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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,
; S/ S; u: ]$ u2 N6 d: z不知道有人能帮忙看一下吗? - #===============================================================================! B# D# ? [/ d Q4 X/ d, d
- # XAS - Hot Key HUD7 \0 e) ~* [( b+ _! m/ ?
- #===============================================================================: ]3 t e$ @3 o: T
- # By Mr_Wiggles0 u- R2 V* J& v9 n0 g
- # Version 1.3
; p7 z6 @1 a9 a$ s - # 7/6/10
* I; w6 h* E# O. [3 |( X) Z( s - #-------------------------------------------------------------------------------1 ?: p: z5 A5 B% z0 N0 e+ g+ Q
- # Instructions:
; a4 N; z2 U; C$ u7 O3 V" h - # Fill in the constants bellow, paste this script above main and bellow XAS in
q7 Y, G: R" F- q, u3 l& R - # your script data base. BE SURE TO SET TO THE RIGHT XAS VERSION!!! G; H0 N7 `7 n1 h) ~
- # - W& z0 `- L( S
- # Place the "Hot_Keys_HUD" picture file into your game directory
, g+ }$ ?, P0 p c9 H1 ^6 D - # Graphics/Pictures folder.2 x& E7 @0 T1 U6 d
- #------------------------------------------------------------------------------- y8 ?" P7 J. `+ U& O# @& y
- # Directions of Use:% k/ A8 X1 l' F' D8 ?% Z2 d
- # Simple just press a number key (1 - 5) when the quick skill or item menu is6 L/ I0 b l. g2 R7 L# |
- # Showing.
: m* S2 M# G- B& e( Q - #===============================================================================
: B Y5 b1 H. I5 b3 t, v6 n4 S) M - HUD_X = 0 # X pos of HUD m b0 m" Y' w) V5 i$ L k
- HUD_Y = 0 # Y pos of HUD6 k) ]9 m5 d- i% l m
- - J$ |4 p" t. d I
- # Set true if XAS 3.7f; X+ M" X" F0 C0 L
- # set false if XAS 3.64 c7 T1 C( p0 `
- XASVER_37 = true' x( X9 ?# d3 c: b
- $ c3 J1 R4 ]4 D6 S: _
- #===============================================================================
6 S/ Y" R. Y+ A: K/ w8 D) D - # Numkeys Module
i) G3 K) N6 G - #===============================================================================+ K4 Z2 [/ F! ~7 v( v: p
- module Input
; F9 D h" b. M5 L2 X - Numkey = {1 => 1049, 2 => 1050, 3 => 1051, 4 => 1052, 5 => 1053}
+ S" L2 f9 W# m l7 v - class << self8 F0 J; Q% P. g. r4 {% R
- Key = Win32API.new('user32','GetAsyncKeyState',['i'],'i')
- C4 F) f0 e* [ - _/ U ?& Q8 e, o7 h
- def testkey(key)7 I' T- O: [" f! g
- Key.call(key) & 0x01 == 11 D, g0 N5 P+ O0 q' Z
- end
) v4 V5 k7 l2 C/ ~& w" z - 7 I( }8 w# R, \* R
- alias hud_key_update update; l- v4 u; i3 R( U, ?6 s
- def update
- D- O0 d. [% B2 | - hud_key_update( f- w: @4 d( l& M
- @pressed = []0 w% h3 }3 L+ ?8 X+ ]
- for key in Numkey.values
/ [% b( p! R& E3 V& b/ { - key -= 1000. a; U/ k9 D6 b4 I$ x
- @pressed.push(key) if testkey(key)
$ X- m( S' S* k P' { - end0 r. d" [! t% N! t2 \- U, d9 W
- end
6 q/ @% D3 w2 a - , M# o5 m$ w+ @/ W9 e% n' B
- def pressed?(key)2 ~* z- b( y) F( @# @
- key -= 1000
5 X2 Z# K f% | T - @pressed = [] if @pressed.nil?7 z5 f$ x% }' J3 p# \! X- ]$ X3 N' {
- return true if @pressed.include?(key)2 k: }. N1 u4 q( i* i" ~+ R/ Y
- return false2 P- ]( e, Y, @# R: c; F
- end, Q. w! E/ \3 ?# \; ?, [$ ^
- ' C6 _& R* h6 R, N& ]
- alias hud_key_press? press?4 |+ X; }( N. s% }8 U' L! c
- def press?(key)( a) @. x3 o; Q
- return pressed?(key) if key.to_f > 1000
- c( E; j7 ]: ]4 |( S! e - hud_key_press?(key)
) k9 q* ?, `9 S - end
) x8 l/ ^: I8 m/ }: x0 h: k" Z - end) }1 m$ x5 }! {% H
- end' Z- ^( u6 r3 Q, L( G
! I5 h' {4 M* ?$ C* i* Z- #===============================================================================# `8 r' w/ W+ G
- # Game Player
. u8 i' E/ J5 v8 _9 @ - #===============================================================================
. x* g4 g! J) A& `- b- H* Z - class Game_Player < Game_Character% |+ Y3 I- }5 c& X+ U
- attr_accessor :hud_equip& L; \9 N+ m G# D, |* U
- 5 i7 V+ Q, d2 g$ F* D+ f0 S0 W" `
- alias hot_key_hud_init initialize
4 c5 D& S2 r) t - def initialize
) Z1 g m% k* w7 C# M - hot_key_hud_init
3 F# K+ b" l& L4 S9 i - @hud_equip = []+ Z% G) x5 \ y7 e
- end. ~7 v: V! y3 C8 B( Z2 P7 t7 Y% O
-
- E* U2 W. X, f" h4 d* h - def equip_item_to_hud(n, item)
/ b5 Q0 s; Q9 i9 N9 p; I k+ C - if item.nil?/ w+ o# h4 T2 m7 Q! a
- $game_system.se_play($data_system.buzzer_se)0 E; H6 Q! e6 w( a
- return
0 P, ]% F( V# S9 M" L$ i - end
4 D2 H/ f' |! C3 \" a" w1 X7 m: m' d - $game_system.se_play($data_system.decision_se)9 r9 U) R8 p1 {. g" v& q0 {
- @hud_equip[@hud_equip.index(item)] = nil if @hud_equip.include?(item)
9 \6 d9 c- j# @! G8 x - @hud_equip[n] = item
0 R( R- q i; {! i* B! Y! L# D - end, i5 p* Y- @6 n, t
- end/ k5 I" l! w' _# I4 ]
7 z* P3 D9 T( E7 y% I- #===============================================================================- B/ R N* q; N/ W
- # Quick Skill Window' }& e# b5 ?9 q
- #===============================================================================, b4 v9 R" C! W; K) E, s* D. |
- if XASVER_37 == false
" b3 ?# C4 J3 X" T6 M - class Xas_Scene_Skill/ q/ A9 Q, P$ ` z8 p9 f
- alias hud_quick_menu_main main
, P8 R" c5 k$ m$ z& U! l7 w; w0 n - def main0 I s. R8 `! j
- @hot_key_hud = Hot_Key_HUD.new
" H# R! P. R }# g9 M$ F8 R8 O) { - hud_quick_menu_main5 t; D; z- F, Z' k* D5 s
- @hot_key_hud.dispose; V& |7 z q$ y( x+ \5 @3 H
- end
6 }3 {0 Q- p7 q; e, l5 @# Q( r - ) N- F" R; x3 w" P
- alias hotkey_hud_qucik_menu_update update# e# P4 B" E9 X8 C ^7 C
- def update: @( `; _3 e A' f
- hotkey_hud_qucik_menu_update
9 c; @& X; u$ y! H& M - # Hot Key num 1; x& ?+ s' k$ l i
- if Input.press?(Input::Numkey[1])
2 e7 T' E9 t3 Z o) Z" z7 z* ?+ P - $game_player.equip_item_to_hud(0, @skill_window.skill)* S. G" ?, }. q0 d
- # Hot Key num 2
+ o$ Z0 @; R2 y4 j- C4 Y: B4 b9 h9 y - elsif Input.press?(Input::Numkey[2])
' t1 R# v) c6 e# B( `' I - $game_player.equip_item_to_hud(1, @skill_window.skill)* N+ R6 `; _" ]1 d a" @
- # Hot Key num 38 V/ B" a" h, v
- elsif Input.press?(Input::Numkey[3])
B9 z7 F# M4 j2 B2 T! M: w7 R - $game_player.equip_item_to_hud(2, @skill_window.skill)+ X3 r6 ?: Y4 b% v3 z, R+ G; y
- # Hot Key num 4; q- J3 P# T% e" N; B* ^' a
- elsif Input.press?(Input::Numkey[4])
1 j, W! v( s3 G" {7 i1 ` - $game_player.equip_item_to_hud(3, @skill_window.skill)5 r+ B! x+ d! C
- # Hot Key num 5
) r5 A0 E% V+ r! H& p - elsif Input.press?(Input::Numkey[5])* q, [5 Q) T9 D% _7 H8 g' Q% {
- $game_player.equip_item_to_hud(4, @skill_window.skill)" D: z3 j1 T; S# y( T5 c% S/ W
- end
6 I3 S; i" y: H% A - @hot_key_hud.update
( |' w% A8 n3 J! O. a2 H. V - end
7 o V1 G: ^0 a K; F8 m3 p - end' S1 e: y* Q7 g+ B2 k
- else
6 Y; g0 U1 b, e3 O6 P$ G0 s. E - class Quick_Menu_Skill0 a* {% C w* L7 e" V- p
- alias hud_quick_menu_main main
. E; D" u U9 e$ D- b: m Z - def main9 p: K, \8 I) T1 B1 {: h2 E
- @hot_key_hud = Hot_Key_HUD.new T% k4 {1 _& U; n
- hud_quick_menu_main
$ J: B6 e. L: z5 Y* Q( f - @hot_key_hud.dispose5 {2 m1 e* W! Y& g* q! _- }+ h
- end4 m4 f4 W h! f0 V' v
-
. e: K( T& s" Q7 U - alias hotkey_hud_qucik_menu_update update
+ S F3 S* u& q; | - def update
7 o6 z) \9 V. o" y2 i3 A - hotkey_hud_qucik_menu_update, F; v: P- {0 o: U% [+ s
- # Hot Key num 1
8 t) m7 q' l% \$ Y - if Input.press?(Input::Numkey[1])
9 P( o2 { h$ A9 T9 k- ? - $game_player.equip_item_to_hud(0, @skill_window.skill)7 r' l( h( p' l$ t# s
- # Hot Key num 2% T9 k- G& Z7 F# V
- elsif Input.press?(Input::Numkey[2])7 X3 A. T0 m+ [6 J+ H
- $game_player.equip_item_to_hud(1, @skill_window.skill) ~" Z- v* t: F
- # Hot Key num 3
' }& d" b# E& ]- d+ M, a4 T. V - elsif Input.press?(Input::Numkey[3])/ |* n& H# ?& ^9 d/ ]
- $game_player.equip_item_to_hud(2, @skill_window.skill)+ [7 A: V' b$ ^4 s, e3 G
- # Hot Key num 4
+ I4 ~& T9 A) l* I5 y - elsif Input.press?(Input::Numkey[4])
! Y' Z. u1 M y2 \3 H" o; V - $game_player.equip_item_to_hud(3, @skill_window.skill)
% G2 | u7 C0 ^: S3 Q - # Hot Key num 53 }2 C& L3 P& a" j7 a% L8 T1 b
- elsif Input.press?(Input::Numkey[5]) |2 k* [6 m1 @! b+ z6 k* K8 t' d$ }
- $game_player.equip_item_to_hud(4, @skill_window.skill)
0 o2 R' a$ I/ _( z& |, U - end
3 H7 W# ?; U$ P& y7 @$ K - @hot_key_hud.update B6 ]: J' m7 v& V6 ~* {4 V2 _
- end
& q4 k, q4 i5 V8 t6 F* E - end" Y4 q" o: G# m$ q* m. O+ w
- end+ j4 M/ O1 p" k3 D& d7 y/ ~
4 Y3 I9 _6 \( T0 J; |- #===============================================================================7 D( I- U. S8 i* @, H
- # Quick Item Window
7 I4 `6 u9 n7 R% l# {2 G - #===============================================================================
+ V- e. v+ S5 j. m; E - if XASVER_37 == false
8 J! k: e/ R6 U+ L$ N - class Xas_Scene_Item
c v# ]5 i. K, Y% i/ O - alias hud_quick_menu_main main, Y7 I" J1 u5 b3 d [! ~2 V* Z$ h
- def main
# _3 r* j' B' { - @hot_key_hud = Hot_Key_HUD.new
0 i9 ], X; }) Q- V1 h - hud_quick_menu_main
" u& R# G, K/ Y* n - @hot_key_hud.dispose
8 B" y& h( M2 L) [; S" ~ - end/ g# h/ l. ]& z( l# }- z4 j
-
2 I9 i9 o! l: A8 M3 l3 P - alias hud_key_update update/ P) r5 j! G' Q: x8 |) Q
- def update" q; w! {/ W# u8 h
- hud_key_update3 l5 W/ A0 g( f9 \9 J/ H
- # Hot Key num 1
# J% s6 ]. d# \7 n) } - if Input.press?(Input::Numkey[1])* ~$ Q, X5 M ~$ v* e7 D' S" t% L
- $game_player.equip_item_to_hud(0, @item_window.item)& C) x. T4 c) U" D$ L* G4 R7 F7 _
- # Hot Key num 2# f9 Z0 H9 G8 L% G/ V7 I4 w1 ~
- elsif Input.press?(Input::Numkey[2])3 e+ x: ~8 U2 @$ l$ S
- $game_player.equip_item_to_hud(1, @item_window.item)
# N8 R8 G" W7 ] - # Hot Key num 3
& ~# k, K3 P* @" c2 [9 g. q - elsif Input.press?(Input::Numkey[3])
/ h$ X% N I7 l& x3 b0 n# G3 e - $game_player.equip_item_to_hud(2, @item_window.item)3 _7 D4 \- ]! m7 f. A+ `
- # Hot Key num 4
' f; h2 C) v+ x" {" a/ b - elsif Input.press?(Input::Numkey[4])7 U$ j( K$ j) X3 E! P/ z
- $game_player.equip_item_to_hud(3, @item_window.item)
9 j6 x, l& [% Q/ j; @/ O2 l' t - # Hot Key num 5
! z+ E, h. A* ?( P; t - elsif Input.press?(Input::Numkey[5])
: p( O m6 Z; r+ n# g - $game_player.equip_item_to_hud(4, @item_window.item)3 V I4 V# Z H. h; I6 p3 `! ]
- end7 ?) d' ]+ G' v
- @hot_key_hud.update
$ z4 |3 v$ x# M+ h5 w3 j - end# a3 e5 P3 T# J
- end" Q# p) r- @9 b0 [# ]) w7 X7 m
- else% f4 N8 d( O5 Q- a z( X4 \
- class Quick_Menu_Item
& G7 o4 O, Z0 b8 x/ o. l+ H: _& e p - alias hud_quick_menu_main main' ~; n$ Z' G8 W
- def main
6 [8 S4 O/ k% I - @hot_key_hud = Hot_Key_HUD.new
6 q0 q) T8 d' i8 D+ x - hud_quick_menu_main! u# i" A0 g5 c1 F7 m2 k$ @" N
- @hot_key_hud.dispose7 T. a" l& v. B$ }
- end# \# ?' l3 \/ w( V
- , J @- f' s) Q3 H
- alias hud_key_update update; c; J% B" v# J, s
- def update' L0 E+ P: V3 ?3 Q9 i" S: a ]
- hud_key_update
# P. w! f; G& t8 a - # Hot Key num 1
; i9 L* f( V8 q3 t2 U# s - if Input.press?(Input::Numkey[1])
3 U8 S$ C3 n2 w* _% a - $game_player.equip_item_to_hud(0, @item_window.item)
5 Z5 \, d: D4 v: j2 p7 D, r8 r - # Hot Key num 2
. L4 ^* `. c" [ - elsif Input.press?(Input::Numkey[2])
2 j& f0 ]4 e2 n4 L! V, T - $game_player.equip_item_to_hud(1, @item_window.item)
+ i, e n2 \- t$ h- W- j& c - # Hot Key num 33 J% o1 F8 E2 D9 g( c0 `
- elsif Input.press?(Input::Numkey[3])
. C) {6 ?. p7 O" z0 G/ [ - $game_player.equip_item_to_hud(2, @item_window.item)9 Q7 [ s% i& H; T9 b% B4 @) F
- # Hot Key num 49 w5 X6 \- W2 |2 n. {
- elsif Input.press?(Input::Numkey[4]); p+ E0 D) ~; J1 o+ x
- $game_player.equip_item_to_hud(3, @item_window.item)! x+ y5 w) z! U- h* _" `, ~
- # Hot Key num 5
# x1 `8 v% G5 q/ K8 l - elsif Input.press?(Input::Numkey[5])
" y' m; u2 X0 N( e - $game_player.equip_item_to_hud(4, @item_window.item)+ D$ \4 R9 h/ W! w: Y' a) g% Q5 N
- end
# b/ `* H; z! h8 d - @hot_key_hud.update$ ]0 ?# \: h5 `- e
- end' d) @% k0 e- P6 i, E
- end! g$ S5 a! x2 o7 M- q
- end
/ G( J& V9 k- [8 H- M7 X; k8 \ - ( ]' x0 j5 i7 L: L0 S
- #===============================================================================" T7 g% [# P t5 ]0 j
- # HUD Window
0 C) a5 m8 N4 |% Z5 p" S0 o( a1 w% v - #===============================================================================( t: V! [7 f( z' ~
- class Hot_Key_HUD < Window_Base
, X! I. B i7 T. p; ^ - def initialize(x = HUD_X - 10, y = HUD_Y - 15)
/ ^ U5 Y; Q, p. _0 J7 ? - super(x, y, 220, 80)- m- i! m: j0 y2 Q
- self.contents = Bitmap.new(width - 32, height - 32)+ L7 r: Q7 V* [' `" C8 Q
- self.opacity = 0
5 k' H2 t* z Z. v6 e- u6 N! L - @actor = $game_party.actors[0]
3 o1 B6 [! @' v" o - refresh
( P' q" z9 Q% }; i( O1 J4 m! D3 c - end, L k6 Q# @! _5 d9 d
- : s/ w9 [# V4 U @
- def refresh
2 V: @0 h q8 _$ j# i* t - self.contents.clear; V7 }' e4 \7 S
- bitmap = RPG::Cache.picture("Hot_Keys_HUD")/ l i! o' O9 ^$ |3 {1 T! E
- self.contents.blt(0, 0, bitmap, Rect.new(0, 0, 160, 32))) c) m- n0 l7 g* o: i* C
- for i in 0..4
7 h- B% S: \; ~ S - x = 32 * i + 4) S3 n. C* D+ {- t$ p8 n
- item = $game_player.hud_equip[i]
' e' X8 C" u' G8 B0 V6 e( q - next if item.nil?' X6 U, Z* N: i
- if item.is_a?(RPG::Weapon)4 H, B' X1 {7 K1 q2 C
- item = nil if $game_party.weapon_number(item.id) == 0 and
$ s0 b. j8 b7 O' H2 G - @actor.weapon_id != item.id
( w0 Y V" L! I0 k/ {6 l6 o) z; y - elsif item.is_a?(RPG::Armor)0 _. @2 r2 k' w
- item = nil if $game_party.armor_number(item.id) == 0 and
" V9 p0 H- F7 Q- N - @actor.armor1_id != item.id8 `1 C7 z B6 \. T9 [
- elsif item.is_a?(RPG::Item)3 p: W! {, x9 e8 {# r/ m' S+ h
- item = nil if $game_party.item_number(item.id) == 0 or+ U+ [! ~ g# p2 h
- !$game_party.item_can_use?(item.id)7 J" H" E; v1 \1 R6 \
- end
1 Q5 F, o9 T3 l8 a9 e - bitmap = RPG::Cache.icon(item.icon_name)
! I0 `9 ]4 d" ]" C- |: {) @ - self.contents.blt(x, 4, bitmap, Rect.new(0, 0, 24, 24))
. Q1 ]( ^# z) v+ s4 J5 H$ h4 j( a - end$ l; }' ?4 U/ ]
- end" U9 ]# D# ^" m7 ~/ O" O! q9 ~) j2 H
-
8 ^+ V. e2 C+ i: A' b, [( E - def equip(item)& K) v- T7 X7 I1 P @. F5 U
- if item.nil?/ a5 P5 o' l# v. k& ]
- $game_system.se_play($data_system.buzzer_se)9 N8 a" w2 j m% t
- return) }3 M1 N; G6 m5 A& l. a- b
- end+ v% s1 l( @, Q: m0 X' ?" j+ M( U
- if item.is_a?(RPG::Skill)
' }6 K1 {! X: I) j1 W0 p: V - if [email protected]_can_use?(item.id)+ G' z0 r1 l$ u3 S8 h' d. t
- $game_system.se_play($data_system.buzzer_se)5 _# f+ J% K: A5 h" ]/ S
- return* C7 n; [; B9 L6 l# ]0 C# X8 ~
- end
$ e) t& F, E+ f; {( V% F - $game_system.xas_skill_id = item.id
" p. x0 Z: f3 s ~ - elsif item.is_a?(RPG::Weapon)6 @* O: m- ?% {5 J# {( E/ w
- @actor.equip(0, item.id)2 p8 w& y) x2 L
- elsif item.is_a?(RPG::Armor)
9 v0 \ }# s/ D$ b - @actor.equip(1, item.id)
7 Z+ e8 I* P" L; b% l - elsif item.is_a?(RPG::Item)5 } `0 @& H' s7 w& k8 D3 y
- item_tool_id = XAS::XASITEM_ID[item.id]
# ^4 M: R7 I! |$ W) Q* i - if item_tool_id != nil
) ?$ X* w4 _5 p8 q7 x) Q - unless $game_party.item_can_use?(item.id)) D9 H2 V, a- E7 o! s7 G
- $game_system.se_play($data_system.buzzer_se)& H0 o0 F, k- } \6 u
- return- G- H) [* k) j2 K& g0 P6 \
- end
! A3 b' e! E9 ` - $game_system.xas_item_id = item.id! \7 |+ N5 {5 E$ U3 L( W- j
- end
2 ]/ h; D; _3 E, V4 Q- ^0 q - end. h( s% O: M. R B l- q1 C
- $game_system.se_play($data_system.equip_se)
/ X; ^; z! t1 L* Z( | - end
* m; |; t/ f5 E% W+ L" [9 f -
1 D0 C( X0 x' O5 z9 e _& P - def update, Z* B' `" C6 S# b3 O7 C
- @actor = $game_party.actors[0]/ e' w) \% |) M4 B* A R
- @hot_keys = $game_player.hud_equip
9 l8 p6 N" o$ W z3 d0 j, A! @. J x - refresh5 b9 D& Z5 N1 v/ G; {' q
- return if !$scene.is_a?(Scene_Map)) e1 u# O% P# E2 h6 j
- if Input.press?(Input::Numkey[1])" Q/ d5 t+ M" l2 r& ^
- equip($game_player.hud_equip[0])4 T" t$ X v2 O1 T
- elsif Input.press?(Input::Numkey[2]). a2 B+ F5 s9 B( o3 ?) v7 ]
- equip($game_player.hud_equip[1])
# C/ |. ]6 F. k& { - elsif Input.press?(Input::Numkey[3])0 `, O# q3 j& e7 a) ^
- equip($game_player.hud_equip[2])
% a7 {# U8 m# K% M8 E; x5 D9 F& C - elsif Input.press?(Input::Numkey[4])
3 p$ q2 F& r$ y r - equip($game_player.hud_equip[3])
1 h. ~! g8 V' I/ y0 W2 V/ V - elsif Input.press?(Input::Numkey[5]) w6 x' a( M; ?' n" M; N
- equip($game_player.hud_equip[4])
/ _8 k5 Z6 O4 x - end
8 L1 a8 x3 ]+ M+ ]2 P+ s - end
- J7 k6 ]' u& t- d2 g2 K - end9 j2 I+ \) C$ b
- 2 f5 y7 Z7 y' e6 k
- #=============================================================================== L* d' B( M3 }8 ?5 a
- # Scene Map
7 |( g) \% Y1 @8 w$ W+ b - #===============================================================================8 z+ e/ A( V3 q# r0 u$ ^
- class Scene_Map/ `0 n, ?% h: S& s
- alias hot_key_hud_init main
! K# C. |9 Y/ k( v- b: L - def main
7 d- b& h' z% H( D) L - @hot_key_hud = Hot_Key_HUD.new
$ c1 V9 [! v' M% V; t; k/ g* {) l - @hot_key_hud.visible = !$game_switches[XAS_HUDDISABLE_HUD_SWITCH]
9 p' b; b! y7 O- F9 M6 E - hot_key_hud_init
( k1 ?& w8 X% d& f% | - @hot_key_hud.dispose) z, K/ p( z& s
- end
) Q" M4 K3 U2 w' ?! R, t; Q& ` -
% [) T2 L3 O( O2 h X, ^7 D - alias hot_key_hud_update update
1 j# m, E% j" |+ G' c6 T5 S - def update% f0 T2 ~% ?7 P5 W& ?6 u) f
- hot_key_hud_update& {, o9 C0 E0 X, f/ l6 o; ^( f
- @hot_key_hud.update
" Z, S) q$ _% l. f6 l: A# N - @hot_key_hud.visible = !$game_switches[XAS_HUDDISABLE_HUD_SWITCH]
) L; p' C0 r/ p3 m" x - @hot_key_hud.update if !$game_switches[XAS_HUDDISABLE_HUD_SWITCH], Q7 q/ {5 v/ V7 p+ F! p0 u
- end
: ]: F; |+ @9 V) l8 w" c - end
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