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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,6 N9 h2 b4 [8 u( O6 B5 k
不知道有人能帮忙看一下吗? - #===============================================================================0 m) H9 o! K' n
- # XAS - Hot Key HUD
2 M/ D5 w1 |% M4 {9 d' b - #===============================================================================+ X( }& P/ D0 B* G! H5 z
- # By Mr_Wiggles: E. \, ^1 w4 Z: c a. {" g0 N# t& q a
- # Version 1.3/ n7 J2 U- Q: t
- # 7/6/10
, y4 N8 f# ^( v8 S0 u6 R - #-------------------------------------------------------------------------------+ u0 V* |2 T' L2 W* o! U8 \8 s
- # Instructions:' i. {$ c2 a1 r$ E
- # Fill in the constants bellow, paste this script above main and bellow XAS in
) J' z0 P" }+ G3 J, j - # your script data base. BE SURE TO SET TO THE RIGHT XAS VERSION!!" b* j) {+ M5 v! m. [; N
- # : v" D5 G8 M% E+ X6 a2 c% S+ C
- # Place the "Hot_Keys_HUD" picture file into your game directory
5 e0 A5 s) Q4 A6 L t6 H. C - # Graphics/Pictures folder.& ]: C: A7 O6 S6 l
- #-------------------------------------------------------------------------------5 t! W2 v. j9 v- K M
- # Directions of Use:# Y2 O1 d5 q) d2 L: {/ G3 G% d
- # Simple just press a number key (1 - 5) when the quick skill or item menu is& @, g3 v% u. ~0 [7 Z
- # Showing.
; z& H {6 m% Y! ~$ Q( d" y8 r - #===============================================================================
) F! D+ c! y0 T' p" ~% l - HUD_X = 0 # X pos of HUD
4 l5 {# e! W' E - HUD_Y = 0 # Y pos of HUD
' y2 g/ {/ B) ]4 F
" b! K1 Z3 A* Q' K$ x: `- # Set true if XAS 3.7f. t [$ g2 f5 _/ k4 y* P3 U7 x
- # set false if XAS 3.6' i5 |5 W+ z. D3 m s) @+ t
- XASVER_37 = true! ?9 c: J; d0 h
& ^, T4 Y7 n! A- #===============================================================================8 T1 O1 e2 j, U" }/ A
- # Numkeys Module3 u% @+ J( R% q4 p: r: p
- #===============================================================================
) }. n# P6 B7 K5 c - module Input
. l& `) n+ @8 Q7 L) h3 {* l, B - Numkey = {1 => 1049, 2 => 1050, 3 => 1051, 4 => 1052, 5 => 1053}
- I K7 _4 X$ [8 Q - class << self6 F) m0 q9 ]0 H
- Key = Win32API.new('user32','GetAsyncKeyState',['i'],'i')% n8 J! A; e* Z" \
-
. u- z9 t* W5 p5 I2 a1 c7 Y2 m - def testkey(key)9 U/ ]) \+ O+ O1 H* a% d
- Key.call(key) & 0x01 == 16 Z. Y( a3 ^4 X" ~* [5 z. k" A: L# z' ?
- end
! H$ ~' E& N7 i/ d - % Y6 J* N4 Y/ g9 Q) a
- alias hud_key_update update& e6 {: O+ _, }
- def update( Z5 f+ X# R! W
- hud_key_update
6 ?5 ?$ ^5 u# { L% S8 t - @pressed = []
9 R1 _6 l9 z6 v) W# m! {4 I - for key in Numkey.values
' ~! x4 o0 {0 @8 g+ j& _) Z; z - key -= 1000
( R& B7 J( k j2 Z5 J% |! x: F5 H - @pressed.push(key) if testkey(key)
% H3 g/ a" n8 c X6 Z - end4 Z8 ?( Z3 x5 w* S1 c
- end
' F3 I% w: ^& Y - 1 j0 B) k# n P% J( [6 Q9 W; l! g# z C, y
- def pressed?(key)( R% z0 B* B0 O; u# n: o3 }
- key -= 1000) K8 e7 s2 h1 U5 A
- @pressed = [] if @pressed.nil?
9 U. q$ I+ u. d# s; R7 e5 U - return true if @pressed.include?(key)5 `: J* O7 _# `- t- `$ i
- return false
; ]- [, b' r! _; m) v$ r( n* f7 F0 ? - end2 M) m# H/ B+ ?0 y
-
/ Q, o f* s P7 v3 P' y1 b6 L - alias hud_key_press? press?* \' E1 a( i; A& {0 O# I
- def press?(key)
% z8 ~* t: G+ x9 w ], D - return pressed?(key) if key.to_f > 1000
, e# j$ J# P% m5 T( E9 Z - hud_key_press?(key)
0 ^% d2 p" ]+ R3 R: M! i - end) |% y$ [# |; F) ]& ~) e
- end/ s1 I [4 P% } G
- end8 W8 p0 }$ ^6 ?9 k+ `, U5 }
& A5 R: P" ^4 {8 y- #===============================================================================' Q; R$ ]# u3 l& z8 y2 u# I
- # Game Player
; H$ D2 j }# l% \" f - #===============================================================================
& B( J+ q3 G" M4 s# u$ [: \ - class Game_Player < Game_Character" K! E9 r: z. M, ?
- attr_accessor :hud_equip4 b! E1 U( b# F; G9 B
-
* W0 e5 M: q' m, R - alias hot_key_hud_init initialize
L$ p2 T; f3 r) F - def initialize
# y4 \" F; @& s! Y; M - hot_key_hud_init; }/ f- V' \( O2 k. ~
- @hud_equip = []
( c, L* @1 S6 w; Q# R% x - end- ]/ ~) i u y) _: v" i# D
-
3 I( ^8 n E9 W7 P4 d - def equip_item_to_hud(n, item)
: Q q- L0 E& N" P' e - if item.nil?0 F% y# v4 i1 w5 d, M$ n' w
- $game_system.se_play($data_system.buzzer_se)5 e& h$ ~' W. o# i5 o% {& ~& K
- return6 W& Q. X% L! ^$ C% _; Q& x* X u
- end
- Y, h8 h* M5 @* \7 K2 z: n+ M - $game_system.se_play($data_system.decision_se)
: N3 D+ ?0 Z: P) } - @hud_equip[@hud_equip.index(item)] = nil if @hud_equip.include?(item)& G V/ a) X; n' v
- @hud_equip[n] = item% t# [/ K2 q+ i( F
- end
8 J7 P8 ^$ X& ~( U/ o3 L - end1 p5 f W4 I- F# G
- 5 B( N8 o& t6 c9 ` i
- #===============================================================================
. s. K# e* O& q {+ C% X8 L, ? - # Quick Skill Window
1 d- O0 l( S6 I [ - #===============================================================================
; m/ y$ L- E1 f r' r( D! Y* F$ z( E - if XASVER_37 == false+ K3 Y: b, \+ b8 H2 B2 [4 J
- class Xas_Scene_Skill5 [1 i6 ^# ]/ _
- alias hud_quick_menu_main main
1 ]& n# M) i# |; ^- o - def main
8 T" ?" W3 Y1 P1 V+ I, e - @hot_key_hud = Hot_Key_HUD.new
$ F; s6 `: `) h0 o3 o - hud_quick_menu_main
5 ]# W# n9 ?" p0 K- E - @hot_key_hud.dispose& Q9 o- Q. z% r- P) n' Y3 E8 B
- end
% Y0 T' U5 z) m6 Z# \ - ' `( V8 a5 @8 [6 v
- alias hotkey_hud_qucik_menu_update update
# y) D S, _0 q7 I - def update
8 L, @8 y2 ]3 w$ b9 C; d/ W - hotkey_hud_qucik_menu_update n- M8 g1 H% L; Q w8 B- ?7 T) d0 z
- # Hot Key num 10 T. d* s) [- x, z. E7 _
- if Input.press?(Input::Numkey[1])6 A4 l" {+ e+ G/ i
- $game_player.equip_item_to_hud(0, @skill_window.skill)& B+ u5 i3 o3 C. [
- # Hot Key num 2
" ]/ z4 W+ D. P& {/ O* @ - elsif Input.press?(Input::Numkey[2])- m! k% V' j3 W8 n3 E
- $game_player.equip_item_to_hud(1, @skill_window.skill)
! Z# g4 s9 K ]) a. m* V4 b - # Hot Key num 3
4 j) l7 [+ y0 W - elsif Input.press?(Input::Numkey[3]). h( o: I& ]6 a7 l0 k1 s3 R
- $game_player.equip_item_to_hud(2, @skill_window.skill)
% l% ?$ b$ i9 i' z - # Hot Key num 4
' C/ d8 |; J Z, C - elsif Input.press?(Input::Numkey[4])
6 b0 z2 q2 g* ?; p9 v$ ?8 P - $game_player.equip_item_to_hud(3, @skill_window.skill)
6 h9 p, K3 d- n6 D6 t - # Hot Key num 5+ P# h3 \: Y; Q2 ]1 h7 W q
- elsif Input.press?(Input::Numkey[5])
: b1 G F) N4 y4 P: ^ - $game_player.equip_item_to_hud(4, @skill_window.skill)" _! ]& ?/ {/ G& Z
- end4 o# ]+ B9 y5 Y4 P7 U
- @hot_key_hud.update2 B2 {/ X9 F8 r# t, s' y0 M" e. s
- end
# ~' ^; ~& D, k - end
) L! W! j) r# o( Z( g. R# N - else
. y) T! E6 c! i+ q - class Quick_Menu_Skill. F) y/ r. y# q V
- alias hud_quick_menu_main main
# W- P* n4 [" ]8 m - def main! Y1 L) y# A0 h3 C8 {
- @hot_key_hud = Hot_Key_HUD.new
/ N% s6 B* |, m* I - hud_quick_menu_main
# l. u# k# F; N* g1 O - @hot_key_hud.dispose
/ p6 w) x9 z h b5 _0 C - end2 R$ [) K3 ]4 Y" F" n0 `! |# p5 k
-
( g9 s1 Q: t: q$ A - alias hotkey_hud_qucik_menu_update update
4 C4 ~; u) J8 Z5 s - def update
+ Y( B8 L9 w+ n& l! [8 A! g - hotkey_hud_qucik_menu_update
5 m0 p" ^7 h, x; ~ - # Hot Key num 1
( b# p8 l8 G7 A/ q3 ?5 C - if Input.press?(Input::Numkey[1])
, t) e" B1 G. A; ] - $game_player.equip_item_to_hud(0, @skill_window.skill)
' x, z9 }" f/ q1 Q - # Hot Key num 2
; W" k8 B6 M6 v! j5 [8 P, A$ W$ G. s- { - elsif Input.press?(Input::Numkey[2])
- ]6 ?6 K3 C( H) \ a: _. c - $game_player.equip_item_to_hud(1, @skill_window.skill)7 g$ ?6 V3 a. I- J5 |. b- r
- # Hot Key num 3
2 M {6 l: W& ^+ C+ r - elsif Input.press?(Input::Numkey[3])
! l9 A' f% ~) ]1 J- d - $game_player.equip_item_to_hud(2, @skill_window.skill)& E/ c1 D, G2 @. X H: b
- # Hot Key num 4
1 N* q1 c7 _5 T: t0 l5 T - elsif Input.press?(Input::Numkey[4])/ O5 Y: q4 o$ p I3 V
- $game_player.equip_item_to_hud(3, @skill_window.skill)
/ e" ^9 v, s# N. z! d - # Hot Key num 55 r5 X& ~ G- u& s5 j
- elsif Input.press?(Input::Numkey[5])8 F3 S4 u# k# V+ _# a# X
- $game_player.equip_item_to_hud(4, @skill_window.skill)
( {# R5 t% D) b4 k6 I; W O - end3 h9 J" d* `7 u
- @hot_key_hud.update. |# U. F' ^4 s3 ]% f. l
- end: q+ _1 f2 E+ s& d- U T5 [
- end+ Y7 x5 }1 U, A7 }: m
- end$ ~8 x. r0 V0 f& z, A* O! Z# I
- ! d9 t0 s& P: k' u& G
- #===============================================================================
& K: w# U" b+ \$ l& t5 N6 V - # Quick Item Window8 f4 Z: W( ]% [% w0 w9 h
- #===============================================================================
N* Q3 O2 E4 \; L; j - if XASVER_37 == false+ i$ T& @( L& ^7 A2 ]% }+ ~
- class Xas_Scene_Item: W* y9 r; y/ y8 f
- alias hud_quick_menu_main main* B9 X- Y' g# g ^9 S0 C. `
- def main
# m8 X, r1 i' c& Q# y. H8 x - @hot_key_hud = Hot_Key_HUD.new
4 }" Q1 l$ W. Y' [5 v( b - hud_quick_menu_main
2 g3 s, x* {( f) X$ I9 g( z7 ^ - @hot_key_hud.dispose F0 Q1 N! y9 f- E
- end
$ j z/ T% `" T% \+ \/ V -
& Y: \$ m5 h3 R) ] - alias hud_key_update update" P) B; h+ m/ n" } [4 |8 t( ]3 \5 s
- def update; I) L }; l2 H Z4 Z
- hud_key_update/ [1 ]& U+ D# h [. q8 j+ u
- # Hot Key num 1
" G$ o; p: X8 B" C5 N0 _6 l - if Input.press?(Input::Numkey[1])7 P7 W7 r8 o! a. Q: P3 i
- $game_player.equip_item_to_hud(0, @item_window.item)
$ G. z7 W( F- S5 |: G" ^5 T. k - # Hot Key num 25 V7 N* V+ E4 S1 K: [! h
- elsif Input.press?(Input::Numkey[2])
! a" C" o. F, d# `5 L/ w - $game_player.equip_item_to_hud(1, @item_window.item)
, d$ K: V4 w9 _( J5 a- R3 w - # Hot Key num 3
% R( L p1 c3 F- F - elsif Input.press?(Input::Numkey[3])$ M1 {+ |5 B' {' m5 O5 u8 I4 Y
- $game_player.equip_item_to_hud(2, @item_window.item)
: n6 _( p7 y9 [/ J1 E% Z% s5 H - # Hot Key num 47 ~9 D8 j& R7 o
- elsif Input.press?(Input::Numkey[4])& T- ?0 |8 F, \' f" h9 X
- $game_player.equip_item_to_hud(3, @item_window.item)% F' p- |/ G6 D& n* G) w& a
- # Hot Key num 5
9 G/ c. |& V4 b& w$ r - elsif Input.press?(Input::Numkey[5])9 S' K+ t. s5 d5 ^& R. p
- $game_player.equip_item_to_hud(4, @item_window.item), x. M2 Q- ?6 `& {: x5 ]: h
- end
7 m, X+ W/ T3 x0 g5 o - @hot_key_hud.update
2 y8 x& g* d9 Z - end Z# y- }" c% {) N
- end0 F6 {0 j( t, V
- else
" l/ L3 f. s! s& ? - class Quick_Menu_Item" ~3 X' y6 `7 _+ \8 A
- alias hud_quick_menu_main main
, I8 M, k t8 l' r# [8 b6 \ - def main: m& r& U1 P3 o7 R9 v% \+ _2 x% R
- @hot_key_hud = Hot_Key_HUD.new! p) O1 l5 f2 J; x3 e4 ?5 A
- hud_quick_menu_main# J) a' r0 }7 m2 F0 Q1 e6 L- S
- @hot_key_hud.dispose
' O0 t8 m2 j2 ^5 O/ M; T - end3 ?! m, {1 r% i
-
0 \' ]+ S6 W; e2 |; {/ _( \: B - alias hud_key_update update0 |) e( V+ p( q
- def update! W0 T$ x! J9 b( w' {9 f; T9 h
- hud_key_update
5 W, o8 H$ I! ^4 s: Z g h - # Hot Key num 1
& |4 l$ e4 o0 }, a - if Input.press?(Input::Numkey[1])
+ R$ u( j5 H) Z; p0 N' O# q - $game_player.equip_item_to_hud(0, @item_window.item)
+ Q! c2 N5 P. [: i1 S - # Hot Key num 2/ g4 |* a$ [. N3 q, ]6 e* Y+ j
- elsif Input.press?(Input::Numkey[2])3 w, J. T8 R4 T" g5 X
- $game_player.equip_item_to_hud(1, @item_window.item)- G+ b; X; O3 I0 q9 G" C4 p/ L
- # Hot Key num 3
+ q) x1 z# ~3 e$ F5 @8 p) R5 S- F - elsif Input.press?(Input::Numkey[3])
9 E% U. C4 f- [& i0 O0 ~ - $game_player.equip_item_to_hud(2, @item_window.item)! w, F* J) `1 C- g4 p1 Y! q
- # Hot Key num 4+ S' ?2 V" d' H1 f5 s; p
- elsif Input.press?(Input::Numkey[4])0 d' l I! W" T, O0 m" N& j1 N2 s& N
- $game_player.equip_item_to_hud(3, @item_window.item)
- f. F: Q( ~1 m3 k) ?' \: o7 ] - # Hot Key num 5
% i1 w9 j- V: `6 w" J; k" ?" a - elsif Input.press?(Input::Numkey[5])
$ p4 K" {: x% S& M - $game_player.equip_item_to_hud(4, @item_window.item)
9 d6 N- @, t, ^1 b6 D+ }; Q/ Q - end
* a+ Z: y4 \0 C; j - @hot_key_hud.update
. u. ~/ a- x; C3 w - end
0 @0 o: W/ w3 `5 M6 Q - end$ }0 ]0 F7 M: t0 }) c$ W
- end
. ~9 p* H v' z# P
* A6 N8 e' i, `; j- o2 c. z- #===============================================================================
9 w) G, r- M5 u - # HUD Window
0 T! _) y* ?: Q* ^1 E* E( C - #===============================================================================4 N" Q! t& i( o! z+ o/ n' Q
- class Hot_Key_HUD < Window_Base
& x2 a" |% M& C: E+ S - def initialize(x = HUD_X - 10, y = HUD_Y - 15)6 h4 W6 \" f6 Q0 y
- super(x, y, 220, 80)- L1 a" S; v2 m3 v) a
- self.contents = Bitmap.new(width - 32, height - 32)# d6 U4 i2 H( N) \3 C
- self.opacity = 0
! u/ @% \& l7 a - @actor = $game_party.actors[0]
9 a$ X+ t+ R4 g" E' X& o( A0 E - refresh
( F* U q. p+ E: o9 D& e: f9 c - end
! x# S2 F1 C* J$ i x4 k( A( P( z3 _ - ' b; t7 |' N( t! u) X# e
- def refresh
4 S& \% V# T/ p - self.contents.clear
6 G' L, L5 v, j5 c6 @' } - bitmap = RPG::Cache.picture("Hot_Keys_HUD")
3 a; s+ j- b9 o0 R g7 K - self.contents.blt(0, 0, bitmap, Rect.new(0, 0, 160, 32))
. W- c4 ]$ C! j3 n s5 \9 ^ - for i in 0..4
6 |: `: Z+ _6 r" g+ i' O0 t7 o - x = 32 * i + 4# W/ H- y0 M- i! S5 p
- item = $game_player.hud_equip[i]
* c1 c! k- ?7 @+ L - next if item.nil?6 ~" V* n0 l( u) ` {. j* i0 T) V" H) N
- if item.is_a?(RPG::Weapon)% \9 d3 l! Q7 z) O' o+ t2 E$ {3 d
- item = nil if $game_party.weapon_number(item.id) == 0 and; d! ^1 X, {6 [0 H, N+ I
- @actor.weapon_id != item.id7 O |% {0 [8 u6 H$ J9 `; E8 X
- elsif item.is_a?(RPG::Armor)
7 j1 j* _ q0 ]! p - item = nil if $game_party.armor_number(item.id) == 0 and $ P& R$ J8 y0 H } d
- @actor.armor1_id != item.id
* P( y. Q* s% l/ F' W c9 h9 _& \ - elsif item.is_a?(RPG::Item)
2 r4 W% O& \' Y& `* c - item = nil if $game_party.item_number(item.id) == 0 or& i; d: [! J8 f `
- !$game_party.item_can_use?(item.id)
' M+ k* q) Y8 f( a* S9 A - end
7 V1 v1 `6 g& i - bitmap = RPG::Cache.icon(item.icon_name)" v* ~. N9 ~3 n: s
- self.contents.blt(x, 4, bitmap, Rect.new(0, 0, 24, 24))
' @; ]& h" C* O+ A - end
) v0 e1 x* m# L+ S - end
5 ?+ l2 {3 `5 t" O0 Q2 J6 Z( z% v - 5 t' m9 v* l- M3 T
- def equip(item)1 I; o" H7 E& v# W3 x6 K; H
- if item.nil?, C1 ?1 U& n* g
- $game_system.se_play($data_system.buzzer_se)
# D. b2 u( c- u4 K/ P9 ^ - return
/ }* o# K5 r1 `" h9 V: Q8 L% D - end
- L6 V2 ]$ w! I! ?) X4 k# p - if item.is_a?(RPG::Skill)2 G8 u W6 U6 n; c7 }5 g
- if [email protected]_can_use?(item.id)
1 Y9 c; m3 H2 _& C0 G - $game_system.se_play($data_system.buzzer_se)
9 e1 d" |7 |2 r; N$ ^4 @ - return6 n+ z3 A1 H K/ @
- end' ~/ z, m# R/ Z/ L3 ]# ^+ m5 Y& @
- $game_system.xas_skill_id = item.id
: ^8 e2 U l- S( V% e K - elsif item.is_a?(RPG::Weapon)
/ N5 p8 z9 l0 A0 Y - @actor.equip(0, item.id)
4 |. p- `' R C$ y( ]( s9 @0 l5 a8 w - elsif item.is_a?(RPG::Armor)
' w& ^0 F3 i1 t9 i - @actor.equip(1, item.id)' t G& c# Y) E6 r+ N
- elsif item.is_a?(RPG::Item)
6 m% M/ b" \5 ^5 x5 k - item_tool_id = XAS::XASITEM_ID[item.id]
6 h, d6 _" _( w" E* s* { - if item_tool_id != nil% n. ~8 C u4 _" T2 X* l E
- unless $game_party.item_can_use?(item.id)
6 o9 v2 r8 |: [3 Y& b, R+ e - $game_system.se_play($data_system.buzzer_se)! r5 S: p+ v+ v6 u1 j" I* i
- return9 A4 p ?! K( G8 H
- end
. ^; S1 k6 J9 W; R6 T - $game_system.xas_item_id = item.id, G' ]$ ?$ c7 ?0 w$ K' W& l! V2 Y
- end: |% }* O5 Z3 X. ~0 d# u; k
- end, X2 R. r# w1 `) M
- $game_system.se_play($data_system.equip_se). |; D! z. s& u8 f1 d
- end% j: ~+ u: R* K1 r
-
& j) h- {( p2 U$ g4 W - def update
6 x* n7 w% i! c! d, _$ W2 w% { - @actor = $game_party.actors[0]/ Y2 X" A5 W% ]8 r3 K
- @hot_keys = $game_player.hud_equip
- p5 f1 v2 s9 g4 D8 n. W - refresh/ Y+ x4 x( \7 g! ?1 o. _
- return if !$scene.is_a?(Scene_Map)# P2 n$ q8 f2 {# D' Z
- if Input.press?(Input::Numkey[1])' y- E% ]: Q Q1 ]
- equip($game_player.hud_equip[0])
( a8 ~9 i) s9 h0 U' l' r: @2 {7 p/ l - elsif Input.press?(Input::Numkey[2])
+ }* U" z a# r9 Z& q, c - equip($game_player.hud_equip[1])
) ~9 Y j4 j5 Q* [" Z1 I - elsif Input.press?(Input::Numkey[3])
1 e$ Q$ h7 i1 I& \% |3 p4 E3 f0 \ - equip($game_player.hud_equip[2])
) M4 z# Z0 d% S - elsif Input.press?(Input::Numkey[4])
$ E8 n$ R( j, E! H- }: k - equip($game_player.hud_equip[3]) * R: a- g! N3 Z
- elsif Input.press?(Input::Numkey[5])
2 p d' O# c* R# o+ t! s - equip($game_player.hud_equip[4])5 q6 `) S# B3 T, o5 _
- end8 e( Z- u: v4 x* n9 I
- end
3 m; A% t) u- T - end4 V2 k- I# \0 v; s' c# m
- o O6 N/ O5 V9 T# @" _$ ~- #===============================================================================
* N) ^0 Q0 x% d9 m; b! m: s3 z - # Scene Map
- l# j# E" b: J2 e - #===============================================================================* L0 D: P( z6 Y
- class Scene_Map' C1 b7 C1 {* H! A0 A
- alias hot_key_hud_init main% ?+ ?. _/ ~5 @/ ]' s/ `% w
- def main4 f) X2 s( Y3 N3 v2 `/ X
- @hot_key_hud = Hot_Key_HUD.new8 [& e% ^8 B# X+ ?
- @hot_key_hud.visible = !$game_switches[XAS_HUDDISABLE_HUD_SWITCH]
8 V+ M# P! D/ }; Z6 @$ \" ~/ x' { - hot_key_hud_init
1 v7 B6 ^ }8 j/ m - @hot_key_hud.dispose
5 y! X: B) |! Z* |$ f - end
* g V* X. B- A5 Z" Y5 @7 T+ H! l -
; J! W! |2 [( }1 I+ p9 Z - alias hot_key_hud_update update. M6 h& F8 p/ j1 L& J K/ D1 P$ Q
- def update
. [9 q- x: L3 o( q- T! x$ o - hot_key_hud_update- R" W5 |) x+ L0 y, h
- @hot_key_hud.update
: f2 V& W% o! a( o( a: D( X - @hot_key_hud.visible = !$game_switches[XAS_HUDDISABLE_HUD_SWITCH]
5 }7 I9 c+ |, ~2 V - @hot_key_hud.update if !$game_switches[XAS_HUDDISABLE_HUD_SWITCH]4 w" ]3 D I9 ]. G& `- E
- end2 h* I: L! u; \" v# u3 @
- end
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