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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 _9 \' B5 L3 }不知道有人能帮忙看一下吗? - #===============================================================================* P% |8 q4 a8 n
- # XAS - Hot Key HUD
! f. V: |6 \$ C1 G [+ w* x9 T - #===============================================================================
; p( a/ G/ c, e/ e5 k - # By Mr_Wiggles) f; o( \ f% Y* I* G5 k( f6 m% K9 {
- # Version 1.3
2 ^; P% K% f* h6 H - # 7/6/10
* K& h. `' g0 e3 j* l$ F3 x - #-------------------------------------------------------------------------------
0 V: n+ J+ h' W) p - # Instructions:
( H4 K& K- i: ^$ G - # Fill in the constants bellow, paste this script above main and bellow XAS in
! O4 s# [2 C3 c: v9 Q% }0 O - # your script data base. BE SURE TO SET TO THE RIGHT XAS VERSION!!
, W: z* o& d4 h7 E7 U - #
" @) ?; ^. `! v# }: u! U - # Place the "Hot_Keys_HUD" picture file into your game directory ) T+ I/ Q% ^0 S
- # Graphics/Pictures folder.
# r$ f1 I3 `7 \: i - #-------------------------------------------------------------------------------
( {- F5 T, G/ |1 }+ Q% L - # Directions of Use:) u' \) e; F/ q6 u2 p; Y8 y
- # Simple just press a number key (1 - 5) when the quick skill or item menu is8 s2 y }. `+ i9 f
- # Showing.' [0 Z ~' a( T6 D! e
- #===============================================================================! x9 }' O3 l/ S2 l5 q
- HUD_X = 0 # X pos of HUD
8 K, B, P( E& b. A: z - HUD_Y = 0 # Y pos of HUD. b0 c8 F. S4 h) U# m* D0 j f2 |; g. E
- , \5 a2 t5 W) H- C
- # Set true if XAS 3.7f
1 K2 q Q$ v6 N - # set false if XAS 3.6
5 [; |) c# Q/ b# h6 k - XASVER_37 = true3 y% j6 X+ M& k; V' O5 h
+ ?! j$ f4 l: q9 m5 \6 k. |- #===============================================================================
' d' C. P7 N& y5 [2 n0 z+ ~ ~, O - # Numkeys Module
! f6 ~' p# n, ~ - #===============================================================================
3 l9 H* X; _9 p - module Input& _2 R3 R- _, ?3 S" I
- Numkey = {1 => 1049, 2 => 1050, 3 => 1051, 4 => 1052, 5 => 1053}9 k. @: G& _1 a0 @" k+ S' p; ^
- class << self( |, d+ U3 E) ^3 w ^# O$ G, ]
- Key = Win32API.new('user32','GetAsyncKeyState',['i'],'i')+ ?# Z) @% ?2 w" n1 L
-
7 i/ m4 m( \- A+ ? - def testkey(key)6 s5 u( T; D! k$ n8 j& `- b% U' Q
- Key.call(key) & 0x01 == 11 Z- e: g: S: s4 p7 C& A+ ^
- end5 i- |; b6 Y5 w; }
- 8 H* T5 a0 A, ]! ]* p9 R9 O% w
- alias hud_key_update update
3 \+ L4 R3 |+ N+ P7 } - def update8 k, I4 Y# E" ]! Q& h' F; I
- hud_key_update
3 u$ [& A, x7 i) }& F - @pressed = []: l) G4 r1 T( n! W$ v
- for key in Numkey.values
1 ~3 J c9 t% `' ]3 S6 r& B - key -= 1000, J. _6 a% r1 q: x+ g- i) d
- @pressed.push(key) if testkey(key)
; D' i' U- Y& x# i; G: T - end
; Y l% s! C, i - end% ^) a+ Y' n0 v5 i- h) h
- - n( S! e0 @% t7 \1 v
- def pressed?(key)8 t! \+ b' g9 v# F
- key -= 1000
5 O. Z8 b" J. O; N; ] - @pressed = [] if @pressed.nil?& s7 E% \4 n0 e
- return true if @pressed.include?(key)( R0 O# |- g/ S9 E; M* G B
- return false
& v3 z5 R; } }! k; ` - end
) \8 T4 L; ]4 m2 u: u6 {6 L -
2 [3 t1 ^( k0 X1 u - alias hud_key_press? press?, l! I) M! E `' w" u+ B' }5 K( s
- def press?(key)
: A/ w; ]- B/ r% K" u - return pressed?(key) if key.to_f > 1000: `3 G2 V$ F/ j' X3 n- f- Y' E
- hud_key_press?(key)
5 M4 v9 y" _% a+ P8 P2 A! b - end
! \0 m( T* w8 O0 g- }6 d" N - end3 F3 `2 w1 }% I7 q0 N: }
- end% e* q7 |6 w2 @9 t# u- Q2 g
- / @1 \& a2 L+ ^" y; o
- #===============================================================================6 q2 ^" z$ ^7 c: j9 v0 O+ D
- # Game Player( H1 Q+ y0 v" D5 @; U$ |7 c
- #===============================================================================+ v1 n% n* ]' T# P5 l
- class Game_Player < Game_Character9 c! F* m. x e, }7 x
- attr_accessor :hud_equip$ T0 Y. f7 Y3 ~9 u' J" u7 ^
-
. B3 \0 y4 d, P7 P# d - alias hot_key_hud_init initialize
# f1 a% q- O. v; E% }) m+ T# f - def initialize9 Q' t2 I0 V6 ~6 e0 h0 ~# V/ w' p
- hot_key_hud_init
- X6 W5 D6 F3 V) [: _- D - @hud_equip = []/ J& l1 S- j. b" U h/ ]
- end
9 u0 ~% T t7 K- u -
* E3 O. Z- ]5 C. ? - def equip_item_to_hud(n, item)
* I% L" q5 x( Q9 f9 ], s5 m; |& }$ ]7 ] - if item.nil?
5 F" u! E) x9 U% ~2 ^3 s1 t - $game_system.se_play($data_system.buzzer_se)
2 r7 W# a% t4 p( O6 e$ t [5 | - return& T. x9 Y S a+ y8 T: T% S( P
- end
( T7 q2 Z1 P+ p: h" V: l# z - $game_system.se_play($data_system.decision_se)
) M1 s" `+ X: E/ s" n$ G# X& V - @hud_equip[@hud_equip.index(item)] = nil if @hud_equip.include?(item)
9 c K7 V+ w) n& H! [* V - @hud_equip[n] = item+ d; q! |( A5 r4 L
- end
1 v' A9 _1 a2 |. |) m. R - end
5 f, y1 R' _; W2 G+ e, S. M g - ; e K F2 M. B4 e
- #===============================================================================
5 t4 w( P' k9 n( b+ X/ H - # Quick Skill Window3 }! u2 x$ T, t
- #===============================================================================1 T* R2 A0 g% P8 P0 R" V4 V
- if XASVER_37 == false1 O$ t, z- J* h* a
- class Xas_Scene_Skill% d* a x6 Q# H3 ^
- alias hud_quick_menu_main main( P* L- L% _( R; J. G9 P4 v
- def main+ P4 p! W1 ~9 M) V
- @hot_key_hud = Hot_Key_HUD.new& P- |- b' z' A3 a! d
- hud_quick_menu_main% Z$ j4 H+ f; N7 p
- @hot_key_hud.dispose
0 ]' l% ~7 G& \8 h3 P. L6 r - end! [1 O9 A: B( U( f
-
7 D* N$ T d$ M; Q5 z - alias hotkey_hud_qucik_menu_update update% a6 B) }0 F* l
- def update( O2 B1 g, U/ N0 ]/ w
- hotkey_hud_qucik_menu_update
+ U0 h9 z, C' G" n+ G5 ? - # Hot Key num 1; {+ x1 D- o$ E3 V/ s
- if Input.press?(Input::Numkey[1])( [7 l# j& D' ^7 t; y/ |
- $game_player.equip_item_to_hud(0, @skill_window.skill)1 t. c5 }( t' u( C6 b
- # Hot Key num 2& }7 w" T8 \ `9 k3 C3 |- K
- elsif Input.press?(Input::Numkey[2])" p4 v6 Y1 X% W) d. Z
- $game_player.equip_item_to_hud(1, @skill_window.skill)4 t9 B9 U3 s& l
- # Hot Key num 3% M4 f6 w+ T/ G0 _
- elsif Input.press?(Input::Numkey[3])% w$ P Z G- J) M
- $game_player.equip_item_to_hud(2, @skill_window.skill)* T+ P% j8 s" X, U; g
- # Hot Key num 4
/ Y. R3 c4 Q8 r9 X, N - elsif Input.press?(Input::Numkey[4])3 m* n& K& i1 m
- $game_player.equip_item_to_hud(3, @skill_window.skill), R. r, U# `% r! e! }8 @* A3 ]
- # Hot Key num 5
4 y; [2 e, i, ]8 R; j9 I' G) h - elsif Input.press?(Input::Numkey[5])' X2 e4 u, E+ V- o# h
- $game_player.equip_item_to_hud(4, @skill_window.skill)
7 L1 p5 O1 c! N) `& N/ t5 N* `- W - end
) D2 C1 `) @6 g! f1 p - @hot_key_hud.update
9 i. Z6 B' z: m1 y+ U. b( ^ - end
- L0 g* l) e" S7 {) s4 N. i. e - end
8 {% H# @6 I5 h4 h# C; x! {" M. F - else3 ^# |8 B3 L! F) R; A$ a# X7 t
- class Quick_Menu_Skill
3 Y: ~7 E" O. ]1 R2 f3 T - alias hud_quick_menu_main main4 g' W1 t7 y# J& p, X
- def main" R9 M! z1 h6 W6 c' J+ m- P2 V
- @hot_key_hud = Hot_Key_HUD.new
- U0 B$ L) Z2 o3 }! C# m - hud_quick_menu_main4 @! y6 L3 M+ c/ ?7 `% B" V
- @hot_key_hud.dispose
G) ]1 H0 Z: M9 ~( h( x- _ - end* N& Z) b8 A& @& R
-
) J& D6 k) D0 [# f7 ? - alias hotkey_hud_qucik_menu_update update# ?2 `8 v# R& o, E* o/ h
- def update! o2 ]) n6 G9 i+ W! N
- hotkey_hud_qucik_menu_update
: g% H+ a. j, H9 n5 } - # Hot Key num 1
1 g$ I8 t3 H# p) b B" Q& ~. C, h - if Input.press?(Input::Numkey[1])
; X& Q0 ^ Q2 G# U( s1 C - $game_player.equip_item_to_hud(0, @skill_window.skill)- g6 t* ~ D# W5 b/ C) O
- # Hot Key num 2
, a4 }6 M9 _6 ]8 }" l - elsif Input.press?(Input::Numkey[2])
U7 R9 L2 W' n3 T - $game_player.equip_item_to_hud(1, @skill_window.skill)5 r+ l: Q6 g1 f/ ]- ]$ j% ?! ^" J* t
- # Hot Key num 3
, [( P' D0 o) N7 T8 m- _ - elsif Input.press?(Input::Numkey[3])& m% f& K4 ^5 e1 ~5 E" }6 Z
- $game_player.equip_item_to_hud(2, @skill_window.skill)* e" G5 _, b& ~3 w' v' D: D
- # Hot Key num 4
4 u: B% ~9 n7 I& N: T/ E" n P - elsif Input.press?(Input::Numkey[4])
7 `# G+ Q2 U' T7 k1 u- J5 W - $game_player.equip_item_to_hud(3, @skill_window.skill)
) \6 G# w3 O7 w% u. W- q - # Hot Key num 5! M. v6 K( J" Y# @( W, f, C% L" j
- elsif Input.press?(Input::Numkey[5])' V8 @) L0 Z) v4 L
- $game_player.equip_item_to_hud(4, @skill_window.skill)9 K0 [; }! `: M# L
- end' l6 I$ l6 v0 r2 j0 l/ J& j
- @hot_key_hud.update: s" p, S/ L3 k3 p
- end
" X& ~, \1 x0 Q# E% ]0 x5 F - end
6 b9 B8 Q3 o1 F2 l0 Z7 i$ | - end
: }1 m @4 f* O- n3 c% W! X - * D3 ~- v- V) }% E7 c; c
- #===============================================================================7 D" N; ] `0 n h: P* @
- # Quick Item Window" o4 X# m1 {3 J5 r& t5 l) b$ Y
- #===============================================================================. P- |+ E8 V8 l/ `* A( @+ m
- if XASVER_37 == false
4 ?4 g' G5 E* K8 A8 U - class Xas_Scene_Item/ [% R' _* v& i' L: Z9 t
- alias hud_quick_menu_main main
$ x6 M$ Q+ N ^. B( W3 ~ - def main
" o( C' r6 D, ]& j3 S- o - @hot_key_hud = Hot_Key_HUD.new- s$ O) S* z* e& P. Y! R" C- T
- hud_quick_menu_main# t9 l5 V4 a: g( Y: t$ ~0 e
- @hot_key_hud.dispose
?5 Y! d5 {& ^ - end! \; \! p1 v5 U3 N' b+ w3 V' e9 D
- * Q3 b& t# p6 j% P
- alias hud_key_update update
0 I: V% X8 }* U4 I) X" t5 a; c - def update0 C- F7 |) o/ q: ~2 g) L) c$ N) a
- hud_key_update% c2 G7 f) \# o. Z
- # Hot Key num 1( M& Y+ ^0 A( W1 O1 n& _
- if Input.press?(Input::Numkey[1])
+ ^/ G! X' O% a' S( N) w5 ^ - $game_player.equip_item_to_hud(0, @item_window.item)2 A @/ q5 ?2 H9 k$ x
- # Hot Key num 28 P8 }) ^3 U# P* d
- elsif Input.press?(Input::Numkey[2])$ z! M4 d2 s$ e8 v1 b# A
- $game_player.equip_item_to_hud(1, @item_window.item)
5 E' T" p4 z$ w* i/ V - # Hot Key num 3) j) F# z1 k! i8 ]1 G) {/ `
- elsif Input.press?(Input::Numkey[3])
! X( T) L* V0 P9 ]5 e - $game_player.equip_item_to_hud(2, @item_window.item)' {( a# d u, P8 c) x; p. h# |
- # Hot Key num 44 L9 K Q. U" c( \9 s* N: a4 K
- elsif Input.press?(Input::Numkey[4])+ f( N4 z% ~1 g- O
- $game_player.equip_item_to_hud(3, @item_window.item)5 r+ }2 L% W. B: L
- # Hot Key num 5) q2 C; J: a0 e# B5 ~5 h; m
- elsif Input.press?(Input::Numkey[5])& v' h- A. e T+ ~$ ]4 f
- $game_player.equip_item_to_hud(4, @item_window.item)# J2 }' P( _# ~1 W- R3 J
- end
$ E5 T; D0 M; d9 v1 G# k - @hot_key_hud.update$ v Z7 B5 g3 k( [: G. M* u
- end
5 |4 _: p$ P& K. g2 t3 @, I- A - end4 z$ U9 d& e) |5 ?/ R/ Z% F
- else
# m; I# @% v! y$ ] - class Quick_Menu_Item. S5 b5 h3 n9 ^6 i
- alias hud_quick_menu_main main- Y! S3 B% }, A5 v" g
- def main$ @ O8 R' M' j+ l2 A/ L, T
- @hot_key_hud = Hot_Key_HUD.new
& e0 M1 ~6 v- \$ q: ]' g8 P; @; E - hud_quick_menu_main, e" |9 o, W1 J! N8 ?
- @hot_key_hud.dispose
% Q3 d# }" o2 t+ Z0 {# ?% I$ C - end
- O- J6 f% G% f+ \6 L; L - 0 _' U) S! E! {$ _
- alias hud_key_update update
0 P7 T! `2 ?( ^ - def update# n! B3 [" {" t* V% K5 d0 h
- hud_key_update
: ^6 T7 ]8 o, } - # Hot Key num 1* l" V4 p) t1 J0 u M# C
- if Input.press?(Input::Numkey[1])
' u/ E$ s+ j9 ~1 x1 }8 t. r& ] - $game_player.equip_item_to_hud(0, @item_window.item)
. i- \# l: }5 w6 _& g - # Hot Key num 29 h/ w& ^; }& @
- elsif Input.press?(Input::Numkey[2])# |, ^! Q# Z, b1 [
- $game_player.equip_item_to_hud(1, @item_window.item)/ }7 m) R6 E/ s9 _6 B
- # Hot Key num 3
/ X% K" W. X2 a' j - elsif Input.press?(Input::Numkey[3])
, m1 v" R* w8 x0 a7 }6 K1 e - $game_player.equip_item_to_hud(2, @item_window.item)
! e3 j2 E' u- T/ X% P& _ - # Hot Key num 4
/ p( Y0 s5 |. h" u h) |+ Y - elsif Input.press?(Input::Numkey[4])
/ n7 l5 t U5 |4 U0 A: V+ e) `3 ^ - $game_player.equip_item_to_hud(3, @item_window.item)
8 j4 a6 S- W/ Z) d0 u `: f2 ~ - # Hot Key num 5
5 n$ l M( x& l - elsif Input.press?(Input::Numkey[5])9 O% i8 `8 O% a: l& R
- $game_player.equip_item_to_hud(4, @item_window.item)- r2 w$ B' f- h- B3 d; j
- end/ e N f6 c7 U; a& e0 z# W
- @hot_key_hud.update
( W5 R7 B/ {2 _" p - end
$ e3 j B$ @5 t7 g - end, I2 D, ~* B1 f7 J1 b, Y' I
- end
( u6 D, r- E( ?8 S3 x% x8 f: v. P
, T- G! w5 E& R! K" {6 z+ f4 P- #===============================================================================- Q4 g/ h% \6 f+ r: I ]
- # HUD Window
8 H! o4 {% R' F' s2 X) u - #===============================================================================
! A; y& j3 l6 ]7 M% r8 m# o) u* x - class Hot_Key_HUD < Window_Base
- \' E) t& l8 H - def initialize(x = HUD_X - 10, y = HUD_Y - 15)1 {3 j7 [; N H) g0 U
- super(x, y, 220, 80); S; ?9 z8 `) U9 ?
- self.contents = Bitmap.new(width - 32, height - 32)) _/ I9 L8 Z8 N( g, x1 v4 m5 O4 Z, W
- self.opacity = 0$ i2 X& i: s8 T
- @actor = $game_party.actors[0]* h4 N; S! f& N/ t- V _% v
- refresh
+ F: E/ b1 X1 _: @ - end
) v+ V/ c z# s
- ~" G1 z# ~2 m; q- N- def refresh
( q' F2 Z6 ^4 L; z - self.contents.clear/ T e! Z1 e0 G) {. Y# G
- bitmap = RPG::Cache.picture("Hot_Keys_HUD")
- Y! Y+ R! y" I2 @; Q. `8 C: h# r - self.contents.blt(0, 0, bitmap, Rect.new(0, 0, 160, 32))
6 ?& [. z' _! N" j# r/ x& F - for i in 0..4
. k- b' e+ ]' L/ a3 a3 h. s - x = 32 * i + 4( [5 q( J4 N- ^' e2 P0 n8 S2 f X
- item = $game_player.hud_equip[i]
! _1 z. g2 b- V& d- w4 i- T - next if item.nil?
Y& T. R: @& T" a l* ` - if item.is_a?(RPG::Weapon)" V0 l0 K4 a. K5 k' l+ V5 }7 M
- item = nil if $game_party.weapon_number(item.id) == 0 and
1 x; I8 v, j! N. @' H* N# ` - @actor.weapon_id != item.id. V+ t8 S8 W! L0 m( @
- elsif item.is_a?(RPG::Armor)
3 K. A( h: k- e/ o3 w" V" D4 O J- m - item = nil if $game_party.armor_number(item.id) == 0 and . R3 L" t0 F0 Y3 ?6 |
- @actor.armor1_id != item.id
& S9 ]- A$ n8 o" O2 K$ h - elsif item.is_a?(RPG::Item)
# d G( ` \; _ - item = nil if $game_party.item_number(item.id) == 0 or
0 }/ l% a# L# F" m - !$game_party.item_can_use?(item.id)3 Q& m3 p4 g) c0 e
- end) z" K0 n# T0 s" _. L3 m# d% y
- bitmap = RPG::Cache.icon(item.icon_name)
2 F6 ~; R# J1 b) T( K' }# j - self.contents.blt(x, 4, bitmap, Rect.new(0, 0, 24, 24))" ?# u$ a. D- c0 {0 e
- end% z+ X9 e2 n7 l+ S( X t' f' q
- end
8 r/ j$ l3 R2 j# ]% p* e8 a - ' s4 ~' C7 T9 X# E" V
- def equip(item)( k" s1 t8 Q( `; u8 l u
- if item.nil?
* {% u6 Q4 j5 g& H# \ - $game_system.se_play($data_system.buzzer_se)
/ B: k2 [2 @7 L( c5 i( T - return/ i& l% N) k' C2 i D7 E
- end
3 M7 _. Z; X5 M+ p( C; P - if item.is_a?(RPG::Skill)
# ?% ]5 A& q0 W6 q! \+ O8 b8 r- ^7 L - if [email protected]_can_use?(item.id)
* j" X5 b0 K+ F4 k" t - $game_system.se_play($data_system.buzzer_se)
/ G; J0 k- a; ^6 z6 Q3 h2 ^5 P - return4 x7 c/ g0 T2 m) ]6 Y6 h
- end: w+ w# U4 g0 Z% d
- $game_system.xas_skill_id = item.id7 e: i" l2 D0 _8 O& `; J- a3 A
- elsif item.is_a?(RPG::Weapon)
, R' `- y0 w, B e. l7 M$ j - @actor.equip(0, item.id)
) c. E6 T) w5 f/ U1 N - elsif item.is_a?(RPG::Armor)4 f+ L Z5 _# f2 L, z1 _( z+ O
- @actor.equip(1, item.id)3 z7 j, {. \/ F S+ U; r- H9 n7 _1 }
- elsif item.is_a?(RPG::Item)
2 n( u0 c5 `" B/ m j - item_tool_id = XAS::XASITEM_ID[item.id]9 k; d2 P' s6 Y
- if item_tool_id != nil3 G9 F; R: j) m. V
- unless $game_party.item_can_use?(item.id)
) X' b( a) f5 X - $game_system.se_play($data_system.buzzer_se)2 Y6 \) v# k# l* n4 m: a: j7 b
- return
& c- ~3 s) ^+ ~$ J1 p - end8 `# t! m) ]) e: N. H. p8 y' j0 P
- $game_system.xas_item_id = item.id) C5 C5 C0 M" m, }, Z# r
- end
/ k# G. U& D* G - end
8 G1 a1 d8 ]* z5 F - $game_system.se_play($data_system.equip_se)
6 P8 b( M7 D9 [; p9 j( o - end. y* M% X7 T/ ?
- + x$ Q, X! S) N
- def update0 e ]9 z) t9 B& [4 H& x
- @actor = $game_party.actors[0]
8 y! w2 [' j7 U2 R7 T - @hot_keys = $game_player.hud_equip
# P! _8 Z0 e e& d4 X - refresh2 z- }- s* ~- H9 E- V3 U
- return if !$scene.is_a?(Scene_Map)
a! t, Q% D8 {4 }) B3 m - if Input.press?(Input::Numkey[1])
4 a0 Z$ A/ ^: p& ^$ D7 f& j - equip($game_player.hud_equip[0])
' j' m8 o/ n& v# _" H. | - elsif Input.press?(Input::Numkey[2])
: z/ N) N2 ^" z& b$ ` - equip($game_player.hud_equip[1])
. Y& l2 F# o& |8 S# Z - elsif Input.press?(Input::Numkey[3])1 o9 k/ g1 N" [3 E, V. p
- equip($game_player.hud_equip[2])
$ X/ L: z* `- a+ U - elsif Input.press?(Input::Numkey[4])
) H2 q2 I$ \7 Y! f* k: M# k - equip($game_player.hud_equip[3]) * R0 m3 g( P$ _
- elsif Input.press?(Input::Numkey[5])
4 k, Q, A4 h6 X$ M% H - equip($game_player.hud_equip[4])
; u; R+ S! \) U3 b, U - end% V: m$ @; L0 f/ t
- end
( n& j8 T) `$ }5 P6 B - end3 j- b5 h, s1 N0 Y* i; a5 a# ?
1 X. y& u+ T7 ~- z: H9 J- #===============================================================================$ B; Q8 f% j" ^1 Q& R. d' o5 K
- # Scene Map
& f9 f; p) w- A - #===============================================================================
5 X. u1 w4 G" \1 M5 o1 y# i# ~! K/ M - class Scene_Map2 X" R3 N; A9 r$ W
- alias hot_key_hud_init main: O% F, G9 S, r: Y" G
- def main- \( |( j: n( e' e
- @hot_key_hud = Hot_Key_HUD.new; X8 v, E" T7 ?
- @hot_key_hud.visible = !$game_switches[XAS_HUDDISABLE_HUD_SWITCH]/ h6 E5 v& w1 |
- hot_key_hud_init
% R8 P O8 N5 H+ _7 S - @hot_key_hud.dispose$ y0 C1 O3 p+ v1 k! Q. q% [, L
- end
: ?$ @. w& I- o0 d; K6 @4 y -
0 a- t1 S6 [$ S& K - alias hot_key_hud_update update
! i% V* Q, I8 r& m" O8 V T - def update p; R1 A, T7 l: ]
- hot_key_hud_update
6 I+ _0 h% A+ [2 W5 [# g) V* A - @hot_key_hud.update, u+ B+ m; f# R5 o" G
- @hot_key_hud.visible = !$game_switches[XAS_HUDDISABLE_HUD_SWITCH]
, E" |) I! T S - @hot_key_hud.update if !$game_switches[XAS_HUDDISABLE_HUD_SWITCH]
: ]# g/ Q, C" z - end
9 ~% h/ L0 @5 Y$ a- `) v - end
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