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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,
3 |: ^4 m+ i' B! g% V9 T# A9 c不知道有人能帮忙看一下吗?- #===============================================================================
4 ?. B8 l) h& f8 Y$ [" | - # XAS - Hot Key HUD
3 z- r+ ]- }$ N% C% F7 H - #===============================================================================
% o' g+ l" ?+ s& e - # By Mr_Wiggles
9 S) l/ A# H' O3 B: z+ ` - # Version 1.36 ~# R4 K1 j0 Y$ o: x0 n/ \
- # 7/6/10% T& ?9 C0 Q+ C
- #-------------------------------------------------------------------------------
7 Z0 s @' o/ D2 _9 T5 }9 J - # Instructions:
. |2 j9 C; n! K - # Fill in the constants bellow, paste this script above main and bellow XAS in, a9 i3 N+ ~& v0 e6 W# g
- # your script data base. BE SURE TO SET TO THE RIGHT XAS VERSION!!
; ~+ Q9 U' P7 W i: { - #
( o+ z; x6 t& X% v6 F8 T+ { - # Place the "Hot_Keys_HUD" picture file into your game directory
& }6 G4 _0 f7 d$ @. \# T& x; j$ u - # Graphics/Pictures folder.
! V$ H0 `& _: ?! }3 L - #-------------------------------------------------------------------------------. r1 Y0 _. r! ]4 e
- # Directions of Use:
, q& H3 d S: f: s - # Simple just press a number key (1 - 5) when the quick skill or item menu is
5 \ R1 k* g/ C) `0 T( { - # Showing.+ u& x: f. I$ E' H2 x
- #===============================================================================, @( c% E% v% E1 `& Z. N! j2 `
- HUD_X = 0 # X pos of HUD
. o3 ~; {5 U b* l% j% t - HUD_Y = 0 # Y pos of HUD
$ w# j' _3 g0 b
) D: q) I. N b" D1 r- # Set true if XAS 3.7f
0 p( J) E; J" |& T }' n9 y; Z& u - # set false if XAS 3.6
5 {$ r4 n g" ?7 T5 |6 j( q - XASVER_37 = true
K/ ~, v: B0 J f
/ ^ w5 D" G5 x. k) \' N o4 O- #===============================================================================
0 M4 w( J9 j$ P* a - # Numkeys Module' a& Z" r; K o* S" O
- #===============================================================================
. {7 o" P) H+ x0 ^/ a1 E. v f5 | - module Input
; I f/ m" x. V& }9 I- M. X - Numkey = {1 => 1049, 2 => 1050, 3 => 1051, 4 => 1052, 5 => 1053}) k5 A& k( c- D1 Z: H: M+ U& J1 y
- class << self
+ W4 T; u: z- K" F' z" f& { - Key = Win32API.new('user32','GetAsyncKeyState',['i'],'i')
! d' s+ H) l9 p7 V1 d - 0 z: z7 n3 F$ `3 _/ ~0 p1 a2 J
- def testkey(key)
/ {6 y C; u1 q9 V - Key.call(key) & 0x01 == 1: p. M. ^, r% G6 f0 i4 ~+ p
- end5 q( }! W0 M# }3 C( X) N5 S! C
- 6 f, _% c( `- W3 c* E
- alias hud_key_update update
. ]# e$ Z6 v. {4 m - def update u% ]% ~$ ] S# B4 c7 b9 F8 u. _
- hud_key_update# F6 H% w9 k3 n4 i) Q+ p/ p5 s2 u6 F
- @pressed = []$ ?. L: f# E$ Z a3 }. p
- for key in Numkey.values
$ Y! V& D5 ?+ L) [1 K9 O - key -= 1000
I) l/ Z! F8 B( t - @pressed.push(key) if testkey(key)
9 f( ]; b% g4 M7 I - end
. |2 \- a1 m5 B' _ - end
0 x' r7 b( B' T2 c1 e$ Z4 } - ( O0 ^. k j3 ?* N+ i
- def pressed?(key)0 ~' D$ [. O5 D( u5 u& m
- key -= 10004 s; y$ U! u2 ~/ X
- @pressed = [] if @pressed.nil?
- S) M% R2 ?1 O5 r4 |9 V - return true if @pressed.include?(key)
0 P4 f. Q8 N2 r- V/ Z, ?. b4 G - return false
. |) g$ e/ @# x$ [' b1 K - end
6 u, Z$ C6 v L% j -
S! x0 S( M1 y - alias hud_key_press? press?5 [) ~+ m5 o3 f/ d5 J8 q& R9 X% ]
- def press?(key)
' k5 x5 U8 p& W4 U - return pressed?(key) if key.to_f > 1000
7 ?2 `1 V B2 ]: \1 o/ | - hud_key_press?(key)
2 q+ S3 \0 V3 ?/ [ - end
# _% w3 j: r4 V; W3 o) P5 C- h - end
' c0 W" S4 {$ Y5 K - end& c2 L& a/ i. e9 }. z
- ; F5 ~* e& C( _, K, H& m/ B- O# S
- #===============================================================================
2 z/ v [. s- b# M7 a6 h - # Game Player
! P$ a, t I$ V. N( N - #===============================================================================
/ s. Z4 I( X* h( o/ e4 I - class Game_Player < Game_Character2 N M, d7 w8 C; g) H7 m7 ]9 h1 e, M
- attr_accessor :hud_equip
5 i; C( V* @- F* y4 _6 v! ^ -
/ i# x$ N) p- C- }" b5 ]' | - alias hot_key_hud_init initialize
W5 w# Y9 P7 \ - def initialize6 ?) H, V/ U4 Y( J& J8 S: X
- hot_key_hud_init
9 |3 Q) R4 L5 [- q z* u- z. b - @hud_equip = []
" g$ n r2 c& c. e) d - end w, n5 x7 j0 b- j# a
-
9 W( R9 ?- e% g6 T* m - def equip_item_to_hud(n, item)
- O7 ?3 q; [7 ?9 c0 G/ B" o - if item.nil?
' E( F1 t. w5 o' w% p$ N - $game_system.se_play($data_system.buzzer_se)0 b& o5 P' U V
- return
) \. r! t4 i( [3 E- t - end
. i1 Z8 a# O* o# T - $game_system.se_play($data_system.decision_se)$ C& Y4 o, b* ~- G. r+ C5 z. t$ o
- @hud_equip[@hud_equip.index(item)] = nil if @hud_equip.include?(item)2 ~8 K* B! F5 g* ^# R: n8 ~3 z- C
- @hud_equip[n] = item
$ F! i( V$ L3 B - end
" f0 L& l% |% ]0 ]" E7 b/ R - end u% s' }! I; ^* [
) t; M0 V6 i6 r- e- #===============================================================================
* C+ b6 ]- l- m1 q w3 O z - # Quick Skill Window: V/ e( a% i: L" q, v
- #===============================================================================' B. U/ x7 E* B
- if XASVER_37 == false
# M" |7 B. T% e& r! I - class Xas_Scene_Skill4 ?& u3 c- k' {1 M B/ T
- alias hud_quick_menu_main main
! I" I; _! y2 w% ?* ] - def main
3 r6 q j" M; m) S! G - @hot_key_hud = Hot_Key_HUD.new
' I; R3 A' W# H- { - hud_quick_menu_main4 z# e9 x/ V: d- E- O) D4 ~2 B8 ?
- @hot_key_hud.dispose" g3 k E) |2 S$ l) Y q! t# S4 F# U
- end* l' ~+ R' d9 M$ }, D. \
- . v. ^ w5 ~8 g7 r% {( b6 @8 C# ~# C
- alias hotkey_hud_qucik_menu_update update
, J- p) V5 H8 j - def update1 b1 [$ `: [2 T" C' u9 u$ p
- hotkey_hud_qucik_menu_update8 H u3 P9 S+ e9 J3 p* c D
- # Hot Key num 1
$ X6 E6 y' {% C1 C W3 n - if Input.press?(Input::Numkey[1])
* B% M6 B v. o7 c5 h - $game_player.equip_item_to_hud(0, @skill_window.skill)
. \" ~7 \. S: u H7 S( N - # Hot Key num 2
- o! j/ p) Z6 K; @6 a - elsif Input.press?(Input::Numkey[2])
! f8 E" W/ t/ U& n: l' k( G) p - $game_player.equip_item_to_hud(1, @skill_window.skill)" z; M+ T$ U' i/ U: ?$ A+ a
- # Hot Key num 3& b. B8 Y5 ?' Q& U: R( i
- elsif Input.press?(Input::Numkey[3])6 h9 d+ n: e2 Y4 e* b# n" C
- $game_player.equip_item_to_hud(2, @skill_window.skill); _" {6 j% {# ? f1 c. k* x
- # Hot Key num 4: i% o% e; ^. j' v u B+ J7 s
- elsif Input.press?(Input::Numkey[4])
* o, h2 ~6 R' l x/ c, W - $game_player.equip_item_to_hud(3, @skill_window.skill)
. C( w* O/ e, k - # Hot Key num 5
( d" w K. n& } - elsif Input.press?(Input::Numkey[5])
' F2 d0 b( D& B1 L1 P - $game_player.equip_item_to_hud(4, @skill_window.skill)
# d( v2 G5 ^, ], _' B - end, j2 a' X7 T' l* l- x3 p% S0 B! ~
- @hot_key_hud.update: f9 I! E% g6 R- M0 H7 @- k$ u
- end
& R) y2 W* D8 Q" y3 I0 E - end
. m; H. ]* e8 r% z1 Y R# x! a4 Q+ s - else9 S+ {+ W6 s; {1 c9 r
- class Quick_Menu_Skill
$ s2 @: c: Y& W/ D8 g2 V- C - alias hud_quick_menu_main main# E% g6 i. Q4 \
- def main0 Q4 c* J+ J* ^1 i T4 K
- @hot_key_hud = Hot_Key_HUD.new
$ r( J- O: Y( D0 Y, T - hud_quick_menu_main6 d* q( }6 R9 v. T
- @hot_key_hud.dispose, R: o( i3 K- f1 g5 }, Z! t
- end
4 r) V1 I) c% s/ I - - {; T w' o! a( h _
- alias hotkey_hud_qucik_menu_update update
, N; Y; i3 E/ h& {6 u - def update: l* U: i0 \7 l8 z# W$ H$ w
- hotkey_hud_qucik_menu_update5 K4 g6 l+ s3 M* [0 z8 q' S
- # Hot Key num 14 D3 i# O1 B6 d1 D8 k% e* Q/ F
- if Input.press?(Input::Numkey[1])+ N. q4 k/ g2 P5 }' g- w5 F4 c
- $game_player.equip_item_to_hud(0, @skill_window.skill)
, N5 I8 B8 @* [* P6 A1 x& g - # Hot Key num 2 o7 B$ D* e3 l1 Y
- elsif Input.press?(Input::Numkey[2])( \6 o5 L" D& @& T* _
- $game_player.equip_item_to_hud(1, @skill_window.skill)- Z1 a2 H, z0 j+ j. H! y
- # Hot Key num 30 p# |) N2 a& i, c
- elsif Input.press?(Input::Numkey[3])5 y4 h2 n1 U2 p3 G N3 D# S
- $game_player.equip_item_to_hud(2, @skill_window.skill)% P5 \6 v) O3 p6 N3 B2 n
- # Hot Key num 4
1 @4 }% v- I0 s1 v% u: G7 N - elsif Input.press?(Input::Numkey[4])- F7 Z/ U, A2 d" M
- $game_player.equip_item_to_hud(3, @skill_window.skill)
: _( n" }# z6 m+ _; t9 p - # Hot Key num 5) U( l) H7 c" Y# E& n
- elsif Input.press?(Input::Numkey[5])5 j; e h1 H! D" s4 p( a8 @2 Z
- $game_player.equip_item_to_hud(4, @skill_window.skill)
; ]) u3 Z4 l/ a$ B4 U, { D - end% s0 _/ D3 W, r3 z! u+ s0 ?0 I5 g% w
- @hot_key_hud.update1 S9 d, a6 h6 g! T2 E
- end) o3 \% C) t# N' D4 A7 V
- end
8 v5 r7 Z6 [0 H0 u0 F& | - end( W& K0 E' Q: _- i! _0 {
! F, k8 f% ]8 D, ?+ ^4 V8 B7 `" I- #===============================================================================, A9 d) [* k4 ]: r
- # Quick Item Window% Q; H2 s3 j% d# [& |! I
- #===============================================================================, I0 m3 [9 K) t- {9 R$ ~
- if XASVER_37 == false
% x1 D" m: t* x/ _- A- } - class Xas_Scene_Item
; F" ]5 C( d% Z# b$ ] - alias hud_quick_menu_main main
7 q! [9 }. U* e, t9 f7 A6 |5 [ - def main5 O+ ^& F' V5 S4 j# e% A6 t
- @hot_key_hud = Hot_Key_HUD.new
2 j) E, _' C1 U9 K9 J - hud_quick_menu_main
% W# B0 j) t7 \% M7 {; J! e1 m - @hot_key_hud.dispose
# {9 V: b, j% a* A; S) m - end
* m% G, x1 e1 ^0 k* g0 ^5 c - 2 H) X: T( f. G, Z5 o
- alias hud_key_update update* R. N# K( ?6 ]& ]
- def update
5 W1 Q/ m' [! J9 m( V - hud_key_update% Z1 B: l5 g3 e4 ~. l/ q
- # Hot Key num 1
* f" ?) t1 Q! [7 p - if Input.press?(Input::Numkey[1])
. j; Y: {7 y# U6 W - $game_player.equip_item_to_hud(0, @item_window.item)
" y# @, J, T7 w+ n2 t - # Hot Key num 2
) B. e) F1 F) W5 S+ V - elsif Input.press?(Input::Numkey[2])
4 m- U/ b. f, f$ _. a+ d& b" u d8 ? - $game_player.equip_item_to_hud(1, @item_window.item)
- O& \% W% N% U* d- m - # Hot Key num 3
: b. T/ I1 }# H2 q5 ^ Z& M - elsif Input.press?(Input::Numkey[3])
# l* I8 v) s/ }: m l- k5 f" u5 g9 N - $game_player.equip_item_to_hud(2, @item_window.item)
- i) L( U4 ]: o - # Hot Key num 4 O, w- u) G7 e- ?
- elsif Input.press?(Input::Numkey[4])3 A: m3 W2 E1 L6 J8 |. h3 p- w2 h
- $game_player.equip_item_to_hud(3, @item_window.item). y, P' h# u/ r8 k( v9 V8 X- S, h
- # Hot Key num 5* o; J# v) q% S k6 {2 z# @
- elsif Input.press?(Input::Numkey[5])
. E; h2 N% B8 x - $game_player.equip_item_to_hud(4, @item_window.item)
$ n4 a: _' X% R2 C) M - end$ i2 k6 a$ r9 W" @# T( M
- @hot_key_hud.update7 A& d; D q) _ F
- end3 i& F( `, Q) _- B9 [0 J- J s$ k# r
- end9 Q! O' f6 H$ `( n2 }+ [ N7 P
- else/ L+ {/ Z1 L! o9 h) {. H( h8 T
- class Quick_Menu_Item
4 ~8 n5 \, a7 G \2 b a - alias hud_quick_menu_main main
7 ~+ V; e+ L2 K3 T - def main% H" r4 o' c5 B) N. k; z
- @hot_key_hud = Hot_Key_HUD.new1 @4 l. Z% z* k, l( T1 ~# z: S/ r
- hud_quick_menu_main
# i9 m5 m1 y5 {5 {# I& c9 U - @hot_key_hud.dispose, p( ^* j& W$ r8 w, N
- end$ _' J. K0 G; ^3 h Z3 W% p# m
- 1 g" f) }, e8 v) i% o
- alias hud_key_update update
9 M! L" C. B! ?$ P" o) ]# j - def update
9 S5 p9 }1 H. i2 }" ?4 D - hud_key_update
$ A2 J9 m: U- f! Z- ~ - # Hot Key num 1
5 X( P+ d+ T2 B, |- S - if Input.press?(Input::Numkey[1]); e- h+ p6 ?8 p: ?$ z2 S
- $game_player.equip_item_to_hud(0, @item_window.item)/ x) m1 ?+ [4 D% f
- # Hot Key num 2" |+ P3 C4 ^# A# @% \
- elsif Input.press?(Input::Numkey[2])7 M8 h2 b, L. O# w3 |* Z
- $game_player.equip_item_to_hud(1, @item_window.item)
, `) |9 u$ s' R+ c; j7 @/ i" u( Q - # Hot Key num 3! a4 B0 i/ i" a. a8 Q, z: K4 u; Y
- elsif Input.press?(Input::Numkey[3])
4 p8 Q* _3 \+ M - $game_player.equip_item_to_hud(2, @item_window.item)
t! f( t% F8 D. V R - # Hot Key num 4
2 {- ]0 h( b% W7 g* U; O2 l9 a! V2 n" E - elsif Input.press?(Input::Numkey[4])
. O0 e1 ~( l9 y - $game_player.equip_item_to_hud(3, @item_window.item)
5 ]9 m9 j7 q5 C* O1 c8 \ - # Hot Key num 5% s% y/ s. ?9 b* c/ I, J2 ^
- elsif Input.press?(Input::Numkey[5])/ w) X- x& ^# d! e% c) q( j
- $game_player.equip_item_to_hud(4, @item_window.item)# k7 C+ t {) J7 c2 ^: T& K0 d# [
- end \8 u7 {% ?& T& ?0 v, L( O9 K
- @hot_key_hud.update1 B5 Y: V+ |1 y; m/ w
- end
4 P( P6 h" V, n) J - end
* Q! Q4 B! b" d! W - end, ? w* z" g) g; k
# K& E) W& k' X- #===============================================================================1 E! L D4 a) n8 _
- # HUD Window
w. k! g3 w& }! I( M4 @ - #===============================================================================
* `% z/ B* H) u! o. W1 A! i - class Hot_Key_HUD < Window_Base
: m6 b+ s, f& |2 ~ - def initialize(x = HUD_X - 10, y = HUD_Y - 15)
w* w* P/ C$ s6 k" S9 D - super(x, y, 220, 80)4 Z" Q9 Q2 L/ Z9 r$ Y& B
- self.contents = Bitmap.new(width - 32, height - 32)) ]" b$ i* b, s" U; N' G
- self.opacity = 0* Z) O+ G3 E8 a8 Q8 u1 k! R) ~$ J
- @actor = $game_party.actors[0]
! o$ u- I0 [5 I+ X' R - refresh& ?; {3 B, S/ g4 y# f( ]4 l
- end1 O7 B; ]/ Z- ]3 M$ C
$ H2 k! t; U( `9 n0 I- def refresh
. \& e: r' K- m - self.contents.clear0 J- ~0 ~! {! J; P0 b! ^9 r( G
- bitmap = RPG::Cache.picture("Hot_Keys_HUD")% s9 C+ T ^" p8 j( I
- self.contents.blt(0, 0, bitmap, Rect.new(0, 0, 160, 32))
5 Y8 v: F, Z' ?9 x/ E' H8 R( [$ k - for i in 0..4% r& H) G- P) F0 {( E3 H& |# A( f
- x = 32 * i + 4
8 T3 b% @" m1 B4 G8 \ - item = $game_player.hud_equip[i]
+ k1 s u" B% H! d6 N1 L) c - next if item.nil?
) T9 y! y5 j' x: u6 } - if item.is_a?(RPG::Weapon)
" r' x+ K" e6 h, z - item = nil if $game_party.weapon_number(item.id) == 0 and8 A N, ^: C$ k" N# y2 R0 U8 b
- @actor.weapon_id != item.id( K2 ~! K( |+ r% e# d
- elsif item.is_a?(RPG::Armor)
/ g& Y; l) X @4 T2 q8 ]4 @ - item = nil if $game_party.armor_number(item.id) == 0 and
! f$ N" X" f; X2 a: a( A) J - @actor.armor1_id != item.id9 h) K9 {( [! @ E5 _/ F1 j* g
- elsif item.is_a?(RPG::Item)( k; s! J; `) \( h n
- item = nil if $game_party.item_number(item.id) == 0 or6 ]6 {+ V) X4 i5 c
- !$game_party.item_can_use?(item.id)" |) i1 k- G) Y6 Q0 E' B
- end# ^4 } Y* M" W
- bitmap = RPG::Cache.icon(item.icon_name)# J# l/ ]) D, h w X# f5 l
- self.contents.blt(x, 4, bitmap, Rect.new(0, 0, 24, 24))
3 H6 j( Y* E# \+ O% `: q - end
" }6 k1 M' b$ g! b/ j - end
2 m) n# ]3 C0 ~5 O# e! n& C7 ` - ; B! j. H8 q6 n, S, h9 z- m
- def equip(item)
8 H4 P7 E' l/ P; @( @9 ^ - if item.nil?" b( Q4 D; y6 s8 m: k0 J$ o, M
- $game_system.se_play($data_system.buzzer_se)
5 q( c, E0 {9 l- F$ i+ z - return: ^' f' z3 K$ b2 r1 x
- end
& G2 H q( Z$ ]# W, j R2 T1 I - if item.is_a?(RPG::Skill)9 `% j' |9 H9 z( f9 R* E
- if [email protected]_can_use?(item.id)
% Q7 O; W# f4 M. A% m5 x, J - $game_system.se_play($data_system.buzzer_se)
: B% W2 [( d1 M - return
( d; z$ l" x8 C3 b - end4 R6 Q% J, s. X7 h$ s; d
- $game_system.xas_skill_id = item.id* \/ G, ?( @" s3 [; @) e
- elsif item.is_a?(RPG::Weapon)' I( ?* \% V$ ~8 P" [& Q
- @actor.equip(0, item.id)3 l9 K. l! u& H8 ~
- elsif item.is_a?(RPG::Armor)
- K7 w% t, i( j7 D- Z4 _ - @actor.equip(1, item.id)
) {# M9 Y" y& K' p: I1 q - elsif item.is_a?(RPG::Item)6 D4 p# @( C+ s- S K' |
- item_tool_id = XAS::XASITEM_ID[item.id] l' U' e. R' G" b* T+ A
- if item_tool_id != nil
! t7 x+ a) ]! t( L1 B - unless $game_party.item_can_use?(item.id)
7 u9 C$ [- x$ F" o& T - $game_system.se_play($data_system.buzzer_se)
1 h+ V6 y( F; O/ e' k4 W - return3 @) A. N1 K7 T! x( X
- end
% ], r2 Q' f1 b2 l4 ] - $game_system.xas_item_id = item.id
: W( A! B/ @" e4 N$ y - end
, I) S. n6 s7 x, e7 E! @% w) v6 t1 x/ j - end
1 C2 y5 `3 s# _ - $game_system.se_play($data_system.equip_se)4 q1 @' ^ T2 A3 e. I9 H6 ~
- end
4 m' a2 ]. F" J- i& Y8 q -
* P( T: j0 o' b% O - def update7 v% s8 x B: j5 g# x, a
- @actor = $game_party.actors[0]
; s/ E* G8 S% _+ [ - @hot_keys = $game_player.hud_equip
! I! t# `! h* B+ L/ _. d - refresh
9 e- L' t7 M6 f5 [; s - return if !$scene.is_a?(Scene_Map)5 X8 ]8 X$ B& ]! |
- if Input.press?(Input::Numkey[1])
) M' m1 K3 v5 j) R! m - equip($game_player.hud_equip[0]) h% g$ i- [7 x U1 \7 y
- elsif Input.press?(Input::Numkey[2])
) w) k' w! D! y' R' Y7 i1 D5 L1 Z# ~ - equip($game_player.hud_equip[1])8 m8 E4 Z* v7 ]3 [5 T4 S9 M$ z
- elsif Input.press?(Input::Numkey[3])
0 t* a+ h$ |) J; b3 B7 S! E - equip($game_player.hud_equip[2]) + S- \8 o: Y- V+ Z7 d1 K& J$ p- { |
- elsif Input.press?(Input::Numkey[4])
) T! y5 V- ~1 h8 S( y) @$ F - equip($game_player.hud_equip[3]) $ x3 b5 H: y& R
- elsif Input.press?(Input::Numkey[5])4 E8 Y8 S9 M- {, O3 j
- equip($game_player.hud_equip[4])
! W* b! W% f% t5 B7 M4 N; P3 d - end
2 H, M2 }/ E% [3 v - end
4 }9 J2 a$ N6 C - end' o! S5 i9 U2 O! \: A( j( W/ W
$ N5 W9 O4 U# L7 K3 g% b/ I) F- #===============================================================================
5 i z- f& B" l. D - # Scene Map
, ~; {4 U5 c9 } - #===============================================================================, _" J) [7 b) d
- class Scene_Map/ I; f! P: `' o
- alias hot_key_hud_init main& |! ` R( I) W8 {+ p, Q
- def main6 V' y7 E& A& J! o' t
- @hot_key_hud = Hot_Key_HUD.new) o! m% ? L6 K* a: s" ^
- @hot_key_hud.visible = !$game_switches[XAS_HUDDISABLE_HUD_SWITCH]
, M; W# z) c# v6 R9 D1 n - hot_key_hud_init, Q/ Y* a- x$ `- G( N( _
- @hot_key_hud.dispose
: ? Z+ h& G' G' i0 B5 Y - end2 Z, S4 S5 s9 r* l( u3 p
-
J7 W5 `; x2 E3 c - alias hot_key_hud_update update! M$ s6 ~4 w# J* O
- def update
3 }* [) w) c# T. A M - hot_key_hud_update
' x/ u7 _/ Q. V; [* g! h( L9 a! A- \ - @hot_key_hud.update5 k/ {& M: B1 v7 ?1 q! \! r% w
- @hot_key_hud.visible = !$game_switches[XAS_HUDDISABLE_HUD_SWITCH]9 @4 H# Z* ?% w
- @hot_key_hud.update if !$game_switches[XAS_HUDDISABLE_HUD_SWITCH]
' V9 I; ~ ^) [3 d' l5 x - end
/ d6 x5 ~ \/ S" h* H - end
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