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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," C$ r( `9 y6 \1 I6 b
不知道有人能帮忙看一下吗? - #===============================================================================3 |* c3 Z9 N c! s6 G% H
- # XAS - Hot Key HUD/ n2 a3 I! x K9 y* C2 E
- #===============================================================================
/ }! S" D; w1 |2 p# n - # By Mr_Wiggles% D$ ^) ]/ Q \, v' G( E
- # Version 1.3
6 Y( N! A& Y0 r% A - # 7/6/10+ p8 x" F: A: x7 m) F; |
- #-------------------------------------------------------------------------------( ~ y$ l3 @) | J! |: t
- # Instructions:
1 [4 B% X) D( L% S - # Fill in the constants bellow, paste this script above main and bellow XAS in' w7 [. }& R# C
- # your script data base. BE SURE TO SET TO THE RIGHT XAS VERSION!!! K0 W5 P2 ]; v$ |
- #
2 d0 I, y4 |8 t - # Place the "Hot_Keys_HUD" picture file into your game directory
0 W) y9 S+ H" v c0 o - # Graphics/Pictures folder.
, j3 Z7 p; g- Z c2 ^ - #-------------------------------------------------------------------------------
% v/ F! _9 B0 `# ^. N/ T - # Directions of Use:
0 T* t' X+ ~1 U4 R( W/ T# J7 j - # Simple just press a number key (1 - 5) when the quick skill or item menu is+ t+ g' A3 ]/ X- ^# N! e
- # Showing.
6 J9 D2 Y' ]+ e" | - #===============================================================================
0 Q" a- O5 g% T3 Q p - HUD_X = 0 # X pos of HUD
l( Q) X0 w, ~# V - HUD_Y = 0 # Y pos of HUD
& `( F* R4 e3 M0 L$ I+ E
- Q: z+ _6 H; N* S& }% w% L; ~- # Set true if XAS 3.7f
6 n6 z( D7 n7 i- p - # set false if XAS 3.6$ t* Q3 Y) V% F; b L
- XASVER_37 = true0 z8 \% S m- r4 O" `. a
8 P: e) i, o; _ d- #===============================================================================
# [! a+ v6 ~; `% f - # Numkeys Module/ B5 _; u- T4 g; v$ C) c0 K
- #===============================================================================
$ R9 {" o! i5 h' P: [6 z - module Input) `+ B$ ^( v* V3 z* A. u
- Numkey = {1 => 1049, 2 => 1050, 3 => 1051, 4 => 1052, 5 => 1053}
6 K1 Q. e& [" F Q3 B. ~ - class << self
9 j" C$ a a V1 s X6 q0 e - Key = Win32API.new('user32','GetAsyncKeyState',['i'],'i')2 a; G% Y2 x2 Z! B# I X+ g
-
- V" \8 e1 S( j: c/ Z - def testkey(key)3 a0 q( W y2 r
- Key.call(key) & 0x01 == 19 @2 ~/ L y$ q& }& q5 t
- end
* N6 V; L" y0 g Y$ f! i - . F0 ~ V7 ^8 k/ @, |0 Q
- alias hud_key_update update# M) s0 p) {2 u
- def update
$ _% b- i, i2 b, m% v' m/ Z+ f - hud_key_update4 z2 `" Z; M$ _' W+ p
- @pressed = []7 B$ M" N& Y, X! K2 X$ t) I/ a
- for key in Numkey.values6 ]* `- ]: P# y6 b2 i' x9 C
- key -= 1000$ H# G+ M4 M4 a% k8 s4 ^, f3 C& a
- @pressed.push(key) if testkey(key)- S" X$ r/ y8 U' B( M) @7 F
- end
, y3 S6 H. `7 @1 v6 e" b. f - end: r$ s4 p4 o) N% R, J& \
-
( b% I9 D! g/ y/ t- O: f* C& w" \ - def pressed?(key)
0 K n4 `* _4 e5 k; } - key -= 10000 G) I2 ?' y, o3 k
- @pressed = [] if @pressed.nil?
# p4 N* T1 a, _6 y; x! V% @4 R - return true if @pressed.include?(key)
# F* E& T7 K: ]& V, _- m7 g7 F# u - return false$ n1 Q3 H* o3 k3 X& P) t
- end$ c2 {3 A, ^: w* x, n
- 8 ~+ j9 ~2 Y' ?4 ]
- alias hud_key_press? press?
# L _8 H6 \3 ^; B - def press?(key)2 ]) n! z# T: f2 H
- return pressed?(key) if key.to_f > 1000
7 r$ i* R! T# W3 q7 H - hud_key_press?(key)
, r9 H, `' ^0 @3 M, L; X2 s - end
. ^, q6 U# D2 P - end9 S, W" g/ d6 Z- a) V; P" z
- end! W: o0 u, _% H |) w; d% ]/ y
' B6 H) ?+ o& S5 A# K6 U3 t- #===============================================================================
" D7 S1 ]% c8 D& Q- \ - # Game Player
5 l) U5 v1 j$ N; _0 Q7 J0 F% l - #===============================================================================
3 J. t7 Q2 I3 n, @4 e" y - class Game_Player < Game_Character
U' Y% Y( t4 E, V3 N - attr_accessor :hud_equip
# V8 ^ r4 a* K: n- q- R/ j, v -
% O% H. [' ]8 o$ h$ J7 K) v4 v1 { - alias hot_key_hud_init initialize
+ [9 ^0 G0 p, \& @- V, b% X - def initialize
( L; V" O# c. a6 A - hot_key_hud_init$ P1 L* P& w# t, S1 C
- @hud_equip = []& ]* i- t$ V% s
- end1 p5 L! w0 s2 n1 _& g# @7 T4 W- ^) T
-
1 S- M/ w# z: G p4 _8 l" } - def equip_item_to_hud(n, item)
/ Y' d1 a$ `, q5 [& J: ~6 M - if item.nil?% b: K& @4 U E# d# ~. t2 D0 o
- $game_system.se_play($data_system.buzzer_se)
% ~) K5 Z; x0 I8 g0 y - return l+ N9 }; D1 E/ B
- end
1 S( g4 D; {# |6 _3 p: t4 | - $game_system.se_play($data_system.decision_se)! t/ g" T% N4 T/ Q w
- @hud_equip[@hud_equip.index(item)] = nil if @hud_equip.include?(item)
8 R+ A: S% X! e - @hud_equip[n] = item0 k) r0 _) S8 L8 T; y0 ^: l) ?* |
- end
: L; ~6 }8 |8 u( W - end
2 O: h" S, W4 V% u- N/ z* s
! }3 x" X/ ~# ]5 l5 @- #===============================================================================
! e3 a9 }' Y) Y0 _! q - # Quick Skill Window
6 u' f. L. L1 m( y# s I8 O - #===============================================================================
( K, T+ z: J ^/ f( h - if XASVER_37 == false
9 K6 k! p4 }7 H0 H: v* ~8 n( U - class Xas_Scene_Skill. U9 ?2 ?# x, J( ?; Y+ t. H2 L2 I( A
- alias hud_quick_menu_main main% ^' x2 f$ s' k
- def main% J4 d) w( L; P. R. n2 m. y) O
- @hot_key_hud = Hot_Key_HUD.new
. \+ I) a/ A6 X. @$ U) D - hud_quick_menu_main
$ \2 k8 Y! e9 V! g1 [7 H - @hot_key_hud.dispose
* o2 I, E& N* r$ h1 S1 s A - end
( t* d0 e/ i1 c5 E& f" G - & I; b- W) d2 p, C& |# l. i
- alias hotkey_hud_qucik_menu_update update
% p7 s( |/ q' X3 z4 p - def update
A! {6 z+ L4 v. C - hotkey_hud_qucik_menu_update' _. O+ h8 @" b0 t7 a$ h+ {# W
- # Hot Key num 1
3 m0 R& A: d& Q! }1 k - if Input.press?(Input::Numkey[1])' t0 g0 T$ m( ]' K
- $game_player.equip_item_to_hud(0, @skill_window.skill)
/ G. Q* z2 u7 A% o& D, ~ - # Hot Key num 2
9 D1 q+ q3 T# V# _3 Z - elsif Input.press?(Input::Numkey[2]) a$ `# [2 {+ N/ g- u( S, `" X
- $game_player.equip_item_to_hud(1, @skill_window.skill). L" G8 l5 A0 k3 e+ r
- # Hot Key num 38 I& }1 W& {8 M: E8 P$ h
- elsif Input.press?(Input::Numkey[3])
6 Y4 W5 T5 p5 R- }* S - $game_player.equip_item_to_hud(2, @skill_window.skill). E) s+ J# u0 G( y U
- # Hot Key num 4
$ D/ Q) y/ d9 t# d4 v - elsif Input.press?(Input::Numkey[4])
1 i# Q0 a$ _6 j$ { - $game_player.equip_item_to_hud(3, @skill_window.skill)3 o# ]: R5 y' m6 M
- # Hot Key num 5
4 o% p' b3 B8 Y6 w' w - elsif Input.press?(Input::Numkey[5])
8 p* k7 e0 L4 X% \ - $game_player.equip_item_to_hud(4, @skill_window.skill)9 H4 `# t. A: R- g" N' H
- end
- P1 l/ V& l0 @# K/ k5 e - @hot_key_hud.update
# s1 L5 x. B2 W8 v - end
; _0 n" m* l. A# t5 i q) ^ - end
8 @/ N4 Z- S8 |+ c* {- Z% }6 k4 L - else
" |4 @+ b' w# o6 D7 k1 ~ - class Quick_Menu_Skill
" u" a( X4 G; V - alias hud_quick_menu_main main
2 J2 C4 y2 a2 o$ T, f6 e0 ? - def main4 x# U% [; Y, ]4 _6 i! W" G
- @hot_key_hud = Hot_Key_HUD.new7 g/ o1 R: L% r
- hud_quick_menu_main$ N+ x/ E; {: l, Z( { Y4 z
- @hot_key_hud.dispose
, ~6 V# ~4 q7 |, X' W, |2 f - end. }' c V M% p8 x7 P# ?
-
& v* L4 L! A( @) M/ ] - alias hotkey_hud_qucik_menu_update update( l6 A3 w/ g2 i- m9 S4 ~& F( _+ e
- def update6 a* c9 E( v9 k& H( ~
- hotkey_hud_qucik_menu_update) l) y/ U* n% X, B4 d* u0 s; w
- # Hot Key num 10 \7 G' r9 y2 a. e R* ], w g
- if Input.press?(Input::Numkey[1])& }& h+ u% z9 k) D# q3 F
- $game_player.equip_item_to_hud(0, @skill_window.skill)
N/ z8 ]& P0 e) @3 L+ F0 w - # Hot Key num 2& W" F! x( D" ?$ H: X$ V
- elsif Input.press?(Input::Numkey[2])
, P1 }2 j4 R% e - $game_player.equip_item_to_hud(1, @skill_window.skill)8 @+ e: p g" a, ?9 t; b
- # Hot Key num 34 o+ F& r; L6 D$ P( q: |9 o
- elsif Input.press?(Input::Numkey[3])
4 Y% Z. w6 R0 q$ q' e - $game_player.equip_item_to_hud(2, @skill_window.skill)# k$ j+ }7 i8 q* F: Q" [, y
- # Hot Key num 42 q5 h8 j- s. u! g
- elsif Input.press?(Input::Numkey[4])
+ j' w2 R9 K2 y' l - $game_player.equip_item_to_hud(3, @skill_window.skill)' w# g; \# P8 {6 E: J; @
- # Hot Key num 5: M/ ?0 p# X) d5 e* w4 s
- elsif Input.press?(Input::Numkey[5])
* o' X& U9 H( B8 q& ^+ G) @ - $game_player.equip_item_to_hud(4, @skill_window.skill)3 [- T1 Q& x# z5 x t- _
- end1 h* L {: q* p6 L4 N5 c9 I
- @hot_key_hud.update
7 L6 y9 C: u. P$ `2 r% E - end
/ y3 w+ }$ h" N, | - end4 n1 b8 F/ [ A: ]/ }; Q
- end4 U8 z$ U# n: {$ U8 J5 p' V# y4 _: u
- l$ x" b) @4 Y
- #===============================================================================
* i1 Z7 V/ X! W# A; n, k3 Q9 \ - # Quick Item Window
: F- G8 l4 H; ~+ u - #===============================================================================* t( `' m1 q O/ L
- if XASVER_37 == false
$ N0 S& S7 l9 q - class Xas_Scene_Item
) e1 d) B& c+ K& K( y8 Y - alias hud_quick_menu_main main
' ]* C: F% u( M- S$ T6 ~ - def main8 S x: F1 V6 C9 D2 \
- @hot_key_hud = Hot_Key_HUD.new. u1 `8 Y ^1 H1 C4 e
- hud_quick_menu_main
1 l9 [) F3 w5 x* a+ F6 A - @hot_key_hud.dispose
4 j) {7 c# [+ b- H* d - end
0 g. @* s" l! ?; d) c4 O0 d* P - / J7 H- B7 A9 }7 q; O# }) J
- alias hud_key_update update
) I9 A f) r( I% c) D* m - def update
2 a% q d2 ^- o# u6 ]$ K- s. l - hud_key_update( a( A. G5 G8 D& V( y
- # Hot Key num 1
& V% N, O! T' H5 S7 }6 V) ?1 @ - if Input.press?(Input::Numkey[1])
+ P% Z2 v2 Q. R! H3 | - $game_player.equip_item_to_hud(0, @item_window.item)# F1 v' I6 |3 A. }/ x+ ^ z
- # Hot Key num 2
1 E5 j) k8 `# Z* ], R - elsif Input.press?(Input::Numkey[2]); R* `. c; M9 E* h7 }( P2 t% [: C, i' f
- $game_player.equip_item_to_hud(1, @item_window.item), E; Y! E1 t% r% @7 O- D
- # Hot Key num 3
9 T* Z% m0 O' T - elsif Input.press?(Input::Numkey[3])
8 F+ w7 b0 {: g* Y$ i - $game_player.equip_item_to_hud(2, @item_window.item)
9 u# J7 y+ n8 v - # Hot Key num 4: X$ i; n# o/ H9 U1 w# c$ `; v& d# ]
- elsif Input.press?(Input::Numkey[4])9 G5 A2 l, Y5 x2 d/ s+ u W2 e: }
- $game_player.equip_item_to_hud(3, @item_window.item)$ T. j! D9 e' m, j
- # Hot Key num 5
! T2 v& a) C+ u4 Y - elsif Input.press?(Input::Numkey[5])
5 l K o$ p5 Y) q - $game_player.equip_item_to_hud(4, @item_window.item)
6 W. O+ U& j5 o: `: V% W - end' R% p0 i; s& l
- @hot_key_hud.update' x. y: U: n9 D. C' {+ `5 D
- end; W9 [5 ~: M6 |7 x* F1 ~1 H! b
- end
+ {3 U Y* g+ W: C# m6 \) @ - else
/ @$ d$ D+ {9 ~ V1 C' C4 W - class Quick_Menu_Item
5 P! ^* ^& V4 [: L - alias hud_quick_menu_main main! [% W0 D- d+ K' @" m
- def main
: {* U. k& O! d) |/ ~# [) M. q' r; r - @hot_key_hud = Hot_Key_HUD.new
/ S; A9 d; L+ k0 v) R, P - hud_quick_menu_main& I' b* W6 q# m T7 x5 b. S
- @hot_key_hud.dispose
* Q& G, ? M6 K0 @* t - end
- ]; F& ` P* x" h) A -
/ Z8 O. _. }$ y6 y% P* h+ s2 x J - alias hud_key_update update
3 B; w1 }& F" U1 h! W - def update2 y/ F: f* ]! v2 E
- hud_key_update
7 m# `. p2 l% E - # Hot Key num 18 f7 z( E2 |2 ?/ B7 `' J" Y
- if Input.press?(Input::Numkey[1])* T. y8 a9 ^2 N
- $game_player.equip_item_to_hud(0, @item_window.item)9 V2 x- {8 A, k2 t) p* h0 J
- # Hot Key num 22 {) b9 S. ^2 Y: t& T- N
- elsif Input.press?(Input::Numkey[2])) d1 e O, m$ ~- y" b+ L+ f
- $game_player.equip_item_to_hud(1, @item_window.item)
5 L# Z' E; ^4 y* @/ N7 w% M3 I1 J - # Hot Key num 3
7 |, D% K# C( \* F3 y; \ - elsif Input.press?(Input::Numkey[3])
: \! l" M R- d% H9 S - $game_player.equip_item_to_hud(2, @item_window.item)
! w; ?: i: M% [+ X0 s$ q - # Hot Key num 4
6 Y6 x7 Z' c1 K$ V) e/ r) f4 D - elsif Input.press?(Input::Numkey[4])
: W2 G/ H" a6 R6 n: t - $game_player.equip_item_to_hud(3, @item_window.item)
# C p- X/ t1 E( W2 L - # Hot Key num 5; l/ U( ]. u; o$ @: e
- elsif Input.press?(Input::Numkey[5])
9 c7 y$ E5 D- Q- S5 Y! W2 z/ ? - $game_player.equip_item_to_hud(4, @item_window.item)
( k) W/ U1 ?/ z) b" ]! h - end7 u, U/ { ?* ]/ B4 K
- @hot_key_hud.update; H5 N& C) U, W0 t: G0 p# V
- end
+ k7 B; l. s0 Z3 z) O0 M6 Z& y - end
9 B) N$ T4 f/ f6 o - end
) o1 x5 `( A5 L# a4 M6 T
0 M- w( J, O6 v( d3 ~# h4 @- #===============================================================================6 Q4 Y* j9 W2 [7 W
- # HUD Window
" L* U2 y' I& s7 M0 d B" U - #===============================================================================, ]! _4 P& c3 R
- class Hot_Key_HUD < Window_Base6 F! y+ d5 O. w( k' {- y9 k: P) |
- def initialize(x = HUD_X - 10, y = HUD_Y - 15)
( _, e( z5 k3 h" G( }4 _/ ?8 ]6 H - super(x, y, 220, 80). v& C! E' u: D- Q1 N
- self.contents = Bitmap.new(width - 32, height - 32)
; f/ \( i! Y. S, y( } - self.opacity = 0
) M8 B& C6 z+ a% A9 M2 o% j - @actor = $game_party.actors[0]: e" a2 o( I/ X* ~' W4 z
- refresh
' K5 H+ \) C8 s$ }8 l, y+ K - end7 u9 u1 C# C# n# \4 C
- $ Y7 I# Q( }8 J- s0 E7 y. g
- def refresh7 q" n, g3 ~" i; x( J7 r6 w1 |1 ^
- self.contents.clear8 P. [0 ?5 ?& _
- bitmap = RPG::Cache.picture("Hot_Keys_HUD")
i6 m1 r8 k) Q - self.contents.blt(0, 0, bitmap, Rect.new(0, 0, 160, 32))( U+ U- H' W! J. x3 {; |2 G
- for i in 0..4. J; w* I, {" U4 ^9 C( D- B! }
- x = 32 * i + 4
! a1 z+ ]% q9 L8 i! I( N - item = $game_player.hud_equip[i]0 w5 Y+ r: g5 z. \
- next if item.nil?
% Y0 a4 n/ z3 E) k5 g - if item.is_a?(RPG::Weapon)3 @' g3 ]" v7 m3 C8 z
- item = nil if $game_party.weapon_number(item.id) == 0 and- m! i, D3 I& p6 \
- @actor.weapon_id != item.id. y3 Q: {$ h& E
- elsif item.is_a?(RPG::Armor)
4 r: f; T0 `; E0 g1 K - item = nil if $game_party.armor_number(item.id) == 0 and % I( |9 o- c' W( A
- @actor.armor1_id != item.id
. O- w+ h8 P9 e! p+ U2 T - elsif item.is_a?(RPG::Item)
. ]' |# p: J3 B' s1 W - item = nil if $game_party.item_number(item.id) == 0 or% E- n( X. Z0 l% B% N; h! l
- !$game_party.item_can_use?(item.id)
1 r' t& y$ K4 i; w& h' n/ j; B - end+ E7 K6 X, X9 A! ^
- bitmap = RPG::Cache.icon(item.icon_name)
- z d+ \% W# H4 i8 K( K( o - self.contents.blt(x, 4, bitmap, Rect.new(0, 0, 24, 24))6 b4 ~* M- T% b4 q
- end+ n1 D# R+ E3 a$ F' j! K
- end
' g% ~$ S* ^; O -
& W7 p) s6 h8 Q$ Y8 T8 d/ Q: r: } - def equip(item)6 _2 _; k8 _' x F/ \8 \
- if item.nil?9 v' \" `% N+ E! U$ ]
- $game_system.se_play($data_system.buzzer_se)
7 `1 U& U0 ?, t3 H7 P5 o2 b4 w - return
4 O( F c% q! D0 c5 p4 E' I1 j6 P7 u - end6 S: @! g2 ^) n P
- if item.is_a?(RPG::Skill)
$ T9 _# s' p8 K2 X - if [email protected]_can_use?(item.id)( h4 z$ H. o. N' ~. ~7 B
- $game_system.se_play($data_system.buzzer_se)
# D; _' A) L6 A - return( ? y. j _, z; a" p
- end: k1 l* V, W' j" v, t Y% {( [
- $game_system.xas_skill_id = item.id* ?! |* ~1 ~2 r4 f; B q+ K! z ?
- elsif item.is_a?(RPG::Weapon). x( o2 _9 \) W; B( H+ N8 z
- @actor.equip(0, item.id)
: H! O) @$ P b. n0 ?1 u - elsif item.is_a?(RPG::Armor)9 Z( U1 H4 M- [1 S3 Y; q, m/ H- s
- @actor.equip(1, item.id)6 I/ E' u! H& P# E( ?
- elsif item.is_a?(RPG::Item)
O( x% s! v) l& F9 Q. {1 R; J - item_tool_id = XAS::XASITEM_ID[item.id]
5 {$ w1 u0 j0 ?8 S - if item_tool_id != nil
5 c: s S. b5 B - unless $game_party.item_can_use?(item.id)6 v5 ~' w* a0 T
- $game_system.se_play($data_system.buzzer_se)
/ t; r5 a1 K6 l! {# p% } - return0 m8 R5 ]: M/ B2 r! N0 @- Y- J
- end9 c5 z( K" e) u
- $game_system.xas_item_id = item.id
3 {1 v& z% f) _$ b - end
9 ]: F- O1 L5 a/ \2 p - end5 l/ D$ W2 Y: ]. k+ J
- $game_system.se_play($data_system.equip_se)1 B" D# D4 r) {/ G
- end
" A# G1 o2 ]6 W7 Y; u - 3 { [; f7 S* j* U0 |+ z
- def update/ _/ [0 d' O6 s& K7 M
- @actor = $game_party.actors[0]- v# c6 E5 w" q5 n: h
- @hot_keys = $game_player.hud_equip9 @( E1 ^9 R! @% n
- refresh1 I% S) H. x+ x Z6 k+ x
- return if !$scene.is_a?(Scene_Map)
9 K; G2 B6 w- O$ N7 k5 J, a1 A - if Input.press?(Input::Numkey[1])* p. ^; F3 d# u$ E% z
- equip($game_player.hud_equip[0])
, @' G F& s2 N7 V/ } - elsif Input.press?(Input::Numkey[2])
) @: I) _4 q& y6 x9 ^2 m - equip($game_player.hud_equip[1])- I# M: z0 g7 V: N$ b, R+ f; {3 G- B3 I
- elsif Input.press?(Input::Numkey[3])8 H- z9 F* V6 i) F/ _ N1 l0 ^
- equip($game_player.hud_equip[2]) 6 s* s1 K" T3 m, i* N# G
- elsif Input.press?(Input::Numkey[4])) r0 I4 D' e0 d4 R; g; \
- equip($game_player.hud_equip[3]) * Y" [' J& |: D, q/ q0 F
- elsif Input.press?(Input::Numkey[5])
- A5 i3 N% H2 V9 C1 ?. [& R2 W - equip($game_player.hud_equip[4])0 s+ k' \4 |! D9 t3 |, i( m8 B
- end
4 j* ^# l! c" l, t5 n: y, a3 | - end- ?9 J5 X" `! Y- s4 o9 X
- end
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7 J% S, f$ J! J1 |6 b+ \- #===============================================================================* Y) W. F3 t" S' h: V
- # Scene Map7 k4 r) G3 {) o
- #===============================================================================1 M- O& b2 j. C- w4 Y
- class Scene_Map0 R& i4 w2 f6 n7 r4 l4 P, D* @
- alias hot_key_hud_init main
7 o+ L$ y* Y. h- D( S' S) z/ x" ? - def main- u6 D& i) \" U4 [
- @hot_key_hud = Hot_Key_HUD.new
' d; h8 I5 h& c' V' c - @hot_key_hud.visible = !$game_switches[XAS_HUDDISABLE_HUD_SWITCH]
- m# A- z3 T- l+ G0 \, a3 J" L - hot_key_hud_init& ]" N8 c3 X2 Y' {2 q
- @hot_key_hud.dispose
( y3 w+ |! x! Y- m - end. l0 H( ?, k5 b$ X
-
! C) t; D- r) m$ D* e - alias hot_key_hud_update update
8 ]: f: k* i0 t. j9 _$ i - def update) a1 A, R Y* e( k
- hot_key_hud_update+ q1 I0 h4 \) ^
- @hot_key_hud.update
, y: E+ M/ R0 M a - @hot_key_hud.visible = !$game_switches[XAS_HUDDISABLE_HUD_SWITCH]
: v. ]) A T& K7 A6 D) I - @hot_key_hud.update if !$game_switches[XAS_HUDDISABLE_HUD_SWITCH]& d* H/ J' q. x4 |/ v3 x1 x
- end# L, D- \) r5 G0 U5 m% T/ i
- end
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