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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,
- u) P( U+ {. A不知道有人能帮忙看一下吗? - #===============================================================================
$ I8 Z. ~ H4 p( }! a, o - # XAS - Hot Key HUD
7 Y H( W# C& E, H - #===============================================================================0 S+ v8 g2 S! ^
- # By Mr_Wiggles% ]7 p& w5 p9 v5 R, s' c
- # Version 1.3
- j8 [6 E7 B. {& c; h - # 7/6/10
* R/ y' K" v4 s+ G( x - #-------------------------------------------------------------------------------# K5 V9 j$ c. l) D
- # Instructions:
, `2 K& S: t5 ^* ~( c# T - # Fill in the constants bellow, paste this script above main and bellow XAS in$ N7 b- M9 X0 B: P1 B9 t
- # your script data base. BE SURE TO SET TO THE RIGHT XAS VERSION!!
( f* g5 x( y5 p) [ - #
; n: ]; o6 P4 X5 ^* c - # Place the "Hot_Keys_HUD" picture file into your game directory ' u( Z0 i* R$ d
- # Graphics/Pictures folder.( k7 l9 h+ L* q% {+ F N" q1 x
- #-------------------------------------------------------------------------------- m0 D' O" {2 {8 L
- # Directions of Use:$ u( T6 T5 W' @; U
- # Simple just press a number key (1 - 5) when the quick skill or item menu is
: e0 k2 A9 B. [ - # Showing.
9 L( L9 [' ]8 n% O5 H' E9 K' L, a - #===============================================================================
7 u. E" W4 m" V( ]$ f- `0 s - HUD_X = 0 # X pos of HUD& @2 C0 j7 C# h" ^. a0 d2 t
- HUD_Y = 0 # Y pos of HUD
& b, ]" \. L" U7 c2 @& z% O - . F6 S) R. K/ v& F* H
- # Set true if XAS 3.7f2 v5 m2 G9 Z0 u# R
- # set false if XAS 3.6: J# z& [2 X( b7 T& ?# k M, y
- XASVER_37 = true" A4 R/ n& D+ |+ ]) r. c/ r3 Y
- ' d8 @& I! [9 d$ {0 e ?- y
- #===============================================================================! J) v! i+ x, h. m+ x) ?$ ?5 P
- # Numkeys Module
, ?5 h+ C6 I5 s& d; |9 Y3 e3 y - #===============================================================================% g G& o! o8 q6 H7 l
- module Input
& T/ f# P' O4 j7 o+ k& c: K9 m3 } - Numkey = {1 => 1049, 2 => 1050, 3 => 1051, 4 => 1052, 5 => 1053}3 a: h, l8 x+ P* Y @
- class << self
9 Y4 V9 L# A9 r, `6 C% o - Key = Win32API.new('user32','GetAsyncKeyState',['i'],'i'), Q2 j( l/ i$ O- e) @ y+ P
-
( h, C: I/ U: `9 d) s0 u: ]! P - def testkey(key)# l7 Z) t' T; c2 h
- Key.call(key) & 0x01 == 19 j0 g/ Y+ G* D3 Y3 d- Z
- end
* @0 W: l* I$ S4 ?6 q; A) T- ] -
$ ?8 C' w5 I, N - alias hud_key_update update
4 Z$ A8 Z% P" z2 S/ @4 M - def update
; h; _" x7 w. s+ D$ L! V- j - hud_key_update* L+ ~/ J+ [! h
- @pressed = []
3 q( r$ I' L( D; Q9 a! b - for key in Numkey.values
+ B" ^/ ?; u1 b4 j6 S. X - key -= 10001 ~4 }; Q9 Z) u4 N9 b
- @pressed.push(key) if testkey(key)+ l7 G) q- j1 E3 O+ e
- end
& N6 e3 l; U1 |- @9 G7 r0 ^5 c - end
# R! b# E" D5 m2 M9 W* [ -
: J0 J. n/ g! W* l. \ - def pressed?(key)
, x! M6 ~% X( s( I {6 [% u- z( e - key -= 1000
8 B T A3 ^4 m4 N4 M9 [ - @pressed = [] if @pressed.nil?
- p, w; \! y0 k9 {9 E - return true if @pressed.include?(key)7 q2 s n) {& J% C3 q; @3 s9 D! }
- return false
% T6 _4 d! v; d5 o* Q& G - end, W. S% ^6 ^' U9 Q% w# U1 I r
-
/ D7 u3 R m6 \# D2 c - alias hud_key_press? press?
7 ^; `! B i. p+ g, X) r$ |' ` - def press?(key)9 F9 X0 v% s: o) N
- return pressed?(key) if key.to_f > 1000+ @% ^9 k+ O" ^2 e _
- hud_key_press?(key) j9 d7 e, V0 A5 {9 B
- end
/ M; q2 `# V/ T2 L2 l - end
: ^" E N" A6 l* Q - end
6 J* S, K- H& L: a7 @" E+ v D - 4 y1 y2 J, w3 V+ Z: x
- #===============================================================================: M! r) U$ ] h8 u( W5 j" V) D
- # Game Player+ ?- a' A" B8 i8 \, U1 W q
- #===============================================================================3 A# j, o/ \/ m" x1 V: X) V/ O
- class Game_Player < Game_Character
}' U, n x# w/ U. _0 g8 G% \ - attr_accessor :hud_equip
+ R% \2 F6 K |# `4 ]! e -
, C& [ V7 a; O6 J' c( t! n - alias hot_key_hud_init initialize2 w5 M* X# _% E; D: e; K
- def initialize2 G, {* d- r% e' P; d
- hot_key_hud_init& `0 f4 m- U' R6 y, G+ g4 _
- @hud_equip = []( e$ e2 R: U* j
- end9 H4 ~3 B* q) ~( @
-
# ^! P; Q+ |+ x" L# ^ - def equip_item_to_hud(n, item)% k( d; Y0 }8 r5 z8 U1 r) ^. G7 J$ U. a
- if item.nil?
. u4 Z7 ~0 Q! }6 Q - $game_system.se_play($data_system.buzzer_se). T' }7 o, e# C, n
- return
R1 T9 ~' y |" Q% ] - end; g- ` e) {$ ~3 B8 n b
- $game_system.se_play($data_system.decision_se)
' o3 H7 [3 `; y1 c: z( b7 e - @hud_equip[@hud_equip.index(item)] = nil if @hud_equip.include?(item)4 J! d* _ M! I
- @hud_equip[n] = item
( w4 a$ x& i. T/ s- I v2 ? - end0 M. h! J/ D" w1 B" O7 ]0 R
- end0 E( ?" I3 u; {' C" r
# p) v" i1 {( G* q8 q- #===============================================================================
1 c7 t% I. a w1 l' @/ ]$ P - # Quick Skill Window
4 z, C! T& v3 }4 {& r ?: q/ L - #===============================================================================9 [( i) |' K% |1 |
- if XASVER_37 == false
9 I8 u3 z; O: ]* v - class Xas_Scene_Skill4 z$ ~& Y; p+ I6 p
- alias hud_quick_menu_main main
. z. V, U [* U3 ^. u8 i7 ?# w2 Z - def main
- Y& ~9 I: Y, }& n - @hot_key_hud = Hot_Key_HUD.new8 K9 H! D; `- I! s
- hud_quick_menu_main
7 q. ~0 V0 H" m% I/ i& [% M& s - @hot_key_hud.dispose
3 @$ [$ e" b9 q7 n - end. r! o- `! L3 e* H7 j3 y* Z8 x
- 2 D, ?8 h2 ]( [
- alias hotkey_hud_qucik_menu_update update
7 `" ]! H; h+ l5 l5 @, w, D - def update6 s$ {* o: `* m
- hotkey_hud_qucik_menu_update. K& h! z* `/ Z3 { o! z
- # Hot Key num 1
" q) n* p* k1 u/ J& ?5 u6 n9 }# j - if Input.press?(Input::Numkey[1])' `! T# B7 e3 J: G, }
- $game_player.equip_item_to_hud(0, @skill_window.skill)5 x: ]1 z. J5 j; d4 H
- # Hot Key num 2 v+ Y. E8 s* S2 M- x6 C
- elsif Input.press?(Input::Numkey[2]); V3 c5 o; t8 u! N& [
- $game_player.equip_item_to_hud(1, @skill_window.skill)
. ^7 Q7 d$ z- c* H: E2 E% g - # Hot Key num 3
2 j8 W) o0 N+ L, j; q9 ~, L1 g - elsif Input.press?(Input::Numkey[3])/ K3 ?% d! m( f- Y2 q% U1 O
- $game_player.equip_item_to_hud(2, @skill_window.skill)# A9 M+ A( R9 Z6 F
- # Hot Key num 4- M @6 B w v
- elsif Input.press?(Input::Numkey[4])
2 K9 F$ J$ p) _1 p$ O - $game_player.equip_item_to_hud(3, @skill_window.skill)
& o# E# K( [& _$ y - # Hot Key num 5
. |5 u8 X, z( Z/ J! n1 r" p. ^ - elsif Input.press?(Input::Numkey[5])7 s9 c- }0 r( ^# G
- $game_player.equip_item_to_hud(4, @skill_window.skill)
; N. C7 Y% n, g1 b - end9 N2 [( S4 y4 _6 h7 n I! }: `9 ^' d
- @hot_key_hud.update
+ A; g7 O* v# Y( j - end
2 T9 T# g& {+ w! m! \$ N - end* q, {/ \6 Y* C
- else
v$ k" i2 z6 I- U4 y; `; u: @ - class Quick_Menu_Skill5 d# ~; v# B% k4 V
- alias hud_quick_menu_main main
+ a) a% m. I |! ^8 ~* H- Q - def main) S2 T) {% Q) v1 D$ e0 T
- @hot_key_hud = Hot_Key_HUD.new
3 k9 Z+ T3 U6 D/ y! @$ I; e - hud_quick_menu_main/ o8 L0 O0 U) D) {, c4 \
- @hot_key_hud.dispose/ ?. D$ A' \, ~4 k& _& t0 i9 w c# M( |
- end$ C" V# e1 J$ p+ C# m6 _
-
1 |2 ~$ P3 g5 g, q" `+ m4 u) @ - alias hotkey_hud_qucik_menu_update update& L/ L0 X! a$ R; b2 h* m
- def update; S& K" m/ U7 g6 ~( E0 |; g+ w
- hotkey_hud_qucik_menu_update5 z F2 x0 J& G7 b8 z1 {
- # Hot Key num 18 X z1 X4 I7 F
- if Input.press?(Input::Numkey[1])
" R5 b/ ^$ l9 t$ B* C8 ?1 Q# w9 g - $game_player.equip_item_to_hud(0, @skill_window.skill)
Q q% g$ o$ P - # Hot Key num 29 M% M. f+ m7 ~( R% Q! }7 I
- elsif Input.press?(Input::Numkey[2])9 \( Y& }% }# ~$ K) U; [
- $game_player.equip_item_to_hud(1, @skill_window.skill)
Q# E2 P. N) L q% V% I$ i - # Hot Key num 3% W" _. D u: g1 p/ [# F. G( o7 d
- elsif Input.press?(Input::Numkey[3])
8 B+ q8 K8 X+ |% L; D - $game_player.equip_item_to_hud(2, @skill_window.skill)5 b% a* q5 F. y" _7 W
- # Hot Key num 4! a6 i3 K. c8 c: r" y9 B4 t
- elsif Input.press?(Input::Numkey[4])6 M/ @( O* a7 Z8 J& x
- $game_player.equip_item_to_hud(3, @skill_window.skill)$ t- }8 ?. ?+ i' N9 F3 e
- # Hot Key num 5- X. H7 e5 h e) q, ^
- elsif Input.press?(Input::Numkey[5])' j. @9 I+ c. [" ?& O6 U
- $game_player.equip_item_to_hud(4, @skill_window.skill)/ r+ V7 o0 J7 h
- end$ @/ t- K; @5 i" l4 G" B1 }
- @hot_key_hud.update
( C4 ^3 j, v. f8 K - end
, ~7 M3 M, i; p; W$ T - end) a* P) |( Y( y8 D
- end
8 B6 |2 f) Q: k- _ - 9 E- `( b: x8 A* q: D! I. A
- #===============================================================================
/ Z9 \- _5 F& ? - # Quick Item Window; V* O& ~; R+ w9 y# Q x
- #===============================================================================
- M. n' \# G- r4 J/ v2 p# \; ]8 p" A& O - if XASVER_37 == false
% y3 D! O# m; i( v* j - class Xas_Scene_Item" n% W; x7 r3 }6 ~
- alias hud_quick_menu_main main
5 A6 @( Z. n* d1 h% H0 s2 e - def main
- E7 Y0 q6 u6 ?3 j; w - @hot_key_hud = Hot_Key_HUD.new1 r4 {: u/ y. R# a* e; b, h
- hud_quick_menu_main
# ^& J: u2 b+ x& {5 s - @hot_key_hud.dispose8 a6 Y! Z9 ]4 _& a1 o O5 j
- end" M5 z* \7 X6 Z6 _+ x: p) G! _ q
- 1 f0 P2 R1 e+ z) e) H% A" |- j
- alias hud_key_update update
: P! ~/ j0 {# v% i* n; x( @3 s u- x - def update
! a+ z# |$ v+ q& ?' O. M - hud_key_update
3 ^9 r/ N q1 `) v. I - # Hot Key num 1 K% e1 ^2 ~8 i; O
- if Input.press?(Input::Numkey[1])
! D# V) L+ }$ O4 C a/ v! F( @ - $game_player.equip_item_to_hud(0, @item_window.item)" N2 R: Z0 \& M: k( S' z+ P
- # Hot Key num 2
% q' }7 e+ T8 _5 A - elsif Input.press?(Input::Numkey[2])
! _0 q; x/ k8 f7 e+ Y1 b( j - $game_player.equip_item_to_hud(1, @item_window.item)
# b& C! O, s, u4 e" D* n - # Hot Key num 3
# Q2 ~( h+ x5 ^* j/ M& W - elsif Input.press?(Input::Numkey[3])
% S" e( h0 h2 f( s1 o, d - $game_player.equip_item_to_hud(2, @item_window.item)
5 c' @) u# Q1 h4 D. Z6 P - # Hot Key num 4
/ K- K4 ]. E* j2 ?2 Y - elsif Input.press?(Input::Numkey[4])
4 h* y/ J1 Q( X+ c: M0 ^ - $game_player.equip_item_to_hud(3, @item_window.item), r% m: x: a8 m7 N
- # Hot Key num 5
% t2 R2 U! i# R7 z0 W8 I' j8 d - elsif Input.press?(Input::Numkey[5])2 x1 c7 b/ Y8 Y3 O
- $game_player.equip_item_to_hud(4, @item_window.item)8 d I% P" s+ M! n) y( }, t4 f+ R
- end
; I1 W! i0 d9 m* G - @hot_key_hud.update
8 G; j& V% V4 b% A* c( J! z - end& }! k' ?, Y& @& `3 l' {
- end
: l% F4 w& [) F( x - else6 |9 L1 D- Y, w7 z; ?) _
- class Quick_Menu_Item
5 J4 {: V* t* c' x" x. x - alias hud_quick_menu_main main
& {0 p) E3 n: a$ U5 X: Q& R - def main) e5 S8 h3 U( I3 f2 r, V
- @hot_key_hud = Hot_Key_HUD.new
2 ?. C. W' q. i3 s7 u: S - hud_quick_menu_main# J9 N) Q" I- p
- @hot_key_hud.dispose+ F0 e3 M# y0 R7 ^, `" `" }* f
- end9 w: l5 o d8 M
-
`( T1 C# u$ ]( U' x; Z - alias hud_key_update update
1 z F7 s& N, I* v - def update
7 R/ i7 i2 \5 N& w2 ^2 L - hud_key_update
- s. B n7 W# L" v' X v V - # Hot Key num 1
* Z) _* l! O. k! w; t( t - if Input.press?(Input::Numkey[1])
9 w0 y. S& @# z$ S) ~( u: D4 Q% X - $game_player.equip_item_to_hud(0, @item_window.item)9 q& ?: n$ F5 g0 S5 s1 b
- # Hot Key num 2
+ \& u- B9 k/ b) u8 b" u - elsif Input.press?(Input::Numkey[2])
]4 v6 z( B- k% T5 i, z - $game_player.equip_item_to_hud(1, @item_window.item)+ v4 f* I% ?4 Q; C7 Q
- # Hot Key num 3- N; m, M5 E4 K J; i3 F' ]" G! e% |
- elsif Input.press?(Input::Numkey[3])' p4 K2 d0 ^* Z5 g1 M. Y* X
- $game_player.equip_item_to_hud(2, @item_window.item); M" y1 z8 |. V1 m" }: h
- # Hot Key num 4' F& G0 }& J2 `$ e
- elsif Input.press?(Input::Numkey[4])) y: \8 X1 F9 T# y9 w8 x
- $game_player.equip_item_to_hud(3, @item_window.item)
! x" b9 N2 Q# i. j$ W - # Hot Key num 5- K3 W% v# v9 [$ j
- elsif Input.press?(Input::Numkey[5])
8 f9 b, E: c/ M+ C$ L4 V0 o3 z4 x% f - $game_player.equip_item_to_hud(4, @item_window.item)
* ]! n8 M; a% \( R+ J2 {4 ^ - end5 `" p% D0 a6 o( s1 r- a
- @hot_key_hud.update
) K; V7 c2 B5 d6 r7 ] D - end
! ~( R7 {% z2 V7 q% t/ ], K - end
, g$ _0 [3 c& ~* Y& D - end0 \1 c, }) M4 e, _' @
% ~. W' y0 g, ]) c- #===============================================================================
0 O; A7 ?2 d1 j; F& }3 [6 {( K* T - # HUD Window3 B! [9 d; Z: Z. \8 t
- #===============================================================================
: E! [( F& w( P6 v8 C - class Hot_Key_HUD < Window_Base! }7 J8 [; r5 C. T' k
- def initialize(x = HUD_X - 10, y = HUD_Y - 15)2 K7 I3 n) W9 F2 K: j0 j0 E
- super(x, y, 220, 80)
8 h, {& ~1 k" E8 L% W5 I/ n# K - self.contents = Bitmap.new(width - 32, height - 32)
8 h4 A3 F1 v9 z9 F; x- M G - self.opacity = 0
$ J" _0 Y; E( K1 u; p7 v, @% U( X - @actor = $game_party.actors[0]
) F. u+ z4 ]; z" a8 S - refresh
: X$ X: k5 }& B( |4 _/ R - end H9 r. W0 W; _, X. Y- W) J; v
. T# ^5 S% a; R9 Z, a( W- def refresh
) @" j* p/ u; q1 `* Q0 i' T/ s# }$ R - self.contents.clear$ k/ X! |3 |- U' m, t2 L: O7 B) a
- bitmap = RPG::Cache.picture("Hot_Keys_HUD")- J* h- V! @; o
- self.contents.blt(0, 0, bitmap, Rect.new(0, 0, 160, 32))
) I7 Q& m N1 w" T1 c, c5 Y - for i in 0..4
! T& `2 F% j) ?$ D- D5 V; c4 ` - x = 32 * i + 4" \1 S j7 w2 i2 {# S
- item = $game_player.hud_equip[i]; P8 v/ C8 X9 m3 `, b. `: F) b
- next if item.nil?
. z, Y% I& e+ H% ~! E1 u o8 b - if item.is_a?(RPG::Weapon)
3 }8 f$ g5 [; E0 u - item = nil if $game_party.weapon_number(item.id) == 0 and
- ?" {" \3 ?9 C. j$ q6 Q - @actor.weapon_id != item.id/ @" ?. u- ]' J. ]
- elsif item.is_a?(RPG::Armor)
6 @0 S" Z8 x9 z, I% ` - item = nil if $game_party.armor_number(item.id) == 0 and
& X: v4 T6 l2 g( |! c! ~ - @actor.armor1_id != item.id% M9 [2 n) U$ Q5 V
- elsif item.is_a?(RPG::Item)
; y+ r8 \. {# u2 U/ @ - item = nil if $game_party.item_number(item.id) == 0 or$ L2 N+ u: Z9 I0 B0 r
- !$game_party.item_can_use?(item.id)- u: o$ I/ \' z8 X# V0 ?+ p
- end
, O6 m5 z6 c0 | F7 i t - bitmap = RPG::Cache.icon(item.icon_name)
# z1 R0 I! b% K { - self.contents.blt(x, 4, bitmap, Rect.new(0, 0, 24, 24))2 u v+ c' [6 t/ t$ R# {. B2 `
- end& |/ o5 Z; H: I' Y
- end7 H$ s4 p2 q- a& F, L+ t. `# K0 K
- , o9 \9 l7 r1 J6 l/ ]( d
- def equip(item)
2 g" H! j1 U. V; {- P( k) Q8 J& h2 u - if item.nil?
5 H: J, G' Q" c - $game_system.se_play($data_system.buzzer_se)
0 J+ G h+ q. v3 q - return7 D$ b t0 ^# i+ t9 h& {! \
- end
+ g. W, \- W u8 m - if item.is_a?(RPG::Skill)
8 j. g6 T* t, n* i: m0 i - if [email protected]_can_use?(item.id)9 }8 C" q. ~% b6 P
- $game_system.se_play($data_system.buzzer_se)9 p! s. t+ R3 \( n7 v% I
- return/ _: `2 n2 ^0 e( r m
- end, m. R) n+ _# [
- $game_system.xas_skill_id = item.id
: G# t: `" g* i% h) a! z" W( X - elsif item.is_a?(RPG::Weapon)# K8 p$ T2 q& R2 ~
- @actor.equip(0, item.id)
, ~2 m# l( v' z/ [2 t7 ^ - elsif item.is_a?(RPG::Armor)
( g2 _" U$ Q+ F. j$ c - @actor.equip(1, item.id)
7 r* H/ ^0 F( f0 R - elsif item.is_a?(RPG::Item): N R3 `" l& C1 X( T" P4 w8 H5 \( u* R
- item_tool_id = XAS::XASITEM_ID[item.id]
' c) y# _: | I - if item_tool_id != nil/ V1 d) K! |, \9 U
- unless $game_party.item_can_use?(item.id) n4 t. b, Q: H
- $game_system.se_play($data_system.buzzer_se)
( R' m& d: P' q* E - return
$ T! K" t7 |/ _6 F - end
/ r% ^8 _0 x- ^% r1 o6 B/ \) A" b - $game_system.xas_item_id = item.id
- {- V4 O& c- B8 u% U5 d' L8 f - end
+ i; S$ a( I! G. ], E, {1 | - end
" i% T9 d+ _6 m5 }5 ~ - $game_system.se_play($data_system.equip_se)" }- i8 H- ]) }. V
- end: M7 X+ a" [6 T2 {% j- N$ p8 E, @
-
8 h* p# ^. j2 |! L" i( n8 l - def update
& _6 ]* I' f$ J8 H- r, e* d - @actor = $game_party.actors[0]/ B& B* N2 I5 P. N+ c i5 ]( n5 ^
- @hot_keys = $game_player.hud_equip
' P4 m; D1 i5 W5 L' _ - refresh
. L2 d* Z# [! L r. Y- G8 l, e8 r/ p - return if !$scene.is_a?(Scene_Map)- r0 D' }( x5 h- V* @
- if Input.press?(Input::Numkey[1])
0 Y% E! A% T7 } p# P - equip($game_player.hud_equip[0])# E$ G$ W3 w1 M7 N& W: R) X
- elsif Input.press?(Input::Numkey[2])
: H. _$ P8 s. j - equip($game_player.hud_equip[1])7 S; ~% U$ U- }% [
- elsif Input.press?(Input::Numkey[3])
( V8 D: \) o2 O5 ? - equip($game_player.hud_equip[2])
2 m6 Y& \% e+ W+ e) Q - elsif Input.press?(Input::Numkey[4])
7 \3 E0 U O) ^7 m6 @7 [* s' ^ - equip($game_player.hud_equip[3]) 3 j. W# f1 |7 P5 j
- elsif Input.press?(Input::Numkey[5])1 z8 F2 s; K) b K y( B/ l8 }* A+ p& F
- equip($game_player.hud_equip[4])
* z+ U) S. z a! s9 E9 A0 I - end F0 p( k [: L
- end% C* Z+ X; f- H7 b5 S+ h* }
- end/ F' r3 w7 N2 x' G! n; A B
$ e7 v0 n* Z" ]! l0 S! M q% f- #===============================================================================% p. M% m+ ~8 i( C" H( D
- # Scene Map& Z* h) X: k' r* l; Z5 `
- #===============================================================================# t* r& U. o: d; k/ z
- class Scene_Map
2 I) c$ _$ V: Z2 Q' a - alias hot_key_hud_init main
6 m! O- l7 W8 H1 b) T4 a - def main
* Y, p& ?5 F6 A/ q - @hot_key_hud = Hot_Key_HUD.new
% v! U! U* }# ]. O - @hot_key_hud.visible = !$game_switches[XAS_HUDDISABLE_HUD_SWITCH]8 ^0 u0 ]& L) l: E
- hot_key_hud_init1 S$ a& t o/ m5 n. n3 v
- @hot_key_hud.dispose
9 |; {& _& U3 N+ o5 a9 m' I - end# D! E2 s2 U- E a, ?
- / X% k7 I# J6 v& z; v5 P, a9 ]
- alias hot_key_hud_update update! I; ~% |# l S4 y1 | I
- def update3 i K7 g' C k' O8 ~3 v
- hot_key_hud_update% z* D1 K2 {% G9 { @
- @hot_key_hud.update8 L2 z* F( I% z' S0 [
- @hot_key_hud.visible = !$game_switches[XAS_HUDDISABLE_HUD_SWITCH]
0 ?2 \1 M. h4 _% w6 p - @hot_key_hud.update if !$game_switches[XAS_HUDDISABLE_HUD_SWITCH]
# A; A8 r0 t/ O) h - end5 F* A6 j9 Y- q3 Q8 ^. _ e
- end
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