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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,
3 |& T @+ R. n0 T7 o不知道有人能帮忙看一下吗? - #===============================================================================
1 R) W) ]: x3 P e6 r - # XAS - Hot Key HUD9 H/ N* m) a, U v7 B" o
- #===============================================================================
6 O) K, D- Z* C Z- d+ C0 [8 h" F - # By Mr_Wiggles
% I3 k* E3 Z& w- \3 e- g" J - # Version 1.3" U d! Q6 a) U$ Y1 x2 y
- # 7/6/10, s! q$ ]5 t; ^" t. H/ j b
- #-------------------------------------------------------------------------------
; R+ l- X; F0 r# G - # Instructions:
. F! Y8 w4 q! j - # Fill in the constants bellow, paste this script above main and bellow XAS in
/ }, F2 {% f/ n( [# D - # your script data base. BE SURE TO SET TO THE RIGHT XAS VERSION!!" _5 K* a2 z) | L# v: f
- # + ^: |* b0 \ Q5 |+ _
- # Place the "Hot_Keys_HUD" picture file into your game directory - w% l0 J4 h) E# `& h1 s3 g5 v
- # Graphics/Pictures folder.
. K9 X, u( t7 _, Z7 y# `) B - #-------------------------------------------------------------------------------/ U9 A; e, f5 M, d+ M0 V
- # Directions of Use:
+ |) Y: n6 ]+ U6 h- I5 F - # Simple just press a number key (1 - 5) when the quick skill or item menu is3 `5 _& G, }2 _( e9 R2 V' c z
- # Showing.
! i9 N# S' ]; s& m - #===============================================================================1 ~9 Y9 R& H' ` Y2 Z7 }' Z/ k
- HUD_X = 0 # X pos of HUD
9 C, B P" c+ n - HUD_Y = 0 # Y pos of HUD
# v4 ^ U. x: z+ E$ J+ |$ D& t
* \( k: ?% v, c# i9 A; D! f- # Set true if XAS 3.7f( F" t& ]: X3 U8 V6 V q4 a
- # set false if XAS 3.6 e+ q. J8 h! T' J' c
- XASVER_37 = true
( y7 o% G3 t( L, l6 I3 z. Y
}3 K+ H5 X' E# W5 r' v- #===============================================================================
$ J: @( q/ [& `1 y' E* w( s5 b - # Numkeys Module( c. |) b( H" p# J9 `
- #===============================================================================% _5 t' {3 G. T" t- J5 ?
- module Input
, U9 r- G. L+ V - Numkey = {1 => 1049, 2 => 1050, 3 => 1051, 4 => 1052, 5 => 1053}8 l' O! ?+ G- ?! @* r3 N# A
- class << self, M8 c- }4 H/ `8 D2 r+ v( i
- Key = Win32API.new('user32','GetAsyncKeyState',['i'],'i')
+ E; B, I% _. v; ~% O" k8 ]3 a+ {, ? -
! f. A4 \. \2 E* M - def testkey(key)( F1 x8 J9 X/ @8 C
- Key.call(key) & 0x01 == 14 E$ L. K7 h0 m7 m: q# k
- end
( }$ ]0 _1 e" B$ x1 A/ w6 g - 5 N; B8 q: b2 q1 g# [- f
- alias hud_key_update update! \4 u. |0 O: ]: j3 \7 t
- def update
4 H8 d+ s D! s- K M( B - hud_key_update
& N7 n- {, {5 p* M - @pressed = []9 r+ O$ ~9 c$ e
- for key in Numkey.values; A3 e, Y% S u4 o* M4 G9 }
- key -= 1000# L" E5 p5 k+ t5 X
- @pressed.push(key) if testkey(key): j6 ?( ^: O( c) k' ]" _
- end: _6 _& {/ y( i. h; H0 x
- end, e0 m j* V& l2 j
-
* P( B9 @9 C& s1 O" b* q - def pressed?(key)& r7 t8 k' ?6 [# e# q- `4 h
- key -= 1000
- F8 J) P: m% u- C# j- s - @pressed = [] if @pressed.nil?
6 [9 x1 P7 k2 Y/ `+ }$ x( _ - return true if @pressed.include?(key)
& x6 @8 Z: Z1 ~% m - return false
% G0 k* v" t* J" ^3 r: A - end9 J% j8 r) L! [4 R. {
-
! l9 z: s& t( I1 j$ [8 _5 o - alias hud_key_press? press?
# ~' B6 P. b; e - def press?(key), h. n9 }* N! `5 @$ L5 \0 w. k& g
- return pressed?(key) if key.to_f > 1000
) y! J5 ^$ h7 Z5 t9 h& a" p& }, P - hud_key_press?(key)
- ]) M. A9 g) @* z1 n - end5 m4 ]0 F. D W& k# l; J- {$ n4 R# F
- end' {! I# ~ [! K+ \9 H# {
- end
, _0 q7 g. l0 i
5 k/ R. c! T! d$ v+ V7 e- #===============================================================================
* _* q% C9 A; r' `" L) K6 h - # Game Player
" i: d1 l3 [# | - #===============================================================================7 S9 g- Z/ A- {, m/ F
- class Game_Player < Game_Character
- I, ^2 X7 a V - attr_accessor :hud_equip' ?4 [: w" T7 O
-
# a# u0 r/ z) m5 ^$ s6 }6 g - alias hot_key_hud_init initialize
! d8 o" [9 s* A" s6 l) X - def initialize
4 x* _7 L4 q- T7 v1 c* ` - hot_key_hud_init
& T1 k2 A. `3 b% [3 C; o - @hud_equip = []
$ y( P6 r G0 i, `+ a: O; n - end
0 ^, y, z. _' L. x! V; ? - ' _4 [" i7 o" l1 B
- def equip_item_to_hud(n, item)
9 |) C K- F7 y8 t; t - if item.nil?( U2 c( s7 \% i3 k& G. h
- $game_system.se_play($data_system.buzzer_se)' K$ M4 F c) v8 S) r8 h, H8 F* F& O
- return4 h/ a3 A. [% c: D% O0 k2 y, S
- end
# d+ l C1 |! V' }4 x' k - $game_system.se_play($data_system.decision_se)
9 s8 v L! }, x, [ - @hud_equip[@hud_equip.index(item)] = nil if @hud_equip.include?(item)
+ r; T4 q) {1 x0 t - @hud_equip[n] = item
6 C% t: N, X* Q( g" Q+ [. H) \+ A - end
( e- P0 F S- ]$ H. f0 z! W, S - end1 w+ [ r* m: a
+ G' n% ^ `9 a- #===============================================================================* P+ p4 p: I: m; H
- # Quick Skill Window! I. J6 x) f! F, N
- #===============================================================================. C# P' B- B( b, C
- if XASVER_37 == false
. _# ~$ }5 E6 B9 I2 q6 \ - class Xas_Scene_Skill
* j- H( j) [4 {$ }0 ^% a( C+ j8 \ - alias hud_quick_menu_main main- X( s4 Q9 H3 Q
- def main6 n1 b! j/ K2 `! U7 H
- @hot_key_hud = Hot_Key_HUD.new$ ]1 Q: K8 q: @+ u8 N
- hud_quick_menu_main% m- O6 U- R9 ^
- @hot_key_hud.dispose
0 F* @' n4 a3 B8 Q- N# [3 y$ ` - end
; J7 N& ~0 V8 w" B ?+ M -
2 H# h$ A0 b7 F( r) I* ? - alias hotkey_hud_qucik_menu_update update4 W' l) t2 w# M+ b) h" ]& ]3 o
- def update
3 F* A% b. Q4 R - hotkey_hud_qucik_menu_update% V2 T$ K1 T7 H1 w- ^
- # Hot Key num 16 C8 _' ?# s& w o5 ^/ R; J
- if Input.press?(Input::Numkey[1])
# \) u2 l4 Y: R/ I& A4 c - $game_player.equip_item_to_hud(0, @skill_window.skill)
, p8 R5 ?& X0 J) Z S2 C( } - # Hot Key num 2
' J" ~. `8 \% F8 }- O! P/ C5 C- F - elsif Input.press?(Input::Numkey[2])
$ R2 i% p+ v; d& p8 r8 Q5 l, h - $game_player.equip_item_to_hud(1, @skill_window.skill)
# u( i B- Z* e - # Hot Key num 33 {4 ?# ^7 Y7 w+ S* i. a
- elsif Input.press?(Input::Numkey[3])5 S# O$ K$ X9 c) C
- $game_player.equip_item_to_hud(2, @skill_window.skill); S# E# Q& R. L% }- c# n. f7 U
- # Hot Key num 42 z; b& v$ k& a% J# @/ q4 o* l. B
- elsif Input.press?(Input::Numkey[4])# b6 E* u$ [) e S' z
- $game_player.equip_item_to_hud(3, @skill_window.skill)
- T3 ^1 U/ G, a& w( f - # Hot Key num 5
3 H. y+ u3 |3 {% e3 d0 K" d: a - elsif Input.press?(Input::Numkey[5])+ M2 ^& t% w v/ w/ \$ n, l! y
- $game_player.equip_item_to_hud(4, @skill_window.skill)
% w$ V6 T/ A& e1 P5 j" k - end
- `/ y2 M0 [- ^( K* i' O - @hot_key_hud.update
O4 _7 m+ ?2 [- O7 s: z - end$ l& b( R- C* h% \
- end
/ ~7 {- c, h/ B2 u; v; j( r - else$ n s& m4 x) F7 U m; z
- class Quick_Menu_Skill) i, _) l) a: m& E% I
- alias hud_quick_menu_main main k( m* G* v: Y$ ^
- def main
9 x- K: _' G% \# V5 Z - @hot_key_hud = Hot_Key_HUD.new: F; a( Q# j4 ~1 K4 d% x; |
- hud_quick_menu_main, j' H7 |, O8 V, O5 S8 ^
- @hot_key_hud.dispose
( a2 G" W! l, H2 e. U9 J, ^! r - end" Y: U8 `7 B4 w8 Y( n5 n
-
6 }( `* s' J" j, F0 [4 e - alias hotkey_hud_qucik_menu_update update6 W( }! L* x5 _/ n
- def update
A1 q' P+ d0 S, C. x, f# c5 J - hotkey_hud_qucik_menu_update
- \* L% }7 v" G: w0 t - # Hot Key num 1$ T; W: n) y+ B( ^
- if Input.press?(Input::Numkey[1])
1 V( L6 F1 P9 ?& |* x" ^ - $game_player.equip_item_to_hud(0, @skill_window.skill)/ F+ j! l* ?* K7 g- n+ L
- # Hot Key num 2
7 M& L1 W/ v' j V& d5 V. d0 A9 O - elsif Input.press?(Input::Numkey[2])
, L* W N9 P! s' c% Q - $game_player.equip_item_to_hud(1, @skill_window.skill)2 v) S! r: U8 a; D$ t3 z. z9 E
- # Hot Key num 3
& P4 W* a1 O/ q1 ] - elsif Input.press?(Input::Numkey[3])
) a/ p- A. {$ Z- s, u) }# Y - $game_player.equip_item_to_hud(2, @skill_window.skill)
" W: b R& A/ }, S( r - # Hot Key num 4( X4 I6 M/ p, q
- elsif Input.press?(Input::Numkey[4])
6 t0 u: f1 O( O5 ]/ g* R - $game_player.equip_item_to_hud(3, @skill_window.skill)
# f9 D: s* C) l" Z; o3 K6 J4 \ - # Hot Key num 56 T! ^# E8 t* N; [
- elsif Input.press?(Input::Numkey[5])
& v" E; v6 G, S- \0 y3 o. L& F) W) B - $game_player.equip_item_to_hud(4, @skill_window.skill)$ b6 y6 m4 O1 ^9 k
- end8 I0 m& f$ t# w
- @hot_key_hud.update" j$ o3 @& R8 P# Z r s
- end
$ I8 Q( H- {" _/ p1 H - end
2 p3 N0 t& f2 O- J/ e - end
* |2 |) m: F5 {7 S+ h9 \$ [
' ]) b' O0 l5 y* [, Q- #===============================================================================( U( b1 k! x/ j$ r( d( E8 k
- # Quick Item Window# Y5 Y- r7 [. H! D: s
- #===============================================================================
; f% V* Z/ H# N' f4 b' U" s - if XASVER_37 == false
3 T: u, H6 F- I( X+ v, X - class Xas_Scene_Item
# y1 z" p# L' `8 S+ A7 P v9 | - alias hud_quick_menu_main main6 e0 r2 H4 G7 g" f
- def main
2 P- ]: _; @1 ` - @hot_key_hud = Hot_Key_HUD.new. e% i3 z* d6 g! X6 h( O
- hud_quick_menu_main
# C: |+ p% n2 I& A+ d6 l3 ^7 Y - @hot_key_hud.dispose
* [/ K. W8 a+ g/ V0 D8 t* m7 ~( {1 b$ ~ - end
K! f4 \8 C4 m+ W - ; t( Q' C/ [5 {6 P$ s) _' f* |/ p
- alias hud_key_update update/ P/ }2 h4 u1 D9 M% ]9 S
- def update
" y2 t# p. W" [ - hud_key_update
" R2 @4 R: B2 E1 T+ o - # Hot Key num 1
' y' K$ @' `2 H - if Input.press?(Input::Numkey[1])" J5 M" x0 t* t9 W% J& q
- $game_player.equip_item_to_hud(0, @item_window.item)
! Q0 q% u! ^ b - # Hot Key num 2$ ?/ x" w6 ` w$ K) _3 w
- elsif Input.press?(Input::Numkey[2])
0 X9 K' v7 E, s0 W1 S0 V - $game_player.equip_item_to_hud(1, @item_window.item)) e! u7 }9 W- P2 F6 R1 \
- # Hot Key num 3$ t6 z; r0 L) M8 O
- elsif Input.press?(Input::Numkey[3])2 M. V8 f" a# x: E8 L( X; z
- $game_player.equip_item_to_hud(2, @item_window.item)
7 h8 \& h6 @# u0 {3 H& A - # Hot Key num 4
9 T$ ]6 {# C7 s/ w0 }- J% F# w - elsif Input.press?(Input::Numkey[4])4 F5 @$ p- K% n! A8 t
- $game_player.equip_item_to_hud(3, @item_window.item) F/ a# X; A. f! u, Z4 I6 T
- # Hot Key num 5
5 ~3 G* E# ^! a5 s7 b' G* S0 r - elsif Input.press?(Input::Numkey[5])& H) x2 c- f) @$ s# b, ?4 }
- $game_player.equip_item_to_hud(4, @item_window.item)5 T4 j+ d7 |1 N' C4 `$ q6 c P) o
- end2 b0 u* q, t8 D- p2 P' r
- @hot_key_hud.update
# a# n/ ]: ]# k+ [. I - end- M. u: O2 S1 T1 _- t
- end
' R# B6 v9 \# G/ w - else
5 |! x5 v& ~3 v* Z' e/ {3 _ - class Quick_Menu_Item$ e2 X: T! U' v9 C# Z
- alias hud_quick_menu_main main# x5 g. \: `5 B' |# |% h9 G5 I, |
- def main( A- C1 J' w# t o0 B: e
- @hot_key_hud = Hot_Key_HUD.new; \# n H2 i) L8 _ B' H3 ?3 t
- hud_quick_menu_main( |9 i& I8 h% x* }$ q0 W+ N$ }
- @hot_key_hud.dispose, M j& F9 b) [2 v' M0 N3 P
- end$ C: P/ |0 m; [ x9 b: T1 y- E' i. ~
-
- E% V9 s- J% ]# J w* Z+ G2 s6 N - alias hud_key_update update
1 y' R7 j, N s. g* ` - def update
* M! q8 H1 B6 z6 }# P$ j - hud_key_update: ^$ c2 s, X& z0 {4 c
- # Hot Key num 1
' F: l& Q: u) m& E3 _3 c' B - if Input.press?(Input::Numkey[1]): y$ x. v$ T$ }7 p6 @- E+ g3 q
- $game_player.equip_item_to_hud(0, @item_window.item)
( V+ T+ o" P+ c - # Hot Key num 2/ O4 j, e8 M0 ~! \! ^
- elsif Input.press?(Input::Numkey[2])
- |* v l2 h- Y - $game_player.equip_item_to_hud(1, @item_window.item)
k3 ?# z$ L5 k$ J4 ~+ I - # Hot Key num 3
* H; a( q4 H0 J - elsif Input.press?(Input::Numkey[3])4 G1 I' J6 ], D
- $game_player.equip_item_to_hud(2, @item_window.item)
6 ^* w" n" D |/ e& R K - # Hot Key num 4
/ ^0 x" `4 {) u/ } - elsif Input.press?(Input::Numkey[4])& F0 h* n7 V$ a! s, P8 H
- $game_player.equip_item_to_hud(3, @item_window.item), r5 [3 [3 H3 m; Z' H
- # Hot Key num 57 ^/ R8 F+ W) f: X. g: ~
- elsif Input.press?(Input::Numkey[5])$ ?5 P1 Y& G, ?* Q$ |6 U
- $game_player.equip_item_to_hud(4, @item_window.item); u7 i( l9 G& V0 b; c; a! [$ K1 c3 ^
- end+ F) {+ V! M# ~ _2 u* Q
- @hot_key_hud.update/ w( N. H. D2 `/ s8 O" z
- end
V" k5 ]8 N" a. W' A+ q7 o - end" M: ?5 }4 K: ?; T
- end
1 \) G$ A% T$ W# a. D. z4 H - . ?' n5 c1 o; P4 O
- #===============================================================================4 a0 J# B# g# p& O: @; A, n% Q
- # HUD Window* V2 c* v s0 p* J# k
- #===============================================================================
$ b9 ]- Q+ S" Q+ b - class Hot_Key_HUD < Window_Base, b# T6 q# G( n( l+ Z
- def initialize(x = HUD_X - 10, y = HUD_Y - 15)
2 j) _, u+ }& W2 ? - super(x, y, 220, 80)8 N J8 @4 g$ L8 K' @/ E. W D
- self.contents = Bitmap.new(width - 32, height - 32)
" o7 f9 C% B; n) F8 o: B - self.opacity = 0* h. G* K1 c) C
- @actor = $game_party.actors[0]
! E0 H/ S5 g; h0 T8 z - refresh; T2 W- I0 K) p& R
- end
, z# t4 j! l$ r - ( ~$ G( W; v7 X
- def refresh
( {9 @: m0 [5 X" R - self.contents.clear2 r. u2 e$ [3 O" b# }
- bitmap = RPG::Cache.picture("Hot_Keys_HUD")
& n* g# V- S" B - self.contents.blt(0, 0, bitmap, Rect.new(0, 0, 160, 32))- D) J8 q! ?: ?* k
- for i in 0..46 f% v! x% ~- P8 _" P' A; G( y
- x = 32 * i + 4% ~! q8 w/ M/ b m
- item = $game_player.hud_equip[i]
& X' d4 V% C+ d: l9 V* q- J; B - next if item.nil?
) [! ~' v4 k9 U0 ^7 e - if item.is_a?(RPG::Weapon)3 H; f, U- k0 Q& T- N
- item = nil if $game_party.weapon_number(item.id) == 0 and
7 ?6 }0 U2 j( _ - @actor.weapon_id != item.id+ f+ @5 V9 ~% x4 Q# o0 t" t/ n$ ~
- elsif item.is_a?(RPG::Armor)
0 m3 y* Y6 k+ l, l7 t/ b - item = nil if $game_party.armor_number(item.id) == 0 and
1 t, u9 r% f" j$ F3 I8 r - @actor.armor1_id != item.id
7 G0 X$ O$ A" ^5 G+ f - elsif item.is_a?(RPG::Item)) z" a, d! W; R7 r( Q
- item = nil if $game_party.item_number(item.id) == 0 or
6 A+ N# N/ q1 R) B/ y7 w9 j - !$game_party.item_can_use?(item.id)
g3 X2 w* v' F* b p - end
& F0 n& W* s; Z - bitmap = RPG::Cache.icon(item.icon_name)/ P. G2 o7 X- D7 G
- self.contents.blt(x, 4, bitmap, Rect.new(0, 0, 24, 24))
7 w/ b% v* t/ |. p. q$ h# L - end
8 C1 n7 Z: u5 q- B% _ - end' s, N: X! Q% F
- 3 r$ N g$ ^ _2 c' l( C( Q/ L% O5 k
- def equip(item)
`& k% s3 p4 O! v - if item.nil?
. m9 d7 @7 W( ] - $game_system.se_play($data_system.buzzer_se)/ T* m* z7 |' s1 g. p! J6 X. H" a
- return2 j% I) t, [2 \& n0 Y/ G
- end
: S) E3 x/ D2 r2 w - if item.is_a?(RPG::Skill)% e8 x, o$ }, ?- o
- if [email protected]_can_use?(item.id)
% c1 t7 q$ { U3 b - $game_system.se_play($data_system.buzzer_se)
G1 ^5 z# E! \0 V5 g - return" E& ?; s. g8 h+ Z. s
- end& t: I# [1 }2 n6 v: r. h
- $game_system.xas_skill_id = item.id
$ S8 Z6 ], P1 S7 O - elsif item.is_a?(RPG::Weapon)/ f/ ~1 m# L3 l" W* j; e
- @actor.equip(0, item.id)
* J5 `7 c! u9 J2 A6 I$ `2 w - elsif item.is_a?(RPG::Armor)
# I, q0 v5 |$ v9 E6 Q/ s9 l6 m - @actor.equip(1, item.id)+ ~3 r- c6 V$ Q0 [+ y% U& Q
- elsif item.is_a?(RPG::Item)
* m$ q U/ c9 @ - item_tool_id = XAS::XASITEM_ID[item.id]& r1 L( P2 h2 i; K3 U
- if item_tool_id != nil8 {2 p" S9 Z1 i, E3 c- m' C
- unless $game_party.item_can_use?(item.id)
% K0 [/ d3 x& c/ x0 ] - $game_system.se_play($data_system.buzzer_se)( r0 e( J8 L/ V6 Q( T$ {. j8 @) [; b# j
- return, @; V$ c7 k. d' H
- end, G2 T. ]+ j1 i! \
- $game_system.xas_item_id = item.id
& ~) R2 g* I( o2 j - end
, ~9 U0 m4 \4 p' N5 K1 d5 Y - end5 Y7 Y( V" i2 G
- $game_system.se_play($data_system.equip_se)
! A" R6 o8 Q0 e- X) `, F# F1 T - end
1 U+ e- U- t% x -
! m# L p1 G, |! z. G$ p; J - def update: k- ?$ E z% G5 o `& W
- @actor = $game_party.actors[0]
( K9 O3 m" _! j Y8 ^$ S; K - @hot_keys = $game_player.hud_equip o: y" `3 E6 m. n
- refresh
1 M. r# `$ \' p4 G# g6 }8 W( z* k% O - return if !$scene.is_a?(Scene_Map)% l/ f) C5 ?- I* D+ U: M
- if Input.press?(Input::Numkey[1])
# i3 b7 B9 s) G" g* Q G - equip($game_player.hud_equip[0])4 Y6 d7 F8 O. K
- elsif Input.press?(Input::Numkey[2])' F) y% h, @# W# y3 `8 c
- equip($game_player.hud_equip[1])2 z. f' h5 X& O
- elsif Input.press?(Input::Numkey[3])$ Z) @5 g% D0 ~$ Q. i3 V0 ^
- equip($game_player.hud_equip[2])
% L' o0 W }0 O; R. ]9 Q - elsif Input.press?(Input::Numkey[4])& k( F6 g5 z5 _
- equip($game_player.hud_equip[3])
6 u3 p: `( @& `9 @1 m! f - elsif Input.press?(Input::Numkey[5])
+ u! j: ]: [+ k, @- Q - equip($game_player.hud_equip[4])
! X. q0 `1 x6 s& ~+ G' z/ f - end
) r: B3 D9 o6 v- h' i1 v* x% G - end* y# d* p# @/ E) O% s, i/ ?
- end: A- q! T0 w1 c" B1 B; H( q
- % F2 r: W# F7 H8 ?
- #===============================================================================
- j7 Y; j3 }+ Z( d P - # Scene Map
$ p% L" o" I+ E - #===============================================================================* k: ~$ p2 x: N, z$ r2 A$ E3 s1 U
- class Scene_Map
* ?# g, g$ r6 g - alias hot_key_hud_init main
+ S" T8 L+ R0 Y" V - def main6 r* T# z' b9 z" l2 }2 {
- @hot_key_hud = Hot_Key_HUD.new
$ t9 U1 ]) H7 A7 l - @hot_key_hud.visible = !$game_switches[XAS_HUDDISABLE_HUD_SWITCH]- \8 [8 d' g; T1 U
- hot_key_hud_init
9 b$ ?+ M3 ]- S - @hot_key_hud.dispose
6 V' ?' Z" |' q* W7 d l; Q* j8 U) t - end
8 J; o' |7 i" N6 Y( ~6 o -
8 J2 y8 v- @2 {: j% n$ i - alias hot_key_hud_update update
4 T4 I9 X$ ]* C4 o0 ? - def update
. q. S" b0 g+ ]" n - hot_key_hud_update& h8 F2 {6 @; t# ]& ?) l
- @hot_key_hud.update: { n$ k7 l0 Q6 [5 r
- @hot_key_hud.visible = !$game_switches[XAS_HUDDISABLE_HUD_SWITCH]
: a: B2 s! p4 F% j - @hot_key_hud.update if !$game_switches[XAS_HUDDISABLE_HUD_SWITCH]
! |: y3 l* p% ]; K, f( b& \ - end
5 ~1 g F( g, \0 ^2 h7 K - end
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