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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,
* e" w+ A1 |% j. }+ s+ `( N- c不知道有人能帮忙看一下吗? - #===============================================================================% Y6 @( [, ^4 U w
- # XAS - Hot Key HUD
# t( T# A/ a- }/ l3 P - #===============================================================================- s7 M2 A: ?- f- A) J/ \
- # By Mr_Wiggles
& `$ |$ h% ~. V" R# d0 ^; Y - # Version 1.3
# e- j5 S( S7 C# e6 { - # 7/6/10
4 V, U# n) r8 a5 `# s3 N# w) ?3 y - #-------------------------------------------------------------------------------
/ Q& G( L6 v) f0 I$ B$ h I [ - # Instructions:' d( n) j8 j, U7 W) E7 m
- # Fill in the constants bellow, paste this script above main and bellow XAS in, v8 A; c( N6 c; s' j4 _8 p
- # your script data base. BE SURE TO SET TO THE RIGHT XAS VERSION!!, d% ~% h. j* P+ y8 o5 l t
- # s( m. ?& f7 `+ _4 Y
- # Place the "Hot_Keys_HUD" picture file into your game directory
+ Z% t0 l2 l: `3 J& d - # Graphics/Pictures folder.2 ~6 g* D+ l" ?' K+ G, n7 X( _: ?& q
- #-------------------------------------------------------------------------------
0 i" u' G5 R/ ?* k - # Directions of Use:
4 G* L+ r" i+ h( d0 R) k - # Simple just press a number key (1 - 5) when the quick skill or item menu is
{2 X5 T8 n j1 c9 ^ - # Showing.( m/ }6 M- Q& a5 V. y5 O
- #===============================================================================
. }8 \# p9 s! f# d$ p$ n2 W - HUD_X = 0 # X pos of HUD5 ~6 _- F. b" t2 d: p
- HUD_Y = 0 # Y pos of HUD' w! R2 f& J5 J1 ?: l
- 5 R9 e( K9 V/ ~# m u1 B
- # Set true if XAS 3.7f% E& o1 M! q+ O# ? u; i
- # set false if XAS 3.6) d" ^8 {# D) D+ X8 T" F+ d" n) j
- XASVER_37 = true' f& v% X1 b* l' i3 N
/ K6 U7 J) R% ^- #===============================================================================2 k" X3 I+ m% K* R" F* y: G
- # Numkeys Module( z; J: Y/ c9 L+ x: @# M1 ]) }5 Z
- #===============================================================================) F0 q# b0 o8 ^
- module Input/ H7 J" }. O5 \ f4 D+ a# [- W$ E9 _5 Q
- Numkey = {1 => 1049, 2 => 1050, 3 => 1051, 4 => 1052, 5 => 1053}" C0 B. m1 k9 J: s& O) v- d
- class << self
8 N1 H: A5 f$ d9 m - Key = Win32API.new('user32','GetAsyncKeyState',['i'],'i')
3 @9 T- C" `6 g2 R -
+ Z3 G& d C' S3 K4 ~ - def testkey(key)
4 A% O' j7 { O. P* Q% O9 T - Key.call(key) & 0x01 == 1; E5 C2 |* ~+ r8 L/ B
- end
3 m; S" G2 D4 `$ Q -
3 e" o4 a& O% f3 U' ~3 D8 Q - alias hud_key_update update
1 _ y/ E0 H, } - def update
4 g5 q& p1 W2 K6 P9 v - hud_key_update$ v4 ]5 r" P4 y9 L
- @pressed = []- j5 R7 h: W) F0 @+ t. D
- for key in Numkey.values
% Y1 ^' ?; y' a" C" ~2 Q - key -= 1000) ?4 b, g5 x6 K8 F
- @pressed.push(key) if testkey(key)
, ?& ~+ f; \. F5 W - end! A2 {9 ]$ _8 n* z) }
- end' y0 k3 y) k5 x, Q
-
" P0 j/ [* N' e- t: O: K1 X. _ - def pressed?(key)
1 C1 [2 ^! L# c! h+ ^ - key -= 10002 Y) L0 y( ]/ g. X2 d9 y; S2 D
- @pressed = [] if @pressed.nil?
2 ~! s/ p: N2 j i7 a' J" t( H7 E - return true if @pressed.include?(key)
1 L) B5 s v2 V Z- H - return false
9 W* a( Y! D+ {' @9 E1 V - end
. J! b. V) K; r3 B1 \1 R% |5 B3 ` - 5 j6 B# \# ?0 E$ q; @4 _# |
- alias hud_key_press? press?; c6 K' D; @/ [/ q' |# h8 z
- def press?(key)8 o+ p) y4 F T+ ?' ?* R* H. M
- return pressed?(key) if key.to_f > 1000$ i( }2 U) w* l
- hud_key_press?(key)( e2 J( Q9 R$ X- W% h
- end
5 j& c) U( u" E - end4 q' a5 W8 U. ]; O3 Q7 F
- end5 b1 J& F. t, s! F- w2 h' F
- # p6 P& d$ `3 n6 K
- #===============================================================================
/ a2 t; Y' i, A$ X! V6 c - # Game Player4 c, }: Z5 `+ E/ @# E# L$ ^
- #===============================================================================7 C2 ]/ e4 X& L9 Y' W3 _4 J
- class Game_Player < Game_Character: G' G1 j" c! C) c3 O
- attr_accessor :hud_equip9 j9 p' U/ Y! @& p0 R* l! x
-
2 K+ @! a. p/ b4 l7 b9 x - alias hot_key_hud_init initialize
$ z7 A) b1 F# W0 `$ R; c - def initialize5 a0 }* s, v5 v1 x* W3 w P
- hot_key_hud_init
9 P! k5 r9 w+ l) q# a7 }1 E - @hud_equip = []
9 ]1 s i+ H* c: v- H# }5 a$ y - end
' S% N6 {6 S6 L f" B -
+ P+ Q) i8 g8 Q- T3 ^( t4 \% q8 o - def equip_item_to_hud(n, item)& c: ^/ u1 o7 S) H
- if item.nil?
4 y/ k' x5 x$ x5 K - $game_system.se_play($data_system.buzzer_se)7 l& S. w% [. e0 U
- return: X4 P$ |. L _. h R: I. D
- end
8 a- Y" z% |' ~! K& z - $game_system.se_play($data_system.decision_se)
* q: m0 G3 ?% z, `4 R+ o - @hud_equip[@hud_equip.index(item)] = nil if @hud_equip.include?(item)6 }* v9 J5 v, ?9 A3 x( O2 [
- @hud_equip[n] = item9 j$ @6 X* z& d9 Y9 r1 t- D$ M+ c9 g0 Y
- end8 x! t! C9 c; }* s8 }2 y+ p+ M; K
- end, k% S; e, s7 J4 e+ G
- 1 S; C7 Z+ I8 i
- #===============================================================================
: {# ^1 Y4 z) E, Y: j - # Quick Skill Window# Q( M- V& h' i4 {- E# r
- #===============================================================================
" U! F! O3 x0 C' b - if XASVER_37 == false
0 y7 H. Q5 [3 }, x" \+ y7 t - class Xas_Scene_Skill
6 P: k: _$ c0 o - alias hud_quick_menu_main main& U8 w' u) m- R3 x3 I! ]. b1 f
- def main
& Q) F& h* i; C8 h S+ J1 [ - @hot_key_hud = Hot_Key_HUD.new. W8 ?! P3 ?. s0 |- e; K
- hud_quick_menu_main
2 K2 H# h3 H% I+ `+ s* v6 V! v ] - @hot_key_hud.dispose
, d2 ^4 C6 S$ H4 X - end/ |3 K# U, l8 J T; D8 u9 \8 X
-
, {# C$ D( V. d8 H0 O& @8 C" | p - alias hotkey_hud_qucik_menu_update update
$ o" [1 W: g6 s( w6 Z( C% [ - def update# D# u4 w7 W& w1 |, S
- hotkey_hud_qucik_menu_update* Z- C- B: J, Q& N0 `
- # Hot Key num 14 p. t; J4 I( W0 e# }0 s) Z
- if Input.press?(Input::Numkey[1])
% j( ^9 c# k9 N( F/ G) u - $game_player.equip_item_to_hud(0, @skill_window.skill)$ b3 Q% g# l( N) s- ^
- # Hot Key num 2
0 p$ q: h; d4 U, X4 H& \2 \ - elsif Input.press?(Input::Numkey[2])
# a+ g8 [5 y! Z - $game_player.equip_item_to_hud(1, @skill_window.skill)
& _5 A3 r) y7 q2 e - # Hot Key num 3+ Q* M! b4 |- v$ Q6 ~9 ~& I6 {
- elsif Input.press?(Input::Numkey[3])- L/ o( U7 J& r$ d4 O' t$ J
- $game_player.equip_item_to_hud(2, @skill_window.skill)' ~9 F0 F2 c c, ^
- # Hot Key num 4$ f, g. ~3 c( w2 h5 |. M" ]
- elsif Input.press?(Input::Numkey[4])
6 p/ i/ \. O+ R4 i - $game_player.equip_item_to_hud(3, @skill_window.skill)% x. W, o3 B4 i: d; }
- # Hot Key num 5
- ^0 H+ O( w- A4 v - elsif Input.press?(Input::Numkey[5])
# s1 m- K3 W0 c" o) ~ - $game_player.equip_item_to_hud(4, @skill_window.skill)# a; {! p3 u: ~8 ?5 q2 t
- end6 }: f6 k# ^8 [9 z h
- @hot_key_hud.update
7 u, `. n0 [6 E+ R - end* a1 q6 Z$ t! `; E: q- q! h
- end
" H% p3 o2 E6 s+ g' Y - else
% j7 J6 N. y: n0 q* r8 D - class Quick_Menu_Skill4 P1 d/ z x* k$ F2 }1 F
- alias hud_quick_menu_main main
# h8 Q! C4 e2 H& v6 m# T - def main
, F8 Y# H4 e7 p& ?% |8 s - @hot_key_hud = Hot_Key_HUD.new& k; A, k1 j( M
- hud_quick_menu_main
6 o1 g; Z5 f# s. g - @hot_key_hud.dispose* v# ~) {! }$ o: L
- end. }' Z8 r( D9 I8 o1 \* ?" e& @
- 5 j1 _6 n; v* g7 W9 O& m- |
- alias hotkey_hud_qucik_menu_update update
' O9 t8 H4 E% w# [7 w* V3 r - def update$ ^! I, d% A' I
- hotkey_hud_qucik_menu_update
; |$ \ N$ b: a/ ^7 \: F4 ^ - # Hot Key num 1* ]7 O6 T2 _3 h t2 l
- if Input.press?(Input::Numkey[1])
$ L% s6 Q' n9 O( U# j- @$ a - $game_player.equip_item_to_hud(0, @skill_window.skill)/ q8 Q- {" K& M9 g" D6 o0 b
- # Hot Key num 2
; m3 I: P2 D0 W0 o: ? - elsif Input.press?(Input::Numkey[2])$ L/ v2 n0 U; S5 _
- $game_player.equip_item_to_hud(1, @skill_window.skill)
9 Q# m6 v- M8 K# s7 G - # Hot Key num 3% e6 R; P3 t; E* M) R/ y
- elsif Input.press?(Input::Numkey[3])
$ B7 O& g& ~; a* U/ y - $game_player.equip_item_to_hud(2, @skill_window.skill)
3 o, O# K, v) w - # Hot Key num 4
6 V$ V, b' b7 }/ O1 b& w+ f+ Y - elsif Input.press?(Input::Numkey[4])3 w5 J' ~- u; l% P
- $game_player.equip_item_to_hud(3, @skill_window.skill)
2 t( P6 n8 S' o5 O' A* ? - # Hot Key num 5
+ u- E* i1 P7 D, t, M - elsif Input.press?(Input::Numkey[5])' B) o! ~ q# J
- $game_player.equip_item_to_hud(4, @skill_window.skill)
. V$ P, a6 m7 d: l) T0 @ - end
( L7 j+ W' f6 F - @hot_key_hud.update0 M8 c/ M4 g5 O5 C" k# j
- end
: N* n' n ]9 G" x/ o - end- x& J6 E6 w/ Y; O4 r: d* T
- end6 i7 r; Z5 T1 y# T0 X& X
& f! [+ X7 f; B3 [/ M# Z9 l- #===============================================================================0 V4 E1 N3 ?9 ~% I
- # Quick Item Window
+ I# h& k% C5 p" c1 J3 _ - #===============================================================================6 k% t( A' R. F1 S
- if XASVER_37 == false# {, |4 A5 Z% s# ^% y4 n M7 B
- class Xas_Scene_Item- A! W' ^1 W3 @& O7 t5 Q2 c
- alias hud_quick_menu_main main
- D' z0 [( w7 k+ Y, R# o - def main8 ?, _2 r z7 ?/ v1 f
- @hot_key_hud = Hot_Key_HUD.new5 U0 l/ C$ W7 X+ O
- hud_quick_menu_main$ q# o$ A' ~1 r$ W! o
- @hot_key_hud.dispose
$ B9 Z% h+ Q9 I/ t0 s- U4 r - end
# ?3 l+ q& u! [9 l - 3 A) i# e k* e5 x! q
- alias hud_key_update update
) r: R' b3 V" }- i - def update" M5 M! y. T$ m/ Z1 C* |
- hud_key_update! I0 t6 P7 t; Q. e1 W! [2 M
- # Hot Key num 1. w, m1 C- N/ {4 ?9 i- k
- if Input.press?(Input::Numkey[1])" f6 ^, r4 e: _" z7 e
- $game_player.equip_item_to_hud(0, @item_window.item). O7 _5 Z, U5 W8 m! U) g" g
- # Hot Key num 2& a" x1 q3 c1 e) V
- elsif Input.press?(Input::Numkey[2])" P6 O6 N) |7 n" l# k
- $game_player.equip_item_to_hud(1, @item_window.item)7 B( ?1 C/ ]; W6 e
- # Hot Key num 3
3 u& P* V/ k$ a- ? - elsif Input.press?(Input::Numkey[3])
# O# \$ U8 h' r- J4 y - $game_player.equip_item_to_hud(2, @item_window.item)8 \! Y+ B5 a4 q* L0 H
- # Hot Key num 45 S. c1 Q$ z R
- elsif Input.press?(Input::Numkey[4])
. i5 }4 u+ a7 q0 Q! b5 J - $game_player.equip_item_to_hud(3, @item_window.item)6 [1 r& ?) @, [
- # Hot Key num 5
! x8 [5 j s" o; [) H/ a - elsif Input.press?(Input::Numkey[5])* r N8 P1 ^3 s9 K- v( f7 H( \
- $game_player.equip_item_to_hud(4, @item_window.item)
3 f4 E$ m, }& a0 x! s7 T" h - end
' P% N: _) S/ w7 V3 U$ P' j - @hot_key_hud.update
7 C3 X. {5 x n( D - end A% P- D1 h8 U* o
- end
5 d" g1 e9 x0 l _% h3 x, \2 b- j0 k - else
# N: v i- I% F) o - class Quick_Menu_Item
# q: L0 o; m; Y; l! I0 V3 D( y - alias hud_quick_menu_main main2 T; J2 B6 z. u
- def main
8 O6 \8 D0 ]' b0 e9 I! { - @hot_key_hud = Hot_Key_HUD.new+ G6 w3 n% B4 {; b. O; i" T1 |. ?
- hud_quick_menu_main
1 }6 T: U" j2 z- q) O9 F - @hot_key_hud.dispose
2 j+ f! J! m$ L8 W6 @ - end
: P+ P: P& v0 K. L( I5 Y; p -
. F. Y$ h- o; x - alias hud_key_update update
6 e' d9 R, z! K z: b - def update
3 o6 g( {; `6 ?) `. z - hud_key_update6 u0 \& ^8 J% d- S# F$ l$ d2 N
- # Hot Key num 1
6 b: c- n2 I5 M6 j3 O - if Input.press?(Input::Numkey[1])) F7 @/ k2 f- G$ ?, A
- $game_player.equip_item_to_hud(0, @item_window.item)
! ]6 @2 }+ p, I) b" u - # Hot Key num 2
6 L: A. F0 N4 Z - elsif Input.press?(Input::Numkey[2])
; C7 z( N$ N1 ] }4 | - $game_player.equip_item_to_hud(1, @item_window.item)/ W. K# z4 g0 b9 A" s) t
- # Hot Key num 34 W, W% l) j b2 R5 {
- elsif Input.press?(Input::Numkey[3])
) i1 q9 G7 Q& P, H; ~0 K- }! @0 n - $game_player.equip_item_to_hud(2, @item_window.item)3 F# Y, Y& l0 A" t9 C; }
- # Hot Key num 46 K# { E5 P6 o* R
- elsif Input.press?(Input::Numkey[4])3 t* A1 ^* B T& A3 n2 ~1 i4 `
- $game_player.equip_item_to_hud(3, @item_window.item)
; H A5 P3 a0 |" f - # Hot Key num 5
6 I i4 J8 W" Y" @) u, W - elsif Input.press?(Input::Numkey[5])* i) d0 g- V9 n$ R9 g y
- $game_player.equip_item_to_hud(4, @item_window.item)
+ _$ T+ O2 _4 z+ w - end
N3 @$ y' W: H - @hot_key_hud.update5 s3 r& o; Q) w& K% c- k7 b
- end
+ e. E D( t# l9 ^7 O2 D - end
) Y: @9 G9 p# r9 X; t3 L7 b/ | - end
1 o8 h8 f& K! P' L - / a2 o( u9 W3 u4 h/ j3 z$ J$ c6 ]
- #===============================================================================
6 }7 O @* ^6 Y: j5 T - # HUD Window7 F1 D' T7 a( T! Y% ` \6 n2 u
- #===============================================================================9 ]; R9 O9 Q/ v$ s; c
- class Hot_Key_HUD < Window_Base
9 g( ]; h" s" n- J. Q - def initialize(x = HUD_X - 10, y = HUD_Y - 15)
+ D" Y9 d0 l1 L6 D0 m2 S - super(x, y, 220, 80)3 L6 G# f( [ v! J& g
- self.contents = Bitmap.new(width - 32, height - 32)7 Q0 e# `+ i: [; h! |9 Z% {9 t: U
- self.opacity = 0
5 F0 {$ i, Y4 H - @actor = $game_party.actors[0]& `6 M* ~0 {6 g3 j! a
- refresh
, O4 l' Y* B' e- Q) m, @* H: i5 ] - end
4 [$ N g+ j4 B' c - % p9 Y+ `% A) j" u7 B7 d8 P8 _
- def refresh! X* g" S- ^7 |6 L
- self.contents.clear0 x; L* g1 |. ^2 c; l5 h4 a- g; i
- bitmap = RPG::Cache.picture("Hot_Keys_HUD")4 }7 Y" G8 C$ d7 l7 q% z' f
- self.contents.blt(0, 0, bitmap, Rect.new(0, 0, 160, 32))! @4 i% c$ P9 Q3 ? C9 P
- for i in 0..4
3 {4 }' i. V8 ? - x = 32 * i + 4* ]: x5 o! K2 i4 ]
- item = $game_player.hud_equip[i]
9 S$ p# N7 T( F9 b; Z6 W7 g - next if item.nil?
2 C1 n0 n8 t, {) c: F - if item.is_a?(RPG::Weapon)) m9 |0 }- |, E* n
- item = nil if $game_party.weapon_number(item.id) == 0 and5 i' G+ @$ ?) r1 {) y5 _' _
- @actor.weapon_id != item.id( p" K& {: P' L: R3 }3 \* z
- elsif item.is_a?(RPG::Armor)% X4 V1 a! F, ^2 d5 e0 S( D4 e) F
- item = nil if $game_party.armor_number(item.id) == 0 and 2 y6 |4 L l2 E. r
- @actor.armor1_id != item.id
! A) ~+ O$ W+ f) G3 h) P* H& v - elsif item.is_a?(RPG::Item)
; H& c" h, U, I3 c) H/ T6 c - item = nil if $game_party.item_number(item.id) == 0 or
7 h) v& d" ^9 Y2 \; P' W& H- y5 b - !$game_party.item_can_use?(item.id)* d1 P: n3 g) {% U% ? R8 M& X" ]) |
- end
! f5 p4 K$ A9 q: r: a T7 G - bitmap = RPG::Cache.icon(item.icon_name)
7 ^) B* r/ E' D6 H5 {8 S. d - self.contents.blt(x, 4, bitmap, Rect.new(0, 0, 24, 24))
# w7 K% N# ~- J8 d: v - end. Z- |# k; p" K e8 A$ ?
- end0 b- v& l: X! E+ G1 O
-
3 V* h# x" S2 J - def equip(item)
# t6 Q. G0 G' B; a& N' h - if item.nil?' s8 S! N5 ]6 [# E$ A
- $game_system.se_play($data_system.buzzer_se)/ x0 w8 z+ }* g4 _' G& A
- return
5 S+ k. Z* x7 P. p# ~$ o% n - end0 s; @ k8 e$ ?
- if item.is_a?(RPG::Skill)8 n1 @2 j Y# p0 a/ N% Z
- if [email protected]_can_use?(item.id), f* U" k1 h2 s
- $game_system.se_play($data_system.buzzer_se)" o. o* Q$ \3 N& E& f. k
- return
) x8 _# W6 Z6 X' Q4 Q G" L - end5 _+ a7 U& ?& y! C% _1 F/ L
- $game_system.xas_skill_id = item.id
0 U; d: }2 \- M, u0 g- Y - elsif item.is_a?(RPG::Weapon)
: \/ I$ H$ \" {' Y! N - @actor.equip(0, item.id)
% H& U- n; G7 w0 b4 g. x# U - elsif item.is_a?(RPG::Armor)& }5 A$ `% a) D5 }" _* q4 a: b
- @actor.equip(1, item.id)( q, Z2 T$ s' f: `$ ]5 m% w7 f
- elsif item.is_a?(RPG::Item)
. I8 @! B" z/ p1 ]9 O3 T4 J0 I - item_tool_id = XAS::XASITEM_ID[item.id]% W6 H7 A( `! H
- if item_tool_id != nil
; `7 I4 z- O8 B8 m m - unless $game_party.item_can_use?(item.id)
8 R$ m# g$ `' c - $game_system.se_play($data_system.buzzer_se): O9 B5 S: {2 J( V+ t
- return
y7 J6 y* i4 t# k9 Q' v4 E - end( d/ _* c5 J: q' x' _& s6 ^
- $game_system.xas_item_id = item.id
# _" }& J1 a* m5 h5 y7 j" ` - end0 K7 ~0 Q! Q9 ^: _( |/ i6 X. _
- end
" L; H/ a9 }! j0 p - $game_system.se_play($data_system.equip_se)" {0 ?2 V s5 t9 D& ?) C: a
- end
2 A! K8 a+ p: W0 X- g - 3 u2 w! A) W6 x- r7 g2 ^) z
- def update
8 G* ]) M) [* }3 B - @actor = $game_party.actors[0]
6 Y; w! G4 L0 x9 ? - @hot_keys = $game_player.hud_equip
8 Q, k7 H# J5 G4 U3 _0 |* C - refresh K6 b2 k1 k' V H' n& }( }
- return if !$scene.is_a?(Scene_Map)$ U | Y. G+ G' { e" D
- if Input.press?(Input::Numkey[1])- S1 ?& ~* d {% ~+ j7 |: w% v
- equip($game_player.hud_equip[0])3 F" y3 \% s$ \1 B) W( ?
- elsif Input.press?(Input::Numkey[2])
: e( ]+ n e, `& W N: y - equip($game_player.hud_equip[1])' N( i$ K: {( h9 j
- elsif Input.press?(Input::Numkey[3])
! H# K- ~5 v w& J! w( }4 y0 d; _9 [8 N - equip($game_player.hud_equip[2])
6 Q/ H3 X, X" V" @& u& G+ r - elsif Input.press?(Input::Numkey[4])
& ^% f" I) W; U% [& d! | - equip($game_player.hud_equip[3]) 1 P3 K- U: p% g2 m* i7 B
- elsif Input.press?(Input::Numkey[5])
3 v/ ?. \/ ?3 T5 i* K - equip($game_player.hud_equip[4])
* x$ C2 k& Z) S: e2 v7 t - end
) `, P5 {) F2 P1 G$ f! g- }8 F - end# K' U. G7 i& b/ `3 y
- end
2 I; U7 l& s& w6 O* Y - $ Y( M! A9 w- w3 t B7 g. J% t1 G
- #===============================================================================
5 N! L. f. ]9 h" S& [# t6 m - # Scene Map2 Z# D8 @/ q) o3 A# e: W
- #===============================================================================
2 ~2 v* n+ ^# q - class Scene_Map6 s8 M: K" _+ o9 Y9 m4 a" |
- alias hot_key_hud_init main( m2 T o) @1 o. v1 ^) ]* ?
- def main+ W: `7 f+ y& f) b
- @hot_key_hud = Hot_Key_HUD.new" ~4 b$ d& @" l+ m
- @hot_key_hud.visible = !$game_switches[XAS_HUDDISABLE_HUD_SWITCH]6 U5 K( E, [3 A$ x# N3 B8 U, B
- hot_key_hud_init
" [# A5 U) l# W6 i - @hot_key_hud.dispose4 _, g& z/ l+ t, z7 x+ g9 N- C' P3 b
- end
' i+ b7 a3 E0 M" b8 T -
. T C9 Z: M7 n. v% }6 H% N - alias hot_key_hud_update update" ?. r Z$ U. M; H
- def update$ m% X( I' M) c0 r, i' p5 E" W
- hot_key_hud_update
9 ~! G) F4 X: C$ q3 b x - @hot_key_hud.update/ ~4 K7 ~% X, R+ @
- @hot_key_hud.visible = !$game_switches[XAS_HUDDISABLE_HUD_SWITCH]
5 I4 E; j( x1 X U. C7 Y - @hot_key_hud.update if !$game_switches[XAS_HUDDISABLE_HUD_SWITCH]
% G! Z% ?, ]! \, b& q$ J( f - end
& [, @2 @- @% _4 K$ {$ e4 Y& P" T8 ? - end
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