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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,6 w' q$ N( @0 t: N) j5 J% I: e
不知道有人能帮忙看一下吗? - #===============================================================================/ V; w1 l0 H' q+ b
- # XAS - Hot Key HUD1 D' [4 y; E/ \ z6 \9 g% X$ }
- #===============================================================================2 d2 @; c) |0 Z M0 T q9 A
- # By Mr_Wiggles
# K4 d. x0 E- e4 k' q/ A6 z2 M2 [ - # Version 1.3
5 r4 A/ T+ o/ J% Q' `# S - # 7/6/10
' e" g8 A( K/ F2 |$ N- w - #-------------------------------------------------------------------------------; J. \' P2 \! U5 k+ M* _+ C' d
- # Instructions:9 ~- F& B% U4 P! b9 N1 R
- # Fill in the constants bellow, paste this script above main and bellow XAS in
p1 o1 U" a7 A: X4 l5 Z) ^! F - # your script data base. BE SURE TO SET TO THE RIGHT XAS VERSION!!+ O4 }( ^& z" c8 Y7 | b5 h
- # 1 E( ?0 U1 {( a
- # Place the "Hot_Keys_HUD" picture file into your game directory 1 ]5 u0 {. N: n+ E/ T0 ]/ |$ J, k3 z: t
- # Graphics/Pictures folder.
- n3 D" o7 Z; v, k! T4 g# ^ - #-------------------------------------------------------------------------------
$ i8 I' i. i7 D% L - # Directions of Use:
' q( x; h4 i' b" r9 b+ A! |) f9 C - # Simple just press a number key (1 - 5) when the quick skill or item menu is
1 \) O" Z/ G1 \7 R8 S1 y - # Showing.
0 x: e2 x# N$ W5 x, p7 S, q1 u" p2 C- { - #===============================================================================
& c' D. T0 D8 x2 ?# }: S* L; { - HUD_X = 0 # X pos of HUD
) ?) L* v0 k' [' n9 T7 L - HUD_Y = 0 # Y pos of HUD( O, D% T5 s" t: ]% g+ y" L
- U) c7 H3 c/ R% `$ Q, w- # Set true if XAS 3.7f' G+ P8 l) @! c3 A2 h6 I
- # set false if XAS 3.6
6 ~$ p$ L* D; x1 B# e$ T& h - XASVER_37 = true0 L% M; o& x% J# r" T7 S C" ^$ x
" M. M5 x6 w7 ^0 I2 R2 m- #===============================================================================6 ^, m. A, i- b3 @, \7 t* S
- # Numkeys Module
) `1 o0 i+ p( K2 y: Z - #===============================================================================3 G: y1 ~* G7 P# F/ Z, U
- module Input
' C+ o, x' b. c5 j' U - Numkey = {1 => 1049, 2 => 1050, 3 => 1051, 4 => 1052, 5 => 1053}( Y5 L- s5 \; U1 o/ Z; X5 U* i
- class << self
# p! g* `% r6 h( A - Key = Win32API.new('user32','GetAsyncKeyState',['i'],'i')
' U( R' }% j; h1 X - 3 D* Q" l, ]2 ~5 U
- def testkey(key)
3 s9 C' U! ]! O, \7 O2 M - Key.call(key) & 0x01 == 1
. I# U3 X: {( }9 Z0 s - end7 ~/ o% |0 I# v/ |( ^' A& `, n! W+ D
-
9 o2 L2 v8 V2 B; M - alias hud_key_update update
6 o" W3 o9 ~$ ^7 H% p - def update$ l0 z0 r; a! ` I* k% T, E
- hud_key_update
% z" ^ c4 W E w - @pressed = []* Y. Q( w1 o& _
- for key in Numkey.values
* j- ?" p% v( p/ k - key -= 1000
9 S. G* u5 }0 R - @pressed.push(key) if testkey(key)
! P; E6 ?# _! z" m6 s9 e - end/ L+ L, n, W7 s* b) z8 \
- end& T! b: \# L$ j$ a
- 9 _6 a) o9 f+ Q& }- N3 E% u" Q
- def pressed?(key); a, {" p9 b2 k9 J3 a1 W
- key -= 10003 b$ J8 R! `% @3 s0 W) L
- @pressed = [] if @pressed.nil?5 _$ Y/ C9 {% e1 s" b( [
- return true if @pressed.include?(key)
' {6 Y, `+ H1 R0 Y - return false
. p+ |" W$ t5 E5 }1 Q- X - end
7 N0 \# [( D' w/ y5 f0 r - & O4 }- i1 }1 l3 ?" |
- alias hud_key_press? press?
& |1 q4 F- ?- u# s! F! r - def press?(key). O# i U Q! P7 h( T0 q% k
- return pressed?(key) if key.to_f > 10004 p* B( X/ _8 ~* ]/ O+ P" ~ `
- hud_key_press?(key)0 w0 Z+ P+ m$ Q- Q( w1 L+ B
- end" o% M" B, f2 F
- end
/ C# [1 T3 _# q: O# ]! S, D- @ - end! [0 L$ X1 I* X; d1 j
- : Z. z1 h- m4 g8 x! T; e
- #===============================================================================
0 |1 U. S# t5 w8 \; d# T - # Game Player
$ N, ~# u" b6 q2 L - #===============================================================================
' a; D: k6 u) |, S* a- c8 j1 v - class Game_Player < Game_Character$ u4 K+ f$ C# k4 K, _& X% y
- attr_accessor :hud_equip* d0 t5 ]/ ^7 b# D" h% x7 i F( A+ T
- + }& O3 a8 g" P9 d# v0 @( F
- alias hot_key_hud_init initialize
9 Q- `3 E9 E. Z q! ~8 _ |, C3 s0 r- @* _ - def initialize+ L. m* k* D: g( g1 U/ F
- hot_key_hud_init
& S5 j3 \; b7 x* w* C5 [ - @hud_equip = []* o ?6 c0 y' N
- end
8 ?; R$ O. Z: n5 J& f9 O2 o -
- d* W) n# y: a" ?! {) v% i; n - def equip_item_to_hud(n, item)
) s) k, B' @4 M) _# ?: a! P - if item.nil?
6 c. a! Q; J% a+ k+ o& A4 G2 S - $game_system.se_play($data_system.buzzer_se)
, G; Q2 d1 _7 z6 t3 P) s - return8 W. Z1 V B# Q9 s- u) V9 d3 h
- end! ]2 D4 e" @$ r' T
- $game_system.se_play($data_system.decision_se)
0 Y' U, |" G+ j+ ?! { E0 P - @hud_equip[@hud_equip.index(item)] = nil if @hud_equip.include?(item)9 o5 w4 i' E# T' X
- @hud_equip[n] = item
1 A& u9 Z$ g- p% N1 f1 S9 ?' ` - end8 O) K: Q+ H$ J/ x
- end
2 n% W) w0 r/ |1 n- `
' v8 O9 @9 |7 n5 y' t0 i9 U- #===============================================================================
: c' Q& b2 Z9 H3 U6 M; [& u. N - # Quick Skill Window
: k5 T a/ b/ [$ V - #===============================================================================
: L2 M9 f4 h7 H2 w% V" G - if XASVER_37 == false
t% `4 g; P/ J - class Xas_Scene_Skill V$ M+ c" t% U" W. S
- alias hud_quick_menu_main main
& r& u! m6 V7 R6 [, d2 Y0 x - def main
2 g3 D1 C2 G! b3 R$ x( c/ h - @hot_key_hud = Hot_Key_HUD.new* _6 O* U: N# F2 S- U! I
- hud_quick_menu_main# L2 O3 x+ B! V
- @hot_key_hud.dispose$ Z5 t1 w+ }- k# @) F* Y; s
- end/ R+ W6 { [( c5 u; y E& c
- ( U& ~0 X" t) o% j' ~2 u0 h7 W* U9 \
- alias hotkey_hud_qucik_menu_update update: x _5 M' F3 z6 E# Q# i
- def update
/ y# q4 I* T! a7 t+ c - hotkey_hud_qucik_menu_update9 J$ @6 _' U8 H% c5 T" [5 s. B
- # Hot Key num 1
" u4 r/ k' ^2 n - if Input.press?(Input::Numkey[1])
" Y0 n& m1 s* Z; J+ Z1 ] - $game_player.equip_item_to_hud(0, @skill_window.skill)4 C. F7 e$ u* g l1 G9 U3 E
- # Hot Key num 23 c7 n+ h/ Z# ~7 q. J& O) T' k
- elsif Input.press?(Input::Numkey[2])
, D U% ^; S- D! d- u% P( [ - $game_player.equip_item_to_hud(1, @skill_window.skill)
" @% A k0 E, _; c - # Hot Key num 3
a5 o9 x# B! s% ]1 @4 _ - elsif Input.press?(Input::Numkey[3])4 W: U" n6 b: T2 c
- $game_player.equip_item_to_hud(2, @skill_window.skill)
6 U9 @- c+ [2 l - # Hot Key num 41 g: v- O# O: Z& e& ~9 r
- elsif Input.press?(Input::Numkey[4])9 I4 w& a2 P- b! W" U+ T; N4 P
- $game_player.equip_item_to_hud(3, @skill_window.skill). s+ M& z" P' c0 D9 j4 N" ]. W# ]
- # Hot Key num 5
: y2 ~0 S" S, E1 s; v1 M - elsif Input.press?(Input::Numkey[5])
" _ _+ h y) c7 f7 A" ^7 p- t - $game_player.equip_item_to_hud(4, @skill_window.skill): _6 }; ~ `. T' _% H
- end% G% }' J( I' L8 Y# O
- @hot_key_hud.update
' j" F5 L2 h8 ^ S) H/ w" e; B - end
% I1 ~& ]( A9 Q% s: F; g$ E - end
4 p) x6 Y. T" }9 N v. O6 C - else
2 {6 Y' K* N# ` - class Quick_Menu_Skill" D: y. N2 \! m. l6 L
- alias hud_quick_menu_main main' h9 G( y# j# Q
- def main; z& W5 e2 x- Y; j7 X1 B& M
- @hot_key_hud = Hot_Key_HUD.new) Q# l9 }1 p' D3 }- j u
- hud_quick_menu_main8 ?% F n8 o: |
- @hot_key_hud.dispose$ n9 W4 o9 w: U% Q8 m2 X( T
- end6 m- F( O w; W7 T6 G
-
9 I8 _4 ?0 ~1 O; F2 }$ ] - alias hotkey_hud_qucik_menu_update update1 R9 J5 X# B. v( R
- def update0 j1 }2 c" x* M
- hotkey_hud_qucik_menu_update
2 C! [# R0 N" p' z! q" b6 V3 ~+ F - # Hot Key num 1
" u; O& T/ }& W) f( N - if Input.press?(Input::Numkey[1])1 G4 x6 H$ V! e7 \: Y# k
- $game_player.equip_item_to_hud(0, @skill_window.skill)& f) Z+ h! l' j& g4 m0 {9 T) ] r( u* V
- # Hot Key num 24 ~- p; j% _+ f$ @
- elsif Input.press?(Input::Numkey[2])
* n4 a9 e/ }* q - $game_player.equip_item_to_hud(1, @skill_window.skill)
6 M! C# c f3 A* a - # Hot Key num 3
* c/ ^; M& p V) r - elsif Input.press?(Input::Numkey[3])
- B: |% L; |3 H; N) y) g - $game_player.equip_item_to_hud(2, @skill_window.skill)
4 Y2 e. \+ j% } - # Hot Key num 4
5 Z' ~4 V$ U' w5 o! Y o8 N+ K - elsif Input.press?(Input::Numkey[4])
+ {# U9 G. g. T& d4 ~/ g" h# @ - $game_player.equip_item_to_hud(3, @skill_window.skill)3 f' f; |% R& r! D) }
- # Hot Key num 5 a' t3 I+ I; v+ Q
- elsif Input.press?(Input::Numkey[5])% ?9 D( n0 g1 {' \ b( Z7 U, \8 P
- $game_player.equip_item_to_hud(4, @skill_window.skill)4 _1 }$ g( b% {; T% G2 n' t# C
- end
0 \. o. Q* `6 B; B/ l - @hot_key_hud.update4 H' G$ U* n0 }; ^* o
- end3 ?1 F" A, j, B' T* N4 T
- end; _$ v( }( Y$ q7 y* z
- end X. s! R! P0 v+ S
' b, }! M2 x: _, [+ p2 a- #===============================================================================1 l; o. {5 k x8 G
- # Quick Item Window
3 y: ~$ q) k# M# a - #===============================================================================- c) R% J# ]* z! f3 h
- if XASVER_37 == false- E( c# Q! {5 O% Q
- class Xas_Scene_Item# N; L# k. \- q* b- R2 L& Y$ x
- alias hud_quick_menu_main main' y) q, f! n0 r
- def main
8 W5 ^) W2 |. V% g - @hot_key_hud = Hot_Key_HUD.new
1 N, f3 s! j6 X z0 y - hud_quick_menu_main
4 D4 A7 ~ U: G4 p - @hot_key_hud.dispose9 P7 }4 j# H" g7 w7 B9 R; b) I
- end
' a# d5 d b5 z% z" X' Y - 1 p6 A& F3 v/ _" q9 E! n
- alias hud_key_update update, b @6 } z2 G" H' l
- def update
9 G4 z0 T2 p+ x1 @: B# Y, W2 Y - hud_key_update
& S( _8 k6 j4 ?3 W - # Hot Key num 10 H* H4 [8 b' v( \6 o; D+ ?% }% b
- if Input.press?(Input::Numkey[1])' K& K( s1 ~- R
- $game_player.equip_item_to_hud(0, @item_window.item)' P& ^2 E- z n" X y' |
- # Hot Key num 2
. p x& R# m7 A( d/ f+ C7 c - elsif Input.press?(Input::Numkey[2])
8 _ d2 m# O# z - $game_player.equip_item_to_hud(1, @item_window.item)
4 w$ r5 r& M, C# W - # Hot Key num 38 N* D* Y0 k& w
- elsif Input.press?(Input::Numkey[3])
/ i# Y5 _" M0 @' m - $game_player.equip_item_to_hud(2, @item_window.item)
; Y- x2 \) t5 f5 Q {* x - # Hot Key num 4
$ p0 ?: D; z$ o$ ]4 r& {9 v - elsif Input.press?(Input::Numkey[4])
% C. X/ e7 f1 I# D4 j - $game_player.equip_item_to_hud(3, @item_window.item)
% h) R- d7 @ u' D0 Q, ] - # Hot Key num 5, Y4 F- n# U' t$ g4 C
- elsif Input.press?(Input::Numkey[5])) o# ^9 [5 e* O b" K8 k
- $game_player.equip_item_to_hud(4, @item_window.item)
% b' W, k9 g4 x, K - end4 A) @( F& k9 V8 w# M
- @hot_key_hud.update
- }& _: K* i& C. b( @. X% d - end' F+ o% f( J% D$ x3 V
- end
4 ]7 B6 ~$ E) W9 X( b - else5 N* l5 `2 G; F1 c! ~
- class Quick_Menu_Item
* k# Y7 ?1 j" g8 P( c3 d - alias hud_quick_menu_main main. ?7 c1 W$ n/ S q h
- def main2 F: G! f! k) ^0 j* v
- @hot_key_hud = Hot_Key_HUD.new
+ {! F. J7 ]3 t - hud_quick_menu_main$ H# `# V1 K8 o5 `% T2 Z' y
- @hot_key_hud.dispose
" `5 |! d6 S4 z - end
+ g& @* A" ^+ x' W. G- W( g5 O -
7 J0 }& n: q' v) r' N* w3 M - alias hud_key_update update* A7 J/ L6 h I! a' C
- def update3 r1 L7 j. |& b, _! y( _
- hud_key_update
5 Z% M' f5 T1 `# W S - # Hot Key num 1
; m5 g1 x$ \& S - if Input.press?(Input::Numkey[1])& }: c( I1 l% x9 t: j5 ]7 s- k
- $game_player.equip_item_to_hud(0, @item_window.item)
5 X! ]1 v% {8 w9 s4 T - # Hot Key num 2+ E+ N8 `4 Y' S) @3 Y
- elsif Input.press?(Input::Numkey[2])' C# [4 `6 B1 @& E1 n9 I
- $game_player.equip_item_to_hud(1, @item_window.item)" \/ s; S) A* `* K6 ~
- # Hot Key num 3
2 r1 {3 Z) A: o5 F1 P. K - elsif Input.press?(Input::Numkey[3])
+ l8 |' I- L8 g- y N - $game_player.equip_item_to_hud(2, @item_window.item)" f/ T2 @0 D0 K8 F1 v0 c
- # Hot Key num 40 F8 i# J- s/ _+ s
- elsif Input.press?(Input::Numkey[4])
2 W6 B+ |8 I- _1 O - $game_player.equip_item_to_hud(3, @item_window.item)
# x1 l. f, z, E* h, E0 y( _ - # Hot Key num 5
; s [3 }1 q: {$ v - elsif Input.press?(Input::Numkey[5])
2 H; d9 a0 }3 b: I( O" E4 D - $game_player.equip_item_to_hud(4, @item_window.item)
. [- b/ ]0 P+ p* T - end
/ e* p$ O# ?, R$ o' N7 y - @hot_key_hud.update
- c- l4 e. E- U# W! Z - end
8 ^1 _. i9 L* f - end0 v+ n L# { w$ G1 P- G0 X
- end
- Q. X$ w- ]+ L
0 T# C& a% t& o- D. N& s- #===============================================================================/ w- e( Q1 B4 {" s) K
- # HUD Window: R, Z; ]0 d/ \/ U& W3 [8 |$ z7 D
- #===============================================================================
; ]$ y$ G) {3 H6 ~" b" s0 Y - class Hot_Key_HUD < Window_Base
$ x; V# J% }1 Z U0 R% r/ O - def initialize(x = HUD_X - 10, y = HUD_Y - 15)( c) E* }$ k- K
- super(x, y, 220, 80)& b1 ` A2 e/ ^
- self.contents = Bitmap.new(width - 32, height - 32)& u/ u. L. ` P7 X3 F# V
- self.opacity = 0: s& C/ Y7 G3 E8 i
- @actor = $game_party.actors[0]0 A& ]0 p& b+ p5 x
- refresh
; P Y7 R) K, _! W: g - end
5 m3 b# ?1 D1 h8 q$ z# K: G& A; @/ | - ' w6 }- R$ r- \9 \5 I& P" E5 i
- def refresh+ t' X. T1 Y; y% V6 u
- self.contents.clear
7 O. D$ R) O$ W9 X1 V: S8 O - bitmap = RPG::Cache.picture("Hot_Keys_HUD") y3 o0 q6 `; Z, }1 @7 m
- self.contents.blt(0, 0, bitmap, Rect.new(0, 0, 160, 32))
2 a, ]; f* |' \; U% f$ [/ c - for i in 0..4
% G. d2 V" [5 @6 H4 D - x = 32 * i + 4
8 w" C! B a/ f8 w - item = $game_player.hud_equip[i]+ V8 p/ u: d% X
- next if item.nil?
0 h O; i1 t+ v8 j' S% E6 u6 R: S2 ^ - if item.is_a?(RPG::Weapon) e- Y" }7 Z' k5 Q
- item = nil if $game_party.weapon_number(item.id) == 0 and
( p' H( l7 |! e - @actor.weapon_id != item.id3 q7 @7 m8 R$ O9 ^7 C, ~9 Y
- elsif item.is_a?(RPG::Armor)
! x0 y/ W3 g9 P& e' L9 p' u - item = nil if $game_party.armor_number(item.id) == 0 and
( j! J+ w6 Z6 D( N( I; s4 J) n, k - @actor.armor1_id != item.id) A" ~' W. p! E/ H" Y2 {
- elsif item.is_a?(RPG::Item)
8 J; H: j5 u" e4 ^2 d: x4 _ - item = nil if $game_party.item_number(item.id) == 0 or- t/ |8 j2 c V# e7 n. P# S1 Y9 Z
- !$game_party.item_can_use?(item.id), D" E0 R; l5 w9 g7 r
- end0 ]) {9 T4 [7 a- j( A
- bitmap = RPG::Cache.icon(item.icon_name)
( r3 M+ I+ x6 k) ~/ p, s - self.contents.blt(x, 4, bitmap, Rect.new(0, 0, 24, 24))
6 L0 [+ V$ M8 x+ [/ q2 L) J - end
4 @ e9 o) \! y% Z: D. e: l- q - end4 q; R, r; H9 \7 S6 k# K$ C
- ; B2 O" O1 ?: Y. F% j
- def equip(item)
2 q: G+ X- Z+ u. ]& V6 i+ p* b0 p$ i0 a - if item.nil?
$ h4 E, @# I# K) a7 T; V - $game_system.se_play($data_system.buzzer_se)4 v) v3 l9 u* F9 m- w! H( ^
- return
6 m4 a3 Q. x9 V! ]+ L& ] - end1 m2 S: } }! m3 r5 f. {$ y
- if item.is_a?(RPG::Skill)
0 l) W% |( {5 j8 }: @/ B - if [email protected]_can_use?(item.id)( O/ }8 y. u+ w1 o6 h
- $game_system.se_play($data_system.buzzer_se)3 B1 x/ e* W- t2 A7 T
- return5 P! r$ v9 ]9 V& p
- end
. n# a6 I( e4 t3 x" R - $game_system.xas_skill_id = item.id1 v$ a6 {/ {# Z5 t* ?
- elsif item.is_a?(RPG::Weapon)3 I$ _, x# v+ l' X9 x
- @actor.equip(0, item.id)
9 O/ ?, p/ z* W - elsif item.is_a?(RPG::Armor)* _! s u' k/ {5 Y" w) E1 c* F* B4 X
- @actor.equip(1, item.id)
& x# L3 C( K& n! C' [# y( r. X0 A - elsif item.is_a?(RPG::Item)
+ N! W' Q# D% T! e) E - item_tool_id = XAS::XASITEM_ID[item.id]
: \$ h% A" o( g8 k. ]. w7 W - if item_tool_id != nil8 `! p" Z6 t' H- t: Y5 ~* q
- unless $game_party.item_can_use?(item.id)
0 V/ s1 `% E$ w/ W5 Q. h% S - $game_system.se_play($data_system.buzzer_se), W8 V* ?3 \& L+ B2 e( ^
- return/ \6 l4 f1 B3 `/ D5 }3 q) ~; P# Z
- end+ R: f+ C1 D. J: r7 p. A1 E) l7 T
- $game_system.xas_item_id = item.id
9 e# F: [- X3 f: e5 O4 p+ f - end
. A' S7 B9 N1 Q- l5 g" K0 m - end
, ?( `7 l- i7 o' I5 c0 b - $game_system.se_play($data_system.equip_se)4 [) v$ w4 K* ]. L
- end1 A& {: I" @# e
-
0 v, X" t' S) a! S - def update$ P$ n' c; A. r. n$ p
- @actor = $game_party.actors[0]
B# j& L# P0 G. `9 H0 y- i9 b - @hot_keys = $game_player.hud_equip
+ a& t; `: X g - refresh
6 m2 J2 v% \6 E |: ]. o - return if !$scene.is_a?(Scene_Map)' ]' h0 F: Y/ ~8 }
- if Input.press?(Input::Numkey[1])
$ e$ z' A0 X0 k - equip($game_player.hud_equip[0]). S! b% [6 R6 ? f! e
- elsif Input.press?(Input::Numkey[2])
8 r% U6 r/ c3 |7 h# d8 ` - equip($game_player.hud_equip[1])8 N5 Y, `2 C: M9 M- [
- elsif Input.press?(Input::Numkey[3])5 b& T" l7 S+ a( o. \* o
- equip($game_player.hud_equip[2])
2 M( Q* ^/ T9 @9 a1 V7 C; J - elsif Input.press?(Input::Numkey[4])
8 e8 ^. Z8 R8 T6 b5 I - equip($game_player.hud_equip[3])
0 s9 a4 d- N4 V; R6 g% K/ p2 z% d - elsif Input.press?(Input::Numkey[5])
, U: A/ m2 N* Z; n% X% p - equip($game_player.hud_equip[4])
6 F B/ t8 O. h/ L9 ~+ x - end
- I! `0 S; y2 a5 d - end. F0 G* G/ y! ?* `1 ], P2 W
- end# }" w$ [6 ]1 H4 K
- / g* A. D2 N; z5 @" `+ _
- #===============================================================================
# s# v- t( g+ [' H5 h( D3 @1 w - # Scene Map
2 s7 t: A( P, d4 W - #=============================================================================== q+ c" B* i2 z5 K6 u8 H+ l
- class Scene_Map
3 Y( v+ z/ U4 i - alias hot_key_hud_init main8 D G8 W# S$ E7 R# c
- def main6 S" U' G6 ` G8 e1 U3 w; [; V
- @hot_key_hud = Hot_Key_HUD.new& H; C4 D' P. l( @: |) `$ W! H
- @hot_key_hud.visible = !$game_switches[XAS_HUDDISABLE_HUD_SWITCH]
, Y: m1 f) v6 z4 [' Y - hot_key_hud_init
- Z" w4 I" i/ s& D( x" S" E/ U" H - @hot_key_hud.dispose
4 L. K4 w3 R' y7 | - end M) @* r, c4 ]% f' S8 m. X. j, r% l
-
$ X% J% |9 C) w% E, l7 a+ ^ - alias hot_key_hud_update update
`& ~; z: P" W( e" k - def update
, o! U$ ]- E% q: y/ ? - hot_key_hud_update. N' C# b& U v+ f0 i% z9 L
- @hot_key_hud.update5 o# J; Y! ]: l# B. m
- @hot_key_hud.visible = !$game_switches[XAS_HUDDISABLE_HUD_SWITCH]3 X% u4 r @+ A1 B; h5 \8 j
- @hot_key_hud.update if !$game_switches[XAS_HUDDISABLE_HUD_SWITCH]
1 {4 I3 K# q8 y8 L* ]1 I& O - end
: X, i$ C0 w9 R4 v6 P* u0 m! A - end
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