| 赞 | 8 |
| VIP | 1 |
| 好人卡 | 0 |
| 积分 | 96 |
| 经验 | 29580 |
| 最后登录 | 2023-4-8 |
| 在线时间 | 567 小时 |
- 梦石
- 7
- 星屑
- 2585
- 在线时间
- 567 小时
- 注册时间
- 2009-4-30
- 帖子
- 271
|
5楼

楼主 |
发表于 2012-3-31 09:53:20
|
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,
/ v- o5 J& r7 H2 o- } y! k8 |0 M不知道有人能帮忙看一下吗? - #===============================================================================* q" J# P0 J3 a0 f4 J
- # XAS - Hot Key HUD
' }. f! J9 L2 W8 W ] - #===============================================================================" Z2 X9 m7 A" T& p" w. m
- # By Mr_Wiggles
$ Y7 c7 S' K9 P8 Q2 J - # Version 1.38 p1 f9 L8 W* r
- # 7/6/10; l4 t) Y0 z2 Y5 N3 K
- #-------------------------------------------------------------------------------1 Z4 B5 J8 S2 F) a1 Z3 E
- # Instructions:
# b7 |9 Y$ U6 a1 v. | - # Fill in the constants bellow, paste this script above main and bellow XAS in$ @( M2 p4 N" K. t/ a$ }
- # your script data base. BE SURE TO SET TO THE RIGHT XAS VERSION!!5 q Q0 q8 ` p+ W M! p" I
- # 2 H9 q% m: c0 ^" o& o" x. h( B
- # Place the "Hot_Keys_HUD" picture file into your game directory
2 K4 v$ Y4 {9 B - # Graphics/Pictures folder.
% r4 w1 N# [2 Y. C9 A9 Y" Y1 u - #-------------------------------------------------------------------------------
' D/ x4 z+ a" z6 k/ y - # Directions of Use:; v3 J7 ?% G! n q
- # Simple just press a number key (1 - 5) when the quick skill or item menu is9 s/ i! M, T8 V! V* Z' U$ N
- # Showing.* F& U; @+ J O! J1 m; H: r9 L
- #===============================================================================: Y5 v1 b- t, T! A- I. A/ G
- HUD_X = 0 # X pos of HUD
- q8 I! g! P( p- S - HUD_Y = 0 # Y pos of HUD. a7 R* v) u9 N+ O! G% K, B
6 H2 Z+ f! N# D3 L- # Set true if XAS 3.7f
' |6 Q" L8 P l - # set false if XAS 3.6, D" D. _' F' Y! v
- XASVER_37 = true4 T& u; F& R. h+ D3 q. U& l- e
- 9 k8 |. X8 v( B% E, T
- #===============================================================================
, T# f( \0 _" @ - # Numkeys Module& e8 m' G8 |1 b- \; |$ h8 Q
- #===============================================================================& \. }: ~5 s( h: H T; A+ @
- module Input
2 q- ?3 B( Z& y1 a - Numkey = {1 => 1049, 2 => 1050, 3 => 1051, 4 => 1052, 5 => 1053}
8 R$ H4 K$ z" b* T1 A, d- y - class << self
3 V2 ?1 E7 R% v% p( y, `* P - Key = Win32API.new('user32','GetAsyncKeyState',['i'],'i')& \9 h' C1 m- h, j6 A. I
-
3 g% {7 g) s8 v4 W - def testkey(key)) `5 Q, U2 l2 v- c
- Key.call(key) & 0x01 == 1
8 c4 P# z: d2 E C. |; O* v - end9 b5 U+ t( Z* s) v0 W7 ]
-
: C2 Y, w+ ?! `$ _; | - alias hud_key_update update
# j" O1 b8 T9 ]4 n0 Z - def update
: j3 I3 @% s2 u1 d+ F - hud_key_update# H6 c3 l# W- j r
- @pressed = []
8 z: I0 K& U; a - for key in Numkey.values) ]5 z, C- @* y; Y- ]$ I
- key -= 1000
" H& D( O6 J& G/ D! t - @pressed.push(key) if testkey(key)
( v. |. E% h1 Y) z& h, q - end% K1 D; w. G. x; d. K
- end
) q$ }3 \4 {( c -
9 b7 k* s2 D Q" Q. k - def pressed?(key)
# g: h0 ], F: w2 A# O4 v - key -= 1000
2 w/ N; S9 ~# I1 a9 H6 u- a - @pressed = [] if @pressed.nil?
( p' V y# [7 |, R4 c - return true if @pressed.include?(key)
/ K7 T$ @* u; E/ F& O8 Y - return false
" I4 N; _. R: @# r7 J - end1 V- b" h, @) G# n5 Q
-
% ]+ E; l& T+ t" _ - alias hud_key_press? press?
8 E1 M m/ }/ p! | - def press?(key)2 G: y) b! A( @( T0 z0 h
- return pressed?(key) if key.to_f > 1000
/ O/ H9 o: P& G& \2 D - hud_key_press?(key)
, F% z7 u( U1 x - end
6 R3 G; K8 e1 y4 b4 N8 W T - end
! H' u7 O a' S: B: v - end
* }. |, o/ M4 _! _; } - ; m5 E) y/ h N9 |# p4 T
- #===============================================================================: N5 x, K+ S8 g% I
- # Game Player
" Y2 L1 R: L) Q* B - #===============================================================================2 r$ f, ^/ O# J3 N: c
- class Game_Player < Game_Character( M+ s+ S6 J2 i# }
- attr_accessor :hud_equip, R6 `4 Z7 B- S; U" h) U4 `
- & {8 S/ m, Y! B( @- x* o
- alias hot_key_hud_init initialize
" X7 |& U; |" s ~! l+ a - def initialize7 s* o3 |$ R2 v9 G+ |) k
- hot_key_hud_init4 p1 z" N' @% R9 ?
- @hud_equip = []
- Y9 I* o5 K1 ~6 I2 }" a. v8 D - end
9 X E+ c% J8 ]+ a1 ]3 h. k - 4 m z7 w& |# c" s6 q. J( z
- def equip_item_to_hud(n, item)5 A* j& e( M6 n. F# c& [
- if item.nil?
" \2 q# I3 m7 r' ]- J0 ? - $game_system.se_play($data_system.buzzer_se)6 P# L3 w1 ]7 f/ |# m. W
- return8 ?1 ?% o+ ?* E2 |
- end* T( P) w" y7 I2 V, q2 ]
- $game_system.se_play($data_system.decision_se)+ R; A; M9 V& q3 H
- @hud_equip[@hud_equip.index(item)] = nil if @hud_equip.include?(item)
# B& \) d2 Z+ x - @hud_equip[n] = item6 s: d' P2 A/ h% U o
- end
; d9 f% e& f' Q. N5 i - end6 H, s1 l* e# T, R, U, p8 m
- 9 @2 q( H4 R% z4 [3 a" n
- #===============================================================================
* K8 H2 U' J! u0 v1 h8 `. C - # Quick Skill Window
1 a: ]" u% F5 Z4 R7 ~5 v J - #===============================================================================
+ Q8 c2 M1 J$ f8 N4 b9 G* z% w - if XASVER_37 == false
2 J: y$ P% B7 A- f5 [$ \, W8 U2 e - class Xas_Scene_Skill. [ V* Q! k9 K4 r+ }9 p
- alias hud_quick_menu_main main
1 L0 D9 }/ L- n* D$ m1 n% f4 I: S - def main4 ^- a E Q6 K
- @hot_key_hud = Hot_Key_HUD.new
6 q+ j8 M0 Y& e* W9 }7 t - hud_quick_menu_main0 E9 p0 ?% z7 f; w; M
- @hot_key_hud.dispose0 w6 r$ B. [8 B4 I
- end7 Z: ^! ^# O, S; E# q; G
- a1 q! H* i/ y7 t
- alias hotkey_hud_qucik_menu_update update
) {0 \& O" p# @$ i. u( d. G) b - def update8 o% A2 E( t1 X( | N& p/ R
- hotkey_hud_qucik_menu_update
; _, ?1 m7 s" [- P( ?. v1 P - # Hot Key num 1
) t( o( ]/ P6 ?: c( f% q. v5 } - if Input.press?(Input::Numkey[1])4 @: R k4 W5 y( j" ?
- $game_player.equip_item_to_hud(0, @skill_window.skill)9 d, g6 P/ u! e. q4 u( q
- # Hot Key num 2
8 Z2 f3 p9 w" u9 n - elsif Input.press?(Input::Numkey[2])! P5 @1 q& z9 [" u+ g/ r [5 f
- $game_player.equip_item_to_hud(1, @skill_window.skill)' u: c) y. o- D! Q0 L
- # Hot Key num 3* U% S& |# W g( K0 x% f6 g
- elsif Input.press?(Input::Numkey[3])
! F9 Y" i# E) g' h, U' f - $game_player.equip_item_to_hud(2, @skill_window.skill)! }) F3 e, P% l2 C. z3 P
- # Hot Key num 4
* u, ], h4 p+ q- v# [0 t - elsif Input.press?(Input::Numkey[4])
' z& A$ J% q( P; g# J* ] - $game_player.equip_item_to_hud(3, @skill_window.skill): S6 e* P/ `& q
- # Hot Key num 5
( g7 }5 q) E2 P" b: A- z - elsif Input.press?(Input::Numkey[5])
9 y# t; K5 a0 I4 i% B# Q$ c8 i( E5 C - $game_player.equip_item_to_hud(4, @skill_window.skill)% x* v; X9 B- t9 N0 t
- end$ E2 |; l( @0 d! a: g! B& g
- @hot_key_hud.update
" N6 T4 @# P2 S) ~* c4 @" { - end
9 @, u1 ~$ x5 t3 p0 g, R; s$ J/ e - end
2 h k x# ?" j5 z5 {& g$ g - else
0 ~0 [/ A( b `0 R* ?5 Y3 W% `. g! G - class Quick_Menu_Skill0 h4 E7 y7 n# P: q6 K5 ~
- alias hud_quick_menu_main main8 t! T; _- C* @2 L! q
- def main
2 Q4 Y# t' @/ Z+ q8 n7 K" q - @hot_key_hud = Hot_Key_HUD.new6 a5 y8 }6 v7 Z0 Y6 O4 ]( q" P
- hud_quick_menu_main
6 v ]6 J" `" t; @' b2 \ - @hot_key_hud.dispose9 K u" U! V% `& E
- end; d+ o. Z* f" _1 [8 V" v' ]8 w
-
. C: ~3 M7 x9 A - alias hotkey_hud_qucik_menu_update update; [/ T# S& u9 ?, ?1 W1 T$ g) J
- def update& }7 y' J2 m/ A# g# t ~ s
- hotkey_hud_qucik_menu_update2 W' c7 d& G6 _; r- b
- # Hot Key num 1
! }% ~5 A C/ @' G/ e - if Input.press?(Input::Numkey[1])
- ~8 H: E9 V! d* R. M& _6 l - $game_player.equip_item_to_hud(0, @skill_window.skill) c8 A4 |# Z+ ~$ U7 V1 A. I8 L
- # Hot Key num 2, p* z$ j/ X9 B9 U
- elsif Input.press?(Input::Numkey[2])8 \9 Q, x+ p' [' B( t
- $game_player.equip_item_to_hud(1, @skill_window.skill)
* ?3 ^2 R: q/ O - # Hot Key num 3
1 s, S8 p+ \* d* o& o. E - elsif Input.press?(Input::Numkey[3])# S( l& _! l# I# P J( m; n: f/ g
- $game_player.equip_item_to_hud(2, @skill_window.skill)
1 B! a% {3 O* X8 q - # Hot Key num 4
# W0 G' r E7 J5 i. P' X - elsif Input.press?(Input::Numkey[4]): K6 k0 [ G; p
- $game_player.equip_item_to_hud(3, @skill_window.skill); h( z. U5 z8 L% N# Q/ _) j
- # Hot Key num 5/ z8 K# Y+ j! Y
- elsif Input.press?(Input::Numkey[5])
$ h( i1 V; ~1 D7 K2 X. n - $game_player.equip_item_to_hud(4, @skill_window.skill)/ F* m2 n5 S L" y5 Q3 H
- end
$ F' c1 Y* a/ _1 j# Y# K5 T, t - @hot_key_hud.update- D7 E. i& h% n& n; {" C. Q8 H% t: i4 h
- end
! p) P* O/ O6 _- q, \. t. D+ } - end
: A ~( F) u e9 z. \ - end5 K# X9 i& ~1 F' Z8 T& s7 F
1 ]" d, R3 W8 R8 ^- #===============================================================================
0 @9 {% @6 G, b/ B# a - # Quick Item Window7 E: h! C7 d+ v! Z4 S0 x
- #===============================================================================
) s; Z3 |1 B5 F- o$ o - if XASVER_37 == false2 b% r& A' P$ U7 c; y* ^
- class Xas_Scene_Item9 ~8 b u8 i$ B% y; T' A
- alias hud_quick_menu_main main9 y1 P% D0 @/ X' T3 V
- def main
5 u! w+ Z! i& P5 G2 c# d% K - @hot_key_hud = Hot_Key_HUD.new
% T% Y) u) e& g, x- z) L0 u - hud_quick_menu_main$ B# S) f c; `0 K
- @hot_key_hud.dispose
* U5 M% v4 W3 q O. x6 d3 g f - end
9 ~- x% N% P% J5 v/ l6 S# C+ d, u -
/ X5 { Z. P$ B - alias hud_key_update update
+ g/ y3 r. Y0 C0 v6 a - def update/ j: A' ~$ m! I% W9 c2 L
- hud_key_update, h& s7 k) k3 B# e) v8 F: v& P
- # Hot Key num 1. ]4 Q5 y/ Q$ D- L; ]( T8 t
- if Input.press?(Input::Numkey[1])
" F* M3 l! c/ F* @0 g. X3 P$ C/ e - $game_player.equip_item_to_hud(0, @item_window.item)$ v4 m3 F# i9 K0 y
- # Hot Key num 2+ v0 b/ f' N2 v& J
- elsif Input.press?(Input::Numkey[2])8 p- n- C) ]3 x8 l8 s4 U
- $game_player.equip_item_to_hud(1, @item_window.item)
* Q6 w3 l, P: m x6 y6 N - # Hot Key num 3
$ k: f$ X- {) L3 Z+ b - elsif Input.press?(Input::Numkey[3])
: U. y% d% s! R# ]/ _ - $game_player.equip_item_to_hud(2, @item_window.item)
) K4 x" n) w5 v. t( q/ a - # Hot Key num 40 J4 J0 I! Q- j2 z
- elsif Input.press?(Input::Numkey[4])
& u# F1 u' \$ \; v" G - $game_player.equip_item_to_hud(3, @item_window.item)6 `& [% `. R% l( Y
- # Hot Key num 5
+ o2 C4 E. j0 `: ^ - elsif Input.press?(Input::Numkey[5])$ F% [$ v$ C" a1 w* t& I
- $game_player.equip_item_to_hud(4, @item_window.item)
; h5 d( n$ W1 o7 U! e - end0 Y$ W. B. @, |- L/ A1 S
- @hot_key_hud.update
, W& T) X7 I+ [4 N, V; f$ `& j9 K' A - end
8 g2 O% ]3 l3 Y0 Y# \' a/ t - end
5 l" O. X% h+ h- X - else+ x6 |3 Q/ p3 i& `* A
- class Quick_Menu_Item( `7 o: F7 H% n
- alias hud_quick_menu_main main, C" N# g" F6 v" M# G
- def main: d3 Z& D0 [+ k6 T; `
- @hot_key_hud = Hot_Key_HUD.new
0 R8 v* O: N% N* _ - hud_quick_menu_main( q, N: l; h. @* n, R+ J
- @hot_key_hud.dispose
0 ~3 Z n2 H1 o- Y% d3 \; H: e: c - end( m) h; [" j+ j) {& i6 V5 h( |
- 4 |# H% O3 |- y: o+ y5 R* j- h
- alias hud_key_update update
2 j9 W4 e, O C. Z8 I; P9 E - def update
! s4 }, v+ l7 { r2 k% } - hud_key_update
6 K! h7 ~ H0 K h0 W% a7 j7 l8 R0 ~8 i/ K - # Hot Key num 1
) f5 j. n# t, n+ W/ `& u+ v$ ^ - if Input.press?(Input::Numkey[1])
. z/ n7 f4 S5 \ - $game_player.equip_item_to_hud(0, @item_window.item)4 p: C$ c% h- |- J2 b
- # Hot Key num 2
- Y4 J8 k3 J0 T" k8 G7 p - elsif Input.press?(Input::Numkey[2])0 L p* @' G, m( Q T s
- $game_player.equip_item_to_hud(1, @item_window.item)4 Q! r0 C" N+ I& H' Q2 m/ n" }
- # Hot Key num 3
6 [# V6 {5 z; }0 k - elsif Input.press?(Input::Numkey[3])
1 A- l( X% C5 T+ F: R6 y - $game_player.equip_item_to_hud(2, @item_window.item)' j6 I2 q/ d7 Q, M4 C. o
- # Hot Key num 48 Q' J7 ~% @7 y! _4 j
- elsif Input.press?(Input::Numkey[4])6 |6 |! D% C, ?
- $game_player.equip_item_to_hud(3, @item_window.item)
. K6 D5 J8 i, m( G4 _ - # Hot Key num 5% N: f: \7 h4 j. o
- elsif Input.press?(Input::Numkey[5])
7 K0 W; F! n" ]. r, Z - $game_player.equip_item_to_hud(4, @item_window.item)
8 |7 B- F0 J5 ~+ i# v4 H% A - end* s8 T5 B, D5 H7 _
- @hot_key_hud.update
, @9 e, S# o- ]8 Q - end! {# m# P, I# s d! p
- end
- _$ M+ q; W0 Z+ |0 K2 E - end
. E! x) q- J s) H7 m7 @ - 4 O; h* C: r! C3 u1 v4 ^, ? p
- #===============================================================================$ a) x$ @& D/ Q% N4 i
- # HUD Window
$ c) Z- _5 F. a1 y+ w1 _ - #===============================================================================
% o. Q; O$ i5 @" E* l s* w - class Hot_Key_HUD < Window_Base
$ y/ S4 m" Z1 |3 O - def initialize(x = HUD_X - 10, y = HUD_Y - 15)# ~4 Y I1 I% N$ _5 O4 P1 |
- super(x, y, 220, 80)
& `3 e: Y5 |" g& N1 F$ W - self.contents = Bitmap.new(width - 32, height - 32)+ z$ B2 ?3 r7 E5 C
- self.opacity = 0 C7 S, d& ^& _% C
- @actor = $game_party.actors[0]3 d8 u4 w0 Z0 I
- refresh
T9 r/ v, t9 L% k3 \ - end
, a4 K# Y* ~) h9 T% c- W
5 _+ h+ ~* F! C* O+ V- def refresh# t( C2 }, \' W0 L* O1 M m: f
- self.contents.clear, e$ U( `4 q2 _8 J0 f0 h( L
- bitmap = RPG::Cache.picture("Hot_Keys_HUD") @: z8 H9 p/ \8 Y- l
- self.contents.blt(0, 0, bitmap, Rect.new(0, 0, 160, 32))! m" r% d& v/ }9 H8 s0 |. E
- for i in 0..4/ Q+ R4 C; f3 S
- x = 32 * i + 4
) R$ Q& ~6 M3 k4 w4 m0 S. X- J( A - item = $game_player.hud_equip[i]
. a$ E' G0 K9 Q' D* u0 e - next if item.nil?
' A: }" h& M0 n- @) z1 A - if item.is_a?(RPG::Weapon)
3 E- O3 N$ v; _ X8 b6 L' \" G - item = nil if $game_party.weapon_number(item.id) == 0 and3 a- U$ t! h4 ~1 N; E( D
- @actor.weapon_id != item.id8 e4 q, ^; i* I2 y7 \
- elsif item.is_a?(RPG::Armor)
2 d" A* x' Z6 w3 k! g" m - item = nil if $game_party.armor_number(item.id) == 0 and ! J5 f( g. Z# V3 [
- @actor.armor1_id != item.id& p- n2 Z% L2 G- g
- elsif item.is_a?(RPG::Item)& J g/ M8 n& R: Z: \
- item = nil if $game_party.item_number(item.id) == 0 or
) \0 _( [( C, d M' v7 i - !$game_party.item_can_use?(item.id)# S, d" J: ~# A8 ^3 D/ _3 [( O
- end
5 Q! J3 R9 d$ ?- d q3 U0 s' x- Y- s - bitmap = RPG::Cache.icon(item.icon_name)1 S/ b' U0 m9 {8 Y( E4 O
- self.contents.blt(x, 4, bitmap, Rect.new(0, 0, 24, 24))
1 n" B/ g* Z' x" b' U. X - end# S1 d7 _3 G* ^( W+ F
- end
\: K' e3 n) i1 G - , K$ L' C% I- f) O* y) S
- def equip(item)
2 B9 t. O7 r J9 ]: y2 D - if item.nil?
2 }+ q* \' _& W: n+ |2 o - $game_system.se_play($data_system.buzzer_se)( m# k7 l8 y( S y1 j% x
- return
" L1 v( Q5 b$ Z$ w: t p$ b2 n - end9 q2 v4 u% g4 a- q9 U4 n$ X! l: n
- if item.is_a?(RPG::Skill)3 w0 H; ]. ~4 g, C4 q) }6 N, C
- if [email protected]_can_use?(item.id)
9 y, T k; A- p& H8 T - $game_system.se_play($data_system.buzzer_se)
. Y# A0 o. N; ?% F - return
, @' [8 L: Q/ X( ]; _, E" y - end+ R" ]- M/ w) t
- $game_system.xas_skill_id = item.id
- @, W: O& `7 F, M6 ]# S6 o7 @ - elsif item.is_a?(RPG::Weapon)
) {" Q: C5 O( E - @actor.equip(0, item.id)
9 B5 B: k% V/ F2 }$ l( I4 H) p - elsif item.is_a?(RPG::Armor) J" `8 |$ Z4 Z9 f
- @actor.equip(1, item.id)6 ^2 F+ M+ l" j1 X/ W( O0 ?+ S3 a" w2 a# S
- elsif item.is_a?(RPG::Item)1 m6 A+ @8 U7 a" k" _" ~
- item_tool_id = XAS::XASITEM_ID[item.id]
$ ^, P( `- D( F5 |# ^: _0 T6 f3 v - if item_tool_id != nil' c) ~1 m$ ~, x8 k- p
- unless $game_party.item_can_use?(item.id)
1 S3 K }0 r* R' W. e) r - $game_system.se_play($data_system.buzzer_se)
7 ]6 r3 U6 @8 h+ D# ?+ F1 z5 M3 z - return
* `' N/ Z( | B) l0 d% p* B% k - end2 b* j8 E$ A6 O5 T4 u& Z
- $game_system.xas_item_id = item.id
' t$ ?: j: @! A8 `% j, A6 T8 @ - end4 l, j( l$ x3 R# t. N) h9 n
- end
: P7 k0 C6 M( t; ~ - $game_system.se_play($data_system.equip_se) e% [! D( f8 o$ z
- end
7 [( ^. |% N* O' a7 I8 I9 [7 B9 o* o - & V' {1 m/ T1 O" d1 o4 k% \
- def update" {- |6 L2 F2 J/ M8 R, e% e Y1 Y- h2 c
- @actor = $game_party.actors[0]
2 @# K' U6 I" l9 U - @hot_keys = $game_player.hud_equip
+ i. t# K8 n" k2 \ - refresh; ]' j @. O t7 H; [
- return if !$scene.is_a?(Scene_Map)! V) c6 A' R( e; p# e) \7 b$ L" R
- if Input.press?(Input::Numkey[1])' i, |, M+ j5 A" g
- equip($game_player.hud_equip[0])
; a0 }( l! X) s7 p; m& Q - elsif Input.press?(Input::Numkey[2])
$ U' w3 Q8 R: A1 G. l5 z! C- y+ | - equip($game_player.hud_equip[1])( ?5 \8 Q* u) m% d/ @+ s
- elsif Input.press?(Input::Numkey[3])+ Y- s8 w- e) d2 Q- r
- equip($game_player.hud_equip[2]) . n" V# O; v5 V4 r: U8 T) y. Q, s
- elsif Input.press?(Input::Numkey[4])9 C Y) o- Y4 n) w
- equip($game_player.hud_equip[3])
6 U! j% \1 g( h3 n - elsif Input.press?(Input::Numkey[5])
; Z) O L! @/ m/ k( `- c1 b5 N& M9 P - equip($game_player.hud_equip[4])/ F* J; X0 r r, s* b# z
- end
: j5 C* k" k$ t) X - end* a0 _5 J: {; `! h5 Z; |
- end
, l0 m3 x* n. j% v, d8 @3 _# [
F% y( I' H6 |, K: ] O- #===============================================================================! E! U( P- H6 @, e. w; m& D
- # Scene Map
/ j4 B+ \6 H3 E1 d- i+ m: u - #===============================================================================4 P, E0 A5 N: Z0 ^# K
- class Scene_Map/ |8 M2 h3 d7 A: \
- alias hot_key_hud_init main/ Z7 G V; }& f) ?
- def main
6 \+ }( H- x+ M6 ^ - @hot_key_hud = Hot_Key_HUD.new f: E$ m; d/ B' q a
- @hot_key_hud.visible = !$game_switches[XAS_HUDDISABLE_HUD_SWITCH]$ R# L6 y5 @8 k6 N( L( O) Q
- hot_key_hud_init; S0 a. p+ l3 L% F n
- @hot_key_hud.dispose8 t+ }% N. D7 z4 Z( |3 X$ s, L
- end
5 s4 _% s& i# O - ( F( k+ M: n/ d# ~3 u6 L5 J
- alias hot_key_hud_update update4 z$ A+ l6 l9 [! I3 {9 ~
- def update
, C- b, B6 r! x+ L* l - hot_key_hud_update
! g6 ~9 Q- }( x" X/ S' X' P - @hot_key_hud.update5 B* x* \0 e7 L( N }5 e
- @hot_key_hud.visible = !$game_switches[XAS_HUDDISABLE_HUD_SWITCH]
+ z @8 N- y+ o/ @4 j$ ] - @hot_key_hud.update if !$game_switches[XAS_HUDDISABLE_HUD_SWITCH]' Q( ?" H9 \" |" A0 ~
- end7 e$ l8 |: Y9 z) \- ?
- end
复制代码 |
|