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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,, ~( R& d: s2 V4 Q# o* r7 [
不知道有人能帮忙看一下吗? - #===============================================================================
9 H, F9 u: x( O9 i. a) x - # XAS - Hot Key HUD) m3 Y3 _# ]0 o2 @* o x: p
- #===============================================================================
. X1 E, V0 Y$ Z# b& F4 j8 ~- e( a: T - # By Mr_Wiggles) X2 q2 N+ r) f+ u
- # Version 1.3- k- U' E: U1 R+ P; |0 o4 s3 ~
- # 7/6/10
) ~/ _: a* o r( i1 a7 L - #-------------------------------------------------------------------------------/ Z9 D. u+ X4 o- a2 c+ t2 S0 ^/ Y
- # Instructions:
! z6 ?& `8 `9 J2 c% M - # Fill in the constants bellow, paste this script above main and bellow XAS in. G! E) r5 \+ |1 l" j6 E) R
- # your script data base. BE SURE TO SET TO THE RIGHT XAS VERSION!!
- P1 q+ L- P+ w - #
; f/ h0 H0 J# }1 r, x! p - # Place the "Hot_Keys_HUD" picture file into your game directory
t ?- ?$ J' s' V+ U5 ` - # Graphics/Pictures folder.
" T+ C# C. v2 ?9 M- p/ Z' x - #-------------------------------------------------------------------------------
: n1 A! D+ r' M4 t" Y - # Directions of Use:4 D2 y( h4 s1 h/ z/ r5 z
- # Simple just press a number key (1 - 5) when the quick skill or item menu is- Q" d9 j/ v a) p3 g8 o
- # Showing.& m0 x( l: H9 ^. b# ]
- #===============================================================================
: @) B5 [6 K* N9 @ - HUD_X = 0 # X pos of HUD* l) F, K) A! K7 E* O
- HUD_Y = 0 # Y pos of HUD
. j$ K2 l- C. L( n& N* z: C" o
5 i X7 r+ |( w D# S" p2 Z1 j- # Set true if XAS 3.7f# p* {' L2 X1 _8 c# S; C) @
- # set false if XAS 3.6$ x8 U) A8 U7 _# Y( u) X, o
- XASVER_37 = true l+ X- Q. Y: d7 F( g) x
- * Q$ j+ ?( u$ Y3 ]" S
- #===============================================================================: X- P3 [: C1 i; {( m+ ~$ l, l$ k$ H
- # Numkeys Module
9 k" `1 J9 [8 o$ A/ P - #=============================================================================== \& z+ e( U- Y3 S( q6 v. p
- module Input! s! z: A( |% I6 d3 j( k
- Numkey = {1 => 1049, 2 => 1050, 3 => 1051, 4 => 1052, 5 => 1053}
- z! @* [/ {3 T; L, N- M - class << self* y. R) O& i, Z! i" ]* y+ i
- Key = Win32API.new('user32','GetAsyncKeyState',['i'],'i'). \4 U, e9 O4 }5 j' E( [, i1 D
-
9 ]6 u% B8 g7 V# c( `( l9 | - def testkey(key)
v- U& l1 V2 x2 J% z: Q$ U% Z- w - Key.call(key) & 0x01 == 1: L/ e8 R) o0 Q
- end
% l4 N2 \3 U& x; c; x" l4 K - ' _$ P* \9 n* F4 A! z& P: U' p
- alias hud_key_update update, N6 ?% G; e8 D9 A* P, e( S
- def update: K- V! U. u* n8 ~, t
- hud_key_update
2 [" V" u' t/ a( S7 P n - @pressed = []
2 N" f& z" Z% c+ u4 E, Y8 v - for key in Numkey.values/ L% d- ~( c' U1 A7 T
- key -= 1000. ^9 Z7 x* v1 w+ l. q$ |
- @pressed.push(key) if testkey(key)
4 [7 \, d U" o8 {( [- H) c9 W - end
$ t$ Y6 b9 Q) W! ^: `5 z- _9 I* X - end
( j) S- X- q7 U, ~6 K -
" M3 `: l9 U( D" ?9 U - def pressed?(key)
# Q5 f- J: G- R - key -= 1000
- W, L6 ]6 e, n, \ - @pressed = [] if @pressed.nil?: v3 E3 G# v3 [- W/ ~ m1 Y3 L. A
- return true if @pressed.include?(key)0 D% ]8 N- E& {& R3 R2 w
- return false
/ q& Z6 \) y8 s+ i8 [* Z3 P" k" p% j0 `& M - end
1 R" S6 O( ^* h* b2 T5 s - + H1 `# ]' w% S; ^" w# G' F( T5 G
- alias hud_key_press? press?6 H& e$ T# z1 l D) L" C
- def press?(key)
6 @0 A& O3 m. ]1 W" s - return pressed?(key) if key.to_f > 1000; V1 x w% z/ U7 M; @5 j
- hud_key_press?(key)
. g# N1 w3 {; |1 @/ b l7 F& z - end( l8 f) D4 n' r2 K
- end3 m# q( r/ V- B
- end. m8 R# ^8 L: |$ C; E: m
% c+ ~0 R8 ` z. T- #===============================================================================
. U1 p" P0 b% z - # Game Player
, V. B, u. \/ f - #===============================================================================1 n% ]) j9 w* l$ `' t
- class Game_Player < Game_Character
8 v; Y" w+ x6 { - attr_accessor :hud_equip
\; e/ N+ i0 [* ?: E! @0 _ -
! N9 o( f: a, i0 m - alias hot_key_hud_init initialize0 R! J" O0 [- \: R
- def initialize
- H; Z( V. H5 [3 d - hot_key_hud_init
8 i6 O6 K7 B+ c" \; j- M - @hud_equip = []* b/ b9 n! Y6 n$ e
- end
, H' @. c. d3 c* D: J' j+ C - 4 \! U$ X ^ E
- def equip_item_to_hud(n, item)
9 P- b3 S& H2 m {' ?/ M6 | - if item.nil?
; U0 e; f4 ^: A: K) S3 r3 L$ k - $game_system.se_play($data_system.buzzer_se)
: d0 Q8 E% o: G+ Y% k - return
; D4 ~: Z3 ~& @) L- k - end
2 [8 _ |* x1 I3 E. | - $game_system.se_play($data_system.decision_se)3 n. ~7 d& f$ M' o
- @hud_equip[@hud_equip.index(item)] = nil if @hud_equip.include?(item)
# H( e7 T& V1 s& _/ q. ~$ A$ z# p - @hud_equip[n] = item
: r1 r# `3 H5 u [9 w9 v - end
, e$ \2 j5 }5 f - end: D0 \7 ^3 i1 z8 i9 ~2 |6 x
- 6 {% U$ j4 d# Z/ }$ {% \" p' B. h, P
- #=============================================================================== v/ ~6 O1 f$ j) q% }1 d
- # Quick Skill Window
8 I% }9 a- q2 O- B0 B - #===============================================================================1 ]! |7 ~9 I/ l) K7 D. a
- if XASVER_37 == false
6 s* y& P. Q7 f) W2 k3 B: ]$ C - class Xas_Scene_Skill8 n& S) r1 o6 b% y( u
- alias hud_quick_menu_main main
4 ^' O3 P) A* X% B9 D4 I - def main
g2 m# x& {* w+ M8 @ - @hot_key_hud = Hot_Key_HUD.new1 ]+ _% M( Y' K8 ~ _ q3 ?
- hud_quick_menu_main
7 |6 E, C* I9 p& o, B' s - @hot_key_hud.dispose5 o1 `: e4 w/ A& r
- end6 V o. [8 g0 V' L- h/ z% v
- 7 t& Z% u( k5 `# C. b
- alias hotkey_hud_qucik_menu_update update( E6 K. F) L8 x/ Y% \' n3 _
- def update7 Q& T; L$ T* t3 I
- hotkey_hud_qucik_menu_update
- `- x3 ?8 U. _7 v9 o$ Y, _; _ - # Hot Key num 1
! S u8 c0 q) y1 e1 o8 z+ ] ^ k - if Input.press?(Input::Numkey[1])
* Y0 w6 v n* W" a - $game_player.equip_item_to_hud(0, @skill_window.skill)1 S5 m, }* `& Y0 D% t
- # Hot Key num 2
2 n% M) t0 f8 W% `: ~9 |9 T - elsif Input.press?(Input::Numkey[2]) r9 t8 I7 p3 }1 V6 K, m+ I$ O
- $game_player.equip_item_to_hud(1, @skill_window.skill)" e; F9 u- D( r8 @, R+ a7 q
- # Hot Key num 3
7 x( p* B5 ] X1 N$ Y - elsif Input.press?(Input::Numkey[3])
, V0 s0 i# t5 B. i' M% P \: K - $game_player.equip_item_to_hud(2, @skill_window.skill)
* f# J( R# q- [/ O" K3 k( C& l - # Hot Key num 4+ v. J4 h0 }% ?8 [0 T
- elsif Input.press?(Input::Numkey[4])
: Y, x& k: f& E X2 w: W6 E# i - $game_player.equip_item_to_hud(3, @skill_window.skill)
$ Z' T) r' y* C. s - # Hot Key num 5* b- Z8 ?" d) {5 r
- elsif Input.press?(Input::Numkey[5])# B# k* _5 q$ x, w7 }
- $game_player.equip_item_to_hud(4, @skill_window.skill)
, K3 {% O# E! I5 \+ X - end
6 H9 l+ D6 s+ W8 T* i. f8 i# i - @hot_key_hud.update" U5 A! X* x7 I" o
- end1 w& E6 w( q3 E" o
- end: x% D2 ^2 h4 A
- else
2 X+ I2 g. c7 v1 @- `' ~ p - class Quick_Menu_Skill
; p8 s: S. Y) l - alias hud_quick_menu_main main
5 ], f8 h& K% m$ G - def main
& R; ~8 G9 c. u- B& w8 ~0 D. s# Q - @hot_key_hud = Hot_Key_HUD.new
6 j( h0 B4 ?- g' {* Q1 v - hud_quick_menu_main& `8 V& z S1 N5 F" J6 K$ N
- @hot_key_hud.dispose
3 V& c( i0 I3 a% H7 z2 F7 S - end
4 E5 f6 v! B* y; ~4 t - & |- c; E- h# |3 T( \9 n
- alias hotkey_hud_qucik_menu_update update
; m8 Q/ q) ^ ?- _4 z$ E - def update
/ ^0 D& G; Y1 D) @8 [" T - hotkey_hud_qucik_menu_update* F/ z% ?0 l8 C9 l. j* y! K1 D1 o% S
- # Hot Key num 1
1 j1 c/ V5 s/ ^0 V+ ~8 y - if Input.press?(Input::Numkey[1])
+ y3 B! t- x/ k" ?, W - $game_player.equip_item_to_hud(0, @skill_window.skill)8 n" Y% l- |+ @, y* V' S$ x. @
- # Hot Key num 2# _/ H) j6 E/ R7 V$ f; F0 T
- elsif Input.press?(Input::Numkey[2])
/ w+ K$ y. n ]. v& m+ _ u - $game_player.equip_item_to_hud(1, @skill_window.skill)
O! V0 j) v6 o9 U: C# r. { - # Hot Key num 37 x- X5 |& h1 h8 y" ~$ Y: e3 q/ }
- elsif Input.press?(Input::Numkey[3])
' e1 g: E& l# `- w4 Z - $game_player.equip_item_to_hud(2, @skill_window.skill)
0 z# f6 Y2 c+ H, Y7 v. W8 ] - # Hot Key num 47 `6 ?0 f8 N- U. X. a+ ^: F
- elsif Input.press?(Input::Numkey[4])0 f; f# F' B; n( U' o' Z0 k
- $game_player.equip_item_to_hud(3, @skill_window.skill): g+ A" r+ p2 [. y4 h' Y1 ]
- # Hot Key num 58 x# S* |3 y& o# {* y4 j |
- elsif Input.press?(Input::Numkey[5])
& P9 E8 I! I$ G1 ]! B. \ - $game_player.equip_item_to_hud(4, @skill_window.skill)" k% m# A$ X( B2 ~
- end
9 {4 e' t; v$ G - @hot_key_hud.update7 O1 s7 p5 P: H( `. e; j4 A
- end# o5 d- P" n" |1 E; X, y
- end
* u! B7 k/ h/ J - end
! ~% n Z( o/ c1 M' X- i - ) r: l) m; [% Z1 ~
- #===============================================================================
$ ^( s9 T2 z: r* R: o1 S' v - # Quick Item Window
" V+ y8 F; O) Z - #===============================================================================1 } P9 e t/ x
- if XASVER_37 == false
8 _1 |7 V. H- D' s4 A" ]' v# Q* P1 U - class Xas_Scene_Item
9 S! k Y" Z6 l. s# R n - alias hud_quick_menu_main main4 s; S2 G' N" G8 H: e2 U% V
- def main& y) m! M5 w- d' I
- @hot_key_hud = Hot_Key_HUD.new D- w9 k: [4 {' C0 N$ v
- hud_quick_menu_main
3 q4 O1 v2 z, Z - @hot_key_hud.dispose) s8 u. @% ~, Z9 j8 f$ Z9 u, s* Q
- end
- y4 Y! D, q1 J/ `( u! S - ! @3 H( d i. X) N2 M
- alias hud_key_update update
5 Z0 x, u1 U1 Y& x* ]8 v - def update
2 n$ Q. s# R& c - hud_key_update
4 I8 M D2 a- p$ x. A0 y - # Hot Key num 1. y- T& o7 \- }3 }0 s
- if Input.press?(Input::Numkey[1])9 U! c- M$ N7 [- u' o$ _2 Q0 b
- $game_player.equip_item_to_hud(0, @item_window.item)5 R* S( M" l. v3 U# S8 B2 Y
- # Hot Key num 2) H8 D, i; T) n% v2 U. N. F3 N( Y
- elsif Input.press?(Input::Numkey[2])9 T9 W/ u1 K- v6 V9 T
- $game_player.equip_item_to_hud(1, @item_window.item)+ C+ x/ ~/ y# ]! V$ F: l% h( h! R
- # Hot Key num 37 {9 T5 h' l0 e9 @0 w( N! C# r
- elsif Input.press?(Input::Numkey[3])
: a v- [. P& P$ Z2 H5 z! I6 R9 R - $game_player.equip_item_to_hud(2, @item_window.item)0 u* F% N2 [7 F, y9 Y- {2 L
- # Hot Key num 44 A. o. U) `) k- A' X
- elsif Input.press?(Input::Numkey[4])( i7 i( r+ |; C* g/ Y' r
- $game_player.equip_item_to_hud(3, @item_window.item)
9 [- s" g) i$ R6 U i/ m - # Hot Key num 5* u8 g" Y: F0 c( t2 Q1 a6 v- d$ K U
- elsif Input.press?(Input::Numkey[5]). D/ q# {" e8 q! I
- $game_player.equip_item_to_hud(4, @item_window.item) P1 ~/ O" X2 [) Q% m# A
- end# p* w( r# Q$ V; F
- @hot_key_hud.update
* d1 d x& Q* F) z0 c - end
2 F6 g0 e8 @ B2 x( g - end
; [/ H3 s3 d T6 O/ Z2 | - else z9 R. X' e! ?& |; e. R* {7 N
- class Quick_Menu_Item" Z: C1 o9 v5 t @* H
- alias hud_quick_menu_main main5 h' `, L4 H. `0 @
- def main
. F2 P- r$ ^, @+ b! h - @hot_key_hud = Hot_Key_HUD.new
) N m* @' u t3 t, r8 ~: \ - hud_quick_menu_main
4 Y4 B9 \( r% T6 i) ^* o; O0 e: a2 s - @hot_key_hud.dispose
7 }( v$ ?* _( j6 C - end
) H4 s3 D. G2 i& h3 ^& E- B' a% Z - , ~! Q7 o( V ?: n2 E; i: j
- alias hud_key_update update
7 Y5 B/ G- e: o! P - def update! W7 ~! y' X. T$ s& g$ ^/ `7 b- M
- hud_key_update
+ q0 B1 t0 B" E3 b - # Hot Key num 1
, r/ P0 X X% p- f, A. Q1 I - if Input.press?(Input::Numkey[1])
7 B3 h; Z) i: W - $game_player.equip_item_to_hud(0, @item_window.item)
! z7 `% X9 r% p2 O6 s: F - # Hot Key num 28 z) i& n- ^7 A# c4 y8 v0 C
- elsif Input.press?(Input::Numkey[2])
) S& M$ w/ X' `: u, c4 M; C! H/ N - $game_player.equip_item_to_hud(1, @item_window.item)
8 p/ }/ E/ x( \5 w3 ^$ e: C - # Hot Key num 3
4 Z0 K5 G' |2 |. { - elsif Input.press?(Input::Numkey[3])
2 S* ?: H% ]) i. E% I- L - $game_player.equip_item_to_hud(2, @item_window.item)
& Y. Z. M$ x2 ]5 X$ K - # Hot Key num 4
" W# W6 i+ B/ Z" g8 A" h P8 R - elsif Input.press?(Input::Numkey[4])# R% a9 @0 i0 g
- $game_player.equip_item_to_hud(3, @item_window.item)
6 w) c) q c4 ^7 U" N2 [% d1 t# B - # Hot Key num 5
9 \( Q- F/ B, Y3 ?1 R* J& f - elsif Input.press?(Input::Numkey[5])
' \+ `6 F! Y3 M1 q/ ?! f - $game_player.equip_item_to_hud(4, @item_window.item)3 i8 y9 v! L1 v. x0 D" L% D
- end
+ X2 N% J6 p/ D$ ~+ w" ?" A - @hot_key_hud.update
: \) V G8 O9 r - end
* x$ d9 c- ?6 o9 x% R% q3 U, Y - end n" A4 T) i$ g! x2 g2 Q/ f
- end
1 G+ \$ q- B& h0 F e0 F - . r% c& {" }4 T0 R
- #===============================================================================% q& y$ z/ o3 c5 B2 \ i! q
- # HUD Window \( G( j8 |' i: y2 d+ \
- #===============================================================================
2 V; b4 d/ F, y - class Hot_Key_HUD < Window_Base( n' D. B8 G& l1 `+ c
- def initialize(x = HUD_X - 10, y = HUD_Y - 15)
) U1 U) y: ?/ F+ d$ T% k9 j, ~' { - super(x, y, 220, 80)
; t$ e7 G) ^ e& R( _& S' r5 | - self.contents = Bitmap.new(width - 32, height - 32)
9 w7 y: N" w5 V ?0 q. \+ k1 Q - self.opacity = 09 u) w2 |$ ?; D' D8 C
- @actor = $game_party.actors[0]+ W5 j+ u: S* X5 {# a2 m
- refresh$ X0 m0 Q: A5 k( c0 j
- end0 l6 v. z) q1 f$ e7 r$ o( E
- - l4 w# x" U* r2 ]7 B5 L( ^
- def refresh
T* H; I( [- `- h2 V - self.contents.clear
' I2 M5 T/ B" j7 U& C - bitmap = RPG::Cache.picture("Hot_Keys_HUD")4 ^: \, d& C3 O9 V
- self.contents.blt(0, 0, bitmap, Rect.new(0, 0, 160, 32))
) ~3 G1 q4 Z7 a/ i8 ?" A0 e - for i in 0..40 w) V6 X( X* O$ I4 p
- x = 32 * i + 45 R! @: n' Q$ b8 t2 j% ]: F
- item = $game_player.hud_equip[i]' \" l3 F b3 q' v" R
- next if item.nil?
7 u8 x; u- `6 ~6 T( { z; J - if item.is_a?(RPG::Weapon)
" G4 s; n6 @" Z$ J; l* k" X E( w7 F - item = nil if $game_party.weapon_number(item.id) == 0 and
; m* T" o7 Q) q - @actor.weapon_id != item.id
/ C, S$ n; c* r - elsif item.is_a?(RPG::Armor)
+ K- i8 ~( M! H. m# T4 W+ ^. l - item = nil if $game_party.armor_number(item.id) == 0 and
" h/ x* S, g9 ? - @actor.armor1_id != item.id
) Z% t: C! c/ l! ]# X6 I' t - elsif item.is_a?(RPG::Item)
3 f1 s2 z4 |% K* w - item = nil if $game_party.item_number(item.id) == 0 or& M. s- ?* l+ i5 m4 D l3 n
- !$game_party.item_can_use?(item.id)
" e: {9 T3 O# `: ?' n I - end
/ `) E( [" _0 E) }8 ~/ e. f - bitmap = RPG::Cache.icon(item.icon_name)6 P; l5 c/ A7 W' V4 d
- self.contents.blt(x, 4, bitmap, Rect.new(0, 0, 24, 24))
9 Z' y6 K2 l' i2 i$ W+ y' _! s - end
# c9 a7 z; Q! W% R - end
) b) X7 K6 X( A- `% A; T& ~2 o( e0 D -
* E9 @9 n+ I% W4 Y+ Z% I8 t4 ? - def equip(item)
1 v' k/ E5 y: {5 f# w - if item.nil?
, U6 C* [5 Z1 N& ^ - $game_system.se_play($data_system.buzzer_se)! \3 g: u, E F8 {3 L/ j
- return7 [. P- a) R9 y8 }$ s4 G% n4 a2 s
- end) ]- d/ U5 Q! u, K' l) g
- if item.is_a?(RPG::Skill)5 Z5 L+ A2 r' `$ r, l8 ~
- if [email protected]_can_use?(item.id)
, { x4 ^4 y: h+ V e/ T D* W - $game_system.se_play($data_system.buzzer_se)" j2 S6 j! O. p/ O
- return& P8 l$ ]3 E! S- E
- end9 F% g/ {$ l, a- N: k
- $game_system.xas_skill_id = item.id% s( r9 Z6 o9 J
- elsif item.is_a?(RPG::Weapon)4 K) ^9 d, v( T7 W
- @actor.equip(0, item.id)
& l% H7 O4 [* g0 s T - elsif item.is_a?(RPG::Armor)2 y! D8 p+ c/ R5 ~' k1 `
- @actor.equip(1, item.id)
4 F/ N8 V# G6 _& {3 F: R - elsif item.is_a?(RPG::Item)
7 l5 k+ l* k5 u% X; S1 L: W! q) Z - item_tool_id = XAS::XASITEM_ID[item.id]
' @" [# r3 ~ i - if item_tool_id != nil; u* Z# H' a; h r
- unless $game_party.item_can_use?(item.id)
& f" J% c' Z% j- n+ S - $game_system.se_play($data_system.buzzer_se)
9 V# F7 N, d O6 { - return" @6 v& O/ g6 c/ Z
- end7 y. q& {1 Z" M8 _1 `
- $game_system.xas_item_id = item.id
$ V; a, v8 C3 g4 F+ }9 B/ I - end7 M S0 T8 a! O/ a; M! I
- end
; H. J9 b4 z; m* r5 B" v1 [2 m8 h - $game_system.se_play($data_system.equip_se)- ]" Q" u/ I# y% X) w6 j
- end8 m2 s, |; g2 a! l
-
! p" v0 b% p5 O0 C - def update
) V8 S* j( [! E" t$ M - @actor = $game_party.actors[0]# w+ m, o8 t9 F/ k! h7 K
- @hot_keys = $game_player.hud_equip
( M! [$ o7 t4 k - refresh
( s9 J% |/ w; z( x' L - return if !$scene.is_a?(Scene_Map)
( R6 E$ @& n6 h5 _% K+ j! { - if Input.press?(Input::Numkey[1]). w' i b/ |5 @4 C0 e+ h3 D
- equip($game_player.hud_equip[0]): k( X2 h$ N4 l
- elsif Input.press?(Input::Numkey[2])
9 c- b) Z# r. v0 l1 A - equip($game_player.hud_equip[1])
1 v, s. K% m0 }" g; s: Y- O# ` - elsif Input.press?(Input::Numkey[3])
0 m. {) n* o; ~7 k% z2 J! }; K - equip($game_player.hud_equip[2]) 8 m) f& N/ x. F6 c6 m* ^ ~- \5 y
- elsif Input.press?(Input::Numkey[4])( n P- c/ U. l# A \9 V( ^$ D
- equip($game_player.hud_equip[3])
8 {9 n) A c* u. p7 D0 u' C6 E+ N - elsif Input.press?(Input::Numkey[5])% y9 m4 R1 e' ^7 d/ _
- equip($game_player.hud_equip[4])* E1 J5 Q6 M: b+ R c3 H( I
- end. ?# T: R- H0 X G9 o( S6 ~
- end
& g. r- [7 R8 g3 R4 j - end7 b. y- r. w1 H- n0 u8 z7 B% D3 [
) y+ O( P% l3 c5 F; r6 o- #===============================================================================- `. h4 r3 [8 @) H+ R# ~
- # Scene Map
- ~/ F& p" c! C: N& }5 I* Z. }7 O - #===============================================================================+ u# o& G" y) l8 w* ]7 F
- class Scene_Map
K% r1 A% l* W, C( Q- s - alias hot_key_hud_init main! b5 U9 B6 E" V( _/ B4 J3 `, P$ @
- def main
. i, _3 s9 j% i2 D; H% B - @hot_key_hud = Hot_Key_HUD.new& h3 @0 e* q) M' l( s
- @hot_key_hud.visible = !$game_switches[XAS_HUDDISABLE_HUD_SWITCH] ?7 n9 { O/ c- U
- hot_key_hud_init
: X( Q9 \+ a4 ^7 T/ X - @hot_key_hud.dispose
, K$ v: d' \8 D B8 f; q - end
- M: w( J* x) |) F6 \/ x - 4 f' h6 b( \) j! X/ {, f
- alias hot_key_hud_update update4 {0 j% \" g3 N% V5 a
- def update* S+ h, m6 Y7 ], Q, p# q1 _
- hot_key_hud_update( ^9 \; T1 P* r7 \/ E+ n
- @hot_key_hud.update
/ y5 \# [) s; r6 f$ E9 f5 A* ` - @hot_key_hud.visible = !$game_switches[XAS_HUDDISABLE_HUD_SWITCH]" t4 K B7 M+ g9 R9 ~+ A8 P& F
- @hot_key_hud.update if !$game_switches[XAS_HUDDISABLE_HUD_SWITCH]" ]& c- T6 l2 Q
- end+ A+ t- A) A; k8 ]7 A2 X
- end
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