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,/ I4 a+ Q" @# e( x! t
不知道有人能帮忙看一下吗? - #===============================================================================
2 m# N0 v1 }. S( I9 X" t - # XAS - Hot Key HUD. h) r/ o" x! D1 `' y" i
- #===============================================================================
2 V/ _5 y& ~; i- M0 p - # By Mr_Wiggles
; q+ n! k. q$ z# x# a* a - # Version 1.3+ Q& R! y8 D' y' k& r/ H3 @' V
- # 7/6/10
* ]9 `- C+ D5 ]! I; }: z8 W6 r - #-------------------------------------------------------------------------------
2 j# Y* I. \9 b# h# g+ y - # Instructions:$ W) ^& D' t" q& p" B
- # Fill in the constants bellow, paste this script above main and bellow XAS in5 v/ F! m3 [) R/ v8 x: l" r# i' ^7 Z
- # your script data base. BE SURE TO SET TO THE RIGHT XAS VERSION!!
: K3 B5 f( _0 g- ]3 y1 l* R - #
7 |0 X( Z5 z3 L - # Place the "Hot_Keys_HUD" picture file into your game directory 5 C! p: n; C8 [7 D: O$ _: z
- # Graphics/Pictures folder.4 }. }5 C, ]" _$ Q8 k: u' |0 l
- #-------------------------------------------------------------------------------, V6 {1 e h% F1 Y7 l- U
- # Directions of Use:' w% Z" Q: b( `: ~2 v
- # Simple just press a number key (1 - 5) when the quick skill or item menu is$ `( H, H: `, U, s7 s2 ^8 O
- # Showing.2 k- E9 B% Z3 T$ j1 d$ E
- #===============================================================================
$ W& Y5 O7 K0 T- D - HUD_X = 0 # X pos of HUD$ ~& `8 `, ]: \9 w/ G
- HUD_Y = 0 # Y pos of HUD- b: p8 w; o2 r- o. E- E
$ G. m5 f6 }3 Z- # Set true if XAS 3.7f
1 C# g7 N9 W, ` - # set false if XAS 3.6* U6 B' s/ K9 ~
- XASVER_37 = true
: h7 u7 d5 n% @; q9 I
+ E* s5 q9 S4 a+ I" P8 [6 K- #===============================================================================" Y% s7 z% g- a, ~, _) e
- # Numkeys Module: D' \( t' ~3 k
- #===============================================================================
1 J: i* I* q5 U) j9 h* ] - module Input. ^+ k! y1 \4 N- t. [
- Numkey = {1 => 1049, 2 => 1050, 3 => 1051, 4 => 1052, 5 => 1053}
& ~$ A6 P; o5 s1 E! K* a - class << self7 d2 N( d4 u+ p
- Key = Win32API.new('user32','GetAsyncKeyState',['i'],'i') @ ]: _+ ?& E
-
1 ]+ ?& x8 x j$ [* P1 D n - def testkey(key)- u6 J, Y5 J- {2 M) R* c, A7 x
- Key.call(key) & 0x01 == 10 d+ p; @' `2 W& l: B2 a; t% _- A
- end% u e4 r) b- K0 G6 X: C& J4 ]
-
2 [4 ~. \$ Q. {* H/ V7 y( K - alias hud_key_update update/ f9 D) i3 k: O1 |2 b( p- [1 I2 |
- def update
% M0 a/ ?$ {. ~0 H* Y0 h - hud_key_update. i; z( h- T' N1 _+ M
- @pressed = []$ z4 G( h) j; B2 Q1 p
- for key in Numkey.values# P' S* k2 s# x, t0 B7 K: M* l
- key -= 1000
& f" x5 S% U* }4 ` - @pressed.push(key) if testkey(key)0 Z3 y) T( j4 K0 m$ Z9 j
- end6 ^+ e: K9 O% S3 Q# T
- end
% Y1 o8 Y/ e) ]2 x - " f4 \1 R5 n' F, l9 b( [" }3 u/ K
- def pressed?(key)
8 \5 N; `3 X0 f- N& A4 J7 U6 M - key -= 1000
" P6 G. c+ x7 Y5 z8 n) D - @pressed = [] if @pressed.nil?
v! C2 ~2 m. Z: ~9 l4 ]; F - return true if @pressed.include?(key)
5 v# E1 t9 m9 x5 ` - return false
* p6 ]% |: |4 j+ B: d - end
( h9 c/ y0 N, w$ V+ O -
* i' a! Y( B" Q$ J8 M: _, c" S: P - alias hud_key_press? press?
3 Q$ e9 P+ L3 z7 [/ j8 \0 T - def press?(key)
; }+ X% C+ B) e - return pressed?(key) if key.to_f > 10002 a9 w" N$ i5 P! x6 ^/ I
- hud_key_press?(key) _1 s! _6 K. n; J
- end* D# M, r4 R! i; k+ A7 k
- end$ k" ?7 Q' l4 m2 z5 L$ H
- end$ M3 ]" ^+ r) |0 b8 V4 \( S4 r
8 y; \( Q) G5 B- #===============================================================================* s% e d- {- ]. T! N
- # Game Player
( @" Z6 C% Q* d" h7 E - #===============================================================================8 M+ l' N5 k/ t- |8 F$ J
- class Game_Player < Game_Character
/ n7 V. \6 X O5 F* Q - attr_accessor :hud_equip9 P6 `: q, V6 @+ H" j4 `
-
2 R% t( ~: Y. v( N2 x! m - alias hot_key_hud_init initialize
( C* H8 X; W" r8 } - def initialize8 ~% y0 L4 R( [6 e6 H
- hot_key_hud_init
, q/ {+ n0 D7 \/ \! i) o/ Z: C: k - @hud_equip = []4 K( b. I5 M( V* Q5 Y- J1 h
- end
, c! k" P" P5 w; U -
/ {9 L' `5 [5 Y - def equip_item_to_hud(n, item)5 ]" X- e+ R2 K5 O- s5 C1 A9 p
- if item.nil?
# a) a C# D0 Z& S - $game_system.se_play($data_system.buzzer_se)
/ l" P; x: E9 [# C2 O0 L# Q - return* S4 f' A3 M$ S, J* B
- end
: L9 v' ?$ V" I+ R6 b9 l0 z - $game_system.se_play($data_system.decision_se)
& q; T( d7 s* O9 `+ X: \ - @hud_equip[@hud_equip.index(item)] = nil if @hud_equip.include?(item)
* Y8 ^" }, o3 g0 v J; d/ E& { - @hud_equip[n] = item) W4 l* Z) S* e z; A
- end3 ]% {7 _# ]& I2 [
- end E \1 E0 S: Q5 i1 [7 l
x: I9 G E5 i2 Y! @0 `9 W- #===============================================================================
8 N; g0 m8 K4 T, B! n# R7 O - # Quick Skill Window. N; v+ d/ b, w' I
- #===============================================================================5 b8 h* Q- y9 F/ x& K! U5 f7 r
- if XASVER_37 == false
3 D; y& a) l9 i; b3 M' R$ x - class Xas_Scene_Skill
# T: R/ {0 a, d1 s3 p - alias hud_quick_menu_main main2 B, C+ Z2 N( E) r3 p
- def main
: H# j" `& V5 Q' O3 V& G$ e - @hot_key_hud = Hot_Key_HUD.new. v7 ]* _' F# T3 }6 ~
- hud_quick_menu_main4 A# l7 i- {3 r- D+ G6 o$ ~
- @hot_key_hud.dispose
* U; e# M" s7 _- K. {8 P! v - end' Y" [$ v$ A4 r
- ; U+ ` K( z5 d9 G6 `8 Z$ Z
- alias hotkey_hud_qucik_menu_update update
+ Z2 Z6 Q8 v0 z - def update
. E' ?7 ?1 [& v! o( ` - hotkey_hud_qucik_menu_update1 J E) d- z* p* V* z
- # Hot Key num 1
7 S" m* r; N9 G2 s! X! q% b! x - if Input.press?(Input::Numkey[1])* e9 C) z8 Z, k) \
- $game_player.equip_item_to_hud(0, @skill_window.skill)9 U3 s8 v+ X. K. h/ |/ o2 p
- # Hot Key num 2
# V% t' `8 i( |# h0 u0 k - elsif Input.press?(Input::Numkey[2])
: B1 z+ R$ Y; f& \' ?+ F8 q8 ]; O - $game_player.equip_item_to_hud(1, @skill_window.skill)6 [( i0 O) W2 n6 w& \% L
- # Hot Key num 35 V7 @, u7 E: v
- elsif Input.press?(Input::Numkey[3])! _, s: j3 ^% K. {
- $game_player.equip_item_to_hud(2, @skill_window.skill)
2 \$ o; b0 N: `' Z6 e ] U - # Hot Key num 4
# }! I8 A) T4 X8 n$ b+ N( S - elsif Input.press?(Input::Numkey[4])+ o. d# ~" w# S6 e0 W* [1 g
- $game_player.equip_item_to_hud(3, @skill_window.skill)
% Z7 V$ C/ i$ m - # Hot Key num 5
9 v% G6 O0 c% m7 o p - elsif Input.press?(Input::Numkey[5])3 `8 {. f& _9 M" d4 Q$ r
- $game_player.equip_item_to_hud(4, @skill_window.skill)
* G. p# |' Y" y' s0 J9 y - end, R5 I; m0 a( M4 {! j0 R4 b
- @hot_key_hud.update
6 F: V k, d1 Q5 P7 q0 Y& W - end# t* |) v H% K* N* n# n) R
- end
% ^; P3 q( T1 J! ~ - else/ G v- _1 b+ _
- class Quick_Menu_Skill
$ l; e! e& _0 Q' @ - alias hud_quick_menu_main main
: `8 _7 u! W0 E: K& \# h( Q - def main @3 H, r( g4 G( H$ w
- @hot_key_hud = Hot_Key_HUD.new- W! c- O; q5 p) e6 ~8 i: J; C
- hud_quick_menu_main
' r& V9 j2 S9 P9 U9 v% ?% }' \4 T - @hot_key_hud.dispose+ B' ]5 n( Y |5 Q! O% W* K
- end# N$ z4 ]3 f x9 j$ j- T: g
-
0 A2 c) y n0 T+ r& p4 X% p! W4 I - alias hotkey_hud_qucik_menu_update update2 y+ X2 i5 E: W Q2 w
- def update
+ a. q9 m2 E9 i! f - hotkey_hud_qucik_menu_update8 Y9 x) q: @/ U* q' y% Z6 m
- # Hot Key num 1+ |$ t4 ?: t' Q% x8 \
- if Input.press?(Input::Numkey[1])
9 z1 u$ G/ W, v/ W, o p9 l# X - $game_player.equip_item_to_hud(0, @skill_window.skill)* a3 |) s" }( [+ u4 P0 E
- # Hot Key num 2! z: @( n3 l9 [( z: C1 l8 A# H) M
- elsif Input.press?(Input::Numkey[2])& u% w& Q3 F3 W6 X
- $game_player.equip_item_to_hud(1, @skill_window.skill)
: e! A& Y. q3 |% U5 ]4 j7 a - # Hot Key num 3
0 {5 a0 x4 G1 r - elsif Input.press?(Input::Numkey[3])
+ a }% m' L0 V F - $game_player.equip_item_to_hud(2, @skill_window.skill)
. H1 y; s/ e# p - # Hot Key num 4
! k" R: x& o& \& } O - elsif Input.press?(Input::Numkey[4])) x# ~( y& P7 B% n
- $game_player.equip_item_to_hud(3, @skill_window.skill)
" ^ f+ J: v7 }% C5 b- U - # Hot Key num 5# t8 z e0 e" L: j$ _8 B* e/ i
- elsif Input.press?(Input::Numkey[5])% q0 M% |2 b* F! c: }& F" i0 i
- $game_player.equip_item_to_hud(4, @skill_window.skill)
2 X1 L& o K3 ~4 M3 i4 d, c - end- M* I5 x' ?4 T8 y3 P G, u; U
- @hot_key_hud.update2 k6 @. `$ {: Z8 w# @# W7 q% K
- end4 ~' r' c' N" I7 j; ]; `( O
- end$ `% M. P* L: v9 Q' L. M
- end; n9 i" ~3 c/ r7 U: Z* L
- a* p2 v' b) j7 w8 k- #===============================================================================9 A# N; `# X# w) V/ U' D; h
- # Quick Item Window
$ {2 h' c3 @ l) A - #===============================================================================
" r3 t6 H4 P* B% T# }4 F5 D - if XASVER_37 == false N6 l2 ]+ J m/ ]* N! p
- class Xas_Scene_Item1 B: Q& E& e7 S1 l( n; I" |
- alias hud_quick_menu_main main
- X0 b% M* _" l - def main
; o& x8 n3 t1 I) [$ b+ _) H' _ - @hot_key_hud = Hot_Key_HUD.new
+ M. ]" }% d9 v! | S% o* ]' z* i, ?2 B - hud_quick_menu_main
+ @8 F7 Y6 U; q2 _8 ` - @hot_key_hud.dispose( j5 g( _( g/ w& }7 p
- end
$ j/ D: w1 N* O7 S3 g -
. L3 b" L# g9 s" ?, ?" I2 f$ X - alias hud_key_update update' \+ ~5 n# |2 {6 u# [
- def update
3 |6 { T1 Z4 F* q) X! n - hud_key_update, v9 v! u6 U1 r. C
- # Hot Key num 1
& [& r. U/ {9 F' b8 t$ \9 c - if Input.press?(Input::Numkey[1])8 I- C& o# d0 P5 u+ A {. _- h
- $game_player.equip_item_to_hud(0, @item_window.item)
3 k9 Y. B7 B7 b* V2 k& e- [ - # Hot Key num 21 m8 j$ x7 D( u+ ~5 A( n% T
- elsif Input.press?(Input::Numkey[2])" m8 l! u" Z5 v8 I
- $game_player.equip_item_to_hud(1, @item_window.item)- Q2 n! g1 D2 X( v
- # Hot Key num 3
5 S: x: O' X# z4 G; ~; i$ u; ^ - elsif Input.press?(Input::Numkey[3])( b2 K% g# h+ k3 q$ K: `% S
- $game_player.equip_item_to_hud(2, @item_window.item)
* S5 b6 z: ]9 K4 w) j, u- }# j - # Hot Key num 4
; p2 X/ |5 G4 N - elsif Input.press?(Input::Numkey[4]); l2 C K1 k3 ]4 ~$ W5 Q2 e& P
- $game_player.equip_item_to_hud(3, @item_window.item)
, U8 l( ~ `$ p/ u - # Hot Key num 5
- _8 x$ E( @# M. U f0 w! M' R7 I - elsif Input.press?(Input::Numkey[5]) J0 |. G) c3 H8 u/ b
- $game_player.equip_item_to_hud(4, @item_window.item)! K0 B$ Z P4 R4 S, k1 V: s! Q7 O
- end" l: G: S A* Z+ j; u" Z
- @hot_key_hud.update
$ F8 u, Y9 \* S: D - end
- d# O$ h" u ?* B/ P; i( { - end
9 X; H+ q( h% n( `% @* C - else
3 W3 s! N1 d$ h' h" }2 H6 B - class Quick_Menu_Item* l7 a- t5 K, y; I6 J
- alias hud_quick_menu_main main
5 ~. ^8 c" w8 j; ?' w - def main; r# L$ ~. ^+ N' d3 }
- @hot_key_hud = Hot_Key_HUD.new
/ i. v/ l/ U l- A - hud_quick_menu_main, L1 M( c; L- ?) ], S
- @hot_key_hud.dispose
- ?, {2 s' a5 [# M - end6 N7 _$ Z2 O3 E
-
" ^4 y% v; O( y) Z" c4 Y* K( B - alias hud_key_update update) G: \3 l$ z2 T8 V/ ~
- def update H- Y! ^# e8 e' K4 G7 H' \
- hud_key_update! F- U' U5 ^; w$ C2 R3 u
- # Hot Key num 1. b7 H" O. M) D/ {
- if Input.press?(Input::Numkey[1])0 B9 @, ]9 U- C# z4 t
- $game_player.equip_item_to_hud(0, @item_window.item)* Y6 s: Q& {* Q+ b+ [( W, ?- Z
- # Hot Key num 2# g) A) i* _' x' j
- elsif Input.press?(Input::Numkey[2]), k$ n7 W7 ~8 D, w; F2 S# v
- $game_player.equip_item_to_hud(1, @item_window.item)
0 J" G3 r. F. t - # Hot Key num 3
" l! f9 ]! T$ X! f4 E7 F0 i - elsif Input.press?(Input::Numkey[3])5 @8 L+ t, d$ ~
- $game_player.equip_item_to_hud(2, @item_window.item)
; L7 y' S' r9 `# z G0 z - # Hot Key num 4. ]' x6 L: P, w" U7 H- q
- elsif Input.press?(Input::Numkey[4])
8 c: A% V( z5 w8 O7 M - $game_player.equip_item_to_hud(3, @item_window.item)
/ X7 {9 h8 ^, Z/ b$ Z3 o - # Hot Key num 5
$ x+ B; l, @5 a: Y% l/ p) G9 A u - elsif Input.press?(Input::Numkey[5])
, m" z7 W: N! j4 C$ @ - $game_player.equip_item_to_hud(4, @item_window.item)
1 J, G# E4 U$ W! ~7 t! S - end6 e$ [' m- @7 H3 P$ G9 l$ q
- @hot_key_hud.update, E4 u t- g/ }
- end
" x+ ]. r* a$ U6 R C - end8 y& T1 f7 `/ T% F9 @ E$ H
- end
+ ^6 I4 f/ n! e9 k4 m
* ^2 x7 q- V" @) T; K2 M- #===============================================================================
# x+ s/ U5 e+ @& ~ - # HUD Window k/ E; S0 w: g- ?: t
- #===============================================================================# Q0 {4 I3 k7 \+ y3 f! c
- class Hot_Key_HUD < Window_Base( j! }6 l, Y, d) O
- def initialize(x = HUD_X - 10, y = HUD_Y - 15)7 H E9 E1 K1 m( p& _
- super(x, y, 220, 80)+ ~* t# Q4 f1 X" s: j/ J7 Q
- self.contents = Bitmap.new(width - 32, height - 32)
. h2 K' g4 G$ G8 M/ @& ^ - self.opacity = 0
, S& [" G# o8 K& w. n9 v - @actor = $game_party.actors[0]7 L- Y5 q8 h% d
- refresh& J$ J7 a4 S+ _- Z& |9 W
- end1 f7 x+ `7 g, t5 ]6 v
- - ~+ w# H- ]& \* D; a
- def refresh
$ c1 K" X* i; F* Y `% I - self.contents.clear- b/ x$ ?4 a" b
- bitmap = RPG::Cache.picture("Hot_Keys_HUD")
% P: R& M; S c. I. K8 F - self.contents.blt(0, 0, bitmap, Rect.new(0, 0, 160, 32))
4 o- s! {) }- \, L8 I |7 { - for i in 0..4
3 u1 x/ p% l) h& R, j3 D2 x0 _ - x = 32 * i + 4. C% E4 m# g! r! Q! G/ c( q
- item = $game_player.hud_equip[i]4 o% x# l" Z- s- K r$ V7 b
- next if item.nil?
5 F/ T5 Q5 O: U# l) ~, @' n/ V4 o - if item.is_a?(RPG::Weapon), W; ]6 Z: `' R8 a" G* b
- item = nil if $game_party.weapon_number(item.id) == 0 and
" f0 [0 D5 L" n - @actor.weapon_id != item.id7 J: i, m" G/ R) A' S
- elsif item.is_a?(RPG::Armor)
) ^- m: D( F8 D- O3 R - item = nil if $game_party.armor_number(item.id) == 0 and
$ i1 \+ ~" j8 D9 u# V - @actor.armor1_id != item.id0 Y& f J6 N, q" F1 a3 E
- elsif item.is_a?(RPG::Item)
. W( q. l3 u0 o1 v! r, Q - item = nil if $game_party.item_number(item.id) == 0 or
7 W$ F9 d+ b+ V# G8 E - !$game_party.item_can_use?(item.id)
- |+ ~7 @+ `1 b! W+ E7 V - end4 h0 v% u C; K$ I) e
- bitmap = RPG::Cache.icon(item.icon_name)/ ?( W' ?* |0 [. n5 x
- self.contents.blt(x, 4, bitmap, Rect.new(0, 0, 24, 24))7 n& @/ d) r5 G% k8 P7 ^
- end3 d5 R) x5 ~( x# d
- end6 `+ u+ ~; L% P- n: k8 V" d
- 1 a! l) ~+ ?1 B) s$ _
- def equip(item); N8 U. Y3 |3 Z+ q
- if item.nil?
/ h* i0 y, W* `% A+ {. S ^ - $game_system.se_play($data_system.buzzer_se)% H4 W2 ], J z. {2 |; Z3 w
- return
3 D l# F2 T7 N. x$ U' y - end
. C% B! |5 C: l1 T' D+ X7 h - if item.is_a?(RPG::Skill)
9 w- N" {3 n" f- J. u( N - if [email protected]_can_use?(item.id)
( `8 c" [4 z: p' K$ I - $game_system.se_play($data_system.buzzer_se)
6 `. f/ e, \' z- V - return/ I% s/ c% p- Q$ r& H* Q
- end) m' O7 L% P# |1 A
- $game_system.xas_skill_id = item.id0 f( X+ \0 t% @& p
- elsif item.is_a?(RPG::Weapon); B- [4 |% v, ^& E! W% k% k
- @actor.equip(0, item.id); t( I1 b& C% h* x! p
- elsif item.is_a?(RPG::Armor)3 q! k$ l( i8 F4 K5 k4 @5 A* s I
- @actor.equip(1, item.id), v8 M3 L1 Z8 I" C: D1 v
- elsif item.is_a?(RPG::Item)
3 }/ r' s" O3 I+ {& b& s0 d$ w - item_tool_id = XAS::XASITEM_ID[item.id]
: [8 V9 I8 z1 J) j - if item_tool_id != nil. b" _6 ?2 U! S9 O7 E
- unless $game_party.item_can_use?(item.id)9 q! \0 E( a, O7 `* \) i
- $game_system.se_play($data_system.buzzer_se)
6 ^9 l# [" y6 {$ f$ @ - return2 l# W) n8 U5 J1 x5 l
- end
9 w! g9 m0 H, G( A - $game_system.xas_item_id = item.id: h! t5 P7 d7 C4 ^! H9 f/ t; o7 d
- end- K& g" w- { U2 c& i- H
- end
6 K# W5 n' A! [, a9 j. E5 H+ Y; e - $game_system.se_play($data_system.equip_se)& Z. u. M: a! H
- end
4 d7 P) r9 }+ R: @: F+ T3 u, L -
6 R) y; O! \9 q. R* T - def update- Z, B2 \1 l& }7 q1 M" `3 k( [1 x
- @actor = $game_party.actors[0]
2 f+ Z; T1 S7 s' o4 u" N! M - @hot_keys = $game_player.hud_equip1 H3 c6 b. ?7 r( s: s$ ]4 t X
- refresh
1 k2 F: o. M# @# V& }1 e2 |8 R - return if !$scene.is_a?(Scene_Map)4 A2 G+ v' E% E! K2 m- |
- if Input.press?(Input::Numkey[1]); k; w4 {3 p* K; I: j4 A- S
- equip($game_player.hud_equip[0]): s5 ~1 S" G9 M+ U2 p3 k- o
- elsif Input.press?(Input::Numkey[2])' P; B# K" ]0 R" I" ~2 G! x
- equip($game_player.hud_equip[1])
# | F, x1 r# j; I& s# d8 \( i - elsif Input.press?(Input::Numkey[3])
% O9 y9 [. G5 c6 D' k - equip($game_player.hud_equip[2]) ; V8 B" C, R2 v0 r# \
- elsif Input.press?(Input::Numkey[4])' ?" \9 e( P% m* ]
- equip($game_player.hud_equip[3]) ' u* Y2 E: S; N# C: A
- elsif Input.press?(Input::Numkey[5])
9 Y& r! U1 k& L* D - equip($game_player.hud_equip[4])
" k, M/ J' _$ r* B# j- S - end# h, t7 y9 Q0 r8 i: z" }) Q
- end, D" F3 j8 D* B
- end
6 y* \. t( i' t3 I: J - 9 f+ b# H2 h, d) x+ {' p: s
- #===============================================================================6 y$ Q( n4 n, ?
- # Scene Map
& w2 J; E/ t& r: R - #===============================================================================
6 j. \' m; {2 I0 K - class Scene_Map4 j. [" N2 U$ m
- alias hot_key_hud_init main
. a/ k* v; F2 ?# L" U, ^' m1 | - def main5 I' f4 \$ N+ i/ Q0 v4 A
- @hot_key_hud = Hot_Key_HUD.new2 T( R/ C2 F- a* l
- @hot_key_hud.visible = !$game_switches[XAS_HUDDISABLE_HUD_SWITCH]: H) ]$ K6 \+ W5 @
- hot_key_hud_init& u+ u8 p7 W, q5 {; A( j% @
- @hot_key_hud.dispose% A- u! X* i7 e
- end; A7 T" E; J+ C) y- x1 }
-
: \4 J# i) K/ R8 [) u: e* j - alias hot_key_hud_update update
- s5 r" ^# i6 m0 T8 _ - def update9 t* E- Q3 R1 J* S g' }
- hot_key_hud_update
9 U# x* w/ v( n7 N) [$ A - @hot_key_hud.update" \5 r9 x2 ?" q
- @hot_key_hud.visible = !$game_switches[XAS_HUDDISABLE_HUD_SWITCH]$ t4 h/ |% {: l* z
- @hot_key_hud.update if !$game_switches[XAS_HUDDISABLE_HUD_SWITCH]
& V3 T8 D2 S! s- z - end- W( _% p: w m! V* w8 M4 h
- end
复制代码 |
|