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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,! x; g) v$ c6 B/ d3 e
不知道有人能帮忙看一下吗? - #===============================================================================" j+ z: H3 f4 W3 j) a( ^6 N
- # XAS - Hot Key HUD: [1 h: U/ d6 d4 L% I4 a
- #===============================================================================6 H2 p3 [9 m6 R/ E
- # By Mr_Wiggles5 U+ O) ?0 t8 e/ \; O P- O Y
- # Version 1.3
3 q% h3 E7 i* ]) j' h2 o7 ? - # 7/6/10, N o: ]/ [5 n5 \
- #-------------------------------------------------------------------------------
7 b" J, Q, @7 g9 ]5 K6 g - # Instructions:2 s1 M4 ~3 q6 @1 O
- # Fill in the constants bellow, paste this script above main and bellow XAS in
' K2 `6 r3 v4 ? - # your script data base. BE SURE TO SET TO THE RIGHT XAS VERSION!!$ t" W v3 _. J
- # 6 n g; T, o$ j* r$ ]
- # Place the "Hot_Keys_HUD" picture file into your game directory # l% [* Y; E+ a6 v
- # Graphics/Pictures folder., T5 W8 w1 m0 u
- #-------------------------------------------------------------------------------$ ~5 i& r9 M" X8 v5 a) X d
- # Directions of Use:
& q. I! K7 t& u6 R9 Z - # Simple just press a number key (1 - 5) when the quick skill or item menu is5 @9 a+ M! i! }; q
- # Showing.
' @* c4 b; g' ^( O - #===============================================================================
$ j7 R, T& L L6 j+ |4 L1 o - HUD_X = 0 # X pos of HUD
5 h+ `$ U( t. e- F) x/ g* J. c( X - HUD_Y = 0 # Y pos of HUD* \+ P0 u$ `8 Z0 A; Y2 u+ L2 O
) D. t" X5 H# F- # Set true if XAS 3.7f" S7 Y7 N) _- n) y+ ~5 G* i- r& [: W
- # set false if XAS 3.6( u/ i2 u: D+ P5 P6 C8 M/ N
- XASVER_37 = true
6 l2 N6 R$ E' _5 S* w0 e
5 a! d3 p+ [$ T; T- #===============================================================================
" l* r e2 {1 l9 Y9 R* H( u, K - # Numkeys Module& S! `7 s1 ~& ]( ?7 O( w9 d' U
- #===============================================================================* f! f+ C7 [6 n8 U" N( J K
- module Input
7 ~$ }: E' o. F% X! | - Numkey = {1 => 1049, 2 => 1050, 3 => 1051, 4 => 1052, 5 => 1053}
) L' g2 m/ t) O( }/ { - class << self
7 |9 B2 P8 Z7 z. t; Y" R - Key = Win32API.new('user32','GetAsyncKeyState',['i'],'i')' L' P& H7 }! W+ ?& w0 P
- ' I' C& T- j& @7 o) v) ]
- def testkey(key)
/ v9 W6 H5 n7 ?% C' ]3 h - Key.call(key) & 0x01 == 1
: G! r- G3 N4 A - end }0 S! l3 t9 |) i
-
# n/ p% i N# D - alias hud_key_update update
" {! z; @$ i, l8 X9 v3 u - def update
2 i. F7 U$ W& o - hud_key_update
) [9 T5 }8 J% X - @pressed = []) C+ C7 O1 F7 h' q
- for key in Numkey.values
& t) G7 U+ ]* M, |: @' B - key -= 1000' w9 R4 n" K; ]% d/ o. l. e
- @pressed.push(key) if testkey(key)8 `0 T: R$ S$ n5 X3 ~# J9 S
- end4 l9 S9 f: k9 l) Z' s+ g* y
- end* V& k* w1 q/ u9 V' A1 z. p* h
-
' f( d4 I: x# |% N7 R0 h0 U - def pressed?(key)
7 M+ D. Q7 s- T5 v7 {+ g( u - key -= 1000" r+ S4 q( N/ A, u5 o9 w$ M
- @pressed = [] if @pressed.nil?( {, _! a' d7 z" P
- return true if @pressed.include?(key)
P) O0 t( Y0 U5 P' [8 ^- L$ l - return false
4 t4 q% H1 ?% O5 L# y; Q. w9 z - end, i8 V* A. C# w
-
6 j/ S4 u! _' b# F - alias hud_key_press? press?
0 A7 h: ^. {$ M! y# ^ - def press?(key)
1 Z. {( f4 O# C- p - return pressed?(key) if key.to_f > 1000
/ ~, K2 |) f( y8 V Z - hud_key_press?(key)9 E# t, L5 J4 U7 A8 a/ h& e6 E
- end
' }+ S% p0 Y) u% n - end5 ?1 |- \- S* q$ x$ ?4 n7 s
- end9 w0 f1 o7 c* e% g4 y; Z% x8 i
4 k; _. L# z/ W: m# p- #===============================================================================
( \- s) q! O/ s+ S6 F; y - # Game Player: M a; N0 @" q- w& K/ D
- #===============================================================================
& ~& B: s: N9 h- H - class Game_Player < Game_Character! ~/ f+ u$ y* h. v' b0 L
- attr_accessor :hud_equip- c- h4 d9 l. [8 }4 o* Q- _
-
, P* c( w+ r. }9 P! B( H - alias hot_key_hud_init initialize9 `' m2 C1 O& e5 W' {
- def initialize- D& X' E& `% Z* U
- hot_key_hud_init( j9 @6 I8 q* u- ^! u. g2 ?% A
- @hud_equip = []
; W& ?& w z! p - end
, H1 _7 U* l# @3 W; V( s* C -
7 `$ v* O4 ]7 H' Y - def equip_item_to_hud(n, item)
& s ]+ i) u$ V( O$ o- j$ a - if item.nil?
$ \0 F2 H% d. m6 u2 m% x - $game_system.se_play($data_system.buzzer_se)
- b+ r; M7 }$ p' `/ Z" A1 k8 {' b8 E - return
. C, t' \; ?* V, ] - end1 o0 _4 X; a) R- J$ \
- $game_system.se_play($data_system.decision_se)
/ u+ X; P2 Z6 E - @hud_equip[@hud_equip.index(item)] = nil if @hud_equip.include?(item)
# W. G" X# `% P" v" y7 N# t - @hud_equip[n] = item+ N' [' X6 y U: g, I: C; n; O/ _8 U
- end
2 {5 V: S# T2 C9 F( b# j0 ] - end
+ N6 O* t$ E7 d* Y3 m2 t - : t( D% }5 u1 `. u" ~
- #===============================================================================
4 Z3 r a! a; m& D - # Quick Skill Window, U( }. b" c7 q
- #===============================================================================
) R. e: u8 c+ @' o$ Z S1 @ - if XASVER_37 == false
0 k N. u* M% ?5 r - class Xas_Scene_Skill
0 N2 Y. B4 w* a' o4 U - alias hud_quick_menu_main main! ]+ |/ Z7 K* s; k" S$ n+ w
- def main/ C1 S3 M& f; i5 T( _
- @hot_key_hud = Hot_Key_HUD.new
3 ]2 J4 f0 G- t9 p - hud_quick_menu_main
2 o. Z/ }6 U" P - @hot_key_hud.dispose
; U5 T. q! ^: k! M3 ^* p, ^ - end3 R5 Z s5 ?4 z- i2 y3 f
-
- Q* \( j0 J. q9 J5 T- ^ - alias hotkey_hud_qucik_menu_update update- N0 M( j& S% i- P4 O
- def update8 T, {* l0 o- ~* F$ W1 C- ?. Y' r" p
- hotkey_hud_qucik_menu_update
& c" T) Q. i: X5 e+ C5 E - # Hot Key num 13 O; J5 d+ G1 j, [ L) Z
- if Input.press?(Input::Numkey[1])/ C) r( X D5 g: o k: e8 L
- $game_player.equip_item_to_hud(0, @skill_window.skill)0 S$ y/ `* S2 i! K% k9 o* _1 A
- # Hot Key num 2$ `- }- Z; D- D$ h3 h! w% P
- elsif Input.press?(Input::Numkey[2])% L) t/ W* t& w3 s9 a+ p
- $game_player.equip_item_to_hud(1, @skill_window.skill), N- L" Y# _/ Z5 b! r. e2 n
- # Hot Key num 3
7 {$ N+ @6 j- \. r: C: [, S" K - elsif Input.press?(Input::Numkey[3])
4 ?5 K( J0 X7 w5 D; a% j8 O - $game_player.equip_item_to_hud(2, @skill_window.skill)
& H$ \3 z; v' `3 x - # Hot Key num 4/ ]& W/ B1 _% `! t! y! }
- elsif Input.press?(Input::Numkey[4])
! @# y5 X/ D6 z7 F+ ?+ r3 F - $game_player.equip_item_to_hud(3, @skill_window.skill)3 ~- ?" G- a& R# G: r
- # Hot Key num 5$ `' A1 x$ m: { ?; _
- elsif Input.press?(Input::Numkey[5])5 a8 v) ^* h5 K" I6 ^
- $game_player.equip_item_to_hud(4, @skill_window.skill). J6 J7 N! `" O- c. o D
- end1 e% d8 d2 K: C: I/ [
- @hot_key_hud.update5 c0 h/ P4 z( q% ]
- end' F! l( E1 ]* N: r) [: o( `6 J
- end
0 u) i B) E7 I2 u9 t$ [, j - else/ d; ~; y) u X/ O/ E+ Y Y
- class Quick_Menu_Skill
6 N9 D: f, O s8 U/ X( q - alias hud_quick_menu_main main% y' Z2 @- z/ G, {0 ]" R
- def main
# E4 c7 t4 o& D( k - @hot_key_hud = Hot_Key_HUD.new
4 K5 s3 m: V8 K1 S/ R% A5 W - hud_quick_menu_main6 v( y: Y# k2 D8 `% m8 I4 b
- @hot_key_hud.dispose
0 X, u4 K9 r3 h) E+ k - end
: m/ O0 x# B8 C J1 P -
( E+ a8 T. y( K0 B( R2 f% H - alias hotkey_hud_qucik_menu_update update
; w2 Q/ ^$ L! `1 ` - def update+ @5 y y$ U3 M6 e' t
- hotkey_hud_qucik_menu_update
. r: H/ g& |& S" T+ b2 q - # Hot Key num 1
6 D8 H8 s# U d% W$ h( G* u, e - if Input.press?(Input::Numkey[1])
! O1 |0 d( c" s. p# Q - $game_player.equip_item_to_hud(0, @skill_window.skill)
9 J. z7 a! U9 R) b - # Hot Key num 2( g3 T/ w% R& C0 K1 j) ]6 F9 {; ]
- elsif Input.press?(Input::Numkey[2])
# D8 s% L; f; c8 X# a - $game_player.equip_item_to_hud(1, @skill_window.skill)
6 l# B5 c/ M! e$ H& r$ c) k - # Hot Key num 3# i3 h1 \4 l) X9 b' H& d
- elsif Input.press?(Input::Numkey[3])$ M8 h5 p8 }$ U
- $game_player.equip_item_to_hud(2, @skill_window.skill)
& |; |( U/ _" | i$ H) M - # Hot Key num 4
* u# H9 G I8 W4 {6 G% l) f - elsif Input.press?(Input::Numkey[4])7 X* J6 j! G4 \: ~8 h; w- \
- $game_player.equip_item_to_hud(3, @skill_window.skill)) Y: e c# E6 A/ X! }& Z& S0 F
- # Hot Key num 5! {* V$ h/ W, ?5 D$ g" z
- elsif Input.press?(Input::Numkey[5])& L( `$ w+ J0 a1 n: d$ C: f" W
- $game_player.equip_item_to_hud(4, @skill_window.skill)$ V' H- F9 ^( p! D& x$ ?$ e; u1 B
- end
. f1 k; f3 Z2 @; F5 q- r s. F - @hot_key_hud.update$ d* R9 Q3 m. [& Y$ R. ?5 f' J
- end
% z d! A& S& ?% X - end
4 }6 n4 z6 `- R6 l$ O& {; l, G - end! t1 k+ b$ ^/ D. G2 L7 }6 U( U
2 w. ~+ I0 n! B3 K" n ]- #===============================================================================
) [4 u% Z! l( e5 _ Q; _% x8 k - # Quick Item Window! ^* }, d1 X1 I% Z( M8 P7 }
- #===============================================================================
% F) U. k+ I1 a" `! v - if XASVER_37 == false
" p& ?7 W5 D, z - class Xas_Scene_Item
, ^; E6 T3 ]0 }7 d5 u0 K! v- f. @ - alias hud_quick_menu_main main
. L7 j1 @8 j% S - def main
0 x3 p' b; S/ \# J2 Z3 G/ C - @hot_key_hud = Hot_Key_HUD.new
& a: o! R- e& i4 U - hud_quick_menu_main# ]1 A1 G2 Q! X' H) F6 J* f C
- @hot_key_hud.dispose
$ j5 r( d- N7 w5 X4 g3 S7 F: o - end
" f- W0 j) i/ C/ r -
1 C4 ]$ ]" a$ b5 l: A - alias hud_key_update update& Y3 h$ T8 b: l1 B, i2 f$ o9 ]- U
- def update2 h. w8 }; b* F5 i% t, K
- hud_key_update4 c% T5 G. [9 ]2 s- q! t9 [
- # Hot Key num 1- d w N2 ? O; x d! T6 z+ s
- if Input.press?(Input::Numkey[1])9 y' D* c3 z& `4 J- [2 J
- $game_player.equip_item_to_hud(0, @item_window.item)
+ X+ B- J; l* \$ Q - # Hot Key num 25 ^* Q) k M: a, g4 w' d6 n
- elsif Input.press?(Input::Numkey[2])
# z, R! ?* L, I( | - $game_player.equip_item_to_hud(1, @item_window.item)% V$ H( h6 }: P" I1 V
- # Hot Key num 33 S7 v& ^- w* _6 [) u
- elsif Input.press?(Input::Numkey[3])
' q1 l' z5 F: ?( r - $game_player.equip_item_to_hud(2, @item_window.item)
" d9 x0 g, V' N( O( N) L# t1 x& ? - # Hot Key num 4
, Y4 j7 o' G; I. H4 R6 W: M - elsif Input.press?(Input::Numkey[4])
! S6 d. J5 m6 I7 a2 A, ` - $game_player.equip_item_to_hud(3, @item_window.item)* J/ s' ^( [5 o5 H0 A! N
- # Hot Key num 5
6 g2 |- z; C4 h- X - elsif Input.press?(Input::Numkey[5])
- J, A( i* j9 }+ c, a - $game_player.equip_item_to_hud(4, @item_window.item)
$ ?- b( l( a1 z. \9 ~" ^/ ~2 G. r: t - end
& j1 y$ A. ?- z5 z2 _( ~ - @hot_key_hud.update/ O' j. D' N! o8 n8 Y9 D
- end: {' ]! v% X" d
- end
* z% S8 E/ V e# S2 c4 v9 c ~; Z - else
' b5 F, Q" j3 m% p - class Quick_Menu_Item% u8 A9 a( R9 P' {
- alias hud_quick_menu_main main
: _2 \# \" ~* o8 j - def main
8 i# y [2 d2 o6 X - @hot_key_hud = Hot_Key_HUD.new. }- Z* h' |. B: ~6 e
- hud_quick_menu_main( @& L4 Z& S2 t' I6 S/ k2 Q4 C
- @hot_key_hud.dispose. ~7 C' G( j; Z% K6 ^
- end
) _& a: i% ~6 K$ n, [2 F; W) }3 O - ! H# m3 D# Y' h) ]3 g
- alias hud_key_update update
1 Y9 c6 a4 q: a/ o( Z" ] - def update
8 U. G( D: Z# L7 U8 G9 j7 e f - hud_key_update
- P& q) w' O+ G( I, m4 } - # Hot Key num 1
5 e. w- \8 a( `2 \$ l5 T" ]8 p5 g: h - if Input.press?(Input::Numkey[1])! W9 ~6 c" g% F5 b9 L5 t+ B
- $game_player.equip_item_to_hud(0, @item_window.item)1 ~5 }1 L4 N k
- # Hot Key num 2
7 _; I8 Q' M" m: b1 `4 B - elsif Input.press?(Input::Numkey[2])
4 T+ y: x" t5 U - $game_player.equip_item_to_hud(1, @item_window.item)3 L# p1 @" ~+ x4 `
- # Hot Key num 3
' m- I( [. ?% N% a4 T - elsif Input.press?(Input::Numkey[3])% S! r' E0 F2 V2 p
- $game_player.equip_item_to_hud(2, @item_window.item)
* D! }- k9 \# P% J - # Hot Key num 4) r4 w! O ^, Z0 B! j, [
- elsif Input.press?(Input::Numkey[4])
* n: q0 y+ E2 c0 ]+ O( \ - $game_player.equip_item_to_hud(3, @item_window.item)
# c7 ?6 v- a4 _. Q9 P- b; P - # Hot Key num 58 F) x4 L3 d9 @, @, i
- elsif Input.press?(Input::Numkey[5])$ d5 m. U6 v; p: ~5 V
- $game_player.equip_item_to_hud(4, @item_window.item)3 I) h0 H% e* q+ R9 t
- end
. O+ w U2 B$ n. [) j* U8 K3 s - @hot_key_hud.update6 p. m! }( O; I) s6 v4 M0 F" d
- end* w7 {9 p! u2 D# ~
- end1 B* S9 P% _5 P$ \
- end
$ L1 ^! k4 ]! q5 P- {" O
. l6 P8 M- ]' ~% a. W- #===============================================================================
L" B/ m4 f& ^5 A* K - # HUD Window
- T5 x* {# s. s2 Q/ } - #===============================================================================
4 ^* `$ }' P% g3 I - class Hot_Key_HUD < Window_Base
u. x0 g" w, S E8 |9 W. P - def initialize(x = HUD_X - 10, y = HUD_Y - 15)
2 }7 f) p8 r% X7 @0 b' Q - super(x, y, 220, 80)
% L* P$ J5 u# i7 Y8 A - self.contents = Bitmap.new(width - 32, height - 32)) {$ X- ~+ t* g i
- self.opacity = 05 O6 y6 R. b6 B% T9 w
- @actor = $game_party.actors[0]7 C+ k( t7 X, T0 Y0 {1 }+ L) |; w
- refresh
7 b& Y3 J- s4 k# H$ H - end9 H7 H) ^% n5 E9 d! k7 L0 @- ^
# k& o/ A' ~) ]' s. N7 f- def refresh
; u, `/ {& o/ u8 d: t - self.contents.clear
& A1 t9 Y4 \; L6 m1 B% ` - bitmap = RPG::Cache.picture("Hot_Keys_HUD")
- c( W( H8 X, P# b9 ]% }! `" b1 d - self.contents.blt(0, 0, bitmap, Rect.new(0, 0, 160, 32))8 N; f& T$ S) X
- for i in 0..4! s" K" A8 M; \+ x1 S3 J
- x = 32 * i + 47 W f9 p7 U. j) ?( [4 C
- item = $game_player.hud_equip[i]
( O8 B9 t; r% s' z! m; \! P+ M - next if item.nil?- o1 y. ~ w8 q; G
- if item.is_a?(RPG::Weapon)
/ q4 L4 x1 _7 o' S - item = nil if $game_party.weapon_number(item.id) == 0 and
+ R. F+ {9 Y% B( C - @actor.weapon_id != item.id
0 D# f/ ?, K5 n7 u7 y - elsif item.is_a?(RPG::Armor)
% a+ T/ t$ f2 J: d+ A - item = nil if $game_party.armor_number(item.id) == 0 and
9 A4 ?5 z. H4 k U/ K# g - @actor.armor1_id != item.id
/ \$ e/ }' p' Y% S c6 Z- V) W - elsif item.is_a?(RPG::Item), O( B( K# t8 E* O
- item = nil if $game_party.item_number(item.id) == 0 or
5 W) z" z, V) n( q | - !$game_party.item_can_use?(item.id)5 Y* N7 \" k- a9 t( Q8 a, A* Y
- end
2 q; G* `' X4 P/ L& Z) S - bitmap = RPG::Cache.icon(item.icon_name); H- Q2 N" d( z8 A( A$ I. j# K
- self.contents.blt(x, 4, bitmap, Rect.new(0, 0, 24, 24))+ i9 g! f. a6 p# l0 s
- end2 r* i4 s6 Y7 y9 t' B0 O+ x, j
- end
+ B' b& R; e6 R- s - * X m- A! `* Q5 r. P! A& `/ B
- def equip(item)2 q/ S4 w4 K/ f5 y
- if item.nil?$ l) I4 F6 w- c! A
- $game_system.se_play($data_system.buzzer_se)9 k, p1 O( V; G. W+ N
- return
# o! x9 Y- |- U0 M, t7 _5 A: a - end7 y5 X" S) |6 Z+ c
- if item.is_a?(RPG::Skill), j, w, ~) e$ t: u
- if [email protected]_can_use?(item.id), V6 A. ?5 A. Y7 Q: M3 b
- $game_system.se_play($data_system.buzzer_se): s _, `! B& H; I. C
- return
2 e+ ]* e4 L- g% ~ - end; n% M4 _9 s, z7 ^
- $game_system.xas_skill_id = item.id
4 l/ F8 t( ?& _8 C - elsif item.is_a?(RPG::Weapon)8 q. f. n6 K( X4 l7 N
- @actor.equip(0, item.id)' `2 q3 z& m) {9 }
- elsif item.is_a?(RPG::Armor)
. U7 \5 T4 }. a4 ` g - @actor.equip(1, item.id)
7 _1 T( x9 q/ b$ t4 x" m: H0 { - elsif item.is_a?(RPG::Item)
2 u5 h7 {$ L! P - item_tool_id = XAS::XASITEM_ID[item.id]3 t t5 t) g* r c+ q4 A
- if item_tool_id != nil
8 G' H. B" ^+ v/ s6 [) d6 P - unless $game_party.item_can_use?(item.id): Q0 A& O0 ^$ S, Y
- $game_system.se_play($data_system.buzzer_se)7 J. i6 \! d2 K' A" I; @' ^7 V W
- return. @. m; l4 q0 S: m/ a# D1 T* P
- end8 Q1 ^: X: i ]
- $game_system.xas_item_id = item.id
! p! H! q ?/ f& F: [2 D3 C. I - end2 V" K% w A+ H1 D
- end
3 B, E# j$ G7 c# M5 s; V; ^( U - $game_system.se_play($data_system.equip_se)
+ ~/ Q' P! o5 M1 b - end
5 q0 E3 g3 ]. [4 m7 i+ e4 _ - 6 `- r! B+ m# i
- def update2 e+ H' M4 n" Z Y, \" z3 b7 Q4 v
- @actor = $game_party.actors[0]5 l; C3 O" s- r" v3 ]9 \
- @hot_keys = $game_player.hud_equip0 Q9 G4 A" c! j8 K: m
- refresh4 @6 e% J! w) P0 H- }
- return if !$scene.is_a?(Scene_Map)
4 r% ?. Y! l$ j c# g! B* B1 Q - if Input.press?(Input::Numkey[1])
& g: _2 ]8 b" v+ \: H/ p- J- h - equip($game_player.hud_equip[0])1 L) O( q$ k& H5 a! y* a0 r
- elsif Input.press?(Input::Numkey[2]), i* u9 o& L% B) @6 _1 J; |* y4 e
- equip($game_player.hud_equip[1])0 |; @% U5 v1 V) a, `0 E) v. Q; k9 \
- elsif Input.press?(Input::Numkey[3])- a; n/ C7 k5 U+ z" c
- equip($game_player.hud_equip[2])
+ u4 E. p w1 O/ I% Z - elsif Input.press?(Input::Numkey[4])$ I: Z; D; P0 }2 C1 G9 k
- equip($game_player.hud_equip[3]) - l+ [( ?$ ]' [* V, o+ K
- elsif Input.press?(Input::Numkey[5])' k- ^0 ^8 I- M) D0 O5 U
- equip($game_player.hud_equip[4])0 O" d7 v8 C; G' z* \ O4 |
- end' X4 Y. U! s8 F b. M4 F
- end
+ s6 l$ \3 g4 f5 t - end+ t) n" ~' F$ H) P8 H" e7 g, c# k
- 1 ~/ S3 Z1 r1 k9 z
- #===============================================================================
4 A- z: H7 T; [6 N - # Scene Map
\" H& z: O' F2 T7 p% `: m - #===============================================================================
0 |2 A3 p2 H" x- j* y k - class Scene_Map
& P5 A- G5 z3 P+ x - alias hot_key_hud_init main. R) B$ F. x4 G. O: O h6 u* D
- def main) n/ Q- ]: U& U2 p9 H
- @hot_key_hud = Hot_Key_HUD.new0 W& p' g$ k `0 Y. T, Q, D* g
- @hot_key_hud.visible = !$game_switches[XAS_HUDDISABLE_HUD_SWITCH]/ X7 F7 ~' ]2 G. c- V& {
- hot_key_hud_init
$ e9 D7 P# j. }, b. @: u: u" V - @hot_key_hud.dispose7 k1 y4 H* `0 v$ G( f
- end
/ d& m* k" `# |9 E8 J# ]3 [& c -
+ G( ]* @3 W+ ^3 w: q: z - alias hot_key_hud_update update/ S. \! P m$ f" y
- def update: B, J* G( y- L b2 R+ v8 h
- hot_key_hud_update" Y1 l0 Z) Y2 [# [8 f
- @hot_key_hud.update/ }) d! U4 F7 N3 N7 z9 f% G
- @hot_key_hud.visible = !$game_switches[XAS_HUDDISABLE_HUD_SWITCH]
( J; d4 z+ U, u/ S2 i0 y7 q+ U - @hot_key_hud.update if !$game_switches[XAS_HUDDISABLE_HUD_SWITCH]
! y( q1 D- t, [+ T& Y - end
- s* c0 T W1 G! n$ ~ - end
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