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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,
: e$ u+ Y: w2 O7 f1 i/ H' ?0 z9 l不知道有人能帮忙看一下吗? - #===============================================================================* X" [, {3 ]& F4 V/ M7 ?
- # XAS - Hot Key HUD! b4 X& U- A0 [: A$ U' q
- #===============================================================================3 I% t; w N1 i2 Q: l
- # By Mr_Wiggles: D2 D3 J$ d$ t/ K
- # Version 1.3
4 x7 R( g8 }5 x5 f% C - # 7/6/10+ U6 w# P/ Y7 w4 q8 v& t( J
- #-------------------------------------------------------------------------------
# o+ ~7 _: c2 S% a - # Instructions:2 J8 L# _$ A$ T/ e, {
- # Fill in the constants bellow, paste this script above main and bellow XAS in
3 n% k8 O* W! y( u" K6 @! b8 ` - # your script data base. BE SURE TO SET TO THE RIGHT XAS VERSION!!7 D6 |' `5 ^% W- |6 C
- # 7 n/ b5 e0 ^* D1 t1 a
- # Place the "Hot_Keys_HUD" picture file into your game directory
% U/ n+ B& Z2 Q7 ~ - # Graphics/Pictures folder., V0 r& N) Z2 f! _* ~
- #-------------------------------------------------------------------------------2 |8 q" ~/ V3 `& Q
- # Directions of Use:
* _* n( J( j+ D2 C" S1 s - # Simple just press a number key (1 - 5) when the quick skill or item menu is. {- d% o! L: X7 B9 w- b D# i; Y
- # Showing.
' L# x2 @1 x' l" J# z$ `) @( ~ - #===============================================================================, i" n$ G. N ]- z9 T
- HUD_X = 0 # X pos of HUD3 e g! e$ Q, T3 |1 l1 H1 A8 l
- HUD_Y = 0 # Y pos of HUD
5 A1 V( X- j( y1 ~$ }; Y - & T- H, C4 N) M* a" |, |" `- V
- # Set true if XAS 3.7f" r/ R' v/ e0 b2 i: D7 q5 W
- # set false if XAS 3.68 O( N5 `+ I8 l y' U$ {! \
- XASVER_37 = true: u3 Z0 X8 |# P3 f
- 7 C* J7 h8 \* m2 H* |
- #===============================================================================
. a2 A. z5 g4 q( G F+ Z4 B - # Numkeys Module7 h4 F Y8 M, m; g6 R$ X
- #===============================================================================
8 U9 X8 V" O* p% q - module Input
! t0 \9 R* d$ Q - Numkey = {1 => 1049, 2 => 1050, 3 => 1051, 4 => 1052, 5 => 1053}: U8 A: `6 M. C1 U' y% C+ ?
- class << self
$ O% T9 c$ Q+ r; N0 y& q/ J- E3 B - Key = Win32API.new('user32','GetAsyncKeyState',['i'],'i')5 e, m. P9 t7 \ [
-
* i* L& F: P, Q% d7 j8 G- v! K) G# n - def testkey(key)% g2 w" \6 {2 c
- Key.call(key) & 0x01 == 1
& B9 |0 i5 ~3 Z0 L - end( Z2 O% l* L- U+ V6 }% e6 A
- ; g! k1 m3 C4 Q J
- alias hud_key_update update
+ s+ F- X) R3 p# U0 Q: c( P - def update
( |$ b( r& G8 D& k$ r - hud_key_update
0 t8 r1 Y( g4 e0 M9 p - @pressed = []
! G4 M' ^" u/ P' I5 {% P - for key in Numkey.values
, c. w! V! u$ z9 p) p3 X5 [ - key -= 1000
. p, k6 v/ M" h% U) R9 K, V* a2 W - @pressed.push(key) if testkey(key)
4 l5 v ~7 X3 a8 o! d - end1 p0 A& A" s& r1 k
- end( b7 ^1 ~. R: Y4 ?+ L9 i
- & n( C' c& y! N5 j' p# k' d
- def pressed?(key)% n6 }2 [; J' x0 v
- key -= 1000 I8 s) H5 K1 M0 m7 v
- @pressed = [] if @pressed.nil?
7 r4 F4 ^) `) n# k. A g- X - return true if @pressed.include?(key)
1 Z- S, U2 E: }/ [4 p - return false
" w) c. J: F9 f- P - end9 V h" `1 {5 `8 R) J
- % u9 e& n- T, K0 V7 T
- alias hud_key_press? press?
- M' T: y' C( x: v3 y - def press?(key)# V0 O1 H+ S5 \7 F
- return pressed?(key) if key.to_f > 1000% S1 w7 o& s' W! Z4 g8 ] H/ {
- hud_key_press?(key)
4 w r d: w' |$ W1 Q! { - end6 X& s; v6 y0 I6 i6 k
- end5 C3 H5 i& u% z$ J2 e
- end
! b5 S' k: \" v
, c& {5 h0 o. S' u z- #===============================================================================
) b+ Z0 e! E1 o6 w* X - # Game Player5 }; p2 F, ?( T$ P- o3 q
- #===============================================================================! i. c0 u* M3 v% L2 i! s, z
- class Game_Player < Game_Character
1 Y( g: }; z0 ]! I% b - attr_accessor :hud_equip
% ^) ] a( N$ Y8 Y -
) t1 q" d$ z5 ~( q# b2 Z2 ] - alias hot_key_hud_init initialize: w% c2 C7 i+ f& f2 A) Q
- def initialize: J, w1 d) k+ w9 r" D' @
- hot_key_hud_init6 N8 b- i3 ]/ w1 o/ ]: Q
- @hud_equip = []7 z0 w* X; `5 k$ ^% h" t# B
- end
& @9 o* R& k. |7 t -
0 Y: \/ \* O" a6 g. m2 A6 p/ E, q( ^( c - def equip_item_to_hud(n, item)
) t4 V1 h1 H1 X7 k - if item.nil?) |" X/ Q' ~9 V/ w7 q6 M- K+ H
- $game_system.se_play($data_system.buzzer_se)
. x. S! @1 q& c3 d% f# z% } - return
3 _/ |3 l, C4 s, F+ i5 t. `( d' e - end+ Z9 p1 K2 D& l- P6 ~- Q9 a7 F
- $game_system.se_play($data_system.decision_se); B6 i5 T* ~4 o9 \& ?
- @hud_equip[@hud_equip.index(item)] = nil if @hud_equip.include?(item)
! [( E8 G! a" G" ]+ ] - @hud_equip[n] = item) S. q2 ?% Y. f( v
- end9 i/ M5 y+ |* e
- end
7 b# X* ^+ |: Z/ a' P8 ]9 q+ ` - $ h5 s! p; N& w0 \+ x, U! v3 _( k6 Q
- #===============================================================================
' V/ J T+ `' y0 N# Z8 _5 l$ I - # Quick Skill Window
5 H8 g% [+ _# Y: ^ - #===============================================================================
2 u4 N$ f8 f- F1 n+ k( ~ - if XASVER_37 == false
3 a7 J) i& V7 b0 s6 } C2 a3 n - class Xas_Scene_Skill! d5 E/ h2 `2 {2 L+ F L
- alias hud_quick_menu_main main8 t; ~2 W' ~. \% ]5 A3 B- e" E
- def main
/ s; s9 N. z1 D5 i, J - @hot_key_hud = Hot_Key_HUD.new9 b$ Y; V7 m5 o5 }; N
- hud_quick_menu_main8 [8 ]! B P8 i+ d' z/ S
- @hot_key_hud.dispose# s' v$ W* Q. L/ O2 d7 s. L
- end. o4 X* h" w; C- ~
-
/ {' N( n* u- t8 ~9 |7 x0 ? - alias hotkey_hud_qucik_menu_update update+ _7 e( I# W( e2 `
- def update Y: O, R8 f6 C" g6 ~ {0 R) z0 c
- hotkey_hud_qucik_menu_update
! }/ H( m6 ~' P: Q6 C8 }; m, J - # Hot Key num 12 C3 D: f# x) z; }4 [
- if Input.press?(Input::Numkey[1])
% ~' ^# ~/ ^! O l9 P( c3 h - $game_player.equip_item_to_hud(0, @skill_window.skill)
0 _. a* j8 X3 C3 Z' c - # Hot Key num 2
3 s" a w/ Z& q0 J: S - elsif Input.press?(Input::Numkey[2])
* a# @3 x3 E. f$ R) n& t7 a6 i - $game_player.equip_item_to_hud(1, @skill_window.skill)6 y) O9 U ^/ L) E. Y) p% }1 Z
- # Hot Key num 3
7 l6 r- b# y+ g. L K - elsif Input.press?(Input::Numkey[3])3 f! }+ b7 k, o( e: r: B: q
- $game_player.equip_item_to_hud(2, @skill_window.skill)' m, K9 \! m. X3 T T
- # Hot Key num 4, J+ a) d3 {/ s- M0 `
- elsif Input.press?(Input::Numkey[4])
6 Y6 l9 Q1 \* u. u a: l0 R - $game_player.equip_item_to_hud(3, @skill_window.skill)7 O/ F& x$ ~6 ^5 x p4 o6 z: G
- # Hot Key num 5/ P8 [* G/ }% m; v9 {: Z
- elsif Input.press?(Input::Numkey[5])! S4 p1 \8 Z1 i1 z8 v! ^ b9 Q* L# k
- $game_player.equip_item_to_hud(4, @skill_window.skill)3 z7 O q; S+ m
- end8 l( \: h9 I, ?) O7 H5 i3 v# z
- @hot_key_hud.update
8 U$ a, U! R: U/ ?9 G R- R' P$ C - end1 ~* e. B8 ^+ Z1 l7 h# ]
- end, ?5 y3 T1 @2 d z3 a# j, |
- else
7 t; Z; l2 X; S - class Quick_Menu_Skill
$ c6 k. Q( s" Y. l3 O - alias hud_quick_menu_main main
+ e: u9 W# v+ w( `0 [7 y7 b - def main
6 d2 C$ _/ b% Q* W" A4 l1 g$ F5 Y - @hot_key_hud = Hot_Key_HUD.new6 A3 t, K$ u, `
- hud_quick_menu_main* P- }% @5 @6 ]& }
- @hot_key_hud.dispose( ]3 n5 T! g# M3 }! {
- end
" W8 p0 W$ G1 h+ q4 C' \ -
* {2 e+ M: H4 Q5 V6 v- N9 j$ w - alias hotkey_hud_qucik_menu_update update
( q; k. |. k% V+ J8 d - def update
/ V; l2 Q) a% m& o. t - hotkey_hud_qucik_menu_update
/ m8 }1 \6 y2 s - # Hot Key num 1
. J; A- u- l* Q9 U- F - if Input.press?(Input::Numkey[1])
$ K% P3 a) u) Z - $game_player.equip_item_to_hud(0, @skill_window.skill)1 K5 d! a- U1 a$ ]- x4 a$ H
- # Hot Key num 23 q- ?) L, r. d) h! q; m I
- elsif Input.press?(Input::Numkey[2])$ v9 ^* t& _2 A: S. t
- $game_player.equip_item_to_hud(1, @skill_window.skill)( Q% F9 C8 ^+ O3 ?7 t6 H
- # Hot Key num 3
$ w2 z" _& f& f/ v - elsif Input.press?(Input::Numkey[3])5 S M. |/ d5 e/ ~& j
- $game_player.equip_item_to_hud(2, @skill_window.skill)
8 V; d& K0 W$ w& Y, q - # Hot Key num 4
/ c+ h- M3 o. T" ~- V - elsif Input.press?(Input::Numkey[4]): A( p/ d# R6 K m# r/ O# g
- $game_player.equip_item_to_hud(3, @skill_window.skill)
9 c: m" P+ W8 [7 d - # Hot Key num 5
! K: _8 H. {6 z- s! H2 c - elsif Input.press?(Input::Numkey[5])( y9 [$ R, S. k; K- A
- $game_player.equip_item_to_hud(4, @skill_window.skill)
$ [: [4 ]% i/ v0 L1 k/ ?0 P - end
+ L; D! y0 _% v2 g - @hot_key_hud.update& B4 P6 p$ Q. _* J) k/ B/ a- H
- end
3 t) X- |8 {; ~3 A8 ~ - end
" ?+ E. y2 f: ^1 ~$ _# A - end
* w2 L! t; `4 X8 v6 j$ X - ( |* T9 w J2 J( I" L5 `( N
- #===============================================================================
" l, N7 ?& e- I - # Quick Item Window
; w' X, [. |0 I/ w$ ]+ w4 y - #===============================================================================) }# q0 y3 G q* t7 ?0 y( }
- if XASVER_37 == false: q$ n! X. T ^, S
- class Xas_Scene_Item
9 b; L% z/ ?+ x# T9 Q& n" _4 \ - alias hud_quick_menu_main main
' G8 u! C! T4 U - def main0 a' f; l; F/ W: H% j5 a
- @hot_key_hud = Hot_Key_HUD.new
" H+ E- B& a7 t6 Z6 ] - hud_quick_menu_main
, i0 X, t* e* d2 ]) b/ g8 g2 } - @hot_key_hud.dispose C$ N$ I1 }1 U+ w
- end: b3 R5 e2 c: K# ]$ y! ]( x% ^
-
3 U- @, _2 a0 I0 o% H" O# { - alias hud_key_update update
3 H) J$ h( V! {- S. u2 U - def update! X* N" T- E3 U7 S. F) {
- hud_key_update
7 o0 f- B' q, F/ e - # Hot Key num 1, |4 W$ a* W! J' T3 S; m+ }6 { t9 [
- if Input.press?(Input::Numkey[1])
0 R1 q+ {9 l1 i* h) N+ e( l - $game_player.equip_item_to_hud(0, @item_window.item)# A1 X3 M6 w' J% u( v
- # Hot Key num 2+ }* l5 F! L, O2 T& j
- elsif Input.press?(Input::Numkey[2])1 I6 }: p& |- o$ F, d$ k
- $game_player.equip_item_to_hud(1, @item_window.item): N9 L T0 k2 c# s- a
- # Hot Key num 3
# O" H$ H6 D- j+ D: L - elsif Input.press?(Input::Numkey[3]). P& G. q* i" k: Q0 `
- $game_player.equip_item_to_hud(2, @item_window.item)
! L1 ?* N. @$ b. _0 E1 ]5 @ - # Hot Key num 4
! e6 b) B+ G+ M - elsif Input.press?(Input::Numkey[4])
% x2 v* J' b; t1 g( O) n3 j' ?# R - $game_player.equip_item_to_hud(3, @item_window.item)& ~3 _8 s. [" V" U2 Q0 {; Y; N
- # Hot Key num 5
o- U) j. t9 {" i* N* C - elsif Input.press?(Input::Numkey[5])
) I, `" k% U# `2 V - $game_player.equip_item_to_hud(4, @item_window.item)
' c: R4 n- ] e1 Z - end+ J. f# s7 O- C( m: d2 X& Y
- @hot_key_hud.update
! k( z% n( R, K) p - end. _6 q; p, X# {( K1 Q5 v) u' U6 O* Q
- end
3 m% J0 H3 N" k- q9 m' L- c+ ^ - else
- l/ C: A" {& ]8 R7 g - class Quick_Menu_Item: Z. @5 @, a$ F$ c. |9 V3 B
- alias hud_quick_menu_main main. a& A( Z6 y `$ k. O4 l
- def main5 p' ]& _) F6 N# L& {0 z9 W
- @hot_key_hud = Hot_Key_HUD.new2 a6 P4 \% `; T. t- O2 F4 N
- hud_quick_menu_main
. \! Z9 }& i" z: W - @hot_key_hud.dispose
/ X4 T; q' T" @ o3 |6 e6 h - end4 m' l) ^% D0 m& U2 N$ [6 u
-
- y- h$ n n- o6 ~* R* Z3 w - alias hud_key_update update
* ~5 @% X1 Q- V% c5 [& b* T - def update9 M h5 e1 K2 y2 ?2 s# y+ H/ c
- hud_key_update/ F1 P$ ~5 A; ]! q
- # Hot Key num 12 @# x. v- H. K: Q
- if Input.press?(Input::Numkey[1]), I' ?/ L; ]" K" T( k5 A
- $game_player.equip_item_to_hud(0, @item_window.item)
# z7 d2 w; M" w4 ~% s: a - # Hot Key num 2
! ^; ^2 @8 O; {8 b7 l - elsif Input.press?(Input::Numkey[2])
. @4 n( Z) k/ i# D- k( | - $game_player.equip_item_to_hud(1, @item_window.item)
& }' @3 L- |; X* w7 X" s0 g' {$ I - # Hot Key num 3
1 Y6 d8 q3 |7 y/ r - elsif Input.press?(Input::Numkey[3])7 D) K9 [2 k% \- l0 @8 v7 S
- $game_player.equip_item_to_hud(2, @item_window.item) v: v6 _$ M$ m( p n
- # Hot Key num 4
) ^8 u/ m1 |" D; e - elsif Input.press?(Input::Numkey[4])1 B9 S+ O3 @; I. c* H1 [2 N3 `7 h
- $game_player.equip_item_to_hud(3, @item_window.item)& b& ]2 p& B3 e0 t0 X4 N: F* k
- # Hot Key num 5
: h P9 C1 ^1 _9 s+ ?* z) K0 w. b: X - elsif Input.press?(Input::Numkey[5])/ Z# { ~; p% s+ c6 j# o
- $game_player.equip_item_to_hud(4, @item_window.item)# p) M l% Z% m9 I
- end& p: o/ s w8 | Y
- @hot_key_hud.update
5 `5 x5 L$ M* l - end! T L5 R* ?; n: @) X3 ^
- end5 {9 c+ ~. O/ s" w6 A$ s- Q# Y9 Y
- end
+ J& M5 @6 F2 x' F; j$ N
0 A% { F6 I# W) f5 J# z- #===============================================================================
! b5 X; ^+ h* k& r8 q8 J - # HUD Window: h h3 p- G6 r1 s$ O
- #===============================================================================, t' v4 j8 o5 P4 I5 Z4 ?! G
- class Hot_Key_HUD < Window_Base
. H0 R# v* _% I! r7 T0 V1 a$ Y - def initialize(x = HUD_X - 10, y = HUD_Y - 15)
4 q S% X; a0 D3 m+ [' g - super(x, y, 220, 80)
" K. E; R& z _* x; p( Q - self.contents = Bitmap.new(width - 32, height - 32)7 h* g! A* M& j& N* @+ G5 n
- self.opacity = 0
5 Y) U6 B7 t/ N% J) `/ [: D - @actor = $game_party.actors[0]
) C; S' Z' w. Z5 e: u( Y4 ~ - refresh
* H! ]" e: W2 @: o3 W" v* ] - end: L& i# ~5 ?4 H0 h; H) \7 U
" I5 |& V" U& v: [ y( {- def refresh( X0 `9 s* ~: d) v4 z7 g1 Z
- self.contents.clear
* X! A1 C% s5 l5 k7 g+ c - bitmap = RPG::Cache.picture("Hot_Keys_HUD")
- v1 p8 A( s% {& p4 D5 T - self.contents.blt(0, 0, bitmap, Rect.new(0, 0, 160, 32))
& k# r0 {, w; ~ - for i in 0..4* N9 T2 B, a' M2 l; D
- x = 32 * i + 4
* `1 v( ?; M) Q+ M# ` - item = $game_player.hud_equip[i]
C% H6 M, a" A; f5 j8 ^& r' n - next if item.nil?3 K; o2 G% u7 G' l9 a
- if item.is_a?(RPG::Weapon)
) y1 Z% X$ O) c0 C7 K - item = nil if $game_party.weapon_number(item.id) == 0 and1 h! y$ z% k- b$ g- i' w
- @actor.weapon_id != item.id
2 r* Q5 |( ~) E/ l k* W* m - elsif item.is_a?(RPG::Armor)
8 N, y& H5 B7 M6 c- [! } l - item = nil if $game_party.armor_number(item.id) == 0 and ) z; v! ^, W, F0 b$ G% ?
- @actor.armor1_id != item.id- k+ {2 `4 d* W% }5 H
- elsif item.is_a?(RPG::Item): \2 m( R7 m6 h) A! x7 I4 l
- item = nil if $game_party.item_number(item.id) == 0 or
: m9 Q8 y) {7 j8 j; o9 K - !$game_party.item_can_use?(item.id)4 {) w0 |* _0 p
- end# e, e% K# E4 X
- bitmap = RPG::Cache.icon(item.icon_name)1 t2 F: j# k, F! j2 o; y
- self.contents.blt(x, 4, bitmap, Rect.new(0, 0, 24, 24)): Q1 p3 n4 T6 i: Q
- end! ` ^9 P0 e/ Y. t: l6 t2 |
- end
5 [; u$ W$ t* ?, H' O9 z5 C* I -
0 N% Q7 Q: `- O3 p% h. N - def equip(item)1 a$ p# R m3 J* B$ o
- if item.nil?
" I: B; C' t5 e% L" s, K9 b - $game_system.se_play($data_system.buzzer_se)# U8 x8 _0 \: w
- return
# p, y7 O0 C% y6 E. x - end3 }4 ]+ R: i' L4 V: J* _9 {
- if item.is_a?(RPG::Skill)+ _) O2 C3 ]9 N* k! [
- if [email protected]_can_use?(item.id)
/ o* W* {' j6 s: { - $game_system.se_play($data_system.buzzer_se); }# b2 G6 I$ `5 l7 h
- return
$ t t- `% a! t9 l - end: r' L- j1 f/ ]4 C
- $game_system.xas_skill_id = item.id6 u O* G$ | l% Y4 g
- elsif item.is_a?(RPG::Weapon)
. `: T" j- D7 ^: c& c& z - @actor.equip(0, item.id): y) m' j0 o |( b3 C
- elsif item.is_a?(RPG::Armor)
% G2 Z4 t2 T6 [9 D: b+ ~ - @actor.equip(1, item.id)$ b* @) Q9 r; B( A
- elsif item.is_a?(RPG::Item)2 `% L* V" b' i$ Y" W
- item_tool_id = XAS::XASITEM_ID[item.id]% X4 \; E9 k1 j* ]
- if item_tool_id != nil6 s* V" ^5 H) h& u6 l5 a* t3 L
- unless $game_party.item_can_use?(item.id)9 n% w6 c# x1 r: w! l. q7 o
- $game_system.se_play($data_system.buzzer_se)4 O# ]/ x* C: Y* e/ y, R& d
- return
3 i* |* N" P g) |7 l% B# b! h - end4 v( z( c" Y# w! ~; N0 u% @+ t
- $game_system.xas_item_id = item.id8 F! `8 x1 ?/ a* A" |) J9 [
- end; h6 n, y* m- P: |
- end6 j$ b( ]% V( q+ v( F6 h& p
- $game_system.se_play($data_system.equip_se)
/ B' I' i# K3 c) w# m$ H( y8 @0 u% l, Z - end
; H/ ^: Y U( R4 L8 o - $ Q2 B" X1 O/ o1 [
- def update
k9 N l Z& O& x4 R9 L - @actor = $game_party.actors[0]
# E+ v' N) j; v& Q$ i. s - @hot_keys = $game_player.hud_equip/ x# {0 T0 F0 g. q
- refresh3 O; e' Q( E8 o3 p5 }0 `
- return if !$scene.is_a?(Scene_Map)
; {2 H# B3 ]" `( ?- Y8 q4 T, z - if Input.press?(Input::Numkey[1])
0 R- z" `# S |, L3 c - equip($game_player.hud_equip[0])) f& Z+ w3 l1 d# E+ Y( K
- elsif Input.press?(Input::Numkey[2])
m, s8 w& N" }/ w' U - equip($game_player.hud_equip[1])5 z4 C4 ]4 g* L6 b3 c6 ~ n/ A
- elsif Input.press?(Input::Numkey[3])
\+ t0 t6 N8 [* @. L - equip($game_player.hud_equip[2]) ; |9 E2 i! ~" l. ~
- elsif Input.press?(Input::Numkey[4]): q0 J8 \) c9 ?2 N" q2 r; j
- equip($game_player.hud_equip[3]) 6 d w% C; W) c" [: O/ T: B9 }$ O
- elsif Input.press?(Input::Numkey[5])
0 F4 l0 f2 W! x: B; T( H) a5 t# \/ s - equip($game_player.hud_equip[4])
' K3 W9 V* e1 U+ K* P0 \/ e - end8 x) P# e- Q/ |$ N
- end8 J1 m6 S# }" O" k9 ^3 O
- end1 Z" L! _, h: {6 q7 W
- x5 p0 l. u8 _" q
- #===============================================================================5 F8 ], ]+ {2 \* a& S% G& J/ m
- # Scene Map3 G' s# F9 Y0 m5 k+ r ?, E5 x$ d2 x
- #===============================================================================
& R; v: x7 u4 u t& x - class Scene_Map
/ j3 I" m1 i6 s5 B4 q - alias hot_key_hud_init main
; g# ~1 Z! }" o6 M - def main
5 S6 R8 n$ H( X/ s+ ] - @hot_key_hud = Hot_Key_HUD.new
+ x' J0 U. U! H) z, l& ` - @hot_key_hud.visible = !$game_switches[XAS_HUDDISABLE_HUD_SWITCH]2 @/ x6 _8 S5 _. \* Q) o0 W% m! X) x
- hot_key_hud_init) U( B8 m' I# y0 ]; I
- @hot_key_hud.dispose
/ f6 Z6 V9 v* J4 B - end
: i' q5 ?+ R# @7 B -
' y9 Y2 W; P2 d - alias hot_key_hud_update update
1 w/ u; Q- y. t5 a4 X/ ~- E - def update
. X6 s" g3 Y; M* l0 O5 e/ s - hot_key_hud_update
# T) U I2 {9 Y* E: Y) \) X9 W6 n1 u - @hot_key_hud.update' {: D% m# F8 P5 R5 k3 j
- @hot_key_hud.visible = !$game_switches[XAS_HUDDISABLE_HUD_SWITCH]% @5 }7 x. W; [! `" c# _3 p
- @hot_key_hud.update if !$game_switches[XAS_HUDDISABLE_HUD_SWITCH]( x' ?$ d' O* u3 b0 L7 _7 X7 h( r
- end% V+ U: H+ q1 k" w7 P
- end
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