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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,+ g4 z$ J: [* I! v* {
不知道有人能帮忙看一下吗? - #===============================================================================
/ l7 s- |3 r( @& ~1 t4 j* W0 e) x* { - # XAS - Hot Key HUD/ R) k/ z: X7 ~
- #===============================================================================$ a- L4 Y! s" H7 C
- # By Mr_Wiggles8 s, Z) Z* Y- K9 s" D
- # Version 1.3
' j$ Z) ]: i* D! e - # 7/6/10
- o/ i/ f* K7 \9 v - #-------------------------------------------------------------------------------
8 J F1 }# x: b - # Instructions:+ M' i, w3 C$ e
- # Fill in the constants bellow, paste this script above main and bellow XAS in
" w; O6 V* ~$ j+ x$ d$ Z9 d! ?# ~0 p! ~' { - # your script data base. BE SURE TO SET TO THE RIGHT XAS VERSION!!
' n9 ?* h6 r# p& j - # 5 N' T$ O1 i8 p2 T0 |4 h/ c- {
- # Place the "Hot_Keys_HUD" picture file into your game directory
, W$ |. i$ o5 j o& z) p) y+ [; k - # Graphics/Pictures folder." { v; k1 i1 \: U
- #-------------------------------------------------------------------------------3 ~! ~) v5 z; ~
- # Directions of Use:* q) b3 l6 G5 ^3 T+ l! A1 x
- # Simple just press a number key (1 - 5) when the quick skill or item menu is* r* C3 I# A3 Z3 J( I7 z4 j
- # Showing.
- m) y! X* X: w/ K9 A8 @ - #===============================================================================
8 ] v. }, z3 t) \# l0 ? - HUD_X = 0 # X pos of HUD( I- o' C1 t5 o& d, w" J- ?6 z H
- HUD_Y = 0 # Y pos of HUD
% u B! v- q9 u, m! J
) B& Z( x; s, \4 h6 {5 I$ e7 l- # Set true if XAS 3.7f" D ^0 f1 ?9 B" e; t1 G
- # set false if XAS 3.6
6 }/ R2 ^1 {# `" r5 x' |$ ~ - XASVER_37 = true7 g+ B1 Q8 Q: d7 t6 y
r2 i$ N! X! A) ^7 P- #===============================================================================- y( Y2 x) P$ J9 o6 d
- # Numkeys Module
% G0 S! t1 W h/ r5 C" a - #===============================================================================
1 j' x' f+ f- b' m( v, K. a7 a1 F6 B - module Input
R6 N+ l* I% P - Numkey = {1 => 1049, 2 => 1050, 3 => 1051, 4 => 1052, 5 => 1053}( w) i& _5 H" h
- class << self. T! x6 R2 Q3 l
- Key = Win32API.new('user32','GetAsyncKeyState',['i'],'i')# K& k& |. @2 {# n4 s
-
+ M0 \5 v" d2 n7 j# ?" s - def testkey(key): q9 a8 |9 O c
- Key.call(key) & 0x01 == 1
3 y8 H0 W0 d- ]1 [! |$ P; ]% C: z - end' |2 U! d6 Q' e# [/ ?
- / [- ~1 O1 Y5 k
- alias hud_key_update update9 O9 t9 {/ [3 W L% G: z
- def update" V& Z9 P0 x I v8 O
- hud_key_update( Z2 E8 m. `2 i* ^) m; q* A4 T& O
- @pressed = []
4 z8 A2 D% M# z, a2 O+ _* i - for key in Numkey.values
1 G6 s4 @2 A+ D$ [1 l, A! ^$ {2 x$ u* { - key -= 10001 I9 h. @0 Q3 }( C8 b: V+ @5 O' C) d
- @pressed.push(key) if testkey(key)- U" Z4 g1 ?% d
- end* \( Y+ ^& [; R( [
- end
1 G2 U2 w. {3 G9 {6 \2 u) _ - 7 S$ M: p. k+ h& v3 @ @
- def pressed?(key)+ W# M- ]; B) \. K6 Z W
- key -= 1000! Q4 J4 O6 ?( H% i" G) z
- @pressed = [] if @pressed.nil?$ D( ^* n: ~6 y% C( B
- return true if @pressed.include?(key)
4 e. |! j" g( }6 I - return false
- H+ p3 C) Q5 X6 \* d X. A - end; L$ T4 Y3 t V; M' J4 I# B; y F- e
-
, B5 o7 [& i; W( S( ^ - alias hud_key_press? press?
2 F" P# Y) W7 ` - def press?(key)7 U. f" U$ p4 ]5 @
- return pressed?(key) if key.to_f > 1000
$ z. L* a# g" Z6 \7 J- K - hud_key_press?(key)* M3 T: i3 j$ o9 _, O$ K: {* g
- end' g7 Y! V: \' G* |9 j
- end
- V( t0 H; g- H$ e) L- Z2 H, \ O - end
8 [+ n' s H( ? q/ G& X
% ?- \: }' N! I3 ]5 X- #===============================================================================
( P" i2 k/ c. ^. Z5 P - # Game Player A8 |# y0 G, T/ T9 t
- #===============================================================================3 H* M9 Q# f8 ]# h' m! S% v) f
- class Game_Player < Game_Character
" i/ X% @" Z! ^. ? g - attr_accessor :hud_equip
0 v5 J0 x: s) B- Y7 d* j/ _0 W' h - ' X! y, J5 V0 s. O/ y: [
- alias hot_key_hud_init initialize
' I* g9 c; i8 x% z$ D - def initialize
0 l2 P! M4 w" ~+ G6 C" G* f - hot_key_hud_init9 x: d2 K! z) y
- @hud_equip = []
6 ]8 H9 h# X$ E# X* P, _( j7 @ k - end+ W8 s8 P/ p0 \6 {0 J# ~
-
/ c: u" a2 X) b/ w3 _/ u: M - def equip_item_to_hud(n, item)7 g) w( R! `: A5 n; v
- if item.nil?
4 ~ `9 J. u- d. M - $game_system.se_play($data_system.buzzer_se)# T/ T" l3 n3 Z$ t6 q" D
- return4 X1 h! F2 _% ?0 ?7 @/ w' R5 j( l
- end
0 Y' n: l" q6 a+ N' ~ - $game_system.se_play($data_system.decision_se)
) f0 |- T, s0 E* Q - @hud_equip[@hud_equip.index(item)] = nil if @hud_equip.include?(item)" z4 Y" D2 r7 ^" D* A
- @hud_equip[n] = item" ?- E% P) }& {# O: z( f& h: k$ o! D
- end
( v* `; S9 N# G! O - end$ x! b5 C5 o' }
, w/ q* K: g9 c% L B- #===============================================================================
* v; Q% x; N( C) [5 @* B - # Quick Skill Window
: J5 s$ R- ]' `3 W$ J4 R4 N - #===============================================================================
7 n$ d2 J- h: s/ I1 S, R% [+ ^ - if XASVER_37 == false
( q5 A& S& T) J3 @9 Z - class Xas_Scene_Skill
- B! U( L1 P7 s4 w1 F% Z3 I - alias hud_quick_menu_main main
6 \9 Z8 v( s/ [6 @0 i - def main2 g, b: V; f R; P; r
- @hot_key_hud = Hot_Key_HUD.new; I* r y* t A5 a
- hud_quick_menu_main. h* E- L& Y6 U: O
- @hot_key_hud.dispose
M/ R. s5 F! ?/ X( L2 r0 V& m, c - end q! g6 D! m$ x- D$ f* Q
-
4 S, {4 r9 O6 b- w, [ - alias hotkey_hud_qucik_menu_update update5 z( c; i) @5 Y3 j- i& F. l
- def update$ R8 y% J0 O0 T9 P
- hotkey_hud_qucik_menu_update
8 c* ^7 \+ @/ \9 _; m. X - # Hot Key num 1
4 ]( _( a7 b1 `' D( d( u; {/ g - if Input.press?(Input::Numkey[1]). `: p0 `9 V6 _6 S+ o+ O; G
- $game_player.equip_item_to_hud(0, @skill_window.skill)/ a, Z, ? G+ D, N1 R4 t: h
- # Hot Key num 2
5 X- P% r- O- r$ Z9 R) ^ - elsif Input.press?(Input::Numkey[2])" |4 g! ]" p0 G
- $game_player.equip_item_to_hud(1, @skill_window.skill)
9 D' ]. ?' R4 B) Y# V2 K9 t - # Hot Key num 3- A/ c4 J2 u0 {+ L! F( N
- elsif Input.press?(Input::Numkey[3])
1 ?: r8 B. f& r - $game_player.equip_item_to_hud(2, @skill_window.skill)2 f4 Z5 x9 N% f! _- C6 s
- # Hot Key num 4
9 ^& E- r" s; `: j: h# w - elsif Input.press?(Input::Numkey[4])
- P; b0 V& k$ p5 ` - $game_player.equip_item_to_hud(3, @skill_window.skill)
9 ]+ D5 g# a3 y" z - # Hot Key num 5" ^) t) z/ Z0 {# B9 e' r) h* O8 H* `: T
- elsif Input.press?(Input::Numkey[5])
+ x8 g) U9 b( a9 w - $game_player.equip_item_to_hud(4, @skill_window.skill)
% ?: j3 E" ?4 M* G - end+ k2 W8 X5 F! h! S
- @hot_key_hud.update- H/ E9 b+ _, j: R
- end
4 @! T( C/ d W) L1 b: U - end& b; P+ r' @& Y2 O
- else
8 R2 z5 K7 L4 K5 c4 o% L2 p - class Quick_Menu_Skill1 g2 S( Y8 `# \% M' g
- alias hud_quick_menu_main main
0 G/ c, c0 S# t# Z( H3 ~$ g - def main+ U6 ~+ p( k9 @$ C
- @hot_key_hud = Hot_Key_HUD.new
6 x: F: r, s/ g W) `3 g - hud_quick_menu_main8 l3 H3 [; ]8 d' G
- @hot_key_hud.dispose6 s3 H! D* c$ z* T( Y: V) t! S
- end4 i, J! j$ y: ]- d' a
-
& V6 S" X0 T7 C - alias hotkey_hud_qucik_menu_update update
/ z2 L7 L. x& D5 v - def update
( F$ a* Q7 d% S7 X- m - hotkey_hud_qucik_menu_update
- c+ x {) J" T) } - # Hot Key num 15 v' X8 {* O" R/ Q; m" s
- if Input.press?(Input::Numkey[1])
$ d7 \" m3 p! V3 k. G - $game_player.equip_item_to_hud(0, @skill_window.skill)( s8 I/ ] [; c; s% S% H$ p/ q) W9 f) k
- # Hot Key num 2
: L& U, ?4 r( F! x$ K8 H$ | - elsif Input.press?(Input::Numkey[2])( ]8 w3 V1 N9 @. Q
- $game_player.equip_item_to_hud(1, @skill_window.skill)6 s. t' I8 O1 p. V4 l* R8 B
- # Hot Key num 3$ h) e0 t, H9 V5 @! a' [
- elsif Input.press?(Input::Numkey[3])
* D4 `' h: s" U5 I+ C- l - $game_player.equip_item_to_hud(2, @skill_window.skill)
! w+ ?% B, G$ m& y: z6 o - # Hot Key num 4
- _. }; A! j8 J3 w* {! Z3 g - elsif Input.press?(Input::Numkey[4])- a- ?& z4 E. A( ]5 L
- $game_player.equip_item_to_hud(3, @skill_window.skill)
6 M" V3 Z/ b3 n* U5 l2 i - # Hot Key num 54 Z' L3 s9 N# P+ t. ]( Y9 L' L! i
- elsif Input.press?(Input::Numkey[5])4 I, N9 ~9 ?& c3 v9 e+ ^
- $game_player.equip_item_to_hud(4, @skill_window.skill)9 \ A& m& W) i8 P; b
- end$ ]' ]- U) } F$ j8 v
- @hot_key_hud.update
; }8 a" V' G2 w1 |6 }* W& ] - end
w1 V9 p, t* X! L - end' K H0 \* ^3 J% c$ Z, X; n
- end
2 m9 p) a- y4 {3 `! A4 C - / K) Z% @, `6 Z
- #===============================================================================+ T5 A0 Y: J: j: l2 @/ U' {
- # Quick Item Window- s/ o- ]4 y% o+ z5 W. {) t
- #===============================================================================! A) R3 P% e. Z: r8 i
- if XASVER_37 == false0 F6 `6 s3 ?- k( D ^' m
- class Xas_Scene_Item
2 H, v, p0 M" ~0 k+ e! w: e9 j - alias hud_quick_menu_main main
! Z2 M1 s3 s5 H1 G Z& m( F' R$ Z/ R - def main
6 m+ P) \& {# E: {% k - @hot_key_hud = Hot_Key_HUD.new6 g- m+ r2 h9 L
- hud_quick_menu_main: @$ N6 q- c* k/ |# y/ L6 O4 V( L
- @hot_key_hud.dispose
8 b3 h. j$ ^: {7 H5 g1 R - end
/ N% l6 L4 Z9 m+ F% J1 i - ( M/ h4 a3 h7 R6 |0 m
- alias hud_key_update update
& F& }# A# D2 X! f - def update
/ ~1 A/ L& N, X+ | - hud_key_update
9 `, C. e' u; C$ V - # Hot Key num 13 R0 H9 s& e4 T: A! ?& Y
- if Input.press?(Input::Numkey[1])0 z9 Z9 e' ], n0 V0 J( g+ x
- $game_player.equip_item_to_hud(0, @item_window.item)% F- X& Z& `" d% [- w9 K
- # Hot Key num 2 Q: c6 t) r$ P% q3 f
- elsif Input.press?(Input::Numkey[2])" v# F9 c- @$ v& v- O( y ?
- $game_player.equip_item_to_hud(1, @item_window.item)
& {5 _- Y6 O& m' D' m - # Hot Key num 3
0 Q2 x2 o0 w; t2 l( O - elsif Input.press?(Input::Numkey[3])6 l$ x: D# R+ h- }) f" S0 U7 m
- $game_player.equip_item_to_hud(2, @item_window.item)) G7 M( u, H+ c0 f. d- D+ I8 U( U6 k
- # Hot Key num 4 i* y% M& H: _' |, E
- elsif Input.press?(Input::Numkey[4])
( z6 B/ K4 V/ T7 o) G& R3 l& N - $game_player.equip_item_to_hud(3, @item_window.item)$ G& w! h5 \$ q+ D
- # Hot Key num 58 f+ V0 G6 w$ J( f) M3 L) N
- elsif Input.press?(Input::Numkey[5])4 E |3 p$ C+ j7 C
- $game_player.equip_item_to_hud(4, @item_window.item)
" q8 b+ p/ Q7 Z# Y6 \% }" h5 J% g+ F! t - end% |& R7 F. |" A
- @hot_key_hud.update
' k1 Z/ D7 y3 c+ V7 i( j% Y, G: } - end1 W! }2 n L* V& j
- end
* \( H! @0 L& }4 e, z) ]% s - else6 I3 z! P) E6 {3 \5 p- ~
- class Quick_Menu_Item* N. V8 g$ W6 I, Q$ n( U
- alias hud_quick_menu_main main
# B, b$ D( I& b9 [: k# ` - def main
+ B' a5 Q* D. K5 T - @hot_key_hud = Hot_Key_HUD.new
& O% z3 K9 M+ Z7 \ - hud_quick_menu_main
, T: ~4 A0 w& L7 h% y( \ - @hot_key_hud.dispose
( S& \$ N I; |! H- `& ` - end
' d7 M1 r( g' C0 m - 8 U" z) ?. q: L1 Q1 D( E: {0 ^. j) o4 }/ @9 z
- alias hud_key_update update
" p5 I8 J& L% v, n" } - def update; r/ i& t) F' F! n' L+ `
- hud_key_update
* k$ C4 e" T" | - # Hot Key num 1
1 Z& e" F1 q; n, b - if Input.press?(Input::Numkey[1])" f5 M5 R l! |% V: g
- $game_player.equip_item_to_hud(0, @item_window.item)" r$ D* p' I+ K* H
- # Hot Key num 2% E/ _" b( a' v4 v
- elsif Input.press?(Input::Numkey[2])& u1 H+ }( g( O. [/ a
- $game_player.equip_item_to_hud(1, @item_window.item)
" C1 M0 C/ d. I6 w- B - # Hot Key num 33 ?2 j) D: q7 t* K
- elsif Input.press?(Input::Numkey[3])
: N! r+ v' Z1 s. J/ g - $game_player.equip_item_to_hud(2, @item_window.item)# ^# c: R8 H0 ~* k
- # Hot Key num 4. K6 |4 ]" y0 e) P! L
- elsif Input.press?(Input::Numkey[4])
; {% x4 j, |9 ]- [$ x9 O$ k - $game_player.equip_item_to_hud(3, @item_window.item)* { L t6 u; U: d2 h
- # Hot Key num 5
b' [) f" V3 b+ n8 z - elsif Input.press?(Input::Numkey[5])
* f( G7 e% @! k6 F( I; c6 @ - $game_player.equip_item_to_hud(4, @item_window.item)$ m: ~7 n/ d1 ~* l/ V
- end/ B( a0 V$ d$ s
- @hot_key_hud.update
f+ [$ @0 G# U' }6 m - end
8 c8 ~/ [; ` n& y J - end
3 H" B) [0 v" b9 g' F" r3 T - end& l5 `' n) _$ T- w/ ~, B
# X! j+ N' j1 w) O- #===============================================================================( }& y$ s. }9 I t" x: z3 G
- # HUD Window
0 P9 ^9 f" H$ [# q! p! o& i - #===============================================================================5 g, N# `& E9 V4 F, H# l+ V% h+ x
- class Hot_Key_HUD < Window_Base: j5 y* c6 E+ f, P- g
- def initialize(x = HUD_X - 10, y = HUD_Y - 15)
% P8 Y/ |! r w - super(x, y, 220, 80)
& N7 e ]+ S' z/ A- } - self.contents = Bitmap.new(width - 32, height - 32)
) H) u9 ] J" j$ k# a4 i - self.opacity = 0
" L9 u. C+ h. U- A. w$ L! R( r. P - @actor = $game_party.actors[0]
" n, a" e7 }) i5 V: s - refresh5 q7 H' Q6 u7 r6 m* c
- end: ]3 h' V2 u- v" s
- 2 J2 Q- r) ~( s6 p6 k% j% J
- def refresh
: v6 P# }: `% S8 \ - self.contents.clear
1 `2 v2 z' a3 o7 k: R0 S* ~ - bitmap = RPG::Cache.picture("Hot_Keys_HUD"); D$ S$ A' e; ]( W! r7 R) ~8 \+ ^6 q1 X
- self.contents.blt(0, 0, bitmap, Rect.new(0, 0, 160, 32))7 L/ }7 d/ O& f0 T* H- P
- for i in 0..4; u- |+ R* z0 i( D: `& V% [
- x = 32 * i + 4
: q* R3 F9 v0 l, v9 L - item = $game_player.hud_equip[i]
% _, v* X g% V0 n/ v: K- V& d# h' [, ^ - next if item.nil?1 M0 G9 g4 c- s. `# [
- if item.is_a?(RPG::Weapon)
- w. d- h3 I4 O+ V7 J. H5 | - item = nil if $game_party.weapon_number(item.id) == 0 and
" P0 f. ~: Q$ { - @actor.weapon_id != item.id- M! Z# ~% ^+ @+ x2 n9 r
- elsif item.is_a?(RPG::Armor)6 X' o% k, Q) X/ K0 ~
- item = nil if $game_party.armor_number(item.id) == 0 and
4 _1 |; r! _% R6 F: c d5 s - @actor.armor1_id != item.id
1 _# r9 Q' Y; S: E" b - elsif item.is_a?(RPG::Item)& U; \; d6 ~0 z
- item = nil if $game_party.item_number(item.id) == 0 or
5 h t: Z7 }, z- m/ O! B# b; x R - !$game_party.item_can_use?(item.id)$ G7 m8 K5 L* c0 N
- end% O; d7 O! P8 |
- bitmap = RPG::Cache.icon(item.icon_name)
, y% k2 a, k3 a - self.contents.blt(x, 4, bitmap, Rect.new(0, 0, 24, 24))
! I: G- i; t7 L( R - end) p. q" {' ], A P* D" w
- end$ G# G" \% o6 T3 C0 h2 y
-
$ C8 N4 O/ E6 r! D+ \0 x3 y - def equip(item)
% S" E9 j# Y9 M# y) m/ [' v" ^+ W! H - if item.nil?
8 k& ?8 h! @0 A a7 g1 g - $game_system.se_play($data_system.buzzer_se): l$ m# a+ d. O' b
- return
) \" M$ t8 {& p" ? - end7 D, y ~! ~& k# Z3 `
- if item.is_a?(RPG::Skill)$ ?8 g- O8 w: W9 y
- if [email protected]_can_use?(item.id)( {! j4 u. O4 A
- $game_system.se_play($data_system.buzzer_se): |+ |& ~, _7 Z4 M4 B9 v$ m/ m
- return
( N# Q# _5 S+ ]2 C! e4 G - end
8 m5 v: k3 t$ i) b5 z6 K& G - $game_system.xas_skill_id = item.id0 z; h- J& n4 {1 `- ^% e6 o
- elsif item.is_a?(RPG::Weapon)
. a/ F" e4 C' w9 ^ - @actor.equip(0, item.id)/ p$ k! Q7 U) N ~6 t3 l2 q
- elsif item.is_a?(RPG::Armor)
5 E- m$ B# F9 H$ B1 c - @actor.equip(1, item.id)( ~6 `" n, V2 D5 S; S
- elsif item.is_a?(RPG::Item)& H# M, ]( o: _7 P8 p4 Q
- item_tool_id = XAS::XASITEM_ID[item.id]6 ~. ^4 I& S3 r$ [7 N1 n
- if item_tool_id != nil% d$ k( s6 v% S8 a
- unless $game_party.item_can_use?(item.id)
N) s a' d! K9 n" H5 @- ] - $game_system.se_play($data_system.buzzer_se)+ V" a: t: ~! ~% k2 H# O$ D
- return
: \0 b( m9 Y; n* P" S1 x. ]' g% {' [ - end
# f; `/ }9 Y) ^2 a* w' r* {' F - $game_system.xas_item_id = item.id4 C k( ~+ M5 ~, q# ^/ F# A+ _
- end' I! n) u, {+ M/ ^5 V
- end
& w1 B" V2 t4 O% H' a' m9 S - $game_system.se_play($data_system.equip_se)5 S, |" l& ~9 k' o
- end
& D! L) E* A. w6 i+ l! h. D -
0 g: i1 G1 B& N# u - def update
" t, c1 ^( z1 a; s B1 T - @actor = $game_party.actors[0]4 v" C" D& z) M" {
- @hot_keys = $game_player.hud_equip
/ F2 C; Q) ^. ^2 V$ ?' o" w1 v1 C - refresh
4 z0 e6 T: L# Q1 g, w5 r2 s4 D( q! F& C - return if !$scene.is_a?(Scene_Map)9 V, k3 p7 s1 S
- if Input.press?(Input::Numkey[1])
' v2 h- i0 L9 z- t( m4 P - equip($game_player.hud_equip[0])
% B2 x9 m' J/ q( M# u0 b - elsif Input.press?(Input::Numkey[2])1 |0 L# ]+ @$ T% m. C$ W% \! h3 v9 \! R
- equip($game_player.hud_equip[1])
' T' u. k3 V- r7 h$ B - elsif Input.press?(Input::Numkey[3])
' o5 j3 Q# x+ s; t1 U - equip($game_player.hud_equip[2])
/ M" N& Q) a* J - elsif Input.press?(Input::Numkey[4])
1 d2 }5 ?& j4 D, A( p; A - equip($game_player.hud_equip[3])
8 Q2 i6 L& A; [9 {" {2 G! A - elsif Input.press?(Input::Numkey[5])+ R5 c6 {& S7 @0 Q! {
- equip($game_player.hud_equip[4])' ~8 |- m! F3 X( X5 F. Y
- end
+ K. @% u; T! V$ @- n7 \ { - end
; b+ p+ i3 a/ _1 C - end7 W2 `- V2 _' ?9 O. _
& Z5 }: K; u( U- O1 i- #===============================================================================8 x6 s/ q1 V4 L: n r
- # Scene Map2 F6 b- U1 S. ]) b; e
- #===============================================================================
7 w8 F: a8 i5 ]$ E/ c9 X+ y - class Scene_Map x+ J. S" y" V% |
- alias hot_key_hud_init main
}# ~2 a# V# u$ j2 P - def main
8 r& O( [" s) n+ o' R' D' l - @hot_key_hud = Hot_Key_HUD.new
7 a1 g; Y" U8 _ - @hot_key_hud.visible = !$game_switches[XAS_HUDDISABLE_HUD_SWITCH]
- S3 ]" ]4 J- \8 n3 M0 K W - hot_key_hud_init
/ l i9 e3 f' z% P. l - @hot_key_hud.dispose
9 x% ~" m# A0 [1 { - end
' i3 K, }3 W& O! J" r, D1 ` -
( |* b d( Y. w! k, z- c" } R - alias hot_key_hud_update update: [& g, b' `( v, O, ], |7 q F, l
- def update
; y7 W. m% w; E - hot_key_hud_update
J8 P+ V( T) p' A - @hot_key_hud.update
( |- {* f% u& R- u4 _) _! T - @hot_key_hud.visible = !$game_switches[XAS_HUDDISABLE_HUD_SWITCH]$ [& O$ n: k+ o S4 m: S0 h
- @hot_key_hud.update if !$game_switches[XAS_HUDDISABLE_HUD_SWITCH], {4 {; M& W) o. H7 V' [) s( x
- end/ s6 D! k4 \6 o. E/ c3 ]5 g
- end
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