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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,
H z) ?8 C0 ^6 U不知道有人能帮忙看一下吗? - #===============================================================================
- A& Y( s; V% k - # XAS - Hot Key HUD' O+ T) ]5 Z0 z
- #===============================================================================
3 ?/ \6 a7 W3 H4 A - # By Mr_Wiggles
+ q( F. z2 Y* S2 p+ C7 w - # Version 1.3
- b, Q5 S' j4 r& E - # 7/6/10
) T+ M! b0 f( J# E - #-------------------------------------------------------------------------------- [) O( B b, n! e7 p F; }
- # Instructions:0 l2 O6 N O% l
- # Fill in the constants bellow, paste this script above main and bellow XAS in; `# f) A2 v. \* a! d E# i
- # your script data base. BE SURE TO SET TO THE RIGHT XAS VERSION!!
6 I. d$ ?. K+ ^5 E7 C - # ; o' k1 D' B8 M3 T9 ^0 U4 o( z: x
- # Place the "Hot_Keys_HUD" picture file into your game directory " ?6 A7 h+ G+ ^1 g* i2 a( j2 e# |
- # Graphics/Pictures folder.: l% D; T1 F% }$ ~5 t) [ s0 L
- #-------------------------------------------------------------------------------* V- s+ E6 ~" j i
- # Directions of Use:5 U: E% K( l, Y. O+ j
- # Simple just press a number key (1 - 5) when the quick skill or item menu is
5 t! v i6 v# a/ H6 P5 J3 ? - # Showing.& n, \/ X$ O% b; [, `
- #===============================================================================
; |' T: T7 C3 x9 C& L - HUD_X = 0 # X pos of HUD0 f" @* }1 G( I% E4 h9 ]
- HUD_Y = 0 # Y pos of HUD
, ], p' ^; U% M! T) V" U( G% n7 s/ A
! \5 M7 X4 t# `- # Set true if XAS 3.7f! E( F8 C* _; d5 v
- # set false if XAS 3.6
& d# N u5 {3 }# R3 C5 W+ k - XASVER_37 = true
1 \4 h8 ~) ?# t" l! M' d) B - 3 }& F0 d! K: R3 y
- #===============================================================================
8 l* Q: |7 g9 {6 j- H) L, Q% v' K - # Numkeys Module; F, g4 e W; w) F9 v# H
- #===============================================================================0 z* U7 I$ p$ W5 [5 f' `; I
- module Input
0 o$ {, E3 E; z# j( c6 r6 P7 ? - Numkey = {1 => 1049, 2 => 1050, 3 => 1051, 4 => 1052, 5 => 1053}: A8 K5 X3 J, U. V) M. `8 D
- class << self1 m& z: K; C! q) [3 M' ^3 [) I
- Key = Win32API.new('user32','GetAsyncKeyState',['i'],'i')
; c! u6 ^! U: o. v: c8 s - 7 P" P6 C ?( G9 P' r1 H2 g
- def testkey(key)
2 s7 l# s% N) G, W% F6 H - Key.call(key) & 0x01 == 1
0 q4 N7 C6 \7 Q1 Q - end; ^( _+ f# I. Y- T9 g/ B3 b5 l3 R
- ( x/ S% G# M" N4 V- J' O
- alias hud_key_update update: g/ n1 |7 y9 Y4 v
- def update
' x" V o A6 w2 S" ~3 f0 Z N - hud_key_update
. I$ H# ]* `# j - @pressed = []
2 x. b0 R: r) n - for key in Numkey.values
8 q/ _, @3 {) Q; n - key -= 1000
$ |7 C) r0 I( p0 `# z - @pressed.push(key) if testkey(key)
8 ]1 f! c3 n% l4 H) M+ y - end4 x' |6 \+ E% E; b v5 R
- end Q" W+ h) u1 Z0 N! T. r/ ?/ I% Z
- : S* E9 _) y# _& e) X3 r$ |+ V9 x
- def pressed?(key)+ S( j4 n4 ]9 F( P) i; l6 j- P$ E& N
- key -= 10004 b1 V8 J# U& U
- @pressed = [] if @pressed.nil?
- |7 j1 \1 I3 | - return true if @pressed.include?(key)
' k7 i7 g! t6 F6 c6 W - return false+ S) N# {5 t4 I- z: r r
- end
8 ~ j6 Q$ ^8 u8 ]/ Y5 L -
$ M0 r" M7 Y$ M - alias hud_key_press? press?
$ m1 _0 {8 J4 g6 ^6 G* } - def press?(key)
9 u9 S( Z) X. `" H5 A - return pressed?(key) if key.to_f > 10007 j% C7 |6 s; {# k' `3 s- y, g
- hud_key_press?(key)
, g) j6 G8 c/ z Y7 w) s- C% y - end
$ @7 k0 J) v- v - end4 o' F4 j. X5 A8 u% i9 s" D) S) B! C
- end
Y3 D$ x! M. ?$ W3 f: h- z8 Y
3 e" S: m$ ^; p/ ~7 v6 }2 G. _- #===============================================================================) d" D r+ m: `+ U) T* E
- # Game Player
1 H3 U3 x) z } `2 t - #===============================================================================& X; r5 e3 J& b& }9 ?, o9 K
- class Game_Player < Game_Character
- l( R7 I' l4 q' x' X$ ]6 G8 } - attr_accessor :hud_equip$ b* b+ Z$ T2 b$ d, ]/ ^' k
-
$ k) K5 b2 G6 N- j* `3 o - alias hot_key_hud_init initialize
7 B0 A% D5 @' s. I6 w/ ^ - def initialize8 N% V/ d1 [. |
- hot_key_hud_init- B5 I% t4 r; w* Q9 S# y$ m
- @hud_equip = []
* [: d! B2 W% v; m: r/ K6 |" ~ - end4 S k5 t) J# h# ^
- : \. {$ K4 w8 @/ ~3 J0 \
- def equip_item_to_hud(n, item)
4 H! z8 \$ I7 Y; z4 l" p# N3 x7 f - if item.nil?
& H9 N( m( W' C! _+ u4 B - $game_system.se_play($data_system.buzzer_se)
: R8 X& ?( a" v9 s - return3 Y2 l. i3 _ ~9 W' W
- end
1 y: N4 N4 R* L+ X' T. [ - $game_system.se_play($data_system.decision_se)3 e. W& X6 A% }1 y: S* W
- @hud_equip[@hud_equip.index(item)] = nil if @hud_equip.include?(item)- O. o) }1 s4 t' o' [
- @hud_equip[n] = item
2 U) b h0 a$ a1 |) Z - end7 S W3 p8 y1 m! Q! J$ w; e
- end) X6 L8 t: X. X( f& D
- G. @; S3 _2 D/ X1 G- #===============================================================================6 r3 @( D9 O4 d8 X1 ~, ]
- # Quick Skill Window7 B- m7 ]/ {4 W* ^' U
- #=============================================================================== B& l5 m& S1 z, k! Z e1 |
- if XASVER_37 == false9 X% r) g1 G1 \2 U) h
- class Xas_Scene_Skill' ~, ]8 `1 s4 G) O. R
- alias hud_quick_menu_main main
3 @, @' ?' U0 f8 g- f$ ], \ - def main
u1 k* J( e, v% r2 ?& }, U - @hot_key_hud = Hot_Key_HUD.new
1 d* F5 Y" I- I* p' H* |; R4 P - hud_quick_menu_main1 }8 l7 f! q4 i' V; W6 L( s# w
- @hot_key_hud.dispose
: \! B: H. @. M# ~4 F/ D% C* T" w8 ] - end
. q$ L1 L4 Z( }8 u2 C- e7 Q - - x% `0 v9 J% D- o
- alias hotkey_hud_qucik_menu_update update
' n! W! y: @' D# q% e2 n x& s- p. l - def update
( N) C! C; Z2 d - hotkey_hud_qucik_menu_update
4 W+ J, B* C+ U9 `3 e+ W" R/ [ - # Hot Key num 1
+ }5 n- Q& S. S- m* z( N - if Input.press?(Input::Numkey[1])% l# ~3 ~$ n p+ V* w3 y
- $game_player.equip_item_to_hud(0, @skill_window.skill)
( O: q, F( m6 z - # Hot Key num 2) z" J0 k! @7 @: R
- elsif Input.press?(Input::Numkey[2])
7 W1 I3 ]0 z% Q2 F3 ^ - $game_player.equip_item_to_hud(1, @skill_window.skill)
8 e2 a# T& s' b; V) r! v6 b$ V5 y - # Hot Key num 3
: U# s% V4 n/ W8 H, c) Y - elsif Input.press?(Input::Numkey[3])
9 L8 \ a9 |$ p0 s# c" T - $game_player.equip_item_to_hud(2, @skill_window.skill)
& g2 S1 X2 N3 y9 `6 \9 Q5 J6 K - # Hot Key num 4
# x& ?- O! r9 m, P% P% f - elsif Input.press?(Input::Numkey[4]), E* z+ D# ]. d$ z+ B6 C
- $game_player.equip_item_to_hud(3, @skill_window.skill)1 M/ d# l) V+ u( q8 O9 h) L
- # Hot Key num 56 x/ \" ] ]1 l, p' c& r5 A
- elsif Input.press?(Input::Numkey[5])
# [1 N/ Z! l# e" n, N - $game_player.equip_item_to_hud(4, @skill_window.skill)- g* k8 m8 G, B7 h: U- S
- end
I% N6 \. E: r4 C7 y - @hot_key_hud.update9 D. v9 o' V! o5 m
- end
/ {0 H" }/ e( e# ]: S - end
X1 T$ q4 `0 ^! P& a9 S( m3 @ - else
: \% \0 y9 l. Q) Z9 z, p6 O - class Quick_Menu_Skill
8 C3 E" @- z" l' S - alias hud_quick_menu_main main; C. z9 G1 a9 T4 c% W3 t
- def main
0 c: p7 p5 |* K) z3 u5 r6 z - @hot_key_hud = Hot_Key_HUD.new( H1 D) O6 R3 \, d- {/ |9 |4 j2 g
- hud_quick_menu_main' l3 g, p% Z3 B1 w/ T. R. {
- @hot_key_hud.dispose
% {) f9 c; D9 {- K% @6 q6 s& Z - end
! M8 ?) ~2 b3 B4 j2 S5 `: c -
0 e, ^" n6 e9 k3 F$ N* {8 U* ~ - alias hotkey_hud_qucik_menu_update update
! @6 A, `8 b+ g$ l2 B" E# n8 _ - def update% H* v! Z: b6 Y" C# c- {% @: Q( L
- hotkey_hud_qucik_menu_update; d, y* f! k, o: T, n5 _
- # Hot Key num 1
. D) d2 G2 \9 s2 d2 G- v - if Input.press?(Input::Numkey[1])
1 o; L9 w: ~; p: k4 B" C1 h - $game_player.equip_item_to_hud(0, @skill_window.skill)+ t) ~: u7 j/ N z- |
- # Hot Key num 2
8 [1 q5 `" A- v' \4 W- V2 L* y - elsif Input.press?(Input::Numkey[2])
* I' Y5 |0 G5 x8 @6 i' Q4 c7 b* L - $game_player.equip_item_to_hud(1, @skill_window.skill)
/ D7 k9 b/ I2 L& o - # Hot Key num 30 H; K; R" s# g5 u/ U
- elsif Input.press?(Input::Numkey[3])/ k) K& T: j( f7 t
- $game_player.equip_item_to_hud(2, @skill_window.skill)" H7 Z: h0 c- K! A [ U& W, `# |" @
- # Hot Key num 48 @) P* A" n+ Z
- elsif Input.press?(Input::Numkey[4])
8 \' s2 f) o% c; w. r3 w( U - $game_player.equip_item_to_hud(3, @skill_window.skill) E* |" [$ k; C6 f2 ?; M+ a! R
- # Hot Key num 5! `8 s, j p( h1 A, s
- elsif Input.press?(Input::Numkey[5])
* h9 y. t( P6 S - $game_player.equip_item_to_hud(4, @skill_window.skill)
6 Q& v/ Y6 f2 J - end; S1 S: F. ~. h
- @hot_key_hud.update
/ J; }" C4 ?9 G7 N+ D. G - end: z3 f- b+ K2 t& G7 u* X
- end4 Z- L' @% r* X9 h& W
- end$ A+ g2 B c ], L5 ^# t
- ( ?( b' q5 d! Y9 h' a/ ^2 e
- #===============================================================================) z) I ]/ _! L, Z5 \
- # Quick Item Window
0 E1 J9 r+ P; e: j6 v - #===============================================================================
) Z' L$ i( }6 r, I7 B) X - if XASVER_37 == false6 e) B* ], B: K" L. {; u9 l
- class Xas_Scene_Item9 F- c7 |* [8 N$ f$ N0 E' M* i+ l
- alias hud_quick_menu_main main
( f. ^" P$ \' q: j& s* \ - def main, A. Y; E% n+ C9 q) y
- @hot_key_hud = Hot_Key_HUD.new6 _' a) ~3 S# L/ W& g, g
- hud_quick_menu_main
" P5 a! o+ C6 k/ V( l) J& }, P - @hot_key_hud.dispose, N5 u/ Q2 r; _ n
- end
2 L3 @' i; q( ?- @3 X# _0 e - 7 ]- C8 r7 @' _9 T$ Q6 l( T
- alias hud_key_update update0 A U) Z! }! s$ f
- def update
4 G# o( N, P7 t/ z& z$ G) U - hud_key_update7 r) r, ]. o/ l0 K5 `) ~& x
- # Hot Key num 11 f1 n9 t% X P+ N
- if Input.press?(Input::Numkey[1])
' T$ I. {, m9 e2 X, F4 B - $game_player.equip_item_to_hud(0, @item_window.item)
" E3 g6 X X5 W. e$ T5 m4 L - # Hot Key num 22 N ~' _5 ~0 o: p. H
- elsif Input.press?(Input::Numkey[2]); M, T: N9 t1 W; \
- $game_player.equip_item_to_hud(1, @item_window.item)
) Q; o7 Q; ?$ |$ o1 M0 J - # Hot Key num 3
p+ ^+ D) R: k; d - elsif Input.press?(Input::Numkey[3])
& ]* ?) j/ j7 r4 W- a& n, T - $game_player.equip_item_to_hud(2, @item_window.item)0 r8 _ Q/ i3 G: k& g& o' G
- # Hot Key num 4) N: z5 d7 l+ A+ o, x8 a7 A1 y
- elsif Input.press?(Input::Numkey[4])
8 w. I1 W6 K5 J" u& V - $game_player.equip_item_to_hud(3, @item_window.item)1 w& y4 M+ A E
- # Hot Key num 5
0 A9 D0 J7 K9 @ - elsif Input.press?(Input::Numkey[5])
. y( j% p' L9 `$ s - $game_player.equip_item_to_hud(4, @item_window.item)
7 g% x4 a% a% Z* p M - end
: v) e& x; ]) ~( ~7 ]. w - @hot_key_hud.update
# Y# T* ]+ u( e- K& ^# | - end( B7 ~6 o) I& o) W' A
- end& o: d) z r$ ~; S C0 A
- else
- E+ E9 X5 I2 a3 ?1 j/ X7 [ - class Quick_Menu_Item" w. [/ _# {5 O q/ k
- alias hud_quick_menu_main main
! e# r$ [9 x/ E/ v - def main! b) {; y" A: e% _
- @hot_key_hud = Hot_Key_HUD.new
( M. n0 F. k: H7 @ - hud_quick_menu_main( ]1 r" q) {7 T7 O8 c m
- @hot_key_hud.dispose1 k" |5 r! r* h; l
- end
& f$ [1 a" ?& Q" I8 T5 F* z- l - 2 @1 t, t) s' G8 {
- alias hud_key_update update
- H: _7 r" Y& k+ H Q4 m% O - def update
4 Y. @) D$ ~+ R - hud_key_update
2 p1 X$ q; f( I4 r - # Hot Key num 1$ F& y) P. y" m c
- if Input.press?(Input::Numkey[1])/ C! a# N, q4 p
- $game_player.equip_item_to_hud(0, @item_window.item)0 D9 s- {4 ^; _5 x
- # Hot Key num 2
9 S; ~& a% `3 I/ h( D, l" e t - elsif Input.press?(Input::Numkey[2])
: H2 B5 z* H$ k3 ]% d: a& ` - $game_player.equip_item_to_hud(1, @item_window.item)- |+ R, A8 F+ P1 l; @
- # Hot Key num 3
- o D8 T* L; u. y1 Y+ Y - elsif Input.press?(Input::Numkey[3])
* l) n7 |+ ^ V) i/ `0 W - $game_player.equip_item_to_hud(2, @item_window.item)
+ M/ H1 A' U/ l8 b5 K, N" r2 V - # Hot Key num 4
, n7 e8 k# `* @% B9 Y7 |! b - elsif Input.press?(Input::Numkey[4])6 ^) ?4 k- w3 W
- $game_player.equip_item_to_hud(3, @item_window.item)
! [/ q6 f2 N, \- L5 C9 u3 s/ u+ }+ ? - # Hot Key num 5
0 q" V5 P# D* o2 b2 N - elsif Input.press?(Input::Numkey[5])8 U) ]1 g6 G0 }3 I, C
- $game_player.equip_item_to_hud(4, @item_window.item)- m2 y+ ?! X$ b z: C. y: l
- end
' F) j* z, w, \: K - @hot_key_hud.update
) b& p5 t6 H& j - end& c: p/ T1 p; ]$ m7 Q' _- v
- end1 H+ v% O; e; M5 Z! t" z0 X
- end
$ D' D* Z& V( {% V0 S
) f6 v' k( u; U$ q9 e8 D- #===============================================================================
! i2 h2 }- l: d1 d/ a5 ? - # HUD Window
% J( i k% Y) V5 R - #===============================================================================' G) P8 V$ }' h- C( a% p, V
- class Hot_Key_HUD < Window_Base
% ?2 x2 G) i0 p2 I3 z - def initialize(x = HUD_X - 10, y = HUD_Y - 15)
9 G; a" F6 e5 B$ E" d5 j9 I2 Q - super(x, y, 220, 80)5 q5 {, [% c. f+ Z a
- self.contents = Bitmap.new(width - 32, height - 32)
1 M" }- j, k6 K/ | }+ O1 o+ o - self.opacity = 0
6 b& z/ s" Q; B - @actor = $game_party.actors[0]
I, o P" G* V1 }" c7 C - refresh
0 T2 n& K% D$ n( M m" b - end
/ F) |* J. W. z; q8 Q: R6 i9 T - ( j8 B( H( R: j& e) m( l
- def refresh7 P! t# R% E/ H$ b
- self.contents.clear X8 v# Q8 a3 B1 J/ F) ~$ b8 F3 n
- bitmap = RPG::Cache.picture("Hot_Keys_HUD")
9 V1 j1 [3 k3 S2 o5 { - self.contents.blt(0, 0, bitmap, Rect.new(0, 0, 160, 32))
+ K3 v- N7 _+ p$ f) C - for i in 0..4
9 Q N2 k. S* G2 g) D! K0 O - x = 32 * i + 4
! Y J& g T Z3 `. C1 G+ H' V7 G - item = $game_player.hud_equip[i]
7 ?9 d: ]7 x7 q) \# o - next if item.nil?
$ R4 h9 P5 s; G$ ?% ^) { - if item.is_a?(RPG::Weapon)
% Z7 }' I" i& C! ^4 h; \ - item = nil if $game_party.weapon_number(item.id) == 0 and
0 T+ r) C7 K8 c! g - @actor.weapon_id != item.id1 [6 t( W* U/ P+ _* j6 w
- elsif item.is_a?(RPG::Armor)
# l; v2 ~0 q" W4 P) y - item = nil if $game_party.armor_number(item.id) == 0 and
4 B/ W$ z9 B h; C6 A' M2 L5 p - @actor.armor1_id != item.id
. n/ S; U9 C9 w8 B7 L, O+ | - elsif item.is_a?(RPG::Item)
8 ^# j& T5 ?' d2 J: o7 j - item = nil if $game_party.item_number(item.id) == 0 or8 q1 O% G" Y9 \8 Z" k
- !$game_party.item_can_use?(item.id)5 x# D8 p7 Z% I% p# M# j7 }# v. z4 a
- end9 e" q* @" m* m- A# @, ]
- bitmap = RPG::Cache.icon(item.icon_name)+ _7 l6 ]9 U. S# _6 A x3 t
- self.contents.blt(x, 4, bitmap, Rect.new(0, 0, 24, 24))
- J; U9 @6 K* i4 i! y7 k9 p* s - end
/ M7 N/ _4 c0 b5 @" P) k* b# { - end+ G! M! [, H6 i; M% N9 K* E
- : P. F* |' k7 P, x
- def equip(item)4 b" }9 e$ T" D
- if item.nil?
; Q5 D, S. U0 }8 {8 z; d - $game_system.se_play($data_system.buzzer_se); c6 r! E) } ~( ]" G
- return4 R1 R9 e i2 G3 i
- end
# v1 R8 g# t4 F4 K' x3 |0 q. y - if item.is_a?(RPG::Skill)+ {! [9 c* ]/ e( X- y1 W
- if [email protected]_can_use?(item.id)1 c, X4 V, t' Z& h. M, p
- $game_system.se_play($data_system.buzzer_se)
+ q1 c9 S: E2 \& x - return5 G O5 a! N) ]- |% A' n
- end! u+ K8 I M$ h2 W
- $game_system.xas_skill_id = item.id
7 x6 O& a# b- g/ o+ x" f - elsif item.is_a?(RPG::Weapon), k# S! v) u) s2 B2 O2 P5 A
- @actor.equip(0, item.id)+ g9 R' w2 f- u9 y# o/ L
- elsif item.is_a?(RPG::Armor)
: U. C. X* ^& d- M; S5 i - @actor.equip(1, item.id), H2 J3 [# ~$ @% P+ `1 T" u
- elsif item.is_a?(RPG::Item)) }, S& r, @& @: h* y* G
- item_tool_id = XAS::XASITEM_ID[item.id]
: k& O0 o' O( X# G3 V9 O. ` - if item_tool_id != nil
, ~! V: b% J; O) i5 Q3 O - unless $game_party.item_can_use?(item.id)
8 M; D1 ]- m6 U8 F; p$ H- Z5 f - $game_system.se_play($data_system.buzzer_se)
2 g! O0 k+ j+ G, J# w& K+ v1 L - return
: t7 S3 `" ^+ M; C4 F - end
; ^1 g0 k% |( l8 z, N" W - $game_system.xas_item_id = item.id" S0 w( Y2 I1 p
- end
0 S/ K0 [+ q2 ?/ m5 R7 g0 f - end
8 ]6 \$ G& m7 I) _& D' R& l1 u - $game_system.se_play($data_system.equip_se)
$ \1 @3 U7 O% N' h - end( U( M0 k9 E) z2 I
-
2 K: @. t( O2 ?$ C - def update! y. w8 _& U9 o" q: C1 G! D
- @actor = $game_party.actors[0] P$ `% v+ H+ w
- @hot_keys = $game_player.hud_equip
1 h/ o" r2 `0 g( u8 U - refresh) {, r7 X, Q9 a% ^1 R
- return if !$scene.is_a?(Scene_Map)
" {7 Z7 }0 M) ? - if Input.press?(Input::Numkey[1])
1 L3 C- T4 k& v9 ^/ r) `2 L) _. G; } - equip($game_player.hud_equip[0])
# x' e2 U2 X* |3 F9 J - elsif Input.press?(Input::Numkey[2])# P0 U6 i+ i+ y& B
- equip($game_player.hud_equip[1])
- @/ o6 `, d5 `8 h* r - elsif Input.press?(Input::Numkey[3]). W* x" |8 D8 j4 u Z$ j- s- S
- equip($game_player.hud_equip[2]) & }7 l9 P! f, Y/ h
- elsif Input.press?(Input::Numkey[4])
( i4 n4 j; _! [2 A - equip($game_player.hud_equip[3]) 1 c c0 o% n6 b7 v2 E
- elsif Input.press?(Input::Numkey[5])# z Y: w3 I( }; ~2 G; A9 P; L" }
- equip($game_player.hud_equip[4])
6 W% t$ k% T& [) E6 X: n& B& N - end4 ~2 A! _% n; p6 f: \' Y
- end
3 \, X- c) J c1 V - end
! F+ F; q* x( e. h3 ~/ ^# y% Q: u - 0 t8 N; Y& u* q& s3 J
- #===============================================================================
9 J, W: P$ K/ Z* V% {+ c - # Scene Map% f$ ]+ l7 e- }" {+ T0 {
- #===============================================================================
4 y0 N' [- u6 N6 j9 B - class Scene_Map
; x3 e" C! f" Y1 a3 W - alias hot_key_hud_init main7 v, B/ K# Q: i2 A, h2 C
- def main
7 ]8 {( d1 R' x X/ I1 q: ?8 L - @hot_key_hud = Hot_Key_HUD.new
; `! L0 T/ q+ X: R( d2 A6 F; E - @hot_key_hud.visible = !$game_switches[XAS_HUDDISABLE_HUD_SWITCH]7 d2 [8 v4 V7 D; i6 {
- hot_key_hud_init
" W, o7 _$ ~) j$ s* c" g - @hot_key_hud.dispose5 K* p& k/ Y7 {
- end
( f" X" t% k& a3 F$ V6 k. m* f - # s# l* \& k# a4 H! i& b
- alias hot_key_hud_update update9 j7 J5 s8 m6 R4 ]
- def update9 k8 k" s) q2 m( t- p3 B0 C: r
- hot_key_hud_update# l* a5 T( C- F8 K% T2 S
- @hot_key_hud.update
; b; v, O) m( L9 P - @hot_key_hud.visible = !$game_switches[XAS_HUDDISABLE_HUD_SWITCH]
J+ H) u1 v3 w - @hot_key_hud.update if !$game_switches[XAS_HUDDISABLE_HUD_SWITCH]
, a4 e4 d& I$ m4 _% ]9 ? - end
" Z3 g- U( h6 ]4 b - end
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