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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+ s+ J2 A4 S$ o2 |+ H不知道有人能帮忙看一下吗? - #===============================================================================9 W6 O3 j) D' f0 a, ^% d8 E: o
- # XAS - Hot Key HUD
7 V# ?# b6 \1 o! g6 E, z% i - #===============================================================================
' f) p% D+ a: \6 @$ p - # By Mr_Wiggles p* c" g8 }& U& V) U+ Z
- # Version 1.3: H' F: }$ ?( A9 z8 G
- # 7/6/10
# q* m! g) R- Z' Z" C2 I4 u( i - #-------------------------------------------------------------------------------1 A% f& o' B7 k8 o7 l1 @+ d
- # Instructions:: i- P8 e. o* A: x6 A
- # Fill in the constants bellow, paste this script above main and bellow XAS in
; J& g8 |6 L' t! ` - # your script data base. BE SURE TO SET TO THE RIGHT XAS VERSION!!+ Q# \7 A2 E$ j) b" ?9 W( K- w
- # : U8 z! W& \0 u3 L$ @5 ^7 E! |
- # Place the "Hot_Keys_HUD" picture file into your game directory # i9 k: i, @. l0 R
- # Graphics/Pictures folder.
O* x8 L' `# T2 j4 K% F; x9 Q - #-------------------------------------------------------------------------------$ |# H0 h5 o6 c N$ M/ w% w, `1 F; o
- # Directions of Use:
0 G7 K* [/ v: l2 {* c' b - # Simple just press a number key (1 - 5) when the quick skill or item menu is
+ E/ V0 E. U! L - # Showing.
( s( o2 f' b! J$ d- f - #===============================================================================* L2 ~; V/ E1 V) a: V
- HUD_X = 0 # X pos of HUD; ^0 k; t& T. J. T
- HUD_Y = 0 # Y pos of HUD
: P$ J3 T& o, m/ ?
/ z% ^8 H; b- p3 r+ `- # Set true if XAS 3.7f
: c4 S( J! ]6 j - # set false if XAS 3.6
, O+ Q# i v; l$ h; y+ v ?; J - XASVER_37 = true5 K' M- Y, |! J
3 ^% ~& n% |! u( T- #===============================================================================# w; X* d+ {/ o
- # Numkeys Module
2 g& k5 J! {1 J8 \/ T# w) S - #===============================================================================
# I% t- U0 y) C& X - module Input
" `$ y; z3 ^' B \3 d - Numkey = {1 => 1049, 2 => 1050, 3 => 1051, 4 => 1052, 5 => 1053}
; O/ i5 Y* e! J: x6 l, K) a - class << self/ T- o4 y' `; Q" t6 u5 s) p6 N C' F# ^
- Key = Win32API.new('user32','GetAsyncKeyState',['i'],'i')6 h" x' B) O+ D* I5 A
-
1 Y# X8 E5 ^# `+ J - def testkey(key)
0 B: N! Z! t9 s - Key.call(key) & 0x01 == 16 t: B; s7 [# `+ V5 Z- N
- end* T$ L) Z% q x
- , r# ?4 q, i# t3 R9 y! p K1 Y
- alias hud_key_update update
/ u7 @+ n9 f4 i6 _! M - def update
6 d k X8 i9 w+ G+ M$ `. u - hud_key_update7 u {% _5 ^# D* r; \+ Z
- @pressed = [], l' Y3 z$ ]6 V! m
- for key in Numkey.values
9 r0 I! U7 }9 _ - key -= 1000' D7 i$ n5 R% }! x, k
- @pressed.push(key) if testkey(key)
+ h p% l8 A3 m- S0 n* n - end
+ K. P# X# i* E; n% i0 t$ H - end) [/ C& ]. x' f& f
- 0 Q7 j: J3 r* Q( N" \2 P
- def pressed?(key)
3 P7 y+ O8 E$ X, v. b. J0 p- b - key -= 1000
) C- o k$ K; b, u2 j - @pressed = [] if @pressed.nil?
6 c8 d+ T5 n, Y' P! @7 { - return true if @pressed.include?(key)5 }( y z+ _* I: j6 _2 t( c0 ^& @
- return false
# B$ j v v4 m. f) {; [. h$ b% U - end( M2 f3 g3 m2 k! S0 R1 u
-
# d0 V+ c$ u/ G3 b: t! t' y - alias hud_key_press? press?! n% u0 G. p1 o" m1 ?6 m
- def press?(key)1 ]/ G M$ N: M
- return pressed?(key) if key.to_f > 10003 S( z. }+ k: z$ Y
- hud_key_press?(key)
9 o$ ^" w1 v# r0 b- T3 l - end- t" @4 }# m! C1 _4 y
- end
8 Z& W4 {( p& n/ F( [+ p2 Z, I! Q - end
2 ^: q4 Y( z, w+ Q. u! M) u1 }7 @ - - m' r3 P7 ^' Z* p$ ]# T& H
- #===============================================================================
6 b1 y! u5 s _ - # Game Player
7 k' R6 C( T% V7 E0 s - #===============================================================================0 c- F, h! R4 A5 `7 b
- class Game_Player < Game_Character$ k& C0 f9 e, b5 V Y
- attr_accessor :hud_equip
6 e- _) G4 B0 L% Z6 t P+ g - ; G* c6 P6 S! B% j
- alias hot_key_hud_init initialize
* F% S2 @ y' a( S0 |) q - def initialize1 p0 n/ I* V( B
- hot_key_hud_init7 v1 R1 ?; S% Q$ J5 C/ z
- @hud_equip = []; V6 C2 Z8 Q/ ?8 H3 N
- end. X' @. u' D& F+ {! n* D# ?
- 6 V( r1 e) h& ?7 R* |: w; V
- def equip_item_to_hud(n, item)
$ F4 i) i3 i1 U5 P6 v% X - if item.nil?- s8 R! x: s1 l, M# w0 E
- $game_system.se_play($data_system.buzzer_se)9 e0 ~9 E+ x# y: p3 F
- return
8 M# o: d- h( }0 Z; X( T - end
& E. K' q1 r. E# g3 v6 v+ V- s" @ - $game_system.se_play($data_system.decision_se)
9 j) V4 H" _) B M( @1 \7 r9 E - @hud_equip[@hud_equip.index(item)] = nil if @hud_equip.include?(item)
, V/ |! N2 a" Y/ G - @hud_equip[n] = item
6 i. ^( p: M( e3 X3 o' ~ - end
5 H, v" u0 a; d& W4 |$ t - end: y0 m$ Z) i% O# Y
* U% k4 Y. {: \- #===============================================================================
( V: o9 m+ @( M# Z7 D3 P# o - # Quick Skill Window
7 } C9 J; m$ r x. d: h) z) u( j - #===============================================================================
3 Y" d5 J( i( {4 N# t* C6 b1 g! Z# q - if XASVER_37 == false
& H8 _% d, U9 p1 M0 e - class Xas_Scene_Skill
! d; \! N2 E; T - alias hud_quick_menu_main main
2 `: M' J9 t0 x, S - def main9 w' [" c! R4 z$ _
- @hot_key_hud = Hot_Key_HUD.new
! h5 P" o% W' Z% S - hud_quick_menu_main
w4 z) W' |9 _8 d/ W$ g: {1 m - @hot_key_hud.dispose3 T4 e& U, G; z, e6 t) a2 A( G
- end) L: h! M# }$ c; k. s
- % O- Y. H& x9 G2 Y" g9 \& v8 E
- alias hotkey_hud_qucik_menu_update update
- A4 W- G6 ^0 A. b$ r% q& U O! N - def update3 X2 u( N# I/ o
- hotkey_hud_qucik_menu_update
& z0 E7 v) t( C# U h6 g$ S4 V - # Hot Key num 1' b" Z; G3 E. c- f! E! F
- if Input.press?(Input::Numkey[1])
7 W: r; |$ R4 [" Q - $game_player.equip_item_to_hud(0, @skill_window.skill)
& v# \1 R' E Y7 y& s1 u3 m - # Hot Key num 2
$ p* ]: _1 P% q: z, } - elsif Input.press?(Input::Numkey[2])
6 P X1 P! h1 H& F - $game_player.equip_item_to_hud(1, @skill_window.skill)
7 R( V! @1 [% }3 T& Z$ i/ c9 y- j( v7 z - # Hot Key num 3
2 J H1 F! J" L) N4 v- h, p% k" I - elsif Input.press?(Input::Numkey[3])0 ~( _- D2 P% g' t
- $game_player.equip_item_to_hud(2, @skill_window.skill)' E: b* O: ]9 K7 i8 r5 t
- # Hot Key num 4
5 k9 ?' U; `- V: R2 w3 s - elsif Input.press?(Input::Numkey[4])
7 }/ Q {/ T3 ^ - $game_player.equip_item_to_hud(3, @skill_window.skill)
+ r4 f* h& ] ~1 f# ~4 v5 m0 p( Z+ | - # Hot Key num 5. E/ J/ I. [2 U1 i$ ?) ~/ g9 b- k
- elsif Input.press?(Input::Numkey[5])
& q/ L L, I4 z1 z/ Z - $game_player.equip_item_to_hud(4, @skill_window.skill)$ z- N* A% S# d" a. n% l/ I+ W
- end0 o; v v" w$ ~1 @! {
- @hot_key_hud.update
6 Y" S1 n% L* W. e - end0 z1 E4 s0 V' A
- end- ^" o! I' O- E" Q- g
- else
4 Y4 B) ?+ n5 F5 B( F. ?) y6 q% D$ | - class Quick_Menu_Skill
0 m, j0 w' \; \' e2 L - alias hud_quick_menu_main main
9 g8 b& F# w" E/ s - def main k- ^# P- w4 m
- @hot_key_hud = Hot_Key_HUD.new$ v A& Q2 M# Y1 b/ b' T
- hud_quick_menu_main x. ~0 [, e# r8 [" G; ?6 |( ?
- @hot_key_hud.dispose
; w; _! X. R( @ - end
) I, {' K: [0 J: O - 3 z. z9 @: `) s; a8 E1 k' p B. h
- alias hotkey_hud_qucik_menu_update update
- r C* \5 G1 s5 r- l4 G1 Q3 L - def update' b9 D9 M4 D0 s" m: H, A6 A7 e
- hotkey_hud_qucik_menu_update
* y3 I1 ?3 [# I6 Y0 M - # Hot Key num 1 }/ n& }* l5 t( `
- if Input.press?(Input::Numkey[1])
4 I5 S Y1 ~* `& k$ D3 Q - $game_player.equip_item_to_hud(0, @skill_window.skill)" t6 k, B# `2 s# x& { P& j! v
- # Hot Key num 2: z1 t$ e7 P/ v. r o! W7 Y
- elsif Input.press?(Input::Numkey[2])
- n" b' l6 Y! `) t - $game_player.equip_item_to_hud(1, @skill_window.skill)* M8 Y$ L7 |* O. [, v; r1 ^" q5 _
- # Hot Key num 34 F( V0 |; O4 A$ n! l
- elsif Input.press?(Input::Numkey[3])
5 a* C% j5 k3 X( a9 S - $game_player.equip_item_to_hud(2, @skill_window.skill)
& e5 D4 h1 @8 m( r, V - # Hot Key num 4' B" T- N( W- C+ B" A5 d- v
- elsif Input.press?(Input::Numkey[4])5 }/ S* R+ r! N$ c7 {: y* F
- $game_player.equip_item_to_hud(3, @skill_window.skill)
# k# a- O$ Z, L, a& G+ { - # Hot Key num 5
; Q: ^/ n$ w/ P. b3 r6 a - elsif Input.press?(Input::Numkey[5])
) z f6 p, F+ J, E - $game_player.equip_item_to_hud(4, @skill_window.skill)
' d4 X+ ?# H6 K9 @: {$ p - end
' u% m3 l# I) ` - @hot_key_hud.update
$ u) Z' e1 }/ ]2 ` - end
. y" o; h- k8 y- \ h( Y3 N - end
9 W$ N, s2 H1 k9 Z/ z/ ^ f& B! t3 z - end) N& C3 R& {4 A0 P" W. s7 Y* F. w5 r
- f) V7 ~) W+ y) C/ n; @6 m- #===============================================================================
& L5 l8 m3 j% W' `( c! n! y - # Quick Item Window
- x! I1 |1 W6 X# s4 R/ y - #===============================================================================
0 ^- @3 z9 T4 d- d2 J/ v; q2 C - if XASVER_37 == false" u( k3 m" g. {* g
- class Xas_Scene_Item- M% ]7 r \6 ~$ s
- alias hud_quick_menu_main main$ P# T4 n+ R( D- S" U
- def main
+ ~' v: W$ v# K; q' e - @hot_key_hud = Hot_Key_HUD.new
1 ~2 G1 S' n! q- H - hud_quick_menu_main
. |7 V2 L/ c3 G - @hot_key_hud.dispose2 w0 M% }8 w: U2 _
- end" C! J8 P7 `* [3 q0 R
-
- S! `+ O" m8 g4 S/ t - alias hud_key_update update/ E3 r& v+ @9 v
- def update
: M6 C0 O! q6 n) U - hud_key_update
% b" d5 V* p& J# t5 s9 y - # Hot Key num 14 k5 T5 P2 g+ s i, _6 `" l+ y
- if Input.press?(Input::Numkey[1]); S# G7 {2 k. r, a7 e" R
- $game_player.equip_item_to_hud(0, @item_window.item)7 _7 M5 l2 m6 K( r7 o' t7 B# s
- # Hot Key num 2% o3 P( K2 j7 q i* S8 b' R
- elsif Input.press?(Input::Numkey[2])
: O8 m% D0 N- s3 z9 E: x% ` - $game_player.equip_item_to_hud(1, @item_window.item)5 \8 d3 g. ~0 F7 n/ ^2 ?4 Z( p
- # Hot Key num 39 b. ~* K3 H7 I- o
- elsif Input.press?(Input::Numkey[3])( O, t* C: E j) h6 B
- $game_player.equip_item_to_hud(2, @item_window.item)9 S/ x7 m# y6 L; J4 b+ J- y1 q
- # Hot Key num 4
; d- [$ `6 C8 G8 e* N$ ~9 c8 A - elsif Input.press?(Input::Numkey[4])
3 z* P: Q& }! C, @/ K - $game_player.equip_item_to_hud(3, @item_window.item)# P- G1 l- P: e) \! z" w& i
- # Hot Key num 56 ]; n& F7 q, h) \$ p( R- p
- elsif Input.press?(Input::Numkey[5])
& q+ g( h) C. N% E - $game_player.equip_item_to_hud(4, @item_window.item)
3 x0 g4 E6 O. h9 v; r( F - end
9 z- N! J9 J/ n; L+ k1 ] - @hot_key_hud.update; ?8 J4 @- x# @8 U
- end
6 V B8 H, @% x - end& ^6 a: }, @0 k% e
- else7 O4 r6 C! j3 F: P- q$ G5 A
- class Quick_Menu_Item
# P4 e. |* J& i3 F; W+ M2 T$ K - alias hud_quick_menu_main main. T6 ~* Q& l. {, [, b; y
- def main
" _! A8 m) f/ ^; z0 I# ]9 M0 V - @hot_key_hud = Hot_Key_HUD.new
% y1 [8 b( j4 i& L# E - hud_quick_menu_main6 Z. s6 U7 O% u& U4 `
- @hot_key_hud.dispose
7 ` ~8 c i1 Z j4 i# m+ R9 j$ D - end3 ^4 ]# f8 l# S$ _4 P" b: J' f' c: Q
-
6 J8 D4 N# ^' _ - alias hud_key_update update
% [) O o: T8 X' J& W - def update
+ ^/ n% c6 E; x - hud_key_update" |1 o9 Q% B( U) T7 q
- # Hot Key num 1+ k* D4 ?1 ~+ T; D9 E7 w) ]
- if Input.press?(Input::Numkey[1])$ @4 x3 v' U, G; g6 X
- $game_player.equip_item_to_hud(0, @item_window.item)
# {5 i E* Z$ P& o- w$ e9 [ - # Hot Key num 2
/ }, n1 @4 Y+ z - elsif Input.press?(Input::Numkey[2])1 C8 J8 j) J0 Q% U; T6 ^& Y& g
- $game_player.equip_item_to_hud(1, @item_window.item)% z0 x* E& R' {- p2 C h' M8 C; p
- # Hot Key num 3# V* L1 z+ I& r F) S
- elsif Input.press?(Input::Numkey[3])8 O7 o6 J" _ n3 [4 Y8 b" y
- $game_player.equip_item_to_hud(2, @item_window.item)$ O: ?) a( O5 E' z$ I
- # Hot Key num 45 |! r& e+ ~6 F/ ~; o% p' q* [
- elsif Input.press?(Input::Numkey[4])
" k9 C7 @8 y& h3 B! a - $game_player.equip_item_to_hud(3, @item_window.item)4 I+ I+ x! ?) ]: Q; d
- # Hot Key num 55 K5 s3 q6 ?+ @ V& X7 I2 a
- elsif Input.press?(Input::Numkey[5])
3 d0 X! }' o! I$ q$ g - $game_player.equip_item_to_hud(4, @item_window.item)
) h% }5 ~& Y0 h3 B, R+ x - end5 Y0 Y3 a* M+ S
- @hot_key_hud.update
4 s; U* Y6 z7 R0 g3 e* Q1 ?: g/ P) D" J1 y - end0 D6 J$ r9 o! x+ J) s4 _
- end [" s; C0 | @9 e9 B
- end
- \8 R# t" u; P' r0 R
: _9 [7 i$ n; q' K4 v6 y- #===============================================================================" ]0 X$ j4 e" U. h' W% I6 w! {
- # HUD Window
4 {+ L2 ?6 R @1 Z& m/ ~ - #===============================================================================
' }+ B- V( E3 q c - class Hot_Key_HUD < Window_Base6 M: P$ L, z8 Q& |5 _7 b
- def initialize(x = HUD_X - 10, y = HUD_Y - 15)
6 |$ w- H* l8 R" j' b3 o, l - super(x, y, 220, 80)
6 u, B) t1 S6 _" r/ _5 R+ ]% a+ T - self.contents = Bitmap.new(width - 32, height - 32)! e+ M9 p+ @5 B
- self.opacity = 01 ]; p% b, m+ b6 [/ k
- @actor = $game_party.actors[0]
/ H% g% U6 u0 ~8 B3 P - refresh
3 i, Y0 t6 A9 J6 g( q) ~ - end2 J* g/ E8 J; @) B
7 ~( ^% F7 a* z% H- def refresh
" r7 U' L# I9 l X7 q: y8 f5 ` - self.contents.clear
" X9 m; y4 }9 J) I. U - bitmap = RPG::Cache.picture("Hot_Keys_HUD")
: x1 ] E: s. [$ W - self.contents.blt(0, 0, bitmap, Rect.new(0, 0, 160, 32))! n% S9 `9 d5 t5 L+ {# ?. _
- for i in 0..4
4 }1 N9 u- l7 w* K( T9 O, Z# \3 \ - x = 32 * i + 47 s( ]. n$ I& U8 U
- item = $game_player.hud_equip[i]
2 O3 y- o$ q1 u - next if item.nil?
5 i w) ^8 H% d - if item.is_a?(RPG::Weapon), Y7 u+ z# F$ |% f8 v8 L
- item = nil if $game_party.weapon_number(item.id) == 0 and
# P2 ^; R" M+ i( U7 {4 P7 N - @actor.weapon_id != item.id) @% i5 U; H+ Y2 O! A0 c
- elsif item.is_a?(RPG::Armor)
2 _ Z0 N/ i S) g. m - item = nil if $game_party.armor_number(item.id) == 0 and
* {8 q* x b S' [" W4 v. v+ W0 J* G - @actor.armor1_id != item.id O: S, e b8 Z( K6 N5 x9 `6 ~
- elsif item.is_a?(RPG::Item). E6 q: f3 K/ X Z; ]& E+ Y
- item = nil if $game_party.item_number(item.id) == 0 or
' X& T8 c1 w' m1 { I6 j - !$game_party.item_can_use?(item.id)
- E; s( z, e$ S X" [1 ^' O - end6 u8 i$ ^; @. U: f3 a9 {
- bitmap = RPG::Cache.icon(item.icon_name): A4 m0 F* `) `9 ]9 f
- self.contents.blt(x, 4, bitmap, Rect.new(0, 0, 24, 24))
+ P$ X7 B1 I5 @! T - end3 [" Y1 S$ v& {; {6 }+ P
- end; [" _6 p. [/ P
-
- L, ?7 d8 ?/ k6 f/ h - def equip(item) A2 F3 ]0 _" O5 R
- if item.nil?& j1 n9 r3 ?9 R" V5 [9 |* G6 p
- $game_system.se_play($data_system.buzzer_se)
, h; q5 K( ?, r! u. G } z - return, T1 y' C/ h8 x; _" I% h, Z
- end) s' y/ I* p( e" A2 {, K2 q
- if item.is_a?(RPG::Skill)# O' @0 w- O1 `' H0 y
- if [email protected]_can_use?(item.id)& p* {. {( b2 o6 I# w/ \3 T
- $game_system.se_play($data_system.buzzer_se)
# x; j" \% G* v5 j6 ], r+ A4 e4 ] - return
8 X! f+ q: u/ W- s' {1 l2 t+ G - end
& c5 b$ s8 Y3 L0 `! ~ - $game_system.xas_skill_id = item.id, }5 \+ ` ?- t" e* z7 R
- elsif item.is_a?(RPG::Weapon)! w& z. i( m% K/ k4 v) F" ]! P
- @actor.equip(0, item.id)
5 g& Z8 ?8 B; h! E# F' Q - elsif item.is_a?(RPG::Armor)
* W6 L& h! J4 D1 @ - @actor.equip(1, item.id)7 R6 `: q7 W S! V1 Y
- elsif item.is_a?(RPG::Item)1 @! \; ~3 @7 x0 S9 o; W
- item_tool_id = XAS::XASITEM_ID[item.id]
! v! b: G, l/ m7 W& Z& p2 [ - if item_tool_id != nil
7 S" Q9 f; W9 }( f' _. F! t - unless $game_party.item_can_use?(item.id)8 q; d- e1 u% {) n9 D4 R6 h, ^
- $game_system.se_play($data_system.buzzer_se)
( L+ }& S' o/ _: }" B - return9 d: A& B! A3 w5 l" M. I. i
- end
( I' ` G3 f, m/ C0 q) ? - $game_system.xas_item_id = item.id$ q) J3 O5 ?; f* P" q+ S- [
- end3 Z( {! O. q7 J5 i
- end8 e& [2 R$ f7 m( C0 `# @% }
- $game_system.se_play($data_system.equip_se); ^9 v+ I9 a; J f7 B2 ~
- end
0 F M! L; W; S -
7 Q$ m0 `# t, i: I4 ~8 ?2 _ - def update
8 \+ j! W8 a+ [% U K - @actor = $game_party.actors[0]3 L/ l# e! ^+ ^" P2 y
- @hot_keys = $game_player.hud_equip
! ^+ i( I" T8 ^5 M! j - refresh9 m' t& F8 B" G1 i
- return if !$scene.is_a?(Scene_Map)
x8 B8 s/ h; y! Y2 A( Y - if Input.press?(Input::Numkey[1]), k+ }! Z+ H1 e0 w+ x
- equip($game_player.hud_equip[0])
4 L! K% d7 o' z2 z - elsif Input.press?(Input::Numkey[2])
7 | b# d* e2 H" p& S) j - equip($game_player.hud_equip[1])
$ P: _, H* g! j, N4 X8 A - elsif Input.press?(Input::Numkey[3])
5 x1 P# F4 a* I- f# ~7 m. ]/ s - equip($game_player.hud_equip[2]) % W5 q% d& \) w: R+ L9 l
- elsif Input.press?(Input::Numkey[4])
+ h! e0 J6 Y5 A' q/ D5 Z/ v W u - equip($game_player.hud_equip[3]) 4 y$ c0 M4 u5 g/ S5 h9 g
- elsif Input.press?(Input::Numkey[5]) J, o. |! r1 R( }
- equip($game_player.hud_equip[4])
8 m/ L, S- H% ?0 n5 z, R - end3 x. n. `+ B. x6 @
- end2 a. D6 G3 |# b" j: s
- end' d, V- t e5 {3 s
$ |3 K( B( G" c1 ^* O- #===============================================================================
; b# Z' S# ^( W8 y9 @% Q6 y, Y, A7 f - # Scene Map6 E# ^4 \! X% b
- #===============================================================================
$ Q% z2 N1 Z; F% y - class Scene_Map
- e1 i7 n/ f* ?0 C. X* n% o - alias hot_key_hud_init main
. x, K/ Z7 Q! J1 h1 M/ _+ P9 L - def main1 c; ~ Y9 F( l4 l7 H- g
- @hot_key_hud = Hot_Key_HUD.new- d' g3 P6 s) M
- @hot_key_hud.visible = !$game_switches[XAS_HUDDISABLE_HUD_SWITCH]- a7 Q7 x1 a! h4 q
- hot_key_hud_init
0 |9 a" \' _" S W$ s; Q5 l/ z - @hot_key_hud.dispose1 o$ T6 R3 r; @, \& x0 N* [
- end
* B: @$ N, q7 b( p# E% { - 2 N {# [2 U4 B' c" x. ]* Y' M; y
- alias hot_key_hud_update update |& ?+ b3 ]3 t( K0 `+ x9 R
- def update W+ h/ T/ G# Z4 B3 Y7 T, N
- hot_key_hud_update; M6 j, p- @6 S8 y3 w8 x
- @hot_key_hud.update
: b/ e: ^& l7 X* y - @hot_key_hud.visible = !$game_switches[XAS_HUDDISABLE_HUD_SWITCH]
+ W2 H) t$ v' H. }8 q, y9 @ - @hot_key_hud.update if !$game_switches[XAS_HUDDISABLE_HUD_SWITCH]+ E# e; \" V5 j8 Y* }
- end; i& L5 r: p) O8 k
- end
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