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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,
3 M+ z+ R+ Y2 m- _2 ?: K, J1 ^9 x) }不知道有人能帮忙看一下吗? - #===============================================================================
# m, E2 A) }& b4 N - # XAS - Hot Key HUD
C9 c! T9 v2 B - #===============================================================================
& ?% G4 W1 g) n* t - # By Mr_Wiggles0 p7 p) w+ s% f/ Y0 u: b8 l- D) t
- # Version 1.3' d" K2 A6 |0 ]: s9 q- g! H4 A! h
- # 7/6/10( j$ E8 D5 z) {0 T$ f
- #-------------------------------------------------------------------------------2 V' ?2 \2 z" w7 f, D. ^' j
- # Instructions:
6 J! ]% x# s* e D* R/ R% p' f) z - # Fill in the constants bellow, paste this script above main and bellow XAS in
t: s# V( |8 `0 O5 C% c, W5 V - # your script data base. BE SURE TO SET TO THE RIGHT XAS VERSION!!" ]; T3 D* g- k2 E; Y4 P
- # 3 j& V6 P9 K9 j4 h" j L
- # Place the "Hot_Keys_HUD" picture file into your game directory
6 T! Z* J" c- n: k, ^ - # Graphics/Pictures folder.
. |9 s# D3 ^4 x5 `8 l S. \ - #-------------------------------------------------------------------------------+ u! y3 Z }- K+ |0 n
- # Directions of Use:- M. x7 Z( y" K# l' P
- # Simple just press a number key (1 - 5) when the quick skill or item menu is
/ E. H% N1 b$ K2 s4 ?4 f - # Showing.
2 a0 r: t8 ~: O6 r6 ] - #===============================================================================
+ c0 y# x9 o0 ~ - HUD_X = 0 # X pos of HUD7 ~8 T( a: n: }) R; t. W
- HUD_Y = 0 # Y pos of HUD" y: P* m1 I ~ A, O. H
- & Y1 a& \, Q A# L) ?) D
- # Set true if XAS 3.7f
5 w8 g) k5 I! P+ ^ - # set false if XAS 3.65 c# v- H0 j- \8 y
- XASVER_37 = true
2 s. c5 ]5 P1 a3 { - t4 {" t9 X" J( H# O% A) I2 ~- d
- #===============================================================================! Z$ o) U/ a6 B, T1 P9 h6 W5 |5 ?
- # Numkeys Module
/ V' s9 N: l9 M. m+ [9 V! Q - #===============================================================================3 d' d9 @& |8 x/ |2 O S% q
- module Input
, z; _9 `% Y* Z - Numkey = {1 => 1049, 2 => 1050, 3 => 1051, 4 => 1052, 5 => 1053}9 C/ K7 r% I8 M
- class << self3 X- b" E! T. i- a; G1 @
- Key = Win32API.new('user32','GetAsyncKeyState',['i'],'i')* ^; u0 v# G' g6 {/ L# V
- 0 V$ F" K4 A% v" s- Y
- def testkey(key)/ f( ~/ N4 p! {* Y m* q O
- Key.call(key) & 0x01 == 1( V9 m' ~- R8 ^: ]! }
- end
# q4 E) M3 A r -
6 b$ Z* W# d+ | k/ }0 f - alias hud_key_update update! ^4 B, k) u6 y, K( ]* {
- def update
% o7 V+ N- H3 ?# O2 i - hud_key_update
0 @2 C& l/ g$ |5 } - @pressed = []7 j: g# w t% F# T! ` Z. V( p1 k
- for key in Numkey.values% _0 w; }& q0 [6 l7 p
- key -= 1000
/ Z: x4 ^( V8 w - @pressed.push(key) if testkey(key)
9 I( c& S$ p3 u - end0 x& E! L8 d1 i+ z, e, l- D
- end- U- ]/ h5 S1 b0 W' j( f
-
% J* \0 R& ~; o+ R% l9 f+ n - def pressed?(key)+ d: g# E6 O k# P+ d3 v9 f! @
- key -= 1000
2 D$ l; o% X o' C7 ~4 l - @pressed = [] if @pressed.nil?( \# Z/ m- q! T) X. W; V* a5 K
- return true if @pressed.include?(key)
! k3 F# f& T/ _+ q - return false! X) C0 l$ C, ^3 ^1 I% {! @9 \
- end
! @) ]) e$ K7 ~' j1 s# p5 W6 f -
7 q u; s4 h. ?# R6 W - alias hud_key_press? press?
& I$ s0 |' h1 {" i4 x9 c4 r2 f f' } - def press?(key)" O6 L0 V; @* a% c) P* f
- return pressed?(key) if key.to_f > 10007 @. e4 k! h& M- s; `
- hud_key_press?(key)
3 |* e7 z/ m! X* \ - end
% ^' I3 ^6 g9 M - end$ t/ _- P* }8 w2 G: l
- end
6 Y2 ]3 j. L7 [! J - - `% T( q+ L) _- X" r9 W& B/ a! z
- #===============================================================================
I0 _. |" ^# H% Q( t+ _ - # Game Player
/ |! a# q% T* y$ P) m! @ - #===============================================================================
9 b; v! p" ]$ Y; Z) B+ Q - class Game_Player < Game_Character* R5 v4 M& d* j: Z
- attr_accessor :hud_equip
+ k C5 n6 T$ Q- `5 B -
8 D+ x |+ J- k& D T% Y - alias hot_key_hud_init initialize% a; Z. J% K! a0 U4 \7 S
- def initialize$ n; e: m' ~7 v$ Y, ~) i/ s) }$ J
- hot_key_hud_init- t( ]. J0 z s* L
- @hud_equip = []
" ~" e! B! _ a4 W - end8 Y' P. ^9 t/ b# R0 `# b
- & Z0 s3 [0 g. X
- def equip_item_to_hud(n, item)
. ?, G/ Z" Z% C - if item.nil?7 ~5 r, G9 U, ^/ L7 G1 m) j/ J
- $game_system.se_play($data_system.buzzer_se)
+ l3 F7 B% p1 j8 }, j! a - return
7 k' o9 b4 ?0 v9 N% y6 H' {4 n - end
; d I" R2 k4 ~& n" G: d - $game_system.se_play($data_system.decision_se)
: {( Z" p. r! o0 ^- t - @hud_equip[@hud_equip.index(item)] = nil if @hud_equip.include?(item)
/ S/ o$ F7 J% |7 v - @hud_equip[n] = item
" B8 U& \& F7 c& K4 i - end3 a- L/ \, s; l* `% e' M. o9 n
- end
5 Y* m; G: R `/ t! j
5 z+ t, T0 g. m6 z" j7 R- #===============================================================================
+ x- Y, I$ D3 \: @8 Z - # Quick Skill Window4 K9 g# F: p, S3 \. u
- #===============================================================================
" k. {! D5 U' P v _9 u9 Y4 ~8 ^% V - if XASVER_37 == false
6 v6 L' } x1 l - class Xas_Scene_Skill, C& d/ m2 S# C; a9 r4 V
- alias hud_quick_menu_main main( E% h( l+ ~0 [1 o
- def main5 y( n1 p# c! E I. j
- @hot_key_hud = Hot_Key_HUD.new
% v' d- j3 i: p5 K: K( ^0 U) k/ O7 [ - hud_quick_menu_main f6 L9 f& ~7 J" Z
- @hot_key_hud.dispose+ n, X# A7 V( r, d0 j, R9 d0 i
- end
9 v( Y6 g6 E- ]( L' r -
) f0 t% C8 R" Z2 h; @: z6 {4 U+ x7 w - alias hotkey_hud_qucik_menu_update update
6 k0 l3 D/ m' U$ l - def update+ C$ V- ~8 n! D; }: K
- hotkey_hud_qucik_menu_update
6 W A% H2 a: A# V+ ]; `: m+ k# ]) W5 w - # Hot Key num 1
5 I! m# S5 o+ @. [2 H - if Input.press?(Input::Numkey[1])
6 q; F Y8 Z7 W3 O# y( ?' p/ E - $game_player.equip_item_to_hud(0, @skill_window.skill)
' A6 T) u1 W6 H" G8 L. {$ h9 Z - # Hot Key num 2
. j. v: a7 h8 d& S- g$ L9 G - elsif Input.press?(Input::Numkey[2])( E2 U: c/ }7 @. f0 K4 g4 u! r
- $game_player.equip_item_to_hud(1, @skill_window.skill)" A5 X y3 S( |/ U2 W5 S7 S
- # Hot Key num 30 o9 V$ d6 v, a+ V4 Z* U3 U
- elsif Input.press?(Input::Numkey[3])7 q3 _: w. ?( T; ~- ]8 Q
- $game_player.equip_item_to_hud(2, @skill_window.skill)
. v: G; ]2 _7 Y. V- I. N. J7 r6 o - # Hot Key num 4
/ m0 B0 _9 C( A8 N - elsif Input.press?(Input::Numkey[4])/ @. E! Y) ?+ T. o& W5 Q$ _
- $game_player.equip_item_to_hud(3, @skill_window.skill)' ~/ a( ]' N) x* m
- # Hot Key num 5
0 m/ s3 a: ^3 V9 ~8 K - elsif Input.press?(Input::Numkey[5])
1 ~" r5 E. {2 n - $game_player.equip_item_to_hud(4, @skill_window.skill)
" t$ C' R! T5 v" S9 g; w - end
+ k% o& h9 |( k `1 @9 m" Y - @hot_key_hud.update/ {% b# ?2 a0 i% e9 p8 N( p
- end" v; \1 L r" i
- end' L& o. q8 Y) {8 J+ M8 H
- else
% b" T+ O J* f. H/ G - class Quick_Menu_Skill* y. c" Z- @4 y1 i2 ~ O! g9 u9 {
- alias hud_quick_menu_main main f6 |6 e: W- U8 |5 U0 {
- def main
8 l/ ^1 O5 j( I: i - @hot_key_hud = Hot_Key_HUD.new
" }8 W( B5 \4 _' d( e - hud_quick_menu_main
* o" G7 g& N7 V& V! f% k8 T - @hot_key_hud.dispose
/ J8 W' |& {/ ` B- ?5 S - end+ f( Y y& d( O
-
+ y4 L7 o" m0 X% G/ S - alias hotkey_hud_qucik_menu_update update0 t( W: d- `# C3 s
- def update- W( L6 V# }6 |3 i0 } k( V4 b, {
- hotkey_hud_qucik_menu_update
4 p+ s& |, K0 w: V$ |- B - # Hot Key num 10 v/ Q) Y A; U1 Q
- if Input.press?(Input::Numkey[1]). i) t! [& G; s$ f8 Q/ y9 O
- $game_player.equip_item_to_hud(0, @skill_window.skill)
7 Z: h1 C+ h( z" G% P) c - # Hot Key num 2* Q6 j' L! ?: |8 [; F) d. x
- elsif Input.press?(Input::Numkey[2])
n6 G& W6 V, Y" [ - $game_player.equip_item_to_hud(1, @skill_window.skill)
/ i$ X1 J: {) l! j1 d3 {( D - # Hot Key num 3! ?2 e( y0 k6 p! b
- elsif Input.press?(Input::Numkey[3])
5 z- m) s) R3 g7 }9 M. p - $game_player.equip_item_to_hud(2, @skill_window.skill). H* b, f& c. ~
- # Hot Key num 4
8 x# M. z, ?6 t1 A; `/ ` v$ l- Y - elsif Input.press?(Input::Numkey[4])( i8 h0 M4 K7 s8 R9 H6 Q
- $game_player.equip_item_to_hud(3, @skill_window.skill)
u. a+ q, ?4 j0 L9 T6 u2 ^ - # Hot Key num 5& a. S' S0 T @( k
- elsif Input.press?(Input::Numkey[5])# K$ d9 I. S: h/ b
- $game_player.equip_item_to_hud(4, @skill_window.skill)
# B$ X4 c& F0 U: a& G+ C$ N Z - end( {9 D5 _" e6 B% S, _! r! c
- @hot_key_hud.update7 t/ N/ Y0 z6 p! g2 W
- end
& J3 n+ { Q' \1 g# l, l, P; M* u - end2 i2 d/ z0 ^0 V5 D- G5 @
- end' h. j' H/ m1 g% }( y
4 _6 T. T( ]4 F4 y- T3 |/ ~- #===============================================================================6 I% [% z j6 I/ L* R3 }; E* @4 N1 |
- # Quick Item Window
. n3 q1 w6 P* l' j7 `% k% D# S - #===============================================================================0 Y. E8 c% F3 p7 V+ i$ n
- if XASVER_37 == false9 y% Z2 ~- J5 V, l4 ~# c* B$ s
- class Xas_Scene_Item ^* {5 v7 Q2 t6 U% A
- alias hud_quick_menu_main main
" R% k' K( g7 r7 v5 A - def main
8 ?% ?1 w8 w% m- K - @hot_key_hud = Hot_Key_HUD.new
& c8 U" y( Z, }& w% e$ s - hud_quick_menu_main1 m3 g" q+ ^ g7 T
- @hot_key_hud.dispose6 R7 Y/ |) Y6 R* K
- end2 [" N" G+ f1 o# D
- . m3 i4 U" R6 a3 [4 Q1 _
- alias hud_key_update update* K* N9 _ d* w, L% v0 ~ ^9 F
- def update( Z& {; s5 H6 d% \
- hud_key_update
1 o0 E+ c3 }4 i4 d3 u- _ - # Hot Key num 1 S4 M" z, X z$ U6 w
- if Input.press?(Input::Numkey[1])
3 R" D' z- V0 W. N! [2 t - $game_player.equip_item_to_hud(0, @item_window.item)
4 ?. H; q- T' ~ - # Hot Key num 2" l1 R( {/ v$ g+ H, t
- elsif Input.press?(Input::Numkey[2])( j# p% {. k+ x8 L( E' G
- $game_player.equip_item_to_hud(1, @item_window.item)
9 ^- U1 ^$ v1 N% z, P* O7 X - # Hot Key num 3) `$ a% t L' L, D
- elsif Input.press?(Input::Numkey[3])
% X2 x* ?% Z/ T% q! N - $game_player.equip_item_to_hud(2, @item_window.item)
2 ]% s d; J1 r7 M! n J0 t' H5 P - # Hot Key num 4 n' f ]! M2 J6 W0 y, a
- elsif Input.press?(Input::Numkey[4])& g3 d: ]- W, d' H8 S! \: m q1 H6 _
- $game_player.equip_item_to_hud(3, @item_window.item)
% X" f( ?! z' E9 L) c; e - # Hot Key num 5( S7 v y) O( R# `; {! Z8 m- Y
- elsif Input.press?(Input::Numkey[5])( E2 z- i) i8 z1 C7 T& J
- $game_player.equip_item_to_hud(4, @item_window.item)
$ b- F9 t0 X1 h: Q" Y1 J2 t+ m - end8 O: r" s: a9 j' }1 f0 P, W5 t
- @hot_key_hud.update
3 [; @# ?7 r( \$ m# W2 m - end
W- I9 [- w5 j; w' `1 k t( d+ T - end
3 l o. x9 M+ k8 p: z$ B& m - else
9 i. P6 I9 \$ j& U/ r9 a( [) k - class Quick_Menu_Item
+ J6 U6 u& P3 t" k - alias hud_quick_menu_main main! U" c3 L. R! Y' Q
- def main5 B4 N% Y3 z! h
- @hot_key_hud = Hot_Key_HUD.new
! r+ _2 s; I- U9 G3 h: \ - hud_quick_menu_main9 @/ l0 y% p' j \" F K' w$ u
- @hot_key_hud.dispose3 p' F$ x2 e& m$ J* Z$ k" P
- end* [" l3 g% o9 X* x2 c+ f
-
$ J( p2 T d1 c' w - alias hud_key_update update7 B5 j+ t+ N3 {% i5 g8 n' X: E
- def update
S: E E) F+ D. O) @ - hud_key_update6 a2 d B7 B3 I& t' g" X& `6 g
- # Hot Key num 1# V* b' l) @' K
- if Input.press?(Input::Numkey[1])
3 L8 T, \- u( Y8 ]9 s. v* | - $game_player.equip_item_to_hud(0, @item_window.item)5 B" E( ]2 h1 O* N
- # Hot Key num 20 N n; F" D0 h: @
- elsif Input.press?(Input::Numkey[2])
+ \( S9 _( o& \) L& {+ o - $game_player.equip_item_to_hud(1, @item_window.item)
6 w2 P, X* b4 U - # Hot Key num 3
, I, o5 n) D0 U* T - elsif Input.press?(Input::Numkey[3])% @/ Y% ~, y+ G
- $game_player.equip_item_to_hud(2, @item_window.item)" ]5 c, L; k7 d$ z
- # Hot Key num 4. \) q9 k3 r2 P0 H$ [' @
- elsif Input.press?(Input::Numkey[4])
5 K# k( N- |& f; f( b+ A& ? - $game_player.equip_item_to_hud(3, @item_window.item)
/ J+ c u+ B) |, O: @# w% P3 F. \ - # Hot Key num 5
* N- Y9 U& i( \3 G( e; F* V - elsif Input.press?(Input::Numkey[5])
! t! {4 ]2 G$ a - $game_player.equip_item_to_hud(4, @item_window.item)
* ^2 }0 r! r9 X& i3 L9 Z" L- @ - end
' z8 U! ~. O$ U3 U- @ - @hot_key_hud.update4 V1 i( M6 {+ j( g/ {2 y
- end. i& J2 G$ V4 @6 u
- end# W( b+ c, d8 F8 k P2 M" q' a+ X$ [
- end- Y; p/ @ {6 ~5 Q6 g# i
- ( D. g4 p/ J% l: D
- #===============================================================================( A7 q1 W( K Z7 B" m
- # HUD Window
% v: V9 _' W" U/ k F - #===============================================================================
+ R+ J' I0 w+ Y8 [' V7 d' v { - class Hot_Key_HUD < Window_Base& W0 [* z0 z- T; A4 ^* U
- def initialize(x = HUD_X - 10, y = HUD_Y - 15)
; d8 G0 E; w* _4 N" | - super(x, y, 220, 80)( q2 b" K0 Z: T9 ?
- self.contents = Bitmap.new(width - 32, height - 32)
9 O- v4 Y6 ]6 z3 B' R - self.opacity = 06 x+ s# @( B# S2 Y9 } r% {( f
- @actor = $game_party.actors[0], y2 s( m. i0 j; e/ o9 `
- refresh
9 x( d1 P& o& a& k - end0 m# a T( Q5 |& i( E# m
, \/ J& }- X5 z( F$ k6 w* X% J, o- def refresh
f6 T* n1 Z: Q1 w - self.contents.clear3 O1 r& U; T& b t! U j
- bitmap = RPG::Cache.picture("Hot_Keys_HUD")
4 [* t" ?- S& t5 ]9 a. K( Y - self.contents.blt(0, 0, bitmap, Rect.new(0, 0, 160, 32))6 Z( }& S/ \/ h% Q
- for i in 0..4; Q3 Z: G& D/ ^6 [
- x = 32 * i + 4
& F; S: K, c9 ?, b% c: {. J - item = $game_player.hud_equip[i]/ F3 c/ L5 H; o% e( ~9 ]
- next if item.nil?5 z9 T( f0 T" L
- if item.is_a?(RPG::Weapon)! f8 D- J+ @3 l, k6 o3 [
- item = nil if $game_party.weapon_number(item.id) == 0 and
: w- e+ r4 m; b9 ?9 p2 M - @actor.weapon_id != item.id. ` w' ^& E) _- V
- elsif item.is_a?(RPG::Armor): I h# u! ~" k" k8 r
- item = nil if $game_party.armor_number(item.id) == 0 and
4 w8 \ m( @. [# {/ X+ r - @actor.armor1_id != item.id3 [3 S# }! ^) Y! C9 C2 v& n j
- elsif item.is_a?(RPG::Item)+ N. I8 P) { r
- item = nil if $game_party.item_number(item.id) == 0 or
1 B" H% X" ^8 ~3 e: K. `! L - !$game_party.item_can_use?(item.id)
4 f0 U' }8 Q( o) L2 b! J" L - end+ r# E% @$ U/ u, v6 c
- bitmap = RPG::Cache.icon(item.icon_name)0 K4 v- ~( Q2 b$ ?, }1 U4 @
- self.contents.blt(x, 4, bitmap, Rect.new(0, 0, 24, 24))
9 J* B& d+ U, d6 V' a/ w% f - end
4 g! }6 g2 b# @% C - end
/ k6 @; W; t- G- z5 J - + K( a8 ]$ p W
- def equip(item)1 S- n, t: o4 ]: `6 v
- if item.nil?! T! w! {/ U) _1 T
- $game_system.se_play($data_system.buzzer_se)
' ~$ u" p. e- j - return! h ?5 S y T- J! A& D( w2 }, t
- end! g( U$ u. ]$ D/ h2 `# ?2 d
- if item.is_a?(RPG::Skill)
$ x4 v, y6 D6 l - if [email protected]_can_use?(item.id)
; N4 p3 r( D+ n* s4 D - $game_system.se_play($data_system.buzzer_se)
, q7 l9 ?7 d ?1 ~' |; l - return
W3 }" k4 |9 v, {* M - end
9 m ]- ^- W4 j# j - $game_system.xas_skill_id = item.id
% Y. H: X' i4 g3 `$ q - elsif item.is_a?(RPG::Weapon)" G- D8 [2 r: b2 D
- @actor.equip(0, item.id)
$ a( O, g8 B5 ?$ u. r2 O1 J - elsif item.is_a?(RPG::Armor)
; V( m+ n7 O9 F1 _' H1 P9 a' H - @actor.equip(1, item.id)/ v- |# Y6 ~, Y# k; u+ L0 {
- elsif item.is_a?(RPG::Item)
, D" |" w9 P4 w R4 T - item_tool_id = XAS::XASITEM_ID[item.id]4 P& b) p/ F/ @8 v
- if item_tool_id != nil
y6 B- d! \* a+ z/ o9 Y& F6 l5 ] - unless $game_party.item_can_use?(item.id)) _1 o3 T1 d, l S4 V
- $game_system.se_play($data_system.buzzer_se)" m( |% Y, Z$ R8 k* |
- return. R2 t0 y3 M' h8 g1 s/ _5 b
- end. i1 K% l7 e4 G9 d) o: l
- $game_system.xas_item_id = item.id
4 p, f) c7 a" M0 Z# R, J - end3 M& N, V+ [- o, v) Z+ y
- end4 v" b! B( x" u2 [4 B$ ^1 ^
- $game_system.se_play($data_system.equip_se)
+ \+ n1 G* I1 _ P- K - end
; Q: L1 \" @. e g -
" d! ]& [$ D8 C/ t' n - def update I* I p7 X( p1 j
- @actor = $game_party.actors[0]
0 v5 |: b( q& _# Z) P - @hot_keys = $game_player.hud_equip
( _0 f4 Z+ \& _ U! w8 @ - refresh! R3 y- }1 B. a& q
- return if !$scene.is_a?(Scene_Map)
9 b& X" Y6 _/ F9 i5 @ - if Input.press?(Input::Numkey[1])
# n: I$ @$ ]2 b - equip($game_player.hud_equip[0])
( B4 u% B1 }3 q* W) K( ~: O - elsif Input.press?(Input::Numkey[2])
1 s g2 Z3 z8 t: J6 t4 O% G - equip($game_player.hud_equip[1])
5 N# \' T/ J! n7 n - elsif Input.press?(Input::Numkey[3])) F$ z- g5 U! r% p+ |& ^
- equip($game_player.hud_equip[2]) 4 M3 L7 p4 w) S) ^: D- s
- elsif Input.press?(Input::Numkey[4])
1 U7 Q( m" C5 S/ R7 G2 i - equip($game_player.hud_equip[3])
2 k: |" F3 Q, c - elsif Input.press?(Input::Numkey[5])
! T8 f9 g, R; \/ B# T' ~3 ^4 s# d - equip($game_player.hud_equip[4]): u' @; m" T8 c- L$ j
- end7 _; _+ v) O' p4 q5 h
- end2 U8 O4 a: r1 V2 d# \
- end/ ^0 k$ z0 c# g- F& j
- 4 ~. a1 i+ Q) v. X% B% ?% k
- #===============================================================================- \* |" C$ U5 y
- # Scene Map) p% b2 S2 T4 [1 t
- #===============================================================================9 l* l6 ^0 r: Z9 L
- class Scene_Map
- y' a8 C0 z) g3 m V - alias hot_key_hud_init main4 S* N3 F1 z6 T0 ?& u5 Y1 d1 t
- def main
. F" e$ N8 ^0 } - @hot_key_hud = Hot_Key_HUD.new8 K: E7 b0 m. S6 a) }+ B
- @hot_key_hud.visible = !$game_switches[XAS_HUDDISABLE_HUD_SWITCH]
1 y) w( k/ C4 i - hot_key_hud_init
7 u( }5 n! |, z z7 L6 I$ h0 R - @hot_key_hud.dispose
1 d; y1 o# F! g+ E - end/ Q5 {/ E/ P2 R' k
-
" {% X$ ^( Y% e& T' I. K; }+ P - alias hot_key_hud_update update9 n# S7 L8 e! [; ]5 W6 O$ ~
- def update
3 b3 v( V& F5 j- l - hot_key_hud_update
8 v) C# w: g2 P2 Z - @hot_key_hud.update" B. ]% X& x7 j% V& X
- @hot_key_hud.visible = !$game_switches[XAS_HUDDISABLE_HUD_SWITCH]8 Y! X" g5 R2 I
- @hot_key_hud.update if !$game_switches[XAS_HUDDISABLE_HUD_SWITCH]& v7 ~: \5 U( b. [% e! m
- end" X9 ^* H7 H) C5 f
- end
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