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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,
, C, F4 Q2 M/ ~9 K; z( y- ^$ s2 c不知道有人能帮忙看一下吗? - #===============================================================================
7 [: ]1 R( s, H1 \, E+ P P - # XAS - Hot Key HUD6 w. n1 x* w7 S2 Y% _, [/ j& X* I
- #===============================================================================1 b0 \9 o8 X& v
- # By Mr_Wiggles
7 A% G+ j( G% L9 @. u - # Version 1.3# _9 u- r: u' V2 T& t! S
- # 7/6/10/ {+ X0 c# p. W6 L/ [. O
- #-------------------------------------------------------------------------------
5 v6 ?2 Q0 W! t5 V& p( d! n% B1 @ - # Instructions:8 u) \, T1 X0 V( a# G
- # Fill in the constants bellow, paste this script above main and bellow XAS in
" @3 \) g3 D1 }0 o/ G - # your script data base. BE SURE TO SET TO THE RIGHT XAS VERSION!!3 `7 `' R, Z7 [0 X, I3 R
- #
+ p+ Y. O* s; | - # Place the "Hot_Keys_HUD" picture file into your game directory
+ d3 c5 D/ g$ m - # Graphics/Pictures folder.0 ]0 c! K- O/ s
- #-------------------------------------------------------------------------------5 K4 n/ H. x/ k/ t
- # Directions of Use:- |9 t b& X; Z3 P- B
- # Simple just press a number key (1 - 5) when the quick skill or item menu is
; }- a# [2 r5 ~: O - # Showing.
, @, }! o3 a- o w* B - #===============================================================================
5 I, Y2 F4 ?! d8 \9 u. y7 H2 u# B - HUD_X = 0 # X pos of HUD
w) B' U- D4 L r - HUD_Y = 0 # Y pos of HUD) p0 y" a/ t7 f& B- R3 n: G: ]+ W
$ f, m# H! i- J. r- # Set true if XAS 3.7f
) y: W+ K0 D1 X* q" [ - # set false if XAS 3.6
0 Z% Y7 |" v) V. X+ X* b( _ - XASVER_37 = true8 Y* |" ^: [( _ l( r
- ! k" Y- Q0 q! O, o1 E9 ~
- #===============================================================================
1 @4 ]1 a- Y. [9 i* o& Y; { - # Numkeys Module
0 G5 M1 G1 D4 f. v; r/ J" x - #===============================================================================, N) c. p8 L: `* m
- module Input
2 I4 t- b9 j' d# a! \ - Numkey = {1 => 1049, 2 => 1050, 3 => 1051, 4 => 1052, 5 => 1053}
" p# @& M+ w, ]0 B - class << self
) a, U+ V" G& g, ` - Key = Win32API.new('user32','GetAsyncKeyState',['i'],'i')
+ R. W1 I5 D; O& ?+ ?- n- {- C -
5 ?) P% y% d* `7 L - def testkey(key)
* K! U( D1 Q/ q% m/ u/ M* w - Key.call(key) & 0x01 == 18 A+ H' Q( w- Q+ H" k( Z
- end2 Y& p0 d9 F$ r8 ~+ ~
- : z2 F) G' D' }& h
- alias hud_key_update update/ U p, i3 K5 o; Q0 ~9 u. F. c
- def update7 v: Z: F+ E( k; U! }
- hud_key_update* p/ E: Z4 ^( e
- @pressed = []! X4 v; [& @/ u, Z& [' r3 z' `6 z
- for key in Numkey.values
/ W2 e( e7 I$ e6 M - key -= 1000' F& |5 R; \' B: y
- @pressed.push(key) if testkey(key) ` x' _- q D& x: P2 o. ]
- end. s2 |) k. @* _, x$ d
- end* U+ S5 _& b% w2 Z5 F. s
- $ M. {* B/ W+ c7 m5 O) p3 e! O
- def pressed?(key)
7 Z$ O5 _5 I! _1 h6 @ - key -= 1000
; e5 G/ L. R; b+ R - @pressed = [] if @pressed.nil?
1 w/ C1 T- }( I+ L4 Q - return true if @pressed.include?(key)9 E5 ~$ v3 a$ o o0 }4 R8 _* w; M
- return false4 G/ Z& C# Z8 @; [5 J2 ], q
- end- g& {$ U; c. k. e7 J8 [- B9 g
- - a5 t9 [9 M+ w
- alias hud_key_press? press?
/ _3 m) S& R, A+ ` - def press?(key)
& t7 T' c" g/ y& P0 s - return pressed?(key) if key.to_f > 1000
0 H y" E5 F, n( q: Q$ O9 e - hud_key_press?(key)
% W" J8 e' n) X4 |* s8 ] - end
% Z# f ? `1 R: [ - end
7 p( N' M" K. P6 J - end
- t3 J/ g# J, {* s e8 _
6 U" h, } m' D9 _7 }$ W% Z- #=============================================================================== ?' o. f! R( S: `. u
- # Game Player2 S( A$ Z/ {+ N0 z( @
- #===============================================================================* Z# ~7 i, E! R- p% q9 B' a1 l
- class Game_Player < Game_Character
% U" B. P; ?- u( E' ~ - attr_accessor :hud_equip
. W9 Y4 N q# s -
8 v* j$ t8 E* @1 @/ }& B+ ` - alias hot_key_hud_init initialize
, A" f; [9 G; V' l9 ^ - def initialize2 s8 g0 A4 l. e; z) v
- hot_key_hud_init& L! o$ X6 I0 C0 d0 C
- @hud_equip = []) a8 H) @4 ^6 s, b. k8 [% l
- end
5 x6 G4 e! l' O; f! E/ T& A - 6 [# m1 X$ q- w4 r4 H- `. ^9 J
- def equip_item_to_hud(n, item)! ^ y g- O8 b% E2 t
- if item.nil?
' c# z% Q. N( {# S! a7 t - $game_system.se_play($data_system.buzzer_se)
& r2 l* K; Q) ]# Q - return- h! r6 a, D( h: j0 y$ u: @& _* u
- end7 y! M0 r: ^$ }% Z9 u
- $game_system.se_play($data_system.decision_se)4 ?4 J, \7 b" ~& }- b2 D; G' q
- @hud_equip[@hud_equip.index(item)] = nil if @hud_equip.include?(item)1 s- t( ?$ G$ z4 g0 u7 _
- @hud_equip[n] = item
+ o( [$ i1 Y0 l5 W/ y$ |' J: B - end( s$ P0 c& k& S5 e- U
- end2 c1 D1 K5 ? ?% B z
7 s$ V" A6 l$ i, u8 }+ K- #===============================================================================
/ P) ?- c5 |3 W( E* G6 Z E( w, l$ ~ - # Quick Skill Window
# W, j# c% ~" G5 n. L7 p; B; l* m - #===============================================================================/ l$ q. t8 b3 a' t+ Y* i
- if XASVER_37 == false
7 G9 b+ l+ R! {6 F7 M - class Xas_Scene_Skill
; v$ Z$ I3 i1 z6 O3 j" d' z/ \4 D - alias hud_quick_menu_main main
, C0 p* E; t* z - def main8 c+ i/ ^/ ^) m& K N9 j2 T
- @hot_key_hud = Hot_Key_HUD.new7 K0 p4 q% `, ?
- hud_quick_menu_main
' }* m' r/ @# b& p: V& J4 n' Y - @hot_key_hud.dispose
$ U: b: c# I( E+ L2 ^ N - end
8 o4 _: c8 p: H - / g# c( k$ d2 F
- alias hotkey_hud_qucik_menu_update update+ T$ F8 _* h# Y5 R& n7 A" ]
- def update* j5 y7 [4 U5 A: [1 K
- hotkey_hud_qucik_menu_update, @0 _3 f% p: f3 \! |
- # Hot Key num 1
! b% j, C4 Z: I$ E2 e$ h - if Input.press?(Input::Numkey[1])$ `1 t Y# p1 A
- $game_player.equip_item_to_hud(0, @skill_window.skill), x# F, J% x4 }- B/ D
- # Hot Key num 2
% u4 j) H6 j; F: [3 f2 Z - elsif Input.press?(Input::Numkey[2])
- d2 s2 x6 d1 W+ k! A9 }5 x - $game_player.equip_item_to_hud(1, @skill_window.skill)
4 y1 N$ x6 O+ ~. {& w9 Q - # Hot Key num 3
+ z+ N6 w* z' E" L! @* O1 ] - elsif Input.press?(Input::Numkey[3])
_) t% h) i9 T$ S. x - $game_player.equip_item_to_hud(2, @skill_window.skill)
) f5 u3 T, u) z$ t - # Hot Key num 4
0 c8 P) r3 Y2 ^9 X5 l: d0 X. l - elsif Input.press?(Input::Numkey[4])
! H! O+ l% V) m3 o0 D$ {- T$ Z( J* S - $game_player.equip_item_to_hud(3, @skill_window.skill)
9 _0 E; V6 }) u9 i7 {* E - # Hot Key num 5
- h6 x: T2 y& i v% } - elsif Input.press?(Input::Numkey[5])
% k( U4 Z) s# n& D7 x1 E2 y# [ - $game_player.equip_item_to_hud(4, @skill_window.skill)
& g' F+ a( @8 @* e" f - end
7 s; |3 X7 F! y9 I/ y$ _ - @hot_key_hud.update0 I5 ?3 z' h1 W- F
- end. O+ H( B! ?- {9 ]# F4 T1 c
- end
$ w# f- f8 X. E - else( Y# H$ s, c' a1 o1 Q- H/ y
- class Quick_Menu_Skill* f$ t, C7 D7 }6 p+ f: p- I: |
- alias hud_quick_menu_main main! i0 E# d; A$ S
- def main
+ d" c. Q8 Z+ m! Q* c - @hot_key_hud = Hot_Key_HUD.new- z( q6 G" i+ c" _9 L
- hud_quick_menu_main
7 D1 _+ R8 v. N - @hot_key_hud.dispose J& e- c3 d% K% k+ f& `6 a
- end
- ^' }' f/ A" Y {5 K$ n, ? - ' D: r) ?4 b, O2 b( r
- alias hotkey_hud_qucik_menu_update update
4 h* w1 g- _9 }5 }+ { - def update+ X8 L" J7 W2 u3 P& b
- hotkey_hud_qucik_menu_update5 _1 s; K) P) Q! m" v, r
- # Hot Key num 1
" Z# d' x2 y" o" v! o' t - if Input.press?(Input::Numkey[1])/ L5 Y0 R V9 t0 R
- $game_player.equip_item_to_hud(0, @skill_window.skill)
" G, P' W9 a" |% U - # Hot Key num 2$ l% r: y/ i8 {9 m( E& L' @$ M
- elsif Input.press?(Input::Numkey[2]). F+ Q6 n2 s; u- x- d, {7 W! h" c
- $game_player.equip_item_to_hud(1, @skill_window.skill)
; ]$ l0 |# |' W - # Hot Key num 3' R; h5 d# Q- K7 U I& h
- elsif Input.press?(Input::Numkey[3])9 m- g& i3 w5 b2 i) i: |- b: \
- $game_player.equip_item_to_hud(2, @skill_window.skill)
! [/ ~3 @% N7 ~3 M% o2 y - # Hot Key num 4
: _1 S# }. S8 Z- T9 n - elsif Input.press?(Input::Numkey[4])2 l+ F% ~7 ~: @
- $game_player.equip_item_to_hud(3, @skill_window.skill)/ p/ x. T! V, `. J' W
- # Hot Key num 5
, B# Q5 ~* r T! p# q - elsif Input.press?(Input::Numkey[5])
8 A' _ s9 J2 c V - $game_player.equip_item_to_hud(4, @skill_window.skill)% |& \8 {% t4 Y9 G4 L
- end
4 I: ^7 n3 h( c Y0 n2 A c - @hot_key_hud.update2 P" F) ]* `1 W) \4 j x1 m8 x
- end
5 l; B. Z" [+ v8 l7 [ - end' z2 h, L2 k( {
- end
5 `5 T n/ O. k, C+ q+ ^ - , j3 O- r# |. c% h
- #===============================================================================, V; N/ b: n- X+ ]0 i
- # Quick Item Window# x n' `; y- o& [
- #===============================================================================
& F2 g) M% ?- U q$ z. j) m$ D6 a - if XASVER_37 == false
3 z- O5 i( U6 m" J& F7 A5 g. {# H - class Xas_Scene_Item
; x! A7 w0 D- ?% A5 ?( V2 l. \6 } - alias hud_quick_menu_main main
4 Z! E# N$ A, R7 J' ^) A2 t D - def main3 F) J0 t* {% Y9 S6 I3 R" f: w
- @hot_key_hud = Hot_Key_HUD.new
( H& v+ H8 o' ` - hud_quick_menu_main- W! A! u; y$ p3 d9 I7 r1 [( K
- @hot_key_hud.dispose* D9 N" E1 ^8 ^: n7 Q1 u
- end, C9 @0 [% u( n; J
-
- U7 g. k8 S- t- V% B6 i - alias hud_key_update update7 a7 [5 q" H" x4 _& _
- def update: }2 K9 d0 h$ q& a$ t
- hud_key_update" f& t2 B x2 [4 Z/ x4 Z. q7 a* g
- # Hot Key num 1
# ^+ U' ~4 ?/ d$ g: i - if Input.press?(Input::Numkey[1])
0 {* `/ D! D1 N1 @ - $game_player.equip_item_to_hud(0, @item_window.item)3 R v. F' Q/ j. k5 I
- # Hot Key num 2
6 A$ |) F! k$ |8 q - elsif Input.press?(Input::Numkey[2])
/ g: a( g& \7 }) y' R* g w: Z0 r* }; } - $game_player.equip_item_to_hud(1, @item_window.item)
: Q; W Z* W) k \7 ^; c" Z - # Hot Key num 3) A# U2 W, H: C6 h5 Y" k
- elsif Input.press?(Input::Numkey[3])
z! U, N# Z0 f4 b$ _% c9 L - $game_player.equip_item_to_hud(2, @item_window.item)$ Z H- i4 P+ s! ~# v4 u8 j, a( ^$ R
- # Hot Key num 4
7 u! i& z! R g - elsif Input.press?(Input::Numkey[4]). w7 i9 O1 u) r
- $game_player.equip_item_to_hud(3, @item_window.item)/ f7 D* H# j: B4 r0 r) _4 p4 ?
- # Hot Key num 5
3 e- D+ [, K1 T# p* b! s - elsif Input.press?(Input::Numkey[5])6 C, w; q: h/ K1 c
- $game_player.equip_item_to_hud(4, @item_window.item)) X* E! Q( |* m- o# m J' ^ ^
- end
+ W, s5 L) F0 W. c6 F& Y - @hot_key_hud.update
7 |( T! F! a# E" @3 { - end" ]+ M# d0 z' K( O5 K2 y
- end
* z( E1 F' c% O - else
* |! X; p9 Z9 n - class Quick_Menu_Item
, E# L' z1 X8 k: w- X - alias hud_quick_menu_main main1 A" A% ^% d% D4 S! W) r: o
- def main
9 J1 Q: F C7 C' M7 G& ~1 x - @hot_key_hud = Hot_Key_HUD.new
- W! A9 S' P& s' h- e1 O$ c1 l6 ^* r - hud_quick_menu_main
) V- `% p g! p, h* n0 ` - @hot_key_hud.dispose" K/ ]' h, y' a
- end2 u: ~7 ]; E' p4 Z
-
4 N+ |: m# p6 {9 G- G7 ]& R - alias hud_key_update update
4 N" q7 P7 f1 Z6 b - def update
J: r2 N, l2 ^/ D: |9 Y - hud_key_update
) g5 [3 n3 R( I$ o - # Hot Key num 1
+ P4 V+ ], f+ j% L6 o - if Input.press?(Input::Numkey[1])# o' P8 E4 Q8 ~8 \4 w
- $game_player.equip_item_to_hud(0, @item_window.item)
6 M+ X/ `6 R5 P: S) _ - # Hot Key num 28 n4 q% t5 I, e& U; O6 N
- elsif Input.press?(Input::Numkey[2])
. q, E! {% q' z' }' j - $game_player.equip_item_to_hud(1, @item_window.item)5 r0 k2 ]" I6 Q, ]4 { A# R8 r
- # Hot Key num 3. m: M* g- ]/ U x4 j0 ~
- elsif Input.press?(Input::Numkey[3])
1 c7 A5 p9 n, e, h8 [! G$ M4 l - $game_player.equip_item_to_hud(2, @item_window.item)) ?; X/ t+ q8 ?
- # Hot Key num 4
& m% B3 ~( V! `; T4 h' d% H - elsif Input.press?(Input::Numkey[4])) N A: f+ W1 Z9 x* \6 ^3 ?) l
- $game_player.equip_item_to_hud(3, @item_window.item)$ t9 x, F4 x7 z; f% f
- # Hot Key num 5
# [/ z& Q) F$ Y& W - elsif Input.press?(Input::Numkey[5])4 h/ H; t( \- F2 P# b
- $game_player.equip_item_to_hud(4, @item_window.item)
- F- [) _8 f6 p - end0 `8 E1 [: [3 y L5 X
- @hot_key_hud.update4 z4 F' n( C. P" V5 j8 A8 i; M1 x
- end" Z4 g) Y W2 L" e' D2 z
- end0 V. e& ~. j# d! B: b
- end6 w+ {9 |) R2 p
- ( |# `3 O! g# l& F2 ]; E
- #===============================================================================
+ L8 ~2 g: }% i3 T b - # HUD Window
4 _# c* U% M2 f& M& F% ^6 O - #===============================================================================! _' K0 x; }+ f. N
- class Hot_Key_HUD < Window_Base
3 n4 H5 k2 b1 I6 x - def initialize(x = HUD_X - 10, y = HUD_Y - 15). Y/ D' F' y2 ]) T& q9 R" n& I2 d
- super(x, y, 220, 80)* S9 ?7 _7 i0 F8 j% X1 z$ K8 h
- self.contents = Bitmap.new(width - 32, height - 32)
A: y, u0 \# u+ ^& q - self.opacity = 09 Y' }2 ]- v" i& }/ U5 _
- @actor = $game_party.actors[0]
3 T+ }* m$ Y% L* p8 |- d3 O - refresh, t8 j" H$ c: q6 k
- end& }' n/ Q" U' l1 O3 U! f$ z* t
- 5 G6 g6 k0 p' b0 v* P2 w) ^
- def refresh; t) c8 i9 j9 u, ~
- self.contents.clear M7 h3 t% h" Y' b9 z, f
- bitmap = RPG::Cache.picture("Hot_Keys_HUD")
0 M7 t1 j; [5 n: w - self.contents.blt(0, 0, bitmap, Rect.new(0, 0, 160, 32))+ x$ {: o- l" c- _3 V
- for i in 0..4/ l. K) z6 D5 d; t O# l( @1 g$ O# O( V
- x = 32 * i + 4
1 v9 u+ r+ a" e& F( E( K& A. y - item = $game_player.hud_equip[i]: Y5 g! v1 r: E% E2 s: e! V
- next if item.nil?2 P% f5 S# z& T0 Q2 X3 w3 E5 o
- if item.is_a?(RPG::Weapon)3 M) s Y2 ]/ u" p8 `, _) v, x
- item = nil if $game_party.weapon_number(item.id) == 0 and( g, M$ X& n$ W# ^
- @actor.weapon_id != item.id
1 _* H. ^$ S- l3 B8 q$ F5 |7 ? - elsif item.is_a?(RPG::Armor)7 R o% ~" s: Z, Y
- item = nil if $game_party.armor_number(item.id) == 0 and / r) r) y/ ?0 `: U0 `) o
- @actor.armor1_id != item.id- r" v1 L0 G, t
- elsif item.is_a?(RPG::Item)8 b6 ^( C3 O7 v: T
- item = nil if $game_party.item_number(item.id) == 0 or6 i4 K$ _8 k7 [1 \" X6 ~
- !$game_party.item_can_use?(item.id)
" s0 ?0 J9 `0 ~, t: n - end
3 U: t. h3 ^" h+ O) X - bitmap = RPG::Cache.icon(item.icon_name). @1 Z( J/ V! P3 _- ~% Y+ H/ z
- self.contents.blt(x, 4, bitmap, Rect.new(0, 0, 24, 24))
9 e- ~, C6 T) _- J6 \ - end2 d8 P6 \5 D U
- end
: U" O0 z+ n6 J3 ]9 d e7 h# [ - 6 @( A4 f# K g$ w
- def equip(item)/ Z& ?( J$ c! e" {4 Y) m# o$ f
- if item.nil?
6 g3 Y. N2 H# \2 `+ W - $game_system.se_play($data_system.buzzer_se)& k/ Z% A5 M9 ^: k4 d
- return
+ q& S; |- k5 M- Q - end
( k# @+ l* L% p1 Q! d) r) a. w - if item.is_a?(RPG::Skill)
$ t% I% H& j3 [( j) l. w - if [email protected]_can_use?(item.id)/ C; {6 o# S3 H; ~; x" J/ I
- $game_system.se_play($data_system.buzzer_se)/ u$ } m2 [" p- Q
- return2 x M5 J/ L: C( W) A
- end
3 o m8 ~6 W6 S, K* ^. R4 T - $game_system.xas_skill_id = item.id
8 w4 w8 b7 v2 R& h- x+ J% @ - elsif item.is_a?(RPG::Weapon)
$ o) Q8 _ @# r* Y. M - @actor.equip(0, item.id)
7 W' P; e1 w$ F, J - elsif item.is_a?(RPG::Armor)0 _! L! C2 U d+ n
- @actor.equip(1, item.id), Y$ {$ D3 t' R' g- k
- elsif item.is_a?(RPG::Item)/ e/ c0 A% J$ A. h. r8 ?
- item_tool_id = XAS::XASITEM_ID[item.id]6 `' R1 r8 t! D0 K3 ]
- if item_tool_id != nil4 y; |( U' J7 p
- unless $game_party.item_can_use?(item.id)
% T: {! F+ _$ M6 @ - $game_system.se_play($data_system.buzzer_se)
2 Z+ w! E( h7 b6 a - return @+ |7 P. M6 |
- end) x! x9 t( |/ ?$ u1 O
- $game_system.xas_item_id = item.id
* d' ^. Y- N5 A' I - end1 X6 m3 ?8 k% c1 B
- end& `5 Y. v! |3 _' C1 L; z
- $game_system.se_play($data_system.equip_se)( }5 S3 g; @5 Z; a& a x
- end
1 T9 e0 U* c3 S- Q - & j0 p% n% S( q" f& Q# O* a/ S! X
- def update
0 {3 G3 q* F2 B7 @! w$ j8 l- }% K - @actor = $game_party.actors[0]" Z( L! N, Y+ Q1 ?9 E5 ^
- @hot_keys = $game_player.hud_equip
, T4 ]) F& U# g" l) s - refresh
. u0 O7 F$ N+ K- l - return if !$scene.is_a?(Scene_Map)
$ p4 W% Q# O, i - if Input.press?(Input::Numkey[1])
/ v1 H* I) Q( c0 x. i9 y- l - equip($game_player.hud_equip[0])
3 v0 j5 ?. [) u3 ^& V4 x, L - elsif Input.press?(Input::Numkey[2])
0 `# O4 V+ ]0 n, r - equip($game_player.hud_equip[1])1 D) V+ [; I/ Z0 i. U# t: L6 E1 u3 ?
- elsif Input.press?(Input::Numkey[3])5 {' g# _) g6 w# T: ^+ a
- equip($game_player.hud_equip[2]) & B9 A1 I' m P. S
- elsif Input.press?(Input::Numkey[4])1 @& \; {* m7 {. |4 k, z) a8 L% g( r
- equip($game_player.hud_equip[3]) 2 P6 ]6 P2 G* T6 N* I" t2 J1 s
- elsif Input.press?(Input::Numkey[5])( _- W( S4 O4 }# b
- equip($game_player.hud_equip[4])/ D. e' _ I/ x2 W2 Z+ W
- end
& e) e5 l& W# U7 a8 L) u - end. N$ I0 J! D& E
- end
- n( F$ l ?- t( ^' A# t' x0 Z5 r
3 |& v& F% s+ S- i3 [% A* [! p- #===============================================================================' j, j- P7 Q' ?/ Z
- # Scene Map
* H3 i# Q% Y- m6 m - #===============================================================================* u1 x8 y% u4 I t4 b
- class Scene_Map
3 L$ C# \0 p1 N( N9 T - alias hot_key_hud_init main4 D5 j \* U1 @9 {
- def main
! u1 I- ]! k e* i+ { - @hot_key_hud = Hot_Key_HUD.new5 _. L* y8 p% M* @2 N! l. X5 u3 b
- @hot_key_hud.visible = !$game_switches[XAS_HUDDISABLE_HUD_SWITCH]+ N/ o$ b( z2 Y
- hot_key_hud_init! k% G7 b+ S4 q
- @hot_key_hud.dispose" {" r' x& o; d2 m
- end
: m3 g2 s* ?5 ~8 w/ j3 g' e -
0 I3 ?7 B3 ?: P, Q( t D - alias hot_key_hud_update update3 I, A, j6 ^! c! F" I+ d( \
- def update: e, h' B" f1 Q
- hot_key_hud_update( m& M' W* V2 I
- @hot_key_hud.update. x1 ]- B' F- ~* d3 R
- @hot_key_hud.visible = !$game_switches[XAS_HUDDISABLE_HUD_SWITCH]
% F2 w. c; t A/ K4 s( I - @hot_key_hud.update if !$game_switches[XAS_HUDDISABLE_HUD_SWITCH]8 u: g$ D) q d* v: V* p |
- end ?1 i1 X# V( ?
- end
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