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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) I" e8 [4 P* \! l
不知道有人能帮忙看一下吗? - #===============================================================================
( T B! }5 C8 Z - # XAS - Hot Key HUD* y- z1 P% b6 o7 h
- #===============================================================================( Q0 b' q$ D% _, D0 b/ j' l5 ^
- # By Mr_Wiggles
8 H, `3 v$ o5 c8 t& e, {( r% d. s( V - # Version 1.3( G- l2 X( q3 D) M) ~
- # 7/6/107 d3 G7 Y2 d) {, v- K9 ?
- #-------------------------------------------------------------------------------/ t- t2 I( ^& X8 w( L
- # Instructions:; M4 q) u& h. ^( \
- # Fill in the constants bellow, paste this script above main and bellow XAS in
; D/ H( V( [- ` - # your script data base. BE SURE TO SET TO THE RIGHT XAS VERSION!!3 X( P& j- Y" i3 h. N7 g. k: z
- #
& @* L: W/ n; e' ]1 k$ f - # Place the "Hot_Keys_HUD" picture file into your game directory 0 r+ @# g& N! M( @) M+ W( {6 i1 m
- # Graphics/Pictures folder.
+ a2 s' K% G0 C0 V4 ?: W - #-------------------------------------------------------------------------------. T- N$ P2 U' n- n( j1 }
- # Directions of Use:- Y( A" _0 k$ X. c+ j$ P
- # Simple just press a number key (1 - 5) when the quick skill or item menu is
' V/ B, A' A ] w - # Showing.
* E( a7 G3 ]0 _4 o9 g' q# v6 V - #===============================================================================
+ m, e3 q, U9 y! e- l4 b& Q - HUD_X = 0 # X pos of HUD! b% P, ~' N; _2 ?3 l
- HUD_Y = 0 # Y pos of HUD x( X, l/ s* u+ b
- $ F8 S9 s8 i- k
- # Set true if XAS 3.7f2 k9 M3 E" c, e* n; X3 h& J( x9 d
- # set false if XAS 3.60 I. }+ T j% T1 c7 s" V
- XASVER_37 = true/ }2 A; L9 K4 w* W: }6 J: k
X8 ]$ q* Q6 G- #===============================================================================
. q0 X9 G Y* W; V2 ^+ o- ?- R/ P - # Numkeys Module% O8 _3 S$ f7 V U$ E
- #===============================================================================8 T2 r# x& _3 _) a
- module Input7 h3 G+ h8 |7 v& ~: o
- Numkey = {1 => 1049, 2 => 1050, 3 => 1051, 4 => 1052, 5 => 1053}
. U( t1 d8 P& X7 G$ k! n - class << self
; j8 l3 } y- ^$ A4 l- Y1 Z- x. v - Key = Win32API.new('user32','GetAsyncKeyState',['i'],'i') V) m1 Z' \0 M7 y% W8 D$ \" Q4 f
-
E& u* A. \7 s, s b9 n' t8 Z - def testkey(key)
7 }/ d' k6 D/ q( s6 Q3 {3 [ - Key.call(key) & 0x01 == 1" b, e7 z+ _$ H% D
- end
7 c, E; a& o. s- D4 \. k -
+ a5 y4 E' R! V1 r/ B/ X6 A2 V - alias hud_key_update update# T [4 {% X3 A
- def update% B, D1 R5 ~6 Q# Y/ c( U
- hud_key_update
. i% [2 e' H: f2 V - @pressed = []
$ R6 u0 v, X6 F. E4 H$ J - for key in Numkey.values
1 D z8 }) g1 h/ { v - key -= 1000* u# p4 x+ `5 ]1 ]' W0 E- V' s2 p
- @pressed.push(key) if testkey(key)
2 x5 p. |5 B2 \' l# ~$ M1 _ - end
$ B( V9 B' Y! O: a( n1 Z - end; ^3 p. G2 b; Q, y0 W9 u; H- p0 B
- & _/ c. b* q8 @. s
- def pressed?(key)
A4 F% T" x0 U$ p3 l- ~ - key -= 1000) B0 v5 `0 H/ j
- @pressed = [] if @pressed.nil?
+ H/ L/ j' y5 m _ - return true if @pressed.include?(key)' }' a+ l/ o: |1 A8 f" F6 I5 t1 W1 z
- return false" _1 J6 i: A$ u9 m
- end* x4 ^1 y+ h$ H" U
- 3 B+ Q' t, D% G1 b: p. ~
- alias hud_key_press? press?
; f! j u" [/ M2 _% E+ ~ - def press?(key)1 x" @4 w" K: q. E, P
- return pressed?(key) if key.to_f > 1000 D7 ?; g4 }3 P& z
- hud_key_press?(key)8 D" A" N9 `7 b. p) A! h8 |
- end
2 a6 b/ S5 H' E1 I) o. }: ? - end
! Y) u7 X9 v# `: k( O) v - end- Q* ~9 n) Y C+ ?, l/ f! A0 k, N9 t
2 R9 O( ^, n4 E" u! B- #===============================================================================. M! Z4 D. P' \5 E, ~
- # Game Player9 g, {3 J) x4 { t, ?# P5 z' m
- #===============================================================================
7 \4 K1 P, U! l/ i/ D9 Q. b9 U6 f - class Game_Player < Game_Character4 Q- @9 A8 e( o1 E5 W( L' |
- attr_accessor :hud_equip
) b5 j9 e/ ?( j0 ~# @. L -
* J# V1 s% I |0 ?4 I2 e$ Z/ N0 @/ p - alias hot_key_hud_init initialize
" J, z3 |: b9 d: D* z - def initialize
, i8 C- ?$ \/ n" _+ @ - hot_key_hud_init1 l2 L7 y! k! j2 i, _7 e
- @hud_equip = []
& ?( ~5 o: G T# b- I+ y6 \ - end
6 d1 e# n8 M+ R% u& m4 Z7 l -
: j$ W; U& }: O9 K- q+ t - def equip_item_to_hud(n, item)
" T, t- Q, u- l# B - if item.nil?
; s' Q3 Q. _' C* a$ {1 I/ c - $game_system.se_play($data_system.buzzer_se)
! G* g- f0 v, e2 p - return4 `& l A" ^1 j, U7 [" r4 f& J) D
- end5 ]2 l+ \" t( o
- $game_system.se_play($data_system.decision_se)
' C# f$ s) H: b4 w, c0 y O: G - @hud_equip[@hud_equip.index(item)] = nil if @hud_equip.include?(item)& c R% |4 {1 F ~. R$ M9 a- \
- @hud_equip[n] = item
8 U W* Q0 _# T/ b - end
3 k" ]. g2 \8 V' d. r. n0 n* j - end/ F: s. r' y4 c; k
- \8 D: ^# |4 @. X4 R1 L
- #===============================================================================
- Y5 \2 W7 v$ P9 w# ^+ Y - # Quick Skill Window
4 ^( h0 t4 P9 T h6 y1 d; J - #===============================================================================; j- f3 p+ I1 N0 D: X
- if XASVER_37 == false0 P' ]+ l) m: t% C n- G
- class Xas_Scene_Skill
5 i( Z) i! i; b0 p - alias hud_quick_menu_main main
9 S+ V% j. J* t: u* \6 }9 m9 F- ~* O - def main
6 P# @4 B) T, c' l2 w6 i - @hot_key_hud = Hot_Key_HUD.new" D. g1 G. z. m5 g- d1 x4 \% B
- hud_quick_menu_main
0 }% l) g0 i7 d, w2 u1 W; Q - @hot_key_hud.dispose3 a, }, b5 R+ l# z, ?: _1 t5 D
- end8 }; D8 n" F8 T3 b8 m% _3 o
- 1 K! p( {2 S" ^; i/ o3 B5 ?
- alias hotkey_hud_qucik_menu_update update; M3 j+ f# j8 x V
- def update
) L7 }/ |) W/ u( }' u$ y - hotkey_hud_qucik_menu_update
% ^% k9 Y8 O! I8 _4 M5 w. J& v( u - # Hot Key num 1
4 t" r+ k: [6 B% f' w# G - if Input.press?(Input::Numkey[1])+ R0 S% a! g# o' F0 W
- $game_player.equip_item_to_hud(0, @skill_window.skill), V% s% x( I2 f% W
- # Hot Key num 2
@( Z' k+ y3 Y - elsif Input.press?(Input::Numkey[2])
7 ^- W2 ]6 H. o9 L' R - $game_player.equip_item_to_hud(1, @skill_window.skill)
/ `0 T4 `7 ^6 `8 ^; [ - # Hot Key num 32 K2 \; V' b1 }1 {/ |9 O; j5 d
- elsif Input.press?(Input::Numkey[3])
8 h4 K' z& S; e( f - $game_player.equip_item_to_hud(2, @skill_window.skill)( b$ Z$ S) s1 r& j0 H# n
- # Hot Key num 4% v4 V) `$ } m' f; t5 C% p8 |
- elsif Input.press?(Input::Numkey[4])
1 z, L" E& C# }" J, _6 }. s' v - $game_player.equip_item_to_hud(3, @skill_window.skill). L1 Y9 j5 r4 G$ Q
- # Hot Key num 54 C4 V k2 u+ o0 Q2 W7 T
- elsif Input.press?(Input::Numkey[5]): I- ~% Z1 S, @& i0 T) x$ X
- $game_player.equip_item_to_hud(4, @skill_window.skill)1 j! o1 [% N0 O2 r
- end
5 E% a1 r2 M ` - @hot_key_hud.update+ j/ R* b5 `6 g9 i1 q% u3 c
- end
1 g, [3 G- W8 A - end
2 c. F. H0 F! s0 T% ]! v% K0 B - else `1 i( b- P5 ~7 `
- class Quick_Menu_Skill5 _2 j _3 i, x/ z
- alias hud_quick_menu_main main! N' n" n& y2 v0 P# |) \9 h
- def main
; \$ b& R) ?1 \: K+ N0 V# [ - @hot_key_hud = Hot_Key_HUD.new
6 \0 a' Q0 A. y/ B$ W) }+ v - hud_quick_menu_main
% {( s2 `+ z8 c) b! _; d - @hot_key_hud.dispose
& y( |2 Q$ a; a1 ]- E - end
9 v' L7 ?6 a( Q! `4 y: ] -
' [, m6 c) f; i( W9 Y( Z, Z% v- q( X - alias hotkey_hud_qucik_menu_update update
0 S7 i+ D3 H, a2 \ - def update3 \/ ~* w3 G2 g; }* Q# I
- hotkey_hud_qucik_menu_update3 }0 x3 i( H j0 R
- # Hot Key num 1
9 t3 d7 P! Q! `. ^. G u5 K' _0 @ - if Input.press?(Input::Numkey[1])
/ W3 f0 p5 j, R- a - $game_player.equip_item_to_hud(0, @skill_window.skill)
* a. V3 c- y& L+ F6 D - # Hot Key num 28 j. u/ r% c1 m6 P
- elsif Input.press?(Input::Numkey[2])
* G6 {7 b0 Z6 C5 P3 ]. j. S& G - $game_player.equip_item_to_hud(1, @skill_window.skill)2 _4 L5 i$ c5 [# f8 S
- # Hot Key num 3$ l4 N3 c; I+ W P
- elsif Input.press?(Input::Numkey[3])" [4 ?( B, B3 K7 c; B9 c
- $game_player.equip_item_to_hud(2, @skill_window.skill)
( z: \) o! m2 T" C& r8 p7 A5 A - # Hot Key num 4
5 p, f4 {& l: A* O& K - elsif Input.press?(Input::Numkey[4])& f, l" X `! h# w' {5 i7 _# D
- $game_player.equip_item_to_hud(3, @skill_window.skill)
0 Z7 \$ Q. V& i$ ], k$ b) E - # Hot Key num 51 \, ]3 }8 V+ ^$ f$ }0 c' k
- elsif Input.press?(Input::Numkey[5])
# H* [7 S& k8 \# V d: L - $game_player.equip_item_to_hud(4, @skill_window.skill)5 A- } }1 E# S4 T. }8 R
- end) ?- q# n9 D+ L* u
- @hot_key_hud.update- O2 [. v. z/ W( h" h- _6 e( Q8 x
- end3 o# g8 W8 ], f
- end s8 [* A5 [' d
- end5 u2 @2 d+ |( T- E+ y8 q$ Y# r
8 C& @- r. ?6 A8 G& \; n8 A5 ^2 v- #===============================================================================
. L C i8 f1 S. D2 `" v1 a0 @# E" K - # Quick Item Window
* E4 X. E) x9 p1 Q7 `7 g4 a+ d - #===============================================================================
3 t2 K. U: x) s+ X0 z; m* @ - if XASVER_37 == false2 C: c: y) W$ f
- class Xas_Scene_Item: y( z5 V9 ?, c
- alias hud_quick_menu_main main
6 W% ?" L9 W7 X5 b m3 n @; y - def main
5 j; {# l8 [ W5 t - @hot_key_hud = Hot_Key_HUD.new
5 p; X% m$ P( ~ - hud_quick_menu_main
* E" p) t% R' E3 `6 G2 | K - @hot_key_hud.dispose
2 b' Y# j2 a" W - end
0 K' z9 T3 _' `9 w9 O6 k -
2 k3 s: p) R2 t; K+ t1 t8 _ - alias hud_key_update update/ D8 V4 Z3 p! `
- def update6 y& C6 e9 p5 l' d8 b' L; c# N
- hud_key_update
# k; \/ X o. i7 U" E% {; A) r. {5 a - # Hot Key num 1& E' `; A# e8 a
- if Input.press?(Input::Numkey[1])- j1 d# r9 W" }7 n
- $game_player.equip_item_to_hud(0, @item_window.item)3 t* H% @! a5 L( D s
- # Hot Key num 2" S% J+ @( ]2 V! z* }8 i! K j
- elsif Input.press?(Input::Numkey[2])
1 s4 ?9 _2 P5 R' ]" z. \5 A ~ - $game_player.equip_item_to_hud(1, @item_window.item)& x4 \0 s( N' q. ?# p
- # Hot Key num 35 c0 f/ k2 m3 ~( q: S
- elsif Input.press?(Input::Numkey[3])
8 {- H/ U$ O' N/ n0 ~7 { - $game_player.equip_item_to_hud(2, @item_window.item)
' h0 A1 p( Y. l: J3 V - # Hot Key num 4; L+ Y6 [, j9 A' q' u1 \
- elsif Input.press?(Input::Numkey[4])- [% x5 C, C% [% \! @6 w
- $game_player.equip_item_to_hud(3, @item_window.item)9 V6 {% Z1 \; L. ]7 ?
- # Hot Key num 5, G) Q5 E4 t7 c7 s: o& e
- elsif Input.press?(Input::Numkey[5])
, }& f: f5 T$ q3 w - $game_player.equip_item_to_hud(4, @item_window.item)2 M C$ K" L) [5 u9 E0 |% }1 |
- end5 c- z# K9 \. g. m6 j F) P
- @hot_key_hud.update
- W4 O B$ x1 t& M4 X, K& V) G0 @( c - end
. c) N' s! |3 e. p1 N7 W - end: u4 K7 j, E2 q; J7 T _# G( ]
- else
/ y% u+ F* R8 U: A2 q' \" B" Z - class Quick_Menu_Item
' R/ e$ s5 Q7 N2 t1 l4 V - alias hud_quick_menu_main main
8 f" c1 P9 g8 h1 t - def main2 n9 J' g$ t$ T) n
- @hot_key_hud = Hot_Key_HUD.new8 G" H6 s* {% M( E) Y" R( U
- hud_quick_menu_main% ]6 v: B5 b' K* k8 c% ]
- @hot_key_hud.dispose
- M4 Q) |3 P c) A, i - end
6 N w3 U: O8 \ - & H# i# B% @# w' h+ l
- alias hud_key_update update: G0 |. ~5 v0 b+ g: F: L
- def update
9 J. M" l9 T3 G. h+ W - hud_key_update
5 _" K2 s1 O y5 z3 t) g - # Hot Key num 1
: ^0 T( z5 B _9 i( w - if Input.press?(Input::Numkey[1])* }# k/ k7 e# S" @, G! K5 o0 j. y
- $game_player.equip_item_to_hud(0, @item_window.item)
0 z4 N' J5 e0 g; T/ z# y' ~ - # Hot Key num 2
, k2 J1 W; p& K( i - elsif Input.press?(Input::Numkey[2])
% ~3 d3 M9 S! t" ^. j - $game_player.equip_item_to_hud(1, @item_window.item)6 T o# w3 }6 p- I( M4 }
- # Hot Key num 3
1 d/ I, S7 n1 x6 h - elsif Input.press?(Input::Numkey[3])
' C, P$ Z) I7 ]' E( N- b7 B - $game_player.equip_item_to_hud(2, @item_window.item)
8 J$ `, n2 {5 Z' l5 p, n- Z - # Hot Key num 4
4 I; X0 J; @1 p/ \6 x# ^ - elsif Input.press?(Input::Numkey[4])
# ~- V e0 O+ _) _ - $game_player.equip_item_to_hud(3, @item_window.item)
' q* c7 T( B' i+ Y. [) D - # Hot Key num 59 g }5 ^5 [5 a/ k/ H' A
- elsif Input.press?(Input::Numkey[5])
1 {( |' M! ^; ^( S+ O - $game_player.equip_item_to_hud(4, @item_window.item)' i, Q0 d# C# u
- end
9 w8 { P/ M2 x6 H& V; J8 ~! l, r - @hot_key_hud.update! l& D- x0 g. P4 p
- end6 d% f# R- W: K' O, K3 z
- end$ J, j/ Q. c+ [, f0 Z
- end! ]: n' D, l0 \* S/ K. C D$ h
' d \; V4 h; _7 H- #===============================================================================7 F) a4 P* H K8 r
- # HUD Window, h0 O1 K% v0 W1 Y: g
- #===============================================================================
( i$ ~, V# m2 B - class Hot_Key_HUD < Window_Base
6 n+ b# `* o. S* c( C - def initialize(x = HUD_X - 10, y = HUD_Y - 15)
/ O' a+ h. [7 Z& A1 Y - super(x, y, 220, 80)1 M- Y/ Z0 Q7 k# w, ~4 ?3 B3 g
- self.contents = Bitmap.new(width - 32, height - 32)9 q, Y4 R$ N/ J# l- o
- self.opacity = 03 @1 m! {9 \ q
- @actor = $game_party.actors[0]: o% ?) d' ~, |" c/ a* W
- refresh
+ X) R+ H, j; z I- K8 G - end
9 {" t6 k p9 Y - 9 a- U6 N% T k/ J: S) J
- def refresh p; E/ }' b- m6 T. x( _4 i4 U! v
- self.contents.clear2 h/ f; S+ }2 d8 D% Q
- bitmap = RPG::Cache.picture("Hot_Keys_HUD"): J" S7 w9 C7 H @2 p
- self.contents.blt(0, 0, bitmap, Rect.new(0, 0, 160, 32))+ N. ]6 A3 t+ a( [+ y: W4 G8 |
- for i in 0..4' q' j4 u( z- m% d4 d& n
- x = 32 * i + 4$ f" X3 f& j4 B8 y
- item = $game_player.hud_equip[i]
1 x7 V2 |" P+ `- s% x - next if item.nil?
" Y3 D! N. v- J$ n- B( U6 y; p - if item.is_a?(RPG::Weapon)8 y: [# `* i/ D6 p% |7 q" g
- item = nil if $game_party.weapon_number(item.id) == 0 and1 J9 S9 M% C6 u+ V% ~
- @actor.weapon_id != item.id
8 u. O& X8 X8 f8 T - elsif item.is_a?(RPG::Armor)
\7 Q- Y8 B0 `9 Q - item = nil if $game_party.armor_number(item.id) == 0 and
1 m6 g) M! c: O( E# K0 ` - @actor.armor1_id != item.id! ~& B3 ?2 \! q- G* O
- elsif item.is_a?(RPG::Item)% Z" }. U' w+ m8 t% h+ y
- item = nil if $game_party.item_number(item.id) == 0 or! D8 M- V5 u" s: z
- !$game_party.item_can_use?(item.id)4 N( x7 {% h6 R
- end5 X7 v, f/ {) E, }4 k' W- G% P
- bitmap = RPG::Cache.icon(item.icon_name)
g. r) f H) m' D - self.contents.blt(x, 4, bitmap, Rect.new(0, 0, 24, 24))' r% i9 X* E3 }' M. ~6 A6 z
- end- F' V) e5 S* c+ V
- end& v3 ]1 a" g% d; R+ @* c
-
2 f+ ]! C% u1 D: V" P, L - def equip(item)
/ [$ \% ?, H q+ x! [+ w9 n - if item.nil?
$ K- M; X, k. Y: ^2 d* n - $game_system.se_play($data_system.buzzer_se)8 m {/ _+ e/ q) H5 l/ s3 e. Z
- return
8 _( E( L- z8 H! ~' T - end
" I. Y9 l- t# N$ w* n. ^2 u$ } - if item.is_a?(RPG::Skill)) i. {, A2 {3 z8 O
- if [email protected]_can_use?(item.id)
) A4 w8 `( @0 o& Y" ^) Z - $game_system.se_play($data_system.buzzer_se)3 I7 V& R8 N1 M8 b8 ~6 H7 F/ T$ P
- return- M7 T7 w/ n5 h P( S4 ]
- end
* @0 K0 U6 N9 U% E$ v: \; V# j( T - $game_system.xas_skill_id = item.id
f' Q0 \- X3 o( k" w, @2 f ` - elsif item.is_a?(RPG::Weapon)
$ g$ E$ E6 I1 W- t* w1 p, j0 L - @actor.equip(0, item.id)
5 L6 X' Z# |" j% t" O - elsif item.is_a?(RPG::Armor): S8 }+ Y3 _3 _3 a' y; c1 o
- @actor.equip(1, item.id)
( n3 J- v ^5 J5 m) O# ?/ R" v1 J - elsif item.is_a?(RPG::Item). }: P6 g- @" D- J' M7 W
- item_tool_id = XAS::XASITEM_ID[item.id]* `' y; W6 I- y9 f" q( q% I
- if item_tool_id != nil
3 R, H5 S# T" V+ t - unless $game_party.item_can_use?(item.id)
5 N' \9 y. z5 d2 O n- v - $game_system.se_play($data_system.buzzer_se)
, |8 V: s# l) P9 X' `/ i4 Z - return: o7 ~8 c. |7 _+ i& I
- end: [( `$ V; d& U1 r9 `
- $game_system.xas_item_id = item.id$ c$ D7 u! `4 ~9 f4 l2 y
- end2 Y" ^/ b$ N T0 h
- end
) ^' c7 ~1 v& }. C2 N2 o - $game_system.se_play($data_system.equip_se)1 v, ~7 {5 \9 i/ k, M5 f/ v5 _
- end1 K6 J2 s( w0 @! N
- ) p- u! F9 L- [) ?% S
- def update, Z/ ^, \* o/ |. Z: {
- @actor = $game_party.actors[0]
5 \2 r) J8 i& L( J$ D - @hot_keys = $game_player.hud_equip* J* u1 z% O/ v) [+ r
- refresh
6 _( _9 L! O8 d ]9 s3 E - return if !$scene.is_a?(Scene_Map)3 s+ z/ u6 q, F& p" U# l k
- if Input.press?(Input::Numkey[1])
4 b$ E+ I) Q: T9 i5 ~8 Z - equip($game_player.hud_equip[0])
- A& O9 |, T$ u* F, E3 M" \ - elsif Input.press?(Input::Numkey[2])
4 M2 R) n! h; B+ E% A - equip($game_player.hud_equip[1])0 E* A, H% H# P) V, }5 }
- elsif Input.press?(Input::Numkey[3])# x$ w4 M; r2 H5 ~7 Z2 b# c5 b
- equip($game_player.hud_equip[2])
3 [" j* W- m5 X7 v9 Z - elsif Input.press?(Input::Numkey[4])
q _. m4 k7 b# N' S - equip($game_player.hud_equip[3])
7 l1 ]' @, \$ P5 o - elsif Input.press?(Input::Numkey[5]): b1 z6 G K8 i9 r5 j1 v
- equip($game_player.hud_equip[4]). `- R8 F6 _- H+ F$ `
- end
& w/ P* x: m4 @. }* H1 k' ~! C - end
, z& E9 A( ]5 U7 @1 K8 V2 i7 C - end2 l, ]* r8 w- f4 y) C7 z. I3 d; ?
- $ S+ U9 d$ p! D3 P
- #===============================================================================
: @; @! s& p6 V# V4 L; D - # Scene Map
% @3 e9 b {7 P: |; V) A# Y. u - #===============================================================================9 [* B4 k5 h& p6 `- I/ \ t2 I% _+ V
- class Scene_Map
! m* N- v5 k* y+ | - alias hot_key_hud_init main
0 ?: C# h- y2 B. T - def main
3 N4 W9 U3 B8 Q - @hot_key_hud = Hot_Key_HUD.new
/ x% Z2 P% G9 y - @hot_key_hud.visible = !$game_switches[XAS_HUDDISABLE_HUD_SWITCH]
+ E! C' H0 P/ n3 R- ? - hot_key_hud_init( G* i8 F6 o! s; J: s, w1 |
- @hot_key_hud.dispose
4 C i; A+ q8 `2 m4 f2 G% Z - end( v9 R" [8 x7 d8 L3 J
- 4 R* U1 Q) S1 C) [$ d% U# j
- alias hot_key_hud_update update D6 p3 @+ {6 b. J, U
- def update
0 e' @$ w$ X: ?: S - hot_key_hud_update& m! I" t2 a; W8 d7 f* U( d
- @hot_key_hud.update9 R2 a5 [ F1 |8 W0 \$ ?
- @hot_key_hud.visible = !$game_switches[XAS_HUDDISABLE_HUD_SWITCH]4 `8 R$ t1 _' H! C* A* }( f
- @hot_key_hud.update if !$game_switches[XAS_HUDDISABLE_HUD_SWITCH]
+ A# j$ A% b, [ - end
/ i& S& X V% o8 [- U8 E; K - end
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