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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,
/ g' v& g1 h M不知道有人能帮忙看一下吗? - #===============================================================================
2 C( }7 H6 P% e2 h3 z9 J. y - # XAS - Hot Key HUD( l3 `! @) V7 n# v- f% U& f
- #===============================================================================; ]/ a6 y. M7 t! e8 K; E+ W
- # By Mr_Wiggles
/ j/ Q; ]* i2 ^' O - # Version 1.3
$ l0 y, e) N/ v7 p" l; S - # 7/6/10
! W. _! Z$ h6 J. G3 N - #-------------------------------------------------------------------------------7 B9 a3 u# M4 v3 j- p
- # Instructions:
, C' W/ M3 B/ ~5 H K - # Fill in the constants bellow, paste this script above main and bellow XAS in# w5 C! C2 u% D/ T. S0 r4 R7 H
- # your script data base. BE SURE TO SET TO THE RIGHT XAS VERSION!!( d+ X B, h' l5 z
- # - m1 D% ?' l2 W7 ?/ I4 ?9 D. l& h
- # Place the "Hot_Keys_HUD" picture file into your game directory
3 k) k' P5 L. k3 P9 l$ N - # Graphics/Pictures folder.7 M m& f" k3 W3 f, ]# h
- #-------------------------------------------------------------------------------! |+ `8 Y: v, J. X7 J0 @( s
- # Directions of Use:+ Q7 W+ w$ [+ T) ]) e* ?
- # Simple just press a number key (1 - 5) when the quick skill or item menu is6 s6 f$ w9 b. k$ K) k. H. V/ P
- # Showing.3 |; m" v9 V, f2 |' Q/ M7 N$ |& ?6 k
- #===============================================================================* G( m. o, a( ]
- HUD_X = 0 # X pos of HUD
+ w5 O }; l5 t - HUD_Y = 0 # Y pos of HUD
: X' j; C' _. M" U! O8 P* ~, p - 7 s, Z5 U( e9 i* y4 @! R# m- M
- # Set true if XAS 3.7f$ a' |( F. w% }/ g- A
- # set false if XAS 3.6) c4 J) A0 y: f* U) d/ z, ] y& G
- XASVER_37 = true
0 Z* Y8 V2 P, B! D! ~ - & `" @/ q0 N0 z m4 s( h
- #===============================================================================# K6 Z% [. R P: G0 m
- # Numkeys Module
; a4 m- Y. R; t; h: M" s - #===============================================================================; y5 k# m4 H8 F& N y* ]7 P
- module Input- u% } F( y9 X9 N( u2 M
- Numkey = {1 => 1049, 2 => 1050, 3 => 1051, 4 => 1052, 5 => 1053}& C0 y. {) H( ?( s8 f( H( |
- class << self
6 J) U( D& c! t- ]3 [. G - Key = Win32API.new('user32','GetAsyncKeyState',['i'],'i')
3 ]+ z6 J6 t! i! h - 5 ^: k. g% i3 Q+ d' @
- def testkey(key)
5 j! U$ ?/ V5 z - Key.call(key) & 0x01 == 1" v4 z$ ?: K" ~# B" o& F( O
- end
' u5 z1 S, Q3 |& X. r -
$ ?7 |, }+ s+ c+ w, z* N - alias hud_key_update update, `/ K# K3 Z8 w$ Z# w7 W2 D7 C
- def update3 l+ M% R0 R* G4 H: P
- hud_key_update
5 X( E# q' f3 j0 f- n4 n- T& F - @pressed = []
6 u7 s6 U5 z: Z: t& @ - for key in Numkey.values5 @/ t% v3 d# b4 N: A$ H/ q3 l
- key -= 1000% n4 X. F) h K, ^' H0 ?
- @pressed.push(key) if testkey(key)
2 D6 m6 Q+ s6 S0 K - end: j- e& }2 @/ [) e
- end- x9 E" O5 y( P$ p& `
-
) J- j1 U9 f2 E$ M+ k - def pressed?(key)
1 i G7 S1 _0 T' [% o - key -= 1000
) I! ]" x l i! w! \1 g# Z' Y - @pressed = [] if @pressed.nil?( A- Y- {) t5 N1 U0 ]$ m# b
- return true if @pressed.include?(key)
4 {! ` z2 x2 v* F6 Q7 }+ n" x& M - return false# r. D# R8 c) J& ^
- end. y% f7 r5 ~ _
- 2 s. J" X7 q3 M$ b9 }) y
- alias hud_key_press? press?, }. u" R3 I% V/ A3 \1 L6 J' w* g
- def press?(key): y' p ^0 v6 H9 _' h% Q
- return pressed?(key) if key.to_f > 1000
+ O1 `2 O5 I) L0 ]/ B. e4 y% }8 v+ Q ?2 R - hud_key_press?(key)
) K' q/ h/ D5 T - end
- b4 _; ?. K0 ~( Q2 w# l" |7 H - end& V# R& }+ M3 ^, c* ]# X
- end5 M% f0 X0 V* E/ }" I% j* \
^9 w j, n, {6 z- #===============================================================================
9 X T' ^* S, i2 N& x+ M: e - # Game Player
8 U# _! K) G6 y$ B: U# E/ z' B( s - #===============================================================================
, T8 @1 v v; {6 F - class Game_Player < Game_Character
- r [/ c$ {2 Z- y6 A - attr_accessor :hud_equip9 Y/ e% W2 j8 y4 S" T
-
5 u0 v/ D' `; P! L5 N - alias hot_key_hud_init initialize
/ Q- ?2 r* A+ w2 a - def initialize: |, Q4 X9 _0 l1 x
- hot_key_hud_init v9 E" p5 L) y$ ]; G7 N8 @
- @hud_equip = []9 ]/ b) J4 n) y) G2 r& U
- end1 O+ }+ j5 o3 b5 m' g* @8 D4 D
- " l2 p7 }1 y; w4 w, M
- def equip_item_to_hud(n, item)
9 F. y- i3 b1 {3 b6 Y2 Z6 W - if item.nil?
+ I8 p/ x u: R$ w1 S- |' z - $game_system.se_play($data_system.buzzer_se)
0 k$ n1 O! m6 }4 N - return6 r- C0 D( n" I0 c9 _1 n
- end
, L0 z- X9 x) s& e# q - $game_system.se_play($data_system.decision_se)
3 P4 G8 ?# U8 M+ S/ p1 s& |. ? - @hud_equip[@hud_equip.index(item)] = nil if @hud_equip.include?(item)
4 M0 u. }9 s) V5 l* Q, m! M - @hud_equip[n] = item
& ^: e k- V$ S& [/ U" p6 @: | - end
6 o A, `- N! {- m, o( C - end
6 J' t" h4 _) g0 C- R( A# c9 D! |, t3 F - & r& l# v* ?% |# D" |" E: }- V; h
- #===============================================================================
0 F2 B g2 B' R2 Q5 c5 f. x) N - # Quick Skill Window
& A" s+ V) }8 f( Y - #===============================================================================
" M3 s! k9 \$ E+ k" [( w - if XASVER_37 == false$ e/ f5 o( K8 A- ^3 r0 B. W
- class Xas_Scene_Skill+ z$ h0 }% d/ n5 ]# ]5 |7 P
- alias hud_quick_menu_main main
+ D/ E" p( W3 V5 I* H - def main
* a7 k! [, ?5 y+ z - @hot_key_hud = Hot_Key_HUD.new
4 J& R/ j1 X% e3 K - hud_quick_menu_main9 R' `1 c6 `1 e( R
- @hot_key_hud.dispose
$ b6 w& m n$ J( v( k3 e, M - end, e* u4 q! ^5 [! n5 P
-
! y2 Y: A7 p6 r$ ]2 D( o/ r - alias hotkey_hud_qucik_menu_update update
! e( a/ d6 K# \: o, @' h - def update0 N6 A, T' a; `+ [7 d' {6 q
- hotkey_hud_qucik_menu_update: [, E* m# X7 e2 I7 g
- # Hot Key num 1
8 F9 M$ w" U1 `% [& I3 \/ e# \ - if Input.press?(Input::Numkey[1])
$ G$ I) x/ e# C% A9 ^0 R$ G1 d - $game_player.equip_item_to_hud(0, @skill_window.skill)
8 n. {# o! P: H - # Hot Key num 20 e% f# \' S0 F1 ?5 y6 g; p
- elsif Input.press?(Input::Numkey[2])
9 S7 ~' S" Y- R' @ - $game_player.equip_item_to_hud(1, @skill_window.skill)
" C# }) n2 q! Q9 y; H - # Hot Key num 32 C d$ b( X; U! W+ k v$ o4 }
- elsif Input.press?(Input::Numkey[3])
e; Y$ _) E3 p1 | - $game_player.equip_item_to_hud(2, @skill_window.skill)
% L: Z) [$ J; s7 y% N3 \; P9 r - # Hot Key num 4% _( f0 y+ g$ D$ u
- elsif Input.press?(Input::Numkey[4])# k3 x$ t! N2 ?* I+ ]$ @( O* u
- $game_player.equip_item_to_hud(3, @skill_window.skill)
9 R+ z/ H) X3 x3 Z% w - # Hot Key num 5" Y& i7 z T6 n/ K0 F) b
- elsif Input.press?(Input::Numkey[5])
* W; _) [5 J8 m6 f: Y( [% o - $game_player.equip_item_to_hud(4, @skill_window.skill)$ F8 L0 ?- m. i% a& o; m) V
- end
" n0 F! j5 Q2 @& t- M - @hot_key_hud.update
. q# p" f& J% ~+ f0 [ - end* Z5 L6 v k/ L7 b3 x& m) a
- end
! d! n4 [( e3 B" P3 B - else2 \3 V# G [/ h0 n
- class Quick_Menu_Skill6 a; V' o2 Z1 {/ M- `
- alias hud_quick_menu_main main0 l8 Z+ Z X0 K' p+ o
- def main& U6 z' R& g' s
- @hot_key_hud = Hot_Key_HUD.new
2 n3 v7 n1 d# c) M" Z: o - hud_quick_menu_main2 [* l' M% u! x U' }% ?
- @hot_key_hud.dispose
+ s- E5 a% a! @ q+ @+ L5 q - end
: i# |1 o3 v: G, L& f4 h - $ t0 u: s; D+ v8 |6 o
- alias hotkey_hud_qucik_menu_update update
4 k) H8 j' W4 Y0 S8 h - def update6 s8 {& e6 j2 L6 W* `9 e( ?
- hotkey_hud_qucik_menu_update/ V- }* V' |9 c4 R" r4 H
- # Hot Key num 16 f" _8 x4 e0 J; n& I$ L& ?' g
- if Input.press?(Input::Numkey[1])
9 |) u) B O8 u! |4 G) U - $game_player.equip_item_to_hud(0, @skill_window.skill)2 Z) y ~0 ?, {! j. V
- # Hot Key num 2
: Q$ m0 b9 i( G6 L, L# l - elsif Input.press?(Input::Numkey[2])9 W, F1 Z$ U, `4 b, U) N- C0 [# z
- $game_player.equip_item_to_hud(1, @skill_window.skill)
, R3 F' u! Q. D; _ - # Hot Key num 3
% C: I: K) S0 h% P - elsif Input.press?(Input::Numkey[3]). `4 Z! r1 S8 q( ^3 i) x m! m
- $game_player.equip_item_to_hud(2, @skill_window.skill)
! R0 J7 W) b5 g - # Hot Key num 4
r' u8 H0 n' W( q I! T$ P - elsif Input.press?(Input::Numkey[4]), S$ |; \6 A/ e% |/ T
- $game_player.equip_item_to_hud(3, @skill_window.skill)! p" q+ j6 ]6 e" W7 q5 G
- # Hot Key num 5
( _; v8 ^% x; c+ J! M& @: ? C - elsif Input.press?(Input::Numkey[5])( O7 {/ w3 Y. ]2 G
- $game_player.equip_item_to_hud(4, @skill_window.skill)
; j" [/ p8 M- y, q- d - end6 a; k/ W; e1 z3 h! P& D$ l
- @hot_key_hud.update
, `+ b: w: O; j u" y - end8 H* s6 H6 H' s$ a
- end5 n# u0 R( D+ w& q2 K
- end/ M# [$ f/ I7 x+ w% a0 @
- 0 J5 Q% V$ v$ `% d
- #===============================================================================8 U& N7 ^4 f. s, U% }! {/ B7 z5 p( W
- # Quick Item Window
1 {3 S6 D+ A l8 m3 N) B y - #===============================================================================0 m+ ?* @3 o4 n" f# r+ P5 v0 m
- if XASVER_37 == false
: m. S9 }% L8 {. T, P, C8 K - class Xas_Scene_Item0 I" D0 b" B4 W5 l6 a& f
- alias hud_quick_menu_main main" h9 V6 I; I( _! n. \
- def main
; H! y$ X% u6 k* @ - @hot_key_hud = Hot_Key_HUD.new( e2 `) ^$ {; `- h6 I. N+ ]
- hud_quick_menu_main6 p9 e2 x" Y, O" W
- @hot_key_hud.dispose
, d; y: N' o8 I9 x# `& U: N - end2 d+ w# |( R5 a# g6 M' o
- 5 x( M: E O6 H4 k
- alias hud_key_update update# e" y6 u+ n1 T) D0 ~1 d* y
- def update
: B: [" Z: e4 R6 W& y6 w - hud_key_update
, f# b% }8 C1 z% t9 Y - # Hot Key num 1* p8 }) z% W. w- p6 S
- if Input.press?(Input::Numkey[1])
3 j- c9 w( e* z - $game_player.equip_item_to_hud(0, @item_window.item)3 D K3 X/ `" x7 b; n1 o
- # Hot Key num 2
6 _0 ^- [! U) {: O3 J0 g6 _ - elsif Input.press?(Input::Numkey[2])8 z1 n h' n+ p5 c' `
- $game_player.equip_item_to_hud(1, @item_window.item)5 n0 C. f' Y$ ~' j, C
- # Hot Key num 3
2 f& `7 d4 \, g( c - elsif Input.press?(Input::Numkey[3])6 M: s$ R8 Z2 C$ w$ J0 ~
- $game_player.equip_item_to_hud(2, @item_window.item)9 W# C; U; a& g+ m; l9 {6 E! a& _3 B% |+ U
- # Hot Key num 43 u- T* E# \' z: `5 P$ p; y
- elsif Input.press?(Input::Numkey[4])
: w3 B6 @4 y; u8 s9 y3 B" x' e - $game_player.equip_item_to_hud(3, @item_window.item)
9 }! T9 e# e! z. j1 s - # Hot Key num 56 p, Z! {. ~- p& z) r' ^# N1 @
- elsif Input.press?(Input::Numkey[5])
& S& A; ?0 q) E9 k2 E - $game_player.equip_item_to_hud(4, @item_window.item)
/ x. [* o4 P* C% M - end0 z. l7 p. r3 U( C6 v
- @hot_key_hud.update9 v9 C2 W( R! N
- end
$ X, a1 c. {3 o1 P% H7 ]2 u7 d2 k7 v - end
w! O' P* P$ }' ]) ]4 ` - else
3 M X$ H- b3 s - class Quick_Menu_Item
9 b ?! Z% {/ x - alias hud_quick_menu_main main
$ r6 X1 a9 c! G3 v I - def main
4 D, O0 b; u0 }, `) W - @hot_key_hud = Hot_Key_HUD.new0 ]! N& x' w0 `/ I9 p
- hud_quick_menu_main% X7 [" s; w( D2 o9 b
- @hot_key_hud.dispose
. l! N2 @$ Q8 ~ b$ m' \ - end g. R# R% W U$ d- N/ N( m B& E
-
. A& i! o! q1 m - alias hud_key_update update
8 f z* Y ]8 p/ h5 b - def update
5 F5 x. u, L$ E4 g) G - hud_key_update
+ o3 y& C: G. b" |4 Z7 A - # Hot Key num 1
1 v+ T$ d8 S$ \$ [! m6 n - if Input.press?(Input::Numkey[1])
U% D0 m0 ?! M5 t8 c! r: | - $game_player.equip_item_to_hud(0, @item_window.item)( z; \ ?3 s( F& X' c' ~# K
- # Hot Key num 24 F* S7 V5 S; y" H) K
- elsif Input.press?(Input::Numkey[2])
! K+ P. U) \/ Q2 L2 I5 v - $game_player.equip_item_to_hud(1, @item_window.item)
! I3 }+ K3 K# t9 \# B5 A, H0 ?/ x - # Hot Key num 3. t( ?; \$ h- `- C2 ~
- elsif Input.press?(Input::Numkey[3])
) a+ ^2 J# Q$ S2 R3 s - $game_player.equip_item_to_hud(2, @item_window.item)$ N- P- b4 A5 E% x7 Y# J
- # Hot Key num 4$ x. V$ A9 }2 ^
- elsif Input.press?(Input::Numkey[4])
- |9 y- F5 U1 x& k7 ] - $game_player.equip_item_to_hud(3, @item_window.item)
1 c7 O/ {+ V h/ _0 ?& i - # Hot Key num 54 Z$ d+ \6 i5 A! h3 \/ I9 r
- elsif Input.press?(Input::Numkey[5])+ B% ]. A) G+ J1 A! e( \
- $game_player.equip_item_to_hud(4, @item_window.item)
u' s6 j, \2 V0 n& {+ z- T# Y& j# q$ p - end: V2 F9 v+ D" i
- @hot_key_hud.update
% w# h, A) R, @) y* c7 q% a5 e8 q1 O - end
8 c! P$ B `# }7 B$ U0 k - end
l5 e2 ?8 _6 @, B$ T" G - end/ ]5 T& M5 J7 Y" e0 i
( u; f$ B- H" d8 @ ` W- #===============================================================================* V3 [, G6 ~+ c# u
- # HUD Window
! F" z& n9 e8 R! z" ]/ @1 j - #===============================================================================2 W7 Q. d; \0 {9 d. |
- class Hot_Key_HUD < Window_Base5 |2 L; e/ y/ N* K
- def initialize(x = HUD_X - 10, y = HUD_Y - 15)
7 K% _2 S. D1 x, W3 g: Z+ S - super(x, y, 220, 80)9 l, k2 I1 @ c7 V. N4 T+ i
- self.contents = Bitmap.new(width - 32, height - 32), s! I7 B* a; w5 S6 q& d9 V
- self.opacity = 0
6 e; w; D2 a! ?' Y - @actor = $game_party.actors[0]5 f5 }: c! {; y/ X
- refresh
+ a* ]; H! n0 m! w8 B! X l$ a( L - end
9 ]8 X5 H' D* H# T: m7 w* V
4 ]2 L6 {3 ` q" F, S( w- def refresh
" ^8 c& N$ x( r' N6 \ t - self.contents.clear
5 w0 r* |) ?6 [5 r# i - bitmap = RPG::Cache.picture("Hot_Keys_HUD")
$ H1 @% L8 |- s5 J - self.contents.blt(0, 0, bitmap, Rect.new(0, 0, 160, 32))
6 _4 z8 d4 e t& l* B# ^ - for i in 0..4
( d y- `( ]; n, b$ R. e - x = 32 * i + 4
6 u) a3 d. J2 A( q0 m! P - item = $game_player.hud_equip[i]
- a9 w' k$ k( q - next if item.nil?
, [" O4 J5 A! g5 B' X; W# J - if item.is_a?(RPG::Weapon)
0 h' r) t0 a; e* D# t - item = nil if $game_party.weapon_number(item.id) == 0 and# `! j- d, Y: v$ i( i# l
- @actor.weapon_id != item.id
3 O# U. x. J5 Q+ I* u4 u, p) h+ Q - elsif item.is_a?(RPG::Armor)! S+ ~1 D* Y3 \; {& W/ u
- item = nil if $game_party.armor_number(item.id) == 0 and 0 ]* A/ {% b% w
- @actor.armor1_id != item.id' U. q% v' r) b ~; C U
- elsif item.is_a?(RPG::Item)
& v0 n/ |( D& m- K0 e' t - item = nil if $game_party.item_number(item.id) == 0 or
/ A( m1 }6 k, t; h" o, g - !$game_party.item_can_use?(item.id)
1 h: g6 B2 e+ k$ G9 ^ - end
! s& j$ }( l0 o: F0 M/ w/ m - bitmap = RPG::Cache.icon(item.icon_name)
$ H0 p) ]3 a$ ]8 g* K: D$ C - self.contents.blt(x, 4, bitmap, Rect.new(0, 0, 24, 24))5 g7 F3 I# N( y: t
- end
% `& j$ q& `6 [! q - end8 ?) t; h6 p; X
-
+ M. D a9 D, M2 n1 g2 B - def equip(item)
- s- t$ H3 q6 _5 m) s: s7 t - if item.nil?" M. [: ?9 [* a y/ i$ S
- $game_system.se_play($data_system.buzzer_se)
8 @$ e5 m/ s; F, s - return
7 t3 R, U' p. @( l" f" r - end$ ^9 t: z# u, \1 Y0 [8 @4 O
- if item.is_a?(RPG::Skill)! J8 L- X" Z5 I# S! ^0 w& k
- if [email protected]_can_use?(item.id)
( m5 k7 ^; Y; u" T- Q9 { - $game_system.se_play($data_system.buzzer_se)6 @2 G: ]& T7 Y% \* Y7 r" x; y3 L
- return
% f# K [3 Z; |( ] - end
F F$ w; G3 C) I! ]4 r- }" c! A - $game_system.xas_skill_id = item.id
) M% @0 n/ j- z; O! P: A8 L5 |! G - elsif item.is_a?(RPG::Weapon)
) C0 [8 j6 n* A$ ^$ B) ? - @actor.equip(0, item.id)
- U6 a) V, X: p0 ?. M! X$ w - elsif item.is_a?(RPG::Armor)
1 N% Y0 S0 X$ K8 W - @actor.equip(1, item.id)
d$ s6 f4 ?0 K. D& f# y; K. x - elsif item.is_a?(RPG::Item)0 r# m& f n- t
- item_tool_id = XAS::XASITEM_ID[item.id]
8 f$ E; P$ ^2 A% d0 \ - if item_tool_id != nil/ p, Y$ }% b; w, E; O: a+ r4 c1 I
- unless $game_party.item_can_use?(item.id)
6 `9 |% g0 V) d, H+ ~0 M - $game_system.se_play($data_system.buzzer_se)
, n+ q$ \; x; F) b - return
$ S4 O. F! q; A# ?8 J* O3 { - end
8 I( C |; b5 S2 | b - $game_system.xas_item_id = item.id
8 U7 O6 f2 K$ r' D2 W3 |! G. ?! Z - end9 T4 |7 ^- ]* I- J Z
- end/ @0 ~7 H9 |, W/ c9 v
- $game_system.se_play($data_system.equip_se)
* S h/ F) O, T' B# J; P - end$ i f2 [& Y( A- [& |
- ) Y: B+ F0 N1 h
- def update
$ [7 U, m- N/ ]1 q8 F% Y u - @actor = $game_party.actors[0]
) H+ O7 T3 _8 \ - @hot_keys = $game_player.hud_equip t7 f) A' E: l6 g
- refresh
5 x7 T% E3 w: \& _ g4 S4 f0 A - return if !$scene.is_a?(Scene_Map)
O# Z' t: W/ T' Y5 L; _, d- c - if Input.press?(Input::Numkey[1])
6 ~' K8 I/ V3 L: j - equip($game_player.hud_equip[0])! H- }! W# {: z/ k1 ~
- elsif Input.press?(Input::Numkey[2])
( r i" I# n- R2 K. { - equip($game_player.hud_equip[1])
) y6 u. t' N2 E( B% S( j - elsif Input.press?(Input::Numkey[3])4 w- T% u4 ?! c9 C ^
- equip($game_player.hud_equip[2])
: y( o5 `. ~5 ~# K) S! H# E% v5 V6 V - elsif Input.press?(Input::Numkey[4])
+ d" Z; l$ P) Q - equip($game_player.hud_equip[3])
% y; H8 k4 u7 S: F+ r# k2 d3 X/ x - elsif Input.press?(Input::Numkey[5])
2 P( l1 H6 o& a: E& i7 J - equip($game_player.hud_equip[4])
7 O6 Q. S! N: U6 R9 p - end
( v: K# \ V% L7 G - end
1 {0 L( v( `+ Q3 k, W E6 y - end; f8 b2 l; T. A& Y$ m( X
q0 e. v9 K6 l# J1 \/ \- #===============================================================================' S) {) v1 t3 f3 L
- # Scene Map0 ~) V1 Z. u5 Q; ]/ |1 e1 l
- #===============================================================================
# c# I) q* s6 r. _. o - class Scene_Map8 G7 a4 b- r% h: g% l
- alias hot_key_hud_init main4 Q: _3 {3 U$ D' p, p9 z
- def main& N' @: W0 r3 K4 y
- @hot_key_hud = Hot_Key_HUD.new9 q$ f0 T, p9 n1 q
- @hot_key_hud.visible = !$game_switches[XAS_HUDDISABLE_HUD_SWITCH]
' ~8 t3 H; g/ t7 G8 |( r7 x - hot_key_hud_init/ n) D5 Y5 U& W" b4 p7 x2 I7 U
- @hot_key_hud.dispose
0 J9 H5 q+ W* V - end$ D1 {2 P* a6 R Y4 v. l
- : }! K' J* W. ?9 q* ]
- alias hot_key_hud_update update+ y" N. \2 @: U& C8 g" H
- def update; ]- |# i) C* k* |' f( e% L
- hot_key_hud_update
5 X q" W0 ?1 F9 H- G - @hot_key_hud.update
5 k0 J& j- r% I4 |4 q/ Q: ? - @hot_key_hud.visible = !$game_switches[XAS_HUDDISABLE_HUD_SWITCH]
. X# E( q* M V* N) d( O* c - @hot_key_hud.update if !$game_switches[XAS_HUDDISABLE_HUD_SWITCH]4 C# u6 j3 H k; o- s1 S
- end; Y/ q& \4 d6 ]6 ]
- end
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