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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,
0 R" |. {( |- P% K+ S不知道有人能帮忙看一下吗? - #===============================================================================
% Y6 Z Z9 s, A0 o4 y - # XAS - Hot Key HUD' i2 h6 W. v! \# r, @
- #===============================================================================: e. t$ l. ~, }" d1 G: M6 ^% V& b
- # By Mr_Wiggles( ]0 _0 h# E5 I( y
- # Version 1.3
. O) N- _0 x1 H8 I$ F9 S% ^ - # 7/6/10$ L. `& ^: D( z& E; y" I5 W0 s
- #------------------------------------------------------------------------------- T' h: E8 i8 G6 g
- # Instructions:
' g( E: }& i+ c$ _0 j# } - # Fill in the constants bellow, paste this script above main and bellow XAS in
& h& a2 A& q( r; Z2 T - # your script data base. BE SURE TO SET TO THE RIGHT XAS VERSION!!
/ {& M" ?) X% a6 L" {& A6 [ - # ! [9 a8 H n* c' X- i {3 R4 n. \
- # Place the "Hot_Keys_HUD" picture file into your game directory ) m: ]- Y& L- |5 S
- # Graphics/Pictures folder.6 I' s$ h# A7 i" |
- #-------------------------------------------------------------------------------' t" H# J( d4 V! x# w
- # Directions of Use:: Q5 s8 H8 p. J/ K; g% F9 x& e7 i( A
- # Simple just press a number key (1 - 5) when the quick skill or item menu is
: o8 \# t l8 V M6 g - # Showing.
$ |' u5 p }# f4 m- F( q - #===============================================================================" N# B. u9 _ `% m
- HUD_X = 0 # X pos of HUD6 }) j% \, X# Q
- HUD_Y = 0 # Y pos of HUD
' l4 c( d' ]! s; F
) C j$ M9 M9 ~% [' M$ \2 f- # Set true if XAS 3.7f2 g# S4 c& g* M. E. N: m& W: g& O
- # set false if XAS 3.6
: E; J9 G6 @+ M7 r& ] - XASVER_37 = true
7 V; ?2 `+ {) v7 v3 n8 l - 1 x# u' b& r7 f' X
- #===============================================================================
/ w& \5 e5 X( v3 Q* y - # Numkeys Module* q2 d* Z3 L" t/ w& q; M
- #===============================================================================
5 S3 N& x& A! ]4 }" H+ V - module Input
2 @( w5 b+ x" G1 C% X% j. t# s - Numkey = {1 => 1049, 2 => 1050, 3 => 1051, 4 => 1052, 5 => 1053}8 X7 n t8 g% ]- z9 S
- class << self! w4 O3 A) L0 P: X& l
- Key = Win32API.new('user32','GetAsyncKeyState',['i'],'i')/ Y( r E0 G1 L# N: g9 q
-
9 L" O2 e4 Z9 e% ~8 `9 I - def testkey(key)4 y- p3 ^2 Q) w- E6 o8 z* I( L
- Key.call(key) & 0x01 == 1
7 [; g/ b; b7 J( f. X( d - end
1 `- c( j$ {% p$ s - * X8 _" |/ J1 s
- alias hud_key_update update7 X6 K, E+ o1 O' [, b
- def update9 f, U9 p3 w. A# ~# R
- hud_key_update7 o3 p0 p% {; m c+ o5 l
- @pressed = []+ T1 |- L. ]9 l0 m4 w6 K
- for key in Numkey.values# u1 j- T+ B, p
- key -= 1000) y( g+ l; H( c I8 k
- @pressed.push(key) if testkey(key)
6 u6 O6 c# G3 O" P( Q - end
9 @0 j$ d* ^" U8 w) i. p) A c - end& v5 ^5 P. w5 I+ U: D% _
-
0 g0 w, k# I" p) F) q8 V" ]2 _$ I$ _- z - def pressed?(key)
9 I/ X. w+ L5 G1 c/ x - key -= 1000
9 f, T; u. i# A' S/ b9 i - @pressed = [] if @pressed.nil?1 C% H* S3 q; r8 O+ L) X- F
- return true if @pressed.include?(key)
" {) M! z/ K9 _7 Y - return false# @, O* g' ?. X* l7 X& v7 E) \" P
- end* x* T# v6 x# ~! l( V; j/ |
-
* w& k& d; [3 N: v: p - alias hud_key_press? press?. R2 {2 e! K& Z* J# K
- def press?(key)
/ |2 }' g1 l; }' j# a7 @1 Q r - return pressed?(key) if key.to_f > 1000
' D0 T9 p7 s; F% ^6 g+ _- V- P - hud_key_press?(key)( Z: [$ S* h! F" q, j
- end
+ n0 j3 I9 A) H, I - end1 m9 l% d p* E. \- F- X5 H* H; A
- end- a' V/ U" M: j' W0 R3 U
- 9 [1 F K* ^* I
- #===============================================================================
0 H C/ ^7 T% T+ [7 n6 t" w - # Game Player" L) W8 t5 S# _5 k& ^. g Z& N( p% Q
- #===============================================================================
3 T) N7 m9 ^. L* O3 z/ ^4 j( p - class Game_Player < Game_Character# z2 } w U8 V) z9 X- g/ T% {" J
- attr_accessor :hud_equip8 k$ j* L# ` j: U! B1 P
-
& k( g: [* E% B1 D& m2 a* S - alias hot_key_hud_init initialize8 J" T( G. n) X5 @7 z; U) r3 T
- def initialize
" s( m* r$ U6 ^8 @+ {3 q3 m - hot_key_hud_init1 X' g5 G) j5 y# ]1 S
- @hud_equip = [] [, K3 V: ]1 B& P. T+ ^
- end; F% q1 R& w- B7 ]" m) C. r
-
* G2 a1 c: T, {# u* G - def equip_item_to_hud(n, item)
1 x# s: Q1 R2 b* G3 S' L* \8 e - if item.nil?
! Q9 c% F, q2 x k - $game_system.se_play($data_system.buzzer_se)
3 V$ l T8 r& C - return; V2 j! k' v9 _, S4 y+ l
- end C. l; q) t- I5 v
- $game_system.se_play($data_system.decision_se)4 X7 _5 e# p0 J& q
- @hud_equip[@hud_equip.index(item)] = nil if @hud_equip.include?(item)& l! R9 C3 K3 N
- @hud_equip[n] = item- W+ w& N( k5 u8 E g3 o# e
- end' ?( \ N6 e9 z# [! h) z
- end
0 K& }! o/ p5 L4 o
# K: x: a0 A" ]# J- #===============================================================================
# l! v" o) }% X, [' L4 \ - # Quick Skill Window/ W# o5 a( k) n; \: C& }. ]
- #===============================================================================) V: R/ \+ W5 O0 t; H) u
- if XASVER_37 == false( [3 T9 |! O' V* `; n
- class Xas_Scene_Skill5 N6 I' p8 p# N7 k
- alias hud_quick_menu_main main
4 e: n. ^3 I6 O ^* h - def main2 E( n# Q1 y! e
- @hot_key_hud = Hot_Key_HUD.new
6 l2 E6 ?" l! w4 x% k2 Q& j - hud_quick_menu_main
0 z# P) x/ [! D) P% ]( q+ ? - @hot_key_hud.dispose3 h% L1 |6 T: Z4 `. `
- end- z; m, t. I) H% M) \/ X. s
- 2 K1 q2 k w& B% H
- alias hotkey_hud_qucik_menu_update update
" L' i: W+ s. F4 y3 p5 u - def update
1 @2 u6 ]" L5 V2 q7 S - hotkey_hud_qucik_menu_update! j3 H; K6 D8 x+ O4 K- h5 j2 X
- # Hot Key num 1
, D* t$ B3 T; I - if Input.press?(Input::Numkey[1])( f7 H! O9 M0 i0 i( X" \
- $game_player.equip_item_to_hud(0, @skill_window.skill)
7 s, T8 _7 o% L( P5 _6 w - # Hot Key num 2$ f# f y( |8 R7 n2 B& |* ]# L
- elsif Input.press?(Input::Numkey[2])& c7 Z! A0 l! F+ K( |
- $game_player.equip_item_to_hud(1, @skill_window.skill); ]) z3 p/ P% y8 v* K- Z4 c
- # Hot Key num 3
& V8 n) A4 U5 n - elsif Input.press?(Input::Numkey[3])
5 M& A! a6 N# a4 p - $game_player.equip_item_to_hud(2, @skill_window.skill)
" T7 p( H7 |: ~7 \8 k - # Hot Key num 4* s$ n+ r5 Q( z9 e4 b2 G
- elsif Input.press?(Input::Numkey[4])! j) t0 H! K5 [( R( z+ F1 X% t
- $game_player.equip_item_to_hud(3, @skill_window.skill) J& `/ i$ U! d* g$ ?# n
- # Hot Key num 5
5 u6 z- O+ d l4 W' r8 f" Y9 S% q1 v - elsif Input.press?(Input::Numkey[5])3 `9 T) Q- a7 ~8 O6 |2 i F
- $game_player.equip_item_to_hud(4, @skill_window.skill)
) ~6 U8 z& b- C4 m( T. I" P" ~ - end- _4 M* w5 N. K. }- Z/ ?+ R# `
- @hot_key_hud.update4 x* A6 t1 B0 x6 Q
- end
( ?* N8 t+ \1 g( f. p0 R - end
6 L5 K5 a6 }* M* G- P - else+ `, G. L& P+ T6 V" X- b- g; V
- class Quick_Menu_Skill4 {, Q8 o9 y" T. H
- alias hud_quick_menu_main main
: ~2 Z- t+ L" v w) Q9 X3 }8 @ - def main
! f, W! [5 T: }- p b, ^ - @hot_key_hud = Hot_Key_HUD.new
9 R" d, g, W2 L* J- f - hud_quick_menu_main0 ?- a1 g. e1 a' H* S7 P
- @hot_key_hud.dispose
( q5 K. E- \$ L( l0 a - end
: p) i9 i/ w8 a3 u) d6 D3 z0 P7 k -
, V% ~+ n& k0 M2 K' R8 d+ x - alias hotkey_hud_qucik_menu_update update
5 R& I, P- N d6 T - def update% N5 v: m! f# M! W; R* D
- hotkey_hud_qucik_menu_update& v4 u0 l* l9 `* d
- # Hot Key num 18 ?8 P0 p% T6 k3 p
- if Input.press?(Input::Numkey[1])
6 k# X$ c+ ^+ h' v - $game_player.equip_item_to_hud(0, @skill_window.skill)# ~& w' z' ?( N- b
- # Hot Key num 22 ]7 Q1 Q9 t0 R$ b" ~
- elsif Input.press?(Input::Numkey[2])
K t+ l5 H$ x u) k+ U. }: R0 w, M - $game_player.equip_item_to_hud(1, @skill_window.skill)
3 S! k8 u1 J+ V7 M' _0 S - # Hot Key num 3
3 q E' i* Q2 s$ i! j8 n/ p/ p - elsif Input.press?(Input::Numkey[3])+ t0 R: Q) ] w) A) D
- $game_player.equip_item_to_hud(2, @skill_window.skill)( N z7 D' ^7 H+ `8 {
- # Hot Key num 4
% Y- d8 x+ V* y - elsif Input.press?(Input::Numkey[4]); u9 P! f6 O5 E; E1 [! A
- $game_player.equip_item_to_hud(3, @skill_window.skill)9 p/ L) D) x! u' i6 L
- # Hot Key num 5
6 h- D6 _# l" e5 L; Y - elsif Input.press?(Input::Numkey[5])( G5 T( Y1 j. l |
- $game_player.equip_item_to_hud(4, @skill_window.skill)% L; L9 ^8 @6 U# A
- end( W3 I+ \' I7 ^# e3 G' Z
- @hot_key_hud.update
& i: R& |5 }" F - end
3 `/ M1 o; O8 [8 h - end9 Z: Q- y: B; o# y% g
- end' ~- @0 k9 G; j$ A
- " w; @& J" P0 }$ e) `- q7 j) [
- #===============================================================================
. Q% P; P+ x7 { - # Quick Item Window
5 k% ~% t4 D) | |* @# |4 } W - #===============================================================================
' ?4 M) j2 m6 y, y" s8 k$ E - if XASVER_37 == false
4 F9 T7 l4 q1 I- B) E7 d8 b - class Xas_Scene_Item
) t7 S1 J0 h) @1 H0 }8 n - alias hud_quick_menu_main main
3 A/ j4 U; F* }( r9 s/ Y; K- D - def main& c3 r7 [& L! O/ a6 M6 F0 P
- @hot_key_hud = Hot_Key_HUD.new7 D' J4 B. n3 `0 r0 p3 U
- hud_quick_menu_main
$ N5 n" {8 J8 D0 t - @hot_key_hud.dispose7 h) ?, I' q4 |8 W a( x3 v6 |4 w
- end2 H& q2 |8 l# |0 g4 u. R
- ( \' ? w' @+ ]& V
- alias hud_key_update update, p4 x& E% G9 s6 I+ A M5 I3 F
- def update( Z" v) a7 m7 A3 n' y
- hud_key_update
' Z p7 M) G5 Q; W1 `. V% ] - # Hot Key num 19 [" t3 U" ~, B4 M6 d4 _8 q
- if Input.press?(Input::Numkey[1]); X2 ?0 \5 K. m9 F# `
- $game_player.equip_item_to_hud(0, @item_window.item)4 g( H+ k4 V8 [" p9 N+ T; U2 L
- # Hot Key num 2
+ G) F! V; q n* t7 ^ - elsif Input.press?(Input::Numkey[2])
( O4 I) p% u1 D$ L' } - $game_player.equip_item_to_hud(1, @item_window.item)
5 e9 o& O- |# X1 d2 N - # Hot Key num 3, r' s$ D4 Z7 K8 C) l
- elsif Input.press?(Input::Numkey[3])- o/ e$ U* }3 W4 C" a, L
- $game_player.equip_item_to_hud(2, @item_window.item)! r3 G" a5 q; s; |- g% C: L3 n/ c
- # Hot Key num 46 B, c% p6 v2 B' E
- elsif Input.press?(Input::Numkey[4])
0 r( n1 j# r q7 y D1 N" ~& u - $game_player.equip_item_to_hud(3, @item_window.item)
, R8 R9 q- ~. h2 P - # Hot Key num 58 d( s* n$ t. R
- elsif Input.press?(Input::Numkey[5])
4 v- O" S# L; i: E0 W9 o2 } - $game_player.equip_item_to_hud(4, @item_window.item)0 @! ^% T/ U0 } z# l
- end
% ~4 y* r1 k+ U1 V& C) T& Q; H, ~ - @hot_key_hud.update
8 b8 Q t: t& {1 O+ M - end
1 B$ A% }. h% U - end
( x; H1 R, c% } - else1 ]& v4 i3 {6 T8 Z/ A5 d1 U
- class Quick_Menu_Item( ~! Q8 h, P, }: h9 Q6 ^: _
- alias hud_quick_menu_main main$ P" |/ [6 K0 {9 p) l# q
- def main
, A% E# B& o: J1 q0 q* E- D% @ - @hot_key_hud = Hot_Key_HUD.new
+ j r* a# Q7 z+ L, M* L - hud_quick_menu_main3 \1 ?! v# n7 \3 n! A+ i
- @hot_key_hud.dispose
5 ?- S2 p" M% y* \- u - end
/ k6 H/ ^; v; V# S8 q8 _ -
8 o1 z6 V& b8 a1 o4 a- d - alias hud_key_update update3 l; b$ U$ g7 Z5 {, P
- def update( z9 m' T/ W# L" G* ]( j
- hud_key_update+ ~- S; E* p; P: V! T
- # Hot Key num 1
2 [; D3 p. a: g- G& _+ M) J - if Input.press?(Input::Numkey[1])! d: B5 ?" h. z$ }' _9 S7 R: _
- $game_player.equip_item_to_hud(0, @item_window.item)
; S% ]5 a/ c+ ^9 U - # Hot Key num 2
/ P! @9 X4 T$ z3 N3 X - elsif Input.press?(Input::Numkey[2])
) u5 i* a$ X9 f9 B' f/ ]0 F# w - $game_player.equip_item_to_hud(1, @item_window.item)% K, r8 p$ A8 H. H. q
- # Hot Key num 3
2 H, y- M. `5 \: @& G - elsif Input.press?(Input::Numkey[3])
) T2 x8 m: l3 w8 K+ ~ - $game_player.equip_item_to_hud(2, @item_window.item): P" I7 W+ ~3 ]) n0 v4 k
- # Hot Key num 4
h8 V) k6 ]' q" j8 V) F - elsif Input.press?(Input::Numkey[4])
! g+ N. q# q( }0 b2 P' q - $game_player.equip_item_to_hud(3, @item_window.item)
/ r+ B( L1 f$ K - # Hot Key num 5
~; a: h1 ]- t' O2 o! W& ?* x - elsif Input.press?(Input::Numkey[5])
) l) [- C3 U1 @# l - $game_player.equip_item_to_hud(4, @item_window.item)( l4 l# o+ K( c3 m% s
- end
) P8 I }# j: i, _+ ?! Z4 I7 [ - @hot_key_hud.update
4 l/ d$ c+ ]& t( h5 `3 L; u+ m - end
) a4 h0 g! c5 q8 a+ s3 V; \9 [ - end+ N% ?; p7 m3 m ? P) d+ [! G
- end* O# s; X! Y* {' W; V; o- t
. S6 ?. ^0 U$ Q8 V- #===============================================================================
( r B+ a( {) M7 Q; H2 Y - # HUD Window
/ S* t3 U2 B" P+ } - #===============================================================================
9 g$ l$ }0 x Q4 c# p8 b - class Hot_Key_HUD < Window_Base
$ r+ [' V/ [6 g5 j - def initialize(x = HUD_X - 10, y = HUD_Y - 15)
4 z$ n2 E% |4 ?3 m7 k/ } - super(x, y, 220, 80)% p$ R0 N; r5 x2 y8 b; l
- self.contents = Bitmap.new(width - 32, height - 32)
4 j" B9 I& D4 c! C - self.opacity = 0( n1 [% n8 n. [" v
- @actor = $game_party.actors[0]! ?8 s+ \9 u( H9 ?( i) Y
- refresh7 s9 u! w6 K2 n9 M& V- @) v0 o% P
- end
7 P5 f' s. } _6 \/ a
3 x. X8 k5 D7 j$ D; o- def refresh/ }9 b( d1 Z: J6 w* h n: W
- self.contents.clear) [9 c; c5 N: M
- bitmap = RPG::Cache.picture("Hot_Keys_HUD")2 N2 q( a! D( O$ L" Q. X/ d
- self.contents.blt(0, 0, bitmap, Rect.new(0, 0, 160, 32))2 a& U% b7 ?, w. F. a/ P5 |7 u
- for i in 0..4
c) i" X2 ?: I i! M - x = 32 * i + 44 {' t' C9 u, `0 u- T/ Q6 h7 ^
- item = $game_player.hud_equip[i]# |1 B2 i) Q- c( O- @: B
- next if item.nil?( T8 ] V0 Z( [$ h+ G; f* c
- if item.is_a?(RPG::Weapon)
( |$ ~8 }8 S5 \1 U6 T - item = nil if $game_party.weapon_number(item.id) == 0 and
/ g5 l; Z/ F' l1 h, q/ Q& n - @actor.weapon_id != item.id
( @0 C+ J, t( }$ j m - elsif item.is_a?(RPG::Armor)
~% p, X' N" N6 G+ F8 P$ k7 B - item = nil if $game_party.armor_number(item.id) == 0 and - {+ c8 b8 b. h& {8 A# |
- @actor.armor1_id != item.id: T1 p" Z, B* s4 L% J
- elsif item.is_a?(RPG::Item)
M G+ q4 K4 @& c$ t8 X8 H( ]' _ - item = nil if $game_party.item_number(item.id) == 0 or
( Q0 B' a9 D+ z; F8 I - !$game_party.item_can_use?(item.id)
8 u4 @: T0 I$ U3 }6 ?& D( p, v - end+ V% M7 O! t8 w! R
- bitmap = RPG::Cache.icon(item.icon_name)
/ D: @& I% G5 X) L0 G) E6 ^ - self.contents.blt(x, 4, bitmap, Rect.new(0, 0, 24, 24))
6 h/ L& Y z3 [) r' z - end2 F5 J% O' O4 @6 D
- end
3 ~# r( B6 g) k5 n- y' b# b+ U - # u( y' X! g5 K+ Y7 Y
- def equip(item)
* P/ L7 q; O- }3 g - if item.nil?
4 ?* x0 Q N% x$ s$ B - $game_system.se_play($data_system.buzzer_se)9 W" U6 ~; s' E
- return
& y+ q2 _5 q% g- ^. Z J% ] - end* f- Z2 h, @$ {% ~3 G$ r* p) r
- if item.is_a?(RPG::Skill)
, [1 z9 h, r" s. \ - if [email protected]_can_use?(item.id)3 C Y+ ]; n$ t7 k
- $game_system.se_play($data_system.buzzer_se)
B8 U c! j5 n2 W* o - return; k ~) o% A2 N
- end
( F, J$ b5 Y; X+ P2 l2 D" x1 U" Z - $game_system.xas_skill_id = item.id
: _, H; T* x6 Q( k% a - elsif item.is_a?(RPG::Weapon)
4 E# i* ~0 b5 w7 D9 K - @actor.equip(0, item.id)
& P5 a- {, E M. D% B3 x4 y- C! A$ e - elsif item.is_a?(RPG::Armor)& H8 c; o Z r3 ~% k) a* K8 ?
- @actor.equip(1, item.id)" C# x( W+ j7 K6 @/ u- q$ }6 H+ c
- elsif item.is_a?(RPG::Item)
9 ^0 V( Q: S" t+ A, b% w3 I+ X$ g' Q3 u - item_tool_id = XAS::XASITEM_ID[item.id]
3 H# K8 h0 R# x. _ - if item_tool_id != nil
0 M. v0 ?% M! E1 D - unless $game_party.item_can_use?(item.id)
8 [% v. L+ n) \' D# ~1 x1 q8 \ - $game_system.se_play($data_system.buzzer_se)7 i& Z. k4 Q5 R [: j1 a V k Z
- return
9 e) H- `) y3 x- |6 L - end
/ {+ Y' j2 }' Y7 e2 j7 {8 K - $game_system.xas_item_id = item.id- v0 e; ^6 H9 V. m
- end) C6 W- Y- B& m/ T8 G" G. Z
- end
2 l# {1 |% j @( T% C- I - $game_system.se_play($data_system.equip_se)
0 j) z; K! }1 F - end
& B+ U. E* C$ O4 p( j7 z -
( c. I; q. c' H4 o+ h5 P8 T - def update' d* @4 P7 L& F1 z
- @actor = $game_party.actors[0]- [8 ]$ X% @ g& z$ P) q6 w
- @hot_keys = $game_player.hud_equip
8 Y4 F+ ^7 O/ x5 O- Z! m3 s9 ^ - refresh8 }! C% d7 t; D2 p( ^& s
- return if !$scene.is_a?(Scene_Map)7 l( A( I7 ?/ p- U' f
- if Input.press?(Input::Numkey[1])
* n" \& ~, o* g3 V* R: U6 {6 m( C - equip($game_player.hud_equip[0])
) @- U6 W/ k5 Y; y# u9 Z - elsif Input.press?(Input::Numkey[2])1 G9 T) _; O5 G3 ~+ F# B) U, n: f' I
- equip($game_player.hud_equip[1])
' L7 W( H1 g, X' E9 L- X" A - elsif Input.press?(Input::Numkey[3])
, |: m7 w; H: E z C - equip($game_player.hud_equip[2])
; e3 `9 p/ _- Q& r% }; h - elsif Input.press?(Input::Numkey[4])
! O1 R0 V7 X. [- a- w+ k% K- ` - equip($game_player.hud_equip[3]) - \- r0 x, g4 ]1 @6 V6 n# u+ @% A
- elsif Input.press?(Input::Numkey[5])% V! }8 I! ]' @4 }. `" k# z! X
- equip($game_player.hud_equip[4])
: L9 Q8 s4 {. s% Y5 C - end
4 w, D% P& h- c4 A5 B8 F( U - end) H& N* \( g' ~7 h/ ~# ]
- end
( e9 \6 S/ ~, |$ |' g- q0 D: j - * U+ c6 \, X6 I, M$ z
- #===============================================================================4 `3 @1 |0 ~* D$ D
- # Scene Map. H' V& l6 v+ O! a* C
- #===============================================================================6 M7 h7 C# _& S
- class Scene_Map
6 L) B; G+ x0 u. N; `4 }9 ] - alias hot_key_hud_init main
" F6 Y( |, F# p6 n* e - def main+ K! o% s% |8 S1 c/ d) n5 H
- @hot_key_hud = Hot_Key_HUD.new- S# V, y$ H9 c) A A
- @hot_key_hud.visible = !$game_switches[XAS_HUDDISABLE_HUD_SWITCH]/ f; W! h. i0 f: I" u( v
- hot_key_hud_init- q: Y0 W& H6 f; M8 L3 @
- @hot_key_hud.dispose
0 J* `, k t5 L) X, `6 v - end7 i* _& p4 o( t J7 m1 x5 p
-
; {) \# R- d z. Y# n - alias hot_key_hud_update update
w$ G' V6 F3 _8 a - def update9 M! y! h* A% B9 r
- hot_key_hud_update
4 r2 n, _4 I3 E3 G9 {9 S4 F/ x, K8 _ - @hot_key_hud.update5 ^7 x7 i6 J* o
- @hot_key_hud.visible = !$game_switches[XAS_HUDDISABLE_HUD_SWITCH] Q1 }) y% w h' U. y
- @hot_key_hud.update if !$game_switches[XAS_HUDDISABLE_HUD_SWITCH]
z( Y3 R. h, P4 x* ]* T - end
, {/ P4 H4 @1 E2 J - end
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