| 赞 | 8 |
| VIP | 1 |
| 好人卡 | 0 |
| 积分 | 96 |
| 经验 | 29580 |
| 最后登录 | 2023-4-8 |
| 在线时间 | 567 小时 |
- 梦石
- 7
- 星屑
- 2585
- 在线时间
- 567 小时
- 注册时间
- 2009-4-30
- 帖子
- 271
|
5楼

楼主 |
发表于 2012-3-31 09:53:20
|
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,+ F! p: P/ N( Y6 ~3 g
不知道有人能帮忙看一下吗? - #===============================================================================
0 g+ A; M! I/ O - # XAS - Hot Key HUD
0 `- e& X \% X: _6 d% ] - #===============================================================================) t) n0 Y% U1 s! W% z
- # By Mr_Wiggles
" \- G& S+ A. ^; w+ B - # Version 1.3
$ U, E7 C# ^* ] }; }' w/ ~+ B - # 7/6/107 b* U% k8 v* Q7 h9 g$ o8 |
- #-------------------------------------------------------------------------------
( h! Y5 ]8 }3 a- ^: A" C0 y - # Instructions:
6 n# B' L1 L& @' x2 I - # Fill in the constants bellow, paste this script above main and bellow XAS in
! Z. o; x' j- }. o: i - # your script data base. BE SURE TO SET TO THE RIGHT XAS VERSION!!
) d; V8 L: u. x. I - #
' I) F U C9 q; ^; n - # Place the "Hot_Keys_HUD" picture file into your game directory 6 u' Y0 B) z" j! s; d
- # Graphics/Pictures folder.
; J% ?2 V( K9 N* e% X - #-------------------------------------------------------------------------------
% d, r- r8 @( } - # Directions of Use:
( _2 a) c* Q- e2 R0 k5 s; N N/ `3 T: G - # Simple just press a number key (1 - 5) when the quick skill or item menu is6 J) q+ _ o+ S% A# ?" y1 g
- # Showing./ d8 u$ J2 p m& l
- #===============================================================================+ z+ W" i T* ~4 i5 A0 c
- HUD_X = 0 # X pos of HUD2 Y6 B1 q2 h0 w. P8 z, W& c
- HUD_Y = 0 # Y pos of HUD( k& D: f0 e& u+ W" p
- ( i0 K' U3 q: q7 g8 |3 c5 Y
- # Set true if XAS 3.7f/ G& ^' P( B! T7 ` J
- # set false if XAS 3.6
0 j- a4 c _( W! u; z - XASVER_37 = true
6 M' F5 D6 Q" g. T2 o; }+ d
9 H4 }! w, Q: m P! c2 \! n L |- #===============================================================================
3 D# [8 k6 M* ]- o7 y; w8 ~ - # Numkeys Module9 l% n1 v8 b9 L' P. L9 t
- #===============================================================================
( `: [$ z& u6 E - module Input% {* T' S) |/ a: E& N) ]
- Numkey = {1 => 1049, 2 => 1050, 3 => 1051, 4 => 1052, 5 => 1053}- A# Z. p; k/ P) ~" W. s. n
- class << self/ S1 J. ~: [6 h: ?7 t
- Key = Win32API.new('user32','GetAsyncKeyState',['i'],'i')
; U# k* @1 |8 @ - / n; t; ~: Z9 `8 u
- def testkey(key)
% E& I Q0 G, K3 E4 U; j9 G$ q, _8 r - Key.call(key) & 0x01 == 1
: k! v6 q, @4 _' W* ?) @+ h' Y0 Y - end
) Y! E) U& W, L/ d4 I& D9 S -
: A( {+ Z: @& R+ S - alias hud_key_update update, C- |4 ^* n; U) A# i
- def update
f" c$ K: Z4 L1 X - hud_key_update
: a& |2 _2 N* D$ q - @pressed = []! q0 |) }/ M9 Z9 J( }
- for key in Numkey.values/ f, X$ g& z ?1 K
- key -= 1000. r8 a& x3 v$ B2 n1 c8 r- j3 N1 {
- @pressed.push(key) if testkey(key)* f$ x" z* W# \. k; P! }( W
- end7 p$ I& i' j3 \3 R: R* O
- end
& i4 B; \4 l& C6 |# T! D3 `7 } -
* s5 l0 @2 K! U m( u2 a2 E0 ~; S - def pressed?(key)
p' I9 {2 I8 I1 b - key -= 10006 N/ V3 _, v. h* @! k7 s+ z' d
- @pressed = [] if @pressed.nil?
. J, y, q/ {* ?) O, K+ J/ Z - return true if @pressed.include?(key)
6 `( l5 |/ m+ y1 K; I i - return false2 u9 g4 i- ?+ v5 d, Q6 [
- end# Y+ G+ X2 J$ b; P. N
- / _. ]2 o2 T8 P# _" J+ z' N0 C
- alias hud_key_press? press?
2 l# O' ~+ I# J" f) x( U& d - def press?(key)
& ?. l0 q/ X- @% ?; S; B - return pressed?(key) if key.to_f > 10006 H. I: E/ n8 w& q; r( R9 y) h
- hud_key_press?(key)
: J7 @6 G1 \! Q - end
/ E( K) L( j/ U, d! ~* i - end
2 L) A$ G$ _% E' d* P - end
6 Y8 ?' D% r; Y- K3 Q0 s/ \
# x: i9 D+ n4 s- #===============================================================================
. a4 r$ G$ X6 b; P1 c6 O - # Game Player
6 S$ a# e4 S, V, M/ X: e/ W - #===============================================================================/ B( s' g3 F7 x8 U5 o, |
- class Game_Player < Game_Character
# Q1 o$ U, d8 w0 U - attr_accessor :hud_equip2 V1 B" B; [8 M) R( z. |
-
7 j8 }$ G& ]7 c% | - alias hot_key_hud_init initialize! R% i3 R) w) g" m7 i' I* _
- def initialize
9 q. N# \7 K. D( v) x - hot_key_hud_init
4 M4 ?- M& q. x% Z - @hud_equip = []9 W: K- R6 f( U! g3 ~* e
- end
0 `3 i, F" u) G2 U6 C3 z% Q& W -
0 C6 o7 k2 g/ U2 M3 O3 Y. {8 v - def equip_item_to_hud(n, item)9 @( S+ c3 r- V$ _, `
- if item.nil?+ I: I9 C/ f+ P+ r$ \; S$ t0 |7 ^9 o
- $game_system.se_play($data_system.buzzer_se)
1 \8 L+ O+ U7 n - return
) W- D. x: w! O$ a0 T% G - end
0 K6 a& q# i: u) B - $game_system.se_play($data_system.decision_se)
; X3 i6 U7 v3 Z; M+ a6 O1 t - @hud_equip[@hud_equip.index(item)] = nil if @hud_equip.include?(item)4 M9 x: F$ b, C; n8 C5 N- V- P; ?# h
- @hud_equip[n] = item, e# ~3 L( u. X8 f2 [
- end
- a9 W. F6 q% X% |& V6 ~ - end4 X# ~7 P# h- R& E5 z: m
) y" B: ?! \3 ^: |, e4 X- #===============================================================================; N, I z- E$ f: m" L3 u
- # Quick Skill Window
8 C8 q/ L; }1 Z6 D* ~ - #===============================================================================
) k3 t3 f, d* [! a- f9 w5 | - if XASVER_37 == false7 ]7 g( h1 _/ A+ S
- class Xas_Scene_Skill
) G7 M2 [; d8 v - alias hud_quick_menu_main main
& V; i6 o9 k2 q2 Y) H - def main
$ [% h( e! i5 n; g; V; U. l0 L - @hot_key_hud = Hot_Key_HUD.new
2 v1 V- s1 g6 m, S( ]3 K - hud_quick_menu_main
5 H7 q% Z [5 g7 t2 Q - @hot_key_hud.dispose: K& M; S$ H4 p
- end; i$ F6 R( U8 S+ k
- 0 s' ]! Y: w0 R0 P
- alias hotkey_hud_qucik_menu_update update
: o+ C( A% i6 p: v/ J, C, | - def update
: Q: Q+ |+ V0 g5 v3 c9 C - hotkey_hud_qucik_menu_update
# c) Q3 m7 U8 I5 s7 {9 n - # Hot Key num 1# p0 X4 o" n. _# B7 i4 I
- if Input.press?(Input::Numkey[1])& v9 d# L3 O8 e& X, S- d; [
- $game_player.equip_item_to_hud(0, @skill_window.skill), D2 Q. {$ f# i9 L4 |" U! _
- # Hot Key num 28 {' d% l4 W! W" d; ^4 u8 \
- elsif Input.press?(Input::Numkey[2])6 q/ z* g. A5 B* p/ P
- $game_player.equip_item_to_hud(1, @skill_window.skill)9 F2 w/ a6 z* q1 b& T
- # Hot Key num 3$ F$ e, u1 s, ~8 |: ?# t1 y: {! H$ p
- elsif Input.press?(Input::Numkey[3])8 v* M+ O; R9 ]% d0 u/ H
- $game_player.equip_item_to_hud(2, @skill_window.skill) L! _$ s7 U* r4 a1 M
- # Hot Key num 4
5 E# | R6 w. g - elsif Input.press?(Input::Numkey[4])
: p$ V9 |; N$ R* v* L: X - $game_player.equip_item_to_hud(3, @skill_window.skill)8 ` b. r! w; Y9 W$ a" V
- # Hot Key num 56 w: P/ m9 K& k |, d( }
- elsif Input.press?(Input::Numkey[5]); u0 T A/ U" ~) ~7 R
- $game_player.equip_item_to_hud(4, @skill_window.skill)
0 ?0 i5 O6 p) k8 g4 K$ l - end
* A6 B/ b2 r# x& M - @hot_key_hud.update
1 o; A$ d8 w8 a& L - end
$ e4 M8 M* a4 \1 M - end' J# ]2 {1 x% h2 S6 i) k
- else
8 D" v/ X7 v. b% e' o( U. t) I - class Quick_Menu_Skill
4 R% ~4 a$ W5 q$ _7 n t - alias hud_quick_menu_main main
$ r4 M! H4 I/ q, P# K P3 ^% ` - def main
5 T9 [6 U' E; g- `2 b - @hot_key_hud = Hot_Key_HUD.new- G' M- o2 H9 v; P, g
- hud_quick_menu_main; H! [3 ?+ N9 o5 r4 k/ l
- @hot_key_hud.dispose9 H E9 x& l4 L4 s8 c7 T/ n+ M1 j& \
- end
8 |0 O! D6 f4 z6 b+ s ^ -
3 {7 s+ t. b' p0 K! t - alias hotkey_hud_qucik_menu_update update
1 w9 C! H2 H( n: b+ Z6 x# z& ? - def update
8 j2 R" {, v1 V6 ` - hotkey_hud_qucik_menu_update
1 i! }8 Q0 m# _; Z8 p/ t1 N- z - # Hot Key num 1. n- m. j2 \0 W
- if Input.press?(Input::Numkey[1])
7 X) ~" }# m* A+ p: R$ f/ { - $game_player.equip_item_to_hud(0, @skill_window.skill)
: U* g! M7 i# W2 z1 R6 _) V - # Hot Key num 2
5 Y& i+ r {% H' d% U* o3 H - elsif Input.press?(Input::Numkey[2])' v8 }# R" Z! [' e7 o
- $game_player.equip_item_to_hud(1, @skill_window.skill). P+ U+ b4 C8 s4 ^5 n7 L' Y
- # Hot Key num 3
, V9 F$ P7 b# q - elsif Input.press?(Input::Numkey[3])! v/ s, d3 `9 D& g7 n9 P
- $game_player.equip_item_to_hud(2, @skill_window.skill)6 i7 o% ^; z7 [, P! B1 w( P& L
- # Hot Key num 4( B3 Z1 l) z' s# g
- elsif Input.press?(Input::Numkey[4])
3 U K* Y4 r! U. ]: p! a' y2 d - $game_player.equip_item_to_hud(3, @skill_window.skill)
, P) Y. s) L. k. t7 D% \, w* k - # Hot Key num 5
/ A& X- [, U @1 I6 q - elsif Input.press?(Input::Numkey[5])
5 V9 c; f/ S; |: T/ f - $game_player.equip_item_to_hud(4, @skill_window.skill)
" Y# d" c6 r) D# |3 g, X* N6 X v - end7 X9 k- y) w/ X
- @hot_key_hud.update' F" N R }: ~, Z/ c
- end
5 d1 Y+ q$ Z" e# [' R% {7 k, F$ _ - end6 f' ]! ^% w# \) u. K% s- m
- end j' x. g0 ], e, s9 B, \. n# k
7 a) |2 Z; K: x" s; g- #===============================================================================
. A5 e' L; F1 N0 q' V - # Quick Item Window4 f: g- C" s2 G8 S
- #===============================================================================
$ e9 H. r8 d$ _. A - if XASVER_37 == false; G% ]" D v: H# H g7 O
- class Xas_Scene_Item0 U1 g5 X' p: ^
- alias hud_quick_menu_main main
+ b$ a1 L3 n" H! ~% j* R - def main0 X( g7 e2 U- c# G4 G3 {8 \
- @hot_key_hud = Hot_Key_HUD.new
% ~8 M4 a9 O# j7 K- R - hud_quick_menu_main
- b$ H9 B3 k% T - @hot_key_hud.dispose
9 w1 `/ i% [ k, |# m - end
! n$ n) R4 k8 ~( y -
3 U+ @+ q2 D# o - alias hud_key_update update q2 S# |% _+ {$ y
- def update
0 V; v8 E# |2 q M9 E2 Q1 E/ ?' n - hud_key_update0 g8 N5 H* T2 c! E- o' Q
- # Hot Key num 1
" c0 \! ~4 R8 _6 Z0 \ - if Input.press?(Input::Numkey[1])
- F1 d/ e2 {. l- O' }/ U - $game_player.equip_item_to_hud(0, @item_window.item)+ E; D2 m" O$ M! H v' G" x
- # Hot Key num 27 }1 B* \4 [% ~ ]! U/ L
- elsif Input.press?(Input::Numkey[2])
/ m9 R" o1 c6 y) a1 d - $game_player.equip_item_to_hud(1, @item_window.item)
0 K1 \/ c; u9 b% z/ g) W( t/ u - # Hot Key num 3$ g+ }! ]$ I- E H5 C( |
- elsif Input.press?(Input::Numkey[3])
) B8 w$ y6 g8 P: Y! {4 v1 J - $game_player.equip_item_to_hud(2, @item_window.item)# o6 @) T3 T- v& o2 {/ t9 c
- # Hot Key num 4
" J6 ^5 Z- g- m3 k6 i7 c - elsif Input.press?(Input::Numkey[4])
* H1 ?2 p/ J, t( B% v; v7 E - $game_player.equip_item_to_hud(3, @item_window.item)
. \5 q7 Q; U u3 F4 r7 g9 Z - # Hot Key num 5( a( Y; h5 z, i" [# J! O
- elsif Input.press?(Input::Numkey[5])$ u; ~' K: V/ { `1 j1 v( P5 d
- $game_player.equip_item_to_hud(4, @item_window.item)) | h( x) X \, _" k9 v
- end5 N: {. @2 x" ]9 q$ Q8 ~
- @hot_key_hud.update
6 K- L8 g0 v( G7 ^# Y - end
1 A$ s* I2 o( S1 a I K. D - end
( K8 q/ E! ?# i f6 L$ m- \2 `. L9 Q - else
( s% q3 I$ U2 {( M B - class Quick_Menu_Item" w! N4 l& Q! N# K% y
- alias hud_quick_menu_main main
7 M2 e( Z) V [ m8 x- t5 a - def main
7 f+ s; u. k' Z+ @% z - @hot_key_hud = Hot_Key_HUD.new( b% T4 m% L8 l/ o! [4 f
- hud_quick_menu_main. f' q! u, v0 ^! ^3 E# q# ~
- @hot_key_hud.dispose) K9 q2 N6 u/ H9 V
- end, q8 A5 v/ F/ J9 \3 p& r
-
/ \8 M4 b( M } o' J - alias hud_key_update update
7 o4 w4 Y/ [; K( a- u - def update8 Z# k/ h+ n) N: ?, k. B9 V" P
- hud_key_update$ J& O5 I) W* W z: C9 V
- # Hot Key num 1+ Y8 h) q& [8 m& t) z+ W0 M% Z
- if Input.press?(Input::Numkey[1])
* y' A8 [8 p+ u: R3 ]1 B- F5 R - $game_player.equip_item_to_hud(0, @item_window.item)* a. c& \' T6 v, j3 o
- # Hot Key num 2% Q: h" ^) t( H; [2 {
- elsif Input.press?(Input::Numkey[2])$ N4 y: g, R- T4 G* E* ?+ H
- $game_player.equip_item_to_hud(1, @item_window.item)6 d; _8 N* q6 U0 y- b: s3 H
- # Hot Key num 3
: V9 T% ?/ U7 ? - elsif Input.press?(Input::Numkey[3])) P/ A9 R ~& i0 W' G- _% n
- $game_player.equip_item_to_hud(2, @item_window.item)! }4 l5 t; R1 W) e' d* I
- # Hot Key num 4' O' a/ f! s! S# } a
- elsif Input.press?(Input::Numkey[4])# X: D4 O3 F7 O0 x5 e% f
- $game_player.equip_item_to_hud(3, @item_window.item)4 I1 _" M. I" ]/ _
- # Hot Key num 5; b- ^. P; K# {. V2 ?$ a
- elsif Input.press?(Input::Numkey[5])
9 v) t- _8 A* w& S a# G - $game_player.equip_item_to_hud(4, @item_window.item)
9 @9 t( K6 j+ B' a& O5 p) m6 \/ u - end6 X- P' D4 i2 W- |8 k' _
- @hot_key_hud.update" p! h! r- A6 K& i1 r
- end
7 Q- P' y& U6 o$ o& p4 g# O9 _; p' } - end2 P% b6 }& s% b3 v) F2 q
- end8 ^4 P1 H: H2 @& o2 r x! L1 I
! Y/ j! W# Z0 c8 P4 z- #===============================================================================: _ Y2 k/ T; i6 q- c& s* [
- # HUD Window8 e$ {3 e8 K( s( Q
- #===============================================================================
3 R8 ?* G4 c) O+ z$ @+ j - class Hot_Key_HUD < Window_Base
. |5 P* i; i( a$ k( |2 m } n$ ]) S - def initialize(x = HUD_X - 10, y = HUD_Y - 15)+ c* {3 x) I5 B! g. W5 g! Y- L
- super(x, y, 220, 80)9 O6 p7 I0 p: @4 g9 ]9 h. }
- self.contents = Bitmap.new(width - 32, height - 32): ~+ W7 g) \, E2 z6 q6 E
- self.opacity = 0
- L/ u" \1 d3 f; W6 i$ V6 o - @actor = $game_party.actors[0]: f Y& [# d! e2 n9 S
- refresh
) C9 |$ f& }* i - end
9 P; B i3 |0 x N. h" y - ; d( P" a+ F' Y, M1 Y/ M" F
- def refresh" a& K# H4 g2 u! I! ^+ a
- self.contents.clear( D3 ]" h" ]* `! w0 R: f y( }. X3 [
- bitmap = RPG::Cache.picture("Hot_Keys_HUD")
8 h% \/ P1 Q' M/ g - self.contents.blt(0, 0, bitmap, Rect.new(0, 0, 160, 32))
! ^5 f6 G6 I: j0 @ - for i in 0..4
% T' F# Y* d: k- D4 g - x = 32 * i + 4" V+ b) g4 V1 e" h' S; i k
- item = $game_player.hud_equip[i]7 A3 ]+ P3 L0 A& X. N
- next if item.nil?
- @: e2 ^4 N7 ]( y$ r f - if item.is_a?(RPG::Weapon)& n+ O) c, t4 `% b/ K4 c' _
- item = nil if $game_party.weapon_number(item.id) == 0 and
/ F# O3 U6 ^! F8 s8 G - @actor.weapon_id != item.id5 R2 @. F/ g6 f8 V
- elsif item.is_a?(RPG::Armor)
7 M, q2 V5 S$ l+ U# Z: s - item = nil if $game_party.armor_number(item.id) == 0 and 9 Q/ n, u( i9 g8 ?
- @actor.armor1_id != item.id1 g9 e4 ]3 H" a ]4 k, e7 u$ J
- elsif item.is_a?(RPG::Item)
; Q1 j5 S3 _3 X% r" W$ G - item = nil if $game_party.item_number(item.id) == 0 or
1 r4 L% d0 i$ N& D - !$game_party.item_can_use?(item.id)9 `5 y# g7 W' A% c6 |2 c
- end
4 Q& T- R$ i' m; u - bitmap = RPG::Cache.icon(item.icon_name)) O( X+ s3 ?) Q4 b# v
- self.contents.blt(x, 4, bitmap, Rect.new(0, 0, 24, 24))
1 `: K- S. D% m - end
6 a$ @* O6 h8 g4 }6 p% [ - end# V5 K7 V1 T6 Y* ^1 p' B
- 5 C Q1 f& `7 Y8 g8 }) {/ U! w4 V
- def equip(item)
$ k- ` e% k& Q; ` - if item.nil?
4 P" ~/ `9 A r t f - $game_system.se_play($data_system.buzzer_se)! `- ^* X2 j+ g! e1 D1 t
- return5 t% M. h G! M
- end0 p3 }5 L* Y: J" z% C2 `
- if item.is_a?(RPG::Skill)
4 q$ w( A4 n7 p0 L* j9 B* n - if [email protected]_can_use?(item.id)' W5 \% i T& S0 y- J- k& M: |; @5 v
- $game_system.se_play($data_system.buzzer_se)
8 y8 Z. k9 e o% ? - return" o9 d, b( J' t9 C0 s/ X
- end( u5 V" r ~9 h8 ^
- $game_system.xas_skill_id = item.id
. c+ r% x: X& `, c: k9 O - elsif item.is_a?(RPG::Weapon)/ T% X& r! {% `2 x5 m5 ~3 G* f
- @actor.equip(0, item.id)
! [1 q* i- S& D0 K/ h* a/ T* i) s - elsif item.is_a?(RPG::Armor)9 n }1 i( L1 a; j' K
- @actor.equip(1, item.id)
' Q! A3 X, Y+ e' x7 m- U - elsif item.is_a?(RPG::Item)0 w0 T6 W4 W a
- item_tool_id = XAS::XASITEM_ID[item.id]
. o0 x4 G& k; A7 t - if item_tool_id != nil
" j! ?! O3 W& N8 _1 Y; J - unless $game_party.item_can_use?(item.id)
6 i2 Y5 w# u0 r- N& b! J - $game_system.se_play($data_system.buzzer_se)
8 Z' C# J) U, h5 \2 _0 X - return9 ?5 W( V" R% d
- end! _3 Y7 c+ \& F: j
- $game_system.xas_item_id = item.id
5 f& {. P0 A6 L o1 [+ Q1 S1 ` - end/ W. |. j% n: C* e
- end
/ C+ p) r4 O* k' ?) F) m8 V! J4 A - $game_system.se_play($data_system.equip_se)
: ?, I+ f- R$ V ~8 G' l3 B) M/ J9 S( X - end" J4 H4 Q8 t8 f2 M# Q* g
- , V5 m5 ]' F# E4 y2 W2 m8 m
- def update! |" L2 M* ]) ~5 C3 k
- @actor = $game_party.actors[0]: B( m$ K' N' W' }
- @hot_keys = $game_player.hud_equip
# D1 [2 S: Y8 p/ X - refresh
, B/ Y0 P3 V: e! U* T5 N/ J - return if !$scene.is_a?(Scene_Map)
" Y' |1 T9 ~5 v! r/ L/ m - if Input.press?(Input::Numkey[1]). d8 C2 V" M* Z2 C
- equip($game_player.hud_equip[0])
, y6 f& m% u9 s( _( M8 T9 ~5 f o% @ - elsif Input.press?(Input::Numkey[2])! h- u) z# O, G, A' g2 _
- equip($game_player.hud_equip[1])
% \* n" a4 n5 {. K, `' Y' N. Y - elsif Input.press?(Input::Numkey[3])
+ v7 b& [9 m3 u# S- e - equip($game_player.hud_equip[2])
; q% y1 H3 t8 i: w - elsif Input.press?(Input::Numkey[4])6 x6 F ~: y) J2 d# u& ~6 h- M) V
- equip($game_player.hud_equip[3])
Q9 G; S9 Z! T4 {& W - elsif Input.press?(Input::Numkey[5])
Y6 T/ n' K0 Z" L$ Z& Y( {( L - equip($game_player.hud_equip[4])
5 E# e, y8 l# i0 O - end
6 u$ X" k$ |$ ]1 }5 w& A - end
x4 \: Q; X4 y9 |& w' ?% ?9 A - end" m5 R: K. |1 I* Y9 C
9 }6 I6 h2 j1 I# u T- #===============================================================================( a! ~' Y+ I, R" E, x' k" {; T
- # Scene Map& c$ O6 R4 C. \! z8 L) t
- #===============================================================================9 B) j% T- l# [$ R4 ?7 {! x: Y; g
- class Scene_Map
; C- V) m, J/ q6 K+ I4 Y; C7 [6 j& J3 ^ - alias hot_key_hud_init main- q, p3 Z% \! v
- def main+ G1 T5 s2 o0 g! F) L8 w* C
- @hot_key_hud = Hot_Key_HUD.new; r/ @2 [% k4 S
- @hot_key_hud.visible = !$game_switches[XAS_HUDDISABLE_HUD_SWITCH]
) H% }& x* S7 ~4 `0 W5 c% W/ I' C; e - hot_key_hud_init: D, C( C1 A5 `& h# L- y/ H
- @hot_key_hud.dispose2 \2 h, G4 `) d4 L0 @/ a8 }& j
- end T! W5 S# M1 |( a
- / z$ j- ?' A. M" K! D# Y
- alias hot_key_hud_update update
& P" |1 K' o$ a; f- I, k - def update
$ Q6 i* I8 s4 z% _4 c* m - hot_key_hud_update
1 Q# g+ m& q6 t2 y - @hot_key_hud.update% C$ A! Y Y' H" J0 Q1 z# H8 C& {
- @hot_key_hud.visible = !$game_switches[XAS_HUDDISABLE_HUD_SWITCH]0 v$ S: A& o* O& \. q
- @hot_key_hud.update if !$game_switches[XAS_HUDDISABLE_HUD_SWITCH]8 }# T9 N3 z" N+ P0 \
- end
X! S/ B" z, w+ i/ E3 ~ - end
复制代码 |
|