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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," [. j& ` I* T4 k1 L: f2 m
不知道有人能帮忙看一下吗? - #=============================================================================== j" G+ t3 D/ Y4 N+ E' g
- # XAS - Hot Key HUD
- I/ h& r8 j6 y8 `5 n1 b- ~9 c5 X - #===============================================================================9 p5 c a6 l. L& {% C; E$ X
- # By Mr_Wiggles& e5 g% }4 }. B) b
- # Version 1.3
. x8 Z7 o3 f' x6 O6 u* c; E - # 7/6/108 M" u* i; o/ |+ |0 h# l% U
- #-------------------------------------------------------------------------------' X% m+ Z3 x" j
- # Instructions:
) X: \( _& J5 E' W% A8 r/ x6 t - # Fill in the constants bellow, paste this script above main and bellow XAS in, b" L4 O6 W, M1 Z, u8 q- \
- # your script data base. BE SURE TO SET TO THE RIGHT XAS VERSION!!
, B3 c9 E+ F7 R7 j9 M - # . {" A& v) r7 P3 G2 y2 Z4 u
- # Place the "Hot_Keys_HUD" picture file into your game directory " I6 a6 T1 A. o: |3 | V' |
- # Graphics/Pictures folder.7 l# G0 K! d# a2 p1 o
- #-------------------------------------------------------------------------------1 L; z' V; F( q( L; Y
- # Directions of Use:' Z7 M y2 Y3 {5 }* t+ M4 |1 G
- # Simple just press a number key (1 - 5) when the quick skill or item menu is- u" {9 L# H' ?0 y6 N+ ?! ], J3 B; ~
- # Showing.
" D5 }3 \; T9 @. u9 M c - #===============================================================================& U9 k0 I a. F, _# _) O
- HUD_X = 0 # X pos of HUD
0 {+ p; C$ i% w- C - HUD_Y = 0 # Y pos of HUD$ U5 k h% a; y7 ~& A: J+ ^
- 3 d; K9 G! ~; U) e8 ~+ J' r% D C
- # Set true if XAS 3.7f, l4 Z) ^% `8 L: U) e1 M+ f
- # set false if XAS 3.6. }) G0 \) j9 P1 ~6 X1 X& Y
- XASVER_37 = true: Z6 ~2 `2 ?& [4 R {6 [( u3 d
: x: G; E& g- D- w- #===============================================================================1 J6 W- C; w% ~! |& R
- # Numkeys Module
5 e" R! v& M. ]- K0 }9 p4 F - #===============================================================================2 C% m6 \1 n+ @) W! T
- module Input
& B6 c& B6 z" S$ Y7 Q - Numkey = {1 => 1049, 2 => 1050, 3 => 1051, 4 => 1052, 5 => 1053}7 H# U9 l+ j' _- B
- class << self
a' x5 c' G' K2 E; Z8 v - Key = Win32API.new('user32','GetAsyncKeyState',['i'],'i')
! F: b4 J5 M9 ?" E: `5 N - / j( z% `- m3 @+ B& C
- def testkey(key)
2 u, |0 f0 k2 n - Key.call(key) & 0x01 == 17 a0 R' R* O9 h% P* g A) D
- end
% [, q S3 m0 p4 c/ { - 2 ^# j7 w( d* Q2 g; r8 [$ k- v
- alias hud_key_update update* `6 y. ^3 L/ O- ~6 w2 Y! H' ?
- def update
/ l T) }, P2 {. h - hud_key_update
0 I" R6 U) m( o - @pressed = []5 o I1 Y: w% }2 {& V
- for key in Numkey.values
& ^) z. p7 _, X* C& d- ~7 y) @ - key -= 1000
, C. |) g" e: e; S( k/ ? - @pressed.push(key) if testkey(key)8 E7 S0 V2 C; V6 A" \$ e
- end
3 V) I" f9 o) @: f) G - end
4 m" U K' y( v - + E: U% X3 [$ R; c5 M9 h& s
- def pressed?(key)* n% [" C3 b& x: ?+ |/ P0 ~+ |
- key -= 1000& m1 |2 ^" w) u
- @pressed = [] if @pressed.nil?
0 ]+ l i A; P- A - return true if @pressed.include?(key)
5 {8 M$ T" E2 s) r7 M7 L3 F - return false7 A3 m: Y* f8 u8 V
- end4 O& F0 p5 X! j9 U+ a3 q& P
- ! d% @( i, k* U' {8 e, r. L
- alias hud_key_press? press?
4 `4 T; a3 h) j8 d6 G8 p - def press?(key)
1 j1 a3 c, b2 [5 h0 \ - return pressed?(key) if key.to_f > 1000
6 f; A. J9 J4 N/ T* R - hud_key_press?(key)- k3 J, S9 y& n2 e R
- end
5 L) Q* {2 O9 R% b5 E# C - end
2 ?" q) R7 j" b9 S; C& b. [% J - end
- y! h* p' B- V# n0 T
7 Q+ ~" T5 V5 I, v+ y: W- #===============================================================================8 w" O. g6 p3 @0 j, `0 M
- # Game Player
1 _7 t6 H1 L* @1 W* b9 T) [ - #===============================================================================* c5 l& X0 h6 w3 Y0 L# J1 K
- class Game_Player < Game_Character
9 U) T. v* t5 j. E) `3 W& M - attr_accessor :hud_equip2 L# Y! w+ ?) Q" d
-
6 {) f+ G" z' k9 s5 |. Q* K - alias hot_key_hud_init initialize
6 V' M" F3 k' R: ?& t - def initialize
! s5 L( V! \9 |2 ~; v+ P w - hot_key_hud_init
' H j7 o& E$ f; L - @hud_equip = []0 t( [+ h. @! Y( ~: e
- end
3 E- \1 b' G3 k4 l) y0 q - 6 \. g+ {6 |' y* F5 ]; l; j6 _
- def equip_item_to_hud(n, item), `1 r7 j- x9 Z7 ?
- if item.nil?
3 f0 D% p2 m. F; i& p - $game_system.se_play($data_system.buzzer_se)
$ d: G: [ G" o- a% T - return
' n7 t6 J0 k! Q2 `1 o4 {7 E - end0 ]3 m( d J8 ?
- $game_system.se_play($data_system.decision_se); _* d, {) ]+ L% }+ H# o* O9 Y
- @hud_equip[@hud_equip.index(item)] = nil if @hud_equip.include?(item)$ q+ z, g, _2 @8 B4 U' @ M9 K
- @hud_equip[n] = item
7 b/ v$ c: X2 } R+ | - end8 B$ V0 j# g2 e
- end* f- h/ |4 e( Q# G& f
% Z" ^; v2 [" e# k& \/ `- T `# C- #===============================================================================& ?! x- a* t3 M' J, C# {5 Y
- # Quick Skill Window
* r0 B) Q- \$ w: A, P - #===============================================================================
+ b/ Z$ a/ ?' s$ }5 n+ u4 u" U- G" L - if XASVER_37 == false
* s' c% f2 N5 b9 C: s) A - class Xas_Scene_Skill
c, u0 X2 c B! H - alias hud_quick_menu_main main7 r8 }6 Z) |7 c, S
- def main
4 d s7 g, c6 |7 ~+ s - @hot_key_hud = Hot_Key_HUD.new
+ E% B& k0 x- D6 R& T$ i - hud_quick_menu_main" F- g* F9 u, B! ~& \4 c$ d
- @hot_key_hud.dispose# q% L4 l7 X5 r0 g$ Q1 y3 Z1 _
- end
& g3 T2 V# S ]+ S/ m7 ~" k, s5 | -
6 z3 ^4 m1 a. { - alias hotkey_hud_qucik_menu_update update+ |- c3 m$ D0 ^5 J0 |8 E: T8 i) z
- def update
1 r+ p9 {6 w, _ X9 N' _; b2 } - hotkey_hud_qucik_menu_update; _! T. r% l# b- v7 @& b* `
- # Hot Key num 1
" f! X3 Z1 B; s# j: v7 J - if Input.press?(Input::Numkey[1]): p8 F; E) v) ^# ~
- $game_player.equip_item_to_hud(0, @skill_window.skill)7 D9 y$ {, b( Q% |/ p1 G
- # Hot Key num 2
1 v# g& Q+ c/ i; P - elsif Input.press?(Input::Numkey[2])7 j4 \+ c9 J! p! e2 h# }# M
- $game_player.equip_item_to_hud(1, @skill_window.skill)
% X; R% r1 a* _# x# { - # Hot Key num 3
% q( S, J& s$ [" p# q0 N J) K. T9 x - elsif Input.press?(Input::Numkey[3])6 k; S" Z' ~4 ^( U
- $game_player.equip_item_to_hud(2, @skill_window.skill)
/ ~9 E. \' M! t2 b" R3 q5 D - # Hot Key num 47 k( a, Z: S% [
- elsif Input.press?(Input::Numkey[4])
4 y6 d4 W% |% Z; ^# `9 l& P - $game_player.equip_item_to_hud(3, @skill_window.skill)
# x+ x) H2 S2 r/ s - # Hot Key num 5
" V9 W; b; f# b7 u- j2 L) a - elsif Input.press?(Input::Numkey[5])
9 E$ ?1 h9 C/ @/ o - $game_player.equip_item_to_hud(4, @skill_window.skill)0 X* ^2 B/ y2 h: u7 @% a
- end7 B5 W% A. z5 B4 ~( Z$ r- }; a
- @hot_key_hud.update" Z+ o- t8 \$ O" A( x
- end: R: V& ]* B# v; P" W Y
- end8 b: a* E7 p9 t! F: M. F4 i. p
- else9 A0 U4 q+ N* d b% r& B# M
- class Quick_Menu_Skill$ m$ Q8 ]3 h0 Y3 X' r4 C
- alias hud_quick_menu_main main' k# z x% k& ]9 |' c* T
- def main1 X+ m/ h' b: F: X. \0 Y/ N$ j/ s, ~
- @hot_key_hud = Hot_Key_HUD.new( _" c0 w% a% @$ d9 Y* n- Y
- hud_quick_menu_main
0 C* Y1 x5 h& m - @hot_key_hud.dispose
# W T5 c. f u/ u. ~ - end
6 q. u# L% ~, k& U9 J$ S3 Z - 2 A3 U, W& J; J$ P# s0 }+ b
- alias hotkey_hud_qucik_menu_update update6 _5 e1 ~8 o0 ~6 N1 r
- def update& x' C0 ]% l& c8 j2 L5 h8 X0 ^9 D
- hotkey_hud_qucik_menu_update- F5 x+ U2 S! V& i/ U
- # Hot Key num 1' P8 H) V6 g' C7 w: q
- if Input.press?(Input::Numkey[1])# S1 L2 F1 ^* Q' R1 u5 o
- $game_player.equip_item_to_hud(0, @skill_window.skill)' R5 H5 H4 y2 K; P/ d$ j
- # Hot Key num 2
8 H6 _; B; y7 d3 \4 j' M/ I - elsif Input.press?(Input::Numkey[2]). y3 A# _$ D2 i K
- $game_player.equip_item_to_hud(1, @skill_window.skill)& |' R3 }: Q9 W6 R; I
- # Hot Key num 3
1 s5 [, b! W5 ]4 i4 g - elsif Input.press?(Input::Numkey[3])
7 Y- Z/ e' |7 C/ \& ~ - $game_player.equip_item_to_hud(2, @skill_window.skill)
' r: f; y" t& m7 z+ w! w) e - # Hot Key num 4
1 \ r' A" O. N1 w) k2 N" f - elsif Input.press?(Input::Numkey[4])
: @( o, n: D, e4 m0 P - $game_player.equip_item_to_hud(3, @skill_window.skill)
. X4 M( C: v6 ?, T; B - # Hot Key num 5
: m+ T. Q$ U1 Q5 S+ X$ I. }1 } - elsif Input.press?(Input::Numkey[5])
3 {/ d, P( B! n6 l) U1 W - $game_player.equip_item_to_hud(4, @skill_window.skill)# k% p/ B& \2 q/ d
- end
% @+ N2 ]8 _+ ?: S, l* I - @hot_key_hud.update
7 w' W- S# r+ S2 G5 C* s0 D - end) @% `" S) x9 u! o# F) ^
- end
; g; \7 b% a- a) k5 ` - end4 y, o3 u$ g5 i1 e1 e
- , |- E8 G6 B7 B1 y* V
- #===============================================================================
8 Y9 Q& k: D d8 R - # Quick Item Window
8 E, G1 m, c( S' j; H7 L - #===============================================================================
6 M. D' z& O/ D F- |5 d8 ^1 f - if XASVER_37 == false, m* Q0 W q# |7 q1 S) Z0 P
- class Xas_Scene_Item. Q- |1 q: d5 V% D# E& {
- alias hud_quick_menu_main main
# Y# n7 ?9 a. |* q* j/ k/ { - def main4 a1 n* e7 X5 Y
- @hot_key_hud = Hot_Key_HUD.new& S# L; m+ B) v+ M# {/ h( b8 `. C( q
- hud_quick_menu_main
& e8 t: n. R+ x" K - @hot_key_hud.dispose1 f# {, X7 J. z3 L2 j7 [" G, v3 H
- end
- k# y) I2 F, \9 O7 X. U -
6 T0 f, f/ T3 d! J5 x - alias hud_key_update update9 N* M1 e$ I. g' P. d
- def update
: o& _) K4 g- @7 ^ - hud_key_update9 r' d: Z0 U, Q8 ~
- # Hot Key num 19 ]% g, e g7 s& b4 _
- if Input.press?(Input::Numkey[1])
7 o2 Z* E* \, E) m# l' @! _ O - $game_player.equip_item_to_hud(0, @item_window.item)
! Q8 v. y, ~$ J L) C& T$ Y/ H - # Hot Key num 2
$ W; T, a C% N1 d, a: ^ - elsif Input.press?(Input::Numkey[2])4 D/ h& f- I9 a! z7 G& f+ y
- $game_player.equip_item_to_hud(1, @item_window.item)9 P' T5 @8 ^" s; w9 W0 ?5 P
- # Hot Key num 3( c# H( U/ m% @+ Z: b: ^
- elsif Input.press?(Input::Numkey[3]), V2 E4 _7 ~) g5 ~' N
- $game_player.equip_item_to_hud(2, @item_window.item)) I& a0 x% f5 ]
- # Hot Key num 4
7 V- y# D: ?* h) v& C% |2 N0 S2 u - elsif Input.press?(Input::Numkey[4])
" ?* ]8 M/ y) y) a - $game_player.equip_item_to_hud(3, @item_window.item)
$ Q5 | V$ A% Z) W - # Hot Key num 5
# { L& |8 C6 W: A8 U3 a- ?0 N - elsif Input.press?(Input::Numkey[5])8 V J) `' P& S8 O$ l5 L+ z
- $game_player.equip_item_to_hud(4, @item_window.item) S9 i% u% w, I! b, F
- end
0 [6 N5 O0 @" s - @hot_key_hud.update
4 y4 f1 m5 y9 i8 g- c$ T - end
' Z; C8 |' G% t- D" [. G) ^$ S - end# o8 k& b4 M3 J9 f
- else
4 y& p! u" u, F+ f+ [ - class Quick_Menu_Item
0 f, @0 n! r* Q; m* R: K1 F2 i - alias hud_quick_menu_main main4 X' G& { T6 w9 ]* {( R8 _
- def main
# l# T; p6 `; U+ \) N' ] - @hot_key_hud = Hot_Key_HUD.new
( U1 T6 f* C$ E, N& T - hud_quick_menu_main
* T! z7 y! y% S4 w: g* ^" j - @hot_key_hud.dispose
. Z3 h# D7 w4 N( Y - end
$ ?& Y9 n" \& b0 P, I+ q - - N, N$ Z5 F0 k6 T: y- _7 N
- alias hud_key_update update- v7 T# x1 Q/ T+ W' U+ \$ h3 L
- def update
( h, i" d( |0 Y4 b - hud_key_update
2 V3 |' ]% K- E2 H9 F - # Hot Key num 1" I7 z) a R7 ]# k
- if Input.press?(Input::Numkey[1])4 d, Q I" V& e
- $game_player.equip_item_to_hud(0, @item_window.item)
6 h& r% x5 _0 Y* d) { - # Hot Key num 2/ s7 _/ S$ [) n) ]/ ^! u0 y; H
- elsif Input.press?(Input::Numkey[2])
0 |! k/ X4 {/ A! D1 ` - $game_player.equip_item_to_hud(1, @item_window.item)# O1 [7 ?: w% ~: O& f
- # Hot Key num 3
( v. t3 v4 J' B; O2 x3 | - elsif Input.press?(Input::Numkey[3])
* h- y5 T* e6 a - $game_player.equip_item_to_hud(2, @item_window.item)
9 O; U! w6 |) M/ M( I- r$ G - # Hot Key num 4
8 D8 ~; S$ j* J4 g- D$ `; q - elsif Input.press?(Input::Numkey[4])
2 L6 g4 o8 U+ x0 w* N7 A - $game_player.equip_item_to_hud(3, @item_window.item)
. Q9 H6 K& r5 e& z$ ? - # Hot Key num 57 S, |0 U/ G% o" v( j* S+ B, b
- elsif Input.press?(Input::Numkey[5])
. I" {# l8 W, l" h7 \ - $game_player.equip_item_to_hud(4, @item_window.item)* N2 {$ Y4 ^/ x4 Q% b9 ~! \% E# C6 d
- end+ ?& h4 V4 A, K' Z% D- _
- @hot_key_hud.update
) G+ v3 F& `$ U( Z+ E# W" Q2 M- h - end
" n, D7 V& Z, s8 |0 x1 ~& S - end
% h6 d: ~2 P# e$ i) ^ - end3 n- x6 u# ^( H8 W/ s ^9 @
1 z7 {9 T- Y8 t) B( p' I% i- #===============================================================================
6 p* @9 d! a2 E& b - # HUD Window% p8 ]0 [% k5 B( v* S, _
- #===============================================================================
# D! d7 [8 p" I! w - class Hot_Key_HUD < Window_Base
7 c# F0 I/ q8 W# t! o - def initialize(x = HUD_X - 10, y = HUD_Y - 15)/ ?6 O+ A' _& A; e
- super(x, y, 220, 80) q& K! F, s( T- P2 E
- self.contents = Bitmap.new(width - 32, height - 32)
, b- D7 f* ~: e, ]. U& ^ o - self.opacity = 0
1 F' w. t1 e: }6 [- i) Z - @actor = $game_party.actors[0]
0 t1 n' g! y3 G" Q2 W& G - refresh% S: P5 F% t0 S" T0 ]1 { K! A
- end' N' k- \1 g2 P, j
5 J- e0 c1 W- p. u$ U' i- def refresh
- V G9 b1 O* u; e - self.contents.clear3 D6 C0 ]* F8 ?5 _! `
- bitmap = RPG::Cache.picture("Hot_Keys_HUD")& [: C: s" o0 l% i- @/ f
- self.contents.blt(0, 0, bitmap, Rect.new(0, 0, 160, 32))' P( k* n; o, W0 ~0 g
- for i in 0..4/ g2 `. [3 [. g; U1 b2 S q7 `
- x = 32 * i + 4/ k/ H# M6 V) y0 a- x! i
- item = $game_player.hud_equip[i]
$ i8 q# i) n7 F* h8 d( m - next if item.nil?
) _& R, b) V& U/ m2 w' ?% Z2 c, @ - if item.is_a?(RPG::Weapon)
: q! X) e1 U P- A/ M- X' c! m - item = nil if $game_party.weapon_number(item.id) == 0 and5 K6 V% A. F0 q$ ~
- @actor.weapon_id != item.id
4 i/ e+ [7 c' \, ~4 M J - elsif item.is_a?(RPG::Armor)
5 Z3 v$ K9 o/ ~, X - item = nil if $game_party.armor_number(item.id) == 0 and
7 _$ W% {2 M" Z1 g - @actor.armor1_id != item.id4 I' T# I" l6 l
- elsif item.is_a?(RPG::Item)
: O2 [4 r) y3 t) ]4 b- L - item = nil if $game_party.item_number(item.id) == 0 or# O/ O" P' H2 S; Q& G4 ~4 |
- !$game_party.item_can_use?(item.id)6 d! a; |# o- d+ |7 u( P H! Z
- end! O, A- g1 {& g% y& ?
- bitmap = RPG::Cache.icon(item.icon_name)
% T \' J* [* E - self.contents.blt(x, 4, bitmap, Rect.new(0, 0, 24, 24))" v8 T7 l v! O0 v
- end
3 x, J# R' r3 N. q s! E: \ - end
% J: k8 \% s- p( X# }* M1 c - 0 Y1 @# C5 ?$ S# @
- def equip(item)9 @& K7 \* \6 @
- if item.nil?7 Y% t" z+ Z5 P+ b3 Y2 u
- $game_system.se_play($data_system.buzzer_se)3 ~+ V1 {4 u7 m8 T, B7 ?
- return7 N# K" R4 q+ _9 l7 h7 O
- end
0 F, H1 |/ R7 p% { - if item.is_a?(RPG::Skill)9 w2 {0 n+ _$ J( g4 E4 |2 G3 e
- if [email protected]_can_use?(item.id)! C& _" s, }% |$ x0 t! K
- $game_system.se_play($data_system.buzzer_se)
( C5 r' W6 L- w g - return4 @# e; a" L" Q; X
- end
2 ?; @1 ^2 x3 m) H3 B* e( s - $game_system.xas_skill_id = item.id
: z) {2 O4 F. p, {' t, f9 Q- y - elsif item.is_a?(RPG::Weapon), s" b% f+ E* r0 w2 W+ [
- @actor.equip(0, item.id)
# J8 e* Z$ `! S' B9 F - elsif item.is_a?(RPG::Armor)2 g/ v/ m. j6 b2 `: M3 z% a" O
- @actor.equip(1, item.id)
- q2 A. x* e, e6 n3 L# j( r - elsif item.is_a?(RPG::Item)
$ B( }* i8 S/ {8 P, P - item_tool_id = XAS::XASITEM_ID[item.id]
* h( x" ?2 ]* V. a: I- _1 E, E - if item_tool_id != nil
' Y& ?" }5 \) ]( o% F - unless $game_party.item_can_use?(item.id), K8 R2 U( {2 D9 _6 r( M
- $game_system.se_play($data_system.buzzer_se)1 ~7 X$ D+ Q. x' i7 E0 [8 L
- return. L) ?$ H2 b5 j$ n- ~) C! E5 R
- end
% e0 y) ]4 j! p! ]; S9 ]* e6 A - $game_system.xas_item_id = item.id$ H- e) j0 p- i. _5 t
- end8 d3 W; B( a5 t f. m4 n
- end
; A. w" E. {: p( Y/ `4 | - $game_system.se_play($data_system.equip_se)0 V' h7 |1 j: g" o) c6 c8 F
- end) A7 r& q2 R! F& d/ z9 O* Y
-
8 {: A6 \& T" \) J - def update4 _3 M+ ~% b$ j7 W$ {2 s
- @actor = $game_party.actors[0]5 g' g$ y6 v: ~, A$ M8 B3 N
- @hot_keys = $game_player.hud_equip: U4 K/ q7 v/ i
- refresh& K, P9 @, V) Y2 s. J Z( `
- return if !$scene.is_a?(Scene_Map). L% }# v2 D: M3 E% D
- if Input.press?(Input::Numkey[1])
" Y4 u6 _2 D+ h# _ - equip($game_player.hud_equip[0]). A- |, y8 z6 P4 Y
- elsif Input.press?(Input::Numkey[2])
. ?' W- |& w; ~# z- g5 [ - equip($game_player.hud_equip[1])/ G7 a+ g# J# A6 S/ J& S
- elsif Input.press?(Input::Numkey[3])
1 T; W9 h& O- M K S! T - equip($game_player.hud_equip[2])
+ z. f {$ a0 ?3 T0 _ - elsif Input.press?(Input::Numkey[4]); S! c8 L# m/ g) B" ?0 W
- equip($game_player.hud_equip[3]) % a! S# ^' t4 J
- elsif Input.press?(Input::Numkey[5]): A$ c: m( n' M& w
- equip($game_player.hud_equip[4])4 C% s% {( v/ k
- end
; G8 K* z9 T+ l/ ^1 z+ {& p - end$ P1 F% }- J2 _
- end8 m. G4 S" F6 k; \) ^! e+ K' n" b
+ V) b( Q: X/ l- #===============================================================================
4 `. x: ~7 ]8 {, |0 b h1 J7 F - # Scene Map! u' d I! K- Z
- #===============================================================================
, t- c C' \- Y; w) x( J - class Scene_Map
0 h: P4 E# r8 \0 o - alias hot_key_hud_init main6 g/ i( w3 `% u ?% X4 L4 S
- def main' B$ _) B0 y6 g/ |
- @hot_key_hud = Hot_Key_HUD.new
! T7 G: }: Z/ r' v' X8 }. a; f - @hot_key_hud.visible = !$game_switches[XAS_HUDDISABLE_HUD_SWITCH]+ a+ ]6 V, s2 v: a# I) ^$ \9 O1 b
- hot_key_hud_init5 A& ^4 w8 X Q7 p6 K
- @hot_key_hud.dispose
4 s/ t+ ?* m7 S - end
9 C9 k' {( h- h- w# _ - . z- c2 s; `1 S& j6 J- A: p. }0 C
- alias hot_key_hud_update update
5 \6 {% Q ~2 _9 s9 h" R& n! u: H - def update
* w7 p0 Y8 O W/ o* W - hot_key_hud_update
) g- O9 N" z6 A% b8 T' P8 | - @hot_key_hud.update
% @, }" s' Q# [. C" v1 k7 R b/ A - @hot_key_hud.visible = !$game_switches[XAS_HUDDISABLE_HUD_SWITCH]1 C9 l o8 v6 l! C8 t$ c
- @hot_key_hud.update if !$game_switches[XAS_HUDDISABLE_HUD_SWITCH]! `+ U- W6 r1 @7 \! f3 j
- end3 U8 ^( O/ C5 d$ H1 h6 A/ b8 ^, v9 A
- end
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