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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,
) ^: S# q1 Y" i( ]4 C: G$ t% `不知道有人能帮忙看一下吗? - #===============================================================================
0 r" a8 K/ }: V - # XAS - Hot Key HUD
: k' v( W! H5 H1 d - #===============================================================================: G" M, f3 s( f! n. Q! r+ G
- # By Mr_Wiggles
T+ u5 c% M! N+ f) [0 B( b) Q - # Version 1.3
8 p2 @- d4 ^! y5 ?# N3 q; F3 N - # 7/6/10, d% N' K' V/ U; s; a' R0 r
- #-------------------------------------------------------------------------------
4 K) ?; l! v6 ] - # Instructions:
6 ?& Q" {! k8 b/ m+ a, d - # Fill in the constants bellow, paste this script above main and bellow XAS in+ @8 I1 ~& B% s" r- [
- # your script data base. BE SURE TO SET TO THE RIGHT XAS VERSION!!
5 |: b$ B' c$ g5 Y - #
, H% n$ z9 K2 X. M3 f) A8 ~2 C - # Place the "Hot_Keys_HUD" picture file into your game directory ) U, \' L2 }7 ~" \
- # Graphics/Pictures folder.- U3 G- n/ p0 {
- #-------------------------------------------------------------------------------. n; t* w: T6 M( \* S5 I% z1 A6 v
- # Directions of Use:
( D5 c' @, ^- Q/ ~$ B8 [2 l - # Simple just press a number key (1 - 5) when the quick skill or item menu is
1 B1 Y v, `) {' b- t( V( m - # Showing.
o7 m) }5 O' q9 a7 D. E - #===============================================================================1 t2 C4 |, j0 F- R8 g( p8 c
- HUD_X = 0 # X pos of HUD+ ? `& q8 L+ u+ ]$ d
- HUD_Y = 0 # Y pos of HUD6 T s+ w* z! R( o8 \# \& c
- ( v! i/ ]/ E0 l! s6 j2 B! ^
- # Set true if XAS 3.7f
: |# f% I- v ~ - # set false if XAS 3.6
1 l6 J3 h3 q8 M9 T/ m5 C - XASVER_37 = true
- ~- s h5 L* |, r3 w! F) j - $ a. S O9 q% H7 H' J0 y7 j
- #===============================================================================
' G9 X" r( |7 k7 R) P N0 R( m - # Numkeys Module S0 h' O" [$ J- b3 o' S/ k; g3 G
- #===============================================================================* {1 D# h0 L4 Z2 i6 _- x# a( o) h
- module Input
* T+ ~& l% A1 `3 @7 v H* W - Numkey = {1 => 1049, 2 => 1050, 3 => 1051, 4 => 1052, 5 => 1053}
( V' [( g O8 g5 C; C - class << self1 v3 h2 ^5 P$ Q, U: Y7 t) H2 v
- Key = Win32API.new('user32','GetAsyncKeyState',['i'],'i')! f" Z T/ y, h
- + u: T% f! |& Y( v6 @1 t: A
- def testkey(key)
4 p' v1 Y0 V, y" Q - Key.call(key) & 0x01 == 14 ?; B- n# R3 g
- end
1 W4 r9 R0 c# S; x, Z! M -
! C" h! c- i. T& F# `4 v0 W8 | - alias hud_key_update update1 I- S' L/ p& s2 m
- def update' ~' _( Y: J ~ S, N
- hud_key_update0 E5 s. c& p( V. [) h. n
- @pressed = []
( W5 F/ H' o- D: m - for key in Numkey.values' K+ M8 Y( x; W! X
- key -= 1000
$ y* b& c1 M9 c" W7 I - @pressed.push(key) if testkey(key)5 }# A7 e( m1 X1 c, {$ A5 {
- end5 z, v' E# g, W2 a0 z8 Z
- end
& g: W3 U5 D0 t3 V' `+ W" ] -
+ J1 E1 o' b) v q - def pressed?(key)
4 @; S" s5 V6 D3 d0 @ - key -= 1000
" e+ K2 p: I8 C( E - @pressed = [] if @pressed.nil?
7 N. [% v C0 D4 ? - return true if @pressed.include?(key)5 j8 b4 \+ [, l9 p* c+ t/ K, \8 E
- return false( l7 d; z& p* Y# \/ B+ e9 i) q& A
- end* l! d4 d% }$ ^' O; r/ g
-
! j+ `( f6 R* \& r: G7 l: K - alias hud_key_press? press?! c9 j. r. I% J5 t; u7 b3 m" Y
- def press?(key)$ ?7 B( }) V; C% X4 y. t4 C
- return pressed?(key) if key.to_f > 1000
$ `! W1 E, W9 ?$ [5 } - hud_key_press?(key)
4 m# j n1 i8 Q& V - end
( ~# C1 q, j& b6 \1 `& L; u/ S - end
% M6 K3 g I4 z- L. E' Z - end
1 S C3 _7 ]: O9 |( g5 V; ]
' X* P7 e7 n* v9 _# {( \- #===============================================================================9 ] f1 [3 K& U6 s
- # Game Player
2 `' N* h0 \5 g2 C' P \8 a4 d- I - #===============================================================================9 R0 y6 P+ w& U
- class Game_Player < Game_Character
7 V$ q, V$ |6 a* R6 G) ~- U - attr_accessor :hud_equip
/ e- m6 n; r: I/ K7 Z - ' b3 [% O- P e8 B. \
- alias hot_key_hud_init initialize# D+ w: J( i+ g+ V0 T1 l
- def initialize3 M% _/ _4 W- F" ~
- hot_key_hud_init, h2 ], C# r5 e b0 [3 [
- @hud_equip = []
' W% A2 I0 |7 [ Q6 e/ _0 h1 O. r# K - end# f$ L& S. A: U0 u
-
* Z6 q# U" a+ W8 g. z" @% z$ ? - def equip_item_to_hud(n, item)0 k& w. b+ J& T
- if item.nil?
3 s1 P, Z. W+ C* H+ x, S9 T V - $game_system.se_play($data_system.buzzer_se)
/ C! `0 J, D. v# R3 `% W, G - return
9 p" `, _. L% D- B" H% ] - end
: f' t4 ?( I6 {9 C$ Y. @; Y - $game_system.se_play($data_system.decision_se)' ]2 x2 q; k' m
- @hud_equip[@hud_equip.index(item)] = nil if @hud_equip.include?(item)
9 ]$ `5 m Y( T - @hud_equip[n] = item. L& p C1 I' x6 ?
- end
. v: B6 K# k6 V* } - end
) s( f' a5 v; \ `" ]% ~% \7 t
6 f, F* g; I+ R A- #===============================================================================
+ J& E1 N5 h' F - # Quick Skill Window. P8 I- r6 G* b! O/ Q$ _ v
- #===============================================================================
+ D: j0 }- m% O% Z3 ~% Q - if XASVER_37 == false
- Z9 t J/ j; H6 F5 F - class Xas_Scene_Skill9 ] v# C& j& Z" o ^
- alias hud_quick_menu_main main* j, j+ b7 H% K; a0 ^2 v- U9 Y1 B0 D) \
- def main
) A. {( R5 m, s% U7 X - @hot_key_hud = Hot_Key_HUD.new
- Q$ K: O* K Q) b. j' k - hud_quick_menu_main/ G( y( |: a9 T; D( Z
- @hot_key_hud.dispose
% A2 Q. q F( O0 R( T0 q7 z8 a - end k% q: V! q! p7 L& D1 f' x. a# c+ ^. E
-
! [9 X. m2 X( ^. C9 F1 e/ a- z - alias hotkey_hud_qucik_menu_update update1 z- L/ n& I" }! a) b) K% m
- def update
: W9 ?0 b3 h. X$ w1 ^ - hotkey_hud_qucik_menu_update% T4 Y& X/ J5 `3 f
- # Hot Key num 1: Z: N2 E8 R/ G0 K, V9 i
- if Input.press?(Input::Numkey[1])! p; R* p% V' M' A5 s o& f1 F
- $game_player.equip_item_to_hud(0, @skill_window.skill)
( v, |1 H; L, A' Y+ b) h - # Hot Key num 21 V# P: z& x% Y6 v; Y' X; h/ q
- elsif Input.press?(Input::Numkey[2])
6 w) k# Y% C) V2 J6 L* H - $game_player.equip_item_to_hud(1, @skill_window.skill)" S0 J) Q4 }& k ~
- # Hot Key num 3
1 S: }; C- k7 K - elsif Input.press?(Input::Numkey[3])
- `6 g N L, ]$ U - $game_player.equip_item_to_hud(2, @skill_window.skill)
2 f ]& }3 c6 v" {- \ - # Hot Key num 4( s7 d5 L3 u5 v+ r, w2 j7 I3 q
- elsif Input.press?(Input::Numkey[4])
+ y' g3 @0 g6 { l$ w - $game_player.equip_item_to_hud(3, @skill_window.skill)5 A3 i1 ~/ A! l. E8 L; s' e7 W
- # Hot Key num 5
. @, L. F, M5 N - elsif Input.press?(Input::Numkey[5]): u; D$ t9 x6 ^5 m. t
- $game_player.equip_item_to_hud(4, @skill_window.skill)
$ g8 p f( m. I" J( o - end2 E8 B! e) |9 M& h- n
- @hot_key_hud.update% ?# Q8 K& x+ Q
- end7 k* T; Z$ S B! Y. _( F) z, ^2 o
- end
8 R3 Z$ Y A$ D, ?& Y/ C - else5 Z9 r) O0 U) ^( B. N( j0 n6 m
- class Quick_Menu_Skill
3 b; M# L+ H/ d; P - alias hud_quick_menu_main main
3 e; A* [9 X% y2 h p8 s- q - def main
0 x. c$ o1 l* c7 d - @hot_key_hud = Hot_Key_HUD.new
3 Q7 W+ S! ^) D* q - hud_quick_menu_main
( l; J, f4 K3 x' c, x" R& m - @hot_key_hud.dispose
* X; ~3 f9 g, C0 ] - end+ q6 z9 S# h. Y: G* I% l" y
- 2 W4 I, {6 y0 w7 s. J- {2 ^
- alias hotkey_hud_qucik_menu_update update8 h) _0 m3 p. r8 ~# H! e$ B, F( F
- def update9 m# K* u) R8 j0 X* |
- hotkey_hud_qucik_menu_update! n3 z( y4 O6 _0 v, o9 a1 @
- # Hot Key num 1
0 V( U9 D) ]7 o# J/ E/ ] - if Input.press?(Input::Numkey[1])
' W6 N. Z; u3 X/ L4 }. {5 {3 Z - $game_player.equip_item_to_hud(0, @skill_window.skill)
: p9 i% q" M8 G- ?7 u - # Hot Key num 2
& B( [& a2 m9 [/ }- U - elsif Input.press?(Input::Numkey[2])4 t b) w, x! r" i7 ]
- $game_player.equip_item_to_hud(1, @skill_window.skill)! `5 z2 \5 ]% w6 b
- # Hot Key num 3/ g, g- P: a5 ?0 }5 r9 z
- elsif Input.press?(Input::Numkey[3])
% G$ `1 ^6 P: t* F! d5 [ - $game_player.equip_item_to_hud(2, @skill_window.skill)# [0 R% D* m: G. _) b
- # Hot Key num 4* C: S# [3 C+ T. l
- elsif Input.press?(Input::Numkey[4])' K* b9 Y2 L" i3 r3 f( }
- $game_player.equip_item_to_hud(3, @skill_window.skill)
+ h( \/ {" }0 S7 }+ E - # Hot Key num 5
) @. A$ W# s5 v% E! @* O! h - elsif Input.press?(Input::Numkey[5])
" y i) @& j6 O - $game_player.equip_item_to_hud(4, @skill_window.skill)3 H$ f) {8 Z9 I; d( D5 t2 `
- end
8 ?& d+ X$ q2 r: l3 l: p! T( P - @hot_key_hud.update# I3 t. v4 B3 l9 B% b9 Z
- end
4 G+ V- W2 A5 X% n3 z5 s - end1 X q0 {$ Q4 Z) c
- end. v6 U2 w- g: c* \, r- g" q
- . o7 {0 j( q* X
- #===============================================================================
0 H5 J" g5 W4 k' Q - # Quick Item Window
" _" ^7 x+ E( J; F" u - #===============================================================================
! n6 T; ]! S5 I6 x B) W - if XASVER_37 == false
$ t) \/ @0 E5 A. }1 l3 M% F - class Xas_Scene_Item G. S& l& H5 D& d* p$ n
- alias hud_quick_menu_main main* a" N) A7 [! T1 t
- def main+ M* l* v; |/ j$ V X: @: U6 T! g
- @hot_key_hud = Hot_Key_HUD.new
' ^* ]: I! o: K7 i: ? - hud_quick_menu_main
# _0 H L) C8 ~ - @hot_key_hud.dispose" h2 T* T/ G/ p0 t& N$ M# w6 m
- end
0 i/ p x K' e0 J3 p -
- g; z6 S6 [, s7 F6 ? - alias hud_key_update update* c3 |0 O) Q' G, \4 k9 H
- def update
' S3 {5 `, S2 [: k - hud_key_update
) N* X) o9 r- ^! Q" R" I4 s- C4 O% m - # Hot Key num 1
2 s/ v+ r U' }4 B3 @' ]% ]4 A - if Input.press?(Input::Numkey[1])
- g) q1 Z! [+ b$ L8 \7 i+ ~ - $game_player.equip_item_to_hud(0, @item_window.item): |. V- J0 n% F7 R% j; r4 {0 D
- # Hot Key num 2
7 K/ B! {0 |0 ` U0 y - elsif Input.press?(Input::Numkey[2])6 V- x: b5 h3 B4 q
- $game_player.equip_item_to_hud(1, @item_window.item)2 I# v0 `, l0 Q) @. i5 |
- # Hot Key num 3, t3 G2 J0 O! [
- elsif Input.press?(Input::Numkey[3])/ v* v7 @ V" t, J8 o9 n6 }9 u9 O
- $game_player.equip_item_to_hud(2, @item_window.item)
, [/ i/ p3 F& O4 |! b* w( p2 t - # Hot Key num 4* ^4 X! D. S2 F6 B8 `+ G
- elsif Input.press?(Input::Numkey[4])
' _. l- y- G6 m/ I- K( [; `7 D - $game_player.equip_item_to_hud(3, @item_window.item)! k; N/ E6 @, A' y8 \( o. E) _) ^/ q$ r
- # Hot Key num 50 q& S' _1 ]( x9 `2 M
- elsif Input.press?(Input::Numkey[5])
$ |# {/ a, u3 G9 b - $game_player.equip_item_to_hud(4, @item_window.item)
: u1 U$ S' Y0 s" W/ h - end3 e5 L$ n' ~6 n% p
- @hot_key_hud.update3 y: Y- B. k* C; H7 A) j
- end: I( s6 i; L5 O0 h. G# f
- end( b: g) V7 P; f+ S5 C f& }2 }! X
- else2 z: \* H3 ~: W: `# W
- class Quick_Menu_Item# ?5 g& }# `8 W$ H1 }6 @; C
- alias hud_quick_menu_main main
5 z7 ?- U Z) ] - def main
( z+ Q' S' S9 t$ s. ^# _ - @hot_key_hud = Hot_Key_HUD.new9 N+ I9 c; E9 O7 U. N% X
- hud_quick_menu_main5 C# ]: w3 Y0 {- c4 Y# Q+ d
- @hot_key_hud.dispose# i) i' a6 y" A( a* u. t7 w
- end
# P) v( P' s2 g' } - ! ?% b9 [. p: |7 O' S
- alias hud_key_update update
1 G" V/ A# H" o" `, Z1 w( M - def update
" |! M$ `. d3 t a" g* V; e2 g - hud_key_update
& L# ]: S) K% }9 b3 E - # Hot Key num 13 P. e- `) E% k0 W' t
- if Input.press?(Input::Numkey[1])" P: D ~% ]6 ?5 U
- $game_player.equip_item_to_hud(0, @item_window.item)
& C! J6 \5 H( m8 b& u - # Hot Key num 20 }1 a' \' f. a8 A, Q0 n
- elsif Input.press?(Input::Numkey[2])
' r9 `7 }% n! K }! t1 b" G6 q - $game_player.equip_item_to_hud(1, @item_window.item)
- ?; Q6 g$ B7 b* r0 g - # Hot Key num 30 F4 M6 K0 T. {- ~
- elsif Input.press?(Input::Numkey[3])
$ c3 } t2 t# S' F0 S1 ^- ] - $game_player.equip_item_to_hud(2, @item_window.item)
& ]9 Z1 }% L0 G! V/ \* o: G* s - # Hot Key num 4! d( w' o. o: F/ U( f; u9 \
- elsif Input.press?(Input::Numkey[4])
* @# `5 E( |% n3 _5 U; U9 q - $game_player.equip_item_to_hud(3, @item_window.item)& a# T% t, h; @* a
- # Hot Key num 5
) f% J9 u, _" O9 B. B6 |( A - elsif Input.press?(Input::Numkey[5])! D; _. O* y( Q3 [3 t9 i, \1 G4 A* ?
- $game_player.equip_item_to_hud(4, @item_window.item)+ _( O- g5 I1 w+ A0 n
- end
3 t9 u+ V9 A' J g - @hot_key_hud.update* J, w; P% e3 f4 H3 G0 e
- end
, u' s3 ]6 Y3 [5 ? - end+ W8 v3 q; @ H4 p. c5 i: z6 j* _: I
- end6 E3 _% l) N: \/ J; Z! ?3 J7 s+ [/ F/ f. \
/ h( ]! h1 T- |) p: n( ^- #===============================================================================
1 A2 K$ T# x: q. F - # HUD Window' u& ~) I- F3 h
- #===============================================================================1 G ^8 j; z6 \. h* l/ m* p
- class Hot_Key_HUD < Window_Base
5 l7 v. \7 P. w" J5 T - def initialize(x = HUD_X - 10, y = HUD_Y - 15). w! n- f6 [! A |4 L
- super(x, y, 220, 80)
0 W9 o( K: b A0 N; Y! ?3 } - self.contents = Bitmap.new(width - 32, height - 32)8 F% h$ }: V1 @, _( u
- self.opacity = 0+ \0 W6 ^, J& R
- @actor = $game_party.actors[0]( e4 o0 j/ P9 d, l
- refresh
3 F- g/ N# _/ E1 J1 X9 g - end
; Z, z$ V" f- [( n& g2 A( Z - 4 e. {* E9 s1 i" E8 u
- def refresh# I( g V' J, w) a# Y
- self.contents.clear' W; k1 S' C# Y1 u/ ?9 F
- bitmap = RPG::Cache.picture("Hot_Keys_HUD")
" C7 }3 ]* H8 c) }) g - self.contents.blt(0, 0, bitmap, Rect.new(0, 0, 160, 32))
( E# f6 ]7 b' a. ~4 C% u - for i in 0..4( U9 s4 t n0 ?! H6 Z' q1 G
- x = 32 * i + 4
' j% J; o9 M4 n# w - item = $game_player.hud_equip[i]
. e' Z) N/ \% ^) k* y- H0 h5 ]+ ~( } - next if item.nil?
4 y" Z* x& e/ M4 d - if item.is_a?(RPG::Weapon)
5 g# ?1 _2 U7 A! l N: J& w# a7 j - item = nil if $game_party.weapon_number(item.id) == 0 and
% m& t8 c7 ^6 y/ O0 |/ | - @actor.weapon_id != item.id
" l& w* T. w4 |; S/ H+ _6 g8 |* @ - elsif item.is_a?(RPG::Armor)
% k7 }$ G& w$ E, @2 Q - item = nil if $game_party.armor_number(item.id) == 0 and
R; w, e* W7 q3 D. h - @actor.armor1_id != item.id
, x- Q) `9 X0 g9 g/ [9 W2 H - elsif item.is_a?(RPG::Item)
4 l2 g% u- t! H5 P - item = nil if $game_party.item_number(item.id) == 0 or
3 q% S" c3 ^( k# b - !$game_party.item_can_use?(item.id)
) d& Y% q* R% w/ k - end
5 L& t$ y/ V# g/ e# c9 Z - bitmap = RPG::Cache.icon(item.icon_name)3 ]7 e M/ y! ^- H, z0 I8 i% ?2 {/ L
- self.contents.blt(x, 4, bitmap, Rect.new(0, 0, 24, 24))1 W" U! ` y: |; S: }/ G1 f* y
- end4 l" T# n; R9 D/ ~4 s% L% [8 t
- end
" P' x( a& d: b$ m# ` - ! B3 `8 l7 {% @0 @
- def equip(item)
/ r( K) h3 i9 P* F1 j9 L" C - if item.nil?
" |& U) O0 h7 C5 w( D - $game_system.se_play($data_system.buzzer_se)- o R4 s: [' B* f
- return
8 e( e: [ L: L3 H - end0 q; k6 l& l( X8 F
- if item.is_a?(RPG::Skill); J0 O K; T$ P
- if [email protected]_can_use?(item.id)
9 c* Q' j* W; {2 q* [1 ^2 J0 i - $game_system.se_play($data_system.buzzer_se)
& v4 }5 m4 j; b - return
( I0 [. M; W# \4 g U - end
( w) b' Q3 c8 D/ f - $game_system.xas_skill_id = item.id" Y4 Y0 o- {4 X6 D s" ~
- elsif item.is_a?(RPG::Weapon)
: p, d1 b, j( V. F$ i - @actor.equip(0, item.id)
5 u6 f7 t9 p8 u6 w - elsif item.is_a?(RPG::Armor)9 g7 ?8 X! C w3 k: D# d
- @actor.equip(1, item.id)! {( |! y2 J; Q7 Y; Y
- elsif item.is_a?(RPG::Item)
* l! |5 Y0 Y; A. e$ P" I3 S! e0 I - item_tool_id = XAS::XASITEM_ID[item.id]
: ]5 \& i+ @; W, v3 y - if item_tool_id != nil, k1 D( q* C# o- F
- unless $game_party.item_can_use?(item.id)
( p' i3 Z9 w0 V9 R% z% ^8 z+ n4 V4 A - $game_system.se_play($data_system.buzzer_se)3 M, x, c: d; }! h% u: Q
- return
) K! R! Y( @+ p. z6 R - end
1 i; i2 f% l0 ~8 V - $game_system.xas_item_id = item.id
+ n! G/ E! o2 T! a+ y6 J - end& U+ B' h$ M: ?0 c9 c$ Z. D
- end
; R9 M5 e' b: F; E/ }) Y - $game_system.se_play($data_system.equip_se)
: F% |2 X: C3 M: | - end8 Q F; a( s. F t0 u2 t" k$ ]$ z
- / @2 m" d+ D5 L& u: f7 C2 K
- def update
/ E5 [* u* u2 t% G# k: ?; E - @actor = $game_party.actors[0]
1 l) P& G# v$ |% R - @hot_keys = $game_player.hud_equip* f! q! D" L! ~& S' e
- refresh
+ H' w. C+ f* G3 |6 e - return if !$scene.is_a?(Scene_Map)$ V2 o6 D( t( K8 Q
- if Input.press?(Input::Numkey[1])# s( ?1 }1 k% Y; C" I4 {
- equip($game_player.hud_equip[0])0 Z, Q! `( {! L, H. i
- elsif Input.press?(Input::Numkey[2])( \! o: x% X/ W$ @6 k
- equip($game_player.hud_equip[1])/ J7 v7 _2 g- @% G" z0 t8 k
- elsif Input.press?(Input::Numkey[3])! e& k+ u$ }1 i2 }1 K% m2 d
- equip($game_player.hud_equip[2])
8 X: A. @, J/ m9 A: [ - elsif Input.press?(Input::Numkey[4])# @. {+ r5 L# A. c- B5 Y) i
- equip($game_player.hud_equip[3]) & U' C3 a8 P2 r- x" M
- elsif Input.press?(Input::Numkey[5])) i* f! u' E0 w' x5 K6 e0 M
- equip($game_player.hud_equip[4])( \/ g2 X. U# C O6 R
- end
* @$ E e! j: v3 D" c0 G5 z6 _ - end
' D0 B: q2 X6 D8 ^* u - end
' h2 l* r% q7 i* a - * \$ K1 d, O# d9 G2 A$ Y
- #===============================================================================
9 Y6 C& N3 F3 Q% H' J, Y - # Scene Map
& \ i/ C4 J: _5 l - #===============================================================================* I% `) ?, U9 u; e+ _: l$ Z
- class Scene_Map
# I; p- r; }# m - alias hot_key_hud_init main
+ g: g( F1 w: q" I3 S - def main4 w: I+ K+ W* k
- @hot_key_hud = Hot_Key_HUD.new
6 f% o) I e! X- F# P - @hot_key_hud.visible = !$game_switches[XAS_HUDDISABLE_HUD_SWITCH]) ^% x4 J' O4 I6 U( S: Q, A
- hot_key_hud_init
$ J$ L4 G0 d! I7 m; K2 I0 @ - @hot_key_hud.dispose4 i5 ?2 o/ P; N" z
- end
! A6 ?( }2 ]2 l+ Q -
. r s6 R$ o" g! ?7 ^ - alias hot_key_hud_update update
& T: T1 t( F, P7 t* M/ m - def update
& [) ^, a) b. ?/ } - hot_key_hud_update* A) A* \& W; W1 i' p# \
- @hot_key_hud.update5 S! f( {& X/ t
- @hot_key_hud.visible = !$game_switches[XAS_HUDDISABLE_HUD_SWITCH]
' F( _ ^ e' ?2 D - @hot_key_hud.update if !$game_switches[XAS_HUDDISABLE_HUD_SWITCH]# y4 M. h" `% o
- end
. u3 w0 `7 E7 P4 t8 N5 ?1 _6 P" b* y - end
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