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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,* B! V3 L* y |: k( G0 Q+ v; \
不知道有人能帮忙看一下吗? - #===============================================================================; b, U( L/ m/ z+ z1 l/ i6 Z" \
- # XAS - Hot Key HUD5 ~) l0 _* Y9 z) u4 q
- #===============================================================================* _; g& L% k6 s* [ b
- # By Mr_Wiggles
8 x4 v% ]% \: k0 }( \ - # Version 1.3# `# r0 C2 J0 z2 h4 x6 v4 x' L" H
- # 7/6/10
/ D k8 [9 @+ E- r* t0 Z - #-------------------------------------------------------------------------------: {" D! k) _: }
- # Instructions:4 r7 v2 z$ _9 y5 W
- # Fill in the constants bellow, paste this script above main and bellow XAS in
3 e+ m, v" E0 {5 J( a - # your script data base. BE SURE TO SET TO THE RIGHT XAS VERSION!!
) r1 l/ B( U- U; s a: o4 a - # ; B! N0 m# X" C% u% L
- # Place the "Hot_Keys_HUD" picture file into your game directory 5 ?, B. S7 p. S7 A1 h; n
- # Graphics/Pictures folder.: {9 U |+ A6 X6 @3 V/ f# Q8 H6 W6 Y
- #-------------------------------------------------------------------------------' V! q+ m8 g8 G0 e9 U
- # Directions of Use:
7 O V# l# D- X0 [4 n - # Simple just press a number key (1 - 5) when the quick skill or item menu is
, r2 ^& e; B9 z S1 a1 i# A4 ` - # Showing.& u. ]$ J0 x9 D7 E
- #===============================================================================7 i) C' h! Y4 P; v$ G$ w
- HUD_X = 0 # X pos of HUD
Y- U" f# J6 r) z% @$ o - HUD_Y = 0 # Y pos of HUD
3 H2 x# q2 C) a& E3 p - 0 M6 U0 _2 h$ ?/ E
- # Set true if XAS 3.7f1 @: [) Y5 p) l$ P: i+ X ~
- # set false if XAS 3.6
0 x. Q% j! u; I+ f: g4 c - XASVER_37 = true6 u8 f* d: c1 X2 T3 A; h
- U1 Q. K; V: M4 Q- N ^9 V2 M- #===============================================================================
% f( ]7 t2 r1 X9 @3 L - # Numkeys Module( y9 d9 y/ }& X. S2 H5 e( z
- #===============================================================================
, y& C+ j6 h4 p0 W( U - module Input
7 p- w3 U \# j j9 [# h - Numkey = {1 => 1049, 2 => 1050, 3 => 1051, 4 => 1052, 5 => 1053}0 `' r) j5 y* A$ b
- class << self. W! M$ z* z5 B
- Key = Win32API.new('user32','GetAsyncKeyState',['i'],'i')
8 R+ U) w; s1 ?) M9 _ - & L! _: {5 e, v' @ j, O
- def testkey(key)* t O" n4 o# K) p
- Key.call(key) & 0x01 == 15 ~/ i( u2 e- Q) J3 l
- end, f+ i: Z( ?8 T+ G' ]. T
-
, K. ?, B% P5 K: x9 H# Z - alias hud_key_update update: z$ `' e# f$ y5 s4 s) }
- def update5 s2 t# u" m- {+ B! D0 \; c9 p
- hud_key_update
0 B( b; W0 M" S - @pressed = []
3 b: l q4 a* C4 U/ L8 i) q - for key in Numkey.values
1 F% P2 N$ `6 c w& E - key -= 1000
6 u! |7 b+ R. ` D5 l" u - @pressed.push(key) if testkey(key), h, d* o/ ^" n4 U
- end3 h. V0 G3 x3 V3 h) H
- end$ p; G. e# }# c2 y/ B- A. t
- , A/ { ^) j5 b; S) s
- def pressed?(key)
) t' S- Q7 I W - key -= 1000
) E' ^; y& _1 t9 B/ o - @pressed = [] if @pressed.nil?
! b E/ y0 S) v; D. ?" U - return true if @pressed.include?(key)
& h- R4 N' M: O - return false2 g5 N* @9 D& R2 b: G
- end
; J& l0 e: v3 g6 R4 K) b: @' K6 f- F -
$ }& s* w4 M6 L2 s# R - alias hud_key_press? press?
' U) C {- Z0 v3 n+ I* e5 O - def press?(key)
1 R$ L4 p! e2 N) m - return pressed?(key) if key.to_f > 1000
2 W4 A( }) g* a2 m! [ - hud_key_press?(key)
" Z) }/ X1 a4 V5 y& n' x - end/ B3 ?, S5 C0 d
- end
4 l" R$ h' V3 O* L - end
' K v" D0 N4 t0 I! G - % r* |$ Y& M: v: [, w. [# a
- #===============================================================================
, f# d8 p* m* ^ - # Game Player
- w* z/ H6 G, X( ?, L; | - #===============================================================================
9 K, E( u& C! Q, a" v; W( k$ b - class Game_Player < Game_Character/ {3 g U! l, G/ k, C, T
- attr_accessor :hud_equip
z) y0 B* [1 h6 X4 }5 n/ X& v -
- L7 L( _: V/ m# A. R9 w - alias hot_key_hud_init initialize
' A3 w: }8 Z t0 Y; A - def initialize2 R. w/ Z0 i! K* k% u7 y
- hot_key_hud_init* d, W2 K" W$ B
- @hud_equip = []
1 x, f3 J0 n4 j - end
+ Y3 t( r: ?2 }! a3 _; w1 d9 h# K -
7 Z; X! D$ J8 T - def equip_item_to_hud(n, item)
+ G: K8 l0 N! S8 x' {* e4 O7 I% n - if item.nil?; ~9 ?/ D& ~: x
- $game_system.se_play($data_system.buzzer_se), A6 T3 V6 O1 {
- return
! Z% ^! w2 [0 i. W) s - end) t' R/ y* o$ V5 P3 S
- $game_system.se_play($data_system.decision_se)
) m9 t8 W+ D/ j8 A- n - @hud_equip[@hud_equip.index(item)] = nil if @hud_equip.include?(item)
0 Y4 _4 G" c- U* x) L! ~( ^ - @hud_equip[n] = item
: U, x2 f9 `% q3 z - end
* [5 I+ p; x V c% J2 Q! V - end
5 J% g" N) l9 R/ {' Z5 g' F - % Q# o# e, [# n; P7 P
- #===============================================================================" @+ E, @1 E, W9 f' F! c2 h# W# T/ w
- # Quick Skill Window
! U- a; S0 _' s" q. u - #===============================================================================( V2 V$ R6 O+ [: u3 ~0 j# z
- if XASVER_37 == false
4 w8 j* U- X" Z/ _4 n" V# ?* v( |5 M - class Xas_Scene_Skill K* x1 h4 w: G# p; P
- alias hud_quick_menu_main main
3 z; Y5 G" u% F4 j - def main
" q) {% T, N. { a8 d3 k9 F* ? - @hot_key_hud = Hot_Key_HUD.new
* W2 ^6 K) O. f3 S6 E) T# v8 }+ w - hud_quick_menu_main3 S3 d. @& f$ B+ l7 I5 k+ l9 C
- @hot_key_hud.dispose! P# r6 h q% C$ ^9 t
- end- N: {( W9 C! F. _+ I
-
3 e3 L% C+ R5 q, q - alias hotkey_hud_qucik_menu_update update N* O8 c- \5 k; I0 n
- def update
' R& U; P1 R8 d2 x" `3 N9 U - hotkey_hud_qucik_menu_update
9 I$ ? N# ^/ c! R% f3 w& D - # Hot Key num 1
# S3 H! g- ?4 [$ N. V; W - if Input.press?(Input::Numkey[1])
$ M: A2 E( E! Y0 B9 V9 J: B! { - $game_player.equip_item_to_hud(0, @skill_window.skill). H/ a) D0 Z4 ?! w* `$ g
- # Hot Key num 2
: V* F( H$ J, z3 E$ {0 i/ X9 Q6 d - elsif Input.press?(Input::Numkey[2])
7 Y& ]' p; `- S- } - $game_player.equip_item_to_hud(1, @skill_window.skill)$ ]3 I- N# H: i; e, @
- # Hot Key num 3
: Y! G5 ^, B# ? - elsif Input.press?(Input::Numkey[3])- {% Y) O0 A3 U6 i- R7 n
- $game_player.equip_item_to_hud(2, @skill_window.skill)
" i) ?# x% E. {8 z. t+ P - # Hot Key num 4( d8 R t' [4 E4 i1 L8 l
- elsif Input.press?(Input::Numkey[4])
/ u1 J5 }: l E! C - $game_player.equip_item_to_hud(3, @skill_window.skill)
6 k0 a+ O2 d" I( @- u2 o! d! U7 d# H - # Hot Key num 5! R2 t+ \8 [/ P. z# b* U5 y9 z1 W
- elsif Input.press?(Input::Numkey[5])
9 e& g; g# r5 M( P/ ^) n* b - $game_player.equip_item_to_hud(4, @skill_window.skill)) b2 T, P7 c8 t) c1 y8 E9 B$ u
- end4 o4 s9 C0 D; u. ^/ |3 C
- @hot_key_hud.update
. L& h5 d* T9 d9 v4 G' D' \* n* @ - end1 f- o4 f8 v8 T# }; V
- end4 j V. X1 |3 X' t& q3 @' K* Y
- else0 u! R8 K8 E9 S5 O+ u- a6 a$ ?7 z
- class Quick_Menu_Skill
# T. o! j& y8 v5 k6 s& ?; z0 K5 d3 o - alias hud_quick_menu_main main" l& m L; t: U9 B' `
- def main/ q, M- w$ U" l0 K4 v1 T! r
- @hot_key_hud = Hot_Key_HUD.new; i9 e5 [0 H& ^: n/ ~. P6 Z
- hud_quick_menu_main2 _) i/ e: L1 [. u" q
- @hot_key_hud.dispose/ q$ Q. C2 s$ ~: r$ Q2 v7 c
- end" Q. y5 N( A- g9 [1 l% y/ C4 V
- * d+ u- Y# R/ J& O0 ~
- alias hotkey_hud_qucik_menu_update update9 ~7 U: X! a- ~9 @3 z
- def update
/ o6 c" p5 M ?5 n - hotkey_hud_qucik_menu_update! G1 t2 L7 F" i$ c7 X5 x
- # Hot Key num 1, |6 O9 N$ {- D2 v9 C+ u
- if Input.press?(Input::Numkey[1])
; Z8 E# H1 q* \7 s4 ]; G - $game_player.equip_item_to_hud(0, @skill_window.skill)1 T+ z: \: X- t5 C. c0 ^
- # Hot Key num 2
, |- F' [4 R! u, {* p5 Q - elsif Input.press?(Input::Numkey[2])
: w k3 I, Q; }7 A - $game_player.equip_item_to_hud(1, @skill_window.skill)
4 X- D% @# M6 k& M. m/ W& J - # Hot Key num 3& l3 {+ T! y5 e5 B6 J( z& N
- elsif Input.press?(Input::Numkey[3])
9 K: k: e0 y' c7 ? - $game_player.equip_item_to_hud(2, @skill_window.skill)
' @; k: }* T2 B+ M% H: T$ V- t: s - # Hot Key num 4; R# C1 `! D/ w8 }6 W+ K- S, D
- elsif Input.press?(Input::Numkey[4])7 y: \7 G! z: d- u4 k
- $game_player.equip_item_to_hud(3, @skill_window.skill); \% Y# a* V# {0 a7 G ~
- # Hot Key num 5
7 _6 b" ^) b$ ]6 ] - elsif Input.press?(Input::Numkey[5])
( _& n1 q, Q, y5 k( Q - $game_player.equip_item_to_hud(4, @skill_window.skill)
, P4 ]: D- ?4 L: n# W1 @ - end E! v3 y" G, Q% f7 f$ y9 |
- @hot_key_hud.update6 ~5 Z2 L3 T# Q
- end8 e( i/ Z! c# G6 ~- \
- end
# d. h2 Y+ k r# [ - end
$ \. n, N$ v( V% ~, J
9 r( W/ K9 {, C: [6 s- #===============================================================================1 O: f0 ?. o5 n8 ?: E
- # Quick Item Window
7 G9 l2 x, @" ?2 L! ?+ D5 O - #===============================================================================
: ` Z2 N6 H- H& z - if XASVER_37 == false
( n+ d1 \' Q1 q# G' E4 Z. r4 q - class Xas_Scene_Item- m) P8 q6 b7 \
- alias hud_quick_menu_main main1 q$ B, j! M) v! O7 k0 y
- def main
i) x, S& V, i. S/ n3 h$ H - @hot_key_hud = Hot_Key_HUD.new8 \ C0 b( r9 {/ c$ Y+ Y
- hud_quick_menu_main/ O/ [. K$ r# j6 o# }; A
- @hot_key_hud.dispose
- {7 D. {' [7 E2 K - end
+ e+ Q# N: y1 e; N4 U1 l( v/ V -
9 [6 X$ m) V1 f8 O& Z! G- ?; } - alias hud_key_update update6 z( g5 F8 K" W- ]8 ?9 k
- def update4 |; @& g; G, L; U$ i3 k
- hud_key_update% @) l; d7 e! D+ e
- # Hot Key num 1! a) {, C& N3 p
- if Input.press?(Input::Numkey[1])2 `4 n3 m% ?5 ]" s4 k8 k: l
- $game_player.equip_item_to_hud(0, @item_window.item)* ?: Q) Q" Q+ p7 ]2 q' B
- # Hot Key num 2
) ^1 ~. b& C8 X' r; ?- ^ - elsif Input.press?(Input::Numkey[2])4 ^' a4 d/ L: }1 a+ q- u
- $game_player.equip_item_to_hud(1, @item_window.item)
7 v! {3 o4 _7 N! y- G' Q - # Hot Key num 3
$ D- }+ Z4 n6 I7 u6 h1 t3 [& e5 I - elsif Input.press?(Input::Numkey[3])
7 n% ]. N0 b6 F0 S& b: \( | - $game_player.equip_item_to_hud(2, @item_window.item)
* ~0 p- \9 S7 Q" E - # Hot Key num 4
0 c- U# F& N1 i6 g - elsif Input.press?(Input::Numkey[4])
3 }5 ] X* v" P - $game_player.equip_item_to_hud(3, @item_window.item)0 z, {( m9 u$ @$ R% m
- # Hot Key num 50 t' O2 O1 B. m( y6 a
- elsif Input.press?(Input::Numkey[5])( w3 o+ J+ G8 T m
- $game_player.equip_item_to_hud(4, @item_window.item)* m# B% |) r+ w0 T
- end
5 S1 I1 N' p9 F% n8 L- r5 T - @hot_key_hud.update
- `6 E% W# l9 \. Z% a% D. Y8 { - end9 l5 @* y8 g- m; R: w- {" q
- end
3 q. t! h( \/ d# Y! @4 S$ u - else; |, g1 U! N) X/ S$ |- y! ~$ S
- class Quick_Menu_Item
/ K' |, w# K5 W: u4 C4 _ - alias hud_quick_menu_main main
" c6 }" W" U1 P8 C - def main% M0 i8 \; P% ^0 @5 V. ]
- @hot_key_hud = Hot_Key_HUD.new
/ J2 N; L# ^% `3 J2 Q3 X8 L L - hud_quick_menu_main7 I: N7 M8 {7 Z% ?; w4 r4 j
- @hot_key_hud.dispose
C! T% _. B% r! |! D - end' |- A; X# l6 [4 {5 a
- 7 x6 b9 M6 V4 ^- W7 L
- alias hud_key_update update7 @2 I- V% A9 }# f
- def update) W; P1 M; K8 s/ i8 y9 d; C
- hud_key_update
9 t. g; B' N7 J3 {0 I - # Hot Key num 1
9 j! \5 z# V: u6 C& s1 ] - if Input.press?(Input::Numkey[1]) V* Z, S# I/ x4 l# A5 X ]
- $game_player.equip_item_to_hud(0, @item_window.item)
7 f! }2 d4 I+ o* m2 }6 x - # Hot Key num 26 ^! O& e! n6 N
- elsif Input.press?(Input::Numkey[2]): A4 y& d$ @/ ?' t7 C& u
- $game_player.equip_item_to_hud(1, @item_window.item)
2 o+ p: s' G. g' z0 @0 j - # Hot Key num 3
- E0 [0 E, |$ q$ H) r - elsif Input.press?(Input::Numkey[3])% r; Q* N& }! @9 p4 k
- $game_player.equip_item_to_hud(2, @item_window.item)/ e) r, w% e. H* I: f
- # Hot Key num 4
9 s, r( |6 D1 z6 D: x+ e2 m, G - elsif Input.press?(Input::Numkey[4])
% a8 F( C, p" v3 ]+ Y6 C" p - $game_player.equip_item_to_hud(3, @item_window.item)# v w, q$ h: c" A, y8 F
- # Hot Key num 5& a7 Y6 \2 W' F$ E! F( l) W
- elsif Input.press?(Input::Numkey[5])
4 C0 t+ e. M( _/ F" Q$ N - $game_player.equip_item_to_hud(4, @item_window.item)
' D) ]0 M9 [: `# t - end2 j) ?# y! ~3 V* r y7 [
- @hot_key_hud.update
- q" I+ D# ]+ U - end ]% S1 x6 Z5 b3 S% \( z2 P, X2 x
- end" @7 Y- P# L1 Y0 @6 D$ `& _& b
- end
: C1 [2 u% Y: U1 ]
4 e5 @ g7 E1 {8 w9 m$ [/ D- #===============================================================================
7 F8 U. M! O+ }8 W6 X - # HUD Window
' @7 S, e2 B5 S/ j - #===============================================================================& s0 {; E. |; Q1 [: F: C# `2 D- l
- class Hot_Key_HUD < Window_Base
3 b |2 C, O. A+ X" \ - def initialize(x = HUD_X - 10, y = HUD_Y - 15)
6 b; z* u; [7 r$ D& N- a2 Y4 [ - super(x, y, 220, 80)
, |" E: n; ]6 c& s - self.contents = Bitmap.new(width - 32, height - 32)
, C: L4 }2 e, Q3 j) R F - self.opacity = 0. v! ?" N5 V4 A- D8 X
- @actor = $game_party.actors[0]
1 p. B7 G" x1 @0 b - refresh
3 l: V7 r9 y, Y0 o. C& {2 u# j - end
# p. x M7 Q( L0 I7 a
0 u" H: h, e0 J' q% @: ]) ], \- def refresh
2 \7 u" w w1 d% F/ w. ]# j% V - self.contents.clear/ C _) K; w: b7 F i j
- bitmap = RPG::Cache.picture("Hot_Keys_HUD")1 p6 s" O- i9 {+ I% ~1 y- ~/ U
- self.contents.blt(0, 0, bitmap, Rect.new(0, 0, 160, 32))6 H/ r3 T4 q" L. y. ?
- for i in 0..4
8 s5 h6 R7 b' w, A& F) ^/ C - x = 32 * i + 4/ ]+ |; W8 I* u% a
- item = $game_player.hud_equip[i]" ?! `0 t6 C, W% [6 k, u/ i
- next if item.nil?1 W: l7 v* i+ P& s- B Y
- if item.is_a?(RPG::Weapon)
( Z& |8 l9 B4 g" c! S' o* O - item = nil if $game_party.weapon_number(item.id) == 0 and
0 _! Z7 q7 [- j3 F8 A - @actor.weapon_id != item.id- A; P; c# _+ `) b% y
- elsif item.is_a?(RPG::Armor)
: U: j+ `. J$ a. ^4 { - item = nil if $game_party.armor_number(item.id) == 0 and
4 e' f. k2 p, r$ d - @actor.armor1_id != item.id$ y' u. a6 K( w
- elsif item.is_a?(RPG::Item)9 T; o- x; l3 h5 a0 }
- item = nil if $game_party.item_number(item.id) == 0 or9 L% {, `+ |( |1 p
- !$game_party.item_can_use?(item.id)# L: R' O# I! q
- end
& M: }5 D: K8 j' w1 O - bitmap = RPG::Cache.icon(item.icon_name)
" e+ K6 G4 D* ~4 @) M7 O0 Q - self.contents.blt(x, 4, bitmap, Rect.new(0, 0, 24, 24))
* V2 g% y4 ~- m( W1 u' K8 p u - end
: S* R0 Z3 T4 {7 E - end) d: g. e+ r6 |( Q3 f& V$ I7 n
- $ k- Y( \/ v6 m& M- L1 H3 h
- def equip(item)
! S- x) R. [" V - if item.nil?7 V" u8 X4 f. K1 L
- $game_system.se_play($data_system.buzzer_se) z9 D5 T$ n+ Y2 r
- return6 O* \6 ~7 t) F' ?; u/ d
- end5 j- u7 _- o+ Z3 }% c# \
- if item.is_a?(RPG::Skill)/ [) Q1 E! ^" ?& j- D% ?. U
- if [email protected]_can_use?(item.id)
$ P( t! A! b6 N5 Q ?8 u8 d - $game_system.se_play($data_system.buzzer_se)1 ?* ~: o5 K( ~& G
- return/ a* t4 K8 ^8 L5 ]' S; O. j
- end
. L( x8 o, \7 E; @6 H - $game_system.xas_skill_id = item.id. G ?3 T6 V7 U
- elsif item.is_a?(RPG::Weapon). \# T7 ~6 ^' F7 L/ q' W! _4 e' w
- @actor.equip(0, item.id)
9 c/ X+ L, ], j" n6 p$ B% l5 u& ]7 B - elsif item.is_a?(RPG::Armor)" f; s) C6 z M7 @: y
- @actor.equip(1, item.id)
3 D- F# R$ p4 }3 q1 [+ Q8 p - elsif item.is_a?(RPG::Item)3 K: n# a( |% V7 h: A
- item_tool_id = XAS::XASITEM_ID[item.id]
( L5 h2 a: v( B: ?4 J* F) Z) p - if item_tool_id != nil8 N! S8 u* d) Q" p! \
- unless $game_party.item_can_use?(item.id)
" f% x4 V0 g% X; U4 `6 F: l - $game_system.se_play($data_system.buzzer_se)& w4 T% z q) K! \4 D
- return7 H _! z' y6 \2 O5 F
- end+ e5 |4 l$ m; n/ A5 X* |. f
- $game_system.xas_item_id = item.id
: ]/ P7 _7 M$ |% I6 j* J9 ^! ` - end
' {3 k6 q3 g, g/ J& @6 t( h - end* z9 c6 j$ v( N9 k; X# H
- $game_system.se_play($data_system.equip_se)
+ b# q# u' \. a: B3 }( a - end
" o8 z" x2 x7 {5 | - # d! s% e2 ^8 }5 B
- def update k( T* e& Q/ o) a% A4 l
- @actor = $game_party.actors[0]
( b# r6 R4 G8 B$ i) P- V2 e0 P - @hot_keys = $game_player.hud_equip9 }2 ~ i& D- c6 O7 c! A0 m) f
- refresh1 ?% }& t6 @6 F
- return if !$scene.is_a?(Scene_Map)7 r) l: L+ c D* N1 m ^1 [
- if Input.press?(Input::Numkey[1])
$ i7 R1 v/ ^2 O) ] - equip($game_player.hud_equip[0])- @' ?- o- l& E# m5 D' o5 |6 r
- elsif Input.press?(Input::Numkey[2])
* E9 {2 e" L$ M+ L - equip($game_player.hud_equip[1])
. U' O7 O9 H4 B; f s" O( i - elsif Input.press?(Input::Numkey[3])
1 x3 ?' C+ w C& Q8 ~. @5 u" V1 @7 A - equip($game_player.hud_equip[2]) , ~0 [/ H% K i8 S% I+ r
- elsif Input.press?(Input::Numkey[4]): ]/ W( o' T3 k2 D M* K5 \
- equip($game_player.hud_equip[3])
' v9 x5 G; X7 c - elsif Input.press?(Input::Numkey[5])/ [7 a4 R7 v* X5 D
- equip($game_player.hud_equip[4])
0 @2 V. p1 ~, s3 m# K - end( k3 U% u+ m* O
- end
8 e( }5 y# E% ~2 R1 l - end
- h6 E% p- T5 D u - : ~6 g2 V) S* S# o
- #===============================================================================
# K* ~5 {' Z1 v/ ~& t1 Q# f, x: ` - # Scene Map E6 Q' T' V& K5 {6 `. Q8 h
- #===============================================================================# p9 Y' N, d- e2 H6 A* S' j
- class Scene_Map
" h/ d' `. @) e+ A, T6 n - alias hot_key_hud_init main K# d' ?4 r# N* u8 m" l3 r, Z+ d
- def main
7 w V; G9 A2 [4 Z2 B - @hot_key_hud = Hot_Key_HUD.new( k! P. ]; d5 \; u0 h8 h% g- Q7 z
- @hot_key_hud.visible = !$game_switches[XAS_HUDDISABLE_HUD_SWITCH]
. J8 U9 |/ ^$ P0 H( w: ? - hot_key_hud_init
; y5 x) E$ o; c- o: e: W+ @ - @hot_key_hud.dispose
- l) V& u4 f3 G; J& ] - end9 k0 Q* t! J2 t/ j$ @
- ' o H5 v |$ a, ^9 q: g3 S
- alias hot_key_hud_update update
% ~/ [/ c1 {0 n/ m, u) [7 d - def update% z3 ^, U! Z/ m' O7 r# |' C7 c9 w3 z
- hot_key_hud_update
% r! \, m3 W0 M* E" w% V - @hot_key_hud.update' |/ e; H6 R& m3 f
- @hot_key_hud.visible = !$game_switches[XAS_HUDDISABLE_HUD_SWITCH]7 p l2 [9 i6 X; k3 u4 x
- @hot_key_hud.update if !$game_switches[XAS_HUDDISABLE_HUD_SWITCH]9 K. [- P+ }7 V/ V5 [
- end4 y7 |' G; t* X' t
- end
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