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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,4 F! B& |, f+ i, {0 Z& g
不知道有人能帮忙看一下吗? - #===============================================================================
4 V0 x% E; t6 r+ u/ n( ^8 B - # XAS - Hot Key HUD
2 U/ w& M' ~6 q" v) _9 w - #===============================================================================
+ k( U2 ?" ^4 B: h' J - # By Mr_Wiggles
7 a) ?/ R+ e7 Y2 P - # Version 1.3/ [/ j6 {5 i2 H6 M9 |+ ?
- # 7/6/10' a: H5 {6 G# C2 R6 _0 a
- #-------------------------------------------------------------------------------
% b: [. I3 T' N/ X - # Instructions:; X) n$ M" B% O2 c" `3 w. W7 d b
- # Fill in the constants bellow, paste this script above main and bellow XAS in4 ^3 |# w! y/ V: l
- # your script data base. BE SURE TO SET TO THE RIGHT XAS VERSION!!
' g$ x: f" D$ B' r: u7 Q( Q - # 2 }; L$ |' S* p8 M
- # Place the "Hot_Keys_HUD" picture file into your game directory
/ R" |3 l6 }+ M. j2 v - # Graphics/Pictures folder.
9 X* n6 s2 o) \( w- ~( b. E" M - #-------------------------------------------------------------------------------0 @8 O" ?% r1 T& C9 `7 a
- # Directions of Use:
# Y, Z) W$ a9 U% s9 W - # Simple just press a number key (1 - 5) when the quick skill or item menu is S4 I& w% r3 Y; u2 k, K# U2 p" g
- # Showing.
0 k# w, s6 d1 l) m - #===============================================================================
! [% d; \' }0 z' F; Q - HUD_X = 0 # X pos of HUD
% Y3 @: y( U5 `6 b& G: @% z - HUD_Y = 0 # Y pos of HUD* \4 `- p p/ e9 U4 z$ n N
/ o3 ~# g) @# ]) m( Y- # Set true if XAS 3.7f6 Q! p+ I8 c" F1 K
- # set false if XAS 3.6
# u) V# |& V* l$ k1 V# _1 C. p - XASVER_37 = true
. D9 G4 z" t) h9 i% \
/ `7 }) `1 d! O: J! b a- #===============================================================================
7 l R' h+ V% O- e- m - # Numkeys Module
- ~( H0 Y5 [' h1 m - #===============================================================================
' L+ a; u# C/ E; f) O" z8 M2 b - module Input. k- \. S( E/ O( i+ U+ l4 c/ M, Y
- Numkey = {1 => 1049, 2 => 1050, 3 => 1051, 4 => 1052, 5 => 1053}
; T5 Y. Q; i! ^( b% y - class << self
0 S1 _' L/ V, f4 R! R" y - Key = Win32API.new('user32','GetAsyncKeyState',['i'],'i'); ]2 s6 g( i3 Y9 s4 [- [
-
0 R3 e0 E% q9 p8 a# @5 Q+ | - def testkey(key)2 T, [% G5 x! N, ~4 p) h3 u0 O
- Key.call(key) & 0x01 == 1" o" g- N# _+ A3 f
- end
, p2 ~' d" j) a/ y- U -
& n' j1 q& M: e( g' e - alias hud_key_update update
! {9 m0 G0 l2 W7 a: V9 h; O1 u - def update( r6 B% r& s! R! i, _: n
- hud_key_update& r1 C4 }+ f. R9 ~# Q1 d
- @pressed = []* ^/ d$ l5 ]) a
- for key in Numkey.values
& b; v8 o' h z0 Y - key -= 1000" Y2 N7 `3 `& M4 Z9 G
- @pressed.push(key) if testkey(key)8 t0 ^/ h! N# @; W# X8 ^/ ]0 H0 H/ ~
- end
' G7 n. ]' J: b - end
: `! ^' [* L" C; d- A$ O) ?. l -
6 N& ~! g4 x! X+ V - def pressed?(key)
2 d& `0 W& \! ~4 ] - key -= 1000- P: x' g; i a; A3 a
- @pressed = [] if @pressed.nil?8 M2 s6 _! i6 J+ a Z5 e& U
- return true if @pressed.include?(key)! I. y) {4 e4 O8 d$ z' Z
- return false8 E, k. Q* e8 t5 J. e# r
- end
2 o: o# {9 S, r# t( ~ - 7 ]7 g( C8 o( W3 s. h: S
- alias hud_key_press? press?
' P+ U+ j4 [6 g0 X: K, t - def press?(key)
7 C! V+ Z6 e3 v7 | - return pressed?(key) if key.to_f > 1000
( Z; t/ S3 ^" u# U' q - hud_key_press?(key)9 I9 W! W; l" V- X9 l x9 ^; ]/ z
- end8 _ T$ F; c+ t
- end
* Z. d" U( K, ~2 x+ @8 S8 [6 P - end: f# t( [& H1 ^1 f7 n
- 2 h7 }) g* G* j
- #===============================================================================2 L. |# c* A, u8 K j) x' q
- # Game Player D' ^% y; k0 Y" D
- #===============================================================================
# {. O; Y) I* o - class Game_Player < Game_Character9 L' \3 q X. z4 X3 V
- attr_accessor :hud_equip, V, F) y) q4 T# W
-
. N- t: h0 ~ P) D8 [4 y' k - alias hot_key_hud_init initialize, T4 T) K j: M
- def initialize4 X. d }" `, b# p4 s8 ]+ ?5 {
- hot_key_hud_init
G5 j7 C# p9 g X - @hud_equip = []
7 [/ P1 Y/ M, p - end
: l5 c, \& G1 k6 d8 b& C6 ^8 z0 C -
`. ^0 W: O6 e4 Z" j - def equip_item_to_hud(n, item)5 p& D8 P3 h* l8 f
- if item.nil?
9 c0 w- N) z- H* \# O" E% r - $game_system.se_play($data_system.buzzer_se)+ s, v" r$ X1 v
- return" @* E& U6 Q q( U/ h
- end( c- o1 g( Z# u3 n& Q" i5 v
- $game_system.se_play($data_system.decision_se)- L. Q4 [# F$ L* C% ?3 w9 x/ H
- @hud_equip[@hud_equip.index(item)] = nil if @hud_equip.include?(item)* m' x; J9 \6 F9 @1 |3 b% l
- @hud_equip[n] = item
7 j5 _$ p$ h, R% S7 e5 Q8 C2 R - end; A) [9 J3 v8 b; w* w
- end
$ Y8 D5 h k* D6 z+ w* K - 7 Y. l0 c/ A! [, z/ ?- f
- #===============================================================================
( y3 U- [8 V0 u5 [/ L+ V1 h& ^ - # Quick Skill Window
1 e% ^/ e6 _ U+ F* H* B( N - #===============================================================================
; ^7 e/ }# I$ i8 }, W* _; }" @ - if XASVER_37 == false
0 ^4 {) V% b) M! O, E6 A! j0 }9 n - class Xas_Scene_Skill
" U: J- J( b; u6 X% D' @ - alias hud_quick_menu_main main
4 v( Q2 D- H4 m" p0 U+ _ - def main
$ m9 {& T4 W6 u: n$ s( Q1 \ - @hot_key_hud = Hot_Key_HUD.new
! a+ c" M7 w$ d2 T! R u% d - hud_quick_menu_main9 M" T9 e: G' r
- @hot_key_hud.dispose0 h* V3 {6 O! g
- end# _2 b; ^! F: G/ w( x( L6 B& T# c
-
9 n) Z: Q8 b# D) b - alias hotkey_hud_qucik_menu_update update g6 t/ B! a9 |; G$ G
- def update& w( M. J! _& P8 k5 c; z
- hotkey_hud_qucik_menu_update
: u5 x0 V1 q1 Z& t - # Hot Key num 17 ?7 n: Q2 v2 L
- if Input.press?(Input::Numkey[1])0 O/ Y! D' U) h% n4 x+ H7 j
- $game_player.equip_item_to_hud(0, @skill_window.skill)+ P5 q ]% m5 @5 |, m' o; n5 y
- # Hot Key num 21 k" p3 J; r/ d3 o
- elsif Input.press?(Input::Numkey[2])8 C$ o4 S* d+ D( h. ^/ S
- $game_player.equip_item_to_hud(1, @skill_window.skill)) p7 x8 f- ~# i1 m" q5 Y8 A0 |
- # Hot Key num 3
9 G, J' _$ N- x: {( ?% G/ e - elsif Input.press?(Input::Numkey[3])
4 H/ y" m0 ~- h" t2 d0 \' W2 E - $game_player.equip_item_to_hud(2, @skill_window.skill)
5 {9 Y9 t/ L: W8 K( m5 G6 J& p - # Hot Key num 4) Z2 a4 W& T( o. r" [- j6 u* r {
- elsif Input.press?(Input::Numkey[4])) P* ~5 X1 f& A7 t3 k2 p
- $game_player.equip_item_to_hud(3, @skill_window.skill)3 i, l, y1 u* O) m
- # Hot Key num 5
1 n: S- ?& v5 M" R x+ C - elsif Input.press?(Input::Numkey[5])2 V/ r4 J4 B9 F5 |. q
- $game_player.equip_item_to_hud(4, @skill_window.skill)
' _! x' @' X) |# e0 C. N: a - end
, t) p& R2 h3 y8 |9 f - @hot_key_hud.update
" T* `9 T; R* U7 z9 n4 T& R - end
# U" K: F2 {! G: @1 S$ v d - end7 B) n4 ^* ~9 j: y6 w- _0 K
- else
3 j N( ]/ b% L. Y5 w3 ~ - class Quick_Menu_Skill
% L6 [5 q0 \ Q5 n1 E - alias hud_quick_menu_main main
- I; o4 \% Z0 F5 L' i - def main/ R8 p; f; |# p2 q7 H. a; C* ?
- @hot_key_hud = Hot_Key_HUD.new
( L/ D/ [5 l& b# I - hud_quick_menu_main
5 O' k9 e% r9 ]2 h6 c* d# i4 n - @hot_key_hud.dispose v! E" f/ o5 i
- end7 ?! o7 l/ g3 C; X
-
2 {+ i2 D9 Q& ~8 e - alias hotkey_hud_qucik_menu_update update
7 ]# E% T" g3 e/ A% ~( z( o - def update
6 A+ Y+ C) s' t3 m) |8 k - hotkey_hud_qucik_menu_update Y2 ]% {9 W l2 B2 y; e" H
- # Hot Key num 1
) e1 R: a2 S8 c ]5 r) y - if Input.press?(Input::Numkey[1]), r2 i# F8 U1 C
- $game_player.equip_item_to_hud(0, @skill_window.skill)
5 _8 d8 T- X$ t2 Y - # Hot Key num 28 D: i9 y4 N! h. \( [& O
- elsif Input.press?(Input::Numkey[2]), a( J, m1 U' ~% p6 j# `+ d% T
- $game_player.equip_item_to_hud(1, @skill_window.skill)8 ^$ M! H* B0 m0 O8 U
- # Hot Key num 3
0 F" _9 a9 f* T0 h+ w - elsif Input.press?(Input::Numkey[3])5 S+ Z: A1 l0 c S) b) Q
- $game_player.equip_item_to_hud(2, @skill_window.skill). H7 s" T5 Q4 ?' l5 M
- # Hot Key num 4
2 g! e& R; i+ r4 q; }5 C* i1 D - elsif Input.press?(Input::Numkey[4])
* \2 L* I2 S# h& j" W% p0 u - $game_player.equip_item_to_hud(3, @skill_window.skill)
# N- Q5 ]% w, K+ i5 D - # Hot Key num 5
1 }4 }! [- l0 K0 Z# ? - elsif Input.press?(Input::Numkey[5])
8 K) G, h* d; | - $game_player.equip_item_to_hud(4, @skill_window.skill)7 m& G9 O1 r( D% s8 F) ~
- end
& \! T# U ^2 x5 M - @hot_key_hud.update
$ D, v' O) S- N1 G ^" S2 \' [ - end
M. _0 W' W4 W6 i, x7 U1 T4 V# P. Q - end
/ a! ]/ j& L3 ^3 I$ l - end
0 a! p2 w1 ^( F6 u1 t; z8 Q) ^% f2 s i9 } - ; F+ `& @6 T: m! Q; O' }8 m
- #===============================================================================5 C, z, M7 v/ y0 i9 g
- # Quick Item Window5 e- [( x* T- b6 E" y
- #===============================================================================& l. r0 H8 y5 S$ T" ?/ {
- if XASVER_37 == false2 n m" Z4 w* ~* e: K
- class Xas_Scene_Item, f- A g% N5 ] b3 }, d( t
- alias hud_quick_menu_main main
# l, f) b1 Q) t1 C - def main
0 j6 e: y$ B k7 b* @ - @hot_key_hud = Hot_Key_HUD.new! |) G) R$ G. G8 Z
- hud_quick_menu_main
0 O9 L- L6 c, c9 t8 c - @hot_key_hud.dispose8 Z$ {: F5 O! p8 ]8 h
- end
4 |( c% N/ L( `1 } -
, H: s+ A* T0 O& Z) i* Y; u - alias hud_key_update update
* P- }9 ]2 l$ e# @; N# i5 Z' X - def update
7 w) S% ?$ @0 r: d% u( R4 W' n7 E - hud_key_update
8 Z2 x2 I! h ^5 M) t - # Hot Key num 1) B! o8 a" z' w R7 P7 ]& e @
- if Input.press?(Input::Numkey[1])1 T& I9 F- g" t! Y
- $game_player.equip_item_to_hud(0, @item_window.item)
" E% R0 |" r( f T - # Hot Key num 2& r9 P/ z* s# F" c& M5 R3 O
- elsif Input.press?(Input::Numkey[2])0 z0 H2 K! N2 E
- $game_player.equip_item_to_hud(1, @item_window.item)$ V9 `9 t3 N2 b; Q# P/ R) e
- # Hot Key num 3
% x9 k: f g) [ - elsif Input.press?(Input::Numkey[3])6 i# o! S- ^$ }! P5 E
- $game_player.equip_item_to_hud(2, @item_window.item)
4 u) y$ v& b( l4 ?; v+ L2 J - # Hot Key num 4" a) T0 ~; m/ o" P
- elsif Input.press?(Input::Numkey[4])
5 i, u' l+ b/ b$ A& c6 N. g1 e - $game_player.equip_item_to_hud(3, @item_window.item)
" V# X C/ c* o- r - # Hot Key num 5- t. a! o2 r8 \8 g
- elsif Input.press?(Input::Numkey[5])1 Z) Y' r: b8 i$ Q. [1 Q
- $game_player.equip_item_to_hud(4, @item_window.item)6 g3 `: k7 j7 X* k, H" i; O
- end7 j7 V! {2 G& k% U P
- @hot_key_hud.update9 a" Z* {# A- _: P* R p8 m" U; I' |5 h
- end9 }3 f' I0 }# \. J. D6 y
- end# h. Q# {5 W+ n4 E0 `+ w2 E. H& b* P
- else. j1 N+ ^9 D) B: K6 r! L% ~
- class Quick_Menu_Item1 a1 Y+ V# f5 K$ d9 D/ Y
- alias hud_quick_menu_main main
5 d& t% L+ i! g8 }) D% l - def main* n8 t+ }" s5 z, Q& X
- @hot_key_hud = Hot_Key_HUD.new' J8 b# R- O; d7 R V/ E2 @* x
- hud_quick_menu_main6 W) T0 A$ I+ ^
- @hot_key_hud.dispose7 w- B. _) I0 R3 _
- end
% b, I" W2 b, w8 E7 x -
$ Q5 E# V% d( o1 a* I* n5 F+ K; {) G - alias hud_key_update update
! S( y/ |& w! p0 G' Z9 { - def update
u8 Z; A. S) @0 a) o, w - hud_key_update( i' c' y% a2 a
- # Hot Key num 1
- D! A2 s F% N# k! M - if Input.press?(Input::Numkey[1])
$ }& J' L G. y1 H9 t9 y( C - $game_player.equip_item_to_hud(0, @item_window.item)
5 m' g( J5 K7 t2 Y. t - # Hot Key num 2$ z0 `7 j# B9 i) i$ V- W9 J
- elsif Input.press?(Input::Numkey[2])* c3 K$ c/ [. c% Q0 z, I9 z
- $game_player.equip_item_to_hud(1, @item_window.item)
: k, I! E0 B3 c# j m0 s1 z - # Hot Key num 3, {* ~# K2 D& B! k0 D0 ]
- elsif Input.press?(Input::Numkey[3])
6 e, H. _* Z: o! R5 f8 @" F8 j2 } - $game_player.equip_item_to_hud(2, @item_window.item)
# N2 x% t6 B0 ?% [% ] - # Hot Key num 4
$ S" e) s2 @/ J1 W# Z* h - elsif Input.press?(Input::Numkey[4])
& h, v p, A2 ` b1 n+ z - $game_player.equip_item_to_hud(3, @item_window.item)
* w' Z$ s0 Y. a1 g$ D% j! I - # Hot Key num 5
@2 b+ Z& E: o2 }1 ~: R - elsif Input.press?(Input::Numkey[5]): s1 r8 L7 H% n! `+ D q$ Q
- $game_player.equip_item_to_hud(4, @item_window.item)
1 H( r" S& a9 A, k/ K - end& _* |7 H' ]7 i7 W. @
- @hot_key_hud.update4 `6 b) m7 w. X7 A: x% B2 o: @
- end: Z# J8 f( v2 r2 V- Y9 t
- end
# U/ L/ ~6 m* H' X& o - end! S1 F6 ^% {# g7 T" {8 \8 Z
- + ?- e& }* d8 t
- #===============================================================================
# C; ], Q! d2 T# K$ h - # HUD Window
; K, T1 t' j Y. ]$ f - #===============================================================================8 q" A7 t" C8 A! I) i1 L8 L; ^1 k
- class Hot_Key_HUD < Window_Base- s/ f3 c' s' g& f% W! a
- def initialize(x = HUD_X - 10, y = HUD_Y - 15)
" M5 H9 c. A/ ~6 c- C6 _ - super(x, y, 220, 80)
& A6 ?8 K% V% O; `" b, \; \! [$ L - self.contents = Bitmap.new(width - 32, height - 32)
: X2 t Z3 }3 w# M( }% I/ e4 y5 o - self.opacity = 0
4 ?: v: @ R9 @* Q) o: b - @actor = $game_party.actors[0]4 `6 k3 i6 g1 w2 r2 |; [2 K3 o1 `
- refresh
2 r/ U/ D8 V8 z& m* x - end
- z7 V* P6 a6 O - ( J+ ^4 S D* |2 M: j8 k
- def refresh7 t: J# J/ d4 ~; M2 l
- self.contents.clear2 U3 {; E! n' U3 O
- bitmap = RPG::Cache.picture("Hot_Keys_HUD")
+ ~2 B! f. [8 N1 ~) n; T - self.contents.blt(0, 0, bitmap, Rect.new(0, 0, 160, 32))
" u. j; a( x3 k3 ~. M - for i in 0..4
6 G2 P* f& N5 [/ S - x = 32 * i + 4
$ R& G& q1 l" L; l* F& m - item = $game_player.hud_equip[i]& A; V8 N6 m+ }% l, I! C
- next if item.nil?! ?+ A0 R2 [, s: Q# A
- if item.is_a?(RPG::Weapon), a, e5 @, {) J, g" L
- item = nil if $game_party.weapon_number(item.id) == 0 and
7 @' p' Q4 y9 k# Y3 @9 t7 B% _ - @actor.weapon_id != item.id
\. K5 j, R: S0 T( \, `) M# v - elsif item.is_a?(RPG::Armor)+ D$ o2 t& m5 @1 h4 R2 O
- item = nil if $game_party.armor_number(item.id) == 0 and % G8 g, y0 c3 `6 v9 }% l) [( K
- @actor.armor1_id != item.id
1 |: m6 C2 a, T& Q8 x - elsif item.is_a?(RPG::Item)2 e. z+ y; \% W, A, w& L
- item = nil if $game_party.item_number(item.id) == 0 or$ x& c$ ~1 P, N, b) i
- !$game_party.item_can_use?(item.id)
" w, R% u! M! U8 k! M - end/ O9 d3 I3 \1 h
- bitmap = RPG::Cache.icon(item.icon_name), f# S; Z$ }% m6 ~
- self.contents.blt(x, 4, bitmap, Rect.new(0, 0, 24, 24))1 K4 z7 w) ^ c9 ]* C
- end3 M. H( v4 y( l
- end% s# W. Q, @* o+ P( W
-
& Z0 N+ p) [* i( x - def equip(item)
0 \5 `3 H* q( R+ K" v9 u+ k - if item.nil?* I( l' |' u2 {: G; G6 L
- $game_system.se_play($data_system.buzzer_se)# I3 {5 h0 o# m
- return2 m* P5 h# \) I( O' p
- end" k. g. U6 V. M( h T0 Q( w
- if item.is_a?(RPG::Skill)
- H( x: f; Y: |0 {( L9 h. A6 z& ]: U - if !@actor.skill_can_use?(item.id)) O5 m# X; x I5 E* G; ~8 p
- $game_system.se_play($data_system.buzzer_se): J. b8 A W; N9 g: p
- return
- ~& s! f" t# d& Z3 M - end
: Z$ y. @: s, o( M4 V% Z - $game_system.xas_skill_id = item.id+ C7 z' ], P7 b% M. `. H) ?
- elsif item.is_a?(RPG::Weapon)
! H x: F$ u6 @, V - @actor.equip(0, item.id)
$ _7 _: m2 A* C: U! J' M - elsif item.is_a?(RPG::Armor)
0 \2 @5 L! y0 K0 f) W - @actor.equip(1, item.id)
5 j3 G3 f( Z% m( ^' B - elsif item.is_a?(RPG::Item)
6 j, V& \$ C) T5 b* x3 ? ^7 E8 ?0 ^4 x - item_tool_id = XAS::XASITEM_ID[item.id]% L: N: ^% h, R _0 ]
- if item_tool_id != nil
`1 x. e. e2 r+ ?% P1 b - unless $game_party.item_can_use?(item.id)
' \8 q0 `( a, ]' i6 d! V - $game_system.se_play($data_system.buzzer_se)
/ w/ Q9 o, W# `+ o: h. g% D: Q+ w9 A - return
* k9 g; b4 i% X6 U% W1 O - end9 J2 |: ?' g# |) l6 E% i& A
- $game_system.xas_item_id = item.id: |; A3 g6 i' U# x
- end$ o2 {, ~: m+ K% H
- end
6 I8 f% W3 B( r) S - $game_system.se_play($data_system.equip_se)7 J9 m5 m$ d2 q* Q9 ~% J
- end9 Y; m8 Q1 }. D! v1 ]2 _4 |
- $ F, x# e' ^' C! I6 m" g
- def update
& g1 O: N% p! `" j - @actor = $game_party.actors[0]6 N: m S$ R) q+ u- x7 l! j! x
- @hot_keys = $game_player.hud_equip# a6 k: @! J3 ~9 ]2 }3 i! B
- refresh
/ L, h: _0 W }4 j2 m: _ - return if !$scene.is_a?(Scene_Map)' q8 q1 t4 S; ?, T
- if Input.press?(Input::Numkey[1])% Z) g. `) p- D
- equip($game_player.hud_equip[0])& w0 k& i) B8 n+ Z
- elsif Input.press?(Input::Numkey[2])- m6 z, ~3 W6 H7 @
- equip($game_player.hud_equip[1])
' r( K/ T0 S, r, O. T' n2 G - elsif Input.press?(Input::Numkey[3])
$ e7 L: q' P; | - equip($game_player.hud_equip[2])
9 y- f% G+ Y& }3 T8 k# ^' l - elsif Input.press?(Input::Numkey[4])
. s8 B" F/ G* `6 O! e1 @" S4 Z - equip($game_player.hud_equip[3])
1 s& z/ H/ a. Z: ?. I - elsif Input.press?(Input::Numkey[5])# n: r: C$ q3 Y$ h' e
- equip($game_player.hud_equip[4]): l3 T7 w; f! Y( C$ y. u# E
- end
4 e; u( s5 z) d6 D- c- }! r g - end
8 O3 d+ D$ ?+ \5 u( A8 A0 `9 @# Y - end3 a: {7 P: b* b/ @- w
- / L7 W0 b8 {" B y
- #===============================================================================
2 ~' w% w: m+ | - # Scene Map
0 O* i, f! Y O0 m5 c - #===============================================================================' N' q3 L K& j% ?+ U
- class Scene_Map
: T( p" }- P0 P) g - alias hot_key_hud_init main' Z5 @9 }2 v7 O$ v* f" c$ Q6 v
- def main( B+ ~! F) Y" M2 z, j- I
- @hot_key_hud = Hot_Key_HUD.new+ T6 g* u( _' Z7 Q2 U
- @hot_key_hud.visible = !$game_switches[XAS_HUDDISABLE_HUD_SWITCH]
P9 \. u& Y0 _# q. X2 B7 |' I - hot_key_hud_init
$ X1 V# |4 D9 x+ d - @hot_key_hud.dispose# T- z5 i, m( }
- end3 E1 i* I3 u! k; l7 G
-
9 [1 L6 ?7 X% ?2 Z8 [! C& e - alias hot_key_hud_update update
# O D& x1 _: M, p - def update
' X8 F! }/ e: O& R) D7 z8 s - hot_key_hud_update
# c. P, ]) Z- X+ q% w5 t - @hot_key_hud.update; R3 K/ g, V, s" |8 G
- @hot_key_hud.visible = !$game_switches[XAS_HUDDISABLE_HUD_SWITCH]
" T2 }) R7 F+ \% G- { - @hot_key_hud.update if !$game_switches[XAS_HUDDISABLE_HUD_SWITCH]
+ U7 C7 T1 a' F1 a T# r" l: V: Y - end
$ @& I/ V& ~# u% Q* G; V; a - end
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