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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,
5 p: |/ ~* Y+ l9 j4 Y+ O" o0 S- ~& U不知道有人能帮忙看一下吗? - #===============================================================================
+ d! S$ U: z0 r - # XAS - Hot Key HUD
% t, `! D. U: @0 A9 e - #===============================================================================* L! t7 N/ b$ U9 o; R* } @
- # By Mr_Wiggles
' F: x& w0 b0 |6 t - # Version 1.3
) ~4 w; p8 s. l! S3 N% C - # 7/6/10
' L( Q" p8 G3 p/ \ - #-------------------------------------------------------------------------------
+ p, I* w; P7 i2 q' f% A - # Instructions:! r8 ^, _2 t: b- q( n! y$ z
- # Fill in the constants bellow, paste this script above main and bellow XAS in; E8 u, {- Y% ]2 i \! z
- # your script data base. BE SURE TO SET TO THE RIGHT XAS VERSION!!
8 u* F5 h1 m: k3 V6 t( a: p" f - # & |! j, m, x* W) N
- # Place the "Hot_Keys_HUD" picture file into your game directory / v0 c4 a# G( y! x9 ?
- # Graphics/Pictures folder.& Y5 F: K' v" ?
- #-------------------------------------------------------------------------------9 V) D( R2 D7 ?/ _- R
- # Directions of Use:
- a8 m M' ?) P; Q6 I5 ^0 H - # Simple just press a number key (1 - 5) when the quick skill or item menu is1 c0 m7 o" u9 }
- # Showing.; j% I- y8 ]2 f7 k1 i5 J# k& r
- #===============================================================================2 B+ K- K! G, w0 G$ e, B5 `
- HUD_X = 0 # X pos of HUD
7 b' Z6 Y0 ?' ], _1 m9 Q - HUD_Y = 0 # Y pos of HUD2 p2 v% {; F% y; c/ W
- S3 c9 b! j2 k& e+ P# M- # Set true if XAS 3.7f
; n: T" y8 b4 n% R - # set false if XAS 3.6
+ |" Z7 Z. w8 I. N3 N - XASVER_37 = true
% O; z, K4 j% L2 r. Q" t* c - 4 F, f/ G6 D/ C" Y
- #===============================================================================
; @ R& k% T! Q! A - # Numkeys Module
: f. K0 U" D9 {: r( k; I7 C" a - #===============================================================================4 }5 U- Y2 R1 X4 f9 n# U9 w
- module Input7 _, U2 C) c% J1 J) i$ u# z
- Numkey = {1 => 1049, 2 => 1050, 3 => 1051, 4 => 1052, 5 => 1053}
: r8 u8 U% O( J! l/ e - class << self% K9 D* \2 ~+ ?& u; M. S" h
- Key = Win32API.new('user32','GetAsyncKeyState',['i'],'i')
$ m# u. T- H0 _* y& n - 3 L, B9 b, S- H
- def testkey(key)
" \$ i r+ ~3 x: w - Key.call(key) & 0x01 == 1
4 @9 o' C6 [# P. [! V1 ] - end
7 Q; H0 d2 N+ H7 ~ -
' o" u& ^2 z/ {! k; c - alias hud_key_update update
2 j+ q5 W1 ~5 X$ ^ - def update
) z* T4 Z" [: P+ ? - hud_key_update
# h5 K1 Z& y- J* z - @pressed = []
8 ~% K# ]5 P2 v6 \# b0 G& P - for key in Numkey.values
/ K# |9 S7 Z0 g8 c4 L3 I3 Y: U - key -= 1000
* Z( ^' ]6 v& E - @pressed.push(key) if testkey(key) k7 M* @6 i8 y( N
- end
1 [5 l( I! C M( o8 y* [+ m1 i- W: ` - end
" q. i* e$ I! F -
' f; a; g& n! h J. E: S e5 K - def pressed?(key)8 R" y. ?8 z0 }. Z$ x
- key -= 1000
( d. T6 C6 K% v0 t$ E - @pressed = [] if @pressed.nil?
1 ]8 h# U8 K. K0 H7 m - return true if @pressed.include?(key)
4 S, w& g/ G7 F( @+ y- x - return false
4 i2 n2 U4 G' ?8 g- m7 p% I/ M$ d - end
2 P3 n; Q4 x- S0 C8 @+ b7 b) T - / O1 ] E5 w+ m; k% n
- alias hud_key_press? press?
& S+ a3 }# {. O0 D0 v - def press?(key)
$ L; I- W4 D( `0 a - return pressed?(key) if key.to_f > 10001 r) \4 Q" ?8 Z0 Z5 a! j
- hud_key_press?(key)
! X1 J7 z7 ` F% `* J - end
$ b( M( l/ V# U4 w3 P - end
9 S/ F& E5 U1 n e - end
' A+ }* O' u4 z9 a0 Y" C/ g2 Y - + E- r! J3 @# \+ ]/ d# C- Z9 y
- #===============================================================================
, ]' C. T# _5 b1 @! P* N | - # Game Player1 j/ p4 l5 H% d9 z% y( A, w0 f
- #===============================================================================2 v, V1 c; }2 Y3 _1 Q
- class Game_Player < Game_Character# y- Z' N) k. ?$ U3 b2 K
- attr_accessor :hud_equip
$ H$ Q* ^6 C2 L& { - : b6 |- Q! \. E8 x5 G1 Q# i
- alias hot_key_hud_init initialize
: r( m6 }# s) ^6 E - def initialize' a3 M- F) p& x6 D: c$ r6 C" o
- hot_key_hud_init! @1 K5 v4 A0 x- I
- @hud_equip = []5 g7 D4 A& [3 q1 l$ {
- end
- g6 m4 O( H8 V6 R - 1 k. n$ O6 C. ~/ o+ N% \+ _
- def equip_item_to_hud(n, item)! N! B# @# c. F0 k ^
- if item.nil?! E, o8 q w& \+ O# O" v' O) W
- $game_system.se_play($data_system.buzzer_se)
; B1 c9 x" r* |; E. l% X2 p/ I2 i - return
) v* m2 m! X' _6 J - end W1 ^! I5 b: f; F
- $game_system.se_play($data_system.decision_se)
! [" G$ W: U- L% U/ v - @hud_equip[@hud_equip.index(item)] = nil if @hud_equip.include?(item)! ^- B) y1 Z# N( I, `3 p
- @hud_equip[n] = item
5 h/ R$ }. Q# g) L2 g( J& e! m - end, G1 c# h& o, m1 v! b
- end8 w$ ~: L2 m1 u* r: o
/ ^6 g0 _9 r, o @7 W' w5 P y- #===============================================================================5 d( G$ ~& D/ W1 K% _% [
- # Quick Skill Window
; m/ m; y. E S& y - #===============================================================================4 E8 i9 b m; r5 M% u( C$ @6 Y
- if XASVER_37 == false. R e- X0 g- q- C+ g
- class Xas_Scene_Skill ^ ?! H9 V; T9 A' U1 N7 Y" j
- alias hud_quick_menu_main main0 ^& Y4 D5 O7 V
- def main. ^. X" h; f3 o9 N
- @hot_key_hud = Hot_Key_HUD.new
. o0 y, l3 |& W( n m( y - hud_quick_menu_main
4 B/ V# R4 U* K' Y5 K6 Z; } - @hot_key_hud.dispose
5 {6 ?; `5 N t. D9 C3 E - end
8 q) J& `/ c1 Y% }: V -
# v' z" t8 e( i* p, k0 D$ h - alias hotkey_hud_qucik_menu_update update/ B7 b) i% {6 B" ^% l% D( S
- def update
- A. \$ f1 A7 E; ] - hotkey_hud_qucik_menu_update$ ^) p6 ~6 L5 {* f1 s7 j
- # Hot Key num 1
: q$ A3 {: a$ N+ u N/ X t) U2 { - if Input.press?(Input::Numkey[1])
8 t, u0 _" n) J. d& Q - $game_player.equip_item_to_hud(0, @skill_window.skill)( d- r5 f0 B4 T# q+ @8 H) n: |
- # Hot Key num 2
) v* B+ K7 B1 W. F) x+ A - elsif Input.press?(Input::Numkey[2])5 i1 Z! C" X- S; r
- $game_player.equip_item_to_hud(1, @skill_window.skill)
9 `0 }2 \4 }: h( ^# t4 J - # Hot Key num 33 ~3 ], F9 k: ?2 e8 f) K
- elsif Input.press?(Input::Numkey[3])
. L. u4 Y) x3 o9 w4 h - $game_player.equip_item_to_hud(2, @skill_window.skill)7 I8 i/ j" W* L
- # Hot Key num 4, C9 v, b) p& O9 Z. |; V) E
- elsif Input.press?(Input::Numkey[4])$ ~# R* Q& A% f- S2 E+ X
- $game_player.equip_item_to_hud(3, @skill_window.skill)
' ?- n2 g+ C8 j1 r! R - # Hot Key num 5
+ J- A: g/ ~+ | - elsif Input.press?(Input::Numkey[5])7 }. c2 }: W/ k, j3 E, `6 e7 ]
- $game_player.equip_item_to_hud(4, @skill_window.skill)# { d7 U# U9 e1 |' J3 R A; K
- end* W4 ~, T* }, Q: k
- @hot_key_hud.update& r; v9 k# v# j- E
- end
( |. c+ V9 e0 C( g% u) n; x2 Q8 U6 K6 p7 D - end
# r/ N7 D) t: y& L' ^ - else
& D# F& F5 U8 T3 w' _ - class Quick_Menu_Skill1 |; C" G6 k# x/ K$ ~) v6 _/ ~# n
- alias hud_quick_menu_main main
9 p, {! O: w! W. H* b% t - def main
* K8 X& p1 B9 @ - @hot_key_hud = Hot_Key_HUD.new
% ]3 n' }# |# V7 k - hud_quick_menu_main
# b/ i& f- v; _9 }5 X- { - @hot_key_hud.dispose
. E6 E/ m) g! `3 o% O' [- ] - end
3 n; T, @0 k/ b - / I9 a8 Y* f; @9 P! u
- alias hotkey_hud_qucik_menu_update update x4 A, O5 e6 O+ H/ U0 D
- def update4 [" F* ~$ k9 H/ E4 h4 K
- hotkey_hud_qucik_menu_update
7 o+ j: f8 X( j, `0 p - # Hot Key num 1) o+ L; D" a! I6 C/ G
- if Input.press?(Input::Numkey[1])1 }2 X2 G$ F; P9 p4 V- y
- $game_player.equip_item_to_hud(0, @skill_window.skill)
M$ n! @+ ^* f) \ - # Hot Key num 2: S% l9 ^. P5 F9 V$ g
- elsif Input.press?(Input::Numkey[2])# _* n: q& T3 T# c! W# r, c/ ?
- $game_player.equip_item_to_hud(1, @skill_window.skill)
! ^, M% {4 C& _- S1 ? - # Hot Key num 3
3 w5 v4 c" H. q7 ~( j5 \ q0 G; h - elsif Input.press?(Input::Numkey[3])% k; B7 B; L8 A' ?. d" F1 q! y4 C
- $game_player.equip_item_to_hud(2, @skill_window.skill)
, Y) R% V* `( j - # Hot Key num 4& a3 c i1 v% N* o( w* a
- elsif Input.press?(Input::Numkey[4])
2 I' P" A, k5 R4 S: \ e# e - $game_player.equip_item_to_hud(3, @skill_window.skill)
6 T; h& k* h8 F8 h+ @ - # Hot Key num 5" |* M' [) l+ f9 _7 Z
- elsif Input.press?(Input::Numkey[5])
6 d; @: {8 @0 h! Z" g - $game_player.equip_item_to_hud(4, @skill_window.skill)
9 d2 c! {) m% j" S6 I - end) F2 V8 v' a! e9 ?2 d9 }
- @hot_key_hud.update* r2 i9 w. r1 ~1 ^ e; X7 k
- end
e2 [ ^! G# b# a F1 {8 k; k - end' k9 d* x7 ~" Z
- end
/ h+ M z8 P2 N( y' y3 S* Z! N
) K& O8 w& F" W% H( O" T* p- #===============================================================================
( }9 U9 a: R- b3 z - # Quick Item Window* d$ x# o, _8 J7 N# P" y
- #===============================================================================
- Q$ l4 b2 W6 i - if XASVER_37 == false
8 C) H" |8 W* n' M$ [2 z& M - class Xas_Scene_Item" Q8 o H; R l$ [
- alias hud_quick_menu_main main
9 q. o5 a5 Z) R2 a* c: y - def main/ ~" U1 z, e; h0 ` T- Q
- @hot_key_hud = Hot_Key_HUD.new' c( F7 ~2 D3 D4 I' Q
- hud_quick_menu_main/ c5 b/ e+ \2 F) ?
- @hot_key_hud.dispose" q9 @: k2 \% V* K4 N+ y( Y
- end
' p/ r6 a. Z8 _! w -
) j! A. U. B/ P! P - alias hud_key_update update4 f6 x( Q3 q2 E) u1 b; d1 q5 ~
- def update/ H. u; i/ f4 l
- hud_key_update6 E. [1 S. f; a: m# }& B/ t$ H I
- # Hot Key num 1
2 a0 m8 R* N+ q8 m' N - if Input.press?(Input::Numkey[1])! {7 P B1 B% g* t
- $game_player.equip_item_to_hud(0, @item_window.item)
9 P8 Z7 U! o# r" x3 I1 H5 y - # Hot Key num 2
$ Z' }( N1 J Q; b - elsif Input.press?(Input::Numkey[2])
' o) c2 v2 L' ^6 I+ ^$ H - $game_player.equip_item_to_hud(1, @item_window.item)# K( l0 y, D& Z4 U/ X( Z
- # Hot Key num 3
% D& q+ \' ]3 D* O( M9 r: ] - elsif Input.press?(Input::Numkey[3])
3 ]9 J' ^; M' G+ r+ Y6 x - $game_player.equip_item_to_hud(2, @item_window.item). Y' M1 _ h2 Q# T! e
- # Hot Key num 4) k+ j8 c7 I2 {. |( U4 n
- elsif Input.press?(Input::Numkey[4])
; n6 @. m- ~4 p; |& k$ [8 ?, `8 q - $game_player.equip_item_to_hud(3, @item_window.item)
* u$ }1 B! W5 B; u - # Hot Key num 55 X' Y# C# j9 w9 A# Q
- elsif Input.press?(Input::Numkey[5])4 n( N8 c. R* q) k- U% S
- $game_player.equip_item_to_hud(4, @item_window.item)
2 {9 y* t9 F! o! j. y2 C" u - end
* H( J& L+ U4 e' g/ n6 l6 o - @hot_key_hud.update
1 A& `) O/ t1 P' Z" V' A - end
: Z4 L/ ^2 B( c2 B; s - end: A) B* O5 ]$ B# l9 Z) w n+ Y
- else
! G# s: G+ C% W) E5 U% I: J% d - class Quick_Menu_Item
# M& D3 D( H: P7 V8 r - alias hud_quick_menu_main main
& Q* u9 X; ^) v0 Y - def main# U3 L9 X" R8 m
- @hot_key_hud = Hot_Key_HUD.new
3 Y& _6 G6 Y2 D/ |2 i1 s: ~# Z - hud_quick_menu_main
# y7 w- T4 m+ s: P ^+ X - @hot_key_hud.dispose- u9 W6 S; }, Y
- end: @+ z% j' R9 A1 ?" `! @7 J
- 0 S. B" A; ]( l+ W
- alias hud_key_update update
3 V% F4 t4 Y4 Y5 h3 f: L+ } - def update
# M1 i) | u O& o9 E/ T: o; ]& o - hud_key_update. w* t T, x; A* E- o
- # Hot Key num 1
3 U4 A% k# u% b- H - if Input.press?(Input::Numkey[1])
! m* F! b& O7 A ~; m) \* U - $game_player.equip_item_to_hud(0, @item_window.item)3 u: V( M$ g# O* s0 H2 y
- # Hot Key num 26 B- u" v- F% O
- elsif Input.press?(Input::Numkey[2])3 l- w) o9 s+ u6 @" u
- $game_player.equip_item_to_hud(1, @item_window.item)
) K- ~. z& Z6 I/ D/ A! B - # Hot Key num 3
/ F+ j( o, d Q- w - elsif Input.press?(Input::Numkey[3])
% o0 v( x8 c- l. ?; |% n - $game_player.equip_item_to_hud(2, @item_window.item)
8 R. ]6 G8 o( i, K' ?; O8 P* E - # Hot Key num 4
6 \9 F+ e' v+ o/ s9 R/ E V( q - elsif Input.press?(Input::Numkey[4]); r {/ r9 E2 \/ ]+ G) x" e
- $game_player.equip_item_to_hud(3, @item_window.item)
1 W3 k, l" s* f- F" ]4 t. c. m - # Hot Key num 5
+ D' [ x' {' n- z# l6 b" O - elsif Input.press?(Input::Numkey[5])
+ S8 I( n9 g, A+ x7 f - $game_player.equip_item_to_hud(4, @item_window.item)& z' d) C# I$ E! q9 E) k
- end5 M9 Y( ^, i7 t7 j
- @hot_key_hud.update) ^/ b: P8 L, o8 r( ?
- end+ R* s% B0 E' C# t J
- end
; {8 I. i3 ?4 Y! N( n% \ - end7 d9 R' t( }2 O8 j+ g6 q
) [ ~0 x. T& }3 R- #===============================================================================
! y A- t# N- K: a - # HUD Window# a9 b4 ~" K# {3 J. a! \3 T
- #===============================================================================
" N, q9 c h+ ^! E% K - class Hot_Key_HUD < Window_Base
6 \3 y0 {3 b) f# O8 t - def initialize(x = HUD_X - 10, y = HUD_Y - 15)
- }' d) Q7 C" v7 F - super(x, y, 220, 80) q" U4 o' S: L Z P
- self.contents = Bitmap.new(width - 32, height - 32), f9 N3 w {( c. W( O
- self.opacity = 0
4 a% J6 N. | O3 z) X, z0 s - @actor = $game_party.actors[0]
- P, o# T, z M0 h2 y/ i - refresh
7 N$ U* n7 j7 p- O( v2 r - end; l+ z& f# x. C
- & q; p1 x" q" c) d) S
- def refresh4 F' v+ v* @4 B% L3 ]3 {& o$ V
- self.contents.clear
, d3 C. D" l! X: v; ? M! \# p - bitmap = RPG::Cache.picture("Hot_Keys_HUD") n$ C" X7 \) N: C9 x# X" W7 t' g
- self.contents.blt(0, 0, bitmap, Rect.new(0, 0, 160, 32))$ k) d$ P$ ]% g
- for i in 0..4
4 G- B' x+ u0 l' y0 p4 F- `; Z. h - x = 32 * i + 4& q2 X$ x# ~) f: E @$ d. X, {6 m8 N
- item = $game_player.hud_equip[i]2 u0 R, n# h! S6 k+ z
- next if item.nil?# Y7 h T% D; x, c
- if item.is_a?(RPG::Weapon)$ h" M: _# v- j
- item = nil if $game_party.weapon_number(item.id) == 0 and
% M2 p9 e5 i& J) r* T- _, j4 z - @actor.weapon_id != item.id
j7 D3 Z; ]/ r; ]5 `" z* \6 D - elsif item.is_a?(RPG::Armor) L9 V8 n8 N* l$ L
- item = nil if $game_party.armor_number(item.id) == 0 and
% f. m6 a4 q/ I" C- K3 p - @actor.armor1_id != item.id7 b- X8 Y# o2 S$ B
- elsif item.is_a?(RPG::Item)" p0 C( b+ U' C4 Q* t% F
- item = nil if $game_party.item_number(item.id) == 0 or
" t2 l0 V" u1 ] - !$game_party.item_can_use?(item.id)8 I) \5 x+ q/ Y1 J
- end! [; n" t) j4 n: ^# \( d! y
- bitmap = RPG::Cache.icon(item.icon_name)9 j& |0 n2 H1 l" |7 c; @
- self.contents.blt(x, 4, bitmap, Rect.new(0, 0, 24, 24))1 j1 a& P' m2 K
- end
! V4 C5 y, W. M% u* D6 q, H - end' n/ S% h& I; k. o
-
3 O" D' L, ~# O9 v( m. J4 k0 X" V: ~2 s - def equip(item)
% k2 N: T# [9 r. K* h - if item.nil?
: u/ Y& `3 @! F2 _/ Y9 Y - $game_system.se_play($data_system.buzzer_se)
4 n# p1 t, X: r2 G: y3 G - return% ^* n* j& [0 E! m: N8 b
- end
' _$ T$ Z3 Q2 a$ o5 L - if item.is_a?(RPG::Skill)3 x( a+ U/ e p" k! Q! q
- if [email protected]_can_use?(item.id)
. l8 G k( b/ k1 {4 Q/ W/ X) r - $game_system.se_play($data_system.buzzer_se)
5 k3 i8 V# d$ ]: s5 } - return
9 `9 U0 K( `' f - end4 S6 \. I7 H* ?; b) X7 S+ C0 Y
- $game_system.xas_skill_id = item.id8 Q- U3 n# n# e( h6 g7 N& Y7 _
- elsif item.is_a?(RPG::Weapon)
7 A$ Q1 x/ i! j' n3 i+ c* c - @actor.equip(0, item.id)3 ~6 O1 C8 x/ e; s
- elsif item.is_a?(RPG::Armor)7 l) r( V6 W: D1 ?$ n- o( \
- @actor.equip(1, item.id)
' i/ F! }0 w$ i; Y: M' N+ y' d0 } - elsif item.is_a?(RPG::Item)
* @* K; b' X' ]: b/ E. L0 _) _/ s4 S - item_tool_id = XAS::XASITEM_ID[item.id]3 t& _0 F+ \8 h& V
- if item_tool_id != nil' `: }! A! A0 G" z. n, v+ ~
- unless $game_party.item_can_use?(item.id). l& c# w g# U+ j3 ^2 a0 ?
- $game_system.se_play($data_system.buzzer_se)
9 ~$ P$ Q- X" [% M6 N: i - return- K- G0 ~: D. W6 [
- end
9 `% ^2 y" N1 K7 Z - $game_system.xas_item_id = item.id
! b0 W A1 ], N7 [1 A* S! u% Y - end7 p3 h3 z' H) a' t9 x
- end
, h c1 ]1 t7 Q; b4 z - $game_system.se_play($data_system.equip_se)
. w' u( M& h" l - end! d$ d% A! L% Y: p p
- , }7 m! K3 J4 P" j
- def update4 p' L: X/ J8 _6 W' V
- @actor = $game_party.actors[0]2 [& Q) h. b' p: V! V1 j8 M7 a
- @hot_keys = $game_player.hud_equip
" o; M9 J- X# z1 W/ [2 y7 V: [2 `7 n - refresh. G3 _- f; h- B* L- w9 f* X" @
- return if !$scene.is_a?(Scene_Map)) g6 \" G3 Z. W) z2 {
- if Input.press?(Input::Numkey[1])
1 `% H4 L5 k0 I3 N) s - equip($game_player.hud_equip[0])
; `$ @& r$ e2 V& O0 w0 W* x3 F$ f - elsif Input.press?(Input::Numkey[2]), e9 M* C) P5 O2 C: x S+ y7 u1 j
- equip($game_player.hud_equip[1])
( Y1 ]( {* n% l2 ^3 \" m0 A+ w8 ? E - elsif Input.press?(Input::Numkey[3])
@- i- Q; g+ o+ E$ L3 H1 O - equip($game_player.hud_equip[2]) * D; p! Q5 }) W
- elsif Input.press?(Input::Numkey[4])
i l- @- u) }' `7 s- d4 E - equip($game_player.hud_equip[3]) 4 F! ?" T8 S7 f. ~% A9 ~. C
- elsif Input.press?(Input::Numkey[5])$ }, e+ C# o+ x2 o) X, E" ?
- equip($game_player.hud_equip[4])
; ^3 Z' \9 r$ M - end D7 ~4 a5 @: u# ]
- end
8 o- J' P) m2 |+ n/ V- @ - end
' W- S! I' y2 O% [# e' L
% i: {4 h# D4 V, d- #===============================================================================
; P! d( v& l* w - # Scene Map2 E e& G j% h/ i' y3 d
- #===============================================================================
8 Z* s/ d6 O0 d* d1 C - class Scene_Map& N4 A) d% e2 N. @0 B
- alias hot_key_hud_init main$ q0 F$ s) w( I) H' j
- def main/ z- ?, k: d/ G
- @hot_key_hud = Hot_Key_HUD.new
- `7 `* S: i# X. C1 m+ O - @hot_key_hud.visible = !$game_switches[XAS_HUDDISABLE_HUD_SWITCH]- Y* p9 {$ Q |9 W& ]0 z
- hot_key_hud_init; L3 w* U# N. @9 d, d
- @hot_key_hud.dispose
& W( n% M& b2 r d9 M& c6 g - end7 \+ T \7 }- m1 T4 I7 }6 h2 C5 T
- % c& W& k# q3 N- [0 @
- alias hot_key_hud_update update
/ n e- y& U0 y5 S. ~ - def update
$ F8 G* y8 j8 }! h' z2 ]- Z - hot_key_hud_update
' g! ]% F. u( q, r: M4 F7 {$ B - @hot_key_hud.update; F. \( o, o/ Z2 r. b4 G8 z1 F, @
- @hot_key_hud.visible = !$game_switches[XAS_HUDDISABLE_HUD_SWITCH]/ K+ y3 N @2 N
- @hot_key_hud.update if !$game_switches[XAS_HUDDISABLE_HUD_SWITCH]) ]- u7 _ K. \- Y; `
- end3 _5 D3 N+ d, `9 X" [3 j6 ]
- end
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