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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,
, o6 l" R7 o. D8 v4 P不知道有人能帮忙看一下吗? - #===============================================================================
# C5 v( T1 @. Q! x - # XAS - Hot Key HUD
0 g3 F% v/ d5 C+ f1 i' `. C" w - #===============================================================================) Q( ^+ ^ ]' D% O
- # By Mr_Wiggles& c" j; D, U# b9 M3 e3 F3 a; v
- # Version 1.32 H' l: E3 _& V) b& |2 a. I
- # 7/6/10
! A! R( B1 @& V& S( w1 a) ~4 v - #-------------------------------------------------------------------------------
/ G% P0 E5 x z1 N% a - # Instructions:
2 @; {/ ^7 c0 J& h- a - # Fill in the constants bellow, paste this script above main and bellow XAS in
$ U: k4 T; x$ h4 l. k) r - # your script data base. BE SURE TO SET TO THE RIGHT XAS VERSION!!' ~8 i, R, E2 ]; C0 j. o
- # : L9 K* j$ J6 ?/ W+ Z& m! {/ m
- # Place the "Hot_Keys_HUD" picture file into your game directory
% x W* j( k% w- p/ H) e( A2 a - # Graphics/Pictures folder./ X2 P: {- z# C1 p# G
- #-------------------------------------------------------------------------------- B2 j# X( P3 H* b5 R, v% n$ [
- # Directions of Use:
; z2 r" o% L. ?3 ~/ q - # Simple just press a number key (1 - 5) when the quick skill or item menu is6 h' s. H, g6 j5 Q/ C
- # Showing.
% Z5 |2 R; O( @* X: c - #===============================================================================
: |* N/ W9 o3 M1 x - HUD_X = 0 # X pos of HUD
. v4 G& z3 r- r5 U# j% o6 a8 v - HUD_Y = 0 # Y pos of HUD
$ P' Y+ I# P0 k* n: ^- d: Y - & t% | |' _* Z/ z+ c' w
- # Set true if XAS 3.7f
, y' U7 J7 G B1 L% E( ? - # set false if XAS 3.6
! i& W" A4 \) [4 A2 ] - XASVER_37 = true; ^! r7 c6 P0 t& f9 ?
- " l7 I; W) s- a7 o0 Y
- #===============================================================================& Y* a- e B) `6 V$ Q$ p
- # Numkeys Module: \4 x* {& k* T! U# {
- #===============================================================================
! r& z5 b. L: o5 K - module Input1 N4 h1 _$ E* v! r3 X. a
- Numkey = {1 => 1049, 2 => 1050, 3 => 1051, 4 => 1052, 5 => 1053}0 \0 N) T0 j; c7 t& Q% ^# Q& E" J/ Q
- class << self
# s; n$ H4 {7 @7 h+ ` - Key = Win32API.new('user32','GetAsyncKeyState',['i'],'i')( G, }& \" ]- Z' T4 \/ P
- 9 K: \1 a9 X: W' E6 h
- def testkey(key) Y# _8 ?# O/ }# w2 P" j
- Key.call(key) & 0x01 == 1( M* t c! U8 \, V
- end
* e; B5 ?0 k+ @6 Y' [ -
$ H. H9 B R+ `; r- ^- Q - alias hud_key_update update5 W F3 y0 ], l$ g4 E2 H# R4 o/ }
- def update
6 t- B) Z* M+ |0 G0 Z* p0 y - hud_key_update
' T2 K1 X8 G/ F3 n% G3 m - @pressed = []
, G3 a% F: E/ s3 `. f# b - for key in Numkey.values- T/ m& s$ J& |5 e
- key -= 1000; t* n* F- I( w( m2 {' h+ h( P
- @pressed.push(key) if testkey(key)
z) u/ x& ~, O$ @ - end, ~- b9 s* f4 d' ^3 `9 i- n
- end
( X, V3 p: I: \* m - & e; U7 U* O* S6 l, w3 \
- def pressed?(key)
/ @( ]+ |1 Z! F0 I" T - key -= 10002 H3 A- E+ b7 [9 F. G
- @pressed = [] if @pressed.nil?2 z' D# B0 U' U3 o1 D
- return true if @pressed.include?(key), t# h) c: r7 ^3 c" i
- return false
. A% m1 D; {2 [' Y/ v, i1 I9 G' e - end9 n- }8 q, ?) ]( w; }1 N
-
. D. ], R6 s# m) e F) [) B - alias hud_key_press? press?
% O8 L. U5 r9 e& Q' P1 ` - def press?(key); A- m; z9 q+ J: T, W% t4 c. g
- return pressed?(key) if key.to_f > 10008 q0 e. p- j. T+ r7 N3 N% z$ P
- hud_key_press?(key)
9 Z( t. J) f8 t. Z9 \' i% m - end. F3 R6 r9 [- \# b* L- G5 X4 _/ t
- end! X4 [/ s* d+ q/ |- W* I
- end. d) `# h" H- Z
; ]! \5 q; O4 q; h5 G0 [, p- #===============================================================================
, O4 }/ c' [3 x% F - # Game Player2 g9 `; U; a, o0 k; ]6 c
- #===============================================================================
, `1 `& w$ P' H- f - class Game_Player < Game_Character
9 s& b/ [0 F7 O0 l: X - attr_accessor :hud_equip
. e; u% ^/ b* j' _7 w! R -
0 z. [/ t o2 ]5 j8 `) l! a/ s% M - alias hot_key_hud_init initialize
9 O) s2 z' p, Y7 G" Y( C - def initialize
8 e+ _0 ^3 i9 U - hot_key_hud_init8 A/ ?7 |) K9 f
- @hud_equip = []3 }' B! n$ z9 D8 I0 U
- end
4 Q T0 @; \, [, y: A7 `' O4 K -
6 }9 X' ~, J& _ x0 L H) F - def equip_item_to_hud(n, item)
# i' X; M0 p) \* A* }1 ~ - if item.nil?
) \( B! d) d& f/ Y, k+ b- l! T - $game_system.se_play($data_system.buzzer_se)
2 B6 |+ d9 o v+ Z! Q - return" K0 P- E2 I; b
- end1 `+ O( }# h7 t( z |
- $game_system.se_play($data_system.decision_se)# {: u [3 Y) Y8 M" V7 k. L
- @hud_equip[@hud_equip.index(item)] = nil if @hud_equip.include?(item)
. I |. b, C" T) b. B8 _7 E1 @- C - @hud_equip[n] = item
. f/ z6 g8 Z( j - end
2 k ]) A1 K8 t0 M# x) z - end
9 M, r5 e- f8 S H
$ g) h% r5 m7 i- #===============================================================================
7 q" E! z9 ~7 j. s - # Quick Skill Window3 r. C1 I/ } d2 Q
- #===============================================================================3 |) v! v% B) R- [' K2 Q4 I7 v) B
- if XASVER_37 == false
+ \% G/ E5 P! [5 W - class Xas_Scene_Skill
, w' m7 a1 j) }& A0 D7 ` - alias hud_quick_menu_main main0 D4 S+ F- B; t2 n
- def main1 L1 }, |* X2 `/ E0 Q6 y
- @hot_key_hud = Hot_Key_HUD.new
* d) z; U0 C- D6 m2 s% j0 i7 @% D - hud_quick_menu_main
' Q* D' p$ h3 H - @hot_key_hud.dispose
( Q$ P/ w7 z9 i1 R - end9 D1 W# l4 |9 O# I( o' O
- " T8 B* C7 ` W/ G# q/ A& g& `
- alias hotkey_hud_qucik_menu_update update. H' ^8 b* e. y! C
- def update1 m& y; h: m& |5 }
- hotkey_hud_qucik_menu_update( ~( `# z5 G# @
- # Hot Key num 1
9 c8 P+ Z& K) M, l - if Input.press?(Input::Numkey[1])6 s7 Z1 t1 \( P0 G- n; L
- $game_player.equip_item_to_hud(0, @skill_window.skill), A' I9 J9 {/ K+ L# }' [) q) ^- E
- # Hot Key num 2 [/ e8 o% o) b c( W% r7 B
- elsif Input.press?(Input::Numkey[2])
( y9 K* g9 T5 C1 B9 L: a( w2 C - $game_player.equip_item_to_hud(1, @skill_window.skill)
: I9 G# E' ~' Y, h - # Hot Key num 3
- R4 `$ x- j1 n1 u) N - elsif Input.press?(Input::Numkey[3]) k. V3 M2 ]' p- Z+ ?
- $game_player.equip_item_to_hud(2, @skill_window.skill)5 q$ x0 l& a$ m" E/ B
- # Hot Key num 48 V! b+ w. @7 A9 B3 | k5 Q
- elsif Input.press?(Input::Numkey[4])
+ t4 F+ O! }( D, n: T - $game_player.equip_item_to_hud(3, @skill_window.skill)
/ q) Z0 `8 g5 ^ R, X& X - # Hot Key num 5+ |; s }6 x8 n( B+ V" m
- elsif Input.press?(Input::Numkey[5])1 \7 j! p! a. G: x" v! ~; y# U
- $game_player.equip_item_to_hud(4, @skill_window.skill)$ u3 f# {& Y3 N6 X: J, c5 i4 o
- end. b' S O: _! v- {1 Q) C
- @hot_key_hud.update
4 j6 t, d3 Q& T \- r( B5 `) e8 k - end+ L8 [( Y+ K4 g
- end1 j' A$ ~* k/ ]; u5 H" V5 `
- else
, ?# m/ v+ W2 B: \0 _) N. @ - class Quick_Menu_Skill
) z) _" {1 D4 ~; g! o7 a% W, i - alias hud_quick_menu_main main
' ~* X0 }; A8 }) t3 w! F - def main# U9 j Y6 d3 \" w
- @hot_key_hud = Hot_Key_HUD.new6 O% o7 H1 d/ ]; f2 d3 R2 Y/ Z
- hud_quick_menu_main" Q) z6 L0 J% M, u) C2 v- r
- @hot_key_hud.dispose1 [8 t8 I: i5 K, O' C+ j
- end
9 K! N' I1 R4 n) {9 d& S - - e( K$ B9 {+ G7 b# W
- alias hotkey_hud_qucik_menu_update update9 z& [# \! p" l% R4 Q3 c7 Z
- def update
8 v& y4 t2 h- X1 r - hotkey_hud_qucik_menu_update
3 }, F4 ]) x. M/ o - # Hot Key num 1# v0 _/ T$ Y( V! D3 c0 _
- if Input.press?(Input::Numkey[1]), g* l7 e3 n2 ]. O- z5 F, p
- $game_player.equip_item_to_hud(0, @skill_window.skill)& c3 P2 b3 u0 Y: @
- # Hot Key num 2
- ~1 F* F& o% q3 h+ j, \3 {$ K* r/ y - elsif Input.press?(Input::Numkey[2])
. B! p; F* a0 i- ^. F - $game_player.equip_item_to_hud(1, @skill_window.skill)
' }( Y1 Q$ J: h - # Hot Key num 3* O4 ^% F3 w9 A: g
- elsif Input.press?(Input::Numkey[3])
3 t4 y- y& t0 Q/ P- |( } - $game_player.equip_item_to_hud(2, @skill_window.skill)9 x/ j( L* Q) L
- # Hot Key num 4
5 X1 a1 |& `; T( A - elsif Input.press?(Input::Numkey[4])
! d" B4 C! O% b) i( W - $game_player.equip_item_to_hud(3, @skill_window.skill)
; S) s5 _$ V, i7 w - # Hot Key num 53 m! D ~( s% T9 ~: I/ b& t( `
- elsif Input.press?(Input::Numkey[5])/ N/ G+ a/ W8 h: c
- $game_player.equip_item_to_hud(4, @skill_window.skill) v. |# ~; a4 ~3 _) r3 x( ~
- end
u2 N! T* D! s - @hot_key_hud.update' y. t3 i! G; Z$ k
- end( M+ l% M+ L1 G8 S
- end
7 N5 D/ m4 f& c) Y - end1 @' T9 y% ?" H
+ i" d4 h) m: a! {6 |- #===============================================================================( P# {& k; u( f6 j, X- ?
- # Quick Item Window
% f! ~5 N: r% V( ] - #===============================================================================0 J- D" R2 Z- h3 w, Z4 x
- if XASVER_37 == false- E( B% t% c3 i% M1 l
- class Xas_Scene_Item3 g0 z, v% O/ Y: S
- alias hud_quick_menu_main main4 T- y/ ]+ a$ S0 p) s7 I
- def main
7 e2 z6 c+ G1 j8 @5 ?6 | - @hot_key_hud = Hot_Key_HUD.new& I4 g6 h" W: Q! j) g4 h! _
- hud_quick_menu_main
; G; `" s3 y# a - @hot_key_hud.dispose: H q6 r6 n" L
- end
8 z9 {( D# |* l2 {" z - 9 u8 `1 ]" B/ C- G" |. L7 g' g' F
- alias hud_key_update update) _6 J% W1 L6 @, h3 A6 Q
- def update" B6 }1 z! e' k% z& r( ?
- hud_key_update6 G) \& E% [8 n
- # Hot Key num 1! s3 @5 j6 o8 W/ e: r, ~
- if Input.press?(Input::Numkey[1])1 e/ ~/ e- N$ z0 H/ F
- $game_player.equip_item_to_hud(0, @item_window.item)+ L6 M% l$ \& Z6 i6 c
- # Hot Key num 22 ?" F( W% m, R( _, e! A; S" \
- elsif Input.press?(Input::Numkey[2])9 z4 |- f; D4 b: n3 z! z6 X# j
- $game_player.equip_item_to_hud(1, @item_window.item)
, m1 P4 K' x; R7 ] - # Hot Key num 3
- G& X" e$ `+ T, d, B. q* b& H! a - elsif Input.press?(Input::Numkey[3])
2 v+ w$ s6 H+ S. h; ~9 i& r4 j J - $game_player.equip_item_to_hud(2, @item_window.item)2 `2 F' p( a j3 l
- # Hot Key num 4
1 c% X3 R$ S: t2 O c* } - elsif Input.press?(Input::Numkey[4])
5 P. @$ x9 u) y) M" W) N* ` A8 _5 x% ? - $game_player.equip_item_to_hud(3, @item_window.item)2 O- Y* Z% ~; F' L* g) x6 y
- # Hot Key num 5
/ P/ n! I% v# S, k, q5 n4 F - elsif Input.press?(Input::Numkey[5])# \: T) K$ l+ i9 P, Z, l4 {3 ^
- $game_player.equip_item_to_hud(4, @item_window.item). Q0 Z) Q# {( j
- end2 p4 K2 r9 x3 p' ~) u
- @hot_key_hud.update
# T5 W' X+ V1 f - end
- v$ M3 u% e5 W" Z/ k - end' R. ?8 y5 u: n
- else6 E- ^5 s5 ?7 [2 m0 u8 _. g \
- class Quick_Menu_Item
2 u; H2 W8 Y; I" X! k R - alias hud_quick_menu_main main9 m6 w- i+ m) S+ u0 ]! D
- def main/ P2 K" R* _6 v- o7 \3 F Z; J
- @hot_key_hud = Hot_Key_HUD.new
) g( i" \4 t: t. M1 [ - hud_quick_menu_main
4 }0 \8 w% Z5 I+ k2 } - @hot_key_hud.dispose- d% I; y0 s# {+ P) O* z
- end% {/ G; a+ o6 G! c! [* l
-
& C1 h: y; d) D - alias hud_key_update update
9 T% ]9 n3 L( Q5 q# L - def update
8 s# ~( n* \8 w6 L - hud_key_update/ K. s- y7 F5 u; g$ ~
- # Hot Key num 1
, `( y* N0 v% U5 m2 O, D2 w - if Input.press?(Input::Numkey[1])
' }! J2 N* h7 n) h6 J - $game_player.equip_item_to_hud(0, @item_window.item)3 V% Q% a1 h- S6 s. d
- # Hot Key num 2/ d7 ]( s+ y6 G8 _5 C% v8 ?
- elsif Input.press?(Input::Numkey[2])
* D- o0 t+ y9 z4 I - $game_player.equip_item_to_hud(1, @item_window.item)
# Y1 ^" M7 {7 l4 [ g1 \" E6 N - # Hot Key num 3
! e3 u& u% {: m+ w+ N - elsif Input.press?(Input::Numkey[3])
7 F% L- A7 n: J - $game_player.equip_item_to_hud(2, @item_window.item)2 s' N$ r) A) r6 O% O
- # Hot Key num 41 ]0 [( j/ Y a( ^( C0 o% ?1 V
- elsif Input.press?(Input::Numkey[4]): S% ~9 |% L3 M+ n$ N$ K/ q! N- V
- $game_player.equip_item_to_hud(3, @item_window.item)
( ~- D( E; j o5 X* d7 c$ Q( o) T; H - # Hot Key num 5% n y/ y4 W; k1 @" r# ?
- elsif Input.press?(Input::Numkey[5])& x/ O8 N0 Y) I& j" g- v
- $game_player.equip_item_to_hud(4, @item_window.item)
}5 S3 D, q1 ?& p# P; L% [; o - end
. _8 N( Q3 n+ m+ n - @hot_key_hud.update
5 E( d0 T" q3 w x - end
0 K* z) S4 G% T+ r2 F- m/ }* p - end
; ]8 o8 O; x7 W$ F - end
6 x, c0 p: R t* Y* V0 N- ^1 v - % N' Q4 U3 n# G$ m) h# K4 q
- #===============================================================================
& z+ h; o* _* o4 \: } - # HUD Window2 L, ~- O* B- A) F' L/ S/ h
- #===============================================================================
' k$ c9 U" {8 J! d6 n5 P% ~! z p$ u. \6 h - class Hot_Key_HUD < Window_Base
2 y9 K' L3 n2 L: _8 _( B+ c - def initialize(x = HUD_X - 10, y = HUD_Y - 15)7 C3 k* `. a4 t* |6 o
- super(x, y, 220, 80)1 I* l) R- ~ s0 l7 U6 V
- self.contents = Bitmap.new(width - 32, height - 32)6 L! M/ H0 `% f% n: O
- self.opacity = 0
9 C! o& C: h/ [1 e - @actor = $game_party.actors[0]1 V1 `+ G P" j) P9 |4 s- f' G4 z/ f$ e! A
- refresh
+ h' y. i; q- d/ b! {9 p - end8 b0 z5 Y# K- K; p$ J- g
) S! A: Y5 u# K; y( @- def refresh
! y% t( B0 a3 R- D/ b/ } - self.contents.clear" }8 F) {; Q' |% }3 q
- bitmap = RPG::Cache.picture("Hot_Keys_HUD")
% p1 h8 \7 m! _% C) T. p - self.contents.blt(0, 0, bitmap, Rect.new(0, 0, 160, 32))
6 ~2 c+ {5 d, N - for i in 0..4 _) P& t) c7 j# Y! A5 Y' y
- x = 32 * i + 4
, y7 {: c) s$ h0 Q* r - item = $game_player.hud_equip[i]
# R# i( c2 Y* A6 N - next if item.nil?2 W( M* r* ^4 V4 ` t* x6 E1 s
- if item.is_a?(RPG::Weapon)
" h9 U& N; M. T0 W, z) I9 U9 W - item = nil if $game_party.weapon_number(item.id) == 0 and$ N, ~5 V0 x$ g& ? O9 J# u
- @actor.weapon_id != item.id
0 Y2 y# c% X" n7 R, G - elsif item.is_a?(RPG::Armor); b) c: K) W) I- {
- item = nil if $game_party.armor_number(item.id) == 0 and . Z2 X5 ^! Q# X- R8 C: k$ P
- @actor.armor1_id != item.id2 k. P# n) r/ S2 C7 E) A
- elsif item.is_a?(RPG::Item)4 P d' Z& [" ~: x( G
- item = nil if $game_party.item_number(item.id) == 0 or
6 J' I: i4 @) l8 D# _9 O - !$game_party.item_can_use?(item.id)
' v N, V+ a9 C( n# T1 d- x - end
; I" v5 t( N' @+ i! |5 p* N - bitmap = RPG::Cache.icon(item.icon_name)6 y! }2 E. `% q5 X8 A
- self.contents.blt(x, 4, bitmap, Rect.new(0, 0, 24, 24))
8 K% B. k* F }5 F, |1 M - end7 l' H6 ]/ u$ O# P2 Z4 u
- end j0 m% t$ a& \4 `6 `5 i Y
- $ E6 G* w, }9 u) p& n
- def equip(item)3 v! L7 u/ F3 W6 s) @3 P9 k. F
- if item.nil?
( Y6 R6 E( b% s: a - $game_system.se_play($data_system.buzzer_se)
$ J. }2 Q" z/ G) C+ ^& z - return
! s& Z$ d7 p q" S: z1 u - end
/ J; d; n9 B9 ^: W2 N7 v+ Z - if item.is_a?(RPG::Skill)% A6 ?/ |$ O) w8 k
- if [email protected]_can_use?(item.id)
( _- A0 H& t8 l2 e; J- k6 Z - $game_system.se_play($data_system.buzzer_se) g8 k8 \( |+ V: R
- return
, d5 u; ?3 ]2 B* K! V: @' ` - end
$ v5 K+ I1 [! c5 n! h - $game_system.xas_skill_id = item.id' r" A: A2 I4 o0 q) V- p5 }: e
- elsif item.is_a?(RPG::Weapon)
2 {- [. l3 v, Q. l - @actor.equip(0, item.id)
1 p# Q0 C/ o% s$ T - elsif item.is_a?(RPG::Armor)& {+ X. }) t: [7 i# K4 Z- H
- @actor.equip(1, item.id)3 b( }' _7 `4 c; i9 q6 U
- elsif item.is_a?(RPG::Item)+ N- [/ M+ U& @+ c9 s' t3 V% t
- item_tool_id = XAS::XASITEM_ID[item.id]) J! }3 _% |# w3 \/ ^' K9 b
- if item_tool_id != nil
: |2 D4 c3 g# ~0 k - unless $game_party.item_can_use?(item.id)
$ {# y7 G, e+ d2 R% E$ r - $game_system.se_play($data_system.buzzer_se)
$ v c* K. t, _$ ?$ z - return
) e6 q, w1 z3 | - end3 j y- V' ]5 b1 M- E
- $game_system.xas_item_id = item.id* U9 Q2 }+ I* J4 L& I! {8 |
- end
( }* B' R3 ]1 B+ \% e$ w8 L- \ - end! q$ X/ s$ [9 M1 J
- $game_system.se_play($data_system.equip_se)
3 {! M& k* h/ }2 ~& v; p( L y+ N - end( u5 W$ y( _/ c2 W e" G
-
# T/ ]# Y' a( v* U3 @ - def update
8 o2 ]4 g, ^" e9 @" m( w. `) U/ I - @actor = $game_party.actors[0]- x, K- r w4 x( S) H: D
- @hot_keys = $game_player.hud_equip
* g# o; _& N/ S, {8 E! K+ g - refresh5 P, O$ K; \9 y6 s) n
- return if !$scene.is_a?(Scene_Map)
, ~0 e- J$ T. R# V - if Input.press?(Input::Numkey[1])
% I7 U+ N: ]3 n$ B - equip($game_player.hud_equip[0])
$ A) w5 d; l) T# K ^; k! M( F - elsif Input.press?(Input::Numkey[2])
; D* W& G+ h. h - equip($game_player.hud_equip[1])
; X1 u# s' i8 Q. {5 m$ @# D* V - elsif Input.press?(Input::Numkey[3])
- T1 M6 H" a4 ]) r" U9 k7 T2 c( E - equip($game_player.hud_equip[2])
4 v$ y' o3 S3 Z. ? - elsif Input.press?(Input::Numkey[4])9 ?" J- Q+ [2 `/ p
- equip($game_player.hud_equip[3]) 3 S6 K' e8 c3 Y& \0 E* H4 b
- elsif Input.press?(Input::Numkey[5])
# r. g5 L% ?9 G& e w7 R6 ^ - equip($game_player.hud_equip[4])
+ T2 f+ n7 H; B4 d% O; H - end# a) b+ x9 d! X
- end( n! |8 e7 V6 l
- end. d& {0 C7 T: C0 y) i
- * H$ |0 ]) q+ c; a! B! ?$ f
- #===============================================================================3 q: i4 z8 N2 D/ v7 R: h |3 l
- # Scene Map9 N$ O# z$ K& G% \' p, Y
- #===============================================================================6 N9 L3 \; L% X! r; C
- class Scene_Map! C" O4 x4 i, V; Z, R0 c
- alias hot_key_hud_init main' d1 Y" c. Y0 {1 o% e
- def main
) r: |0 O+ a; k1 z5 Q - @hot_key_hud = Hot_Key_HUD.new' ~) r+ V \! v% p- W
- @hot_key_hud.visible = !$game_switches[XAS_HUDDISABLE_HUD_SWITCH]
$ G7 L7 S6 l+ z- v) f - hot_key_hud_init+ ^" |5 b2 j/ T8 V% Q$ @5 `
- @hot_key_hud.dispose7 B0 U2 Z. `: _. F6 \
- end
% c2 W) A0 R4 w, | -
) [' W, D2 P5 ^& y N - alias hot_key_hud_update update
7 V) V( o( G9 V- [; v - def update% A# E$ L) Y" g4 l5 y
- hot_key_hud_update
8 y0 T/ W. E( U; F$ Q- W - @hot_key_hud.update! x8 Y* l, m( b" ^
- @hot_key_hud.visible = !$game_switches[XAS_HUDDISABLE_HUD_SWITCH]& w+ B" ^# l5 {$ i. i$ c7 q1 t
- @hot_key_hud.update if !$game_switches[XAS_HUDDISABLE_HUD_SWITCH]
1 K* R$ K1 x2 d - end
) A) l1 e* n M3 A- v: G - end
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