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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,& g% S" Q! o9 [) b
不知道有人能帮忙看一下吗? - #===============================================================================
( t& b6 a5 E; ~) E( J9 [ - # XAS - Hot Key HUD6 o" a$ C& `" M
- #===============================================================================' `8 E4 ~* q$ I7 \9 f' _
- # By Mr_Wiggles: S# M. O# e) D. Z3 k, g
- # Version 1.3' F3 c" K( F: e8 ?+ s+ w
- # 7/6/10: Z- f5 h; ^. p a/ V$ l) f- L5 S$ O
- #-------------------------------------------------------------------------------
4 K8 h% d: |- e( u: L8 |0 F - # Instructions:: v1 d2 u; j4 A& u# B
- # Fill in the constants bellow, paste this script above main and bellow XAS in
; I! r" F- u& t% e+ B8 ?2 m - # your script data base. BE SURE TO SET TO THE RIGHT XAS VERSION!!+ f% M& G8 _& p4 X0 B
- #
8 z1 g! w! O5 z$ c4 o. n( h& o - # Place the "Hot_Keys_HUD" picture file into your game directory ' h# E/ v$ N# L& f
- # Graphics/Pictures folder., Z9 t0 C5 e/ m# J
- #-------------------------------------------------------------------------------
4 r0 s% ^5 I7 u" ] - # Directions of Use:7 p' s4 w& ~; {
- # Simple just press a number key (1 - 5) when the quick skill or item menu is+ u. W f6 Q' l E% y5 D3 Y
- # Showing.' M4 h* Q. R7 }0 `
- #===============================================================================
% h2 C, P/ C b - HUD_X = 0 # X pos of HUD0 O. `( _( @* M$ O
- HUD_Y = 0 # Y pos of HUD
* A" Y z: X1 u% C
K9 z! p3 z) |! u4 B- # Set true if XAS 3.7f7 x g0 s' _5 K6 @& `
- # set false if XAS 3.6
7 x$ l! Z& W( Q C. m7 K4 Q: Z j4 E - XASVER_37 = true
/ ~9 o7 T% b2 J- n( m - / R' a6 o2 X1 \" l7 u: ]% n) `
- #===============================================================================
) U/ g3 L: o* Q' U7 V( F- b2 m# n8 b - # Numkeys Module
# T5 [9 a* ~; M H - #===============================================================================' V8 Q9 g; j3 \* `
- module Input- V$ q0 ^9 {- |' m s9 \ t% K
- Numkey = {1 => 1049, 2 => 1050, 3 => 1051, 4 => 1052, 5 => 1053}
/ r+ c7 [1 f; I5 P - class << self
' Z0 k0 Y- r+ X1 |6 A! | - Key = Win32API.new('user32','GetAsyncKeyState',['i'],'i')
( W8 z# o+ t& e, Y, @ C -
: L, B; j, z" E: n# ?9 }" T/ ]) n - def testkey(key)
1 W! K2 ]) o9 I( ^5 G0 H1 z( L D - Key.call(key) & 0x01 == 1/ q0 a, @* c* E
- end
5 c$ F2 M' k ?( R! z -
9 ^3 {* u2 K( A* R! Y' z# q+ o, k; E% V - alias hud_key_update update1 b0 ?" l; K+ J m
- def update
; q& n7 ]+ t6 m5 h2 ^% w& e/ M - hud_key_update
" l+ p3 N5 R2 f4 J% \: L- M - @pressed = []
5 ~. M0 d+ x7 Z( B1 j: D - for key in Numkey.values+ @) l& a7 v, b% X: }
- key -= 1000- j! d6 b9 O5 }' I1 ]( W
- @pressed.push(key) if testkey(key)8 x0 Z$ t m8 N5 ^1 j
- end
2 I: r$ P4 }2 I/ k+ T4 S& V - end$ X9 }! y/ k- T5 m$ s. \. Z
- 1 ^" u# b9 n* e
- def pressed?(key): o7 t. X- x6 t" g
- key -= 10006 O6 f- o( D9 y# L
- @pressed = [] if @pressed.nil?
. c' d6 B% o5 r) k- ^* J - return true if @pressed.include?(key)
1 k: |1 Z2 ~" ], E6 H5 Q V( y - return false
0 h) b' f+ g$ N* m# K% q - end* D( E6 v4 l5 Q5 M! a; h, m
-
3 f- \4 V+ B; r4 P - alias hud_key_press? press?, X1 e' @) n* u1 H! s- u. |( ]5 O
- def press?(key)
\5 W1 _0 F5 A G( I) X - return pressed?(key) if key.to_f > 1000( ?1 o: H0 }4 w- i8 y9 P
- hud_key_press?(key)" |9 a) [9 N6 X: C
- end
6 A$ n% F2 g1 g0 a5 O. R - end' g, L4 ~$ |& ]' U0 R9 J4 H G
- end( x( S- z9 t+ g! T5 b2 a
4 N; D: R) _) \, |- ]- #===============================================================================4 z# i9 V4 Z* [$ Z9 c' _
- # Game Player
7 d/ w O/ n# _! e7 R) v& j - #===============================================================================
8 _9 B1 M7 I) Z2 O+ t - class Game_Player < Game_Character5 ?8 @$ k% T2 [+ Z2 B4 B
- attr_accessor :hud_equip
2 L' y! J3 X* H/ d) D9 J. O -
5 |! Q! S* a4 s+ _1 ^- m& c1 E5 Y - alias hot_key_hud_init initialize# X, W3 V, R& v5 S, `: X) e
- def initialize1 \3 C Y9 i! [/ I3 U, B3 P
- hot_key_hud_init% k# w: E- D0 p0 P
- @hud_equip = []
& S' y' D* @' D! g0 q - end
* W- o8 q M8 w: N - 2 y2 J1 g- ^4 ^" s5 D' B( W& q
- def equip_item_to_hud(n, item). j( l) `; k: a/ S; s7 c$ o
- if item.nil?
/ n' O! X, b! r6 a& H* v - $game_system.se_play($data_system.buzzer_se)
, Q S/ [! u0 P - return! S/ K0 i7 J5 I# K0 l' n3 j
- end. r8 P! g5 d- |3 n" J9 S
- $game_system.se_play($data_system.decision_se)
' s8 P% L: \/ F5 A; t - @hud_equip[@hud_equip.index(item)] = nil if @hud_equip.include?(item)( y! b r; K8 |! v( C$ B
- @hud_equip[n] = item
6 K9 g$ o1 Q7 Z7 k2 I! c( t: c; m - end/ n! W( R. D% S9 U' ^
- end9 s+ E- o4 \1 A t8 x, }
- ' @( k, s0 m/ Q+ Y
- #===============================================================================
0 D; ?! m) F: i5 @# z9 w& a, g - # Quick Skill Window
6 P2 `6 w1 r, M6 R0 i T, Z, L - #===============================================================================+ \1 l2 |, o. n# v+ l
- if XASVER_37 == false
3 v' {* g% i1 l; t7 ] - class Xas_Scene_Skill
\ e5 E X( L - alias hud_quick_menu_main main# l7 }5 C1 p h7 f8 Y( g
- def main8 U, y) ]& I( {, f9 W1 ^ W, G' g
- @hot_key_hud = Hot_Key_HUD.new
' R) C, o6 S6 h3 N3 a: m* I l( w - hud_quick_menu_main# {# R$ j7 B1 L+ ^0 u2 s& u
- @hot_key_hud.dispose; G! V+ ^ O) n
- end
: d- q3 T0 ?6 ?4 r6 M4 q -
9 S3 C8 ^+ N! G$ m9 ~7 L9 G - alias hotkey_hud_qucik_menu_update update
n O3 F5 B. i, z! l - def update0 j- f: B$ j6 |' @/ @0 w% Q3 N
- hotkey_hud_qucik_menu_update
( E" o+ N' f! W+ K/ G0 [+ w - # Hot Key num 10 b( _. [/ Y* m/ k8 t D; v
- if Input.press?(Input::Numkey[1])
& i- c- J" \6 u, l - $game_player.equip_item_to_hud(0, @skill_window.skill); |; L8 i1 z( k
- # Hot Key num 2
7 d& G4 w$ D6 d4 j) x! L: _ - elsif Input.press?(Input::Numkey[2])
' F9 _8 |$ d5 d/ ^0 u2 V - $game_player.equip_item_to_hud(1, @skill_window.skill)
8 `$ o: ]( q, z5 g - # Hot Key num 3
/ x& R! J( K! E* [ - elsif Input.press?(Input::Numkey[3])
* Q# J: W+ v' N' Y - $game_player.equip_item_to_hud(2, @skill_window.skill)
# `, |# T- F2 w$ T' z5 _2 q& m - # Hot Key num 4/ u7 j$ E5 Q$ b% ], u, X. ]
- elsif Input.press?(Input::Numkey[4])
9 w% U% P* P, y) T7 M - $game_player.equip_item_to_hud(3, @skill_window.skill)
. C: D6 r' I, |2 o0 t& h$ Z - # Hot Key num 5- [& p+ _0 G8 H. N! Y' n3 }
- elsif Input.press?(Input::Numkey[5])
9 ?, S0 I8 E& r' @ - $game_player.equip_item_to_hud(4, @skill_window.skill)
# r+ R8 y7 g+ f& T, U2 F - end
( L) @+ |6 u7 [' S8 Y) c - @hot_key_hud.update
% ? u8 L. w: P - end
% P2 ~# |& v% p% c, ` - end' a7 s" d: M$ H! Z# V2 k! D
- else+ d7 \9 b# `# x
- class Quick_Menu_Skill* L8 H2 G! w8 |% J2 X
- alias hud_quick_menu_main main, w9 v; E; B( E' Z$ @' l
- def main N: W) e: q& `1 P* z( k# f6 a3 T: F
- @hot_key_hud = Hot_Key_HUD.new
0 I5 h0 ~3 y7 |) M) p" f - hud_quick_menu_main
- X1 k; C0 r4 u0 \' A - @hot_key_hud.dispose
2 F" j. A1 E/ y4 ^7 ] - end1 _0 M( L3 ?8 u
- 3 Q1 W( s+ x. D) g1 o2 W0 }5 p( z5 O
- alias hotkey_hud_qucik_menu_update update
3 m, C; C3 X' z4 y7 Z& n6 s - def update# F$ [; d7 H& y8 i- O
- hotkey_hud_qucik_menu_update
! I* U2 V: t0 L, g - # Hot Key num 1! O) ^/ A+ O6 @7 G, x& `* G- Q
- if Input.press?(Input::Numkey[1])
; W) i, A7 w+ { {# o - $game_player.equip_item_to_hud(0, @skill_window.skill)
" p' Y) o' W. M1 \- `$ M - # Hot Key num 2
x0 q I' |, }; n& l - elsif Input.press?(Input::Numkey[2])
( x( C1 e( N' @; Q) _2 ~) [ - $game_player.equip_item_to_hud(1, @skill_window.skill)- k' L. F, y' C; |/ n2 E
- # Hot Key num 35 ]7 [9 S2 K0 S; i* c1 f
- elsif Input.press?(Input::Numkey[3])) _! R! s9 Y+ X9 y J! R$ U" G
- $game_player.equip_item_to_hud(2, @skill_window.skill)
% A: @2 z- o6 B - # Hot Key num 4# z& A( i0 n1 D8 H; N6 |
- elsif Input.press?(Input::Numkey[4])
& t0 ` h1 R {2 B - $game_player.equip_item_to_hud(3, @skill_window.skill)
* M1 Z. Y. F1 G - # Hot Key num 51 A( L! o& n" _3 D
- elsif Input.press?(Input::Numkey[5])
- y7 T L0 X9 m - $game_player.equip_item_to_hud(4, @skill_window.skill)
! c7 p& I1 d) I( E$ U& L7 N# U - end0 z% H/ x% Z1 B* U
- @hot_key_hud.update
$ F8 U7 H/ d% W/ w( l - end
5 `* _6 \5 r" p - end! h- M9 V$ O0 D; i; j, z/ h
- end7 O1 a0 L3 O7 O: O; w
- + f! f2 a7 V" Y2 M
- #===============================================================================+ ~ f5 A i9 B# W
- # Quick Item Window& ]1 S( x, D$ ~# q1 ]
- #===============================================================================$ K/ ~0 ~- e5 Y; @
- if XASVER_37 == false
- i( h' q7 a, r- Z0 P# w - class Xas_Scene_Item: a' Y: [* p, g" ], D
- alias hud_quick_menu_main main
$ Z6 {1 x, _0 U8 D% w3 O - def main/ ?5 [5 S- m( P B
- @hot_key_hud = Hot_Key_HUD.new
: Z# \7 a W* @+ L4 } - hud_quick_menu_main" B0 u/ i. S( _5 y) v! b
- @hot_key_hud.dispose
) K$ |" G% U7 {4 n3 J/ `# | - end
. |1 W3 N$ K2 v - ! ]$ v5 R2 }# ~$ F) F
- alias hud_key_update update2 H% y& Y5 e( t9 Y9 _ K# |
- def update' M P2 s* E$ \# q+ D
- hud_key_update- f, p) {1 t& o# h+ j* N
- # Hot Key num 1
+ q: q& c; z Y9 W. h* S - if Input.press?(Input::Numkey[1])
. w" |. y% _' i2 l5 d- I - $game_player.equip_item_to_hud(0, @item_window.item)
0 F, t. x8 t* v - # Hot Key num 2
' w, F1 Y" ^ D+ R - elsif Input.press?(Input::Numkey[2])6 M, \" A! M3 }. j0 K
- $game_player.equip_item_to_hud(1, @item_window.item)
* K4 P0 l0 x" e8 I" y) w - # Hot Key num 30 w% V9 C" f/ H
- elsif Input.press?(Input::Numkey[3])
5 |! z) z5 y4 R) ]6 |4 S- f - $game_player.equip_item_to_hud(2, @item_window.item) S' \% @! F" H5 o$ w, j
- # Hot Key num 41 ^1 t" B: R& `' D4 ]' I
- elsif Input.press?(Input::Numkey[4])
1 e( p$ y* j4 G* i - $game_player.equip_item_to_hud(3, @item_window.item)+ D1 e" N- `0 ]8 J
- # Hot Key num 5/ a- n; e8 v3 L1 F4 i
- elsif Input.press?(Input::Numkey[5])- [( f5 K- H" }& O$ d
- $game_player.equip_item_to_hud(4, @item_window.item)
& W" E# R5 z- v# I. N - end
: P! H/ S8 o5 T, P$ y+ D5 E4 A - @hot_key_hud.update3 j3 U7 W; o) X% [7 E
- end
& _; Z0 o+ k& Y/ ? y6 H - end
& C+ S' t" A0 D' S - else
9 M4 {9 K4 o! f8 L6 y8 Y - class Quick_Menu_Item
5 K0 I$ T' \6 y$ i: m - alias hud_quick_menu_main main
! l: X& C# ^; x1 p# o - def main
! S4 b1 x- }* ?% c) T' e7 y2 L6 ? - @hot_key_hud = Hot_Key_HUD.new. ~( }9 Y, s/ a
- hud_quick_menu_main
5 y# w' I, |( P4 n - @hot_key_hud.dispose) e/ x& i3 n5 t
- end
' V( r: |+ ]8 z( l* h+ h1 V' t2 c1 ~% I - ; b% d2 h' b$ D2 p& h* @' a
- alias hud_key_update update! k- a- g/ j6 J# c8 j" `* W5 G9 O' p
- def update- h+ ~/ c: T# E$ L- d! q
- hud_key_update
+ O: y1 D5 J/ Q( J: n0 q. Z$ L - # Hot Key num 1
( `% t7 D2 R: R* l2 F - if Input.press?(Input::Numkey[1])
, y1 K' B1 @3 l- X3 a: |2 ` - $game_player.equip_item_to_hud(0, @item_window.item)! E) L, e* g% h, E
- # Hot Key num 2
L6 a2 ~( U: @4 b - elsif Input.press?(Input::Numkey[2])
7 t: c6 d* Q, [# n6 L, h2 d - $game_player.equip_item_to_hud(1, @item_window.item), @; f/ p! \. ^# B0 }8 s
- # Hot Key num 3
% D% ^7 n! ?0 U. A9 A; k - elsif Input.press?(Input::Numkey[3])
1 d' m# I! N) ^) I - $game_player.equip_item_to_hud(2, @item_window.item)2 ]% E" A- i# I( E2 Y% ?0 t
- # Hot Key num 4; E& n6 h0 M7 Z( S9 u
- elsif Input.press?(Input::Numkey[4])
5 ?3 t( j* E1 ?/ F' w' \ - $game_player.equip_item_to_hud(3, @item_window.item) _/ g6 i1 {; B. P+ |5 r
- # Hot Key num 5
) M8 }* w( I( Z - elsif Input.press?(Input::Numkey[5])0 L6 J9 w/ `# ~2 Q
- $game_player.equip_item_to_hud(4, @item_window.item)
- P# B9 g j- p' {6 u- b) M - end
3 m7 {/ M" f0 y4 Q# ] - @hot_key_hud.update" V( M0 Q) u A
- end
( C9 Y! B( m3 e' l5 e/ |+ h% N8 K+ | - end
' |* s. P4 r# L2 T+ p - end; i' S% A' z; S5 e
- 4 w- _: s# N; Q. F, Z: g
- #===============================================================================/ f2 g& S0 k7 o1 y. K8 J$ Q
- # HUD Window1 w; y5 h( y: X
- #===============================================================================) B, f6 N6 u& ?! Z' m5 E* W1 p% Z
- class Hot_Key_HUD < Window_Base
( Z' @/ U2 i+ I% r - def initialize(x = HUD_X - 10, y = HUD_Y - 15)
& I* ?. e/ h% [; G! s8 e - super(x, y, 220, 80)
7 {5 g! I1 n7 y! G - self.contents = Bitmap.new(width - 32, height - 32)% Y7 m Y6 {9 o/ f/ W4 C8 n) {
- self.opacity = 0) G; ]6 e& @1 ~: Q1 D- h! I1 o
- @actor = $game_party.actors[0], Y5 x# G- k& m5 B$ k8 n8 Z
- refresh
0 T' R; e) U) s2 d: t - end' n% W$ \, W! f+ X2 R+ i$ i
$ C- y4 A$ H& j7 i- def refresh( t1 i' O) C# o* q& K
- self.contents.clear& f; L& p* o* H9 }9 R
- bitmap = RPG::Cache.picture("Hot_Keys_HUD")& M, [. O6 l7 `# e
- self.contents.blt(0, 0, bitmap, Rect.new(0, 0, 160, 32))
, O% n2 q7 s* B( I' g7 P2 w; R - for i in 0..4
& S: `" q4 ^ V5 U8 M - x = 32 * i + 47 X! h' F2 Z& s. _ G2 n) v
- item = $game_player.hud_equip[i]
! Y% U; K7 _. c - next if item.nil?
! ?9 X* t- W3 o* L- `: ~ - if item.is_a?(RPG::Weapon). R+ o+ h& B8 {4 D9 ]& M
- item = nil if $game_party.weapon_number(item.id) == 0 and
' a [& o3 C- q& O: _ - @actor.weapon_id != item.id
+ q& y. I2 ?/ ^6 V2 S) u - elsif item.is_a?(RPG::Armor)% E5 M0 t5 v- }" f+ O9 y
- item = nil if $game_party.armor_number(item.id) == 0 and ) F5 p$ P M& T7 Q$ ]( g
- @actor.armor1_id != item.id
, S$ d+ n- j# t1 @4 ] - elsif item.is_a?(RPG::Item)! i. D% {" J4 v- q
- item = nil if $game_party.item_number(item.id) == 0 or
2 u# |8 w& b+ V3 S - !$game_party.item_can_use?(item.id)$ r8 `( X' I$ G0 T
- end
: F. ]# m& j: q - bitmap = RPG::Cache.icon(item.icon_name)" Y% B. ^6 A p) `
- self.contents.blt(x, 4, bitmap, Rect.new(0, 0, 24, 24))
I7 I: s# x A4 r) Y: K/ z* @3 } - end
2 K8 r$ M/ g$ T; H6 ^! u7 b: v - end
+ p( l- [# K* K2 R3 O, \ - ( i3 A1 x4 b: Z7 U
- def equip(item)
* I( A; k/ ]( h: l @8 Q% x. A% O) U - if item.nil?# f$ t4 j- z! D) G- i7 ~+ F
- $game_system.se_play($data_system.buzzer_se). D, h3 p; Y; O8 }2 T
- return$ n1 A6 F. s, X# C- D+ o$ K& i+ d. [7 d" g
- end" A$ M3 U4 p X9 [' |8 v
- if item.is_a?(RPG::Skill)
& z. B$ _* D, g" J: j8 @' Z( ~4 u - if [email protected]_can_use?(item.id)
9 ^( g# D3 J, ~& g0 ~; ]# M - $game_system.se_play($data_system.buzzer_se)3 C) x# q) e& X. P
- return. P" q2 F: ?9 J2 A L& D. `
- end
3 }' }# `9 I: K. r3 T - $game_system.xas_skill_id = item.id4 |# ?3 c/ m; P9 [3 E4 i& w
- elsif item.is_a?(RPG::Weapon)+ F; X0 g) M/ B: K3 x! s
- @actor.equip(0, item.id)- a, @7 _. a }) d# c9 F; N, W
- elsif item.is_a?(RPG::Armor)
. T5 H( ?7 l/ d+ k - @actor.equip(1, item.id)7 `! n3 a0 a( o3 [( B) V2 V9 _
- elsif item.is_a?(RPG::Item)# n- N0 r7 E8 w9 c+ d% M; w' H
- item_tool_id = XAS::XASITEM_ID[item.id]
1 u$ Q" G: T$ e4 U7 c4 K+ M - if item_tool_id != nil
9 `/ B0 N" h; N - unless $game_party.item_can_use?(item.id)
6 `5 e; \9 X ^$ j, k: w - $game_system.se_play($data_system.buzzer_se)
2 y' a' X [1 E$ H9 N6 u - return* P: A0 l# U) W F% x- w, j
- end
Z: J2 A; y5 ]1 B% a+ m0 H. E# } - $game_system.xas_item_id = item.id6 s/ H4 W, i6 l
- end) U3 O5 [- y6 S9 K0 H) {
- end' |' N) b, |4 H# w8 A0 y \
- $game_system.se_play($data_system.equip_se)
8 R% L8 C6 K- v - end0 {4 s# @, t- z: @
- z, F/ c5 ^; F5 o0 D
- def update
# f8 S& v6 W! w) n' g' P - @actor = $game_party.actors[0]
' V# f& n7 K4 G1 o - @hot_keys = $game_player.hud_equip
- J+ ^- J- m4 A2 R4 D - refresh
! Y2 z7 K% i+ M% U1 m - return if !$scene.is_a?(Scene_Map)3 v( U6 q' M0 }
- if Input.press?(Input::Numkey[1]), k0 x9 [- @% n8 P- W8 ]
- equip($game_player.hud_equip[0])
+ G( P2 a7 T a x' t4 a - elsif Input.press?(Input::Numkey[2])
6 i# c' B; ?8 b( [" h - equip($game_player.hud_equip[1])8 a5 m. I8 ? P8 F# C: S7 B) u
- elsif Input.press?(Input::Numkey[3])
6 |$ M- L' l* T+ I+ i - equip($game_player.hud_equip[2])
: j, X$ q* w7 _0 U- L - elsif Input.press?(Input::Numkey[4])
8 h. y- Q9 V8 T. i! |' M5 A - equip($game_player.hud_equip[3])
$ K# J; w5 l( l: F: _- s. _# i - elsif Input.press?(Input::Numkey[5])1 T: L8 H+ B1 \
- equip($game_player.hud_equip[4]); I( @3 f) }5 A9 T$ \
- end
2 O& h" {; G8 Q7 d" Z2 W - end {/ [( v y" t. i5 q9 J0 a1 {
- end
7 b/ |& q% Z2 Y1 H( c+ q: G% T6 f - 4 U* a" ^1 j4 S- C, v" h" j
- #===============================================================================* T$ l' m$ d& J1 ^/ j' {, v, B0 b
- # Scene Map
1 A7 `1 K9 S8 S9 m: y - #===============================================================================
" D! n8 M; E f* {% j7 V6 w* m - class Scene_Map& H3 L% Q1 N% ]
- alias hot_key_hud_init main1 S( z0 ]- _: O( `8 n% C
- def main* i! p9 D1 C( M0 m* \& n
- @hot_key_hud = Hot_Key_HUD.new
5 u; g/ m+ v, I3 a" b& M: N+ S% }' ` - @hot_key_hud.visible = !$game_switches[XAS_HUDDISABLE_HUD_SWITCH]
" p, G/ |! R0 y4 b" Q - hot_key_hud_init V$ A5 _; D$ |8 i+ N/ a+ R
- @hot_key_hud.dispose
1 [+ m L4 ?1 C6 u - end
# P: Y, p- E0 s0 F - % L/ _$ f- O- U7 ^4 Y5 s
- alias hot_key_hud_update update" k7 b8 [& Y! ~" ~9 R
- def update- |4 d* @$ L6 x. \1 ~, V: S1 @4 o
- hot_key_hud_update4 E' \/ R3 S: |; G( G! \. d8 q! {( b
- @hot_key_hud.update# p: Z* M2 f# X% t2 H5 i# H" f S
- @hot_key_hud.visible = !$game_switches[XAS_HUDDISABLE_HUD_SWITCH]
* a; _5 y0 E& J Q: o - @hot_key_hud.update if !$game_switches[XAS_HUDDISABLE_HUD_SWITCH]- ~8 G; B) [+ z+ d% ?2 s% p
- end
1 s. ]( M! g0 K( u5 j) Y1 ^" E - end
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