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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,! b; [- }- D' H3 L
不知道有人能帮忙看一下吗? - #=============================================================================== s- v2 |" a d; P. V
- # XAS - Hot Key HUD
: \& q0 E' c; U p# w8 z/ o9 q$ L - #===============================================================================
& q: x0 E4 W# v9 d) y3 T4 q - # By Mr_Wiggles ^# m3 u7 ^$ k
- # Version 1.3
, b; Z( f8 \. ~ - # 7/6/10
$ W$ r/ F5 I: |8 |) m6 f - #-------------------------------------------------------------------------------) {: P- A; G( P+ h2 Q
- # Instructions:
7 ] L- M1 a: `: r0 t - # Fill in the constants bellow, paste this script above main and bellow XAS in
4 [& v2 o! b; s- b5 }9 X - # your script data base. BE SURE TO SET TO THE RIGHT XAS VERSION!!
; N1 o& O. x4 U- q - # 4 `) T5 |2 l6 Y: W
- # Place the "Hot_Keys_HUD" picture file into your game directory * Q2 P/ n8 o2 i/ ?( l$ x3 S2 R( g
- # Graphics/Pictures folder.1 U3 Z( Z9 q' M* E
- #-------------------------------------------------------------------------------! k, x4 n, g5 N. F
- # Directions of Use:
3 Q. x- N! j2 E# ]! Y - # Simple just press a number key (1 - 5) when the quick skill or item menu is
, y3 K! w, D" Y+ ~" z; Q' Q& c - # Showing.+ m2 M8 {$ ~5 [) a% R$ l
- #===============================================================================
( p! n9 @/ I, ^" R, a0 \ - HUD_X = 0 # X pos of HUD
) ]/ i6 ]( Q& [/ R - HUD_Y = 0 # Y pos of HUD
. }. X6 R, ]& e: j
' x% M/ d& a: m4 J# D- # Set true if XAS 3.7f( H) K6 X5 @! L5 A4 t
- # set false if XAS 3.6
6 ~9 v, o- x' B' G) ?+ K9 |5 Z - XASVER_37 = true& p. h5 \ |/ U+ j. M
- 1 P3 t* I( A! p) s& p* C# T" @# j
- #===============================================================================
, R' c2 _" u3 q Y2 D& z - # Numkeys Module
8 U0 y& C9 o S: U# ]3 J - #===============================================================================
* t4 i& j- G! K: _! ` - module Input3 S; r, _ g+ Y4 V% t d9 t) F9 j
- Numkey = {1 => 1049, 2 => 1050, 3 => 1051, 4 => 1052, 5 => 1053}4 q, U! P$ h1 b" J, U t
- class << self
# a N! R& ]$ Z5 f( J - Key = Win32API.new('user32','GetAsyncKeyState',['i'],'i')
0 S4 h% Y1 M; T: Q% T -
$ q/ i1 ?! ~" b9 e' V - def testkey(key)
2 A0 R& X2 \9 n+ V L - Key.call(key) & 0x01 == 13 B) ]6 y5 C0 {
- end
$ ^! v3 r2 O: E1 G' ~ - , j# S1 l3 e. E9 }4 j
- alias hud_key_update update4 b- i- b. k6 Y# ~
- def update
3 n7 T8 L0 {2 l x - hud_key_update, X. O4 N5 x7 _" [
- @pressed = []2 I- B9 L$ h1 r& M/ B
- for key in Numkey.values, q* N. k% e' x% B' A ~
- key -= 10002 d' J/ o6 p; N3 Q% F2 b
- @pressed.push(key) if testkey(key)3 y3 c3 r9 @6 l' _% `" t
- end
% O: ^9 Z: u5 m% L; [7 n - end5 }" m4 C& W2 T* y( P# L
- 5 I/ `. R$ r G; B& q" t' @
- def pressed?(key)
/ F' n8 r* v! u* F- Q0 u2 C - key -= 1000, h" q, e8 f$ Q
- @pressed = [] if @pressed.nil?
: G# E4 C1 Z/ ~& Q4 \" x! \# \ - return true if @pressed.include?(key)# K" i6 L7 y. U+ O( z
- return false
+ X+ M: w0 Z$ J) g9 W1 U0 F$ t - end8 T4 O) [/ g: Y' D/ l
- 9 f0 _) K- N6 {8 H
- alias hud_key_press? press?( m4 w- x6 f0 j) M$ \
- def press?(key)* b" P5 E& n2 V; b
- return pressed?(key) if key.to_f > 1000
* W z' w) o, u, P+ S; J+ L - hud_key_press?(key)
* O/ q% m& ?2 [# }+ p - end
+ ^) g& s$ t G' v) l - end
% {5 ]) W6 \0 ? - end
, k( @+ T# P* S) @6 e3 U4 L
, V4 M: Z4 H Y- #===============================================================================9 y3 C! i2 ~/ C7 S; c7 o3 r
- # Game Player; a+ j7 N4 E- b$ ^# N
- #===============================================================================1 H3 A: v8 R' W! v- x9 r( E2 @
- class Game_Player < Game_Character4 u0 x, D, I; H# A" N% U. T8 H
- attr_accessor :hud_equip3 V! M' J5 s, r" U5 }: R9 B9 x9 l
-
$ \1 d5 F1 z( m4 [, h6 E - alias hot_key_hud_init initialize# @0 g! V: h, ^! x, e! }3 x t
- def initialize% ?6 l- K1 }1 b* |* i* Z+ a- d
- hot_key_hud_init; L6 A8 Y7 y/ w' V
- @hud_equip = []
& }4 N6 t ?5 Q7 e+ x - end1 s& L. m1 P% q. p' ^$ c
- 6 }5 M. B. U" {# I4 l
- def equip_item_to_hud(n, item)
7 W/ `9 s: n: M6 B - if item.nil?6 c7 a/ e+ m, m5 Q [0 z
- $game_system.se_play($data_system.buzzer_se)
9 G' v. f3 _/ t2 e* S" C - return
3 ^4 x0 d) W: Z( `9 j) {9 ^' w - end: j$ i* U& H: X# S [7 G
- $game_system.se_play($data_system.decision_se)
" L+ t2 e! |5 {2 |! r+ G/ @2 X - @hud_equip[@hud_equip.index(item)] = nil if @hud_equip.include?(item)- D! _5 U2 d& |. q# ~& [' Y
- @hud_equip[n] = item
' \" b1 a% X) z. | - end" u3 C: V( v/ O! t2 u \
- end
6 h9 a+ V, S6 w9 \8 J; j - 5 s. R( u* \+ B; r' ?* r
- #===============================================================================% }+ g, E) x3 r! I) u
- # Quick Skill Window. t( I8 o! o! f) B; o8 n+ Q1 U& P, n
- #===============================================================================
. `" v7 }3 q% J7 }# L9 P - if XASVER_37 == false3 { W1 {$ s6 r, C) V
- class Xas_Scene_Skill9 t) p4 j4 m% d8 Y2 M" X
- alias hud_quick_menu_main main* s& J( e! `2 t* Z L
- def main8 I( G# N$ T9 H5 s
- @hot_key_hud = Hot_Key_HUD.new) i- I! e! H0 k" p
- hud_quick_menu_main
0 d) @4 R) M* i0 x$ ?# A6 n - @hot_key_hud.dispose# Y) j/ i1 B3 H7 o) n
- end
6 z# W7 Y r8 S* b% l. \ -
" m4 ~' U' k$ x" N& J4 | - alias hotkey_hud_qucik_menu_update update( J$ Q. l3 x" C2 j% N4 H$ b3 r
- def update, Y+ `' \$ M) ~& G# t1 K
- hotkey_hud_qucik_menu_update8 D6 y6 s/ I' a7 o6 d1 p! F3 v
- # Hot Key num 19 L3 r( ?! q' c5 ?
- if Input.press?(Input::Numkey[1])
: {0 G" i: v; E0 d' V' i! p3 } - $game_player.equip_item_to_hud(0, @skill_window.skill)
/ W2 _5 {5 I$ |7 x2 s5 ~3 M C: P - # Hot Key num 2
6 G/ L O" Y6 _* ~) W7 ~/ p - elsif Input.press?(Input::Numkey[2])
0 B/ |8 N6 `8 C4 P- o7 Q - $game_player.equip_item_to_hud(1, @skill_window.skill)( |/ }3 U' A1 @, E# q( ~: H
- # Hot Key num 3$ z7 k* j7 w% T$ q
- elsif Input.press?(Input::Numkey[3])
7 t" P, ?" }4 q% Z0 _- i6 W - $game_player.equip_item_to_hud(2, @skill_window.skill)
+ s7 R( _3 `7 r - # Hot Key num 48 f8 \8 @1 L) }' R
- elsif Input.press?(Input::Numkey[4])
- t0 x9 G" `0 B: {9 C* g - $game_player.equip_item_to_hud(3, @skill_window.skill)
6 o( c0 j6 n4 i - # Hot Key num 5
2 ~& b9 U* R5 K - elsif Input.press?(Input::Numkey[5])7 k/ B/ @) ?! J# i3 }3 y5 U" S" o
- $game_player.equip_item_to_hud(4, @skill_window.skill)' V1 D2 C# W, e7 X3 w4 ^; k. }
- end
% ~0 Y" y' p" j& _8 L - @hot_key_hud.update% @9 k" Z- @6 L1 M7 m' o5 ] I. D0 x
- end7 T9 }% y1 f3 M0 U& \2 W
- end
0 c j: ]0 g" L - else2 Y, C4 `& I) j: q7 b6 U2 A- `( G
- class Quick_Menu_Skill
, g) H. N- J# j' M - alias hud_quick_menu_main main
9 P' t' \0 H9 z) z - def main( `! M( S8 L- T. w& F( `
- @hot_key_hud = Hot_Key_HUD.new
! W( D6 Q% h$ R - hud_quick_menu_main
4 h! `" P' C7 Y# G - @hot_key_hud.dispose
& ^4 a4 ?" K1 _ - end
5 T" Q3 C) j! D+ s. {, ` - / b0 r a9 M0 L7 s+ \# e) c1 I( {
- alias hotkey_hud_qucik_menu_update update
, A3 o7 B4 C$ q - def update7 q. u7 \- g- m3 _: w
- hotkey_hud_qucik_menu_update
- y; m1 i# p# P8 |1 N - # Hot Key num 1
" U* t6 h" L3 W2 k/ k1 c* T( R - if Input.press?(Input::Numkey[1])# i5 X7 w, m" ~: t5 [+ t* L6 h
- $game_player.equip_item_to_hud(0, @skill_window.skill)( D& S P* @+ j6 G$ R( T
- # Hot Key num 2
! `5 Y3 }& H' D! c" H9 `6 I5 U& U - elsif Input.press?(Input::Numkey[2])
8 K s: a" d P8 E6 x1 S; j - $game_player.equip_item_to_hud(1, @skill_window.skill)
' l% r; X- I( O5 n/ y, V - # Hot Key num 3* V4 `. M7 i2 w, F; \9 [
- elsif Input.press?(Input::Numkey[3])
5 V/ F9 k8 _7 c- w+ q - $game_player.equip_item_to_hud(2, @skill_window.skill)
+ }& y0 o7 o/ r) E" z - # Hot Key num 4
% K" o$ h4 B/ _: q$ G- } - elsif Input.press?(Input::Numkey[4])
, A( X1 ^$ i5 A2 {8 l; S' \ - $game_player.equip_item_to_hud(3, @skill_window.skill)
! G4 I# y$ R2 v% l' w6 a) f - # Hot Key num 5
% i3 D& H* b. ` - elsif Input.press?(Input::Numkey[5])) c% @2 l' P, Y
- $game_player.equip_item_to_hud(4, @skill_window.skill)) v6 I% L" Q: H0 }
- end9 T7 M2 S5 V, V% z ?, ~
- @hot_key_hud.update
: w3 L' J) }. k3 L5 h4 r( s7 Z$ Q$ p4 U - end
2 g! j8 R3 }8 e% @) h8 p/ s( n+ K$ R - end6 x6 R. N& g# s* F q$ q
- end
2 P4 D* c0 ^) V2 C& k - 0 J2 F% b( f" n+ j. d0 z
- #===============================================================================1 a2 P' }8 E3 E0 ]0 h4 y$ E! e# L2 A
- # Quick Item Window) T w! V! H: r7 T% t: w. M- |4 O
- #===============================================================================
3 D! F2 l; |4 ~% }3 c$ | - if XASVER_37 == false8 J7 d1 L& h+ @( N D) g; n
- class Xas_Scene_Item* u2 \; I& C+ d% I$ ?. @
- alias hud_quick_menu_main main
5 \# }+ U) d% E2 X - def main
# Q6 D$ o6 `# W; ?% N7 e - @hot_key_hud = Hot_Key_HUD.new& {% Y; v* G9 Y
- hud_quick_menu_main
; x2 m! n H/ b0 W9 d* _5 U" i6 f7 P - @hot_key_hud.dispose6 ?: o3 D, \& V, _% W% A1 O7 g
- end
# z" A3 B* @+ w+ G -
* C" L: `7 n- ?7 U - alias hud_key_update update6 J! O! N7 K' r5 u1 X, |7 M/ M
- def update
' {- v: t4 s$ I- d/ S7 s: e+ b - hud_key_update X$ C* @6 G+ r* ^; s! j
- # Hot Key num 1
9 u6 L/ M* Z: a2 o - if Input.press?(Input::Numkey[1])* ?' B% @1 \: F, H. q) e
- $game_player.equip_item_to_hud(0, @item_window.item)
$ X& K3 T3 z* y( D% D! o - # Hot Key num 2+ |. B3 l6 K7 {* b3 m+ U7 O4 D
- elsif Input.press?(Input::Numkey[2])
: T4 t M5 P% g4 N3 B! L - $game_player.equip_item_to_hud(1, @item_window.item)
7 k6 z. M; K5 h# ^- s! U: }. } - # Hot Key num 3
9 w S# b: l. Y. O' R* ?% ^ - elsif Input.press?(Input::Numkey[3])
( J6 ]: h7 [. C. ?4 v! x3 U - $game_player.equip_item_to_hud(2, @item_window.item)7 g1 N: A$ p/ T+ Q+ J' L
- # Hot Key num 42 |; ]2 E( ^' D' {$ x7 r
- elsif Input.press?(Input::Numkey[4])
; d; x6 k2 r9 O! p3 e! [; q$ d7 D- j - $game_player.equip_item_to_hud(3, @item_window.item). T! k/ H& h" s7 q$ c! l! v
- # Hot Key num 5
( ^ w6 I& l7 M* a9 ^5 S( { g - elsif Input.press?(Input::Numkey[5])
/ ]* G9 M* W8 |) R* C, H - $game_player.equip_item_to_hud(4, @item_window.item)3 C; Y7 E% L9 u4 i: k$ e1 p1 ]
- end
/ g$ `# ?8 D- W. ` z - @hot_key_hud.update* p) u. \' u0 Q$ G& b1 d g5 n* ^
- end% u" s6 i# R& ]
- end- d3 F! l# _' l* k4 `
- else
! e; i* H8 o# q2 n0 X. r - class Quick_Menu_Item" p& g u) k# o/ }
- alias hud_quick_menu_main main
0 N# U7 n6 w" j' n0 v - def main
1 }2 H9 C- l4 k - @hot_key_hud = Hot_Key_HUD.new
, H8 b+ i; r9 Q0 N% M4 r - hud_quick_menu_main
2 r C8 Q9 L- D1 {4 l' E) o - @hot_key_hud.dispose2 f4 V+ G, Q( O
- end
; s, [3 z" F5 p/ l5 ^1 F -
! `5 O3 P1 n1 E - alias hud_key_update update9 p; J1 G, Z) K+ i/ N0 a( y
- def update
: p6 {" Y9 ?* a1 H: ?" H1 \4 I6 i - hud_key_update& b4 e& ^9 }* F. q1 B# ^. M* E: e" ^
- # Hot Key num 1
( f l, Y4 d2 Y. Z+ U n - if Input.press?(Input::Numkey[1])
+ ~' U7 z3 Z8 M6 r - $game_player.equip_item_to_hud(0, @item_window.item)5 j; Q4 |2 s6 y5 I/ G
- # Hot Key num 2+ l; j4 j8 O/ e" ]$ r
- elsif Input.press?(Input::Numkey[2]) v! _; ]; {" D. b0 ^# O5 ]
- $game_player.equip_item_to_hud(1, @item_window.item)4 ~+ L8 K; Y" i. E G* H
- # Hot Key num 3* k8 Q! G$ [8 `3 b7 ^
- elsif Input.press?(Input::Numkey[3]): ^8 q* q7 H5 M: g! q8 X
- $game_player.equip_item_to_hud(2, @item_window.item)' ]5 r2 i+ u. s' c; j2 x
- # Hot Key num 4/ M9 `# m, d, ?4 I' N/ `: {0 f
- elsif Input.press?(Input::Numkey[4])
, d0 c* I: [* d0 L - $game_player.equip_item_to_hud(3, @item_window.item)
' T% K4 |4 L$ a' I - # Hot Key num 59 T$ B. C$ D/ z3 f
- elsif Input.press?(Input::Numkey[5])) ^3 z* @# A( C0 J0 e! p
- $game_player.equip_item_to_hud(4, @item_window.item)
; z, M9 O- | ?8 F3 Y - end
2 D& }9 a9 I' p* z; C$ h$ a F - @hot_key_hud.update
' }% j( F4 y8 @% I# Y3 z1 K+ y - end& }# \8 y( q4 `' m. q* h: q. Z
- end% m( _# J7 f; E U" q9 k p
- end1 P4 q: \& w& ^/ d" O3 m
- ! e$ R! H( E0 F# r W
- #===============================================================================
; O! V$ r+ m, Y# n6 i J3 z - # HUD Window5 W5 s5 ?# ^+ o# b; r, o3 H' ?
- #===============================================================================7 t8 z, {+ D- d J) ]: d
- class Hot_Key_HUD < Window_Base
+ {* t+ B7 p1 |2 g, g - def initialize(x = HUD_X - 10, y = HUD_Y - 15)
K" I' J# e) k* {% g' _ i" M - super(x, y, 220, 80). f' Z, L: }! K# ]/ g0 b5 a, F& n' K
- self.contents = Bitmap.new(width - 32, height - 32)( p3 \5 `- Y8 X; K; S
- self.opacity = 0
8 y9 b. J8 r; s# d e' C - @actor = $game_party.actors[0]+ P# W* m* g* Q8 K' `4 Y
- refresh5 L; D6 ~7 H( ]" D& J. G
- end
* j1 [9 i" n! \8 a
8 @& \& @# X2 n( y- def refresh- e5 ]5 a; T1 ]& U& N. n
- self.contents.clear1 c) {. y. A, ]" T0 q+ J
- bitmap = RPG::Cache.picture("Hot_Keys_HUD")! i, N0 k* y8 b- l
- self.contents.blt(0, 0, bitmap, Rect.new(0, 0, 160, 32))
: R* d) q# k% w } - for i in 0..4' y* v) g) P9 m6 F
- x = 32 * i + 4
/ a1 f3 T& V% E/ e - item = $game_player.hud_equip[i]1 ~+ y. ?- h7 ` ~$ y! { V
- next if item.nil?
% G% d& b: {8 v - if item.is_a?(RPG::Weapon)
; l8 v( r$ F3 \5 [8 O1 T9 S7 S4 _- O* o - item = nil if $game_party.weapon_number(item.id) == 0 and
& ]5 I! ?5 n( \4 g- ] - @actor.weapon_id != item.id
) f9 G" N3 A6 A8 f. ^ - elsif item.is_a?(RPG::Armor)
1 g; ` |" U8 O$ ]* J" N - item = nil if $game_party.armor_number(item.id) == 0 and
* t; [- C9 R0 @# @ A! h# [: j - @actor.armor1_id != item.id
. \0 [$ b, U9 u - elsif item.is_a?(RPG::Item)$ E) E7 u% j) x
- item = nil if $game_party.item_number(item.id) == 0 or+ o% ]( O$ w" B: e$ h
- !$game_party.item_can_use?(item.id)
T' W2 S, v! a- E3 o - end
+ |6 E2 ~+ a/ Q+ a. e$ ^9 L( E5 C - bitmap = RPG::Cache.icon(item.icon_name)
2 \ Z6 \4 y5 q5 t1 Y6 U# ` - self.contents.blt(x, 4, bitmap, Rect.new(0, 0, 24, 24)) e$ y- B2 D I3 c3 K
- end
; u* B2 Y7 T. @# X, P" M3 d. d1 C - end5 @+ b# \9 h# Y0 P
-
) Z6 _( P" h. M; p - def equip(item)
, U8 y* c) P0 V) I/ U - if item.nil?6 D: |( k; v) v9 b- m' }$ b
- $game_system.se_play($data_system.buzzer_se)1 k( ]* h T+ N, w! H
- return# N) E: n& F+ s) a. j0 [4 ?
- end
: b( d9 t% K$ ? m - if item.is_a?(RPG::Skill), G% D/ p. k# H0 ?
- if [email protected]_can_use?(item.id)3 b* G9 e' F, }) ]. s) _1 L" u
- $game_system.se_play($data_system.buzzer_se)
2 f0 F6 ]9 `0 F! e5 U: @ - return
/ \- a: c; Y# g - end r- V1 o0 @( _2 z- H. E% E
- $game_system.xas_skill_id = item.id
% @; D7 Q. [8 Q2 l5 \% k - elsif item.is_a?(RPG::Weapon)
! l) W6 _- i* p; m - @actor.equip(0, item.id)
. x0 i5 o1 u$ d: h5 b: Z5 Y/ ]6 ? - elsif item.is_a?(RPG::Armor) |* O$ Y# d" T# X" ?/ u9 I( R
- @actor.equip(1, item.id)
4 f! R8 d2 _7 u) E% [9 R4 T - elsif item.is_a?(RPG::Item)
/ p' v6 h+ p" z* C6 y - item_tool_id = XAS::XASITEM_ID[item.id]6 G9 [) r8 \/ N( C9 \" t1 W
- if item_tool_id != nil
4 } e2 W7 o; H& l6 ` - unless $game_party.item_can_use?(item.id)5 E% V% q5 A' w/ s# N/ b
- $game_system.se_play($data_system.buzzer_se)
! b) @ n( e! ? - return
" w/ z% a* Y: i7 ` - end; Y0 s: F; d( F3 Y
- $game_system.xas_item_id = item.id9 n# {; [: h, b4 u
- end. l. a% ]+ ^. S; V! |+ ~# N
- end
1 w8 U% n8 t! Z/ C - $game_system.se_play($data_system.equip_se)
% O, w% c# M0 R - end
6 j& X* i! E" \ - 4 S' _0 C7 a* O% f) v2 U4 n/ u$ M8 |
- def update, U+ W* K5 \! x
- @actor = $game_party.actors[0]
* H, L# o# Y1 r; y' D1 M - @hot_keys = $game_player.hud_equip$ f: S; f0 g2 g6 ^" o7 _0 U
- refresh
( I) X- n. `1 l* u& D; J - return if !$scene.is_a?(Scene_Map)
: s2 u, c4 `5 {) Y, E1 g; z1 q - if Input.press?(Input::Numkey[1])
( Y G9 Y2 ], f1 z5 f6 A' N - equip($game_player.hud_equip[0])3 E1 E2 l o$ R8 e" v
- elsif Input.press?(Input::Numkey[2])+ c0 V8 S+ Z4 q+ c$ j: X) b+ N
- equip($game_player.hud_equip[1])
/ C7 j+ K" V( b. z: a2 s - elsif Input.press?(Input::Numkey[3])
7 y& ?; y* G# }/ H3 h+ W' ? - equip($game_player.hud_equip[2])
8 i9 R! h0 Q, [% {8 e/ k) t - elsif Input.press?(Input::Numkey[4])
- J2 Q6 D- N! E6 ^0 X - equip($game_player.hud_equip[3]) 3 q1 N; }5 u/ q: W7 H$ Q+ j5 P
- elsif Input.press?(Input::Numkey[5])
5 [5 _) `' T1 `+ K, ]1 h - equip($game_player.hud_equip[4])
Y, R6 Y3 m! g: a - end
! p6 |6 F2 t, W1 c. G3 z - end
6 F6 W2 `# Z! I$ a - end
! S) [2 J4 o6 a2 u
3 l; q. x- R" j0 @% y5 |+ Q- #===============================================================================
6 n& a+ f+ a& L [9 C, N$ x - # Scene Map
+ w# f; H& Q# l( K# L- W6 b/ | - #===============================================================================- n! A) ?) r8 J+ q
- class Scene_Map. ^/ G5 ^( ?# x g! k' R9 P
- alias hot_key_hud_init main* c: Y7 F; m9 Q- m" g1 y& P
- def main& M/ A" r' o+ E8 D0 Z- L, {
- @hot_key_hud = Hot_Key_HUD.new
2 R" y6 o% R, [! N d/ ` - @hot_key_hud.visible = !$game_switches[XAS_HUDDISABLE_HUD_SWITCH]
9 z' B$ x6 p. j5 ?) q7 A - hot_key_hud_init
+ }; E1 l' d( L" s" j - @hot_key_hud.dispose4 v; y; d' [- B! E+ d. B% z
- end) F) I1 U |& }( f9 s6 Z
-
( U5 ~6 A8 M7 |# s9 ] - alias hot_key_hud_update update
: U# U: o2 |; U7 d' ^8 _. I# K - def update
) h) {# p6 A% `1 `9 V# \. i. F - hot_key_hud_update% o' }1 t& k$ i, J8 @. `: p
- @hot_key_hud.update6 e% X2 E# m& t* N' X: i- Y
- @hot_key_hud.visible = !$game_switches[XAS_HUDDISABLE_HUD_SWITCH]9 A2 @/ l9 v" m) X$ ^/ |
- @hot_key_hud.update if !$game_switches[XAS_HUDDISABLE_HUD_SWITCH]
4 Z. P% D2 L; c. U+ A$ ~# e& u4 j - end
5 v# F7 N8 D& w5 U. |& H: w# [, d - end
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