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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,2 D; x% |0 p2 @ ^
不知道有人能帮忙看一下吗? - #===============================================================================, G+ W' Y1 j/ J0 a! r. K$ Z
- # XAS - Hot Key HUD; F- f; D/ u% K7 U1 ~
- #===============================================================================
- i( o+ ` y7 K. W& m7 a" @ - # By Mr_Wiggles( M; i- E; \3 _) E" g
- # Version 1.3
* c! y" {7 e/ Z m; R - # 7/6/103 }+ Q8 a& |, P& w) {$ d4 a2 x
- #-------------------------------------------------------------------------------6 y G' o' s. p; o9 r
- # Instructions:
" v2 L) j% H. N$ H" b - # Fill in the constants bellow, paste this script above main and bellow XAS in! C8 y$ g! s& x! ]( h; q
- # your script data base. BE SURE TO SET TO THE RIGHT XAS VERSION!!
& R3 _0 U$ [7 h+ {' h - #
. {1 w' @$ k o+ C9 K9 F* M - # Place the "Hot_Keys_HUD" picture file into your game directory + t3 B( ^- m) E; U ^
- # Graphics/Pictures folder.
4 S+ c6 J0 D5 H7 z* w9 o - #-------------------------------------------------------------------------------
+ W" v3 J0 m* L* E - # Directions of Use:
3 f, V4 n/ B2 I, k- e - # Simple just press a number key (1 - 5) when the quick skill or item menu is
1 o4 L" K9 W& L8 d+ ?5 P - # Showing.
" \! D- X. ^- S - #=============================================================================== e, R0 S& l o1 o3 ~; j
- HUD_X = 0 # X pos of HUD
- c% }" i3 |2 r k5 }9 M9 t. A - HUD_Y = 0 # Y pos of HUD# t% I5 f, {# x z
% P9 g. d6 }8 u/ }" V" O4 P- # Set true if XAS 3.7f
& q9 i) S5 B7 |% L; Q - # set false if XAS 3.6! _: X2 }: F7 o& O0 a
- XASVER_37 = true: G% p& s# T1 z7 `+ V: Y, |
$ R; }9 ]8 W" R6 y1 J- #===============================================================================
( a& {, V. ~6 o - # Numkeys Module0 k$ P0 c+ ?% v3 c0 y5 ~. V' F
- #===============================================================================8 C. f5 h& b! t$ y; W
- module Input
' _7 d3 v' T% U. W z' t - Numkey = {1 => 1049, 2 => 1050, 3 => 1051, 4 => 1052, 5 => 1053}
0 {7 d% x; z3 b% {/ A - class << self8 B @4 w0 {' L: E( Q' M, |
- Key = Win32API.new('user32','GetAsyncKeyState',['i'],'i')$ d# c6 U7 h0 H9 n5 X9 ^" G# D* n
- $ o4 X3 T" O# J: W
- def testkey(key)
* O* b. O d1 n# m- K, N - Key.call(key) & 0x01 == 1; O9 h- y* _! d s
- end- s- w. A" z3 C
-
8 v& ^5 t) T# @; j9 Q) ? - alias hud_key_update update
_1 E" e1 h+ [6 F9 D ^ - def update; C# W3 o& J0 i
- hud_key_update
: r' @; I' `! @! L7 ^8 M6 d - @pressed = [], E# Y. s T1 V
- for key in Numkey.values9 w, j7 L6 |9 @- X; H. b4 u @
- key -= 10000 |- ?; Q' Y8 W& f) N7 f* p
- @pressed.push(key) if testkey(key)
" o+ s4 i$ ^' h$ r, p+ V - end
' w6 N4 p# a' D+ b( q0 ? - end- q3 Q l2 N* ^6 f+ O5 @
- 8 F9 @3 ^& F7 L' d% e+ }% ^
- def pressed?(key)
' t5 {: ]: L, \/ }6 u2 i - key -= 1000
0 O9 V" v2 C5 H7 l. I E3 S - @pressed = [] if @pressed.nil?5 h/ ^2 [% W* ~: m0 X( O) g
- return true if @pressed.include?(key)
Z# O: a/ Q0 Z6 O: j1 m( C - return false, _9 {, a$ k' j1 K* @3 r7 k
- end* d0 R" M3 _1 ]9 e! n
- 2 _ p5 \" j+ ]: i _, E0 u
- alias hud_key_press? press?1 I! y+ `* E7 u a- _5 \3 ?
- def press?(key)* d% n/ \1 K8 t/ G4 t9 _/ {
- return pressed?(key) if key.to_f > 1000* Q3 e3 ]" ]* o# q: \. F
- hud_key_press?(key)6 M" I6 G: f- Y {7 n1 a1 }
- end( @& ^# y0 e$ W7 q" e
- end
: V( k& B, [1 M# |; U - end
8 b5 P& j8 F0 w( Z3 Z1 D g) C - % ^! d: q) h- Y4 F3 l
- #===============================================================================
K: v Z% ^$ q) V, E: _' Y - # Game Player1 F- z( d0 q/ H4 n3 I# {
- #===============================================================================
. g6 H# U4 b0 z; n - class Game_Player < Game_Character6 [2 w, N% ?& t1 s' t/ o" y
- attr_accessor :hud_equip3 p X: G: l# D; I7 ^
-
2 A+ ~: W% g4 `9 ?/ I - alias hot_key_hud_init initialize$ u+ @4 w) S6 N% f: M8 w% Q
- def initialize9 R! n1 Y! W+ u* V
- hot_key_hud_init" z, A# M$ z8 `6 Y- P$ G& {$ W& _; n5 u
- @hud_equip = []
+ P' e6 S& ~# q' w. A6 ]( m - end5 B* r! }, c% `+ a
- 3 {3 M; {1 J( X0 l
- def equip_item_to_hud(n, item)
: s- g5 O. q: I' _3 s# E - if item.nil?
* x# _3 Q x& A9 W5 T! V8 X - $game_system.se_play($data_system.buzzer_se)
# Y2 {% }! {0 i _ - return+ | ^* B1 q# [2 J2 \
- end( c# S/ @" |% x
- $game_system.se_play($data_system.decision_se): M3 X9 H: u3 p) x
- @hud_equip[@hud_equip.index(item)] = nil if @hud_equip.include?(item)
5 k+ ~+ T& ^8 l - @hud_equip[n] = item2 ?1 E+ {/ L0 b, Z2 E& C; M
- end
* M; W+ G. _6 g6 q- J% e - end
, W/ V; M2 t1 {, ]" W3 u6 k" Z
4 `$ B! _7 d: E7 M5 F5 Z- #===============================================================================7 F" P1 g" C+ h" O
- # Quick Skill Window
( e- d/ |9 w5 `! d7 n8 O - #===============================================================================
: O' }$ ^4 R- s% Y - if XASVER_37 == false
3 \2 a9 @# Q4 v1 S5 M - class Xas_Scene_Skill& I; q+ I- J+ W \' u W7 n
- alias hud_quick_menu_main main! L; [- Y8 r" X, {( A0 _/ l+ ]) o
- def main B, X! m" a9 j
- @hot_key_hud = Hot_Key_HUD.new
. O" h p4 z1 I- Q - hud_quick_menu_main8 y6 X, o! j) c) U9 H9 o
- @hot_key_hud.dispose
9 |8 T! Q& ~2 k* O - end
7 h& h( f, }. S! A- {9 K4 ] -
}0 I2 g {" Z$ p- u9 v - alias hotkey_hud_qucik_menu_update update, ?" J2 ^: ^1 O
- def update7 T3 G$ L- k" o. I Y* z" R" r- l
- hotkey_hud_qucik_menu_update0 G" e2 M3 y9 o- f6 V
- # Hot Key num 14 s2 {8 M. s( P u( w* e7 Z: J# H
- if Input.press?(Input::Numkey[1])
2 J5 K, o+ O: A) V2 C4 ? Z' | - $game_player.equip_item_to_hud(0, @skill_window.skill)
9 D: P6 i; z5 F. t( q/ M. V - # Hot Key num 2" `$ I7 J: d- q
- elsif Input.press?(Input::Numkey[2])# s9 ~# d2 _8 m6 |
- $game_player.equip_item_to_hud(1, @skill_window.skill)2 y5 j" Z4 ?1 U2 w' Q, m4 D+ s z
- # Hot Key num 3
2 g+ j9 D8 L) r9 d - elsif Input.press?(Input::Numkey[3]), Q8 ?2 G; u/ b( s h i
- $game_player.equip_item_to_hud(2, @skill_window.skill)! i! p4 D. c `! c/ Y2 j M5 C
- # Hot Key num 4# O4 k$ r+ _/ O+ m/ r& Q7 D c
- elsif Input.press?(Input::Numkey[4]) l1 I6 @, y# \' o
- $game_player.equip_item_to_hud(3, @skill_window.skill)3 `. S% _: [" ~1 M6 t( S7 I
- # Hot Key num 5) {5 m" Y& U6 P! o0 y" |/ w2 Z! P! {
- elsif Input.press?(Input::Numkey[5])" \( t- s3 L& r3 h) D6 ]# o
- $game_player.equip_item_to_hud(4, @skill_window.skill)% i7 m# e( x* L+ f+ \
- end
0 M# }8 y4 P( S6 I2 Z- j - @hot_key_hud.update" i. f: R# A6 O
- end
% C/ x, _/ X% ?, i; \6 K" S - end
# s4 a E6 ~* i6 p ?( R! y - else1 y [$ `% |) ], ?, V8 n5 v
- class Quick_Menu_Skill
9 N% Z. @: _" A$ W. V - alias hud_quick_menu_main main; y& F& M7 q2 H2 v
- def main. d) A* T, r/ v0 m4 z/ ?" t# ~
- @hot_key_hud = Hot_Key_HUD.new
4 u5 U) M3 U. M7 Z - hud_quick_menu_main
9 ?, @5 Q9 b7 Y- @ - @hot_key_hud.dispose9 Q0 M& k) a r! G* {
- end9 h! H3 U, T8 N% v# V) T% |
-
5 O0 B! Y! ^0 Y* M - alias hotkey_hud_qucik_menu_update update0 B! p" Q$ I6 ~1 c! {
- def update8 ~' k+ u! d. H& ~# x" s
- hotkey_hud_qucik_menu_update; |" n* {* S) k
- # Hot Key num 1 E0 d. I. L& z; y2 R( e* L6 ^
- if Input.press?(Input::Numkey[1])
# V% [' u& a8 L6 C - $game_player.equip_item_to_hud(0, @skill_window.skill)
: g% g8 G% Y% L9 f! C - # Hot Key num 21 i" R' f! E- n5 S& `
- elsif Input.press?(Input::Numkey[2])
* T L; T4 s- ~ - $game_player.equip_item_to_hud(1, @skill_window.skill)+ m& l& K4 ]) ?; ]. x
- # Hot Key num 3 B! A- o( W+ h7 z$ @
- elsif Input.press?(Input::Numkey[3])1 ]% Z* M) s1 k. \
- $game_player.equip_item_to_hud(2, @skill_window.skill)
9 Y9 q c5 @, \. M* M - # Hot Key num 4
: g6 g; M; |' {' ~' p& {- I. O0 V - elsif Input.press?(Input::Numkey[4])
" @" u6 r i8 {% i - $game_player.equip_item_to_hud(3, @skill_window.skill)
6 o# C& @5 l& d4 ]" s* @ - # Hot Key num 5. A4 ]( ^0 L6 K/ K
- elsif Input.press?(Input::Numkey[5])
" D0 B$ h% P8 V# y3 u2 F - $game_player.equip_item_to_hud(4, @skill_window.skill)
+ u. J+ ]$ r& x- x. K6 D! j; U1 K' l - end
; p4 a0 N* b' D, x5 \' m5 ? - @hot_key_hud.update! \9 ?8 W. S- G( q
- end
) P" L/ R% D- e+ q5 J) |8 w - end( v) ^$ \/ D* S# v! h6 n
- end
& W ~/ T E& ?# l5 E - 3 u8 ?1 [9 H" l( Y
- #===============================================================================# C7 ?( V6 @" y6 w% Q
- # Quick Item Window
9 r) Z2 t: ^8 E& Z# P1 r - #===============================================================================
5 m3 u: g( p" h - if XASVER_37 == false
9 P- `- U* b/ P, g+ U# C9 U w7 q - class Xas_Scene_Item& p; T) t; t; P& D8 e- B+ y
- alias hud_quick_menu_main main* b$ e0 A I2 g. ^$ l
- def main
) g! n& `' \ T/ P/ S - @hot_key_hud = Hot_Key_HUD.new# {. D, m) W4 Q( V2 d/ t
- hud_quick_menu_main
. q3 X# k5 T& a+ E, [% b9 ~+ v4 I - @hot_key_hud.dispose* Q( O7 A! C9 t0 ?. ?& {# [& \1 W
- end: G6 W/ @5 C8 N* k
- 2 e' W0 [" q6 U# d% R+ H O
- alias hud_key_update update
" Y7 d9 z& H8 ^. x# ?5 J e9 s/ p - def update
# d5 _3 V+ E! Q2 r - hud_key_update
/ m6 n( \/ }( f Q" ]% J, j - # Hot Key num 1
0 v" C) f" Z6 @( l, U! q - if Input.press?(Input::Numkey[1])" t: Y, g) h- q( [
- $game_player.equip_item_to_hud(0, @item_window.item)
& L% O" c5 L& m0 R2 Y - # Hot Key num 2
( K: Q P1 ^* i# l% I - elsif Input.press?(Input::Numkey[2])
& x8 L0 h, d" ^% F6 m - $game_player.equip_item_to_hud(1, @item_window.item)
* a, m$ B! O" U( v1 w1 ? - # Hot Key num 3
8 L% r1 w# ^7 G4 q6 [ - elsif Input.press?(Input::Numkey[3])" C/ G: V* m* }( g2 d
- $game_player.equip_item_to_hud(2, @item_window.item), V9 U# r: a: F$ D; w
- # Hot Key num 4
7 e8 a: s! r. h7 F' p. n3 e2 ?& |" { - elsif Input.press?(Input::Numkey[4])4 s4 `: w8 @/ z- X: U
- $game_player.equip_item_to_hud(3, @item_window.item)
/ j! o0 U% \- Z1 Y5 x9 ] - # Hot Key num 5
* M1 t k: f# E - elsif Input.press?(Input::Numkey[5])
- ]' L7 u3 u9 [9 F/ j( i! y - $game_player.equip_item_to_hud(4, @item_window.item)7 x2 p# s$ {* @7 j% g+ }5 a
- end( t3 V# y7 z, {
- @hot_key_hud.update. [; |' z6 \9 D& \
- end) e7 S5 X# F) O% `. b1 H2 q
- end6 ^7 J- V3 B9 _, }" L
- else
5 c0 d+ w, s+ ~1 e0 u; U7 V - class Quick_Menu_Item6 i- E- A, R8 u
- alias hud_quick_menu_main main
5 Z B4 Z" {6 N$ o) ^: H& n' t - def main
8 |6 \8 G3 r7 T `8 J4 m, N* P4 x - @hot_key_hud = Hot_Key_HUD.new
, W; E" Z. O1 E1 M1 O - hud_quick_menu_main q6 D7 ^, F% q. R
- @hot_key_hud.dispose. c1 |0 X, K% _4 {1 I+ d
- end
! O9 _/ |4 C% j6 r5 m& e; g -
7 ?# c, b. Y/ ]. G - alias hud_key_update update3 w8 J2 Z8 v8 N# x9 r |
- def update+ |( y$ Y4 N) X! s- N
- hud_key_update
7 U" F+ [' h: }$ ?; N3 @ - # Hot Key num 1
1 ?0 O" \1 W: U$ \# W/ E+ Y - if Input.press?(Input::Numkey[1])
" ]! ~+ ]8 D0 p' J7 W5 c: M3 i( E - $game_player.equip_item_to_hud(0, @item_window.item): r- r+ O7 i3 j9 c F" a
- # Hot Key num 2
" e. c5 h, }' ^; Z2 l7 P - elsif Input.press?(Input::Numkey[2])
' i: w/ T1 y& t9 T7 M - $game_player.equip_item_to_hud(1, @item_window.item)
* j& x+ P; _2 G1 H# \: `' c - # Hot Key num 33 x, L0 s7 s1 c; ^
- elsif Input.press?(Input::Numkey[3])
% E2 ` \. I* l8 a9 g - $game_player.equip_item_to_hud(2, @item_window.item). e- \2 }7 o" ?8 \8 o9 ~% W
- # Hot Key num 4
+ X2 ]0 Z- `4 j- K/ d9 G# g - elsif Input.press?(Input::Numkey[4])/ a4 Z4 A0 p; w& F5 T/ q
- $game_player.equip_item_to_hud(3, @item_window.item)4 ^, G! ^2 b0 Q* h9 `( k: ~$ b0 ?
- # Hot Key num 52 m! G, r3 e! b, l! m }8 n% |' O
- elsif Input.press?(Input::Numkey[5])/ q' I5 p+ X% b
- $game_player.equip_item_to_hud(4, @item_window.item)
; W w, G9 |& E0 G - end. u4 {& B h/ A6 J+ T! V
- @hot_key_hud.update
' `' ?. K: {# Q" S# N4 a3 r N - end h0 z5 j4 I5 ^4 V. S
- end$ a/ {! B8 \8 l! }/ x3 r# Y
- end( H1 g/ f( `" R9 J* D7 t
- " x% M0 v$ f! s4 Q, z
- #===============================================================================9 `3 Z" @+ Y+ ]8 A4 K
- # HUD Window% u' |0 q) r8 T' Q. P: W" l
- #===============================================================================5 L W% o. w1 j2 R2 W
- class Hot_Key_HUD < Window_Base
. D& ]( v9 s& I/ }; [ - def initialize(x = HUD_X - 10, y = HUD_Y - 15)* D" F j2 \* u* a6 e0 t
- super(x, y, 220, 80)
3 @: T n1 G1 | L4 t4 c3 p - self.contents = Bitmap.new(width - 32, height - 32)
* x. ? n2 i9 y% B0 x6 W8 m7 w7 I - self.opacity = 0
3 }9 Z" e& g' x9 Q - @actor = $game_party.actors[0]
" Z7 ~6 S& x! u - refresh. R, e, `6 j) F8 G! J/ E, \* U, u( ]
- end
0 f- M" H7 o. I5 }" E - - @. N! ?8 r% J+ \
- def refresh6 N% \3 v3 z* f+ ]# y" X2 G Z0 {8 L- }
- self.contents.clear
% g. N, n* \8 x7 O+ s - bitmap = RPG::Cache.picture("Hot_Keys_HUD"); p/ N2 V7 H& c2 N4 V: n
- self.contents.blt(0, 0, bitmap, Rect.new(0, 0, 160, 32))) c6 m6 T9 H$ p1 ]6 n% i7 |
- for i in 0..4
" H8 @0 z1 Q" w9 e- u - x = 32 * i + 49 c* N; D" s* [# P3 B+ `- z
- item = $game_player.hud_equip[i]$ \4 U0 U6 |9 I) i
- next if item.nil?
) o# C' S. _% g - if item.is_a?(RPG::Weapon)
, w5 I# i4 }: Q - item = nil if $game_party.weapon_number(item.id) == 0 and
( x2 j. M5 }9 \6 ]+ x& P - @actor.weapon_id != item.id
! \: J' Z, G+ G+ _4 N% c7 M1 G - elsif item.is_a?(RPG::Armor). h$ X% t9 T! ?1 O' w9 X( D% h0 d
- item = nil if $game_party.armor_number(item.id) == 0 and 0 {4 Q6 A. \% M t' H
- @actor.armor1_id != item.id
% m! ~, J5 B& ~- ]! m6 Z( l - elsif item.is_a?(RPG::Item)
6 G% N; F; `9 _5 f( d& x" r - item = nil if $game_party.item_number(item.id) == 0 or
$ {' [' T; s9 `! e% J S - !$game_party.item_can_use?(item.id)! k t% T5 F! ^; |' {* ]; M7 ?/ Y2 C, T! q
- end [. M4 g- g0 ~- c
- bitmap = RPG::Cache.icon(item.icon_name)
- [' v. X" Q2 W# q6 `( R6 L9 G* b - self.contents.blt(x, 4, bitmap, Rect.new(0, 0, 24, 24))
# O& i( ^$ F% O& p0 M6 u2 W4 _1 b - end
4 A" V: I) `! h+ o' \/ X2 n5 d - end
% c2 z$ C/ Z, @% T - & m8 Q9 J4 X% _7 p
- def equip(item)
; ~; S* n* U( i - if item.nil?7 Y! ^1 `' Z# U# g1 u3 w m
- $game_system.se_play($data_system.buzzer_se)
- W% V; ]/ k& [5 d; [$ ]" C, [ - return
8 t" S( i6 A/ w5 R- N1 i - end
% ]0 k7 O6 c5 ?+ C6 e- l$ s$ M - if item.is_a?(RPG::Skill)4 C0 l7 L2 N) e. @
- if [email protected]_can_use?(item.id)
1 U/ u2 ^& g6 P+ K* r( c- O - $game_system.se_play($data_system.buzzer_se)- b8 U) q+ s; _: Q
- return7 C' \$ M& L" @
- end
+ O/ N1 z: M) ^7 [' c7 E - $game_system.xas_skill_id = item.id8 K) {* _/ G k# a- @4 A3 v
- elsif item.is_a?(RPG::Weapon)7 d, N. x+ \& F4 I6 L* ^. s
- @actor.equip(0, item.id)
7 n1 c7 e4 E: D- V- q - elsif item.is_a?(RPG::Armor)* C$ V7 C) o6 Y; P3 _2 R6 a( Q
- @actor.equip(1, item.id)6 p$ ?3 X! n1 ^0 n9 y. F. z& D
- elsif item.is_a?(RPG::Item)1 k& @9 Y9 M2 f+ x, }: w+ M% b
- item_tool_id = XAS::XASITEM_ID[item.id]
8 L& \0 X8 m, x. `' Y `9 q { - if item_tool_id != nil7 ^* l1 N7 e4 ]. D; D9 F) x) U
- unless $game_party.item_can_use?(item.id)
1 W7 U6 ~, q4 @: i - $game_system.se_play($data_system.buzzer_se)
* \" `3 L2 }7 T' S+ o - return
- S8 P$ C2 G9 [# R8 r3 V7 e2 `: _ - end& Z9 V% `; V" y
- $game_system.xas_item_id = item.id) C* h: r% x/ T1 K1 f! @
- end
( _6 |) ?0 a; k; [0 T - end; u" j/ ]- B, P7 |8 J/ c
- $game_system.se_play($data_system.equip_se)
' w# n3 v, G* A1 q - end
) m) y# X( @! E$ v6 t& a - ' s$ C& a( M7 [" |7 a
- def update- M8 E$ T" F/ n+ L% O/ d7 W
- @actor = $game_party.actors[0]
* ^4 G! d) ?5 ^8 \- z - @hot_keys = $game_player.hud_equip
$ ]! R$ {$ ~. X2 N" K( y( W# @( J - refresh2 z: t8 |4 ?! y8 p6 @( ~' k$ n
- return if !$scene.is_a?(Scene_Map)
8 r; n* d# [6 t) ~4 m+ p - if Input.press?(Input::Numkey[1])
% t! X$ [& ] T B- { - equip($game_player.hud_equip[0]), G' z! n. M4 A) T6 B' D
- elsif Input.press?(Input::Numkey[2])8 r% T1 m. A& y4 N" W
- equip($game_player.hud_equip[1])
0 `5 s9 d4 t/ V w! T+ T0 Q8 k3 h - elsif Input.press?(Input::Numkey[3])
. u. x4 F5 ?& ~% d8 c3 D - equip($game_player.hud_equip[2])
; {: Y4 l" C# b, N - elsif Input.press?(Input::Numkey[4])
. X& Q, y. @2 |) G$ h* e - equip($game_player.hud_equip[3]) - ^. q6 K! u8 E+ c9 ]6 p {
- elsif Input.press?(Input::Numkey[5])7 c6 @5 A9 D# ~
- equip($game_player.hud_equip[4])
6 w: x* s1 E5 b+ g0 y# e' ^- W - end
- o$ _& |, f$ ?' k5 c4 P, b" c - end5 l, q) }0 T) G! w
- end
+ I. W5 M3 T1 A/ v
7 H& ~) b8 S0 M6 a, l- #===============================================================================; z" W% m) {1 b2 M% u
- # Scene Map" U( A/ y4 P- @$ J: l
- #===============================================================================- f5 J7 b% n+ D: b4 I
- class Scene_Map9 ?" Q, L- ^" n K! Y
- alias hot_key_hud_init main" L- q! ~6 a: C6 M( V
- def main8 T0 p3 |& q4 d6 z# O( E
- @hot_key_hud = Hot_Key_HUD.new0 j2 @4 N; I3 v. V: ~) C
- @hot_key_hud.visible = !$game_switches[XAS_HUDDISABLE_HUD_SWITCH] k/ y4 a; T ^# k* f
- hot_key_hud_init
2 O g1 g$ |5 x0 M+ R - @hot_key_hud.dispose
\' U0 K4 p3 z - end
5 f* {# e; _* \' {3 g1 Y0 ? - 5 d) L" U A4 H* ^% a3 X) M
- alias hot_key_hud_update update
# c0 a( V* x" c( q) T6 W/ g - def update; S$ L3 g0 N2 d$ S
- hot_key_hud_update) \7 Z, y M$ \# r
- @hot_key_hud.update
0 H8 w8 l$ H1 v% _( l - @hot_key_hud.visible = !$game_switches[XAS_HUDDISABLE_HUD_SWITCH]
! w, x! }" S9 s& n( O - @hot_key_hud.update if !$game_switches[XAS_HUDDISABLE_HUD_SWITCH]* _) o2 i5 t" o8 {# c+ D) l% Z
- end
5 I" h* {! z* w5 W - end
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