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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,
* t6 o* a5 e! O4 `4 t+ C$ D' q! ~不知道有人能帮忙看一下吗? - #===============================================================================
% m4 A8 t# i$ J& {% s - # XAS - Hot Key HUD7 F' U, K0 a# O: a" N
- #===============================================================================$ R$ Z+ d# p) ^5 f. L: Z
- # By Mr_Wiggles
* ~( |% O% Y3 ^ - # Version 1.34 Z5 w6 |. I. c' Y
- # 7/6/10
5 F% u( y0 J* E2 U. \& z4 O. u5 I7 M% Q - #-------------------------------------------------------------------------------
# H8 R2 C7 N8 ]) v' Q% ^ - # Instructions:* T- S( @6 c, W) k" M) u
- # Fill in the constants bellow, paste this script above main and bellow XAS in. }3 m0 }2 {3 D* c# E/ [0 z/ c
- # your script data base. BE SURE TO SET TO THE RIGHT XAS VERSION!!
" i* t9 E; x% \/ C' \( _3 M - #
# Q5 ~- x! z: B, x% A - # Place the "Hot_Keys_HUD" picture file into your game directory
/ H; Y7 ]/ k0 L, _0 \+ K0 r - # Graphics/Pictures folder.
! Y1 f/ k; f* z3 j - #-------------------------------------------------------------------------------
+ W- l2 @" m2 s - # Directions of Use:
, z& F+ w8 J) D6 B4 ? - # Simple just press a number key (1 - 5) when the quick skill or item menu is( T' M. d# t" Q" s7 S1 t! i
- # Showing.5 u" N* ], y3 X' Y }; V
- #===============================================================================
0 p# W* e3 F9 P w; \+ N: i! w9 @ - HUD_X = 0 # X pos of HUD
: H- ?. A$ B. a$ u4 d; U1 Z& L: F - HUD_Y = 0 # Y pos of HUD
& l* @+ f$ L" Y - ' [8 c0 \8 @8 C: W
- # Set true if XAS 3.7f
4 {* ?' s) W/ d% m+ \) r% o' X* D) a - # set false if XAS 3.6
: Z x0 F6 m6 L6 [ S - XASVER_37 = true
* n9 J0 A9 b8 c$ L& d) ] - 6 V4 W- f' @% ^6 O: a- F. K; u4 R# D
- #===============================================================================
' Y. @4 X; r& g - # Numkeys Module
9 d" F1 R/ j6 w$ C$ H+ k" Q - #===============================================================================* ^& o" {8 O& u2 w7 P
- module Input8 ^1 p7 M _; w+ R* b6 r# v G8 z
- Numkey = {1 => 1049, 2 => 1050, 3 => 1051, 4 => 1052, 5 => 1053}) {' A7 C# A. v3 z+ w
- class << self: T' ~1 z! m O$ x1 X& N
- Key = Win32API.new('user32','GetAsyncKeyState',['i'],'i')- I* M" Y! G1 H; s3 F" m9 Z+ m
-
- W: a( U2 V( u- D7 K) | - def testkey(key)
! J- l( v- [# J1 _( ?) r8 } - Key.call(key) & 0x01 == 1
$ l* X. K. a1 d/ z4 n - end# V' r6 `- B! C) k2 Q7 D/ x
-
( A# ~+ b" k, ~( g - alias hud_key_update update
5 t2 |1 G/ z: _: ]2 W% J4 G- G - def update
$ I9 U; |9 c+ D - hud_key_update ?' h4 u+ @! d
- @pressed = []
, P% X( Q3 L9 f+ D# C$ y# f4 I - for key in Numkey.values
$ Y6 d* U* U3 C) b( q, {7 O1 U - key -= 1000+ H! a8 B8 Z* K
- @pressed.push(key) if testkey(key)4 L$ Y& G! v3 O9 o8 Q3 T
- end4 t* o$ M, o! X
- end
# R; W6 x* l) i - 0 H6 u0 B2 p; q4 \2 W$ e6 B
- def pressed?(key)' ~( w& k( i5 W+ ^7 P+ v+ P, Y% S8 S0 ?
- key -= 1000# D; T8 ]5 p+ C/ I5 b n; i1 j t
- @pressed = [] if @pressed.nil?8 e8 b0 v. ]: u. B) p/ ^' I" j
- return true if @pressed.include?(key)
, E3 _3 {8 [) h0 H1 I: F/ r& Z! i - return false
/ f4 L2 l" R/ C& ^. r& H5 O' r/ @ - end
; O" f) R2 r4 N' F0 v; { - 4 o4 a4 g( P O4 x, m4 ?
- alias hud_key_press? press?
3 i4 W! a. h* _3 d, k3 M" J! Y - def press?(key)" w" [9 V/ j4 V" |+ c3 s
- return pressed?(key) if key.to_f > 1000
# ~& m/ S( Y0 n! S, N% g+ I. @ - hud_key_press?(key)
5 g- H9 o; V% \ Y. C6 ~ - end
: s6 t( X( E* I# x/ p - end8 z& o3 j! q; K: ~
- end+ M: `! R, N3 P- o
- 2 F G( o& R5 X
- #===============================================================================/ `3 _" o$ k, @
- # Game Player3 V' w: f" W; j. ?" ^4 q: [
- #===============================================================================/ h- h0 r' }" k4 g# z& I
- class Game_Player < Game_Character
" N% P A8 b! f9 h - attr_accessor :hud_equip+ T7 w6 Y1 A- {* ^; m
-
; w- n5 F- E& H, [+ E+ c - alias hot_key_hud_init initialize
: j. j2 {5 S* ^! l9 F3 w - def initialize
' Z X' k" I3 y" ^/ V- c: T - hot_key_hud_init
% A3 ]! }% b# w. b: _" U. j - @hud_equip = []
: R6 q. P8 H: O* i' C- ^* [( A - end2 F, I+ B0 F6 [* C8 b4 K- h* d
- d7 ~* z7 u! {) X0 \1 u' l0 {
- def equip_item_to_hud(n, item)
# m9 l5 ~4 B( S* b" h# O8 R( X - if item.nil?* B& O) }6 z; z; @
- $game_system.se_play($data_system.buzzer_se)
! f+ C* T! S5 P5 F1 X - return
3 b" a5 G% F- i7 {9 i9 s G - end
9 e2 G" o X* d4 ] - $game_system.se_play($data_system.decision_se)
8 m0 R9 o7 R6 {1 Q L% Y - @hud_equip[@hud_equip.index(item)] = nil if @hud_equip.include?(item)1 q, p) n1 K9 ~6 T4 f6 `
- @hud_equip[n] = item1 g/ D+ q, V; A/ b- r' ^3 f
- end7 T, f5 t& j/ _$ M7 \
- end
3 [# _ T- P% Q8 n5 U - ( }- p8 E8 G4 q5 `, B
- #===============================================================================! j, N; z3 K2 V5 V
- # Quick Skill Window
; t5 ?5 i7 m( k Z! M - #===============================================================================
9 ?1 K0 x9 l1 ^5 }2 h - if XASVER_37 == false+ o- j* M1 s4 F
- class Xas_Scene_Skill. U- X# D9 _; F) v0 W% X. F& L
- alias hud_quick_menu_main main3 X6 Y- U5 ~% x |
- def main
`: V$ k& D& u. q o, v - @hot_key_hud = Hot_Key_HUD.new
g6 l0 Q( J1 v! h1 H: j - hud_quick_menu_main
- [4 V8 ?" E0 o; F U! j - @hot_key_hud.dispose7 k( A6 G | y6 P
- end3 O6 ~2 e |* Z+ W+ O+ |4 i; r
-
7 x: c5 @6 y" y. o - alias hotkey_hud_qucik_menu_update update7 f; h3 b$ t( L
- def update: ]$ m- P; X) @( E
- hotkey_hud_qucik_menu_update
& e. |; O& i0 j$ v% O! l! r - # Hot Key num 1$ F: H0 C6 p9 O! f9 u. z* z
- if Input.press?(Input::Numkey[1])
; ?* x! \/ M9 w3 k - $game_player.equip_item_to_hud(0, @skill_window.skill)7 G& I% u! y8 L/ s# [
- # Hot Key num 2
6 F5 w' e7 c/ L- D4 g - elsif Input.press?(Input::Numkey[2]). v' K; t5 j y& W# E
- $game_player.equip_item_to_hud(1, @skill_window.skill)) n& _+ {. W: U$ p; X
- # Hot Key num 3; @* p% L/ [+ v% @
- elsif Input.press?(Input::Numkey[3]) d) s9 }8 V$ v" S( E
- $game_player.equip_item_to_hud(2, @skill_window.skill)# R% v: \/ P+ o
- # Hot Key num 4
* e8 t! u3 { n6 H - elsif Input.press?(Input::Numkey[4])( v5 p1 {; `! j0 \- A5 L$ H
- $game_player.equip_item_to_hud(3, @skill_window.skill)
" l- D) L' ]% l4 z7 X - # Hot Key num 5
: p1 Q/ \$ j8 G8 I" l/ o d0 V - elsif Input.press?(Input::Numkey[5])
5 A* N7 N4 R2 a" w' q - $game_player.equip_item_to_hud(4, @skill_window.skill)4 j/ K8 j8 D' ~8 o
- end8 S9 G- v% W" K4 m" C
- @hot_key_hud.update1 N( k1 }! `) D, M6 m. H5 i
- end
% g3 N+ z, g8 L, R - end. z% N3 r+ x& R+ m4 s; G- D( L. z
- else) _: e K8 p6 s" E
- class Quick_Menu_Skill
$ F. T/ w' H0 J - alias hud_quick_menu_main main
; q% w: T- n8 N - def main$ r( M5 f( t& c8 X6 T
- @hot_key_hud = Hot_Key_HUD.new2 t+ O) w' h7 R& \
- hud_quick_menu_main
7 p0 l& r: M2 B( A/ p. o5 y; X5 @ - @hot_key_hud.dispose! ?. I# j! k2 l2 L
- end
) P5 r9 Y( r5 b8 w6 Q -
8 |) X; g7 {) ~; t Z4 r' r0 p - alias hotkey_hud_qucik_menu_update update4 [, l: j0 }) W# ]
- def update
% I: _7 e" a, i - hotkey_hud_qucik_menu_update A; i! `: Q8 V$ S- s+ H4 X
- # Hot Key num 1
( ?% [1 y, v/ X5 r - if Input.press?(Input::Numkey[1])
* i) Y3 O: c5 j* \ - $game_player.equip_item_to_hud(0, @skill_window.skill)
: E' P& l; f- ^' E( D& G5 J, J2 n0 @7 X6 T, v - # Hot Key num 2
/ p5 M: e" U. l9 ^1 s6 U. n - elsif Input.press?(Input::Numkey[2]): H2 r2 Q( I' g$ P9 y# r
- $game_player.equip_item_to_hud(1, @skill_window.skill)
3 m" \1 _- o9 ]6 `3 D4 K L - # Hot Key num 3
# _# G8 @" N1 v. g% D9 j2 K! E - elsif Input.press?(Input::Numkey[3])
/ ]* A6 O5 y4 f( U, S4 z - $game_player.equip_item_to_hud(2, @skill_window.skill)1 L* h8 B W8 s
- # Hot Key num 4
q' a+ s# \7 U# U, M; a9 M1 g, r - elsif Input.press?(Input::Numkey[4])
, _/ n8 B$ I7 c' Q% d4 p5 x - $game_player.equip_item_to_hud(3, @skill_window.skill); |0 k7 r1 x9 {& J
- # Hot Key num 50 t% I3 p" w8 p: J0 n {
- elsif Input.press?(Input::Numkey[5]). B( a. {. ]) ?
- $game_player.equip_item_to_hud(4, @skill_window.skill)
: K1 t7 J! F( H' x) E# u* x - end1 C5 U7 M; q# f
- @hot_key_hud.update- I) w0 P7 x$ @0 }1 Z+ r
- end
9 i/ g' L$ C+ Q - end
; n6 V$ ?! }0 ^& g - end
8 l3 F0 i- R! q2 D# g, k e. m$ t
" z0 y' o8 O) @+ y8 f' |0 l G- #===============================================================================
) |0 C' J: e5 G+ A0 m' B - # Quick Item Window' @' k1 v$ }. j6 }
- #===============================================================================
% e3 J0 A. }- B% H! {! W; L - if XASVER_37 == false
# G$ C: U4 _$ f6 X- ~& h - class Xas_Scene_Item
- c- Q" P4 L( W - alias hud_quick_menu_main main
3 G4 i/ r# d/ s2 i2 C1 w - def main1 r2 Y5 y7 `/ f! M' s( K0 }
- @hot_key_hud = Hot_Key_HUD.new
% m! u. S: _8 N8 r% F% J4 |) a: j - hud_quick_menu_main
6 g( X( X4 u) k9 [) s, b; p. S - @hot_key_hud.dispose
6 i7 B$ \4 U" Z& r - end6 O$ Z; ~5 ~; J1 g" g7 p$ o
- ( |& H/ m! f, Z) s. \3 t7 ~
- alias hud_key_update update
, T: B9 U/ Q6 K: y, d - def update
8 K1 o3 R6 a. F2 n+ X3 `% I% X - hud_key_update
# ]% {- \, A0 j# t" |; } - # Hot Key num 18 b+ r* c- F8 r6 O# B; d
- if Input.press?(Input::Numkey[1])
3 w. k& A3 L. b- A m - $game_player.equip_item_to_hud(0, @item_window.item). p7 s' W' B0 y% I3 x9 v
- # Hot Key num 2, m$ j6 ?# v4 r- k# d- T
- elsif Input.press?(Input::Numkey[2]); M* I9 J$ T6 s" u+ F
- $game_player.equip_item_to_hud(1, @item_window.item); r5 s; T2 q' F" w# `. ?
- # Hot Key num 3
' B: H0 K- z; J/ @' Q - elsif Input.press?(Input::Numkey[3])$ S4 H1 }. u- {2 W- b2 z
- $game_player.equip_item_to_hud(2, @item_window.item)4 f' o9 |' Y2 t
- # Hot Key num 46 A% ~5 f6 o( t, u5 G8 s
- elsif Input.press?(Input::Numkey[4])
% {% U* F" D# U% V5 t$ K - $game_player.equip_item_to_hud(3, @item_window.item)- z2 h- m% j# `* b0 {( X4 S) N
- # Hot Key num 5
% m! d! L7 ]1 {) F0 j$ ` - elsif Input.press?(Input::Numkey[5])
. z, L5 `; B' m! z% z - $game_player.equip_item_to_hud(4, @item_window.item)- |2 U/ ^9 d/ ^! Z+ ^: g* I% M
- end2 k, Z, x8 w, L( E. N5 e' J- u8 P0 v- H9 O" O
- @hot_key_hud.update0 [6 ]3 b! c( l! A
- end7 ~" C) a- U1 f$ f" ]( b9 I
- end
0 J/ k7 a" T& n$ p - else* u9 v) E4 u, K0 w" d
- class Quick_Menu_Item* K' I4 k. _, P+ z# q
- alias hud_quick_menu_main main
' o' j4 l) Y0 f7 _* f7 t - def main) n6 O4 A7 E1 s
- @hot_key_hud = Hot_Key_HUD.new
$ U) q# E' @/ h, \% L - hud_quick_menu_main
9 L# c) T; F! d5 d- P& d+ b5 R - @hot_key_hud.dispose# F0 \& j) e1 i$ f4 N
- end9 P4 G% q) z6 X" A
- - c( q7 p: C2 u" a J+ `5 G
- alias hud_key_update update
f# a; h( s% v' j - def update
/ R1 ~) y; T% t5 w: n5 m. ^& R - hud_key_update! a$ Y: I R, o& \: r# [
- # Hot Key num 1
; _; _$ C/ ], E# Q: H& W6 e - if Input.press?(Input::Numkey[1])$ M+ u5 V( N0 ^) Z, t) c" k3 ~( Q
- $game_player.equip_item_to_hud(0, @item_window.item)% o' @3 F7 B: E% ~$ a2 D
- # Hot Key num 20 B! f0 u. p, Z
- elsif Input.press?(Input::Numkey[2])
: H+ d7 Z. y/ H$ q @ - $game_player.equip_item_to_hud(1, @item_window.item)( T- _5 a' f1 M4 N
- # Hot Key num 34 J6 u: c" e5 @8 l: h3 `. t
- elsif Input.press?(Input::Numkey[3])
1 A0 }/ j4 Z5 s* D% V: B' u - $game_player.equip_item_to_hud(2, @item_window.item)
8 ~7 _7 c) S8 p, c5 a5 G* ^ - # Hot Key num 4$ D) \) y2 u" o8 S+ p& s" D) v8 j
- elsif Input.press?(Input::Numkey[4]). b A9 K. T: X. ^: N6 J
- $game_player.equip_item_to_hud(3, @item_window.item)
' R+ ]6 ?. Q3 v! g3 v - # Hot Key num 51 }8 ~/ _" q4 ]$ g, F
- elsif Input.press?(Input::Numkey[5])
9 b$ ^& o% b# b2 Y# N. Q - $game_player.equip_item_to_hud(4, @item_window.item)0 u7 l. V( q! K+ {
- end
# u; `3 Y' {8 z, L - @hot_key_hud.update, B) i" ]3 J, ^2 F% X9 O8 _
- end' z7 ^6 w4 }$ C) h1 t" N: @
- end
# l$ V0 A# L3 ], H - end
* h, d) W. d+ F/ b
# \% U: a6 T J- H5 ]' u- #===============================================================================4 q4 R5 x/ C6 Q9 H7 C1 T" p% u, z
- # HUD Window) U* ]# P/ b8 }. h% i* [
- #===============================================================================6 A! c- E# ? m: o k
- class Hot_Key_HUD < Window_Base5 w3 H, T0 d# u6 P4 V
- def initialize(x = HUD_X - 10, y = HUD_Y - 15)
7 T6 Y# X# Q* f7 j; d - super(x, y, 220, 80)+ B4 g/ }& A- M8 w
- self.contents = Bitmap.new(width - 32, height - 32)! R; ]' p$ D: s" ^
- self.opacity = 0
+ \, F" L v2 | - @actor = $game_party.actors[0]' C) h! m, r! R; Q( y
- refresh
$ S& s& r6 j0 g& s4 V9 s8 Z! d - end
$ {, [! L$ v0 } R: d' h6 B1 u
A, q& C* K k- G- def refresh
3 @5 b- [4 n: M4 \& i+ i - self.contents.clear
& S9 a' o' d2 b l( L - bitmap = RPG::Cache.picture("Hot_Keys_HUD")
* V& d" G0 ]2 r6 ^1 N+ N - self.contents.blt(0, 0, bitmap, Rect.new(0, 0, 160, 32))* v$ L2 n$ v& ?, ^0 G) T
- for i in 0..4. b4 J* o; H9 n9 X3 s' V* q" G' G
- x = 32 * i + 4
4 k$ w Q+ D( h2 b" m% U3 _6 Y - item = $game_player.hud_equip[i], o4 F; ?1 w4 Z
- next if item.nil?$ @, E- @0 A3 W/ A
- if item.is_a?(RPG::Weapon) t; j9 a) W3 [5 x
- item = nil if $game_party.weapon_number(item.id) == 0 and3 r# O: w8 _* e5 l7 T1 T7 v
- @actor.weapon_id != item.id
! p8 ~% B5 G" f; I4 z+ { - elsif item.is_a?(RPG::Armor)# {( Y1 A5 Z# `3 W; U
- item = nil if $game_party.armor_number(item.id) == 0 and % ?8 V9 z; Q; X* c
- @actor.armor1_id != item.id
; ~1 G( {( e6 l1 M W - elsif item.is_a?(RPG::Item)3 E7 o( y ^# p. W. x O
- item = nil if $game_party.item_number(item.id) == 0 or9 b# k# v( _ z! O
- !$game_party.item_can_use?(item.id)
' y. |! d$ u8 q3 u. V - end0 G- [+ A* g/ A/ L( k! h& [/ \( l
- bitmap = RPG::Cache.icon(item.icon_name)2 _ K5 J& [: I( G5 F
- self.contents.blt(x, 4, bitmap, Rect.new(0, 0, 24, 24))
! S6 D7 z. }2 R, ^2 ^6 q - end8 k7 G6 D. N9 g& l8 g
- end
9 v! n7 R2 _: t5 {! v& N - # [4 L1 e9 i: h
- def equip(item)
1 X, o0 h% K" ?2 y - if item.nil?
/ Y% D" k: U5 z8 |3 J* a - $game_system.se_play($data_system.buzzer_se)4 L& q- I5 m8 ~4 W
- return6 O0 `8 w8 L+ j1 f
- end
1 {: k8 U2 s4 c7 o r& h - if item.is_a?(RPG::Skill)$ V2 D$ ?6 j8 H7 h: X
- if [email protected]_can_use?(item.id)
- c6 U; V$ O- j* t; A - $game_system.se_play($data_system.buzzer_se)
* L. r9 W/ _) q/ C1 `' E. c - return
# c2 M# E9 r1 ^: z* t6 J0 Q% G% n - end
, K" Q7 I* ~5 m1 i# ~$ E7 i% r% t$ H - $game_system.xas_skill_id = item.id
6 C- L5 E' E& W1 a2 Y/ @ - elsif item.is_a?(RPG::Weapon)
9 D( F6 G4 |- m: ] C - @actor.equip(0, item.id)4 T% C. X9 ~. M t( @ Z
- elsif item.is_a?(RPG::Armor)
h H' X" ^4 D6 Z7 O, e- \ - @actor.equip(1, item.id) |9 }# L& w W+ ]# _* Y1 U+ ]
- elsif item.is_a?(RPG::Item)
" P+ G, C. z' H - item_tool_id = XAS::XASITEM_ID[item.id]
0 x$ l j% P6 P$ q7 j9 k6 K$ F - if item_tool_id != nil
( ]1 \' o# ~9 t% t2 h - unless $game_party.item_can_use?(item.id)
) |5 o& h5 I, T5 B& j/ ]. f" ]; f - $game_system.se_play($data_system.buzzer_se)
! ~1 M. N/ l9 y! N3 ?) |! r - return
, r. h* f l- ~7 i - end" d& | g4 O" i. j9 @
- $game_system.xas_item_id = item.id
Q: U# Y: n4 P, }8 u0 L9 _# a& J& ? - end6 f" Z c5 z! ~+ x: F- x* P s
- end
% ~& T( [( h5 { - $game_system.se_play($data_system.equip_se)( k3 E; D% F+ ` o& A7 c- l# z! J
- end& [7 X. v* E( i* L8 X
-
6 H( l- F/ s% {* z- h - def update# _3 e! I- g6 i* }
- @actor = $game_party.actors[0]. k. M ?2 w9 p3 J* P
- @hot_keys = $game_player.hud_equip, S; B6 Y& t* _# {& z+ J' h
- refresh
8 M) m8 _% \ F7 n8 i1 h; B. T - return if !$scene.is_a?(Scene_Map); w" x+ y. ^# K( e" ]4 u( u( w
- if Input.press?(Input::Numkey[1])# ^" |+ G5 N3 j4 i* Y9 C
- equip($game_player.hud_equip[0])6 S, i7 E: H x8 ~- x
- elsif Input.press?(Input::Numkey[2])1 J: g9 E, @% {; c) t: u% z
- equip($game_player.hud_equip[1])1 g; A! D o! S. d6 M
- elsif Input.press?(Input::Numkey[3])* b% p$ R- Q' ~" W" ?7 B
- equip($game_player.hud_equip[2]) 9 s' @% |3 W5 p; N- A4 a* ?
- elsif Input.press?(Input::Numkey[4])! |' D7 X; G7 ^- B$ q! Z
- equip($game_player.hud_equip[3]) 6 T0 E; p/ e& l! n( ^
- elsif Input.press?(Input::Numkey[5])- Y5 L% @% ?7 M6 u
- equip($game_player.hud_equip[4])
1 v" h; r8 F7 @) k" x( L- K! n - end
; {" x" _- y( j& s - end" O. L& @* v3 `2 a$ e' O
- end
; u# I1 B1 B( }+ ~/ |# y& \
" T5 ?* y: w5 w, e, Z/ A8 g" Q( `2 Q& O- #===============================================================================
$ g6 z' Z% o7 y+ w! J' \ - # Scene Map
: y3 u% h0 ~* U& ^ - #===============================================================================
g1 Z7 W$ X: t2 q; u0 C - class Scene_Map6 d6 n! `( o2 u* ^ d& u6 E
- alias hot_key_hud_init main/ j# L% g3 d7 A' S- g$ w& g
- def main
4 s0 ?2 z& L. @6 a: Z `8 S% { - @hot_key_hud = Hot_Key_HUD.new
: @- y+ D; g, Y4 }+ S/ h& Z0 z, Y& H - @hot_key_hud.visible = !$game_switches[XAS_HUDDISABLE_HUD_SWITCH], e7 d0 M) l3 W
- hot_key_hud_init
]7 q) x. B/ z: |; e; G - @hot_key_hud.dispose
2 m1 h8 _7 E5 ^$ r! s% U - end$ S: N9 P' H& \4 N. \
-
9 d8 x: w8 N$ ^. e; g0 L - alias hot_key_hud_update update: N& a, W' }; T3 b# \1 u: h$ p
- def update0 P4 C5 s# t& L, g z
- hot_key_hud_update
: J" x, {4 z/ D - @hot_key_hud.update
0 Y, O8 ?- |! k9 c - @hot_key_hud.visible = !$game_switches[XAS_HUDDISABLE_HUD_SWITCH]
2 r, U7 B9 l# k$ d X. Z - @hot_key_hud.update if !$game_switches[XAS_HUDDISABLE_HUD_SWITCH]* T/ L- ~5 m, j W* `- E
- end
! u8 u2 F( c8 n7 m; U3 j1 A - end
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