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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,2 u8 u- Q& e, F: l" B
不知道有人能帮忙看一下吗? - #===============================================================================
) u- E2 y/ _9 O; r# L$ u - # XAS - Hot Key HUD
0 Q; w6 D# L) B3 o5 G: d1 u! U - #===============================================================================4 X/ J- p$ ^ {2 v& f: l/ V
- # By Mr_Wiggles
) U( X5 l( I: z7 P6 I3 J8 R - # Version 1.3
8 l* v; k1 y# ]' l7 s) }) a1 l - # 7/6/10
6 V2 K2 s" `0 [& @1 k1 ^6 T' P - #-------------------------------------------------------------------------------
. T2 _1 O: |1 w% U0 G - # Instructions:
0 l3 [7 P% r5 E- {' r' |0 o - # Fill in the constants bellow, paste this script above main and bellow XAS in- [0 k) k" Z/ a# Z6 v
- # your script data base. BE SURE TO SET TO THE RIGHT XAS VERSION!!
6 F$ Z7 P2 P" O; Q! k4 Z' F - # 0 r0 X$ q& z2 \& X, v, y" J
- # Place the "Hot_Keys_HUD" picture file into your game directory 0 R7 d {' T+ n8 \: n: S& p+ F
- # Graphics/Pictures folder.6 R- d% M0 S- g) k9 b0 P
- #-------------------------------------------------------------------------------+ N( i9 H. C0 m# T/ q1 M
- # Directions of Use:0 ]0 u$ F1 }+ S. b" q4 P" w7 h' H
- # Simple just press a number key (1 - 5) when the quick skill or item menu is
' W+ E1 q1 T# U8 R ? - # Showing.
9 ?* p9 U1 k$ J: z4 Y; a# v4 k - #===============================================================================9 f& E1 ` R8 p0 c
- HUD_X = 0 # X pos of HUD" P! E7 K" f1 A
- HUD_Y = 0 # Y pos of HUD3 @2 C3 \. t: D) k' ~
6 T& j, v- z- {1 s- # Set true if XAS 3.7f
3 j: H# z! ]2 r" T - # set false if XAS 3.6$ I7 a, y' h8 j `% q
- XASVER_37 = true: j% V+ N( U- e
- - L! ]# c- i+ X/ I
- #===============================================================================
7 g& c8 t3 h& i9 m% u/ I - # Numkeys Module* u8 t$ r' G/ g5 o( K! _
- #===============================================================================2 T! _4 a0 U; m, J6 i" _( ~
- module Input
3 \; V9 @# l5 m* \. x3 B! S - Numkey = {1 => 1049, 2 => 1050, 3 => 1051, 4 => 1052, 5 => 1053}
; @. k2 M) j; c9 ^8 e - class << self
; b2 \5 i; H1 ?$ t4 [( s - Key = Win32API.new('user32','GetAsyncKeyState',['i'],'i')+ }% Q2 ?5 d9 q7 }1 a5 n
-
0 q; p$ o9 k# v J - def testkey(key)( l% g- e1 U. b8 `% u" M! ~* A
- Key.call(key) & 0x01 == 1
* `' Y4 R' H, g - end
& H+ J+ i5 @0 b- Q - 7 _7 H1 v( s1 Q% W
- alias hud_key_update update Y7 R5 B9 }1 x6 d7 f
- def update8 g7 R2 ^/ |0 f2 a- |
- hud_key_update9 L9 F; y; s: e
- @pressed = []$ r3 E) L _' B
- for key in Numkey.values) m. J% t8 R6 G/ c9 g" X5 |& o
- key -= 1000, N+ Y9 u6 P- u% ~
- @pressed.push(key) if testkey(key)0 j9 M. \% |8 ^( J- x2 c
- end
. a+ i. v; g3 P% _1 { - end9 I. w5 ]6 E; b4 h. B0 Y1 F
- 9 Y; Q& J! V8 l. n- d
- def pressed?(key)8 i, w5 H) ~8 r1 k& S& _5 P6 k
- key -= 10006 Y; H3 F' H# S9 n$ M- Q: M- T4 O
- @pressed = [] if @pressed.nil?
' X1 H4 ~# |+ J - return true if @pressed.include?(key)
/ r. B+ y2 e, m9 i0 v( K - return false# R9 N4 }9 @ Q J
- end
- @9 C. n& ], L6 ?0 H) P" G - 4 z( q& ?7 W5 M5 P4 I9 F
- alias hud_key_press? press?" Z5 ^/ C! q+ |( G+ c8 T
- def press?(key), G* D: F+ d+ j) ?0 b/ q! C% ?
- return pressed?(key) if key.to_f > 1000: _* N5 [* i* v( |0 j3 K
- hud_key_press?(key)
5 {) P! L2 Y2 I6 V5 D4 b3 F - end
6 v" h& b J ?6 L4 \; _2 @ - end
+ i& n: ~! e0 q- V: G0 z* ^ - end
8 g' D3 j/ N; n, z) S8 c
. J. E8 I3 H& k5 `4 V) ~- #===============================================================================
' I* }. r+ n1 @6 l( L, } - # Game Player
! I( ?% q6 M* u) V G r - #===============================================================================
" T/ X& w O5 [* x2 q3 h - class Game_Player < Game_Character
@1 `/ R9 |2 J; ^& ?' I( \1 y - attr_accessor :hud_equip3 q p& L# J3 V( P& i+ S8 x. t
- 6 n1 m# P/ F4 |4 i% w K n
- alias hot_key_hud_init initialize4 r5 ^3 O4 y' A
- def initialize
0 X7 u* a. V2 K* e2 ` - hot_key_hud_init
6 R- W' v0 t/ y - @hud_equip = []
6 h2 w) k# L+ C% U$ [5 n - end
4 l: H5 `" p2 J9 G: z - 0 m, h c$ ]; [# j) W
- def equip_item_to_hud(n, item)/ P4 t, T$ x9 N/ [! q
- if item.nil?8 x, r. U1 ` W
- $game_system.se_play($data_system.buzzer_se)5 [ \3 V* D* A) l. X6 V
- return
* T4 Y, I8 v& {% i - end# s4 @ v2 u& ~$ Z! F) b* a
- $game_system.se_play($data_system.decision_se)
+ H8 Z; R; L7 I$ S - @hud_equip[@hud_equip.index(item)] = nil if @hud_equip.include?(item): \% p S, ?. u
- @hud_equip[n] = item% c# u4 M; `9 s/ d
- end* e& D& s4 L$ G5 g. ?
- end5 |( j6 k. t( Y: [
- , N; u4 N- ~3 g: J1 K- P \
- #===============================================================================
: [/ L! M/ N9 ?. f+ A+ H- r - # Quick Skill Window; W) Y, ^& y6 w+ r1 ~* ~: d: ]7 z
- #===============================================================================
1 ?5 i& O& j1 d7 S1 [" S - if XASVER_37 == false
' T3 g0 H- J; X! V1 U - class Xas_Scene_Skill
" A, S3 u/ C! R* l3 ^: ]! o - alias hud_quick_menu_main main" T+ I# Y" g& w/ ~) ~: F: d
- def main9 f b8 \! M( Q$ Z1 o5 X9 x
- @hot_key_hud = Hot_Key_HUD.new
: w: J$ Q3 U5 ^7 ?2 |3 f; M - hud_quick_menu_main3 z/ Y7 T1 Q) l2 x2 D
- @hot_key_hud.dispose7 g/ ] S4 u4 q1 B: T
- end
$ K# }' ^- \) ?0 H - ( `& K+ O9 A- ?2 Y; ^+ T
- alias hotkey_hud_qucik_menu_update update
) w" m4 z" {# P( t6 |- u6 z9 w/ Y+ O; b - def update9 L' A* E4 E/ U# D+ H
- hotkey_hud_qucik_menu_update; r3 i2 n! C8 W& j, G7 X% F; I: S
- # Hot Key num 1# z( _' q C8 s( D+ w* }4 U
- if Input.press?(Input::Numkey[1])
: \" m; y1 g# M4 j5 K1 u3 f - $game_player.equip_item_to_hud(0, @skill_window.skill)9 Z- j4 `& Z) j% n, j1 u9 @
- # Hot Key num 2
# E* G# o8 _, J B' w. E* l k - elsif Input.press?(Input::Numkey[2])* h8 P4 a0 `8 {4 A. l+ }/ {# w1 K
- $game_player.equip_item_to_hud(1, @skill_window.skill)
0 \$ }! M! B4 b7 i p1 _ - # Hot Key num 3
0 w1 l. F6 e w2 @% v; r - elsif Input.press?(Input::Numkey[3])
9 c5 [* B* S! h* @9 { - $game_player.equip_item_to_hud(2, @skill_window.skill)
4 e, r. A& `+ c7 i - # Hot Key num 4+ D1 n [ [* F! \, \- ]
- elsif Input.press?(Input::Numkey[4])) P( _% I7 n9 w7 [
- $game_player.equip_item_to_hud(3, @skill_window.skill)+ N3 t% R, a- y
- # Hot Key num 58 [* X; {- d- L$ d
- elsif Input.press?(Input::Numkey[5])
5 o" u+ F! O2 V* w- P% B0 x/ H0 i - $game_player.equip_item_to_hud(4, @skill_window.skill)
1 @, C/ `7 a# Q' u - end- x6 ]8 ?- U; S& x5 g, n
- @hot_key_hud.update
" h& b- S4 R7 w* [/ Q, B, D - end0 V6 G+ w( Z( L8 u0 ]" W
- end$ Z. R, M# ~7 b1 O& G* C' S1 F: n6 h
- else2 k; [9 Y" ^! W2 o4 s/ l, G9 h0 ]1 N
- class Quick_Menu_Skill# j: c0 ^1 ~* s; y: C8 U3 R. F
- alias hud_quick_menu_main main
' Q, W/ v/ k2 ?3 Q - def main( t" I/ z) z5 O+ v4 @' r9 ~
- @hot_key_hud = Hot_Key_HUD.new
: K. Q' ]/ [1 J' @5 D1 h - hud_quick_menu_main# x+ z2 h; ~6 i9 ^. b' _+ }
- @hot_key_hud.dispose! B* K8 Q2 f5 r1 j
- end
- p* _4 @$ V K - 6 R; T, N: D5 `9 j- T4 N' q# e; H
- alias hotkey_hud_qucik_menu_update update
8 D4 ]0 h) M- ]$ Q9 I3 U - def update
# }7 t0 p. Q( ~% o& L - hotkey_hud_qucik_menu_update
: P- G7 x8 b% M - # Hot Key num 1
- m" k4 b$ i0 t0 s* U% m- \ - if Input.press?(Input::Numkey[1])
) q: ~& f: J# h$ r* O! U1 t - $game_player.equip_item_to_hud(0, @skill_window.skill)
9 i* j! {( c) Q+ B" @& [$ p - # Hot Key num 2* y8 u) C! @1 {9 d3 [
- elsif Input.press?(Input::Numkey[2])2 R- J& ?+ i0 f/ ?
- $game_player.equip_item_to_hud(1, @skill_window.skill)
8 _ l$ K7 Z: o7 H - # Hot Key num 3" R. i) j% G9 v0 q
- elsif Input.press?(Input::Numkey[3])
7 p' \4 a; I0 o) \8 E2 b - $game_player.equip_item_to_hud(2, @skill_window.skill)' s! S' ]6 M5 w- f% E5 j% b/ C
- # Hot Key num 4
; a5 L0 B5 V4 f) H! A8 r/ U - elsif Input.press?(Input::Numkey[4])
% p, Z, p# F6 y/ O* I9 b4 f% g8 I - $game_player.equip_item_to_hud(3, @skill_window.skill)& s5 K* \% n4 A0 F+ y
- # Hot Key num 5
' ]" @: L- c( F# d4 k - elsif Input.press?(Input::Numkey[5])7 ^, U; n! _) X0 v' w
- $game_player.equip_item_to_hud(4, @skill_window.skill)
, h2 z5 g8 }* D$ j, e4 k - end
: @' s( q( x [ - @hot_key_hud.update: y3 z, ]* l, p4 ]' R0 b8 Y2 J
- end8 U2 s+ R8 f+ t* d( x- M7 E6 S
- end8 K; {' a( ~* ~/ d
- end- P" N0 h9 ?2 }$ R. D4 Y# O
& n: h9 g8 M% U- #===============================================================================
! D1 Z5 ~2 r! i. L - # Quick Item Window+ b! y) t) L, j" K/ I+ g3 x% [. {
- #===============================================================================% {9 r0 l/ U8 K ^
- if XASVER_37 == false* V6 l" W5 V6 E/ h* E( } U
- class Xas_Scene_Item
5 z. A: R( t. }0 t$ q - alias hud_quick_menu_main main
7 Y1 h+ I* j o7 a* Q" r' B9 K- H2 j - def main
- p$ {4 q, g) j7 B+ E4 K - @hot_key_hud = Hot_Key_HUD.new
5 d: ~6 D5 Z, B5 S6 J - hud_quick_menu_main
- N6 o& ]! ?0 j7 q- ` - @hot_key_hud.dispose
! L8 @' i2 O5 c" h" F - end
+ `' I+ n0 p$ `% e' k5 n - " r) l O: j8 e0 M5 I
- alias hud_key_update update
. z; j/ B: [& w; w! Q- L. z - def update5 b5 p c' H6 d1 j$ e
- hud_key_update( I0 }+ `6 f% L }! a
- # Hot Key num 1/ L+ _0 N: n( d0 W; N
- if Input.press?(Input::Numkey[1])
& s$ i, o8 T8 O) R# P6 s. x5 U6 i0 S - $game_player.equip_item_to_hud(0, @item_window.item)
" S+ T7 B$ ]- i* u - # Hot Key num 2
/ Z0 x. D# m) a: _1 a/ w) [5 j& @: H - elsif Input.press?(Input::Numkey[2])
3 l2 H. K$ ?- a+ M+ G - $game_player.equip_item_to_hud(1, @item_window.item)8 |& e% t# r1 e3 ~
- # Hot Key num 3
) l( L# r% \) X: f- W5 z - elsif Input.press?(Input::Numkey[3])
/ B, C# E1 y }% ^: w - $game_player.equip_item_to_hud(2, @item_window.item)
9 i1 m! k J" y. R2 N/ t8 c - # Hot Key num 4
0 R2 m! m5 \4 ` - elsif Input.press?(Input::Numkey[4])
0 B; X9 w; ?" ]) S( o - $game_player.equip_item_to_hud(3, @item_window.item)6 r1 ]& \- Z8 h6 B; `1 K
- # Hot Key num 5 H- [. C: A7 b7 p2 J
- elsif Input.press?(Input::Numkey[5])7 M" V1 y# [# P
- $game_player.equip_item_to_hud(4, @item_window.item)' C' K1 l3 K0 X% ]( s1 M
- end
7 P; f$ O4 K. b- Y" Y) @ - @hot_key_hud.update& L* j$ P! c; J$ c* ?
- end2 A: H4 j! X" n" R; \
- end
# n& c6 q3 x$ `! }3 @" i9 g9 T* ^ - else) r# f2 R$ u, | V+ f
- class Quick_Menu_Item" m; J( _: I0 `7 a; H+ O
- alias hud_quick_menu_main main7 |( ^1 z& V" |" E( Y ]
- def main
$ v. S' ]. Z% [7 d2 Z - @hot_key_hud = Hot_Key_HUD.new, `$ T# B' |" F+ i6 ?5 ^: U* h& U
- hud_quick_menu_main+ R$ n$ R1 w8 E9 q! J2 Z
- @hot_key_hud.dispose
" {$ f# ]) s, b& J - end. R$ R! h' e" o# D8 L' B) | @4 y
- 2 D' @' P. t/ l1 H/ h- R
- alias hud_key_update update
6 p. ?& i3 l- d) { - def update
0 i+ u% S7 X" y8 P( c4 m - hud_key_update. v7 ]7 F, |6 q+ z
- # Hot Key num 1" V! y7 \# ~ P( o$ G
- if Input.press?(Input::Numkey[1])2 {7 o" U/ `+ e3 \; S4 G
- $game_player.equip_item_to_hud(0, @item_window.item)7 J9 j2 x' o, y/ v" t* a- s
- # Hot Key num 29 q e) d2 K- V7 v; p. @$ z
- elsif Input.press?(Input::Numkey[2])
, a, w/ u, _* i( A$ Q - $game_player.equip_item_to_hud(1, @item_window.item)
: q4 m" R8 Y3 m+ H - # Hot Key num 3
" e0 q) J6 J5 t6 T( `' w( q - elsif Input.press?(Input::Numkey[3])2 X( v0 g! X6 y2 C* x1 k) e
- $game_player.equip_item_to_hud(2, @item_window.item)7 }% H; H7 x9 w# ?% r# V' B- Q
- # Hot Key num 4
3 R) J+ h+ V* O( i6 j" i' \+ F - elsif Input.press?(Input::Numkey[4])
" Q1 K; _5 y* |4 p - $game_player.equip_item_to_hud(3, @item_window.item)( W2 l. R. \( q, N; [8 y
- # Hot Key num 5
: h+ y& |+ G3 O( R - elsif Input.press?(Input::Numkey[5]): e7 ?9 z' x' s3 A
- $game_player.equip_item_to_hud(4, @item_window.item); V( T5 E$ U8 @/ M) F J0 A3 U
- end
I8 j- k) r, _ - @hot_key_hud.update
8 \1 b S: I6 H3 P% T - end! ?4 {6 e5 k# J, W% }! c# U5 `
- end
3 Q! N) b: B4 Q3 Y# l. _ - end
8 `/ f3 b: _# s- D# a - 2 G+ i8 P+ b' w8 p: \1 I _; Y* s
- #===============================================================================; Y9 z3 z* S0 n+ b) S: t
- # HUD Window' E, {% U$ ]) V
- #===============================================================================
?' a3 ?# f' p/ ^& I" v: ? - class Hot_Key_HUD < Window_Base
$ r" n& K/ k* K - def initialize(x = HUD_X - 10, y = HUD_Y - 15), `. L+ O9 }) `8 P& t
- super(x, y, 220, 80)- `& e3 b8 |8 _
- self.contents = Bitmap.new(width - 32, height - 32)
/ y- C6 k I; \* V+ u - self.opacity = 0
; N* `2 @3 {! D) V8 S7 M& t7 a - @actor = $game_party.actors[0]
- R+ W7 J" _- J% s, }# f! V. h! o, C - refresh
& ^1 b! [: c0 W* `: H* K - end+ n' G4 X+ R9 }* t
- ' h: r W$ f* V& [ F
- def refresh4 L$ \; s! a- T$ k6 p
- self.contents.clear
. e0 |8 P+ l, S - bitmap = RPG::Cache.picture("Hot_Keys_HUD")4 u( @& T% X" o k3 y% f; L
- self.contents.blt(0, 0, bitmap, Rect.new(0, 0, 160, 32))
0 I2 \" p, U4 M2 a( A: L) ]# j - for i in 0..4
# g. U6 _2 w4 d- c8 P4 \ - x = 32 * i + 49 }! N5 y3 v3 a5 z, s9 e
- item = $game_player.hud_equip[i]
0 m$ b6 N! n( I; x - next if item.nil?
# G3 v9 f0 c9 m! w* i - if item.is_a?(RPG::Weapon)
- y$ ]% Q1 n# U7 k - item = nil if $game_party.weapon_number(item.id) == 0 and
4 f7 z/ w* D% L! L% K1 ? - @actor.weapon_id != item.id2 X3 H9 `0 j7 N. y
- elsif item.is_a?(RPG::Armor). i6 W6 y( _6 U4 R; v
- item = nil if $game_party.armor_number(item.id) == 0 and , R: l' l2 K0 X: J* m
- @actor.armor1_id != item.id9 L2 @( i( E9 h/ |, I& g$ t0 Q( {
- elsif item.is_a?(RPG::Item)
0 s" I$ t/ x: [# c# I5 p( W - item = nil if $game_party.item_number(item.id) == 0 or/ I e( o! L% e' @
- !$game_party.item_can_use?(item.id)
' p5 W4 p3 T5 a5 h) a6 X - end
6 j% F+ r2 `, q$ {* Z0 t3 y1 _1 o - bitmap = RPG::Cache.icon(item.icon_name)
; N; h$ A' M9 o' v D: }( {9 I - self.contents.blt(x, 4, bitmap, Rect.new(0, 0, 24, 24))
5 X- g' a. {" ~* ~0 H: X - end
+ m2 j7 [' k* i5 i6 U1 a" ?; J - end' }' X6 L/ g; z- C# m+ ~
-
. m; R0 q2 g+ @# \1 l' e - def equip(item)
% g& i( `3 X& s% U - if item.nil?
; u& Q$ [4 }( o |; S# W" g# M! A" T - $game_system.se_play($data_system.buzzer_se)- a& X9 e: u- N- J
- return9 i9 \. X7 s6 T: k0 x7 p
- end! U) p" H0 |" J: a! G( p- M
- if item.is_a?(RPG::Skill)7 V8 t* @. D5 T& h7 h) }2 }
- if [email protected]_can_use?(item.id)& Q+ v7 S& ]4 c* s0 {
- $game_system.se_play($data_system.buzzer_se)
, X5 H8 ~/ \$ \0 k) U - return# S9 D J$ s7 @3 ]0 o
- end
- W3 X9 X" Y$ a& [ - $game_system.xas_skill_id = item.id
2 }7 {6 d" A: O5 l- h - elsif item.is_a?(RPG::Weapon)
; t2 y6 ?- }: V* I' L: q7 J( ? - @actor.equip(0, item.id)
" U' D" S M, P6 \6 I) x! x X - elsif item.is_a?(RPG::Armor)
' e- ]$ f! i0 _- }2 A; ^ - @actor.equip(1, item.id)7 g7 P9 S- ~3 l, @
- elsif item.is_a?(RPG::Item)# x7 S" ?: F: ?: e) m R5 v9 O7 H
- item_tool_id = XAS::XASITEM_ID[item.id]* q4 W9 n @( X/ D
- if item_tool_id != nil
; p( O x" ~$ v/ l, q - unless $game_party.item_can_use?(item.id)
0 B7 o6 v4 e& t& N4 d& b - $game_system.se_play($data_system.buzzer_se)$ w( x0 Z* Y; R, d+ l& \
- return7 Q! j$ _& @+ }' a
- end- ]5 s3 p, O5 }; ?% c1 O
- $game_system.xas_item_id = item.id
4 P. c: E b# {' e& v1 P3 M$ F/ p - end
9 z7 O0 R/ p$ }% H0 ^/ _9 C7 v5 R - end
+ J: ]7 R7 \8 @9 E( k T% D9 }/ U - $game_system.se_play($data_system.equip_se)% I2 {/ z* |$ O8 x& M
- end
5 z' Q/ `( a U3 ^! w - 7 |) E# j1 D# d* n4 n8 J$ D
- def update
9 V( \; m0 z9 Q8 X - @actor = $game_party.actors[0]/ H; J) L, c* K6 n4 S
- @hot_keys = $game_player.hud_equip
% g- n1 b g0 x( A1 [+ P* c' t! T - refresh$ Z; J2 k) |. P4 G
- return if !$scene.is_a?(Scene_Map)
" f' w" h7 |/ A0 g9 S" A6 I - if Input.press?(Input::Numkey[1])
" |$ p" K4 o2 @% \! ?6 c - equip($game_player.hud_equip[0])
5 B% p* @0 S5 I6 F5 d - elsif Input.press?(Input::Numkey[2])' T0 r0 f( _/ _4 s' ~
- equip($game_player.hud_equip[1])% r, S4 w% @7 v4 j0 |; y
- elsif Input.press?(Input::Numkey[3])
' V6 f" I+ ]5 B3 T U z - equip($game_player.hud_equip[2])
+ r* }2 q# C" ^, m7 |6 M6 ^% ?0 C - elsif Input.press?(Input::Numkey[4])
2 u3 G ~" |9 r. R - equip($game_player.hud_equip[3]) h1 G$ w+ C/ B
- elsif Input.press?(Input::Numkey[5])6 o/ x& {% k- B' [1 u# Y" M
- equip($game_player.hud_equip[4])5 B1 y8 P) [6 L
- end
1 w! T7 t+ {7 E& N. Y5 ^ - end- L& A9 A# I; j$ m# u( O* \
- end
8 Z8 Y: E9 |+ k* k
# y$ j& v1 D6 w: m9 G2 O* I3 w- #===============================================================================
9 q. x1 T4 R; j& P) g! {' \ - # Scene Map' y7 A! r& F) m+ v D0 ^
- #===============================================================================
+ ~0 [1 W0 o9 c% j# D$ r8 H. d - class Scene_Map3 t; z( w- p: ~& C; ~
- alias hot_key_hud_init main+ |$ f1 I6 Q7 I0 N4 N G
- def main6 y0 L D/ R5 t/ E
- @hot_key_hud = Hot_Key_HUD.new! c6 F) s( } R$ z3 m, m: j9 a3 `
- @hot_key_hud.visible = !$game_switches[XAS_HUDDISABLE_HUD_SWITCH]( W% X/ V+ e3 L5 H, B. c+ y
- hot_key_hud_init# J6 H" F& ~8 ^
- @hot_key_hud.dispose$ a# F/ Z/ r/ k
- end
: Z( _9 {: X4 K! S - ! C7 Q" M" j( r4 _3 ?
- alias hot_key_hud_update update& h+ o S) {& m6 v+ E$ L
- def update8 W7 u, C& g! |8 g* w' M
- hot_key_hud_update" s! ~/ H1 ]8 w
- @hot_key_hud.update0 k5 a% \7 K. F6 I ~+ _7 m
- @hot_key_hud.visible = !$game_switches[XAS_HUDDISABLE_HUD_SWITCH]
: C7 k' X) J0 F+ V - @hot_key_hud.update if !$game_switches[XAS_HUDDISABLE_HUD_SWITCH]: ]* `0 }+ j) A. A# B
- end
- i- W4 a- }& \1 v4 s: T( m; y' D ~ - end
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