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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 s& [: T7 ~3 f不知道有人能帮忙看一下吗? - #===============================================================================
9 Z1 k/ S3 Y. E" F9 y* D - # XAS - Hot Key HUD
9 x4 [8 R$ \5 G2 h( B - #===============================================================================
; ]4 ]/ z) [3 a - # By Mr_Wiggles
% Y1 l- b$ a: w! F, S8 D& e0 j7 J/ R - # Version 1.3! y# m! q4 a. v( s! q; a9 S9 _+ h
- # 7/6/10: t5 F0 t: b* d/ v S3 b5 N$ i% _) z
- #-------------------------------------------------------------------------------$ G$ `( s" t9 n8 S% j
- # Instructions:
9 y/ Z$ h: v. G& z6 w% n1 l, e - # Fill in the constants bellow, paste this script above main and bellow XAS in
6 P1 o/ ~" q e) a( y - # your script data base. BE SURE TO SET TO THE RIGHT XAS VERSION!!
& B* s" q; L$ a6 {$ s/ W* { - #
# p' O9 M7 O8 W& @! u0 D$ U! o7 B - # Place the "Hot_Keys_HUD" picture file into your game directory
% O4 X$ \9 G( ~8 l! K - # Graphics/Pictures folder.1 y/ C. ]% x% @ n
- #-------------------------------------------------------------------------------
7 R4 x) L0 o2 J9 H1 f$ T p - # Directions of Use:6 p0 U! o. P9 L
- # Simple just press a number key (1 - 5) when the quick skill or item menu is" ? S: ^ e% X1 E% [
- # Showing." b5 B6 w' E, N+ M2 y* V4 T$ l
- #===============================================================================
1 U% ~; \, R7 z! X - HUD_X = 0 # X pos of HUD
( [ K3 @, V) H0 f - HUD_Y = 0 # Y pos of HUD- x/ ~" ?8 K1 X: E+ T4 W& N/ y
* m' Q, x* E& U9 n d3 c! B- # Set true if XAS 3.7f
- A- {4 x/ i5 l( m$ e2 i - # set false if XAS 3.6' A( `. U5 S) }( C8 [- k
- XASVER_37 = true& k- A. b( e! L+ J6 k% d8 C2 K o: ~
) ^+ k* d/ ~+ ], [5 w- #===============================================================================
8 ]$ `9 S' Z- ~8 |! e - # Numkeys Module
6 ^, s* Z* V; ^' {6 r - #===============================================================================: e, c) o' @. o6 G6 U2 u5 u
- module Input& j: G& B! \4 ?# |8 L
- Numkey = {1 => 1049, 2 => 1050, 3 => 1051, 4 => 1052, 5 => 1053}6 d0 k! E+ c2 ~" y
- class << self+ g( M# c3 ]- t. q$ c i, |% k. k; d
- Key = Win32API.new('user32','GetAsyncKeyState',['i'],'i')
- Z3 Q0 G4 U9 S7 n4 F* i( ? -
0 t4 R1 y! [" r6 Z( p z5 ] - def testkey(key)
& D8 {0 R \: a7 L4 X3 M - Key.call(key) & 0x01 == 1
2 o* n+ `: L/ H5 V! m( F - end( Y; x' U! `2 Y% K1 e
-
& I( z% F' v/ [$ m+ y' o - alias hud_key_update update8 O* _3 ~: {/ x$ Z6 O( i% c% s
- def update p9 H( D2 j5 G/ W+ M9 h
- hud_key_update# u' h0 d" W3 @1 L
- @pressed = []
+ k: Q, y2 L9 E6 [, ~3 G" W - for key in Numkey.values
; Z* B; ^3 u* K, g( V1 q0 { - key -= 10009 E5 d `4 r( m2 Z; P
- @pressed.push(key) if testkey(key)
$ }0 ^$ ~% g0 d" i% w& i) o! D' a - end7 ~( [4 o" K! \- ]0 _3 j4 \
- end8 l7 O- e8 A1 t! X) v! L
- ' p0 K: t) }0 u. m6 Q! V8 ~
- def pressed?(key)( j% `1 K+ r. C2 n, J- q3 q
- key -= 1000, J9 E* O6 c5 V) x% C1 z
- @pressed = [] if @pressed.nil?2 C0 Y6 S( k( G D; q& `; m
- return true if @pressed.include?(key)1 f% p l0 n5 b- a
- return false
! A: ?& G6 V: s b7 H3 s - end
! L; y5 X* d. r2 F# k! k; z - 7 ^0 H R$ h- P( @6 y$ g* m
- alias hud_key_press? press?. n2 S$ Q/ V/ b7 f7 S
- def press?(key)1 w- c. {8 L- u# \7 l" w3 J0 h
- return pressed?(key) if key.to_f > 1000" E. A1 N6 S( |, O. y' U9 g0 x9 u* H
- hud_key_press?(key): l: z* q7 E% ?5 }: m" b! N
- end, M6 |( }) c6 X6 q \5 {
- end. E3 g% | ~7 F( H, d
- end1 O/ ^+ d* N& p% v& `
- K& S8 y1 t! K) q% X+ U4 X, |4 B% w
- #===============================================================================4 h4 z8 f T6 C
- # Game Player$ F2 N6 _( ~ h6 t
- #===============================================================================
* `, K5 f3 |) g6 L* A - class Game_Player < Game_Character
# \, A- P; v/ \3 ^- ? - attr_accessor :hud_equip- \- |2 z) k) o1 |+ x% h
-
$ D4 J( J7 k" e: X3 T+ W% }) B - alias hot_key_hud_init initialize
% |7 a/ t( f0 o: O( I - def initialize
6 I0 n+ G7 t4 ]# e {: y% A - hot_key_hud_init, A# I& F3 `1 a9 P7 U: J& B- P
- @hud_equip = []
) y: n4 y5 J- \ - end
% J( [' u# ]+ {6 L9 M5 z2 w* X -
0 q) k- J0 _8 a, p/ i3 ~ - def equip_item_to_hud(n, item)- S6 T$ H) P o
- if item.nil?
& ~; u9 N8 z8 u. r" c7 j - $game_system.se_play($data_system.buzzer_se)1 @& x3 a. Y5 w( N
- return
9 p, g- k+ t/ _ - end# ]6 I( F6 M( P- P/ c( h. y
- $game_system.se_play($data_system.decision_se)
9 e1 ^5 R8 i; { [9 D' g% x2 t - @hud_equip[@hud_equip.index(item)] = nil if @hud_equip.include?(item)% [: ~1 L& d1 H7 O) D
- @hud_equip[n] = item/ z j2 o* }. l) V5 A3 f7 Y
- end
1 q- C3 W! w. N8 C0 F' s - end }9 _- t4 A' ~* ]$ k3 y$ I
- * h) K0 r ?. J
- #===============================================================================$ M3 X- b1 x, g& L2 v( N+ M# g
- # Quick Skill Window0 J& J. ~3 B. Q% ?
- #===============================================================================
h7 h T8 U# E- B) z+ x - if XASVER_37 == false
! k }0 K. N+ Q/ r7 T - class Xas_Scene_Skill0 U+ G0 {( z* Y8 R3 C
- alias hud_quick_menu_main main5 i) I& |/ h; g7 V4 p
- def main9 `- U5 S1 c5 m7 d# k9 p
- @hot_key_hud = Hot_Key_HUD.new
, S& N- B/ V) y* X) { - hud_quick_menu_main
9 l0 X4 |7 _3 J: s7 E - @hot_key_hud.dispose
% h; U4 b- V7 `! ~ - end' s/ s- D& h* ]9 s& [, a) g
-
2 I# S$ j" s. k% I - alias hotkey_hud_qucik_menu_update update) {5 p: V0 A' C
- def update A; X9 D5 y4 @' a1 { l
- hotkey_hud_qucik_menu_update
5 W7 H) D5 m* {* B - # Hot Key num 1& Y$ Z% b" S& q1 I& t1 \$ i
- if Input.press?(Input::Numkey[1])
. {* e7 I. B) E, A - $game_player.equip_item_to_hud(0, @skill_window.skill)7 ~1 W0 {& |( @' a
- # Hot Key num 21 x/ ?1 Q% P3 h! c* I
- elsif Input.press?(Input::Numkey[2])6 D" |5 ?. {. ?4 @" A0 x
- $game_player.equip_item_to_hud(1, @skill_window.skill)$ i4 t! `) W$ `, \; J
- # Hot Key num 3
/ k1 Y. Q) C- E* c - elsif Input.press?(Input::Numkey[3])8 [/ j% K% }4 _3 E4 O6 N
- $game_player.equip_item_to_hud(2, @skill_window.skill)' T5 r" u& x9 j% \( M' G
- # Hot Key num 4
' Q. `) E) c' s3 K* q( F' f$ X- [ - elsif Input.press?(Input::Numkey[4])
0 Y% r; E6 V" K# ?6 @ - $game_player.equip_item_to_hud(3, @skill_window.skill)
* B# c2 }" ]% t* }4 ] - # Hot Key num 55 [5 h$ N; x& f# i- T1 }9 e
- elsif Input.press?(Input::Numkey[5]): ?5 @; M* K9 O% P$ b% N2 V
- $game_player.equip_item_to_hud(4, @skill_window.skill)
0 @: a9 o, n! V' n1 @0 S) W# \0 S - end
# f! P# {8 r+ n& w# m3 G - @hot_key_hud.update6 v4 }# n5 P) E) B
- end" C( d! ^7 }! Q* A- M2 W% e
- end
" y& F# y6 R: C, b+ h. H: R2 n7 E1 f - else
; `: m1 K* t { - class Quick_Menu_Skill
y+ ]1 [4 R) s7 d3 M( V - alias hud_quick_menu_main main
4 G. |' }* [: |- o9 v% K% l. n3 t! ~ - def main2 `3 R( \5 r% ]4 ?( J; k
- @hot_key_hud = Hot_Key_HUD.new4 ^* ^- g; {5 w! E9 Y1 ^ O2 f1 b2 i
- hud_quick_menu_main
1 K( [( v7 C" } R E) o0 N( E1 [" C" s - @hot_key_hud.dispose
; p* l: Q( f2 V- a - end
9 K# l- J' A4 U! [) Q - : z- y- Q+ Q$ Q( F0 ]
- alias hotkey_hud_qucik_menu_update update
- J8 g/ V4 T& t1 ^% W - def update
" R3 Z& y& Z3 }% j& M+ p& f- E; G4 g - hotkey_hud_qucik_menu_update9 m7 B3 N6 g0 V6 Y r
- # Hot Key num 1/ x( C' j2 v8 Q9 i- N% h& {; M( {
- if Input.press?(Input::Numkey[1])
) H& S5 t; C* H - $game_player.equip_item_to_hud(0, @skill_window.skill)
* j6 C; K! A( _. Y - # Hot Key num 2
6 f* {& A" ~' M" M# Q J0 Y. r3 Z - elsif Input.press?(Input::Numkey[2])+ @+ l( w% l$ y! I$ Q' g6 m
- $game_player.equip_item_to_hud(1, @skill_window.skill)- l r6 A2 H/ I# N0 _; c* p5 m4 \
- # Hot Key num 3
) e/ M2 N. r# {2 N% H% O% o* E" ~ - elsif Input.press?(Input::Numkey[3])/ s4 m _( c1 U- [' W
- $game_player.equip_item_to_hud(2, @skill_window.skill)
) @5 G l) R; P) X* G7 d - # Hot Key num 49 V$ K' N2 P; E3 N
- elsif Input.press?(Input::Numkey[4])
& \1 ?4 u" t- k* S0 d - $game_player.equip_item_to_hud(3, @skill_window.skill)
) ~+ F, u" d1 L. i$ `4 J' Y - # Hot Key num 50 Y; n U# a. S
- elsif Input.press?(Input::Numkey[5])3 c% n1 ?: K' t# i
- $game_player.equip_item_to_hud(4, @skill_window.skill)
8 y {* B G2 G' l- G - end
- ]+ j3 N; s8 _% Q! T: V - @hot_key_hud.update2 Z p5 F" x0 n6 W$ m5 h" C3 `
- end+ B8 k% n1 z/ b9 O
- end
& K* C# Z5 @* }! V+ t( o9 Q; x: l2 b - end* M1 t: n- U9 C* z" o+ j
- + N3 O; W. f+ M2 x I; }1 ^
- #===============================================================================
, a% V- \1 y1 i3 G8 E - # Quick Item Window
' I; J9 k) [' \1 ]9 |5 F; R - #===============================================================================. @6 ^5 F# O5 U$ b
- if XASVER_37 == false. u8 q- {+ f: k( i: R& o
- class Xas_Scene_Item
6 @" W0 g, `- ]2 o0 e v - alias hud_quick_menu_main main
* }( u1 O- y. R$ o5 y8 F- L8 G1 x6 v - def main$ L, A+ E F, o/ N# t1 C
- @hot_key_hud = Hot_Key_HUD.new* N( l+ S: k. }
- hud_quick_menu_main
" S5 f' O7 `; ^1 i6 n( ` - @hot_key_hud.dispose$ [# h) u w$ d
- end
4 v8 f7 j8 X) A3 I& { - ( P, X- }7 ~: P8 Z/ J
- alias hud_key_update update
0 }) S: Q; m; k5 ], a$ q9 w" C - def update
' J1 A; r; T, _" d$ L5 C1 D" h/ C - hud_key_update5 c0 G" A1 c3 o+ I
- # Hot Key num 1
8 p8 S2 n0 u& V2 ~* p. V - if Input.press?(Input::Numkey[1])
6 |% x! b" L7 p$ s6 [7 ^3 B3 M& ~ - $game_player.equip_item_to_hud(0, @item_window.item)
2 y* R$ p' S, [. @% i/ u+ ?* S - # Hot Key num 2 q: q8 k0 G# \. e% T4 x
- elsif Input.press?(Input::Numkey[2]): F/ }8 }) g8 p; Y3 r4 p
- $game_player.equip_item_to_hud(1, @item_window.item)0 H5 j7 s9 E' k4 Z3 C ~. D3 J
- # Hot Key num 3
* b0 }/ d; q% H* E - elsif Input.press?(Input::Numkey[3])
' F9 u+ |% `. O2 u/ z' m - $game_player.equip_item_to_hud(2, @item_window.item)
' s* A& f, T# H) y' O& P - # Hot Key num 44 ?$ y+ V4 x& ?$ g6 h$ L/ a
- elsif Input.press?(Input::Numkey[4])" W" m8 c/ ~/ a$ ]
- $game_player.equip_item_to_hud(3, @item_window.item)7 e z6 t; C' R5 t
- # Hot Key num 5
& L6 t2 c ~+ L" \$ m - elsif Input.press?(Input::Numkey[5])6 l8 u5 k. H9 u' G7 @
- $game_player.equip_item_to_hud(4, @item_window.item)3 O+ A" h9 t6 H3 Q; }4 u
- end
5 S* q+ T1 r# y - @hot_key_hud.update4 ^3 S4 P$ L* i. x4 i8 m8 @0 i
- end# @7 ]+ B) M0 j, A7 J
- end
% r" g3 E9 P( W- Q2 k. w ]; o - else
3 _& F8 @& v0 O4 v - class Quick_Menu_Item
0 R$ O% V- H; Y1 a - alias hud_quick_menu_main main) \& \5 q l2 k! d" C# q2 I
- def main; n! Y- c# |6 {; H5 N
- @hot_key_hud = Hot_Key_HUD.new5 |9 `; e8 r5 T& B) y. z
- hud_quick_menu_main
8 O, U3 @# d0 S4 E - @hot_key_hud.dispose- R4 w [7 w! m% a
- end
5 A' ^ L3 `# D' E) b - 1 i) `8 [" J, ^2 N, y" |
- alias hud_key_update update
' c, ?9 H8 j9 V: Q/ s - def update9 i0 Y2 c# Y+ V9 Z
- hud_key_update9 v4 i9 M! ^9 n
- # Hot Key num 1
7 L2 J$ r3 K) M - if Input.press?(Input::Numkey[1]), w/ m6 m% Q( X$ F
- $game_player.equip_item_to_hud(0, @item_window.item)7 w. _+ f" ^- v. O b
- # Hot Key num 20 N5 Z4 m' {. z9 ]9 ?, O
- elsif Input.press?(Input::Numkey[2])
0 g: |9 X( y+ D0 ?* T( I' k" _ - $game_player.equip_item_to_hud(1, @item_window.item)! K4 \ o8 A& W# Z1 w" W+ c
- # Hot Key num 3
! R, i3 `8 p2 s - elsif Input.press?(Input::Numkey[3])
- n. x8 f% p$ I* D% x - $game_player.equip_item_to_hud(2, @item_window.item)
8 }4 X- q+ `& ?* ]* y6 V - # Hot Key num 4
' ~3 e9 M& n b i; T& T! f( P - elsif Input.press?(Input::Numkey[4])3 E% {6 F3 f; ^ ], E6 |! w. T
- $game_player.equip_item_to_hud(3, @item_window.item)
7 u! M$ T9 Y) j, b - # Hot Key num 5 A: y5 w7 y [
- elsif Input.press?(Input::Numkey[5])( W1 _+ d) S9 o! P) s4 C6 p3 X# `
- $game_player.equip_item_to_hud(4, @item_window.item)2 z/ H$ P b9 t
- end
' @9 {6 H- q" J4 n0 T - @hot_key_hud.update( e" E) x( O* c" `, ?; g
- end
4 g) w; v0 q+ t$ h/ e - end
' T+ |7 i6 @/ D7 D6 s - end
& u, h( t' y$ K7 ~
0 n. X3 W$ x1 T: Y- #===============================================================================( U, t4 X3 f3 d A1 Z1 \
- # HUD Window* B4 {4 A' K, N5 d' `
- #===============================================================================& M2 X3 C' d$ m3 d+ m; A
- class Hot_Key_HUD < Window_Base
. R! V. Q9 e( v8 k3 J" x$ m: O - def initialize(x = HUD_X - 10, y = HUD_Y - 15)
% m' j6 u1 d+ ]! W% n4 o6 m6 Q - super(x, y, 220, 80)
W. z( |+ q& n. r9 \) j - self.contents = Bitmap.new(width - 32, height - 32)0 z; Q+ x# i+ Z
- self.opacity = 0% P7 \& ?. W9 s5 T' y9 B* i
- @actor = $game_party.actors[0]4 {' J t- t' {3 T2 e
- refresh
! z6 Q' Y" `. ] - end# d c; X. @4 W1 E" d7 y
- ) r; b4 P/ @) r0 o0 l) E5 l+ C+ I
- def refresh
& J& U Q3 s7 G - self.contents.clear- Q( K3 o. G' X: U
- bitmap = RPG::Cache.picture("Hot_Keys_HUD")" B# W- _) }7 S2 b% A' g
- self.contents.blt(0, 0, bitmap, Rect.new(0, 0, 160, 32))
* i- z2 [8 X$ ]1 Y+ P - for i in 0..4
( W: m" e" v2 F Q8 m3 f+ x - x = 32 * i + 4) ]% T! M4 ?: N# B, E" E. U
- item = $game_player.hud_equip[i]) X& Z) {6 E. z8 o
- next if item.nil?
% W: n# M, v& _0 R$ {. H - if item.is_a?(RPG::Weapon)
( a& S, [% ^% `: {% j) u z - item = nil if $game_party.weapon_number(item.id) == 0 and% z$ w+ m( z" S, Y: I. _/ U
- @actor.weapon_id != item.id( s9 c" K i' K$ D( n, |. d" P
- elsif item.is_a?(RPG::Armor)! T" y3 G3 A. T+ q
- item = nil if $game_party.armor_number(item.id) == 0 and ; p- ~; @5 ]- R1 k( n
- @actor.armor1_id != item.id$ ^5 f. C* A: A: o
- elsif item.is_a?(RPG::Item)4 ]6 M9 R4 a5 I3 }& s
- item = nil if $game_party.item_number(item.id) == 0 or0 `. p# Q( t) K% ~8 Y# ]) L
- !$game_party.item_can_use?(item.id)
% ^( f9 E* x7 l4 j - end
8 ? n& F6 `% p$ I/ i a3 j" x \! s - bitmap = RPG::Cache.icon(item.icon_name)( k, s' U' Z6 A+ S: v
- self.contents.blt(x, 4, bitmap, Rect.new(0, 0, 24, 24))
/ m, K8 L6 J5 z- m5 J3 Y - end( i1 i( s9 `# {) s% n# E2 m! E
- end
/ L/ j+ S9 F4 f0 T; K5 w$ V- p4 D) z -
# s- [4 S( l/ ]9 K - def equip(item)
3 T- ] a* z7 { - if item.nil?, }/ h9 Y* s4 V V$ `
- $game_system.se_play($data_system.buzzer_se)
6 ]' ]3 y; E* r+ |8 ?3 B. i9 x - return
& I& h: W" E& u1 M- x! \: z4 G - end
3 z0 J- B9 g) F K" B9 s1 a - if item.is_a?(RPG::Skill)
+ n$ _8 a( h. t5 M# u: d0 G - if [email protected]_can_use?(item.id)
& n1 S; a5 Q2 x - $game_system.se_play($data_system.buzzer_se). k. J W6 B) f
- return
0 G& r# Q! |2 k9 ~ - end
Q) R) D+ j# U6 ~1 a0 v - $game_system.xas_skill_id = item.id
4 o3 d8 f$ n0 N/ g4 S" t" j - elsif item.is_a?(RPG::Weapon)
' r5 `0 E5 {- m$ j! U0 G% Z2 F+ L - @actor.equip(0, item.id)
7 m' V4 N- w# }$ K+ F2 T - elsif item.is_a?(RPG::Armor)
6 Z. R2 M. z/ G7 a4 [& ^ - @actor.equip(1, item.id)! l) E3 _4 t- y5 H5 _* Q2 r4 T, B& }
- elsif item.is_a?(RPG::Item)
! B& l9 J+ J p7 X - item_tool_id = XAS::XASITEM_ID[item.id]
x4 f# h+ w; Q0 e } - if item_tool_id != nil, V) h6 D3 t# o' I; j( [
- unless $game_party.item_can_use?(item.id)
/ D! q, p$ c# P3 C7 A+ G5 B5 E - $game_system.se_play($data_system.buzzer_se)
: u( J4 J6 {2 M& M# t - return2 V7 r) p* H9 O( p- Z! w5 H8 Z
- end2 g+ M4 V- [ k5 d+ U. X
- $game_system.xas_item_id = item.id
X- w4 }9 ^; h, ]' E - end, Y% a1 Q3 v! A
- end
\( w+ Z a0 k* v - $game_system.se_play($data_system.equip_se)
4 F8 r* S/ t" F# U - end/ w/ E: u! g- t* ]
- 1 y U5 S3 B& Z
- def update
; O. o3 Y) B7 }+ _$ t - @actor = $game_party.actors[0]- V2 U! J4 G; k+ B4 u$ b! x3 n& ^* y/ w
- @hot_keys = $game_player.hud_equip
) r. I) {8 {7 E2 E, c9 d! B - refresh
( c2 }' _ g3 p% A. T - return if !$scene.is_a?(Scene_Map)& y V& Y: P+ d0 D1 }2 G# s3 t6 D
- if Input.press?(Input::Numkey[1])& O9 w. {6 h8 `( Z' x/ b/ t
- equip($game_player.hud_equip[0])$ n& ` P' z" d
- elsif Input.press?(Input::Numkey[2])/ i5 [* a7 m o) ~- Z
- equip($game_player.hud_equip[1])) c- y4 s. R/ [. g5 Y, Z* e
- elsif Input.press?(Input::Numkey[3])2 g" F% ^4 A# S& s5 h
- equip($game_player.hud_equip[2]) 4 Q7 {, o# O+ X' t9 A$ h6 r
- elsif Input.press?(Input::Numkey[4])5 ] J0 s0 H" H* A: x# K' v
- equip($game_player.hud_equip[3])
# t( I0 I/ R3 l - elsif Input.press?(Input::Numkey[5])6 y8 L5 c" }- K- {! v/ Z1 U( C9 t
- equip($game_player.hud_equip[4]), g9 D- p7 K. @' k9 ]0 W+ h& N
- end5 W+ T: s' `5 l$ r6 y9 b1 ~
- end
- w: I4 ~( n5 P6 Q4 u [- i7 U3 a - end
8 {3 e: d! c, u6 | - / V- f0 k% Q. ~- p5 L0 l
- #===============================================================================
9 i" l; f7 e+ ^* o% j - # Scene Map0 @% W' j& P W( a7 _ O! z$ K
- #===============================================================================3 ?2 ?* ~6 y3 |/ Q" U) F7 q
- class Scene_Map
' n5 f: Z% c/ y1 D2 H - alias hot_key_hud_init main
; n9 i8 T' i" H8 [ - def main! Y# H# O# @* Y( w9 O/ Q
- @hot_key_hud = Hot_Key_HUD.new, t V5 V A& o8 t2 T4 i
- @hot_key_hud.visible = !$game_switches[XAS_HUDDISABLE_HUD_SWITCH]# K/ O$ I1 A! v& f
- hot_key_hud_init
: n8 K* F* \# N3 i1 I8 z6 O - @hot_key_hud.dispose* O& h4 E4 v. n
- end
0 l9 r$ J9 j5 k. L -
. a. S) T1 y! O7 c/ G* G - alias hot_key_hud_update update# T1 w: k- ?+ z& F; ]3 F8 Y
- def update0 w/ b& ?: T& K% V1 z7 S3 E' F
- hot_key_hud_update
/ @; k0 \2 B( j - @hot_key_hud.update0 y/ _+ g" z9 ?
- @hot_key_hud.visible = !$game_switches[XAS_HUDDISABLE_HUD_SWITCH]7 E& Q4 o4 i: Q$ w2 J" H7 {3 X2 f
- @hot_key_hud.update if !$game_switches[XAS_HUDDISABLE_HUD_SWITCH]
- A9 O0 [8 o5 j" I1 c+ W - end3 L+ Q9 G, N' V5 V
- end
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