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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,
2 y5 N! K' O- [0 j. l. r% l! W不知道有人能帮忙看一下吗? - #===============================================================================; y, d6 Y/ O+ V, b9 n7 Y
- # XAS - Hot Key HUD8 f8 y& u# N3 j& S, |4 h: H
- #===============================================================================
6 t$ P- H" Z2 H. w, p - # By Mr_Wiggles, Y- d/ l3 L N# B9 {8 C
- # Version 1.3
- B) [+ ]/ E5 r/ Z - # 7/6/109 N/ l6 _# J* |5 U! f0 ^
- #-------------------------------------------------------------------------------
. n0 W X5 g% B& c) V5 d6 g G- A - # Instructions:- W& a# N# c4 c7 E0 A8 F" I4 w8 B
- # Fill in the constants bellow, paste this script above main and bellow XAS in D& \" y7 ]7 F. t" J' ?, |
- # your script data base. BE SURE TO SET TO THE RIGHT XAS VERSION!!
& x0 g6 m& Z, ^) n% H - # 1 }! F5 J- D: b
- # Place the "Hot_Keys_HUD" picture file into your game directory - a2 X( @% U4 a( }8 k' [8 }
- # Graphics/Pictures folder.
8 ~& x0 \) t' Q0 A" t/ G [/ A - #-------------------------------------------------------------------------------9 u. ]+ b* g j4 }. m1 t$ x% P
- # Directions of Use:
9 ?9 r1 k1 j- e, F: b% \ s/ n - # Simple just press a number key (1 - 5) when the quick skill or item menu is
/ [$ E o& b P) C1 G/ u7 I - # Showing.
`( [7 b j% O* c6 \' f( P - #===============================================================================
5 h# J0 I6 Z) C9 T/ s - HUD_X = 0 # X pos of HUD, B* W0 d3 @6 A) e& \
- HUD_Y = 0 # Y pos of HUD
+ G$ t }! h! n - : p0 E, E6 V5 G9 u6 j8 S
- # Set true if XAS 3.7f
& S) L7 z7 a3 Y- l9 i - # set false if XAS 3.6# k( y3 W6 e7 O5 N8 r l) f
- XASVER_37 = true
/ Y5 J1 m5 R6 Y q- @) s) e
; m8 E: f. v& @. ~+ d3 m& m$ l$ K- #===============================================================================4 @* m$ Y: R; Y1 c X
- # Numkeys Module
$ V# e% o' X* H - #===============================================================================& }; Z! D1 |! z( K- \% R9 ]
- module Input% E' M [* `$ t9 e
- Numkey = {1 => 1049, 2 => 1050, 3 => 1051, 4 => 1052, 5 => 1053}# f% K9 {6 [5 Y) M+ a9 s5 }
- class << self% H0 m4 [+ g2 a: j2 b9 e
- Key = Win32API.new('user32','GetAsyncKeyState',['i'],'i')
. E2 Y. E4 P* J4 K# E' U - 8 q" E. ^$ W: k7 o4 V$ b
- def testkey(key)3 Y0 ]: Q; i- T# N- D& J
- Key.call(key) & 0x01 == 1. T. r7 S, |( [ ]& H/ K; W+ p# P
- end
8 p% B: `* Z! T! X: Z+ m -
* y% H- y: |' Y! R: [+ |( C- L% A - alias hud_key_update update6 B& a. Y3 J) G8 r5 p) b9 u
- def update3 r; j. t7 k& d: ~& N/ @
- hud_key_update q# {% ^& o+ M C2 _3 V/ t+ M0 @) n3 I5 C
- @pressed = []' F) p+ E/ {* T
- for key in Numkey.values
7 u a. n& \% m4 ^/ T( H4 l - key -= 1000. |$ ~" L! p U5 U& Y
- @pressed.push(key) if testkey(key)+ m6 e; j1 K' I, J
- end
( j- ~/ ?' P) Y" t4 }# }. k7 K - end" v7 f& J6 h1 |: N0 t8 O% ~# n. D) C
- # J f8 x. w" j6 C6 ]
- def pressed?(key)! O* e4 X8 F# ~' e" T
- key -= 1000
1 Q1 F. l- B" u - @pressed = [] if @pressed.nil?
! V) E% T0 t0 t$ l h, [" S% d - return true if @pressed.include?(key)
$ C+ M8 c7 W4 |# \7 g) J9 q# T8 q - return false, B9 U5 G+ q( u! u, I1 X
- end
3 {9 K9 Z8 w) |8 i+ ^ -
* X$ A! U! Y% h8 v- s - alias hud_key_press? press?( ~" k4 x T' A- D! \0 e) O2 ]
- def press?(key)& c( }) W8 w7 O5 x) F7 v
- return pressed?(key) if key.to_f > 1000& n( n5 }; @, f6 ^* I
- hud_key_press?(key)2 A' @4 @8 {7 t. \" Q9 `1 Q2 \
- end
- j8 s+ P- H2 J1 I3 V - end
% m( C A. O5 n3 R3 u. E - end
, U2 V! r' A0 B# P$ s - . Y& X0 q; @. c+ \1 u9 B. z
- #===============================================================================% `/ _& t( C9 K0 B6 t+ e+ c2 n' w
- # Game Player
$ M. x5 u0 j1 J+ k3 _! f/ _ - #===============================================================================
+ V G; ^& l. w/ y, W V* B - class Game_Player < Game_Character
" U D# o1 `6 v - attr_accessor :hud_equip$ R. d6 K' F! }5 P- [$ }
-
/ e' u: J* J! y, d v - alias hot_key_hud_init initialize' q2 W: N. R- T- t
- def initialize3 e6 ^7 [. V3 _& _% o3 u2 n
- hot_key_hud_init" ]" H% ?; e) {9 x% a1 d
- @hud_equip = []- k# m! x6 T& w2 T, R6 r. e
- end6 l1 e3 I @- G4 W
-
7 y& [% X7 m) j9 ^9 N0 ~4 Z4 f - def equip_item_to_hud(n, item)
7 g! N& X" ^) h- O8 S' u. @; X2 | - if item.nil?
2 `" `( y6 C! u M' ]1 V5 c( I - $game_system.se_play($data_system.buzzer_se)
5 w" B: T7 t, } t. P3 h - return
4 s) r! {% O. z( @! k - end
b* [+ J) H" x! q1 { - $game_system.se_play($data_system.decision_se)
& |$ g8 i6 |& N - @hud_equip[@hud_equip.index(item)] = nil if @hud_equip.include?(item)& j' N, b; y( \9 D( c5 {, _
- @hud_equip[n] = item: \- A V7 |+ `# z! t z7 _2 T
- end+ W/ O" ]* H+ B. o2 @9 n7 }% m$ b( E
- end
+ R5 ]; q2 `+ H H
1 Y* m1 G: `5 F3 F- #===============================================================================
8 e6 @3 {; Q+ X9 R9 m - # Quick Skill Window' f5 _6 B1 H. x6 r; v+ n
- #===============================================================================; s8 ]/ U/ L6 `
- if XASVER_37 == false
7 c% A" ~5 D4 H# @* i: B - class Xas_Scene_Skill: n" K4 B) |/ S5 P
- alias hud_quick_menu_main main3 y3 b+ n! z; N9 w8 h
- def main
; X2 ]4 S9 u7 a- Q+ k l2 ^1 g% Q - @hot_key_hud = Hot_Key_HUD.new" D- C2 {# n$ k
- hud_quick_menu_main0 h1 u8 D- Q# j* w
- @hot_key_hud.dispose* k$ M8 Z0 \5 i" W5 F' u5 I
- end% v+ X7 W9 o. o- O) y
- 4 {3 f6 }7 G, U: C
- alias hotkey_hud_qucik_menu_update update U" r: D: q0 L: t g$ _% z
- def update5 _/ X" \5 G6 q, t p3 G
- hotkey_hud_qucik_menu_update8 b) E d; W; | n
- # Hot Key num 1. _1 b* Y; e' k& N! J! b6 R* T
- if Input.press?(Input::Numkey[1])
8 c3 W" n2 j. _ - $game_player.equip_item_to_hud(0, @skill_window.skill)5 d2 M% n' [" S4 q% X. }4 k
- # Hot Key num 2( K: L J. F4 y: _/ N
- elsif Input.press?(Input::Numkey[2])
6 \5 R: C5 f6 f8 Y" i0 S6 F - $game_player.equip_item_to_hud(1, @skill_window.skill); H5 D: u' k4 A! ~" R( s
- # Hot Key num 3
6 m3 m/ N( ~# V' ^( n9 \ - elsif Input.press?(Input::Numkey[3])
" c. S! B; V8 U5 | - $game_player.equip_item_to_hud(2, @skill_window.skill)
$ y# P) |8 A, a) G8 I8 _% ?! }- |6 t - # Hot Key num 4
6 t$ q4 h; W- T. w1 ]: y2 V# Y - elsif Input.press?(Input::Numkey[4])$ k( U R2 X" b& ]3 U. V
- $game_player.equip_item_to_hud(3, @skill_window.skill)
0 X% ~: l& ]& v; y3 m - # Hot Key num 5
9 }1 X0 f3 Q# D/ q w& n0 R - elsif Input.press?(Input::Numkey[5])
h* f. }4 Y; Y2 ] - $game_player.equip_item_to_hud(4, @skill_window.skill)7 }7 t) O4 c3 m3 {; D
- end
# m2 E$ b" _5 {3 p/ G3 X/ Q - @hot_key_hud.update; t: E8 `5 I5 k S
- end2 Q5 M7 t- p1 \
- end: M% [1 n5 C( R6 f
- else
6 {, S- A( G9 L3 ^. R% _' d - class Quick_Menu_Skill
1 o7 j- B- s: d* W) y7 M" L' I - alias hud_quick_menu_main main
& n8 m$ w4 j$ b/ M+ Q - def main
( K2 ^) l( l( d7 J5 V - @hot_key_hud = Hot_Key_HUD.new) V4 x4 A4 J3 l& o
- hud_quick_menu_main
0 X6 ^" y1 R8 K. ^$ K - @hot_key_hud.dispose' o3 w* x% }' s# v8 ]# c
- end
( ]# r2 G$ w5 o) P- @) } -
- H8 `; ?8 g z2 H - alias hotkey_hud_qucik_menu_update update/ p9 M' U! O4 |2 w/ h; V9 l6 J
- def update
4 j& l/ @" x( H - hotkey_hud_qucik_menu_update7 w2 ?9 W! s6 }! `
- # Hot Key num 1& F, n0 _" c& [! w5 C0 ?0 J& M& `
- if Input.press?(Input::Numkey[1])
+ G$ Q. z# S# ~) p0 t - $game_player.equip_item_to_hud(0, @skill_window.skill)
& ~1 F5 q8 l: |$ H& S6 a - # Hot Key num 2% S* {5 x) C; b! V( ?5 G
- elsif Input.press?(Input::Numkey[2])
3 t. F' W8 a9 A - $game_player.equip_item_to_hud(1, @skill_window.skill)5 U% n- o7 }, J! H
- # Hot Key num 3" Y! @9 a5 H1 C7 C
- elsif Input.press?(Input::Numkey[3])
- v3 R; q( {9 E3 M. A" k. C6 z3 ~ - $game_player.equip_item_to_hud(2, @skill_window.skill)( V5 R+ q$ d( @/ B
- # Hot Key num 4
) i2 j0 {" g& p8 m; ~% h( {: r - elsif Input.press?(Input::Numkey[4])
0 A6 x0 w R- {! m - $game_player.equip_item_to_hud(3, @skill_window.skill)7 N! x$ E# q1 W/ c8 u- w
- # Hot Key num 5. Q" W: _5 M1 J! N2 W
- elsif Input.press?(Input::Numkey[5]), _, H5 U7 v" A4 s5 z5 E0 {
- $game_player.equip_item_to_hud(4, @skill_window.skill)
# Q/ w" r# S3 {8 G+ L5 W' D& X; i - end" s( |; Q' J' w4 k: @& L
- @hot_key_hud.update+ ~% [( J1 ^. S$ C+ G
- end
1 ]2 Q% h' q7 F0 N$ a - end9 [$ U% ^* U( H: l
- end$ A3 W& [! v. Y p. B3 W
- 2 Q6 |6 Y" k# t( r& A: z
- #=============================================================================== I8 B) p1 U5 c o) U l# O
- # Quick Item Window
; Q* n6 I) i4 n% i- K - #===============================================================================# B$ D+ S! Y4 ]# w# l7 \' ^- K
- if XASVER_37 == false
& R9 u9 s9 C4 {* X6 k/ Z - class Xas_Scene_Item
0 X0 l/ z7 ^% L. H' O8 |8 b( } - alias hud_quick_menu_main main
/ k, O) k! u% P - def main
, b/ |% z. z% b- j0 v- \ - @hot_key_hud = Hot_Key_HUD.new
' L1 ^0 n. q$ V7 |0 R% d - hud_quick_menu_main! s2 V- N4 I: \7 d% Z ]% T
- @hot_key_hud.dispose$ f& |1 i! O/ s, m$ o/ W
- end
# g3 l# j1 y; S# N -
$ c4 D, ?6 }' |; u/ G) R8 O - alias hud_key_update update; C* C/ s) B) Q$ C% L# f2 O) ?
- def update7 F1 u( w* c/ S6 V) W! ?5 |
- hud_key_update
4 E1 v8 A, N2 m. ] - # Hot Key num 1
% |2 A3 w; x; G) j$ @) t - if Input.press?(Input::Numkey[1])7 u( `0 m$ A, m R0 i
- $game_player.equip_item_to_hud(0, @item_window.item)
) u& n& _# H1 U/ l - # Hot Key num 2
A; `$ U% ] W" a+ E9 P - elsif Input.press?(Input::Numkey[2])5 E6 |# Y- f) {+ v
- $game_player.equip_item_to_hud(1, @item_window.item)
4 p+ u* ~: p$ T9 L. N1 j8 i. A) B - # Hot Key num 30 w9 i) }5 W/ M! d( c
- elsif Input.press?(Input::Numkey[3])
H# Z) h; k- d# c2 C - $game_player.equip_item_to_hud(2, @item_window.item)! S2 N7 I5 ?4 _4 ~
- # Hot Key num 4
! I" b5 ?6 B) [0 l, w, A# q. R& n - elsif Input.press?(Input::Numkey[4])
; { @0 o5 \! w) K& U- { - $game_player.equip_item_to_hud(3, @item_window.item)! o7 F2 n( r( x* X- i) M. x. q
- # Hot Key num 5' f0 c3 c8 V% P2 w( A, h
- elsif Input.press?(Input::Numkey[5])
) }' k( i; D- x0 N5 K, r6 } - $game_player.equip_item_to_hud(4, @item_window.item)
! _7 y ]7 m N - end C2 G0 A e7 T8 {4 U1 V
- @hot_key_hud.update
! R h) i) }4 f$ N/ G& K - end
, F) \/ N7 s `9 J( m - end- f) u7 N2 C$ f: \
- else
' u, h4 q- N, O9 S- m! ? - class Quick_Menu_Item
0 [5 e7 u$ K2 n7 O0 C9 U5 c - alias hud_quick_menu_main main. T- g* J0 n4 t0 g4 d8 r& m
- def main; z& K1 j$ Y% N
- @hot_key_hud = Hot_Key_HUD.new2 c8 ?0 S. G: s' t
- hud_quick_menu_main
4 S( u( g" P0 M3 I" x2 F - @hot_key_hud.dispose4 d1 G8 {) e9 O
- end: }5 `; i6 _+ ~# |" q; X
- % [$ J9 c, C8 }1 G! j
- alias hud_key_update update
$ O/ X' r: ?8 ]) @: b3 T - def update4 r* B3 ^2 b) l
- hud_key_update2 D, C0 s$ w* v3 \
- # Hot Key num 1" x* e) L& T- ^
- if Input.press?(Input::Numkey[1]): ^7 k @3 P( L9 t/ [
- $game_player.equip_item_to_hud(0, @item_window.item)
, }# e' a y+ I3 @# |/ d2 G v - # Hot Key num 2
3 Z7 F, B4 n9 k2 O- s - elsif Input.press?(Input::Numkey[2]); V$ z: U& R8 [- h3 C; ?7 D
- $game_player.equip_item_to_hud(1, @item_window.item)
) y3 }7 X8 z% p5 y* U: n - # Hot Key num 3. T& Q) s8 Z- P% o
- elsif Input.press?(Input::Numkey[3])
5 X; G5 E. D' B - $game_player.equip_item_to_hud(2, @item_window.item)5 y. H, W1 M% S& q4 W
- # Hot Key num 4
+ C+ g7 G, u- U* l - elsif Input.press?(Input::Numkey[4])1 r8 e' Y1 x: y5 G1 ~ y! V6 F
- $game_player.equip_item_to_hud(3, @item_window.item)" E7 p( I5 Z2 N% |; _
- # Hot Key num 5- B4 y8 b0 d& Q: a
- elsif Input.press?(Input::Numkey[5]). Y- S: B9 Z5 c v
- $game_player.equip_item_to_hud(4, @item_window.item)5 z% O, d( [9 d
- end) ?/ M% B5 f# ]/ f- z
- @hot_key_hud.update5 }% {7 P/ N: H$ c5 e5 t
- end
) p* c% t0 A- v - end% t1 N9 {. `" }2 d3 b
- end
1 B1 _+ v9 R, N* R& b - ! E) R7 D! @( `) d
- #===============================================================================2 ]! j. k8 C5 P% m" e
- # HUD Window- ~7 z# C% q3 Q S& s2 Z! `7 j H
- #===============================================================================+ R0 {% ^* Z+ o: V2 S
- class Hot_Key_HUD < Window_Base/ b& w) e E- }' ^2 N: g# ?# T
- def initialize(x = HUD_X - 10, y = HUD_Y - 15)- V3 j4 @8 s- u4 G4 T! F6 [9 }1 a' M
- super(x, y, 220, 80)& |* z0 h$ _# r
- self.contents = Bitmap.new(width - 32, height - 32)
# B8 i$ f2 N6 ]* }: K+ ]4 G - self.opacity = 0( R* J. @# |/ {
- @actor = $game_party.actors[0]% e b1 J7 i1 T8 M# t
- refresh2 c$ s* m) V, p+ y/ z9 J9 i
- end" Y! d; Q- E/ r! \# `- H/ c; L4 h" H
- , Z1 f, [; S: B2 U* Y, O
- def refresh
7 v7 p9 r6 l6 T* o+ G) l - self.contents.clear
4 E- a1 O2 H% s) O2 R8 h - bitmap = RPG::Cache.picture("Hot_Keys_HUD")
! M, U- B. D* x: @; { - self.contents.blt(0, 0, bitmap, Rect.new(0, 0, 160, 32))
1 I h4 B' n$ J2 i- }+ Z - for i in 0..45 a: x' C: L; N6 J7 }1 ?
- x = 32 * i + 46 x) o$ V+ N0 g
- item = $game_player.hud_equip[i]
3 [2 A# B9 F' J0 Q6 y/ @ - next if item.nil? C! V) n: B. s7 X2 v& `! _0 D6 e
- if item.is_a?(RPG::Weapon)6 J! p/ Z* T. d' f7 ]+ \2 E5 k
- item = nil if $game_party.weapon_number(item.id) == 0 and
$ o: ]: e) U [ - @actor.weapon_id != item.id$ B7 c1 u" M; W
- elsif item.is_a?(RPG::Armor)* N0 H1 R* M/ |# w0 I
- item = nil if $game_party.armor_number(item.id) == 0 and - p( E& k! A5 z7 h& _/ ]0 P
- @actor.armor1_id != item.id: F3 {2 n4 x3 Q% {4 }, s; N# D% t! a
- elsif item.is_a?(RPG::Item)
/ H0 T0 l: T' q. A2 b9 n - item = nil if $game_party.item_number(item.id) == 0 or, q' D% \+ @- K* o2 H0 |" ^" E
- !$game_party.item_can_use?(item.id)' b ~* _/ {- t# l: m
- end5 W& V6 C6 V; \0 @
- bitmap = RPG::Cache.icon(item.icon_name)
2 `7 D u) Y2 R. P5 v - self.contents.blt(x, 4, bitmap, Rect.new(0, 0, 24, 24))( y; K( z4 _3 P' m
- end
4 w K8 A+ m* |7 C) W - end
- S8 z) s7 p+ _) S, A) ?5 B -
b+ T* f) n- d# V/ D - def equip(item)! `/ a, q& p; E' q; O/ _; S6 v
- if item.nil?% m3 A; f0 W( }& T& ^: P* t
- $game_system.se_play($data_system.buzzer_se)) y5 Z& e4 `6 k" m" i
- return4 i* w2 s2 H6 I8 [- Y/ H
- end
: H! \5 Q4 y; E" h - if item.is_a?(RPG::Skill)
/ o S( i* S: d. S( X - if [email protected]_can_use?(item.id)
! D" Q5 j. Z- S2 E8 ^ C5 g* x - $game_system.se_play($data_system.buzzer_se)3 M, s5 l' H% ?: _: C. `2 Y8 H' O
- return! C- }# n9 } `) Z" T- r
- end
6 ~+ Z5 K1 C/ k1 k' y8 s - $game_system.xas_skill_id = item.id& t$ c+ K0 ~ ?. h2 ?( g
- elsif item.is_a?(RPG::Weapon)2 p4 {$ `( ~7 M) B l {1 L
- @actor.equip(0, item.id)) @7 L0 m; X- p$ ^
- elsif item.is_a?(RPG::Armor)
" u& Z1 a5 d1 K9 d4 J - @actor.equip(1, item.id)- E! { s. F: m# X% ?# i( g
- elsif item.is_a?(RPG::Item)0 }3 [2 t" S6 N! n" U1 L* V
- item_tool_id = XAS::XASITEM_ID[item.id]
2 g- _6 \% V4 m K7 x& q4 Y- v - if item_tool_id != nil9 \4 {7 m% v5 ?$ b# j
- unless $game_party.item_can_use?(item.id)* ~4 u- g; X, C7 U9 G* @+ C! _
- $game_system.se_play($data_system.buzzer_se)* m" O+ y4 W: \6 {+ S i
- return
' M4 Z5 z0 Q# s8 \1 v - end
9 w# c% M) [8 q- s) k s/ Y - $game_system.xas_item_id = item.id
( Q, f4 N9 B' v- d- V& V' B5 W - end$ h, V6 |! E7 t6 v) \1 M
- end: F8 W: U9 Y/ R% Y
- $game_system.se_play($data_system.equip_se)/ ]+ Y+ F" |5 ]7 i# @
- end
' n* R% F- {3 ?- ]. t - / Y& l& L- [2 y. q( d( Q
- def update- K, E9 Q. I! `3 L
- @actor = $game_party.actors[0]* [, n# J3 F. u" _( d5 k( X2 D
- @hot_keys = $game_player.hud_equip2 y' x8 t2 ]' ]$ e1 i8 f+ A
- refresh
* R. o& @. z; b - return if !$scene.is_a?(Scene_Map)- S& W! p! z( k6 Q( I; t4 H7 J
- if Input.press?(Input::Numkey[1])
6 _* n- j0 F' |7 }3 ~ - equip($game_player.hud_equip[0])/ W2 m- ?2 b$ h% g
- elsif Input.press?(Input::Numkey[2])- s: s" ?1 \( w2 {7 S) m: N' T- B
- equip($game_player.hud_equip[1])0 s/ Y' P# V \
- elsif Input.press?(Input::Numkey[3])
; |; ]- j9 d1 n) P7 |( S, C Q - equip($game_player.hud_equip[2])
. e) N$ Q8 g% j - elsif Input.press?(Input::Numkey[4])
_. C' g8 @2 R( w - equip($game_player.hud_equip[3])
: g: c8 b, A4 ]% O: Q - elsif Input.press?(Input::Numkey[5])
, h9 [( s% _( z/ ~ - equip($game_player.hud_equip[4])
. T! g! m& U3 x7 D$ l& ] - end0 i+ J4 j* q* {7 H6 Q$ V* i
- end9 J! l$ s' C* A9 e2 A' q& U
- end
o a5 i H8 `% ^ - 9 M2 d- B5 ~- _ I% a; i- m' u, v* e+ n
- #===============================================================================
6 s. i& w- K4 G$ T# a: V - # Scene Map
8 u; h% u& W5 F# T - #===============================================================================+ Q! ]/ A; s y' h
- class Scene_Map
3 V5 i6 k5 i. |, R5 I Y- ` - alias hot_key_hud_init main
& P* o' ?: X# d; t/ } - def main; i- v$ k6 q6 s4 b& R2 W7 S+ G
- @hot_key_hud = Hot_Key_HUD.new) P/ {4 `. z q+ q( D% A6 [3 l
- @hot_key_hud.visible = !$game_switches[XAS_HUDDISABLE_HUD_SWITCH]; p, X# n& ?1 X4 E% Q! _
- hot_key_hud_init
1 }0 j" [) `% O( F4 ^3 _ - @hot_key_hud.dispose
* x3 l- Z1 @" W; j - end, `1 k% t3 u+ J8 b5 T
-
H* e- ?/ Y2 Y' r - alias hot_key_hud_update update2 \7 B P5 x, K: |
- def update7 ]! x3 ?6 P2 ]/ R1 d& ]" ^' n, a
- hot_key_hud_update3 r2 J; T4 c$ [/ R' c4 {
- @hot_key_hud.update
5 a+ P9 ~, R/ m' t( `- V - @hot_key_hud.visible = !$game_switches[XAS_HUDDISABLE_HUD_SWITCH]+ V( s1 _1 T: D( [7 O
- @hot_key_hud.update if !$game_switches[XAS_HUDDISABLE_HUD_SWITCH]
6 y3 t ~5 ~9 [) p - end. m% l; K" u" a
- end
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