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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,
" a7 C6 t% @$ v$ I) E, L不知道有人能帮忙看一下吗? - #===============================================================================# e9 \1 c& ]. J. g7 N
- # XAS - Hot Key HUD
7 w% W2 k, `2 z# }0 i+ e - #===============================================================================4 y/ b7 d" v) r! A
- # By Mr_Wiggles
8 h7 e" K$ i$ w1 U' P p8 v% y - # Version 1.36 @0 V3 S, A* k# ]6 P& w" I, B
- # 7/6/10
( A' L+ k8 d. z% w7 ]* M - #-------------------------------------------------------------------------------% N/ S! {6 L- ~. ^+ |
- # Instructions:5 D: [% Y$ h. Z# I3 l2 M
- # Fill in the constants bellow, paste this script above main and bellow XAS in, D" ^* ]0 F( l& P: \$ w9 q% P- |
- # your script data base. BE SURE TO SET TO THE RIGHT XAS VERSION!!( v3 B+ Z0 |4 ^ Q
- #
% x% M1 O S# t$ u3 ]/ l! U7 ]3 g - # Place the "Hot_Keys_HUD" picture file into your game directory \+ g8 P+ |& ?) z1 ~
- # Graphics/Pictures folder.# k- U( c o6 I( S
- #-------------------------------------------------------------------------------! P& s- n2 j/ I1 P
- # Directions of Use:+ d! Z: u' T6 ?- E# J
- # Simple just press a number key (1 - 5) when the quick skill or item menu is$ Z+ w a& [4 A) X6 i0 S
- # Showing./ x8 B# T& k; F; \5 A2 j
- #===============================================================================
) ? ~% _) m7 B3 P - HUD_X = 0 # X pos of HUD
: b" N2 }. l! G n7 V# f4 d, R - HUD_Y = 0 # Y pos of HUD
4 `; [: s \& a- ?- F2 i/ Y1 `
! {1 j1 w3 a0 S" o3 s* {! H1 t* H- # Set true if XAS 3.7f/ T7 J( ?3 x* F _
- # set false if XAS 3.6( n% A. v& a" |/ L+ W9 }
- XASVER_37 = true" O! P3 M2 ]3 a/ p8 L
: M- M4 o, f8 S3 x- #===============================================================================
' _& x: L; [4 f( h, j: g" S( I9 s - # Numkeys Module
5 i3 j% }' E4 j! R( r - #===============================================================================8 F; L! ?8 c) i( n
- module Input% p1 j* y' g/ W9 x3 V2 l; D
- Numkey = {1 => 1049, 2 => 1050, 3 => 1051, 4 => 1052, 5 => 1053}
5 f) D- y$ I" K - class << self3 }! J9 t0 o3 P
- Key = Win32API.new('user32','GetAsyncKeyState',['i'],'i')
R' @4 r% P" a! h: f( T9 w -
& o( I# Q0 d: a; v3 V - def testkey(key)4 w& s5 h. t3 R+ S/ t
- Key.call(key) & 0x01 == 1" |! ~9 C" Y; L- C, e" z
- end5 |" G/ {0 b1 ]" i
-
+ X2 k n. E& K4 G; o6 D) F - alias hud_key_update update
" { K' d4 K! } - def update$ u/ \% Z' g- f: A: t9 [0 X" z z
- hud_key_update' R$ p9 s; ]1 {, Y% ], g0 d/ I
- @pressed = []
. O) a# X! p* P# h - for key in Numkey.values U* C3 l2 B P d, [5 B& V' C; Y
- key -= 1000$ H r u# y d: `
- @pressed.push(key) if testkey(key)# d8 g( Q T4 w( I/ O8 ^
- end2 {, F9 v/ R* I* [0 O
- end+ m4 z9 I' r: a4 j# S
-
- x- ^* R# p& r( v2 ^ - def pressed?(key)/ l* [5 y V7 p- j7 C
- key -= 1000
7 M, r. A% ?) x/ ^ - @pressed = [] if @pressed.nil?9 h% H6 T. e) j$ i
- return true if @pressed.include?(key)
: Y' O* q7 b( h- m - return false0 y- \! D1 L( ]) ~( ?
- end
5 h% z5 [6 O& F; p - , ?) m' h$ v( y6 z. y8 L C/ ?) m
- alias hud_key_press? press?, a( }) Q( U. Q& l' W
- def press?(key)
q! _2 o9 d! `% x3 s - return pressed?(key) if key.to_f > 1000
& ^+ P8 S" o- ~. l' Y! |2 d/ ~8 ? - hud_key_press?(key). \# f [! }, ~) O# j
- end2 Y4 I+ e: M( S% ~9 }0 |8 D
- end' R/ d, R/ X0 {, f+ D. [8 ]* b) V
- end
5 k( ^0 [7 q' i% M, { - - h9 }' H% w1 b0 n+ v
- #===============================================================================
+ ?! P. O/ g3 L, I$ K3 S - # Game Player
3 U7 m7 j% M' A- R: v - #===============================================================================
1 B/ K* n0 L( l2 j - class Game_Player < Game_Character
9 ?2 s4 p3 X) d( m+ d - attr_accessor :hud_equip
" ~1 s. K4 _- B1 s/ ^4 H - 2 @ ^# g9 v# `9 e7 l p. O
- alias hot_key_hud_init initialize1 Z" q8 w, I4 y. l5 T* q8 ?
- def initialize/ R: l$ O1 C" \0 l
- hot_key_hud_init
1 S: @2 c( Y2 C8 n - @hud_equip = []
0 J5 R3 L9 z* R% Z5 a - end
" O& [. w5 A$ n. T -
, A! V( E- t/ p6 A. u8 f - def equip_item_to_hud(n, item)
% c O5 H1 m2 A, ^ - if item.nil?% V* b6 K7 ], g- B
- $game_system.se_play($data_system.buzzer_se) x) O% B3 a# `, l) `/ @
- return3 q; o7 B( S/ Q0 D% l7 U5 x3 {! T6 T$ U
- end+ v0 B" L6 D. g; m }3 u
- $game_system.se_play($data_system.decision_se)& S& _+ _0 e7 U" J9 E
- @hud_equip[@hud_equip.index(item)] = nil if @hud_equip.include?(item)
5 s6 B7 f0 e1 p/ E - @hud_equip[n] = item
* r& Y. g: y1 b - end, ]9 q* `& r8 g& Z B5 i
- end
+ W6 j/ W9 O1 W$ D
/ T: C) M. G! M; I1 F% G- #===============================================================================
; K0 f4 l5 ?" i" m3 \$ S4 D - # Quick Skill Window" n8 G9 s8 |0 J
- #===============================================================================
: X+ ~0 Q2 ?2 J' W6 h - if XASVER_37 == false
7 e B5 ]! f5 Z' W& P - class Xas_Scene_Skill2 I& a/ \! m% C8 P+ Q2 D$ p
- alias hud_quick_menu_main main
! A2 |7 t1 U4 [, g& v! {2 d - def main6 m3 P% x9 O% q
- @hot_key_hud = Hot_Key_HUD.new0 T& B4 ?" Q) d. U }! d
- hud_quick_menu_main" z" f" g; r0 r. F5 K7 C
- @hot_key_hud.dispose
$ \' Q. p7 n% O0 n" d$ W8 O - end% ~: D4 E/ w/ u$ ^. [
- , Q/ s9 M. X/ }3 @
- alias hotkey_hud_qucik_menu_update update
) ` N+ D/ u) R2 P - def update- ?& }/ G$ K/ {4 x
- hotkey_hud_qucik_menu_update6 W4 N/ ^" ]% b9 M9 h
- # Hot Key num 1; W7 U/ b8 s2 P0 _6 @% R
- if Input.press?(Input::Numkey[1])
+ x, J* I; D8 m1 A$ A* D - $game_player.equip_item_to_hud(0, @skill_window.skill)2 J" @' M# u6 {8 { R- p
- # Hot Key num 2
3 l) G. ~% ^# Y- W) ^! K3 ] - elsif Input.press?(Input::Numkey[2])
5 x- Z( a& o, W - $game_player.equip_item_to_hud(1, @skill_window.skill)
6 m4 ?- m* l2 \& ] - # Hot Key num 3
% m6 E7 X( h4 l - elsif Input.press?(Input::Numkey[3])# ]% M3 N# j8 F' C1 g3 ]; W3 ?4 c3 ^
- $game_player.equip_item_to_hud(2, @skill_window.skill)1 A3 L8 n3 d' m4 ]" W) `
- # Hot Key num 4
& m/ I' ~# ^) e1 ], ?6 h - elsif Input.press?(Input::Numkey[4])5 n' y7 ^& l' a `. ^
- $game_player.equip_item_to_hud(3, @skill_window.skill)0 x) j( S+ g9 z5 p
- # Hot Key num 5
7 W9 d8 y4 \8 c - elsif Input.press?(Input::Numkey[5])' c+ t7 b* B) ?
- $game_player.equip_item_to_hud(4, @skill_window.skill)+ Y( m: W- c4 b1 H" f
- end" y- o, l5 W, f H4 }" A! w
- @hot_key_hud.update
|9 }- h2 `+ X' v$ m - end. N* Q, ^6 {# s, c: u
- end
8 ^, n, f/ |( c' x/ v$ J - else6 a* x6 e* T' b/ d
- class Quick_Menu_Skill
, n; j {7 L! e1 D - alias hud_quick_menu_main main
8 ^# _# k$ h% h% P! B - def main
& b8 ]2 @4 [0 R3 y E; s; l6 w0 C - @hot_key_hud = Hot_Key_HUD.new
5 [. u: Q" B3 v' b1 R - hud_quick_menu_main
/ b: b- z" m; w4 S5 N q* F' w - @hot_key_hud.dispose
/ b) Z- y; C6 @( @ - end) p, }6 A" l& L9 H0 g0 d" }1 j3 O8 k
-
' Q/ D; p* X; \ - alias hotkey_hud_qucik_menu_update update4 Y& w) y& I% X! f# P
- def update
$ @0 R8 ~1 ^$ x( T7 U - hotkey_hud_qucik_menu_update5 x% p! \1 k5 Q3 A
- # Hot Key num 1
, t' `8 w6 J8 V) k- `7 ] @/ w2 `. | - if Input.press?(Input::Numkey[1])& [- c$ w K/ S- a: v4 t1 v, j5 i
- $game_player.equip_item_to_hud(0, @skill_window.skill)" U6 Z+ C) }: c6 Z+ Q- X1 c" v
- # Hot Key num 2
$ X! z0 p, q6 g+ S - elsif Input.press?(Input::Numkey[2]) U R$ m' k) P: T
- $game_player.equip_item_to_hud(1, @skill_window.skill)1 X. T: k. Q0 R
- # Hot Key num 3
( U: H3 G' q) h - elsif Input.press?(Input::Numkey[3]): ]3 c. p j6 M1 _
- $game_player.equip_item_to_hud(2, @skill_window.skill)) v( y+ r7 u W) K
- # Hot Key num 4
* i7 f/ m& d: I% r2 u% } P - elsif Input.press?(Input::Numkey[4])
9 I; K7 E! P# O - $game_player.equip_item_to_hud(3, @skill_window.skill)2 b: l4 Q5 Z) j8 P3 P4 m, C
- # Hot Key num 59 L& ?$ `3 N1 M+ N& i3 \
- elsif Input.press?(Input::Numkey[5])
5 [6 Z2 f. Y S( d/ c& I, ~ - $game_player.equip_item_to_hud(4, @skill_window.skill)
+ X$ I/ \! i; }. Y/ Z% ~( Z+ w - end. k0 ~# B0 p9 F
- @hot_key_hud.update
' j) W/ C) ~# i- E7 h& f+ E- R - end
$ R5 u2 S) p0 t ]" J1 R, E - end
+ N/ c j G F9 ]* ?! ~/ | - end
\5 t) [1 R$ }, n2 b& K
3 s4 v" U `9 G* v) o1 Q% N' r- #===============================================================================) c$ ]/ A. Z. @6 \& |; G3 p6 ?
- # Quick Item Window7 e( ~ f& _5 K1 l1 l
- #===============================================================================( W/ }& G: k$ h5 P L! [
- if XASVER_37 == false0 W4 `# s9 E- F* p
- class Xas_Scene_Item6 W [+ I( ~8 U+ L
- alias hud_quick_menu_main main: ~% s- Q+ C- {. z: C5 F6 N; w
- def main
; ?9 Z* c9 |0 `. W. k - @hot_key_hud = Hot_Key_HUD.new
6 m# E! [: U2 C5 }- i, l* r - hud_quick_menu_main" a9 @( q( {6 N P! w* ?/ S& [8 A
- @hot_key_hud.dispose
, p; a! w1 [2 j) n8 M7 l* K - end
3 u: w+ G& e8 b" u6 q -
0 G, U i/ T& T' r9 _; J' o - alias hud_key_update update
1 q5 @. B5 d& m - def update
% Z& Q. W, @' Q# p4 s - hud_key_update
8 I% @2 L) |' ~) i/ v& u2 J. |2 X+ o0 t, m - # Hot Key num 1
7 z& ~* S1 E5 g+ J - if Input.press?(Input::Numkey[1])
0 W( g' M7 i( f4 _% c+ D; P - $game_player.equip_item_to_hud(0, @item_window.item)2 s+ N: r5 z3 {0 a
- # Hot Key num 2# t% D: A' x- }3 B
- elsif Input.press?(Input::Numkey[2])+ Z3 [# ~1 y; }' X( r% ~; |
- $game_player.equip_item_to_hud(1, @item_window.item)% k b% r9 y' M, z) j
- # Hot Key num 3
: P. l* m1 n6 s& S5 @5 l6 o; K - elsif Input.press?(Input::Numkey[3])8 W, k& C4 V6 {" F
- $game_player.equip_item_to_hud(2, @item_window.item)
0 y Y* o6 j, V - # Hot Key num 4 c) z6 [' X3 R7 A
- elsif Input.press?(Input::Numkey[4])
: v6 X% c7 V1 X - $game_player.equip_item_to_hud(3, @item_window.item)
" u' |. W) [7 `/ q2 d$ `0 @ - # Hot Key num 5- D$ N' A* c8 B7 t/ G4 y5 X* g+ J
- elsif Input.press?(Input::Numkey[5])
- W; f/ q0 K$ O) p - $game_player.equip_item_to_hud(4, @item_window.item)1 D! _( l" V6 t3 ?* H
- end: g" J! e/ ?! ~( g% o+ s
- @hot_key_hud.update5 g- M- F1 j1 Q% a& u
- end: s4 x3 M5 Q; Y1 n' X0 F
- end
/ W$ r) F: |* ^% V - else3 h c5 L% G2 f4 O$ L6 B+ r. f0 p
- class Quick_Menu_Item2 r+ ~- l4 R. V% c/ p2 O0 \% K. A; z d
- alias hud_quick_menu_main main
6 `: T( t/ u8 S6 S) e4 T7 X A+ j - def main# Q% |" d L% M5 c
- @hot_key_hud = Hot_Key_HUD.new% y! [, X; _* Y) [ z
- hud_quick_menu_main9 S6 }2 b/ M ?' c: _2 r- d: M+ `
- @hot_key_hud.dispose
* ]- N& p! t/ [) y( m* U! x - end
' O, b2 O9 |; |+ s2 ` -
7 h V# U% F1 i5 L. g: e$ a: o% y% D - alias hud_key_update update2 U* b, [* o9 z+ \
- def update
; d# n) T$ R4 C, J& x. f - hud_key_update
^) e; ~6 u8 _ - # Hot Key num 1
: _- L$ j' V" P8 G( b - if Input.press?(Input::Numkey[1])
1 |! P5 @4 t/ g! \; x; T/ C - $game_player.equip_item_to_hud(0, @item_window.item)
( S: I. c) O- R2 g) ]# r8 G& [ - # Hot Key num 2
- W5 y8 X6 J* N- @3 N# F - elsif Input.press?(Input::Numkey[2])
* ~7 A, E8 i0 [7 u6 | - $game_player.equip_item_to_hud(1, @item_window.item)" U0 E; I) u P) V5 L
- # Hot Key num 3& w2 L: X; [) M) g) ~$ T
- elsif Input.press?(Input::Numkey[3])
& W* d% f: s8 a4 Y2 E3 O [ - $game_player.equip_item_to_hud(2, @item_window.item)
9 @( Q, y' F, O) J4 z; V- l s3 J - # Hot Key num 4" B+ t' u8 [# x7 ]5 `# _$ b! A
- elsif Input.press?(Input::Numkey[4])
# H% o! h, s" e7 d5 F2 K' ?: H( L - $game_player.equip_item_to_hud(3, @item_window.item)
/ H' S9 d! O3 a8 N+ {3 d2 g - # Hot Key num 5- F/ ^. }( d, M7 U/ s
- elsif Input.press?(Input::Numkey[5])
/ {1 O3 m/ `0 b4 a1 b - $game_player.equip_item_to_hud(4, @item_window.item)
$ N6 y v( e4 O9 C: Z - end
5 Z4 e/ l- Z6 B4 H. M0 t" ?- h - @hot_key_hud.update
+ Q4 F7 Z* d; O - end
9 j0 D2 ?9 @! f3 c" t: t - end
# e1 x, ]. b' C) s - end% ]/ I. E* i2 I! @
, L. I7 ^2 _( _! {8 o) q. ]/ N- #===============================================================================
# z& n5 n. O. g( C: M! ] - # HUD Window4 {9 B! L" t4 X$ Z; z8 k0 F7 ~
- #=============================================================================== \: h% n6 u- m* j6 m' `
- class Hot_Key_HUD < Window_Base
; g" e" I- r' ~* S - def initialize(x = HUD_X - 10, y = HUD_Y - 15)9 ~# z4 o6 z( e5 ]0 m
- super(x, y, 220, 80)
) ~! }2 o d2 k4 q! r' d - self.contents = Bitmap.new(width - 32, height - 32)5 k1 [3 v1 w" ]# M4 C
- self.opacity = 0" m8 t) K( m' j% c
- @actor = $game_party.actors[0]
# v" |3 E% a. s* x8 d - refresh/ s5 I/ p7 O$ ?! q* e; t
- end
; {! O# y2 S; K3 j - , @0 ~* f0 {: d! t* E
- def refresh
# P+ d9 ]$ Y+ p) _5 h - self.contents.clear, y1 {. W5 R( f- W/ d# V7 W
- bitmap = RPG::Cache.picture("Hot_Keys_HUD")
: s: H5 b2 U; X - self.contents.blt(0, 0, bitmap, Rect.new(0, 0, 160, 32))
" J0 R7 U/ ~5 @( M: x - for i in 0..41 s5 J) j; H6 s8 C' ?7 P- o/ u: b
- x = 32 * i + 4
/ ]& G2 [+ F7 f" x' z: p" C - item = $game_player.hud_equip[i]! N. Z: Y& r0 B: W; ~
- next if item.nil?" Y8 [0 n. W, B* E" t
- if item.is_a?(RPG::Weapon)2 ]( o8 e5 `8 L
- item = nil if $game_party.weapon_number(item.id) == 0 and
- [9 c6 A' c' U$ Y8 K* l5 e1 }- { - @actor.weapon_id != item.id" P. i3 d2 b; N9 c" d a9 o7 r
- elsif item.is_a?(RPG::Armor)
2 z5 G7 I1 I3 C' v - item = nil if $game_party.armor_number(item.id) == 0 and ; m+ K1 }4 o3 ?0 V! ~& N
- @actor.armor1_id != item.id
1 t! X! _. m) s4 `* |7 W3 D) U - elsif item.is_a?(RPG::Item): B: J' E' e5 M T
- item = nil if $game_party.item_number(item.id) == 0 or( K" y) p5 z& T$ c
- !$game_party.item_can_use?(item.id)
3 J* o: \ e! F9 r% f6 J, r - end/ Y) Q4 A" w9 K, N
- bitmap = RPG::Cache.icon(item.icon_name)
: ?+ [, z$ O* Y" w - self.contents.blt(x, 4, bitmap, Rect.new(0, 0, 24, 24))% Z' W( P% S& U& G7 Z& V. w) U6 l0 U
- end
" C4 O5 _8 n* z. B# m; ^ - end' N# v$ r( i* m* U
-
" \: A% @ a& v! y' P9 u! A0 W- s" ~ - def equip(item)! H1 U; {( g4 M2 B# \
- if item.nil?% {& G1 e' B t% E! F
- $game_system.se_play($data_system.buzzer_se)7 ?3 p/ w9 K9 I" T+ ?: k
- return% H( F: e8 i/ A% F! h' D+ p' R$ i
- end
' ?# v* Q% ]; Y; t0 i9 Q. ^) c - if item.is_a?(RPG::Skill)
2 W& I5 n7 P) i- [0 _; ]! T# N - if [email protected]_can_use?(item.id); o, b7 X' b$ d0 U: Q9 B2 F
- $game_system.se_play($data_system.buzzer_se)
* e0 N9 S, W) D# w1 p a7 x - return8 T+ I4 o& y+ U C' `1 c
- end
8 h0 Q; a4 ^* m( {% u - $game_system.xas_skill_id = item.id' x. D: K0 P1 L
- elsif item.is_a?(RPG::Weapon)/ T {. Z0 T; |! Z& u* _1 ~
- @actor.equip(0, item.id)9 G( j7 c/ g' s) ^ x
- elsif item.is_a?(RPG::Armor)# [8 v& C* o% n; o. h+ A1 m( `9 I3 ~
- @actor.equip(1, item.id)7 J, B: n4 @" }6 I4 _4 C$ x( n
- elsif item.is_a?(RPG::Item); a8 E# W& a: x' x4 f
- item_tool_id = XAS::XASITEM_ID[item.id]
% K& C6 V9 o2 [: o - if item_tool_id != nil
" @5 x+ C/ c/ R# u' L. H, P7 Z7 h - unless $game_party.item_can_use?(item.id)4 y2 q- Q/ L3 U7 Y% i" x
- $game_system.se_play($data_system.buzzer_se)+ x1 D, ?7 V8 Z
- return+ M9 j, o: y! A, y
- end
! S5 B% [; _0 {# i - $game_system.xas_item_id = item.id
& P! b1 W& D) K1 p' t - end3 u. _! P+ l/ o% d% @
- end
' a1 V! s" u% W$ ] - $game_system.se_play($data_system.equip_se)
$ k& Z/ F6 d2 I* e: U - end$ H. |# q+ v" T9 I7 m; b) B m
-
$ g: B9 M+ E0 k - def update
$ X A1 ~, b" v% | y4 [* ]: a9 ?# m - @actor = $game_party.actors[0]5 ?/ h' f7 T' C! _
- @hot_keys = $game_player.hud_equip
0 D( n- L* Z0 @7 I - refresh
! _( o+ o& c; g9 S5 c9 z: s3 Y: ^ - return if !$scene.is_a?(Scene_Map)3 z4 H" ]( X4 m% }& H
- if Input.press?(Input::Numkey[1])
1 s, x. m. D( D6 Y3 g% ~ - equip($game_player.hud_equip[0])
3 ~$ T$ y, i5 `4 b/ G' W! j - elsif Input.press?(Input::Numkey[2])
* d" B! b" [5 V - equip($game_player.hud_equip[1])
/ G+ T# E& \9 {' a - elsif Input.press?(Input::Numkey[3])3 S+ l8 \; r' V) t
- equip($game_player.hud_equip[2])
" x% g3 Y' k# r4 w, A/ e - elsif Input.press?(Input::Numkey[4])
' n" r, D. u1 F9 v, U; v, C5 F2 ^, z% u - equip($game_player.hud_equip[3]) ) u& I( |3 M$ o
- elsif Input.press?(Input::Numkey[5])7 X& H+ t8 c/ U, a
- equip($game_player.hud_equip[4]). j- b5 A7 O4 p _& j' x
- end
- j5 ?$ @3 X, ~8 r2 V8 v - end7 d- z/ a. a# R+ e, n C. U
- end+ S0 v" v: ~1 B/ W* ?) A& I
- }0 |2 t; F# `+ v" G. k8 a/ l! C0 Z- #===============================================================================' H' a# m% U* v! d8 L
- # Scene Map5 e! E3 f$ E5 y; b1 C/ M" h7 v
- #===============================================================================
, U& l7 _ a8 Q3 s7 F/ b+ {1 M2 e% k' S( J - class Scene_Map, f" W' s3 s/ w& D D4 K* S! k. e4 L
- alias hot_key_hud_init main
2 m# x9 i, C: z3 E& R7 Q - def main! Q* x4 t$ `# T
- @hot_key_hud = Hot_Key_HUD.new$ \0 r0 P; g9 [/ N9 w; b
- @hot_key_hud.visible = !$game_switches[XAS_HUDDISABLE_HUD_SWITCH]# [% V4 h( G' m7 u; P
- hot_key_hud_init
, D2 P( K% f# D! E0 o& Y: c - @hot_key_hud.dispose
1 x) X8 {+ R2 ~' F( C - end
$ Q8 w# J2 ^% z) X7 F# e) x4 Z -
' J. A5 A) e# \' r - alias hot_key_hud_update update
+ A G: a" q2 d4 r - def update
5 b7 ?, w/ M* O& D - hot_key_hud_update
/ V8 X1 |* i5 T - @hot_key_hud.update' T; `/ @$ u+ D* G7 e5 ]
- @hot_key_hud.visible = !$game_switches[XAS_HUDDISABLE_HUD_SWITCH]8 h2 }: A3 d6 o& b2 L9 f, h4 g
- @hot_key_hud.update if !$game_switches[XAS_HUDDISABLE_HUD_SWITCH]
$ G* m+ q4 A0 `4 l3 ^0 I - end
! M0 a7 ~& s+ J - end
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