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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,
' O! g$ c9 v2 }& N. F. R4 j: t不知道有人能帮忙看一下吗? - #===============================================================================
* i3 U g, h& E. A6 n4 ^ - # XAS - Hot Key HUD
" k% F! i& J$ D, ^. Z - #===============================================================================
$ Q) \! F' A; F) ~' I+ e5 [4 N* V - # By Mr_Wiggles
, r+ O, P+ o$ U0 _ - # Version 1.3. B7 n9 X X- i
- # 7/6/10( K- c1 y3 n8 l+ I9 F6 I
- #-------------------------------------------------------------------------------
4 u5 ]+ H- O% \+ ^ - # Instructions:& ~' h2 Z' `, o4 Z: T
- # Fill in the constants bellow, paste this script above main and bellow XAS in0 e# g7 l/ z0 @0 S- {
- # your script data base. BE SURE TO SET TO THE RIGHT XAS VERSION!!
/ R6 }/ l% U( B" j7 }' m; A - #
! S* {1 V' d+ W9 f: _( j8 c+ |: ~, l4 O! V - # Place the "Hot_Keys_HUD" picture file into your game directory
9 x* J+ {/ @) _" U - # Graphics/Pictures folder.
1 x) w* Z, D; X+ y9 l ? - #-------------------------------------------------------------------------------1 o& F4 x! I4 V$ _; Z( m8 W
- # Directions of Use:* l6 c) g+ x' t
- # Simple just press a number key (1 - 5) when the quick skill or item menu is
$ p& Q }3 P. S: D9 w5 X4 O - # Showing.: |- _( V" n! W9 V) t
- #===============================================================================
6 h$ Q4 s1 G- y; d - HUD_X = 0 # X pos of HUD" N. n8 o7 a9 o' C, X
- HUD_Y = 0 # Y pos of HUD" k' S5 g9 e% g* E: ?9 z. u( ?
- # A) Y9 a: ]4 A" t9 e3 X9 h* I
- # Set true if XAS 3.7f, o5 ?7 i9 A2 z- j2 I; {1 H$ f
- # set false if XAS 3.6- a9 S# p9 }4 `! V) n* k* Q
- XASVER_37 = true
. C, K9 x& j- r6 a1 S# k - # ]# `1 {; G3 G% I8 C
- #===============================================================================
/ R- ] F$ _# ^8 B0 G& b# N - # Numkeys Module ]) ^" s2 v, w0 Y
- #===============================================================================
- l, o) y6 O6 }: Y" n" c+ I - module Input) s2 E' N' D& ?+ _! D, G( t
- Numkey = {1 => 1049, 2 => 1050, 3 => 1051, 4 => 1052, 5 => 1053}5 Q, Z5 j% X D$ \- ^% D" _
- class << self
6 w4 F- K* Z1 Y5 M6 c* H. |, F - Key = Win32API.new('user32','GetAsyncKeyState',['i'],'i')
' K, R1 D2 d! T/ R ?3 _ - # W8 O, [% ~- i+ X- h% F" }1 ^
- def testkey(key)" D* ^: h3 Y# a" t
- Key.call(key) & 0x01 == 1
( l7 I I5 Z/ d8 O' F/ D/ Q - end
+ n/ s7 k. k4 d) R% a -
) Q5 H9 {, n4 W8 E% v- T, O - alias hud_key_update update( L8 S! R- U" V) Y
- def update
, m3 ~4 [, z) j4 h2 X - hud_key_update
& I; t; d7 ?2 V/ I+ m+ a - @pressed = []$ b6 o( @9 D. J0 w2 D1 i
- for key in Numkey.values @; Q8 x }: t' {, b/ ^" T
- key -= 1000* c" z8 e- _+ `( g1 t: A
- @pressed.push(key) if testkey(key)
; r% T4 A: D! \: ^6 B - end
& S9 y; {+ R" [, F0 K) d - end
. s; d1 @* n3 h! _: s3 O, M -
6 ?' r, V( i, c: r( p( H7 ?4 b - def pressed?(key)
* Z5 w8 \2 A/ I5 c, F( W - key -= 1000
* W& t& g$ |- [ - @pressed = [] if @pressed.nil?
" ]3 }' v( {+ o2 }3 z [- d4 e - return true if @pressed.include?(key)
4 M7 v" ^6 ]0 e3 T% v" T+ E0 s - return false
$ `, B9 d# P# [1 q! ^8 H5 [ - end) V3 x! |" ?- c
- " {4 Z# ]/ E8 X0 s0 i
- alias hud_key_press? press?4 U; u, }1 q% l
- def press?(key): {3 A. t7 s/ W: _ [
- return pressed?(key) if key.to_f > 1000
3 t. L, ^$ l1 m% Y% I0 T - hud_key_press?(key)$ U, F7 V. }2 ?2 o2 F7 D
- end1 \) {6 }& ?: Q5 v F b
- end
! z. q& X2 _) m - end
, r6 M+ g) d) j! b2 L$ [3 w - 4 V: Z7 I- i3 A+ O9 f, @
- #===============================================================================2 c, a6 u O, v
- # Game Player; i( `# k& c, ~; @3 U/ f) c0 F) a
- #===============================================================================4 N, ^( d2 H4 [: e2 ]1 O
- class Game_Player < Game_Character+ z) T( a! [& q, H/ t% |; v, L' T
- attr_accessor :hud_equip
+ n5 H0 v0 q& O2 \8 @ - O4 L$ }# ^- |+ N
- alias hot_key_hud_init initialize
& n6 K6 F; ]) B6 a' a4 { - def initialize: s. o" ^3 B! i9 |; M0 B1 |- S; ?
- hot_key_hud_init+ F' E8 y! e! `% }
- @hud_equip = []* r' k3 ` i/ u$ G% T
- end, r2 S& ^/ o; f5 A. V2 d
- ) u; m+ U1 k/ p. L7 Q J8 W0 K
- def equip_item_to_hud(n, item): Z p ]7 G8 G/ H
- if item.nil?
, n0 n5 a) i3 X) P U% M+ _/ C - $game_system.se_play($data_system.buzzer_se)' a. E' U2 M( W S6 ?- f
- return& |6 k) X8 |. W& N( \- a, Q! B
- end
& Y4 ?2 f l4 S5 p5 o3 S7 u7 U - $game_system.se_play($data_system.decision_se)' b# n6 y3 i$ R1 z
- @hud_equip[@hud_equip.index(item)] = nil if @hud_equip.include?(item)
/ Q* o+ k+ o! b! V) o. s - @hud_equip[n] = item
/ O" l0 Q7 [0 k5 \$ a! v; W - end
! R# I4 x- M. v - end, f% {) m* \9 c
- % K' \2 v; h; D2 `1 M. `3 G7 x% q, ^
- #===============================================================================
+ `! c- K8 L, Q6 O( E7 X$ Q - # Quick Skill Window
' c1 n, ~0 ^& ?9 i - #===============================================================================( l2 q) s8 l6 ~6 N7 `
- if XASVER_37 == false
+ Y3 D ~6 ?0 c2 G+ y, l. v - class Xas_Scene_Skill
, _7 D) J- M5 w z' k( d# J3 o - alias hud_quick_menu_main main
2 |8 l# O# y1 N9 J4 I8 i - def main
* J' ^& {' U7 Y- n - @hot_key_hud = Hot_Key_HUD.new2 U1 F$ {" S" ?8 J9 x
- hud_quick_menu_main- R* j0 Q7 z4 E, d( m" s _
- @hot_key_hud.dispose
4 P+ U/ d' i: O - end9 M$ B& E2 @# l6 @" r
-
7 A/ u9 W1 Y1 t! u! i$ `: ? - alias hotkey_hud_qucik_menu_update update
& ~ H5 X/ r9 x; ~9 u& T; e - def update) V- P4 D0 D6 l& w1 L( t. L! O
- hotkey_hud_qucik_menu_update8 S! V; Q3 L% ~: }+ Q
- # Hot Key num 1
) ]2 b% f& }- `' M - if Input.press?(Input::Numkey[1])+ a8 J- K) B! U) I; K' Q
- $game_player.equip_item_to_hud(0, @skill_window.skill)* x3 ^8 ~0 \7 } E* C7 C, q
- # Hot Key num 23 J: i/ S1 }$ c0 V' I1 y
- elsif Input.press?(Input::Numkey[2])
8 _8 w* _5 |' V - $game_player.equip_item_to_hud(1, @skill_window.skill)
3 P7 R; g0 I2 v @ - # Hot Key num 3
) m3 w( z! S( u1 ` - elsif Input.press?(Input::Numkey[3])
5 G+ i! X" l P! k - $game_player.equip_item_to_hud(2, @skill_window.skill). U, D. n& w; c: Y: D+ O$ h1 I
- # Hot Key num 4! B- s5 C6 B, n
- elsif Input.press?(Input::Numkey[4]); S: f5 l3 C- C8 G$ ~
- $game_player.equip_item_to_hud(3, @skill_window.skill)
* W4 I3 J/ Q5 B - # Hot Key num 5
" e' u/ J, H7 W5 o" Z6 B/ q - elsif Input.press?(Input::Numkey[5])
; N3 J/ I4 C; _4 Q) t+ u - $game_player.equip_item_to_hud(4, @skill_window.skill)
2 B3 `5 s" e+ z1 E( T* [ - end
/ H$ F& _! v$ q% H: g - @hot_key_hud.update
) d& V% U9 a: F% l: g% `8 q - end
' [" d: ]% W& @/ h/ u, a - end/ @# o1 {& M' ]! ~1 s" c
- else3 s3 O9 R8 B% ^" t$ o% |
- class Quick_Menu_Skill9 d: B" W* t4 ~! W: }
- alias hud_quick_menu_main main
/ |' g* b2 P3 _0 Q8 L9 K8 ] - def main& i, D, M. }# m* A" W4 d1 z7 o
- @hot_key_hud = Hot_Key_HUD.new0 `% P& o( ^( z9 f, _8 p* f
- hud_quick_menu_main
- W, Q* m i5 G' i0 C. J - @hot_key_hud.dispose
& ^! u- X, i f& |% T& x: | - end
" o( _5 T0 Q" A, Q0 X% w - / g7 S& W2 ^! i! z- q1 G
- alias hotkey_hud_qucik_menu_update update
3 {) x7 R, i- N! k# N - def update
+ C6 w( B% t* d1 f! y [# U( @ - hotkey_hud_qucik_menu_update: y4 w+ s7 u# j; b- H+ g( U
- # Hot Key num 1$ f' ^/ Q, ^8 v6 O
- if Input.press?(Input::Numkey[1])
, c; Z/ g* |% D) C* l/ |. t* ~ - $game_player.equip_item_to_hud(0, @skill_window.skill)3 n# o' _+ T+ b4 G
- # Hot Key num 2
6 ]# S# r; N& p9 l$ V3 C4 [1 j - elsif Input.press?(Input::Numkey[2])4 O3 b) J8 U1 g6 \
- $game_player.equip_item_to_hud(1, @skill_window.skill)
1 [9 X& g( k8 k0 S* f' c - # Hot Key num 3
( v( p/ v- ]4 t! p* _. ~& P9 C, h - elsif Input.press?(Input::Numkey[3])1 ^5 ]5 ]. h& j' u
- $game_player.equip_item_to_hud(2, @skill_window.skill)( p, a! O8 O( w F- ]" z
- # Hot Key num 4
0 L5 U& b, Q. Z. M; p0 a - elsif Input.press?(Input::Numkey[4])3 s2 ]3 a' K3 ?8 G' Q% d# z
- $game_player.equip_item_to_hud(3, @skill_window.skill)
: ^4 O- g3 U; c! X7 c - # Hot Key num 50 f$ Y: C$ n% P4 D
- elsif Input.press?(Input::Numkey[5])
+ d% t" D3 U- ?3 g - $game_player.equip_item_to_hud(4, @skill_window.skill)
' b; J0 d7 r8 q# S$ Y - end+ H' H1 w3 R! C3 _
- @hot_key_hud.update
1 u! |2 b& B8 P/ R* l8 i. k - end
, o2 d: P6 h) L9 H6 ^7 G% X- P: g+ i0 { - end
% \, x4 U+ D4 m x, o- Q5 b3 O - end
$ v- u# w. F1 x - 0 v7 u' y% K6 M+ \% K& L' K
- #===============================================================================' R( N, x9 \' q. r" a
- # Quick Item Window) r9 y7 @7 K; \ O9 y N2 t2 i
- #===============================================================================
+ {/ O* E+ A8 l" Q! v1 G - if XASVER_37 == false, U1 D) O, k8 T n8 j
- class Xas_Scene_Item
/ S. \) q8 i I; M9 n! t - alias hud_quick_menu_main main
4 l& ]9 e$ v# E0 g! n - def main
6 k' k5 d: W, M: ~ - @hot_key_hud = Hot_Key_HUD.new; E! _7 E* X. g* t
- hud_quick_menu_main
# S$ w0 f' f$ i - @hot_key_hud.dispose
9 m5 T2 L% y' f! d! q) H5 L+ ~' N - end' w) m) j A# i4 T: s
- ) N- P6 \8 L- Z0 Z
- alias hud_key_update update9 T% W0 k4 \/ \
- def update
1 i9 A' r0 H4 q4 } - hud_key_update1 X7 t) O6 ?3 @2 X! M+ d- }0 h9 i/ K
- # Hot Key num 1% r5 `' t0 r- p& q3 q4 D" ^
- if Input.press?(Input::Numkey[1])3 W! f/ y+ Y1 j+ ]* N
- $game_player.equip_item_to_hud(0, @item_window.item)/ {' Q; F; `$ a. |: @
- # Hot Key num 25 G+ g, x( {: c2 ?% V3 _. |$ a
- elsif Input.press?(Input::Numkey[2])! {7 q" [, x: t
- $game_player.equip_item_to_hud(1, @item_window.item)
1 f( ?+ N/ Z4 x- g - # Hot Key num 3
. ?& Z1 T& s" e( l) o. t- q - elsif Input.press?(Input::Numkey[3])) s: d4 `) d: l7 A
- $game_player.equip_item_to_hud(2, @item_window.item)8 }0 n. O& B) }4 I; @4 _
- # Hot Key num 4& _6 ~% L2 Z$ K8 c8 l, e
- elsif Input.press?(Input::Numkey[4])3 ]+ A1 H* h) z8 [$ c. i8 z
- $game_player.equip_item_to_hud(3, @item_window.item)
9 ^! H8 `* f2 T' q' ]% s; X - # Hot Key num 5( W }. I- P6 h' w* u2 @
- elsif Input.press?(Input::Numkey[5])
8 C4 r* D; Y8 p8 T. P - $game_player.equip_item_to_hud(4, @item_window.item)( ]3 l8 P! g3 c$ D
- end
: Y" _( P6 X* ^& G9 I, h( e+ ? - @hot_key_hud.update2 y7 l/ [& b$ P
- end3 T# y0 ?3 ~! R r7 M& j; @
- end$ l0 t) p3 l8 \) @
- else
! C# [8 k# ^% E - class Quick_Menu_Item( Y/ f% X- p/ x/ m' U
- alias hud_quick_menu_main main
( Y1 B; t4 b3 x$ W& i' n - def main
8 G( z# Q( d3 x: ?) r - @hot_key_hud = Hot_Key_HUD.new" E8 J( N% }$ j* c S
- hud_quick_menu_main( j) u. ~; k2 a3 }- J) D
- @hot_key_hud.dispose
' A# ~& b" M- ~7 {% W - end* R* c+ D1 ~& f( V
-
) n6 `3 {- n, l, ` M6 }; U# D* R - alias hud_key_update update
( I. R W, B, i - def update& b. f$ N/ X, i0 b
- hud_key_update: M3 l$ e& Q. T2 H* z7 n5 F
- # Hot Key num 1
* W, ?* F: P2 w) I: d( Q" H/ W2 S5 j - if Input.press?(Input::Numkey[1])
" f! u7 D4 S* }* g5 s- R: @ - $game_player.equip_item_to_hud(0, @item_window.item)- @# S% b+ W" [0 A
- # Hot Key num 2
) p% g+ ]" d$ F' {$ \ - elsif Input.press?(Input::Numkey[2])
- e( U; m* D$ e+ L - $game_player.equip_item_to_hud(1, @item_window.item)( u, ^& {7 O' _* O+ m
- # Hot Key num 37 g# k- X( h6 M( f- ?
- elsif Input.press?(Input::Numkey[3]) L2 i4 q. Q6 q1 L3 e
- $game_player.equip_item_to_hud(2, @item_window.item)/ A# n; z" O- Q: ?0 r/ F% b
- # Hot Key num 4
- [- Z/ _3 r+ q: e7 {/ p - elsif Input.press?(Input::Numkey[4])
; s/ _. ^& J0 Q7 w8 C* {, c - $game_player.equip_item_to_hud(3, @item_window.item)* [7 s* n9 L$ g8 i r
- # Hot Key num 51 S' Y" \4 C* q7 i. C. k
- elsif Input.press?(Input::Numkey[5])
! i! |9 x9 _0 p) w/ E! | - $game_player.equip_item_to_hud(4, @item_window.item)- h& c% e& D8 k9 C& i3 w/ ~
- end* _; I+ K0 E( R$ i$ [* ?: x) \
- @hot_key_hud.update0 ^- K3 X4 y/ S8 Z
- end" z1 Y4 s: g l% z9 l
- end
$ [. L& \' v( j: k+ E8 s - end
3 h8 G! C' Q2 o0 R" H- { - # X- c. G" ?4 i! I% @8 L
- #===============================================================================" `. m) C! j2 N3 {5 w
- # HUD Window+ H& w+ S1 }% P! l) t/ U
- #===============================================================================
) M9 i* G3 e" R3 P5 [ - class Hot_Key_HUD < Window_Base! S, l( z* d: ~% i! L
- def initialize(x = HUD_X - 10, y = HUD_Y - 15)1 Q6 ] T, Y7 b% V$ L( r: m
- super(x, y, 220, 80)
3 N: j6 p9 c% \' a1 i& U3 {6 ? - self.contents = Bitmap.new(width - 32, height - 32)
- u$ S7 M+ S' H' ^. Q - self.opacity = 0$ G, K- L* O5 i
- @actor = $game_party.actors[0]" U! a; T8 C2 G. c% X8 p- e0 T) \
- refresh( | n* n) @$ h$ s5 g! }$ |
- end/ q) H/ O4 G1 E8 E3 L/ [1 b9 ~
5 X# p! R" l) k) R$ E9 U* c- def refresh6 N. Q" i6 A, Y+ u2 ?
- self.contents.clear8 ]& H4 j; @& q
- bitmap = RPG::Cache.picture("Hot_Keys_HUD")
- q" `. f5 i R, l. L - self.contents.blt(0, 0, bitmap, Rect.new(0, 0, 160, 32))
* q" N" L( \$ z0 p/ U7 A; P3 F - for i in 0..4
; O6 e, S* c" ?: u N2 L6 t - x = 32 * i + 42 Z D# r2 B8 n) n7 p
- item = $game_player.hud_equip[i]8 N- x4 k/ i, L) a2 I N
- next if item.nil?8 u4 |% Q4 A$ v5 e& j
- if item.is_a?(RPG::Weapon)6 a) [7 D/ P( w' j+ J6 j
- item = nil if $game_party.weapon_number(item.id) == 0 and( E1 z8 L7 K6 Y& U
- @actor.weapon_id != item.id$ I, s. o! X% {% ^
- elsif item.is_a?(RPG::Armor)# D% ` C* _$ A0 @6 F( C8 F
- item = nil if $game_party.armor_number(item.id) == 0 and 0 s! [# \# q% ]9 m1 V( t: m
- @actor.armor1_id != item.id" G5 `# r0 A, j
- elsif item.is_a?(RPG::Item)
. r+ L2 J) H6 M" ~ - item = nil if $game_party.item_number(item.id) == 0 or
) a. P% o2 r1 ? i% b0 o0 H% L' J# y - !$game_party.item_can_use?(item.id)
7 O" _0 x, B' H% {( @. x# N' r N - end
" _$ y% G3 A) x+ {. q/ k6 |+ ]8 G# V" S - bitmap = RPG::Cache.icon(item.icon_name)3 K8 F/ E, A' r
- self.contents.blt(x, 4, bitmap, Rect.new(0, 0, 24, 24))
! f/ p% S8 s0 r% b5 d1 w5 Q8 r- { - end$ {1 u1 v6 e6 d
- end; U# S- g3 N' D, ~6 H
-
+ t. o, m G4 C) ?0 N0 T - def equip(item)
7 h% B, w5 A; K% _ - if item.nil? b4 d# a2 i. S) b5 ]/ O
- $game_system.se_play($data_system.buzzer_se)
' F9 R' F& W' R' O! ^* N - return: |/ V& E& i: ~3 w: u {
- end6 Z. c$ f9 E m# Y" W5 G
- if item.is_a?(RPG::Skill)9 f; T6 {- _! a: o, {; c4 N
- if [email protected]_can_use?(item.id), C5 a% _! ~5 T$ w5 \% G' x
- $game_system.se_play($data_system.buzzer_se)
; @4 W" p2 ?# h3 f - return) k- Z. \* |4 v& M9 F4 P
- end+ D* Z# M5 q. }& q/ N0 H3 ?
- $game_system.xas_skill_id = item.id& w6 l y) M& n% B4 F
- elsif item.is_a?(RPG::Weapon)
( o* ^; J( h& t( {/ c - @actor.equip(0, item.id)
, y. J! |2 u6 V! y m- `- H - elsif item.is_a?(RPG::Armor)5 L0 \3 ^; n1 R5 J& H/ S0 U+ i
- @actor.equip(1, item.id)
9 H' V8 w2 i: W. q# C' J% B7 ^ - elsif item.is_a?(RPG::Item)- [. r, v6 P* A5 o: }. c& x" s
- item_tool_id = XAS::XASITEM_ID[item.id]. c5 w. z+ ~, [* R6 _& I- O
- if item_tool_id != nil0 J% a* ^( D5 ~1 ^
- unless $game_party.item_can_use?(item.id)1 T8 f: s# }- j) |
- $game_system.se_play($data_system.buzzer_se)% z |& }1 t7 C4 Z
- return
% Z" m, [: R7 l6 T - end
3 j- ?; u/ H: Z% _$ r5 A5 g - $game_system.xas_item_id = item.id8 z- t+ \/ D' u3 s$ t
- end
; @& M1 ?9 Q6 l' C& o- c - end
/ K, N4 N ^% l/ l+ K - $game_system.se_play($data_system.equip_se)
* Y1 U3 l4 X4 N; x" Y2 @ - end- q7 _; ], X. k
- 1 s- Z+ Q; K5 i7 j7 n: S; G. X$ }
- def update6 X1 i- g4 F9 M6 c7 J
- @actor = $game_party.actors[0]( i2 s9 l9 @. E o' t( n6 R
- @hot_keys = $game_player.hud_equip' V) b6 C) T1 a2 o
- refresh0 e; l4 {' q' a3 w! \+ m' C7 m
- return if !$scene.is_a?(Scene_Map)
/ }9 v9 u: R7 ]1 L - if Input.press?(Input::Numkey[1])
: }/ j; d0 B! E" }5 r; N - equip($game_player.hud_equip[0])" h( ]9 x* I9 W$ c- M+ |
- elsif Input.press?(Input::Numkey[2])
5 B1 l1 {" O3 U4 j5 A. t - equip($game_player.hud_equip[1])
: U9 j; U- [6 M7 { - elsif Input.press?(Input::Numkey[3])
. @2 J0 h4 B$ m: w6 ^: r - equip($game_player.hud_equip[2])
) t/ t8 J6 h2 B# n' {# C& ?; ? - elsif Input.press?(Input::Numkey[4])
9 S8 Z0 {* V/ C, J9 U - equip($game_player.hud_equip[3])
- o# R8 w. W" y/ V# b; \- I - elsif Input.press?(Input::Numkey[5])
! U8 o' B8 y% @2 W2 p1 w& v - equip($game_player.hud_equip[4])9 E8 {2 ?- t# W/ b, S1 q# J% N
- end
6 p$ j2 w: B( H8 D' L - end
: b2 L$ m" x! M( |2 a, O# T B! K - end
" Y% W8 k/ F9 ]7 j9 d7 i! k - 7 z# \2 b, `- z
- #===============================================================================* Q! x4 r8 ~4 }3 Z! {
- # Scene Map
9 I& g$ o6 Q) z3 } _+ P - #===============================================================================3 e( H" {* k" N( \" I
- class Scene_Map
; Y. y p: @8 D' |5 b9 ~8 ~ - alias hot_key_hud_init main: F9 r. l/ C/ _* D: y1 z
- def main$ n7 |' l: z9 ~- v; {5 ^; p& P
- @hot_key_hud = Hot_Key_HUD.new
' B3 N) H( X! M7 @; k5 O0 O: x5 Z - @hot_key_hud.visible = !$game_switches[XAS_HUDDISABLE_HUD_SWITCH]3 L/ a8 S1 \# H
- hot_key_hud_init- S; @$ d/ k4 A
- @hot_key_hud.dispose" l! I+ X/ j6 c) ]1 d
- end
0 {' [; a! l2 J; ~7 L2 H& E - 8 W a$ n f5 u) K1 F; I4 a: Q- e
- alias hot_key_hud_update update
3 P( z: L8 V/ R" d- x' a; V - def update
; @: J# `# Y6 J8 O - hot_key_hud_update4 A% Y% r% b* Q2 I
- @hot_key_hud.update
; f% R6 j4 z+ m! H Y1 R - @hot_key_hud.visible = !$game_switches[XAS_HUDDISABLE_HUD_SWITCH]- V8 _/ H8 Z5 E5 j
- @hot_key_hud.update if !$game_switches[XAS_HUDDISABLE_HUD_SWITCH]
8 @: g% E- k' @! C1 i* G" j4 u - end
+ _! f1 `" d4 m - end
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