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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,
/ z% A5 ?0 F! ~- @2 z/ l; W P不知道有人能帮忙看一下吗? - #===============================================================================3 C m4 L& O1 n
- # XAS - Hot Key HUD
# @ ]7 e, t$ a8 [* t0 | - #===============================================================================( H9 z6 Q8 x- `4 d5 C
- # By Mr_Wiggles) Z' I, A# S$ m, J0 W% d/ b
- # Version 1.3
0 C% K% Z" S0 Q W# w - # 7/6/107 v/ C/ N+ r5 X0 ^+ s
- #-------------------------------------------------------------------------------
$ w. E3 R& l$ m5 {: A# t6 L - # Instructions:
) Y) M |) x8 q6 p i, ]5 ~# {1 s. { - # Fill in the constants bellow, paste this script above main and bellow XAS in
' B+ o4 B" M" M+ `7 ^9 D! e3 r! e - # your script data base. BE SURE TO SET TO THE RIGHT XAS VERSION!!! S# ~" V3 ?' ?) ?9 ~1 }6 j
- #
6 t" D& k ~6 z: W* H. D - # Place the "Hot_Keys_HUD" picture file into your game directory
2 o4 [0 }1 K, B9 ~. T5 U7 f3 o4 B* v - # Graphics/Pictures folder.
6 u3 u2 p4 @0 A8 m& o0 x& O - #-------------------------------------------------------------------------------
. M( ^- X2 K) f4 c: ` i( \9 o - # Directions of Use:
3 c- K) o& C A8 }5 b* [( Y2 P; A - # Simple just press a number key (1 - 5) when the quick skill or item menu is6 t! F" E" I9 {4 W' q
- # Showing.! r$ e, p/ [0 T( ^
- #===============================================================================* W$ f; D% w& G8 N1 v* ~5 S3 E: Y: M
- HUD_X = 0 # X pos of HUD: @9 A) N9 p; o+ c
- HUD_Y = 0 # Y pos of HUD
x) |! O6 T+ A - 9 y/ y n; e- M
- # Set true if XAS 3.7f
, N: [) M# l& F ^ - # set false if XAS 3.6* [1 z! [! F1 ?& D
- XASVER_37 = true
8 A. P0 S+ B% C" o& o9 V - / v3 |% } O. |' m6 e$ u# u4 F
- #===============================================================================
5 C V! H8 R+ Z, _9 ~5 Q - # Numkeys Module1 Y3 k' L# [* k0 D# o. y
- #===============================================================================
2 ]6 l1 Z0 H" m- { ]1 r# G7 [ - module Input: X& Y- X! {6 ~1 ]$ V+ S
- Numkey = {1 => 1049, 2 => 1050, 3 => 1051, 4 => 1052, 5 => 1053}
1 D3 Z$ O3 v; e0 R - class << self
' n, L' X% C$ f3 A2 F0 q5 R - Key = Win32API.new('user32','GetAsyncKeyState',['i'],'i')0 A" R- _ P' \3 I( q3 P
-
F4 U! `( Z' j: m" _; ~6 p - def testkey(key)
2 D5 @' W% B3 V. R7 H - Key.call(key) & 0x01 == 14 f9 z+ J, ^% Y) `# m* l$ Y
- end$ b1 s/ h4 x* U0 \
-
- v$ Q8 l$ A5 |0 }# }) K - alias hud_key_update update( s, P* ^, Y6 i' g
- def update
% y: P& K9 @. B - hud_key_update
7 J& P7 @! D+ s; a" j! y - @pressed = []
9 {/ w$ k9 d w" D, C: L$ j* H - for key in Numkey.values
5 R% ]$ {4 y' e- ^* g; ` - key -= 1000
$ p4 o0 i. u; U. \$ o - @pressed.push(key) if testkey(key)1 u" t( o) _& _& R2 ^* d: q3 I6 q
- end' A; s/ _+ R- R' s$ z; k
- end6 x# t8 Q. t9 r0 e' e/ `/ N5 @
- 8 N% M2 A- m! O; e' S: e
- def pressed?(key)- _. c, _- a* T. [' {' u
- key -= 10006 T; R7 Y- h; R+ u: H( i" b
- @pressed = [] if @pressed.nil?
) _2 ]# ~1 ~+ e7 B( g - return true if @pressed.include?(key)
5 K/ C v0 c$ ], G; e - return false( }8 |8 X' K) e. G
- end
1 H4 I4 ^, T( G2 x -
. Q- I) ~' M" j* g5 C* `9 f2 d: g2 K4 H - alias hud_key_press? press?
: x( b+ u9 X L7 l# g - def press?(key)- R! I- i& R; S" H0 T9 C3 n
- return pressed?(key) if key.to_f > 1000: v: `' ?$ A' x8 m& A7 `/ L& t7 {
- hud_key_press?(key)3 ]1 \% c- p& ~: p/ Q, h% V* g
- end
3 ~ F! z& R9 c$ ^$ ^4 G. l+ ]) a - end
8 w) L( h' l7 B' L/ B5 J# @ - end; @' E6 D& R- y$ ^- s6 F, o4 V
- - ?1 Y8 C S v
- #===============================================================================
( ]* x) e; }7 x# n - # Game Player
% J! J- c( H# f4 i" j - #===============================================================================$ g7 m$ v1 W6 P
- class Game_Player < Game_Character- w- F/ }% N1 J
- attr_accessor :hud_equip
* u7 p Y; d2 O) ]6 v* \4 U. i4 Q6 b8 c -
* f! K* }* t1 h/ t/ `8 d! V5 {7 D - alias hot_key_hud_init initialize
7 e8 s( B7 t: [: c- t, i0 ?/ ~% E - def initialize2 j' L% D: d9 k, y; K% F/ U/ c
- hot_key_hud_init q0 M4 u d& }! I' c% I
- @hud_equip = []: m9 X0 s* F4 M9 z4 ~8 p/ e2 B
- end, B* Y6 r' K- N2 ~
- ' a1 W! R( t h3 v9 E9 j
- def equip_item_to_hud(n, item)
0 p1 J( S$ p7 _/ q2 b& J- z% |5 }0 d - if item.nil?
+ L3 T) D) n" u, A, l - $game_system.se_play($data_system.buzzer_se)+ g) t n" P' ^" j2 A
- return7 R' `! J+ O# t' x# D: A, T
- end7 n, `8 p3 R: a3 [ b: u
- $game_system.se_play($data_system.decision_se)
% z1 T, [; ]- n5 T) m, j - @hud_equip[@hud_equip.index(item)] = nil if @hud_equip.include?(item)1 P, I6 a# r. |+ C' K: h, @& q
- @hud_equip[n] = item
! |: a, B! R0 R# w5 [" w; g2 ~ - end
' r3 D' C% K% n! F* i" {1 r2 o - end+ {2 s+ @0 y# k: t
- 1 |) a- A0 r& p- V( V* N
- #===============================================================================
1 L' n7 ?" {% n# p; x$ I" W# k- } - # Quick Skill Window
4 a/ U" c6 ~; q9 B0 r2 B - #===============================================================================
$ V! V) j* l* ?! C. X - if XASVER_37 == false
3 b: e/ c) ?! _9 \6 a/ X+ v - class Xas_Scene_Skill( Z# T& u4 E& L( s# f3 m% d
- alias hud_quick_menu_main main
B1 H3 C* c7 }; \/ \9 f$ s& X3 I - def main
6 _. X' ~1 v/ o: _1 K1 d5 t - @hot_key_hud = Hot_Key_HUD.new
4 f3 |: k* E" m+ {8 i+ v% \- ? - hud_quick_menu_main9 M1 g1 L5 E: W6 J4 o& g$ X
- @hot_key_hud.dispose+ e5 ^% x) B f! A) I, i3 Q9 l+ P% X
- end
! ]0 @9 h" U' V - 8 _' ^# {# o4 ?5 }6 Y
- alias hotkey_hud_qucik_menu_update update
9 [3 s' A3 U; H4 J \- I v - def update
+ L6 a1 e% @* g- ]8 v( C - hotkey_hud_qucik_menu_update/ n8 _6 C) D* b( V) i( y6 W
- # Hot Key num 1
+ w" @9 p0 `7 C8 e) V1 s+ F - if Input.press?(Input::Numkey[1])
8 y- O6 b/ W: P- b( s) ?8 O8 @: l8 B0 B - $game_player.equip_item_to_hud(0, @skill_window.skill)
1 {8 u, K* j" }+ G- l+ M# \ - # Hot Key num 2
; W* D. ~) b/ k7 N' w - elsif Input.press?(Input::Numkey[2]), x0 A/ n2 [! ?( \2 d6 w/ \
- $game_player.equip_item_to_hud(1, @skill_window.skill)
( V6 f" v7 Q: H - # Hot Key num 37 h# J# e4 E' e
- elsif Input.press?(Input::Numkey[3])! r* ^$ \" |5 V: a$ b
- $game_player.equip_item_to_hud(2, @skill_window.skill)
) s7 q, d9 O1 d* ^- N2 L( E - # Hot Key num 4
, G; L: v$ s# n$ t& r/ R - elsif Input.press?(Input::Numkey[4])
. t' g9 T6 E" K! x. m( _ - $game_player.equip_item_to_hud(3, @skill_window.skill)! U$ b' R1 b9 x0 b) }5 g5 B
- # Hot Key num 5% _7 I# r) e; R7 o% a
- elsif Input.press?(Input::Numkey[5])
5 @7 G# S2 Z* H' h5 m4 o - $game_player.equip_item_to_hud(4, @skill_window.skill)/ u6 s, ~" n3 a1 V' A; s
- end5 {) x y( }+ }
- @hot_key_hud.update
8 u# n5 F& | K; M: J) Q - end3 q1 i! b4 O# ~+ F4 Q: N
- end
7 S; a P5 i% \" X- S - else
$ k7 h3 @9 \4 G4 N5 {. N - class Quick_Menu_Skill
9 t# j. E: o- N/ S8 s9 C, y$ |9 J - alias hud_quick_menu_main main0 ?. c; Y- `3 j: w4 N/ o" S, @
- def main
6 M E" S, {4 x& m1 |" S$ O+ u - @hot_key_hud = Hot_Key_HUD.new8 b3 t5 I1 g- `+ X0 ^7 N1 Z2 X1 Y
- hud_quick_menu_main$ }% I( w, S) l# X7 k/ r
- @hot_key_hud.dispose
6 y Y) j! n# H p# S$ j) s - end
+ {& _1 ?, Y: M+ r3 u; | -
- F, F; g* B6 v - alias hotkey_hud_qucik_menu_update update
" ^! h8 }. h- q" M- Q' v - def update
2 b# `) l# |. g1 t( |4 h - hotkey_hud_qucik_menu_update( B' u5 H# G+ R0 |/ A) I' j
- # Hot Key num 1& k: c* m8 s1 t% z/ V' f; k' R) t6 Z
- if Input.press?(Input::Numkey[1])$ D* A9 b! z0 \% s: B( H1 @
- $game_player.equip_item_to_hud(0, @skill_window.skill)! y% s1 O# B) _* f" K% A% M( K3 g
- # Hot Key num 2/ a/ X3 @& u. T; \8 \
- elsif Input.press?(Input::Numkey[2])
; p2 w5 b9 \- B( T* x: i8 V4 C - $game_player.equip_item_to_hud(1, @skill_window.skill)% @2 J. L6 t3 c+ v5 _6 |
- # Hot Key num 3
9 Z1 t$ t/ N# V- K5 \ - elsif Input.press?(Input::Numkey[3])3 U0 _1 s8 j A3 O+ R9 M0 z8 n7 G* I
- $game_player.equip_item_to_hud(2, @skill_window.skill): r5 b9 H; ^5 \5 F, j: o2 l3 h5 k
- # Hot Key num 49 K( y( t. B" x0 x0 Y$ p j
- elsif Input.press?(Input::Numkey[4])
2 K) G* e: S( I# D% O( e/ ]/ ^" o - $game_player.equip_item_to_hud(3, @skill_window.skill)
% i4 F& X# e" S* }" Q - # Hot Key num 5
' t$ J, `5 c" B1 X. y: G - elsif Input.press?(Input::Numkey[5])- V }3 j8 D* y K8 W+ J
- $game_player.equip_item_to_hud(4, @skill_window.skill)
5 y2 i. ^$ z: q - end4 J/ y. Y8 a h6 |
- @hot_key_hud.update* A& c5 ~' A, e7 Q6 n2 d/ S8 k# \
- end
# d1 @1 M) ~* t6 C) J: I - end
& A; N; z8 ^. b9 U2 y# W( J - end8 g" T4 y+ y1 J( l
; b7 j4 ?2 n9 H+ R# E- #===============================================================================
. J3 |, e, M; A! L% G: v1 j" B - # Quick Item Window
; L. ?4 Z& r! D% \4 }$ L - #===============================================================================
. L+ `9 f* G L/ I S - if XASVER_37 == false" m6 z2 c) P* u! T/ E% \+ t
- class Xas_Scene_Item* s+ x' |6 L. M
- alias hud_quick_menu_main main% g; Q- h# I1 R
- def main" O; B3 U5 _+ n
- @hot_key_hud = Hot_Key_HUD.new4 u. o, G2 R: q$ k& H8 _
- hud_quick_menu_main
/ @6 a5 m; W# l5 r% f0 P - @hot_key_hud.dispose6 B/ P' B2 N5 ?2 `* e+ a
- end7 x* u) H, F" i1 `( j6 u7 V& O
- & u& n( {. E$ ~- e( V
- alias hud_key_update update
4 I+ |, ~- k, ]+ F$ X: k - def update' E% F2 A) f1 g3 j# Y
- hud_key_update
+ e1 p: u! x4 G. i3 f2 D J8 p% w - # Hot Key num 16 S& c# `1 v8 Y
- if Input.press?(Input::Numkey[1])
& e' l V* p* Q$ H3 _ - $game_player.equip_item_to_hud(0, @item_window.item). \" ]6 r( l. N' i$ m: L" x! }' B
- # Hot Key num 2
" L: s) |: d# |) X, i; f' O - elsif Input.press?(Input::Numkey[2])
3 R4 [" }4 p' U( W+ j3 \, V+ | - $game_player.equip_item_to_hud(1, @item_window.item)
' F8 D x0 G* l7 I A& { - # Hot Key num 3& D) g9 H) @ ~- l# ?
- elsif Input.press?(Input::Numkey[3])( L) W1 x, \/ Q) s S! @0 N
- $game_player.equip_item_to_hud(2, @item_window.item)
& U+ W/ Q# U* K4 i; N - # Hot Key num 46 ?1 E! I( t, U& M# Z
- elsif Input.press?(Input::Numkey[4])
8 C, t0 Y* d y+ P& C - $game_player.equip_item_to_hud(3, @item_window.item)
+ h7 R g, u' D6 `1 P - # Hot Key num 5
, Y, e$ U9 `# `' A2 o - elsif Input.press?(Input::Numkey[5])& M, }/ {* g/ Q; H
- $game_player.equip_item_to_hud(4, @item_window.item)+ R8 |1 o# ^, t5 H
- end5 _1 u% ?) z% m
- @hot_key_hud.update2 L' K4 n# S+ }6 q1 u0 D9 e: G
- end/ {" O* l$ P- M7 _
- end5 P" @2 L, u% e) a8 F- d" j/ d
- else: Z# {6 W' O5 [3 \2 w0 H
- class Quick_Menu_Item
" d- K+ ~3 V! a# @. g0 q - alias hud_quick_menu_main main9 u- d! {0 b3 s, k; m
- def main, C% L; ^* F! y0 _( s* } G
- @hot_key_hud = Hot_Key_HUD.new
6 [2 l, l. L3 u' e$ w - hud_quick_menu_main
+ |( h) [. r, v - @hot_key_hud.dispose
- a. w/ P$ x) y - end) ?1 E6 R8 `4 C+ C8 L! N2 K
- , G- }- U4 s" ?, {
- alias hud_key_update update; ~% A& }8 m- M" F( r
- def update
5 W! z* g3 z3 X! ~% d. H, n - hud_key_update' M$ K% c9 k% Q" w1 X% E: E
- # Hot Key num 1
3 F9 m+ e+ N0 }. S" e1 R - if Input.press?(Input::Numkey[1]), U q- t0 N, M; z' Z& ]5 [ Q4 h7 H
- $game_player.equip_item_to_hud(0, @item_window.item)
' k# |5 U8 J4 I" e; a2 R( z- g - # Hot Key num 2
* n! G4 `1 @5 n8 R m - elsif Input.press?(Input::Numkey[2])
) c0 G' U4 p9 c3 f& N- O1 D) d6 v - $game_player.equip_item_to_hud(1, @item_window.item)! q B9 p0 E o8 }! E
- # Hot Key num 31 B2 b" f( L5 D1 i3 L
- elsif Input.press?(Input::Numkey[3])' i! ^% C$ ?, f( N- [& }
- $game_player.equip_item_to_hud(2, @item_window.item)3 t1 v+ H9 c: R* W" I& y
- # Hot Key num 49 h* E" k6 X7 A1 M( C# J8 k0 G
- elsif Input.press?(Input::Numkey[4])
% _3 t5 W5 P9 b+ V) H# D* F( Q - $game_player.equip_item_to_hud(3, @item_window.item)6 Z e' N6 D; X5 H4 R! v
- # Hot Key num 5& y& Y( H9 Y& d! j1 ^) J0 W
- elsif Input.press?(Input::Numkey[5]). u" Q; W- C$ p9 X5 p
- $game_player.equip_item_to_hud(4, @item_window.item)1 S, A0 @' J$ L3 ~# p1 k+ |
- end
) W2 o$ _+ m' Y: M - @hot_key_hud.update
& n- j ]; F* @2 c - end: S$ Q5 E h' B! V9 M
- end
! q9 ?% M* V+ b2 k, L - end
) ~$ [6 U. @6 t$ Z8 B! ^
) s) A; Y7 e# @* _3 y O& T7 [2 {8 ~- #===============================================================================
$ C Z# @4 A; D - # HUD Window
4 r" J& U8 {) c# p' [! K8 f& U - #===============================================================================
+ E* P; `+ u; i - class Hot_Key_HUD < Window_Base4 Y7 \6 \5 N) g) ?2 |# }0 s: A6 w4 q
- def initialize(x = HUD_X - 10, y = HUD_Y - 15) y& D" Q9 \0 g3 z
- super(x, y, 220, 80)6 t1 e c' M3 ^
- self.contents = Bitmap.new(width - 32, height - 32)
& T6 L8 X3 O, ]# c1 S2 F - self.opacity = 08 z5 g) m0 ~9 ^. \% a) [# M
- @actor = $game_party.actors[0]
9 F; B6 S$ f) G0 P# F4 n$ | - refresh
. a0 Q: F) W2 X" {0 ~: l( i) h - end
+ g8 \3 Q! `2 I9 R1 q! i# N" P; ]) C$ k
w% u* r+ ]4 S( x% ]- def refresh& l5 Q4 v# y. T! K2 _6 X
- self.contents.clear
7 U% ?8 Y, o: v, d - bitmap = RPG::Cache.picture("Hot_Keys_HUD")0 P4 a+ S" D1 W$ d; a; ]
- self.contents.blt(0, 0, bitmap, Rect.new(0, 0, 160, 32))
3 j* i. ]$ z8 m) _ - for i in 0..4
; D, N+ z) C _* Y, s - x = 32 * i + 45 w& ?2 b7 q5 ~# l
- item = $game_player.hud_equip[i]
. E' F3 [- ?) [" H' F - next if item.nil?, b: B( {; J1 _
- if item.is_a?(RPG::Weapon)- [6 M2 p2 h3 W
- item = nil if $game_party.weapon_number(item.id) == 0 and4 T1 i2 I" Q" ]# i6 j6 s/ g4 s
- @actor.weapon_id != item.id4 L3 O( P: T% d) l* E
- elsif item.is_a?(RPG::Armor); W: ~* @, V0 b0 H6 ^% M: }) B0 m
- item = nil if $game_party.armor_number(item.id) == 0 and 6 M' n# y9 P3 W
- @actor.armor1_id != item.id0 C% O4 J3 o+ O% u+ N& M/ J: _
- elsif item.is_a?(RPG::Item)
% W |8 u5 J# E ]' h - item = nil if $game_party.item_number(item.id) == 0 or' C7 V7 s% k3 I* ]6 c* o
- !$game_party.item_can_use?(item.id)
* |' U: ?; y8 K1 ~; o8 X - end
* [9 G, C. s0 ~$ O - bitmap = RPG::Cache.icon(item.icon_name)& t0 h0 s2 P0 T+ U$ o% i7 ]
- self.contents.blt(x, 4, bitmap, Rect.new(0, 0, 24, 24))4 t( v9 F7 ]2 M4 H( }
- end9 n& P. x, k4 @
- end
; H# `. S9 l& J -
5 f) R; k7 c4 T$ }! k7 p% W( }' X+ J - def equip(item)
7 G) E: s5 f& y! { ]9 s - if item.nil?
7 B; D/ r9 T6 }6 g! l - $game_system.se_play($data_system.buzzer_se)% J7 R7 V- S* z
- return
6 \' u7 [1 Z/ l4 Q4 ]! V4 m- A- `: x0 @, p - end
, B% _% Q7 Q1 I. P - if item.is_a?(RPG::Skill)
0 W* M- S6 o! W& y; H8 h - if [email protected]_can_use?(item.id)
- A3 h5 v0 J+ s/ M/ N - $game_system.se_play($data_system.buzzer_se)! e0 v( z$ S$ Q, l3 H$ }
- return
- W; m2 _+ U8 |! f V4 t+ q( R - end }; p8 E2 Z. N$ v
- $game_system.xas_skill_id = item.id
% O4 o# F; W3 C! u+ L# t - elsif item.is_a?(RPG::Weapon)8 P; e, ?9 _0 T9 O4 w" W% L
- @actor.equip(0, item.id)
" Q" q; {/ e$ G" G& e0 ]% l - elsif item.is_a?(RPG::Armor)4 t! Y* _7 V5 `5 R8 v$ {& n
- @actor.equip(1, item.id)# D0 A: j, A$ A/ ^/ T' O% t9 n# z
- elsif item.is_a?(RPG::Item). E6 C4 Y( `' t/ N; {' H, ^
- item_tool_id = XAS::XASITEM_ID[item.id]
! r: m- E. B: r" S6 Q# G - if item_tool_id != nil7 i* J2 j; i- U
- unless $game_party.item_can_use?(item.id)
7 D* U2 L$ d+ O7 M2 t0 d; L - $game_system.se_play($data_system.buzzer_se): ?$ X, U" c+ n, D' D% t8 U
- return7 z$ V& A3 X9 E& [6 q' K
- end
. S9 T+ ?7 C; a - $game_system.xas_item_id = item.id
2 O. [( `/ e4 L; U8 t - end3 e3 W) \. q* p, y7 {% R# ^( O
- end8 X; W ~ K" f
- $game_system.se_play($data_system.equip_se)% h1 [8 t" L/ J# O: H [# j0 a
- end$ v; x, R0 a% b* s, m2 ~* G0 @
-
% O" s" j$ Z+ v7 x; Y - def update& }3 U; \" h. H3 T/ ?! q! M! H# H
- @actor = $game_party.actors[0]
9 Q p9 e' m$ R# v9 d: Z- J - @hot_keys = $game_player.hud_equip. m4 Y' ]' G3 K
- refresh" h: M" z8 F" f1 h
- return if !$scene.is_a?(Scene_Map)
S8 }' u1 M, \4 M! [4 W* q - if Input.press?(Input::Numkey[1])! ]$ @) ~ ~7 e$ D
- equip($game_player.hud_equip[0])) ^0 W* V7 L3 u, e$ H" I
- elsif Input.press?(Input::Numkey[2])
/ [2 W% j5 k- h( l2 D3 A3 R - equip($game_player.hud_equip[1])
7 Z7 q: D& v3 m! S - elsif Input.press?(Input::Numkey[3])
. L; r. E+ s, d6 B1 m+ p - equip($game_player.hud_equip[2]) 3 F- }! g+ O9 g5 c0 C
- elsif Input.press?(Input::Numkey[4])
, d3 `" G/ e( r6 m - equip($game_player.hud_equip[3]) ! g" P2 K: m0 v$ x: B" R
- elsif Input.press?(Input::Numkey[5])' _. h3 b _' p j w1 L
- equip($game_player.hud_equip[4])
+ y# m% M1 ^( @% y1 n! I7 V9 B - end: J' O3 O* E c
- end
" F6 z5 D, G8 W1 r* | - end2 i* _( ~) O; j) D1 ?+ W9 p
- 7 Z8 {- Y, o- V6 {! H! Y
- #===============================================================================
7 z/ t$ N8 j/ C& K6 X - # Scene Map$ J+ L+ b7 p* o% P8 x8 K$ @' }4 f6 w* A
- #===============================================================================
/ B" s7 o8 b( m& y- W/ ?/ u6 y - class Scene_Map6 g0 {; x0 o' e; w6 N# Y. I+ z: {
- alias hot_key_hud_init main
, x: @0 i3 n: Z0 s4 l - def main
3 e+ i) \' _6 p6 e k8 B - @hot_key_hud = Hot_Key_HUD.new
: }+ s/ r+ e/ @& j: P' P4 h - @hot_key_hud.visible = !$game_switches[XAS_HUDDISABLE_HUD_SWITCH]
/ T! }' v: s$ p* p7 ] - hot_key_hud_init
4 B2 p! o) X2 c) p - @hot_key_hud.dispose
2 c: k! u1 V5 S7 b& H4 M - end! I' v- B5 b7 l4 T
-
9 f! _8 y9 p7 l - alias hot_key_hud_update update% W, n& R& B9 X+ \
- def update
' n1 b- Z! G4 `/ x7 ]1 Y - hot_key_hud_update+ x% f, D) y( ^
- @hot_key_hud.update g0 T# ^1 `2 i' ^+ |
- @hot_key_hud.visible = !$game_switches[XAS_HUDDISABLE_HUD_SWITCH]4 H0 N1 d" l8 f+ Q8 g1 e! W! h6 Z
- @hot_key_hud.update if !$game_switches[XAS_HUDDISABLE_HUD_SWITCH]" B3 J* g" P9 S. n
- end4 p0 C3 w, h% y' y; i
- end
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