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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,) M) f3 e( D ^9 I1 |. f
不知道有人能帮忙看一下吗? - #=============================================================================== }( e6 @# x; g. c% @- _+ }8 |# }
- # XAS - Hot Key HUD
7 h4 U5 f& e% @5 A - #===============================================================================2 j$ P6 a0 ^$ X! W& H
- # By Mr_Wiggles
( K. ^- t# |+ k4 \ - # Version 1.3! o$ Z, Q3 l2 }0 ]+ ^9 Y9 z
- # 7/6/10
7 H l I; D% Q! C! M - #-------------------------------------------------------------------------------
1 n6 N% a' A: l% C; x. F - # Instructions:; Z% u& X% Q, c; o: {2 b! b/ x
- # Fill in the constants bellow, paste this script above main and bellow XAS in) Z. d. k7 O4 L% m( l2 O: n
- # your script data base. BE SURE TO SET TO THE RIGHT XAS VERSION!!
8 f3 k/ x6 I( L7 \$ a/ f - #
n9 `) R' W/ i - # Place the "Hot_Keys_HUD" picture file into your game directory
) X* v6 Z% g1 `3 w7 u - # Graphics/Pictures folder.
, [- N& q8 p3 W, N! L- ^ - #-------------------------------------------------------------------------------+ w1 y \: ~3 F' u: ]# Y
- # Directions of Use:8 ~; R: d0 ?0 K
- # Simple just press a number key (1 - 5) when the quick skill or item menu is
0 z% r# G4 x1 p$ x5 D) Q. F: b - # Showing." q1 q) v& ]. S8 M# R) M
- #===============================================================================
1 q) y% h% {" t/ O) {1 Y8 J - HUD_X = 0 # X pos of HUD
4 U) G$ X- l% v( h; ]3 s' p - HUD_Y = 0 # Y pos of HUD1 E9 j5 k4 `4 u" y0 j
- + v1 h9 J* M1 B. n! {
- # Set true if XAS 3.7f2 J) D q# ^2 |6 W! w
- # set false if XAS 3.6 M2 |# M, f0 V+ P; y5 @2 m2 {3 _
- XASVER_37 = true
. {" M/ t$ \2 t( L) }3 d$ P# Q4 l
( f' y9 p) l; m) G* f' ^; S, r* r- #===============================================================================+ G) \4 B. O" O' f J: c
- # Numkeys Module+ v) A7 ^/ v, e" w% o
- #===============================================================================
$ a2 f+ {: Y9 h! B - module Input+ ~3 @/ p }- f& @8 H
- Numkey = {1 => 1049, 2 => 1050, 3 => 1051, 4 => 1052, 5 => 1053}
' ^! H+ w& v# @7 a0 e; o' L - class << self
, A' I6 |' c U9 F) ?0 V$ M* ?" u - Key = Win32API.new('user32','GetAsyncKeyState',['i'],'i')+ U5 m" ]% r" j0 _/ e4 s; v
- * c2 a' I* M$ s* ?+ K# u
- def testkey(key)
2 d! H; U3 I. D4 r M; \ - Key.call(key) & 0x01 == 17 f1 M/ k( g, ~$ m, d
- end
: i e) Z4 \6 F7 ?0 W `# J. { - % m) D/ G! e( @1 o$ Y6 u2 b
- alias hud_key_update update
) [, _# Q- P( W1 i( V - def update
: W9 p+ L" O/ U/ H8 ^; d$ e - hud_key_update
% x- w! ]7 h: w. l1 X - @pressed = []
7 ]. m1 F+ d p s+ x - for key in Numkey.values
" p$ r& J6 x/ \ - key -= 1000. {" q0 Y% d& [4 n" ^( }
- @pressed.push(key) if testkey(key)
6 H \% q$ D3 U) ^2 x+ I - end) L* A9 x7 p8 E8 A
- end7 ^. {# f0 {4 v5 A$ [7 K
- : |6 [% h9 O& V7 M
- def pressed?(key); f" l B9 q, X8 h" O6 t" c. ~
- key -= 1000
: U5 D0 k. }) v O8 K- I J - @pressed = [] if @pressed.nil?
! @7 K6 b" H: {' k - return true if @pressed.include?(key)2 ~" n9 I- k2 K8 D5 ^9 S6 \
- return false9 S% \8 p( s8 V8 Y& ^2 Q
- end8 @* N; V2 K9 H; H; `
- ! ]# [$ a2 P' l1 T; o0 t
- alias hud_key_press? press?
. u( k! j; B& Q% b4 S - def press?(key)
! Z% m; ]- u3 m" Y - return pressed?(key) if key.to_f > 1000
9 ~7 F+ u1 Q2 J% z4 t - hud_key_press?(key)
1 g3 F) ` J7 l# O. A - end/ C( `, W# R9 Q* `
- end$ A! ?3 S/ M5 D6 q3 g
- end- l! N( o0 H: `5 R- x8 D
- 7 h5 d# g2 ~' J6 m+ e) B0 u
- #===============================================================================, C- s" O, o4 N
- # Game Player
% L: R6 t0 I0 s - #===============================================================================7 K6 ^8 f: W% ^$ j* ~* D
- class Game_Player < Game_Character
3 k. E( u) R2 g - attr_accessor :hud_equip% N6 S1 O7 F F* s& M) g
- + D6 O7 J& g& j+ M4 O% F, `
- alias hot_key_hud_init initialize# c2 W1 \4 @& l( w0 q; j! k
- def initialize3 [; U0 t3 o0 a9 [
- hot_key_hud_init2 f9 S# {6 \) k! F
- @hud_equip = []
7 e/ s, J1 A& ]- o4 h3 x% u5 H - end
+ D. r4 u9 f3 s' y: j7 F+ | -
$ u- K# P- p) D- P4 e3 `' g" j - def equip_item_to_hud(n, item)
# m8 Z: n Z" R+ w! T - if item.nil?
& a: d/ y. Y2 V2 i2 [ - $game_system.se_play($data_system.buzzer_se)+ o9 M- O$ Y$ n" m j
- return# o- a" b7 {1 ~) Q# @ l% P
- end1 W/ K+ u( D# f. g
- $game_system.se_play($data_system.decision_se)
0 j! L" D) I+ V. t% E9 v# ^. c - @hud_equip[@hud_equip.index(item)] = nil if @hud_equip.include?(item)
/ ?% ?& R* u+ I4 d - @hud_equip[n] = item
7 b2 Z# H- B: X" m& W# z - end! y7 a# X; q- K
- end
2 E5 }6 w: u% \5 I
) v. w0 I- v6 H0 @2 J3 \9 Z/ R/ y- #===============================================================================) n1 E. a; i1 r) e
- # Quick Skill Window
- @1 ~) ], K# S - #===============================================================================: k8 V' ^1 P8 E: G3 w
- if XASVER_37 == false
$ Z- z+ W: {7 \4 f: } - class Xas_Scene_Skill7 g6 n6 z; ^% r+ G+ o& m W
- alias hud_quick_menu_main main
4 I$ Y i i6 A# n - def main
% u2 L/ E3 x! L* d - @hot_key_hud = Hot_Key_HUD.new; q" L- W {# W9 l! {; q, f& j6 I
- hud_quick_menu_main
0 \3 K+ I" ?4 K: F - @hot_key_hud.dispose
7 ]1 `( I& ?$ ` O - end
, k" [# T4 t1 [) [. n4 w" w: Y2 F0 t -
/ H" n- r: y. T" W) c6 A" A - alias hotkey_hud_qucik_menu_update update) W6 m( D# @( v
- def update x, W, o& b: k( w ]
- hotkey_hud_qucik_menu_update
: t% v1 T3 T* |( t1 ~; E; t0 l - # Hot Key num 1) M- R% y0 ^& f
- if Input.press?(Input::Numkey[1])% D5 w+ T5 c- A6 i8 t; n
- $game_player.equip_item_to_hud(0, @skill_window.skill)" c: t8 c6 {7 ?6 y- [
- # Hot Key num 2
7 q5 ^! T% u9 P - elsif Input.press?(Input::Numkey[2])
2 a% |! d8 T- }$ ^9 G* _" f1 U - $game_player.equip_item_to_hud(1, @skill_window.skill)
# j I* ?6 G4 Y: i* _: d+ S9 F - # Hot Key num 30 \; a9 \6 R! d( F# Z
- elsif Input.press?(Input::Numkey[3])# d& Y" q* Y7 M9 m1 u/ N: U! c" i$ n/ b
- $game_player.equip_item_to_hud(2, @skill_window.skill)
' A( _/ y4 k, o* ?2 I+ Y- ?: ~ - # Hot Key num 4. A. ?/ }+ U# a7 ], n5 T
- elsif Input.press?(Input::Numkey[4]). Y) z* S9 k6 y, V2 \
- $game_player.equip_item_to_hud(3, @skill_window.skill)2 {5 c& E( T r% ^, B
- # Hot Key num 5! }/ A5 o* H$ _
- elsif Input.press?(Input::Numkey[5])5 |# ^# ` b+ {& w) ~( N6 }
- $game_player.equip_item_to_hud(4, @skill_window.skill)
* U; l+ {; N3 x" s# h- N0 S - end
5 f3 M5 L* C, } - @hot_key_hud.update3 D% w9 g0 ~$ m8 ^4 a! H- q3 L
- end
+ M) {. d7 M6 c2 y: p4 q0 l6 Z - end; T9 ^* a$ L! ] R' ?% ^
- else% ^0 P( K! n- w5 G1 M' _
- class Quick_Menu_Skill; h1 C& j# W) t6 B( O, N
- alias hud_quick_menu_main main* [: i7 p# [0 Q$ ~' y
- def main$ W8 {0 }$ _, r1 W4 T) ]
- @hot_key_hud = Hot_Key_HUD.new
% G, L/ V# O$ A4 g2 f# G6 o1 n - hud_quick_menu_main
6 o9 W+ ]9 a. t5 L, w; ~ C. o1 E - @hot_key_hud.dispose
3 s( n. v: O" z9 { g+ T - end
p# _, p1 D$ X" D -
8 L1 C A# I, Q, W ? - alias hotkey_hud_qucik_menu_update update% ~3 V1 H# q9 \9 P- S
- def update3 M# q3 T: |+ v! G9 r2 H% Q/ W
- hotkey_hud_qucik_menu_update
1 f9 U5 A; \. O* Y& @6 l. O - # Hot Key num 1: ]" }' c" A, m. D
- if Input.press?(Input::Numkey[1])
) M( h* s. ~- [ - $game_player.equip_item_to_hud(0, @skill_window.skill)) j0 l, `3 y2 C E. K5 ^0 ^( s7 F
- # Hot Key num 2- h2 S* E) m: ~7 L) R' y: {% j: d: @
- elsif Input.press?(Input::Numkey[2])
' ^" c$ ]6 B z6 E - $game_player.equip_item_to_hud(1, @skill_window.skill)
0 G% k8 U* j* n - # Hot Key num 3$ |% C# i5 m% S, u9 \8 a) X- C
- elsif Input.press?(Input::Numkey[3])
; L' ?4 @$ z5 S# u% |( c8 t$ f& K - $game_player.equip_item_to_hud(2, @skill_window.skill)1 [8 V! T4 c! b
- # Hot Key num 4
! v7 ]' }3 C, K - elsif Input.press?(Input::Numkey[4])% `: P$ Y$ o9 I0 v, V
- $game_player.equip_item_to_hud(3, @skill_window.skill) t" t! g( b4 R' h
- # Hot Key num 5) j4 q7 G4 L$ `+ U
- elsif Input.press?(Input::Numkey[5])
4 O, k0 g7 r" R5 Q, K - $game_player.equip_item_to_hud(4, @skill_window.skill) G8 ?6 O1 y: K
- end. z) A" b @& A2 O# o: }0 X
- @hot_key_hud.update0 ~: r( q6 r# L1 I% {% e0 v) {6 k
- end
) d0 c) r' R6 _# {; g3 L8 C. Y - end* I k( C: a, @8 w
- end
$ G* m" }, V; K0 n$ Y" O# d
' T" h/ g% T: ^+ \! u- #===============================================================================
) @6 a$ Y9 p, I: O( ?# }8 _8 \% s( t& e - # Quick Item Window
7 A- B1 _- c* e% Z+ a. |$ _( c- y, t - #===============================================================================8 _( G/ M5 [+ _. ?8 ]
- if XASVER_37 == false4 Q0 y4 F/ [, g& ]$ o5 G, u
- class Xas_Scene_Item
1 x5 a2 V+ r1 }; z( p1 K - alias hud_quick_menu_main main
: L7 z8 a' `$ G! ] r - def main
z% \% ~% j% H1 q h" ?- }. t9 _ - @hot_key_hud = Hot_Key_HUD.new
" l3 S3 M8 _' v - hud_quick_menu_main( O7 `9 S4 h, V0 y' K1 E6 C& N
- @hot_key_hud.dispose* v) @6 h) L7 e8 e
- end
9 Z2 u: C: @5 ]9 Z% v* v4 C! `+ H -
9 u7 k8 r* s5 h5 _ - alias hud_key_update update, M% T. ~" g8 f! h0 _
- def update
& Q0 A/ j. s( ] - hud_key_update
5 ?* \! V' I( K+ S - # Hot Key num 1
0 h; |( z8 _6 s& `0 ^! H* D9 f - if Input.press?(Input::Numkey[1])" x4 }/ i( ~( J
- $game_player.equip_item_to_hud(0, @item_window.item)
# h W( O; W9 V- K5 J2 B. J! { - # Hot Key num 2; @4 \4 u7 s8 X0 o1 B$ l
- elsif Input.press?(Input::Numkey[2])
6 V$ d# s6 l; ?8 c& A4 A! Z% o - $game_player.equip_item_to_hud(1, @item_window.item)
! J! f1 u, u$ }# t - # Hot Key num 3
+ ?0 l, O3 d2 Y+ t - elsif Input.press?(Input::Numkey[3])' L/ b& v, d( G1 C
- $game_player.equip_item_to_hud(2, @item_window.item)6 b& d) }+ p) v6 K$ T
- # Hot Key num 4
. j7 F3 m9 ~6 T% J5 m" ~5 c! u - elsif Input.press?(Input::Numkey[4])+ B# _. e% o1 U
- $game_player.equip_item_to_hud(3, @item_window.item)* A( v7 [5 F7 d
- # Hot Key num 52 ^" G6 H$ Y* t3 {1 i
- elsif Input.press?(Input::Numkey[5])- P+ v) @2 w# m/ X6 i* H
- $game_player.equip_item_to_hud(4, @item_window.item)
8 p- P% K: Q _4 R i7 N - end% J5 g* l/ @& x" ~# |8 ?
- @hot_key_hud.update
' G$ o: ?5 N; @8 X" A' h - end
1 {) X6 f# j2 ^' l' |; R# [ - end
; D! ~4 R; p* Y/ O4 `9 }5 f - else2 X- e% X; _8 ?
- class Quick_Menu_Item
1 F* d8 w) h- b! H$ r+ _4 ?3 Q - alias hud_quick_menu_main main
% H. v: N8 d& i7 j. y% l! y - def main
/ C f# i. \' {! o2 j; f - @hot_key_hud = Hot_Key_HUD.new& o$ f0 G1 F1 \) m
- hud_quick_menu_main
# [6 Z) `: v1 W5 c+ U3 k - @hot_key_hud.dispose' ~+ J& N8 t4 E4 o; e+ M
- end
- `0 S T2 Z0 H - # K% R) J! ^) r7 \( L% ]
- alias hud_key_update update# U- y: p. t# y- X7 r4 w' p
- def update8 f1 a, N7 O, s. _ n. i% E
- hud_key_update. ?* @. h' R3 G+ O
- # Hot Key num 1
3 L" t) h; E& L4 Q - if Input.press?(Input::Numkey[1])- V X1 S* P- @8 d0 g6 U0 o/ i" W% t
- $game_player.equip_item_to_hud(0, @item_window.item)
% }1 R6 W2 X3 `& e& F5 x - # Hot Key num 2
1 G- l, G& j8 q3 c+ `& z8 m. { - elsif Input.press?(Input::Numkey[2]): r# j6 m. d7 X1 h# Q/ K3 t5 M
- $game_player.equip_item_to_hud(1, @item_window.item)
& Z% }& |0 [8 X4 F& t - # Hot Key num 3
9 }! \8 e# G: U5 K+ ~ R - elsif Input.press?(Input::Numkey[3])% ]. |) }% b/ c3 h. i1 ?
- $game_player.equip_item_to_hud(2, @item_window.item)) l8 ~- Z5 E2 J
- # Hot Key num 4# ^/ Y! u- K4 R+ t+ h
- elsif Input.press?(Input::Numkey[4])
1 x% k" D$ B& y7 [ - $game_player.equip_item_to_hud(3, @item_window.item)
4 ~6 |! U4 J+ Q' _ - # Hot Key num 5
/ a" H! ^- N4 j* b, T* J" { - elsif Input.press?(Input::Numkey[5])
- ?; W6 k( \. W, C' H, F* M - $game_player.equip_item_to_hud(4, @item_window.item)/ O! g4 @/ h. X
- end- `( U5 Q0 S6 p' B
- @hot_key_hud.update
2 s. }( N9 B c9 P4 J0 x! Z5 T3 O - end
- z' [# C# u$ Y - end
0 F) f3 o9 ~% q - end- L6 f+ x* [; t
6 G& k+ x. W0 M- m- #===============================================================================
% Z! v% J, b' e6 n8 f3 J - # HUD Window, x2 d/ S0 A [! A [
- #===============================================================================9 J$ [8 y- T- U* t8 n/ F# _+ e6 w
- class Hot_Key_HUD < Window_Base% q; E. A/ U4 f- r( x/ U
- def initialize(x = HUD_X - 10, y = HUD_Y - 15)5 S1 M9 D% ]# X4 _3 J$ ]
- super(x, y, 220, 80), O# [ q6 k% s
- self.contents = Bitmap.new(width - 32, height - 32)
. R, n2 y0 [) o. C - self.opacity = 08 W/ `& P- a5 ?3 M/ k5 U
- @actor = $game_party.actors[0]
( v$ l# Q% V$ H% W. U V - refresh- C3 w* d# I+ ]1 t; W, C
- end* W3 t( t5 z( I s5 g; x, t
- - A0 a3 G! u9 G: }+ O7 t" r, H
- def refresh: b( n7 \3 R) ~4 I3 a% `
- self.contents.clear
5 [! ^& n0 k l* P n$ e - bitmap = RPG::Cache.picture("Hot_Keys_HUD")
$ Y& d: D/ V5 O+ K - self.contents.blt(0, 0, bitmap, Rect.new(0, 0, 160, 32))
( g' Q7 X$ U7 }1 \# Q6 y' s! _ - for i in 0..4
/ L' b1 r2 S. Y4 V/ q0 @ - x = 32 * i + 44 h) c: |" W7 s& D" Z" a9 P
- item = $game_player.hud_equip[i]
" n! I8 ]# S" C0 \3 u& {5 F8 w' ~ ^ - next if item.nil?
; D' q: g! w! N5 v! t1 H+ k9 Z - if item.is_a?(RPG::Weapon)" c) T. \' ]' R
- item = nil if $game_party.weapon_number(item.id) == 0 and
( n/ r8 n4 f) L ]2 S/ a - @actor.weapon_id != item.id. k8 K1 s0 c9 K- g( M* u
- elsif item.is_a?(RPG::Armor): V" q/ a) M( ^+ u& M: y
- item = nil if $game_party.armor_number(item.id) == 0 and
6 q0 a" c0 F+ r* m, K: `' H; u& D - @actor.armor1_id != item.id
. J& a8 [$ K- N0 U3 f/ r' ? - elsif item.is_a?(RPG::Item)
1 E- m, A* A& s; Z6 v* { - item = nil if $game_party.item_number(item.id) == 0 or
3 G# u; x5 p2 [ - !$game_party.item_can_use?(item.id); v/ G8 T# E% h/ a5 W
- end; i! l0 x# m. i
- bitmap = RPG::Cache.icon(item.icon_name)
% M% x3 n$ [" g& D, E, B - self.contents.blt(x, 4, bitmap, Rect.new(0, 0, 24, 24))7 j% w. L4 p/ z
- end
: u" M9 Q7 `) c; V2 o# \' } ^$ C - end
4 @" A; V. A$ o9 y/ q, ~ - 8 U4 Q5 i$ m9 J5 D
- def equip(item)% _/ n0 W3 b% H9 ~; W: y; P
- if item.nil?
# {/ C2 i5 B& q - $game_system.se_play($data_system.buzzer_se)$ e& a# E1 \8 h4 p# z' J) g' C j
- return. m3 F1 c2 e; ~
- end7 z$ z* f! J. c( U6 X2 \9 \
- if item.is_a?(RPG::Skill)' l- ~% g# h. t, } c
- if [email protected]_can_use?(item.id)
! {5 u# Y4 t N) A- ] - $game_system.se_play($data_system.buzzer_se)" G- ?8 H, ?$ F6 S
- return
, w' W1 l! x* ~ - end
% E% i. ^) t3 Q- Q$ u - $game_system.xas_skill_id = item.id) j5 h) [. ~. W3 o
- elsif item.is_a?(RPG::Weapon)# W, s% O& H4 T/ ~# j
- @actor.equip(0, item.id)4 Y. @3 P/ }. r+ C; s7 v! c
- elsif item.is_a?(RPG::Armor); h [$ `/ w* m, p7 [0 _3 Q- ?+ V: I
- @actor.equip(1, item.id)5 j# C4 P4 q) ^* w" y0 }8 k
- elsif item.is_a?(RPG::Item)
2 D0 P6 `) p! R! B8 [. S - item_tool_id = XAS::XASITEM_ID[item.id]
5 b6 v1 P( G& j% ~* k3 c6 m1 w# a - if item_tool_id != nil
0 T1 W" N' O" X6 K5 P' r4 A- S - unless $game_party.item_can_use?(item.id)
; D( @7 _% S" b5 r/ C - $game_system.se_play($data_system.buzzer_se)
7 g8 z- T2 n' d0 x9 s3 m) z - return. m+ N5 A& ^9 \# J
- end
; J! z/ M1 l2 U1 ~: t - $game_system.xas_item_id = item.id
- Z3 @' R; d4 B, t - end$ ^% R( [$ F9 h. z0 ~; O
- end
2 W+ B0 @. [# {* Z- I - $game_system.se_play($data_system.equip_se)
* X, A% t! j+ C$ v4 n" l& Y - end' D* h/ w2 _: `% j% S5 f. Y3 S
-
, Q# x* o d% K2 V* Q n - def update
% @# A+ @: e6 a" L0 R) a - @actor = $game_party.actors[0]
8 ^$ J ]( h& x V) @' C1 ~6 w- u - @hot_keys = $game_player.hud_equip
3 P: j# T, M. ?+ q2 K - refresh" y3 [# k2 n- t1 X, I
- return if !$scene.is_a?(Scene_Map)7 K0 @; m* D2 ^, w
- if Input.press?(Input::Numkey[1])* a# p9 z! }7 \) J( z1 A: J6 ^, G2 |
- equip($game_player.hud_equip[0])
- @! K( N3 s3 [+ U - elsif Input.press?(Input::Numkey[2])
& h" L1 y1 l z2 x. _- F- l - equip($game_player.hud_equip[1])
7 H- v* |# L) g5 B - elsif Input.press?(Input::Numkey[3])
0 C' J1 R& T& V& L - equip($game_player.hud_equip[2])
! ]2 s4 f# \* w; o* |' O. X; q - elsif Input.press?(Input::Numkey[4])
( i# B) \3 X& N0 o ~ - equip($game_player.hud_equip[3]) ! A! H0 b5 ?2 k) G4 H1 C
- elsif Input.press?(Input::Numkey[5])$ F) p' \) E1 l$ Z& v
- equip($game_player.hud_equip[4])
0 Q m/ t* ^% a: Q3 U$ J, h0 e - end
( w5 g5 b: s+ \4 K7 x+ \! c - end. k6 p, R( t) K" u- u% _3 p0 A9 o
- end
. Q/ y. _! @) H) w' ? - , q, ?* Y' @6 x( C7 \! ~9 W
- #===============================================================================7 Y3 k/ h! S+ U& R
- # Scene Map
6 k/ y" ]2 G, G) G2 c5 E+ s. g$ ` - #===============================================================================6 S A" I+ c! Z P
- class Scene_Map' d8 Z8 J+ @: Y, b
- alias hot_key_hud_init main
$ o" b5 L$ Q& T3 C% ` - def main
! g: F4 e. E; h/ K m - @hot_key_hud = Hot_Key_HUD.new9 V2 F3 H0 a- a$ V
- @hot_key_hud.visible = !$game_switches[XAS_HUDDISABLE_HUD_SWITCH]
" {) v) U! p1 U4 Z - hot_key_hud_init% Y x% x" c% A, T
- @hot_key_hud.dispose
) p2 C- p/ P: }5 _1 I' v - end
( g6 j/ l! V0 X% r0 N3 p -
* E% O- e! h6 o \, i4 [ u - alias hot_key_hud_update update2 f3 |" P4 _6 T0 o; O' r" v2 T
- def update
" F( ?) {) {% }0 D% T" L# j+ ` - hot_key_hud_update
3 q% r8 f$ z* z% I, V - @hot_key_hud.update
4 m5 l- [( y" ]. D" E |* } - @hot_key_hud.visible = !$game_switches[XAS_HUDDISABLE_HUD_SWITCH]+ I* q2 Z- T/ V, ^
- @hot_key_hud.update if !$game_switches[XAS_HUDDISABLE_HUD_SWITCH]( M( D3 o3 q% f( m
- end: L5 h4 q3 ]% Y' b; q$ j1 h% B
- end
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