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
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,# P# {6 x! N. n6 {( F& J
不知道有人能帮忙看一下吗? - #===============================================================================7 i7 b& ~4 d+ l7 p+ x
- # XAS - Hot Key HUD
* _6 B0 J! ? ~8 z& ^- ^1 h# _& O - #===============================================================================5 Q# Z$ P( Z; e
- # By Mr_Wiggles$ w: @8 W1 f1 Y. w. }- u! Q
- # Version 1.3# p L, o- P; s
- # 7/6/10, S( [# U1 V4 U9 ]6 ]
- #-------------------------------------------------------------------------------
! q9 w8 a. ^9 z) m* O5 k5 [: C - # Instructions:% E0 m9 K* v, k
- # Fill in the constants bellow, paste this script above main and bellow XAS in/ A! f2 z# O) [5 |8 m
- # your script data base. BE SURE TO SET TO THE RIGHT XAS VERSION!!
" i- o7 ?: _* E* O6 s - # 1 h/ f6 h$ U. R9 f! V8 Y& t
- # Place the "Hot_Keys_HUD" picture file into your game directory ; \9 V1 y6 q ?! o# @2 m* ]' n
- # Graphics/Pictures folder.
6 J5 A& a( J4 L/ | - #-------------------------------------------------------------------------------
5 a' }1 F( K/ c3 L - # Directions of Use:
' B2 _+ O. j9 j. U3 i: J' V2 Z - # Simple just press a number key (1 - 5) when the quick skill or item menu is
4 j+ z, v3 H1 ]: p E* J8 p - # Showing.0 n" R+ L1 B0 G' ~
- #===============================================================================
7 T2 A. O! L: g2 _" u/ F! v, W - HUD_X = 0 # X pos of HUD
2 z5 o) l. }$ V+ @& K- o - HUD_Y = 0 # Y pos of HUD% @$ Z8 K$ Q* j1 ?) y
3 p) U6 X6 f/ t- # Set true if XAS 3.7f8 Y" u7 P. ]/ O; s% L
- # set false if XAS 3.61 {) U+ N3 Z* [, h) L
- XASVER_37 = true( l( e" y0 m9 _
/ B' j' K+ v; U H- #===============================================================================$ S5 G* X- C3 h( ~7 C
- # Numkeys Module
( D. r3 x6 \) ]; g - #===============================================================================5 Z! D7 X h1 p, D) a
- module Input U1 M6 D: P3 Y
- Numkey = {1 => 1049, 2 => 1050, 3 => 1051, 4 => 1052, 5 => 1053}
9 C7 I4 x! h3 m - class << self
/ U7 }9 _" n- Q( k5 ?: r1 U$ ? - Key = Win32API.new('user32','GetAsyncKeyState',['i'],'i'), l' |( L7 I' q: m9 Q
- 3 _8 b# Z. r8 p0 r. U8 C
- def testkey(key)
1 a8 C; m- ]1 r( Y* d2 T8 @ - Key.call(key) & 0x01 == 16 J- g! e0 U- t2 A/ s
- end
- e& `; R4 B6 S -
0 F1 W: T; L( o6 v. e4 }4 D G9 s - alias hud_key_update update7 I$ K# d! i9 s/ e" s- e
- def update
( i2 F+ ~* o4 x* A8 E% ?# H/ p - hud_key_update
L2 `. O+ l& ~0 X& k - @pressed = []
+ z b: J" E. B4 b: T; L - for key in Numkey.values
% Q$ n9 `2 _7 _ - key -= 1000
- @! T0 i& {. b3 i+ h - @pressed.push(key) if testkey(key)
/ Q& L4 x5 f7 X% e0 d. f - end
1 @$ H; H0 ?- o' d - end( d, {/ s) P* ~4 f: S C
-
( y9 L- a: A- c& P - def pressed?(key)
# J" E* f0 m4 ] - key -= 10004 d8 X5 Z) U9 n' g
- @pressed = [] if @pressed.nil?
/ c5 d5 p+ G s - return true if @pressed.include?(key)2 c V0 q* e" S7 v1 H
- return false
6 U! L6 ~/ i1 V1 Y - end% d. _. Q0 [% u( P
-
8 h5 b5 q- _! z: {! A: A+ h4 G- | - alias hud_key_press? press?
. G' R' n8 e$ I; k1 Z - def press?(key)) m6 f7 n0 C# o8 O. P
- return pressed?(key) if key.to_f > 1000" a# w" } G r. Z
- hud_key_press?(key)
9 X3 f& K9 q: Q# o" W, ~# w - end
1 i {! ]$ h6 n1 y2 Y; r0 e6 [ - end
4 b9 s) }8 b$ ^7 S* o - end8 ~, P& |9 R/ x# x6 \0 ^
9 B! J# E1 S6 @4 D$ _% J9 `8 b, W5 X# U: t- #===============================================================================. c$ \+ |; ]- f6 o! Z
- # Game Player3 _/ D5 p) h9 a5 z, X( V
- #===============================================================================* a+ P, ?( v( l. G, U
- class Game_Player < Game_Character
5 H2 Q; x" L9 F - attr_accessor :hud_equip' W# A3 P6 R3 z8 Q* F( d
- ; t0 t& l; O' B1 b! J
- alias hot_key_hud_init initialize5 A, j# o/ H+ n
- def initialize
/ Q( s+ O# s }; V - hot_key_hud_init9 O4 }8 i6 b) v* L0 k8 |' ], |
- @hud_equip = []2 K+ Y+ q2 R9 y) D/ N; w
- end3 P% |, a/ A! E; s% a
- * l5 g T6 W0 V
- def equip_item_to_hud(n, item)% s9 t$ q1 S# m; S7 @+ ^
- if item.nil?8 ^5 Y& n$ l$ X* P0 ~% L6 \
- $game_system.se_play($data_system.buzzer_se)
1 v0 Y0 p' e: O5 |' |; E! m+ O - return4 G; D. C8 E0 O0 p2 O
- end$ S/ s2 b6 x3 g' K) g
- $game_system.se_play($data_system.decision_se)
9 O+ ?" ?- I9 f5 U& _% C' g6 T - @hud_equip[@hud_equip.index(item)] = nil if @hud_equip.include?(item)
* \ O4 z/ C" _& _0 C, W1 t" A& [ - @hud_equip[n] = item
$ A1 O1 M2 J- h* L - end
8 i* C3 U; ]$ ]! g- t; s - end
, F! u. G. q2 a - 3 O; I0 S$ H) D, t) x$ D7 ^
- #===============================================================================
' Z1 O" E- n8 M. A - # Quick Skill Window% o( J/ l/ s- N2 x2 m; ^
- #=============================================================================== A% n. T5 D" F1 |3 v0 ^. n" }" u
- if XASVER_37 == false
' n- G; N5 z% P6 f0 q. @ - class Xas_Scene_Skill% N) i/ O4 S" l3 @# ]4 c
- alias hud_quick_menu_main main
" \$ ]1 @0 o* O0 h% g - def main
2 j+ i# D) G. O& b. y5 F+ w - @hot_key_hud = Hot_Key_HUD.new
& Z' u( N# h. _# v, }+ l& u" D - hud_quick_menu_main
; } l3 B4 t V5 _$ ? - @hot_key_hud.dispose- W2 n9 F: R3 M
- end; I+ R, j% J* g) v3 h
-
0 @7 d: [; e) r" d9 T# i - alias hotkey_hud_qucik_menu_update update& h' ?" l3 Z6 k# s+ K4 p
- def update/ N# v' W4 o4 r* S1 d
- hotkey_hud_qucik_menu_update
g* W$ s0 l9 O& X+ O, u% b8 d - # Hot Key num 15 G2 Z2 _+ G& Y6 x9 }- g
- if Input.press?(Input::Numkey[1])/ [. z4 C2 ^4 l# T9 q+ Q) l! l; a
- $game_player.equip_item_to_hud(0, @skill_window.skill)
; G; ~! b* ?' M& R7 A2 | J6 k - # Hot Key num 2: ]+ r1 t: K9 m y. o
- elsif Input.press?(Input::Numkey[2])8 \$ x+ R4 ?2 K& V$ C
- $game_player.equip_item_to_hud(1, @skill_window.skill)# t" ?" _9 J0 r
- # Hot Key num 33 \- X5 P% U( f4 S# y7 _1 `+ e( R
- elsif Input.press?(Input::Numkey[3])
* `6 k$ p! W: W! F - $game_player.equip_item_to_hud(2, @skill_window.skill)8 e" s$ P0 D5 j, ]8 ^
- # Hot Key num 41 u6 O8 B. @/ c6 `( W! @
- elsif Input.press?(Input::Numkey[4]) X6 {6 h& Q) v) X* K8 r/ \
- $game_player.equip_item_to_hud(3, @skill_window.skill)4 W a; B4 g+ `7 K1 J Y
- # Hot Key num 5
( [% f b' {: M - elsif Input.press?(Input::Numkey[5])+ {3 [) P# f0 Q& `# R; @1 R
- $game_player.equip_item_to_hud(4, @skill_window.skill)
+ W$ l9 O* T7 k0 c, R3 B - end
& m) a! W! H. @% C - @hot_key_hud.update
/ ^* t0 o8 Z8 g6 o - end
$ {: u1 V+ L& D; ], l - end+ ]2 B& `$ _/ R5 [# j
- else* ^4 h4 M$ x; D8 F: @
- class Quick_Menu_Skill
2 t5 M4 v+ J& D! I0 ?3 g - alias hud_quick_menu_main main
0 }. \; C; o& o: p; G2 P" l - def main
1 w# p. O; ]; G6 x - @hot_key_hud = Hot_Key_HUD.new
) \+ d1 ^) Q$ n7 S - hud_quick_menu_main
% l5 M# `, n( b: P. {' q9 X" o* l1 O - @hot_key_hud.dispose m2 |: p6 b3 I
- end6 ~5 I" T3 I, T$ ~+ C: N
- 8 r8 C, M8 b% ~5 c0 @
- alias hotkey_hud_qucik_menu_update update
7 w% H5 U4 U$ Z) K - def update
/ r3 u s1 h& @3 ~% Z8 g4 ]0 n - hotkey_hud_qucik_menu_update* H/ V, F4 f* y) m4 j, g- S" j, C
- # Hot Key num 1; h% i; Y" Q0 E( f( p( p4 K
- if Input.press?(Input::Numkey[1])
: Q! ~$ n# N, m) Q l - $game_player.equip_item_to_hud(0, @skill_window.skill)1 e% ?( y8 q& I" m' |" K8 x- d
- # Hot Key num 2! A0 B, l1 B: n4 S& R
- elsif Input.press?(Input::Numkey[2]) ?4 t; T5 G6 `; g3 K
- $game_player.equip_item_to_hud(1, @skill_window.skill), X/ V2 O9 i( a; |! y$ r' F" G
- # Hot Key num 3
5 k/ e. ` ]0 g [! r5 w& L" q - elsif Input.press?(Input::Numkey[3])6 M/ a7 H" r1 i
- $game_player.equip_item_to_hud(2, @skill_window.skill)
* K& t, @1 i+ g' E6 c) w6 _+ {9 z - # Hot Key num 4+ y' v5 f- `, R5 l
- elsif Input.press?(Input::Numkey[4])# d- W; [: B' h5 P* l
- $game_player.equip_item_to_hud(3, @skill_window.skill)
* K1 w0 _: x1 ?" b - # Hot Key num 58 ]" I' ~, S( S x+ ^
- elsif Input.press?(Input::Numkey[5])& Z- S6 r$ `% W7 k' |
- $game_player.equip_item_to_hud(4, @skill_window.skill)% Q2 b: Q$ t, ~: z+ ]
- end
4 T, s: T9 B2 Y, J - @hot_key_hud.update
. ~- {( ^- z! o0 q4 V - end
) g" |* H& E+ q) ~9 H0 b" q t - end
3 H; r! ?, N) o! n* v/ v: H - end) }& S: ^! x2 J: r5 {! U
1 I: p0 Y. [; B; W! k- #===============================================================================
& U3 f5 C8 [. J3 H - # Quick Item Window
% Z. Q! J( M. d2 w2 @8 s" q5 ? - #===============================================================================
% v" f- J% ?9 D6 d6 `( W - if XASVER_37 == false4 D2 _/ B' I( m2 X7 p- i& E
- class Xas_Scene_Item1 `( X* u9 [$ X* x3 z
- alias hud_quick_menu_main main) l% y, }5 Y- ~
- def main" t; N8 b/ t3 w% a/ d1 t- ~
- @hot_key_hud = Hot_Key_HUD.new
1 U, \) X1 ~: O" s* x0 e* Y" g - hud_quick_menu_main' ]- T k" R& Z2 a
- @hot_key_hud.dispose' J$ [) M( y9 X* E1 @
- end3 [" U! C7 U, T5 }
- - k8 |& Y2 c, V- g; G# J# c# h( w* y! i
- alias hud_key_update update
0 e0 |6 \9 g/ u+ Z - def update
4 S% R1 E; z0 D' k - hud_key_update
/ z2 e/ f/ O: c9 I$ x3 y5 T* J - # Hot Key num 1, L* Q4 K# ~$ e; b$ a
- if Input.press?(Input::Numkey[1])- W: y& k9 B0 b/ B- x/ S
- $game_player.equip_item_to_hud(0, @item_window.item)
' H7 V9 ~( b0 I) k O, a: @ - # Hot Key num 2
. p3 h6 Z! @) i - elsif Input.press?(Input::Numkey[2])
6 f5 f7 x. o3 S: o7 ? - $game_player.equip_item_to_hud(1, @item_window.item)
5 s _0 m. C: u7 n, e# Y1 S+ C - # Hot Key num 31 |- _ V* h+ X6 w8 J+ _& ~' I
- elsif Input.press?(Input::Numkey[3])1 L; F7 R% T# ~" U7 F- q: R: v2 l1 J
- $game_player.equip_item_to_hud(2, @item_window.item)9 W2 z. j S8 \* Z: I
- # Hot Key num 4
8 {1 J, Y! [; u; ~! E - elsif Input.press?(Input::Numkey[4])
. {5 M. I: R2 F6 O) q. u1 V7 [ - $game_player.equip_item_to_hud(3, @item_window.item)
6 l S- N G3 L2 }! K) L# Q8 S - # Hot Key num 58 W6 L( c. i6 D9 p) q4 ~0 O8 e4 F
- elsif Input.press?(Input::Numkey[5])! y: `* F! P' ]* @! t( `
- $game_player.equip_item_to_hud(4, @item_window.item)
, s9 _* l; [8 u$ [4 H - end
3 y* x$ a+ I! [( | - @hot_key_hud.update, r: c2 Z3 i6 l& U s! k
- end
( o p" n5 l: E. d9 \6 ] - end
. g# q/ m8 l: r- k, K - else
6 [; ~- Q/ C4 x4 K) U/ u - class Quick_Menu_Item2 W/ L9 i% L# q
- alias hud_quick_menu_main main
+ ]* C4 x) Z& O. q - def main5 r7 f, ?" g2 I/ {: l, P. |- O1 Q
- @hot_key_hud = Hot_Key_HUD.new0 S# T0 H, T1 i, s
- hud_quick_menu_main' D4 U& v( H/ `0 C
- @hot_key_hud.dispose! G5 y& z, U( A
- end
* e/ d3 K% N# e! f8 z0 c -
3 ~: e* u! I4 Q5 A f1 {+ m: C - alias hud_key_update update
# s- X1 H% _9 W# } - def update
& E5 B' D! D1 ?" o - hud_key_update
& F8 p: |( f3 S6 Q - # Hot Key num 1- T! n% r2 V% g) q2 a$ X w
- if Input.press?(Input::Numkey[1])8 y* H4 a& }3 ~2 {7 o
- $game_player.equip_item_to_hud(0, @item_window.item)
- J3 n: o7 i: y6 Q - # Hot Key num 20 L' J' P1 N! o- Z8 X6 O% l/ i" y; D
- elsif Input.press?(Input::Numkey[2])
; w. x4 o9 z: ^6 A9 Q - $game_player.equip_item_to_hud(1, @item_window.item). D* Y9 R: _3 H( Y
- # Hot Key num 3
0 Y9 U7 G5 K8 E! K2 X8 _ - elsif Input.press?(Input::Numkey[3])+ Y- x4 W2 ^) V% p
- $game_player.equip_item_to_hud(2, @item_window.item)
; z3 l! H+ ]/ [: y - # Hot Key num 4/ Q' ?- L" `) K/ b8 s4 q/ M
- elsif Input.press?(Input::Numkey[4])
$ S z: O, \5 J; r9 U2 ~ - $game_player.equip_item_to_hud(3, @item_window.item)
: G! i; w2 S0 q% c: g - # Hot Key num 5
! k: o' E0 }+ d. [ - elsif Input.press?(Input::Numkey[5])
5 @. T/ ~3 Q/ q) J2 {: K2 d7 U - $game_player.equip_item_to_hud(4, @item_window.item)6 Q( v/ \8 ?! Z1 I$ Y7 u# r
- end
/ T- x2 R/ o# c- b - @hot_key_hud.update5 ~# i q- Q7 K: L) Z- h
- end
2 J9 D3 F5 i& U1 U- P - end: h7 T& N0 C0 l' c- T5 ?
- end5 w, R; d9 V# q B4 ?
- % H U; D5 r5 [. r6 Q; L
- #===============================================================================( A x9 N5 y' ]2 j4 b) J6 q. k
- # HUD Window; @/ P( U' A- l" E7 S; R! J, P
- #===============================================================================9 Z- S" h, x) Q0 S, Y6 Q. i ]+ {
- class Hot_Key_HUD < Window_Base# ]3 S$ F5 O$ r# `
- def initialize(x = HUD_X - 10, y = HUD_Y - 15)# @9 g) t' ~9 B7 e: P
- super(x, y, 220, 80)8 ]4 C1 ~# Q: h
- self.contents = Bitmap.new(width - 32, height - 32)0 |$ z# J/ u/ a; M7 c7 I y7 m! c1 u
- self.opacity = 0
, Z8 N; Z6 Q7 f( e, O! S. u) U - @actor = $game_party.actors[0]! y, N( u9 E9 G; v
- refresh
' r; L% x# P5 y - end
; W. z O' {6 W/ |7 N! b1 a - $ |+ W5 ?7 ^. i" E5 J
- def refresh
1 H! F/ i i$ v8 x( z: M1 c - self.contents.clear
; `0 |9 M: T1 U" g; G# ?0 e - bitmap = RPG::Cache.picture("Hot_Keys_HUD")5 ]5 ]$ l: q) v' ?
- self.contents.blt(0, 0, bitmap, Rect.new(0, 0, 160, 32))
8 ^+ l0 r& D( f1 Y4 D9 _$ l - for i in 0..4
; \. Y" T( m. N u - x = 32 * i + 4
5 I- Y$ r0 E+ h. m C. [" r - item = $game_player.hud_equip[i]
3 d1 ?( f7 V1 H - next if item.nil?
5 d! Z2 J4 e1 _ - if item.is_a?(RPG::Weapon), |; d5 q- G2 _& k \* [: I. C5 |5 o3 X
- item = nil if $game_party.weapon_number(item.id) == 0 and
/ r2 T Z9 D# b+ ]+ |# J - @actor.weapon_id != item.id2 W& @: }" t( P& P6 C
- elsif item.is_a?(RPG::Armor)& O( {/ W4 i: e! K7 n% i
- item = nil if $game_party.armor_number(item.id) == 0 and & M' A' h7 Y: k6 R% d. J V
- @actor.armor1_id != item.id
# o4 j. l1 V5 U - elsif item.is_a?(RPG::Item), l2 e; v3 ~* Q: ?% _) n5 E+ C
- item = nil if $game_party.item_number(item.id) == 0 or+ J/ ], p3 W) a, K; _) k
- !$game_party.item_can_use?(item.id)3 X) c/ i [# [( r# ?% C
- end8 s" ?1 T2 [$ m, {: d' F
- bitmap = RPG::Cache.icon(item.icon_name)
% c( B: M* n/ a. X0 J - self.contents.blt(x, 4, bitmap, Rect.new(0, 0, 24, 24))6 O5 l9 o: B( W* k, r
- end* I+ P4 p1 o* g4 W
- end& D0 H/ V$ _' S
- 8 V# P& P0 O" J3 [1 x
- def equip(item)* D1 Z, {* `) c. n
- if item.nil?/ _/ o( W9 R3 g6 ?* ?
- $game_system.se_play($data_system.buzzer_se)) M8 c- S4 r0 P3 \, R, w
- return( T( n2 ^ |% C9 {, S% N, ?
- end
5 O1 n \6 q0 k& ? - if item.is_a?(RPG::Skill)
$ t- e% N$ H Q( D6 J - if [email protected]_can_use?(item.id)* p. C! p' w; G
- $game_system.se_play($data_system.buzzer_se)
8 }. a: ], F) e: k+ g _ - return9 ~5 M8 r4 r0 k$ H! p8 H8 e' w
- end6 k1 }2 }, x4 ~
- $game_system.xas_skill_id = item.id
" y( @+ F2 J) J/ v - elsif item.is_a?(RPG::Weapon)
9 V1 u% ^6 E; \+ E# ? - @actor.equip(0, item.id)8 n: I6 y) d' r# @- F4 @+ d
- elsif item.is_a?(RPG::Armor)
4 e2 Y0 ^; J# m; L - @actor.equip(1, item.id)
$ ?9 G( i* z6 _6 ? ], a - elsif item.is_a?(RPG::Item)
, J/ r9 `6 d- @: Q0 r7 M - item_tool_id = XAS::XASITEM_ID[item.id]
( j3 e+ I" u/ g5 o, ` - if item_tool_id != nil
0 x* P' M3 G9 x% P4 u- y1 U" d - unless $game_party.item_can_use?(item.id)
( ?" v( \+ |8 N' z6 ?0 c2 X - $game_system.se_play($data_system.buzzer_se)1 c1 s4 V% e! |% H# N- J& T
- return
8 }/ W Z! o, f2 r$ v* }+ A - end
2 _ m5 l* k/ c/ R8 N - $game_system.xas_item_id = item.id& s `0 Z* }( K0 I
- end
3 g* D" b( O3 R. Y- q5 H9 Y - end
% F9 o. S S* K3 _" M- ~% \ - $game_system.se_play($data_system.equip_se)
5 W4 F" C1 d6 S( P" U - end! N( P# e, Z2 ~3 Z9 B# A
-
( ^- i- }3 x$ i; H5 U( d5 g - def update
5 M* f, v& C# r5 w9 n8 c - @actor = $game_party.actors[0]
9 Q/ x% b$ r2 G) m, [ - @hot_keys = $game_player.hud_equip W* t1 Q6 g" [9 M) i
- refresh
! B% |0 w8 s( \9 v# S - return if !$scene.is_a?(Scene_Map)
+ ^% N% S: J" p0 t - if Input.press?(Input::Numkey[1])
% q- M4 s- S9 X5 k: U+ O - equip($game_player.hud_equip[0])
z; l& t, @7 S6 Z8 I* A0 G - elsif Input.press?(Input::Numkey[2])
7 H$ h4 d- P" h1 Q# h" C6 l - equip($game_player.hud_equip[1])
+ O( h4 q- s) T; Z" f - elsif Input.press?(Input::Numkey[3]). }8 n7 n, R3 h
- equip($game_player.hud_equip[2]) 3 x, V) q" A& E: I/ o! r! B
- elsif Input.press?(Input::Numkey[4])! _3 L3 B( t' l2 i. u3 O6 z
- equip($game_player.hud_equip[3]) , |# u4 f6 O8 U
- elsif Input.press?(Input::Numkey[5])
( z3 {& D/ w5 D2 S8 P# L9 M4 h/ C - equip($game_player.hud_equip[4])3 @9 S9 e+ _% `" f; r: T+ G, v
- end. e$ c. u! J5 y* \ Q
- end- H5 Z, R/ \: |0 r# @1 v' m5 U) ^
- end2 {9 n# v: K5 v: J! }
- 4 i9 G( v; E" G
- #===============================================================================- @0 i7 _% R8 {* o- A
- # Scene Map
: B: Z: ]+ p* d5 u; \ - #===============================================================================. v( Q" j g# h# M
- class Scene_Map
2 \) D6 g# c0 \$ W6 w9 B# P% P - alias hot_key_hud_init main
( Q2 H/ n, |% `3 m1 I* Y/ J - def main6 q1 f! E4 l2 b5 A4 }. X
- @hot_key_hud = Hot_Key_HUD.new, b6 N3 y' u0 T9 v
- @hot_key_hud.visible = !$game_switches[XAS_HUDDISABLE_HUD_SWITCH]' |+ b3 f9 J3 y$ k
- hot_key_hud_init* a0 p0 h5 D g5 p) w; w
- @hot_key_hud.dispose
, U9 ~7 C V0 D4 I' W - end3 N1 |4 M: k0 ^# e) r! {, n# U
-
8 m# g. @7 }, ^ t8 X5 W* D - alias hot_key_hud_update update
! Q1 _: `6 Y0 L) ~2 l: J( D - def update
1 L$ h% }& p7 I! ]8 F - hot_key_hud_update
- E1 F& r" w$ c4 A, d$ x - @hot_key_hud.update. _ `4 D1 }3 k5 X* W; e7 _# H
- @hot_key_hud.visible = !$game_switches[XAS_HUDDISABLE_HUD_SWITCH]
$ e4 i2 K$ P- ?' I - @hot_key_hud.update if !$game_switches[XAS_HUDDISABLE_HUD_SWITCH]! [4 b5 Y$ N' J5 k8 S8 ^5 d* G
- end
$ X$ Z% M- B' c - end
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