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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,# k6 D! c# W; E2 d8 W2 k
不知道有人能帮忙看一下吗? - #===============================================================================
6 O0 V! P& r7 g: {+ P - # XAS - Hot Key HUD) [2 C% G0 F, T( ]2 a' r
- #===============================================================================& H1 t) w4 {0 y5 ^4 @+ _
- # By Mr_Wiggles
8 d9 H# P- f8 c4 f; d. T" v - # Version 1.3! o5 W# l% }: e0 A* @0 a1 m5 G
- # 7/6/10
# e$ o- D0 f' S$ a5 l# q. h$ n - #-------------------------------------------------------------------------------* z, l: B: n. V& B
- # Instructions:" X, }, \8 ~ N' }: U
- # Fill in the constants bellow, paste this script above main and bellow XAS in6 x- B9 T+ g2 [* V- I7 B( U6 o3 U' Z
- # your script data base. BE SURE TO SET TO THE RIGHT XAS VERSION!!
$ t+ @! l+ \! T6 t/ Y) Z - # 0 g6 g9 E- n r
- # Place the "Hot_Keys_HUD" picture file into your game directory
+ B" t* U \' j; H6 e - # Graphics/Pictures folder.
" I( [+ m g; }$ a" W - #-------------------------------------------------------------------------------
: S& J4 |' I7 O1 e5 D$ n# w- t - # Directions of Use:
( G# ^, c' H* B- z0 ^ - # Simple just press a number key (1 - 5) when the quick skill or item menu is7 E* @! r: s8 y' D$ O
- # Showing.
, d& r9 q+ g5 }1 Q7 B f- ~ - #===============================================================================/ i! q6 F8 t4 j# e+ I0 q/ W
- HUD_X = 0 # X pos of HUD% ~% F! r$ b! y& n% z& ~
- HUD_Y = 0 # Y pos of HUD
: g B0 D3 C7 V0 B
+ v2 j: }$ d8 ]- # Set true if XAS 3.7f+ M' A$ n# ?8 e: Y8 I6 T: N
- # set false if XAS 3.61 J! r" s b5 ]1 E) O
- XASVER_37 = true7 `9 p. P* n% w; D5 w
- # c; n K" n' I, p0 t2 z1 ]
- #===============================================================================6 d$ e6 j% p* X: Y b7 A$ q
- # Numkeys Module E/ ]" \4 f+ h0 M1 H
- #===============================================================================1 H) L) q$ K1 _& U* K5 y: V
- module Input9 {; _; {- X/ @0 {' x1 ~
- Numkey = {1 => 1049, 2 => 1050, 3 => 1051, 4 => 1052, 5 => 1053} ^ y9 L. C; {6 k- ~9 Y
- class << self
/ |* d2 l, y$ |0 s - Key = Win32API.new('user32','GetAsyncKeyState',['i'],'i')* ]( v& Q" w! i, c7 N) r# K! F
-
6 ]/ ]' H; }5 R# F+ E - def testkey(key)/ ?& L* a7 B5 P1 H$ _ K
- Key.call(key) & 0x01 == 17 Y( s/ ]5 G1 i0 B# r5 O+ j" l
- end
- m5 B( ~, L; U - 1 a" C7 c. g$ Q
- alias hud_key_update update
' o1 w, D5 G! E$ m Q( \ - def update& K$ S8 I' X8 x, f2 E5 M& L+ @: Q
- hud_key_update
# V. s9 |! G! ^* Q: ]- o5 _ - @pressed = []
, e* v, Z3 i2 e - for key in Numkey.values
9 N$ p% N) b2 {- L4 Y9 b - key -= 10000 R" c7 U3 i" }* R& o
- @pressed.push(key) if testkey(key)
# u3 P3 |4 U, I$ h; G - end
, r! T. m I0 |7 ]3 C0 @' p - end
8 ~; I2 F8 |4 u+ y - / u* Z4 a6 b7 Y( ^0 l
- def pressed?(key)
8 F& o0 T& Y/ H& T5 x2 t; s - key -= 1000
& A( ~7 u- U2 E2 z0 v - @pressed = [] if @pressed.nil?
6 w# n3 D. {! n8 c - return true if @pressed.include?(key)4 B f8 o3 X) a
- return false
! j/ j$ k% J2 C+ _7 }: K7 H - end
7 J Q+ {1 u8 o0 D - + g- R* P' d( U8 g/ F
- alias hud_key_press? press?4 ]0 N7 \$ P7 d( ]: |' q/ X
- def press?(key)0 ~! E" p- }6 Q# ?
- return pressed?(key) if key.to_f > 1000
- v1 I- |) I- V6 i0 i! g - hud_key_press?(key)
3 h) {# _; c$ l - end( r% d) ~5 A9 L, X X
- end
; Z: B9 o5 L. ~ - end
/ j6 ~6 d3 i5 Z - 8 ^( p9 j$ i, f9 C3 V
- #===============================================================================
2 q1 m/ p* q/ H& L1 \ - # Game Player
* z" O* G3 X% ]2 M - #===============================================================================
# D) R3 U3 R9 M, s7 ^1 p - class Game_Player < Game_Character; i& M- M1 n) o3 V
- attr_accessor :hud_equip& \" U8 {( {% M t
- ' I, N$ i; Q) m0 `; o
- alias hot_key_hud_init initialize
; N4 _& c$ R7 o5 z/ K) |2 G - def initialize3 W2 I8 v) {% B( j
- hot_key_hud_init" l, x! ^, u8 }5 D/ S
- @hud_equip = []
6 n! K$ O! V6 Y% k" ] - end
2 f2 F% Q; P2 ], C* V- p5 H( F - - j$ x' P7 |6 L, H" D; l
- def equip_item_to_hud(n, item)0 h( K. ^; M( z( s9 Y" s
- if item.nil?: o& V! l. L0 H
- $game_system.se_play($data_system.buzzer_se)
4 q4 V+ Y& i7 k+ i' C - return' {9 F, [! y* Q9 Z
- end3 A7 C5 x8 V) |9 ~1 @
- $game_system.se_play($data_system.decision_se)
0 u: N5 a' _! J9 ?+ V - @hud_equip[@hud_equip.index(item)] = nil if @hud_equip.include?(item)
! ]" c3 E; B3 ? `. ^7 V1 q# W - @hud_equip[n] = item: V. J+ X/ m! L
- end
' D7 P2 U" W0 `; v - end9 `8 K3 [* |+ J! K: C
4 \( R& C; [1 |' T- #===============================================================================
) j7 n, f3 T& q - # Quick Skill Window
* P1 x" T; ^% ~# s: J" \ - #===============================================================================
, t7 |3 o/ H) m8 Q+ Q* _3 d+ Q! `' }$ \ - if XASVER_37 == false |. [/ H4 n( m1 u/ K4 o
- class Xas_Scene_Skill
- p2 X+ c5 c, n: z - alias hud_quick_menu_main main% Z: x* ^# s7 u; v2 S
- def main
4 m; e, H( O4 f* x3 l, R+ O( i - @hot_key_hud = Hot_Key_HUD.new1 c+ C: I" p6 m" ^, _& Z
- hud_quick_menu_main
9 h4 V; R: J7 S) j7 o1 Y: g- J* _ - @hot_key_hud.dispose5 \0 P3 ^/ u; y3 i4 V
- end2 |$ [- Y" c; G" \9 e
-
+ T' J! k1 M `; b6 s - alias hotkey_hud_qucik_menu_update update( d. s' i2 G! ~ Y/ {
- def update
, A* h7 t% N0 n& L - hotkey_hud_qucik_menu_update8 @8 I3 @ B9 c; |' @+ d+ Y) V& O
- # Hot Key num 1
2 `: E. ?; E1 D3 O2 p - if Input.press?(Input::Numkey[1])
5 A% h! N" A0 T. u2 V; L) p* A) ^ - $game_player.equip_item_to_hud(0, @skill_window.skill) k/ w8 w. o% c) ]& ^1 F1 W! k b
- # Hot Key num 2. w, t; y( x$ R0 b D5 g+ u& W6 a* q$ a5 F
- elsif Input.press?(Input::Numkey[2]) y, z1 H0 Y! l' ^+ p- _# q0 ~+ w2 N
- $game_player.equip_item_to_hud(1, @skill_window.skill)
) S* H% `- n$ ^" M - # Hot Key num 3
* s, s/ J3 ?8 \- d2 t - elsif Input.press?(Input::Numkey[3])# c* p, K4 \1 O2 p# ?
- $game_player.equip_item_to_hud(2, @skill_window.skill)
) ^4 |+ u! q: w N; l - # Hot Key num 4- l& \2 V2 h. D6 z+ S
- elsif Input.press?(Input::Numkey[4]); b% P# g- W. A d+ c9 y3 D- e7 W
- $game_player.equip_item_to_hud(3, @skill_window.skill)
4 _, U! z6 D* W, r - # Hot Key num 5
# @# W5 V' P& m2 [' Q$ @ Z% Q - elsif Input.press?(Input::Numkey[5])$ L$ A0 F. L! G5 T* T5 ?
- $game_player.equip_item_to_hud(4, @skill_window.skill)/ h/ A9 ^2 j! n |, L- a, z
- end
; m( F$ \. R& H# t0 R& ~+ k- ^, t- P, E - @hot_key_hud.update" ~' D: x z% m. [) H5 D% z
- end
+ M9 [! B7 v1 c - end% _6 o4 B. P' N" \9 P7 e% `
- else
8 i8 W. S7 V3 z9 e - class Quick_Menu_Skill
, x' U. @) d' w - alias hud_quick_menu_main main( |. I0 k! I0 \4 s8 Q) r
- def main: A s5 R6 u* |6 Y- z; N
- @hot_key_hud = Hot_Key_HUD.new
. e9 O% z' r9 `% R% i; Y( }6 n' r - hud_quick_menu_main
; y& s( i% N; l _9 s4 w* \! m - @hot_key_hud.dispose% L6 I" d/ J5 F C
- end
" y5 S! d5 }- p1 z" W; T - " E4 l( `3 Q/ V4 S7 s+ d7 f6 o6 z
- alias hotkey_hud_qucik_menu_update update
6 F! i* w3 Q- J. B7 x: w3 }# I - def update
: y8 S' g Q3 u& ?4 J& R - hotkey_hud_qucik_menu_update
' [: ^! R$ V Z" } - # Hot Key num 1/ v7 Y+ s. A# T! n5 X
- if Input.press?(Input::Numkey[1])' D6 u, W: t6 d+ {0 f
- $game_player.equip_item_to_hud(0, @skill_window.skill)
# @4 T M% k+ p- c% A3 k0 X - # Hot Key num 2- M% R/ A, H7 R/ g8 u
- elsif Input.press?(Input::Numkey[2])) Z' W4 w. D9 |3 x0 n
- $game_player.equip_item_to_hud(1, @skill_window.skill)( l4 _4 I& |# N, i ^1 n9 Y
- # Hot Key num 3
4 [+ k- @7 Q& ?8 Y+ ~ - elsif Input.press?(Input::Numkey[3])1 |9 ~3 H; V/ \* H. ?
- $game_player.equip_item_to_hud(2, @skill_window.skill)- K3 b$ n) g5 d4 f
- # Hot Key num 40 S) S2 F7 ^8 ]# ?2 V+ N
- elsif Input.press?(Input::Numkey[4])- W4 I! ^* A4 b
- $game_player.equip_item_to_hud(3, @skill_window.skill)
; j" Q9 |% o- ~! J1 [ - # Hot Key num 59 q7 L, ~: K! I/ F4 `$ N
- elsif Input.press?(Input::Numkey[5])
4 ]: G2 R7 V: ?0 i) E* v8 B) L - $game_player.equip_item_to_hud(4, @skill_window.skill): c. j" R1 N5 T, u) D9 w
- end
7 D( H- P9 F1 g L4 P( d - @hot_key_hud.update' J' _: L4 B6 n0 Q& ^- j
- end! T/ t( D1 Q! e3 L3 L! n2 R8 {# s
- end
0 V# g: j. Q5 A) O% B g- @ - end8 j K% S% ^, v: i5 c* a7 e
5 p& C( I; U' g5 n- V8 f- #===============================================================================' O9 s3 D* w$ B d
- # Quick Item Window9 Z" ~6 p# d: p
- #===============================================================================
& l2 R1 C. ?6 R) l - if XASVER_37 == false
3 o B8 ?0 @6 Q - class Xas_Scene_Item
6 d6 D7 m- Y C2 l: @ - alias hud_quick_menu_main main
3 w5 Y1 V( @+ c6 c5 |5 y. p - def main
; O( U3 x i0 k) h$ @ - @hot_key_hud = Hot_Key_HUD.new
8 T. m8 k2 g9 E - hud_quick_menu_main* C7 G" Q2 o; I
- @hot_key_hud.dispose
! I* a# Y9 m4 B - end. ]; l1 }4 X. [3 S
- ; j8 K3 s& O1 x6 d$ Q) d" ~+ G+ \$ f
- alias hud_key_update update
# D% E) b* ~& r' L& B$ w$ T& p7 i - def update
@7 F1 k* T3 U n+ w1 ^/ j - hud_key_update
1 K- i' } E$ w& s - # Hot Key num 1, c3 X3 c% A0 U4 `2 @
- if Input.press?(Input::Numkey[1])
# o$ [+ F2 c. W5 U1 V/ b - $game_player.equip_item_to_hud(0, @item_window.item)
9 ~1 ~3 s4 X1 Y1 T) R - # Hot Key num 2
/ v8 C* J4 n* m9 i) C0 e - elsif Input.press?(Input::Numkey[2])
- j9 R/ l& k% x1 e% R - $game_player.equip_item_to_hud(1, @item_window.item)4 Y& E; Q8 F' ^, v: J
- # Hot Key num 33 a; a$ s0 Y, F' o; A( ~! v
- elsif Input.press?(Input::Numkey[3])
x: b' r% @( Q: ?, {8 Y. n - $game_player.equip_item_to_hud(2, @item_window.item)! X3 E0 L, P6 L0 h/ C
- # Hot Key num 4& h0 u0 j: m, k; g
- elsif Input.press?(Input::Numkey[4])
- ~; P; R$ x/ U d - $game_player.equip_item_to_hud(3, @item_window.item)
8 w- M) C# R% {. J: E! }. L - # Hot Key num 5
+ ]0 N/ Z/ h* x6 S: r% U - elsif Input.press?(Input::Numkey[5])
5 d5 a6 E* g0 _ - $game_player.equip_item_to_hud(4, @item_window.item)5 ^& A9 {8 h; t' U! N
- end
# v( b: j6 g) l2 B' G" Q - @hot_key_hud.update
1 n% q5 t! W6 |: |2 e - end
5 U0 K. `: l4 E( B - end6 d! W5 E2 s! z5 w- D
- else
: }2 M+ z6 p' [4 }# F& h - class Quick_Menu_Item
# G- ~$ f* N) I$ @5 w9 Z - alias hud_quick_menu_main main
0 a. b, R/ @; ~8 h8 } - def main# [0 B; M9 v' \$ ]4 @3 v% i5 h
- @hot_key_hud = Hot_Key_HUD.new
# o3 ]1 W0 w9 |( @ - hud_quick_menu_main
) q$ @$ G$ ?: b( J3 x( W - @hot_key_hud.dispose0 i) m" k3 l; `- _) \5 a
- end
% a" d+ Y1 E9 E- f% c - 9 C; I/ H; `: T. D
- alias hud_key_update update
, ?( P$ V, c, f7 Y0 r4 O+ d( q9 b - def update4 t/ i A0 y0 B T3 P& @
- hud_key_update
, S1 h8 i' c7 |! y! T( I, C, u - # Hot Key num 1
0 X- q T& M* }, u: y+ J - if Input.press?(Input::Numkey[1])
4 C! j! L, u* w- q" Y6 z8 M. d2 N% o - $game_player.equip_item_to_hud(0, @item_window.item)
7 U0 T# d" f ^ - # Hot Key num 2
4 y6 e. k" }4 q2 o$ C - elsif Input.press?(Input::Numkey[2])
6 K7 [6 w& R( @( X$ T( w% f v0 R - $game_player.equip_item_to_hud(1, @item_window.item)) G. q1 ?5 [/ n6 C
- # Hot Key num 3
' F8 H0 Y8 ?4 a" r. X3 G! P, u1 u - elsif Input.press?(Input::Numkey[3])
7 B0 x: I& h5 F+ b - $game_player.equip_item_to_hud(2, @item_window.item)
1 E+ i, r, R0 `1 [3 c. m$ U1 ]4 m - # Hot Key num 4
$ P6 O3 [, X' C9 x7 @ - elsif Input.press?(Input::Numkey[4])) a V* K! Q: ~ n2 S4 t" a
- $game_player.equip_item_to_hud(3, @item_window.item)9 A% V- z: m2 H# Q* G' @ d! b$ Z) Q
- # Hot Key num 50 O" B4 [( I$ j+ ?# }$ q: k
- elsif Input.press?(Input::Numkey[5])% Y- b0 S; i( V# ^' V/ L
- $game_player.equip_item_to_hud(4, @item_window.item)
6 Z g& X+ l2 A' C8 u. d - end- e. q9 U' ]; Y0 I" N$ ~. l
- @hot_key_hud.update) d* }* F* C8 X' C5 D
- end3 M; {* E5 b4 t! a$ n% X7 b
- end' Z! t7 m9 M; g' @4 e" t1 t3 i
- end6 i% ]3 c$ P, O0 O
- ( i) V& w1 J9 e
- #===============================================================================! P( }+ [+ j5 z* ^
- # HUD Window: E0 b4 [; H+ }- s* @! f/ d
- #===============================================================================# @+ w$ C$ e. Y
- class Hot_Key_HUD < Window_Base
( _# C/ n+ ?. P4 N/ d: w) ? - def initialize(x = HUD_X - 10, y = HUD_Y - 15)
, k, w# p4 e' ?# m* O - super(x, y, 220, 80)% q. T8 {: l) S X& P" b
- self.contents = Bitmap.new(width - 32, height - 32)
+ i w; y6 }9 q" N3 o# ^8 h - self.opacity = 0
& I0 S% m% I6 W - @actor = $game_party.actors[0]
! Y" I8 J0 }. g5 U, ~. o - refresh
$ R& T% `* A7 I, M' ^: X - end
- K! D5 S! G! H0 E4 x ~
0 g5 f5 _4 O7 p% V) q' E- def refresh
- z+ _) v/ G0 i5 w3 _ - self.contents.clear
7 F( {+ |# `% } - bitmap = RPG::Cache.picture("Hot_Keys_HUD")
1 ?" R* }9 s& k$ a - self.contents.blt(0, 0, bitmap, Rect.new(0, 0, 160, 32))7 e4 K8 D$ }) ?0 A1 L% R9 O
- for i in 0..4
; c# b' X3 u0 ^' A* y- f - x = 32 * i + 4
( Q" \$ o+ }( j9 C, S _, q: z - item = $game_player.hud_equip[i]
* m9 ^+ I9 w1 H - next if item.nil?) `9 c/ c/ j x' Q1 O7 Z# m
- if item.is_a?(RPG::Weapon)
4 E2 C) r7 q3 ~2 i/ F9 b4 _ ? - item = nil if $game_party.weapon_number(item.id) == 0 and5 B/ @: V" h4 m: j+ C- o
- @actor.weapon_id != item.id" A/ U( X/ ~# ]8 a/ m) C
- elsif item.is_a?(RPG::Armor)6 G, H [. \0 W1 t8 r$ A8 W
- item = nil if $game_party.armor_number(item.id) == 0 and 1 R4 ]5 d' y! D
- @actor.armor1_id != item.id
3 }, W9 [+ ~1 y1 t2 A1 {; J - elsif item.is_a?(RPG::Item)' H. z7 ^2 f g; B% Z2 ]
- item = nil if $game_party.item_number(item.id) == 0 or' c$ s6 T' Z8 w! F! l1 y
- !$game_party.item_can_use?(item.id)
J( V" X4 e7 k9 i$ z% ~ - end
$ v e6 p' W' _8 N/ T3 l! r1 F - bitmap = RPG::Cache.icon(item.icon_name)
l2 H: t7 n1 C0 @. I* U - self.contents.blt(x, 4, bitmap, Rect.new(0, 0, 24, 24))
2 G: Z0 G$ P+ ]; y - end% Z3 l8 q+ P4 b% v( h: A
- end
* ^4 t2 s' A' f9 u* U! z; Z - ) s7 l1 m/ p1 q; g, q
- def equip(item)
% ?) K6 H# Z: p* G) z3 Q/ b4 I# a - if item.nil?
6 \+ ~0 m- ^7 ~" {0 e) `4 s; { - $game_system.se_play($data_system.buzzer_se)
! F( M' N: M! |" A- H5 i: j/ M0 E w - return
$ c% H- H! t; ^# V - end; J. Q) B& ]1 h
- if item.is_a?(RPG::Skill)+ [4 _8 ?3 h) w$ D9 Z' b% y5 \+ U
- if [email protected]_can_use?(item.id)! ?' H( [- m( r7 J
- $game_system.se_play($data_system.buzzer_se)
% X; F. J& a$ x0 s; j) q: `* D! Y - return
' ]3 F* [$ ^! a) B$ e) L - end( u" h8 C( q% r0 P
- $game_system.xas_skill_id = item.id
9 O! r9 h& X8 U, k - elsif item.is_a?(RPG::Weapon)$ I7 b c/ ~; b5 {. e$ Y9 l
- @actor.equip(0, item.id)
6 k7 u2 C; r8 v8 z: B" v - elsif item.is_a?(RPG::Armor)
8 q6 D Z" ]. p4 L% s - @actor.equip(1, item.id)
& O1 k: i( M: F, d/ ]2 p - elsif item.is_a?(RPG::Item)
) N; T9 Z5 H ]$ E - item_tool_id = XAS::XASITEM_ID[item.id]. h3 J" M# P) F+ a+ @0 U$ h
- if item_tool_id != nil- O" g+ v: J( u0 h+ @- P! a
- unless $game_party.item_can_use?(item.id)
& n, L; O: g. f# V {, r - $game_system.se_play($data_system.buzzer_se)2 [* \# b6 M) O& Y2 b
- return
2 D5 w& p y! J9 p6 N - end
0 f9 c) z# D0 v; ? - $game_system.xas_item_id = item.id R0 R; N- t( }
- end, f" P3 n( S" Q$ b9 A" T5 B. P, I1 _& K
- end
, K5 P$ x k7 f; e0 B& o - $game_system.se_play($data_system.equip_se)6 x. R# v4 e9 x3 `8 p" P- L* r) \
- end; z8 Y: b3 A6 L$ E! Y+ Q6 C+ H
-
9 \& M/ ^. R" ]( T6 X1 H - def update8 t9 w2 E/ t6 o
- @actor = $game_party.actors[0]+ U+ ]$ M* E* ?! `' B# X
- @hot_keys = $game_player.hud_equip
- O5 ?2 P5 U* ?5 y - refresh/ a3 B- S) L. y- j
- return if !$scene.is_a?(Scene_Map): Q0 s' G6 z' v' }' `3 H
- if Input.press?(Input::Numkey[1])
8 ^$ r/ ^6 l5 E I: h# V6 p - equip($game_player.hud_equip[0])) ~, J$ M# V$ ^
- elsif Input.press?(Input::Numkey[2])6 c5 [2 Q! @4 X! A: Q5 Z+ u) V
- equip($game_player.hud_equip[1])
! V/ m/ z7 T! t& y3 Y7 o. O/ g1 R - elsif Input.press?(Input::Numkey[3])
3 x- ?1 O7 r/ L# T7 @ - equip($game_player.hud_equip[2])
* x) ^7 i# d. |% m- X3 h - elsif Input.press?(Input::Numkey[4])+ F' X7 h( ~) b2 p6 }/ E( u
- equip($game_player.hud_equip[3]) " ~( W$ B5 |0 V, B$ Y+ J
- elsif Input.press?(Input::Numkey[5])
, K/ u( ~6 W L" r - equip($game_player.hud_equip[4])& i2 B8 w. _! }$ }- W) P5 C1 h( _! c
- end+ I6 ~9 x1 G! w, Q0 d" M' h. S1 L
- end
( d+ X9 [+ h8 a: L9 Y - end
) K2 q) D* `; }, H3 V) N
) D( b' L3 B6 y& t$ d8 g' T- #===============================================================================
; t5 T! Q9 R& V, s% t! w8 } - # Scene Map7 A2 W; @, u& g7 h0 @
- #===============================================================================& T( }0 {) z* m# E
- class Scene_Map( h$ i. N) Y7 V$ ? z
- alias hot_key_hud_init main9 K6 ?# b7 |- ~6 `
- def main* }, T* v$ \5 h) I+ T' ]8 u3 d" _
- @hot_key_hud = Hot_Key_HUD.new
% B& d; r9 ^& w - @hot_key_hud.visible = !$game_switches[XAS_HUDDISABLE_HUD_SWITCH]* X/ k" }7 h% Q; l1 A; q& ^
- hot_key_hud_init
6 d: P5 R4 f) F - @hot_key_hud.dispose
/ d$ k( |! K0 [; n1 w6 z0 j6 k: _7 X - end% j/ z" Z% } u0 `8 i4 \
- 0 G/ O* U' Q7 ` j# Q* u
- alias hot_key_hud_update update
7 h) Z" ]" L6 t - def update: K+ d* a# I( s1 G
- hot_key_hud_update
8 {9 b/ ?3 ~$ k/ k+ ]6 s# {' Z) O - @hot_key_hud.update
' K! g# e* ]0 L1 X) V/ A7 Q - @hot_key_hud.visible = !$game_switches[XAS_HUDDISABLE_HUD_SWITCH]
1 e% M7 l. ~' _' Z6 h$ _: P. q - @hot_key_hud.update if !$game_switches[XAS_HUDDISABLE_HUD_SWITCH]
( `2 V7 G- C! @8 c& {3 Y - end
# q m' `/ C; D6 A" } - end
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