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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,
+ S: J( z: n7 L. |, F: P* b; h2 |不知道有人能帮忙看一下吗? - #===============================================================================7 m$ f* `) F4 A8 c
- # XAS - Hot Key HUD1 _7 ~1 o- w5 D3 j5 E
- #===============================================================================
3 T( R8 \& f9 w m% h) Y! O - # By Mr_Wiggles
0 x- n" U: I5 p7 l - # Version 1.3
& M) o. q2 ?* a! A - # 7/6/10' P: `6 ^* E3 w5 i: O4 P- {5 s
- #-------------------------------------------------------------------------------9 m* u1 R3 ^- z) I7 A! J- v
- # Instructions:
( X6 ^9 ]5 f% c: S4 M6 M6 L" a - # Fill in the constants bellow, paste this script above main and bellow XAS in) t$ _' a0 l' J' x
- # your script data base. BE SURE TO SET TO THE RIGHT XAS VERSION!!
4 U& e2 F( y# R4 ^0 n+ g8 E7 F! D+ j - #
6 S$ z1 Y% z' r% Y8 z, {2 Z - # Place the "Hot_Keys_HUD" picture file into your game directory % H& J6 ?" i1 F/ B9 T: r
- # Graphics/Pictures folder.5 \" q% X' h- J; S3 z
- #-------------------------------------------------------------------------------
, M: w7 h3 V5 h" Y$ ~ - # Directions of Use:
% N3 s7 M+ Y" P- V+ g - # Simple just press a number key (1 - 5) when the quick skill or item menu is, W6 p! j3 d) v: k8 }) r
- # Showing.
- Q1 S0 L% D) t- D# ?; \; q" a - #===============================================================================- @& {/ l* m5 k# S# {! h1 M
- HUD_X = 0 # X pos of HUD5 {( Q0 c1 ^8 S
- HUD_Y = 0 # Y pos of HUD
, y# m! L* Q% r' ] - , V2 A+ b+ {- {+ f
- # Set true if XAS 3.7f
& t0 r, E0 y: z* l1 p9 q' a( V; D - # set false if XAS 3.6
" H% L* y( M, v5 U" C) Y - XASVER_37 = true+ Z+ R# Z; q P
- , r4 w% Y$ k' a* K) z% A7 \4 i' ~
- #===============================================================================, j( ^8 @/ x' ~% L% R, f6 N
- # Numkeys Module, Q8 G" p) g( }# j! O+ b
- #===============================================================================
& a! g- Y% d) ]/ }5 | - module Input
" c. P/ l5 V( R! }8 g8 d6 q - Numkey = {1 => 1049, 2 => 1050, 3 => 1051, 4 => 1052, 5 => 1053}
8 ] @2 G# m* |- Q - class << self4 u4 i; \/ E, j- Z
- Key = Win32API.new('user32','GetAsyncKeyState',['i'],'i')5 B) u& K& f( \, ]1 ]3 S
- ' E& m4 [7 U: V) K d2 b1 T3 x
- def testkey(key)2 _8 D. M6 m( a( Q' v) ?
- Key.call(key) & 0x01 == 1 Q2 ^8 p- f. {1 m1 c
- end
3 v" _) @+ W8 E) P6 l) n - % o( b( B+ p+ w. j& ^7 g$ c
- alias hud_key_update update; v% D5 J2 A( E; L3 A* u$ f4 P X
- def update
; F _8 E# _0 m, v - hud_key_update5 n. [7 W0 y5 M1 J, g, k1 j
- @pressed = []2 d+ C) D E1 G& \. O, j& I
- for key in Numkey.values
3 J5 N9 S' G% S5 A/ C/ t - key -= 1000# Q+ E4 h' j3 i2 t/ M( u& V
- @pressed.push(key) if testkey(key)
' q8 c# |3 h3 R& R1 Q3 i - end2 d- e) }/ W, Z) [: P
- end
) P3 Q. o6 q- l2 ] -
# y* Q3 q8 h: I8 |5 r& R - def pressed?(key)0 n; Q: o p0 G8 \2 e
- key -= 1000( y) w- ~$ D" E3 ?* k' L
- @pressed = [] if @pressed.nil?2 A( h3 N& {1 ^8 R8 @' L' t$ B
- return true if @pressed.include?(key)
- u, R1 Q* h# b - return false
8 E& w" F |- l L. } - end
/ n* _, S: m% C! o - 6 B* j% x% I: m. G& l8 ?
- alias hud_key_press? press?, |8 \8 J% @- W( q7 ]
- def press?(key)- R1 `) p" V$ R, P* H! o
- return pressed?(key) if key.to_f > 1000! A6 j& d6 C3 V! b) i6 A
- hud_key_press?(key)6 B ?! S$ h( _7 E8 ?; D" H
- end
6 \1 R. a' N; s - end* _9 r' r* x) ]9 @
- end
3 m! Q3 {; a8 N; q - ; L0 T0 |; \, B3 ~( o
- #===============================================================================
2 T1 L' E. `9 ^+ c- K! W; V - # Game Player9 \, e8 V* e+ M7 m
- #===============================================================================" d/ q* i' y- p4 V" A% @% N: C: ^0 W- I! m
- class Game_Player < Game_Character* s5 _* {" p$ t) {
- attr_accessor :hud_equip
2 }& \' ?2 d! [. Z) H -
) l+ D! U* x( u( M - alias hot_key_hud_init initialize$ J; L% x4 I; K4 x# p: ~' v- G
- def initialize5 h0 b& `% N7 z2 {1 ?* P
- hot_key_hud_init
$ v2 A9 d7 t: Z- \8 I - @hud_equip = []; j) ]; E1 d1 v
- end
) h' V k2 Z3 K- l - % d, ]/ n& s1 M: q9 l
- def equip_item_to_hud(n, item), K4 H% i; e( L
- if item.nil?
i. q. Y( K) X) c - $game_system.se_play($data_system.buzzer_se)' W# }% s( d$ v9 q
- return! r2 c5 h& t5 ?3 s
- end; X4 O2 v5 Y. i" s
- $game_system.se_play($data_system.decision_se)7 A' _, G( Z$ ~! g" G7 n
- @hud_equip[@hud_equip.index(item)] = nil if @hud_equip.include?(item)3 z) i- k# T8 f( F; _1 n8 H' V
- @hud_equip[n] = item0 _" R: l" Q3 H' b4 a. k$ t
- end8 N; D* W7 E4 p% s% y/ g) [2 U
- end4 y- C# _7 A1 ?! W& c+ J6 H
. P, v3 @: E( N7 `' U. j- #===============================================================================* d: F/ p# ~ \. a
- # Quick Skill Window
9 {! q- `2 Z6 I/ T: {" O. o - #===============================================================================
! f; o# G: ?8 N* f/ e8 l0 H4 q - if XASVER_37 == false' s6 W1 F' d7 z3 F3 W4 U
- class Xas_Scene_Skill
5 |- \# Y1 l! \5 H1 l: E0 g6 y( h; r% T - alias hud_quick_menu_main main
7 b$ p( L- d0 l6 X/ A7 u - def main9 |% r9 l$ g6 B1 E) g4 k: j& r- W
- @hot_key_hud = Hot_Key_HUD.new( x! v. q& B% L0 r1 j# n$ y
- hud_quick_menu_main9 T5 C2 n. {1 G$ g$ ~
- @hot_key_hud.dispose
1 w0 s6 V# h; Z0 l: f* H. q$ l1 F - end
T; @1 n/ G4 I+ K4 F/ W - # q; p( x9 x* [! l/ H% c" o& T4 I
- alias hotkey_hud_qucik_menu_update update
9 J/ R* @! v, d4 D - def update3 m! Y1 v. z1 }" v* e
- hotkey_hud_qucik_menu_update+ W# w" y* J: o" K
- # Hot Key num 1
' a) m0 P# M- A% ]' e' _3 |: Z - if Input.press?(Input::Numkey[1])! N; D* u1 j' z( o3 W* g) Y
- $game_player.equip_item_to_hud(0, @skill_window.skill)% d5 Y7 m) l0 u3 l1 K" ?
- # Hot Key num 27 j5 A' q7 a7 C$ g% P9 ~. G& R
- elsif Input.press?(Input::Numkey[2])1 {8 {9 h8 t! i! x
- $game_player.equip_item_to_hud(1, @skill_window.skill), Y! l0 [7 F: @% j. Y
- # Hot Key num 33 f* I3 R% {% q9 I6 u( C$ x: V
- elsif Input.press?(Input::Numkey[3])
7 p2 ?; F& z& V, t* K9 T - $game_player.equip_item_to_hud(2, @skill_window.skill)
+ V9 ]. a3 j# h - # Hot Key num 4) P- y* e) J* K/ q- E$ u4 h* h ~/ H2 b
- elsif Input.press?(Input::Numkey[4])
5 p, n2 l% D! b, j* @+ L; [- D - $game_player.equip_item_to_hud(3, @skill_window.skill)
0 U$ g4 I$ p7 H' T7 V - # Hot Key num 5' c# J3 v: x, C
- elsif Input.press?(Input::Numkey[5])1 W f% \ x! ~% L' U3 b& K) y
- $game_player.equip_item_to_hud(4, @skill_window.skill)
$ }# G: D9 v3 {5 d, p+ e( T$ x - end
' K- W: Q$ n& a/ c; J' t" ^ - @hot_key_hud.update5 e7 ^ F9 b0 B* K6 s
- end$ z% m2 G' c6 \8 |) v* W
- end" d) _1 m9 L, A# R/ \0 J
- else6 \: ]: B; x; H1 K9 s( \' X
- class Quick_Menu_Skill
5 S/ l% `, Y I* v; U - alias hud_quick_menu_main main5 T: }2 j; ]9 p2 b3 E Q. ?, E
- def main% C7 G0 C- Z2 x# E1 D* w/ G
- @hot_key_hud = Hot_Key_HUD.new% H p, Y$ C' E* v! k
- hud_quick_menu_main
8 B$ ~1 ^ i# K$ F! {0 X - @hot_key_hud.dispose
+ v' X3 B' h. c1 s3 w7 U# H - end
2 H. C' I6 W9 i2 ~( c5 f -
0 ~5 c) Q( h( Y1 F - alias hotkey_hud_qucik_menu_update update: o* ?3 ~! N" f5 r: Y9 W
- def update3 _7 x6 |: Q/ B. M) H& l' U: B _
- hotkey_hud_qucik_menu_update1 `0 _2 v z1 J7 N
- # Hot Key num 1) q2 e1 `; L, n, L- S
- if Input.press?(Input::Numkey[1]): s, s4 [) O2 T
- $game_player.equip_item_to_hud(0, @skill_window.skill)1 o) v1 X+ m4 p; o6 Y, ^! h0 s
- # Hot Key num 2+ Z: R5 S; W# ^4 A0 K7 n
- elsif Input.press?(Input::Numkey[2])' ~3 \. `0 ]9 z, p4 D! M! l
- $game_player.equip_item_to_hud(1, @skill_window.skill)5 Y$ ~5 w- D2 Z" }; n m8 z# g$ E
- # Hot Key num 3
# W3 _7 m. c( F4 f3 B& P4 T% o - elsif Input.press?(Input::Numkey[3])
$ [4 B$ F. l2 q5 e" c - $game_player.equip_item_to_hud(2, @skill_window.skill)/ ~1 S4 T, S2 ?' y5 V" R: f& }# ?
- # Hot Key num 4
% E) q. e! T& I2 [ - elsif Input.press?(Input::Numkey[4]). |" M/ g9 ^) N. c
- $game_player.equip_item_to_hud(3, @skill_window.skill)
5 d# T2 l4 o' Q, ]9 B7 i - # Hot Key num 5# b2 W2 T9 Q; k J v; i6 J0 a
- elsif Input.press?(Input::Numkey[5])
' F7 R: K* F4 m6 j0 B - $game_player.equip_item_to_hud(4, @skill_window.skill)
+ J$ D$ H- D3 |2 K9 g6 }. a - end
0 U: g9 ]! U: `# k" z8 P - @hot_key_hud.update
; m @8 k5 S9 O; C- j - end
) K4 r8 |2 p" X @8 K2 S3 R$ I& b8 K - end
" W* I8 Z8 x- \2 ?6 k, R - end
" Q: m6 {: Z/ @: L( V! { - 4 \( n* p4 |, I( j6 D1 C
- #===============================================================================% Z( ~4 R% p5 u& H7 h }" F
- # Quick Item Window
* j9 p2 R, a& f y5 A - #===============================================================================
8 w4 n$ P8 h$ g. A; a5 r3 \" } - if XASVER_37 == false
) g& ^: @5 R# h% ^ ^ C - class Xas_Scene_Item
" N' y! Q/ i0 k _) [9 g% O4 s - alias hud_quick_menu_main main$ T% B0 R4 L0 T0 F
- def main# a- g# F. Y3 ]( c
- @hot_key_hud = Hot_Key_HUD.new+ M% X; _$ f2 [' x
- hud_quick_menu_main
d- ?, g% w/ K% @% ~/ w5 d0 w - @hot_key_hud.dispose
; E3 A" ]' ~% B! a+ l* y - end
" g. F1 U! Y m W7 r -
* i4 h! m6 [! ], @6 I - alias hud_key_update update
9 ^- C8 j/ P8 {1 n9 t' ?/ G$ Y5 S" [ - def update
$ b7 R3 X/ C1 E5 ^ h1 C& D - hud_key_update; e, F4 u2 n7 r- R7 j9 E2 `# a, J8 a
- # Hot Key num 1
4 N" f9 [. L% Z' _ j/ ~ - if Input.press?(Input::Numkey[1])
# t/ G7 o5 M) C( e - $game_player.equip_item_to_hud(0, @item_window.item)! M# W" i; O% Q( K% r* a
- # Hot Key num 2
6 z& _1 t# V4 j& m# _% s - elsif Input.press?(Input::Numkey[2])
, T6 ?' i* S5 d5 z f! N - $game_player.equip_item_to_hud(1, @item_window.item)
7 @) R, h/ f$ L+ O- X+ P - # Hot Key num 3
" l$ b9 ^9 n# ]& `- \. P- s - elsif Input.press?(Input::Numkey[3])# z. H- i5 ~, @9 h& v! y8 F4 q
- $game_player.equip_item_to_hud(2, @item_window.item)& _5 u/ w, u" c1 B2 y' N9 L+ o6 A
- # Hot Key num 4
- T& H2 j/ Q% b1 y - elsif Input.press?(Input::Numkey[4])
; V5 T& S, J- r d, R - $game_player.equip_item_to_hud(3, @item_window.item)+ }. N; d, W! _) J* O' ]2 c
- # Hot Key num 54 g, P. h; B0 x% Y
- elsif Input.press?(Input::Numkey[5])7 k1 k- v8 \/ B1 o
- $game_player.equip_item_to_hud(4, @item_window.item)3 z7 {! a' F9 k5 B- E
- end9 u* D, A2 \8 Z& d
- @hot_key_hud.update* v. E. A( G* N5 I' p9 W
- end/ w" z/ O( M8 }' D3 S+ @6 u
- end
" k! y0 W, A2 o: G e5 y( ^% W - else& m% F' o. c0 X, M8 r% q7 f
- class Quick_Menu_Item
9 C+ p( e/ \6 |9 r8 U. E! M- q - alias hud_quick_menu_main main
2 q2 I" {: I8 H6 l% h$ J - def main
0 N Z+ n& N) M) g! ^+ L! {$ J - @hot_key_hud = Hot_Key_HUD.new
. j4 c: c1 M) t x) ~ - hud_quick_menu_main7 D2 \' d. L7 R1 o% l! {8 T
- @hot_key_hud.dispose9 ` d( ^) X7 A/ u% _3 w
- end
+ Z( k$ z/ @. ^* e9 y4 P$ w- |, U -
5 |3 e9 ]8 W6 j. N7 K! a - alias hud_key_update update
) P* Z2 \4 O' s5 g% r" `6 }- Q - def update+ s: ]! M$ x% U. i
- hud_key_update
/ z" q7 L4 q( D0 T; G - # Hot Key num 1
7 o% R5 M7 V0 X" z' n8 } - if Input.press?(Input::Numkey[1]): w: s# m# q5 k) l/ x
- $game_player.equip_item_to_hud(0, @item_window.item)) [7 F) a& h& S0 X1 k/ @
- # Hot Key num 26 ~3 D$ t. |* {/ Q1 F- i; F- X/ H
- elsif Input.press?(Input::Numkey[2])0 _) y- l6 s5 h6 z
- $game_player.equip_item_to_hud(1, @item_window.item)6 Z$ s7 R, F4 V
- # Hot Key num 3! R$ A6 B& C7 E! ]" n
- elsif Input.press?(Input::Numkey[3])
& U9 p. ?+ P, [1 K" y - $game_player.equip_item_to_hud(2, @item_window.item)' L% O x7 e& i
- # Hot Key num 4
) o, h& e# a% r. D1 F - elsif Input.press?(Input::Numkey[4])
, l. g" Q6 g2 _+ d - $game_player.equip_item_to_hud(3, @item_window.item)
8 q' g) @! Z' ?+ S9 j5 l - # Hot Key num 5: B# y' P& D- \
- elsif Input.press?(Input::Numkey[5])
" V4 W3 L3 _9 a! |0 g( m - $game_player.equip_item_to_hud(4, @item_window.item)
+ I4 a8 u$ ~0 k; C - end. |: O1 L2 M* H
- @hot_key_hud.update
; P; c; U/ n, X2 v! p - end, [% ^5 w1 v# G4 R8 f) ^; D
- end2 ^8 o9 g( H) ^: L; v# }
- end
: Y; k I- c. B" \ ~3 O5 B' D
" H8 N5 y" j7 b& S- #===============================================================================
4 J/ i+ D1 w0 o, G5 G4 H+ d) O+ Z - # HUD Window
) X+ r/ S$ w7 E - #===============================================================================
a, v- k+ e- t - class Hot_Key_HUD < Window_Base6 Y0 v% a) J# ~: S o, o3 `7 q
- def initialize(x = HUD_X - 10, y = HUD_Y - 15)/ g, B! T3 S: O& }! A0 d
- super(x, y, 220, 80)) \- T; Y9 ?* K9 s7 ]( w9 A1 i
- self.contents = Bitmap.new(width - 32, height - 32)3 h+ p/ \1 W& r3 x8 z% O2 K
- self.opacity = 0
2 G4 V6 O8 \% H# ^ {4 g - @actor = $game_party.actors[0]* D1 Z; v* o( ]/ d
- refresh3 U4 J, N: m* L* u) E! K. {
- end. \0 E( F8 h5 z6 F- j% G2 W
; D% l2 r: K; U- def refresh( \" t! E# E" ?: H O% K }
- self.contents.clear0 s6 b/ ^. w, Q1 G/ \
- bitmap = RPG::Cache.picture("Hot_Keys_HUD")
- n4 Z+ u' S6 F4 E0 h; X% Q - self.contents.blt(0, 0, bitmap, Rect.new(0, 0, 160, 32))7 P _2 p. D7 a6 |/ a9 R
- for i in 0..4( o8 [% o/ K' m
- x = 32 * i + 4
3 Z4 ]9 N8 s4 a" z9 ?4 | - item = $game_player.hud_equip[i]1 y' A- r0 E3 ]+ K. N
- next if item.nil?
- K& g) H; j. | - if item.is_a?(RPG::Weapon)
! D0 S" U+ A5 x/ t1 S5 y - item = nil if $game_party.weapon_number(item.id) == 0 and
5 k7 F& O' Q/ Z0 G5 M$ i% m - @actor.weapon_id != item.id/ Q- s* G o9 x" Q9 D6 t/ [. X4 m8 k
- elsif item.is_a?(RPG::Armor), O/ X$ P5 [. L' p3 t
- item = nil if $game_party.armor_number(item.id) == 0 and
# h3 b/ z6 E9 ?4 S- [9 g# [5 Z4 B - @actor.armor1_id != item.id
2 E+ a: b" c4 B5 @4 J - elsif item.is_a?(RPG::Item)' J9 E3 z7 l$ M0 S ?$ Y9 l
- item = nil if $game_party.item_number(item.id) == 0 or
" P1 n5 y4 |1 z% Q; y# y* ]7 t - !$game_party.item_can_use?(item.id)
/ ?7 i4 N0 o5 m$ d' p - end: ` {% F7 n( n6 w; u
- bitmap = RPG::Cache.icon(item.icon_name)& \' n, \8 ^0 @- r# a9 {/ f
- self.contents.blt(x, 4, bitmap, Rect.new(0, 0, 24, 24))
, G$ b& [' d0 [ - end
% F7 W$ H, y! c# ?9 `( v4 ]7 M - end
3 N6 v/ Z+ e9 K* E6 O1 j -
4 ?+ L; ~/ k5 T8 f - def equip(item)
# H. B/ @, E: ^; c, v' X# J* _3 h - if item.nil?3 x" z% T* X. H7 }0 T
- $game_system.se_play($data_system.buzzer_se)
1 C4 ~" a9 ?5 N9 S y; k - return; t7 \. \8 m/ S& T! D/ z( t
- end
. V, K; P; l* T/ | - if item.is_a?(RPG::Skill), Q9 z7 p& G- n! i- z% c
- if [email protected]_can_use?(item.id)& X# R% j/ M! o
- $game_system.se_play($data_system.buzzer_se)0 r3 {$ v, T; m! i) c1 |) E$ m
- return
/ z- I7 m/ W! \$ H. Y( S1 V - end
) q0 u, \. \3 m U3 \9 i - $game_system.xas_skill_id = item.id
Z, @$ M" x/ o+ o) \; ?# \5 x - elsif item.is_a?(RPG::Weapon)7 P# }' G: \, W1 @
- @actor.equip(0, item.id)
3 k* \/ G5 c4 n9 |5 k, } - elsif item.is_a?(RPG::Armor)' N! _* o6 d0 w
- @actor.equip(1, item.id)
2 a7 ^/ C# I+ L* X0 J- H+ { - elsif item.is_a?(RPG::Item)
, }6 `2 z Z I2 |$ e/ q* e- L& p9 P - item_tool_id = XAS::XASITEM_ID[item.id]" j, K# \. b- X6 q
- if item_tool_id != nil
1 |% X! O3 H' b - unless $game_party.item_can_use?(item.id)4 r% z8 o; @3 L9 l
- $game_system.se_play($data_system.buzzer_se)
: n6 h: ]# T$ Y, W - return6 f: \9 J2 [( Q* ~% A) j* h
- end
& d* X4 y' V9 ?7 k) r: a - $game_system.xas_item_id = item.id. |% D' m5 D/ }, \7 n
- end
+ P! h x# c2 W6 k- J7 @8 A! k1 P - end
- ]% N& @. N6 U8 w0 Y, F" [ - $game_system.se_play($data_system.equip_se)) p9 A; N5 a6 _0 T
- end& ~ u1 I" N' c, g% t( \
-
/ g# J' t5 W9 d7 A& G8 r - def update
; j3 O1 E6 L2 F2 P, D - @actor = $game_party.actors[0]
. V; g, [! v9 |' U4 B" [9 G - @hot_keys = $game_player.hud_equip
0 M W5 k' z9 j% N* q7 Q6 y - refresh
4 P, j2 y; _4 Y - return if !$scene.is_a?(Scene_Map)" R9 G8 b* D0 @2 R
- if Input.press?(Input::Numkey[1])6 a; o4 y* ~4 b" `; c9 j2 M
- equip($game_player.hud_equip[0]): A! ]; }, I% Y6 ^
- elsif Input.press?(Input::Numkey[2])
# v& ?- ? P4 T2 O& V8 N - equip($game_player.hud_equip[1])4 }% l) j6 L e/ j
- elsif Input.press?(Input::Numkey[3])
1 n1 r9 Y% w+ j* d - equip($game_player.hud_equip[2])
2 {) a' Z. U% F4 F - elsif Input.press?(Input::Numkey[4]) J$ N& w* V$ s( t( D
- equip($game_player.hud_equip[3])
) E- q( n* D% s - elsif Input.press?(Input::Numkey[5])7 z& e5 h* s1 S% `$ |+ ?
- equip($game_player.hud_equip[4])
2 f% d, Q7 W6 @5 E" t - end
2 Y. R4 j* I1 ?9 V( y g) Z% X - end
0 _) Y# C$ H) w7 U! Z - end: p) V& A/ C# Z1 o$ r9 m: L
- 3 a4 B/ v4 k5 X) r& B& G, l) x/ V
- #===============================================================================
e- o+ F. u. _) { - # Scene Map
( t: u9 c) r+ A e - #===============================================================================
% l, D2 @+ A' z w5 ]3 A; m1 z - class Scene_Map, x, t! s8 C& G: k3 Q
- alias hot_key_hud_init main
; a8 E: O; \! f C- r+ S - def main* Q6 Z9 o. D/ H. o4 V( U5 s. w; I
- @hot_key_hud = Hot_Key_HUD.new
$ i7 F. P8 p8 O( W9 E - @hot_key_hud.visible = !$game_switches[XAS_HUDDISABLE_HUD_SWITCH]9 B1 `% [3 }0 K2 }) d
- hot_key_hud_init
G( j7 U( J3 @5 y8 n+ N$ U - @hot_key_hud.dispose
5 p8 }- `1 z1 J" A. k - end
9 R3 ^2 E/ D7 F - - J3 U f% \7 Q! L3 l
- alias hot_key_hud_update update
. {& r( o6 F% l" q - def update( {# N/ R$ q! _: @8 i. G; m
- hot_key_hud_update1 y% K3 q- H W9 D& r
- @hot_key_hud.update
' q( m( B) ^# e2 d - @hot_key_hud.visible = !$game_switches[XAS_HUDDISABLE_HUD_SWITCH]
, e3 Z; @- Y8 Q' N2 H m% a' G - @hot_key_hud.update if !$game_switches[XAS_HUDDISABLE_HUD_SWITCH]8 U1 |1 U0 ~3 E$ _
- end6 L$ l2 t) O) Q2 N+ q
- end
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