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
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,
# G; j2 R. ?; o, z# C不知道有人能帮忙看一下吗? - #===============================================================================
# w8 a' t7 L p, Z+ v1 v3 }9 Q) ]" l - # XAS - Hot Key HUD" D4 A% L" F% O9 c4 Y
- #===============================================================================
# L: ^, [. `/ F* i# W - # By Mr_Wiggles8 S5 u0 v% X( Y" M* k/ s
- # Version 1.3
2 V5 [# j i6 e4 d, {5 w1 @6 m; F1 m3 M - # 7/6/109 V# L$ {$ I8 ~# ` h/ \5 K
- #-------------------------------------------------------------------------------
. U/ J3 j3 {! X3 J: B" z$ N& _ - # Instructions:1 U/ S n5 i% _3 w6 S; Z
- # Fill in the constants bellow, paste this script above main and bellow XAS in" q4 `! y- J8 a8 S6 v% C& k5 d! \% c) v
- # your script data base. BE SURE TO SET TO THE RIGHT XAS VERSION!!
( g# L1 S) B* V9 Y/ { - # ' {9 {" y" E( i' b$ V
- # Place the "Hot_Keys_HUD" picture file into your game directory
, X- b9 e; j# v' I - # Graphics/Pictures folder.
- q3 e; W$ N9 m) z* C' v9 ` - #-------------------------------------------------------------------------------
% G& I2 {5 f! }, v0 d - # Directions of Use:
p2 J% B0 Z, ?1 C: m2 `) \8 |) H - # Simple just press a number key (1 - 5) when the quick skill or item menu is+ c3 Q) w& w o: h5 |; p8 S
- # Showing.
8 S9 V3 g0 ]$ h2 i" \5 t - #===============================================================================
/ N, @) T7 s ~- V' m0 K - HUD_X = 0 # X pos of HUD
8 @) e3 y, ^ e2 c6 w# z; J - HUD_Y = 0 # Y pos of HUD; y9 F( X: t# w4 K2 W+ u4 ?7 F
- 6 Y: E- P; W0 Z
- # Set true if XAS 3.7f" O7 ^: i0 Z4 _& Z6 ~0 M* }
- # set false if XAS 3.6
+ K4 r# o9 h- R7 f5 D+ Q% Z - XASVER_37 = true
$ M/ M4 M( I6 Z/ v) W - ! c% C$ Y7 o) `1 U3 b( z' Q! {
- #===============================================================================3 x( X, R, r9 k* D( j# m7 I! H
- # Numkeys Module
/ P3 x+ r5 d4 N( X7 } - #===============================================================================
3 G# p4 F+ D6 B* K4 @2 h - module Input
6 [5 Z/ n1 s1 g5 g - Numkey = {1 => 1049, 2 => 1050, 3 => 1051, 4 => 1052, 5 => 1053}
% j$ W: h6 r7 F2 g; Y+ d+ j - class << self: M- J% _' p+ L* R$ P8 z
- Key = Win32API.new('user32','GetAsyncKeyState',['i'],'i')
+ o) w1 g+ a; e6 y1 G -
, ]# M+ P! N' [0 z$ V) Q - def testkey(key)3 E3 j: y: i/ s
- Key.call(key) & 0x01 == 1% e' t. o$ x' ~9 O% R
- end- t! \- S. |* T! y0 X& P
- 5 y5 Y, K* J8 j/ ?/ y+ t
- alias hud_key_update update
8 f3 C( L" i' X: o - def update: r* a z2 Y4 R* @* n# D9 u V
- hud_key_update
5 g; N/ v% ?5 a9 q" G7 o - @pressed = []
6 l! n) }2 `9 K# d - for key in Numkey.values
. i8 {7 c8 F/ m6 N9 C - key -= 1000
1 ^& q* h" R9 @7 d# W/ y" w - @pressed.push(key) if testkey(key)0 g5 y- w+ E8 ~
- end" n. V3 B+ T; m
- end
! i: G1 o6 s: q& m -
. G# T) N: M" U7 c - def pressed?(key)
. m. N( W# _2 y D+ Z5 z& p - key -= 1000+ {. ?7 K3 ^9 J/ f
- @pressed = [] if @pressed.nil?
# _) }$ v9 v$ s* Y( x2 h - return true if @pressed.include?(key)
4 `9 B% e! ~+ d9 I# F+ W# J. D1 D - return false
$ H7 z" I" z% v! c t% h& o+ j7 f - end) O. G0 C4 x& v! }4 H' G6 b9 S
-
! \% p# R/ k( {) l' s - alias hud_key_press? press?
/ Q/ T2 n( p- ^6 p - def press?(key)0 ]' B: X7 D: ~ @3 |" n
- return pressed?(key) if key.to_f > 1000& d( N$ w0 U/ h5 z
- hud_key_press?(key)
3 X8 l' a% H- B4 \) L1 R2 _ m* a: H - end
; m3 Z% D* N8 S1 q3 N* d9 Z - end
( L' g( q4 h' X9 E3 S - end: y0 O$ R" G$ F7 T% U0 j. a3 q
& b9 {) X( E/ M a# J# f9 ?) i- #===============================================================================$ q) i8 @ x% v2 O
- # Game Player
. H- M3 Z5 `6 ?1 u9 y% b - #===============================================================================
8 h. o5 X ?5 g8 J8 H$ w: R# a - class Game_Player < Game_Character7 i; U! z6 Q) y3 u
- attr_accessor :hud_equip
; [; P: C0 S+ o; m6 n: [ - & Q; C8 `: ^3 u: U) G! C# H
- alias hot_key_hud_init initialize3 k/ G" J$ Q7 X
- def initialize# d8 h+ z8 P) f- Y) @
- hot_key_hud_init
2 _8 d$ v0 o7 D( U9 x+ H. G - @hud_equip = []" c9 N4 e4 X! |8 f. ~& a
- end
t. l& q0 z# s - ) y% n; r8 p& g' p/ n* g9 s0 Y& r, ^
- def equip_item_to_hud(n, item)
, U0 g+ S4 Q! l8 W$ v - if item.nil?
7 ?) v/ x' j, N" o E+ d( w - $game_system.se_play($data_system.buzzer_se)
6 p9 I( @- M+ m6 {1 ~: o4 F/ R6 Z - return3 r" @6 d3 D1 L+ S% ~
- end
: u+ a" e% e0 c1 G& m% Q - $game_system.se_play($data_system.decision_se)6 Q; s, H& N2 w
- @hud_equip[@hud_equip.index(item)] = nil if @hud_equip.include?(item)
/ u% d) C0 z/ \ - @hud_equip[n] = item
7 p9 J% O6 a5 g - end
: ?0 N" x! I$ L3 V! e4 n& f - end
' `* K" n" c; L. X4 m1 X - ; D z+ [% G8 m4 O/ Q5 u
- #===============================================================================
7 v. J0 L8 T% y# f5 W - # Quick Skill Window
; n2 S1 Q. S9 J9 `( h - #===============================================================================
/ W3 R% H& u0 q7 t/ _ - if XASVER_37 == false
, a7 Q- K* @) z - class Xas_Scene_Skill; O( D6 [; o" M n+ P. \ F& m/ V- q$ O6 H
- alias hud_quick_menu_main main
# Z" ~+ I4 K' }/ f) D. t, Q - def main
/ w8 |8 ~) P) C# T6 | - @hot_key_hud = Hot_Key_HUD.new
/ X: G3 I: D7 h+ } - hud_quick_menu_main) G: X1 s- X+ X" Z1 `2 _( x
- @hot_key_hud.dispose: o9 C% ~8 V. S. f$ \
- end
6 A, R8 i- |6 N0 |: J - # m+ l2 O' ^8 i# S
- alias hotkey_hud_qucik_menu_update update" ?. ]; Y+ q/ _9 l: S+ I; s# T
- def update4 k$ C" M, {( g' z s
- hotkey_hud_qucik_menu_update
- V. t- K/ r$ I1 S/ S2 ]3 F" ` - # Hot Key num 1
/ ?1 w) u4 o: L* U - if Input.press?(Input::Numkey[1])" t% N D, e: }: o* k1 D
- $game_player.equip_item_to_hud(0, @skill_window.skill)
2 P- g6 m/ ]5 j - # Hot Key num 2
1 T9 \/ G: e* v7 e2 g7 T - elsif Input.press?(Input::Numkey[2])
4 z% ]* Z4 l% t( d8 Z - $game_player.equip_item_to_hud(1, @skill_window.skill)5 c. F* c: q( T- i( k7 T
- # Hot Key num 32 \! b% c1 W1 W& k7 h& R0 ?0 Y
- elsif Input.press?(Input::Numkey[3])
- e! J% p% j. j5 k Y/ k - $game_player.equip_item_to_hud(2, @skill_window.skill)% Z- x$ B0 [8 r
- # Hot Key num 49 O( t6 f2 m( T! E# Z+ U: X
- elsif Input.press?(Input::Numkey[4])
9 q5 p3 B' |5 `9 u% O H2 y# Y2 Q& | - $game_player.equip_item_to_hud(3, @skill_window.skill)1 W: v- K' {, z+ j/ X& j
- # Hot Key num 5
^* a2 b. p$ S' p8 C7 f - elsif Input.press?(Input::Numkey[5])
/ B: {8 q. x8 p4 n# P% ~ - $game_player.equip_item_to_hud(4, @skill_window.skill)
: {* v% _2 k6 v2 D4 b% H+ m - end' M$ S) g3 ]! s& s5 b& B
- @hot_key_hud.update! U* w, \( {+ `
- end5 W. q! f( d3 U' s
- end
- c8 ^+ T* L, C5 ]5 L - else
* k; j; Q7 D) ~) F, K0 J7 p' H - class Quick_Menu_Skill
+ j$ O6 F5 F" z. E- J0 T - alias hud_quick_menu_main main
5 }- V; K5 s$ x% A+ ^: k/ s - def main6 b+ A% h5 d! S3 K- a
- @hot_key_hud = Hot_Key_HUD.new8 n4 i1 o" d! n, t2 M# c7 W0 c7 n6 t
- hud_quick_menu_main
2 ^* T: {- ]/ T) G/ n$ p - @hot_key_hud.dispose
3 S+ N- C5 p5 f, S$ s* S9 G - end& _6 R- z1 ^% w! j" q
- 5 y" k( ]' o* t
- alias hotkey_hud_qucik_menu_update update
9 N4 _3 o5 [2 p3 ]* G6 |, U - def update0 ]- f4 o; F+ k5 r( ~6 v
- hotkey_hud_qucik_menu_update3 r7 `2 M0 E2 c1 B9 H4 A
- # Hot Key num 1
4 `! [; _- H5 ~. E - if Input.press?(Input::Numkey[1])& S+ \1 a' A: r) E+ v# I4 j2 j
- $game_player.equip_item_to_hud(0, @skill_window.skill)! W9 g4 R3 z3 d# {
- # Hot Key num 2
% |) z/ Z* R7 [" A9 A Q5 c( q- N - elsif Input.press?(Input::Numkey[2])1 g4 S3 v7 `: `# \8 U9 P+ ]# {
- $game_player.equip_item_to_hud(1, @skill_window.skill)
, U2 S; {5 `2 p9 l4 r/ n5 } - # Hot Key num 3
9 ~; J9 }: `, Y! Y - elsif Input.press?(Input::Numkey[3])
7 L0 _$ W5 Q5 g' K# P5 P6 @9 @ - $game_player.equip_item_to_hud(2, @skill_window.skill)+ j( P& @; D3 @6 D& U1 b4 b! g
- # Hot Key num 4! }7 w1 k) d7 b! _9 S$ H0 e
- elsif Input.press?(Input::Numkey[4])0 U$ _: }5 b' @0 m' O" k( }% U
- $game_player.equip_item_to_hud(3, @skill_window.skill)
/ q0 E/ u4 w8 [9 U - # Hot Key num 5; C9 D! k0 w7 {7 g* q9 L
- elsif Input.press?(Input::Numkey[5]): G4 g0 h- \% H7 i
- $game_player.equip_item_to_hud(4, @skill_window.skill)' Y r% f, ]2 w2 d8 Y7 x% h
- end+ G' C- O/ E2 i* b2 w
- @hot_key_hud.update
, G1 _! M+ E$ L, N - end- Y# g1 p! v7 h- x
- end" ]6 P8 ?* g4 j4 U! `3 @6 U
- end3 D2 }! k' O1 o+ k$ {( k
- 0 H9 X4 i% N3 w! f, \8 u" ^2 E
- #===============================================================================% E+ L* o u7 L- t& I9 g, z, F
- # Quick Item Window
" Z$ \1 `- S$ f/ {/ i# [ - #===============================================================================
9 e4 v3 E3 F, j; e1 D S. c - if XASVER_37 == false6 L+ @) }4 S) t6 s S" K
- class Xas_Scene_Item
. B1 O, H5 D" } - alias hud_quick_menu_main main
! p0 I9 M' g% ]- Z5 U& N - def main
: C6 a8 U& p, J7 t& X# c6 X - @hot_key_hud = Hot_Key_HUD.new! C' k6 f" K) B3 } a& w' {9 ~+ D! F! I
- hud_quick_menu_main
$ i8 N! N \' ]! H: E - @hot_key_hud.dispose
! T; Y9 s* M, S& [, }5 u: B2 c - end# S( i2 R4 n) I* b" \' B
- 6 h( b5 M; m+ r/ k9 e' L; b
- alias hud_key_update update4 ]2 P/ ^) ~4 Q$ r! `% }
- def update
) z9 C% U4 A/ G! n, }, l - hud_key_update' M9 l2 K. ^* W6 }, t, B
- # Hot Key num 1
6 }6 \5 m+ X- S# p# K3 _ - if Input.press?(Input::Numkey[1])
/ \6 ~2 n3 v( {+ u' I - $game_player.equip_item_to_hud(0, @item_window.item)% D/ u. J9 q# Q3 a
- # Hot Key num 27 i. U9 m6 X4 L2 o& \# b9 T9 D6 U$ m
- elsif Input.press?(Input::Numkey[2])
# ^3 u' a! ^3 G: u) ? - $game_player.equip_item_to_hud(1, @item_window.item)
3 e, t0 ~( ?5 X9 n# I( i - # Hot Key num 3
$ x. @0 [: t' q* {; Q( u1 v2 O - elsif Input.press?(Input::Numkey[3])% T# r9 C, i H# B. n
- $game_player.equip_item_to_hud(2, @item_window.item)
/ z- \- l' M! A5 J4 h/ G - # Hot Key num 4
) a- q6 R% I! V8 L7 @ - elsif Input.press?(Input::Numkey[4])
$ f; n; ^% O2 P9 L- ^0 K) ? - $game_player.equip_item_to_hud(3, @item_window.item)( f0 J" h: \' C, }5 [. [
- # Hot Key num 5 N) F9 k* \+ W+ D& J4 v- K
- elsif Input.press?(Input::Numkey[5])' P) p# ?" f" T! d& D7 x7 G
- $game_player.equip_item_to_hud(4, @item_window.item) B1 n2 t' q- B
- end
4 j ]' T4 b- W - @hot_key_hud.update+ R- C/ T9 k% `" {
- end9 L5 u9 D( a: W7 B" ?
- end* i% k7 ]$ l* q4 v% H6 d
- else
6 a6 H5 ^" {' I- |/ k4 [ - class Quick_Menu_Item" N* ^% @! M& x4 E! h) e
- alias hud_quick_menu_main main
) q" ~5 _1 j) L: [1 D# D6 a - def main* c( L: b+ B( v0 Y
- @hot_key_hud = Hot_Key_HUD.new, \ L ]+ p; ~; F1 J0 |
- hud_quick_menu_main
! h& ~# a, T ^ - @hot_key_hud.dispose2 n1 Q% c2 d: ~
- end0 W$ p/ q3 w) B
- * g5 W7 m/ S5 j' v) {
- alias hud_key_update update
. L* B0 n+ r6 ?# a5 n$ D - def update2 Z- j0 S4 Q3 V% r8 l
- hud_key_update, _8 Q9 H/ D$ z1 }/ \
- # Hot Key num 1" ^. U0 }+ G' P; c2 x3 h6 i# E
- if Input.press?(Input::Numkey[1])
. M+ L4 w5 B. Y( O _9 L+ ` - $game_player.equip_item_to_hud(0, @item_window.item)8 l+ k) \) Q9 h+ G Z
- # Hot Key num 2
7 |1 Y9 j& z, m" D$ k) n( l - elsif Input.press?(Input::Numkey[2])# P8 j/ k. V5 V0 R( `
- $game_player.equip_item_to_hud(1, @item_window.item)
2 f' M* \5 N- d - # Hot Key num 3; U- l8 Y. B0 y7 I2 s( O5 s' y }
- elsif Input.press?(Input::Numkey[3])- @( ?) ^/ u- }
- $game_player.equip_item_to_hud(2, @item_window.item)
' E. t: @+ L6 i1 y - # Hot Key num 4
& X" F: l$ p( I: V; Z, s - elsif Input.press?(Input::Numkey[4])& f0 ?& ^3 A1 P3 J% }
- $game_player.equip_item_to_hud(3, @item_window.item)4 C2 `( d+ ^6 {+ Y2 l2 k
- # Hot Key num 5
! L4 g9 Z. O; b, @: N& \0 f' z - elsif Input.press?(Input::Numkey[5])6 L5 b& y: I) x! m. _% L& j: M
- $game_player.equip_item_to_hud(4, @item_window.item)
+ V- _5 y1 j" d6 G, ~5 l" W - end8 X2 _5 D& w. i) ?: @5 N) R
- @hot_key_hud.update
$ T$ c* H1 Y8 V5 ^" F7 M - end% }/ P' w' @ S% X
- end( Y+ d9 ^+ z; D$ J
- end- T: t: I/ F5 T% ~ H- @2 l N8 Z
- - {, H r- g! F0 ^* F
- #===============================================================================
( n0 H; V2 J3 _& D8 o6 Q - # HUD Window6 R/ N2 v' f2 `+ U s& T
- #===============================================================================
: P* y& d% M# V* Q% l - class Hot_Key_HUD < Window_Base
9 Y& Z/ Z1 M% S& k - def initialize(x = HUD_X - 10, y = HUD_Y - 15)
0 w. S1 l j" [. x - super(x, y, 220, 80)
+ o- Q4 u) `9 w- Z3 A/ w" B+ P - self.contents = Bitmap.new(width - 32, height - 32)
. D# x& `- E% }# Z" S1 F) z - self.opacity = 0
; }" h& `- L) d, L4 ]5 V; A - @actor = $game_party.actors[0]
& u$ P5 K! m0 N# o7 J1 w - refresh
6 ] w! d" `0 f$ A8 W7 s0 m - end/ o# N# n& {8 A% o& `* z! _# s
- . Z- C2 U f! C+ D5 Y5 a
- def refresh6 X! y; R( J* w2 o' O
- self.contents.clear
- ~6 T- ~6 p) e3 O - bitmap = RPG::Cache.picture("Hot_Keys_HUD"), ?) B3 A" q! C# [, o8 B) w
- self.contents.blt(0, 0, bitmap, Rect.new(0, 0, 160, 32)) X0 m5 [5 x9 l2 S k/ A4 p
- for i in 0..4
' d$ ?3 I2 @, p, K0 N4 A - x = 32 * i + 4
, |2 D6 j, Y$ c! ]' m7 e - item = $game_player.hud_equip[i]% n8 @$ F- h7 ^1 x0 ?! z5 Z' K& j
- next if item.nil?6 J, N! T: y5 F
- if item.is_a?(RPG::Weapon)
$ |7 F& _, S# Q5 s, {# @' x8 C - item = nil if $game_party.weapon_number(item.id) == 0 and' W* T" Y K/ S2 J: E( R- T
- @actor.weapon_id != item.id) h2 d, S" q- m
- elsif item.is_a?(RPG::Armor)
+ b( P7 V, j1 y! p5 n0 @ u5 W - item = nil if $game_party.armor_number(item.id) == 0 and 8 m0 z3 E8 h2 R k9 I. a* h+ N
- @actor.armor1_id != item.id
. F5 q7 Y* O% `+ r" Y - elsif item.is_a?(RPG::Item)
8 D3 y! m- N" \2 f' q) v7 W - item = nil if $game_party.item_number(item.id) == 0 or" S4 b7 P: Y+ G5 f% Q( t% I) k- A8 I
- !$game_party.item_can_use?(item.id), s4 o' ]! G* g1 q- J* `
- end
6 a1 F( ^# Z! E0 W - bitmap = RPG::Cache.icon(item.icon_name)
`: B M+ w6 U) r: P - self.contents.blt(x, 4, bitmap, Rect.new(0, 0, 24, 24))
8 a7 ~+ ?+ }) N Z" N+ R - end
- e5 T" W/ i# Q/ f - end
3 p( l# a4 b% X) G" \ - " |5 K6 u1 \+ G% C# I
- def equip(item)
: [0 R `6 C" I - if item.nil?
- A( O( f8 D2 I; m" A% j - $game_system.se_play($data_system.buzzer_se)
: v, _" z3 J' S! s! L - return
; t9 _. i$ A9 f+ X, W7 o - end4 Y" d) A# g/ J
- if item.is_a?(RPG::Skill)& n5 v! z! D" Y% Q2 P
- if [email protected]_can_use?(item.id)* P0 F' ]9 s. O' _/ [, E7 }4 A4 t( _
- $game_system.se_play($data_system.buzzer_se)$ B% X6 Y; O# U8 m$ Z
- return
5 ]% j- i5 h6 v2 ?& ~4 C. G& y6 H1 f - end
# P# P0 R; g. \6 l8 E0 [ - $game_system.xas_skill_id = item.id
& T+ a0 K2 W) p/ C# v1 }& a2 Q - elsif item.is_a?(RPG::Weapon)9 i) e0 V2 W# m4 q% ]4 w
- @actor.equip(0, item.id). |) H2 ?" x) J$ \7 e) c
- elsif item.is_a?(RPG::Armor)/ Z8 n8 u, T: Q# }4 G8 M* P1 F
- @actor.equip(1, item.id)
3 b; ^1 E6 T; t8 S4 t - elsif item.is_a?(RPG::Item)! f# P( G0 C4 t9 J
- item_tool_id = XAS::XASITEM_ID[item.id]4 I: D2 l/ H/ @# R: K n
- if item_tool_id != nil
6 B P4 @# g3 u4 M+ n' ?6 h0 c& c$ { - unless $game_party.item_can_use?(item.id)8 P. E ^$ w5 \2 L5 i
- $game_system.se_play($data_system.buzzer_se)# _& ^- j1 h1 s4 f: h8 X
- return
- P" a- ^8 T ^. F - end [, X) r3 {' G* v" u h" b
- $game_system.xas_item_id = item.id
% x- K4 f2 l0 f; } - end) l% A4 J' O% m
- end
, _. z9 }9 F( L# c7 R - $game_system.se_play($data_system.equip_se)
5 K7 {: t7 n. D7 m' ? - end
5 c4 C' N6 h; u0 B6 j9 _* b& d7 D -
o% q6 O, J$ h! G3 v) @. K) j - def update, W( {5 M1 Z1 @ z
- @actor = $game_party.actors[0]
% [2 X% }0 ~0 D; C: E3 L G) i4 k - @hot_keys = $game_player.hud_equip
6 j2 U+ t3 \; ?5 d+ e9 \; x/ | - refresh
: e! f: L" q8 W9 Q- c! R - return if !$scene.is_a?(Scene_Map)
6 r5 u3 r' n% R - if Input.press?(Input::Numkey[1])) U% E- [8 |5 t9 X1 y9 J9 L
- equip($game_player.hud_equip[0])
$ }$ Q f- z# A/ q7 A - elsif Input.press?(Input::Numkey[2])
& O; C9 S: Z' J - equip($game_player.hud_equip[1])
( @. ~: P- J2 x" L/ @6 I/ h, M" V - elsif Input.press?(Input::Numkey[3])% a. X. V; a1 r6 W8 t! G8 ?
- equip($game_player.hud_equip[2]) 7 J: ^. G" D0 \1 m$ V
- elsif Input.press?(Input::Numkey[4])8 w C( ~$ m* N' j9 e {
- equip($game_player.hud_equip[3])
K% q* l; J8 Q/ q" m9 ]1 T - elsif Input.press?(Input::Numkey[5])
. O( z/ r. y3 T- d( D, v - equip($game_player.hud_equip[4])
) B3 o% N8 W6 C# C$ g/ ?" m: F - end& b5 d) R5 g" [. ^8 Y% v0 E
- end
- h4 M1 V' m Q. h% n - end6 e0 N3 N- M: O# M) }/ V% \
/ R, o7 y. ^( C }0 t- #===============================================================================
, r4 F7 R. c) z; {8 g/ g - # Scene Map
% m r; k! U, |/ A! t, D - #===============================================================================
0 A% R8 a/ _8 k# \3 t - class Scene_Map
, B% V4 B0 w' X: [* M/ _ - alias hot_key_hud_init main; C" n1 C2 f& r0 ~2 }! p3 q
- def main8 a7 h S0 F& T. p& D
- @hot_key_hud = Hot_Key_HUD.new
- a5 ~( E4 @9 b) d. J! d' x: y - @hot_key_hud.visible = !$game_switches[XAS_HUDDISABLE_HUD_SWITCH]
) H+ ~$ }- d, J4 Q- O7 r - hot_key_hud_init& `+ Q2 |% z; `3 F# Q( n3 [/ B# |
- @hot_key_hud.dispose2 `- Z2 K6 R2 ~* I0 b
- end
; ]2 N/ f L# {2 s - ) A4 W8 ^* \; n
- alias hot_key_hud_update update
4 b" F, D( ~0 G! P9 d6 Q - def update0 D- c' N# w, |/ N
- hot_key_hud_update0 q g: n4 r' ^
- @hot_key_hud.update
( N* D- v0 S: Z* J* W$ k - @hot_key_hud.visible = !$game_switches[XAS_HUDDISABLE_HUD_SWITCH]0 V+ ~) l7 E& z; A! w( ]6 s
- @hot_key_hud.update if !$game_switches[XAS_HUDDISABLE_HUD_SWITCH]
, ^7 C" Q1 m: Z* a6 X6 Q& a - end N1 y( j; T* I& n5 z' _
- end
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