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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,, P; K7 Q5 t% Z, E3 A, l
不知道有人能帮忙看一下吗? - #===============================================================================* X& R. A8 z F( k1 U8 Z
- # XAS - Hot Key HUD
3 e4 e" Z+ E$ s8 f# F - #===============================================================================
/ a. r$ x; i h! G - # By Mr_Wiggles
# o. I& Z. R$ ^7 h! {2 _ - # Version 1.3
' r. ?( W. y3 M - # 7/6/10
k" U+ o" B) D& u& o- P2 p6 N5 r - #-------------------------------------------------------------------------------
5 P( R- v$ |$ E5 {5 h4 o: d - # Instructions:( |" j' m% [3 t" m) x$ t( G3 S
- # Fill in the constants bellow, paste this script above main and bellow XAS in1 h, L; P& P1 i$ _; Z, H
- # your script data base. BE SURE TO SET TO THE RIGHT XAS VERSION!!! ^; c6 k6 w! }. a
- #
; H4 v- ]% M7 Z7 @$ H" y n - # Place the "Hot_Keys_HUD" picture file into your game directory
0 ]6 E- n0 b* N3 ^/ z! D& c - # Graphics/Pictures folder.. m6 y9 a$ j Q% M
- #-------------------------------------------------------------------------------
6 [; ?( a/ k; S - # Directions of Use:* c0 _/ S+ y! J" h
- # Simple just press a number key (1 - 5) when the quick skill or item menu is
2 t- o- j/ T2 e, B+ F - # Showing.
' l. i* V" m# T4 o1 a - #===============================================================================
% J) x J- ~5 S. f, q1 v - HUD_X = 0 # X pos of HUD
+ Z$ ~1 ^( X/ p! k! O: V - HUD_Y = 0 # Y pos of HUD
2 f1 ]5 `/ G% T% U - . {, I+ n6 q# E$ Q7 t% D- B
- # Set true if XAS 3.7f0 H! X6 V- z4 t
- # set false if XAS 3.6) B1 \2 ^# T. i8 [8 `* M Q2 \
- XASVER_37 = true. G' _7 ]; y" H1 B6 ]7 A
5 a' V+ S# R# } g- #===============================================================================
) g- u: m9 |6 R3 d8 @/ N* | - # Numkeys Module! N5 m) W- g1 b& I3 K
- #===============================================================================
( `. H. r% v. m/ h" T* o4 \& } - module Input% l' O9 p% E# e* F( O6 n: o
- Numkey = {1 => 1049, 2 => 1050, 3 => 1051, 4 => 1052, 5 => 1053}
* W8 y- u. y0 J) P - class << self, p/ D+ V" g; p4 U* B
- Key = Win32API.new('user32','GetAsyncKeyState',['i'],'i')
| _; Q8 I/ X, w; R -
. ~ {' h q# t; V% ~7 G% w# a" s - def testkey(key)- I3 e; l! d7 V j$ I6 Z
- Key.call(key) & 0x01 == 1/ b5 O+ \6 w& L* C$ L
- end: g; ~- ?& T2 L1 N/ b6 t% K* w: f
-
- S/ N- a. P; y, v' {5 p3 b - alias hud_key_update update: ^) K8 H. P' q7 J5 s
- def update
" n9 F4 G1 ~: i0 i, C2 a9 e - hud_key_update* D# b! Z' }; x' j5 V$ f! m7 v
- @pressed = []9 u( R3 [# ^3 R, ?' b1 _
- for key in Numkey.values
& f' b2 V4 H* @5 N - key -= 1000
# e0 a: ]- Q1 d, v; u5 C) I$ P0 L - @pressed.push(key) if testkey(key)' s. D" T% y4 R; p" b' Y4 Q
- end
* A! B6 y$ k- j - end' k, C. q1 }+ h) W4 G$ [2 T) P0 j
-
! y1 m5 f1 ?: @5 v; j9 z0 f - def pressed?(key)0 t3 q: y* D' r1 B% l) v
- key -= 10001 i5 u+ K; \" ]- D
- @pressed = [] if @pressed.nil?# r7 e2 X5 m' X6 R- P' N' ^7 B
- return true if @pressed.include?(key)
3 w6 }* d( D0 u! x - return false k- x1 D/ H3 b2 I0 s0 W8 N- O
- end1 Z9 i7 T' q! ]5 G O
- 3 i, [! i% j$ V, l: ^- ~
- alias hud_key_press? press?; U# H; [' |; [
- def press?(key)6 [8 Y' V$ J# y! s
- return pressed?(key) if key.to_f > 1000
! f: Q) |" [) C. H! V6 p1 M - hud_key_press?(key)# Z! G3 W9 C, E+ U0 R
- end
/ K& g* }$ t; x5 U, C W - end
% A8 \! g( c2 w2 Q" V7 M5 p( S - end# k0 w5 @4 `/ `" |
- : G6 ]+ q" E3 c
- #===============================================================================
) g% V u3 [; L; ~, d - # Game Player
8 I1 n2 ]8 B* \# X8 X( O2 F - #===============================================================================$ t+ W. X5 q5 H! l9 [
- class Game_Player < Game_Character0 J# S- X; b7 I: V5 @: d
- attr_accessor :hud_equip
! O! l; C( A, s! J8 j - 8 k% _5 i t; @* |) c% B
- alias hot_key_hud_init initialize
! \/ G0 v2 Q7 r0 L; \* A3 ?* r - def initialize
}6 U+ Z+ X. Z" y7 w$ g - hot_key_hud_init
6 |! g1 m, t% ?5 i - @hud_equip = []$ d# {1 L/ R! b7 P1 V% `: i) X
- end9 U8 M; M7 @4 f% R) W
-
& D, f% p1 \: d6 L; F - def equip_item_to_hud(n, item), ] k+ @! p, Z* Z
- if item.nil?
' F' d) {8 f' V. B - $game_system.se_play($data_system.buzzer_se)2 t6 c/ ]. Z! t: i, }5 X
- return4 }% f6 ~% o3 j
- end
1 c U; r' e- c" T - $game_system.se_play($data_system.decision_se)" _/ m* _2 a6 t# m3 ?8 W" O
- @hud_equip[@hud_equip.index(item)] = nil if @hud_equip.include?(item)
/ b; r. z8 ?: j( w4 _& _ - @hud_equip[n] = item& X d' }5 u9 w- j
- end
' T5 \! {* I2 d K1 d - end8 C" L5 f0 R2 y' s
2 X# V5 R/ `. b$ \9 F- k* Y; h- #===============================================================================
/ U) i$ c7 ~5 ]3 Y/ b F - # Quick Skill Window
. [9 L K) k& h) j/ e - #===============================================================================: l7 n; F' y" o9 H, t: E/ ^
- if XASVER_37 == false
4 W6 E9 @* Y; U# T6 p - class Xas_Scene_Skill
9 v0 `! W4 d9 Z; p/ q7 C) k - alias hud_quick_menu_main main
' C( h, }# f% h% A& K6 D - def main' d4 J* g( u9 C2 c. l C
- @hot_key_hud = Hot_Key_HUD.new
7 L. _ c+ ?: Z6 N7 N7 T - hud_quick_menu_main, n& ` `/ b. x* |
- @hot_key_hud.dispose0 W# f. `: N- f1 q; w) v5 J
- end1 w5 B% X$ w+ T( B
-
5 Y4 ]! B. a; {3 q* r1 M - alias hotkey_hud_qucik_menu_update update# U4 W8 l- M2 t( j
- def update+ P+ E& b0 ]" t
- hotkey_hud_qucik_menu_update
& h+ t) q+ J! _. `; q" p - # Hot Key num 1
; z5 j9 ]% _7 {% b. w4 n4 u/ V+ B4 n' ^ - if Input.press?(Input::Numkey[1])
5 Y2 W) [, G2 H8 [9 h - $game_player.equip_item_to_hud(0, @skill_window.skill)
& f9 I& h$ `1 M) e* I5 Z - # Hot Key num 2
* k4 M. {0 g, `) C( c6 a - elsif Input.press?(Input::Numkey[2])' V( {& D$ \8 C! `' b6 d7 `
- $game_player.equip_item_to_hud(1, @skill_window.skill)
% M0 E1 f x# O7 k8 T9 Z; e1 K - # Hot Key num 30 D2 `. P% O, g5 m2 t& K+ G
- elsif Input.press?(Input::Numkey[3])0 ?9 B7 H4 R W% \3 z }: G
- $game_player.equip_item_to_hud(2, @skill_window.skill)7 i' ]* d: U" x% _# J
- # Hot Key num 4
$ V- S' h: f) o' @, a8 c" K - elsif Input.press?(Input::Numkey[4])
+ \, T/ v8 M' `; A: N - $game_player.equip_item_to_hud(3, @skill_window.skill)
# L9 b9 {9 h" R7 ~, D - # Hot Key num 5
) o2 Y; k' ]4 z2 X" K- m - elsif Input.press?(Input::Numkey[5])! Z7 D4 p' [ j# f
- $game_player.equip_item_to_hud(4, @skill_window.skill)
' ?7 [# Q, |+ J9 x* [1 x, H2 T - end) A0 P0 u5 h6 D" P/ W/ L* J0 ]
- @hot_key_hud.update
1 Q- d- i7 ~" B0 i- a4 M1 W - end
+ g& x7 Q/ f: U" N - end
- G) |( Z2 X; \ R2 a$ {9 |' f - else0 C4 ]$ q# L7 }8 u
- class Quick_Menu_Skill f9 v8 c- z8 ]4 O7 f( g3 C; N
- alias hud_quick_menu_main main
- J2 R! u" R( M5 _9 h* V& E - def main
5 {# e( H# L5 A+ P6 ~8 P* h2 I - @hot_key_hud = Hot_Key_HUD.new" C, U6 j0 _3 K1 x* z% k9 [
- hud_quick_menu_main9 W' m' w; R' e. l* P; ]' k
- @hot_key_hud.dispose
! {& Z, M! ]! L - end) b( M$ H6 A% B6 `: I
- ) B; i( ?0 m2 c/ d7 H, B* S6 c' L
- alias hotkey_hud_qucik_menu_update update9 g5 I- A5 V; T& E/ ~! Y# I+ V. P, M
- def update# Z) k3 K5 q+ V& B: o
- hotkey_hud_qucik_menu_update
0 c2 ]3 {4 y' ^0 L x& k - # Hot Key num 1- ~& z9 D8 J/ f1 u) V
- if Input.press?(Input::Numkey[1])7 l! W, d" Z8 S, u8 G3 r. o# e
- $game_player.equip_item_to_hud(0, @skill_window.skill)& {1 L3 q( n* p3 J) k! a
- # Hot Key num 2
& `( o+ P) l3 M5 b, y3 D3 D, W q - elsif Input.press?(Input::Numkey[2])
! f7 ]6 J% o5 n F$ w# _( O - $game_player.equip_item_to_hud(1, @skill_window.skill)
6 G: R/ U' \2 s; o+ n1 S) X - # Hot Key num 3
3 e" ^0 b* Z4 J9 E2 c - elsif Input.press?(Input::Numkey[3])
; X8 E( U9 p" H3 ]* @ - $game_player.equip_item_to_hud(2, @skill_window.skill)3 w _. i% w) j6 _9 e
- # Hot Key num 4
8 R& L I$ G) d+ G" r9 z8 [2 z - elsif Input.press?(Input::Numkey[4])) G0 O q6 K% Q: R
- $game_player.equip_item_to_hud(3, @skill_window.skill)! g6 K( X! ?8 i q* d e) R2 s0 F
- # Hot Key num 5
# {3 l/ G' K# D* l8 v - elsif Input.press?(Input::Numkey[5])4 a! ?0 p3 G9 C& X0 b- J2 A
- $game_player.equip_item_to_hud(4, @skill_window.skill)) h2 ]! I3 w2 R2 ~6 s% S+ Y
- end
6 {& i$ {. ?8 N7 H) F$ G. H1 N8 p8 {+ e# } - @hot_key_hud.update6 z8 @/ L1 o0 U: _" O& q
- end
1 f, X( Q4 f1 z8 K - end( D' }) ?3 o) @9 V; P0 S
- end9 M& _; b# u% g
4 c7 S" G$ B {- L* s. w- #===============================================================================
5 {# J+ h0 y8 e% o9 T - # Quick Item Window
: Q6 a8 f7 c3 K1 y& E4 A7 { - #===============================================================================
2 r- W- S, {9 O3 z# i Z2 g - if XASVER_37 == false
, |2 m3 d( E" \, B6 y) v+ C - class Xas_Scene_Item
' H. Q: n; A! u0 p0 C - alias hud_quick_menu_main main& Q4 V V' N# B5 E; M) d: F
- def main+ c8 f! B, |5 s0 ^" z5 `( H( S; P
- @hot_key_hud = Hot_Key_HUD.new
2 z0 [' o2 h9 Q* z - hud_quick_menu_main
3 v" `6 O, Q6 k0 {7 {0 y: S/ `, G - @hot_key_hud.dispose
' w6 J$ l( ~( [% ?* c* @ - end: l( h* }! z+ \: i( U5 A
-
, A' C. C; W' |6 I# v( }* q - alias hud_key_update update; `$ G1 J5 d3 Q; |; }9 L+ ]3 g
- def update
$ p6 P0 w: n( ~2 C1 x* T( z5 @ - hud_key_update
" D8 T3 c" W$ }5 g" p4 P& _# V - # Hot Key num 1
8 b$ O+ ^. o8 }9 T# L8 E3 r- G4 H - if Input.press?(Input::Numkey[1])8 W+ h0 r( V. }6 ~& p
- $game_player.equip_item_to_hud(0, @item_window.item)
- M( U/ N. ^! {; D% _ - # Hot Key num 2* P/ e! f" x' r$ S9 m& T& H3 C: g
- elsif Input.press?(Input::Numkey[2])
9 c4 q: S# V! y. N/ e% g - $game_player.equip_item_to_hud(1, @item_window.item)
! [# L Y/ [* |' U+ ]) x$ p - # Hot Key num 3/ A, r* _2 K1 { h
- elsif Input.press?(Input::Numkey[3])
& n3 F' u* m. U( b; c - $game_player.equip_item_to_hud(2, @item_window.item)! D- v8 ?9 H8 p0 U2 @6 s$ k
- # Hot Key num 4
! c5 X. Q7 t6 b1 ` - elsif Input.press?(Input::Numkey[4])$ Z$ e. q; C5 w6 A# w) U$ i& V
- $game_player.equip_item_to_hud(3, @item_window.item)& [$ A, b, r/ i/ }( k
- # Hot Key num 5
" f+ s A: i, } - elsif Input.press?(Input::Numkey[5])& q* B9 ~ l( l% z
- $game_player.equip_item_to_hud(4, @item_window.item)- p1 B. X q1 |6 c" v6 Y
- end/ s2 {! z+ a0 W( k ?
- @hot_key_hud.update
7 @4 x( u9 [' O! n1 x: D - end5 V: X" a! W, ? f1 `- q% g
- end) o! B; X: N9 q
- else
% C2 q; v# T* s/ o, m$ }/ b - class Quick_Menu_Item& \% m& o7 R- E, P) Y
- alias hud_quick_menu_main main' G; n: R! [# n2 X9 P
- def main
, v7 j+ K) }% s1 z6 V% V. z) H - @hot_key_hud = Hot_Key_HUD.new+ |1 f! I) X: U9 o8 y/ M C
- hud_quick_menu_main
3 g) O2 i# r/ G" g, f' ? - @hot_key_hud.dispose
4 N8 W: T) S1 E# K' s# N' d7 p6 K; P - end
9 M. M. G, S& y' ^3 }8 I -
6 x8 X& ~$ h" P& i. a - alias hud_key_update update, L% ?" D' [' w
- def update
# ^3 h3 Q& e# @) g+ [$ M - hud_key_update
# W1 z# R4 v" `( E4 ` - # Hot Key num 1
6 N/ V/ d; {3 p - if Input.press?(Input::Numkey[1])
' x9 x3 N4 w6 r8 w& f0 x/ e - $game_player.equip_item_to_hud(0, @item_window.item)
3 e2 `5 ? w+ ~: U: T - # Hot Key num 2
* Q$ x* [, s6 T- X - elsif Input.press?(Input::Numkey[2])
7 H( {: ^! Z9 x& { e - $game_player.equip_item_to_hud(1, @item_window.item)3 k) S" r9 P9 \& N/ q3 }
- # Hot Key num 30 T4 E8 r3 E% l! P& M& P* i
- elsif Input.press?(Input::Numkey[3])8 R; }! D9 D: d" x8 ]% k
- $game_player.equip_item_to_hud(2, @item_window.item)/ c& ~3 M0 ]- h, r0 e$ i9 U0 ?
- # Hot Key num 4
$ i: F' o0 ?" A" v1 F! F - elsif Input.press?(Input::Numkey[4])/ Z5 k+ ~+ @# W F! h3 W( |
- $game_player.equip_item_to_hud(3, @item_window.item)( N5 t2 l3 q2 v7 p2 T
- # Hot Key num 54 J) c) I6 @% G- N
- elsif Input.press?(Input::Numkey[5])6 `/ `4 ?; T6 e
- $game_player.equip_item_to_hud(4, @item_window.item)# `% l) U; H$ o
- end! j& f& O& p/ C0 R" l0 G
- @hot_key_hud.update
9 c. ?% W F4 z - end
r4 R$ a# Y g( `! e - end& R# O4 L; y+ t5 C7 n( E
- end" L4 \+ L) i9 I& ?* F' U' p% x
6 a0 j! R% W2 _( A. N; K9 q- #===============================================================================
6 d' O/ `& B. [0 Y - # HUD Window& W. \9 ]7 P0 n' j0 \
- #===============================================================================
& j0 ?! t$ i- I: }% W - class Hot_Key_HUD < Window_Base
/ s Y6 [1 R: a* J/ U - def initialize(x = HUD_X - 10, y = HUD_Y - 15)
# R2 M* q; @! r. R- E O9 ^ - super(x, y, 220, 80)7 E! j% `7 u! I8 B# Z2 w
- self.contents = Bitmap.new(width - 32, height - 32)2 r) f% X& Z1 R& i: D* V+ ~% g
- self.opacity = 0
1 A( Q# y" ~4 i$ }; K1 T - @actor = $game_party.actors[0] t% i, }$ j/ ]0 d
- refresh/ T' c" y1 B- s6 Y$ E7 C/ q
- end, i+ L& b7 x! N: z
- 7 m5 x- I8 P' j0 d' J- u. X; l' M3 g
- def refresh
) O& F+ w% P. r5 i$ u9 \8 c9 N; i - self.contents.clear( ^" v% v; I8 i; u7 V, ^
- bitmap = RPG::Cache.picture("Hot_Keys_HUD")" H% T/ Y1 [8 C& i3 X
- self.contents.blt(0, 0, bitmap, Rect.new(0, 0, 160, 32))" C8 w0 A' ?' B7 Z& z7 a
- for i in 0..4
; h! Z- }: z2 l8 B0 ?2 x$ c8 k - x = 32 * i + 4$ v; f' {0 s1 q4 j
- item = $game_player.hud_equip[i]& @3 L! B1 a5 }2 ^, \$ E( L8 B0 `
- next if item.nil?
$ G3 n1 F9 s: K8 C) t% W2 @0 N - if item.is_a?(RPG::Weapon)
/ M, N2 x$ R/ E- e - item = nil if $game_party.weapon_number(item.id) == 0 and
2 r& s1 R) Y$ s6 Z: J V - @actor.weapon_id != item.id
2 n# f. g# Q' t7 w/ w# O+ `7 L2 c - elsif item.is_a?(RPG::Armor)
# g$ X6 i! }% S* x' s) C; B - item = nil if $game_party.armor_number(item.id) == 0 and
1 r! r7 U1 O0 k! S7 z - @actor.armor1_id != item.id! c& x7 ?/ F- g+ m# X" Y1 a
- elsif item.is_a?(RPG::Item)8 I" k# }9 r! B/ @( E; G) U
- item = nil if $game_party.item_number(item.id) == 0 or- D) j& R6 ~ I& {
- !$game_party.item_can_use?(item.id)$ d6 C! \+ o# {; ~4 @
- end- m- v$ r* R: a
- bitmap = RPG::Cache.icon(item.icon_name)
* v4 a e+ b: p1 i, h; F; C" } - self.contents.blt(x, 4, bitmap, Rect.new(0, 0, 24, 24))1 @4 N8 s* O; Q5 R! `
- end9 y1 q5 s& F( T* \* p; Q
- end
- B. j: n0 h. \, Q( l! D& N" r, m/ n- r - 5 r0 W$ [6 N4 r/ ]7 g
- def equip(item)
% {2 B5 c& n ^1 y/ G! x4 J - if item.nil?
1 g' `7 Y' [/ H+ b% q - $game_system.se_play($data_system.buzzer_se)
( i0 R1 b$ Z# u% B% N& t. C - return3 v4 q2 o" [4 ~
- end
- l# ~2 I1 J( _1 z N* \2 N, O2 q - if item.is_a?(RPG::Skill); q& T" o' J* e
- if [email protected]_can_use?(item.id)
% T- S! F7 y* ` - $game_system.se_play($data_system.buzzer_se)# `' ^7 y: s( @+ z2 d0 N1 s7 {; H
- return3 m1 d( @& V: L! p
- end
9 ]# e) ~* w( D, a* O& n( j, L$ Z - $game_system.xas_skill_id = item.id
3 W) y" H! \1 i; o2 z5 E - elsif item.is_a?(RPG::Weapon)/ O* C" Q! S: ^! m) I
- @actor.equip(0, item.id)
& S \1 K, X8 Z, k# f+ X! y - elsif item.is_a?(RPG::Armor)
3 q4 x7 k- z: }5 z4 H* O1 ^9 [6 N+ v - @actor.equip(1, item.id)
0 x- d! u$ f* D7 \9 J g G0 k$ [ - elsif item.is_a?(RPG::Item)' [, e8 r- ~. | R) h9 F; f4 c
- item_tool_id = XAS::XASITEM_ID[item.id]- A+ S/ G" y( u. J3 u
- if item_tool_id != nil
. O) N1 f* k: X \) y# t5 x( S$ I - unless $game_party.item_can_use?(item.id) P5 H& [% Y$ [( I: f4 \9 X
- $game_system.se_play($data_system.buzzer_se)
) y: ~: u) W* U/ j - return. Z0 s7 c# v+ w$ l7 k
- end- b: ]$ s9 \! ~6 U
- $game_system.xas_item_id = item.id; h+ Y$ c0 w e" x8 ~+ d; I* K4 X' M
- end L/ z: E" R6 {% j: u1 J
- end
7 N: z# s/ g/ h4 g" E% }9 i2 @! b - $game_system.se_play($data_system.equip_se)+ A3 {! i7 `; T7 U/ b
- end6 t1 W- B) S3 x9 Y! J9 n
-
( k0 x# i, r) x/ W2 j: y" n: U - def update
$ ?7 p2 N5 V0 ^# h5 p' D" O - @actor = $game_party.actors[0]% r: P9 f4 ], _( E w6 \1 D
- @hot_keys = $game_player.hud_equip
9 v- v. ^$ v: r$ B; ` - refresh
|& D& O$ g7 j' |; f0 P - return if !$scene.is_a?(Scene_Map)' b$ a- G9 K( H% D* h
- if Input.press?(Input::Numkey[1])
3 X: S6 I- _2 D; S - equip($game_player.hud_equip[0])9 Q! S) }0 O' Q5 P8 X4 ^
- elsif Input.press?(Input::Numkey[2])# S7 O, t8 |& x3 V
- equip($game_player.hud_equip[1])
! a; p7 P9 a3 T+ u% l - elsif Input.press?(Input::Numkey[3])' F# c3 T4 d8 G( Z
- equip($game_player.hud_equip[2]) . }+ c0 B- ]. t# |
- elsif Input.press?(Input::Numkey[4])
( c: v2 B- K$ w! v4 H: X - equip($game_player.hud_equip[3])
: c; {" C' ?3 n% k8 v% w - elsif Input.press?(Input::Numkey[5])
1 A/ w6 ]6 Y2 D- B" z4 C1 h - equip($game_player.hud_equip[4])( C; m" A9 I4 ?; x5 N/ o$ ]
- end
, H/ m# \0 t- D2 i( g' E4 Q$ s1 a% m - end( Z6 l' O' P" O8 Z5 N% }( a2 P
- end
9 A: M, l9 _9 S O+ z* B1 S) o# p - , y# \* f; p5 G! _: ?, _$ i# d
- #===============================================================================. l$ z1 u7 n# h6 B( u0 T/ R
- # Scene Map$ ~% @* ~" B# n* K m' b% K2 E
- #===============================================================================
% @# }# ?6 b8 J3 q - class Scene_Map3 S3 Q7 c/ J" p
- alias hot_key_hud_init main
0 ?. z! w& O0 z, F - def main! X+ d4 F/ _2 I" O% ]
- @hot_key_hud = Hot_Key_HUD.new
; D3 ]6 x9 s8 a% e) X: b; ] - @hot_key_hud.visible = !$game_switches[XAS_HUDDISABLE_HUD_SWITCH]
1 m/ r. d& a9 w8 G/ x/ u, m- O! w, W - hot_key_hud_init
: r4 a; D2 E8 d* h+ e; w% z4 w - @hot_key_hud.dispose
6 l! M" n. z% e* Z8 Y - end, l+ O7 H! i$ u4 S! a
- # H7 H0 _6 ^$ g- @$ {1 b
- alias hot_key_hud_update update- a A( [( V' J4 q2 h
- def update4 m, C2 ]5 N- i( t' k( j
- hot_key_hud_update' Y( I- L# f0 o( h9 ^: Q2 A. W1 O
- @hot_key_hud.update
! W: l7 }6 j+ r- ?+ o3 F - @hot_key_hud.visible = !$game_switches[XAS_HUDDISABLE_HUD_SWITCH]0 K& j" m* l% z: g- q* c
- @hot_key_hud.update if !$game_switches[XAS_HUDDISABLE_HUD_SWITCH]
, [1 O- k4 m5 J; @' t: K3 j+ d - end, [1 D* J, s& e6 |# {
- end
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