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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,7 w) x% K9 k+ i& W
不知道有人能帮忙看一下吗? - #===============================================================================
- G5 z, C7 m( q& Z, X- d6 J' T - # XAS - Hot Key HUD# R4 o) l y! t3 f; G+ X4 P- \" s
- #===============================================================================
3 Z5 ^! u+ o5 T( Q; [9 C3 y - # By Mr_Wiggles
# v, c d* N+ m1 Y5 o% H - # Version 1.3/ u. k6 J8 t$ p( E) r
- # 7/6/10
) {# `/ T( M- s - #-------------------------------------------------------------------------------2 e% e+ j4 d2 f) o
- # Instructions:
1 o- u5 P2 }- x% Z5 a - # Fill in the constants bellow, paste this script above main and bellow XAS in
y5 r0 z) z- e& T$ M - # your script data base. BE SURE TO SET TO THE RIGHT XAS VERSION!!4 _- R6 ?+ E2 B: z$ D; A* T
- # ( l8 I9 Z1 t* [1 [6 O! O. y6 k
- # Place the "Hot_Keys_HUD" picture file into your game directory / r z# d! V; M
- # Graphics/Pictures folder.
' U- \# v7 A; {0 r1 N - #-------------------------------------------------------------------------------' y7 w' F! s: c6 \: r
- # Directions of Use:! n& V |) X1 ]( w7 `6 V
- # Simple just press a number key (1 - 5) when the quick skill or item menu is
, V1 Z0 l: v% F2 g- B - # Showing.
4 Q8 O- H" y Z3 Z X# B. |' B - #===============================================================================& m( Z3 `- i$ L! ^# L5 U% `$ v! @
- HUD_X = 0 # X pos of HUD
2 R1 c# `' u% e - HUD_Y = 0 # Y pos of HUD' b% g/ M+ U8 B! ]. o7 w6 V; }
- 6 a1 ?+ j6 X! T* |' o
- # Set true if XAS 3.7f( `" z; `+ E7 Y& w/ D" a7 u
- # set false if XAS 3.6
! p/ {0 [0 _5 N6 z* z3 D - XASVER_37 = true: b1 K- O* B H- N* h% j
- 8 y. _5 ?" Z2 f& E3 u% `' A
- #===============================================================================
; n2 t v# x/ R. v: z - # Numkeys Module$ X3 F' ?+ N$ j( S+ s, \8 C" C! h0 b ]
- #===============================================================================
# H5 }+ ^: T6 y1 g7 A - module Input! b+ t) Z+ x" [* @5 t+ T) B
- Numkey = {1 => 1049, 2 => 1050, 3 => 1051, 4 => 1052, 5 => 1053}5 z. S$ ]- I' U
- class << self
3 l" c; t( [: b7 D - Key = Win32API.new('user32','GetAsyncKeyState',['i'],'i')
/ d$ s& e1 W) n% X -
# r8 z% Z a! z - def testkey(key)
4 k ^. K2 r6 [3 y: \ - Key.call(key) & 0x01 == 1
( x5 B" T+ s' c8 O- {) D! p1 o5 E8 E - end' o8 C7 \1 s3 @. a8 P! K
-
# h5 w I$ E+ C V2 _ x - alias hud_key_update update
+ v7 `2 v0 }; R1 \5 o( q; E V - def update
0 f8 r+ a9 A' y) l3 { - hud_key_update
$ Q, B* n- I) K - @pressed = []: {( s2 ?0 |6 q% X8 w
- for key in Numkey.values y5 i# p3 l/ t1 N/ E8 i. v! d# F
- key -= 1000
9 n! g& \3 ]( t - @pressed.push(key) if testkey(key)
" V. g$ P3 X0 P; F p. R - end! |1 y) b* E. h
- end
1 I7 \5 }0 T& o5 J/ y/ i -
" R; n7 Q+ {2 M( l$ d" y: t - def pressed?(key); G" `9 r# ?) k
- key -= 1000: i) Y1 \ b7 C# V/ @' U' p! o
- @pressed = [] if @pressed.nil?
+ ?8 j' f- d; x - return true if @pressed.include?(key)
2 r& j- ~1 T# l- z9 n3 Q" m - return false
% w2 V- q& T0 F) a+ @/ r - end
! W6 h! k6 Y/ }6 H" g - # Y! r; J* i6 T# R
- alias hud_key_press? press?" [ ]8 C7 Y0 }( D A( D. z2 Y/ ^7 v
- def press?(key)
2 `; x# @; v! n - return pressed?(key) if key.to_f > 1000# H: K) ]$ Y: g& d0 ]
- hud_key_press?(key)# x* Z" P a& I- j t
- end Z- X: b q+ b
- end
: H2 U1 }8 W: a5 M K( w - end I9 Y: ^0 Q( U' q1 ^/ h
- z& Q5 ?5 b) \! Z7 [9 S( |- K: _- #===============================================================================
$ ~/ t5 ~' C: `/ y# u% p - # Game Player$ s+ e- v" {# L
- #===============================================================================# f; h) W& l) g
- class Game_Player < Game_Character$ O( n* ^2 l# q, P9 X- i" D
- attr_accessor :hud_equip
" z" |" c0 v# P! _7 d5 R -
8 ~- j! V+ E% l( A$ {& K: v - alias hot_key_hud_init initialize/ f) l6 `' x, ]$ q
- def initialize
3 y8 D( E9 c$ q5 K, |! }6 P - hot_key_hud_init1 X" }- x2 x) n: k5 r
- @hud_equip = []5 `: E5 k9 T& w, D6 `- q* U
- end
6 x9 d, _6 i9 C1 E8 H -
+ E% J$ H: `1 f7 N$ [" l. V - def equip_item_to_hud(n, item)# |* U7 n3 Q! S @- K
- if item.nil?) \) o1 z4 u4 ^* @
- $game_system.se_play($data_system.buzzer_se)
* A8 Q0 M7 Y" ?8 D+ A7 d: n - return
/ p3 G6 ?1 D7 K9 _ L8 D% W - end; w8 V& @: T' g* a5 E+ {/ v1 b
- $game_system.se_play($data_system.decision_se)+ h7 @8 R2 y+ i3 z9 a% u
- @hud_equip[@hud_equip.index(item)] = nil if @hud_equip.include?(item)
5 b% s- ] S0 v1 O5 Z' O" s7 J0 u - @hud_equip[n] = item
4 d$ v2 y6 n9 }7 J+ p5 n$ [ - end
/ r* _8 h7 a( ^4 V3 K5 Y5 E% \: E - end
# ], s! ^. p p: m2 |- F& g* G - " u: a0 k' b, g! e
- #===============================================================================. X5 e' s1 d. O3 F
- # Quick Skill Window
( G& q3 m$ V! F: U - #===============================================================================
# k( w2 P/ Q7 w/ i$ Q+ _) n' a - if XASVER_37 == false
+ p2 M" n0 N5 N: z6 O - class Xas_Scene_Skill
. C) _/ N6 w1 q+ }4 L - alias hud_quick_menu_main main9 \6 |' {3 H/ s4 }6 u5 s& d" {
- def main
/ T- z4 Z) p, r" m- W - @hot_key_hud = Hot_Key_HUD.new7 _' K% A% D0 e0 M: \% z
- hud_quick_menu_main$ v$ H; w3 X6 R% j
- @hot_key_hud.dispose
) ~ Y4 v$ |: ~7 E- [ - end
% V! t9 P" f0 f+ n: h2 ^ - * K* O' U. n# F- G: v7 H9 ?' K: ]
- alias hotkey_hud_qucik_menu_update update, a+ ~# A1 |% m: d. g
- def update" h/ g4 R4 C4 l3 b8 [5 S! p5 `
- hotkey_hud_qucik_menu_update) R2 b9 ]2 p) H3 {
- # Hot Key num 1 `0 c/ j! P; {- k: {
- if Input.press?(Input::Numkey[1])5 S# ^$ [! w$ Z2 P
- $game_player.equip_item_to_hud(0, @skill_window.skill)
$ v9 K! U7 T3 Q% ~- j - # Hot Key num 2; |! j# A0 u E8 I
- elsif Input.press?(Input::Numkey[2])
' G6 {! W: q2 V - $game_player.equip_item_to_hud(1, @skill_window.skill)/ h' I' C* N5 S' n- Q3 I* q
- # Hot Key num 3
% a8 q5 g6 X; q; i0 @# u - elsif Input.press?(Input::Numkey[3]): q e3 g) c" [9 n$ m: J) C# i- E
- $game_player.equip_item_to_hud(2, @skill_window.skill)
. U# k. y$ c6 [+ f - # Hot Key num 4! K4 Z Q" |$ X
- elsif Input.press?(Input::Numkey[4])
- b# ~3 m* B0 S2 H - $game_player.equip_item_to_hud(3, @skill_window.skill); u5 w5 _" g9 L+ s8 i8 u& g
- # Hot Key num 5
9 D* r5 d0 J. i4 a - elsif Input.press?(Input::Numkey[5])
6 Y* K' ~7 ?& ~9 o2 y - $game_player.equip_item_to_hud(4, @skill_window.skill)
1 \' k- g$ F C- Z# \, A - end
, `/ v/ x4 O7 k" L& ~ - @hot_key_hud.update
# M. h" t& d/ {9 v u/ O - end
1 a- b7 v' s; m, B- }$ k* p/ P - end
# D5 T K$ U$ f1 h! i1 V+ w - else* g& _' J/ O* V) Z# A# |( k
- class Quick_Menu_Skill
/ @1 l0 `" a, J4 i! f$ e - alias hud_quick_menu_main main
1 Q" J9 |5 j* z7 P - def main' e& u3 n- t* j9 g% q: k4 B8 K
- @hot_key_hud = Hot_Key_HUD.new
8 i) e/ V- n: x+ ~2 z. F6 @$ b3 V1 q0 ^ - hud_quick_menu_main
; N" \0 s( z8 B8 Y3 V0 v+ F - @hot_key_hud.dispose/ ^2 E6 K# w( Z/ w
- end
& r' L- D- s; J0 W1 U# z% a -
0 F; Q6 K) |& e! S& B. _, R - alias hotkey_hud_qucik_menu_update update
5 n7 z$ z& i' ` V - def update- I5 i) o8 ~% F: B% V
- hotkey_hud_qucik_menu_update
8 q3 h- S$ d5 ?( ]& u - # Hot Key num 18 V) b/ `" F; @3 A1 a: k' V
- if Input.press?(Input::Numkey[1])' I v9 X" Y4 t" _9 I- S( y
- $game_player.equip_item_to_hud(0, @skill_window.skill)
) t' y+ D7 i; ~/ z" G - # Hot Key num 2
+ W4 f( J1 q& G0 l! ~8 {+ z/ D - elsif Input.press?(Input::Numkey[2])
% i9 b" N0 z" c' E! j8 u: j* K - $game_player.equip_item_to_hud(1, @skill_window.skill)" j' Q& V/ @( Y) f: f
- # Hot Key num 37 ~3 G s* c; N; Y/ ^
- elsif Input.press?(Input::Numkey[3])9 q' V* u1 O3 Z$ S8 G% d! D! ]
- $game_player.equip_item_to_hud(2, @skill_window.skill)
: k+ n/ G% c( F0 f( F u+ v U - # Hot Key num 4; m9 {9 o* _, ` K
- elsif Input.press?(Input::Numkey[4])( R$ t1 I ~+ `( I7 \. Y4 N+ N
- $game_player.equip_item_to_hud(3, @skill_window.skill)3 `$ x# U: G$ A# l
- # Hot Key num 5
6 K0 c, l [+ Z9 a* w - elsif Input.press?(Input::Numkey[5]); W- l# }! {. u0 y* \
- $game_player.equip_item_to_hud(4, @skill_window.skill)
% J- K: w* j5 Z; w3 o - end0 Z9 M3 f0 A- Z
- @hot_key_hud.update
- t( V/ z( Y) d. _8 p0 P2 J$ N - end
6 Q* y7 h0 K: ^+ W$ L, f4 J - end) O0 Y9 i0 {1 @9 p& @7 {/ Y
- end
- ^% S9 d& d( v( W* \7 }' ] - 1 m8 ]4 O) s0 Q$ x$ v
- #===============================================================================
+ I# W' D* [7 a- Q4 J5 ^ - # Quick Item Window
, _; |; S1 y' ]' h - #===============================================================================
- F) x. m2 r3 n9 J$ W' h; r - if XASVER_37 == false
" w3 S. z) g9 r- [# c2 U - class Xas_Scene_Item+ n; H) ~/ j' `! r* J2 c6 {& Y! l
- alias hud_quick_menu_main main7 O6 V8 q! { A" k- O- k' i, ~
- def main7 z* \! Z/ ~$ b
- @hot_key_hud = Hot_Key_HUD.new
& ^# o* p- x8 |' t - hud_quick_menu_main1 [8 d2 n+ h+ e* H
- @hot_key_hud.dispose l6 b+ O2 a( W- V4 J
- end
: @# t3 u. B0 P- ^$ a -
! {% |3 R% n8 ]* C9 [* C - alias hud_key_update update
. W! b: R9 v7 c6 g! l: ^, H3 s - def update
6 t# g* G) j( B$ x! e& o - hud_key_update* X0 ?3 J4 H7 m( A
- # Hot Key num 1
7 J- v5 B/ } c - if Input.press?(Input::Numkey[1])
/ v! t; C1 \: Z8 n4 F$ r - $game_player.equip_item_to_hud(0, @item_window.item)+ z$ {+ v Q' f5 y% w
- # Hot Key num 22 }4 s4 ]- k/ [7 E: p
- elsif Input.press?(Input::Numkey[2])8 U& m+ D3 P( b4 t5 T
- $game_player.equip_item_to_hud(1, @item_window.item)
2 n! C) L; c: z8 t5 E* f9 Y+ b - # Hot Key num 3
( [& b9 x' f; W) a N8 z - elsif Input.press?(Input::Numkey[3])) l2 d% O# \% z: h6 P$ i2 f" E
- $game_player.equip_item_to_hud(2, @item_window.item)
6 {. O- `7 J1 H7 R- m4 z* u - # Hot Key num 4
* f. Y8 o/ o$ Q$ }! R7 O5 H - elsif Input.press?(Input::Numkey[4])
- n; J$ ], l _ - $game_player.equip_item_to_hud(3, @item_window.item)9 d0 o7 P! a- R. ]
- # Hot Key num 5- }1 }8 R, c! k! K: c+ a
- elsif Input.press?(Input::Numkey[5])
6 I% G" n! h4 x - $game_player.equip_item_to_hud(4, @item_window.item)
, U$ v. S6 M) x* L) j - end
9 R* y7 V) C X1 S7 N0 A+ _* t - @hot_key_hud.update
; L1 z* E! }; P. `8 ~: ~. x5 A& A$ F: p - end$ M8 X& c0 g+ X T, x L" i x. M/ \
- end
4 n+ v& [) L }3 ~- |" \ - else
& V6 I- Y p' L! _ - class Quick_Menu_Item( p5 b1 N" K% T( V' a" D4 m8 \/ v
- alias hud_quick_menu_main main2 y" M e, W, Z \) D# T! U
- def main
0 [( T; D- k9 s$ m4 T+ P - @hot_key_hud = Hot_Key_HUD.new0 F$ G% E" A0 I% A/ ? F& a
- hud_quick_menu_main0 T( D# m' t; i/ E: j8 w
- @hot_key_hud.dispose
- T5 ~0 m- r. u6 l& b - end
5 q- |+ l5 W. Z3 y! d0 f -
: Q. j& d" y4 E- ~4 } - alias hud_key_update update
! [! \3 y$ ^; | - def update. P" s* s7 g- z0 t B( X$ w
- hud_key_update0 I5 v7 V9 p: w+ U8 g; ~
- # Hot Key num 1: g( k& V1 q! u& B1 F- l/ l
- if Input.press?(Input::Numkey[1]); g! Z7 N4 Y0 c* T% O
- $game_player.equip_item_to_hud(0, @item_window.item)0 w, b) o# Q$ w- K2 ?( t' |! v
- # Hot Key num 2
2 X2 U3 ?6 Z( M2 s - elsif Input.press?(Input::Numkey[2])
: W$ k( K0 @3 a, Q8 E6 G - $game_player.equip_item_to_hud(1, @item_window.item)' ~/ [- `. R7 R9 q: Q
- # Hot Key num 35 |3 t/ ?+ A. k! `& e
- elsif Input.press?(Input::Numkey[3]), Q9 _1 I( n1 b# D0 u$ g8 O
- $game_player.equip_item_to_hud(2, @item_window.item)9 `9 L8 h C& p7 ]7 I* ]
- # Hot Key num 4 Z l, E8 E/ J7 T
- elsif Input.press?(Input::Numkey[4])
8 _0 M, }5 |# N( S - $game_player.equip_item_to_hud(3, @item_window.item)
4 w4 T1 C9 S8 i% \* t w& ?, B - # Hot Key num 5/ \: B8 M$ x# G/ `# W
- elsif Input.press?(Input::Numkey[5])
p1 A4 Y% v" c, U - $game_player.equip_item_to_hud(4, @item_window.item)
6 Z* h0 A1 T/ P9 C$ B - end; g" W% v0 d; h% P
- @hot_key_hud.update3 N( Q/ n: b# H# w! \) P
- end. d1 `# x$ u7 L7 o
- end
) X3 i% _+ i1 q - end
/ Y: I1 X, p2 U+ Q( H0 _ - 3 D6 i8 u3 h, K$ s1 Y
- #===============================================================================
C1 i( I; M1 [. W; i; o# O - # HUD Window& }% n9 s5 R' m9 N! y7 E/ m- I+ H
- #===============================================================================
" s9 o& y1 Q2 x# t/ K3 N3 n- m - class Hot_Key_HUD < Window_Base( \$ `" {% }( S0 l: ]/ x
- def initialize(x = HUD_X - 10, y = HUD_Y - 15)
4 m9 {" \2 \8 I - super(x, y, 220, 80)
( b* n+ e2 i& } X9 ^ - self.contents = Bitmap.new(width - 32, height - 32) q6 L8 A3 S o9 w4 @* S k
- self.opacity = 0$ Z0 Y+ i1 Z. |$ |6 Q) M
- @actor = $game_party.actors[0]
9 H, b# p, O+ Y7 i% L - refresh3 y9 B) U& c' n' f- k: V9 d( M
- end
# C: ~6 W, v8 j/ Y9 a
( {" C) z$ D/ O- def refresh
; C& `+ \/ R, @$ q; B3 h - self.contents.clear
7 u1 K: F: l) g5 H - bitmap = RPG::Cache.picture("Hot_Keys_HUD")% f# k- n/ U& F& y2 T
- self.contents.blt(0, 0, bitmap, Rect.new(0, 0, 160, 32))7 h# J F* R H5 E
- for i in 0..4, X: F4 @/ F6 D# s) \
- x = 32 * i + 4
. B! C" q7 J, t* U# E - item = $game_player.hud_equip[i]
0 P5 p* f9 N9 O2 x; h+ V* M - next if item.nil?% I" T3 S! G% E$ w, @6 Z
- if item.is_a?(RPG::Weapon)5 N" [! v! _! Z- w5 D1 _) M4 b
- item = nil if $game_party.weapon_number(item.id) == 0 and
, {; @; C& T+ s, `) d - @actor.weapon_id != item.id1 G' H+ M- q: K0 e
- elsif item.is_a?(RPG::Armor) q2 }! v9 s4 b5 `* U" U
- item = nil if $game_party.armor_number(item.id) == 0 and # ]- t _' c! i9 l
- @actor.armor1_id != item.id6 x' L$ N" K+ M1 u6 l d
- elsif item.is_a?(RPG::Item)
- L5 e% D2 Q: O* w- u# W8 \ - item = nil if $game_party.item_number(item.id) == 0 or
2 \1 D! v& v' @/ ~+ f5 W9 r - !$game_party.item_can_use?(item.id)4 z6 m6 O8 P" w' W) M+ V* V
- end
) k; ?/ y7 c% w% t) C4 r; {( ^& G5 d$ e - bitmap = RPG::Cache.icon(item.icon_name)3 \9 [' e! X4 X1 y9 Z/ \8 @ J# P
- self.contents.blt(x, 4, bitmap, Rect.new(0, 0, 24, 24))" d$ b X4 ~- X
- end
4 w4 \2 p3 y% C$ ]! v - end
4 i" a+ l% ^2 H# w, P& P -
' f N( d, k, L) Y - def equip(item)
0 C7 K" {3 ]; L" |9 {# c7 x$ i& i5 T9 w - if item.nil?
/ s- r' K4 Z# C% R - $game_system.se_play($data_system.buzzer_se); s3 Q: J1 U Q% J5 a
- return
% l3 M4 |( {7 K$ X% N" v - end
/ q+ V, A6 _, O( |! R1 g+ F - if item.is_a?(RPG::Skill)
7 G" F K4 m, A M( S0 Y& r - if [email protected]_can_use?(item.id)
: H+ |. m0 l: e8 M8 F* c; r$ H - $game_system.se_play($data_system.buzzer_se)* k0 k6 M* v- ?4 _$ g
- return, r! Z* t1 ^+ a2 N
- end
4 h$ I" c1 \; O$ ]* f - $game_system.xas_skill_id = item.id* R4 @ P& x, L6 w
- elsif item.is_a?(RPG::Weapon)
4 r7 r$ x1 J7 F5 ?& D- I) A - @actor.equip(0, item.id)
0 Q% M9 \& a* M! M/ `. N3 }6 X - elsif item.is_a?(RPG::Armor)* n% [# O' o. e% ^% m, d5 ]
- @actor.equip(1, item.id)0 o5 N0 f4 u" y5 Y. u( w
- elsif item.is_a?(RPG::Item) n# k `1 }( G5 A6 V
- item_tool_id = XAS::XASITEM_ID[item.id]6 V4 p5 v( _4 l- F6 ]+ D% e
- if item_tool_id != nil, K. t' q5 K4 v& A8 b! \+ }
- unless $game_party.item_can_use?(item.id)
8 ~ S0 x% l+ I( @' { - $game_system.se_play($data_system.buzzer_se)8 `% R, n* ~1 K# o6 ]2 O( d
- return2 s5 N1 d- ?# l
- end
3 w0 b! a& D3 @6 `0 v B4 M* d - $game_system.xas_item_id = item.id
7 h" s% x, w; I& b$ u* v: W& t - end
5 D; x" c0 w" d: \4 I$ X8 L9 I; ~ - end- T/ `; A* ~( G2 y8 }* u+ w0 z
- $game_system.se_play($data_system.equip_se)
. X6 |# j! A; c" p9 p- Q - end
7 v, v2 {9 x9 N1 n+ @ - 3 e+ _) X4 p: ^: t; o; C( K
- def update
* F$ ]6 a: q) \. Q# m: O9 Y - @actor = $game_party.actors[0]! t0 [ X" {. V- F( o/ H0 f( h
- @hot_keys = $game_player.hud_equip
! H4 A, h5 M3 w) L) w$ S) F - refresh! { _6 m) J& K8 y2 D" c( n! ^
- return if !$scene.is_a?(Scene_Map)
/ [" y A& l* k1 A - if Input.press?(Input::Numkey[1])
5 |1 D3 [/ j+ T; j6 g - equip($game_player.hud_equip[0])7 G! z l- g9 A( r8 F1 m& J! F3 z0 i
- elsif Input.press?(Input::Numkey[2])
( r2 U* c9 v- n - equip($game_player.hud_equip[1])1 p1 X, w! l( B, s* \# H9 t( K
- elsif Input.press?(Input::Numkey[3])
" m# _2 N7 I6 h+ y - equip($game_player.hud_equip[2]) 0 r0 P% f( H) T* z( B0 n1 L' X
- elsif Input.press?(Input::Numkey[4])" y" x* \ C0 S; _! P! S- q
- equip($game_player.hud_equip[3])
1 i. {8 l5 n* z5 O9 u - elsif Input.press?(Input::Numkey[5])2 V3 S! o- c+ g0 Y( e
- equip($game_player.hud_equip[4])
( i6 H2 P5 }( S% C, B ~ - end
# ^* U6 u: O# }4 i! x - end
# E% h% l" Y2 s - end3 H$ b# o- o1 Q" _" m% A' k0 [
- , h2 h7 ]2 B( h. H; t& y/ d
- #===============================================================================
3 l: I, n& {8 U) I - # Scene Map, T0 e; s, G& M' }
- #===============================================================================
- |4 D7 g w$ b$ B; l/ o; Z9 z) B- k - class Scene_Map
, @" _* C' u! H' D+ U5 {; w( \ - alias hot_key_hud_init main
4 Z/ ?7 g! u( U1 Q6 V# b7 B - def main
2 z- h8 G3 N2 {3 z! d - @hot_key_hud = Hot_Key_HUD.new% [( U7 Z2 T* s9 G
- @hot_key_hud.visible = !$game_switches[XAS_HUDDISABLE_HUD_SWITCH]$ Z, |8 g! i% o$ ]5 s
- hot_key_hud_init# {+ B4 w6 C: y
- @hot_key_hud.dispose1 x/ f3 ~8 ?/ k0 f+ e
- end5 z4 e% I, [* n8 e# h' }4 Q2 c
-
b" u) p% m, N% M( d - alias hot_key_hud_update update' S4 g( L7 ]# l9 R+ n8 E/ x
- def update
) s2 A% O+ {5 \" K! F- E4 X' L8 O - hot_key_hud_update
3 B9 d5 s4 h" h* P8 ? - @hot_key_hud.update( d8 z) I3 [, e3 x. l
- @hot_key_hud.visible = !$game_switches[XAS_HUDDISABLE_HUD_SWITCH]$ E q: b \4 Y: f0 y
- @hot_key_hud.update if !$game_switches[XAS_HUDDISABLE_HUD_SWITCH]1 k0 j- j' n9 S C5 P+ U m. `' r4 H
- end
3 U8 O1 F6 l$ b; t9 Q' } - end
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