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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,
5 E e4 m0 S+ O8 |0 X不知道有人能帮忙看一下吗? - #===============================================================================' k( A# @9 @1 E' _" M* s
- # XAS - Hot Key HUD
9 \1 N6 R8 R3 Q. O1 L& Y' u/ L - #===============================================================================
; i9 ~* l7 t* ~+ ]0 n4 E& V - # By Mr_Wiggles* [1 v2 g# Q( Y! V8 f$ I$ e- k
- # Version 1.33 H( A3 X. x. g' ]
- # 7/6/10, \# c) t& j) H3 c$ c. l
- #-------------------------------------------------------------------------------( u& O& t8 u6 d4 \ g2 n
- # Instructions:
! j' u/ k7 R( v) I - # Fill in the constants bellow, paste this script above main and bellow XAS in- Y9 D5 F5 I1 ~
- # your script data base. BE SURE TO SET TO THE RIGHT XAS VERSION!!
% r; _; J* A% C$ F: R - #
& A% t' I0 c# U8 M, R$ b f - # Place the "Hot_Keys_HUD" picture file into your game directory
3 u0 K" E/ D8 g" E3 F, n - # Graphics/Pictures folder.4 o1 a- F6 E: m
- #-------------------------------------------------------------------------------% u0 a* v n1 |4 n
- # Directions of Use:
7 E3 M. J( v. l; w2 ] - # Simple just press a number key (1 - 5) when the quick skill or item menu is
3 J- O" j+ h1 d9 Q' o8 ~3 P3 R7 { - # Showing.) g) A) g% j" _) b. s6 c! r" x
- #===============================================================================
8 u& y: w. y, K. a$ | - HUD_X = 0 # X pos of HUD
& C" A. X6 [2 ~0 e. \- o - HUD_Y = 0 # Y pos of HUD
0 ?& r0 h% f O ?
: W1 x* U9 b. F. [5 d, c- # Set true if XAS 3.7f8 W# h( y5 Q( }4 F! Z0 G
- # set false if XAS 3.6
5 R7 a5 n3 L4 }. Z5 G Y - XASVER_37 = true$ G* O* C/ l# |7 E
1 ^$ \ p/ a9 ]1 ]4 ~$ ~- #===============================================================================, u" @( }* o' @! |
- # Numkeys Module, M- _" A: J' w2 N2 H* \3 D! T) m8 h
- #===============================================================================, F3 k! t5 Y4 @1 f) M7 }
- module Input
) J+ u4 z0 f& W7 ]0 I/ {- Z, d - Numkey = {1 => 1049, 2 => 1050, 3 => 1051, 4 => 1052, 5 => 1053}$ M* F3 _+ @9 P1 k6 Y% @5 \
- class << self
2 ~2 B* l0 J, Q: [: r - Key = Win32API.new('user32','GetAsyncKeyState',['i'],'i')
* s8 l% I- Z: t# s/ N -
" O3 s7 c) _% a/ [9 n% U - def testkey(key)
' }& T ^3 Z+ l& o - Key.call(key) & 0x01 == 1; Q0 W E4 x2 |
- end
% \" [% s D0 P/ U8 D -
3 |4 W( @) g2 s+ ~2 [2 u - alias hud_key_update update5 x" c; F( {, C T; M+ h; x t% U6 a# }
- def update
4 _# x1 m$ _" l& x - hud_key_update
8 t" U" w6 X' r- U2 D$ B" \. A - @pressed = []) H) S/ ^$ r+ B; {; T5 u
- for key in Numkey.values0 {& ^, }6 `% x0 F
- key -= 1000
) B5 l# U) y o/ }$ z - @pressed.push(key) if testkey(key)" S+ i5 W0 f1 l/ o* L1 \% Q
- end
r- z1 j4 L: A; B. Z - end S1 O' D' ^4 ^. @: D
- $ E, J9 j5 e6 y* ~! k% T
- def pressed?(key)/ Y; @2 t$ P. Q* o$ j1 O, p
- key -= 1000. `, Z% w7 A( ^& t# }: _. F
- @pressed = [] if @pressed.nil?/ a* Q6 n, B) o( h5 a
- return true if @pressed.include?(key)6 y5 X. `1 G0 Z4 Y
- return false
: R. R2 Q7 c, r - end0 M2 W5 M* Q% S4 f
-
% |. p" @8 ?' Q: n" o1 x3 T - alias hud_key_press? press?! z5 y6 A; [0 a9 V8 A3 `: A5 p
- def press?(key)
! O4 m8 C( y6 @ - return pressed?(key) if key.to_f > 1000( q* [% U( v9 p p- ]1 z" b6 G
- hud_key_press?(key)
6 s4 O8 F/ F3 q2 Q( R1 j - end
) `" B1 f8 \7 n - end
; W2 \& x( {' Z# o - end
K0 u: R! t- Z' ~) p, b$ h
% g5 X! Q. W5 N; W( }- #===============================================================================7 i: R2 R, B3 T. i' A+ B! c0 j1 e
- # Game Player2 g2 Y/ T: [! q" t9 G; V7 Y
- #===============================================================================6 v. H y$ r4 o5 L& C! _/ K
- class Game_Player < Game_Character) {( ]' |- k2 w: E& M* W/ y( d' |
- attr_accessor :hud_equip
) @& b2 R- D5 n/ R) ?; M9 ~- { - # L* ~* g r% N, W
- alias hot_key_hud_init initialize- f K0 J5 V n7 e4 f7 r3 n
- def initialize9 p8 k/ O2 f; s4 A2 r! z
- hot_key_hud_init
7 d" R2 C1 @! k4 D3 _$ \' @ - @hud_equip = []
* Z/ M* }3 I8 M% C( H5 F; x - end3 k$ J4 n+ K! l3 P
- 5 n- |6 W) q' h0 P* u2 w8 k
- def equip_item_to_hud(n, item)2 R- s. _1 ]+ F- t/ {; q, @
- if item.nil?. q% v* j2 t7 Q! _9 r0 c' A) N6 s m
- $game_system.se_play($data_system.buzzer_se)) {) o; Y4 d0 ?) J6 @
- return& C) ]- o5 b# y5 f
- end
* z# w& Q* p3 N; H5 r: m) ~ - $game_system.se_play($data_system.decision_se)# m" l7 M/ C5 c% x+ f% @* i I
- @hud_equip[@hud_equip.index(item)] = nil if @hud_equip.include?(item)
% h" j: d: q4 L) _3 i) h; { - @hud_equip[n] = item' ^; Q& _( j. a" X0 o1 ?& n% ^
- end
p& L% }' Y$ n/ @ - end. E/ I3 [( I Y( q( V$ h7 T" A- f4 d
- 2 r) x2 w* g! i
- #===============================================================================
1 V, R' _7 g5 W; Y: {# K; K - # Quick Skill Window ~/ [5 q9 W$ W$ S8 S* L" M
- #===============================================================================
X8 W; b4 r0 _2 u* D - if XASVER_37 == false1 D' h$ N$ F9 p* r) A! |
- class Xas_Scene_Skill% q2 q! b& c5 D6 m" g
- alias hud_quick_menu_main main% Q& P H6 X2 ?! L
- def main3 c8 M/ g* H7 P
- @hot_key_hud = Hot_Key_HUD.new0 ?! A# Q% P7 y$ W0 p2 l
- hud_quick_menu_main) k, c3 ?, y H3 S% Q& N
- @hot_key_hud.dispose
: b: Q, |" k2 z7 h) |6 I/ w$ C/ w - end
* L" Y |" Y3 [4 W5 h - ' k$ t' o4 {8 }2 d! O
- alias hotkey_hud_qucik_menu_update update9 k, m/ o' G ~( A5 `
- def update/ j3 f" H. P2 V2 e# A8 S) d
- hotkey_hud_qucik_menu_update
: g* W- E2 r# y. u- n9 i+ G( h - # Hot Key num 1' e# q4 c- ]' w9 {3 x
- if Input.press?(Input::Numkey[1])0 Y5 f1 [& S& N1 i5 {
- $game_player.equip_item_to_hud(0, @skill_window.skill)
2 D3 C" S2 H3 H2 M( p4 f1 H, Q - # Hot Key num 2# {+ N4 P+ _6 n, t# D3 `5 ?
- elsif Input.press?(Input::Numkey[2]); ^. I+ S6 ^5 f- K* Q
- $game_player.equip_item_to_hud(1, @skill_window.skill)+ W/ G) j0 o$ Z; r9 O
- # Hot Key num 3# ^: g4 V+ O+ u5 j$ q& Y# u
- elsif Input.press?(Input::Numkey[3])6 K! \& h# b+ ]6 T) u) O
- $game_player.equip_item_to_hud(2, @skill_window.skill)
5 X# e5 f3 M0 c( ?+ U E: `# w - # Hot Key num 42 R% X' \8 G* I% C$ h. W
- elsif Input.press?(Input::Numkey[4])
! e+ e; E, j L- t4 p; ]8 y - $game_player.equip_item_to_hud(3, @skill_window.skill)- f0 s# T" Y. e* {
- # Hot Key num 59 {2 g& G( E+ z* {; J2 w' A
- elsif Input.press?(Input::Numkey[5])$ r j& q3 s. Q% f0 s- _+ ^! z
- $game_player.equip_item_to_hud(4, @skill_window.skill)
- c) C7 U+ M: F6 { - end
1 E$ J2 C. F" b. X - @hot_key_hud.update
{& t0 Q6 l" V# r, S - end' Z( I- ~: X' }* C5 h
- end
* x7 y1 Y) P+ L8 b$ V: [ - else* f& j- G: c; p# h
- class Quick_Menu_Skill
1 E# R7 m2 d5 u' t* E% y - alias hud_quick_menu_main main
6 H- p; K) @' Q* Z - def main
/ z4 H4 \" C0 i. @0 o; V2 ? - @hot_key_hud = Hot_Key_HUD.new
0 S8 l0 P, y7 E5 m# R6 _ - hud_quick_menu_main' m+ g+ [1 L7 X$ c, r( m
- @hot_key_hud.dispose
! d& l3 S" U. x; f8 X0 O c - end
) R% R6 ~2 x( h0 e# A. R: O4 {% { - 2 Z0 ]4 W2 |! Q7 d+ r
- alias hotkey_hud_qucik_menu_update update. r; E! x6 b7 I' f
- def update. o! D' m7 w. b+ _8 y7 X/ \
- hotkey_hud_qucik_menu_update) U1 e% U; z! U5 d/ p! @/ X1 c n
- # Hot Key num 1% I* a. A" O E0 s, i
- if Input.press?(Input::Numkey[1])
/ Q* T( R; O3 f0 o+ T - $game_player.equip_item_to_hud(0, @skill_window.skill)" w: z$ t8 Y! F4 J0 o' B
- # Hot Key num 2
* i. z F% V/ v/ L: R/ U6 ?" Y: S - elsif Input.press?(Input::Numkey[2]). A* {' v" R# J% h J, }( _ M
- $game_player.equip_item_to_hud(1, @skill_window.skill)1 I; m5 B( e2 m- J; x- B( m
- # Hot Key num 3/ n1 R6 v( ~8 O4 o
- elsif Input.press?(Input::Numkey[3])# \8 z8 ~' |) W B1 t q
- $game_player.equip_item_to_hud(2, @skill_window.skill). b- M! g ?9 [# i+ ^
- # Hot Key num 4
: k/ j1 U" i- i$ a3 B4 B) @ - elsif Input.press?(Input::Numkey[4])3 U- A% C x& U4 Z
- $game_player.equip_item_to_hud(3, @skill_window.skill)" u7 u w5 X. E! T6 G# e2 t6 Y# m; Q
- # Hot Key num 5. K3 j" e: V6 H8 B% ~! ~
- elsif Input.press?(Input::Numkey[5])
6 B8 K5 s2 r& E7 M/ e% v: n8 z - $game_player.equip_item_to_hud(4, @skill_window.skill)
* f5 ~5 z9 l' E - end
! f6 \3 F5 E/ A - @hot_key_hud.update
* F; z9 F& ?+ H) |! z% K( n! b - end
3 R; s: s3 S. B- |( s - end8 B0 S# x/ d5 ^ _, h# v
- end
4 k0 w b. g, ?. `$ b* g) n - 2 r! n0 r+ `% w* K
- #===============================================================================" E6 e$ K. o O C# `
- # Quick Item Window
0 `( A/ E' g. e K - #===============================================================================% I* N. S1 Z: |' Y5 z
- if XASVER_37 == false4 A" @; S( V0 m! y$ I9 l
- class Xas_Scene_Item2 ]" @: h( s* }, L5 A6 A$ N
- alias hud_quick_menu_main main0 H5 t7 B. c7 ?, `5 v; y* t2 d
- def main |: i7 F; i2 N% o, q; @4 l
- @hot_key_hud = Hot_Key_HUD.new' d5 h1 F# Y5 a6 m) [: G
- hud_quick_menu_main
0 G+ i/ l. U" m! f - @hot_key_hud.dispose) u2 S3 A6 y6 e1 H1 g3 t5 A
- end+ U9 b& Z& g. Q9 |. ?. r. D+ u9 U
-
; y0 u! [9 j- z( p$ a - alias hud_key_update update
6 }6 d O. T3 J7 K - def update
1 v r8 X4 b* n( T/ D/ j - hud_key_update$ Y2 i6 d7 D/ P, z* M1 |
- # Hot Key num 12 u7 T( A7 K8 d
- if Input.press?(Input::Numkey[1])3 K; E8 R* J7 w8 f& f
- $game_player.equip_item_to_hud(0, @item_window.item): a# L/ q! i$ x$ B# }
- # Hot Key num 2/ f# E5 o4 G8 t8 F: T7 Z9 ^
- elsif Input.press?(Input::Numkey[2]): T! W0 t8 N4 Y5 h/ O
- $game_player.equip_item_to_hud(1, @item_window.item)8 l2 A7 I3 q6 ]" {
- # Hot Key num 3
2 n) `. M& f2 O/ R - elsif Input.press?(Input::Numkey[3])
& D" {) n" T- F1 e8 W! N& Z$ w - $game_player.equip_item_to_hud(2, @item_window.item)/ @' {9 P0 g& q I F9 X
- # Hot Key num 45 j+ i. W( I) r0 |3 S5 m$ n
- elsif Input.press?(Input::Numkey[4])
5 V3 [# q. l+ c( T7 q* ^ - $game_player.equip_item_to_hud(3, @item_window.item)4 M: U6 e8 M2 A# c$ r; D
- # Hot Key num 5
' T: e; f# W4 _. N - elsif Input.press?(Input::Numkey[5])
9 l! a1 `# \' z6 ] l" `5 ]5 \+ p - $game_player.equip_item_to_hud(4, @item_window.item). A* S' G% \# C+ O* ~
- end8 l( L6 [. k& b- z( P
- @hot_key_hud.update
# a/ Z* O8 V$ j. o6 n- v - end( i6 ?. h) a9 Z3 Z' Y1 ], g# i
- end. ?. h; ^3 W& C+ j, u& c
- else3 G! u& A* Q5 D* x
- class Quick_Menu_Item2 J/ F2 n7 B& e
- alias hud_quick_menu_main main
& T- g x1 v# P% t( s - def main
# C: M7 O W0 X1 ~ X' l; N- O - @hot_key_hud = Hot_Key_HUD.new
+ ^4 R8 h M+ w9 Y5 I - hud_quick_menu_main
5 k! P6 t) R2 P2 x - @hot_key_hud.dispose
$ ~. {6 {* l# `) e. w# l - end }; i& F3 [) x' P0 `; r8 J! O
-
. M% J9 b+ Y z: O. g3 I - alias hud_key_update update6 r! C8 O S6 t" \8 m8 Z: v
- def update
( J6 u5 Q; n8 J# H; u- Z0 H: L - hud_key_update
9 Y% `% C" l4 K$ t( ^0 \ - # Hot Key num 1
2 ]3 U4 \$ \6 N8 R - if Input.press?(Input::Numkey[1])
" X% ]" `9 H6 K# ?- n) n9 O8 M& H - $game_player.equip_item_to_hud(0, @item_window.item)
0 G3 _* Y8 W( y0 a! m. h6 W+ p5 d. S - # Hot Key num 2. _$ N, r( d. P( g7 E8 C& T. l
- elsif Input.press?(Input::Numkey[2])- k( D# V7 C, n" W4 v! b$ ?' x
- $game_player.equip_item_to_hud(1, @item_window.item)
0 ?7 F& {" m7 a* u2 g; }" k - # Hot Key num 37 s" X2 ^/ e7 A/ f" ^/ j8 R
- elsif Input.press?(Input::Numkey[3])) v) Q) U" x! Z+ x' d
- $game_player.equip_item_to_hud(2, @item_window.item)
2 M+ V9 x6 g4 p, G - # Hot Key num 40 ?, _8 n' N/ K& b
- elsif Input.press?(Input::Numkey[4])9 o. f( d: v4 F' ?
- $game_player.equip_item_to_hud(3, @item_window.item)4 E/ H: n" ^- y6 B% u. h3 j S
- # Hot Key num 5" Z. Z" p# q9 m5 Z4 S( e% R% F4 u
- elsif Input.press?(Input::Numkey[5]). S9 ]5 y$ a7 Q$ C
- $game_player.equip_item_to_hud(4, @item_window.item)
# X* O) A) H- G6 M& [/ F - end
1 s/ \- q, t2 e6 k1 i0 _4 \ - @hot_key_hud.update
- H6 a N3 O0 n3 f - end; ]0 z6 Y2 t% U
- end
$ Y5 Y% p5 z; m* G6 x& j - end, @" f! |; P) G* `% O# f7 J2 w
- & H* h- h' s8 z8 Z( X
- #===============================================================================
! h; V6 |0 J c* P" f - # HUD Window
& l D# X8 v1 T9 K& n - #===============================================================================) V' E. j2 C( l
- class Hot_Key_HUD < Window_Base% ~" K$ V# C6 g
- def initialize(x = HUD_X - 10, y = HUD_Y - 15)9 E* {3 ]) K9 {: O7 g
- super(x, y, 220, 80)
2 X- h/ J# X( \% {# f; p - self.contents = Bitmap.new(width - 32, height - 32)& X) p" B# z% Y" N& O6 u0 w
- self.opacity = 03 q1 N0 G$ e1 u' G3 M
- @actor = $game_party.actors[0] l' x, ~' L8 q D8 g: Q6 e( K
- refresh/ K( G" M% X7 o1 _6 @
- end! _: Y1 t/ f; |' a
- 9 F h% N5 O0 D
- def refresh
; y0 `1 C! ]! O, Y8 x - self.contents.clear9 m& r0 w$ j; R4 p' d( t" X
- bitmap = RPG::Cache.picture("Hot_Keys_HUD")
9 Y, i8 g% ~4 A1 Z6 A' w2 V; Z - self.contents.blt(0, 0, bitmap, Rect.new(0, 0, 160, 32))6 q5 d4 L5 S+ m2 m( C- w
- for i in 0..4
5 U5 N+ q' ?& W - x = 32 * i + 4
' s9 y6 g. r8 q& t) j - item = $game_player.hud_equip[i]
7 X I2 @- F5 |4 r - next if item.nil?
) y7 S0 H5 q# k% m# z5 m - if item.is_a?(RPG::Weapon)/ v4 I# Z# |9 q
- item = nil if $game_party.weapon_number(item.id) == 0 and+ M4 G! H. w+ A
- @actor.weapon_id != item.id
: T0 @- b" t$ Q5 _4 V1 W) B( { - elsif item.is_a?(RPG::Armor)6 Q( |1 N/ v0 M1 E/ b
- item = nil if $game_party.armor_number(item.id) == 0 and
/ k8 n |0 P9 ~2 _) Y$ N - @actor.armor1_id != item.id
- s6 ?1 J2 N9 n2 s9 u! X - elsif item.is_a?(RPG::Item)) p6 k# B4 D$ \1 N& q
- item = nil if $game_party.item_number(item.id) == 0 or# Z3 y% s3 S7 V& K/ r% X% f% q
- !$game_party.item_can_use?(item.id)
J8 o1 `) d5 x( M W( w - end
9 l# c! b6 ? b* ~8 h( u! T - bitmap = RPG::Cache.icon(item.icon_name)
4 A3 j3 t5 ]8 k* ` s/ K/ c - self.contents.blt(x, 4, bitmap, Rect.new(0, 0, 24, 24))6 G+ q# O: k6 y1 ]
- end
3 ~( \0 _* n6 o2 C( @8 Y - end
# ~, b0 ~0 r. y& F) d2 n: Y -
, |7 r, n( j* y' k; y$ S - def equip(item)2 @! S. L* O4 T) {& O
- if item.nil?2 n3 n/ b( _- L4 i: m( y/ [/ D
- $game_system.se_play($data_system.buzzer_se)6 r2 @7 p% C" U% A# l8 `2 O! I. {4 x, q
- return' Q% u7 m! a* V" ]) P i
- end: I. x) w$ k+ I9 d4 f/ T/ Z
- if item.is_a?(RPG::Skill). E8 m# m5 j) f. \* f( H' o+ ^/ @' H
- if [email protected]_can_use?(item.id)
7 t% @( f! ?) ]. g9 v3 }" \ - $game_system.se_play($data_system.buzzer_se): K0 G5 ?% N3 R* G' Z; z0 }9 W
- return0 {( H' u% ^( @
- end6 W; Q9 J. N% P7 B) \: @9 r" M
- $game_system.xas_skill_id = item.id
+ b9 z6 o& i2 n6 v" z; i - elsif item.is_a?(RPG::Weapon)0 G% a4 E- c7 J# D
- @actor.equip(0, item.id) R- i2 j K+ j$ F& Y4 x( ~* z
- elsif item.is_a?(RPG::Armor): z5 \8 V4 W1 G. ?
- @actor.equip(1, item.id)
* ~" j! \( J, J% I) N q - elsif item.is_a?(RPG::Item)
7 i: o9 l, R. ^" u' [$ z - item_tool_id = XAS::XASITEM_ID[item.id]
. e. Z ]5 D) ]+ A, p G - if item_tool_id != nil; R4 e' v- T1 Y' s( j0 q' h) {
- unless $game_party.item_can_use?(item.id)
/ f* I, e. d9 ^' ` C" Z - $game_system.se_play($data_system.buzzer_se)5 v& q6 q/ `8 V* }5 |8 t
- return
. N* x9 |. d" _+ {# f Y - end
- T9 U! A0 x( e$ a; ~. d! j3 r8 \" A. w* S - $game_system.xas_item_id = item.id
0 F" m$ F% w0 ^6 x7 W; e - end
7 `% r8 v8 c1 R1 |* Y: L( r - end+ w8 n' o3 D0 [* i7 j; z7 j1 G+ [
- $game_system.se_play($data_system.equip_se) K# y0 O; Z0 T1 {5 J5 [
- end0 Z. p. W" X8 x- C
-
9 X% ~8 P( ]' B+ H3 M1 W - def update
' L, j8 C/ x" o& p - @actor = $game_party.actors[0]7 u% D. F' e+ A9 Y! T. j
- @hot_keys = $game_player.hud_equip
9 t' g9 `# |# u - refresh
) V0 `& g. g" }7 D/ w; M5 @6 f - return if !$scene.is_a?(Scene_Map)5 ~3 P9 K* m' w2 o( e
- if Input.press?(Input::Numkey[1])
3 a5 z1 F2 m1 K2 z - equip($game_player.hud_equip[0])8 l: W9 J& ]' ~5 }/ i
- elsif Input.press?(Input::Numkey[2])
* ]' y" H J* t - equip($game_player.hud_equip[1])- V. z( F7 G9 g. j
- elsif Input.press?(Input::Numkey[3])
U3 B( j/ w9 p3 H2 w: W( k - equip($game_player.hud_equip[2])
: ]+ O7 S& B$ u9 Q X3 N I% l# ~ - elsif Input.press?(Input::Numkey[4])
/ h4 P& U& _/ v2 y2 | - equip($game_player.hud_equip[3])
! U: p; B* t' G) y8 W+ V: T1 x, C - elsif Input.press?(Input::Numkey[5])" {+ U& }' i8 k, f" m" X4 L
- equip($game_player.hud_equip[4])
; {. i, p1 Z: r% x# q, \ - end+ ]# F% H- S3 P* y1 f9 u% J
- end
' j) n& Z8 S8 a2 f5 q0 X) _" |5 F - end
* A$ S, E9 \' A- E4 H- c - & M* I- y+ Q2 |# a1 O' X
- #===============================================================================5 z/ W) C5 X, P7 T
- # Scene Map
0 i8 I' s3 J1 y. [ b# x8 } - #===============================================================================; P1 Z0 [/ T' |1 C
- class Scene_Map
8 Q, Y% P, a7 S: @* i% K - alias hot_key_hud_init main
# M* Y7 C5 I$ ~: ] - def main5 \# Q* S' [* [9 Z# w( A/ g1 p
- @hot_key_hud = Hot_Key_HUD.new9 N5 N x+ }* P9 _: B( u
- @hot_key_hud.visible = !$game_switches[XAS_HUDDISABLE_HUD_SWITCH]
( z2 {" b7 a2 r1 g: } b - hot_key_hud_init7 E8 \* m( e3 N' V. u% [
- @hot_key_hud.dispose
8 I1 |7 h5 x. ]1 H4 F) I9 P8 z - end. f7 D% y( y9 D
-
6 e; A8 ] c7 f0 H3 e7 X# t; g" F - alias hot_key_hud_update update
$ t. {* C2 a6 \9 h - def update8 W+ m( B, W9 p% _% Y) k
- hot_key_hud_update) X9 Y# f, R( R+ n& V6 P
- @hot_key_hud.update0 m7 }* y: Z) g; P$ Q6 F
- @hot_key_hud.visible = !$game_switches[XAS_HUDDISABLE_HUD_SWITCH]
/ Z' L" I4 c9 S, w/ b8 Z - @hot_key_hud.update if !$game_switches[XAS_HUDDISABLE_HUD_SWITCH]: E4 ` j; x6 x: p
- end
/ i/ V' P% y' h+ w7 T' X F - end
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