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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,
8 w7 c, N6 ]$ }不知道有人能帮忙看一下吗? - #===============================================================================- P8 ], w' b! C2 ~/ ^7 L3 _. o' o
- # XAS - Hot Key HUD
6 p* Q* a, X8 c8 V( j! P" K - #===============================================================================* {; P6 R5 [' c8 J+ c3 w1 u6 \
- # By Mr_Wiggles. `; H! [+ i: \5 |
- # Version 1.3* D1 k# [8 v8 z- x8 m8 }6 h
- # 7/6/103 s6 k: j j2 x9 s# K; w; \
- #-------------------------------------------------------------------------------
% T' {* o! C* k - # Instructions:9 u# B* E+ {$ ?6 T( w) E( N4 m- P
- # Fill in the constants bellow, paste this script above main and bellow XAS in
N; n, j$ S2 ]$ g - # your script data base. BE SURE TO SET TO THE RIGHT XAS VERSION!!
: B" t, m- R0 B/ R! ]& V0 } - # 9 C1 Y) l3 R, N, c0 `8 B
- # Place the "Hot_Keys_HUD" picture file into your game directory " E' n7 X0 Q3 i/ m; t
- # Graphics/Pictures folder.( z2 f) v; {( I& x4 Z/ G
- #-------------------------------------------------------------------------------
# T1 G7 P8 N: Y7 q; X - # Directions of Use: X9 p9 O) l; k9 d! z
- # Simple just press a number key (1 - 5) when the quick skill or item menu is
+ d) w2 h- ~ n5 N$ G5 b \& S - # Showing.
7 q; G: S. u1 F: H& \+ g; A. q - #===============================================================================* B) v3 B3 `( C$ L+ |; {% V
- HUD_X = 0 # X pos of HUD
% ^ |! ]$ \: @8 J5 g6 e9 I Y; v - HUD_Y = 0 # Y pos of HUD
) Q3 [6 T! A1 V0 U8 p' c# n( V
: v$ o; u& ]% y) N: d# m- # Set true if XAS 3.7f+ X+ d$ Q/ x0 z4 I0 h
- # set false if XAS 3.6
/ r3 Z' b+ q* S8 T5 s - XASVER_37 = true. M8 K! d# f6 T+ y# ^* ], C
% O/ W( f3 Q, r" ^1 c6 Z' y- #===============================================================================
7 P. q, X# Q4 W0 C9 w - # Numkeys Module
) r5 c! x# C& c5 z) r& G/ u/ G - #===============================================================================
, y. I& }4 s8 x+ Z0 |% g - module Input6 Y/ y) L' n' y3 p, F2 h2 R
- Numkey = {1 => 1049, 2 => 1050, 3 => 1051, 4 => 1052, 5 => 1053}# |% J8 X3 g+ Q! R* l l
- class << self3 Y; M/ H% n3 Y& O( H9 u! h/ ]6 U' j
- Key = Win32API.new('user32','GetAsyncKeyState',['i'],'i')5 H" @3 t& n! d% X- c
- 7 w! H7 Y: \' W7 }% J9 H
- def testkey(key)$ C A; D( P5 N
- Key.call(key) & 0x01 == 1
5 M! [2 e! q3 ]4 p - end: J7 q0 G4 I+ W. `2 N& w3 Y
-
7 i4 h: a% N1 t3 e! M1 _ - alias hud_key_update update
7 N$ N! w" M/ n4 P; I% Y - def update
1 n! y% ~2 D: t; L/ W - hud_key_update& t/ G; V# b7 k( G$ e
- @pressed = []% L& C6 ?$ |0 E
- for key in Numkey.values
5 k, ~* m4 y" Z% E. r. ]" { - key -= 10001 n* H' j: G: X: C$ P3 K" }
- @pressed.push(key) if testkey(key)
- n8 g w: k' V4 y - end6 n1 G& P9 \/ O+ W0 X4 a& u( n1 d
- end
W$ y) r" x: C0 i -
6 E5 G% W, S, @0 R- `4 u - def pressed?(key)7 P4 W/ k; a# |" h* _8 A$ Z
- key -= 10000 @( u, d' ]1 |3 y5 a
- @pressed = [] if @pressed.nil?
$ K7 O- T: x4 e# o, @/ h' a/ T# e - return true if @pressed.include?(key)9 o* {. Y5 |$ V- s. @7 J
- return false1 }; ^: L3 _9 O* o, }. e4 D d& Z+ H
- end
/ h: B) k0 |2 [! t b% q -
3 q" Y' M" m0 O: k - alias hud_key_press? press?
; f5 ^4 @3 B! r+ e - def press?(key) A$ c2 A- T) P& ?, g
- return pressed?(key) if key.to_f > 1000; c4 p; B1 Z, ?+ u
- hud_key_press?(key) ~; w V: ?1 m9 k& o4 V, N
- end4 z( X, X3 k5 |1 N
- end5 U3 A$ `, n. V& B
- end5 f G! s4 r8 u% E4 p2 |
- 8 z3 S8 \, q. f
- #===============================================================================& y7 [2 t3 {4 G# @1 C( ]& ?
- # Game Player/ [3 u/ Z' T6 ~3 o/ t! l& f
- #===============================================================================
: ]0 r/ ?) v' m& n% ^ - class Game_Player < Game_Character+ t+ b3 W3 ^2 V" |% X3 f
- attr_accessor :hud_equip
/ ?2 \7 T& E/ N) h* @$ o+ O - ( f- V' O3 J* a. f- r) s5 H
- alias hot_key_hud_init initialize
& g8 a6 S0 d+ t3 T/ | U9 ` - def initialize+ V) ?* w+ p1 ^* D
- hot_key_hud_init' j) `; i( S. a3 \$ ?6 J
- @hud_equip = [] ]* b7 @$ E& f! F- a
- end
5 `8 `( J# S- \5 _* q# z -
. d( I7 q, S) k6 A* K; i - def equip_item_to_hud(n, item)
, H/ y! P4 D7 |" A' K - if item.nil?; u2 s. a" l# C1 m
- $game_system.se_play($data_system.buzzer_se)3 @+ W. e9 |9 p. a% s$ m
- return8 B. Z. L$ T2 l' e
- end
3 g+ X t) P' }& b - $game_system.se_play($data_system.decision_se)! y! b$ u. m# T3 Z$ [) h
- @hud_equip[@hud_equip.index(item)] = nil if @hud_equip.include?(item)
3 Z# t$ A( ~, s W - @hud_equip[n] = item! |4 ?% X- J! L9 y: R0 b# w
- end+ u# c$ G1 b: s1 y
- end
1 e) X7 \% D, a - 2 F G0 z: p% [+ f% x7 C
- #===============================================================================$ k- q3 J, U' s4 t3 B# E
- # Quick Skill Window
' {4 ~4 D7 O3 `1 H4 w1 F7 f - #===============================================================================
" \! d; b$ f8 m- n5 G+ q" c D - if XASVER_37 == false
) u2 S5 c! ^2 Z! c# Q( a! E - class Xas_Scene_Skill
1 v! m0 `9 D" v7 d - alias hud_quick_menu_main main
. H% o. x' g/ P1 W e E - def main& g0 c( O8 O. l3 |
- @hot_key_hud = Hot_Key_HUD.new" S4 {- n% I' D5 _+ j8 E
- hud_quick_menu_main: q: Q) B" L+ E2 a0 a7 I
- @hot_key_hud.dispose
6 G/ V7 Q7 d3 e9 O4 W - end( r$ j6 c5 ?3 [, \
-
! i5 P2 k* i, b - alias hotkey_hud_qucik_menu_update update
0 ? C( C* C* c4 z/ W8 R( M1 I2 p' L' l! ^1 V - def update
2 z6 {5 a1 e+ y2 f8 P- r% m7 q4 a3 @ - hotkey_hud_qucik_menu_update
* X' ?! o! F0 m" C L+ q - # Hot Key num 19 Z1 R+ R6 r# T( ^
- if Input.press?(Input::Numkey[1])
0 r) c x* x0 l- _" b! p - $game_player.equip_item_to_hud(0, @skill_window.skill)6 ^' Z. W4 d6 c; m2 c' ?, c: D
- # Hot Key num 26 p4 `9 W# R& t a
- elsif Input.press?(Input::Numkey[2]): s! `9 c4 B9 j: w3 d
- $game_player.equip_item_to_hud(1, @skill_window.skill)
% L: x1 g1 K' v+ T$ ^, B$ G3 U7 e" U - # Hot Key num 3
/ t" p/ i3 h) W! J# C, P: g - elsif Input.press?(Input::Numkey[3])
9 g4 ?* s, @9 I/ i+ R - $game_player.equip_item_to_hud(2, @skill_window.skill)+ M9 u5 ^4 }! q0 Q7 ], V: J i
- # Hot Key num 47 O& E" z b- o8 U- Y, C
- elsif Input.press?(Input::Numkey[4])
1 G& A" ~# u+ _ - $game_player.equip_item_to_hud(3, @skill_window.skill)
( Q+ N8 s' I, i# {, W$ s2 x - # Hot Key num 5
/ U& I2 h1 z. _7 W: m - elsif Input.press?(Input::Numkey[5])
7 d4 j% u) p# R( {4 { - $game_player.equip_item_to_hud(4, @skill_window.skill)
- y1 s. y# T8 ? - end ~/ p& i, x; o4 D8 Y6 r! Y
- @hot_key_hud.update# D+ V$ f% O4 c- Y& }/ l( {; ]5 H! { m
- end0 M1 q% P# ?9 n
- end
9 z! `) |8 [: l9 h% Q - else: J' N" U4 h; S6 [
- class Quick_Menu_Skill
2 G y+ U+ j! H1 {( ~7 D - alias hud_quick_menu_main main
( W" f. h, c: H2 v/ t; @ - def main
% ?8 p4 y/ M: l4 H3 x; k - @hot_key_hud = Hot_Key_HUD.new8 ^. M/ M3 @( B; }, {5 R- r1 w
- hud_quick_menu_main
% K* i" V+ h, E2 x - @hot_key_hud.dispose. o9 b; q! N3 r' }0 I2 h1 n
- end
2 q7 x" |. k, \% E5 ~ -
5 Z* f% S L @- ]8 m6 c - alias hotkey_hud_qucik_menu_update update
7 t* b) [# u* N7 c - def update
4 T9 L x( k2 e& P1 W- o - hotkey_hud_qucik_menu_update" w' m9 U+ n) @
- # Hot Key num 1 f6 v. y# }" i9 D1 C
- if Input.press?(Input::Numkey[1])& F4 \% y/ Z# X6 M
- $game_player.equip_item_to_hud(0, @skill_window.skill)5 n# ]0 P# K/ Z# l* K
- # Hot Key num 2
3 I5 Z y" ]4 l7 |4 ~1 l' U - elsif Input.press?(Input::Numkey[2])4 r/ o; O9 G( y! h* L
- $game_player.equip_item_to_hud(1, @skill_window.skill)
, O+ R5 f; Z$ w& p% _ - # Hot Key num 3( g+ d R p/ g9 t. k
- elsif Input.press?(Input::Numkey[3])
+ s2 Z8 i! v) Q5 o# { - $game_player.equip_item_to_hud(2, @skill_window.skill)
9 b9 x, [. |/ C# C - # Hot Key num 4/ v- O7 s: p% l+ G2 s0 {* i c
- elsif Input.press?(Input::Numkey[4])
8 f+ c2 g* a- G- }+ r: J - $game_player.equip_item_to_hud(3, @skill_window.skill)
0 F _ k) ?1 C - # Hot Key num 5
" ^. a1 D' o9 Q q/ f! w0 t7 Y; P- f - elsif Input.press?(Input::Numkey[5])7 v' T' \% _% ]6 k
- $game_player.equip_item_to_hud(4, @skill_window.skill)
* z7 P3 r3 g- S, q - end
Z& `7 B) c7 r) j- X4 G - @hot_key_hud.update
5 {# d# I- B+ G' s) a - end O# r+ t6 ?8 Y% _7 |
- end
3 B; Y- s. I$ F4 s! G- y. @ - end
7 l. w4 n- L* G( ?3 R
- Q0 P# }& z. s5 D- #===============================================================================
/ F& B. Z" [5 [7 X5 h( P% V - # Quick Item Window2 D& X& K4 g2 f$ u1 |, g7 B
- #===============================================================================
$ w6 Y; [$ x6 T) O$ N - if XASVER_37 == false1 q0 F* l2 N4 f+ F2 ?3 L+ K
- class Xas_Scene_Item
3 r* M/ y' I% o) k - alias hud_quick_menu_main main
! l4 @* f) G& J( q - def main& b6 W7 k, k! R" m
- @hot_key_hud = Hot_Key_HUD.new
" {% e8 J/ {% D* U0 c' Y - hud_quick_menu_main+ r4 G# {, k& e) n5 e
- @hot_key_hud.dispose
/ z2 a6 a, c0 ]/ r; Y' R! B - end
. r9 F9 e# P: _7 \# `$ @ - 1 y6 L& z6 X3 N4 i7 Y
- alias hud_key_update update
! c) k+ Q7 S, g - def update
7 X' p- ]% v* @4 N* ] - hud_key_update
' g1 z2 v' j+ e! O, I6 H - # Hot Key num 1
8 e% k! ?0 J' z8 @1 Z4 ~2 c( g - if Input.press?(Input::Numkey[1])
% Q* L d4 S b; c - $game_player.equip_item_to_hud(0, @item_window.item)
% ~3 x' h+ {& _; e: I; t - # Hot Key num 28 H3 a3 E3 E) U" n9 J8 r
- elsif Input.press?(Input::Numkey[2])3 c% j$ T4 R) {/ f
- $game_player.equip_item_to_hud(1, @item_window.item)
- n, p% V) _ @8 ^# u - # Hot Key num 3
5 U/ W3 F9 g9 v( e& B ]- b - elsif Input.press?(Input::Numkey[3])
7 L: |5 S6 K7 e( P3 ~. h - $game_player.equip_item_to_hud(2, @item_window.item)
' r$ P$ V" v. S' K+ C8 p. A8 e - # Hot Key num 4
1 a. r. l7 v: c: }0 Y1 D - elsif Input.press?(Input::Numkey[4])
9 o) |. |; f1 ^. \; X9 w' A4 ~ - $game_player.equip_item_to_hud(3, @item_window.item)$ S, l3 j; [ c' y" S! o. ^
- # Hot Key num 5
* R3 D6 V( s9 Z" K: \ - elsif Input.press?(Input::Numkey[5]): R, b3 M. a# E
- $game_player.equip_item_to_hud(4, @item_window.item)* w4 {) E$ G5 p+ F9 U$ g' Z, S: d
- end
1 |; ^/ E: J6 d( [6 s( |. z! G. H - @hot_key_hud.update3 l; L8 w6 }+ x; I, G, c6 c
- end
5 I' B+ u! Y1 H* v+ p) a/ d - end
) e& W2 N& e/ R* {6 {$ b- p- P - else
' O7 ]$ s& D; p: @0 E. |! h - class Quick_Menu_Item6 e9 D" J/ F: [8 X1 j% j
- alias hud_quick_menu_main main
, p L1 p9 g! ^# ~- u) R. V4 `/ ~ - def main a3 v9 J+ `2 B& I5 b5 G
- @hot_key_hud = Hot_Key_HUD.new
- O. u, r9 I* c# O3 F& \; h/ f# O* Q/ p - hud_quick_menu_main) t0 }! ^) c- v- m5 J ~
- @hot_key_hud.dispose
7 Q% n- k; H2 j - end3 q* ^; `, I2 ]- j
-
" o1 F+ Q2 [" L; a; l - alias hud_key_update update
6 b$ g3 h; t; ]0 o! c - def update
5 h3 K, M7 O+ m - hud_key_update* j: e' O0 H8 o& e$ s
- # Hot Key num 1* C5 c. h5 G7 Y/ Y2 L
- if Input.press?(Input::Numkey[1])9 \4 |6 h, V( x) L
- $game_player.equip_item_to_hud(0, @item_window.item)8 B. }3 H$ }6 Y! g, R( Y
- # Hot Key num 27 N' |1 r( Z) e- e3 D
- elsif Input.press?(Input::Numkey[2])2 _% R, n. H3 p! N. K
- $game_player.equip_item_to_hud(1, @item_window.item): h% e1 K+ h- h- ^* o
- # Hot Key num 3
* G0 u5 O& q2 e. L" ]* ?" U. Y - elsif Input.press?(Input::Numkey[3])
7 P0 H' F0 |: f6 Q& S2 M8 | - $game_player.equip_item_to_hud(2, @item_window.item)
0 k, C* }. U5 J0 [ - # Hot Key num 4
d. Z, O+ b! E2 E: z/ P - elsif Input.press?(Input::Numkey[4])
& m" b' c1 |# v - $game_player.equip_item_to_hud(3, @item_window.item)
7 q; m7 y" [5 e' l4 Y5 Y - # Hot Key num 5
, i2 e* y% V) ]$ {7 s; p - elsif Input.press?(Input::Numkey[5])
, z3 F' f- B2 `8 w- P - $game_player.equip_item_to_hud(4, @item_window.item); d# \4 Z" y* H9 J# M5 i: U5 i/ }1 t9 S6 P
- end1 e4 s% p/ h+ N% p! Q
- @hot_key_hud.update
7 a$ m) u1 s1 ]9 } - end
6 h6 h# d& {/ @ - end9 i7 J3 C; x, v* B2 f9 m
- end( M' w2 r6 p0 Z; B/ p$ y7 r1 Z; o- {
- 4 {9 ^% E* v1 d3 I" _% A
- #===============================================================================
2 _6 \+ m# f. E0 u( Z( r$ i - # HUD Window
/ j& ^+ V) \; H: @9 E' ?5 P' f - #===============================================================================6 d; ~' ^4 \ ?9 y" F
- class Hot_Key_HUD < Window_Base6 E/ q4 Z/ y5 b) K, ^" t
- def initialize(x = HUD_X - 10, y = HUD_Y - 15)# t1 O n/ _6 }. H* \
- super(x, y, 220, 80)
' z" \3 C; Y, A3 e5 s! Z - self.contents = Bitmap.new(width - 32, height - 32)/ e/ S& \8 D! {5 {
- self.opacity = 0, Q: m6 X/ Y) P( q/ g$ r
- @actor = $game_party.actors[0]
! u* Q! m$ Y8 z% P' X: @! r7 u# i) i/ E - refresh
! v, U2 F) H0 ^ - end9 ]' @3 B8 W: T1 k. W6 d5 U: b1 c( E
$ ~% k* ~* U4 T' t- def refresh
8 P, c! A: N2 J+ ~" j7 y: Z - self.contents.clear
4 i6 T9 F7 ?+ ` - bitmap = RPG::Cache.picture("Hot_Keys_HUD")) V- A, T% X- w1 K. ^* t e. e( G
- self.contents.blt(0, 0, bitmap, Rect.new(0, 0, 160, 32))
4 W1 v' Z8 Y& p, _6 g3 M - for i in 0..4( f1 j$ }& f! R0 z
- x = 32 * i + 4
4 Y" C+ X) K! v5 I# A, Q6 H - item = $game_player.hud_equip[i]
- X* A' ~! R, r. D0 A - next if item.nil?! K, C; U$ t ^) r7 L6 d
- if item.is_a?(RPG::Weapon)+ a3 d s0 `6 r' |6 l9 N/ H& O( J) ~
- item = nil if $game_party.weapon_number(item.id) == 0 and
3 f/ p6 Q5 S( q' ^ - @actor.weapon_id != item.id# h& p% f& S( q9 I5 r
- elsif item.is_a?(RPG::Armor): z+ G9 u# s$ q; k2 j# j; S% L
- item = nil if $game_party.armor_number(item.id) == 0 and
; P! q, c$ j# L; v6 C2 W - @actor.armor1_id != item.id2 e) B, [) q+ A7 d- }9 }0 ^
- elsif item.is_a?(RPG::Item)/ [" N5 y% [: H7 z- M; r$ M. E
- item = nil if $game_party.item_number(item.id) == 0 or- U7 h$ O% H( {
- !$game_party.item_can_use?(item.id)
% N9 l( Q6 M1 g( D9 O3 ~) { - end: \7 ^1 n6 I% P$ R& t* S$ K
- bitmap = RPG::Cache.icon(item.icon_name)
5 G/ a7 z9 P! ]8 b3 y - self.contents.blt(x, 4, bitmap, Rect.new(0, 0, 24, 24))
! ^/ i1 R ?$ e0 w" M1 F0 t - end8 D3 q/ A* t8 N+ F
- end
# U+ Y$ E \+ h" E# p T -
7 A7 u7 p; c/ k, d$ k ~ - def equip(item)0 e0 p3 }7 n. H! w
- if item.nil?
( a; i& {6 V [6 X; I% ~ - $game_system.se_play($data_system.buzzer_se)) }' n4 y- r) C. S* V `- [
- return
1 `9 h" w- _4 E# L' {# K# C2 P8 h. \7 h - end5 J( s7 o: r) d! }& W
- if item.is_a?(RPG::Skill)# u3 t0 r* G. l( F$ q+ X# S
- if [email protected]_can_use?(item.id)
# m$ T$ U4 c2 m1 c$ L# k. I4 r I - $game_system.se_play($data_system.buzzer_se)
0 `6 [: `7 i# s6 B - return8 D' X& g; h* i
- end0 |; R& r. @7 r: u; x3 K
- $game_system.xas_skill_id = item.id
" N2 C' ?3 X( M6 P* Y - elsif item.is_a?(RPG::Weapon)
: t6 k' r4 T8 n6 `- q. `; W - @actor.equip(0, item.id)
) _; M/ U/ s, }8 ~& K0 s9 S - elsif item.is_a?(RPG::Armor)
7 _; e1 P: @! X- R) K2 G" G- J7 y - @actor.equip(1, item.id)
) b9 h3 l; `9 v7 E+ P8 X9 ~ - elsif item.is_a?(RPG::Item)( x+ k+ T7 F; f! a! O: l
- item_tool_id = XAS::XASITEM_ID[item.id]
) C2 C: D0 ]2 p5 C. ^3 N1 F - if item_tool_id != nil
- q+ }) q* N" S. g7 I8 ^! A - unless $game_party.item_can_use?(item.id)
( h! Y% G0 g2 p9 J# ^! \3 |( q5 \6 d - $game_system.se_play($data_system.buzzer_se)8 U" Y/ M/ A% z9 g2 v8 i( ]
- return
( P* ]* h5 I# q t1 t - end
9 }9 \7 `6 r; x - $game_system.xas_item_id = item.id
! i+ X b& g' Y' g9 ?1 z - end/ p* w/ c) z$ Y* y, L, t: p
- end* L9 E. S! i& |& q+ D2 p' V
- $game_system.se_play($data_system.equip_se)
" S% H- u' i H' g - end, m2 t0 G# u& H ^: s* |% v% j
- 4 K# Y9 a& g$ }$ Q. C
- def update
% G8 z: d" z& j6 S( p; B/ N- E" V - @actor = $game_party.actors[0]1 i% @" e) D3 @6 K6 ^
- @hot_keys = $game_player.hud_equip z) X& }# [2 `+ F4 H# I7 _& l
- refresh; z; m7 `$ b6 @1 r5 Z; u! ^
- return if !$scene.is_a?(Scene_Map)5 b4 G3 ^6 I5 ?- E4 u+ K( R) c
- if Input.press?(Input::Numkey[1])
' I+ _( z w& b% R* E- S - equip($game_player.hud_equip[0])' E# z/ W9 N& m& ]& W7 K* ^
- elsif Input.press?(Input::Numkey[2])' Y1 u9 {# M2 Q9 B
- equip($game_player.hud_equip[1])
, \6 _* ?) `" F: x - elsif Input.press?(Input::Numkey[3])
+ w) u2 {1 P, K, i+ o - equip($game_player.hud_equip[2]) * D( m& `5 z, ~( f8 m1 q& K$ y3 t
- elsif Input.press?(Input::Numkey[4]); k% r2 g! `. L# g& J4 s6 M
- equip($game_player.hud_equip[3])
* L8 V( Q& u2 G/ V' ]9 A$ X - elsif Input.press?(Input::Numkey[5])9 q) V7 X8 @! W/ f0 ]$ d
- equip($game_player.hud_equip[4])
0 H" z/ e3 t% G8 g7 J# F$ K - end0 ?1 t+ Q, |* z+ B$ `" g
- end1 J1 N- V. g( _
- end( Z, ^0 L$ i( j& W f+ H& Y
- 5 g0 @& y# x6 W4 A+ R Z6 V
- #===============================================================================' V* ]2 I1 A8 E1 Q3 r
- # Scene Map3 V: I E" v4 K* I( D ?8 y
- #===============================================================================1 |, @( Q; L! S- b
- class Scene_Map) d6 d$ Z" A% K5 t$ g# s+ f; L0 R
- alias hot_key_hud_init main
Z( n1 I5 x0 @: G# u1 N - def main6 V/ g2 d1 A- E4 E6 C
- @hot_key_hud = Hot_Key_HUD.new
, c" |, \9 `1 G7 F# d - @hot_key_hud.visible = !$game_switches[XAS_HUDDISABLE_HUD_SWITCH] e/ v* z6 Q2 Y; J" C1 e
- hot_key_hud_init, @( G2 o/ P- s) O
- @hot_key_hud.dispose
$ h0 a2 a0 m0 ~& o - end; v& E. N1 {; T, W- v# J% |
-
/ U/ B1 s# {2 k" A- j - alias hot_key_hud_update update
% M4 ^' u( s1 e0 x! ^9 y - def update
" K# P& G$ C8 e3 h: | - hot_key_hud_update$ e% r1 a0 J0 |9 v6 u$ a
- @hot_key_hud.update. A: O9 l, b7 H: ^! o! I
- @hot_key_hud.visible = !$game_switches[XAS_HUDDISABLE_HUD_SWITCH]9 W3 c2 G& E: }+ P$ h9 u
- @hot_key_hud.update if !$game_switches[XAS_HUDDISABLE_HUD_SWITCH]
6 N# Z( p' R; {- _ - end ?( J2 }; s* Q0 s. d1 k1 s9 L$ G2 W
- end
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