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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,
; c4 x. |( f# E& Z) X不知道有人能帮忙看一下吗? - #===============================================================================: d/ E, ~1 O% g; h* ^% Q- z
- # XAS - Hot Key HUD, p2 r2 f. x" h& A4 l
- #===============================================================================. z. f1 r' |6 m) C- G( B4 \& B8 S
- # By Mr_Wiggles
( a8 B. ^9 `/ T& _1 v& O% ^ x - # Version 1.3# Z6 R7 ~$ P0 N) _) l! Y7 n
- # 7/6/10
6 f3 r s% p4 L4 L - #-------------------------------------------------------------------------------
5 y) K. x# |1 \ - # Instructions:, E0 t+ c. U2 S* F9 o! @
- # Fill in the constants bellow, paste this script above main and bellow XAS in4 R& [$ J* Y; K3 f( l6 n
- # your script data base. BE SURE TO SET TO THE RIGHT XAS VERSION!!
/ C% g2 r# `8 K A1 b1 i - #
) _7 K6 Z+ G6 P3 k3 y2 x/ T1 e - # Place the "Hot_Keys_HUD" picture file into your game directory
* ]$ O _6 u* X - # Graphics/Pictures folder.
3 n, i9 J. z( e - #-------------------------------------------------------------------------------9 L- _0 H1 c; e8 y7 x! e- P
- # Directions of Use:
4 p0 C) B8 Q$ p* y; q1 |8 O - # Simple just press a number key (1 - 5) when the quick skill or item menu is
( t0 h! I0 @& ~1 e% J' o6 u - # Showing.: n& p7 |( a4 K' w; O; j) l* C4 f% h
- #===============================================================================
; K) Y% m2 U0 l! d8 {; f/ Y - HUD_X = 0 # X pos of HUD
8 C( f P+ _6 V7 e4 u - HUD_Y = 0 # Y pos of HUD# a1 s- s1 N7 @: x a1 f5 F2 v
|7 k# M4 F/ `- ]% G }- # Set true if XAS 3.7f7 f, }4 l6 b8 K2 K1 A0 [
- # set false if XAS 3.6 w# f8 a, W. t( F; ~0 ?' I( k. y
- XASVER_37 = true: `; k% @# H7 a1 ?. V) n
% c9 }0 ]* ?. D& @, {. Y; Y1 h- #===============================================================================
5 w# }+ R( I+ K: z4 a. C - # Numkeys Module
* t) m# ^+ R, h - #===============================================================================6 Q( S! u" Q3 C! d# b
- module Input
% M4 v6 u7 U- H" } - Numkey = {1 => 1049, 2 => 1050, 3 => 1051, 4 => 1052, 5 => 1053}. G6 C3 f% T' f& y4 [3 B8 \
- class << self
+ K3 m0 r6 B2 S: n - Key = Win32API.new('user32','GetAsyncKeyState',['i'],'i')
0 x/ k. Z" _( }5 E, E+ d -
7 \) F) i. T# O - def testkey(key)
6 R$ i) ?# U% Q, p2 E2 g. m - Key.call(key) & 0x01 == 1
( L* q; O' f9 `# {/ D- Y* G* l - end! k) F0 `1 L( f1 k$ L+ q) Q/ q
-
/ x% ~; ?: ]! h) r - alias hud_key_update update0 T1 h& p( a- Y( G2 x, \
- def update
" [; J/ A& u! a - hud_key_update
3 |" S( x2 M4 Q% X |% [# E - @pressed = []
( F/ j/ G! N7 ?3 g. j - for key in Numkey.values
' i2 M' T' i2 }, H$ b% b - key -= 1000; r3 E/ ~+ [- [5 X+ v0 y
- @pressed.push(key) if testkey(key)) _9 ?' X5 o2 M* r- H d
- end( l) ]6 c, ~8 P }! N: c
- end" O5 Y }: K* G' z2 S6 r2 `# [
-
! s% X5 O& x$ S0 h - def pressed?(key): O- Y) S9 Q8 P* i2 D: c: l
- key -= 1000: e0 j1 X# ]+ y, B0 A
- @pressed = [] if @pressed.nil?
6 I* c% d$ K I3 @7 o H6 N - return true if @pressed.include?(key)
4 s( A. K- h2 |8 @ - return false
3 R! X/ N3 F) U% [* I - end* X. c( Y/ i! T% w7 S- z
-
. \; s O* v s, W - alias hud_key_press? press?3 q) R( i2 J. q; z
- def press?(key)
; t- L1 z; {' \0 O" k3 L C - return pressed?(key) if key.to_f > 1000 H! ~) `7 w ~/ T6 i% i" u7 A
- hud_key_press?(key)
- [ F# W( y! B( q- O( L$ g - end8 n6 j' [. [, B
- end# P8 j& h. X$ p( H
- end5 ^ L* U; l) K* m& e8 ^
- + w/ g; S3 Z0 l# q# H' j7 k
- #===============================================================================
% i9 \9 q7 s% g* Z# V- V: f8 F - # Game Player/ ?9 M1 M) ~6 G5 U
- #===============================================================================
* P3 t' j# P2 E2 {* n - class Game_Player < Game_Character
$ _) r0 m: Q4 m. E# `4 A7 U - attr_accessor :hud_equip
/ Z7 N8 k& Y; I( m/ a1 P -
' d* s5 |$ w) X _0 A9 n, p - alias hot_key_hud_init initialize
( G. l( I8 n9 Z - def initialize/ t5 ^. f4 h& K. W+ O, _, K
- hot_key_hud_init
. |( L- F! y7 N0 K5 `- d - @hud_equip = []- i! l! @- R5 U# h9 Y$ m+ x( z
- end: k" F- H- i2 j4 A' h# V
- . ` N9 r: O8 g' q
- def equip_item_to_hud(n, item)5 `. J) o- z) r- X
- if item.nil?
( P1 @" M0 R# M9 B - $game_system.se_play($data_system.buzzer_se). L! X& U$ {7 l6 T7 o
- return% b4 X1 E6 m; I+ E* C: f
- end
( ?7 {9 X& k) ~* F$ f8 T - $game_system.se_play($data_system.decision_se)
6 r, h9 z9 b' ^* a3 { - @hud_equip[@hud_equip.index(item)] = nil if @hud_equip.include?(item)6 W7 n1 Y/ S& S" H5 D+ E) U: K' g
- @hud_equip[n] = item
$ Y2 Z: n6 A7 E) ` - end
) H7 @4 E- q% s* N+ Z: I - end: L( e* P9 J! I9 i$ M3 M
- ) V" x( u; l; X
- #===============================================================================
5 u4 p2 ~3 f+ n8 f4 Y( ^1 W$ G - # Quick Skill Window: m! `/ G3 j$ t/ K
- #===============================================================================
/ |4 M+ W& o9 m3 u8 ^2 X2 N0 o - if XASVER_37 == false3 e4 ?! L' h7 s& I; F
- class Xas_Scene_Skill6 D2 v; M1 e/ G9 j
- alias hud_quick_menu_main main& l* f2 R& Q- C% Z2 D" a8 P& G( d
- def main4 O n# s0 i; p# A
- @hot_key_hud = Hot_Key_HUD.new( J4 r0 W0 |9 i6 U; p: G) L
- hud_quick_menu_main1 e$ @) m R& |, I9 q+ u& m
- @hot_key_hud.dispose
) q1 t. }- n. B9 g! o" w - end+ }5 c% n c; t( E( e; K% q
- 9 ^# U6 F: W' K& d+ t8 v# ^5 K
- alias hotkey_hud_qucik_menu_update update$ Q! ]/ h1 e/ O# z' ]+ a, h
- def update Y. a8 A* M0 H# h# H
- hotkey_hud_qucik_menu_update
4 }" W* @ @; |" {9 `+ |& k4 g - # Hot Key num 1
3 A2 h: j% V" Z3 w" w - if Input.press?(Input::Numkey[1])
5 ~7 g% h! G4 o9 X- h - $game_player.equip_item_to_hud(0, @skill_window.skill)
! M8 b7 i2 }' w" k8 y% M - # Hot Key num 2
) L5 F5 n& e( d* V - elsif Input.press?(Input::Numkey[2])
( c+ n" A& a, @2 u - $game_player.equip_item_to_hud(1, @skill_window.skill)' ]( P1 X$ B+ }. J- u
- # Hot Key num 3
0 a2 y3 l3 F6 o- O, d3 j6 B, Z - elsif Input.press?(Input::Numkey[3])
* ^- H# V' s5 B4 o. g7 _# O* F( W - $game_player.equip_item_to_hud(2, @skill_window.skill)
& n4 A, F) B3 i - # Hot Key num 4
6 d/ U5 N1 `0 w. O - elsif Input.press?(Input::Numkey[4])6 A4 Z- R! h/ H: i$ V
- $game_player.equip_item_to_hud(3, @skill_window.skill)
0 }/ A' t F( ~- X - # Hot Key num 5* `7 ^ v1 T; Y7 h6 m
- elsif Input.press?(Input::Numkey[5])( c+ C5 D, Z6 ?0 |3 {) a; C
- $game_player.equip_item_to_hud(4, @skill_window.skill)
- A$ g2 U% S5 w; p& h - end
; X: c1 k+ s! G8 Z4 M0 K) k: D - @hot_key_hud.update
) t- F* p! i5 D+ T) D+ `: L+ `1 q - end& y6 k: [* T" I9 T, c7 y! ]
- end
6 U7 Z- d5 J+ x! U' h - else+ e- y) [# o. s& b
- class Quick_Menu_Skill. [; t5 e C8 E: P' v6 R# N
- alias hud_quick_menu_main main
) J2 P7 R' f) _# i8 X+ n+ N7 L - def main
' s2 W# C3 V M7 O$ t& p - @hot_key_hud = Hot_Key_HUD.new
0 I6 \: j7 a5 ? U - hud_quick_menu_main
& j4 ]( P: i0 A: Y# s5 n - @hot_key_hud.dispose
4 L; g5 H( b1 ]5 o$ f5 E - end) D: m" \) b5 Q$ d9 \' C
-
0 J5 X, h" s( B4 j: p - alias hotkey_hud_qucik_menu_update update8 J: y0 r9 X( h6 ]% M7 m1 Z) S1 H$ k
- def update; q1 d- S! [8 D0 ^! m& _
- hotkey_hud_qucik_menu_update
( _4 V0 \3 R$ A9 i3 } - # Hot Key num 11 P8 }* l* ^% t3 {/ a
- if Input.press?(Input::Numkey[1]), C. V/ b& S. ~) y% w# H( |/ H
- $game_player.equip_item_to_hud(0, @skill_window.skill)% W+ R$ P6 u2 F
- # Hot Key num 2- f4 H6 \9 |4 _
- elsif Input.press?(Input::Numkey[2]) y4 Z- s% Y% u& S: O9 N; f5 k; T
- $game_player.equip_item_to_hud(1, @skill_window.skill)
% k. o0 x* `) \7 E' u - # Hot Key num 3! F3 F( i2 m6 k9 z& O4 Q
- elsif Input.press?(Input::Numkey[3])
' T8 v# \1 Z; W2 \& ^5 O - $game_player.equip_item_to_hud(2, @skill_window.skill)& C4 q7 Q; C3 n) r% P
- # Hot Key num 4
& {& {: T9 [! G8 P - elsif Input.press?(Input::Numkey[4])/ C+ a! R) y9 j5 J
- $game_player.equip_item_to_hud(3, @skill_window.skill)
, I# O/ f* S% s- E4 R8 _0 F - # Hot Key num 5
2 z" _' L3 p. G: V8 U8 C3 ~ - elsif Input.press?(Input::Numkey[5])* m9 u$ A) \# d# B; a
- $game_player.equip_item_to_hud(4, @skill_window.skill)) I4 \( q& T+ h! D6 ?
- end
+ e# G" F6 V ~4 \ - @hot_key_hud.update
' G$ h! _3 h3 A; i: M5 E - end/ h* N) u3 A7 T9 S( w g; X; E W n
- end9 Z% }& z* w4 O1 A
- end
( q; [$ q3 _) a& i% A - ( B: C6 H3 H% `* @/ A
- #===============================================================================
7 D$ V% i; ?% x% Y: I+ r - # Quick Item Window
& U6 L) r; `: z( ~9 i - #===============================================================================
' p2 \3 w5 A/ M! r# q - if XASVER_37 == false
3 {4 r7 ~# m4 T7 o( d2 {1 E - class Xas_Scene_Item
2 e8 r) _% ^- P4 ~6 l - alias hud_quick_menu_main main
" @0 n" J5 E/ @% @ - def main
% T. R1 J* o9 ?2 R/ |& T1 j - @hot_key_hud = Hot_Key_HUD.new8 e1 C K6 y+ d' f: v
- hud_quick_menu_main
6 J) A" T" w0 P) a4 W3 s3 ~ - @hot_key_hud.dispose
* b1 Y: a' @4 ~) Q7 c, ~ - end' n/ }; p# q9 B! b4 n, K4 z
-
7 g; v. g. v; d+ e X" M( U - alias hud_key_update update3 |/ |7 R2 Z. N+ i( H. b
- def update
% u# n& D2 U& _ - hud_key_update) J* u; e" d! T8 K% t' p+ Q* g, R
- # Hot Key num 1
( ~1 e4 u! s, { - if Input.press?(Input::Numkey[1])
! s1 O! H+ U3 K - $game_player.equip_item_to_hud(0, @item_window.item)' W) r, B) v* Y& W
- # Hot Key num 2
( M9 F! c% O, }! T - elsif Input.press?(Input::Numkey[2])
0 g. |2 `& V. {3 P! `6 A - $game_player.equip_item_to_hud(1, @item_window.item)
) |% }4 R( Z* s1 m8 C - # Hot Key num 3) Z$ z( R) s" Z" a" J/ \
- elsif Input.press?(Input::Numkey[3]), S6 V2 u% Z/ }
- $game_player.equip_item_to_hud(2, @item_window.item)
& C! L( A* \2 s4 u - # Hot Key num 4% v0 J/ g* M$ M$ ~- t* E: O$ [/ V
- elsif Input.press?(Input::Numkey[4])
4 F* I$ O* e+ S - $game_player.equip_item_to_hud(3, @item_window.item)) G5 a+ u) s6 r- E ]& X+ n& L
- # Hot Key num 5
2 m$ j. X* M) y [7 I - elsif Input.press?(Input::Numkey[5])
+ m9 D5 n+ q3 q* ~5 i" O3 H - $game_player.equip_item_to_hud(4, @item_window.item)
% N7 x+ w, Y& f5 u8 w+ T: T# P - end
& S W1 t0 p! C) H4 @ - @hot_key_hud.update) v0 c) J. F% Z: s
- end
- E- s4 ]) z) Z/ ?, F8 t - end2 b: k1 Z0 q5 ^: N: W
- else) g L$ n5 J$ ]5 ]" I
- class Quick_Menu_Item
* [7 P# h- ^/ j) w' k# b( Q1 R - alias hud_quick_menu_main main
/ z& ^' \, D+ A - def main3 Q) _! p5 C( ?) q
- @hot_key_hud = Hot_Key_HUD.new
6 F* H; r0 t7 p% n) T' f - hud_quick_menu_main
A7 f- b, a: H3 T; J - @hot_key_hud.dispose
+ }* A, l! ] a) v1 k3 C% M - end9 _6 _4 \5 V- R% I; m+ A0 y
- ; T1 u3 s' w8 W1 l8 E* g, H
- alias hud_key_update update
% }9 ~# N- b+ |7 ~) c m/ N5 a+ _ - def update: e$ o/ g# Y H; v; A$ |8 p7 `
- hud_key_update4 e; {" c( q2 P$ H+ q/ |
- # Hot Key num 1
% Y1 a( _" d5 S- s. P9 Y& R+ k - if Input.press?(Input::Numkey[1])1 }- c- d1 } l) P$ N& c C
- $game_player.equip_item_to_hud(0, @item_window.item): @$ x8 X' O% [
- # Hot Key num 2
$ i0 a5 y, C# g. y+ a. P4 i - elsif Input.press?(Input::Numkey[2])8 @3 P$ `( [3 Q. B( \% a$ |
- $game_player.equip_item_to_hud(1, @item_window.item)0 |1 i" e; c% o9 H4 P. e) Z7 ~
- # Hot Key num 3
0 }: t( A% X5 H+ S$ W - elsif Input.press?(Input::Numkey[3])7 X/ N" f5 c: ]; i
- $game_player.equip_item_to_hud(2, @item_window.item)
1 g; q% i7 `( p& J/ l, r. M9 R( Q - # Hot Key num 4) C4 N3 {; f4 H: t0 x+ E2 B( M# c
- elsif Input.press?(Input::Numkey[4])
- ?% \( B6 O( [" T( B q; i - $game_player.equip_item_to_hud(3, @item_window.item)
9 n/ `2 s8 X* P/ W - # Hot Key num 5$ Q4 ]1 F! |$ p3 O2 w" {
- elsif Input.press?(Input::Numkey[5])# V. {% _8 y& _, [7 c% m
- $game_player.equip_item_to_hud(4, @item_window.item)
! G3 x8 R: V+ Q& x - end/ h# A! n7 |% U% Y) a6 `% ?
- @hot_key_hud.update
$ @$ N+ m, W+ w9 G" S, E" A1 i - end: B2 U5 E+ g" l: x# S) |# }
- end( i1 p7 Q' b- q3 Q! T# G7 C
- end6 Z+ K3 T7 D! M9 A! A. a
- 8 G4 z6 b' S2 `7 ?" z
- #===============================================================================2 P8 I$ X& o. I& E4 w$ m# p4 v; ]
- # HUD Window" m I5 \, z# t, Y( `9 J, s# L
- #===============================================================================
+ L+ H2 J4 b j! q: {* L2 i - class Hot_Key_HUD < Window_Base# I/ B! @- F5 Q+ v9 @" F( y
- def initialize(x = HUD_X - 10, y = HUD_Y - 15)
, s' G( c) J$ o5 _5 T' u - super(x, y, 220, 80)
; s0 P6 a3 B0 c( |: x) C0 L* v: a N - self.contents = Bitmap.new(width - 32, height - 32)
t) y* \) g- }! C" ?7 Z - self.opacity = 08 D8 e% N& G: O/ H' S
- @actor = $game_party.actors[0]
4 s$ Q4 ]$ X1 A1 d& ~3 M* c4 m - refresh( _3 @) d `+ o- o7 c# }
- end* `% k; q) l# F" z) f. `. m
$ a+ T, Z, w8 s- def refresh
) \3 F7 z1 U; F/ {8 S - self.contents.clear
5 H$ @% k; u' l$ z6 R% h6 z - bitmap = RPG::Cache.picture("Hot_Keys_HUD")
5 x2 o$ _ [ _7 w# [: O& m* @& E9 c - self.contents.blt(0, 0, bitmap, Rect.new(0, 0, 160, 32))
9 s9 {- q9 H+ `. n, w; o9 i - for i in 0..4; T+ x& G' C" q( \
- x = 32 * i + 4, a, O# Z# ] Q( e3 V" d8 w; e+ s
- item = $game_player.hud_equip[i]) ?( e8 T1 {6 q) ?& I! m, d) k
- next if item.nil?$ W2 A# t& t9 i: V) d3 g
- if item.is_a?(RPG::Weapon)# t" y3 T" ]; P0 m* M' b- N
- item = nil if $game_party.weapon_number(item.id) == 0 and; u2 s4 I, i, u* d9 Z
- @actor.weapon_id != item.id
1 c, i) S; a8 N - elsif item.is_a?(RPG::Armor)
1 K; V9 H6 U4 j - item = nil if $game_party.armor_number(item.id) == 0 and ; f7 D* M( N. Q T- f
- @actor.armor1_id != item.id
) n% u: X3 ~7 O9 P. A0 G - elsif item.is_a?(RPG::Item)
0 ^0 d% {7 \2 k3 o: S - item = nil if $game_party.item_number(item.id) == 0 or
; Y/ L4 J2 O, N0 _ - !$game_party.item_can_use?(item.id)
+ s, E6 c3 z, X* G2 L# T- V+ ?# o - end
8 B, I. I# ]% n) m2 {5 S - bitmap = RPG::Cache.icon(item.icon_name): y1 d7 [. s& r l* I
- self.contents.blt(x, 4, bitmap, Rect.new(0, 0, 24, 24))
1 V- Y4 o' M$ k+ z+ i+ [ - end6 ^% D( g7 X/ G7 V
- end; Q- N! ~0 G8 ]; Y! C) a. ]% F
- 5 w2 w9 T' J$ M& B' X' f
- def equip(item)
& N" S+ `) [' b8 @2 R2 ?* ` - if item.nil?7 H. t; w6 m7 p$ g
- $game_system.se_play($data_system.buzzer_se)3 {) V, K; G: z) C6 y
- return/ r8 E) h9 d* |1 B7 H8 M
- end
1 Z7 w3 o2 |* p6 D - if item.is_a?(RPG::Skill)! o- [2 s) a7 {1 e. q$ @
- if [email protected]_can_use?(item.id)6 G$ Z8 A( ?& I# n! B* P" a: s+ A- Z
- $game_system.se_play($data_system.buzzer_se)
7 a3 I2 A" N( ], m7 k( Y0 ] - return4 f; Z5 F! b& D* C
- end6 c3 v) [9 {$ }0 M
- $game_system.xas_skill_id = item.id. J+ Q" n; z* P% ~1 L- V8 p
- elsif item.is_a?(RPG::Weapon) |# u: h9 _" F6 g6 W4 j A7 G
- @actor.equip(0, item.id)
0 A) ?6 {$ u1 S% w1 ` - elsif item.is_a?(RPG::Armor)) E. d" v& @% C! S. A6 p2 Y
- @actor.equip(1, item.id)' Z$ }2 F" q3 _; d- {
- elsif item.is_a?(RPG::Item)
1 ^: l. [! C' v/ ^2 I - item_tool_id = XAS::XASITEM_ID[item.id]; @4 W! K c) |4 E) K% {
- if item_tool_id != nil2 w6 ]! T# j8 c; ?: F
- unless $game_party.item_can_use?(item.id), O! B- f8 B7 M7 o
- $game_system.se_play($data_system.buzzer_se)
+ F' a$ D( ] e K& G3 z3 W - return' |6 w [4 }$ X. n4 A
- end
& l$ N' ^* o, z5 u, z - $game_system.xas_item_id = item.id3 U! s# o5 t) y6 x2 u
- end
" m5 S0 B0 e3 {, w) l$ A - end; y, [2 S: r% N9 |
- $game_system.se_play($data_system.equip_se)
. K/ _: g/ b, s2 J) h" i( Y1 F - end
t+ w# q; z0 i( N! `% I -
) ~+ ?; J/ f% G# x" M4 Y - def update" L, G$ U6 n1 X1 f1 N
- @actor = $game_party.actors[0]% y( H$ k' W) j$ q6 t" R
- @hot_keys = $game_player.hud_equip
* g6 f; H% h" ?4 F s - refresh9 P) m% J& z+ L
- return if !$scene.is_a?(Scene_Map)
( a( W* x0 Y. b3 T6 j/ V( a - if Input.press?(Input::Numkey[1]), s. k- H& v3 n
- equip($game_player.hud_equip[0])/ H* K% O8 [' h: p$ x9 [4 \
- elsif Input.press?(Input::Numkey[2])
9 y* b) ~) o8 o7 _ - equip($game_player.hud_equip[1])7 a0 F# Z1 Z, m" G, d; ]
- elsif Input.press?(Input::Numkey[3])
/ t' L! O) i' R3 M [ - equip($game_player.hud_equip[2]) $ J: Z+ I9 V0 F- ]0 @# c& l2 D5 R
- elsif Input.press?(Input::Numkey[4])
" F7 g) p7 y' h! E - equip($game_player.hud_equip[3])
* t. v5 L5 u" M' L; F - elsif Input.press?(Input::Numkey[5])' w% v. [1 d- K) _, Z/ Z
- equip($game_player.hud_equip[4])8 A7 S" @6 P) ]7 d; s8 S8 b$ [
- end$ \* \( n5 r1 }" ]% C/ x" B
- end2 [, j$ b; `# G, t+ h
- end
0 h- m7 J4 D% S; m
, i V4 R, W# r) }0 s- #===============================================================================
" R% n" E- W0 U/ b6 c4 a - # Scene Map
: Q. L" [5 d5 ` - #===============================================================================" W* S# ]0 J# C
- class Scene_Map
! f9 x4 R6 {8 U8 F - alias hot_key_hud_init main
" r- B& U6 E$ Y1 ^) u; p - def main6 q# c% [& P+ q0 m# ]0 q
- @hot_key_hud = Hot_Key_HUD.new
] p4 b& S- D' m9 g - @hot_key_hud.visible = !$game_switches[XAS_HUDDISABLE_HUD_SWITCH]
3 |/ D3 u. W: Q0 z: T - hot_key_hud_init
" j4 f! b a% v3 Q1 Y' X2 i - @hot_key_hud.dispose
( N( B$ \0 Q. I8 o8 J! Q; c" D) g - end
5 e5 w; Q- |" t5 f2 B& z - : U/ d4 m0 Q! Q: M& h- S. I0 m
- alias hot_key_hud_update update9 q8 O/ S5 u: K- b6 s
- def update
* k9 e2 z8 z% ^- d* @. r - hot_key_hud_update8 `! P$ l0 v" \2 a& G2 g9 F4 O
- @hot_key_hud.update5 q! |6 r. H7 [( v: }0 c' M
- @hot_key_hud.visible = !$game_switches[XAS_HUDDISABLE_HUD_SWITCH]
3 l- j, Q& n1 A3 K# e8 B - @hot_key_hud.update if !$game_switches[XAS_HUDDISABLE_HUD_SWITCH]
8 p% P1 c) h S - end
* o+ k% N7 k% G+ p( g- { - end
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