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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,8 S8 Z% M1 ^+ a% ^! M( J) }: K0 m
不知道有人能帮忙看一下吗? - #===============================================================================
; ]6 z3 j3 u: N; E: h9 T! h - # XAS - Hot Key HUD( c4 R- n+ }$ m' ~. V
- #===============================================================================6 g' R! N. C' | H: K2 V
- # By Mr_Wiggles
. c: d7 i( j# d - # Version 1.3
+ b6 e0 P6 W# U - # 7/6/10) \, i$ }/ X7 Z; @6 f6 z
- #-------------------------------------------------------------------------------, [: A/ R3 x5 h0 L
- # Instructions:
2 ?/ T, H5 J8 }5 z - # Fill in the constants bellow, paste this script above main and bellow XAS in' e$ p( P# ^- C) f5 O1 v) R
- # your script data base. BE SURE TO SET TO THE RIGHT XAS VERSION!!( Z! k' a4 Q# u9 _' ]( u$ J, F6 f. O
- #
' H' j5 M D* j% m, X0 |! ]! P* ` - # Place the "Hot_Keys_HUD" picture file into your game directory # H# w/ G! D8 _8 F$ ^
- # Graphics/Pictures folder.: m5 l1 N# M% n" B, u2 X& |
- #-------------------------------------------------------------------------------, u: U1 W) Z- J2 O
- # Directions of Use:1 M w1 P! @# l5 p
- # Simple just press a number key (1 - 5) when the quick skill or item menu is7 K `4 v7 m/ c0 H2 K) Y/ x. {
- # Showing.
6 F4 I" g; t- j - #===============================================================================! x0 Y: U) [: O5 W+ e8 R; E- N9 S
- HUD_X = 0 # X pos of HUD
! {! V& c3 v7 R$ d3 F - HUD_Y = 0 # Y pos of HUD0 V) F9 X6 j' I; L$ a
f% I: K9 W2 w+ ]: ?# [- # Set true if XAS 3.7f
) M% o: F3 v6 p; l' R - # set false if XAS 3.64 E6 {$ o0 b5 s2 w( F
- XASVER_37 = true
3 u$ M- v' O5 Y$ P; M
+ n6 g' ]" S0 t @, u5 X( ?% f C( O) S- #===============================================================================- K4 {9 Q0 Y4 H: j- P h
- # Numkeys Module, Q1 S3 Y1 l/ i/ @; a* L- E
- #===============================================================================
5 J3 F5 s; B; M; D, C" U( v( r# Z - module Input
' n& ^ N8 j! F8 d- Q; Q# p/ X - Numkey = {1 => 1049, 2 => 1050, 3 => 1051, 4 => 1052, 5 => 1053}2 w# o' n: q" f7 c5 |/ F" f) o
- class << self! m# ?0 K( C3 N& W8 k- f! p
- Key = Win32API.new('user32','GetAsyncKeyState',['i'],'i')' z9 j' |& P _: q9 x" e0 }
- ( W0 L% B8 T2 e
- def testkey(key)
9 W: m$ c/ r! {- ^. ?% V - Key.call(key) & 0x01 == 1$ F2 t/ s' n+ q( O% s
- end
3 e- `3 ]# g& N ~ -
. G" a" M- `) R- M6 R - alias hud_key_update update
4 W5 V k* A8 k( G# P; @' T p+ [ - def update# C7 i* S+ g+ Z' o) o1 X& I
- hud_key_update
+ \; W" w: O, I9 ^# B) d; u - @pressed = []
. l! j) A5 u+ { - for key in Numkey.values
) E" G( p. w D* d4 \0 B6 G7 B \ - key -= 1000
2 T2 X1 R# t8 |' |# X) M9 `8 Q1 u - @pressed.push(key) if testkey(key)
! }. q2 Z1 k0 N# \* c6 i8 U - end
" t' G/ [' I& x0 W$ m - end
# ?7 z2 F# q8 T! L -
! g- z1 x }4 ^3 v" F! L - def pressed?(key)1 }& R4 a o" u! L% a1 w) e
- key -= 1000
7 x* [5 N- v: H- i - @pressed = [] if @pressed.nil?! Y1 ]# H% Z3 ~/ _- \
- return true if @pressed.include?(key)' \0 Z( Z' b. `
- return false
, m) ~- J: F1 j" T/ U5 O - end
# `- K2 E$ b) B4 g$ p% @ - 0 |+ N: c; H( K% I- m
- alias hud_key_press? press?" x8 E' h3 `6 c+ k9 |
- def press?(key)5 {, N, R. P2 s( J: G
- return pressed?(key) if key.to_f > 1000
6 S/ ? U- q5 |% e2 y- { - hud_key_press?(key)7 j$ r; [" ?: }' t
- end
7 u1 K, [5 U; i1 F) _& Z! h - end
! h( P2 M9 X6 |* s, L4 C' B - end
! V6 c( B( w+ \8 C
+ u3 S- R! ]* a. i( b" T1 g- #===============================================================================' h( R* y" s( G( }! F. x! |
- # Game Player% ~7 p' l$ C- w
- #===============================================================================
+ |; c+ D+ A1 S: m+ L/ I. r$ ^ - class Game_Player < Game_Character
/ O6 n" G# D$ c7 O - attr_accessor :hud_equip
' U4 J# z9 [+ r$ r1 Q9 l7 \ - , [3 ~/ i' v$ N! p+ P
- alias hot_key_hud_init initialize
! \# h$ n9 m) H& U- z: r; E - def initialize# P/ o4 N3 t* Y% `; K, l0 c: [! y
- hot_key_hud_init
3 g& O/ G1 G7 M; d - @hud_equip = []
% V: J- @9 C! ?4 h a% @ - end5 J O3 _5 X6 ^. i
-
/ I! Y( o/ l1 C# l; J9 z - def equip_item_to_hud(n, item)
6 s5 Y" v/ X* A/ R: \$ X - if item.nil?
# n( M- g1 B& i4 X' m D - $game_system.se_play($data_system.buzzer_se)# Q/ w8 b0 Y( S: o- |1 q$ e/ W9 U
- return
0 \$ f* @1 c9 B1 t' {6 J - end
; D4 \5 A' Z% m& W/ x9 \ - $game_system.se_play($data_system.decision_se)
% F& `) _; [2 g& T - @hud_equip[@hud_equip.index(item)] = nil if @hud_equip.include?(item)
; g( u5 s/ r& s! O7 ~ - @hud_equip[n] = item6 m1 h! A4 ^! Q/ }
- end
$ A$ d& m3 k( I0 {( u* Q - end
( K7 I/ R$ M( b4 k. w
9 N, z/ T! p. S/ ^! u2 v; Y- #===============================================================================
$ J6 g& n/ k' F. g% T* S% Y. @# R - # Quick Skill Window8 f1 `* \& n- P% _" d* N
- #===============================================================================8 [* i. v, ?0 o7 t
- if XASVER_37 == false5 X8 |7 \9 Y( I; O: E
- class Xas_Scene_Skill
! @; t$ ~! A4 x5 ]: { - alias hud_quick_menu_main main
) n+ } J( E. O/ J% r9 t8 V - def main
- Z' z) l5 d/ G' B3 o - @hot_key_hud = Hot_Key_HUD.new
- r7 E9 ?5 C7 v - hud_quick_menu_main
) x- V2 l! A. M/ E - @hot_key_hud.dispose" s* n/ ?2 T! k; H+ r; N
- end
$ \ P- I$ k2 o- k6 Q - * o7 ^2 D7 Z! n& n9 {8 r
- alias hotkey_hud_qucik_menu_update update# O6 c, x/ ^1 z" c* @. w
- def update
3 h1 v- V# U9 s" C - hotkey_hud_qucik_menu_update' z: v9 e) z& F! B6 F2 O0 s* o
- # Hot Key num 1& f/ G; D+ {$ m) K
- if Input.press?(Input::Numkey[1])" J# ^, F- C% ^7 I9 k
- $game_player.equip_item_to_hud(0, @skill_window.skill)
$ G$ h& l1 I- r& } - # Hot Key num 2
) _3 r- \- x; z v0 C& Y& \' L. X - elsif Input.press?(Input::Numkey[2])/ m4 {$ J0 H: _" \
- $game_player.equip_item_to_hud(1, @skill_window.skill)
: ~0 m& T ^3 [0 O, a8 y1 B6 S: k0 K - # Hot Key num 3
7 L, X, P- P2 r5 ^ - elsif Input.press?(Input::Numkey[3])" z/ q0 a# }4 M' w( _
- $game_player.equip_item_to_hud(2, @skill_window.skill)
0 G6 ^9 F1 I7 @* Y4 m - # Hot Key num 41 f+ k# D0 K8 ^
- elsif Input.press?(Input::Numkey[4])
0 o+ S, V; s( q$ n2 h! K6 ?! G - $game_player.equip_item_to_hud(3, @skill_window.skill)3 V" x/ d& }+ Z$ S0 X! X
- # Hot Key num 5
7 e9 E" P+ K- b' I8 a6 l - elsif Input.press?(Input::Numkey[5])- Z0 E! ?6 Z4 d% x" s& F D2 A
- $game_player.equip_item_to_hud(4, @skill_window.skill)
! ~; ^/ g: O! G6 X# R - end" F+ D3 h% J$ m% W( K4 s( o3 k
- @hot_key_hud.update
- E( m6 g) @5 I8 ]2 F - end
0 W( U' g' a! Q0 H. s# Z# I5 Z - end; p) K; K. W& n
- else
: C& J E0 u! T, o) ]0 V/ U" j - class Quick_Menu_Skill
$ @, l1 B g8 `; L9 r/ }6 n - alias hud_quick_menu_main main+ x) O9 N, B$ ^ ?( [
- def main
4 k* y# A# I8 b! C% r5 D; T - @hot_key_hud = Hot_Key_HUD.new
. o0 q( `& p' b" c1 Z - hud_quick_menu_main7 Z8 ] I6 N# K: P i, m- N. \4 A
- @hot_key_hud.dispose
8 ?! d2 \! o& n" v9 U) H- |$ v - end1 \4 [/ v) V. n
- : M! L' W# l! |: G( k( Y
- alias hotkey_hud_qucik_menu_update update d* o7 ^) A" e0 p# ]3 |& e* y' f: c
- def update- L5 p, E& Z1 ~' Q3 e
- hotkey_hud_qucik_menu_update
, D$ S* T$ T# h. G6 g% v) m& k - # Hot Key num 1
( T9 P! l: S# V; T0 Z* ~4 C0 i& A! l - if Input.press?(Input::Numkey[1])
& ]5 q8 e1 o6 N+ {/ w$ Z - $game_player.equip_item_to_hud(0, @skill_window.skill)4 q# h/ M1 X1 r+ x( X t! B4 |
- # Hot Key num 2
$ f2 F1 L+ F/ e. h - elsif Input.press?(Input::Numkey[2])9 L5 m9 a8 Z7 }' U4 `
- $game_player.equip_item_to_hud(1, @skill_window.skill)% C0 v7 U- I) {5 ^4 A/ K; @
- # Hot Key num 3
" h% @0 H4 X% C3 w$ o6 w - elsif Input.press?(Input::Numkey[3])
6 ?" y" s0 C5 @* ~- ~ - $game_player.equip_item_to_hud(2, @skill_window.skill)' q+ L$ `3 b3 y/ b
- # Hot Key num 4
: t7 f; c! K+ g M; y) g' p - elsif Input.press?(Input::Numkey[4])
; z% N. B$ b4 A4 U. Q - $game_player.equip_item_to_hud(3, @skill_window.skill)+ n' O8 m8 o9 P/ Y$ A! Y9 h
- # Hot Key num 5
9 ?2 N% g& ^+ B+ J) |& [5 M - elsif Input.press?(Input::Numkey[5])+ O& U" G. Q3 q9 A
- $game_player.equip_item_to_hud(4, @skill_window.skill)
M* V& n4 L2 U0 t1 M" ? - end
. j6 T% q9 H& U$ U u# Y b - @hot_key_hud.update
9 A! s; B' p: K7 ^+ p1 Z - end
4 P- P/ G7 V, \# U( J' D - end4 l5 Y1 s$ J. j5 J7 v9 l" d
- end
# g* P4 O- b% D0 e! U; [ - & S) N: {: y1 q; R$ W
- #===============================================================================5 \: l3 _4 h- j% N& L! \) q4 ?1 ^
- # Quick Item Window
& E8 |, Q0 A v- X# B - #===============================================================================. Z8 \5 X7 \6 y. K$ T; U8 a* E" _4 M
- if XASVER_37 == false
8 q7 d5 B4 a. b: Y - class Xas_Scene_Item' n3 M8 i( B" @9 w. v6 s
- alias hud_quick_menu_main main* J( }8 U, L! A; }1 k; p
- def main
. G: x0 s; A* e9 L" x3 f - @hot_key_hud = Hot_Key_HUD.new
. h2 t. F/ h1 v2 \" g - hud_quick_menu_main
# q, O. W) l: i! c+ ~ - @hot_key_hud.dispose
% |! ?7 A$ |) E3 T - end
7 w8 F3 m4 i8 f - 7 D4 {# \ v( `- V3 Q
- alias hud_key_update update* S: ^3 E/ l9 {' w* r
- def update
2 i* p7 _7 x; h - hud_key_update
$ h0 A9 P6 K" K4 \' l6 {$ `" Z - # Hot Key num 1: p8 P# o* t1 `# T$ m( T
- if Input.press?(Input::Numkey[1])
7 \8 E- P! v D2 g3 {+ z+ W: H - $game_player.equip_item_to_hud(0, @item_window.item)
( K- T$ j! m* j; f b/ Y - # Hot Key num 2: F% S) f' N$ E3 b3 K
- elsif Input.press?(Input::Numkey[2])) `" M; g6 o6 Q6 n$ V
- $game_player.equip_item_to_hud(1, @item_window.item)
S' e ?8 ~( C1 M" x - # Hot Key num 3
3 {* H" q2 `6 k/ t; y - elsif Input.press?(Input::Numkey[3])
q/ M5 L! f( D - $game_player.equip_item_to_hud(2, @item_window.item)2 ~" X! f0 B% s' {
- # Hot Key num 41 m( f8 ]! k& f* N; E+ Z/ t
- elsif Input.press?(Input::Numkey[4]). m; E* _8 U0 u! B1 i; A
- $game_player.equip_item_to_hud(3, @item_window.item)* v Q+ G3 x! e8 b; g$ c$ C
- # Hot Key num 5' W+ y" W7 D4 A
- elsif Input.press?(Input::Numkey[5])! \9 D2 s9 p. t: k9 k' j
- $game_player.equip_item_to_hud(4, @item_window.item)$ `! y! q9 K$ l/ h
- end3 p: D+ l' G; y; C. ~: S7 j
- @hot_key_hud.update8 C' x/ r( u3 C+ a' o, F$ j* O
- end5 T7 p# ?. U$ w1 w) N7 O
- end' L; ]% ?6 l, J* K( J( s+ s
- else
* C# `2 O8 y, b; ]$ Z6 p& X - class Quick_Menu_Item
0 u5 `* m$ b; n P5 g# W; X - alias hud_quick_menu_main main3 G. m V9 f* J; _) D
- def main
4 p$ i6 } S& k2 X, J - @hot_key_hud = Hot_Key_HUD.new# ]# ?$ X6 X$ W$ W
- hud_quick_menu_main# E2 q$ w; ^3 a; g' ]
- @hot_key_hud.dispose
3 N& o+ o w" X5 X - end3 N# ~6 S' Y! Z% I* h& `
- % o2 ]5 u+ O7 i& S. E4 R4 f
- alias hud_key_update update) h+ ^2 t7 _: R; D5 [6 c" r
- def update8 e- y; `% A( `
- hud_key_update
6 }* ~7 R2 o1 s D- |* ] - # Hot Key num 1* {2 S; P4 U% K. i0 _5 r" n4 }
- if Input.press?(Input::Numkey[1])
# D% K( t8 o: {% x0 M6 z, \4 x% h - $game_player.equip_item_to_hud(0, @item_window.item)
) h, F* I- |( C+ N/ w - # Hot Key num 22 f8 _! Y8 H/ D$ x
- elsif Input.press?(Input::Numkey[2])
; D4 R1 v( | z9 p. E" U* e. d - $game_player.equip_item_to_hud(1, @item_window.item)* b$ f1 V; F7 y4 x
- # Hot Key num 3
1 k4 k; Q& m% s4 z; n - elsif Input.press?(Input::Numkey[3])
5 r+ A& }- I* [" n# s5 l4 a4 } - $game_player.equip_item_to_hud(2, @item_window.item)
: T( n; n5 ~" f$ J6 E - # Hot Key num 4* |$ A ?% Y2 v i# P$ n( g
- elsif Input.press?(Input::Numkey[4])
) ?/ u) u" z' P# \5 ?. N - $game_player.equip_item_to_hud(3, @item_window.item)
2 m. N, ]; K+ R$ u8 R3 ?5 |& K& @ - # Hot Key num 5
) Y9 n# i4 E R1 a8 n - elsif Input.press?(Input::Numkey[5])
3 ^; a) \( u/ ~# @6 C* d - $game_player.equip_item_to_hud(4, @item_window.item)% C& V( E4 u7 y5 I7 ?
- end
( q2 d8 H6 V$ e8 [( ]. j4 w; o& o - @hot_key_hud.update+ \. J- W& `1 Q4 o, |
- end
: g7 ?% j. C. i D- _ - end8 M3 N. g; N) a$ s
- end
3 ?% @" b6 ~$ l
$ {5 Z# r* s s. {1 r- #===============================================================================
0 w4 I4 s! J8 Q5 H! d - # HUD Window% Z2 x# G/ _/ k# }6 V
- #===============================================================================
6 ~# b" ^# g8 f2 v- b - class Hot_Key_HUD < Window_Base* S* |, o' @4 R& J' M X
- def initialize(x = HUD_X - 10, y = HUD_Y - 15)6 F* g1 |9 ^/ L+ y2 `% @7 X
- super(x, y, 220, 80)1 T1 @/ r- U5 ~. L% Z a
- self.contents = Bitmap.new(width - 32, height - 32)
+ N7 r9 A" k3 y0 |. `5 \5 _# t - self.opacity = 0
7 J& n- _ z. h3 u& V2 [- o - @actor = $game_party.actors[0]/ N7 ^% Y9 z" Y E
- refresh
8 `/ ]9 b2 g, G" w& B, T* B - end
% r8 ^5 V5 u6 Q; Z8 s/ d4 y: Q - " H8 A* n. |! ?( Z8 B4 Q2 {
- def refresh
t. ?. h% y" T1 y - self.contents.clear& f5 Y6 R5 E6 T0 \) w2 y# n
- bitmap = RPG::Cache.picture("Hot_Keys_HUD")+ v0 E1 |* |. b8 M& k5 z6 l
- self.contents.blt(0, 0, bitmap, Rect.new(0, 0, 160, 32))9 j- i; s, W) X; Y2 K. h1 e- t
- for i in 0..4 _- }/ w V: `+ ], [. @
- x = 32 * i + 4# W7 K# O, @2 _% d; A3 J7 S. M
- item = $game_player.hud_equip[i]
( y* f" @( x$ t3 ]1 W4 _7 C - next if item.nil?7 U( I2 H( x l+ x0 Q H' q& F4 J
- if item.is_a?(RPG::Weapon)# i0 H/ R- t% L' ~
- item = nil if $game_party.weapon_number(item.id) == 0 and
9 {& E- i# g0 `7 D$ E: U0 m - @actor.weapon_id != item.id
0 K) E1 o4 ^, r( N- ]! b1 O - elsif item.is_a?(RPG::Armor)
5 j+ |" ^& q5 A( [6 a - item = nil if $game_party.armor_number(item.id) == 0 and $ E* J! C& J) N/ _, R
- @actor.armor1_id != item.id
; l5 B+ H$ ]0 K: |3 q - elsif item.is_a?(RPG::Item)9 e( T3 i2 N6 g* R# X$ Y0 a" V2 ]: D
- item = nil if $game_party.item_number(item.id) == 0 or
7 Q: x h+ b+ N6 U# _7 V6 ?' } - !$game_party.item_can_use?(item.id)1 B0 n# T" O/ A7 C) }$ l- [
- end
- Z' c7 n+ \" {4 B2 y. s - bitmap = RPG::Cache.icon(item.icon_name)/ I. i; c2 w5 A! d
- self.contents.blt(x, 4, bitmap, Rect.new(0, 0, 24, 24))7 t8 B8 O& v9 F$ d/ e$ ?8 ]2 ]
- end
2 |4 C( q/ V: O4 k; u3 ?* B" I - end: o H$ W1 M- j
- & f. D) I3 Q0 g3 i3 g
- def equip(item)
$ B8 _2 L) ^" t4 w6 G+ ?1 N5 v - if item.nil? \% H S; X: O6 v+ B/ M
- $game_system.se_play($data_system.buzzer_se)
) a& |4 r4 h. X. D6 J0 a; f - return7 n( ]3 q: S& f: [
- end
6 x4 k, s2 ^8 Y" t - if item.is_a?(RPG::Skill)
6 V* W% \) v% k - if [email protected]_can_use?(item.id)
: C1 c5 d. }. P7 D: [2 ~# B - $game_system.se_play($data_system.buzzer_se)/ F9 @# ~# ` O+ [8 D! ?# {) ?
- return
2 f9 N- k' g2 l6 v7 D - end, _2 ^" U* U y' I
- $game_system.xas_skill_id = item.id( A) C* W0 d, r2 G) F- }, ~/ k
- elsif item.is_a?(RPG::Weapon)
$ V0 }: T! s7 M, k; q; y7 _3 | - @actor.equip(0, item.id)
) B E4 K# ~" }* e( \4 y1 u - elsif item.is_a?(RPG::Armor)
( u8 d3 O7 I( v$ Q: |( O) q - @actor.equip(1, item.id)
' h3 ^- J2 Q% |1 R - elsif item.is_a?(RPG::Item)8 K8 t) S" x$ s
- item_tool_id = XAS::XASITEM_ID[item.id], B5 E. c% S! e
- if item_tool_id != nil
7 J5 P, k% n, |1 `4 W5 P8 Y+ ^ - unless $game_party.item_can_use?(item.id)9 X7 r6 T9 G8 H/ d1 U O& @$ W5 _
- $game_system.se_play($data_system.buzzer_se): j* S- W: v$ C A/ H$ ^& S
- return
5 a8 X' a6 |7 y6 Y+ _) z - end
, M; O" i3 j) V- P- U2 T7 x7 i( v! u - $game_system.xas_item_id = item.id% C% S2 V8 m( b7 ?- @' W4 h% V
- end( v- K4 w3 g& F) `7 {6 {
- end, `2 u% ]9 L4 X, e8 Y
- $game_system.se_play($data_system.equip_se); ?5 p( h, k* n" ]- b
- end
* _! c5 K# _( Q6 x - ; C: G+ w6 n X' h( ^, x" x
- def update
# t% Q& B, [3 U0 K$ h E - @actor = $game_party.actors[0]8 J# z2 ^1 G) o: w
- @hot_keys = $game_player.hud_equip- }/ X# z( J6 }% ]5 J0 J* [
- refresh
7 { X- |! K% S$ n9 P - return if !$scene.is_a?(Scene_Map)
, f. r4 b8 `1 A0 n U6 I. U - if Input.press?(Input::Numkey[1])
# A) K3 B% B1 Z. ~( J$ ` i1 d/ S - equip($game_player.hud_equip[0])
; n- \) i( ^3 z8 {. `: `6 f - elsif Input.press?(Input::Numkey[2])9 m, T5 M+ L% V, P( r- b
- equip($game_player.hud_equip[1])) A. U7 G( T9 T# [
- elsif Input.press?(Input::Numkey[3]). A' C0 y8 o3 |6 N4 ?5 v2 N
- equip($game_player.hud_equip[2]) 4 d. r8 f3 c* C5 r7 K' A! U
- elsif Input.press?(Input::Numkey[4])
$ Y8 B4 w) o; p: e - equip($game_player.hud_equip[3]) / f* k0 I7 q$ k6 W5 D2 g
- elsif Input.press?(Input::Numkey[5])0 j. e9 Y" e% p" F) j9 I
- equip($game_player.hud_equip[4])6 j- x2 N0 ~" u* r% [9 t W2 z
- end0 X3 k$ H2 l/ l2 u0 d _7 {3 a
- end& ^% |$ D# \6 p7 y' }7 g
- end: u" W. @5 S' p% W/ y
. N7 y. J; e9 Q" d4 C2 n- #===============================================================================. B$ a5 n$ ~# ^" n; a4 d% C& ^1 h
- # Scene Map8 P6 H& N( `0 E5 U9 r
- #===============================================================================
5 I) d& |$ Z( V7 N% X - class Scene_Map
' ~- I& w, X' L$ _$ s; @, E - alias hot_key_hud_init main% |* I, \# o8 M! r( J
- def main
9 m7 H) m2 B$ A7 }0 A' y$ X/ ^ - @hot_key_hud = Hot_Key_HUD.new5 z9 q- K3 y5 R0 X1 T! z" a9 Q
- @hot_key_hud.visible = !$game_switches[XAS_HUDDISABLE_HUD_SWITCH]; e0 \4 {# D- \( p' G* M' p, [
- hot_key_hud_init
. B% P0 F9 g+ |+ A9 P. c - @hot_key_hud.dispose
: C) e" Z. F+ `" t - end
) C. Y4 k& g, D - . `6 W% Z( p7 @
- alias hot_key_hud_update update7 y* p8 I( L6 l
- def update
2 U- q. y9 E8 O# O2 Y; I+ S - hot_key_hud_update- g2 F" f1 ^, }/ w; { x: Z
- @hot_key_hud.update9 E& `7 i5 j% D! }6 w7 r1 [6 G
- @hot_key_hud.visible = !$game_switches[XAS_HUDDISABLE_HUD_SWITCH]0 d9 z* `+ M0 y
- @hot_key_hud.update if !$game_switches[XAS_HUDDISABLE_HUD_SWITCH]
% K! V0 L4 b9 i/ t e6 J - end
# @1 u; y: c* \+ K - end
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