsif Input.press?(Input::Numkey[3])
; [1 S$ Z; f' Y5 q. m* i$ V& o' L5 y - equip($game_player.hud_equip[2])
9 \& X. U4 }8 C+ S - elsif Input.press?(Input::Numkey[4])
3 N" t# J! ]0 [ - equip($game_player.hud_equip[3])
) W7 y$ g, x0 h4 s% V - elsif Input.press?(Input::Numkey[5])
( b0 t2 H5 d9 F1 ^* c' l- f3 } - equip($game_player.hud_equip[4])8 w; d# N8 K+ {. C2 Z" o2 Z8 ^
- end. \, J, W0 j$ n' Q" J1 Q9 P) |; ~
- end/ {9 t# ]6 Z4 [' G
- end& @5 Y! O: _% |/ t
; j3 h+ J4 |( w0 x- #===============================================================================, H+ h8 a$ L* W
- # Scene Map
" [2 @1 x- Z# W8 D - #===============================================================================) ?- ~7 Y% Q5 P4 K1 x' f
- class Scene_Map; t8 G4 E+ W) x" L0 |6 c
- alias hot_key_hud_init main
: E9 W$ Y- g% s0 S - def main) M0 V2 r/ O: @$ b
- @hot_key_hud = Hot_Key_HUD.new
0 O: P4 o3 K1 V( A. \8 [ - @hot_key_hud.visible = !$game_switches[XAS_HUDDISABLE_HUD_SWITCH]: G+ R2 m5 A" u
- hot_key_hud_init
3 o }. M5 a+ s! ?4 D0 | - @hot_key_hud.dispose
% _$ [! L8 W3 O, T# u+ U4 _ - end1 d I, L1 w2 s8 W! ^! W
-
% v, Z+ v5 l" W9 x" j7 d; Z, f2 I - alias hot_key_hud_update update
1 f* d, Z1 l7 y* C" e - def update" M( H. s& S. e% w
- hot_key_hud_update1 r' m$ \ P% ]7 K6 T5 B2 {
- @hot_key_hud.update- C. ?% b6 S; m) y& p5 @5 d5 M! a% j
- @hot_key_hud.visible = !$game_switches[XAS_HUDDISABLE_HUD_SWITCH]
2 \5 g8 y4 M" x; r, B8 w4 ~. Z - @hot_key_hud.update if !$game_switches[XAS_HUDDISABLE_HUD_SWITCH]6 g2 v# o+ e7 h1 ]/ _1 E! O, S
- end$ w* H+ `. o8 b
- end
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