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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,
9 Q% }' r, a. m, u `; W不知道有人能帮忙看一下吗? - #===============================================================================
3 o+ T7 e& F3 T0 }3 M$ o0 l - # XAS - Hot Key HUD
# Y' ]3 p! B. K: I. E1 O - #===============================================================================+ ~, [. R3 E7 r2 W* p
- # By Mr_Wiggles d) S' K4 |" R( f4 A
- # Version 1.38 n1 }! `9 D7 X- z) y+ q8 ?
- # 7/6/10 i' p( \: H4 w" B- v
- #-------------------------------------------------------------------------------
' ]8 {4 e: Y5 W2 ?. S8 L6 L - # Instructions:
?+ u9 b+ v5 {; S+ A- `' A - # Fill in the constants bellow, paste this script above main and bellow XAS in& e3 F/ F0 y+ ]; l
- # your script data base. BE SURE TO SET TO THE RIGHT XAS VERSION!!
6 I" _6 I z! @ - #
7 E1 A0 z8 A( R. m - # Place the "Hot_Keys_HUD" picture file into your game directory - J( e3 J* ^8 {2 b
- # Graphics/Pictures folder.
) K/ W2 O" p/ [ - #-------------------------------------------------------------------------------* c4 j9 g) E* w* u/ s1 Q
- # Directions of Use:
# @4 \4 y( [) x f8 ~3 Y- r - # Simple just press a number key (1 - 5) when the quick skill or item menu is. l$ t+ R7 I X4 Y( t# q
- # Showing.2 p3 T' U. H) D' E! k
- #===============================================================================+ ~- T/ A4 j4 v; M1 Z, y; a
- HUD_X = 0 # X pos of HUD
! O4 {2 ^% e! U7 [- F/ r, h - HUD_Y = 0 # Y pos of HUD
( V4 E2 u3 v, [6 [
# | b6 B( c: R$ k2 A: J1 F5 B- # Set true if XAS 3.7f
. ], u6 h+ q7 M* y8 K+ x! n - # set false if XAS 3.6
) [# ? y9 [# u+ t) j - XASVER_37 = true
; Z$ h- V' ^( e: m0 V) S
6 i6 v+ x- L6 ^) [2 K5 T9 {- #===============================================================================/ V" [7 \0 Q8 P/ W' r) U
- # Numkeys Module; k) o3 P2 o( Z. w' j- |1 H
- #===============================================================================
2 f n7 P# s; f' V6 j. v* o - module Input
1 ?, J! t+ `* x4 A" W* a% G - Numkey = {1 => 1049, 2 => 1050, 3 => 1051, 4 => 1052, 5 => 1053}+ T4 C5 n) v4 Y; ]! w8 }
- class << self, K" o) |8 f3 l
- Key = Win32API.new('user32','GetAsyncKeyState',['i'],'i')) h$ h- h' B7 n3 Z7 f, p
-
2 B' o+ K, B+ s o6 k - def testkey(key)1 C( A5 D- d+ w7 p n
- Key.call(key) & 0x01 == 1 J9 T2 c) z5 ^! C6 a4 A' s8 v
- end
" M0 W4 e$ ^6 n6 \/ y8 }+ ?, O! z -
3 z9 _4 K" u" s8 f/ X. v - alias hud_key_update update( R7 c8 |" j$ v2 {
- def update
- t- C& G% S. m - hud_key_update
, l( n9 K" a# D* I1 Q4 z% ~! a# e- k - @pressed = []& z: G$ ?0 N. [+ m
- for key in Numkey.values
5 i1 ?) y* M8 k! M6 |# T, I/ { - key -= 1000
2 D4 _& ?* v( l: ~ z0 M$ d - @pressed.push(key) if testkey(key)
$ g! q: c: q! b; ] - end9 g/ B) w s1 `! [9 P
- end- R! p+ M% k; U- P
- : A, z" x# y& k( h5 g6 G/ C
- def pressed?(key)
6 D' M' @: h2 n Y - key -= 1000
% d: v% [! Q- \8 n1 N2 Q7 r - @pressed = [] if @pressed.nil?
: ^+ ^9 z3 E2 }& H: m0 r3 W" ~8 M - return true if @pressed.include?(key)8 ~; |, q6 k$ T) z+ Q# U
- return false
0 {. `6 \ D( A3 ]5 ^: l - end
1 l) e5 C5 c ?. ]2 l -
8 F& ]- D' l- _ - alias hud_key_press? press?! L' A. }0 j# Q6 _& R0 {) ^# ]
- def press?(key)# X' \& g% @& v3 ]- u; s
- return pressed?(key) if key.to_f > 1000
0 D7 G9 u2 k0 n" \1 Z - hud_key_press?(key)5 e! x; S. w4 G# O) G" F3 L3 k5 v
- end2 p7 A/ ]& `6 l3 m# {. G
- end& L, @0 F2 U7 y- [1 a( P/ s
- end
' o$ `* H7 T" H0 d) u$ U - 3 _; \. e3 k/ Q/ `$ }& x
- #===============================================================================
p* ]& o: {' N% h8 n* Q0 z - # Game Player! x# ], @/ a! h& x
- #===============================================================================
3 c3 a9 D5 M$ l# h; t9 B$ h$ w8 u - class Game_Player < Game_Character
* X: M$ j+ s/ h - attr_accessor :hud_equip) N. K1 g; v7 x% u& w$ y; a6 k( l- |
-
' J9 B$ A& m* h# K - alias hot_key_hud_init initialize
, C% v w% H7 ]# y) ?! ? - def initialize
, V. J# Y2 i; r/ f% u - hot_key_hud_init! v/ u4 b2 w6 b+ N
- @hud_equip = []! N5 T4 T4 X; x6 U+ ?
- end
) D2 F; S" B) D$ a - 3 Q( S) n$ D2 o2 I
- def equip_item_to_hud(n, item)" p! d; f9 t7 w
- if item.nil?9 b) P5 E l. u! l! P2 a1 v% z# Z
- $game_system.se_play($data_system.buzzer_se) n+ N" J. z! F6 T9 F+ ~' }
- return
2 D5 O4 r& G9 z! X5 v0 w - end1 |! @9 J( O# }) U6 E2 a0 x' H
- $game_system.se_play($data_system.decision_se)
! C( Y4 l0 K- l- p1 K* U8 H - @hud_equip[@hud_equip.index(item)] = nil if @hud_equip.include?(item)0 @1 G( m/ R+ p+ A8 d5 _% p, K
- @hud_equip[n] = item! d5 P O# Y$ D4 `& i( A
- end
2 S; n, A, W5 Z/ `3 v; N' \ - end
7 ], h/ |3 x* R; T* a. `3 S - 4 n# Q8 S/ W# r5 b7 E/ @+ |
- #===============================================================================
9 }/ a! ?& D( T9 k4 x - # Quick Skill Window8 j2 m0 J$ K9 J; Y6 A
- #===============================================================================
4 V( [/ ?8 b U7 d+ Y; g/ ^! X - if XASVER_37 == false
" S" t1 `9 c( U+ W3 b - class Xas_Scene_Skill! d- ]7 F4 P6 E8 {* i( ]
- alias hud_quick_menu_main main
; K: \# k$ P# h - def main
/ O: `% v+ E' V' x2 Q1 Q. E; g; z - @hot_key_hud = Hot_Key_HUD.new
( F+ t% ^+ W' U$ D% Q5 z: t - hud_quick_menu_main
2 }) c; ]" o8 |# V9 G) }: G" X - @hot_key_hud.dispose+ q1 P' j& ]+ j9 o! H
- end. r2 c( ^8 w8 n9 n/ r: ^: N
-
' b7 r, z8 e* |# `7 C& i - alias hotkey_hud_qucik_menu_update update1 J4 p9 t" a/ r# F
- def update: o" a$ |# W. g0 V2 r) u
- hotkey_hud_qucik_menu_update. |) f4 Q- n/ J' C5 G
- # Hot Key num 1
% M' u2 I( e# c" r3 a5 V- | - if Input.press?(Input::Numkey[1])5 X8 [9 @9 C2 r( y: X
- $game_player.equip_item_to_hud(0, @skill_window.skill)6 H B1 t# n+ e9 Z" r
- # Hot Key num 2
- Y3 c, H1 I0 l+ m& d - elsif Input.press?(Input::Numkey[2]) _0 M) _9 }: f2 X) z
- $game_player.equip_item_to_hud(1, @skill_window.skill)
( t" Y& _+ U. B; A - # Hot Key num 37 @$ m) G) t5 v4 |) h
- elsif Input.press?(Input::Numkey[3])' L; W, V/ T& {
- $game_player.equip_item_to_hud(2, @skill_window.skill)
" \ i& \5 }1 E3 B - # Hot Key num 4
& B0 h% T' d( k1 x - elsif Input.press?(Input::Numkey[4])
& h. k2 M0 f" |" P) x - $game_player.equip_item_to_hud(3, @skill_window.skill)
) J+ i% N* X' p8 |* G - # Hot Key num 5" R* U2 o) i1 s7 J" r/ J
- elsif Input.press?(Input::Numkey[5])2 ^5 T6 b7 p( p
- $game_player.equip_item_to_hud(4, @skill_window.skill)3 k) o' q2 L/ U N+ h
- end
Z" B% | F$ [: B: D - @hot_key_hud.update
& E$ F7 t& b* M - end
2 h! y2 V+ H, t6 v4 z% f - end
1 n5 o1 Q0 u5 F# w" q2 C' V& ^ - else
+ s: X# q0 l; p# P6 ^ - class Quick_Menu_Skill* j$ }5 o4 {& l8 d
- alias hud_quick_menu_main main
* e& r3 R7 o. D0 p: D" u - def main" m, |: m8 _ j1 d) L# j
- @hot_key_hud = Hot_Key_HUD.new
1 T' G6 ?! o' s! ]" t - hud_quick_menu_main
) b& P" o. S0 ^2 R - @hot_key_hud.dispose
1 _) ^3 z7 e" [9 s8 u$ G5 Z - end
- Z8 }5 Q" F1 G& x7 H) L8 S -
8 e) a/ s9 |2 i" V2 S - alias hotkey_hud_qucik_menu_update update
5 B6 U/ Z9 J/ U5 C - def update
, q8 l; Q& {# I8 Y$ F' z4 ? - hotkey_hud_qucik_menu_update. J: \- V. G+ j1 }0 X* \
- # Hot Key num 1( M1 Z8 B- U8 x t" T b4 T
- if Input.press?(Input::Numkey[1])
2 Z5 y* w8 X) H5 \0 d7 Z - $game_player.equip_item_to_hud(0, @skill_window.skill)5 j8 q% M& X! [# q4 K4 \
- # Hot Key num 2* ]* ? p& A, E' g. Q
- elsif Input.press?(Input::Numkey[2])( z K* |2 I( i3 ]& s0 S. a! B5 f
- $game_player.equip_item_to_hud(1, @skill_window.skill)% u+ u7 C3 e1 ?+ g
- # Hot Key num 3: J9 ^9 t( z H7 r* {6 B& n. \
- elsif Input.press?(Input::Numkey[3])& ~9 m5 \! B% ^% B
- $game_player.equip_item_to_hud(2, @skill_window.skill)- l' D9 M) C" F: f
- # Hot Key num 4" I5 G I/ ? R& w
- elsif Input.press?(Input::Numkey[4])% B W% I8 L9 B4 Y9 h- K v! z% \
- $game_player.equip_item_to_hud(3, @skill_window.skill)0 S( t, D. A! F" P. U( ^4 b% o
- # Hot Key num 5+ A8 U& S* [, d2 q
- elsif Input.press?(Input::Numkey[5])
+ k5 M6 _) h& m K, P0 P - $game_player.equip_item_to_hud(4, @skill_window.skill)8 H8 i* n8 t6 a- A0 @$ h. R$ f
- end' x) z( U; p) G; W/ f
- @hot_key_hud.update
( T3 ]; K+ e; p) _( I0 ?7 b: ` - end
o6 X" a) N! X: a4 A8 t - end# J0 t+ V$ ]/ Y8 ^. _
- end
, i- e# X* a g
5 p4 ?# e! _- W* {: r) ^- #===============================================================================
* C8 v( [. i& J - # Quick Item Window
8 F$ R; G4 n. s8 H2 r6 D - #===============================================================================
, r' n9 Q9 S |, F - if XASVER_37 == false, Q* W0 n3 i: Y9 b p" i
- class Xas_Scene_Item$ o, f4 t) O* S3 E
- alias hud_quick_menu_main main3 f) n' J9 k, `4 d
- def main
/ {& o. `8 I# k7 T( Z9 x - @hot_key_hud = Hot_Key_HUD.new
' v, M+ Q* J# }1 d" Y" ?* | - hud_quick_menu_main
3 `! o+ T+ }6 H2 g: K% {* T - @hot_key_hud.dispose
4 q5 s& k) Z" \: l. d* J - end* o6 ^! ?1 p4 G" i% m
-
* h" T* \% x( A+ E+ P# G" }4 B - alias hud_key_update update" q$ _! }: n$ Y7 \6 H
- def update8 w* D! j/ k% t% c& \. _8 W
- hud_key_update+ i6 {. A& r5 N9 Z( G
- # Hot Key num 11 R* [3 T! A* J
- if Input.press?(Input::Numkey[1])( E* Z3 z% R3 u1 j/ g
- $game_player.equip_item_to_hud(0, @item_window.item)
/ r v3 Y; ~& \/ |8 S8 C - # Hot Key num 2
6 K6 k& U- z( G - elsif Input.press?(Input::Numkey[2])6 L! X) a9 X2 x7 l4 F% i' H
- $game_player.equip_item_to_hud(1, @item_window.item)
% w. g2 r x) E- {8 y - # Hot Key num 38 X5 M: a! T* d) i5 |% Y* b: M
- elsif Input.press?(Input::Numkey[3])6 t9 m/ z/ p5 Q) S! Q. s
- $game_player.equip_item_to_hud(2, @item_window.item)
2 f2 J: d% i/ A# P& g - # Hot Key num 47 O0 A1 B1 Z- c; ?+ g
- elsif Input.press?(Input::Numkey[4])
: u6 v R; {* p! i& [8 m2 O! [9 l - $game_player.equip_item_to_hud(3, @item_window.item)
/ S* H& H* g5 a - # Hot Key num 5- q+ u. V: F$ m1 q* K- e$ p( _
- elsif Input.press?(Input::Numkey[5])
' V ?+ _$ d" |% |" M1 u0 B9 Z/ ~ - $game_player.equip_item_to_hud(4, @item_window.item)
7 U0 g/ C Y4 ]9 q - end
- Q, u( W2 } I7 m5 w4 s - @hot_key_hud.update
; k5 ?/ G! N O0 X/ T# ~ - end$ c- K+ [% v9 ^2 N4 T3 b7 p
- end7 I& r6 [8 D7 D8 j
- else
$ K- k3 M7 M; e4 a6 b - class Quick_Menu_Item
0 v! U1 r- Y! k6 y, O - alias hud_quick_menu_main main$ W; ^8 _0 u+ [9 T8 W# c
- def main3 h. X3 _: g0 x$ c2 M) t
- @hot_key_hud = Hot_Key_HUD.new$ i! r$ `. R- c0 T' P
- hud_quick_menu_main6 S5 _$ f; Q \- f9 W+ ?; n
- @hot_key_hud.dispose; Y. d: R) `. D+ {) c! S( P
- end
" A6 c3 w3 l, \ -
( W0 m6 p( k5 E" j$ j0 o1 Z A4 A - alias hud_key_update update3 E0 t% s+ a- p( @$ U
- def update
4 d3 P2 H) o8 a* B) t" f: D6 w - hud_key_update0 Y" w$ f" r. e+ g1 m# M, u
- # Hot Key num 1
/ ~7 M3 @! } x& e+ t - if Input.press?(Input::Numkey[1])1 z4 o) ~. T; N, Q6 a1 L+ w' t! a
- $game_player.equip_item_to_hud(0, @item_window.item)
5 T3 x) Y' f; q V' ?4 z3 L! N - # Hot Key num 2
" b* i; U8 M; _ - elsif Input.press?(Input::Numkey[2])9 I1 k7 R& F' j& m" L4 t; e
- $game_player.equip_item_to_hud(1, @item_window.item)5 T' l) B) ]. u
- # Hot Key num 36 P8 v1 |6 y2 S9 Q$ B3 ^; ?, x
- elsif Input.press?(Input::Numkey[3]) j" i P% Q( O1 m L) l6 [! W3 w
- $game_player.equip_item_to_hud(2, @item_window.item), ^( {8 E) V: k% p6 o1 I3 b; f0 {
- # Hot Key num 4
! E* U( J! f! W* ?" u - elsif Input.press?(Input::Numkey[4])
( j+ l' T& `6 P - $game_player.equip_item_to_hud(3, @item_window.item)8 p1 v8 E* e7 x5 \
- # Hot Key num 5
& A7 |" B8 q2 p5 Y - elsif Input.press?(Input::Numkey[5])
2 F* w, e; F; n7 } w - $game_player.equip_item_to_hud(4, @item_window.item)
9 F4 c( M# A6 ^ - end4 j9 \& a Q# D! s
- @hot_key_hud.update) ?0 N! l; Q: s9 ?, C
- end
0 p. l2 m% x0 C! } d - end: P. v4 d6 e2 {
- end
) x+ [' j- S2 R0 ?- A) X/ g$ ^
0 s* f7 H, s6 H1 Z. r" v- #===============================================================================/ m3 |) O. a' o& y
- # HUD Window( Y# U; i5 q, f: n" y# i
- #===============================================================================% Y* Q' `, w) ~
- class Hot_Key_HUD < Window_Base: r) H# m* a. j) i: V$ n
- def initialize(x = HUD_X - 10, y = HUD_Y - 15)
7 R+ j. r& H# X* m. W4 S z. J4 U - super(x, y, 220, 80)
6 ]* b2 \9 J: u9 p: l g B/ a - self.contents = Bitmap.new(width - 32, height - 32)
8 j, X+ T& R5 n0 F+ P. y( i7 q - self.opacity = 0- f& O) l' G5 m0 \
- @actor = $game_party.actors[0]
! D1 n* k+ m- R1 N; q1 w - refresh
; k7 q& L6 A$ }7 Y" V# W) k' a - end
7 C3 n, Q$ s* [( t
- h, d: @ d! A: G0 s1 I# f- def refresh
: i5 K* {: O5 v' T0 L, M* O0 d$ [ - self.contents.clear
# h5 o; G% j9 L; a$ r9 K. x - bitmap = RPG::Cache.picture("Hot_Keys_HUD")
1 Z4 w$ f. ~: e& \1 N: @ - self.contents.blt(0, 0, bitmap, Rect.new(0, 0, 160, 32)); g: G6 Q" \3 i" @. K% g
- for i in 0..4
! V$ Y" I: U o - x = 32 * i + 4
/ B8 e6 Y+ C/ ^4 v - item = $game_player.hud_equip[i]6 g ]- {: L4 y6 R- D# i
- next if item.nil?# F8 a @+ X2 d6 w+ }0 }4 J7 \
- if item.is_a?(RPG::Weapon)8 a4 V; ?1 y `$ ^8 ~* W
- item = nil if $game_party.weapon_number(item.id) == 0 and5 B) q6 W( S8 q, j& ?+ t
- @actor.weapon_id != item.id
& U: n# ?) L& d; u4 t) J+ a7 N - elsif item.is_a?(RPG::Armor)
' O9 k3 ^% K) `" d - item = nil if $game_party.armor_number(item.id) == 0 and : o* G7 P0 l8 {, @+ |
- @actor.armor1_id != item.id1 O6 f* W! S9 t8 }
- elsif item.is_a?(RPG::Item)
6 t7 W, {( p! E" u# z - item = nil if $game_party.item_number(item.id) == 0 or
5 A1 {: H! }' s. T2 K9 j - !$game_party.item_can_use?(item.id)
4 {+ I! |& q3 l; w - end
& E0 @0 c; z3 V) f; h - bitmap = RPG::Cache.icon(item.icon_name); a+ y" {* I5 ?6 C3 X- V
- self.contents.blt(x, 4, bitmap, Rect.new(0, 0, 24, 24))
9 G1 {: S+ C F - end% E' ] c( Z4 a G* Z
- end, }( p+ K0 _+ e, W$ a
- 3 a2 |7 h' {" U
- def equip(item). E1 ~" Z+ C) `( x8 ~
- if item.nil?
: P1 R7 @/ O2 d - $game_system.se_play($data_system.buzzer_se)
- |6 j" x. @ r5 e2 K$ M - return5 G" i3 E2 D/ \# [
- end& J+ n* x7 ?' G% T! N; W$ z
- if item.is_a?(RPG::Skill)
! O2 Z7 t6 ?* z( }* R4 Y4 ` - if [email protected]_can_use?(item.id)
9 f& ^7 X4 u4 c5 H2 E* A: u - $game_system.se_play($data_system.buzzer_se)0 G3 _& s- ^6 _$ v* }% K4 C* ~5 ~
- return3 p- S5 Y+ \$ X+ h
- end
$ i% w* A! N* E' Q% }/ Q - $game_system.xas_skill_id = item.id
; N; x2 @ H! L7 H8 h7 e - elsif item.is_a?(RPG::Weapon)5 @2 X' I* ^3 @) z( W
- @actor.equip(0, item.id)4 l( t( K! D4 I* s4 ~, P/ x
- elsif item.is_a?(RPG::Armor)
8 }5 P6 e1 K1 b+ M8 I. G5 ] - @actor.equip(1, item.id)
7 \: V+ d: v: e- F7 d. J8 g6 e - elsif item.is_a?(RPG::Item)
# @* l' l c% \* g( U - item_tool_id = XAS::XASITEM_ID[item.id]
% D; M( @+ u! j8 Q4 i2 [' t - if item_tool_id != nil# _8 R2 V U# M; e" V
- unless $game_party.item_can_use?(item.id)
; y6 W) M- S& Y% ]3 D - $game_system.se_play($data_system.buzzer_se)3 X/ {5 Y. f# l
- return3 M: R- o5 i+ X# e9 O& t4 F& Y
- end
. |4 V( k7 f* M" x: E. W& r - $game_system.xas_item_id = item.id
9 r# E( r" g; K. G - end
6 G* a8 r, s6 r6 c9 {6 J3 V - end0 H2 [& v' T" O& [; m0 a
- $game_system.se_play($data_system.equip_se)+ d& C, D+ V% z) f
- end' x- E" H5 K2 A4 w1 }. v
- " a+ l# Z, ~, A$ ]: h8 ^4 n
- def update
/ v' [* q5 `, ]/ _' J - @actor = $game_party.actors[0]
% d2 c) i) n2 ? B+ `/ Q - @hot_keys = $game_player.hud_equip0 c* w8 f4 p4 |9 h, m
- refresh$ {4 s" K# y. s7 W' g
- return if !$scene.is_a?(Scene_Map)
0 s+ T4 `* M% b6 H9 c - if Input.press?(Input::Numkey[1])
/ g" L/ Y& O# F - equip($game_player.hud_equip[0])
; c5 }) a. V3 \) W F- [' ^ - elsif Input.press?(Input::Numkey[2]). L3 g: L4 H2 F( N/ r7 _7 i
- equip($game_player.hud_equip[1])/ J! }9 c) o c" \0 b# f
- elsif Input.press?(Input::Numkey[3])# }6 v9 B4 R; ~9 g
- equip($game_player.hud_equip[2])
W: I* P6 x2 Q* L7 d0 u - elsif Input.press?(Input::Numkey[4]): t; p' A* [- h; a) H4 Y
- equip($game_player.hud_equip[3])
4 \2 f' h2 E ]1 u9 p! m/ I - elsif Input.press?(Input::Numkey[5])( D: a5 U9 N4 @
- equip($game_player.hud_equip[4])* `& B: p: W" l& ^' v6 `
- end& M2 x: H+ y: k) s
- end1 I( } a2 P& V7 f
- end
2 _6 t8 U6 Y- |# ~+ R
$ i: Y V0 K; G% x2 f" N* f9 n" I9 N P- #===============================================================================& B- O" T+ U/ f2 J9 u! u. u/ o
- # Scene Map
- h: a5 s+ {" W% h/ p - #===============================================================================
& `+ p, u$ G8 q+ y3 w" K7 D - class Scene_Map% \- N* t" a3 [: ^$ z
- alias hot_key_hud_init main% Y1 n$ }2 a: `3 U
- def main2 W2 W4 w2 X9 M1 ?7 H! U" J5 b2 u
- @hot_key_hud = Hot_Key_HUD.new
% w: e% \: d& `5 D/ d0 x+ U' ? - @hot_key_hud.visible = !$game_switches[XAS_HUDDISABLE_HUD_SWITCH]
H) O5 Z( [3 t4 s. b9 t$ m - hot_key_hud_init" p2 T6 {" H0 c! k& u' n* P7 ? g4 H
- @hot_key_hud.dispose
; g% K1 F& l- h, \* H - end
: D$ h9 r) u7 N f: p' q, W/ M -
V0 Y7 i+ U7 T/ X+ q! C+ a - alias hot_key_hud_update update) c3 v- q; ~5 T3 W# L6 G
- def update
1 h. Q8 v( j8 h8 n% C' H' h - hot_key_hud_update
4 ^' O3 a( l3 l( u* ]9 v5 H - @hot_key_hud.update
" R" J7 k- n7 P3 { - @hot_key_hud.visible = !$game_switches[XAS_HUDDISABLE_HUD_SWITCH]
9 M) A( ]7 ^ H ]( Q - @hot_key_hud.update if !$game_switches[XAS_HUDDISABLE_HUD_SWITCH]
5 ^2 i' m! s: d9 r, `( S: q - end
8 S- _' K7 |2 M! u - end
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