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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,
- ?7 Z& l& q+ G/ M* O8 g1 s( W' s不知道有人能帮忙看一下吗? - #===============================================================================( F- }. ^3 Y5 D2 m
- # XAS - Hot Key HUD3 u6 a1 z; M: w5 X9 s+ i5 M
- #===============================================================================
( `1 q: x+ Y4 ?$ G - # By Mr_Wiggles, U/ x' l3 t& `- X; m& F) S
- # Version 1.3
" Y3 m2 `' J+ P% h/ h' }6 { - # 7/6/109 l2 h! q. ~3 u K+ U" y2 p! R
- #-------------------------------------------------------------------------------% M* S6 j& S$ \/ O% n4 p4 m1 W
- # Instructions:
1 v) O, w" S# C* \0 Y4 L7 ~ - # Fill in the constants bellow, paste this script above main and bellow XAS in
5 H" ~% a" g7 A9 L [) z1 { - # your script data base. BE SURE TO SET TO THE RIGHT XAS VERSION!!
& R, t/ D8 r$ [/ O2 {# s6 E( B - # 8 w% d1 h5 a8 t R& ^
- # Place the "Hot_Keys_HUD" picture file into your game directory
, c) Y& ~% u9 O; N8 p - # Graphics/Pictures folder.+ w! \# R# B$ N) J: X( i" R
- #-------------------------------------------------------------------------------
- R# a7 O3 N5 d: \. @ - # Directions of Use:8 ?: j+ q- G; t& C" \" s
- # Simple just press a number key (1 - 5) when the quick skill or item menu is" R ^4 [% B( \) q# J6 `# {2 l# N
- # Showing.8 f" X3 ^! \8 d2 |1 i: I
- #===============================================================================
6 y T5 L" G4 L2 B, | - HUD_X = 0 # X pos of HUD; I8 `5 g. h+ @) m k) u, T; E
- HUD_Y = 0 # Y pos of HUD
# p3 z5 |0 _; q: e; S: v5 a - 6 ?( N% T+ Q4 w' D
- # Set true if XAS 3.7f. {' @+ ]: q" l) ^5 ~$ j# E+ ^$ V
- # set false if XAS 3.6- I9 C2 I s; _/ T* o3 B
- XASVER_37 = true
9 [/ w, S5 L8 F* L) c9 a% Q
5 z7 y) o9 A2 y m0 P- #===============================================================================0 B# G9 U6 X2 X! c* N/ U4 V4 Q
- # Numkeys Module
+ u I( F* G8 i7 w - #===============================================================================
9 ]$ }8 ~7 q5 m - module Input
+ w5 x! t3 ^: Q6 U4 N* A - Numkey = {1 => 1049, 2 => 1050, 3 => 1051, 4 => 1052, 5 => 1053}
0 Y7 A! J3 _8 m* S+ T' {1 P - class << self( j! L# v6 s/ V: X- Z3 A! R f
- Key = Win32API.new('user32','GetAsyncKeyState',['i'],'i')( s# v ^ b, T- i# {( {9 m4 ^
-
8 m4 G# l, ^ Y7 q1 e K/ M6 a - def testkey(key)9 b, n& P$ Y/ [
- Key.call(key) & 0x01 == 19 v. E& v, S: G( J
- end
! U, U/ p! d+ E) g' {& T -
) R6 f6 Y6 f& Q5 B: n' I+ f - alias hud_key_update update
* w# [9 p# W, _2 k; q6 ~( c - def update
' Y% r! X M! m3 o! R9 F2 L' F9 Z - hud_key_update
; n2 l a) m3 T, J; l- O9 D3 b5 I2 L - @pressed = []6 O2 e S- V. j! D/ b* l/ p8 H
- for key in Numkey.values
! P; c( E6 E v; v - key -= 1000
8 c% \+ y( O. ]; E3 [5 s: b - @pressed.push(key) if testkey(key)
5 E1 \ C" O- }, U# ^ - end
! T: e3 R! H. h ]& S$ X - end, O& W$ O! w6 V2 j" y( B+ ?
-
- x7 w2 p U8 U/ w: | - def pressed?(key)5 ^$ a& f% F6 K
- key -= 1000
/ }, P8 B% |' S/ M7 W1 @0 D+ C - @pressed = [] if @pressed.nil?
/ F8 [) j, p/ `# K f - return true if @pressed.include?(key)
/ v" G3 t9 e8 N" Q - return false& U" h- x& Z' @6 E ?
- end* G9 {# I$ K4 Z8 ~9 K( m4 T
- 1 ^8 B c: [; F
- alias hud_key_press? press?$ r X9 E; N8 C4 X$ W: K% @) {
- def press?(key)
' m9 T$ c% n* a% K- u# y - return pressed?(key) if key.to_f > 1000
+ ~0 [+ m$ c' z/ e5 E4 X7 c6 w - hud_key_press?(key)
6 l3 q( m* {1 c; f1 o - end
' U( h; r, u8 ]/ n2 j5 d6 \& P* c - end
8 H, v ?9 K z3 E3 e2 ^, ] - end$ N, f0 k+ R$ @9 T( y
. h% z3 E9 L+ t1 L1 _' U& |- #===============================================================================
1 ~6 R9 x2 ]7 g8 O( k0 _ - # Game Player
& T$ n+ k4 p6 v# } - #===============================================================================6 e* |1 c/ h# N) k* g, }
- class Game_Player < Game_Character% s; [$ S2 x. [3 b. \' M2 I
- attr_accessor :hud_equip
/ k* \ W; V$ s# K - ) t+ Q* \" y* J! p% S: o
- alias hot_key_hud_init initialize
3 B- { K6 @8 M" T - def initialize; {( N" ]1 g$ o; B
- hot_key_hud_init
$ Z8 q7 h. l5 R* E - @hud_equip = []
* V9 g O! J6 F - end
, E& `- z5 U/ \) | -
. i" q" y4 \1 [( ~* S* o: t: Z - def equip_item_to_hud(n, item)
; I1 T3 y9 T1 m$ H( ]9 @ - if item.nil?' q8 s1 [+ s, `; [& w
- $game_system.se_play($data_system.buzzer_se)8 b+ V, f$ J) L, a z3 p) s6 G6 W
- return
+ A8 Z6 q' o) ]+ T* ~ - end
0 b% B: {2 e! i H! O - $game_system.se_play($data_system.decision_se)
) q4 [+ Q' o7 f- \0 W. m% X) m - @hud_equip[@hud_equip.index(item)] = nil if @hud_equip.include?(item)
" w* {. A; q: Y. H - @hud_equip[n] = item
% s7 D$ r" C, n# |* u" u s - end
- I9 t" y* }, H ]3 O3 @ - end7 H' N& H% U' q$ ^1 f8 k& k8 m9 [
- ! A3 A, c" M I+ h4 W
- #===============================================================================3 A4 s3 H! U8 ^3 A9 x
- # Quick Skill Window9 H7 Z1 A F$ N6 P; \
- #===============================================================================4 M: |% t: R6 M" H' Q1 @+ {
- if XASVER_37 == false
8 D1 Q5 I* [2 U4 C F3 V7 z - class Xas_Scene_Skill/ P1 i+ Z: L5 X2 V
- alias hud_quick_menu_main main: e3 b; y. I. H' g; ]! `
- def main% w& R9 P! [1 o2 w
- @hot_key_hud = Hot_Key_HUD.new
v8 z0 V# f+ S5 ?0 H5 h( \ - hud_quick_menu_main
' w; m* E5 B3 F; d1 w5 N. W - @hot_key_hud.dispose
9 @( x; x0 a, @. V - end
$ C$ Z; \/ @, B4 P -
; O- o* I, \% F2 U1 t9 N5 b - alias hotkey_hud_qucik_menu_update update
7 Q; A- T f) W4 z! g# ^, M - def update9 O9 J' `# I- ~9 \( r) N
- hotkey_hud_qucik_menu_update8 Q1 M1 o2 e; ^
- # Hot Key num 15 l8 T# Y9 l6 v' G( |- [, B2 O
- if Input.press?(Input::Numkey[1])
J5 Q" H9 U4 f! x - $game_player.equip_item_to_hud(0, @skill_window.skill)
$ K# N- r$ g& V# w4 ^ - # Hot Key num 2
8 J8 U8 I8 u$ q5 |' u - elsif Input.press?(Input::Numkey[2])0 @4 L- o( o& h# y3 K* P
- $game_player.equip_item_to_hud(1, @skill_window.skill)
" _: `+ r/ g$ \; \& l8 f - # Hot Key num 3
7 K7 k! s# G8 {! z: l - elsif Input.press?(Input::Numkey[3])$ ?7 n0 d. B( g6 n) K/ g2 ^ p
- $game_player.equip_item_to_hud(2, @skill_window.skill)
: K, O E; R; J/ y, q) C) G - # Hot Key num 4
! ~, T) _& B/ ]- R8 a1 K. ]; H- |) ^ - elsif Input.press?(Input::Numkey[4])$ Q3 D: V8 D) u
- $game_player.equip_item_to_hud(3, @skill_window.skill): S/ \: r x4 O
- # Hot Key num 5
2 e1 B0 L6 g, Y7 z+ J; ]4 G; d( W - elsif Input.press?(Input::Numkey[5])% W% j: J# e5 b' x
- $game_player.equip_item_to_hud(4, @skill_window.skill)
' G) ^% a, F, @ - end
( h$ g% ~5 z8 A& g9 O$ ~' G# c% x - @hot_key_hud.update
1 l' r6 ~9 Q" C( x6 a( I ` - end
" N1 e& |0 i" K i- x - end- f" I6 h# _( {! ^; w
- else; g+ S, y! v, j# ? U0 K: }* Z" V% c$ u
- class Quick_Menu_Skill/ q d! h0 A( `+ c$ G
- alias hud_quick_menu_main main
) e0 z% C: K6 Q1 S3 ~ - def main
9 l" R2 B1 i R3 u* l- H# L! F - @hot_key_hud = Hot_Key_HUD.new
8 o3 C9 f2 b# \! `2 C3 V - hud_quick_menu_main+ {! L& e* L' h$ b) c' U0 x. ~
- @hot_key_hud.dispose
- r! J8 W; j/ x9 ?* ^7 y - end; V& P. o5 ^ ]# h2 T2 V
-
$ o5 Q# f: P0 \) e% ^ - alias hotkey_hud_qucik_menu_update update
. I+ {, R {7 X$ R: t* J- i1 J: T - def update# m u* @8 r, o
- hotkey_hud_qucik_menu_update
, t+ y0 V+ C# C0 w - # Hot Key num 10 y7 B$ ^7 D+ \ K
- if Input.press?(Input::Numkey[1])
2 X W8 r3 f5 M& u5 }/ O2 D - $game_player.equip_item_to_hud(0, @skill_window.skill), b( X3 \- F0 Q! h! j, n
- # Hot Key num 22 a7 X) _3 L) {/ A
- elsif Input.press?(Input::Numkey[2])
( i3 W% Z& D9 ?* r6 k9 C - $game_player.equip_item_to_hud(1, @skill_window.skill)9 u) C) ` m: u* K9 R
- # Hot Key num 3
, j2 ^2 r$ x5 l9 c3 K. R- z - elsif Input.press?(Input::Numkey[3])5 ] P% J7 B* K1 {+ M" O4 O" Z
- $game_player.equip_item_to_hud(2, @skill_window.skill)
2 @) H6 O& x* s& d% y - # Hot Key num 4. \7 D( C8 j& _) a9 M
- elsif Input.press?(Input::Numkey[4])9 V o+ H: N! F- O2 z4 q- c5 e" l
- $game_player.equip_item_to_hud(3, @skill_window.skill) d; l( Q/ A# F" i; C
- # Hot Key num 5
4 J/ Q2 v2 k* @# v5 y% j - elsif Input.press?(Input::Numkey[5])
1 u, o( g4 q* @8 x" l" F% Q - $game_player.equip_item_to_hud(4, @skill_window.skill)
4 m' K: }" F1 [% f7 B" ]3 `3 k0 L, N - end+ u3 p! [- e. z* t- l" q, s
- @hot_key_hud.update
: |: U* }& I2 E! X - end" }# g" k' M) c6 K0 g% J( Q
- end
3 m3 ]$ A* |) B. e% r, ~ - end" ~5 \* y% i" |
2 ]- N/ v: C+ I" i- \- #===============================================================================; X$ j+ ^+ m+ W( q/ A- ^( v$ u7 h
- # Quick Item Window
4 _6 L6 V4 L5 ? - #===============================================================================
0 \# r* |5 {, u; n - if XASVER_37 == false
, j& [; C4 G! X9 v: { - class Xas_Scene_Item. r$ N5 _7 Q& E9 V, j
- alias hud_quick_menu_main main
2 R2 ^9 Y% {7 u3 r1 l - def main
* g$ T: W) R: Q$ T. [; \ - @hot_key_hud = Hot_Key_HUD.new1 `* X3 `# a" a8 P
- hud_quick_menu_main/ P; A& A! B" X3 Y( M
- @hot_key_hud.dispose+ Z) H$ U+ E/ m1 A0 m9 p( W" R
- end6 T- T% v- u/ L( @, V; |- C$ K
- M0 B" W6 _5 g, \
- alias hud_key_update update
e# X4 P$ T z) M+ |# w. h - def update
4 H) R. F- S( |: U - hud_key_update$ B4 |) n) l s/ E% R, g3 Y1 y( r
- # Hot Key num 1
6 S% f/ M2 I# \' [ - if Input.press?(Input::Numkey[1])
8 E7 ?7 D0 Y |* P; r; G9 C0 G+ q - $game_player.equip_item_to_hud(0, @item_window.item)
1 \) A1 X5 t) D - # Hot Key num 2- G3 B V" A# q1 R' l, c! m
- elsif Input.press?(Input::Numkey[2])
* @* h+ I$ |; x2 w5 @) L! K - $game_player.equip_item_to_hud(1, @item_window.item)
6 ~4 W2 I. d3 H - # Hot Key num 3
- q, `% s% b1 x7 j - elsif Input.press?(Input::Numkey[3])
, a' X$ t" x: k" D# v+ n/ Z - $game_player.equip_item_to_hud(2, @item_window.item)6 O- K' X' B7 w1 l3 M, `1 p5 P) D
- # Hot Key num 4
. l: \; Q d# G2 s - elsif Input.press?(Input::Numkey[4])
3 F' J7 w/ W# ~& Z - $game_player.equip_item_to_hud(3, @item_window.item)
+ Q4 Q9 X* u0 w' { - # Hot Key num 5" x T% `/ M! ]; L8 |
- elsif Input.press?(Input::Numkey[5])* S! T+ D! ]3 q! e2 K0 t& _
- $game_player.equip_item_to_hud(4, @item_window.item)) T E7 l/ _0 a" h
- end2 y0 {( }8 [2 e7 y8 g9 W
- @hot_key_hud.update) p- {% O- W7 G9 @' K( ~
- end
6 u- i, a9 t+ G% \+ { - end O; y- c( m4 ?- g8 I1 d0 G
- else3 q5 w, B. z8 l& I; X+ N
- class Quick_Menu_Item
* D5 v8 A5 E3 w) A3 q6 v. q8 H0 O - alias hud_quick_menu_main main
3 G% Y5 X" k1 ?0 m0 f/ |7 D - def main
, k' w& T) D7 N4 y0 o$ C7 I - @hot_key_hud = Hot_Key_HUD.new
# w, c9 A7 T, x1 A% c# e - hud_quick_menu_main7 j1 k$ s! F' K2 `& G2 R
- @hot_key_hud.dispose
5 R; p5 C) T( V1 m3 q/ \- G# y - end
6 X( J! Z0 i' N -
- L+ c& P# ~' r. N! ] - alias hud_key_update update
- m G' m) [' ]* O/ K" w - def update
" `: Q0 R# L2 Q, c& N' r% i9 J - hud_key_update
* `0 O' u7 C w6 J1 Q: f( h* V - # Hot Key num 1
+ S: K; z Z! T2 u - if Input.press?(Input::Numkey[1])8 b3 Y6 h* n8 b
- $game_player.equip_item_to_hud(0, @item_window.item)8 i3 A* _' K+ B5 u6 k
- # Hot Key num 23 O3 {) U: r2 W5 D; Z/ h& A
- elsif Input.press?(Input::Numkey[2])
! W, y' E, ]$ v4 B: r% v - $game_player.equip_item_to_hud(1, @item_window.item)
* N$ @; f5 k; z, i! U3 \* I - # Hot Key num 3' |2 p( Q( C: I) _; f! G! _
- elsif Input.press?(Input::Numkey[3])
$ a; X- y8 o- O r - $game_player.equip_item_to_hud(2, @item_window.item)/ X; E% K$ B* \6 K5 }
- # Hot Key num 42 X/ M9 D c4 F! ?
- elsif Input.press?(Input::Numkey[4])) H0 B1 s( w% Y$ I
- $game_player.equip_item_to_hud(3, @item_window.item)
( V4 n0 t0 @& i Q1 o7 k1 M- J6 N! {* s - # Hot Key num 5: I+ N' V, v9 a6 I7 P
- elsif Input.press?(Input::Numkey[5])3 e( d* B- f4 J0 l9 A
- $game_player.equip_item_to_hud(4, @item_window.item)& t4 A0 Z- I" K8 H7 X
- end
& h8 D, I/ o: J4 r/ k) g! G) C - @hot_key_hud.update: s2 u9 v( [. o6 Z4 o
- end4 H8 Y6 F" w9 E, ]! T1 p
- end
$ H6 \! I5 e5 j - end- R/ x" l9 R/ K) z7 A: S! z {) `4 W
e7 ^6 Q( }0 p) c8 R4 E& ^2 C! l- #===============================================================================
6 M' h! n3 [$ Q - # HUD Window% x8 o! q4 ?8 x9 W2 y* n
- #===============================================================================4 P$ u' J$ n: F0 g0 V
- class Hot_Key_HUD < Window_Base9 N. u& G6 [ ]& S: Z% o# T+ E
- def initialize(x = HUD_X - 10, y = HUD_Y - 15)
6 D1 }! [! ~4 C3 k - super(x, y, 220, 80)
7 E) d1 L- [3 V4 Z - self.contents = Bitmap.new(width - 32, height - 32)
7 {" y6 y# _+ ^0 U8 _# U/ N% ^! Z - self.opacity = 04 K: P, d5 R5 ?% U' {2 ^
- @actor = $game_party.actors[0]" e/ I. {. [; M" j. m5 O( X% {
- refresh; R& A2 e8 @8 R5 _/ b
- end2 Z+ f0 x" s9 f/ B. _3 T
2 f7 R! P& u$ y, ]9 D- def refresh9 o) V6 E( B( C7 E" L) B+ U! A
- self.contents.clear
2 ~6 A9 v- G/ u- P - bitmap = RPG::Cache.picture("Hot_Keys_HUD")
$ @" g/ U4 K' j$ ?( [+ w7 M - self.contents.blt(0, 0, bitmap, Rect.new(0, 0, 160, 32))0 a) [9 Y) V, I' ]. m
- for i in 0..41 `7 P! Z/ s. }
- x = 32 * i + 4
9 z/ ?, q* k2 C) I8 u8 q - item = $game_player.hud_equip[i]
" x% \3 @+ {# J' W6 @& M - next if item.nil?
! r! F; J0 g8 L0 B2 J - if item.is_a?(RPG::Weapon). l0 S! x k: A: x! q! _8 I
- item = nil if $game_party.weapon_number(item.id) == 0 and
) v# p& E: N2 X [* G* j4 Q - @actor.weapon_id != item.id
% i; u9 M2 n: S. n. h - elsif item.is_a?(RPG::Armor)' w( l2 S) G+ J* T
- item = nil if $game_party.armor_number(item.id) == 0 and 7 y, o9 U0 ^' o* y3 _
- @actor.armor1_id != item.id
4 p6 x/ M/ q* o' K2 b9 ^1 l' A - elsif item.is_a?(RPG::Item)& x: j. G. Y+ d- o0 l E
- item = nil if $game_party.item_number(item.id) == 0 or
+ r, T( S5 o+ T$ b A - !$game_party.item_can_use?(item.id)
' e: T; Z3 k- A9 z. f! y+ G - end `5 k% I0 S( D- E3 ?0 c
- bitmap = RPG::Cache.icon(item.icon_name)
$ D8 G: [0 }7 ?) {8 L9 a - self.contents.blt(x, 4, bitmap, Rect.new(0, 0, 24, 24))1 w2 q/ n. I6 v1 [/ y3 J9 m& c
- end
! c$ ?. {0 K* x* M ]0 s) H - end
+ W8 K. r: e: ?! R8 x - ( Q( A9 D) I; ]/ U
- def equip(item)
, l, t6 c8 {. i' e - if item.nil?
9 g6 r# B3 i$ J& O6 z! C% ? - $game_system.se_play($data_system.buzzer_se)
/ V+ V$ p( i+ Z& t& h1 j - return' b7 \) z& Q5 s
- end# u0 D1 i- t g6 \% u! q, q: ^& b
- if item.is_a?(RPG::Skill)
7 {( u( ^: n# ?1 @3 K - if [email protected]_can_use?(item.id)
% J1 _3 ^/ Y) I. F& f( q! y - $game_system.se_play($data_system.buzzer_se)8 a, s- R; X$ L. ~. G0 ?
- return$ a) h) y. D; P0 Y4 s" x. \
- end
# ]( G$ c7 b0 L( t - $game_system.xas_skill_id = item.id0 P$ K6 E& [1 i4 ^
- elsif item.is_a?(RPG::Weapon)
! H* M' W: k. r# z- ?9 |/ Z - @actor.equip(0, item.id)+ A, U7 [/ }: B! z
- elsif item.is_a?(RPG::Armor)
4 R, ^1 i/ m* y3 x - @actor.equip(1, item.id)
. Y* s+ Y& E X4 l: f - elsif item.is_a?(RPG::Item). Q9 I% m6 X+ x5 }% H1 h
- item_tool_id = XAS::XASITEM_ID[item.id]# T4 W" H1 H5 v
- if item_tool_id != nil
& I; i) F$ ^. v/ S6 P& W5 T) Z - unless $game_party.item_can_use?(item.id)
' M8 E- h i1 g' @ - $game_system.se_play($data_system.buzzer_se)0 Y" E$ w0 A, T, O2 T: ?
- return
# {! H( x) B4 I; |& D* u. g+ C - end
! L5 @% P$ I7 V7 z! S3 h X/ D4 q8 a - $game_system.xas_item_id = item.id! S4 h0 Q& f" |7 T5 b% D7 }! R, d2 ]% x( a
- end% d8 l2 C( L8 O4 ~ `
- end! [6 ^: i/ U! a% R+ J7 S+ D4 q
- $game_system.se_play($data_system.equip_se)
+ _, x1 [/ E' @% J - end
+ X' Z. [7 ]2 A9 a3 v% Y) ^) y -
/ N( ?7 }4 t4 u( b* p - def update4 H1 [% u& w% ~; e# p: m
- @actor = $game_party.actors[0]3 X2 m/ O! ~! z2 k, r- [" h2 n9 ~
- @hot_keys = $game_player.hud_equip
! X4 U5 W) m9 X' z/ k - refresh. c& p7 t5 l3 \/ F" t$ ]5 L2 ^
- return if !$scene.is_a?(Scene_Map)$ V: _* u4 H {0 K. k/ p3 C
- if Input.press?(Input::Numkey[1])# q1 v$ B* v& g- E6 t0 f7 x
- equip($game_player.hud_equip[0])5 G. x0 [" v% `/ n' @
- elsif Input.press?(Input::Numkey[2])
! e' Z+ R" w; a- K) Y C- ` - equip($game_player.hud_equip[1])! r: @3 c& W8 a; P$ x) W
- elsif Input.press?(Input::Numkey[3])3 v$ j! Z8 r1 S6 [' f( s. c
- equip($game_player.hud_equip[2])
/ {7 h* ~7 m8 l4 Y. ^# M! k - elsif Input.press?(Input::Numkey[4])8 a$ _( ]7 \0 ]3 ~2 t
- equip($game_player.hud_equip[3])
( C8 C' U7 r% z! c7 V3 s - elsif Input.press?(Input::Numkey[5])5 p3 \3 V$ y8 d& [ S1 }; k' L: C0 x
- equip($game_player.hud_equip[4])1 R- S1 l+ s% D, U& G0 G
- end( Z% B* p7 `+ A
- end4 k* ^4 ]5 y i
- end
/ L1 B/ t$ d0 F, {- o
M# l i1 y+ L1 p' i- #===============================================================================1 e; C- u, c7 j% H2 m: b3 h
- # Scene Map% H2 Q0 Y3 z* T
- #===============================================================================
/ W- c+ W8 E0 c7 { - class Scene_Map
: c7 W' l5 c0 Z/ a1 @2 c2 k - alias hot_key_hud_init main" ]& D3 ?5 M- n
- def main
- y2 a8 }" D. g. f j/ ?2 J$ f$ N - @hot_key_hud = Hot_Key_HUD.new! g, p0 O8 q+ F( ]
- @hot_key_hud.visible = !$game_switches[XAS_HUDDISABLE_HUD_SWITCH]
% z7 `" z' ~% n9 c - hot_key_hud_init
& a7 e: K- A, k+ b4 w$ j - @hot_key_hud.dispose
/ W/ `1 V S& m) J$ J# V# `/ K% O+ y/ D - end. a3 X% D$ I- t6 Y5 |9 @
-
2 r- P8 S/ F% `8 j6 j! U - alias hot_key_hud_update update
. L7 C/ Q0 \; [# }8 N - def update
! n* g& g K5 m% K( t0 } - hot_key_hud_update O4 ^. h7 v7 [3 r. S C: F
- @hot_key_hud.update
& |) F) K% R/ G/ N - @hot_key_hud.visible = !$game_switches[XAS_HUDDISABLE_HUD_SWITCH]
$ ]; e* A- d% W6 Z, B u - @hot_key_hud.update if !$game_switches[XAS_HUDDISABLE_HUD_SWITCH]
# I& j9 V8 e- @ - end& r) `2 Q; v+ C6 J) |/ _" Y$ K
- end
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