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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,
% V) H+ _9 N/ D- y: V# f( ~# [) ?, L不知道有人能帮忙看一下吗? - #===============================================================================
0 a, ~( S, r: m4 _0 H/ J" v; C3 t - # XAS - Hot Key HUD
/ C/ [1 x, o8 ?" }. l - #===============================================================================5 e t/ j+ `3 `9 Z3 f
- # By Mr_Wiggles
" b. Z, @ k# C Q2 C2 z - # Version 1.3+ z- d6 h4 L5 q2 B4 {6 J4 n
- # 7/6/10' e$ M# k0 f: R5 ?0 i2 y
- #-------------------------------------------------------------------------------0 |& P" h9 x0 C* j' R
- # Instructions:/ Q8 b0 e& ^0 n! \
- # Fill in the constants bellow, paste this script above main and bellow XAS in7 F, X2 m% X! F6 y
- # your script data base. BE SURE TO SET TO THE RIGHT XAS VERSION!!
& v* i" i: D6 ]% Y! d/ ^& o+ M9 I8 u - # - Z6 c; i/ r7 Y; b6 o0 x2 I& W' M
- # Place the "Hot_Keys_HUD" picture file into your game directory
0 {* [7 n! l" i& y6 a7 A k( m - # Graphics/Pictures folder.0 i# U2 `5 s) o' n$ W
- #-------------------------------------------------------------------------------
$ Q4 p" T, C4 f" f' z# e/ q - # Directions of Use:
; d# @% ~ U8 G+ e; s- T3 ~ - # Simple just press a number key (1 - 5) when the quick skill or item menu is/ W4 f3 H: C4 c) f# r
- # Showing.9 L2 [& D1 V, R
- #===============================================================================
0 u- p6 l# i. d% v; z4 b, o - HUD_X = 0 # X pos of HUD. h |. g8 L8 e7 A c: ~% ]! ^4 ]
- HUD_Y = 0 # Y pos of HUD
) B( k" C% W% r/ V
5 t( U3 }' s( }+ S' r3 v+ c- # Set true if XAS 3.7f
* q: U! I& W7 d# V& `+ z: x - # set false if XAS 3.64 g, O: c3 L; r9 _( R2 ~% ]: x `
- XASVER_37 = true2 z% \( C: e- h. F- o2 N8 B
- 7 j2 {9 V7 A( B
- #===============================================================================( B3 e2 {3 |: R1 h" Z4 q
- # Numkeys Module
2 D4 P+ g) c# `. w9 |) n* T - #===============================================================================5 p8 n1 ^% l- R# M# i) T. ? f
- module Input9 D8 V, ~- Z' w j
- Numkey = {1 => 1049, 2 => 1050, 3 => 1051, 4 => 1052, 5 => 1053}! p' v* m! b$ h- h
- class << self
- y, j% D; r' V$ _9 \8 \2 U - Key = Win32API.new('user32','GetAsyncKeyState',['i'],'i')" Z! k5 |. q' o. T* Y0 V6 D
-
2 S: U" s( ~& r$ e* u - def testkey(key)
/ ^, S7 H9 S' i7 x1 I5 g2 u) f _ - Key.call(key) & 0x01 == 1
6 E) F, ~. o% D - end
: x' C5 o6 ~" q X; x0 a9 V, C - # `- W9 {. W5 \! d0 }
- alias hud_key_update update, T+ w' ]* t- B3 m9 f" z$ {
- def update# E* o$ C5 } K
- hud_key_update
3 J# T' G9 |: Z5 [ - @pressed = []
" J9 ?( ^7 g g5 D7 k+ c) v* m; w - for key in Numkey.values% h6 i+ ]# \. J+ Z; z6 ^
- key -= 1000( Q; }) ]) O& T5 n1 o
- @pressed.push(key) if testkey(key)
# d* s. }: {& h0 U - end1 c7 z! E H' V* y7 G% a2 z
- end
4 N( j- H$ P( F - " ^( D/ {2 y! T) Y
- def pressed?(key)& N9 b" y. D- s) W0 b+ \
- key -= 1000
+ I/ N6 W `5 e - @pressed = [] if @pressed.nil?
! n1 W6 H# g' p8 t' W - return true if @pressed.include?(key)2 _9 X; v3 _0 T0 i: \3 d
- return false
2 R. S1 l5 B* }# f) X - end
0 | @7 T# Z* b9 Q. y4 a7 c -
. J8 \4 @( _0 Y7 f% i - alias hud_key_press? press?$ ^( Q9 V0 H" X. p3 |: c
- def press?(key)# S5 G( Y$ R4 Y2 w
- return pressed?(key) if key.to_f > 1000
, w' A) X; N! M- j9 d/ I2 O - hud_key_press?(key)0 s9 p1 R r7 M0 |! Z
- end3 {( i; `1 }$ n1 |
- end
; }2 |( |* s" _5 ` - end' Q* c) t- H' ?, ]4 [
- - q0 O8 z. Y% D: Q1 b! @9 _9 A8 \
- #===============================================================================
- I2 {7 r, o# Z9 L- ?9 L - # Game Player/ P# X& c3 Q4 b* w; x7 A! O
- #===============================================================================
5 L7 t: V2 v" r" L/ ^, Z3 a - class Game_Player < Game_Character6 C, B$ \3 y" J. P; }7 h$ c
- attr_accessor :hud_equip6 s( ?8 i6 r7 v- m# `
- $ H* j; F' j2 A/ C( L8 H) J
- alias hot_key_hud_init initialize8 V: i1 w/ S, S4 O% Q* s
- def initialize
& r4 a1 m. d3 Z) c' w - hot_key_hud_init
+ O' L j/ W6 [5 r, J; f - @hud_equip = [] {5 ?( s' a( O
- end
# R. s& S) _* l9 V' J -
/ B* _! _$ e) q' A9 r - def equip_item_to_hud(n, item)
+ |7 {' }1 P! Q; g% x5 d - if item.nil?; d" T2 u- V" ~& G: @
- $game_system.se_play($data_system.buzzer_se)9 Y1 @: o. |0 Q9 ]. D$ e" l+ b0 C3 n
- return: D+ B7 h M- ?0 S& n6 s; f% d, F1 f
- end/ J6 \$ \+ K# a5 ?
- $game_system.se_play($data_system.decision_se)
# j5 g# v+ q8 `* i - @hud_equip[@hud_equip.index(item)] = nil if @hud_equip.include?(item)3 D$ C/ z4 w9 V" ]8 q: v
- @hud_equip[n] = item
& ?" E& i" Q- d - end
* w: [- X$ n i8 ? - end) E1 p, y% O2 U: c2 Q# B$ t% x
, S: u) E6 Q/ c" Y5 G# O# {8 \$ ^: r- #===============================================================================. j' r- J0 P" Q7 g7 P" S& A+ [
- # Quick Skill Window
, x+ r7 Q/ e ?! e1 \ - #===============================================================================- m8 @: G7 R9 t- X \" `
- if XASVER_37 == false
o3 X. x) {" ~/ S! X - class Xas_Scene_Skill0 S( a" U! P4 q; w
- alias hud_quick_menu_main main
9 P7 K( I* X" V3 i - def main
9 x' m) |6 ~) M( y3 f& l& v* _ - @hot_key_hud = Hot_Key_HUD.new
7 w1 n) F% ?& _ - hud_quick_menu_main
' o8 }6 a( x; _) a - @hot_key_hud.dispose9 O( [+ \* i6 Z
- end- Q& N1 |! q/ c( H
- 2 q+ [: c a& d* [1 T/ a7 c9 u3 q
- alias hotkey_hud_qucik_menu_update update7 y: h3 p/ v+ o7 D( O+ f' f2 {
- def update
/ k$ p$ i4 K: V$ O - hotkey_hud_qucik_menu_update
$ O$ N# @% F6 b: \' H& d0 d+ l1 e! h F - # Hot Key num 1
/ L9 f4 k5 v& G# n; J - if Input.press?(Input::Numkey[1])* L( l0 W! _8 |8 Z' ]1 ~% c
- $game_player.equip_item_to_hud(0, @skill_window.skill)
7 s6 f! d; n. {. z3 B0 H2 X - # Hot Key num 2
( a, U3 \8 \' {8 ? - elsif Input.press?(Input::Numkey[2])
+ p0 R# v& N0 E, Z5 r) k5 J6 f3 T1 A - $game_player.equip_item_to_hud(1, @skill_window.skill)
/ T; c* V- w( u - # Hot Key num 35 m( [3 h4 y7 K3 B' w
- elsif Input.press?(Input::Numkey[3])
. _# X6 w2 n* `1 x! {7 r l3 { - $game_player.equip_item_to_hud(2, @skill_window.skill), F8 P/ f8 N7 N" Z# Z& ]2 a
- # Hot Key num 4
; D0 [: B' P: w1 M2 {& F; z - elsif Input.press?(Input::Numkey[4])
2 h" y) A! K& h6 M( K - $game_player.equip_item_to_hud(3, @skill_window.skill)
# A! V8 |+ F# n2 k - # Hot Key num 5
3 ]5 t" }5 {9 U - elsif Input.press?(Input::Numkey[5])
2 n" Z w) z0 w: I - $game_player.equip_item_to_hud(4, @skill_window.skill)! }3 g8 Y* ]+ L# ~/ l
- end
% a4 S/ j) ~" N1 V( j* h) Z$ f* R - @hot_key_hud.update
0 \' Y) |. v! q# h8 y - end
+ E0 S6 [! ]2 K3 Q - end
6 I9 w' T/ L. v+ t - else* m+ m0 N4 _$ J- @! P% G% G
- class Quick_Menu_Skill1 W& p% b# i9 F( N
- alias hud_quick_menu_main main6 ]) W/ m6 T* y. _( g3 B
- def main
% F2 O. A3 E" z" P9 b0 Z3 @ - @hot_key_hud = Hot_Key_HUD.new
# E, p0 {0 x- s+ m# w# B1 j - hud_quick_menu_main
* G! V2 h6 g6 W8 q. A - @hot_key_hud.dispose
) j* g. X& u! f: G# z - end
; P" t" C k' [) l - - [4 ~5 k% c# X7 y' ]% p
- alias hotkey_hud_qucik_menu_update update/ S2 ?9 E9 H; s3 g& X, G) x6 @, E8 F
- def update
4 p* j+ {, f$ A" p( F* Y. k6 C - hotkey_hud_qucik_menu_update- T' N: @" Z `. }: l1 H
- # Hot Key num 1
: {9 a0 M0 \6 ^7 J5 V - if Input.press?(Input::Numkey[1])6 V" b, k+ Z% O3 H
- $game_player.equip_item_to_hud(0, @skill_window.skill)
# ^- g' J, r5 m! ?* R - # Hot Key num 2/ b3 T6 d8 c3 N$ |& N! ]3 g7 J
- elsif Input.press?(Input::Numkey[2])
3 T3 f2 g& |/ z! q, ?7 X! K3 c - $game_player.equip_item_to_hud(1, @skill_window.skill)+ q) o, w( i# [
- # Hot Key num 3
' d- n+ G! }! l' N7 K3 E - elsif Input.press?(Input::Numkey[3])
7 D9 Q6 N. K3 D- J - $game_player.equip_item_to_hud(2, @skill_window.skill), Z7 B+ T' C0 r/ B6 W/ p! p" P
- # Hot Key num 4# B8 ]6 Z& i6 Z9 D. X' r- L
- elsif Input.press?(Input::Numkey[4]). k5 ?& v8 w, Q4 D4 j/ b) J5 s
- $game_player.equip_item_to_hud(3, @skill_window.skill)
/ }& Y3 X5 z2 { - # Hot Key num 5
& C4 r3 K5 f' }2 h - elsif Input.press?(Input::Numkey[5])
& K' [ C" y( z% F0 X: X - $game_player.equip_item_to_hud(4, @skill_window.skill)* R$ N& y1 e1 N) P5 Q% C, I, a
- end+ v) y3 \2 M: b$ c% i' V/ [/ Q( @
- @hot_key_hud.update
- y( \# g7 P. I" s- y1 n6 Z - end
2 {7 S' t6 ~* s" a/ j3 c - end; [0 Q. Z" {. b9 x
- end
0 R; i; g5 x Z' ]1 g9 t+ _# F+ @ - ) m* M9 o% g8 Q4 q8 H- g; z
- #===============================================================================
. Z: d6 Z, p* q3 G% I$ A7 t - # Quick Item Window
0 T) H6 I' u2 ~( E' P - #===============================================================================4 f7 }" S' C% T/ b; I
- if XASVER_37 == false
# ~8 Q4 G- s# d4 m/ ~, n - class Xas_Scene_Item
- M+ r0 F( r# V7 Y' U8 W$ J - alias hud_quick_menu_main main- H6 s1 }: w8 t; w
- def main# i. r% q6 {$ r1 g/ \
- @hot_key_hud = Hot_Key_HUD.new
9 f: k4 v/ I, y8 h2 C" f" | - hud_quick_menu_main) F) m* K" Z/ g: [7 Y9 F
- @hot_key_hud.dispose. n# H3 t& h, @) ~* O6 R
- end
) J4 X7 e% {6 ]% h0 c" g, d, v -
+ ^+ q% L" j K2 \" r4 c/ c - alias hud_key_update update
4 |9 l. A; f9 G& g* q- G - def update
& o& ^3 I1 M$ R. F% R - hud_key_update7 C8 i$ e! O5 m5 W- ^0 ]/ @# V/ _
- # Hot Key num 1
' a" k$ k- r, d7 n- [; N - if Input.press?(Input::Numkey[1])
0 l+ ^" l. M. B5 l* B# m& T - $game_player.equip_item_to_hud(0, @item_window.item)
% | e' |- O# G1 s - # Hot Key num 2
4 [* k$ h- e3 R* z - elsif Input.press?(Input::Numkey[2])
1 s, U1 F/ A+ p- l& d; W6 n - $game_player.equip_item_to_hud(1, @item_window.item)
1 K* j, j+ w8 q, U" M) Y - # Hot Key num 3- A" J, i; a) O! i( c6 [ N. f
- elsif Input.press?(Input::Numkey[3])3 A& |# {, A" B( @
- $game_player.equip_item_to_hud(2, @item_window.item)
1 D1 w0 L$ E6 q7 y8 r5 x3 Y - # Hot Key num 4
+ @+ \ K. X- ?$ ?, b - elsif Input.press?(Input::Numkey[4])
8 Q( K2 S7 G4 M0 c/ | - $game_player.equip_item_to_hud(3, @item_window.item)$ W! K d/ C& _1 r" B7 j
- # Hot Key num 54 O3 g' ~, i7 @* t" M
- elsif Input.press?(Input::Numkey[5])- |' t4 y0 ^) u% q
- $game_player.equip_item_to_hud(4, @item_window.item)7 e% f- L7 {/ S& o' x! E& g
- end
6 R, w3 Y1 t8 L. J7 R5 q7 g! s - @hot_key_hud.update7 C! b- s' I1 r/ n
- end
3 g a. K9 b" V: Y2 Y/ ~; v - end
8 X" W# n; L' B! B+ g! i - else- f* ~! n' o( b
- class Quick_Menu_Item
1 I4 @2 z# j$ i E' z7 X - alias hud_quick_menu_main main
; Z s/ I" l7 l; ` - def main# b5 M* `6 n$ W! \$ ^
- @hot_key_hud = Hot_Key_HUD.new' j5 N) @; W) l6 q
- hud_quick_menu_main
' ?! W4 F& o# I - @hot_key_hud.dispose
! Q2 w0 A! a# ~* p2 f - end4 _! |2 i( s/ W
-
. u. ?. E) w5 g3 U) a8 ~5 i - alias hud_key_update update
+ o% {! y# E7 y# { - def update4 R1 \; @' G8 A; c
- hud_key_update' O2 H: O1 {: y: ^2 u
- # Hot Key num 18 K, B% t. p4 ]% z+ T8 j; T' S; K
- if Input.press?(Input::Numkey[1])
( C9 Q& _: F; C( ~: z' ^7 s - $game_player.equip_item_to_hud(0, @item_window.item)
$ m' j: T; V" H1 C j - # Hot Key num 2' d. `% Z A) t2 V) \5 V& {9 k
- elsif Input.press?(Input::Numkey[2])( B' h' d& P! _# V& U" c v) ^
- $game_player.equip_item_to_hud(1, @item_window.item)
: ~ H( T; X4 \4 @4 E7 S& T - # Hot Key num 38 j L% X0 F+ j
- elsif Input.press?(Input::Numkey[3]), ^: S- Y7 B' r# k% [0 l& S6 e* m' W
- $game_player.equip_item_to_hud(2, @item_window.item)( M C ^$ a& C1 O" ?
- # Hot Key num 4
/ d2 M" W! i" M2 T - elsif Input.press?(Input::Numkey[4])
4 d+ @, s8 G4 p! W% N; t7 a - $game_player.equip_item_to_hud(3, @item_window.item)
4 I. Z. y: q& J' d3 O3 n) e6 R. C9 F1 k - # Hot Key num 5
5 y! r1 I" g5 ~6 q7 w6 T - elsif Input.press?(Input::Numkey[5])6 q# @7 j$ n" \+ K7 Z! r
- $game_player.equip_item_to_hud(4, @item_window.item)# I$ X3 i3 {2 _ W$ C V/ ?: R
- end6 l7 ?7 y$ R6 F0 q. ~- _& Q
- @hot_key_hud.update' K* _* D# L& g% u& {* r7 c# ]# U
- end1 W3 Z8 ^5 z4 Y7 [2 ^
- end. `+ V! q5 w. n5 C' I
- end
( D4 a0 s6 V8 C8 F# |+ U- @
1 S9 ^/ b" L5 M% K- #===============================================================================0 ]2 L& z) ?! W2 c5 w- _
- # HUD Window. o3 r& J. H, N4 }' s8 G6 t
- #===============================================================================
; L2 I9 `, }: V# L - class Hot_Key_HUD < Window_Base; j. V9 u A- D, F# B2 _+ a
- def initialize(x = HUD_X - 10, y = HUD_Y - 15)
" z& k. s5 e4 q4 k - super(x, y, 220, 80)* S9 P/ p* R9 _2 X! V# F: W
- self.contents = Bitmap.new(width - 32, height - 32); ]% p( d: `2 N' L0 {
- self.opacity = 09 e( O' {/ u- ]5 B1 c3 f) g+ j
- @actor = $game_party.actors[0]
" g7 T9 K: l' U" T5 \" k8 H- P5 Q - refresh" R: Z0 Z( e; H+ c4 t; U- c' c
- end
9 l; q( H4 B' f, a0 k J4 q: Z
4 S9 h9 ` G5 ]+ i; |6 ?1 d- def refresh
0 H: x3 s$ v& u) V, l5 m. U4 ^ - self.contents.clear" \$ G X, o8 }: W+ ]/ E5 C/ d* @
- bitmap = RPG::Cache.picture("Hot_Keys_HUD")
, T% ^* D* b J8 h! m - self.contents.blt(0, 0, bitmap, Rect.new(0, 0, 160, 32))5 w* w4 L5 U# T* a
- for i in 0..4
/ M! D) _0 o0 A6 q4 `$ O - x = 32 * i + 4
& x8 u& V% k6 L, S: ]# ` - item = $game_player.hud_equip[i]% A& Y- _# ~) P* d4 ?2 o$ l& P* ]
- next if item.nil?
1 _( z, t6 k; Q! e' K i h - if item.is_a?(RPG::Weapon)
' x$ c9 E1 ^3 t n - item = nil if $game_party.weapon_number(item.id) == 0 and
$ Q0 r2 t9 ^0 ], D( @: c - @actor.weapon_id != item.id0 W/ T( f, U, K# D L/ A+ u
- elsif item.is_a?(RPG::Armor)
$ L7 H5 m3 o, ^& d9 q: V - item = nil if $game_party.armor_number(item.id) == 0 and 2 \0 X3 n% c+ ]* I" Q
- @actor.armor1_id != item.id
. Y' X/ ^1 W) S) S - elsif item.is_a?(RPG::Item)
. _: h; \# |( A3 A! h% a2 B$ \ - item = nil if $game_party.item_number(item.id) == 0 or" D" Z4 _# l; l$ t! }* w( U
- !$game_party.item_can_use?(item.id)
9 C# i) E! W& R1 M- {+ B, ~& S+ r - end
9 |0 m$ [8 {+ A - bitmap = RPG::Cache.icon(item.icon_name)7 i5 x$ F6 X. F. l2 x
- self.contents.blt(x, 4, bitmap, Rect.new(0, 0, 24, 24))' {! l; R2 ^& V; U0 Z
- end! \+ j) P+ K J5 z6 `
- end1 z0 y0 a( N1 @9 v
- ' C/ ]% e( |0 k v! ^
- def equip(item)
9 q$ p* y+ p* \( D$ s: @1 x) U - if item.nil?
5 e& d9 E" G% |2 ~* {, _* a - $game_system.se_play($data_system.buzzer_se)! a H! p1 R& B5 T6 h
- return
; Q4 y2 D6 V. S9 h5 Q( E. I. ? - end1 f. o# ?$ H# ~8 h
- if item.is_a?(RPG::Skill)0 {; k% [4 |6 `; D$ {
- if [email protected]_can_use?(item.id)2 t9 [# @3 a3 q, |8 w; L: v- @
- $game_system.se_play($data_system.buzzer_se)
& v& j1 ?" }! m - return
, c. I0 M! c4 o/ C - end
# e2 o* q h4 C e - $game_system.xas_skill_id = item.id" x2 I0 m8 M! t% Q% Z: M
- elsif item.is_a?(RPG::Weapon)
2 E. {# j( x, ?. v) t7 k - @actor.equip(0, item.id)
3 B+ I) x4 F; k" d, ^ - elsif item.is_a?(RPG::Armor)( }6 Q3 @+ |/ i5 j/ g: ~6 t$ i: Z
- @actor.equip(1, item.id)$ x. u9 U' ], N$ s2 @3 S
- elsif item.is_a?(RPG::Item)* R9 W( p/ m; C8 `8 i- m
- item_tool_id = XAS::XASITEM_ID[item.id]
2 Y& }- h0 F" C: J7 R4 L$ F - if item_tool_id != nil
2 n5 ^5 N: o% c$ {, w4 S, f7 l - unless $game_party.item_can_use?(item.id)$ D- ]: b8 b! A; F3 \, H/ ]
- $game_system.se_play($data_system.buzzer_se)/ i e7 h: n7 J; t9 Z/ n8 d" p5 N
- return
* p) Y3 s; D# g) c+ _! u: G - end6 p: K- y2 X8 I
- $game_system.xas_item_id = item.id% w( u8 |6 C5 t, E# l6 F
- end+ a2 n* L3 Q# h+ e* k9 y
- end
4 C3 }/ ~. y. j4 J - $game_system.se_play($data_system.equip_se)
. [0 M' j2 x, |* M - end# ? j6 O& s) F% g4 o* x
-
& x* W6 B& r: I: E) x9 E - def update# m ^4 Q `8 F; ~
- @actor = $game_party.actors[0]
- W* l- P/ X r) a - @hot_keys = $game_player.hud_equip0 t4 z w6 n& b6 K
- refresh z+ Z' }' P6 e% n
- return if !$scene.is_a?(Scene_Map)( K- Q- U5 p; s# R: a0 }, n
- if Input.press?(Input::Numkey[1])3 Z1 z9 l7 w$ j7 G8 O8 Y
- equip($game_player.hud_equip[0])
3 i- y3 w# p/ h2 d9 ]) ^ - elsif Input.press?(Input::Numkey[2])
9 F; x. D5 k# t5 d - equip($game_player.hud_equip[1]) J% R. S5 z4 _# H" i0 m+ Q
- elsif Input.press?(Input::Numkey[3])1 ?* Q' r6 [4 B: [4 H
- equip($game_player.hud_equip[2])
* n2 x3 F: h+ }& U, v - elsif Input.press?(Input::Numkey[4])
! A% Q* a3 l4 V3 R8 {. o/ k - equip($game_player.hud_equip[3]) 5 d; `5 v% ^$ I- Y/ } o
- elsif Input.press?(Input::Numkey[5])
, c$ L1 r, D2 n) j8 {. g - equip($game_player.hud_equip[4])+ S' S W' [' e6 U" n+ K
- end! ?7 E4 N( H) L# w
- end
( r$ d& C( D" x - end9 y; @( L+ R# y: Q
- % b( C; ?5 d& q4 Y' l- u+ m" e
- #===============================================================================5 _. a2 p$ l. [8 k% P, B+ [7 I/ q1 H. D
- # Scene Map
* K# ?% x2 }; ], B! W* r2 A) z - #===============================================================================
0 o3 ^- L, g, ]+ J4 o" Q7 Y3 h - class Scene_Map8 ]' {# ]. R1 a$ m
- alias hot_key_hud_init main
- N( e7 W& n' b& z+ G0 W6 ^; ] - def main! g+ j- g5 h5 ^) r9 t, @1 M0 J8 z
- @hot_key_hud = Hot_Key_HUD.new
) @- A% H& a O% K! x - @hot_key_hud.visible = !$game_switches[XAS_HUDDISABLE_HUD_SWITCH], q6 y& M' B5 w: o Y3 P
- hot_key_hud_init
6 [6 F' z, f( u2 H* o+ \/ T& Z - @hot_key_hud.dispose2 ~. k8 j: A$ Q7 @, p! _. b9 }4 D
- end
1 s! j" \' v+ N- L q9 k6 Q - 5 w$ _$ x, I, ~7 ]7 ~" J6 ~
- alias hot_key_hud_update update; q# ]4 M6 ]2 M1 E9 w. N
- def update e9 J7 y2 A) j; R8 U
- hot_key_hud_update
! X Q: z9 \& `5 g9 z - @hot_key_hud.update% q1 ]+ i/ k8 f
- @hot_key_hud.visible = !$game_switches[XAS_HUDDISABLE_HUD_SWITCH]
$ q P( [) i0 c' k! [, f* N$ K: Z8 r - @hot_key_hud.update if !$game_switches[XAS_HUDDISABLE_HUD_SWITCH]
4 G A8 b9 D' u/ E: n+ U - end
; d2 H: a8 Q2 l" D - end
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