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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,9 j9 f0 E% i3 n
不知道有人能帮忙看一下吗? - #===============================================================================
; }, o. P* c' d# `3 G+ r+ H - # XAS - Hot Key HUD+ d: ^4 s% @8 K {
- #===============================================================================
9 ^5 M5 d' ^4 w( ?; A: X- B0 f9 Z - # By Mr_Wiggles5 S) U4 W9 D8 x8 A' f
- # Version 1.3
3 W) f$ A! p8 x9 N - # 7/6/10/ g' s4 A2 p) n" G5 k% W" j. r
- #-------------------------------------------------------------------------------
+ J/ `3 L* T0 e3 @; U/ z, d - # Instructions:
" c' \- f1 J8 `2 p3 ^! B - # Fill in the constants bellow, paste this script above main and bellow XAS in$ y ~$ ^% d. _/ f5 {2 Y% _
- # your script data base. BE SURE TO SET TO THE RIGHT XAS VERSION!!4 a" T; M; @3 p# S/ w) s1 g/ ~/ ^
- #
3 b v7 z5 ?+ ~% d+ A2 K - # Place the "Hot_Keys_HUD" picture file into your game directory 3 o1 ]9 I. h2 v; }3 a, x- C+ M/ r
- # Graphics/Pictures folder.
: H; s. i' s6 F3 a# ?4 t# \ - #-------------------------------------------------------------------------------0 [% m/ D8 S' h% W" X
- # Directions of Use:6 i; i# ^) ]* N: V- F$ O8 j
- # Simple just press a number key (1 - 5) when the quick skill or item menu is
8 H4 P' \( d# W( F4 T$ [$ W, @. O% r - # Showing.
5 r& W0 A5 Y9 H% \% ?, B/ _ - #===============================================================================( o) t/ y. e' m! ^3 `
- HUD_X = 0 # X pos of HUD
: _' V2 U9 k' V; k. b3 l - HUD_Y = 0 # Y pos of HUD
" y& X$ @3 q9 W3 N0 o; j
& a+ e4 x# E8 f2 @5 h5 Z% r0 S- # Set true if XAS 3.7f
/ I1 w1 I1 R" y6 X9 Z/ o' a8 X - # set false if XAS 3.6
* D) `' W+ Z) {& p- c - XASVER_37 = true
7 R: ]( A$ x |
7 [& d) R* i U- #===============================================================================; I- z% W0 k4 Y$ S9 D. H& `
- # Numkeys Module! f; f' S" w/ ^
- #===============================================================================
2 l' {1 T! A7 |5 k5 j" K - module Input4 G$ u7 [. ~% _5 e% S: v; P; k- k. F
- Numkey = {1 => 1049, 2 => 1050, 3 => 1051, 4 => 1052, 5 => 1053}, Y' o( h0 L8 f& t6 _6 p
- class << self
# C! u/ m0 K" C: P3 f& \2 ^7 p" Z - Key = Win32API.new('user32','GetAsyncKeyState',['i'],'i')
; n/ w1 ]; I! c" J9 J& a" e5 |6 b - 1 D- {4 g; V0 X2 Q# t ]/ b
- def testkey(key)2 V. T4 X* f7 F/ Y6 R
- Key.call(key) & 0x01 == 16 V8 L1 Q9 N# A5 x, G: o% A
- end: X' ]5 K- L d
-
" J- Z' z. d3 j* w% t* e, } - alias hud_key_update update
; B% S" |1 W! s6 D2 Z6 u - def update
3 l" k, T- v) m! d- q; U, ~9 s$ D - hud_key_update
* L- X# Q* F; C' } - @pressed = []
0 z M! l( l4 o6 m& H6 c8 w2 i - for key in Numkey.values, | _9 p& ^! i
- key -= 10007 g) q6 K) D$ P# l' {' b3 i
- @pressed.push(key) if testkey(key)/ h6 `, M# m, P2 `! Q
- end
, J3 }* O; }8 @, m" b) B - end
. y8 B3 u& A9 ^! y3 \8 U -
1 H8 @! i$ N5 A6 N - def pressed?(key)
4 e6 w# U! [; F% L - key -= 1000
2 q6 F/ ?$ \5 s4 ? - @pressed = [] if @pressed.nil?
) A& y* J( a2 b) r3 m& D - return true if @pressed.include?(key)% P2 W: w# C8 P+ H% X4 F
- return false% w& J9 [0 Q: ?, \
- end. `! C' q! c) M: w" ~4 A& K
-
8 e0 [8 Z3 e1 ~ - alias hud_key_press? press?- g% |" g) S" C5 B, K
- def press?(key)
% D. l& S& s p - return pressed?(key) if key.to_f > 1000
8 k" Y+ |6 [: }% A - hud_key_press?(key)
/ I+ a5 [2 y4 P - end
! {' Y; S+ {& F! e z - end
1 d8 w; E {: _9 r& R - end
& K! u$ E: a( s/ j2 K
8 B M0 `9 t" s1 B- #===============================================================================
* j( Q! D( Q( V - # Game Player
) R/ k) v0 i; L - #===============================================================================% O3 {. W! t* ]& Q5 S9 O8 f* l6 o+ ?
- class Game_Player < Game_Character
{) t# ]) ?( O3 l$ {0 {9 a - attr_accessor :hud_equip
. v/ J: g! L! [ y5 P! _& a; I -
& K4 W8 c( Q* U7 V - alias hot_key_hud_init initialize& }) Z5 w7 S) X$ `4 H
- def initialize
, e4 J9 q" B5 X$ \. G# w$ } - hot_key_hud_init
4 w4 a$ r2 |0 a8 f7 e6 V" R; S, w - @hud_equip = []
6 Y! b! f. @$ E+ f& ^* r* r1 X - end% Q# k6 l" {) ` O s8 m5 R
-
6 }2 n2 y) @" Z- \; E! ^ - def equip_item_to_hud(n, item)( ~- _* o7 f: }
- if item.nil?
/ K7 L) b# n. _; e6 n* H6 g T - $game_system.se_play($data_system.buzzer_se)9 l5 ]3 m) [* [* e/ s
- return
" ]* u x: ~; y- l2 ]4 M - end
* B8 b/ e) g5 ~3 r - $game_system.se_play($data_system.decision_se)
9 n# R8 O2 E% i, z" }4 t. I - @hud_equip[@hud_equip.index(item)] = nil if @hud_equip.include?(item)
, t/ t% Z, B; I @ - @hud_equip[n] = item
# O1 j2 L+ P7 j+ z! o# }0 l - end& k" J) i3 L3 k1 ]" g6 x# _
- end
. t8 R$ N5 V$ ^& |/ X - # }9 z5 s- a! [2 p8 r( s1 n& l6 {' f
- #===============================================================================
2 g) [* u, R9 l9 n5 V7 u: B - # Quick Skill Window4 f4 H7 E# o! D9 P& }
- #===============================================================================
' r x) X2 M+ f2 Y; z6 t - if XASVER_37 == false( s$ l0 G" p a. f
- class Xas_Scene_Skill
/ P6 l! A0 k4 x9 L8 X. Q, H6 v1 ? - alias hud_quick_menu_main main" v, {9 @- R2 B6 ?3 D- u; P
- def main* E% Y# J7 G) |
- @hot_key_hud = Hot_Key_HUD.new
1 H! K ~8 H4 I - hud_quick_menu_main
2 U/ t- D2 R4 k2 ]& b4 n! f' g - @hot_key_hud.dispose2 y7 G% R% G9 [" l6 C0 M
- end
% U" x2 h& I6 J, r# X3 |2 g - ; ]# V5 O: b% S. v
- alias hotkey_hud_qucik_menu_update update& |" ^- M, z2 g/ y+ N& X" @, ]5 I2 A
- def update V2 p1 x: o0 q; P
- hotkey_hud_qucik_menu_update3 h& \" E$ c0 s% P$ N
- # Hot Key num 1
, d: l# }: o' d, v' B9 I! D4 C - if Input.press?(Input::Numkey[1]) t! c; p. k' s t' c
- $game_player.equip_item_to_hud(0, @skill_window.skill)' X m5 z$ V; q* t: T) [: \7 |
- # Hot Key num 28 m- y, w/ Y1 V- I, T5 Z
- elsif Input.press?(Input::Numkey[2])
( s7 X' ^" Z, ]1 n2 e+ l1 K# W* J - $game_player.equip_item_to_hud(1, @skill_window.skill)
( C. v1 ?% S; }' I7 Q8 a# }6 G - # Hot Key num 36 n+ @+ Z \, A- J. c( n5 z) U
- elsif Input.press?(Input::Numkey[3])7 f. b8 p, C3 p. f
- $game_player.equip_item_to_hud(2, @skill_window.skill)1 I" \& L# a+ r5 G6 o
- # Hot Key num 4
" e) {/ d1 _& r: |) \ - elsif Input.press?(Input::Numkey[4])
; p) u+ c) r0 p! u - $game_player.equip_item_to_hud(3, @skill_window.skill)4 v( t/ u: u9 S- Y
- # Hot Key num 5
2 V% i" w1 U4 ^ - elsif Input.press?(Input::Numkey[5])
m( E: y. _( v' A* J; l. c - $game_player.equip_item_to_hud(4, @skill_window.skill)* C+ E! G/ g. [7 L* @
- end2 ?) T* c- Y I2 D( ?; p" b" Y
- @hot_key_hud.update/ R% d7 ], P4 c
- end
$ Y2 ~. Y. b8 S9 u - end
/ M$ _; f( o& l |# y% {0 U: ~; b - else
# ?8 Y2 b. @, f3 v" H - class Quick_Menu_Skill/ w K9 k* ?8 R5 {/ s
- alias hud_quick_menu_main main
, S; ^$ w' M# {3 W3 |/ J - def main
: `( |' C4 ^" h - @hot_key_hud = Hot_Key_HUD.new
. M5 v( }$ H* K+ c/ ]8 l - hud_quick_menu_main
" @, @8 V( [' k; `; y - @hot_key_hud.dispose: J0 i& D! o$ c5 e5 p
- end. d" m' c5 w" c! w+ d( [
-
7 {* D" v% \% M; l6 a8 j - alias hotkey_hud_qucik_menu_update update
7 i1 {) n( ]( I" | - def update- K/ G- K6 a* |3 w& R$ u
- hotkey_hud_qucik_menu_update
+ u$ t# S+ h- b$ W( L9 Y# f1 ? - # Hot Key num 12 u( }) X! j+ y; ~; S
- if Input.press?(Input::Numkey[1])
8 Q+ {9 v4 N `6 p - $game_player.equip_item_to_hud(0, @skill_window.skill)
! g/ f( Z# m/ t9 h; U; M - # Hot Key num 2, n3 \$ K* a5 j6 T% _- R3 R1 Q
- elsif Input.press?(Input::Numkey[2])
: [; K6 i) M8 z% {7 r - $game_player.equip_item_to_hud(1, @skill_window.skill)
1 N0 \% F- R1 r - # Hot Key num 3
$ {8 m) m" C0 J' |% e - elsif Input.press?(Input::Numkey[3])
* W, m1 L1 \5 v; s+ X0 H7 v( ^ - $game_player.equip_item_to_hud(2, @skill_window.skill)7 y: t4 J9 @$ F) Q' O& Q) n* ?
- # Hot Key num 47 f$ t# C6 k1 p1 p- d3 N, c
- elsif Input.press?(Input::Numkey[4])# E& S; y+ y6 I3 e) q# c
- $game_player.equip_item_to_hud(3, @skill_window.skill)
4 _& k5 d7 z- \2 j1 P4 S - # Hot Key num 5
) `/ M+ l, p) s6 B0 n" H - elsif Input.press?(Input::Numkey[5])
+ I6 I2 Q% d- Z- h" n0 n - $game_player.equip_item_to_hud(4, @skill_window.skill)
. G+ H5 u+ c8 x. J' m3 F - end- n* B% }. G1 z; W
- @hot_key_hud.update
9 i% @7 |& Z6 o2 h0 v2 } - end
) S8 l. a9 R. W3 ` - end( D* q9 h# z( E$ t6 d; ~% E' B
- end
# M: b# L' r& x) k" u
( m8 h7 a3 b6 ~6 y- #===============================================================================9 b- q/ `4 f2 j- j: v1 s% J# [7 D. n
- # Quick Item Window; @! y5 X& [, K: O$ i* P1 i
- #===============================================================================4 T) ]1 Y8 ^! v; w! A, P/ |) g9 }
- if XASVER_37 == false; R: |. y2 Y! c. b( m
- class Xas_Scene_Item0 B. @. K2 F) g5 w5 Y D
- alias hud_quick_menu_main main
' P; ]+ A' z( H' i - def main
# r8 S& F5 x! t5 x6 j" e - @hot_key_hud = Hot_Key_HUD.new
l8 J" |$ e F9 v: S* M/ G4 B - hud_quick_menu_main
1 [. Q# A. v1 L9 j" Y - @hot_key_hud.dispose
- X: X ^8 {/ F" g s) _; J - end
. c& N9 L* J" _& l/ x, Y3 q - & u& D( f8 J8 @7 P" V. l
- alias hud_key_update update
) B% H& M9 W! n - def update: j0 `$ J$ ^" P3 z" S
- hud_key_update
, M9 h8 U' [' z- P- c( V B - # Hot Key num 1
% P: }/ C: ~5 B6 ?3 J$ i& g - if Input.press?(Input::Numkey[1])3 E" ?0 D+ `! \2 Q7 _
- $game_player.equip_item_to_hud(0, @item_window.item)) j1 a) [/ u s: R' |' m
- # Hot Key num 2
& @8 e" k) H- d* g6 ^6 ] - elsif Input.press?(Input::Numkey[2])8 e& \0 t N; G7 S* a' D" e8 r W
- $game_player.equip_item_to_hud(1, @item_window.item)
8 |& V( T0 ? _ - # Hot Key num 3
" R3 @: W b) G1 Y - elsif Input.press?(Input::Numkey[3]), i1 S& m. W/ s3 U: V3 E" p9 a6 d$ H
- $game_player.equip_item_to_hud(2, @item_window.item)
- U/ f; m3 V/ A9 i) p. ]" N - # Hot Key num 4
- e8 T( e$ r3 i% K - elsif Input.press?(Input::Numkey[4]): W3 H# d8 [3 r5 _) p. X4 z. S
- $game_player.equip_item_to_hud(3, @item_window.item)
3 y$ X; P7 S, V: | - # Hot Key num 5
& E' m! ~# ^7 `( h% C4 S& k' n - elsif Input.press?(Input::Numkey[5])
8 {& _. I) \+ ]5 q - $game_player.equip_item_to_hud(4, @item_window.item)4 m3 t" N6 w! ?' P' s
- end
: o, M# d2 w, d! F9 \3 x - @hot_key_hud.update
6 |2 O2 `9 M6 L, |! M% D2 E - end
2 i/ Y8 y+ J5 V" M2 s2 g; C2 S - end) D2 Z: i% u' ?
- else
9 j# g+ I; H5 } - class Quick_Menu_Item* h7 r- W) e' x$ E, j
- alias hud_quick_menu_main main, S6 N7 a5 `, ]! l
- def main/ W) T! Q4 C4 i! R
- @hot_key_hud = Hot_Key_HUD.new
5 A2 r$ L& o5 ^4 z; B, F% d. l- ^ - hud_quick_menu_main2 j3 ?! j2 w5 _/ [
- @hot_key_hud.dispose
) C8 L. y s% q5 e* J - end% l3 i; O \. W w
-
8 l" u. W4 q- k8 \! t - alias hud_key_update update
8 h' A) B: F6 m) H8 O6 G - def update
# L2 x- V) C; P# d" u: I - hud_key_update
" V& Q$ n+ E: D0 q - # Hot Key num 1
4 o# h/ D/ q S2 W. H - if Input.press?(Input::Numkey[1])8 E# r* e7 P0 O6 z: ^* y1 x x" f
- $game_player.equip_item_to_hud(0, @item_window.item)
& n: s2 @ O+ |+ @, R& a - # Hot Key num 2
! c" Q& D7 Q4 j - elsif Input.press?(Input::Numkey[2])( V/ J7 @2 i0 i* |* O; \5 a; P/ j
- $game_player.equip_item_to_hud(1, @item_window.item)4 d+ t) b- K9 I9 e# g% R
- # Hot Key num 3
/ k8 J0 `4 {: b( ? - elsif Input.press?(Input::Numkey[3]): C/ k) ?( A' o- r) o
- $game_player.equip_item_to_hud(2, @item_window.item)
9 g$ P' b& r' k: i* n - # Hot Key num 4
! P3 z- O! ?5 F) @" S) e1 y, P* B - elsif Input.press?(Input::Numkey[4])$ c1 p6 t `/ f- {
- $game_player.equip_item_to_hud(3, @item_window.item)+ M \- j" k7 J) N( v/ q' X6 R
- # Hot Key num 5
* r4 H& j; w9 `% t* R% @: k - elsif Input.press?(Input::Numkey[5])% g" @8 F% _/ O- G& l+ @" L. \7 n( i
- $game_player.equip_item_to_hud(4, @item_window.item)
) @# i! l( {8 Z1 Y - end: V: o7 W: z1 k! z
- @hot_key_hud.update) q* Y/ ?- C! f$ @2 r
- end
. B* u3 r- f5 Y* ]/ N1 j - end0 x6 a; B8 ~1 B" ^0 e; [* I; P& X+ A
- end
/ |7 d& X+ ?3 d" s2 f% J - 0 @" ]; e( G- ]" h
- #===============================================================================( E" e U# o/ [0 | I( }% A
- # HUD Window
+ Y9 s" b* K6 } - #===============================================================================& Q1 ~1 _& j1 m$ G, ^. S- f; b$ q
- class Hot_Key_HUD < Window_Base
8 n: [# H7 J" I9 z, @4 f - def initialize(x = HUD_X - 10, y = HUD_Y - 15)
; N, U; I& ^6 k7 @. j - super(x, y, 220, 80)
: X& i7 k8 P7 a4 @/ [6 Q7 g - self.contents = Bitmap.new(width - 32, height - 32)
9 J; c3 d4 ?7 D8 A - self.opacity = 0& v2 N: _! y7 }$ k' P* w2 Y6 x
- @actor = $game_party.actors[0]1 E! |# ]1 }) F4 r. l5 }4 R4 i# P
- refresh
$ i& N) s) r# _! Y - end- f+ o2 t- `/ |
1 z/ C( T1 ]- G* i9 `- def refresh
# M n. w r7 |, g- t! } - self.contents.clear
: c6 y2 L. K4 A8 E& J - bitmap = RPG::Cache.picture("Hot_Keys_HUD")9 Q: N; u0 x7 [2 ]1 Q5 ?
- self.contents.blt(0, 0, bitmap, Rect.new(0, 0, 160, 32))
- C9 f" Y: b: Z: g ? - for i in 0..4 A V. u3 c+ O$ V8 b: c' A0 Z P4 ?0 K
- x = 32 * i + 4
9 T* W: m6 a. o& ^ - item = $game_player.hud_equip[i]
8 ~3 F0 F1 k* s- Q - next if item.nil?
4 n: F0 W: k5 A8 k - if item.is_a?(RPG::Weapon)0 S- Z2 m: v7 w2 w3 B
- item = nil if $game_party.weapon_number(item.id) == 0 and* q" ]8 d# t. g! A& s
- @actor.weapon_id != item.id8 @+ T( s8 A# v, J: y! ~
- elsif item.is_a?(RPG::Armor)
, e. C1 h9 c6 q# x4 M7 T+ I - item = nil if $game_party.armor_number(item.id) == 0 and : ]2 x4 t8 {2 |- S
- @actor.armor1_id != item.id
$ v+ `' \2 T0 X" l - elsif item.is_a?(RPG::Item)& ]7 k @/ P( y' I6 s
- item = nil if $game_party.item_number(item.id) == 0 or1 J( w5 S" j) T6 K' _% J# k& J: c+ w4 R
- !$game_party.item_can_use?(item.id)1 ~- D( z, @/ ?/ y
- end; ^& m# i# `1 i* M
- bitmap = RPG::Cache.icon(item.icon_name)6 P R- S; h+ K& p
- self.contents.blt(x, 4, bitmap, Rect.new(0, 0, 24, 24))! m, J) ~, E# ^
- end" C& C6 u* E2 O, l8 J2 ]
- end' [% t% N, L8 V7 j% z7 ?- B" |
-
+ Q7 `: u- G4 c w - def equip(item)3 ^& H: T1 ]; i0 c2 a# r5 Z* F
- if item.nil?2 f! | z) Q. x! M% |9 | |5 q1 i. V
- $game_system.se_play($data_system.buzzer_se). h$ Q& E d( {0 ~
- return
4 m: G: g2 o4 r ?: F - end
( C% K$ X& l9 |! M - if item.is_a?(RPG::Skill)
7 K8 x, H: q# t) y( i! D - if [email protected]_can_use?(item.id)
1 |& F) Q( S8 q' b3 V - $game_system.se_play($data_system.buzzer_se)
/ V1 x3 e! a x( X0 B+ ]5 h - return
2 H. l9 Q: B$ N3 P4 w( g0 _# s - end$ {6 P/ f: E6 P6 z/ F
- $game_system.xas_skill_id = item.id
& k" s# C. t7 ]( V - elsif item.is_a?(RPG::Weapon)' ]9 g! [# i' I
- @actor.equip(0, item.id)3 |1 A- n# Q5 l( T4 D, i* x
- elsif item.is_a?(RPG::Armor)
" a/ Q9 u+ q' n _( B - @actor.equip(1, item.id)* @( L- ^( H8 v5 d0 L
- elsif item.is_a?(RPG::Item)! g& g- b( l: w4 \. l- ^
- item_tool_id = XAS::XASITEM_ID[item.id]3 _/ r* F1 j# _4 p: l* t
- if item_tool_id != nil5 T) Z/ h! n- k, ?; j- Q0 }7 [/ w
- unless $game_party.item_can_use?(item.id)9 \- d- c, h A$ f
- $game_system.se_play($data_system.buzzer_se)% R9 k* c9 `6 m4 O9 T- v4 c3 R
- return
1 q m' n' @8 q; j0 ~2 A - end/ \( ]* @. l& ]' h
- $game_system.xas_item_id = item.id0 p" V# f$ z `8 l) X" y7 O) G
- end
! P+ J7 @7 ~5 r: \4 U- m7 |9 L* G - end
" B2 C& r) j" p) l, s# E, }( ? - $game_system.se_play($data_system.equip_se)
. h% U8 }% m2 Y - end# R9 C- W; v3 p8 ?. V' D
- , X# C( m& A& p1 \7 V* `
- def update
$ W L$ g4 S+ F+ U - @actor = $game_party.actors[0]
; ]' M6 k- l* B1 | - @hot_keys = $game_player.hud_equip/ ~3 T) X$ R, Z/ ^& _ c* T4 B
- refresh
0 G2 W* _( i0 K/ S: _% a, V' D - return if !$scene.is_a?(Scene_Map)0 x$ ]; W( A/ q* h ~
- if Input.press?(Input::Numkey[1])! O% z" n l- W" B, N
- equip($game_player.hud_equip[0])( W* v9 A0 b( v# a+ B7 @, \
- elsif Input.press?(Input::Numkey[2])
* A2 C2 z/ m* j; x2 g* N - equip($game_player.hud_equip[1])
* q0 v$ L+ D1 `( R - elsif Input.press?(Input::Numkey[3])
8 s% w e& C; I - equip($game_player.hud_equip[2])
Y" q7 W$ I/ \9 P- M- j5 P - elsif Input.press?(Input::Numkey[4])9 A' x1 [0 d2 E0 R9 t& L% d
- equip($game_player.hud_equip[3])
& D3 w; W F/ M1 {$ A - elsif Input.press?(Input::Numkey[5])4 [' ~% D& {1 h# }8 h6 B
- equip($game_player.hud_equip[4])
' ]2 b2 p+ K |* ]% ^ - end* {# u, [6 h* g/ j. a {3 K
- end+ X7 a# }3 G4 G; @" o$ e
- end, [% ?0 e0 m& h2 F$ u9 H" a
- / P% k& ^: }" t' z; q
- #===============================================================================0 y+ d8 e/ n$ R2 @0 S" `3 h' p
- # Scene Map( o- x7 S+ Q7 i7 y* O$ o4 r
- #===============================================================================# u" \, ]/ p9 w8 p5 J: @& k
- class Scene_Map
% v/ E; H G9 n7 k% D1 m - alias hot_key_hud_init main3 i+ D& v7 u8 I* g. ~/ T. s# L
- def main
; N, W6 I. \; m/ X1 n2 h - @hot_key_hud = Hot_Key_HUD.new
% S/ Z( a" w+ v - @hot_key_hud.visible = !$game_switches[XAS_HUDDISABLE_HUD_SWITCH]
/ N, N5 n" P( R' d! y( L# ]# X - hot_key_hud_init0 W4 f% Z }1 }9 x8 k/ w
- @hot_key_hud.dispose
0 u! Z4 y2 c/ F+ Q( H: I6 B - end! z# d! T8 l1 D# I9 M# g9 |
- : ^9 h- l: V6 ~0 j; Q, [! ]
- alias hot_key_hud_update update
3 O8 |1 m7 t3 i: Q/ D; f; B7 r - def update: |" O. l6 { I/ ]+ u! K4 c4 _0 r
- hot_key_hud_update9 H+ {# A/ d- Z# t O i" B
- @hot_key_hud.update
0 O- ^# T+ G9 ^- R3 A: n - @hot_key_hud.visible = !$game_switches[XAS_HUDDISABLE_HUD_SWITCH]
, N3 b3 ] q4 v+ z5 { - @hot_key_hud.update if !$game_switches[XAS_HUDDISABLE_HUD_SWITCH]+ P- t$ G, f2 l7 j) Z
- end ~8 {7 P2 B: R3 ]
- end
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