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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,
# U; E: `8 x' S- k+ h5 f7 l5 F: \不知道有人能帮忙看一下吗? - #===============================================================================, C1 p+ h) s/ o ` B
- # XAS - Hot Key HUD9 t1 x! G$ a& j9 w- S Z. m. s9 v( i$ l
- #===============================================================================
/ ?5 p. v! ?& A V; j - # By Mr_Wiggles
. J: z8 U5 a0 o - # Version 1.39 n& V7 f4 \! N' F! S' @0 L2 g6 t
- # 7/6/10
c, `9 D' d5 ?/ {; z. \2 b - #-------------------------------------------------------------------------------2 h5 H6 R/ B) ?8 e
- # Instructions:
" K& [5 W! _3 J: z - # Fill in the constants bellow, paste this script above main and bellow XAS in
W5 u3 X, e" b7 g* Q+ B - # your script data base. BE SURE TO SET TO THE RIGHT XAS VERSION!!
- X- | ?0 ?4 H; Z4 X3 K! V - #
: B: Z1 D3 W) ]; q6 E1 ` - # Place the "Hot_Keys_HUD" picture file into your game directory 9 L7 Z! y3 |, @9 h
- # Graphics/Pictures folder.
4 c; ~+ n' C' f3 V7 n+ l: s - #-------------------------------------------------------------------------------4 `2 U2 \7 y0 P1 G1 u4 g# f
- # Directions of Use:
9 O1 G5 w8 x; J% c. T3 a- [/ B' O' z - # Simple just press a number key (1 - 5) when the quick skill or item menu is
( G2 N% I3 S, p% `4 J - # Showing. x& g. o# @( y# Q: v7 P1 }
- #===============================================================================) h- r5 p- t4 E) a# N6 A4 @5 K
- HUD_X = 0 # X pos of HUD: O+ j* n" ?# G3 F
- HUD_Y = 0 # Y pos of HUD
" Q& P4 t& ~- _: N
3 x; ]4 V9 f* a/ z, L. r- # Set true if XAS 3.7f
7 ~8 G# n4 N2 R4 z$ v# `2 e5 U - # set false if XAS 3.6
: J. q0 X" U/ l0 o - XASVER_37 = true2 J7 B4 v) t/ c* @
$ [/ i0 I6 S4 a! e- #===============================================================================( n$ T) ~3 e; f( N% y" j: n
- # Numkeys Module& e- a/ |6 G9 E+ q* Z/ v# C9 U
- #===============================================================================( V+ G* u! X# L5 t% R& W
- module Input
6 Q! ]3 T- _/ q) K: Q - Numkey = {1 => 1049, 2 => 1050, 3 => 1051, 4 => 1052, 5 => 1053}
2 {9 i c X& C - class << self* r7 T1 m/ R* R. W6 _( d
- Key = Win32API.new('user32','GetAsyncKeyState',['i'],'i')% Z2 \: b M$ o& O) ~0 S; n7 y$ T
- ( l# E8 N1 ~# V" ? |
- def testkey(key)* H4 R, B( g/ O% v: ~; W
- Key.call(key) & 0x01 == 1) R! f4 j9 z& n% j. L2 a4 W( F- a
- end6 v% V: b7 b. W7 |! _, m: b
- 4 @& w, M. a- D* T' Z
- alias hud_key_update update
, O/ R* O7 y# [ - def update
( t8 l1 K( ?7 K+ i4 N9 f% H; ` - hud_key_update7 u8 [; n4 A1 n0 s/ W
- @pressed = []( ?( I; u) q! U) k6 y
- for key in Numkey.values
$ d' H" R$ K& i% n - key -= 1000
o4 R. R a; T/ S; s - @pressed.push(key) if testkey(key)
+ N" f$ r- M5 I2 }; } - end. G- S+ @0 A& f- T% y) R$ c
- end; _& Q, C* z& ?6 ^7 w
-
$ h; ], @- h5 a2 \2 s - def pressed?(key)3 X; X5 R+ w( F' o1 h8 l5 Z2 ~2 K1 W
- key -= 1000
0 E+ M5 _- _# C% } z - @pressed = [] if @pressed.nil?7 a7 i3 G7 }% J( f- ?& d
- return true if @pressed.include?(key)
9 y8 q. v# A) @# U6 f$ f - return false6 m! H+ m/ n0 j% E
- end0 }) I5 c1 _1 g0 W" i
- 4 \. m6 g4 {& r
- alias hud_key_press? press?
4 d0 r$ q6 r$ `/ R - def press?(key)
2 S6 `/ k) O6 U" C9 q9 {0 x - return pressed?(key) if key.to_f > 1000
" z4 S5 z# a" Q& R - hud_key_press?(key)8 I8 O- ^: m0 M( Y8 _. b) r6 p
- end
$ I& V; D" W, H; v4 c - end
8 w" P: R. ~! V - end% L2 D- b' l9 _- w* _* d
- , F d X& H, T
- #===============================================================================) D2 w4 _: ]8 L& E/ U
- # Game Player; _9 l% x6 Q- d/ F
- #===============================================================================) T6 H6 E3 W2 [ W2 A' O5 ^
- class Game_Player < Game_Character* {5 R7 k$ P; d/ g$ }
- attr_accessor :hud_equip& b4 Y6 {4 w5 d
-
& G3 V2 {& y* ^6 I+ N; d - alias hot_key_hud_init initialize- T+ w# q: i1 ~8 q, ?' j
- def initialize4 D9 b+ ~2 H* D/ T; k! ?: S
- hot_key_hud_init3 t; P7 l2 J) V3 S. A( y; g! Z
- @hud_equip = []
1 C4 }2 R+ Z+ f# ] - end
- p- H' h+ t$ z+ M - ( h9 M( H, v. V: P
- def equip_item_to_hud(n, item)& v2 o/ s/ f; Q, I6 J5 Q% u
- if item.nil?# P+ n0 l$ F+ ?! u4 Q' `
- $game_system.se_play($data_system.buzzer_se); W' y* z3 @9 z, C' E+ y% |8 g/ F
- return
6 Q" H m) \) q4 A - end
1 m; Q- m& s. T5 k# r. v - $game_system.se_play($data_system.decision_se)+ J) ?/ S& D5 d" w5 U6 F2 B6 j; h
- @hud_equip[@hud_equip.index(item)] = nil if @hud_equip.include?(item)$ U1 g5 Q. R4 T7 X8 e _" f
- @hud_equip[n] = item
0 u5 p7 m, I( p: V' z& w - end" A Z6 x5 s& O# V/ ]: ^
- end
7 z8 S4 O7 {: i" N) m( Z: z
/ e+ t- `# G! L: G+ F- #===============================================================================; n; k# e* m% a/ R+ g6 f) B
- # Quick Skill Window1 }/ n6 N k* l4 s2 y0 Y( V; L; _
- #===============================================================================
' B) _9 ~* w5 K/ o9 n - if XASVER_37 == false: r1 b+ Y) p: [, O2 W6 z7 Y9 l
- class Xas_Scene_Skill% Y( T' R! s9 o: _+ [+ d, w
- alias hud_quick_menu_main main# p% ?1 f h3 k8 s5 @7 K
- def main3 Z1 ~( _$ l5 l- {) h; [; j
- @hot_key_hud = Hot_Key_HUD.new
3 t& I/ T. i$ ?6 O - hud_quick_menu_main4 U* ]0 W4 p' R. Z5 K r. K' k
- @hot_key_hud.dispose
. }) C5 V& Z: R - end
- z }5 O% w1 U' R0 j Q1 Z -
6 m0 \% \% } s1 P4 J - alias hotkey_hud_qucik_menu_update update! i3 b6 o# E! M# e# V: s' b+ R: v
- def update& P, j7 {7 b4 Y% P5 a
- hotkey_hud_qucik_menu_update
7 s2 m% z$ x0 ~" t9 F! } - # Hot Key num 1
2 q$ q' f& j/ b# v: [ - if Input.press?(Input::Numkey[1])
' w; \4 Z/ g' @' i7 j1 T/ l - $game_player.equip_item_to_hud(0, @skill_window.skill)( m6 Z/ T, [3 e7 N% I9 R
- # Hot Key num 2% |$ Q& G4 U$ K. k. N
- elsif Input.press?(Input::Numkey[2])5 g- E1 m& b9 j9 m
- $game_player.equip_item_to_hud(1, @skill_window.skill)5 Q, A6 D4 j7 i, y) J
- # Hot Key num 3/ {8 n; {5 l3 r! b- _* k
- elsif Input.press?(Input::Numkey[3])
. Z; T3 f& o( c1 A- ] - $game_player.equip_item_to_hud(2, @skill_window.skill)1 k1 t( M( k$ |/ | T
- # Hot Key num 4
1 J$ q' E- O' s- |) N - elsif Input.press?(Input::Numkey[4])/ ?) H+ o, v& N" p
- $game_player.equip_item_to_hud(3, @skill_window.skill)- I, e( b. m3 {# h# g: P, z
- # Hot Key num 5/ M# A6 _& _0 \1 O6 e, Z
- elsif Input.press?(Input::Numkey[5])# e9 @# C8 i# ?3 `' N
- $game_player.equip_item_to_hud(4, @skill_window.skill)' _( `7 P& A4 u9 ?: r
- end
8 B$ ]( N7 Y4 f( i4 q - @hot_key_hud.update
7 P" b* \ F0 g8 M - end/ E+ ]6 l0 Y9 `3 p+ e; x% Z
- end# M6 e. C& I0 G% ]) m
- else
' m% @: u7 x4 x9 J) O' ^7 X - class Quick_Menu_Skill
4 D% k% T, I% r3 Y) i - alias hud_quick_menu_main main# D, l( {% B+ Q5 M" h: z
- def main
. h' d) ?2 W# W- g! \& @8 F - @hot_key_hud = Hot_Key_HUD.new
8 i) x# F0 i) T u - hud_quick_menu_main
# H1 z7 q* H5 J# ]0 p9 j8 B& j - @hot_key_hud.dispose( o9 Y8 l9 I! c3 R
- end
1 H" n# L# a/ H; t( K -
, l+ ?/ G# ~& F$ q2 A1 H1 i - alias hotkey_hud_qucik_menu_update update
1 `4 ]- |$ |, A3 J - def update* l$ w) d! D( B8 c
- hotkey_hud_qucik_menu_update
5 A& i. v& q" u4 ]7 | - # Hot Key num 1
: ]+ @- v$ K) H! u' q% Z2 ~( ` - if Input.press?(Input::Numkey[1])0 x2 [$ I$ `3 v; q3 S
- $game_player.equip_item_to_hud(0, @skill_window.skill)* ~: i( `; I8 `3 E+ Z+ J
- # Hot Key num 2
# Y! n3 I" ~. { - elsif Input.press?(Input::Numkey[2])
& H4 {+ b m0 @. X( j, p6 W! S( _ - $game_player.equip_item_to_hud(1, @skill_window.skill)5 x8 _1 r& s6 f+ ~% C9 ?- P( @% {
- # Hot Key num 32 X; a; A2 k w
- elsif Input.press?(Input::Numkey[3])1 A! H) z O2 M. s m7 M
- $game_player.equip_item_to_hud(2, @skill_window.skill) r) F8 Q3 o& ]3 O% U6 o) V
- # Hot Key num 43 C. ^5 j, M- F/ l0 H
- elsif Input.press?(Input::Numkey[4])0 t+ [) |. V' k; X
- $game_player.equip_item_to_hud(3, @skill_window.skill)
( ]) V4 |. Y1 G' I3 S' A$ K - # Hot Key num 5) b# y8 o% o8 {0 {: [5 U
- elsif Input.press?(Input::Numkey[5])
4 }: v7 b! G- w* z - $game_player.equip_item_to_hud(4, @skill_window.skill)
5 ^' _9 _+ o/ T9 u5 J: v- X - end$ V( X; e, n( O# X/ Y
- @hot_key_hud.update. U9 T5 u! B/ T
- end5 ?4 N2 e' H( U3 c' ~
- end/ {* B: M& d+ O& L
- end
8 V3 H8 C2 Y7 z, H1 @ F2 ` - 6 r; _5 Q' r3 h! R7 ?& g; U- K
- #===============================================================================
# }8 a2 U# G+ h2 S/ N I0 F0 p$ A - # Quick Item Window; J0 E, V9 ^4 v, H* |3 u' L& F
- #===============================================================================. }0 v& k5 ], ^: W8 w
- if XASVER_37 == false
1 Y" G9 b7 X9 r+ `0 x - class Xas_Scene_Item7 {" @" ?! w! Z" Q" {. R9 I- q9 |
- alias hud_quick_menu_main main
" p' H- o& f. E3 P4 ~ - def main
% H" q# l) V* B4 x - @hot_key_hud = Hot_Key_HUD.new: O9 W6 K) A( V9 t; T$ [
- hud_quick_menu_main
9 c3 b! v5 ?( c% @3 a4 \5 A - @hot_key_hud.dispose
4 E5 u0 U6 b: B: B+ j+ O - end
/ i7 `% v: a' a/ K( m+ W4 O -
4 z8 i" H/ z7 q* L! K- w5 C - alias hud_key_update update
% r: q6 s& n8 O" l - def update& ]8 @) X. T; N7 D8 {
- hud_key_update! n Q( ^/ {6 S, R
- # Hot Key num 1
/ B0 z2 v$ Q% X9 u9 V - if Input.press?(Input::Numkey[1])8 _/ F9 H" n/ }7 \
- $game_player.equip_item_to_hud(0, @item_window.item)
7 t" U+ e! }7 E# ] - # Hot Key num 2
8 C+ w. F1 H9 u4 n' w - elsif Input.press?(Input::Numkey[2])- E3 d5 ^- Q4 C" A
- $game_player.equip_item_to_hud(1, @item_window.item)
+ O/ d J6 Y2 G - # Hot Key num 3
; a8 o/ x, `9 T0 N: ^ - elsif Input.press?(Input::Numkey[3]). e/ C- x! j# C1 S' H
- $game_player.equip_item_to_hud(2, @item_window.item), G7 j; Z6 p) F2 J5 U+ T2 u
- # Hot Key num 43 W [2 Y+ H1 z X1 e" N
- elsif Input.press?(Input::Numkey[4])
- B3 y Z l* l8 x2 f- P- a - $game_player.equip_item_to_hud(3, @item_window.item)' j5 a/ O( ~: h, [9 Y
- # Hot Key num 5
+ y3 k5 o9 f9 g0 B) t2 d - elsif Input.press?(Input::Numkey[5])
5 P; B: S0 x( _2 D - $game_player.equip_item_to_hud(4, @item_window.item)
7 @; l, z) |8 f# I - end
, H! i, _0 ^+ T* D6 l6 ` z - @hot_key_hud.update: C/ M. y) Y, h
- end B; S- j8 `) |
- end
6 |+ ]* u0 H$ h - else! b( ~# ] h) k' \
- class Quick_Menu_Item, w! g" u# v: F! q3 n1 v' g
- alias hud_quick_menu_main main
5 |6 ~, J! Q: z0 I: W4 b# T7 @ - def main
. z! J$ l$ A! R* a! X7 o0 Y - @hot_key_hud = Hot_Key_HUD.new/ z& A- j# r- W
- hud_quick_menu_main
: r, _$ S9 {1 ~" X, l% F - @hot_key_hud.dispose% {$ z* ?3 i# X) e
- end. ~* |0 D" S' _2 c5 F7 V' _
- ; H3 i' P( I: \+ V% ]8 ]. M
- alias hud_key_update update( S* X1 L }. U C0 t1 y
- def update
3 g2 H0 w! {$ P( H: \* C4 ^ - hud_key_update
; A% d! S2 _& Q' j, Y Z - # Hot Key num 1
0 \/ R6 W% y2 }8 t9 D4 W' g - if Input.press?(Input::Numkey[1])
8 s0 I3 n3 o; D( B - $game_player.equip_item_to_hud(0, @item_window.item)
; J7 ^/ H* s' y- d( D: w - # Hot Key num 2
6 V6 t- ^7 t$ g/ `) j* P+ D - elsif Input.press?(Input::Numkey[2])# N1 `4 a3 G6 v+ C( z4 \! g9 k
- $game_player.equip_item_to_hud(1, @item_window.item)/ u* M0 o0 @4 h, f7 N, k
- # Hot Key num 36 }0 `/ `% x- q+ X( Q- X
- elsif Input.press?(Input::Numkey[3]): R& b2 m7 _/ [; v
- $game_player.equip_item_to_hud(2, @item_window.item)
, \+ @( ?( k9 I0 S - # Hot Key num 4+ V' i/ i, {) m- |! N# v, M
- elsif Input.press?(Input::Numkey[4])
( F5 g2 s' U. p8 { - $game_player.equip_item_to_hud(3, @item_window.item)
# M Y/ `0 C8 A9 ` - # Hot Key num 5
7 K6 U0 [/ X; Z4 w8 X - elsif Input.press?(Input::Numkey[5])6 m- _5 U3 U/ ^0 M3 S
- $game_player.equip_item_to_hud(4, @item_window.item)9 F9 a* ^1 A# F8 X3 _% f9 ]2 S
- end
) }( T% Q2 [) }; ?7 b - @hot_key_hud.update9 f5 d+ a7 B4 n6 w) h3 f
- end
8 j: y. }; r W; w4 p' C - end
w: d% T( A4 C. w- Q - end
+ P. t8 J- ]6 R( k( U( a E
- [; ^( ~% T, |+ y3 q( r% Y- #===============================================================================
/ t4 D, N: Y$ e( I4 O - # HUD Window" v+ ~( ]4 ], ~' j% X, D2 h
- #===============================================================================
) i, e+ o: p) w! [( L( _ - class Hot_Key_HUD < Window_Base3 m7 f' O7 U$ k6 j- R! ]2 }0 L
- def initialize(x = HUD_X - 10, y = HUD_Y - 15)
. G; @: K L' Y8 N7 |4 v - super(x, y, 220, 80)
- h; u1 f% @5 r s d6 X - self.contents = Bitmap.new(width - 32, height - 32)
, {5 P. r$ \# T+ G9 L - self.opacity = 0
) l' r$ @2 l: H6 \& @3 d1 C - @actor = $game_party.actors[0]2 S7 c8 J5 ~( u
- refresh8 _: I8 B( w' I# m$ ?/ v% C
- end. h7 [+ m# w, P( r4 {" p" D
c: d/ X* m! ~+ J1 H& }! A- def refresh
6 ?4 R8 Q' L! Z$ f: [$ W- H" O - self.contents.clear9 a0 t. u- ^0 q( ]4 b
- bitmap = RPG::Cache.picture("Hot_Keys_HUD")
1 |3 z7 J& K2 v& \& B - self.contents.blt(0, 0, bitmap, Rect.new(0, 0, 160, 32))& E+ N% l3 p8 T! E2 l
- for i in 0..4( X6 [( ~0 B$ ]/ m6 l
- x = 32 * i + 4) O5 ?1 F! o4 }1 U! W @
- item = $game_player.hud_equip[i]
/ _! r# f; P p3 V+ x6 d - next if item.nil?
2 s, i) D2 n- ?5 _6 y2 ] - if item.is_a?(RPG::Weapon)
2 K; d2 [$ }* N5 y- Z - item = nil if $game_party.weapon_number(item.id) == 0 and
# s" C) g& A/ P; H* C! }) Y - @actor.weapon_id != item.id
: o+ W5 E# K5 a - elsif item.is_a?(RPG::Armor)6 _2 _$ Y/ |4 c/ ?+ e$ u8 J5 k/ W
- item = nil if $game_party.armor_number(item.id) == 0 and ; p! N2 V3 ?3 R! J5 x/ K" b
- @actor.armor1_id != item.id' a; r t" r: X& K/ G
- elsif item.is_a?(RPG::Item)
/ I7 b) d# p/ }% S+ r, |. |1 Y% ] - item = nil if $game_party.item_number(item.id) == 0 or: U- ~$ G0 b! L4 d* ]# S
- !$game_party.item_can_use?(item.id)- u- |* M) m- I1 A! ^3 v
- end$ k& s4 M6 }* ]% }# m3 Z8 p/ S
- bitmap = RPG::Cache.icon(item.icon_name)9 V, E' U- p: `
- self.contents.blt(x, 4, bitmap, Rect.new(0, 0, 24, 24))
2 ?# j9 F8 s( e+ M - end6 \" S% _8 ~; Z. z) M
- end# z/ N! r0 I* B* M4 h2 N
-
h4 {& T; v, d5 a0 u( |0 ^5 e8 ~ - def equip(item); R) V1 w. v2 d3 z, Y C
- if item.nil?; Q" {, ^: J" b2 ]! D, \
- $game_system.se_play($data_system.buzzer_se)1 k4 M" n- y* U! ?: P2 ]& x
- return" l. c, m( {0 o, V$ I6 E+ j* I) h
- end
3 b) b6 K% c6 T. g8 p" b9 X3 \ - if item.is_a?(RPG::Skill)& l+ ]: K! D, d8 V$ {; f6 ~
- if [email protected]_can_use?(item.id)
) y! e) A H7 S7 N - $game_system.se_play($data_system.buzzer_se)% {/ c, _1 {' h* B
- return7 ?3 t. p: q. j% s
- end7 E6 F0 A) h* t& J" o
- $game_system.xas_skill_id = item.id
+ h# ~) ^+ o$ q, j7 d& R - elsif item.is_a?(RPG::Weapon)
9 L2 _4 Y, u4 q9 ?6 u - @actor.equip(0, item.id)7 P0 ]' G8 w% O2 x; l& b
- elsif item.is_a?(RPG::Armor)! i# L4 o" l5 @- V, C$ y) f
- @actor.equip(1, item.id)
- Q; z6 y% w, \. L - elsif item.is_a?(RPG::Item)
5 {9 Q5 H& A6 a/ A! j - item_tool_id = XAS::XASITEM_ID[item.id]
2 J! G& O* N# W& n - if item_tool_id != nil
/ Z+ h' d% d$ K5 @- I& W: N8 X - unless $game_party.item_can_use?(item.id)5 t/ R7 x# n! i; R
- $game_system.se_play($data_system.buzzer_se)
0 S4 A7 R. M( R6 `! |; N6 A - return
' k9 s! E. S# m: |4 L% H - end
* o* b3 \( F" v# ~( a* V - $game_system.xas_item_id = item.id# \$ x$ a G! ^9 K. {
- end; [& d" Y Q2 p/ ~
- end
; X+ J# E& k8 j6 r8 s, a - $game_system.se_play($data_system.equip_se)
/ v: L; H/ z7 {7 @ - end
8 d7 m. o# ~% K ?9 |) z, H -
1 x) U; j1 S( q1 N - def update; i( |2 `+ p' ^& p& R
- @actor = $game_party.actors[0]4 y" L5 o' ^# ^ T% i
- @hot_keys = $game_player.hud_equip9 i' V( S* I2 m3 i
- refresh
, W- y* f* y; O) D3 u - return if !$scene.is_a?(Scene_Map)
" k# w1 n' Z, h/ U - if Input.press?(Input::Numkey[1])
; r% Y/ C. {0 [+ E( X3 |( H7 M+ L - equip($game_player.hud_equip[0])% i' R& T6 h5 B3 ?
- elsif Input.press?(Input::Numkey[2])
4 _3 q& _3 W, j+ W/ Z6 O - equip($game_player.hud_equip[1])" ]8 D$ [3 _. E7 Z( t9 Z' {8 U4 k0 B
- elsif Input.press?(Input::Numkey[3])1 \0 ~+ A( q, N' q6 {
- equip($game_player.hud_equip[2]) & ]' O3 c& I# P j3 _. R) G
- elsif Input.press?(Input::Numkey[4])3 R# Y" n( P+ X* k5 S7 O0 w) U
- equip($game_player.hud_equip[3])
1 v: [* _5 X, O2 l6 o8 G* | - elsif Input.press?(Input::Numkey[5])6 l4 N9 b* o" c, L; }( r
- equip($game_player.hud_equip[4])
* k' y& {2 `0 r* c - end, U* w$ |& w3 u% K, {( ?
- end& K+ E* [; K* U X3 G# k
- end
% W9 Z* o y8 Z/ v0 t2 U3 F% Y
. e6 w; l6 V" R1 \/ s' G- #===============================================================================# [$ w; Q5 g8 x$ O/ d- N& D
- # Scene Map
3 f( R$ Q: E2 o4 A7 q- a6 l - #===============================================================================) ^6 ~- ~+ O' r7 K
- class Scene_Map( p3 s+ _3 M M) a: [
- alias hot_key_hud_init main
# W% n1 e; @) b. M$ l# X - def main2 T5 c3 R8 U$ Y* I9 [: I+ _ d) ]
- @hot_key_hud = Hot_Key_HUD.new
0 j0 q& b# q7 i! ^: [- a - @hot_key_hud.visible = !$game_switches[XAS_HUDDISABLE_HUD_SWITCH]
1 v) B# X, b% c5 o% C7 w - hot_key_hud_init
. d3 a$ K6 q0 { u! e/ O% B - @hot_key_hud.dispose3 _4 I- E1 ]8 }" }! _& s. I
- end
" _3 e6 w4 C) ? - ! G& {# ^# a; Q/ V1 d# w- H. s
- alias hot_key_hud_update update
/ ]% L5 h! o/ x, I$ v - def update
; O8 p" A: o7 m- L) m- H5 U - hot_key_hud_update
% s" K2 s) F4 B! A: r, G: U! r' l - @hot_key_hud.update
2 b: P1 {" w/ ?5 E/ c - @hot_key_hud.visible = !$game_switches[XAS_HUDDISABLE_HUD_SWITCH]- H( w3 f# V2 e$ ]8 {0 k5 q
- @hot_key_hud.update if !$game_switches[XAS_HUDDISABLE_HUD_SWITCH]7 g, {. I% W/ b0 y$ R) s
- end
; l, M* t% A7 B$ ]/ ? h9 J- E - end
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