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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,
' [. i1 g2 N& u" d$ R1 C0 s, |不知道有人能帮忙看一下吗? - #===============================================================================7 z- w6 `+ S# L! J" @
- # XAS - Hot Key HUD
I4 S) l2 ~) n) `0 k - #===============================================================================8 \3 @/ o3 ?3 k F9 C
- # By Mr_Wiggles- z& F: {% \' e
- # Version 1.3
; g9 ^5 q% n- N, ]1 K) u, b+ y; b - # 7/6/106 Q2 f+ v. I7 C' A3 J" X# X( X
- #-------------------------------------------------------------------------------
* f/ ]( F6 D% u& s - # Instructions:! }# P. f7 t7 b' Y7 k7 X. V1 K J$ s
- # Fill in the constants bellow, paste this script above main and bellow XAS in
$ Y) J! h( V9 t7 d1 z5 @ - # your script data base. BE SURE TO SET TO THE RIGHT XAS VERSION!!1 R @) B. a$ [+ `- k8 d
- #
& k: N# _" V2 x& t: _. { - # Place the "Hot_Keys_HUD" picture file into your game directory 9 u( Y/ G8 e$ ^' X6 y' Y
- # Graphics/Pictures folder.
/ \) X* G7 h. q - #-------------------------------------------------------------------------------
* K% {% h1 P# { - # Directions of Use:
4 {. X5 e3 x" }' | p+ a - # Simple just press a number key (1 - 5) when the quick skill or item menu is
, x, {& ?8 u3 e5 T; Y; g+ A5 _. D - # Showing.+ j0 j8 k- Y2 z5 f5 f. v/ H; A
- #===============================================================================
7 f" }* r+ V' h0 h. g; j. p - HUD_X = 0 # X pos of HUD
0 g% ~4 M! I( i) A8 V( ?3 F3 ? - HUD_Y = 0 # Y pos of HUD! I. T+ [' A; p! `# M
" I1 `' ~8 a4 Y: t3 B6 E, b, E4 I- # Set true if XAS 3.7f5 Y- i9 _* g7 l+ P" G! t
- # set false if XAS 3.6
" m3 e: o8 ]4 J L5 P4 c - XASVER_37 = true
w! N) P! P9 a
! S. d U% j) j6 u8 v- #===============================================================================8 z! O' A" V: n' d: X" u
- # Numkeys Module
: ]9 p0 E- _$ A - #===============================================================================
. d0 K9 y" A" _( z5 O4 z - module Input
) {, E- n. h. l' X+ J - Numkey = {1 => 1049, 2 => 1050, 3 => 1051, 4 => 1052, 5 => 1053}
8 Z; S$ G4 R' n1 v - class << self
& a" X" U5 r; N- i' L( p5 U% T9 u - Key = Win32API.new('user32','GetAsyncKeyState',['i'],'i')+ q7 g, y& O# v6 N s( W6 b, \7 k
- % |+ ]" O+ q. n& J- E- q+ U, m4 g
- def testkey(key)
& O# J3 R$ G) s - Key.call(key) & 0x01 == 12 b8 l: R4 E+ H; i( S
- end
' z4 ]' ?# u6 {! K* P" M! S - 6 b$ _& Z) E2 T( ]7 K) @0 x* U* _
- alias hud_key_update update
6 |0 j1 @' |. v6 c! k - def update
+ j4 {9 J* S7 P3 y7 U- ` - hud_key_update
: B' b$ R1 }/ z/ [$ S - @pressed = []0 @2 U7 [) c k2 U( \
- for key in Numkey.values
( ~2 [$ K1 T' a/ V- O7 X - key -= 1000
+ K! j. w; [0 O% ~& ` - @pressed.push(key) if testkey(key)# m d% z: i1 Z: H
- end
7 a% G) D& X/ _- ~" c% t - end. ?5 X# l/ O% i( o6 b
-
8 x) f& l, g# D3 w - def pressed?(key)- b5 t' K) V z$ S- ?; {9 x
- key -= 10004 q: _- E, |+ Q8 v2 {( b8 v
- @pressed = [] if @pressed.nil?
6 O2 c; j! H; }" R# d - return true if @pressed.include?(key)
7 I/ b2 p% ?; }# A* S- A l - return false! W. ^2 Q5 h' t5 h# o
- end
0 l. X: Y% o! I3 O. S -
9 Y! g5 s: _ A3 `% W( O. ]8 ~) Y - alias hud_key_press? press?8 [& g: P3 z& Y3 Z2 b3 ?: m
- def press?(key)! _( ]7 O' L' Q2 [" t
- return pressed?(key) if key.to_f > 10007 N/ s+ m z/ D1 o$ ?! Q
- hud_key_press?(key)) O# R6 o; ?' g& u
- end
+ a9 X' A( V H# u M; R0 f - end
! Z, U- J* H8 N$ }" O+ l - end: C+ U7 d2 N7 |/ D7 c" r& C
- 9 F# f, w+ C# V5 i. u4 q* z+ a
- #===============================================================================4 b: Q; r& M6 _# s% `9 M8 N
- # Game Player% i) d. n9 Z% W( z
- #===============================================================================
) s! o" A6 v' [ - class Game_Player < Game_Character
$ g" Z/ }5 I7 @ _6 P - attr_accessor :hud_equip; A- R0 \0 V, f: q) Z" y, l; h1 `3 b
-
3 e# Z# ]6 t1 c C - alias hot_key_hud_init initialize" e1 ~" L- N8 g6 u! D# `' ^7 B
- def initialize2 a2 a0 k7 o% u# k2 \, N% Y
- hot_key_hud_init
/ k3 v& s$ \+ A3 L9 p9 E6 N& r0 F" h( ? - @hud_equip = []
) I% g) P$ i5 |7 ]. F3 z - end
4 i2 Q$ q b2 K - 4 G! l/ p" S) N( b5 n
- def equip_item_to_hud(n, item); k* N- a: f# k) b! k. v- b+ C$ m+ j
- if item.nil?
& J- u2 ]' }6 N3 y# G1 f- F - $game_system.se_play($data_system.buzzer_se)$ D- ]0 f' D& g0 i
- return v/ a- ^( r8 K+ F, e$ x
- end; ?$ @$ Y7 M1 d
- $game_system.se_play($data_system.decision_se)9 R+ G+ ^# O% v' @0 Q3 F' {& B
- @hud_equip[@hud_equip.index(item)] = nil if @hud_equip.include?(item)
, Z9 U; M2 z; b% k - @hud_equip[n] = item
3 ~- \( T/ \" G& [( j9 s3 f - end
5 N+ t; O* l& s. g! u5 l+ F - end! O/ k; T: H0 {$ I9 a
, Z+ y! K2 F/ P/ q0 j- #===============================================================================9 l0 D5 w. y3 ^; d; I) k A
- # Quick Skill Window
, u8 A. f& r+ s1 T' u - #===============================================================================; ~" ]% M0 B F' X* F, N+ x
- if XASVER_37 == false" X: d' k4 }# j
- class Xas_Scene_Skill
9 }4 a9 J7 p- d! y. A - alias hud_quick_menu_main main
+ Z! _& \0 T/ g4 S z - def main' b5 b- j; S& I8 l6 k$ V v: a
- @hot_key_hud = Hot_Key_HUD.new. R x1 U4 S& X9 B; M- g9 o
- hud_quick_menu_main7 \+ c( L. v1 F& `
- @hot_key_hud.dispose
9 k& ^8 z3 K# P! @& j7 T - end
+ d1 D+ A \0 k) c - Z( y4 z Z( o1 Z; U4 p) J
- alias hotkey_hud_qucik_menu_update update1 d4 @: \0 s/ [1 ~4 C+ E
- def update6 M2 h1 S8 [0 G2 `
- hotkey_hud_qucik_menu_update
: Y2 u$ E$ R1 b: | - # Hot Key num 1
3 N2 N6 t! {+ }6 u3 c' X9 {% X - if Input.press?(Input::Numkey[1])
, d6 [- i- ~6 ~* b - $game_player.equip_item_to_hud(0, @skill_window.skill): z0 a1 ]% d8 M% U4 n
- # Hot Key num 26 d) M& w; D5 S9 b$ g0 F
- elsif Input.press?(Input::Numkey[2])2 ?# Y Q! A7 E7 G: [; Y
- $game_player.equip_item_to_hud(1, @skill_window.skill)* S4 F. {+ `, v: k4 Z0 w; L+ }* m
- # Hot Key num 3
1 j: s5 x, i7 j* ~ - elsif Input.press?(Input::Numkey[3])
; {3 x h; T: x, Q& t( Y* G9 `6 w/ k) [5 Y - $game_player.equip_item_to_hud(2, @skill_window.skill)
7 y1 u5 H& h$ d% O4 }) t7 V. t - # Hot Key num 45 x0 m+ }! y3 \1 D0 R3 t2 y
- elsif Input.press?(Input::Numkey[4])% `. F6 E9 M6 Y. }
- $game_player.equip_item_to_hud(3, @skill_window.skill)' `9 [& }0 C& \
- # Hot Key num 5- q8 [$ @) Z$ }+ t9 g
- elsif Input.press?(Input::Numkey[5])
+ w3 b. `/ R9 X/ w" Z1 l - $game_player.equip_item_to_hud(4, @skill_window.skill)
$ {3 {6 C7 y, X+ D2 g& G - end! B; U o$ H. r# n9 D) [# [
- @hot_key_hud.update% E! w$ F' d1 d, x9 h* t
- end
- m7 {0 }6 t1 ~2 Y* y3 V* u& h - end! `7 g- W, q" s% A
- else
* i% e! s1 y" \8 w. q6 M: P - class Quick_Menu_Skill
+ L8 `2 h a$ ^) |# T6 a6 S/ G - alias hud_quick_menu_main main
8 G9 D) X5 J7 n8 D% I' r# ^ - def main
2 ]# e M& U/ W! P5 w9 { - @hot_key_hud = Hot_Key_HUD.new4 `) ~2 h0 [% p0 n6 b
- hud_quick_menu_main$ o! d1 Z1 x: y0 `; Y
- @hot_key_hud.dispose
, I5 j/ f: t4 |) ~" |) d: j" L5 _ - end* C' I& e# s: m5 v$ ?4 x( r0 r
- , w5 K U7 E0 z& `* |) J$ A2 f1 g
- alias hotkey_hud_qucik_menu_update update& ^3 H# l0 s$ F/ S* I
- def update
6 _3 G- h' r, Q! x& i - hotkey_hud_qucik_menu_update
* K/ r2 k( x- \- z0 k6 d - # Hot Key num 1
! b3 D4 ]5 |5 Q6 J+ t, m - if Input.press?(Input::Numkey[1])) J8 G/ y1 M8 N
- $game_player.equip_item_to_hud(0, @skill_window.skill)
F+ B" Y# Z* v4 h. m/ m: f* p. L - # Hot Key num 2
6 d+ |7 n$ m1 P - elsif Input.press?(Input::Numkey[2])
! x+ C% M% e& a. l( d+ y3 C5 A% S* C" t - $game_player.equip_item_to_hud(1, @skill_window.skill)5 @* N* A/ [; c# {( `; H
- # Hot Key num 3* F" o/ i# `7 t w
- elsif Input.press?(Input::Numkey[3])3 y# }4 N' |, I1 _3 _: d
- $game_player.equip_item_to_hud(2, @skill_window.skill)
$ A( k2 P( p0 I8 S3 ]& @ ]- i - # Hot Key num 4 B; i f6 r& | h
- elsif Input.press?(Input::Numkey[4])
/ Y* M& j! ~5 E9 Y% [4 C3 b - $game_player.equip_item_to_hud(3, @skill_window.skill)4 u# K( t# p! d
- # Hot Key num 57 Z( S! A- K. I; r, |
- elsif Input.press?(Input::Numkey[5])* U* s/ `8 ~( s) r
- $game_player.equip_item_to_hud(4, @skill_window.skill)
0 G- P. k9 s" G - end: a0 d6 C% T2 P: D" o) o+ G5 c
- @hot_key_hud.update6 a/ w/ R/ j$ f, X
- end
' v0 X8 C1 f- D, u& M - end
. R3 X8 s8 m0 B4 } - end
. z g* J1 k# D' m# ~ - 4 T$ Y% {$ A$ P$ u8 Z: k, I% k+ H- I
- #===============================================================================
- u6 U. c$ G6 B4 t _2 { - # Quick Item Window0 m p" _2 Q1 F: ^
- #===============================================================================6 i5 o: V* T: J; L; ?& I( x0 E
- if XASVER_37 == false+ s; p7 b4 j0 H, H
- class Xas_Scene_Item6 h2 u6 g; R0 k8 n( {
- alias hud_quick_menu_main main
6 r# s" @. K$ R) t# q - def main* z4 k& K$ }% z9 y0 q, @
- @hot_key_hud = Hot_Key_HUD.new- @) s S. o- ]) l8 G. H' ~
- hud_quick_menu_main
8 q; G, \; j* @2 K( T& X0 E - @hot_key_hud.dispose
2 ]. t+ u7 Y+ { B# Q/ E) a. L - end2 e# C/ G& q1 I8 T
- 3 T' a' Y6 Y; R
- alias hud_key_update update
4 D R) a; `( m! D( M - def update% a5 t( `; C4 h7 f& g6 R) [
- hud_key_update
$ ~) Q8 ~5 L: a - # Hot Key num 16 B! l1 N, I J/ v0 z
- if Input.press?(Input::Numkey[1])
% h$ k9 \3 J) T; [: r( I5 e - $game_player.equip_item_to_hud(0, @item_window.item); {' v# ?3 I6 C1 t9 Z! ~( w
- # Hot Key num 2# ~8 T+ i6 a' D4 O$ G
- elsif Input.press?(Input::Numkey[2]). P; V& U; n0 g0 j% X
- $game_player.equip_item_to_hud(1, @item_window.item)8 X# [7 C# i* _: o V( |
- # Hot Key num 3( F: P* D# o6 I( D; q
- elsif Input.press?(Input::Numkey[3])
5 x' `/ \* m' U - $game_player.equip_item_to_hud(2, @item_window.item)
% D( C6 Q2 R2 s2 } - # Hot Key num 4
: R# f& D/ }/ q h - elsif Input.press?(Input::Numkey[4])
" @& T/ v6 n9 @8 E% z - $game_player.equip_item_to_hud(3, @item_window.item)
: U8 L& I: X: N3 { ~* x4 M - # Hot Key num 5& B9 q8 B3 S: L3 L
- elsif Input.press?(Input::Numkey[5])" K$ U8 D7 p& G% N8 G4 x6 I# g% }
- $game_player.equip_item_to_hud(4, @item_window.item)4 L) X. f" \ m" c
- end- E+ N9 q/ E, e) Z
- @hot_key_hud.update$ K1 B1 `! J0 k7 k3 m* G; N0 `
- end
9 ]% T7 H1 \5 b3 G - end
& u' R& w; r$ c; O/ e3 P - else
7 L4 Z+ D2 ]* v6 }# c N" b: z7 @ - class Quick_Menu_Item/ w) N+ O$ g% T- O# ~" ^3 z J
- alias hud_quick_menu_main main
' U" d( B C6 ]4 ]6 I0 x! Z - def main
( @" s: Q, C9 h9 N: i( v0 G8 i - @hot_key_hud = Hot_Key_HUD.new
0 x& O2 T4 U3 b! C7 D - hud_quick_menu_main
4 x* J5 @- L: I+ ~ - @hot_key_hud.dispose* V5 X; D3 [" D2 ^
- end5 ~3 r# }" x A8 @0 E I
- 8 b! M1 ~( u: r3 b6 `
- alias hud_key_update update
% ~: r6 s* }: Y/ Y, h, o8 J - def update d8 T) f5 d7 b' k0 R( G
- hud_key_update) e1 [( j: {9 p! N7 [. `, v
- # Hot Key num 11 F9 l7 e4 }3 r' ]& l
- if Input.press?(Input::Numkey[1]) g9 F( Z8 A0 R/ k- J* T
- $game_player.equip_item_to_hud(0, @item_window.item)
( x+ W. B; v, @: Z8 W - # Hot Key num 2
9 I( q4 u6 Q' c - elsif Input.press?(Input::Numkey[2])' s, B' l3 E) m
- $game_player.equip_item_to_hud(1, @item_window.item)( S5 s, {* s% R, e
- # Hot Key num 3, x. c1 p6 b: L8 i; J6 ?
- elsif Input.press?(Input::Numkey[3])
+ k _ G; ^* q2 o; r - $game_player.equip_item_to_hud(2, @item_window.item)
* w: {; f# s2 M+ ~+ \- v8 U& B' d5 V - # Hot Key num 4
! k2 r* y4 X' C - elsif Input.press?(Input::Numkey[4])
( l. C$ B; @9 M - $game_player.equip_item_to_hud(3, @item_window.item), H( c- f- A- }, U# T3 u
- # Hot Key num 5
- f: \0 Z0 |* x1 A( a9 C - elsif Input.press?(Input::Numkey[5])0 u) T/ y4 N2 I6 ^" x
- $game_player.equip_item_to_hud(4, @item_window.item)+ ?0 u: _! M, X+ b9 m0 L9 X! s
- end
6 p m7 ]8 d. L3 L - @hot_key_hud.update
9 a3 i$ g/ ^8 I- R' I6 I - end
% [, ?! A9 @% z! E7 O- i - end' R$ u+ g4 f+ ?3 h
- end1 t5 R% X9 S1 O% a% m1 X1 ^
- ) E( Y6 Y) [7 f, p
- #===============================================================================
! \8 V# @2 j- { - # HUD Window. S& a' s$ D6 b2 s0 w5 `
- #===============================================================================2 M1 z" O7 T r# I9 c" _
- class Hot_Key_HUD < Window_Base/ H0 W1 Z, j1 ^4 m7 @/ t
- def initialize(x = HUD_X - 10, y = HUD_Y - 15)7 _8 K. A5 {' _9 z. j& v$ F% ~, b* `
- super(x, y, 220, 80)9 H! N5 P; D2 X3 z* W( i, K) |1 \
- self.contents = Bitmap.new(width - 32, height - 32): e! R2 U! S5 F8 t; Z
- self.opacity = 03 H& s7 e' C" z
- @actor = $game_party.actors[0]/ q6 H9 z0 }( Z; k, o. M
- refresh
6 I+ `! J' |& @7 W7 a- l - end
( T4 W2 c- j ~2 N9 N: L" |2 N - * ^+ w) r+ U' i9 f# I
- def refresh5 c) p7 s% H$ h( ~; n
- self.contents.clear$ Z$ g& N( A3 k4 T7 v7 I
- bitmap = RPG::Cache.picture("Hot_Keys_HUD")2 L8 v2 O; W: @9 h4 ~: R/ ^6 s4 y
- self.contents.blt(0, 0, bitmap, Rect.new(0, 0, 160, 32))
1 ~+ P1 t4 f" h6 H- P' s - for i in 0..4( E7 x3 U( ~' `
- x = 32 * i + 4
) d# U& D2 L1 t5 |8 Z# @3 L. d - item = $game_player.hud_equip[i]
% Z0 `$ C1 I0 `; d5 k. g - next if item.nil?) ~( C! c: ]5 x$ @) j- J
- if item.is_a?(RPG::Weapon). O; S+ f9 L+ j9 e
- item = nil if $game_party.weapon_number(item.id) == 0 and' i7 @4 {, H5 Z2 z) {* V7 x
- @actor.weapon_id != item.id: ^9 I" [9 e& a9 `) r: h3 ^; q
- elsif item.is_a?(RPG::Armor)' C6 J; p- p B9 m0 X( w& n. V
- item = nil if $game_party.armor_number(item.id) == 0 and
; o, J. a+ W, u, m - @actor.armor1_id != item.id
( L& `: g0 m2 y. E" a; ]- K - elsif item.is_a?(RPG::Item)
, z: y; C( F5 o! ]0 {7 K( L* ^" { - item = nil if $game_party.item_number(item.id) == 0 or
- ^; ?; w" C2 J& R5 i/ f; s9 E - !$game_party.item_can_use?(item.id)0 @ S+ X: c8 m9 [0 B z6 ^, Q/ e3 [
- end
7 w ^, ?+ |' x1 ^0 |; P - bitmap = RPG::Cache.icon(item.icon_name)8 U: s. U& N) t* A, S5 |5 }
- self.contents.blt(x, 4, bitmap, Rect.new(0, 0, 24, 24))+ n; l2 M2 D3 \) y. B# Y
- end
: X1 R, m( v5 \8 c, g/ q( k - end
9 Y1 u5 w2 n! z) ^8 }) S - ' y5 y; L y! s( C7 T# Y
- def equip(item)
, S& L' o( p5 _3 o( ^ - if item.nil?
6 g: v7 {- ` V0 ]4 \ - $game_system.se_play($data_system.buzzer_se)# D9 x: h0 `5 Z% E) f+ g6 y
- return" r! I0 W# [! C+ `7 ^
- end
# z7 r8 U: b, P" T, f - if item.is_a?(RPG::Skill)
) r. y9 d, O' m9 `6 g - if [email protected]_can_use?(item.id)
' ^7 S8 R% Q, H- d9 B( { - $game_system.se_play($data_system.buzzer_se): L8 w' z: D# W1 w' _2 ~
- return
1 }& u6 [, A% B2 n! K+ k9 k7 q - end
# M* j$ q- w0 ?2 q - $game_system.xas_skill_id = item.id
' w' i# D: y1 H. Z" G - elsif item.is_a?(RPG::Weapon)4 R6 u3 e( }: D% X. m
- @actor.equip(0, item.id)* q8 }4 ~: B2 m( }6 n" A8 ]
- elsif item.is_a?(RPG::Armor)
/ A$ F X" z2 i. |" [ - @actor.equip(1, item.id)6 }+ [; T3 ?: R* \; C' V. U
- elsif item.is_a?(RPG::Item) c* y9 ^0 s5 R; t {+ ]
- item_tool_id = XAS::XASITEM_ID[item.id]# Y I9 P, e( ~6 c5 _1 J
- if item_tool_id != nil: b2 u( K% _9 {( O* ?4 f- {
- unless $game_party.item_can_use?(item.id)
+ M9 Q( U2 d/ M* h. m - $game_system.se_play($data_system.buzzer_se)/ j: q" s" G9 J3 j# h; H* o
- return
" l- |4 ?( `- I. g' [ - end
* p. R! A9 }, l. S1 Q8 | - $game_system.xas_item_id = item.id# p1 O+ [) V# _( u- K/ a
- end
T+ b9 o. m# h% O! f - end
% v& d2 W# `, J3 v% ?# }+ [; V - $game_system.se_play($data_system.equip_se)
2 S# [0 P5 _" ~ - end
" u6 J$ T6 Z6 X# U# P - / r* n I5 i$ z& I6 m
- def update0 Q1 X" F3 e( \0 ^! @9 u: A- M5 @
- @actor = $game_party.actors[0]2 I( {$ O% B3 y" K# x
- @hot_keys = $game_player.hud_equip
0 Q4 R0 [; Z W a - refresh
$ h1 Q% R" J" L* a - return if !$scene.is_a?(Scene_Map): L5 d2 m' {$ D8 h9 n1 w- x
- if Input.press?(Input::Numkey[1])" O) s0 ~6 A9 s
- equip($game_player.hud_equip[0])
* {2 l& D) F% N- S$ d: ^! E - elsif Input.press?(Input::Numkey[2])6 N% H5 o2 o2 d; I9 w5 \: o9 X
- equip($game_player.hud_equip[1])0 S! }2 W: }0 Q
- elsif Input.press?(Input::Numkey[3])% e7 }/ m! ~, }3 N9 o1 q' c
- equip($game_player.hud_equip[2]) 4 u8 h6 Q1 c+ j7 r/ C, e
- elsif Input.press?(Input::Numkey[4])
0 w4 h& p8 n" v3 f/ c - equip($game_player.hud_equip[3])
2 J) p+ p5 q+ j0 ^ - elsif Input.press?(Input::Numkey[5])8 U5 {" }. ^% u3 l5 B3 G8 O
- equip($game_player.hud_equip[4])% j- {$ u1 }8 T; S3 q7 w
- end: |! k- m( W" i$ G' g8 C: a
- end" e: |3 u* v7 e! {- v
- end5 I3 V" |5 v/ B+ l
- 2 `7 _6 R, T. d8 G2 M- P
- #===============================================================================
$ a- D0 `( H, h" w - # Scene Map
" y) o0 r0 |, J* ~( v8 }0 o ` - #===============================================================================( b$ q) d+ ~' {* _& j1 M: B6 l
- class Scene_Map
8 x$ ?" K. q/ r, z! o, E% [ - alias hot_key_hud_init main
6 n# G3 A5 x: R2 J4 L' m - def main6 M* K2 F, C! n) Z. a
- @hot_key_hud = Hot_Key_HUD.new
{) W& Z, j1 ^0 K - @hot_key_hud.visible = !$game_switches[XAS_HUDDISABLE_HUD_SWITCH], Q3 ^4 e U6 d
- hot_key_hud_init+ d5 x* l. _. W1 s, [
- @hot_key_hud.dispose# q5 o7 Y% W, P7 _/ h# o2 J
- end/ y$ t8 X1 M$ g; c! W( d: v, q
-
+ b8 n8 _5 e) S7 Z, H - alias hot_key_hud_update update' Q: @9 @8 o# m1 O
- def update; U6 o. p4 w& I x
- hot_key_hud_update+ S. e3 `. s* D _1 n
- @hot_key_hud.update: e+ g# j0 e, d% e; B6 f3 j
- @hot_key_hud.visible = !$game_switches[XAS_HUDDISABLE_HUD_SWITCH]% v' ]. f2 o4 \4 Q9 f* K
- @hot_key_hud.update if !$game_switches[XAS_HUDDISABLE_HUD_SWITCH]
( g9 x' _0 L* E# Y+ p - end
" l+ D6 |! l/ G- @# W - end
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