| 赞 | 8 |
| VIP | 1 |
| 好人卡 | 0 |
| 积分 | 96 |
| 经验 | 29580 |
| 最后登录 | 2023-4-8 |
| 在线时间 | 567 小时 |
- 梦石
- 7
- 星屑
- 2585
- 在线时间
- 567 小时
- 注册时间
- 2009-4-30
- 帖子
- 271
|
5楼

楼主 |
发表于 2012-3-31 09:53:20
|
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,
) i9 F# H+ q$ w6 u) s: V5 f+ J不知道有人能帮忙看一下吗? - #===============================================================================+ Z* P8 L& }: b, S
- # XAS - Hot Key HUD
# J' Q, ^) A8 P+ J, m9 @3 Z' K - #=============================================================================== {, ]0 }7 f) t* j! t
- # By Mr_Wiggles
" B/ `6 K8 u; I" f. j5 {; K+ ] - # Version 1.3
. h' U" l$ T0 j- A6 s - # 7/6/101 c& E: v, t# c2 c
- #-------------------------------------------------------------------------------
+ }( K4 R* H/ E2 V - # Instructions:
$ K6 |( |0 A; ^ M" q" q) { x - # Fill in the constants bellow, paste this script above main and bellow XAS in
l3 m, `+ m2 X! l/ d - # your script data base. BE SURE TO SET TO THE RIGHT XAS VERSION!!
]& Y# }, |* S. U% M - # ' i# }. `( x1 d; G0 z# \) _& b
- # Place the "Hot_Keys_HUD" picture file into your game directory
* ]+ \9 l e+ V Z. D! ^0 A" F$ p - # Graphics/Pictures folder.5 m' o& o2 S( t8 F
- #-------------------------------------------------------------------------------
+ Q* z. {, q. u) @' _% L - # Directions of Use:
$ X1 d$ u0 r3 A7 P, b - # Simple just press a number key (1 - 5) when the quick skill or item menu is9 [% w9 g. `& g6 M8 p, J
- # Showing.! ~& |. C2 E! v; Y: d
- #===============================================================================' G2 y( u$ _$ p; i6 n7 Q& u
- HUD_X = 0 # X pos of HUD
; G$ i. V+ C7 q - HUD_Y = 0 # Y pos of HUD
3 [, U5 z+ }' `+ T- s - * l, s' b- m! g; p$ j1 h% k. j2 ^
- # Set true if XAS 3.7f
9 j6 ?: i* e/ f# w2 U& A - # set false if XAS 3.6$ }. H$ A ?% X2 k1 {
- XASVER_37 = true
e4 v, `' e; X
1 l5 i! M3 A O9 m# H* ]- #===============================================================================
' E+ e0 Y. O8 }$ [8 M8 }6 }3 m9 K - # Numkeys Module0 W" }% E; f6 i# _0 l* d# Y
- #===============================================================================& `- m, x1 t; d/ U! z( ?
- module Input
) s, s# s3 V- Z8 b; W - Numkey = {1 => 1049, 2 => 1050, 3 => 1051, 4 => 1052, 5 => 1053} Z/ \2 {/ h: q& r' \ J2 {, {
- class << self2 C5 Q! f" \- e) z' n: I
- Key = Win32API.new('user32','GetAsyncKeyState',['i'],'i'). p2 V* e6 T6 a: ]
- 6 U/ C; R$ S" }& m( L/ g8 S9 `. P
- def testkey(key)( V8 f, J2 G' u+ q+ Q" i
- Key.call(key) & 0x01 == 1
, ]& O4 p# ^ Q - end
) H: W( _3 }8 R; J4 V - 7 f, n( I* }9 O. A- D+ F
- alias hud_key_update update- V9 M! `& ^+ ~, s- m# B! o
- def update: l( B- f2 r. @! ~& q% [4 w) Q
- hud_key_update
$ Z7 p7 V/ y1 F+ |- C1 o q, B' O - @pressed = []% `4 n$ _) N, ~2 {! T* w+ l! F
- for key in Numkey.values, b1 a) H9 g2 S
- key -= 10002 O1 E2 H$ L: z+ H2 U; Z3 g# Y( v
- @pressed.push(key) if testkey(key)- O( r2 y! C, n/ \; h
- end
5 q$ _+ t( c: u; z$ S& G) ~3 D) X - end
9 B7 }, R( _7 e1 T -
3 z" e! l0 N- A* y" {+ Y. H( } - def pressed?(key)
0 H Z5 D. C9 o# T$ _5 ]* Y - key -= 1000
; z! m# A4 } n) B: o/ g) q/ V$ G: v - @pressed = [] if @pressed.nil?$ t$ K+ ~7 C g" |. Z5 U/ P5 c
- return true if @pressed.include?(key)
5 K3 {# s! Z% t* x - return false
/ i. ^0 i8 w$ Y. E% B' V - end9 m& Y, p, }- v* ]
- - o5 z+ y( L. B/ Y& h- D4 N5 ?
- alias hud_key_press? press?7 z+ S, x% N6 `
- def press?(key)( m, g7 O; H; k/ }8 F
- return pressed?(key) if key.to_f > 1000
* M$ g7 ?. F. P) y - hud_key_press?(key)/ x8 d$ K# `0 O7 @# h B
- end
- v8 V% P$ {! |7 @ - end
- j, H; K2 M; ]* p; P! T2 p3 K - end1 t Y1 K. i4 N. j( W! d- ]
: d& J, O: \: \+ q, n- #===============================================================================
& S, a: q0 U: q$ D3 _7 B9 X+ K. D- L5 _ - # Game Player
L6 j& b- S8 C1 {+ W3 K; c - #===============================================================================
* ]" C9 {6 S8 U - class Game_Player < Game_Character
# n3 v6 P, ~4 @- v - attr_accessor :hud_equip7 v3 z! `9 O4 l6 v. u6 b) }4 w
-
0 m q! \( S; Q/ { - alias hot_key_hud_init initialize+ U; ~+ { V( m+ e( f( n" o- ]$ X# V
- def initialize. g# J! z9 t# o$ L7 ]' N% e
- hot_key_hud_init3 n1 t% _ Y9 S% o O9 `
- @hud_equip = []
1 C$ j9 \, S5 G - end0 i( [& b1 K2 L, f1 t8 D( m$ v0 G
- ( g# j& W1 W p
- def equip_item_to_hud(n, item)
# Q" s3 t, i; q% X8 z5 p# R Y! S5 M) j - if item.nil?
3 F# R3 E) X3 y) ~ - $game_system.se_play($data_system.buzzer_se)! g3 [* a4 w# U+ y' l/ W
- return
& v# }+ k0 Z. L5 l( T5 l6 J - end
h8 g: S$ \/ l' g( i ~2 u - $game_system.se_play($data_system.decision_se)2 j* q7 |1 U8 Y r% I; S b
- @hud_equip[@hud_equip.index(item)] = nil if @hud_equip.include?(item)+ ?: O7 d7 E) E+ i/ C
- @hud_equip[n] = item
: c3 h( s$ ^/ o! t - end: ~% g0 _9 t0 F6 x3 B* c
- end' T" l V0 C; v" J# U
- 6 h- {# Y6 y- S1 m* E
- #===============================================================================
* T6 r* r- L, y- j - # Quick Skill Window" k% X+ }- E8 a: s
- #===============================================================================. b% ^/ _0 Y6 i
- if XASVER_37 == false! `3 m4 g/ Y/ U/ |: l0 m
- class Xas_Scene_Skill! F- M7 W" y6 d( w$ a
- alias hud_quick_menu_main main3 m2 t# Z" u2 }- G+ E
- def main5 |2 d$ o" c6 S: q$ L L
- @hot_key_hud = Hot_Key_HUD.new8 C6 B9 W/ X* Z( m
- hud_quick_menu_main
7 d& k, ~0 ]6 S - @hot_key_hud.dispose- P- h6 `! g O+ k
- end* Y& D$ G2 a3 m) C$ P6 j
- ! }% v6 }( ~# p/ y
- alias hotkey_hud_qucik_menu_update update: t. R9 n7 w+ L+ V# O
- def update
: r& D/ [3 @# [8 D8 v* { - hotkey_hud_qucik_menu_update) B. j, {# m; ?6 i9 g! g
- # Hot Key num 1
4 t6 a- n1 L! J+ H - if Input.press?(Input::Numkey[1])
: d, C1 `* c& A - $game_player.equip_item_to_hud(0, @skill_window.skill)
6 F. e+ u: F. D& a7 L3 c - # Hot Key num 2
5 G# E( W0 d8 |: R% @& b$ y - elsif Input.press?(Input::Numkey[2]) _& x$ F3 |9 v" {! O. ^) c" i
- $game_player.equip_item_to_hud(1, @skill_window.skill) J( z3 G; e$ X4 d
- # Hot Key num 3
3 S) p9 _/ ~" F! O3 t2 I/ e& R5 _; M - elsif Input.press?(Input::Numkey[3])
8 V% r( R0 C' n* w$ p1 W7 t - $game_player.equip_item_to_hud(2, @skill_window.skill) Y \( u ]9 v" M! \
- # Hot Key num 4 p: a+ Y1 H1 Y2 z
- elsif Input.press?(Input::Numkey[4])
\! L" h8 {4 D0 V/ o - $game_player.equip_item_to_hud(3, @skill_window.skill), O) m" g% ?' ~0 b0 O& R/ z& ]; e
- # Hot Key num 5
6 Z" H3 `" v) g' d - elsif Input.press?(Input::Numkey[5])) g' c( i" l4 U8 x( ~# f V0 @. E% o
- $game_player.equip_item_to_hud(4, @skill_window.skill)
2 m* ]& z0 e& W$ G - end0 ]- ~1 u* M$ j5 [5 q# d: O. X
- @hot_key_hud.update
i+ u2 }# S6 P - end
3 W3 f$ [1 J( P" Z5 l6 j - end
5 U) R* i. }! ^7 F - else1 g4 n: y* N% a U: C
- class Quick_Menu_Skill
) O% t/ h3 E( S5 G9 B8 E1 T; h - alias hud_quick_menu_main main
$ P+ R3 }* d# m$ e% N( Q( c1 T% C4 g5 Z - def main( f5 `' Q4 ?; |5 q0 l. g
- @hot_key_hud = Hot_Key_HUD.new: Y" H! y+ q0 v3 w4 f- o( I
- hud_quick_menu_main
+ h- C f" _# O- I+ A1 ?$ T - @hot_key_hud.dispose4 \4 H, U9 |# K
- end
; `! I/ w: ^, K. {& G# n7 K -
/ \- J0 ?* \, O; j- p - alias hotkey_hud_qucik_menu_update update3 k: i! w$ r+ ~: p
- def update
' D" q7 e3 \- H- h1 E - hotkey_hud_qucik_menu_update& m1 L' [ ?) h8 i/ y- R$ E( X
- # Hot Key num 1- i0 k: ~) ]0 F. b- A
- if Input.press?(Input::Numkey[1])
z; `5 `7 ^. x; { - $game_player.equip_item_to_hud(0, @skill_window.skill)8 r9 B5 u) T, j% V
- # Hot Key num 2
0 v Q, V& R& m9 Z7 A: E& ]3 F4 Q - elsif Input.press?(Input::Numkey[2])# ^$ V% d( U: ]; O. s( `6 S
- $game_player.equip_item_to_hud(1, @skill_window.skill)1 n) {7 ^/ }' R, g% o. Y
- # Hot Key num 3
4 d7 g) x6 r' D - elsif Input.press?(Input::Numkey[3])0 {- d$ b- U _
- $game_player.equip_item_to_hud(2, @skill_window.skill)/ q8 X9 z A( h V, v
- # Hot Key num 46 M) e* }7 m% J: H
- elsif Input.press?(Input::Numkey[4])
F' Y) m) Z& g- b! K - $game_player.equip_item_to_hud(3, @skill_window.skill)
" y8 d2 a: w e+ ?* I - # Hot Key num 5
) b! F I4 ]: A6 Y1 Q - elsif Input.press?(Input::Numkey[5])
t- a0 A6 P; [4 k0 h+ a6 p. C$ ~ - $game_player.equip_item_to_hud(4, @skill_window.skill)
. V* {, G* Q% d- g - end
! Y5 O) N: X8 e, [) k - @hot_key_hud.update
, [+ V9 p* E) Y/ b8 N4 C - end
2 s, o9 t0 w0 f4 E7 m - end
: [; S) F8 h( \ - end
/ G& j5 }6 N* L - 1 V' n( ?" d0 _" n3 m
- #===============================================================================) L w/ a i# c4 ? J! w/ a
- # Quick Item Window
. v3 ]" A3 Y/ Q" g3 T' B$ j; ? E - #===============================================================================8 h( I" f" D) \6 x7 I
- if XASVER_37 == false, ]6 K& |( {( H% n) u
- class Xas_Scene_Item9 I; A2 l1 v$ B! ^! [& C7 }3 P1 K1 f
- alias hud_quick_menu_main main1 ?6 e7 z+ ?+ U
- def main& h+ J9 P6 ~' b- a
- @hot_key_hud = Hot_Key_HUD.new' ]6 s4 T% ^# x
- hud_quick_menu_main
0 t4 B% j8 }& ^! A/ W: \ - @hot_key_hud.dispose3 H3 S) b5 U' }% q; R0 a" G
- end
9 W, a, U) w6 ^( c2 L, U8 D; N - * D7 S1 D& j9 j3 A/ B( ~5 ` ]
- alias hud_key_update update/ ]7 [9 L+ \! M8 s* r7 u
- def update5 Z" F% m' }+ l1 a' o
- hud_key_update d/ q" G2 T3 `$ V' k& c6 b
- # Hot Key num 1
8 U2 ^4 {8 d- N - if Input.press?(Input::Numkey[1])1 r- T9 m7 n, }" n0 g
- $game_player.equip_item_to_hud(0, @item_window.item)
# T7 b( Y- u( i - # Hot Key num 2- z, C$ R4 ~ {2 a" J1 r
- elsif Input.press?(Input::Numkey[2])
9 \5 Y, x: K( |0 o1 T8 {- L - $game_player.equip_item_to_hud(1, @item_window.item)9 X8 k4 J; b* G' U
- # Hot Key num 3# K' _9 n9 A% i5 d, L2 {
- elsif Input.press?(Input::Numkey[3])
. c7 x" i/ H1 U, B) s$ [ - $game_player.equip_item_to_hud(2, @item_window.item)
, M) y7 B" h' i7 A: Y6 b - # Hot Key num 4! F1 g( g$ v# e v4 }! O- E& e
- elsif Input.press?(Input::Numkey[4])) j5 ~: X2 C, Z8 k4 Y
- $game_player.equip_item_to_hud(3, @item_window.item)0 L6 r( }! _ M5 t5 x$ B
- # Hot Key num 5) A2 Y7 \, s7 O" I
- elsif Input.press?(Input::Numkey[5])
" j6 m5 |+ u4 F: O$ }! C* y - $game_player.equip_item_to_hud(4, @item_window.item)4 l$ u' e% b7 u* S7 H5 {) B
- end
$ K, l. t4 _& B3 v4 v! T& {9 t - @hot_key_hud.update- f7 q3 P3 N. } X6 ~% H
- end/ h5 E; x- l# C! f, K* O1 ^; s; \
- end8 l; c- x9 E& O7 T" v$ z! a8 ~0 L
- else0 s6 E" o! U0 l' a! C3 E
- class Quick_Menu_Item+ X1 U9 P! q- L+ l
- alias hud_quick_menu_main main
) l9 `/ ^: j' O |+ W5 S - def main2 ?) O# y v# S' g: K
- @hot_key_hud = Hot_Key_HUD.new5 z( U6 u0 k* z( T: k7 Z
- hud_quick_menu_main
# E% X- L; A/ F1 [/ l, g' ? - @hot_key_hud.dispose
2 u1 L* q# J8 A, m# R+ I - end3 S6 Y1 T3 T6 [1 f; d# G
-
9 K0 _8 ?0 G/ _ - alias hud_key_update update6 {) v1 b* L9 p+ f* H/ }* @( n0 E
- def update
) y0 q2 I; k" v; ]5 T* k& u; B - hud_key_update
* }4 ^- t$ N( ]$ i- } D - # Hot Key num 1
; d; k, ^- y4 d( h/ i0 S - if Input.press?(Input::Numkey[1])/ c- S0 Y: j5 u" {
- $game_player.equip_item_to_hud(0, @item_window.item)
) s1 v! R7 T' ~! X! @9 Y - # Hot Key num 2: a' M* ~4 ~: O" a2 \ T
- elsif Input.press?(Input::Numkey[2])& e( Y+ `: _, q$ Y) V% x& s
- $game_player.equip_item_to_hud(1, @item_window.item)
6 T; a( k, | }3 A+ Q; N+ R - # Hot Key num 3! P$ k2 r$ A9 y# B8 M
- elsif Input.press?(Input::Numkey[3])" B1 j0 S! f: s; [& o S
- $game_player.equip_item_to_hud(2, @item_window.item)( x9 `0 ?2 I. T ^" ~) e6 ^
- # Hot Key num 4
# p3 x& l- M2 Q8 _( w8 N- Y0 {3 ? - elsif Input.press?(Input::Numkey[4])
- ]8 w* X' p3 a, V: e - $game_player.equip_item_to_hud(3, @item_window.item)
/ L% x! E! t8 x$ q& _) s R - # Hot Key num 5
/ w: L; v) U. l) t2 X! h - elsif Input.press?(Input::Numkey[5])+ l; I) T9 q; X! r d# F
- $game_player.equip_item_to_hud(4, @item_window.item)
5 @2 G# l, P2 {8 i. I4 y+ n - end2 l& Y5 l3 ^" I
- @hot_key_hud.update( }) e4 F) G& O: A0 @. j# T
- end$ ~$ r5 o( p9 ~' D, ^
- end
5 n- N8 t; x: E+ v - end
3 l; ?. f! l; W) @4 { - $ D# T3 k+ f/ Y) X
- #===============================================================================
6 Y. l4 l5 Y5 N# {7 t/ ^8 R - # HUD Window
3 P, T& D" ?7 k$ E - #===============================================================================, A* b: M& B+ R: q4 n
- class Hot_Key_HUD < Window_Base
/ f w0 x9 N6 y+ t3 Z" r& O - def initialize(x = HUD_X - 10, y = HUD_Y - 15)
8 j, C6 z" b6 _/ U: t/ { - super(x, y, 220, 80)
, U5 c# n# _) Z9 ~ - self.contents = Bitmap.new(width - 32, height - 32)
0 ^& e/ b+ l+ a: r - self.opacity = 0( q* Y1 l5 }1 {. M4 L& `
- @actor = $game_party.actors[0]
/ ^; i- ?$ G) e) ?% P. O - refresh
; ]5 b3 Q* f. R8 u; x - end
+ ^; U" N/ X5 |1 [! N1 C
/ ^* ` o: f7 }' Q- def refresh$ H4 x; f0 n. S: M5 n
- self.contents.clear0 e( {8 k! j9 ^) b! ^
- bitmap = RPG::Cache.picture("Hot_Keys_HUD")% _. K7 e5 [0 O' n: {( y$ _+ D
- self.contents.blt(0, 0, bitmap, Rect.new(0, 0, 160, 32))
" i- Y5 P# C: O1 R& U - for i in 0..4
1 u) V( H' c7 d+ t/ ^9 `$ v - x = 32 * i + 4+ `2 W* S- `& |, n' t: Y- D: u# p
- item = $game_player.hud_equip[i]
# q5 K3 h/ f& v1 \7 O3 x8 ] - next if item.nil?" g l! G s: l* ]% S" M
- if item.is_a?(RPG::Weapon)
" B' {0 V1 e/ F F9 e5 H# n! x M3 I - item = nil if $game_party.weapon_number(item.id) == 0 and
7 C/ g3 {/ T) B# b - @actor.weapon_id != item.id) U* w8 M$ g; n! }4 i3 W
- elsif item.is_a?(RPG::Armor): S- X& e* g, ]/ F$ [( k
- item = nil if $game_party.armor_number(item.id) == 0 and
& b2 r" b4 s! P8 I G0 J - @actor.armor1_id != item.id
2 D: |' C1 |. ?) r# R5 g - elsif item.is_a?(RPG::Item)# f' `, C0 A) ^+ C
- item = nil if $game_party.item_number(item.id) == 0 or1 T6 H) B N! C) g- s
- !$game_party.item_can_use?(item.id); s; k |: j6 h5 M7 [
- end
5 `4 n! a x% H - bitmap = RPG::Cache.icon(item.icon_name)
* D: u- y, A/ W+ W4 j) k- ~ - self.contents.blt(x, 4, bitmap, Rect.new(0, 0, 24, 24))
u# O. W' f# {1 U2 p - end! j0 ~+ m1 J9 Y' b/ v) M
- end0 y( }0 w; \' {4 T# W/ _
- 5 X# B) u# W: I, X* f& y- Z: z9 E
- def equip(item)
6 ~# N4 g: O- k2 O: H! z+ U3 g - if item.nil?7 b& Q1 n. c4 F$ s, y# l
- $game_system.se_play($data_system.buzzer_se)/ M' C5 g/ r- E* H& T1 b! I/ k
- return2 [- R8 ~& } W( ]8 T' k- P) T
- end
6 s7 ~5 k( Y" ^# b" s - if item.is_a?(RPG::Skill)
( q9 K: f1 U1 q( u - if [email protected]_can_use?(item.id)
9 ^" T3 ^' ?/ B8 F! L, _2 ] - $game_system.se_play($data_system.buzzer_se)( L9 i: Q7 X( D8 \7 b N/ g
- return
6 b; b+ {% b6 g' y. Z0 l8 y, f - end" @* v3 z- D; j- V! T2 f1 y
- $game_system.xas_skill_id = item.id# |$ A! Q( l) C+ i* w$ U& `
- elsif item.is_a?(RPG::Weapon)
5 r( H5 ]$ a3 D" K, e! y9 a4 i - @actor.equip(0, item.id)
; g7 P- i6 e) |; I) R - elsif item.is_a?(RPG::Armor)
5 Z6 t& ^5 g6 k$ S1 o - @actor.equip(1, item.id)- h3 Q0 g' Y I( ^, t
- elsif item.is_a?(RPG::Item)+ n; [5 [8 ^% H1 R$ n* g8 c9 }
- item_tool_id = XAS::XASITEM_ID[item.id]
C/ V) W3 u+ d) ~1 k5 W3 X: W: v - if item_tool_id != nil2 i2 Q T' k. U9 M+ z/ `' _
- unless $game_party.item_can_use?(item.id)% p5 `8 A) Z) ]" I
- $game_system.se_play($data_system.buzzer_se)
+ L+ v/ ?, s6 _$ a! V - return/ |7 F" g8 B9 T |" Z# Y* c5 R; |1 {
- end: l$ V0 b t0 y/ m( D2 W
- $game_system.xas_item_id = item.id
- o. L( e `6 \ - end
4 V1 v7 R9 P; J7 \# C0 t - end& D- Q7 E' u' U" ^# S# E" f0 [5 N" b& t
- $game_system.se_play($data_system.equip_se)$ z4 c6 K, f; X2 t9 E& J
- end
; d3 P; q( [2 D9 Q/ \ - ; R% R; p1 I4 ]: \* ?
- def update
' R; Z* O9 z- X( L - @actor = $game_party.actors[0]- u/ Y& n& M& g$ c1 F
- @hot_keys = $game_player.hud_equip6 I4 j! O( ^( D( C* S
- refresh/ R* T' x2 |* _( r" Y5 G. d, ]
- return if !$scene.is_a?(Scene_Map)+ W2 _/ H" b9 x+ _. |5 d8 R6 R
- if Input.press?(Input::Numkey[1])0 F) x+ `# A2 @$ K' L8 Z
- equip($game_player.hud_equip[0])1 W4 m1 y0 g6 X, d" ? l
- elsif Input.press?(Input::Numkey[2])
- ?9 y( D3 H; m4 T" Q6 U8 u3 ~ - equip($game_player.hud_equip[1]) v2 p$ u: c6 S0 q7 |% i* T
- elsif Input.press?(Input::Numkey[3])& J) \% A5 o7 [
- equip($game_player.hud_equip[2])
! ^* [# Z/ n, k- J4 n - elsif Input.press?(Input::Numkey[4])# t u, |7 x0 {9 W- w( h
- equip($game_player.hud_equip[3]) : \2 M7 _5 Y5 ^, Q3 }! L0 z" {
- elsif Input.press?(Input::Numkey[5])
' S; l& d# B* T3 L* Z0 _ - equip($game_player.hud_equip[4])
+ `2 J# v- z2 w. u/ T. a9 v; Q - end
, D- v* ]" I$ s% N1 M - end) D- w& O. d0 d8 T; T( _1 v
- end$ _" {4 V* T& j4 b, }% V {: A t( {
- - g- a* k7 Y# V# M
- #===============================================================================+ ?' t+ m- h7 s$ ^8 M. V9 l
- # Scene Map
* J2 e. }. S: H" A, Z - #===============================================================================7 {: [6 C+ c! m) a# L
- class Scene_Map. T0 M) q$ v! y) F* F5 }! o4 d
- alias hot_key_hud_init main
6 C) F( n& o+ a1 K" Z6 e6 Y. T* w% M - def main% o/ R. E+ a W7 A: k+ R
- @hot_key_hud = Hot_Key_HUD.new W0 V' B# K8 f5 n% c
- @hot_key_hud.visible = !$game_switches[XAS_HUDDISABLE_HUD_SWITCH]
( `/ {4 `8 [0 p- @+ f, F1 _- q - hot_key_hud_init
, E W; C$ ?- \' H. {& u2 F$ g% h - @hot_key_hud.dispose/ w. _/ m- {: E! X
- end
, T! U- M! `- T, c - . o# J: M% Y: m
- alias hot_key_hud_update update" K8 f) f; y) d& p0 Q
- def update
0 g: C, ~/ p8 K' C- ]! q1 I6 G7 u - hot_key_hud_update
+ z, w8 o# k4 c$ @6 E& _ - @hot_key_hud.update
6 V* p& q ^0 O8 V6 ?3 w5 [ - @hot_key_hud.visible = !$game_switches[XAS_HUDDISABLE_HUD_SWITCH]
8 I, P; k( |1 P( H - @hot_key_hud.update if !$game_switches[XAS_HUDDISABLE_HUD_SWITCH]5 A+ M& T4 C' T
- end# M z1 \% l) r
- end
复制代码 |
|