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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,2 B- s W6 G4 @5 g2 l7 k2 t+ T0 e
不知道有人能帮忙看一下吗? - #===============================================================================
+ Y9 Z" w% U9 N - # XAS - Hot Key HUD
m! N5 Q! C/ c - #===============================================================================
O( R T# {( Q. o+ { - # By Mr_Wiggles: H) L" a$ \3 P, x: g
- # Version 1.3
" I; x+ s! _/ ^- Y - # 7/6/10
" c Q& n; F. P0 n - #-------------------------------------------------------------------------------+ e' ?) d5 E2 J7 U5 J3 d* w& `. ^
- # Instructions:
0 {! F: P# T- K% L: x. @ - # Fill in the constants bellow, paste this script above main and bellow XAS in
, m( j0 k- e6 W6 A9 F4 g. Q( ]2 a# P4 W - # your script data base. BE SURE TO SET TO THE RIGHT XAS VERSION!!
9 p# Q! ?( }7 _$ P - #
9 G p1 d$ D4 e# X - # Place the "Hot_Keys_HUD" picture file into your game directory
/ J, p, v; X) B1 s- p - # Graphics/Pictures folder.
" v9 S# @ Y. ]- I( n - #-------------------------------------------------------------------------------8 j- k9 F; r& N" y+ k M* m5 e/ W
- # Directions of Use:, Z% b2 H$ c- l1 p7 S/ `# B
- # Simple just press a number key (1 - 5) when the quick skill or item menu is
, G) Q- |: m Y6 t& S G c - # Showing., m, |; y) e* _+ b. T B
- #===============================================================================
$ d0 p7 {( E5 n3 G - HUD_X = 0 # X pos of HUD6 d- C; \7 X/ Y. g& e+ v: E
- HUD_Y = 0 # Y pos of HUD3 L) S1 _2 R& e- ?$ \
- 4 |0 L* n1 H H1 v/ y b
- # Set true if XAS 3.7f% z8 h2 ]" y- y
- # set false if XAS 3.66 G5 a2 y) [ \& b8 [/ r+ r
- XASVER_37 = true
% E/ Z& K5 K/ a7 F
) x! a# u [9 ~2 \: P0 L# S- #===============================================================================
# q* G, w* d v& r/ _1 Z+ V - # Numkeys Module/ r" t% n+ d, D3 g1 }
- #===============================================================================
# \8 Y7 K. a) ]$ ]; G% B - module Input
) I! Z7 o5 K/ B" G, R" ]! @3 b - Numkey = {1 => 1049, 2 => 1050, 3 => 1051, 4 => 1052, 5 => 1053}
0 n0 F! u: X0 w! I: M - class << self0 X( w6 m' J* g
- Key = Win32API.new('user32','GetAsyncKeyState',['i'],'i')! d9 H0 x @! _. f) }& _& ^
-
9 u" H" t9 Y$ K) F F6 X - def testkey(key)) k2 N) F+ k r
- Key.call(key) & 0x01 == 1
; l5 R0 b' L. o u! P8 H) }$ I - end
" W7 M8 d/ ?! v; [ - & r! L0 X- i0 V5 E' j
- alias hud_key_update update- M1 u/ m+ v0 D2 |5 c
- def update J8 ], M/ E3 K- U& m% u
- hud_key_update( e' |# `- h: P4 E4 o
- @pressed = []
4 n3 z, z2 n7 L - for key in Numkey.values
. n+ C% N: P. g) Q3 n, N - key -= 1000
; u: }/ t+ k$ [1 m& b ~+ V - @pressed.push(key) if testkey(key)
0 s. y L! J3 q; X) \ - end4 S: K# x6 d: T- _& y6 d% K
- end9 B1 b8 n+ o( U
- ( g2 I m6 }; m" }2 ^6 ^' K
- def pressed?(key)
X4 N4 _1 x- q _2 q' g$ `: |$ \' v - key -= 1000
% w0 J* ]: h. i - @pressed = [] if @pressed.nil?* o: z# [+ Y- W7 q% p2 n2 u& B. V) o8 E
- return true if @pressed.include?(key)
9 z1 p W3 p+ F( c3 J* t - return false
: C; k" ^$ t6 u6 z6 s' f8 V& { - end# Q) t- _- R- }6 x
- . M/ M! g+ A ?8 j& E
- alias hud_key_press? press?0 a2 h$ B: v! N& }8 x$ ], c
- def press?(key)) P5 H- l) K# R5 V
- return pressed?(key) if key.to_f > 1000
4 v( U- ^# @; x. r7 E- o5 L: p - hud_key_press?(key)
1 g/ L+ l8 ]- O' K2 t - end6 P3 n# G4 W4 p' y6 ]$ R* D
- end) [& T. ?' f( r' l
- end
- S6 ^( W) c( j* B
. G/ z& z$ p6 Z1 {6 u3 W! v- #===============================================================================
6 Z# l. f+ Y3 ]( Y. |2 _ - # Game Player
1 ?" Y; g! ]4 H( I9 C2 p - #===============================================================================0 i4 J3 z( p: h- W- i
- class Game_Player < Game_Character& C) X3 P; e3 G( _9 A# ~6 N8 u k
- attr_accessor :hud_equip
; Q3 ~# F) d T) P; k! V' ~% i - k5 v2 A7 v( x8 `
- alias hot_key_hud_init initialize" t$ c# c& }2 J/ A9 F& b9 @
- def initialize7 D, W" F0 R# x: V
- hot_key_hud_init
3 w! `& c/ j/ M) i* J1 N% }! O - @hud_equip = []3 }5 @& c, I5 K# z) q
- end* t0 {) W4 e' x
-
4 }- ?, g; v2 u. Q! q/ i# a% r% c - def equip_item_to_hud(n, item)
; j$ k2 }6 t0 Q - if item.nil?9 ^' o. {) I$ V2 K- x. i
- $game_system.se_play($data_system.buzzer_se)
! I7 @' F, r5 ~6 x/ \* o' {9 O" s - return2 Z8 I% y, u3 A2 C$ A1 C8 @
- end
, f& T& \4 Q; t, ` - $game_system.se_play($data_system.decision_se)
, T" ~. [3 H! N+ E - @hud_equip[@hud_equip.index(item)] = nil if @hud_equip.include?(item)
- D+ M( J; J4 i - @hud_equip[n] = item6 r7 H1 N' c4 k, S# m$ b
- end
; |9 G& P5 b/ w" r( |7 s6 e - end8 @1 y" ?9 ~. @% t- U
- ' C5 F' L0 ?5 o2 D- \" G
- #===============================================================================
( F( E) W4 V! @0 i" O - # Quick Skill Window
- {3 Y! K; Y2 D3 c0 O3 f5 u - #===============================================================================" {4 M: B1 o. ?% x0 w
- if XASVER_37 == false
+ F% m Q( O8 ~+ y% M. H2 f - class Xas_Scene_Skill
. H" q% }7 h, ~" ^ - alias hud_quick_menu_main main
8 w( i. b2 B& `, v - def main
. h4 i6 b- q1 y) ]. F0 } - @hot_key_hud = Hot_Key_HUD.new
5 D( x5 t2 m4 O. @ - hud_quick_menu_main. V7 m( C# |; [1 E4 E: L# @) G% Y
- @hot_key_hud.dispose
' ?) }( W" e1 r/ X, T" L' x. ^ - end
4 t$ P7 Z6 N9 J8 G - * S( G- ]" }" | f4 U- H# ?1 m
- alias hotkey_hud_qucik_menu_update update9 m+ H' `8 N3 \$ Q
- def update
! A% M' }; a7 v/ |% N/ S$ M - hotkey_hud_qucik_menu_update- {* X1 x/ \7 ~( W" N
- # Hot Key num 1
6 H& C/ D$ ?/ D3 q: t - if Input.press?(Input::Numkey[1]): @" a8 F& U+ h6 r" U- ^$ P! x7 v
- $game_player.equip_item_to_hud(0, @skill_window.skill)
. Q7 [1 @* m% q2 E - # Hot Key num 2
) R' Z0 b. v4 e+ g- G" w( e - elsif Input.press?(Input::Numkey[2])
% B5 \! n# d/ ~2 f - $game_player.equip_item_to_hud(1, @skill_window.skill)+ Z) E4 \; S7 x* ~& y) O/ Q( @
- # Hot Key num 3
c/ z7 ~. Q+ o+ T3 { W - elsif Input.press?(Input::Numkey[3])
7 z0 m7 |# T8 }4 j/ I3 g5 m& H. \8 l' | - $game_player.equip_item_to_hud(2, @skill_window.skill)
! k8 z3 O) N) h+ j- T0 u - # Hot Key num 4. N2 t& x9 A; B5 r/ o
- elsif Input.press?(Input::Numkey[4])' n2 ?, o! | l) u
- $game_player.equip_item_to_hud(3, @skill_window.skill)$ N: m9 h3 f9 _- J. Z$ C1 V! T
- # Hot Key num 57 Q6 g& [: ?7 `, ~8 I
- elsif Input.press?(Input::Numkey[5])
* L. Q5 G A/ b1 A1 O [! h - $game_player.equip_item_to_hud(4, @skill_window.skill)
; `. z& O5 r2 ~- v - end% g9 g% a8 j, b% Y
- @hot_key_hud.update3 q" ~5 r! |. q0 x2 g; F
- end
7 `" V! I+ ~8 T {+ K/ K; [ - end; u& V" d7 S+ t2 v! w$ f! T
- else
! d9 o1 `& ~) M6 ? - class Quick_Menu_Skill
8 u" Q( K2 I) h3 G" x+ G r - alias hud_quick_menu_main main
- e( a* v$ k. Q3 {+ y* s } - def main- g1 a( S$ f7 z% E' G7 o- g
- @hot_key_hud = Hot_Key_HUD.new
# U: J" x8 F* |5 D - hud_quick_menu_main
; Q# y0 h' X7 w - @hot_key_hud.dispose
0 z8 x9 n3 R1 o - end
/ E, x$ f/ J4 T5 o0 u! Z -
% r4 D% q7 \" h- A! D: E) z. u - alias hotkey_hud_qucik_menu_update update
& `. N4 w7 G# p' D4 J1 N - def update0 h3 P5 m3 C+ D# \1 a
- hotkey_hud_qucik_menu_update6 j+ e7 Q5 S" R+ {9 x
- # Hot Key num 15 _* z( `& s; z( Y! m
- if Input.press?(Input::Numkey[1])- F5 @: q3 I+ o1 P' l3 \( H
- $game_player.equip_item_to_hud(0, @skill_window.skill): P5 t% L% e: M
- # Hot Key num 2
b+ F" {0 X" e+ r1 g$ R0 J - elsif Input.press?(Input::Numkey[2])
( |$ f5 D7 s, Q( y. b - $game_player.equip_item_to_hud(1, @skill_window.skill)
5 ~+ r. H7 b4 i; G( K# T - # Hot Key num 3
6 v+ U& r& [$ Z2 ?4 M, ` - elsif Input.press?(Input::Numkey[3]) i, }& [! M- X' t$ P$ `+ @- w# c
- $game_player.equip_item_to_hud(2, @skill_window.skill)& x9 |$ m! D. u
- # Hot Key num 4
) C; J9 I2 S* k6 b8 f" \; p! T - elsif Input.press?(Input::Numkey[4])
+ P3 N2 D0 ~: f2 A% ]' _( { - $game_player.equip_item_to_hud(3, @skill_window.skill)8 S9 }4 X4 A i( p/ r& y1 k4 ?, U
- # Hot Key num 5
2 {" S0 n& o6 k, m0 r( X$ C: _ - elsif Input.press?(Input::Numkey[5])9 v3 d9 P1 B; C8 l
- $game_player.equip_item_to_hud(4, @skill_window.skill)
; G* x* I1 b: m. X - end$ k r' l* p- F1 p; w* W# J" X
- @hot_key_hud.update7 G. u; g5 @4 N$ ?* [
- end
/ W! |4 ?: ~! G0 B& @$ K! H! X - end! b6 @! g& j K1 r% c+ {9 E
- end9 o& Z. g& u- ]$ j% N( `$ W R2 x
. M \# _# }9 s+ y8 ~! a6 H- #===============================================================================
4 l& V0 b; G0 T6 o! L5 S$ d - # Quick Item Window
7 d* [ q3 ?! e; j - #===============================================================================
* O+ ]& X6 J; F; P - if XASVER_37 == false
+ z: s- o" ]+ Z l - class Xas_Scene_Item
+ T$ r+ k9 X! U7 r2 H - alias hud_quick_menu_main main( N+ w6 j7 u6 S `
- def main/ S1 k* G6 P8 v9 n" j$ t
- @hot_key_hud = Hot_Key_HUD.new) H& e$ I# G! R, i
- hud_quick_menu_main$ m$ q5 Q" e' C& b6 L4 W! l
- @hot_key_hud.dispose1 K, A( x- d: u$ P5 o) r
- end v% S8 T# R' H+ E4 i
-
( |8 h; j- g( S. N - alias hud_key_update update7 a* z! W1 w$ l# {2 `7 O
- def update, @) k, B$ ?1 A
- hud_key_update
* D' ^8 \3 R) i, ^ - # Hot Key num 1
: }+ E+ _7 C- g) }/ ~+ t - if Input.press?(Input::Numkey[1])( l0 ]6 j# [! j/ J; ^/ Y
- $game_player.equip_item_to_hud(0, @item_window.item)2 y! u8 ~. g# Y h- ^
- # Hot Key num 2$ \2 g! X$ h- N% a
- elsif Input.press?(Input::Numkey[2])
: y8 X4 \5 r' {7 L D, G - $game_player.equip_item_to_hud(1, @item_window.item) ]4 s- ~( }$ x; o. W
- # Hot Key num 31 h3 |' c* C6 z* P$ o! u
- elsif Input.press?(Input::Numkey[3])' ^3 k$ Z6 {8 Q* ?6 }
- $game_player.equip_item_to_hud(2, @item_window.item)
0 N: O+ G( |/ A0 t - # Hot Key num 4
9 v) ^+ y0 F& S+ S; P6 T - elsif Input.press?(Input::Numkey[4]) X2 K1 z6 U( q1 x3 i$ h5 S2 Z; P
- $game_player.equip_item_to_hud(3, @item_window.item)
7 s; a! m |# n - # Hot Key num 5! }5 L' q* a/ |1 g4 {, x
- elsif Input.press?(Input::Numkey[5])
! Z% D8 ], Y1 j- p1 Z* j - $game_player.equip_item_to_hud(4, @item_window.item)
/ J6 g% C6 \- k- X5 u6 D* W - end6 W7 w0 x( P( _+ ~
- @hot_key_hud.update+ _$ g( J7 Y8 ?: a/ D# q$ H
- end
$ [! k l* u. I - end
6 Y5 U* [- ~% N7 V2 [4 u, B - else
3 o; ^* W/ X `6 O8 P, Y - class Quick_Menu_Item
9 @* s, t& v, D; o" N% S - alias hud_quick_menu_main main4 Q( a9 _7 f% a* Y: ^- @) k
- def main: ~5 X/ d5 j9 O! m
- @hot_key_hud = Hot_Key_HUD.new1 l0 S: B6 G+ a3 G4 U+ W0 {3 `
- hud_quick_menu_main0 V% L7 B% ^# ~0 I# T
- @hot_key_hud.dispose% h: ]- i. q% [" E2 S
- end
3 V, _( d9 ]$ B+ b5 H; S -
' p3 ]+ } L' L/ l# M: y8 e - alias hud_key_update update
K- W1 @( G3 ]. g$ I. \; u - def update6 P5 i) I6 D4 W' S9 P: W K8 Z
- hud_key_update! o5 B9 G3 V! d! Y5 L: k
- # Hot Key num 1
2 Q3 M6 G2 I2 d$ _$ g8 ?8 O - if Input.press?(Input::Numkey[1])
) j& L5 j5 |' B& A; H; v: j6 Z - $game_player.equip_item_to_hud(0, @item_window.item)
' ?6 a) g; }) _ - # Hot Key num 2
6 [5 d: ]3 f, F - elsif Input.press?(Input::Numkey[2])
; n/ L# q# t# C1 T# ^& _ - $game_player.equip_item_to_hud(1, @item_window.item)* H- S& C, w; ~( D" @
- # Hot Key num 34 o+ [9 B, ~' V1 t% `; ?
- elsif Input.press?(Input::Numkey[3])% X2 `6 T. O% E. Z3 ?2 A) o' [8 |
- $game_player.equip_item_to_hud(2, @item_window.item)
7 U/ z% V9 j) [2 g5 F+ S; _ - # Hot Key num 4
% w( N! b) ?8 e$ U7 @ - elsif Input.press?(Input::Numkey[4])3 l" a& ?3 x& f5 }( V+ h( L j* J
- $game_player.equip_item_to_hud(3, @item_window.item) ^( g7 S7 [+ v; g
- # Hot Key num 5- F) L5 h7 L9 B$ y+ Q8 R2 @ f
- elsif Input.press?(Input::Numkey[5])
+ [) k: m8 C" y- h - $game_player.equip_item_to_hud(4, @item_window.item)
# R- J# V5 S0 J6 b! Z8 x2 e - end
5 T3 g, U! m6 e `6 } - @hot_key_hud.update
& t5 u1 r) U: f - end& K: k6 c: s- a+ E) t! G$ t
- end
8 Y4 q) e! z+ y! a/ [ - end
9 n* n, N5 I# \4 a - 5 {8 P$ R3 I7 i; i
- #===============================================================================/ j( l1 X$ B8 L* [1 g1 m( e
- # HUD Window
+ n0 P' N! n" \' E. J - #===============================================================================
% x0 k( j5 y2 H+ H7 a' ]3 U - class Hot_Key_HUD < Window_Base
( X: A S0 I D% `9 c - def initialize(x = HUD_X - 10, y = HUD_Y - 15)4 x3 N& B6 y* E# o2 G% N V- Q: J }/ I
- super(x, y, 220, 80)
; H8 R' N( L( s& A" f$ q% ^4 n9 n - self.contents = Bitmap.new(width - 32, height - 32)
7 W2 Y7 c/ @1 I4 `7 k- X+ Q - self.opacity = 07 X. c) J6 p$ h
- @actor = $game_party.actors[0]( z/ k. X D& N. Y# s2 `$ T
- refresh* B; O& H5 _* [
- end
* z" [6 L6 ~- O" X$ F - $ P# {6 V# ^- U+ n4 P. l6 |
- def refresh
2 t# O& J: B/ y3 N ]; T - self.contents.clear2 L5 N- Z; C7 ^7 M- {' G
- bitmap = RPG::Cache.picture("Hot_Keys_HUD")
1 y0 b) ?9 B$ C8 s - self.contents.blt(0, 0, bitmap, Rect.new(0, 0, 160, 32))+ d' a6 Q- n8 D% U4 m
- for i in 0..4
2 Z/ `" V- @* Q& i - x = 32 * i + 4
6 P9 I3 \$ U' o9 y0 y" e+ g( w - item = $game_player.hud_equip[i]
- w# `3 x& [* H - next if item.nil?; ^4 v& [" {/ u; f8 G
- if item.is_a?(RPG::Weapon)
/ Q( v# j( d* q4 J( x6 w - item = nil if $game_party.weapon_number(item.id) == 0 and
& b- ~ X9 R! A C - @actor.weapon_id != item.id
' D8 W2 g; ]; `/ | - elsif item.is_a?(RPG::Armor)0 U0 t! m. p+ } V$ U
- item = nil if $game_party.armor_number(item.id) == 0 and + M" O. U! H1 _3 g4 V- G
- @actor.armor1_id != item.id' O+ _2 j5 K3 x3 w, i6 T: k
- elsif item.is_a?(RPG::Item)
' z! s ^) d- @ - item = nil if $game_party.item_number(item.id) == 0 or/ ]( u w7 W' ~* R
- !$game_party.item_can_use?(item.id)
' e) R0 R6 L+ _ - end
+ l) ]! D% B4 @% G - bitmap = RPG::Cache.icon(item.icon_name)
" {' @/ e4 a; x - self.contents.blt(x, 4, bitmap, Rect.new(0, 0, 24, 24))' Y( _0 H3 m0 T6 U) K
- end
$ U" ?+ J) t2 ]% _2 r k4 E+ V - end9 v* g- C! d& J# {3 t8 m7 o3 y8 h# W
- 3 P6 i6 h$ e! S
- def equip(item)2 c7 W4 m! X, e' v; f: {& A. `
- if item.nil?( A1 B8 Z. X+ e6 X6 U" W R
- $game_system.se_play($data_system.buzzer_se)6 j* U1 }$ w: R( G3 `6 w
- return
# `5 q& S z* w- ~ - end
. {6 L# K: c3 z - if item.is_a?(RPG::Skill)
P4 n# C- v/ | - if [email protected]_can_use?(item.id)) e% L$ |/ q- m$ j, G; |7 s
- $game_system.se_play($data_system.buzzer_se)- N$ D7 \8 b* M, _, x1 M
- return
- `( J; [1 U( u7 |5 \ - end
3 e5 \$ {; t* a# J2 J0 M/ W, C4 h - $game_system.xas_skill_id = item.id1 t7 R- @9 S) G3 p1 h
- elsif item.is_a?(RPG::Weapon)
. d" X) A8 B* }% K2 U* Y1 ` - @actor.equip(0, item.id)
1 m/ ]9 Y( |6 r% U* e/ ^2 ~ G4 h" x7 B - elsif item.is_a?(RPG::Armor)
' D" Z2 c8 `) @$ b, e9 q8 d - @actor.equip(1, item.id)5 o" T8 Z' _9 u2 K8 t y1 O
- elsif item.is_a?(RPG::Item)
6 R( P+ G& C: O: n/ K2 \9 t - item_tool_id = XAS::XASITEM_ID[item.id]
}* P; v/ A6 u9 f$ ]: W! X& o( Q - if item_tool_id != nil$ g# p' ?' \9 Z
- unless $game_party.item_can_use?(item.id); M( j; }/ u9 Y- X
- $game_system.se_play($data_system.buzzer_se), ]) g" Q0 \% `2 \/ `2 t+ \
- return0 [4 Z* i4 K- P9 [
- end
4 l( v4 z" V9 o' N; w8 Q - $game_system.xas_item_id = item.id
8 f) c' V, o w - end
' ]3 H& t5 a2 j& P h0 L. } - end, d2 ], \. |8 f0 Q( c# l: p ^
- $game_system.se_play($data_system.equip_se)
, E9 t# C6 h# L; q - end) [% i0 u, {' }5 v }) e3 F
- 9 j9 T% Y- O: [3 Z/ S
- def update4 Z! U$ x$ G7 p. \1 v
- @actor = $game_party.actors[0]5 W- S! [) o3 o0 E; t+ d5 }' x
- @hot_keys = $game_player.hud_equip
( q& s9 E# g6 i) [$ P- t) z1 j - refresh
2 ?6 b0 `3 g! g7 G/ E" \ - return if !$scene.is_a?(Scene_Map)$ P) [" P5 X% @/ u
- if Input.press?(Input::Numkey[1])
8 r) k& x/ T. A" _ - equip($game_player.hud_equip[0])
; a" g2 I$ X6 k7 ]/ u+ F8 c! ]( s - elsif Input.press?(Input::Numkey[2])
, t) A8 y/ ~7 f" g/ t - equip($game_player.hud_equip[1])- F e, s7 Q/ V' e
- elsif Input.press?(Input::Numkey[3])
% L* r+ n+ |" `0 I - equip($game_player.hud_equip[2]) " }% g5 b9 x% q4 u. H
- elsif Input.press?(Input::Numkey[4])1 t* l6 z2 v5 r' t! W" Y
- equip($game_player.hud_equip[3]) 9 H& k1 F. B$ R" H8 M K$ `* @' [
- elsif Input.press?(Input::Numkey[5])
7 a6 h9 n L% P3 y T+ H$ e8 u) d - equip($game_player.hud_equip[4])
# M1 v) @. U" a" T- P( X ?4 C - end0 |; F4 j/ W- L' [) W
- end: D# G2 i K6 k% M+ ^8 j
- end' I, D! Q0 Q; i* G
- 5 I; i) t5 G, o- Z
- #===============================================================================* ?" H7 O# b$ U9 ~3 m/ A: R3 M
- # Scene Map$ A2 [1 f" b1 R t7 M. ^
- #===============================================================================6 C d' f/ C- J7 s
- class Scene_Map K" L9 l. [! U4 {
- alias hot_key_hud_init main
/ q& w) w6 k& L1 L; R9 n$ @ - def main+ J# h4 U" o( \4 n1 P) o+ J1 k
- @hot_key_hud = Hot_Key_HUD.new
$ w/ L& S4 y# l# L$ @- S - @hot_key_hud.visible = !$game_switches[XAS_HUDDISABLE_HUD_SWITCH]. H- l- x% m) M& ]
- hot_key_hud_init# S( [/ \" e# w# g7 A
- @hot_key_hud.dispose
" Y8 k. [$ ]% k v/ _) i3 E - end) e2 j3 A$ T2 x) v. j5 |
-
2 g; `2 a1 Q2 m% \ M - alias hot_key_hud_update update
3 @# K/ h0 b! a6 s3 H2 w6 L: n7 j - def update
M+ [5 B5 n) d - hot_key_hud_update- l% A2 p, u: b) m
- @hot_key_hud.update
0 N% \$ I1 o& v7 T; Y - @hot_key_hud.visible = !$game_switches[XAS_HUDDISABLE_HUD_SWITCH]8 F2 ~+ E; O$ z* t1 j0 ~. h: }
- @hot_key_hud.update if !$game_switches[XAS_HUDDISABLE_HUD_SWITCH]
; ?7 v# }* {: F* v4 s F _/ @ - end
# o# W0 d# R0 P( {9 e - end
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