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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,
' S6 n- Z% f) O' K C* Y Y$ U不知道有人能帮忙看一下吗? - #===============================================================================2 T; L8 @- I& X$ f7 ?' Z8 Y9 M
- # XAS - Hot Key HUD
, f _% y; G9 \" F - #===============================================================================
! E) Y& d: K! |1 M* _0 v) H; ~) r - # By Mr_Wiggles' C* T9 [' S( B! X9 U0 M5 @
- # Version 1.3
8 u0 ~2 ^0 B- }. ^" q: F - # 7/6/100 P' B. e6 V% l n4 q) y5 F( G9 Z7 J
- #-------------------------------------------------------------------------------
5 O) z U4 }& `( Q - # Instructions:, F {% k( z$ G8 t, j
- # Fill in the constants bellow, paste this script above main and bellow XAS in% i" j" }2 g) j! D- N2 Q
- # your script data base. BE SURE TO SET TO THE RIGHT XAS VERSION!!9 J2 z. W1 G j2 q, A: j4 o
- #
' H# k1 {; z! d3 ?* d# Q8 S - # Place the "Hot_Keys_HUD" picture file into your game directory : B5 O3 _9 K6 m, s" r
- # Graphics/Pictures folder.
+ _2 D8 U* K, t8 t v/ p: D/ s7 |4 H0 i - #-------------------------------------------------------------------------------; [& W! g2 Z0 C6 R7 r
- # Directions of Use:
' E8 a: a) Y1 @, u - # Simple just press a number key (1 - 5) when the quick skill or item menu is9 A( ?0 Y6 Z1 Z* ?5 S
- # Showing.0 f# g7 {" w; f) ^7 h( F2 ?
- #===============================================================================
* k0 u4 a, M4 g - HUD_X = 0 # X pos of HUD4 g/ Y! j1 O, m+ K* |7 y
- HUD_Y = 0 # Y pos of HUD, W4 `1 B, q8 {0 \
- 8 {" z9 v( x6 K. B0 [( _
- # Set true if XAS 3.7f" E' [" \% H4 G, X8 E0 N
- # set false if XAS 3.6
8 y- q+ G1 V! v5 t3 W. } - XASVER_37 = true
" H$ i, t2 |* o- v' k! {9 \
# A9 }: b- T2 k' v* o$ F m- #===============================================================================6 V2 t4 I; r ]% e4 [( i0 Y
- # Numkeys Module, @. d- r6 a! R( V, K4 n7 s S
- #===============================================================================
) @; A( D+ ]; e4 a - module Input1 C( i6 v3 B A
- Numkey = {1 => 1049, 2 => 1050, 3 => 1051, 4 => 1052, 5 => 1053}
& z- {% p1 V& O - class << self
4 H6 g8 y' Q1 T0 z: t. v - Key = Win32API.new('user32','GetAsyncKeyState',['i'],'i')
0 M- C3 m: H, t; G$ m3 ] -
, P k# m) w, n- F. p - def testkey(key)( S4 X* s# D# q2 A0 {0 F0 B( A
- Key.call(key) & 0x01 == 1
. v/ e- e$ f% H9 K - end9 A ~6 [# U- s7 ^
-
$ d, h% }! i( r8 _ - alias hud_key_update update, Z9 {4 A3 \ Q" m' a$ q) V1 I
- def update Y3 O9 J6 K- {, E' C( A; U* Q
- hud_key_update
! U. m8 z+ ?: A: y - @pressed = []6 x, B$ [0 @# g: V3 v5 x! v
- for key in Numkey.values
5 L( E4 B4 t K5 Y. R$ l# b! v: z" Q - key -= 1000
; ^) r# b5 u; n1 [& ^; J. q - @pressed.push(key) if testkey(key)
2 w" B) U* ^" I9 b9 C - end
, z' ^* }, ?8 m( V. T - end. y3 H, Y; M3 b
-
) l2 S% i, m0 S - def pressed?(key)
7 ^& m$ V0 | Z% T/ H - key -= 1000
2 t+ Y4 _; L2 a- N - @pressed = [] if @pressed.nil?
) W: a6 O4 Q$ s8 @ - return true if @pressed.include?(key)
0 l4 w& Q1 W# s$ H - return false
% n3 o# ?- `* v* V - end
6 [1 C, d) e' E# s - " i$ t* w. C* e; b2 I
- alias hud_key_press? press?
: \3 V8 _9 A4 W0 |6 L, ~2 x% x( O - def press?(key)$ n% i& M5 S; M5 I* i
- return pressed?(key) if key.to_f > 1000
* O8 b* Y0 N4 y# Y - hud_key_press?(key)
9 R1 Y4 _+ W9 o: v; e - end
! _8 q% e* U/ O& K% M6 z7 H3 x - end2 K: _; g6 n# c- \
- end1 M6 E5 d% W1 y; h
- 6 J7 I8 g4 j4 v& w9 o' j
- #===============================================================================
; y! k9 V6 Y; A7 h" T t - # Game Player6 M% P9 L7 P! U$ e q$ ?6 B
- #===============================================================================, _5 f: o) _1 B. {( E
- class Game_Player < Game_Character
7 A( u9 R# z/ n6 Z; n+ N* V - attr_accessor :hud_equip6 i+ q& e/ P* s ~4 `- x. p
-
! G- T( T# q% n - alias hot_key_hud_init initialize. {% d4 b+ y' y: J1 M0 V- t" G
- def initialize& x$ M- n. F5 ^- ]
- hot_key_hud_init+ J( L6 g# x) f) @0 i
- @hud_equip = []
% X( n a7 ?5 Z, @4 u0 B - end3 D( ~6 z1 \8 {
-
: p* D U' w. c - def equip_item_to_hud(n, item), C" Z( G3 W( Z/ E" U6 |0 r
- if item.nil?
* l0 T5 f$ t2 ~ - $game_system.se_play($data_system.buzzer_se)* i/ ^. w& \4 ]% G6 `
- return
6 S0 A" A5 \( g0 M8 C3 D i - end6 Y" ~1 z4 {$ B5 {9 l
- $game_system.se_play($data_system.decision_se)& C- e- r/ O& N' {; q6 B1 N
- @hud_equip[@hud_equip.index(item)] = nil if @hud_equip.include?(item)" C' @* F( z( J! ~# J& z& E
- @hud_equip[n] = item5 h. ], z- e6 X8 W
- end- f* M1 x" m8 R0 J
- end
( |& O0 u' }: o7 u/ q - , U o" ]# Z/ @+ i `
- #===============================================================================5 t( }7 f# [4 f2 L: q
- # Quick Skill Window2 P+ C t2 |8 m8 H! p6 m9 o
- #===============================================================================
* G1 J! z# ~& `8 L* P! u - if XASVER_37 == false
+ D5 \+ r+ h" l+ t& x$ j( h2 } - class Xas_Scene_Skill7 t7 W+ z0 l$ u/ ~
- alias hud_quick_menu_main main) P B6 Z# o2 `* c( x9 y1 Q
- def main
" y$ t7 v1 a1 C# } - @hot_key_hud = Hot_Key_HUD.new
# {) U9 ~9 ?$ `3 t. n* a2 L - hud_quick_menu_main
2 s. t. o: F+ l- z1 c0 D - @hot_key_hud.dispose3 F- ?+ X+ y U+ T
- end
% ~6 b; C) }/ ?) C' x. Z8 o+ ^ -
3 {9 O7 b3 r' n - alias hotkey_hud_qucik_menu_update update# d- m- e3 I( U
- def update) W7 g2 s4 p* l# z! K
- hotkey_hud_qucik_menu_update
, N6 P0 V4 j( L' ^1 n# \1 d. e2 { - # Hot Key num 1
( W4 I2 u9 X: b0 l - if Input.press?(Input::Numkey[1])- G# f$ } W1 ]/ D* M0 M
- $game_player.equip_item_to_hud(0, @skill_window.skill)
! T) p1 P- m5 c) R3 `4 I5 E - # Hot Key num 20 k. y* y0 b' v& K
- elsif Input.press?(Input::Numkey[2])
+ f' }/ A* u9 J* u3 C+ E - $game_player.equip_item_to_hud(1, @skill_window.skill)
5 n% O: Q+ F* D* n2 ?9 ~- j7 p - # Hot Key num 3
0 {* F% T7 D+ N4 d& u9 ? - elsif Input.press?(Input::Numkey[3])* t7 o( L- ^5 [1 A+ g @9 H
- $game_player.equip_item_to_hud(2, @skill_window.skill); q8 c' q0 ^6 M& ^1 H5 P
- # Hot Key num 4
7 F7 I0 I$ r C, y: G; k& C9 c - elsif Input.press?(Input::Numkey[4])' Z% x; n* T% S! q3 n" _
- $game_player.equip_item_to_hud(3, @skill_window.skill)
5 i* \9 a4 g; v7 \! m7 G& u1 {7 O - # Hot Key num 5
: j1 N/ r2 z2 w, N' \. Z& P - elsif Input.press?(Input::Numkey[5])2 C9 X8 l/ x) h
- $game_player.equip_item_to_hud(4, @skill_window.skill)8 Q2 @) j: `7 q
- end+ m3 r. S! C" a8 b# t" D E
- @hot_key_hud.update
5 a% Y+ t( S7 u5 N, M- |6 y - end! t+ _5 w2 g2 R7 Z0 q( r0 G
- end% ?8 ~* s5 _9 U7 \. ^
- else
2 j3 B) V0 h$ L, } - class Quick_Menu_Skill5 O" ?. N! e+ j
- alias hud_quick_menu_main main
2 h1 \" ?* V* }4 u - def main# g; c- C+ e% k* \
- @hot_key_hud = Hot_Key_HUD.new
# ?0 s; F! r8 f0 z8 Q1 P - hud_quick_menu_main
9 Q' z7 s z0 h* [; G' S - @hot_key_hud.dispose
4 r' t4 V- l$ m; D7 I# l. h - end
# z3 k: u O) o! n0 A+ ` -
. z* Q H) l) L" N. @) l+ Z; n: V - alias hotkey_hud_qucik_menu_update update
% @3 i0 n g0 |! ~6 B - def update( j6 A/ o8 |7 I$ c: P! K3 H# F$ z
- hotkey_hud_qucik_menu_update7 n- d" P2 p; R3 u
- # Hot Key num 16 c2 w9 {1 }1 t! y, T* _% H* L R6 G9 ]
- if Input.press?(Input::Numkey[1])/ r: | Y: w/ s* ~) M% g% r
- $game_player.equip_item_to_hud(0, @skill_window.skill)3 f5 Q9 u$ D9 F7 K) v3 n! f
- # Hot Key num 2
- u7 q# x0 m: [/ c$ E# E - elsif Input.press?(Input::Numkey[2])
8 E! S- j6 m& L2 Z, n9 S - $game_player.equip_item_to_hud(1, @skill_window.skill)& h; I$ P1 c8 v# V
- # Hot Key num 3' C5 k s' Z5 ]6 o5 Y
- elsif Input.press?(Input::Numkey[3])
8 O" w) m: @5 d4 F: K& W8 r' e - $game_player.equip_item_to_hud(2, @skill_window.skill)3 n: j+ o+ w) |$ S1 c) W& u& I- G
- # Hot Key num 4; _ g8 Q" }6 `, x2 s! R
- elsif Input.press?(Input::Numkey[4])
5 e+ c4 X" K) @" n d - $game_player.equip_item_to_hud(3, @skill_window.skill)
" k- o/ @% ~2 J L& t# f4 k: s - # Hot Key num 5
; p4 c; d# |6 @5 E# o - elsif Input.press?(Input::Numkey[5])+ z" x" T) h5 \
- $game_player.equip_item_to_hud(4, @skill_window.skill)# L7 U) H) r( u$ ?7 c1 D: \7 Q2 K9 D
- end
' ~ a2 S0 I' A9 P, \& l8 I: ` - @hot_key_hud.update4 b) |5 L; n' M, J) W9 A& x
- end
% \( F( c" a# F1 j" c# w - end
6 D8 F6 V1 V# {: l, A& U9 q - end2 Z1 D1 q" C9 M& K+ G2 @
$ T1 f6 }& X K4 J- #===============================================================================
$ q) _# f5 I6 Q5 d4 h- ~, J8 M& S - # Quick Item Window
" N* P8 T# Q0 i1 y0 d - #===============================================================================
+ Q6 P. N# u/ Z! ^* l - if XASVER_37 == false
0 T/ g$ M& u( O/ l8 d) L - class Xas_Scene_Item/ ~! q. p5 U6 T5 w0 @: J
- alias hud_quick_menu_main main
5 z' C% P, B/ ?. b2 J - def main4 |' w% T' M `6 a
- @hot_key_hud = Hot_Key_HUD.new
o; o7 Q+ W \+ F0 e% D4 G! n - hud_quick_menu_main
2 Q' C! M' e7 U* Q0 c! v2 j - @hot_key_hud.dispose# _: Z" H# v, t6 L! p
- end
( X( y3 R9 }, W: b: | -
/ q3 M+ N6 Y, B8 X$ j, u - alias hud_key_update update& [; m9 D" O$ W. r
- def update
X. [0 d9 z, \6 J# O - hud_key_update
# }& S/ a1 I+ @' I s - # Hot Key num 1
- u( {' Y) z, V7 m8 d - if Input.press?(Input::Numkey[1])
( F1 N; x7 I; N/ m u1 K! B - $game_player.equip_item_to_hud(0, @item_window.item)
( e4 W0 c8 A9 f, V) E9 F0 X - # Hot Key num 26 N& O6 L; |; m0 ~
- elsif Input.press?(Input::Numkey[2])
$ D' s: |: V0 ^ - $game_player.equip_item_to_hud(1, @item_window.item)% Q3 f: l6 n1 h5 k' ]9 @
- # Hot Key num 3: R* y, l. @7 R
- elsif Input.press?(Input::Numkey[3])
. S, \/ ~2 e3 e5 X/ d - $game_player.equip_item_to_hud(2, @item_window.item)2 a" V5 `! U+ G$ ^1 ]
- # Hot Key num 40 ]/ E1 ^$ e+ W( t
- elsif Input.press?(Input::Numkey[4])
( U$ M5 x) r* h' j& u& S' m - $game_player.equip_item_to_hud(3, @item_window.item)5 b$ y* c* A; V+ b
- # Hot Key num 59 H& a V4 k% U( Z3 I
- elsif Input.press?(Input::Numkey[5])
$ ?# ]3 w* j& c2 u5 O/ y - $game_player.equip_item_to_hud(4, @item_window.item)* h" c# w4 v+ Q
- end) ~7 m2 P' v8 f- I" g- L
- @hot_key_hud.update
1 R! }% e) P4 @) N0 ^4 E4 q. C - end! [2 d: X, h! _3 T
- end
' q: G: v3 _4 T2 d- L1 H6 { - else/ a: {, U) N- ?! |6 ]' x+ ~9 B- e
- class Quick_Menu_Item
# E' i9 ~# C+ j, v- }/ { u# g - alias hud_quick_menu_main main: Y: \. a( c4 L1 c# K
- def main
6 T: l* \9 m A/ Y - @hot_key_hud = Hot_Key_HUD.new5 l ^6 t4 z4 T3 S4 D- H
- hud_quick_menu_main
. R- h) W* i, `; ?/ S8 u {/ Y$ I8 ` - @hot_key_hud.dispose5 p5 Z* a& y: k
- end
/ x0 k+ |& H. ~( @ i8 S7 i -
2 O0 b* c5 I: {( `# N0 [/ v - alias hud_key_update update9 y2 ?/ }2 v- B3 a) }
- def update
/ O5 p, j- {3 \8 b0 O - hud_key_update
1 B; r! T4 b4 e - # Hot Key num 11 L2 j9 ]& [* U, `7 k, Q2 a, [
- if Input.press?(Input::Numkey[1])
$ e8 ~$ F2 Y1 p/ F2 q - $game_player.equip_item_to_hud(0, @item_window.item)$ U2 a3 Q% c3 \, Y E9 \
- # Hot Key num 2
0 t8 \# h6 }; }3 W: P+ v - elsif Input.press?(Input::Numkey[2])
O# Y! {( F+ h8 W - $game_player.equip_item_to_hud(1, @item_window.item)# G+ g9 l1 v3 i& @, w& j* |
- # Hot Key num 3
; d0 T; x/ N9 Q2 y8 b; l2 E - elsif Input.press?(Input::Numkey[3])2 c9 z; T# Q$ {" B7 S+ E2 e
- $game_player.equip_item_to_hud(2, @item_window.item)
1 [9 H8 @1 T, e; m8 O - # Hot Key num 4
/ }, V G' @" m+ | - elsif Input.press?(Input::Numkey[4])
: G% P. B1 i9 O$ P4 M" q8 P - $game_player.equip_item_to_hud(3, @item_window.item)
. q- \- h2 {7 d- ]% _% ?, g( z - # Hot Key num 50 F7 ]2 j5 P/ g7 P2 i
- elsif Input.press?(Input::Numkey[5])1 {( s" n- V) U9 s* U8 Y
- $game_player.equip_item_to_hud(4, @item_window.item) L7 u0 B6 x1 G* g% M8 s- l
- end) h' b. O" i7 k1 v
- @hot_key_hud.update
$ ]9 y) E1 x y - end
9 Q4 p* r7 y" q a - end0 t4 ?6 { K6 u8 [0 }& Z" s6 R- ~
- end: _1 F8 z2 }4 a1 ^
+ Z) V; A+ `) p" G, m6 I1 h- #===============================================================================
0 Y- }, Z) {9 y8 G7 \! N# ]7 U - # HUD Window
. x1 A h8 A8 L* A) `8 u* | - #===============================================================================
: {4 ] f! z/ u+ Y: {7 U - class Hot_Key_HUD < Window_Base+ c/ Y% u( ^1 J: n" z* F: ?
- def initialize(x = HUD_X - 10, y = HUD_Y - 15)
* U4 ]; _5 ~& ?# a& J - super(x, y, 220, 80)
3 A7 a3 Q, C$ O5 ]' d3 u- P - self.contents = Bitmap.new(width - 32, height - 32)- i' |& }1 q: r
- self.opacity = 0
! N2 [ q* r, |6 L, Z* b9 u5 X* p: g - @actor = $game_party.actors[0]& a9 b2 y4 {) G" i3 u# r
- refresh5 J; f0 b' K% n4 L& w# v, Q
- end
* \% E' m! X( C' j% A - 7 Q5 Y" p! t, K* f8 `# T" K& o9 A
- def refresh! s( `3 j! t/ c, L% W; f
- self.contents.clear7 j `4 O9 u3 A5 y
- bitmap = RPG::Cache.picture("Hot_Keys_HUD")
* T/ a9 y+ }* `2 n1 w - self.contents.blt(0, 0, bitmap, Rect.new(0, 0, 160, 32))
: H" P. f. O4 a2 g0 |% Q. [6 v - for i in 0..42 {( w4 |; T* H$ @& G+ Z1 n
- x = 32 * i + 4
7 I5 R, b) g" E8 f9 u+ [4 ] - item = $game_player.hud_equip[i]
" V# C# ]& B0 | - next if item.nil?
) g# c7 @3 Q/ V; ?9 M; s* [" T- [ - if item.is_a?(RPG::Weapon)
8 i6 K3 b! X; a* _* j# m - item = nil if $game_party.weapon_number(item.id) == 0 and
- m3 _9 c+ `/ N& U) m+ y - @actor.weapon_id != item.id
4 q- ]& p+ b5 \- |- M" y$ E4 |; ? - elsif item.is_a?(RPG::Armor)9 e9 J& u+ ~5 M ] I* r
- item = nil if $game_party.armor_number(item.id) == 0 and
9 b+ `2 r: T2 m. L/ |* q4 D% l - @actor.armor1_id != item.id
% q6 Y: O8 o7 t, i# M - elsif item.is_a?(RPG::Item)
' w3 p7 y: |6 Z5 F. g8 ?/ G+ N - item = nil if $game_party.item_number(item.id) == 0 or
0 ^0 o& c! e; j- o" V; I2 {. t: R - !$game_party.item_can_use?(item.id)
; P; g4 ~' S- i+ u - end0 K$ {3 I5 a' A' A9 t& Z0 f' @% g% V
- bitmap = RPG::Cache.icon(item.icon_name)
" F7 X3 \" J3 Y7 E, [5 X! ^ - self.contents.blt(x, 4, bitmap, Rect.new(0, 0, 24, 24)) p* x* u7 }$ u
- end: ?% h6 ^' R$ K7 i
- end) i; I5 a2 R4 N
-
& ~9 @. t8 [3 @8 \2 @! q - def equip(item)$ N8 E8 U6 g O9 Y& Z+ `
- if item.nil?
* [0 _; ~9 r% |% b' @. O - $game_system.se_play($data_system.buzzer_se)
' h) F! k# D" `1 c/ M. Z( A) p - return
" u/ X7 G4 O7 A0 F - end$ f0 _ N2 o1 H5 _$ F# U& ^! X
- if item.is_a?(RPG::Skill)
6 F, t3 n+ ]5 ]6 m+ f$ v" F, c - if [email protected]_can_use?(item.id)
5 `) O5 A0 ^9 @ - $game_system.se_play($data_system.buzzer_se)
( E. g g Q7 b: ]5 d1 Q3 x) C - return
* u+ I; |# u+ e1 X - end" f/ X. Z5 R& S( P% O2 ?
- $game_system.xas_skill_id = item.id' N7 Y1 U, d/ U( U
- elsif item.is_a?(RPG::Weapon)
3 k8 y4 y/ w* u4 ?- Y/ H - @actor.equip(0, item.id)7 c: X( i8 F6 {- z' I
- elsif item.is_a?(RPG::Armor)) y1 o0 B t& s
- @actor.equip(1, item.id)
, O' B0 h/ Q; ]2 H - elsif item.is_a?(RPG::Item), L- D" S" z: r: L& w* F9 h# p" x$ @
- item_tool_id = XAS::XASITEM_ID[item.id]
+ ~7 [, f+ Y! r9 W8 m& K& i - if item_tool_id != nil% R, v" |5 p% ]8 r0 \% c
- unless $game_party.item_can_use?(item.id)
: A( V9 M( \% {' D* E8 q( j3 `3 d - $game_system.se_play($data_system.buzzer_se), _* G$ H1 c, U
- return
3 N3 M8 k+ ^4 p2 ~# L2 k - end
1 J3 o0 n4 r! }( s0 R - $game_system.xas_item_id = item.id
& j( w. t: i4 ` - end1 Z2 q5 U0 Q8 S+ {0 g5 E5 U/ Z
- end. ^* N+ f7 K; C: [
- $game_system.se_play($data_system.equip_se)
4 c% A! \* |- X: o - end
5 a6 S- m; ?9 z. ] - 0 ]2 g& u; R1 P$ V$ q
- def update
1 W5 g0 j: f/ b% i" v) y; ` - @actor = $game_party.actors[0]
' E2 M5 y' H5 e! Y! o% [: I/ a - @hot_keys = $game_player.hud_equip# U! g+ ]" L* e- q3 M, E
- refresh5 j- {& A+ Y1 K4 N* t
- return if !$scene.is_a?(Scene_Map)
1 Q3 k* v+ p' B, m3 z - if Input.press?(Input::Numkey[1])
, g3 I: o5 p I p8 Y. o - equip($game_player.hud_equip[0]). r0 x" v- ]# j4 s! H4 T
- elsif Input.press?(Input::Numkey[2])& A6 Q- l. O& K0 P
- equip($game_player.hud_equip[1])
# C5 p: s% p7 B, Q8 q1 C& P - elsif Input.press?(Input::Numkey[3])
+ X" s: v1 {9 L- ^ - equip($game_player.hud_equip[2])
( R } K7 A2 f/ o; O% H - elsif Input.press?(Input::Numkey[4])) C0 O* l* I) V5 o- r
- equip($game_player.hud_equip[3]) / u/ `6 F* W7 @+ {
- elsif Input.press?(Input::Numkey[5])
' E# S; p4 J& c7 `; C* t# K - equip($game_player.hud_equip[4])7 X1 v* G3 o7 U" E" |
- end5 w, s4 v( Q2 Z: h& \+ K
- end6 J5 k+ b ~# i3 d
- end2 C$ p% `+ h& I6 K7 d3 F4 {
- ; q( R+ {5 p+ z0 d6 z; q& \) u
- #===============================================================================) N7 V3 q" J2 l. \# J$ J2 n
- # Scene Map1 S! ~4 j( m. o% Z3 S" j4 A
- #===============================================================================5 f9 h# F; @( e6 B- t- x& D
- class Scene_Map. j2 W* G/ k6 P5 ]- \2 Q
- alias hot_key_hud_init main9 ^. |% T" T( N- X: R) J
- def main
* q0 D+ P# c0 `0 M - @hot_key_hud = Hot_Key_HUD.new
: D {9 [! {* O - @hot_key_hud.visible = !$game_switches[XAS_HUDDISABLE_HUD_SWITCH]" ?5 U# |& F& w
- hot_key_hud_init* _+ }6 s. K1 P7 i# |$ v6 ~" [
- @hot_key_hud.dispose Y4 D/ C3 ^) N1 m- Q' `# _
- end
~+ E1 F ^+ `) Y1 B/ M - 0 H6 M# \7 l* x7 P& f
- alias hot_key_hud_update update
2 a. z8 _7 W. S- w0 K - def update. m3 ]8 H: G( h! d/ h' M( D: j5 ~
- hot_key_hud_update
" R: h0 k, X6 O3 `( Z - @hot_key_hud.update2 f8 i5 j+ c' ?) u2 I8 }2 q# {% t% J
- @hot_key_hud.visible = !$game_switches[XAS_HUDDISABLE_HUD_SWITCH]3 Q* C9 a6 A4 e" z
- @hot_key_hud.update if !$game_switches[XAS_HUDDISABLE_HUD_SWITCH]" b3 n3 p/ P# E: G$ ~
- end; ^' v8 A' B6 {* {% x% D; ]
- end
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