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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,, ~( K/ o& ~: }4 {- n- N( t8 T
不知道有人能帮忙看一下吗? - #===============================================================================
2 v o2 a% i% J$ b' R& Y* S - # XAS - Hot Key HUD
2 K6 D+ o( B& f7 ~" G# G6 m" L - #===============================================================================
# A! U0 ^5 m# c3 j - # By Mr_Wiggles% ~, ^/ a4 u0 y% L5 i& T% x( i
- # Version 1.3
. i2 g0 V& }2 g/ V) \) z E) W1 u - # 7/6/10
9 g; H7 F/ p2 n - #-------------------------------------------------------------------------------
, s# ]/ ^2 }5 i) A6 n- x - # Instructions:
$ Z( U& w" U) d) a - # Fill in the constants bellow, paste this script above main and bellow XAS in
9 r2 {# @2 Y6 v2 A+ m - # your script data base. BE SURE TO SET TO THE RIGHT XAS VERSION!!
, ~2 y4 V e1 O4 c - #
# R5 F9 ]4 n2 ?* X( b- A - # Place the "Hot_Keys_HUD" picture file into your game directory
1 w6 ]- t' Q7 \* H* j: b3 B. b - # Graphics/Pictures folder.: _: H& _2 M: F2 t0 n) j% {! K
- #-------------------------------------------------------------------------------9 ]: L' E2 Z- W) H9 L: x& Q" A- o
- # Directions of Use:& q, @8 Q/ `9 j
- # Simple just press a number key (1 - 5) when the quick skill or item menu is
% m W7 n( _! V0 F. |) W - # Showing.
* `5 z* K- d' N( K. t - #===============================================================================
* V: F# a7 C/ o& e; B2 h0 Z8 y6 ?/ _ - HUD_X = 0 # X pos of HUD
4 O! L H- P7 r - HUD_Y = 0 # Y pos of HUD" E5 {: y6 ~6 ^
4 Y' ~4 ]/ h% k# }. I1 G1 H9 e- # Set true if XAS 3.7f
5 G2 L% t& X! r2 T9 f9 ?7 B; F! }6 V2 h - # set false if XAS 3.6# c' e5 \6 H& ?; I- z- f
- XASVER_37 = true
1 {- ~, X' K& F. B/ l5 m - ( h8 P, l3 z9 ?, A" ]' Y
- #===============================================================================
* {( X- z# v( r! r9 G - # Numkeys Module# y$ Q- ^ y1 y1 g* U4 @& v# ?
- #===============================================================================
! z( z5 j: ?" t% R/ a - module Input
4 Z* `) V! }% l3 u) Z' @ - Numkey = {1 => 1049, 2 => 1050, 3 => 1051, 4 => 1052, 5 => 1053}# e) ]( @( A& [% u& P
- class << self& S7 C1 A1 |5 z8 p
- Key = Win32API.new('user32','GetAsyncKeyState',['i'],'i')) S& n+ _7 S( v; `- r
- ' I% n+ F' C `) k; _% k
- def testkey(key)7 P6 ?; }/ M8 A0 p! u: Z V/ r
- Key.call(key) & 0x01 == 1
: T1 M3 J- A4 c" A& @ - end/ g; T% Z) F4 k! N8 J/ C; a
- 5 N+ e" k: a# o9 U
- alias hud_key_update update# Y( I* g) O( @9 f9 U" u
- def update$ W& Y; B' T M2 M) c6 K
- hud_key_update
0 f$ X& q/ L( h - @pressed = []
& _1 E. X S9 P0 s* @ - for key in Numkey.values3 q* u, G L6 Q/ ]. I
- key -= 1000) ^' Y. u% y$ f. [+ O. f+ ~
- @pressed.push(key) if testkey(key)7 U5 G8 A0 j1 ?. t
- end
$ a* L5 O# r5 @( U4 f8 T: I1 i) P3 r9 T - end9 {6 H# {1 E( e4 u; ?' o
- 9 x2 Z1 K. S8 A- o, P" o
- def pressed?(key)0 o0 K. E9 g) j* e
- key -= 1000
% P# p7 ^: m3 e2 B2 ?3 ~: [ - @pressed = [] if @pressed.nil?
! _- F1 V! X4 s. _& V' I+ V - return true if @pressed.include?(key)& g. P5 P$ z. R% ?7 |, q8 C
- return false( Q0 x2 D$ y; \1 i8 G" Y
- end
7 r/ O/ D1 z O& f. p -
) C& z+ c5 s& K t# Q - alias hud_key_press? press?
4 z, V4 ^: }0 E" p J - def press?(key)6 o0 N4 b- |- N" G) i0 | x2 p
- return pressed?(key) if key.to_f > 1000
/ E) K' S: t3 v - hud_key_press?(key)- w. v& E' k, W9 u9 z0 L
- end3 L1 _9 j9 O N+ Z* R2 V
- end8 s! A2 l2 b# ^& p. V! W' ~) x: O
- end0 V; A" U% u4 _; h* c! y5 U
- . F- C2 b% k5 i& |
- #===============================================================================
* E7 E0 M6 j' u( | - # Game Player
7 h, Q7 q5 [) N1 g: u - #===============================================================================
5 u3 B$ v' U/ L6 x: C7 t$ E9 D - class Game_Player < Game_Character& i! U0 Z$ A, j0 |7 a/ z- b
- attr_accessor :hud_equip
. |& p6 X( w4 t8 T* R s -
q: u5 t7 U4 S, G2 ]. Z! ~/ h - alias hot_key_hud_init initialize! z* j& a- n4 {% e
- def initialize
: R" N$ q% J0 e2 C& x% _ - hot_key_hud_init/ [4 f8 u1 t- ? S- w/ U5 B8 S
- @hud_equip = []
( V7 g6 d/ G5 n) r - end0 V5 P3 t1 O: d% q3 S3 o7 S. u+ k3 Y$ T
- + V0 D; ~! Y; H$ Z$ |
- def equip_item_to_hud(n, item)
' z+ o. p: u7 |1 h. E9 u9 m - if item.nil?
3 J. J/ V7 k- o - $game_system.se_play($data_system.buzzer_se)
, @' O" ]( W) S( Z/ M - return; j+ Q2 t$ j; M' r/ j8 O6 r6 S! }
- end6 m4 z: o7 N5 l+ c& {7 Q8 x
- $game_system.se_play($data_system.decision_se)
+ P' \. `) R P" Q8 u1 \$ o - @hud_equip[@hud_equip.index(item)] = nil if @hud_equip.include?(item)3 D# H- d/ ~/ G# e$ A/ n; i
- @hud_equip[n] = item
4 D7 C1 ^$ B6 Z6 R - end3 H( r2 t: V: H6 F: g
- end/ @- e0 h7 v% {9 V& ^1 d
- " ]7 y. B2 n! S' d; o) ~8 H6 B) ?
- #===============================================================================
: d2 {1 Q/ |& k. w9 k6 T - # Quick Skill Window
6 \9 P% d0 k1 f z* e5 h2 @2 i' ? - #===============================================================================
8 ]5 n) u- _; x% l# l- P/ E - if XASVER_37 == false
8 P' b( w" g' @) I7 c$ u - class Xas_Scene_Skill
0 Y5 a0 Z' D( J. N - alias hud_quick_menu_main main9 ^/ f: X6 K- |) e
- def main
/ x% H; {& r2 i6 ] - @hot_key_hud = Hot_Key_HUD.new( X3 a# i! m; x' y: W* u
- hud_quick_menu_main
0 F: l" |' C* q! D( p& R - @hot_key_hud.dispose
( b& e. g! R, I( d - end
! @+ k, S4 c" O3 G1 p* v -
( e. o5 ?3 C9 Q# Z v& y - alias hotkey_hud_qucik_menu_update update
( J+ }3 {* M p9 Y: ?0 k% O0 V - def update
' Q( o1 P/ i' h# t) h8 }. |! Y0 u - hotkey_hud_qucik_menu_update
9 _- I2 R' N5 ], V( ?+ Q# \ - # Hot Key num 1
" x* f2 f) C8 Q; r" f% O7 t - if Input.press?(Input::Numkey[1])7 y+ j" p5 s; u7 X; `
- $game_player.equip_item_to_hud(0, @skill_window.skill); I, g. O/ Z0 p- J0 ?
- # Hot Key num 2+ F. j! f2 j: d8 o" f* T3 @- J6 j3 j
- elsif Input.press?(Input::Numkey[2])6 z* }. ~( ]4 o
- $game_player.equip_item_to_hud(1, @skill_window.skill)
( K: G3 @6 Z1 t: y/ T9 ^! H$ T* Q - # Hot Key num 3
Q' r% ]; h. I& c6 G - elsif Input.press?(Input::Numkey[3])
# {; B8 z6 f5 u( T - $game_player.equip_item_to_hud(2, @skill_window.skill)! g. l4 |7 z- ?3 e
- # Hot Key num 4( D6 O2 S6 H( h; ?* M8 s4 o
- elsif Input.press?(Input::Numkey[4])
+ [0 G6 P; B2 e1 p - $game_player.equip_item_to_hud(3, @skill_window.skill). P& c& N7 X. c" h, w! [" M8 W7 G
- # Hot Key num 5
& Y' d% G8 s+ E" Z - elsif Input.press?(Input::Numkey[5])
# {7 B* e& j- q. h" z) P - $game_player.equip_item_to_hud(4, @skill_window.skill)
( l v9 v# T$ Q) ?, @2 ?/ H5 a - end
5 |4 n. {' t! j5 P& u2 c. c* K2 G - @hot_key_hud.update
( p2 U2 S% R7 v {! Z$ b+ P" W - end! Y. e1 a! z1 K* F1 q! w
- end! u) r# W2 t, R. b/ R
- else5 |; p; z1 ?; X3 L! D- w! D
- class Quick_Menu_Skill, d, w! r" P: w, O% y1 W t
- alias hud_quick_menu_main main
% @# Y" S) P/ v - def main
{% z" A7 s! H1 W* x - @hot_key_hud = Hot_Key_HUD.new7 J' p9 H% m) U a! b3 S
- hud_quick_menu_main
4 G2 o6 |$ v. H$ R - @hot_key_hud.dispose
" W# r% H3 |& T, U0 i) R - end5 r& M n/ l; a
- 5 a$ \0 H, y3 i0 G6 B
- alias hotkey_hud_qucik_menu_update update; Z4 g* H8 D+ e( }% x7 m
- def update, O! u6 ]' G& M! }. X& r
- hotkey_hud_qucik_menu_update
9 V$ H# K% q2 w6 t4 U* \" o" _ - # Hot Key num 1' e; w. G' ]7 Z; Y6 k9 G
- if Input.press?(Input::Numkey[1])0 y% j: A- N0 }$ M% W
- $game_player.equip_item_to_hud(0, @skill_window.skill)% q0 O6 W2 @* b- Y
- # Hot Key num 2
: |/ j% h M" S; ` - elsif Input.press?(Input::Numkey[2])' R' v5 x8 U! h$ q" D7 {
- $game_player.equip_item_to_hud(1, @skill_window.skill); f& m" i; R. ]7 F/ D
- # Hot Key num 3
3 s' W3 ~ h& K3 X/ D+ R7 B - elsif Input.press?(Input::Numkey[3])
" N$ C& i8 O( Y) T2 C - $game_player.equip_item_to_hud(2, @skill_window.skill)& s- ^+ \1 w+ s% [7 i; h* `
- # Hot Key num 46 M2 _' t# L% }& ~* Z8 B' v& c" N( @7 G( O
- elsif Input.press?(Input::Numkey[4])
2 v5 F# p- u) W& K g& K - $game_player.equip_item_to_hud(3, @skill_window.skill)
8 S! {5 Q3 x2 x8 z. K$ b - # Hot Key num 53 t8 M# |$ g6 I' U" L
- elsif Input.press?(Input::Numkey[5])
: k* B1 e& J+ H4 n8 I. ^: B% j o - $game_player.equip_item_to_hud(4, @skill_window.skill)& s; D7 T/ l! h% c
- end
) h% V2 h8 K; y: w - @hot_key_hud.update+ U. q6 r% W$ |+ F; v5 T2 v
- end
( V+ g7 c ` x7 V+ e( u6 ^0 k - end
" [* w3 s) A8 h( {$ B& R - end
1 }, l/ z4 b9 ]$ Z; j7 A3 q* D9 M8 _
: }7 I* S6 f; Y1 R/ i2 \- #===============================================================================
: {; b* h2 [: P7 o - # Quick Item Window
7 j% e/ f8 S/ [6 c- F | - #===============================================================================
d9 \! c$ Z& k: w - if XASVER_37 == false1 l3 |( z# P6 l) T' G& U% W4 }8 O
- class Xas_Scene_Item6 m- [/ {' S' q. L& ?/ K
- alias hud_quick_menu_main main
! c9 Y, d- H! i6 _5 `$ k% V - def main4 r" F6 B5 W2 L# e5 F9 @
- @hot_key_hud = Hot_Key_HUD.new% o! n! B! [+ K3 j" m& ]6 `
- hud_quick_menu_main
% c; I9 m* D/ I' s0 ~7 r# E( l& b - @hot_key_hud.dispose% G! D" x' e0 \$ ?
- end% O2 ^" Q/ j1 o1 \2 J/ o* W/ |/ t
-
n' f4 F& D6 O - alias hud_key_update update
& i: k9 x: W# { - def update
2 W- g' s- g. q/ _6 O - hud_key_update) R, p- t. b, Z/ p& N+ ^; r
- # Hot Key num 1
: g9 l7 g: p$ `& w& ^9 n. T - if Input.press?(Input::Numkey[1])
- W5 Q4 k& ], U5 y8 x% X9 C - $game_player.equip_item_to_hud(0, @item_window.item)
9 ]1 ~* z$ h# k1 O! e+ M8 @ - # Hot Key num 21 y* ^9 S6 |; k0 [: N
- elsif Input.press?(Input::Numkey[2])
G& z' \+ M1 O# X5 ]8 A& t - $game_player.equip_item_to_hud(1, @item_window.item)$ d0 ^* h; s! A7 W& @9 \. F
- # Hot Key num 3
/ Y c- ~, c0 t7 u" ?! e1 _1 U - elsif Input.press?(Input::Numkey[3])
8 d8 ~6 w' Q* |9 ^0 e: A - $game_player.equip_item_to_hud(2, @item_window.item)6 ?# b5 D7 {$ F
- # Hot Key num 43 i; V; S2 R" S7 z2 {! ^, a
- elsif Input.press?(Input::Numkey[4])' z% q# \! U. D+ |
- $game_player.equip_item_to_hud(3, @item_window.item)
/ A- G/ n$ Z4 a7 C9 b. h9 C) s' f0 u - # Hot Key num 5
7 k$ Y! G# s1 S - elsif Input.press?(Input::Numkey[5])
! R) K0 f- T/ J+ Y' m" C e7 g+ L - $game_player.equip_item_to_hud(4, @item_window.item)
2 o6 P/ T g6 @. g* Q - end/ }3 r9 s1 d1 w* s9 V
- @hot_key_hud.update
! `2 E/ o" r! f$ l8 e( T4 ` - end
4 [: e( a# M/ r% A( j - end: g6 t" @6 r* ^. ~4 w' G* B
- else
% a$ \' F1 m0 J) ]# ] - class Quick_Menu_Item: _, r/ W$ e7 [5 @' U ~
- alias hud_quick_menu_main main
) S G+ U* Y- g2 z. v - def main4 D' H8 N+ h- a
- @hot_key_hud = Hot_Key_HUD.new( T# i \: r* h5 {. c
- hud_quick_menu_main
: h G# t; l" H7 ^ - @hot_key_hud.dispose9 a- ^$ p+ H# p- [% m; G9 s; d$ I
- end9 F; w/ E1 k# q. {1 m
- / q% g6 k! [3 L; A! B2 Q: n
- alias hud_key_update update
5 L* s+ }% p, D6 M6 P+ z/ [ - def update) l3 h7 j6 B+ G8 P- |. O
- hud_key_update
9 W. N' y1 c" d1 I% E - # Hot Key num 1: s+ i, J S' \
- if Input.press?(Input::Numkey[1])7 O; f( `6 I. j4 i
- $game_player.equip_item_to_hud(0, @item_window.item)! e6 e. d5 h/ H) G
- # Hot Key num 24 t+ M0 Y* B; G" w8 Q' Q
- elsif Input.press?(Input::Numkey[2])
: Z! e( U3 {. K+ [! T - $game_player.equip_item_to_hud(1, @item_window.item)1 I$ u& c* d% A/ N8 N( T, w4 o
- # Hot Key num 3) o3 s! J+ p: _1 W
- elsif Input.press?(Input::Numkey[3])$ L; F1 u8 O& G4 E' N
- $game_player.equip_item_to_hud(2, @item_window.item); V8 q/ n1 _; k5 z8 v( H- R
- # Hot Key num 4
# Z! B; f E8 J/ {' q* v+ f - elsif Input.press?(Input::Numkey[4])# s$ \9 u6 R; z/ r
- $game_player.equip_item_to_hud(3, @item_window.item)
# j' u' f% K4 E9 Y. g - # Hot Key num 5
! Q6 }7 g- M( Y O4 S% p9 @% N( l - elsif Input.press?(Input::Numkey[5])
1 i- D; x! u$ F" v" P - $game_player.equip_item_to_hud(4, @item_window.item)0 e0 T: Y# @3 B& M. L2 l
- end
6 O e8 h# u& _3 h9 A( p) G - @hot_key_hud.update
4 L( T! l M: r4 j7 s6 a- [ - end1 \3 m( ~$ z8 E
- end1 v9 f! N4 e) o: P& i; E- c) N \
- end# V' @" y; R" R- `: z. m
- 6 ^- s1 ^+ p$ q
- #===============================================================================
" w9 G2 N6 X. Y+ l* o7 Y( T+ d - # HUD Window
) w9 S6 S4 W% x4 q2 k N - #=============================================================================== g! T5 I0 B4 T/ y
- class Hot_Key_HUD < Window_Base( V0 G- X' A/ X
- def initialize(x = HUD_X - 10, y = HUD_Y - 15)
; @4 X* @( w& } - super(x, y, 220, 80)( j& N+ Z" N, v8 s3 G i
- self.contents = Bitmap.new(width - 32, height - 32)" W( J+ V* h- g5 U
- self.opacity = 0
, y, K$ S7 H$ e - @actor = $game_party.actors[0]* c$ Z( Q! B- }) ]# M: b
- refresh1 a8 @" M0 S. k$ _9 D" l
- end
9 ~) i" p. J- \' b. N8 e1 B$ i! s - + H3 y' M2 V x% }$ m. q3 u5 Q
- def refresh0 s9 w' J+ L; I7 g
- self.contents.clear
6 W% e# }# O. ^7 ]. P( j* p - bitmap = RPG::Cache.picture("Hot_Keys_HUD")& K, _& a& u/ E& t
- self.contents.blt(0, 0, bitmap, Rect.new(0, 0, 160, 32))( B; @/ p6 v. b# _- E4 g, H
- for i in 0..4* ^! Z( E& m% u. V% X- i0 e
- x = 32 * i + 4
, G8 {9 z A8 o( m) } - item = $game_player.hud_equip[i]
0 x( F* l! a6 X- B: J - next if item.nil?
' h; {8 ?- D) {* A, z - if item.is_a?(RPG::Weapon)4 B2 m3 C& B m2 z5 M0 Y; n
- item = nil if $game_party.weapon_number(item.id) == 0 and
* @) l" m5 {) \2 G9 O( G' O - @actor.weapon_id != item.id, E% o9 Y2 x: E6 [7 o5 ^& l' i
- elsif item.is_a?(RPG::Armor); L4 ~( Y- h" A* {5 C
- item = nil if $game_party.armor_number(item.id) == 0 and ) b1 j* m0 ]# ]+ X+ }9 A6 Y! |$ U
- @actor.armor1_id != item.id+ y/ Y, v( C% i
- elsif item.is_a?(RPG::Item)
* v1 a9 m& a% h0 k* A$ b' F - item = nil if $game_party.item_number(item.id) == 0 or. i& o6 Y3 h$ W9 V* c
- !$game_party.item_can_use?(item.id), m& e$ F0 Z; S
- end
2 R: K1 [$ x0 p5 X" e+ a - bitmap = RPG::Cache.icon(item.icon_name)% U1 j3 Z3 b5 h8 a2 L4 V
- self.contents.blt(x, 4, bitmap, Rect.new(0, 0, 24, 24))$ c. i- d$ e" p
- end) z3 Z; _ D$ e9 X
- end
5 `8 R" a+ ^/ Q: _ -
% {: V5 t ^: A3 |/ x3 x0 }' s1 Z - def equip(item)
$ d- v6 a( e8 _+ N: s/ X - if item.nil?) P6 F! ^. n4 Q6 P
- $game_system.se_play($data_system.buzzer_se)- D4 U7 M, |/ j! ~# b
- return
7 V2 U0 p3 |( ]+ h8 }, \- l - end2 L4 P! Q, M* l& G) g, ~
- if item.is_a?(RPG::Skill)
- I7 m$ F# N. }1 I, @0 ?; p+ L - if [email protected]_can_use?(item.id)7 p( v3 [" R; Z* l3 e4 ~
- $game_system.se_play($data_system.buzzer_se)/ U0 C. [9 t, Z3 g
- return7 X' V0 L/ _8 v" e1 b( y0 R( D
- end* ]+ \ {* S8 e3 j( o/ X
- $game_system.xas_skill_id = item.id8 G' d u5 B/ M( k
- elsif item.is_a?(RPG::Weapon)
8 X- q Y7 Y' i: T3 R/ e* Z - @actor.equip(0, item.id)- B8 W- V( X# b: H8 a$ B
- elsif item.is_a?(RPG::Armor)
( I; [# \; r' H' A L2 g - @actor.equip(1, item.id)1 |; X+ h7 S4 i7 g# N' d1 r- |4 L7 x8 d
- elsif item.is_a?(RPG::Item)
6 c+ E( v1 u: n+ D; \% j - item_tool_id = XAS::XASITEM_ID[item.id]% [$ e# X( `" }7 q, n% [8 j1 _0 \- H
- if item_tool_id != nil7 W% F" W; P3 l `
- unless $game_party.item_can_use?(item.id)
5 U) j8 F3 x* m! S - $game_system.se_play($data_system.buzzer_se)" B: ?2 S/ O7 b: i8 C. K* |8 P
- return. }5 ~% G' i% N; _3 b! x; l
- end+ I- Q+ M2 _7 a. l: W
- $game_system.xas_item_id = item.id# V+ f* o3 U" }# M; P
- end6 l7 x9 b7 F4 f( {; b( ~
- end
. i. |* m5 R& g2 Q2 E - $game_system.se_play($data_system.equip_se)2 T4 p9 E/ R3 ^0 M5 P
- end9 j1 H4 q/ H1 I% G# U
-
6 [( c' q+ `- U8 A; U$ a7 e; r( Z1 w - def update/ q& v H6 s+ n
- @actor = $game_party.actors[0]
8 z o5 B/ U; m( C5 _ - @hot_keys = $game_player.hud_equip
- S6 D( y$ K& ` - refresh
; i u: @7 f5 [8 B5 j - return if !$scene.is_a?(Scene_Map)5 A6 Z" |0 x* r5 h, t* Q
- if Input.press?(Input::Numkey[1])
- C% B7 m6 O+ b: d8 M7 b* f: C - equip($game_player.hud_equip[0])
a, _4 O/ _9 z, G/ @+ Z: f- b - elsif Input.press?(Input::Numkey[2])+ ^% Z' C3 i9 \4 ^5 t' K
- equip($game_player.hud_equip[1])% T& P* l/ I2 x+ Y
- elsif Input.press?(Input::Numkey[3])
* K7 N2 Y4 p; u/ M; n$ z, g - equip($game_player.hud_equip[2]) 4 N9 G' q+ K4 V2 U4 h/ s% l1 h, Y
- elsif Input.press?(Input::Numkey[4])5 h' h7 V- f6 T" {2 H X2 Y) {" a
- equip($game_player.hud_equip[3]) 7 R' d- L. l; T* l2 s; r# h7 C( u
- elsif Input.press?(Input::Numkey[5])
/ y, t9 _8 Y7 a% s2 u* h - equip($game_player.hud_equip[4])
% |& c; D' z! a, Q4 n% s# {) B7 n - end
/ T6 J; e6 A& _9 W7 K- ~4 e - end
* d7 U& M8 n6 o5 M9 r4 }8 v - end8 s5 T4 o$ X m
- & ^, v' r) `$ v* k( G$ ?
- #===============================================================================' V5 t* S: l5 ?4 S+ S* O
- # Scene Map8 D8 B+ v$ Y: c- x& U/ a/ C: D
- #===============================================================================& o A4 f0 c# n3 K, Y) Y. `2 B; x
- class Scene_Map6 X$ ^7 r: x5 I$ d: C6 \
- alias hot_key_hud_init main& t/ `( C% v! C8 G- p! J9 @
- def main- Q9 y1 p1 q2 q
- @hot_key_hud = Hot_Key_HUD.new
7 D2 Z& r) ^5 y' S5 R4 `7 C3 s - @hot_key_hud.visible = !$game_switches[XAS_HUDDISABLE_HUD_SWITCH]
& [( {) J' l9 q) | - hot_key_hud_init
9 u% m1 O% R+ g - @hot_key_hud.dispose
4 { I, w! _9 g. E6 Y3 L! e - end
1 e! W# m) ]0 b( V, ~3 j - ' Y5 H9 W: A7 M: _- R$ q9 H2 a
- alias hot_key_hud_update update
1 W( S. [* c. L - def update
. t9 W1 I' w, Z( _' y0 ~ - hot_key_hud_update
" ]$ w) T/ U% P4 I( u9 g - @hot_key_hud.update
3 H. L5 ]; H2 i- ^ `8 d1 f - @hot_key_hud.visible = !$game_switches[XAS_HUDDISABLE_HUD_SWITCH]
+ z+ b% P p: F5 M8 _0 h2 I - @hot_key_hud.update if !$game_switches[XAS_HUDDISABLE_HUD_SWITCH]
, K. E; h1 D4 r, Q& J6 \' s$ A6 h - end
$ L4 F& U9 R3 L - end
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