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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,
& l! H7 ^# [ U0 O5 u/ T不知道有人能帮忙看一下吗? - #===============================================================================9 G$ z# N0 i* C9 e( \
- # XAS - Hot Key HUD0 `4 K; k" s3 H( ~
- #===============================================================================
4 D3 e' j/ Q, R; C( Y* ^ - # By Mr_Wiggles
: o0 Y5 g$ A' ]5 Q2 D m - # Version 1.3
# j: l: [ g. B+ Z$ o Q - # 7/6/102 n3 ]: V9 Q- g# y; P# M
- #-------------------------------------------------------------------------------1 F% d+ L8 D4 H# z
- # Instructions:1 A# A7 o4 P: l0 \. t4 l
- # Fill in the constants bellow, paste this script above main and bellow XAS in
7 E$ s, ~/ z) W/ U+ }+ a( s$ n - # your script data base. BE SURE TO SET TO THE RIGHT XAS VERSION!!
( ?1 @/ {1 F! m( U+ U `* Q1 F3 b - #
1 O# D7 E) l' z+ z - # Place the "Hot_Keys_HUD" picture file into your game directory
$ ?- G1 b6 v6 v% q. R+ c% I' |8 B/ Y' X - # Graphics/Pictures folder.
5 R6 N7 i1 n7 c) } - #-------------------------------------------------------------------------------- L/ b# P0 I. L K7 V4 q
- # Directions of Use:+ |5 j( B; n0 E4 u7 f$ q
- # Simple just press a number key (1 - 5) when the quick skill or item menu is0 q+ H% Q" f4 `# w6 a' _2 g7 ?: b6 q# q
- # Showing.
( q' o7 {7 Y* Z2 F6 Z4 t0 A1 `/ ^ - #===============================================================================8 T( s- j& z) f O7 g L+ a; R; v3 `
- HUD_X = 0 # X pos of HUD r: ~& C) o$ ?* h) t# L! L
- HUD_Y = 0 # Y pos of HUD
2 Q9 F6 d. ^* e/ [! e) e; p! \
6 Q# S f6 T3 V6 t- # Set true if XAS 3.7f
1 G9 ~1 ~9 c; T. P& Z* S8 N - # set false if XAS 3.6
3 g, }- K0 D$ `8 s - XASVER_37 = true
& B' L7 e8 |% \9 j' [0 e
9 V! E4 q$ x" w- #===============================================================================
% }% |# n: S% k( N% j - # Numkeys Module
" A [$ H& @, f- E: ` - #===============================================================================
' s% N7 K% A" S. I/ M - module Input
, d' q5 t. u; d4 D, V( e. X - Numkey = {1 => 1049, 2 => 1050, 3 => 1051, 4 => 1052, 5 => 1053} s6 D5 m2 g# x9 y9 K6 R5 g2 O
- class << self! @* I. l# P- U9 O
- Key = Win32API.new('user32','GetAsyncKeyState',['i'],'i')+ B$ {' @- N2 W' l1 H7 ~
- 0 ^; e% }- {. }7 t; V/ H
- def testkey(key)
" [. c( H5 C$ i* S - Key.call(key) & 0x01 == 1
% o7 e" o: x( E# Y' ] - end/ @+ z( |) v& f. m+ P$ L
-
5 ]. R8 U- ^8 t+ s9 p; e - alias hud_key_update update- O7 @. n* w5 v$ L3 J
- def update# a5 u5 W& U- i
- hud_key_update
8 \2 T* b1 ~+ z, \ - @pressed = []. e. T/ A; o! f- w. l! ]
- for key in Numkey.values
2 w. r1 X4 ~$ h1 W - key -= 1000
) O; `7 `% e. X: w7 \! |; k - @pressed.push(key) if testkey(key)$ E( d, M6 X( b; w
- end L. h& @: E4 r* r+ j! m; Z# S
- end
) K6 X' B. x: o -
7 C# _6 a. x+ N7 g8 { - def pressed?(key)* y q+ n" J& _) A" u
- key -= 1000
- K+ G) }3 |9 z+ g7 a( q# J7 L - @pressed = [] if @pressed.nil?
/ S; i) b/ L+ D$ ] j. s P - return true if @pressed.include?(key)
3 }, s3 w3 s0 {) @ - return false- n1 g# I9 V6 b: g* I) y2 \
- end' s% A0 K; m4 @# E1 `- t! j& ]
- ; h) k+ f1 g8 K4 I0 r
- alias hud_key_press? press?* H) T" E, f, ~ d: J
- def press?(key)
# d2 y: w' `7 t* g+ f - return pressed?(key) if key.to_f > 10007 l' t0 B9 J/ E2 @# \/ a
- hud_key_press?(key)
! c; f# [9 D/ [& T, ^ - end. _1 R. H0 |2 I1 }
- end, w/ f( a1 Y- D7 }' H; ~3 v
- end+ r0 G) T+ R! R; [( Z
U" ~1 c2 V2 A K* E' K8 |- #===============================================================================
0 M3 \8 p. b0 U5 Q- c9 i+ L - # Game Player
8 z1 u3 k5 b: H/ w q* ^* e4 B! Y& F - #===============================================================================
4 q) |/ U* `1 [9 Y - class Game_Player < Game_Character
' T; N1 i0 k% g3 m" s: s i! W - attr_accessor :hud_equip2 v8 e4 X. b% t+ I3 {7 ]9 w+ \: e
- $ c% W" N8 x3 l4 @6 F, q! y
- alias hot_key_hud_init initialize$ O b% N% \! H# F! z
- def initialize
% E9 d& F2 ^. U7 J7 ] - hot_key_hud_init
. G; s" }3 @, B+ ?/ ^ - @hud_equip = []6 z4 I0 W) A: Y
- end* d) p1 ^- Q& s" \
-
: h( W0 T% o6 |7 J5 @ - def equip_item_to_hud(n, item)
& M" _9 J+ s2 C, _* r - if item.nil?& V7 M( P R: K9 K1 C2 a
- $game_system.se_play($data_system.buzzer_se)$ G: J+ Y2 C* [) W* \0 n k
- return
9 G1 @- X& u/ S- \% c) h, k - end! ^4 O# L! B% ~$ b6 X2 r
- $game_system.se_play($data_system.decision_se)
, I* t8 w; s: S' m - @hud_equip[@hud_equip.index(item)] = nil if @hud_equip.include?(item)( b/ v6 h0 m+ q
- @hud_equip[n] = item
4 V/ [, V# Y$ @ | - end
2 D/ T7 F7 J" A - end! L# e& l( l9 `3 e8 ?
* J* u( w) b0 `- #===============================================================================
% R, s# `/ ~% S) v% ^ - # Quick Skill Window
, R( }; g4 k N& f5 c - #===============================================================================7 ?9 B$ n0 i8 T
- if XASVER_37 == false
: ]5 t3 t4 q$ ~% }0 l% [ - class Xas_Scene_Skill
, Y# ~6 b% t- D- O9 `: i5 Q7 D6 \ - alias hud_quick_menu_main main$ p( x/ Z7 v4 p- b4 O
- def main" M) c9 k6 c" }
- @hot_key_hud = Hot_Key_HUD.new
% j) ?- \ ~, l- @' L6 v! O0 Q+ P - hud_quick_menu_main' k5 r) V4 i$ x) \: q3 n
- @hot_key_hud.dispose
) `3 u9 k* x) a* _3 W( V - end
. ~% L1 h, \ v, |. I+ R - # t+ ~; b4 v2 J! E% h/ R! S# l2 ]% y
- alias hotkey_hud_qucik_menu_update update
& c T( v% z. z - def update
: Q: N3 N# v, q. c$ U+ S - hotkey_hud_qucik_menu_update
3 P+ U, t( Y# W! C, r - # Hot Key num 1; e4 ?' K. R1 u2 W3 n
- if Input.press?(Input::Numkey[1])
+ a4 x) p& ?7 {; v$ @% I; e - $game_player.equip_item_to_hud(0, @skill_window.skill)) c( \; s$ l: q
- # Hot Key num 2
+ l2 X+ o; o& _* \6 ~6 a1 D z# ? - elsif Input.press?(Input::Numkey[2])
6 k# N$ f+ a+ a7 i. a( V# }, _ - $game_player.equip_item_to_hud(1, @skill_window.skill)
% t0 J3 h. S) z& L# @7 T6 | - # Hot Key num 3
$ ~# A) ?% x0 k - elsif Input.press?(Input::Numkey[3])
D3 W1 {2 y9 o+ t& t+ r4 G - $game_player.equip_item_to_hud(2, @skill_window.skill)
$ s+ _& D: d! N" [0 d. R8 P% | - # Hot Key num 4
8 F. a# p$ _! t5 S - elsif Input.press?(Input::Numkey[4])
- L2 T: I1 k, Y& J9 y- s7 i# V - $game_player.equip_item_to_hud(3, @skill_window.skill)! T! n3 q+ \: I( ~8 Y- v& B O
- # Hot Key num 5+ v6 h% _+ v8 D6 n- n: d
- elsif Input.press?(Input::Numkey[5])
! f0 V0 G: _8 w7 O5 F2 `( d - $game_player.equip_item_to_hud(4, @skill_window.skill)
5 }% @0 O3 N6 r2 O2 p, X - end
* Q, s8 [) V2 _1 ]4 ^$ L - @hot_key_hud.update9 Y3 E$ D0 W4 A4 j7 {/ @: P
- end
1 Q9 i) ~$ i9 p2 i* E* v5 h- E - end9 d5 e; s2 }2 g( m% ^
- else
8 a1 S2 P& t& { - class Quick_Menu_Skill. e) c' j# z$ ]! v1 H& K- c
- alias hud_quick_menu_main main/ z( F, }! {2 A! q, _
- def main
9 x% J" O1 X: X# E! N - @hot_key_hud = Hot_Key_HUD.new
% I4 |3 n* A) y! B2 t" E8 r - hud_quick_menu_main! x5 o! o7 B+ B3 X3 r: J
- @hot_key_hud.dispose) v' e- B# u3 R. E
- end
0 m; a) X2 W( x* Z/ } - , o$ N* h! T( h9 {
- alias hotkey_hud_qucik_menu_update update
) X9 ^7 M& c, i - def update; S/ M- C P; Y6 g
- hotkey_hud_qucik_menu_update
: p# A5 K7 T7 ~ - # Hot Key num 1
: R+ o0 u! T$ A r6 b6 N8 L8 P% P( n/ g - if Input.press?(Input::Numkey[1]), D: K4 U! G }* e( C
- $game_player.equip_item_to_hud(0, @skill_window.skill)
0 T& e R! O- s: t' Z! H* ^$ H - # Hot Key num 2
; s6 G9 y0 [& D: Q+ v6 _" Q7 Z - elsif Input.press?(Input::Numkey[2]). o2 ^6 {. S& I" f
- $game_player.equip_item_to_hud(1, @skill_window.skill)
3 [" d, x' H. d3 U2 |) F3 X3 | - # Hot Key num 3
2 ]! T: l& l; ~) ^+ t- p9 Q9 h$ U - elsif Input.press?(Input::Numkey[3])9 v; @) S0 s2 j1 i+ y
- $game_player.equip_item_to_hud(2, @skill_window.skill)% h6 J- _/ V; z9 D
- # Hot Key num 4' e, x/ Z1 Y" y" D# F. g
- elsif Input.press?(Input::Numkey[4])1 Z* Q7 k. `$ d8 P( j
- $game_player.equip_item_to_hud(3, @skill_window.skill). z6 @% D4 T5 I+ ~) ]6 Z7 d
- # Hot Key num 5
/ G5 W1 ?6 I+ G6 M8 B5 m. d( ? - elsif Input.press?(Input::Numkey[5])
8 A7 ^* P$ ^8 ^/ B - $game_player.equip_item_to_hud(4, @skill_window.skill)
$ H' V3 l. R- Z* D6 l - end. V, }( t: T5 I; w8 E
- @hot_key_hud.update
" R7 a: Q9 L: V/ U: P5 C# h0 [ - end
& |8 N! ^* R5 ~" p - end. c7 x& X5 v1 e0 a8 U/ |
- end2 }! T# o M s: u
$ S- u! t$ n+ g0 D, v- I; R! ?- #===============================================================================/ w& Q" |& ]* R& [% R
- # Quick Item Window
. P# J1 Z7 t K$ F - #===============================================================================. F+ J% ^8 V8 }6 V; w
- if XASVER_37 == false
9 w) {3 C) ?0 _ - class Xas_Scene_Item N9 S |! p {- s
- alias hud_quick_menu_main main
/ I# Q5 h5 U9 A/ s1 j! X - def main7 x& u! p6 h+ B4 x! B
- @hot_key_hud = Hot_Key_HUD.new; T& a2 H# `1 f( q
- hud_quick_menu_main
) a& s6 m7 _3 [0 ^" ~7 O- m - @hot_key_hud.dispose- y5 M S+ i) w: P! B9 p2 Q: P
- end8 I5 v8 c! i: y( _% `
- - R4 S! @$ M6 l* A* k6 B) S
- alias hud_key_update update
4 e" I9 r4 k, q5 p/ Y4 ~7 ^ - def update& y/ ^$ n$ x2 B% F* U
- hud_key_update
\/ w1 z, g1 l2 d6 b* ^ - # Hot Key num 1
; J; y' a1 h7 P e - if Input.press?(Input::Numkey[1]); g$ R3 [& ]/ G% X
- $game_player.equip_item_to_hud(0, @item_window.item)
6 x9 j7 u7 s E' s* v% H3 p$ q - # Hot Key num 2
@' Z+ K. m8 t9 i2 H# g - elsif Input.press?(Input::Numkey[2])
( f' w5 w2 ? {/ V& c# P9 O* h - $game_player.equip_item_to_hud(1, @item_window.item)
7 C; K! E% E: _% P: W* n - # Hot Key num 3
9 g% ~& ]" d- p3 N - elsif Input.press?(Input::Numkey[3])
- q0 T b1 e+ ?5 P - $game_player.equip_item_to_hud(2, @item_window.item)5 H1 {8 `2 b* s6 \6 R$ c
- # Hot Key num 4
- Y# O7 L0 a/ n5 i ?3 l - elsif Input.press?(Input::Numkey[4])6 q6 O% E5 k1 e3 ]. N
- $game_player.equip_item_to_hud(3, @item_window.item)3 y! A' [. D4 X- ?
- # Hot Key num 5
& W" @+ y: R S4 q D3 q - elsif Input.press?(Input::Numkey[5])3 M$ ^+ _8 p7 T# \* T
- $game_player.equip_item_to_hud(4, @item_window.item)
. f+ _: s: p, e' t3 {( P9 k0 t - end
2 z2 [7 x; v4 v9 p [ - @hot_key_hud.update+ A$ s E4 @& ^+ N& K
- end
4 n. |- o% u- R2 @( O - end
4 i* u+ m Z. w/ c( d9 c - else, `3 D _; U$ j
- class Quick_Menu_Item" k( _5 e' Y9 m1 ]# s
- alias hud_quick_menu_main main
* s# o: @" F1 l2 C. r - def main
8 r8 _& r8 Q% D: G j& I' v - @hot_key_hud = Hot_Key_HUD.new5 W- M* [1 x& n: d: Q5 K
- hud_quick_menu_main) F" W W/ Q: g1 n
- @hot_key_hud.dispose
- x1 b& L: R& B1 v6 d+ c: P$ C. F - end# U/ m9 Y m$ p% o* Y1 i A
-
8 o% V i2 I- @" ]! @% T5 }8 F; U: i - alias hud_key_update update) X5 ^$ F1 X9 f3 G. O) V, R7 L# q
- def update
. R4 c( i6 S" p( O* D0 E - hud_key_update; L7 U0 M0 i/ J
- # Hot Key num 1
+ P! a2 |$ Y' S+ Z3 K! L - if Input.press?(Input::Numkey[1])- w7 A$ B, T L
- $game_player.equip_item_to_hud(0, @item_window.item)# B7 h. `# u& q& y# m" A
- # Hot Key num 2
7 j R* e5 D) S& F. D9 G - elsif Input.press?(Input::Numkey[2])
/ }/ _; F9 ]' | - $game_player.equip_item_to_hud(1, @item_window.item)1 `# Q! p0 B) _: l8 x6 G2 j
- # Hot Key num 3
C' {7 j& [& b - elsif Input.press?(Input::Numkey[3])# o1 U( b, X( H5 }0 _- V7 Z
- $game_player.equip_item_to_hud(2, @item_window.item); x6 p' u5 P! B+ B6 K3 d& w
- # Hot Key num 4
0 z* {, A4 e, C+ a - elsif Input.press?(Input::Numkey[4])
* z1 [6 @& z/ A - $game_player.equip_item_to_hud(3, @item_window.item), q X, B7 g+ F: {1 A3 H
- # Hot Key num 5# ?# d& M3 X2 i0 p
- elsif Input.press?(Input::Numkey[5])
- S, H: s; u/ Q - $game_player.equip_item_to_hud(4, @item_window.item)0 C! d/ i9 G& @
- end
$ H) p" O* E; b8 ^ - @hot_key_hud.update
& B7 a( B% G* ]" T: a# Q - end
. K1 G7 w' B: Y; C R: t& E - end3 @, H6 j3 G8 o$ `! ~! X
- end
- a/ A+ X! m: P. Q - " V# Z. l; R s: q5 P
- #===============================================================================
4 Q7 I6 ~1 J7 s G5 H; x6 b - # HUD Window+ n) ^" u) a& \. ^( ~) o
- #===============================================================================7 _ A) @( b# }/ {
- class Hot_Key_HUD < Window_Base3 N( h. {! r3 z
- def initialize(x = HUD_X - 10, y = HUD_Y - 15)1 d' u9 K$ |3 J c* H' O' j
- super(x, y, 220, 80)/ @" |9 Z% n- g5 |6 a- i1 w* P
- self.contents = Bitmap.new(width - 32, height - 32)9 ?+ G0 q+ @0 R) e, Y
- self.opacity = 05 P3 w1 a \0 ^1 q
- @actor = $game_party.actors[0]( h( }0 V w g# `' X6 \9 K' E
- refresh1 z) y+ }5 A5 M7 C
- end5 c7 V$ c; a' V9 m( J# K
/ k% V) k; F; U4 i- def refresh
' W$ s% j7 e* Z+ H8 N0 Y/ [ - self.contents.clear
6 k9 y8 i s% E* a - bitmap = RPG::Cache.picture("Hot_Keys_HUD")
- k. L+ X0 ]) B! N - self.contents.blt(0, 0, bitmap, Rect.new(0, 0, 160, 32))2 I( y/ X+ d% k! J! c
- for i in 0..46 E( y: ~& F" G4 \# d
- x = 32 * i + 4 B, e& V7 c) f2 N
- item = $game_player.hud_equip[i]
* v: C, v! D2 T- C3 ?+ R - next if item.nil?
- e% S: N( k. U% _- b* O3 l - if item.is_a?(RPG::Weapon)% O8 s. o9 y, c5 H) |
- item = nil if $game_party.weapon_number(item.id) == 0 and
) K5 w! D! P+ m* h5 m - @actor.weapon_id != item.id
( z( b4 K, r+ p2 ~4 k( B6 u) \ - elsif item.is_a?(RPG::Armor)
0 v. d4 P E; A$ \& H$ g$ e( ` - item = nil if $game_party.armor_number(item.id) == 0 and 2 E8 U2 l) C& i: w" X- T7 @! A0 R3 J
- @actor.armor1_id != item.id
3 `; Q3 }9 [- A: Q+ ^5 M - elsif item.is_a?(RPG::Item)/ J# c3 i1 ?+ `6 t* t
- item = nil if $game_party.item_number(item.id) == 0 or7 Q7 {! f, X( _7 E7 T/ K
- !$game_party.item_can_use?(item.id)
# x& V: Z ]7 l* ^- q - end% o0 K; [' c4 Q( Z3 [1 S
- bitmap = RPG::Cache.icon(item.icon_name)( E8 E$ W7 J2 V2 n" k
- self.contents.blt(x, 4, bitmap, Rect.new(0, 0, 24, 24))
l, c( T. m2 F, l - end
6 D. ^. J& u+ T7 e% X- f0 J - end
; ?/ q+ ]0 C; N5 o9 \ - 7 @0 s1 [: I. B$ J
- def equip(item)
' u# d: B3 ]2 z! p - if item.nil?# d; L, X& _2 g: V: M
- $game_system.se_play($data_system.buzzer_se) z& F+ S# Q. M. L; _
- return% [$ q0 X9 z3 A" G; w! @
- end( @" r6 `: E. c4 B4 G+ y: }, ~* D
- if item.is_a?(RPG::Skill)
# i$ B0 V3 ~6 Y# c/ s0 ?/ Z8 ` - if [email protected]_can_use?(item.id)
C+ |" K6 H5 S5 q% ] - $game_system.se_play($data_system.buzzer_se), V# n2 \; n2 n& Y
- return
4 u( h7 r% N. L/ e& s- Z - end% ~) O7 |; Z) ~ a/ c* X! ^1 @ q
- $game_system.xas_skill_id = item.id
4 s8 v% Q" q$ Q/ C( Q - elsif item.is_a?(RPG::Weapon)+ P+ i$ H0 t1 @% Y2 T" ^
- @actor.equip(0, item.id)
/ ~) U: u2 Q) L: s - elsif item.is_a?(RPG::Armor)
( k) w. U/ ?- }9 K - @actor.equip(1, item.id)* F- u6 h, f! @6 W% S, _
- elsif item.is_a?(RPG::Item)
8 g# O j. B1 A: M' ^+ K* ]/ A - item_tool_id = XAS::XASITEM_ID[item.id]
) b5 ^) E- V/ X% q' j& D, _! Z( K - if item_tool_id != nil9 {/ h: A: ^% E q
- unless $game_party.item_can_use?(item.id)
' t( l3 Q( B0 e& Q0 | - $game_system.se_play($data_system.buzzer_se)9 n9 ?; r- P; y- J/ y4 z
- return) n6 Q. A, o& C+ a
- end
; |4 w* q" U9 P# g' H5 R. A. ^ - $game_system.xas_item_id = item.id
; N: Q3 g+ F: H - end
/ |4 v! w4 b' ~3 Q - end' R1 c. _4 ?+ ]+ m# z
- $game_system.se_play($data_system.equip_se)# \5 z L1 I6 O( r
- end
( ~# A C, u5 z. O0 k - 7 ?1 `7 S& k% Y) v# |' f6 S
- def update) E* U- ^# b6 a* Z- }5 S
- @actor = $game_party.actors[0]3 F6 L+ c# ^$ H
- @hot_keys = $game_player.hud_equip
4 Q# q9 P- @9 J% y - refresh- ^! r' _% B% r. d& ]$ z4 Z- i! k) V
- return if !$scene.is_a?(Scene_Map)
) s8 w2 h# D2 f" w Z2 f - if Input.press?(Input::Numkey[1])- D9 k5 ^6 d V- O& f* t. v
- equip($game_player.hud_equip[0])
7 r0 V& n4 @$ x$ Y9 H$ Y* O - elsif Input.press?(Input::Numkey[2]), w( I3 v; k4 ? o. R
- equip($game_player.hud_equip[1])
$ u* Z2 J8 a" {9 E! n - elsif Input.press?(Input::Numkey[3])
* c- ]# B. o' J9 \- H' x5 D - equip($game_player.hud_equip[2])
" `6 |0 q6 W- _# B6 g - elsif Input.press?(Input::Numkey[4])
2 O% B! Q' t0 v; d' t - equip($game_player.hud_equip[3]) - \/ n) v9 V$ q; i+ ^
- elsif Input.press?(Input::Numkey[5])$ A2 q3 ]0 C: X# t1 C: E K
- equip($game_player.hud_equip[4])
& ?5 L2 a% [; G; ?: {, ~ - end
9 j) N& z* J7 D9 O0 C - end
, W. G' B. \ j2 e8 c - end
; L9 ?( x' T6 b, m% S5 o: ^
2 O2 }! P) T; J# G- #===============================================================================* h5 }3 A; C o. V( h" K) j
- # Scene Map4 `8 Y, P1 T a9 z# N: m+ [8 C
- #===============================================================================' O/ Q/ E6 ?6 L' R1 Y& h6 g0 e! v8 T3 U
- class Scene_Map
- G5 p' w/ ]6 v5 l% l- ^ - alias hot_key_hud_init main: X( ]4 }1 v/ {9 @, s! n
- def main/ s0 D: o; f% z; _
- @hot_key_hud = Hot_Key_HUD.new
C5 J* v& F# L/ b ] - @hot_key_hud.visible = !$game_switches[XAS_HUDDISABLE_HUD_SWITCH]
& Y% I( E& z+ b) l I - hot_key_hud_init
1 T; @4 X$ ~1 L& X- Y/ O - @hot_key_hud.dispose
6 F/ p* o: M. n2 L - end
( ~- F& t* \' O: o2 M% ~5 n - ) y; F7 c5 W. ~7 A7 B
- alias hot_key_hud_update update: I7 }6 G% w1 v% l6 p! \: o: S
- def update
Q: f+ o( {1 e" W# b - hot_key_hud_update
( A$ S- S& R9 }0 d - @hot_key_hud.update
) p3 B* i1 T2 B# i - @hot_key_hud.visible = !$game_switches[XAS_HUDDISABLE_HUD_SWITCH]
& c5 y7 E$ d1 O( w/ a - @hot_key_hud.update if !$game_switches[XAS_HUDDISABLE_HUD_SWITCH]1 L/ Q$ j2 m. J7 B& |9 T# [
- end" D' \; O, G) }
- end
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