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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,9 a- }5 ]6 |; [: ?- x
不知道有人能帮忙看一下吗? - #===============================================================================
- Y3 n. Y" O/ ? - # XAS - Hot Key HUD
% ]' T% Y) L: U7 ?; q - #===============================================================================9 h- p5 w2 x) R# l8 b' _9 s
- # By Mr_Wiggles
( n) D% Y9 a0 G; o3 T* R8 g - # Version 1.3
" \' y+ }& }$ H+ y$ V7 x - # 7/6/105 s% D! w& [8 x, l
- #-------------------------------------------------------------------------------
4 B% F. U* [3 M1 @ - # Instructions:
' I: v7 {# W: o3 H9 X - # Fill in the constants bellow, paste this script above main and bellow XAS in
* G. w. T9 G! ~2 ^ x - # your script data base. BE SURE TO SET TO THE RIGHT XAS VERSION!!& B& s- Y3 P8 G: x
- #
' E, j- [& W4 X1 O7 A - # Place the "Hot_Keys_HUD" picture file into your game directory
4 [$ f7 f6 h* {8 M6 N2 D' w% o - # Graphics/Pictures folder.
9 H# G3 u: I! ~6 A - #-------------------------------------------------------------------------------3 D5 q a% M5 c: _2 e8 _ J
- # Directions of Use:& p6 D" j% f4 v& m0 q, K
- # Simple just press a number key (1 - 5) when the quick skill or item menu is( I' O/ c7 q5 p2 O, _! t
- # Showing.
9 r) D" C8 F9 w- g% Q/ ] - #===============================================================================/ `, M( h2 ~+ G, ^
- HUD_X = 0 # X pos of HUD8 _' B* P& D& d) J/ w' i
- HUD_Y = 0 # Y pos of HUD! e% Y6 P9 ?- `$ L$ f, i" l( T
- ( d b* w) ]5 z
- # Set true if XAS 3.7f
* O- g, B, r2 x - # set false if XAS 3.69 T& x: ^# I& y! y, r! X9 A
- XASVER_37 = true
" L" s( e* E' a. }& d
0 G* v0 S1 N. h4 v- #===============================================================================4 v3 r! e& I2 H5 q
- # Numkeys Module
, J$ x$ p0 ?4 o: j0 j# V - #===============================================================================! F6 I9 z" ^) e7 s% {6 \
- module Input& k7 L' t4 g O- m: O2 \
- Numkey = {1 => 1049, 2 => 1050, 3 => 1051, 4 => 1052, 5 => 1053}9 p5 y& o4 `/ u, b2 P5 s
- class << self d1 b6 x" l& Y$ s: e. X
- Key = Win32API.new('user32','GetAsyncKeyState',['i'],'i')# R5 J' w. [2 q8 K k
-
" `0 H, C0 L* J! f2 t: K/ x( {& w( l. _ - def testkey(key)% ?7 D F, O7 ~5 n3 S7 d
- Key.call(key) & 0x01 == 1
) e7 O8 q: ?3 i C6 L - end
2 \3 [ Y# A8 U; U* Q* O" M -
0 [0 w3 p2 _' S7 _" I5 P J3 s - alias hud_key_update update
% f% F2 U3 e; `+ A) r U# @ - def update3 ?$ i% z% w1 E, c8 d
- hud_key_update
. {- g7 A" z: p4 Q, c) i, u - @pressed = []
: A" t( F% C) n - for key in Numkey.values
( P$ n- t- M, @: H0 _ - key -= 1000
3 q$ U; h; a5 a, Z% S4 D+ x - @pressed.push(key) if testkey(key)
5 {2 P$ ~ U4 N, U0 o - end
4 |7 ^+ u6 ?/ S# L, f9 O$ m% r+ `6 A - end2 o+ b# \7 j4 w! X& x. Z
- " k5 U4 I* X4 O0 R0 }
- def pressed?(key)2 g! K5 \( f- {1 Z& f+ Z+ v
- key -= 1000
+ X/ k6 ^( |* u7 a- j - @pressed = [] if @pressed.nil?
+ o- n( Q0 \+ {3 g3 | - return true if @pressed.include?(key)
1 o7 ~& x/ q( t# R I, s - return false, g' f. U# U- D
- end
5 A5 d+ k4 l: k1 P - / I% _( _; i9 n/ @% C3 Z6 j) X
- alias hud_key_press? press?+ L" f9 _! W) q5 S( e6 p4 N
- def press?(key)8 c- J% n7 G8 a. d5 g
- return pressed?(key) if key.to_f > 10001 z' Y! q& v" ?7 L
- hud_key_press?(key)
' l8 S- \3 x$ n- b) M2 ` - end% J2 {7 k/ Z$ O& ]
- end, O" }# R3 ]9 w
- end" T6 q* u# _. @/ K( y" X
- ) s: b7 m# B% D* a
- #===============================================================================) Y4 Q$ H' y$ L1 b+ {. F5 T" T9 {
- # Game Player) O# E3 {- T" A. E1 [
- #===============================================================================
& G/ \) \6 E, R3 ?5 f5 ^6 ]' a6 V - class Game_Player < Game_Character
0 E% o9 p; [% R& m6 F& |1 g: d - attr_accessor :hud_equip
X& T3 _+ w: n! { -
3 s5 M6 F$ D, e+ E1 o$ y5 Z+ r+ x3 w - alias hot_key_hud_init initialize' P& t/ U2 b+ b
- def initialize/ ~ J7 |' a8 {6 V1 J
- hot_key_hud_init9 p% B5 g% N- Y! l# G. U8 R/ l
- @hud_equip = []3 W5 G/ v! }2 m& K5 B/ R; n% P
- end$ o: }$ F9 }2 _$ Q+ k
-
" g4 I5 h0 C) n) E" ` - def equip_item_to_hud(n, item)4 z$ ~5 c. ?! ?' t9 ?$ c$ ]
- if item.nil?3 j8 [* J! ]9 c, F$ m. ~: O1 U
- $game_system.se_play($data_system.buzzer_se)
$ U% x5 r% ^$ H" i q9 l - return
! W/ C' [1 O- W6 Q: ~ - end
# V B' D( z, ?) u4 U; V4 v - $game_system.se_play($data_system.decision_se)& R' ]/ v" O6 Q/ s/ z' B4 O
- @hud_equip[@hud_equip.index(item)] = nil if @hud_equip.include?(item)! o5 h ?+ P) u4 Y
- @hud_equip[n] = item
% W+ i( O1 u9 ?: y. ^' F+ M/ k - end
2 D. p/ Q$ Y, W N- Q - end
0 ?$ I/ o/ y' E# E- v+ I - ! p. T ?, S; M
- #===============================================================================! R. s' J" x( }, s
- # Quick Skill Window
5 X3 A- r \' _1 Q - #===============================================================================
. {2 p! ]' N. ^: g) B4 a - if XASVER_37 == false3 }7 |6 n3 f) o+ X$ F5 ]
- class Xas_Scene_Skill
5 Z( H2 D( |6 `. x' h0 b7 U - alias hud_quick_menu_main main
. n5 L5 a. C/ v H) A g - def main
, \0 Y" p6 n) D4 Z) Q - @hot_key_hud = Hot_Key_HUD.new
' M- o2 P& m; C% o - hud_quick_menu_main. I" |/ V3 Z, \9 @3 [
- @hot_key_hud.dispose
" J7 U4 L: V3 v0 I, K- a. i - end
. R p! _0 e6 C. P1 l -
, R. _& e5 u' p4 L. v - alias hotkey_hud_qucik_menu_update update4 Y3 a+ v1 r) E6 ?1 B2 U/ f
- def update; q( A x, m! C, t! I# }* z9 T! D7 N( ^
- hotkey_hud_qucik_menu_update0 H* X7 p0 A ^/ F0 ^
- # Hot Key num 1/ W- }2 {* z" ~2 T! z6 y
- if Input.press?(Input::Numkey[1])4 V7 C1 N; G/ U# @: V% O: P
- $game_player.equip_item_to_hud(0, @skill_window.skill)
5 w n4 f9 F2 n* k - # Hot Key num 2, A% }2 L- N9 E- f
- elsif Input.press?(Input::Numkey[2])1 _, y- O- y" h) a9 X7 `" j- x' E
- $game_player.equip_item_to_hud(1, @skill_window.skill)
& o7 D9 O# g' x' N2 f: K' g, i* C1 Y - # Hot Key num 38 X# z9 `1 u" }! D" [/ G6 J
- elsif Input.press?(Input::Numkey[3])/ ^$ j3 y R. W4 c9 m! Z
- $game_player.equip_item_to_hud(2, @skill_window.skill)2 ~1 N1 O2 M9 i( D% _3 [
- # Hot Key num 4
3 B4 G7 A2 L6 g% M( N - elsif Input.press?(Input::Numkey[4])! _1 z; k, ~0 H5 c
- $game_player.equip_item_to_hud(3, @skill_window.skill)
; m5 N* v+ ^7 w u; b8 N+ T - # Hot Key num 5
7 s& W6 v& C5 h% i, x' ?. Y2 ~ - elsif Input.press?(Input::Numkey[5])* f9 ~0 B0 k' M+ U \: M/ g N
- $game_player.equip_item_to_hud(4, @skill_window.skill)
/ P2 }* C! R( {- j+ }# ? - end' g' |% h1 H6 \ u3 [# V
- @hot_key_hud.update- L4 U, E" J8 y- e: r: X6 T. h# y) O
- end, |3 o6 p& j8 P3 ?4 v, \
- end
! _9 W& Y! U+ c2 _1 q) }3 e, N# S - else; x& \, v2 [. F) f( X! V9 X. p
- class Quick_Menu_Skill
; l9 k, [' u' Y" T3 \+ k - alias hud_quick_menu_main main+ G8 t" g( K' y, x7 w& l$ \
- def main
; x; | o4 ]! ]( G' z - @hot_key_hud = Hot_Key_HUD.new
: D& k1 [1 \7 m& C+ q, k; V* d - hud_quick_menu_main) B* l; v4 A1 H# A! W8 w& d$ `
- @hot_key_hud.dispose$ Z9 \/ J8 c6 m- x
- end4 m+ G i) [- @% G: V
-
: H0 ?% ?1 u' ?- k* }7 D - alias hotkey_hud_qucik_menu_update update2 N( t6 K: o* s+ e
- def update' {! _( O8 @8 I5 b7 u! |) Z# m
- hotkey_hud_qucik_menu_update
; r2 X( M9 e- }/ D) o3 I- p - # Hot Key num 1/ s6 {* s& I) ]& R# u
- if Input.press?(Input::Numkey[1])+ r9 j6 O2 h4 h% D
- $game_player.equip_item_to_hud(0, @skill_window.skill)/ Q9 W* d* }( ?/ h4 Z
- # Hot Key num 2
3 D$ [+ V2 V8 k - elsif Input.press?(Input::Numkey[2])
Q% r; T3 R8 N+ r$ } - $game_player.equip_item_to_hud(1, @skill_window.skill)0 k9 y+ L3 }; j0 u+ L
- # Hot Key num 3
: T3 R3 Q0 K# G9 w, {! ~ - elsif Input.press?(Input::Numkey[3])* {' ]% v5 e% `* E1 R7 b1 \* c
- $game_player.equip_item_to_hud(2, @skill_window.skill)
* ~( H; y, w# [' }% D5 g - # Hot Key num 4
( `. x5 Y0 B% y - elsif Input.press?(Input::Numkey[4])
* J1 ^9 w0 }& j! |; H. a - $game_player.equip_item_to_hud(3, @skill_window.skill)
9 U P' }# u- O! V - # Hot Key num 50 ]( j* h" W! Y" ?
- elsif Input.press?(Input::Numkey[5])' S6 f. l; g% q3 @& n
- $game_player.equip_item_to_hud(4, @skill_window.skill)
/ v! |0 o ^8 o1 J$ m1 ^( ] - end
. y) X: E- s! y: ~ - @hot_key_hud.update
& y# I7 \0 s! o0 A - end
/ B3 i8 C8 E. Y, ^ - end
% ^8 S- L2 H( J5 C0 d: G6 F2 m& L - end
6 x% S2 v# _ R+ w# l+ r5 T4 b9 M D
E4 r& [4 ^% c/ i( G$ _- #=============================================================================== W' p* J& K& E: }
- # Quick Item Window
% H1 j) Q2 |5 f) L. y) u+ P - #===============================================================================& J* Y* _5 s. N/ I' P
- if XASVER_37 == false7 P2 d ]8 ^8 j
- class Xas_Scene_Item
& {2 T2 _$ w( Q6 R* D - alias hud_quick_menu_main main
* n* ]3 u2 e2 |# u& `/ H - def main$ s0 X0 G; L P9 W% ~* D- b& b
- @hot_key_hud = Hot_Key_HUD.new) S6 V, E* ]1 a2 Q, {
- hud_quick_menu_main
" A) D6 @# w+ O' c ~# S - @hot_key_hud.dispose
! C4 O0 P4 P* b; G7 G4 a - end7 }# F2 P6 N0 n* h; Z
- 2 N, q$ \) V. n% z3 V2 m- i9 p
- alias hud_key_update update
; p- t9 {: ^' Z* Y. S+ _ - def update
6 l, s$ G$ Y$ |( [+ }; p2 ~, h2 r" g - hud_key_update
y5 W% ?+ \8 l3 o" C6 H" n: V - # Hot Key num 1
( }7 k) {% d- q8 B0 I - if Input.press?(Input::Numkey[1])
6 }* _$ a1 Q: r: V' x! N - $game_player.equip_item_to_hud(0, @item_window.item)
4 l" S# t/ V! m9 a - # Hot Key num 2+ r3 _# {) t, _
- elsif Input.press?(Input::Numkey[2])
4 G. F- ~) A5 u- [ - $game_player.equip_item_to_hud(1, @item_window.item)
# ^2 d H/ L4 q - # Hot Key num 3
# w' Y$ z9 ]1 q+ h8 r0 I - elsif Input.press?(Input::Numkey[3])* O9 x( s4 i2 t ^/ m, ^
- $game_player.equip_item_to_hud(2, @item_window.item)* [+ M3 J! r& I( }* g' l
- # Hot Key num 4" R& e4 C+ V$ X
- elsif Input.press?(Input::Numkey[4])4 `0 c) `* h+ Y; q) K8 C
- $game_player.equip_item_to_hud(3, @item_window.item)4 f+ m6 R; C9 p5 X, _
- # Hot Key num 5
! B7 W: M- Z' `) a9 f G - elsif Input.press?(Input::Numkey[5])
4 X5 k! U3 D4 b" u$ B8 V7 z* b - $game_player.equip_item_to_hud(4, @item_window.item)
& l4 P5 Q" f- n5 [+ Y - end
2 \; y) t( E% w8 Y7 V1 i& M+ @ - @hot_key_hud.update
" o2 @; P4 w1 z! Q" R8 @ - end
- u: e5 M& d7 T; r0 ` - end* ?1 ]6 K: ^, C& _+ t/ S) j& w
- else
# M, Q. O$ t, C6 g: p% ^ - class Quick_Menu_Item0 Q6 q+ k8 f# I) p+ x
- alias hud_quick_menu_main main
7 C( k/ t; C3 t# F2 \- F' v - def main2 j' N2 S, a0 p% n7 c% Z j
- @hot_key_hud = Hot_Key_HUD.new
3 \" J6 E) }& _; c2 A - hud_quick_menu_main
: C ]& S: U4 O# K - @hot_key_hud.dispose
O( k! U1 J+ H: H8 @* P$ b - end" c% e. `5 c& m8 k8 C- _( L
- 0 Q T3 n& m- M: A
- alias hud_key_update update$ o o! `1 A0 N
- def update- M9 H( }4 M/ L: G9 [
- hud_key_update& z b1 h; L; j. `- e
- # Hot Key num 1
" Y# p) m# s8 ?# O7 }1 N) U - if Input.press?(Input::Numkey[1])
) t( j' k9 i( f7 R - $game_player.equip_item_to_hud(0, @item_window.item)
* W% T% }) q0 p2 i; }! y - # Hot Key num 2 f' U4 t$ A: Y! o5 A
- elsif Input.press?(Input::Numkey[2])
9 t8 a# }* {' x - $game_player.equip_item_to_hud(1, @item_window.item)
7 V- O3 }- a- P8 | - # Hot Key num 35 X$ m4 I4 h: O6 ]; h
- elsif Input.press?(Input::Numkey[3]); O; V* C+ R# g7 f( t
- $game_player.equip_item_to_hud(2, @item_window.item)
2 w% Q# ~( Q( ~6 Y0 C/ R4 i - # Hot Key num 4% T/ C# L6 j6 k# D+ R- c) K
- elsif Input.press?(Input::Numkey[4])- O/ R. O* h% H& r: Q' z
- $game_player.equip_item_to_hud(3, @item_window.item)% d! k6 h: U0 ?, Z2 Y0 c5 ?
- # Hot Key num 5
" Z2 J5 |, v8 I2 {& S7 Q! } - elsif Input.press?(Input::Numkey[5])
! w1 S; g3 }8 v% ]& { - $game_player.equip_item_to_hud(4, @item_window.item)9 d: `* z4 e* m! E
- end
! N J) z- [4 Q9 j1 p - @hot_key_hud.update
* ?. _$ R5 B9 x# V3 Y4 }3 i9 ]4 o - end
5 J v4 ~! V0 w7 ^1 w* |- t - end! a. ] o4 O* k, h% w) H, ]
- end( r2 g8 P0 ?' }
- 6 W9 {' z0 `1 m9 ^# a4 l
- #===============================================================================
0 K( p" E$ w8 M1 u/ ?$ X/ Z% M- i, m8 a - # HUD Window& }) V+ u) a0 J
- #===============================================================================2 v0 x7 }- n8 H+ F9 F2 r- q4 M
- class Hot_Key_HUD < Window_Base
4 z+ _9 v4 k8 q1 K$ g* ?1 F4 f+ u - def initialize(x = HUD_X - 10, y = HUD_Y - 15); I0 Y4 |2 O' @+ l
- super(x, y, 220, 80)
) w5 ?! c! a8 p6 M4 Y1 r, H- j - self.contents = Bitmap.new(width - 32, height - 32)
' k& `0 G' F5 g5 d% T2 L) k1 | - self.opacity = 0
; A1 V9 X+ Q3 Q& B) a - @actor = $game_party.actors[0]
5 R% [ o* B) t/ T; _# E - refresh
! x2 n& x& ^% F# N7 X" V5 p - end* T( ~, v6 J0 ~1 o7 l2 \
- , K# I! T0 A1 O% U; ]1 B
- def refresh
7 j% o3 Q# D+ c {2 |# T1 \ - self.contents.clear5 t7 F- i% K& r. y& j. T2 A5 H2 [3 K5 y
- bitmap = RPG::Cache.picture("Hot_Keys_HUD")0 ^9 U" @ f& {1 h9 G
- self.contents.blt(0, 0, bitmap, Rect.new(0, 0, 160, 32))
/ x; V j" @2 q - for i in 0..41 _$ a y1 j: d% ^7 T: ~+ u
- x = 32 * i + 4; n% D1 \3 s$ H# F6 d/ ?
- item = $game_player.hud_equip[i]8 o# V u8 N; H
- next if item.nil?% i7 o7 j" @% o3 U
- if item.is_a?(RPG::Weapon)' I% @7 }. z+ V; r; ~
- item = nil if $game_party.weapon_number(item.id) == 0 and
T+ R4 u. ~/ s9 \' \5 V - @actor.weapon_id != item.id
! u1 W0 S8 H4 j. X4 k - elsif item.is_a?(RPG::Armor)9 s n5 {# z6 i; e
- item = nil if $game_party.armor_number(item.id) == 0 and
1 B1 i- l$ m& ]5 s0 z3 E7 g - @actor.armor1_id != item.id
0 l* \/ F0 }. R! I - elsif item.is_a?(RPG::Item)
% U5 }, A7 g" d+ }8 g% c4 x - item = nil if $game_party.item_number(item.id) == 0 or
9 M5 u( n6 G" I - !$game_party.item_can_use?(item.id)
6 Q2 e' ~9 w' D) c4 @0 d - end7 z! ~1 ]* R! ]% h0 U6 y* Z
- bitmap = RPG::Cache.icon(item.icon_name)
2 c, ~7 `' L5 a+ }; @$ Y - self.contents.blt(x, 4, bitmap, Rect.new(0, 0, 24, 24))
+ x+ A) s& X/ x1 e4 r - end# U% r/ t8 f6 z# c' B7 O" W" @
- end
( [! V3 [8 g) A. u) [$ k - ) l& w# x( [6 f# X0 w$ N4 \
- def equip(item)" V0 [/ e4 N" N4 a# _1 `8 L+ A1 _
- if item.nil?" `( Z/ a2 r X) ~2 ^/ l
- $game_system.se_play($data_system.buzzer_se)
! r5 T5 z" \& O8 \" N6 b: k& E - return
; P" @2 e6 r% ` - end
6 o# S- W& K2 G) X3 e+ P - if item.is_a?(RPG::Skill)# [3 k# T- N3 \; x" Q
- if [email protected]_can_use?(item.id)
0 i; J( }7 i9 x& w/ ?4 T4 U. ] d - $game_system.se_play($data_system.buzzer_se), r* F+ I8 p- p2 E8 y' m" R
- return! F; @' x, f% b2 C6 r, D7 Y# J8 z
- end
7 Q, o8 t" ?) I; y* o - $game_system.xas_skill_id = item.id3 m0 ~* Y0 h4 f/ S I$ I
- elsif item.is_a?(RPG::Weapon)
/ S" \' P& p' \9 g2 J3 E0 ] - @actor.equip(0, item.id)
- d8 Z5 x0 _0 X - elsif item.is_a?(RPG::Armor)' i7 T4 w- p' M4 H6 H
- @actor.equip(1, item.id)
; [* @- ^. P b- K/ b - elsif item.is_a?(RPG::Item): ^7 j% d3 B0 T9 h( }- J$ k2 \
- item_tool_id = XAS::XASITEM_ID[item.id]) c/ a( P& h5 o. x8 w8 t
- if item_tool_id != nil2 E( @2 o& H4 V
- unless $game_party.item_can_use?(item.id)
' D% T4 _8 X# p" T" ~ - $game_system.se_play($data_system.buzzer_se)
. @8 g# N. F; g4 S" {" \1 P% e - return9 e' }: j4 J; R1 G9 Y
- end& G1 S% P' T. ^. U* {4 j: s7 L; ~# m
- $game_system.xas_item_id = item.id
* G# r4 X+ w( f0 |+ b - end
8 u8 h$ _3 G; n6 |/ A8 L - end
( Q0 L) C! P0 k* u9 r9 { - $game_system.se_play($data_system.equip_se)
1 v* ? g9 I6 c: Y8 D' s9 j- n$ g - end" h( |/ @+ V: h) H0 K ]9 ?$ K
- 5 u4 f) i7 e! {! d
- def update
1 w, V9 E. }3 D6 H0 q, ^ - @actor = $game_party.actors[0]* {8 L! p; T) c0 q9 t) B
- @hot_keys = $game_player.hud_equip' K' {4 H q. g; K
- refresh
" k! A1 {5 P) D( Q1 \. @ - return if !$scene.is_a?(Scene_Map)1 |* w3 a6 {) D1 y
- if Input.press?(Input::Numkey[1])- i. ^' M& P5 y" \( k0 A
- equip($game_player.hud_equip[0])
% j( t) ~, _! h5 L/ | x - elsif Input.press?(Input::Numkey[2])
, C8 S- D, e8 W% }: y( f - equip($game_player.hud_equip[1])! C1 ?! Y9 A+ M3 w; u$ M
- elsif Input.press?(Input::Numkey[3])8 o q0 |9 K V1 \+ ~ w
- equip($game_player.hud_equip[2])
' C7 A% y7 e s) z- k4 g6 N( B# \ - elsif Input.press?(Input::Numkey[4])9 T- i' d9 H( @! W3 |% p# a/ e
- equip($game_player.hud_equip[3])
7 D, S* \: E7 c1 x0 a$ U, S0 q - elsif Input.press?(Input::Numkey[5])$ L8 o6 x* n/ h. b3 s6 B$ H
- equip($game_player.hud_equip[4])
: [6 p9 Z- A x& ^# D# @" v - end0 ^3 a9 ?5 B- P$ `! p1 q; Z7 T
- end" ?0 I a3 N3 S
- end
, k6 j: `6 ?2 |7 L$ \0 s& [4 y' P# c
8 \- v9 d* a: L( N- #===============================================================================5 J0 g+ p4 L' a9 C
- # Scene Map
8 M1 L9 p' H$ [! T9 i3 O - #===============================================================================( C; Q; I6 Q/ b _0 S
- class Scene_Map2 k/ H3 I. r& \8 C
- alias hot_key_hud_init main
$ d% p. o' s; Y0 v0 m - def main. d ]7 J5 D' f- }! O8 c% }2 O
- @hot_key_hud = Hot_Key_HUD.new
8 y* e. Q' h$ z- s5 h - @hot_key_hud.visible = !$game_switches[XAS_HUDDISABLE_HUD_SWITCH], R1 G' E/ \8 d: L) ?
- hot_key_hud_init
t9 a+ G- A- X& |8 h - @hot_key_hud.dispose9 g' m0 A6 a6 F9 `* U# E7 Y
- end, t r2 s' `' e6 }
-
) ^6 W5 y& c$ A u+ y - alias hot_key_hud_update update
; v! H/ ?$ K4 }! i5 F& V - def update+ h( m3 j3 g i$ R3 V! u
- hot_key_hud_update
) A% I3 h9 p* |7 T# ]7 I - @hot_key_hud.update h& P& H7 m, a. x- T0 d9 z u( W
- @hot_key_hud.visible = !$game_switches[XAS_HUDDISABLE_HUD_SWITCH]
- l3 u$ q1 K2 N0 Y& ~9 d( D ?3 X - @hot_key_hud.update if !$game_switches[XAS_HUDDISABLE_HUD_SWITCH]
( r6 }* o! ?: [! s$ O: K1 R - end
8 Q/ q/ c8 q- G- F( d - end
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