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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,: T9 ?, t8 v; B6 J6 }; b& Q o+ |5 f( x
不知道有人能帮忙看一下吗? - #===============================================================================3 F: m" i: g5 ~8 T
- # XAS - Hot Key HUD! e* }; |+ A; i1 ~0 _) |
- #===============================================================================
" g) ?' w5 `4 D4 e' P: T( S X; \ - # By Mr_Wiggles
: I6 J+ p* G5 K }( z6 Z* f - # Version 1.3
9 W" Z2 e; p, B0 D: F# r - # 7/6/10' b! C& T3 {1 V j
- #-------------------------------------------------------------------------------
% c, ^! p. Q9 z: i* ^7 y) l8 \ - # Instructions:
: c1 [4 E5 }2 p' Z9 I - # Fill in the constants bellow, paste this script above main and bellow XAS in# J! F% j4 L* [- C/ `6 S& H: L7 d
- # your script data base. BE SURE TO SET TO THE RIGHT XAS VERSION!!
" r; ]4 ]- z: _+ s% ? - #
* {* n t4 ?6 A- x i+ W3 h - # Place the "Hot_Keys_HUD" picture file into your game directory & ?' G7 [, h8 t4 D( T
- # Graphics/Pictures folder. \: t; M: I4 f( ? k' x
- #-------------------------------------------------------------------------------1 P" @ f% r; P& i, U, G
- # Directions of Use:
) {+ i0 _+ Z( r+ j' Z# t - # Simple just press a number key (1 - 5) when the quick skill or item menu is* ]6 d! P, O9 I8 |* j% m" p
- # Showing.% [4 w& O$ s/ ]. ^3 o
- #===============================================================================
6 Q; l7 U/ ?: { - HUD_X = 0 # X pos of HUD
. K6 u4 G7 x7 ?- D, a% X/ y' ] - HUD_Y = 0 # Y pos of HUD, L% R! n* R$ e+ W2 H0 Y
$ @3 v8 |- f/ e7 V; \+ w- # Set true if XAS 3.7f
+ `" z4 G, P1 o" j" T- {# V4 J - # set false if XAS 3.6
i( U# P4 \: k& T+ D9 Y+ p3 w) G - XASVER_37 = true# \9 \1 L1 C+ E( u/ `2 N; F
- ( c- k. F* G& @: L" z! h2 C
- #===============================================================================
- a( l; u% ]$ D a. n3 `$ s! ^ - # Numkeys Module
y: [2 i8 \; F" W9 D! J$ i9 t - #===============================================================================5 e8 _' K) t0 d* `/ ]
- module Input+ D1 o3 _& Z2 v$ z' m
- Numkey = {1 => 1049, 2 => 1050, 3 => 1051, 4 => 1052, 5 => 1053}* ?, B* l# \2 b2 c( C& [
- class << self; D+ X7 r/ Y9 h: U3 I/ }7 f8 |
- Key = Win32API.new('user32','GetAsyncKeyState',['i'],'i')
% L' ?5 [3 n g0 `; Z -
7 S' D7 A" p& U7 \' `5 d3 t - def testkey(key)
/ D3 Y# u8 `5 w' o( s3 U - Key.call(key) & 0x01 == 15 x; Q0 }8 `6 k' \) s# X* g
- end" V i6 c3 ` }9 u' X) m) D/ K
- 5 E5 C9 D' u, D' `" ?
- alias hud_key_update update
+ m0 t3 C! M& E3 K* y - def update: Y% K' K7 k& m6 R# N- [, M6 H
- hud_key_update: m8 w2 x2 E3 c) |
- @pressed = []
6 O- ^5 p9 I$ B - for key in Numkey.values1 g# ^7 \/ y8 n
- key -= 1000
+ ^7 u: n! e9 N0 _) }/ h. H - @pressed.push(key) if testkey(key)
r4 P/ x/ {! ^, `9 H) ~* ]( L c - end- f# b5 r g/ j% `+ A6 a/ s; g- Q. B
- end) h3 |+ k$ g. a, f& N) K& o( d
- , O; X' @3 h. W; d% I) U6 |
- def pressed?(key)
/ b: K# o; o5 ~- r K% X: q7 P - key -= 1000 S5 n3 \- ?9 c( g6 G2 r
- @pressed = [] if @pressed.nil?
+ X2 a! L. ^0 W+ [, F+ e - return true if @pressed.include?(key)
g, t1 D/ j6 z - return false, n5 T% I6 o( x' x4 V
- end* V5 F" @* b+ n8 X5 a
- ! i% }( b8 n6 d/ a5 Z7 P) u8 R
- alias hud_key_press? press?! S& F3 \1 G/ D0 C6 F
- def press?(key) L) x% E' p* p1 }( N$ z
- return pressed?(key) if key.to_f > 1000
( I& \% C* I2 d1 G% K' u - hud_key_press?(key)
G4 t$ z8 ]/ O5 m9 \ - end6 x8 h1 @: Z) T y! V0 k
- end
X* o2 D4 g+ w) \' i - end
( h' B. D3 _" u - + y2 ~$ Y0 B, b' p( R
- #===============================================================================$ d+ h4 P9 V* X- n
- # Game Player7 K- Z9 w6 u( {2 I+ v
- #===============================================================================
' I( i$ {& L* Y4 R( A, G - class Game_Player < Game_Character
. I6 \4 e( u3 G1 s - attr_accessor :hud_equip
' n* o+ T5 i! O& F) }$ @ -
: K" A# o( g0 m - alias hot_key_hud_init initialize
$ E7 W) I/ C }( z9 M - def initialize& c6 W, n3 K& J* Z' W# l- g
- hot_key_hud_init
; E/ S' y4 u, U - @hud_equip = []
3 j) o* { U$ Q4 }6 Z' n - end
' ?8 q, A7 N3 g8 a) X6 B4 _- y3 w - 9 M/ F; H9 O* g# s/ \; z) \
- def equip_item_to_hud(n, item)
) g2 ]% x+ T: T5 v - if item.nil?6 @& E2 `: I: h% H0 @# R- O, d
- $game_system.se_play($data_system.buzzer_se)* ~, x2 l$ R) E- `
- return
" _, A5 a" { W' r" v& j4 L# P - end; r' U" s: @. h, e8 e3 H) J0 V$ q
- $game_system.se_play($data_system.decision_se)
# c8 F. d$ k- K, h k+ h; n - @hud_equip[@hud_equip.index(item)] = nil if @hud_equip.include?(item)
/ i: H$ ]0 X" U3 ^9 v1 q2 L2 `, ^6 W - @hud_equip[n] = item f$ w9 p2 |7 Y d7 i
- end4 P! @# _" d3 i: T+ r
- end
& q& g$ R8 W/ ]# q. s4 j
; k! |) s% T; y7 Z+ c1 a- #===============================================================================
/ }* R: H/ ?! ?; @! | - # Quick Skill Window' S! X& s% }* g- ?2 V2 s, u2 J+ _
- #===============================================================================
/ k7 `5 i8 ?4 {4 k - if XASVER_37 == false8 i/ p* K8 t' B8 Z
- class Xas_Scene_Skill0 X0 _* n/ i; v+ A
- alias hud_quick_menu_main main# @* o/ Y* k# x: J& X4 Z3 t' j
- def main
2 K0 V/ [+ H$ A9 m$ m | - @hot_key_hud = Hot_Key_HUD.new
% i& d+ u* ?: G' g9 h) @ - hud_quick_menu_main
8 U- Z# i+ b1 b& Q2 b - @hot_key_hud.dispose: t3 o/ ^% w& Z1 ^/ M3 Z7 C$ w. U
- end8 F6 n# O) {3 g/ H- s, G
-
n4 j- N) e# H - alias hotkey_hud_qucik_menu_update update
- D6 b) l3 v0 y- A4 l. ~ - def update6 H* `. H3 o4 p8 G& U
- hotkey_hud_qucik_menu_update
, R9 _$ q2 ?0 E5 n, p - # Hot Key num 1& H! Y! m* S. k+ F( {( n
- if Input.press?(Input::Numkey[1])
8 i. Y V; v- X- h% @5 m - $game_player.equip_item_to_hud(0, @skill_window.skill)
: b" `2 ]$ O+ P* Y3 j' s1 f - # Hot Key num 2
& P0 t: x7 I# L5 E - elsif Input.press?(Input::Numkey[2])
- v, c1 [9 R/ j* k3 L6 o - $game_player.equip_item_to_hud(1, @skill_window.skill)
: e. m z9 h' C2 Q - # Hot Key num 3
4 S, f/ w6 d; |6 S - elsif Input.press?(Input::Numkey[3])0 h- v' J) `# c% K9 }/ b' c
- $game_player.equip_item_to_hud(2, @skill_window.skill)
7 u, I! X: Z- {' k' x7 y - # Hot Key num 4" d, T1 N3 i8 O9 x& ~+ }6 E
- elsif Input.press?(Input::Numkey[4])# Q) I5 b4 K8 J H" k A
- $game_player.equip_item_to_hud(3, @skill_window.skill)/ Q# T) L. N. S$ a2 e1 b% d( q
- # Hot Key num 5
) A% g# |5 N# G; N) U# x - elsif Input.press?(Input::Numkey[5])
) B3 v3 A P; i5 | - $game_player.equip_item_to_hud(4, @skill_window.skill)! v2 G/ d8 W9 D9 ? [# c1 B2 l
- end7 c5 z/ ^8 {% h2 T
- @hot_key_hud.update
. g: M* t2 }3 `8 ]' C* ?2 _ - end+ Z) E7 I8 @( n% P& C2 F
- end
1 K( a4 D( ?( c. r( J2 K - else$ a7 V# q {- C$ m8 d( R
- class Quick_Menu_Skill! K. |! F1 X! R+ n% u
- alias hud_quick_menu_main main% i- @) l; b" A, x4 w+ s" G& T
- def main
* [1 h+ h6 N2 B - @hot_key_hud = Hot_Key_HUD.new
N2 r, N. C0 s1 Z; F g, ]) { - hud_quick_menu_main; P P7 E1 J% V8 @9 H
- @hot_key_hud.dispose2 e; C$ m" i6 M' o7 u; L9 D4 S
- end, t3 ~; l8 p1 h, U+ Y) {
- . n2 I ~1 q8 F Z) ?' _$ j
- alias hotkey_hud_qucik_menu_update update
- m6 |! U6 O5 `' v- } - def update
* [! @" G' @) Y& A: l; p2 R - hotkey_hud_qucik_menu_update
$ Z U' ~5 p7 G5 j6 E: f - # Hot Key num 1. o" W, d0 n5 V" v$ z f
- if Input.press?(Input::Numkey[1])5 ]' l o2 r7 v6 Y; y( p
- $game_player.equip_item_to_hud(0, @skill_window.skill). q; j9 ^& `1 J5 {8 ?" X) d( N. S
- # Hot Key num 2
) w. H2 N F3 W& |+ y" @ - elsif Input.press?(Input::Numkey[2])
- y8 i2 q) y( ~. r# o7 Q# k4 W - $game_player.equip_item_to_hud(1, @skill_window.skill): p9 ^2 C+ B _: y, q6 w+ T
- # Hot Key num 3' z" L& ~2 m" y8 O. R! H4 Z% r) I
- elsif Input.press?(Input::Numkey[3]); W# {, _! L7 }4 ^' _- Y1 x, u: o
- $game_player.equip_item_to_hud(2, @skill_window.skill)
/ `6 _& e* K/ J' a5 j4 o% a - # Hot Key num 4 U3 H/ b, E9 R. o- x# V: u4 z M
- elsif Input.press?(Input::Numkey[4])& V4 y5 V/ C* U
- $game_player.equip_item_to_hud(3, @skill_window.skill)+ g# z+ i0 @* W/ x M2 V7 I
- # Hot Key num 5
6 \/ B) {2 X" [# g - elsif Input.press?(Input::Numkey[5])6 k {6 D' a9 U
- $game_player.equip_item_to_hud(4, @skill_window.skill)4 ]! k$ H, a. Z3 o9 O2 k1 a
- end
! R/ V |3 |2 i$ Y9 {4 [ - @hot_key_hud.update
. m; p ]' g$ Z7 j I - end
' r8 A* `8 r; T& r2 a3 z$ V/ w - end: M) b+ O: y( j2 N
- end
0 a# i/ _; G6 v- K% @' V% P% I - & \6 V; c$ _2 ^ j0 J
- #===============================================================================
7 ^5 e+ F) s/ K. {, O+ M2 c - # Quick Item Window( K: E: W; i0 R: N Q) `- s
- #===============================================================================
' z' ]; b8 m o- C' N* Q - if XASVER_37 == false
7 n' g2 F+ \8 R - class Xas_Scene_Item
! j1 ^8 T% }- `1 M( O3 ` - alias hud_quick_menu_main main4 s3 D5 C" a" |# L% x% Y5 T
- def main2 h1 k& H! ?3 q1 h: k* s
- @hot_key_hud = Hot_Key_HUD.new/ t7 Q0 ^, R2 m3 S' _) D4 |. U
- hud_quick_menu_main+ j4 x0 ]# S: r: P& [1 N. O. F
- @hot_key_hud.dispose* Y! j2 z3 v9 i9 T+ b# f6 M% ^
- end: k- L/ D) o! ^8 k
- / ~ E) O v1 \ s6 t: m E
- alias hud_key_update update+ P/ `' d& M% X: J' J
- def update
$ O' |- }4 \+ I T6 j - hud_key_update/ z/ G4 R d% U# ]% H1 p- F
- # Hot Key num 1
# d, f1 w2 {3 A$ {6 _9 c - if Input.press?(Input::Numkey[1])
1 l( I& _: k5 t7 ` - $game_player.equip_item_to_hud(0, @item_window.item)" t! w( L; v3 }+ h) \
- # Hot Key num 24 q( l& `1 M0 p0 |& {
- elsif Input.press?(Input::Numkey[2])
( \9 v: _9 a, Z, F - $game_player.equip_item_to_hud(1, @item_window.item)1 Y( i, R+ E( {1 q
- # Hot Key num 3 j+ h8 b j3 r* T+ K" A/ i
- elsif Input.press?(Input::Numkey[3])
) A. x+ d+ @, v( U, ~3 i1 M y* z - $game_player.equip_item_to_hud(2, @item_window.item)9 ?# M2 |" p/ Y% S
- # Hot Key num 4
4 w- _. O. Z) V7 T0 Z - elsif Input.press?(Input::Numkey[4])
% f1 ?4 z- t3 u" c4 Q; ^ - $game_player.equip_item_to_hud(3, @item_window.item)4 p5 _2 n f) b3 I! h! O
- # Hot Key num 5( {( g' K! p0 ?6 i0 P" Q6 i1 u& u
- elsif Input.press?(Input::Numkey[5]): l; f, l/ n- B/ G- K
- $game_player.equip_item_to_hud(4, @item_window.item)* y7 J; m, m( M
- end
; h2 }" y' e' B; }, Y, e! r4 G$ y - @hot_key_hud.update! V, |) F5 c W5 z& I/ G% _) C
- end
' k3 N) {$ Y ]) [& r6 {5 Q0 n0 p - end
* p, S# o1 {0 {5 } - else
8 }$ ?) C6 H/ k- v - class Quick_Menu_Item
! `; ?/ e; @$ G3 i6 C - alias hud_quick_menu_main main
$ h2 k- z& J9 Q8 K - def main1 L3 Q" B$ p. A& \2 H
- @hot_key_hud = Hot_Key_HUD.new
: F; x6 A+ g/ f& I* R2 u0 Z - hud_quick_menu_main6 [! D+ C- W) G% G. e
- @hot_key_hud.dispose# v* l5 U3 v( P# {1 K Q. S \
- end
3 C4 I1 b+ T) Y - 8 Y: O- N/ J$ [1 B5 ]5 ~
- alias hud_key_update update" u! }5 _. ]$ T7 D
- def update+ {- q; {6 I: P; n* a( k8 K
- hud_key_update
$ n8 V6 X- q* o& A( I2 v6 L* z - # Hot Key num 1
6 Z' V& q( P7 Z- r. Z" |3 r3 B - if Input.press?(Input::Numkey[1])
: W: _) B" X+ b, ^! P - $game_player.equip_item_to_hud(0, @item_window.item)
8 a4 Z/ \1 L/ |9 {# @: `4 m - # Hot Key num 23 C2 V- {' R* F( _& \$ g2 v3 O3 P
- elsif Input.press?(Input::Numkey[2])
# {+ A* _7 A1 i- y$ _' U - $game_player.equip_item_to_hud(1, @item_window.item); P2 x9 I" x8 s# r/ G( g1 R$ I7 T
- # Hot Key num 3
. t+ c) |! G+ m: q. K9 e; P% I5 D5 C - elsif Input.press?(Input::Numkey[3])
6 @6 ~1 h9 x5 S$ d' w5 g# s3 g - $game_player.equip_item_to_hud(2, @item_window.item)' Q: {- Z1 j' [; X0 I W" x' B
- # Hot Key num 4
- _: ]5 O- r* R$ t9 S' ~ - elsif Input.press?(Input::Numkey[4])6 U" B- k [+ o2 s/ @5 d
- $game_player.equip_item_to_hud(3, @item_window.item)
6 Q8 W: H1 M$ {; x* F K% n - # Hot Key num 5
. W+ s( C3 J* R3 Y9 B; } - elsif Input.press?(Input::Numkey[5])
. B" C- P2 S2 u y, V& ] - $game_player.equip_item_to_hud(4, @item_window.item)
0 Y& Z0 }$ t9 l3 N - end
! e1 r) d8 N" c- P" ` - @hot_key_hud.update
( J W1 i Q! e8 b - end
$ @, K" f2 _! h - end2 {0 ^, j F- P, [; g% \
- end# ? \/ l4 x- r/ c& p( W
! V# n- u. ?+ v; C- #===============================================================================
6 q$ g- q1 U% s+ ^) D; b+ M - # HUD Window/ ]6 ]' z/ n: n5 p0 h
- #===============================================================================) s7 P; d/ ?. o9 x" A3 h
- class Hot_Key_HUD < Window_Base
2 O$ x. t6 z+ ~! K$ X3 @ - def initialize(x = HUD_X - 10, y = HUD_Y - 15)
+ K# b% V+ t+ u5 p( O) P3 P - super(x, y, 220, 80)3 Q; u% G1 j1 @9 }: {2 X/ p
- self.contents = Bitmap.new(width - 32, height - 32)8 X) u# @ N0 h
- self.opacity = 0! ^8 W. I3 f4 F- ?. O
- @actor = $game_party.actors[0]; k! \. z. E) X" r, D* h
- refresh
& ]0 r& E Z$ K; F2 {2 T9 i. n - end
; Q2 f0 @9 G; H* l/ @5 C n' i' ^
$ }3 n, ]0 G+ Z: H- def refresh
# I' c2 U ^# w( r! Z [. `" C8 c - self.contents.clear" X8 P. K' I: k
- bitmap = RPG::Cache.picture("Hot_Keys_HUD")8 @% U- {1 X d
- self.contents.blt(0, 0, bitmap, Rect.new(0, 0, 160, 32))
3 @! @- b9 P/ c9 c3 m$ E i2 H - for i in 0..46 R* X. U$ }3 ~7 g
- x = 32 * i + 42 L0 v4 v) X9 }# z0 t8 b3 @
- item = $game_player.hud_equip[i]2 x- l7 j% Q. R! Z; v
- next if item.nil?
0 `) @5 z( d: A2 D- k) L- ~: j% t - if item.is_a?(RPG::Weapon)1 r) q/ r6 }) |+ V' K
- item = nil if $game_party.weapon_number(item.id) == 0 and) v# K: v: l# X6 H9 \4 \
- @actor.weapon_id != item.id
& O8 P" r+ u# Q! f1 m' s2 O) o - elsif item.is_a?(RPG::Armor)9 D$ I) Y z3 x/ @0 G
- item = nil if $game_party.armor_number(item.id) == 0 and ; \# K/ V) r) Z5 h9 ]* U" |
- @actor.armor1_id != item.id
7 {7 T* Y1 ]! i5 w3 e; I" w - elsif item.is_a?(RPG::Item)
; D& q9 B. p8 Q - item = nil if $game_party.item_number(item.id) == 0 or8 ~0 f. G5 r/ P. ]9 k
- !$game_party.item_can_use?(item.id)( F" j x K/ `0 @
- end
6 r5 E n4 p) c1 u2 L. x3 d. z4 y$ C - bitmap = RPG::Cache.icon(item.icon_name)
$ a) E% W8 V: ?9 r0 J2 X% M - self.contents.blt(x, 4, bitmap, Rect.new(0, 0, 24, 24))
2 V7 \ l- a) x+ h - end
$ W; g6 f$ y. T - end0 q& \# k( t- H9 q: k" ]5 h
-
" h* P2 Y& \9 E, _! R* A6 E, u - def equip(item)' x( n7 i3 f0 J4 L
- if item.nil?0 m' ^* Z6 b9 A" ^: s% A$ }
- $game_system.se_play($data_system.buzzer_se)1 {' q; e. w T# F* @+ [
- return
+ C* ^" v; @+ E - end
+ K* V& B2 V% }8 ]; W- j7 E \ - if item.is_a?(RPG::Skill)
5 r/ G7 N4 ~+ f - if [email protected]_can_use?(item.id)4 y, y! e: {, }4 ~' |. Z* v( J6 g
- $game_system.se_play($data_system.buzzer_se)+ R. V! L6 t( T: n$ ]: I
- return: n2 g) s) o, }0 _
- end
* ?: C7 T% }) }% Q0 M - $game_system.xas_skill_id = item.id0 O9 ~, _! j! f9 m% H
- elsif item.is_a?(RPG::Weapon)
* {# h2 L" O, t1 f5 z- ] - @actor.equip(0, item.id). V7 N6 D, n9 h8 Z
- elsif item.is_a?(RPG::Armor)8 c: k! X( @# \+ e3 o: D
- @actor.equip(1, item.id)6 O( D7 e; B/ O8 {7 Q2 \- D
- elsif item.is_a?(RPG::Item)2 c; v7 A: P1 ]
- item_tool_id = XAS::XASITEM_ID[item.id]
+ D7 ^% T8 v) C6 K! G% r - if item_tool_id != nil J; F [/ d. Q7 ~
- unless $game_party.item_can_use?(item.id)
6 E3 s- P9 Y/ Q* ?! v9 x - $game_system.se_play($data_system.buzzer_se)
2 e0 g0 ~! K& E* w0 K$ G, e - return }. A5 ?% h8 n9 I& n
- end
- a4 ]1 a# h! ?( Q" k1 S6 {' H - $game_system.xas_item_id = item.id! D( O7 H& G6 y2 n
- end
, {: z) Y( O( I9 A5 q( t - end
& P% p) _/ N2 }. b$ @$ [ - $game_system.se_play($data_system.equip_se)
" r2 y8 Z g4 ?4 e6 p. u0 w6 l; H - end
1 V# d% A$ e- V: w/ v! \4 u2 o1 m - & V% N F6 S. n* T3 K- ~3 d
- def update5 R, I% c, S {
- @actor = $game_party.actors[0]4 d% g1 B. a( W: G& \
- @hot_keys = $game_player.hud_equip
: A( z7 w q6 k! O# `0 { - refresh
P* ~- x5 f* a+ a - return if !$scene.is_a?(Scene_Map)
0 r' {# M" v; w+ i$ e - if Input.press?(Input::Numkey[1])9 r( a& [/ O& J& A% z: n5 c4 O
- equip($game_player.hud_equip[0])' i; A5 L! p2 F- z
- elsif Input.press?(Input::Numkey[2])
& N/ H! S7 M! V) W6 O# K* V8 C - equip($game_player.hud_equip[1]) i- E( Z9 ^' p4 X
- elsif Input.press?(Input::Numkey[3])0 @, I/ T4 I4 ^9 {6 C
- equip($game_player.hud_equip[2]) ( `. I& S$ q3 _: M& f
- elsif Input.press?(Input::Numkey[4])7 `- H# C2 S: _4 F- s+ ^, \
- equip($game_player.hud_equip[3])
# i5 s3 K9 t! O% {: d9 ] - elsif Input.press?(Input::Numkey[5])
7 _9 n# l0 Q: C4 o - equip($game_player.hud_equip[4])! s5 m7 ~: G( t# u
- end" V& b& M( V) T6 q+ Q$ e
- end. E# m. O" H7 O, c3 o _; u
- end; J* C7 Z& X! [9 U$ z* \& E
- ' N% B4 ? [3 j" N6 W/ k
- #=============================================================================== H% U8 g! @( Q; J
- # Scene Map* J% D; F6 {5 l9 H
- #===============================================================================5 N( \+ @9 ?+ D$ `* N9 ?* L
- class Scene_Map: C$ z9 [5 t" h8 s
- alias hot_key_hud_init main+ g/ G E' n) a$ P) o
- def main, \4 K/ L1 v! W" c9 P! m) o! Q
- @hot_key_hud = Hot_Key_HUD.new
7 Q0 E" d+ F6 E - @hot_key_hud.visible = !$game_switches[XAS_HUDDISABLE_HUD_SWITCH]
2 q) I U+ H/ s d - hot_key_hud_init
4 F5 V, Z) \8 S+ ] |" E - @hot_key_hud.dispose# P' m% y: R0 Y( R* @( p7 [
- end
' u" W" }5 j! o5 N* H -
# o$ l) a" m* u5 d - alias hot_key_hud_update update2 B2 b% s* o, E J, f0 ]
- def update" R' Z& {5 ~$ X$ c/ f' e: d# S
- hot_key_hud_update
0 p" I X, D% o: {6 g- T( R - @hot_key_hud.update8 m8 s( E& |+ q
- @hot_key_hud.visible = !$game_switches[XAS_HUDDISABLE_HUD_SWITCH]' p7 j8 U* S1 ]4 h' D/ P9 D" h
- @hot_key_hud.update if !$game_switches[XAS_HUDDISABLE_HUD_SWITCH]# u- z/ j# ~, g0 r" ~) m
- end
. \0 W1 a9 ?# c# v - end
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