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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,
7 v0 _4 H. b) [8 z$ t不知道有人能帮忙看一下吗? - #===============================================================================
0 c2 a6 I# `% o! V4 a - # XAS - Hot Key HUD- f& F1 I# B3 l4 y# c0 _; u/ W* \4 \
- #===============================================================================) ]' Y- y# `' e9 U8 f
- # By Mr_Wiggles
: I$ |' b; n( X7 O Q p; O - # Version 1.3
$ Z1 }5 Q' M! D9 P - # 7/6/10
- H- C* p4 M* p8 |6 }( A I9 d - #-------------------------------------------------------------------------------
( e/ P# T, c; V2 [5 V! M0 O - # Instructions:
' i# H4 r3 t$ o - # Fill in the constants bellow, paste this script above main and bellow XAS in
9 e, B6 w; z$ @$ a% D' E1 k6 ^ - # your script data base. BE SURE TO SET TO THE RIGHT XAS VERSION!!
% {* H0 N: Z$ w - # ; R; y) q9 r5 r* E- J- w( ?
- # Place the "Hot_Keys_HUD" picture file into your game directory " G' n6 s* p& R0 @# E3 U$ f
- # Graphics/Pictures folder.3 f( X' A. M3 `. O$ h5 d
- #-------------------------------------------------------------------------------
! z) l1 _6 ^+ ^9 w K - # Directions of Use:; n. _* d/ F1 b9 R
- # Simple just press a number key (1 - 5) when the quick skill or item menu is0 u4 M2 o% {; r1 |( H# s6 B' x
- # Showing.
. e# }. L) S6 K) T& P - #===============================================================================
3 W" C! u3 i9 E - HUD_X = 0 # X pos of HUD
8 A0 a; B. v( i - HUD_Y = 0 # Y pos of HUD
, Q2 q3 R) f% a" |& B" j - . J6 y% H y1 T* f* S
- # Set true if XAS 3.7f
3 m% E. n, ?$ U3 {8 _ - # set false if XAS 3.6
( u% q) q, ?3 Q - XASVER_37 = true
, k& d. M- {( `$ P. H) {/ N
$ r! z, Q9 u" I4 l. m( Y- #===============================================================================
; c# @" ^4 \8 f$ B6 R1 j# y3 A- L' V - # Numkeys Module5 N* t1 u5 k$ M* B) N* n
- #===============================================================================
8 J5 J8 s4 Z% e) J: y ] - module Input5 p3 d( ~* ?( X% U& _
- Numkey = {1 => 1049, 2 => 1050, 3 => 1051, 4 => 1052, 5 => 1053}
; Z Q! k, P8 w; C( ^ - class << self
7 e1 J3 r+ s6 P- D* g: @1 K% } - Key = Win32API.new('user32','GetAsyncKeyState',['i'],'i')
4 w+ r+ p9 i0 X7 }! ^% k* \ - - g o- ]0 _. O: i1 r4 f: J( v! ]
- def testkey(key)8 y V% d# h6 c6 |
- Key.call(key) & 0x01 == 1
* n5 \4 x7 o/ s% G - end1 l1 e# _& ^' J4 T1 I! b4 K5 G
-
2 q- b/ W* J' G6 e% a - alias hud_key_update update
1 M* U0 n, l( g5 `% K+ D% j - def update8 `6 n) k5 \% A. W
- hud_key_update
( A r) k+ {: N5 _( { - @pressed = []5 ?0 B+ L4 l* a; f/ K) |7 O6 @. {
- for key in Numkey.values
9 u% [' G" B+ K - key -= 10003 Y3 ?2 D; N" H [( k+ S, {6 i
- @pressed.push(key) if testkey(key)
4 p5 H) z b9 h4 {/ z - end
- q% h8 z% a$ u( O - end
) v& @, H! o2 P+ t - 1 j7 `: R* M2 p; E
- def pressed?(key)
' M! R& F/ V8 R5 g& `& R - key -= 10009 t/ }. S: B# [8 [ }' T
- @pressed = [] if @pressed.nil?
) {# b- V4 J& w6 x: \# L4 a% ^ - return true if @pressed.include?(key)
q0 O$ G( a+ |9 Z' k% v' q& X - return false3 F5 b. {0 b/ ]7 A9 w0 u) p2 U. y
- end
8 L' z/ b2 e" H! d. @. Y -
: z) d2 @: m2 r. ?2 S - alias hud_key_press? press?6 m! k5 K, {5 @8 w% v! e1 R
- def press?(key)8 Q% K% u: a/ A5 ]0 B! U! N
- return pressed?(key) if key.to_f > 1000
- Y6 I z5 k' g! [+ G1 [ - hud_key_press?(key)
' o, I) V0 O- X - end- X- ~1 t& f8 r6 @; a! j7 L: s
- end
) q" e1 h5 Y1 ]! t" S: S4 X - end$ k+ v2 B) ~6 ^) C8 f9 s# |9 S
- + e( T2 ~) O" e$ y! f& k s L
- #===============================================================================
* u" b7 A& L+ K* }& g% B - # Game Player
" t7 l$ H0 d! { - #===============================================================================7 T; M$ o5 T9 u$ c& M2 [# P$ G
- class Game_Player < Game_Character
/ I r- _7 u1 M. I5 X - attr_accessor :hud_equip6 l8 Q1 L9 c0 z4 J& u- r+ B
- + c0 N: e! C8 n0 W, R
- alias hot_key_hud_init initialize
6 O3 V: M& m. b - def initialize5 J$ y* h0 w* A! ]# t8 i8 d( k
- hot_key_hud_init7 ~9 B+ X5 D; u5 l
- @hud_equip = []
& Z x# {" c6 I; A6 C- v* Y7 t - end0 Q* }5 T* R2 W3 H3 P
- , F1 f6 G0 U6 v0 P- O. i
- def equip_item_to_hud(n, item)- G: ~; H( I* r7 z6 H
- if item.nil?* {/ N$ g ]/ _* m) Z3 i" o
- $game_system.se_play($data_system.buzzer_se)
6 W* T l; f1 {1 [8 |. c) x - return
1 C" @- @2 q9 R& Q7 H3 l* C. q6 c5 X- w - end
5 L$ ]" a3 O3 A2 n5 t+ g3 t2 P - $game_system.se_play($data_system.decision_se)
1 s0 J% u' x7 D9 [8 s& a" W* r - @hud_equip[@hud_equip.index(item)] = nil if @hud_equip.include?(item)
! d( |( T, w& b& K" V/ G - @hud_equip[n] = item6 A: j! V' y; \2 w8 s
- end
5 Z- e4 I) c" C& b$ n+ _ - end
l" _4 Q7 ~( w) c) P# F
( v: {; [* i I4 R- #===============================================================================, }4 E. y( i r- H9 X
- # Quick Skill Window% b. e- k8 f8 f8 b3 z/ X0 b
- #===============================================================================4 _8 z ?* j! q( q( |( y
- if XASVER_37 == false0 q1 C% q1 W# f9 P+ d" b* b2 p
- class Xas_Scene_Skill& {5 m _* i5 h% S( ]6 o$ m# A
- alias hud_quick_menu_main main! w) M. b$ n/ t0 q" X, q
- def main
/ ]2 ]2 W( K5 E; I s8 v2 C- P - @hot_key_hud = Hot_Key_HUD.new7 W$ ]+ A6 X3 b2 e. d( S
- hud_quick_menu_main
4 V( p6 n1 W% O! ^: A. f - @hot_key_hud.dispose
+ p! |' L! E5 k, o( s - end3 e4 O) j/ x; ~' E( u; O7 z
- ! R8 K; t# e8 x; {
- alias hotkey_hud_qucik_menu_update update" \ X" j m: C6 m I
- def update
c& b# _# I# `! c - hotkey_hud_qucik_menu_update
: a4 a& l1 m) E/ W3 k/ c- {2 j9 s' b - # Hot Key num 1( m7 P3 O8 j& _$ j! P0 e
- if Input.press?(Input::Numkey[1])
/ W% E8 M( Q6 Y - $game_player.equip_item_to_hud(0, @skill_window.skill)/ U- T9 X! c; A$ `! S7 {/ m
- # Hot Key num 2, e% U5 B7 A3 o! F
- elsif Input.press?(Input::Numkey[2])- l8 I. H6 n/ o! E0 u3 ~5 d4 n% t
- $game_player.equip_item_to_hud(1, @skill_window.skill)9 u. |, u7 O2 ]3 z2 S0 ]
- # Hot Key num 39 A! F8 W3 f4 R9 o7 C
- elsif Input.press?(Input::Numkey[3])" [- P* i/ w5 R' Z2 _# I- b- T
- $game_player.equip_item_to_hud(2, @skill_window.skill)# ^7 i) T* U9 b/ d% h
- # Hot Key num 4
) x6 ~3 {1 m* \0 o; J! m/ @% i - elsif Input.press?(Input::Numkey[4])4 ?* _( E+ t) `9 E( m9 w: e
- $game_player.equip_item_to_hud(3, @skill_window.skill)
5 r, I8 O* R' E/ O/ x - # Hot Key num 5
) C* H' u4 a9 Q o - elsif Input.press?(Input::Numkey[5])! b4 _) v8 N+ D5 q; F0 U
- $game_player.equip_item_to_hud(4, @skill_window.skill)9 ]0 g7 n0 O0 k; n
- end
: v( n6 g* C, M. z& ?5 U7 W+ m& ] - @hot_key_hud.update# K8 F; B" c4 C/ [# _$ ]
- end
& r# C5 X* ?$ U/ r$ Q, t - end0 U% c$ {+ b4 N: V8 H- e
- else5 _# m$ T$ }( X1 }1 J8 j2 d
- class Quick_Menu_Skill
6 H: e, x3 K6 w5 s& b% b7 y - alias hud_quick_menu_main main
+ D" ~4 w1 t7 b6 E - def main
6 _4 h, p, o) ]0 P7 y" G - @hot_key_hud = Hot_Key_HUD.new
, y: x. `5 `9 W6 O - hud_quick_menu_main# t- h& ?5 ^7 |: ]! a/ T
- @hot_key_hud.dispose" B* s& N8 S3 N* y2 O
- end
! k# f( R5 H6 J3 Z4 j/ Y6 c2 j6 q - " g# w8 d! G3 k E/ F' d! [
- alias hotkey_hud_qucik_menu_update update
4 [/ N9 P& i. j( S, F% Y: D+ }) f - def update
. [0 c6 [! h6 y. T; n. e' ` - hotkey_hud_qucik_menu_update% u7 U, d! e+ R0 {. x- C; G! O
- # Hot Key num 1
% q" R5 P; R# n% v' _# g - if Input.press?(Input::Numkey[1])
5 H: p+ O2 H8 C/ | - $game_player.equip_item_to_hud(0, @skill_window.skill)6 H/ S% l; J o9 I; H( f; @) g
- # Hot Key num 2
; D, ^: f) {2 [$ m; V p2 U B, y - elsif Input.press?(Input::Numkey[2])
! i% S: c0 x* _' U. g$ d - $game_player.equip_item_to_hud(1, @skill_window.skill)- F. ?- f: A8 I% u+ Q7 j
- # Hot Key num 39 S7 I4 o5 Q8 Z- g# s! X( G. j
- elsif Input.press?(Input::Numkey[3])
& p& n* U$ ~' ]4 W/ T - $game_player.equip_item_to_hud(2, @skill_window.skill)
2 z Y; G( a! \/ n3 z% o - # Hot Key num 4
3 z# C4 D, x1 F0 b4 Z% D, t8 i - elsif Input.press?(Input::Numkey[4])9 |0 W: |0 R7 d
- $game_player.equip_item_to_hud(3, @skill_window.skill)
W1 [" b$ y0 J - # Hot Key num 5
/ k) @# c& G5 g) y - elsif Input.press?(Input::Numkey[5])
% r3 q t6 k/ _# H* `3 U! [ - $game_player.equip_item_to_hud(4, @skill_window.skill)
( @# I9 E3 l" Q" ~$ n3 }; ~ - end- |3 Z5 g( s, e: f0 y
- @hot_key_hud.update, c2 ^4 w. w4 \
- end# q) K% Q7 K+ u3 M
- end0 j: L' Q4 E( |) h J E
- end8 s/ ]# `% ~! p Q
- ; Q/ m; @( {' n. U
- #===============================================================================/ N) V% |) _& ?2 e4 H6 F
- # Quick Item Window
- D" I1 t3 n4 @; I5 } - #===============================================================================, l1 Z8 ]7 p, D8 { L- q4 j' z1 m7 k
- if XASVER_37 == false
. t4 c4 b O: }" f: q# V4 G - class Xas_Scene_Item
8 x& }0 } r% F1 v7 S& T- C - alias hud_quick_menu_main main
* `4 ?1 E8 d/ o( R1 _1 C - def main
* S5 x/ A2 c1 B9 V6 l - @hot_key_hud = Hot_Key_HUD.new) k! }1 m" {* K
- hud_quick_menu_main0 b" i2 n4 Y* Q0 @# n
- @hot_key_hud.dispose
$ V- }6 D. ^# C' \' O1 K) K% g - end% ~5 F1 k1 f8 g2 q1 G
-
I" w/ @1 p( k% Z - alias hud_key_update update# [: n- E$ x& r2 ]2 G4 O8 u
- def update
: P. ^6 g; Z! B9 T3 h* p. L - hud_key_update. L) F( U/ q9 j7 w! P3 ]
- # Hot Key num 1# ]. a6 P! {3 G; v+ U0 c
- if Input.press?(Input::Numkey[1])
- l+ p- z$ g* n4 E/ ~: Z: k - $game_player.equip_item_to_hud(0, @item_window.item)" Q- D2 V" u) a& R, Q
- # Hot Key num 2
9 z! S$ C& s/ U4 G& P* g1 i, `) n7 y2 |3 A - elsif Input.press?(Input::Numkey[2])/ ?2 N* Z- [7 \9 P
- $game_player.equip_item_to_hud(1, @item_window.item)" C- I/ G! R }9 o9 A
- # Hot Key num 3
" Z$ X7 X% Y% c4 ?$ P4 W: [ - elsif Input.press?(Input::Numkey[3])
/ Z6 P) x% p( } `8 L2 N - $game_player.equip_item_to_hud(2, @item_window.item)1 n) M% N+ p v' E
- # Hot Key num 4! m4 D- x' ~; W" q0 d6 h5 S. ]
- elsif Input.press?(Input::Numkey[4])
. B! a) ]. [5 H$ R3 M$ L, F - $game_player.equip_item_to_hud(3, @item_window.item)
" W- M0 K+ C3 r5 i$ ~/ n9 ` - # Hot Key num 5. K: o. J' Q- j {
- elsif Input.press?(Input::Numkey[5])
; ^% @' D9 {* G. P4 I4 x - $game_player.equip_item_to_hud(4, @item_window.item)
6 J0 T( |: l7 S - end
6 X7 D9 ?9 U& I( r7 g( G0 \* T \$ D - @hot_key_hud.update$ J3 F \ s V
- end
! L$ X( V' b" j - end
/ H2 d3 g# z3 f! e }0 V - else
& J5 N2 s0 k8 h0 `; R$ |% o - class Quick_Menu_Item; c! b5 X- g2 a9 s
- alias hud_quick_menu_main main+ F$ z% l. _7 p! B
- def main
' c7 a/ t0 N- o( ?' t6 ]# p4 Y( f - @hot_key_hud = Hot_Key_HUD.new# L2 h" _5 L! v' g; O
- hud_quick_menu_main6 ?, w% T y: V) f$ q6 l: u7 b
- @hot_key_hud.dispose
3 m8 H5 ^; P) z5 T+ [6 e - end
! m1 U( i$ l ]: d7 J0 a9 j - 7 W4 e, y$ | a5 |
- alias hud_key_update update
/ o2 I5 c0 \9 ~# O/ @0 V - def update
% g9 Y# M* U9 c" D: ^* w5 c - hud_key_update+ |4 J7 O4 K7 x6 M9 X u+ [2 R4 }
- # Hot Key num 17 @8 z4 s3 `! x- D% Q, L1 T
- if Input.press?(Input::Numkey[1])
1 u( e0 O( L( ]+ M- y# Y - $game_player.equip_item_to_hud(0, @item_window.item)
- m3 m3 h, H Q) { - # Hot Key num 2
; O- Y9 h7 o2 h- }- ]; n N - elsif Input.press?(Input::Numkey[2])
$ p E! T; W, G$ B5 G+ ~, \ - $game_player.equip_item_to_hud(1, @item_window.item)' c1 y6 i, `% w$ v7 r# e1 F
- # Hot Key num 3* C! k1 Z5 g( h
- elsif Input.press?(Input::Numkey[3])) e) F) E; Y3 A. G: W4 y
- $game_player.equip_item_to_hud(2, @item_window.item)1 J- v' B8 u/ [' Z9 E# p6 W
- # Hot Key num 4) A' |- d: y# E' L$ T% i5 Q/ ~' G7 q2 \
- elsif Input.press?(Input::Numkey[4])
6 q7 S) n6 `& o9 { - $game_player.equip_item_to_hud(3, @item_window.item)
) } s! e+ W) N5 I8 x( K - # Hot Key num 5* K: w' a1 B8 L' A
- elsif Input.press?(Input::Numkey[5])
* j2 Y7 k% r' } - $game_player.equip_item_to_hud(4, @item_window.item)4 p/ V: X( K3 L: Y# M
- end2 R& A6 p5 n% X$ r) `8 f! n
- @hot_key_hud.update1 Z) J" b$ s9 d! e- F
- end5 v z% a& j" p' t
- end
; m2 n3 W! A7 q" L: u+ z9 e; Y - end6 f% q6 F# r6 y( L7 j5 X9 f0 a, R& j% ]
/ ^5 P5 H9 q) r2 F R) s! }- #===============================================================================- V& m7 |9 X. M p& [& g$ ]
- # HUD Window
# j/ R1 a" Z y: R* @0 W - #===============================================================================9 \. D5 D/ E* x/ U* F/ o' [4 R
- class Hot_Key_HUD < Window_Base
p3 V. `' L: t7 }5 G6 s W - def initialize(x = HUD_X - 10, y = HUD_Y - 15)0 z7 Y9 w: k. m5 R( N3 ^' y
- super(x, y, 220, 80)
6 w0 b$ N2 I' d6 O; g - self.contents = Bitmap.new(width - 32, height - 32)2 @4 h+ Z: V. J9 x- X, \
- self.opacity = 0, K6 [! [/ L, Y
- @actor = $game_party.actors[0]
( n8 O# ]& x T! Z+ ^ - refresh1 H& f' g" e, B0 L- P4 d
- end
$ a' Z! }& C: G! f; S7 l% X. {
- u% F& \/ Q0 b0 x- {5 y- def refresh
- c0 y `4 A- a- I- n( C/ q; i - self.contents.clear
8 N8 I; |3 S B+ T3 n) t# J - bitmap = RPG::Cache.picture("Hot_Keys_HUD")
3 L# g- S1 }9 B7 ^. a1 Z - self.contents.blt(0, 0, bitmap, Rect.new(0, 0, 160, 32))
7 X, p( |8 S# g3 ^4 {) | - for i in 0..4 r V7 }: C8 P- Z& U
- x = 32 * i + 4
5 S% D! H- I I$ t2 z8 r3 L - item = $game_player.hud_equip[i]
( Q8 I; r" p b# i) t: w' V - next if item.nil?' }+ X% F0 q; z: n0 P
- if item.is_a?(RPG::Weapon): X$ Q: R. b8 n" {& t
- item = nil if $game_party.weapon_number(item.id) == 0 and9 F: R* C' Z+ @# V% a7 t
- @actor.weapon_id != item.id7 ]7 q* r5 o9 W c& A7 N% O+ A4 C8 K7 r
- elsif item.is_a?(RPG::Armor)
- r: [6 a% B2 Y" Y3 d7 i - item = nil if $game_party.armor_number(item.id) == 0 and 1 Z# a4 ~ o. m' O2 k! ?9 o
- @actor.armor1_id != item.id/ ?8 @$ [* u( k+ Q1 f8 [1 y
- elsif item.is_a?(RPG::Item)4 Q! L+ O& S7 h0 v# ]3 V+ Q; L2 H
- item = nil if $game_party.item_number(item.id) == 0 or
# l% n$ g+ ]" P/ g - !$game_party.item_can_use?(item.id): g9 Q; K% m- q( k
- end. Q9 t) n! U$ T! f: r8 r! }+ G- q
- bitmap = RPG::Cache.icon(item.icon_name)9 i6 O: `' H; f, m/ p) M7 g
- self.contents.blt(x, 4, bitmap, Rect.new(0, 0, 24, 24))
$ s4 u) K, M( j. h J' E5 T - end+ b. P; ]) i' l8 Q
- end
- t. ]+ O9 @5 ^9 |+ r -
! M; p* v6 ^7 k4 v% p7 e4 f, u7 h - def equip(item)
) n; P9 z. s- K' F7 ^ - if item.nil?
I4 l& s9 n+ C, @7 @ - $game_system.se_play($data_system.buzzer_se); E, f6 J* ^: b9 O7 I# O4 r- S! Q+ G
- return* B" g% d) l! i; W8 R: \9 s7 K
- end' R. G7 i0 I. ?
- if item.is_a?(RPG::Skill)
9 p5 c- S% d6 w& L" z0 I7 Q - if [email protected]_can_use?(item.id)
) T% d6 ]6 A' f! ~& d - $game_system.se_play($data_system.buzzer_se)6 U4 }8 S/ `7 i& R. h& q5 n
- return
U) d, r, _3 B1 N/ z5 T4 |/ {, B - end
- |% F! D) h. b- L7 h4 C0 _ - $game_system.xas_skill_id = item.id
7 R+ V; Q5 |. p - elsif item.is_a?(RPG::Weapon)
$ A9 w- z# [' `. B, l9 `' J/ m - @actor.equip(0, item.id)
4 V, @- M1 L( v3 H# o' p - elsif item.is_a?(RPG::Armor)
; z' V m6 ~: V* { - @actor.equip(1, item.id)* }& S, s4 g' N$ s( c
- elsif item.is_a?(RPG::Item)
/ Z, O& ?: O' F1 z - item_tool_id = XAS::XASITEM_ID[item.id]
; W( }- z6 O) [ - if item_tool_id != nil
1 E) D* Y6 q" u - unless $game_party.item_can_use?(item.id)8 x/ s6 c# b8 Q& I1 r$ E- S
- $game_system.se_play($data_system.buzzer_se)' g& T; O3 G8 h7 W6 R; ~
- return1 h1 Y8 @+ |& c7 J% U' H
- end1 y" }) U9 p+ u' X8 n, o
- $game_system.xas_item_id = item.id
* F* c0 V9 m$ _6 r9 } - end M2 R' q6 m8 x
- end) X" Z' i5 G- K+ Y- l! B! L; I0 Z
- $game_system.se_play($data_system.equip_se)
, Z8 w1 I% M$ X4 g5 Q7 u; E1 { - end
8 A% `* B! w( Q6 k$ d -
) n; W" f7 J5 k) |' L - def update$ G) u o( O$ v6 P+ Z% Q) E
- @actor = $game_party.actors[0]
; K# [* o8 e5 G - @hot_keys = $game_player.hud_equip
! h$ {7 H5 X; T, F0 K - refresh
- [7 C+ t% Y; z% F! o - return if !$scene.is_a?(Scene_Map)
+ r+ B- T" _/ }/ ~/ M6 p1 u+ R - if Input.press?(Input::Numkey[1])8 W; j- {: r3 q) E4 C! y, h
- equip($game_player.hud_equip[0])
& b: o1 S) u* i - elsif Input.press?(Input::Numkey[2])
2 Z, Q) M. R# s0 \, C - equip($game_player.hud_equip[1])
) l& X. J( p0 s6 ` - elsif Input.press?(Input::Numkey[3])
9 Y/ q( k! q' v3 _+ `# E4 z - equip($game_player.hud_equip[2])
7 ^9 l7 S7 K& }9 f6 b, \ - elsif Input.press?(Input::Numkey[4])
4 [4 g9 g3 t8 s+ V( g - equip($game_player.hud_equip[3]) : \9 @' P; v3 p* i0 n7 ~ t0 E
- elsif Input.press?(Input::Numkey[5])
* v/ Z3 x" s, K+ s* D% \ - equip($game_player.hud_equip[4])
) N$ a7 G% U& r8 E9 H - end2 s0 s3 R* ?* |7 T* M% w# E0 _: c
- end& j( q8 h( [) x1 v( U9 G
- end. U, |3 ?" d- C1 g' o: p
& i1 s! @6 a9 n/ `; @# F- #===============================================================================, n! S) H6 g, S& |
- # Scene Map
+ S4 d. k, r; o% P8 @ - #===============================================================================
2 n2 i* ]8 |7 k- W q* w - class Scene_Map
& h( ?1 W3 A, r) p+ \+ x" g4 D - alias hot_key_hud_init main
- g2 F& e, U; W( K4 K - def main
* `! k% w3 c" N" g! y4 E$ i. r - @hot_key_hud = Hot_Key_HUD.new$ x9 \& l0 f6 t( Y: k9 ~+ K
- @hot_key_hud.visible = !$game_switches[XAS_HUDDISABLE_HUD_SWITCH]) U I( p$ }. U$ q; c/ G
- hot_key_hud_init
; }$ x# D) h L# |1 g1 a) o9 Z - @hot_key_hud.dispose$ Y$ v# U8 U) {4 y5 S4 a
- end
) h* ^- ?1 x, I. c* S - 1 l; U& ]& K( z/ \5 q
- alias hot_key_hud_update update/ O; [7 m, D3 \- R% r9 S
- def update
& e9 K4 |6 A- A# a5 I9 O% n1 G - hot_key_hud_update
; z' C! a c5 ?1 T* ? I+ `, K - @hot_key_hud.update
/ @- v7 ?3 J. o, [, T - @hot_key_hud.visible = !$game_switches[XAS_HUDDISABLE_HUD_SWITCH]
- I6 p+ p6 @3 L- E7 @, c! g/ Q, Y - @hot_key_hud.update if !$game_switches[XAS_HUDDISABLE_HUD_SWITCH]
' X7 `4 n" s. Y+ Q% r - end
! D; v3 w+ L' _& ]$ U& f, C - end
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