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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,
# B* C- d* B# q- \0 }; d不知道有人能帮忙看一下吗? - #===============================================================================
. g) q6 V* ^. w# H# u+ @( u% ` - # XAS - Hot Key HUD
$ J3 v0 F6 c( |: V - #=============================================================================== d0 J& t7 X' t: |$ M4 w0 R$ u _
- # By Mr_Wiggles) C& }, e; h4 X! X
- # Version 1.3
. N% D+ Q1 N+ H i - # 7/6/10
$ U3 | e6 C5 |3 d4 \: C( y3 R - #-------------------------------------------------------------------------------2 Q2 x3 b. a9 r$ B
- # Instructions:% N& S6 r5 r9 W- ?: [
- # Fill in the constants bellow, paste this script above main and bellow XAS in
* }& }& a+ g, g6 e - # your script data base. BE SURE TO SET TO THE RIGHT XAS VERSION!!# B" C& R8 x9 ~6 `
- #
0 C" q* @: F' [# }9 w. C - # Place the "Hot_Keys_HUD" picture file into your game directory z0 T& }$ @4 o P
- # Graphics/Pictures folder.1 w& N# }, n( V# o: ~
- #-------------------------------------------------------------------------------
@1 ~5 V0 |3 k. G A+ f - # Directions of Use:! f: b; o- a% O! T
- # Simple just press a number key (1 - 5) when the quick skill or item menu is
: @& t0 L+ b* w; C9 R - # Showing.
3 O/ L4 n5 u6 a$ D) Z( l$ m, | - #===============================================================================! h: G4 p4 h0 \9 B
- HUD_X = 0 # X pos of HUD
* A7 D; T$ v: F - HUD_Y = 0 # Y pos of HUD
" _: x8 {. Z* _" O( O - ! P! g B# O# ^" Z4 k/ @. l5 A3 q& q
- # Set true if XAS 3.7f' R( h+ d2 x( a) U* x
- # set false if XAS 3.6
0 X# j/ z2 c# V8 W* j- P" P - XASVER_37 = true
6 s* l5 D% |; n& Q
9 o4 s% A* l4 R# ~- #===============================================================================+ B. O4 N, j2 ]9 R3 `3 ?% Y5 Y4 s
- # Numkeys Module
+ E- H+ v& S- `% `2 ?+ B - #===============================================================================; j; A% I$ K' U
- module Input
. s/ D0 q4 h! ?2 C/ ^! i L - Numkey = {1 => 1049, 2 => 1050, 3 => 1051, 4 => 1052, 5 => 1053}
& [6 q; f [, Q! M7 V0 y - class << self p+ n$ N) I2 `
- Key = Win32API.new('user32','GetAsyncKeyState',['i'],'i')& a) \, F: I+ @ f4 \
- & z0 w/ K+ X4 Y+ {
- def testkey(key)
: m; c! l3 T1 ? - Key.call(key) & 0x01 == 16 x9 [9 O0 _- V
- end1 K9 [! I. U( S' z
-
/ g. z$ H2 A* b - alias hud_key_update update
- Q5 C9 A& @0 D4 i0 X1 C - def update
; U4 t3 T4 W5 J! L; H; V - hud_key_update
6 s+ V3 O# u) s) r. |0 w - @pressed = []
9 W/ |/ s4 P% z - for key in Numkey.values
+ {3 m( P9 m+ J! Z - key -= 10004 I1 V' R a3 ^ e- L* K: P
- @pressed.push(key) if testkey(key)( H# t. @; y/ }
- end
7 `! w5 Q+ l$ i' ?6 N: ` - end0 R' N E$ { g4 H7 I4 z
- 0 \6 _% r4 k8 H0 s; H! f$ j% D l
- def pressed?(key)
+ c9 A$ e/ e% ]6 E4 U# h$ t+ R8 R - key -= 10005 f& a4 g% ^ P/ H) A% ^
- @pressed = [] if @pressed.nil?
) p. L& B2 g6 z& Q2 G - return true if @pressed.include?(key)
0 q+ ?. L/ |% M7 V6 Q |7 c. C - return false, Y0 K# u3 @6 Z
- end. u) G' A# J x
- & A* L4 U) _3 p# H) v
- alias hud_key_press? press?
7 L- `! _- x7 E. ]( | - def press?(key)$ @( E# ~( Z5 R( m& O! o
- return pressed?(key) if key.to_f > 1000$ V! @$ l6 k7 u6 C7 o0 K
- hud_key_press?(key)! y$ ~2 B) h" F8 w8 M' ?. B7 I
- end7 m0 N1 }) l; L9 T. V+ L1 D
- end( Y# n+ L1 F3 }3 U& A; b
- end
' q7 [# n! d/ Y# i
5 z# w5 J& i t0 u' n. ~- #===============================================================================
; g8 B4 j/ `4 l; b) j8 B* L& A - # Game Player$ [: |- n; d9 U- h9 p$ H7 g* v* Q
- #===============================================================================# V& H9 y( j+ l
- class Game_Player < Game_Character8 b O$ m2 {0 ]( x: W3 _6 x; G0 \
- attr_accessor :hud_equip! B. x) b& p. d) R& w7 z' q
-
" b, j' f" o( P5 G0 ]& L - alias hot_key_hud_init initialize
& y- \$ s0 K& ? r- h - def initialize
* R; z- G$ G6 @. c - hot_key_hud_init
^; y5 P! k$ w" x7 N& U - @hud_equip = []
- ]6 S. c1 D) {; v6 @ - end
+ Y7 K% \4 N2 E6 O& i- i" e; Z - ' r, l0 t8 Z' Q: }, g% ]2 c
- def equip_item_to_hud(n, item)) l7 b5 C; n1 u; U- H; Z
- if item.nil?6 C* t$ y. H z5 ^( F9 |
- $game_system.se_play($data_system.buzzer_se)
4 w! i$ E: C- v0 R - return
/ m) V7 Q& S$ g( r6 X- R4 F9 g& v - end
) j# w" u- ^6 L4 l: b+ I - $game_system.se_play($data_system.decision_se)
- E, O1 w& T$ O5 L- Z - @hud_equip[@hud_equip.index(item)] = nil if @hud_equip.include?(item)5 }: }6 P* k! ~( F3 c3 x
- @hud_equip[n] = item
. M6 j% C0 r7 _: g+ L7 N; v - end+ P& x3 C' s5 r# P
- end
0 |/ j1 O) i& g$ H# r' N
4 N+ M1 k" `' u: A9 r- #===============================================================================5 }) f6 |8 \1 M* ], o# J
- # Quick Skill Window0 |8 w' }3 \2 R8 S- W7 J
- #===============================================================================
; B5 z& Y0 Q. @' F3 [7 Z* ]' P - if XASVER_37 == false5 L! c, @- ^! ^8 I+ m2 [
- class Xas_Scene_Skill7 w5 F0 R$ {/ _
- alias hud_quick_menu_main main. w% \" y: ~ @% N* I: U
- def main% j, ]0 R9 x( P
- @hot_key_hud = Hot_Key_HUD.new
: [5 D2 @1 {4 M - hud_quick_menu_main) B8 o( j5 _7 V' F0 ?, {
- @hot_key_hud.dispose
; P- f G, E r! B# T7 o& j - end
2 A/ v }% Q. S) d# ^2 M) C) a - 4 U, `6 ?9 K6 v. e
- alias hotkey_hud_qucik_menu_update update
8 R; t1 @) I( T, V - def update9 U+ R" P$ l" v/ `+ a H9 ~' T8 `
- hotkey_hud_qucik_menu_update
1 C7 f+ W% o9 y3 b# W1 E# x( _; O/ q9 j - # Hot Key num 1
6 Y; }. W5 ~1 Z$ a7 u1 } - if Input.press?(Input::Numkey[1]); p. W# i/ { i! r# q$ m9 A) \2 m
- $game_player.equip_item_to_hud(0, @skill_window.skill)
: r1 x& H6 X' }0 J( h - # Hot Key num 2+ `3 Q( |4 o2 M! z/ H+ s$ l
- elsif Input.press?(Input::Numkey[2])
; {5 d* T' O" X, ?; D/ L+ V - $game_player.equip_item_to_hud(1, @skill_window.skill)# o6 G8 M, a; i* E
- # Hot Key num 3& I. x" v0 c1 E. g; s8 |: |! I. d
- elsif Input.press?(Input::Numkey[3])
) _. c+ w% {( H. l5 ?$ n - $game_player.equip_item_to_hud(2, @skill_window.skill)
5 y9 E# n0 P+ o( {' } - # Hot Key num 4
q% Z J* t2 F+ M* w+ a2 | - elsif Input.press?(Input::Numkey[4])
& B3 r" C( Q! q - $game_player.equip_item_to_hud(3, @skill_window.skill)$ q" k8 @( B0 q/ H, w: _9 ?* H
- # Hot Key num 54 j7 b8 u+ ]: C# ]
- elsif Input.press?(Input::Numkey[5])
8 k+ M9 @* }# Y6 K K - $game_player.equip_item_to_hud(4, @skill_window.skill)
, N( P6 d- _! {/ m, X - end4 Z9 s! i! U: Z+ c& N/ Z5 |
- @hot_key_hud.update
; k# v0 w, ~% _ - end5 ]# D1 H! t8 P, ]* T
- end. q& c& N6 T. b; h; h
- else
) m2 W5 j1 k [2 j, n: ] - class Quick_Menu_Skill
1 z1 ~( I+ t! ]' J \ - alias hud_quick_menu_main main8 O1 v$ p" g* h* L1 j4 q5 `' z/ ?
- def main
& N- F ^0 R7 V- G/ g - @hot_key_hud = Hot_Key_HUD.new7 c3 ]& f# w, |
- hud_quick_menu_main* m ]+ \! E$ E8 d
- @hot_key_hud.dispose6 R1 D: ^8 Y, y _- c; {
- end/ t3 @+ L7 l: l! B9 Y! b
-
3 }& k* M H* B - alias hotkey_hud_qucik_menu_update update
( K3 |7 D# {: h, T" X/ J, ? - def update4 V {" B% s4 u& y5 h, J1 i5 e1 V
- hotkey_hud_qucik_menu_update
3 B4 \0 e- ]1 U" A% Z# A5 q - # Hot Key num 1
+ s1 m* O7 H4 Y - if Input.press?(Input::Numkey[1]): i! | v( Y/ m" o8 p9 j9 g
- $game_player.equip_item_to_hud(0, @skill_window.skill)
5 Q& A% c7 Q8 { - # Hot Key num 29 R R% @% ]9 U" k: W/ h% K
- elsif Input.press?(Input::Numkey[2])8 W/ S ^9 Z$ `4 ^
- $game_player.equip_item_to_hud(1, @skill_window.skill)# }# \! C4 o1 ^' C. ~' w
- # Hot Key num 39 \* b. l0 P Y5 l# }
- elsif Input.press?(Input::Numkey[3])
9 U' u* ?1 N9 D: t4 B - $game_player.equip_item_to_hud(2, @skill_window.skill)
2 a4 S# j* e$ F0 b# s - # Hot Key num 4
, F$ i/ U! K3 \# a; q, H. O - elsif Input.press?(Input::Numkey[4])
6 |* `1 u A' j" x& H$ y) t - $game_player.equip_item_to_hud(3, @skill_window.skill)! W: q2 O6 j; ~/ A. G( c
- # Hot Key num 5) C# J' D7 e' ~ G8 O1 G
- elsif Input.press?(Input::Numkey[5])
: X( O' Y9 l( A; a* E* q) | - $game_player.equip_item_to_hud(4, @skill_window.skill)# g$ p- [+ j0 L& _/ T9 b2 Q/ P+ t
- end% n( B, }8 K7 @' Z- k
- @hot_key_hud.update
7 S; o) ?1 F$ w - end
; ^& b* |& z* \- T0 H - end
$ @" | D5 v6 @ n2 v - end
! D& B4 e' d' q) m9 [ - " q2 g/ \2 _8 M+ j
- #===============================================================================! D# Z, N8 ]; w6 C8 E* a+ |
- # Quick Item Window
' s* z9 K% H$ D2 f7 G; v - #===============================================================================
0 ] _7 B+ y+ t# H - if XASVER_37 == false) W3 h* ~+ X. U) O5 Q
- class Xas_Scene_Item
0 O" B- [$ M; y5 Q( F, |3 w9 V - alias hud_quick_menu_main main
) k. G7 V, a9 ~. [1 D3 \1 ?( `8 V& o - def main
/ |5 b+ }, P0 T - @hot_key_hud = Hot_Key_HUD.new
- l5 U" k4 |( J% W, L- t - hud_quick_menu_main
+ z* Z/ c6 c U! a - @hot_key_hud.dispose
0 H6 T: F0 v% T; Y$ G( J1 `3 Q0 o - end
" ?8 {/ ~$ J4 j$ q -
1 P. D. O3 L1 ?9 b' s2 s. h, J: C - alias hud_key_update update4 i/ c) g% w& |; B
- def update
. j$ l% c8 y' L4 p) ~ - hud_key_update5 o$ k4 B, l+ y" B; y/ X" ?+ `. j
- # Hot Key num 1$ |' @/ L+ g4 f6 r& U9 g
- if Input.press?(Input::Numkey[1])1 G1 l. c2 o6 d1 G& {
- $game_player.equip_item_to_hud(0, @item_window.item)+ C2 B, ^8 B. E' d9 E# A# J
- # Hot Key num 2; |. Q w9 {, [/ }
- elsif Input.press?(Input::Numkey[2])
+ R/ n" R" E7 z# y9 z - $game_player.equip_item_to_hud(1, @item_window.item)
8 a. _ ]+ R, H9 ] F - # Hot Key num 3
' O) H+ Y ], h" A4 b; f - elsif Input.press?(Input::Numkey[3]): r' f. J' W" v' j1 L6 Z. h( z
- $game_player.equip_item_to_hud(2, @item_window.item)# t4 N: L2 _6 t% V# Y6 J1 U0 S' z
- # Hot Key num 45 Y4 Y' n$ W0 } C' H9 H* k- F& [
- elsif Input.press?(Input::Numkey[4])
6 U# ]: Y2 d& f0 p/ ] - $game_player.equip_item_to_hud(3, @item_window.item)& [ \ }5 S( o* \+ x
- # Hot Key num 5
G8 C& H$ @1 ]+ G - elsif Input.press?(Input::Numkey[5])/ ]7 \( \3 J7 t( Z6 n
- $game_player.equip_item_to_hud(4, @item_window.item)
& i+ i4 M' y8 |( }3 t$ ~/ C2 o8 t - end" |! H3 d h5 u2 l% \: Z
- @hot_key_hud.update0 S% D- ]3 \6 c0 @* o
- end
" ?$ j* i Y. [+ v9 W/ K - end
6 X3 `& \, ~' a7 Y" P - else
9 a w6 x1 K8 j$ q - class Quick_Menu_Item
0 K* z/ g1 a; i" L9 `/ M# W; Y& p/ a8 z - alias hud_quick_menu_main main: x+ @' {/ @# q! H3 ]8 o
- def main# e! W" z0 }5 [7 ?! \
- @hot_key_hud = Hot_Key_HUD.new
% u. m, G0 D5 g, }4 t$ ]$ y3 D - hud_quick_menu_main3 T% X; g7 `+ k# G
- @hot_key_hud.dispose
: \; W( l$ J V( B$ q- W - end1 |2 r E/ Y2 f7 C
- & h$ R0 m" ]9 K8 q
- alias hud_key_update update/ W* i, b: i+ t2 ?+ `
- def update3 v# {, V$ x$ r! O8 {' g0 s
- hud_key_update
- t G2 n8 W$ F- |" Y# a - # Hot Key num 1
|: u- `$ N5 `# z; s - if Input.press?(Input::Numkey[1])
' [9 x1 x( V4 m. a9 n" l, O2 y6 e - $game_player.equip_item_to_hud(0, @item_window.item)! Y6 Q; }4 O! @: y. L
- # Hot Key num 2
, I- P: ?$ r6 i$ \7 i: s/ J - elsif Input.press?(Input::Numkey[2])
2 p) N* j4 k. L" n - $game_player.equip_item_to_hud(1, @item_window.item)3 l/ Z P/ y+ n& X! G
- # Hot Key num 3
2 a- E4 ^8 }$ I; S1 a2 v - elsif Input.press?(Input::Numkey[3])
( Y' Y/ A2 o3 n$ r6 g7 s - $game_player.equip_item_to_hud(2, @item_window.item): D+ U! k; b0 s3 K
- # Hot Key num 48 \# a# L; W- C+ o3 Q
- elsif Input.press?(Input::Numkey[4])! f ^$ V H7 g) Q
- $game_player.equip_item_to_hud(3, @item_window.item)1 q+ o# |# e3 ^$ e g0 Q/ k
- # Hot Key num 5
0 P5 f3 @* o9 d- Y/ r$ m, H - elsif Input.press?(Input::Numkey[5])
& N4 R: I0 N% h t' P6 U - $game_player.equip_item_to_hud(4, @item_window.item)
+ p; J! W. _$ { - end
) y: U1 W/ a- k, I/ d3 P' J/ x - @hot_key_hud.update
p( \0 R$ K, K7 e9 o* g - end: h$ F4 E* g4 r, V) ~( @5 p
- end" `% e) w9 b/ v2 q) B8 t
- end- `$ S1 H# I& P; r; y$ ? D
- # l+ J+ B5 p( J, H
- #===============================================================================1 o+ |0 N1 M0 f8 y! ^1 m! n
- # HUD Window
9 K* H5 P- h% E- h+ O2 O - #===============================================================================# B) \) ~# I# @. x* t
- class Hot_Key_HUD < Window_Base
7 [/ H2 l6 J) ~ V, j. j0 ? - def initialize(x = HUD_X - 10, y = HUD_Y - 15)6 G0 b, c; e2 [: M% q
- super(x, y, 220, 80)
0 W% R' p+ I6 Y" Y [5 g - self.contents = Bitmap.new(width - 32, height - 32)8 M1 A2 r n- ?8 l" K p5 q
- self.opacity = 04 A7 A3 q# S [: |
- @actor = $game_party.actors[0]
' y) l! P2 S/ m! X3 s - refresh
2 i0 F% h! M) \+ ~) V - end+ i: E3 n" H) p1 U' G/ K7 E( h
- $ h( z9 n. A$ B3 O; @) S: X8 A3 M+ i
- def refresh2 c1 \; Y& f" l( R: ]+ t/ y0 A9 @* A
- self.contents.clear1 S/ I9 @5 l2 D& o* R, t
- bitmap = RPG::Cache.picture("Hot_Keys_HUD")4 x: T9 x! _( L0 W% V6 g" g7 Q$ I
- self.contents.blt(0, 0, bitmap, Rect.new(0, 0, 160, 32))
2 x9 {9 Z3 H+ R! U* ` - for i in 0..4 F" K3 x5 J- ~ X |, A( Q
- x = 32 * i + 4
: a% z& f5 ~' d( o$ | - item = $game_player.hud_equip[i]
& d% L' d! `8 [' j: o; M \. B - next if item.nil?
) `& k- [+ t& W8 b - if item.is_a?(RPG::Weapon)
- s9 H: d5 _2 }/ d2 @ - item = nil if $game_party.weapon_number(item.id) == 0 and
1 K* ~6 ~5 b, a- l0 n+ t) { - @actor.weapon_id != item.id2 ^ r x. C8 B8 K! `8 J$ d
- elsif item.is_a?(RPG::Armor)
1 D% u; G) I; |" _6 `5 @1 |" } - item = nil if $game_party.armor_number(item.id) == 0 and
* X! C3 k" R9 ? - @actor.armor1_id != item.id. e/ L m1 T* V
- elsif item.is_a?(RPG::Item)
6 R: [1 c; Y. G5 W0 n - item = nil if $game_party.item_number(item.id) == 0 or
5 B; g4 ~) e1 D) }, b0 s5 [ - !$game_party.item_can_use?(item.id)
" }; c( s' @) \$ g& C% j; m% S! Q" ^ - end. f0 ~2 ?3 v0 v9 R
- bitmap = RPG::Cache.icon(item.icon_name)6 H; O# o; A4 Z
- self.contents.blt(x, 4, bitmap, Rect.new(0, 0, 24, 24))
5 c+ s# @+ F9 l# L - end
+ |" W7 L# Z4 d8 w. p0 l# f - end3 ^8 g# ^& I" ~3 g$ i" n
-
( o2 J+ I$ ~" r% Q3 Y - def equip(item)
1 @0 L& j2 O) D+ A" @/ Z - if item.nil?
/ W \8 C0 w1 T/ o; y2 J - $game_system.se_play($data_system.buzzer_se)
5 _: e( @+ j4 z- } - return$ {0 ?3 _* q$ e2 y
- end ]) J1 t3 A5 O! h3 t
- if item.is_a?(RPG::Skill); K u# K- X! \8 N
- if [email protected]_can_use?(item.id)
9 Z0 y9 n% s6 {4 X - $game_system.se_play($data_system.buzzer_se)0 r) Y( {- V: V# q6 Z
- return
8 k) o# W1 B o& g& f5 f/ t" q3 u - end! Z6 l$ F0 w: d4 `; n, V, Z8 H) i
- $game_system.xas_skill_id = item.id/ }1 Y$ _" E6 v9 {* y# u& w' }* k
- elsif item.is_a?(RPG::Weapon)& |' V8 }! t0 W$ ]' F# B
- @actor.equip(0, item.id)8 k, X2 g; h) o* `0 H* |
- elsif item.is_a?(RPG::Armor)
4 e: p0 e/ Q! J2 \. z+ x - @actor.equip(1, item.id)
$ @, c1 ? z4 b/ a - elsif item.is_a?(RPG::Item)
; X, C* k: r2 P, B% I" B' S$ b# k - item_tool_id = XAS::XASITEM_ID[item.id]0 e4 K. x8 I$ K2 o3 _
- if item_tool_id != nil
" C2 m- j/ b2 x9 o - unless $game_party.item_can_use?(item.id)
* Z0 d2 G9 A ~( s - $game_system.se_play($data_system.buzzer_se)4 T, }* p7 B3 g2 |+ X0 t
- return! C. e- {8 }& L9 ~6 C9 {) N- `$ k
- end
4 T& J& e4 j$ Q; N. n+ O - $game_system.xas_item_id = item.id: v6 O9 c5 F- t6 w) p
- end5 H7 z- r- T G* e$ R1 H3 k- @4 t
- end3 J( S4 ?! s$ _8 o+ k$ S
- $game_system.se_play($data_system.equip_se)8 R' G# L0 A3 f- j% \. Z
- end
5 n2 H; H/ L8 U' q- Z* a - - y: p0 D/ v; Y" Q% b/ m" g
- def update; F% ]# T, G" _8 Q& Z
- @actor = $game_party.actors[0]
! U( _9 O. [' ]% A - @hot_keys = $game_player.hud_equip8 j9 i6 D5 j9 ?5 q# Q' `7 E# P
- refresh
, T8 o u. w0 H; L; X - return if !$scene.is_a?(Scene_Map)
- y/ ~" \+ \! _( |9 z. g: o - if Input.press?(Input::Numkey[1])
0 C( n1 r4 w6 K& { - equip($game_player.hud_equip[0])
9 v& L* E2 y5 |- Y+ Q, Q; S8 f - elsif Input.press?(Input::Numkey[2])
. X$ x% ~" |! b - equip($game_player.hud_equip[1])" W @1 g) @2 d: k- n
- elsif Input.press?(Input::Numkey[3])
& ]* ^7 `' C: {/ A - equip($game_player.hud_equip[2]) / C- F7 L$ J. i- }( g8 c4 S/ C
- elsif Input.press?(Input::Numkey[4])
7 n1 X5 S, M- k( A% k6 P) b' H - equip($game_player.hud_equip[3])
$ N; V; \- z# i7 e# W* { - elsif Input.press?(Input::Numkey[5])- k3 g0 @! R! }$ k9 z4 ]$ o( t, O
- equip($game_player.hud_equip[4])1 Y3 }: M+ v2 b& ~) y
- end8 M+ i$ }' N- q# D3 ?/ V( E
- end5 o' W1 l9 o* B& F
- end
& D: }2 s1 Q1 {, S2 o9 n
& e7 A7 e W# @: ` S$ m) S( A5 @- #===============================================================================
0 l2 F5 `* N+ S N4 x& i - # Scene Map
' M0 Z8 m5 j4 h, V; |$ U - #===============================================================================: |# Y3 }$ [1 O# T# `4 C
- class Scene_Map
9 T1 s, C3 C8 t; ~1 }3 a7 M2 c( W* y# ] - alias hot_key_hud_init main
& I9 |: H. j- t1 z$ X* s6 b2 p - def main4 W% W5 c2 s/ m, c
- @hot_key_hud = Hot_Key_HUD.new) h* }$ b2 b7 R+ Q$ M: v) x
- @hot_key_hud.visible = !$game_switches[XAS_HUDDISABLE_HUD_SWITCH]
# E" u6 ~' t. ?4 Z0 A" }! g! S( Y! f - hot_key_hud_init0 p8 z# X8 n I+ n. f& o9 d" \
- @hot_key_hud.dispose+ n! r0 i0 g4 Q/ e
- end7 Z0 ?% Q- g- y1 w+ N
- ) b# N1 y+ C( e& K" }
- alias hot_key_hud_update update. R2 h3 h4 u1 L/ l' G
- def update) l" i' ]* Y$ Z/ v/ h' j, D
- hot_key_hud_update7 P& ~* b! R z7 u2 [
- @hot_key_hud.update8 m2 Z F# t# ~( g; L! G- T, b2 s7 o
- @hot_key_hud.visible = !$game_switches[XAS_HUDDISABLE_HUD_SWITCH]
) x' X7 J3 e7 I4 ~- F4 i - @hot_key_hud.update if !$game_switches[XAS_HUDDISABLE_HUD_SWITCH], s/ b. @& U) M$ d0 g( h$ A
- end A# b6 Z& K! T" L
- end
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