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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,% f, S P( b. R2 g( k
不知道有人能帮忙看一下吗? - #===============================================================================) |( M+ t9 d' ]7 o7 y4 s$ \
- # XAS - Hot Key HUD
4 H- b# g4 F: _6 F - #===============================================================================
+ t; V I% X* u* y, f: ^) i - # By Mr_Wiggles
2 @9 \' G4 y9 ]) D - # Version 1.3
) ?' a% K, b U9 O4 p - # 7/6/10
% l; ~% M7 g5 S) n" |* f: l# i - #-------------------------------------------------------------------------------
0 z9 |6 f: l6 H4 h - # Instructions:1 |( L4 O0 M, N# O$ R% G/ ^! m7 n
- # Fill in the constants bellow, paste this script above main and bellow XAS in4 |5 u' z6 \5 e# H* V: Y
- # your script data base. BE SURE TO SET TO THE RIGHT XAS VERSION!!0 o9 i% ]2 U- ^% R& [
- #
5 e _% ^1 g9 P: a F3 |, n- ` - # Place the "Hot_Keys_HUD" picture file into your game directory ( v' |0 m- X/ d+ j5 ?
- # Graphics/Pictures folder.! i4 N+ x6 q6 v
- #-------------------------------------------------------------------------------% B0 w7 }/ x: ?; S8 x
- # Directions of Use:
+ V' l; f9 U% k8 d - # Simple just press a number key (1 - 5) when the quick skill or item menu is
: H z6 Y$ T1 E - # Showing.& `, P& V+ k$ E0 g" f# u: d
- #===============================================================================
7 i& D; d# j7 f# D" D - HUD_X = 0 # X pos of HUD
4 C- ~$ L3 q/ R! N: Y" o4 ? - HUD_Y = 0 # Y pos of HUD! ]1 e' G& H$ w% A1 m/ N+ j0 V
$ `2 d8 v* l( H! a2 ]7 |- # Set true if XAS 3.7f
# O& N+ y( `( d- W) L _% b! [ - # set false if XAS 3.6
3 y* b Q4 ?5 P; I* ]' a" N - XASVER_37 = true+ y1 }1 a( }" F8 S8 s
- 3 c5 E! D/ W4 l$ h# s6 W
- #===============================================================================* j W2 o' K* @, ]3 S
- # Numkeys Module
& \1 h" b/ c8 M - #===============================================================================
* c( U8 @: B9 e0 R. u3 z x5 c9 I - module Input( M5 F1 L0 t: H
- Numkey = {1 => 1049, 2 => 1050, 3 => 1051, 4 => 1052, 5 => 1053}
, u& R& G; v7 I9 |" M- v: P; |) H - class << self4 g$ \; M1 C& K" u1 n
- Key = Win32API.new('user32','GetAsyncKeyState',['i'],'i')
: W6 Q! O# q+ [0 W& t! r- n - $ I$ |4 r+ Y Y1 v: P
- def testkey(key)+ g8 b$ B# m' b3 ]8 T6 V
- Key.call(key) & 0x01 == 1
: |& s* [" f& a4 k$ ^& w, B - end
; }' s- T9 C& O5 y" w -
' `: ]- m! }( y' U; E1 S0 V+ B x - alias hud_key_update update
. H; g, D3 f; J; n3 C, @* N - def update1 q# g- x; N m* a' }
- hud_key_update% ?% d. y. D; T7 ]7 W3 T
- @pressed = [] L5 s$ A0 ]* V. v* }
- for key in Numkey.values9 a2 u7 W& F+ ]
- key -= 10008 q( M! ]& ]7 B- {4 d
- @pressed.push(key) if testkey(key)
4 B! L! A& H! p; P - end
0 e0 T o' Q* x; ^: F5 Z - end
' m7 ~! L, Y s -
3 v' h: b8 o2 f" H# q, ? - def pressed?(key)- k7 H' ^/ F. z8 v
- key -= 1000
/ N- a) ~0 P( t5 o5 C* f$ a- {& | - @pressed = [] if @pressed.nil?
/ ?. K2 T& b# D; `6 M4 N% f- ` - return true if @pressed.include?(key); A6 p) v5 ~) {; \# {8 h2 U2 ]
- return false h& ^+ Z' \! d3 c5 O! Q
- end
5 V' G7 r1 z2 _( V; ^ - ( N& N# Q8 `- k
- alias hud_key_press? press?# f% ^+ ?6 M" Y" ]
- def press?(key)4 j7 F! q4 N) Z8 u' I2 X
- return pressed?(key) if key.to_f > 1000
2 K3 ]$ e9 F9 J' }* |3 E - hud_key_press?(key)8 g8 x% [$ i# R
- end5 Q! _3 A" P0 n# D/ D3 l
- end$ {/ J( x' Q2 l) N9 P
- end }7 H! L0 ~" N0 Y0 @1 C: ~ G1 b
8 c3 c% }. A( K, x" Y! q+ d- #===============================================================================( H' Q4 h9 ], r5 N4 I9 g3 d- C: _. l
- # Game Player
( c6 P4 }2 C+ G - #===============================================================================- {# K5 e1 K6 L4 d& ^+ N
- class Game_Player < Game_Character/ m4 c9 |4 p# Y6 S
- attr_accessor :hud_equip6 }, L7 Z+ v! b) F% I% S5 G8 b
- + s$ Z! w% T& c, l8 S( Q2 X
- alias hot_key_hud_init initialize
( z; c% e- U1 z( r - def initialize
& S8 b2 a. X3 n) p1 J3 m& `" J; j - hot_key_hud_init
1 ~' A. C8 P# e$ o1 U - @hud_equip = []0 u1 q- O3 N' x1 |0 } T/ t9 v
- end
3 d( q( U( k# `3 A9 ^ -
9 ?3 N4 {, }9 @# C* W - def equip_item_to_hud(n, item)
5 L/ I V+ X: d - if item.nil?( I0 `) H; _! }' V6 O
- $game_system.se_play($data_system.buzzer_se)
$ Z) T6 z b; k; u2 T N - return$ [" j m7 z6 M* [, m1 u6 ~
- end' x0 n$ \% d5 v" P+ G* p( j
- $game_system.se_play($data_system.decision_se)
1 Y& X4 o8 t$ | - @hud_equip[@hud_equip.index(item)] = nil if @hud_equip.include?(item)5 e: s2 U+ K! r0 G0 j! [# q, s
- @hud_equip[n] = item
0 P8 d# P5 w* I* }9 y; M - end
( x3 [' t" m& \) `9 X - end h: o% \) j$ ?! q0 R& G
) E5 }) K# z$ k3 _: Z6 @- #===============================================================================# s; J4 v9 k" H$ Q6 z- J. M
- # Quick Skill Window' j1 `$ [; I3 o) a2 q: C
- #===============================================================================
4 a+ O. L( D/ C0 D' l v - if XASVER_37 == false2 B# r" {9 \+ I. E
- class Xas_Scene_Skill
& y6 i1 M- ]9 ~* w - alias hud_quick_menu_main main* R3 d( a6 j' ^) j
- def main2 \2 Z0 ~9 w0 \- h
- @hot_key_hud = Hot_Key_HUD.new
7 @$ g2 e" L1 \* k) Y G, ]6 Z0 } - hud_quick_menu_main
% J% F8 n( z- U* y. Q7 u4 \- U - @hot_key_hud.dispose6 l7 [* u5 g" P1 R5 e
- end$ s0 a1 u$ p% C' z
-
! T$ ?9 b. H+ l9 m. h( P+ T( i& s - alias hotkey_hud_qucik_menu_update update) Q! f6 v7 p; E# ]* J
- def update+ d( s; K1 A" O0 L& ?, ?! z
- hotkey_hud_qucik_menu_update& s2 J7 ?* @" |# f. Z8 c& k: T
- # Hot Key num 1* W4 J' K- U9 s, A% ]+ D. T
- if Input.press?(Input::Numkey[1])' k) R9 I3 m/ m3 k1 m* C# q
- $game_player.equip_item_to_hud(0, @skill_window.skill)8 N" }, p0 t6 z4 S) [6 X' b7 E
- # Hot Key num 2
, I# |! ~; G$ ^ C7 C' E# z' L2 m - elsif Input.press?(Input::Numkey[2])
# I! D" x3 l% M - $game_player.equip_item_to_hud(1, @skill_window.skill)! M% ]1 `, r) [1 g; I% c8 C# k; O4 ~
- # Hot Key num 3( Z$ L. @! Q! w% c
- elsif Input.press?(Input::Numkey[3])8 E) P& f7 v, M+ L3 P+ m" r- S
- $game_player.equip_item_to_hud(2, @skill_window.skill)/ g0 A6 O) p, Q Z# a1 }
- # Hot Key num 4: l9 }1 g6 x) @. I' V$ f
- elsif Input.press?(Input::Numkey[4])
$ J5 |: x3 d' ?( J$ u$ \" w - $game_player.equip_item_to_hud(3, @skill_window.skill)
& N% v& f7 ~5 V& |* f V! q3 J( s6 t - # Hot Key num 5, v) Q6 u& r/ g9 P, t$ a n9 z
- elsif Input.press?(Input::Numkey[5])
* B u; m1 a6 B6 E' Q! H3 T! J - $game_player.equip_item_to_hud(4, @skill_window.skill)
t/ w# s# _8 S) l! R - end
8 {2 X9 n5 F$ K - @hot_key_hud.update
; D/ w0 s5 ]8 l# S) c* J - end3 t; P. c! g9 B s0 J; M# v
- end
. v! C8 f( y& r" q, w1 S - else
$ U- ^8 v2 l: o& ]9 y' R9 \; o - class Quick_Menu_Skill
, [% C5 e8 I+ O, W5 y - alias hud_quick_menu_main main
" p+ X T) S: \2 [- @1 h - def main
# N) W* u O5 \/ @/ x - @hot_key_hud = Hot_Key_HUD.new
* [- Q+ z1 h/ i+ F" s h6 Y - hud_quick_menu_main
" ? q% @4 A0 I8 i2 v4 W7 l [# ^6 v& B - @hot_key_hud.dispose
% m" S- T1 Y2 q! P7 n0 h. G - end
+ d r4 ?6 o3 b4 o -
' J: i- T2 q- X1 `1 C - alias hotkey_hud_qucik_menu_update update5 z1 ~" `( R7 j; ]
- def update9 T, w* o3 }7 r0 {& x, v3 q j
- hotkey_hud_qucik_menu_update' V2 w- \ f2 u5 k6 Q
- # Hot Key num 16 M" B) }+ M6 l) Q( n
- if Input.press?(Input::Numkey[1])
2 U, X+ Y' }. D4 M - $game_player.equip_item_to_hud(0, @skill_window.skill)
' B6 T# m9 I& x% ~, E - # Hot Key num 29 w! ]6 I! ~, U# ^$ a- F2 u* h- r6 {
- elsif Input.press?(Input::Numkey[2]): t( l* [* \. L5 F
- $game_player.equip_item_to_hud(1, @skill_window.skill)$ t% F6 B' V7 p* m) v- x
- # Hot Key num 3& q+ W4 w* W$ n" Y9 c# w
- elsif Input.press?(Input::Numkey[3]): d+ L. d- y3 z- E, K
- $game_player.equip_item_to_hud(2, @skill_window.skill)" z5 }! [9 t# w$ ]1 q& t& @+ f
- # Hot Key num 4
$ ~# U5 R/ [6 v/ l - elsif Input.press?(Input::Numkey[4])1 T6 w$ V2 C) v, B% N
- $game_player.equip_item_to_hud(3, @skill_window.skill)
, I; ]4 l+ g7 |. x: } - # Hot Key num 5
2 C% E: g- H$ c3 q - elsif Input.press?(Input::Numkey[5])+ |' T4 Y) ^% J6 Y1 R& A) @: V
- $game_player.equip_item_to_hud(4, @skill_window.skill), V, Q7 {4 w6 V: T$ P5 m5 e
- end
+ @! y; p5 T; W, A, M& z - @hot_key_hud.update
- A5 F C4 i" U( v6 ?" i8 h% S - end
2 L# s6 j4 K( Z& w8 Y) f' _, {( J - end
/ a: }& _( x: @ - end4 v* f# E: A# ?, ~$ d5 j
- # ]8 V& @/ u. b0 j) l
- #===============================================================================% I8 F6 y/ e; \1 Q1 t
- # Quick Item Window1 M& G# [0 h6 h% j
- #===============================================================================
3 n# }( s% u" ]" U5 x; t - if XASVER_37 == false
9 K( z! F3 z* v9 r5 N - class Xas_Scene_Item
1 m: }) k* G* Y; }8 k - alias hud_quick_menu_main main
2 c5 g8 A7 Q, V/ b0 } - def main7 G+ m! T- l! F0 `+ R. S
- @hot_key_hud = Hot_Key_HUD.new8 k3 f0 Z, |, j0 t( ~5 |; i9 S. C
- hud_quick_menu_main
6 S, ~6 [* H2 R8 \+ T& @ - @hot_key_hud.dispose( J# Y- G( y7 ]7 W0 `* T6 c
- end0 l/ f& J0 `+ V' y
-
8 g1 T. O. X6 _3 M - alias hud_key_update update F3 q: K4 L- S& G3 P+ v* `
- def update( R j4 H! D! y. d& D3 `6 V: |
- hud_key_update' Q8 _# w" z/ ~3 ^) E) a$ {
- # Hot Key num 10 T2 \0 F1 Q* @+ P7 F7 Z$ {, u( Q2 G
- if Input.press?(Input::Numkey[1])
+ w8 Y @( y g1 `$ r; k - $game_player.equip_item_to_hud(0, @item_window.item)/ E- z# g* j7 z% L o( _
- # Hot Key num 2
7 Z& m6 ]* X5 Y2 m& l - elsif Input.press?(Input::Numkey[2])+ K" a/ v, H/ [( |
- $game_player.equip_item_to_hud(1, @item_window.item)
7 Q x; p! t' r/ w( n) f+ A l - # Hot Key num 3
$ i5 K5 g9 h1 D+ g1 L8 l# z1 b - elsif Input.press?(Input::Numkey[3])
9 t% [. k/ k1 c) V6 n - $game_player.equip_item_to_hud(2, @item_window.item)
2 G4 I5 S6 @. u+ {$ y* f: K* b: Z - # Hot Key num 4. L5 C( N% ]4 n8 b7 b
- elsif Input.press?(Input::Numkey[4])* R, R8 i! Q1 R8 {4 ^- v' D
- $game_player.equip_item_to_hud(3, @item_window.item)
& a4 B0 w! y" o/ I- M1 l - # Hot Key num 5" p* ~2 ]! W8 ?! q% b, o) J$ U
- elsif Input.press?(Input::Numkey[5])0 v G& M' P2 I& l1 K) d# d
- $game_player.equip_item_to_hud(4, @item_window.item)' i& w! t. ^& Q/ I' N# D
- end
/ k$ ]0 E u, R! i1 A - @hot_key_hud.update
+ ]% `! o7 u. a& r# r+ ]% ` - end
q3 D/ V: c% b- w; s- i - end
' e& f2 w [% H$ M0 X - else" c( A9 f6 j% [- V5 m1 ^/ H
- class Quick_Menu_Item3 j8 Z5 r' j3 Z( M1 J, I$ m5 x
- alias hud_quick_menu_main main
^2 `! e# i4 N2 w, U* [7 Q+ X3 q - def main) a" k9 t* h2 n
- @hot_key_hud = Hot_Key_HUD.new6 N4 [3 t* j# m# A! f5 S
- hud_quick_menu_main
, m3 D" V1 T1 p3 l2 ?# n - @hot_key_hud.dispose
/ e8 w9 a' L: |% r - end
3 J4 V, [6 ]8 E, A# D: B -
3 X* A+ f) `2 A2 U+ J - alias hud_key_update update
* P& ^! g' d. j5 @' g" r) D - def update
" f2 d# J$ r2 {0 d; {- ` - hud_key_update: S) w' f9 H: H8 ?/ Z
- # Hot Key num 11 ]; @9 [% }/ F6 T0 C, G( c6 b3 Y
- if Input.press?(Input::Numkey[1])
6 B+ u+ z3 w3 s - $game_player.equip_item_to_hud(0, @item_window.item)% I- o+ w3 J0 e$ u) U1 O
- # Hot Key num 2
% s; k/ @3 `# G; K6 {: e9 S - elsif Input.press?(Input::Numkey[2])/ ]. C- ?7 }4 k0 C
- $game_player.equip_item_to_hud(1, @item_window.item)
5 g" z8 h2 l; j4 {& q" t! j - # Hot Key num 3
4 D1 s/ Y1 t3 \+ i1 W5 L+ i O - elsif Input.press?(Input::Numkey[3])
$ \2 [$ C* H. ` - $game_player.equip_item_to_hud(2, @item_window.item)
9 J, I0 d: S7 F) O - # Hot Key num 4
7 i6 i l7 L7 }7 G3 \0 g( r - elsif Input.press?(Input::Numkey[4])0 x2 F' ^) X2 a2 O7 _3 ^
- $game_player.equip_item_to_hud(3, @item_window.item)
2 D$ I4 ^. g, k# }; @ - # Hot Key num 5
& Z8 c' B w/ v0 {3 _ - elsif Input.press?(Input::Numkey[5]), W1 K; K& N5 l1 z8 l( f L2 l' S* V
- $game_player.equip_item_to_hud(4, @item_window.item)
. T7 b1 a% |! k - end
3 O) z5 D) ?+ Z6 m- P - @hot_key_hud.update
9 U0 b# g0 D+ P9 A9 Z - end
1 w7 r) ~+ I9 t- e- N+ c - end& F) h' `& `% O9 A; {; \
- end2 x1 F+ Y; x. {) O
- & X! b7 `. e) ?7 Z
- #===============================================================================) N R, G9 I3 z* ^
- # HUD Window
0 k: N" j" t/ n8 B* H - #===============================================================================/ h0 {# \$ s# B/ E" b* k
- class Hot_Key_HUD < Window_Base
& U' R/ _. V' b- r - def initialize(x = HUD_X - 10, y = HUD_Y - 15)( ]1 V( `) D7 D/ \# k. y) f r
- super(x, y, 220, 80)& E) V8 B8 p# p0 G0 I! L1 D
- self.contents = Bitmap.new(width - 32, height - 32)
) e* A" a5 n1 [$ P5 f - self.opacity = 0
! Q8 T7 O$ G" S" K; {" `$ E - @actor = $game_party.actors[0]
% x, }. }2 _% `; x. o0 a- m - refresh: {7 j# N; P: m
- end6 N) e) y- x; R+ h
" y+ a% o2 c7 Z5 T; Y- def refresh* ?! z$ j4 |4 `8 i0 f" c. \. X
- self.contents.clear1 V( ^" j6 `/ V1 v r
- bitmap = RPG::Cache.picture("Hot_Keys_HUD")
" ^% c# e' S% K6 } - self.contents.blt(0, 0, bitmap, Rect.new(0, 0, 160, 32))
, Y8 G# H( w/ Z' w' C7 N! w, w& s: _ - for i in 0..4- z, M. z v3 ]5 [0 f7 t. k5 m6 c
- x = 32 * i + 46 |3 P) C( [! c
- item = $game_player.hud_equip[i]
) P$ t) Z; }3 T$ K! D - next if item.nil?
1 i! g- U, H$ V - if item.is_a?(RPG::Weapon)# X: f* B/ J7 Z$ \! l
- item = nil if $game_party.weapon_number(item.id) == 0 and
. _9 s4 U0 v# I1 @' g+ i! n - @actor.weapon_id != item.id
9 W1 Y1 T) h4 X9 _' Z - elsif item.is_a?(RPG::Armor)
* ^& N, c0 \4 ^/ N* q - item = nil if $game_party.armor_number(item.id) == 0 and . C! {, J; m& h3 i7 g7 `5 Y
- @actor.armor1_id != item.id
$ t" e, N) B! K A/ W - elsif item.is_a?(RPG::Item)
5 K: ~1 R% t7 O( Q# P% h$ w" o - item = nil if $game_party.item_number(item.id) == 0 or [" y! v3 \& T7 G0 {% Z
- !$game_party.item_can_use?(item.id)& X5 m) h6 O' B! G, a$ u5 d5 A) r
- end# m- p, U0 e, H* b- |9 k' B1 }
- bitmap = RPG::Cache.icon(item.icon_name)
k2 ]" b, M3 W$ |7 m - self.contents.blt(x, 4, bitmap, Rect.new(0, 0, 24, 24))8 r0 c9 _4 ]4 I
- end
" b. K7 x- v) I) U: p/ c - end3 |: U5 A( I. S8 ` t" K- Z
-
9 f0 T+ a: L0 W8 x1 r - def equip(item)8 a) N& R8 f' |9 g
- if item.nil?
1 D5 P! o4 L' @ - $game_system.se_play($data_system.buzzer_se)
/ S, N3 N% o$ S - return5 D" ?9 |& W% w* {; j5 G( d# Y
- end6 p: z5 l( b% x
- if item.is_a?(RPG::Skill)
/ ^+ f$ |/ `8 i) r- k - if [email protected]_can_use?(item.id)! T$ l m( L* Q' q/ R( i
- $game_system.se_play($data_system.buzzer_se)7 C/ T. Z* P& \5 L3 n
- return
0 k/ T9 J' l7 @; T4 c$ C+ z5 K - end
I. G' B. H' d - $game_system.xas_skill_id = item.id n& n6 I, a8 v# Z0 I$ A! J
- elsif item.is_a?(RPG::Weapon)
9 Y; K% l3 L( J/ k7 r/ a5 i# W q - @actor.equip(0, item.id)
5 v% h# y8 ~1 J- o2 H$ _4 \0 q, k - elsif item.is_a?(RPG::Armor)
9 B y8 h4 h* z* \6 m2 _; S - @actor.equip(1, item.id)
4 f1 h6 |% m' ~' A' r - elsif item.is_a?(RPG::Item)
" b# c( z2 Y, V2 A - item_tool_id = XAS::XASITEM_ID[item.id]
1 }/ ?9 {5 ]) A* G, p4 H - if item_tool_id != nil
& ^. Q6 W; j& j7 Q - unless $game_party.item_can_use?(item.id)- e; [& E8 d1 x( F
- $game_system.se_play($data_system.buzzer_se)
; x$ J3 [. _, X. a3 {1 Q - return7 V& N+ g) b, |0 `8 y
- end
% }1 G$ b+ H0 f7 ` - $game_system.xas_item_id = item.id
- I. f! h% f# o4 V! b - end0 T2 P. C Y Z; L
- end
& q4 G2 t2 Y% T3 } - $game_system.se_play($data_system.equip_se)
$ x9 h: V6 M/ j! u5 p8 P - end$ p M8 |. b, m# P7 I
- 3 D( f; Q/ E) C4 w
- def update; H" G% M+ y# _( r5 P: f
- @actor = $game_party.actors[0]
8 o- v" M6 k3 B6 [" p - @hot_keys = $game_player.hud_equip( t- Q, _$ D5 G1 O
- refresh& | M& k: f& }6 a$ P
- return if !$scene.is_a?(Scene_Map)- l- e& Z" \# m7 I& A/ F
- if Input.press?(Input::Numkey[1])
' R" X0 o" }# `# W2 e o3 l6 f - equip($game_player.hud_equip[0])0 |& e. K" M7 Q" E
- elsif Input.press?(Input::Numkey[2])% v8 L. t1 C, Z1 w, v8 |* f
- equip($game_player.hud_equip[1])
3 a" c3 |7 U1 k" m1 M4 |5 v$ f - elsif Input.press?(Input::Numkey[3])+ u; K; {' c( W# V% g `3 A6 K; O) Q
- equip($game_player.hud_equip[2])
( p: `5 J, {- o- O$ ?$ C+ J( ` - elsif Input.press?(Input::Numkey[4])2 j% H a' D" B; t
- equip($game_player.hud_equip[3]) 1 i# q) t) f$ R" s5 E& c
- elsif Input.press?(Input::Numkey[5]). O* w# A, K& i! E" y
- equip($game_player.hud_equip[4])
" s0 J) B7 Y' V) z/ A! _/ d( L - end a% S3 K7 ]3 }) m3 k6 p" o& U
- end" t& l7 i% H, E# \- E5 H
- end! e! r; x8 N& ^: o& d' g2 @
- ! S$ _; Y9 h* }3 M3 V' r! C; o
- #===============================================================================
7 N, M) k: B' X& B - # Scene Map
) e/ n$ m9 \0 g& ? - #===============================================================================
; Y( @: T9 _+ q) o4 ] - class Scene_Map
6 e) r. O3 W1 J - alias hot_key_hud_init main8 i5 y+ D# _+ p( j" A: [
- def main' ?! u$ C5 a3 P8 w
- @hot_key_hud = Hot_Key_HUD.new' y: c: X# @, Q2 f
- @hot_key_hud.visible = !$game_switches[XAS_HUDDISABLE_HUD_SWITCH]
1 T/ c0 l" x& Y - hot_key_hud_init
& b5 \ H/ K, u! i! o) z* U. T - @hot_key_hud.dispose
* D; ? X% g& ^$ q - end) \8 g, N+ J! V) P& ^/ b
- 6 @9 \, ^' m; M. o# d/ a% t% X/ L
- alias hot_key_hud_update update1 Q! {" i' V, R2 F6 p; l
- def update
* k1 W3 k* _- C* n: Y9 Q8 C$ I - hot_key_hud_update
% G. m7 k0 Q& r- t: h) b8 d - @hot_key_hud.update' M8 w% ]8 P) V! t3 ?4 P3 W
- @hot_key_hud.visible = !$game_switches[XAS_HUDDISABLE_HUD_SWITCH]
b8 X* s: z; }; Y# j) d/ T - @hot_key_hud.update if !$game_switches[XAS_HUDDISABLE_HUD_SWITCH]( y& O+ ?: h1 M p# b& Y1 {
- end7 D2 o+ e/ H' N3 ?& k1 d
- end
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