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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,
; z, E4 B- e5 W$ W% c不知道有人能帮忙看一下吗? - #===============================================================================# K$ e9 k8 x$ U4 Y
- # XAS - Hot Key HUD7 r5 E f, V I; X: Y
- #===============================================================================
) c) p& P2 V( H6 U w" O/ j# x - # By Mr_Wiggles% a8 m% A' p3 v0 s' N. R G
- # Version 1.37 } @" X, j- T4 y
- # 7/6/10
3 l/ U4 b% C$ `2 Z' \ - #-------------------------------------------------------------------------------7 M' d! C5 V+ W" ~! q3 s
- # Instructions: J0 y) X4 O" V. A: {! K# {: W
- # Fill in the constants bellow, paste this script above main and bellow XAS in0 y7 G/ K9 c0 X2 P1 V. g+ J& j
- # your script data base. BE SURE TO SET TO THE RIGHT XAS VERSION!!
, R7 I2 x- L4 ]% ~- o. c - # % M _' {; g- v; t
- # Place the "Hot_Keys_HUD" picture file into your game directory ) }7 ?3 I E9 {, ]$ c
- # Graphics/Pictures folder.
) r. @$ S7 c$ y% C - #-------------------------------------------------------------------------------
8 c x0 r U0 V( {: ^. J - # Directions of Use:
& g. l; I. ~0 k% M5 E9 K8 k7 g - # Simple just press a number key (1 - 5) when the quick skill or item menu is( M6 K5 h* K8 n& w$ M) E* F
- # Showing., q+ W9 {. z9 i+ G) P
- #===============================================================================% a% F% d7 v* W- L( p& v0 x
- HUD_X = 0 # X pos of HUD
8 i* [. d" Q& G) ^0 C. x0 g - HUD_Y = 0 # Y pos of HUD) c4 P+ ]$ L4 @; N1 c
- , \) p+ U1 m! N }# _- @
- # Set true if XAS 3.7f1 g& Z, G) [: v
- # set false if XAS 3.6. d# u- t" s- c3 ^! o
- XASVER_37 = true' o) ^( l9 @0 B. d9 _2 y; y+ k
- ( G' w/ R+ _1 ^8 {4 v6 T4 m
- #===============================================================================- I: R* J9 ]: C0 v! H9 P8 a
- # Numkeys Module
5 ^/ j# b3 E( E: E7 {9 O" F) F - #===============================================================================
2 J9 \" a/ X4 g& d J6 \, X - module Input
$ {1 b, y2 [/ P- U - Numkey = {1 => 1049, 2 => 1050, 3 => 1051, 4 => 1052, 5 => 1053}( O+ g% m3 o& _. }3 @ I( `* ^1 [7 N
- class << self
. S) m. a4 ~& l - Key = Win32API.new('user32','GetAsyncKeyState',['i'],'i')
8 c6 O( ~" ]% Q5 o) s4 u: B/ ] -
( S/ B3 U: u' i# Y, H$ C" j - def testkey(key)
1 A- L8 j$ i# x" `% T) W5 [; j - Key.call(key) & 0x01 == 1
. v i+ m! ?' ~ {2 V/ Y5 {. S - end- M3 e: Q! w) _ b
-
% [2 V' k* B" @1 `+ p) ~ - alias hud_key_update update
" i0 P/ t7 T/ r - def update
) b0 M+ n3 G( [3 Y" C - hud_key_update
9 j" |! F4 b; _8 M, g: d* q0 W E - @pressed = []& w9 D) |, w9 V* U a
- for key in Numkey.values/ `6 E/ k2 c+ J7 {5 O1 h6 v" N$ m
- key -= 1000) `) L7 a/ ?/ X
- @pressed.push(key) if testkey(key)3 e& L3 H; x) ^" W$ ?- Z& w
- end
" {- v2 n7 b% B, d, D - end- T) p8 j- f4 Q" D
- 9 { n. }& u8 F+ |9 q) A: I
- def pressed?(key)7 _' B$ j4 C$ o" q' O- }* P
- key -= 1000
' ?& O% x x% A - @pressed = [] if @pressed.nil? s5 P: M1 a, h
- return true if @pressed.include?(key)
" X1 K2 m' Q* L& ^ - return false2 |) g5 q1 J$ ] `, Z( _; H
- end4 E- z# I0 W; r: @1 b2 F
-
# @1 K6 }& x' y& o. J0 Q, }) U - alias hud_key_press? press?8 o, D9 B1 s) J" l
- def press?(key)
9 r' }5 J$ W8 N! N9 _ - return pressed?(key) if key.to_f > 1000
5 q) x1 h' }; `) H) K# ] - hud_key_press?(key)2 u0 M; c) [( j1 G! q
- end& `$ I" t( Z! }& B/ s8 u7 I6 z! T
- end, T3 r: x" i8 F4 Q* k
- end
4 A/ n9 P+ m; A1 N
; x8 t6 ?5 R3 X. U: M6 a- #===============================================================================
+ T) _+ K, p* r+ R" D& p - # Game Player
; M: s1 [/ n' B, ^+ ~% s. x - #===============================================================================7 Q/ m, Y. y1 ~& M! J* L
- class Game_Player < Game_Character5 Y+ K4 }- O* d0 X+ D/ M
- attr_accessor :hud_equip H5 J8 ^4 k8 c% q6 K" D
-
/ o/ o! p. J6 y9 K( D) ^ - alias hot_key_hud_init initialize
$ v, e4 `: |; k2 M: S; ^! M3 L - def initialize6 W2 d7 b( H1 s7 N, k, r9 B
- hot_key_hud_init
6 ]! z" B/ E7 I" T$ {& \1 C - @hud_equip = []
% y4 E5 h- I. }9 G( ]0 o - end
# C, F/ ^/ W, Z/ p/ l- R -
4 h. l& P R2 |0 j9 { T2 n - def equip_item_to_hud(n, item)
& @& K. R9 {& t1 Z& w- X - if item.nil?
: E/ `$ P2 V3 e3 H - $game_system.se_play($data_system.buzzer_se)" f/ F4 w9 s' b6 D5 G
- return
9 V. J; w- N. f; o& t, Z, h/ r; U - end
8 {- o" P% Q6 Q% R6 w+ ^1 K. i - $game_system.se_play($data_system.decision_se)
% ]" J# W5 J* o+ M8 Q5 U' K& ^ - @hud_equip[@hud_equip.index(item)] = nil if @hud_equip.include?(item)
5 q/ e$ V% I) t! s - @hud_equip[n] = item
! q4 h7 [; @6 H - end
l- U0 Y+ \% G) _5 x3 U; A8 ~ - end4 n, R) V4 C( C+ }; }
- * _: f2 d) w1 T, K" d, F- m
- #===============================================================================
9 K8 y S4 y4 [! C: G - # Quick Skill Window
2 G- O% |' B+ H5 F9 j! [ - #===============================================================================
, d+ ~, t* g6 I, | - if XASVER_37 == false, f% j8 V! M& S
- class Xas_Scene_Skill) V) S1 K6 @5 d' u9 a- R# o
- alias hud_quick_menu_main main8 e% S8 b/ D$ E N( _' }
- def main
% ]1 s4 O& O4 ?7 ~: A0 s - @hot_key_hud = Hot_Key_HUD.new
2 U, M% {5 u, q; t- c# Z2 l - hud_quick_menu_main+ u: ]+ m5 v- R" V
- @hot_key_hud.dispose, u2 j4 q: {2 E4 w7 W( t4 t
- end
: t* ]7 h$ G( B: U8 x - ' b. i0 i# G1 e! ?8 ? q
- alias hotkey_hud_qucik_menu_update update5 h% u/ y9 Q3 t
- def update8 |5 ^3 j5 q4 H. ~% G) q Q
- hotkey_hud_qucik_menu_update2 U7 H B* u8 x! b( i$ o
- # Hot Key num 11 w3 k; L' [5 ]1 ~% \0 a
- if Input.press?(Input::Numkey[1])8 H, r/ w/ V$ @! L
- $game_player.equip_item_to_hud(0, @skill_window.skill)
" H2 C4 \; ]- i - # Hot Key num 2
. u' ]7 q* u) g. G - elsif Input.press?(Input::Numkey[2])
; Q# X' D' ]: w% G+ P - $game_player.equip_item_to_hud(1, @skill_window.skill)
) F0 \) _* u8 t9 c - # Hot Key num 3
8 v% W& D2 d. R5 d - elsif Input.press?(Input::Numkey[3])
4 S7 P$ d w9 J - $game_player.equip_item_to_hud(2, @skill_window.skill)
# S \2 M2 n+ k# q2 T. z+ ` - # Hot Key num 48 L+ t1 e+ l$ R8 `
- elsif Input.press?(Input::Numkey[4])
* e$ A% _' ]+ |, N9 ]8 G - $game_player.equip_item_to_hud(3, @skill_window.skill)
) `, w( Z1 _1 q - # Hot Key num 5+ Y, t7 ^" }% E: {8 ^
- elsif Input.press?(Input::Numkey[5])9 f* a1 p' u* ?7 _3 K% L! o5 Y
- $game_player.equip_item_to_hud(4, @skill_window.skill); L9 |5 X/ v- g
- end
) \* k- o6 |8 ` - @hot_key_hud.update
; k& @2 l, k$ x6 s% }2 ?) t, S* O - end
+ @0 S1 {' P3 Q- Y5 J* U9 Q - end- Z C0 p- B3 s7 H) P# N! Z
- else' Q: r5 Q# d- n: J) N
- class Quick_Menu_Skill' s. r2 j2 E" t# {- y- \6 d
- alias hud_quick_menu_main main2 y8 ^" t4 X _. T0 C& f5 ^
- def main- K) h& o a5 b, K2 D
- @hot_key_hud = Hot_Key_HUD.new, G) \" ?$ n; ]# x
- hud_quick_menu_main$ A+ o: v! Y7 d
- @hot_key_hud.dispose! }- E( e ~7 U6 D& _ O8 y( N( u
- end
6 {0 E/ R- `8 U: w. o9 N0 z - 0 V+ e+ E: ~7 ]; ~3 r0 @
- alias hotkey_hud_qucik_menu_update update
, g' [) ]# P, e0 a+ X4 ?) ] - def update
8 |; v7 S+ ?5 E - hotkey_hud_qucik_menu_update& R5 O" u8 X6 B3 }
- # Hot Key num 1: r" V0 |0 g% G/ @4 M$ s5 Q3 p
- if Input.press?(Input::Numkey[1])& _* _$ v; O5 b4 L: q5 w6 m
- $game_player.equip_item_to_hud(0, @skill_window.skill)* t# Y' o, n: B: {7 n, z, H! p( u) L
- # Hot Key num 2
! i/ H0 ]5 a o7 S - elsif Input.press?(Input::Numkey[2])
) k: O( u, ~7 c6 X# L7 w4 j$ j9 q8 v - $game_player.equip_item_to_hud(1, @skill_window.skill)
5 { _. t. a$ L; N' e: w+ ~ - # Hot Key num 3
1 X0 M3 ^# s$ I# _7 w5 q+ ^6 l - elsif Input.press?(Input::Numkey[3])7 K" H& w1 p! ~2 u( I9 ^4 G
- $game_player.equip_item_to_hud(2, @skill_window.skill)
. |; N8 ?# p# e7 i - # Hot Key num 4
8 F) `! |! Q; T - elsif Input.press?(Input::Numkey[4])0 C8 c" ?4 z+ {' L
- $game_player.equip_item_to_hud(3, @skill_window.skill)) L x3 q8 E% P7 Q
- # Hot Key num 5. h0 I% `( v4 o2 \9 O
- elsif Input.press?(Input::Numkey[5])
+ m0 S* _8 O: c# E' q - $game_player.equip_item_to_hud(4, @skill_window.skill)
- n8 ^7 s8 M& ^; C' f - end. l$ K3 ^- Y8 y5 ]* ~ d: a' \) G
- @hot_key_hud.update$ g* D2 C1 S w( X/ b0 ^
- end
+ \* b5 A2 R& W) M! B8 I4 f# H4 o i. i - end
. b9 u1 G2 W9 e) ?5 B& T - end' w9 m, L) b5 n9 a
9 z2 J% P' q2 {, k# D7 B- #===============================================================================
' P* k6 N5 r5 r/ ^7 t - # Quick Item Window: P# r4 V- D5 i% `' [
- #===============================================================================
( k: K1 [7 M* l$ f - if XASVER_37 == false
y2 y' x7 f; G/ L# C; y8 t - class Xas_Scene_Item
+ t7 c# A) H& V5 S - alias hud_quick_menu_main main
% ]4 J% ~/ A3 ]7 X" z. }0 z - def main: e& h. ]: W, l9 c6 H t- |
- @hot_key_hud = Hot_Key_HUD.new
0 X6 {8 f5 ]+ _) |+ f4 n - hud_quick_menu_main8 V" I0 p* ^* q* X
- @hot_key_hud.dispose, L7 r' H4 @$ \( r) O& P* \
- end
3 E1 Y) {( G: g -
2 q" R" x/ B7 @8 z" { - alias hud_key_update update" o9 H& g6 U5 r" G5 i
- def update
5 ^ i, O, L! R% g- {# F - hud_key_update
% v5 f8 D- J+ X8 @$ U6 w2 t# k% t - # Hot Key num 1( d' C; g& f, e
- if Input.press?(Input::Numkey[1])
3 w8 { B7 w4 ~8 E% {- Z - $game_player.equip_item_to_hud(0, @item_window.item). c9 I( n5 X) l
- # Hot Key num 2
O: s( }* s' d! ]2 S - elsif Input.press?(Input::Numkey[2])
0 L4 ^' ^& e7 f7 i0 B" |8 N6 y! o) { - $game_player.equip_item_to_hud(1, @item_window.item)
3 J' {- T, K( F6 j - # Hot Key num 3+ ~! z) f/ p- Z6 E+ ]9 i
- elsif Input.press?(Input::Numkey[3]); H6 |$ p! @& J1 P3 f! ~. \* P
- $game_player.equip_item_to_hud(2, @item_window.item)2 n' X- C8 O6 m5 ~
- # Hot Key num 4
3 m' y; d! C, l - elsif Input.press?(Input::Numkey[4])+ k3 h+ H6 ?7 S! l# V
- $game_player.equip_item_to_hud(3, @item_window.item)
2 X$ y4 o. v. ?5 e$ e - # Hot Key num 5; Y. |% X0 O8 X: N
- elsif Input.press?(Input::Numkey[5])* E$ d9 P7 W% r; I9 W
- $game_player.equip_item_to_hud(4, @item_window.item)1 ]& n% J- w" f( s+ ?/ [, y& O( }
- end% \$ y: q' e* M; h2 m x" P
- @hot_key_hud.update% F3 ^$ K7 O# K+ u' K+ R
- end
# M9 K% h5 n/ N - end
' S+ r8 h# f; I - else
% G5 R! a- \& O - class Quick_Menu_Item. C; d6 N, S7 P2 R- O. l
- alias hud_quick_menu_main main
0 l8 N/ V0 s8 p- ?" x- N- E7 t. y - def main( Q+ f, e; p& r) ]
- @hot_key_hud = Hot_Key_HUD.new% t$ u% L! _9 F0 U
- hud_quick_menu_main* c( R# C9 F# {7 O
- @hot_key_hud.dispose6 W3 |% C4 ^: ?9 W/ |# T2 n! S
- end
+ p# g7 L0 Q' h0 k' Y -
% p0 z9 H: c! k& A# ^7 Z$ c - alias hud_key_update update9 T; R8 P8 c) v8 Y$ I# v: E1 `( ]
- def update, }2 v, M! K1 I4 d4 }* u
- hud_key_update# G+ F0 e, l9 Z
- # Hot Key num 1
5 l, o! o& u" _4 c8 }1 ~- V, Z% } - if Input.press?(Input::Numkey[1])- l9 x0 W" u% R! P) A" y
- $game_player.equip_item_to_hud(0, @item_window.item)1 A3 ~8 b/ F, G
- # Hot Key num 2
- M7 k" M2 T& @/ Z - elsif Input.press?(Input::Numkey[2])$ V6 N2 E# u& g) ?! u$ X. q
- $game_player.equip_item_to_hud(1, @item_window.item)
+ L, @7 R7 e# o - # Hot Key num 33 |6 m* T# B- e0 ~! E/ _; ?% E
- elsif Input.press?(Input::Numkey[3])
8 g) w6 ]; m+ m5 w; ~ - $game_player.equip_item_to_hud(2, @item_window.item)
5 b* h7 T& T2 T - # Hot Key num 4- b7 y# o8 C7 a# p
- elsif Input.press?(Input::Numkey[4])
5 m; {2 K7 W! b4 j9 q - $game_player.equip_item_to_hud(3, @item_window.item)
2 t7 \: Q8 o8 V& _! ]6 ~7 Q/ t* [ - # Hot Key num 56 a# r2 |7 H, ^/ q) h' Y
- elsif Input.press?(Input::Numkey[5])) h% m) Y# w9 s+ q4 `, a$ X8 ?" ]
- $game_player.equip_item_to_hud(4, @item_window.item); S1 J1 J+ {* e1 H6 E
- end5 S4 g& W [( g5 j! U
- @hot_key_hud.update
+ i5 P! t- x5 D - end& G% T1 ]4 J' V" m8 V; O. @
- end
0 m4 ?0 ?3 f; \3 e - end2 I2 l$ B `: y8 V# e
2 S& ~4 x; ?6 N2 T6 @# `- #===============================================================================* Q' p' I0 S! q _; x4 L
- # HUD Window
* Z9 o1 D) S f8 M& r0 D2 O - #===============================================================================7 O9 m) `* T0 I }6 f1 n( G
- class Hot_Key_HUD < Window_Base
4 ]6 {+ x0 _# r) F - def initialize(x = HUD_X - 10, y = HUD_Y - 15)6 ?+ i, m: j* }! Q( Q2 E( c
- super(x, y, 220, 80)
m. q. N0 e- o. ` - self.contents = Bitmap.new(width - 32, height - 32)
! [: h' w( n! T& @- W! G3 ^ - self.opacity = 0! J7 \7 \* m# T2 S/ X
- @actor = $game_party.actors[0]( ]3 D: o2 ?1 o: K6 c
- refresh
* l+ H1 R5 ~+ l! f, X9 j+ Z - end
& r. v$ v$ T+ E- q: v- x' E- g - ' v9 J8 k; R& b S, a0 g8 B6 K& ?
- def refresh4 u4 i! m, d- C- w* J
- self.contents.clear6 N( |% Z! ?3 @ V2 h* _) u" X t% K
- bitmap = RPG::Cache.picture("Hot_Keys_HUD")& o, N- C4 j7 ]' T: I. N
- self.contents.blt(0, 0, bitmap, Rect.new(0, 0, 160, 32)), |/ A5 u3 [9 ^4 x- X" p; h
- for i in 0..4
0 u0 j( ?( g& k0 j/ ]3 D - x = 32 * i + 4
5 a5 m' B; k1 p' e - item = $game_player.hud_equip[i]
7 S9 _" t2 c8 z" a8 k3 L - next if item.nil?, L( P* ? P, U1 O; x& r: D4 q
- if item.is_a?(RPG::Weapon)
; v7 l# }5 v: R& o/ [+ q - item = nil if $game_party.weapon_number(item.id) == 0 and. C3 e7 s6 |) E3 F* }" U2 Y. L
- @actor.weapon_id != item.id8 }' R. R, x2 M7 Z( G6 C
- elsif item.is_a?(RPG::Armor)
5 r6 X+ _- U2 T7 R' s# j - item = nil if $game_party.armor_number(item.id) == 0 and
# U+ X7 I3 |. R - @actor.armor1_id != item.id
, d$ S) ~, g* E" g+ j' F. t% ?: F - elsif item.is_a?(RPG::Item)
+ `: e3 X! C' {1 [# c& B# O - item = nil if $game_party.item_number(item.id) == 0 or( o7 V2 v+ w. f6 s- A1 _) c
- !$game_party.item_can_use?(item.id)
) Y- `) z4 y# A - end
/ o, D( I5 |5 z% e7 v# S - bitmap = RPG::Cache.icon(item.icon_name)
$ O: U) T1 R) y- r - self.contents.blt(x, 4, bitmap, Rect.new(0, 0, 24, 24))" b, y e& t1 s, Q' h, f, c
- end; A" @1 ~8 W0 F! p, V* J* P
- end8 M5 }9 l0 V: g; P1 U
- " F X3 G5 T% \1 W* `
- def equip(item)9 @" V/ d6 R7 g1 \5 D
- if item.nil?2 V4 ]3 u+ x" V, L6 I0 t& U
- $game_system.se_play($data_system.buzzer_se)( y0 l$ E, p1 L. r7 N N
- return
% c- O9 M- D7 I7 f1 o - end
* j& T* F7 C* Z* ] - if item.is_a?(RPG::Skill)
3 b1 s6 _* o7 F! I+ Z2 K$ c - if [email protected]_can_use?(item.id)
; g7 H! L) c( Y% g - $game_system.se_play($data_system.buzzer_se)& G S. H; g+ o3 t! |
- return% \% H8 M+ j& Y3 C* X3 t
- end
0 H& x# t2 I; ]/ L4 ?, |! H - $game_system.xas_skill_id = item.id
, R3 Y+ n3 S+ q4 e0 M( |) Y7 t7 P - elsif item.is_a?(RPG::Weapon): ^' r5 t: [# H7 R: o4 c: |* ~3 \
- @actor.equip(0, item.id)
# f- J; ?& ]2 A5 a6 o3 b1 T - elsif item.is_a?(RPG::Armor): \; W2 Z* x1 o$ F
- @actor.equip(1, item.id)
) t+ s9 H% R- |2 n: w - elsif item.is_a?(RPG::Item)
0 t4 ]* B8 e, W" c' t: `( v - item_tool_id = XAS::XASITEM_ID[item.id]- @! o8 p8 w0 t8 v- s& V
- if item_tool_id != nil0 t; y" \2 r3 ]7 o, G, I
- unless $game_party.item_can_use?(item.id)
# q% W X: e! W* K# G+ E - $game_system.se_play($data_system.buzzer_se)2 I* r0 ^5 \( F6 D
- return( u8 g, |) g! ?. Y4 F6 g8 T: z
- end+ p, r" ?% T5 W
- $game_system.xas_item_id = item.id$ R; l, n0 O. L4 V
- end. F4 G8 w, w& i& i1 G
- end
* t9 p a( p: h* J5 j - $game_system.se_play($data_system.equip_se)
X+ A: @( A1 K( e, a% O6 v1 Y7 l - end1 v4 ^4 i: s3 c, b$ v$ _' ^4 }
-
/ o7 o) J7 L9 M+ O - def update
; [! p# Z0 q" `% e9 W5 M - @actor = $game_party.actors[0]
; _* c: H& c1 G8 u& S1 ?: t5 B - @hot_keys = $game_player.hud_equip) u" J" y* s; b5 X
- refresh/ E' I# s! C: [0 i
- return if !$scene.is_a?(Scene_Map)) m; [$ x& L+ |$ m# M
- if Input.press?(Input::Numkey[1])
. W/ \6 k7 }4 L4 M. q - equip($game_player.hud_equip[0]); a: L1 w6 P! _, v, l% v& `
- elsif Input.press?(Input::Numkey[2])& z7 U6 N/ {# U7 _2 G0 v
- equip($game_player.hud_equip[1])
5 j0 W" X3 e& t: A - elsif Input.press?(Input::Numkey[3])$ X5 ]% X" R2 ?; @( ~
- equip($game_player.hud_equip[2])
$ g2 ~. D7 L h8 M, p' m. w' U - elsif Input.press?(Input::Numkey[4])
3 z7 I8 B+ T7 T9 }( q2 V - equip($game_player.hud_equip[3])
) L% v: e0 H$ O; O6 q- d - elsif Input.press?(Input::Numkey[5])
6 {/ x1 B0 ^' \8 z5 R# N `. Z2 c - equip($game_player.hud_equip[4])
' Y/ Q- r* z; S" h' a3 ] - end
1 t; U8 T! B6 O6 E! d - end0 e4 U/ U& K0 Z4 R/ ^5 y) v
- end# R# v. x$ i9 B1 Z: X& G( E6 O
- b' N$ r* e' U( L* j- #===============================================================================: u8 W2 u$ F4 D1 y7 z# L$ }
- # Scene Map
/ [4 J8 \3 B$ y! P - #===============================================================================
! I) `5 Q2 E- X - class Scene_Map
8 J+ t& X* x$ p& ^5 A | - alias hot_key_hud_init main
1 [$ H( l4 s1 F' S$ j - def main) Q" C5 X3 @0 t6 O
- @hot_key_hud = Hot_Key_HUD.new
- ?4 n9 F. D; ^' e/ l& _& z - @hot_key_hud.visible = !$game_switches[XAS_HUDDISABLE_HUD_SWITCH] Q! x4 P( R7 O- U! U0 S
- hot_key_hud_init
5 Y7 n E8 Y! D# Z. f" x- x: G - @hot_key_hud.dispose+ M# @* H- {6 L3 X7 k# j
- end0 O" _: A+ A+ @) R9 m
-
5 R& l. Y' s4 e - alias hot_key_hud_update update/ n# z9 ]6 h5 H0 p$ O \
- def update: `" L: @5 [. S, d8 Y) G& i
- hot_key_hud_update
5 Y5 `% j/ H3 I# ^: D - @hot_key_hud.update/ Q: U1 k8 n6 z; _
- @hot_key_hud.visible = !$game_switches[XAS_HUDDISABLE_HUD_SWITCH]
# O; x5 a+ o, H0 r0 X5 V! N, q& m6 h - @hot_key_hud.update if !$game_switches[XAS_HUDDISABLE_HUD_SWITCH]7 ?# O) x# m1 p: z
- end
3 w! [* p; Z G0 h - end
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