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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,
$ Z4 A7 ]5 A! L4 S: e不知道有人能帮忙看一下吗? - #===============================================================================
( l- P2 }8 m% \* r4 e5 e0 ]( d - # XAS - Hot Key HUD
5 M" r; T. g7 g2 { - #===============================================================================
5 y$ q, g: g: Y' c' s - # By Mr_Wiggles
& A/ s0 Y2 T$ z# ^! ^% p# J - # Version 1.3
2 v4 z R. y$ t. e$ u; N - # 7/6/104 R- j2 ^# ^" \. o$ l
- #-------------------------------------------------------------------------------3 H( [0 y p. `& F5 J+ p# k8 |1 E
- # Instructions:7 \) D0 }6 F% M
- # Fill in the constants bellow, paste this script above main and bellow XAS in
$ U4 i9 F% c# v& h9 D: \/ X - # your script data base. BE SURE TO SET TO THE RIGHT XAS VERSION!!
% ^0 E# s( R! _0 f - #
( `6 F% K7 m2 N4 g - # Place the "Hot_Keys_HUD" picture file into your game directory
/ x- D" }2 ~! P9 d2 [ - # Graphics/Pictures folder.$ j7 Q- ~ G1 r
- #-------------------------------------------------------------------------------
3 S* A% s! d; f3 q - # Directions of Use:5 I& V6 Z' h2 I/ X. w9 A5 @
- # Simple just press a number key (1 - 5) when the quick skill or item menu is
& I; ^, F, r5 h+ d* S2 V& w7 s - # Showing.
; R2 a& p* [- y1 C! M* A - #===============================================================================
7 O, q) h. _. Q C - HUD_X = 0 # X pos of HUD3 b: }5 X6 y5 [; e2 L) i
- HUD_Y = 0 # Y pos of HUD6 U9 {1 D1 z: R4 J! s5 e
- " E2 N5 [1 {+ \" z# E; U
- # Set true if XAS 3.7f
0 O. e: k4 M& L7 W: C, o8 C$ @* G - # set false if XAS 3.6" J: R. j& \/ }
- XASVER_37 = true' g' H4 j$ T2 H
- l7 f5 Z/ n8 V+ {* ~
- #===============================================================================
2 t0 _* P! Q2 K - # Numkeys Module# I4 v. Q$ l- y8 g" q
- #===============================================================================
7 H# X# `. q Y% R2 p - module Input+ M' r I+ @* K4 o% D$ \: [4 L; F
- Numkey = {1 => 1049, 2 => 1050, 3 => 1051, 4 => 1052, 5 => 1053}
o, l, ?7 e( n - class << self; F, C1 z" L8 \& B
- Key = Win32API.new('user32','GetAsyncKeyState',['i'],'i')
8 |: H$ x! t0 Z ~/ L - 4 P7 q5 Z3 \' A) n! l" u. J0 W5 ?) F
- def testkey(key)
9 t; V3 x+ k: ~ - Key.call(key) & 0x01 == 1
0 p) C/ O8 m9 X$ W8 F; F; _% R% h - end
& ?" q& h9 c% `! X - ' \ n" q6 L9 w1 Q" S: w c) x
- alias hud_key_update update
* w6 }- S$ }0 Z9 W+ L - def update; y+ T) F3 w, r* {# K% D
- hud_key_update
# R" d ]# @) U* @! s& n5 z1 H - @pressed = []
* c) X6 @( V7 D3 q4 Z; ^4 D% Z - for key in Numkey.values- Z) B2 S5 q3 ]
- key -= 1000
6 W* l* f, \( u7 \8 ` - @pressed.push(key) if testkey(key)$ _7 g8 r6 i! [/ ^( ]! F( o
- end
$ p3 U& x6 u$ G9 b - end$ ^) J# v8 Y' h7 V
-
. n8 m0 |! z: W - def pressed?(key)# n8 _+ t3 B, O; ^: N
- key -= 1000
% ^1 u q" X. w# G1 i& u' [. a& ? - @pressed = [] if @pressed.nil?: g) ]7 a$ o/ s( B5 w: |! x
- return true if @pressed.include?(key)
5 J* t/ T q( D, N; g - return false L0 O# |) y- |8 U7 C5 H# n
- end
- E/ P1 Q9 [# z7 a, u, v; x -
7 Y& y( a* O: D" W& O - alias hud_key_press? press?
' H# n* ^7 `4 O k2 i - def press?(key)+ ?8 ?9 K2 _1 L. p9 ^3 l8 ]7 v
- return pressed?(key) if key.to_f > 1000! T/ v; O" J: F) Z5 C0 l9 K
- hud_key_press?(key)
9 m; x1 E2 r; d( T - end
# |# b) O* s/ q - end9 Q. c& F, u* u4 A
- end% d, J0 D! D& F+ p7 a5 [
- ]/ v" r5 [9 Q
- #===============================================================================
3 L7 d- d! Q8 _) S' {$ W - # Game Player
3 |& f1 d: ?8 g4 @6 ^ - #===============================================================================2 F3 E7 D0 P$ `. t' u% G* P
- class Game_Player < Game_Character) g2 n& K7 R2 ]+ R
- attr_accessor :hud_equip
- c; Y5 _( w1 ^5 {; w6 | - 4 Y1 O: a; N$ {* o- H8 @
- alias hot_key_hud_init initialize* y1 r; H! W5 Q7 Q
- def initialize
' g% a; y- r9 q" L5 \ - hot_key_hud_init
2 m" R0 \ i' @5 G1 c - @hud_equip = []1 A, Q9 |: ?1 d% ]+ r1 E
- end8 x* z. |7 V ~, c6 ?& p. h$ q2 U' i7 a
-
. {8 ?4 A2 q/ u - def equip_item_to_hud(n, item)
: g# @7 A4 g d" n - if item.nil?
7 q# _" i5 @* |$ U - $game_system.se_play($data_system.buzzer_se)
+ H. h3 [2 i5 ~7 C4 r+ b9 G2 m/ q - return# }4 w. p- H6 x" g
- end( ^ V9 |+ C( ^6 g. g3 u5 I
- $game_system.se_play($data_system.decision_se)5 E, @- d+ x' r$ B
- @hud_equip[@hud_equip.index(item)] = nil if @hud_equip.include?(item)
. h( M3 K1 N0 h5 N/ @ - @hud_equip[n] = item8 k8 a! w( h5 M% |( {6 I5 d
- end
7 V9 g4 t- }* n4 B* b2 l. M3 [/ Q - end
* ~6 k. s% n9 n9 ^; n$ ?/ Y E - + ]2 L$ |/ o" h6 B- j
- #===============================================================================+ S" |2 C5 J3 P% z0 ~2 V4 T
- # Quick Skill Window
' M E+ x2 L0 ?$ l1 ~9 s - #===============================================================================1 y! ~& s% p. f
- if XASVER_37 == false
e$ R% G4 C0 x - class Xas_Scene_Skill, a1 Y+ i: |$ Z2 J6 y9 R
- alias hud_quick_menu_main main
# ]$ E1 n0 ^5 R' n. @ X0 j - def main& l+ O, l& k2 K
- @hot_key_hud = Hot_Key_HUD.new {5 O6 x7 X* V$ c- q
- hud_quick_menu_main
2 {: C4 M: t0 S6 g& p( z+ P - @hot_key_hud.dispose6 X) y9 x1 |- [/ _! u9 U; W
- end$ s9 E& s: H" I: Y1 \* b2 i( a$ a
-
% O+ }9 U# y- o) v& t8 H# X - alias hotkey_hud_qucik_menu_update update3 ~/ }# k6 E( R9 Y' U' \
- def update4 W, X' t+ G5 \2 \+ y2 y7 Q" C! ~
- hotkey_hud_qucik_menu_update
+ Q. z( x4 G" S8 P - # Hot Key num 1& V1 [* d8 `* a1 {
- if Input.press?(Input::Numkey[1])* X- R: c$ D) t. G D
- $game_player.equip_item_to_hud(0, @skill_window.skill)
: Q4 ]! O* }5 `; W - # Hot Key num 2
6 d+ ~ F( t0 r! _& s - elsif Input.press?(Input::Numkey[2])
5 {. i2 g& s' ~( y8 n( z8 a - $game_player.equip_item_to_hud(1, @skill_window.skill)
. E! _8 C4 Q; j9 M5 J: I7 C* C6 t - # Hot Key num 3+ [' l7 S4 o& h( m
- elsif Input.press?(Input::Numkey[3])
$ K& i2 w+ x( f7 e2 l g - $game_player.equip_item_to_hud(2, @skill_window.skill)
% p. U' n& R2 _ - # Hot Key num 47 [9 E8 o7 \: S- _5 Q# P
- elsif Input.press?(Input::Numkey[4]): L: D" z, ~ M, n5 F
- $game_player.equip_item_to_hud(3, @skill_window.skill)" h6 B# d5 E4 b, }8 M- |
- # Hot Key num 5& s7 n+ {5 R* w9 \ ~3 Y
- elsif Input.press?(Input::Numkey[5])0 K. v8 s! a" i9 q+ W8 E7 y
- $game_player.equip_item_to_hud(4, @skill_window.skill)
0 y$ G/ ?/ d& g: T- P - end
$ v& y. Y# }" }! Z - @hot_key_hud.update7 f W7 m' t( j2 H0 V3 r
- end! T7 d# w. c# {; M: g
- end
0 v, @( H, a/ t) ?& t0 J - else# H( S- Y0 o! z6 q* R0 Y
- class Quick_Menu_Skill& j- @8 B; A, I( @: R
- alias hud_quick_menu_main main' T4 r3 o5 U) F0 v
- def main
7 b+ }! @, x& }* \* b - @hot_key_hud = Hot_Key_HUD.new3 D2 W t+ {" }- H$ g9 u
- hud_quick_menu_main
* d/ ]; J9 f& t - @hot_key_hud.dispose( ?% I# i R0 X" l o; d
- end
" R7 {$ j3 a( W# Q. G. M( a -
* n" r$ p- x+ l1 | g7 s - alias hotkey_hud_qucik_menu_update update% ]) H! u& |; w6 ~% V
- def update
3 ]# |$ z/ ~5 ?4 h6 Q) p - hotkey_hud_qucik_menu_update" o L% M# q5 N, t
- # Hot Key num 1
' _0 K1 o; r5 v K R7 w$ H1 a - if Input.press?(Input::Numkey[1])
9 D" ^9 `5 A: X9 ?! @ - $game_player.equip_item_to_hud(0, @skill_window.skill)
$ ]3 q; y1 k/ G! X3 ^ - # Hot Key num 2
" P: S6 U6 z Y - elsif Input.press?(Input::Numkey[2]): R$ \3 i/ @6 F- c- d/ x# V
- $game_player.equip_item_to_hud(1, @skill_window.skill)- v/ C0 ^, }1 b- j' C
- # Hot Key num 3
$ T! V1 n& p2 ]2 _" n1 I$ Q. K - elsif Input.press?(Input::Numkey[3])- H: \ r# B f5 e$ Z' ^
- $game_player.equip_item_to_hud(2, @skill_window.skill)3 \) w$ V- _4 c- t% X/ u7 z/ k1 I
- # Hot Key num 4
% |. |! p5 [3 P: k8 G: b7 S - elsif Input.press?(Input::Numkey[4])4 s$ U. P; k6 e
- $game_player.equip_item_to_hud(3, @skill_window.skill)3 F" k- p" N/ J9 o
- # Hot Key num 5
3 |0 |! h! i* Q: }2 C0 | - elsif Input.press?(Input::Numkey[5])
/ y7 d- g% S4 D. h/ l0 C - $game_player.equip_item_to_hud(4, @skill_window.skill)- C: F/ ?& \, o7 R& {; z
- end, t! r9 Y- x! N7 D+ C
- @hot_key_hud.update
' |0 N+ j) z! k% a: F; D - end# I" y# i/ }! ^4 ^0 N. b
- end, e" O5 u. W( c$ i
- end2 t, |- f* x6 I$ I1 y# l. p- Z$ p
- - E, {: p P3 Y' T
- #===============================================================================" i3 ]! b% V; i/ F2 |6 e
- # Quick Item Window
0 F+ W) v* V8 ?' a* |$ e - #===============================================================================& H6 Z0 E- X4 d9 B6 ~7 R0 `2 w" A- A
- if XASVER_37 == false$ {' ?. {% V r2 C, j
- class Xas_Scene_Item
) w/ Z3 b# b. e - alias hud_quick_menu_main main
) ^$ e, w# U, A' p' H6 G% P0 v - def main* Q v! H3 a1 }
- @hot_key_hud = Hot_Key_HUD.new
8 r4 Z0 @! b( @' H; r: p9 K0 F. s: Y- t - hud_quick_menu_main9 G2 V, ~3 F' y( l) E
- @hot_key_hud.dispose
; M# m# `; O5 Z5 S1 |6 V - end" ?& `1 y* y# |' F7 b7 }4 D
-
! k& g+ {) i/ {% D$ L4 s - alias hud_key_update update J; T( L3 B4 c' w0 w% S
- def update+ b X% F. Q% L7 Z9 L* g
- hud_key_update: J G' C# x! z7 t' O4 g9 T" X( r
- # Hot Key num 1
2 p7 q- N) X: ^9 J; S- w - if Input.press?(Input::Numkey[1]). F5 I% U; p- x. g
- $game_player.equip_item_to_hud(0, @item_window.item)
2 }6 P( B+ \0 Z6 h2 q" c7 q& E - # Hot Key num 20 R# x1 q' c% J+ r+ |1 |
- elsif Input.press?(Input::Numkey[2]); q$ T6 A3 z3 w. C; {
- $game_player.equip_item_to_hud(1, @item_window.item)
/ ?2 |+ o; r; A - # Hot Key num 30 g1 M3 l3 ^* e Y6 t* R' s, [
- elsif Input.press?(Input::Numkey[3])
7 O+ x0 r9 y6 z: ?- c - $game_player.equip_item_to_hud(2, @item_window.item)% r2 p5 C1 ]' ]0 e+ ^( ?0 c
- # Hot Key num 4
: n: X4 A: ?- s" L' P - elsif Input.press?(Input::Numkey[4])
I4 Y5 F( ]' b+ u! c0 a - $game_player.equip_item_to_hud(3, @item_window.item)
$ k, ~- s& L6 d v2 v+ N - # Hot Key num 5; \! X4 I, M5 a0 D$ A# m2 [
- elsif Input.press?(Input::Numkey[5])( J$ R- P+ W2 m1 A% |* K) D
- $game_player.equip_item_to_hud(4, @item_window.item)
9 i3 m5 Y y, S# n$ K; E: c - end
. f8 B. z$ d# n5 ~4 }; y - @hot_key_hud.update
1 ~! _: S7 u; B# r: I b. e+ } - end5 Y( u& Y, `3 ~( l$ l3 G# y
- end
) G# f. I* F6 _6 Y6 Y - else+ X. b, m: [' p4 W9 P% v
- class Quick_Menu_Item
6 r5 p. m6 ^. ]1 N$ B - alias hud_quick_menu_main main. c' ^( K8 J) H' c, C+ F7 c
- def main0 \$ `8 L6 B9 }: c) }
- @hot_key_hud = Hot_Key_HUD.new$ t, i7 T& s0 A2 X
- hud_quick_menu_main
2 } s5 h4 d, s - @hot_key_hud.dispose
9 E$ W* S8 }2 z. O! }7 n* w - end
; V5 J2 {! }: Q8 z0 X; x -
, H; x, @* ]- t0 X) O3 s# e2 O - alias hud_key_update update) g# ?3 @. q3 y
- def update
: X( d- c/ C6 a4 R3 l - hud_key_update
( J% I( L o$ g2 G - # Hot Key num 1
# S. s. x& h+ p) z8 V - if Input.press?(Input::Numkey[1])
" k) q+ C9 y! w' u _1 `8 ^ - $game_player.equip_item_to_hud(0, @item_window.item)+ A% z1 g$ R; K; O. D, x
- # Hot Key num 2+ ~% b9 B% d) G1 t- w2 i5 N9 c
- elsif Input.press?(Input::Numkey[2])4 b) W/ {. W# \" \! b4 N$ ?2 B
- $game_player.equip_item_to_hud(1, @item_window.item). |* g3 }, v3 m2 [" Z/ |% X
- # Hot Key num 3) r: m% F9 o) d$ B; g6 \5 N" M# ]
- elsif Input.press?(Input::Numkey[3])& h) I2 M& Y# G+ M* U' O/ V
- $game_player.equip_item_to_hud(2, @item_window.item)
8 W0 `! c& y- x4 ?) o$ o- @' W6 J - # Hot Key num 4% l0 G' ?* T# X$ j! c' h
- elsif Input.press?(Input::Numkey[4])! `: F* U0 h8 H( K3 y
- $game_player.equip_item_to_hud(3, @item_window.item)
+ ]1 G4 q# y- F4 Z6 d+ @" z - # Hot Key num 5. {# b# Q& U! p5 n$ b: c9 `+ y' b
- elsif Input.press?(Input::Numkey[5]); E; a* M. x) l' X. C4 _
- $game_player.equip_item_to_hud(4, @item_window.item), A9 K2 s* N; n+ B. M' b: c5 V
- end
0 L3 r# w8 l A - @hot_key_hud.update8 J7 C9 U( ]- e/ m; l1 @" _
- end
1 s. }* P _3 o; I - end" K% _9 @9 x' n: P
- end4 f6 e g _ X$ W. q0 e* ]6 J$ i$ d
( s7 K+ T) N: L9 Q9 R- #===============================================================================
# t$ Z& W7 V) n$ ?8 ]4 A/ E4 q - # HUD Window
! l0 V6 S1 H, P8 s6 f - #===============================================================================
' r% E6 j2 o$ B, d& E9 y - class Hot_Key_HUD < Window_Base9 T. v% z/ E2 J, i5 R; e
- def initialize(x = HUD_X - 10, y = HUD_Y - 15)
, A* F' f+ I7 U+ u( m9 b) Z - super(x, y, 220, 80)
0 f2 ?# P2 l9 I) M2 o6 J - self.contents = Bitmap.new(width - 32, height - 32)/ s6 i4 D1 G7 |
- self.opacity = 0, Z) T# y4 g7 ~5 o5 T, ]- R
- @actor = $game_party.actors[0]
/ E/ n: o3 |, R* g6 N - refresh
D" Y) a& F& n( Y5 B2 @ - end, i1 E0 Y* a: i B9 k; ]1 m
5 X; ?# x. I# m; W# q# V- def refresh' I9 G% z b/ R
- self.contents.clear
) M0 k, T0 d' {! B: ?6 P- w4 r - bitmap = RPG::Cache.picture("Hot_Keys_HUD")
3 q; r6 B, M7 _8 I* ^# Q - self.contents.blt(0, 0, bitmap, Rect.new(0, 0, 160, 32))
# N: w4 R1 f6 V V7 j/ f - for i in 0..44 |5 \7 n# [/ Z0 p1 \
- x = 32 * i + 4
U+ c* ?! D1 D - item = $game_player.hud_equip[i]
/ W/ P |7 ~5 s9 W$ \ - next if item.nil?* H; B/ g- u# \' |; ` `
- if item.is_a?(RPG::Weapon)# ?4 D) j+ S& Z! I' _- ^" A9 ^
- item = nil if $game_party.weapon_number(item.id) == 0 and
# z _* U9 m; q: W - @actor.weapon_id != item.id/ ~2 \9 P# d0 q
- elsif item.is_a?(RPG::Armor)
' a+ |( W* Y7 U3 P - item = nil if $game_party.armor_number(item.id) == 0 and * _0 d! Y7 \; g3 Z& T& ?
- @actor.armor1_id != item.id- v0 `, h+ m- g* O
- elsif item.is_a?(RPG::Item)7 M/ l6 {1 v' t- R
- item = nil if $game_party.item_number(item.id) == 0 or
) l4 @0 S5 J: m( ^: ?9 g - !$game_party.item_can_use?(item.id)) r0 \7 E- W- Q k$ ~
- end
- N9 J) s+ N D( h% e) s# A* s - bitmap = RPG::Cache.icon(item.icon_name)
) d% h/ o& L. `: u( M3 {" x - self.contents.blt(x, 4, bitmap, Rect.new(0, 0, 24, 24))+ M* [/ v$ q" Z- p( f0 x
- end8 L- o$ J0 Q0 K0 @* v2 [* L6 j
- end
# P6 x) E9 \7 \ -
3 R3 ]6 F7 P: {* P9 H) y - def equip(item)
4 |& N3 q3 O1 [ {0 F0 v6 {# L - if item.nil?
: z2 n' b! L& E @. d - $game_system.se_play($data_system.buzzer_se)9 D& @0 Y& z" R9 `/ |$ v( z
- return2 P7 j1 y) ~0 s( H6 s
- end" j% F7 [6 N3 B* r3 P
- if item.is_a?(RPG::Skill)3 V! `3 }$ @! Y9 Z- p
- if [email protected]_can_use?(item.id)
& P+ ~% h! {2 T( Q+ ] - $game_system.se_play($data_system.buzzer_se)* `# ^7 ]# b& W6 e
- return
; k4 w3 \- u d: [% L7 Q# i1 t. U) C& n - end# b8 n$ m: B. y' j% r
- $game_system.xas_skill_id = item.id" W# f% z) F5 G
- elsif item.is_a?(RPG::Weapon)
# E3 e1 M& {0 [4 {* a0 K4 Z t6 k3 A - @actor.equip(0, item.id); i2 Z8 h8 H. r5 g! ?' V" T0 C# k( x
- elsif item.is_a?(RPG::Armor)
) a/ H. v6 H1 [; g9 L8 X - @actor.equip(1, item.id), F# P& |& D# d1 y. ~2 h' F
- elsif item.is_a?(RPG::Item)5 E/ ]. C* O3 n @& u7 X
- item_tool_id = XAS::XASITEM_ID[item.id]9 D4 {. W& B8 N' g3 J" x `/ s1 R
- if item_tool_id != nil
' l3 p A5 ]! U$ K - unless $game_party.item_can_use?(item.id)+ B \6 n# }: @. Z2 H. u
- $game_system.se_play($data_system.buzzer_se)
6 q' X: J" G% R7 I$ _ - return/ n2 B. a; O2 d1 g# ?- W- x
- end. ?- w" k. h( A( w
- $game_system.xas_item_id = item.id
6 |' K; g+ }( G2 b! t6 o - end
# c* C s5 _7 b8 q, s* s - end
+ ~! a, P8 T$ ]7 L - $game_system.se_play($data_system.equip_se)
4 Z" D/ J/ A, M% C* G2 C: |- x - end
/ {& I1 U$ @5 m& N8 C. b. f/ ~ -
3 g$ r8 I6 p* |- M2 q0 C+ L$ h E - def update- D5 y# b* v. G, J4 b6 o
- @actor = $game_party.actors[0]% g5 u1 j" e* X) ~
- @hot_keys = $game_player.hud_equip% f6 Z, i. y4 ? Q5 S, ?6 X, }
- refresh
: B3 i" |$ h+ g, ^4 F1 w. }3 g! m - return if !$scene.is_a?(Scene_Map)4 [% A0 k v9 \$ r. i5 [
- if Input.press?(Input::Numkey[1])2 `, t/ U/ w# `) G* w5 u, s* {
- equip($game_player.hud_equip[0])
6 _# l& D- B/ f, q0 c5 u' [ - elsif Input.press?(Input::Numkey[2])) G: a" n/ X) P$ p4 p5 k& @
- equip($game_player.hud_equip[1])4 p4 f7 ^" i7 C R
- elsif Input.press?(Input::Numkey[3])" m B! V/ b& f* ^9 z4 H
- equip($game_player.hud_equip[2]) & r; P9 I0 c7 h V5 ?; A' @+ l$ i
- elsif Input.press?(Input::Numkey[4])/ T3 d% [ Z4 I6 W) |
- equip($game_player.hud_equip[3])
+ @: B/ I& q0 W- \9 u- ] - elsif Input.press?(Input::Numkey[5]), `0 \# g0 N$ C2 Z* K
- equip($game_player.hud_equip[4])% d4 Z( M" M& M2 Z8 A8 f
- end
- A! Z1 g* x6 ^4 {* ? - end" S4 E* T0 V. _# A$ i
- end
w( U- b2 D& v+ I - * t" V; t& h+ Y3 v9 O% L
- #===============================================================================- A0 v) b2 k$ ~) d& G) l9 U
- # Scene Map
( C4 B7 Q. |& \4 \ - #===============================================================================
4 \+ _5 b0 |* f6 T - class Scene_Map
" a( D0 M9 @' g$ K$ D6 h0 Z - alias hot_key_hud_init main' y7 J) V" O9 {! v& o' B9 ]/ j: V
- def main
1 I/ B; E: \ S+ K - @hot_key_hud = Hot_Key_HUD.new6 x+ }$ ]3 B$ }- @; G7 I
- @hot_key_hud.visible = !$game_switches[XAS_HUDDISABLE_HUD_SWITCH]; T: ^' b5 Q$ S( b3 x: L/ U% J# e
- hot_key_hud_init0 V+ }! U/ N; g& I* |6 f# W
- @hot_key_hud.dispose
( {+ R9 T2 B8 q" c4 u0 k8 E - end9 F- ^9 y. D1 t9 \
-
; ]+ I3 k1 ~2 l B - alias hot_key_hud_update update
' y% @1 U- ~$ k. W9 g7 i - def update5 r" u8 n a4 ]/ g& i# A! _8 w
- hot_key_hud_update
5 D$ h" o* Q- r1 [+ N0 Q - @hot_key_hud.update6 a: b H* ^" E0 z2 @
- @hot_key_hud.visible = !$game_switches[XAS_HUDDISABLE_HUD_SWITCH]* n2 r f3 W: ?8 e5 C, {5 _
- @hot_key_hud.update if !$game_switches[XAS_HUDDISABLE_HUD_SWITCH]
8 I, M8 f6 @- o" S, _ - end+ P- Z3 |6 V+ K! T" l4 g% J) N" U
- end
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