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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,( Q; [' e, t* k( ~0 N5 S
不知道有人能帮忙看一下吗? - #===============================================================================
* N# W `; ^% v - # XAS - Hot Key HUD0 ^0 s4 ^7 I+ O7 f
- #===============================================================================
, L; a+ `, v. B+ ~9 l- p( z* ` - # By Mr_Wiggles' v3 b1 A1 l8 u0 j8 V/ ]% v
- # Version 1.32 L2 F2 T. L/ e% w' i
- # 7/6/10. r. @2 L7 h9 {0 O' E+ V
- #-------------------------------------------------------------------------------. l) D. G% z E0 e" h0 _% f$ F
- # Instructions:
& H; o# H9 x9 W+ m7 G1 L2 D - # Fill in the constants bellow, paste this script above main and bellow XAS in
l1 n# ?- k. C; J - # your script data base. BE SURE TO SET TO THE RIGHT XAS VERSION!!
- h1 e8 H! k- ]! \, ?/ e3 m - #
$ O/ _' z+ g' c6 R6 j - # Place the "Hot_Keys_HUD" picture file into your game directory - ?% f. L. y2 i I1 e$ Y3 h
- # Graphics/Pictures folder.
: a. z! U- [, v3 f - #-------------------------------------------------------------------------------
" t6 @; e4 ^! C) j - # Directions of Use:* ]% j2 B/ m: _/ s; z
- # Simple just press a number key (1 - 5) when the quick skill or item menu is
& s( E3 {+ s/ Y& p; b0 V - # Showing.
$ P2 Q, f u, n. |3 k8 S3 b6 K" ` - #===============================================================================
/ X! q! D1 v* |# }" x! t# z8 h$ D8 b - HUD_X = 0 # X pos of HUD
' S! K7 O. b, \+ p - HUD_Y = 0 # Y pos of HUD0 b/ D2 g' W, o
- 7 c* |# d7 W! i y- S$ T! b3 O
- # Set true if XAS 3.7f
$ b2 o3 e+ B# |' }# _% F P - # set false if XAS 3.6, X8 E( @8 w7 J' o2 d' K
- XASVER_37 = true
: ]* r, H; t# g4 C \ - , |: [& z- f; {
- #===============================================================================( u1 m# j3 M) W& ~9 D, b. |
- # Numkeys Module' ?* q$ L4 `: p- P2 {' {9 t
- #===============================================================================
* V; P& o% s! D+ R' C F3 p x( ~ - module Input( R: f. @9 Q$ X+ x$ [1 a0 ?4 N
- Numkey = {1 => 1049, 2 => 1050, 3 => 1051, 4 => 1052, 5 => 1053}
' s/ R' ~$ z& A3 S - class << self6 x5 G1 Z7 G+ ^3 l( f s5 P
- Key = Win32API.new('user32','GetAsyncKeyState',['i'],'i')1 r, W$ E2 b4 u" F
-
0 d4 ~' e$ @0 D; h# [- G - def testkey(key)7 |2 i8 E) @3 R' Q
- Key.call(key) & 0x01 == 11 D& v2 A, Z. M# t6 [/ k. i
- end" H6 |, R5 q. [0 U' r5 O, n
-
! ]! W! g- s2 T I - alias hud_key_update update) y. k- K: c1 t: D& ~7 m: c7 i
- def update
8 y- q6 f5 z+ y3 A/ H - hud_key_update9 L$ x" e9 F/ k, l
- @pressed = []& S7 S# G& H5 p0 k) i7 e M! r
- for key in Numkey.values. y2 E8 d# D- p1 Z0 [
- key -= 1000
& e! }' p) S* U - @pressed.push(key) if testkey(key), f2 \0 Y6 S0 Y% d
- end. Z7 v2 n; _8 y* @4 n$ P! ]9 o
- end! D! j$ C. u/ Q
- . r9 ?: _$ [& ^# ^
- def pressed?(key)9 e& i; o6 W, |* ]. s$ Q
- key -= 1000
3 J5 s" J& G- [; H! J - @pressed = [] if @pressed.nil?0 N# {6 i5 F$ {
- return true if @pressed.include?(key); E+ Q2 @6 u' H M% K" J; u
- return false
0 T% ]9 \: i- b' W; B5 T - end! k8 [. X7 L! B( `' f5 i* p
- $ J; }; x! u, A9 a _
- alias hud_key_press? press?
$ b' u) W/ `0 P% S/ P+ N5 B - def press?(key)& j3 f) i/ q5 P/ x3 T9 f& b
- return pressed?(key) if key.to_f > 1000
; j' J& W7 h% [! j6 P - hud_key_press?(key)
5 c) }- y+ B) P; {5 `% i- r, u - end
' d+ h ]$ z" y3 r8 F! ?" z - end! {/ r n: p8 l0 B7 v2 k, O$ S
- end0 S7 ?) {4 s1 s1 U
; Y* W. o% e4 W5 i- #===============================================================================4 n, W1 a% G( l/ g# W; y, L
- # Game Player* q- e: J T, @. T
- #===============================================================================
0 R" Z4 X& R Z - class Game_Player < Game_Character
v% P; b6 x7 r0 B7 m; L' S4 Y - attr_accessor :hud_equip, H0 {/ s. D0 V& [! f( ^9 {
- : N* y3 u+ X! b) k2 q. c1 a+ @
- alias hot_key_hud_init initialize
* w2 S6 |; m' L4 V4 K3 H - def initialize8 C' a+ N: C) J9 p6 A! l
- hot_key_hud_init
* B5 y' X. C& { - @hud_equip = []
+ E. I3 w4 Z" o4 z# L9 _ - end ]" X8 g6 Q9 o1 {% T2 e1 w
-
) |, X Q" C4 Z0 I1 x9 k - def equip_item_to_hud(n, item)
! J) V% W D; d" M3 j - if item.nil?& X- m Y" J1 B4 F+ c
- $game_system.se_play($data_system.buzzer_se)3 u( k; f8 T/ U+ U: |4 l& }
- return
3 b' c. j/ d2 K$ K- o& x2 }9 T - end# G$ G9 r$ d) K: r" a+ N
- $game_system.se_play($data_system.decision_se)
4 d) O7 {4 e, w - @hud_equip[@hud_equip.index(item)] = nil if @hud_equip.include?(item)$ e9 c1 A) I4 b1 K
- @hud_equip[n] = item$ ~4 e G9 z+ q" `1 o3 r& X8 b
- end
/ t* a8 \. b. ^8 H - end! Q+ d% k1 D5 g; x$ c5 Q
- 6 S9 D3 G% |! f7 }/ p
- #===============================================================================
) a( `$ I7 T# ]0 ? n - # Quick Skill Window4 O8 _# A$ U6 j- _1 p! }
- #===============================================================================
3 V- H O$ [1 T( { - if XASVER_37 == false
2 _! c$ q2 D5 R) u- e9 A - class Xas_Scene_Skill
7 d# X4 `, d" q0 L; g: t! A - alias hud_quick_menu_main main) G, V" o* `% p9 l- R% X/ r$ G8 B! N
- def main
* @2 E# C3 x8 E3 e# T& `7 @& S0 l - @hot_key_hud = Hot_Key_HUD.new
* i/ o7 j4 x R! i2 j4 i/ W% @) a0 n0 n - hud_quick_menu_main
9 e. C, y0 d# ` - @hot_key_hud.dispose. `" N1 J0 l+ ?% ^* S
- end: B. a% _: C* j! Y
-
3 m% y/ W1 `4 |. { - alias hotkey_hud_qucik_menu_update update
{% R: j; Y. T+ k( u1 z( z5 x+ ]; B - def update2 |9 t" b* H6 C* W0 D, }4 R" ]* I+ \
- hotkey_hud_qucik_menu_update
1 _2 n; M$ c* H7 } h7 c - # Hot Key num 12 J+ s/ B4 c1 A; F' i
- if Input.press?(Input::Numkey[1])
' U ]5 ]* R0 W g - $game_player.equip_item_to_hud(0, @skill_window.skill)% ]# w% n1 ]! ^4 t D
- # Hot Key num 26 I$ j6 g' Y/ N' `3 }+ o, e; }/ y
- elsif Input.press?(Input::Numkey[2])
9 S# D9 e" s% f3 }( q s! I& C - $game_player.equip_item_to_hud(1, @skill_window.skill)4 y+ X* a" y; ?' X0 U4 `9 Y( W
- # Hot Key num 3
" \0 P4 i1 J5 v3 f7 H0 ?# \/ j0 E - elsif Input.press?(Input::Numkey[3])
7 d# c) ?( j* l- I3 |+ ]/ C - $game_player.equip_item_to_hud(2, @skill_window.skill)
( `5 _: x7 J+ E7 }( U7 j - # Hot Key num 4
$ c' J7 R5 p( o+ E' z6 r7 V3 c - elsif Input.press?(Input::Numkey[4])
$ g" T/ W+ P/ i5 F$ n - $game_player.equip_item_to_hud(3, @skill_window.skill)
4 `. E5 p* w* [% X( K+ Z' y# V - # Hot Key num 5$ E7 R& M& w7 x4 ~
- elsif Input.press?(Input::Numkey[5])) f% F" p) ]' m( \1 ]* Q
- $game_player.equip_item_to_hud(4, @skill_window.skill)# b% e' F, P w) t7 c
- end: \. W" D& b+ O% H' w5 U4 o
- @hot_key_hud.update, \5 w# L' u8 T y# { w& s1 G
- end/ z& |( c w2 [* T6 f
- end+ T1 w2 g. g" j" A
- else: A+ e% C: i* r; z: V j
- class Quick_Menu_Skill
3 K1 Y5 N* m- r: Z. Z: Q, g/ Y: O - alias hud_quick_menu_main main
( Y, f( R0 F- x) R - def main
* \" I" J+ h$ B" E! g# ] - @hot_key_hud = Hot_Key_HUD.new, ~0 W2 s: y4 ?8 E, F/ w
- hud_quick_menu_main3 K q6 @7 _ g: L# }
- @hot_key_hud.dispose }; {0 V8 ]. L$ @; s5 M$ A& I
- end8 |! S8 L J" _
-
8 Q$ R: w9 D/ | B$ B" Y% l - alias hotkey_hud_qucik_menu_update update4 o: [& @7 o5 s8 Y
- def update
* }2 W/ I8 R G0 ~ - hotkey_hud_qucik_menu_update% F/ O$ {8 q. z
- # Hot Key num 1 e( f5 _! b6 M) L" s+ G" k; O
- if Input.press?(Input::Numkey[1])$ s" k) _# r9 g) `! \8 C
- $game_player.equip_item_to_hud(0, @skill_window.skill)) [) B2 u3 A- X
- # Hot Key num 2
" c3 o' I' D: x: l5 H - elsif Input.press?(Input::Numkey[2])- |8 a9 i5 h) l0 J8 M y5 u/ ?1 k1 w
- $game_player.equip_item_to_hud(1, @skill_window.skill)
2 S, A) i4 Q% T6 B7 ?0 k1 t - # Hot Key num 3
* V4 e# N: L" t+ U - elsif Input.press?(Input::Numkey[3])
M# o7 l4 H$ D) p/ ~! ?0 b* F: |% _6 E - $game_player.equip_item_to_hud(2, @skill_window.skill)0 O/ C6 r, G* A+ O4 a' i6 d
- # Hot Key num 4
* q' J. }4 _! t1 [ - elsif Input.press?(Input::Numkey[4])) J9 Q0 o8 h# F% M4 L: g8 F' t/ p
- $game_player.equip_item_to_hud(3, @skill_window.skill)
+ Q H/ r7 q6 w! X: c4 R - # Hot Key num 5! X4 T, i2 r0 z. F
- elsif Input.press?(Input::Numkey[5])
: o1 Z: Q9 m+ B. d - $game_player.equip_item_to_hud(4, @skill_window.skill)
7 _2 x4 e0 ?1 o5 T1 f - end- |" i. t& {/ v
- @hot_key_hud.update. o% ]9 w' [) s/ l: i$ @
- end5 z- B9 h4 y6 h4 _* e
- end
4 u2 h4 D/ _- _1 V3 x% L - end9 c) @ [$ q$ x5 J& K8 x
1 B8 Q' ?6 [7 i/ i T0 D- #===============================================================================
; G' k, G7 B1 Q! O - # Quick Item Window \ f7 L4 K9 X+ f0 m; b5 e9 e
- #===============================================================================
% W( G" @( O* u% ^: c; b - if XASVER_37 == false3 ]" h1 T* E ^% Q5 Q: M8 M
- class Xas_Scene_Item; ]/ a) m8 }! ?& y9 ~$ q/ |; c
- alias hud_quick_menu_main main8 R, ?6 L9 I0 h9 n: W$ k% ~
- def main
" T. W8 r' Y6 J: C2 Z: z - @hot_key_hud = Hot_Key_HUD.new
/ r9 |4 j4 I2 F* e1 N - hud_quick_menu_main% S* i; R% n3 N+ J* y2 |9 S0 Z
- @hot_key_hud.dispose
0 W/ r& U ^! Y1 } - end8 Q- U: |" |# |4 b, E
-
( X/ z/ d# m$ x' h4 z) R" J% G% ` - alias hud_key_update update
8 I' U. D* V( R1 n - def update& v3 w; {7 U& _/ a/ C. P! P3 _
- hud_key_update: _) E0 ^# ^$ @2 |. M& Y p* i
- # Hot Key num 1
) q$ s4 ^) X. ]* h- O - if Input.press?(Input::Numkey[1])- }' b( h3 n5 u5 U9 m' |# f
- $game_player.equip_item_to_hud(0, @item_window.item)
9 c. a4 l5 p' g( x - # Hot Key num 2
, Q+ _* w. O# K' _ - elsif Input.press?(Input::Numkey[2])
4 g9 _. w$ U2 \3 ~: c6 W* A* k - $game_player.equip_item_to_hud(1, @item_window.item)0 |* s2 h% ]: G% I; {9 o2 ^
- # Hot Key num 3
# Z4 g8 Y" N) j* ?: h - elsif Input.press?(Input::Numkey[3])
) N* U9 v( d0 y9 b$ `) ^4 l! @! p - $game_player.equip_item_to_hud(2, @item_window.item)$ t$ h* x2 ~6 Y6 U( b
- # Hot Key num 4; w6 ]0 y1 X; _* R
- elsif Input.press?(Input::Numkey[4])
1 m6 s" _3 y( p) l2 c - $game_player.equip_item_to_hud(3, @item_window.item): k% u- G: g2 a* _% {
- # Hot Key num 5, i4 A8 h: G, v
- elsif Input.press?(Input::Numkey[5]); T, N+ m0 h; h; x
- $game_player.equip_item_to_hud(4, @item_window.item)+ M) \( T/ m# W/ l
- end
! t2 ~! H7 i6 I, `' e - @hot_key_hud.update0 }; [ b! |/ r% I; x2 z' Y$ x0 X
- end2 R- Q1 V* z4 Q8 P6 ]% A
- end
9 C. I+ A5 B# Q5 }* Q/ x$ Y - else
' {$ ?; @) X# f* l: q! l8 o; d - class Quick_Menu_Item8 u: S* v& [$ v- X
- alias hud_quick_menu_main main5 p6 y! o: r# A
- def main- Q6 Y0 M/ P9 z# k6 _$ w
- @hot_key_hud = Hot_Key_HUD.new
) T# F9 P4 Y; ?: D - hud_quick_menu_main
, r V4 c& K5 C4 B: s$ N+ t - @hot_key_hud.dispose* A- a) _# l. p' V5 g
- end
\9 L& ~5 N( S8 p+ y2 E9 X1 r P -
, S! o( k0 E6 g! U5 r - alias hud_key_update update! x1 I! H% O5 U) u% `( F4 g/ J
- def update
d& ^& _# Y# i - hud_key_update/ _+ R0 f# ^# _6 O
- # Hot Key num 1, B" a" q/ t; e+ z6 F
- if Input.press?(Input::Numkey[1])
3 J* b& G4 U7 J$ R$ f - $game_player.equip_item_to_hud(0, @item_window.item)4 s6 ~& n) H. E
- # Hot Key num 24 h$ I7 J, L1 f+ R) w
- elsif Input.press?(Input::Numkey[2])
1 D+ V1 U6 X% m. q4 g# M - $game_player.equip_item_to_hud(1, @item_window.item)
, l5 W1 F0 @+ Y0 W$ c" Y( x/ B - # Hot Key num 36 j7 `6 Z: e9 {' f$ U
- elsif Input.press?(Input::Numkey[3])
& D3 _ ^" \% _6 V: A - $game_player.equip_item_to_hud(2, @item_window.item)
5 h. [3 i+ j0 m" j7 D/ h) c; X - # Hot Key num 4
9 C9 U) }/ i& @& E - elsif Input.press?(Input::Numkey[4])
( E( a) q' F, R - $game_player.equip_item_to_hud(3, @item_window.item)
: r( Q, d( F% u$ s0 D, W- ^" l( V- E - # Hot Key num 5
" X8 y2 K3 m3 h9 X - elsif Input.press?(Input::Numkey[5])! X* O# [) f/ {$ `9 z1 ^
- $game_player.equip_item_to_hud(4, @item_window.item)
2 e2 A- A A% a8 x - end' O+ U9 m, H$ B+ e$ V
- @hot_key_hud.update4 C8 {+ I4 p# L6 P* o+ C( N" a
- end o0 S1 ~0 A% ]( [' U# J
- end) I4 f) `' ]' ~5 V6 {4 s
- end
, _$ @# N* _/ J3 m9 S! O$ C - ; I b" `% I% o/ r4 G
- #===============================================================================
, C( ], H2 X. X$ g - # HUD Window
9 L9 K0 E" }+ }$ w# b - #===============================================================================# t" \! n: L. {% N$ a+ R
- class Hot_Key_HUD < Window_Base
4 x: s9 U" D" [( [) }) [* L - def initialize(x = HUD_X - 10, y = HUD_Y - 15)- k- o. C- x9 o% E
- super(x, y, 220, 80)
3 f) c8 U+ F( p& d) ^& a! V - self.contents = Bitmap.new(width - 32, height - 32)
. e% V% Q: m! y. K - self.opacity = 0" R; m. o8 z, r2 ]3 q- C
- @actor = $game_party.actors[0]0 `8 ~0 _) _% E8 h5 g" s8 p! X
- refresh: u: s1 m0 S! j) d+ ^
- end
5 g" I; `5 @, B: U0 c. @ - # g* x, C7 q# B1 \. W
- def refresh
! y9 N5 e4 L) `. I - self.contents.clear$ s5 L3 m7 c7 e! K& `' j9 r- l3 [
- bitmap = RPG::Cache.picture("Hot_Keys_HUD")# K J; O3 j. |- J/ J. p0 U! q
- self.contents.blt(0, 0, bitmap, Rect.new(0, 0, 160, 32))
- E, J2 U |5 E# y- o* m - for i in 0..4
, r; R6 B2 m" r - x = 32 * i + 4
1 G2 Y; }: Q) H1 L Z1 W - item = $game_player.hud_equip[i]
, i, X. E0 i- P% X5 z, z& I - next if item.nil?: V! Z* j& G* p) _9 L* L
- if item.is_a?(RPG::Weapon)
! T% m( y5 l" F" O - item = nil if $game_party.weapon_number(item.id) == 0 and9 y6 A( d( e, x2 l, G8 M
- @actor.weapon_id != item.id
6 C2 E0 b9 d% o! s - elsif item.is_a?(RPG::Armor)" p% W6 K0 }" M7 z" n% `& T- E3 v
- item = nil if $game_party.armor_number(item.id) == 0 and " B: T) `/ W! J% ~
- @actor.armor1_id != item.id" E0 U% ^5 l. j1 a
- elsif item.is_a?(RPG::Item), R- m. }% d5 D# b! a( z6 a
- item = nil if $game_party.item_number(item.id) == 0 or
. f2 n. B- T7 Z& o- [+ I+ g, i; i - !$game_party.item_can_use?(item.id)
: b3 i) Y$ e; `) ?5 z' ]2 Y1 X - end
7 h, F! X/ t( { - bitmap = RPG::Cache.icon(item.icon_name)" O- d1 {: k( z+ f# P
- self.contents.blt(x, 4, bitmap, Rect.new(0, 0, 24, 24))9 \. e+ D- y4 f- N
- end
$ t) j1 G7 l" C2 C3 u - end
- F3 H0 Y, c3 z& v -
. a7 z9 r2 e9 n+ R- A - def equip(item)! z# T- x% ` y O# g
- if item.nil?; ?, I3 Q( F& _# W" L
- $game_system.se_play($data_system.buzzer_se)( O' a% F/ {( T; v0 S' O3 ^8 z
- return4 F3 f4 l% G! s- D
- end
5 c3 `2 N# G9 @' b6 T - if item.is_a?(RPG::Skill)+ K! a: H2 e J0 F' A
- if [email protected]_can_use?(item.id)0 u4 b8 T3 C" O
- $game_system.se_play($data_system.buzzer_se)
9 a8 a5 |8 M* A* z6 M& H - return) `! s0 B1 Q0 Q1 Q- z a0 c
- end
& j4 U; O5 h, F) ]" J - $game_system.xas_skill_id = item.id& H" h/ U2 e! J, u: f
- elsif item.is_a?(RPG::Weapon)
. W- H+ t3 J- n8 w5 b$ r# X. h1 m - @actor.equip(0, item.id)9 v! d+ x( r4 R$ j
- elsif item.is_a?(RPG::Armor)
/ l7 R$ i5 \/ D, b; C - @actor.equip(1, item.id)! }- Q9 b' T* G | q \8 J. w
- elsif item.is_a?(RPG::Item). K% E( N2 _. }$ W# u- Y
- item_tool_id = XAS::XASITEM_ID[item.id]" B% a9 [# j9 ]
- if item_tool_id != nil
9 H: L+ M" T1 A6 { - unless $game_party.item_can_use?(item.id)
9 g- v3 I0 t* ]7 w. J2 _ - $game_system.se_play($data_system.buzzer_se)
3 k9 T! N( v. N8 ^ - return9 t/ v. N( _) m; q& ]0 \
- end
: h5 {) m" _: z& c1 D4 G - $game_system.xas_item_id = item.id) h$ D9 ]3 O% ^% |) K% Y
- end
( k) X. F# l* L' }. Y. r - end
7 _: F4 C' W4 n- ~5 K4 @+ Z- d - $game_system.se_play($data_system.equip_se)3 j0 T" L8 m+ D- O& ^- _
- end! t3 @; a) m% D
-
/ H, P1 }& n1 f, n+ j$ }* ~$ ?) R# s - def update1 ]' K% _/ }6 N
- @actor = $game_party.actors[0]# l+ L$ {8 U9 u& ]% g" v/ G0 r
- @hot_keys = $game_player.hud_equip! s3 \+ }+ K9 v7 Q# i, j4 `* U
- refresh
- n7 t; ^0 _9 ^" c& U - return if !$scene.is_a?(Scene_Map)
; l% ], k1 d) E& `9 J - if Input.press?(Input::Numkey[1])
2 j) ]9 X% e3 r$ X: r# Q& l - equip($game_player.hud_equip[0])
' H; P. Q, i) ]# k3 G - elsif Input.press?(Input::Numkey[2])
6 S0 }2 Y/ o( V+ l/ L5 t - equip($game_player.hud_equip[1])* \3 ]3 m" N' ~% ?- n1 l: A6 a
- elsif Input.press?(Input::Numkey[3])
) ?% V% z$ o9 P' I* y3 w - equip($game_player.hud_equip[2]) 8 P7 Y7 P# ?# j
- elsif Input.press?(Input::Numkey[4])
8 w9 h: l0 _" H) `* h - equip($game_player.hud_equip[3]) 3 D, j r7 r b. N& j$ L' H# W
- elsif Input.press?(Input::Numkey[5])
0 I6 G8 c7 J! x# J+ l, I( T - equip($game_player.hud_equip[4])
, o5 ~& i: q ~& j/ T7 g7 b/ l3 v$ l - end
% k) ]6 S6 M0 a- F& J - end
, D4 |* d8 |/ d5 p- N% u - end
" ~; V" k2 n+ t2 v% e& y; }2 q
+ ^ q& m, m8 S; }' I% \$ Y4 ~- #===============================================================================
) k6 p. i/ a6 v* ]& q - # Scene Map
2 c& W0 v2 O8 }+ T1 P - #===============================================================================$ y# x4 B* i1 x" L
- class Scene_Map4 O5 W2 F6 }) W' \2 c# S8 E
- alias hot_key_hud_init main
8 L5 m4 ~( q' W B [* w0 Q - def main
# b: Q+ L; f- ^" V" a; L9 C* p - @hot_key_hud = Hot_Key_HUD.new$ z T7 e3 v& N/ b7 |" H& ]
- @hot_key_hud.visible = !$game_switches[XAS_HUDDISABLE_HUD_SWITCH] n; {, J/ {8 b+ u2 R
- hot_key_hud_init
* f* o8 `! P9 d1 S. x2 v- B! ~) w, K! N - @hot_key_hud.dispose% \* |, X _/ g5 i: ^- ]
- end
. L4 |- F( }9 G& Q T( c - . E0 f# g, T( ^ n
- alias hot_key_hud_update update
" h" x7 T1 p0 { - def update" j, ?2 J" } L' [$ f5 J. a" t; U
- hot_key_hud_update
7 ?3 O, f; ?1 Z3 {* u2 Q - @hot_key_hud.update: \! g, E" d8 u, s
- @hot_key_hud.visible = !$game_switches[XAS_HUDDISABLE_HUD_SWITCH]7 b: v8 m5 R( L9 D l5 C
- @hot_key_hud.update if !$game_switches[XAS_HUDDISABLE_HUD_SWITCH]2 d9 H% @/ B3 a' r
- end
: e/ d0 \5 |9 ]; W. w" i: J - end
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