| 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,
& v+ U8 u* L% r5 n不知道有人能帮忙看一下吗? - #===============================================================================
" h5 @4 x3 e$ q! ~1 J- ` - # XAS - Hot Key HUD5 }) c3 C- V6 T2 Y3 v' A# s# k" b* U
- #===============================================================================
- n" |- x+ s6 x; S* }( }* } - # By Mr_Wiggles
1 H$ f( [3 I' K7 p: S# k& F - # Version 1.3
6 W X6 n/ Z5 m7 C: z7 D: ~ - # 7/6/10, |( W8 t/ D( \9 ?! D# x {6 E
- #------------------------------------------------------------------------------- v* V) r. u7 Y) R5 u* K
- # Instructions:
/ n' t' {$ N' J& q F0 f& K - # Fill in the constants bellow, paste this script above main and bellow XAS in
" u& J, ^' x5 L$ D9 N - # your script data base. BE SURE TO SET TO THE RIGHT XAS VERSION!!7 ]7 p6 t* O7 q2 k
- #
4 h" d' y( `/ ~8 f3 ?1 b - # Place the "Hot_Keys_HUD" picture file into your game directory 4 J3 e. c7 n# e
- # Graphics/Pictures folder.
3 Q" @1 Y( h' _" ?3 q/ Q0 p2 j - #-------------------------------------------------------------------------------
: [9 A, H( n. L3 I9 t - # Directions of Use:& l4 R" a7 M. D: r
- # Simple just press a number key (1 - 5) when the quick skill or item menu is
' s2 b3 P9 H, S: s& A - # Showing.
! J5 X+ p) i8 O8 P- o - #===============================================================================1 }8 n1 m$ x8 m3 f
- HUD_X = 0 # X pos of HUD
/ \$ s- x2 H g - HUD_Y = 0 # Y pos of HUD2 O8 w* V; d9 ]
- 6 J+ v/ c6 s x' L7 |- k& ]
- # Set true if XAS 3.7f" R1 E# [4 m" _/ C
- # set false if XAS 3.6! e7 ?, V# j* D( x7 L/ o' R N
- XASVER_37 = true
: C( }7 ]! s7 z
& R# ^5 m5 d' a) o- #===============================================================================
9 c5 ^; h# a7 q: u - # Numkeys Module
, w1 O5 j3 C- o, ~8 M) p - #===============================================================================
3 K7 P0 k$ |1 D- m+ b& J0 L - module Input
' R- X8 `. R6 B - Numkey = {1 => 1049, 2 => 1050, 3 => 1051, 4 => 1052, 5 => 1053}
H/ K5 J- D% Y& l1 I+ A - class << self
: [6 z3 m) s! q# t. E$ G# @4 I - Key = Win32API.new('user32','GetAsyncKeyState',['i'],'i'): @2 P7 F3 r9 s7 q$ _
- ' X2 A A( T+ u( f# |! c
- def testkey(key)* N, _/ k9 l5 {4 z3 n" H$ v5 l0 a
- Key.call(key) & 0x01 == 1
! t2 S2 I! D7 @4 U+ p - end
, A+ N1 F7 q3 m, ^ -
7 } g6 S2 g0 }1 f G& T2 v - alias hud_key_update update( R" G5 E! C) n' ? e0 ]0 v
- def update
+ q7 ^; ^7 E: |6 `3 k* o$ n - hud_key_update% g0 K I, W. O8 j4 T8 r, l# x
- @pressed = []5 p2 V4 L7 k( A( ^4 s0 Q
- for key in Numkey.values
' `. w& ]! k" b6 }( q& S& [ - key -= 1000
3 @ W. j# D0 L/ f. H7 u - @pressed.push(key) if testkey(key)
' @+ e3 ?' y; g1 i - end3 |8 j+ u ]# c/ J
- end) l/ `4 U% [- c' ^; Z2 ?
- " F- V, i# O( ?( j2 a
- def pressed?(key)
! y1 ]# j# o$ Y5 N1 }' r1 F - key -= 1000; x* h- W( o! @6 w5 J4 I5 ^
- @pressed = [] if @pressed.nil?# @; A( x4 B9 s
- return true if @pressed.include?(key)
3 a6 e4 q. p9 \0 v. `( H - return false
2 u) \- n( ^8 z) k( z - end
. C# b# K' e' g& p) g6 W - U2 g, u; H6 F# V# N# V
- alias hud_key_press? press?* S3 s; X Z) Q0 H. L" R
- def press?(key) s/ w* v" u" J* [
- return pressed?(key) if key.to_f > 1000& I- W# S( f: L* `6 {9 y
- hud_key_press?(key)
5 R5 `9 F" u: ]! G - end3 G( t o+ P* h$ w
- end
" N: w$ F: \8 m8 b7 x) [/ h/ S - end$ k- V2 E& H) U1 i6 u
0 B. _- j5 p/ l4 r5 W- #===============================================================================
: Q0 v+ `7 m0 I$ }; _# l) D - # Game Player3 s8 L' y3 ~7 o
- #===============================================================================
4 I1 H/ | B) c0 r; h - class Game_Player < Game_Character
( ]8 ?- t' u+ K5 n - attr_accessor :hud_equip! a5 b2 T2 x! u6 n/ b
-
/ u7 q9 f1 s8 C* J$ F - alias hot_key_hud_init initialize
( n, N6 D: o2 G- {( C - def initialize
& J: n6 S6 j9 ~ - hot_key_hud_init, i1 P$ G2 h* ?
- @hud_equip = []
3 R# s. |6 `4 D! U6 O - end
7 i0 m1 U+ g* l$ B# t, u - ; q5 P5 g9 H2 I7 H" m# m
- def equip_item_to_hud(n, item)
* m* t8 K6 [1 K- e i - if item.nil?
% a+ D3 ^5 B8 K) C - $game_system.se_play($data_system.buzzer_se)$ I1 V f/ x4 d# s# j) x! [' b- |; Z
- return
) N( V8 R2 f2 \) Q! ]9 O A# y - end
' g$ [) d" T3 K4 j' ?/ M* F - $game_system.se_play($data_system.decision_se)3 D7 e) g) V V* E
- @hud_equip[@hud_equip.index(item)] = nil if @hud_equip.include?(item)
& p; B2 D" N G t9 f, y! W3 K$ F - @hud_equip[n] = item
Q7 G% Q8 }8 D$ X/ C: A6 s, f - end
+ I- x& o( h$ f( g* {3 B/ Z$ R - end" I7 N) C7 T8 A: P1 G- a( G+ ?
# w P- p/ r$ e( A1 M8 c- #===============================================================================' y" |& `! E: A5 A2 E
- # Quick Skill Window
. `. E2 k2 o, |5 M- ? - #===============================================================================
* [3 P1 O. p" f$ t" k$ ~ - if XASVER_37 == false
5 L2 w0 E. W8 f' q% K8 _6 i - class Xas_Scene_Skill
D# q& n7 \$ ^9 g; }1 a l3 l, P - alias hud_quick_menu_main main* G3 R. u5 z5 }: C9 Y
- def main
5 D4 M% W5 X6 J& h0 l3 r6 W9 C p - @hot_key_hud = Hot_Key_HUD.new3 D$ e& {: Z5 G! c) f3 ?
- hud_quick_menu_main. [( i) l- s8 o- v& Z
- @hot_key_hud.dispose2 v0 N4 ?& d( ~( C
- end. d! m/ H8 `, T9 G }# |
-
9 [" a. S# a+ L8 W! W - alias hotkey_hud_qucik_menu_update update+ G) A$ L, \# n
- def update
8 h8 b1 P& K4 Z! i" K+ g# {1 C+ \ - hotkey_hud_qucik_menu_update
$ H; p' S* J- ^' }9 a3 | - # Hot Key num 1
% z& \( R1 T! x3 G; i& Z - if Input.press?(Input::Numkey[1])
8 {* q( ]% o* z7 |( x3 b8 u - $game_player.equip_item_to_hud(0, @skill_window.skill)
7 w( D7 F& R/ J6 ^; [2 z - # Hot Key num 2
6 o3 h5 f5 h4 u ?+ w, ^ - elsif Input.press?(Input::Numkey[2])5 k; Z% _6 P/ {1 |
- $game_player.equip_item_to_hud(1, @skill_window.skill)
2 ]0 H5 p- N4 c! C - # Hot Key num 3
$ {) _' D# n+ n7 I* V4 T7 |5 Z5 L - elsif Input.press?(Input::Numkey[3])
& u5 N! ^5 m" |: G" W& |! W - $game_player.equip_item_to_hud(2, @skill_window.skill)
* F4 e5 ]0 v d- S- c, _5 c - # Hot Key num 4& o, j( Q4 q- r
- elsif Input.press?(Input::Numkey[4])0 M% T. y+ i4 \& Y) R& V% V
- $game_player.equip_item_to_hud(3, @skill_window.skill)
5 P( F0 j! S/ v - # Hot Key num 5
' S, F5 N' ~. v- h0 k7 f' V; H8 V( d - elsif Input.press?(Input::Numkey[5])
% c ?- A9 x# ~. X7 l& _' m, X1 o - $game_player.equip_item_to_hud(4, @skill_window.skill)
2 Y4 r6 E" {/ h - end
9 r1 K9 |/ d1 R) B) }% e - @hot_key_hud.update/ E* C) b" }' \4 R# _/ q: ?
- end
" b* O8 y+ k# G3 f; x; z, P1 ?1 Y - end
/ b- W/ Z! s% h7 p/ W# i T - else7 h" c7 C5 Z- Y
- class Quick_Menu_Skill
! j% i4 V/ [6 r1 }$ r9 U7 ? - alias hud_quick_menu_main main
( U i) B; D* T$ T" x - def main
2 E$ p( k) q0 M% Y7 F9 Z - @hot_key_hud = Hot_Key_HUD.new
+ T5 y" Q5 ?& F2 T - hud_quick_menu_main: @9 K7 H7 F& j2 t7 u7 M
- @hot_key_hud.dispose% s% e/ I# |- r+ k' k. T: U
- end" [ h' x4 O# ^- u* e
- 1 c8 S3 ~3 A: A' S4 Z" K
- alias hotkey_hud_qucik_menu_update update" n% a$ \. b6 i3 E, F3 Z
- def update
. A5 S! t2 A& `% ] - hotkey_hud_qucik_menu_update9 T( M& c% ~( ~1 r- j# B% ?# D
- # Hot Key num 1
5 F8 N2 h$ R# s! W1 S; a - if Input.press?(Input::Numkey[1])8 W. O( Z4 z% w$ l; L4 S) f5 a
- $game_player.equip_item_to_hud(0, @skill_window.skill)% P; u; b. d7 z
- # Hot Key num 29 G, d$ J; W& f% X
- elsif Input.press?(Input::Numkey[2])( X% y' e) ~; M, c0 ?1 L) @
- $game_player.equip_item_to_hud(1, @skill_window.skill)
: k8 k- Z \2 l* Y - # Hot Key num 3$ ? f+ y) j- v. `
- elsif Input.press?(Input::Numkey[3])1 _" n- e: b) W5 ^3 |- ^5 l/ @
- $game_player.equip_item_to_hud(2, @skill_window.skill)
) M4 _/ @, W2 ~( y - # Hot Key num 4
5 `+ [% }7 I( \ - elsif Input.press?(Input::Numkey[4])- i+ Y$ H) b+ P$ W/ o
- $game_player.equip_item_to_hud(3, @skill_window.skill)3 w9 ]0 O9 M; L! ^) a n
- # Hot Key num 57 @, r5 F* b" h& \2 K
- elsif Input.press?(Input::Numkey[5])
3 Q2 _8 w% \: c, G5 M& X8 S - $game_player.equip_item_to_hud(4, @skill_window.skill)
0 n. ?, G, r$ Z - end
: [/ b, z& D" g' q$ ~ - @hot_key_hud.update
! Q/ C1 _, o' H0 w2 Y0 o6 l - end
7 f. y; K! p4 m+ Y - end! Q; k; e2 P; F4 g( Y# C
- end
9 f% V; b' ~! F; C& W7 s% K6 I
/ A+ L j$ s* B- #=============================================================================== `/ O9 }+ e- b5 j
- # Quick Item Window
1 g! o' w% B- U8 J7 _ - #===============================================================================
! x$ g# j( X9 B7 ] - if XASVER_37 == false
1 M4 G2 I, i" N; `* j; B2 g - class Xas_Scene_Item+ k+ P0 t( W& |4 t+ [/ Q
- alias hud_quick_menu_main main0 g( {# ~% `/ |6 _6 G' x; @
- def main+ ]4 E' p2 ?4 ^& |
- @hot_key_hud = Hot_Key_HUD.new0 U4 P! N) A7 W1 ]* {* Y7 k; S
- hud_quick_menu_main
7 z' v) N. h" d2 \. c - @hot_key_hud.dispose, z4 k/ S0 {$ @, l0 P% X$ A' `& I
- end" Y, p$ l: u. S1 ?3 p
-
8 C/ G6 P) k- n - alias hud_key_update update2 H5 M4 j+ T, Y" B# Q! I% C. q4 f
- def update
# m. o1 W) {! o6 k( e - hud_key_update1 u: I3 ?0 J! F! B0 B; t
- # Hot Key num 17 ]" @+ P. i8 }( R! ^3 f
- if Input.press?(Input::Numkey[1])
4 Q7 C7 a* G. X# t, r' B - $game_player.equip_item_to_hud(0, @item_window.item)
8 m6 U& V* n5 ^. \7 K - # Hot Key num 2. Y9 {4 g( U# V; j" F
- elsif Input.press?(Input::Numkey[2])
9 n! S: f0 ]/ n3 r - $game_player.equip_item_to_hud(1, @item_window.item)
2 o9 N- l/ h5 ]( @) Q, I: b - # Hot Key num 3
6 Q( V& s6 [* W4 x4 |, r0 ^ - elsif Input.press?(Input::Numkey[3])( I7 I6 o% A6 k5 ^$ a% D
- $game_player.equip_item_to_hud(2, @item_window.item)+ N4 U" J& Y8 S7 G1 `' S7 T2 Y; k
- # Hot Key num 4
. r2 e! C! @' Q% `1 ^ - elsif Input.press?(Input::Numkey[4])4 N. o9 p* B3 D
- $game_player.equip_item_to_hud(3, @item_window.item)# W+ [: S! ]. }$ |! {7 S- s
- # Hot Key num 52 C3 ^3 N% h2 D% u" x; ?( c ~
- elsif Input.press?(Input::Numkey[5])
* W, G- Q6 ^9 r - $game_player.equip_item_to_hud(4, @item_window.item)3 J/ c( c/ M# Y. k
- end
- l2 M' o" \; [+ U- A Z6 ` - @hot_key_hud.update S- n0 O. f9 W/ M; q$ v6 ^8 x0 a% B- m
- end
. |5 {& O7 y+ ]- i - end: K( {% B# U8 u' O. ?
- else
+ Q/ w5 _5 V4 G5 s2 d( z0 U3 j - class Quick_Menu_Item0 \: @% b. r/ C8 c9 P3 l6 @: b
- alias hud_quick_menu_main main
, c7 q. o$ l$ Y$ u- B2 I" d - def main
7 Z$ z* @8 G8 @ - @hot_key_hud = Hot_Key_HUD.new
7 o8 d2 R% `) c/ N+ ` - hud_quick_menu_main
, c* l! ], L" e% A( W( F' [ - @hot_key_hud.dispose
* e0 x4 Y( Q. c+ ^" E" U - end* f& M$ g# M0 x# o' H
-
8 b8 N) y& t( J% z# T0 W - alias hud_key_update update, e! o& [5 H: J9 Y% Y
- def update
7 d) Z& B) g* T5 O* ~6 t7 O - hud_key_update2 W; i" }7 U1 M$ h( X
- # Hot Key num 1; H& V E, m: ?1 p7 x$ y
- if Input.press?(Input::Numkey[1])$ S. e8 J: a" ]
- $game_player.equip_item_to_hud(0, @item_window.item)
, K" O p- p/ `* I; d" _) ` - # Hot Key num 2
& P$ K% l$ ~; m* P - elsif Input.press?(Input::Numkey[2])$ e4 H4 q' Z! j) A) I( M
- $game_player.equip_item_to_hud(1, @item_window.item)
) D: X& X% b, Y2 B6 \/ A1 l - # Hot Key num 31 A# d* h8 O+ J) E' E
- elsif Input.press?(Input::Numkey[3])& @6 W7 q' B% }- z. {2 r s
- $game_player.equip_item_to_hud(2, @item_window.item)
& m! E" C4 A+ h% k2 B( j+ T3 l - # Hot Key num 4
+ Q3 e$ C+ |9 d# P! I4 N+ i5 | r/ R' [ - elsif Input.press?(Input::Numkey[4])# V7 p+ u# g1 Z Q& C7 |
- $game_player.equip_item_to_hud(3, @item_window.item)
; F( I& u4 Z8 h. ?+ y( ] - # Hot Key num 5
+ u4 m# l0 J& P+ S - elsif Input.press?(Input::Numkey[5])
( p; }# M& E, t3 X6 q( | - $game_player.equip_item_to_hud(4, @item_window.item)# _/ }$ \7 ~1 I1 N2 P
- end
' M6 l1 ? L+ O- h - @hot_key_hud.update
# k( s, E v7 T. K/ Z+ c - end6 i5 l( z$ A; R3 U
- end& y9 `7 ^8 Q( R; B/ D. s
- end8 P; l) R7 u* ?: W+ b8 S
- % I c& |$ [9 d P* S5 H
- #===============================================================================
m+ c7 y; E. k+ i, z - # HUD Window
6 U* V1 h+ l4 Z' J/ t% O) E8 K4 C: [ - #===============================================================================2 F' n8 M* r T: m' a
- class Hot_Key_HUD < Window_Base
+ [5 F8 F& \' a% R) \9 E - def initialize(x = HUD_X - 10, y = HUD_Y - 15)! Q* ~( E9 }7 G, p) \* ?
- super(x, y, 220, 80)
6 [% [0 C: [5 ]: ? Q - self.contents = Bitmap.new(width - 32, height - 32)9 @0 H3 U; D6 c3 [) A8 A
- self.opacity = 0* ]! m# ^2 {0 e, T$ |- N* Y
- @actor = $game_party.actors[0]7 i! s4 I8 `, C. X( H& q
- refresh
' J7 k- w8 p" t8 r6 ^5 ?. e - end
6 l, E& y. p' R& C: u. l' U - . [1 C. K2 F* ~
- def refresh8 V$ l: y) ^4 y
- self.contents.clear, H) i/ X, P* e$ g3 M
- bitmap = RPG::Cache.picture("Hot_Keys_HUD")
( j1 ^1 G. c5 o* v6 a: S0 P( y - self.contents.blt(0, 0, bitmap, Rect.new(0, 0, 160, 32))
; q, E& _) D) U7 o - for i in 0..4+ \0 k8 h2 N0 V9 _
- x = 32 * i + 4
/ c; t, Z, s6 p: h3 c0 a1 f- U - item = $game_player.hud_equip[i]
& x' p: m+ |: U, E- k7 Y2 } - next if item.nil?( w h- n( u8 c8 h9 U
- if item.is_a?(RPG::Weapon)
) `3 _7 D& o" \3 x2 y) ~ - item = nil if $game_party.weapon_number(item.id) == 0 and
( L2 G. W; s0 D- Z8 m1 X - @actor.weapon_id != item.id% v0 y L' `, R
- elsif item.is_a?(RPG::Armor)
% q" @3 t6 \) F) K/ x2 U8 A - item = nil if $game_party.armor_number(item.id) == 0 and
4 J( c3 i" a; d- |9 y - @actor.armor1_id != item.id. K% P* X$ G, _( ?6 M6 i. L# B
- elsif item.is_a?(RPG::Item)' ]* K$ b C/ g7 y, g
- item = nil if $game_party.item_number(item.id) == 0 or
$ V# q: W8 B# r( Y& [8 A - !$game_party.item_can_use?(item.id): {2 f$ L7 Y, e' J2 `; l9 X
- end; F4 u/ f: x6 |7 ^- W. [6 u
- bitmap = RPG::Cache.icon(item.icon_name)) K' x7 i0 x: o- g8 h Z, F$ Y
- self.contents.blt(x, 4, bitmap, Rect.new(0, 0, 24, 24))
( O- s' P( D/ N7 x4 Z1 x - end: ^0 y; V$ O; A5 q# a# q' J( Y) O* n
- end
/ f/ ?. ]8 P8 f5 h - ; u% w' N3 [3 c# \4 J3 m( z% F) a! u
- def equip(item)/ t* ?0 n7 X( j% ?1 ^( }& R \7 Z/ P2 `
- if item.nil?
( y' Y2 u- C' c) H - $game_system.se_play($data_system.buzzer_se)
$ K" F, a4 O4 [0 b# E/ P - return4 C `6 y! j/ V
- end
6 M0 u6 E+ q* d - if item.is_a?(RPG::Skill)8 W" R5 c/ V; w6 G! V7 ~
- if [email protected]_can_use?(item.id)7 x2 V! G. i9 Q# m# ~# c
- $game_system.se_play($data_system.buzzer_se)& g# z1 O* B6 \" R
- return- H- Y9 q' E6 O9 S
- end5 h% Q$ G+ Z& z5 l* O$ u3 b
- $game_system.xas_skill_id = item.id
) V: ~- q6 A4 G5 u& A$ p - elsif item.is_a?(RPG::Weapon)
( O# S6 Y/ U/ A( N5 t# } - @actor.equip(0, item.id), r X) v: [- N7 D1 t% C
- elsif item.is_a?(RPG::Armor); y0 s$ |' S3 s3 P+ I- n: j
- @actor.equip(1, item.id)( o' o3 o5 Z: a
- elsif item.is_a?(RPG::Item)
7 s- Q3 i% l# w0 r# F3 M# O - item_tool_id = XAS::XASITEM_ID[item.id]
, x/ t) s4 U: \% a) o- i9 z/ p - if item_tool_id != nil5 b X; h1 Y; e8 S5 C; i
- unless $game_party.item_can_use?(item.id); A K' F8 O$ x- V3 F' i
- $game_system.se_play($data_system.buzzer_se)$ n7 K, D: y, r8 V( f
- return4 ~, m' ^; m, ~# G* Z+ c
- end
/ V* c6 h) U7 V3 V9 @# Z5 |; |7 T" T - $game_system.xas_item_id = item.id
2 G( Y" B# [' H+ g' t( B/ v) W - end
7 y' b6 R* X$ s2 O1 [. ]' o - end" u$ P1 {# |0 e& ]1 K
- $game_system.se_play($data_system.equip_se)# {8 X4 O# Q+ W; F3 ]. `
- end3 R3 L; S, k5 ?# ?8 M
- 4 D: U9 Q. n9 K/ L9 k
- def update
9 k F' }& b1 X/ V& ^ - @actor = $game_party.actors[0]5 j0 B/ {& c$ x
- @hot_keys = $game_player.hud_equip# ?/ i1 K8 p, a
- refresh
! u* ]7 A* N" T9 s$ |% Q - return if !$scene.is_a?(Scene_Map)
4 u/ W5 l6 q9 x3 b' t9 [$ m - if Input.press?(Input::Numkey[1])3 v$ ?( F3 g4 ^; Y4 A
- equip($game_player.hud_equip[0])
9 h/ a1 B& U& @1 V - elsif Input.press?(Input::Numkey[2])" P7 P: F# V: T8 z# ~- G4 M
- equip($game_player.hud_equip[1])
6 T: o2 C% S8 a+ W9 M% r - elsif Input.press?(Input::Numkey[3])
# W6 d& J% ^/ I; S$ N7 K& T7 d7 } - equip($game_player.hud_equip[2])
8 U) X, }1 D( f# T$ L: t2 H+ P1 w! V - elsif Input.press?(Input::Numkey[4])# O! ?3 i+ [2 v/ U% u
- equip($game_player.hud_equip[3])
- J' Y4 N) G: K) y8 c - elsif Input.press?(Input::Numkey[5])) S% F7 ^5 \) O/ t! _9 M- A
- equip($game_player.hud_equip[4])) z8 p2 ^) ^% l
- end
9 V( J, q: @) u4 }5 f - end
* x7 ~2 y! V |0 M0 Q6 T1 q/ q# E - end3 }" @: U* k( q1 V& K
- + m+ _; c' ]2 K- B- L0 |
- #===============================================================================/ {( a, O8 O6 y( v+ j. x
- # Scene Map
3 c! t+ K- S& e B9 o2 I - #===============================================================================
L& s/ C M3 F g2 T! @ - class Scene_Map3 K, Y3 S) s) \5 l2 r* F
- alias hot_key_hud_init main
/ W! \* Y7 J9 H3 n* W5 W - def main
2 M/ O0 f3 T6 U o - @hot_key_hud = Hot_Key_HUD.new
! r: `9 R5 q' e j. E0 F( E' C - @hot_key_hud.visible = !$game_switches[XAS_HUDDISABLE_HUD_SWITCH]
$ o$ K2 g# g" b4 h# r# G* r& C - hot_key_hud_init, J6 ?! P; A8 C5 B2 `4 g6 {7 s
- @hot_key_hud.dispose
/ n9 ^$ z' w: V' \2 E9 h - end8 r5 n H( _0 z, X8 {. k; a- ^( h
-
1 y) R. ]0 ?/ ^- K H! F - alias hot_key_hud_update update
- U, Q8 {$ v [' u - def update
. K: y" X2 K& Z U/ m- Q5 x! [ - hot_key_hud_update
9 y' E& r4 _( V1 T% ^' ]: w - @hot_key_hud.update
# F6 g7 u$ b( S% Y - @hot_key_hud.visible = !$game_switches[XAS_HUDDISABLE_HUD_SWITCH]; `+ G0 s% [% G- ~
- @hot_key_hud.update if !$game_switches[XAS_HUDDISABLE_HUD_SWITCH]" |7 f/ n2 @, z6 Z
- end
) }, o* n( Y, u - end
复制代码 |
|