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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,
7 y# I1 p6 E0 V: @1 _不知道有人能帮忙看一下吗? - #===============================================================================
$ A; H& E' C k6 w2 ?1 i2 b" I - # XAS - Hot Key HUD3 ?6 D' l& v% a" I# T
- #===============================================================================
$ Y' s$ P( }1 x/ O+ h# L - # By Mr_Wiggles
1 B; A8 h% S5 S0 \6 ` - # Version 1.3
1 C! t1 u) l' e9 c3 v1 N, t% W - # 7/6/10
q& ^2 f. ^) f D - #-------------------------------------------------------------------------------
) E/ w. g6 n3 z" J - # Instructions:" L9 @6 r4 w" O2 F4 A* C
- # Fill in the constants bellow, paste this script above main and bellow XAS in' b0 V) {& i& G: o( H
- # your script data base. BE SURE TO SET TO THE RIGHT XAS VERSION!!
! e7 E# l, P, I. z% t4 c0 W - #
% R. y$ A$ x$ j; q3 E5 o - # Place the "Hot_Keys_HUD" picture file into your game directory
3 X( y$ b7 h$ {# T) l9 M7 _8 H, a - # Graphics/Pictures folder.* `% Q9 A0 c( s6 _: d3 P* I9 ]' \
- #-------------------------------------------------------------------------------8 s; b5 L$ [0 g/ `7 s
- # Directions of Use:+ G7 T; S& D4 C$ j% y
- # Simple just press a number key (1 - 5) when the quick skill or item menu is" H" ]4 n8 l' M+ J8 l7 X+ }
- # Showing.7 I |9 A% u; J! d) S2 O/ Y6 z$ j, |
- #===============================================================================; g9 [; ?: I: y! |0 w3 |
- HUD_X = 0 # X pos of HUD& L0 D' a$ [* ?2 V' q
- HUD_Y = 0 # Y pos of HUD+ A/ ~' b, q4 F( Y
- @/ ?) N# y: i7 M- # Set true if XAS 3.7f0 Z" ]$ e m) a& p- r
- # set false if XAS 3.6
5 D' E1 }7 E, h: u - XASVER_37 = true+ ?' W) H1 R& ?7 @8 X# c1 {
. P& U0 [0 k! q# o! Z5 U- ?% D% d- #===============================================================================
% @9 \$ @2 C7 |: b3 W6 F - # Numkeys Module& b6 R" w* B' R% x7 d( E
- #===============================================================================
7 _, v0 o; v1 l/ E. L - module Input
$ A( Q% a& e% } - Numkey = {1 => 1049, 2 => 1050, 3 => 1051, 4 => 1052, 5 => 1053}
3 r& v9 T4 I+ _- f/ X; a8 H - class << self
5 [1 l. M7 A* c* A - Key = Win32API.new('user32','GetAsyncKeyState',['i'],'i')
+ L- V$ X% W, e% O -
4 V4 Q# d( p' Q; K/ K - def testkey(key)
- Z) m+ J' L: ^" L" Z - Key.call(key) & 0x01 == 1% c1 O! o% O6 e' V6 |! q' I
- end
* K# B" T" m4 P -
) U0 j6 a4 p* l* k/ y' L - alias hud_key_update update
4 P8 ]8 w" B9 e - def update% C2 q) k0 F/ \7 N+ U+ o3 P& |
- hud_key_update
- h# f, @* P+ c - @pressed = []
- ?9 T5 U' K1 [* m" r% a2 b- | - for key in Numkey.values5 [4 ]4 [" D1 v% c4 U/ T5 x7 Z
- key -= 1000
' O$ C7 c p* z9 w6 Z/ Y- j - @pressed.push(key) if testkey(key)
8 K5 t1 f( M H1 R& C - end) n6 g' T9 [- Y$ i2 d
- end
4 I! }' n2 e# |4 i$ F8 S# i2 D% R! @3 W - ; w' S! d& c: B7 G J1 Z
- def pressed?(key), @1 s$ {; n3 i9 g, \* `
- key -= 1000
z) r+ @6 z9 s2 i" z - @pressed = [] if @pressed.nil?9 L, J% ?9 g# x( N
- return true if @pressed.include?(key), b: I$ ]( q) n! \" c, R) m' w; d
- return false+ V0 l$ V- F0 S7 D" v+ |( I
- end, I* B& U3 ~1 Q# h0 Y
-
7 d% d' ` R( t) s - alias hud_key_press? press?
# ~7 {, r- V: W8 t - def press?(key)& ] D; Q; j! {& d# [5 X1 M
- return pressed?(key) if key.to_f > 1000
8 W, J) O- |, y8 f2 B - hud_key_press?(key)
* u* N) [3 g; Z; Z, } - end
( V$ p, B# u( ^) h5 u - end }" [7 O3 P2 [; g. v k
- end9 ]% j' {1 J3 C C; d9 P5 M0 U8 P
" r+ X* \- J4 a& C/ _- #===============================================================================4 z5 l) U( I7 ?
- # Game Player- J6 {; @" R# y2 |
- #===============================================================================
5 W( N. A2 Y$ j: Y( k P* d: K& [ - class Game_Player < Game_Character
; L; b8 C% f, ^: M9 R - attr_accessor :hud_equip
) z: v8 H: c" E/ E* v - 8 }# c+ J* E( R( S1 K. `# g
- alias hot_key_hud_init initialize$ t+ Y0 T5 d: v/ s# q) y8 \0 h
- def initialize
: u# F9 s, {7 N - hot_key_hud_init- `1 F7 d; b) ?$ Y
- @hud_equip = []1 L! G+ Y% `! @# j
- end
/ P$ p- B3 g3 k - ) o' ~ N1 L' J" |; Q2 ^
- def equip_item_to_hud(n, item). a, G- F& R' O, a Q
- if item.nil?. q. I+ d; T! z/ S% o ~3 ?; z% A' N
- $game_system.se_play($data_system.buzzer_se)( N9 K. h8 ?* X' b( V
- return
: G' u, T; x/ A) |4 k - end% H- x. g3 o5 ?0 C+ U/ o& J
- $game_system.se_play($data_system.decision_se)
; g6 H! c7 [9 h - @hud_equip[@hud_equip.index(item)] = nil if @hud_equip.include?(item)
5 G; R2 a2 ]- y9 ]* a/ \: J7 q, y - @hud_equip[n] = item( {! x" q! i8 R% f2 x; `6 @2 F
- end- K* c- \" W7 v) B: J7 F. y$ G
- end
! {3 p+ x3 N/ b' l% H0 J - 2 R; F! }% X2 G2 Y) W* ]
- #===============================================================================4 C }( K8 J7 I7 ` {
- # Quick Skill Window5 d0 e. V, [: n4 L
- #===============================================================================
- ?2 |0 O* [0 M5 w# L7 B - if XASVER_37 == false
* Y/ {" ?# T- @7 n" U# x - class Xas_Scene_Skill
( s( {9 [! H7 P - alias hud_quick_menu_main main8 c' O6 r3 J/ F% T: \5 G8 i
- def main
/ N3 o) |5 K$ R/ {, X - @hot_key_hud = Hot_Key_HUD.new: ]: W9 h, B' Z( L7 w( H2 Z
- hud_quick_menu_main! L- Y# _6 E, p; c2 W$ W
- @hot_key_hud.dispose
: C9 i1 i6 y# c - end$ @, A" X3 e! F1 J4 |; i
- 9 g) C) C! Z' ^) W' V
- alias hotkey_hud_qucik_menu_update update( }" P% a9 @' l! ?; X5 x
- def update
3 m- I0 _4 k8 U0 E - hotkey_hud_qucik_menu_update) T) O+ G8 K% h3 S, C
- # Hot Key num 1
; ~9 `: I7 C% d3 C - if Input.press?(Input::Numkey[1])% j- @0 G( Y L" T( G) D6 S
- $game_player.equip_item_to_hud(0, @skill_window.skill); d8 W. M; h4 z& M6 b
- # Hot Key num 2
5 g2 _) X, h4 i: O# b. y8 R - elsif Input.press?(Input::Numkey[2])! G2 s! K* R8 P( H
- $game_player.equip_item_to_hud(1, @skill_window.skill)
2 H0 g1 j- w" t D) D$ V( R5 Q1 n - # Hot Key num 3& E3 F5 t$ u" c# K1 M. v
- elsif Input.press?(Input::Numkey[3])
( Y& w2 {6 \0 U) z3 c - $game_player.equip_item_to_hud(2, @skill_window.skill)5 I* C9 W1 w, X
- # Hot Key num 41 }8 U, m8 S) g5 d" o
- elsif Input.press?(Input::Numkey[4])
8 V" y: {! A2 o4 L# E - $game_player.equip_item_to_hud(3, @skill_window.skill); c6 ]+ @$ E: P9 d2 C: t+ m. t5 _
- # Hot Key num 50 X+ Z+ Z. P, e/ h
- elsif Input.press?(Input::Numkey[5])
, s: g8 J0 p- t$ q! y - $game_player.equip_item_to_hud(4, @skill_window.skill), O9 F: ~- O/ v3 v: W1 |& D/ V
- end9 x5 F' Q% g& y& l! Q/ K
- @hot_key_hud.update
8 n5 Y6 j: X% H9 Q( b - end
. x$ y/ ?4 ]% k( T/ M! C* j - end& h6 p9 P4 ^/ s
- else
7 g o$ _' O+ l - class Quick_Menu_Skill) B# j/ V, A. l' O) _
- alias hud_quick_menu_main main" x4 L, w( i, L' A3 I
- def main
7 D2 N+ Y# A) o& j% p% _( i - @hot_key_hud = Hot_Key_HUD.new& i6 |4 K& |% U4 l2 }& R4 F/ N# o& K
- hud_quick_menu_main
- B8 ]6 e; F0 ^2 `" i! W9 P* U - @hot_key_hud.dispose
5 L( ~# h( F& V* O - end
" x4 _4 b |) q! S* N& j, L% h -
, g2 T5 n( X* F# V - alias hotkey_hud_qucik_menu_update update7 N( ~. W+ Q& F8 e" o9 m
- def update1 f' Q- i8 F6 k* S9 m2 V
- hotkey_hud_qucik_menu_update, L0 \' e* N# [4 L
- # Hot Key num 1* k& k1 Q: M1 U' @+ e# n0 ~- s
- if Input.press?(Input::Numkey[1])
* T* `6 N8 m/ k - $game_player.equip_item_to_hud(0, @skill_window.skill)$ h2 K! [$ z! A8 ]: U! f% Y7 G
- # Hot Key num 2
3 u: W! g: {) ? - elsif Input.press?(Input::Numkey[2])
$ D4 i3 ]+ U# ^$ i - $game_player.equip_item_to_hud(1, @skill_window.skill)
( H ^* G! C; ~: k - # Hot Key num 3
9 S3 E% u, ~/ |. ^" V1 d, s/ Q/ j - elsif Input.press?(Input::Numkey[3])
& k& T, ]% T7 }/ Y - $game_player.equip_item_to_hud(2, @skill_window.skill), S1 T+ ^6 \2 ^8 h: Y3 l* p
- # Hot Key num 49 M" a! D' e$ M3 O x% @0 z
- elsif Input.press?(Input::Numkey[4])
/ A; V, k9 [$ O* X* N2 u- V- y - $game_player.equip_item_to_hud(3, @skill_window.skill)! W m, o( F5 b4 M( c6 J8 u0 V
- # Hot Key num 5
9 N; Y" [' Y* ` - elsif Input.press?(Input::Numkey[5])
4 t" u; [8 w% l) d, F - $game_player.equip_item_to_hud(4, @skill_window.skill)+ ]0 \+ B& T K
- end
- O; a! t& l$ c. E - @hot_key_hud.update
4 e& H6 I8 o R4 J* n' f - end
# \1 `& l! [. l; r2 Y F: } - end
[0 T! K' j; i" M( n' M; y - end
+ q3 o7 ?2 Y6 |) c7 m3 o( D - ! n9 d: {" G- d* U9 }( O$ U0 A1 I; [
- #===============================================================================+ P8 x+ ^) \ L3 c& q( e. r
- # Quick Item Window
9 C1 }7 O. r4 R( f" I+ w - #===============================================================================
9 U, X) T; B. [; }& r - if XASVER_37 == false, B5 l' n; C- w& |& T
- class Xas_Scene_Item; Y9 L* C p. r% f. m
- alias hud_quick_menu_main main* S$ @3 V. X+ e) m0 c
- def main2 a+ Z0 D+ R" _6 R/ C4 C& Q: T7 O7 Q
- @hot_key_hud = Hot_Key_HUD.new
/ R; k( y: d" B5 E; n) J6 e - hud_quick_menu_main
2 c0 P6 ]5 G7 F/ N - @hot_key_hud.dispose
, b- q G' K) i* I8 S2 Q& M - end
( V `( {8 g1 | -
% |3 V" `; s) O. |* p - alias hud_key_update update
: h; p+ z8 w1 s1 F! U - def update# I7 t; j- S8 {* C4 v
- hud_key_update. W; l4 J8 [# O5 o9 T
- # Hot Key num 1
$ f' c/ v' g% \" n2 `) e5 R; C) b - if Input.press?(Input::Numkey[1])3 k% T+ H: {( o
- $game_player.equip_item_to_hud(0, @item_window.item)1 A4 _2 f/ W1 W ~3 }& i
- # Hot Key num 2
7 K- q! @6 B: b1 C. J - elsif Input.press?(Input::Numkey[2])% l( j; a! S5 ?& Q0 k# g4 y
- $game_player.equip_item_to_hud(1, @item_window.item) d4 h6 n7 O7 D# H( a$ a
- # Hot Key num 3# c x* _6 Y& i8 X& }5 ]
- elsif Input.press?(Input::Numkey[3])
$ T. {5 }* T! W; Z$ u6 v - $game_player.equip_item_to_hud(2, @item_window.item)
[' w8 d! X2 O2 c" \# W& X - # Hot Key num 4
# i1 H! `% d) w4 r l4 b - elsif Input.press?(Input::Numkey[4])
# c d1 K7 S. k - $game_player.equip_item_to_hud(3, @item_window.item)
) y( u+ k6 z; }. H1 k6 m6 M - # Hot Key num 5
0 [9 q: P$ M' R - elsif Input.press?(Input::Numkey[5])
* [# n4 v; p, i) W$ o9 k! A - $game_player.equip_item_to_hud(4, @item_window.item), d; a$ c" M8 a. {2 _# ^
- end2 m" Z5 M0 m4 i+ p! B
- @hot_key_hud.update6 Z( ]4 \; f2 R2 `! I, \
- end+ c" G$ n1 N# B
- end
* u/ d/ N0 u, |7 \ - else; h8 F! v l! [+ V& Z
- class Quick_Menu_Item
: k! u- Y5 n* D O6 q. t: u - alias hud_quick_menu_main main
; V3 q- v# M# ^; a9 M - def main/ k: P: q4 N8 }0 ?& [0 t/ T
- @hot_key_hud = Hot_Key_HUD.new
6 O8 O# R$ V# G1 H. d - hud_quick_menu_main* |' s( H+ P- M/ S
- @hot_key_hud.dispose
# [* _0 R' p- F/ l9 O - end. m: `' K0 p) g6 k
-
$ }+ E$ r8 I. j8 }9 X* N4 } - alias hud_key_update update6 e' X9 d: M, H! f
- def update
]0 L3 Z4 Z9 |1 X& X- P - hud_key_update
9 w$ K$ R0 _# V& R5 y - # Hot Key num 1. I- H- Z: l: l
- if Input.press?(Input::Numkey[1]) O& e! B: `. i9 T' W9 B, u* _
- $game_player.equip_item_to_hud(0, @item_window.item)4 g) K; p% ` }
- # Hot Key num 2* i% p7 ^% y7 x$ d B1 I9 N
- elsif Input.press?(Input::Numkey[2])( T/ @6 ]$ W+ s4 R7 l A/ a" ]! \: t5 \
- $game_player.equip_item_to_hud(1, @item_window.item)' W3 V7 m1 t+ I, d
- # Hot Key num 3
6 E8 N$ Y/ }+ m2 w N - elsif Input.press?(Input::Numkey[3])* M5 k6 N3 a2 S8 B6 Q# B) z+ a# o j0 W
- $game_player.equip_item_to_hud(2, @item_window.item)) F7 [' g5 |2 p/ g
- # Hot Key num 47 k4 s S( W; i- z8 F8 O8 q
- elsif Input.press?(Input::Numkey[4])
# C; Y5 ^* f4 Y - $game_player.equip_item_to_hud(3, @item_window.item)
3 U2 P9 M* |& u7 D8 O2 N - # Hot Key num 57 F( F5 {+ f0 s _. z
- elsif Input.press?(Input::Numkey[5])
8 o6 ?+ i4 ?7 C% s2 b9 M+ t - $game_player.equip_item_to_hud(4, @item_window.item)
$ G5 Y+ m& O8 q' i L) I - end, M/ a% k7 t9 m+ h* o) `
- @hot_key_hud.update3 n- r8 Z! @( q" @7 \, O' \# ?# _
- end
4 Z' ?( U v' m8 c: I - end
* I6 `7 W+ s# s! ]* ^; U - end
" T. s# _- V& E4 [+ I4 ?& _ H
) V# B# x3 J7 L- #===============================================================================8 N k3 y. g/ P0 O% C) M
- # HUD Window
9 I* }. T4 z: R! }: I2 q# k - #===============================================================================+ J- @/ ]1 N1 p- d' f
- class Hot_Key_HUD < Window_Base \& U) U, S9 ?
- def initialize(x = HUD_X - 10, y = HUD_Y - 15)
. D, k! m5 r+ Q2 Z; }$ r% t( ]) M - super(x, y, 220, 80)
( _" q2 {$ T1 A4 D - self.contents = Bitmap.new(width - 32, height - 32)
* f: t/ s: ]( F9 }. P( \# X" N+ G - self.opacity = 0
8 \3 W5 D+ N( N4 _' Y# B5 u - @actor = $game_party.actors[0]
9 H" I8 M* b5 d# R- l$ l8 o4 O6 { - refresh4 K5 F! p1 V K( f h. J
- end& C* Q) b: |6 l2 d% l& B; H/ T
- + Z' z! Q! q- } |2 U, w2 M
- def refresh9 y# P: z$ W1 `6 ?& I& b, P' b
- self.contents.clear& O8 \/ q& ?9 x" ]
- bitmap = RPG::Cache.picture("Hot_Keys_HUD")
: F$ P( K" ]+ J k - self.contents.blt(0, 0, bitmap, Rect.new(0, 0, 160, 32))" U2 \' o1 G$ \: H" d0 ]" d
- for i in 0..4. G5 R/ a3 z8 m/ ~( ?9 \& D& r
- x = 32 * i + 4$ c/ k. T+ ?3 S: a" B' \ M% \8 ?
- item = $game_player.hud_equip[i]
4 p; E5 V4 {8 ~5 D) [ - next if item.nil?9 y, j1 U. ~0 z% a/ ~4 H$ a
- if item.is_a?(RPG::Weapon)
) u5 x* b3 ~' x9 I2 M7 j$ E2 o# S. c - item = nil if $game_party.weapon_number(item.id) == 0 and
: j4 o; @* x2 L( v - @actor.weapon_id != item.id0 b c4 m. P; |9 @
- elsif item.is_a?(RPG::Armor)
3 k1 E P! W6 x& Q& U4 s - item = nil if $game_party.armor_number(item.id) == 0 and
a6 E7 b2 ]% I - @actor.armor1_id != item.id
, G: T) f+ A- Z' {# c" I' W - elsif item.is_a?(RPG::Item)2 A2 Z+ `& s; Q) [
- item = nil if $game_party.item_number(item.id) == 0 or' Z+ e5 ]2 z8 C- \
- !$game_party.item_can_use?(item.id)7 A- |- Z8 V/ b% k9 d
- end
) w# _0 ?: o. f! ^ - bitmap = RPG::Cache.icon(item.icon_name)
% u+ k! @9 `) G9 G1 i2 o4 J; F6 D& Y - self.contents.blt(x, 4, bitmap, Rect.new(0, 0, 24, 24)): x0 Z/ G6 c7 y& z
- end6 [) ?' x% M0 E
- end& A" x( K1 z& n. j
-
3 l6 t+ T, r2 ?* V - def equip(item)6 c; r. [: N1 U" {( d7 D
- if item.nil?
$ T! z, s Q% W - $game_system.se_play($data_system.buzzer_se)0 y! Q# A( R: f! B* K( P
- return
/ Q( O* ~, |. {, h - end- z: P8 w$ X0 x7 S+ u6 t. f- w
- if item.is_a?(RPG::Skill)
& Z, g' M# e: v: r - if [email protected]_can_use?(item.id)
5 K( j; ?# r$ n- D - $game_system.se_play($data_system.buzzer_se)
& `# v& [) f+ W8 d6 `6 ~- m/ ] - return
* O0 n$ e, B9 M* U - end! \3 }* q7 e% Y: t. v! R3 H( P: `
- $game_system.xas_skill_id = item.id) { m8 D0 D( K/ t {* s
- elsif item.is_a?(RPG::Weapon)+ Q# M+ B S$ x" X! N5 @; y
- @actor.equip(0, item.id)' B( o8 R3 z3 o& B& Q% k2 T
- elsif item.is_a?(RPG::Armor)
1 |5 D9 c' \9 h8 P/ O7 P# ]" W - @actor.equip(1, item.id)
. P `6 o4 u2 v1 @( o$ D' H* B - elsif item.is_a?(RPG::Item)
5 k: P0 c2 i1 ^/ D% P - item_tool_id = XAS::XASITEM_ID[item.id]
/ }$ [2 K( Q3 o$ Z/ ~( t - if item_tool_id != nil1 x6 S1 E; S0 l, O. g+ L' u* Q
- unless $game_party.item_can_use?(item.id)4 V7 M$ m7 E) J
- $game_system.se_play($data_system.buzzer_se)
: \4 l7 Y& q3 b4 c - return
9 O# d4 ^+ ^- \ - end8 z8 [$ Z* E( J8 t% {
- $game_system.xas_item_id = item.id6 w9 A( t# J5 z9 ?
- end
0 s, w# u7 k) L - end3 n# D1 i) q; x" [6 g" V
- $game_system.se_play($data_system.equip_se)
; c: b+ e- f9 T4 U - end
1 E6 b* e5 A Z, ?' T2 u3 y/ z - " t" R$ d _8 e. U% |
- def update( X8 p6 A2 d. P9 ?" s( J
- @actor = $game_party.actors[0]
- f/ F8 T. n& k4 L7 w/ E - @hot_keys = $game_player.hud_equip" c0 m" z, `% c; N$ u8 X" C
- refresh, F, q4 k( Z9 s# G2 E: ^
- return if !$scene.is_a?(Scene_Map)
- _5 t9 O" ?! L; H( g - if Input.press?(Input::Numkey[1])
9 Q m0 `6 ~) u: @/ [ - equip($game_player.hud_equip[0]); F. {* X. v& l }( w, y7 [$ I
- elsif Input.press?(Input::Numkey[2]). d0 ]/ b3 T! A+ l4 s& w: n
- equip($game_player.hud_equip[1])
1 ]; V$ Q# E* J - elsif Input.press?(Input::Numkey[3])
% Q" ^1 b" q3 |: z1 Q: r" d5 M - equip($game_player.hud_equip[2])
9 | M; }3 M! C9 O - elsif Input.press?(Input::Numkey[4])
. [ C- e0 X. S4 @ n* }5 N4 _$ W2 U - equip($game_player.hud_equip[3]) 0 ]9 S) q0 C( D8 ~4 n2 ^ G& `
- elsif Input.press?(Input::Numkey[5])
8 B: A( h8 b* \9 o - equip($game_player.hud_equip[4]); U3 a$ e2 G2 L) C' u
- end
& e2 }% t# S3 Q1 U& K3 E - end; ~ H# Z- h6 [0 s
- end
# Y5 J! J2 _# F$ e! l: ^3 {. X
& g8 u. G6 Q( P O$ o P- #===============================================================================. c4 W6 I9 r8 F" _' A
- # Scene Map- ` s1 [% a* p% c
- #===============================================================================+ L' l, }0 M3 ~3 W5 m
- class Scene_Map; l4 j! c# K6 ~* b7 Z' M2 Y
- alias hot_key_hud_init main2 y3 t& _. h+ y, ~
- def main9 @( S1 _) p- t I3 K! L
- @hot_key_hud = Hot_Key_HUD.new
; d2 W/ u7 o) f# J9 _1 Z" _$ t& P - @hot_key_hud.visible = !$game_switches[XAS_HUDDISABLE_HUD_SWITCH]1 ]2 c% n9 U9 ^) [
- hot_key_hud_init% d6 G2 y% e6 s5 M
- @hot_key_hud.dispose2 u5 _ q2 X6 a- ^$ Z- q4 ^
- end
; G+ }$ Q; x' I. ?/ ?2 j7 h - 3 A5 y& E Z: ?: ~
- alias hot_key_hud_update update
7 ?; o- L- {0 g" y# b8 p8 z6 c6 d - def update
+ R7 G" {1 ^. W+ i5 r - hot_key_hud_update' t/ S: I4 K/ m l! ~1 w7 i. s
- @hot_key_hud.update
7 @) Q# Z3 b! b' E% i, w9 L - @hot_key_hud.visible = !$game_switches[XAS_HUDDISABLE_HUD_SWITCH]
* e8 }& U' d1 a7 z - @hot_key_hud.update if !$game_switches[XAS_HUDDISABLE_HUD_SWITCH]( o+ D0 D4 T& a' m. O
- end2 l3 A% R3 P! d2 @" v4 o, ?
- end
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