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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,0 e# ` w, `9 G* h
不知道有人能帮忙看一下吗? - #===============================================================================
' p) t6 v) @9 { - # XAS - Hot Key HUD
5 L) ^4 Y7 B; x8 j. j - #===============================================================================$ {/ I/ N3 ~7 _) _' j
- # By Mr_Wiggles
: c% C' l) b% G - # Version 1.3 g8 N/ p' E% d: G/ E" n$ w( k( M& F
- # 7/6/10
) T. E8 T; ]* x7 f# w5 U X3 U: l - #-------------------------------------------------------------------------------
, D. o0 Z( _# a/ |( ?$ `, o9 g - # Instructions:& D/ m3 H( V$ B, K4 w- V$ f, h
- # Fill in the constants bellow, paste this script above main and bellow XAS in
8 ]3 F. t. c& M+ N" { - # your script data base. BE SURE TO SET TO THE RIGHT XAS VERSION!!
c+ X2 x& c5 M4 r9 f - #
% q* e5 Z' C$ t, R) s9 L( p' W - # Place the "Hot_Keys_HUD" picture file into your game directory
1 a& \( ~7 K. Z+ ?/ `3 I1 T# f# ~ - # Graphics/Pictures folder.
7 ?) e, B4 \( m$ K2 Z4 K" P3 z - #-------------------------------------------------------------------------------5 L! c- \" i6 W1 \8 a0 D; E9 w
- # Directions of Use:5 O, \& m! ^/ `$ [* o2 G
- # Simple just press a number key (1 - 5) when the quick skill or item menu is) p- y, C z& ?- s- t d; x$ a
- # Showing.; U' n* p8 i/ a% `0 u. @5 S
- #===============================================================================
9 c. h/ R* d5 Y+ S6 ] - HUD_X = 0 # X pos of HUD; z; n6 S" P, R- G4 D$ ]
- HUD_Y = 0 # Y pos of HUD3 G3 Z9 Q! h; K h; } E1 ^# |
: ^6 \. f Y) }# P( ^1 G1 E6 T- # Set true if XAS 3.7f2 @( M1 e. x# L" U) Z; v+ i" b
- # set false if XAS 3.6/ ~2 @2 t% n/ D! ?. z
- XASVER_37 = true
, R/ H0 g, v* ?; a - 7 [: G/ W+ f& W2 Z& i/ y
- #===============================================================================
: ^. {+ |0 ^+ P - # Numkeys Module
8 B8 ]8 ?8 ~5 R" p - #===============================================================================3 N. h# o9 r7 a+ T }# U" ^$ P& U
- module Input
0 L5 B! K5 n H: N% d# K - Numkey = {1 => 1049, 2 => 1050, 3 => 1051, 4 => 1052, 5 => 1053}( y9 c0 y# c% |7 {- P% Q
- class << self
3 O" b/ V3 u6 g - Key = Win32API.new('user32','GetAsyncKeyState',['i'],'i')2 g& t9 Z: q3 u
-
) L3 U1 w( f ]/ Y - def testkey(key)
5 Y! U9 C! Q% j4 B7 I* D& j1 w - Key.call(key) & 0x01 == 1, N o" A$ ]! h" _2 `" I+ n" z% d
- end8 j8 L+ L) ? P. N( m, s/ Q! P
-
j0 y) O8 Z3 p - alias hud_key_update update8 d$ p: i& ?, S; p; y# r$ J
- def update) g9 d/ S2 n9 F! ]
- hud_key_update$ M5 n) ~4 D$ Q& F2 s# ^5 I- u( F( M
- @pressed = []
- I; F6 u8 b* ]. U3 p - for key in Numkey.values
/ d7 b' B1 l9 v1 Z - key -= 1000
' L& [6 Z8 f( s8 p. q* S/ v e - @pressed.push(key) if testkey(key): m d1 s9 ^3 @4 U7 O/ R/ v8 a
- end: r; n3 S3 |4 l9 A+ E
- end- h. z. q2 a& y; w4 }3 u3 N0 M7 M
- 5 |" [- Z# P7 x+ ?. K7 y; K; E
- def pressed?(key)
A4 K( t+ }2 D# B - key -= 1000
- b, }, q. v3 D3 X - @pressed = [] if @pressed.nil?9 o4 E1 R, I6 @
- return true if @pressed.include?(key)' g% K, ]& B& C3 R* C3 Q
- return false
8 f6 {" G2 n6 F2 y" Z( | - end
/ O1 S( p6 B) w% C9 W( z: V - 1 W8 \7 M A {3 G' M/ B
- alias hud_key_press? press?
1 ^. n6 g4 C" f b - def press?(key)+ r6 n! _8 K+ m6 H: x
- return pressed?(key) if key.to_f > 10003 |$ u4 y9 q- F, j* d; ~! e3 T) a3 O
- hud_key_press?(key)( K1 R* a5 b* D8 ~
- end
" M7 J# y+ Y& [5 ^1 E: L - end4 a; D' F/ ]0 g" t1 z# z" J$ Q
- end+ I C, c( l/ H( ~4 {2 N5 b5 S1 Q( P
7 f D( n- ~# |# B/ d6 N- #===============================================================================
8 c8 Z* r2 X4 j" N- C& }% p - # Game Player+ X8 d" O3 ~7 u6 \" F0 {) A' \1 j
- #===============================================================================
4 Q3 f' A/ @$ K+ t+ v9 v0 \2 O - class Game_Player < Game_Character
$ t# O4 m4 t1 w. K- q) U - attr_accessor :hud_equip& m: [. W' Z* ~$ i ~7 ^
-
{8 }0 z; y; [! x - alias hot_key_hud_init initialize$ H3 b% p! R% q, L
- def initialize* Y$ C% H& ~3 e% r1 z" K8 k I" K
- hot_key_hud_init8 ?3 ]7 Y* ^. l8 o- _$ G4 L
- @hud_equip = []
8 g3 Q+ L2 z' T# S6 D' E - end7 ?' ?5 t! U2 y/ i% h
- + w" B0 z) W) M: x: _
- def equip_item_to_hud(n, item)
& L+ P% l/ t% {8 P - if item.nil?
6 V) O5 T% B' D4 F: u! { - $game_system.se_play($data_system.buzzer_se)0 i x) P& \4 Q/ M/ u
- return! `5 {) ^' @' N% c$ F1 }" J# F0 w
- end
1 D% ]8 M: g! h - $game_system.se_play($data_system.decision_se)
+ s% |! _. g$ f2 d$ B' T. }: P - @hud_equip[@hud_equip.index(item)] = nil if @hud_equip.include?(item)
6 C. m0 N8 R6 x; q+ ?2 _2 z, { - @hud_equip[n] = item- B( m, w, V/ u. f/ g
- end
) n0 h. V3 {/ A/ F8 _ - end- y: {3 V+ q: @5 Y, l
- 8 E; T' E7 s- @' _) D# {& G3 b
- #===============================================================================
`, L/ k( d0 S8 b& B! O. G% q - # Quick Skill Window
% L3 A: i* X; g. D5 r) I) M, C5 J - #===============================================================================
5 q G1 b5 Z/ e; [0 |. i - if XASVER_37 == false ^& _; _% A/ V& ?6 U v
- class Xas_Scene_Skill3 @$ `- m: ~/ W+ {
- alias hud_quick_menu_main main t7 _$ I8 C) i9 D# ]. F
- def main, t; A& X( _2 o# `# {% s+ l- S
- @hot_key_hud = Hot_Key_HUD.new" p; G0 w- h! a% Y% ^5 G" l
- hud_quick_menu_main- D$ R- W; ^2 z; C
- @hot_key_hud.dispose
9 q" A2 k n* ~# K( C% f - end
7 U! Y; q4 @/ z -
- L4 b4 p& L; Z3 i. ~; }. @# R - alias hotkey_hud_qucik_menu_update update, u* B v& _. e+ g% |$ e( X& o
- def update8 X: }/ ^! W/ ]! o
- hotkey_hud_qucik_menu_update
8 r4 s7 s7 M" i* a, M) }% h, e - # Hot Key num 11 v3 y; V2 Y$ _1 V4 a
- if Input.press?(Input::Numkey[1])
! V% a+ {$ \: q) D - $game_player.equip_item_to_hud(0, @skill_window.skill)* E6 B6 J6 i5 D o+ h
- # Hot Key num 2
3 r6 m4 h/ z- U& e b8 f6 h# a - elsif Input.press?(Input::Numkey[2])
- n- b; ~8 ~, D m# n+ T# B8 S8 P - $game_player.equip_item_to_hud(1, @skill_window.skill)
* W) K& ?" T5 u. b - # Hot Key num 3
4 c2 X4 Y0 M+ J% Z; J( c: V/ q - elsif Input.press?(Input::Numkey[3]): e! B- e% @4 X
- $game_player.equip_item_to_hud(2, @skill_window.skill); i/ l. F1 Y( @1 b* O
- # Hot Key num 42 ~4 d& g9 P. F- h% a l
- elsif Input.press?(Input::Numkey[4])
. S i5 ] U" o0 h: P: p - $game_player.equip_item_to_hud(3, @skill_window.skill)
! I s' i/ F: ^- X - # Hot Key num 5. i" t( I4 `3 h0 `
- elsif Input.press?(Input::Numkey[5])$ s) L i8 T: m: \! s8 c: Y
- $game_player.equip_item_to_hud(4, @skill_window.skill)
! b+ g( Z4 b, k( P - end
2 c- ?, r3 _7 c9 X7 a - @hot_key_hud.update
2 r6 \. M: w$ z4 ~3 |/ } - end
- s3 h, @9 V0 x - end
0 O5 a4 c8 I: {& Z n6 J% r3 b - else+ D* Z' [! c H5 r0 Y5 w$ ]2 Z
- class Quick_Menu_Skill) t. `5 v+ Y5 `) @' H7 h
- alias hud_quick_menu_main main" _: L B R+ ?7 u
- def main
" a* }9 l& ?) a - @hot_key_hud = Hot_Key_HUD.new$ Z: U: ]- u% `
- hud_quick_menu_main- z8 }, _# i: O$ T! u* d. k
- @hot_key_hud.dispose2 z7 B* ]% b4 a; e, ]* N
- end
8 \4 V( x( V5 w; e' v -
! n* U9 S( r. v) ^! p - alias hotkey_hud_qucik_menu_update update
T* e6 e5 E4 k& R* g. X - def update0 }% _9 x7 c( a
- hotkey_hud_qucik_menu_update& h# o% J8 N# |) p
- # Hot Key num 1
# P+ I6 d8 F/ ]5 e( U. W - if Input.press?(Input::Numkey[1]) T5 d$ F4 c( J/ e
- $game_player.equip_item_to_hud(0, @skill_window.skill)
3 T- j! ]' P3 c. c0 h7 ^0 f - # Hot Key num 2' q( Z3 [( ~3 U6 [' j# D& y
- elsif Input.press?(Input::Numkey[2])
! e* M8 N! ~4 N - $game_player.equip_item_to_hud(1, @skill_window.skill)8 {, @# F+ l1 b+ W/ z5 {& _
- # Hot Key num 3
- w+ _, ]- u) w0 X% j- r* c - elsif Input.press?(Input::Numkey[3])
0 r% ^* E$ D8 B& w - $game_player.equip_item_to_hud(2, @skill_window.skill)
; I$ ]0 q, D/ _# H% F) {1 M2 O - # Hot Key num 42 E+ K( r+ z8 |9 i
- elsif Input.press?(Input::Numkey[4])# w9 ?" i# |* T0 }: O3 d
- $game_player.equip_item_to_hud(3, @skill_window.skill)- I" J }( ^0 @
- # Hot Key num 5# b2 R3 E8 d5 J3 o$ H f
- elsif Input.press?(Input::Numkey[5])
5 w+ C. i( ?+ f% G$ N! a* j - $game_player.equip_item_to_hud(4, @skill_window.skill)" B5 |1 ?3 p; K1 V
- end
- [$ \$ {4 _6 \8 o+ j, L( G: k - @hot_key_hud.update& e/ h1 c8 p C4 R! \5 B% W
- end9 w/ x( q+ t) U( \" W: X
- end6 [' Q0 V: ^5 W0 i. u7 t% c! e- I0 d
- end& k- p& ]" A6 S; D0 E2 B( N
- " j7 N: g% p$ G5 d4 |
- #===============================================================================
) h: M8 \0 {$ | - # Quick Item Window+ {1 z# l) J( l2 }
- #===============================================================================; ~6 ]) `1 i( S) L/ G
- if XASVER_37 == false8 K1 h" b& B4 F% n3 ?7 `* L4 W/ I
- class Xas_Scene_Item( k f7 o, h7 `0 j! @1 U% y0 j
- alias hud_quick_menu_main main
3 M" B% P8 {& j1 b0 e2 |1 z, O- G - def main
0 C; d ]9 E: q% `. _ - @hot_key_hud = Hot_Key_HUD.new
5 b2 J" u& P; { - hud_quick_menu_main
5 g9 v) s; J2 c6 d" _$ v; L - @hot_key_hud.dispose; H) R# C0 d- L/ x* d0 [9 j
- end0 f y5 |) |1 E. T
- , m2 O. Z" _( B& y- ?! b5 [
- alias hud_key_update update' ~3 Z. g) n# o* S: e4 A
- def update* i* I7 [ w& x' g: U$ N
- hud_key_update: E5 f/ [' S+ E, v( C! N9 L+ |
- # Hot Key num 1; L8 L2 }1 k2 `
- if Input.press?(Input::Numkey[1])
* Z$ M! F+ R6 Q) z - $game_player.equip_item_to_hud(0, @item_window.item)
! q& ]6 A( u/ O* P - # Hot Key num 2" O a# M6 Z4 k9 ]: |
- elsif Input.press?(Input::Numkey[2])- t2 l/ c5 S+ @1 d# F W4 ^
- $game_player.equip_item_to_hud(1, @item_window.item)
0 r% k7 ?9 r5 S) N* o+ x - # Hot Key num 3
! l. Z: @7 b# {: J5 X - elsif Input.press?(Input::Numkey[3])( _2 ]. k# f/ M" C8 N K6 M& Q% R
- $game_player.equip_item_to_hud(2, @item_window.item)8 m8 l1 Y, M& f, F/ J7 _; M
- # Hot Key num 4, r* T( Y' N6 u# Q
- elsif Input.press?(Input::Numkey[4])5 O; a4 {3 f4 m B
- $game_player.equip_item_to_hud(3, @item_window.item)
' T# ]$ r8 X& E1 T i - # Hot Key num 55 E% }3 S" V6 Q9 T0 b- j* e
- elsif Input.press?(Input::Numkey[5])
3 Z e; c5 C* ^6 ~% v0 h* M - $game_player.equip_item_to_hud(4, @item_window.item)
8 {( H* q! W' ]# ~# F - end8 r6 \& H/ L% _3 W
- @hot_key_hud.update
% @$ c& N# \8 f' p/ u( S0 S' [1 ~ - end9 J( f$ s& W0 i' _5 `
- end
) v0 Q! w5 K# i3 ~/ _6 \ - else
, v' t0 V+ p" F: P; `2 I$ J - class Quick_Menu_Item
5 D* a1 x$ \3 w3 Q5 \' |) _( m - alias hud_quick_menu_main main
) B3 e& C, I c - def main
% v4 |+ i0 \- z, K9 b% a! s# a% L - @hot_key_hud = Hot_Key_HUD.new
$ Z7 \, j Q8 C% @6 f2 }1 I1 d - hud_quick_menu_main$ `5 P3 c6 M7 y' O U4 P, Q6 \* U) p
- @hot_key_hud.dispose6 R Y$ f, F u$ k9 u
- end6 I+ K6 W8 @) C4 x c
- & E9 c0 F* c5 i n
- alias hud_key_update update* W. x8 H' ]. K. ]9 l6 F% I
- def update
, D/ ~ t. O1 q0 X. G7 k$ x - hud_key_update
+ ]1 z5 x/ D' _: L. Z( ? - # Hot Key num 1
0 n8 S4 [) K) w - if Input.press?(Input::Numkey[1]); `, L& w3 Z& W( W6 g3 q
- $game_player.equip_item_to_hud(0, @item_window.item)
( l2 R6 I/ O: m$ V: Y3 M9 h1 G5 M* V - # Hot Key num 28 O$ c2 f9 T% c8 P9 y' ~/ p: f
- elsif Input.press?(Input::Numkey[2])
) @; t" D. @ M6 Q% n5 O; w - $game_player.equip_item_to_hud(1, @item_window.item)* d" h5 V) m. F) ~! @3 w" [
- # Hot Key num 3
8 M( Y1 [3 o8 N5 B; q% ` - elsif Input.press?(Input::Numkey[3])
* R" X* e2 y2 B - $game_player.equip_item_to_hud(2, @item_window.item)" |) e4 U3 Z/ S! L! n& S
- # Hot Key num 4# y; s" X9 o9 e& S$ C) w; m
- elsif Input.press?(Input::Numkey[4])+ I; s! ]; a* K# y! [/ n) B
- $game_player.equip_item_to_hud(3, @item_window.item)) \% [; g4 ~2 N) w- V9 p+ w- S; h7 [
- # Hot Key num 58 W; n! ]# t! @. N6 ~0 T
- elsif Input.press?(Input::Numkey[5])
) f. N+ d; p8 x6 X B0 v6 K - $game_player.equip_item_to_hud(4, @item_window.item)$ k1 W. A) g! t. V8 c! R0 b
- end! N4 P; d6 Z% r2 A5 U
- @hot_key_hud.update
% z2 d/ R( O! t. _( o6 O) ]1 n. S - end
8 s1 s& z- C$ U* K8 i - end3 r# z' P% Y- X9 k2 v
- end6 B- f, P$ }7 O) }6 ^4 u/ x
) d; _4 \( o2 a- #===============================================================================, c# s; C& ~4 d1 \$ S/ b0 |. R
- # HUD Window; S- P' h: [2 h, V0 x W k6 K& D
- #===============================================================================
1 [, P9 _6 T0 a9 r - class Hot_Key_HUD < Window_Base7 r( W* E* ` h1 B
- def initialize(x = HUD_X - 10, y = HUD_Y - 15)
1 ?: m8 ^. k- u7 `# B9 L - super(x, y, 220, 80)
' ~5 e3 U1 q+ @7 ` - self.contents = Bitmap.new(width - 32, height - 32), y4 E* u+ L: r, k3 D
- self.opacity = 0
& J. x; K) }$ v/ R& d - @actor = $game_party.actors[0]7 M2 {$ k, X# I- d$ a5 _/ @
- refresh
) ~( j" h) J, x4 g; ~9 w$ e* c f - end! x- t' Y) W- T9 L+ i6 F4 r0 J
; ^; [4 }5 S$ W, y- def refresh9 K, ^/ J L' Q1 G1 S
- self.contents.clear
6 V! [: J3 b0 M( E! v5 v: Q5 t2 P/ Q5 i - bitmap = RPG::Cache.picture("Hot_Keys_HUD")6 q) t+ d9 \3 e d6 H6 i# A2 h+ `
- self.contents.blt(0, 0, bitmap, Rect.new(0, 0, 160, 32))
8 t- ~5 l/ e% _8 ?$ O0 z - for i in 0..4
" _8 W# d: _) A Z u1 R- v0 j0 } - x = 32 * i + 4& b; C$ o' I) P, H
- item = $game_player.hud_equip[i]
2 ~6 q) k2 O/ s - next if item.nil?
8 |9 q2 F, P( M. D. g9 N2 _9 i - if item.is_a?(RPG::Weapon)1 r! \. F S0 Z3 Z; ]
- item = nil if $game_party.weapon_number(item.id) == 0 and8 Q3 g2 y: V/ ?/ o) f1 R
- @actor.weapon_id != item.id
& ~! u6 ?# O; c3 a; C - elsif item.is_a?(RPG::Armor)
- n6 r, r8 T ]: P, o: \5 ` - item = nil if $game_party.armor_number(item.id) == 0 and * V8 f" G/ h9 D2 P' N" m/ s0 z
- @actor.armor1_id != item.id9 ?4 K7 F- g5 f: h- B
- elsif item.is_a?(RPG::Item)0 U4 i8 b @& W( m# `% o( t, v* ?
- item = nil if $game_party.item_number(item.id) == 0 or
, {/ J9 F" E5 {. U - !$game_party.item_can_use?(item.id)
0 {4 p" g; r Y8 O. a, R+ H Z* K - end
) f2 O. v9 Y7 X% i/ _5 ?# ]4 g - bitmap = RPG::Cache.icon(item.icon_name)
* N' {8 Y: e1 r& p1 K) t9 [- `0 i - self.contents.blt(x, 4, bitmap, Rect.new(0, 0, 24, 24))# l+ g- v- F' l2 S. x
- end
% k, {% ?1 Z2 O! E" y - end
# d: ~0 t5 }. X8 ~( s+ w. l - & k/ q, \ i+ j' ~
- def equip(item)
, A4 E* ^8 S8 l& U5 I" z2 N - if item.nil?; U8 \' u* c* t4 N; F2 `
- $game_system.se_play($data_system.buzzer_se), O; }5 f( n J3 R; W1 S8 s9 ^! c
- return3 w7 d! C5 k6 P! j3 i. ], y
- end# s5 G+ X- Q) @4 J* v
- if item.is_a?(RPG::Skill)& \$ |% X. r9 l8 F+ b6 ]" {/ Q3 r, l
- if [email protected]_can_use?(item.id)
' L9 ?& M+ ?% `9 b) j4 q - $game_system.se_play($data_system.buzzer_se)
& o* G0 r5 [4 V, h: r0 i - return5 a7 e; F0 I3 ~+ c
- end: y, U7 ?3 M3 v
- $game_system.xas_skill_id = item.id4 ?8 Z/ t+ E( M3 F; K& C
- elsif item.is_a?(RPG::Weapon)0 M4 @( Q) q, B
- @actor.equip(0, item.id)
4 V; V, Y1 v" Y' m" B/ O0 b& K) v, R - elsif item.is_a?(RPG::Armor)
$ d0 Q6 Z2 ]( K, ^ - @actor.equip(1, item.id)' y3 ?7 A. {1 G
- elsif item.is_a?(RPG::Item)4 l- r) q. ^: ]/ g% ]4 m9 H
- item_tool_id = XAS::XASITEM_ID[item.id]- k1 z$ s: V) b5 A1 ]! f
- if item_tool_id != nil9 x4 k/ x t& ^* q3 s
- unless $game_party.item_can_use?(item.id)
9 I$ \9 a# b5 c5 M, a* p - $game_system.se_play($data_system.buzzer_se)- C* S$ W$ B+ ]7 \9 o# j- R
- return0 R/ z8 k* q$ P2 W' T7 {5 W
- end
& y2 P; {- P0 H4 s - $game_system.xas_item_id = item.id
/ y% f3 k* i( U( o - end
1 b! c" o/ }, n5 h/ M ~- ] - end% [. t! I' i3 a# X( t& {% M
- $game_system.se_play($data_system.equip_se)% q# @ D! U" n3 [1 t% [+ Q. Y
- end
- ^$ L+ z$ J) h! Z8 v. Z -
5 B' l/ J: ?( C( e - def update
$ k/ z. c/ B5 ?- m7 G3 q# e0 d/ k - @actor = $game_party.actors[0]1 C3 C- z% n5 v) x( e+ j9 F2 M" Y
- @hot_keys = $game_player.hud_equip1 E1 T7 ~" _2 u5 u0 e( }
- refresh
' ?) o, {$ s- \ - return if !$scene.is_a?(Scene_Map)
; ^* m8 K' X) K; i' T9 z+ j1 P0 G - if Input.press?(Input::Numkey[1])3 d# j' h, P" X9 G. a7 E
- equip($game_player.hud_equip[0])& p1 h* q0 \2 Y
- elsif Input.press?(Input::Numkey[2])
' _$ ^, |; {) `0 f( D0 ~/ L - equip($game_player.hud_equip[1])
4 m- t+ i& ^( L# r - elsif Input.press?(Input::Numkey[3])% C# ^: @9 K8 g- e1 S" m- Q3 L
- equip($game_player.hud_equip[2]) ! ?1 W# s3 \- ~. E$ r
- elsif Input.press?(Input::Numkey[4])
4 O/ W, Q( @ ? - equip($game_player.hud_equip[3])
8 q& A* @/ R' ]! p2 [# y9 H4 V k - elsif Input.press?(Input::Numkey[5])6 s7 `8 a4 M3 M& M# G% o
- equip($game_player.hud_equip[4])
5 i! v1 l! \8 p - end/ w3 P4 E( Q4 j+ w
- end
" i" h8 d5 m q. s0 m! R - end6 q V( y4 I; L0 s& G3 i
- 8 L+ d+ c H( B! _% R4 `
- #===============================================================================
2 z" P3 n2 k- X% y `& u - # Scene Map$ K9 r, F5 {5 k" L2 L+ T
- #===============================================================================
% V* z2 n, U+ D - class Scene_Map4 [2 ~1 F9 ~ A* l
- alias hot_key_hud_init main: k' w6 @+ ]6 F \
- def main
- T% j' B' N# f4 R* x# \ - @hot_key_hud = Hot_Key_HUD.new. T* _& K C0 q, s- c% p" t
- @hot_key_hud.visible = !$game_switches[XAS_HUDDISABLE_HUD_SWITCH]8 P* h2 f$ j0 ]' o
- hot_key_hud_init7 Z, k1 c2 O! e7 s
- @hot_key_hud.dispose8 O2 N$ ?" L0 H! l/ H
- end
! d1 J4 b4 Z/ v9 w8 u% [! |5 q -
* I3 U" v, s0 K- O - alias hot_key_hud_update update
6 Z" U8 I( }& v+ M- L8 d6 J - def update
8 j2 M* C; x. d8 A% }5 D7 B4 ^: f - hot_key_hud_update
m |/ K& G6 ~ X$ ]% `* y - @hot_key_hud.update( S" _( K* A3 @2 Q; C7 C
- @hot_key_hud.visible = !$game_switches[XAS_HUDDISABLE_HUD_SWITCH]
) J4 H% L3 W0 G( W* p/ P - @hot_key_hud.update if !$game_switches[XAS_HUDDISABLE_HUD_SWITCH]0 S- X; v- w9 J
- end x- l, J0 K3 g6 w2 W
- end
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