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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,
: i. W! g1 b$ p/ F6 w9 B5 H6 a不知道有人能帮忙看一下吗?- #===============================================================================" K! A2 a" l g- e
- # XAS - Hot Key HUD
7 `9 T# ~* c$ R. k) a w0 v! v - #===============================================================================3 E' _! H/ ~( W% P' w" ^- V9 h
- # By Mr_Wiggles2 e( P6 r1 o: [% y Z
- # Version 1.3
& a: l( q, m. e* o - # 7/6/10
m! V. e: z8 C! O - #-------------------------------------------------------------------------------
9 `$ K, O$ B% W% n7 u5 c* P6 @ - # Instructions:
5 l; x+ ~, D. c* _ - # Fill in the constants bellow, paste this script above main and bellow XAS in
3 p6 M! _5 `1 p+ K - # your script data base. BE SURE TO SET TO THE RIGHT XAS VERSION!!1 n U+ ?! U/ e& }
- #
8 J* [; R% S* o; Z - # Place the "Hot_Keys_HUD" picture file into your game directory
: ?$ ]: i! Q2 R' b+ ` - # Graphics/Pictures folder.- W) d; ?& R6 v! S. b' r8 s3 L
- #-------------------------------------------------------------------------------
) v2 \* k4 b$ Q) R0 P - # Directions of Use:/ O8 d8 G2 w9 Z7 B
- # Simple just press a number key (1 - 5) when the quick skill or item menu is; i5 _$ t9 U. D0 G# M
- # Showing. x. N6 Q/ r! H) K9 [
- #===============================================================================
4 y8 B6 ]) j/ h+ V9 M' Q - HUD_X = 0 # X pos of HUD7 i( l" ]6 r8 n) ?. s( A# B
- HUD_Y = 0 # Y pos of HUD
/ y8 ]' M6 U; W2 t
* y' u# X h+ {# w& [- r- # Set true if XAS 3.7f
' i! }* f1 i. o, _* j9 z( Q6 ?( Q - # set false if XAS 3.6: D }3 U& a U8 w8 E! d
- XASVER_37 = true5 N/ S. K) P0 R7 \" S
4 u& H: E d2 l0 \+ x8 f- i! I! E% t9 K0 _- #===============================================================================
9 W& C& q! h4 U4 J' g - # Numkeys Module7 e+ O. Z# ^0 T: R7 K
- #===============================================================================3 k3 J/ N. ]/ e5 V0 ]
- module Input8 a& w0 M$ S1 m% h4 `/ C, z
- Numkey = {1 => 1049, 2 => 1050, 3 => 1051, 4 => 1052, 5 => 1053}" a: A6 j/ u, Q, E6 a
- class << self
+ n, j6 f" Q6 D% M6 C - Key = Win32API.new('user32','GetAsyncKeyState',['i'],'i')9 A* A9 L. m, G; h: ^8 e( z
-
% }( E" Q3 Z0 ^, k3 q - def testkey(key)" R: T$ A9 b( u+ w& L* d
- Key.call(key) & 0x01 == 1 K% l* j3 g P" e+ \ P
- end
f$ z* W# j- N- y7 w) Q -
+ i+ k7 d0 w: H2 @/ U4 }( C - alias hud_key_update update
. W& a! Y; V" n- U$ m - def update
0 ^5 |$ u/ U! X' t) | - hud_key_update
0 ^- @1 X; s. U, b8 g" { - @pressed = []$ Z- m* A4 ]( e% p& }0 }; G
- for key in Numkey.values: b; e! G4 U1 [# ^) T/ ?
- key -= 10002 x K1 J3 X7 A5 ^% q0 O n
- @pressed.push(key) if testkey(key)
1 Q) ^+ w" H3 C# u - end
5 F) W; q: I% W- q1 T/ O2 _ - end
% r4 P5 s& h1 P/ C, [ - 3 l4 i w( d4 j& O& r
- def pressed?(key)
# h& Q9 u- s" ^1 [# }+ ?# [0 v - key -= 1000
, I# `9 `/ s- o9 K% r3 H - @pressed = [] if @pressed.nil?
+ u: L* D% i6 ` - return true if @pressed.include?(key)
) p/ n* x; |7 Z# r* }7 o - return false5 K2 h; q* B3 ^' p! M3 _4 r
- end$ F4 s0 l* ^, a4 `* E7 P! _
- ; A% L- f1 O) [/ F
- alias hud_key_press? press?
! x$ T# w4 Q6 ]* U3 G1 l - def press?(key)
% i6 a% z. R' F$ r. R* s- P3 l - return pressed?(key) if key.to_f > 1000
9 G c8 v. Z! T5 m7 v f- ? - hud_key_press?(key)
. M5 Z) G& O5 ~ - end& X$ [8 s$ E& ~0 {1 u4 k
- end& A8 R. y; P4 p0 j
- end
) `8 u: V; ?' J& v! w - $ ]5 R, U _$ Z* T8 o
- #===============================================================================. e; C+ r6 V. j* v; _* N: \
- # Game Player- g, D" U* x. }4 j7 g
- #===============================================================================3 b/ S( z; [0 V' j; {! a
- class Game_Player < Game_Character
2 Q9 ~1 q2 p/ ]+ ~! J2 t3 O* D - attr_accessor :hud_equip
( f8 e7 M% l. K! o9 O -
3 o. J" Q; L6 X/ S8 S6 } - alias hot_key_hud_init initialize$ n+ F5 Z5 V6 _
- def initialize
3 W! H- O1 c- ^5 C& ] - hot_key_hud_init) J) g1 C S9 C) w! P
- @hud_equip = []
1 K) C2 \/ s, O1 A - end
4 e) l r7 w6 g3 \0 A( _0 M -
7 D2 @- K# g& |% e - def equip_item_to_hud(n, item)
9 k% k0 N G& N& M3 V - if item.nil?
z, B3 g# n2 W) b - $game_system.se_play($data_system.buzzer_se)4 o1 |! P% n% _( I# l$ d" k9 _
- return p3 o3 _! q9 U2 q
- end
; {/ W" [' A# j - $game_system.se_play($data_system.decision_se)
% x8 J. i4 j. O5 k* b - @hud_equip[@hud_equip.index(item)] = nil if @hud_equip.include?(item)
% `; p- _' C. f' ~$ o, ~. H - @hud_equip[n] = item) G, o+ U: k6 E( f
- end9 q* c7 U, |& [8 Z6 @1 ^ ?- c0 E
- end
, s( W7 k l5 C$ z1 @ - 5 H1 V+ D' r$ q" _5 G8 }
- #===============================================================================8 I, ]% `/ m1 i) c' H
- # Quick Skill Window: T# Z& ]- P5 ^2 R1 u2 Q
- #===============================================================================8 z7 @- j9 f, q3 a
- if XASVER_37 == false/ }! _ p6 b- W! [ b# N# h5 e, z
- class Xas_Scene_Skill. ~$ K) N/ ~0 j }$ r2 ~! G
- alias hud_quick_menu_main main
" d- l m! y$ c - def main
" K2 T8 o1 x7 u% |: T, \# u7 M - @hot_key_hud = Hot_Key_HUD.new
. q; x( O, q3 t" d( w8 k! s - hud_quick_menu_main
; c8 L- [+ H! Q9 G - @hot_key_hud.dispose
: W0 z2 `) f, G' L' P H - end
7 j9 }0 v; R% H1 h4 u* K; q -
8 g: |' [) k" @4 w - alias hotkey_hud_qucik_menu_update update
; W9 J# `! F) i5 H9 i6 M - def update
0 i: ^1 B# e1 m; W - hotkey_hud_qucik_menu_update
7 c* [7 }5 v: T$ K - # Hot Key num 12 V& W7 m; J0 a9 [$ {" a
- if Input.press?(Input::Numkey[1])
: A t3 a n) G6 T, L - $game_player.equip_item_to_hud(0, @skill_window.skill)
' d$ E6 ?: `- \& I" \ - # Hot Key num 27 O9 L' x; k1 l+ M: [, p1 V+ r8 B
- elsif Input.press?(Input::Numkey[2])
( ^) c: x. A! L* h1 P5 s - $game_player.equip_item_to_hud(1, @skill_window.skill)
+ S# b' J/ J8 R( h5 [* t* E) X& ~ - # Hot Key num 34 u* f$ i& ^2 \+ Z8 I2 M1 e
- elsif Input.press?(Input::Numkey[3]) e1 w. V" y' i
- $game_player.equip_item_to_hud(2, @skill_window.skill)3 A8 T( p. X3 L0 _
- # Hot Key num 4
, ~# }# y6 T- o, K - elsif Input.press?(Input::Numkey[4])0 Z* o6 N. X$ ~
- $game_player.equip_item_to_hud(3, @skill_window.skill)
! [* c# h4 F" ~" _6 j( m, w - # Hot Key num 5
, z3 b E. T U+ S5 O0 \ - elsif Input.press?(Input::Numkey[5])5 M0 V; q7 C* j% C" d
- $game_player.equip_item_to_hud(4, @skill_window.skill)
( ^* [7 J, |6 T# H - end3 z$ k' z/ w+ h: B
- @hot_key_hud.update7 V9 k& g& S8 e. W7 j2 P2 k
- end" C y$ `1 _& n
- end4 {9 L, C5 Z6 ^. M7 q
- else
5 A, t2 S i+ \ - class Quick_Menu_Skill
9 k1 b- ^, k( r* [0 m - alias hud_quick_menu_main main u1 Y6 U K q8 S& `& ^% J
- def main
( D7 E, k! _; F! L* q - @hot_key_hud = Hot_Key_HUD.new
+ V: W; u8 {$ ~ - hud_quick_menu_main
8 q# P( }1 F- J+ b- \% b - @hot_key_hud.dispose3 M. v1 n) [4 g3 v& K
- end
/ U% U9 B4 I7 ~+ m -
. U( T8 Z, f0 y) w' d% z1 M - alias hotkey_hud_qucik_menu_update update
7 ]- f* t E) M2 q1 S5 |. D - def update
/ O# A( w: K! L, b F0 _( \) q1 t - hotkey_hud_qucik_menu_update9 P, {: i# U. d$ a) @8 M
- # Hot Key num 1/ @+ D d% W( o4 v, c4 y8 e6 k( _
- if Input.press?(Input::Numkey[1]), h/ X! N1 Q! P" n( F1 S( _- H" j8 o
- $game_player.equip_item_to_hud(0, @skill_window.skill)
+ t' a' T% t5 n# S- _; H# A- g4 | - # Hot Key num 2
( f3 L; x- z0 @# ]- i% g - elsif Input.press?(Input::Numkey[2])+ E2 T/ L1 Z) i$ y4 j
- $game_player.equip_item_to_hud(1, @skill_window.skill)
0 O. l6 T. s5 g, k2 B" e6 }$ ? - # Hot Key num 3
& V( o& v) Z: J& `' m; \ - elsif Input.press?(Input::Numkey[3])
0 H5 P* p2 i) q& D% e% H& E - $game_player.equip_item_to_hud(2, @skill_window.skill); d0 C. u" A# I3 j! ~
- # Hot Key num 4, ~* r( n& U3 k3 F; o9 x
- elsif Input.press?(Input::Numkey[4])1 K/ k4 k% Q; K$ }' e) l
- $game_player.equip_item_to_hud(3, @skill_window.skill)2 h% [/ V6 {+ b3 ^* r% i! g) Z0 r: K
- # Hot Key num 5
4 k" |7 j9 n, _; ?# t; ^ - elsif Input.press?(Input::Numkey[5])- f7 h. K! O8 o; T1 k( m) b2 t
- $game_player.equip_item_to_hud(4, @skill_window.skill) n) t7 ?, r5 U: o& d9 d
- end9 U$ R; U( u$ s/ e
- @hot_key_hud.update/ T! ?% ^3 s0 J [4 ~
- end
$ o8 e& g; ^5 Q# [- b - end+ _1 w( Y1 w1 {" G: v
- end
9 p1 r( d$ G/ `6 }" ~% k - 8 e& B3 x, C/ o) N2 y) e
- #===============================================================================
t2 ~/ O1 M) s - # Quick Item Window, U; g) ]( D- g+ L
- #===============================================================================
6 |) y! W2 \$ R/ r# N% ? - if XASVER_37 == false
* {1 V' b) q+ i - class Xas_Scene_Item- |' [ ~* B$ U) ~6 b
- alias hud_quick_menu_main main8 u, ^' L8 S. M5 S; N& O
- def main" }% b d& I4 e! e x, f
- @hot_key_hud = Hot_Key_HUD.new
% j( L8 l K$ p) s" Y" k5 M7 ~ - hud_quick_menu_main: l+ a, Z- P5 d, T4 c3 t$ F8 W6 A
- @hot_key_hud.dispose
, W5 Q6 V! B0 ]* C1 c - end: E* Q2 G0 z' l% d
-
# Q; M9 \3 s( n. z; b! X, r - alias hud_key_update update$ C$ T- a9 i j8 ?+ F u
- def update! Z1 S2 b; r6 ` \8 P7 A# T6 I
- hud_key_update+ @( b P. a1 q3 q
- # Hot Key num 1. b! N: P6 V3 E9 ?: [+ z5 l
- if Input.press?(Input::Numkey[1])8 ?' F/ ^; `, R0 H* q& p) K; m Z Z
- $game_player.equip_item_to_hud(0, @item_window.item)
; \/ Z6 F& d; T! _% t2 g! G - # Hot Key num 2
+ [0 ?9 y' t# u5 e7 q+ P - elsif Input.press?(Input::Numkey[2])
! L/ h$ G6 u8 ?6 ?! v - $game_player.equip_item_to_hud(1, @item_window.item)1 L; }4 q3 i) F' @! \4 j
- # Hot Key num 3- ]( n) K6 }- [- E' [
- elsif Input.press?(Input::Numkey[3])" g x) Q, g- `8 M3 `, F6 g
- $game_player.equip_item_to_hud(2, @item_window.item). V2 ]8 { O4 l" Z! `% z
- # Hot Key num 4
( |( p% W5 i& _ - elsif Input.press?(Input::Numkey[4])
1 z% m* `+ }. {, F - $game_player.equip_item_to_hud(3, @item_window.item)! \6 v, b g5 A# d# o; I+ X/ k
- # Hot Key num 5
9 o8 L! X) x6 b7 [5 e& ^ - elsif Input.press?(Input::Numkey[5])
/ u( p$ Y6 O \5 [5 w - $game_player.equip_item_to_hud(4, @item_window.item)
7 u; K6 I' M5 R, Y* H0 x - end
6 m" U) c1 E& }* r( c8 @: G - @hot_key_hud.update
" ?' C: A: @2 W7 T; b( ]% `! T - end! y, | ~7 g( J" {! o
- end) ?% V0 i0 _& Y# G0 |; ^
- else
* |' d% O8 }" I: a$ B! U - class Quick_Menu_Item
6 F0 K5 s: ^6 X, J - alias hud_quick_menu_main main
& f% Y( \, r0 u9 O( F, i - def main+ [- R6 X w9 i( d1 q
- @hot_key_hud = Hot_Key_HUD.new
9 [5 v; W: A; [2 ^; \* D6 ] - hud_quick_menu_main
7 N4 Y! i5 s$ I( D' R) ^ - @hot_key_hud.dispose
" p* F2 ^8 ?& ?6 z - end( N( m9 x0 f; A% y: T7 D
- ; ~* `7 P5 n$ w# ~; z
- alias hud_key_update update4 S3 X$ Y5 {9 Y2 M
- def update$ a7 H# |" I; H: [# w) o- Z5 q
- hud_key_update' X) y0 ~' Q4 B8 b3 ~: m$ W
- # Hot Key num 1
7 t u; x9 W0 W: _2 b - if Input.press?(Input::Numkey[1]), l3 @' b* l8 N3 Z2 r* E8 C2 P
- $game_player.equip_item_to_hud(0, @item_window.item)! j8 g+ a) K: _' C
- # Hot Key num 29 X) y2 O: ?$ Z9 {. E; B* j S! K5 ^
- elsif Input.press?(Input::Numkey[2])* U( g0 r7 q U# F* J0 G
- $game_player.equip_item_to_hud(1, @item_window.item)
6 C( k! P; B: o( `4 z0 X - # Hot Key num 3
( i9 [/ ~$ d8 r# W6 E - elsif Input.press?(Input::Numkey[3])7 V0 }6 N& X, o
- $game_player.equip_item_to_hud(2, @item_window.item)4 I# T& Q7 f# e$ C0 H
- # Hot Key num 4; H* ~; O1 X, l* a/ D6 b2 u/ i5 Q1 a
- elsif Input.press?(Input::Numkey[4])6 Z+ E1 l4 l8 j& \
- $game_player.equip_item_to_hud(3, @item_window.item)/ [; f/ n- {, C+ q2 F
- # Hot Key num 5, Z) \% j( j9 x/ X& x9 m
- elsif Input.press?(Input::Numkey[5]), A, w' G# P/ P0 [2 f' [7 d) t
- $game_player.equip_item_to_hud(4, @item_window.item)) F" _( J _4 `- Q: v3 t. p8 u
- end1 g y1 h; w0 C4 A
- @hot_key_hud.update
. w- C; s7 [3 b0 H0 N - end$ P4 G1 P+ o3 U6 d
- end
0 G- V7 s' X- S0 y/ S( `# S - end2 i0 f/ E' c. G
% t& K' r8 J( X* Q- #===============================================================================& i) j0 G1 N6 M r3 z8 J( F
- # HUD Window: O- H1 T: t0 `) E( c
- #===============================================================================$ s. x# \ W9 ]2 q, t3 G. i" q6 K
- class Hot_Key_HUD < Window_Base
/ y9 D3 g. h( K+ G# e1 h - def initialize(x = HUD_X - 10, y = HUD_Y - 15)
5 u& q$ O! |1 b/ k - super(x, y, 220, 80)4 n, E% _! e! C& L4 U; U- C) z
- self.contents = Bitmap.new(width - 32, height - 32)& k9 ]3 H# V4 S. w
- self.opacity = 02 ]& _; ^7 m% ] p+ @
- @actor = $game_party.actors[0]1 \3 o1 b- ?+ ?- t
- refresh8 s2 R7 N& i$ w( K W. u* v
- end
5 m/ ^/ Y6 `- @8 @% K' ?. j8 n
! L. T2 f- u' f( s- def refresh
2 Y: `& a! X5 f( a2 } l. v - self.contents.clear+ H3 N; h' {9 N, f' a
- bitmap = RPG::Cache.picture("Hot_Keys_HUD")
) {' P( c- y4 v" |4 W - self.contents.blt(0, 0, bitmap, Rect.new(0, 0, 160, 32))7 [# R8 I6 @5 J w& {
- for i in 0..4
8 ~5 |: N# G4 [$ r - x = 32 * i + 4" _; e3 R% u" I$ E. ?2 k2 B
- item = $game_player.hud_equip[i]4 x/ a3 t: r$ j1 [1 g
- next if item.nil?
3 F" S8 }8 u* c - if item.is_a?(RPG::Weapon)1 s5 b* i) j: s- p
- item = nil if $game_party.weapon_number(item.id) == 0 and$ \' U1 t7 ~5 A
- @actor.weapon_id != item.id) [9 v9 w! k3 ~# Z, Z
- elsif item.is_a?(RPG::Armor)
: |* S8 G9 |* f D5 p - item = nil if $game_party.armor_number(item.id) == 0 and 7 }8 m: r6 A: c. a% I
- @actor.armor1_id != item.id
+ \1 U6 K7 o: T" a/ h5 ^2 j' f - elsif item.is_a?(RPG::Item)# T& \) g3 I* E0 z5 ^* _7 e
- item = nil if $game_party.item_number(item.id) == 0 or
! h3 j. F b" B0 R& S" r; ~/ @9 o - !$game_party.item_can_use?(item.id)! z, b* N9 s/ Q6 m, R$ g/ D1 c% l! T J
- end- ~3 A! O4 d9 `* Y+ k& s
- bitmap = RPG::Cache.icon(item.icon_name)
- |) e1 Z% z0 e6 j3 y8 j) ? - self.contents.blt(x, 4, bitmap, Rect.new(0, 0, 24, 24))) S( Q: @ ]* L4 y6 K" ~* Y6 n2 J
- end
: m: y A2 y Y. s* J( W0 r5 r - end% ]* C5 U2 T @2 e
- ( |4 t6 y& q, O
- def equip(item) H- ~" t* s7 R8 L2 P; l% `
- if item.nil?$ v5 F7 e }3 O& k: w8 X
- $game_system.se_play($data_system.buzzer_se)
5 z2 \+ u( y' Z, s3 R$ ? - return! u, {' \8 A2 L) _' Q* N. l
- end2 m* b4 f4 f# c- `
- if item.is_a?(RPG::Skill)' b8 T* V; D. f
- if [email protected]_can_use?(item.id)' h+ d5 ]$ } M& O0 ]
- $game_system.se_play($data_system.buzzer_se)$ [0 S/ r2 V R3 v( @" v
- return/ ]% Z1 @) N5 V9 R8 x1 g# B' @
- end
* T5 `+ D& l( t/ B2 @) k" H - $game_system.xas_skill_id = item.id
/ \% R) w2 o1 z# N' Y7 g9 x - elsif item.is_a?(RPG::Weapon)
4 S# ~2 m4 _4 ]0 }2 F - @actor.equip(0, item.id)" W1 x4 O% i0 O q
- elsif item.is_a?(RPG::Armor)! z4 e `/ Y' v- o+ h" s4 N' Z5 A
- @actor.equip(1, item.id)8 c8 _% ], p; J+ F- H
- elsif item.is_a?(RPG::Item)$ H. |- y+ ^0 v* f6 L9 e% p
- item_tool_id = XAS::XASITEM_ID[item.id]
* Q( L* i) E Q( ? - if item_tool_id != nil
( K7 E! M5 i$ u2 b, a' i. `5 ^ - unless $game_party.item_can_use?(item.id)
# K; Q9 d& Q6 z" L- }+ C0 s0 V: R2 U - $game_system.se_play($data_system.buzzer_se); X7 E4 L( |9 c7 M/ _# u& }6 z
- return
" m, V% y" }( T+ n - end! F8 ]) i& `( E( R" ] ]. ^" Q
- $game_system.xas_item_id = item.id/ p0 b' q, R/ Z
- end
$ t6 W) x k8 [ J8 k8 W - end
8 D" e4 r5 O4 z# U1 y2 y - $game_system.se_play($data_system.equip_se)
6 B* P6 D$ F8 M% w; T8 }0 d* u - end
9 g! Z/ c! ~( x9 N+ u - + \6 n. f( g9 V6 z, Z
- def update
! C0 x, Z* Z. {% z2 b( C - @actor = $game_party.actors[0]
( ^0 p) U8 ]1 I* v$ N' l$ n - @hot_keys = $game_player.hud_equip+ I7 o1 t* N3 s( q
- refresh3 O- N- z( { a# E2 v
- return if !$scene.is_a?(Scene_Map)8 L3 a2 ~ [) C- @/ e; P# J9 [/ D: \ G
- if Input.press?(Input::Numkey[1])
8 V! P: m) F; N/ O# |, } - equip($game_player.hud_equip[0])* Q) D. |* {; a: A. m4 k
- elsif Input.press?(Input::Numkey[2])
4 [8 g) ^1 y) L7 S( }. P - equip($game_player.hud_equip[1])
( s! s: U6 `/ }: K - elsif Input.press?(Input::Numkey[3])! D- f' J' k/ W% S
- equip($game_player.hud_equip[2]) ; k6 g B; s$ V6 N9 V6 l B
- elsif Input.press?(Input::Numkey[4])
: x6 O A+ S8 ~8 F1 |! _, x - equip($game_player.hud_equip[3]) . z. U& ^7 I2 I5 X4 j7 b) g6 ^! R! ]
- elsif Input.press?(Input::Numkey[5])& W: \" s; M9 R0 u& M* r k
- equip($game_player.hud_equip[4])+ V" T+ t e3 B9 A3 k2 Z W4 i$ f
- end
. y0 @1 P% _' i. t; S - end
8 P# i& t) @8 ?2 g! l - end9 s) a; y! @2 [2 ?! F+ s
- $ @# y& q$ {( O, U: v+ V
- #===============================================================================1 c% o7 O0 y4 m" V- ^' b
- # Scene Map
1 x* z4 G5 Z9 v# h C% ?1 O - #===============================================================================* m4 b& f4 j, |7 p/ g
- class Scene_Map
6 R( `6 K, h5 F \8 T - alias hot_key_hud_init main- k4 J, b: b9 b& Q- D, j
- def main& [+ ]$ g) X4 F* @
- @hot_key_hud = Hot_Key_HUD.new6 P3 k5 Q2 [9 z2 _* O. g: m7 a( ^
- @hot_key_hud.visible = !$game_switches[XAS_HUDDISABLE_HUD_SWITCH]
. s4 N. {, V* J; n; o$ }1 R$ b - hot_key_hud_init, k( f Q0 O% s; y& N! n3 W, Z
- @hot_key_hud.dispose
2 o0 C; L, o& M1 R - end
0 r2 l! R- ^- f$ k$ e! B0 m - , {9 T7 |$ u: v d* r
- alias hot_key_hud_update update5 x, Q$ j& u' l0 e
- def update# _% X7 t1 |) q% L
- hot_key_hud_update
' W7 k* j. @3 k: q& }: P - @hot_key_hud.update
9 @; M* P$ O! l - @hot_key_hud.visible = !$game_switches[XAS_HUDDISABLE_HUD_SWITCH]2 ^! E' }) y! `# h# W3 P) B
- @hot_key_hud.update if !$game_switches[XAS_HUDDISABLE_HUD_SWITCH]! I% ^; K6 v- e9 R
- end* u) Q {" x9 j: @& `& M+ d
- end
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