| 赞 | 8 |
| VIP | 1 |
| 好人卡 | 0 |
| 积分 | 96 |
| 经验 | 29580 |
| 最后登录 | 2023-4-8 |
| 在线时间 | 567 小时 |
- 梦石
- 7
- 星屑
- 2585
- 在线时间
- 567 小时
- 注册时间
- 2009-4-30
- 帖子
- 271
|
5楼

楼主 |
发表于 2012-3-31 09:53:20
|
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,! E0 Q5 Q i# g0 m$ B2 Z
不知道有人能帮忙看一下吗? - #===============================================================================; _ w3 P4 |6 ^+ Z7 A5 Q
- # XAS - Hot Key HUD
8 m1 C; R8 @2 y! C- i+ P - #===============================================================================. C9 U6 `. R' ^& ~5 F2 P
- # By Mr_Wiggles K" ~7 h+ ^7 h3 U9 w
- # Version 1.35 V4 Z( ~. ~) F4 x
- # 7/6/10( O) ^. U% Q2 X) G- r6 m
- #-------------------------------------------------------------------------------) s6 s" d. X, D& ^, f; k8 v' u
- # Instructions:& F1 T/ A2 h3 \" D `/ z
- # Fill in the constants bellow, paste this script above main and bellow XAS in" y- M/ d& M% A+ l( f8 N
- # your script data base. BE SURE TO SET TO THE RIGHT XAS VERSION!!
: Y/ @+ R8 j) I6 K2 \. p" t - #
0 j1 `! t& Q' S8 u - # Place the "Hot_Keys_HUD" picture file into your game directory
0 G- L& @4 [# C U0 o- }; P - # Graphics/Pictures folder.
; j# G5 A, }: V+ c6 P- Z* l! A - #-------------------------------------------------------------------------------( @3 u7 s+ \8 z! K
- # Directions of Use:
7 Z& R2 s: A3 c7 i+ l! l - # Simple just press a number key (1 - 5) when the quick skill or item menu is
- b- |6 L* V: N4 \ - # Showing.' N5 F2 y/ \1 y6 K- k* w2 B6 n
- #===============================================================================
1 ]4 v) ^% Y3 O- r - HUD_X = 0 # X pos of HUD
2 A- j, f1 M: q, d# H: S - HUD_Y = 0 # Y pos of HUD
3 e! Q+ a& m- }3 A/ g3 A8 o# K! T
! T5 b0 q' j! r* x5 x- # Set true if XAS 3.7f5 {* j- W1 y; Z: }/ K3 Q/ s
- # set false if XAS 3.6
C; m+ R) {" z- ?- ? - XASVER_37 = true
( c; e2 M) H; P7 J V; K - 5 P: A: W6 u# |" w/ i, b1 ?
- #===============================================================================
2 o, f( H" ]( t H0 Z# ^: G - # Numkeys Module+ l9 L1 g4 ^$ B
- #=============================================================================== A P% Z( n o0 `+ K" s
- module Input. X5 D+ M x! ]3 n4 u6 S8 D
- Numkey = {1 => 1049, 2 => 1050, 3 => 1051, 4 => 1052, 5 => 1053}9 ?9 G- P U5 g- `, z% X7 z. m
- class << self
: ~+ n9 ^! r; S: O' Z! q k3 f - Key = Win32API.new('user32','GetAsyncKeyState',['i'],'i')
4 n5 ?( ]; M! c( G7 c' {: M2 N - 3 f+ q( l8 k* m5 a& N
- def testkey(key)' R8 k4 V' S; r- G" t5 e( Y
- Key.call(key) & 0x01 == 1( p4 t: O3 M3 c$ j; b" A, r
- end" J3 H [. w+ q
-
2 |6 m4 X5 m! V3 ~6 M a: g$ i - alias hud_key_update update
" O6 ~# S+ N- s, m9 Z7 B - def update% p+ i' Z3 u& n
- hud_key_update
% m$ y! }, k1 o/ d8 x: ~. X9 V - @pressed = []
2 Q1 w9 y! f( w. ^ - for key in Numkey.values. a, A w1 d1 x, c
- key -= 1000
; F6 r; m/ D8 n$ c& ~ - @pressed.push(key) if testkey(key)6 j- F- E& Z% a6 x$ v7 W0 B
- end2 Q7 ~# y! ?) N3 G& F
- end
" V! ]8 j" v4 f/ a; W - 1 ?" l/ Q8 {2 }
- def pressed?(key)
2 j# Y0 ^7 X8 [8 n# b' `! a - key -= 1000
. s& S$ l4 L5 ~5 ]7 T! n6 S - @pressed = [] if @pressed.nil?
9 j5 m+ @- D5 x: H( Z+ S! { - return true if @pressed.include?(key)
' x" \' g# }. z* j6 r. Z" R - return false* ]" J' Z0 k$ w0 v
- end
% `. @" f( D S5 c `. {( f -
8 j9 A6 C0 q, b- y S5 b6 C) Q - alias hud_key_press? press?1 x# Z- |; k4 M; F$ j* j* d) f
- def press?(key)
+ l& h8 M. y+ c# L6 ?5 t - return pressed?(key) if key.to_f > 1000
* ^4 v3 ? k. y5 u1 \- y/ s0 Y4 @ K - hud_key_press?(key)2 z+ D+ |' z6 v% Y8 p: ^4 r
- end( g( S! b9 A6 M! f
- end2 t+ b j5 J( a o$ \ q
- end8 L6 }& J7 h L1 Z( k$ o0 q& K
- 5 A: u! y/ J2 f8 ?% f
- #===============================================================================% ^2 u5 D7 x, O# P4 _
- # Game Player
& Z& C, g9 s. s, Q0 P - #===============================================================================
0 A) ]# H. P# K% D$ W! c - class Game_Player < Game_Character
/ X$ M% G) x7 [, L; w" v - attr_accessor :hud_equip2 N$ x5 Q5 F0 {+ |5 b8 N
-
! v1 |, _& a5 v! g: k1 R - alias hot_key_hud_init initialize
5 Y: j Q. [- A" i3 h - def initialize
/ W4 l& C& h W) ]" Q: ^6 U, q - hot_key_hud_init3 I+ l' V a. X+ V% Y$ b
- @hud_equip = []" ]% [* t0 Q3 @( A3 H
- end
& e# k9 i# I+ S) Q/ i/ C9 m% ~; t - ) `( s; } U& q3 U
- def equip_item_to_hud(n, item)
: D5 P! @- D6 N b% q; T - if item.nil?0 H5 X1 r& t, S
- $game_system.se_play($data_system.buzzer_se)+ V- ^. S# c$ d
- return+ P; Z% Z: U, e: k1 u9 t1 r: `
- end+ C D9 P2 V; M, ^# e
- $game_system.se_play($data_system.decision_se)6 Z2 W A; j6 U! B' K: }
- @hud_equip[@hud_equip.index(item)] = nil if @hud_equip.include?(item)
+ r$ p- X. f6 ]$ ]- ]: p. i$ Q1 S - @hud_equip[n] = item
V9 I: a! r6 h j4 z8 u - end* L5 u D, F$ b/ Q2 N. E1 c, B# X
- end" H# A: p( d2 Z% f% N! F" V9 |
8 k5 b% g0 J0 q6 s: b- #===============================================================================
" j9 x: Q: X" m - # Quick Skill Window
# G. {1 N* ?2 x( Q - #===============================================================================$ c8 H# J( q3 j) m" D/ F. f. V
- if XASVER_37 == false" {2 g# E2 y, y
- class Xas_Scene_Skill
4 q8 m3 x" b6 u9 D' i4 r - alias hud_quick_menu_main main
& Y) D% c. e w0 g! n! \7 v - def main. v2 ]; J N2 v9 _
- @hot_key_hud = Hot_Key_HUD.new4 S' N' @& Y) {. j8 g& n
- hud_quick_menu_main+ O. y8 I/ L& S# A9 U1 G
- @hot_key_hud.dispose) l8 o; Q/ I. A$ B" c
- end
8 h5 ?4 u6 p" Y; r& `3 u/ g - ; f* o" J6 C; V" d; K; \
- alias hotkey_hud_qucik_menu_update update
3 M7 [+ s6 ]/ @2 G% M Z - def update
. P4 [3 X! U3 A! v$ \# A$ }/ y - hotkey_hud_qucik_menu_update S: G3 }8 O( O! a% V8 h8 F& x
- # Hot Key num 1
: A( b$ j. g+ W0 l% c" o - if Input.press?(Input::Numkey[1])8 z& H2 u3 [+ Y5 j/ D* e
- $game_player.equip_item_to_hud(0, @skill_window.skill)( a7 ]! |. h+ O# {
- # Hot Key num 2. [7 q/ k7 A: L& t& I
- elsif Input.press?(Input::Numkey[2])! q( _8 d) r1 W9 X% ~
- $game_player.equip_item_to_hud(1, @skill_window.skill)
3 H1 E4 A/ @, X0 m+ g2 P0 r4 y - # Hot Key num 3+ N' g9 _+ _+ v' w& @3 ?$ ~
- elsif Input.press?(Input::Numkey[3])
0 P1 T! S E" a3 I5 l - $game_player.equip_item_to_hud(2, @skill_window.skill)
" {8 H5 V" k0 y% z - # Hot Key num 4
5 q D6 ?+ D! E7 W5 {, \. b- d% p - elsif Input.press?(Input::Numkey[4])
, i' E8 g' r0 l* p; T - $game_player.equip_item_to_hud(3, @skill_window.skill)
4 [) b8 e) u! |7 G* R - # Hot Key num 5+ X, E$ e% u ~# P2 a
- elsif Input.press?(Input::Numkey[5])
* C$ R4 e" Q* r1 H - $game_player.equip_item_to_hud(4, @skill_window.skill)% q5 _4 |1 ?8 X: [3 ?1 a" B$ l
- end
& I* M! W( w/ N# E w% Z0 H6 a - @hot_key_hud.update/ w6 [2 o% X% L3 r& l% M* C
- end
2 o" [, d5 z/ z" L+ @+ M; G2 l - end
0 P' o6 f5 L9 l) E - else; F( g1 y9 u3 h4 ~! @
- class Quick_Menu_Skill6 T5 n+ f! d6 W g$ k) `( S
- alias hud_quick_menu_main main
6 r# W! f8 S [5 o. r. V/ I: ? - def main- ]% M6 n0 n! ^4 a& ~( ^
- @hot_key_hud = Hot_Key_HUD.new
( w- t: W7 b) D - hud_quick_menu_main7 S( o! f5 C; c# S8 @/ X$ ^& O
- @hot_key_hud.dispose) R, c% p' |$ s5 f
- end4 I9 j. t, r9 @8 j
- ' y( n2 t9 n) K6 L- e0 Z
- alias hotkey_hud_qucik_menu_update update
" K' ?% n! U4 j, g9 M! X - def update
+ x- a% Y# p7 f# v - hotkey_hud_qucik_menu_update
& G/ K: o H t' r2 V7 t5 y$ d - # Hot Key num 1
2 k( Z; I: v- W6 M0 E7 h" ^ - if Input.press?(Input::Numkey[1])
1 R' ~5 g1 l0 g5 _, A) A - $game_player.equip_item_to_hud(0, @skill_window.skill)! {/ ^. K0 ^9 ]
- # Hot Key num 2
# i; _- q3 D$ j/ \* y- C$ p, m0 F5 G - elsif Input.press?(Input::Numkey[2])) L; J" z9 W* k6 I+ y
- $game_player.equip_item_to_hud(1, @skill_window.skill)
0 ?9 j' P" t( L W' s- x1 B# I# b - # Hot Key num 3+ i/ B. |! V+ O0 ^+ l7 N
- elsif Input.press?(Input::Numkey[3])
# f$ ]& j$ W5 i- g - $game_player.equip_item_to_hud(2, @skill_window.skill)# N& q( \- S8 _+ h, m
- # Hot Key num 46 S0 i5 w) |/ v3 O/ u U* H* O& R
- elsif Input.press?(Input::Numkey[4])* y# O: I5 o2 o! t
- $game_player.equip_item_to_hud(3, @skill_window.skill)
+ w& z- M) J' w" a3 c5 m - # Hot Key num 59 m0 r+ U9 \( j8 R$ W, \
- elsif Input.press?(Input::Numkey[5])
: }. U, M. V$ J - $game_player.equip_item_to_hud(4, @skill_window.skill)
( }5 L- v* \9 Y4 [ - end* @2 M- \5 n5 A5 T5 h, j* x
- @hot_key_hud.update, g; h; h+ B G) d' ?
- end
# t+ v( [# t/ e( j$ S - end
; t- Z2 Q: ?$ U+ r! i; O - end
% \0 ]6 b2 ]# r0 C$ A2 T9 X - . D. w3 Z0 c8 x& c3 k/ f' k7 J
- #===============================================================================
4 u M- j3 K( {0 F - # Quick Item Window0 j6 S6 g- W' A, l
- #===============================================================================
6 N2 ~0 K6 n0 t- n - if XASVER_37 == false# a6 w9 m9 m* L3 s# L
- class Xas_Scene_Item/ ?9 h6 }' s/ }/ d; C2 n. S
- alias hud_quick_menu_main main
% N# |; r: h9 Q, ]5 m) z - def main6 s$ y* V& N' T [- @
- @hot_key_hud = Hot_Key_HUD.new
- s7 F0 b* A7 ]5 l; l - hud_quick_menu_main
- U6 b+ q4 T* {& [) \( a - @hot_key_hud.dispose
* O0 X- [7 l& J& F - end
: y% F! ]9 Y: q' w$ y - / S: J9 T+ D7 D- u2 q4 }
- alias hud_key_update update
6 i4 ^/ @2 F( ?- v) Z5 Q/ Y - def update. \: _1 d/ H0 M" w i! Y H) e! M
- hud_key_update3 i$ p9 i6 h; O O
- # Hot Key num 1
3 L/ L% O1 n3 n% G5 Z) S9 g - if Input.press?(Input::Numkey[1])4 v& X* J4 o5 x. F
- $game_player.equip_item_to_hud(0, @item_window.item)
8 F! h q/ J5 u0 @ - # Hot Key num 2
L1 c5 p) c% H$ U - elsif Input.press?(Input::Numkey[2])
3 V: U0 u8 m& T$ p6 g - $game_player.equip_item_to_hud(1, @item_window.item): x" z7 N& p2 r) g8 s6 @
- # Hot Key num 32 o1 c) @4 {$ d7 U
- elsif Input.press?(Input::Numkey[3])
4 F, N" s& H& |0 U - $game_player.equip_item_to_hud(2, @item_window.item)8 y4 n9 G" C& q, N2 h
- # Hot Key num 4. L: G( k2 }- q. k, U: A
- elsif Input.press?(Input::Numkey[4])
. ^2 S0 o+ S% _& \ - $game_player.equip_item_to_hud(3, @item_window.item)# J. d# Y+ o9 G
- # Hot Key num 5
4 n* Y/ l: e: k& u% Z7 [" j - elsif Input.press?(Input::Numkey[5])/ j3 Z/ ?4 K% x1 {
- $game_player.equip_item_to_hud(4, @item_window.item)
9 ~4 G7 L% P5 e+ r0 S S - end
- t5 j) C$ B. M* `1 c" J; H: T - @hot_key_hud.update
0 t- ^; r+ A% N5 M& M - end+ u/ Q0 Z b, S* x
- end
{ l1 q2 B9 z1 S+ V7 }5 B - else
' z5 C' a d7 [- J1 q: I - class Quick_Menu_Item
7 M+ @: F+ L% ?* t - alias hud_quick_menu_main main
0 n! z; J( D1 r: d4 T - def main
+ M% w+ p" s$ n( O! N - @hot_key_hud = Hot_Key_HUD.new+ A8 @0 J6 D0 ~- k0 [7 |5 A9 U
- hud_quick_menu_main1 `# A: g( k9 Y7 i: I
- @hot_key_hud.dispose
$ B5 ]" u. y5 E; w: | - end
. R) F- }8 r! x -
7 U5 E4 b `6 m# }% J% J$ A% L& N7 K - alias hud_key_update update2 p' }5 l" N0 Y: p5 q" o. j9 l
- def update- Q! Q3 N2 A) z7 r- A2 B
- hud_key_update
% ~. X- d. U4 D. O" t; M; C5 L y - # Hot Key num 1
' v; A1 b4 }- r9 x" r - if Input.press?(Input::Numkey[1])
. ^/ k* Z8 S3 M6 _8 }' \ - $game_player.equip_item_to_hud(0, @item_window.item)$ N1 g$ {3 C5 K# r4 a
- # Hot Key num 2
' h4 h; N9 d0 t/ f e - elsif Input.press?(Input::Numkey[2])' s2 Y! S6 p V( L2 @4 `5 s0 L
- $game_player.equip_item_to_hud(1, @item_window.item)2 O6 I3 y/ \: ~- y0 m# T0 _
- # Hot Key num 34 X$ d) n8 v* p1 A& [1 p
- elsif Input.press?(Input::Numkey[3])
2 E/ _/ c0 y! Q! }' F6 @& w# V$ ? - $game_player.equip_item_to_hud(2, @item_window.item)& e$ ?4 L$ L8 J" E& W/ l, L2 `
- # Hot Key num 45 K! }+ F% z5 X) A; V. G
- elsif Input.press?(Input::Numkey[4]): H- r; L: h% v' T" Q- ?9 m/ s! n
- $game_player.equip_item_to_hud(3, @item_window.item)
& ]& c9 Q }5 Y9 d% R$ v5 Z - # Hot Key num 5
1 s4 p) K1 A) O7 q! L4 ~0 k - elsif Input.press?(Input::Numkey[5])' S- {- |: u* A* W! Q2 v" b
- $game_player.equip_item_to_hud(4, @item_window.item), I1 x5 Z' d' n1 p' S, a
- end1 W3 \* e9 \( E) q
- @hot_key_hud.update
+ i" p, \' p) G- j- O% o" F: @ - end
1 W! q, F j0 ?1 P" M: c9 x - end' D+ G- j- p5 y+ y8 z
- end
/ c4 ]! Q4 i! G7 F+ m
2 y9 U) P. ~0 s1 V/ u( b- #===============================================================================- v2 L- |; x8 x' F; m- l
- # HUD Window
; w2 p9 o8 E! x0 Q2 J( l - #===============================================================================' {2 r) R& ^" }* {3 v$ H9 e3 A
- class Hot_Key_HUD < Window_Base
' \. l) e# p3 i' w6 \/ d$ S7 d - def initialize(x = HUD_X - 10, y = HUD_Y - 15)2 I$ o0 D. M/ e: L8 z2 q0 t, ?
- super(x, y, 220, 80)
1 S, M. f: _! o [! R3 @! G - self.contents = Bitmap.new(width - 32, height - 32)
' w w/ o0 r, W0 x8 v - self.opacity = 0
; J& I2 V$ \* W+ R% z/ ~' \ - @actor = $game_party.actors[0]
9 C Y: t7 _. h* o9 I7 ~8 N$ c& I' i - refresh
6 f7 V# g5 Y4 f - end
; r- N9 J* X: \4 c - ) Q8 z( z; f) w& i2 }
- def refresh3 P* \; s. M! v9 I/ K+ E+ B9 E
- self.contents.clear
* B: k; Z6 k( O& G2 c5 t4 L0 e - bitmap = RPG::Cache.picture("Hot_Keys_HUD")& l! h) K0 E1 q; N/ {
- self.contents.blt(0, 0, bitmap, Rect.new(0, 0, 160, 32))8 V/ A ^+ x2 c
- for i in 0..4% Z3 |4 _5 c8 N! v; m% ^* l$ r4 i
- x = 32 * i + 4
0 e+ I: O! |3 G8 `1 R - item = $game_player.hud_equip[i]
4 Z" t( r# [2 `! ~ M E" @ - next if item.nil?. t" Z/ m7 w p
- if item.is_a?(RPG::Weapon)! B( D" C$ ?% P) k
- item = nil if $game_party.weapon_number(item.id) == 0 and
# b3 K2 L- Z3 G' ?5 m& P G - @actor.weapon_id != item.id
9 V" b- C2 C; u7 j - elsif item.is_a?(RPG::Armor)# ~* _- o+ S, w! _7 i; a
- item = nil if $game_party.armor_number(item.id) == 0 and - W# C, ^! N2 _1 ?
- @actor.armor1_id != item.id
5 {7 |) Z+ h# Z& V - elsif item.is_a?(RPG::Item)( I2 w) t5 d1 V8 Y7 ^: B, c! b
- item = nil if $game_party.item_number(item.id) == 0 or/ b3 H* m' }" a0 \3 [$ Z
- !$game_party.item_can_use?(item.id)
/ f% X0 H7 [7 a - end. J/ J: d2 C" G3 {1 V. [
- bitmap = RPG::Cache.icon(item.icon_name)
! {6 d- h% U8 ]9 _* a - self.contents.blt(x, 4, bitmap, Rect.new(0, 0, 24, 24)) z4 `) o, `) x
- end& C! ?+ D" g3 F* d' ?9 L! d
- end& S z$ F0 @ f1 ]6 L0 Y3 o
- ) B1 ^4 z* V4 r/ R8 S/ R X) K0 G
- def equip(item)
/ u# i, Q3 S7 m5 J3 F - if item.nil?
1 v: b, E8 ^& E) h& H) O - $game_system.se_play($data_system.buzzer_se)
% X: s; v* w) G - return
8 z' H* M; w+ A2 T - end
0 A/ d; D3 E! T7 o6 {5 P) w; ^' p - if item.is_a?(RPG::Skill)
& ?! M! f6 N' @" F - if [email protected]_can_use?(item.id)
$ O' u: ^* D, X" T( F - $game_system.se_play($data_system.buzzer_se)
' b6 U- F. j1 g2 |/ z4 }# ~ - return
$ e" S b/ D$ m) V. {: M - end
; r3 G" ?" V+ T& y - $game_system.xas_skill_id = item.id6 \0 d& i, {6 R7 Q
- elsif item.is_a?(RPG::Weapon)
; d' L3 I3 W# O- o9 z1 w - @actor.equip(0, item.id)
8 }2 L X2 `+ v" A5 L7 t# `3 S - elsif item.is_a?(RPG::Armor)+ o) h& T7 Q7 I8 I) s
- @actor.equip(1, item.id)
. ?( s# i9 |& y" h7 d9 r# E - elsif item.is_a?(RPG::Item) }0 P' j/ h& x6 r+ D
- item_tool_id = XAS::XASITEM_ID[item.id]
$ E# F: z) \4 d3 ^1 ]5 ^ - if item_tool_id != nil2 p9 @. t: ^, e) }9 d, D
- unless $game_party.item_can_use?(item.id)
- C5 L0 A0 d4 G: F$ ?+ ?1 m0 f - $game_system.se_play($data_system.buzzer_se)
4 Q: x! z+ d1 t; v* G - return( _# l+ S, r2 L5 F, M& S9 J( A
- end
8 O0 t& F8 q# y* u - $game_system.xas_item_id = item.id
. d. n+ r( G; t f - end
- k$ @. \- e0 [1 l+ F$ D - end
3 b5 h1 K: n* n/ E/ B% _ - $game_system.se_play($data_system.equip_se)8 h; x; a. ^- D! s5 v* A% A6 d
- end/ f+ \ N7 E# n3 q
- . |9 G# Y; f/ E. v7 w* p; K/ Q# \8 c
- def update# D/ L& d2 v. Q& N, C
- @actor = $game_party.actors[0]' z( A/ p, A! C5 f% \* O; _0 |+ C( U
- @hot_keys = $game_player.hud_equip7 t- q6 g: |6 O
- refresh
~& \5 t+ j4 D6 {* B - return if !$scene.is_a?(Scene_Map)
, _" z) ], b9 j5 d; e6 i1 q - if Input.press?(Input::Numkey[1])
) F$ G5 q8 V: ^( z - equip($game_player.hud_equip[0])
- L8 l4 `/ I) `6 r4 k0 f* e0 I2 O - elsif Input.press?(Input::Numkey[2])
% ]' [; Q* `- \+ V) A. a( g - equip($game_player.hud_equip[1])! s3 X8 t2 X# G' x* j( e% q# q
- elsif Input.press?(Input::Numkey[3])
0 G8 _4 M$ D: k! c - equip($game_player.hud_equip[2])
+ c/ b) M$ p3 e3 Q+ N) _1 T- e, k: X - elsif Input.press?(Input::Numkey[4])/ H8 g8 n+ u# M- c9 z1 f
- equip($game_player.hud_equip[3])
/ v1 Z, A ]# j( \ - elsif Input.press?(Input::Numkey[5])
4 d5 l' ` C, b* ^+ r - equip($game_player.hud_equip[4])/ ~ Y& w) x i9 d5 D/ Y
- end
+ P+ \, s% Z, x$ A- E: T0 k - end4 }3 z# |) P3 q
- end) H' U7 [0 L) ]; T: e! l" j# c
: j# K" |- Q- Y3 x }3 [. Y. Q& q- #===============================================================================
+ g- w' j6 X' n+ O& ?9 R+ q) [ - # Scene Map. p* M, s) t2 ^% r9 t- P
- #===============================================================================9 i' o+ L U+ B* R) u6 l6 l R
- class Scene_Map
, z1 ]0 B" y+ {$ f' P - alias hot_key_hud_init main
. L2 L' {4 N+ O' C1 } - def main
4 n& J6 T( B5 U1 y. Q/ d - @hot_key_hud = Hot_Key_HUD.new
5 v6 M% d. z" m7 M) ~; K) M4 N - @hot_key_hud.visible = !$game_switches[XAS_HUDDISABLE_HUD_SWITCH]# m3 c- E7 b8 r
- hot_key_hud_init* I! L ^/ V4 e7 o2 S% {+ X
- @hot_key_hud.dispose: a9 T/ L% R& `$ J1 U. d! z: ^
- end
0 ^+ K$ t9 V1 X! R% [7 {" W - ( r) B2 `4 a; v1 B: G! _; a- ]9 C
- alias hot_key_hud_update update
9 t7 O/ X6 `4 s4 i( u$ Q - def update
7 ]6 F( Q$ }$ [2 i - hot_key_hud_update. B3 `0 i# j1 o7 d' U
- @hot_key_hud.update
% k5 H+ z/ b3 i7 ?1 ^: W" I - @hot_key_hud.visible = !$game_switches[XAS_HUDDISABLE_HUD_SWITCH]9 [! i2 T" B% R6 b# e6 k
- @hot_key_hud.update if !$game_switches[XAS_HUDDISABLE_HUD_SWITCH] y; {4 j) @, u4 d0 p1 `
- end
2 l( i1 \- |# W - end
复制代码 |
|