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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,
- C/ d6 a) r9 O0 }5 e. N- O不知道有人能帮忙看一下吗? - #===============================================================================
) { f5 [$ T* P- b3 r/ P1 x - # XAS - Hot Key HUD
, Z5 y6 r: ]7 T( ~ F: k2 j - #===============================================================================% n/ a$ y4 p2 [( f' Q$ J
- # By Mr_Wiggles
/ f; ]$ e- t: O% G6 Z - # Version 1.3
D1 n# b6 s+ H - # 7/6/10
" q! u% g3 |# X. K+ c3 H: d$ S - #-------------------------------------------------------------------------------
* f3 E n. b9 {% \ - # Instructions:
1 y& r8 L0 S2 r4 M6 {2 L - # Fill in the constants bellow, paste this script above main and bellow XAS in
# ~, [) ^2 x" B T4 S. t - # your script data base. BE SURE TO SET TO THE RIGHT XAS VERSION!!
3 K- d: ` D) y7 ~# Z3 V - # # Z; l% I h% k+ Q% a3 C2 M7 m; L
- # Place the "Hot_Keys_HUD" picture file into your game directory / c9 ?9 [- Q1 q3 G- _
- # Graphics/Pictures folder.
: a! h1 }' E7 ]( o8 t6 ]! z5 i/ w - #-------------------------------------------------------------------------------6 p& N" W' i% |
- # Directions of Use:
) R0 _" @0 {& o& P - # Simple just press a number key (1 - 5) when the quick skill or item menu is/ N+ c$ z G$ Z8 A0 U- b
- # Showing.2 d$ V9 N) g/ Y7 r7 ~: o) C
- #===============================================================================* D) g- K# F( Z! Y
- HUD_X = 0 # X pos of HUD
) k0 @6 f+ b- d4 x2 \ - HUD_Y = 0 # Y pos of HUD
0 Q8 F! f$ Z4 Z9 W- A - 2 {( B7 w7 w. p% l3 K, U1 |8 ]6 e, F
- # Set true if XAS 3.7f0 e; \; Q0 R: F- y9 ]( ]" t
- # set false if XAS 3.6. S2 {8 n1 S5 Y; Z! x0 b
- XASVER_37 = true
+ I2 [6 J7 X+ V( H \2 K2 h
9 ]( k/ e7 E) F- \4 U- #===============================================================================7 Z! `8 S* n! N
- # Numkeys Module/ X: I4 H/ |- ^2 _3 x! ]& g
- #===============================================================================
. ^+ h, A9 a( w7 t% |, K - module Input2 ?; w8 j+ a7 Q' ~1 ^8 X: i' N0 X7 Q
- Numkey = {1 => 1049, 2 => 1050, 3 => 1051, 4 => 1052, 5 => 1053}! o+ M- z" m, w* g5 c1 [
- class << self
# y3 M' [% T7 V6 i8 ? - Key = Win32API.new('user32','GetAsyncKeyState',['i'],'i'). C x) f2 o* y3 ~
-
2 s6 s% @3 J, w& F - def testkey(key)' j; U E/ m- `* ?
- Key.call(key) & 0x01 == 1 @: x5 G* i9 x$ K. \# g
- end0 |! K% r0 e" R8 J- X! F3 ^
- # a, |/ V" N' n# a, k. m
- alias hud_key_update update1 a5 K& W( m0 O& _' _6 Q# K& |
- def update
) M' p; Z' M: {! e+ D% \" P% g B - hud_key_update+ j# }- O! C4 i* K# l. k: k# ?
- @pressed = []/ n1 R7 k3 j, `8 j5 F
- for key in Numkey.values: `" O! U. T+ F8 V0 G
- key -= 1000
2 X! D: v- K. t. w - @pressed.push(key) if testkey(key)
3 R4 o5 y4 R3 w$ \0 E$ C( u - end3 O) B2 W; S: g! ]% L
- end* D3 p8 Q9 p1 L2 W& I3 f
-
/ S4 y. f+ m) w/ t$ F2 C3 P - def pressed?(key)
) B. \) h0 w* F2 ?3 | - key -= 1000- f* A) b0 |0 `; r
- @pressed = [] if @pressed.nil?
9 n$ B) O3 g1 g8 p( v& V - return true if @pressed.include?(key)% y- P7 D$ c! s& o& @& B
- return false
$ i: F8 @ P& I% {5 A$ M% J& j - end8 f" A# l- r0 i) h
- 8 r# ?: X1 U7 U t( t+ @) m
- alias hud_key_press? press?
3 d, r5 `4 O c/ Y - def press?(key)
2 Q6 ^. f* v: J2 U. R3 O% u - return pressed?(key) if key.to_f > 1000
! Y5 m4 ^; J: p/ S9 a' C Y0 n' k - hud_key_press?(key)
& F( Y, g0 `' Z$ b - end
3 F# I, f. g; |; j( C1 `. w. m! \ - end/ [* C$ n* Z9 {$ [ P8 j R
- end
! p! U" J6 i( k& O+ P - 1 h/ z7 W) `; j
- #===============================================================================
7 X s" p7 }5 x. [ - # Game Player! n4 J3 g- f S8 x# ^: Q, v& }& ~* V
- #===============================================================================
7 F5 r1 w8 c, u$ { - class Game_Player < Game_Character
+ N z( _& E6 j7 O$ r - attr_accessor :hud_equip
3 l: S0 _& @$ {' c+ ~ - % f9 A( q3 i5 ]. x
- alias hot_key_hud_init initialize5 j- @( W# c( _; p4 z
- def initialize5 k" c9 R+ f& @4 f
- hot_key_hud_init1 T( p$ {, q4 c+ W$ g! X
- @hud_equip = []
: o, F/ P; [. ^( J6 q% P. a# K - end
! R+ U% @/ \8 H3 O" k! j - . z+ G' b5 Z& z+ f2 z# }
- def equip_item_to_hud(n, item)2 O: X) E8 G1 W" q3 R) j
- if item.nil?
! z$ b) I% S/ t: `0 e2 y - $game_system.se_play($data_system.buzzer_se)
0 H8 ]7 f. k$ t. h( K3 U5 W9 H - return5 G( b- z6 O e3 V) O3 h+ g
- end
; P" }/ c! `$ h - $game_system.se_play($data_system.decision_se)
1 g5 y) S4 X- C, s - @hud_equip[@hud_equip.index(item)] = nil if @hud_equip.include?(item)
7 Q- h5 I# X! F7 T - @hud_equip[n] = item8 s) Q) |9 y, S0 |+ s
- end5 V$ q. U2 u6 m& i
- end0 u' Z2 O8 b/ f: F8 X$ `, Z4 i
- 6 x1 i5 v9 t+ _! p6 {
- #===============================================================================
. W/ v. C" I9 Y$ i4 `# u) R - # Quick Skill Window- B2 d2 B0 V$ E3 U2 W- i
- #===============================================================================
% t- h: Y+ g* F - if XASVER_37 == false+ r- |! e# ^6 a! z8 C1 c
- class Xas_Scene_Skill
8 c' E2 \1 a e8 U - alias hud_quick_menu_main main
! Y$ k( ?1 U: f o8 y - def main
* W( j2 \, l: X* { - @hot_key_hud = Hot_Key_HUD.new1 }- }: h4 X$ Z/ ]5 v9 [7 V- z
- hud_quick_menu_main
* F2 x- m* q( q3 P# D - @hot_key_hud.dispose
0 a3 v- `7 U+ M: \2 b4 _, z - end
\& O, O2 h0 S0 [# s -
% [ t8 n3 v) y* L' ^9 B - alias hotkey_hud_qucik_menu_update update* ]) n4 P5 {$ y7 I$ l" ^
- def update
2 W' V9 r; F; [' V- Q g& k, ` - hotkey_hud_qucik_menu_update
+ f5 j; E- S" U2 ? - # Hot Key num 13 _& t! p" U: j2 B+ }3 B6 C) q' x
- if Input.press?(Input::Numkey[1]), {5 q' y- f8 N6 C
- $game_player.equip_item_to_hud(0, @skill_window.skill)
6 W2 r) T2 f6 K9 p3 z4 v& P - # Hot Key num 2
. }; y+ q' l. C" u6 I - elsif Input.press?(Input::Numkey[2])5 R+ k2 _7 |4 R8 Y4 j: i
- $game_player.equip_item_to_hud(1, @skill_window.skill)! h- V' ?+ X( f
- # Hot Key num 3
& t0 d! v0 _/ Q3 X- ^5 z% j - elsif Input.press?(Input::Numkey[3])
% N. V- s( y/ h" x - $game_player.equip_item_to_hud(2, @skill_window.skill)
2 l) f [6 R( }/ q - # Hot Key num 4
3 J- k1 x! D4 H7 A3 f* p- a - elsif Input.press?(Input::Numkey[4])% m/ H6 z9 d0 k
- $game_player.equip_item_to_hud(3, @skill_window.skill)* }; z6 e7 w" k+ `7 F
- # Hot Key num 5: H3 v- c S: ] K) ?/ ^
- elsif Input.press?(Input::Numkey[5])! K' d$ m- l- Q/ |
- $game_player.equip_item_to_hud(4, @skill_window.skill), d1 G% _7 w& ? O8 J: d
- end
8 _6 H* l" n$ B- Q+ W" i - @hot_key_hud.update! G- ~3 c, E' m
- end' E( s2 y( I9 |; b
- end( r5 \5 L: D) j( E/ {; G+ w. g
- else3 x; _9 _. v: }+ I
- class Quick_Menu_Skill, G) K" m0 k4 g+ S' f
- alias hud_quick_menu_main main
, C( m1 H4 ^" Z1 c# W3 M - def main
( H$ b; U- N* ~( ~8 v1 G - @hot_key_hud = Hot_Key_HUD.new2 u3 E" V' \; }
- hud_quick_menu_main/ L5 ]+ S+ Z& k* r. t
- @hot_key_hud.dispose
" e" ^4 x" Z/ j1 C% p9 _7 P; X - end, [3 t, g4 @: M/ i1 v
- + z, `9 d+ G& S% n, d- j& u
- alias hotkey_hud_qucik_menu_update update' \4 w' ?8 l# W. i
- def update+ T. t e3 I9 R r( k4 U
- hotkey_hud_qucik_menu_update8 C% P3 x- L8 M7 g4 O* f
- # Hot Key num 1% |, d/ \5 J6 [' r2 v! o. }. |; S% `
- if Input.press?(Input::Numkey[1])8 w: `4 m' Y) _( C+ C1 Q
- $game_player.equip_item_to_hud(0, @skill_window.skill)+ k9 M z$ a5 q+ X
- # Hot Key num 2 { e$ u+ V Q% ^, m( q+ l
- elsif Input.press?(Input::Numkey[2])' l X1 K% z+ a9 ` s
- $game_player.equip_item_to_hud(1, @skill_window.skill)' _" C' A0 G) g, H! e3 ^5 } A
- # Hot Key num 3
- W3 c8 P& w: U8 B; V8 E - elsif Input.press?(Input::Numkey[3])
" @$ _/ G3 S- I2 N& {' y - $game_player.equip_item_to_hud(2, @skill_window.skill)
) C% q! @8 Y. ^/ f+ E! K - # Hot Key num 4/ ^4 e9 Z0 b H' u4 m# {# t3 X% W( m2 l& _
- elsif Input.press?(Input::Numkey[4])( s- n r6 l7 O' J9 N% d4 P3 w5 v
- $game_player.equip_item_to_hud(3, @skill_window.skill)' b% P& t9 [& e1 W" v
- # Hot Key num 5
; }' T5 W. K0 M6 a; X& ]* s - elsif Input.press?(Input::Numkey[5])( [) L. U% R" _
- $game_player.equip_item_to_hud(4, @skill_window.skill)
5 u. V" X3 [8 K. y* C - end2 ?4 m! a0 x5 N6 ?& H
- @hot_key_hud.update8 @0 j' H( E# [
- end
" G! c& F$ D( P1 I( n3 L - end
# z! K( I6 I( z2 c& }1 C. z" l9 ` - end
$ x4 D- ~, `% k- o3 b
* d F+ v- e1 ^( O- #===============================================================================9 h' b2 h1 \3 C( S! j8 ^# `" L
- # Quick Item Window
) h |+ v6 ?! x; z - #===============================================================================* o; i4 z; h: y T
- if XASVER_37 == false5 p: l: n1 S9 f
- class Xas_Scene_Item
n4 ?& U' x' |! u3 n! L - alias hud_quick_menu_main main& N( |( @" g5 R7 X
- def main
5 V2 h. Z' N' Z( a0 c1 U7 A9 s7 l - @hot_key_hud = Hot_Key_HUD.new, c9 P; n% U P- o" _8 v- W0 Z9 ]
- hud_quick_menu_main% }" q6 ^) Q: m9 r& m% f
- @hot_key_hud.dispose7 @, W: [; M% ?8 Q7 @) K9 I0 _* |, {
- end
9 y3 x, A, T+ y( m J5 D - / m8 O4 }5 m4 x3 }. g: g& I+ I
- alias hud_key_update update# v% L& F1 T* ?) _
- def update
3 {2 P0 K& X2 K; E# @. q# w6 | - hud_key_update$ k5 _( }6 M/ I( k2 E
- # Hot Key num 16 K' z4 Q! b$ Y
- if Input.press?(Input::Numkey[1])
Z) Q! s8 v( A+ e3 ? - $game_player.equip_item_to_hud(0, @item_window.item)7 v* P8 _4 J) [3 v7 ~
- # Hot Key num 2' l/ k! D9 g. R) K& `$ ]* ]3 Q# ]
- elsif Input.press?(Input::Numkey[2])
" j" s* P7 T( |. C - $game_player.equip_item_to_hud(1, @item_window.item)8 y. z2 s3 o9 \
- # Hot Key num 3
/ T# n: v& ~, D: i$ k# A - elsif Input.press?(Input::Numkey[3])
4 R M3 N: _5 h$ ~0 ~ - $game_player.equip_item_to_hud(2, @item_window.item)
# e/ z, i3 W' l4 q8 Z$ D - # Hot Key num 4
, h. M0 }2 l0 ]: y3 w - elsif Input.press?(Input::Numkey[4])
$ T, _0 H. K1 x% J1 _" \ - $game_player.equip_item_to_hud(3, @item_window.item)
0 p. p8 V' _; {/ w - # Hot Key num 5) _, Q% A" a ^* R
- elsif Input.press?(Input::Numkey[5])
% V( h! i% m. D; l: C7 T* h- S+ [ - $game_player.equip_item_to_hud(4, @item_window.item)
0 j/ T, S1 ]2 Q2 J/ p1 U: F - end
# c+ V l8 E' v x9 | - @hot_key_hud.update( q+ n, B# G7 h' i6 H
- end' V* i. x: a7 f. T. h a. m ]
- end
9 o# ~. \( y% `+ y0 i% A - else
/ Z2 ]1 G, C" y3 s: q' v. x - class Quick_Menu_Item3 T! R L$ b" E; X
- alias hud_quick_menu_main main. G4 r2 z _; w2 T0 L
- def main
# c+ |% T( y b3 l, f5 V- B - @hot_key_hud = Hot_Key_HUD.new# r2 j* J+ E8 j% v
- hud_quick_menu_main
6 U4 m4 \9 J% j4 V - @hot_key_hud.dispose
; W# l$ k8 E- u1 }" K2 b) X& B& V - end; X( ^- B0 W' U# e- R0 G; Y
-
* p$ m9 C- I2 B - alias hud_key_update update
! g/ O8 b; [3 U% ? - def update! F( T# n3 }9 }& b. c
- hud_key_update, {% s* |/ h5 z6 \" @
- # Hot Key num 17 n1 U/ w$ L; P7 s" f
- if Input.press?(Input::Numkey[1])
5 ~. A$ j- } T; X% Q- S0 x$ I - $game_player.equip_item_to_hud(0, @item_window.item)* F) n6 u9 X' ?4 E' A+ j
- # Hot Key num 2
( q6 S) ]3 e8 B! x1 u - elsif Input.press?(Input::Numkey[2])
: U4 Y8 H, o( E. x3 ?( Y6 a - $game_player.equip_item_to_hud(1, @item_window.item)
1 t- r) k \, \: h1 B0 N" ~ - # Hot Key num 3# @" i4 Q1 E# V. r1 F
- elsif Input.press?(Input::Numkey[3])
4 ~; e+ m* Q! |2 [ A7 |' m - $game_player.equip_item_to_hud(2, @item_window.item)/ X; k* f s ?9 m6 G: n9 e9 G
- # Hot Key num 4
3 a. O! D- ^7 b5 a5 E% [0 z, ? - elsif Input.press?(Input::Numkey[4])
9 K+ B; H) ~$ R/ g8 |2 N - $game_player.equip_item_to_hud(3, @item_window.item)
$ Q5 e; m- T" K9 D - # Hot Key num 5
4 N. Q% _5 u d1 ~ - elsif Input.press?(Input::Numkey[5])
; b8 e9 J/ g P% a6 Q& q& I - $game_player.equip_item_to_hud(4, @item_window.item)
2 }: p9 |7 U6 [8 _: L6 `4 o. k - end. L7 U7 M6 W3 Z8 U4 Q! J
- @hot_key_hud.update2 [) y/ ~3 b: |4 M. e
- end- Y9 Y- m4 \3 k3 O1 Q. W: G% q. P% n
- end
# u/ K0 Q* @9 X. ^ - end
0 K1 B* p9 |% x3 ?: g& r" @$ a; x9 }
( ` Q0 E# C) X' s8 t# X- #===============================================================================
0 \. e4 ^ g) \, I9 R - # HUD Window: d$ o; y$ g& i
- #===============================================================================( [1 k M) s: l/ m9 i7 c
- class Hot_Key_HUD < Window_Base
- g X, s& a. G) ^! n - def initialize(x = HUD_X - 10, y = HUD_Y - 15): \ c! G3 ]- M4 b
- super(x, y, 220, 80)
, Y+ K8 ^& S6 y: \5 v: f0 u: Z2 } - self.contents = Bitmap.new(width - 32, height - 32)% `1 N6 `8 ^" I
- self.opacity = 0
2 d+ W# U0 u9 ^: h. s. G - @actor = $game_party.actors[0], c1 \1 S m/ U5 M% j; s) c
- refresh7 ~4 N& D% w v/ Y, S6 K$ m2 @
- end0 J) Q4 r5 C, v7 f8 J2 Z
! L+ K/ z* \0 S! p3 S- def refresh0 l; @. a7 n2 w+ [3 F
- self.contents.clear
6 X( u% f# o* v: } - bitmap = RPG::Cache.picture("Hot_Keys_HUD")
. F" E: B& a& \; n5 Y4 P+ p. H' N8 L - self.contents.blt(0, 0, bitmap, Rect.new(0, 0, 160, 32))
1 ^2 `7 d4 Z7 r& _) \0 b6 P6 \ - for i in 0..4
0 ^- t& K. j0 Y4 s& m4 ], C - x = 32 * i + 4
9 D& n. q( W+ H' a - item = $game_player.hud_equip[i]
! i/ K) _6 ?0 Z8 g& a5 l9 p G$ l - next if item.nil?3 N5 n4 `! j* T5 y7 I
- if item.is_a?(RPG::Weapon)- b# Y2 F: ^8 }, n+ T8 ~
- item = nil if $game_party.weapon_number(item.id) == 0 and$ ?% d2 B& n4 W! C u9 s
- @actor.weapon_id != item.id
0 b5 i8 }3 w$ ?$ z - elsif item.is_a?(RPG::Armor)& b5 m2 H& e! b, i$ `
- item = nil if $game_party.armor_number(item.id) == 0 and
. m; O( M+ R9 Y; s+ @3 Y - @actor.armor1_id != item.id* K5 o: \5 i& g& N# x2 k
- elsif item.is_a?(RPG::Item)
& e# K0 T2 C( ?2 s - item = nil if $game_party.item_number(item.id) == 0 or
/ [3 _& A: @$ t P( {1 d - !$game_party.item_can_use?(item.id)! i0 F [1 S N- H( V& g: E, u
- end. ^* k& T& b9 D2 ^
- bitmap = RPG::Cache.icon(item.icon_name)+ x0 S8 z( z5 `* q6 \( d
- self.contents.blt(x, 4, bitmap, Rect.new(0, 0, 24, 24))
; [8 d+ A$ b5 n/ V3 O, a - end9 q7 F& ]) `: [
- end
! ^* i( D/ K& \4 \# d, L -
4 t. p1 ]7 w' [" Y0 V! s, H - def equip(item)
$ t# h* t0 s2 T - if item.nil?: v7 s' w9 e" {3 [2 ~3 g
- $game_system.se_play($data_system.buzzer_se)
0 ^) \: x/ D- K/ Y# o) O4 A* Q - return I* `# L# C) g1 m
- end: C n! D( A6 K. V" z3 I
- if item.is_a?(RPG::Skill): j" }% ^6 o+ J ]
- if [email protected]_can_use?(item.id)9 [ O$ O$ P- A: }6 h2 V
- $game_system.se_play($data_system.buzzer_se)
2 L W) p; U- ~4 w - return
0 S, P" y" p/ C& i$ S - end
9 _' f5 J2 x9 m: w# n - $game_system.xas_skill_id = item.id6 _& [, w2 |3 \- ^. u6 ]1 k+ T, A8 z
- elsif item.is_a?(RPG::Weapon)
# M% Z1 I# `! c$ G) e( X - @actor.equip(0, item.id)
/ t* ~) z5 w* F6 @9 o+ }3 C - elsif item.is_a?(RPG::Armor)
3 r. [9 [' v/ k% @9 } - @actor.equip(1, item.id)
' f# |/ C$ x0 j0 u! N1 x5 ? - elsif item.is_a?(RPG::Item)+ m; x! T1 ~" x9 M8 Z- v- g
- item_tool_id = XAS::XASITEM_ID[item.id]
4 g Q( a$ E5 C) X9 Q9 `, }3 w - if item_tool_id != nil
, S& C y) ? q' |& o8 Q5 @" e$ v# h$ N - unless $game_party.item_can_use?(item.id)
# w& M4 N* m6 a; t - $game_system.se_play($data_system.buzzer_se)
h6 [1 h* @$ M$ W2 A( I. \; m - return0 |; Z6 q! g F/ x
- end
5 m6 C( D2 p' O - $game_system.xas_item_id = item.id
$ s/ n* F4 K# K* z8 l8 o" n - end4 {* u. ^: o" J# R$ y0 F9 s
- end, f) H- [; l" R
- $game_system.se_play($data_system.equip_se)
, I& e( m! N! f5 K6 d/ R, d5 ] - end
' G3 N0 F+ Y- P& [ - 8 K# b* w. J: j7 ]( I D
- def update
, u/ E1 z- n7 {5 i - @actor = $game_party.actors[0]! W, b& l' o5 j' l, K# w k
- @hot_keys = $game_player.hud_equip
/ |- i/ s$ s5 Y0 V4 g$ h% Y - refresh/ ^) g6 R; B, N; h% Y
- return if !$scene.is_a?(Scene_Map)# v; ]; Q: }! l4 O# V" |. B
- if Input.press?(Input::Numkey[1])
6 x3 M, h- i" N, f( l5 C - equip($game_player.hud_equip[0]) t' o7 E- |9 u# w, I. [" E. W
- elsif Input.press?(Input::Numkey[2])
6 ?% g+ [; V; b A, w6 Z" c - equip($game_player.hud_equip[1])
6 @& t0 A4 {* O' L$ P) z3 x& R - elsif Input.press?(Input::Numkey[3])
- A4 |% J+ S9 f0 x - equip($game_player.hud_equip[2]) / P$ \! c S; k) k) _8 L; w
- elsif Input.press?(Input::Numkey[4])
5 [+ b- {, S; E2 c' Z - equip($game_player.hud_equip[3])
* _- a% H/ Q1 q - elsif Input.press?(Input::Numkey[5])
! g, e" ~7 _6 r N$ b3 X9 B - equip($game_player.hud_equip[4])
- Q) J' X O3 q: u' P; ^ - end0 m7 T8 ]* J0 O# M Q( K9 R9 @; a" ~
- end
! ?9 j& |, J4 e3 d - end( E6 y3 H) x; T5 ^' p# r O% i1 r
- : D! q% d ?+ y! c q u: r! M
- #===============================================================================- E6 S9 ]5 i6 i7 |, ]
- # Scene Map
* U; q6 e1 S8 w% }. B - #===============================================================================' K+ l4 u4 V. r6 P3 W
- class Scene_Map# w0 |8 l, w/ H6 I
- alias hot_key_hud_init main
" R$ K+ B9 s& q9 P6 v0 k+ i3 t - def main
# V H! J# A a) B - @hot_key_hud = Hot_Key_HUD.new
% c% t y( u1 ?; w2 y, l - @hot_key_hud.visible = !$game_switches[XAS_HUDDISABLE_HUD_SWITCH]3 ~5 E; \- w; m& e$ s+ ^ M6 P
- hot_key_hud_init
6 p6 x/ z3 z- l! c; Z - @hot_key_hud.dispose8 Y5 i8 ~/ Y: D- F- f: j0 W
- end
! q5 D* s2 L3 `5 H. k* }# n/ s - 0 F/ K- O! R, `/ S( `
- alias hot_key_hud_update update
* L" N' b [; s( t) j3 ^6 m - def update
( W0 w0 s! [' b6 U3 c9 e - hot_key_hud_update( ~! S1 N+ `+ q* b9 W; I8 K
- @hot_key_hud.update8 g, [% U; g& P
- @hot_key_hud.visible = !$game_switches[XAS_HUDDISABLE_HUD_SWITCH]7 r0 p* R# a' e, Y
- @hot_key_hud.update if !$game_switches[XAS_HUDDISABLE_HUD_SWITCH]
! H" ^& M* S4 d K4 j* Q - end3 x" ^8 U& y' u: l$ U' p
- end
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