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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,7 ^. h8 ]5 \) o- C0 v* Y
不知道有人能帮忙看一下吗? - #===============================================================================
) V% f! }2 j7 d ^% Q6 E* ?' D - # XAS - Hot Key HUD
; ~4 @% w# T4 f! A! V' \; ~% o - #===============================================================================2 D: t. ^3 k- p2 ]
- # By Mr_Wiggles4 L* ?2 O9 z/ I" T
- # Version 1.3
5 X* ?4 \) V2 g/ U! K0 C8 a - # 7/6/10
, O( H0 G- N6 a: W+ `# M# r - #-------------------------------------------------------------------------------2 l4 P G# b5 x1 y3 O+ I
- # Instructions:
0 c9 c- f6 {7 T - # Fill in the constants bellow, paste this script above main and bellow XAS in3 J' h) ?: t& a$ Z! N* y. m
- # your script data base. BE SURE TO SET TO THE RIGHT XAS VERSION!!
6 O0 E+ C: R0 \9 h% g - # 2 P6 O, F0 ^, d! V
- # Place the "Hot_Keys_HUD" picture file into your game directory ; e' ]0 M: v" C
- # Graphics/Pictures folder.7 @4 w6 ^3 I1 k, E
- #-------------------------------------------------------------------------------; ]; `- r9 D" b4 ^: U
- # Directions of Use:+ ?9 J9 b5 b4 I, o
- # Simple just press a number key (1 - 5) when the quick skill or item menu is
! O! P6 X! w: |4 r3 T% E - # Showing.
2 o8 }0 l9 ]1 ` e - #===============================================================================% J- a( L r6 A ?2 _1 x+ c
- HUD_X = 0 # X pos of HUD
0 b5 A& b7 K3 Z- M; j6 ]: x - HUD_Y = 0 # Y pos of HUD9 F% R. V: l- z5 i" v, c
- F3 ~5 R& a# M$ l ]
- # Set true if XAS 3.7f
U6 s7 D, m$ w - # set false if XAS 3.69 L% \+ l! i' a8 `$ f+ A" s+ r0 z
- XASVER_37 = true( K$ {: ?% ]1 h0 S7 I: V! W; b5 E* W
! Y6 P- y4 E3 _9 Y- #===============================================================================& W7 ^, v( J3 z: p9 Q) D. [9 Q; @
- # Numkeys Module
' v0 D% y( o: ^7 T. V9 o) @ - #===============================================================================7 n$ B8 r+ [- K8 u& D
- module Input
' p0 `% K! R# }# H' B0 m' B - Numkey = {1 => 1049, 2 => 1050, 3 => 1051, 4 => 1052, 5 => 1053}
. F0 b8 E- [% m1 q& V - class << self
4 v B/ x" S! Q: n3 c$ G. S9 j - Key = Win32API.new('user32','GetAsyncKeyState',['i'],'i')3 e2 M; @& |0 g. w$ \0 z e
- ' i' R" t% q) Z0 o
- def testkey(key)3 l7 t# `# m6 ~" T1 A$ h. E1 C" \
- Key.call(key) & 0x01 == 19 T6 g- | F5 d: J( k+ Z, H O' _
- end
3 [! B: m9 V" C* ?2 J( y e6 T -
! O, i. W) \8 B1 N) Y - alias hud_key_update update* l' U6 T: l# r5 J* T7 v$ E5 {
- def update# x1 G A* L z5 \* q
- hud_key_update
% h% W& ~: T1 K; a - @pressed = []; L+ ^" x# q4 x" n) s
- for key in Numkey.values
+ I u4 u: O) i2 r. G - key -= 1000
4 r/ q4 A3 a& y0 T0 f$ a - @pressed.push(key) if testkey(key)& [# l7 ^5 _2 Y% [8 B- \# @3 @5 h
- end2 J" C6 H1 Z0 f
- end
4 T4 B/ a; K Q0 V X - 3 B) W; I2 C$ a3 G0 \+ U
- def pressed?(key)8 w0 g) f" l% }9 m: s7 x0 V6 {, C
- key -= 1000
8 f6 X0 h6 [: [ - @pressed = [] if @pressed.nil?" B6 X& S# H* \3 L& h, d' D) U
- return true if @pressed.include?(key)
6 g8 z" i9 R( s. X8 m9 A - return false
% o/ x2 V+ w( l( W: t# M8 j5 ]+ a - end
5 X, ^& j; Q1 h4 r+ L/ ` -
9 m4 |" P1 C5 G/ t! k6 V- e - alias hud_key_press? press?
. E# Z! R, n9 Q& F- q - def press?(key)- w1 G3 K b, Q4 y* I v$ S Y
- return pressed?(key) if key.to_f > 1000: q9 b" _, [# b. W( G
- hud_key_press?(key); Y q( I% h& O
- end0 s0 B Y% z$ z( D* r4 g
- end
3 y+ I% Z1 n+ D+ p1 I - end! Y, ? @# Z- E; a; I( H8 ?
- * l1 C6 g6 a% z* t' b k, c3 Y
- #===============================================================================! p( p( b, U, _9 o0 L+ Q
- # Game Player
% L" Y$ W4 @' B: p* Z9 S& h - #===============================================================================7 O. {! g- v$ D% a
- class Game_Player < Game_Character
. ?+ V" j1 R! c" l - attr_accessor :hud_equip
1 p# j- @9 @; G - 3 M( y, n$ ^8 z3 X
- alias hot_key_hud_init initialize# X6 w% n5 ^' S+ ^
- def initialize
% f5 [- z# E. e+ D, h* u - hot_key_hud_init) k" a* K! v8 y7 A6 e* t- E2 [
- @hud_equip = []- X! K: @, U3 O, C/ q
- end3 K5 n' u- N y, _
- * O* g% e1 F3 t+ r' ]$ j& l. ?9 x; o
- def equip_item_to_hud(n, item)
8 ]7 n3 Z6 e: S% g; O4 n - if item.nil?! B6 d9 u% z+ E5 [' |
- $game_system.se_play($data_system.buzzer_se)
s, Q# P5 f8 T# K - return
( t5 Q" y) o# f& ~/ t8 Z - end
% e+ v% ?3 P$ g _: c - $game_system.se_play($data_system.decision_se)- Q3 D$ v6 x. S
- @hud_equip[@hud_equip.index(item)] = nil if @hud_equip.include?(item)0 c& u2 ~# V1 W2 A B
- @hud_equip[n] = item
+ P1 Z- Z7 Z+ N/ `6 ?( V6 e7 Y - end
9 n F5 ^! a! s, a3 d - end0 v9 l! t; c$ R0 O0 ?
# }7 W: B2 o2 ]$ F- #===============================================================================
- u w; M) G t5 g' W8 N - # Quick Skill Window
6 v1 i& r) ~4 R% {2 {; ? - #=============================================================================== Y/ P: F6 R8 j V) M
- if XASVER_37 == false8 E/ ^( h1 `0 a* K: n& W6 \ H, t
- class Xas_Scene_Skill6 S1 H2 O1 ^) o, k+ ^
- alias hud_quick_menu_main main! n' E! c/ w6 ?; e2 ^$ ^) O5 S' J# e
- def main
7 V- C/ h u ]( ?0 k - @hot_key_hud = Hot_Key_HUD.new
2 e7 E7 M, {' K) e - hud_quick_menu_main4 D H# [* x: Z' l- N
- @hot_key_hud.dispose0 r# Z* a6 S$ [$ `* w
- end8 d3 H3 b; C8 C
- % p9 b& Q5 |& e+ h3 }
- alias hotkey_hud_qucik_menu_update update
9 E/ z, v7 w* _# Q3 | - def update
1 u- G( C- k$ w+ w/ E5 A - hotkey_hud_qucik_menu_update3 g. B9 S0 w' M) j+ G6 y
- # Hot Key num 12 h- j6 b* { x$ A/ h" d
- if Input.press?(Input::Numkey[1])4 X$ t! j) X- c7 p. y* R* F
- $game_player.equip_item_to_hud(0, @skill_window.skill)
1 M* N# J2 e2 S5 H y& x - # Hot Key num 2
y. u% K5 `9 y* {0 _ - elsif Input.press?(Input::Numkey[2])
3 t7 t H. C& `% h W - $game_player.equip_item_to_hud(1, @skill_window.skill)
/ f& _8 U6 D# H( r - # Hot Key num 3
- S! B( c; j3 M6 A+ g0 f1 } - elsif Input.press?(Input::Numkey[3])
, t: w3 A1 y7 ]. E' ]5 L$ x' k6 p - $game_player.equip_item_to_hud(2, @skill_window.skill)+ n8 A3 J. G, [* N( _$ o
- # Hot Key num 4; f+ @ L& l, T4 N
- elsif Input.press?(Input::Numkey[4])
! G( j) _, U- O- j( \9 r0 O1 U+ |. t) v A - $game_player.equip_item_to_hud(3, @skill_window.skill)( B5 s3 M6 k0 Z" F7 y7 w0 d% n
- # Hot Key num 5- l+ W7 e. `- b: j, R2 m
- elsif Input.press?(Input::Numkey[5])
" Q5 }0 {+ `5 |2 p$ f - $game_player.equip_item_to_hud(4, @skill_window.skill)! ~) }& G* f2 y, m7 h0 ~, y; P9 t6 P
- end
# K' _" t0 F8 z6 {! U* _ - @hot_key_hud.update
" S, H: ~" r$ w' J% y8 r - end8 S* Y$ \! U8 p4 t
- end( p6 o% L6 u4 d- j9 w) D5 _) l" A
- else2 G0 s7 V7 D: d0 F
- class Quick_Menu_Skill
' b- T" Q( t6 h1 A - alias hud_quick_menu_main main
/ \( [* G K' K$ o) O/ g" U - def main5 A3 i1 ~6 ]4 g: ?% j" N4 ^
- @hot_key_hud = Hot_Key_HUD.new
5 p. H' O! x$ k% b - hud_quick_menu_main2 W/ l) `1 Q6 Q$ m# \0 @* O
- @hot_key_hud.dispose7 v2 Z2 j [4 Q& T
- end
8 Q1 z* r/ K& T% M" p+ | - 9 b3 L0 E8 @. Z+ ?5 F
- alias hotkey_hud_qucik_menu_update update
5 J" K1 T! u9 C8 {+ S# f' ^ - def update
" E4 A" z. V; | - hotkey_hud_qucik_menu_update
% `, G& X, J- o% ^8 W+ @ - # Hot Key num 1( Q2 H8 t& k5 F1 H
- if Input.press?(Input::Numkey[1])
: z+ j' E6 f! d- K( d - $game_player.equip_item_to_hud(0, @skill_window.skill)
2 u* F: g ^6 G; `' U2 { - # Hot Key num 2
# W% [9 \ _5 N8 S& U! z1 ~ - elsif Input.press?(Input::Numkey[2])3 ]2 _, U% h5 |6 D7 K
- $game_player.equip_item_to_hud(1, @skill_window.skill)
/ s# a: C, }( K0 } - # Hot Key num 3, I1 c c3 [4 v
- elsif Input.press?(Input::Numkey[3])2 \/ g: X: _) I; Q& }& d
- $game_player.equip_item_to_hud(2, @skill_window.skill)0 R: V g. n$ z9 c; m0 b% m
- # Hot Key num 4& _; @+ A; S+ s: [' u- h! X
- elsif Input.press?(Input::Numkey[4])
7 m i6 H3 R* @7 }; \9 J( O - $game_player.equip_item_to_hud(3, @skill_window.skill)
) i3 g1 J0 {' p, J, |( e2 w - # Hot Key num 5
) s6 p8 N: v+ O1 d - elsif Input.press?(Input::Numkey[5])
: e, l& y& L9 C. U - $game_player.equip_item_to_hud(4, @skill_window.skill)0 `! C" N w3 J7 ^
- end z- b; C" ^" \" X4 ~/ v" P2 ?
- @hot_key_hud.update0 P' B2 h" |2 q! {
- end
& [# H3 q& J- _+ I; A - end7 A9 v" g# E; ^* S; D% f/ Y
- end" R Z0 ]2 g! p% ~8 i/ i H0 L
0 m; {& A, ], c2 h! [3 _- #===============================================================================: b( H( H& _8 Q+ a+ q% n- \
- # Quick Item Window3 c0 r: c. N' @! Q5 U: T
- #===============================================================================
* V o) [; Z% y; M6 D! n - if XASVER_37 == false( a7 n6 R% G+ }
- class Xas_Scene_Item' u, [! Y, q" U1 `9 V9 K
- alias hud_quick_menu_main main
, X j/ l) i( F; z& T- @ - def main) H' c# l0 c4 c9 }
- @hot_key_hud = Hot_Key_HUD.new, I; k* G7 P3 @4 [( E
- hud_quick_menu_main
8 O- Q- x; V$ J# e7 D) _$ { - @hot_key_hud.dispose
. m+ g/ l$ x8 C. z; n4 c - end. ~/ V5 X7 J/ R3 M$ ]: G/ i
-
$ X" c" t. |: } - alias hud_key_update update
5 i2 ?' N4 G5 J3 J, Y - def update3 j# z( C5 [! i0 y5 w; o
- hud_key_update
( |, `; ?8 T' N. V: ~, D - # Hot Key num 1
3 U; K, I1 M# T, Y" d - if Input.press?(Input::Numkey[1])3 t! j4 j& u, H. _. ~( f9 R& V# D
- $game_player.equip_item_to_hud(0, @item_window.item)$ ~+ w* e0 D% @% e4 v$ V
- # Hot Key num 2
8 b' F! @9 U% f$ p- l+ C+ K6 @( W8 P! z - elsif Input.press?(Input::Numkey[2])/ t# q) G2 i. L. x9 `1 B& Y# {4 G
- $game_player.equip_item_to_hud(1, @item_window.item)
/ N5 P5 E) Y7 T! p. J, T2 H3 _ - # Hot Key num 3 g3 L3 p/ y8 v5 k
- elsif Input.press?(Input::Numkey[3])
4 H* @/ w0 x" e0 k - $game_player.equip_item_to_hud(2, @item_window.item)
% g% H C1 W& b N1 B( g' k0 p - # Hot Key num 4
1 | {4 b c _* S9 u: C - elsif Input.press?(Input::Numkey[4])
/ G6 g. C: H& z" M! y. W - $game_player.equip_item_to_hud(3, @item_window.item)
x" c3 S& z6 ^- [8 y& E - # Hot Key num 57 @3 F2 m5 o L2 m5 a/ X2 W8 k
- elsif Input.press?(Input::Numkey[5])
6 C1 w% y/ L- j2 ]. A' c - $game_player.equip_item_to_hud(4, @item_window.item)! @- u% B+ F5 P9 o7 Q( B# o
- end
+ G( {& k! r9 v7 v0 D. m% k9 U - @hot_key_hud.update4 l( f i1 w& l- I
- end
$ k9 j5 h2 G$ b4 f8 K, C - end
2 g* R, j/ k7 J - else
' i0 Y7 R6 o; n K" ? - class Quick_Menu_Item
/ }; X3 |2 r) p! z - alias hud_quick_menu_main main
& g5 i/ U" q. q0 ]) u& O - def main
- R" m- |9 K0 n, _# L; F3 Z - @hot_key_hud = Hot_Key_HUD.new$ T# B: N+ D# Z; H5 N3 W. w
- hud_quick_menu_main3 x. s" Z, ~% k8 Z K. a( V" n
- @hot_key_hud.dispose3 h5 |* y) R3 R- e2 a# J
- end
- |3 ]4 G1 {+ N+ b - % I `0 G8 E: R: [2 ]$ d0 p# B9 y
- alias hud_key_update update
9 l# W: p4 K3 u. P - def update
0 C, c8 c6 Z0 N1 i9 u2 | - hud_key_update! _6 z3 f' C& d& B
- # Hot Key num 1
3 H& t2 C8 i M3 {# e0 i: E6 A7 T" p - if Input.press?(Input::Numkey[1])
$ V( A; a: y; Q9 q2 u4 C' g! u - $game_player.equip_item_to_hud(0, @item_window.item) V. J3 R1 u/ O/ C
- # Hot Key num 2
4 k% o4 M0 o4 r - elsif Input.press?(Input::Numkey[2])
$ N: C7 U' E- ^# {% {5 i - $game_player.equip_item_to_hud(1, @item_window.item)
3 t, Y7 V; Z' `9 s7 ~7 }7 j$ A1 T - # Hot Key num 3
1 ^6 _+ q& t4 ~; d! J4 s - elsif Input.press?(Input::Numkey[3])
6 i- D1 t7 N6 A: \8 M3 ?( l( { - $game_player.equip_item_to_hud(2, @item_window.item)
" q3 L8 M4 Q# S- Q8 v/ W6 y5 r: y - # Hot Key num 4. b9 c# V* l; K6 D# u2 Z* f# c( S
- elsif Input.press?(Input::Numkey[4])% m, ~( }, B) [: }0 }
- $game_player.equip_item_to_hud(3, @item_window.item)6 ~: H/ W r7 V: J9 J
- # Hot Key num 5
8 i6 ~$ ?- R( ?+ c s - elsif Input.press?(Input::Numkey[5])& L; O( {; h1 B. H4 H+ f
- $game_player.equip_item_to_hud(4, @item_window.item)! w! E% L) g' d- X& k' u5 B* _
- end# o) Y. ]" g+ {: R
- @hot_key_hud.update: z" e- J0 d3 t7 X9 E. w; C! G
- end6 P! V/ B( [* t( p/ Z z4 M( e$ w0 M
- end; H; ~/ X- I6 ~& v
- end
% g# C2 m, d# e4 [
; e, [8 F% a; W" [$ v- #===============================================================================
5 Y& S5 O( V5 V, { - # HUD Window
" R9 I- V0 f+ B9 `! M - #===============================================================================
) |# s/ g# S$ z: m8 x9 d# V) n5 k& e( c - class Hot_Key_HUD < Window_Base
0 X" l' `# W4 l; v6 p - def initialize(x = HUD_X - 10, y = HUD_Y - 15)$ N& a, b2 w+ L) b7 b( [
- super(x, y, 220, 80)! r F& o5 @+ }- b1 r
- self.contents = Bitmap.new(width - 32, height - 32)
/ a- s5 w. u" Y - self.opacity = 0! o4 h) I' Z' u* k$ C3 c6 v
- @actor = $game_party.actors[0]
+ F( @7 y) T- N& R- J0 T+ r) Z - refresh
2 S( r/ k8 e8 V# N8 A - end$ K; y9 S5 p/ y; h# s
- / G# o" R' @. d: C- f! Q
- def refresh; P' r) h5 u b+ Q6 g- A( A: P
- self.contents.clear: H3 e7 ]- d8 |
- bitmap = RPG::Cache.picture("Hot_Keys_HUD")
( i4 c8 A$ A5 l8 M9 Z; e A2 h' ~ - self.contents.blt(0, 0, bitmap, Rect.new(0, 0, 160, 32))" [7 B( t. ]; V# W
- for i in 0..4
- S# b( Y2 U* l! B: ? - x = 32 * i + 4
% e7 C: y( H4 F3 U H+ k% w - item = $game_player.hud_equip[i]
/ Z, @5 t# J9 }) e6 n - next if item.nil?
( o1 E' M4 ~9 U3 W( s5 A1 R1 i. G - if item.is_a?(RPG::Weapon)3 t6 e9 e b5 X/ H# W* C4 U+ s d7 A/ B
- item = nil if $game_party.weapon_number(item.id) == 0 and) Y7 |: ?% I& a/ s0 b) l0 f0 {
- @actor.weapon_id != item.id; G; j+ y: j2 g' s/ d
- elsif item.is_a?(RPG::Armor)# y A4 P( ?, y; _4 z4 w
- item = nil if $game_party.armor_number(item.id) == 0 and ; }( W. R0 U, D( V
- @actor.armor1_id != item.id C5 ]5 w2 b! s8 g: k: m) |7 p
- elsif item.is_a?(RPG::Item)
$ }# N( C$ T( ?6 q. l d1 `# C - item = nil if $game_party.item_number(item.id) == 0 or
8 g$ O m( Y& u - !$game_party.item_can_use?(item.id)( R" r# Q" e7 H- P; ?; z
- end7 |$ n0 B& K" j+ J: P8 V2 \; E
- bitmap = RPG::Cache.icon(item.icon_name)
& _; L w& V9 i - self.contents.blt(x, 4, bitmap, Rect.new(0, 0, 24, 24))
" T9 [' _9 q0 r3 x: V - end) y* @2 i- j- {
- end" b7 U( ?9 A+ T( T0 Y
- 2 P9 e) c8 ~# }5 U# k
- def equip(item); Q$ z$ A2 t% ^) Y
- if item.nil?
h3 a2 e# I- T) Z4 k- m - $game_system.se_play($data_system.buzzer_se)2 V: f1 B& N2 N+ q! C% j) r! V/ X
- return
2 T& p6 L" e& ]+ ?$ N/ K s - end& x ]/ P7 L) }
- if item.is_a?(RPG::Skill)
3 e( {2 e3 Y0 P) z - if [email protected]_can_use?(item.id)0 R4 q6 J, V6 @$ E! ^! }6 k( s4 o. o
- $game_system.se_play($data_system.buzzer_se)
' p2 E7 U/ x% e) o z5 R- J8 E - return
6 B4 A4 J( j6 a' C+ v9 Z( z3 O - end
% B3 B( F$ }9 ?5 m - $game_system.xas_skill_id = item.id# i6 z% G8 X9 I% o7 G' X& G
- elsif item.is_a?(RPG::Weapon)
( P- |8 p) S% R - @actor.equip(0, item.id)2 B% R' K3 I' b: t) ^8 E& D
- elsif item.is_a?(RPG::Armor)
% d5 s: H. ]" ?: \- H/ J - @actor.equip(1, item.id)5 B" I3 `$ K2 v
- elsif item.is_a?(RPG::Item)9 ]( ]$ G. X+ r" J' ~1 i6 ^
- item_tool_id = XAS::XASITEM_ID[item.id]$ E7 W, a! M6 C3 H$ J8 Z# G
- if item_tool_id != nil; k& z8 r: G+ j
- unless $game_party.item_can_use?(item.id)- n8 B% `2 Z4 x
- $game_system.se_play($data_system.buzzer_se)
3 ^1 ]; G# c6 g+ _. E7 @ - return
; R3 U l1 v7 ~1 s* B+ t - end( x; b' Q: T+ t) ~8 v
- $game_system.xas_item_id = item.id6 i2 Y! M/ S8 N2 ]
- end
* v5 T: `2 j j5 x+ I7 _ - end
! ]' T$ p( K5 p) C9 E u( u* ] - $game_system.se_play($data_system.equip_se)& V) v `& h/ o$ t$ ^
- end; ]" D1 \: Z% r( A5 C. U
-
; t( a$ x6 @. y% ~5 a - def update: x1 j4 _% R: b/ [
- @actor = $game_party.actors[0]5 ^" i$ r7 }- ~; j; ]
- @hot_keys = $game_player.hud_equip5 U/ S- X# _: H' Z L+ x; s5 I
- refresh% f) p/ g4 ?* r% ^" F
- return if !$scene.is_a?(Scene_Map)
9 Z4 u# ]+ Z6 C( R4 e9 h Q - if Input.press?(Input::Numkey[1])
* w. ^# Q# E+ t5 J( v - equip($game_player.hud_equip[0])
8 _0 `4 w/ f8 t1 \% Y - elsif Input.press?(Input::Numkey[2])* u* J. t% A" k' ^3 y* T9 a# e
- equip($game_player.hud_equip[1])8 h% d. ?! W+ Q5 n+ B
- elsif Input.press?(Input::Numkey[3]) e1 J+ h' G$ m: t
- equip($game_player.hud_equip[2])
* G+ O5 C1 a* R5 |! g& g - elsif Input.press?(Input::Numkey[4])
/ Q, z) f* I4 |4 ]4 `: l - equip($game_player.hud_equip[3]) 0 h8 Q9 x `& g( d- A& L
- elsif Input.press?(Input::Numkey[5])
) _' \" D! Y; p/ M# m - equip($game_player.hud_equip[4])3 m6 V4 E* w X1 e
- end% V" H( d9 Q. f9 \
- end
9 P2 s+ V/ T# i* _5 B7 f6 V6 |! i) _ - end; k: j" O3 D; J7 |. y! _
- , t2 M+ v5 _' {$ X
- #===============================================================================1 o- Y4 g- n* [; ] t: v+ {) H/ h( i
- # Scene Map
7 O$ b `4 f) x w - #===============================================================================: Z( Z! S" i$ `) `$ L! [
- class Scene_Map' X8 V# m& D' R- I7 w1 j
- alias hot_key_hud_init main( l; B. ?1 j1 Q8 b. z- Y
- def main3 F3 `# r& A/ V2 Y, [
- @hot_key_hud = Hot_Key_HUD.new* i! @5 y, m+ m3 w; l
- @hot_key_hud.visible = !$game_switches[XAS_HUDDISABLE_HUD_SWITCH]/ b% Q$ k( T1 m9 z
- hot_key_hud_init
3 c, M$ b( N8 C - @hot_key_hud.dispose
9 Q& z: N+ ?8 b4 x+ e) U - end
& `; b( H, g K, r* X% e: G; y4 z0 E - 3 q- q8 D2 o' g3 _ V/ n
- alias hot_key_hud_update update$ ~. y% P, f# S" M. A( }
- def update) O5 o. g" s: i0 i) ?% P! c* J
- hot_key_hud_update6 u) `* o C3 ^8 |$ X
- @hot_key_hud.update5 r, _& W" }: W! `0 m+ P5 ^ k
- @hot_key_hud.visible = !$game_switches[XAS_HUDDISABLE_HUD_SWITCH] e9 e$ u z2 j
- @hot_key_hud.update if !$game_switches[XAS_HUDDISABLE_HUD_SWITCH]- U5 @# _( i- z, m0 h7 k- r
- end2 i4 m3 @0 x# m( p/ p$ b. y: W5 Y
- end
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