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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 F# k) x7 [, C: s& C6 _6 z不知道有人能帮忙看一下吗? - #===============================================================================( E# O4 v& F$ ~+ a; q" [- c/ M7 \
- # XAS - Hot Key HUD9 E6 I6 @0 A+ e' E$ y
- #===============================================================================
% p2 x- t+ T& B( o+ a! f - # By Mr_Wiggles
1 B' O; g1 |2 p* ~4 H - # Version 1.3
1 u7 e' v& C* A6 W' q; m2 V1 ~) ? - # 7/6/10
& @" b) b0 p' B9 N# V$ X6 H - #-------------------------------------------------------------------------------
3 B( V/ O/ y9 ]" z& H - # Instructions:
% B% B/ v3 Z7 z, V2 e6 ^% c1 ? - # Fill in the constants bellow, paste this script above main and bellow XAS in
2 ^# g( g4 {: s G+ H3 t5 ] - # your script data base. BE SURE TO SET TO THE RIGHT XAS VERSION!!% }4 _( B3 S l9 s5 \
- #
7 i$ V& F- H; a9 p - # Place the "Hot_Keys_HUD" picture file into your game directory `& ^( H; Z" B) _
- # Graphics/Pictures folder.8 u9 k V- A# m0 C) @( r- l
- #-------------------------------------------------------------------------------/ V( r' s. G. L# k* D
- # Directions of Use:
; J& l1 k, b# M2 i0 v - # Simple just press a number key (1 - 5) when the quick skill or item menu is
- Y7 k& ` E& O" C4 q - # Showing.
; c9 C( Z8 x2 V5 y% Y7 Z/ A8 X% F - #===============================================================================- V: _4 v! {: M- X
- HUD_X = 0 # X pos of HUD
, T1 x* Q% F. W+ C - HUD_Y = 0 # Y pos of HUD/ V9 K7 A3 E g" \- Y
* P" P$ S, f. _3 E- # Set true if XAS 3.7f
& A9 P6 p7 B: o: i# v6 P, I6 c' B - # set false if XAS 3.6" j2 M. @& r% E) E4 l* O
- XASVER_37 = true" ~! u! b* }, | d8 x. Q1 ?
- " i9 J$ v+ v5 K4 d+ {, b
- #===============================================================================) }+ P, `/ u5 Z
- # Numkeys Module
. G4 H/ @- ~1 i8 m, ^ - #===============================================================================
; W7 J6 K1 U3 d0 O; w6 B - module Input
% a9 V4 ]2 ^& E$ Z - Numkey = {1 => 1049, 2 => 1050, 3 => 1051, 4 => 1052, 5 => 1053}
4 [$ P; \- o! V1 Y$ }5 T- P - class << self
; h, Y$ H) e( S9 m( M4 c - Key = Win32API.new('user32','GetAsyncKeyState',['i'],'i')
$ o6 i* P+ f8 ^$ i$ o -
f" x0 D4 h2 F - def testkey(key)
5 c6 [& N% X" O! \/ B - Key.call(key) & 0x01 == 1- e: r3 E7 m& y6 P% j/ A2 ~% y
- end+ B5 T9 ^2 R1 ?/ o5 M/ D! ~2 W, A
-
_( E: O$ f( L F - alias hud_key_update update
% R- J" D3 v3 i9 r. \ - def update" Y# O% g x! J1 n1 H; h1 P
- hud_key_update
' [, t( `; Z: V7 A - @pressed = []* X$ N- ~* ]2 T) U, f: p4 b* j: i2 b
- for key in Numkey.values0 h3 h$ U4 Y% h* T
- key -= 1000 h: V3 R" y- Y0 V! k
- @pressed.push(key) if testkey(key)
0 ?, G$ y: F* A9 S - end
+ ~, W3 e$ _1 C+ b+ L% y* J/ T& M# E - end
1 W+ G$ x3 F( Z9 X/ m -
) V7 s+ G/ p2 s7 K - def pressed?(key)7 c' _4 y, N7 F
- key -= 1000" q* E. p7 H9 v
- @pressed = [] if @pressed.nil?3 A/ h7 h) y9 L
- return true if @pressed.include?(key)0 A: {$ D* B; I
- return false3 e& }2 }7 S/ M' b9 \
- end
1 |1 q% K6 I+ r2 w& y9 Y - . L' L5 g( k% X; j+ f4 {
- alias hud_key_press? press?# S% c6 F7 L5 T3 D0 q1 F: Y( m1 U
- def press?(key)
- E* w5 t' p1 p& P; X - return pressed?(key) if key.to_f > 1000; a+ g$ L4 ?% |. k- n$ _
- hud_key_press?(key)
; X( G8 L, g0 B& K; T7 X2 h$ K - end
% J. ^( D2 _- G9 v4 X; ^' N* H0 @ - end
, d% M' V' Z: {. E/ \$ t/ w; d - end
* A! `+ W/ S4 E7 u+ ^
5 f3 q6 e! {% S# x7 V- #===============================================================================! P" O& t) ]8 K; C
- # Game Player7 y7 P' `! f- E5 _" n, Q
- #===============================================================================
: c. V, R+ O0 Y# s5 n1 P - class Game_Player < Game_Character
2 M7 z: W: h4 F# ^( [4 `8 L - attr_accessor :hud_equip
; ?, d# R' X- ?# y - & Q% J* h* S+ ^2 `# O& ?0 H! ^
- alias hot_key_hud_init initialize9 p+ o, ~% U! A! p1 L
- def initialize
4 ^. m1 D6 v D! s6 I - hot_key_hud_init
- l4 J4 t: U* u4 O) N - @hud_equip = []. ]6 T5 ?# ~) h$ `. y
- end
5 _ t1 M( H! N) o) h$ [. G5 P -
4 l! D* g8 i+ S- ?. u - def equip_item_to_hud(n, item)' X% u3 Y1 e0 W9 O
- if item.nil?
" o6 W) l, d' |* k - $game_system.se_play($data_system.buzzer_se)
8 X% V4 x* S$ P$ j6 q4 G - return. y$ Y5 L3 [4 j; J/ ?3 w5 w' d5 |
- end: m1 v0 }( u+ |
- $game_system.se_play($data_system.decision_se)+ M4 @) V; n7 \# J: X
- @hud_equip[@hud_equip.index(item)] = nil if @hud_equip.include?(item)& c& Y; o2 n9 E; j/ M
- @hud_equip[n] = item
# c' B3 k8 \ X/ s3 r - end
1 l* D2 b4 A: e2 \0 z3 K - end4 X8 P3 ^6 r+ @& O, G# H7 e% Z+ [
- 2 C+ z4 O2 q5 _; v! J
- #===============================================================================. I- t3 l5 R4 q; W7 [; M
- # Quick Skill Window% U$ a9 [0 @' W
- #===============================================================================
& l) I( f! p0 f/ o- r& Z# j+ m" ~ - if XASVER_37 == false6 Y% d3 P1 P# p+ t8 _2 Y+ V
- class Xas_Scene_Skill$ P4 G, n6 ~. k& [4 J4 J7 g1 N0 b
- alias hud_quick_menu_main main
% E# B" l' n+ H8 K, Z; X6 o, P - def main
9 h: T( U: h# h { - @hot_key_hud = Hot_Key_HUD.new
6 ~$ [" H: }* P3 L6 B& F& z - hud_quick_menu_main5 ~1 Z+ g8 u4 t! A# d+ h
- @hot_key_hud.dispose6 W/ Y: Z7 ?+ n; z
- end9 `1 c5 ]* d9 a$ g, I
- % c) y, S* A p7 L" \
- alias hotkey_hud_qucik_menu_update update1 Y( R8 L: u2 s& z9 Z: S ]% X
- def update& }) S) u. t( [5 Q9 ]3 ?) `* p3 U
- hotkey_hud_qucik_menu_update# O% w% h( M& v R
- # Hot Key num 1- V! B* r, |- H+ E" [" T/ o$ }$ V
- if Input.press?(Input::Numkey[1])& o+ P- W) h' U7 D( I0 T
- $game_player.equip_item_to_hud(0, @skill_window.skill)5 _/ U: t+ N; D8 W" r+ _* w
- # Hot Key num 2# @! C( z; f) H) c6 j$ Y) c
- elsif Input.press?(Input::Numkey[2])
; Y% V6 f* ?0 @* {% ~ - $game_player.equip_item_to_hud(1, @skill_window.skill)' F( |. v/ |$ E
- # Hot Key num 3
) U# S- A0 u7 d0 B; A' M - elsif Input.press?(Input::Numkey[3])
! |* _" L ?# `7 p; R+ C - $game_player.equip_item_to_hud(2, @skill_window.skill)
" L3 h0 ^; t3 e5 s3 z) \0 l - # Hot Key num 4' H$ J( g$ q/ R
- elsif Input.press?(Input::Numkey[4]) q$ l! [/ Q$ `! }; P& f" ~
- $game_player.equip_item_to_hud(3, @skill_window.skill)- L8 m' Q2 r( S9 Z! b. o0 ]
- # Hot Key num 52 {+ b s0 y2 m: I1 \8 `2 v: T
- elsif Input.press?(Input::Numkey[5])' _/ t9 A/ q7 F- c" f
- $game_player.equip_item_to_hud(4, @skill_window.skill)# ` V1 e. x# x! W1 N4 C2 x
- end
" ^( n0 O; W$ K$ _ - @hot_key_hud.update
) ?; Y) m8 n2 m- ^. u+ j5 n - end
" B3 i. Y7 n6 Z& L L( ` - end
+ f! [9 I' _/ X2 P1 T - else0 X. t; b8 b; y: k- N9 S- T
- class Quick_Menu_Skill
. H) g- Q2 O0 a+ J E - alias hud_quick_menu_main main' D3 q" x5 Z; _6 W1 P9 u
- def main9 f+ b" y9 @0 o7 F8 T1 I
- @hot_key_hud = Hot_Key_HUD.new
" X( M9 P; I p - hud_quick_menu_main( f- ^( k E! p8 y5 F$ j
- @hot_key_hud.dispose9 Q' G0 W2 `8 I4 k9 h: R, z( [
- end9 ]/ x, N" Z! p- k- a7 f& `+ A
- * a! f7 s, \( X R: M1 z. V
- alias hotkey_hud_qucik_menu_update update
+ j0 l. m- C+ E) }7 p, n1 A; k - def update- J8 _* q3 D* F3 r" y
- hotkey_hud_qucik_menu_update; j; w3 S6 `* J& j& v
- # Hot Key num 1
6 H. @- a2 o' |# t - if Input.press?(Input::Numkey[1])
, T# l) f- @0 l z - $game_player.equip_item_to_hud(0, @skill_window.skill)
' X$ M: n* Y3 T/ z0 b4 ^ - # Hot Key num 2' {% y8 x! `0 D: D7 }$ Q$ G1 t
- elsif Input.press?(Input::Numkey[2])
4 w2 i o, C5 f9 M6 ~# M* v - $game_player.equip_item_to_hud(1, @skill_window.skill)
% L+ x& S3 k: X/ I, E - # Hot Key num 36 R& N _1 E+ q1 [
- elsif Input.press?(Input::Numkey[3]). Y) F5 P: g! y4 [# k& ]
- $game_player.equip_item_to_hud(2, @skill_window.skill); J/ E% d( h8 [% _
- # Hot Key num 4
# s, {5 D& v' f9 X x( ~ - elsif Input.press?(Input::Numkey[4])
& O# \. E5 o( t: x( U3 D* E - $game_player.equip_item_to_hud(3, @skill_window.skill)- q7 I, R7 Q+ G4 j0 T
- # Hot Key num 5 a$ o1 w% ~/ g' e
- elsif Input.press?(Input::Numkey[5])- S a6 q% C* x$ A- N( O
- $game_player.equip_item_to_hud(4, @skill_window.skill)
% S/ |" K* F+ s6 [8 Y - end
9 T X% H n. i' s" S/ m0 h+ ] - @hot_key_hud.update2 Q6 J. Q5 X. ~2 e, \6 s
- end* t/ c3 \ ~- t
- end
a0 E1 ~. z; Y- a - end
! _( G+ z2 A5 u/ g - : e" H+ _2 u+ g2 P1 U7 S
- #===============================================================================8 |9 x. J. ?" m: a2 x5 e
- # Quick Item Window
$ K5 L, C9 ~6 e/ _$ S6 `0 a - #===============================================================================7 v+ G5 K( x/ R7 L& o/ {/ J) N' i
- if XASVER_37 == false4 ?( w% ]6 ]" b; Z
- class Xas_Scene_Item
* r: X6 q- I( T4 K5 l& w8 Y* C - alias hud_quick_menu_main main6 G, V, e4 |9 Q: {: r3 w
- def main
0 t, e+ A# q. T - @hot_key_hud = Hot_Key_HUD.new8 m3 [6 n, N) q
- hud_quick_menu_main& I& J- f2 A& z
- @hot_key_hud.dispose* |) {# j- k; B; b
- end
0 w! G& @& N7 q- x, ~. h - 8 \$ j( `% }2 m4 j. t& u
- alias hud_key_update update% ]- C1 M) i! B
- def update) Z# |4 h5 s7 o2 {0 I. x
- hud_key_update
$ y/ v- h2 L# L1 _+ W% z- K9 v - # Hot Key num 1
! s* H( f! L2 ~0 O8 w - if Input.press?(Input::Numkey[1])1 c% d/ B% L# `. [3 @
- $game_player.equip_item_to_hud(0, @item_window.item)3 H: b% B2 [: k7 p
- # Hot Key num 23 d6 t8 v7 J* W' M; [
- elsif Input.press?(Input::Numkey[2])1 q5 T4 D m3 {/ ?2 c! C$ R# b
- $game_player.equip_item_to_hud(1, @item_window.item)
, C/ \4 r9 R; G - # Hot Key num 3
4 v S& Y7 a5 x# ~, ?% K - elsif Input.press?(Input::Numkey[3])
5 j5 r0 H$ }3 c* ?* ^7 B# c - $game_player.equip_item_to_hud(2, @item_window.item)
' @# w) i5 o+ k - # Hot Key num 4' @7 S' h9 Q1 x# N* _, W
- elsif Input.press?(Input::Numkey[4])# n- P- X: J3 g& y, S& k! F! V
- $game_player.equip_item_to_hud(3, @item_window.item)) W. [8 r# Y4 e" L8 \
- # Hot Key num 5
: X9 ~6 }5 C8 O( M: d - elsif Input.press?(Input::Numkey[5])
( d3 h: i% y0 b3 f - $game_player.equip_item_to_hud(4, @item_window.item)
8 a8 G0 Z4 ~+ Z/ ?2 O+ \ - end
5 D; `2 w9 J& w4 _5 |+ U+ t - @hot_key_hud.update& N) n" F5 O6 F* \1 {$ m/ }( y: m
- end* T$ L1 ^9 D1 U; w
- end" g4 I* _, Q# Q6 `" p
- else
/ n* d2 D( t4 [) V7 F$ S+ S; ? - class Quick_Menu_Item, O( v- ]. y# {, Q2 H; Z1 h6 E
- alias hud_quick_menu_main main4 ]& R% F8 m, ~. ^( }* }+ U1 ~( _& i# G
- def main) p2 h. N* Q- S; A
- @hot_key_hud = Hot_Key_HUD.new
?' r* D4 q2 J, p0 F1 T& ^, I - hud_quick_menu_main% j d2 F/ M6 S; e6 R; v5 i
- @hot_key_hud.dispose8 w5 K& \) H. \; t! @3 ^! T
- end
6 f1 d5 [! a) Z+ z' k -
) G1 W. W( o9 Z% r7 |2 v1 x# C) M - alias hud_key_update update6 `; h& x. z4 g2 g8 b! R' r
- def update, B& k" v) G+ x# d
- hud_key_update2 c% P# g1 j) y. l
- # Hot Key num 1; o) [# G& ~* X" ?' z/ l# ^, a
- if Input.press?(Input::Numkey[1])
- w7 u2 k( R5 W' s* L( n& t4 S - $game_player.equip_item_to_hud(0, @item_window.item)
2 W: |- C; w: O - # Hot Key num 2
# V7 y6 ]8 U1 V - elsif Input.press?(Input::Numkey[2])% f5 }$ O* [7 R: y* y
- $game_player.equip_item_to_hud(1, @item_window.item), Z9 r. I& v/ W
- # Hot Key num 3* @% f+ K" W" G7 d9 r6 s
- elsif Input.press?(Input::Numkey[3])$ s1 {: c- S. `- O, t9 G7 `
- $game_player.equip_item_to_hud(2, @item_window.item)8 V6 n; M- k( V& B) e% O# M
- # Hot Key num 4
: f. }1 Y% N4 k: e* ]* Y$ E - elsif Input.press?(Input::Numkey[4])# r6 }+ j7 B2 E+ x
- $game_player.equip_item_to_hud(3, @item_window.item)! K. @( E3 S/ Y+ J9 @: J6 `3 }
- # Hot Key num 53 T8 @$ c# L8 S* H$ w A/ s- G4 U
- elsif Input.press?(Input::Numkey[5])+ | s1 A( K0 W: x0 E6 b
- $game_player.equip_item_to_hud(4, @item_window.item)0 m7 ^6 Z# z7 E* ?4 o6 Z
- end( D, Z: o. k5 t8 w2 l, S
- @hot_key_hud.update
& s# l) t+ w/ H - end
" ]; d% s, p e2 Z - end3 X$ V. h% B# ?& b; a
- end
/ s- b, L/ }8 x - ; H! ?' F! i0 Z- H1 X) q" u6 g6 ]
- #===============================================================================' l% J4 R* M7 F, r
- # HUD Window8 D; H: \" Q+ k) |
- #===============================================================================1 M/ F& O- @& o; e8 U
- class Hot_Key_HUD < Window_Base
! ?1 x( k: {0 k( j - def initialize(x = HUD_X - 10, y = HUD_Y - 15)
8 F! H. k+ t2 c9 `( w8 G - super(x, y, 220, 80)1 ~( H& G- j+ f; ?& G. d
- self.contents = Bitmap.new(width - 32, height - 32)
9 A* [7 M# J/ i - self.opacity = 0. i2 i- n8 [8 V4 F: ?
- @actor = $game_party.actors[0]' G0 m0 y7 x* L2 t1 Z: t5 b( G
- refresh
3 R+ D2 N/ H* Z3 B( s" M - end
* s" h% B( Q% w0 P9 ? - 3 M+ y& A8 X& t0 g0 H. k* C9 f
- def refresh
! N8 G ], J1 M' x C - self.contents.clear/ s7 A- W( ^4 T, b
- bitmap = RPG::Cache.picture("Hot_Keys_HUD")
0 n1 F$ D l# g2 }: z0 E - self.contents.blt(0, 0, bitmap, Rect.new(0, 0, 160, 32))( n7 |9 ]" C F1 L* d7 W. w
- for i in 0..4
' c5 V2 u" I" g6 K) f - x = 32 * i + 4
; J# j, b, j1 `1 l - item = $game_player.hud_equip[i]
4 N2 A0 w: a# u" Z, A% W. R' D - next if item.nil?- a, v& p0 e& f" F9 v$ F
- if item.is_a?(RPG::Weapon)
) d. W2 R- g6 T6 W - item = nil if $game_party.weapon_number(item.id) == 0 and' A6 Z) I5 V3 ]$ S
- @actor.weapon_id != item.id/ O, }- `! d, r( i: }% Q* T8 y
- elsif item.is_a?(RPG::Armor)
8 a( {8 `7 E o6 J: Q5 W ` - item = nil if $game_party.armor_number(item.id) == 0 and / k" ~' r7 o' K2 _. X2 t0 ~* Q: [
- @actor.armor1_id != item.id
: U9 c- ?0 x3 |# A7 O; e2 D - elsif item.is_a?(RPG::Item)' N( _% m4 q) H2 ~
- item = nil if $game_party.item_number(item.id) == 0 or" |) c; j+ {- ]4 L! ?5 a
- !$game_party.item_can_use?(item.id)
2 f" n5 s: m# k7 E/ [# \, m - end4 q% j2 g) _' q5 k& a
- bitmap = RPG::Cache.icon(item.icon_name)
& w) S/ }7 S0 }' H! Q - self.contents.blt(x, 4, bitmap, Rect.new(0, 0, 24, 24))
2 M6 |6 a/ K, o; B - end
/ o' i4 m2 m* o6 p - end
% W+ G+ e* w. F9 q1 A' e+ u1 q -
1 \9 \$ |8 H: e0 k2 x* ^) l9 a# F U - def equip(item); }, l1 |# i1 S0 \2 j) t
- if item.nil?
F7 V/ B7 N8 r, Y4 b E - $game_system.se_play($data_system.buzzer_se)
& w+ j: S9 S4 e8 ?" j$ Z - return2 x3 g3 k- f6 `- i6 F+ f
- end# M; t. u& f: ]+ ^0 V9 M
- if item.is_a?(RPG::Skill)
: y# x/ {% r( B) h - if [email protected]_can_use?(item.id)
' ~, E3 f- P& v/ d3 y+ {1 T - $game_system.se_play($data_system.buzzer_se)7 n/ M) a3 y) h, w, q* P7 B
- return7 ?! |# Y9 i: q+ C
- end
4 T* k# g+ b8 y9 R- b4 `- ]; h/ G - $game_system.xas_skill_id = item.id* k; l7 m( C- k2 y0 X
- elsif item.is_a?(RPG::Weapon)" V9 P( r( A/ j, _/ {) _; D
- @actor.equip(0, item.id)
9 J) q: `) j8 u8 g/ s6 j - elsif item.is_a?(RPG::Armor)
6 `# h2 f0 B; [7 i - @actor.equip(1, item.id)& N/ Q" b: @( P
- elsif item.is_a?(RPG::Item)
3 c) k, \& y1 D) U2 { - item_tool_id = XAS::XASITEM_ID[item.id]
0 x: I7 ^) J3 E) R5 W7 N/ e7 R - if item_tool_id != nil- `, K: r7 z' C
- unless $game_party.item_can_use?(item.id); |8 o/ T0 m* ^( Z3 ~0 u: I$ W1 q
- $game_system.se_play($data_system.buzzer_se)
7 H4 _2 D: f2 C& e: r - return; o9 R: X& d! R/ x
- end D/ q, _# L. b" X
- $game_system.xas_item_id = item.id
" K* j, R3 S( z1 a" D - end
# ]$ r- t) p' P - end
8 c1 N2 i1 f8 c2 V" @) K - $game_system.se_play($data_system.equip_se)% S8 v) }( {- K; I8 R8 n4 d7 c
- end
# X& k1 t/ Y- o1 K0 h7 r5 F - ) o5 g- R5 _0 S# C) o
- def update4 V6 t( Y2 G1 f6 k# L
- @actor = $game_party.actors[0]2 i5 j# Z* Q! l! p g4 j
- @hot_keys = $game_player.hud_equip/ J/ o5 [* k! Y. b& Z
- refresh
0 C; B- H0 o% S* e1 S& f - return if !$scene.is_a?(Scene_Map)- _+ I( |2 W3 R3 n' }
- if Input.press?(Input::Numkey[1])) |. C& `! B N# i" \6 V0 e* ^
- equip($game_player.hud_equip[0])7 `4 d- H) f: W% I W
- elsif Input.press?(Input::Numkey[2])
! I9 U* A- L9 {: D$ u: H7 V - equip($game_player.hud_equip[1])
2 x1 U: X$ W2 c) f$ L, C - elsif Input.press?(Input::Numkey[3])" S: J/ a: D1 K5 `
- equip($game_player.hud_equip[2]) . h+ K7 }2 \# a$ R( l# s7 I3 u
- elsif Input.press?(Input::Numkey[4])
$ R# c- ` v* u0 M; x9 f+ J: L - equip($game_player.hud_equip[3])
! S- N5 n. v6 p; p$ ?7 | - elsif Input.press?(Input::Numkey[5]) d6 f0 G& @ v7 X+ h
- equip($game_player.hud_equip[4])& @, o0 o' z5 D' `' s3 H; H
- end
/ j f. J/ S5 y+ y" s - end
# g" Q/ F1 f8 Y7 i1 s" |7 f8 Q4 x- F - end
- Y5 r0 t7 _: g( |% z
7 J% k( T9 e2 P3 U* h% I5 ]/ ]- #===============================================================================1 ~+ d0 F0 A; C+ Z2 K
- # Scene Map
0 d& H1 Z- Y$ b; e - #===============================================================================
- K6 L( t& h9 X& R - class Scene_Map
* r# r/ f' K* e/ V4 q4 m8 V @1 c; {4 U! P - alias hot_key_hud_init main
6 m! y/ l' T+ W$ _! n: G - def main
9 H5 J) c9 G" z6 L2 p4 p - @hot_key_hud = Hot_Key_HUD.new
; p6 Z* F' @6 F: _1 o: o - @hot_key_hud.visible = !$game_switches[XAS_HUDDISABLE_HUD_SWITCH]
6 v& J9 z) D& f: Z! `; ^$ r3 p; q - hot_key_hud_init% s& p3 B& s3 l+ E b5 H2 ^
- @hot_key_hud.dispose' S. L$ C+ r0 S6 y- f7 `
- end$ B/ r- e \) t
- % ~4 s# L! |& x Q+ p: Y" l
- alias hot_key_hud_update update
, C/ u; Z6 ]. Q4 e; o - def update
6 [% {& c/ [5 l7 O* u - hot_key_hud_update
6 h5 ~% ?7 K1 h/ \" h6 c - @hot_key_hud.update; g% {1 G4 Z) \- D8 C
- @hot_key_hud.visible = !$game_switches[XAS_HUDDISABLE_HUD_SWITCH]
, W5 n5 z0 l E/ b - @hot_key_hud.update if !$game_switches[XAS_HUDDISABLE_HUD_SWITCH]2 E1 y* a3 F9 m) D, V
- end
6 G$ ]2 b' x6 ~3 R1 \8 A P1 [! x2 T - end
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