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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,
j$ j( b& q5 p1 e不知道有人能帮忙看一下吗? - #===============================================================================
* f. l# r+ M" k9 J4 v# ~ - # XAS - Hot Key HUD" o, w0 ?$ Q, Q' |/ b
- #===============================================================================5 L# [8 ]! D V3 J4 {" X6 g
- # By Mr_Wiggles
# k* h7 u" _/ X. R: _3 Z: s& P' [ - # Version 1.3% y$ b( v9 j1 _+ F
- # 7/6/10
8 [8 n* k* [$ Z3 [ - #-------------------------------------------------------------------------------; u7 o8 Q* l' ?& i8 H
- # Instructions:
0 B% j4 T9 _* H' u - # Fill in the constants bellow, paste this script above main and bellow XAS in
# r( m! P" n0 b* }6 R* e) p - # your script data base. BE SURE TO SET TO THE RIGHT XAS VERSION!!
1 }5 _0 D+ c. \3 K( h1 Y/ V - # * |- r% ~2 \5 \9 b2 Y
- # Place the "Hot_Keys_HUD" picture file into your game directory & a k9 E, l, ^7 I4 N% e( k5 k) q8 y
- # Graphics/Pictures folder.% I( ^3 i/ C0 Q9 }5 J
- #-------------------------------------------------------------------------------
. }0 H( L5 d& @( B) ~5 | W - # Directions of Use:/ |7 d5 d+ I9 \7 d7 h& _
- # Simple just press a number key (1 - 5) when the quick skill or item menu is$ v4 D' t# Y/ B! K5 d$ X. W6 R0 h0 K
- # Showing.* U$ `) b; ?6 p, m7 f/ f
- #===============================================================================; x4 Q* {( @; f [0 O6 `' h
- HUD_X = 0 # X pos of HUD; x ]* o6 w' h) C" T: N' w1 Q
- HUD_Y = 0 # Y pos of HUD9 U' z q h) B6 i9 k
- * B/ h3 t" [' b* @% n
- # Set true if XAS 3.7f
. J6 H" z5 [4 ]7 T3 w. @/ I# R - # set false if XAS 3.60 T( ?: |7 y, _
- XASVER_37 = true! q1 O( N1 e1 x7 w+ [, G& ~
; K* [* e4 w D0 f- #===============================================================================
# g& o6 T) O+ r: j& o - # Numkeys Module. o* X% i, d b5 o* X
- #===============================================================================* }, l, q1 c, ]3 I% N4 }
- module Input
1 ?2 r; D3 I/ o" N0 M! w1 X5 Z# Y) p1 I. | - Numkey = {1 => 1049, 2 => 1050, 3 => 1051, 4 => 1052, 5 => 1053}
k/ ]& @2 T8 P6 E/ ^0 _ - class << self
- i; X' U+ W7 u0 s5 g F6 ` - Key = Win32API.new('user32','GetAsyncKeyState',['i'],'i')
; g2 T' N* g' T" j" \ - " n0 L, Q X* y' X9 M/ _/ B3 A3 F
- def testkey(key)- a! ~- U& ^9 T
- Key.call(key) & 0x01 == 1' |8 h) ^, q. b' }
- end/ b/ o' t% a( s" t$ ]5 {
-
8 z# B+ b; a9 x" m$ e) b2 H. i - alias hud_key_update update3 W4 v# H' m. s/ s
- def update
0 G$ m. s4 H. m2 M' E0 E: X0 u - hud_key_update
5 d$ E* E# U) o* T% k0 U4 q, f - @pressed = []
0 S6 y9 [% H# c- ? - for key in Numkey.values, ]+ P, Y% A3 p9 J6 n
- key -= 1000
9 ~& X: l8 A, R) C& V q4 m" t - @pressed.push(key) if testkey(key) l @+ G" n% u: J
- end
! W% ^. K6 k9 f( B! H/ K# }$ [ - end1 P" r" r0 Y6 A- g- ~
-
9 C) N2 l* X- T1 x1 T1 B - def pressed?(key)
$ {+ `4 U/ i2 V" y0 u - key -= 1000
7 \+ K8 Q9 U' S( e/ \( w$ O# I - @pressed = [] if @pressed.nil?+ q$ S0 N) F6 o+ S
- return true if @pressed.include?(key)- U( x+ h2 b' k: j* Z
- return false: x% x+ B# G9 r3 N z4 ?
- end2 h) k" E/ H! Z( y* W; t" l, d
- 2 M! F2 n% o0 J. g1 m, A, a5 o; A
- alias hud_key_press? press?' ~/ I( a* L2 f* n- e
- def press?(key)# O% }! I2 F+ C: @: H5 I
- return pressed?(key) if key.to_f > 1000
1 H) z& [: Z: A# r! e, l) E3 Q+ S0 h. u - hud_key_press?(key)! ^2 N7 l& J& @# b
- end4 n7 }- _0 c0 W8 }, E: C
- end
/ I9 B* I+ `0 w0 w - end
( `0 z' ?7 d7 A& e3 t - 9 [7 m% y0 w' q
- #===============================================================================& _0 w5 K$ W. B5 S
- # Game Player
& M; g4 B% _5 l8 [; h/ T, [ - #===============================================================================# {+ Z0 }, i5 D( R U8 h
- class Game_Player < Game_Character
* y- M6 f' t0 N5 V# N" P - attr_accessor :hud_equip5 G- A2 N8 b& g% F/ Y
-
c6 ?1 T0 B' W# i `+ D - alias hot_key_hud_init initialize+ K/ q! m! c4 H& P) ]
- def initialize
. B: h; s* x- s0 q: } l) W/ Q - hot_key_hud_init5 w+ w- J6 ]6 b$ f' I
- @hud_equip = []
% I: u8 e; b9 ` - end2 L$ h' i! l3 e8 s- a; M2 k
- 5 f5 r. X$ ]) V. @' k% a" y
- def equip_item_to_hud(n, item): w( ~6 Q0 t4 S4 H! m: j0 Q
- if item.nil?; S ]$ n: R+ Y: |
- $game_system.se_play($data_system.buzzer_se)
N5 e3 I7 Y) k# w7 B - return( w% X, K; c! ?
- end; y/ z8 L: E# M' l! E* T9 h0 a
- $game_system.se_play($data_system.decision_se)8 Q: D) f0 Y1 e" B
- @hud_equip[@hud_equip.index(item)] = nil if @hud_equip.include?(item)
' Q" g& l* \5 R+ P: X - @hud_equip[n] = item
- ~! ~0 M7 H7 s8 f+ o$ V3 |/ q - end
. p+ h% ~4 t* {8 X- y3 | - end! O& y1 y( |+ C+ n, n& V
+ @7 t+ M1 ?# `- #===============================================================================, p- f T# ]6 v& q# Y0 Y- O
- # Quick Skill Window
B+ W- ?+ O: g0 f4 }3 p& Q - #===============================================================================
5 o) _6 c" Y- u3 K - if XASVER_37 == false8 B; F0 H) {( ?7 g
- class Xas_Scene_Skill1 n" ~9 [* I; a) G7 P2 z
- alias hud_quick_menu_main main; J, K* p0 `0 Y- [/ m; d7 z) A
- def main
1 X: U9 F$ G% |: } - @hot_key_hud = Hot_Key_HUD.new7 v1 C5 r5 E8 V) R2 S: w0 ]& b9 z
- hud_quick_menu_main. Z( A$ U4 X, u3 Y7 {0 N, R7 f- @
- @hot_key_hud.dispose
: O% Q& W+ D4 f! l* r% ~1 A - end
. t; G1 |/ D; L( N2 C: y - * K& ?2 L) Z) L
- alias hotkey_hud_qucik_menu_update update5 _9 ~# Q& D( M0 a7 R, w0 }
- def update: @4 i* g" |9 x: d
- hotkey_hud_qucik_menu_update
9 }4 s( t7 }3 R; f$ Y; L9 j" t3 ?9 ~ - # Hot Key num 13 i9 r, h0 l4 z( V/ O @3 R
- if Input.press?(Input::Numkey[1])
7 M( _% {3 h5 v* N. |& v; p - $game_player.equip_item_to_hud(0, @skill_window.skill)
6 F$ h% ~: f7 s6 h- t - # Hot Key num 2% e" O, |7 K$ f3 a$ d/ k
- elsif Input.press?(Input::Numkey[2])+ d9 T0 [) c' L# B
- $game_player.equip_item_to_hud(1, @skill_window.skill)
% Z! g% l0 s# H - # Hot Key num 3
9 l3 y7 Y" x2 _' C - elsif Input.press?(Input::Numkey[3])
# C4 E" e9 T; }3 h% _ - $game_player.equip_item_to_hud(2, @skill_window.skill)' m6 J+ T6 E! i7 ^
- # Hot Key num 4
. X5 x6 ~! x6 j+ ^: o - elsif Input.press?(Input::Numkey[4])
0 l" d# v, h) l9 [- [ - $game_player.equip_item_to_hud(3, @skill_window.skill)% R( W* D4 \! A! A+ x
- # Hot Key num 5
- N$ G( i \5 ]+ l. h% Z U - elsif Input.press?(Input::Numkey[5]). b+ l; |" x5 A/ d$ x t1 I, u. S
- $game_player.equip_item_to_hud(4, @skill_window.skill)! W0 h+ ]0 A, _, f
- end
( k' h j- O/ }$ H* @, G, A6 ` - @hot_key_hud.update
! N) S! ^: u, b. ^( z, z - end
, L2 |9 _' d }. w% A- I8 L% C - end
+ H4 Q3 l1 M% _7 \& ~. b - else8 H' g; s) I7 @( D" c
- class Quick_Menu_Skill- \# W; G/ k7 N; f; y" h
- alias hud_quick_menu_main main
9 m3 Z, g) C6 z4 [) @ - def main9 N3 _& S1 y4 o6 u$ \
- @hot_key_hud = Hot_Key_HUD.new
! V$ a) {5 y2 k, ~8 c, M5 x - hud_quick_menu_main/ }( v8 } e( f/ Z( H# x9 q
- @hot_key_hud.dispose
9 ~' j k6 U) H; e6 [/ p% k - end1 t t; q# U( D
- 0 K7 R$ c0 `, l& N7 k
- alias hotkey_hud_qucik_menu_update update6 l( y7 _; U9 a0 a% F2 t, x
- def update
, |4 d e; ~5 \* E' @ - hotkey_hud_qucik_menu_update
; P* v8 A+ L' k8 q, M+ i2 X. Q0 A J1 Y - # Hot Key num 1
+ [* I* V( X4 Y" U - if Input.press?(Input::Numkey[1])5 B. e6 F1 X7 h3 n M# q
- $game_player.equip_item_to_hud(0, @skill_window.skill)
" h) z9 ]1 }! T; l3 j - # Hot Key num 2
7 Z9 d7 m) P& f3 c( ~# _ - elsif Input.press?(Input::Numkey[2])$ p9 T1 t1 h$ ~; P
- $game_player.equip_item_to_hud(1, @skill_window.skill)
! Y8 p8 s f2 b" b7 V$ Q - # Hot Key num 36 {6 _! a$ D/ ^
- elsif Input.press?(Input::Numkey[3])
& a# o! N1 ?2 U+ D' i - $game_player.equip_item_to_hud(2, @skill_window.skill)! ?+ r7 C+ ~# j9 h4 O5 i g
- # Hot Key num 4
4 @4 J# A: F8 `: L; C! M8 L5 k - elsif Input.press?(Input::Numkey[4])' A6 F) P% M+ {, K# n+ u
- $game_player.equip_item_to_hud(3, @skill_window.skill)
3 o$ S* I3 W9 Q' _, Y5 \9 a; } - # Hot Key num 50 g+ K7 r% @! u& `" s
- elsif Input.press?(Input::Numkey[5])
Z% W8 {- K4 a" S& k; b( K' x - $game_player.equip_item_to_hud(4, @skill_window.skill)6 m3 Y2 x& i7 x" Y6 R% C
- end
% r# Y% @2 g9 Q" A' t' k. K - @hot_key_hud.update5 L% @0 E( p6 H4 y0 B* {& D" _
- end
3 O# y8 ~; k% e$ x3 ~( ^0 h - end
/ C' A& y M4 i5 G( W$ z - end- H$ n0 R. ]6 j, p5 o+ U+ z( f
& U* [9 W! b4 S6 O- #===============================================================================4 [9 W% c: m( Q- G8 j p$ l: x* G
- # Quick Item Window. _7 L; E) s: F8 M. F7 L2 H1 m
- #===============================================================================! z8 A6 O4 J) d( F9 o
- if XASVER_37 == false; O+ A9 o j- X
- class Xas_Scene_Item
+ H3 l$ H/ i5 X$ Z. B; \4 g7 T3 K - alias hud_quick_menu_main main
+ ?# |) x+ s4 }! E3 s' f - def main$ ]4 d, f. N! ]. m
- @hot_key_hud = Hot_Key_HUD.new* s4 ~8 g H3 V3 x/ ~7 N+ t- w
- hud_quick_menu_main/ |4 P( v3 i/ I: J0 a
- @hot_key_hud.dispose$ Y; `5 [9 ?' D$ T+ x ^, ^! {
- end
+ h* F/ p3 O! o% P) w* a - * `+ t5 _3 ~" V# r% m+ k3 `/ j2 ~! \
- alias hud_key_update update
3 }0 H! Q" K1 q$ K) g - def update: J: ?4 Q! V; u2 ?; }& V! P% U6 y1 A. f- \
- hud_key_update
* t! H) h2 N; y* [6 G! ~! L - # Hot Key num 1
; ^! D) ~3 s n# u5 o - if Input.press?(Input::Numkey[1])) j1 ?6 y2 w' n4 [/ N- x( a3 g1 o
- $game_player.equip_item_to_hud(0, @item_window.item)
% q T( D/ N6 m( Y- I - # Hot Key num 21 P1 @! `* C2 h8 }+ {. T; a* z
- elsif Input.press?(Input::Numkey[2])2 p+ Y& C/ l& C6 Z
- $game_player.equip_item_to_hud(1, @item_window.item)- u5 j- i! m3 _6 t" n
- # Hot Key num 3! c- m6 J7 r% `- x" ^- {0 S: [
- elsif Input.press?(Input::Numkey[3])
" d7 G3 O/ O4 o4 v7 [5 ~/ o2 J" g2 F - $game_player.equip_item_to_hud(2, @item_window.item)( e5 n$ {8 ?5 M) f( U# O/ L
- # Hot Key num 4
, W5 i" ?( g3 ^/ C" q - elsif Input.press?(Input::Numkey[4])
6 e/ W* n8 h4 ^' ?: P [% a G - $game_player.equip_item_to_hud(3, @item_window.item)
1 f6 [: ~ o! U1 j6 Q - # Hot Key num 5
% u3 K, V& j5 z4 J - elsif Input.press?(Input::Numkey[5])% g+ s( u- {, Z2 F
- $game_player.equip_item_to_hud(4, @item_window.item)
, d; `6 D2 y3 o7 s# W8 a; l - end; K0 i& _" d _9 {: ?+ O
- @hot_key_hud.update( s) g! z, d" F9 x4 m- W- \
- end
, T2 B- d$ V. A+ B/ Q - end
7 x; i$ I# L8 f1 A! X - else, T3 P. L4 z6 S$ b5 Z0 X
- class Quick_Menu_Item9 q( N( v5 L, B/ i3 a9 e
- alias hud_quick_menu_main main$ i& d6 `2 r/ ]: \3 c4 X% O
- def main
9 F# h: o9 j$ V. w& ? - @hot_key_hud = Hot_Key_HUD.new% e. k' }4 I9 R6 R2 f4 }4 a5 ?2 A
- hud_quick_menu_main" @" K. o U' J0 Z' q
- @hot_key_hud.dispose) ?5 s! }) B5 x
- end( o+ ^) J+ D4 o" f% j. c# i
- + ]: w. G; r- o1 C1 @
- alias hud_key_update update
0 [" i% Y9 {) A( i - def update
3 R0 q, E& L* } - hud_key_update' q/ M* X4 i+ C0 a) K1 T
- # Hot Key num 1
6 j" U- s& p6 ~ - if Input.press?(Input::Numkey[1])
7 M: {4 |, \4 P. L# u - $game_player.equip_item_to_hud(0, @item_window.item)
' d! K2 ?# R; S8 s1 [ - # Hot Key num 2
) v& M% g1 q) h/ u4 g - elsif Input.press?(Input::Numkey[2])
8 ~! h& d$ j/ r- [4 @$ K - $game_player.equip_item_to_hud(1, @item_window.item)" l6 c6 H4 V' i) y0 M0 _( f
- # Hot Key num 3
: v# x P5 y- t - elsif Input.press?(Input::Numkey[3]). Y- n& f& r. L: Q J% }
- $game_player.equip_item_to_hud(2, @item_window.item)
0 r6 O' i' y4 q5 c" k - # Hot Key num 4: l: c& U% j! s) D0 p
- elsif Input.press?(Input::Numkey[4])
3 U/ K& t3 X& z6 } - $game_player.equip_item_to_hud(3, @item_window.item)
. h9 R- M8 h& q; N9 R - # Hot Key num 5
* J' G! [" Z0 d+ Z Q - elsif Input.press?(Input::Numkey[5])( z; p6 h7 j9 E) e' ^& E( D! H
- $game_player.equip_item_to_hud(4, @item_window.item)
, F' `2 H2 n1 P - end, ?7 }# h, D7 o, Y; [4 n
- @hot_key_hud.update9 ~8 F# {$ b# E" G! N' f
- end) ~7 S2 \, N; V# F3 ?
- end
# F( r3 w" k4 s2 a# y1 E } - end# m% G1 A6 J O7 s2 o* T8 u$ B
- $ f& F- N& t/ | S* Y- s
- #===============================================================================
7 Y( i/ `, k* \: b: ~" v4 X7 y- G6 g# R - # HUD Window
# q4 K5 X( m6 d U# t: N1 }4 M - #===============================================================================
; V& S0 e0 _! U2 s8 ` - class Hot_Key_HUD < Window_Base
( _! p# h/ q1 |' o - def initialize(x = HUD_X - 10, y = HUD_Y - 15)* Q! a4 y& _. z) W: y4 m/ d
- super(x, y, 220, 80), e0 {, N. R3 m7 b+ O7 f! i( b
- self.contents = Bitmap.new(width - 32, height - 32)/ k5 q l9 B1 M3 W9 g2 E
- self.opacity = 0
' Y1 e" y* @8 [ - @actor = $game_party.actors[0]
- h! O& Q }/ H - refresh
3 K W( g# ^3 E! x3 {0 \: e - end
$ K: e: W" A- P' v% \ - : o) g6 d2 A0 S! @+ l
- def refresh8 R7 M, i* [! S u9 I" S
- self.contents.clear# l( T7 i7 M+ k3 z+ }: L
- bitmap = RPG::Cache.picture("Hot_Keys_HUD")
( `7 E6 V4 \( |$ e7 X - self.contents.blt(0, 0, bitmap, Rect.new(0, 0, 160, 32))
+ r$ |1 n* s4 ]' x - for i in 0..4
1 @9 z) e0 i% ]: E - x = 32 * i + 4
( R+ C. Z* p) ]. V9 } - item = $game_player.hud_equip[i]+ e) A8 M: \9 F7 n5 N" k1 O1 g
- next if item.nil?
. Z* \" o8 h: N3 J" l - if item.is_a?(RPG::Weapon)
) Y6 j6 k& r& W q - item = nil if $game_party.weapon_number(item.id) == 0 and
( g0 W6 S/ U- T8 O' o7 _$ f4 M/ O* [- C8 ?8 N - @actor.weapon_id != item.id
- V7 l% V& a7 t2 @1 s: ] - elsif item.is_a?(RPG::Armor)! a- x$ I' S0 }' J
- item = nil if $game_party.armor_number(item.id) == 0 and 0 c8 D" H0 D# Y' H: m- `
- @actor.armor1_id != item.id
! j. |+ Z* y0 ?2 x! M( u - elsif item.is_a?(RPG::Item)4 Y: R/ d. n, n9 t! J& y, z
- item = nil if $game_party.item_number(item.id) == 0 or
0 O7 a9 Q1 H$ s/ E - !$game_party.item_can_use?(item.id)9 W9 o- J2 j! ^) D7 E. K1 n
- end
4 z3 U9 ?6 R* Q - bitmap = RPG::Cache.icon(item.icon_name): a/ m& k' ^' p5 o5 {9 g6 _* }
- self.contents.blt(x, 4, bitmap, Rect.new(0, 0, 24, 24)), X4 q+ g" a% i/ I2 ?& m
- end% W* j' Z9 x8 g p
- end3 }# R$ T4 w. |* |$ `
- - l1 s% \! h! K$ T* }$ M8 \
- def equip(item)4 s8 `7 Y* H+ y- x( S% [' w
- if item.nil?9 u7 i/ q; N* A( K6 `) K$ h
- $game_system.se_play($data_system.buzzer_se)4 `3 a# e* l; d2 P# U3 {$ B/ A1 L
- return4 G+ P3 M1 }& U8 i1 R$ t$ [- |2 X
- end
. C1 L- q% _" N, K9 \( H - if item.is_a?(RPG::Skill)
7 A) u" Q e4 J) N8 J - if [email protected]_can_use?(item.id)
% K5 u/ \' k/ E# w* N - $game_system.se_play($data_system.buzzer_se)
8 X. f2 s0 ~0 t$ Z - return
' {6 G' O' e: D3 f - end* f" [' P. h- w3 E3 s2 P
- $game_system.xas_skill_id = item.id
9 K! {/ g7 z% c$ n9 m+ U# s- j - elsif item.is_a?(RPG::Weapon)
2 U& d! ?( `" c# g, z - @actor.equip(0, item.id)% q& X3 `9 z* W K
- elsif item.is_a?(RPG::Armor)
( \5 Z# M7 a. H! K4 Z- w - @actor.equip(1, item.id)
* N) H2 G' n! I+ D9 X0 @ - elsif item.is_a?(RPG::Item)- {# {% X0 B$ n1 J
- item_tool_id = XAS::XASITEM_ID[item.id]) F% A: ?5 Y* E: C% q* I
- if item_tool_id != nil. Z6 p0 i# l/ X. E" _
- unless $game_party.item_can_use?(item.id)
8 H- g; W( N7 _! J, o2 v; F - $game_system.se_play($data_system.buzzer_se)
. j1 K- h- H4 h" u- S2 ]/ w/ h - return# ?2 q, Y3 Q# k; {, [. l
- end# u! s; l; ?% X8 J
- $game_system.xas_item_id = item.id! W! g( s' W4 J
- end9 ~8 ^- W8 {) G. _# ?3 f
- end
) U! X/ J, @# W2 q# @1 n) ^5 P8 M - $game_system.se_play($data_system.equip_se)
/ l7 r! U4 ~& s - end) U) l) K8 M u2 l) t
-
: s) z* `" o+ c! ^) W6 c - def update1 p! ]/ H4 R- A, D% b9 C6 Q$ L
- @actor = $game_party.actors[0]
! e( J) r' d [0 n' G- B - @hot_keys = $game_player.hud_equip
0 B0 _& o8 u* U7 j1 d - refresh
, D; s% D" k' e" D' }' @ - return if !$scene.is_a?(Scene_Map)
. U5 F5 U& f) z - if Input.press?(Input::Numkey[1])% j7 v5 f; x' d' q3 p* }
- equip($game_player.hud_equip[0])
6 {3 l/ h! h! H$ [& O - elsif Input.press?(Input::Numkey[2])4 j* s j+ c5 H6 r
- equip($game_player.hud_equip[1])
% z& N6 h, |+ x) | - elsif Input.press?(Input::Numkey[3])
( ^, v0 S, Q+ t$ `' A) g - equip($game_player.hud_equip[2])
@9 Y8 P# w& N& K+ e. ~ - elsif Input.press?(Input::Numkey[4])$ R; v/ Q4 K% B$ N; U2 d
- equip($game_player.hud_equip[3]) 6 P" ?6 S4 O; Y6 C3 _
- elsif Input.press?(Input::Numkey[5])- e8 G! P0 Z3 T; E% v1 E, ?
- equip($game_player.hud_equip[4]). l; u: y) v F0 e
- end
7 w5 c! D j4 [1 I8 T* r - end
; o/ L$ g( t7 G) X! r7 r, a - end
0 {+ T" i* I6 S) \- n, v) p
7 A3 N2 q, M& i" \# i" j& M$ I+ `9 m: q- #===============================================================================/ P- {: l% M z* X
- # Scene Map
) g# P$ d7 p- ]# V: m5 U! t, ~ - #===============================================================================
" G! p( r" _# a! H5 u - class Scene_Map
/ X- L" b5 G5 p6 Y3 @ - alias hot_key_hud_init main" a4 Y% f& c/ F# H* P* n
- def main
6 z& E+ H2 L- Q" o - @hot_key_hud = Hot_Key_HUD.new7 o7 z" T1 }2 y+ n5 `& k6 R
- @hot_key_hud.visible = !$game_switches[XAS_HUDDISABLE_HUD_SWITCH]6 R. D/ T5 O5 Q8 j
- hot_key_hud_init
# U9 a5 w7 t% k; ^' @8 _2 z0 Y - @hot_key_hud.dispose
; g; R4 K5 p# [: S j _" O3 [* d - end( a; W: g, ]( K& k3 A
-
* N& T4 u8 e4 a% l/ M$ l - alias hot_key_hud_update update& `% y$ P1 f, Q
- def update- K0 i8 @2 T+ b. F
- hot_key_hud_update
# P; c, I. @3 @. x# T) P" p# P$ u - @hot_key_hud.update
% h" S6 { |9 i! C6 J, I3 h, } - @hot_key_hud.visible = !$game_switches[XAS_HUDDISABLE_HUD_SWITCH]
2 D: ?3 `4 Y" R, Y' d - @hot_key_hud.update if !$game_switches[XAS_HUDDISABLE_HUD_SWITCH]
; d3 q5 _% r' A, } - end8 P' v+ }! }' p' v1 t9 A, I
- end
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