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
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,
8 J `* Y, ^* v! `" e不知道有人能帮忙看一下吗? - #===============================================================================
. {* d1 L2 Z, P7 }# X, H5 y8 f - # XAS - Hot Key HUD1 x# \: h$ W2 I0 O
- #===============================================================================
7 r) i4 j t8 l- X/ y: T - # By Mr_Wiggles B* [! }7 ^' C& [# \4 d6 q
- # Version 1.3$ T: E: t4 d, ?& Z: t
- # 7/6/105 X { f7 W/ w; |0 i9 o5 W
- #-------------------------------------------------------------------------------
8 q( | Z9 C$ M O6 {0 |4 a - # Instructions:
% H8 E2 I; l7 N. C9 ] - # Fill in the constants bellow, paste this script above main and bellow XAS in
* H# x3 ~( ~1 K; P {% t - # your script data base. BE SURE TO SET TO THE RIGHT XAS VERSION!!8 `+ v; n3 V1 g
- #
% s. X% q# P; }4 p# F5 s( ` - # Place the "Hot_Keys_HUD" picture file into your game directory
( C7 u) o* m+ D, a, p. @ - # Graphics/Pictures folder./ K( q% x. O% R# Q7 p& K
- #-------------------------------------------------------------------------------
# q: n& F9 U( P G- B! y5 K - # Directions of Use:
4 L5 q8 x" x" {9 F. `; L; ?2 H$ B) p - # Simple just press a number key (1 - 5) when the quick skill or item menu is
" V4 ]( J/ W8 [! q$ @' @1 _% l - # Showing.
+ v$ a2 p* ` d: d9 t s% X8 V- _, F - #===============================================================================
% S1 U( t- z" E- f - HUD_X = 0 # X pos of HUD
0 j K- \, f5 W: O - HUD_Y = 0 # Y pos of HUD& @1 N) E5 c- u
/ B5 g! v* N6 x' K/ ~- # Set true if XAS 3.7f6 p; |+ `( w: H- e1 D2 I4 R# d
- # set false if XAS 3.6
6 u! ]7 u5 P7 o, x8 m8 f5 V% y - XASVER_37 = true6 }2 R+ V" C9 G! b/ m' C+ W7 q, i, e& }
0 o, c: M1 J# s7 O8 d6 b6 t4 X# `: a- #===============================================================================8 p/ K* t9 f+ v( D
- # Numkeys Module
( \2 r4 }1 s. I3 I7 X% @) f1 L - #===============================================================================. \8 f6 C. w2 k; N. e2 p" j- T
- module Input1 d: c$ k4 Y) q- \2 e" S
- Numkey = {1 => 1049, 2 => 1050, 3 => 1051, 4 => 1052, 5 => 1053}1 p t" y! i+ E1 S) m6 ^1 R& v# r4 f( A
- class << self
4 x" S7 D, \( t i" @6 F - Key = Win32API.new('user32','GetAsyncKeyState',['i'],'i')& q& g o1 G4 T3 I9 F- E4 B
- ) r" N& ~3 p: c: v
- def testkey(key)
2 i1 N8 {2 d; l7 i. ]- v) K0 ~' ? - Key.call(key) & 0x01 == 1) b% N1 W2 T* N: z9 e, ^& S# Z5 j: F: w2 B
- end
% ^6 u& K$ G; ^0 y$ x- E6 g* g - 9 t" C4 H+ B# |- C6 ?( X
- alias hud_key_update update* J0 \4 v) T3 U1 y4 i0 v f, [% _) @
- def update
3 z, o; ~, Y) l5 b# f - hud_key_update
: {0 ?0 i8 N( x. b* O - @pressed = []
( C8 G% b# R# ~- X1 |$ l2 o - for key in Numkey.values+ ^: n, G1 q, D3 _6 W6 t! t% h6 S& u& j
- key -= 1000
) q2 U! M% m1 S5 y- u% y; W3 ^6 ~ - @pressed.push(key) if testkey(key)
; T7 @6 n+ |% A: C - end
" G6 k+ v7 f1 M, e q2 I- D( C* z - end
- f6 U! y- T7 O5 `& n - , P" u' [! V q0 _0 F
- def pressed?(key)
. _! K+ p, z" b" ]# f0 P0 f2 |! S - key -= 1000
5 y3 B6 E, H- L" v - @pressed = [] if @pressed.nil?
3 M: G1 F( A2 X" m* v7 y2 y, Y8 i* J2 S6 B - return true if @pressed.include?(key)9 A% |8 N2 p1 ^% A$ @" X: Y& A
- return false
% d/ [7 P4 u6 j; v4 s - end9 O. {' x& q# H8 y
-
9 z! U3 T4 a& F4 ~- b- Q" P, o5 S4 @ - alias hud_key_press? press?+ J% g+ @+ {% v& m# I A" B
- def press?(key)/ k9 i# l- T& m: |# H' ^. H+ |, G
- return pressed?(key) if key.to_f > 1000
8 v7 M! M7 m$ d - hud_key_press?(key)
, @. c' Z, e) f$ K1 g - end
- G9 Y. r2 v( a+ e$ D" ~ - end
+ v- n) V% g& p8 E p - end
$ a$ U3 |( J2 a7 l& z
0 o, Q, s" ]1 K2 g' H' M" ^2 `- #===============================================================================3 Q, G) s& e M L+ H; D, C; b+ J
- # Game Player
4 b! I I/ T, H7 @0 u6 k+ s - #===============================================================================
! l- M6 g4 V1 R s - class Game_Player < Game_Character9 i1 }1 T! t X& B/ ]
- attr_accessor :hud_equip
9 \- }+ A4 J6 @* {4 G - % C. X) r. s& m6 l
- alias hot_key_hud_init initialize
! @/ D$ z. j& c6 A - def initialize; S4 `' ~% O& |; n
- hot_key_hud_init, o4 H4 h3 Q2 G6 A( K& d* u* X# T& r4 \
- @hud_equip = []: g( M% J1 J- e4 B
- end
' D2 \6 o9 s+ A - 5 U1 }( ]$ Y0 f) k- t, f8 ?
- def equip_item_to_hud(n, item)# v- u. d; {' S% B
- if item.nil?6 o% ]! z( a1 I# z4 o
- $game_system.se_play($data_system.buzzer_se)
+ n* \. P# m7 ~$ O; _/ |" `! k1 m - return/ M6 l Q. g1 g7 T0 n! B
- end/ J4 r5 T% c9 Z- k( T) H
- $game_system.se_play($data_system.decision_se)/ c5 M/ h# B4 r( Y2 v
- @hud_equip[@hud_equip.index(item)] = nil if @hud_equip.include?(item)3 C. D, u# t" ~4 ]" t1 |
- @hud_equip[n] = item
3 {6 _/ f9 |7 w$ p1 a% J - end0 s$ s4 S8 D6 f& }, f" N
- end
9 O" ?* B9 W2 ]! s1 E9 H* M! [0 T - 6 |1 C- l, c2 Q' w8 w
- #===============================================================================# {1 Z; u# j4 ], F: V7 E _
- # Quick Skill Window
$ ^, @# Q9 @' F" Z - #===============================================================================3 R3 S' d: h) y* T. P* z# I; e
- if XASVER_37 == false7 T/ n+ \; a9 R( q+ H2 c
- class Xas_Scene_Skill0 D- p& c- S U$ e
- alias hud_quick_menu_main main
8 [* w3 m3 r1 t. p. T' c - def main
: u! c D" ?! k1 G5 |2 V - @hot_key_hud = Hot_Key_HUD.new/ Q( p# r8 w& l1 y. g% x8 p
- hud_quick_menu_main
- {" u1 T- s. o! m! ]7 N* ~3 C K - @hot_key_hud.dispose P7 z" I* k/ i0 N# B
- end$ C; G" x, c- k7 V9 p
- / P8 T) M% n# w: k5 w& z
- alias hotkey_hud_qucik_menu_update update
1 d3 e$ s9 n' u- j9 Q$ B8 f- c& \ - def update2 I( b K# \9 _6 e& n2 r" X
- hotkey_hud_qucik_menu_update- F' ]1 v. H" N/ l0 D
- # Hot Key num 1
. e. {/ m) D$ h! W6 e4 H5 } - if Input.press?(Input::Numkey[1])
; O" x: T" V, Y; T0 u; ^ - $game_player.equip_item_to_hud(0, @skill_window.skill)
; U0 D; q% j' t+ y+ _/ b - # Hot Key num 2# P* q' G9 P" ?! h
- elsif Input.press?(Input::Numkey[2])7 s* `, h7 F W, ]1 @7 E
- $game_player.equip_item_to_hud(1, @skill_window.skill)
% m# T6 ~# U, U - # Hot Key num 39 K; b3 Q7 u: h- g
- elsif Input.press?(Input::Numkey[3])
; P2 `/ v" A; e. l3 I1 K+ U - $game_player.equip_item_to_hud(2, @skill_window.skill)& R3 E: x# s6 o, v& ~
- # Hot Key num 4
6 B8 ?) Y3 @% Y" {9 J0 I8 w - elsif Input.press?(Input::Numkey[4])" @ R0 e) b+ ?' N7 S7 e
- $game_player.equip_item_to_hud(3, @skill_window.skill)
9 R; u( g' Y0 K& L0 M. B: o9 m - # Hot Key num 5
- g" {. b, S$ ^: G; ~' @$ Q - elsif Input.press?(Input::Numkey[5])' e9 a4 O4 \6 r7 I. N
- $game_player.equip_item_to_hud(4, @skill_window.skill)
- T: J9 D; m2 v8 v: I0 J - end- P1 q6 [9 Q! R- i" x' b
- @hot_key_hud.update$ p% }% z8 P" A
- end
3 C" I6 b6 J, m3 k$ P" }7 @ - end: Z T+ V0 J; G4 L* x+ c2 J: G) R( n! ]
- else: Y! M, b; P g( u
- class Quick_Menu_Skill
0 p! ~5 v$ Y- y0 C1 K8 ?, f- i - alias hud_quick_menu_main main8 F1 g+ p+ Q+ r9 s8 a$ I0 h
- def main3 o8 d5 V B5 `' q
- @hot_key_hud = Hot_Key_HUD.new$ w' i. V, _' r: {
- hud_quick_menu_main
2 k7 d: h/ H$ a. x4 l4 i - @hot_key_hud.dispose- z l F0 H! S- j" f% U1 {
- end
. V8 _ }3 c2 @4 ^ -
5 I3 s3 n( D# a8 n* K6 _ - alias hotkey_hud_qucik_menu_update update1 }5 r4 Q6 A7 U( X- B Y
- def update
# y- i( [, }! D" d - hotkey_hud_qucik_menu_update" v0 F- l d( l7 f8 ~% v, U
- # Hot Key num 1
$ W# Y* H* E1 N% t" s4 } - if Input.press?(Input::Numkey[1])' j) w- q/ b4 L: t
- $game_player.equip_item_to_hud(0, @skill_window.skill)
, J: O0 x6 H% M1 |, ?: U9 _ M - # Hot Key num 2
8 V/ l. ]9 A; p' S' P - elsif Input.press?(Input::Numkey[2])) K i' [% p% f& @1 q1 b, n; W( T* e
- $game_player.equip_item_to_hud(1, @skill_window.skill)
4 l; N9 `2 A/ h - # Hot Key num 3
0 }1 Z4 n# Y1 m4 r, K, ] - elsif Input.press?(Input::Numkey[3])
- y, g. H, o+ ]$ _9 G - $game_player.equip_item_to_hud(2, @skill_window.skill)
( P% h7 W r" d# i/ |+ d! b - # Hot Key num 4
2 o( m; e0 b2 |' G0 v - elsif Input.press?(Input::Numkey[4])
7 X6 R. P$ {. b( O - $game_player.equip_item_to_hud(3, @skill_window.skill)
7 p/ u. W' R# g, W - # Hot Key num 51 J- X% u0 s w, l D$ B
- elsif Input.press?(Input::Numkey[5])& O: q+ m, D& ^6 P
- $game_player.equip_item_to_hud(4, @skill_window.skill)6 |- R0 V0 e. h& Q
- end7 {! ?' E5 f% O: _( q- h# w
- @hot_key_hud.update3 y- P. S2 C; S+ X1 k2 a
- end
5 Q3 d3 B: }% t( \ - end7 \2 ?. K% ^* _) J a) k4 Y/ s
- end
0 E6 g1 b) p: o+ M! x
* j8 D. A/ u% a- #===============================================================================
' [- G/ n& j' D* w7 m - # Quick Item Window! Z7 k6 Y0 J* U) D% |$ m; L
- #===============================================================================
& T$ n6 J0 l4 o& i, s/ ^* r) u - if XASVER_37 == false% O$ L0 j, c! J$ b* {; X% E# S A8 P
- class Xas_Scene_Item# |$ `6 g- u3 D; r+ z2 R
- alias hud_quick_menu_main main6 f: R L Q) `& V) t
- def main
+ J1 ?: V8 z. y0 A* u# k6 e% a - @hot_key_hud = Hot_Key_HUD.new
8 P q2 l5 P* H4 E0 Y9 L - hud_quick_menu_main
3 X6 j4 E5 n! I( ~1 Y) S/ o# j6 V - @hot_key_hud.dispose
/ ~. @$ V4 K3 P* j) u. a- z/ @ - end
) ]6 J7 k! j% H) ` -
; I$ P( k4 E! u4 k4 O9 X0 C- @ - alias hud_key_update update# s% ^( D% p1 `
- def update
; [' g) u) b2 A) C* {6 k1 p - hud_key_update9 x' a7 P# b2 o8 F8 A. S) F
- # Hot Key num 1
; S0 v' c9 M0 s4 v! y) y - if Input.press?(Input::Numkey[1])
3 I2 R( g9 Y+ O: B* J- J - $game_player.equip_item_to_hud(0, @item_window.item)5 f+ V: [; l5 u- I+ ]5 ^" Y, a
- # Hot Key num 2
# n) ?2 ^' m$ w+ d' E - elsif Input.press?(Input::Numkey[2])
& w% {+ q& i. Y5 I; E - $game_player.equip_item_to_hud(1, @item_window.item)8 H6 h! T0 k. r! x
- # Hot Key num 3
& o% Q' E- @6 B+ F7 J7 i4 R - elsif Input.press?(Input::Numkey[3])
* v5 R" O! S6 H$ p5 p% Z3 m - $game_player.equip_item_to_hud(2, @item_window.item)3 _$ [$ J) W! ^2 F0 t, ]; R
- # Hot Key num 4
& ]7 Y& O4 d* o% U% i- o# ?1 q - elsif Input.press?(Input::Numkey[4])( A2 @ p9 X8 @: e) g
- $game_player.equip_item_to_hud(3, @item_window.item)
! A2 ]$ r: n Y" x - # Hot Key num 5% D K# G2 n2 i$ N" ]# v' B$ y7 h
- elsif Input.press?(Input::Numkey[5])
: U1 f) ?( u9 I3 P& |7 K - $game_player.equip_item_to_hud(4, @item_window.item) D% E( `2 m' c+ S# ~. U7 b
- end# U# K9 C: s8 M! p G$ G
- @hot_key_hud.update+ D% X1 u, l% u! e* n
- end' J% X7 a! \$ `2 _4 W2 Y; [: X0 \
- end, T* b) ~8 G* d
- else
. P- X; v) u3 b) c) p - class Quick_Menu_Item
- Q& i6 }& _8 F( d& ? - alias hud_quick_menu_main main
+ d# ~4 l9 D | - def main
# ~+ p; f f8 P+ |7 o - @hot_key_hud = Hot_Key_HUD.new" s# c& a& x* Z9 O4 y5 I! e* U
- hud_quick_menu_main h/ k1 C3 J5 H- b0 e" W# f) R/ h0 c: r
- @hot_key_hud.dispose
/ X; [ V" s7 `8 |+ v - end
: L* p" |" D& q- l& E -
+ ^* X5 N/ K' i; k7 i - alias hud_key_update update
- A5 C: {0 U* e, l5 r5 | - def update
1 m. `# {1 I$ }2 R - hud_key_update5 l1 P, p E, o3 M; t: Q r
- # Hot Key num 19 ]9 v( ~+ v) S" Y+ f
- if Input.press?(Input::Numkey[1]): y( C% g( p. i( d( |7 }2 |! Z
- $game_player.equip_item_to_hud(0, @item_window.item). ^" s/ U( `& `$ g/ N; @
- # Hot Key num 2+ o1 Y! |3 e1 M) w
- elsif Input.press?(Input::Numkey[2])1 M" x7 A( U: M* q/ s: ^+ K( P6 }
- $game_player.equip_item_to_hud(1, @item_window.item)
/ X8 H8 ]5 K* {6 e - # Hot Key num 3' I0 ?# E/ [; t& A! ]
- elsif Input.press?(Input::Numkey[3])
9 V1 m" h* g4 L- e# V - $game_player.equip_item_to_hud(2, @item_window.item)
7 C& u: B0 R+ m; H- j4 S/ f - # Hot Key num 4' u8 f- }9 K# \* v9 j
- elsif Input.press?(Input::Numkey[4])
/ n" a1 R, w$ R% p7 X - $game_player.equip_item_to_hud(3, @item_window.item)4 C2 h5 W) P. Z* U# w: m
- # Hot Key num 5/ W4 n" X# J7 D& k/ R+ @
- elsif Input.press?(Input::Numkey[5])
' l: m. h% ^; }0 w) h - $game_player.equip_item_to_hud(4, @item_window.item)! F, s6 e s4 D& A4 \
- end
1 |& d- C* o8 o( k- I0 z: i0 T - @hot_key_hud.update
- _( f8 K1 W2 O9 } - end
) B5 p; u9 V$ r* u" A( s, c - end M L1 Y/ o7 b3 ~, h7 v
- end
6 o6 E" U2 @. S# ?% N8 h6 z( P( w
. Z- \& g: M8 [4 d* x9 s- ]- #===============================================================================
6 o$ ^8 i- p" g: O/ P9 C - # HUD Window
( x+ r5 m0 v3 p: T - #===============================================================================
; K$ H2 }: C$ C- u - class Hot_Key_HUD < Window_Base
/ s) W3 l& v, K, M+ d. a( o1 V( v - def initialize(x = HUD_X - 10, y = HUD_Y - 15)- @! Q3 l' w* R# n$ H
- super(x, y, 220, 80)
/ `1 t4 W! E3 a: K! N - self.contents = Bitmap.new(width - 32, height - 32)
9 \* m3 A# W8 H3 p* L2 V G6 D! J0 ` - self.opacity = 0# ]& X/ K7 S" j E! q6 t
- @actor = $game_party.actors[0]
, T- o: v6 X( t' K - refresh' i& g1 {. f7 o- P: n. Y
- end
3 N1 M8 k+ [3 c- X, X3 w, J - # T! o% V/ b j- Z7 k6 i3 {7 w0 c. r% F
- def refresh
! u4 Q# V3 [* \( e' `6 i( j - self.contents.clear
6 J5 }8 J: d( e$ | - bitmap = RPG::Cache.picture("Hot_Keys_HUD")
2 Q( x" Y8 h+ m& ?/ H5 m - self.contents.blt(0, 0, bitmap, Rect.new(0, 0, 160, 32))
, J/ f1 G( \, C5 N) K y3 ~1 Q - for i in 0..4
/ I1 p" o. k/ K. l2 y; c- ]- G. V - x = 32 * i + 4
! y3 M: N1 J: n0 `7 A - item = $game_player.hud_equip[i]
- t+ r6 |/ [2 L; N/ O; p - next if item.nil?
* ^/ l7 K3 Q3 S8 P' t' O3 I4 e1 y - if item.is_a?(RPG::Weapon)0 [* i2 I* i: q j. I
- item = nil if $game_party.weapon_number(item.id) == 0 and# x/ @2 N$ ^( H; w( A$ ^
- @actor.weapon_id != item.id' q9 M" A9 w& y
- elsif item.is_a?(RPG::Armor), L3 R& Y% ]: _ a- M
- item = nil if $game_party.armor_number(item.id) == 0 and * ^) ]) M g1 _- u$ d$ K, g$ Z
- @actor.armor1_id != item.id
6 T9 K: | ^( ^% f0 k* _+ C - elsif item.is_a?(RPG::Item)
8 T/ S9 t- U! |8 x' s* l6 W - item = nil if $game_party.item_number(item.id) == 0 or
/ m1 ?% @/ \2 W2 v/ ?) L! [ - !$game_party.item_can_use?(item.id)" Y& E9 L0 `" p8 [
- end
& B3 i) g# f; D - bitmap = RPG::Cache.icon(item.icon_name) d p) x/ f2 t' |
- self.contents.blt(x, 4, bitmap, Rect.new(0, 0, 24, 24))8 j6 p( `# j& M3 g$ J
- end
! [1 x: b5 Z9 R) C' f* U: N - end, B. Y* D5 `/ y# O
- ' ~" a q! r4 b- l
- def equip(item)" i5 H6 Y7 s* r, }4 v
- if item.nil?
o) u& O- q5 H6 j6 {9 c% k/ m - $game_system.se_play($data_system.buzzer_se)0 Z" M5 Y. g. O& o! i& J, W
- return) N" P0 U) I. `) p: b; w7 T+ x
- end
' B, T7 N- o1 J% T - if item.is_a?(RPG::Skill)
; j1 c+ N2 V9 o# F8 z3 s8 F5 x+ ^ - if [email protected]_can_use?(item.id)
9 r- J" v8 f4 p4 z" J! R! {5 J: x - $game_system.se_play($data_system.buzzer_se)
/ d y6 x `% }/ w9 v# ~, _$ Z - return$ z# T8 P+ ~5 P! W
- end
( f0 `- e- o1 @2 R - $game_system.xas_skill_id = item.id* M* y% p. r1 E3 A
- elsif item.is_a?(RPG::Weapon)
* J3 Q% b# ?% K0 c0 c, R. n: e6 M" Q - @actor.equip(0, item.id)7 ^8 p4 E( @$ F3 V4 _$ e- Q
- elsif item.is_a?(RPG::Armor)4 _; ^4 g8 L& R- g4 j, m
- @actor.equip(1, item.id)4 n- [. r7 u# l- o, J. {
- elsif item.is_a?(RPG::Item)
' H4 [3 O0 L( M - item_tool_id = XAS::XASITEM_ID[item.id]9 |/ E, T+ J* {: B5 c+ i+ e$ {9 Y+ ?
- if item_tool_id != nil
: P4 G. v7 O6 d! E& i) e5 i. {- w - unless $game_party.item_can_use?(item.id)$ p9 r7 M: p# Y F: t! \: m4 w* N
- $game_system.se_play($data_system.buzzer_se)
2 V Q. ~( a: o) I7 g - return
& g9 @/ j( y2 w - end! d6 f/ Y$ S/ U7 v, `. @
- $game_system.xas_item_id = item.id" p0 J9 \# `$ p* @4 \' I( v
- end# H3 ?& n/ R. [: V) p
- end
2 S5 _; Y/ D% w2 Y6 e - $game_system.se_play($data_system.equip_se)
- g2 q- O: ^) j5 p: k9 ~ - end
: ~4 z" _* e3 Q J* C - , U- g% q7 _* m; p; v
- def update
$ c; i% l8 g. m' {# e, _' j# ]- t - @actor = $game_party.actors[0]
2 Y |+ E9 o5 y! r - @hot_keys = $game_player.hud_equip
$ a* G( h$ Y, X - refresh
+ S8 @% S1 c3 i; @: w1 N7 ` - return if !$scene.is_a?(Scene_Map)# S2 ]+ Q0 ^; l; B
- if Input.press?(Input::Numkey[1])0 g Q4 L( A% }* O1 W1 d% Q% e
- equip($game_player.hud_equip[0])# X& V% L7 S# N% B/ a
- elsif Input.press?(Input::Numkey[2])
. I4 N x5 `) k' G- X7 I - equip($game_player.hud_equip[1])1 A, x w: j' ^" Y+ L9 h1 n' ~7 R
- elsif Input.press?(Input::Numkey[3])) \4 a! a; Z0 I/ Z
- equip($game_player.hud_equip[2]) ) S+ g$ D# K- F6 M
- elsif Input.press?(Input::Numkey[4])
/ b4 w$ ~9 a+ v |% a# F - equip($game_player.hud_equip[3]) [. n8 r( O. }& W# W
- elsif Input.press?(Input::Numkey[5])
4 |( y; X+ S5 c6 X. o - equip($game_player.hud_equip[4])9 p: |0 E- e |2 m" H! d
- end
% V# C' y: z* z - end
# ]; b! c' R% v! E% {7 _ - end- W1 V9 t# g0 x4 ]; \2 Z
' g: v0 U: [9 f+ _) y4 _- #===============================================================================
0 `. o, g% Q# ], R' ]0 _* c - # Scene Map( A5 _ X4 F6 s' E. ?- Y3 x( b
- #===============================================================================# p$ a+ ^8 G+ a1 p3 v1 R; Q
- class Scene_Map
7 c2 O8 r. f( P* B - alias hot_key_hud_init main: n# N# P) I |% b( }8 w
- def main3 f l( e- S a6 ~! m* x
- @hot_key_hud = Hot_Key_HUD.new& _0 K- d2 M* D: U$ ^: I
- @hot_key_hud.visible = !$game_switches[XAS_HUDDISABLE_HUD_SWITCH]
9 w+ _) n. i) G7 M p, K - hot_key_hud_init
. @' u8 P7 u; Q0 w, ]) ^ - @hot_key_hud.dispose
0 J' B4 s z1 n9 U - end
+ e( v/ X. c' _# a: W3 t -
* A3 b: [' z7 K k& m* ~$ f2 I - alias hot_key_hud_update update
; U4 v2 f Z- G - def update
3 }9 h5 D$ a' X+ Y1 O- ~/ s$ I - hot_key_hud_update+ n0 ~; U6 ~( J y$ H' E/ N
- @hot_key_hud.update2 l. i- G+ X0 E* [6 O. g; K" i7 ?
- @hot_key_hud.visible = !$game_switches[XAS_HUDDISABLE_HUD_SWITCH]
3 Z8 @3 ?5 [$ o- R: c0 t5 |' q* n2 O - @hot_key_hud.update if !$game_switches[XAS_HUDDISABLE_HUD_SWITCH]& A9 d# T X+ z- I; k
- end
# T* i" n3 ?" j0 ]7 c7 h- s7 Z5 N3 V' R - end
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