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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,
% V1 k7 H# H( a7 X) {不知道有人能帮忙看一下吗? - #===============================================================================
/ D* G. C% q4 U" j Q- V - # XAS - Hot Key HUD$ L2 k2 {! m7 v: d! N
- #===============================================================================6 \8 G! }& w* f# g
- # By Mr_Wiggles
9 I/ c0 d7 a* Q7 h( u+ R. P - # Version 1.3
! ~1 u2 O* _5 t+ _" J0 m$ q0 I$ P# h - # 7/6/10& m( q0 o9 F3 A
- #-------------------------------------------------------------------------------
9 G8 g3 F! z! q h8 U - # Instructions:0 l3 L4 @4 i5 O6 E: G
- # Fill in the constants bellow, paste this script above main and bellow XAS in
& R: e" U$ t2 h8 K- C - # your script data base. BE SURE TO SET TO THE RIGHT XAS VERSION!!' g- O, L: Q" Q( {
- #
% l6 \: G( e1 b - # Place the "Hot_Keys_HUD" picture file into your game directory 3 R& q9 Z5 m+ I2 f- V [
- # Graphics/Pictures folder., ] H9 e: B6 q* S
- #-------------------------------------------------------------------------------
. D0 ]; m' N! q J4 H - # Directions of Use:7 Q: s( }: a+ c: C6 g+ R$ N
- # Simple just press a number key (1 - 5) when the quick skill or item menu is
! g$ W6 I7 o5 a' L# U, o - # Showing.0 z6 s) k2 j; d) W
- #===============================================================================" K+ `, D6 o0 q3 t
- HUD_X = 0 # X pos of HUD
% g" h3 q; z/ ?2 w - HUD_Y = 0 # Y pos of HUD
" A3 _2 F- a( T. V! J7 | - / F, ^' _3 n- j4 W2 X# E
- # Set true if XAS 3.7f
5 D: d U& c* h - # set false if XAS 3.6+ A& |, { M9 h! }* R
- XASVER_37 = true
# \! H. N/ C- C5 e2 {
. m/ V0 r% S. ^1 Y5 T4 P2 a. N- #===============================================================================
# a1 b% w8 U& |! h" ?2 C: U - # Numkeys Module" T! a$ l: i- n/ k
- #===============================================================================
# w4 ?2 b( H" q5 |5 P4 ^ - module Input4 i# R" ^% w( z6 g# Z* I
- Numkey = {1 => 1049, 2 => 1050, 3 => 1051, 4 => 1052, 5 => 1053}! o0 i' G- ^& o2 c
- class << self
' n$ s" }" i3 L( J' ` - Key = Win32API.new('user32','GetAsyncKeyState',['i'],'i')2 u7 v3 A9 }2 \4 }' k
-
. L* q: e6 o' {& H5 ]& Z$ ~* P - def testkey(key)) }# ^; q" S+ C: w" c6 R
- Key.call(key) & 0x01 == 1
% g3 [/ {6 D) C0 m4 y. B( V - end
# }* l9 U: j& Q -
! h% `, z1 l9 i9 |8 c6 i - alias hud_key_update update3 |. K% b7 d; n3 ?
- def update. q! j; }5 Y K3 W) s+ \: s
- hud_key_update; J k G1 F- k ]( ]
- @pressed = []9 ?2 J) a U2 K) g
- for key in Numkey.values
# O8 U" M, Q% x8 }! E: U - key -= 1000+ K7 Q8 K( A) A7 k
- @pressed.push(key) if testkey(key); |* l3 w; j: F9 S
- end
+ @' H8 d, ]9 X* F1 d4 h8 o - end, [; x; ?; S1 D$ t8 y
- 9 e) Y! j$ v$ p& h5 o0 E
- def pressed?(key)" G D Z! [: {3 P
- key -= 1000
, E! |8 f9 g' Y* w& a9 h/ q) Z0 J - @pressed = [] if @pressed.nil?
0 R1 D V2 i- X; [ - return true if @pressed.include?(key)2 k' J& F% X4 l3 a: R# b, r, p
- return false" x1 r- t0 Z" e/ i! }
- end+ [0 X0 `# W0 w; @3 s
-
- C( V- M! J) c4 P - alias hud_key_press? press?& I# i2 q$ s) _8 ]* ^; r$ [+ d7 c
- def press?(key)6 L- a% H+ \! w9 ?* x% h
- return pressed?(key) if key.to_f > 1000
- \" W* W* w( e, U( s6 u - hud_key_press?(key); X$ P1 h: ?8 h5 c. n
- end
8 r/ Z' T* d$ J E. f! t/ s - end2 V2 s+ N2 ? Z7 B
- end
8 E) g) I4 h N/ i
5 I2 z1 e7 P7 B9 C6 J: ^: k0 g- #===============================================================================
- n+ n$ E6 g8 G. L- E4 G - # Game Player
8 q/ S9 u) y) v* p9 I. l - #===============================================================================
0 X! }/ T$ b5 K$ v2 w - class Game_Player < Game_Character
+ A7 @+ ^- _# l2 ~ - attr_accessor :hud_equip+ @7 z5 I( H( ]+ K# B/ {
- : t+ R* F/ x9 T- C4 `2 F' y* c
- alias hot_key_hud_init initialize8 o S: x- Z& C
- def initialize
7 i( M) V* b8 t; r6 M. P - hot_key_hud_init
' B; ~7 y! S! u. A - @hud_equip = []3 q. Z) R1 j* Z" z W" @! s
- end
6 X& {3 A8 Y, B7 @6 I' P - ) d/ V3 C: _3 [
- def equip_item_to_hud(n, item)
$ i. n. r; X$ t0 I9 X - if item.nil?
9 |2 M. S3 M, b - $game_system.se_play($data_system.buzzer_se)
0 g1 C0 s, e, E- [8 ~ - return
; e7 V: t4 v) f' a9 ] - end
# j4 P) V) D' _7 @7 P - $game_system.se_play($data_system.decision_se)
6 J9 y% p3 L! |1 l- t - @hud_equip[@hud_equip.index(item)] = nil if @hud_equip.include?(item)
: I8 b2 m5 L7 m% L - @hud_equip[n] = item- h- ` |+ a, w8 J2 f5 Z7 N
- end- A3 ^" F% W" d# w6 U6 A9 P4 I+ m" ~
- end) q: N6 \. B; [9 Z7 ?
0 m$ D2 p4 |0 n$ I+ _- #===============================================================================
t5 t3 D# c; D# J8 j/ J/ [; ~$ H - # Quick Skill Window& g. B! d' Q4 s% m
- #===============================================================================5 G2 n! M" R3 t4 V e
- if XASVER_37 == false
* R0 u$ I1 K( i1 x. |, ]$ c$ q" r - class Xas_Scene_Skill
8 H' Z% X- j& r# z - alias hud_quick_menu_main main) t/ I0 N2 e" U) ?8 ?$ X
- def main
: H0 d! P) `$ X - @hot_key_hud = Hot_Key_HUD.new
+ K: I1 f2 v3 M& v4 ^# ^( O( h7 Z - hud_quick_menu_main
% z1 p3 q }* c, `9 q) U - @hot_key_hud.dispose! B0 G. [+ _7 x' `0 _+ `
- end3 S; r$ z! K9 i5 D1 F5 ]- E
-
" a" ^' a- }+ H& s- C - alias hotkey_hud_qucik_menu_update update
6 ^: w6 ?& r5 _6 z - def update. s) D$ |, s- E+ Y& v" r
- hotkey_hud_qucik_menu_update p& [- H! P3 y6 M& `
- # Hot Key num 1, k* a% R/ F+ N* E/ x2 ~0 X
- if Input.press?(Input::Numkey[1])
/ _* q- F; x+ q" l" Z+ t - $game_player.equip_item_to_hud(0, @skill_window.skill)$ h/ l. \: d9 j
- # Hot Key num 27 R. d" C8 P6 W8 o7 q+ b, D7 J
- elsif Input.press?(Input::Numkey[2])
1 _1 Q: p; F3 K) e8 x - $game_player.equip_item_to_hud(1, @skill_window.skill)9 F A0 \. o4 x% ^
- # Hot Key num 3% T8 r3 @/ n- `' b u3 B9 Y
- elsif Input.press?(Input::Numkey[3])# c2 n1 H* u. K1 i, Y; {
- $game_player.equip_item_to_hud(2, @skill_window.skill)5 v& _* i/ l( J# p. u
- # Hot Key num 4
6 g9 O; \" E0 Z4 n& l1 `6 A2 G - elsif Input.press?(Input::Numkey[4])9 N* M9 }+ ?% V9 H% O4 m# Z
- $game_player.equip_item_to_hud(3, @skill_window.skill)
! `, n2 q* e% A" E3 ~0 r. t: x* k% f - # Hot Key num 5
0 `' i' N; O2 B3 L5 d2 Q - elsif Input.press?(Input::Numkey[5])& U: O- V3 `6 A+ T, s, M1 G
- $game_player.equip_item_to_hud(4, @skill_window.skill)
# G4 E/ y" D! L0 K4 w( q - end
+ T# `9 X/ E' `6 y - @hot_key_hud.update
+ O+ J) V5 N; Z6 W- ^3 I- x: x - end
* y; G4 Z! M- s" p - end1 ~# ]7 f# D$ {
- else. }1 {6 T2 D# |4 \' W1 M2 ?- Q
- class Quick_Menu_Skill
; ]3 e1 C1 @) [, i; K - alias hud_quick_menu_main main5 l* B5 a7 C' u$ @# U8 b
- def main
- G8 I' W6 |+ G9 g* q - @hot_key_hud = Hot_Key_HUD.new9 N$ c! [ S. d, O+ h$ H
- hud_quick_menu_main
6 w, v4 G1 ]3 b( @7 [- o - @hot_key_hud.dispose
0 d0 {& {1 a# H( l9 l3 t - end
/ E6 P6 ~( U; h L: C - / {1 s' N* C8 l9 T5 ?; X! v7 O0 P
- alias hotkey_hud_qucik_menu_update update
" c& N; n: z, g1 ~1 U7 N - def update/ W" R9 Q" |3 ~) M
- hotkey_hud_qucik_menu_update2 x) \& O- U( @. D+ c! S: y- r8 Y
- # Hot Key num 1 [7 N4 G, i: v! B+ N
- if Input.press?(Input::Numkey[1])
- s7 m/ a9 p9 ~8 t: B( k- V0 g - $game_player.equip_item_to_hud(0, @skill_window.skill)
0 c1 f$ Z: |, P7 B- y' Q - # Hot Key num 2
! r2 `6 ?# l0 B) o5 u$ } - elsif Input.press?(Input::Numkey[2])
1 M2 F2 I$ K. \- f" o* S) M8 [* A( D - $game_player.equip_item_to_hud(1, @skill_window.skill)
/ d. W: I( F9 G4 c: _$ T7 s, g/ N2 [ - # Hot Key num 3/ c" w" P: I: Y, s2 t: z: K0 g
- elsif Input.press?(Input::Numkey[3])
; h0 d5 p. g- H7 F* `! A4 p - $game_player.equip_item_to_hud(2, @skill_window.skill). B7 F Q; n+ K3 g3 @7 E$ G
- # Hot Key num 4
" s; a) E' [7 n, t! J6 s& u4 g - elsif Input.press?(Input::Numkey[4])
5 T n) B- H" V f% L; ^/ a9 y - $game_player.equip_item_to_hud(3, @skill_window.skill)
# U2 F8 s. G; ^ - # Hot Key num 5
/ U; ^6 g) f/ h( L$ [! q' K; R! R - elsif Input.press?(Input::Numkey[5])
# \2 j6 h7 ^0 n - $game_player.equip_item_to_hud(4, @skill_window.skill)& Q& o; [# q9 H
- end# h- R% k& U$ c% J( x& n8 w
- @hot_key_hud.update
2 u; r. @# }- k' M5 P4 p - end
# }0 ^1 y+ F$ f7 Z - end
! q5 m; ~5 g; _5 y- G' q - end
8 h8 d2 e* C9 i) V- ]* h1 D - 3 w& @# ~" S- K$ v4 C
- #===============================================================================
, i# f% G/ _; O f1 G - # Quick Item Window
2 f9 ~# o3 b, U! A - #===============================================================================+ O, s: t% a ^7 b& v/ v3 W
- if XASVER_37 == false; y& { L2 X2 T9 I" L" M/ p
- class Xas_Scene_Item
% U: m# t t( W7 j+ @: y - alias hud_quick_menu_main main
( o: j* s: v" z: H( Y4 o8 P - def main
! v4 Z1 `! e3 C- ]4 L - @hot_key_hud = Hot_Key_HUD.new2 w0 e$ X) F0 m. b
- hud_quick_menu_main; d, c6 S6 a: ^; S; {
- @hot_key_hud.dispose
4 W+ v; |" D' n, \8 M - end0 _5 ^# \9 j) m3 o; k
-
B4 u/ E% Z7 x2 _& F* w: m* R - alias hud_key_update update ~. _1 I0 D1 ]! t4 _5 K
- def update
+ B, a9 ?. M& w. n3 o9 i4 |4 B - hud_key_update
6 f' E: B; i6 K5 y% ?1 j - # Hot Key num 1; a% I; B5 I, [, Z6 x$ {) i
- if Input.press?(Input::Numkey[1])
" Q8 t! \5 c" T: r8 c - $game_player.equip_item_to_hud(0, @item_window.item)" t- z; ~' f" `4 d1 ~, i% L
- # Hot Key num 28 x9 ~* u, o7 K _
- elsif Input.press?(Input::Numkey[2])
; p, e: N- g y1 B2 u - $game_player.equip_item_to_hud(1, @item_window.item)1 C, g: W: K# |+ Y' s% d" O( Q
- # Hot Key num 3
) B2 j, ~! {; X3 Q - elsif Input.press?(Input::Numkey[3])
$ _( ^& Q9 N, l4 U1 P# l0 i, d# M - $game_player.equip_item_to_hud(2, @item_window.item)
- P) O. @! M' w; V - # Hot Key num 4
* ~% d( W, P& _1 k0 n - elsif Input.press?(Input::Numkey[4])
% m7 A6 `( {7 W$ {0 u5 _7 h - $game_player.equip_item_to_hud(3, @item_window.item)
C" O. J, i* n- n, R" m" y - # Hot Key num 5" C; F& w! x1 V+ k& P
- elsif Input.press?(Input::Numkey[5])
9 E0 w! ?9 v. n* f; D+ v - $game_player.equip_item_to_hud(4, @item_window.item)# z' @7 \; R9 W, B- W' T
- end4 I6 l( V+ y( X9 f) S* \
- @hot_key_hud.update9 Q3 Y+ P: W* ~- d5 @: S$ M
- end
7 r' K' X( y9 l; O/ S" w, X* v2 Q. P6 a - end. K) ?: A( Q6 M' [( b7 o
- else8 x1 w3 h6 u4 y8 I5 m k# g
- class Quick_Menu_Item
2 h+ D2 D1 ?* w% Z+ U5 ]7 T9 ` - alias hud_quick_menu_main main( o! L. D( z1 Z7 ^. j! Z0 {; [
- def main/ O' p2 e" J) o. e" u
- @hot_key_hud = Hot_Key_HUD.new
8 s, L( ?7 [) k: }: u - hud_quick_menu_main! b, p: _# x' D1 s" [8 Y: l
- @hot_key_hud.dispose! J: S5 f8 A) b
- end2 A# ]% C) {2 j; E
-
6 s5 S1 v( M- m! s# Q& Z s: t - alias hud_key_update update7 J5 T, O( B0 y
- def update8 J+ X1 d7 C! s$ L6 ], h3 G
- hud_key_update5 m7 {- G+ w0 S2 {2 n; N0 @
- # Hot Key num 1
( j$ ~( q6 x& e' B - if Input.press?(Input::Numkey[1])
. V ?. C7 E7 N& I, Q8 ^2 ? - $game_player.equip_item_to_hud(0, @item_window.item)
# x. Y3 ^0 j, \, F# }! Y1 C# x" z - # Hot Key num 29 E5 k- y# }) L9 m
- elsif Input.press?(Input::Numkey[2]) F2 H) f. G' d" D& e
- $game_player.equip_item_to_hud(1, @item_window.item)
1 V$ Z: W; Z% U. J: c - # Hot Key num 3
* i3 G* ^+ X- I9 x$ j/ a - elsif Input.press?(Input::Numkey[3])
% s! }) S' x( Z! p4 p% q, X% i: T - $game_player.equip_item_to_hud(2, @item_window.item)
( x* b) v0 H$ ?2 V9 e - # Hot Key num 4
7 Z+ q" n, o) I; x; v3 K. g" v - elsif Input.press?(Input::Numkey[4])
9 l; k* w( ~- o - $game_player.equip_item_to_hud(3, @item_window.item)
0 E( D K7 S: Z' K" ^' y3 P - # Hot Key num 5; ?9 z# |( b1 [) y* R2 @9 C
- elsif Input.press?(Input::Numkey[5])5 U5 W/ M6 U( m- G
- $game_player.equip_item_to_hud(4, @item_window.item)
& G! |8 U( y8 w( h9 W1 w/ \ - end
k5 D- s% q/ p( G$ z; {& \6 o - @hot_key_hud.update! ^& \% E0 x; U; ?: Y, c6 m: C5 ^
- end: q) o- G# i1 N* Q
- end& Q' |6 d5 z9 }
- end
2 y! L. f# I3 K6 a |
+ i# X& [8 ?5 z( j7 T- #===============================================================================
1 O6 J) B( }, _3 X - # HUD Window
5 x1 f- ^) z5 _ - #===============================================================================' V3 m" @) c5 ]& Q6 @6 {/ S
- class Hot_Key_HUD < Window_Base
4 L; \& Z# i% C - def initialize(x = HUD_X - 10, y = HUD_Y - 15)8 H0 S9 \/ R# X
- super(x, y, 220, 80)
4 I2 F& P/ d" [" L) w6 S - self.contents = Bitmap.new(width - 32, height - 32)
) x' G5 v4 v( B6 D$ X - self.opacity = 0" | J/ @8 x: z6 @% J$ T
- @actor = $game_party.actors[0]
9 u: l2 x- C3 P - refresh4 i3 K: q9 n+ i3 I6 f
- end
4 L4 C! t1 T& r B: {' a - : {; i) D: y# `' q% T
- def refresh
2 o; b8 h! E$ b; V9 R, R: G - self.contents.clear0 H. D7 j2 V4 i; |. g% r
- bitmap = RPG::Cache.picture("Hot_Keys_HUD")& R, Q* d; `$ _1 t$ G* s
- self.contents.blt(0, 0, bitmap, Rect.new(0, 0, 160, 32))
# n* x' k" q* X: r8 W; K3 F - for i in 0..40 g; b* L$ H) P8 C l
- x = 32 * i + 4' _( ^% B- J2 q3 v
- item = $game_player.hud_equip[i]
+ x8 q; K& [* U3 x1 K - next if item.nil?+ c0 Y! ^ L c; L
- if item.is_a?(RPG::Weapon)
5 e/ @" b% t3 m - item = nil if $game_party.weapon_number(item.id) == 0 and, W$ ]2 G' G+ L& I" u. D8 }9 _
- @actor.weapon_id != item.id
& M. [! r' k$ c+ z - elsif item.is_a?(RPG::Armor)
( _/ j7 h( O2 T3 B - item = nil if $game_party.armor_number(item.id) == 0 and
( g- v" w1 i' @" S: S - @actor.armor1_id != item.id5 Z4 y- I, f: H. D
- elsif item.is_a?(RPG::Item)
( ~& I$ n' m/ ], q3 u0 I1 X - item = nil if $game_party.item_number(item.id) == 0 or) \9 Y( r$ k; F4 K" o
- !$game_party.item_can_use?(item.id)
$ |6 v/ F: L/ w% u - end# A1 {. t0 Y1 x$ H7 R
- bitmap = RPG::Cache.icon(item.icon_name)
: [. a) N# w5 g. b C( E - self.contents.blt(x, 4, bitmap, Rect.new(0, 0, 24, 24))
; | i- H$ x; ]# c; J - end/ O+ y. d& x* I# F) n) N
- end
2 }1 Y% \) `! @1 Q a' R3 w# N -
" Q- ?+ e0 [4 I$ {& | - def equip(item)
0 e* l" S. {+ S+ B' y. z - if item.nil?
. }( c7 g. M# x; T$ @$ P: [) c - $game_system.se_play($data_system.buzzer_se)' l. N" c. c. T& R8 [! S- D
- return
h1 O* n. u$ k* g6 B* } - end
! ]1 o" l* {8 ?- v* [3 {2 O8 [ - if item.is_a?(RPG::Skill): {# W, D1 N7 f
- if [email protected]_can_use?(item.id)
4 M8 F+ F3 [9 Y1 w: y& W2 J - $game_system.se_play($data_system.buzzer_se)
( r% A- S: G* f6 K - return
" f0 R- J3 x# y/ J- m0 m - end; |& W0 I8 T8 K2 Y5 X6 v
- $game_system.xas_skill_id = item.id0 \: o% B* m! G, G: t
- elsif item.is_a?(RPG::Weapon)
' z7 o9 K* w6 g, ` v2 w - @actor.equip(0, item.id)$ s7 s z8 T9 |5 K; e( P" K
- elsif item.is_a?(RPG::Armor)" p! r$ ^* m5 n$ b& H
- @actor.equip(1, item.id)
) l/ A; w! S: g" S, h. Q! @ - elsif item.is_a?(RPG::Item)
. K" T% A2 z' y3 e3 ` - item_tool_id = XAS::XASITEM_ID[item.id]
' D$ H7 ?9 e: ^2 j7 C# p - if item_tool_id != nil9 x0 s0 e/ V, S2 k8 R7 k/ K
- unless $game_party.item_can_use?(item.id)
( o7 {1 N+ n t& F3 J& }1 f8 P1 \ - $game_system.se_play($data_system.buzzer_se)
8 E1 p! H0 B \/ }% r; ~5 |2 b - return- X. o/ E- A) f/ w+ H2 c
- end: V* p1 o0 M4 H4 V3 u
- $game_system.xas_item_id = item.id) G( R1 G z3 a% h8 w9 U
- end
0 h9 j& R8 }# W+ |; x% T9 F - end
+ \4 V$ c9 e, i# W- m0 O, Y2 y - $game_system.se_play($data_system.equip_se)
" [1 E6 S! M7 ?/ }* B: M - end2 }( r) ?+ b1 B/ D
- ( |! c; h2 T7 E- u9 l
- def update
+ ^1 y2 P* }. m) M# t/ V( a6 l - @actor = $game_party.actors[0]( Q( D8 |$ D0 p5 x) Q. C
- @hot_keys = $game_player.hud_equip
7 W* ` z6 |' P8 Q8 j2 W! r - refresh
) ?; C& q0 Y6 f7 ~/ s7 M% s - return if !$scene.is_a?(Scene_Map)9 h3 Z- c6 J6 N/ M6 H# B3 {8 D. P
- if Input.press?(Input::Numkey[1]), ~5 B9 O3 j) O, B$ @
- equip($game_player.hud_equip[0]), |2 T" a1 E3 X3 w
- elsif Input.press?(Input::Numkey[2])
6 \3 L- E4 [' i1 p; K) l+ a - equip($game_player.hud_equip[1])6 w( Z1 u% h2 w9 e
- elsif Input.press?(Input::Numkey[3])
x5 G1 Z: ]' _! i; U/ A - equip($game_player.hud_equip[2]) 1 r# k5 ~, O3 |3 |% J, ~
- elsif Input.press?(Input::Numkey[4])5 ~! Y- x( `/ P V9 y$ ]& @
- equip($game_player.hud_equip[3])
5 W% d% b& }. d/ a. ` - elsif Input.press?(Input::Numkey[5])
; d; i( O+ `$ |; R6 v+ E - equip($game_player.hud_equip[4])+ u, I u8 J' E) f8 `5 w& j8 C/ n
- end% D3 m. N# P, [5 f0 ^7 p: T7 i
- end! W9 I- a' ^$ F! v+ S
- end, k) @% M1 M2 k- b
+ M: U2 X, c8 v4 ?- #===============================================================================
3 _0 E r0 L; |$ t. z# M' f - # Scene Map
4 i+ P- U1 ^+ Y& w - #===============================================================================
* J0 K- y; ~: f8 |- e3 n: w - class Scene_Map
. `, N, a% g( x- f5 R8 W - alias hot_key_hud_init main
# D0 u; V' ?- y- i0 x( V+ Y4 B) E - def main
/ s# @; C5 F9 @/ d# C5 u+ B* M - @hot_key_hud = Hot_Key_HUD.new
) t" x: x# J% S( i' D% n - @hot_key_hud.visible = !$game_switches[XAS_HUDDISABLE_HUD_SWITCH]
* f& O: E' M5 m$ F% p - hot_key_hud_init
/ Q# s/ Y. D( a - @hot_key_hud.dispose. {- O2 D% f1 N* y1 c" [
- end
1 F0 [! S( s! ~/ L: f -
! ?8 P( i8 G5 m+ i$ h - alias hot_key_hud_update update
& R5 R9 ?( Q, t, h - def update; Q9 l+ c! p3 b. `4 D: H7 i; p: z( ^
- hot_key_hud_update! `8 B1 F, ], a, k- i/ I
- @hot_key_hud.update) K4 s% [. Z2 _, n+ M
- @hot_key_hud.visible = !$game_switches[XAS_HUDDISABLE_HUD_SWITCH]
- i1 }! ~3 j4 U% b - @hot_key_hud.update if !$game_switches[XAS_HUDDISABLE_HUD_SWITCH]
1 o. p. c2 Y7 C3 D* \8 g/ P, _5 K - end
: @ x. i2 m4 R - end
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