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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,6 s8 Z, o" w8 i3 w( g) b( J1 C
不知道有人能帮忙看一下吗? - #===============================================================================
4 d, O/ ~3 U' A1 K, O7 [ - # XAS - Hot Key HUD+ O3 ?* K% k1 ]' ?
- #===============================================================================; B; }/ K4 A( }, E0 F% d$ {
- # By Mr_Wiggles
$ M; p7 S' T% C0 M( Y - # Version 1.3
, c4 U# T3 T+ x7 {) u# v7 S - # 7/6/10! |' t6 ]5 [' y3 K# r
- #-------------------------------------------------------------------------------1 n. a7 V, `. [
- # Instructions:' q! C y7 L& ?: x' M
- # Fill in the constants bellow, paste this script above main and bellow XAS in
9 G+ f4 ~6 n8 G: o" t, L! K - # your script data base. BE SURE TO SET TO THE RIGHT XAS VERSION!!. ]$ M7 |' ^1 _! r
- # 9 Z5 Y5 F! P. A4 R
- # Place the "Hot_Keys_HUD" picture file into your game directory
/ z9 r8 e' b! Q - # Graphics/Pictures folder.) s3 w+ ~ t4 @( I K8 R
- #-------------------------------------------------------------------------------
( j y% m: f5 _& N$ N9 Y$ z0 N - # Directions of Use:
7 p0 M' w( X% C& M4 I+ O - # Simple just press a number key (1 - 5) when the quick skill or item menu is
# ]3 ^$ |6 G( W; W- e A7 o- N - # Showing.
2 h$ o5 z( |. e1 {3 ?, ? - #===============================================================================
* a7 Q h, b; S - HUD_X = 0 # X pos of HUD9 X2 J% W6 z, S" s
- HUD_Y = 0 # Y pos of HUD
8 _' [3 F8 K0 C' B$ d2 I - ) G5 I6 t) F- g- u( B
- # Set true if XAS 3.7f
, ]' h. @7 h7 L& g/ E* P - # set false if XAS 3.6) d0 A8 C0 U1 N J: o5 s3 u, N# }
- XASVER_37 = true7 |3 v; ` Z: E
$ L1 A5 u! i3 ?" W- z' Q0 h4 X# G" {" N- @- #===============================================================================
/ ~0 f# G) J& N' H+ C - # Numkeys Module
) W) a# f: h- Q/ ~$ z; Q' Z - #=============================================================================== q3 l; f7 {# k$ ?1 @& \
- module Input
5 L- D# s8 P6 _4 |) V - Numkey = {1 => 1049, 2 => 1050, 3 => 1051, 4 => 1052, 5 => 1053}
9 _, W A, k0 O - class << self5 W+ ~+ ~$ L* l4 C
- Key = Win32API.new('user32','GetAsyncKeyState',['i'],'i')
9 A+ v$ `$ L. L, S -
- w" o9 |' R+ C+ y4 g1 [- ~- M/ s, T/ j - def testkey(key)
! v/ S3 M# m) t/ }+ W8 c, R - Key.call(key) & 0x01 == 1! S8 r2 H" _' S; f6 x
- end" r3 [3 p4 a4 ]+ @
-
; [0 r" Z' P$ E - alias hud_key_update update
& j- v+ L+ v9 V/ h - def update
4 z% U" v& F( A - hud_key_update
9 j* o, x/ K% A) w% T& k8 B) z - @pressed = []3 o4 I3 B/ q* V$ g5 N1 r% c# J; f' v
- for key in Numkey.values
4 Q- S3 w; t9 _# e' K: g4 P - key -= 10002 ~# ?/ }4 Y% u" R; |: C; j/ X* k
- @pressed.push(key) if testkey(key)
0 ~( J9 g* H) u1 J3 m& @ - end/ t- g* t+ p. h+ Z8 h
- end$ R6 D! w+ v5 Z( J# ?; ^7 i
-
8 x1 [; ]) ^; \5 S+ B0 [, k9 P - def pressed?(key)8 G) Z. \$ e& u: \5 q
- key -= 1000
: s' Q% N c/ D t' M/ e d - @pressed = [] if @pressed.nil?) n8 i! k, t5 K3 g0 z
- return true if @pressed.include?(key), `$ t, G7 [, U* o2 T
- return false
: D; Y! \' O, t8 @5 ? ? - end/ b% Q* n$ J# r, n6 x- w
- 7 {0 I% v# e7 B
- alias hud_key_press? press?
, x( \4 j) w& ]2 B - def press?(key)* y1 z- W4 d2 m% j6 E" F5 b
- return pressed?(key) if key.to_f > 1000
( b/ t) g, @ ?, U2 l - hud_key_press?(key)) E2 j) E- [& q
- end6 Q4 U% s) E. Q l# k& T3 D( a
- end3 K, o0 |! S5 |) F+ B
- end
~/ f' ^0 \) T0 Y. I
4 Z$ F7 p. r. F( @, x( G7 q- #===============================================================================- D8 F* b" h* h4 e9 \2 B/ E
- # Game Player
2 s7 e8 \0 p F; i - #===============================================================================# I& V: i! }$ l; G! `4 a9 B1 Q r
- class Game_Player < Game_Character% W+ B$ j2 X2 ]( {
- attr_accessor :hud_equip" O" T+ h% I: Y3 J# y
- 7 Z! _) G* }2 g+ i( W: S8 {6 V
- alias hot_key_hud_init initialize
4 v9 j n; f! A+ o# l; I - def initialize6 ^8 _2 M! w+ e9 U; f ^9 n
- hot_key_hud_init+ a7 [) c2 I2 g6 @- o
- @hud_equip = []: C7 w9 A8 z& `& j) \
- end
8 z# G# z5 C; b/ V; ]2 c# b! s6 V. U - / h) D1 i" d# q$ m
- def equip_item_to_hud(n, item)
7 y; [, b ]8 ^; R" P - if item.nil?
( K4 k; E- ^. ]' M; |6 X# \ ? - $game_system.se_play($data_system.buzzer_se)
( |+ X, k ` I) x/ _ - return4 n9 ]0 H" k+ U- S. b! y- B
- end" ]# x8 l3 l% E3 c) _9 s1 T
- $game_system.se_play($data_system.decision_se)8 K ]$ O5 m. Q
- @hud_equip[@hud_equip.index(item)] = nil if @hud_equip.include?(item)% ?8 o Z' l; \( [7 X
- @hud_equip[n] = item+ E& L8 x( l1 O# |8 m! J
- end
, T1 R* h/ o7 e4 U4 J - end, l, a4 U0 L A+ ?6 ]: r/ }
' d. m0 B3 ]; M- #===============================================================================
6 b# s! D" F; s! ?/ c - # Quick Skill Window
5 E( c o& y' ^. B" d! q# O - #===============================================================================5 g$ ?$ t9 s1 t) h: C }' u# m, Y
- if XASVER_37 == false
* f3 ^2 T. l$ b( ]; h% m2 k1 K - class Xas_Scene_Skill
" ~2 Y" p& d/ g$ J% d4 Q - alias hud_quick_menu_main main
8 w5 j2 d+ O6 }+ A - def main4 K0 E, m2 j2 A6 J) R# }7 t
- @hot_key_hud = Hot_Key_HUD.new
$ q$ k+ I+ d( W8 L, W - hud_quick_menu_main
. {. s- o l5 l& T - @hot_key_hud.dispose
1 d$ ?) Q# K6 Z% p- L+ e& C - end2 g' l/ ^. {4 M/ W, {4 b
-
' c; q2 U, N5 T* f f# S - alias hotkey_hud_qucik_menu_update update
3 Z( L. Q& h6 s$ x - def update
w; _3 P/ [, o, H1 m - hotkey_hud_qucik_menu_update
/ y) A+ R0 ~( L z9 j+ }: i9 ^ - # Hot Key num 1
: S9 c! l' w9 e/ U1 f, f# w1 V) Y - if Input.press?(Input::Numkey[1])
3 o( _" V0 F" ] T" D - $game_player.equip_item_to_hud(0, @skill_window.skill)) ]! {2 G0 I% C9 L% l) i" L: T
- # Hot Key num 24 y2 h' [2 h2 {4 `% ~9 E9 @
- elsif Input.press?(Input::Numkey[2]). `! z& s7 }0 Q9 w
- $game_player.equip_item_to_hud(1, @skill_window.skill)9 P0 `; ]( T5 V* r) y& d
- # Hot Key num 34 m7 K! ?1 d, | t: [
- elsif Input.press?(Input::Numkey[3])
7 f) c5 }+ t0 {5 I* x - $game_player.equip_item_to_hud(2, @skill_window.skill). { m$ o8 C) j0 s" o
- # Hot Key num 4
1 J. s! i+ T. d1 t* [ - elsif Input.press?(Input::Numkey[4])
/ I' `0 x' v0 a& b4 R: G - $game_player.equip_item_to_hud(3, @skill_window.skill)
* ]+ L* R6 W) x, C - # Hot Key num 5
" g: O4 f1 ~- i7 f% p - elsif Input.press?(Input::Numkey[5])
- L% [2 a3 @+ c/ [4 f% ~9 ] - $game_player.equip_item_to_hud(4, @skill_window.skill)% r8 g4 x& Q( F7 ^8 k& z8 i
- end
* d6 @6 z1 Q& d# c1 I* o) {/ [ - @hot_key_hud.update0 E# k8 e& I2 S% k0 A7 s& F
- end! b3 v$ _+ K4 _3 W
- end
; {& Y g& i5 Y6 W, h2 Y. Z - else4 n/ R( k3 s" ~8 m. ]: S
- class Quick_Menu_Skill
$ W8 c1 S: N; B! S P- R- V$ L - alias hud_quick_menu_main main' Y n y$ I* A; z0 G' e9 Q
- def main
4 E0 l" P" S! M$ j/ \/ a. Z. i - @hot_key_hud = Hot_Key_HUD.new
& A! E% Y: I# Y* U8 K2 g- ^; p - hud_quick_menu_main
2 ^! N6 c5 s! }. F2 W: b9 I - @hot_key_hud.dispose
! s; R: J: H7 @8 n7 C - end$ [2 \9 v4 a/ W. t5 |$ k t" d
-
9 @" _" ?0 [* Q9 J& ]. z: r - alias hotkey_hud_qucik_menu_update update4 d' B! s9 ~ ^* R9 I: i" T7 h- p
- def update; `' w3 D I4 O$ M% K. W
- hotkey_hud_qucik_menu_update. i) R, a- B w
- # Hot Key num 1( e( m9 O- ?9 y
- if Input.press?(Input::Numkey[1])' H9 X B3 d. A/ [4 o
- $game_player.equip_item_to_hud(0, @skill_window.skill)
2 l6 k4 h6 }- k' F$ _) |/ b7 J$ { - # Hot Key num 2. m3 U7 q0 M* r/ ?/ \; T
- elsif Input.press?(Input::Numkey[2])8 l! H8 F( X( T% v) P
- $game_player.equip_item_to_hud(1, @skill_window.skill)1 f/ C }0 L1 {5 B
- # Hot Key num 3
# z8 x" Y" a! T - elsif Input.press?(Input::Numkey[3])0 ]& X* G1 u, q- i+ z+ x' }
- $game_player.equip_item_to_hud(2, @skill_window.skill)% `/ M1 f& q6 Y
- # Hot Key num 4
0 m# U& |) ?4 Q+ j- H; z D+ I - elsif Input.press?(Input::Numkey[4])
+ r% G, r) c, ]- Y6 `+ t - $game_player.equip_item_to_hud(3, @skill_window.skill)
$ y: E4 f9 z. ~+ ~" a6 | - # Hot Key num 5$ ]" {7 |) \) a# K" h! h* G/ P
- elsif Input.press?(Input::Numkey[5])
( C% o, a Y( T/ d) J5 | - $game_player.equip_item_to_hud(4, @skill_window.skill)
. P6 X' b b$ v7 }" ? - end
+ }2 L: L+ }2 m. [" l+ C - @hot_key_hud.update& h( w q* `. Y* i
- end
' j; E1 j/ P. P6 j& J3 l, Z& c - end( a6 ~4 i! t5 Q+ M" N! [2 B
- end! l W6 x& N$ g& Z( C
: H9 ^# I" X+ ]- #===============================================================================
' c. O' l, `- Z( c" h1 G - # Quick Item Window! H9 C5 p1 u, l3 ~9 X
- #===============================================================================
4 _6 I) [/ s% ^ - if XASVER_37 == false2 ?5 _- _+ o# J; J/ o7 R
- class Xas_Scene_Item
& D2 M7 c4 s6 r* ]5 t" ^+ S( B - alias hud_quick_menu_main main" X. C1 y' y. m0 S& ?( E
- def main, m$ x8 [4 }, E) c9 L7 H, q/ k
- @hot_key_hud = Hot_Key_HUD.new. _" s _$ U0 _4 h6 x9 ^
- hud_quick_menu_main
, N1 }+ [; U3 ?' X( e - @hot_key_hud.dispose
* K! |- d- m; l. J w4 t- Q( p - end
/ z: o3 \- y! \& i - 5 `) {/ J7 Q" G$ Z7 I4 x& T
- alias hud_key_update update9 {. j. x2 P0 g$ p
- def update! l2 T) z0 s( b
- hud_key_update
* i0 {8 d5 K+ S: h - # Hot Key num 18 J9 ~* I3 v" \9 @! A
- if Input.press?(Input::Numkey[1])
6 s9 W& z2 D* n' _! f; A- i6 ]3 j - $game_player.equip_item_to_hud(0, @item_window.item)- p0 i, W0 j* a, |' o2 [' h; v
- # Hot Key num 21 l6 K8 [9 s- C2 R
- elsif Input.press?(Input::Numkey[2]) A& d6 Y. L. Y$ b4 u) q
- $game_player.equip_item_to_hud(1, @item_window.item)2 R3 N1 p) r2 o6 A1 Q: l( A8 _: M4 U2 l
- # Hot Key num 3
) `% A- q6 T( J& K, N6 G ~ - elsif Input.press?(Input::Numkey[3])* }% V6 b R& {# k' ^
- $game_player.equip_item_to_hud(2, @item_window.item)
" C: B! y& X; e6 |: J3 {/ \ - # Hot Key num 4
. A7 M5 w( T/ e3 k+ K - elsif Input.press?(Input::Numkey[4])
* P' A. m' |3 d) h2 V - $game_player.equip_item_to_hud(3, @item_window.item)- v G) c" |' P4 f* k
- # Hot Key num 5, ^" y( j$ w, t) i) x
- elsif Input.press?(Input::Numkey[5])0 M( f! y# @$ E5 @" S2 T4 z7 A) y
- $game_player.equip_item_to_hud(4, @item_window.item)
3 m$ @! N6 m: n% Y - end
& \( e* G. ~: j7 r8 T! E - @hot_key_hud.update
' o( e9 C/ D Y/ d - end
0 d% _9 _' s, K/ Q* Q - end
- N$ [# b$ }! p6 \+ G# Z1 e - else3 j) W# P: f- M' B P! @0 R; X2 O
- class Quick_Menu_Item! d; g1 J% D" g5 G0 E
- alias hud_quick_menu_main main/ d! X! c: J8 a+ [
- def main- c; q% ]) G/ a, d1 G
- @hot_key_hud = Hot_Key_HUD.new
9 \( K( [. s7 k- ~2 b) h - hud_quick_menu_main
. X7 s Q! r% y7 y$ u0 ~ p - @hot_key_hud.dispose' u Z% b. ^7 v5 k5 p+ G" S- h& M
- end
2 q& ?' W+ ^9 d/ e% p0 f7 p7 n -
, A2 ~! x+ m% W1 H - alias hud_key_update update
5 o( E6 @8 s7 f - def update! ^% S! i5 G" G& w8 m# K5 i" W
- hud_key_update
+ n3 b, E' s9 K! l* N+ z" r1 M - # Hot Key num 1; ^& L0 o: z4 f/ q. R
- if Input.press?(Input::Numkey[1])
" Z6 ~* a. \4 \9 @5 M3 X, E$ {! d - $game_player.equip_item_to_hud(0, @item_window.item)
; {0 {9 h" m% p" s+ h4 ?- R. L2 ^ - # Hot Key num 22 v! b5 ?- e9 P2 h( u8 g
- elsif Input.press?(Input::Numkey[2])7 V2 `3 Z+ ^$ L; l8 T# J, s! e
- $game_player.equip_item_to_hud(1, @item_window.item)
% J- R# D: O. M1 X) g; F - # Hot Key num 37 o* `8 w- z T ~* g* n3 P5 V
- elsif Input.press?(Input::Numkey[3])
9 W# J+ p+ X6 p% m% Y! L$ o - $game_player.equip_item_to_hud(2, @item_window.item)
+ R4 H8 S- @) r- u9 Z- v+ C4 m - # Hot Key num 47 _! z+ }0 }9 W% Z1 f8 F
- elsif Input.press?(Input::Numkey[4])/ o+ ], R8 \! `0 E
- $game_player.equip_item_to_hud(3, @item_window.item)
1 X8 j- \( K8 I - # Hot Key num 58 q" ?! Z+ H8 u/ y5 o5 B' N' }3 b
- elsif Input.press?(Input::Numkey[5])
( M7 G& G3 r, M3 C( k O" g( E$ X - $game_player.equip_item_to_hud(4, @item_window.item)7 G: S' y) L0 d |+ M# s; U
- end
9 Q1 c- s5 ?3 f$ |2 \% G - @hot_key_hud.update
% O- G9 p( X. w- n! Z - end: s+ v E1 c0 ~
- end, w! q3 D- t6 L! d
- end
' Z0 a5 {6 b0 y* t - $ j& c f# R& J. J
- #===============================================================================
8 k3 N: [' ~% i - # HUD Window7 O: D/ K3 b) T1 `4 |, s
- #===============================================================================
1 d' ]/ B' ]4 U2 n z - class Hot_Key_HUD < Window_Base, F, L8 I6 n( E6 C; V
- def initialize(x = HUD_X - 10, y = HUD_Y - 15)# S9 G4 W6 [0 R3 j' s R
- super(x, y, 220, 80)
% r9 v8 G: m: [/ T& C: ]7 @2 Z - self.contents = Bitmap.new(width - 32, height - 32)
5 f% p3 J% `$ ~3 P - self.opacity = 0# n5 {1 Z7 I* k+ Z0 z* W
- @actor = $game_party.actors[0]
4 y9 N3 o& G+ {/ {2 B - refresh/ F! a- Y, c: B7 Z; S- R3 ~5 D
- end
- G4 _& P3 Y) {' K& T3 e H) ]. Q
( n% m0 B5 f/ A* L( ^' p: U- def refresh, c5 c) p8 [( z* y3 U& H, P8 r/ i$ ^- u
- self.contents.clear
$ b$ ~) }3 P; r0 ^+ c* R% { - bitmap = RPG::Cache.picture("Hot_Keys_HUD")' |( T& b r4 s& n% q1 @: B9 \
- self.contents.blt(0, 0, bitmap, Rect.new(0, 0, 160, 32))
* @2 i" X5 ^7 y; _. D5 Y2 [ - for i in 0..4
1 g$ |1 B& h: T - x = 32 * i + 4; r% U: d- ]+ O& M6 T* ~ j
- item = $game_player.hud_equip[i]) V4 b0 }0 M1 e( a
- next if item.nil?, R% L! e8 r( M6 i4 q+ b `, V
- if item.is_a?(RPG::Weapon)
. _, y0 X. Y$ x - item = nil if $game_party.weapon_number(item.id) == 0 and- K9 C9 g, H/ B. {4 a2 j; b- d
- @actor.weapon_id != item.id
; \ H' u& M- G - elsif item.is_a?(RPG::Armor)
' }9 j1 L/ N) X% d/ u9 P+ H& T8 k - item = nil if $game_party.armor_number(item.id) == 0 and
/ l3 ]. ]* n- N; {' h# W! E - @actor.armor1_id != item.id+ i& T3 M- M" e3 D. u) {) `& L
- elsif item.is_a?(RPG::Item)
! C- M" N* i) b1 ^$ }% N F6 K3 R - item = nil if $game_party.item_number(item.id) == 0 or
$ o* ^" V4 \1 P8 q4 I1 _* Q3 O) y - !$game_party.item_can_use?(item.id)1 m' u; i% s/ P5 j% |1 \/ _5 l8 Q
- end4 T! V- W; j0 O( W9 H9 P: p5 p+ S
- bitmap = RPG::Cache.icon(item.icon_name)( F# v8 m+ R. T, ]: p
- self.contents.blt(x, 4, bitmap, Rect.new(0, 0, 24, 24))9 K4 K2 R1 t8 u1 X, Y: \
- end
; V2 r" N& c1 t; S% ^* g - end
; X8 s5 [6 [# Y! ?8 f - " m l( h, J# ?' W# N
- def equip(item)! s9 c5 C8 P" |3 _" F0 Q
- if item.nil?
# B( R$ {. Y9 R z, A - $game_system.se_play($data_system.buzzer_se)2 ~$ t& f7 v+ u* {7 @9 ?2 z) U$ G
- return
# X; R3 W' P% w - end
. r# J( X0 I B* S% o( h - if item.is_a?(RPG::Skill)0 M% d) p) B4 A+ J% T- ]0 Y: ]+ y" q
- if [email protected]_can_use?(item.id)
; a% @- Z1 P) S- n9 t - $game_system.se_play($data_system.buzzer_se)
9 \- g m$ [3 x+ ?% D" ?4 x( H - return3 Y( A' C/ }3 g2 l7 u% l1 W/ {
- end5 j5 R4 z/ D( ~9 b
- $game_system.xas_skill_id = item.id
& P3 k, t# J. p+ K( G+ Q9 h - elsif item.is_a?(RPG::Weapon); R8 D! V( y6 h& g; N2 D
- @actor.equip(0, item.id)
8 v3 Y( x [, e/ @& @2 M& { - elsif item.is_a?(RPG::Armor)
_7 e2 u) R2 H! T. {, g - @actor.equip(1, item.id)
% U# g/ G# m3 v4 Y6 m - elsif item.is_a?(RPG::Item)3 Z4 d! _" T! F: j1 ^; ?$ q, B
- item_tool_id = XAS::XASITEM_ID[item.id]
( C- w6 c& J8 W' J. f1 W4 } - if item_tool_id != nil
2 X/ C: g- ~6 I* m& }# K9 m' W - unless $game_party.item_can_use?(item.id)
$ ]' m8 [3 K) H f. ^# s' Y - $game_system.se_play($data_system.buzzer_se)& R: V9 m/ X9 L$ u" D
- return
0 E8 j# _: ~3 N& J - end: O$ F9 d5 W% s
- $game_system.xas_item_id = item.id8 f$ I" X5 q) W* T" p
- end
' A1 z& y; i$ S+ U) S% l5 i$ r% p - end
: @, X9 J! b( I, `0 T$ X - $game_system.se_play($data_system.equip_se)% W: B+ i& g: B, Y& n$ o' @ H* f3 I
- end( r$ k- S$ b0 u1 y h- ]
- ( a' }, Q: H, M4 Q# ~4 B {
- def update" _1 z$ g4 r; q5 M7 ^5 T) `
- @actor = $game_party.actors[0]1 y2 r- b5 }2 _
- @hot_keys = $game_player.hud_equip% _; |& q- [1 ]- [% n" Z
- refresh6 [4 b" F+ q f N
- return if !$scene.is_a?(Scene_Map)
& @2 S+ k& T: }4 U* ]$ k; k - if Input.press?(Input::Numkey[1])
: J& P3 b; x# M; ^2 P3 q! Z - equip($game_player.hud_equip[0]); @. T2 B5 K- Z! q% y
- elsif Input.press?(Input::Numkey[2])
" Z; t6 M- y4 O( H/ I0 L( E/ D - equip($game_player.hud_equip[1]); _# [: B+ Z2 J
- elsif Input.press?(Input::Numkey[3])" p3 ~& @# S. u% P
- equip($game_player.hud_equip[2])
- Q7 Y* @5 {' H' ~ - elsif Input.press?(Input::Numkey[4])! J1 n' B; \! [+ R" @5 X
- equip($game_player.hud_equip[3]) ! o8 x- v$ p) A% C9 y' x( n
- elsif Input.press?(Input::Numkey[5])
* [: S$ v" `- B1 ~; b4 w! N - equip($game_player.hud_equip[4])
4 l1 _; y' J5 m F - end- i5 ~0 z# d7 K5 H/ Q0 d% h
- end
! H" [# s2 v2 Z5 p" e: N - end
4 e1 ]2 r/ _, Y! O" c/ C( p+ c9 V
4 X7 S }3 b" v6 ~- #===============================================================================
; P. o5 r" i X& v3 ]) r) _ - # Scene Map
. ^3 ^. e" P& b, T2 k - #===============================================================================( Q+ P+ _; k1 o; n* l8 O c- Q$ x( R
- class Scene_Map
5 h; e3 _. r+ g# W3 ^ - alias hot_key_hud_init main4 o. k$ @1 U/ [- |" I
- def main" ^1 x( e/ D; \
- @hot_key_hud = Hot_Key_HUD.new9 |" U: j5 ~ h3 \8 \1 ^
- @hot_key_hud.visible = !$game_switches[XAS_HUDDISABLE_HUD_SWITCH]) m! o/ r) K/ ~7 c; Z
- hot_key_hud_init
0 {+ b! L5 P S5 f1 f - @hot_key_hud.dispose
6 r5 P: a4 }6 a, d+ \) A+ | - end: {, v- k; H( t0 |" A J
- ' g: _3 ^7 l$ U: f
- alias hot_key_hud_update update
( S% o5 _; j. {# w2 h, Y# I: F4 _6 g - def update
9 A1 L# @+ D7 I9 _( v0 G# q - hot_key_hud_update
9 x" g1 Z1 r, ` - @hot_key_hud.update4 }6 f/ p0 K) k) T' s& a+ A5 y& `
- @hot_key_hud.visible = !$game_switches[XAS_HUDDISABLE_HUD_SWITCH]
% {& Y. n) m# k$ K - @hot_key_hud.update if !$game_switches[XAS_HUDDISABLE_HUD_SWITCH]
% t* E o3 t3 [- h J - end# a7 L N7 m: w0 K# S
- end
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