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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 ?2 D! N+ g) U4 t不知道有人能帮忙看一下吗? - #===============================================================================' @& j2 a8 o6 v( t; ?3 a9 r
- # XAS - Hot Key HUD9 h1 ~# T# {" T4 e, N4 ^
- #===============================================================================
& Y6 G s3 W S5 v - # By Mr_Wiggles6 t2 ?" q5 y4 E* |0 c! q4 U$ Y
- # Version 1.3
/ h% U# H' Q0 e! W - # 7/6/10! m& D2 M- W+ q
- #-------------------------------------------------------------------------------* Q: o& i- B4 O" d) X
- # Instructions:7 D& V4 \' B! Y# _7 F2 \
- # Fill in the constants bellow, paste this script above main and bellow XAS in
. }" V/ L G/ I* _ - # your script data base. BE SURE TO SET TO THE RIGHT XAS VERSION!!/ v; z c$ q9 Q6 k1 W
- # * N9 y' I5 N+ t- h( g
- # Place the "Hot_Keys_HUD" picture file into your game directory ' D* w1 N& k3 J# R. J) y
- # Graphics/Pictures folder." ]1 N( p/ a( g# J6 J/ i
- #-------------------------------------------------------------------------------$ s+ E2 S( N' @0 w# V% U. |
- # Directions of Use:, Q: r6 v4 `3 J% G1 T
- # Simple just press a number key (1 - 5) when the quick skill or item menu is
" O/ d& C) C% B6 i) Y - # Showing.
~( Z6 Z4 N9 G5 p+ H' ~, [9 ] - #===============================================================================
' v4 c0 W6 k( v/ ] - HUD_X = 0 # X pos of HUD9 y- F5 h! A1 Q
- HUD_Y = 0 # Y pos of HUD
) _0 |4 E7 {) U( z3 f% Y+ M - 6 F( l2 `; M8 K8 K6 {
- # Set true if XAS 3.7f
8 o( w3 [$ j `7 } - # set false if XAS 3.66 ^2 `5 U$ M3 x2 E
- XASVER_37 = true2 b3 h* |- Y* t
# C2 C* A+ p! T, |- #===============================================================================
! D( u& @( V" i! z3 K, Z. @ - # Numkeys Module2 i# O2 U+ q, p, |1 f! V
- #===============================================================================, G" Q/ ~( r4 G& O7 W+ K/ o7 T
- module Input2 q( H( o4 k0 R/ t
- Numkey = {1 => 1049, 2 => 1050, 3 => 1051, 4 => 1052, 5 => 1053}
4 Q; j0 G4 m# Q! H- c - class << self# y0 k. O8 I( C+ L1 Q; W( e8 O
- Key = Win32API.new('user32','GetAsyncKeyState',['i'],'i')
& L9 _+ Q) S/ L; c7 {9 G - # J9 V" f0 [( ]6 d X# X4 i* ^
- def testkey(key)" b0 j5 W" V& A! M
- Key.call(key) & 0x01 == 1
3 G% h$ E; E9 H - end
6 P+ E \4 z: M -
0 ?+ g- X# d3 Z% ?$ h$ u - alias hud_key_update update. M, Y" f: B, B% G: E% a5 _
- def update
6 A/ X/ c' H) P" q) T f - hud_key_update; m6 K% m* x9 G! Y
- @pressed = []9 z5 m9 N- K. A; Q( _
- for key in Numkey.values
/ `3 Z A& d d$ ?, R - key -= 1000
8 F4 L4 e4 J" A5 b0 Z, F - @pressed.push(key) if testkey(key)( e: o$ x' y1 J5 \6 o* @( ]
- end* P% p% h- ~$ s; Y# n
- end [7 G4 k! ?' H, n
- 8 v* N+ o! j3 z3 z+ \9 g* B
- def pressed?(key)
+ G: T* J. z/ p4 i - key -= 1000
* S0 G! @" ?( U - @pressed = [] if @pressed.nil?1 g4 o3 g/ `! K/ u) l
- return true if @pressed.include?(key)& b; W+ [- W4 _/ @% F! C( ]
- return false
0 F9 Z! U: U! J* o - end" u% J6 Q v5 D
-
; ^) L$ ]) B f, f3 ?- B9 O - alias hud_key_press? press?
, i7 ]! e, Y3 {; ]. G7 f$ { - def press?(key) s6 i J/ {. D* P" y& Q! _
- return pressed?(key) if key.to_f > 1000! V6 W) z& r$ y* w: l0 I
- hud_key_press?(key)
/ B) y M- t- c, s' `: Q - end6 D( J# g+ S9 B: A) R
- end
8 t \" R5 v1 q5 G - end
3 }; @1 }" J2 T/ D0 Z - ( u2 K! p5 J/ A3 P" z
- #===============================================================================
" p9 E2 r1 q0 o5 I" B - # Game Player1 J" Y( o1 e2 }: l3 W# C
- #===============================================================================
" g. f- [" H7 G" X t' f - class Game_Player < Game_Character6 B! U% z8 y8 V9 P8 o$ D
- attr_accessor :hud_equip
; R( f* q) x+ G: { -
& j5 N: F$ v' ], D2 J9 ` - alias hot_key_hud_init initialize
7 M9 p( o$ [# @) w3 f- Q - def initialize
, e1 @6 c# F& c7 f' v+ Q - hot_key_hud_init
9 s2 G# \2 S9 p' x- N7 w, L! g - @hud_equip = []
) g+ Q2 h) S, m* e6 h' D - end, E% H1 N& d% K4 ]
-
2 A0 e; g$ x) |0 \" ?# q: y0 s - def equip_item_to_hud(n, item)
2 p* Z0 d \( o b1 v - if item.nil?
- e: K1 c( {8 w - $game_system.se_play($data_system.buzzer_se)' s# M& T0 T" {* ^% w a- ~$ S9 @
- return
9 T& L# E3 Z% k - end
2 @% Q9 n S1 f- m8 K' Z - $game_system.se_play($data_system.decision_se) Y0 {+ i9 @$ v$ ~; V. t* ^9 J
- @hud_equip[@hud_equip.index(item)] = nil if @hud_equip.include?(item)
% @3 d9 h& J# ?8 H0 N7 H - @hud_equip[n] = item+ X8 w j/ e+ w5 e' z$ ^
- end
/ C$ N' |4 \7 N6 w - end1 E7 Y8 Z* v- A; f# R" [
, M6 P6 U# y% G+ q- #===============================================================================
7 K2 b3 C# g' i - # Quick Skill Window
% l, z- e" D5 q; b, n - #===============================================================================
6 O: ^+ Q8 W" @! Y, p5 T. { - if XASVER_37 == false
& l% J$ S; D5 m) G - class Xas_Scene_Skill
, {, v* x% k2 X2 B: |8 Y6 i3 ] - alias hud_quick_menu_main main
3 e1 ?1 p: B6 T0 j. V3 i( h" s7 U - def main$ _2 B7 d* J, G+ C
- @hot_key_hud = Hot_Key_HUD.new2 ~( U, F! C7 X8 e) a, y
- hud_quick_menu_main
6 ~2 |7 ^& H: y0 d$ k+ {. X - @hot_key_hud.dispose
; b! ?5 c& w4 m' P1 J8 f - end. ?7 z" E3 R1 p; H h
- $ Y* V9 P ?( \3 k( v; C0 g2 q
- alias hotkey_hud_qucik_menu_update update U8 u- s x. {) Y3 {
- def update
! n0 [2 {# M# E% J/ z0 `0 \ - hotkey_hud_qucik_menu_update
: ^! n! x# K$ ` - # Hot Key num 1
: Y- L+ r, ^1 @& d - if Input.press?(Input::Numkey[1])* N+ D' Q3 ?# s6 A% h" U7 c
- $game_player.equip_item_to_hud(0, @skill_window.skill)
7 J5 w+ r9 y5 ? - # Hot Key num 2- U" [: d' v: j) y! m+ x1 n
- elsif Input.press?(Input::Numkey[2])9 x0 d5 p. i6 j1 D! X
- $game_player.equip_item_to_hud(1, @skill_window.skill)
2 e8 W; |7 U. [4 ~3 h8 j) d - # Hot Key num 3
2 @3 B0 y( R6 D+ K; D f - elsif Input.press?(Input::Numkey[3])) o6 m& Z4 U3 B/ E5 i0 F0 Y5 }% e7 Q
- $game_player.equip_item_to_hud(2, @skill_window.skill)
! A$ I9 J9 M- {' ^! B5 w - # Hot Key num 47 f, D) i& i4 Z! |
- elsif Input.press?(Input::Numkey[4])( F- O: C4 w! |
- $game_player.equip_item_to_hud(3, @skill_window.skill)
+ e% f0 b+ K6 Z j/ P$ a9 P - # Hot Key num 5* b- D$ K- T- @1 k! u8 N
- elsif Input.press?(Input::Numkey[5]); c) M; ]7 O* [6 G- m0 s0 o( T
- $game_player.equip_item_to_hud(4, @skill_window.skill)
& p+ [1 E0 k$ I5 ~3 x8 c; |6 e - end5 l; K& y) ]2 ~! G
- @hot_key_hud.update9 ^! | O& \9 Q( c @
- end9 L: R7 X; |( ~
- end
9 I+ M6 [" ?0 n4 W) j4 R5 y - else
T$ P9 U! G' e, b3 V - class Quick_Menu_Skill3 S8 ?4 U" O- U. G7 d
- alias hud_quick_menu_main main
: J7 E+ Y/ T& o. c' D1 Z - def main7 K8 C+ Y: M2 }. }3 U# O6 M
- @hot_key_hud = Hot_Key_HUD.new4 o7 W% E2 Y! x; E
- hud_quick_menu_main
. N0 D. ]6 c' }. e - @hot_key_hud.dispose
0 }7 Z% ^+ {: q7 ~9 Z+ `' b' s0 t - end2 I! z0 n: {5 L: P
-
* y' }/ z' ?6 R3 |8 \ l! ^ - alias hotkey_hud_qucik_menu_update update
1 V( Q8 T) e4 k: `7 x0 p - def update' n5 ~& N x1 B% ~: @4 b
- hotkey_hud_qucik_menu_update, @7 d7 b, k X- U% A
- # Hot Key num 18 p" n8 k& O+ q- e0 v. p* S
- if Input.press?(Input::Numkey[1])
1 {3 Z, U& T+ E7 W; E - $game_player.equip_item_to_hud(0, @skill_window.skill). ^# E, Q; N2 J. _9 S
- # Hot Key num 2
5 F b5 c! t& w - elsif Input.press?(Input::Numkey[2])6 Z6 U4 Y9 x5 H+ s
- $game_player.equip_item_to_hud(1, @skill_window.skill)% Q& }; Y" l( A5 i) \; K% B
- # Hot Key num 3
' W$ ^! k0 e$ d - elsif Input.press?(Input::Numkey[3])+ S; {$ d: _4 T2 U4 @+ l
- $game_player.equip_item_to_hud(2, @skill_window.skill)' N% G; L) M+ |3 ~+ q8 _$ c! h
- # Hot Key num 46 v: \4 S1 a- d1 }4 }" W% X4 m
- elsif Input.press?(Input::Numkey[4])" {5 Y% \& b) N( v9 o
- $game_player.equip_item_to_hud(3, @skill_window.skill)
6 `- r1 h3 }# ?! I8 I9 c5 f0 p) g - # Hot Key num 5# Q3 J# k5 R* V9 R
- elsif Input.press?(Input::Numkey[5])% m; X3 z* \9 i6 I
- $game_player.equip_item_to_hud(4, @skill_window.skill)
( |5 {8 @- P- [. \& ], A( E0 V5 R - end# b9 w- |* ^$ d8 J3 z
- @hot_key_hud.update
& k5 c& b! w F! h; G1 i; `- b! d - end) k, B. x! o% I8 ] b/ ?
- end: z2 N7 F2 L0 L7 m7 J
- end
4 y. m% n) X+ Q% s* M- q - . s( U: q3 ?! d% f4 f. X
- #===============================================================================% B% ]! j' [5 U& ]; l# {' d
- # Quick Item Window
. k3 ?2 x7 ]1 i - #===============================================================================
# x2 N; p) b* @ - if XASVER_37 == false* n5 X" Z$ k1 b2 K$ C
- class Xas_Scene_Item
( g& ~# o5 f8 X8 f5 r- Z6 } - alias hud_quick_menu_main main
0 c/ t4 K* E' H& |4 l - def main" j9 `+ ?( @% J% i! ]) k! G7 x( y
- @hot_key_hud = Hot_Key_HUD.new: k& l: m; i# ^. i
- hud_quick_menu_main
: j; X, e3 }5 G. `4 N - @hot_key_hud.dispose: [1 B! B* f# H# D' n& @* ^3 x3 q
- end0 p: L. i6 w8 l2 e
- 4 R4 Z1 `( \& u9 h' s1 D
- alias hud_key_update update$ u! E' F% l) E. }. V0 l: `& V
- def update
6 L" i1 z: p8 d6 A/ b8 T) P l, b - hud_key_update. ^9 Q" b: R! ~4 N# i0 g; g0 G/ S) s
- # Hot Key num 1
2 l }% g8 f1 G3 t1 t/ k% A$ A* K- T - if Input.press?(Input::Numkey[1])& {3 t/ y+ P+ m0 y. ~7 S
- $game_player.equip_item_to_hud(0, @item_window.item)
. o; w% h* _) m - # Hot Key num 2
K# t" {9 o" [! X" ~ - elsif Input.press?(Input::Numkey[2])& t5 @# Z3 F0 k
- $game_player.equip_item_to_hud(1, @item_window.item)9 I7 b$ z* [1 [* S
- # Hot Key num 3: s0 X! ~" D3 i) m- |: ~ Q
- elsif Input.press?(Input::Numkey[3])
+ A, D2 ]% n1 ~# c - $game_player.equip_item_to_hud(2, @item_window.item)
5 x0 q/ `5 i; |9 F' e - # Hot Key num 4; ~/ S2 }1 i% E. i% B
- elsif Input.press?(Input::Numkey[4])
B0 n, u2 t2 g0 a - $game_player.equip_item_to_hud(3, @item_window.item): s8 N8 \* l3 O2 Y6 b0 c
- # Hot Key num 5
3 n0 F, r: F1 I4 K' s/ V( @ - elsif Input.press?(Input::Numkey[5])
M: s' t8 E* q7 u$ m# a( x: t. t - $game_player.equip_item_to_hud(4, @item_window.item); @' G- {1 K* N1 Q- v
- end
) c. I4 u9 f# M3 p% B6 S: S8 q - @hot_key_hud.update V1 t6 V: r3 r
- end* ]3 t C! A- r) x7 H& ]: @ |
- end
2 K* p+ ^9 A2 f3 s - else5 d& S* r6 a+ h; F; [6 H
- class Quick_Menu_Item
u: @( R2 B, u/ ^1 @" t2 ]2 W7 v - alias hud_quick_menu_main main0 x' {/ Y8 X% P5 q$ K0 y4 t
- def main1 C3 s$ h" b9 J/ T& u( V0 }
- @hot_key_hud = Hot_Key_HUD.new7 S4 C- ^+ ?* o9 n6 V% m9 y
- hud_quick_menu_main! Q$ w0 _, Z) [7 t) o# J
- @hot_key_hud.dispose
0 G+ y1 c- A* Z% q5 U8 K - end# l) z# k/ p/ `
-
/ l, A3 t0 ~0 q( m% P - alias hud_key_update update) ?6 V2 Z$ \# @3 L$ N# i
- def update
( b2 V8 \: \! Z, y - hud_key_update/ m3 n$ k! A: A. \% B. j! p- K
- # Hot Key num 1" `6 A: P0 q( k* t+ |
- if Input.press?(Input::Numkey[1])
_, \+ e7 z0 \' U) v5 A - $game_player.equip_item_to_hud(0, @item_window.item)9 I3 @ X9 B# L1 I5 O) f
- # Hot Key num 2
# i( L) a3 I- G, A# W1 Q - elsif Input.press?(Input::Numkey[2])( A1 ~8 h9 [1 S# ?2 e- n
- $game_player.equip_item_to_hud(1, @item_window.item). |0 w* J8 V9 l- e7 m$ l* a
- # Hot Key num 33 `$ E7 I& s8 Y& r% Y* }3 m
- elsif Input.press?(Input::Numkey[3])' [9 m2 s, `- o
- $game_player.equip_item_to_hud(2, @item_window.item)
R& h! w& W' e& |+ Y# c - # Hot Key num 4) i0 x ^3 M6 q
- elsif Input.press?(Input::Numkey[4])
; d5 c! O% B% a+ H- c S - $game_player.equip_item_to_hud(3, @item_window.item)+ g5 Y. S& z) E! u+ D; T* b9 R3 \
- # Hot Key num 5' w2 C, J5 B" a5 L/ K- G9 J
- elsif Input.press?(Input::Numkey[5])
( r' T0 ^5 @+ A - $game_player.equip_item_to_hud(4, @item_window.item)8 p: W) ?2 j: ^. A' I: s6 Y: A
- end
3 i9 `3 k! L! Q2 C: U: W - @hot_key_hud.update
# _/ R1 } K4 C4 I - end' v1 z1 p+ T6 X
- end' F7 s2 i" ?" J
- end5 X7 R/ M1 d. ^: A% i
- # ~7 Z7 c7 q1 [/ _
- #===============================================================================+ K; S6 O- K$ U; W5 y% N6 ^
- # HUD Window; D: T8 E/ t' a& D
- #===============================================================================
7 R! C- O8 |- `; i ` - class Hot_Key_HUD < Window_Base8 e% c6 u: O2 y% i/ y( d/ P
- def initialize(x = HUD_X - 10, y = HUD_Y - 15)
& N+ o6 _. @& c6 p4 _! I5 n) X - super(x, y, 220, 80)" s- X6 b1 W. N) K8 |
- self.contents = Bitmap.new(width - 32, height - 32)
$ Q/ U8 d& h5 O" |; I - self.opacity = 0- y6 \; p' X1 P- _8 A" {1 O
- @actor = $game_party.actors[0]' `! J) M0 Q5 t; s9 J% H( \) n
- refresh6 A g6 n. K& C3 H& \8 G
- end
! @ A/ A6 d, D o5 x - & ]6 Z" a( w5 Q
- def refresh/ V/ ], d: h6 R6 e
- self.contents.clear& Z/ F2 m; H7 j& y* F+ P+ A) b7 [
- bitmap = RPG::Cache.picture("Hot_Keys_HUD")6 n! h& |5 b: |+ v* }' C* o5 Y) c
- self.contents.blt(0, 0, bitmap, Rect.new(0, 0, 160, 32))
0 g) l$ F3 w( i! l - for i in 0..4* }( I. F3 w% W7 D/ k
- x = 32 * i + 4
* K3 b' w9 |; l5 U - item = $game_player.hud_equip[i]
+ J- @, \/ A7 x! D3 `" @# Z: T - next if item.nil?
0 \% f6 K& S( Y, b. T- z8 S - if item.is_a?(RPG::Weapon)
; v7 m. M4 {) m# M - item = nil if $game_party.weapon_number(item.id) == 0 and% ?. ^$ ?: g5 x3 W
- @actor.weapon_id != item.id
. {" [+ k8 p" ?4 Q' L: a8 p - elsif item.is_a?(RPG::Armor)
8 V4 ?( k2 ^6 T' A A6 Q# s- I - item = nil if $game_party.armor_number(item.id) == 0 and 7 f9 A$ c/ i. |$ o8 i* N
- @actor.armor1_id != item.id+ U! z/ l9 Q ^: Y: n
- elsif item.is_a?(RPG::Item)
( |2 x: Y6 g! ~- T$ O: i5 Q" V S - item = nil if $game_party.item_number(item.id) == 0 or
# J. g |* g4 v7 K7 U6 ^( {" _ - !$game_party.item_can_use?(item.id)
O+ u3 d+ H" }8 j$ K: l - end
0 @! \# y( i# d - bitmap = RPG::Cache.icon(item.icon_name)
# U$ h8 a5 K& y7 }' s - self.contents.blt(x, 4, bitmap, Rect.new(0, 0, 24, 24)); `) r% @# U: L4 i% C: a. n1 I4 `
- end
C' R+ F6 e/ k9 m+ v3 S$ o, D5 [ - end
4 Z/ n4 c2 b, D" b, f. h' e -
5 `1 `" |& p4 L* ? - def equip(item)
8 Q# b3 U# s+ g7 s' n( d( A3 q3 r# _ - if item.nil?4 S1 _- l$ M7 n' E6 M0 j$ j
- $game_system.se_play($data_system.buzzer_se)
$ ^% r8 a( F: v& V: ?; Q - return
& w: I7 H7 }8 J2 W - end
& m% {+ A7 e9 D' v - if item.is_a?(RPG::Skill)1 Y9 `0 `1 H9 J$ G! g# S+ e5 J- P2 s6 J
- if [email protected]_can_use?(item.id)
2 _6 Q; [, q9 s! T' d - $game_system.se_play($data_system.buzzer_se)
6 ~8 C' M: y: ` - return
! t% W# J7 E) \7 b+ M0 Q. s, R- N# i - end* L# v: w4 q& F( m# {
- $game_system.xas_skill_id = item.id7 G, c- ~# F6 p/ Z4 h: h
- elsif item.is_a?(RPG::Weapon)! j0 g6 C* S0 s; c! j; J
- @actor.equip(0, item.id)
, W" N2 ]3 _! o1 @% ^ - elsif item.is_a?(RPG::Armor)
% k5 F/ u% E5 l* a - @actor.equip(1, item.id)& h3 z* u& m, i" U9 W
- elsif item.is_a?(RPG::Item)
/ X7 V; U% ^. k1 V9 [+ u - item_tool_id = XAS::XASITEM_ID[item.id]
# U9 q/ R; Q! R6 v6 z, K# ?( d - if item_tool_id != nil
( x7 S+ Q2 l$ e; w, s1 X! P. R - unless $game_party.item_can_use?(item.id)2 o" Y7 d) m/ A$ d
- $game_system.se_play($data_system.buzzer_se)
4 ~- |4 B5 Q5 { - return
; u8 j" [, n% c- c! r; U! p - end
3 u& A. r6 ~5 n - $game_system.xas_item_id = item.id
8 |$ {+ O7 K$ L5 m" A - end9 I8 s9 T! A; [& [
- end( D$ U4 f' S+ W7 \& p
- $game_system.se_play($data_system.equip_se): l+ v2 B# n2 h
- end( b0 |4 B$ z: W6 c o) k( X% q9 V
- / ]: V1 ]+ d" L+ Q
- def update" b: e! _+ t% p9 h3 m
- @actor = $game_party.actors[0]" U2 x) x% O! z+ p w9 ^
- @hot_keys = $game_player.hud_equip
7 @# s( y/ j: N - refresh( C: M, B. U( j. j( A, |
- return if !$scene.is_a?(Scene_Map)
2 G2 e8 T. V* j4 l - if Input.press?(Input::Numkey[1])
- r# P3 i$ V6 r O/ E y - equip($game_player.hud_equip[0])
. W8 c$ V' G5 S b* w4 t: B3 \ - elsif Input.press?(Input::Numkey[2])
% Z/ i4 l( x7 ~( t - equip($game_player.hud_equip[1])
$ B! G+ [1 }( _$ R/ k! `! d - elsif Input.press?(Input::Numkey[3])6 E" I) M$ C2 [
- equip($game_player.hud_equip[2])
1 s" C3 b7 ]- X5 E5 w/ q5 y% V( k% G - elsif Input.press?(Input::Numkey[4])
* J% O' W" ]* ?& t+ t3 {9 X" T% ^ - equip($game_player.hud_equip[3]) 7 b* K B. Z6 s$ n8 {0 R
- elsif Input.press?(Input::Numkey[5])- D: @ [+ T7 z8 u9 r4 ~9 b2 I
- equip($game_player.hud_equip[4])8 l* q# I, f3 u- w( j( |
- end
/ w1 Q, @/ m5 Z" i" z, F - end
/ N( E* k1 X: n5 } - end6 I+ t, s0 u7 C- s& j$ o
. F/ Y$ A2 Q5 u" \/ e+ r( X- #===============================================================================6 k/ k4 m/ [) u% l: f
- # Scene Map) b% `/ n) O& P5 X6 ?
- #===============================================================================% _% [9 y* X- g( ^
- class Scene_Map
! v$ ?$ w k5 P6 H- g7 L - alias hot_key_hud_init main
# f5 d$ T. E' c2 _, q; g - def main, a- \& `% `1 d2 r
- @hot_key_hud = Hot_Key_HUD.new9 X5 t* _$ z* Y! w% r
- @hot_key_hud.visible = !$game_switches[XAS_HUDDISABLE_HUD_SWITCH]
4 ]/ |& g+ ]" V. H - hot_key_hud_init$ B. U6 C, L* K9 ?, i5 q9 ^
- @hot_key_hud.dispose
/ ^ o/ _9 h) N - end
# y% U# z3 ? p F. f* {. s0 k -
! j: Y: H* r* k2 ^" K - alias hot_key_hud_update update; D P! V Q. e( | {1 l
- def update
5 W) s0 p& K# _9 N: D, ` - hot_key_hud_update. k% P6 ?* P% z, C9 G
- @hot_key_hud.update. b. e- Y! z- D
- @hot_key_hud.visible = !$game_switches[XAS_HUDDISABLE_HUD_SWITCH]
/ e4 g3 q" a. N# o/ M - @hot_key_hud.update if !$game_switches[XAS_HUDDISABLE_HUD_SWITCH]2 N! I4 ]/ Q! I8 e8 v0 ?
- end1 n8 y; B5 A: `( T
- end
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