| 赞 | 8 |
| VIP | 1 |
| 好人卡 | 0 |
| 积分 | 96 |
| 经验 | 29580 |
| 最后登录 | 2023-4-8 |
| 在线时间 | 567 小时 |
- 梦石
- 7
- 星屑
- 2585
- 在线时间
- 567 小时
- 注册时间
- 2009-4-30
- 帖子
- 271
|
5楼

楼主 |
发表于 2012-3-31 09:53:20
|
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,
! Z; V" `$ o& L* Z% x不知道有人能帮忙看一下吗? - #===============================================================================/ x8 g; M2 I% V8 ^, l( C
- # XAS - Hot Key HUD) j9 _- e* I5 n+ j/ P9 s, K
- #===============================================================================
5 n1 Z2 H4 u& \8 \( w, k: n9 x - # By Mr_Wiggles
1 f5 e5 i) E; g9 U* N' J - # Version 1.3$ D, h4 b z' `
- # 7/6/10* Z, a+ W9 f( i2 j) f1 N
- #-------------------------------------------------------------------------------: Y. j9 d* O% k5 A, X# w, X
- # Instructions:
$ v- y: D- e' _ - # Fill in the constants bellow, paste this script above main and bellow XAS in
x2 K6 `/ t. P& @ - # your script data base. BE SURE TO SET TO THE RIGHT XAS VERSION!!7 H) M3 z( Q: {3 r+ s
- # : \% E6 l! X3 q# d. Z
- # Place the "Hot_Keys_HUD" picture file into your game directory
6 `. `' ?' h8 w% g - # Graphics/Pictures folder.9 c) o$ `" K7 w
- #-------------------------------------------------------------------------------
+ l, B1 c! H. f$ u: x3 M - # Directions of Use:
$ e* c6 W+ G k. M - # Simple just press a number key (1 - 5) when the quick skill or item menu is
, r: @2 ]' Z6 |6 y7 r/ B; _ - # Showing.1 O& J V) |. N# K, C" s
- #===============================================================================/ |% S# o; i9 h ?0 K7 u
- HUD_X = 0 # X pos of HUD' h$ Q. x) E$ z+ O& X
- HUD_Y = 0 # Y pos of HUD
& q8 h ]- F, B
4 T1 p/ H" p ^7 G: M- b# @- # Set true if XAS 3.7f+ R: E9 N% ?4 d6 B
- # set false if XAS 3.6' R$ F1 V- }; n7 X. T2 r
- XASVER_37 = true
. K+ ?$ g" I. \4 W% _ - 5 \% }% [# z0 Z- t& P, R
- #===============================================================================
4 W' }' A, o- L; E9 B - # Numkeys Module2 p7 T' B, @/ R* T' C3 H
- #===============================================================================$ R( a- l& }' r, E4 L V. o! s
- module Input) u) Q, g e' b3 v" q$ y& I3 F
- Numkey = {1 => 1049, 2 => 1050, 3 => 1051, 4 => 1052, 5 => 1053}
* o+ M7 g. `5 X9 e - class << self4 @' }( }! q4 o- a, o
- Key = Win32API.new('user32','GetAsyncKeyState',['i'],'i')6 a0 s- Y# a* J' l
- s) J/ P8 x- U) r& X# e
- def testkey(key)
% n9 D6 g3 a/ p4 M0 }; `4 x - Key.call(key) & 0x01 == 1
9 r3 o; X6 N) @6 @9 X5 t0 X- L - end
) ?) F4 a: a: v* C3 r - * y i6 N9 O: m1 Q8 g! Y) A5 S
- alias hud_key_update update
# D# E/ Y: s, k8 N" X0 C - def update
* |3 r' { z$ u$ z6 Z - hud_key_update4 H1 `; f; Q% r7 r( P+ X
- @pressed = []+ X+ |3 E& j3 P w
- for key in Numkey.values! A3 z3 x: l! l) D9 i
- key -= 1000
, }1 `, ]0 i/ b$ m5 [( }) Q - @pressed.push(key) if testkey(key)) z) Y/ h1 R# v7 q" W
- end
- [% P$ k7 t* g9 r/ l3 S0 ] - end3 H; A2 Q& K0 _4 f" X' V
- 3 Z: L5 ~' v* O
- def pressed?(key)
* ?. s0 l; N# ` - key -= 1000, L& T5 U2 {3 E( v4 L: [
- @pressed = [] if @pressed.nil?, m$ B4 B4 h7 h9 v: e- m
- return true if @pressed.include?(key)
# ~; ]; n& q$ s; X - return false2 h4 X: ^ W! t( K
- end3 w' j* b2 l7 o* C5 T* L
- , o z4 _! S& s' L2 n& K, h1 G5 i, e. u
- alias hud_key_press? press?
4 |1 [; I( v( Z3 S2 q - def press?(key)1 Q2 e+ f, f; r/ P3 L
- return pressed?(key) if key.to_f > 1000
$ e* _8 V) }( Y. u - hud_key_press?(key)
( a$ p8 Z' g- _$ O% `$ ]3 k/ N0 s- B - end
: r2 T8 x1 G3 B& ^+ E5 p - end% X: G/ b1 l+ s7 W- r4 J, x
- end
! A* d: K8 T* P- ^0 b% C% M; F5 K - D5 v; r+ ~) u# V
- #===============================================================================
( b @* [0 |# o4 n7 h, q M% h+ k - # Game Player; N1 Y7 K5 ^9 B! m" K" R
- #===============================================================================
/ o! Y' O3 ~- ^ - class Game_Player < Game_Character
3 P% T2 n- `0 v - attr_accessor :hud_equip
' e; b* N! Q# v) b8 g i - + J" g) n0 e0 s/ P5 b% z5 L' M
- alias hot_key_hud_init initialize! B3 r! y+ W8 C: H6 L) ]9 F3 H3 I
- def initialize) t Y- K6 x; V. {& f* c h+ N
- hot_key_hud_init! v7 C f4 C* {1 O' x7 t v7 n. d
- @hud_equip = []# F, j I! ^1 B' E3 y3 D
- end( ]; z: n1 ]7 G, f4 h
- . F. t+ O- I- R5 Q
- def equip_item_to_hud(n, item)
. y- n: {$ h3 H5 W- i - if item.nil?) t+ N- Y! Z$ @ e! m
- $game_system.se_play($data_system.buzzer_se)3 a s; P0 H8 e" ^
- return
+ B6 D5 ]' G0 ~1 |% t: S: B - end
* h$ c& V- ~' L - $game_system.se_play($data_system.decision_se)5 e1 H5 g! b* f/ U+ j" _6 u4 D
- @hud_equip[@hud_equip.index(item)] = nil if @hud_equip.include?(item)
1 M; ]. \$ u; w7 T2 H5 T - @hud_equip[n] = item: q8 D* J4 h% Q/ u! b) J" _+ v
- end
( U, n0 a" i7 i4 M% `; V; s - end
( ?0 `* T+ F0 I) R* c6 f9 M; s
6 ?- S% Y8 c# }$ { h% n- #===============================================================================
) E' q# F, Q& d! Q0 `" y/ q8 H* Z - # Quick Skill Window) U5 x1 o2 K3 s6 _% X i1 C
- #===============================================================================
1 |' p% z! }! m* ^: `0 t0 \; { - if XASVER_37 == false
, j9 E, _9 r4 {5 o2 V7 e% m - class Xas_Scene_Skill
; l$ w' E6 l0 K/ E9 c - alias hud_quick_menu_main main- R7 S5 ` y& O! r2 R7 {9 `
- def main' \' g* s4 B% F. b
- @hot_key_hud = Hot_Key_HUD.new5 Z# e1 @" V' ?5 S. g8 z! V
- hud_quick_menu_main
2 i" h. y9 l! Q- k# \) {) r - @hot_key_hud.dispose
0 j6 Q1 h, |) ?! y; h( v8 _ - end
$ `" J$ d" o$ w- |- M -
0 Q( l8 `; O: x, ~3 A$ _1 H0 l - alias hotkey_hud_qucik_menu_update update
7 g, {- t0 k1 U7 N. |* M - def update7 M) T) ~+ f) h- Q3 ~
- hotkey_hud_qucik_menu_update* A$ K8 i( |5 G* J) N: I
- # Hot Key num 14 i; J+ V" n% N' l
- if Input.press?(Input::Numkey[1])1 @% z# d2 N% \4 ~4 _: O! N# W
- $game_player.equip_item_to_hud(0, @skill_window.skill)
- ?' f# X- a8 ~$ O5 d/ c1 H - # Hot Key num 2
" G& T2 G4 g) i7 C% f - elsif Input.press?(Input::Numkey[2]). [% [0 b3 e' U. W$ j
- $game_player.equip_item_to_hud(1, @skill_window.skill)
* i! X0 v+ B$ _0 ~3 N - # Hot Key num 33 i3 S# z* R4 L. E3 S2 k! h
- elsif Input.press?(Input::Numkey[3])9 V5 I8 h, J2 @$ {
- $game_player.equip_item_to_hud(2, @skill_window.skill)
( M9 W- L( |# i: S9 r+ p. g - # Hot Key num 4
( N$ Q7 e8 t) ~ - elsif Input.press?(Input::Numkey[4])
4 r1 \; p4 Q. [) C; w4 C - $game_player.equip_item_to_hud(3, @skill_window.skill)5 E+ Z* z9 u; X7 k7 Y; b* i* T
- # Hot Key num 5
. B, S! p0 ]) Q( U5 f. d; u5 f+ V% i - elsif Input.press?(Input::Numkey[5])3 \7 H# R' y7 @
- $game_player.equip_item_to_hud(4, @skill_window.skill)6 J& c: e( z3 \) T
- end/ }% @6 O8 V) m% S; w: {/ ]0 S; d
- @hot_key_hud.update8 ]1 \, z2 S8 x3 o
- end
) U5 F* `! u1 ?' h# h; p - end
/ d: b: U5 q) d" E8 U$ Q" c: P- a# L - else
, i; n; {0 u& h. v! U7 L# U - class Quick_Menu_Skill
' r/ O* u1 H0 J7 s - alias hud_quick_menu_main main9 }; a" U+ i* k2 b, |* Q
- def main) @, H9 T# d7 t/ c/ m2 D5 T$ U
- @hot_key_hud = Hot_Key_HUD.new
- q7 R: f. H. @$ p2 N - hud_quick_menu_main7 p. Q5 Q5 w, ~% I, j C! @# `4 |
- @hot_key_hud.dispose
# r* o+ |$ O6 E5 B8 `* S% \ - end
1 s6 H2 V9 ]! X0 r6 B' R - ! `/ R6 E5 M" q" v9 o- B
- alias hotkey_hud_qucik_menu_update update
; x S: `9 y( G" V. V0 x! C - def update& V+ K2 j7 p: ?" C8 J+ S. v
- hotkey_hud_qucik_menu_update. z# ]# v6 j" Y. n9 H- v% ?
- # Hot Key num 1
& i- V5 I( n0 G* ^, F# ^+ ]# u - if Input.press?(Input::Numkey[1]); ^9 n! U2 ]% r$ a
- $game_player.equip_item_to_hud(0, @skill_window.skill)& h2 U+ l1 E' Q5 C4 B8 T' w* V
- # Hot Key num 2
$ x, Y# n2 @7 j6 z L, Z8 B - elsif Input.press?(Input::Numkey[2])0 Q7 q8 W1 I6 z7 ? [* m. a% {& n G
- $game_player.equip_item_to_hud(1, @skill_window.skill)
* `/ F7 F& V0 F5 T# ?- `+ A - # Hot Key num 3; |0 f3 R/ B5 {9 }( U+ z2 b: i8 C! M
- elsif Input.press?(Input::Numkey[3])
- P' V2 q+ h; r0 q' k - $game_player.equip_item_to_hud(2, @skill_window.skill)
' b$ B4 g9 ^4 C6 b9 F& v0 M3 _ - # Hot Key num 4! h3 b4 i& d" q" U0 n
- elsif Input.press?(Input::Numkey[4])
! t$ T( R' ^/ Q, U) D; J; H - $game_player.equip_item_to_hud(3, @skill_window.skill)
( P3 H& c' R( ?1 R! F( p0 d - # Hot Key num 56 b7 P6 k% l6 f! ^
- elsif Input.press?(Input::Numkey[5])
+ W' N9 {3 g. a - $game_player.equip_item_to_hud(4, @skill_window.skill)3 B' g/ q7 ^5 F* `: }. ^+ I
- end
; O' l1 i8 j( a1 k- i - @hot_key_hud.update" c# ?1 m; @# j k
- end! s/ d$ e7 x* r9 N; w. I+ C; S
- end
9 Z+ I! y+ s8 E i4 L* n5 E - end+ e- r# \! Z( |& Z+ w% v* N
- # S5 ^$ E) W: S; S# ]1 i; u
- #===============================================================================
( @! W+ L' T t8 ], W" n! K - # Quick Item Window" ] a8 G$ q" z6 `7 N- U
- #===============================================================================
+ w% D5 o) m: o9 C3 Z: G - if XASVER_37 == false
: L' e4 C. I/ Q$ i; F: ?( I - class Xas_Scene_Item; z4 Z' v( f" H4 H6 C
- alias hud_quick_menu_main main( [) n" A' E4 L! }; o4 o, F
- def main! l% J' K9 ~/ e, j. v
- @hot_key_hud = Hot_Key_HUD.new2 W# b2 \* G" k8 l, b, n+ m3 @
- hud_quick_menu_main
5 V( W4 P/ M& N: ] - @hot_key_hud.dispose
* E) O6 S2 A: Y) e - end
S( V0 H& [/ _2 o% J+ u9 I, i - & {3 f7 m0 ~7 Q
- alias hud_key_update update
; Y5 m: U( y' U9 y - def update# i) c9 [# R* i
- hud_key_update
@1 n9 K5 c% A& K) [ - # Hot Key num 1
& E9 b" W& f# U& T7 T - if Input.press?(Input::Numkey[1]): Q/ q; h* ?- X! Y# m5 w9 w9 r% b
- $game_player.equip_item_to_hud(0, @item_window.item)' [5 P6 n/ F5 g4 B. ?1 w3 q
- # Hot Key num 2
8 q! u0 r @% s5 a7 W0 w6 E* _ - elsif Input.press?(Input::Numkey[2])
( `; Z, @7 S" m- S q. g - $game_player.equip_item_to_hud(1, @item_window.item)* ]9 W O0 j' o. f# u5 v; U
- # Hot Key num 3
0 w7 \, `$ \$ n* E5 ]; U - elsif Input.press?(Input::Numkey[3])
A6 o, s1 ?* U9 |5 ]9 r5 I - $game_player.equip_item_to_hud(2, @item_window.item)
' q2 ~* h3 |) G* Q* B - # Hot Key num 4 [* N: P! \+ Z; B6 S
- elsif Input.press?(Input::Numkey[4]): e% [$ X9 z* g$ B
- $game_player.equip_item_to_hud(3, @item_window.item), \7 _" n3 ^' V' \$ B
- # Hot Key num 5
) ^4 i% J: @6 ~; o/ ? - elsif Input.press?(Input::Numkey[5])
# Y* k/ I/ D$ j5 r* X q - $game_player.equip_item_to_hud(4, @item_window.item)
4 [9 T6 K' L% \2 @ - end3 ?5 b6 L9 y5 \; `0 x, @& X
- @hot_key_hud.update
% ? F+ c' Q. k - end
8 F( w. |8 i5 a9 }5 l! b - end
: `$ S* U2 @( B& w- U - else
) C. y7 v" [! p0 }; f8 R4 @ p# a - class Quick_Menu_Item, W$ ]: E4 m% f- U+ Y+ ~( X+ m
- alias hud_quick_menu_main main
. m2 ^* L5 n. z; G; R - def main
# L& ]" e1 z9 R - @hot_key_hud = Hot_Key_HUD.new& r: h9 I0 M* T/ p6 ?/ H! X
- hud_quick_menu_main
4 m; C6 m Q' ?1 ~5 Q* W - @hot_key_hud.dispose
+ ^$ U6 p0 L' d3 l" c - end, y: o6 F1 `) V
-
$ i' F' W+ F' i9 t+ p K - alias hud_key_update update
: E6 d. e8 l# e7 {$ k; n - def update
# O+ o1 R! ^1 s$ J: D# {# O - hud_key_update+ m1 e1 j% A$ V9 @1 F2 A. F
- # Hot Key num 10 v: J2 w: F4 Q. v) o) R
- if Input.press?(Input::Numkey[1]); n2 W1 S( A- ]6 M; B
- $game_player.equip_item_to_hud(0, @item_window.item)* ~ L5 {/ ?9 I7 k* Y ^
- # Hot Key num 2
5 C: W& A' n; _/ U! B' l - elsif Input.press?(Input::Numkey[2])4 O* l J3 v; k( W, S
- $game_player.equip_item_to_hud(1, @item_window.item)
1 o4 j8 G4 W2 {% d - # Hot Key num 3
. i1 q; R( d* N9 _ - elsif Input.press?(Input::Numkey[3])
, [6 n" l+ ]+ |* z1 z& A) @ - $game_player.equip_item_to_hud(2, @item_window.item)
! x# C1 p" W* g- G - # Hot Key num 4
. Y3 a/ j& H( W& S1 V - elsif Input.press?(Input::Numkey[4])3 u' m3 I9 j( j, N0 P7 f) n
- $game_player.equip_item_to_hud(3, @item_window.item)
6 n+ }! R% @2 S4 F$ G" G( u) I - # Hot Key num 5
, L' X6 c/ ?" ~, d5 ?7 m; G6 t - elsif Input.press?(Input::Numkey[5])
, q0 z7 ]! f+ e8 `( J - $game_player.equip_item_to_hud(4, @item_window.item)
5 w1 F1 Y/ o" b0 m2 H - end4 J; Z! T; g1 K5 O9 u
- @hot_key_hud.update, j- o6 u' A8 _+ }. i
- end/ B8 ]( j* Y& r8 ~/ ^5 a: |
- end$ I0 F1 u/ W" q0 m5 F8 k' ?
- end* K$ i! h% O* e" D7 [
& L j+ H" U- C' ]- #===============================================================================- q; y. c) w; U, N; u
- # HUD Window. K' U, d3 t1 A; k# N5 s
- #===============================================================================
# k" E9 z7 d( x' N1 n8 r$ _ - class Hot_Key_HUD < Window_Base
" o2 |$ q4 P" q. l - def initialize(x = HUD_X - 10, y = HUD_Y - 15)
0 l* O+ w% @' { - super(x, y, 220, 80)
7 l* e8 ?1 I8 s - self.contents = Bitmap.new(width - 32, height - 32)
9 L- h/ x, W8 Q7 q8 _8 B - self.opacity = 0- Y! g3 X& ^. N( r( Q( s
- @actor = $game_party.actors[0]
- S, k' F9 `# ]# { - refresh
$ N+ [9 W; D4 {7 f1 o" g5 o. \ - end
. i+ I# n9 j2 y* N0 U6 ~3 c Y: O - ! q0 L2 `! E: j2 r6 H
- def refresh0 l, C. b' U$ t6 d0 j( q H+ x
- self.contents.clear
5 z( z" g! Z) v) m2 h+ s - bitmap = RPG::Cache.picture("Hot_Keys_HUD")
- R7 B' N4 J# p4 [+ ` - self.contents.blt(0, 0, bitmap, Rect.new(0, 0, 160, 32))
7 N( d6 P+ v C4 n9 P - for i in 0..4
' I) z. J9 o! S0 ?2 ]9 Y( f - x = 32 * i + 4
/ a$ G8 }6 d* L4 W, N9 \/ F( } - item = $game_player.hud_equip[i]
1 H, F: l5 }/ D - next if item.nil?/ r7 ]" D8 R+ R% n( Q8 d- M
- if item.is_a?(RPG::Weapon)) M" i. \# S6 |1 c# p% L
- item = nil if $game_party.weapon_number(item.id) == 0 and
4 ]; x K4 q9 O: a% s: u) T1 z) i0 j - @actor.weapon_id != item.id
5 j# s J, r/ O1 L- B0 X - elsif item.is_a?(RPG::Armor)
6 X) ]: _$ y# h) i$ g. U* W6 R - item = nil if $game_party.armor_number(item.id) == 0 and $ a- ? A9 x6 R+ J( j
- @actor.armor1_id != item.id0 z1 {8 d! c: ^- \3 x
- elsif item.is_a?(RPG::Item)
* L( W. G8 c+ S# h - item = nil if $game_party.item_number(item.id) == 0 or) n. x! G: X4 i) J) ]9 }
- !$game_party.item_can_use?(item.id)' o/ Z2 a; n" u/ u
- end* e7 e- e- m; o5 `5 e6 M
- bitmap = RPG::Cache.icon(item.icon_name)% B% l N |' z3 k" @, K, _6 z
- self.contents.blt(x, 4, bitmap, Rect.new(0, 0, 24, 24))
2 f- G& K4 E4 P+ c - end
3 m- x! \* [( u; q V' T; `3 y - end2 z3 m d5 E: W/ f5 K
- " z3 @% ~' h5 R3 }: ~! [: t" M) V# Z) ~9 A! ~
- def equip(item)
- R' z- `5 \% Y% w' ]& e! H5 Y# o - if item.nil?7 y% j) E# G- ]- O8 J2 @) N0 [- d
- $game_system.se_play($data_system.buzzer_se)
) a% L2 e1 U) [5 D% F; W) m. u X! f - return
- C) A( y. d/ t2 b7 J - end
q" ?4 E/ z: K9 }2 h( n% c* ^ - if item.is_a?(RPG::Skill)
/ V/ q |1 E5 F' e) U - if [email protected]_can_use?(item.id)
( G& h# n- z& H& m - $game_system.se_play($data_system.buzzer_se)
' j, m: @- N$ E! |8 m - return3 s+ o' `1 g! n# p- i
- end& C& N1 |5 p0 }7 H
- $game_system.xas_skill_id = item.id
7 u( s2 }: E( C1 B - elsif item.is_a?(RPG::Weapon)8 P Z; ]& s$ D. o' S9 C5 }
- @actor.equip(0, item.id)* g; N. ?3 P$ ~6 e& M9 k# y
- elsif item.is_a?(RPG::Armor)$ }+ H8 {% ~# V. Q
- @actor.equip(1, item.id)6 a4 I# [8 }% N: i t
- elsif item.is_a?(RPG::Item): o. T' r# H' r* q& k$ r
- item_tool_id = XAS::XASITEM_ID[item.id]
7 I' N' |8 H, m0 ~) D$ c5 z. N - if item_tool_id != nil
) k: `" G6 H5 Q# J( C7 H: j) V - unless $game_party.item_can_use?(item.id)' w: [' e# B3 ^% b+ V0 R
- $game_system.se_play($data_system.buzzer_se)1 i4 d/ I( S5 g) `. ?5 D
- return
" `' O- q3 Z& \/ \) h& j( W1 ? - end
9 ]0 n. \9 `) D - $game_system.xas_item_id = item.id* [; d+ W2 E- J1 Y8 w7 A- E
- end
, G3 A+ `, _; A9 k7 g - end$ C" ]; ]- B5 V8 q
- $game_system.se_play($data_system.equip_se)1 q; M1 y$ |8 m1 n8 I* Q4 z
- end8 X! w$ K* x$ n9 f
- 5 q) L+ o d0 J
- def update
/ j t6 p [) `, } - @actor = $game_party.actors[0]
6 z3 T' c4 Q# M - @hot_keys = $game_player.hud_equip
& g1 X; c5 i* p% P% `+ c, o2 ^% i - refresh0 ^0 k$ a; O) A1 }! ^; w
- return if !$scene.is_a?(Scene_Map)* M9 e! p+ z1 ]3 t9 u
- if Input.press?(Input::Numkey[1])
7 a5 q( [6 y D- H; K7 L& q - equip($game_player.hud_equip[0])
& c& ^; T$ h4 F6 E4 ` - elsif Input.press?(Input::Numkey[2])7 B6 m- K% V% @/ T2 \0 b2 m
- equip($game_player.hud_equip[1])& e/ n+ S6 _' P
- elsif Input.press?(Input::Numkey[3])
5 a' M/ I, u: K$ S9 r; E - equip($game_player.hud_equip[2])
) L3 R, Q3 `; K6 D8 q$ r - elsif Input.press?(Input::Numkey[4])0 S2 j* i! c B# o3 _7 K
- equip($game_player.hud_equip[3])
1 ^! T" H+ e- l6 x9 p' e, z% ^ - elsif Input.press?(Input::Numkey[5])
3 C/ s3 P/ Y+ I7 G+ j - equip($game_player.hud_equip[4])" ^! w5 R! R+ R9 ~
- end
8 \( D, o% x4 W# k0 x - end
2 b% Y- N) n0 H$ k - end
2 F2 B/ O# M% Q# y) U( B
$ Y: E5 d7 `& q; j$ Z$ |- #===============================================================================/ |7 a+ `+ w/ [# s
- # Scene Map
! {2 `% g, Q7 e& A' { - #===============================================================================4 h/ \+ V& ^* k0 ?* f
- class Scene_Map
N. t: `: u+ _ - alias hot_key_hud_init main
( d' Z- ~' K1 {3 K6 n& a, u7 p% ` - def main
" [0 O D4 S# ^! ^ - @hot_key_hud = Hot_Key_HUD.new `6 W# C/ _, \1 I2 \& A
- @hot_key_hud.visible = !$game_switches[XAS_HUDDISABLE_HUD_SWITCH]
- j% Z5 V7 t' w C. Z2 \, M8 e - hot_key_hud_init
5 [4 T) ^4 T$ v- ^ - @hot_key_hud.dispose4 D: H; f {- Z/ `+ ?( b& R `
- end: F$ R2 k4 @! V1 _
- 4 ^' S6 R; `" x' p n6 j: m" Y
- alias hot_key_hud_update update
$ n |& |' Z$ U1 K$ } - def update
1 P& d$ e# W( N B) K$ D4 f - hot_key_hud_update* y" o: O2 P$ e; E
- @hot_key_hud.update) Z" W; Q r0 |8 x/ V" {5 i
- @hot_key_hud.visible = !$game_switches[XAS_HUDDISABLE_HUD_SWITCH]* J6 v8 k# V1 ]' a
- @hot_key_hud.update if !$game_switches[XAS_HUDDISABLE_HUD_SWITCH]
0 K! J0 A( Z6 l z, j - end
$ d* }/ q$ T5 v5 n, Z# r - end
复制代码 |
|