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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! G- o, \5 w; i- i1 k不知道有人能帮忙看一下吗?- #===============================================================================4 E& ]+ l+ C1 j; Z/ n# g3 Z z! J5 D5 S
- # XAS - Hot Key HUD
1 b* F! c- p: l) m5 h2 x- o/ R - #===============================================================================
+ ~+ y# E8 m( f% h3 D - # By Mr_Wiggles5 v% c8 ?9 g* P( C x h( J
- # Version 1.3
' i% Y* {, |1 {! F9 g' e - # 7/6/10
% U+ _" w6 Q3 u; J - #-------------------------------------------------------------------------------
1 ^& r+ ^% o. u* _) S$ r( E+ N - # Instructions:
9 a; c$ e6 n7 s5 K, p" l - # Fill in the constants bellow, paste this script above main and bellow XAS in# R; J) D) j( @! d5 z+ v) x
- # your script data base. BE SURE TO SET TO THE RIGHT XAS VERSION!!
( s. Q4 V. D( ^: ~4 n - # % D+ e+ v3 p! e6 a; L
- # Place the "Hot_Keys_HUD" picture file into your game directory
( U. i+ T6 E8 q) q3 I ]- j - # Graphics/Pictures folder.
0 c$ E2 C% `+ o: J! z3 m# t - #-------------------------------------------------------------------------------
8 Z2 _' E0 `$ L - # Directions of Use:
@6 N+ Y4 o! k" C6 C6 g% A - # Simple just press a number key (1 - 5) when the quick skill or item menu is1 U5 p1 g n- }& W
- # Showing.
& D2 e/ i" g+ B2 l6 t/ x - #===============================================================================
0 `8 F- {) B0 W1 Y9 P - HUD_X = 0 # X pos of HUD
2 R0 M% r+ D3 d - HUD_Y = 0 # Y pos of HUD
2 Y \+ N, D9 ^7 c% V3 X+ y, Z e
4 z" `' q6 S. q* c* e6 r1 z- # Set true if XAS 3.7f
( W% n* ?" N7 e/ i9 O9 K - # set false if XAS 3.6
7 b$ G2 @2 D3 E9 O, A+ | - XASVER_37 = true0 n# A# X- t. J
1 i0 {* B4 F; B) G: f0 e- #===============================================================================
( K8 w3 i9 U. H% e( ` - # Numkeys Module" {' K. l- {" W6 |1 I4 Z
- #===============================================================================6 f+ [ G; u( `. R5 u( x) B
- module Input. L2 Y: z4 ~ L& p6 w
- Numkey = {1 => 1049, 2 => 1050, 3 => 1051, 4 => 1052, 5 => 1053}
7 q- v1 \2 q7 V G - class << self9 ? B; J0 x7 Z E) _' _
- Key = Win32API.new('user32','GetAsyncKeyState',['i'],'i')+ m0 n5 C" n6 L; U
-
' j* Q5 T' a j9 w* q) N9 ` - def testkey(key)
c2 d9 Z( `0 w* W+ [ u - Key.call(key) & 0x01 == 1) H# a5 w2 p3 O1 O9 p$ @9 ~ B
- end
/ [8 ]* G2 Z! t( b! Y) ]5 S -
# \5 G+ g9 v% E: Y2 t( d - alias hud_key_update update
" p, [0 f! M# r' c - def update# x/ d) M1 x' D, ^/ ~; H& t; k- E
- hud_key_update8 I2 o/ [$ \' k* i
- @pressed = []0 n8 d: t. p0 w7 Y
- for key in Numkey.values
( ^3 K( I: ~: F( I) X. j - key -= 1000
- h1 M4 i4 S( X% u" ] - @pressed.push(key) if testkey(key), r6 T5 |$ w9 N- h4 I
- end5 O$ Z8 |* \7 y; M" l/ F. ]! Z
- end8 U, C U X8 Z2 h
- 7 ?; L9 K* Y c& p
- def pressed?(key)
* ^' v4 A5 {8 p/ a7 @ - key -= 10002 c1 {6 W+ o5 v2 Z* S; Y
- @pressed = [] if @pressed.nil?
) R' D4 v8 B% S$ D3 z6 i - return true if @pressed.include?(key)! |% T9 l9 A8 G
- return false
# C: Z& d+ M0 t0 _* O9 ^9 g - end
! i9 d. _7 j* u - , V& L3 e2 l+ z' P% G' n
- alias hud_key_press? press?' F s4 Y- {; |5 Q' ]: |
- def press?(key)% ^/ G7 R3 n- }7 w* O2 x1 E
- return pressed?(key) if key.to_f > 1000
* v! {$ B+ P$ N' d - hud_key_press?(key); ?$ l8 ]/ h1 }4 ^ l" ~% a
- end0 S% V3 @. E# m8 F/ o1 {
- end
. z/ G9 {" y1 I- e; @ - end
) _1 z7 w5 @6 ~+ z2 N - ; ]. Q" Y* T1 _
- #===============================================================================: S6 X; c2 ?) K+ o" U9 E
- # Game Player
. x; L& K4 J @' L; r- E - #=============================================================================== ` D p" h' n4 _3 T/ ~
- class Game_Player < Game_Character4 j: R4 q3 q# J2 P1 c
- attr_accessor :hud_equip
- o+ h- K; I! F! ^1 A. t: d -
0 G+ v# R0 D7 e8 c% U' A; l - alias hot_key_hud_init initialize
- `5 h" m o# B; d0 N! l - def initialize9 d* O6 \) ?; T O
- hot_key_hud_init
5 c2 s; J K4 d# R$ o+ V; D2 P - @hud_equip = []2 D+ D5 N$ c3 K/ z- V, }* u
- end
% t( u8 n1 Q2 n -
" S! s5 m1 b' a: \2 c% [ - def equip_item_to_hud(n, item)5 B3 a* y; c8 f+ k
- if item.nil?1 j+ ]: Q4 Q% k
- $game_system.se_play($data_system.buzzer_se)
3 | A& n% y+ {, Z4 N - return
& F5 R( k. s5 ~0 a4 l0 s ]7 ? - end
: ~# u0 \) f4 A Y% \ A1 h - $game_system.se_play($data_system.decision_se)
6 k7 g! D6 p8 Y; I- l f4 { - @hud_equip[@hud_equip.index(item)] = nil if @hud_equip.include?(item)
# Z. G3 U( v9 S: F0 [ q- | - @hud_equip[n] = item
7 Y& F8 x2 b) y5 \ - end7 Y- b! a8 \5 t+ `1 T
- end: w0 x& q* x9 b3 }
- 8 O# t1 O9 }9 h" {
- #===============================================================================
1 \9 K4 p9 P- }$ f5 {, } - # Quick Skill Window! _: H4 w) [1 Y2 A. { B1 `
- #===============================================================================. h& `$ _" M% b$ ^1 i( H6 I0 @! B
- if XASVER_37 == false* Y1 D5 y& ?% o* }
- class Xas_Scene_Skill( t3 k! x' q# g1 d3 J- s
- alias hud_quick_menu_main main( t+ M, R8 X# L. Z5 c8 I/ @
- def main
, g1 b# C/ ~- `! R - @hot_key_hud = Hot_Key_HUD.new
' C- x8 x) l) \8 W' u - hud_quick_menu_main' S7 u( r1 O6 a
- @hot_key_hud.dispose: L2 d( p# ^+ c0 U% z; i
- end
2 `% t9 s/ Q( G$ ]4 N3 ?4 C& ]% ~ -
1 J8 h$ g* G8 a - alias hotkey_hud_qucik_menu_update update2 r } u; Z+ Z
- def update
8 c* J* S3 j& o. U# J; f: ~ - hotkey_hud_qucik_menu_update9 F6 c' b$ [$ @2 }/ Q: h# p
- # Hot Key num 1. s1 Q1 t" m; m: c b D
- if Input.press?(Input::Numkey[1])
1 ?; l7 ?/ q$ ~% `' ] - $game_player.equip_item_to_hud(0, @skill_window.skill)
$ K' S( S# W& s/ ]9 F0 K3 k' B - # Hot Key num 2
$ I* o' w# h- b$ B8 m1 H - elsif Input.press?(Input::Numkey[2])* C! J6 ]2 U" n: h# y6 d
- $game_player.equip_item_to_hud(1, @skill_window.skill)
, [: M* N, ^, l# \5 X# X( [ - # Hot Key num 3
' u, I+ ~+ {, `1 s6 h+ o - elsif Input.press?(Input::Numkey[3])
; J9 h3 S6 n% z - $game_player.equip_item_to_hud(2, @skill_window.skill)
* i6 C+ @1 R6 H" X( e- L - # Hot Key num 4% c' ~' A6 A& K
- elsif Input.press?(Input::Numkey[4]) i) } z* C, |3 T1 a3 l+ t
- $game_player.equip_item_to_hud(3, @skill_window.skill)% t& D' h% X C& b% U: [" `4 L
- # Hot Key num 56 }" U3 ]! k9 S
- elsif Input.press?(Input::Numkey[5])
& ?: G/ C. e$ i6 |' |" ?6 P - $game_player.equip_item_to_hud(4, @skill_window.skill)
# z' G7 P @4 b - end; s" D+ `: t# a" J: M
- @hot_key_hud.update7 S" Q3 F) D) b
- end; Q& g& [% ]6 D- Q- Q9 t
- end
2 _7 }& c' j6 X. ^* y! \; l - else1 Y/ X: _1 `% o F- w' {
- class Quick_Menu_Skill
% ]% c. O: v9 q- W0 C- Y" F! D& ^ - alias hud_quick_menu_main main4 b$ s p b/ N9 O: m6 }) j' S& @7 @
- def main: d4 j2 p) e2 B5 P5 J$ i
- @hot_key_hud = Hot_Key_HUD.new/ \0 D0 U+ M5 a4 L7 h
- hud_quick_menu_main! i3 V- B1 u2 c) I Q
- @hot_key_hud.dispose
/ L A9 P' F! ~; j* P) @ - end
. s7 i. z0 T+ d9 {- { -
+ }* I$ ^$ F6 P/ Z% y' Z( } - alias hotkey_hud_qucik_menu_update update5 f8 j3 z- [* N; D9 I* P: k
- def update1 i) J/ i' d# ^' B4 ?& m# e5 r
- hotkey_hud_qucik_menu_update! W! `4 G/ ]) @0 n: ^
- # Hot Key num 1
, m b" ]2 d: w1 `" M - if Input.press?(Input::Numkey[1])
* v' Y6 V; `9 l+ u - $game_player.equip_item_to_hud(0, @skill_window.skill)8 @) Y2 M, M. [9 K2 }! c% E
- # Hot Key num 2
4 {# N! i0 ~5 b/ t$ J& w: m. p0 ?* L% { - elsif Input.press?(Input::Numkey[2])" b J* A9 r0 X* L
- $game_player.equip_item_to_hud(1, @skill_window.skill)9 U( S, P- Q" n9 R7 B) u
- # Hot Key num 3% `! K: w# B/ Q, B& B
- elsif Input.press?(Input::Numkey[3])
}* [3 n* D3 a- r% d - $game_player.equip_item_to_hud(2, @skill_window.skill) g) z* i" R# P5 u# X5 ^; m
- # Hot Key num 4
7 `; y) d! f9 M" i - elsif Input.press?(Input::Numkey[4])
! Y8 R( Q# G$ e/ \" G - $game_player.equip_item_to_hud(3, @skill_window.skill)4 S1 n: @; q" U) N |
- # Hot Key num 59 l; h9 r, a& N6 s- K2 h* S
- elsif Input.press?(Input::Numkey[5])
7 ?6 x0 ~. o) z% v( j2 l( w T - $game_player.equip_item_to_hud(4, @skill_window.skill)
' m. |" {, {" ^6 A- u: n- r - end. v4 Z. B/ H7 w2 F# [: c
- @hot_key_hud.update6 Q& p! Z/ M. n7 J* w! V7 k
- end+ c# Z- l. o' e8 _ O; h
- end+ M! s# ~: f; b2 Z; W
- end
6 |( ^* I! m. T) f6 M9 F
& J: }% l7 T! u. j! P- #===============================================================================5 j/ ?& q4 K; ?' P2 R. V$ Y
- # Quick Item Window
1 C1 v" _: E, N' _ - #===============================================================================
% T( f \& [( B |7 O - if XASVER_37 == false
* u; E( s+ Y7 Z! Z - class Xas_Scene_Item9 ^ m; G, ^' }
- alias hud_quick_menu_main main+ _ O- m ?) ?8 j" ~
- def main) X: `+ N6 e$ C( Z0 ^* k! ?+ o
- @hot_key_hud = Hot_Key_HUD.new
; f! C4 ~( o7 P5 W0 u8 { - hud_quick_menu_main' |' N" F5 I3 @4 N: b4 Z. { U- p
- @hot_key_hud.dispose
8 ]) h% v+ N2 z7 l$ } - end, f5 A5 J2 Y T b
- # T" X+ R4 X* b: n$ O" {: o
- alias hud_key_update update! J, S" R0 }# _7 h1 {4 G
- def update: q3 L% R# Q2 V: I1 G$ D6 r! Y! e
- hud_key_update4 Y+ `% I& x8 z, L, V6 x$ J
- # Hot Key num 1& z8 J# Z) t, M/ B ]
- if Input.press?(Input::Numkey[1])
3 y8 f' x, m* F( D8 T& m - $game_player.equip_item_to_hud(0, @item_window.item); J* p- @7 e9 y9 d3 r
- # Hot Key num 2% [* K, g; v9 l% X% t
- elsif Input.press?(Input::Numkey[2])
0 k& k& t* ?4 k1 K - $game_player.equip_item_to_hud(1, @item_window.item). U2 x+ Q8 {- V$ `) W& }
- # Hot Key num 3
2 z6 U4 r$ P/ Q; G - elsif Input.press?(Input::Numkey[3])1 _5 d6 d# A( v
- $game_player.equip_item_to_hud(2, @item_window.item)
/ _8 Z# z& u3 M7 W7 t/ `$ P - # Hot Key num 4
3 m; [, O d* a5 }; k* s6 b2 b7 J- Z - elsif Input.press?(Input::Numkey[4])+ `8 d: F& e. {3 o6 ?
- $game_player.equip_item_to_hud(3, @item_window.item)
9 g2 K; x- E; O - # Hot Key num 5
* v( ^2 K% J' @9 c4 e ` - elsif Input.press?(Input::Numkey[5])
8 j& {1 S6 m0 E8 l/ i- @! N1 Y - $game_player.equip_item_to_hud(4, @item_window.item)
J7 M. Y V" a# U) W7 ^ - end; O1 }8 N& w6 c+ u$ Z, g
- @hot_key_hud.update8 a' N$ W2 {+ X
- end
" z! s1 b' u% Y# N3 s! I: o - end% k3 g( a! W) H: H
- else
6 b9 Q1 B3 j) J( I - class Quick_Menu_Item7 x4 @( E2 L& D& y) Y. F! y7 P
- alias hud_quick_menu_main main1 Y% G5 _5 x& ^3 u/ m: [
- def main
! a% P5 r2 {. g8 e - @hot_key_hud = Hot_Key_HUD.new
8 l. B- y+ K! @: q- ~0 G - hud_quick_menu_main) r- q+ B: C5 l
- @hot_key_hud.dispose
2 J1 Z, Q8 [5 o: a7 T( i3 q - end9 d% y' I2 H$ M) h) `' U' [, ]
-
' _; O: ]9 w+ x8 d5 h - alias hud_key_update update: e( K8 h* z7 g- L& a. L: v4 P
- def update* k, u. w& d" j% {$ X7 ~- X
- hud_key_update
: X5 \" F: C. U3 A& O# K( u& w* @7 d+ i - # Hot Key num 1
# S$ ^. e* l1 f2 J' _! o* T# s% g; ? - if Input.press?(Input::Numkey[1])6 K0 b) X, f5 a: S& B% S5 ^: N
- $game_player.equip_item_to_hud(0, @item_window.item)- q$ V8 E, ~& V/ o& |$ b
- # Hot Key num 28 `% O3 g- }1 x) O; s
- elsif Input.press?(Input::Numkey[2])* Z' o$ N9 V/ N& R, X/ b c
- $game_player.equip_item_to_hud(1, @item_window.item)5 l4 ~4 w7 H: B& D
- # Hot Key num 3
V4 g' j- z4 X& k5 X: k - elsif Input.press?(Input::Numkey[3])# L ~6 \& h% W' R/ r
- $game_player.equip_item_to_hud(2, @item_window.item)" @6 {% p( ]" s/ D {/ K
- # Hot Key num 4
5 M( @1 u# c6 B7 ~ - elsif Input.press?(Input::Numkey[4])
# u, u' i, w9 [1 p. ^/ D# `7 | - $game_player.equip_item_to_hud(3, @item_window.item): H5 `, q0 K; ]9 c# C
- # Hot Key num 5
+ L" \* y* Z, s4 L - elsif Input.press?(Input::Numkey[5])
+ K. ^9 u9 K4 G& d - $game_player.equip_item_to_hud(4, @item_window.item)2 E( l# W; U% R$ H1 i9 z
- end
& V& v7 w$ f& Z# s- Y$ l7 t2 S - @hot_key_hud.update
" I( B6 _* _6 [% s% T$ c9 } - end/ C" \' h+ \' w, i
- end
& B# {/ [4 A8 t6 b( c. m1 Z4 _ - end- h6 I( R9 k6 H) t" u5 }
- - H2 e' @! p5 l" e, `
- #===============================================================================
+ h. P2 @0 Q! H, |. l- h - # HUD Window) y8 y0 }; u. O+ l9 l
- #===============================================================================, {; ]' y- ]' x1 P7 n1 q7 R+ u
- class Hot_Key_HUD < Window_Base6 |& W# w2 U% P- U
- def initialize(x = HUD_X - 10, y = HUD_Y - 15)
9 c1 N+ X9 g5 G. D6 h0 j! W' N - super(x, y, 220, 80)
: U. f1 |, b4 u( r5 e3 q* T& ? - self.contents = Bitmap.new(width - 32, height - 32)9 `/ J+ p3 a6 O9 }; F( m4 S+ F" y
- self.opacity = 0" l, J) `( S- G3 L7 T2 e
- @actor = $game_party.actors[0]( b: @* R) e( y1 L& i# x
- refresh
1 i$ Z8 C# {: g" X+ d" } - end
1 V; i& y0 M K' Q! J# W - 7 Y+ M/ N& i- a
- def refresh3 d2 K4 v+ \; s, @
- self.contents.clear
3 f& X) [0 s" n4 @% H2 f - bitmap = RPG::Cache.picture("Hot_Keys_HUD")
+ O0 p9 `' f% ` - self.contents.blt(0, 0, bitmap, Rect.new(0, 0, 160, 32))' K! M: S. N2 f8 e
- for i in 0..42 a! i' W) E, q# C( C2 d5 X8 N+ w+ m
- x = 32 * i + 4
+ j9 L) q! \ y - item = $game_player.hud_equip[i]
, H1 F3 K" |9 s3 s - next if item.nil?
9 Y3 _% U# I2 z6 \ - if item.is_a?(RPG::Weapon)
/ i- F# w* s; ~' t2 t R- k - item = nil if $game_party.weapon_number(item.id) == 0 and6 d: r8 r# Q; W; k: f+ p! K! z0 p
- @actor.weapon_id != item.id* n+ K0 a9 f2 p+ G/ i6 f4 {! d% Q7 |
- elsif item.is_a?(RPG::Armor)
. k) t! g3 r0 \8 ] - item = nil if $game_party.armor_number(item.id) == 0 and
2 o M3 E+ {6 [ - @actor.armor1_id != item.id
- c% H* S% n. S, c; D/ V9 B/ ]; u - elsif item.is_a?(RPG::Item)
( f! K) E; p' S9 Y - item = nil if $game_party.item_number(item.id) == 0 or7 z" s7 ?' y0 X0 ?* @. R# ?
- !$game_party.item_can_use?(item.id)
& ?% N7 ~3 p# t# \ - end
( B" I& R$ o/ U$ I0 x - bitmap = RPG::Cache.icon(item.icon_name)
: F9 M+ z6 g, x# i7 B. d$ W6 w - self.contents.blt(x, 4, bitmap, Rect.new(0, 0, 24, 24))
- q3 _ ]3 \0 K! N; N - end j H( U. F" S& _! u2 w. j" ]
- end
, x2 j$ T" M, s0 P4 m0 m - " o' }7 N3 F( |" c+ R3 I9 W
- def equip(item)
- O% |- [6 z5 b$ N - if item.nil?$ M) }/ I R) @: g
- $game_system.se_play($data_system.buzzer_se)1 @( x/ ^8 ^* o ~' a9 p
- return. \+ w$ A6 f+ N' k) h# M
- end
$ M) C- Z3 m2 L- n( z' k) d - if item.is_a?(RPG::Skill)& x0 @( ~& U& C) M ]
- if [email protected]_can_use?(item.id)
8 E$ | I6 {3 l( w - $game_system.se_play($data_system.buzzer_se) a* |* M' S; b: }' i* K
- return
+ `+ d: M: V# U9 [0 J/ U5 B! E - end# m7 I: L0 W# M. e* z
- $game_system.xas_skill_id = item.id- k4 t' B0 C; ~$ S
- elsif item.is_a?(RPG::Weapon): n8 Q( r( g: C# ~
- @actor.equip(0, item.id)2 ?( ~ X) q: R6 ~$ s! A
- elsif item.is_a?(RPG::Armor)" H3 l. z# D$ m1 D
- @actor.equip(1, item.id)% S$ A3 @! j: R0 X# S
- elsif item.is_a?(RPG::Item)
1 m+ S' Q1 N8 S8 i+ v6 D. q - item_tool_id = XAS::XASITEM_ID[item.id]
+ Y& U& s' r5 U; u - if item_tool_id != nil6 w( b5 c$ x' M' @* y! @4 D e
- unless $game_party.item_can_use?(item.id)& {9 L& h1 g8 t1 ~1 M# v( w
- $game_system.se_play($data_system.buzzer_se)
* {* I9 U z1 b1 ~2 Q# z N" d - return+ R4 j5 O9 n c) L- E/ v) J- g
- end% T; c' s8 w( q9 |
- $game_system.xas_item_id = item.id
, T ^# G- X; O - end
; e) R; l9 j( u+ T+ p& ?- N - end, ]! a3 `6 T) z# T7 D; k6 F: C5 n+ y
- $game_system.se_play($data_system.equip_se)1 v. V0 h- p7 _# b* }) h3 w. f
- end
6 o$ c; }. M: d# F: O2 h - 8 H2 r- {3 {) x$ K% d a0 X
- def update
7 {. T# {) \# w1 b( X" g7 g3 u& E - @actor = $game_party.actors[0]* u( v0 ~* E9 d7 r' @
- @hot_keys = $game_player.hud_equip6 f. w0 {7 z; d7 V* p
- refresh& q) U0 R' H; X
- return if !$scene.is_a?(Scene_Map)
: ]& o7 {, k- f. U+ r- K - if Input.press?(Input::Numkey[1])
) w! Q; W- c" L+ `1 R6 N% \ - equip($game_player.hud_equip[0])& f( |8 z/ d. u
- elsif Input.press?(Input::Numkey[2]), `: ^5 Y6 t3 X6 S3 d' t/ b! ~3 Q
- equip($game_player.hud_equip[1])
) Z, `" U2 M$ F - elsif Input.press?(Input::Numkey[3])
# o% S( U* N; x1 N9 U, E9 ?$ H1 D - equip($game_player.hud_equip[2])
\9 k$ P/ F! C( [ f$ M - elsif Input.press?(Input::Numkey[4])8 n9 @2 _7 }3 G8 b
- equip($game_player.hud_equip[3])
6 e2 |0 N/ j/ v2 u4 s: ]- ` - elsif Input.press?(Input::Numkey[5])
% H( i1 D* f7 o# O! K% G) `* g3 t - equip($game_player.hud_equip[4])) ~; L# h; F: }4 L2 M4 i7 t
- end
D1 ]4 c0 Z* f2 s6 G6 ? - end* s. ^& P) Y+ D( U. P: A
- end
8 q1 T8 i" N5 t+ | m# [& R( [& Z - 1 X6 G& c9 K3 N8 m: E6 K! _
- #===============================================================================" R( H2 C$ v; n, ? T/ y' o( w( y
- # Scene Map0 o( c; o9 ]/ x' i; |* D
- #===============================================================================
! E: b: `; R+ d7 \/ j2 x - class Scene_Map
/ i. k9 S6 H. D. @! s - alias hot_key_hud_init main% `( P' R! C9 }. n
- def main
! a/ d( m$ F9 |( [9 D- r- s" m* L - @hot_key_hud = Hot_Key_HUD.new
: i- N9 C6 b( _' {) j4 | - @hot_key_hud.visible = !$game_switches[XAS_HUDDISABLE_HUD_SWITCH]
7 x7 S: A$ ~: o" V8 S - hot_key_hud_init7 {+ t4 a7 e& S* d; W3 O1 Z
- @hot_key_hud.dispose
& Q6 r0 v$ O0 k* J& e - end
8 S" T8 N5 _- m- \1 i6 p - 4 j4 l3 c* O( w/ I2 D. X. G
- alias hot_key_hud_update update. \+ g/ z [# F+ \
- def update2 O3 y4 G7 C% n% F5 E0 T
- hot_key_hud_update
' m0 E: O: J, G# z* w6 M - @hot_key_hud.update
1 ]( I9 q: M1 y5 j - @hot_key_hud.visible = !$game_switches[XAS_HUDDISABLE_HUD_SWITCH]. A# v+ I9 G4 |' ~% Z. }
- @hot_key_hud.update if !$game_switches[XAS_HUDDISABLE_HUD_SWITCH]
& s4 o" g3 `6 q2 x9 a6 ~) ~) u - end
6 A8 D/ t+ P( P, C& r0 c! x9 f - end
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