| 赞 | 8 |
| VIP | 1 |
| 好人卡 | 0 |
| 积分 | 96 |
| 经验 | 29580 |
| 最后登录 | 2023-4-8 |
| 在线时间 | 567 小时 |
- 梦石
- 7
- 星屑
- 2585
- 在线时间
- 567 小时
- 注册时间
- 2009-4-30
- 帖子
- 271
|
5楼

楼主 |
发表于 2012-3-31 09:53:20
|
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,
' o9 E% K, x' P' b% O# R不知道有人能帮忙看一下吗? - #===============================================================================
2 f, h8 X5 _2 m2 f - # XAS - Hot Key HUD/ W8 j1 S6 Z+ Q c
- #===============================================================================' Z: V* d$ i: I9 ~
- # By Mr_Wiggles
! Y( N. E$ p5 v6 s) } x - # Version 1.3& S, r" {9 S! }5 j
- # 7/6/10
( ]0 V! K0 S8 Y- @% }6 z6 z - #-------------------------------------------------------------------------------
. N7 Q3 @) \: s p) I - # Instructions:
5 W$ d% S8 N" x- c3 \ - # Fill in the constants bellow, paste this script above main and bellow XAS in4 F4 v: P1 s3 P9 x2 s/ _4 O; p! @9 a
- # your script data base. BE SURE TO SET TO THE RIGHT XAS VERSION!!3 `) B4 K* a6 Z1 t, V
- # : n; x; T- r+ t Z7 H2 i* ?( U" m
- # Place the "Hot_Keys_HUD" picture file into your game directory
+ E! h s6 s( y; e, |. M0 N - # Graphics/Pictures folder.* F; \3 ]& c8 w: i/ d' _
- #-------------------------------------------------------------------------------
. j* }" C' I0 v - # Directions of Use:
' T) B2 c7 r+ U/ H( v/ Y9 V. X3 w - # Simple just press a number key (1 - 5) when the quick skill or item menu is
8 J) }* {' `- S9 u* \" Y2 J8 ` - # Showing.( o6 F" D* I5 ]1 Z2 s8 }# ~
- #===============================================================================
$ T* P7 v* m# x# W4 I8 Y - HUD_X = 0 # X pos of HUD% c, r4 |. `4 e
- HUD_Y = 0 # Y pos of HUD) x' u; k% }9 N/ r/ H- b( r
" X1 _9 e3 X* P" v; K6 I+ x9 H2 ?- # Set true if XAS 3.7f
3 D3 F1 p: a5 F+ I' S0 B - # set false if XAS 3.6
, S$ h* K. d% o! w# g9 O( b5 Z - XASVER_37 = true
% @% W5 m4 I' A8 P6 D. F - 5 f- g) v5 q7 g: e8 q Y
- #===============================================================================- P! a3 }3 c! K8 `9 W
- # Numkeys Module6 H7 j, h+ c* j9 J0 I* M
- #===============================================================================* h, n8 U, g0 G
- module Input+ H9 L7 U/ C6 f2 _! {
- Numkey = {1 => 1049, 2 => 1050, 3 => 1051, 4 => 1052, 5 => 1053}' R) `$ j, N: k
- class << self& O8 U4 Q$ g8 b M. d
- Key = Win32API.new('user32','GetAsyncKeyState',['i'],'i')
4 o: i/ O: o9 @5 [4 N- _ - ( m* u8 B( B A2 D
- def testkey(key)
2 Z1 P3 C, l6 T/ } - Key.call(key) & 0x01 == 1
( t; X+ H* a3 R' ^( O: Z - end
8 @; y# S8 M( t* v- G& k - 3 N. F& ?" {0 j) g
- alias hud_key_update update: j) N" _6 r( L2 X x3 c
- def update/ M5 ?* P/ k8 x: A! x2 w5 L5 |
- hud_key_update# R' i. }# j& W# e- Y* @- l' T
- @pressed = []
2 u' M; u) @0 m - for key in Numkey.values
8 P2 j- p# D3 Q - key -= 1000
F4 _5 o3 E" k0 V - @pressed.push(key) if testkey(key)8 I4 n! |" C. }" H
- end3 E( w9 o3 X* o" w! C0 q
- end, U! d+ j, b- t( h, }, K o
- 0 W& v P' S( B* j0 A( x9 ?
- def pressed?(key)
2 Z' a( w9 d; D6 w- b# S( | - key -= 1000
* B+ }0 ^5 z K L' i - @pressed = [] if @pressed.nil?# S+ O7 _) R9 {4 `% T% q1 |* C0 o
- return true if @pressed.include?(key)
5 k+ d& p4 G6 t - return false
& ^) Q9 P" i# Z' T3 J - end9 C, Q$ P+ U$ y' {- C1 ]
- ( N# I2 O( K9 f$ i- D- }
- alias hud_key_press? press?1 H+ a! A# I% h6 v4 o( q
- def press?(key)8 X9 L# x, n1 a4 m
- return pressed?(key) if key.to_f > 1000
7 ^+ d( H# W* c - hud_key_press?(key)- [: g% ?8 i" F1 O
- end3 k5 ^7 k- P4 ~1 z: q
- end
* Q2 x6 v9 Y: C4 T - end
/ Z' c( B! _: p - $ C% t% I% i, z. Z1 t
- #===============================================================================
* P. A5 d+ I( L - # Game Player( a- g U+ u; {
- #===============================================================================
. p5 ]; G- V- P, f9 p - class Game_Player < Game_Character0 A. Q& E/ [9 _8 n4 V& I5 M, o
- attr_accessor :hud_equip
& g7 u3 K' F* B; w - 0 `3 n, Y3 j$ w5 }
- alias hot_key_hud_init initialize& o4 l3 f! p, W( D( H
- def initialize' {- n ~ L/ w' o3 q- c
- hot_key_hud_init
_! s" \% x( l3 W. s - @hud_equip = []2 d4 X+ z, m- P- N& k
- end* f0 n! Q% k5 L1 a/ t
-
[! G4 j9 m* R- G1 L O - def equip_item_to_hud(n, item)
) @ `( k" a/ N3 k" V - if item.nil?, d1 m: m& E+ g' |0 U4 o1 F: ]7 R! F5 y
- $game_system.se_play($data_system.buzzer_se)
% B& z) t" K" L3 K. G; B, o( M - return
5 F0 M, n3 T! f& n5 C* _# V* u, w - end
4 p; n$ j k, e: ?! R4 L& K - $game_system.se_play($data_system.decision_se)/ T; W/ I& T( i: `
- @hud_equip[@hud_equip.index(item)] = nil if @hud_equip.include?(item)
" b2 N" n* B: d. O - @hud_equip[n] = item8 g3 H5 W# _4 u0 ^( e
- end! Z* q6 ^# N" \, \9 m6 Q' h i
- end/ o/ X1 @5 ^ `" I4 y
- 2 d/ l- \" x1 Z0 X [1 V
- #===============================================================================
. S% n8 x; O+ x$ r# R, X - # Quick Skill Window4 ]8 V. y; Q: N0 o) v7 w3 `$ }
- #===============================================================================* F ?7 ~* P+ W1 U g
- if XASVER_37 == false
4 O& f( u" g2 F3 \ - class Xas_Scene_Skill
" V6 |) q/ [- O7 t# K - alias hud_quick_menu_main main
2 F! F+ U. O5 q$ O0 Z2 n - def main J, A" L% Z0 D% L+ h. R$ W% h
- @hot_key_hud = Hot_Key_HUD.new9 X7 j6 L6 F+ G) ? b8 ]4 u
- hud_quick_menu_main
* {3 C$ r( X) _% d4 ]& K - @hot_key_hud.dispose
: ~4 r+ Z- K: y; ^4 h" U" U3 g - end/ @: g n& q7 T$ Y1 F4 S
-
; Y# u- n$ b, B& k4 M9 p - alias hotkey_hud_qucik_menu_update update# J8 q, B: ?# a: e* x( [
- def update/ _1 h1 {2 F5 J
- hotkey_hud_qucik_menu_update1 l$ B! `+ ~4 v& F% T! T
- # Hot Key num 1/ J. T& V1 c7 M
- if Input.press?(Input::Numkey[1])
+ X( m4 U! N2 G+ X - $game_player.equip_item_to_hud(0, @skill_window.skill)
3 }' H7 m( X) K8 {! P" W - # Hot Key num 2
) k# I. S2 j4 p' o - elsif Input.press?(Input::Numkey[2])
- d% w" B: R- w5 R5 O3 }5 t - $game_player.equip_item_to_hud(1, @skill_window.skill)
1 ^2 D3 Z& Y: s9 \$ \0 v# g5 B - # Hot Key num 3
* B/ K. e& B( K- p - elsif Input.press?(Input::Numkey[3])! \) q) U& a0 b+ n3 r7 c
- $game_player.equip_item_to_hud(2, @skill_window.skill); E8 P C# L$ R+ q
- # Hot Key num 4; L: R) k' V( S) I9 D
- elsif Input.press?(Input::Numkey[4])
: c% d& y+ d, G3 h - $game_player.equip_item_to_hud(3, @skill_window.skill)
" @. g9 z6 ] N2 `/ [" o* ? - # Hot Key num 59 t; ]8 D7 ^, D+ E: N* q! C9 b
- elsif Input.press?(Input::Numkey[5])$ c$ a; A- z" b, Q. `# l/ x3 W- x9 S" B1 E
- $game_player.equip_item_to_hud(4, @skill_window.skill)
% n: \4 v# u/ s+ W8 _, P. }0 ? - end
; |, V9 D* `& `# U/ w4 ` - @hot_key_hud.update) j# u8 ]4 h4 H9 U7 j! l
- end
: D$ h# V9 U3 G3 V7 ? - end& x3 b4 M; E4 `1 y! g4 {6 @% @: u' b
- else+ Y4 u; i! }; }* j+ O
- class Quick_Menu_Skill
2 \! s; D0 [+ z - alias hud_quick_menu_main main
8 L. b+ o9 y- P: O - def main
+ Y5 \5 M" J- N# K0 U( i - @hot_key_hud = Hot_Key_HUD.new2 C: ^4 V3 X1 W# \9 l
- hud_quick_menu_main
G. J3 F( g9 V& U) ]- _# z - @hot_key_hud.dispose5 |8 [! s; D/ C
- end$ z3 t: k* ^. x( D8 q2 d
-
( k+ n, E/ i6 Z" Z5 | O- w8 C - alias hotkey_hud_qucik_menu_update update: X4 m. p0 ?9 H; B7 K# @
- def update0 N& Y+ `; s$ ]9 a. r( g
- hotkey_hud_qucik_menu_update% N& I& Y" g1 S! S
- # Hot Key num 1
! I1 H6 |3 V/ ? `& I. g6 _4 `8 ~' A - if Input.press?(Input::Numkey[1])* k+ |% @. F8 V1 j# r( V
- $game_player.equip_item_to_hud(0, @skill_window.skill)
) S( r4 a+ N. k) t% | - # Hot Key num 2
( p: g; q1 @! Q$ s; f) I - elsif Input.press?(Input::Numkey[2])
' F7 y' u b; \; b7 i) j+ Z9 G0 r& x - $game_player.equip_item_to_hud(1, @skill_window.skill)
2 i6 F0 m3 `: x( ^3 U - # Hot Key num 3) O6 W- `- b0 L9 n. x
- elsif Input.press?(Input::Numkey[3])
. c4 V( m# G! z$ f+ R - $game_player.equip_item_to_hud(2, @skill_window.skill)- J- o+ q# y" o7 U- e0 c
- # Hot Key num 4
/ |% @3 I+ [$ I( a! s G; X4 M" H - elsif Input.press?(Input::Numkey[4])8 b$ x* X0 z! k8 ^& l7 c4 i! s: {
- $game_player.equip_item_to_hud(3, @skill_window.skill)
9 r. x4 [6 @. q. y7 `5 G! K3 y' g - # Hot Key num 5! i' X9 z* M. q5 g4 Y5 x& J, [# {
- elsif Input.press?(Input::Numkey[5])
9 s7 s3 `1 B$ C - $game_player.equip_item_to_hud(4, @skill_window.skill)
) R+ B0 C- Y2 J) r3 v4 z7 H3 w/ w7 B, p - end
" l5 R5 Z' w0 t j - @hot_key_hud.update* _+ ^5 [+ G5 p
- end" v H J' A* U$ b7 P/ L
- end. ]4 S- d/ q' u3 P
- end. ]5 T! G b! o4 K2 j/ q
+ C6 z0 f8 w7 q2 I. t- #===============================================================================$ v1 i( Y: b6 g) R
- # Quick Item Window
& |! L3 @- y" [7 i - #===============================================================================: W3 D" B/ o: k0 p$ J, {* T& F
- if XASVER_37 == false' l3 ~: O5 Q5 L& u3 L" A* w
- class Xas_Scene_Item' S# j H: p1 f3 i# w
- alias hud_quick_menu_main main6 d* I; ?! s5 g3 x) p7 |( E5 l4 Y6 j
- def main3 F7 [1 E- Q6 `6 W
- @hot_key_hud = Hot_Key_HUD.new
. `# k' [' k" r* d. y9 q3 v2 Q - hud_quick_menu_main# t. R0 d/ M3 W5 [' X3 N
- @hot_key_hud.dispose
v# e9 T& g+ q: v( O- p2 R$ o" e - end
) J' S% v5 w* d! g p0 R9 c( b1 M! W - ! [% ^, j! ~) D# c" P
- alias hud_key_update update
, Q8 L8 P5 \9 P# c% {& G - def update
+ c# [+ m4 \* N* _ - hud_key_update
. x* ^. y6 j& P( F - # Hot Key num 1
" i: E0 B, ^+ k2 I- a - if Input.press?(Input::Numkey[1])
6 S) C. x0 s- O% Q - $game_player.equip_item_to_hud(0, @item_window.item)/ q5 p, L% V: x+ g! }0 m
- # Hot Key num 24 ?# j# c: J; C( r: B2 z' P% `* F
- elsif Input.press?(Input::Numkey[2])
0 { S4 [9 x! H% ~ - $game_player.equip_item_to_hud(1, @item_window.item)( t9 ]8 r3 Q( A) Y& ^
- # Hot Key num 3+ H7 |9 w* I; P! P
- elsif Input.press?(Input::Numkey[3])0 i5 r! O* ~% ~. J" n5 D2 O
- $game_player.equip_item_to_hud(2, @item_window.item)
' L8 a' n! B/ G6 P0 G5 ~, s' }% x - # Hot Key num 43 w3 W3 Y) V- a i
- elsif Input.press?(Input::Numkey[4])1 E+ u/ A3 D: B: X) M. Q
- $game_player.equip_item_to_hud(3, @item_window.item)
5 h& B5 D2 V E3 L( I - # Hot Key num 5: ?" A: F' r& A
- elsif Input.press?(Input::Numkey[5])
4 s w! U& X" C ~, c; e - $game_player.equip_item_to_hud(4, @item_window.item)
7 |$ d) e2 z8 s1 y/ J5 U - end: ~- ~! u% x3 c7 G5 q
- @hot_key_hud.update
6 T/ x6 [" D1 I - end
; l0 V/ [0 W* `9 V: d4 Q2 _ - end3 n* p+ d+ _7 y, v& W+ v- H) c; M+ G
- else k2 |# ?6 x: l0 @0 Q6 p8 ^
- class Quick_Menu_Item! R; C: n# S3 W& }
- alias hud_quick_menu_main main8 d' P' r4 ]5 f5 ?7 I2 r1 C+ K
- def main$ j# m! e1 n" g; c( h4 d5 ~
- @hot_key_hud = Hot_Key_HUD.new; `# ?$ @; X' m) q
- hud_quick_menu_main
- p" V# U" g) j1 Q' S - @hot_key_hud.dispose
" N, X, r$ u% X# R - end8 ^* J: L4 x, }' F# J4 G
-
$ ?" n- H' q1 d7 F% A+ F! L, b - alias hud_key_update update
* T( `' R! Y V) F" ^$ t+ k - def update" V5 q9 u6 @/ N6 ^
- hud_key_update0 b# r. m7 Z- p
- # Hot Key num 1. ?4 e# v3 K" O$ ] C/ C+ r1 I
- if Input.press?(Input::Numkey[1])! ~# {7 m' o1 i( ^
- $game_player.equip_item_to_hud(0, @item_window.item)
3 w! s( E, G* n) G - # Hot Key num 24 K+ d+ x" r- |- S# L1 b) m L* X
- elsif Input.press?(Input::Numkey[2])0 W, K' ]' n% F, T0 J
- $game_player.equip_item_to_hud(1, @item_window.item)
6 U' x& G2 d' W, G [. { - # Hot Key num 3' H2 g/ _* V, T
- elsif Input.press?(Input::Numkey[3])/ g8 L7 ^! c) [1 q2 ?- |$ ~+ a
- $game_player.equip_item_to_hud(2, @item_window.item)) b1 w1 w& ^7 B
- # Hot Key num 4& p( k0 V% Z. [& P! U( X
- elsif Input.press?(Input::Numkey[4])$ o; t+ N2 L8 t( I+ y2 h" V
- $game_player.equip_item_to_hud(3, @item_window.item)9 e. O$ O$ }$ t6 n) s; R
- # Hot Key num 5
% j: U" _2 M9 w+ F* I/ O - elsif Input.press?(Input::Numkey[5])
( E! F9 z) @& U - $game_player.equip_item_to_hud(4, @item_window.item)" v' n' u# I) {) U4 C# j: ]0 r1 R& [9 Y
- end) f/ c6 k2 ^) N7 A: h0 D. p3 l7 x
- @hot_key_hud.update
/ @9 \) M; d3 m; S0 Z - end& d. r1 [. _: X( Q
- end9 g/ g, a2 e1 q; h
- end+ o8 `# _2 n* k
- : j% [$ N) a5 |, t) d" ]
- #===============================================================================8 g; G! z2 Z5 T8 H: q" d) `9 h- u( B
- # HUD Window
) v2 z9 }+ m! i& N" q; T6 j- ]6 c - #===============================================================================
9 l, `+ F b% T - class Hot_Key_HUD < Window_Base
$ Y3 e$ s0 x4 B1 i3 X2 z - def initialize(x = HUD_X - 10, y = HUD_Y - 15)+ a5 Q2 E( |5 E, j8 c& Z( B7 \
- super(x, y, 220, 80)
4 T6 V! j4 r. Z - self.contents = Bitmap.new(width - 32, height - 32)4 x3 Z W/ v- u% b% x# o
- self.opacity = 0. W( C& T: A& f! Z9 ~& ?2 T
- @actor = $game_party.actors[0] v" B; T9 Z* \; [% y' T g
- refresh7 w( c p: q8 i2 N
- end
2 Z+ H7 w2 X+ \' r/ m4 V* L
* _8 _6 a/ q1 E1 E' p0 X- def refresh
) ]7 X# d) n% h) ]9 Y; ^ - self.contents.clear( Q. T+ x( V& {5 [) j
- bitmap = RPG::Cache.picture("Hot_Keys_HUD")
" A2 l, v- q! f+ m' @ - self.contents.blt(0, 0, bitmap, Rect.new(0, 0, 160, 32))
, a" I' q! f) F1 Q. {( T1 s6 D/ t - for i in 0..40 x: [& Y. r9 D) @
- x = 32 * i + 4
5 H8 _ x5 k) A - item = $game_player.hud_equip[i]' V) h3 h2 f* M, k: M
- next if item.nil?: n/ E2 g" @5 E
- if item.is_a?(RPG::Weapon)
' k& @2 u0 {( K0 T2 D - item = nil if $game_party.weapon_number(item.id) == 0 and
: x' R/ H) t9 q - @actor.weapon_id != item.id- F8 `+ S+ ^. E1 \, k( C
- elsif item.is_a?(RPG::Armor) T* Z5 x# c4 f' C
- item = nil if $game_party.armor_number(item.id) == 0 and & f) [ v4 s# _' w2 f' B
- @actor.armor1_id != item.id
* ~% l8 t/ ]+ B, d$ d5 u8 ~ - elsif item.is_a?(RPG::Item)
# L& i6 \0 S6 S% S4 o) f - item = nil if $game_party.item_number(item.id) == 0 or
) w% P6 Y6 `# G: [! F - !$game_party.item_can_use?(item.id) ~3 j( S7 M) T5 h% l5 [, Z. a
- end5 b0 s# G- T# a1 o( P$ O
- bitmap = RPG::Cache.icon(item.icon_name)
3 l! n5 r. u) `$ X# F( ~$ v+ V - self.contents.blt(x, 4, bitmap, Rect.new(0, 0, 24, 24))" n% ~$ H$ W4 z; }2 k! S
- end r! I9 G( Q8 u, x% s
- end9 m- j! E7 n7 L3 B- {' q' K
- 6 w% }6 q5 u# U# N$ O' p
- def equip(item)) k+ l: {# N5 U- Z
- if item.nil?
$ z8 P$ k. _! J$ T7 d% F - $game_system.se_play($data_system.buzzer_se)
K6 E- }6 `- l% H - return! p( C$ E: F, f$ |" n7 R
- end4 p, p/ \" ~. c g- `( Q% U
- if item.is_a?(RPG::Skill)6 K7 Z/ i" l8 v3 S' E1 u
- if [email protected]_can_use?(item.id)6 W7 @/ ^; o* h8 _! a/ k1 c; R
- $game_system.se_play($data_system.buzzer_se)* U3 F- r6 ~( K1 `
- return
4 @5 x6 @9 f0 \7 u8 x9 @4 Z5 P - end
+ l9 V& w4 `1 ?( |( K - $game_system.xas_skill_id = item.id1 s- f% X: l3 T8 h0 p4 w, H
- elsif item.is_a?(RPG::Weapon)( }3 p9 H" {+ x$ a6 b
- @actor.equip(0, item.id)
; P- _! |1 x7 I - elsif item.is_a?(RPG::Armor)4 A/ g! ]6 w: b
- @actor.equip(1, item.id)2 f% W% C# w& y/ l
- elsif item.is_a?(RPG::Item)
; C: r! x H' } T - item_tool_id = XAS::XASITEM_ID[item.id]
( m' @0 T8 |1 W( Q6 Q( s( o( x& [ - if item_tool_id != nil
9 X5 l' g: J: \* V7 y9 R - unless $game_party.item_can_use?(item.id)
7 X* h( j. X( X+ E& U% Y% W - $game_system.se_play($data_system.buzzer_se) t4 t: U, U4 R G' k' Y+ Z3 R
- return
; M- H1 `% n/ ?! M& v5 t; D - end, X% h) r4 S1 J2 d: x- W
- $game_system.xas_item_id = item.id1 y" d8 `7 A$ k" k! w% H/ H8 h
- end: f1 E/ X/ H* J) V- `
- end; z r/ c( o" Z" I
- $game_system.se_play($data_system.equip_se)
& |! Y* t( M3 K - end
' z+ k6 ]: ]4 Z% _0 K - ( A) R, _. L) R/ _+ e7 w
- def update Z- B- _: g ]7 x4 B3 G
- @actor = $game_party.actors[0]+ `" t# q1 R/ C- }5 h' G
- @hot_keys = $game_player.hud_equip
1 K( V; _: _" D# e" D1 A - refresh
?& y' \4 ?8 u& i" V; l$ p - return if !$scene.is_a?(Scene_Map)( z- n. A1 r" S: [% D `
- if Input.press?(Input::Numkey[1])% d4 K4 {% G h2 E) f
- equip($game_player.hud_equip[0])
7 k# O" p3 _ D* X- z9 X5 @4 g - elsif Input.press?(Input::Numkey[2])4 ?8 C5 @5 q/ |0 E- p
- equip($game_player.hud_equip[1])0 L- U9 n& m' h. B6 \
- elsif Input.press?(Input::Numkey[3])
% {* I* e2 ~* X - equip($game_player.hud_equip[2]) ! F! S8 r: i, ]' I
- elsif Input.press?(Input::Numkey[4])
7 ?2 g+ h0 D% s- `4 F8 q/ u - equip($game_player.hud_equip[3])
) K% S: n$ ?& R' f4 } - elsif Input.press?(Input::Numkey[5])! l' [& Q' o% U/ S& q6 g% M/ O2 v
- equip($game_player.hud_equip[4])
j$ U/ H( a4 b' N% ^# R* N - end
8 [/ K6 n& P8 q: n) K - end2 u' q, N+ E) w3 T8 V: T
- end* {# n9 |5 I5 H6 z0 Z
- 0 {/ D+ y1 z" M- A: F5 a
- #===============================================================================
2 u+ A: ~7 ]! ^ - # Scene Map8 t8 p/ y7 A- i. d6 L
- #===============================================================================
1 D# Z. D- i/ J. ~( l - class Scene_Map+ f6 v+ G; Y2 _+ R2 m; E; j. D
- alias hot_key_hud_init main
+ q2 B. F6 X$ _" N+ ` - def main7 O2 X$ U6 x9 q. R
- @hot_key_hud = Hot_Key_HUD.new
3 t7 G5 U) ^9 X. [; n - @hot_key_hud.visible = !$game_switches[XAS_HUDDISABLE_HUD_SWITCH]- [1 ]+ m7 l4 p, p! v8 a2 x4 n
- hot_key_hud_init
5 h* ~$ o0 @& W. D2 u% D# ^: \ - @hot_key_hud.dispose! `. q1 Q/ b3 v, b% u6 S
- end7 f1 k2 \+ ]+ T& H) r, F7 l
-
3 @/ f1 R) E: E7 J' p' A1 F N - alias hot_key_hud_update update
& O' a" J5 U) {, ~% ~; X - def update
4 s3 s, K2 _: ^; h. O4 f3 @ - hot_key_hud_update4 U \2 @2 b3 u) P7 Q1 b. w
- @hot_key_hud.update
2 D- T7 N0 ~/ @5 s- u2 F2 n$ [7 h - @hot_key_hud.visible = !$game_switches[XAS_HUDDISABLE_HUD_SWITCH]+ |9 F" w {' @
- @hot_key_hud.update if !$game_switches[XAS_HUDDISABLE_HUD_SWITCH]
7 p3 l q; m- l) i: T$ g - end
! J4 R' l$ E6 x2 ^ - end
复制代码 |
|