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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,+ m$ `$ K) w$ A7 e! b$ \ ^
不知道有人能帮忙看一下吗? - #===============================================================================. m+ l) O0 d( T
- # XAS - Hot Key HUD
# j" |2 `4 ]$ B. ?+ u4 S2 b# a8 v - #===============================================================================6 D. X- Q/ u& O( q' U1 D4 `
- # By Mr_Wiggles
( z- y9 j% ~) K9 Z7 y e! Y - # Version 1.3; [8 q# P1 P" j/ C4 S2 |, I r) b" B
- # 7/6/10: G7 n. X: {# D! p3 G7 w( Y+ `
- #-------------------------------------------------------------------------------
# Z7 `/ _# Q& ^) B4 T4 ?% M. y - # Instructions:, X0 t. N. N. u* a" x0 [: e
- # Fill in the constants bellow, paste this script above main and bellow XAS in
0 Z& S3 l# A# Z+ p: v4 R E% m - # your script data base. BE SURE TO SET TO THE RIGHT XAS VERSION!!
- X# i# O; Q, I |4 T9 i. N - # # _! b- L% M, f
- # Place the "Hot_Keys_HUD" picture file into your game directory + {: N7 V5 q+ e# B
- # Graphics/Pictures folder.
3 D% ^! t( G+ v! y! y& o - #-------------------------------------------------------------------------------9 Y# h0 ~6 Q6 p$ D: \. B4 [4 M
- # Directions of Use:. F. Y* i# Q4 l- _
- # Simple just press a number key (1 - 5) when the quick skill or item menu is
( r6 O1 v( ]1 B" q$ \( h, ~6 H: G - # Showing.
: l" j3 K- X9 N% r$ z; A - #===============================================================================
, w, H: i0 r( K8 f& \8 j* K - HUD_X = 0 # X pos of HUD. h4 l% q y: a3 ^0 ~+ H* d
- HUD_Y = 0 # Y pos of HUD
. u: c7 s0 ], k3 J5 F
3 ^+ h. L4 |0 P+ F# T# `) a& e: u; o- # Set true if XAS 3.7f
7 {% d! U7 y. J9 L - # set false if XAS 3.6
% |) Z% I( R) u# |+ K9 v) [+ @ - XASVER_37 = true
7 v; ^9 x$ F0 m9 @5 d
# _5 c" W+ s0 r5 V& W- #===============================================================================
" H8 P8 d" Q5 S0 I* o - # Numkeys Module
/ ^& [- |! ]8 t0 y - #===============================================================================( o9 ]: ]' R b4 C0 Y& ^. O* O
- module Input
5 y9 N& O- ^; a* K# n - Numkey = {1 => 1049, 2 => 1050, 3 => 1051, 4 => 1052, 5 => 1053}
' B' q! y: C9 J' h* Q8 a | - class << self
& x* e. z* o! @0 N" Z- w7 N0 L" \ - Key = Win32API.new('user32','GetAsyncKeyState',['i'],'i')
$ U( d& }' y, ]9 s# ` - 7 {, r. n+ L+ ^ K% @# N" c, x( u
- def testkey(key)- V8 J' N X" k" B! |
- Key.call(key) & 0x01 == 16 T+ k8 d# @; A% p$ w0 W# k$ g& \
- end
8 S# F- [3 d4 |8 D( o& P -
% G# u$ Z8 }# b' Q+ b - alias hud_key_update update8 b/ w. L: h/ E$ P, X; B
- def update
8 p8 v9 F/ m/ E% m0 Z8 Z1 q$ G% C+ c - hud_key_update
* ]' ?' A0 o; N, o7 `0 M - @pressed = []& v, p, k0 o1 k8 {0 {
- for key in Numkey.values3 K9 ~/ u3 w s$ t, N/ D! H; F
- key -= 1000
8 u* O0 }: ~3 H7 [4 ^ - @pressed.push(key) if testkey(key)
/ Z! n: Z0 y+ Y q; ^ - end
, @- J- w1 W) ~7 l' K - end5 D% k+ y$ V$ o" m: j! V0 a6 m, Q
-
]! _% x2 E0 Z6 r$ { - def pressed?(key)( W5 W$ S8 g5 Y4 w/ w
- key -= 1000
% g0 H' N+ ]. H+ D( K - @pressed = [] if @pressed.nil?3 _& x& ^, `$ x7 z' k5 c
- return true if @pressed.include?(key)' k* S2 z! d' b, u
- return false1 g0 j# x3 T% g
- end# y j/ L! z6 R- o. @8 {- b" R* T
-
8 W5 Y8 [8 R& ]; g$ G! T - alias hud_key_press? press?7 ?& t& z+ ]: t( w. r n9 Z" J5 _
- def press?(key)
* L5 H, V8 Z0 ?/ K - return pressed?(key) if key.to_f > 1000
5 O" H7 \* m; H( {7 u - hud_key_press?(key)
! k4 V2 [0 Q( a# V1 Q. n" E+ ]; e - end+ y' f4 ~3 ^1 w+ B5 t- D1 o( e. T
- end! `/ W+ B2 O- Z
- end r1 }. I( a. M5 p
" R, U( x5 C" K# ~, g- #===============================================================================
0 G0 q$ d; k2 G - # Game Player
3 [+ R: X+ l6 a9 i4 o( C - #===============================================================================
^# a- ~! [6 Y6 r% B - class Game_Player < Game_Character
1 D1 x) u+ y# V. b' |! O - attr_accessor :hud_equip* D% g/ A4 @; p2 p; \
-
1 @; M4 ~0 Q( T5 r - alias hot_key_hud_init initialize( J1 t. Q0 q* t6 g) `# r
- def initialize% @; B* Q( \' G* F7 Y
- hot_key_hud_init
, d- h& L6 p/ I h6 d6 G - @hud_equip = []
- m9 d% s7 d9 K+ c - end$ ^) `& J; z, R7 R( i2 W$ n. ?+ U
- h7 R4 B- i3 c4 x* _
- def equip_item_to_hud(n, item)
" R3 k, h- @, N4 |) v - if item.nil?7 n3 g( R" x4 T7 L3 C; S% Y
- $game_system.se_play($data_system.buzzer_se)
6 E7 o% O" v9 ^4 o e1 E1 a* V - return
' C: n& Z' U K$ _ - end1 X9 i' K) f9 K# E$ x
- $game_system.se_play($data_system.decision_se)4 \5 N4 |5 l+ y: x: O
- @hud_equip[@hud_equip.index(item)] = nil if @hud_equip.include?(item)
% I3 Z) z# Z" S) _: _' X# x - @hud_equip[n] = item
4 [8 p9 j* |/ [; g8 c* d9 \9 @ - end" e+ I( _4 Y* u$ D- t' Y0 }1 F
- end
+ _9 `/ _' _3 z9 b* t
$ n# J3 y, ?' } \, J" G- #===============================================================================
& U& m" O6 A; P* W# g - # Quick Skill Window( q$ |/ u$ U; J/ y* ^9 G3 ~5 E
- #===============================================================================! ]: e+ e/ k6 B
- if XASVER_37 == false7 |. u# S d3 ]
- class Xas_Scene_Skill5 l. ]$ K$ v p3 y6 v
- alias hud_quick_menu_main main
5 Y# E+ z( ?, O, T0 Y, y - def main
9 e t4 h- u$ t: D1 i* ^ - @hot_key_hud = Hot_Key_HUD.new; z3 x9 z9 K! f: g: R4 R1 g
- hud_quick_menu_main* B6 ^- x: }3 Z! m7 W! u
- @hot_key_hud.dispose7 M9 S5 T2 y$ o" r/ D
- end
+ s7 q' z. {" l" _# ~! H% I4 } - ' J+ u4 g* d; R- v& o; ~
- alias hotkey_hud_qucik_menu_update update
) u. C L& N; x. e6 A. K - def update. P1 o' G5 E) o0 g5 R9 j
- hotkey_hud_qucik_menu_update* O! J% c; s1 B, P J7 J( _, T
- # Hot Key num 1
! q& h# {7 p" I3 |. `( ^' @ - if Input.press?(Input::Numkey[1])
C" f3 ^/ K6 o6 d I1 _& f - $game_player.equip_item_to_hud(0, @skill_window.skill); R5 J% M9 S+ Y* i( A
- # Hot Key num 21 n3 N3 _; o; ? N5 @; g
- elsif Input.press?(Input::Numkey[2])
7 k- @( ? S( t$ @ - $game_player.equip_item_to_hud(1, @skill_window.skill)/ V: G. \2 k3 d+ P# P8 k/ v
- # Hot Key num 3
5 c, h7 S% a7 s - elsif Input.press?(Input::Numkey[3])
/ ^: ^6 p, W- R" N' [2 N - $game_player.equip_item_to_hud(2, @skill_window.skill)7 T! A1 z# T( X
- # Hot Key num 4
$ W, D& m; V8 Q5 p; p$ i - elsif Input.press?(Input::Numkey[4])
3 \8 u, t8 F& k - $game_player.equip_item_to_hud(3, @skill_window.skill)
8 B, q+ p0 d5 J/ B - # Hot Key num 5# s1 B3 Q/ J3 S3 {; N: X
- elsif Input.press?(Input::Numkey[5])9 T; _! M5 B, j" h) h/ a
- $game_player.equip_item_to_hud(4, @skill_window.skill)8 j+ V! b2 j- f: d
- end* J( t; I! I! ]4 Z4 l
- @hot_key_hud.update
2 ^; F3 e. A6 z' \0 L6 M - end0 ^& i. R6 V) d' U5 D! [
- end; S+ D6 V0 g8 {# Q: }: F6 D m
- else- o/ D/ \, F8 o1 s2 q
- class Quick_Menu_Skill' H1 t, @0 Y, \' z+ n7 B) o
- alias hud_quick_menu_main main
: `2 ^5 |2 _7 t0 m! n' g - def main
o5 j7 E& W7 a4 d6 J: V - @hot_key_hud = Hot_Key_HUD.new
* A) a/ x, B& ?2 V - hud_quick_menu_main
% o# V2 D; z# O( }; ~, z8 }7 B - @hot_key_hud.dispose. ]2 \" [- Q: ?% m4 r
- end! t% L! J6 v5 M7 U' m, j6 q
-
7 b/ Q: Y( c2 H* @ - alias hotkey_hud_qucik_menu_update update/ O- a3 s3 P6 F& T/ f$ h, X% f/ `- k
- def update+ H9 {: }+ l Q0 l2 T3 s' z
- hotkey_hud_qucik_menu_update
& V) S3 g* s5 y _ - # Hot Key num 1
& j! g, Y' C) {3 o& g1 X - if Input.press?(Input::Numkey[1])
5 y, r& R7 @& p/ r m" f - $game_player.equip_item_to_hud(0, @skill_window.skill)
3 R; u) q7 Q b+ [9 O g" Q - # Hot Key num 2
* }( R @5 l: ^9 @ ^0 J) v4 H$ w - elsif Input.press?(Input::Numkey[2])
$ p$ c i8 v) J% {; k. f - $game_player.equip_item_to_hud(1, @skill_window.skill)" j" E/ o; f8 u. {
- # Hot Key num 3
' E4 w( Q8 R4 W - elsif Input.press?(Input::Numkey[3])
. B" X- ~, W+ v4 S( V - $game_player.equip_item_to_hud(2, @skill_window.skill)
2 f% w8 N# C' G4 |; d; r - # Hot Key num 42 t+ g( s, S+ C) `
- elsif Input.press?(Input::Numkey[4])+ N( V- o( I" |5 b# M0 D
- $game_player.equip_item_to_hud(3, @skill_window.skill)0 g9 f; Q. m& ?9 i3 e" B! R/ I
- # Hot Key num 5& q# D( ^# ]/ w
- elsif Input.press?(Input::Numkey[5])! ?, ~, ]; v2 \( D1 [; E
- $game_player.equip_item_to_hud(4, @skill_window.skill)
6 r+ Y" V8 y* t- x& v$ B - end4 ~5 Y% a+ t' d" C C! B- C0 c+ i ]
- @hot_key_hud.update
# k8 r( b) j2 p J3 Y4 |$ @7 k - end' l N8 @; }& c! n
- end% \* X: U: N4 L
- end) M' N2 Z/ r3 m2 E+ k1 E, y# m4 \
9 q/ S/ ^% w$ ]# G% y9 [% A6 O- #===============================================================================3 G7 y B0 J. F7 O, E
- # Quick Item Window/ b0 s7 h+ J% g/ {+ L8 s
- #=============================================================================== u; G5 h7 G6 X9 G
- if XASVER_37 == false# _! q, x) N, B" l& b4 {8 w+ T
- class Xas_Scene_Item! W5 l3 v1 F- O& W* T4 I# v; _5 Z
- alias hud_quick_menu_main main8 z! }$ ~; g$ l
- def main6 \( m2 I* [& P$ W
- @hot_key_hud = Hot_Key_HUD.new
% x' e- q$ P) v: ^ - hud_quick_menu_main8 z0 H7 q9 K/ e+ R8 k: @! a7 Y8 B; K
- @hot_key_hud.dispose
! ^$ [- r" `* e+ \ - end
: S5 S# t+ @% P0 R P% J2 B -
6 Z5 t: R$ I% x" x- i* J - alias hud_key_update update0 g, A; z3 \' |" f, s# V& d9 i
- def update
# _ O0 u n9 i, C; g( [2 q5 } - hud_key_update
! e( D, C& _* z% ^ - # Hot Key num 1
; a8 K7 Y7 K* V% \' x( _) y& V; g4 R& p - if Input.press?(Input::Numkey[1])
) [. V! o5 F* a' j - $game_player.equip_item_to_hud(0, @item_window.item)
! K' L% |$ f# { - # Hot Key num 2
. T2 {9 D4 Y6 d$ l4 x - elsif Input.press?(Input::Numkey[2])
, R. ?' F3 v& l5 p3 X$ U - $game_player.equip_item_to_hud(1, @item_window.item)
, f4 x, s1 Z2 v& ^4 s: Z0 N - # Hot Key num 36 L$ O( s/ }1 w' C% V& h
- elsif Input.press?(Input::Numkey[3])
* y: R E7 }3 r3 o6 s - $game_player.equip_item_to_hud(2, @item_window.item)
' i, Q( F2 C9 b - # Hot Key num 4* z+ s0 L6 o9 F8 ]) @/ q" m
- elsif Input.press?(Input::Numkey[4]): Y& ?, B* u$ N; n7 ~! p
- $game_player.equip_item_to_hud(3, @item_window.item)
' y! ^* b' v$ P# Z- T- z W - # Hot Key num 5
, {& P0 z$ O+ h. M* {% T) d4 @: F - elsif Input.press?(Input::Numkey[5])
" R; L! S$ g6 C; z }6 M8 Z% C: \ - $game_player.equip_item_to_hud(4, @item_window.item)6 c( }0 b/ _+ F. G2 a
- end
2 i5 O# O( T7 [4 g0 ? - @hot_key_hud.update
' `, m5 P% f" x" w! C' E. p - end
0 i- E3 C: V3 T1 e - end
- O: u2 Y7 L- I - else# z# w$ j# i; V2 D
- class Quick_Menu_Item
$ X+ q0 L$ S* ^$ Z, y - alias hud_quick_menu_main main/ L( G1 l8 O* Z5 T
- def main
* Y- b5 N3 A# O7 A6 x# @% b6 Z9 |+ }0 u - @hot_key_hud = Hot_Key_HUD.new
0 i# R! J; h$ l' N5 f - hud_quick_menu_main8 r) g7 z! N9 O5 q, c
- @hot_key_hud.dispose
. ^% t- [& i* C7 I8 U/ G9 Z" F - end
! z1 A* q+ @' f! `( k$ { -
% O& z+ |. U& x - alias hud_key_update update
: s7 X8 W$ h+ ]7 y# h' q) H3 x - def update0 `2 P0 Q; h, Z9 \) n Y
- hud_key_update
9 ~8 n& ?- m) E& v% F x - # Hot Key num 1
- o7 y% l* X8 _- G& { - if Input.press?(Input::Numkey[1])& B9 P8 z, e* I" P: ^
- $game_player.equip_item_to_hud(0, @item_window.item)
" @' \1 f; N* s* S7 ^" z" { - # Hot Key num 2
1 U. J$ v- W: s - elsif Input.press?(Input::Numkey[2])5 v/ x! q$ `# j. \
- $game_player.equip_item_to_hud(1, @item_window.item)
% m ~8 J% t' k, A& ]9 ^2 G7 W - # Hot Key num 3
; a1 k) {3 b; V( x - elsif Input.press?(Input::Numkey[3])$ Y& u& K+ a" y S) h
- $game_player.equip_item_to_hud(2, @item_window.item)
* Z$ p5 I! k; R' ]$ k0 E - # Hot Key num 47 M- I5 l' M' A o! I) C2 [
- elsif Input.press?(Input::Numkey[4])8 J" f6 B& O: x( g) O8 [6 G* S
- $game_player.equip_item_to_hud(3, @item_window.item)7 `: H" G) r* i( {' d+ u
- # Hot Key num 5
6 ^+ s2 t* m5 M& p - elsif Input.press?(Input::Numkey[5])
" i8 @8 ~) g% e* M; C - $game_player.equip_item_to_hud(4, @item_window.item)
9 q* F. B: R; O& d* Q! U: `: Q - end( u/ k2 h+ u2 F) }; o A: h* `
- @hot_key_hud.update
. C: x# p5 c. `* O# z, _5 Z - end
1 r# F2 z$ Z3 C; J Z$ c Z - end6 _4 {! S4 z" ? C" Z9 M
- end8 c2 x* f1 V. M1 {
- " l- I& ~6 ?: V9 a( U; O
- #===============================================================================' _: z# |% S1 N0 Z8 S) V
- # HUD Window, W3 b+ _. n9 G8 ^6 E; z1 {
- #===============================================================================0 m5 e% R/ b9 X' ~+ B7 G$ G2 {5 ^
- class Hot_Key_HUD < Window_Base
) V/ S9 W1 _, Q- F* o; G* W) L* c% x) B - def initialize(x = HUD_X - 10, y = HUD_Y - 15)
& [! {: P' |: l( ~/ o, J - super(x, y, 220, 80)
* s% t1 ^2 P9 \$ k% _ - self.contents = Bitmap.new(width - 32, height - 32); z; @7 _+ _0 v* B, @% x; j
- self.opacity = 0; `, y0 |/ B! x+ L
- @actor = $game_party.actors[0]9 _" M9 e% K7 L) D4 W& d- a. x
- refresh
% R3 A: d# ~: X - end/ X/ Z/ x$ A0 u, o9 h6 k; C# N3 C
0 B5 v. K. x9 d/ r1 \- def refresh1 W6 K5 N) ?7 k
- self.contents.clear
, L9 L/ N* R$ T; K - bitmap = RPG::Cache.picture("Hot_Keys_HUD")
# B% r2 m U% m( w6 G; a - self.contents.blt(0, 0, bitmap, Rect.new(0, 0, 160, 32))3 m. X7 x9 b8 C
- for i in 0..45 m. I, |8 L& U' o( l
- x = 32 * i + 4
2 C9 P8 ?2 v) t* z5 r! F% ~ - item = $game_player.hud_equip[i]
@, { p; [) |; Z% t - next if item.nil?
) ?" ]2 H: K7 G - if item.is_a?(RPG::Weapon). u5 e. x* U! J$ m2 p# ~! C" B
- item = nil if $game_party.weapon_number(item.id) == 0 and+ ~7 L. g3 w9 T8 N* S
- @actor.weapon_id != item.id; a K7 ^0 Q: V8 D* x
- elsif item.is_a?(RPG::Armor)
& \8 W! S6 X' G% L+ @3 }# Y - item = nil if $game_party.armor_number(item.id) == 0 and 0 A( E. F# f$ [+ y
- @actor.armor1_id != item.id
( b9 i( y2 @5 t* b8 \/ k - elsif item.is_a?(RPG::Item): S$ k# |1 M: t- ~, m5 U1 ]
- item = nil if $game_party.item_number(item.id) == 0 or T6 l# }; m/ [! p- u: ~
- !$game_party.item_can_use?(item.id) T* \2 p$ p* x/ M; j* O
- end
7 I% ^( S/ v( X7 O/ @3 Y% z2 v - bitmap = RPG::Cache.icon(item.icon_name)
/ f" T/ b7 X7 o$ X9 z - self.contents.blt(x, 4, bitmap, Rect.new(0, 0, 24, 24))8 F1 t9 d9 Z8 e! [
- end
1 x' {& r0 q! y0 Y, d - end
3 j$ V+ b& H9 [ -
$ `) @& \6 _9 X5 q: M/ t - def equip(item)% O* E; M4 [4 j( f, J0 K: E) O
- if item.nil?! m2 p* Q; V0 ?! A; t2 c8 ?
- $game_system.se_play($data_system.buzzer_se)
3 r3 V; |4 k1 a: S' T& F3 p - return
: ~( W. `5 Q$ s2 E - end8 H& Z8 _8 W* W- I3 S, m
- if item.is_a?(RPG::Skill)2 I8 Q+ n. R" L. u3 }6 @
- if [email protected]_can_use?(item.id); {" I3 A8 Z/ X7 s
- $game_system.se_play($data_system.buzzer_se)
7 G' N$ N$ c- f/ r/ O8 _+ d9 }2 X - return; j, M6 U& \0 t5 q$ D, S3 D
- end; S+ H8 T- C# j( X
- $game_system.xas_skill_id = item.id
6 `. P8 ?( F4 V; A: g - elsif item.is_a?(RPG::Weapon)
# u" J3 u V3 c! x - @actor.equip(0, item.id): M# K' z5 d: ^3 H8 f) _
- elsif item.is_a?(RPG::Armor)
" P+ d. l% C7 p' L! j1 e f - @actor.equip(1, item.id)" I( s4 X, |+ v7 d3 ?1 {3 v; F
- elsif item.is_a?(RPG::Item)# M7 W3 S' r: y k# s& {
- item_tool_id = XAS::XASITEM_ID[item.id]
" N; N7 A) X2 e! M$ t - if item_tool_id != nil7 B& E1 m: D1 T/ g! Z& y1 W
- unless $game_party.item_can_use?(item.id)
6 }# ? w2 R E) f+ T* \ - $game_system.se_play($data_system.buzzer_se)
6 ?3 C6 j7 x$ i( d3 T3 F - return; S, I, G9 j6 _+ P
- end
y1 b( |1 ?! W - $game_system.xas_item_id = item.id. c, B% Z& G& U
- end
, d" m; a4 k$ n$ s0 | - end
8 g) ]1 o0 F8 ]4 }3 m - $game_system.se_play($data_system.equip_se)' G/ a1 ?, [' y9 b
- end" o7 _$ E. u% d
-
. |2 p. n3 F, e& M- N - def update; L8 u/ z9 G9 H j: s. n
- @actor = $game_party.actors[0]8 X. L! t( j) J6 @
- @hot_keys = $game_player.hud_equip4 X$ b* O8 G* U; R9 A2 I9 O
- refresh
1 U' a0 i/ o5 y. S+ A- U& e - return if !$scene.is_a?(Scene_Map)
4 \8 w/ o( ^' [5 w$ r2 X - if Input.press?(Input::Numkey[1]); X; m9 ~3 D2 [# H( J
- equip($game_player.hud_equip[0])
) J- A2 l$ E# i - elsif Input.press?(Input::Numkey[2])5 M: t4 W: O( _: ^( y L
- equip($game_player.hud_equip[1]) j$ N2 k& z, H7 P* T7 w
- elsif Input.press?(Input::Numkey[3])7 e k% b# z- S2 Z1 o$ }& s
- equip($game_player.hud_equip[2])
* u, X* Y$ N# M- a- F. A" J% O - elsif Input.press?(Input::Numkey[4])) `2 l8 i, k8 O1 j# i
- equip($game_player.hud_equip[3]) - a6 ~+ I8 q) ?# f; s/ S5 ~ M
- elsif Input.press?(Input::Numkey[5])' |- ?2 C+ @4 T/ d0 `( P# V3 ^
- equip($game_player.hud_equip[4])5 O! g# s D8 S2 [( b
- end: A6 S8 q+ \2 |0 ~0 S' _0 m
- end
) x) T" D4 h$ d: {) o9 o - end
6 O) w. l+ K: q! {3 p
3 g* E) R# B2 X2 t& I, R( U1 @8 t- #===============================================================================
' ?7 K x: L$ ~! K% ]+ r( p - # Scene Map
3 |6 G; ~! K" T$ o( x0 F- a% h - #===============================================================================* |9 K0 l" K5 b( Z: n
- class Scene_Map0 V5 q5 X4 {& {6 B
- alias hot_key_hud_init main, v; f# r G5 Y ], i
- def main
0 A! ]& m- c6 E* Z" E" B4 j - @hot_key_hud = Hot_Key_HUD.new
- W8 J$ h# u( `# d- ~2 D; g. z - @hot_key_hud.visible = !$game_switches[XAS_HUDDISABLE_HUD_SWITCH]8 T/ l! g/ M, V7 Y4 i
- hot_key_hud_init j2 N/ o# ]1 G& |
- @hot_key_hud.dispose" x% U- w9 B5 }. m# L- X
- end* ?. W0 R7 l! { }6 C( n
-
/ b A+ w4 H( r- l8 S - alias hot_key_hud_update update
" J" b; L7 x" Y: a" u3 G) Q - def update
" l X7 L6 h7 \; h6 w1 q- X - hot_key_hud_update
5 o' ~0 L- ^3 l; F - @hot_key_hud.update' R' a- Y* i* i) x) A0 @5 @
- @hot_key_hud.visible = !$game_switches[XAS_HUDDISABLE_HUD_SWITCH]
7 D9 f% Z( N+ a0 S/ H+ C5 T. z1 T' n$ u - @hot_key_hud.update if !$game_switches[XAS_HUDDISABLE_HUD_SWITCH]
# m9 Y4 q" C* P% ~8 D5 q* O1 ?! C! t - end6 `/ | k5 e* L7 s
- end
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