赞 | 8 |
VIP | 1 |
好人卡 | 0 |
积分 | 96 |
经验 | 29580 |
最后登录 | 2023-4-8 |
在线时间 | 567 小时 |
- 梦石
- 7
- 星屑
- 2585
- 在线时间
- 567 小时
- 注册时间
- 2009-4-30
- 帖子
- 271
|
5楼

楼主 |
发表于 2012-3-31 09:53:20
|
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,
2 u+ n- B0 h5 f# f* w" u: y不知道有人能帮忙看一下吗? - #===============================================================================
0 u0 ~3 f4 l1 q - # XAS - Hot Key HUD e7 |* ]# Z9 l% g
- #===============================================================================8 v* @( P; G1 I+ _6 U6 E3 f: r& n
- # By Mr_Wiggles
, Q y: ]4 K3 q) d* {9 v+ \9 Y! F - # Version 1.38 Q, R' `5 H# l5 [8 l
- # 7/6/10: |) H }/ k! W9 \0 F
- #-------------------------------------------------------------------------------' C' q1 y4 W3 o2 R
- # Instructions:
4 k; _" \( f5 P7 e; s! T8 M% ] - # Fill in the constants bellow, paste this script above main and bellow XAS in4 B; x# N/ f& x
- # your script data base. BE SURE TO SET TO THE RIGHT XAS VERSION!!0 y# U& \4 x* V$ q5 a1 V; v
- # ' N- w( I4 [! u7 s9 g9 B) V, m0 p, O# U
- # Place the "Hot_Keys_HUD" picture file into your game directory
2 `/ I( _; N& {3 V% t" ]$ i - # Graphics/Pictures folder./ }6 {$ \9 L7 i8 S, Q
- #-------------------------------------------------------------------------------4 o/ _# t( d- u3 ]8 F
- # Directions of Use:% M; O2 L/ x+ T! }) y, B
- # Simple just press a number key (1 - 5) when the quick skill or item menu is
$ e$ Z) P5 W4 x: ?9 |& M. w - # Showing.
n: H* |" D T. s: O - #===============================================================================8 {+ D" n+ k$ G9 z G# }
- HUD_X = 0 # X pos of HUD' R. N" |: y* y- [+ }
- HUD_Y = 0 # Y pos of HUD
8 j4 K( \3 \6 R+ I7 i9 X# _
8 L" s* p" W" C2 K$ E; `4 f) M- # Set true if XAS 3.7f! t( A* h) L x! V" N
- # set false if XAS 3.6
6 \7 \1 H9 u1 Z: j9 v5 q6 s6 T - XASVER_37 = true- K. O8 c+ r& z N: u
0 s" Z- N# E0 G9 o* Y- #===============================================================================4 `( \/ ^ X# B3 d& @# N
- # Numkeys Module1 f6 y( K+ [. `8 z9 P t
- #===============================================================================
( e( S% m1 o' U$ J# J; e8 X - module Input% T' ?8 ` [' l
- Numkey = {1 => 1049, 2 => 1050, 3 => 1051, 4 => 1052, 5 => 1053}7 u5 J( H/ X* P" y( R6 d$ T" Y- W
- class << self
) Y5 a. \9 b7 N - Key = Win32API.new('user32','GetAsyncKeyState',['i'],'i')
& U2 \# `# r$ E9 f -
W4 j; z: F6 e3 Y% a - def testkey(key)4 c6 M1 Y% n$ t: W2 N& s& v7 D% S7 A
- Key.call(key) & 0x01 == 1( ^! D' _+ o) X* h! m) c5 k9 X9 g
- end& X6 I+ g$ h2 O$ U0 R6 B
- 9 W8 e5 D, S' @* h% p4 z
- alias hud_key_update update8 [( P' e# p% p+ ?: H1 }
- def update
5 C4 c/ l* t( I - hud_key_update
+ m1 u& l% t( S) z! M - @pressed = []
/ e1 ~+ a4 f/ v/ E+ ^2 H - for key in Numkey.values: G. H$ ?5 m9 Q# u) l9 B) W- B
- key -= 1000' x4 i& ~& y/ K. O7 E
- @pressed.push(key) if testkey(key)/ |. D2 r U0 m. {& l
- end
' w3 G6 p- |& I' u1 D* }: g6 f% r% R - end/ M: } V2 u* g7 U0 l6 [$ D
-
: M" m# {1 F$ F! U5 S - def pressed?(key): z* r |( ]8 D* s: j
- key -= 1000
, P9 H% q# Z: s8 r9 X j* m' s - @pressed = [] if @pressed.nil?: ~8 M1 @6 Z9 ~/ a- f/ V. s
- return true if @pressed.include?(key)
( _0 }. \# O6 @* i1 t - return false) D7 G4 P) k \6 r1 M4 h8 f
- end
& i7 o4 D {- }# N1 l# {* |6 V - * U- c& l+ r! m& ^' q' H% _
- alias hud_key_press? press?' z5 c" z8 n: v2 P1 a3 t: }
- def press?(key)7 n G& T: O, f( w# z9 s1 n
- return pressed?(key) if key.to_f > 1000+ v& z" I$ ^% l/ C& T% j; N4 O
- hud_key_press?(key)& P' |" B- T# ` U( [' p/ P$ O! m( M, ?
- end H5 S9 g3 B2 J% {) c' D$ c- i
- end. ]& \- `' {+ Q% Q7 G/ P
- end+ R% P. S5 K; V" q1 s, |
- , ~2 N. |+ Y8 R1 r6 o
- #===============================================================================* R( s* C) m4 P/ U0 m
- # Game Player& ]3 A4 P/ o6 k, n% ^' b
- #===============================================================================
" W2 v4 @4 N0 v9 _) \ - class Game_Player < Game_Character
' g0 p4 r9 T! @6 O- I' @% J1 U" ? - attr_accessor :hud_equip
: D8 V2 W. r8 a4 \* t4 W4 O - 4 g* l4 {) U+ A. f; `# @5 I# G
- alias hot_key_hud_init initialize3 ~1 c4 j% T# a0 Q
- def initialize! y/ n) Q$ i, L) L
- hot_key_hud_init
; _4 A7 X8 k3 ^7 |# W( _# \ - @hud_equip = [] D6 D% e; I0 O8 Q* u+ v
- end
! h/ B& }7 [: ?4 F. Z* d' x5 }5 b) W -
3 }; J$ ?$ _& X0 ]) p$ j* K8 E - def equip_item_to_hud(n, item)
$ U/ F5 _' b$ r ^; K# q6 Y - if item.nil?
+ F* {! X; A. r( I8 [ - $game_system.se_play($data_system.buzzer_se)
4 O+ G- U6 ]' c9 P - return
, B, q7 q/ U$ K$ |8 k' c - end6 y; u2 o) c: G: V: g" B5 _' |
- $game_system.se_play($data_system.decision_se)
& Q+ ^- v' @1 O# M - @hud_equip[@hud_equip.index(item)] = nil if @hud_equip.include?(item)
5 L1 P6 u3 ~& U, S - @hud_equip[n] = item
, ^; e$ S% A7 U$ }3 k0 v* I, A - end
Z: c1 i; F+ c& q - end1 u5 F# q1 D' ^! L6 X$ d
- & R3 o0 z D- R% u0 c( M9 M- E Z
- #===============================================================================& N( o# y* Y- Z& m+ U* [& }
- # Quick Skill Window
5 e1 C/ K2 s7 p- C4 p. e8 n6 v - #===============================================================================$ E8 I M! G: Q" }" W
- if XASVER_37 == false m9 v+ c8 ^' s) q o, X
- class Xas_Scene_Skill
- |" J0 O6 {8 z: U9 U+ N - alias hud_quick_menu_main main# e+ E: U7 Z' r1 A1 V' r
- def main
) h. o# e/ k0 ~ - @hot_key_hud = Hot_Key_HUD.new
) P% p& i1 @) ?1 }4 `- ~ - hud_quick_menu_main+ \1 B7 h2 l9 b
- @hot_key_hud.dispose
! v. y0 U9 s9 d$ x8 v" Z - end
# i4 S9 G$ F- l0 B -
( v% \2 L- ?+ n' P3 J+ ]( [ - alias hotkey_hud_qucik_menu_update update
2 t. U1 B# k7 U! _8 O - def update
( \+ M5 _" w4 T6 g+ S# S - hotkey_hud_qucik_menu_update. A {3 ^# d6 ?8 |! |& Q
- # Hot Key num 1) y' T) Y$ C# N/ d
- if Input.press?(Input::Numkey[1])
* ]" l) Q1 e# @* p: h$ P - $game_player.equip_item_to_hud(0, @skill_window.skill)
+ D0 ^" @4 ~; z5 r. Y; K6 U - # Hot Key num 2
/ e. O- A m/ X2 C* _7 X) |9 s* Y5 A - elsif Input.press?(Input::Numkey[2])
; j! D! W! j$ l: x0 X2 O - $game_player.equip_item_to_hud(1, @skill_window.skill)
1 H* P/ S+ H% N6 g& D: @0 k - # Hot Key num 32 G+ J6 `" J$ m! B
- elsif Input.press?(Input::Numkey[3])
# S$ W' O2 b2 l - $game_player.equip_item_to_hud(2, @skill_window.skill)
& J9 ?! ^# n3 `# _" m) G) s: e - # Hot Key num 4) Z6 T9 j& `* b+ w
- elsif Input.press?(Input::Numkey[4])5 M# D1 ]0 b: P. a
- $game_player.equip_item_to_hud(3, @skill_window.skill)) \( D0 M! V7 r' o
- # Hot Key num 5- n9 i7 s. ?9 y: T4 D5 I
- elsif Input.press?(Input::Numkey[5])
, T% m# W( K# T' G2 i6 l" u( { - $game_player.equip_item_to_hud(4, @skill_window.skill)
1 d/ Z' ], ?3 ^ - end
" k6 f5 Z2 D2 A5 d/ j0 [5 s - @hot_key_hud.update
7 i& z0 A6 x+ `# r0 E - end( k. M( L& u5 p- o
- end
7 f1 I) C, K% D# \ - else
, g( L, v& t* a3 O1 F - class Quick_Menu_Skill N# C' K U: W# j: t
- alias hud_quick_menu_main main
6 K3 L# x, {* ]* B5 n - def main
]0 ?4 U+ k2 q" i7 H. U+ z - @hot_key_hud = Hot_Key_HUD.new
4 q% v8 J6 w, P - hud_quick_menu_main) i. n v3 x- h) _$ C# x
- @hot_key_hud.dispose. E2 `) m% p# t I: b s, D6 O
- end6 o$ V: b: n0 }8 M9 x$ z
-
, M% b5 G* {6 A3 v - alias hotkey_hud_qucik_menu_update update9 \3 h6 D# b8 W% ~& f
- def update
4 j' K8 f) C+ Y% X; f - hotkey_hud_qucik_menu_update% ]: j6 K* h8 n; t8 C+ V" g
- # Hot Key num 1" G; u6 j. L8 [7 a$ s, W K: }- ?
- if Input.press?(Input::Numkey[1])6 C: v8 h4 ], i7 n$ i( v
- $game_player.equip_item_to_hud(0, @skill_window.skill)
! N! X6 X$ [' b% B - # Hot Key num 2
* F0 \# ?. i% L1 f/ [& u- ]& d) u - elsif Input.press?(Input::Numkey[2])
8 a$ g) `) _9 C% m* L - $game_player.equip_item_to_hud(1, @skill_window.skill)
& H* b1 d# R0 i4 L7 o. i - # Hot Key num 3
% C; k# Q) E Y" u0 [ - elsif Input.press?(Input::Numkey[3])
, [ f4 Y- b- k8 A+ B& O - $game_player.equip_item_to_hud(2, @skill_window.skill)
' ?2 s. V$ ?, F7 S5 W3 z% Z - # Hot Key num 4. L: e- G) u" b$ J! N: E, A' _
- elsif Input.press?(Input::Numkey[4])
1 I; Y$ Y. I, h2 U$ e' w V - $game_player.equip_item_to_hud(3, @skill_window.skill)9 K% d5 a* X2 K
- # Hot Key num 5: w* x# T$ E y' D! e* v8 r/ S
- elsif Input.press?(Input::Numkey[5])' C9 L1 G4 W$ p0 n9 y
- $game_player.equip_item_to_hud(4, @skill_window.skill)' u2 |7 V2 k( a b |
- end4 T0 m" S9 `) E( \8 e: c
- @hot_key_hud.update
; n* y Q6 q! i0 E, ] - end. d5 `4 C4 W% u/ l# M& k# I4 }
- end
; m( ]# x( Z- G6 K - end
& q' q1 J% A. \9 W0 d( D - % r$ [1 d, h$ f7 B
- #===============================================================================
& J$ a' \- J( M3 @: t! J+ l7 f - # Quick Item Window# A* m3 ^5 A; x
- #===============================================================================% ^+ _( m4 Q0 c: s7 |
- if XASVER_37 == false, L' x6 Z. j: \$ K- |
- class Xas_Scene_Item( y6 k& k7 h4 B a9 N$ r
- alias hud_quick_menu_main main y+ L& {# a% Z% ]! ?& H- s( O
- def main
9 m% ~. X3 R: u3 l2 r7 z+ A$ _& l- \ - @hot_key_hud = Hot_Key_HUD.new
0 j% Q% [. e6 X: T! I b - hud_quick_menu_main
, q# Q) [' c) c* r1 ?# H3 `" g - @hot_key_hud.dispose y2 N# y l, u0 n( l
- end* S$ [5 g& y1 ?7 |# r* L. R
- ) K% e) X7 u ~+ e7 n3 [) i
- alias hud_key_update update& g9 a* s$ R. @! s7 b/ n
- def update- ^7 c8 ]* w/ ~5 Z
- hud_key_update
& R* U' s: _; n# _( u/ H8 }* } - # Hot Key num 1" r5 `5 Z. y$ J* g- I% n
- if Input.press?(Input::Numkey[1])6 P2 ]# v' e+ H2 C9 k$ ^
- $game_player.equip_item_to_hud(0, @item_window.item)! A# L$ p O8 U6 B
- # Hot Key num 2( s1 N4 M, ?, H) W4 n' p
- elsif Input.press?(Input::Numkey[2])( l% E g% Y+ m& u
- $game_player.equip_item_to_hud(1, @item_window.item)
, Y$ Q2 _; _: l! @/ K2 d - # Hot Key num 3
3 H$ G4 u/ y# Z: s$ M - elsif Input.press?(Input::Numkey[3])2 D7 ~) ~/ s' `1 E
- $game_player.equip_item_to_hud(2, @item_window.item); H* B' r+ n& w% M+ R2 Z8 i% e$ N
- # Hot Key num 49 V0 [0 ?, M; Y+ q. t1 H4 g5 h2 C! E
- elsif Input.press?(Input::Numkey[4])
7 P( f- O9 ]3 `# _2 q! N - $game_player.equip_item_to_hud(3, @item_window.item): [) q9 v7 y1 j9 E6 O9 l
- # Hot Key num 5' T8 {8 u! r% R
- elsif Input.press?(Input::Numkey[5])
3 f/ \6 `7 Z* N) e L! f& ^ - $game_player.equip_item_to_hud(4, @item_window.item)
0 ?) N. @% y8 D u$ [ ?$ U - end
( J4 d; }9 {2 z8 e- [ - @hot_key_hud.update
9 [+ T4 C3 x1 I7 B- Q - end* ?: @" A# E+ p% h! e+ J- Q* c
- end
* _. J! i. V% b6 j# q5 B8 W) d# y& { - else
, F) b/ k# Y( I! A) u. W$ Q - class Quick_Menu_Item
; X: s/ w2 `; X2 ~! } - alias hud_quick_menu_main main
: q( I( L5 U5 r0 I t# S - def main3 p+ ?2 F; \4 J" ~, t+ l
- @hot_key_hud = Hot_Key_HUD.new9 f7 a9 c- u; X: e9 e& A, M" f0 _
- hud_quick_menu_main, O" F3 ]6 r1 ]( i$ y8 w
- @hot_key_hud.dispose9 P( W% @. x3 H, e3 d* P B/ j) P/ x
- end
, `7 L$ [7 o: y - , F/ d8 T+ o& z" [1 `% B: Q
- alias hud_key_update update+ K/ s1 G' t5 ~1 X+ }' y
- def update* [2 h* A1 `8 ]; U! X! W
- hud_key_update
- |* H' D. F8 p c) v% D4 K - # Hot Key num 1
8 g" b8 Z4 A7 P - if Input.press?(Input::Numkey[1]), S& \' ?2 V: H+ `
- $game_player.equip_item_to_hud(0, @item_window.item)( Z, O, E8 K1 e* H- m! c/ c
- # Hot Key num 2: G% ?8 ^7 U1 ?7 A1 ]! J- {
- elsif Input.press?(Input::Numkey[2]), N" P2 S) ~; J- c
- $game_player.equip_item_to_hud(1, @item_window.item)
m- j) p# |4 W& F - # Hot Key num 3 h8 K% _; ~7 E* n2 S F3 |
- elsif Input.press?(Input::Numkey[3])
0 B5 w8 t: ]6 H# ]8 q - $game_player.equip_item_to_hud(2, @item_window.item)
% J* i& l) Q; [) y - # Hot Key num 4
& V5 y1 b7 I# v8 `3 B- D( P/ t) V - elsif Input.press?(Input::Numkey[4])& c0 o$ w! J1 q1 j% w7 e" q* z
- $game_player.equip_item_to_hud(3, @item_window.item)
# q9 B, g! M. I, T# Q) J' ~) Y - # Hot Key num 5
; X( ^# Y0 a |$ _$ }; A" o - elsif Input.press?(Input::Numkey[5])
( [4 H: f9 |' V. y5 G - $game_player.equip_item_to_hud(4, @item_window.item)
2 W! N7 Z; n, j* j - end
" _" F/ v- e; q& [ - @hot_key_hud.update
# z+ a3 A& ^: w) g - end8 V6 G4 r) A% f2 I
- end
2 U# }: g; F- d# r7 _ _6 n6 ] - end/ j/ t! ?7 F4 I
- 7 a3 q% a& a# b/ c7 K% y
- #===============================================================================$ \! K* E1 Y c6 _$ m
- # HUD Window
6 [0 w) {# R+ ?8 h# ]& v( n6 J2 h: l& } - #===============================================================================2 f4 b; b# ]) J1 F, E
- class Hot_Key_HUD < Window_Base1 A( g$ k$ n6 j/ D
- def initialize(x = HUD_X - 10, y = HUD_Y - 15)3 d( K% f. _5 @; O/ L/ d) |6 y
- super(x, y, 220, 80)
4 a2 |- o7 N! G - self.contents = Bitmap.new(width - 32, height - 32)
+ N5 D2 I% H3 ~5 G3 ^ - self.opacity = 0
# ], n4 S2 V9 W f1 Y - @actor = $game_party.actors[0]. q% X# {6 }& |; V9 F
- refresh; \4 B$ E+ ~1 V8 E6 |7 U
- end
7 m( E3 w" r5 J$ ` - 8 e* G1 b1 g( X: F
- def refresh
; a9 Y* ?; B9 E8 b# p! { - self.contents.clear. g2 H# ? E' J& u0 B; |
- bitmap = RPG::Cache.picture("Hot_Keys_HUD")
5 n+ K! a$ h) ^* s5 ], s; i - self.contents.blt(0, 0, bitmap, Rect.new(0, 0, 160, 32))
0 \7 M/ c4 T4 O' E$ p1 s* C" W( U - for i in 0..4
" u U( i/ I* G% S( ~ - x = 32 * i + 4" C% Q7 s6 N: ^# Y% W
- item = $game_player.hud_equip[i]
d6 m7 b( B1 M b- M - next if item.nil?& G B a4 Y ]! ?
- if item.is_a?(RPG::Weapon)
7 u s3 c) \$ |8 n7 E% Q `: O - item = nil if $game_party.weapon_number(item.id) == 0 and
6 J/ G& i H! y1 q* t - @actor.weapon_id != item.id
7 G! L. V, T/ |. B - elsif item.is_a?(RPG::Armor)
. Q& H$ l: F* L - item = nil if $game_party.armor_number(item.id) == 0 and . r i$ Z; ~3 B& C2 U" q
- @actor.armor1_id != item.id
; s( j( ^1 d, t& h- c - elsif item.is_a?(RPG::Item)8 u& o* E; H: j
- item = nil if $game_party.item_number(item.id) == 0 or
. R G7 z! {% w; s2 M1 r- G: Q7 W! Z - !$game_party.item_can_use?(item.id)+ k; x! B; a0 k& A u s
- end
! L5 P5 X5 @* @2 a j5 [- ]6 L - bitmap = RPG::Cache.icon(item.icon_name)
. |& W4 H- Q% u+ s7 I$ Z2 i/ b - self.contents.blt(x, 4, bitmap, Rect.new(0, 0, 24, 24)); p% D- w5 X9 t2 S7 m
- end
- n3 `+ k4 o8 f/ _' d2 k' ?; _ [ - end
, D' S! T, G$ k v% F' X -
) g1 J3 f U9 h3 o* ?5 m - def equip(item) w; p% P& e( x0 ^& P9 s; \% t( ?, Y
- if item.nil? @3 w x6 N1 Y9 c; r' _ v% |
- $game_system.se_play($data_system.buzzer_se)% ~: B ^5 B9 M& ~: r5 l
- return$ |. n5 v4 |2 G+ t1 N9 @! z
- end
7 [7 B9 w! i5 X6 P. z8 g - if item.is_a?(RPG::Skill)
) `2 H @3 U: N; e. z" e3 M - if [email protected]_can_use?(item.id); r; c* D' }. g7 q& I
- $game_system.se_play($data_system.buzzer_se)
+ Z7 S. J4 R9 x5 c S M7 Z - return
; `) o$ o# _7 h; g - end
+ \7 h" X8 ]1 y; N - $game_system.xas_skill_id = item.id+ w5 P! F) P! U- y5 x
- elsif item.is_a?(RPG::Weapon)
4 B$ q W7 i y4 B - @actor.equip(0, item.id)0 a* u4 t. `* \+ T
- elsif item.is_a?(RPG::Armor)
; T$ P, ^! h6 E; p( i* ? - @actor.equip(1, item.id)
$ X$ c! u$ ~* s$ Q - elsif item.is_a?(RPG::Item)
, M& ]- K( ]! E( Q - item_tool_id = XAS::XASITEM_ID[item.id]% ]* k( H/ n% ~, j( S( H2 @
- if item_tool_id != nil
3 F9 d' L8 X4 }; a3 g7 l - unless $game_party.item_can_use?(item.id)
: Z; [( L0 j' f- k - $game_system.se_play($data_system.buzzer_se)
4 Q# @. ?2 b% I* a - return! r4 r( A) R" l6 \3 P
- end
& p4 M! L+ L! k& A# g0 A* r - $game_system.xas_item_id = item.id4 C0 z1 c3 L8 }1 p j* n% i
- end! I1 V7 \4 ?7 Q6 m# i1 J* O) v
- end
/ F A' T# R, v2 A - $game_system.se_play($data_system.equip_se)2 v/ E9 m( l/ ~9 z Z: t
- end. P3 ^' i2 {! f* `
- 0 X3 ^1 U4 q5 e- o4 o
- def update- m9 v2 n4 U. O5 {# e) B
- @actor = $game_party.actors[0]! E* X1 S1 k0 _( J% c: H4 |
- @hot_keys = $game_player.hud_equip
1 a/ v+ }! J0 D9 m: ` - refresh9 W( t1 K/ A6 A* ?! O! a2 d1 w
- return if !$scene.is_a?(Scene_Map)
! E% T$ R/ K5 a* e. y, T! K - if Input.press?(Input::Numkey[1])
* Z3 ?$ D5 S1 ]' t9 p) n) N - equip($game_player.hud_equip[0])# d2 A2 d9 U5 ~, I
- elsif Input.press?(Input::Numkey[2])
4 _2 @/ [3 {3 O% j - equip($game_player.hud_equip[1])
2 ~. y" n; C9 n& Z - elsif Input.press?(Input::Numkey[3])2 E! `) s0 V( f
- equip($game_player.hud_equip[2])
8 S) Q+ f- P; [: N1 L - elsif Input.press?(Input::Numkey[4])& p; J) c. a8 D2 w
- equip($game_player.hud_equip[3])
2 J w$ T8 U4 ] g" n( X - elsif Input.press?(Input::Numkey[5])
! Q( M1 M! R: x T$ }, e# y - equip($game_player.hud_equip[4])# p# `2 Z; X5 f
- end5 W5 ?; A% w" x; ~
- end
& m4 _% d: G0 N! t# N: q* V+ n5 a - end, L w: V) H! g
& z; n: e+ g m8 ~% {- #===============================================================================( t6 D! b$ J/ ?/ m
- # Scene Map- d4 G$ T$ S: ?( \1 q: e
- #===============================================================================: X2 y% U& i8 T. B5 f2 c
- class Scene_Map
$ J1 V6 e9 P( z- \' I+ D" x - alias hot_key_hud_init main
) ]$ X/ D+ l# s% w F5 \* r9 p - def main) q$ I& z- O7 |
- @hot_key_hud = Hot_Key_HUD.new
2 _ w( n$ T. y. p - @hot_key_hud.visible = !$game_switches[XAS_HUDDISABLE_HUD_SWITCH]
4 x' z+ w$ m8 k# S# x, A2 A - hot_key_hud_init: j H" m g" V% c
- @hot_key_hud.dispose* d- i7 S) T' z" Y8 A
- end
2 x7 f( O' c' Q5 C/ [$ G0 P -
/ N4 a/ u( e; v - alias hot_key_hud_update update7 y2 e: O5 D, f- d# L) V
- def update( `) h! M7 I3 g( k. P% {! u$ l
- hot_key_hud_update1 d; V1 t: N* `' ^8 T# y$ t% g
- @hot_key_hud.update
/ R* x( \2 H% C2 s - @hot_key_hud.visible = !$game_switches[XAS_HUDDISABLE_HUD_SWITCH]
( u: _% ~2 p# B+ e - @hot_key_hud.update if !$game_switches[XAS_HUDDISABLE_HUD_SWITCH], k$ v1 r) M. T: [) A
- end: w% i+ d; A& C" g$ e3 K6 R- Y
- end
复制代码 |
|