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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,: V0 F6 [8 F) a# w$ r0 B
不知道有人能帮忙看一下吗? - #===============================================================================
% w1 W* @7 B: K' a6 j0 ?- ]1 [! r - # XAS - Hot Key HUD
; U5 P5 } a$ D5 x3 A2 Y9 {) d - #===============================================================================! V9 Q0 b% m0 e6 d2 `
- # By Mr_Wiggles9 B; E* W7 V) b* ]) q2 J
- # Version 1.3, ?5 G6 W2 q$ A8 u, y
- # 7/6/10
: h$ v7 [* e) U, R/ Y& R9 V! S7 s+ I - #-------------------------------------------------------------------------------
& r8 q6 A9 t! r5 G: \ - # Instructions:5 U% s1 u( s) J; U1 m% C
- # Fill in the constants bellow, paste this script above main and bellow XAS in/ v* ]5 j) A5 j& M5 e0 y9 F
- # your script data base. BE SURE TO SET TO THE RIGHT XAS VERSION!!" s7 U X4 R* P$ ]; X+ V9 O
- #
. ]' R; z/ ]: d9 u' w( A+ z - # Place the "Hot_Keys_HUD" picture file into your game directory : d+ m% y J& t$ g$ ?
- # Graphics/Pictures folder.
: f% q9 p1 [" U* u! o/ l0 D- C - #-------------------------------------------------------------------------------4 Z- g3 N1 ~6 t
- # Directions of Use:
! ?1 E4 p9 O2 t/ g, y6 k9 Y - # Simple just press a number key (1 - 5) when the quick skill or item menu is
+ P5 b- W" n0 h2 ]. J( A- O3 h: { - # Showing.3 G0 F/ U7 Z, \) m2 M4 e$ f
- #===============================================================================+ x3 I! A+ c- o# T1 A
- HUD_X = 0 # X pos of HUD
$ O' ^; k6 X; T# x - HUD_Y = 0 # Y pos of HUD+ Q( g/ R. ] W) t g8 P3 Y
- % }9 q4 S! T% t
- # Set true if XAS 3.7f, X S/ c* l" w+ X: M9 K2 _% p
- # set false if XAS 3.6- x p& h0 u- r0 b+ s6 X; a! U w; J
- XASVER_37 = true
% w5 p4 E" @+ a$ e - 6 o5 s( N4 o! V. J4 z
- #===============================================================================+ g5 b) v& G. s, `
- # Numkeys Module2 i! B& t t7 N) T) j
- #===============================================================================* E; \- |3 b9 \/ |% z
- module Input
3 d/ m' e& v$ y/ H+ {. L% C - Numkey = {1 => 1049, 2 => 1050, 3 => 1051, 4 => 1052, 5 => 1053}; r; m; R( h& ]4 j% [4 e. w5 Y
- class << self
( O0 \. B; ]4 u& Z - Key = Win32API.new('user32','GetAsyncKeyState',['i'],'i')
5 {% y. Z( o' @; |$ j - & u7 k. M) K o( Q
- def testkey(key)) I% x7 o6 z! ~/ \
- Key.call(key) & 0x01 == 1
% y, g5 L, a* ~6 S p* K/ k7 d6 U - end
8 d+ o) `! V; F- Y2 r9 v$ v: H8 j -
. m: Y, a1 N9 o& F - alias hud_key_update update
% c: \5 w2 m9 a- O1 H; N - def update
; ^1 u. k) Z9 x* t - hud_key_update0 j) h! d; u+ ]/ d& z6 `9 s9 |
- @pressed = []! W* L _ J2 {) R& \* C8 K) h
- for key in Numkey.values
4 E4 L# b) y, F* N% A- ? - key -= 1000
" F7 T+ B% Z+ y( H - @pressed.push(key) if testkey(key)5 R7 O2 y* U C/ T9 {$ c/ x9 b. P8 K* W
- end3 _0 b+ J: ~9 C
- end s5 ^$ Z6 z! \0 v H
- & o' F# n5 }4 H5 }
- def pressed?(key)$ o" p/ H7 c$ B( [
- key -= 1000$ v; m% \& y5 k
- @pressed = [] if @pressed.nil?; l; e, @+ l! v7 }$ s; d
- return true if @pressed.include?(key)% R! l M! H: o) t7 h% [7 b. W6 `
- return false) L# T- C/ ?5 j5 g8 F% h) N+ p
- end
; K2 y/ Y$ q( K! Y" ]4 S1 \+ U) I - 9 f8 ?) T% s' b' F0 G0 ?
- alias hud_key_press? press?
; n3 Q/ u! j( L0 l% ?- a ^3 { - def press?(key)
9 v7 ?6 }, i7 m3 H7 q - return pressed?(key) if key.to_f > 1000
, d2 \( t8 `8 e6 F - hud_key_press?(key)( R: |; K( ^4 P+ j
- end
$ v- m6 h2 w9 ^# _. L7 l; _' _ - end
, d2 I- }; N( `3 m - end& y* I! G4 z9 i$ E! E
2 H" F2 ^2 X4 P7 [5 H- h- #===============================================================================5 T9 i) N6 t* X1 w; S& C
- # Game Player/ _9 \' |: e; {9 p
- #===============================================================================' P7 F( N6 A) o
- class Game_Player < Game_Character
8 @* B, W1 q1 O - attr_accessor :hud_equip
% A# k. \# X& [" k2 V' w8 Q - % @6 X& g% \6 P
- alias hot_key_hud_init initialize$ k6 J2 s% @$ w4 x! F9 ^6 U8 B
- def initialize
. \4 b9 C0 p! R$ k$ U7 n0 z$ K. y) U - hot_key_hud_init
* _7 G: |" ~, N; c1 [ - @hud_equip = []
4 M. [2 p, p2 |7 p+ t+ U - end
" P4 z+ ?8 A; ]. @. S4 @, q -
( P" S& Z) ~# }1 M- t" B7 h - def equip_item_to_hud(n, item)' n" b8 V0 O5 T+ d( h0 p6 ?* `
- if item.nil?
0 I/ W# D5 j$ s0 H - $game_system.se_play($data_system.buzzer_se)5 u8 l# t0 i( [ A2 ?
- return
7 i! t! E5 X7 `) }7 N - end
4 ^! X( Z; Z! {" [% e% a P - $game_system.se_play($data_system.decision_se)
4 L% A) @( o4 C - @hud_equip[@hud_equip.index(item)] = nil if @hud_equip.include?(item)( P& l5 U$ a8 t, U. B3 O# K- r
- @hud_equip[n] = item
5 R5 ^1 F: x8 e+ x" b7 v - end ~, V( _3 @( R4 G# e+ D
- end
, Z6 N! P0 ~4 `/ j2 H$ j4 ? - / l2 E' U. }& }1 W1 B
- #===============================================================================
. o9 v6 q9 O* w+ J1 [ O7 x - # Quick Skill Window
/ e: i2 z+ U' R3 x @ p" u - #===============================================================================
* L* r: F2 o- I - if XASVER_37 == false: P$ a2 H; z* I8 B0 h( `
- class Xas_Scene_Skill- k; Y# u& T' L1 n
- alias hud_quick_menu_main main+ w( e1 |" ]% `' C. o, w
- def main" ?; V, K; h" ?4 k; b
- @hot_key_hud = Hot_Key_HUD.new
7 L; ?9 i& a$ J) J$ g2 ~$ {% u - hud_quick_menu_main3 C5 V4 B' H- {
- @hot_key_hud.dispose% f# \, d, u, }) L7 S3 q: C, E
- end
# [! q) I, A9 A$ D -
3 L6 }7 I, c. U8 f - alias hotkey_hud_qucik_menu_update update
) p& C& B& i' @) I( w - def update
2 A5 f0 F5 W! P6 Z9 e- Z* S - hotkey_hud_qucik_menu_update4 r+ F3 M! ~1 E9 Y. e+ u
- # Hot Key num 1# k1 M* p0 s5 z$ F4 o# j
- if Input.press?(Input::Numkey[1])
, r2 D7 x* i r5 M( ?9 W$ F' j - $game_player.equip_item_to_hud(0, @skill_window.skill)
9 g( @$ l1 Y8 o x: G% Y8 d - # Hot Key num 2
" Y8 p9 ~% h5 {/ o6 l - elsif Input.press?(Input::Numkey[2])
$ W( V2 ?- [( w( d. Z - $game_player.equip_item_to_hud(1, @skill_window.skill)
2 F' C8 ^8 I: ^% A: n9 w - # Hot Key num 3
( f7 r7 s% l8 d( ~7 D% |# u - elsif Input.press?(Input::Numkey[3])0 v. e. o8 }! n P$ w# @
- $game_player.equip_item_to_hud(2, @skill_window.skill)7 g# U$ [" G" y J& J' I
- # Hot Key num 48 O- W$ _4 I& g, h
- elsif Input.press?(Input::Numkey[4])
1 {! a: C3 m' V8 F - $game_player.equip_item_to_hud(3, @skill_window.skill)- U7 M H( c% m8 N! y
- # Hot Key num 5. @7 B" B" q7 }/ L% ]+ p. _
- elsif Input.press?(Input::Numkey[5]); y4 T5 a0 E1 Q
- $game_player.equip_item_to_hud(4, @skill_window.skill)
" w" f' b! P Y; K# W, \% f - end N& |% k4 T+ @% @. y6 `, }. K
- @hot_key_hud.update
( E4 n7 l0 i3 _: G( { - end
5 n/ Q' ^" g; c! x$ G0 Y - end0 `% {, o5 _! @) |& _4 V( j
- else) a/ ~7 z! ^; I
- class Quick_Menu_Skill
5 l$ N2 Q) K; p. A' Q - alias hud_quick_menu_main main# n* v) u+ K9 z& ^$ H
- def main
9 w5 c$ L! V7 L; W! H - @hot_key_hud = Hot_Key_HUD.new
6 n# r' J6 `! u$ y- X9 [% v( p+ \ - hud_quick_menu_main- u' ]; ?6 y- D6 ^% I
- @hot_key_hud.dispose* r, J( J) l% Y5 i& P
- end$ Y F" Y; H! A& w
-
( z: r2 d d/ w4 }/ D% E6 ~. R K - alias hotkey_hud_qucik_menu_update update3 O- S- L7 H* b* w
- def update# }: q3 W$ ~2 U! D5 @
- hotkey_hud_qucik_menu_update2 l* | g: [1 y; j4 ]) U
- # Hot Key num 1$ ~3 E; L& _5 S+ s0 g9 k8 ?
- if Input.press?(Input::Numkey[1])5 P- Q, X3 V/ N$ @. G0 p" ^0 r
- $game_player.equip_item_to_hud(0, @skill_window.skill)
* Z7 C k/ a$ B3 a1 y& W) ^8 a: u - # Hot Key num 2; A9 z6 p" e: Y2 l; Z. p
- elsif Input.press?(Input::Numkey[2])2 K6 \9 B6 I/ x$ B8 l5 N ?9 f
- $game_player.equip_item_to_hud(1, @skill_window.skill)) J; i2 j" B8 W* x
- # Hot Key num 36 `; t3 Y9 _* {8 @: S' k- a) y
- elsif Input.press?(Input::Numkey[3])
* B4 X7 k. w1 j* U4 T: J; _ - $game_player.equip_item_to_hud(2, @skill_window.skill)/ ^* T% w- h5 ?0 M( l
- # Hot Key num 4
4 G/ {& @7 i9 o+ T6 Q* o - elsif Input.press?(Input::Numkey[4])
2 H, `0 v/ R* G' O$ b ? - $game_player.equip_item_to_hud(3, @skill_window.skill)$ w9 y# c; ^% c& V3 `# k
- # Hot Key num 52 Y8 F& e$ E* S0 o( T; P" n5 w
- elsif Input.press?(Input::Numkey[5])# ]' ?( U' W4 l. V# X; \
- $game_player.equip_item_to_hud(4, @skill_window.skill)
/ _- E' Q5 W) W' |5 Y' D$ { - end" i, Y. p* G1 f9 `
- @hot_key_hud.update8 S; ?6 K8 C& D" y9 N0 u8 i8 f
- end: n& Q% {6 J- w
- end/ C; K3 [$ z- y- U" f: G
- end
& u: {5 J& r0 m* [6 r$ W
4 e% a8 j4 @! p5 S% K: r6 c- #===============================================================================
8 G3 [0 d) o+ M. m7 z# } - # Quick Item Window
& ?, b+ k9 n4 w* d - #===============================================================================) ~2 `: ? v/ z+ [8 A0 G* q
- if XASVER_37 == false
1 B1 `+ m; d; Y3 |) A' r5 W! w3 N( d - class Xas_Scene_Item# L8 k3 A( t- P
- alias hud_quick_menu_main main1 ~4 ?7 a9 ]' [4 S0 d6 ?: r
- def main
. Z2 @' X/ b+ k) u: P1 v- g - @hot_key_hud = Hot_Key_HUD.new
: |; S' P& E8 @/ M8 n" |) W - hud_quick_menu_main
- p. `, Z3 `: Y j - @hot_key_hud.dispose
, }9 {1 Y& `) C. v% { - end" i5 I4 n: p7 S; x! ]% L
-
4 x, @! {9 ?3 D) Z3 ^& T' p - alias hud_key_update update
- u6 l1 `. v7 p8 B; A7 u - def update
, f* h. I0 m! A$ D - hud_key_update
4 E) i5 n3 L% b- z: |. G, h5 i - # Hot Key num 1
# b; W) y! x; T3 a& B- u - if Input.press?(Input::Numkey[1])+ |' Q) }& k' `+ ^% Z% z0 s
- $game_player.equip_item_to_hud(0, @item_window.item)
3 Y* X5 v* b' s: t: R; g2 W7 u - # Hot Key num 2% h0 g2 E' K3 Q, d5 T
- elsif Input.press?(Input::Numkey[2])( u6 B' d5 S0 e1 O" ?4 B. ?" \
- $game_player.equip_item_to_hud(1, @item_window.item)7 j! G( n" W- U
- # Hot Key num 3
% {' o. Q6 d# P% O8 _ - elsif Input.press?(Input::Numkey[3])* W8 P! y4 f3 u1 {
- $game_player.equip_item_to_hud(2, @item_window.item)
8 C# Q, X0 {) x7 N5 S. N - # Hot Key num 4
5 `3 Y7 `& D& e. f/ u - elsif Input.press?(Input::Numkey[4])
" v/ s& s2 _3 _0 O8 t/ f - $game_player.equip_item_to_hud(3, @item_window.item)& Z! a+ F$ P: w3 {7 C+ j/ l
- # Hot Key num 52 M9 F, {1 l/ j3 I4 Y3 I
- elsif Input.press?(Input::Numkey[5])/ p+ `% o) Q+ s! I0 c: }+ [
- $game_player.equip_item_to_hud(4, @item_window.item)) V% L2 u: s! S2 x; t
- end' }6 D7 ~( A& m$ E4 [" E+ W
- @hot_key_hud.update. c- Y8 U$ g& F) y+ l6 X6 f. i
- end3 }2 W/ t4 L& z4 M
- end
, I9 k+ x. T' w; w - else4 M; `% ^8 _$ l1 ^* f
- class Quick_Menu_Item
+ d) o7 k3 L' u4 f$ R6 G - alias hud_quick_menu_main main, n1 D! [5 K q1 L( g, b3 x4 |
- def main4 I; ~3 Q- `+ O7 J2 W
- @hot_key_hud = Hot_Key_HUD.new
8 h6 U! `5 n4 _% ^9 ? - hud_quick_menu_main# b% Y* \* D0 ], W1 r5 G. c8 Z" x
- @hot_key_hud.dispose. W: T- L! _. k. X5 {# `& G
- end
/ X* b- p. t7 x9 U7 n M O# ~ - ; W7 k" E" P& C
- alias hud_key_update update8 l: [2 S; m2 H5 h
- def update
* X0 d0 W8 ^6 ?( h - hud_key_update5 g; k: L6 `+ ^0 b
- # Hot Key num 1
" g. F# U5 j( H: e - if Input.press?(Input::Numkey[1])
2 q4 W# c) e2 S) r/ C5 ]( m9 J - $game_player.equip_item_to_hud(0, @item_window.item)
9 O6 e( g8 r2 w8 D - # Hot Key num 25 {7 H' x' p. ~# H5 F$ \
- elsif Input.press?(Input::Numkey[2]); D4 e( p8 I T! F; r2 f0 k/ ?
- $game_player.equip_item_to_hud(1, @item_window.item)" Z. j+ L% O! a% a4 I- O* R, r
- # Hot Key num 3. C/ ?' e- `- n& u" P& ?
- elsif Input.press?(Input::Numkey[3])4 h; ^1 N3 ]: f8 q
- $game_player.equip_item_to_hud(2, @item_window.item)
' }* W8 o" Q5 Z% Z) u - # Hot Key num 4
* H, S' g/ ]6 Y+ Y - elsif Input.press?(Input::Numkey[4])
+ W# r" `8 X; o' s/ | - $game_player.equip_item_to_hud(3, @item_window.item)
' D8 ?$ z& L" ^/ [. O2 R - # Hot Key num 5
9 a* F7 x8 C& ?* @3 J - elsif Input.press?(Input::Numkey[5])
' j' z7 l6 j6 v* D7 @$ p - $game_player.equip_item_to_hud(4, @item_window.item)
5 r# W+ B) j6 V' p% {( `; n - end
" v& r: O5 p# Y - @hot_key_hud.update
2 \0 }: h5 c: [ - end
" e; u8 Q. ]' b* `2 A) `# n1 h - end
1 N8 S& B: q9 ~ - end
' U5 f1 ^9 D9 p9 T% O - ! T L/ O$ S# _7 N7 u. \
- #===============================================================================
- C6 _# G! J* g) M- Y; Z - # HUD Window$ ]/ O9 z0 D$ y9 @+ |% v/ e4 K
- #===============================================================================
. F4 O9 _. n, N; l4 ~ - class Hot_Key_HUD < Window_Base
, P% l% u' h2 |! H - def initialize(x = HUD_X - 10, y = HUD_Y - 15)# x- V& Q9 J+ o
- super(x, y, 220, 80)' U; B: Y) U, x, q+ y* V
- self.contents = Bitmap.new(width - 32, height - 32)+ y1 Z1 O; ]4 r7 b6 j" ^
- self.opacity = 0
# `8 ?4 P. |+ o. j/ g - @actor = $game_party.actors[0]
: q, P% u% V7 t! s; E+ x3 a - refresh
7 p: {# T' N3 J; _ - end
5 h# u( M* [) A. l, O4 L# ^ {7 F - $ f% c% b) C) ~6 X5 J3 ?: F
- def refresh
0 r$ D7 c p7 i4 D C" G1 {: q; m - self.contents.clear
2 P& p, ]$ c7 W# }5 _' T* [ - bitmap = RPG::Cache.picture("Hot_Keys_HUD")
1 ]0 O0 J' _4 l/ ~2 W# N - self.contents.blt(0, 0, bitmap, Rect.new(0, 0, 160, 32))
9 @- d9 h" a4 C8 O& A8 A: [% E - for i in 0..43 h, w0 ?1 S9 M: U, \/ \
- x = 32 * i + 46 b5 B6 ^2 B' w4 ^ O, ^+ v1 m# ~: {
- item = $game_player.hud_equip[i]6 Y( {; N o0 ]6 s* I
- next if item.nil?1 T0 s! d# `% r+ t* x! I% ?
- if item.is_a?(RPG::Weapon)
, x. z; H# Q* F ^9 o6 A - item = nil if $game_party.weapon_number(item.id) == 0 and
" w, ]9 S: v' [4 w - @actor.weapon_id != item.id% E8 F* V* h* H0 S$ o, U
- elsif item.is_a?(RPG::Armor)( |1 o% K& c$ T- ?1 @) ~1 u2 P# v
- item = nil if $game_party.armor_number(item.id) == 0 and
3 M6 L O4 q) J0 O9 l5 Q* q - @actor.armor1_id != item.id0 M u9 Q8 p. |) r$ n. ]
- elsif item.is_a?(RPG::Item)
; Q4 w r8 k5 `5 Z Z - item = nil if $game_party.item_number(item.id) == 0 or, u( h( J' v0 N4 d. B' [
- !$game_party.item_can_use?(item.id)% {2 X! ~$ Y7 B
- end9 t0 y7 u& K2 }- z" X
- bitmap = RPG::Cache.icon(item.icon_name)
0 I4 }/ g- d9 p9 d0 i' O - self.contents.blt(x, 4, bitmap, Rect.new(0, 0, 24, 24))
& [& A' O8 q& ^) d/ j - end! b' Y( T. K- b0 y( t
- end$ N% G& F' X( G- O7 U
- ; T5 {( h( |4 M, q: |: u& K7 ?' Y
- def equip(item)) b" W# h3 \4 s
- if item.nil?( W0 F0 A9 ?) u% f" p+ O1 r
- $game_system.se_play($data_system.buzzer_se)
7 n1 G$ S7 y" {1 a6 s- R* \5 m - return
/ C& H8 O& D. @+ A - end
5 l) M# L, Y0 {. N5 v% O - if item.is_a?(RPG::Skill)
& K' {, E: d" p6 p% I - if [email protected]_can_use?(item.id)8 y6 K% R! g7 b+ f$ n# I
- $game_system.se_play($data_system.buzzer_se)) q% F" ~( V; G
- return* G3 o' T6 y' Q: z
- end. n% b9 w8 [9 L1 d$ Y
- $game_system.xas_skill_id = item.id
- s3 t' M% Q" ^& A7 ~8 m1 q& s - elsif item.is_a?(RPG::Weapon)
/ ~2 F( w9 `( l; M* d) a7 A: f - @actor.equip(0, item.id)
7 ~- @. K3 z! n$ l9 U7 w4 R9 W& I% K - elsif item.is_a?(RPG::Armor)( X8 Y1 p: [+ K2 o
- @actor.equip(1, item.id)
. L" o, J+ z% F$ o - elsif item.is_a?(RPG::Item)( w1 t$ h4 L8 e2 o
- item_tool_id = XAS::XASITEM_ID[item.id]2 g. n6 w+ |6 X/ C# Z9 O, s d
- if item_tool_id != nil& K( w/ \, X3 I" e) t0 x$ D
- unless $game_party.item_can_use?(item.id)
' K. A7 V4 U/ a2 M; I- y, n& a5 D, `, K - $game_system.se_play($data_system.buzzer_se)
# R" S& K% D7 [+ N" k - return8 |$ V! `5 Q/ x
- end
8 |) Z4 j% L0 w" Y! f" w+ z - $game_system.xas_item_id = item.id! u* u' n6 o' z" Y1 p. r
- end
, m) X- k" _, Y6 ^# X( x - end5 y6 W! h$ ?) N2 J" l. [" A* P1 e
- $game_system.se_play($data_system.equip_se)! Y0 s2 D5 C6 }( L4 B+ N" l
- end
/ }7 j- x1 C- E1 i8 l( k- B: U -
U6 g+ Z. A: }# {$ B) \ - def update
+ ^& N7 z( X' _( ` - @actor = $game_party.actors[0]
8 W, u- s6 i" k( B+ a( W& e' r - @hot_keys = $game_player.hud_equip) ^7 B% {( q l% |
- refresh$ X% N3 f/ e0 _7 S
- return if !$scene.is_a?(Scene_Map)- @" i1 c2 G- [8 ?& i
- if Input.press?(Input::Numkey[1])
& U9 W8 B1 U$ J( d2 m - equip($game_player.hud_equip[0])
! |* x5 s) E- p3 o6 z2 O - elsif Input.press?(Input::Numkey[2])
* X$ M2 p8 i$ a! n6 w& [$ X: v - equip($game_player.hud_equip[1])
* K0 u/ V7 a$ X. p7 f - elsif Input.press?(Input::Numkey[3])
! Z4 @ i% U# _+ d& M" S, B - equip($game_player.hud_equip[2])
' k" n {1 G# n7 ]8 A, a, i: _ - elsif Input.press?(Input::Numkey[4])4 G' b. a4 |4 b$ A
- equip($game_player.hud_equip[3])
1 ?- {: w& t" T' i. f - elsif Input.press?(Input::Numkey[5])5 z- | `3 Z# C2 |, V, `0 Q! g
- equip($game_player.hud_equip[4])
4 n% x. d8 z0 Z0 M- O& H' v - end
q, O! I, C% Q1 c/ P5 G - end& ?+ v" p( r& N' a# V
- end/ w' t) c& I9 E; ^6 E
- 4 Q! g" K& ` N3 P
- #===============================================================================6 R$ Y6 U4 w) ^ x# i j* l5 e
- # Scene Map) S4 F* c4 p! @4 o4 V
- #===============================================================================$ w* M/ z' V" `
- class Scene_Map- {' _+ y1 `' A
- alias hot_key_hud_init main/ _5 s% {5 r O0 i2 L: c4 U; L
- def main
: S: m# L* Y8 Q5 [* x2 _7 d - @hot_key_hud = Hot_Key_HUD.new! B1 U+ d) `% p0 a) I
- @hot_key_hud.visible = !$game_switches[XAS_HUDDISABLE_HUD_SWITCH]
( ^3 O n, S+ |5 X' I% v8 d - hot_key_hud_init
7 }' B' T) F; V P& W. l - @hot_key_hud.dispose1 R6 y% _1 Y6 P6 D. i) @5 H
- end1 ?* |% I- Y% o7 N: @8 T* K/ q+ F
-
: }6 k& h1 M u( p - alias hot_key_hud_update update3 p* w. G2 u' I- c3 c9 P. o1 i
- def update6 N# W- E3 j. @4 C' u, T
- hot_key_hud_update
6 B- ^& B' k$ d - @hot_key_hud.update" ]% @ P6 p# f3 {2 s
- @hot_key_hud.visible = !$game_switches[XAS_HUDDISABLE_HUD_SWITCH]
, N- k2 p7 h% d( `7 M5 j% @* J6 U7 p - @hot_key_hud.update if !$game_switches[XAS_HUDDISABLE_HUD_SWITCH]
" _) X2 c. ~! ~2 i5 z - end7 b3 L( J. ]& ~& |6 Y3 A
- end
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