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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,8 O" g7 j) V1 A$ h
不知道有人能帮忙看一下吗? - #===============================================================================% A7 b) S/ w; v. e. N& `
- # XAS - Hot Key HUD. F& b' J$ o* B
- #===============================================================================
9 b+ q# S" k7 u2 D- F: p - # By Mr_Wiggles4 ] `" T- W. c- @3 {6 c4 V
- # Version 1.3
' Y" T; |0 _8 F9 g' d - # 7/6/10
+ E3 B4 L& F5 r - #-------------------------------------------------------------------------------2 D7 l8 ]1 r# w5 p
- # Instructions:
# u+ B9 w x5 g U - # Fill in the constants bellow, paste this script above main and bellow XAS in- ^* C6 ~% t! i( C: c
- # your script data base. BE SURE TO SET TO THE RIGHT XAS VERSION!!4 t6 [! D" H( j, N
- #
) u& }* |# n; z9 I$ I- |# e - # Place the "Hot_Keys_HUD" picture file into your game directory
+ t3 G0 t- r/ W - # Graphics/Pictures folder., S+ C* I2 L# {8 N) G
- #-------------------------------------------------------------------------------
! p8 U: ?! l+ x p% n0 y$ b, o" Z$ z - # Directions of Use:
; y, V2 ]" ?1 } - # Simple just press a number key (1 - 5) when the quick skill or item menu is5 R g6 P* Q0 K8 P ^
- # Showing.( Q9 Q8 Z3 E: C/ Y
- #===============================================================================
' h" l1 r$ z3 L0 T" U7 X - HUD_X = 0 # X pos of HUD9 E. B( N9 N' ^% Z& y: Y: R1 `- x
- HUD_Y = 0 # Y pos of HUD
4 f1 v' t& u- D# e
9 v6 [2 Z) F% g# d! [8 j* x$ Q' A- # Set true if XAS 3.7f s; k" C W4 l! `1 K2 }
- # set false if XAS 3.6
7 n# Z; B4 \. q+ r - XASVER_37 = true# d& V: v1 [8 z
9 g, G) D {7 i9 g# j, }' T- #===============================================================================
3 J" {! ` b5 X2 f; V7 m( u" W, a - # Numkeys Module% `; e3 F* G( z. O9 s2 y2 U
- #===============================================================================
! m; O# e% ?1 m, e, p& n - module Input
. c- v" }& D6 |9 X, S - Numkey = {1 => 1049, 2 => 1050, 3 => 1051, 4 => 1052, 5 => 1053}
U* ~; o% f- U( O - class << self: y% }$ j7 t F3 t6 ]
- Key = Win32API.new('user32','GetAsyncKeyState',['i'],'i')
% t2 R5 V: t9 @( @# X4 ^- } -
% J2 M- F7 ?& m1 A/ F5 f - def testkey(key)
- G8 F9 P( L9 o9 m - Key.call(key) & 0x01 == 1
# P% o% }# ?! A3 G - end& S* H% _7 _& Y# U$ a* L+ y
-
3 Y; k* r2 [* w u9 U" D; A - alias hud_key_update update, `4 s1 t8 T" j8 {# b2 D1 Z1 e7 Q
- def update* _: P5 X0 E+ A) M' j0 E2 ^( b$ f
- hud_key_update2 |+ v/ `+ p/ D8 P+ [6 m3 a, S# c2 ]
- @pressed = []; c/ r; y" K Q, ]
- for key in Numkey.values+ i4 K* r: D9 s4 Y
- key -= 10001 K' n$ b9 }& f0 {9 X3 O
- @pressed.push(key) if testkey(key)% x# K2 P( u9 h. ~# C
- end! J: O, t' w' \2 n! ~
- end/ p1 M' x) _0 ?3 U% Q% j: J
- 7 t7 O P4 U `% s( _
- def pressed?(key)* G+ S. y1 b$ ~
- key -= 1000
/ `% p9 f" A( `: F3 f8 \4 ~6 { - @pressed = [] if @pressed.nil? q% ?4 D8 ?* M# V% g* k( a
- return true if @pressed.include?(key)
: r- j/ b5 O2 a3 j; I P! A0 U - return false! ~0 S3 s1 x1 ~4 c2 r
- end
7 v1 K# u: ]' K4 T) {( s4 x -
3 M8 {3 C( p9 n" g+ d7 R - alias hud_key_press? press?
5 A0 X9 q2 O4 o; X# K; \ - def press?(key)3 k: j* r3 z" u# _' y
- return pressed?(key) if key.to_f > 1000 [) K( D1 G4 j/ C
- hud_key_press?(key); c% k3 U2 {) F; s @9 e5 e$ }
- end& |' l) ?( T; Q" C& v; x( V
- end
+ ]) s. s" h0 t% ^. i - end% S& ]- F: k% V% s
5 S& P( z5 P+ F/ Y' @6 O( e- #===============================================================================
) y; ?0 r7 I# f% B! B - # Game Player, W6 I1 H- E. q* e |8 r* W! ^, }( p
- #===============================================================================% O( X0 H- x& i2 [
- class Game_Player < Game_Character
- z% L% B9 B z2 [* f/ t - attr_accessor :hud_equip) w) x9 I6 Z' \8 O
- : j$ f: B2 r9 J
- alias hot_key_hud_init initialize/ _3 x* ?; q* N# l; x; X, H
- def initialize
* y7 l @# f8 p - hot_key_hud_init: |: i K3 @+ O5 |/ x6 Q. n+ \. c
- @hud_equip = []
1 z( V2 g/ t1 f/ s& w* y% n# n: k+ H# c: V - end
$ a( M$ o. ]1 s+ N+ B6 I -
$ \" s# L/ }0 ?5 e0 o# p C - def equip_item_to_hud(n, item)
3 F- U5 f L# r2 H# | - if item.nil?& f4 C0 D, ~; V+ z
- $game_system.se_play($data_system.buzzer_se)' e. y6 {" `7 x: f, n
- return" R0 g* m. P7 J: E
- end
" T7 f0 Z7 U) t2 @1 A - $game_system.se_play($data_system.decision_se)5 q$ T% ~& Z! F
- @hud_equip[@hud_equip.index(item)] = nil if @hud_equip.include?(item)
: c/ S7 F, v2 G! K4 \6 ? - @hud_equip[n] = item8 w) G: v( W+ V: v6 X9 W
- end0 k, ]# m5 [/ E6 ~" | b+ L
- end8 E) g( F6 {4 v( b' P- x, r! V ~
+ Y/ I! [& }$ G r8 q- #=============================================================================== _8 K* M3 Z" Y: N8 V! E$ P9 A
- # Quick Skill Window
% S+ b. y1 ^% d* c# g. F3 ?) t$ L - #===============================================================================
; i1 X# m+ W: x* S+ w; b - if XASVER_37 == false
5 i! `, b) ]5 X. _) ]7 ~& T2 U. ?" M - class Xas_Scene_Skill: X# d9 ]2 D3 G* w/ I8 @
- alias hud_quick_menu_main main
: o5 P9 }# b& U - def main
( F" X% T# b0 `3 w3 h - @hot_key_hud = Hot_Key_HUD.new( h6 s$ M/ p' C- M! t
- hud_quick_menu_main
3 g6 P* g3 y& E$ ?7 A* x; T - @hot_key_hud.dispose
( x4 j2 l. @6 N7 \. j - end
7 J% ~) l5 r# N -
: w/ w' v) O/ F+ W8 q - alias hotkey_hud_qucik_menu_update update4 S. X# r% R* e2 K, t7 g" l9 T
- def update! Y" y5 b& ^6 j- b1 r) Y
- hotkey_hud_qucik_menu_update
$ k& y: N5 d4 i E' p _0 W: G - # Hot Key num 1
: [ {" u j' n/ c; l3 s - if Input.press?(Input::Numkey[1]): N" v" _" r# z; O! n* S! J6 C) Y
- $game_player.equip_item_to_hud(0, @skill_window.skill)
" k, }9 l: ^9 A# x0 a6 X - # Hot Key num 2
) @( G* B* j- [+ v3 ?' ^. F - elsif Input.press?(Input::Numkey[2])0 ?. d& n, P Y2 W( O. X1 X
- $game_player.equip_item_to_hud(1, @skill_window.skill)6 h" e/ G* W; x' n7 _
- # Hot Key num 3$ _5 Q1 C. _" B% h' o
- elsif Input.press?(Input::Numkey[3])& f& G6 w1 e, j, B' A0 A
- $game_player.equip_item_to_hud(2, @skill_window.skill)
/ \4 u0 `9 O- F. K - # Hot Key num 45 V' ]! V. x1 v; p( W7 ^( h
- elsif Input.press?(Input::Numkey[4])$ c& `3 q" G- N7 d9 L
- $game_player.equip_item_to_hud(3, @skill_window.skill)
( w7 q* W8 c$ a! J - # Hot Key num 5
" X* E( a+ m) ]. ^5 A$ K - elsif Input.press?(Input::Numkey[5])
4 N. C% p( P: h9 C0 s# |9 K# F - $game_player.equip_item_to_hud(4, @skill_window.skill)
1 S8 O+ N h' B$ H1 n! P - end
, m+ `4 S5 C2 R4 W. u/ ` - @hot_key_hud.update4 L. j; ]; V0 C9 E( i* T: Y4 p
- end
1 d6 Q$ d5 L- s7 ^" @& L5 ] - end* ~' N1 T; @: R6 n
- else
* J0 X6 d' Y, V$ e5 _! k( K - class Quick_Menu_Skill
9 l/ W$ I2 l+ `' o) p4 M - alias hud_quick_menu_main main' }% G# n& Y2 [$ n7 ~
- def main
4 I* Y7 ^8 P$ b* y% |0 D, P0 s - @hot_key_hud = Hot_Key_HUD.new+ B, _1 a. N+ V2 I& t+ [% @
- hud_quick_menu_main0 {6 p5 \* k3 q
- @hot_key_hud.dispose
1 F z% ?! u" l/ D - end
/ M# ~: ^: _8 X0 \( ?8 t -
/ S' _) e4 u b - alias hotkey_hud_qucik_menu_update update. B/ h. o8 E8 {# P) o# f
- def update
6 M" B; |: k8 ~* Z+ I3 K; a - hotkey_hud_qucik_menu_update! d5 I4 @6 } u- q9 l
- # Hot Key num 1
u! {! f! U: c5 ?, y - if Input.press?(Input::Numkey[1])
4 l% G5 o5 A' |/ f/ r* ^% ^/ a - $game_player.equip_item_to_hud(0, @skill_window.skill). I' Z6 j: `) A# s m
- # Hot Key num 24 k7 W7 P0 `" ^
- elsif Input.press?(Input::Numkey[2])
+ C! _* u4 R0 T/ l. V M2 | - $game_player.equip_item_to_hud(1, @skill_window.skill)* O+ s/ H z8 }7 U+ c
- # Hot Key num 3
! m% Y' @. Y. b- L - elsif Input.press?(Input::Numkey[3])
; U' j# w) {) I" i! B& p+ _ - $game_player.equip_item_to_hud(2, @skill_window.skill)
$ i' `; u" B0 k! [1 H4 ` - # Hot Key num 4
) V1 v* K3 G b: x( O& p - elsif Input.press?(Input::Numkey[4])
\3 n: `+ S7 m) O8 o: u& R - $game_player.equip_item_to_hud(3, @skill_window.skill)
( O$ G+ d A+ F7 j x - # Hot Key num 52 U. w' w/ Q& e
- elsif Input.press?(Input::Numkey[5])
+ N: p1 y! `( V4 j - $game_player.equip_item_to_hud(4, @skill_window.skill)
6 z% M& ?/ q, z0 l - end
* O& A, u) Q z4 I$ l9 s - @hot_key_hud.update# j3 [2 n8 G/ `' K J
- end
9 Y: |. I8 o4 ?# R+ m( j0 v - end7 i. j& G) z5 E0 V: \
- end" D6 p( ~* ]1 R$ [/ q, f
( ?8 D/ ?- B& k( b& z- #===============================================================================5 l( U' | s: u5 T4 }* A" ~
- # Quick Item Window& N# K# c8 }7 q, C: A' J
- #===============================================================================- [# Z! e5 K% d' N. H- O
- if XASVER_37 == false
6 c J. ?4 v/ ?- v - class Xas_Scene_Item
& g% K+ k# K* _6 f$ I5 C - alias hud_quick_menu_main main
- y" v: r" ^$ T; o3 Q0 Y" j9 a& S- } - def main2 K$ ?( s1 l5 y/ l& D" n/ K
- @hot_key_hud = Hot_Key_HUD.new: R; c; c% @* W) r2 P: U+ } u9 k
- hud_quick_menu_main
$ ~! Y e, K# f s# i/ C - @hot_key_hud.dispose
$ \4 m/ ?/ S+ e( o% {! j - end
: e* b% ~' t, V1 y' F { -
d+ V5 k7 v* L, ?/ r! } - alias hud_key_update update
# f. _$ G; }8 `" G - def update ^4 N* Y! o+ e4 e: l- N2 w/ b$ r, A
- hud_key_update0 g x: L1 J f9 c3 O0 x% v. p: I
- # Hot Key num 1
1 d) E, K( _) B, Y S( ^) v - if Input.press?(Input::Numkey[1])
9 q& k; q L3 Q* c, M8 G - $game_player.equip_item_to_hud(0, @item_window.item); M1 I' R- \/ `6 ?8 y5 R" h
- # Hot Key num 2
; }; v: }- v! x# p0 D - elsif Input.press?(Input::Numkey[2])
o+ f p u* Y - $game_player.equip_item_to_hud(1, @item_window.item)
. H7 a6 V5 Q% p9 K7 m4 E# b - # Hot Key num 3 z9 _+ G4 A3 b, ?) j9 V, I' V
- elsif Input.press?(Input::Numkey[3])
; j$ M8 c7 o" k - $game_player.equip_item_to_hud(2, @item_window.item)
; }. Y+ P0 G# C, w( ^" u - # Hot Key num 4: {9 @. R% V% ^- ]
- elsif Input.press?(Input::Numkey[4])0 c" w4 a7 C0 Z6 R6 H6 c
- $game_player.equip_item_to_hud(3, @item_window.item), n$ J; U+ T2 z2 H* l6 Z$ Q$ ^
- # Hot Key num 5
# j+ `1 ~/ A6 G. _$ h p% N- ]$ \ - elsif Input.press?(Input::Numkey[5])
3 V# Y1 n. w5 g; A+ z9 i6 I - $game_player.equip_item_to_hud(4, @item_window.item)
+ ]. k2 v6 O: M& X0 Q; v - end
7 U, ~0 A: _& u7 G - @hot_key_hud.update" K3 U, z* b! \1 V8 p" z, [8 k
- end5 S- C4 ], N/ S& l
- end" y3 Y% Q( H8 w3 O
- else
1 t- Y0 a3 @2 d8 l- _$ L7 ^ - class Quick_Menu_Item
$ z, _: }' E8 Q/ M2 G5 |' E" W - alias hud_quick_menu_main main1 E. [; P7 [5 x7 G6 g" r
- def main
4 p& I9 y; ]6 k: M8 S3 W - @hot_key_hud = Hot_Key_HUD.new+ |2 O! d' R! p: E1 \' B
- hud_quick_menu_main
$ B6 r4 V; U0 \* l" O1 ?+ A) k - @hot_key_hud.dispose5 f% q6 g9 ]( |& `
- end6 u- c3 x \( G+ e2 J+ G# L' G4 |
-
5 P s: N6 a$ ?2 ] - alias hud_key_update update
e! D m, ]2 F( X5 w - def update6 N/ a( C) D- ]
- hud_key_update
: K: M) ]+ q# q6 J- l+ Q - # Hot Key num 1
' C1 v. G! K K& o3 P - if Input.press?(Input::Numkey[1])
2 ~7 k* d8 y9 ?6 \+ i3 C5 u - $game_player.equip_item_to_hud(0, @item_window.item)
0 C2 d9 D1 t" I - # Hot Key num 2
% a& D9 Y9 L2 }. o5 v& C - elsif Input.press?(Input::Numkey[2])+ X/ ]* E' t& a/ J2 h+ e
- $game_player.equip_item_to_hud(1, @item_window.item)
; G1 h6 d1 ]0 h/ l. f! _/ Q - # Hot Key num 3: S6 ^4 L i# i0 h
- elsif Input.press?(Input::Numkey[3])8 K2 C7 b1 Y( x3 n: |$ ?, \
- $game_player.equip_item_to_hud(2, @item_window.item)8 t4 F" |1 P: [6 {
- # Hot Key num 47 U7 q+ o7 l1 \& V7 S
- elsif Input.press?(Input::Numkey[4])$ E9 y1 e! G1 e: o
- $game_player.equip_item_to_hud(3, @item_window.item)& H' ]) M$ a+ R2 i
- # Hot Key num 5* E% ^3 T; r- K5 W( t
- elsif Input.press?(Input::Numkey[5]); \: K: v/ A% X5 X8 `6 d
- $game_player.equip_item_to_hud(4, @item_window.item); h9 R+ L, X# ?. \
- end4 e: n! T6 k: S3 m
- @hot_key_hud.update! d! j; i( X& i( ]1 O& ]
- end
" X$ E3 t% B9 l2 ^; D* L; e, x x" w - end* w9 ~$ A7 y) k! e
- end
2 n2 }1 v; P) J- a- Y8 y
% O, e0 w# U" y- #=============================================================================== Z6 F z1 O/ X7 g2 k7 v. G( U
- # HUD Window
/ ?, K' f/ N, ~. | - #===============================================================================/ y4 t) Z0 h- S( }' b l
- class Hot_Key_HUD < Window_Base
n: b# Z' G/ R+ T" p+ Z - def initialize(x = HUD_X - 10, y = HUD_Y - 15)
* d6 }/ a) h) C0 {% l2 B& k( x8 ^ - super(x, y, 220, 80)
/ ]; [8 k0 e( | - self.contents = Bitmap.new(width - 32, height - 32)
) f3 |: H# ?/ \# t - self.opacity = 00 j0 b. D' q( @# k
- @actor = $game_party.actors[0]' m( H4 o# G) G+ Y6 P
- refresh
$ d8 f3 g& Y& v! R. t& p - end8 ^2 \% {# \8 }: n' `+ Y
- % G3 P( E3 x' C7 Q$ e1 a8 F
- def refresh
6 {# l) \" |1 @. z9 b - self.contents.clear
7 ?* A( v/ M3 L3 N - bitmap = RPG::Cache.picture("Hot_Keys_HUD")& R4 K( q" }% Z8 z- `
- self.contents.blt(0, 0, bitmap, Rect.new(0, 0, 160, 32)): Y. W0 u }6 ~8 U. m. e
- for i in 0..4
' t4 E, s& H% \. L4 l* v - x = 32 * i + 45 l! s& Z; L+ J
- item = $game_player.hud_equip[i]
9 u4 H! [' G' S" K. h- q' f* u - next if item.nil?/ s/ @6 j' E q: `7 y* P
- if item.is_a?(RPG::Weapon). n$ D# o/ a8 f
- item = nil if $game_party.weapon_number(item.id) == 0 and
, m8 V$ v) i6 Q( [' O - @actor.weapon_id != item.id
; R4 P4 P. e8 C Y - elsif item.is_a?(RPG::Armor)
8 ]$ d& ~1 R- E - item = nil if $game_party.armor_number(item.id) == 0 and
3 S7 {( L' R& g; e9 I) T1 i - @actor.armor1_id != item.id
- Z, E, \$ |7 ?& y. o& n - elsif item.is_a?(RPG::Item)
+ T% K" g' {0 [* n6 u) y - item = nil if $game_party.item_number(item.id) == 0 or
' n- H$ ^. G* k! n7 p - !$game_party.item_can_use?(item.id): n7 h9 p/ V6 v" [8 _ O& M( o3 Z* H3 D
- end( [, G0 K: n L* L: t- s7 H
- bitmap = RPG::Cache.icon(item.icon_name)
) s) g; i; s" K8 |" ` - self.contents.blt(x, 4, bitmap, Rect.new(0, 0, 24, 24))) q5 [ w$ C6 x: `' \
- end6 ^8 @$ M+ H8 ]9 X, _) N
- end7 O# @' n; W7 ^- R1 R; S
-
+ e8 u5 y+ O. p1 I - def equip(item)
/ e: y. {* `$ [2 }, x3 c* Q+ O - if item.nil?
& D. J! Z/ J8 U5 E5 ^/ ?- }4 I6 j - $game_system.se_play($data_system.buzzer_se)
# C+ T1 ~$ i# U, { - return! h2 @2 J% {! ^7 u! l
- end$ S3 X" |% [2 m, X5 P! u
- if item.is_a?(RPG::Skill)
( }% \* c1 O; q; h5 S- U - if [email protected]_can_use?(item.id)
. v; R5 R- H! Q4 B7 z8 ~, D. V: v/ ? - $game_system.se_play($data_system.buzzer_se)
! x% y0 n7 V1 n5 v9 y9 Y5 T: Q - return
; a" q8 b2 m' w3 e) c - end
7 m! j, m1 N0 g' O2 ?8 r - $game_system.xas_skill_id = item.id7 a" g& ?9 `, |" |# U
- elsif item.is_a?(RPG::Weapon)% R0 m( J' E. |
- @actor.equip(0, item.id)
1 [3 H: W6 m$ ] - elsif item.is_a?(RPG::Armor)) b! e8 V0 ?! B# t- U* L- W
- @actor.equip(1, item.id)
% `/ \ W9 b' G5 f7 ^ - elsif item.is_a?(RPG::Item)3 R8 U# M8 E/ [0 [5 a4 k
- item_tool_id = XAS::XASITEM_ID[item.id]5 H6 o9 p+ ?* z3 D
- if item_tool_id != nil/ A, i8 J. y' d8 V
- unless $game_party.item_can_use?(item.id)3 c- l, K3 u0 M7 l0 P: v+ g1 j
- $game_system.se_play($data_system.buzzer_se)8 D/ ^- x: M* r9 n" d
- return
% r5 L- B! |! p b5 @* g - end
; l4 |: p* O2 N* z2 d8 W - $game_system.xas_item_id = item.id
1 N1 K7 M; s C9 R2 l1 [+ t - end: ]2 A& j3 f5 @1 [; q: G2 g* h
- end: I! M3 `" T% T
- $game_system.se_play($data_system.equip_se)1 V1 k2 _/ ]0 C+ {, g7 d+ M( d9 N
- end
: d: c6 L- g- e" C" I; h5 b: x -
5 U( @; l- F2 l f5 h - def update
' s) n/ }1 P3 C% S6 G# F- o j/ P - @actor = $game_party.actors[0]
% m! H! A& D1 f5 v4 l - @hot_keys = $game_player.hud_equip
2 k3 u8 e0 X' h/ d - refresh' L+ {. k! b- ~) [4 o7 a; @- G/ Q7 X+ ]
- return if !$scene.is_a?(Scene_Map). Q _& p. E2 V7 O2 j8 ~
- if Input.press?(Input::Numkey[1])
$ ?1 w: d% O0 U - equip($game_player.hud_equip[0])
! N' i( N( N( D3 s& e- U* j - elsif Input.press?(Input::Numkey[2])
0 F5 n( X9 M: q. e8 q - equip($game_player.hud_equip[1])0 M$ w1 X, W( D9 J2 Z! x: \
- elsif Input.press?(Input::Numkey[3])8 |2 g* ^* p# Q! `* ]: N; t
- equip($game_player.hud_equip[2])
- l4 j+ S* p$ b, i - elsif Input.press?(Input::Numkey[4])9 Y3 o2 W; R$ S$ f9 p
- equip($game_player.hud_equip[3])
: d& q8 ]+ E& a" e1 B8 c - elsif Input.press?(Input::Numkey[5]): k. _7 t3 |% f% C0 g' z
- equip($game_player.hud_equip[4])2 a/ c6 d+ @/ K5 T! [' R& w( ?, }
- end G1 p4 j5 Z' z0 A
- end# k; \+ l2 @2 ^! g8 P( |5 p
- end0 Y* G) G: G5 ?) k( L* Z! n
- . g" w- C4 W* q# A
- #===============================================================================2 V- ~/ C" R# Z$ w" e9 r- i
- # Scene Map, v8 d! O1 g' q' S( n m8 K& z; o
- #===============================================================================9 p# M% J/ X2 L/ \7 \
- class Scene_Map( ]( {* _6 F( C
- alias hot_key_hud_init main4 Z2 c# h8 W/ G. Y# {% [
- def main
, \6 H% z4 g, @7 ?0 A - @hot_key_hud = Hot_Key_HUD.new6 @: G, L+ ^: a
- @hot_key_hud.visible = !$game_switches[XAS_HUDDISABLE_HUD_SWITCH]% z! r! K3 m1 { z+ p8 C8 ~) J
- hot_key_hud_init
U0 o: D! m' }) M# `2 ~( x - @hot_key_hud.dispose
9 i( ? ^0 \; S& o3 W8 I - end8 K; ^, p7 T1 i4 F" L0 V
-
|; f# I+ z! }1 i. s; J1 j - alias hot_key_hud_update update
D- B/ v% y; l: [ D8 D - def update$ m/ y0 y, E- x$ s; [: r
- hot_key_hud_update! ^+ v7 H' Z, y, e" v+ a8 K, b
- @hot_key_hud.update
- U+ }0 t, w2 M9 m- V$ ~ - @hot_key_hud.visible = !$game_switches[XAS_HUDDISABLE_HUD_SWITCH]2 A# I0 ?$ N# n z! z
- @hot_key_hud.update if !$game_switches[XAS_HUDDISABLE_HUD_SWITCH]
; I4 Y+ G6 P9 _- T" X( { - end( ~! o( ^& `+ G
- end
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