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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,
( h W8 N% }' W, K; T+ G9 T% {, F t$ y$ d不知道有人能帮忙看一下吗? - #===============================================================================5 p8 V6 S s4 z* `" k% D7 U9 W2 c
- # XAS - Hot Key HUD& H- ]4 ^6 I- x% H( j$ X% } j
- #===============================================================================1 d! ~' k( N4 s% }/ w+ a
- # By Mr_Wiggles
$ q' B8 ]: r ]* U0 j2 p- Y$ @ - # Version 1.3& U5 H5 m( c( x2 B; j' q* a
- # 7/6/10
; t( z5 b4 h0 @ - #------------------------------------------------------------------------------- O+ n$ J$ l' z
- # Instructions:$ M) b; `- V! Q9 ?) P, y: \% q+ q' x
- # Fill in the constants bellow, paste this script above main and bellow XAS in* l: D/ S0 B* T+ N" A% O
- # your script data base. BE SURE TO SET TO THE RIGHT XAS VERSION!!
6 m C5 j, w# O/ C) F w2 l - #
8 E4 O0 }) P" I5 s( M" p - # Place the "Hot_Keys_HUD" picture file into your game directory
4 O% h7 |! Z& M1 P0 K6 w4 e - # Graphics/Pictures folder.2 q; V& C1 ^- I- T, D7 U
- #-------------------------------------------------------------------------------' D2 t& t$ I- y2 U! k( D
- # Directions of Use:" k1 Z7 x0 E2 D! ?
- # Simple just press a number key (1 - 5) when the quick skill or item menu is
9 k% D9 b4 X* T( k# n* K& M7 o. z - # Showing.+ q, R* ]# b2 d4 e5 F d0 U$ Q6 _
- #===============================================================================
0 A$ }! ~& `* F1 |! F8 i7 U - HUD_X = 0 # X pos of HUD
' E# t$ v b. f) w& y% V9 }7 f% B' K m - HUD_Y = 0 # Y pos of HUD
9 J, U" Y* P" D) Y- T
o2 |( \; u3 d$ b" g0 I- # Set true if XAS 3.7f
. c# S! h! S' j, t. @( @% s - # set false if XAS 3.6
% ]5 f/ `/ q I - XASVER_37 = true9 \, z) C0 a4 D% k9 G4 U) z
- * w1 c4 E6 b+ \/ a/ K) E9 ~
- #===============================================================================
1 q0 e1 J6 H2 k+ m, \( v - # Numkeys Module0 E+ _% b# o: ]: H2 \* i
- #===============================================================================* d+ b+ i$ l- e+ \: b
- module Input
' v# S7 g7 R, V$ p# h1 L# D - Numkey = {1 => 1049, 2 => 1050, 3 => 1051, 4 => 1052, 5 => 1053}9 Q- b2 |( S# C
- class << self5 \ C8 v6 ^ I4 X. A) g9 x
- Key = Win32API.new('user32','GetAsyncKeyState',['i'],'i')3 a* K; `. h9 B# N* {
-
. y# x0 s$ T% W! I \ - def testkey(key)4 }- K0 E1 B& N
- Key.call(key) & 0x01 == 1' u0 y! X/ d( c/ c& w* L1 W
- end7 V" D1 G& b$ [ M& u1 w
-
8 Z7 D; g5 p8 q9 H) x: F& k - alias hud_key_update update3 Q- {2 K8 q5 i; x+ }$ ~) U
- def update' ~# E6 P! X! Q2 V; J5 p1 ?. v
- hud_key_update
) f$ F9 i8 W2 O3 A/ q0 v4 b - @pressed = []
/ c2 R% T) j* Y' b - for key in Numkey.values9 _, f- V& M( }9 u4 b# s
- key -= 1000
. O f# \9 I( I$ X/ a. R5 n$ a w - @pressed.push(key) if testkey(key)2 _# o7 }- D/ N6 M. `
- end% g* R' ^8 [# K# R* a t* k& r
- end4 F+ w. T' `; x, j( e, @" L
- 9 N: E6 ?* x- }- q, o
- def pressed?(key)
4 G+ r0 z: }5 F/ _) V% @9 C# ^* s' @ - key -= 1000% N, ?! C: p1 \# U; L" L3 i
- @pressed = [] if @pressed.nil?2 B" ^4 G! X6 {
- return true if @pressed.include?(key)/ e/ t: Z1 I4 M7 P1 m% d9 c
- return false
" l) i- {; i' ^, B8 I4 } - end K! u0 O r2 e1 t' f7 q3 P; X* t2 H
-
( y7 W6 P; h$ V1 U0 } - alias hud_key_press? press?
* g3 R5 T0 b' g" W, X - def press?(key)
3 z& d4 C+ |* D2 A6 e! r" ] - return pressed?(key) if key.to_f > 1000% o" O: H; `) m# E' u9 b6 c
- hud_key_press?(key)- J$ d0 \2 f9 J+ r
- end# n1 f+ Z6 q+ q$ T7 P9 f
- end! k% i( e; C% \% ?' M
- end" R* I& u a' N( z* w- p
- ) ?, c3 T8 s H- ]# Y- e. a
- #===============================================================================
5 c" C" k+ s4 Y- ` - # Game Player
- Q0 d i, G, N" g' r/ n# s6 O - #===============================================================================
# N3 V L" Q7 D! W8 B4 l8 [$ N4 @ - class Game_Player < Game_Character
7 x0 ~ ~# a, M6 ^# y - attr_accessor :hud_equip8 q; b, ~& b; V4 M
-
* Q2 f/ g3 @, J9 k* I) R - alias hot_key_hud_init initialize
# |9 W+ a; B H v/ I6 O+ r - def initialize
' O7 f9 |, S- Y- N# | - hot_key_hud_init
$ C; ` ~& e( F4 r' p9 {1 p+ C - @hud_equip = []
0 ~" v4 }" j' C3 X - end
. g/ Q+ l7 K. P" ^$ p* [" E) m: ] - " A& x4 A! z% |$ U3 Y: t
- def equip_item_to_hud(n, item)
: ^: B! U {; E0 A5 i* T' }! f& C8 ] - if item.nil?
7 R- G% p- g$ _# [ - $game_system.se_play($data_system.buzzer_se)
! T, e! N& }% h4 Q) [ - return8 {7 T8 W5 C6 x( W, \& Z" E( i
- end
* T. B: g1 F5 m8 Q9 O$ e* e- K - $game_system.se_play($data_system.decision_se)2 Y2 ?0 I* }, Q
- @hud_equip[@hud_equip.index(item)] = nil if @hud_equip.include?(item)
- C+ ]9 ~0 w1 k- n e% ?: J" Z - @hud_equip[n] = item# S& K8 [9 Y- E- b+ n! `4 J
- end: M% o0 ]3 g Y7 ~8 z
- end
" s( ~5 L% K9 v4 g7 L
K/ u1 J3 h, M0 B4 @0 J! x- #===============================================================================/ P7 k, i+ e& c. s2 y
- # Quick Skill Window: V! }" a; J: O
- #===============================================================================" A: B, P0 d: D1 Y( n2 @
- if XASVER_37 == false
7 h8 R5 z& D/ q, V - class Xas_Scene_Skill4 C' Q6 a/ C) C
- alias hud_quick_menu_main main( r/ ?) C+ d$ q
- def main
- ^ N: C, |4 ]' r6 k - @hot_key_hud = Hot_Key_HUD.new
, U; w6 j+ `" J9 D - hud_quick_menu_main, F9 p" Y' i$ x' Q. S+ m0 U) r
- @hot_key_hud.dispose
! @% ^; |3 n C% v- r* I% B0 t* a - end
2 E$ W/ V- g8 v1 P# x - - I$ f' A4 \: }' D6 d5 X- C! l
- alias hotkey_hud_qucik_menu_update update
1 [; f7 _, z& m6 i( |1 ^- n - def update: E0 R2 @! r! ]8 @4 c* L
- hotkey_hud_qucik_menu_update+ Z7 J, n6 M; k3 E7 f2 \: ]
- # Hot Key num 1
+ N1 @! u( r0 @6 i1 j( z/ R - if Input.press?(Input::Numkey[1])
6 i6 p1 m8 }) Z, y% U$ ~ - $game_player.equip_item_to_hud(0, @skill_window.skill)
9 c: J. c( M, f# [! T( j - # Hot Key num 2
& ]! l/ j- L# ^- ]9 w% A - elsif Input.press?(Input::Numkey[2])
6 r0 `0 w; ^& _! w# e1 y - $game_player.equip_item_to_hud(1, @skill_window.skill)$ B# v% c/ w7 A/ P( F' r3 v* m
- # Hot Key num 3
. W7 j* [: \" I( {" s - elsif Input.press?(Input::Numkey[3])" Q! D* y/ a3 b
- $game_player.equip_item_to_hud(2, @skill_window.skill) ~' I2 d; a% M e6 V2 H
- # Hot Key num 4
0 c0 ]; M2 y8 S- Y - elsif Input.press?(Input::Numkey[4])( i* J; a+ [' x' h' y: c
- $game_player.equip_item_to_hud(3, @skill_window.skill)
# O. r# G# I( E9 ?1 @1 Y' O- ~ - # Hot Key num 5* n' b, B2 \5 B
- elsif Input.press?(Input::Numkey[5])5 ~0 S0 W; T1 n- _0 \/ f" ~
- $game_player.equip_item_to_hud(4, @skill_window.skill)
' X2 b) q' K4 @$ A8 d4 w! u0 W - end
2 P3 A) Z. ?" s, J - @hot_key_hud.update
: i) @0 a* O1 o/ I0 N& L! X+ R - end+ X u$ m* n' A# y# i |
- end
1 a" A$ {, P4 M# F9 `2 n$ p# L9 C. T - else* z( X* O5 x1 R6 W3 d. z
- class Quick_Menu_Skill' P. y# F" X- j u" I' W
- alias hud_quick_menu_main main
. c. z) W5 w$ _" H5 F - def main7 \: L5 b4 R5 z0 t( O' a& O
- @hot_key_hud = Hot_Key_HUD.new
: A' l0 v5 H6 A/ v$ I2 M/ x" v4 F2 t - hud_quick_menu_main" I9 [' Z" i+ Q4 O; r
- @hot_key_hud.dispose
3 T) G8 V( N5 o' v - end8 c, N- X/ M1 h0 U/ Y" U
- , A6 M# k# \( s
- alias hotkey_hud_qucik_menu_update update' F; b/ m0 D) J1 P @; I& O
- def update3 {" t8 p, N; K5 i. b
- hotkey_hud_qucik_menu_update" e7 u2 \* Y2 k$ N6 q. ]5 g
- # Hot Key num 1
6 q! Y4 K J+ J* J6 ? - if Input.press?(Input::Numkey[1])
5 X# u. e" ^9 o4 i( \ - $game_player.equip_item_to_hud(0, @skill_window.skill)
' e" Y& ^& R; y" E - # Hot Key num 24 T/ {) d- _- P* @" d
- elsif Input.press?(Input::Numkey[2])
2 @# f9 Y$ k2 P: d - $game_player.equip_item_to_hud(1, @skill_window.skill)6 `. S8 B; c1 K; U" L9 d2 a, ?
- # Hot Key num 3
7 ^3 ~0 O& }" p9 a6 \4 N9 p - elsif Input.press?(Input::Numkey[3])2 K( A# L+ h* S# j& m) g
- $game_player.equip_item_to_hud(2, @skill_window.skill)9 H" A' I5 I I2 ^& @9 o1 M& f, q
- # Hot Key num 4) Y! o. H# r' |8 S9 Y i# y. c( l
- elsif Input.press?(Input::Numkey[4])! [! r) w( y9 q1 I2 e4 [: M* q
- $game_player.equip_item_to_hud(3, @skill_window.skill)/ J9 O" E8 m/ Q2 v
- # Hot Key num 5 _/ D+ ^* ~ J% K/ j0 X
- elsif Input.press?(Input::Numkey[5])
0 x+ F4 Y5 l7 }# a - $game_player.equip_item_to_hud(4, @skill_window.skill)
5 |9 Z$ V6 F7 v/ {. g - end
% m b' S/ a6 a# B& C2 d! G9 b - @hot_key_hud.update% r# f: {! E1 g' |7 y8 h' R
- end
9 m" A4 w" A1 H4 L - end" }; ]+ u" w/ B' {: X
- end
# B$ J# M8 p8 o& x$ Y
3 _' n1 S# U5 Q h0 o1 S- #===============================================================================
2 w4 b; w) n; s( n - # Quick Item Window X* l/ ~) T6 I/ t+ U5 E
- #===============================================================================
, N5 S+ m4 |6 n7 Q* B8 {. l/ \ - if XASVER_37 == false
. ?1 T2 d0 Q8 @8 l: Y5 U - class Xas_Scene_Item# R& @6 s8 p8 Q0 s
- alias hud_quick_menu_main main9 R2 d. z+ H, b! f
- def main
$ u9 L! Z Z# H- l2 l - @hot_key_hud = Hot_Key_HUD.new
$ B# Q5 u3 F3 F8 q - hud_quick_menu_main
" Q" @# D4 I N8 B0 B. i% A - @hot_key_hud.dispose. a4 N! [7 _0 |( o' U
- end
- S+ O7 I( k/ t( E* |2 }) q - ! S, z) A$ m" B. S! K2 I
- alias hud_key_update update
. x- c- |9 J0 l8 N" w. b - def update
+ ?9 Z6 Q( _$ y3 J3 @. _ - hud_key_update
8 `$ i( a6 A& W) M - # Hot Key num 1) d6 N$ I8 H3 t7 d! B0 b
- if Input.press?(Input::Numkey[1])
4 d, y1 u- d: O! M) x - $game_player.equip_item_to_hud(0, @item_window.item) ]7 m# V1 e. X$ q! C5 v7 Q
- # Hot Key num 2
1 P" z2 h0 v" y+ L* m$ U% ~7 R& D( P - elsif Input.press?(Input::Numkey[2])
2 b0 w- N1 A0 G# Q7 O1 O - $game_player.equip_item_to_hud(1, @item_window.item)
# T8 q6 {7 U8 M. j - # Hot Key num 3
' T+ C0 b5 A% X- A, A2 x f# ` - elsif Input.press?(Input::Numkey[3])
* n6 [8 h5 K# B+ s9 {. b2 u& R( f - $game_player.equip_item_to_hud(2, @item_window.item)/ d. Q8 l+ x% F, Y1 M+ y4 Q
- # Hot Key num 4
( o& K* Y3 Y( n+ [1 } - elsif Input.press?(Input::Numkey[4])
7 g& j7 e0 U# x1 d# w2 _ - $game_player.equip_item_to_hud(3, @item_window.item)
7 } g5 }; ^7 u/ Q) J - # Hot Key num 54 b% B2 j0 Y+ L% ]/ [
- elsif Input.press?(Input::Numkey[5])5 J `( Y$ j" F7 p# q7 ?1 E5 _! R4 Q
- $game_player.equip_item_to_hud(4, @item_window.item): g7 _2 R: |$ C
- end# f; H0 @7 W: F
- @hot_key_hud.update
4 V) t. z6 D7 Z- N, r - end: N- v+ d% R0 ?; f5 e) }3 ?
- end
# c. Z/ G0 B3 A; J7 m - else$ i! J, s! H, p+ Y' ^3 D0 f4 [
- class Quick_Menu_Item4 B1 E j6 y+ t. N% P
- alias hud_quick_menu_main main
* ~1 V* P. G3 ` - def main7 O1 Y6 h/ J5 R, u
- @hot_key_hud = Hot_Key_HUD.new
' L* s* s) L8 A7 ^/ g0 F - hud_quick_menu_main) E/ [7 x0 ]! E& M9 e- z# q8 ?( G, W
- @hot_key_hud.dispose
- l( D/ j$ p+ x% U' O# b X: ] - end1 r) y. M( r2 [1 m
- * }* `$ R1 i" F+ }
- alias hud_key_update update' `. d( V7 U- ~/ P
- def update7 u; g k8 r/ m8 z" F4 y9 D9 @
- hud_key_update
2 |2 P5 C* A! D - # Hot Key num 1
# J8 f# ?- J$ P7 T8 N ?7 s - if Input.press?(Input::Numkey[1])3 C$ W1 u3 @' ?9 T3 V$ R4 ?
- $game_player.equip_item_to_hud(0, @item_window.item)( d) K! H: `; V$ E6 [
- # Hot Key num 22 g* b& a( m# _( g5 m( q+ U' P
- elsif Input.press?(Input::Numkey[2])
, n! J) A1 [& b6 k) P - $game_player.equip_item_to_hud(1, @item_window.item)
1 i6 V$ h5 `$ b0 V# ]8 _ - # Hot Key num 3. S& Z4 s- _9 v0 H0 W3 {8 X; t
- elsif Input.press?(Input::Numkey[3]), n$ a% d, q4 k- N( g8 q
- $game_player.equip_item_to_hud(2, @item_window.item)
2 I- |$ L/ I3 q" P' _+ d* W - # Hot Key num 4; l- C% a+ X+ F- p
- elsif Input.press?(Input::Numkey[4])# f9 W2 P; v- r3 }
- $game_player.equip_item_to_hud(3, @item_window.item)) n4 X+ r( [' K
- # Hot Key num 57 F- {0 e9 A, [8 ]& u* r- S: [
- elsif Input.press?(Input::Numkey[5])
2 n- }+ {2 O9 A/ ] - $game_player.equip_item_to_hud(4, @item_window.item)
& n# a7 j& {: i6 Z - end2 }% p4 f4 y4 q/ ?
- @hot_key_hud.update
; u9 N8 P6 W1 p( S5 t9 P - end+ N1 G' W/ A/ I% s
- end6 T2 U: a3 @- Q/ S7 w" m
- end
' z9 n* K+ p! r6 J
1 U& Q: j/ d9 C) d" @9 J% H- #===============================================================================3 i/ d' I/ e G/ i) N
- # HUD Window& r) L* p! S- g7 I
- #===============================================================================
" o# v: Z' l N& A4 l - class Hot_Key_HUD < Window_Base" q L9 o3 k# k2 ~5 @
- def initialize(x = HUD_X - 10, y = HUD_Y - 15)4 R4 p2 b. _& M, k6 @
- super(x, y, 220, 80)
1 g; t9 C- F" X' U( `& z, z/ ~" B - self.contents = Bitmap.new(width - 32, height - 32)
8 t/ G- q# f4 M& Y - self.opacity = 0
) \% M; ?! Q0 y7 t - @actor = $game_party.actors[0]4 p2 M9 Y( p7 z. I; S2 B1 ]
- refresh: `" i( l3 c) U
- end
8 g. e7 _2 h$ N - * i/ U v/ l! g0 ]; k7 v
- def refresh
( ?0 C4 R/ ~: l3 W& m6 P) U - self.contents.clear. A3 `" [ }0 V6 P Z8 H7 \ c, _' f" w+ \
- bitmap = RPG::Cache.picture("Hot_Keys_HUD")0 l/ U; C' x9 j# g) |
- self.contents.blt(0, 0, bitmap, Rect.new(0, 0, 160, 32))
3 ~0 ]/ L. L6 i, f - for i in 0..4& q* r a& Y0 N% t( k# J$ V3 k+ K4 f6 G
- x = 32 * i + 4$ x+ ` ]0 \8 \1 ~
- item = $game_player.hud_equip[i]( V( b2 F6 d& S: W& U+ G
- next if item.nil?
* z, M8 A* ^8 Y4 w0 D: [, e0 _ - if item.is_a?(RPG::Weapon)8 g4 u+ w6 d% D5 M$ x
- item = nil if $game_party.weapon_number(item.id) == 0 and
5 ?6 i; r" M, Q5 Q% q! I/ ] - @actor.weapon_id != item.id( n( ]4 `0 U; W \* C( A
- elsif item.is_a?(RPG::Armor)) X2 t* K: H8 E% B* y Z
- item = nil if $game_party.armor_number(item.id) == 0 and
. V; U j2 {9 \# ~ - @actor.armor1_id != item.id) N( o# V( Z. |
- elsif item.is_a?(RPG::Item)! A1 _4 k. k. Y/ I
- item = nil if $game_party.item_number(item.id) == 0 or
]5 n: p# T* q6 j5 @# s1 U0 J - !$game_party.item_can_use?(item.id)/ d/ e9 L& |) N5 Z k! }! f
- end
0 q* | S( o$ a5 L$ n5 k - bitmap = RPG::Cache.icon(item.icon_name)
( z2 L/ V6 M: e7 h3 } - self.contents.blt(x, 4, bitmap, Rect.new(0, 0, 24, 24))4 D' ?; k% \+ r& R' r9 G
- end
$ y8 `. R! L( }% a) t- K" R; _ - end( @' F* k: h9 ]: J( h, s" p, e
- 7 A/ {% i* {% H# S* A
- def equip(item)+ l: ~+ X$ W% I& Y4 B1 I- ~% J0 G
- if item.nil?
9 e4 R6 Z* r' t/ @ - $game_system.se_play($data_system.buzzer_se)
$ i0 m# [' S$ F3 m+ M, B1 Z1 _ - return
5 D3 ?4 [, {' x! o0 W - end
* P9 H/ R. ?6 ^ - if item.is_a?(RPG::Skill)
* V2 E8 ~4 p) Z* d - if [email protected]_can_use?(item.id)
- i5 o0 J' J' j! p - $game_system.se_play($data_system.buzzer_se)' W( R7 q7 V! y8 R! v5 h
- return
. W D' p# w8 k# @& ~+ T' | - end6 ~0 d1 i6 {! r1 d2 n
- $game_system.xas_skill_id = item.id- w! R' J) d2 F. \6 K! V
- elsif item.is_a?(RPG::Weapon)
; i% b2 v+ `; P* t3 q' I) } - @actor.equip(0, item.id)3 ~5 |0 z( [- P" a9 [4 r
- elsif item.is_a?(RPG::Armor)
6 V4 }7 x0 s# H( Y- A - @actor.equip(1, item.id)* M2 R4 |& ^; x) ?" T5 b
- elsif item.is_a?(RPG::Item)
' S- m4 n+ Q, l- o - item_tool_id = XAS::XASITEM_ID[item.id]: c( w; O- G& P2 r. |; ^
- if item_tool_id != nil
. |6 q- Z) g) j; r - unless $game_party.item_can_use?(item.id)" N4 [- o5 F$ q+ o% y" h
- $game_system.se_play($data_system.buzzer_se)" O8 C) ]9 w+ ~% t/ u( B
- return
8 N2 b. a! \3 \- u# S - end- E# Q& n# d% w1 v
- $game_system.xas_item_id = item.id; G2 Q/ Y4 z1 r" d4 r q
- end& w1 v8 d1 H' w* Z' L
- end
, G6 n. E x- l( |, a2 U( L - $game_system.se_play($data_system.equip_se)
" m" p, q( H6 k+ \0 k, n - end- h: B! ~% t, G( Z7 q) U) z5 y
-
( k4 Y; v- h9 C& X, r, M - def update9 i8 i+ `. P( I, R' t/ A) ?0 n( X
- @actor = $game_party.actors[0]
) _ C4 i* j/ x; D% o; r) y - @hot_keys = $game_player.hud_equip
$ I4 i+ C9 V: h' n8 D - refresh
- z9 g* v0 \! @/ [" g - return if !$scene.is_a?(Scene_Map)3 {: N( E$ s7 K$ ~
- if Input.press?(Input::Numkey[1])
r* A3 ], Z, N9 s4 w, j: n+ s - equip($game_player.hud_equip[0])
- I M5 I. w# T8 P9 A5 k8 v; L4 S - elsif Input.press?(Input::Numkey[2])' ~2 a8 @# A( ?2 f* o2 W
- equip($game_player.hud_equip[1])# I I) b& m* M- J1 ]$ }: V
- elsif Input.press?(Input::Numkey[3]) C& e3 J/ m0 L0 I# K7 b* i& V/ Y: G
- equip($game_player.hud_equip[2])
4 M3 n* ^. W* |6 C+ | - elsif Input.press?(Input::Numkey[4])( o: w. p4 z% Y/ i! |
- equip($game_player.hud_equip[3])
5 G9 w6 J: n, E - elsif Input.press?(Input::Numkey[5]); X4 n& v2 A+ Q
- equip($game_player.hud_equip[4])
7 s3 [7 c7 I: W/ b3 U - end
# i6 H) O) v6 n' ]0 f% B3 | - end
' H8 I; [" j9 G, B - end
# @6 q3 O9 l8 C+ x. J; _
. }) _/ J; P# w6 d6 k* a# t- #===============================================================================2 P. K3 e$ d1 H& r% A2 t1 d
- # Scene Map4 f5 g" q! ~- C1 X
- #===============================================================================
0 o0 m2 H! }5 L* O4 t" n* h" ]$ e - class Scene_Map( r2 y. m8 D' f* I
- alias hot_key_hud_init main1 C) w# Z8 h- o- L
- def main+ R5 }6 G6 E1 h# y; D9 b
- @hot_key_hud = Hot_Key_HUD.new4 X% z8 f. `8 U$ ~ A
- @hot_key_hud.visible = !$game_switches[XAS_HUDDISABLE_HUD_SWITCH]0 n/ k# N( A, M& @9 O) W
- hot_key_hud_init
2 ^6 }. T9 _, k* E - @hot_key_hud.dispose4 o3 o* R) T8 W# k) o
- end
! \# t, |0 z. o -
1 e8 @2 l! L- u Y% g, R( b - alias hot_key_hud_update update2 I+ a6 V/ P1 o2 R8 l/ q3 S
- def update
M, p/ E, V9 }. r" S* O" B: u/ u4 Z - hot_key_hud_update
5 J2 w0 u8 _& f4 h - @hot_key_hud.update
o- p( S6 R4 q- }- ?9 p4 Z, f - @hot_key_hud.visible = !$game_switches[XAS_HUDDISABLE_HUD_SWITCH]
6 y3 T( f' m: [7 V$ M - @hot_key_hud.update if !$game_switches[XAS_HUDDISABLE_HUD_SWITCH]
" a! p/ E! K( G7 k) l- R* r' \ - end
5 F/ Z! a. M* I7 r/ }% z - end
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