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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,
6 K" k6 i* ?$ s. d- {不知道有人能帮忙看一下吗? - #===============================================================================
& N P$ J; b" V' L1 c# y7 l - # XAS - Hot Key HUD9 S! P6 c# d3 m
- #===============================================================================/ L% S, y1 w/ \, g
- # By Mr_Wiggles6 {8 h3 M6 \( [: Z) X; b2 y
- # Version 1.30 a4 `/ p6 h( f" a* O' ]) W& a( h2 ^
- # 7/6/10$ ?% ]5 `, |3 P Z" Z3 o8 a0 B
- #-------------------------------------------------------------------------------. ~$ \- S. ~! d
- # Instructions:6 r, [* p N; B. l- H
- # Fill in the constants bellow, paste this script above main and bellow XAS in- d, [5 R$ r; W. f2 K9 B
- # your script data base. BE SURE TO SET TO THE RIGHT XAS VERSION!!
1 Q4 n: t3 Z( m - # % R, } P/ ?0 [7 }+ Q8 w
- # Place the "Hot_Keys_HUD" picture file into your game directory
! j) H* D+ T" C" U) ~ - # Graphics/Pictures folder.* a4 D0 A+ H# w) d; U0 ]
- #-------------------------------------------------------------------------------3 i9 n% w! n: w; s2 J( J
- # Directions of Use:# }: P R }" O7 F! \/ ]
- # Simple just press a number key (1 - 5) when the quick skill or item menu is, R6 v1 R6 p& m! m0 H% b
- # Showing.
* D6 E/ p" u% {; a* y - #===============================================================================2 G/ C8 B( i6 W5 L, h% L' h9 \
- HUD_X = 0 # X pos of HUD- ]9 z) V$ k Q; } q& l
- HUD_Y = 0 # Y pos of HUD
. [* Q- }% m. t; |. ~) m; X - ! }& e% G0 K+ s- v- r5 S% K
- # Set true if XAS 3.7f( X0 l' J) q& Z0 @& F4 v
- # set false if XAS 3.6
, o* w2 P; g; I g k - XASVER_37 = true6 v' p& F4 {3 m t5 F# G1 t4 J. k
- ( i k8 X# {: H# c' {/ C
- #===============================================================================
% i% a/ l4 E( R/ o: D% @, J0 _. u - # Numkeys Module
8 R8 _* E1 p! {" a2 s - #===============================================================================$ U8 v& h/ f. A& H* Y
- module Input2 X" B3 `( R( t" m0 ]5 T
- Numkey = {1 => 1049, 2 => 1050, 3 => 1051, 4 => 1052, 5 => 1053}
9 ~/ [0 i u0 T N+ z - class << self" O' D6 f/ [; s$ ^: q: r3 S
- Key = Win32API.new('user32','GetAsyncKeyState',['i'],'i')) {7 D: X5 o! I9 @
- 7 Y; w* N+ [2 U
- def testkey(key)
, q q h( ^! p) A) m1 Z - Key.call(key) & 0x01 == 1
) g5 E$ v- f- D4 ~' G2 ` - end2 q; e- i Y) T
- # I/ g5 x# J! s
- alias hud_key_update update
# T6 ]0 Q8 E) Q0 U2 L! V - def update1 S! M3 ~( T( s5 ~" Y, Z! {
- hud_key_update6 @, S0 [1 ]0 }0 I. [
- @pressed = []# h/ U" ^- O3 _1 w1 ^3 w% m1 k
- for key in Numkey.values
! C/ e+ T+ N5 |$ ?1 r+ _ y - key -= 1000
$ v ~! [2 G; q. [" d: c* w - @pressed.push(key) if testkey(key)
: c) ]: p$ h: H* _) G6 ]) Y3 O; ^% j - end5 w( C* n0 N' G1 K f5 ~% v
- end
2 c# H4 @4 G* h g; I' y - & ?0 i; e' W1 W6 [
- def pressed?(key)
) v8 W0 @4 i. ]* O - key -= 1000; J9 W7 h5 ^# t" d7 Z$ I9 t9 G
- @pressed = [] if @pressed.nil?
4 G0 B5 g' X) N - return true if @pressed.include?(key)3 n& y' \ X" b
- return false# L" z% b# H8 n$ I9 H
- end
# d, G% H P6 T( c( o3 v Z% ] - @! U) S3 d2 \& S
- alias hud_key_press? press?
( u3 ]8 t5 x' @: `# a - def press?(key)
! M& A4 R3 t h5 i% [/ H - return pressed?(key) if key.to_f > 10007 `( T4 X* l1 T: J4 l% f. W0 B, z
- hud_key_press?(key) |% Y( R+ _( J1 Q, L
- end
# i' g7 }; Q0 F4 f+ }4 u - end
' [2 I3 ^$ ? p- ~) S - end
. O5 g" y- S/ H6 w5 _; ^
; V4 @, a) c# t3 x2 t& {5 p8 r& D7 \- #===============================================================================* S) C h- Q9 @) Q) R- R/ f/ V! q
- # Game Player' {# ~' u3 @8 c: A- B' T' f
- #===============================================================================! @& E1 T! z! ?8 C, t
- class Game_Player < Game_Character
" l6 t1 \+ O4 j+ S" W! n- Y" @3 q - attr_accessor :hud_equip0 H. ^& u# X5 b+ E& D
- 3 m' G8 A0 T2 M2 q( U
- alias hot_key_hud_init initialize; ~& S! ?( ^2 u4 U- c+ G6 q
- def initialize
1 Z# O/ i H! I. t( J% `& [0 |# b - hot_key_hud_init7 o) ?2 B: j, D* h( b
- @hud_equip = []; W' {* Y0 V, l2 \. z5 ]% ~( O( o
- end' y3 ?, P& F/ @% m# ]
-
" j; v& _5 C" ^- _) b+ d% A - def equip_item_to_hud(n, item)
% I* f0 J. Y# X! S: v- m - if item.nil?
# s7 C9 e/ i, |+ c$ S. v - $game_system.se_play($data_system.buzzer_se)
! C: z% M# _% O( C - return& a2 A2 w! ^" J9 e8 c. h
- end( b+ @1 G" k8 `' ?
- $game_system.se_play($data_system.decision_se)
1 z0 h( u6 X Z3 n( | - @hud_equip[@hud_equip.index(item)] = nil if @hud_equip.include?(item)
+ @5 S% H8 \' m! r, |3 i3 J - @hud_equip[n] = item- C b2 t5 R" J( S% Y. r2 G1 v
- end
( v- a8 d) p. U% W - end# W+ l7 o' I! Z$ T! I+ R
, M, Q; i. {; `2 L: \; {- #===============================================================================/ \/ \# ?7 d5 ]4 d
- # Quick Skill Window
1 U1 [# [8 m) T+ |% c - #===============================================================================
% `2 j# s9 F2 b - if XASVER_37 == false
+ I7 q4 D6 z+ U& P" o0 s - class Xas_Scene_Skill+ Z' B7 u1 N* Y' B
- alias hud_quick_menu_main main
; n' Q Q3 J# ] - def main
6 s9 Q1 u5 A5 P" _4 X - @hot_key_hud = Hot_Key_HUD.new
& H- ?9 r) b s$ K8 V: M - hud_quick_menu_main+ K, q5 @( X* V- W' @4 q6 x9 Z
- @hot_key_hud.dispose$ j4 |% v) Q; N( Q5 V$ N
- end
5 L: M- t2 r8 A; L) Q - ' ^6 T3 G. W/ O4 x+ n) r4 l
- alias hotkey_hud_qucik_menu_update update
& O# z' E3 H ?$ M. T3 I - def update$ k5 U/ n8 |& Q; e d4 P
- hotkey_hud_qucik_menu_update9 R' {& ]* k. A, V3 d2 f i
- # Hot Key num 1: l* j0 v+ R* [! Y: t2 w
- if Input.press?(Input::Numkey[1])4 i- F. Y, D" J& O b
- $game_player.equip_item_to_hud(0, @skill_window.skill)
/ _4 [- {; F8 s$ G* z; A6 C - # Hot Key num 2: e. g6 P) O* h5 `
- elsif Input.press?(Input::Numkey[2])' y+ n) p7 n5 R& o, g l* |: r
- $game_player.equip_item_to_hud(1, @skill_window.skill)/ i9 @/ O* ~& B7 i! w9 L2 {0 Z$ S
- # Hot Key num 3
! r/ Y4 f" f( T - elsif Input.press?(Input::Numkey[3])1 [4 I' Y$ J6 p% [0 r1 p
- $game_player.equip_item_to_hud(2, @skill_window.skill)
" V' m4 T+ _# e9 I - # Hot Key num 41 E# }' n Y& ^* T
- elsif Input.press?(Input::Numkey[4])
V- H& U) ` v. T( b5 [5 J1 s - $game_player.equip_item_to_hud(3, @skill_window.skill)
+ q: X# n4 G3 U- |& f: b8 ^ - # Hot Key num 5
/ B. i7 n N ?" a6 e5 e: d5 H - elsif Input.press?(Input::Numkey[5])
6 K; s* T' O) Q* |6 `+ y' t - $game_player.equip_item_to_hud(4, @skill_window.skill)$ j% C2 N- D" E( S5 {
- end" F( W7 J7 ^! A/ a" m ?! I
- @hot_key_hud.update
, {5 b+ C# M; G! N - end# o, D( C- m: M. E) x
- end
\1 A& k+ Y( m1 z5 Q U X; O - else
2 _# E, b, i. z' T7 @ - class Quick_Menu_Skill
. L2 ^8 ~7 L# Y, _ - alias hud_quick_menu_main main: g" C" v! {$ o" N$ `
- def main
+ b/ C$ {5 X R0 W - @hot_key_hud = Hot_Key_HUD.new5 q/ {/ i" s0 m
- hud_quick_menu_main
! b5 E$ R8 {! @8 i9 y. e$ H5 ` - @hot_key_hud.dispose0 W+ B" l g7 J% p8 \
- end
& S3 W* T8 \; e" H ? -
4 k+ j4 n- t P9 i) ~$ f2 z - alias hotkey_hud_qucik_menu_update update h# j8 O# E) h' R) I
- def update
: m- p1 M9 P( w3 J- y - hotkey_hud_qucik_menu_update% h2 b _" V! R* {( H% u# Q W v
- # Hot Key num 1
' h2 T1 U: D2 a( \6 w7 r8 i& r6 _ w - if Input.press?(Input::Numkey[1])
6 j0 h) g, l9 B - $game_player.equip_item_to_hud(0, @skill_window.skill); [, P& Z6 `. e9 L
- # Hot Key num 2
! d7 m- c7 P8 Q3 x - elsif Input.press?(Input::Numkey[2])
0 I/ i9 B- J# r - $game_player.equip_item_to_hud(1, @skill_window.skill)9 M' K' o, W* C! y* j
- # Hot Key num 3
8 x7 D: X* `4 \# Q) M$ g. \: }8 \1 W - elsif Input.press?(Input::Numkey[3])- u/ V, n# U5 ]- k; i: I
- $game_player.equip_item_to_hud(2, @skill_window.skill). h* m5 T* D) B4 J o3 {$ D' ]
- # Hot Key num 4# q2 _- s7 K4 Z5 E; c
- elsif Input.press?(Input::Numkey[4])
) m; y% V3 K. E4 j+ l5 l" A - $game_player.equip_item_to_hud(3, @skill_window.skill)( A: t7 D" ~; G4 ^( ^/ p; G
- # Hot Key num 5/ j; H3 ?" B4 ~1 k
- elsif Input.press?(Input::Numkey[5])
; }, ^5 a% t# ~ - $game_player.equip_item_to_hud(4, @skill_window.skill)1 C" O# u# G1 Z. f$ ]- }) b4 m
- end
. G X: l2 y# G( m0 S - @hot_key_hud.update' C" k- k& ^' x" B4 A0 l/ p
- end3 }6 {' O$ T1 o2 n% @% E
- end, {, F& x: I& C6 E% w! l
- end. Q# C, n l6 i, U4 }! j
- 3 a/ {7 } a4 p" H( @+ x
- #===============================================================================
: N& ^) }+ d9 g) Q; J! x: Q! e( N/ m - # Quick Item Window. v7 M1 l; N- M; a9 p
- #===============================================================================
- T9 k2 n3 ^, v' b M g: z - if XASVER_37 == false- j) A4 `6 F6 q: { p' T% l
- class Xas_Scene_Item$ O& b/ c& {* Q
- alias hud_quick_menu_main main- b& f* `3 H/ i) y3 F$ l
- def main8 c; \9 t$ s1 z' Y/ T
- @hot_key_hud = Hot_Key_HUD.new
9 o( z/ [0 r( t+ C6 k - hud_quick_menu_main
7 Q) R" @9 I) Q: A$ R& U - @hot_key_hud.dispose
( c! L7 w& M. f; p8 w5 E - end( D: a2 D6 \" n+ K/ o* a0 ^
- $ h- Q% J( L8 z. E) D
- alias hud_key_update update/ _" N8 a0 \2 Q8 Y4 Y1 l
- def update
; B( t6 e% ]0 c" e/ J, T/ n0 c- f - hud_key_update1 M( A h5 K3 L. {$ w4 U
- # Hot Key num 1. X n; s$ m* [ {! t9 W* a
- if Input.press?(Input::Numkey[1])
( A! g$ c! l! l+ a& [6 y$ G1 `0 g - $game_player.equip_item_to_hud(0, @item_window.item)
6 ?5 m- L; r2 Y* Z: @+ P# n - # Hot Key num 2: l) X- {5 |4 z# g
- elsif Input.press?(Input::Numkey[2]); T/ @* @4 X9 d" U7 _' i$ W3 d
- $game_player.equip_item_to_hud(1, @item_window.item)& G8 ]& J. z% A+ @: C4 W
- # Hot Key num 3 ]( \3 w6 f6 I# S% t
- elsif Input.press?(Input::Numkey[3]), w1 R: l( ]6 v+ e6 l
- $game_player.equip_item_to_hud(2, @item_window.item)
. i' p/ i" G; D# J0 k* c; T5 b/ L - # Hot Key num 4" y x4 b+ Q o( V
- elsif Input.press?(Input::Numkey[4])
3 u- G) C* v. `& _ i - $game_player.equip_item_to_hud(3, @item_window.item)4 W/ ^; v3 Q9 _2 C* }
- # Hot Key num 59 _* W$ q4 [& W1 Q6 ]
- elsif Input.press?(Input::Numkey[5])! p. q$ W0 s& F4 z" z
- $game_player.equip_item_to_hud(4, @item_window.item)$ Q: p+ _6 V' t$ q+ v3 J) X
- end- a+ r3 u# Y: V9 N5 u' M
- @hot_key_hud.update
' S, R5 F8 L( l7 T5 `+ w - end1 t: ^4 W: N" `1 E& N% o
- end2 \) d. j! C: G% W
- else2 Z$ U& [& n" `! f N/ R
- class Quick_Menu_Item, x( f! V0 c) W. Y5 g2 K; v5 w" A# m& c
- alias hud_quick_menu_main main
- I' y/ W! i3 }0 Y9 W. D/ ~ - def main" H# s8 z! h7 l; O& G* s
- @hot_key_hud = Hot_Key_HUD.new
& k" y8 B/ }5 g0 `: _5 b - hud_quick_menu_main! F0 `4 h1 K5 B: U4 e& q0 ]7 o
- @hot_key_hud.dispose
. e; e( q/ W3 s, O - end
) r8 R" x% H5 s - ; p% E: {: @; ]9 F
- alias hud_key_update update* |: S' q( y8 G- g
- def update
! m" J/ j, T5 ` - hud_key_update
8 h- x/ X: B4 v# J# z - # Hot Key num 1* b8 X% M, }- ~
- if Input.press?(Input::Numkey[1])4 W9 g' V8 E2 D- ^2 j7 `
- $game_player.equip_item_to_hud(0, @item_window.item)* S4 w* G" r8 |5 b& h9 H
- # Hot Key num 27 W* d5 q) z) Z9 K" q
- elsif Input.press?(Input::Numkey[2])" R) u+ N* O. Z; y* V& P6 K' \6 l) w
- $game_player.equip_item_to_hud(1, @item_window.item)
6 h3 D. {; f# c! @* Z - # Hot Key num 3
. `% W9 o; g; {% W - elsif Input.press?(Input::Numkey[3])
9 g) [. N1 i6 a! T a, L - $game_player.equip_item_to_hud(2, @item_window.item)
# c4 Y8 w. `! U: @ - # Hot Key num 4+ d4 `+ i9 e. u2 \2 V; B( C
- elsif Input.press?(Input::Numkey[4])
+ t: P9 l5 H+ h$ o% F5 n* a" v' j - $game_player.equip_item_to_hud(3, @item_window.item)
. m7 p( U# e, l" o - # Hot Key num 5
9 v1 v* G) s; q% h6 w - elsif Input.press?(Input::Numkey[5])
g/ O. f2 k) e6 M) o7 x: C( U o - $game_player.equip_item_to_hud(4, @item_window.item)
, Z+ x' A3 `' q( _- ]2 v& w$ S( i3 V - end( l2 k' P: G) n9 U
- @hot_key_hud.update
: b* m' [' i! H/ K& X2 U - end
$ U+ S, v; x" ] - end/ X, n! M2 d" w$ b# u
- end% F B8 ` Y+ y! I7 m4 a- b
# p4 q1 B( D6 ~# i+ [- #===============================================================================
& S0 C6 N5 V" O, d' N y - # HUD Window1 W5 i+ z E) ?
- #===============================================================================
+ b' `7 X0 Y& ~. w - class Hot_Key_HUD < Window_Base8 C) H, g7 c7 V- J
- def initialize(x = HUD_X - 10, y = HUD_Y - 15)1 ^3 w5 t, J8 X0 n- I
- super(x, y, 220, 80)
; e2 D' X7 W8 i( O4 ?2 h: g. g. H - self.contents = Bitmap.new(width - 32, height - 32), A8 ^+ ] n! B# p o' o% X
- self.opacity = 0
0 t8 p( n( d |1 S - @actor = $game_party.actors[0]8 F6 t2 _; n* O8 R: H5 Y
- refresh
$ P1 b' c, ?' X l( O: Y/ K - end
" d! H8 e+ W; ^" @$ } X% J - 5 C6 F4 x) ]# d- y2 }: D0 k3 d
- def refresh
! H0 ?2 v; U& l+ v' y0 U9 [' W - self.contents.clear) ^3 v" x5 I+ A
- bitmap = RPG::Cache.picture("Hot_Keys_HUD")9 Q% P v1 d6 R6 M
- self.contents.blt(0, 0, bitmap, Rect.new(0, 0, 160, 32))- ~) K8 E, M# F8 W/ O0 i; B; y
- for i in 0..4) G# y9 j( L. [- @5 o5 T9 t
- x = 32 * i + 4
3 `3 V2 B3 [ T9 S2 h J2 S. i - item = $game_player.hud_equip[i]
. }4 f9 b, p5 K' [- [5 b X7 U - next if item.nil?
# Z* K) X0 S4 I: r - if item.is_a?(RPG::Weapon)/ ^9 ^7 a& D) x% |1 z8 y" _
- item = nil if $game_party.weapon_number(item.id) == 0 and
7 X8 H) }$ o: c; N' Q: n - @actor.weapon_id != item.id
+ N0 x. c- R r3 D* {7 | - elsif item.is_a?(RPG::Armor)
( O9 S9 o1 O2 X# o0 B4 J e - item = nil if $game_party.armor_number(item.id) == 0 and
4 e Q* m! G! J, } - @actor.armor1_id != item.id
( l) g- }% R6 t* w9 @1 C( O" u; T - elsif item.is_a?(RPG::Item) B; a( u. M3 o5 |& Q
- item = nil if $game_party.item_number(item.id) == 0 or
% `3 U# c) g4 s - !$game_party.item_can_use?(item.id)1 s0 w; ^- z6 y7 ]
- end6 N! X# K3 T9 c! w8 g! S
- bitmap = RPG::Cache.icon(item.icon_name)2 k. Y4 q- E- g/ G. {2 `$ X. o! j
- self.contents.blt(x, 4, bitmap, Rect.new(0, 0, 24, 24))9 j$ s, e9 |! U
- end
4 g; }% t) V" `2 G. ? - end' g5 j/ d) a' U# |/ ^
-
: M( k2 p2 _ I7 T - def equip(item)$ C( }, U7 i- {0 x( p; D0 d
- if item.nil?
+ R) o4 r+ R) S - $game_system.se_play($data_system.buzzer_se)" H! w% J' [$ c- p ]
- return
4 w6 ~9 a1 k% L: k - end- d$ F( R( a8 E) m# [9 {
- if item.is_a?(RPG::Skill)8 I; X* }9 H. @9 B" Z( ^
- if [email protected]_can_use?(item.id)9 n7 N$ e( g6 l7 V* }9 }, B
- $game_system.se_play($data_system.buzzer_se)
+ ]9 B; Q8 S# O, N9 L9 ~ - return4 Z0 r% V( U% r4 Z; ]' M
- end* R) B! a* {; R7 J+ d8 ]5 O
- $game_system.xas_skill_id = item.id
* ]1 V6 y$ w2 m) b - elsif item.is_a?(RPG::Weapon)* d/ D0 k) F7 K
- @actor.equip(0, item.id)8 ~ } H- {! Q. z+ V# V2 ~
- elsif item.is_a?(RPG::Armor). u% K( |6 f& J/ }1 @# Z6 H$ j
- @actor.equip(1, item.id)
* M+ A% |! `; r/ x- I4 s3 A4 ~ - elsif item.is_a?(RPG::Item)
; @7 c( \7 C- Q+ M0 I - item_tool_id = XAS::XASITEM_ID[item.id]
0 Q5 ?! ]' |: n/ N) U4 U6 \ - if item_tool_id != nil
& p" j1 J4 _5 J. A5 W2 g - unless $game_party.item_can_use?(item.id)9 [5 r1 g! o4 r+ E: k& \+ [# N/ j
- $game_system.se_play($data_system.buzzer_se)" G! y& Y2 a3 ~; O
- return% `3 J- F1 e7 c: g
- end$ v$ u7 Q+ L- \
- $game_system.xas_item_id = item.id7 P$ b# e/ U& v {$ z* ?
- end) Y3 M0 x, X. x$ G( o! X% G+ p
- end/ e/ _! t1 e2 ~! p$ P
- $game_system.se_play($data_system.equip_se)" `% Z1 u( e6 K& n
- end# l6 x6 z5 i2 A, \, N7 R, h
- + D% r* q; @4 c
- def update
& L3 {: M$ Q! N5 S' N - @actor = $game_party.actors[0]
1 a( x7 Y. I- I" @; r5 s - @hot_keys = $game_player.hud_equip% T6 ?/ u( G. @# b) e! ]& W
- refresh7 K9 |9 d1 `( D
- return if !$scene.is_a?(Scene_Map)& p& e' E0 g2 n# v
- if Input.press?(Input::Numkey[1])
0 ?# T% ?1 j f1 n' O - equip($game_player.hud_equip[0])9 W4 k, e l, D$ e2 K7 j5 w- C1 @
- elsif Input.press?(Input::Numkey[2])
1 h( C. Y/ A c5 `$ |6 Y$ Y - equip($game_player.hud_equip[1])( E' y9 F# Y+ B, L2 k4 I
- elsif Input.press?(Input::Numkey[3])
4 r* s4 Y/ ^, H4 ^) g8 A9 Y - equip($game_player.hud_equip[2])
" V. u! c ^. S% q - elsif Input.press?(Input::Numkey[4])- v: N9 r+ ], U' o% Q$ |8 [
- equip($game_player.hud_equip[3])
- B9 e! X/ X8 _& x# N - elsif Input.press?(Input::Numkey[5])
# i8 U7 W! M. S9 _! O9 E - equip($game_player.hud_equip[4])
. j5 [+ A" y/ P - end- X% ^ L" M1 ^9 l! z
- end
1 E3 k0 \4 ^. \( T0 D. F - end
' ~2 p8 w- m; S2 U
3 g5 t3 Q8 X8 d) E1 k$ u- #===============================================================================+ H1 n: \( h2 i# X& e1 p+ j1 N) B: m" H
- # Scene Map
/ z* x& H7 U- N% b6 w O - #===============================================================================
, g+ M( v ^% R5 b3 @# S6 q - class Scene_Map
' f' p. r& W" {: R7 ] D - alias hot_key_hud_init main( Y3 T0 {* s% D+ O( g# y$ x' [" S
- def main
! {/ i( V* K% b7 `" O0 I' b4 p. ] J - @hot_key_hud = Hot_Key_HUD.new! _# J% J6 J# ]4 v
- @hot_key_hud.visible = !$game_switches[XAS_HUDDISABLE_HUD_SWITCH]
# Z, i$ R, X+ I6 f/ p1 j. q2 i# p - hot_key_hud_init
+ p7 Z9 o* k9 i' Z, Q - @hot_key_hud.dispose
O" e h- S5 Y4 J) L3 x - end- [# {, ^6 i$ H' K
-
% N$ Z- e& K. r$ v- { - alias hot_key_hud_update update. r; V1 b9 f2 k
- def update; |. t, b- e" P* F4 w- Y
- hot_key_hud_update( i4 `8 |. h: v: g- G% b
- @hot_key_hud.update
, t+ v+ J; X+ o) X/ q - @hot_key_hud.visible = !$game_switches[XAS_HUDDISABLE_HUD_SWITCH]
6 H+ @& e4 C$ i6 B5 T$ s! d# R - @hot_key_hud.update if !$game_switches[XAS_HUDDISABLE_HUD_SWITCH]
% l( g- h: y Q; g9 H1 Y - end* y- O- A1 A+ y6 [6 ?* @/ b
- end
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