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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,/ Q$ q2 m8 t" g# M; l- w4 ^% d
不知道有人能帮忙看一下吗? - #===============================================================================
0 U- ~7 a( a0 b - # XAS - Hot Key HUD. V h# X; h' ]& ?$ a' `# l) a
- #===============================================================================
- e- Y8 Q* E8 p7 h - # By Mr_Wiggles
" _+ b3 J& b3 j( V: ] - # Version 1.3
: F& ^1 j' V+ k) \ - # 7/6/108 f; O. { u( e7 C& S: {
- #-------------------------------------------------------------------------------. r% y& U8 \: L* b+ x# B* a
- # Instructions:
5 z$ m/ u. [9 I. t - # Fill in the constants bellow, paste this script above main and bellow XAS in
, E2 N( E; R) ~" X - # your script data base. BE SURE TO SET TO THE RIGHT XAS VERSION!!
" I, v" O9 s' d# c* X" m8 Q; y, X - #
$ t2 d9 K, k, j" I5 e- T$ t - # Place the "Hot_Keys_HUD" picture file into your game directory 5 X" s5 H" b* Q$ I3 @/ o# O/ M% H
- # Graphics/Pictures folder.9 c! O w- W& h B& ?' n. R/ G
- #-------------------------------------------------------------------------------
r# J1 w+ T# U9 `% B7 o - # Directions of Use: W$ X1 d+ K* c4 Q J, x
- # Simple just press a number key (1 - 5) when the quick skill or item menu is
( J0 Q/ H5 N; @2 F: ?$ d" P8 I* f) _ - # Showing.9 Z' X: H. W% A9 G8 O3 z% z" W
- #===============================================================================" Q, Z% ^) N7 q& W# j5 ?& R
- HUD_X = 0 # X pos of HUD
7 i' g) b% A$ i" z' \ - HUD_Y = 0 # Y pos of HUD) u. s- ~* v: m, n3 h0 h% I9 o" u
- $ z6 F. O; `# O4 j# W6 m. X. }
- # Set true if XAS 3.7f, P8 _& z. {; g, X" F+ y7 Y: W
- # set false if XAS 3.6) S+ n" L4 q( a$ x9 C
- XASVER_37 = true
4 T8 p% _$ [$ s8 a/ l% {! @6 S" }
7 @9 R7 f; K! n8 ?0 h6 f3 s- #===============================================================================
5 T6 M w% V" u- F) U2 t+ U! _ - # Numkeys Module$ X4 M/ Z* ^4 o/ f; A2 _$ r1 h
- #===============================================================================
( ^9 b8 g/ ?8 z7 ]* o- c" C - module Input
# z4 `) b1 J8 k - Numkey = {1 => 1049, 2 => 1050, 3 => 1051, 4 => 1052, 5 => 1053}9 T4 P' A' ~6 P& X9 |8 G4 i1 G/ k
- class << self- s- w2 Y Q$ o; P) X5 T- b
- Key = Win32API.new('user32','GetAsyncKeyState',['i'],'i')! Q! T* |) ~: b t) b
- + P6 y1 j, a) M5 E7 ^
- def testkey(key)
7 n8 }5 j2 C7 |2 Z% J, o - Key.call(key) & 0x01 == 1
3 L# @4 b8 m. ^- }4 u - end
& s# O; l) t/ P7 `, s - / u9 h# |3 k% c1 x9 ~& e/ @
- alias hud_key_update update
' Y) R& O! N# ]; b0 u6 y& X& U I - def update% O2 ]$ @" h9 g/ B5 S
- hud_key_update
$ S; Y$ a( z( m% b9 y& U) @ - @pressed = []
3 l* x$ \, h" [% [& P/ e - for key in Numkey.values) t" K+ g& b# X6 G) u
- key -= 1000
/ q' M) {, `8 Y6 ` - @pressed.push(key) if testkey(key)
2 M N2 ], ?" w$ h+ n - end
! V8 d" ^% J. R' R9 P$ |0 K2 c - end
+ {/ M' v7 o* T$ h0 Y' X. u8 Z9 g -
% W @% o5 h9 t2 c9 _( k3 ]- D8 j - def pressed?(key)
8 d0 x) }- M9 o5 v& j - key -= 1000
# T# v* W7 c) n6 ?( W6 q - @pressed = [] if @pressed.nil?
9 h* A3 A: v$ Y: p - return true if @pressed.include?(key)
4 \6 I% R' X* |6 W* E8 W- z - return false/ ~! H- p/ E5 k% w* l/ F3 t; x
- end! l- H3 m3 f, Y6 K' G% y
-
! D+ U1 A( [+ h: B% R- O9 P$ K - alias hud_key_press? press?
& p. v$ B. M% n6 b4 M3 K0 | a - def press?(key)
6 A, I! w. Q( X! r+ ~ - return pressed?(key) if key.to_f > 1000- J A& W1 j- m; D6 b) l
- hud_key_press?(key)4 R& n) W. G3 i1 W5 ?0 x8 J) N
- end3 N; Y6 J, h0 Y/ |/ q5 a* o
- end% |- {( i: h) r+ S k
- end
7 D2 ^) J2 v2 V* Y - 6 g; { h6 q2 w; }
- #===============================================================================' o! X% t" U+ q% E
- # Game Player
X9 T# e) G Y9 k9 E - #===============================================================================
" Y% ^1 a/ ^! a+ W - class Game_Player < Game_Character+ ?+ \+ y4 d8 B9 r, [
- attr_accessor :hud_equip0 z* D3 o& `1 q
-
' d7 [0 @. A3 R, }$ A7 r - alias hot_key_hud_init initialize
7 \4 K* _! ?9 U/ X9 w; p: p - def initialize# \7 M$ e" n8 q4 H: i' a+ z/ d" _
- hot_key_hud_init
0 P0 s2 [* @# r6 D# g' x - @hud_equip = []
# d& c% w0 G" p: i: d) F1 i# J/ w* Y; O - end; d/ R8 W1 T0 M3 N& Q
-
5 M. Y% y. Q) P - def equip_item_to_hud(n, item)% s4 o4 Q5 q. f9 ]2 Y7 R- G
- if item.nil? a6 N( Q' b9 M1 z
- $game_system.se_play($data_system.buzzer_se)8 t C. ~( ?1 d9 d7 z
- return
+ o/ s6 C7 a4 E. X5 G% ~ - end
5 c; s. Y; u- `8 P - $game_system.se_play($data_system.decision_se)
6 c8 M2 v; R, Y; q1 o3 e - @hud_equip[@hud_equip.index(item)] = nil if @hud_equip.include?(item)0 `9 j, N9 f' Y+ d( n
- @hud_equip[n] = item
0 g1 C5 y( ?1 S. K0 y6 A - end3 s% q/ V. G4 H
- end
; i8 P; [. C8 a5 n4 G6 R) J
/ j* m; [1 y& z! W- l, B# s2 r- #===============================================================================
( T/ }5 a6 P5 [ - # Quick Skill Window4 f7 ?3 q( z, F8 z* }! H8 r% @
- #===============================================================================: Z0 C+ b# `+ f3 t$ g
- if XASVER_37 == false
- [+ v* F$ b! a - class Xas_Scene_Skill% s* l) w/ w5 I
- alias hud_quick_menu_main main5 S- X7 [: ]# A! A5 X* D3 x
- def main0 [9 f3 n2 g$ W0 d; `5 Y4 Q5 E
- @hot_key_hud = Hot_Key_HUD.new
& N! ^3 B7 d) P9 B: u2 P4 b- c - hud_quick_menu_main
; H+ p5 W- B( t( H - @hot_key_hud.dispose
$ y+ q; R( Q( E% S: j - end
% S3 \8 W, |" V# I6 b: o- l. b - ! k6 T* D* O3 J; K
- alias hotkey_hud_qucik_menu_update update4 l& ]/ P* H* G- u, Y+ [
- def update4 {; \+ x1 ~8 @: I
- hotkey_hud_qucik_menu_update
' Q; f0 X- ]5 @, Q8 g - # Hot Key num 1
! j ~2 \7 j1 w1 z. ~ - if Input.press?(Input::Numkey[1])8 L. }2 t0 z% O. G2 `, Z
- $game_player.equip_item_to_hud(0, @skill_window.skill)# _7 w6 Z/ Y4 ~+ ^8 S3 X1 `
- # Hot Key num 2
& u# P. H9 X% W - elsif Input.press?(Input::Numkey[2])! r1 i! w9 G# J. k! d }
- $game_player.equip_item_to_hud(1, @skill_window.skill): U; e7 v8 t5 C& x1 m- v
- # Hot Key num 3
. a8 Q1 n( N; R P/ m - elsif Input.press?(Input::Numkey[3])- |- ~- F' [( }; o0 p( k6 W
- $game_player.equip_item_to_hud(2, @skill_window.skill)! Q" p$ ^3 }+ {' A
- # Hot Key num 4- p8 U3 N8 J# k+ t ?
- elsif Input.press?(Input::Numkey[4])0 J; n8 E! ^" H/ s k7 }* ~7 f
- $game_player.equip_item_to_hud(3, @skill_window.skill): x: X0 X2 }3 V5 c& H
- # Hot Key num 50 I8 V W4 P+ @/ i
- elsif Input.press?(Input::Numkey[5])
) Z: o8 m: i- M$ b( I& z5 q - $game_player.equip_item_to_hud(4, @skill_window.skill)
0 \# E! y5 Z* ?) I2 W V7 u - end
" q: ~' \9 A" O/ X+ R, b6 w - @hot_key_hud.update
0 y. T, C* M4 U' c - end
: C9 Z% H$ s0 u* y - end
- k. L0 O+ D, p+ `7 A - else/ k4 C9 y3 F( {( t/ g7 g
- class Quick_Menu_Skill- q5 V( W: L3 X' k+ _, D" v' e; x# B
- alias hud_quick_menu_main main
5 H8 n9 g8 V: w' B - def main
2 m- L' i4 r/ O+ w0 A$ N( L - @hot_key_hud = Hot_Key_HUD.new
: x1 e# _' a9 _* E4 U - hud_quick_menu_main" U" h9 Y# K! s- C' h
- @hot_key_hud.dispose) m D" t3 |# r, X* j
- end4 B/ [4 K0 ~4 ~3 M D. f' `. K; X
- * i+ f: c; s0 C( X2 q( f
- alias hotkey_hud_qucik_menu_update update6 |4 w1 b+ q5 r/ F6 R
- def update
7 B% C2 N i: O" w - hotkey_hud_qucik_menu_update
' y" Q2 d1 ]$ n" B8 S - # Hot Key num 10 d2 |+ f. D5 Q0 m% d8 `) V+ L
- if Input.press?(Input::Numkey[1])
4 n0 a# L, a) @" L) I% i - $game_player.equip_item_to_hud(0, @skill_window.skill)+ C' M9 u8 t: Y2 W# w/ h2 L
- # Hot Key num 2
6 B& o! z( Y" M; W7 g1 ]) E - elsif Input.press?(Input::Numkey[2])+ {6 Y' ^" M7 S( Z8 F1 b
- $game_player.equip_item_to_hud(1, @skill_window.skill)
8 T! O* ?0 i, L. x - # Hot Key num 3
: x' S @# O# o3 y* r' D: e - elsif Input.press?(Input::Numkey[3])
3 x" T. O8 H1 K) ~8 A' S4 ^# ]' l - $game_player.equip_item_to_hud(2, @skill_window.skill)
' x; ^5 w6 ?( |' b, o n- h - # Hot Key num 4
" b+ c7 v, M! Y/ q - elsif Input.press?(Input::Numkey[4])$ v- U Q: z# f7 j
- $game_player.equip_item_to_hud(3, @skill_window.skill)
N- t* \* S6 b6 n; V - # Hot Key num 59 h! s9 B" w* `/ p1 V# L
- elsif Input.press?(Input::Numkey[5])
* t! q8 P# i9 A( Y% Y - $game_player.equip_item_to_hud(4, @skill_window.skill)' w7 l5 P( P- @1 \
- end s& V# C( H! c7 q! S( j
- @hot_key_hud.update
1 r5 F4 L1 ]! a. b - end
# R2 M4 S9 S9 A: C - end
$ ]& g2 M; E: R, D9 { - end8 Z9 s+ i! T9 r, \# s! n G
$ K$ _% ^" ?( |# @6 _- #===============================================================================) g8 k- `8 p4 B& R4 b+ A3 ]8 k
- # Quick Item Window$ `( t6 g, y ?6 _, T) ^* e
- #===============================================================================) ~0 a: U, Y4 b/ R
- if XASVER_37 == false
- w5 R5 M4 i( y9 j - class Xas_Scene_Item
7 K. Z4 E X8 b' W- |# ]2 w - alias hud_quick_menu_main main1 \2 y) U! p, Z0 B1 Z2 C3 _
- def main
: [8 a; w/ D9 s; H d8 A - @hot_key_hud = Hot_Key_HUD.new8 k$ ^ D3 k R; I7 u2 O5 l, P
- hud_quick_menu_main. G- j" E0 ~$ c
- @hot_key_hud.dispose# G( V n' v X( {% Z
- end( U* x" k9 R- n X" G" [! m( _
-
% x7 j2 d O' ^2 `1 [ - alias hud_key_update update
! f& f: D) @, g( ?, d - def update
9 H" k- T4 I4 u7 D5 z0 Q6 A0 D% O - hud_key_update$ p# q2 s4 d7 A9 b+ m6 U
- # Hot Key num 1$ G/ z, C& X8 q7 q+ E9 M7 `
- if Input.press?(Input::Numkey[1])7 i2 D5 g, b- W9 ]4 u4 i7 I& I/ c) ]
- $game_player.equip_item_to_hud(0, @item_window.item)3 E* L d2 a) D& t
- # Hot Key num 28 c. V' t5 A2 q7 c
- elsif Input.press?(Input::Numkey[2])6 a& Y" ~/ I& {% \
- $game_player.equip_item_to_hud(1, @item_window.item)5 \) `! F4 ^: l$ x
- # Hot Key num 3. K, L- p) M( ^! J
- elsif Input.press?(Input::Numkey[3])
/ _) G. v( B/ a8 J( B8 W8 _! j - $game_player.equip_item_to_hud(2, @item_window.item)# d( A! G" B* z/ e9 }& T) u9 N
- # Hot Key num 4
7 ]# m# f0 z/ Q' ]$ A' X h - elsif Input.press?(Input::Numkey[4])
0 o2 v9 v: O, D; s! m5 h& m7 g& n' A - $game_player.equip_item_to_hud(3, @item_window.item); L. B Y, R: l' r4 D K
- # Hot Key num 5
* X& G# u. A+ a4 U- Y2 S/ k - elsif Input.press?(Input::Numkey[5])" W( q! k9 w# D# ?" Z/ ]2 T
- $game_player.equip_item_to_hud(4, @item_window.item)
+ e! J1 o% A9 d- z ?3 ]3 s - end$ A! q: G/ T C* E
- @hot_key_hud.update
1 w+ ? J9 G& z% P8 c; |4 i4 W - end
- m0 Y9 @+ r; x& `# m - end
$ [3 ]$ m! k2 x" V1 e - else9 J0 f' n0 ]+ n( b8 d# X
- class Quick_Menu_Item
s: G8 }3 Q9 F, ?+ y% o; V! K9 L - alias hud_quick_menu_main main/ M* w) m3 t5 Q" Z; v' q" i7 T& n1 ]
- def main1 y+ N2 ~- [; w* _+ I9 p
- @hot_key_hud = Hot_Key_HUD.new
% U9 W% T$ b# u/ o, R5 X' }! V# \ - hud_quick_menu_main( R1 ]* X3 K `- `0 I+ a9 Q
- @hot_key_hud.dispose! L, X1 d8 y, Q" H; I
- end
! i: S- ^2 N4 S4 a' u' I4 w" k - , ~# X5 j# Y1 Q8 O8 B9 d8 m' f# D
- alias hud_key_update update2 V3 c5 P! T% E% Y, \* S7 e4 n
- def update ]9 \# A% q6 O* T* d
- hud_key_update3 T3 H" f7 ^3 ^. _5 k& U' b: R
- # Hot Key num 1
: ^, f! Z6 { i' q+ J$ F% h3 n( _ - if Input.press?(Input::Numkey[1])
; ~! G' X; {! k - $game_player.equip_item_to_hud(0, @item_window.item)1 u" o5 W* B) C! I+ }6 i" ]- u
- # Hot Key num 2
8 t; W6 |2 P; F: M" O - elsif Input.press?(Input::Numkey[2])
2 ~* \7 d. c6 A9 X' I; q* ] - $game_player.equip_item_to_hud(1, @item_window.item)
/ L5 B5 K( Y, c+ p - # Hot Key num 37 a* V9 W6 y1 n+ I8 T
- elsif Input.press?(Input::Numkey[3])4 t+ z5 u7 ~, w3 t
- $game_player.equip_item_to_hud(2, @item_window.item)1 d' j4 i, g" I. D
- # Hot Key num 4
3 k0 ^. G) _& u/ v. }/ V - elsif Input.press?(Input::Numkey[4])
4 r" P5 a2 A4 G - $game_player.equip_item_to_hud(3, @item_window.item)
9 n; G) g+ A" L2 m& z# Y - # Hot Key num 50 _, v) y2 a, U, U6 b; ?
- elsif Input.press?(Input::Numkey[5])) n/ p6 d$ X1 y( t3 g$ R
- $game_player.equip_item_to_hud(4, @item_window.item)
8 q" ]1 P( V- @( [+ a - end1 H1 @( [- S. S5 m& R3 c `- A
- @hot_key_hud.update3 p+ g3 B) K3 L
- end2 \4 Q: j4 u, b6 }5 |
- end
: j% \; Z0 y% A# X, f$ r) ^ - end
; S3 a+ o) X" i- B. J; S; X* [
9 a B' F& ?2 R. k: o) U- #===============================================================================5 ]+ [3 X4 R8 r( i7 g& e
- # HUD Window
& m4 O# ~4 E* u+ Q v. ~- `: p - #===============================================================================" G; [! @6 R6 b6 ~9 N
- class Hot_Key_HUD < Window_Base
( e4 t3 j$ [4 \6 L) t+ ~8 { - def initialize(x = HUD_X - 10, y = HUD_Y - 15)
7 b: M0 O7 |" w. m, {0 P$ z9 k - super(x, y, 220, 80) @9 X0 ?& I! q
- self.contents = Bitmap.new(width - 32, height - 32)
' ]1 D, q5 z- m$ s4 B" C% Q - self.opacity = 0/ K/ O+ b3 `! `6 r8 V
- @actor = $game_party.actors[0]/ U+ @7 q# L: F' O- H. }
- refresh
( g3 F8 V8 M+ j- f - end$ v$ W4 G9 y' A9 q3 T
- # D1 U$ z7 Q5 i0 J5 a6 [6 _- a; `
- def refresh
- N6 E0 G- k' B! J: v4 l" x - self.contents.clear
7 y, p4 k# s# l. W7 \ - bitmap = RPG::Cache.picture("Hot_Keys_HUD") t2 F( m' h& N7 F* m! u2 E
- self.contents.blt(0, 0, bitmap, Rect.new(0, 0, 160, 32))1 Q" S6 E. l7 _. {( \5 j: \& X
- for i in 0..4! F5 b1 e# ]* ?( Q) @, P- p4 v
- x = 32 * i + 4
; ?; n$ |% b. q/ i - item = $game_player.hud_equip[i]
9 _4 G/ h# R; [. l1 P% X5 g T - next if item.nil?& m( _' k7 B- a, c0 R6 W8 m E
- if item.is_a?(RPG::Weapon)) c( _: t& W+ l0 \. |& V' F V
- item = nil if $game_party.weapon_number(item.id) == 0 and
, ?1 @8 J7 u4 D4 b. s - @actor.weapon_id != item.id: v/ D) v |$ r1 l! z; E, N
- elsif item.is_a?(RPG::Armor)
: o! |! I! |( u* f$ b - item = nil if $game_party.armor_number(item.id) == 0 and ( l* B( f T Y$ B5 q" k: Y8 S0 M
- @actor.armor1_id != item.id& D7 j" ?1 B% J+ [& s9 Y- ~6 _/ J
- elsif item.is_a?(RPG::Item); I: ]! ]& d' ~9 X% [9 U
- item = nil if $game_party.item_number(item.id) == 0 or8 p8 S5 p. N& P- n A! o3 E
- !$game_party.item_can_use?(item.id)' e" C* s0 w/ ~: r, x: E2 W7 D
- end# x# y" I; e d( ?' Y& Q) r% n7 \
- bitmap = RPG::Cache.icon(item.icon_name)
6 L C1 c8 W9 a2 B - self.contents.blt(x, 4, bitmap, Rect.new(0, 0, 24, 24))
' a) b* t& r; C5 ?3 I5 L. p - end" q9 ~' C0 M/ x; h8 Q+ L D, J
- end& ?2 w- _+ }/ i; Z0 j! i1 z
- 8 Y2 D5 P: g4 H0 A4 f/ m
- def equip(item)
, R7 r. _" R2 K9 ] - if item.nil?
: p/ q# L. t& Y0 U; Y5 {7 P5 N - $game_system.se_play($data_system.buzzer_se)
- o) r2 ~% {6 l( e" p( H, q" n5 M - return' d0 V' d4 |6 T; S: n: D3 y
- end, B9 `2 W. q0 K7 h
- if item.is_a?(RPG::Skill)
! R$ z( a4 C! q8 {8 X f H - if [email protected]_can_use?(item.id) W) {% d' N( X( i9 ^0 m
- $game_system.se_play($data_system.buzzer_se)" u; T0 ?6 @- A
- return: ]3 R2 L _( ?, c
- end
1 `# I( c3 ^2 V+ @. j* o i. ] - $game_system.xas_skill_id = item.id
6 o Q& h( d# P, C; o3 H, W - elsif item.is_a?(RPG::Weapon)' O( J$ W' I7 ~4 o" S( s2 {: i$ M
- @actor.equip(0, item.id)
D9 Q. i" |& S7 d# i - elsif item.is_a?(RPG::Armor)# J% J1 k' J C/ y
- @actor.equip(1, item.id), _' K; p# E4 v# e! M- ?# v
- elsif item.is_a?(RPG::Item)+ z5 S# |% t6 @( G7 l9 {% P
- item_tool_id = XAS::XASITEM_ID[item.id]. ?, I0 i1 U+ O/ F8 W* ?0 v
- if item_tool_id != nil
- T' x" f0 c7 h$ I6 R7 }9 {1 k2 K - unless $game_party.item_can_use?(item.id)
" N) g- ?8 d; i - $game_system.se_play($data_system.buzzer_se)7 N8 h' y) I8 C) X
- return* i5 w( h6 L4 L' J
- end
* v; Q- s! d! x9 @ r- [ - $game_system.xas_item_id = item.id: Q: Y8 a T9 m; V
- end
1 d" ?+ V# _4 w7 e - end4 d. ~! r9 J. I P+ h( a* V
- $game_system.se_play($data_system.equip_se)
4 s. |% Z6 H( K8 N6 t& [* U - end4 E- x5 m% b5 K2 \' d: j8 w
-
P. y$ I0 r0 v7 i! }# q5 [9 N, v - def update
3 s" b7 a2 ^6 d1 L3 |- Y - @actor = $game_party.actors[0]2 m% y4 A! L0 @: d7 `0 {
- @hot_keys = $game_player.hud_equip0 C: m! E$ ^5 U9 l R+ |7 U% W
- refresh
8 ~ A* f3 B: B% d& ]8 b! ], J - return if !$scene.is_a?(Scene_Map)$ v- P, Q' Y+ d" ^8 Y/ w
- if Input.press?(Input::Numkey[1])
, P1 ]/ U# Q% \8 x - equip($game_player.hud_equip[0])
! q- S3 |% U7 t - elsif Input.press?(Input::Numkey[2])
2 V5 a# B8 m* _. v* w - equip($game_player.hud_equip[1])
+ [) `3 H; a3 ~; j - elsif Input.press?(Input::Numkey[3])
5 [; V! J4 x1 k! z# m+ y# V6 J - equip($game_player.hud_equip[2]) , p" y6 K) I8 S3 x2 G5 |
- elsif Input.press?(Input::Numkey[4])
. l) O* ?- ~: ]& l% C6 e; Y7 ^- \ - equip($game_player.hud_equip[3]) % j* R6 i2 a* d" s$ p& X% e
- elsif Input.press?(Input::Numkey[5])
5 }+ I7 m1 ]6 T9 O$ i - equip($game_player.hud_equip[4])
2 H- j) _- i& U2 s7 J - end# ?) K* X( J3 E/ Y
- end/ X( j& W. ~4 r* N7 E2 S* B8 s9 r
- end, M: ^/ c/ H4 z
7 W) U8 r. u( M# c. D, y9 p- #===============================================================================( h7 y" x+ d$ I( t8 G
- # Scene Map
( l! F: g$ q& U - #===============================================================================
& ~7 w1 |9 H9 |! Z - class Scene_Map
" ?. w1 J& z* z( W* q - alias hot_key_hud_init main
( ]; L+ D% [+ D - def main
* `" u- l# b6 G& ?5 j& r3 R! g% h3 m - @hot_key_hud = Hot_Key_HUD.new
! }# I6 R& C9 c+ o1 C/ x - @hot_key_hud.visible = !$game_switches[XAS_HUDDISABLE_HUD_SWITCH]$ _. N* h3 g9 o/ T
- hot_key_hud_init, I) ^. }) H$ }5 o4 h
- @hot_key_hud.dispose+ I) @5 f/ T" }2 P+ ~
- end
" _- Z, Z2 }% W& B5 n) {! c - : C6 g3 x9 o3 {+ d N8 |/ w
- alias hot_key_hud_update update n& g; J; w) a3 K$ v6 E( Z/ Q
- def update
( R( v- O+ o6 E$ t O - hot_key_hud_update9 Z7 T9 h0 k2 O
- @hot_key_hud.update' p% g- a* ~' r3 K U
- @hot_key_hud.visible = !$game_switches[XAS_HUDDISABLE_HUD_SWITCH]* q$ ^1 ~0 W1 r( _, H: u4 i& z
- @hot_key_hud.update if !$game_switches[XAS_HUDDISABLE_HUD_SWITCH]
& Z/ q* @/ s( k5 C - end
# E9 R, V; H; j, v( ? - end
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