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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,
) a$ R; f/ h( F! e# a9 s' c/ r不知道有人能帮忙看一下吗? - #===============================================================================( |: W4 ]# G* W( C
- # XAS - Hot Key HUD
2 C; F; h: u6 b$ O - #===============================================================================2 Z/ }! n% y* e$ d# D7 \
- # By Mr_Wiggles
3 q% o1 R7 M( J* f - # Version 1.3
2 \9 |. V0 g& o# ]: ]9 \ - # 7/6/10
/ B% q4 R+ t% D - #-------------------------------------------------------------------------------
c5 m" S3 c% y% W: G: c - # Instructions:' o, M1 @0 d5 A& V9 J% X$ X( F; {
- # Fill in the constants bellow, paste this script above main and bellow XAS in# H/ K' ^# Z7 T
- # your script data base. BE SURE TO SET TO THE RIGHT XAS VERSION!!
; q" k2 y/ T0 } - # 1 {; c0 I3 g# _0 e! m
- # Place the "Hot_Keys_HUD" picture file into your game directory 2 n' }& {' W3 C+ u# n# {. W
- # Graphics/Pictures folder.
' ? M j; d# s( w - #-------------------------------------------------------------------------------5 t$ b( |7 R# V- z
- # Directions of Use:
6 I: c# \ o \" \. S - # Simple just press a number key (1 - 5) when the quick skill or item menu is
: S% C G }* p' z- _. u5 X - # Showing.
6 Q! r6 Q0 Y) H% ?4 e- D; ? - #===============================================================================
+ h9 c2 J5 ^# L) E4 t O1 Q) g! T - HUD_X = 0 # X pos of HUD
2 V3 V( j, J# p: `4 O5 S - HUD_Y = 0 # Y pos of HUD" w# c4 h6 n9 N% D" g
- . C* G. h; \$ C$ ?8 C5 G" @/ z/ d6 v5 x
- # Set true if XAS 3.7f2 [7 C2 S* S% ~. S; q& N1 I
- # set false if XAS 3.6
" L4 h) @+ X+ s0 Q - XASVER_37 = true1 s2 T8 p X8 o: y F
- 2 c4 Q- a: G# o+ ?
- #===============================================================================
/ Q+ S+ Z' v+ p! Y( W - # Numkeys Module
* `8 m/ Z" o3 E" } - #===============================================================================. x* w& V; P7 c6 f4 t: Y: I
- module Input
& y4 Z1 _1 V. I - Numkey = {1 => 1049, 2 => 1050, 3 => 1051, 4 => 1052, 5 => 1053}
; ?! r% P0 T. \; v3 I# ~4 g( b' ]* E - class << self
! f/ T' _/ ]/ J - Key = Win32API.new('user32','GetAsyncKeyState',['i'],'i')
3 M' b* K9 M e u2 ~; \, V, g -
# R4 n* p6 ]" H9 c - def testkey(key)
6 V! T+ X: G n) D2 G - Key.call(key) & 0x01 == 13 v+ Q( R q$ [, \; K) q- q' M
- end
2 Y7 H* s$ V5 J) ] V/ h - ' ^; n. ?8 Y: Q' U# C6 V
- alias hud_key_update update
' n d5 V* J0 s5 Y) Y3 ]+ } - def update
0 h5 X; B) J7 Y1 @1 ~8 s& `4 B - hud_key_update
" i. C4 @* r. N; ?- Z$ N - @pressed = []6 H1 ^, U$ W2 |) o6 w0 i4 R
- for key in Numkey.values3 ]' \ j, ]$ c) x; @
- key -= 1000
$ @! \7 x1 h5 E9 p: R! h/ Q - @pressed.push(key) if testkey(key), C- K; B+ M, T9 L& `
- end! j4 D$ m- P0 K* v8 W1 J. {& g
- end
$ P$ R& @* Y" g6 o4 S3 Q+ y - 4 Q+ p8 W0 M% j2 M& {1 W; q
- def pressed?(key)
! Q2 n9 h) O$ X0 Q - key -= 1000
! W8 C! U4 \3 n1 g7 J - @pressed = [] if @pressed.nil?! k" s# U2 K& ]- ^( p
- return true if @pressed.include?(key)+ V c" a0 m. l. _
- return false
& P e' N1 p5 U) q3 Y* I5 x; n - end+ V) H: |8 m7 m) D
- ' C0 o* m* x/ s/ ]9 C' [& K- x0 [
- alias hud_key_press? press?
7 U( ^* B1 |: z) R - def press?(key)
9 T* [7 ]/ X1 [1 n( s. H1 A$ d - return pressed?(key) if key.to_f > 10004 h6 j0 G) d0 V4 E7 l9 @! V* Z9 M
- hud_key_press?(key)
- ^8 p, X* S$ x& z - end% k/ ^. O* V. R3 F' x3 J
- end
/ d7 z l* B; T" k' z+ ? - end
4 @1 b$ Y! M* ~; J - - k$ O0 {2 G6 }' v5 V/ I& U9 K
- #===============================================================================7 @ }- T' S% `5 e
- # Game Player
k8 a* s) s- N6 w - #===============================================================================
$ k' ^8 i$ C$ Q0 L - class Game_Player < Game_Character
5 q5 Q" I! Y$ N# F- i - attr_accessor :hud_equip
6 g+ m% ?1 k1 x' C6 r" x - / I4 ~% B% g2 R4 r" I
- alias hot_key_hud_init initialize' W) V4 u1 _0 n
- def initialize
# I5 N2 c4 a, T/ ^ - hot_key_hud_init2 Y8 m G( x2 v9 } V# P8 Z
- @hud_equip = []. E5 L, G+ e! w1 h: G
- end+ Y/ \* d9 u2 H1 @) B2 v
- 3 v) i {+ f0 y, }5 z5 r% v: I" A6 S
- def equip_item_to_hud(n, item)( o" r9 f: ]8 ~$ h# k- f5 W
- if item.nil?+ I" f0 \/ e3 }" g
- $game_system.se_play($data_system.buzzer_se)0 I$ `+ E g; V9 G
- return
8 V3 r; w0 W6 Y6 j: } - end2 {* q' j& B f: H7 a% `2 W% z
- $game_system.se_play($data_system.decision_se)
5 i3 B" P3 [! K& O- q7 @ - @hud_equip[@hud_equip.index(item)] = nil if @hud_equip.include?(item)7 I" q# O% B6 a( ~$ D l- [* }* @
- @hud_equip[n] = item; V2 F* t- G7 ]; @* Z5 [9 s: G/ a
- end \ i( y/ J. a; U5 N
- end
, a2 m, z& I: M; G# a9 S! s4 K: j! ]- K
% d+ _$ {4 e5 D+ b- #===============================================================================- l+ W- K0 B F2 }
- # Quick Skill Window, ?& L( }; m6 D; x
- #===============================================================================
$ b0 H9 E4 L* r2 G& W* {2 u- ? - if XASVER_37 == false: w: t* Z5 \6 L
- class Xas_Scene_Skill
7 w$ K( S7 A3 c - alias hud_quick_menu_main main9 J. z2 u! k8 V
- def main
) w' g. G- e" R8 G - @hot_key_hud = Hot_Key_HUD.new% P! P4 L; Q' M! E
- hud_quick_menu_main x2 i% B! ?" L& `. a4 J0 a0 b
- @hot_key_hud.dispose, \; j& i9 \+ j8 _3 V6 C
- end
1 G z. `, _3 g2 R& `- f: `. g$ m - ! o' n; D/ w$ k$ F( j6 o( `
- alias hotkey_hud_qucik_menu_update update
& j/ ?2 o& X* M& h; { - def update
5 s8 y. x4 B0 V0 K& d$ p - hotkey_hud_qucik_menu_update# S0 K. [8 a7 m; ]. p- k
- # Hot Key num 15 v% q) t5 _- T y) g8 \8 f7 r
- if Input.press?(Input::Numkey[1])
' S# x5 Z, ^3 |5 Q& ] - $game_player.equip_item_to_hud(0, @skill_window.skill)
Z% h2 o5 T. g* B1 R& l+ R0 O - # Hot Key num 26 O/ G* S$ A0 J; j$ {3 u" s
- elsif Input.press?(Input::Numkey[2])
6 Z$ F4 I& \/ P8 y0 K4 R - $game_player.equip_item_to_hud(1, @skill_window.skill)3 i, Z. x' d9 D
- # Hot Key num 3
4 A4 j* x% J; I - elsif Input.press?(Input::Numkey[3])* J6 S& |# W E4 S. B
- $game_player.equip_item_to_hud(2, @skill_window.skill): @) |$ T! u, Z
- # Hot Key num 4
/ g% a, k2 O: Z# e - elsif Input.press?(Input::Numkey[4])
: X; x; w. c" C; h - $game_player.equip_item_to_hud(3, @skill_window.skill)
( F9 T/ G8 t. w& k9 i - # Hot Key num 5
& x3 P, x6 E, z - elsif Input.press?(Input::Numkey[5])
- d3 U5 I5 W0 y5 ~. q7 i8 ~ - $game_player.equip_item_to_hud(4, @skill_window.skill)
W0 J8 g# O0 d - end
( _0 k4 C$ C0 ^+ [: \7 M# q; K - @hot_key_hud.update) J! F# f$ T9 r; J" }
- end/ |9 L: {$ u) I5 E4 u) c' c
- end
* R$ J* P7 Q3 v; h8 r/ h - else
! b# o8 m' Y* k0 R1 _6 \6 I - class Quick_Menu_Skill
6 Q4 S- b( A: N2 A9 |- j - alias hud_quick_menu_main main
b {3 i p( o5 o% N6 W/ |$ T - def main0 x( l8 `9 f, B1 n# ?0 n
- @hot_key_hud = Hot_Key_HUD.new
6 B; n, v" ~! z. l - hud_quick_menu_main
; Z' H1 t" R- ] - @hot_key_hud.dispose
9 ?$ H& c' _+ O6 ?6 L% d - end
0 r, ^# w! k6 Z. F; ?6 J -
" h4 W$ |+ C Q: m9 j - alias hotkey_hud_qucik_menu_update update- n" C, F+ w1 ^2 }4 ]: n
- def update
% r) U0 n4 i; J! a& q8 N; o9 S C5 ]4 b - hotkey_hud_qucik_menu_update V z9 Z9 x! v* O. z! s
- # Hot Key num 1
6 z% T# E; N6 T( `/ f2 \$ F8 y% a - if Input.press?(Input::Numkey[1])
7 f: V+ C; V+ ^! u - $game_player.equip_item_to_hud(0, @skill_window.skill)
7 e5 N- ]+ _ S' F6 m; c# J - # Hot Key num 2
3 C5 b0 p4 _0 h+ _0 Q# f2 T, l) Y: W - elsif Input.press?(Input::Numkey[2])
/ E" J$ o$ J: ]8 b; k - $game_player.equip_item_to_hud(1, @skill_window.skill)1 r. T; N; \- J- t3 {' T
- # Hot Key num 3
4 |. ?( M! S/ s - elsif Input.press?(Input::Numkey[3])
9 p9 O+ X7 I p2 U8 N - $game_player.equip_item_to_hud(2, @skill_window.skill)
% k0 L d/ x# @, ~" H- S0 n5 C - # Hot Key num 4
4 `0 X f9 ^' f: Z - elsif Input.press?(Input::Numkey[4])$ L9 }5 v0 {6 } d* r
- $game_player.equip_item_to_hud(3, @skill_window.skill), f: W0 H. N b( r( v
- # Hot Key num 5
; Y7 P9 I! {# k1 o% l - elsif Input.press?(Input::Numkey[5])
3 O% N+ G* a" o7 z E: a - $game_player.equip_item_to_hud(4, @skill_window.skill)7 G3 C9 w; _+ F6 u2 d6 o. Z& W
- end" F2 r: G2 q; z" W; l8 c
- @hot_key_hud.update
5 [5 `" H1 u& _; D% W - end8 w9 h3 ^: M6 C3 o" q% m# X
- end0 f( Y7 F* K5 C W* i0 ?
- end
" i q. @0 P& K) Y% G. b$ i
9 O/ K2 t" L! O- #===============================================================================
* H4 S+ l& |6 ]( m& z' L+ d - # Quick Item Window
9 J6 a) y' g( Y% f" ?6 ^) J - #===============================================================================
1 N2 e$ v: {9 K$ |# M/ j/ U& C# } - if XASVER_37 == false
' R: a$ N& a; U" B - class Xas_Scene_Item% T& F% h Z7 H! M' m
- alias hud_quick_menu_main main! g6 Y2 T+ R6 o. ~% |+ Y) j
- def main: b$ g1 o. f$ k9 G0 M: `
- @hot_key_hud = Hot_Key_HUD.new
6 O/ O! S# J" t" S) h - hud_quick_menu_main
. e0 C- X9 s$ A- Q - @hot_key_hud.dispose- M" p7 h0 x, z; M+ b
- end
. K/ H1 p- l/ I9 @ - : T: @, y6 G) `8 @) L0 R; a
- alias hud_key_update update9 T4 f% l' r. h
- def update: I: r7 I. |* N5 H/ S
- hud_key_update
5 J8 `! L9 K" ~. q3 @ - # Hot Key num 1
# g! v- c+ w! R# E6 Q - if Input.press?(Input::Numkey[1])/ |0 o; J- t8 N1 \3 j4 I8 O# E5 _
- $game_player.equip_item_to_hud(0, @item_window.item)* Y s! a* ?+ A+ d& I
- # Hot Key num 2
3 ^% Q& g8 O4 P, {( Z! B - elsif Input.press?(Input::Numkey[2])( C( x! H7 d p9 g
- $game_player.equip_item_to_hud(1, @item_window.item)
4 f2 ~+ ^) L( E" O+ _ - # Hot Key num 3; w2 v) t& Z, m. a
- elsif Input.press?(Input::Numkey[3])
3 A! k% Y1 S, m0 d - $game_player.equip_item_to_hud(2, @item_window.item)
( @ }6 i1 n. d - # Hot Key num 4
9 T8 a. b1 @6 r! W$ Z6 o% i - elsif Input.press?(Input::Numkey[4])
$ W% @! e6 N# L3 k' {& D: M% b - $game_player.equip_item_to_hud(3, @item_window.item)
1 s" _$ d4 e' z - # Hot Key num 5: V- j' i! O3 l( b7 P: w
- elsif Input.press?(Input::Numkey[5])3 t0 v0 Q) t0 K. ^0 W
- $game_player.equip_item_to_hud(4, @item_window.item), z' V( ? @( O4 e4 U
- end. j9 i1 z3 I0 k( I( J
- @hot_key_hud.update
8 {7 T' K( Z2 L9 p1 l' a& a - end
: t6 a" M( C! B0 y - end
5 h, d, K B! n1 s/ ]2 e e3 t - else1 f3 n1 k9 [. k- U' l E) t% F1 {$ r
- class Quick_Menu_Item
0 F6 ^+ B+ g6 U* c! [5 Z - alias hud_quick_menu_main main: E) l( }6 q3 N* t8 f$ B! j
- def main
2 g& x3 g+ x" C+ s) q7 v - @hot_key_hud = Hot_Key_HUD.new8 A. S' D; A; c. m4 H
- hud_quick_menu_main
5 n: c. W) D E& b - @hot_key_hud.dispose
; U5 k; q- {* \8 Z% Y3 H - end
0 i/ e5 I, x$ M% D! k0 t - 0 J, d( x& H% P- |& d+ n9 |
- alias hud_key_update update
( T( ~2 A. u, v% f - def update3 E' [& i a& [& @$ ^
- hud_key_update& ~' O& @4 Z" C
- # Hot Key num 1: Z# E" g8 F9 N9 J9 D3 a$ T
- if Input.press?(Input::Numkey[1]); g2 z- ^" ~7 p0 @5 D* c
- $game_player.equip_item_to_hud(0, @item_window.item)3 V, | P' P( C1 H3 P! y# e
- # Hot Key num 2& E" }8 A: w8 e* L6 @, P$ ]
- elsif Input.press?(Input::Numkey[2])* s+ f7 N( G- S0 M6 X) N
- $game_player.equip_item_to_hud(1, @item_window.item)- d0 _4 u5 a5 ]
- # Hot Key num 3
" @- Y" |6 w* d - elsif Input.press?(Input::Numkey[3])
8 j; B3 h' P$ N2 z) p& y [. G - $game_player.equip_item_to_hud(2, @item_window.item)
/ x5 K @% P2 k - # Hot Key num 4
- v/ g4 k u0 T+ n( o9 I; }* H2 Q3 z3 l9 b - elsif Input.press?(Input::Numkey[4])4 f, }, {7 F0 Y3 i
- $game_player.equip_item_to_hud(3, @item_window.item)
5 P: O8 A8 E* t- { - # Hot Key num 54 {5 G1 k# F, g- s# S; D
- elsif Input.press?(Input::Numkey[5])
3 U4 \' x5 h& \2 d9 B3 A - $game_player.equip_item_to_hud(4, @item_window.item)
0 i0 _/ y- o( y+ V - end
+ z% X' P- B v - @hot_key_hud.update1 O- G7 Y! T4 e! c: E, h
- end
6 W+ ~/ w6 |! h& E4 `# O - end
R" f7 d* O! X6 T4 F% a- h - end
; b2 s s* c- s/ p - 6 e# P @) I5 X# A/ Z3 ~+ d" W9 P1 z
- #===============================================================================% C, T$ I$ U1 m. s- D
- # HUD Window
$ x5 k6 S- X+ B) N" [ - #===============================================================================/ E+ r4 J) L4 N1 ~
- class Hot_Key_HUD < Window_Base
5 T# o5 K' c: c8 h( R) K3 U - def initialize(x = HUD_X - 10, y = HUD_Y - 15)7 M! U9 Y; |1 J" N; d1 _' u8 `; n. Y
- super(x, y, 220, 80)
2 A5 o: v4 i& H9 U - self.contents = Bitmap.new(width - 32, height - 32)
0 A v$ k K8 q: {% _/ c x# j7 ]! @ - self.opacity = 09 O" R0 f2 U9 t, S* P
- @actor = $game_party.actors[0]
5 f. n& a* g# v3 {1 K3 {& C9 y/ H - refresh
* w2 d7 p7 R- D- q; Q - end. D. k8 z7 ^" x% N/ F
- ( \/ ^+ p8 }& N! l2 K. i
- def refresh
7 l* o5 y1 s* L% |. K a# Q$ ]/ d - self.contents.clear3 l1 s) q2 G S- ^/ s: z( o5 f
- bitmap = RPG::Cache.picture("Hot_Keys_HUD")
/ T% E8 {: `1 ?8 X- Z' {, N - self.contents.blt(0, 0, bitmap, Rect.new(0, 0, 160, 32))
8 ]/ D0 i1 E8 B+ W* |. r" x - for i in 0..40 u9 }+ L4 C* e$ F$ V0 t! G7 w- \9 c
- x = 32 * i + 47 T: b, z3 c% F) s( q
- item = $game_player.hud_equip[i]4 K1 o1 x' z) R" [. Q
- next if item.nil?
2 p8 ^' |" m" R( { - if item.is_a?(RPG::Weapon)0 h( a- w8 \ v. M" n: {
- item = nil if $game_party.weapon_number(item.id) == 0 and2 i+ Z: G E: a7 D" [
- @actor.weapon_id != item.id# ]2 @ V4 Z7 ]" C
- elsif item.is_a?(RPG::Armor)
) K, Z3 @% S5 w9 T( Q8 h9 ^1 e - item = nil if $game_party.armor_number(item.id) == 0 and * U8 p4 w* E6 {1 H% ^+ ]% Z
- @actor.armor1_id != item.id
7 I+ ]. D5 |; G# s* _# v4 ? - elsif item.is_a?(RPG::Item)
+ c+ r* j- T& `3 \ - item = nil if $game_party.item_number(item.id) == 0 or O" Q* Q k) t7 m1 O
- !$game_party.item_can_use?(item.id)2 T/ g2 C) Q; x+ ~$ U9 b- C
- end, u( _' @- m5 J9 r- L n; v
- bitmap = RPG::Cache.icon(item.icon_name)# E' u, j9 h7 N
- self.contents.blt(x, 4, bitmap, Rect.new(0, 0, 24, 24))1 V! S0 T0 n; R
- end
( g) o4 C4 s4 i: b/ j% b7 T - end
: i& T \# {5 L& G0 X - ( u- }. Q* V. W# }
- def equip(item) X1 l2 K, X/ H7 m
- if item.nil?
0 S; w( C" r: f2 N4 l) ] - $game_system.se_play($data_system.buzzer_se)& _0 w/ y7 I9 s# V' d& H% J
- return
l/ L- W) H3 z7 {0 C! @ - end
5 e( d: [) \: K6 s3 s& Z/ J - if item.is_a?(RPG::Skill)
$ ?. s1 z! M7 u3 ~6 p) y2 h - if [email protected]_can_use?(item.id)
. h0 \" G3 F2 z! y - $game_system.se_play($data_system.buzzer_se)
# G; o# X( f! Q+ @1 V9 m - return7 ]4 k$ P m; A
- end. l' w \( @! @
- $game_system.xas_skill_id = item.id
& E* u; P2 s9 c0 E) s6 @2 |7 T - elsif item.is_a?(RPG::Weapon)5 r6 E/ z$ O I2 z7 \; H$ U" B# N
- @actor.equip(0, item.id)
) F- o# l5 q: ?; [$ h/ S - elsif item.is_a?(RPG::Armor)
: g) e( ^6 b8 O8 K8 ~8 i - @actor.equip(1, item.id)
% W0 ?- b* g, R; e ^) h - elsif item.is_a?(RPG::Item)/ E9 V$ F0 N/ E$ W) o) |
- item_tool_id = XAS::XASITEM_ID[item.id]
1 h' E- D% I" k% Q - if item_tool_id != nil) u- V( L3 m& K
- unless $game_party.item_can_use?(item.id)
( j- m3 C! M% L& H - $game_system.se_play($data_system.buzzer_se)
# V+ A3 o. ?' [9 ^( H7 U - return
5 m; a. l! o3 S& b) ], g - end, m1 V' q; P; z9 k7 d+ c o9 b
- $game_system.xas_item_id = item.id8 j# l2 B* `$ I5 e- h
- end
0 B2 Y# [. e7 ?5 ]" z4 U* t' f9 U7 ^4 @ - end
0 V$ @# F# T) }) G, v- q) g6 Z- B - $game_system.se_play($data_system.equip_se)
# M% J7 i" X6 x! ? - end5 v2 r \- @$ l; {/ k1 E/ i0 S
- ) X- ]1 M4 q- {5 `# I& M
- def update9 g7 a- P6 N: H) e) f" X
- @actor = $game_party.actors[0]% X" x' t% G, h0 p1 c9 G( i8 b$ }' O. i
- @hot_keys = $game_player.hud_equip0 z/ X" X$ _4 i/ J/ ]
- refresh
4 J5 S- w0 ^: d8 U5 \ - return if !$scene.is_a?(Scene_Map)
% |% {% W" U7 E) Z3 a - if Input.press?(Input::Numkey[1])( g) N5 g& y1 p
- equip($game_player.hud_equip[0]): ?& j9 L4 V4 _6 P6 K* q
- elsif Input.press?(Input::Numkey[2])3 H: E. w5 s6 j1 d
- equip($game_player.hud_equip[1])0 w" |$ P/ E: o2 z- W
- elsif Input.press?(Input::Numkey[3])
/ A9 D0 ]9 N9 J2 s - equip($game_player.hud_equip[2])
8 n+ }/ N( m5 e3 ~ - elsif Input.press?(Input::Numkey[4])
9 D) T2 e& t6 r6 E5 L - equip($game_player.hud_equip[3]) / b: c) `5 d- x. }1 G
- elsif Input.press?(Input::Numkey[5])2 u- q5 w0 r4 |, z# b* p! a3 Z
- equip($game_player.hud_equip[4]). h$ Y" m. }& ~
- end9 L7 g1 L+ I, F( Y
- end# k+ P8 F# a* S
- end5 {6 M$ U: Q$ k# J3 t; U
- 6 L7 H6 K& q& Y
- #===============================================================================4 @( z ~# [# o/ k' \5 v" z
- # Scene Map1 Y3 u0 B' M6 h5 j$ @ s
- #===============================================================================3 O7 q' j/ J: H3 i
- class Scene_Map
3 i# ?1 w6 z3 w1 ^( Y* G7 x' I - alias hot_key_hud_init main& [, F4 V0 _* J7 _' o$ w( D2 m6 {. @
- def main8 d* f. R# M( E
- @hot_key_hud = Hot_Key_HUD.new
' c, d9 Y& Y% } - @hot_key_hud.visible = !$game_switches[XAS_HUDDISABLE_HUD_SWITCH]
( x9 T2 Q% @3 m: |' N) i. W5 v - hot_key_hud_init. N1 _' i8 e O8 @
- @hot_key_hud.dispose
( ~/ I: R* Z! x ^. y( C$ ^5 S2 l9 } - end
& G* E5 n5 W+ I - 3 L; i5 I0 B. Z
- alias hot_key_hud_update update( j v4 G! V8 f' c1 I& Y2 @* H
- def update5 N" I! u- y$ `, l* `: P m
- hot_key_hud_update
2 o8 K1 t1 ~" C l, ?+ a! |( Z - @hot_key_hud.update
# p$ C( o1 [% @3 s/ I/ B M - @hot_key_hud.visible = !$game_switches[XAS_HUDDISABLE_HUD_SWITCH]& X. ?9 {& T3 Q j% B
- @hot_key_hud.update if !$game_switches[XAS_HUDDISABLE_HUD_SWITCH]
5 W8 Z5 ^, V6 ?7 F$ Q1 K - end
9 m# k+ R5 `6 \% h) K9 ~1 k - end
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