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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,% C& _8 H9 o5 L- h* e) n3 d
不知道有人能帮忙看一下吗?- #===============================================================================
8 E7 Q7 R& I$ t$ P- X( ? - # XAS - Hot Key HUD
8 R) ~- X) D" p( i$ D4 n8 R/ G. H! d - #===============================================================================- e, G4 H& @- C! a# P6 H
- # By Mr_Wiggles! E% N9 G! }% u, n, Q$ i
- # Version 1.3
4 u# W8 Q" g/ c - # 7/6/10
5 o- v8 Q! {1 _- r& [ - #-------------------------------------------------------------------------------0 L/ W# t7 q7 Q: `$ d
- # Instructions:% B* v* y/ Z$ F2 ]
- # Fill in the constants bellow, paste this script above main and bellow XAS in! N0 `6 ~# X/ m8 ]
- # your script data base. BE SURE TO SET TO THE RIGHT XAS VERSION!!
S, [4 t" F2 W3 b8 J2 b - #
* d3 z6 v& |3 Q. E5 ~ - # Place the "Hot_Keys_HUD" picture file into your game directory
& z( D5 h8 H3 G" L- n8 j, u7 U' b - # Graphics/Pictures folder.
) O; _7 L: g) d4 p* U, J" \ - #-------------------------------------------------------------------------------
- p4 G' @8 h& K$ J6 a* ^ - # Directions of Use:& E& J% p, X0 I3 ^1 x: I
- # Simple just press a number key (1 - 5) when the quick skill or item menu is
! m6 r% Z: M, |2 d7 y - # Showing.( Q! @ D% Z0 ]0 G
- #===============================================================================
* A# I$ d, D1 y# K - HUD_X = 0 # X pos of HUD0 U2 H7 U2 c* k5 r/ ~$ U9 u9 W. s. g
- HUD_Y = 0 # Y pos of HUD
. ?- d" p+ F8 G# M( J- m6 g. B
( t, W9 S# R4 S6 m$ r' @8 w- # Set true if XAS 3.7f
2 y2 ?4 f* y+ }& n# D8 Q8 ^ - # set false if XAS 3.65 D( `2 _) h! N7 R0 f
- XASVER_37 = true
7 v5 [, ^! H' I- Y2 P
: E1 H+ z* }0 C' R' a% z- \- #===============================================================================
6 Q5 T2 F" C, o+ e* h" f - # Numkeys Module
+ U8 y6 p- h* O - #===============================================================================$ O- z- O$ `- y, X6 E* f* G
- module Input
7 y& Z: y5 j. [3 P3 p2 _ - Numkey = {1 => 1049, 2 => 1050, 3 => 1051, 4 => 1052, 5 => 1053}
# Y' i' e& @1 G2 g% v - class << self3 |+ `- y% }4 r7 A
- Key = Win32API.new('user32','GetAsyncKeyState',['i'],'i')2 q$ v6 y8 H. K: J
-
9 X0 E" s% K! j+ v: p - def testkey(key)
3 Q1 f5 @! g8 O0 ~" N# A6 y - Key.call(key) & 0x01 == 1
: T; G$ A6 C4 P - end) m) D6 A1 }8 p7 C) X) u5 R
- ; J) d, e3 q9 S) @- v/ K
- alias hud_key_update update0 j4 p3 Q! I5 @% Z+ ^
- def update# R' a9 p+ v7 C9 B0 v+ B
- hud_key_update
/ o: N7 U7 W* S0 Q - @pressed = []
( l! Z5 S7 |* L) n3 b9 @$ y - for key in Numkey.values' M! U1 E4 n3 N" P2 I9 W0 F
- key -= 1000
# W& N# E# B7 w- H% ]/ z" J - @pressed.push(key) if testkey(key)& A0 f2 |, U: u1 @3 S6 q+ t
- end2 Z9 K8 S3 y4 }- M. w* H6 P5 k
- end
g# t0 H2 T+ g( j. D+ @8 | - ) J* b: m" Q# @8 t+ q
- def pressed?(key)! L( S2 ?% f# J& j; R
- key -= 10003 ]7 C$ z4 C7 L* H
- @pressed = [] if @pressed.nil?+ P4 ]$ G$ z. s6 e! z* k
- return true if @pressed.include?(key)
+ g5 I3 W. g$ D! u! s - return false# P: E( s6 v1 U! q& m
- end
4 j/ R6 L# o6 B6 U% y/ J -
: Y, }1 l. |+ h8 I - alias hud_key_press? press?4 x8 l; v) A1 [
- def press?(key)
! [0 i* F; R# q, L - return pressed?(key) if key.to_f > 1000
. e6 y' F) Z- `0 X6 S8 n/ V - hud_key_press?(key)& C7 k& @- c9 x5 k: j
- end: t+ @6 q8 N) P8 @" q
- end% h" }! U' k5 _4 A# |& {2 X" {
- end
; Q4 O7 K7 a+ C1 C - ( b. Q# f$ `* Q
- #===============================================================================
. o8 ~# m/ {0 j) l- A - # Game Player
' h% |' C. u1 D* @ E0 J - #===============================================================================1 e& o* f# c2 O
- class Game_Player < Game_Character
' T/ Q$ c5 f; t2 ^ - attr_accessor :hud_equip
0 G5 N& i* y8 F4 L+ C. c a3 R -
& m1 H! T6 ?* y- L& ? - alias hot_key_hud_init initialize
# x- J' S, h! S! z& ?/ w' C- p - def initialize
/ D) W2 w) }9 s6 D; ^6 O - hot_key_hud_init
& Z% D+ I6 P" r- D* ] - @hud_equip = []9 T9 ]% D+ u" v" ]
- end3 C) W6 T. V2 T
- 5 L. ]" S( [1 q0 y2 B/ N
- def equip_item_to_hud(n, item)+ e1 j# s. N& P# X. {& ?- Z
- if item.nil?" B/ h) v' R6 N6 `. Z0 @( [
- $game_system.se_play($data_system.buzzer_se); c( \+ a X' k* Q
- return
0 j* U9 J& ^! q! f- | C - end
6 E& l/ Z3 a& a" }/ k) i2 J5 D( {% W - $game_system.se_play($data_system.decision_se)! X7 p0 N, l* H( Z) W
- @hud_equip[@hud_equip.index(item)] = nil if @hud_equip.include?(item)4 l# Y4 n3 E5 P# {4 `/ w8 S) x- A
- @hud_equip[n] = item
) u1 w9 N6 P; P - end y2 V% e+ _1 v! h: j$ s
- end
2 Z; i( [- D$ }
3 h, S Y$ K1 d/ z* Z- #===============================================================================
9 _: V2 U6 P* j2 s5 I: ? d - # Quick Skill Window( v7 y" i% n7 N5 t4 G
- #===============================================================================/ T/ z& v, }& {" a. E4 ^6 {* m
- if XASVER_37 == false: x8 C0 J+ M+ @+ A, V/ d& ]
- class Xas_Scene_Skill4 }: G4 v) H. O& E# l8 ?( R& @9 a3 _
- alias hud_quick_menu_main main
) T7 v9 B- O' N+ W: {& x - def main1 f- f& z2 H6 o
- @hot_key_hud = Hot_Key_HUD.new
" A2 { h" Y) H0 f/ L! J# |( n - hud_quick_menu_main
) a' e+ C, o$ i% N. P - @hot_key_hud.dispose
3 b& P0 a+ X: x# I0 ^ - end
J, F5 t7 f" l' @5 t) W -
; S$ Q# I9 J3 N" W% a) b( M8 } - alias hotkey_hud_qucik_menu_update update
; }* D/ _" `- `! l. [) p - def update+ x, t) K. P( a. W. D8 S& c: z
- hotkey_hud_qucik_menu_update
" |* j$ L% a# E! T7 b& p - # Hot Key num 1' J k6 I4 j& U, T# f7 k. u
- if Input.press?(Input::Numkey[1])
b) }" }9 P' R$ b" k6 ~ - $game_player.equip_item_to_hud(0, @skill_window.skill)& A- t9 I' t9 F3 ^
- # Hot Key num 2! `( ]1 m1 P3 I k( i6 r4 Q
- elsif Input.press?(Input::Numkey[2]) x" C% Z3 w$ I. p7 ~: }
- $game_player.equip_item_to_hud(1, @skill_window.skill)% ~6 T& u6 ?5 i! Q3 v
- # Hot Key num 3" s3 J8 \5 ]9 g0 C: D8 @
- elsif Input.press?(Input::Numkey[3])6 ]* j$ Y5 w' ]7 \2 o& r0 \
- $game_player.equip_item_to_hud(2, @skill_window.skill)# B/ a5 ~! Y' S z5 Y* P
- # Hot Key num 40 B- i* ~ C+ `+ O) {
- elsif Input.press?(Input::Numkey[4])" E& c B. } c$ l( }
- $game_player.equip_item_to_hud(3, @skill_window.skill)) r8 [& j2 i, c p' M
- # Hot Key num 59 M! f6 U1 X6 m; {9 T8 F' V9 _2 J
- elsif Input.press?(Input::Numkey[5])
6 X, }; d5 D" m G, U - $game_player.equip_item_to_hud(4, @skill_window.skill)5 N4 L7 B) B9 H' t8 U- X+ S! I' Q
- end
% Q o1 ^, [5 t7 u* Z" k% { e! a - @hot_key_hud.update, \1 Y5 Q' E9 Y, e! \( f! `/ G; l
- end
& }! @7 P# \. q ]% O7 t - end4 P9 a- `* I4 R& Q( e
- else2 _: e7 ?! c9 J9 U
- class Quick_Menu_Skill
. s6 R4 e) k2 y2 e$ }1 d - alias hud_quick_menu_main main" y% f( ~# J2 V' L7 G- U/ R) U
- def main- Q' M- u1 D g% d5 M& L0 A
- @hot_key_hud = Hot_Key_HUD.new
4 r, b5 n8 O' k7 M9 {" X$ J' z - hud_quick_menu_main& {+ i# `9 C. f. r1 y
- @hot_key_hud.dispose3 G" U( q8 C0 x/ K5 N& H5 L# C# b
- end& l; {4 E% N! d* |( B. ]
-
5 E0 M, L, a; c# E. j9 h2 ~/ q - alias hotkey_hud_qucik_menu_update update
$ E/ M, n z' K/ P8 Q2 W - def update6 K7 C) X6 d0 |$ l6 m
- hotkey_hud_qucik_menu_update) O( ^6 t; c8 b5 H9 [) I( D, r
- # Hot Key num 1
) }7 U* v8 t- l, C; }" w# v8 H( v7 E - if Input.press?(Input::Numkey[1])
( \0 [, B# s6 f) H5 s. }3 p) Z" K - $game_player.equip_item_to_hud(0, @skill_window.skill)" ~" Z3 x0 E! Y* C
- # Hot Key num 2
. \: x ?% |% `" k7 B - elsif Input.press?(Input::Numkey[2])
5 w" l5 D$ @% j8 m: p - $game_player.equip_item_to_hud(1, @skill_window.skill)
g2 ?' S4 z$ q7 z E8 {' P - # Hot Key num 3
5 t- |, u) u$ o! c - elsif Input.press?(Input::Numkey[3])" W: v( m. _9 h! ~$ m8 [% U1 w
- $game_player.equip_item_to_hud(2, @skill_window.skill)
( K W* A5 `& l ]( Z - # Hot Key num 4/ J5 r: @4 @* p, _
- elsif Input.press?(Input::Numkey[4])5 W& y, {* k6 ~$ V) _# K
- $game_player.equip_item_to_hud(3, @skill_window.skill) s1 N: z5 e: `5 y
- # Hot Key num 5
" n+ x1 G) @5 U. j/ ]2 W3 u* P - elsif Input.press?(Input::Numkey[5])
9 ]. g% }7 z: W, C. A! k - $game_player.equip_item_to_hud(4, @skill_window.skill)
( V4 s* h1 d* r2 @ - end+ j0 J( K- \% [7 A( u- f
- @hot_key_hud.update+ v6 q7 f, t+ {
- end1 Y( h5 M9 T. \4 M1 V. B( M
- end
. p( J* l9 N& H. P+ @ - end
0 K9 F; J7 d( \3 d3 ?9 M( A - 1 m: A6 _7 U& ]: m5 A# N
- #===============================================================================
' y( f5 C' |: b! q - # Quick Item Window
; N6 O5 Q# n* O. R% U - #===============================================================================8 i1 N6 c( y% b! |0 Q
- if XASVER_37 == false
! I+ P' }0 o6 M9 s) F. @; T - class Xas_Scene_Item
& b! M; N$ s6 T5 \/ v - alias hud_quick_menu_main main" i6 C! [% E2 ^0 D
- def main9 A8 e' N) b5 {4 d* b1 b6 n
- @hot_key_hud = Hot_Key_HUD.new
1 d2 H& n w: |. F; M8 j - hud_quick_menu_main
% }/ @, H4 r7 I - @hot_key_hud.dispose
* h6 l/ R: r3 N* Q# M- k - end
+ d+ G3 V# @ b7 P; d- ^5 x) k -
! u; H) x3 V" z1 Z. N - alias hud_key_update update" q9 f) Z6 O! O3 E
- def update
6 U: `8 \+ I+ J/ l1 r( p - hud_key_update' V9 F7 b. c: t
- # Hot Key num 14 i* \, v. L) T* J3 ?4 S
- if Input.press?(Input::Numkey[1]), ~; R" w! a. N3 r+ _
- $game_player.equip_item_to_hud(0, @item_window.item)- w3 h& ~& k, H7 `( e; @& O' A
- # Hot Key num 22 ?+ I& j% g5 p7 v8 I4 k3 L
- elsif Input.press?(Input::Numkey[2])+ {. p1 h0 p6 K, W* ]. _/ y/ M& z
- $game_player.equip_item_to_hud(1, @item_window.item) b/ K, {" k9 Y! W1 Z
- # Hot Key num 3
" X+ U: v# U' j - elsif Input.press?(Input::Numkey[3])
& e# J2 @! l& B, J4 m) m9 Y - $game_player.equip_item_to_hud(2, @item_window.item); V1 f$ ]1 S. h+ w# ~) \$ A; y2 Y
- # Hot Key num 4
, p- y" M/ W. I4 r+ h% D. D0 f; b - elsif Input.press?(Input::Numkey[4])
( K% C! |8 P/ g1 e6 Z: E - $game_player.equip_item_to_hud(3, @item_window.item)% J+ d) i2 Q l- t
- # Hot Key num 5. ~+ P/ _/ P* a G& F4 ]/ T
- elsif Input.press?(Input::Numkey[5])
+ q- W9 v r/ P# m8 P - $game_player.equip_item_to_hud(4, @item_window.item)
8 d, G! j$ I- h$ t) c - end
9 l. v1 F2 k( Z0 O6 K: G8 ^ - @hot_key_hud.update( C+ |8 m, a% u8 L1 r# Z. [; x7 o4 m
- end
' }' M" N6 ~4 ?+ r4 b" H - end
3 O, X8 @# y. R q- ~ - else
2 I2 N7 ]) _ }' K9 P7 E - class Quick_Menu_Item. z# ^: d3 ~+ r" K) L
- alias hud_quick_menu_main main' R- B4 @8 W S0 k
- def main
" o1 A1 D4 B& S) g; x# x) d4 y - @hot_key_hud = Hot_Key_HUD.new
* h( w" ]2 E }4 M% Z - hud_quick_menu_main }1 k9 `% q3 K+ W/ L
- @hot_key_hud.dispose0 R! h) Q, V$ V) [ o; U
- end
) `& q. t, ^3 T* k) V5 d3 m( _( x -
6 b8 t f+ n. H2 v6 e - alias hud_key_update update
7 f5 T9 i! h% E" B - def update
) |5 }- ~9 B( P( R; d. h - hud_key_update
* n" @$ W& G# ?5 u - # Hot Key num 1$ K8 P8 ~( V. f" o* D1 S( I& \
- if Input.press?(Input::Numkey[1])
) U. g2 M5 D8 Z- o! g1 E/ L0 H - $game_player.equip_item_to_hud(0, @item_window.item)) ^8 s- S% {1 h) {& ?
- # Hot Key num 2; g! q. j; Q7 ?0 _& }7 t2 M
- elsif Input.press?(Input::Numkey[2])4 a' W2 v6 ]7 r- ?
- $game_player.equip_item_to_hud(1, @item_window.item)
5 k6 m9 k$ {% }& w D9 |4 l6 O - # Hot Key num 3
I' \5 K' T7 a$ _" U( b, W - elsif Input.press?(Input::Numkey[3])
4 r8 n: g' d+ s( l& h - $game_player.equip_item_to_hud(2, @item_window.item), _% _" a/ X( V6 [8 F1 }( P
- # Hot Key num 49 V4 j/ O5 m! n6 b
- elsif Input.press?(Input::Numkey[4]): B; t; y' |0 Y% |& t
- $game_player.equip_item_to_hud(3, @item_window.item)
* D/ v4 L/ {" R9 x* ~: M - # Hot Key num 5
6 Y4 K- Y/ E$ m& X" p. v) q - elsif Input.press?(Input::Numkey[5])
* L) q8 Q% [% x# L - $game_player.equip_item_to_hud(4, @item_window.item)
' c- g; ?: }9 Z' E4 P7 d+ O* E) F - end6 _4 _5 K, B& w+ ~' {
- @hot_key_hud.update
; R$ @8 k [! w& E% ]. L - end# F. N+ r; h- q5 s! z
- end' N) I9 c! Z4 O
- end
/ |1 s: u1 T- }. H- S% C5 i3 c - 1 r/ P7 ^3 B% ^1 N; x* _
- #===============================================================================6 g6 `- e6 d% C) ]0 {' A( ?- Z8 u
- # HUD Window
& U; b. `# g: |7 D# L - #===============================================================================
8 a# N. a1 q( H* N - class Hot_Key_HUD < Window_Base7 c: G7 v) _' D7 V [
- def initialize(x = HUD_X - 10, y = HUD_Y - 15)4 N, Z) S! K; i
- super(x, y, 220, 80)
6 {/ o1 m. q' M _7 p - self.contents = Bitmap.new(width - 32, height - 32)+ e1 x( [+ m. w! ?4 ?. f" {& | E
- self.opacity = 0
( e/ b; H5 ~; J/ k3 B- k/ E - @actor = $game_party.actors[0]
5 m' n) r1 X" Z# N6 F, v - refresh
+ t2 A) X# A( n# ]5 f - end
' L9 Y2 D3 q( \. N( A - " r8 J2 }; ]( B9 i# |
- def refresh# q- K, G3 G o2 C5 C1 F
- self.contents.clear
/ F) y) F% T# l+ \ - bitmap = RPG::Cache.picture("Hot_Keys_HUD")! ^& n+ |/ F% d/ W- h, r
- self.contents.blt(0, 0, bitmap, Rect.new(0, 0, 160, 32))" }/ A/ l+ k; ~, g! w6 d0 w! k
- for i in 0..4
9 M8 O# r/ D' l9 z( L8 v' O- z( Q* S - x = 32 * i + 4
/ ~& X. Q; W t0 ~+ H" r - item = $game_player.hud_equip[i]
% |) h" i7 Q" q1 ] - next if item.nil?
* p9 n$ r x3 @ - if item.is_a?(RPG::Weapon)
' d5 U3 X' ]+ y1 o, P! g. G# F - item = nil if $game_party.weapon_number(item.id) == 0 and
$ M/ U2 Y/ Z' z3 G3 X - @actor.weapon_id != item.id
0 u2 F% K8 l: a$ S2 T; G& L1 Q - elsif item.is_a?(RPG::Armor)5 ^( D: f9 L. ] [+ U% g4 @
- item = nil if $game_party.armor_number(item.id) == 0 and 3 o4 d( l0 N1 D0 O
- @actor.armor1_id != item.id5 G. E. J: e9 y( t# t2 u3 y
- elsif item.is_a?(RPG::Item)% ~- G: G' F2 X6 [5 Q( J2 [
- item = nil if $game_party.item_number(item.id) == 0 or. a3 z4 D9 x/ ?6 ^1 d
- !$game_party.item_can_use?(item.id)
W* C! _5 p- {* a* m( B4 A: G' H - end
$ `* K2 b0 ?* I8 v - bitmap = RPG::Cache.icon(item.icon_name)
; L8 p% `8 |8 i; d$ n+ \ - self.contents.blt(x, 4, bitmap, Rect.new(0, 0, 24, 24)); Y0 [( k5 |, H
- end& D, p2 T* J. E7 D) ?& R5 F" @- n" ^
- end
. o7 M$ N- C$ l4 p2 ]" j- m1 y - 2 A/ ^! \ E6 _
- def equip(item)/ G' d4 X: q5 r; T9 A" m
- if item.nil?
1 H' x8 d4 Q& M8 K. e - $game_system.se_play($data_system.buzzer_se)
# m+ j& Z0 l( e8 d' c8 o! b - return$ T# f. _# P9 W' R
- end. ^2 _5 T; @7 g
- if item.is_a?(RPG::Skill). g& K" ~& Y9 X0 N, P+ W, }
- if [email protected]_can_use?(item.id)
& i) D% E1 G7 f5 {% z9 i - $game_system.se_play($data_system.buzzer_se)
% J7 P% k* `8 ^ @ - return
6 ^' K" v) A+ U& O - end3 c: a' r/ E$ p f$ k* P0 ]
- $game_system.xas_skill_id = item.id
1 w l1 O* t0 W4 I - elsif item.is_a?(RPG::Weapon)
% d9 J: ^* ]* i. k - @actor.equip(0, item.id)
0 I/ K1 m& B; w. H9 v - elsif item.is_a?(RPG::Armor)
( O, y, Z: n7 x' [4 R* t1 F - @actor.equip(1, item.id)6 r! z% b: R! U
- elsif item.is_a?(RPG::Item)
# {+ X8 |8 O% t# @ - item_tool_id = XAS::XASITEM_ID[item.id]# M4 j0 i& q2 z
- if item_tool_id != nil
; y* E# H5 U! j4 }/ Z - unless $game_party.item_can_use?(item.id)
. }" I5 F6 h A - $game_system.se_play($data_system.buzzer_se)
" D: ~1 O( [. G: x9 r7 f - return
8 R7 m, o7 w6 a. A3 m - end
+ U! d( L! a9 S0 ~ - $game_system.xas_item_id = item.id
) M' k8 ^: y: r" j" L2 r - end
( d- x% C+ h( i, y* s - end" f$ j/ V, L% H2 P' U
- $game_system.se_play($data_system.equip_se)
% k6 w; y) x% g# e+ ^4 R2 b0 A - end" y5 T6 `6 r. m- e9 ]. Q
-
0 G. {% ?0 N8 [ - def update
4 n) m o. A: h7 a2 a - @actor = $game_party.actors[0]
: [2 q8 f% `. t& x - @hot_keys = $game_player.hud_equip3 n% j5 l% s! A0 U% P0 C
- refresh
' z$ N0 H# J5 Z) Y7 H* D - return if !$scene.is_a?(Scene_Map)5 \8 i/ ^1 _+ o+ o# o7 H' D7 j' ?
- if Input.press?(Input::Numkey[1])) W ]" G) T# d- J4 }) F, o
- equip($game_player.hud_equip[0])
! r* C6 |* O) _- E1 [9 ]$ ], h( k - elsif Input.press?(Input::Numkey[2])
7 t6 }2 X9 U( `' Z9 a - equip($game_player.hud_equip[1])) q7 t* H3 s1 i$ ^1 U J
- elsif Input.press?(Input::Numkey[3])- Y- E q2 n8 G
- equip($game_player.hud_equip[2]) + l: z4 j( s( w( j7 G
- elsif Input.press?(Input::Numkey[4])$ F( b( g( f n% V$ c, a6 b
- equip($game_player.hud_equip[3])
! t w$ I" ?3 z - elsif Input.press?(Input::Numkey[5])
. }. Q0 H* \ F8 e7 X D* b* H - equip($game_player.hud_equip[4])% @2 x v$ a7 e0 a# K A
- end
% G( I ^6 w7 ?( {7 B3 m5 z H - end
4 _/ q. y, S! c - end
+ c. m5 P m9 d! Q
" |3 r. g0 u4 K2 L# O3 f6 R+ l- #===============================================================================. S$ |5 l$ A( r1 r1 s& g6 L- v
- # Scene Map0 ?6 l! q$ |: v- L2 p) ~! _
- #===============================================================================
6 M5 v7 X3 L, }( E" X2 \ - class Scene_Map
) Q. h' `. c& i4 K" l2 ^( m! E3 h6 E+ D( A - alias hot_key_hud_init main
/ s$ o- W z3 M& Z( { - def main
2 Y7 \0 ~+ W9 h2 P0 {" L - @hot_key_hud = Hot_Key_HUD.new9 c2 k7 D4 d" b# w( D6 ~
- @hot_key_hud.visible = !$game_switches[XAS_HUDDISABLE_HUD_SWITCH]
3 c9 d3 `6 ^$ W! } - hot_key_hud_init+ w- l" N3 l' E; w
- @hot_key_hud.dispose, k8 N3 P% e1 a4 y% Z& ?3 @
- end
! H: i) i- b9 u! M -
+ n( L% @9 h) A2 F* X) p9 Q - alias hot_key_hud_update update! f& ]6 M) v C2 E0 h! {* m
- def update3 B" N- k; l* j9 C9 m5 T$ P
- hot_key_hud_update
* j3 ^8 l5 z* E: F - @hot_key_hud.update' O9 C. F; f- p: {7 A% [
- @hot_key_hud.visible = !$game_switches[XAS_HUDDISABLE_HUD_SWITCH]+ c( O& _2 w- F" Z1 T: J3 F& @
- @hot_key_hud.update if !$game_switches[XAS_HUDDISABLE_HUD_SWITCH]1 ]! u e4 W5 E7 a" _/ @
- end
1 ?1 U/ [2 m) P. x$ P" ]( E - end
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