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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,
3 W' G' L, x. i$ p7 T' c6 B不知道有人能帮忙看一下吗? - #===============================================================================1 k3 h% P; `. S' R* ]
- # XAS - Hot Key HUD H6 l6 B; @5 M$ i- U
- #===============================================================================
- u' L1 b4 ^/ ~1 n( a" x0 d - # By Mr_Wiggles
O& C; t% E$ o - # Version 1.3
6 h. m( N2 a: q% J& k3 V - # 7/6/10
: b- Q" U$ d& O) h0 R& I% q# G - #-------------------------------------------------------------------------------/ R6 M' p* G3 C/ k, n2 K& n
- # Instructions:: Q5 M3 i4 C( ^7 E _
- # Fill in the constants bellow, paste this script above main and bellow XAS in& i7 L6 D4 w7 d2 t! ], K1 T. l2 X; G
- # your script data base. BE SURE TO SET TO THE RIGHT XAS VERSION!!' M1 a, a# g& P) U% ~7 \
- #
" u, C0 w/ Q# p" D5 t5 w; l- Z - # Place the "Hot_Keys_HUD" picture file into your game directory
1 O+ _2 O h& z$ m - # Graphics/Pictures folder.+ F+ A1 |: G/ Z# B
- #-------------------------------------------------------------------------------
0 ?3 F5 T" s# }2 m0 ~( P: ^! L3 w - # Directions of Use:
9 H2 z! }$ \ J) ~9 [4 } - # Simple just press a number key (1 - 5) when the quick skill or item menu is
' `" k- r- l- T - # Showing.
* y% X, \2 ]" ~7 G - #===============================================================================
0 T1 h* B( {5 |) P3 P/ c! u' M - HUD_X = 0 # X pos of HUD
. u) G2 a H# Q4 H7 f - HUD_Y = 0 # Y pos of HUD
; ^& g8 X {" |( b- X& I; [
- X" v/ Y; ?: u- `' a# `# v- # Set true if XAS 3.7f' u- ~9 X2 c" N
- # set false if XAS 3.6
/ J ~5 m$ p/ N @. \; A$ q - XASVER_37 = true3 V! y$ R9 t6 ~4 Z! Y
4 h3 r: Q) T; p) H+ {1 C9 x- #===============================================================================
8 n$ ?& r. k4 l* T% f8 n0 @: [, _ - # Numkeys Module5 x5 r- Q, u, a+ d- M! T( r
- #===============================================================================
2 X! |! {( `% k6 ^0 i, ? - module Input
+ g6 T! ^9 L6 C7 M9 v1 H - Numkey = {1 => 1049, 2 => 1050, 3 => 1051, 4 => 1052, 5 => 1053}) r0 }% i( t- n" p7 c
- class << self" ~- f; F5 F+ O0 |+ I
- Key = Win32API.new('user32','GetAsyncKeyState',['i'],'i')
5 r e# n' s! v C2 ]: X* Z -
, O# m/ L2 W7 ~ - def testkey(key); e* M# `5 o7 s0 F
- Key.call(key) & 0x01 == 1
0 G: s T) s' u8 q ^( X* E9 @ - end$ }4 W0 j2 J# V: [& f9 @0 I0 m
-
6 B* x; [8 f3 V8 e - alias hud_key_update update' D5 c4 C: q: L8 u- ]0 m% U
- def update
$ q6 `6 c4 G( e+ a: h l; O - hud_key_update. S# G# T4 E! U0 @
- @pressed = []6 p' P* r% q* c; W! O' [
- for key in Numkey.values) s. a7 M# f1 ?4 M+ u
- key -= 1000, D1 N1 D( P, }7 s1 d6 @. v
- @pressed.push(key) if testkey(key)3 y! k( Y7 |3 x. j. N5 g
- end
- e; I) w0 l' K& k4 u) y& e - end
3 V( J7 n% W1 G+ Y - & v5 G2 E8 g: f9 B+ Y1 [) z
- def pressed?(key)
/ E7 {2 t- b" \) E0 I: ]. Y - key -= 1000" ^# _% c. m t7 y& Y
- @pressed = [] if @pressed.nil?
* n. ?: w% D5 T, n; {7 P4 ]/ H - return true if @pressed.include?(key); K/ \! ?4 i& \% d- n9 q
- return false
& D6 u0 B+ Y+ m) [* \ - end1 @! W0 P/ g/ h+ Q
-
3 x/ i) [* ], G( @ - alias hud_key_press? press?7 {1 i' L& v8 g6 ?/ |- y3 `& C
- def press?(key)6 [( \( l, w& C) y2 `
- return pressed?(key) if key.to_f > 1000
6 j& P1 n M: ~' R! g - hud_key_press?(key)) A( k& d' v' j
- end
" w- e4 K8 U; d0 Q - end3 C8 U; p- J& J! K
- end
; p" h, A* I* g' g3 Q
# l" ^9 b* \% i# B, X- #===============================================================================2 p& F+ _, g8 g: V( N: R$ e: R
- # Game Player
( R; ?3 L! w! a0 x# n. U - #===============================================================================
( `1 ]( X( T, D5 r& K4 J - class Game_Player < Game_Character
/ r6 v( v+ H0 c* l+ v. Y - attr_accessor :hud_equip E$ G9 E+ \2 [' _9 t6 V) A- c
-
* q' b, y7 U% [' ]5 }- Y; [ - alias hot_key_hud_init initialize7 R& w0 w1 ?: D. G: f7 r0 [
- def initialize
" ^* [/ b4 w* ?& D - hot_key_hud_init% M! n: X9 x0 O. M- s
- @hud_equip = []
3 G/ F/ ~/ w! `" _& h2 p - end
( u9 I: j) X Y6 {. ^# H -
5 v* e3 ]! O7 a; P0 o3 O/ C - def equip_item_to_hud(n, item)
- ]) G$ k7 C* k1 t2 R7 | - if item.nil?: V" Z; T a5 C# \& W, ^, X/ q
- $game_system.se_play($data_system.buzzer_se). \; y/ t/ d7 z
- return3 l/ C* m; U6 `% }4 O K
- end( R9 \; c5 Q$ c: o+ m' w3 t
- $game_system.se_play($data_system.decision_se)' |" v0 R7 D' W( l$ `
- @hud_equip[@hud_equip.index(item)] = nil if @hud_equip.include?(item)) L9 Q1 O' t$ M
- @hud_equip[n] = item: E7 ^8 D6 w" A, v% z4 w2 T
- end# a3 `% p. n9 p9 M; m; f, V
- end8 T& P) d+ [4 Y8 L- g0 G8 ^* B
+ X9 F+ w/ C: ]5 i) L, m4 d- #===============================================================================- m' R- o7 B+ Q8 K
- # Quick Skill Window
4 F, [8 z' L$ ]% s; X - #===============================================================================
0 ^/ ~8 {' x; I2 u7 Y - if XASVER_37 == false6 `* o+ E/ M5 c. u
- class Xas_Scene_Skill
4 c* Q9 {* m a! } - alias hud_quick_menu_main main
. y0 Q. X" L, y& M' U - def main
# S( A: V1 b6 x' j) C - @hot_key_hud = Hot_Key_HUD.new
+ ?4 f- {9 y! Y, r - hud_quick_menu_main( f9 W/ r6 q6 v$ X$ x% l! C$ j
- @hot_key_hud.dispose: e! F3 s5 y5 D$ L7 d# Q
- end4 x o% @( ]. C3 ]* @
-
( V3 P; m. b; `: _) Q - alias hotkey_hud_qucik_menu_update update
% }) W6 x. b/ G% a - def update
8 z( X# j- R6 ~ E( s, A- Z - hotkey_hud_qucik_menu_update# l; R2 a: d! s5 X! Q
- # Hot Key num 1
+ D" c/ ]4 B" `/ I5 T- u$ p4 }" L7 V( |) S - if Input.press?(Input::Numkey[1])
& r$ g8 i9 ?& Y2 z; U - $game_player.equip_item_to_hud(0, @skill_window.skill)
$ g* ]0 S# A0 k& _/ X - # Hot Key num 2
( E) o6 G% Y% {; X' a - elsif Input.press?(Input::Numkey[2]), F+ \" e) N; o2 v5 b* U
- $game_player.equip_item_to_hud(1, @skill_window.skill)
- e3 ]! Q3 e' Y! B - # Hot Key num 3; u( z* K' a$ B3 W! P
- elsif Input.press?(Input::Numkey[3])
% O3 S6 l; a8 F0 r - $game_player.equip_item_to_hud(2, @skill_window.skill)1 E1 Z* y/ p# c
- # Hot Key num 49 W& V" k$ v' O% g2 D
- elsif Input.press?(Input::Numkey[4]). Y. y% q3 K( S" d& T
- $game_player.equip_item_to_hud(3, @skill_window.skill)
% r, O7 I% X9 I( l+ z* I8 B0 j - # Hot Key num 59 F, @* C& I, _. m' {0 n3 S b
- elsif Input.press?(Input::Numkey[5])$ q+ m" g7 b5 T( M2 R5 J
- $game_player.equip_item_to_hud(4, @skill_window.skill) R, i k, e1 F8 O
- end
5 t$ x9 _% I, L/ h - @hot_key_hud.update6 b: H3 V n! M
- end
5 b& O5 `. y- S2 Q1 `- c - end
# N9 R% V9 i6 ~% M A3 ~4 m6 t0 c - else) g6 f, o# ] c- q# K# ^5 w' d
- class Quick_Menu_Skill
% i5 k: {" w' S# i+ M( U6 T - alias hud_quick_menu_main main
- J" w, q# R( s L7 ?' t3 _3 m - def main
1 s4 P7 t8 M6 V# c) W& t: N2 J - @hot_key_hud = Hot_Key_HUD.new
. @8 F( f' ~7 \/ U - hud_quick_menu_main1 k% V) c/ ?. L# l5 `, h9 p
- @hot_key_hud.dispose
' \' j \4 L! M0 l - end% k ~. n3 i' o4 t9 x
-
) e, J, W% e4 \8 p* d' D9 Q6 D& H - alias hotkey_hud_qucik_menu_update update
# [4 i) c6 C" o. g( z: L9 h - def update) ~9 l9 H8 p: d5 t
- hotkey_hud_qucik_menu_update
- m! c' y0 R5 h# d/ [2 A1 L3 G& p - # Hot Key num 10 c: t2 Q; E" ?. ^3 l2 K/ a$ Z8 n" ^ y
- if Input.press?(Input::Numkey[1])
& v8 }; v8 n$ S L0 W - $game_player.equip_item_to_hud(0, @skill_window.skill)
4 a. A0 n" H- G) b! n - # Hot Key num 24 }* o3 C( W1 @" E( W/ |( n
- elsif Input.press?(Input::Numkey[2])
& b7 \0 ~6 e( i [! a - $game_player.equip_item_to_hud(1, @skill_window.skill)
' g+ H& m, @0 q; h4 {' o - # Hot Key num 3( O4 I" | c8 E5 S, j# }
- elsif Input.press?(Input::Numkey[3])7 S! t1 R# v' D, `
- $game_player.equip_item_to_hud(2, @skill_window.skill)
8 z# ]8 ?- g$ ~' Y; C! H - # Hot Key num 4
, Q2 O' E0 L2 H- y* U0 V7 n2 l - elsif Input.press?(Input::Numkey[4])
3 i; ^2 q6 z; B3 I9 [. q - $game_player.equip_item_to_hud(3, @skill_window.skill)
, @6 G# }; H- [- A1 R2 G - # Hot Key num 5
) d9 T/ q. N' {4 D& q; R - elsif Input.press?(Input::Numkey[5])/ C4 c4 Z4 m% C. M! {
- $game_player.equip_item_to_hud(4, @skill_window.skill)
3 A* G3 [2 B, U& Q o t; z2 [ - end
9 M( f' p- b4 n: n* h. _+ O) d" s! G - @hot_key_hud.update/ V, }8 D( Q, u& @. J( [
- end! H8 x# F5 L+ o3 E }
- end
S U( ]6 Z Q) V( ~$ n& z - end
8 z# j( x0 V' |$ q# m
$ O1 J2 n( S# Z1 [" Z- #===============================================================================3 ~8 r: a* [- P/ l) a {
- # Quick Item Window
3 S) I! G8 P- Y; W& b7 z9 H! h2 y - #===============================================================================4 u1 k7 _9 L* G4 j+ S# c) l
- if XASVER_37 == false3 \( T, F( p/ ~* W- J: I
- class Xas_Scene_Item+ C& [8 y- s3 R& N
- alias hud_quick_menu_main main
# g/ P2 ]) ^9 X - def main
' [5 O* C+ M& H$ |3 t& w - @hot_key_hud = Hot_Key_HUD.new
. W) W* e6 Q/ @: Y4 R: R6 T" _8 W - hud_quick_menu_main' `; m; K$ L! a: s
- @hot_key_hud.dispose
+ m; I. {; Y6 v% V) z - end
5 S5 M! M+ s# m, h4 f4 m2 p" g' l -
2 w' T% ~; R, \2 O - alias hud_key_update update
/ m& Q* \8 S" o! N2 i% l- x, t - def update
; ^% O& W i/ \& I! y( [ - hud_key_update! q* a2 Y# s# n0 f1 F/ g9 r7 z) ?
- # Hot Key num 1, H- s0 r/ h7 Y9 X. |; l/ P
- if Input.press?(Input::Numkey[1])0 P- ]2 ] y R; _) u- A, y7 F
- $game_player.equip_item_to_hud(0, @item_window.item)7 O: t9 `4 n8 @. ], h
- # Hot Key num 2
. i" r) ~8 r$ w6 d' w" u - elsif Input.press?(Input::Numkey[2])
" m# W/ G2 r( W, f2 W - $game_player.equip_item_to_hud(1, @item_window.item)
& x2 C! M) r$ ^ d - # Hot Key num 3
6 K2 N& K& v5 k - elsif Input.press?(Input::Numkey[3])
3 a% o' ?2 C7 e/ f& ]3 }; r - $game_player.equip_item_to_hud(2, @item_window.item)
% X$ A# B4 ^# v( J# h1 \3 _! D* X - # Hot Key num 4! }0 Y1 {* H8 x9 V( B+ a7 X0 @: O
- elsif Input.press?(Input::Numkey[4])
2 ]* A+ h% N& ]" [: F( `4 g - $game_player.equip_item_to_hud(3, @item_window.item)+ z. W9 `7 x) v3 \- D- v: X) `
- # Hot Key num 5
. v7 W: d m# D0 n/ T - elsif Input.press?(Input::Numkey[5])
& l( Y% m1 s& M+ y! r$ ?- F - $game_player.equip_item_to_hud(4, @item_window.item)9 h6 q: s: K! H9 g
- end& L7 {0 K+ t% |: g0 J5 {7 J
- @hot_key_hud.update
5 M8 Z9 D! { D8 v0 m r8 s - end
8 `) O0 S- V' r - end
3 z6 o' D6 F3 R - else b; T' Z7 L) ]) `& K4 @
- class Quick_Menu_Item+ t- K& b+ g1 T( ~, g; o1 V
- alias hud_quick_menu_main main
: j; p" U; l) k9 V& z7 k( P% b6 I - def main, U/ S- }" P7 D; h6 k: y( m! h4 x
- @hot_key_hud = Hot_Key_HUD.new
6 C) ]( B" F* M - hud_quick_menu_main' R h2 k4 i- J: @7 C/ g
- @hot_key_hud.dispose1 M7 u# H$ a$ Q$ B* a6 H& F
- end
7 _* L0 c: B5 n! t- u5 |6 a -
3 e6 w* T& F5 v: {4 z2 ~; i( T - alias hud_key_update update
& M( ^1 H# ^0 H8 ^& c9 H - def update! n' ^7 g. C \+ P
- hud_key_update
+ D4 r s* s# `6 i - # Hot Key num 1
# w3 H" f. V, Y8 s: e8 s# Q/ m - if Input.press?(Input::Numkey[1])
0 x7 w- k: K" G1 h+ `6 r - $game_player.equip_item_to_hud(0, @item_window.item)
& p: T( v" X) w7 T" y5 z( f# M7 V - # Hot Key num 2. B$ d( d I' V9 S% o( a E
- elsif Input.press?(Input::Numkey[2])% k' v& L- q1 `6 i P- @5 k
- $game_player.equip_item_to_hud(1, @item_window.item)
- x' P' A" d3 z# p3 L# [& @ - # Hot Key num 3 `6 y* E5 z9 ~8 z
- elsif Input.press?(Input::Numkey[3])
1 p0 j* C" k% E Y5 x - $game_player.equip_item_to_hud(2, @item_window.item)1 }# k- F7 _9 r5 `8 ]5 ]5 r; E
- # Hot Key num 4( [ M9 C' Q' r4 V0 W
- elsif Input.press?(Input::Numkey[4])) ~& k. r1 w" O) d, q g
- $game_player.equip_item_to_hud(3, @item_window.item)% D7 u8 J2 c2 b4 H6 w
- # Hot Key num 5# q1 X: m! e# `; o
- elsif Input.press?(Input::Numkey[5])
8 C& b! e2 n1 c0 q! }/ a( h - $game_player.equip_item_to_hud(4, @item_window.item)
6 i! u6 }0 ?! g! p+ S$ J - end- A5 ^/ ~: g0 [1 d) }
- @hot_key_hud.update# O$ [7 D2 Y0 B! }
- end& ]8 A6 U/ T$ z7 A
- end; @7 n5 _" m* @1 x- m1 x
- end
) E! z8 Q% @# u/ k5 ~& o5 |) b* X
2 g2 v3 L$ N% H# k- #===============================================================================' x; s6 r& \4 S8 ~5 o# p
- # HUD Window
* a/ h4 B* w% p; y0 [( o - #===============================================================================
; d$ L0 [' ], g0 J. u) I0 K - class Hot_Key_HUD < Window_Base
" G$ x5 K8 U% P O - def initialize(x = HUD_X - 10, y = HUD_Y - 15)
! m' Y3 s1 F0 U \! V& m: m* ?1 E1 J - super(x, y, 220, 80)- t+ u* Q/ o- t/ [1 i- Y2 Q
- self.contents = Bitmap.new(width - 32, height - 32)
7 t/ c6 p* ?$ j5 B, E - self.opacity = 0
8 n6 c0 h- n# B2 J8 O, q v( p - @actor = $game_party.actors[0]! e6 t$ ?+ M6 I
- refresh
. o" b* A2 F3 A* m - end
& x3 {4 X8 @" T
' ]# g+ T/ r- Z' m( L- def refresh. `7 {: I9 Y" O6 J& U/ N# t/ W
- self.contents.clear! U* ~$ m3 ^( U) |' u
- bitmap = RPG::Cache.picture("Hot_Keys_HUD"): d6 Q0 ?+ N* i& \8 x ~. a
- self.contents.blt(0, 0, bitmap, Rect.new(0, 0, 160, 32))
! p( P0 c4 X6 W( g - for i in 0..4
& |, q" H6 u( p - x = 32 * i + 47 O- V$ m$ C8 L0 _. l' X9 s
- item = $game_player.hud_equip[i]0 G8 W, _8 Y, j$ g0 Z; g7 k7 h
- next if item.nil?
! O- U1 R; F) i6 p6 [5 s: q - if item.is_a?(RPG::Weapon)
. m- X3 Q/ ]8 Y3 b - item = nil if $game_party.weapon_number(item.id) == 0 and
7 I! D; }4 b8 H: H+ w' N& F$ _ - @actor.weapon_id != item.id
* T3 P" k; ~) l. \ - elsif item.is_a?(RPG::Armor)
, B0 D1 N1 K& J7 H& X - item = nil if $game_party.armor_number(item.id) == 0 and , d/ a- o. S6 x, }6 o5 t G
- @actor.armor1_id != item.id
9 U8 q. _) V7 E" V" ]; [ - elsif item.is_a?(RPG::Item)$ Y* A7 r+ R7 @. P9 I
- item = nil if $game_party.item_number(item.id) == 0 or
& n3 [0 D# |& x' X5 L) M3 B7 k+ z - !$game_party.item_can_use?(item.id); E- x. p4 O4 E4 ]* n8 h9 o
- end
: ?, G2 N( ?2 _; D - bitmap = RPG::Cache.icon(item.icon_name)* T( o) Z9 O8 u# B7 S% m! I' s
- self.contents.blt(x, 4, bitmap, Rect.new(0, 0, 24, 24))
, J& s+ j- H6 h1 r: \* A$ \# r - end
2 I4 P/ e/ V; T7 I9 t - end. R8 F" S: l; K5 Q& t0 D7 r1 I
- |% I7 B* r/ l/ f1 N3 I
- def equip(item)% d3 u) Z: I ~% L+ P) ?. C
- if item.nil?; Z: \. F0 \* D" `7 L
- $game_system.se_play($data_system.buzzer_se)
% o' c1 K0 L7 ^7 F7 D. Z5 m - return9 G- k/ W! Z' P7 x0 ?! e0 L
- end
9 ?8 a* t% A& W! L: q/ b - if item.is_a?(RPG::Skill)
) C* x' Y1 P5 s$ _2 W- T - if [email protected]_can_use?(item.id)# I; s$ Y5 D) b: ^$ f9 O
- $game_system.se_play($data_system.buzzer_se)+ [3 [, z# Q- C! I4 ^: R2 o( a
- return* z5 V) N, H# d0 G+ M: }
- end
4 c$ l8 p4 o6 p5 t8 |7 p0 C - $game_system.xas_skill_id = item.id
% @8 U/ w% N. y, w/ K - elsif item.is_a?(RPG::Weapon)9 g# i5 L, k, t
- @actor.equip(0, item.id)
: n) U/ s( M. y: v5 e; m - elsif item.is_a?(RPG::Armor)( i; A' r9 \1 `8 k
- @actor.equip(1, item.id)
& x+ D$ n1 a" d - elsif item.is_a?(RPG::Item)
6 H3 B& t: u' D& f! W+ V - item_tool_id = XAS::XASITEM_ID[item.id]4 T* H& M: |5 r l
- if item_tool_id != nil$ }" a3 r: e$ G2 z0 e
- unless $game_party.item_can_use?(item.id)
2 J; x' E+ z6 G - $game_system.se_play($data_system.buzzer_se)9 N! U' d8 l& Z; ]( ^
- return8 m# n" D6 F( e# B$ I$ p
- end
' K1 u6 q2 ?. k7 g9 \2 A5 _ - $game_system.xas_item_id = item.id
. F4 l3 s7 {: u4 a* F - end
& w! ?1 ~% z, U5 p4 m* _$ j - end- W: L! M; F+ l% p+ L& c7 N5 F
- $game_system.se_play($data_system.equip_se)5 K1 g( v# R/ W. S9 e3 E! W
- end* F$ i5 f. y Y8 T1 p D
-
9 c" f- ~ n0 W3 X - def update5 w! x1 f* ?* q! U$ X, s
- @actor = $game_party.actors[0]' ]$ M+ C: f0 w& \$ s. i. Q% H9 Y9 O
- @hot_keys = $game_player.hud_equip
, j" A1 s1 {, X2 j4 H& W; ]: R# o - refresh% h5 `% }6 e5 m8 n9 p S$ c$ e& W
- return if !$scene.is_a?(Scene_Map)
( K, s: \0 A3 i; @ - if Input.press?(Input::Numkey[1])
) J) j: J D! o! g - equip($game_player.hud_equip[0])
. @2 ~+ y% m& R9 n4 E7 J - elsif Input.press?(Input::Numkey[2])& b8 f6 x- M2 d0 ]$ i
- equip($game_player.hud_equip[1])1 n& p1 p. L& a! I
- elsif Input.press?(Input::Numkey[3])9 H/ F' d1 G( F# P; E1 ^
- equip($game_player.hud_equip[2])
) y h& j7 ~0 G8 { - elsif Input.press?(Input::Numkey[4])
' j2 B$ q2 }, h) o6 F( l! W7 E- F - equip($game_player.hud_equip[3]) 4 g+ v$ t! @2 V M: @
- elsif Input.press?(Input::Numkey[5])7 P4 p3 Z" {5 Q1 E3 y7 \3 Q
- equip($game_player.hud_equip[4])0 ]2 g; B4 I& Y' @$ n5 |' F) ^/ \, ?
- end$ O/ X2 Z+ A; K( ~0 j8 w
- end: f. ^' w: h& O0 ^) F1 s; @. Y
- end1 s) y% `# C/ y1 j4 B3 {9 j% ~( \
- + G5 b: D" u! u" B1 q1 g7 W- H
- #===============================================================================
+ ~8 e9 J! k9 Q3 k7 G6 w - # Scene Map* w G, b z) s6 z0 `7 R. Z
- #===============================================================================8 D7 y$ n6 h8 i, ~
- class Scene_Map! O1 i6 n4 {7 r% Q) v0 p9 H
- alias hot_key_hud_init main
' ]9 g# c& _% }2 H' U7 b - def main# P/ O3 W% y& H q6 _! I
- @hot_key_hud = Hot_Key_HUD.new
% b) X. _, w. P2 S$ h - @hot_key_hud.visible = !$game_switches[XAS_HUDDISABLE_HUD_SWITCH]" @9 e7 d5 i# a, f1 q. n4 |: _
- hot_key_hud_init
8 Z4 N2 |6 A I - @hot_key_hud.dispose
5 J! ?! n! t; O; _( D* n2 c - end- m4 |$ Q; g& P9 v/ u) b7 e, j; ~
-
& e, t& p+ I) H" J - alias hot_key_hud_update update0 r" q, [8 ]) d4 b: a6 W$ c: N
- def update5 ] B r3 T, h: G. J: [3 q
- hot_key_hud_update
( u' Q; R* B p - @hot_key_hud.update
9 z3 h `7 ~: t; ^* s - @hot_key_hud.visible = !$game_switches[XAS_HUDDISABLE_HUD_SWITCH]
) [% X S9 o7 ~ - @hot_key_hud.update if !$game_switches[XAS_HUDDISABLE_HUD_SWITCH]+ x7 j- \5 V5 E- C' v9 h9 t
- end8 N- ]& F4 c, l, ]3 p$ j
- end
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