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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,
* l3 b# P" l- t2 T不知道有人能帮忙看一下吗? - #===============================================================================
1 D' Q: w. O, _ - # XAS - Hot Key HUD+ W5 H4 m. |0 `, L) ?* V; {
- #===============================================================================
1 E1 Q! s2 u" b' e% }' B" Z1 Q8 D - # By Mr_Wiggles
% ~) u# |. h& D+ |. ~ - # Version 1.3
( p) B+ c7 Z& ~' U1 v' e: x - # 7/6/10" @! {0 y1 W" l1 r
- #-------------------------------------------------------------------------------
% D& J4 `$ n4 i( O( n - # Instructions:
% s7 d3 J7 I& O' B7 Y- H* F - # Fill in the constants bellow, paste this script above main and bellow XAS in% C' m' {/ ]3 X' u) p% J
- # your script data base. BE SURE TO SET TO THE RIGHT XAS VERSION!!
9 k- A( A. X* h8 @5 O - # 7 o4 q! M5 q: ?- F: h
- # Place the "Hot_Keys_HUD" picture file into your game directory ; m& w1 c; c8 n D2 X
- # Graphics/Pictures folder.
9 t( V' S; T, N c$ Y+ s* U; Y- B - #-------------------------------------------------------------------------------( a) @6 Q5 |: r% p
- # Directions of Use:
Y* |9 m6 l- `, }& j& q! x - # Simple just press a number key (1 - 5) when the quick skill or item menu is
+ S8 p0 A+ C$ [; H; D, W - # Showing.
6 p" i1 X- _4 a) s E/ G - #===============================================================================0 U7 Y2 \2 z9 T, T) d0 C1 A! Q
- HUD_X = 0 # X pos of HUD
" {. Y& K. _, G! S; U: d - HUD_Y = 0 # Y pos of HUD! ~( ]6 u# n/ q) H# v- b1 E
- % p, `& B% f$ H' T
- # Set true if XAS 3.7f
0 r$ s" v% U: e! c2 s- O - # set false if XAS 3.6
' n o* m$ ^) C7 s o2 N/ o - XASVER_37 = true& z' u$ i8 Z1 R" [
6 z, A, Y5 {& a- #===============================================================================
3 V+ w- n2 U2 Y - # Numkeys Module
1 z- f# p3 m: y: J. H - #===============================================================================
3 s$ J7 ^5 W6 O - module Input
9 _9 T) ~# X' `; S* s, } - Numkey = {1 => 1049, 2 => 1050, 3 => 1051, 4 => 1052, 5 => 1053}
5 B8 G) ^; {" y! O) n( M# d- { - class << self
! U" f$ Z' j6 F - Key = Win32API.new('user32','GetAsyncKeyState',['i'],'i')# ]$ Y2 d& T: g1 D- y
-
& f6 u0 x/ Z9 z* a - def testkey(key)
o* n4 Z- o, D* s& W! t7 n& M- i - Key.call(key) & 0x01 == 1
7 h4 X2 f& C; e$ q - end9 f+ P' M( H0 i( Z- B
-
/ W9 B: A' s2 a5 k. n - alias hud_key_update update
1 j; o0 Z8 ^3 s( k) O# F S7 y - def update& z, T, K9 u/ e5 T# f* ^- \
- hud_key_update$ }, J; T2 s k
- @pressed = []- p$ ^9 x5 U5 |) H' {
- for key in Numkey.values+ q$ Z: l q; K, t: u6 @& n0 Y
- key -= 10004 S2 W* L# w; k7 s. t8 h
- @pressed.push(key) if testkey(key)
) \$ A1 [# w$ u - end
+ a) d& T9 y9 ^: l5 a: C6 r - end
) g3 y1 Y! N' I }3 M& R$ ? - ; N" ?1 q+ g1 Z' @) d/ w8 D
- def pressed?(key)+ l$ K4 ]2 Z/ Q
- key -= 1000
' N1 O+ I' K W3 v' d6 W5 E6 i - @pressed = [] if @pressed.nil?9 i/ n& K# o. H4 m' b
- return true if @pressed.include?(key)* y0 W7 m8 U* {+ {9 k: l
- return false
' b! G } X+ w1 c. t- f - end/ Y- q& \& C/ \$ f" I; A
- 3 [$ x. F) }- Z! S3 d2 V" I5 k
- alias hud_key_press? press?
& _0 H9 S* t8 ?# { - def press?(key)' a! S: }% n, H1 G3 k
- return pressed?(key) if key.to_f > 1000
|+ g" }# f& n* X/ d$ n9 j - hud_key_press?(key)5 i, g" ]9 X% P, i
- end
+ L! s7 X/ G. W# ^ - end" w2 ?. E/ c- Q' z) ^) F
- end
3 G) O0 o& j4 |
. t6 r2 R3 D) B# ]+ s" V8 f5 w: c- #===============================================================================; l9 `4 Z- z1 e5 J: }$ k. ^& L
- # Game Player. g3 K G( P4 i6 C: A
- #===============================================================================, Q& T ]6 d% w! B5 ^
- class Game_Player < Game_Character W0 i) c+ b' k, F
- attr_accessor :hud_equip
6 a! }2 J( R" Q& O( |, j f - 1 p, f L5 I& H
- alias hot_key_hud_init initialize Q2 P5 U, n) j& j: B" A" f8 y
- def initialize
, q8 v! Q8 F2 l, y - hot_key_hud_init
; B; O$ |( \; b ^/ F5 d - @hud_equip = []8 [, f4 S$ `+ U' R( T4 _2 w
- end
# d% A ?& i5 q - 3 ?6 d" ^, r" M" [1 Q, `' K
- def equip_item_to_hud(n, item)/ [( M" |5 P! q4 z
- if item.nil?
( B! ?' Q8 x+ g% s5 X - $game_system.se_play($data_system.buzzer_se)2 T" w# q& j: W; a' t
- return; ~( u; v' u, ^6 Y
- end- a6 s( q/ I5 {2 \2 o
- $game_system.se_play($data_system.decision_se). U6 N' Y7 a( }- K, I1 {
- @hud_equip[@hud_equip.index(item)] = nil if @hud_equip.include?(item)! M c- u; p! G( q1 r; G
- @hud_equip[n] = item
1 o9 @* ?! ?$ m% A - end
4 p% d9 _. z! r2 T I1 g+ R M$ V - end$ K6 v; L x( x
- 1 i% [0 J% j5 B2 H3 B
- #===============================================================================% [+ H( T. i- S5 g( i; i0 u
- # Quick Skill Window; @& ]2 h$ P5 n7 f
- #===============================================================================5 z; t: g( q$ u3 _" O' O
- if XASVER_37 == false
7 C; L3 V' {/ E4 ^: K9 G - class Xas_Scene_Skill' p6 M$ z' N+ u% s' q6 M& v- H
- alias hud_quick_menu_main main
5 O& w7 o9 N. f - def main0 ^, B) {' i7 n% V2 o
- @hot_key_hud = Hot_Key_HUD.new. a9 F4 n3 u; G7 f$ M. M
- hud_quick_menu_main3 V7 j$ Y+ E1 {4 }/ }
- @hot_key_hud.dispose
8 A! v' c- y$ I7 t Y! v2 `: ] - end/ [' [& k$ g1 C& O2 r5 u; F }
-
3 X6 v1 n L9 ~' h8 B% @/ ?3 c0 [6 i! \ - alias hotkey_hud_qucik_menu_update update
- i2 O0 o3 {& R f3 B! ? - def update
3 Z8 X: r% |8 o* g8 E8 {/ K) v* i - hotkey_hud_qucik_menu_update
3 q! ^ V4 U" A: ?! k+ @ - # Hot Key num 1+ @" g! {9 |8 E6 |
- if Input.press?(Input::Numkey[1]) ?7 ^9 P7 q3 v' E1 @1 |% F
- $game_player.equip_item_to_hud(0, @skill_window.skill)
4 J o, R3 S/ r/ H6 g - # Hot Key num 2
- S& h7 L' f- ~ - elsif Input.press?(Input::Numkey[2])
8 Y2 I- s6 C2 M: c0 U0 }/ m0 A - $game_player.equip_item_to_hud(1, @skill_window.skill)0 I/ l/ o3 r+ r8 }3 V
- # Hot Key num 3 {0 B5 _; w4 v( m
- elsif Input.press?(Input::Numkey[3])
. a' @) j) [$ K7 j9 p# | - $game_player.equip_item_to_hud(2, @skill_window.skill)
8 i! \, J/ ? P! l3 ?. f) u - # Hot Key num 4# y) o. w( p3 g, Y& A! o, B
- elsif Input.press?(Input::Numkey[4])
& B9 S& M+ H+ B* K# Y! N' T - $game_player.equip_item_to_hud(3, @skill_window.skill)
, b( B+ {" C4 ? - # Hot Key num 5
6 R; E( w6 E$ Y v" ^+ Z - elsif Input.press?(Input::Numkey[5])
- b# K g$ X' }" ]# f. i+ z - $game_player.equip_item_to_hud(4, @skill_window.skill)
. K' m% a0 z9 O, R& l- K - end+ f- w) r7 X- a* \
- @hot_key_hud.update
; o1 K) r( U$ x5 r% z - end
- Z+ J. o4 T* s - end
* P/ ?% i: o- X - else6 H2 L T2 c; c g9 \
- class Quick_Menu_Skill
- O2 Y9 m! M, o; q - alias hud_quick_menu_main main
! G7 g8 W9 i1 K- _0 | - def main! {; W, x0 [$ a2 U S( `
- @hot_key_hud = Hot_Key_HUD.new0 m& m2 O/ Z( c0 I* Q* K
- hud_quick_menu_main
$ _- ~% M2 x, J% w, K( e - @hot_key_hud.dispose0 q" f V$ y$ d
- end- v+ |3 ]" F) n5 O/ B* p7 k
-
3 A6 m5 ~6 a" z8 Z - alias hotkey_hud_qucik_menu_update update7 M5 i7 w2 H U! Q& _0 r$ U( r
- def update
. f. A& K5 P) w - hotkey_hud_qucik_menu_update
( R4 _% N, d6 Y# _8 D3 ?# K* E o - # Hot Key num 1& b, F; Z- G8 B: a j( ]
- if Input.press?(Input::Numkey[1])
: J7 N& \+ O/ r8 U - $game_player.equip_item_to_hud(0, @skill_window.skill): ]8 {& f; Z0 A D
- # Hot Key num 2
# K& r7 V% O0 C2 } - elsif Input.press?(Input::Numkey[2])
3 c1 i* K. D4 j0 z - $game_player.equip_item_to_hud(1, @skill_window.skill): }4 b9 h9 W' }/ G
- # Hot Key num 3
! C; s5 j a' v7 z - elsif Input.press?(Input::Numkey[3])
, w5 Z& @- P2 V) S# ^ z& B. {' I9 | - $game_player.equip_item_to_hud(2, @skill_window.skill)* x: a) E% y; A; c, z* h
- # Hot Key num 4
% ]/ Z+ w. S0 l( R* D/ H7 R0 ~! z1 V - elsif Input.press?(Input::Numkey[4])
9 v& a& |( ]% d5 s/ t - $game_player.equip_item_to_hud(3, @skill_window.skill)
H E% a5 s$ X# p" R8 J - # Hot Key num 5- b) G J$ U# I; D6 j$ b1 z
- elsif Input.press?(Input::Numkey[5])
6 s( t& o# u( D4 l, |% i/ I - $game_player.equip_item_to_hud(4, @skill_window.skill)% B$ Z6 O/ G3 X2 W$ h3 ]
- end
8 |5 `" T% f& t2 j3 k4 q2 { - @hot_key_hud.update7 n/ O$ C# C8 R& W
- end
8 ]/ t" I k4 f' O+ J& f6 G0 a - end
$ v# C+ S. M; [ - end* L& W4 J9 @$ U2 z' w$ x$ b
" Y- b" U6 X- B- #===============================================================================
/ _9 s1 p# E- H9 t* Z - # Quick Item Window
/ E: V9 S! n9 ?% x) y: J% B: F - #===============================================================================( I% s! D1 W3 E1 l% P& r4 j6 ^
- if XASVER_37 == false: ^ J7 |+ H* c8 |, u2 H9 i( V
- class Xas_Scene_Item4 o$ E% L2 R2 r, W( E5 o5 \! ]
- alias hud_quick_menu_main main
" p- h0 r `1 g4 W" f w; n, K# j& U - def main
# T8 k/ D5 X, V3 L$ } - @hot_key_hud = Hot_Key_HUD.new' I1 H( i5 Q6 Y
- hud_quick_menu_main
0 i, a$ S; N9 r# G4 k4 B g - @hot_key_hud.dispose
1 h# R$ g8 i o9 r - end
; D6 x0 U5 d0 c$ u -
* ~ T5 w& c8 {! ~. ]. I3 X" A - alias hud_key_update update
! c8 s- f {! _$ ?0 ]6 p' O - def update
8 h' x ?$ k9 W( a - hud_key_update6 P: ~6 {% r/ R4 T$ L
- # Hot Key num 1
3 Z3 i8 c) e3 a+ N6 i) r - if Input.press?(Input::Numkey[1])
. [! h- h6 P. y* {5 x2 o - $game_player.equip_item_to_hud(0, @item_window.item)
6 q+ Z. X) W( |: d# T - # Hot Key num 2: j& x* l# m) i3 T& }
- elsif Input.press?(Input::Numkey[2])
/ v( K% T! q# F: e4 Q$ n - $game_player.equip_item_to_hud(1, @item_window.item)
& C9 l5 t I+ I' T0 ] u8 v - # Hot Key num 34 Z/ H. g8 x2 p+ r1 K" z1 c p- t
- elsif Input.press?(Input::Numkey[3])9 o& F: w4 W# }0 ~; B0 \/ b
- $game_player.equip_item_to_hud(2, @item_window.item)
3 ?/ z& z( E5 R7 S1 l7 P1 z( }9 i+ Y3 Y - # Hot Key num 42 B! |; Q( V: s: c. A, z: F9 S
- elsif Input.press?(Input::Numkey[4])
5 m0 H" g/ f8 u' Q( T9 D - $game_player.equip_item_to_hud(3, @item_window.item)
$ ?. W4 J$ [$ M6 y# b4 N - # Hot Key num 5$ }2 k; [) D0 j* ?
- elsif Input.press?(Input::Numkey[5])5 t) b0 ?; D9 ^' `' P' G" p
- $game_player.equip_item_to_hud(4, @item_window.item)& E! E' d9 I6 }) D1 S
- end- x9 L/ r- E: }( I$ }
- @hot_key_hud.update
9 h9 Z& m9 v# a# p - end
$ b0 I' }5 d5 t; o% h' [ - end
/ h& u, `9 u+ z8 B: x* S n/ Q - else
( A# `9 z( I! m% S- k - class Quick_Menu_Item
' N* q" C, w" q4 q1 k- n! @ H* Z - alias hud_quick_menu_main main
' S! L# G" t) @ H - def main. s3 e& s1 l2 K
- @hot_key_hud = Hot_Key_HUD.new
0 w, |, T3 d6 d% [; ] - hud_quick_menu_main$ G/ l; y1 \+ W. H8 R f
- @hot_key_hud.dispose5 o1 a% @1 T: ?/ s
- end% z6 `: A- c9 f: K7 i
- & N) S+ ^# \4 }" X
- alias hud_key_update update
~; a, q! Z2 ?8 R, m; r - def update0 G' A6 H% O2 `5 G- `) C
- hud_key_update
5 o; Q/ K, H1 E& m# F! s, _) y - # Hot Key num 1
* Z8 X& m* ]% T/ D& v& E- i - if Input.press?(Input::Numkey[1])1 [/ d0 U: C2 H. q; \
- $game_player.equip_item_to_hud(0, @item_window.item); A" A# j: K6 x9 Y0 A% F! t
- # Hot Key num 2# G% J. v+ _ G# U H) f- P) P
- elsif Input.press?(Input::Numkey[2])5 p; e1 L" w; \
- $game_player.equip_item_to_hud(1, @item_window.item)
7 c o8 y' x' g - # Hot Key num 33 n( X/ v" v. W# ]9 H
- elsif Input.press?(Input::Numkey[3])" q: p# C" k$ w* @
- $game_player.equip_item_to_hud(2, @item_window.item)
0 M! _+ T, f% j. ^9 F - # Hot Key num 4
: p) ]; b; g2 D. @ - elsif Input.press?(Input::Numkey[4])7 p3 C& |4 S" F" X; |2 F& q7 c- M
- $game_player.equip_item_to_hud(3, @item_window.item)5 f9 d H- Q/ k6 Q. S' H
- # Hot Key num 5
7 R- W9 t8 ~- _! ~ - elsif Input.press?(Input::Numkey[5])
" N1 e2 s7 s- W8 j1 ?' R6 v) ?' b - $game_player.equip_item_to_hud(4, @item_window.item)8 Z+ r9 X$ O0 Q! S1 j/ H
- end+ O1 I3 z1 `) [- V; |7 S V
- @hot_key_hud.update6 c ]# a4 e4 ` X7 O
- end" r, u3 y: e; L. t3 e. @
- end
, l- ?7 B& m g; u/ E9 ~/ \! f" { - end
0 x i, F) [- u! y: B
4 }! \2 G; {$ i! ?' i1 B- #===============================================================================' U5 ?. C+ q6 f0 L/ w: T' [
- # HUD Window. x$ H5 e6 G Q7 p* D
- #===============================================================================
4 Q- A9 O& [3 _. { - class Hot_Key_HUD < Window_Base" V" c( l; Y. s2 {: N1 r) K( d
- def initialize(x = HUD_X - 10, y = HUD_Y - 15)) Q ~. q# B+ p& f1 X" k$ N {( _2 C
- super(x, y, 220, 80)
/ ?5 [& B/ \' D" V4 _ - self.contents = Bitmap.new(width - 32, height - 32)
) K @: R) h; K - self.opacity = 0$ w& P, c4 n4 ~# V" p. G5 U" p
- @actor = $game_party.actors[0]! O" K+ N4 N8 Q
- refresh
9 ?3 }$ F8 i9 t% s9 x - end# P- r; L; k0 } j9 F5 ~( ]* R6 S% j
- ) r1 Q$ N# j1 [( a$ u
- def refresh
3 [: ~9 R: O% @& M - self.contents.clear3 {! y) d% S: g9 y* F; r
- bitmap = RPG::Cache.picture("Hot_Keys_HUD")
. Y2 t* u5 _; i# }7 E3 K% Z - self.contents.blt(0, 0, bitmap, Rect.new(0, 0, 160, 32))
8 n& W+ ]2 P6 ~+ K' L* s2 C! w+ R - for i in 0..4
) x8 K: `. m! |- } - x = 32 * i + 4" ^* `: u) \7 D6 z" [/ N- j3 ?* y9 y
- item = $game_player.hud_equip[i]% k& A' E$ E& {
- next if item.nil?" [$ S( c! m; w) \0 F9 w, f- N9 X' u
- if item.is_a?(RPG::Weapon)
7 f. m* ~* V/ f+ B8 }; Q$ S - item = nil if $game_party.weapon_number(item.id) == 0 and
, X( H: v8 F0 i - @actor.weapon_id != item.id
9 ]( `* f0 a& {; {' a/ [0 m - elsif item.is_a?(RPG::Armor)
T0 X! S. f' p* L! t! w Y - item = nil if $game_party.armor_number(item.id) == 0 and 8 J$ r& E( H/ { u$ C, v# M
- @actor.armor1_id != item.id9 [' [0 w9 Q4 I. W9 C
- elsif item.is_a?(RPG::Item)
+ t# l* y1 p5 h# v - item = nil if $game_party.item_number(item.id) == 0 or
- c, h- {# D H6 q' @: v - !$game_party.item_can_use?(item.id); j0 q2 Z% N+ m$ W
- end
- S" I0 a3 x( {( E! k r$ c* X X - bitmap = RPG::Cache.icon(item.icon_name)+ T! B8 f4 [/ |& v8 w( v" j
- self.contents.blt(x, 4, bitmap, Rect.new(0, 0, 24, 24))
5 v1 F* b0 g/ c W. p2 r - end) n) Q8 _" U: Q/ C* h! ]1 ~! n
- end
3 C! e. J( e4 S. u" b* }+ C) o - 7 }3 ?: v, f* p( F {' a: ?; g- ^$ @
- def equip(item); l! L8 G3 w) _5 `/ _
- if item.nil?
9 ~7 ^, U4 w6 `* | - $game_system.se_play($data_system.buzzer_se)
- k0 c* [- J! M* Z) W1 @; s0 P - return
2 o8 i+ ]: R" Y! D1 D - end7 O/ \+ V8 U" E: O! P( _! |' v
- if item.is_a?(RPG::Skill)! {1 {5 B, c4 o
- if [email protected]_can_use?(item.id)9 I# J% E% P y" g3 I3 l* ]
- $game_system.se_play($data_system.buzzer_se)" t9 \6 n4 s0 d+ ?5 y) h5 s
- return8 A* d( e# P2 ]* H5 N
- end5 l; p& {' q! S6 Y, i" e# S
- $game_system.xas_skill_id = item.id. q ~+ \, u; t/ m. h5 o8 b
- elsif item.is_a?(RPG::Weapon)6 O0 s: F9 Y; B4 F: I
- @actor.equip(0, item.id); B- o( L9 `+ P1 S* y, p
- elsif item.is_a?(RPG::Armor)* h6 W" N# c2 L/ ?8 l/ D( @- V
- @actor.equip(1, item.id)
4 \5 B/ g$ S. s/ Y3 H/ Z& ] - elsif item.is_a?(RPG::Item)
- d4 e3 O4 v: t/ ?, v; m - item_tool_id = XAS::XASITEM_ID[item.id]( S; q+ ^" K( J' m% |
- if item_tool_id != nil+ c, c7 E! i3 A
- unless $game_party.item_can_use?(item.id)5 d9 H b3 {9 O8 t! S3 S
- $game_system.se_play($data_system.buzzer_se)
' J! z O, R8 L9 C8 V2 p - return
0 s9 `7 D; F, P: }& T0 Z - end: o: u- {" d* [. y5 u* d# G3 _' c
- $game_system.xas_item_id = item.id
7 \4 L* A2 R0 R' d) A$ U - end
! H; g: ~. ?! n: e& x$ ~+ | - end
& F5 S9 T4 Y2 ~; c - $game_system.se_play($data_system.equip_se)4 J# T8 P) e( d+ C( K1 H
- end" Q) N8 s4 }2 s3 v# z
- 3 @$ v# b* ] b
- def update9 A. `5 a3 J9 g4 F
- @actor = $game_party.actors[0]! a7 W, \ C/ @+ o7 w( P4 O! j
- @hot_keys = $game_player.hud_equip
- G" ~, T- Y( P8 l) Y, m - refresh6 Z0 }! z) w& a! D+ E
- return if !$scene.is_a?(Scene_Map)$ f+ P( P' I- ~3 E& P
- if Input.press?(Input::Numkey[1])* Z2 R& p, w3 [, Z
- equip($game_player.hud_equip[0])
; } A; M; t6 Z/ K7 {" ^$ x- f& q) N - elsif Input.press?(Input::Numkey[2])+ l, g$ A" R2 |
- equip($game_player.hud_equip[1])
4 o+ Z9 e* l- \! B - elsif Input.press?(Input::Numkey[3])5 c: c+ ^1 p6 _. T- s: Y) }
- equip($game_player.hud_equip[2]) 7 c1 `! n3 O' Y0 H( }* \2 F
- elsif Input.press?(Input::Numkey[4])
' [9 o2 S2 \9 d& l; I7 ^. N' k - equip($game_player.hud_equip[3]) * O* x" z" x2 K8 e) I* v" V3 a; \
- elsif Input.press?(Input::Numkey[5])
+ C" B/ [' q' T/ |. M, k7 ^+ H' s3 a - equip($game_player.hud_equip[4])
: K9 l* I0 e+ I - end% I: n+ L$ i0 j6 u! E- T
- end. Z9 _3 c9 H2 K
- end
, r3 s# x" T8 K# i y) T! ~7 R - 8 I$ ~' Z: A: a# _, }: s9 N7 a/ Y
- #===============================================================================
; A; ]6 j6 f* A4 G) l" ? - # Scene Map! K! d- z8 F/ Q7 Z0 Y
- #===============================================================================
- [7 p/ ]3 u% C - class Scene_Map
; J& s8 b+ x, A) h - alias hot_key_hud_init main
- u$ P, Y/ J- {1 R4 O* C, c - def main( R' w' n9 g( T) ^9 k7 M6 e7 Y
- @hot_key_hud = Hot_Key_HUD.new! t+ U+ d. v' u( l g7 x4 ^
- @hot_key_hud.visible = !$game_switches[XAS_HUDDISABLE_HUD_SWITCH]
$ u# W/ _, h/ ?" ` - hot_key_hud_init5 n# A! A8 f+ }+ v
- @hot_key_hud.dispose* [( I8 O- H: w5 S) M2 ?- F
- end
- Z6 ~" P8 _) A3 `/ D - " H6 A; {( W# E& n8 Z0 d! A: L, R/ d+ {2 Z
- alias hot_key_hud_update update$ Y; {$ J8 C8 B: n0 D. \ F- }
- def update
# J w1 u( U. x; @% ? - hot_key_hud_update6 Q5 o/ v/ z' T. K
- @hot_key_hud.update
( j$ b: R, l+ z/ z3 k/ h - @hot_key_hud.visible = !$game_switches[XAS_HUDDISABLE_HUD_SWITCH]
6 f2 W1 I- A! U0 i6 f - @hot_key_hud.update if !$game_switches[XAS_HUDDISABLE_HUD_SWITCH]
& O$ I1 P" |9 z; K% H! C - end
7 I: K7 \; c( m0 b: N - end
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