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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,
1 [( u3 p3 H* d% V不知道有人能帮忙看一下吗? - #===============================================================================4 t# J" m) |, S* W3 r
- # XAS - Hot Key HUD" N, c: ^% \/ I B" E1 ~
- #===============================================================================& u% W6 q- ^0 d% E
- # By Mr_Wiggles b/ Q- c# U# S9 @$ o$ W, ^
- # Version 1.3# s p! o! e3 d6 ~/ l- L6 P
- # 7/6/10
: Z# C6 `/ d! I( V - #-------------------------------------------------------------------------------
B2 J" p( g6 _# I8 s - # Instructions:
: f1 B/ L; V, k, W1 }- s3 T: O8 I$ |, ] - # Fill in the constants bellow, paste this script above main and bellow XAS in
- h' j0 C. i# t* I: V - # your script data base. BE SURE TO SET TO THE RIGHT XAS VERSION!!
6 g5 i6 {! d1 E( M! C - #
( u6 d. e9 @& Q. t' C5 k - # Place the "Hot_Keys_HUD" picture file into your game directory ( T) N( o! A6 ?6 P+ }
- # Graphics/Pictures folder.# M" O3 ^' e' l! _" |7 E
- #-------------------------------------------------------------------------------& m7 R1 g+ c! F( i% W! ^
- # Directions of Use:& Y0 a! ~2 [; Q0 X0 z3 Y1 i; [
- # Simple just press a number key (1 - 5) when the quick skill or item menu is, k( f( I( b+ e0 K1 Y4 C. s% R
- # Showing.
4 {# j9 C J) Q8 }7 B, ?4 p r - #===============================================================================" s3 i+ G/ e i
- HUD_X = 0 # X pos of HUD* p% Q7 A( E3 ^! W+ j5 O" N( q
- HUD_Y = 0 # Y pos of HUD3 Q1 R9 Y! ]# d0 R f6 T
- 4 ~4 m1 s+ I) N* F6 Q
- # Set true if XAS 3.7f3 S5 {5 `8 b: y K* v& ?; ^% M' ^& J
- # set false if XAS 3.6
* F1 R7 n& ^9 G2 z. } - XASVER_37 = true
) p* B. `) p7 M, c
# J8 Y7 A! e: C1 ?/ E* w- #===============================================================================1 o9 f% Z, o" A9 ]. @) |2 ]0 e
- # Numkeys Module+ i, X. a2 M- t2 }! h3 X$ b0 \& _
- #===============================================================================' e$ G! N: A# k6 p
- module Input9 ]# h! o! _4 A, c5 c9 T3 o- z
- Numkey = {1 => 1049, 2 => 1050, 3 => 1051, 4 => 1052, 5 => 1053}$ n V4 j! e: Q( R; {
- class << self8 Q7 M; s% y5 l* O' s
- Key = Win32API.new('user32','GetAsyncKeyState',['i'],'i')" |7 q0 H* {3 D6 L- j s$ U3 {0 Q
-
" S" r# e2 U- r x6 J* O - def testkey(key)
+ a9 E5 w9 F& S* X2 t0 c; R - Key.call(key) & 0x01 == 1
4 b0 o! O9 z: L) M, ^3 j% D - end3 j5 a' @& M' u5 S* q- e) R& E9 R
- 2 n; f0 ^& W/ V, d
- alias hud_key_update update
# @1 s- y9 I! h$ M# D - def update/ H `% X6 k' r) n. }8 ~* p) H
- hud_key_update
' R/ p. K8 v' D - @pressed = []
3 y6 t+ A1 g( W3 b. k - for key in Numkey.values
% G& G: e% H+ V, k, t( Q- ~ - key -= 1000
1 N! d0 f! B4 L8 N# A. R' p - @pressed.push(key) if testkey(key)
) b: m/ F; x5 o" d6 T - end
+ w& U. J9 e+ H. G2 a6 m - end
6 E6 P4 s% e7 A - . G4 z: h5 e2 X8 O1 W8 e* ]
- def pressed?(key) R: @7 `9 G3 e# L0 X1 k1 u
- key -= 1000% m& g$ e$ B( X- q: W0 x
- @pressed = [] if @pressed.nil?
# `& _+ R+ ~ a) |9 h( P1 d) l - return true if @pressed.include?(key). ]. s6 ~+ o6 ]( ^) R/ R0 o
- return false& P, I! F' P7 @" T t5 j
- end& K# g" [6 s" c8 d0 V. p( T) {
-
2 Z6 b) u) j# a" i7 W8 C - alias hud_key_press? press?
6 o5 g1 i8 Z* d( O, x# p$ V5 m4 }7 ~ - def press?(key)) o3 R6 x2 j$ F# t% s: J( S
- return pressed?(key) if key.to_f > 1000
/ ^7 o' p) A* [$ B! d, a" S - hud_key_press?(key)* i% `" A Z. D
- end
0 L/ K( d1 k- r2 G( `% y7 P0 I - end8 L% C. ^; c& ?( S7 T
- end
6 {" I* F& b/ V8 f& V
* H$ B6 W# [$ Y* j9 {/ Y" H- #===============================================================================% o D+ D0 k" S
- # Game Player
% o" z& i% J7 h: s6 z - #===============================================================================* f' m) J# o3 P3 M |
- class Game_Player < Game_Character, [% G1 K3 M( I* ~0 g3 [, ?" d' J
- attr_accessor :hud_equip: ^9 Q2 m% S1 P$ u, v0 t
-
v, `% Z- h- r9 f - alias hot_key_hud_init initialize( l; L q2 r* l8 O1 t9 P! {7 v
- def initialize
; F% @1 s+ F+ J - hot_key_hud_init, X, C! h; [8 v3 T$ n
- @hud_equip = []' q' d" O3 H5 H4 a: U+ Y& J
- end
- f" t+ t% z2 r8 k( W. a - 2 R" v3 V8 P1 j/ z3 M
- def equip_item_to_hud(n, item)6 R ^+ w* A. N' P0 ^8 K$ C
- if item.nil?* @4 h ~7 y" V0 g$ w8 x S& O
- $game_system.se_play($data_system.buzzer_se)
3 V' B" }) M/ j9 F* P8 m - return# n1 A+ ]$ ~% U) Q2 g
- end, x6 L% r$ O% l; C
- $game_system.se_play($data_system.decision_se)
+ q: _8 R7 E: c$ i Q* P8 A; |% y - @hud_equip[@hud_equip.index(item)] = nil if @hud_equip.include?(item)
! m3 p2 _4 f- G* _# q2 j2 b - @hud_equip[n] = item
2 v/ N. q& e7 h3 \( v6 H5 T9 _ - end9 M" `( e8 H& Q' D, E- F
- end
& Y* e& E6 f! X5 `/ F
: p* ]9 u8 I( X; E- #===============================================================================
5 d+ ?) c9 F( [& Y/ F - # Quick Skill Window
$ U S: N) ?' A' [) E0 R$ r - #===============================================================================/ X0 u0 k5 C* Y! f+ `
- if XASVER_37 == false1 ]. k; f- L7 a3 N! k" g5 U
- class Xas_Scene_Skill1 T! ?6 E0 a! C# `0 U" d
- alias hud_quick_menu_main main' x0 E7 M0 @& J$ g) Q L
- def main' [' \$ i, _ B0 Q
- @hot_key_hud = Hot_Key_HUD.new9 Z' d' b7 t6 L9 w' e% F- {5 J
- hud_quick_menu_main
w: y0 h/ K6 H1 M, r# f - @hot_key_hud.dispose
! T7 _( |/ r9 r - end
. n& r- M+ T# G2 u L8 Y) J - 3 p' }/ r2 n' n5 m( w
- alias hotkey_hud_qucik_menu_update update
+ ~7 m1 x5 a( h - def update+ D* v5 D2 \+ P" N! F
- hotkey_hud_qucik_menu_update9 s/ ]# C( d. I- U
- # Hot Key num 1
: O7 Y8 E0 b( |& F1 Q1 X5 u - if Input.press?(Input::Numkey[1])% A# A) a, s6 q3 n0 f- W* U
- $game_player.equip_item_to_hud(0, @skill_window.skill)3 ~% u: ]: e5 h+ \" H& D
- # Hot Key num 2
7 r' W8 r8 j/ {" P - elsif Input.press?(Input::Numkey[2])
/ j/ v6 e! h; Z# y. f - $game_player.equip_item_to_hud(1, @skill_window.skill)
+ [3 _+ T% G, S% D - # Hot Key num 3
- L& [+ E8 n3 V/ q" Z: U - elsif Input.press?(Input::Numkey[3])5 x0 N! Z- m9 ]+ |% B6 |6 y
- $game_player.equip_item_to_hud(2, @skill_window.skill)9 A1 m# W' ?! u5 N3 n' ]2 I- s
- # Hot Key num 4+ Z" l; q+ d. t9 Q1 f2 q
- elsif Input.press?(Input::Numkey[4])
& [1 \. x2 M5 h |9 M& m$ N, y1 F - $game_player.equip_item_to_hud(3, @skill_window.skill); D/ q: F# i9 F9 N$ q
- # Hot Key num 5
`/ f( x! [( t3 @ - elsif Input.press?(Input::Numkey[5])" e/ a$ W* X6 T6 O
- $game_player.equip_item_to_hud(4, @skill_window.skill)( Z7 P5 I# q9 t! N8 p
- end" b! J5 y6 ?8 ]1 _% z+ v
- @hot_key_hud.update
8 s3 T& \& M/ ] - end
! d- H) F) ^6 D - end/ l& q% r6 g, T
- else
+ w# f- \- L! t6 ^ - class Quick_Menu_Skill1 S" N( L: s; L$ i! q: c
- alias hud_quick_menu_main main
/ j R, m& ]' n - def main& r# H" W7 G7 m( ]# L
- @hot_key_hud = Hot_Key_HUD.new$ K+ D a1 m4 d- k$ V1 v6 D$ n# _
- hud_quick_menu_main9 s7 A- C' T/ N
- @hot_key_hud.dispose) u7 B, O2 }9 s7 @
- end
4 @& V( |+ A, u7 k: H - - Z n6 c0 M. t( g/ C. ?
- alias hotkey_hud_qucik_menu_update update4 v( Z+ Q3 E3 [" M$ C' d% k9 \
- def update/ X# f6 s2 N1 ~6 z8 d6 O. r5 W
- hotkey_hud_qucik_menu_update/ h8 |' v/ g$ z ^7 b- p! Z8 \
- # Hot Key num 1* Y j3 @+ D5 W0 Q6 u
- if Input.press?(Input::Numkey[1])
1 l# E. t0 I6 w& h - $game_player.equip_item_to_hud(0, @skill_window.skill)
+ Q$ G; a- [- f5 g& `9 K8 Z( B6 g - # Hot Key num 2( |- c2 z: B. _" @$ `4 N$ j/ }
- elsif Input.press?(Input::Numkey[2])& C! H# O% x5 D+ U4 b
- $game_player.equip_item_to_hud(1, @skill_window.skill)
- x$ V a0 i$ ^- q( e - # Hot Key num 3& t! w- o: K. Y1 @9 b
- elsif Input.press?(Input::Numkey[3])
7 a0 \1 B! n" Z; m - $game_player.equip_item_to_hud(2, @skill_window.skill)
8 C6 Z' v' Q# l$ q1 s1 ?# ]) j - # Hot Key num 4! _9 o1 f, @/ \" x
- elsif Input.press?(Input::Numkey[4])7 v7 r e9 R+ f
- $game_player.equip_item_to_hud(3, @skill_window.skill)
2 v! N. y2 u1 R7 A5 H, D7 X% p - # Hot Key num 5 E& ~9 Q1 k, x1 [# [: l6 t& e
- elsif Input.press?(Input::Numkey[5])
" G/ |/ m- ~: W' x - $game_player.equip_item_to_hud(4, @skill_window.skill)
0 a5 n1 j, x# W) |+ B' N) Z - end5 f; {# @# n7 I- a) N
- @hot_key_hud.update
0 ?; n; Z7 {3 V - end* M6 `# R* `6 n# R, O! o
- end8 X5 A$ [! u. v5 E5 A9 W% p4 `
- end
# c$ ]+ b# O6 [
. U+ a3 _0 U: E4 }) w8 Y0 h- #===============================================================================
3 k9 k* R! P4 k6 B, w& C, N* x& X - # Quick Item Window4 R& U# s8 F# |* h$ N- j$ ?$ Z
- #===============================================================================
" g: R {! U% ] - if XASVER_37 == false+ H$ V K& K, ~- D
- class Xas_Scene_Item( b, R4 z, ]0 O8 D$ O, I8 A
- alias hud_quick_menu_main main
- R, O' G* i f% h1 X7 ` - def main
& X: ?" U0 f- t; e- k. P - @hot_key_hud = Hot_Key_HUD.new
, m( w4 G3 x& J - hud_quick_menu_main
: G4 g3 [- H# [# Z' p - @hot_key_hud.dispose/ b& w4 Z8 p6 w- h
- end
' S* _0 Q: r3 @& a" v! J -
7 Y" I( _/ p, G9 s/ D - alias hud_key_update update
, k6 T! d% d$ K6 C- g8 V% _ - def update
; g+ l0 i3 n4 P0 M/ q3 K - hud_key_update
* e& S5 o& V5 ^/ E - # Hot Key num 1
- T" {9 `4 [( r) _% a. U2 I% F - if Input.press?(Input::Numkey[1]); d$ i& q% J1 i# R. y8 N6 [
- $game_player.equip_item_to_hud(0, @item_window.item); g6 b% W7 D8 k
- # Hot Key num 2) E. @4 q- j: j
- elsif Input.press?(Input::Numkey[2])
9 |. X% r" {, z6 y* v - $game_player.equip_item_to_hud(1, @item_window.item)/ a: D, s4 s A/ t; a i
- # Hot Key num 3% F& B$ k0 J7 }) W
- elsif Input.press?(Input::Numkey[3])) _2 N. Z* z y3 j
- $game_player.equip_item_to_hud(2, @item_window.item)( `+ [$ H' v; w! m. Z
- # Hot Key num 4
" ^ V) m2 G/ P) C - elsif Input.press?(Input::Numkey[4])
& b. Y9 K3 u( L - $game_player.equip_item_to_hud(3, @item_window.item)
- ]. }* e% j+ p - # Hot Key num 5) H; o- L* X) n' S+ G
- elsif Input.press?(Input::Numkey[5])
: w' i' s0 f: d5 O9 \ - $game_player.equip_item_to_hud(4, @item_window.item)
' V7 J* z0 }: n0 ` - end
8 U, r) H* z% i# r" X2 c7 T- j4 x - @hot_key_hud.update
- Z( H3 Z5 |7 G+ m" w - end( P) X4 z" d2 B$ |- V; b, R3 K
- end
0 @2 C! X+ ]3 }8 u - else
: D. `2 z5 x& X$ m# p$ O - class Quick_Menu_Item
- n8 @; |9 e- R3 t9 { N& g - alias hud_quick_menu_main main
( c: E) d- ?1 P/ ~ - def main
7 N3 f! T$ q3 L. @, S - @hot_key_hud = Hot_Key_HUD.new* j! g6 I% i) d8 m2 y
- hud_quick_menu_main
0 x/ ~) J" c8 i* b1 b# I, b - @hot_key_hud.dispose
" r; C+ X1 s* H( W6 H5 ]9 v - end8 K- m% K! x1 P5 o. L8 L
- * ~5 {0 O9 Y, B$ r! U" O9 w& o8 ?
- alias hud_key_update update9 z: H) G, W( P1 l- I6 ]% V
- def update7 \5 E7 ?& ^! K$ [9 X) d
- hud_key_update
2 W" h8 V$ \0 c1 {1 Z - # Hot Key num 1& e$ [8 K' x& U4 c
- if Input.press?(Input::Numkey[1])
+ t: e8 h1 X0 x" v9 M - $game_player.equip_item_to_hud(0, @item_window.item)
6 U: G6 G! `/ i" Y( O$ s - # Hot Key num 2
1 E# S9 k6 F, m" i3 x' W5 j - elsif Input.press?(Input::Numkey[2]) f6 g6 D# w; D; G( L; @" s
- $game_player.equip_item_to_hud(1, @item_window.item)3 T4 m* M ?: D' q! S) [ A5 d9 \- e5 A
- # Hot Key num 3
" a* e3 S4 S+ F) N* g0 o& ?, [ - elsif Input.press?(Input::Numkey[3])
3 g; Y1 t2 `( s - $game_player.equip_item_to_hud(2, @item_window.item)! K/ W. c$ k9 Q" W N
- # Hot Key num 4' U' Q- u* E) ]
- elsif Input.press?(Input::Numkey[4])7 A) y- F; p$ z b
- $game_player.equip_item_to_hud(3, @item_window.item)
* A) F# V. j' y G/ z, J - # Hot Key num 5
' H8 W! L: B2 ]3 V1 ?' u9 i - elsif Input.press?(Input::Numkey[5])
" L" K i9 K9 B. m, g6 w - $game_player.equip_item_to_hud(4, @item_window.item); c. y& \! \, \7 T% O. I' k
- end
( l% }8 q1 i2 i4 a8 ~ - @hot_key_hud.update
) f: Z& a! Y6 ? - end0 J* F6 V' j" ^8 F
- end
2 V0 \8 P' L+ v; o% b, f/ ~1 ?9 ? - end
* U$ N* ?" ]: u - : o8 {+ U6 F" f# F) m, L
- #===============================================================================7 b6 D4 t! |( l! r* n1 `
- # HUD Window
) \8 p% ]) U4 [6 e$ A1 k7 x - #===============================================================================
: j9 `9 E. H- f - class Hot_Key_HUD < Window_Base$ q4 a6 `2 E" J. e2 L9 q
- def initialize(x = HUD_X - 10, y = HUD_Y - 15)
5 c9 \: e( R# c - super(x, y, 220, 80)5 |/ F9 B, f2 L! K
- self.contents = Bitmap.new(width - 32, height - 32)
( F5 S" r9 m4 C( L - self.opacity = 00 e0 O2 ?# _" O+ _$ Q3 J) u
- @actor = $game_party.actors[0]
. Q! b9 z% {/ N8 _4 A0 s5 I& e - refresh' ~1 c h4 e; Y4 ?9 ]5 O' B
- end7 @# g0 H# W4 O1 [& V. X! ]9 h
- ( D7 _% H+ _" c$ x7 p7 s( s G6 ~7 P
- def refresh
9 J/ P% b* i2 v, d7 I0 D - self.contents.clear
, @0 X" ~5 E( r - bitmap = RPG::Cache.picture("Hot_Keys_HUD")( T( a4 M B- I S( M8 w1 M- {
- self.contents.blt(0, 0, bitmap, Rect.new(0, 0, 160, 32))/ d/ W# ^! Y6 b# g2 j; z
- for i in 0..4) V/ Z$ I# k9 p# b8 _+ I
- x = 32 * i + 4
# b' T+ y1 H2 |/ d, C5 F+ f$ ` - item = $game_player.hud_equip[i]
- g( O4 s' _% t5 | - next if item.nil?
4 X7 M9 N9 L7 O3 D - if item.is_a?(RPG::Weapon)2 f: O* O) \ b
- item = nil if $game_party.weapon_number(item.id) == 0 and) a2 A) G9 r& r
- @actor.weapon_id != item.id. R' V# {2 {. ~$ x$ F/ D' L
- elsif item.is_a?(RPG::Armor)5 |: o: p& [" V
- item = nil if $game_party.armor_number(item.id) == 0 and # V( h) r, Q3 G2 e* W# j, N
- @actor.armor1_id != item.id
0 I$ g/ _ b& ~2 g4 S) J% B& { - elsif item.is_a?(RPG::Item)
5 l) z' \" c) v, X6 ] r' X - item = nil if $game_party.item_number(item.id) == 0 or0 j; \* y4 x8 ?2 b5 r) G
- !$game_party.item_can_use?(item.id)6 ^9 J; b. B) g6 Q
- end
/ {8 {) m! B) t7 t( O( l9 J4 e9 J - bitmap = RPG::Cache.icon(item.icon_name)
5 ~2 R7 u W1 D3 o, C - self.contents.blt(x, 4, bitmap, Rect.new(0, 0, 24, 24))
* {" h1 x a5 P0 w3 ^: m% E - end
$ W1 e Q/ A/ z3 E& e- P! [( r - end2 o9 G8 Y: I; q) |
-
9 o _# G0 V$ q$ F# c# m - def equip(item)( j r$ ~7 F& K2 X0 M% K
- if item.nil?
$ ]3 e! o3 X2 v% e - $game_system.se_play($data_system.buzzer_se)3 g6 c; K# Y4 r% l* u# S8 H; E) Y
- return
N4 M E) U4 m0 L _ - end
* W1 C- E# n1 Q! M - if item.is_a?(RPG::Skill)
7 k. G3 v/ R! {" y( g; e - if [email protected]_can_use?(item.id)
# _( ?; s( {8 C6 n; _8 T& z - $game_system.se_play($data_system.buzzer_se)- ]: } I6 {9 x4 T4 ]+ ]. Z
- return
+ C; G; a$ z% C8 Q - end
- ]7 P3 i" Z7 B7 X8 ? - $game_system.xas_skill_id = item.id
+ I8 a4 K, P1 K - elsif item.is_a?(RPG::Weapon)) G1 ^# n4 Q5 ^2 X2 o
- @actor.equip(0, item.id)0 g, D% h+ t, Y$ @! y9 K7 `
- elsif item.is_a?(RPG::Armor)! ~0 U% A, l% r( Z1 }5 C `
- @actor.equip(1, item.id)
0 Y4 I. Z- H) l, N7 D - elsif item.is_a?(RPG::Item)' `# F1 f+ S ]' K
- item_tool_id = XAS::XASITEM_ID[item.id]
1 D# h; Z1 V5 v) f - if item_tool_id != nil
" B4 f: }1 \, q- B/ M - unless $game_party.item_can_use?(item.id)
' e5 A7 L! Y) u! |3 a" N - $game_system.se_play($data_system.buzzer_se)
* k- Y4 {- Y, J - return& W/ j6 |( a. \& ]. @7 X1 z
- end
: \* P" T- h, S - $game_system.xas_item_id = item.id1 K# `( v9 x) N) m% W5 i
- end
: l2 I9 {" |/ \ - end* \7 x% G. W& ^' t0 `8 p
- $game_system.se_play($data_system.equip_se)( q& z( \; L9 r! K
- end. D( P. C# n( G+ P, {% c
- ( }! z% f, u6 y. j% Q7 c
- def update
( o9 v9 B- w& E7 I: b# S& E5 ~ - @actor = $game_party.actors[0]7 Z' }1 ?; U- e( v" J% }( u7 F) a0 b
- @hot_keys = $game_player.hud_equip
$ X0 J+ H2 Z# [6 I, M v3 [ - refresh1 l# o6 g/ |' P# J1 e
- return if !$scene.is_a?(Scene_Map)
/ p$ b+ t ~! i9 l7 I - if Input.press?(Input::Numkey[1])4 V4 R! D1 n8 y8 v
- equip($game_player.hud_equip[0])3 f; f& ? X: ~ Z! c$ z
- elsif Input.press?(Input::Numkey[2])
% N9 ^0 [6 A& y" n4 L3 V |& O - equip($game_player.hud_equip[1])& H" P3 Q" p5 X7 y
- elsif Input.press?(Input::Numkey[3])1 o! A+ k* k: M4 r1 ]" `5 |$ i
- equip($game_player.hud_equip[2]) - [6 `1 ]& Y- o) c! x. l2 \
- elsif Input.press?(Input::Numkey[4])
2 i( x3 k6 q4 V; M7 p) | - equip($game_player.hud_equip[3]) " g9 ~. A& H! h
- elsif Input.press?(Input::Numkey[5])
; o! l8 G9 N0 T5 v) |4 v - equip($game_player.hud_equip[4])* H9 s. a2 V6 h0 z: Q7 n$ u6 U& @
- end
0 L( M1 W! K1 N" M3 ?' _( p - end# T8 J6 Y8 \8 T) e
- end
6 p8 I( D8 z8 y - " H' [- \6 b# F6 K2 `' w
- #===============================================================================
, A& z: p* A2 x# E - # Scene Map# G; R' ~3 P) K: g& O! ^9 \
- #===============================================================================1 s a$ G, T5 d' r3 @/ D/ x8 o
- class Scene_Map* {. W: x1 w( t' m/ b9 Q; G% E
- alias hot_key_hud_init main
* I, }8 A/ d: g, I! n1 L7 U5 b - def main% U, \( V U+ n7 M6 e' D
- @hot_key_hud = Hot_Key_HUD.new
" ?& i& b V) y0 t* Z0 K3 ? - @hot_key_hud.visible = !$game_switches[XAS_HUDDISABLE_HUD_SWITCH]
2 X5 N4 ]( |/ w% J* x - hot_key_hud_init
7 W# R( K. V- M8 q! H' M+ c) @ - @hot_key_hud.dispose
) F+ G9 n* R; j% f! O& ? - end! f+ r* m6 Z' P0 j O$ z" Y3 i
- , m0 u! {* E; E, G) S1 c1 Q7 |
- alias hot_key_hud_update update6 Y: s) G; a; x5 h. L7 w0 R
- def update4 L! e* }1 ]& b: ]
- hot_key_hud_update' @4 h% w' x' l0 D% b( o. U) p
- @hot_key_hud.update
; F& s# O& [5 M7 u9 i1 E - @hot_key_hud.visible = !$game_switches[XAS_HUDDISABLE_HUD_SWITCH]' E' n8 v4 O6 ]: h
- @hot_key_hud.update if !$game_switches[XAS_HUDDISABLE_HUD_SWITCH]+ v* h" H+ Z) Y3 r2 V
- end
1 M' w) O, ]& _/ q - end
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