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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,
: L& [ j! Y/ E$ |% {+ H6 x/ t3 m不知道有人能帮忙看一下吗? - #===============================================================================6 A0 o. V4 m2 m7 ^; u
- # XAS - Hot Key HUD
- S* H7 F, @& {# {0 \, X# ]% t+ T - #===============================================================================" y/ ^) C; E# h
- # By Mr_Wiggles& G6 B7 J8 |% m# B& A3 c- q
- # Version 1.38 K4 O7 M" x" b+ S+ g' `) Z( G' F" y
- # 7/6/10
) R" q$ \: _0 {: X& M# W+ i3 q - #-------------------------------------------------------------------------------! S2 S9 ^6 U8 y7 ?5 d
- # Instructions:
. r- X$ I: ]; ?7 } - # Fill in the constants bellow, paste this script above main and bellow XAS in
& R0 T3 F2 f- C - # your script data base. BE SURE TO SET TO THE RIGHT XAS VERSION!!
|6 n% Q |$ x6 S& x' h - #
* h G% w' J2 z% J2 u/ m - # Place the "Hot_Keys_HUD" picture file into your game directory
% N O# `+ ^9 _' a# V1 n" w2 ] - # Graphics/Pictures folder.
8 t$ L! t$ _; V2 W) H5 ]! m- j; J - #-------------------------------------------------------------------------------
: q2 W5 F+ F- v9 j - # Directions of Use:
7 Q- Y& O( r5 H c$ {. P - # Simple just press a number key (1 - 5) when the quick skill or item menu is
: C6 i' F, S% Y! j6 o% O3 I' t - # Showing.
2 k' g# R) j5 O6 ^, L* k* M - #===============================================================================
0 ?# X* y# l$ M' z! L - HUD_X = 0 # X pos of HUD7 X$ @& M+ r4 \" R
- HUD_Y = 0 # Y pos of HUD
$ s" M8 C0 n+ p9 W - / G. P$ z* y' U Q6 D k
- # Set true if XAS 3.7f' g/ K: d) L' c5 q( V( K) W! B1 Z
- # set false if XAS 3.63 q" [, ~' F( o7 i2 l$ M6 t
- XASVER_37 = true
; ]5 v5 @* [4 ~8 n N! p - & s% c& S6 p9 J6 e, s
- #===============================================================================
# ^* S. j2 o5 J% c+ J* V - # Numkeys Module& I% C; y% _9 v, K' T, `
- #===============================================================================; [8 {+ M6 n2 r' H% z! G) t, I
- module Input0 L! U. C' ?9 l, e
- Numkey = {1 => 1049, 2 => 1050, 3 => 1051, 4 => 1052, 5 => 1053}
( m% z% Z5 n$ w! x4 V1 Y2 E/ h - class << self" o3 _0 c( M7 O
- Key = Win32API.new('user32','GetAsyncKeyState',['i'],'i')
7 s- `$ k# u; a6 K2 e' ` - - o0 Y; Q; C D; N" x
- def testkey(key)$ X1 Q) j+ g% w6 e
- Key.call(key) & 0x01 == 1
0 Q- n; J, I4 ^4 p$ \ - end2 H6 W) }8 T& b# h5 c
- ' M, l+ @; \) {. j% b4 k2 M% Y5 {
- alias hud_key_update update
9 U3 y d$ F) Q1 s4 ^/ W - def update
2 {0 a# k4 g5 V9 E- t- G6 C - hud_key_update# d" O, N) n9 C
- @pressed = []) w5 J( w- G: j: I: x
- for key in Numkey.values5 c! J7 |& b4 Y( X3 y3 p
- key -= 1000
. `2 f) @: D6 |- ^7 S4 I6 w - @pressed.push(key) if testkey(key)
2 f/ J/ I4 B, G: R7 s - end% e0 H* R2 R! U
- end! }5 `. S. U0 i+ O
-
% N% A7 k0 b" I3 Z. b# q+ t - def pressed?(key)
( b4 \$ Q: P9 N3 H/ r - key -= 1000
8 y' u, `/ h$ R2 Y8 I3 l9 Y( h$ j - @pressed = [] if @pressed.nil?3 M' v$ e+ E: F+ A0 ~7 i ]! u: H
- return true if @pressed.include?(key)
, g! A& u# |- C" s4 E4 C - return false
1 d. [ L) y/ m# v* w+ ?5 m0 H - end/ a% ?& J5 e) u! I1 A! X
-
; f" F4 e* |& Y" m2 [+ O - alias hud_key_press? press?" X3 R, u; V- v& t; o
- def press?(key): i$ }- m! y9 s& C6 |; o
- return pressed?(key) if key.to_f > 1000
+ v& _5 K5 O! } ]/ w. U# X) S; P - hud_key_press?(key)2 j; x$ m1 t/ Q
- end
' w' q$ T! D; u& t0 W0 C - end" D, d/ H% I8 M$ p8 r2 u
- end7 Y% p; o$ n+ c! r
, S% Q W {. ^0 k* D, Y F- #===============================================================================; [3 D6 W x; L1 C8 f# `9 {# R, d2 g
- # Game Player
% L: F# H, [0 `# R# y7 J/ n - #===============================================================================
8 ~5 h2 h; C7 z/ C5 X1 ^ - class Game_Player < Game_Character/ s" T* j6 B5 O9 z% x
- attr_accessor :hud_equip5 } Y! n: P/ V/ H3 Z2 v& L; w
-
2 U$ K6 [& J. T5 r. o* \ - alias hot_key_hud_init initialize9 X! g7 O7 H- M* E% i5 A8 g
- def initialize
8 i+ P* r- I; Y( r% y: N - hot_key_hud_init: m |' `$ c( @4 P
- @hud_equip = []" `: F4 W7 Z/ l+ r
- end3 L; c% d8 `* R9 { K& H4 x
-
& W* i T% R" `& m4 z+ l: a# t - def equip_item_to_hud(n, item)# a2 |: X7 G3 I! b. Z. C" j
- if item.nil?
# _$ ^; q6 `& w2 Z$ k6 d4 G - $game_system.se_play($data_system.buzzer_se). G6 o8 t& v6 e5 n$ ~7 E
- return
. h7 W% w" F7 U3 j& J" @ - end+ u+ M4 o; r5 {- Y0 Z) C8 C
- $game_system.se_play($data_system.decision_se)
. e' g5 f/ @; D, Q- b! B( ], T - @hud_equip[@hud_equip.index(item)] = nil if @hud_equip.include?(item)
0 e& ~! e2 i6 x, f - @hud_equip[n] = item
8 r- b) U. p4 ~6 X" e4 l, n - end
}% a1 x8 f9 I- m# M - end; H% d% |) W1 n: e! d5 K5 @
- ( G3 i% d/ T: ?+ [
- #===============================================================================( i& S1 R3 K8 d2 p( S. O
- # Quick Skill Window% x0 [" F. z% _! y1 \
- #===============================================================================
7 X* t m# v* L6 F4 H - if XASVER_37 == false& y( T6 U7 \6 }, ] Q. E
- class Xas_Scene_Skill: S5 H6 e6 `7 w, ]& B
- alias hud_quick_menu_main main9 W8 [( m+ C) K; R2 [$ J' n
- def main
5 N0 i m( s2 q) }6 `. ^% e - @hot_key_hud = Hot_Key_HUD.new
# B! a4 ~& r: x& [6 h" v- C - hud_quick_menu_main4 [1 d3 B/ B" h* W( ]& f
- @hot_key_hud.dispose
; g! t# r: X6 A; p7 I6 Q1 V1 t8 y - end4 J3 m! b9 f& ]$ t% I/ N
- , U% G! o4 a2 `! a5 D9 M$ w
- alias hotkey_hud_qucik_menu_update update
! p+ A0 n& b& w" e# N# w - def update% K- l5 |/ J( s: {
- hotkey_hud_qucik_menu_update0 O7 J% d, ~0 N+ i
- # Hot Key num 1
3 I& j3 p) [; J; a - if Input.press?(Input::Numkey[1])
; ?6 ~( p! C) n/ d+ J3 l$ L - $game_player.equip_item_to_hud(0, @skill_window.skill) A3 B9 c. q, @6 C
- # Hot Key num 28 H+ O Z: ~8 R/ d2 R
- elsif Input.press?(Input::Numkey[2]): e8 ?8 @# t5 T& R g0 I
- $game_player.equip_item_to_hud(1, @skill_window.skill). P7 V1 w4 G/ ?! Z' K
- # Hot Key num 3( q! [* k3 S( d2 _9 j) m
- elsif Input.press?(Input::Numkey[3])# ?' f; v! o. c9 W7 j- a
- $game_player.equip_item_to_hud(2, @skill_window.skill)
1 C: P1 b6 O( x' i - # Hot Key num 4
! M$ G. K; U% ]: c$ [% N- F - elsif Input.press?(Input::Numkey[4])# i6 @. s7 I) m* w
- $game_player.equip_item_to_hud(3, @skill_window.skill)9 O/ M5 Z* o# r; o$ t7 p
- # Hot Key num 5
; e& h, ^& I0 {. G" [) k - elsif Input.press?(Input::Numkey[5])
& g0 f8 D7 F! `) n! E3 H1 Y) q( g - $game_player.equip_item_to_hud(4, @skill_window.skill)
+ Z* Z* H) O1 G. D - end
1 Z, |3 x u0 R9 W# d _, @8 X - @hot_key_hud.update
" y( L, X. a0 J/ G! m3 z6 l4 y - end9 z5 S. t. z6 f6 p
- end6 ^- A1 U2 i8 |; R
- else
, R5 d0 y8 T& H$ Q* t& D - class Quick_Menu_Skill6 Q% ~4 ^( |' ^: B( l
- alias hud_quick_menu_main main" V+ q" G" b9 b5 E3 L
- def main
' k# F& ^% t+ W9 u) R [ - @hot_key_hud = Hot_Key_HUD.new
& e; H; k& a3 X) L' A; U- m, r - hud_quick_menu_main
: O* B9 d) x- V/ K0 {" O& G# d - @hot_key_hud.dispose& b$ s6 @: B7 `1 M, A
- end
0 ~& G" U2 R) y7 w" M h k* a -
. y1 [3 ^+ ~$ O2 Z, d6 Z5 T - alias hotkey_hud_qucik_menu_update update
" B" w2 t* C( ?; O - def update
Z* n% h& D: t - hotkey_hud_qucik_menu_update" Z# w+ \3 J* K+ Q% t
- # Hot Key num 1
. |4 M" r: Y; }' P; y7 ]2 M - if Input.press?(Input::Numkey[1])( _( ~8 m. d( d5 b0 Q$ T" f) J; w2 j
- $game_player.equip_item_to_hud(0, @skill_window.skill)# I7 X# l7 Z, K& T; ^& R+ e# Z
- # Hot Key num 2
6 g& k0 X0 r7 T, v9 N3 z - elsif Input.press?(Input::Numkey[2])( y2 X- F8 L, F. N+ u% I5 P* a/ t
- $game_player.equip_item_to_hud(1, @skill_window.skill)
! Y' g9 A! j$ w- y2 D2 F/ r - # Hot Key num 3
! E( z/ R8 a+ \+ u3 y5 k( E - elsif Input.press?(Input::Numkey[3]); z4 P) Q. p' }, w4 L8 P6 r
- $game_player.equip_item_to_hud(2, @skill_window.skill)
" D4 u) d+ A( s7 z - # Hot Key num 49 d9 n# F/ g! Z5 J# U; x
- elsif Input.press?(Input::Numkey[4])0 ^$ s- V6 b9 @- n, i# G
- $game_player.equip_item_to_hud(3, @skill_window.skill)+ S0 o L6 b8 y0 K- _) E: o
- # Hot Key num 5
7 `% K' ~7 F* ^. b7 x) } - elsif Input.press?(Input::Numkey[5])
/ s# g0 f+ X; a - $game_player.equip_item_to_hud(4, @skill_window.skill)
) u% f2 q" L+ t - end
# E! G2 |' {, x. }4 R - @hot_key_hud.update
( _( `9 L" Z1 M6 x. u/ Z - end: e+ g- V6 F* V* X+ Y; B
- end
0 p2 b' x4 F5 h( T - end
# W/ l/ u3 I( K8 B. X9 p
U) d8 v/ z5 h7 `& ` [- #===============================================================================
5 T( P6 n$ F9 C" Q" i - # Quick Item Window
4 m) C. `3 O; y! f* i1 E - #===============================================================================
5 `! J8 v; W' j; X, }% v& f - if XASVER_37 == false! d# [: G! h2 @, c# a! P3 {2 T- U2 t
- class Xas_Scene_Item0 b9 d" N- H3 X0 F! ^
- alias hud_quick_menu_main main; o9 b- t- O* v: ^) c4 f
- def main
M& p4 B, {0 [. U - @hot_key_hud = Hot_Key_HUD.new# l. J/ [! ?3 e4 N& p8 }
- hud_quick_menu_main
6 K1 I5 U+ F" ]/ c - @hot_key_hud.dispose
4 ?; ?9 J) \9 R( M: |5 j+ f - end
2 l; V' U- |* | T+ Q! g+ J -
! x# Z' U h2 ^& f2 J+ r - alias hud_key_update update
0 K) N7 K' V& Q# M2 u. B5 _* c/ S - def update
, P% h9 l3 c2 w) ]1 V8 N5 B- Z - hud_key_update
9 h, d9 _6 @# Z' t" ?) ^) [ - # Hot Key num 1
1 J; y6 P6 | L/ I - if Input.press?(Input::Numkey[1])
% a% _/ o: T8 P9 l( ? - $game_player.equip_item_to_hud(0, @item_window.item): J8 O L9 A# n3 o+ v
- # Hot Key num 2
) C9 p. ^5 e7 \ - elsif Input.press?(Input::Numkey[2])4 G3 R) b' G. u; r8 v
- $game_player.equip_item_to_hud(1, @item_window.item)
/ B8 _2 h4 l) `# x1 w5 V/ u - # Hot Key num 3
5 i# s: ~# ^7 A L* ] - elsif Input.press?(Input::Numkey[3])8 u5 r4 b. N& V' J2 Z
- $game_player.equip_item_to_hud(2, @item_window.item)2 S' j. O, w, D8 m& m% h- e
- # Hot Key num 4) s6 p2 i/ Q K: ~4 Z L
- elsif Input.press?(Input::Numkey[4])
! D, y$ M( t) {, d; ? - $game_player.equip_item_to_hud(3, @item_window.item)
! ~& q0 @ b0 V- P: P. R - # Hot Key num 5
9 G+ }8 G0 U) d$ _& s - elsif Input.press?(Input::Numkey[5])$ t& B6 q% x9 Q1 q5 o
- $game_player.equip_item_to_hud(4, @item_window.item)1 Z0 w0 k+ B- _! }- V
- end
- T9 A: s7 P$ x0 `: t - @hot_key_hud.update
! E" j5 Y0 C/ r: D* O+ S/ K, i- D - end
7 L4 [& u, G, [+ @ - end
+ C; \2 \+ E7 _0 U- g% K9 D - else# I& T! w! N* i) U2 A5 J* @. b" i+ H
- class Quick_Menu_Item
5 ~4 ^1 h8 I! w( v - alias hud_quick_menu_main main
( Y! y1 e8 _4 n" K8 x) f5 F- d - def main
) H& {8 H+ G. w' m0 H - @hot_key_hud = Hot_Key_HUD.new
' b- c+ u M T3 X* [' \ - hud_quick_menu_main
( \; T7 ~$ P+ W" _ ~7 C) x - @hot_key_hud.dispose! _5 |( M& h8 P; m W
- end% S' V+ I+ t" L, P! b: x! u
- 9 L+ \2 f _! x8 e+ o& f
- alias hud_key_update update
; l$ t# u- g+ R# } j - def update* R" M& _+ c! N. k: W
- hud_key_update5 ?; ^# X, D, e. ?
- # Hot Key num 14 E$ c& B8 Y9 H& V/ {
- if Input.press?(Input::Numkey[1])
& ^9 s; Y5 ^, C! J" P* ^# B, q - $game_player.equip_item_to_hud(0, @item_window.item)
4 A$ B2 ^9 e g4 F A( z2 r, W& g - # Hot Key num 2- O, O1 g9 d1 N* d7 B x
- elsif Input.press?(Input::Numkey[2])
6 e6 t( h9 |3 p, R# n - $game_player.equip_item_to_hud(1, @item_window.item)
$ x2 ~( K$ K) ^: ~ - # Hot Key num 3
7 G% X1 C3 Z) o( t! n. r - elsif Input.press?(Input::Numkey[3])
1 q( c9 b G: Z8 F; }9 r - $game_player.equip_item_to_hud(2, @item_window.item)( p- q7 F1 ]1 i! P) T0 D! p
- # Hot Key num 45 Y, [1 h+ T; F% J
- elsif Input.press?(Input::Numkey[4])
. E( P6 k$ L7 R9 V" i* D' p. I5 \# y - $game_player.equip_item_to_hud(3, @item_window.item)
8 s' Z4 A' m0 p) q - # Hot Key num 5# p+ ]% {& U4 L' t7 U( [/ X, L
- elsif Input.press?(Input::Numkey[5])
- ?# P u, ?# q7 ?/ N1 o( q - $game_player.equip_item_to_hud(4, @item_window.item)2 O; o( I. R# P$ Y8 Z$ @
- end
! e: A v& T1 A. u" v - @hot_key_hud.update7 F2 M7 w. p0 k( j' ?' f
- end, N H5 v3 [9 L `
- end
2 z- B* r* z1 D. B! y3 `, x7 o. C - end
" W3 E* K; ?* P, }* O& B
, E" a0 z5 L: g. w: ~ q6 T- #===============================================================================
3 }+ W! T1 d; N - # HUD Window
! m R# |" S. j) b4 u - #===============================================================================/ W& h0 Y: d" ^
- class Hot_Key_HUD < Window_Base& v5 M# \/ z+ N& i/ e% ]
- def initialize(x = HUD_X - 10, y = HUD_Y - 15)2 ]& t/ B# o- R& w- j
- super(x, y, 220, 80)* }: [) ~0 [, g. W
- self.contents = Bitmap.new(width - 32, height - 32)
. ?. c+ u& I# v& h: h' [ - self.opacity = 0 M) k c; ?4 L% X: a* ]
- @actor = $game_party.actors[0] x c% |2 P2 E5 V5 j
- refresh
7 R8 L, I' Z5 A/ K! ~/ O7 j - end
& M3 S4 u7 D X9 j# O* s1 b
) N: ^" B4 b! ^2 ^$ \- def refresh8 O ~) g+ A$ s6 t7 ^6 j
- self.contents.clear% |: V1 I5 S6 T1 K8 p
- bitmap = RPG::Cache.picture("Hot_Keys_HUD")
& T; \$ E+ E5 H$ s( m - self.contents.blt(0, 0, bitmap, Rect.new(0, 0, 160, 32)): r' z2 p# w$ \$ a: L! G
- for i in 0..43 r6 }) o. N* t
- x = 32 * i + 4
# B; e: m' Y7 r! D6 N9 i - item = $game_player.hud_equip[i]8 x, I" c4 {- O0 n8 {: p9 i
- next if item.nil?
, j" m) b/ p8 A% R9 H - if item.is_a?(RPG::Weapon); S/ k% y9 |* U
- item = nil if $game_party.weapon_number(item.id) == 0 and
) `1 O# W2 S9 O# J) v1 U4 ^. i! W - @actor.weapon_id != item.id2 h3 V" Q( k+ ]5 {9 w5 C
- elsif item.is_a?(RPG::Armor)5 u3 `/ u8 n0 I% x4 K4 u+ | v# V
- item = nil if $game_party.armor_number(item.id) == 0 and + n5 Q6 w, l2 D2 t' i
- @actor.armor1_id != item.id" R; R3 D0 M* ?# p
- elsif item.is_a?(RPG::Item)
2 P P' b3 k, u - item = nil if $game_party.item_number(item.id) == 0 or- S' w5 c _" ]& T! P H
- !$game_party.item_can_use?(item.id)
$ v; s5 H7 F/ A$ L0 s: s% T2 @ - end" ^$ j v w- u; u
- bitmap = RPG::Cache.icon(item.icon_name)/ ]; l- T5 C* v" i/ T. g
- self.contents.blt(x, 4, bitmap, Rect.new(0, 0, 24, 24))
( j$ f9 T0 w& J0 e8 c - end" r/ i3 I1 n* P" v
- end# b( \. o+ R; H6 r& G
- ' u: d, @) T: V1 Z
- def equip(item) P( U2 G" t) N2 Z; @: K
- if item.nil?
: z" ]4 ^3 w. J' I/ @ - $game_system.se_play($data_system.buzzer_se)* o# i! X, L0 }8 B7 P# ]
- return" k0 h1 I3 ? y. }6 K8 {
- end6 ~2 ^9 \1 \+ ?1 i/ }9 z+ D" E
- if item.is_a?(RPG::Skill)
9 ]/ ^6 ]9 \1 S8 E* i, F - if [email protected]_can_use?(item.id)9 }( \- {; v- a) v9 ^" J
- $game_system.se_play($data_system.buzzer_se)
2 j; k! a' d4 g+ Q* F9 G - return# s! K4 r+ x6 V; y6 \; A
- end2 ?: C b) \, A4 B
- $game_system.xas_skill_id = item.id, O8 [5 ^$ f0 T
- elsif item.is_a?(RPG::Weapon)
/ ^* U* T5 u7 [9 C2 l+ k) C - @actor.equip(0, item.id)
- U0 T7 |% k2 L; w - elsif item.is_a?(RPG::Armor)8 E. o9 J0 C' g! m2 d! D
- @actor.equip(1, item.id)+ K3 p2 _& R9 `6 V9 j; R
- elsif item.is_a?(RPG::Item)- {! B u* t% Z) a ^
- item_tool_id = XAS::XASITEM_ID[item.id]
" x3 p% L8 \* i9 m3 N - if item_tool_id != nil
9 ?. O Y4 [8 d - unless $game_party.item_can_use?(item.id)6 `( ~/ }' `/ f' Z1 q- V. u
- $game_system.se_play($data_system.buzzer_se)
& U5 }0 Z# L& r& ^- G - return) h/ e: H6 d( f- X; J1 P( S- ^" k/ m
- end
# ^3 O2 \( B4 \. }) R - $game_system.xas_item_id = item.id
4 N* F9 p3 \8 R& L/ _" y- | - end
. R0 v# H) U7 R' d9 Z - end
7 b+ a$ q2 }' }$ ?" @ - $game_system.se_play($data_system.equip_se), t! {$ Q5 n7 Y4 h! E
- end
% n& w6 r' h/ l! ^1 q6 w -
: M; o+ l3 S" B% ~# N' K: D3 I - def update5 l) ?6 `5 l+ X4 U7 ?. V
- @actor = $game_party.actors[0]2 b2 T- n- W5 t3 n, {
- @hot_keys = $game_player.hud_equip
8 V r4 J( I3 W- z9 C - refresh
+ w( \, K& J9 V* j# { - return if !$scene.is_a?(Scene_Map)0 j% y; P# @; C8 p O4 G
- if Input.press?(Input::Numkey[1])
8 x/ c0 Q1 t3 A0 X. X# s - equip($game_player.hud_equip[0])
/ v, N8 a. f1 z. n Q) T( c - elsif Input.press?(Input::Numkey[2])
6 ~* N( r* K! u# n# x - equip($game_player.hud_equip[1])
6 \; h5 _! _4 U: H' l - elsif Input.press?(Input::Numkey[3])
+ C1 {5 I& Y* O% d- I s3 D K N2 M - equip($game_player.hud_equip[2])
7 T" T* f& e- ]: k0 o: y - elsif Input.press?(Input::Numkey[4])
: k# I1 w& B4 M @7 R0 n$ ^7 b - equip($game_player.hud_equip[3])
5 o/ s/ o9 Q8 E; z" m( g1 s! H, ? - elsif Input.press?(Input::Numkey[5])
5 n- Y v d6 z$ L - equip($game_player.hud_equip[4])
" [5 P4 B8 F, v - end
O) k1 |* t2 \% y - end
% ^( _; x5 b% o( E - end$ B" l2 m2 g* ^% V2 Z! x
- 0 h/ B: |5 v. ^
- #===============================================================================# W8 _% o) }9 x; L- Z, R, _
- # Scene Map+ F0 w8 p0 L0 @6 R: T: ?* M& X
- #===============================================================================
1 h4 a- t# a( q6 t - class Scene_Map0 b6 J' R' k3 ~: w8 Z
- alias hot_key_hud_init main
; I8 C! R: x8 G5 { - def main
, H) [* g2 f/ d8 a0 R - @hot_key_hud = Hot_Key_HUD.new
" d9 k% ^$ P6 p3 W/ l Z' u C. a - @hot_key_hud.visible = !$game_switches[XAS_HUDDISABLE_HUD_SWITCH]0 ]8 }6 s I2 `! F8 N
- hot_key_hud_init
7 [/ T$ e" ^4 } _ - @hot_key_hud.dispose; n2 r/ i/ x! g9 V6 q% w
- end
p$ @: l# N: _ - : Z0 D" O1 |/ X0 T/ s( c: [3 f
- alias hot_key_hud_update update4 `$ i- O1 Q; W: }
- def update
5 Q- a9 {: o+ c4 F. s+ P6 g - hot_key_hud_update
! i5 s; z9 j: V+ P1 [ - @hot_key_hud.update( c& f4 R f4 o' m' U. ^ z
- @hot_key_hud.visible = !$game_switches[XAS_HUDDISABLE_HUD_SWITCH]! U: U1 F1 V! `, q
- @hot_key_hud.update if !$game_switches[XAS_HUDDISABLE_HUD_SWITCH]9 v- A" l7 D- L6 W" Y! `
- end
* t U' V' q. }- }; X - end
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