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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,1 Y3 v: h' i9 ]& ^' r% x3 b; V
不知道有人能帮忙看一下吗? - #===============================================================================
) _% a1 }( q3 Y" O - # XAS - Hot Key HUD
$ Q E, A( G/ C - #===============================================================================3 a0 V, [& c6 Y! G/ w
- # By Mr_Wiggles
& M- g9 T2 E5 u - # Version 1.3
# E# S% z% w& X6 A* l: i$ ]4 Y+ g; ~ - # 7/6/10, O$ l/ ?9 O7 C9 Z' M7 ~* @8 ~
- #-------------------------------------------------------------------------------6 F- r4 z1 a* Y
- # Instructions:
) U; D, ]8 S# ` I6 o. T - # Fill in the constants bellow, paste this script above main and bellow XAS in
+ D6 ?& W5 ^, h, b - # your script data base. BE SURE TO SET TO THE RIGHT XAS VERSION!! Y7 h9 [7 k' r% ]7 _5 B, X
- #
8 k" U. B. n2 \/ M2 T% g- h; m - # Place the "Hot_Keys_HUD" picture file into your game directory
/ }* [& C' w, r1 K+ p9 Q$ o - # Graphics/Pictures folder.4 |( D) [& A! [& i; O
- #-------------------------------------------------------------------------------
- r: q( ~, x/ t" I. {% ^" O( G - # Directions of Use:$ @" D# g* u1 G: B: R. ^5 D
- # Simple just press a number key (1 - 5) when the quick skill or item menu is
7 M* j, t. @1 G - # Showing.
" ]* y! o6 k P1 R- m$ _5 s - #===============================================================================
- U: q @2 \/ G! { - HUD_X = 0 # X pos of HUD+ \, Y# ^8 b7 u5 _1 Y! e. [
- HUD_Y = 0 # Y pos of HUD
1 l' `/ j) g, u% q8 ]' r. P2 m - ; D/ T) l2 d4 O( i$ [: a3 H" m
- # Set true if XAS 3.7f, f0 A& V, B- _* M/ c3 j
- # set false if XAS 3.6 i/ I3 z) e( m4 Z% t* x N% h6 N! i
- XASVER_37 = true
: w6 ^ [5 C$ x - & s0 O6 E/ q9 b# F1 I. j, v
- #===============================================================================
5 b# B n8 X; ] - # Numkeys Module
, b( Y0 Z R8 _& W3 o - #===============================================================================
8 ~: [# a+ N/ ?' r8 x - module Input3 Z5 c5 O1 O- n. c- C
- Numkey = {1 => 1049, 2 => 1050, 3 => 1051, 4 => 1052, 5 => 1053}' c: v2 b% ~$ l. i1 \1 J
- class << self ?9 A0 `" @ i
- Key = Win32API.new('user32','GetAsyncKeyState',['i'],'i')# a) T9 ?, d$ n3 p4 P
- / s$ A" x2 k- c7 C9 g S
- def testkey(key)0 N' F# h, h+ T5 i; w9 E
- Key.call(key) & 0x01 == 1/ z5 e9 w5 B' \, i. y8 D; X! G! F! T
- end7 H1 u% P8 [& Y. L- N* [& v6 C0 e
- * k: o( ~0 r% A- j% @
- alias hud_key_update update
: |* K9 C1 \/ O2 | - def update
. t8 b2 [) h( O7 B# h4 Y& k/ U% }' H - hud_key_update
# V# L) U+ R1 d6 m" Q6 l3 e; { - @pressed = []
3 s6 A( }# j; S) z d- _% i4 q - for key in Numkey.values
" _; i& O2 r* j& P ^% {; D - key -= 1000* e' H$ Z. U, o# P0 r
- @pressed.push(key) if testkey(key); f) M8 H. d' l3 X9 v1 v
- end4 V! l- z) O* }0 ^0 E
- end
5 J% H: \' n; W( X3 f$ M# `; K - 5 R; x# ?( c7 s
- def pressed?(key)$ M0 d' l5 I& K( r8 @9 q! T( R
- key -= 10009 S8 R. r& X' n
- @pressed = [] if @pressed.nil?) v6 x6 _ l" b7 p& u4 I: _8 v
- return true if @pressed.include?(key)
. ]! @- X! E$ o- X5 G$ Q$ E" b0 o0 U - return false3 z: a- ^; k I# R; D1 c( v
- end
! Z7 o9 G/ k$ h; C1 Z# |( r -
4 ?5 {, l% ^. a( T0 P - alias hud_key_press? press?" b5 C, m7 S# P- V, T9 x- x6 l
- def press?(key)6 z5 j7 v2 q2 x& E
- return pressed?(key) if key.to_f > 1000
) R f% t6 ?& U/ E; c3 ~ - hud_key_press?(key)
* {; k9 g- W( i - end! D3 r( H* L9 N6 T& D
- end# q5 m* p6 L2 }8 @
- end
6 D: j3 m8 t9 @0 [: @$ P4 H* \ - * u) `) u9 a' q) @. Q a0 M
- #===============================================================================
5 O3 Q" O8 D P1 B" ] - # Game Player, D1 b0 x8 O% L/ K
- #===============================================================================7 f- W/ D; Z& Y# ^# d) i. j( g
- class Game_Player < Game_Character
$ U# F/ u8 Y- B: ]% [7 C# r - attr_accessor :hud_equip0 V9 R" ]: u$ h
-
7 w# L m4 B2 O% Y a9 E - alias hot_key_hud_init initialize
' L4 } d* z" q, B0 Q6 ~+ k - def initialize; V' S# R7 n+ O3 d; f
- hot_key_hud_init
6 `/ a5 J( ?+ o3 Y/ q; s7 Q2 k - @hud_equip = []( r. R% M& D6 }1 k7 x8 q
- end
) P+ x) q! f, x* c - 0 \4 _5 b3 I' |4 g" Z1 Y- ~4 F
- def equip_item_to_hud(n, item)
, x9 W! H6 y$ D( q" L D+ X) |$ D - if item.nil?, T" k0 H: [$ X" I
- $game_system.se_play($data_system.buzzer_se)
# R( C b: u1 f" l - return3 w" \) S" N& d" q
- end
$ Z" z' R% N+ P* \& C - $game_system.se_play($data_system.decision_se)
4 M5 p0 a& @. J - @hud_equip[@hud_equip.index(item)] = nil if @hud_equip.include?(item)
1 ~) Y5 _7 k2 p/ e/ f - @hud_equip[n] = item
0 j$ ^& y: { j" y! k( l - end) N3 e) L% M9 X5 N; n
- end
G: K9 M' z1 X - 3 v* R- X+ [6 T$ S5 e
- #===============================================================================
8 Y7 Q4 X# ?+ A$ j* x7 E5 T9 ~ - # Quick Skill Window: K, q+ Q/ ]/ Y6 r; |
- #===============================================================================
% n4 j3 e0 N/ u - if XASVER_37 == false
2 Z$ S! Y, {9 j - class Xas_Scene_Skill
. M, V! d# h5 r3 F6 U - alias hud_quick_menu_main main
7 r5 D7 J3 j( E! \+ X9 R - def main
n+ o" ?# \! Y2 Q" B - @hot_key_hud = Hot_Key_HUD.new
, i; e9 G, A+ N - hud_quick_menu_main
7 ?9 W! }, r/ X, c+ O1 h6 Z# b - @hot_key_hud.dispose7 O( d; P4 S2 u. Y7 i- y `
- end) Z2 E4 D( M7 T P' R( \
- " I2 }7 ]! X8 o- `5 c, D5 j/ O
- alias hotkey_hud_qucik_menu_update update
" z4 l- g* d7 ?. \8 D - def update7 {5 l8 Y4 O+ @
- hotkey_hud_qucik_menu_update
! j& c# k% Z, l9 D' N - # Hot Key num 1
- k& u: ]4 b7 {9 @) q5 h - if Input.press?(Input::Numkey[1])$ `: V' v3 @" k0 L7 S( e5 B; E5 ?" K) O
- $game_player.equip_item_to_hud(0, @skill_window.skill)& l1 g* U q: [8 q# o/ }9 e% d
- # Hot Key num 2% _* l0 y4 L7 [& z4 k" K
- elsif Input.press?(Input::Numkey[2])* c- I( S9 l& Q1 o
- $game_player.equip_item_to_hud(1, @skill_window.skill)
4 ~" \. e. t9 j1 W; E4 ~! N- U$ w - # Hot Key num 3
% s9 _: f, q: v( k. d B3 |8 a$ g3 U - elsif Input.press?(Input::Numkey[3])
6 L( }+ Y/ K* g5 m - $game_player.equip_item_to_hud(2, @skill_window.skill)
) F9 j% g8 g& T: M6 z- g" T! T' c - # Hot Key num 4
) F0 t4 i2 j; A: O7 M6 W5 K - elsif Input.press?(Input::Numkey[4])
! O4 g8 \- L9 X) z: a3 k& H - $game_player.equip_item_to_hud(3, @skill_window.skill)
' Z7 v2 M4 B4 N# p9 Q - # Hot Key num 5
$ r+ _3 \1 t+ C3 V- N - elsif Input.press?(Input::Numkey[5])* N! `1 S/ Z/ T7 N( J
- $game_player.equip_item_to_hud(4, @skill_window.skill)" D9 f! s% N# `( l( e
- end6 f" ?3 I' g9 b* V
- @hot_key_hud.update
3 b0 Y! S0 H9 b7 n4 S - end$ E6 [9 p6 O( g+ {' a6 }! V# ^
- end
5 J2 l m& {# s1 c2 L. w# H - else
9 T6 C( Y- H6 J# a - class Quick_Menu_Skill1 _/ {3 c, G6 `% @" ~( F' }
- alias hud_quick_menu_main main0 d7 _( ]+ i- L5 X/ K& ], h
- def main
: ?- Q+ {- r$ |+ P' K! |1 ~7 u - @hot_key_hud = Hot_Key_HUD.new$ x- V9 V6 t- I2 H9 `) F
- hud_quick_menu_main5 P1 ], t$ N" T% ^% \" K" ?& b
- @hot_key_hud.dispose7 b6 _0 l7 [ u7 g6 i
- end1 a0 d: ~ G4 J6 k4 k
- + T4 U+ L7 [0 r' R( F0 J
- alias hotkey_hud_qucik_menu_update update, w: f) ?1 K: x' h: V
- def update5 l. s0 S0 @: i' z" m( x; L
- hotkey_hud_qucik_menu_update4 {) Z- _* s. t; h: o
- # Hot Key num 1! [ R' q: y, r' T' r
- if Input.press?(Input::Numkey[1])
; ~3 w3 G8 ?- d) V# U6 O - $game_player.equip_item_to_hud(0, @skill_window.skill)
$ |3 _) K- y# X0 c - # Hot Key num 2% ~ l$ z% L9 B' t D7 E9 h
- elsif Input.press?(Input::Numkey[2])7 s* ?7 p6 ?$ q. O! F* } n$ q8 J
- $game_player.equip_item_to_hud(1, @skill_window.skill)
' v( y% {5 D, q9 H' h. N0 l - # Hot Key num 38 @2 j# Z1 A7 B: S2 R! a9 ]4 ~
- elsif Input.press?(Input::Numkey[3])
9 @5 p6 H7 C' {" P, x. U# {/ s - $game_player.equip_item_to_hud(2, @skill_window.skill)
3 w( e) g/ f5 P+ N7 p - # Hot Key num 4) d/ Z5 H4 c# r( [
- elsif Input.press?(Input::Numkey[4])( e: p4 z: T$ \5 }! V, x( W
- $game_player.equip_item_to_hud(3, @skill_window.skill)* j9 p( _$ |: U8 X9 k6 E7 Q9 E7 w
- # Hot Key num 59 O& @& y% ?3 T4 ^
- elsif Input.press?(Input::Numkey[5])
" b& M3 b5 X! W6 F9 U - $game_player.equip_item_to_hud(4, @skill_window.skill)
' |7 ?+ @& G* U0 f - end
. t3 F* q" y) ?# V& r - @hot_key_hud.update
5 V+ q6 ~7 D. o+ r @ - end$ G& H! ?3 `" W! C6 h
- end
1 _+ V5 J9 E# _" | T5 r - end7 V( }* F M2 R4 S
- 0 `8 a0 G/ t& [! D& T: x
- #===============================================================================
# r2 r" ?* G; I( y) r T8 z! `. \8 e& E - # Quick Item Window3 m; v6 K- B F# Q& r: y: K+ r4 p
- #===============================================================================: ~3 i. o5 L) W5 q" l; M9 ?
- if XASVER_37 == false' }+ I7 }/ X' F z' l
- class Xas_Scene_Item" a+ O5 I% {% S
- alias hud_quick_menu_main main! p+ H0 i8 U+ g) U+ o9 b
- def main
/ Z# T. N$ v/ c - @hot_key_hud = Hot_Key_HUD.new
- \) w; ]( N' g - hud_quick_menu_main
2 F& [# y7 Z D/ p- P - @hot_key_hud.dispose% w4 m7 o, d" J Q$ O
- end
2 U) f q0 R: j" t/ K/ P# b -
/ E/ `* S9 r* t. R9 W5 v2 T7 t - alias hud_key_update update
5 C+ X4 X2 z; ]/ d4 ^3 K( N" @% Z - def update
+ i1 Z9 I% ?/ a$ ^& n! j5 G - hud_key_update' V" \/ D& Z3 c6 ^+ }
- # Hot Key num 1$ @8 R! H5 x) `+ _$ w1 X7 q) _& ?
- if Input.press?(Input::Numkey[1])
/ a! R7 v( S# {+ L% s - $game_player.equip_item_to_hud(0, @item_window.item)
7 _8 L& j: Z+ t' x |+ |+ m - # Hot Key num 2/ |1 ] D* U; [. a/ m; M
- elsif Input.press?(Input::Numkey[2])4 o' _- S& p2 K/ l5 [0 v& V: @& ~
- $game_player.equip_item_to_hud(1, @item_window.item)3 c! Q/ j" f" K% i
- # Hot Key num 3- l6 X, B, h! ^" n7 F/ `3 b
- elsif Input.press?(Input::Numkey[3])
: k8 @. o1 p/ n8 h' E. q - $game_player.equip_item_to_hud(2, @item_window.item)
* i; i. }- H7 u* z3 m' x - # Hot Key num 4* U, d, a! v. i
- elsif Input.press?(Input::Numkey[4])
9 T- I: t2 E2 ~" L" b - $game_player.equip_item_to_hud(3, @item_window.item)
# x! x3 m. ?* B- J - # Hot Key num 5# H c1 ]( b4 \- p7 N. G6 ~
- elsif Input.press?(Input::Numkey[5])0 E( m4 k: y a; p0 b; M5 v
- $game_player.equip_item_to_hud(4, @item_window.item)+ }) T! x6 M: Q! j1 l# c3 S
- end
y. d* n# p. N# _7 z6 e - @hot_key_hud.update2 T8 H" y, ~, ~
- end
% _; m% T% h$ K R( \ - end
. M! j& C5 ~- ?2 j- P9 G5 w - else8 O, e" e4 {0 z5 a3 o
- class Quick_Menu_Item h& a* c, n3 n& K" M) C
- alias hud_quick_menu_main main
0 g/ z3 {/ {0 v( w5 K+ U - def main" n4 o7 L- d) H( X) K
- @hot_key_hud = Hot_Key_HUD.new
) l }* w6 I; _) o& V - hud_quick_menu_main
1 D2 h6 r& F9 s - @hot_key_hud.dispose( N+ j' w% @: n" }: k, _
- end
* N7 B& R1 V. g" h- N1 ^0 O -
, A5 H( C+ L+ E w$ F - alias hud_key_update update
0 @% P6 H0 _) \" m) u/ S - def update* J( D, f" ?1 e2 o3 G: r3 C( a
- hud_key_update
1 T A% C$ v. q( d; n - # Hot Key num 16 n! Z4 M( }3 a
- if Input.press?(Input::Numkey[1])
; ?0 \# W5 ~* \: k- a% e - $game_player.equip_item_to_hud(0, @item_window.item); K3 u8 r, E+ h b0 n" s1 B# U
- # Hot Key num 25 x2 f% r( J# B7 B& X2 L9 r
- elsif Input.press?(Input::Numkey[2])' e* n" U) ^) E
- $game_player.equip_item_to_hud(1, @item_window.item)# n0 U- w. x5 N3 {, p& L
- # Hot Key num 38 x1 [: ~+ Y! S3 B
- elsif Input.press?(Input::Numkey[3])
$ |2 k$ p3 ~; o0 |1 q- S. ?) Y - $game_player.equip_item_to_hud(2, @item_window.item)$ ]5 b# Y( g. b1 Q; h5 w- a0 t; @
- # Hot Key num 41 Q. u, z) ~/ z9 W* o% Y1 x
- elsif Input.press?(Input::Numkey[4])2 S5 u/ j2 b2 o. Z
- $game_player.equip_item_to_hud(3, @item_window.item)
g! ?$ t( u9 M$ A - # Hot Key num 56 L8 X- y+ u7 V G9 _8 s3 @7 I9 Q
- elsif Input.press?(Input::Numkey[5])4 F4 |. ]0 y0 v) E5 ]4 s
- $game_player.equip_item_to_hud(4, @item_window.item)- |3 |% o! n9 M" _
- end
0 [: t' l6 q8 t, E& y7 r9 s& W - @hot_key_hud.update
2 t5 v: O" Z$ z6 b0 q - end7 _6 }1 s' H0 Q9 J
- end& u& H' r) I5 |% N2 r' U9 r/ L2 `
- end& {& K B4 M8 I3 `, a: W
- 5 k. e6 |3 Q+ W& X1 }! r8 {) [ K
- #===============================================================================
; ^# p1 T* y4 T6 m, n" l& P - # HUD Window$ f' v$ B+ Z4 L7 _' b# ]* [
- #===============================================================================
: [6 v' r* Z d, `( } - class Hot_Key_HUD < Window_Base
; D+ G5 D5 N: [* Z- E( u6 k. C0 Z - def initialize(x = HUD_X - 10, y = HUD_Y - 15). i3 x9 C$ S; ]9 a
- super(x, y, 220, 80)
0 a; ~. n; _3 J" s; Z( k, b) E - self.contents = Bitmap.new(width - 32, height - 32)
" x) b& | a+ z( I - self.opacity = 0
" }/ |3 g3 n' Y: w- o) d6 n - @actor = $game_party.actors[0], x* c0 e: b/ k) q8 ], ?
- refresh
: ^& ^( \+ R3 \ - end
1 T& N4 r0 }3 a/ }2 e- |
/ Z8 J* l# m- l! |: k) Y( B- def refresh* e# z* X/ p. A4 I! P% s) D
- self.contents.clear
& d- u' L% P2 |# { - bitmap = RPG::Cache.picture("Hot_Keys_HUD") W9 M+ K/ ]; c$ l2 Z+ a6 Z+ p
- self.contents.blt(0, 0, bitmap, Rect.new(0, 0, 160, 32))
% ?5 ?! G c; _: G2 i4 d6 a: D2 \) Z - for i in 0..4
0 M! ~- v) S/ O1 ^0 p - x = 32 * i + 4
3 f9 v/ E t- R ?3 l$ m# F, n - item = $game_player.hud_equip[i]. E% h8 j# r! F) `) D* z
- next if item.nil?0 ?6 W$ P3 z& V) _$ T- l: x# H
- if item.is_a?(RPG::Weapon)
) r( s0 o0 a# m - item = nil if $game_party.weapon_number(item.id) == 0 and
* w! s8 E( q/ G7 T; f" h4 b - @actor.weapon_id != item.id
; G# @; i+ u; X9 P3 O& U* C' F, y- H - elsif item.is_a?(RPG::Armor)2 F" q/ D0 c" N, E1 \$ I
- item = nil if $game_party.armor_number(item.id) == 0 and , z6 R; q4 U4 v4 ^
- @actor.armor1_id != item.id
$ ~: g" ^! S% V- ~2 f& _ - elsif item.is_a?(RPG::Item): P: B. ^8 q" ?5 O! f6 J- W
- item = nil if $game_party.item_number(item.id) == 0 or
( |; P3 I( H4 C% h$ K& N - !$game_party.item_can_use?(item.id)$ ^# W/ m1 S& B# [
- end* ]" P( J# ^ V1 l/ \
- bitmap = RPG::Cache.icon(item.icon_name)6 h" C, C* q! A% a. _3 t+ k
- self.contents.blt(x, 4, bitmap, Rect.new(0, 0, 24, 24))- B& r$ c; t$ n6 z, D+ r: y
- end$ ]2 H A' k3 m4 R/ `
- end
5 `8 n4 I& n8 |2 p+ V - 1 ]& N! [, U& L$ y' J) H5 }
- def equip(item)0 p$ H6 B( }' l- y
- if item.nil? r; F: N6 ]( A5 A, y" W' F
- $game_system.se_play($data_system.buzzer_se)
2 p% K3 X( P& W/ T5 f7 w3 }/ k% y - return8 Y8 D* p) W K$ x; l8 M
- end
; w% Z, p8 q! F% I - if item.is_a?(RPG::Skill)9 `7 V' O1 Q# b3 G& ?+ E0 m& l$ R
- if [email protected]_can_use?(item.id)
; y$ ~$ M! z4 N3 j: C - $game_system.se_play($data_system.buzzer_se)) w% y' j- C* ]4 N
- return; b1 G+ M. Z! Q% V
- end
8 M& t7 Q4 i' t+ w( J4 M - $game_system.xas_skill_id = item.id6 H* L6 W7 j. T3 B) W0 W
- elsif item.is_a?(RPG::Weapon)# C" R* G9 N) i) b7 ?- ^+ X
- @actor.equip(0, item.id)
: t2 O. w/ P# N# [ - elsif item.is_a?(RPG::Armor)6 _! h& D8 `/ M) T2 n G& T
- @actor.equip(1, item.id)
) C( d, }7 L& p" h0 W+ L/ s - elsif item.is_a?(RPG::Item)5 Q7 n- q, R( _( i
- item_tool_id = XAS::XASITEM_ID[item.id]
t+ p, t. {" G" F - if item_tool_id != nil
; _, l) P: Q7 c" Z% K+ d - unless $game_party.item_can_use?(item.id)
0 L8 K( m' ^, ~. |, Q - $game_system.se_play($data_system.buzzer_se)9 N/ e' `# k5 j) |4 M+ |' y; E
- return# |2 X4 T1 ?. y
- end
$ P$ K* R3 w7 k" |- `, q' l - $game_system.xas_item_id = item.id) l7 w! c% d2 a6 {( s! j+ G+ l
- end
$ d/ j: B; g' ~3 U3 p" [% x- T5 P - end
$ V" s2 r$ `/ J+ @! B - $game_system.se_play($data_system.equip_se)0 W5 m5 ?& x, N' p7 V5 _0 m. w
- end
0 i1 x2 @, M2 h3 e* U -
; `. x' |% v' T$ U) K2 k - def update6 V6 |1 b7 L! o7 d
- @actor = $game_party.actors[0]
4 e6 s8 i7 B' o; e( N - @hot_keys = $game_player.hud_equip2 l, N5 n$ {3 t
- refresh
5 r. t7 j9 ]. A( L) l- H9 M8 }- S9 @ - return if !$scene.is_a?(Scene_Map)' i! ]9 D6 g8 U2 }7 [1 h, U
- if Input.press?(Input::Numkey[1])1 N9 t2 e8 @& h5 H, `" w2 n
- equip($game_player.hud_equip[0])7 R- W" K C+ \% ]6 v7 R
- elsif Input.press?(Input::Numkey[2])
0 p. P; x I# I h* H - equip($game_player.hud_equip[1])+ k5 J$ h+ B: m7 }1 |6 ?7 @# m3 i
- elsif Input.press?(Input::Numkey[3])
' L0 }+ b* l# j# V2 W - equip($game_player.hud_equip[2])
; I" \; |! P3 b4 G - elsif Input.press?(Input::Numkey[4])
0 Q- B Y4 \- v/ F5 c6 m9 x - equip($game_player.hud_equip[3]) 2 @: V% ^2 r4 {, x( S- u
- elsif Input.press?(Input::Numkey[5])
' |9 j I( r0 A$ D5 k - equip($game_player.hud_equip[4]); b4 B2 r7 E3 t9 N4 O& K. n
- end
% C8 a; R0 r5 f9 `8 ^ - end+ U/ B+ ?7 S) K; u) E6 ~
- end
7 B' G( M& h1 ?' t" C
$ E/ C4 h, X# Z" ?0 R2 ^- #===============================================================================
, P+ D& F0 R/ J7 N - # Scene Map
+ i3 S1 \6 W( J" f0 k - #===============================================================================4 `$ S; t/ D" l! l3 z
- class Scene_Map0 {# i" `$ A, l: E
- alias hot_key_hud_init main- j7 j/ W2 z$ M& ^& a" Y8 L5 c
- def main
7 P+ r) ^" K( D+ M) K( w - @hot_key_hud = Hot_Key_HUD.new' [5 L8 Y- u5 @1 ?5 y1 z7 O; u4 H
- @hot_key_hud.visible = !$game_switches[XAS_HUDDISABLE_HUD_SWITCH]
% q; ]# V7 v0 _: u3 p% c! U - hot_key_hud_init( N0 \+ T0 x# f9 _
- @hot_key_hud.dispose& ?2 w1 L# r0 d3 q4 ]- _5 w, U
- end1 y: H# X4 i* f& `+ s
-
% A# S) v( c7 L - alias hot_key_hud_update update
1 `1 I4 r: S# E/ M; k) s( G - def update
! f2 h4 `0 x5 M( r8 U3 v - hot_key_hud_update
1 m5 x: j0 H( d' E! S" H - @hot_key_hud.update9 D/ s/ h& i: R z# Q
- @hot_key_hud.visible = !$game_switches[XAS_HUDDISABLE_HUD_SWITCH]
1 }/ s v5 V' z* ^- e5 o6 u& d - @hot_key_hud.update if !$game_switches[XAS_HUDDISABLE_HUD_SWITCH]4 J$ d4 F$ b) ~9 s7 Y
- end
& H$ V2 y' x6 E$ a( H5 X - end
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