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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,9 C6 Y, v0 Q! C4 V0 H3 P' R1 k: C7 g7 u" ^
不知道有人能帮忙看一下吗? - #===============================================================================% ?- C, @9 y* c) a
- # XAS - Hot Key HUD3 n& |2 Z! ~; V( E% I1 {
- #===============================================================================# @- I8 L6 F' U" H. U
- # By Mr_Wiggles
' a+ K D: w! B$ }5 X - # Version 1.3/ U- p3 d. A M7 G
- # 7/6/10
( P( A: b6 e+ ?: @7 t; k/ _# O - #-------------------------------------------------------------------------------
% U" z4 O' X6 I {" B - # Instructions:
( M/ \+ I0 Q) I% J! `6 { - # Fill in the constants bellow, paste this script above main and bellow XAS in
9 s) t0 B9 X( @8 @ - # your script data base. BE SURE TO SET TO THE RIGHT XAS VERSION!!
3 ]- \, m" J" T5 \ e( E! O3 o - #
- s, W3 l7 A# w& }0 e# ~4 k# y - # Place the "Hot_Keys_HUD" picture file into your game directory * f' Q/ }' j8 b" t. B. f3 v/ i
- # Graphics/Pictures folder./ s. J3 I' Y9 R( w9 x6 `
- #-------------------------------------------------------------------------------
9 l9 g- ^* C6 B" A2 B/ E. g - # Directions of Use:$ ~# ] K7 j# O" _" e- I4 I8 @: a' H
- # Simple just press a number key (1 - 5) when the quick skill or item menu is
; \* ?. A8 X/ l- t0 z - # Showing.
7 }2 F/ D, }6 r& q, Z - #===============================================================================3 K" t8 t3 E* {. }- ^: E, w1 @
- HUD_X = 0 # X pos of HUD
; u0 d7 i, G# U0 h* a+ S1 m, E7 a - HUD_Y = 0 # Y pos of HUD! T: n3 u% o7 b
# u8 X$ z& B' W7 Z4 @+ ]" H5 r* h- # Set true if XAS 3.7f
4 x$ |' M' d' m0 C9 |5 o2 j; ` - # set false if XAS 3.6
3 B" A& d1 u1 I+ A - XASVER_37 = true
) {9 w! H: ^. X/ [/ J# g
8 `. @7 U/ s: O* Z: O; t: x- #===============================================================================1 H3 d9 s5 C9 O# b7 h
- # Numkeys Module8 i2 E9 f4 W2 h0 M5 F8 t$ [
- #===============================================================================
% Y9 ~1 p+ _4 |1 G8 L: i# s; w# ^* t9 y - module Input
" X$ f2 H) a) p - Numkey = {1 => 1049, 2 => 1050, 3 => 1051, 4 => 1052, 5 => 1053}" E4 O: T$ a, ?8 b2 C6 f
- class << self
- w7 n( z* T% B - Key = Win32API.new('user32','GetAsyncKeyState',['i'],'i')2 c2 b I/ k E3 w/ E, {6 F% `! f
-
! b' k' f% ]0 Y - def testkey(key)
" d8 T5 q. h0 M - Key.call(key) & 0x01 == 1% j% n- O2 j9 s- ^' O* Y
- end8 T l: _% n4 H$ z
-
4 R& X" o/ d; n# W6 |8 s8 k - alias hud_key_update update
9 [8 t: V/ g# n% h- {' f# m: U. \; u - def update. [# a; f, R3 s J6 [) c2 F
- hud_key_update6 T& H0 V, P. k z& G, `4 P
- @pressed = [], J5 u# D0 r N' K
- for key in Numkey.values
* m' m, }" O L - key -= 1000
, }( I7 ^. @: O' g - @pressed.push(key) if testkey(key)
, f8 b2 P) o: E4 `1 I/ [: W) ? - end# O- W& ?, t0 c* `2 \6 `
- end( ]5 \2 B& y* z4 `2 g
-
2 r. {9 m, S+ m" E* l, k4 W) _7 C - def pressed?(key)
! A1 ?+ x7 m% N& M - key -= 1000" C2 R& g8 E* y, C8 K/ h! e
- @pressed = [] if @pressed.nil?# G( n9 B! t+ M$ N
- return true if @pressed.include?(key)
% ?9 w' L1 k- E6 w( z - return false
- h# v- Q+ `! N, g) u7 g5 o* b' b - end2 U' k3 b) p4 v5 ~3 g
-
% M' b4 e- i; s, P - alias hud_key_press? press?# M7 v3 w y, N- N
- def press?(key)+ k! A1 b3 a0 ]
- return pressed?(key) if key.to_f > 10002 x+ C2 Z8 K6 _1 F$ O7 Z" [
- hud_key_press?(key)
) U4 E7 U( J7 H7 I! a" p - end
: }. ~7 o1 W( J - end$ }' z1 | c; H5 \' ~
- end
4 m) T4 ]% z! D( j1 c4 {: ]1 D - . ?: c( g/ A2 i& |% ]+ r
- #===============================================================================
! \2 l1 E! q( ~( [6 k c# Q# M - # Game Player
' T* {! f" w; S+ C - #===============================================================================
* i' G) t. s3 a* e0 B6 _ - class Game_Player < Game_Character
+ N+ E/ I7 t t$ J/ z x) | - attr_accessor :hud_equip
0 Z* o3 n3 S: [ -
! k9 ?5 x: m C) V k - alias hot_key_hud_init initialize
% V6 J& P" [: A* p' M- Q - def initialize
% |$ X+ Y$ |+ S9 f" Y; l - hot_key_hud_init6 T# ?9 f3 T% h3 i& m! A/ r
- @hud_equip = []" u5 k% Q9 c: [5 y1 P
- end; @6 r* l- n% P7 Y# g
-
1 ^- q. `. e8 {/ \9 {/ ?! M X" r) l - def equip_item_to_hud(n, item)
' g0 a9 |/ i* E9 Q- J& u5 X0 [5 L - if item.nil?
* _1 g0 @ h& ]$ r$ u/ e( L - $game_system.se_play($data_system.buzzer_se)
, \. m3 }: a5 ^8 j, f, }, x - return
9 ] a t) b& O" a- F - end5 } X6 m- E$ V" K. B" F% j
- $game_system.se_play($data_system.decision_se)
: P! W6 ]: X. j# O2 v - @hud_equip[@hud_equip.index(item)] = nil if @hud_equip.include?(item)/ I, e6 _, e1 ^6 S" H# P% m
- @hud_equip[n] = item
4 z; I% ~( b: K; r' C6 F+ K; _$ Y1 v - end
- |7 p0 n8 V" | - end
# W' o. y w! Y, J3 I
$ ~3 h" U# x8 G6 H- #===============================================================================# k0 z( C. I+ V9 B
- # Quick Skill Window* b& |& N* |+ S+ R( q7 S
- #===============================================================================% X1 w$ `, r$ m% I; q
- if XASVER_37 == false L1 U5 ~" t8 s* l& v% f4 P
- class Xas_Scene_Skill; x t: @8 Z4 ~, j7 D
- alias hud_quick_menu_main main7 _# M: L! p( ?+ @; o2 W- r
- def main! i4 p1 K: v; Q' K8 _% [3 I+ ` h
- @hot_key_hud = Hot_Key_HUD.new
4 k5 ~' g3 [ f - hud_quick_menu_main
& H+ A4 H$ E) J/ r7 E5 i, H - @hot_key_hud.dispose
" @7 n: G/ {! }, i: s/ X0 W; |% ? - end, v$ A. D; d9 v0 ]
-
6 p, f( @* i G' C - alias hotkey_hud_qucik_menu_update update( Q0 i- N5 | c0 Z
- def update
! h5 g9 J/ ^" b2 L' s1 ^$ M5 C1 } - hotkey_hud_qucik_menu_update
- i" I: F- q" y; l# x - # Hot Key num 1
. m% [! i* r$ w/ _3 b: {) f - if Input.press?(Input::Numkey[1]) m, |, ^9 S2 b2 t" h: N
- $game_player.equip_item_to_hud(0, @skill_window.skill)
5 s9 B0 w0 w% L2 D, X# O - # Hot Key num 2
! K. w( Y2 p) H' }# W+ z2 ^ - elsif Input.press?(Input::Numkey[2])& R/ t2 |, e3 s) C
- $game_player.equip_item_to_hud(1, @skill_window.skill)5 s' N+ \: r" E. \
- # Hot Key num 3) w: Z- }' T- A d1 P
- elsif Input.press?(Input::Numkey[3])
; Y4 t) c6 k: B" \+ l; x, S$ V - $game_player.equip_item_to_hud(2, @skill_window.skill)# R+ d- y% V7 D) n
- # Hot Key num 4
; v% A+ |; s9 u - elsif Input.press?(Input::Numkey[4])
" X! {+ _: _% d3 O9 L9 s - $game_player.equip_item_to_hud(3, @skill_window.skill)
% O1 ^: W5 O) r( q$ @8 O) r5 w e - # Hot Key num 5
; U' Y( o: ~) T, Y) m. U9 t - elsif Input.press?(Input::Numkey[5])
( \4 A" `5 R4 i, C w - $game_player.equip_item_to_hud(4, @skill_window.skill)( l! W8 ^! [7 x0 E8 P# G; g
- end T1 X# B+ _; P/ S1 ?- t8 }
- @hot_key_hud.update
1 T4 F4 E. [, |8 C3 ?& Y: y - end/ z' Q/ B* I: a. Q+ c2 ?1 Z" e& @$ ?
- end
2 q4 E: F( [8 Z: @ - else0 i9 r t' l+ [! J1 `" Z
- class Quick_Menu_Skill% N! G) A4 ^9 O1 l! `& s; Y' p, c- l
- alias hud_quick_menu_main main
f5 ]6 P4 B: e5 w - def main N+ [6 T6 h, ~
- @hot_key_hud = Hot_Key_HUD.new' \& g# } N9 t2 B
- hud_quick_menu_main) B& ~3 w* V: P
- @hot_key_hud.dispose9 w! X$ B, `' P( s$ ]1 o
- end, S7 T2 O4 c: u9 X* C. ^' @1 Z* Y
-
4 Q) }$ n9 E; z. L. f. | - alias hotkey_hud_qucik_menu_update update2 n% M6 N, A/ Q
- def update
0 j; @- \( s" c; A2 L - hotkey_hud_qucik_menu_update
4 x' e6 ^6 X9 o5 V G; Q - # Hot Key num 1$ K! V1 i, T( W5 S; j
- if Input.press?(Input::Numkey[1])+ I4 \6 M, j3 I: H- a0 L! u. D' J1 {
- $game_player.equip_item_to_hud(0, @skill_window.skill)4 m$ I) I: ]4 P& a; ]2 W
- # Hot Key num 2 e: z) }9 ^8 g
- elsif Input.press?(Input::Numkey[2])4 Y, v3 @: T [; ?: \
- $game_player.equip_item_to_hud(1, @skill_window.skill)
7 A6 ^8 X$ Z7 G# r3 J. s6 W8 t - # Hot Key num 3) L6 N( K D! u' ?; d2 N/ [: f. A' m
- elsif Input.press?(Input::Numkey[3])8 \6 j7 B# F7 p
- $game_player.equip_item_to_hud(2, @skill_window.skill)
- T8 Z7 \& x! K6 T/ H: M* Z - # Hot Key num 4/ S& A4 u$ \" F6 R4 N7 t1 r! ?
- elsif Input.press?(Input::Numkey[4])
. m+ b, [' c6 g5 j3 M7 N1 U& u - $game_player.equip_item_to_hud(3, @skill_window.skill)
5 s, Y6 ~3 Y6 D4 @7 q9 [ - # Hot Key num 59 z. L9 Q5 P, s; l& S0 A2 v
- elsif Input.press?(Input::Numkey[5])) |! a l8 i- ~! _5 s6 f7 w
- $game_player.equip_item_to_hud(4, @skill_window.skill)! ^8 _: C6 N+ x+ i" W" I8 W
- end
% M5 G; ^' C; p- h" T3 d# ]( z! } - @hot_key_hud.update
# |4 e" t( p' I. E - end3 m9 M; N" [* S7 y0 a, w
- end. v4 g6 |8 k5 f9 j& v# R
- end
. U7 S; G3 K8 z; \) }
# J9 W' c9 h9 o! [% {0 {- #===============================================================================3 }2 L0 j' k6 G% ?! s
- # Quick Item Window
; q, W( d w5 z2 B - #===============================================================================2 S/ ^/ J* R. ?& E
- if XASVER_37 == false& l5 a, Q8 n0 i7 |( O
- class Xas_Scene_Item
( H) P7 l0 n7 C7 T - alias hud_quick_menu_main main
2 w/ O" M$ ?, K0 ] - def main: ~* X' |7 L. `
- @hot_key_hud = Hot_Key_HUD.new5 P% q* w2 K; D2 L+ Y: x. ?4 h
- hud_quick_menu_main. W0 }: w4 ~9 K8 z% J/ H
- @hot_key_hud.dispose, i. t, W; v4 ]
- end
' J& B( W8 i0 e3 E {- Y8 h -
- y4 r3 z4 ^9 M% m4 Z: d; d# n - alias hud_key_update update
4 P! v2 b6 O" Z9 Q. \1 O$ ]1 k( O - def update
! r1 P2 A# j- [# K - hud_key_update- C& \/ z& T- Z+ Z: Z
- # Hot Key num 1
0 S6 D. t3 t% o, K; l3 V+ ~ - if Input.press?(Input::Numkey[1])
' o! R a4 T% J: C: v" f9 D9 | M7 Y - $game_player.equip_item_to_hud(0, @item_window.item)
( O' H# H4 G/ Z6 t3 I - # Hot Key num 24 a$ s! i: `1 P7 v! s
- elsif Input.press?(Input::Numkey[2])
: e u2 c2 x& Z# c - $game_player.equip_item_to_hud(1, @item_window.item)
7 Y, S! L; T) i3 U - # Hot Key num 3
$ h+ M3 `4 m2 X$ M8 O - elsif Input.press?(Input::Numkey[3])- z i4 v3 R5 j8 b& C. Y
- $game_player.equip_item_to_hud(2, @item_window.item)
* d3 M, N4 h m- F' T/ z1 N - # Hot Key num 4$ P" _4 J5 s e" O' k
- elsif Input.press?(Input::Numkey[4])
1 D/ a( b+ G$ G8 r9 e6 Q0 H( F! ^ - $game_player.equip_item_to_hud(3, @item_window.item)
+ q" K3 b6 d/ Q! v( t& e - # Hot Key num 5
4 R9 L1 d- n- Y4 U4 n - elsif Input.press?(Input::Numkey[5])
: E% b, h1 @0 b8 K2 p [ - $game_player.equip_item_to_hud(4, @item_window.item)
k3 w2 O& b4 b4 m - end
7 B" i+ B8 T/ W, | - @hot_key_hud.update
$ ?% }! e( Y# ?9 q7 N - end$ a& q7 a I! z. P! X; e& m
- end
0 X. k ~- M( Q" D - else0 P; e( s# M. P3 D/ W1 J# A% p
- class Quick_Menu_Item
- p, f0 D2 x" A/ `8 a6 e' P - alias hud_quick_menu_main main# `" P5 B3 k7 ^% A
- def main
9 ?5 r8 r) H7 H! D; b- @3 b) h3 f5 } - @hot_key_hud = Hot_Key_HUD.new4 s: `$ }6 H/ w# F8 D* i3 Q, A; ?
- hud_quick_menu_main2 v0 y# J6 y( \( h2 G
- @hot_key_hud.dispose
3 H6 T5 W+ o8 d; A" `! [ - end
' T V, {6 T2 [- ] -
8 r4 {, d9 J1 _ ^# O - alias hud_key_update update# |$ J7 O( P" E+ d
- def update
' ?6 @6 J. h3 L- p$ V - hud_key_update
, z! e- I* @5 o$ N' r - # Hot Key num 12 O1 V9 H) w4 q+ G
- if Input.press?(Input::Numkey[1])7 i3 `0 P) @' c" i0 |4 X
- $game_player.equip_item_to_hud(0, @item_window.item)
6 V6 r& H$ T! H/ K7 ~9 o3 v# J - # Hot Key num 2
" K7 o. e9 E$ r# B' B) C( r - elsif Input.press?(Input::Numkey[2])) N6 H: D) A9 N# X* }
- $game_player.equip_item_to_hud(1, @item_window.item)
( j2 r, i4 L4 C3 f - # Hot Key num 3& M0 B0 p& f+ C. g$ ^
- elsif Input.press?(Input::Numkey[3])& W" O0 o# G7 o/ s' o7 h9 }6 s
- $game_player.equip_item_to_hud(2, @item_window.item)4 V H# C8 ^5 f* \$ V K
- # Hot Key num 4
5 l( i' R- ^5 X, t" x! R5 T& H - elsif Input.press?(Input::Numkey[4])
. {* W R& c% U4 G* o" y - $game_player.equip_item_to_hud(3, @item_window.item)3 \$ H) J# _' \3 X
- # Hot Key num 5
. E ^4 o/ |2 _; @. C - elsif Input.press?(Input::Numkey[5])3 r9 v3 V' w, `2 ~5 y
- $game_player.equip_item_to_hud(4, @item_window.item)
, u& U$ d! w) F _1 i0 y; K - end
3 I, Y9 Q0 Q2 F4 F1 U, J - @hot_key_hud.update7 f# N% j9 b. M) ]- t* J6 j
- end
, n8 U+ g+ R# \4 P - end0 Y2 h: P S+ |) g: m* i" m5 ]+ J
- end
8 y% O, W4 [5 b4 W) q' r; i - $ k8 P W5 F: w F7 z9 j0 ^6 c
- #===============================================================================% H8 J5 B9 T9 F, u
- # HUD Window1 d1 y; Y$ Q4 h5 u; V
- #===============================================================================6 ~8 b9 L! ?- L; C6 ~5 T p
- class Hot_Key_HUD < Window_Base0 K& N0 a+ i, u+ z' W2 N4 c# ?. s
- def initialize(x = HUD_X - 10, y = HUD_Y - 15)+ n- i+ i6 {' C* J; f7 B
- super(x, y, 220, 80)
- ^9 S5 o/ E! I# M% m! \ - self.contents = Bitmap.new(width - 32, height - 32)/ v4 G7 f% C. G) e+ \8 K
- self.opacity = 0' t. a1 C0 T s5 L! n! t
- @actor = $game_party.actors[0]. q& m$ \% q. F1 r5 W u2 _
- refresh
' D$ r: t/ r+ ~1 v7 V# D# y - end
3 O4 I' K' ]' ^0 u - 0 V4 [# I% o) a# a1 |9 D$ z
- def refresh
% v: Y% t; @ t' i9 R7 o - self.contents.clear
* d+ v' I8 N+ y: M/ U( u - bitmap = RPG::Cache.picture("Hot_Keys_HUD") K: ^- P: p" X4 p
- self.contents.blt(0, 0, bitmap, Rect.new(0, 0, 160, 32))( y2 H% Q1 c- U& f
- for i in 0..49 j, _2 @, @& q- J) H
- x = 32 * i + 4* Z7 }" Y X) c& @
- item = $game_player.hud_equip[i]
" S5 b5 f3 m9 U8 ]0 j& q9 { - next if item.nil?8 x) }% ^& [( w5 U7 n' ?
- if item.is_a?(RPG::Weapon)
+ y) \" F- O/ w h5 w - item = nil if $game_party.weapon_number(item.id) == 0 and1 V% ~, b9 i& \
- @actor.weapon_id != item.id3 Q! h- L# H* u I" P2 g
- elsif item.is_a?(RPG::Armor)
9 F1 _2 x( t& I, M/ A- \ - item = nil if $game_party.armor_number(item.id) == 0 and , Q+ ?) |+ [. C) V5 ^8 l9 _
- @actor.armor1_id != item.id, V6 Y; J, P- b0 e, c
- elsif item.is_a?(RPG::Item)8 b7 w6 r. b, ?% Z. m/ Z
- item = nil if $game_party.item_number(item.id) == 0 or4 W4 I/ T$ |4 x( D$ m
- !$game_party.item_can_use?(item.id)
; ~, Z5 e# G3 u - end& u- D( i6 P5 |# M% w
- bitmap = RPG::Cache.icon(item.icon_name)2 V& @6 b( W; ?$ O
- self.contents.blt(x, 4, bitmap, Rect.new(0, 0, 24, 24))
3 o7 i$ q6 n- J, Q" l% k - end3 m) i7 h6 w( R4 `5 F1 @, B
- end
; N) q& o: K, i2 ~0 l: a1 b -
1 |- V4 v2 a9 u/ n' N& T: S3 ^" k - def equip(item)
y( Z3 z3 [. J/ x. S v" Y - if item.nil?. \! J ~. d- R, R
- $game_system.se_play($data_system.buzzer_se)
( {- ?+ d/ |5 M8 Z1 m% r - return
3 x6 V# V: ?) I5 p' i$ g5 j( s - end5 m4 s2 x1 u% H8 \
- if item.is_a?(RPG::Skill)
3 N1 x4 C0 ^3 K' X& E - if [email protected]_can_use?(item.id)4 x: h; M- _0 Q6 q6 g
- $game_system.se_play($data_system.buzzer_se)
: C: \* l2 ?% G - return0 a7 H& Z- J) @: t# W' X0 V
- end
! b# Q S# h: D" y - $game_system.xas_skill_id = item.id% P0 D& f# _& X6 f% i U
- elsif item.is_a?(RPG::Weapon)
8 Q. |% K$ X3 K1 w: a6 I/ ? - @actor.equip(0, item.id)7 b/ r/ \# E0 b
- elsif item.is_a?(RPG::Armor)+ O7 L. j: Z$ X3 f- s$ L7 V# P4 r8 W
- @actor.equip(1, item.id)# E9 y) i; c3 X) H6 |! y% a- h
- elsif item.is_a?(RPG::Item)' ], v. p" o1 h w2 _; m( ?
- item_tool_id = XAS::XASITEM_ID[item.id], T4 S8 g8 b! @" W3 `" l0 l8 Z
- if item_tool_id != nil5 y. I: c1 ]+ Z
- unless $game_party.item_can_use?(item.id)9 y4 F% X: I2 b/ }7 f
- $game_system.se_play($data_system.buzzer_se)* f% j4 h: Q/ [5 Z% }. g; @
- return
4 b8 Z0 m, K$ R8 B - end; J% S% \0 z* \! e! ^
- $game_system.xas_item_id = item.id9 A7 r% r6 c5 m; S; T
- end
; `. U& U: p1 q2 y - end
! `$ K4 ~/ D* Q1 B$ u - $game_system.se_play($data_system.equip_se)$ b8 F4 A* R9 n. X! C2 }
- end
0 u; S& X- ]/ W9 d( Z! \" n -
# a! g: {- u1 w$ k - def update
6 N: @% `7 z9 U1 ~9 \ - @actor = $game_party.actors[0]
/ a, \; L) V6 f. m! ^0 }6 X& p - @hot_keys = $game_player.hud_equip
8 r! E: x& V3 @: z: q9 q - refresh4 u. f+ `; Z4 E& A6 D
- return if !$scene.is_a?(Scene_Map)- X; h# [9 Z& Q$ [8 f I5 Y2 g
- if Input.press?(Input::Numkey[1])
: i) r- {) I3 m4 A: t0 s - equip($game_player.hud_equip[0])2 {7 l K! B6 n3 h" Z; a g
- elsif Input.press?(Input::Numkey[2])8 v1 d+ L N& x$ K( ]3 ]) d: D
- equip($game_player.hud_equip[1])
/ \5 |- a- d9 M/ s( R3 G; s, P" R - elsif Input.press?(Input::Numkey[3])* S t. a/ O# x& O
- equip($game_player.hud_equip[2])
$ e# x. o. H: o& w) T- l) R - elsif Input.press?(Input::Numkey[4])4 i4 Y4 Y+ o# W7 [5 O5 X/ Z1 C
- equip($game_player.hud_equip[3])
4 @9 Z1 h/ K; J% \# B - elsif Input.press?(Input::Numkey[5])& k; W4 Q3 g" n; Q/ A% E" |& ?% W
- equip($game_player.hud_equip[4])4 u) }" r; E# S$ i- a" ]. `' Q
- end
' h4 p& {( @) r - end
' b! \% ]! M. M - end# S0 d: h" c. C! D# C0 V
m2 z c' d3 d- #===============================================================================
$ R M1 Q- _8 o6 Y0 ]$ ^ - # Scene Map; c( Q& I) Z2 u0 V2 _. r1 d
- #===============================================================================" S! O ?& m, n. W, Q: A
- class Scene_Map! Q9 k5 \. O9 q. T
- alias hot_key_hud_init main
: z/ g/ D$ w' x! d5 x: ?( o# Z) w - def main
& X- b1 S7 [( E, [+ } - @hot_key_hud = Hot_Key_HUD.new
+ m4 {5 T8 r+ E5 E2 i( p* u - @hot_key_hud.visible = !$game_switches[XAS_HUDDISABLE_HUD_SWITCH]
- p( P( Y9 e1 c* M3 F9 y0 L' }. Q - hot_key_hud_init# F$ A- f- g5 Z' w' U6 R' q* k) F
- @hot_key_hud.dispose; y2 A2 n& p3 R! k
- end6 T5 y- p: Z! i! x) V) z
-
- p5 B) N: @, m1 Y) V+ a& ^4 _7 b4 s" e - alias hot_key_hud_update update) ^! }+ m3 r0 k3 }3 H- N3 ~
- def update
' Q7 e V1 m8 ` - hot_key_hud_update! D3 K1 {$ G0 K; w
- @hot_key_hud.update
) s# o. v& @- ?; B* B( u - @hot_key_hud.visible = !$game_switches[XAS_HUDDISABLE_HUD_SWITCH]
1 \: |9 C; T% i- Q6 U - @hot_key_hud.update if !$game_switches[XAS_HUDDISABLE_HUD_SWITCH]! o# |6 W" Q8 V; o" I
- end
: p1 q8 K" s5 p8 m- C" P - end
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