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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,
' _& ~; ]; x2 q8 C不知道有人能帮忙看一下吗? - #===============================================================================4 Y8 Y Q5 b1 j" J
- # XAS - Hot Key HUD
; T9 Z/ m3 m( i - #===============================================================================
4 d. F( D- ] d9 m1 s. h - # By Mr_Wiggles4 x8 l* l% ?7 Y5 \) J ] x
- # Version 1.38 i$ [( ~8 w2 H6 O" n
- # 7/6/10; Z4 i6 D0 g+ U# J4 _
- #-------------------------------------------------------------------------------
) n% {6 S4 p3 T! ^. W( ?4 o - # Instructions:
& M5 \3 v8 i: t5 a( B7 ~4 v2 Q - # Fill in the constants bellow, paste this script above main and bellow XAS in* T, q7 q2 K, l* T- E* U' ?
- # your script data base. BE SURE TO SET TO THE RIGHT XAS VERSION!!/ j; a2 p6 [( W$ q4 }! u) t5 P
- #
1 n% ]- C5 V/ L8 I# c T - # Place the "Hot_Keys_HUD" picture file into your game directory
3 [" ^/ m" U; i* ^# `5 E - # Graphics/Pictures folder.
5 f% t0 K. ^0 m" q - #-------------------------------------------------------------------------------
' q* ~" |- N. y j9 o- i" P - # Directions of Use:
& a7 b/ h) l) B; K l4 O - # Simple just press a number key (1 - 5) when the quick skill or item menu is4 R, `# G1 ^, X6 @
- # Showing.
1 U1 v+ P& h V: @ - #===============================================================================7 ^" h' y3 H$ u; @" P6 T+ T
- HUD_X = 0 # X pos of HUD
/ |7 C" {4 Z; E a S* m! q# @ - HUD_Y = 0 # Y pos of HUD9 o8 l# ~& f6 X6 }- g6 G
- 2 ^0 X0 p3 \7 l0 W
- # Set true if XAS 3.7f
, X2 Q( e! P1 Z' i - # set false if XAS 3.6
9 t Q, e( u+ @5 G5 c! g5 g - XASVER_37 = true. e' Q; ^8 a* ]/ |; ^+ N/ t3 I9 i1 s
( F! F: i+ G) Y: y, n3 e- #===============================================================================
5 m6 H0 F: b2 o1 z+ B4 S* y1 U* C - # Numkeys Module
; S& F/ [, g4 I7 j, s) o! A& u6 S2 K - #===============================================================================- I" j1 B1 z: h- |
- module Input
/ e4 u) r/ @6 E9 Q3 I - Numkey = {1 => 1049, 2 => 1050, 3 => 1051, 4 => 1052, 5 => 1053}
; h7 B8 V* g$ m! o4 B - class << self
8 D' x7 ^3 [0 q8 Z! U3 O# q - Key = Win32API.new('user32','GetAsyncKeyState',['i'],'i')
7 D D: m/ e" I9 y0 @ - 4 K0 S* f" Y* J9 @* n+ `
- def testkey(key)
6 D, X' O- V O0 u - Key.call(key) & 0x01 == 10 j, L7 |' n. ]0 h) O$ r$ T# G- ]: F
- end
1 n( O; r1 O7 v -
% h- F; g6 o$ Q, `1 b - alias hud_key_update update
6 ^0 Z- F9 Y3 b4 t3 W) u - def update6 L9 q6 ^" A8 p
- hud_key_update3 k- P4 K+ s r B: c: M! U
- @pressed = []
# z6 |2 y; O% [( v/ F! p - for key in Numkey.values( c: J, Z# k2 x1 h4 A3 C
- key -= 1000! Y5 N& i& \2 O
- @pressed.push(key) if testkey(key). m& r8 w/ R( }0 V0 T
- end
$ w; p/ m/ K5 H$ W% S - end
3 P/ ^: ^' K- f - - t6 E. @( E9 m' a: ~0 b$ u5 R
- def pressed?(key)
" n* F1 V' j! K/ ^: q2 g6 h - key -= 1000
4 a8 h7 \ U# \9 e1 B0 \0 ^* K - @pressed = [] if @pressed.nil?
7 c4 D2 o; v2 d, ]$ _$ I: M, j - return true if @pressed.include?(key)
( X8 n$ o* L- X - return false
# ?1 C, [4 j( q. E4 g: T - end% i) T! C( b: W. z
- ) G8 G1 x$ ?& N; f" D, f
- alias hud_key_press? press?4 E0 w9 J! @/ Q# [! E) _ a
- def press?(key)# S" i9 j3 j' f% Q* W! g# ^
- return pressed?(key) if key.to_f > 1000
& t% G1 D+ X' q* I - hud_key_press?(key)! N2 \/ X3 S1 c3 A+ t- C$ s
- end1 [ K, l+ z. J# A4 D
- end
$ G# q$ c9 u% y2 p5 N9 P - end: S6 L7 Q5 Q- l) g" U0 U
E. X8 S; H9 V# _7 G- D- #===============================================================================
* }+ H2 {/ U0 m - # Game Player! p5 n7 n# \* U+ `/ s. l" y5 {
- #=============================================================================== o' Z9 e4 M5 H1 S9 ?* k$ F
- class Game_Player < Game_Character
m _& T. S6 }3 G! _ - attr_accessor :hud_equip1 C2 V, g# W$ H0 f" \) t
- 2 x& j# o/ m3 O* S0 W6 s
- alias hot_key_hud_init initialize/ M$ Q1 K( x, |- O" _; a2 ?8 G' A
- def initialize. h/ X3 E1 r5 H' w
- hot_key_hud_init* M' R% Y' d+ D6 J( c" Z( S0 \
- @hud_equip = []1 j, G+ ]" |4 l* F8 z
- end2 n) O0 V+ @6 E+ b5 F4 x
-
3 ~4 F+ U9 c4 A9 h7 }( p' i - def equip_item_to_hud(n, item)& e5 b1 M U/ Z# C$ s7 ^. |
- if item.nil?
6 m( l& H' o/ w$ i9 B# M: t - $game_system.se_play($data_system.buzzer_se)& W; ]% @6 x) c
- return4 J0 {( j8 E8 X- L8 K% `$ u* o
- end1 w2 g5 s) D/ [6 l' K7 g
- $game_system.se_play($data_system.decision_se)
3 m& n9 t; r9 A1 c( D - @hud_equip[@hud_equip.index(item)] = nil if @hud_equip.include?(item)
3 t3 X4 H3 M! l/ R" K9 B - @hud_equip[n] = item& Y# t! n8 Z4 j4 q: I4 R2 R: q
- end
4 p% ]- I6 o7 L& A' Y+ j! k - end
0 y2 s5 u/ @8 ^# L
( y& Q' K# i; g. E! a5 c3 a- #===============================================================================
/ ]6 A/ y- B; f9 K, @ - # Quick Skill Window- X% j0 [) m* C+ \
- #===============================================================================6 t/ q+ }& R& D: O% k, s0 A
- if XASVER_37 == false
) o. o9 s, I1 `! r - class Xas_Scene_Skill
I& J7 Z' @% x/ H7 x1 {, P - alias hud_quick_menu_main main
$ o& g. y3 }+ H2 a) a/ M - def main
) n3 }* X2 _$ Q0 ~4 F) U8 g: G - @hot_key_hud = Hot_Key_HUD.new& o% x% e/ ?$ p* {
- hud_quick_menu_main& R& c0 V2 m" W( B! m% \
- @hot_key_hud.dispose
]$ G) d0 A7 R( m) L - end
0 J3 Q' L( q4 k! J: X -
% d( w$ c- z8 d- s1 U5 p$ j- \9 T- K - alias hotkey_hud_qucik_menu_update update
( s0 }% u% i+ g! O, w# | - def update
; V: t1 T2 w+ p% Q3 l7 b, p - hotkey_hud_qucik_menu_update
. c- g0 x7 ]/ T' M1 e ^' g - # Hot Key num 17 ?. G% i" t0 C6 B0 l! z. t
- if Input.press?(Input::Numkey[1])
6 b! P) H( O# l" Y4 [! X& h - $game_player.equip_item_to_hud(0, @skill_window.skill)
/ S8 }) j: a, H% s1 l - # Hot Key num 2: j4 W& I8 h3 }# B$ J# ?% o
- elsif Input.press?(Input::Numkey[2])
+ t$ D% x a9 D M6 g/ n# @ - $game_player.equip_item_to_hud(1, @skill_window.skill) c& w4 `) Z+ X0 K" K, t3 m
- # Hot Key num 3( f- f$ I; J7 H7 R$ i
- elsif Input.press?(Input::Numkey[3])4 x# W) i0 H: {1 m2 }( D
- $game_player.equip_item_to_hud(2, @skill_window.skill)
O0 u) {3 S7 u/ O" t1 ? - # Hot Key num 4
7 [8 r3 b/ i6 J4 a& j - elsif Input.press?(Input::Numkey[4])
( b0 o+ ? X5 [4 R/ p8 \# b - $game_player.equip_item_to_hud(3, @skill_window.skill)5 l1 K h; W# |9 @: K
- # Hot Key num 5& v h# M# \) k2 q. h
- elsif Input.press?(Input::Numkey[5])9 {5 P3 I7 J7 K8 W" r3 N. I( E
- $game_player.equip_item_to_hud(4, @skill_window.skill)
) }* r1 Q" d, q6 v - end
3 a2 i$ _4 t" P2 N5 [% k& s - @hot_key_hud.update) x! w+ c% Z! {
- end
/ b( @6 g; X0 l% E% ]9 m" J# ` - end
) n, M. o% J; n; C! G# _# u - else
" g3 _, e7 l7 c7 Z& k - class Quick_Menu_Skill+ W" N0 ~3 r5 Y9 a
- alias hud_quick_menu_main main0 q% ^! V1 o: a9 \. G; D2 S
- def main
4 | i% ^ _2 e* P* A+ t3 x' _ - @hot_key_hud = Hot_Key_HUD.new3 L+ D d* G+ A: n+ E* s
- hud_quick_menu_main9 [6 Q- Y+ R; U; M3 ~ c( z. M
- @hot_key_hud.dispose1 l8 p( d& H' N( ]4 W
- end1 K9 Y! K7 s' q& |2 L
-
+ a' u5 j/ D& U y - alias hotkey_hud_qucik_menu_update update! G( Q* f. N( c6 ?
- def update
; v+ g; z J P% Y8 V H" e - hotkey_hud_qucik_menu_update5 C2 ?& k/ p/ Z1 M) W* K+ c
- # Hot Key num 1
; T7 _8 g W* ? - if Input.press?(Input::Numkey[1])
4 }$ L! ?4 c2 i* v L4 p, d2 y - $game_player.equip_item_to_hud(0, @skill_window.skill)" [6 e; ]8 M+ O P5 T; s
- # Hot Key num 2
( L1 U6 m9 p7 ~* X, F - elsif Input.press?(Input::Numkey[2])3 p) Q, R9 s, Z$ S1 \" ~ x& L
- $game_player.equip_item_to_hud(1, @skill_window.skill)
8 G- S; H0 d- E4 v( X - # Hot Key num 3
7 S V0 B2 }/ X4 g- h) o2 _ - elsif Input.press?(Input::Numkey[3])8 F$ t' O, c) s
- $game_player.equip_item_to_hud(2, @skill_window.skill)
# K/ h+ L$ K- Q - # Hot Key num 4/ Z1 V" w+ C$ ]# b2 \
- elsif Input.press?(Input::Numkey[4])
0 W, p' c1 L0 i% n/ U+ @ - $game_player.equip_item_to_hud(3, @skill_window.skill)
9 \- p( |5 m8 Y# u, r - # Hot Key num 51 R, g* Q- F* v7 ]0 d" R
- elsif Input.press?(Input::Numkey[5])
' R+ V- s0 U6 S6 r - $game_player.equip_item_to_hud(4, @skill_window.skill), ^6 o; ^7 S# z$ N
- end
8 _0 V2 D) U( _3 } - @hot_key_hud.update
1 x8 r6 A) G4 J; t/ O) j- ]/ _ - end% _& m- Z% V# l& A1 S
- end1 N: K( y/ v2 Q7 x( r
- end
" ~6 R; d& b3 i3 n
0 t0 e$ k1 _6 D0 P2 V- #===============================================================================. [- Y* n! X# u4 G) i
- # Quick Item Window
: z* j- c& h7 m4 i - #===============================================================================4 l E [0 f. [$ j- A0 R
- if XASVER_37 == false) `" ]1 O3 N# s( @% `- d9 g8 f$ `
- class Xas_Scene_Item
) X6 f3 s9 i: M0 q n/ c6 o2 p# G - alias hud_quick_menu_main main
$ }0 R9 {. }, ~- h- V$ c. t - def main
: ?" Z; U5 B/ d/ @2 y - @hot_key_hud = Hot_Key_HUD.new
5 k! v/ O6 n; V% V - hud_quick_menu_main
P2 {! J! Y6 o/ f5 @& V K - @hot_key_hud.dispose" r8 P0 o6 x; L6 J3 @
- end
! O+ V8 U7 h7 `3 ^ - 2 U4 z" l5 t1 m9 _4 T
- alias hud_key_update update
1 n' C6 M# K9 Z e% W - def update: E9 @$ H4 e, V) U1 u' ?6 l: z
- hud_key_update
7 _" N4 Q; J6 S( [& @/ S - # Hot Key num 1
" _" Q( S, q+ s - if Input.press?(Input::Numkey[1])
: k5 f# B& _' S% |! g - $game_player.equip_item_to_hud(0, @item_window.item)
+ N+ R8 p* D# g* k# t( K l: W, Y' a8 u7 a - # Hot Key num 2
3 q8 l4 y- }. N; E: D - elsif Input.press?(Input::Numkey[2])
1 Z& V+ m' m, m v7 S/ T - $game_player.equip_item_to_hud(1, @item_window.item)7 F6 t, b- w$ ^' m, A: f t% X
- # Hot Key num 3
/ f9 f( l3 G; H, S' w/ | - elsif Input.press?(Input::Numkey[3])
0 p: o$ \$ D9 o/ \6 c: q - $game_player.equip_item_to_hud(2, @item_window.item)1 `% V0 w( _/ k8 R7 f
- # Hot Key num 4
3 D! ] S' n4 o" p' f8 C! U - elsif Input.press?(Input::Numkey[4])
2 F2 u" N$ E3 W" P: i3 P! T6 J - $game_player.equip_item_to_hud(3, @item_window.item)
+ w# |5 W2 J( Q7 e5 Y - # Hot Key num 5
o1 K$ {2 ?, {% ~4 g4 |( \7 ] - elsif Input.press?(Input::Numkey[5])
) Y; `2 D# H* o" ^5 e% a - $game_player.equip_item_to_hud(4, @item_window.item)
4 m. P: v; D4 B0 R - end
0 l; ~) K6 ?$ T! ]. `4 l( U0 A - @hot_key_hud.update
' X% V' w* s3 @6 e) F1 ?5 ^1 i - end
, }5 h! o/ W- {" m3 K. H. c - end% F; Z8 d1 c5 [6 S r0 p1 S2 Z# S
- else
5 i: n1 O2 b; `8 m; l - class Quick_Menu_Item
e" N9 N# Y7 L6 T - alias hud_quick_menu_main main, E# D( K* `; n' W8 r( S
- def main5 Y: F* F) J3 k2 o0 A( p: D
- @hot_key_hud = Hot_Key_HUD.new" }, C: A1 x K$ o- |
- hud_quick_menu_main
: a% \3 m, N$ @( Q1 B2 U - @hot_key_hud.dispose9 Q5 i+ a7 I0 K
- end. w/ Y" |6 j. q; Q5 ]
-
2 e* V* ^0 A- o6 X - alias hud_key_update update
$ Q6 E2 V+ k4 j" d- \+ e9 U) _4 ~8 B - def update- j, o) |0 y/ ~2 p
- hud_key_update, [4 x+ S9 |6 g1 ^
- # Hot Key num 1
; ?& i- M: }+ J$ D; M& E& f3 K. f - if Input.press?(Input::Numkey[1])) r; t( K( |$ O9 V! f2 v
- $game_player.equip_item_to_hud(0, @item_window.item)
" ]9 g7 m8 E) J: X& P+ g( Z0 j2 g - # Hot Key num 2
+ a: T5 ?8 s: b. S' c, | - elsif Input.press?(Input::Numkey[2])$ n1 Z. o. p; H7 M3 P
- $game_player.equip_item_to_hud(1, @item_window.item)
2 F9 P0 Y* r$ d/ p- p - # Hot Key num 3+ ?. F5 m. N2 d4 ]5 m9 [) m
- elsif Input.press?(Input::Numkey[3])* M0 |; x) K0 X# z
- $game_player.equip_item_to_hud(2, @item_window.item)+ B* C( N& ?( `" n, U2 o
- # Hot Key num 4
( A' |6 ^, h4 C" g- `# [/ d - elsif Input.press?(Input::Numkey[4])
6 a. A* w1 g. g - $game_player.equip_item_to_hud(3, @item_window.item)' h, w9 n/ }, n1 B) d
- # Hot Key num 5" ~# Y. i9 C$ ?- ]
- elsif Input.press?(Input::Numkey[5])
' f) a) e% `/ }$ i6 M! Z - $game_player.equip_item_to_hud(4, @item_window.item)
1 J/ M7 x" y0 K; T) H/ K - end
# e$ l% D$ \/ h - @hot_key_hud.update
$ K* D( q3 c6 s- B, b) }! P - end2 N' U& k6 c6 B
- end3 U% i* H, `5 Q$ `+ n
- end m4 G! a) Q: C
- 6 P: B4 B1 x8 G( M" t5 s
- #===============================================================================+ b! G4 @- F9 K& |
- # HUD Window
7 J$ \) G: w: Z8 P - #===============================================================================
: s0 ~) }9 u- g3 }' W) R4 f - class Hot_Key_HUD < Window_Base
, A T! C9 ~3 v& C4 G3 R. \ c - def initialize(x = HUD_X - 10, y = HUD_Y - 15)" J! _5 P( t% [& A% K
- super(x, y, 220, 80)# K, ~" V3 I3 ~0 _
- self.contents = Bitmap.new(width - 32, height - 32)
0 W4 ?0 `4 w8 z: Q- a6 e5 G2 t - self.opacity = 02 t0 P, S2 F1 }( f: t7 j
- @actor = $game_party.actors[0]+ _' C) ?9 z. a& f
- refresh
' ~$ W h* Z4 e+ H5 | - end! b( g5 i7 x( x) s- e
+ s q* m& S3 @8 T- def refresh2 |' `1 r1 f. o, T6 \# H9 t" C
- self.contents.clear D7 ]' \& {+ W1 n% _
- bitmap = RPG::Cache.picture("Hot_Keys_HUD")
7 y4 N* T. h" r2 m - self.contents.blt(0, 0, bitmap, Rect.new(0, 0, 160, 32))5 Q' J, |0 x9 ?1 I
- for i in 0..4- U3 M' J6 g# W" }$ _4 H
- x = 32 * i + 45 G9 `! i; z& O
- item = $game_player.hud_equip[i]8 a- g/ O+ e; |8 U
- next if item.nil?
: [3 k3 t2 \" J) Y2 ~ c" h - if item.is_a?(RPG::Weapon)
1 m3 q. J6 X$ ?/ f& q+ b# j& Q7 e/ t - item = nil if $game_party.weapon_number(item.id) == 0 and
: |0 T* o: u# h - @actor.weapon_id != item.id4 x( f0 n. A( G8 O7 {+ Z7 R
- elsif item.is_a?(RPG::Armor)
2 p. K( y4 n& E1 V$ K- d$ h% J - item = nil if $game_party.armor_number(item.id) == 0 and - N5 K( M4 z* G+ H" f( R
- @actor.armor1_id != item.id3 @+ S7 `$ P+ }0 z: P
- elsif item.is_a?(RPG::Item): s3 q, v) B. b
- item = nil if $game_party.item_number(item.id) == 0 or
4 a% Z+ x1 L8 x% p% ?) K! ~ - !$game_party.item_can_use?(item.id)
$ W' h7 l* J4 r" X - end E) g; j% K( y) q/ A
- bitmap = RPG::Cache.icon(item.icon_name)7 z; o1 I, `# T, C
- self.contents.blt(x, 4, bitmap, Rect.new(0, 0, 24, 24))/ H6 O) l* ]; |8 U
- end
) {* Z' a1 I" q3 b' Z' J1 { - end2 J% ~ D2 K+ f3 \7 C1 Z
-
* n* ~2 U5 B# z; G4 m' A1 a6 f - def equip(item)# O4 l* Q& ]+ s% l/ u* {
- if item.nil?1 F. }1 g1 ]1 Z" z* K. o3 z8 {' x
- $game_system.se_play($data_system.buzzer_se)% H+ ]7 M, ^6 s/ o
- return4 c/ {; G1 z- M4 x9 X% D$ _
- end
; S2 f4 p/ s2 {% p4 }& c: E - if item.is_a?(RPG::Skill)
7 Q" S4 s6 c8 a0 l! y1 m9 l/ c - if [email protected]_can_use?(item.id)
3 m3 Y# O1 W/ {' X# ?, w - $game_system.se_play($data_system.buzzer_se)
7 a( w* z( m" _, c* p% g* ] - return
9 ^; t- f+ P! @" b: f) E- \& ? - end" _2 p; ^: r: n
- $game_system.xas_skill_id = item.id1 ?* _5 H: w1 K5 e: f3 ^
- elsif item.is_a?(RPG::Weapon)
% o+ l1 k. N4 a- J7 _ - @actor.equip(0, item.id)
" }" }+ S0 U: U8 ?% O - elsif item.is_a?(RPG::Armor)
1 J" o; G! O- H. R$ ` - @actor.equip(1, item.id)
* H% Z; d8 g1 U - elsif item.is_a?(RPG::Item)
3 R+ P' p5 _' K! s2 [ - item_tool_id = XAS::XASITEM_ID[item.id]
- x, m/ }9 T! } H1 i2 _7 u9 \1 O - if item_tool_id != nil3 |* u3 H1 |- ~- `' L4 O' N; e
- unless $game_party.item_can_use?(item.id)
, y! |, z; d' S, D& l - $game_system.se_play($data_system.buzzer_se)# k* B+ y* M" w! r. @
- return8 s! z" O- b0 ~) M v
- end/ V: A4 {! B9 g- k3 a' S* h
- $game_system.xas_item_id = item.id
; ^( ^5 O1 K! J8 u( x - end( l) s0 F8 @8 w4 p; V) h- S
- end' a m: e4 N' ~/ ?. ?) O) \ P0 g
- $game_system.se_play($data_system.equip_se)
% I/ s. m# m7 o! S - end
! m: @& X' i- _2 C8 I - ' l2 C$ w* {* l1 z I( ~( C
- def update5 b2 E- L( ~* d9 F
- @actor = $game_party.actors[0]
. j2 c! I2 [$ M# R' V9 c. Q3 b - @hot_keys = $game_player.hud_equip
% S7 Z0 M0 R! k$ l! b4 n! y - refresh4 C [; ], S o
- return if !$scene.is_a?(Scene_Map)
: ?# ?# L3 W& k - if Input.press?(Input::Numkey[1]); A! p1 ^! y4 a
- equip($game_player.hud_equip[0])
8 Q6 n# Y1 z6 H1 C" i - elsif Input.press?(Input::Numkey[2])
, y2 e$ d7 j. } - equip($game_player.hud_equip[1])
: {0 m: k" V0 v7 k, Z' D# N - elsif Input.press?(Input::Numkey[3])! A2 v& T2 q! t4 x8 D
- equip($game_player.hud_equip[2])
% f* U8 ?- K# E1 X1 A" T - elsif Input.press?(Input::Numkey[4])+ s9 s$ z) u0 s* P9 [; C
- equip($game_player.hud_equip[3]) " s) F5 u% C. c: e8 D$ w
- elsif Input.press?(Input::Numkey[5])
- _ {0 K8 o. a: G7 J - equip($game_player.hud_equip[4])
/ C& u$ Z8 f9 \1 e' K2 X - end" a" \8 _/ u5 C+ U! ~
- end5 w7 Q- k8 L; T# U! y3 `
- end
$ q X. |: J, J9 j0 f8 _" D
% \. A8 _% Y( h% e3 I7 c- #===============================================================================
! z/ c+ O. P( R V9 Z% q5 | t k - # Scene Map* x- @6 v5 a5 G, @" \# p
- #===============================================================================
( w+ c7 v, c3 c- R8 w5 f$ a - class Scene_Map9 [3 k. Z2 D L: ?
- alias hot_key_hud_init main
/ j u: {" Q* f/ s6 }- F6 s - def main
7 j5 m+ @% H7 u) X5 u6 c - @hot_key_hud = Hot_Key_HUD.new
. h' Y W: T$ X$ L; p6 n1 G& n$ r: J - @hot_key_hud.visible = !$game_switches[XAS_HUDDISABLE_HUD_SWITCH]9 D# H5 q& d" a& L! R
- hot_key_hud_init: J# ]3 w2 E$ m! s: `3 |0 s' F
- @hot_key_hud.dispose( K/ ?% q( q9 o
- end, W# `6 v7 l8 l- O4 g0 ?
- % Z# H: U: }7 }8 q* A
- alias hot_key_hud_update update
2 {9 ^& l' E$ |* Q - def update9 a# d$ h @3 r9 ~! l8 g8 g# h
- hot_key_hud_update
# }# S# m$ T3 f" k0 C2 _) w$ v - @hot_key_hud.update
# O0 M+ I: r" K - @hot_key_hud.visible = !$game_switches[XAS_HUDDISABLE_HUD_SWITCH], G, d4 c: l& L( L
- @hot_key_hud.update if !$game_switches[XAS_HUDDISABLE_HUD_SWITCH]# W$ k, E5 |4 a; U
- end' R3 E; o/ m9 t' i
- end
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