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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,, ?6 b, q2 f! x4 R7 ^
不知道有人能帮忙看一下吗? - #===============================================================================
) p! \' T/ m4 q5 P - # XAS - Hot Key HUD
) v) u$ Z) V* S, V: r% e5 E - #===============================================================================3 e4 h- Z- ?; {) U+ t
- # By Mr_Wiggles% R+ ]3 m$ M9 j' B. Z
- # Version 1.3
4 m4 z6 W# b, N$ p! J2 W* T* { - # 7/6/10
k0 L& {! ?6 q0 ^0 e6 ~ - #-------------------------------------------------------------------------------
9 J' }9 K2 B* D- K' {* n - # Instructions:: v8 W3 c4 V; l5 V% V. w% W* f* R
- # Fill in the constants bellow, paste this script above main and bellow XAS in9 O4 S2 C5 `# j* g
- # your script data base. BE SURE TO SET TO THE RIGHT XAS VERSION!!
/ e0 Q2 L5 }" Y( ^6 a& B# m - #
: U1 w+ D4 y" \' H - # Place the "Hot_Keys_HUD" picture file into your game directory
! |1 i: ?# ^* f5 p! N' a; I4 o2 ^ - # Graphics/Pictures folder.( C3 x# n8 _6 V) E! L
- #-------------------------------------------------------------------------------+ E0 f* o. M0 D" O
- # Directions of Use:
/ G* c5 y0 i% r' K1 h3 d - # Simple just press a number key (1 - 5) when the quick skill or item menu is
' P. s! E3 e" _/ h2 \2 H - # Showing.
7 ^1 z, ^3 V* |. `6 A4 }' W - #===============================================================================# e3 j$ _. x" w9 i& n L
- HUD_X = 0 # X pos of HUD2 Z( v) F4 x7 E0 B9 i. l
- HUD_Y = 0 # Y pos of HUD
; f7 s: H3 p( V( z% j8 [
% y1 U* H; f: D( v: o- # Set true if XAS 3.7f
2 D( {! O3 o( I s( l1 T" }# e - # set false if XAS 3.6
$ w* o. A8 q d; L0 O# T5 e - XASVER_37 = true, H6 t* z I! t* z: g6 ~5 S: `1 a8 M
- 1 D7 T# {) M3 z2 a' i. E
- #===============================================================================, ^% E, v {& F3 p q. D* p# v; n5 G
- # Numkeys Module
3 W/ y: ?) _* z: _( o' l1 d! ]2 b - #===============================================================================2 ^7 g' |4 z* `* N
- module Input
# }2 ?% t; w# U E, o( ?! J - Numkey = {1 => 1049, 2 => 1050, 3 => 1051, 4 => 1052, 5 => 1053}
$ b$ W5 P: k& C' r6 }: W - class << self
2 @+ ^4 X' p5 s3 e - Key = Win32API.new('user32','GetAsyncKeyState',['i'],'i')( l4 F: Z- R+ P. r! H9 n) }
- 1 `" ^2 f- b4 s9 T6 ^
- def testkey(key)
/ z9 g. W; t/ m$ f" t/ @8 l - Key.call(key) & 0x01 == 16 U" i& k; u4 K' `; I/ m- k* P
- end) W$ R, H. B( P( n
-
) d& V) F. @0 x - alias hud_key_update update
3 c, b' z/ P2 i- _1 o+ n - def update0 B0 O/ R: B$ p, D' C
- hud_key_update& u) C0 f2 E6 H' S/ o4 y
- @pressed = []
1 J" t W. [# ] - for key in Numkey.values
! x2 i3 N r# ]& Q/ `' Y - key -= 1000
- z' P; N2 l' G9 Q - @pressed.push(key) if testkey(key)
. d, D/ u; m3 U# W8 B - end
0 N9 a' x% ?# V b - end
; T) Y1 W# y: c2 ?" V2 z5 y - 7 G, M. U" G v2 ~
- def pressed?(key)
& e9 M7 k% N3 i! ~" o P7 o - key -= 1000' M3 Q) P8 F9 v2 D3 r- M) a
- @pressed = [] if @pressed.nil?6 w6 p4 R. ]) S/ j! D
- return true if @pressed.include?(key)7 x6 E. T. P4 M! p" {
- return false
/ w+ e. b6 {+ } - end6 X( J8 l$ M- B& A
- 7 \+ O Q2 d2 E) L+ l
- alias hud_key_press? press?7 ^. u' R: B# f, l/ y" Q
- def press?(key); N( c x3 s3 Y0 B4 _6 g
- return pressed?(key) if key.to_f > 1000/ v- b2 k- S7 l) I B3 q4 h( G
- hud_key_press?(key)* `& U7 q2 a6 d: J/ \, b: |
- end
! R, ~! e5 ~9 ]8 |7 G3 X. ^; q6 p - end! h% j* w: A& o- f- K' Y b) P; v
- end/ @9 L: x4 A+ b; R# q
- ; g3 t6 g O1 V- r( ?
- #===============================================================================
3 {) ?! x& V, @. O$ G - # Game Player# P& O: _! `! Q6 Z/ K" c p
- #===============================================================================
8 v8 R- e6 u9 g6 }5 D6 _ - class Game_Player < Game_Character
V5 H% w% V' y0 ] - attr_accessor :hud_equip1 Y5 o, M. g& H- ~
- $ t0 R; p4 p3 ]- R) f; y& \2 }
- alias hot_key_hud_init initialize+ n! x( @* V" s' b* f5 j! }% K
- def initialize
) M. |0 C2 F' J- L - hot_key_hud_init
V& b4 b( |" S5 J3 W - @hud_equip = []
7 C9 m: f9 F/ ]2 r0 c% i - end' L3 L* m s6 I
-
( J. `/ G1 u5 V d/ ~' E - def equip_item_to_hud(n, item)
2 W+ v9 H) ^1 U ]' u0 k - if item.nil?7 v4 R+ ]- j @% a3 y& J
- $game_system.se_play($data_system.buzzer_se)3 x- f# h c% a( [0 o0 w
- return
) f7 Y0 O. n' ?2 |) r* f - end
! U1 G. u/ ?4 k7 Z. Z' E - $game_system.se_play($data_system.decision_se), z( x3 D9 [0 f! ^. f( r
- @hud_equip[@hud_equip.index(item)] = nil if @hud_equip.include?(item)5 u* q. m) ~6 u" t
- @hud_equip[n] = item7 B J; v* N' n7 Z/ y. V* y* F
- end% N' Z9 k9 n: K* Y4 H8 T8 }
- end" U: U! g7 L+ } C/ Y7 e, c3 N
- M8 U3 c" Y' S2 ^' ~* f: @( c- #===============================================================================2 y1 g1 N6 L! C
- # Quick Skill Window- z8 @. u' O* O8 C" I9 U h
- #===============================================================================! y, H( X# [+ ]# W- z" m/ B
- if XASVER_37 == false
& r0 O7 h0 o% W% U: v - class Xas_Scene_Skill( {3 Y/ h, G: X3 s; A# C* g+ h
- alias hud_quick_menu_main main
2 `% J1 W- t$ t) ~ - def main
4 t5 U3 Y% ?6 @% ~- S1 ~) u - @hot_key_hud = Hot_Key_HUD.new
, n# n, i7 s9 [# A - hud_quick_menu_main
; B: l" G- N, v, E - @hot_key_hud.dispose: {! P# J/ d! f0 T
- end
9 n" K% @. n0 I- d -
2 j3 s u* A: J. S+ j. ?- }9 x# z - alias hotkey_hud_qucik_menu_update update
, Z) F+ L* W4 _7 A' K: p1 T g - def update
3 n# U8 x+ M7 u! O1 k& P V8 V - hotkey_hud_qucik_menu_update
* y: k- T/ r' P2 y4 K$ M/ Q' t0 ^ - # Hot Key num 1# k$ K7 H+ o) Z. i, Z
- if Input.press?(Input::Numkey[1])2 B/ I6 F: A! J1 k# P3 f
- $game_player.equip_item_to_hud(0, @skill_window.skill) H) o% z/ K; j+ g8 |
- # Hot Key num 2
/ m$ p) U$ x- E2 P5 } - elsif Input.press?(Input::Numkey[2])4 S) @& z1 _$ b3 m
- $game_player.equip_item_to_hud(1, @skill_window.skill) Z& O; H3 _$ e$ i g7 W
- # Hot Key num 3
. Z. n! o' y: k5 b: L - elsif Input.press?(Input::Numkey[3])
" F9 F% {% s: X, N$ K& d - $game_player.equip_item_to_hud(2, @skill_window.skill)
) G: g; |, [2 P2 e2 N - # Hot Key num 4+ b- I# | Y$ ~( U/ D
- elsif Input.press?(Input::Numkey[4])
, \) Z0 P2 e& {! s. ~ - $game_player.equip_item_to_hud(3, @skill_window.skill)
( F6 u8 L P3 r- e- ]% E% L - # Hot Key num 5& f/ n3 h! u/ w- W5 C4 }) I
- elsif Input.press?(Input::Numkey[5])
$ q- t6 W& n) |2 { - $game_player.equip_item_to_hud(4, @skill_window.skill)
) x- R* P3 {* y, ]+ M; a - end
9 T. Z# X9 n8 Y' j - @hot_key_hud.update; T4 ]) }9 r' o# U/ `" C$ X
- end8 S: I# N8 G* O( _9 F2 G
- end6 Z/ w8 h% x* g) e `1 R% @! [
- else
1 e4 j: O3 f# l! R - class Quick_Menu_Skill# w8 G1 U _; r) s# o' [
- alias hud_quick_menu_main main$ E, I- i! N% _ M; p
- def main! f8 d' c0 u. C
- @hot_key_hud = Hot_Key_HUD.new
7 [* y# g9 U. X$ ~ L - hud_quick_menu_main
- E$ Z' a$ Z2 Y( ?% {" v) I - @hot_key_hud.dispose
( i* S6 _0 } H4 M0 C - end* z: E( P1 u" Y6 A& v5 O! q
- ; m7 U5 r6 n1 @: b9 [
- alias hotkey_hud_qucik_menu_update update
; V. Y- {- Y2 [2 l- Q! @ - def update
/ o6 Q/ K* T4 H" y0 f - hotkey_hud_qucik_menu_update0 O* I# P/ m. b1 p# N/ J |* A& ?$ R
- # Hot Key num 1& h, G8 `1 z$ j& k4 j$ P- F
- if Input.press?(Input::Numkey[1])3 k4 l( k/ y+ |" q2 a/ l
- $game_player.equip_item_to_hud(0, @skill_window.skill)
, q8 ]; W8 {& H8 Q& S$ D - # Hot Key num 2
/ [2 L U/ V9 ]: ]& [ - elsif Input.press?(Input::Numkey[2]): ]6 X' ?6 L. w7 ?
- $game_player.equip_item_to_hud(1, @skill_window.skill)
9 B2 b' v7 B8 Z: o+ C - # Hot Key num 3# x+ }- H J0 F! ?
- elsif Input.press?(Input::Numkey[3])
. K% v3 ^! X3 ?7 ^( u8 Q4 I1 c. u( _ - $game_player.equip_item_to_hud(2, @skill_window.skill) D5 L' `8 `: v6 g7 H! B
- # Hot Key num 41 }* [( O2 G6 P9 V% T
- elsif Input.press?(Input::Numkey[4]), g% g- B* Q1 k
- $game_player.equip_item_to_hud(3, @skill_window.skill)2 h/ V2 R) N3 D6 Z
- # Hot Key num 5; F" A' b& `, X
- elsif Input.press?(Input::Numkey[5])8 y2 u% m1 ^+ U( I. K! p
- $game_player.equip_item_to_hud(4, @skill_window.skill)
& Z' S8 Y q% Y9 E$ { - end2 a* Z# D) x M
- @hot_key_hud.update# U/ r! G1 s) u' Q: h" c
- end' H! E' r6 y+ O/ U
- end* k: s8 `6 ]% |4 |- v9 {
- end! b# v! b5 F F6 Y1 J, \
- " o0 U5 S4 g- m) u$ N8 s- @# y
- #===============================================================================' @) r# }, p$ v# ^" t
- # Quick Item Window
1 x1 V# Z$ o4 s - #===============================================================================
' ^* I9 Z- b6 d- h; C7 D - if XASVER_37 == false
! g$ g. H! ^8 K# L% s, X - class Xas_Scene_Item
- h3 a/ i8 p, X1 _; v# y8 f$ h" B0 ~ - alias hud_quick_menu_main main3 A9 T1 w0 m2 R
- def main+ v6 @; X, C T. N3 ? G7 S
- @hot_key_hud = Hot_Key_HUD.new
- ?- G' g- ?- f! S1 s - hud_quick_menu_main6 u: m8 |4 q9 q, ~- Q' m, t
- @hot_key_hud.dispose7 A! ?: z. T: P$ K. K8 f! {5 ~
- end
, x4 y. W, m6 t1 L( @ -
8 R6 u0 E) F/ w - alias hud_key_update update, N- B! |5 H4 b( W
- def update" @4 F9 l( q5 h6 }9 {
- hud_key_update* }; u( z7 O2 {' K
- # Hot Key num 16 V+ r) q' a, W% n
- if Input.press?(Input::Numkey[1])
* c) v5 L, T% X0 S - $game_player.equip_item_to_hud(0, @item_window.item)
- {+ s8 b" {+ n' _0 i# o8 E. q - # Hot Key num 23 H" I% `" z6 b$ w* a- g
- elsif Input.press?(Input::Numkey[2])
# p. V: [4 B- l) I/ W* ~9 w: y% w$ q - $game_player.equip_item_to_hud(1, @item_window.item)2 P. M1 k$ | R' Z
- # Hot Key num 3
- Z5 G5 r& T3 K2 j; l2 H - elsif Input.press?(Input::Numkey[3])0 c% p+ H. }3 E! g# H8 t
- $game_player.equip_item_to_hud(2, @item_window.item)
( {/ b$ s+ A: b- a4 [ - # Hot Key num 4
8 H5 G3 _* Q0 k8 a' K0 b4 ` - elsif Input.press?(Input::Numkey[4])
3 l" F! V$ ~" r3 O' Y8 q$ h6 M0 d' o - $game_player.equip_item_to_hud(3, @item_window.item)
* W W" p1 ]+ Q ?0 a( H6 M& G - # Hot Key num 5
0 R. @7 `% m4 ^" `' l# m - elsif Input.press?(Input::Numkey[5])# u; _ @% {/ |. ^
- $game_player.equip_item_to_hud(4, @item_window.item)0 C8 f/ h$ ~; u- ^5 V8 W/ S
- end, U: z8 Z0 l4 E
- @hot_key_hud.update
3 Q- L- b4 n/ Q W/ n7 w- K8 K! b* d - end
! X6 q( k# ?" E1 p' Q, ~ - end. J$ X3 A8 P, T2 \! E" `6 G
- else
- Y% m( o; _1 j! D* y# l - class Quick_Menu_Item/ Q% w# m& y# r4 f4 k ?
- alias hud_quick_menu_main main; C6 I2 R. W5 ^/ W
- def main
! f6 I! y/ r5 a0 Q+ U - @hot_key_hud = Hot_Key_HUD.new: I2 }/ K$ W3 j6 A- Y/ w0 }
- hud_quick_menu_main& \3 y, f) X# x7 {+ a5 J
- @hot_key_hud.dispose* F) q3 k' R" C2 l# x2 r
- end
1 a5 y$ {2 Y) L4 q2 \3 _ -
- U4 |& B# e% D4 v! u - alias hud_key_update update+ i9 e4 j+ u! | J) O' J
- def update5 h* x( f4 @( O7 n! R! U6 G
- hud_key_update' D! F. K/ X8 O I( y
- # Hot Key num 1( d) f3 P! s, |! x; M2 B& B
- if Input.press?(Input::Numkey[1])9 B# d0 Y: b+ V2 w3 w) E
- $game_player.equip_item_to_hud(0, @item_window.item)
- N5 N0 V& Y0 p; s; L) I - # Hot Key num 2
4 D. X3 Q4 e: x& m+ V - elsif Input.press?(Input::Numkey[2])
V6 N5 Q1 G4 x2 z# e* A - $game_player.equip_item_to_hud(1, @item_window.item)
, {; I$ c- V+ z) {9 t - # Hot Key num 3
! s$ R1 b$ U/ q+ K$ G* A! L - elsif Input.press?(Input::Numkey[3])& t7 z( r9 R$ x1 y* [6 {2 \5 @& I
- $game_player.equip_item_to_hud(2, @item_window.item)- S" m# ]4 e1 p* P
- # Hot Key num 47 z2 I9 n! A' c1 y1 [
- elsif Input.press?(Input::Numkey[4])3 {$ H6 S: x9 s4 b! q7 S( q; Z
- $game_player.equip_item_to_hud(3, @item_window.item)2 [) h( p1 w! S7 V
- # Hot Key num 5) `0 I6 {6 O _" ]
- elsif Input.press?(Input::Numkey[5])0 y( ^- f9 @* Q; T4 w
- $game_player.equip_item_to_hud(4, @item_window.item)
/ t! y& k% `5 b8 i - end
- K! P: |: ~) u. a7 g5 ~/ k, U - @hot_key_hud.update' `# u. u. l% A# S
- end
& C1 D* ]: r9 {) u - end; N0 ]2 b8 y6 a4 c( l Q$ I
- end+ \2 b# J! d4 G; }) i& }) ]7 P
! x9 o- r% Y8 Y1 B1 G# e- q- #===============================================================================
' ~& r+ f4 j+ g, k F. A - # HUD Window
6 D6 J4 U5 X" @6 g7 m - #===============================================================================
! f* K7 A+ {. f/ X6 e - class Hot_Key_HUD < Window_Base g. e0 i7 J# Y; I
- def initialize(x = HUD_X - 10, y = HUD_Y - 15)
; t5 z% \# K0 ~" P, ~# o - super(x, y, 220, 80)
' u; g6 R4 z/ E" B - self.contents = Bitmap.new(width - 32, height - 32)
3 [% O- Q, ]. ~ _ k - self.opacity = 0
, I" Z2 B3 x- {5 l- P; E3 ?8 R) J* y) q - @actor = $game_party.actors[0]5 I1 h% I8 u6 f7 t
- refresh/ g2 y* \5 ^/ ~* b# v
- end
" l& ?4 g" e8 ?8 q2 j4 E - ; V5 G% G, n& T; G4 @
- def refresh# m2 k- k5 u, N. c2 V, Q& T# c$ U
- self.contents.clear& K( W2 s9 r+ R* a
- bitmap = RPG::Cache.picture("Hot_Keys_HUD")
2 s U' m% L" C# K - self.contents.blt(0, 0, bitmap, Rect.new(0, 0, 160, 32))7 D9 u8 c# z7 Y4 k8 b6 o' o6 N
- for i in 0..4
( ]! {( e, }8 U; b* u' m V( p- a7 h - x = 32 * i + 4& s) ?& T; J7 X; B+ L; p) E
- item = $game_player.hud_equip[i]) d$ M3 _: ~# E
- next if item.nil?
0 l2 L9 ~6 V+ }6 ` - if item.is_a?(RPG::Weapon)" `* Q. [7 r9 }, C) M. G
- item = nil if $game_party.weapon_number(item.id) == 0 and. N/ M- e9 Y5 n9 i4 }- T2 z/ B
- @actor.weapon_id != item.id
# z6 J$ W8 q8 e0 M/ G) q& D- E - elsif item.is_a?(RPG::Armor)
: m3 p: ~, U# x2 N) s - item = nil if $game_party.armor_number(item.id) == 0 and 2 y9 s, ` D* C4 L5 Y+ R
- @actor.armor1_id != item.id
3 Y: J8 O/ l8 ^6 m. h6 A9 p( B - elsif item.is_a?(RPG::Item)
* X e' \: Q; C, N( @ - item = nil if $game_party.item_number(item.id) == 0 or- f7 j E6 T$ E5 K- F& q4 B
- !$game_party.item_can_use?(item.id)
! ^/ G S* f# H+ O$ g9 V/ u+ F - end% N$ g, [, g' X9 \) \6 ]/ K* ~' a
- bitmap = RPG::Cache.icon(item.icon_name)* K9 ]) ?9 q7 t; |% I; x& I, ^4 x
- self.contents.blt(x, 4, bitmap, Rect.new(0, 0, 24, 24))
) w$ w$ r+ a6 w3 E3 Q7 S - end5 l( e: L. Q' m; _* |! v |
- end5 h/ m$ [1 }( X; Q% G1 f
- / c9 Q0 p' A$ o$ H& @
- def equip(item)
n: ]" v$ j1 @4 _& y7 ~( s - if item.nil?
9 N" |* \4 b% K3 f" t6 r - $game_system.se_play($data_system.buzzer_se)& t- y2 l7 H1 ] K4 s1 ]9 S
- return
! I% Z! B0 P) V- {9 D& p - end
4 J. q2 {1 z1 j& b& ^ - if item.is_a?(RPG::Skill)( k: p6 P# J- c( [) r! }- r5 U
- if [email protected]_can_use?(item.id)1 J# ]3 i. s6 t% F6 @' S" o
- $game_system.se_play($data_system.buzzer_se)
7 z1 @. G; w, W3 }# u2 { - return/ h7 n4 k" R4 I1 [4 \ I0 [
- end
1 W6 A" t7 i# q2 R; C - $game_system.xas_skill_id = item.id4 P! i6 u y# r. }# T" Q1 J
- elsif item.is_a?(RPG::Weapon)
, o0 o1 g( @9 ^) T3 T& K - @actor.equip(0, item.id)
0 c$ d' U! t; F$ n - elsif item.is_a?(RPG::Armor)
/ P( J* E {7 o/ ^$ @7 H - @actor.equip(1, item.id)
; N% o7 O3 a3 Y; d4 }+ c8 Y( { - elsif item.is_a?(RPG::Item)
* a( q: Y0 r3 _# K3 y2 ]& `3 b7 i3 B - item_tool_id = XAS::XASITEM_ID[item.id]
2 J) @) Z. G L. r' V2 z2 u - if item_tool_id != nil
+ P" u& {* w, }& y' C! i# G" _' l4 n - unless $game_party.item_can_use?(item.id)4 W$ H; z+ m9 C% x7 F1 k
- $game_system.se_play($data_system.buzzer_se)
6 _3 Z' L# O- W- f, ^ - return
9 N7 E/ ~" O; m/ r: ? - end
0 ?) Y* f" C" K% h( l; E4 S X - $game_system.xas_item_id = item.id! S# X' Y( I1 h$ j$ E
- end# C. D& d! C; X& N6 y) m! I
- end' ^2 o$ `4 X' F4 g5 E
- $game_system.se_play($data_system.equip_se)
' N# z. j. n; Y+ p8 j# r9 q& S - end
( y' n# B1 {$ D( {, ^: N - & q3 Q" I4 \0 P m2 z
- def update' M# F0 c1 e3 \. D( c1 J7 z! k
- @actor = $game_party.actors[0]
- P6 `& R- C& @" v6 I/ g) p - @hot_keys = $game_player.hud_equip
. b9 S) H' G- @+ {! K - refresh
' ] ^3 J% n F. F- c - return if !$scene.is_a?(Scene_Map)
7 s/ u4 p; J0 ?6 T, ?& R+ e& ^ \$ _1 J - if Input.press?(Input::Numkey[1])
) }# C6 S G% v9 A8 @0 D - equip($game_player.hud_equip[0]), a( t& _& R' \
- elsif Input.press?(Input::Numkey[2])' g0 J: }$ Q U
- equip($game_player.hud_equip[1])9 |# t% d3 l* b j8 ~# V
- elsif Input.press?(Input::Numkey[3])* k0 L. l$ p7 ^% }9 I9 |2 Y' F0 a
- equip($game_player.hud_equip[2]) / p4 r1 Z1 @/ g/ a: _5 y: \
- elsif Input.press?(Input::Numkey[4])) w4 L& i* j5 E0 X1 o( X
- equip($game_player.hud_equip[3]) 7 G) \3 \5 E, f6 Y' ~# k5 O
- elsif Input.press?(Input::Numkey[5])
" W# o' u3 t3 _7 v - equip($game_player.hud_equip[4])
- ~2 T5 p5 g& A2 [5 V {+ L - end- O& b0 @) }- u
- end' n' \5 p% D5 ?! _
- end2 w: f7 K& b0 k$ \7 D7 n4 v$ _
- - G; N# d+ N9 A7 [8 l
- #===============================================================================
9 D; b% G, C1 \4 p1 k - # Scene Map; |" \; m( L2 j
- #===============================================================================# R) [# V5 |, {' p# O1 {* P
- class Scene_Map" ~" c9 B! i9 T9 ?8 J/ C: N& c
- alias hot_key_hud_init main0 ^' k0 x# I& Q
- def main
1 \7 Y5 `* T" i; h6 K/ x; n - @hot_key_hud = Hot_Key_HUD.new
) }/ e7 E* y R, t - @hot_key_hud.visible = !$game_switches[XAS_HUDDISABLE_HUD_SWITCH]8 y8 b7 s. C1 d+ X0 Z/ S8 h
- hot_key_hud_init. X# {1 ?0 Y% O. T# S) c' \
- @hot_key_hud.dispose
. x# Q' i: x6 y' r$ q - end
4 Z/ C+ F/ N! P' }/ M S' m - 7 ] P r8 O3 h! D
- alias hot_key_hud_update update
8 g* q- P6 q, f8 g6 J - def update, D B4 ~* F* W4 q f9 p
- hot_key_hud_update
$ ]% o) [9 o4 |! } - @hot_key_hud.update9 x$ W3 I, {! v5 U8 W* l) Q
- @hot_key_hud.visible = !$game_switches[XAS_HUDDISABLE_HUD_SWITCH]
; z7 V# v2 d( ~ - @hot_key_hud.update if !$game_switches[XAS_HUDDISABLE_HUD_SWITCH]3 L4 @) t$ w% N+ H" j! L3 Y$ F: I
- end8 Q2 p* H% P# x. O4 X( T( O/ D
- end
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