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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 t9 Q& ^9 Q0 P% \3 P8 N9 g3 y
不知道有人能帮忙看一下吗? - #===============================================================================
1 y$ |0 }* ~. |. G, W5 Y - # XAS - Hot Key HUD
0 k% _. R" K$ F - #===============================================================================! C6 H. H S, e V7 f& S
- # By Mr_Wiggles; r7 `4 ]7 `- q( }5 S
- # Version 1.3
& e l4 a+ w) ?! j, N$ C - # 7/6/10
0 p! v- Y. V6 V P2 y) r& A& U - #-------------------------------------------------------------------------------
) L! b3 X& k# e+ i# d$ D4 C2 F - # Instructions:
; w9 _$ Y/ L, g5 T4 M y! V - # Fill in the constants bellow, paste this script above main and bellow XAS in/ X# W8 ~4 R/ Y
- # your script data base. BE SURE TO SET TO THE RIGHT XAS VERSION!!
7 ?0 L: U9 C8 f3 n: f1 l) a ?! T' Z - # / l% q M K4 E0 H ?2 x( _" d
- # Place the "Hot_Keys_HUD" picture file into your game directory 5 t3 z% t! ?( O1 m0 a- a9 \& z( V
- # Graphics/Pictures folder.
: f7 d$ K& j8 s- B# {% }( S; I - #-------------------------------------------------------------------------------4 D( t' V' S, l8 q f- h Z
- # Directions of Use:: u& |5 Q. X3 `- a/ a, @
- # Simple just press a number key (1 - 5) when the quick skill or item menu is& P1 M% P1 N, y
- # Showing.) o% c4 B2 {# r, U) S. ^+ [1 ]
- #===============================================================================
; h/ b8 F+ R" Q/ E- `, }1 H - HUD_X = 0 # X pos of HUD
! q: B& m. E& |3 j6 {8 j - HUD_Y = 0 # Y pos of HUD. `2 Q5 @7 g4 n; Y& W; V5 ]3 p
/ \# a' l$ R7 h0 h6 ?; M- # Set true if XAS 3.7f0 \# \% H" j$ J* R3 e! T
- # set false if XAS 3.6) {3 }' y' N8 g( M
- XASVER_37 = true3 W U" V5 C: P3 G. q3 G; ?
1 H+ K2 b2 q- | n- #===============================================================================$ Y& I/ x# F2 {
- # Numkeys Module+ Q2 o* {* ^% G a: [2 I
- #===============================================================================% o0 A k2 e8 V8 f* j+ g4 Z
- module Input
3 ^* _. l+ ]4 A" O o* S - Numkey = {1 => 1049, 2 => 1050, 3 => 1051, 4 => 1052, 5 => 1053}
9 K) h ?. ?" N! \$ O - class << self
0 P9 C$ k: b! j) M! {- N' Y! h$ B - Key = Win32API.new('user32','GetAsyncKeyState',['i'],'i')
6 w1 g. r) r" V5 [% O1 L - 1 w8 `9 S+ T8 N# s$ ^
- def testkey(key)
' m. F- L- x2 D' q9 ^ - Key.call(key) & 0x01 == 1
! X8 z4 n5 ~) h9 p8 A3 {& ~: { - end: A \8 J1 H5 A! t) ?5 N- L( J1 N
- " F3 x2 z3 w% {! ^
- alias hud_key_update update k5 y* H; ]+ B/ V
- def update
9 a1 _/ W& K2 M$ a6 G5 s4 y2 k( g - hud_key_update
: I+ _4 \; s8 j8 l' } - @pressed = []
" ~, ]+ N0 D: G - for key in Numkey.values. S2 P9 _$ l6 \$ |& @; V
- key -= 1000
- i' E- u! |8 g" y! x - @pressed.push(key) if testkey(key)
5 T1 U9 C( R; y* x% w - end1 ?0 q& M0 t- H( B ^, q
- end8 O1 C& F) E6 o1 l* N1 K5 ?+ M
- 2 u1 }3 |) u, T1 a
- def pressed?(key)
# P/ `3 l% J% i. q - key -= 1000
4 L0 f6 j ?4 d, T5 b - @pressed = [] if @pressed.nil?( Q0 ~# E ?) @+ O! F7 Z& a
- return true if @pressed.include?(key)
6 H0 F" T- N' C. i1 V - return false
' _) G$ V9 j) Z \ - end+ M' Z3 G: K" F! N" B1 l
- 8 E* l- ?: J: A6 M5 y$ P8 |
- alias hud_key_press? press?8 M3 r+ p' ^/ s3 n7 P
- def press?(key)1 H6 `+ K0 Z6 [0 S7 `
- return pressed?(key) if key.to_f > 1000
9 l7 V6 |# q8 u - hud_key_press?(key)8 @- a# r" s: `
- end: @ K8 j- c- s }
- end
& J( r1 {6 U2 u, t0 M: j - end" N* w) e3 m% c# z2 a9 y
- 6 `( e* G f9 c
- #===============================================================================
# E/ X1 u1 [! _2 o; c& X9 E - # Game Player! s+ O i9 s6 d8 |+ g+ t
- #===============================================================================
/ N, \' H; {5 t. |5 B0 I9 h; \ - class Game_Player < Game_Character
7 q5 G( t$ Q. \2 ] - attr_accessor :hud_equip# p* m; _* E# i* P( O; O
-
1 n9 B0 N* X; {2 v$ f+ x6 o" U2 n - alias hot_key_hud_init initialize
( j/ H( [" U, b$ e) c3 ?5 F - def initialize% s+ }' J$ V6 g
- hot_key_hud_init2 [! |! |( c2 F9 c, q( R
- @hud_equip = []
% Q' Y- F' }; ?5 } - end
+ H5 H9 o8 _; o0 c9 \' V - ! @0 o! s1 g5 ?- V* C5 b* [
- def equip_item_to_hud(n, item)* b s% e5 B$ W! b0 I7 V7 x1 \
- if item.nil?
( n/ p2 B3 b+ F0 H; B' t: M% f - $game_system.se_play($data_system.buzzer_se)
7 P4 c" b5 ]( S! k - return* F# X7 p0 D1 y1 t& [, O
- end Y* ~3 F5 b7 B. [! d# o* F9 V
- $game_system.se_play($data_system.decision_se)
) N7 X' C& \/ B' `. N - @hud_equip[@hud_equip.index(item)] = nil if @hud_equip.include?(item)
; N# r1 E) {# D3 o2 E# U% L - @hud_equip[n] = item
- W1 P: ^, f- K+ `4 A) `: ^) ` D( K% a - end
$ f! L# d) w h2 [( m) K - end' E* u7 b8 U0 f# d3 h1 {3 l K
1 G5 x) s$ m( ^7 k/ T- #===============================================================================. w: w9 f1 G' J, S, i) `
- # Quick Skill Window
2 n! F9 C$ {$ x, H) @; t - #===============================================================================
% A8 i, ]1 d" ~! r4 I3 e% ? - if XASVER_37 == false' P/ H4 z; G. Y" e
- class Xas_Scene_Skill
8 K. C$ Q3 e4 M' h' A' a6 K2 o - alias hud_quick_menu_main main
/ X# w* F1 k) B. N8 q& G - def main
5 s3 O8 Q4 F& o2 `/ q5 L - @hot_key_hud = Hot_Key_HUD.new
+ I, `1 a( B7 l' { - hud_quick_menu_main
) f) ]2 Z: ^2 W" r - @hot_key_hud.dispose, X- K- n/ b8 b* ]/ Y
- end; @# V' Y4 V& N) ?2 S% {
- 3 F8 X5 f( ?2 z) I9 L* B
- alias hotkey_hud_qucik_menu_update update4 U0 q& P. V! \
- def update/ ~( e- |1 d4 j# A* S1 s* j4 Q4 F
- hotkey_hud_qucik_menu_update; r0 S' @' [5 Y; g4 u7 R( l
- # Hot Key num 1
$ y' M2 L3 o, }+ ]3 s0 N J - if Input.press?(Input::Numkey[1])& _: {1 Q/ T3 c2 o! V
- $game_player.equip_item_to_hud(0, @skill_window.skill)/ }& E6 M6 E& i8 B. d
- # Hot Key num 2
: F8 z) j& S, I" I0 U# u - elsif Input.press?(Input::Numkey[2]) w$ r/ v! f# v% n
- $game_player.equip_item_to_hud(1, @skill_window.skill)/ l' N& C) o% a4 E
- # Hot Key num 30 h; H. n# C! W7 Y
- elsif Input.press?(Input::Numkey[3])
* u2 n: s1 o7 P& J( G5 f, U, G9 d - $game_player.equip_item_to_hud(2, @skill_window.skill)) ]9 W t; @- v8 S! J" J" @5 X
- # Hot Key num 4
% I+ `. Z% |/ [- x# s0 t - elsif Input.press?(Input::Numkey[4])9 \2 E4 o0 T& k/ |
- $game_player.equip_item_to_hud(3, @skill_window.skill)* o) F, t5 `4 X' F* U$ q8 e
- # Hot Key num 57 x8 Q" B$ D" Z
- elsif Input.press?(Input::Numkey[5])
2 M( ?$ y9 ^: p& ?$ | - $game_player.equip_item_to_hud(4, @skill_window.skill) m4 \1 j+ Y2 f
- end/ \" E/ i+ y8 T+ G
- @hot_key_hud.update
# `, a2 z* C5 y. ~7 \2 L6 B0 _% L& ? - end
) s) O' v+ e9 n) l. |! X - end" ?5 r5 k. X0 F
- else
! B5 @8 P% P9 l$ p' m2 C; W, J: V z - class Quick_Menu_Skill
- M! d" g9 t0 a) P+ R: V7 D9 o) i7 R - alias hud_quick_menu_main main
/ _% O8 I' x, l( f6 r - def main1 q$ C+ b. P T/ W- ^5 ]% R
- @hot_key_hud = Hot_Key_HUD.new
& D9 t& J- f( x% J" P7 d2 \6 v! J0 c - hud_quick_menu_main
! c8 m* L3 s" ~+ G1 |1 { - @hot_key_hud.dispose
6 P/ N% A9 m: j; m3 z - end6 Y# R6 O+ s2 x' X, W Z
-
) z% Y: { r' S, \' W) u. d - alias hotkey_hud_qucik_menu_update update
, ~, m: V: h- E6 ~9 c; t4 t3 h - def update% j4 \' |% D! a$ B
- hotkey_hud_qucik_menu_update; {: t$ W3 a" v& s7 u' W3 G5 N
- # Hot Key num 1
' R! m5 ?4 b: D( J; w% v" H! E" c& H - if Input.press?(Input::Numkey[1])
0 I, I! `% `* _7 D8 U6 S' E - $game_player.equip_item_to_hud(0, @skill_window.skill)& b* f" I! o r# j, ]- d
- # Hot Key num 2
6 l6 O, a5 x7 Q! c/ N5 c# @ - elsif Input.press?(Input::Numkey[2])
! C7 p& n& B& u' {+ z/ J x - $game_player.equip_item_to_hud(1, @skill_window.skill)
0 a. R' y+ W' X9 o2 x) f" M - # Hot Key num 36 k) J5 ^& n3 h7 F# {* {
- elsif Input.press?(Input::Numkey[3])
6 e2 Y7 N" |+ ? - $game_player.equip_item_to_hud(2, @skill_window.skill)
7 w7 ]* |4 t# j - # Hot Key num 4& ?/ L# B5 @0 L# }( g/ U; ?
- elsif Input.press?(Input::Numkey[4])
' k) L _+ s2 H" `( w7 u - $game_player.equip_item_to_hud(3, @skill_window.skill) D& c+ d2 o m% U1 z/ |4 [- Z
- # Hot Key num 5
& _1 i: x* |+ u; g! B - elsif Input.press?(Input::Numkey[5])" ?9 n. c5 `- N
- $game_player.equip_item_to_hud(4, @skill_window.skill)% l! [' o) ^% [2 e' o
- end
4 T2 {# w+ z! A8 o0 D' b5 X! O - @hot_key_hud.update
/ A& f2 b2 p3 i7 ?2 R - end
: V3 Q: ~( P2 V* f0 H( O9 l3 G - end
+ S4 t$ y+ S( \4 b - end
7 e4 J1 g2 Z% d, |+ ?: G
$ B! p* f- g ~! W: ?8 q5 y- #===============================================================================
/ u: ^) k0 M7 u1 V _1 d - # Quick Item Window
3 ]( M5 D5 K0 g$ l - #===============================================================================) Z% [0 o2 Q* t4 h F+ I' R
- if XASVER_37 == false v; E; {6 W8 ]% T, w5 a" O- J+ A
- class Xas_Scene_Item1 H# N9 R8 z& W. M9 R" r- t
- alias hud_quick_menu_main main! c# l+ n3 }. T
- def main
5 ?; X/ J- ~/ w) M - @hot_key_hud = Hot_Key_HUD.new
o; k! O' c/ K" R6 F4 }' u - hud_quick_menu_main% Q$ O* q. ]4 x
- @hot_key_hud.dispose6 P) R @; Z, m9 ]! ]3 k2 F
- end. N* ^" G5 F4 U7 y1 }' A' V' F
- & ?4 e/ D$ m9 \$ G8 a
- alias hud_key_update update
. I1 i9 \( J4 e5 W; W9 q0 n - def update! v1 }6 C' Y1 U# V' Z% n: h" |
- hud_key_update3 O7 Y, F: v# N- o: U I7 a$ o2 l
- # Hot Key num 1; K& W7 Y1 A3 ^7 a) v) Y
- if Input.press?(Input::Numkey[1])" t9 r2 X1 D5 d8 V# W
- $game_player.equip_item_to_hud(0, @item_window.item)
- Z$ ~+ U0 I. \; b8 R# H( y* f - # Hot Key num 27 ]$ T* n9 ^* t+ G: |% |% f
- elsif Input.press?(Input::Numkey[2])
8 t6 Q$ O* R4 k/ M5 s J - $game_player.equip_item_to_hud(1, @item_window.item)8 y H* ?& g; `9 g
- # Hot Key num 3
- D1 Z! ~7 [, [2 b - elsif Input.press?(Input::Numkey[3])( p/ \* m# S9 n
- $game_player.equip_item_to_hud(2, @item_window.item)4 G V4 \! X7 }4 N) E5 n/ e. ~8 M& O
- # Hot Key num 4
6 k7 t7 _8 s3 e4 p - elsif Input.press?(Input::Numkey[4])9 T$ a6 o/ a) y: V
- $game_player.equip_item_to_hud(3, @item_window.item)
; ^& i8 j" ~3 p7 ^* x% a - # Hot Key num 5/ c5 n4 W# d8 n1 D
- elsif Input.press?(Input::Numkey[5])6 d# |8 ^9 j* @- u+ t6 z
- $game_player.equip_item_to_hud(4, @item_window.item)
) D5 C" ^& |: |) k; O% H9 P7 i+ G9 [ - end$ f6 |$ B, w' k; N# q+ z4 |7 {% Z$ S
- @hot_key_hud.update* Y2 Q @& G3 d# M4 a
- end/ W1 O8 L/ A* P7 [4 D# b/ C' W- M& m
- end3 l5 `( s8 L, q: A
- else& g' P$ i* l8 h @4 z( T* d
- class Quick_Menu_Item: `) G+ S/ x/ `, v" N3 x$ N
- alias hud_quick_menu_main main
% R; u9 F2 d4 O0 r - def main6 l, N' X# x6 X" b
- @hot_key_hud = Hot_Key_HUD.new
5 N8 \' q' e! h8 ~4 S* u - hud_quick_menu_main3 f" X0 Q) Y/ o# g
- @hot_key_hud.dispose
% \" j m2 J5 c1 k) ?' {) |2 V6 A - end* m7 M0 f( N$ _( H, c
-
7 f& k& K7 X4 ]2 }% v - alias hud_key_update update
$ p5 ]! u% j5 [7 t. b - def update
( @, w2 O( I% e6 c. `6 W+ _5 T, K - hud_key_update
9 e8 ^- Z8 s: k/ ~* p$ I- j/ H - # Hot Key num 1
9 [& F4 {+ ]8 P$ L9 v, J - if Input.press?(Input::Numkey[1])
! v8 v/ C2 J. T9 F0 [ - $game_player.equip_item_to_hud(0, @item_window.item)1 w. g$ M( K" K
- # Hot Key num 2
( H( T2 u: H* n5 e0 E - elsif Input.press?(Input::Numkey[2])
2 v- z5 @7 {; D2 Z# F4 ]( B - $game_player.equip_item_to_hud(1, @item_window.item)
! u( s9 g) u6 ] - # Hot Key num 3
& u+ b3 W& r# {$ t - elsif Input.press?(Input::Numkey[3])
0 F; w) h% [5 V# w! `8 S% ] - $game_player.equip_item_to_hud(2, @item_window.item)
! ^+ h. ]( T8 d5 y - # Hot Key num 4
" E! G/ ?: D! o* x- F, }$ _ - elsif Input.press?(Input::Numkey[4])* s# A: Q0 z% I" ]2 v
- $game_player.equip_item_to_hud(3, @item_window.item)
7 b4 f& a6 H3 o# z+ S8 |; p) ? - # Hot Key num 59 f) p- a3 A, `$ ^
- elsif Input.press?(Input::Numkey[5])+ O2 u9 N6 ^5 Y, w0 N" D( O
- $game_player.equip_item_to_hud(4, @item_window.item). V% s! i3 y: A3 U
- end
9 [+ H) |. W' r/ p" h0 x) n - @hot_key_hud.update
( m; ]! t# u; R - end
0 h/ t1 d8 t/ P+ E/ P9 P3 C - end
# V4 x3 d: e: n - end, x' b% Z$ D: Z2 k8 b, E
3 V: w2 v* S i( U' M- #===============================================================================
2 g4 @( ]7 O% M2 Z$ P( R - # HUD Window
5 k: u6 a a% Q o I3 n - #===============================================================================( _0 P9 n4 j5 J7 z* P
- class Hot_Key_HUD < Window_Base4 Z+ V! e. H6 S/ n% U- a7 G9 v
- def initialize(x = HUD_X - 10, y = HUD_Y - 15)
6 z3 P( P) A' S0 F$ X- L - super(x, y, 220, 80)
. }1 x+ o4 j4 ^! P4 J0 E; T5 } - self.contents = Bitmap.new(width - 32, height - 32). M, \( ~. ^+ r* N6 d3 q) M
- self.opacity = 0' I5 K4 ]5 w4 }" G- p8 r
- @actor = $game_party.actors[0]
! Q q' Y2 H! b, }! F/ L+ I! {5 ~/ P - refresh# C5 Y+ Y8 V( {& {% X
- end
" x: g& h* I9 G. a+ ]6 t. M - & Z' U. b- u- k4 ^
- def refresh
/ T( J6 }9 u/ \! x2 F0 ? - self.contents.clear' n' ^: D# N* W- e! p/ p. w
- bitmap = RPG::Cache.picture("Hot_Keys_HUD")2 d* c6 A& {! I0 U2 n- @
- self.contents.blt(0, 0, bitmap, Rect.new(0, 0, 160, 32))7 z7 F0 Z1 k6 w; n: \* l
- for i in 0..4! I& S2 K( E' Q
- x = 32 * i + 4& @, Y! i/ d+ j. K S
- item = $game_player.hud_equip[i]: Z. S, ^7 l$ |5 `
- next if item.nil?
, R: l0 P4 }* D - if item.is_a?(RPG::Weapon)5 b! |: n7 V- y! a! K a; y0 a
- item = nil if $game_party.weapon_number(item.id) == 0 and
8 {' L# f, l% {; ` - @actor.weapon_id != item.id
e: C" V R- R; y - elsif item.is_a?(RPG::Armor)
* d5 \+ H4 v1 M* u - item = nil if $game_party.armor_number(item.id) == 0 and
' Q; l9 I* f: d5 @1 Q( v - @actor.armor1_id != item.id
7 N9 }0 Q' d+ Q4 z) d6 S - elsif item.is_a?(RPG::Item)5 _/ Q- |7 z: X! n
- item = nil if $game_party.item_number(item.id) == 0 or
5 F; D$ w6 L7 j, n4 ^ - !$game_party.item_can_use?(item.id)
+ }7 [6 j. X. l {6 E" m - end* _+ U$ T" Z* e8 y# s/ Y
- bitmap = RPG::Cache.icon(item.icon_name)) k: ~) \' T' X5 P
- self.contents.blt(x, 4, bitmap, Rect.new(0, 0, 24, 24))
9 D& [9 }0 h& v* l+ {& F) E2 C - end
8 `( N$ V6 J$ b0 Q: L5 T0 G1 I - end, y6 _) p9 i8 v3 P2 V
- ) F+ M6 F8 v5 T; [, ]
- def equip(item)
& R2 u9 N7 G' c - if item.nil?& q# n5 W4 _% l f9 h
- $game_system.se_play($data_system.buzzer_se)0 d0 n% X% o K* [
- return
6 D$ u* h* ?3 J5 a* o! E - end
+ V/ L" A# n: ]$ Z& | - if item.is_a?(RPG::Skill)
9 K6 H) `% [! n+ y - if [email protected]_can_use?(item.id)
& Y( @; e! [# f6 S7 {0 \" W" n4 R - $game_system.se_play($data_system.buzzer_se); ^4 r4 q; @' R2 M
- return& t* E v8 P8 d2 y
- end; m0 Y! k& B/ @8 h
- $game_system.xas_skill_id = item.id, }, R! t8 s% Z9 U( F- k
- elsif item.is_a?(RPG::Weapon)3 p0 I) z$ g N$ U
- @actor.equip(0, item.id)- ?% o+ Y7 j; a+ o" n" ?
- elsif item.is_a?(RPG::Armor)& x1 }. J4 @0 p. R5 l" |
- @actor.equip(1, item.id)5 t* @- ~) N* I" D6 v' h
- elsif item.is_a?(RPG::Item)
, Z/ h$ G) N8 q( u) E: ^ - item_tool_id = XAS::XASITEM_ID[item.id]
1 G3 M& P# K Y; X8 m3 y - if item_tool_id != nil
' _8 @1 Z( h, [$ X - unless $game_party.item_can_use?(item.id)
1 J# g$ a+ U1 L/ F! \: P - $game_system.se_play($data_system.buzzer_se)2 A) `, j7 K6 J3 e
- return
. q$ Q, {- q# _ - end
6 C5 V& F# q! J) U C - $game_system.xas_item_id = item.id
4 i5 `( g0 s$ z5 w+ O( R4 @ - end( \6 _" W3 y6 G5 d3 v
- end
8 Q5 r/ [8 ?* H) b# `+ w" s - $game_system.se_play($data_system.equip_se)& M% L& v! T# k- o, n4 W4 D6 q) U
- end
+ O2 {8 y5 x- S. D -
% c) r7 Z$ R& z$ J - def update
. D# [+ ~( p5 m - @actor = $game_party.actors[0]
2 L* \1 \$ g6 |& E: K# U, G1 P - @hot_keys = $game_player.hud_equip' V- _1 x+ l6 K- k
- refresh
* x9 `. t3 H' w8 r - return if !$scene.is_a?(Scene_Map)
" r6 b# u6 a8 p% c8 r7 ~) Q - if Input.press?(Input::Numkey[1])' l3 k. R: s3 d8 R R- n. | J. K
- equip($game_player.hud_equip[0])
' N( H2 v( ?. K7 f) D' s3 \. f - elsif Input.press?(Input::Numkey[2]); v% p. @5 W& Z4 i) Y, g6 R# T
- equip($game_player.hud_equip[1])% O, n, j# ]; l9 V: j6 y+ u) [
- elsif Input.press?(Input::Numkey[3])
0 Q! q% p* E' E) _; z/ _ - equip($game_player.hud_equip[2]) 9 B5 i# s0 m2 f, z! P4 J
- elsif Input.press?(Input::Numkey[4])
' T6 E4 l' N6 ?! s8 x! A7 m7 a a - equip($game_player.hud_equip[3])
5 p# A2 H5 {7 p5 U, P ?$ } - elsif Input.press?(Input::Numkey[5])* h2 m! }' s/ Q/ o5 @/ _9 Z0 i4 A2 }, H
- equip($game_player.hud_equip[4])) E5 D- y! `. s9 }* C" p( y
- end
, U3 D; C1 b! _2 E# |; q9 V! U3 | - end+ v: `( ~5 v6 [& A! t% s3 h
- end
7 ^- M. u: _$ [& j9 b' n2 ]( N0 w; q
" ^& O2 F: J8 ?! j- #===============================================================================& _& N5 l/ T, r" H1 v
- # Scene Map7 J7 U* S5 W, _1 O; l( m# o
- #===============================================================================
. y) m+ Y A* {- q3 a3 V - class Scene_Map
% t" U) Z( w( z* z; O; n7 { - alias hot_key_hud_init main
: n# z, ^' v! ^9 C% a" Y( K - def main
, X: M# c$ D: m' d X - @hot_key_hud = Hot_Key_HUD.new; }( F/ W6 k! y7 F
- @hot_key_hud.visible = !$game_switches[XAS_HUDDISABLE_HUD_SWITCH]0 b$ ?0 i* \. B c
- hot_key_hud_init8 h0 Y' z5 c+ L: v
- @hot_key_hud.dispose0 m( i2 s& P- H, Q3 k
- end# u9 K |6 I' n: l1 t* _' z% k' i
- / h W) f; P3 U; \8 g. y
- alias hot_key_hud_update update
e4 ~2 ~/ j6 a# H4 } - def update
% j8 C$ v" R3 f - hot_key_hud_update
' u0 P/ _' h5 J - @hot_key_hud.update! z" X. e, ^; \ c
- @hot_key_hud.visible = !$game_switches[XAS_HUDDISABLE_HUD_SWITCH]: S# |9 ?) ^1 h- W9 V( Q; H
- @hot_key_hud.update if !$game_switches[XAS_HUDDISABLE_HUD_SWITCH]" \& B9 B7 ?# `+ U& s0 B3 B* a
- end" G2 b3 u/ {' l0 \" l6 ^
- end
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