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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,
* j h$ u) D4 W H) S( j( v不知道有人能帮忙看一下吗? - #===============================================================================
! G# K3 x& r; x9 [ - # XAS - Hot Key HUD
4 U. p; l! }5 f, A% ~5 d7 W* ^ - #===============================================================================$ C" `" Y, x3 J. q8 r4 V1 O1 D
- # By Mr_Wiggles
2 t- B `- z; A - # Version 1.3
/ l/ J9 g/ `4 S3 P - # 7/6/10
8 c5 C } S( c - #-------------------------------------------------------------------------------
7 o" C. F# R& k3 N$ b0 m - # Instructions:, A9 z9 I# x, y; ]- M( p
- # Fill in the constants bellow, paste this script above main and bellow XAS in
( f D. @4 J- ^& h) S9 Z - # your script data base. BE SURE TO SET TO THE RIGHT XAS VERSION!!
' N+ t( k8 c m+ [7 z5 p { - #
I3 h- d$ j; c& @ - # Place the "Hot_Keys_HUD" picture file into your game directory 0 o4 F2 Z$ `! ~1 }& o/ N6 g: q
- # Graphics/Pictures folder.
0 w$ F9 e/ ^& S - #-------------------------------------------------------------------------------
. K5 S7 E! p$ u7 ]: S* n0 ]7 G3 } - # Directions of Use:
2 J- D( H+ X1 i. ] - # Simple just press a number key (1 - 5) when the quick skill or item menu is
6 j% C) U. j: {5 _" q! m - # Showing.% A1 _+ d) d; t2 H5 \, M
- #===============================================================================4 b( |& Y } n# i9 E# ^* B
- HUD_X = 0 # X pos of HUD/ e+ a r& X3 D2 O: j& ]; h3 P
- HUD_Y = 0 # Y pos of HUD
6 w4 Z E/ f" Y8 f. r3 o | - / h2 S) v8 E2 r7 T: ^' J+ R$ E
- # Set true if XAS 3.7f
1 M5 x, _9 b* p N - # set false if XAS 3.6
: Q) e, c% B4 _' }1 y" @9 B - XASVER_37 = true. r, d1 O* F$ |# p' V
- % {! Y4 a9 n6 `) I* B [ p
- #===============================================================================+ s: V" g: D1 L, M
- # Numkeys Module
( V! w) J6 b2 j- B9 o# i# M4 X! R0 e - #===============================================================================9 s2 s" K- _- y+ s" F' C
- module Input
' F* U/ b7 Z' e" S; S1 @/ f - Numkey = {1 => 1049, 2 => 1050, 3 => 1051, 4 => 1052, 5 => 1053}4 n0 f! K* x1 [. t
- class << self7 }3 G! B% R3 l7 _
- Key = Win32API.new('user32','GetAsyncKeyState',['i'],'i')( u( v7 @$ R3 _. Q
- 1 F0 X4 _; R2 C) \) x4 m
- def testkey(key) }- S3 M/ H$ j! @( `1 H
- Key.call(key) & 0x01 == 1
' S% \& m6 k( N/ i) k - end3 m& q$ ~- y+ P
- 1 W+ ~/ x$ \! B: E8 q8 \
- alias hud_key_update update
; b2 r2 F. u- g* B4 a - def update
! ]# Y9 @% ]* Q/ @ - hud_key_update$ J; H. R. _' D
- @pressed = [], V/ H0 W" r6 s/ U7 L2 K4 Z; u
- for key in Numkey.values
9 \ Z9 Y- V& D' H6 B% X - key -= 1000
7 D# s# u/ v) \; _. @+ C - @pressed.push(key) if testkey(key): b: S+ M4 V: U; a
- end
+ \- m1 S: r$ W - end
% K' s& a2 g3 u0 q) @8 g; u -
. H @0 }0 n+ M$ b: o2 ~ - def pressed?(key)4 O4 M; U4 O, F" J9 D
- key -= 1000$ c! {. \& W5 p2 u+ E7 j
- @pressed = [] if @pressed.nil?2 p }6 x/ T& F5 r3 }: e# E' n
- return true if @pressed.include?(key)
( X3 q5 B% M2 e- B5 u - return false# H) N* J, @: |6 B- k& ?
- end
1 ?8 a. e+ C5 F d! c - / N* z2 f( N; ]% }$ D
- alias hud_key_press? press?% R; E- e/ ~6 z
- def press?(key), [, S/ e2 m- [" }; p5 \1 N+ M
- return pressed?(key) if key.to_f > 1000
! p2 K8 ?3 I) b6 L/ f N3 m - hud_key_press?(key)
! E w/ P. n8 |- F" F( M - end
4 ?% o! q; c0 E - end
0 L6 K$ h |7 T% W: b9 S - end, W8 A, l# V& M
& x+ g( p4 p; H! z) M* r3 v4 s- #===============================================================================9 n6 F, z7 \' T( X" z
- # Game Player: u2 Q' X! x2 m4 U3 n
- #===============================================================================/ u9 k8 Q4 ~2 o. P$ V
- class Game_Player < Game_Character
: h! a# C0 ]6 l& n/ g8 b! t8 L - attr_accessor :hud_equip$ l' f: O/ c+ Z0 v" N
- 4 f: N. ^( H$ q9 ~4 M
- alias hot_key_hud_init initialize3 q0 @ }; Z2 l% [$ I% q
- def initialize
, m( B0 F+ `7 H - hot_key_hud_init
% S u" k* g) N! ^3 P( D - @hud_equip = []' E, w: E0 D% R4 ^. u
- end
% ? o0 J% J7 j, d) [( J* G - 6 `; Q9 @. M( L9 S
- def equip_item_to_hud(n, item)5 G) y5 G( Q! r1 j2 F
- if item.nil?
. G& X) q+ @6 x- \5 C! H8 Y5 ~7 a - $game_system.se_play($data_system.buzzer_se)# o. \' X, ^" Y, d' i, Z" T' I- W
- return
) ~1 j9 t+ h5 R' N; Q - end
2 T. K1 v0 G( a; ]) d - $game_system.se_play($data_system.decision_se)
1 X1 g7 ^* K. {. Z( W `$ V - @hud_equip[@hud_equip.index(item)] = nil if @hud_equip.include?(item)) w6 q$ o, c F6 @! f- A
- @hud_equip[n] = item X; r: V3 _1 _+ m3 {7 c6 j1 |
- end; g5 G. |7 b7 A5 c7 W L
- end
8 t: z, C! ~5 {, @' s% w2 O: q7 O
! s( R; n# T; z2 y, V- #===============================================================================2 ?! C# P0 P+ m n+ c
- # Quick Skill Window
1 m2 X" S* y5 e - #===============================================================================
4 f3 \1 d# F/ s! n* `1 a+ } - if XASVER_37 == false
4 R% o7 H2 K1 r& i# |3 v - class Xas_Scene_Skill2 I3 v) e, |/ c; u1 C# i1 F
- alias hud_quick_menu_main main2 @; v# q% f0 D. U
- def main H N& D8 V7 A! ?: j {( G
- @hot_key_hud = Hot_Key_HUD.new
0 ~* Y0 z0 X0 c3 h0 G- ^# O5 { - hud_quick_menu_main: R+ R q6 B( r3 P& j3 u
- @hot_key_hud.dispose
: d2 d z1 s, {4 d1 O - end
* ^ A% O& e# u. D$ c/ X -
0 F( g& g' v. i+ h - alias hotkey_hud_qucik_menu_update update
K" w x1 _. R" ?3 E" d - def update
% E t6 z+ h8 F# S6 o4 m L - hotkey_hud_qucik_menu_update. ]% J+ Z) y5 b9 s& m3 X& L
- # Hot Key num 1
& ?; p7 i/ x2 k" }4 s. v1 e - if Input.press?(Input::Numkey[1])" A; w$ l) s: y3 }# U
- $game_player.equip_item_to_hud(0, @skill_window.skill)
- ]+ H* B6 v1 Q6 ? - # Hot Key num 2
) L3 Q! g3 k, Z - elsif Input.press?(Input::Numkey[2])( |0 C. n) {3 E
- $game_player.equip_item_to_hud(1, @skill_window.skill)1 ~" u$ I; n3 h8 l1 h: b
- # Hot Key num 33 y# T. [- c' r. l7 ]8 ?6 ?% u& X0 \
- elsif Input.press?(Input::Numkey[3])
6 B/ H" }1 @4 h. S - $game_player.equip_item_to_hud(2, @skill_window.skill)
. u, L8 u9 l ]$ _ F - # Hot Key num 4% f( x l T2 ]0 J
- elsif Input.press?(Input::Numkey[4])$ {4 e9 P: `+ k6 k' R5 G
- $game_player.equip_item_to_hud(3, @skill_window.skill)
# ]( g; ]1 v" O8 b2 R; \' j - # Hot Key num 5# H( H& _7 Y8 v
- elsif Input.press?(Input::Numkey[5])# M8 [/ F& Y6 L& b- q( W
- $game_player.equip_item_to_hud(4, @skill_window.skill)
! m) W- r, \3 }+ P2 c8 J, P; V+ |7 h - end; p" r6 o7 k0 [ q( e7 w4 `
- @hot_key_hud.update
5 }5 s# y- o, i! f - end
& C" a, f- w& _: W - end
! h, a/ p$ q/ a" I) Y9 x7 F$ g" u* { - else
$ d4 F/ S; F7 y. P7 o. f/ Y: J" ^ - class Quick_Menu_Skill; @) r) W0 t! J! C+ G$ I) s
- alias hud_quick_menu_main main
( z: L" Z% Q+ x' H1 b - def main
$ d% ]4 C4 @+ J3 i( [ - @hot_key_hud = Hot_Key_HUD.new8 H" j9 N6 e5 s6 J7 d! v5 G! l
- hud_quick_menu_main: \9 P; \0 ]2 k; ^6 f0 O+ l) m2 i
- @hot_key_hud.dispose( G. l0 Y8 H0 Q+ S! I
- end+ z8 b1 j/ ^, e4 C' |$ x) N8 t
- ) T1 f$ b) Q5 t! Q& P6 i8 ^& B
- alias hotkey_hud_qucik_menu_update update
$ e& k& H ]6 G6 k - def update
2 T9 s4 |! J( S - hotkey_hud_qucik_menu_update
0 P( x4 L5 b2 Z* v8 c - # Hot Key num 1
; ?+ K M- { Z. Z - if Input.press?(Input::Numkey[1])& A$ f( Y( \1 `. W! m- @& B
- $game_player.equip_item_to_hud(0, @skill_window.skill)
& r; M5 M+ V9 b - # Hot Key num 28 h, T; p( g# y8 U) z
- elsif Input.press?(Input::Numkey[2])) i* D. r' o. h+ ~0 w7 \$ d: F! j
- $game_player.equip_item_to_hud(1, @skill_window.skill)7 ]. l$ b% f8 W
- # Hot Key num 3
! {$ ?. \3 m, s) p% D+ _ - elsif Input.press?(Input::Numkey[3])) m$ q7 ~ U% B' w9 X
- $game_player.equip_item_to_hud(2, @skill_window.skill)
8 v" R6 ^! |1 A3 E - # Hot Key num 46 ]) }! [' e% g/ z0 z" W
- elsif Input.press?(Input::Numkey[4])2 H" V7 R& | C+ t
- $game_player.equip_item_to_hud(3, @skill_window.skill)/ B8 U9 f$ I2 e, f# d. I% l+ z
- # Hot Key num 5( e5 V! `$ c' I, }, l
- elsif Input.press?(Input::Numkey[5])7 Y& \: r2 L8 I: w; D4 _
- $game_player.equip_item_to_hud(4, @skill_window.skill)
/ B6 y! U. D6 z1 e; u - end* ]1 L' H# U; t
- @hot_key_hud.update8 ^ e( @0 v4 O6 U) d' w
- end+ }) O- v. v# M3 \4 K
- end
) \/ j5 P" @+ n/ r& D. E+ k - end1 H3 X( d" l' d) F. x
- 1 o' w$ U* P) c- ]
- #===============================================================================
7 {+ }( J! L9 t/ a; F9 w! t7 ~ - # Quick Item Window
`$ g+ M/ u V, q. F' ~ - #===============================================================================
0 E- j% }: B3 ]$ | - if XASVER_37 == false
6 X2 A& W9 `3 t2 {7 e - class Xas_Scene_Item' [5 n H, I& F2 \" f$ i+ L2 _
- alias hud_quick_menu_main main
4 u$ v! X5 s) Z6 f. a - def main. {0 Z# d& ]1 L' |/ f
- @hot_key_hud = Hot_Key_HUD.new0 b" {& W* c) Z& g
- hud_quick_menu_main! ]) g" C9 x K; ^: h
- @hot_key_hud.dispose
8 G! f) L, N5 [. T - end
% F6 {% Q/ s+ Y1 B -
) G! f; ? {/ d' {+ ^ - alias hud_key_update update# t6 }, ^. u* S+ I; G, H; B
- def update
5 N! I" G r _7 K0 _! I - hud_key_update
% E6 n; `% }) T! V/ ] - # Hot Key num 14 W3 n1 T( x3 Q
- if Input.press?(Input::Numkey[1])% z- U; M# [4 Y0 l% o3 p: O
- $game_player.equip_item_to_hud(0, @item_window.item)
# g7 X& [( K7 n# O" Y% y8 R - # Hot Key num 2" J1 h! |* v' i2 r: U2 J4 y
- elsif Input.press?(Input::Numkey[2])
7 G! F8 Q# z* a. W& P - $game_player.equip_item_to_hud(1, @item_window.item)0 `0 G+ e+ z+ x$ \* F
- # Hot Key num 3 V6 b. B- q7 r: o* x0 X
- elsif Input.press?(Input::Numkey[3])
0 ?/ Y1 K& I9 _/ y6 f# o - $game_player.equip_item_to_hud(2, @item_window.item)
+ I( y- s7 {; M( }+ i - # Hot Key num 4
6 P# P. C' A& H! B: j b - elsif Input.press?(Input::Numkey[4])
) G) f( d7 B) ~, I2 u3 [ - $game_player.equip_item_to_hud(3, @item_window.item)
, ?+ R+ N# A5 ^+ W# K) K - # Hot Key num 5
! `$ c) t1 W( {& S+ B. T$ n - elsif Input.press?(Input::Numkey[5])
3 z! n6 i1 N2 d$ l8 z: X - $game_player.equip_item_to_hud(4, @item_window.item)
- j$ U |- }, E0 V - end8 ^! X `3 {0 [7 N5 P
- @hot_key_hud.update B& K/ a0 ?! j5 e) ~/ c7 r/ h
- end
6 h. y+ D6 s0 k4 Z6 r% ~) p% h - end
7 p' C7 h# `) m& n$ A - else
7 F3 k% e1 C. g- j; B - class Quick_Menu_Item p% k! _/ y) x6 s; D7 i' z: l
- alias hud_quick_menu_main main
1 M% D: m% q1 p# G - def main
1 t* D+ j8 s2 l6 r; R% O! X# @, c# Y - @hot_key_hud = Hot_Key_HUD.new
* |1 _& ^: V0 ^4 _8 x" Y - hud_quick_menu_main2 c$ e) T( K) o. }- O8 ^1 n
- @hot_key_hud.dispose
* p8 O( V$ D! }! I! }% J - end4 e. _& G: Q: t7 [' I( t
-
5 n. ~1 P: l. z' B% g5 M8 L - alias hud_key_update update
: @( V4 L5 e7 ?5 z L* P - def update- j; [7 g) u6 y$ m1 w2 d h
- hud_key_update; \1 C/ O: Z+ z& \$ H y
- # Hot Key num 1! y9 [8 F4 F6 n: U2 o% i5 w u
- if Input.press?(Input::Numkey[1])
7 N( D) B8 {$ O! p+ S# }$ \ - $game_player.equip_item_to_hud(0, @item_window.item)
, K* S: v+ ?) j3 f$ ^: K - # Hot Key num 21 ] Y3 s. y& C& o; u: |; o
- elsif Input.press?(Input::Numkey[2])
% U+ o$ b8 A2 U+ Q- l - $game_player.equip_item_to_hud(1, @item_window.item); |+ @ J( D4 r7 _
- # Hot Key num 3) J- E8 J7 g$ c* E$ D4 j0 g' `+ t7 c
- elsif Input.press?(Input::Numkey[3])
1 I) [! [6 D/ E: j1 r4 S - $game_player.equip_item_to_hud(2, @item_window.item)
' T3 l* h0 s( `. a; @ - # Hot Key num 4
: I9 H4 p9 S, \8 L- r6 q6 V - elsif Input.press?(Input::Numkey[4])/ }% O7 N$ F$ g: T% Q
- $game_player.equip_item_to_hud(3, @item_window.item)! q5 f7 a$ m+ f
- # Hot Key num 5
) t" U& L5 P0 ^+ ]0 P0 W5 ~/ u% s - elsif Input.press?(Input::Numkey[5])/ A5 j3 p- S- o4 \6 U2 D0 ^
- $game_player.equip_item_to_hud(4, @item_window.item)
' P6 N' }" M" H/ ~8 W; Y - end7 u* l6 D' _( K
- @hot_key_hud.update
, p" s7 @* b' ?( c4 G+ W - end
7 U. w0 R( K$ G1 J' [ - end
6 H# c" W: f9 e" a9 W1 b' D1 m1 y - end
) d/ l: |9 b3 b- e; `# Y - ; c! v! ` C! d+ Y, o
- #===============================================================================
: L2 V+ x/ }# Z/ ] - # HUD Window$ H' o Z4 B$ E2 ^8 f
- #===============================================================================# w. b" E; Z- S) Y% h3 L
- class Hot_Key_HUD < Window_Base: {( |2 k9 s) D
- def initialize(x = HUD_X - 10, y = HUD_Y - 15)1 m5 W [! N+ O7 w, `. R$ H
- super(x, y, 220, 80)
* a2 m6 y: P. d- p/ y" w% z - self.contents = Bitmap.new(width - 32, height - 32)" r. V* a/ B( |1 j( e
- self.opacity = 0
+ Y5 @5 y6 D; } P c! I - @actor = $game_party.actors[0]1 o' M/ g. q* z3 R+ E1 G1 E
- refresh
9 L Y9 b0 U* S! [# |4 N7 ~ - end
. K* \) _# b$ ^3 j - * y8 |* U i* c7 f8 j# L% @( _# U
- def refresh$ W3 n. Q) l3 i) y9 K; o7 U
- self.contents.clear$ U- M3 `* }3 @5 L4 T) m
- bitmap = RPG::Cache.picture("Hot_Keys_HUD")- } l \5 |* S: O+ Y9 c
- self.contents.blt(0, 0, bitmap, Rect.new(0, 0, 160, 32))0 C& v2 l. H$ c6 g; N8 g& K
- for i in 0..4
2 w; e5 f% P) D& G) E - x = 32 * i + 4
% h3 F3 E6 ?/ O5 F p/ b2 k2 V* A - item = $game_player.hud_equip[i]
) U% L% T( F, O9 j - next if item.nil?
4 \" T4 ]" O% K" y7 @ - if item.is_a?(RPG::Weapon); y7 k9 r9 Z* E) W
- item = nil if $game_party.weapon_number(item.id) == 0 and. U' ^; }, A( g k
- @actor.weapon_id != item.id. U( w. s" ~: r
- elsif item.is_a?(RPG::Armor)
) j0 j5 z; g: \+ a! B+ t9 m( c+ W - item = nil if $game_party.armor_number(item.id) == 0 and / W8 u K) {5 i6 X
- @actor.armor1_id != item.id% e2 i0 ^% s& X# o9 [
- elsif item.is_a?(RPG::Item)
: D5 p% F8 N O! n9 r - item = nil if $game_party.item_number(item.id) == 0 or' s( }: ?9 P: p/ w
- !$game_party.item_can_use?(item.id)' W; l% u9 l2 [0 l$ q, v
- end
3 d+ O1 q* J9 b& p. @! k( x/ }( n - bitmap = RPG::Cache.icon(item.icon_name); O% }( t% T# v8 a# u% C
- self.contents.blt(x, 4, bitmap, Rect.new(0, 0, 24, 24))3 Q: y' Q5 T4 A4 \
- end5 _! l2 e w A$ H9 k' |6 l" A
- end
- x$ y/ s- I, ^0 J) T8 M1 w -
+ U; {7 U% c2 F Y6 r - def equip(item)% j# C: t' z" g! k
- if item.nil?
( C' v8 T$ y- @( f h4 ]5 H - $game_system.se_play($data_system.buzzer_se)
6 L9 D0 r7 f' k( j/ E9 s - return
|! U& |2 }9 I. R - end
# T6 O. g# d/ ~! U O - if item.is_a?(RPG::Skill); l2 L9 |5 k T) q
- if [email protected]_can_use?(item.id)
- P; V8 h( P" t+ C3 P0 p$ F - $game_system.se_play($data_system.buzzer_se)
# {2 f# N& P$ b - return
# m9 y3 x0 H, J% m0 w5 p - end
* b. q) |; A9 t - $game_system.xas_skill_id = item.id
% J5 B0 ?7 q8 b, w: i: ~) } - elsif item.is_a?(RPG::Weapon)
8 N2 t2 g! n- P- A n3 G/ A4 z8 r4 h - @actor.equip(0, item.id); m/ q! Q- W2 z
- elsif item.is_a?(RPG::Armor)
x1 k. Y5 S M - @actor.equip(1, item.id)1 Z) ?5 w$ B. m8 d4 N( G
- elsif item.is_a?(RPG::Item)5 q" b4 W6 R$ F% l. m5 A- }
- item_tool_id = XAS::XASITEM_ID[item.id]
7 o4 a5 y* J3 B! M4 c: X2 c9 o - if item_tool_id != nil
1 P. t3 ?' e) I" k, z - unless $game_party.item_can_use?(item.id)
9 X+ j1 q( X+ r8 u - $game_system.se_play($data_system.buzzer_se)- N" q5 r2 u3 H
- return
2 r( A4 e- e2 N) l' P3 E, t& x; f2 j - end3 K ~1 b: P, v+ e2 G
- $game_system.xas_item_id = item.id
" d- g; F% n* A* [( @0 W' }/ m - end7 s4 Z+ q4 M. |2 T' J- P
- end6 @8 r( G7 G2 r1 H
- $game_system.se_play($data_system.equip_se)' {9 N4 H9 J# V
- end" M- k- A7 a ~4 F
-
+ f: N% z3 g6 ^0 ?" ~$ m: W - def update7 ^8 f: L0 u: h, a4 W2 T; E. t2 i* r
- @actor = $game_party.actors[0]
2 V+ w7 E0 j; x" r/ F - @hot_keys = $game_player.hud_equip
0 E/ q9 k' U) M" ]) c - refresh
: j7 ]7 }0 \$ K - return if !$scene.is_a?(Scene_Map)" o; H! j( u5 y" @$ h1 j: C3 z
- if Input.press?(Input::Numkey[1])
4 c# B+ q3 G3 n7 [ - equip($game_player.hud_equip[0])* d; s) z/ q- V+ G8 } k/ b
- elsif Input.press?(Input::Numkey[2])1 i8 f. O* T6 i G/ f7 n
- equip($game_player.hud_equip[1])
9 L- M# u+ b* F1 G2 O - elsif Input.press?(Input::Numkey[3])
$ ^' @' Z+ k: G, x6 z6 M - equip($game_player.hud_equip[2]) ( P ]$ c7 Y- e3 m& S4 ~3 a8 e4 l
- elsif Input.press?(Input::Numkey[4])1 s, g& Y4 H& s9 @/ O6 O
- equip($game_player.hud_equip[3]) - f. {! n& e/ n$ O, _% C
- elsif Input.press?(Input::Numkey[5])$ L4 m1 ^5 | p" t
- equip($game_player.hud_equip[4])# h, X) K8 @7 z0 o; g# J
- end
9 y, x3 c1 c. k$ y# u E - end( o! D7 O9 O% T' t, Z9 E" y C
- end
2 [; B2 r6 z, d- s! h I - 1 q7 E- s. ~' W0 T
- #===============================================================================
! R1 Y" Q$ G5 ]; B* |% l$ m - # Scene Map, R$ `1 {1 _7 j6 L
- #===============================================================================
2 t% p5 O2 Z! C8 u" [/ r9 p! c - class Scene_Map
* [" p8 @ h( T+ x3 B! t - alias hot_key_hud_init main, v! E( A) o) N1 h$ R
- def main
! N# W5 W: A' A5 A2 A$ f5 L - @hot_key_hud = Hot_Key_HUD.new
$ \: s0 S. s9 I- j | - @hot_key_hud.visible = !$game_switches[XAS_HUDDISABLE_HUD_SWITCH]
3 l8 `! Y/ t4 H0 L - hot_key_hud_init8 V3 n; V3 [- l# ^9 k
- @hot_key_hud.dispose+ B ]3 y( W& y3 A" n9 F
- end* s" {5 I$ R# q% R
- ( y! a+ n9 M3 B; ^$ b" }1 }
- alias hot_key_hud_update update; O; n1 A8 {$ k2 y
- def update
/ T4 D) A9 P: t3 o: } - hot_key_hud_update
. h* a! F& v6 t, [& q5 s# R - @hot_key_hud.update# q$ o& P: a, w* e) t- D
- @hot_key_hud.visible = !$game_switches[XAS_HUDDISABLE_HUD_SWITCH]
5 ^& [5 H' f. t& P+ f9 R& I - @hot_key_hud.update if !$game_switches[XAS_HUDDISABLE_HUD_SWITCH]
. F/ H/ Q U+ k- _7 \, r7 f - end
* x6 K7 X V. e - end
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