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
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,
* t& s# L0 A0 j7 i5 N不知道有人能帮忙看一下吗? - #===============================================================================/ Y2 h0 U2 m% C, S& W3 J/ {
- # XAS - Hot Key HUD
1 T- U; j5 ]6 t a5 J5 n - #===============================================================================
6 Z4 i! ^* c9 }. e$ E8 @- X" q* Q - # By Mr_Wiggles) ]$ N% a# e. u0 O, d+ l ]
- # Version 1.32 H, P& B; `3 W' W: l- n5 A
- # 7/6/10" l; \; M: [. Q# @
- #-------------------------------------------------------------------------------1 O2 |3 u' c( c' V O: _7 g; b
- # Instructions:
6 w8 ?( \: M& M' D - # Fill in the constants bellow, paste this script above main and bellow XAS in5 y: Y% R+ N( v( G7 R
- # your script data base. BE SURE TO SET TO THE RIGHT XAS VERSION!!0 r- w# K! F; ^2 Y6 {
- # % F' r8 T8 O7 a5 `4 z( v
- # Place the "Hot_Keys_HUD" picture file into your game directory
7 h2 ~3 e3 j3 P, g- V# z - # Graphics/Pictures folder.2 K/ }% d+ X: e4 Q, A k2 \8 u
- #-------------------------------------------------------------------------------6 V7 X5 t- x; K$ F$ ?* l7 o
- # Directions of Use:
3 O& L* O' E- T; n' h0 C. C - # Simple just press a number key (1 - 5) when the quick skill or item menu is
+ H1 f, K5 Y5 i* a$ b/ B- R - # Showing.
7 z0 ?9 q" f# o0 t# k2 Z/ ?2 S - #===============================================================================. B: o* o/ ]2 H5 N5 y$ y8 y
- HUD_X = 0 # X pos of HUD! h) }( Z8 x! C5 r
- HUD_Y = 0 # Y pos of HUD
# f5 o. R3 Z! t+ F - * ~- |. ^* G' ]9 x0 L% g
- # Set true if XAS 3.7f5 z+ h$ R1 c: v! Y1 g6 |- j
- # set false if XAS 3.6
/ [. e1 V4 H5 C) B3 t; j# b* h - XASVER_37 = true
h# Y, c' w6 R
0 g. v* F' H7 L9 `- #===============================================================================
/ k9 C% N! r0 r! D3 V- X - # Numkeys Module) T# g- O( q; K' B
- #===============================================================================4 N* |0 L+ v9 j* H9 [7 d$ K
- module Input
3 A- Z* n$ v$ I. F0 o4 f - Numkey = {1 => 1049, 2 => 1050, 3 => 1051, 4 => 1052, 5 => 1053}. e9 X6 z( I" T" Q- a, ?) V! k
- class << self b( x% B* h& B' Y% o/ A
- Key = Win32API.new('user32','GetAsyncKeyState',['i'],'i')0 T! ]& N" t" o0 ~' `
-
+ h/ k9 A# l: J3 f1 s' a - def testkey(key)
3 ?8 W6 n# ?* _+ s - Key.call(key) & 0x01 == 1! y0 E( |9 s0 r2 z- u
- end
! \+ h3 W3 a% I K+ M -
/ ^6 ^& o7 j7 K6 |. |/ i - alias hud_key_update update" j" w/ w& b$ g+ D- M
- def update
# L8 x5 J1 q) N0 V2 o8 g1 ]9 q - hud_key_update
6 J% k5 C% z; q - @pressed = []
2 F4 `2 G9 S2 S* ?6 L$ f9 `+ e - for key in Numkey.values
: H% _' `2 j$ k A h - key -= 1000/ H+ m, D5 ]; b
- @pressed.push(key) if testkey(key)
3 {, t4 C5 V6 {% A5 q! i/ ?0 D - end
" H$ r# {8 T4 P- n5 a4 }1 n2 d# y a - end+ Q! C% M, H, r/ \. R; s
-
3 ~/ ]& L! U1 U' J - def pressed?(key)" G8 Q8 d) [% ?$ b* V" s, h
- key -= 10009 {7 U$ ^, J" G- L. \
- @pressed = [] if @pressed.nil?
* K/ Q0 c6 ~5 o) [* J" P z - return true if @pressed.include?(key)5 `7 M. X2 T: s: z5 D
- return false
1 G! {" m! H" N. l( V2 ?7 d - end
3 J7 K; e$ j3 }# ]& x/ T, |# a" |, k - : y$ O7 |/ z( n; c
- alias hud_key_press? press?
& G* } f$ K. y# g0 z- X - def press?(key)% w3 c/ S: W% |* U
- return pressed?(key) if key.to_f > 10003 F4 |3 r, w* G
- hud_key_press?(key)
/ Q5 f! u0 l% _. p3 k - end
) K% ?8 K9 D [% { j- p - end
; R- u5 i w" ] - end; c4 Y; M/ } u- \7 V3 I* E2 B
; `7 Y/ w8 G& R" O9 x: ~7 W& U/ T v- #===============================================================================
; }4 _* m9 X$ Y5 R3 W: I+ d1 H - # Game Player
* X. L1 c; l% D - #===============================================================================
- ~; e! m' _0 { - class Game_Player < Game_Character& ?! B* w- `0 s+ _# R2 ]" R/ c9 B% W
- attr_accessor :hud_equip* X% \: ^+ j. O2 O$ _ {/ e
- ! [1 ~$ W# G$ F0 @3 s9 p5 v
- alias hot_key_hud_init initialize
1 e) L1 U( R0 t; p - def initialize
; {. ~ r% {0 D* \( D9 @ - hot_key_hud_init
4 B4 N; ~7 D# P1 Y1 Z2 J - @hud_equip = []# g E+ B- E+ x
- end7 x" L( \, u% e* o( v% P
- 7 r4 i' S& T' L4 V6 g" g
- def equip_item_to_hud(n, item)
5 [2 R1 Z- S: X+ n - if item.nil?8 b' h- }0 \# ^! ?( I2 E
- $game_system.se_play($data_system.buzzer_se) g* t: {5 U0 K
- return
( n# Y8 F2 @/ ~ - end
8 H% C& Z1 c0 C) \- h - $game_system.se_play($data_system.decision_se)
0 D- l S( `; b- e. | - @hud_equip[@hud_equip.index(item)] = nil if @hud_equip.include?(item)
. K; ~ M, `9 `& o8 g3 @5 h - @hud_equip[n] = item
: n# Y' ^9 D. z - end& ^5 p$ O: T. v( Y1 g }; R) U
- end
( t" d" q" x$ e& `! T7 L
' B9 O1 R3 U' w1 a8 Y7 [( ^# N* k- #===============================================================================
% C% B" t" M7 q A4 c - # Quick Skill Window$ H( @ U% u: S. V2 v
- #===============================================================================* q0 d8 b. ]. Q+ a; ~; E
- if XASVER_37 == false5 s% ~* t2 [- v5 o; f
- class Xas_Scene_Skill! w# K2 b3 O) i
- alias hud_quick_menu_main main
. }+ g; _' G+ W( L- e' K+ q9 H - def main
$ @: V' c; H% r! y2 o1 B6 b - @hot_key_hud = Hot_Key_HUD.new" O9 z& L9 M" `+ @! h- o
- hud_quick_menu_main
% E4 O) b9 a! U* h6 L7 F - @hot_key_hud.dispose* h, T, _' l$ U3 I6 X: p2 Y
- end$ e, d. o( _, |9 k1 y' c4 w# u
-
6 d% ~1 T# _) h5 H2 U# t' {$ G, C - alias hotkey_hud_qucik_menu_update update6 ^* m9 P6 b% R. Y% J0 {
- def update7 f& ]3 i i1 O, R$ W! k& J8 [
- hotkey_hud_qucik_menu_update
$ E7 m! B7 T$ s. j) u( B: r& U - # Hot Key num 12 K7 o0 @4 w- A8 x% D
- if Input.press?(Input::Numkey[1])
5 x7 Q" Q5 ~! g1 M - $game_player.equip_item_to_hud(0, @skill_window.skill)
; A* P# S1 `, Y0 f* d4 u - # Hot Key num 2
6 G! d% T5 j" w0 f9 y# G - elsif Input.press?(Input::Numkey[2])
8 t' T: {, m: Y! u' p - $game_player.equip_item_to_hud(1, @skill_window.skill)
- K0 J5 a- J/ d7 Y. ] - # Hot Key num 3) K1 L; b9 Q$ o2 L$ T9 w
- elsif Input.press?(Input::Numkey[3]), s2 O- N: L5 i* `- Z
- $game_player.equip_item_to_hud(2, @skill_window.skill)
4 _5 t8 A* }* z: x6 T* i - # Hot Key num 4
3 Z% ]& r1 R% f - elsif Input.press?(Input::Numkey[4])
: _9 z+ {0 T# A# Y5 [ - $game_player.equip_item_to_hud(3, @skill_window.skill)
, o2 s* _# f1 m" A" Q+ v( ?. D - # Hot Key num 5
* r0 }+ K) n& e5 H - elsif Input.press?(Input::Numkey[5])) `# N' g! h: D; Y+ k4 x4 Q% q
- $game_player.equip_item_to_hud(4, @skill_window.skill)0 e9 O6 y* k% \+ a4 G; P
- end" X. \& O9 L: Z% r# \
- @hot_key_hud.update
) | V( @# V8 ~4 z$ E. o# A - end
g0 Q+ X7 p* z# l/ M2 E$ z - end5 G- a4 | W" M* D H- i2 P
- else; j8 l& m3 }, K* [
- class Quick_Menu_Skill
- j0 c, K: f$ K! i. P$ J - alias hud_quick_menu_main main: X+ s" T( j$ _% N" }0 y
- def main
! b1 v( P: ~/ v4 ?3 \4 `. E - @hot_key_hud = Hot_Key_HUD.new, G6 x0 N( p0 `2 U+ M4 c2 k
- hud_quick_menu_main
* c J& L4 w4 q! Z- ]6 P5 B( B& M - @hot_key_hud.dispose
8 v( r1 h$ l" q5 a/ E - end
; c0 i; Q5 ?; m: m5 _ -
" Z/ ?8 }5 z: g# J) @3 L - alias hotkey_hud_qucik_menu_update update! P4 b2 ?( G) ?. g$ i; S' l
- def update
3 O/ D1 ]2 P; N1 Z; G) v% f D - hotkey_hud_qucik_menu_update
* t0 |0 S+ m, S8 }! p5 ~ - # Hot Key num 1
' ~% x% L% ^3 p. z% y - if Input.press?(Input::Numkey[1])
( i$ S2 C+ `, z - $game_player.equip_item_to_hud(0, @skill_window.skill)
$ w1 J0 l! L( A/ m9 d2 N5 [* b% J& v - # Hot Key num 2
$ Z5 q) E: b% C - elsif Input.press?(Input::Numkey[2])
' z4 L! N' s, H3 o - $game_player.equip_item_to_hud(1, @skill_window.skill)
* s' p" S' v) D( K4 D' ?: ? - # Hot Key num 30 [% z; u2 C' U x$ ~' c
- elsif Input.press?(Input::Numkey[3]). _' \/ }+ [# ~) H4 G
- $game_player.equip_item_to_hud(2, @skill_window.skill)+ W; i" s: a4 o* T% [6 ~
- # Hot Key num 4+ y7 C" s, ]( n' O4 x p
- elsif Input.press?(Input::Numkey[4])- i9 ?; I o1 o* F; N3 T( I0 ?6 f
- $game_player.equip_item_to_hud(3, @skill_window.skill)
5 j5 [$ ]/ L8 j8 ` - # Hot Key num 5
( p/ z7 u- n. ^1 l N - elsif Input.press?(Input::Numkey[5])
r1 h% Y( G1 A2 O H% N5 e5 U5 j - $game_player.equip_item_to_hud(4, @skill_window.skill)' }$ U5 \2 J$ ]
- end
7 S L6 r3 A1 G% }8 i# M- k - @hot_key_hud.update
! w8 N9 p/ n- i# o, p - end
6 V& y$ R' J0 w8 s1 p/ _4 r4 T - end9 E% s# \! E4 X) A7 T: }/ J( _
- end
% Z5 F/ ?$ {; T6 h) L. k5 C* |
" ]4 m6 I' @, K6 n" W* X0 T% r- #===============================================================================1 E4 g9 n( X) v2 _# ?
- # Quick Item Window
/ i* \2 i" `9 Z# b: ?+ T N0 { - #===============================================================================, t) R( w2 `9 E) T7 F L
- if XASVER_37 == false
: g' t$ _0 q" u9 B - class Xas_Scene_Item
- a+ `0 Q" e! \1 e - alias hud_quick_menu_main main
% j* B# G; y0 v8 G$ g$ U - def main: Z' N: x: ?6 Q# R; u
- @hot_key_hud = Hot_Key_HUD.new Z4 f. `- |1 k( E+ V( o# @ [
- hud_quick_menu_main
( e- B1 L! e0 k5 N4 ? - @hot_key_hud.dispose8 u8 m; v" q) B$ G* |3 u
- end
8 x! W0 H! Y) X2 u -
$ J$ _: h! P1 X* Z5 }: u$ k1 w- q/ N/ R - alias hud_key_update update
# P2 O( W, h7 Z- C1 u/ M - def update
& V+ B+ A" o0 D; L9 {: X$ ~+ C - hud_key_update
, g5 Z# Y g" a% p, T& V - # Hot Key num 1) n4 J) \! D X: T' n6 T# I2 Y9 {
- if Input.press?(Input::Numkey[1])
# s) l5 \7 T7 O" i5 @ `, ] - $game_player.equip_item_to_hud(0, @item_window.item)
5 u5 m" ~4 T+ L% f9 [ - # Hot Key num 2
* C/ o" P# P9 w0 {$ u v - elsif Input.press?(Input::Numkey[2])* Q( k" @0 z: [) l# |2 y
- $game_player.equip_item_to_hud(1, @item_window.item)
) x5 s( @- Q+ ?# ~2 v, O - # Hot Key num 3; g* R/ G% Y2 z3 d6 p$ L
- elsif Input.press?(Input::Numkey[3])# h+ }3 j, h6 ~$ g
- $game_player.equip_item_to_hud(2, @item_window.item)7 s- y* Y& a7 m g; i8 v% u3 T
- # Hot Key num 4; {8 _- P9 o8 x! Z
- elsif Input.press?(Input::Numkey[4])
4 u/ I5 O1 Z" s) A - $game_player.equip_item_to_hud(3, @item_window.item)
, M4 n% w) Y* G& _7 L# {% t6 ^ - # Hot Key num 5
+ |( A7 T0 \) I0 Y% C v - elsif Input.press?(Input::Numkey[5])
0 T' y: _5 C C& @7 z - $game_player.equip_item_to_hud(4, @item_window.item)
6 a! l+ M5 c. z, b# g - end0 j+ \' u$ s: v/ G8 `' O& }4 f
- @hot_key_hud.update
# R& t+ P! Z. b, d0 N4 _. P% ]9 Y - end
! t- |! }) u0 o2 Z0 g( {& D - end( l4 }: h1 t" ?! r# p0 D
- else
7 I% g0 w; s9 [! B/ ^ {. U - class Quick_Menu_Item
* C( u- ?' Q7 o7 y+ }$ f! | - alias hud_quick_menu_main main
# T1 \ G; _# t2 j+ ^ - def main! q* \, k1 O W' E
- @hot_key_hud = Hot_Key_HUD.new1 F2 d9 r/ M5 E) \: \' U
- hud_quick_menu_main
- K" T3 p/ N' ~4 y2 z' N! p2 m7 z& \ - @hot_key_hud.dispose
0 l ?8 o5 ] ^' m' b: Y. i - end
" l8 Q, E- X Q% N/ p: s) r - 9 W8 `) p& `5 J0 q% k
- alias hud_key_update update; Y' @0 G. A& f8 u$ l$ M; {
- def update- b$ ?9 V4 j8 M! ^1 ? s
- hud_key_update7 L' X n) q: _. k
- # Hot Key num 1
# X% O/ c9 I4 P9 C8 a - if Input.press?(Input::Numkey[1])7 |" \ k1 D( e7 P5 p. l
- $game_player.equip_item_to_hud(0, @item_window.item)
7 L: g" y. ?) J7 j3 X/ c" Z - # Hot Key num 2& @, E7 S. s. N$ U# V
- elsif Input.press?(Input::Numkey[2])
( f2 {# T4 J$ C - $game_player.equip_item_to_hud(1, @item_window.item)' Q/ ?: m" Z$ b2 D
- # Hot Key num 3 f( _% `! |" T0 U c" B
- elsif Input.press?(Input::Numkey[3]). ~! h# O9 q7 i0 r. \9 F q( n( k
- $game_player.equip_item_to_hud(2, @item_window.item)
6 s! ^, g, K4 |# |% e8 Y* T+ N0 | i - # Hot Key num 4
. d- ]6 y# b7 [/ F$ Z - elsif Input.press?(Input::Numkey[4])
1 I" H% u8 Q \ - $game_player.equip_item_to_hud(3, @item_window.item)% [& M9 ^- b1 h
- # Hot Key num 5
y8 r7 F/ O' K! R4 G - elsif Input.press?(Input::Numkey[5])
/ O$ K: }; ^- C$ w6 B - $game_player.equip_item_to_hud(4, @item_window.item)
" ?- T! u" h/ _ Z" ?1 @( V" Q/ z - end
8 l r5 W. Q: |( D" f - @hot_key_hud.update6 O) k9 W# s: l7 F3 a
- end
4 B) r6 y6 j$ N - end
* M1 j* l }' c; s9 Z' t$ X - end) f7 W. H2 X# {
1 W6 n0 \9 N2 w9 y1 `- #===============================================================================
) y# w# w# \& ^2 V% l$ Y3 j - # HUD Window
+ O: u; W2 {$ h+ h - #===============================================================================
3 D2 f& ?# o% y! I, {$ ?3 l. G- u - class Hot_Key_HUD < Window_Base
7 ?3 |4 Z5 t8 c - def initialize(x = HUD_X - 10, y = HUD_Y - 15)
6 p) ^2 C/ J6 E) Z( Q" J0 w9 m8 @; _5 T - super(x, y, 220, 80)
/ N% D# l6 i! r0 R( ?5 ^4 w) P% B - self.contents = Bitmap.new(width - 32, height - 32)
1 m: f" y% r' n - self.opacity = 02 K& {% _ n; F3 P
- @actor = $game_party.actors[0]
0 w l& O/ ^: @) M, r - refresh
; T2 d% B( v, V - end
: e! S2 D, W4 p4 C5 N - ! V* E0 b, h8 w& G9 C7 _
- def refresh
) c& ?* t& X1 g& N* v- ^! d - self.contents.clear
+ q. k1 F3 x M4 L) k% k3 A - bitmap = RPG::Cache.picture("Hot_Keys_HUD")- Q9 M: I. E% W' u, ~
- self.contents.blt(0, 0, bitmap, Rect.new(0, 0, 160, 32))
" k q* F* |: Z2 s% B4 m( M* c6 d - for i in 0..48 F9 |4 E0 \ _. v% {$ I) K
- x = 32 * i + 4; Y! x$ b2 Q3 D7 n; A
- item = $game_player.hud_equip[i]
4 d, b6 S: S+ Y - next if item.nil?5 m" E. i+ u; m2 a/ n6 O
- if item.is_a?(RPG::Weapon)- Y1 L: c; H8 C& p0 J1 b
- item = nil if $game_party.weapon_number(item.id) == 0 and
! H" o: p6 b# y8 O - @actor.weapon_id != item.id
3 H9 |* ~% I1 V; ~! | A$ l - elsif item.is_a?(RPG::Armor)- y0 s5 x1 m1 Y; b
- item = nil if $game_party.armor_number(item.id) == 0 and % f' M7 S! ~: a6 |9 D& N& n
- @actor.armor1_id != item.id5 v/ i) g- x" K5 f' j* p, o: B$ y
- elsif item.is_a?(RPG::Item)
1 E: E1 H2 C% t$ V! z& k - item = nil if $game_party.item_number(item.id) == 0 or
% `2 a3 R- R8 [8 s! f - !$game_party.item_can_use?(item.id)0 b- E% x: B, A+ \, M" B6 J$ U) b
- end
4 \' R1 v* B1 e& k" P - bitmap = RPG::Cache.icon(item.icon_name)3 s; \- E1 n" F: J
- self.contents.blt(x, 4, bitmap, Rect.new(0, 0, 24, 24))
9 V% ]- y1 ~9 l& z - end" N1 q9 O$ m2 l7 b* a
- end
4 W5 ]" U! x; m- V+ ^. S - 0 ~' w% b( j. N9 x4 l0 ~! H- s
- def equip(item)
2 b3 H; l$ ^1 m3 p2 s( V& H) ^ - if item.nil?4 ^) [/ z9 t" R: T2 p. D
- $game_system.se_play($data_system.buzzer_se)1 {* @% ?+ X; G% M# H' w. e
- return
. U8 m; ~: i5 h- L2 n2 U - end" g. X y: w( t
- if item.is_a?(RPG::Skill)
& ^: Q7 L/ w+ }5 q" V( c: D - if [email protected]_can_use?(item.id)
# ^" T6 q. [7 q/ A9 j& N6 ^ - $game_system.se_play($data_system.buzzer_se)
' M& Q" Z) r6 E g/ g8 k1 M7 L9 Z! |! s* X - return. V2 `" w9 t, G) G
- end$ S) e8 {- }3 A) @
- $game_system.xas_skill_id = item.id8 A; H9 U) I/ P6 C- F/ M {
- elsif item.is_a?(RPG::Weapon)
, D: n0 N+ P9 O3 U+ [3 D - @actor.equip(0, item.id)8 z5 D; d6 C' u% t- H1 Q1 M+ l
- elsif item.is_a?(RPG::Armor)
1 V# b& I# J: S" ]# G* Z - @actor.equip(1, item.id)
8 O0 K. L' z* w9 x0 Z/ b - elsif item.is_a?(RPG::Item)
7 R5 @/ {- o. G. X - item_tool_id = XAS::XASITEM_ID[item.id]
0 _% R! R# m2 i* H - if item_tool_id != nil$ v/ H! I5 {( R* S B( X |
- unless $game_party.item_can_use?(item.id)
$ l- `' m3 _, Q' p+ x/ l - $game_system.se_play($data_system.buzzer_se), f8 N) a+ f5 M
- return9 \) D4 `2 v8 m9 e4 J3 j7 r
- end
b Q+ c9 N3 M7 ]2 m& ^$ B O - $game_system.xas_item_id = item.id
" ?9 ?! T O8 C7 Y6 d& h2 z - end @. a( z2 k0 m
- end* ^8 E8 B+ a% n0 V3 z4 g5 f, O
- $game_system.se_play($data_system.equip_se)4 n. u8 p8 t) z. F
- end
1 x% x6 s$ y& M, D6 E -
6 n3 g% F% H! g - def update
6 W/ N5 Q* o+ I3 R! L" H - @actor = $game_party.actors[0]
+ w1 f6 v/ h! n* f - @hot_keys = $game_player.hud_equip
$ y- i2 I! q3 Y8 D L - refresh
# M" _) W% L* h+ n; p; u - return if !$scene.is_a?(Scene_Map)2 | Z" f2 e# D$ Q- h/ f7 T+ {
- if Input.press?(Input::Numkey[1])
- O* @2 _, {3 t! r. x' R9 R - equip($game_player.hud_equip[0])
2 X( ^7 W0 s. I3 ^# \: f" W - elsif Input.press?(Input::Numkey[2]). O# N; U1 H/ i% w c
- equip($game_player.hud_equip[1])) y; u: Y$ s0 ^ x& G& K( `
- elsif Input.press?(Input::Numkey[3])
' N% |7 G" H/ Q' ^1 ` - equip($game_player.hud_equip[2])
: A5 r) p o/ a% T3 U$ ?: A - elsif Input.press?(Input::Numkey[4])
0 |2 d5 A& H7 ~. ^ - equip($game_player.hud_equip[3])
+ m/ F K Q( q% x& h% Z - elsif Input.press?(Input::Numkey[5])2 a. A. I7 X) g" R' `0 F# g! u7 i
- equip($game_player.hud_equip[4])7 E- F7 E7 O/ @, X: @$ {
- end/ u/ b1 K) _3 @1 i$ c$ M' J6 }# U
- end2 ?; h7 k, J+ e, l
- end5 z( N5 E {7 w7 }+ |
- ( c% B8 R6 v! c9 G. S x+ ?
- #===============================================================================
' t1 ^9 g: a, W* |! v: g - # Scene Map( T4 v* S! B c! e, G# t
- #===============================================================================- \; z( c1 @6 L/ b, p( \
- class Scene_Map; O/ u8 E4 L, o
- alias hot_key_hud_init main
; j" x; `8 {' m9 L. Y0 d- J( ] - def main" V/ O; R9 e5 r3 N! J! P
- @hot_key_hud = Hot_Key_HUD.new
: \7 @- I0 F& R - @hot_key_hud.visible = !$game_switches[XAS_HUDDISABLE_HUD_SWITCH], m4 N5 J) [3 q. q
- hot_key_hud_init/ M$ |& h9 Z9 O, m7 R
- @hot_key_hud.dispose8 r+ v( p3 D0 p
- end/ N. T( B% @7 |7 b7 J9 G9 b
- 1 J ^7 @: q; p2 ~/ J7 s
- alias hot_key_hud_update update" \4 T X2 J5 E
- def update1 G# y3 r" ]. P
- hot_key_hud_update
0 }1 `6 R3 ?0 S6 S4 a - @hot_key_hud.update
c+ e3 q# h; [' N& J7 } - @hot_key_hud.visible = !$game_switches[XAS_HUDDISABLE_HUD_SWITCH]6 o0 H' `2 Z% y& g0 @( ^. F2 t' d
- @hot_key_hud.update if !$game_switches[XAS_HUDDISABLE_HUD_SWITCH]( x/ B, U K3 F; M! {
- end8 W+ y0 I' O( L. e6 _! H
- end
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