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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,+ B. i- v/ y. ~5 S0 y
不知道有人能帮忙看一下吗? - #===============================================================================
7 ]! Y6 i" V9 l, {1 d - # XAS - Hot Key HUD2 u# h- G4 Q* g- ]5 ^
- #===============================================================================
4 p& v* V( ], `4 M) J - # By Mr_Wiggles
c1 x% Z' e* f) E: S" t0 `" _5 H - # Version 1.3: v1 H- u H, Y5 f4 U
- # 7/6/10) A/ h P. L! y2 Q( Z* r8 r
- #-------------------------------------------------------------------------------
$ |* h8 C" [. g2 ? - # Instructions:9 c; M5 ]# T+ O" [/ D8 c9 a, N
- # Fill in the constants bellow, paste this script above main and bellow XAS in: J2 A0 D. k v/ W' }7 c9 v
- # your script data base. BE SURE TO SET TO THE RIGHT XAS VERSION!!6 F/ E" a9 p1 Z
- #
! g' r3 x3 o" c4 B6 a) l - # Place the "Hot_Keys_HUD" picture file into your game directory
/ m- w0 |# Q) {6 _) b) i - # Graphics/Pictures folder.
% d" l: k R7 u' R8 F - #-------------------------------------------------------------------------------# _8 r1 D- l. E N1 i* z
- # Directions of Use:
) v( W+ o5 i8 v5 m - # Simple just press a number key (1 - 5) when the quick skill or item menu is& k f* _. j' R5 P; u0 R
- # Showing.9 N# X% R" ^! G' t$ ^/ I
- #===============================================================================
5 d/ a& |6 }1 w# o% f7 i - HUD_X = 0 # X pos of HUD
+ b1 m$ }, K9 w5 P j( w) f, H, S - HUD_Y = 0 # Y pos of HUD; c' I* I% Z; m; R
- / r4 n8 O5 k5 @ T- o
- # Set true if XAS 3.7f
3 S; U5 C9 m" S - # set false if XAS 3.6
; d1 H% @* a$ }0 X' x - XASVER_37 = true) s& q, M) Y* j' ?- r
5 R9 d, T" `; |* L: b5 @9 w- #===============================================================================6 T& g3 r6 I2 ^
- # Numkeys Module1 k7 [8 e9 Y: x1 |
- #===============================================================================
* Y: r L( z% h: l9 u) g - module Input
1 M# R! }/ P6 X/ V3 R8 _ - Numkey = {1 => 1049, 2 => 1050, 3 => 1051, 4 => 1052, 5 => 1053}
/ w& L& Q: }, _5 C: U - class << self
! Y3 S. z* @; i! G - Key = Win32API.new('user32','GetAsyncKeyState',['i'],'i'); m1 x7 N( G+ R) q
- 7 m2 k2 l9 T M9 b6 c
- def testkey(key)
: e/ B) C& h1 m0 m" d3 f) Y - Key.call(key) & 0x01 == 1" X' _2 l- r6 @) E
- end
/ B! N/ V/ @$ c& } -
4 {2 `+ K2 Y: ^5 B" h: l6 j& r9 y - alias hud_key_update update
# r: Z: p8 `; `3 N( |- c) f) Y - def update3 M& ?6 x& H5 m* z- w( h3 L
- hud_key_update
- Z9 N; i6 }2 W - @pressed = []' k x B" }# B! i" l1 p
- for key in Numkey.values$ g$ }" e8 e! e) L
- key -= 1000+ f' I1 f' [3 y* Z
- @pressed.push(key) if testkey(key)/ D# r# F. L6 ]. Y& c
- end
) {% r* ?( C: M% `& q# n$ c - end
3 `6 l2 t8 C) }4 [7 u - " k2 z) Z2 K4 w1 b$ o
- def pressed?(key)$ I4 R/ F0 M8 a" t. a6 i7 L! u+ d
- key -= 1000
! t7 s* {4 f" @* ?, a2 e. O, x - @pressed = [] if @pressed.nil?' ]7 x, u/ s& s9 _" Z
- return true if @pressed.include?(key)" t) z N3 Y5 n* f* N2 o* ?
- return false
2 z1 a8 R3 }& Q4 F j: { - end
2 ]3 D5 v1 I' J& Z8 K# p4 s9 Z - - Q }5 U, Z/ g( z2 {/ r0 L
- alias hud_key_press? press?. E$ L) g( Z6 H( z- }
- def press?(key)
+ z8 M2 K9 j2 b - return pressed?(key) if key.to_f > 1000
3 _. H# Z, f5 ^) @( Z+ G - hud_key_press?(key)
/ D# S u. t9 {2 J) L) B3 C - end
! E D. h: [! Y8 e8 M) c2 @4 n; r- N - end" \6 _ ]" p. o4 Z, L/ B, e
- end
, J3 O2 L, I: l0 Q - ! x6 \- }6 @% M5 y
- #===============================================================================9 C# x5 W. ?. V( h# p$ s7 b8 `- k {; G
- # Game Player
- F7 R8 }, z% B - #===============================================================================" {( Z& A8 z ?7 d) v+ q/ e: u
- class Game_Player < Game_Character1 D- J5 L8 n$ G/ w$ D
- attr_accessor :hud_equip
3 }, b1 ~! h% @7 D6 k, g - ) @. R+ B1 \5 g- F: B+ D( s$ E
- alias hot_key_hud_init initialize* o+ w4 f. V. E% s* d& e
- def initialize
( V) `+ t/ F, `; E8 ` - hot_key_hud_init
0 X- {4 E$ P! c' S6 Z% R+ b - @hud_equip = []
* R3 K& Z% I5 U7 ?8 i& X% x: Q - end7 j+ M2 U+ V2 a3 g$ K! l! V8 f
- }+ J9 l _" `9 `% X5 X1 }) o
- def equip_item_to_hud(n, item)
- b7 R* p, \8 Z) y/ ]; j - if item.nil?3 F4 P5 d/ n& a7 r. P- r: h' z
- $game_system.se_play($data_system.buzzer_se)
1 A: |( h; L0 m% ^% M - return8 M, g* i/ x; y; `5 O9 u0 C% {0 I
- end( P" r5 C# b% q* a
- $game_system.se_play($data_system.decision_se)# E+ P. P g& t8 m4 J( S+ v
- @hud_equip[@hud_equip.index(item)] = nil if @hud_equip.include?(item)# X/ v7 l, r; ^4 b K/ j# {
- @hud_equip[n] = item
& R/ d8 m1 G# y+ N1 b- C2 A - end3 g/ L% L8 Q. x8 G A/ K- S# L( [
- end
; ]5 V( q0 c( m+ u( i - ! F+ w3 N4 _% K$ z
- #===============================================================================
9 E* | u2 J3 O: W - # Quick Skill Window
& _+ d4 s* d; ?) T2 v, f; T: ? - #===============================================================================
! H+ F" |! T, b& l& [/ f7 d - if XASVER_37 == false+ C/ K2 v& z- K% \! I, [* K; W
- class Xas_Scene_Skill
8 P% r) `% N5 T" m0 r - alias hud_quick_menu_main main* _" R; d5 V# p; Z" V. s$ M
- def main7 p# ?% Q( h/ \5 i
- @hot_key_hud = Hot_Key_HUD.new
: _9 ] ?) ?1 I - hud_quick_menu_main" H+ G6 k; G5 ?9 k5 U. f
- @hot_key_hud.dispose& E% g, ?5 E8 E% s! w
- end
: A, o5 V5 B) [! b+ i4 l - / }$ z* }0 u3 e$ `
- alias hotkey_hud_qucik_menu_update update
& P* E& ^4 ~ u - def update
! B F0 r: G% {% {% B - hotkey_hud_qucik_menu_update3 P' x4 s& |0 {6 d4 ]$ W- D& B
- # Hot Key num 1
* p) c A7 p+ [; m: P - if Input.press?(Input::Numkey[1])
# n7 y5 E1 o8 p* h& _* n - $game_player.equip_item_to_hud(0, @skill_window.skill)
4 j( X: v0 V' F - # Hot Key num 2# ^+ |. t: \6 e4 R" z5 Y
- elsif Input.press?(Input::Numkey[2])
8 V* _1 W$ x5 q: P, @! H! h - $game_player.equip_item_to_hud(1, @skill_window.skill)
" [9 \. o1 v" x - # Hot Key num 3. E, k/ b" p# S8 ?5 n) z9 o8 F2 |; b' w
- elsif Input.press?(Input::Numkey[3])6 v) z# @ r6 u, `$ A# i0 k
- $game_player.equip_item_to_hud(2, @skill_window.skill)5 l3 G+ N) ?# D- ~ m6 w/ o8 ~) H
- # Hot Key num 49 r. J' M! z0 u6 L. M3 o6 C
- elsif Input.press?(Input::Numkey[4])
+ r( C" x, A4 D6 [+ X. W - $game_player.equip_item_to_hud(3, @skill_window.skill)
5 z. ]2 H" ?- W# {* L, J# k0 z - # Hot Key num 53 J& q3 W5 t: F, i! l& q# u0 l
- elsif Input.press?(Input::Numkey[5])& S& y+ G9 B0 ~9 C1 x P5 q" b
- $game_player.equip_item_to_hud(4, @skill_window.skill)
( K/ o ?# n1 |4 `- L. V - end: k# O! y+ K! L! N( X5 q! H# [
- @hot_key_hud.update
$ M5 d( g9 E* C; I1 z - end, O6 g+ z+ O3 m2 [( @
- end$ F" t8 X8 b$ ^% I2 ?6 K" i
- else
* v% B' a& W$ i8 ~ `2 V - class Quick_Menu_Skill a% e7 K8 w4 L
- alias hud_quick_menu_main main! ?4 x$ i( m6 J( \, E
- def main
- X5 Q7 ^6 M( z* e1 @( Q V - @hot_key_hud = Hot_Key_HUD.new
" y# T+ |6 s- U0 `/ n2 o' R' D; h - hud_quick_menu_main: f* V7 s5 q" d: e+ D/ Q( H
- @hot_key_hud.dispose
0 u2 @# @0 p( b3 [6 a - end
" v+ w+ U& w9 A3 J. _: m - 2 _* o9 U; h$ n$ d
- alias hotkey_hud_qucik_menu_update update
5 M5 G7 J5 f0 |* f - def update! @ o6 l, W% W& ~4 ?
- hotkey_hud_qucik_menu_update
: z7 S8 Z( R* D/ e1 ^, d" H - # Hot Key num 1
8 v+ d. p3 D% ^7 v - if Input.press?(Input::Numkey[1])% T* c2 G8 r# B% Y6 ^/ t' o
- $game_player.equip_item_to_hud(0, @skill_window.skill)/ n, T6 S. q/ o, E' G; Q
- # Hot Key num 2
% @: d* E/ d2 x8 D0 i - elsif Input.press?(Input::Numkey[2])
" B- h! e; C _# W% s2 P - $game_player.equip_item_to_hud(1, @skill_window.skill); |% U( L4 k6 R5 |; G% L
- # Hot Key num 34 j3 x. t1 I; y$ ]: G1 W
- elsif Input.press?(Input::Numkey[3])
2 {1 A! O8 @" |% z3 m - $game_player.equip_item_to_hud(2, @skill_window.skill)
6 ~( \% }8 B) t6 c& L0 [$ @4 D6 o3 ^ - # Hot Key num 4
% b1 `0 x2 S1 y. x - elsif Input.press?(Input::Numkey[4])4 d' l, s l4 v; l
- $game_player.equip_item_to_hud(3, @skill_window.skill)) \- k* w# ~: P6 I: |% s
- # Hot Key num 5! L, ^9 Q$ h" Y5 z5 Q
- elsif Input.press?(Input::Numkey[5])
. ^4 A. o3 D5 H) ?( p$ K$ Y - $game_player.equip_item_to_hud(4, @skill_window.skill) W" j" u: |/ k6 g9 z/ x7 c9 |' b
- end& T- w* j2 E7 e* J
- @hot_key_hud.update
6 r5 S0 K6 d7 @% a - end
J: Y/ t& Q4 L+ s - end
$ Y& P# O% {% S8 `# Q* g9 r - end
; K: e) A; \6 i& P - % Z- ~( _9 E) v& ]9 q: `6 [
- #===============================================================================
# t) }! D. I& s" x - # Quick Item Window
( _8 N" v: X1 Y/ P. E - #===============================================================================
# |! s& }( {; Y1 L# V - if XASVER_37 == false
, ~9 f$ |6 O+ X' X( P! O" Q" _) j - class Xas_Scene_Item/ h. { O6 I0 ~( V: R( a/ |' r
- alias hud_quick_menu_main main
% p o. c* k0 x9 V - def main0 |; h4 R- J, z
- @hot_key_hud = Hot_Key_HUD.new
1 Y& h1 L4 M3 V1 H1 s3 A A - hud_quick_menu_main
' v5 T* n' O/ P8 g - @hot_key_hud.dispose
7 Z. M2 \/ z* J# r0 [6 M+ G. J9 P - end
& ?/ ]$ O0 P! g6 U - . A) J: Q6 v- {/ E7 I5 w
- alias hud_key_update update
: Z8 ?) o/ Q8 l- E" m0 |! [3 n - def update8 ]8 t/ o8 s- E* j/ w
- hud_key_update
o i z" J; k6 ~) o$ R: h6 b - # Hot Key num 1
+ c9 E+ @ i- T6 E3 L7 {2 _/ `( i - if Input.press?(Input::Numkey[1])
) r2 d7 d% c L - $game_player.equip_item_to_hud(0, @item_window.item)- v. b x! b7 n$ Z- w. R- J
- # Hot Key num 2% C( P) _8 P, i9 L
- elsif Input.press?(Input::Numkey[2])+ t( \0 h q0 O$ K5 Y
- $game_player.equip_item_to_hud(1, @item_window.item). K6 [; D: F4 N! v
- # Hot Key num 3
8 V# L( v4 w6 f4 J! U* O - elsif Input.press?(Input::Numkey[3])+ G/ H7 [2 K1 q! A1 c( E+ y
- $game_player.equip_item_to_hud(2, @item_window.item)
) ]" E* r5 d3 r P. w+ q - # Hot Key num 4
1 b+ m$ K, S( N6 C, p* p" Z; N% a - elsif Input.press?(Input::Numkey[4])5 u3 [8 j- ^+ t2 e, z
- $game_player.equip_item_to_hud(3, @item_window.item)' k, T) i( O9 w! ]! {% O( U1 O
- # Hot Key num 58 I, A# I0 w, G: x
- elsif Input.press?(Input::Numkey[5])8 I+ B% {* u1 F: Q0 j
- $game_player.equip_item_to_hud(4, @item_window.item)
1 J5 ]: S7 _5 Y9 j2 e$ v1 I - end
9 Z: K, b. Y* Z+ a4 T5 F - @hot_key_hud.update% n" A( Z1 E4 [0 s$ N
- end
; }0 v. @. _' P7 @7 @: c4 H7 v - end
. o, D4 Q" i9 s0 k5 ^& X4 F4 }! R - else
* f: q$ d1 N. H A2 \( W - class Quick_Menu_Item6 j, D( `, |+ ~& E7 ?
- alias hud_quick_menu_main main; h. n7 ? a% x8 M2 ~( y
- def main
3 W: H$ `9 P1 \3 T: j- e, ? - @hot_key_hud = Hot_Key_HUD.new
P5 Q% k- e( n! K6 A - hud_quick_menu_main# @* M0 t4 D5 |
- @hot_key_hud.dispose5 [; |: w/ ^$ \$ `* y. P
- end
1 j# C% K3 t- h5 z& ^$ I$ K: p - ) D K/ s$ l! O4 _
- alias hud_key_update update
' l% w) E) z: k8 I& o& K - def update- |# Z; p/ N: v8 F
- hud_key_update
) F; K3 Q' p/ i - # Hot Key num 1
5 @8 Z) Y" B* B4 p6 d - if Input.press?(Input::Numkey[1])
5 Z4 c; g$ N6 F3 Z/ o }1 D - $game_player.equip_item_to_hud(0, @item_window.item)
; R% H$ d6 z# N - # Hot Key num 2
3 @5 N1 |8 S+ { V* b) k1 s - elsif Input.press?(Input::Numkey[2])
1 f; B) s9 [4 |; V - $game_player.equip_item_to_hud(1, @item_window.item): W' O5 L/ }, M! T( J8 h
- # Hot Key num 3: Z" ~; ~6 [0 e I: y
- elsif Input.press?(Input::Numkey[3])) G' ?0 _ N0 ]/ T3 L a4 P. \2 p
- $game_player.equip_item_to_hud(2, @item_window.item)
; p: W& P' Z' y/ W# o - # Hot Key num 4
: S% G2 n8 ~- N' w& R$ Z - elsif Input.press?(Input::Numkey[4])
# h+ [& N4 K: z2 }0 B* i' G - $game_player.equip_item_to_hud(3, @item_window.item)
2 }! a* r" P4 |: | - # Hot Key num 5, q* Y: C, _7 E6 c
- elsif Input.press?(Input::Numkey[5])
% \' c0 f/ B0 r. j, `& @ - $game_player.equip_item_to_hud(4, @item_window.item); h5 N- e ^! ~& B- u5 v
- end# w. g+ C, Z! `" B1 A
- @hot_key_hud.update
( R$ g, v8 X& W+ f - end& q( e+ a, h6 |8 I; w' {" M
- end
7 Y- U7 g* b/ V6 x - end
x3 v5 E: z+ t; F, y3 U - - B$ G+ r4 ^$ j6 D+ f
- #===============================================================================9 f0 Y, R! e# n9 C$ J V1 h
- # HUD Window1 y9 G B1 E( h& `; K$ k
- #===============================================================================
3 T. x- }, _5 b - class Hot_Key_HUD < Window_Base7 H# Z% d: \4 \7 z5 R4 p+ x# f
- def initialize(x = HUD_X - 10, y = HUD_Y - 15)- P: ?* L' h: Z% b: g5 y
- super(x, y, 220, 80)5 w; C" T; m0 Y1 z' b
- self.contents = Bitmap.new(width - 32, height - 32)2 p. R- y% j2 p6 ] J+ E$ {1 Q
- self.opacity = 0) K E% p1 X* O3 [* c
- @actor = $game_party.actors[0]% c1 g' S& j. j* [! e) w
- refresh2 h7 N6 n" O' k; U; p. K. {8 m: }' T
- end
! Z+ H, Q1 J5 Y" C/ g5 G0 K) C
* x& u1 d* X5 e, v- F9 I( `: W- def refresh' ]2 Q# C3 E$ `) G2 s# J1 ^
- self.contents.clear0 R* \5 @ |* z ?
- bitmap = RPG::Cache.picture("Hot_Keys_HUD")
3 x& i" ^' j; n - self.contents.blt(0, 0, bitmap, Rect.new(0, 0, 160, 32)): _ X( Q7 U: o% d) C) r
- for i in 0..4, J+ m1 G6 O8 {9 s
- x = 32 * i + 4
) u. l5 h4 m7 p& Z1 O) |0 x# n% h - item = $game_player.hud_equip[i]3 f- X5 [+ T" E! @ N' j! @
- next if item.nil?7 s& ?/ `3 y5 I6 M6 b& y" l- N
- if item.is_a?(RPG::Weapon)
: M& j; `6 [' N% c3 s - item = nil if $game_party.weapon_number(item.id) == 0 and
+ T8 n: l' D' K( h3 H - @actor.weapon_id != item.id
- I9 \1 n) M0 ?3 h; Z! V, G) ^( J - elsif item.is_a?(RPG::Armor)
& c3 v1 x, b7 X- h: Y - item = nil if $game_party.armor_number(item.id) == 0 and 8 E; c. t2 @( s9 T* u
- @actor.armor1_id != item.id+ i( q4 `% j% C7 E0 ~
- elsif item.is_a?(RPG::Item)
. c8 Y6 D4 U) \5 v, ` - item = nil if $game_party.item_number(item.id) == 0 or
* q9 X7 F( a/ F. t5 @' \+ i - !$game_party.item_can_use?(item.id)
, X+ K6 L2 I, \ P - end* @7 m6 r! N. @+ Q: R; T) P
- bitmap = RPG::Cache.icon(item.icon_name). x+ A) P M" M$ V4 `" {
- self.contents.blt(x, 4, bitmap, Rect.new(0, 0, 24, 24))3 W' c) y. S1 o' L; x/ u
- end
5 z2 I. Q9 x, M: D2 q - end
8 {$ S! h" O# y1 w7 D# F -
5 d6 R1 ?. I2 y# y* Q4 E - def equip(item)7 f; q ~' z( ?4 X. i
- if item.nil?
; d# N0 P2 z% R9 T0 V9 } - $game_system.se_play($data_system.buzzer_se)
/ f( o: p1 l8 \2 J" R9 a: p# `* ] - return( j# T( T: {! h) P) P+ N7 y
- end$ L" p& x7 g9 V) P. l
- if item.is_a?(RPG::Skill)
1 @% t1 D3 g; l8 C8 B - if [email protected]_can_use?(item.id)* F& p6 \5 n# a* ~ L
- $game_system.se_play($data_system.buzzer_se)
6 G* ?* o7 M. O - return
% p0 y5 }% R* x9 {; g; W% _( N$ I( p - end
) l. e& y& J7 _3 `; B - $game_system.xas_skill_id = item.id
4 ~8 B ~. Q3 ~3 X; y! h# _/ P; t - elsif item.is_a?(RPG::Weapon)5 F7 p5 U! }% M5 S
- @actor.equip(0, item.id)
& r% M1 Y; Z: b/ O% i3 v - elsif item.is_a?(RPG::Armor)
) s. g( G* c8 Y" J [) n - @actor.equip(1, item.id)
( a* a' S) ~0 f# l4 L: _ - elsif item.is_a?(RPG::Item)
5 P- A7 K% K" C, E - item_tool_id = XAS::XASITEM_ID[item.id]. u% e/ ?3 e5 E4 c. ]
- if item_tool_id != nil
: b0 i/ q" J( I/ ?8 g( z - unless $game_party.item_can_use?(item.id)
) z, M+ M! d% l - $game_system.se_play($data_system.buzzer_se)- j& I# Z' b l/ n5 e9 `
- return. d0 a* G8 I+ y" y$ F8 O+ }/ Q, |
- end
. U L3 e4 x2 Q3 A - $game_system.xas_item_id = item.id Q9 e0 E3 D ]. g1 h+ V
- end
4 i+ `9 E* d: k# J: Z' s" T - end7 {5 l: F2 Y2 w2 t7 m# A
- $game_system.se_play($data_system.equip_se)
7 x. y% `. A0 x; V$ J- f6 } - end3 ?. T1 H7 F* v# z3 X3 L
- + z9 k& c/ E) r4 c( O1 {
- def update( M5 q! M# a+ ^: |& {
- @actor = $game_party.actors[0]/ ?/ ?# G2 u4 q3 V
- @hot_keys = $game_player.hud_equip
1 W3 x9 X$ \9 q* b - refresh' p, _: \( A& }, D- w
- return if !$scene.is_a?(Scene_Map)0 G" Y3 e" w$ n5 M, Y1 v N+ q2 q
- if Input.press?(Input::Numkey[1])! }2 s4 K( i: H
- equip($game_player.hud_equip[0])
- y5 B) y" A* V; @7 J9 f* ~ - elsif Input.press?(Input::Numkey[2])
5 p+ ^8 u I1 y! d8 K) T! M - equip($game_player.hud_equip[1]), _2 ~. M0 D+ W4 @ B4 G
- elsif Input.press?(Input::Numkey[3])! U0 S5 K, k3 g
- equip($game_player.hud_equip[2])
/ V$ [+ T" I% ~ C - elsif Input.press?(Input::Numkey[4])2 F" o" ^2 T: i! j7 B
- equip($game_player.hud_equip[3])
6 w) }! } s! P6 p/ u7 s - elsif Input.press?(Input::Numkey[5])
3 {6 U; T U8 F1 h0 P - equip($game_player.hud_equip[4])% k- [3 L8 l4 `& W$ S; a6 b" W
- end& k! M; M, j+ s$ E2 K
- end
; z5 O0 t- \- |6 L - end
! \8 }' A5 M6 [# H - 0 g+ c `- R$ E
- #===============================================================================
8 h: L; M |8 d# N$ S! l! F - # Scene Map
( p! [& n: x( g) Y6 t0 n3 E - #===============================================================================9 j- M0 x! Q% J$ K
- class Scene_Map
3 t; E) a+ e. q' h - alias hot_key_hud_init main K5 q8 f% k$ Q$ w+ ]5 q! d. r4 _
- def main
. p4 p% M8 Z- X' s4 l) d - @hot_key_hud = Hot_Key_HUD.new/ r$ W8 g3 q2 Q) H1 i
- @hot_key_hud.visible = !$game_switches[XAS_HUDDISABLE_HUD_SWITCH]
% j$ p% z* T* s* h8 C - hot_key_hud_init" E; x+ L1 @' W
- @hot_key_hud.dispose4 u; @. L$ j' }, O8 b- d
- end
0 k ^2 J7 ]$ m! v - , e' F4 Y+ o; M" o
- alias hot_key_hud_update update; r1 F! J! Z" c0 t' W8 q. ^
- def update
4 I* f- |. Y2 [7 V' ~7 q5 u/ ] - hot_key_hud_update
- r$ W# B% B7 V Z4 K+ A - @hot_key_hud.update* `/ ]' z# X" e3 ], c' y" [: D7 v# B
- @hot_key_hud.visible = !$game_switches[XAS_HUDDISABLE_HUD_SWITCH]
; z8 I) Y( u) l H& B5 @+ L - @hot_key_hud.update if !$game_switches[XAS_HUDDISABLE_HUD_SWITCH]* z, q; D# j9 ~0 v6 E
- end
. {) o; L: F( t0 z* K% C0 L - end
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