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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,
5 f5 ^% R5 ]' `, w; F$ Y不知道有人能帮忙看一下吗? - #===============================================================================
& x# ?% D+ p' F9 x* B/ ~9 A1 q - # XAS - Hot Key HUD
% [& s8 C7 b( [1 s. {7 A& L7 S - #===============================================================================* {! d& k- L& T- R @
- # By Mr_Wiggles( i! b, t q# c5 s& e; w3 U
- # Version 1.3% M' t, C2 C ?% r8 M1 Y
- # 7/6/10
5 O9 O' d( q& Z5 ^ - #-------------------------------------------------------------------------------
8 C1 X! O T3 Q+ n& Q: ~ - # Instructions:
+ o% s7 b2 c g0 r( V9 { - # Fill in the constants bellow, paste this script above main and bellow XAS in
g/ }( W6 U! f- N8 X* ^ - # your script data base. BE SURE TO SET TO THE RIGHT XAS VERSION!!
2 t+ @$ ^% t" {/ E - # 2 n F w' G* {
- # Place the "Hot_Keys_HUD" picture file into your game directory 4 K i& W# I8 F; G7 [1 m) v
- # Graphics/Pictures folder.
# \/ e5 r; `4 i% N+ G! f* T& i - #-------------------------------------------------------------------------------
% p$ a1 a* c; |! h - # Directions of Use:7 k3 D( A3 I( ^7 R% ?
- # Simple just press a number key (1 - 5) when the quick skill or item menu is. s: e) Y8 L2 i1 r% [
- # Showing.
3 x' g; w. y a& n - #===============================================================================2 |. R2 I! c. L" ~0 v% Y$ h* |
- HUD_X = 0 # X pos of HUD
% L3 ~6 I/ \# s. F - HUD_Y = 0 # Y pos of HUD& _: V/ W& K9 v1 x% ~: Y
; s i: p7 S$ z% D" j& e/ x- # Set true if XAS 3.7f: i% j) i n0 S, E" L
- # set false if XAS 3.6
+ }1 Z* d' ~# q% S7 K - XASVER_37 = true
, s# h8 Q# D# g( O0 A7 t2 N
8 M }3 ^5 P* d- #===============================================================================
% K7 {7 N1 k ?# r - # Numkeys Module: ?/ {" j* g* |& ?/ H# g: a
- #===============================================================================
7 X) Y& e% ^5 V5 r" t3 y. K - module Input0 d: o4 y5 n! r6 Z+ d
- Numkey = {1 => 1049, 2 => 1050, 3 => 1051, 4 => 1052, 5 => 1053}, j8 T6 _8 Z$ [
- class << self! X d: g! w! d
- Key = Win32API.new('user32','GetAsyncKeyState',['i'],'i')
( i# I# O7 D0 s) c9 J - 2 L3 D( \+ b" `
- def testkey(key)5 e( y& p" @0 c8 e$ P( K) {
- Key.call(key) & 0x01 == 1
' Q! H# J7 h+ c7 t8 a$ f! {* T - end
* x1 n4 x' V: |" @$ Q; q7 e - + B' \% J+ x8 g4 }/ a, A
- alias hud_key_update update
% N5 ^5 [1 H' o# j D - def update/ z2 D; s4 D, c# m
- hud_key_update3 O/ R) r z# ?0 A- J0 S2 p
- @pressed = []5 r: z0 l! ~% M+ Z- ]
- for key in Numkey.values8 t: g" N, N" g2 n2 T3 Q( q, Q
- key -= 1000
- V# c, ^- A+ [5 u4 n/ V( z - @pressed.push(key) if testkey(key)& @% p3 H1 f. H2 k# [# p
- end$ U& B- Q1 P' l$ {
- end
9 z) z% H9 B! C K7 n" Q - ; G( h7 S; h% w1 \ w+ `$ `( x5 N
- def pressed?(key)
# `6 c4 W) c( } A - key -= 1000
7 s( d4 U8 ^& l8 s* N6 f+ i - @pressed = [] if @pressed.nil?6 { n. h* V* C6 k( K" q, `) C
- return true if @pressed.include?(key)- e7 ^& Y! `/ C
- return false
8 |2 C' q0 w8 g* d2 ?) y - end! Z( V" g2 S% q
- ) k7 f# K( E4 B* v+ @# y
- alias hud_key_press? press?
' P' l& i) G! `/ I - def press?(key)# `0 u+ C: q% {1 y; O4 r
- return pressed?(key) if key.to_f > 1000. K% }1 s7 m ?) D+ Y5 ]
- hud_key_press?(key)
; G5 {, K4 C( Q+ ]2 \! j( U - end
8 d) Q, B: V+ G - end
/ U9 i% |1 S6 K# R1 W - end# X! T% A; D3 A6 Z8 U$ o# [
- ' F6 g: ^: O e( r f1 N+ K9 y
- #===============================================================================
9 p0 w; X& W" I: h/ C! ?6 o - # Game Player1 u1 i' K. I" p; u/ |) D) Q ^+ y
- #===============================================================================
+ B( U9 x4 Z( P4 I9 k1 |* h2 G* D - class Game_Player < Game_Character
$ J5 w- ?2 U! d T8 K - attr_accessor :hud_equip
1 T7 a9 ]8 ]6 d6 A' g M/ e- j -
, H9 L1 l2 I8 t" T' u$ @+ L - alias hot_key_hud_init initialize
* k- z2 q+ @, u7 f9 |( P - def initialize
2 s- }8 N9 [& y0 h - hot_key_hud_init4 n% I3 l" H- E, k M
- @hud_equip = []
, n% o& ^. O5 L4 R2 M; A+ ~" h - end* }( O- k, x/ U: p5 d) l
-
! j; Q' C6 s+ C9 \- ?9 m - def equip_item_to_hud(n, item)0 o9 q- p& L4 y& l+ ?) A
- if item.nil?3 E- q/ K4 p7 Z
- $game_system.se_play($data_system.buzzer_se)
# s/ z+ q6 A6 I6 ^5 }( H% ` - return% a( u$ F. u; w" H$ h
- end3 P0 S: T) D* L# K5 c5 W( |
- $game_system.se_play($data_system.decision_se)$ r" @$ w6 `& ~; H" M+ @9 _8 J
- @hud_equip[@hud_equip.index(item)] = nil if @hud_equip.include?(item)
/ J! W# o% u3 Y - @hud_equip[n] = item0 ]( Y y! G0 `& ?& b/ w2 v
- end* P8 F3 e W/ |6 G# a$ G( T4 \
- end
& g0 U* R; n" v
( R0 P/ @$ o) F9 ~5 g0 X/ [- #===============================================================================
8 t, g- Y5 i" l0 X - # Quick Skill Window
Q6 ^/ B0 I8 Q) x; E - #===============================================================================5 {* r: y' ?! t; Z" N1 w4 z# a4 |
- if XASVER_37 == false
+ F; q: v6 J C7 o! d; Y - class Xas_Scene_Skill% h: q/ @8 s Z
- alias hud_quick_menu_main main
, |( Y* o$ ^- j( h$ g - def main5 b, S9 Q) d4 c0 F- P
- @hot_key_hud = Hot_Key_HUD.new; ]5 \% {* {+ \& U. y. ^
- hud_quick_menu_main
9 E6 u5 X' g/ q9 A - @hot_key_hud.dispose
+ R* [8 Z/ W' W, Y# N - end
- ~0 t8 G5 R/ s$ a7 Y - 8 e- J$ m+ m2 @* _$ J" M
- alias hotkey_hud_qucik_menu_update update
# u, F3 A: ]1 o- @. q8 [+ j# v - def update7 S; T$ r3 I/ k8 C
- hotkey_hud_qucik_menu_update" ~5 ^/ |" |, G% i
- # Hot Key num 1) w% E2 D- w' X: l \, M
- if Input.press?(Input::Numkey[1])0 L5 V+ f: J* g* l. J
- $game_player.equip_item_to_hud(0, @skill_window.skill). ~4 i/ a' W! K% t- S
- # Hot Key num 2
0 i' ?' L8 m: v, q/ U - elsif Input.press?(Input::Numkey[2])% @* H+ H& N. ]
- $game_player.equip_item_to_hud(1, @skill_window.skill)
D* O8 z5 v$ e- k, `8 M' U2 ] - # Hot Key num 3) o' Y v8 z. h8 f% f) H' U' w
- elsif Input.press?(Input::Numkey[3])
) k8 Y: F, y! l+ T& S4 v* X - $game_player.equip_item_to_hud(2, @skill_window.skill)& r0 u. @! ]8 S0 g7 k$ k
- # Hot Key num 4
' X0 f: X4 ^! ?1 ]$ q* | - elsif Input.press?(Input::Numkey[4])
% F" F ? |9 r - $game_player.equip_item_to_hud(3, @skill_window.skill)- B$ b4 @5 }2 Y' _) e t( a0 x
- # Hot Key num 5
& \9 [+ V7 ^7 n: S# ^! t# c - elsif Input.press?(Input::Numkey[5])( U n. ^; h, a3 G9 c2 I. A) t Q
- $game_player.equip_item_to_hud(4, @skill_window.skill)
, e. O' R2 Q0 u9 D; X2 ^: c - end8 @. j5 q" I6 D$ j5 C3 w7 f
- @hot_key_hud.update
" @! o2 k/ n8 J" v$ S2 n+ L - end
6 p% u# F7 k! W L$ S; z9 D9 N$ e - end
* D3 t$ Q7 D2 p8 S2 k* W5 u' ` - else4 V% ?) B$ j# I7 q
- class Quick_Menu_Skill
& ? F; i; A* w- H: X- z' O - alias hud_quick_menu_main main+ |2 r: A0 h4 X" Q! R
- def main
( d& `. n/ O' I - @hot_key_hud = Hot_Key_HUD.new
4 S. O6 ]% C2 @+ Z9 ~! @3 d - hud_quick_menu_main
6 o ?/ G1 y& w- D, J# H - @hot_key_hud.dispose
$ N1 |" N; Q9 w: @* T* h - end% I* `. }) ^5 U0 I7 B4 d, d
-
6 F7 o- d9 s" F; z2 W - alias hotkey_hud_qucik_menu_update update
+ s1 P" \* F2 _" ? - def update: S, E, K2 X# Z9 r8 ~8 M( U; K
- hotkey_hud_qucik_menu_update
( o/ y( U5 R5 p: z0 m, j3 E7 u - # Hot Key num 1
$ Z) B. m' v7 \5 B - if Input.press?(Input::Numkey[1])
% G5 J V; E4 ~, I3 @" `$ V - $game_player.equip_item_to_hud(0, @skill_window.skill)
( }& U% w5 Q2 i7 T; } - # Hot Key num 28 K$ ^( M% @8 d& D) ]
- elsif Input.press?(Input::Numkey[2])1 A5 U5 s) D4 \- T8 }! D) n/ n7 b$ {
- $game_player.equip_item_to_hud(1, @skill_window.skill)% J# Y/ M; Y0 u8 ^: T# e
- # Hot Key num 3
Q( o6 I) D0 `/ h) d; ^ - elsif Input.press?(Input::Numkey[3])
- |" O6 F% \% G; | - $game_player.equip_item_to_hud(2, @skill_window.skill)
; P/ H' m+ u& D; Z - # Hot Key num 4; k1 J+ R) p) S3 ], s
- elsif Input.press?(Input::Numkey[4]): Y! }6 a( D) n& r- J( e
- $game_player.equip_item_to_hud(3, @skill_window.skill)
* K# a# S( r) x5 a; v# r4 d - # Hot Key num 5/ B( l# ^, k- [9 M; m$ b! i" L
- elsif Input.press?(Input::Numkey[5])
. N& t( x8 `4 ?7 e' s - $game_player.equip_item_to_hud(4, @skill_window.skill)
6 r6 u7 e8 L% K" Z$ Q - end
! z1 E1 a; K: j3 S$ }2 W - @hot_key_hud.update
) n, S# F# c! V, Z - end
8 y8 j$ L, q# V. s - end, i6 e3 W2 w" Y8 \$ }0 ?7 c6 g
- end
; c9 O# A8 J$ p/ W$ `8 w4 N
$ e! r9 K. K5 B0 G$ `; R- #=============================================================================== ~ }' v! ~/ f* U& `/ z1 @% n1 o/ ]7 y
- # Quick Item Window
. n7 Y, `( o9 Q, k2 V - #===============================================================================
$ r; L5 o) q& } - if XASVER_37 == false
% q! y5 f! h; _$ Q2 `" n - class Xas_Scene_Item
" O+ e* c3 j4 C! Y- t+ V - alias hud_quick_menu_main main5 \! _) [, a8 Z3 U% Q3 s7 ^
- def main
* v* S( [7 c" p! H) J$ F5 q+ H - @hot_key_hud = Hot_Key_HUD.new1 S/ m" A J3 K) i7 a& y* w
- hud_quick_menu_main/ K3 X4 J0 q: a7 @* b- ?
- @hot_key_hud.dispose
: R8 Y2 A8 S0 A! }7 d9 |* P" H - end
+ {+ G+ s: H4 Q" }; x" g1 E2 h -
9 Z b0 ]$ d& Y6 b" h - alias hud_key_update update
E( }! x4 X% L& H+ B0 h1 D - def update
! W2 T# a6 z7 x( u8 H( |+ h - hud_key_update2 I) Z9 b7 x/ y$ e5 }" {" E' u, V
- # Hot Key num 1
6 \9 X5 V7 T& q; b' H4 D; B - if Input.press?(Input::Numkey[1])( a& Y6 S4 \+ B; Z* v# }7 T
- $game_player.equip_item_to_hud(0, @item_window.item)) p. e2 z- n* Y( J0 N& ]
- # Hot Key num 2
; P Q1 E: T* a - elsif Input.press?(Input::Numkey[2]). Y }. b5 I: w; S) }9 C9 j
- $game_player.equip_item_to_hud(1, @item_window.item)
2 J. o8 Y- _: X6 d - # Hot Key num 35 F }2 W3 M( L4 b: a
- elsif Input.press?(Input::Numkey[3]); `" ?+ w6 L0 h6 G
- $game_player.equip_item_to_hud(2, @item_window.item)( r! B4 G4 S8 N1 d6 x' I) U
- # Hot Key num 4( Z% h& p+ u% G0 E4 z9 T
- elsif Input.press?(Input::Numkey[4])
! r9 P9 J% v) _- w$ s6 v - $game_player.equip_item_to_hud(3, @item_window.item)" M% z4 I# Q! b, g
- # Hot Key num 5
7 h+ o, V2 r3 s$ S8 v - elsif Input.press?(Input::Numkey[5])
% s( j6 c9 L# ` - $game_player.equip_item_to_hud(4, @item_window.item). b: g5 _4 s( `; D# \" l+ D
- end
4 g% o# m0 _7 H - @hot_key_hud.update( i/ Y' I9 H! p# r
- end7 @7 Q' O8 s- Q5 [, }2 I' N# `9 ?
- end* k, ~& S* B- l; B) {5 D
- else r/ C; D s" b4 O
- class Quick_Menu_Item
, G! Q8 c: Z k4 U( j - alias hud_quick_menu_main main; \* T8 a) Y9 o
- def main
+ F) Z0 G0 _- y- ^7 b0 n8 i1 u- } - @hot_key_hud = Hot_Key_HUD.new
' G0 u9 u8 s5 C3 B0 S- i - hud_quick_menu_main8 }8 \4 y+ d, S% p" T4 r
- @hot_key_hud.dispose; S9 i% L1 c2 T1 _! s
- end% l+ h; g4 u# ]3 [3 p
- 2 C7 w9 R S: @. [ S: \/ X. V3 J
- alias hud_key_update update
, o) m& r9 B# {* c( E - def update
/ v" p% k+ w2 W& n/ j( h0 x/ ^" K5 D - hud_key_update3 B+ e3 g& t. u# p! \. }) j
- # Hot Key num 18 Y+ q/ u0 V$ ?* h
- if Input.press?(Input::Numkey[1])
; W R4 f% p5 e& W! E4 U7 Q' P7 x - $game_player.equip_item_to_hud(0, @item_window.item)7 `1 C/ u5 L! E
- # Hot Key num 2% @0 c' Z6 P& C) c
- elsif Input.press?(Input::Numkey[2])
7 Z$ ~0 B/ W: q; g8 G( D - $game_player.equip_item_to_hud(1, @item_window.item)
- h1 y$ u% @/ w) X7 L - # Hot Key num 32 `) k* W1 I; \+ E; }( x
- elsif Input.press?(Input::Numkey[3])
H% M; n$ f7 I; \ - $game_player.equip_item_to_hud(2, @item_window.item)
) j4 Z' M- Z! P% N8 O# O9 ? - # Hot Key num 4
. ?% \" i5 w2 Z+ D1 I# z. x - elsif Input.press?(Input::Numkey[4])# H% m8 n0 C. o* |+ P3 F8 s2 |/ n$ N
- $game_player.equip_item_to_hud(3, @item_window.item)6 Q7 R8 R' J4 l' X2 ~
- # Hot Key num 5* H9 c# D0 F8 u/ X! o: X: r4 z
- elsif Input.press?(Input::Numkey[5])6 N9 |% r d+ E+ ], d* x
- $game_player.equip_item_to_hud(4, @item_window.item)
, A$ n) j1 U4 I - end1 L: M% E8 {* D2 k- f. L0 K
- @hot_key_hud.update
- [+ P4 g Y" X1 n1 R - end [# \( S+ k0 U' C
- end
, ~$ w( j% n- G0 [/ a; W# _ - end
2 c* I1 z/ d& y8 |8 r - ! Z$ E" ?$ q9 Y
- #===============================================================================
0 M; _1 e& c# y# Y - # HUD Window( _" v3 P, D: w- O J- q6 M, Z" z3 `
- #===============================================================================# r i0 P, Q, [# h
- class Hot_Key_HUD < Window_Base
; N- \: `+ j3 h; D) A - def initialize(x = HUD_X - 10, y = HUD_Y - 15)- s$ H+ A) Z' E: i2 R7 k
- super(x, y, 220, 80)
. y3 u x, Y" U3 c' y, j - self.contents = Bitmap.new(width - 32, height - 32)
5 F W. i+ Y/ l - self.opacity = 0
9 R e2 I% \; W5 {/ ~0 Q) _ - @actor = $game_party.actors[0]9 j u; L4 T1 I9 d
- refresh5 c/ I9 M. |( r. B; b3 g4 I
- end
, U3 T: B- B6 Y - ' r k: e- _" Z& a. k
- def refresh
( W! W3 y6 [9 } - self.contents.clear
% R' M8 s9 c. v/ v4 D( |3 b8 \ - bitmap = RPG::Cache.picture("Hot_Keys_HUD")* p% K) k/ K' @, n/ s# a0 k
- self.contents.blt(0, 0, bitmap, Rect.new(0, 0, 160, 32))
/ {. x$ y, P* Z% ~: P# h, u# t( y0 } - for i in 0..4
+ r* J& W( P$ @8 `) P! Y - x = 32 * i + 4
3 [' p0 E: u9 z5 Q Z - item = $game_player.hud_equip[i]( Q6 \! F- u5 O& N+ q0 ?% G
- next if item.nil?$ w6 ~: c: [: }6 @3 G. g: R
- if item.is_a?(RPG::Weapon)
# v( R# ?4 H+ x! n- e2 J% O - item = nil if $game_party.weapon_number(item.id) == 0 and
+ E# V2 u8 |8 ` - @actor.weapon_id != item.id1 O+ }5 Y( t2 R$ `: L. f
- elsif item.is_a?(RPG::Armor)
% Y/ i, A$ k5 S7 @, s; U4 f - item = nil if $game_party.armor_number(item.id) == 0 and / ]' S1 O4 ]5 O
- @actor.armor1_id != item.id/ h, g D/ p. l. u
- elsif item.is_a?(RPG::Item)# ~- J4 J f/ S3 `7 }' v8 _& h7 P
- item = nil if $game_party.item_number(item.id) == 0 or8 l( i' A0 H6 Q6 c# y! B6 t
- !$game_party.item_can_use?(item.id)* o: Z% B3 }4 U* R6 i
- end" }0 @ v5 b9 M/ }# l
- bitmap = RPG::Cache.icon(item.icon_name). ?( A" G2 p X: x3 j- L
- self.contents.blt(x, 4, bitmap, Rect.new(0, 0, 24, 24))+ ^* t) [1 R7 t6 \4 p2 n
- end0 d5 h# o6 T" S1 { R, ?) `8 G
- end
1 d& Q1 }- ~: L8 g4 } - # |0 i6 j, D8 ]& T0 L
- def equip(item)
# ~2 }/ f( v$ a - if item.nil?
5 P9 v# ]8 o: P, y$ O! p+ H! q - $game_system.se_play($data_system.buzzer_se)% _2 Z8 T/ N) P z
- return/ U/ U, a" M9 P; E9 G
- end H( E9 ~: |1 x
- if item.is_a?(RPG::Skill)
5 R8 C% _. A$ g+ a8 ]; w5 O - if [email protected]_can_use?(item.id)
) r& {4 ^" a) H - $game_system.se_play($data_system.buzzer_se)% c8 N2 ~, B v1 ]5 q
- return
% x) x) K+ |) y8 ~+ e - end
. V; K0 J+ w* G; r - $game_system.xas_skill_id = item.id
" i5 }# O, E8 E; v - elsif item.is_a?(RPG::Weapon)
( |8 f0 u8 B# ^' A3 s - @actor.equip(0, item.id)
1 z$ l, ^; h6 ^% |. B0 q" I+ J! n - elsif item.is_a?(RPG::Armor): m1 T. z3 Y0 D5 v9 R& T# t
- @actor.equip(1, item.id)
$ J$ `, D; e1 `" h5 ?1 S0 L - elsif item.is_a?(RPG::Item)
, \# Q, \( V7 b8 [5 d' ?! H% Y* a. x - item_tool_id = XAS::XASITEM_ID[item.id]% {; s8 H( w# F0 W
- if item_tool_id != nil$ j6 V! G8 J" R& |" f+ @+ X- G
- unless $game_party.item_can_use?(item.id) `8 ^; m7 F# L- I* u1 A
- $game_system.se_play($data_system.buzzer_se)
! w( \6 X: z/ C2 o& Q - return5 e* D' Z# ^1 d$ o: N" u x( {, K
- end Q0 l1 T- q8 |6 E% o$ |
- $game_system.xas_item_id = item.id
2 d. L- M t4 W5 Q) N! H0 z* x" m - end9 \$ G/ G* K1 Y9 u. ]6 M
- end
# o" E2 K2 b0 C9 F - $game_system.se_play($data_system.equip_se)% n8 l: \! z! ~3 G7 |
- end2 T L1 r* \, f0 y- A+ I
-
4 x: x6 p" ?" u - def update* s5 W+ v5 u/ Q8 e* G/ F1 l( U
- @actor = $game_party.actors[0]3 `8 g; r2 F2 W. }6 G: `7 |
- @hot_keys = $game_player.hud_equip
% z) q0 m& | v$ _) a - refresh9 h+ `( T7 d: z' T" f4 R
- return if !$scene.is_a?(Scene_Map), i* n$ i# R+ c6 V( c5 b
- if Input.press?(Input::Numkey[1])3 }+ U. x' p+ v6 t" e# z6 S' }
- equip($game_player.hud_equip[0])
2 H3 [: c4 D5 W( C+ ~& w - elsif Input.press?(Input::Numkey[2])/ w) e# X/ l% R# Y
- equip($game_player.hud_equip[1])
& ?) z' [% P; k( e - elsif Input.press?(Input::Numkey[3])
3 s! T4 c! u1 V2 k - equip($game_player.hud_equip[2]) " m; [& \$ g+ x* g/ `7 v
- elsif Input.press?(Input::Numkey[4])
0 {( G( C0 A: O - equip($game_player.hud_equip[3])
/ M. W6 n* \8 C - elsif Input.press?(Input::Numkey[5])
W# C3 b/ I. }( Z - equip($game_player.hud_equip[4])
0 R' O( @+ b' t5 S7 u* b - end
5 t: Z. o6 ?# }) } - end6 c1 T' T+ O$ r& s, q0 h- b# i
- end( q$ p& f0 M9 P1 i, C
/ L4 {' b1 D' e( G9 L- #===============================================================================
# r& p. q4 S" b4 K3 \% ?* t1 Y+ F6 }6 e; h - # Scene Map
6 V( j( [" h! _7 x8 o! X) h3 q - #===============================================================================
& N/ c8 i! r+ I! T; j: D& O [ - class Scene_Map
% B" O$ K+ N/ u. l: U; e; y: F - alias hot_key_hud_init main5 Q: S1 b# U) M* R: t5 ?5 P* J
- def main$ M W2 E5 L. d s. Q' ~! b
- @hot_key_hud = Hot_Key_HUD.new
/ e/ {6 J# S# b9 b4 x - @hot_key_hud.visible = !$game_switches[XAS_HUDDISABLE_HUD_SWITCH]
$ l5 @9 o& Q" j7 ]/ R1 H$ V t - hot_key_hud_init6 G! |8 w3 b1 I1 {9 w# I F6 k. a
- @hot_key_hud.dispose9 k) O: {& F4 C3 m' R- }
- end
! X4 i& m, M( ~% f& [ - 4 N- p5 a2 @% [' d
- alias hot_key_hud_update update
; r. @! u) @# `- X, ^0 _9 J' z' L - def update+ u! D' A: H$ t
- hot_key_hud_update
) T8 V; b: x, g2 S* b - @hot_key_hud.update8 x! T6 u+ S: ]2 \
- @hot_key_hud.visible = !$game_switches[XAS_HUDDISABLE_HUD_SWITCH]
: c9 X- [" `" }0 u# a9 `) |, i - @hot_key_hud.update if !$game_switches[XAS_HUDDISABLE_HUD_SWITCH]5 k0 I! d% R& W% e2 l4 c9 {
- end
3 W1 E/ ]: P- q8 C3 M - end
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