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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,, t7 [3 ~: i3 n) Z7 Y8 E
不知道有人能帮忙看一下吗? - #===============================================================================
4 @ @' g% i+ M. |2 } - # XAS - Hot Key HUD
3 b- ~4 ~- e3 j% C! X. ] y% l - #===============================================================================
& J7 m* b$ ~1 c9 i0 e - # By Mr_Wiggles. n+ Q u: h% r
- # Version 1.3
- l) u7 N% z' N' c; x s' f - # 7/6/105 b' Z8 E* m8 \" ? a: y/ p
- #-------------------------------------------------------------------------------
0 o2 G1 ]% T0 A. a7 f, [0 b - # Instructions:
4 ]# }" s( E' q; {5 v; C4 B - # Fill in the constants bellow, paste this script above main and bellow XAS in
$ u, [( V! v8 l3 I' S - # your script data base. BE SURE TO SET TO THE RIGHT XAS VERSION!!
P# [! B0 j( ~" e% [ - # # j1 Q: l- v1 @( [
- # Place the "Hot_Keys_HUD" picture file into your game directory " E8 m' w5 O1 B. T' g6 t
- # Graphics/Pictures folder.
' {$ o# K6 Y s# c6 Y/ Y - #-------------------------------------------------------------------------------
- `0 z8 D* P- o4 m- _ - # Directions of Use:& p/ C, s% w1 \& N% i5 e, j. c
- # Simple just press a number key (1 - 5) when the quick skill or item menu is
2 B* L @; N. w* w- U E! U - # Showing.
: [% V n+ b1 G* ^ - #=============================================================================== c! D3 M9 d0 [6 [" K2 h$ Y$ j% [
- HUD_X = 0 # X pos of HUD
& h1 S" y( Z- _- d f4 b - HUD_Y = 0 # Y pos of HUD6 ^/ s3 a( a+ A' `5 x/ K
- 6 ]% Z* Z( n( ]4 p: a
- # Set true if XAS 3.7f; i/ H; q+ f! z# j, m
- # set false if XAS 3.6& n/ `1 h. k8 k, ?& M8 l# F
- XASVER_37 = true
+ S4 m( i3 \% w% G - 3 O# j J' h# r2 |
- #===============================================================================
# g" C' k5 r: N1 T, z2 A2 |- ?& W - # Numkeys Module
% K4 G- x! B( g6 T; x - #===============================================================================. y K8 f8 O! y- ^3 q/ x0 T7 J [
- module Input- k0 \! Z9 \- n* w/ s3 Y& ?. ~
- Numkey = {1 => 1049, 2 => 1050, 3 => 1051, 4 => 1052, 5 => 1053}: P# s2 d) e+ _' d8 j/ \
- class << self8 M+ X9 c/ X: ?* N9 T
- Key = Win32API.new('user32','GetAsyncKeyState',['i'],'i')% G/ V; r" Z n2 I( B
- ! l% A3 V5 Y o; z+ d D
- def testkey(key)
. q8 n( r" O3 _ C9 A - Key.call(key) & 0x01 == 1* c* s1 k% ?$ t j- ]4 b
- end
. H' a) _- f/ E# O& R -
5 ~: k0 F, b7 y# w$ | - alias hud_key_update update
q O5 {# ]. Z2 M6 v' ]2 v! Q! u - def update. q: f" @6 \# j, ]/ G
- hud_key_update( c& H, F: s6 D1 n; A0 m# o! g3 ~
- @pressed = []% x- M0 s7 \; W& \! |0 i* ]
- for key in Numkey.values- A! O/ l7 N# S# _1 F
- key -= 1000* ^ [0 \4 g0 X( I1 O- f [! o: M
- @pressed.push(key) if testkey(key)
) R" X/ P W& C: W - end% q7 n5 @7 ^% }8 c& M
- end
; g' U; O3 E6 Q, X7 Z! M - # I+ s5 ~$ H7 _1 L" \/ D, R! C
- def pressed?(key)
( ~8 K6 n& r+ r - key -= 1000
2 h3 h) v3 k/ }2 R - @pressed = [] if @pressed.nil?
0 B; _* F9 Q A1 p: P3 z - return true if @pressed.include?(key)
6 D; K0 J- Y& H - return false' y/ F# Y8 x8 [) @% W+ K, x" w. l" m
- end5 j. L b; Z% o7 k& ~( V
- & L; z1 P$ D! E; C1 L( k; V/ _
- alias hud_key_press? press?6 `, o, ^6 s- S8 G1 B0 @" W
- def press?(key)' \7 y* H h/ _. m* z
- return pressed?(key) if key.to_f > 1000
5 ]- l9 B6 [( K6 H - hud_key_press?(key)8 {. W# v) ?# m/ ^ `
- end
- W7 J+ ^8 z- @% `6 o9 u! f4 {4 F7 P" Q - end' x9 G# b- U% M6 g; ~# N
- end. }& [( {+ W$ J
- : J8 [ j N3 g
- #===============================================================================
* V6 k- y* S7 t9 H, ~3 a8 H# U - # Game Player
( s3 L0 t) J% b5 \, X8 n - #===============================================================================
2 d; ]. E }( f& c* I [ N3 j. | - class Game_Player < Game_Character- W) {, t( Q# {$ I5 f
- attr_accessor :hud_equip
9 E" Y5 n+ }9 i/ n' B5 _5 M -
9 Z+ M0 Z- W- m4 [ - alias hot_key_hud_init initialize
9 T+ i6 [# r) F& d - def initialize
8 ]; K" \$ M. Y: V k- ?7 | - hot_key_hud_init W3 v* L7 L3 o0 ?
- @hud_equip = []& V5 L* ]% u [* j$ _
- end: @! C! y; [2 D- Z" r
-
1 B3 b- \. V* p3 T4 } - def equip_item_to_hud(n, item)
' z u- c) E8 m; k$ y - if item.nil?/ x1 ~0 y) B' }# ^9 l! {( C
- $game_system.se_play($data_system.buzzer_se)- ]9 t% D7 h. Y! m/ j7 y+ @8 u1 G
- return
" g. ~) V3 T# m- ~, Y6 ^ - end( X0 k1 r* y& ]: f7 `: I
- $game_system.se_play($data_system.decision_se)! T e& z/ W" z- _* ]
- @hud_equip[@hud_equip.index(item)] = nil if @hud_equip.include?(item)) w7 v, L0 k6 E
- @hud_equip[n] = item
1 l4 O' y; o8 _ R# P. b# D* ?4 j - end3 y7 B/ Z7 r6 f8 X' b, _
- end
$ }; f: z$ i1 O
8 J# }7 ^9 ^- m, g) w' @* V" E- #===============================================================================
; `$ x* B' h3 j! Q: b - # Quick Skill Window
1 y) d. c8 Q( _& x$ |, Q$ T( g2 M9 } - #===============================================================================
! T: }- ?% R' R7 V - if XASVER_37 == false
! U L) S" p2 v @# z4 L* a - class Xas_Scene_Skill
0 y$ d% l6 g% X _# z- B: w9 j6 s - alias hud_quick_menu_main main
0 f( _, y% K/ @8 P) Q0 E - def main
2 T8 d3 E7 Y6 k# k( c; ^. v; P* I - @hot_key_hud = Hot_Key_HUD.new
% q8 \3 j/ J; T! R9 { - hud_quick_menu_main
8 l( n: I- M n/ L3 K - @hot_key_hud.dispose
" U: i Z( O$ y. c; y& m! o - end! \' x) R8 A" z
-
( R4 `0 p& g/ ]& Q - alias hotkey_hud_qucik_menu_update update0 R, \7 M' X7 i" k' t% v, z
- def update' ^9 l A/ P" b5 G+ a" J
- hotkey_hud_qucik_menu_update4 g! [1 w( r4 }
- # Hot Key num 1" a# r* L( n, Z3 v5 ^1 U* O& e+ N _
- if Input.press?(Input::Numkey[1])6 h! W) l2 {6 e8 `+ h
- $game_player.equip_item_to_hud(0, @skill_window.skill)# i9 \2 F& }: K3 i
- # Hot Key num 2
7 q! L* Q3 b! _- e5 U - elsif Input.press?(Input::Numkey[2])
, t3 j: F+ [- |" { - $game_player.equip_item_to_hud(1, @skill_window.skill)
' R" @; a' f, X2 Y0 ] - # Hot Key num 3/ ?9 {1 Z1 ]6 X
- elsif Input.press?(Input::Numkey[3])4 b: k9 `! h( r9 N$ M( V
- $game_player.equip_item_to_hud(2, @skill_window.skill)) |/ |# i2 \/ ^$ N, F
- # Hot Key num 4
6 ?9 D/ k6 |$ |, k8 A8 [* T - elsif Input.press?(Input::Numkey[4])& w" P& q$ M0 T, A
- $game_player.equip_item_to_hud(3, @skill_window.skill)7 q8 u0 T; O6 q7 L" b; K5 D3 ?
- # Hot Key num 5$ [' X4 h. v) x: Z) T
- elsif Input.press?(Input::Numkey[5])
w+ {+ {& T, {3 x0 P& `+ w* | - $game_player.equip_item_to_hud(4, @skill_window.skill)
' G- g9 Q2 m# N5 Q! o' \5 n' j - end
1 N2 C2 b6 ^; J" W, t1 j - @hot_key_hud.update7 |3 m: t( C% N; A6 X( j
- end3 H1 T0 F! W; s& \/ p; @
- end0 z& S3 z5 O" H: A/ ~) _; W2 p0 g
- else
% G& e; l; w8 v1 L - class Quick_Menu_Skill
3 a9 c$ Y3 b2 T - alias hud_quick_menu_main main( p6 t: r" f2 a8 \' V9 ^, q/ ` }3 E
- def main
; P/ z5 P/ ~# ~ - @hot_key_hud = Hot_Key_HUD.new$ G6 i) K4 r1 {9 x$ ]
- hud_quick_menu_main
: B! }6 G2 y/ i( f! \, S" n - @hot_key_hud.dispose1 ?; V! Q+ Z! H& i' P
- end7 Z6 z4 h; J+ o8 v) p5 d. b
- ( h. x2 @6 `$ V" I7 ?
- alias hotkey_hud_qucik_menu_update update8 H9 p+ n" r5 \6 E2 |
- def update
5 I8 X7 Z; ^+ C* x9 i* n- l - hotkey_hud_qucik_menu_update
, ~- n3 `' H* N - # Hot Key num 1
0 `' f9 V7 R7 y3 b: a! A1 m; B - if Input.press?(Input::Numkey[1])% p' `* Z# z1 V( N2 B% C
- $game_player.equip_item_to_hud(0, @skill_window.skill)2 b7 D0 `* u4 g1 }4 Y9 [" ?
- # Hot Key num 2
8 c% g, M1 J ~: o6 n& R; M# N - elsif Input.press?(Input::Numkey[2])
# c2 D) O' p, c. X' K - $game_player.equip_item_to_hud(1, @skill_window.skill), N% C; p* S4 C$ S% f+ ?8 H# n2 O
- # Hot Key num 33 @+ G( P& J. F$ g# q) ~
- elsif Input.press?(Input::Numkey[3])
& N, R+ I( g u: W, m5 e - $game_player.equip_item_to_hud(2, @skill_window.skill)6 y$ W( N, F- C3 `
- # Hot Key num 4
1 b$ g6 Q |+ ?( y" R; r - elsif Input.press?(Input::Numkey[4])
) f: \, U% C$ M7 d7 \% P - $game_player.equip_item_to_hud(3, @skill_window.skill) B6 j% {% a; R8 v; t- P9 ?# h) q6 g
- # Hot Key num 5
) Q7 ]4 |+ l2 |" L - elsif Input.press?(Input::Numkey[5])
* f' ?( T8 u- A* f - $game_player.equip_item_to_hud(4, @skill_window.skill)
, z+ A" h: u6 S5 y - end
A) i4 k% Z$ l+ h2 x/ y - @hot_key_hud.update" L$ G( F& V2 n# ^1 k, `. ?1 p j- |
- end) e( d( i7 G% `! @* S: j
- end
, V8 H" W/ L$ B; o - end
# ^4 E6 t, V" T; a1 G% Q( M - 2 Y4 t1 \7 j, x6 f
- #===============================================================================& c, x6 I- ]1 ]3 ]1 J" i7 N% x
- # Quick Item Window
, Z* `# [! S. W/ d6 @3 a5 S - #===============================================================================
% O4 v% \$ b. H- [! G: P - if XASVER_37 == false
5 L+ Y) F8 m2 t; c1 l - class Xas_Scene_Item U2 g4 V/ k. ^/ o% L2 X8 N
- alias hud_quick_menu_main main
0 V# F0 Y; Z V/ Z {9 r3 P - def main
1 d4 p8 t( B) p# K# F3 x' P - @hot_key_hud = Hot_Key_HUD.new% E1 T9 z2 M; i/ Z% C* P( o# j4 |
- hud_quick_menu_main
* t, O$ g7 n, x1 B7 c7 s2 h - @hot_key_hud.dispose
0 c7 r n: s6 V3 E7 F$ e7 Z+ | - end4 f7 j! [7 a1 w
- , P) T. E9 f. n
- alias hud_key_update update! ]: z: W: l' C! ?" n0 K, d
- def update
" y# d' E+ s% f' s- U6 Y1 T; \/ m - hud_key_update
+ Y6 R7 n: u# |' x - # Hot Key num 1- J- M1 Z) ~- Q% O% _0 W! w
- if Input.press?(Input::Numkey[1])9 Z. ?6 S" c! m. }; {, _% L1 P$ X s& `
- $game_player.equip_item_to_hud(0, @item_window.item)
6 _ k z' H; ?, |0 Q - # Hot Key num 2* {+ B P- x, e- z
- elsif Input.press?(Input::Numkey[2])
3 j G, q/ i' h$ V - $game_player.equip_item_to_hud(1, @item_window.item)/ ?' B9 a2 i! O' g( _# w4 A0 _
- # Hot Key num 37 c* O% h6 c- Y4 @3 W0 D
- elsif Input.press?(Input::Numkey[3])
4 p4 k7 f2 G2 x& ?* {2 X! D - $game_player.equip_item_to_hud(2, @item_window.item)
) _9 U2 r5 W1 @4 ] - # Hot Key num 4
2 v K: j+ ^3 A1 Q# R: B$ } - elsif Input.press?(Input::Numkey[4])& Q3 \: _0 d& r+ N9 H! |8 r- W) @9 P
- $game_player.equip_item_to_hud(3, @item_window.item)
% v" ^" h8 k. }/ c2 a6 M - # Hot Key num 5; U. e' M' Z6 x) g) V
- elsif Input.press?(Input::Numkey[5])
5 C9 I; S9 _2 J3 U5 x5 ]* W2 w8 M - $game_player.equip_item_to_hud(4, @item_window.item) l* \! t7 l4 j! q! \& B- O. c
- end5 k8 f/ m* Z2 E, c: d O
- @hot_key_hud.update
4 b& v g! `4 h6 H8 R. E+ u$ w - end
- ~4 f. K( p% E* T; w" U - end2 H+ W$ Y7 ]* |) ^( \6 N( R- M
- else7 m' p' A7 o- e5 ^; n
- class Quick_Menu_Item
7 ]2 l' p" f- z! @$ R - alias hud_quick_menu_main main
: d. p' M, y. Z5 n - def main
4 @, _2 _& D; O( X' U* n9 e7 Z, X - @hot_key_hud = Hot_Key_HUD.new
v4 ~) e- e9 _" G' s$ |$ u - hud_quick_menu_main7 Y' X; f% n" ^ h# {! r! R
- @hot_key_hud.dispose
0 A+ y* ?8 d+ L1 O4 R - end+ l/ P% X" _4 |" _. k0 o2 Q1 }
- ; Y% J6 d" x* [3 M3 [
- alias hud_key_update update
1 ^; J- y7 z; ]5 ]& p4 g8 J- C1 p - def update+ }# H( I! j0 a8 t& s; }
- hud_key_update
% z% b; g3 u9 p: @ - # Hot Key num 1# a" A4 `- c+ Y) b" w* ?: ]: ?
- if Input.press?(Input::Numkey[1])4 u- A; _9 Z4 U' K' B
- $game_player.equip_item_to_hud(0, @item_window.item)
1 z( M+ m4 X" ]/ A- T% e: |& | - # Hot Key num 2/ A, M: w% e; Z% Y' n O
- elsif Input.press?(Input::Numkey[2])2 c5 \$ }: u' U1 n" M7 ~- ]! b2 p( b
- $game_player.equip_item_to_hud(1, @item_window.item)1 ^0 U6 L3 {# C8 K
- # Hot Key num 3
% M( \ ?& I: j0 y3 r3 c4 u - elsif Input.press?(Input::Numkey[3])5 L* v; K3 g8 C( T& U
- $game_player.equip_item_to_hud(2, @item_window.item)
( _+ ~: j4 P& x+ ?- @* n/ [ - # Hot Key num 4
3 Y: V* u5 t" g8 m3 Y$ Q4 N - elsif Input.press?(Input::Numkey[4])5 `- z" { M! R: h$ p7 U
- $game_player.equip_item_to_hud(3, @item_window.item), F: p+ c3 Z3 G) K5 {) C) F8 z3 L
- # Hot Key num 5
5 v7 v/ C$ J0 x% { - elsif Input.press?(Input::Numkey[5])& z, ?! ]. w3 c) W
- $game_player.equip_item_to_hud(4, @item_window.item)
0 Y# P' ^/ U% T- B; L - end
( l2 G# a4 h! i4 z0 u! a& V6 R - @hot_key_hud.update
2 I% r& h$ T& w0 P5 H - end
4 u; b v+ W5 t7 M; x: s0 r1 U3 [$ v/ L - end
' c2 c6 d9 ~6 }5 Z* [( Y8 |! O - end
l# r6 g" \6 S! k, d+ T( U
: D, ]: M, D2 M- i3 Q, q9 ^; O- #===============================================================================
% G, X8 t. }; N7 l' C - # HUD Window2 a, E5 `! X' H- O& x; [3 D
- #===============================================================================' n1 u5 P# ^' ]9 [$ r2 F
- class Hot_Key_HUD < Window_Base H0 ~% D/ a( A+ j) o
- def initialize(x = HUD_X - 10, y = HUD_Y - 15)
0 {, B/ O/ y2 S6 L8 e - super(x, y, 220, 80)
/ P' l) T0 R+ q; [% z- L) g - self.contents = Bitmap.new(width - 32, height - 32)6 o, B* `9 J2 r2 N/ h: s9 |. F
- self.opacity = 0
- k! d# W- N' s& l* |0 n! G - @actor = $game_party.actors[0]: c" R2 I4 X: w8 |4 P( {6 `
- refresh
9 Z9 i0 d) b* ^ - end
: b/ X& X/ J6 V7 W8 J4 d- M4 X
/ I) F# a* k4 c0 q2 q, i$ f- def refresh
4 c, v$ }% @1 [& r - self.contents.clear
! x1 h# ^5 f7 | - bitmap = RPG::Cache.picture("Hot_Keys_HUD")
4 S/ E. U" S5 f5 C& g - self.contents.blt(0, 0, bitmap, Rect.new(0, 0, 160, 32))
. S+ V; s% N' Y6 ]. E& ?9 ` - for i in 0..4
& @5 k, [% F/ e3 f3 j# H - x = 32 * i + 4
4 \. Z# Y5 i. j* O - item = $game_player.hud_equip[i]8 M8 L2 d5 R. o4 i4 a4 k
- next if item.nil?
. m! K( A( ^) O: L. E5 v - if item.is_a?(RPG::Weapon)
S) h! ~* P% w! [5 o3 j" g - item = nil if $game_party.weapon_number(item.id) == 0 and& |7 O! Z: G, D* b5 T5 z1 O) x3 a; z
- @actor.weapon_id != item.id$ a. ~6 z" ?0 a3 i* d& o) g5 s( ?
- elsif item.is_a?(RPG::Armor)
* c! Y: g% G' j a2 P# { - item = nil if $game_party.armor_number(item.id) == 0 and
) y+ @4 A& l) y0 ?8 R - @actor.armor1_id != item.id
0 m6 H' R( K1 g D- W* m; r - elsif item.is_a?(RPG::Item)
! o5 h; ~$ J% Q( e$ l+ }$ _+ Y - item = nil if $game_party.item_number(item.id) == 0 or# ]. N' L% X2 d. \, G
- !$game_party.item_can_use?(item.id)
, n+ S+ ?$ D' u; `! U; }4 W. v - end
2 u7 \4 M" y' B9 Y4 J; W - bitmap = RPG::Cache.icon(item.icon_name)
: S9 x% k6 M* A! e! t - self.contents.blt(x, 4, bitmap, Rect.new(0, 0, 24, 24))
6 Z- K0 j! p2 E/ u, o+ ], p - end* |& O F6 ^! G' E8 b
- end
( J. P, F; M, a- R - 8 }* C3 o+ f5 l& b$ [# n4 y
- def equip(item)% r/ y4 F+ \& ]% w4 Y
- if item.nil?
) N1 A. K& x8 l4 M - $game_system.se_play($data_system.buzzer_se)4 u& i& L3 G1 H k' V8 V
- return
3 w% d" x: o0 `) }* }# ] - end
/ q D( [2 A# W - if item.is_a?(RPG::Skill)( c M+ t2 R7 s" U+ \3 D
- if [email protected]_can_use?(item.id)
% `% ?. |& k2 h, Q - $game_system.se_play($data_system.buzzer_se)
8 S0 \$ X5 `( m) _ - return
+ N; p# B E1 J! P% {. \! u - end
) b$ j: u0 Y, I& m, t' s - $game_system.xas_skill_id = item.id
% W9 ` k Z, ]. {& E0 t. z7 V" w - elsif item.is_a?(RPG::Weapon)0 j# o! X( H' S
- @actor.equip(0, item.id)
1 m2 h# B# s* z1 C$ @ - elsif item.is_a?(RPG::Armor)* K/ u& J# y, ^# a2 d: t
- @actor.equip(1, item.id)
0 ^+ q3 \ K0 z4 g - elsif item.is_a?(RPG::Item)
4 ~' {. M& P, @, G1 M+ w+ G0 L7 [ - item_tool_id = XAS::XASITEM_ID[item.id]2 K/ d5 P5 o# d
- if item_tool_id != nil
( Z+ R1 p* D2 w0 Y - unless $game_party.item_can_use?(item.id)+ C. h* l+ o) _* A
- $game_system.se_play($data_system.buzzer_se)/ ~9 m1 Q1 I- W$ g, F
- return; {2 v* G0 c) [5 @9 R) L R
- end
- V) p( M3 F9 K, o( e - $game_system.xas_item_id = item.id
2 Z# P, \) I9 e0 h - end* Q6 ~# g- v1 f, a7 z: r
- end
2 _8 K8 Q5 P# r# Q$ |+ o/ i: a- r- L - $game_system.se_play($data_system.equip_se)
H# M: K A8 Y' R; n1 w( G/ V - end
! J0 ~4 Q! h/ y" q5 b - , ]' h4 @% G; O/ B
- def update
1 A% k. |% p- F ^: N2 R$ [ - @actor = $game_party.actors[0]
. ~: J0 b0 k1 h/ N, l6 q: E - @hot_keys = $game_player.hud_equip9 `+ Z) m/ s+ p }
- refresh. |" ~6 X; o' l! D& ?5 `8 O, V
- return if !$scene.is_a?(Scene_Map)
/ @6 r5 X9 A8 I% n2 M- I* S0 `$ m - if Input.press?(Input::Numkey[1])
6 e! F" G& h! M1 ?* {5 D# O - equip($game_player.hud_equip[0])
: X% T) t ?; v4 t! f - elsif Input.press?(Input::Numkey[2])
+ P- Z0 T" y d* h$ A- a1 L - equip($game_player.hud_equip[1])
- e$ W3 a, ]! A, ` - elsif Input.press?(Input::Numkey[3])& p2 ] t& M. R9 G. i
- equip($game_player.hud_equip[2])
* f3 b# z! u8 M( v8 d - elsif Input.press?(Input::Numkey[4]); N4 d( O: B. H5 j
- equip($game_player.hud_equip[3])
& y6 C4 Y8 y. F' U1 M - elsif Input.press?(Input::Numkey[5]); t; c- R0 j" e* a, o6 } I; y
- equip($game_player.hud_equip[4])/ l, O0 p, K- E7 E
- end5 A1 ]+ c. G3 V; ?
- end
7 s/ L. P( L3 t8 q3 q - end+ v% w/ d2 x4 f( e" k3 W
6 ]; G Z0 n0 ~& ?% \' l+ {- r P- #===============================================================================
4 h6 l5 z) \9 ?" t# l7 S - # Scene Map
' \$ e( q% ^4 l M% K; _" j j - #===============================================================================# C3 B3 G/ Z! _% Z$ `# M
- class Scene_Map
: o+ s$ @: G+ L - alias hot_key_hud_init main
8 x+ @/ R: n5 f& \ - def main8 @, o! t7 U0 W9 q; D
- @hot_key_hud = Hot_Key_HUD.new
. N% V8 v* T# o" ~ - @hot_key_hud.visible = !$game_switches[XAS_HUDDISABLE_HUD_SWITCH]
5 j. t) W, C6 r - hot_key_hud_init
. g" m$ L. x2 T3 z5 Z: c @ - @hot_key_hud.dispose/ C/ T K. j) ~0 ~
- end
; l! T ]; C0 M0 d. u3 `/ T9 h x0 H: V -
: m7 v0 e/ K1 x" r - alias hot_key_hud_update update
$ W- J. f& L1 f0 d' T' S - def update
/ _. }) ]1 Q- }5 ^* q - hot_key_hud_update4 `6 u& ^9 O5 @& V- s
- @hot_key_hud.update$ j0 ?! f# a& [& ]3 C
- @hot_key_hud.visible = !$game_switches[XAS_HUDDISABLE_HUD_SWITCH]- N" }1 |: s$ n& f, g
- @hot_key_hud.update if !$game_switches[XAS_HUDDISABLE_HUD_SWITCH]+ V! z3 P' J0 v; f3 |/ q9 P
- end' k9 s; ]* d/ |. z8 H9 Q; s$ R$ s
- end
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