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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,9 e* B4 p( F: Z% I( R
不知道有人能帮忙看一下吗? - #===============================================================================! b0 H/ D3 } R C8 o: f2 A* u* x: R. o
- # XAS - Hot Key HUD
# _" [, V0 ]3 N( R1 L - #===============================================================================) X5 c0 G& f( u
- # By Mr_Wiggles! A- [% {6 h: {3 y0 n! C
- # Version 1.3
9 S5 [! g( K3 q; A/ v. z6 y - # 7/6/10
; d. ^; f& @% z4 Y# @& n) E - #-------------------------------------------------------------------------------
: I5 y" v9 X6 [5 I - # Instructions:
: [* A$ B" @/ Q. I) j, T - # Fill in the constants bellow, paste this script above main and bellow XAS in
# R1 P2 e% \( z8 ~ - # your script data base. BE SURE TO SET TO THE RIGHT XAS VERSION!!
/ W0 J* X W; q5 {* f3 f9 T - # , k( l: p% u4 p2 ^5 t/ ^3 u2 f
- # Place the "Hot_Keys_HUD" picture file into your game directory
* [4 m v: F# i. t2 `) B9 H ]' b - # Graphics/Pictures folder.
H% F" S% ^" d j0 c* N. e% L2 i - #-------------------------------------------------------------------------------
$ Y& K- q, b" h* h2 n$ M" n4 k/ u - # Directions of Use:, g9 q3 N( w" D( y- r8 Z
- # Simple just press a number key (1 - 5) when the quick skill or item menu is8 L( X5 N; }3 w, r& s2 \
- # Showing.
X0 ^6 f& ]0 _7 Y* X - #===============================================================================
! ~7 y4 O) h6 G/ D' F - HUD_X = 0 # X pos of HUD
" k: l- u1 `$ } - HUD_Y = 0 # Y pos of HUD
6 F$ }2 t& e- r1 F9 t
- t9 L, Z/ A0 l8 q: N$ y- # Set true if XAS 3.7f
% A/ r- N2 s6 m - # set false if XAS 3.6( a8 z9 w) H' [
- XASVER_37 = true- s0 w: ]* J. Z8 e0 m% _9 o
- ) g* O. U- B: `0 G) S
- #===============================================================================
& e5 K5 J, i2 {( @5 v - # Numkeys Module" X/ G/ W1 M& |; p0 S0 v+ q
- #===============================================================================
: `! E% `' A( n" j+ i, A* A E G - module Input
4 b3 ^6 D. o/ p. e& ?. M" s6 z. g - Numkey = {1 => 1049, 2 => 1050, 3 => 1051, 4 => 1052, 5 => 1053}
& S6 b5 ?% V- i; `' |5 U2 ~ - class << self" W, n/ b& M& r$ G
- Key = Win32API.new('user32','GetAsyncKeyState',['i'],'i')3 b$ a( E N) A5 [
-
/ Q# L7 L$ T0 }$ S - def testkey(key)
1 R8 `$ X% P/ H9 U: U' B8 w0 ~& _ - Key.call(key) & 0x01 == 1: e- y3 q7 j+ {' w2 ?/ n" h
- end& D! B# k: g' P
- ( E4 s' U) Z: ?' O: }* i! j* B
- alias hud_key_update update
3 ^0 a9 y1 T, _" w" `+ e/ G6 z& D - def update% O% d% m; \% P# G$ D- C: q# Q4 q4 q
- hud_key_update
6 m0 D# E& j2 u# O$ n/ g8 x - @pressed = []
* C" ]. h! C3 W; p9 D0 Z6 @ - for key in Numkey.values
6 ?" G4 x. o& B) |: [9 }3 ]1 p7 ] - key -= 1000
8 P, N6 z: u- j5 b0 [ - @pressed.push(key) if testkey(key)3 q" Z+ p, k8 F' z$ ]. X' W9 W6 `
- end
( v D2 i4 l6 p: x" T - end
+ k) ?9 V% J ^/ f9 O1 V0 a - + f( ?3 Q! f4 w) S
- def pressed?(key)
9 S6 J0 s) B% N5 g - key -= 1000
. K( _5 ^! l: x& J/ Y# ? - @pressed = [] if @pressed.nil?
$ j& m" B' x' r$ v- o0 L. R - return true if @pressed.include?(key). w* T" W) T' C- n$ v- C
- return false
6 {0 ~# W) |" ^. r/ B - end
! o& X y9 c" H% q' E. B - ! G& }' M% q' g$ @* J) X% h
- alias hud_key_press? press?; z1 @+ D2 {5 n3 G6 n6 D' z7 X
- def press?(key)
7 p, T5 f, Z V& n8 s - return pressed?(key) if key.to_f > 1000
) F1 |3 L8 k% c+ s - hud_key_press?(key)/ K) V, }0 p2 @( `
- end5 n0 s( Q9 S; J5 [
- end& M' h: _ Z( v$ o% B' [2 @, ~( Z; c
- end
# L0 |' b1 E% M2 r0 w - 6 `7 Y) g U: V0 _% O8 m
- #===============================================================================
3 F4 f, o+ [9 n; n7 y, z - # Game Player! p5 L0 S. s! S' l2 a$ R" ^: O
- #===============================================================================
, v4 d& {9 M8 ]; D - class Game_Player < Game_Character
- Z& t& K9 W$ n - attr_accessor :hud_equip, G3 F+ j: Q) J- d
- . H( F/ x' o7 H$ I/ y2 A: P
- alias hot_key_hud_init initialize8 l: N9 F$ b$ T! E" G
- def initialize/ B+ }' C& \& h v
- hot_key_hud_init) |% y# @! l) r& w( F# q7 r
- @hud_equip = []
& ]) z# e) W' X, ] - end
: g: p/ p" F4 }. Z7 o$ r n - & Q% W6 w+ H! O" n% Q, l: B7 p
- def equip_item_to_hud(n, item)9 K2 t6 @: \% v* D5 V1 D1 z
- if item.nil?
# J8 `+ V% b- o% L0 ~+ X) G* K - $game_system.se_play($data_system.buzzer_se)& v) h# Z: p& M( l& C9 \( r
- return5 P, [/ Z- d5 N" _! _8 \! a( y0 O
- end; ?/ G7 z& q' ^) n, P$ a" J. ~
- $game_system.se_play($data_system.decision_se)9 U1 `0 j" a' P z( l
- @hud_equip[@hud_equip.index(item)] = nil if @hud_equip.include?(item)
' Q% I/ E, @2 ]" z! y" D - @hud_equip[n] = item
& T# d& Z- C% {+ z9 J - end/ v) Q, Z. C% u" Z+ n. n6 m0 v& w
- end
8 e3 C: s) P O
+ S3 E) L; ~3 E- t, I- #===============================================================================
$ S$ t3 w$ G* O: r, a0 b6 D7 I - # Quick Skill Window+ W' A# ^* _0 g `# V" d
- #===============================================================================/ b7 A2 o; _! @0 w3 l, t9 [
- if XASVER_37 == false
1 I; ?& [" K( ^) s* r [ - class Xas_Scene_Skill) R/ Q0 w/ a- v4 I2 {# J, e
- alias hud_quick_menu_main main B8 P* Z2 ]7 Y" Y' \3 f- I
- def main
9 M/ `! h& i+ w5 W6 A8 t7 t6 I - @hot_key_hud = Hot_Key_HUD.new6 w5 F; A' s2 w2 r1 N0 \' i* u
- hud_quick_menu_main' t! _: m: d/ Z! B( S" a
- @hot_key_hud.dispose
7 R2 F; E& {& W- c* ]2 ?$ c1 G - end
8 y( b" |: s/ o" ~) j -
& E& m' L2 k& {. H: c4 J - alias hotkey_hud_qucik_menu_update update" U) t7 Z/ ]& a6 o( r- s
- def update* M7 a" z; Z4 m% h% H$ Y8 u
- hotkey_hud_qucik_menu_update
' l* O6 L5 z5 E - # Hot Key num 1
4 s! H3 R1 Q& w* T, V7 f0 d. E - if Input.press?(Input::Numkey[1])
* ?0 S, g0 g p m9 d - $game_player.equip_item_to_hud(0, @skill_window.skill)
; F- {/ Z% Y: P. o* A - # Hot Key num 2
9 n# H8 L! U' Q- k. N/ K - elsif Input.press?(Input::Numkey[2])
# N, ? G- V% L& X' Y - $game_player.equip_item_to_hud(1, @skill_window.skill)
8 V; ^1 F( \* s# d2 t - # Hot Key num 3
, C9 y& `- D# W4 C: L - elsif Input.press?(Input::Numkey[3])5 r- _' L7 J1 M5 D
- $game_player.equip_item_to_hud(2, @skill_window.skill)
- K; ~) i6 T" n' f9 \7 _; O2 K0 U - # Hot Key num 4
) Y1 ?4 k7 E, J) }- j - elsif Input.press?(Input::Numkey[4])# }6 i! S3 M) j- s( ~
- $game_player.equip_item_to_hud(3, @skill_window.skill)
, Y9 ~8 w- Q0 n) G - # Hot Key num 5
/ m; _( ]$ \: ~4 t: G - elsif Input.press?(Input::Numkey[5])% |' T) _/ L \
- $game_player.equip_item_to_hud(4, @skill_window.skill)
8 _8 z7 q& L2 b0 I1 ?. V - end& z( U6 V+ L" `0 @
- @hot_key_hud.update, ], a: M- L5 u4 }$ X- y
- end
; F6 U7 B' B/ o6 e. ~ - end
3 C0 U N- A% c, A. C - else% l' K8 F _% t( |
- class Quick_Menu_Skill1 m5 \, Z o0 X/ ?% n5 v+ a
- alias hud_quick_menu_main main( I7 u m+ Y! Q1 F3 y+ R
- def main
& f7 @5 c" f4 K; K& W# J* n - @hot_key_hud = Hot_Key_HUD.new3 U- P& D* v7 `, `# S( `" n
- hud_quick_menu_main# a+ P( {* [' S3 C2 E0 Q4 }, D
- @hot_key_hud.dispose
9 W& U$ B; g- j" t$ b* x - end6 b# E1 ^- W1 a+ m/ K/ Y
- + v" u6 M: x d* E% R: z/ E/ N+ }
- alias hotkey_hud_qucik_menu_update update& l9 U7 J9 z& w% M
- def update4 _2 M0 T+ G# z% b& n. }
- hotkey_hud_qucik_menu_update
, D# ~" |( w: [ - # Hot Key num 1
2 M, I. P5 R/ T7 e8 i - if Input.press?(Input::Numkey[1])
9 O" ]: B5 ^) y) Y& u7 Q9 d' [; Y - $game_player.equip_item_to_hud(0, @skill_window.skill)
" j/ `6 f7 ^' s: h' ]2 c+ U - # Hot Key num 2" A1 d- x3 t+ g& U5 @" y# A4 ~/ G
- elsif Input.press?(Input::Numkey[2])1 A8 e4 B6 D$ n# s" D) D1 {3 A
- $game_player.equip_item_to_hud(1, @skill_window.skill)
+ A- b& v, o0 s( }' U3 ? - # Hot Key num 3& N' H( i# L* X9 A: \% t
- elsif Input.press?(Input::Numkey[3])
9 N1 x: c# U; G - $game_player.equip_item_to_hud(2, @skill_window.skill)
( u c2 i* H2 ? I2 ` - # Hot Key num 4 O6 |4 @. z0 y/ E/ U
- elsif Input.press?(Input::Numkey[4])
2 J$ s3 Y/ [- e3 y6 I - $game_player.equip_item_to_hud(3, @skill_window.skill)( ?6 C; @# C4 E4 [, M9 J
- # Hot Key num 50 s' }9 c; i4 ]
- elsif Input.press?(Input::Numkey[5]): I0 A; c; H1 P5 t5 X8 ]
- $game_player.equip_item_to_hud(4, @skill_window.skill), g+ u6 T8 X2 f! ^! r$ }1 p( G
- end
; A* i" w3 Z' \( p- D& E - @hot_key_hud.update, s% L& e" O( z; B/ x; U' h/ \
- end2 p7 ~8 j) x& q q4 A
- end& p: A$ k5 D5 S* R0 V
- end {- I w( o# t/ V' `4 ~) Q% Y
. t; `1 W! |: z4 A- #===============================================================================
- a0 w4 e& V- G n# q - # Quick Item Window# \5 w0 j4 E" e& r# E3 X8 l' m4 p
- #===============================================================================7 r4 L+ u1 Z4 S. f
- if XASVER_37 == false' z4 v/ g# o. @" _6 |$ r& u- b5 ~
- class Xas_Scene_Item
. Q; g, {: o/ c! t* b8 u. e9 g - alias hud_quick_menu_main main
; X a" Y: q& k - def main# r% Q$ V; u' }) m
- @hot_key_hud = Hot_Key_HUD.new
9 @- E9 _1 L4 N3 e - hud_quick_menu_main% k( I) d" ]) i4 q1 V& h0 q3 I
- @hot_key_hud.dispose3 H% u& T" }* U, `0 d# O" ^
- end" j4 H5 O' r+ J+ v
- 5 L/ v) ?3 I; E6 i+ s) t
- alias hud_key_update update
' T1 g/ e- B J5 u% e - def update/ v" H8 y6 O( v$ J: ^
- hud_key_update/ P. z. P N- ]( V. f; x2 T
- # Hot Key num 1
+ m9 |- g" u" i! ~% ?1 h - if Input.press?(Input::Numkey[1])
) X6 g: }; N$ v2 h# R4 S - $game_player.equip_item_to_hud(0, @item_window.item)% [- S( U. s0 Q) T) Z% v
- # Hot Key num 2: f) Z, ~ n# J' }5 u8 E# d2 C
- elsif Input.press?(Input::Numkey[2]), ?6 ^- T. f4 T* h [- O4 C7 \& E
- $game_player.equip_item_to_hud(1, @item_window.item)5 f$ E0 e" A! u! j/ t* D
- # Hot Key num 3# Z/ O W/ R' v- S) {
- elsif Input.press?(Input::Numkey[3])
) _! Z1 p! N; G4 B) v - $game_player.equip_item_to_hud(2, @item_window.item)
W' b) M/ f0 |! N' u1 ^5 i - # Hot Key num 4$ m; P. _0 x1 p# V
- elsif Input.press?(Input::Numkey[4])
1 s! m! a# ^/ Y3 A! A3 ~& M - $game_player.equip_item_to_hud(3, @item_window.item)) v! k8 v Q, R' [% A6 m
- # Hot Key num 5! I$ j8 a( C4 g# H* p, c
- elsif Input.press?(Input::Numkey[5])
/ R* Z% |) B8 l" Y9 P6 [ - $game_player.equip_item_to_hud(4, @item_window.item). J7 J4 G4 \& N" V: i
- end0 Z+ C+ C9 X" x& e
- @hot_key_hud.update5 }+ D/ K3 u9 `. L
- end
4 T/ V( l+ l9 J8 C$ w- p- D# Y - end% i. c9 t/ Z3 V' {% c, @! K
- else
1 z1 y4 B+ e! J - class Quick_Menu_Item
- {! c) T' H7 K+ R; b - alias hud_quick_menu_main main! J% ~$ [2 F3 }1 o8 I0 k- D6 N0 m6 @
- def main
. w5 k3 j/ W# v9 v# _$ W - @hot_key_hud = Hot_Key_HUD.new
; p3 R4 s2 u; Z. z - hud_quick_menu_main
: s. R5 m! z+ g+ L1 z3 y - @hot_key_hud.dispose/ H7 B F0 C+ v& }6 s! e" z
- end
* F! |) F6 o |. i: g3 y - , L4 q4 U* y M' A
- alias hud_key_update update
. r- S$ g6 h$ k9 [ - def update: k0 P6 B D7 E
- hud_key_update7 v2 W( \' _5 Y
- # Hot Key num 1
% X# U% z, x+ [# f8 J3 ?; @ - if Input.press?(Input::Numkey[1])# T Z9 _! r# P! z4 Z: g% t
- $game_player.equip_item_to_hud(0, @item_window.item)
* K2 [1 [1 @( g- [ - # Hot Key num 2( g9 q4 O- E1 P9 f
- elsif Input.press?(Input::Numkey[2])2 Q* E( _) }9 c4 z4 M4 z8 Y3 v. X
- $game_player.equip_item_to_hud(1, @item_window.item)9 |0 L- ^3 p" K5 e* ?
- # Hot Key num 3
+ B4 j3 x) C8 k - elsif Input.press?(Input::Numkey[3])
3 {. T# h+ z; [# x( W5 |6 q - $game_player.equip_item_to_hud(2, @item_window.item)
. C2 y0 w. \: a' w) {' c, ] - # Hot Key num 47 `. }* N2 H2 l2 t, _
- elsif Input.press?(Input::Numkey[4])
# H! v0 J4 s; E2 y! q - $game_player.equip_item_to_hud(3, @item_window.item)
) f- P& \7 w/ h) n: }% d4 W6 [6 J4 ? - # Hot Key num 59 M6 ^# j8 k4 j9 ]0 Z
- elsif Input.press?(Input::Numkey[5])/ V/ P. \: F% V) p
- $game_player.equip_item_to_hud(4, @item_window.item)* f1 u" Z, R: o: Y- O1 H1 c, {
- end
% f; [% O' _# Y& D) n. s - @hot_key_hud.update
( Z( N( ^! d$ w% c+ M - end
5 k# M* Z7 y4 A2 e - end& L6 N$ j) y- J' D+ ]
- end, d& I+ R1 H2 o c' W
8 x/ u z$ l. ~ P) {' c- #===============================================================================
$ w( H+ z- g$ L% @) e. O! R- `' o - # HUD Window
3 T6 Z! C/ M7 C; v* H" q" V - #===============================================================================4 P4 n' v* ?; q- H% T
- class Hot_Key_HUD < Window_Base
9 O% E: S' S4 p# G& g" o5 M7 m - def initialize(x = HUD_X - 10, y = HUD_Y - 15)7 u* J3 l* x2 H) l# H
- super(x, y, 220, 80)2 G1 f0 o3 {* O( O$ r
- self.contents = Bitmap.new(width - 32, height - 32)% U) m. @# A1 \5 m8 s1 k
- self.opacity = 0+ C1 k# v# e/ V# y h9 u& [7 S
- @actor = $game_party.actors[0]0 G) ?' E9 H0 b
- refresh/ A! z2 r& w# I- n. H
- end$ J) l, ` j. P. j8 O
* l1 o% d; _/ [, g3 ?0 x' F8 y- def refresh
" _2 l3 h9 t% P - self.contents.clear
; v: v! b/ Y) i, O. P+ k - bitmap = RPG::Cache.picture("Hot_Keys_HUD")
2 B5 C# y$ E: j9 o9 { - self.contents.blt(0, 0, bitmap, Rect.new(0, 0, 160, 32))
2 {' d! S% @" J$ M* v - for i in 0..48 o+ M% i r B' @( R1 N/ b
- x = 32 * i + 4, J7 _3 v; |8 a6 Z
- item = $game_player.hud_equip[i]
% T P* r0 b/ o) u [- K - next if item.nil?
+ K3 L: R/ x" [& i% r - if item.is_a?(RPG::Weapon)
& u2 m7 u" v# D9 b - item = nil if $game_party.weapon_number(item.id) == 0 and; J$ u' { n0 z- f
- @actor.weapon_id != item.id* c" P0 X0 O. A! c
- elsif item.is_a?(RPG::Armor)+ e M) n6 o: n7 |
- item = nil if $game_party.armor_number(item.id) == 0 and ' Z: k, g* ~! K Z/ c
- @actor.armor1_id != item.id
) j- m6 y2 s7 }% n' ~7 r- e0 } - elsif item.is_a?(RPG::Item)0 @: i5 O! z/ \) V
- item = nil if $game_party.item_number(item.id) == 0 or
8 s+ u$ t) h0 G# S6 _' @2 O" b0 A - !$game_party.item_can_use?(item.id)
/ j1 z# y1 K# @; u. R9 C - end
0 X! M, V F8 J, R$ i3 O3 F* g" ~ - bitmap = RPG::Cache.icon(item.icon_name): I, n4 A% c) R# l; a) \
- self.contents.blt(x, 4, bitmap, Rect.new(0, 0, 24, 24))
0 l# `9 h; t% q - end
% a. A# A" M7 r - end- w$ q2 q: D; G9 \0 m: [% O& ~
-
& S+ ^6 P) ]3 M. ~* {- {* r - def equip(item)+ ?, J& D! @ r7 [
- if item.nil?! i5 H; r) J: O4 O5 B: T: W
- $game_system.se_play($data_system.buzzer_se)
6 H7 O& o/ r4 {+ ?, Q1 H: ? - return% B' B) n( F. D C9 ~ x
- end6 \4 L' h; ]- [6 k
- if item.is_a?(RPG::Skill)1 {$ S& }0 Y0 |$ Y% a/ ~
- if [email protected]_can_use?(item.id)- v$ m- c& Q2 C% A
- $game_system.se_play($data_system.buzzer_se)( o# e0 o2 P1 X7 I
- return1 [8 r% B8 ?$ u0 H: T# u, ~3 \4 S
- end
. v, r+ S9 b4 [; E - $game_system.xas_skill_id = item.id
) \" x6 w8 j$ `# I) _) }$ m - elsif item.is_a?(RPG::Weapon)
, S0 i) c/ x8 m - @actor.equip(0, item.id)' B @, T- U2 ?4 A
- elsif item.is_a?(RPG::Armor), r; ~! [6 f: V6 I6 V1 M) i: a
- @actor.equip(1, item.id)4 N' c* e. h1 w5 E) r# D
- elsif item.is_a?(RPG::Item) h+ _4 B0 U# W8 }& W
- item_tool_id = XAS::XASITEM_ID[item.id]
7 x, ?% b8 P+ s7 G. g: m - if item_tool_id != nil x: i: q" e' N9 _5 v% t& {
- unless $game_party.item_can_use?(item.id)
& m* R- f" _$ j! c( g! P - $game_system.se_play($data_system.buzzer_se)5 ], O# K5 S: q7 V* {. }2 R8 h
- return8 [4 y2 C5 E- X( \2 a# j( h
- end: [. N& K/ n2 u; F
- $game_system.xas_item_id = item.id
& H6 b" K& t% ^! _! @( s) U( b G - end
- B7 P, A* {! `7 j$ ` - end
5 {' S& F6 Q+ o# p3 j- c - $game_system.se_play($data_system.equip_se)
9 A# v% Q8 D, f" D9 a0 _# T - end
7 m7 a+ A, \4 m% S7 A( |8 |! j6 @ -
( B; ?: w: X8 X, G" r( h - def update
' u' w/ ~( l0 t$ \ t - @actor = $game_party.actors[0]: g8 [, V1 y; B; y' V$ w
- @hot_keys = $game_player.hud_equip7 X( ~5 M% c& h: y6 l2 i
- refresh
- X% |9 O( f' V. U4 |! T4 V - return if !$scene.is_a?(Scene_Map)
; L8 i7 y7 D: G$ D J. ~6 v1 h - if Input.press?(Input::Numkey[1])9 o5 l$ I1 O0 o: W
- equip($game_player.hud_equip[0])0 d$ c6 r; ?( \. Q k: I4 G( w
- elsif Input.press?(Input::Numkey[2])
: n: y& S2 I( j/ y - equip($game_player.hud_equip[1])& \' _; t7 m! D5 ?) x6 [% W' d
- elsif Input.press?(Input::Numkey[3])
Z: d6 f: T. ~0 B5 o - equip($game_player.hud_equip[2])
" o B0 s; b2 e; w: W8 B - elsif Input.press?(Input::Numkey[4])9 p* x/ i) Y) J! n; x1 a3 f/ D
- equip($game_player.hud_equip[3]) / m* @: L9 g% z& i
- elsif Input.press?(Input::Numkey[5])
4 E5 u2 S4 G7 J; t - equip($game_player.hud_equip[4])" R1 E. P2 h b* h3 z/ W
- end6 g; H& |8 W8 @: e; ?6 Y
- end; i9 z4 s( I9 \; H# J. q. D& k4 [
- end
5 g0 m6 E) [" }6 ^' W1 d
1 k% ]: ~1 ^) k" f; }- T/ l/ s- #===============================================================================2 ?5 q* s. I# \& c) H) j( `
- # Scene Map
5 ^0 b: s* O1 } g* K$ G9 t - #===============================================================================
* t$ e2 _+ t. L# Z& r$ i& z - class Scene_Map
) s4 b7 I! _* X* w - alias hot_key_hud_init main, w3 U& u1 E$ S0 {% W
- def main
* N2 l! R8 e; O! Q9 j( M - @hot_key_hud = Hot_Key_HUD.new
7 w; Y8 b; ~5 g8 ^4 g: u M7 q - @hot_key_hud.visible = !$game_switches[XAS_HUDDISABLE_HUD_SWITCH]
. }$ w. p. O' F8 b5 |, I2 s2 G% h - hot_key_hud_init& {6 h: G# e/ c5 Z
- @hot_key_hud.dispose
3 E6 L6 { p0 m7 R; d: O - end
4 S' l9 Y6 N. b- O -
7 T, Z! k P: l! i; N% i3 T7 H - alias hot_key_hud_update update
$ R; l" _ E/ | - def update
. a' s" C7 ]" C" K8 G" q c - hot_key_hud_update% R: O6 K1 t, o( T( V c9 H
- @hot_key_hud.update, e5 q/ ]+ {7 d$ H1 o
- @hot_key_hud.visible = !$game_switches[XAS_HUDDISABLE_HUD_SWITCH]
) ]! P0 [! b+ L4 \. i3 y4 t8 c - @hot_key_hud.update if !$game_switches[XAS_HUDDISABLE_HUD_SWITCH]- o+ P, y L+ p
- end6 c& B$ L- u+ X* Q
- end
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