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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,5 O8 R; {/ T2 M3 R7 l! K% |# j
不知道有人能帮忙看一下吗? - #===============================================================================. h+ i3 F$ E; \* Z$ Z
- # XAS - Hot Key HUD
$ H6 ^* D% C ?7 F/ Y - #===============================================================================/ @# P1 ]5 V+ B, R5 X- k
- # By Mr_Wiggles
+ ^. I9 C0 x% U7 G% s - # Version 1.3
% m1 ~/ E: x6 \' o - # 7/6/10
% l2 b/ `6 N1 d. m" ~, I - #-------------------------------------------------------------------------------
$ i* P5 r$ J+ C, z! I" B" ?/ W0 R. p - # Instructions:* _ A7 `) Z3 r6 J
- # Fill in the constants bellow, paste this script above main and bellow XAS in4 G2 ~/ z! \; t( t1 Z
- # your script data base. BE SURE TO SET TO THE RIGHT XAS VERSION!!
/ K! W, E9 G. d' q- p - #
2 ^' \4 a5 n7 y* z4 G - # Place the "Hot_Keys_HUD" picture file into your game directory k2 y+ g$ s8 b; j
- # Graphics/Pictures folder.
+ _, i& f; r% {) l) N! B1 r/ q" ^; Y - #-------------------------------------------------------------------------------& t3 j% h, U* B
- # Directions of Use:" K* I9 D, g [
- # Simple just press a number key (1 - 5) when the quick skill or item menu is# C) z Y9 x0 }, |5 w/ _
- # Showing.! R" |& x1 h+ S! o2 q7 B/ j
- #===============================================================================
# N9 L, L3 Y/ \7 D- t" B - HUD_X = 0 # X pos of HUD
. j$ G5 L2 v4 U - HUD_Y = 0 # Y pos of HUD
9 s5 b' r8 C% J2 \( N) k6 v
& d4 `+ K- | [- # Set true if XAS 3.7f( A/ t+ e4 ^8 z/ i# r0 T
- # set false if XAS 3.6' ^. e ~% J0 [7 @ |
- XASVER_37 = true$ K0 }- d9 h+ ^
' `. Z; z$ Q! r1 f$ m- #===============================================================================
# y/ `% q+ A4 S- X& A, d8 p! l8 a - # Numkeys Module5 H- I: B5 D$ U
- #===============================================================================5 P3 _! c# J3 y' N# g4 V2 V. v
- module Input
: ^7 ^/ |! T% D2 x - Numkey = {1 => 1049, 2 => 1050, 3 => 1051, 4 => 1052, 5 => 1053}# u5 d0 V+ M2 w( j0 ~$ A
- class << self
; N" o6 _3 y. u0 p- R1 [- ?% k - Key = Win32API.new('user32','GetAsyncKeyState',['i'],'i')
+ F) O5 Y* _' |2 v7 t -
0 G/ \) q2 d* G) c - def testkey(key)- h$ p0 N' S4 o1 U. P) O2 C
- Key.call(key) & 0x01 == 1
( S: H; R: e0 h3 K3 |4 `; Y& Q - end
/ L g4 n! m: k -
2 ~) b3 y3 n6 q) _7 I% I - alias hud_key_update update/ B9 K( ]4 [9 M
- def update0 @" c1 ], ]' ~9 p& T/ c( e
- hud_key_update
0 X& i0 K, z/ _ - @pressed = [] ^3 F. q( }: W
- for key in Numkey.values
6 X4 X$ d6 B) B5 I - key -= 10009 t! r( p. N* R+ }' a6 l
- @pressed.push(key) if testkey(key)& {! h* p1 G Y9 F7 b9 j& H
- end6 x. @! r9 K! M) c( |
- end
. `( ?) Y( O. c+ O1 { r - 4 S" S4 S. l4 x" @6 d# D, f8 A, a V
- def pressed?(key)8 l/ k' F& U6 c- ]7 w
- key -= 10002 g6 Y8 J; D/ ?. x2 a/ C
- @pressed = [] if @pressed.nil?
+ Y7 k- X+ ]! [- z1 G* ]7 x& R+ r4 x - return true if @pressed.include?(key)
2 ~5 H% b. R: o: F - return false9 Q5 u" c- ^% d* [% J
- end) `8 |5 x' N. m" ~: F
-
7 v4 V, p: a* D! D! O. F - alias hud_key_press? press?
& N1 h( r2 K0 n9 `9 i - def press?(key)0 W9 r9 D8 s2 W
- return pressed?(key) if key.to_f > 1000: n, i+ z9 F4 N
- hud_key_press?(key)" `6 z% \; c+ h- {; y
- end! H$ J$ h; G+ Z: X3 s0 ~+ ?
- end
9 b* q6 |3 z7 p: T m - end
3 k7 O3 [) i) u) g* c% U& l5 t$ b - : x7 V( ~9 h$ Q. ?# d
- #===============================================================================. R# `0 h% w3 X- {& c
- # Game Player" I8 n$ x+ g2 a( c3 j
- #===============================================================================$ S! v) `/ M0 {# G+ B: D
- class Game_Player < Game_Character
" F0 }! ]0 j' f: P - attr_accessor :hud_equip- a- O$ h& p, T! T( L2 @' }
- ; ]# V4 _) P( O# g) Z0 t9 b, J5 U
- alias hot_key_hud_init initialize1 M! x/ {' ~* A+ X6 ^6 [, g
- def initialize
1 X! L& U; J; E* p; A - hot_key_hud_init; |' b1 B' k+ _! I- a
- @hud_equip = [], E! P1 F) l1 Q9 \6 Z; }+ A
- end& c3 B1 o0 A7 x
-
/ \; }& T! Q, g k - def equip_item_to_hud(n, item)6 I2 g) a& f( i; {/ o3 l- m
- if item.nil?
* d0 G+ H8 \" W w" Z2 c - $game_system.se_play($data_system.buzzer_se)
; ?0 c* K, j5 s: p: s) q5 c6 Z - return
& ^" ~9 O8 f: [& ?; l! i, }# H - end/ I/ a/ Z: f1 j/ {8 u* b* h4 [
- $game_system.se_play($data_system.decision_se)
5 ^3 ? I/ g2 V7 Q: b$ c8 B - @hud_equip[@hud_equip.index(item)] = nil if @hud_equip.include?(item)
8 t; d" S9 }5 v - @hud_equip[n] = item
7 h2 E! T9 w4 M0 i - end
. u" L5 M: a9 b5 ^( P - end
* ]* B5 [5 p8 }0 N* s8 B
- F; u& s/ F: U y) {- #===============================================================================
# `8 t, b2 h5 N7 l: u - # Quick Skill Window
) b) F1 P) i1 B& A+ ]% R2 h - #===============================================================================! A" _. X/ ~3 y* U% `$ ~) W7 w
- if XASVER_37 == false! B, Y. J8 @# j& h5 o* a& W
- class Xas_Scene_Skill
% E1 C- d" z2 ~3 R- G8 B! [ - alias hud_quick_menu_main main
" R- ^, s) {' x3 |0 U - def main
8 h* h$ `: |0 t+ Z - @hot_key_hud = Hot_Key_HUD.new
7 m9 ?) N. a* `0 A8 Y8 u" P - hud_quick_menu_main t9 P- n( X6 `$ {* i w
- @hot_key_hud.dispose
" {) q7 [% _! c7 F - end
' U: r/ k6 I6 f -
7 D8 d6 K- k9 X/ G8 n - alias hotkey_hud_qucik_menu_update update% m. o4 E. @! ~2 i
- def update
" @% }7 B* ~' w1 l& e5 W - hotkey_hud_qucik_menu_update
) C9 C0 K- @$ o. \ - # Hot Key num 1% z) q# H1 d3 E9 ^0 j' {
- if Input.press?(Input::Numkey[1])0 b1 o h; G: }9 Q3 P' X: n
- $game_player.equip_item_to_hud(0, @skill_window.skill)
+ F4 b! c8 t) \2 y" W - # Hot Key num 2; Z) K% J) E* }3 C' K" |. n# J
- elsif Input.press?(Input::Numkey[2])
( r' g- e( N+ N% Z3 u/ ]5 W - $game_player.equip_item_to_hud(1, @skill_window.skill)
" p: _. W* ]$ k: d Q* h - # Hot Key num 3( q2 P, m7 m% c
- elsif Input.press?(Input::Numkey[3])
2 z0 L/ }/ L3 { - $game_player.equip_item_to_hud(2, @skill_window.skill)
- y7 d2 f! X! {7 X5 ]- f - # Hot Key num 42 A$ } ~( l9 M
- elsif Input.press?(Input::Numkey[4])
4 L! n% n5 ^& \" S5 U( p - $game_player.equip_item_to_hud(3, @skill_window.skill)3 Y, }) R( ]: d% \6 l$ k5 {" |
- # Hot Key num 5! X6 v+ j& ^" D1 f/ J
- elsif Input.press?(Input::Numkey[5])9 L+ U- d9 q2 C3 B
- $game_player.equip_item_to_hud(4, @skill_window.skill)
9 ^' q+ W) b" x+ E6 O2 [ - end
. e/ m }7 F) M: D+ P - @hot_key_hud.update+ J h1 B u" z, g
- end, ]1 \! B9 O) j, S% k
- end5 y( {; U+ U6 j S% R8 b" f E
- else
- q) g* l$ p6 v, M+ y - class Quick_Menu_Skill
& K; I) n: D( c6 W; ?2 K - alias hud_quick_menu_main main1 H8 W0 d9 z; P- I3 @& F
- def main
7 L9 N' n; d* x7 P% W/ y - @hot_key_hud = Hot_Key_HUD.new
3 ?9 X8 m! F! t - hud_quick_menu_main
3 ]/ Q; Q1 A2 q) J: C' k; F9 f6 O - @hot_key_hud.dispose
1 H o6 @9 V2 G! U. _ - end
7 Z, a5 f) U3 A9 F9 @: L5 N - # {6 _' ^4 ^* l2 k0 c- b! x
- alias hotkey_hud_qucik_menu_update update
) |: G8 G& {; F0 |! @) D& s0 T! J! ] R - def update
1 d+ l& c/ |8 P+ K7 w, V9 V" z - hotkey_hud_qucik_menu_update" G) G3 l% ]4 r0 {
- # Hot Key num 12 h' l6 X. X2 v2 j9 ?& {) T
- if Input.press?(Input::Numkey[1])5 O2 b3 X! i. B" o
- $game_player.equip_item_to_hud(0, @skill_window.skill): H2 w, P1 {6 q% ~$ a$ `4 L
- # Hot Key num 29 e% R5 q; I8 R
- elsif Input.press?(Input::Numkey[2])5 f7 [+ w1 C0 A% i) {& z
- $game_player.equip_item_to_hud(1, @skill_window.skill)/ }. y8 W. I2 N
- # Hot Key num 3; H8 N- E4 l$ J) F$ h$ g7 Q
- elsif Input.press?(Input::Numkey[3])# H1 Z4 \, H& d4 C4 _+ U
- $game_player.equip_item_to_hud(2, @skill_window.skill)& v/ O) R1 x2 I6 m
- # Hot Key num 4* z7 M3 y( C* }% Z, r( b
- elsif Input.press?(Input::Numkey[4])
9 P- v) t: H- F5 c4 f2 v* | - $game_player.equip_item_to_hud(3, @skill_window.skill)! D/ M6 [5 N7 s5 Q
- # Hot Key num 56 A# J( l* s5 y3 C$ u1 t, N8 l# a
- elsif Input.press?(Input::Numkey[5])
8 R! G, n! `" J( ]: a2 ^ - $game_player.equip_item_to_hud(4, @skill_window.skill)* v- W* `1 M, J7 J; F( [) n6 A
- end0 d9 _- p; h: c
- @hot_key_hud.update2 ]0 Q @) k# c" ?, ~+ H
- end, q% ~! N: m/ _$ V( {. |1 k
- end9 F9 m" x) q3 \# N5 e% q& n% K2 G
- end3 r; p. E j7 ]& Q/ e
6 l L' F& K/ S# R2 b8 A* c, U9 J- #===============================================================================
& p% U% R0 C# z2 z1 u - # Quick Item Window2 t' V' I' o2 c' r
- #===============================================================================
4 v. e& a1 y6 I - if XASVER_37 == false+ Z9 ~1 [4 d$ {7 j' @6 Z) E9 v/ v
- class Xas_Scene_Item
2 N7 p* O" t; l0 l& D+ [ - alias hud_quick_menu_main main s- H; k6 a6 b) W
- def main7 Q9 D) N4 J( k# N6 V5 U( R
- @hot_key_hud = Hot_Key_HUD.new: |9 z7 j' I( Y, ~) g/ Q
- hud_quick_menu_main
- _! m" f6 s* v# L9 q - @hot_key_hud.dispose% s8 J J4 c E& O B" }
- end+ P4 K$ ^2 ?$ P0 z& Z7 }- [6 _' C
- / k# r) ]% H. ]2 U) a! L
- alias hud_key_update update
: J" N: E# ^3 G3 a - def update3 i& e- } `; d& V( `# K
- hud_key_update
! R3 v" y$ ^7 X4 P - # Hot Key num 1. v; u( B* V% b$ \( Q0 S. i
- if Input.press?(Input::Numkey[1])1 D+ O: f$ I' K9 T9 [ x2 u
- $game_player.equip_item_to_hud(0, @item_window.item)
( E1 f+ S3 v3 o2 Y. k - # Hot Key num 2
. k! H) o# \( H; \! E# c2 W0 U - elsif Input.press?(Input::Numkey[2])0 b1 f* b5 f$ V: Z$ e, i4 p. \8 s& r
- $game_player.equip_item_to_hud(1, @item_window.item). a& i% [- G7 ]) R
- # Hot Key num 3
z/ `- x9 A/ @- ^) E6 _) g - elsif Input.press?(Input::Numkey[3])
( U0 Y3 n, p% D3 `- [ - $game_player.equip_item_to_hud(2, @item_window.item)& B. y2 X+ J9 g/ Z" g' c
- # Hot Key num 4
* o" }3 e' w6 D - elsif Input.press?(Input::Numkey[4])- Q4 q! e. r' d7 N2 Z3 H
- $game_player.equip_item_to_hud(3, @item_window.item). d7 K9 M- A4 L
- # Hot Key num 5) k& _1 U8 `5 m- D
- elsif Input.press?(Input::Numkey[5])
# O$ F; H6 c# H7 u t* t+ Z, C7 \ - $game_player.equip_item_to_hud(4, @item_window.item)4 E& w- N/ l" @0 i9 u1 K+ O' I
- end
3 l! K/ v& j4 n" A# h - @hot_key_hud.update
& T- H$ }( ]9 D: W9 ?9 b - end" Y! P" B; Y7 G7 x) |
- end3 i7 F+ ^8 ~; G N9 n2 l9 p
- else0 E+ e" W5 |* G
- class Quick_Menu_Item
, H# l. V, t8 j( m - alias hud_quick_menu_main main3 z4 T/ D# X# d' e7 \% v
- def main
( m) k! f; G: [- w4 ~# ? - @hot_key_hud = Hot_Key_HUD.new! i' h6 _$ O6 A5 \+ _
- hud_quick_menu_main
/ y. c# |+ i. ~: Y* d0 N - @hot_key_hud.dispose
: j, f& n+ k& M1 e2 G - end
1 T8 ?/ k6 `5 o) T -
0 i# ~7 ?* U7 f% G1 A/ { - alias hud_key_update update
: x* d- p& z! X9 x - def update/ q6 Q: i9 q6 K) ]& I* T
- hud_key_update. ?! q( m6 ^: c1 K
- # Hot Key num 1
6 n, I0 V" }# X8 P, e - if Input.press?(Input::Numkey[1])$ M: ~5 v5 w( S. V7 {
- $game_player.equip_item_to_hud(0, @item_window.item)
# o! t" ?5 r" a4 R6 L4 p1 G z) j7 [ - # Hot Key num 2
- J u% Q6 X& J6 O8 Q& v, R( K% x - elsif Input.press?(Input::Numkey[2]) b: x+ z% z( J% d: ^
- $game_player.equip_item_to_hud(1, @item_window.item)
. Z* I& b0 ~( J' J, ?6 n" I& N - # Hot Key num 3% N1 L. M1 d' P6 r
- elsif Input.press?(Input::Numkey[3]); N- ^( l) d; r" \8 `# f
- $game_player.equip_item_to_hud(2, @item_window.item)3 j( I! s( B$ l0 X- C! E
- # Hot Key num 4; d1 n! p' Y# ` | z/ B0 p
- elsif Input.press?(Input::Numkey[4])0 Q$ s1 Z n, ^, `' l
- $game_player.equip_item_to_hud(3, @item_window.item)4 \9 a) K- S+ V: Z, ?
- # Hot Key num 51 E4 \9 m. X& q3 y5 o/ c
- elsif Input.press?(Input::Numkey[5])$ W' y2 ~- M# K" z H4 F3 x0 s
- $game_player.equip_item_to_hud(4, @item_window.item)
4 [0 | C' o5 r& y4 A+ I& ^ - end1 X% s$ Q: d. p0 r2 D- D9 t u3 W- |, ?
- @hot_key_hud.update" [) ~. \* g: ?. X% G5 V
- end3 q, Z5 d4 y& ^- L& W8 m3 {
- end
, N" E3 f# J3 y5 `+ c - end" x; v8 Y/ M3 P3 T- S- O
- k X/ Y. }4 G) v7 o3 T/ ^9 }
- #===============================================================================, y$ {9 z. s& u1 \& U) ?
- # HUD Window
# ?: X8 R$ _& I7 } - #===============================================================================
# Y3 ^* z6 t/ F7 q& V! k" Z - class Hot_Key_HUD < Window_Base) W2 g6 b# w4 `; N
- def initialize(x = HUD_X - 10, y = HUD_Y - 15)! Q* E! g5 u8 W& F' u4 S7 k
- super(x, y, 220, 80)9 l" r4 {0 c, ~. [& E( n$ x
- self.contents = Bitmap.new(width - 32, height - 32)4 q( e" Y, l& |0 t
- self.opacity = 0* u0 G" O7 ?$ j) v Y
- @actor = $game_party.actors[0]
1 _7 S! b! o. D2 c/ \; l4 I - refresh* t k3 s7 s3 t0 T5 f+ m. @) x$ ]
- end# v8 r1 H. o& I& M; r3 p: A3 U
- . c) E: Y( K$ g0 G8 N4 G+ k3 z+ U
- def refresh1 G2 x" c k( g+ Z
- self.contents.clear G5 w; E9 X& D" W
- bitmap = RPG::Cache.picture("Hot_Keys_HUD")) J/ T+ u9 o ~- Y
- self.contents.blt(0, 0, bitmap, Rect.new(0, 0, 160, 32))* q l" V3 B1 j8 T: L" y
- for i in 0..4
# W6 x4 q0 I$ p; G - x = 32 * i + 4
5 H! M) I ?% b$ ?& C. p - item = $game_player.hud_equip[i]
( h' b, ^# M: H* O' ?9 X" c+ W - next if item.nil?+ \ a7 F. t1 F$ X2 [9 q
- if item.is_a?(RPG::Weapon)/ U! k- n8 Z' _# X: b2 Z
- item = nil if $game_party.weapon_number(item.id) == 0 and
. ]" ^. e+ E8 \; R% K4 n$ `4 G - @actor.weapon_id != item.id' u7 q+ `) [8 o' Y* ~/ m# T- }
- elsif item.is_a?(RPG::Armor)
) M# m' I6 F6 r6 c) r - item = nil if $game_party.armor_number(item.id) == 0 and ( {2 I- [+ h' X0 D
- @actor.armor1_id != item.id
) r0 D+ P% o8 H* ~9 C! m2 ] - elsif item.is_a?(RPG::Item)
/ F; ?! e3 I9 I( C; @ - item = nil if $game_party.item_number(item.id) == 0 or
2 F% J1 M" N7 r. O& U! i - !$game_party.item_can_use?(item.id)
4 O1 ^$ q- U; A - end
' u( o; j3 O$ g+ w - bitmap = RPG::Cache.icon(item.icon_name) I( c* @ D3 q3 g
- self.contents.blt(x, 4, bitmap, Rect.new(0, 0, 24, 24))
7 O7 N ~, { x3 J, K1 s8 } - end* ]$ S4 r& N Z' w- p7 P6 S* R
- end
0 C4 E& n r- M7 A1 a7 i4 M$ z" [; t$ K -
8 E% H, g5 p) [" \. ~/ h$ ^2 t% Y - def equip(item)
4 o/ U9 i; |. z4 E( Q' j! } - if item.nil?
, y$ B; v' z1 }" V% `& J* L - $game_system.se_play($data_system.buzzer_se)) ~/ m5 v+ e4 I
- return
6 @& d6 g. Y& g7 K - end
! u& A: d/ X4 C1 M - if item.is_a?(RPG::Skill)8 m9 ~# S3 m! t. s( S! a. q
- if [email protected]_can_use?(item.id)
4 s+ P9 `1 S. M7 m Y - $game_system.se_play($data_system.buzzer_se)
0 y( b8 g' f- l! p0 z8 Z2 D' s+ [ - return! O3 _8 F+ N- j7 a! X+ l
- end9 k$ F; J6 }* b6 m! z3 S& G4 H9 @
- $game_system.xas_skill_id = item.id7 }3 u" ?& _3 ]- m/ c
- elsif item.is_a?(RPG::Weapon)9 N- w q" }" ]- g3 @8 \( U0 M
- @actor.equip(0, item.id)8 _' \- [9 ?% c& ~
- elsif item.is_a?(RPG::Armor): X& s4 B1 }6 X+ i( i. G
- @actor.equip(1, item.id)
7 A* A M& s: l7 I$ F- N0 V - elsif item.is_a?(RPG::Item)7 G! p4 r6 |/ K3 E/ R4 [
- item_tool_id = XAS::XASITEM_ID[item.id]
$ x# K" C( W6 x; @; _ - if item_tool_id != nil/ _# q( l5 R- d0 h7 T3 c) z, r3 f
- unless $game_party.item_can_use?(item.id)
% E2 A$ U+ p, E - $game_system.se_play($data_system.buzzer_se)
9 g5 `* s0 r0 ~9 g0 H/ E- K, Y - return
& f7 I9 G4 X b1 o - end9 x" K. z3 _- \6 o' q+ Q" C* K
- $game_system.xas_item_id = item.id
$ s1 j7 @: o4 h8 j: h - end
+ V6 Q# u. {0 n, f7 ] - end7 M# x4 S! h" K, T6 o
- $game_system.se_play($data_system.equip_se)' g' a$ [0 [& {$ t* `
- end4 q( `! _6 y* ^
-
/ J" E. d. z2 F0 e - def update
8 d) p M+ G# `' Z* j7 b2 J - @actor = $game_party.actors[0]
6 L9 h' f; f$ w - @hot_keys = $game_player.hud_equip& M* m! P" n- z5 P$ Z4 O) U& p
- refresh
/ u- z1 D3 i7 K4 l7 | - return if !$scene.is_a?(Scene_Map)9 }! ~* _5 ~; W. K q9 X' s; W
- if Input.press?(Input::Numkey[1])- @& E" Q$ d2 T$ [7 B; ^2 W; b
- equip($game_player.hud_equip[0])
4 G( T: W5 S5 q2 w1 w - elsif Input.press?(Input::Numkey[2])$ X {& a9 `; L' u5 ~+ v' |
- equip($game_player.hud_equip[1])0 u4 x6 L L6 r V: k* y4 h) x. Q2 [
- elsif Input.press?(Input::Numkey[3])& J% r' W; u& k7 p4 i
- equip($game_player.hud_equip[2])
& l: T/ w2 O- G+ d N - elsif Input.press?(Input::Numkey[4])) p% k: }! B0 S2 _
- equip($game_player.hud_equip[3])
: F7 F# ^' K. c& [2 K - elsif Input.press?(Input::Numkey[5])5 X0 u% V# W% L: u( u2 d
- equip($game_player.hud_equip[4])
9 c% w% D2 }; }/ W/ F, v - end
2 p: K {9 g" G* p1 e. t' g( i2 M - end5 R Q4 E' i& U9 s. n! f6 w
- end
$ c/ G5 c+ H; M! g1 K- {* w
1 @: H% N- C. Q. {- #===============================================================================8 L: N0 f! M1 u/ }1 c
- # Scene Map
/ ]- N9 g$ }7 G8 r - #===============================================================================
: ~+ e1 S/ v5 W6 X* K' f9 D' ? - class Scene_Map3 v, e- u% f. h; X7 B, f* J( J
- alias hot_key_hud_init main
- [3 r! K3 F* V! p: \4 Q0 D - def main8 N( B9 C+ R! p
- @hot_key_hud = Hot_Key_HUD.new
+ ^0 J; q8 Z6 T" y6 s6 }, G, e - @hot_key_hud.visible = !$game_switches[XAS_HUDDISABLE_HUD_SWITCH] U% d1 U& |1 L. x
- hot_key_hud_init
" \" g* o9 f+ Y. { a' p$ u - @hot_key_hud.dispose
$ y0 i" u1 w* r - end, t9 ^4 [- Q8 Z# V" P
- , z6 g9 K; v( A2 U e
- alias hot_key_hud_update update' L0 [# }. F+ [
- def update1 K& e+ l, x/ A6 C" `( @3 @
- hot_key_hud_update3 X& j/ j s Q; L4 T5 [
- @hot_key_hud.update
2 a% C9 M& \! C G - @hot_key_hud.visible = !$game_switches[XAS_HUDDISABLE_HUD_SWITCH]
, ^ r$ {9 i5 h5 Y! D( a - @hot_key_hud.update if !$game_switches[XAS_HUDDISABLE_HUD_SWITCH]8 E- y- [& G* v2 Y: O! p
- end& s! Q2 Z" Q$ q. x( @
- end
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