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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,0 t) G7 H. q+ Y/ q, h$ K
不知道有人能帮忙看一下吗? - #===============================================================================9 c9 p/ k7 t0 Q
- # XAS - Hot Key HUD9 U/ f M# L1 f
- #===============================================================================) i7 g1 K% z2 i T. z
- # By Mr_Wiggles
8 g4 f3 ~, O3 P - # Version 1.3
2 W2 H0 g+ h( k: T& N - # 7/6/10
9 K5 y8 V, A! p/ c1 L' P - #-------------------------------------------------------------------------------* y5 N9 v. ^+ k0 j5 L$ L
- # Instructions:7 r! g" ^. P0 x3 q
- # Fill in the constants bellow, paste this script above main and bellow XAS in. P. G/ ~) e% x' d t
- # your script data base. BE SURE TO SET TO THE RIGHT XAS VERSION!!$ Y- d: |8 j/ g
- #
6 ^; R; i. ^3 S2 c - # Place the "Hot_Keys_HUD" picture file into your game directory ) A, _" t8 d- u: @1 t
- # Graphics/Pictures folder.7 J8 f/ K; p6 S8 U: D
- #-------------------------------------------------------------------------------* _5 z: L) Y: [, [. p+ a
- # Directions of Use:7 g1 x- j( M7 \* S" P) ~5 C5 Q. N
- # Simple just press a number key (1 - 5) when the quick skill or item menu is7 B: @& ?9 t' n* O2 E
- # Showing.$ {8 b. F% ~+ @8 J7 f( |+ J7 S
- #===============================================================================
5 W' ] L+ l. x& ?* G w% ~- q - HUD_X = 0 # X pos of HUD/ r: U" g# a C* c$ d. i' x
- HUD_Y = 0 # Y pos of HUD; H4 p* V" d; {
- 0 U8 G! |! X9 _! f' |# F
- # Set true if XAS 3.7f0 c" o, U) T: t# Z7 V
- # set false if XAS 3.6
& D! Z! b: |( f( r: l - XASVER_37 = true
" F6 L% ]4 Z; Y$ K! W6 p
r+ v8 X" C: y! v z+ a- #===============================================================================
$ c d3 Q3 t' o/ @0 t" b, f - # Numkeys Module
2 J' ]* Y; w; }) Q$ N3 c - #===============================================================================
3 u5 v e2 F- ?+ }/ O - module Input* b- b4 P1 w9 S% b& W/ u* N+ ~
- Numkey = {1 => 1049, 2 => 1050, 3 => 1051, 4 => 1052, 5 => 1053}
' N, P( O5 G$ ?3 I. H6 C8 U7 @ - class << self& J' X+ O _& X# e1 r
- Key = Win32API.new('user32','GetAsyncKeyState',['i'],'i')
3 o$ A5 y8 ~( W$ \) g- F$ w - ( w1 u% v2 @; G: W, u" L! ?* z
- def testkey(key)/ ^9 x9 \9 X3 W5 ~0 U* j
- Key.call(key) & 0x01 == 1$ O# O3 ?5 n. P3 P, x
- end
9 ]$ U! u9 y% z9 } -
- ^7 b# J# f4 s0 Y4 q - alias hud_key_update update0 }. j% }$ B3 O8 N8 G; c6 G5 e
- def update
; E* L7 J/ y: O8 B9 |2 N2 x6 o, m - hud_key_update; d; ^( B5 e6 Z( _4 U
- @pressed = []5 k# x+ p/ L$ U# f' h9 `
- for key in Numkey.values
; T0 F, R7 |; N0 y1 F a - key -= 10005 s- q: q0 ~* [: H6 c! j$ g' j7 [1 R
- @pressed.push(key) if testkey(key) b3 M) v7 v. e0 b; @5 Z9 b8 H/ m4 _
- end
' r N0 G9 Q. h9 Z6 M! ^ - end
( P/ u. p0 j6 l# ?# s, _ - 7 l5 m+ q3 _4 Q9 G6 U
- def pressed?(key)
' V( j) _: N9 P - key -= 1000
4 K; T. Q6 I l, ~) p: E - @pressed = [] if @pressed.nil?" ~% x+ n: Y0 {. d
- return true if @pressed.include?(key)% g+ u9 x' H6 d0 i1 Y! |
- return false+ T( @$ l9 t' n, y1 }* W( u
- end
1 P, e2 I; l! N8 V9 } - 0 ^6 {* L9 H. q. ?) E
- alias hud_key_press? press?
0 g. [) |2 |3 G5 L - def press?(key)# b; c# Q, `3 @8 V+ ~3 E |) J4 b
- return pressed?(key) if key.to_f > 10007 R+ c" Z* E% e3 ]) T
- hud_key_press?(key)
& |$ O: z6 U: s; C. l - end
; k* v2 z- Y6 p) W$ v/ T; ? - end
6 K9 }, S9 o) Q) v( m( p - end
2 h( D" B9 w, [2 J0 b - " E( e" }" V* ~+ p- v; ]7 S
- #===============================================================================
% f4 m/ w7 Z3 h7 k, y |+ m - # Game Player
" ~& f G( J+ ]3 y4 e$ F( k& F - #===============================================================================
: L7 G1 H5 r, O( T/ D - class Game_Player < Game_Character! U2 M# H& ?3 L: N7 i7 d: P* x6 J
- attr_accessor :hud_equip& P, B8 I% P9 Y2 S( s/ s; _
- # Y- J E; l7 J) Y. c |4 b
- alias hot_key_hud_init initialize
, y4 @" E. F6 K8 c$ P0 h3 Q - def initialize
1 P- c! l1 j* H& @9 ]2 B - hot_key_hud_init8 V. Q$ ^0 S9 J# e
- @hud_equip = []
! t4 [& U5 K/ g1 z1 \ - end
3 E% d( o0 _! Z -
% F& ~0 m" @$ c8 L* Y+ L) ?# Y% G - def equip_item_to_hud(n, item)5 x0 v6 Z- ]& M
- if item.nil?5 P8 d2 K$ r6 F3 |) s
- $game_system.se_play($data_system.buzzer_se)( G1 R# i7 G6 F6 C) k, s5 o
- return4 A6 h1 D$ N! }9 D4 O; ^( m2 A
- end
+ ?. L$ V! `' V9 y2 l. d$ d# ] - $game_system.se_play($data_system.decision_se)
O: H$ @: Y; K" p7 ^- u. V - @hud_equip[@hud_equip.index(item)] = nil if @hud_equip.include?(item)7 m2 |/ K( D8 c3 e7 b% E8 X% D
- @hud_equip[n] = item
! y; p: V* `0 T r) P$ i. j - end
" N5 f, z5 x5 h- S6 ] - end$ c& w" I& A- D# A* E- T1 g( [, `* ~
- 6 V7 n8 t+ A8 b5 R8 w
- #===============================================================================
* ]% u0 b! L5 H/ i; V6 Y6 _ - # Quick Skill Window/ J0 V2 t. A. w2 g( j
- #===============================================================================
5 f% |6 r5 }% b! a X; h - if XASVER_37 == false; [" a$ T3 _& e g) R
- class Xas_Scene_Skill* c& E5 C6 |: ?: X$ M+ {
- alias hud_quick_menu_main main/ h% y# ~% {! `; |: @& C" M) s
- def main
1 y+ f. r. b# ?) H, s - @hot_key_hud = Hot_Key_HUD.new" H! l0 G. e/ W2 r2 P+ B
- hud_quick_menu_main
+ ^) W9 a' K8 M1 J0 x2 U - @hot_key_hud.dispose
. A3 w5 b. ~# p/ G8 T* H1 L" y0 N$ G - end
6 O6 R. ?) O4 V& L- R# B, E -
6 S& P: o b% W - alias hotkey_hud_qucik_menu_update update
6 m" J( Y$ t. g8 i. z - def update
% G* Q) Y$ M, l- a - hotkey_hud_qucik_menu_update8 E. I/ H; ^0 q9 F1 N4 L
- # Hot Key num 1
) D! x9 Q1 z! d- i" ~5 l4 t6 Y2 t. R; O - if Input.press?(Input::Numkey[1])
* j5 f* u# A; m2 p4 {$ [! M' ^ - $game_player.equip_item_to_hud(0, @skill_window.skill)
0 T8 f) S! W, y$ z2 A4 F - # Hot Key num 2
- U) q) X( x1 }$ @+ s+ z9 l - elsif Input.press?(Input::Numkey[2])/ \; \* i+ u4 T( W% s1 a
- $game_player.equip_item_to_hud(1, @skill_window.skill)% f5 J. P! A) o; ^5 n3 V
- # Hot Key num 3) l$ W2 X" G5 [. b
- elsif Input.press?(Input::Numkey[3])( {. W% B1 d) k* }1 G$ i
- $game_player.equip_item_to_hud(2, @skill_window.skill)4 G4 _- V7 t6 \; v, G
- # Hot Key num 4
! l8 M B( E7 h* {' _0 A - elsif Input.press?(Input::Numkey[4])
7 |6 j& Z4 n( H8 T - $game_player.equip_item_to_hud(3, @skill_window.skill)& o! @& h4 R2 ]4 E) m% S
- # Hot Key num 5' c1 W) i6 x8 P$ P8 T# c$ X0 R4 x
- elsif Input.press?(Input::Numkey[5])
* ]" q0 d( ~ Z: s6 \0 e - $game_player.equip_item_to_hud(4, @skill_window.skill)
& ?1 G9 z, H% h7 [ - end5 w" M6 o$ x- a3 {6 U. f) n$ {
- @hot_key_hud.update8 T5 E% m$ w$ D j$ l0 d& R
- end( s6 ~) w" X; n8 ]- k# x
- end
0 O, A+ ~ N" R/ J - else
- H8 I+ F3 w$ S3 G - class Quick_Menu_Skill
" S( h1 P8 E2 N% R1 ?2 I - alias hud_quick_menu_main main, {) L! e7 u/ g. Z
- def main& D. A2 R, ?. _1 w$ ]: O
- @hot_key_hud = Hot_Key_HUD.new
' x9 _1 ^, r! ]' S - hud_quick_menu_main
5 T& R' q6 E8 N) J9 x1 D - @hot_key_hud.dispose
; t& f5 Q" q: N/ i" j! b; G! s9 Z - end+ C6 @& r; a8 S7 h: b9 a
-
! V3 e* H7 i5 W# c- k) Q2 V/ U - alias hotkey_hud_qucik_menu_update update
) h e# m, T! a/ m$ n - def update4 |6 }5 r5 j, \
- hotkey_hud_qucik_menu_update. K, T9 d. I0 a+ ?) q* R: l
- # Hot Key num 1% C4 Y8 T6 k# `, d3 d
- if Input.press?(Input::Numkey[1])
/ i- l2 v* r4 i - $game_player.equip_item_to_hud(0, @skill_window.skill)
! s; D8 c6 E8 Y0 @7 z6 H/ P - # Hot Key num 2( E* _ K) Y _) g4 s1 f
- elsif Input.press?(Input::Numkey[2])! d6 ^3 N" o. {
- $game_player.equip_item_to_hud(1, @skill_window.skill)
& O7 G! y0 M2 z# F - # Hot Key num 3+ M& b4 h) S. a9 U+ j p6 H
- elsif Input.press?(Input::Numkey[3])
: y; f) A u! M J3 O" ^ - $game_player.equip_item_to_hud(2, @skill_window.skill)$ D( r* p2 |& x- W# J' @% k
- # Hot Key num 4
" }9 Z/ S& @; D* S - elsif Input.press?(Input::Numkey[4])
! M" {7 q9 `; s O3 C& D b5 d - $game_player.equip_item_to_hud(3, @skill_window.skill)4 U }& d5 b- Y
- # Hot Key num 5
9 _: O1 C5 F+ i6 R, ] - elsif Input.press?(Input::Numkey[5])- M# F/ ~9 G- q* w8 X: o
- $game_player.equip_item_to_hud(4, @skill_window.skill)! V) l* }; v6 K' H' v# `
- end2 E+ h2 v- j( ]( N% b( m
- @hot_key_hud.update
+ U2 Z% T$ K( H+ I& v - end) f. j: L% q! r
- end% u" F4 m3 n0 K% j4 g% C
- end; T; ?$ Q$ ]/ V( T2 v# L7 G# p
! i4 r1 ~. F; b3 l$ d0 Y, x8 B& A- #===============================================================================
; A0 |& _# M" Y! ^) s- e - # Quick Item Window
. d2 B! G3 ]! T6 p$ m, N - #===============================================================================1 {+ _0 |: _5 r( r' q( z
- if XASVER_37 == false2 s1 S% U) |0 q. g/ p
- class Xas_Scene_Item
! x0 J. ` @: G* B - alias hud_quick_menu_main main: P$ g* h3 A7 N- @8 p! a
- def main
$ u1 Y' a# s8 `4 c% C - @hot_key_hud = Hot_Key_HUD.new
7 d8 C) _5 B7 k) h - hud_quick_menu_main9 s; D1 H# X! Q% R2 v
- @hot_key_hud.dispose
9 U1 a6 b% ]7 i5 t& U - end9 F4 [. x6 T: E' T# Z% [9 @5 k
- 5 a& v5 z9 [4 h' J
- alias hud_key_update update
9 D4 @! a& ~( C$ M9 t( z - def update
2 @# ?2 P" }1 l b; Q" q* k - hud_key_update
6 `; ~4 b/ x# a2 d: S - # Hot Key num 1
( {! ~$ K5 `" y7 A' `: T0 J' q - if Input.press?(Input::Numkey[1])1 e4 u) ?% Y! }) g( N
- $game_player.equip_item_to_hud(0, @item_window.item)* A- J0 K) W! R+ N* u0 T+ i
- # Hot Key num 2
" L) B2 ]& u |$ K1 z - elsif Input.press?(Input::Numkey[2])9 I) Q2 A* I7 W( I, ^" C8 B R
- $game_player.equip_item_to_hud(1, @item_window.item)
& p" n' b, o6 X: ]1 r2 N - # Hot Key num 3* u* p( T I" a
- elsif Input.press?(Input::Numkey[3])
. G, S; O( s- m' t( I3 [ - $game_player.equip_item_to_hud(2, @item_window.item)
) u* ^- p" I1 e, N - # Hot Key num 43 D$ w5 M/ \. C4 l% I- x( K
- elsif Input.press?(Input::Numkey[4])
6 g8 l, v; t* F5 T4 @4 _* M8 s - $game_player.equip_item_to_hud(3, @item_window.item)" T1 X# x& n5 M$ w9 u4 l& u6 p
- # Hot Key num 5
* s* Y( ]7 C6 `! C, E - elsif Input.press?(Input::Numkey[5])
) b/ V$ I) X, G& G% T& N: T3 I G- a - $game_player.equip_item_to_hud(4, @item_window.item): X) ^/ Y5 l9 A) b6 C) x/ Y
- end
9 j4 v7 {4 r8 }6 w, R3 o - @hot_key_hud.update
) w0 f; }/ `8 D4 L3 @7 e - end
" C0 d; O( Z3 i& v+ U - end
8 r3 I9 x) E7 S8 ^2 W7 e - else, v5 V O4 @6 B1 e
- class Quick_Menu_Item( ?% s8 O; A% |' d" r
- alias hud_quick_menu_main main B0 [" K+ N7 ]. r9 ?0 e
- def main
) f3 M4 |: t0 w8 ^! B) y. U8 { - @hot_key_hud = Hot_Key_HUD.new
! Z* ?. v8 C* D1 ] - hud_quick_menu_main( a, c" f* I3 t# k
- @hot_key_hud.dispose: g l0 j* j( {" E- A8 O
- end
+ r! p$ M# T' m7 k' K$ T - , U/ r7 x% U( a+ ^. J- ]
- alias hud_key_update update* @$ A7 O7 y' N. r5 z7 v4 ?
- def update
- U; S- C- ~. Q" C1 x& F; Q - hud_key_update
4 @2 @, R2 Q7 q+ u2 Z - # Hot Key num 17 K& X& m K" h, H r' i' H
- if Input.press?(Input::Numkey[1])
; J9 q3 ]3 m6 @ - $game_player.equip_item_to_hud(0, @item_window.item)& |# z8 @8 {8 Y4 n) F# b% D4 h
- # Hot Key num 2
: R7 E6 O8 ?9 s Y) B - elsif Input.press?(Input::Numkey[2])
6 ^, w6 P* x* x - $game_player.equip_item_to_hud(1, @item_window.item)3 U; w5 R" h+ {& A2 z: S$ ]
- # Hot Key num 3% D; }; x& c0 Y9 Z, I. r: y
- elsif Input.press?(Input::Numkey[3])
9 c8 c* ]( j" W, s) U - $game_player.equip_item_to_hud(2, @item_window.item)
0 S. B& S K; a! Q# h# e( Z$ _ - # Hot Key num 4
- z7 h1 C: F7 z) Y+ |) W# ?: X. D - elsif Input.press?(Input::Numkey[4])3 S3 Y) x# `5 l' x k; v+ X+ W
- $game_player.equip_item_to_hud(3, @item_window.item)
8 s! n( }# D1 s7 W2 e - # Hot Key num 5 M7 [9 h, b4 o! P: y
- elsif Input.press?(Input::Numkey[5])3 b2 b9 ?4 U7 f- h- ~
- $game_player.equip_item_to_hud(4, @item_window.item)) p" W' c- L x4 M( a
- end
& N$ F1 Q Z$ x% \8 m1 g# H# g8 v - @hot_key_hud.update7 {9 x8 z+ g3 g' U
- end
. y- }! y$ X. n% z8 B p - end Y+ d1 `; _- ?4 j% ^4 T
- end
\5 A+ s, }/ R9 ?5 F
* `+ P6 b" C- N. i* R- #===============================================================================3 i; z1 |0 V6 W9 Q
- # HUD Window+ h8 N0 ?0 {4 _3 N
- #===============================================================================
3 _$ M3 n; |( d P6 a7 l6 D! U - class Hot_Key_HUD < Window_Base
) `9 E0 V, p! V& S& r+ L) d - def initialize(x = HUD_X - 10, y = HUD_Y - 15)
) x4 @3 l2 E% z+ x& S" F; I - super(x, y, 220, 80). v& O; l: G8 _- w( F9 D' x0 a
- self.contents = Bitmap.new(width - 32, height - 32)
2 J8 y. i" ]6 q( v; l H- H - self.opacity = 0) e# y5 K# c9 S# }! F& ~3 y
- @actor = $game_party.actors[0]
) u. B7 T$ R. e5 P7 M7 r' [ - refresh
/ v. w" U8 D) ]; _: ]. r - end
' |; s% y& G h: l - ! ]( f9 S1 }- L& F5 s+ @
- def refresh4 U* [$ t6 b6 E( x/ n! ^
- self.contents.clear0 w5 v' |, l! k% E" w0 |( I. B
- bitmap = RPG::Cache.picture("Hot_Keys_HUD")
* U* [/ \( |# d, v& p0 u, D - self.contents.blt(0, 0, bitmap, Rect.new(0, 0, 160, 32))
" ^' H! p9 N" w f' G( N3 s8 ] - for i in 0..47 y; q6 c5 c7 Y# r! f o9 u5 }
- x = 32 * i + 4
. @# X6 T, M, V - item = $game_player.hud_equip[i]/ @. a* }$ U) ]8 j
- next if item.nil?
- e0 p K: s- w2 b0 Z: }& ]( ^ - if item.is_a?(RPG::Weapon)
+ \7 K7 Z" Q3 K6 L& {" O, I+ | - item = nil if $game_party.weapon_number(item.id) == 0 and# G5 O) N0 B1 y& d0 q# L8 a
- @actor.weapon_id != item.id/ R: q. d- {& K' C# U7 }' _
- elsif item.is_a?(RPG::Armor)% T( p$ e( k8 G! _% T6 j! a. N
- item = nil if $game_party.armor_number(item.id) == 0 and 9 ^; ~# r0 M2 i( ^* L# I+ P
- @actor.armor1_id != item.id
. f- `- D l# l+ G6 ` - elsif item.is_a?(RPG::Item)
; e* `0 J$ C1 w7 [6 j - item = nil if $game_party.item_number(item.id) == 0 or% K+ `- e- U T
- !$game_party.item_can_use?(item.id)
; `- ~' ?( K2 d6 C+ ^ - end! ?% N0 P3 w9 O& U- t. Q# x- Z" l3 ]
- bitmap = RPG::Cache.icon(item.icon_name), ~1 d* X: d# J6 V( A8 s( O! s
- self.contents.blt(x, 4, bitmap, Rect.new(0, 0, 24, 24))
: H5 |6 _( r! X - end+ c5 l% T, i. u# B3 ]7 F) P3 ]* T
- end
) g C+ n1 f6 D3 m6 o d& b& F2 n; G - ! ?9 J% j. t. v5 d
- def equip(item), H7 H* { R* t
- if item.nil?+ U0 L: ^1 b" Z4 A( I/ h3 p
- $game_system.se_play($data_system.buzzer_se)
% K) X7 J4 @$ U7 s$ g - return6 X5 n8 M' J' ^7 M( \& N
- end
; e* @9 M- x* x) n/ E$ ^* o: ] - if item.is_a?(RPG::Skill): N& c# Z5 u4 _2 S9 z! Q
- if [email protected]_can_use?(item.id)0 U$ U9 f5 E$ e" P4 X$ Q
- $game_system.se_play($data_system.buzzer_se)! W2 m0 g3 O" r( t `
- return
* Y; P( N0 G {7 d7 P. [! G - end
( }( b* M2 @# _5 {5 R* p - $game_system.xas_skill_id = item.id
# }3 i5 D7 W) c% x0 B7 A - elsif item.is_a?(RPG::Weapon)
& K# _/ _7 ]3 G! U& H - @actor.equip(0, item.id)
Y: `# C! y% ?( L5 X @, U - elsif item.is_a?(RPG::Armor)
8 ^: E E5 ^: s& H/ o y) l - @actor.equip(1, item.id)0 |/ Y) ^3 p9 O5 p% e
- elsif item.is_a?(RPG::Item)
7 \* x- K5 ]3 r r: s5 f* \' I - item_tool_id = XAS::XASITEM_ID[item.id]
7 A' G: B; H0 }3 x0 ?0 k% h6 h6 x, | - if item_tool_id != nil5 V5 L- a5 Y: |7 n! P+ n$ s
- unless $game_party.item_can_use?(item.id)
' _$ w6 |" t8 ?, k" a - $game_system.se_play($data_system.buzzer_se)1 t3 o( `) p* t" I5 X/ W
- return! E* q+ r+ G! `; E( E4 Y
- end: z# z: \" U1 e
- $game_system.xas_item_id = item.id& M& { ?4 A; p$ I8 [ ~7 p2 S9 ~
- end
! j2 X6 v5 }7 k0 ~) V+ e; D - end$ @5 F8 M0 T+ `4 c6 u7 @& r
- $game_system.se_play($data_system.equip_se)
. ~4 P/ |5 M6 U1 n - end' f8 b" x/ n2 o% C0 R$ o
- U7 U5 ^7 ?3 h; `
- def update1 P$ o) a# F% p% X+ J4 C
- @actor = $game_party.actors[0]. L$ Y* I4 V- C& m3 n
- @hot_keys = $game_player.hud_equip, ]) E: e9 A8 E( ^9 k: e
- refresh
7 c" }$ x# n- _- J+ C$ V1 D - return if !$scene.is_a?(Scene_Map)
; z9 M) J# T6 k$ _; i/ Y - if Input.press?(Input::Numkey[1])- Z6 l( D# M, w
- equip($game_player.hud_equip[0])
4 }! \8 a7 t, ^! l+ W5 z" W - elsif Input.press?(Input::Numkey[2])
I; ?6 A2 O7 v - equip($game_player.hud_equip[1])
3 n# B5 w9 }' ]$ o - elsif Input.press?(Input::Numkey[3])
) H3 }/ |8 L" Z2 M& p" l- a5 m7 N4 W9 O - equip($game_player.hud_equip[2]) 9 P/ U. r, H9 {
- elsif Input.press?(Input::Numkey[4]); Q' o& j* C& ~7 r+ N! R
- equip($game_player.hud_equip[3])
* f5 P6 I/ h7 g# [. | V - elsif Input.press?(Input::Numkey[5])
; s0 j" ` N1 U( H" ~ - equip($game_player.hud_equip[4])( ~( B% W0 b7 y! d
- end6 Q) M% P$ I) ?/ y" J
- end# t. q8 d `- R" c
- end
4 {; Y/ ]* g$ C8 `/ R - # P/ }1 h: Q" f* {
- #===============================================================================! ?0 R; f! l- l& e% c% P+ ^, y# \8 i3 `
- # Scene Map
3 Y3 h4 t! p, g0 S$ K4 p - #===============================================================================0 I4 |/ ]6 r k2 T
- class Scene_Map
" ]" I1 U, h4 { g, I - alias hot_key_hud_init main+ w7 S* l3 N) L/ j7 K) C
- def main- I. d6 d/ a& w6 ?7 h
- @hot_key_hud = Hot_Key_HUD.new
0 R6 A3 S4 u2 O7 K" y - @hot_key_hud.visible = !$game_switches[XAS_HUDDISABLE_HUD_SWITCH]
2 o! h$ d+ ^5 x5 K - hot_key_hud_init1 v7 U) g! u+ V: w6 x! b8 O
- @hot_key_hud.dispose
5 r; o9 }7 n$ a: {3 R - end& ]2 C# ` F- G4 X. D
- & r( u' P7 L9 W- Q. J* n+ y% N, i
- alias hot_key_hud_update update
0 L0 o, H2 h5 u - def update
1 c/ R* Z) W( T+ R* m# @ - hot_key_hud_update3 v2 X& b7 M+ c) \- H9 x
- @hot_key_hud.update. C" E) B& ~4 b$ r) D, c% n( Q; A4 ]
- @hot_key_hud.visible = !$game_switches[XAS_HUDDISABLE_HUD_SWITCH]
S9 Y4 _1 m. Y - @hot_key_hud.update if !$game_switches[XAS_HUDDISABLE_HUD_SWITCH]
5 z9 b' d5 ~# j7 C/ }4 K3 H - end
& k( _4 r9 W3 m; t9 T, p - end
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