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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,; K. q3 E r* H* m
不知道有人能帮忙看一下吗? - #===============================================================================& l, |! I: j" s0 D; H9 u! J0 P
- # XAS - Hot Key HUD
/ l7 L7 a% A0 x' e - #===============================================================================6 M7 k, A; ^3 Y$ d
- # By Mr_Wiggles1 c: i6 E8 M5 C% |. j/ p0 }- P
- # Version 1.3
9 x, K) r* E2 b+ p- A6 [+ a* r/ c1 { - # 7/6/10( ]) s3 v, x2 I/ {' m* o- s. l7 W
- #-------------------------------------------------------------------------------
9 J* p0 M0 b$ R$ x$ [ - # Instructions:9 d; v4 H* ?/ n" n% U" M
- # Fill in the constants bellow, paste this script above main and bellow XAS in
. z& a) i/ |: Z - # your script data base. BE SURE TO SET TO THE RIGHT XAS VERSION!!: W6 Y) U" }! t$ W! V
- # F1 l# q# Q$ W' }# N' `& d
- # Place the "Hot_Keys_HUD" picture file into your game directory
1 B' k/ T) ?! `% e+ Y9 P n - # Graphics/Pictures folder.9 z" y7 l7 `# @: q' l; l7 L* t$ }
- #-------------------------------------------------------------------------------9 J6 v2 _7 H1 a7 m) e
- # Directions of Use:
* i/ B" y* M9 W% I* \( f - # Simple just press a number key (1 - 5) when the quick skill or item menu is
5 O3 C+ x4 V H7 V) q - # Showing.
- |" J2 V9 k0 M6 Y4 ~; i+ n4 A. I1 Z- s - #===============================================================================
" e; ~. M7 Z/ ^8 K+ D - HUD_X = 0 # X pos of HUD* U- D9 ^5 Y; v4 @
- HUD_Y = 0 # Y pos of HUD" M$ d, @' h8 U* E" n* P
- 3 ]( m3 P+ x, B# }0 z6 X
- # Set true if XAS 3.7f
6 {" R/ H3 O3 {" N D - # set false if XAS 3.6$ ]1 B6 j( Q: g& Z* y
- XASVER_37 = true
% O: a2 o' Z9 ~& E* k! z: \
1 _1 ?; b" H" X2 o! f' H- #===============================================================================7 v: s" V- B& x$ G, q1 Z0 q
- # Numkeys Module
" }. v) Z6 w( H4 _2 ^& ^ - #===============================================================================, q' ~6 [9 M# m$ I& ^' z
- module Input
) T5 p& K) k W; [; @ - Numkey = {1 => 1049, 2 => 1050, 3 => 1051, 4 => 1052, 5 => 1053}
4 J% ?" H! d$ r. N+ N* ^6 d7 \2 A d5 j - class << self
4 Z. H7 |( T1 K2 i7 b. F) \+ S - Key = Win32API.new('user32','GetAsyncKeyState',['i'],'i')
9 K/ U' N( x' l( \ y2 v6 Y8 c" m5 r5 _ - # r0 d' Z* Z) b& N! x H/ g7 z. S
- def testkey(key)1 D. E2 {, B+ H0 j2 F+ w. S
- Key.call(key) & 0x01 == 1
+ c& u, ^" {: @: s - end
" w+ T8 N/ F. k9 Q -
3 R/ a( e/ |+ D" p& d5 k5 S - alias hud_key_update update6 `, y0 R" B% @% G. a3 m
- def update
, D6 U' g) A+ z7 `$ u - hud_key_update/ b. @! B c5 V+ T# a5 k
- @pressed = []
& p, c7 H% S8 e1 F. s5 \) g - for key in Numkey.values+ L: y$ G J, j8 ~
- key -= 1000
3 F. n# O4 Q6 `; z - @pressed.push(key) if testkey(key)
3 v& P) x( U3 P. f% x7 N% m - end8 m, n# }. j1 p& _; B9 K
- end/ e2 T* M9 H4 u" n* K
- $ P/ e6 t' t! k: {, ]
- def pressed?(key)& _, t$ c+ Z V* ?" z
- key -= 1000' v: I' W$ o( ^7 R
- @pressed = [] if @pressed.nil?5 t" ~4 `# [& s6 G* O) c$ I
- return true if @pressed.include?(key)
7 b) ?0 N- c) e' V6 l, b - return false1 l' a+ O% ?9 v& |
- end
2 M9 v. g; o$ Y -
. \( P& X0 J* O' F - alias hud_key_press? press?7 {5 B2 ]9 z) t% R" u1 D8 n# h H6 e
- def press?(key)
# U. j6 Z- Z8 C: Q6 N! `; B - return pressed?(key) if key.to_f > 1000
% H' t' A) G1 v5 H$ ^ - hud_key_press?(key)
! s, }4 J% a( [0 D - end4 g- H- L# Y+ }* _" J
- end7 F6 o0 c/ M7 h* q* U& [" y
- end6 V0 A4 t: V: s) i4 V
- " Y; d# w( G2 e& q- @# n
- #===============================================================================
; I% v" g! k' m1 } X# ?% y - # Game Player
: w% o. X; u- u4 r8 ^ - #===============================================================================' U0 L' @# k: k& [0 G
- class Game_Player < Game_Character
$ B; `! f! X, c! N& K% E - attr_accessor :hud_equip
1 ]. d8 O6 d0 S0 g3 S% z8 ` -
\& e, S2 l! W+ S) w3 @ - alias hot_key_hud_init initialize! d; \( y# v: l* {* f/ d: ?$ y) w0 O& _
- def initialize5 Q) {/ }# y. X5 V
- hot_key_hud_init! l/ B8 y& Q. s2 m! s
- @hud_equip = []
! X9 D$ d& Q! { ^( l4 N, f2 q* |% {$ R% b - end$ Z. r5 ~. i, n f
- ! k2 f# J% n! D
- def equip_item_to_hud(n, item): }3 m) f7 ~$ I+ |9 F6 H P
- if item.nil?
1 v, C7 ]8 V9 u/ B! l; s$ E0 Y - $game_system.se_play($data_system.buzzer_se)
# I) f- ]9 [" F6 ^- \; N! j - return
# ^$ B. s: D% k6 C - end
; j ~- q7 c. p - $game_system.se_play($data_system.decision_se)
, C0 R- L; l/ a) n* g8 b - @hud_equip[@hud_equip.index(item)] = nil if @hud_equip.include?(item)) b& ^1 s6 i5 \+ e9 Q9 G6 s0 x) }+ ?
- @hud_equip[n] = item/ e9 V8 |( J A9 Y0 l2 `6 D6 l" ]
- end
# V( C' |8 |" w& l/ } - end
+ I2 p& I6 ~1 t- C0 ?/ [ - , n; {% ^- B. r! u
- #===============================================================================' p! R. t t! O3 ^, h; w
- # Quick Skill Window
: B& }2 W' j2 m% P9 o8 h3 i8 @ - #===============================================================================: J2 F9 L W2 C/ F
- if XASVER_37 == false
; |" [( N2 F. E ]. L - class Xas_Scene_Skill
, r: K+ }/ h% ]% N, N - alias hud_quick_menu_main main
( S$ V/ v( r- t; N" y8 N - def main+ k1 e- ~# s( T& e3 W( \1 @
- @hot_key_hud = Hot_Key_HUD.new
5 {# Y' y8 u2 M- k; E - hud_quick_menu_main
2 X- g8 | @' L( a- v - @hot_key_hud.dispose
. ?* h2 ^$ }* j6 Q8 o - end
( I3 t! C& J: G% S# k9 T4 p0 y4 S - 3 d7 D* s! o( ~* ^1 @, M& c2 B
- alias hotkey_hud_qucik_menu_update update
9 Q# p8 ?9 o: P - def update8 u4 s6 g ]# |8 @
- hotkey_hud_qucik_menu_update
& M+ [7 x3 s1 O- O3 d - # Hot Key num 1
' W2 q6 D1 X! p' W# z- y5 ^ Z! _ - if Input.press?(Input::Numkey[1])4 r+ q' C% ~3 D; b
- $game_player.equip_item_to_hud(0, @skill_window.skill)# u4 V0 }! ~+ I- Q
- # Hot Key num 2
/ e0 I; G, Q6 N/ T: T3 w3 D' G8 M - elsif Input.press?(Input::Numkey[2])$ [/ o) B* A- W1 W
- $game_player.equip_item_to_hud(1, @skill_window.skill)
F, ]" [ o# L2 y/ l$ T/ o2 e; t - # Hot Key num 38 o5 U2 N, ^; p5 _8 N( \
- elsif Input.press?(Input::Numkey[3])
; o0 J C, I4 M$ m" ?4 s. e6 ` - $game_player.equip_item_to_hud(2, @skill_window.skill)
; P% i# S, H, R. p) e; |- n - # Hot Key num 40 g) W) a' Y u% C, s1 ]! x j
- elsif Input.press?(Input::Numkey[4])
( r! L' F) C4 [1 D- B% y% v - $game_player.equip_item_to_hud(3, @skill_window.skill)" Y& P, |; s7 Q0 N/ W
- # Hot Key num 58 {! Y$ H% n- N% _
- elsif Input.press?(Input::Numkey[5])
( c( j$ k" V( `* I - $game_player.equip_item_to_hud(4, @skill_window.skill)
: K7 i( U* S, k' e3 ~ - end
0 J8 B2 D" t0 A - @hot_key_hud.update4 |; B5 g& {* ^
- end
" i$ K0 w! B; c - end
4 j5 N. ^: K1 N; f! {' ? - else' E, X6 }. O' }3 o5 [9 ^1 p0 O
- class Quick_Menu_Skill
% r* E/ p/ ]8 d6 T+ A* P3 O - alias hud_quick_menu_main main" I' t0 s, F" w, d
- def main/ m5 {0 {$ a& ^4 I
- @hot_key_hud = Hot_Key_HUD.new
, r( N$ h. ^$ L8 N$ g - hud_quick_menu_main/ `7 v4 {, Z( s$ |. b/ ?
- @hot_key_hud.dispose' o* c5 T: ~: C
- end: i. Y. w8 y$ s* p
- 8 |! d& T8 k ]. q
- alias hotkey_hud_qucik_menu_update update4 K* G. E$ J0 L$ h& }4 ^
- def update; I, n6 `% p; e% t8 h1 z. d- b
- hotkey_hud_qucik_menu_update
: G& s G6 k z5 N$ W- v" r- i - # Hot Key num 1
- g0 o# |4 Y- H% ] - if Input.press?(Input::Numkey[1])/ z A a+ ^- T0 i
- $game_player.equip_item_to_hud(0, @skill_window.skill)% h, `. e/ I) C% D) V
- # Hot Key num 2
Z& I8 V' Z- O% u8 k - elsif Input.press?(Input::Numkey[2])) @4 i/ _/ E: J( x; H9 \0 x
- $game_player.equip_item_to_hud(1, @skill_window.skill)
3 }" E* m, m6 k - # Hot Key num 3
0 x; B( n) g2 Y6 U( d L% X - elsif Input.press?(Input::Numkey[3])3 B# n; t/ n4 {9 i
- $game_player.equip_item_to_hud(2, @skill_window.skill)
% n R6 V! |0 [' h5 f$ Y P - # Hot Key num 4
) ]1 T2 y* P% Z& b. U - elsif Input.press?(Input::Numkey[4])& L8 J l4 m$ M# s. j# e2 w
- $game_player.equip_item_to_hud(3, @skill_window.skill)+ b( V2 F6 E# V/ W% x
- # Hot Key num 5
; I" R; b9 s6 N# G" L0 n2 Q! T - elsif Input.press?(Input::Numkey[5])
$ B& p! E! @5 `1 Y( ~, w, H - $game_player.equip_item_to_hud(4, @skill_window.skill)
1 r# A. l- S$ l/ k( G9 R" `$ U - end* I+ ?3 D) j. F# ~
- @hot_key_hud.update3 g! m' }+ R! C. z% R, e6 G
- end
! p; P: _3 g* |" \) | - end
+ e+ z4 h, d6 n. W" N$ }3 k - end
3 l( E( O! ?' c+ i: \
6 l7 Y9 C1 [, f- #===============================================================================2 H# d" p' W& l' S* F) Z$ O, y
- # Quick Item Window# U/ R3 v8 [% F- V, _% q$ [
- #===============================================================================
?4 u5 D( A. _- P1 P - if XASVER_37 == false
! K9 `1 ^# l0 U1 D8 G - class Xas_Scene_Item2 O7 {" B0 V* M! e1 x
- alias hud_quick_menu_main main g& F9 u5 D/ O5 r3 m7 R
- def main
' Y; c/ k6 J* y5 ]/ F - @hot_key_hud = Hot_Key_HUD.new
# C* E0 \/ X+ w: D - hud_quick_menu_main5 ]& U5 n9 }- O+ U8 M
- @hot_key_hud.dispose
& X ^- C6 [, a; u: ~1 d( A - end; M, T! c, g$ M. j8 C: F1 }
- 5 j6 G5 k1 X8 a( c; k& j
- alias hud_key_update update! f+ T# w/ f7 W
- def update
7 J8 A- f! D' V5 d& F. P5 t - hud_key_update
0 ^# M) e% r9 Q5 M, S# } - # Hot Key num 1
3 o0 F7 {2 E' d! v6 I0 q" K6 | - if Input.press?(Input::Numkey[1])3 Z2 _, R$ x- l" o2 |7 @7 l
- $game_player.equip_item_to_hud(0, @item_window.item)( Z$ W+ l5 D, U2 O. }- l
- # Hot Key num 26 A" }/ p5 F- Q, l- B
- elsif Input.press?(Input::Numkey[2])6 A1 F L- U# V0 N2 w
- $game_player.equip_item_to_hud(1, @item_window.item)' e" |% F, g( N0 }
- # Hot Key num 3
4 ~" G& k. ]* w- O! R" ] - elsif Input.press?(Input::Numkey[3])
7 o) j! u. J' N f s* {: a - $game_player.equip_item_to_hud(2, @item_window.item)# `# I7 H/ k! [" ]( O
- # Hot Key num 43 v: F5 }+ G& Z/ f9 J. d9 i
- elsif Input.press?(Input::Numkey[4])
5 J, y$ C4 p, p& e - $game_player.equip_item_to_hud(3, @item_window.item)2 C) @' x# e+ x& v4 p8 [. s
- # Hot Key num 57 {# B; O1 \ m5 G/ u8 I# M
- elsif Input.press?(Input::Numkey[5]), @7 { E3 g z
- $game_player.equip_item_to_hud(4, @item_window.item)
, F5 d7 C* y* p& Z: ^4 N - end, r! C0 i" B& e- c8 h1 o
- @hot_key_hud.update
: w. v% i0 s* t; g/ R( }, N# m - end4 q) g! g, t' S l7 P4 U
- end- j; _; Q0 m6 s4 F! a& J
- else! ]4 k( a# n3 K$ C. m% U+ C# s" j* F
- class Quick_Menu_Item) N: a/ [0 p" ^9 m% {+ B
- alias hud_quick_menu_main main
1 S4 G9 u4 Q- g - def main$ ]. d2 F" R+ e2 w
- @hot_key_hud = Hot_Key_HUD.new" w ?0 M, C, K6 ?7 G" `1 W
- hud_quick_menu_main: R4 X. x6 b2 Y( Q2 v) g- {* c
- @hot_key_hud.dispose
7 p+ x0 M, r0 l+ t8 y0 F- t - end6 Q. D* T2 v0 t6 \- ^& n
- , ~ m+ X$ A* q" L) m, i# n
- alias hud_key_update update& w e5 n6 n/ g
- def update
) S+ h7 j! Z v6 \ - hud_key_update
. C% N' T- A* S' A6 B+ h9 h - # Hot Key num 1( ?6 T: ?9 n. z! d; v7 ?9 O, R
- if Input.press?(Input::Numkey[1])
7 I9 q v$ b# p1 |- _0 ] l - $game_player.equip_item_to_hud(0, @item_window.item)
8 s; k+ {5 F1 s, _& o3 o - # Hot Key num 2
8 {- n! u: \0 o' B) i - elsif Input.press?(Input::Numkey[2])& b& ^) @" Z7 a
- $game_player.equip_item_to_hud(1, @item_window.item)
3 B9 q8 x2 h: w0 w) T1 h/ W1 ` - # Hot Key num 3
% H5 X# X" b7 Y M2 S& h7 b. q - elsif Input.press?(Input::Numkey[3])
7 T; U. L9 Y* C3 [4 P. H! h - $game_player.equip_item_to_hud(2, @item_window.item)$ X: y* e( e1 x2 C& C+ v
- # Hot Key num 4
9 A; U0 a( C# X! i0 F! S - elsif Input.press?(Input::Numkey[4]), L0 }8 M% ^; ]. M4 d) b4 K
- $game_player.equip_item_to_hud(3, @item_window.item)$ u" ^0 X% ?# m ?0 S
- # Hot Key num 55 e. k5 Y2 s; U3 q4 j& _ \0 g( w
- elsif Input.press?(Input::Numkey[5]); |) A- p$ H7 e* W' t
- $game_player.equip_item_to_hud(4, @item_window.item)
2 B6 Q4 a2 P; \6 q - end
7 V( A1 }* Y% D6 {: r- R - @hot_key_hud.update
$ b+ W3 U; N2 z* l* j - end
- c# o0 ~) F S+ ~" q' \ - end/ n, L9 A6 h Q
- end
4 g% c" ?/ l+ _/ a8 g' [
" }# E v$ e: A) k9 P+ w- #===============================================================================
: V) i q: |4 j5 j4 ~ - # HUD Window) { `# U4 a2 h
- #===============================================================================
2 Q5 h: P [5 r* H0 a - class Hot_Key_HUD < Window_Base' v' j* B4 X3 ^* U$ Y; Z+ L6 x
- def initialize(x = HUD_X - 10, y = HUD_Y - 15)4 D+ j: N+ X& f, K* T# V
- super(x, y, 220, 80)
/ U* J+ x& i" ] - self.contents = Bitmap.new(width - 32, height - 32)9 b& {- i s9 T; `0 f. ^+ a) ^. B
- self.opacity = 0* C0 w) Z9 Y% U& J1 d7 { s2 `
- @actor = $game_party.actors[0]; U0 \( Z2 b# i' Z# M
- refresh3 K5 e% P) V) [$ U, f- v
- end
8 c& q$ d2 P* X# T1 H
5 N$ ^: x G; m6 G, c! h8 b! E- def refresh
, {; i' r0 d, u+ N% q5 h; _ - self.contents.clear( c1 C( Q- h) d9 l+ `) w
- bitmap = RPG::Cache.picture("Hot_Keys_HUD")
7 r! W% L& ?4 h! F6 }# @; k - self.contents.blt(0, 0, bitmap, Rect.new(0, 0, 160, 32))! }- i! ?* P( J1 `
- for i in 0..4
8 e9 u+ g ?, j0 z D/ t - x = 32 * i + 4
& P5 H0 t7 @. o7 X+ t - item = $game_player.hud_equip[i]
, r! b$ o4 V/ @( s2 a - next if item.nil?
8 s* x N# L/ M/ h$ d! L- j* B0 d - if item.is_a?(RPG::Weapon)
/ n, T; a8 t" f {0 ?4 [' X/ | - item = nil if $game_party.weapon_number(item.id) == 0 and, G T! b, `' s$ C: h! `, v
- @actor.weapon_id != item.id
' {. h9 o2 y3 i - elsif item.is_a?(RPG::Armor)- h* r; w+ H7 l
- item = nil if $game_party.armor_number(item.id) == 0 and $ u" |% D4 p. K2 \
- @actor.armor1_id != item.id8 N' u. J% g$ h5 O
- elsif item.is_a?(RPG::Item)9 N0 J# R/ c1 Z, z
- item = nil if $game_party.item_number(item.id) == 0 or
# X, W z: B, k' T0 i5 y2 z( _9 C$ m - !$game_party.item_can_use?(item.id)& Y0 W" e6 d* o8 g0 x% J" f1 w* N/ d7 Q
- end
8 ]. R% h3 Z$ T - bitmap = RPG::Cache.icon(item.icon_name)7 } n, s) Y; R0 b* |7 p7 b2 ^
- self.contents.blt(x, 4, bitmap, Rect.new(0, 0, 24, 24))
4 x* l4 G F6 u - end4 d. M- P2 X W( J& I
- end- D& b/ }+ k2 T/ m. j$ r4 y
- * |$ S# M: z# W) } u! P* r
- def equip(item)
- y z4 c9 Z' y - if item.nil?
5 y( C9 t# Q$ n1 l - $game_system.se_play($data_system.buzzer_se)' s' e0 z1 o5 S J* i
- return7 p2 s* } A4 [3 e- K4 L
- end
, w4 T4 a$ D0 `; J& E: L1 \2 z - if item.is_a?(RPG::Skill); W8 p% T3 n; f s# M5 l
- if [email protected]_can_use?(item.id)
1 Z1 n$ g+ O5 q0 t) x3 b; S - $game_system.se_play($data_system.buzzer_se)
8 `. R% S( Z( c% Y8 D# C) N, F - return
, B: `5 n4 q' H! E - end
, {& i% K- b2 `: L' | - $game_system.xas_skill_id = item.id
' i/ I6 A% {/ J8 j6 C) } - elsif item.is_a?(RPG::Weapon); O7 P2 e; z6 X0 [- ^: U; d
- @actor.equip(0, item.id)+ S- Z& G; S* h+ @# C2 h3 ~
- elsif item.is_a?(RPG::Armor)6 f- Q* a( ` L+ e7 t! j
- @actor.equip(1, item.id)% Y; g' t" _ X; t, E
- elsif item.is_a?(RPG::Item)( u& _0 G d/ n0 z/ q% K
- item_tool_id = XAS::XASITEM_ID[item.id]0 h' t: l0 ^6 i4 \, S1 w
- if item_tool_id != nil7 T6 r: N7 U$ ?9 x. J( B
- unless $game_party.item_can_use?(item.id)
) _( X% z( U3 n8 m0 e9 b3 X - $game_system.se_play($data_system.buzzer_se)
* @0 P2 K) \: G+ t! |3 o3 |7 j5 j! b - return8 g0 t; ?0 _* {* X8 z* w6 f. {/ y
- end
2 Z. _) P" Z+ T& r% _% D - $game_system.xas_item_id = item.id# @& N. R$ ]) u8 {5 e& o
- end
/ f: Q8 D4 ^# T f- [' u - end6 `' c H/ O1 f8 f0 y' `' ]
- $game_system.se_play($data_system.equip_se)8 O+ D* M9 }0 [2 V4 m9 j# t& @/ L0 T8 n
- end/ z6 U3 e$ X* N- s: N; F
- * g! W9 y# ^2 A3 u; I# x
- def update
/ Y% s) i! v8 p# N1 S' [* d& d - @actor = $game_party.actors[0]
" ~/ g# M- z5 ~/ k - @hot_keys = $game_player.hud_equip
" Z0 x, I, y5 l) t, K& H9 v2 h& X - refresh
0 Y4 p J5 Z k' V5 F - return if !$scene.is_a?(Scene_Map)
6 |% I1 u1 G) k( _+ @" r - if Input.press?(Input::Numkey[1])
4 g, [. t, n1 Z, H. O: }/ B9 g - equip($game_player.hud_equip[0])" L/ n6 o, Q, H2 b# l/ x; ^1 Y$ S
- elsif Input.press?(Input::Numkey[2])
2 e1 I7 S; V, i+ @) d# M - equip($game_player.hud_equip[1])% y0 Y; T5 u9 ~2 r( q3 I
- elsif Input.press?(Input::Numkey[3])
* E5 [0 e8 n2 N. C5 l2 \ - equip($game_player.hud_equip[2]) q4 ^4 B3 w5 K# L! S7 W
- elsif Input.press?(Input::Numkey[4])
; ?6 ?! N7 T' F/ d, L' N+ K; r - equip($game_player.hud_equip[3]) 2 u: P: P* |4 g' [ N5 B f( O
- elsif Input.press?(Input::Numkey[5])4 M( _3 _7 i4 z
- equip($game_player.hud_equip[4])9 @: g7 ] p- t
- end
% z+ K% H2 v" D0 O0 } - end r" b# R) M( Z" {
- end- K$ V. N$ ?4 o- k g8 Z
$ i* `: D4 z) l2 R. q- #===============================================================================
. p @3 i: i* V6 N) Z9 E - # Scene Map
/ B: ^3 @- w$ T: Y - #===============================================================================1 N% N- j3 l. P( S5 u& e; j$ ^
- class Scene_Map" m2 f4 w% S* c. Y* ]8 {+ S
- alias hot_key_hud_init main$ t0 x, }3 D: c% ]4 @5 d& j
- def main
* d2 g- e4 a+ Y1 }! J+ z - @hot_key_hud = Hot_Key_HUD.new
2 \) X$ k8 x' }3 K: E0 { - @hot_key_hud.visible = !$game_switches[XAS_HUDDISABLE_HUD_SWITCH]
% m( T# ~* t2 d' W; `# A. p - hot_key_hud_init$ G' y. m8 n& _/ U
- @hot_key_hud.dispose9 |' X3 _( i% @+ Y8 |
- end$ c0 n Z4 K6 j) b
-
( E2 W# c/ |$ r9 N$ J1 y: H - alias hot_key_hud_update update
$ }" A; L6 ~6 M5 N8 P' M7 ` - def update+ M R' d9 j: Z0 K
- hot_key_hud_update! z7 m5 g, I0 z5 {0 w( N& ^
- @hot_key_hud.update; g" x) X8 g) [* E' \. ?
- @hot_key_hud.visible = !$game_switches[XAS_HUDDISABLE_HUD_SWITCH]# N/ ]2 _1 s, v2 R6 j* y; q$ y4 ?
- @hot_key_hud.update if !$game_switches[XAS_HUDDISABLE_HUD_SWITCH]
5 G* [5 k3 ^! b# J) Z5 a1 `6 f - end, o3 W. W/ {2 W/ W, ~( `, E& C
- end
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