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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,
: {8 Y6 M2 K: ^! h \1 s不知道有人能帮忙看一下吗? - #===============================================================================
1 m( d$ l- z7 e% r4 Y9 K - # XAS - Hot Key HUD
y# K J# @, M6 |! m& |1 R - #===============================================================================# i( b6 S) s4 b4 ^7 |# B7 `4 C
- # By Mr_Wiggles
. t. N" c: k8 c5 Q5 E - # Version 1.3
2 W3 m' _( y) n9 u2 C - # 7/6/105 j8 S# ~4 h- w; W7 r
- #-------------------------------------------------------------------------------/ j5 k) p- l6 ^8 I! I! s2 K
- # Instructions:
+ F& P. S% b0 V8 l# D$ [ - # Fill in the constants bellow, paste this script above main and bellow XAS in _4 J4 s, R% b. T" I
- # your script data base. BE SURE TO SET TO THE RIGHT XAS VERSION!!
5 l% r+ M1 C' n r* r8 W - #
4 g' I& q! Q! t c9 q - # Place the "Hot_Keys_HUD" picture file into your game directory 1 C9 u+ S, ~# g5 b/ @# C7 r
- # Graphics/Pictures folder.4 [+ H5 _5 D( a+ |! W/ @
- #-------------------------------------------------------------------------------. q9 s+ R# v1 x1 h$ k* j* z
- # Directions of Use:
7 V s) p& `3 @+ \9 z% L" o6 L3 g - # Simple just press a number key (1 - 5) when the quick skill or item menu is
- v z! B- h6 z' h+ x8 t/ a" s - # Showing." w/ |) E5 U9 G
- #===============================================================================' O4 i% c: z- l+ T1 z" R2 P0 [5 \ a
- HUD_X = 0 # X pos of HUD1 A! ~" f% f! M- D7 |' W* ~
- HUD_Y = 0 # Y pos of HUD
6 E8 t; R6 b2 p6 @: T
2 y1 [' k- ~( F- # Set true if XAS 3.7f+ j. [, d4 c8 F* Q8 q# G
- # set false if XAS 3.61 z' ]3 v* P/ J- V( b2 a& a
- XASVER_37 = true5 S! j& d0 c7 K4 M3 p b
- . }& |0 j, V! D( F0 ` X
- #===============================================================================7 y# k/ t$ ^1 Z* t5 p
- # Numkeys Module, \' `8 i/ P8 A9 Y. A- \9 t
- #===============================================================================1 M1 n& W' |; `
- module Input
+ b+ N/ g" D3 R! a, O - Numkey = {1 => 1049, 2 => 1050, 3 => 1051, 4 => 1052, 5 => 1053}
( Z) a" T* d/ k! } - class << self
: c( y8 ~1 |+ V; L! d - Key = Win32API.new('user32','GetAsyncKeyState',['i'],'i')6 ^6 G6 {1 |' H; L V' s' F5 u
-
: B' ?$ x/ t; c* d* R - def testkey(key)
$ C' O( ]4 t% w; }: g% e$ @ - Key.call(key) & 0x01 == 1
+ z9 m: S3 b6 b ` - end
& C5 T9 R7 B+ g; ~8 o! d - % N) d) e6 d/ s2 H6 V1 t) a0 }' r
- alias hud_key_update update/ ?+ V% n& L7 o4 V9 j7 E
- def update# \9 o( C4 F8 A. O* f- f; x, z
- hud_key_update. Q* C, [0 i. u. S2 o% [8 I
- @pressed = []
& o( y- `3 a- L - for key in Numkey.values
/ K7 O4 R; C$ w; |6 g4 j - key -= 1000
8 p; \5 W% x3 ~7 P; @ |9 e - @pressed.push(key) if testkey(key)
, o. X2 U7 R- z/ \' `: K; m - end7 g! Q- m/ V% ~9 b5 \4 z
- end
' A& _" v# H( R -
v. x# ]4 ~' M: q! F - def pressed?(key)4 w6 w0 A2 n* R( m9 J5 d
- key -= 1000
" }, ~: b: o- _ P - @pressed = [] if @pressed.nil?
' K0 C/ C1 t1 P - return true if @pressed.include?(key)( Y. t! L1 e+ \6 M; ^
- return false; L4 [, F- g. o9 ?, E, p* e
- end
3 q+ }4 n$ D7 l& m -
% A- T* T: y9 S- m1 O3 i5 w - alias hud_key_press? press?
$ M8 s& U. K! p+ d7 a* z - def press?(key)
R- N$ Q+ F8 o - return pressed?(key) if key.to_f > 1000% \; H6 L4 A" Z% v1 u, k
- hud_key_press?(key)
% i+ {, v; d& d# p - end
1 `6 J9 k/ W9 x6 E( V - end2 P+ f9 |5 @. D
- end
* I: D# L+ D' h) F
! H$ S l: B: n. @8 {) V- #===============================================================================
: M: q2 f. Z6 d- U% a - # Game Player
. s- q9 ?4 m5 P# S8 V$ ^; D - #===============================================================================
! ]) ?: t& B7 }. l' N - class Game_Player < Game_Character$ y/ I0 m. W* L8 y" U& `
- attr_accessor :hud_equip
/ `0 p+ _$ B& l0 j1 Q0 M8 v- p I2 B -
4 Q* \* z8 W6 q# V1 l9 [& n - alias hot_key_hud_init initialize
9 @$ h- o9 C+ h/ P' Q - def initialize
& r( r- G) q% J" E - hot_key_hud_init
+ h/ ~* w* l: K% K - @hud_equip = []: X2 q" |' b" `" u2 M1 F
- end
! n! g1 y; R% [8 x- \ - 3 K' W( B0 M: k
- def equip_item_to_hud(n, item)
' Q0 y# Z5 F+ p - if item.nil?
8 s& j6 x Z& f! m! ^. p' C - $game_system.se_play($data_system.buzzer_se)" A" y! M$ o/ q- K5 A, u7 @8 t
- return4 T3 A* d1 k. G4 Y. u% W3 [9 {
- end6 q- Y5 U. k( ]" I8 Z2 b$ F! a2 e
- $game_system.se_play($data_system.decision_se)
* z8 i* z5 O3 X6 }- F" n - @hud_equip[@hud_equip.index(item)] = nil if @hud_equip.include?(item)
' v0 g8 Q2 h/ i: U) L; @' I5 \. {, K - @hud_equip[n] = item3 m7 |1 F4 m' R% R S) b
- end$ g! p' ~+ o0 I& Q# w, e7 A1 \. H7 N! c- `
- end0 S; L0 M) O3 S4 b$ {9 }$ o
9 D( H6 [8 y* ?, u0 X& S5 O- #===============================================================================0 M2 n- n P. C( O' B
- # Quick Skill Window
) T0 G) P( d H& m - #===============================================================================
8 t) o2 W: V& @( Y& D0 b5 a - if XASVER_37 == false
1 U2 K5 {& f7 |8 L$ x8 N - class Xas_Scene_Skill
4 w5 U1 n* v) _ - alias hud_quick_menu_main main
6 X4 J# }$ a# w+ |/ ?! } - def main; D. s4 R* X' \5 g) R
- @hot_key_hud = Hot_Key_HUD.new) [, w1 w0 I0 ?
- hud_quick_menu_main
0 l5 L3 ]+ n8 I. N0 p7 b - @hot_key_hud.dispose
* b% N2 q" Y$ N, T4 r; X0 } - end0 u- | {% F1 h6 i, a) ~
- 4 ^' M$ ~1 g% G( D# Y2 [
- alias hotkey_hud_qucik_menu_update update
: C3 z& s/ V/ v8 f - def update
- |( k9 B3 W2 J2 C - hotkey_hud_qucik_menu_update- ]' m- C9 e( b* U W
- # Hot Key num 12 C2 f* s2 F8 d
- if Input.press?(Input::Numkey[1])4 C R5 d2 f: i/ E' U, P" L
- $game_player.equip_item_to_hud(0, @skill_window.skill)
( ]7 z7 L* g- u* t( t' v- ^ - # Hot Key num 2: ?, O( p* A7 H( Y
- elsif Input.press?(Input::Numkey[2])( i0 ^' g- M1 Y7 h9 f% \
- $game_player.equip_item_to_hud(1, @skill_window.skill)( @" e5 c5 M1 X+ |. X6 ?
- # Hot Key num 36 b. z% s& N, B* z% M6 }
- elsif Input.press?(Input::Numkey[3])3 ?( w& C+ U; J/ v" d
- $game_player.equip_item_to_hud(2, @skill_window.skill)0 e1 Z- N8 k' E* I5 s
- # Hot Key num 4
% `4 J$ j2 ~" q1 P. D* v u - elsif Input.press?(Input::Numkey[4])
0 O$ s ~& }$ s% g. G$ P( x - $game_player.equip_item_to_hud(3, @skill_window.skill)0 S1 n- i. N. a
- # Hot Key num 5
2 G$ ?# n! P6 ^2 M4 r! Q - elsif Input.press?(Input::Numkey[5])3 {7 g; W$ o1 @
- $game_player.equip_item_to_hud(4, @skill_window.skill)
: C6 j* {# A- f- S, A) x' W - end
0 |& W) @4 X& \% T$ f+ q - @hot_key_hud.update
5 g8 p- o" U7 k/ K - end9 g6 c/ P7 b+ K$ R$ G
- end# D' a- T0 f) T9 ?
- else
0 D3 f h; _ n" X; V* L - class Quick_Menu_Skill4 p, U+ S/ b& G( X2 A3 _; _. M3 A- s
- alias hud_quick_menu_main main' T7 a9 h) J/ z) a. l' @
- def main
& s( H7 ]! Q7 J A' [" s - @hot_key_hud = Hot_Key_HUD.new9 ~+ E0 F4 \: p" k- r0 v0 z6 U+ P) H( R
- hud_quick_menu_main
0 W1 l) r' m0 a! Q: D6 g$ P* }5 H - @hot_key_hud.dispose0 u2 ]5 j8 t$ N7 _
- end
5 {* I1 O2 i* t8 T* w8 }" s1 ~7 A -
4 }6 u; I5 @% ]; |& c: ~; [! H7 N - alias hotkey_hud_qucik_menu_update update8 h4 w* [+ o1 G2 P
- def update, i: A2 T$ @+ T' H# A
- hotkey_hud_qucik_menu_update
$ u) @7 i. i' f2 S! M( Z- {& J - # Hot Key num 1
8 M$ j6 e3 g2 `7 p - if Input.press?(Input::Numkey[1])
2 G* h* w4 B2 ]3 N2 K# _4 i - $game_player.equip_item_to_hud(0, @skill_window.skill), [" x' j! O' |- |; p% v
- # Hot Key num 2$ [8 B/ d& r! {4 {
- elsif Input.press?(Input::Numkey[2])# o [4 ?! p+ F$ f e
- $game_player.equip_item_to_hud(1, @skill_window.skill)9 l* ?9 M# N6 v9 z. y9 G9 m7 l
- # Hot Key num 3
: U. }& j; S8 z" ?6 L - elsif Input.press?(Input::Numkey[3])( M" n0 ~6 {; s
- $game_player.equip_item_to_hud(2, @skill_window.skill)
5 u$ r2 u6 S1 {' W, E" { - # Hot Key num 4: I/ P7 x$ M. t( Z0 P
- elsif Input.press?(Input::Numkey[4])2 W/ r: t( u; G
- $game_player.equip_item_to_hud(3, @skill_window.skill)+ d9 J; X j+ J1 c
- # Hot Key num 5# d' i" D- \0 I5 x7 P- i8 ~; a
- elsif Input.press?(Input::Numkey[5])
" w; c1 @! v6 G' e - $game_player.equip_item_to_hud(4, @skill_window.skill)" P( K$ j# d5 o- K/ |: |
- end. b; b9 T3 `' m7 m
- @hot_key_hud.update8 o* j4 ^0 @" ?! S) ~8 o+ ^8 Z$ c
- end
- O1 }( P8 N' m3 P - end4 w) c* l" p; p' p _- j4 Z1 P& b5 o
- end7 v, c* I5 } j5 i8 ^- P, P
4 t l3 W/ o- w3 K* j% q- #===============================================================================
; h2 i- `, P9 n4 n - # Quick Item Window
* ?: V6 C* H7 v' \ h; f R3 V* S - #===============================================================================
/ i- e% D. R3 L/ K - if XASVER_37 == false
% [0 m8 N# t( m - class Xas_Scene_Item( x* l/ s" T) I' j! X
- alias hud_quick_menu_main main9 }/ `2 I$ u6 D+ o$ t* o
- def main
: e+ F9 t7 n4 h8 j9 I8 J& Z- s - @hot_key_hud = Hot_Key_HUD.new0 E$ P0 \3 |# o; Z8 T5 ~8 m
- hud_quick_menu_main8 T2 w. A6 j6 p; k% |! i- e% X
- @hot_key_hud.dispose* c9 k8 ?* M- u+ g( S+ r7 |
- end5 @$ ~2 B2 [; c9 A2 x& w9 r" e
-
% ~0 S. F" b1 z7 ?, q/ e - alias hud_key_update update) D7 @: W A7 m2 l
- def update
0 n3 G) m, T2 Q - hud_key_update4 }% s! E" v9 ~2 P
- # Hot Key num 13 K) ], v+ Z7 b
- if Input.press?(Input::Numkey[1])1 ?4 [2 m' z' M
- $game_player.equip_item_to_hud(0, @item_window.item)
/ q4 j: |. C# g( n9 P7 K - # Hot Key num 2
/ F6 G. I+ v8 G) ?+ ?$ }5 M& K4 l - elsif Input.press?(Input::Numkey[2])
5 u3 w+ K+ S6 x - $game_player.equip_item_to_hud(1, @item_window.item)0 N! b5 H$ Q4 y6 e
- # Hot Key num 3- c7 ]( C/ J6 y3 e1 d0 }. O
- elsif Input.press?(Input::Numkey[3])
% N! h, Y& U3 M/ U( [7 y - $game_player.equip_item_to_hud(2, @item_window.item)7 \! n0 {5 s; e' ~! B5 {4 S5 V2 v
- # Hot Key num 4
4 j2 B9 o6 D, \; I2 Q3 u2 l - elsif Input.press?(Input::Numkey[4])
2 Q$ ?/ r/ K) ?3 B( X - $game_player.equip_item_to_hud(3, @item_window.item)3 I6 n6 n: h) s' W: m" F
- # Hot Key num 5* P0 A- P! ?! q0 d. `, {
- elsif Input.press?(Input::Numkey[5]) J6 p* _- F- e6 U
- $game_player.equip_item_to_hud(4, @item_window.item)( n- m. b: c/ D( K5 q3 _- G6 W" ~
- end
; p, r* A2 @* }3 ^/ w5 T6 I2 J - @hot_key_hud.update
; |9 A5 [% q! T7 _5 ] - end
9 s0 D6 }( L4 t& V& h - end2 Z4 Y6 Y5 W( t2 m( s: P$ Z
- else
7 m4 y" F1 X" l( a - class Quick_Menu_Item0 l$ s+ X3 ?6 O1 C" K/ |9 K2 O/ x
- alias hud_quick_menu_main main
$ W8 w7 n; e* T' F0 H% z - def main
2 ^/ M0 d. R+ O - @hot_key_hud = Hot_Key_HUD.new
! O5 W" t3 f1 K5 A - hud_quick_menu_main4 L% @4 i& Q1 C7 j3 z, }
- @hot_key_hud.dispose3 [: ]; M% r$ y: N8 S$ j! Q8 D
- end
/ K4 X6 ?8 }, M - ' E6 u+ k6 p/ J4 O
- alias hud_key_update update# A1 q, ?" x j8 V4 n& A
- def update
9 A! l& p# |2 a+ K1 s6 w - hud_key_update1 v% v& z- t' b' |1 p: q
- # Hot Key num 1: V" j2 D! q* U" p4 g) i" X! P
- if Input.press?(Input::Numkey[1])
4 E; j1 S7 j& P% j9 T3 K - $game_player.equip_item_to_hud(0, @item_window.item)0 g# _ a0 ~ g2 F$ U
- # Hot Key num 2
" s& l# {* f2 w7 w+ e K* T - elsif Input.press?(Input::Numkey[2])
. A6 {2 e5 Z }: ^6 [ - $game_player.equip_item_to_hud(1, @item_window.item)
6 l5 h; u0 B, Y - # Hot Key num 3) B8 E% F9 H$ b) S3 T9 a. R
- elsif Input.press?(Input::Numkey[3])0 c, p" O8 i9 g& Z, [( ]
- $game_player.equip_item_to_hud(2, @item_window.item)2 P5 T. _9 W) r
- # Hot Key num 4
6 u( D- O! N, J - elsif Input.press?(Input::Numkey[4]), ]. w& I+ F( ^) A. G) e
- $game_player.equip_item_to_hud(3, @item_window.item)
1 X* H/ m7 [! ~3 N3 H# N - # Hot Key num 5& B2 P2 o1 {+ ]8 T* j
- elsif Input.press?(Input::Numkey[5])+ {( @( e* R- b1 y
- $game_player.equip_item_to_hud(4, @item_window.item)
+ s/ {; \$ q- s5 h - end
$ J& H9 B9 x0 l5 i - @hot_key_hud.update+ D1 _9 n* }" @6 ]8 z
- end
( o4 b- b6 m# L" S5 y* |0 d - end
; z7 r# q8 k k! T& n - end: x4 Z6 _# n2 M- m' Y/ `
- / [( N" X% |8 v
- #===============================================================================
- d! I/ D+ i6 { - # HUD Window- `/ L+ r+ @5 Q) J* Y) u2 ?+ |
- #===============================================================================
/ C& d' h$ t. _5 x) [2 _ - class Hot_Key_HUD < Window_Base
; T% x& P* l1 K5 t5 \! S - def initialize(x = HUD_X - 10, y = HUD_Y - 15)
; {( \- x O) ?0 x - super(x, y, 220, 80)" j8 A5 P- u8 ]4 J* \ i3 s+ ]
- self.contents = Bitmap.new(width - 32, height - 32)
) b- j( v ]+ V, ]% a* o& c - self.opacity = 08 l% }7 \7 N9 L. b0 X
- @actor = $game_party.actors[0]
/ ^+ E; _" h4 p* u/ W7 | - refresh
5 L$ E- S* e: r; G - end. y4 m5 w `% L
- " x+ }) j7 O% ?; K+ P6 x6 K
- def refresh* F$ m8 j1 i- Z; h4 K
- self.contents.clear5 B* l: @' L# S6 P; U9 m" f
- bitmap = RPG::Cache.picture("Hot_Keys_HUD")- E; Q8 p q2 l# P$ s2 O+ `7 H
- self.contents.blt(0, 0, bitmap, Rect.new(0, 0, 160, 32))0 a" m- L6 l' r2 u& i
- for i in 0..4
6 b7 e. [- Z( P6 h- J, W3 K - x = 32 * i + 4
9 f) R; k6 ~9 }# k& ^- | - item = $game_player.hud_equip[i]
2 T! {& c+ N7 ?4 C - next if item.nil?
' B# g% v& q9 ]# L: p - if item.is_a?(RPG::Weapon)" B: z [4 P/ m9 Z# R; Q) C
- item = nil if $game_party.weapon_number(item.id) == 0 and
# \; }" n3 O' D- d5 e) h# V - @actor.weapon_id != item.id
. A6 S9 ~. q& w8 n# G - elsif item.is_a?(RPG::Armor)
' U: n# ]. W: V, {' g+ ]& V6 | - item = nil if $game_party.armor_number(item.id) == 0 and ) ?* n$ F# }5 Y5 u
- @actor.armor1_id != item.id& h; E. ~5 m0 ]' [1 ~! u! p
- elsif item.is_a?(RPG::Item)
( D, U6 t2 j) w. s/ a- G" d - item = nil if $game_party.item_number(item.id) == 0 or% E8 h3 i& y" b5 i8 @/ K
- !$game_party.item_can_use?(item.id) L" h' Z# `& e
- end# D* b* m3 R7 _, Q' E
- bitmap = RPG::Cache.icon(item.icon_name)
8 q- T. k, l% q; W2 m2 R$ \ - self.contents.blt(x, 4, bitmap, Rect.new(0, 0, 24, 24))8 c) X d& c4 q2 e+ h5 L' F1 i
- end6 V' ~1 [$ d0 F, q/ C) ]
- end
/ n7 S, b2 ?: }( x; | - : H3 f- ^8 Z6 E/ W) N2 B# c8 c
- def equip(item)- ?5 y0 O! I% y2 b
- if item.nil?
8 {! a$ j1 v% w4 | - $game_system.se_play($data_system.buzzer_se)
6 j7 E0 P$ B: P- V% _! R - return
3 c1 a) m/ L9 J) B5 v9 p( Y - end4 C* L) q! [9 b: ?" b+ w
- if item.is_a?(RPG::Skill)
+ a+ ~. C% y( N# W. `3 H - if [email protected]_can_use?(item.id)
! i2 H* e0 V* C* S - $game_system.se_play($data_system.buzzer_se)
- @3 o2 F5 h9 |; i - return2 d2 S; \! T- H+ J4 V- P" A \
- end
3 L5 z8 }! D! @" c" Z6 c7 X1 t& Q - $game_system.xas_skill_id = item.id
, N: Q# ?7 D. \5 e2 c; ~% a - elsif item.is_a?(RPG::Weapon)
' y# T% r$ r; C' u9 X' O - @actor.equip(0, item.id)+ j) }7 A( V( @' S- Y
- elsif item.is_a?(RPG::Armor)) g* Y% A7 o; b; K* P
- @actor.equip(1, item.id)" ?" u. ^* L/ p% W) \& \( a
- elsif item.is_a?(RPG::Item)" X G1 o1 |3 E6 e6 {. c. y" e5 N
- item_tool_id = XAS::XASITEM_ID[item.id]5 M# j) J; f: g
- if item_tool_id != nil+ B. K e2 X, ?9 @
- unless $game_party.item_can_use?(item.id)" C9 g8 {4 x& [8 Q) a
- $game_system.se_play($data_system.buzzer_se)2 j; J% R; C8 d) y+ Y5 i; o
- return4 O. d- b: |' J% @# u
- end
8 K5 T9 y2 l+ H# V7 ^7 i - $game_system.xas_item_id = item.id. O. ~; q% H* q$ R ^, [( t
- end7 R9 v; F1 P: D0 i9 c: f4 C
- end( S. @ C7 R" d4 p) }4 _0 c
- $game_system.se_play($data_system.equip_se)% y! e1 R; G P. b7 E* J
- end+ l0 F: C- U; Y9 A
-
" D; e& @: ^/ v9 z0 h - def update
u* ]$ r) j4 g9 Z9 K, g- S3 ]' T - @actor = $game_party.actors[0]
1 R4 B7 G5 z0 q x @ - @hot_keys = $game_player.hud_equip1 S1 N/ ?2 x8 V2 o& t2 z
- refresh' q9 G4 S d; _
- return if !$scene.is_a?(Scene_Map)
* Z7 l& I, B- ^- t9 }' D% i - if Input.press?(Input::Numkey[1])# t a1 O2 P3 F& S( ?1 j& C8 E
- equip($game_player.hud_equip[0])* o8 c( F( ~3 U2 ?; e. {* |+ ^$ m
- elsif Input.press?(Input::Numkey[2])
5 |- `9 b( L% f0 s. K7 q5 e; P( \7 k - equip($game_player.hud_equip[1])
. j# C w# s( D2 r0 a$ Z - elsif Input.press?(Input::Numkey[3])1 z( ~! i$ O: |; K8 M4 w
- equip($game_player.hud_equip[2]) $ |! x5 I8 X8 }1 _6 {! C. r4 ~
- elsif Input.press?(Input::Numkey[4])
1 [, e2 v) N! S J2 B6 E - equip($game_player.hud_equip[3]) 3 i3 b, ]4 ]- I3 A3 {
- elsif Input.press?(Input::Numkey[5])3 x' V6 ^/ v% Q3 g9 f; z& M6 S# I: G) }
- equip($game_player.hud_equip[4])
[ B0 a: l0 @5 E0 h3 B$ j+ l. k - end
0 D$ ~' Z3 z& {+ j; z& `9 f. I - end+ B8 p# I8 m- z) N q
- end
& `7 s. n9 h9 s$ K: y
& ~% ]9 ]3 W+ f4 h" I# d2 W- #===============================================================================
* T, H8 s; v4 ^' k3 d F+ A - # Scene Map
; _' o& t$ ?: Q' o e w. N' L, Q - #===============================================================================) W V' f' _( M+ x- e
- class Scene_Map
& N( T3 |( E) [7 r7 r - alias hot_key_hud_init main
" t4 L/ d# G* ], j$ B - def main
7 [2 B/ ?; @# I* j/ N - @hot_key_hud = Hot_Key_HUD.new
+ ]; N& O u6 p7 u4 S* ] - @hot_key_hud.visible = !$game_switches[XAS_HUDDISABLE_HUD_SWITCH]
# A# L% C7 ~% x% G" J2 M- Z - hot_key_hud_init* L3 q' S" M% ` d! `1 Z3 n8 [: s
- @hot_key_hud.dispose) m) Z7 z$ q* o
- end
9 ]& F8 ?7 ?" y4 l6 V - ( z8 J/ L% A' j$ r
- alias hot_key_hud_update update* [+ w* q' j2 ^
- def update$ R/ ?; a# `) c/ u
- hot_key_hud_update
2 ^, j- j' l9 ^ - @hot_key_hud.update( ?$ S% G5 D5 j a! M
- @hot_key_hud.visible = !$game_switches[XAS_HUDDISABLE_HUD_SWITCH]) I6 Y D+ d0 I5 n, ]7 f& c
- @hot_key_hud.update if !$game_switches[XAS_HUDDISABLE_HUD_SWITCH]) E. [8 U& Q& n/ `; C) K+ x
- end
' ?: @, }8 j" A7 l9 V - end
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