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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,
) P8 e: Z6 y0 W" L; v/ B不知道有人能帮忙看一下吗? - #===============================================================================' a- s! A# X* q6 R# I$ E) B1 c0 I
- # XAS - Hot Key HUD
$ I6 T4 F a$ [4 c C: Y' { - #===============================================================================
% M3 N/ S* r7 ?5 s; ] - # By Mr_Wiggles
9 Z6 j2 F5 R( L) [. x5 p - # Version 1.3
4 S, P7 O/ {" Y - # 7/6/10' }" b7 K P3 \ Y. n
- #-------------------------------------------------------------------------------2 s) U4 g6 v1 W$ y q) H
- # Instructions:
6 H6 C0 s2 \- |% G# O0 H - # Fill in the constants bellow, paste this script above main and bellow XAS in
) ` f# X* c* y5 M* x; g; K - # your script data base. BE SURE TO SET TO THE RIGHT XAS VERSION!!( k$ U% E3 L; u. h* b
- #
: F* |; n3 g, Y - # Place the "Hot_Keys_HUD" picture file into your game directory
1 I0 P4 C6 ]- x. q! n8 R- L - # Graphics/Pictures folder.$ m6 P0 L, ?2 {4 ^7 y
- #-------------------------------------------------------------------------------
, o8 ?/ J$ ?& U - # Directions of Use:
2 ]& Z! u5 R K - # Simple just press a number key (1 - 5) when the quick skill or item menu is
: c- C8 T" s8 V: y, _9 G - # Showing.
6 i" ^4 `! ], p0 f( a0 u - #===============================================================================0 }$ [ P; T4 Z
- HUD_X = 0 # X pos of HUD7 U* f' ?1 [7 f
- HUD_Y = 0 # Y pos of HUD
( s5 {; }8 i% l
( U9 L( _$ H$ I( U# X- # Set true if XAS 3.7f7 h4 [- F, r& T8 @5 Y. b6 D1 V
- # set false if XAS 3.6
9 E! {% l9 I* W% B' ` - XASVER_37 = true
* z1 c1 g9 F ~/ S4 c; h - 4 Y% N$ ?$ ^$ }+ X: ]' _8 r
- #===============================================================================
) n3 K% }: L0 f5 R p4 [ - # Numkeys Module) j* e+ ?5 d( t" U
- #===============================================================================
2 o0 q% m/ ]) h8 t" d/ [1 R - module Input1 T6 s# M5 O, A% }0 N
- Numkey = {1 => 1049, 2 => 1050, 3 => 1051, 4 => 1052, 5 => 1053}# ^% V7 H- Q- ?5 Q
- class << self
8 U) @ s( s- _# ]. h. U - Key = Win32API.new('user32','GetAsyncKeyState',['i'],'i')6 A0 ^6 O8 Z! f* s
- - r* Q5 J$ T( e# a: U# T
- def testkey(key)2 \4 N" o' R0 x' S6 H
- Key.call(key) & 0x01 == 1
9 \5 x0 {" @! H. ?+ C8 V' S9 C; ~ - end
+ x. S: U [: t+ A* w' `& x - & Z7 p' c! R1 v( H5 U
- alias hud_key_update update
5 g2 Z, W' |' K5 P - def update
: i. G( M% l) Y6 _ - hud_key_update$ l. y9 X3 v& R$ `; `1 C* f) `
- @pressed = []
% S9 D0 P" y5 {+ i. b - for key in Numkey.values) _3 m1 c( M& U: @ r6 y
- key -= 1000; W4 n8 ?0 E: |! _
- @pressed.push(key) if testkey(key)2 f+ ?8 i1 P# V2 q
- end
0 X9 t6 o8 ]7 g - end; n) X# Q" Q- P w* |
- 2 ^1 z- u8 E+ e6 i7 p7 `8 }$ Z
- def pressed?(key)
* x' m- ^' W* i1 K* A0 Q) H! l, F - key -= 1000
! {) n" X( H* H+ U7 |8 Y3 @% k - @pressed = [] if @pressed.nil?
" I3 C( m* r+ Y6 d - return true if @pressed.include?(key)
4 h6 g# E' m& o" x! Z; S u% `2 a$ g - return false4 h# o7 u6 T5 }% t
- end
% ]2 u( s" V, |# S" c. c0 }3 T+ E - 7 p. x& g: j3 _4 R/ j/ Y% |+ F6 Q
- alias hud_key_press? press?
% [ h# T7 ~+ p - def press?(key)
_+ Z3 @4 D: G/ v! F - return pressed?(key) if key.to_f > 1000
" |, g9 v p6 N4 u' {/ H' f - hud_key_press?(key)
5 C3 ~: h# `" P- n6 ` - end2 @( Z! C1 ]0 [7 s0 o# g9 V
- end
. y% v( W5 t) S9 @1 p - end
3 y: M8 M$ p/ d, N0 k5 c
& I! h" d, X6 N4 K$ t1 F2 k; E- #===============================================================================* b' g; S8 @3 r- ?# G, Z2 L* W
- # Game Player$ x; b7 U$ c W
- #===============================================================================# L# j7 ` X( n; @% s: }
- class Game_Player < Game_Character& O5 X, q/ i* j+ D4 R2 ]
- attr_accessor :hud_equip6 O* n* u$ J. U3 b
- * |3 ?% ]) Q! E& e( z3 P$ x
- alias hot_key_hud_init initialize" s2 u" \5 f d1 v1 E" H8 A. j
- def initialize* {# d# M, P$ M7 [
- hot_key_hud_init
# N; @- k9 G+ U1 N - @hud_equip = []& y. o, v4 [9 ]3 o/ w4 u% _
- end; ]( d# R, }) p! n, M1 a
-
/ w2 _( b+ F% A& M) d; j - def equip_item_to_hud(n, item)
# i; Z' d2 h2 Q* o' T7 S1 ` - if item.nil?
; f# M( w' f W4 q) R: H - $game_system.se_play($data_system.buzzer_se): M; \ m+ ^- q3 ~9 P% l
- return
# n' I- R4 `. h9 D2 i - end, i Z% x# c& k# m3 \8 F B5 k5 A
- $game_system.se_play($data_system.decision_se)6 K2 s: j1 y: }. ?& `; l+ ~& ^
- @hud_equip[@hud_equip.index(item)] = nil if @hud_equip.include?(item)
l G) J# ~9 d& K6 r - @hud_equip[n] = item' Y( y6 D! N# J3 p' p0 u
- end6 c8 U; s; y: ]
- end
4 | F0 z7 i) Z; ?4 Z
; k# }/ ~' }8 w) A* |0 ^1 ?* ?- #===============================================================================
: m) a/ M- o. x - # Quick Skill Window
# n$ l+ P8 Y; H$ N& P4 Q% r - #===============================================================================
) f `8 y+ j3 w- C& _& q - if XASVER_37 == false
4 o6 H/ ~4 k. x5 W) y - class Xas_Scene_Skill, m* Z: f `& M1 d3 N
- alias hud_quick_menu_main main1 z* J4 _: J5 S
- def main8 ]2 m d# N" O* O( d& I: I! U
- @hot_key_hud = Hot_Key_HUD.new: K5 B4 g) S6 }3 h
- hud_quick_menu_main
" y! ?* M# \1 O - @hot_key_hud.dispose
# T1 D, g8 f0 [( X - end/ U. }4 A3 c* P! J3 @4 s" U
-
# f& {! M$ V" i' m4 o; a - alias hotkey_hud_qucik_menu_update update
7 H* X% X3 ?1 s- O2 k8 n; S' Q- e( C, z - def update
; F0 s$ d. B( V A" E- t - hotkey_hud_qucik_menu_update' _# G! t% J: d
- # Hot Key num 1! c! F, O+ f ?( N( }
- if Input.press?(Input::Numkey[1])+ o m9 l7 H" r1 r7 ?# j8 D$ h* g
- $game_player.equip_item_to_hud(0, @skill_window.skill)
' f; l5 J' D7 l: b3 B. \1 k6 {' l - # Hot Key num 2! }- G* R% L7 d+ I
- elsif Input.press?(Input::Numkey[2])
4 A4 v# G- j7 G( g# `# \7 Z8 ~ - $game_player.equip_item_to_hud(1, @skill_window.skill)
! c! q/ e& B X: `$ l - # Hot Key num 3
/ p. s8 R8 }: V1 ^, A* I - elsif Input.press?(Input::Numkey[3])
+ H* E' u) X8 w$ [ - $game_player.equip_item_to_hud(2, @skill_window.skill) a, u& B" O# K$ R; O6 z
- # Hot Key num 4
' y$ b1 m" a: [) c8 ? - elsif Input.press?(Input::Numkey[4])0 b5 V3 @' g) ^! p, |0 S
- $game_player.equip_item_to_hud(3, @skill_window.skill)
% p7 G) W+ l+ `! E% \7 C% k7 c - # Hot Key num 5
}% P& t6 d2 g' p- b3 o* O - elsif Input.press?(Input::Numkey[5]) v0 K7 r0 r- U# f* v7 ~9 y# }( \
- $game_player.equip_item_to_hud(4, @skill_window.skill)
4 g* `2 a9 G9 T- x7 P7 K - end5 c6 ^5 d3 G" J6 f* E# a) ?3 u
- @hot_key_hud.update
- y( K/ D9 F; t* C5 _' T: J6 f - end
( B) m$ w7 f3 ]" e - end' @; V4 o; t, _9 j4 s4 p" i
- else
$ q6 O0 g, T) ^# B% K$ m - class Quick_Menu_Skill( V7 x/ l+ a' c( b0 O# Z+ J: h
- alias hud_quick_menu_main main
# z8 t7 R. R4 X& E- b! _2 B - def main
; d9 I/ T; i% o: J# P0 X - @hot_key_hud = Hot_Key_HUD.new; C" |" j% I5 R
- hud_quick_menu_main
; }4 @% g0 K! \7 G* T4 W - @hot_key_hud.dispose# p; H" A- M" Y+ L! T
- end# v1 v& b1 J# t) o& ^6 h) `" C0 N
- , w& j/ F6 U# G6 L9 Z# ?
- alias hotkey_hud_qucik_menu_update update
! P" I3 P3 ^; o( w. k - def update
, E" N, N& z( B9 ]0 \ - hotkey_hud_qucik_menu_update. }' e- E0 c8 g" H, S% K; ?
- # Hot Key num 1
# W- r5 T- j: k& J - if Input.press?(Input::Numkey[1])8 U7 i9 Y2 f. q5 M. `, P
- $game_player.equip_item_to_hud(0, @skill_window.skill)# D/ @: d- i8 ~ l: x
- # Hot Key num 2
+ q: ~8 N' @3 z3 h1 \$ d' ^8 v - elsif Input.press?(Input::Numkey[2])
) C; g9 G; G. _. l; K; m' T - $game_player.equip_item_to_hud(1, @skill_window.skill)
' D, f. F k1 r% ~ - # Hot Key num 3- B0 }+ V0 a( |( W7 m7 T' c/ U$ a
- elsif Input.press?(Input::Numkey[3])# }9 Y- C, J, E" V8 K* X3 f) l
- $game_player.equip_item_to_hud(2, @skill_window.skill). f, q: s" T* Z
- # Hot Key num 4
6 S' w+ v5 B* p s$ l - elsif Input.press?(Input::Numkey[4])' U1 e: s) L3 J% N$ R# s
- $game_player.equip_item_to_hud(3, @skill_window.skill)) H2 [* ^& E# B+ g% Z% V
- # Hot Key num 5
- Z9 k- f( P/ Z4 k# Q4 E - elsif Input.press?(Input::Numkey[5])
5 y2 I6 o Z+ b3 y. E3 {7 V - $game_player.equip_item_to_hud(4, @skill_window.skill)- L5 U5 v ]8 B+ p9 v
- end+ z2 ~( n; M9 W+ D$ m8 {6 Z+ D
- @hot_key_hud.update
! e& j2 Z9 V: F J. p - end ]: X. u% M) z6 W& w
- end! G7 \6 C3 a3 {4 h c
- end! y4 L5 h8 F# _, u* v& b9 x# f$ Q
- 9 ^7 \' c0 y/ s3 O( D- C& e+ X
- #===============================================================================
! D' B$ j2 _9 {! K* T. t) ^# D - # Quick Item Window. O5 Q3 r- J1 T l$ q9 L A$ O0 ^
- #===============================================================================
8 k9 M& B/ f( d) [) H - if XASVER_37 == false0 m1 w6 k' m6 z$ e& N; o
- class Xas_Scene_Item
; D9 ~0 Q `1 p% V* s( ?2 e - alias hud_quick_menu_main main# W4 d$ _( U" c- z7 y7 Z( X7 O
- def main
! `* W: k/ X, s9 p" r" j" h4 P - @hot_key_hud = Hot_Key_HUD.new2 t3 ~6 B+ T" }- Q" V# ?
- hud_quick_menu_main
) D% G4 B$ b$ p9 I# \" T8 { - @hot_key_hud.dispose% Q" q0 y7 [! h3 R. [& q
- end
, {7 L6 K" h" p" y - ' z0 U' c; Y0 X+ _
- alias hud_key_update update6 P4 D8 Y, b6 _& K* x; m% k: J
- def update5 s* {9 b" a/ a: ]( `4 }$ a$ H
- hud_key_update
3 K$ L' ?2 L3 Y# I! d+ Q2 O7 i! f - # Hot Key num 1" i0 M7 e5 t. `6 t" a, S$ H) _
- if Input.press?(Input::Numkey[1])
0 @2 c2 l1 z/ f; w - $game_player.equip_item_to_hud(0, @item_window.item)
9 u6 Z8 W c4 m, ?( Y! e! s$ P; o6 a - # Hot Key num 2: A0 o; k2 _3 T: L( P% y
- elsif Input.press?(Input::Numkey[2])+ g( B" M/ i% s+ N
- $game_player.equip_item_to_hud(1, @item_window.item)
: j- e5 B$ c; t; }7 _ - # Hot Key num 3% d4 L2 Q0 O. u5 N5 S
- elsif Input.press?(Input::Numkey[3])* z+ w0 a# |% Q6 X* ^7 X" t
- $game_player.equip_item_to_hud(2, @item_window.item); w7 O9 \7 [/ ^1 s$ k* L
- # Hot Key num 41 ]2 |8 v( Z0 o7 U& L t
- elsif Input.press?(Input::Numkey[4]), r0 ^; g# X( v# ^& B3 p- k
- $game_player.equip_item_to_hud(3, @item_window.item)
" ~0 v b) V- u& c, P6 a1 p - # Hot Key num 5
8 C9 y7 ]/ C& f1 p6 I7 t$ H - elsif Input.press?(Input::Numkey[5])9 n) F$ D$ Z0 h" M/ v
- $game_player.equip_item_to_hud(4, @item_window.item)
$ c! R" s$ @: B7 A% `+ s - end5 ]/ ~0 o# K! `2 }7 o D+ s) q- C2 k
- @hot_key_hud.update
/ f1 |7 v% I K( D - end% U1 w/ \0 c$ W5 C% E- Z8 q; Q
- end
$ |/ y5 i2 Q: r. J - else
# s p3 V- N* J8 @, Z/ o# N8 K - class Quick_Menu_Item
8 j6 Q3 U, N" n - alias hud_quick_menu_main main
% a" {6 Q6 E& c& g* |2 h - def main
3 @. ~7 K% L8 i' |& w& ~5 [ - @hot_key_hud = Hot_Key_HUD.new
% G q$ u& M6 U/ ~ - hud_quick_menu_main! p, g6 j7 g! O
- @hot_key_hud.dispose
: e: d; e9 p* U - end
H/ S. e0 a' K* C+ f: M2 A -
2 `5 r8 }# P0 B0 A% Q! V2 r0 d6 [ - alias hud_key_update update
/ c( A# U! U2 ?0 ?' |% k+ x - def update
: a% Z: s+ N0 T* M' T - hud_key_update% O- m& P; j6 ~ Q
- # Hot Key num 11 B. T. Z* b6 J( H; R. H2 p7 `
- if Input.press?(Input::Numkey[1])) z4 F1 V8 n. t2 V$ B. _( ~
- $game_player.equip_item_to_hud(0, @item_window.item)
' c* h; l6 f* n4 f6 |' o$ f - # Hot Key num 2
! E) u! A: y9 g3 d4 |3 ^" h - elsif Input.press?(Input::Numkey[2])
. P* c7 e- ]$ [5 h& I6 J - $game_player.equip_item_to_hud(1, @item_window.item)
) g- [$ m$ ^9 g# G1 s( X - # Hot Key num 3
) u+ w/ `5 W6 I1 d) g - elsif Input.press?(Input::Numkey[3])2 S5 w6 C3 k: y8 ~
- $game_player.equip_item_to_hud(2, @item_window.item)7 ^0 l: d$ P# j7 B
- # Hot Key num 4, y0 W6 {( N6 `( G% D
- elsif Input.press?(Input::Numkey[4])
5 M+ ? d6 H1 F! Y - $game_player.equip_item_to_hud(3, @item_window.item)! l! A4 ]' B4 S$ k0 s
- # Hot Key num 5& K N% X# ~) i3 l+ x
- elsif Input.press?(Input::Numkey[5])
/ S! U9 @, S/ \ - $game_player.equip_item_to_hud(4, @item_window.item)
7 a8 K. A6 w. f1 M- F+ l5 H - end
* G. ~" I( z5 a" K8 P" ]$ h - @hot_key_hud.update: y4 Y ^* H; w7 [# D& ~
- end4 d2 u5 q: L- A( M c- D# v
- end, R: i) h& [# H$ A% Q9 \1 i
- end
! p* z' h# b8 `) m8 D
7 I$ H0 _0 E) d- #===============================================================================# Z* A4 b0 v/ w& n A& X. g
- # HUD Window
) ]: [* ?$ E" L - #===============================================================================9 ?$ v6 z; m- V6 u5 v/ `
- class Hot_Key_HUD < Window_Base* I/ y2 W, i& Z
- def initialize(x = HUD_X - 10, y = HUD_Y - 15)
+ R# W* o" v# I - super(x, y, 220, 80)5 S. a( `4 c5 f+ G- o- h5 E& c
- self.contents = Bitmap.new(width - 32, height - 32) p1 i7 h: M {! E, n% i
- self.opacity = 0
: l! a% s* X2 c+ S; A - @actor = $game_party.actors[0], R3 C7 n: U/ X, T, t2 }# A
- refresh
( ~/ _8 O6 @& h% Q. |' e# _ z - end" q7 _5 e; N$ E' U4 G
: N- r) c2 Z: f- def refresh
! s0 Z4 H# k* g% T0 z6 X1 ] - self.contents.clear
0 w7 C5 D& O5 |8 Y - bitmap = RPG::Cache.picture("Hot_Keys_HUD")
/ [4 \+ `/ s0 v1 a, Y8 l1 E - self.contents.blt(0, 0, bitmap, Rect.new(0, 0, 160, 32))4 h& u9 Y* N$ L( m* G6 I
- for i in 0..47 Z2 W6 g C0 N: m0 P* h
- x = 32 * i + 49 e, U* M U' C! ]
- item = $game_player.hud_equip[i]
+ @- S3 _2 r# K3 U: c - next if item.nil?% ^. w. a9 _. N3 R
- if item.is_a?(RPG::Weapon); y7 s2 G# D1 O0 J) p6 r
- item = nil if $game_party.weapon_number(item.id) == 0 and
$ n4 }: ]; R8 J - @actor.weapon_id != item.id8 a7 E/ E# o. p7 ]3 {1 x
- elsif item.is_a?(RPG::Armor)
4 N$ E5 \- _: { p - item = nil if $game_party.armor_number(item.id) == 0 and ! j* q; R0 P# ]6 t% ?
- @actor.armor1_id != item.id! u" f* S0 \' ?) k, Z. z! d! e1 }% [
- elsif item.is_a?(RPG::Item)
/ [1 I, i+ `3 ?7 O& T s - item = nil if $game_party.item_number(item.id) == 0 or$ M$ K7 M4 O# u* P3 D: R- j1 e) r
- !$game_party.item_can_use?(item.id)
! B' D' a }7 Z4 r6 ^2 P. M5 s - end
6 Y7 I: B* R. i3 }( N p - bitmap = RPG::Cache.icon(item.icon_name)
5 ?0 B0 k" n% C0 X; X# p+ q - self.contents.blt(x, 4, bitmap, Rect.new(0, 0, 24, 24))
* G u1 h/ V6 S7 b. A3 G - end
" l4 t7 O: s9 a: Q E$ g5 W - end
' h0 V( Y. y* B' ] N -
2 F, d# C$ q) ?5 c - def equip(item)# y3 J2 D( |$ u7 R) o
- if item.nil?4 l, I. f4 ~% F& V6 ~+ M
- $game_system.se_play($data_system.buzzer_se)5 T9 d% ]0 ]7 r* {. Z9 s! s
- return
8 c4 M1 ]: v, s' g - end( }, t0 g8 e- P" w+ u0 ]
- if item.is_a?(RPG::Skill)0 h0 r, b0 e/ |% W5 ~) m/ K
- if [email protected]_can_use?(item.id)+ B$ k/ J: m/ F/ y+ |# I
- $game_system.se_play($data_system.buzzer_se)
# ~% j; p; q4 Z% Z" O6 y - return
5 m# @" ^8 M/ o# h - end
0 H3 P; q* X+ @. c0 G - $game_system.xas_skill_id = item.id9 u1 c9 ~& [7 {6 W# A0 v
- elsif item.is_a?(RPG::Weapon)5 \/ o# Z0 v! e7 T Y) m. E8 t2 y
- @actor.equip(0, item.id)$ s8 F% R$ P8 O" b7 D
- elsif item.is_a?(RPG::Armor)
& P0 U: r7 b+ e4 ]* w - @actor.equip(1, item.id)3 J" B4 M5 a2 z+ o7 N1 J
- elsif item.is_a?(RPG::Item)4 e: Y5 t* r( R9 }) K' b' d
- item_tool_id = XAS::XASITEM_ID[item.id]
. f3 ?7 c! s+ s2 k- G9 A. k - if item_tool_id != nil2 K7 s( A3 }. m6 r4 E
- unless $game_party.item_can_use?(item.id)
# U3 S- E2 P: Y: ~ - $game_system.se_play($data_system.buzzer_se)$ L& w/ i0 w/ T$ d2 x
- return
, W; U! M& R( J2 Q/ t- T - end+ J3 U2 B, t! G! f4 R2 I
- $game_system.xas_item_id = item.id
/ X1 L9 a& {/ k$ _6 K9 G9 r0 W! l5 Z - end
' L( e0 M2 E2 C - end
1 t. b* l. u) W% j. h - $game_system.se_play($data_system.equip_se)3 B( W; _, I8 S: ^+ M% h
- end
8 v# Z9 i) p5 t4 E) v4 u - - ]# _' f! |% t) g% y1 g
- def update
% m* q: L. J9 o. h: v* S. P7 [9 A1 K - @actor = $game_party.actors[0]8 O+ s& v0 v. g+ e* P; s
- @hot_keys = $game_player.hud_equip
; i2 |) N# s0 a - refresh( G% \. v# A! [3 X
- return if !$scene.is_a?(Scene_Map)" y2 W4 @4 s& i/ {) H
- if Input.press?(Input::Numkey[1])4 X3 N9 |# C: G. N. M- P
- equip($game_player.hud_equip[0])6 a: ^% q, s( G% I3 U: \/ x& I
- elsif Input.press?(Input::Numkey[2])
, \0 f* l* g. d( C" t4 Y - equip($game_player.hud_equip[1])
1 J7 ~" _' O7 C4 [8 j% Z - elsif Input.press?(Input::Numkey[3])- O& W1 R9 q( x3 I
- equip($game_player.hud_equip[2])
% J4 k3 i" k7 X3 ` - elsif Input.press?(Input::Numkey[4])
+ x5 I& h2 P. o) N - equip($game_player.hud_equip[3]) # ]! s* ^% T$ ^* b0 y2 A; l# _
- elsif Input.press?(Input::Numkey[5]). Q6 O- \. Z( S( A5 H! M
- equip($game_player.hud_equip[4])
# n- e F/ T* j# W: G8 h5 R; M - end! B# J8 o! \" s0 K1 `2 [6 a
- end1 j# j& c' [# [+ P! d
- end" Z' E) \, y$ P: q, W. a3 ~
- , b# o; `- B+ v* ~
- #===============================================================================
" R$ F. V6 H1 b! { - # Scene Map5 Q2 V$ V# N- W+ }5 W& @
- #=============================================================================== b& [% B, h& H' V
- class Scene_Map# R2 U4 m* h# B6 N
- alias hot_key_hud_init main
+ T; l( a: D& B4 z - def main
, R2 F; G: f. H( q) j. f - @hot_key_hud = Hot_Key_HUD.new- f$ c2 ?. `) y+ N5 h3 o# ?/ L
- @hot_key_hud.visible = !$game_switches[XAS_HUDDISABLE_HUD_SWITCH]
. E6 K3 @! V$ c0 P - hot_key_hud_init+ b* M) W0 R- ]. E% }4 B( p
- @hot_key_hud.dispose
' {2 h+ Q2 l- u7 T - end
3 c% O4 V8 l" I3 W - 7 j2 E, W. g% y s; W
- alias hot_key_hud_update update
3 v4 E' y4 ^ S) N0 Y( {$ @ - def update& a J4 ]$ c& |2 _" j, J8 ?
- hot_key_hud_update8 B' p6 g- |' c) h8 t) J
- @hot_key_hud.update0 K- }8 p* d7 [& X' E
- @hot_key_hud.visible = !$game_switches[XAS_HUDDISABLE_HUD_SWITCH]6 X4 J4 g3 W3 u; |* }. {
- @hot_key_hud.update if !$game_switches[XAS_HUDDISABLE_HUD_SWITCH]
! y f" A+ k" e3 h* q8 Y; l4 T2 N - end& {4 L9 h0 Q9 |3 l6 _% ]. q
- end
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