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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,
% N/ c5 r: O" f# T, {5 g; n! O不知道有人能帮忙看一下吗? - #=============================================================================== j$ }* ~$ S9 h9 j/ j
- # XAS - Hot Key HUD* y* F) H/ L+ J7 A" {) Y9 N, ]
- #===============================================================================
* g; ~- [0 s/ f - # By Mr_Wiggles
3 ]8 n& z ?0 u$ z, B! b - # Version 1.3
+ O1 `. Q$ S! H3 F/ ]& l' f; \8 r - # 7/6/10
! e' V+ c6 ]' {8 u - #-------------------------------------------------------------------------------
, r K' P( w7 a - # Instructions:) K$ R3 V+ ~( V1 g# Q
- # Fill in the constants bellow, paste this script above main and bellow XAS in/ H i0 T+ c$ e
- # your script data base. BE SURE TO SET TO THE RIGHT XAS VERSION!!
3 m0 N0 T% T* i3 W+ N - #
1 \& T! l4 T7 O' i# v. d3 J - # Place the "Hot_Keys_HUD" picture file into your game directory
1 P$ l1 ~5 W8 @* ^5 E& D ?, o - # Graphics/Pictures folder. y1 H9 U1 t/ V- G/ L# x& c
- #-------------------------------------------------------------------------------
+ C% s l' t$ K3 r4 _9 D& k* l - # Directions of Use:1 N d% \6 Q% F3 d+ T
- # Simple just press a number key (1 - 5) when the quick skill or item menu is
O4 P- @) k) W( i - # Showing.( V" [" J+ K _& f6 |6 }. ?
- #===============================================================================$ v, M1 G! U0 W# d7 x; U( c3 l6 l
- HUD_X = 0 # X pos of HUD
/ I8 k* W: r: v - HUD_Y = 0 # Y pos of HUD S; d9 s! u( F# @
5 T0 S1 ]: S8 I2 a- # Set true if XAS 3.7f8 R, ?6 I& o2 _9 m" E6 B9 ^
- # set false if XAS 3.6
. O. g5 \7 K% W% Y; S - XASVER_37 = true
! ]( `! g w, I! W
! J. M c. m' j- #===============================================================================& T) r. G% `7 l) y6 J2 w
- # Numkeys Module
& ]' L' V0 W# B8 ~ - #===============================================================================, R* c+ p0 ]. u' ^' Z
- module Input
. N8 I# z' X! G - Numkey = {1 => 1049, 2 => 1050, 3 => 1051, 4 => 1052, 5 => 1053}* ?- G) h6 Z- _" e
- class << self
6 j& m5 M9 A6 G - Key = Win32API.new('user32','GetAsyncKeyState',['i'],'i')& H9 o7 {) }: N- J: t- F D
- : H1 t d7 g: E |* I
- def testkey(key)
" t. N- J' I! y2 y - Key.call(key) & 0x01 == 1 \ h6 f- x, m
- end8 ]+ J2 \' D% e9 C: a `
- # q" @7 O5 @- Q) i M
- alias hud_key_update update
3 k/ \1 N; k- j. O9 \/ h6 _. l - def update- C" h/ W6 }. ~0 i5 C) e1 h8 k
- hud_key_update
9 P1 h' A/ U0 A) o' {" I8 \ - @pressed = []
0 ^+ S) s% _, h" _5 k2 U+ B0 d! ~3 p - for key in Numkey.values
; k/ T* g8 i! d8 s+ f - key -= 1000% V+ q$ W+ W( V7 |
- @pressed.push(key) if testkey(key)0 l1 ^! @5 P, k& B! J7 n4 f
- end
# ?3 r1 D) J- ?- U - end- w/ k5 i7 T7 R) \, E
-
% R6 A- c2 A X6 l* b1 O/ s. C - def pressed?(key), s# n, s! Y) e
- key -= 10002 I% D' X$ J) g; R/ K& o1 }6 b- ?7 J
- @pressed = [] if @pressed.nil?
- h" e) W! v0 `5 o - return true if @pressed.include?(key)
- B" p3 Q8 R$ e9 } X& Q - return false
1 b# {% u) B- A; ?1 G* Q - end5 C6 m' _1 Q8 w+ J+ h8 x
-
; d5 g! g( x0 w) \8 Y5 R8 U - alias hud_key_press? press?
: ~3 B( V4 c( v) F - def press?(key)
" r$ G( b& \- Z: D+ Q+ l - return pressed?(key) if key.to_f > 1000
8 O, U8 M; `" z, C% R/ I - hud_key_press?(key)
, t& n8 B5 g4 B - end
; e1 ^% j6 C- C8 L$ | - end/ v2 s4 X3 j' r( d) i
- end
& j3 F+ n, L& g9 X5 O0 P7 g - 2 A0 m2 M% x1 W, k+ e/ H
- #===============================================================================+ h& f8 U' H8 o6 |( J
- # Game Player
9 c+ v5 v2 ~9 y: B( W) i" J3 y - #===============================================================================# O, e! g2 j0 N& Y2 r# q/ v
- class Game_Player < Game_Character5 u6 _) B. E/ H
- attr_accessor :hud_equip4 _2 V6 F3 {. N3 W1 D& O
- ' l$ v0 ]( W. M( _
- alias hot_key_hud_init initialize
) g0 X4 ~- X4 `! J. |7 ?& r - def initialize
! S5 {% N& N2 b, ]+ J - hot_key_hud_init
( B% b6 U& z0 m9 ?& Z- j - @hud_equip = []
. s, [# C+ l; \' i - end
2 |* V0 P# Z) n, P, v" B$ M - 7 M( r$ @- m) e% z. t7 o
- def equip_item_to_hud(n, item)
) ?* D5 Y) ^: i) ]1 Z0 F2 D - if item.nil?
" k. u/ o- U% t# f - $game_system.se_play($data_system.buzzer_se); H# H# J; T! A, V5 P0 _2 o! ?( o
- return) z n$ ~* C( _' Y' i1 o( s j
- end0 s5 o2 R0 e6 `& T# O3 C
- $game_system.se_play($data_system.decision_se)( h5 R: g' }. d) C9 D% A
- @hud_equip[@hud_equip.index(item)] = nil if @hud_equip.include?(item)+ R; a3 }; s) i1 W! k; l8 `
- @hud_equip[n] = item4 f! ?/ O: P1 ^
- end% g2 ?% Z' g5 J/ ~
- end
9 f# G- t9 z* a- z7 K
! n1 O, J, @$ [4 @- #===============================================================================
3 I$ }% l( l6 \: R P1 C - # Quick Skill Window
/ F' y" c( ~6 {% F2 O: p8 G- J& X# o - #===============================================================================- B* `8 f! o `2 B1 n7 o9 E! A0 G' H
- if XASVER_37 == false
. K, u0 K0 t: W" G - class Xas_Scene_Skill
" _# `% R& m3 R* K - alias hud_quick_menu_main main
- I9 |" [: _, n; x$ c# ? - def main5 w3 ^% O( Z- |) o) N" E3 O6 i2 T
- @hot_key_hud = Hot_Key_HUD.new
5 U* E" E( W* M+ s2 I. Y" Y - hud_quick_menu_main
( Q* U+ j* C+ s5 [/ \! j - @hot_key_hud.dispose
. ]2 J) { s* K4 o5 ]2 I. D: C5 ` - end
1 x9 X3 g8 z8 ] e& X# H+ n -
3 B! F6 z# ]1 R, i - alias hotkey_hud_qucik_menu_update update2 y4 z! r- h$ s) i0 E; T/ \
- def update
3 d$ |. N k1 R B - hotkey_hud_qucik_menu_update9 P( ~+ c b' |% v
- # Hot Key num 16 U& k5 Y0 I9 K* c; ^; R9 V, Z, U m
- if Input.press?(Input::Numkey[1]) q5 x( m! O$ G4 N+ C
- $game_player.equip_item_to_hud(0, @skill_window.skill)+ E7 ~- o% Y4 P; F6 w
- # Hot Key num 2; |9 s# f4 D3 g* K% H5 c. ~
- elsif Input.press?(Input::Numkey[2]) K* t4 `& k2 Q$ G
- $game_player.equip_item_to_hud(1, @skill_window.skill) p+ k* H3 k! f: b/ r
- # Hot Key num 3
$ l1 t6 z. ?" i3 G+ C2 K7 ` - elsif Input.press?(Input::Numkey[3])2 Z6 j, R: G* o
- $game_player.equip_item_to_hud(2, @skill_window.skill)5 W! y3 K3 ] O7 U: u
- # Hot Key num 4% @2 a* [1 Y }" q" h g8 A1 z) p
- elsif Input.press?(Input::Numkey[4])
& K- I# s. O8 m! @8 m* [& a - $game_player.equip_item_to_hud(3, @skill_window.skill)
1 b. Y8 Y- E) ?" q1 c - # Hot Key num 5
7 y4 T' u5 S, n& p0 t+ C( o- a - elsif Input.press?(Input::Numkey[5])7 h( K1 Y0 I! e, Y3 x% X
- $game_player.equip_item_to_hud(4, @skill_window.skill)
; M' ~ l- z/ j) l' D2 ? - end" D7 M8 k1 l$ [# \
- @hot_key_hud.update
" u, i- d/ N) t% l D5 g - end
! C4 n9 t; n% \! u2 n; ^ - end8 F: ? m: s7 f# J- L, g5 a1 {* R
- else
5 X- k" e5 G6 P" C4 U - class Quick_Menu_Skill j9 n, W9 x' z/ A+ a
- alias hud_quick_menu_main main# W* w: Y8 M' g+ d1 X
- def main
/ [4 ~" W& x( `+ q - @hot_key_hud = Hot_Key_HUD.new
+ i, U9 e5 ]' H7 P - hud_quick_menu_main
+ Z: H! {# O4 [- L - @hot_key_hud.dispose
0 T$ r( T# L+ C2 P - end/ H4 t7 Q6 S$ n2 l$ v2 a
- ; V, R1 R6 @) f P9 Q+ R
- alias hotkey_hud_qucik_menu_update update( |) C; z8 h5 X; x: o( \
- def update) x, B$ U$ b4 {! @
- hotkey_hud_qucik_menu_update
3 k" b9 G- ?1 P4 Z0 H/ J6 p - # Hot Key num 1
, o$ p: z* W' S0 C - if Input.press?(Input::Numkey[1])
6 `4 k$ I' Z6 f: |7 Q, n - $game_player.equip_item_to_hud(0, @skill_window.skill)+ b9 E5 n& E1 M9 Y' y4 j3 H
- # Hot Key num 27 L8 O _, j3 |! }6 Y7 B& a7 V. [
- elsif Input.press?(Input::Numkey[2])
# _" [4 R9 M2 j {# \8 E2 R - $game_player.equip_item_to_hud(1, @skill_window.skill)
0 i! r9 Y7 E3 C - # Hot Key num 33 O4 ?; i+ r( G/ n1 V" l. O
- elsif Input.press?(Input::Numkey[3])
) X6 i$ o0 V; Q7 P5 i* y7 v4 \2 a - $game_player.equip_item_to_hud(2, @skill_window.skill)* w3 y3 f: K: F: A/ w# m+ l8 @
- # Hot Key num 4
4 r' v$ u5 d; I# f) S - elsif Input.press?(Input::Numkey[4])
9 m5 A. K8 M9 ~' K, a/ W% v$ V( S% n - $game_player.equip_item_to_hud(3, @skill_window.skill)* H! Q: b% k8 Q) k4 W
- # Hot Key num 5
- T# |6 B3 E, E8 t - elsif Input.press?(Input::Numkey[5])9 \) }8 A+ e/ y6 }3 P+ l
- $game_player.equip_item_to_hud(4, @skill_window.skill)
2 x/ m( r+ U' Z# a; M% G - end
: U$ q3 s% P. N; V. n( z3 w1 y" { - @hot_key_hud.update6 Q9 w3 y5 ~9 V) |
- end' h. a- w* n1 ]$ z+ q
- end1 n$ I4 l' F' q+ E- w' d: Y
- end0 x" P9 p G; Z) _% u& L
! d$ Q* e; H+ ~+ X/ f) J, ^- #===============================================================================
. ]( r& ?0 J& U4 j2 L+ e' T - # Quick Item Window
6 e) u3 q; S. @) B2 z - #===============================================================================, b1 v1 q4 [9 k' r
- if XASVER_37 == false8 J: K) i" V l5 @
- class Xas_Scene_Item
. [3 j, Q9 h$ n$ ^7 c - alias hud_quick_menu_main main/ r- n: E3 @: S7 Y) _" j& h
- def main3 ^; N- C; r* N! M( p" u- B6 c
- @hot_key_hud = Hot_Key_HUD.new
5 G7 U" E% a; M5 W9 X3 u' H - hud_quick_menu_main3 }0 t% J/ R, j/ h( x: \
- @hot_key_hud.dispose1 M0 f' a x8 U; \ w$ @4 t# ]& E
- end
# {4 g# }" z5 N5 m E5 W- Q. B -
8 H5 U# c7 u6 M; i# W - alias hud_key_update update" Q( M1 H0 e0 {- l9 o8 x' W2 _
- def update% ?, n! `* {# @& s
- hud_key_update+ m7 X* r5 B- d* C3 o
- # Hot Key num 1
I! a f) I- B: W: k0 ^ - if Input.press?(Input::Numkey[1])
. \& G$ x1 ^0 }8 L' r( T+ |1 H - $game_player.equip_item_to_hud(0, @item_window.item)& O: n% o6 K- R( m6 A" e9 f
- # Hot Key num 21 [% Y! I! D; d, F# T
- elsif Input.press?(Input::Numkey[2])$ _+ h( `$ Z1 u5 m$ h
- $game_player.equip_item_to_hud(1, @item_window.item)
& ^, o% U% K$ V - # Hot Key num 3- P6 `8 n: [- q/ J; l
- elsif Input.press?(Input::Numkey[3])
! r6 u- |: H7 d' ?2 l$ B' } - $game_player.equip_item_to_hud(2, @item_window.item)
2 Q4 g, p% `2 J5 e" c5 c - # Hot Key num 4
8 S! O3 L( d( n - elsif Input.press?(Input::Numkey[4])
+ o) J8 A. z2 z9 q q" \% ? - $game_player.equip_item_to_hud(3, @item_window.item)
3 ^' @: S5 `& ~* g- f! D9 U - # Hot Key num 53 t2 e( M F" s5 [, R- [& H9 N
- elsif Input.press?(Input::Numkey[5])2 |4 b/ z, M! ~$ P! Q5 z8 H0 h
- $game_player.equip_item_to_hud(4, @item_window.item)
6 i' Y3 z- n2 @$ h# s7 w - end
1 k k+ d( C2 r- ?7 T/ \3 _+ t8 \ - @hot_key_hud.update
! d; W7 G0 V' C - end4 I5 R8 a/ J6 g* j( I
- end, u! P% J1 H: y* {0 X2 s- T) U
- else
) z K# k' ^$ f" X) v7 D - class Quick_Menu_Item+ i1 H! m7 v5 F4 L
- alias hud_quick_menu_main main6 n3 K# i$ [$ o
- def main q, e+ Z+ V E
- @hot_key_hud = Hot_Key_HUD.new
2 z7 u/ l* S Z, g4 z - hud_quick_menu_main1 E0 O# o n: o) o+ d9 M [% M2 m
- @hot_key_hud.dispose1 p/ j# S$ Q' x+ N5 T
- end* d7 W5 N9 D' k( R# j
-
2 n9 Q% q+ w/ ? - alias hud_key_update update
# H: h- {5 t0 V2 X' A - def update
6 Y& S% [& t, D3 i, h; R' e - hud_key_update3 i. M# Q! J7 X5 |! y3 X+ G+ l* [
- # Hot Key num 15 X* s' G) P* u+ X$ T' H
- if Input.press?(Input::Numkey[1])
$ `. h" p+ K7 e( } - $game_player.equip_item_to_hud(0, @item_window.item): q( \' b, ~+ C J8 d( |
- # Hot Key num 2
+ j8 `; e* G8 G# W/ ^% E1 R7 D h8 N - elsif Input.press?(Input::Numkey[2])
* j( @$ T5 t" ~! E - $game_player.equip_item_to_hud(1, @item_window.item)( b8 y- b& \3 m
- # Hot Key num 3' c0 f" V" a! d
- elsif Input.press?(Input::Numkey[3])0 L! b, n. Z9 o: ?( P! H3 ]# K N
- $game_player.equip_item_to_hud(2, @item_window.item)8 Q U7 P7 f! v( {, @0 K
- # Hot Key num 4
( a6 T5 ]: e4 n1 u - elsif Input.press?(Input::Numkey[4])* }7 S1 V3 a- ^! h
- $game_player.equip_item_to_hud(3, @item_window.item), P7 I4 b, I+ k
- # Hot Key num 57 @9 E$ R0 F2 k& V/ z+ j7 z
- elsif Input.press?(Input::Numkey[5])
M3 x- p8 a6 O( t' b - $game_player.equip_item_to_hud(4, @item_window.item)0 E* M) ]* x* W' A
- end4 R; s3 f+ j! c; B+ c! ]
- @hot_key_hud.update
! w7 e. ~8 r! ~. V" }$ Y - end: N4 r+ E2 o# z% o
- end
" o! x* X! R d9 I$ q2 o- i" A - end, U% d5 u; R. f9 w: V
- . c- i% c# e, E( B- ]% l
- #===============================================================================
* G# h+ B5 B4 I+ h% u( M - # HUD Window
# e' i( e- d9 m5 x6 |2 E5 f' W - #===============================================================================9 E6 y" {% @2 w# Z: @5 u6 R+ k
- class Hot_Key_HUD < Window_Base
: g/ f1 U) Q7 ` - def initialize(x = HUD_X - 10, y = HUD_Y - 15)
! T& P7 b% k" X) b - super(x, y, 220, 80)
8 x4 i' q5 g: k' ~ - self.contents = Bitmap.new(width - 32, height - 32)
* X8 [& i- M! t% e) T7 g" ]1 q - self.opacity = 0
& x) m3 x6 ?% n2 G - @actor = $game_party.actors[0]
% s' c$ @% D- o: h - refresh
8 i# X# @3 M o" b+ D5 Q% ^" L' Q - end- H2 L! I( W1 x5 ^$ \, o. N
- ' }# U# T; k" n& B4 z5 ?" E( q
- def refresh
+ \, _, M% q, Q9 B( g: C. ?: [" X - self.contents.clear
/ v$ n H8 j+ }5 V4 P% E - bitmap = RPG::Cache.picture("Hot_Keys_HUD")* T% ~8 L5 z8 ?) V Q# J$ H9 y5 B7 E
- self.contents.blt(0, 0, bitmap, Rect.new(0, 0, 160, 32))
; r1 a3 V" W; r* m* G$ A - for i in 0..4
7 Q( V# N# S& Z$ G0 J - x = 32 * i + 4
) [" t ?& c O9 [" {/ J- f - item = $game_player.hud_equip[i]
. I" O6 I2 X( h4 n; E8 |$ @5 h - next if item.nil?8 n1 `/ n s8 X; _
- if item.is_a?(RPG::Weapon)
; f4 `% R9 d: M) o9 e - item = nil if $game_party.weapon_number(item.id) == 0 and* M% P/ f2 P+ d$ j& e+ D/ [1 T( r
- @actor.weapon_id != item.id# e9 N$ V+ Y, f4 Y
- elsif item.is_a?(RPG::Armor)$ p w. s' W3 `& f& e
- item = nil if $game_party.armor_number(item.id) == 0 and
[; r* b0 M% O! _! W - @actor.armor1_id != item.id$ _+ P- e9 T) E% ]1 M' j
- elsif item.is_a?(RPG::Item): j0 Q( H& H% X) [
- item = nil if $game_party.item_number(item.id) == 0 or
, n- c7 i* q, T+ k - !$game_party.item_can_use?(item.id)6 C/ R+ j- o+ j# J% B) W
- end
* Z. T* r; l' x! ^% x k2 ]. r& {2 D( q - bitmap = RPG::Cache.icon(item.icon_name)( C8 ?( M" p: m5 K* K. \5 ^
- self.contents.blt(x, 4, bitmap, Rect.new(0, 0, 24, 24)) z9 |9 c& L5 o) ~, G
- end
7 }: W/ {) s8 `6 n0 T - end
3 y$ ?5 ^- p, B/ z2 e0 ?2 J8 s - " E! ?# Q% \7 s5 v* [- [5 P
- def equip(item)
/ O# U w1 V2 }. A) O$ F* p. o7 Y( t - if item.nil?9 a$ U& Q$ ~2 b
- $game_system.se_play($data_system.buzzer_se)
5 R: U/ X% F; e - return& |9 i/ r: E5 g! H+ L# Z
- end
. h% u/ U; g. v: F1 t - if item.is_a?(RPG::Skill)
( N- H" N: z( U/ c - if [email protected]_can_use?(item.id)
: W8 i7 @# x, j* r- R - $game_system.se_play($data_system.buzzer_se)6 R8 h" _: K) y" W( w* S
- return
* Z5 E2 r5 u3 ]' q+ n5 W - end8 \: B7 p+ B) i1 |/ }
- $game_system.xas_skill_id = item.id
+ J i# f6 q0 ~ - elsif item.is_a?(RPG::Weapon)4 h* I9 N+ b7 B9 Z4 z
- @actor.equip(0, item.id)
+ v) n% ]; f# |/ O - elsif item.is_a?(RPG::Armor)5 q h8 o6 q% e" g! _7 M
- @actor.equip(1, item.id)1 }$ `5 ?: A1 z m4 Z1 b3 D* S
- elsif item.is_a?(RPG::Item)
5 f5 p) p# X; v$ ]# |: \3 L O9 F - item_tool_id = XAS::XASITEM_ID[item.id]
; c/ Z% c+ S6 ?2 u0 {7 `8 o8 S& H$ B - if item_tool_id != nil+ @' z4 R& U, v* q( A5 S( g" v
- unless $game_party.item_can_use?(item.id)- I) T& O$ E( O: ^
- $game_system.se_play($data_system.buzzer_se)2 U- _# A9 m) Q" u
- return
. [. A6 O9 }0 P6 G& C7 _* K - end
0 J+ B3 J/ Y1 D6 \2 w3 u - $game_system.xas_item_id = item.id5 I1 y+ C% X- F. j" x ?% r/ a
- end* I6 c6 `. m) r) v
- end
7 |1 L/ j0 s, b- H6 v - $game_system.se_play($data_system.equip_se)% v2 h K2 |4 C* H
- end
) I0 r/ _% n9 L" j4 I - , D" z1 L0 U% t d4 L6 ^
- def update
9 K* a! Z" F7 ]1 @" u/ q - @actor = $game_party.actors[0]) ?* [7 E0 k" j: R) {9 f, ]3 x: T
- @hot_keys = $game_player.hud_equip1 Y* S1 h: |: C
- refresh
7 {/ G; @7 m: e! m0 Y; I - return if !$scene.is_a?(Scene_Map); R N1 H% F' [7 O ?
- if Input.press?(Input::Numkey[1])$ @9 h6 c8 w b F4 |
- equip($game_player.hud_equip[0])% D# E6 ~* N) S. ]( M! [
- elsif Input.press?(Input::Numkey[2])
7 I. S; e) W2 I {" X" u - equip($game_player.hud_equip[1])
1 y3 D5 u( e) a% ]) I! {; P2 P - elsif Input.press?(Input::Numkey[3])
% k3 m: M: o- v8 \ }2 n - equip($game_player.hud_equip[2])
' g, J8 ~" v D - elsif Input.press?(Input::Numkey[4])
$ t$ t& a. ?$ j- ^3 @) w9 v2 ~+ _ - equip($game_player.hud_equip[3]) : C2 z; M! x* G- r( j
- elsif Input.press?(Input::Numkey[5])& q, ~' Z8 P) N3 g8 K8 k, \( C( p
- equip($game_player.hud_equip[4])
1 I6 b7 w8 m7 C/ ^ - end5 e2 h( y& B. B. V
- end
% A! N. V Q/ t4 q" \ - end
% a# B% V% X3 b) @ W" a
- Q8 N' q* E" B/ S0 f0 w- #===============================================================================
Y4 Q( [; \% ^3 w - # Scene Map- [( Z, v8 ]# F4 e
- #===============================================================================4 l6 [; h+ b* {! \8 W
- class Scene_Map
6 s+ |2 n9 j) m - alias hot_key_hud_init main- y* y" w% E$ S; u( u
- def main% I6 y, u( H" Z2 h
- @hot_key_hud = Hot_Key_HUD.new" Q: ^% ~; l0 P8 R; Y, p
- @hot_key_hud.visible = !$game_switches[XAS_HUDDISABLE_HUD_SWITCH]
( @6 R, I: q; S+ @) D5 c - hot_key_hud_init
, u: g2 P- C+ h6 u/ t! H' s - @hot_key_hud.dispose
+ j1 R: h9 s+ y2 W# q" B6 }8 @ - end7 }- O( w# n, [6 P+ h r" b3 m
- : F ]2 v& K* L1 V: d$ N; Y/ E1 [$ K
- alias hot_key_hud_update update q' K% G; ^7 R# t
- def update$ O2 N& T8 O4 Y4 S7 H
- hot_key_hud_update4 {1 r# w' t$ W1 F$ m( ]" d5 M
- @hot_key_hud.update1 n' z1 J v1 p e$ b2 m
- @hot_key_hud.visible = !$game_switches[XAS_HUDDISABLE_HUD_SWITCH]$ R' S J+ i6 f
- @hot_key_hud.update if !$game_switches[XAS_HUDDISABLE_HUD_SWITCH] Z. C0 d. I/ B" |8 \
- end- B2 q0 m0 C% K1 h) W# V
- end
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