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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,
% w. }( F0 ?* j1 [6 h; J不知道有人能帮忙看一下吗? - #===============================================================================$ J4 e; w& q4 C# n9 C. k
- # XAS - Hot Key HUD: ^7 Q# ^% S; E% Y. J7 K& \
- #===============================================================================
' ~. y' u' v6 ~$ X0 Q( w - # By Mr_Wiggles: q# g9 v: ?; `+ [( r: T; `
- # Version 1.3
/ u- }- c% o. w1 ~ - # 7/6/10
/ H1 I+ _7 Z& h4 l& a, n7 w - #-------------------------------------------------------------------------------6 W N2 {. X3 U+ m
- # Instructions:
! | t9 ]9 G4 }! A7 h I- A - # Fill in the constants bellow, paste this script above main and bellow XAS in
3 B8 i9 p3 A; \% g% W! v+ ]; } - # your script data base. BE SURE TO SET TO THE RIGHT XAS VERSION!!. A" | u$ ? I) ~. @: b* W* o
- #
: \7 A) g8 C1 f7 L/ Q - # Place the "Hot_Keys_HUD" picture file into your game directory 8 c/ j, A/ _7 A; x0 g/ O6 _5 e5 ?
- # Graphics/Pictures folder.% o# L, f; k8 Z! t* X; W" l
- #-------------------------------------------------------------------------------- P* r! @4 U0 y8 u7 m
- # Directions of Use:
! b! r% B4 U0 B" p - # Simple just press a number key (1 - 5) when the quick skill or item menu is: x5 O; u3 q# B' S0 @6 b
- # Showing.* W1 D$ K2 m L$ ]; }- \' k
- #===============================================================================
* ]1 ]; L' @* n+ { - HUD_X = 0 # X pos of HUD9 k/ T4 b6 M Y& W( N# O
- HUD_Y = 0 # Y pos of HUD
/ g) w& M$ p" ? - 1 d6 \& }( S+ a8 N3 Z5 m
- # Set true if XAS 3.7f" A D& ^9 U8 N8 B$ F! {# J h" t
- # set false if XAS 3.6
8 T2 [9 \; i: s7 Z. R# Q( y4 w - XASVER_37 = true
+ Y1 i" \) }7 T9 o# n
' S6 i8 {: w& p o f& Q. y4 E- #===============================================================================
: n0 S7 {- t8 i. L# F - # Numkeys Module( h' v8 o9 P; g7 X7 n
- #===============================================================================
2 X' n$ N5 I- @7 a6 ?' t - module Input
& w; P! {* u1 v* E) ]& G/ H - Numkey = {1 => 1049, 2 => 1050, 3 => 1051, 4 => 1052, 5 => 1053}
: W5 u: E2 h) N1 [6 W6 y# P6 | - class << self6 O j: z( t s4 p4 C, {
- Key = Win32API.new('user32','GetAsyncKeyState',['i'],'i'): I- L( `1 }! S/ [" q% y
-
M7 x- k) I( V: d5 J# c+ d - def testkey(key): z; j: k$ V4 n. g
- Key.call(key) & 0x01 == 14 [3 t& c$ w! p
- end
$ b( c. m3 v% m5 I# M2 \, r- l' @ -
( c. ?, M5 Y6 G( d) a) K - alias hud_key_update update# z6 {, P* a- k
- def update
7 c9 N9 p* v" u5 ]2 P' M% S, d - hud_key_update. W+ U9 [9 s1 s0 L
- @pressed = []" r R2 Y/ M4 O+ o% N
- for key in Numkey.values
* E: s# q: [) u" }9 T5 D0 u4 c1 } - key -= 10000 |* R( ~: b; x4 a/ n0 h8 m. K
- @pressed.push(key) if testkey(key), H$ B- r: y# H1 c3 [3 l. ]
- end& [& [* E$ [% B1 O) ?0 Y
- end7 ?" i9 t- U6 f- e9 G
- 1 H8 F' |+ ?( t) G, y1 \
- def pressed?(key)& C5 D, h( q; S
- key -= 1000
0 k9 C! z% @# T2 {4 _, {0 A: K - @pressed = [] if @pressed.nil?
. E7 F, g7 h/ T* Q6 K - return true if @pressed.include?(key)% H1 ]" h0 I( i8 J7 T8 T
- return false
: P: ^; G, t+ a$ F0 I. R6 Q* }( q - end, Z0 N8 G V: W' {9 p- W+ n& B
- 3 j- ?0 d4 y5 \+ }
- alias hud_key_press? press?. x6 s1 ]$ t$ u4 ^
- def press?(key)
' Z- f# _ |9 {& V - return pressed?(key) if key.to_f > 1000" i+ @5 f* i% Y" j+ R6 ~: M8 {4 {& Y) A
- hud_key_press?(key)2 `. A: Z4 A- _1 B4 c9 d2 C( `
- end: Z8 k8 X9 X. l- U2 a% {8 N% w( o. H
- end" W( Q1 T7 h4 U
- end5 a2 o3 q) P: V1 R
4 @: z: S( S1 F1 y+ f- #===============================================================================
3 o" T" D8 b0 P6 X - # Game Player
# n$ C8 {; `4 N - #===============================================================================
1 d; ?2 {7 F `; {. R2 `7 A - class Game_Player < Game_Character, f- Q6 s1 u/ V; T7 L, ]- i7 }
- attr_accessor :hud_equip
0 s: A2 h. M! | -
: T" j4 K. o: g& h4 l) d$ h. o - alias hot_key_hud_init initialize
% z6 n. B; L8 }( i* L, c - def initialize
: ]# O: M }. q: Q3 ? - hot_key_hud_init
( s# c; h4 m$ F4 ^! I6 x0 O! N b2 u# K - @hud_equip = []- J: ?) i" x* d# L- W2 w! U
- end# ^6 a3 k% E0 D/ ~7 q7 \
- " y3 k" B* u- A; n$ |
- def equip_item_to_hud(n, item)
3 W: F! ` S n' [0 j: G* y# ^& r - if item.nil?
0 h3 l* d) G. ^# O1 S l - $game_system.se_play($data_system.buzzer_se)3 u$ |1 P' P* F- S$ ~+ J
- return% _& r. R& u8 q) o: A3 I6 e5 T8 r% h- I
- end8 A. C$ G& L, D* i$ R( g7 s, z
- $game_system.se_play($data_system.decision_se)2 r) m) N3 C, r/ E8 F$ R
- @hud_equip[@hud_equip.index(item)] = nil if @hud_equip.include?(item)2 c; G8 @0 v0 g9 O% C; ?+ p% k
- @hud_equip[n] = item+ V6 ?8 H9 ~4 F9 o3 w5 k
- end
5 V0 ~0 T# X* `+ V M1 D- F - end& d7 k, O9 P- U# ~: J+ T
% g! H2 b: v. J" I9 J+ V& @+ X/ N- #===============================================================================/ h' ]9 i! k7 ~& K2 ~
- # Quick Skill Window4 r2 N: z3 ]0 a( B. e
- #===============================================================================
2 Q, U( l; ^: x2 B8 U" n7 \$ f( ^ - if XASVER_37 == false
: v8 A1 M% S" N# \5 A) |( U - class Xas_Scene_Skill" E6 W I$ p. q6 F, n5 \
- alias hud_quick_menu_main main8 o$ Y- P, m7 Z! f4 V) i/ F
- def main
$ ?. s+ X1 `! G* {% W - @hot_key_hud = Hot_Key_HUD.new
; D5 ~. f& h. f/ ~* E& L - hud_quick_menu_main/ V% l e" ?: q5 J
- @hot_key_hud.dispose
6 Y7 g" b9 F; G' p - end
7 w' B6 b7 V8 Q4 ~6 E - ; C$ }' e+ j; g8 M' G; }
- alias hotkey_hud_qucik_menu_update update
U- G1 y" o( {9 V; W) v7 | - def update
( p" z' z8 P9 z" i8 A4 r+ s - hotkey_hud_qucik_menu_update
% R5 k4 h+ W! b, d - # Hot Key num 16 ~) y! Z H5 V* l
- if Input.press?(Input::Numkey[1])
- S2 n* W4 W- q" j! t& \ - $game_player.equip_item_to_hud(0, @skill_window.skill)! G5 b' Z1 \% I: u6 [3 K3 U
- # Hot Key num 24 o5 l, F# o/ J. k9 ?8 U) J
- elsif Input.press?(Input::Numkey[2])
5 h2 ?% C& H: e/ H& d. k9 e: }8 b - $game_player.equip_item_to_hud(1, @skill_window.skill)
" }4 o# X7 |; L; ?0 O7 | - # Hot Key num 3
+ h: _- U9 b% T' m1 ^0 q, ^# S7 B - elsif Input.press?(Input::Numkey[3])5 o1 c/ x/ s3 n% J' M7 ?% z
- $game_player.equip_item_to_hud(2, @skill_window.skill)2 q, N2 Q9 U3 M1 q& R
- # Hot Key num 4
: \" n0 ^) S! Y' u" H q - elsif Input.press?(Input::Numkey[4]), y7 a0 S% `2 g% {! d7 p1 U: }5 v
- $game_player.equip_item_to_hud(3, @skill_window.skill)
* `8 h v h' g1 F, E3 ] - # Hot Key num 5
; Q4 ?+ A. m$ M) @0 i; c9 R - elsif Input.press?(Input::Numkey[5])
4 b3 E S0 J- T: T) B: G; w( I - $game_player.equip_item_to_hud(4, @skill_window.skill)
+ ]7 z3 ?" H4 J8 z s* |# A& q2 y* B - end5 a7 ~6 q, |2 R- U: B
- @hot_key_hud.update, e1 e( r5 M0 s# K3 m
- end
0 e- I, t4 X* q, _ - end j9 Q1 ^0 J' G. L
- else4 |, y% i1 _& i# M, k$ H
- class Quick_Menu_Skill0 B& C' j4 R- R
- alias hud_quick_menu_main main
8 L4 W, l H" V, @ - def main
% B7 h5 l* N9 L( H1 S - @hot_key_hud = Hot_Key_HUD.new
3 t5 k2 y9 g; f - hud_quick_menu_main
+ R. U* Q+ A1 r1 U! [) B g) R' } - @hot_key_hud.dispose
9 {/ F4 O9 D; K% Q6 F8 y - end
3 K, C( [1 n. C- X( ~ B h; y, q9 V - ! C7 q% t# O7 B# h
- alias hotkey_hud_qucik_menu_update update
Z3 t$ x- V! w2 q% E1 i - def update$ ?6 `% ?" x) d7 ~
- hotkey_hud_qucik_menu_update. h& |* z3 t9 C6 Y
- # Hot Key num 1
: ] t7 j- l" j' a, S3 W - if Input.press?(Input::Numkey[1])
0 [; C3 ?* M* W" f7 ^ - $game_player.equip_item_to_hud(0, @skill_window.skill)8 M/ \6 j3 n+ c& @9 k7 j C
- # Hot Key num 2
! v0 V, @& q' O+ @/ F - elsif Input.press?(Input::Numkey[2])0 v) p9 ]& G& T6 E* s9 _& R* p
- $game_player.equip_item_to_hud(1, @skill_window.skill)% {7 o3 R y) o4 h: P
- # Hot Key num 3
: i$ F) x4 i v- E0 l - elsif Input.press?(Input::Numkey[3])
8 L q1 O7 w0 U - $game_player.equip_item_to_hud(2, @skill_window.skill)
3 R2 Q- m3 J+ x- J0 J Y - # Hot Key num 4; o5 H. P1 x% o9 f. M- T! n
- elsif Input.press?(Input::Numkey[4])2 L, ?0 |# p, I$ q8 d4 K. _ @
- $game_player.equip_item_to_hud(3, @skill_window.skill)
) Z3 [& Y4 k0 K& h2 P) t& f1 f. V; p2 f - # Hot Key num 50 C6 }& V* ^) i# S; Y. o
- elsif Input.press?(Input::Numkey[5])4 q" c4 _( u: `: [0 x g8 d2 j
- $game_player.equip_item_to_hud(4, @skill_window.skill)
/ D+ \* ^! }7 r. e - end
5 q, a; B- k' Q - @hot_key_hud.update
* o# u5 G0 g8 W8 B - end% _, k! p0 J) l4 X5 G
- end8 V7 ^& ~! u2 ^2 Y6 K) ~
- end
9 [( s% O# m P( } G; U - ; j/ V5 I( i; q, ~, `
- #===============================================================================
a3 N2 X2 F7 R - # Quick Item Window- n2 {, B' ]' I- o* G
- #===============================================================================6 `1 H2 m: A8 p. M; C- Z- _
- if XASVER_37 == false7 e) x9 b/ X* U$ p$ }7 z6 m3 k6 U. _
- class Xas_Scene_Item- k% |4 m* r1 J& m; Y9 E! F# T
- alias hud_quick_menu_main main
A8 u) Y8 _1 \* v/ r* f - def main, P" u3 @- h4 W+ @9 S5 ]9 B
- @hot_key_hud = Hot_Key_HUD.new
3 e! Q$ A0 l4 z: t0 J f - hud_quick_menu_main
M9 X/ Y# D: V4 c5 g - @hot_key_hud.dispose% x5 v3 e) E( z, n
- end$ U0 g. o$ A' o
-
( i2 s& T* ]* L - alias hud_key_update update2 ]! U5 x s8 R1 h2 ?
- def update/ l: {& s U) t- ?: O
- hud_key_update
! ]7 q6 n8 q$ ~5 \9 u; \) l8 M - # Hot Key num 1
5 d @ h% y( [4 w$ K - if Input.press?(Input::Numkey[1])( X1 H% d+ Q7 C" Q6 _
- $game_player.equip_item_to_hud(0, @item_window.item)- K) F$ R5 }8 E' J2 H
- # Hot Key num 2
1 j/ t9 [; s# K S8 y8 k7 M7 q - elsif Input.press?(Input::Numkey[2])
; _% [. Q! M& k4 R% Y0 k7 s- s# } - $game_player.equip_item_to_hud(1, @item_window.item)9 ]8 s( R. b) k; w! R
- # Hot Key num 3" U, b: x' h: W, X2 ~& o, u
- elsif Input.press?(Input::Numkey[3])
1 C7 q- w" {/ `* Y9 s; W* i - $game_player.equip_item_to_hud(2, @item_window.item)7 o7 h' n/ `! K! y, U
- # Hot Key num 4
6 d! j r C2 i - elsif Input.press?(Input::Numkey[4])5 U+ N1 a0 y! m3 p" C! j
- $game_player.equip_item_to_hud(3, @item_window.item)
" x" W" p( G, l% X) o; N/ v' ] - # Hot Key num 5
. K$ r& g: S0 K1 w9 H' d2 J: Z - elsif Input.press?(Input::Numkey[5])0 v! b' h1 M* B% G* n4 ~, c7 x
- $game_player.equip_item_to_hud(4, @item_window.item)5 t& q9 \' }3 W
- end
- |8 {3 x. i/ H! Y6 C7 t L: v, x - @hot_key_hud.update. j6 ]4 d, N2 f9 Z, a9 M/ ~. X
- end+ f% p0 a# S$ m% F# E3 b- X
- end. a; j1 o" K& c) l# z' M) [0 f) W
- else! i3 V i* R e' C2 m, T# T* s( E8 o
- class Quick_Menu_Item2 O6 N0 K& T. j# V) ?: p
- alias hud_quick_menu_main main8 V& A/ \2 H0 _- t7 {/ Q
- def main& m- s0 P1 s/ w% x- S/ m( M; W
- @hot_key_hud = Hot_Key_HUD.new* e$ E0 g* U# V6 {) y3 [
- hud_quick_menu_main7 Q6 x. C; C, L
- @hot_key_hud.dispose* e" E$ ^8 X. S) z
- end! [0 n0 _ F/ P
- ; X4 C$ A$ {: H7 P' ~3 F
- alias hud_key_update update+ c* f% A8 N% L' t- C
- def update
* ]2 S7 _8 C$ Y# W - hud_key_update" I0 a1 `1 `( Q: Y* c9 W
- # Hot Key num 1 p T: P, |: m9 x5 e( {& |+ {4 s4 Y
- if Input.press?(Input::Numkey[1])8 w" ~% I, N4 \$ ?; l: M J' g- c+ }
- $game_player.equip_item_to_hud(0, @item_window.item)1 S; K: x+ ~$ w3 q# T3 Y9 ~
- # Hot Key num 2
4 Z/ h3 y) O/ N2 \' v. J& \& N - elsif Input.press?(Input::Numkey[2])
% P1 \4 O1 V, ]: f. b7 o - $game_player.equip_item_to_hud(1, @item_window.item)9 q6 |- Q7 c1 D. z3 j# m
- # Hot Key num 3
# F( G' U8 B$ h* O' x% B% V - elsif Input.press?(Input::Numkey[3])' X2 V4 V% K/ t3 l" F
- $game_player.equip_item_to_hud(2, @item_window.item)
0 X" v7 h0 f3 O6 z w2 I - # Hot Key num 4
& S$ F0 L, }8 G - elsif Input.press?(Input::Numkey[4]). L0 ]4 s+ X7 L& M
- $game_player.equip_item_to_hud(3, @item_window.item)
, l( {0 i( d6 e0 F$ t/ e1 ~ - # Hot Key num 5
3 T& b+ g7 t9 F! ^+ |" {) q! }# \ - elsif Input.press?(Input::Numkey[5])
; T" J( b+ l8 E3 u* Y - $game_player.equip_item_to_hud(4, @item_window.item). Q# J0 t4 e8 V3 Q$ ?' Z, y" ~5 \
- end
1 ]# b; w. p2 N. ~ - @hot_key_hud.update
# l* c: m$ n& O& l0 O% |* q - end( i+ _) [6 ~' m5 P- k
- end9 {3 q2 Y' Y, j1 c$ {
- end
# d$ |/ V! j! m$ L! z- n - 3 N/ {: _! D- Q( G
- #===============================================================================
) ~& w9 r1 v: Z3 p, h - # HUD Window2 @* r( S) l9 T- t
- #===============================================================================9 t; h* C* r* ~/ x& W
- class Hot_Key_HUD < Window_Base* I7 r2 ^/ J7 D, E3 g
- def initialize(x = HUD_X - 10, y = HUD_Y - 15)8 l, t& G: N. ]
- super(x, y, 220, 80)4 h. y: E1 w. u& ]) j
- self.contents = Bitmap.new(width - 32, height - 32)
! B2 `1 N; E3 m1 R - self.opacity = 0
# l/ X" v& `& y - @actor = $game_party.actors[0]
- a4 h7 T5 n% |4 y, v - refresh0 Y1 y; ]( l. N8 H, r0 H/ m4 d6 L6 y
- end: U* T) R1 y# D, V
- # o7 G- m E; S; R+ d" O
- def refresh1 r4 Q+ t3 ]" v; q) S. ?% n
- self.contents.clear( o" G) `# U9 A c U
- bitmap = RPG::Cache.picture("Hot_Keys_HUD")
7 q. t7 V' m* M - self.contents.blt(0, 0, bitmap, Rect.new(0, 0, 160, 32))
: N: c) {% s9 N2 k& Q: q - for i in 0..4# s" w4 g( V+ U! B9 {
- x = 32 * i + 4
1 H$ d! h1 W L z, T: @ - item = $game_player.hud_equip[i]& k9 }( r+ A' J. t
- next if item.nil?
+ |: Y* X4 _% `! J& H - if item.is_a?(RPG::Weapon)7 F" @. H" `7 G X& G
- item = nil if $game_party.weapon_number(item.id) == 0 and$ N. B2 b% `0 `9 E6 h$ @( q
- @actor.weapon_id != item.id+ `! f2 c: g5 F" z. w
- elsif item.is_a?(RPG::Armor)7 |! m6 E1 X" M0 P, V2 q
- item = nil if $game_party.armor_number(item.id) == 0 and ) P$ j* L5 }8 Y' z+ O$ b/ S( i& V3 W
- @actor.armor1_id != item.id% D: \9 }% V4 u4 ?/ D
- elsif item.is_a?(RPG::Item)
/ q5 B5 w" [& k, ]$ `5 P6 K - item = nil if $game_party.item_number(item.id) == 0 or- B; g& s* ~0 r5 m. W C; l
- !$game_party.item_can_use?(item.id)1 r# u- C! Q* q, L! M
- end
2 e& C- j9 M, m7 b: T3 a. b! k% h) R - bitmap = RPG::Cache.icon(item.icon_name)
" |7 v$ ~5 S. J v9 A( Q) h - self.contents.blt(x, 4, bitmap, Rect.new(0, 0, 24, 24))6 w% O- ~9 V9 D% r1 p
- end
D5 Q) y0 F# h8 I+ ?# q, a - end
- I3 d3 F- c9 F4 ` - ) [+ C0 j, B+ u, [! Q
- def equip(item)1 R$ o, }" b D! A# A
- if item.nil?& v: G; U0 V$ M6 S7 P% Z* H, I
- $game_system.se_play($data_system.buzzer_se)" t7 B2 Z& j; i. h5 Z
- return" H2 }$ N/ x. f
- end
0 `) i& k9 ~1 e2 z: E0 g" ^1 A! P3 \# t - if item.is_a?(RPG::Skill)- e5 E& b0 t# w: O7 z* p- Y/ R4 t/ h
- if [email protected]_can_use?(item.id). R9 Y. Z% i/ W( @1 |! N6 t
- $game_system.se_play($data_system.buzzer_se)
/ T: s/ s3 K) h4 Q - return
1 G' v7 C' Q4 I. b+ k - end
$ R! E, V: o$ J6 L0 z - $game_system.xas_skill_id = item.id
. m, O8 E0 S3 \: q - elsif item.is_a?(RPG::Weapon): p, V: E. Q+ @ S& y
- @actor.equip(0, item.id)
+ ^9 p) k- \5 p0 ]% v# {6 m - elsif item.is_a?(RPG::Armor)
r- N- ^- f3 P5 k/ T. Y - @actor.equip(1, item.id)
3 m. e7 d; R5 i/ w7 b: C8 M - elsif item.is_a?(RPG::Item)
# @. q7 ~4 M. e - item_tool_id = XAS::XASITEM_ID[item.id]
% L. \) Y9 ]% x5 k - if item_tool_id != nil
; k+ w$ |% {# G3 G - unless $game_party.item_can_use?(item.id)1 t' }. n( \' L- M. E( h9 N- v
- $game_system.se_play($data_system.buzzer_se). H) R Y5 ~5 u% L8 y
- return6 f; C# |8 Y- F0 X9 k6 w% H
- end
& W5 g% h8 h+ M - $game_system.xas_item_id = item.id4 O& Y& P' e8 a. S( j
- end9 V; d1 p- C- K# x
- end! V9 `! B) A; u# X. B; f: h( n2 l
- $game_system.se_play($data_system.equip_se)! ` W/ s' ~6 b4 b$ O9 @
- end
1 M5 r. F" _8 c+ h. ~2 _ - , p+ f0 J. h/ x8 P) ?
- def update. h4 r) {+ D) I- x
- @actor = $game_party.actors[0]
. ^( k8 m& j( T - @hot_keys = $game_player.hud_equip$ u# F" T" [1 _( v% Q
- refresh
$ O u# ~& t2 R - return if !$scene.is_a?(Scene_Map)
' v( C+ |2 r( p5 W1 y1 x' h# S# ? - if Input.press?(Input::Numkey[1])- h" Q& U. [4 `! M
- equip($game_player.hud_equip[0])
* B! s* L# o6 y. x* v, I: u - elsif Input.press?(Input::Numkey[2])) `3 s+ p! p3 h9 F
- equip($game_player.hud_equip[1])8 ]9 {$ d; Q" O5 v* J7 v8 ]
- elsif Input.press?(Input::Numkey[3])
: g, D( m/ n! j, k% C% J5 h' G* L - equip($game_player.hud_equip[2])
3 i2 M6 H8 G/ d+ E- n @ - elsif Input.press?(Input::Numkey[4])# ^7 ?& y7 w: u' N! I
- equip($game_player.hud_equip[3]) 3 `- A- }. x4 {; J
- elsif Input.press?(Input::Numkey[5])
- t" g3 k1 A, [! R Q( P$ B - equip($game_player.hud_equip[4])
) q9 B: C6 Y$ C( j; y - end5 i, I- [/ W. a0 l+ w( I& c
- end
, s r% d0 C1 ?% M - end
2 _. }+ k" H9 @( y" i
$ S2 M+ y9 y% G; V9 o! S) t- #===============================================================================
( i% n( R) A+ t$ l. J( t& F - # Scene Map& d8 C2 h: A- g+ r# H. a
- #=============================================================================== `: D8 }" G. u) Y7 _8 {
- class Scene_Map
; i% j% y% M1 i. h- x - alias hot_key_hud_init main" a1 m5 `) h# n2 V' F4 a7 X2 D
- def main5 h0 }8 H0 U4 B' i9 Q; u u
- @hot_key_hud = Hot_Key_HUD.new% E" c: F" V$ E% o
- @hot_key_hud.visible = !$game_switches[XAS_HUDDISABLE_HUD_SWITCH]
, L/ E2 p/ L: C Z6 {+ A4 w - hot_key_hud_init) I+ I6 G: M; `8 d, ~* q9 U4 t* a( H8 [
- @hot_key_hud.dispose3 u& b* K; j% I, S4 [8 z$ x$ W
- end
; U6 S( S0 C" h! _; t; n -
/ b$ W$ A# U' u7 ]8 z: {9 ` - alias hot_key_hud_update update2 C9 H- d: L; v V' l) ]& y2 Y; o0 [
- def update
! R+ d5 b; [! { y2 p; e - hot_key_hud_update' {% S, B) j6 |
- @hot_key_hud.update( l, `! Y* q" j% F
- @hot_key_hud.visible = !$game_switches[XAS_HUDDISABLE_HUD_SWITCH]
. N, l6 d3 b% S4 s - @hot_key_hud.update if !$game_switches[XAS_HUDDISABLE_HUD_SWITCH] l( t4 w3 @6 Q1 }- ?/ X1 `) u0 ]
- end' x' W7 q3 P- @6 U% y
- end
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