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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,
; E$ _9 |' z+ l9 o$ B+ Z不知道有人能帮忙看一下吗?- #===============================================================================! P! q! U/ F' v
- # XAS - Hot Key HUD
0 S k4 ?6 X$ A! i! d: C - #===============================================================================8 U0 ?4 }" k ~; H6 Q p
- # By Mr_Wiggles9 F, i2 H7 `8 b
- # Version 1.3
! k1 P7 y( u; |% `+ A/ V - # 7/6/10
/ b" g% X4 h0 L6 i5 N/ e( s6 i% e - #-------------------------------------------------------------------------------
3 j- U5 y$ q t* k) ]5 E - # Instructions:2 |4 \+ g( K5 Q c! k0 E
- # Fill in the constants bellow, paste this script above main and bellow XAS in
3 k) a0 k0 M) |8 e/ W - # your script data base. BE SURE TO SET TO THE RIGHT XAS VERSION!!
$ k8 s+ R& G( ? - #
- F2 m# w! ~( H0 K - # Place the "Hot_Keys_HUD" picture file into your game directory
" G$ O5 O! K8 g& E" I - # Graphics/Pictures folder.2 t' p: q8 R/ P& y
- #-------------------------------------------------------------------------------
$ k# U9 ~$ B7 z# I+ B - # Directions of Use:
" q: T& f8 E2 k5 W0 h+ ~4 S - # Simple just press a number key (1 - 5) when the quick skill or item menu is& H2 `; D# K l
- # Showing.
: d% i$ m) t: g# D - #===============================================================================9 b B/ n4 O# J. {) V8 j i
- HUD_X = 0 # X pos of HUD" S1 D1 C8 B( H- ?
- HUD_Y = 0 # Y pos of HUD
& O7 H; i5 v+ Q8 S4 f" ~4 H
! v5 n2 i3 E1 f1 v6 b2 X9 C& n: V- # Set true if XAS 3.7f8 |' x8 h7 a& _
- # set false if XAS 3.6+ ~* a8 l& K' z$ `5 ?
- XASVER_37 = true, d, ^# ~( Q/ d0 x" U& G
- 4 R/ [$ X. C% X7 G# A3 z: u5 K
- #===============================================================================5 j3 A# z( M* g- m, F
- # Numkeys Module! Q- F: x4 m: H! ~' _ I( l
- #===============================================================================5 t* O5 s+ R/ T
- module Input
- k, \# s! P; {7 e1 t. _% U - Numkey = {1 => 1049, 2 => 1050, 3 => 1051, 4 => 1052, 5 => 1053}0 A% V9 Z ^0 [
- class << self/ a" v# T* v1 t+ k0 {6 B& H# N
- Key = Win32API.new('user32','GetAsyncKeyState',['i'],'i')- V+ }; q* U% ~& x- }
-
0 n$ r( n& I4 \( j, b+ l" ^( D - def testkey(key)8 h3 Q5 T9 h# ]
- Key.call(key) & 0x01 == 1( x" F4 c7 p' Y8 }
- end" L, g& c, z" x" E" y! b& B) t
-
/ {' k* W5 s9 `- ^+ T( p8 w - alias hud_key_update update3 m: q- v: a2 \4 P# o( W9 d3 P# U
- def update6 B# d7 b! t. N% t$ Z
- hud_key_update
& q( X& Z3 r+ [2 b - @pressed = []
- x, A, `" k9 s' A - for key in Numkey.values
+ v2 T! o2 Y0 N; Q - key -= 1000
2 c/ S, }! y. A1 |7 L1 W0 J# i# p# ^ - @pressed.push(key) if testkey(key)# m6 K8 a8 m& ?5 X
- end7 @3 ~. w" C7 K1 H
- end5 u" _- ~1 N! A/ K0 }
-
8 [& G# ?3 }: p. e8 d/ S - def pressed?(key)
/ @/ k; ?* p3 s& M - key -= 1000
3 N' p7 ]" a; Y! i& O8 Z& b, c - @pressed = [] if @pressed.nil?3 [& ^) m# S& d% H; K0 k
- return true if @pressed.include?(key)
7 {! f& s. f2 ]& y g - return false3 M: H3 A$ f/ a2 m7 i
- end
' a% t: I' I* o+ ?8 n -
/ k I$ d, v. B& ^! b$ \ - alias hud_key_press? press?
4 V, K1 p$ j% ] ^ - def press?(key)
4 U9 c8 d/ Z8 Z2 w7 |$ L |8 G. S - return pressed?(key) if key.to_f > 1000
2 p: M! [- u- C$ H* ]) A - hud_key_press?(key)/ l7 ]! b3 _/ ]4 S6 u
- end% @' W5 v: _( C1 L
- end
! K ]5 m' ^ I+ E- G/ G" e" K - end6 g/ s+ s! Z- K- P
8 i& T! E) d. B' q4 t- #===============================================================================+ R0 S, \7 r0 t' _0 Q
- # Game Player
( w$ @1 \0 Z! d- {& z. C5 ?( R+ h* L - #===============================================================================# l# {0 i4 F! T3 P! s
- class Game_Player < Game_Character
0 ~( A; b9 |6 u& i0 R - attr_accessor :hud_equip
8 b+ T/ r' Y5 p- Q4 ~$ V- }- d+ ` -
3 I- j5 o1 l/ _( e5 ~* B3 l2 ~ - alias hot_key_hud_init initialize$ i! k7 V; i9 F
- def initialize
5 G( F) k) |9 _" a' d8 e! y - hot_key_hud_init7 D+ d k$ s& ?! c# s! G% ~2 k2 M; N9 u
- @hud_equip = []/ U+ H: S0 A) a' |4 Y3 ]- a- f
- end: [1 {4 Z k) M# p9 T# ] D
-
# W& k% U* s; l4 d - def equip_item_to_hud(n, item)
2 x8 E. L/ X( P% f- U' g! P - if item.nil?
, V- R8 M/ }% O& D) D& W7 G - $game_system.se_play($data_system.buzzer_se)
& ^% V% Y/ i K" T$ B% I - return$ P6 V+ D; b! V2 @ @/ Q
- end3 X( g1 W0 K6 P/ H7 a* ~, U( N
- $game_system.se_play($data_system.decision_se)) [: M' a m0 m8 F+ ~0 ~
- @hud_equip[@hud_equip.index(item)] = nil if @hud_equip.include?(item)
' T8 b" w0 o& w" { - @hud_equip[n] = item6 k1 ]% [, j9 P2 h4 |
- end# ]% _2 h9 b& P9 V9 [" G; i- ?2 Z
- end
" Q) Q8 }, x b# o( ]; G8 | - 4 e( \5 H/ u7 H- e
- #===============================================================================
1 b* N+ G+ J- K - # Quick Skill Window
) J3 a5 a* A1 N% i8 q/ ?8 @' q+ Y - #=============================================================================== b2 E4 t) y- x5 M
- if XASVER_37 == false
9 b- a$ W. x# l* n( @ - class Xas_Scene_Skill
8 ]& X }1 w6 e" Q% g0 z - alias hud_quick_menu_main main' S* H& u: K$ F: H
- def main8 Q6 v! a8 I0 P6 b2 H8 K" |
- @hot_key_hud = Hot_Key_HUD.new! m k2 I& s7 ?4 \ @8 f
- hud_quick_menu_main, `# ?: x. F0 ^& G4 `: n- T! |. D; f
- @hot_key_hud.dispose
) h4 d2 w4 _8 m9 i; ? - end. n$ d" }% N! x3 o! s, w' X
-
, U1 X; i1 u$ g# o5 A - alias hotkey_hud_qucik_menu_update update
$ h: s" W- E# K# _ - def update. I8 }$ s) ^( Y
- hotkey_hud_qucik_menu_update. g0 m9 r$ w3 k2 i; K- w
- # Hot Key num 1- w; u4 B* D6 g+ k2 C& T
- if Input.press?(Input::Numkey[1])
9 ]& d3 {9 g$ W% u8 x* ^ - $game_player.equip_item_to_hud(0, @skill_window.skill)
% s. `& F/ p# V, v* `% ?# L/ {$ I - # Hot Key num 2, _1 I+ `; [& Y
- elsif Input.press?(Input::Numkey[2])
7 n" \8 C4 q5 v8 U' D - $game_player.equip_item_to_hud(1, @skill_window.skill)" G a0 `$ `. y! T& }; b* _+ L
- # Hot Key num 30 P/ E% D5 x; `! `% R
- elsif Input.press?(Input::Numkey[3])- ?, S. N- L, r6 i" |( _
- $game_player.equip_item_to_hud(2, @skill_window.skill)3 C0 e* Q7 B: F. k5 f& v
- # Hot Key num 40 l0 N. l2 k: }6 h4 _) L1 f3 Q
- elsif Input.press?(Input::Numkey[4]), T/ {, b- j. F6 B8 g1 o& L4 _6 W
- $game_player.equip_item_to_hud(3, @skill_window.skill)
! _9 l! `5 _9 |. u3 v2 j - # Hot Key num 55 N/ h2 r$ |, R2 \6 l
- elsif Input.press?(Input::Numkey[5])
9 ~, Y0 }5 l, y1 w6 J4 ` - $game_player.equip_item_to_hud(4, @skill_window.skill)1 }1 ~. L& E d% z
- end
' O8 |, e2 }3 Y4 S$ k - @hot_key_hud.update
5 Q1 f4 h2 p2 w( Y3 s' v" a- m - end
5 u7 D5 Z( y8 w - end
* c/ Y; Z { ]& e( U* K6 w - else o7 W/ I6 }; ^+ ]
- class Quick_Menu_Skill3 |9 M; V* x4 ^- v; [
- alias hud_quick_menu_main main6 T+ C$ H* _5 v9 F* y3 r2 o* m
- def main
7 O7 G$ P3 w+ {( q6 ~ - @hot_key_hud = Hot_Key_HUD.new
* Y7 E: G, n) T5 ~) }4 c' T3 S; ^ - hud_quick_menu_main8 K7 _; E9 ?0 k! a$ C
- @hot_key_hud.dispose
/ L. |( ~$ [7 F( k0 p - end
, S5 }8 i O7 x- I" J/ t7 W [ -
' N; [# @8 v4 Z8 Q - alias hotkey_hud_qucik_menu_update update
: C/ ~+ P; {+ I( q2 Q, N - def update" T* d1 s( s9 x) D
- hotkey_hud_qucik_menu_update! B+ q: E% r- x( S( o& h/ G
- # Hot Key num 1
" t Z( K. \3 M5 u) ]% n - if Input.press?(Input::Numkey[1])
& K2 Q0 ^' h& @6 I% k- H - $game_player.equip_item_to_hud(0, @skill_window.skill)
* ~! x( f9 _' ^# E' v9 z O# t - # Hot Key num 21 \5 U( I, ]8 D$ P% R
- elsif Input.press?(Input::Numkey[2])3 c, Y' Q: o/ ~
- $game_player.equip_item_to_hud(1, @skill_window.skill)9 T; Q9 y3 B6 {4 D
- # Hot Key num 3
5 `8 P/ N; ^* p5 t" u" K5 ] - elsif Input.press?(Input::Numkey[3])
+ J- }8 O. M* l6 g1 Q6 h - $game_player.equip_item_to_hud(2, @skill_window.skill)
8 X* w( s. Z0 M0 ], E - # Hot Key num 4+ B5 ~8 m; P" h0 j$ j/ L- j$ F
- elsif Input.press?(Input::Numkey[4])
0 y# ?1 x" Z6 S) M. ^ - $game_player.equip_item_to_hud(3, @skill_window.skill)
! w6 ]& r; e8 m$ K* E& b% { - # Hot Key num 5
0 [1 E7 A+ `" I2 J! j - elsif Input.press?(Input::Numkey[5])- m9 U6 q" R! k- a' Q. m8 n
- $game_player.equip_item_to_hud(4, @skill_window.skill)
. Y$ F" M U' {8 `- z - end
2 y1 m( U* Z. s9 n - @hot_key_hud.update
7 U2 u3 g. y3 U1 @4 v( M% P - end* y+ D( L. U" f3 \/ P- V
- end
# I6 j' C2 h" {, y" x$ L - end
3 }0 F9 Z$ w% z3 [1 Z
3 j9 _' R) p4 }- #===============================================================================
# w/ M y* _7 | - # Quick Item Window
& e7 ?2 J O2 N/ L5 d* G - #===============================================================================
" a6 N& h$ a" r' V6 P - if XASVER_37 == false) N4 d- _3 ~5 Z7 r
- class Xas_Scene_Item) }3 @ f2 ^9 E& {7 | J7 h1 F+ H* k
- alias hud_quick_menu_main main
: ]0 c0 d) X* w1 t5 C4 [7 p* V# ]' K% D, [ - def main9 u0 e- z! O' G9 m# F) P' q
- @hot_key_hud = Hot_Key_HUD.new& i) q% \: b9 i/ x, |" A; w6 _
- hud_quick_menu_main
6 D4 {% |$ H" X - @hot_key_hud.dispose
8 [4 m/ d) Z' i, T4 S- \ - end
# O& _/ ^1 ?6 _7 D5 N -
6 P& d2 ?: b. f - alias hud_key_update update- a# i! [: t/ j0 e' |& j4 o5 H
- def update. x3 ^6 H2 Q* j4 ~- r7 d
- hud_key_update
) w+ c! W; P( R& N4 r7 D8 l - # Hot Key num 1& ` a* M. z9 h) J5 q" d
- if Input.press?(Input::Numkey[1])
6 a# U. Y3 H; _; a - $game_player.equip_item_to_hud(0, @item_window.item)1 p1 I2 E8 c! P/ V
- # Hot Key num 2
- R) Q! B0 H" [ - elsif Input.press?(Input::Numkey[2]); |" |+ A+ I' |6 H0 s) Y
- $game_player.equip_item_to_hud(1, @item_window.item)
v j# s2 m4 K3 n, s% r$ t - # Hot Key num 39 ^3 I7 T7 j# r4 _& i5 w& f
- elsif Input.press?(Input::Numkey[3])6 {% ^ z! F. N' T
- $game_player.equip_item_to_hud(2, @item_window.item)* D- Y5 ?3 o( v8 n+ C v
- # Hot Key num 4
' J {6 u# m- r; \% Q! U9 S - elsif Input.press?(Input::Numkey[4])
8 J: s( z6 U( v2 x0 l5 C3 X - $game_player.equip_item_to_hud(3, @item_window.item)
% T5 x& C) F1 V. u - # Hot Key num 5
9 a" \. C% x7 D& c, L - elsif Input.press?(Input::Numkey[5])
* v5 \; |0 r$ y - $game_player.equip_item_to_hud(4, @item_window.item)
/ w+ K3 [% `3 h2 |+ Y1 \+ y' O6 e7 X - end) d% D+ y( _1 f
- @hot_key_hud.update
7 o1 R/ s( [4 d5 J - end
( R, ?! f6 [ x6 J - end
& a ~6 r8 @9 R d - else( x! }" m/ H! b# L' ]% L6 b1 ^) v
- class Quick_Menu_Item
1 ~5 H' M- d$ _% g7 k& c9 w# ~% ~% j - alias hud_quick_menu_main main' {5 @7 Z4 J: e; _. P M
- def main
2 C) p4 ]2 y2 }# |. J( M" Q, ^ - @hot_key_hud = Hot_Key_HUD.new
0 i8 k4 a& ^5 h; t/ B - hud_quick_menu_main, I& e5 L$ i0 O: P% d
- @hot_key_hud.dispose
& \8 v4 g5 F$ r5 a+ ^4 I - end
$ m4 x' f" Q% V9 J `: R& b - 8 b. f8 J, |# j' y: q% q
- alias hud_key_update update- y! s" P/ J' S9 ]. a
- def update
, G4 @& `/ n! F# s - hud_key_update2 Z/ f) T# O1 t7 Q
- # Hot Key num 1
3 j* K4 o/ ~5 C/ K! |8 u9 H- J - if Input.press?(Input::Numkey[1])7 t7 b! A5 j% E) O9 u
- $game_player.equip_item_to_hud(0, @item_window.item)# Y: ~8 d/ [$ B
- # Hot Key num 2; |# a2 i" G1 p$ Q" f* J
- elsif Input.press?(Input::Numkey[2])
6 R2 F, a6 f7 b( @8 ^, k6 S - $game_player.equip_item_to_hud(1, @item_window.item)
* P7 Y. _; ?( _, U9 u( ^! K - # Hot Key num 32 n7 B, `& B$ o. L+ u8 q9 m' y
- elsif Input.press?(Input::Numkey[3])
! W$ N0 H( r9 w# b Y - $game_player.equip_item_to_hud(2, @item_window.item)
% D( X) S4 m# `7 |9 _ - # Hot Key num 4$ ~. M6 z7 T% U$ P% o0 L: b! [9 t" P
- elsif Input.press?(Input::Numkey[4]): q7 W G) U8 c; [: s% L7 j( ?1 p
- $game_player.equip_item_to_hud(3, @item_window.item)
* ?5 ]: _8 d: N+ g0 b9 K - # Hot Key num 5/ ]/ u- `$ U( Y- |. C* R8 e
- elsif Input.press?(Input::Numkey[5])
+ J0 [* Q' D+ \/ D" r - $game_player.equip_item_to_hud(4, @item_window.item)+ S8 D# I) x* u& n0 L
- end
9 U6 x& o4 t1 i9 u# Z% U8 `0 O - @hot_key_hud.update
3 H9 s& G& K( C6 r( ]( D - end8 ~5 B! G6 p( V* Z! @: |) e/ ]
- end
$ y k' x, U4 `! s, b - end
: ?2 P. J( V; U3 J - : J5 {/ d# }7 n
- #===============================================================================+ a: i7 r2 A1 k% d; [2 e/ z
- # HUD Window
) ?7 b3 ?4 }4 a/ I$ x, K - #===============================================================================& [, L' `+ o2 M% A
- class Hot_Key_HUD < Window_Base3 H5 g0 B) |. Q) c
- def initialize(x = HUD_X - 10, y = HUD_Y - 15)
( J6 [9 H. S4 ^( x1 w - super(x, y, 220, 80)- h7 d% Y+ ?7 T$ v% S' D
- self.contents = Bitmap.new(width - 32, height - 32); a! ~" U4 W( u: G
- self.opacity = 01 D# p2 X: K; Y# Y4 E0 `2 M% S# Q
- @actor = $game_party.actors[0]
2 `1 o* Z' k; A# z: k9 B - refresh' r4 q j* Y3 ]% R& O( T
- end
# ?$ v$ w2 R0 a- ` - : ?9 z. ?+ F1 `# U( A7 {" D. X* Z/ g
- def refresh
. w! } ]9 @: N. _# S - self.contents.clear
$ v; g) T( F$ ] - bitmap = RPG::Cache.picture("Hot_Keys_HUD")
' ~9 J- x1 l/ L- e- | - self.contents.blt(0, 0, bitmap, Rect.new(0, 0, 160, 32))6 O2 T% i9 J% V4 b6 Y
- for i in 0..4$ E7 Z- A/ @' F. r
- x = 32 * i + 4" v L" ]6 u4 M N& B- Y
- item = $game_player.hud_equip[i]) x- \! i+ s* h/ \/ m1 S
- next if item.nil?5 X/ Q' Q7 r9 J( m, U
- if item.is_a?(RPG::Weapon)
* i( H+ x; R/ e% h - item = nil if $game_party.weapon_number(item.id) == 0 and
1 I. ^8 B3 w% ] - @actor.weapon_id != item.id
. k- c% W7 o% j1 z - elsif item.is_a?(RPG::Armor) i6 R$ h; t6 N9 G, [! Y
- item = nil if $game_party.armor_number(item.id) == 0 and
& U* B: y. m& j S" c - @actor.armor1_id != item.id+ `3 K9 M2 u$ K& C' M0 [; b8 m, P
- elsif item.is_a?(RPG::Item)
+ A9 H6 x2 o! ^, k; r - item = nil if $game_party.item_number(item.id) == 0 or5 g& m9 s; {! A9 a& P; H
- !$game_party.item_can_use?(item.id)7 Y& p, J5 Q1 A2 J0 ^
- end5 b* v/ b7 J: J6 n A
- bitmap = RPG::Cache.icon(item.icon_name)
8 Q5 j2 b% @ v2 }; `$ a7 N% f2 w - self.contents.blt(x, 4, bitmap, Rect.new(0, 0, 24, 24))
- ~9 U5 D6 I8 F. \. S - end
* k4 E! [ U- X0 n& n' H - end
6 [ B+ K4 Q0 D, B9 B/ ^ - 7 c$ C9 V+ x. g9 Y+ {
- def equip(item)
e1 z: O% n. W. G9 }8 U - if item.nil?
' B9 i' l4 [8 v9 [$ | - $game_system.se_play($data_system.buzzer_se)9 o8 m9 W3 W4 x4 F4 M
- return
4 d3 n3 J& {6 G% ^ j& ~ - end l) d! V; B# _/ d- G% d
- if item.is_a?(RPG::Skill)
6 Q) P+ s: w' X - if [email protected]_can_use?(item.id)
4 ~4 x v1 G+ Y! D( A" j# z) S1 x - $game_system.se_play($data_system.buzzer_se)
. n. c2 i! s" S1 `- x% v% i0 { - return
8 @" V8 U1 T% R3 i* a. N/ Q4 `6 k - end. P9 Z6 u d/ q( W
- $game_system.xas_skill_id = item.id1 ^ {. u6 ]" V
- elsif item.is_a?(RPG::Weapon)4 |( z7 p7 S7 [7 I( [! j6 @
- @actor.equip(0, item.id)* C1 b4 l0 p( o; b
- elsif item.is_a?(RPG::Armor)
0 R' S/ G9 ^# r x: h4 ]3 c - @actor.equip(1, item.id)
5 Z/ q% [1 [5 F0 V" o7 ~ - elsif item.is_a?(RPG::Item)
) L$ q( Y. h1 m4 f7 {5 w4 J - item_tool_id = XAS::XASITEM_ID[item.id]
/ q5 b3 i2 \- r A# y' n/ g - if item_tool_id != nil# X1 S- _* y/ e1 R! ?6 m, Q, K
- unless $game_party.item_can_use?(item.id)2 i+ C4 F" X) K1 h0 u
- $game_system.se_play($data_system.buzzer_se)8 `. e0 a/ |" C- P! L2 L
- return
3 t% W& r/ v9 W; \- e - end
a% R: v, h. \% ], {+ h7 g/ c6 J; z - $game_system.xas_item_id = item.id
, V& n5 E1 g) q* A1 ]$ H' C - end4 E$ y$ T$ o) w( |8 [; d" x5 L
- end
0 C4 D% b) W. ~8 t9 F2 i1 {9 h - $game_system.se_play($data_system.equip_se)
) I8 S% Z: Y* O! n - end y5 q. D/ K! H# y# t4 D5 I
- 7 v. w; O- I1 s# f
- def update
% U8 E: L. D0 w/ h - @actor = $game_party.actors[0]' w, g }2 h2 W. {: H2 ?2 P
- @hot_keys = $game_player.hud_equip2 _; K2 M* O* B5 |+ O
- refresh
! {/ l' S4 |* V - return if !$scene.is_a?(Scene_Map)& P* F( F1 J1 X( V" C: L, M, A
- if Input.press?(Input::Numkey[1]): s. e Y$ W. `: M" J' y
- equip($game_player.hud_equip[0])
* U) R* O i% D) _5 h4 u - elsif Input.press?(Input::Numkey[2])- A1 r+ ]) r/ O- r- D1 _! L$ |6 Q
- equip($game_player.hud_equip[1])) M* x; I$ I2 n) H
- elsif Input.press?(Input::Numkey[3])
1 X9 X8 o, A9 X7 s' s" ^# Q - equip($game_player.hud_equip[2]) $ i6 N. X5 x; R% [6 s
- elsif Input.press?(Input::Numkey[4])
P- G4 s. f U/ H; l - equip($game_player.hud_equip[3]) / u2 {% T/ d T8 G0 G
- elsif Input.press?(Input::Numkey[5])
0 x& Z( y) S" N" C) k - equip($game_player.hud_equip[4])6 a$ g5 T% Z/ i, W/ p2 q6 n
- end5 u; @6 D6 Q* {+ H0 @( [- @( ^
- end8 a: ^4 R, l+ e7 V
- end
0 g0 C, J! N! [' p0 {( X5 u- c - 4 h; v+ S8 D4 m3 P$ t& r) F& E
- #===============================================================================
' ~* w' u" M" h. _ Z% P - # Scene Map
e% A+ N6 s! N6 m - #===============================================================================5 Q/ p8 a6 a# L" |7 o; W3 d% } F
- class Scene_Map7 M/ }0 b% {6 K
- alias hot_key_hud_init main+ y5 g2 ]4 C$ b; A0 G/ D
- def main
9 i) u" h5 ?6 H - @hot_key_hud = Hot_Key_HUD.new
/ q! ?% A3 w5 o" O9 A+ F A( N - @hot_key_hud.visible = !$game_switches[XAS_HUDDISABLE_HUD_SWITCH]" ]0 W- V. H) a% z) Z- ?- B) U
- hot_key_hud_init
+ Y% Q( o9 m5 |2 { - @hot_key_hud.dispose
Y7 H8 i- Y6 t - end( P7 X: A/ P' R2 s
-
* j+ W; l6 {# [, t - alias hot_key_hud_update update
2 ?; C6 z" K2 s2 b* {: [2 X - def update! c( ~1 Q/ {6 O8 T# `) y+ C
- hot_key_hud_update
& K6 {5 _) o+ J) V - @hot_key_hud.update
- ]+ |2 S4 f8 z! }8 V, E9 R4 h* _ - @hot_key_hud.visible = !$game_switches[XAS_HUDDISABLE_HUD_SWITCH]
' v! y0 O- s3 M6 A e - @hot_key_hud.update if !$game_switches[XAS_HUDDISABLE_HUD_SWITCH]
# X; @; Q+ t% s - end
3 W5 j/ w. A/ j9 u- l' i! `. ~ - end
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