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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,) x; t$ S& Y, [, t o4 i8 L
不知道有人能帮忙看一下吗? - #===============================================================================
+ @8 H1 W; U9 j* b& t9 v - # XAS - Hot Key HUD
7 [. P, }1 M9 n3 L - #===============================================================================( L7 x! I0 m4 c' A Q* [& d
- # By Mr_Wiggles+ G% f7 k; O! D. Y& |6 _( g% ~
- # Version 1.3
1 A& Q- r- I/ @" F( G - # 7/6/10
y" ?* ?8 X) W$ ~! W: ]+ r - #-------------------------------------------------------------------------------
: x8 E+ W. x7 }5 s: s* N! z - # Instructions:
1 q% e: p: u, O1 X" D( e. a3 m' a - # Fill in the constants bellow, paste this script above main and bellow XAS in/ a+ C- v+ M9 e* n0 ]3 i
- # your script data base. BE SURE TO SET TO THE RIGHT XAS VERSION!!
5 k" g! q2 B# Q - # , c. d' H$ A! B3 `$ c, w
- # Place the "Hot_Keys_HUD" picture file into your game directory 7 x/ _6 _; k6 }" h% V
- # Graphics/Pictures folder.
: i7 I4 l0 z( E4 \; ~ - #-------------------------------------------------------------------------------' C0 d, }7 ]3 e7 W9 H1 Z7 k
- # Directions of Use:7 c, E! k9 K. e) S3 v$ E- [9 v
- # Simple just press a number key (1 - 5) when the quick skill or item menu is: T) ?4 O* Z5 B
- # Showing.
- ^+ f- D& @3 C L7 r4 Z - #===============================================================================
9 n: ?- y: v3 N3 ^7 _% B - HUD_X = 0 # X pos of HUD5 L1 N2 ?2 L n: G- W3 p
- HUD_Y = 0 # Y pos of HUD" K1 a( A' ] p# u7 l/ I3 d
- ! g2 H1 N; ]" u; _' n
- # Set true if XAS 3.7f
, x; d2 H; G# y4 R4 d4 k8 D } - # set false if XAS 3.6* t3 u7 i: j6 l6 L: t2 |
- XASVER_37 = true
1 x8 ~& H$ f8 e" S7 O0 I
I) R+ M% h+ f" e/ {. w7 J- #===============================================================================& e3 F2 T& `$ P9 K; [4 r/ Z
- # Numkeys Module
! O! o5 M, | L, W: c - #===============================================================================/ n' d) w3 n5 n& y
- module Input
0 R" M, P0 w7 G9 x! U$ {+ g - Numkey = {1 => 1049, 2 => 1050, 3 => 1051, 4 => 1052, 5 => 1053}
- x* C, n- U: U. X+ ?5 e5 i - class << self* [, V: j ]+ {# u2 u$ Y G; f
- Key = Win32API.new('user32','GetAsyncKeyState',['i'],'i')) n* j( s. }0 G6 K. l. A& m/ o
- ' ^, b3 w: q& E8 h+ M5 o
- def testkey(key)/ y6 ?* L# n3 F3 [6 b4 d2 K& @
- Key.call(key) & 0x01 == 1
1 |6 n/ m5 @5 b# o3 o - end
! X% M) m) ~# o - * K% a. ~, {) G1 b4 S
- alias hud_key_update update6 Q( ?+ T2 D) V" s! e: E
- def update4 h% G4 p! D! b* I
- hud_key_update
7 k: {& z# [- @& o - @pressed = []
& [" g. B8 V2 B% J7 w, A$ q0 ]# L# P - for key in Numkey.values+ ~5 W2 s2 f! g8 X4 F
- key -= 10003 G o4 g1 M. D2 G' p% V
- @pressed.push(key) if testkey(key)+ I3 r4 I1 p1 W/ p, B
- end1 \/ f, z& i% }% w1 Y9 i7 D
- end
# O4 k1 o! p0 }$ t r* L - 4 j* |5 `* ~- A% O. V4 ]( S
- def pressed?(key)
2 ?- b* E3 N$ p# w3 S6 h - key -= 1000
4 a# y8 b# f6 }+ a F - @pressed = [] if @pressed.nil?$ \( n% h4 y1 ]3 e" w1 ~6 e
- return true if @pressed.include?(key)
: A+ {, {! O+ }& l4 m5 p - return false
! G8 L' ^/ ]; c1 ?" l: ]8 C0 |! m8 q# a - end
* `6 O; j8 V% ?( Q9 P -
0 F \* L; {( O# u: X - alias hud_key_press? press?
" H; M& L! P# R/ x - def press?(key)
' U: c! r- c, V5 k# U/ ]$ p3 F - return pressed?(key) if key.to_f > 1000' e' e4 V. H8 P! p
- hud_key_press?(key)& n* C# S4 }' ?' Z- l$ W" |
- end1 A Q3 K" \% K1 _# v
- end3 _1 g1 o0 D5 t# @2 j/ K" s" I1 s
- end) \* l' D% X! i# Z; t
- % e+ v; o! t: c
- #===============================================================================* [% x/ i# [% ]7 A: {
- # Game Player5 v4 z, X8 Y/ G. C
- #===============================================================================
& O, q+ q5 M" J2 p. z: y( V - class Game_Player < Game_Character7 s5 j) w: P: b, s4 ~. ^9 j
- attr_accessor :hud_equip
1 }7 ?. d: G- c* V4 B, @& F -
5 g1 r# x1 d6 L9 A - alias hot_key_hud_init initialize( X! b( ~; {) |
- def initialize
% d+ g: G7 I) U5 |4 \ - hot_key_hud_init
9 S. T& d- P& Q8 T6 F+ e: W - @hud_equip = []
8 G( K1 s }' V8 x8 } - end
5 v/ a& }7 A! {$ H, d - 0 \* Y @% V! `$ `6 C: e
- def equip_item_to_hud(n, item)
8 m. q7 ~ s! J6 F - if item.nil?8 g8 ^% k }" s
- $game_system.se_play($data_system.buzzer_se)
3 k3 f- Q& W) l' ~6 }$ { - return) W( D1 U: u! y" w) G2 N, E
- end
+ e* X/ D$ t5 Q - $game_system.se_play($data_system.decision_se)$ b5 c1 E& I) b2 k8 a" W
- @hud_equip[@hud_equip.index(item)] = nil if @hud_equip.include?(item)
- ?' y+ p# [# q6 P& J - @hud_equip[n] = item5 G) L, l' `5 _$ t4 w8 Z
- end
6 L, h% K. J: N- F- ~! Y) C - end
2 }3 d G* r4 S3 m- V7 r - % h: [7 H! e" o8 t! D
- #===============================================================================
5 x/ l* t, n! P2 ] - # Quick Skill Window
: V. w- c4 x, Q. n3 a2 J/ k - #===============================================================================& W8 q1 Y- |; n* @
- if XASVER_37 == false
! y6 y! @+ D/ E) b$ k! _ o$ M - class Xas_Scene_Skill1 }3 U5 o r$ P& R- s& a3 C
- alias hud_quick_menu_main main: o1 ?5 P1 h" E3 X @
- def main
5 Q0 E/ }/ E) A/ O" y - @hot_key_hud = Hot_Key_HUD.new
$ {7 z! @6 [3 b# @& O1 ^0 p - hud_quick_menu_main& R0 }5 K. g& h2 |6 B/ E9 h
- @hot_key_hud.dispose
0 Z. g) e2 |, G2 g - end: c# @1 |& a/ Q1 n, u1 I
-
0 F/ s( t: H1 @! `5 A! D3 u2 Z - alias hotkey_hud_qucik_menu_update update Q: x0 Q$ j: d9 A; I
- def update' C7 G+ x( Y ^, L
- hotkey_hud_qucik_menu_update
& n9 C, a, n1 C - # Hot Key num 1
( ~; C& t9 x$ ]- V - if Input.press?(Input::Numkey[1])# x# j. C, L0 w; W X8 u
- $game_player.equip_item_to_hud(0, @skill_window.skill)& Y% J' y6 n' `, }7 f
- # Hot Key num 2; p4 |" C- W( i3 ]" \
- elsif Input.press?(Input::Numkey[2])( }2 Z4 ^" a3 L
- $game_player.equip_item_to_hud(1, @skill_window.skill)" `6 N! p; i; V9 k
- # Hot Key num 3
' y! k$ z r+ T1 h7 ? - elsif Input.press?(Input::Numkey[3])
6 X& \4 f5 v" U! y* ~( y& v' D - $game_player.equip_item_to_hud(2, @skill_window.skill)
; T9 @( C/ X7 U# Z/ ` |& o - # Hot Key num 40 d4 U/ w& O9 U4 m4 E
- elsif Input.press?(Input::Numkey[4])4 f1 h: C6 f0 Q8 L% b- g
- $game_player.equip_item_to_hud(3, @skill_window.skill)
6 y2 k( ~ W! I4 f K! G; q' g- J - # Hot Key num 5' j* ]0 o- H" [& a9 t
- elsif Input.press?(Input::Numkey[5])
* `1 P8 T) y$ _, w9 i8 T0 ^ - $game_player.equip_item_to_hud(4, @skill_window.skill)
! { h; ^8 ]0 A, z3 L# S - end0 {! l+ M9 Z I* W1 H
- @hot_key_hud.update' `$ S8 P% U1 g7 B# B6 [
- end
+ j" q; g+ V9 H5 ]' i0 L - end) ^2 G9 F+ }- ?; M
- else
% v7 m/ [- M$ j - class Quick_Menu_Skill
7 u: T' s0 m# Z2 w: j - alias hud_quick_menu_main main
' c F4 S7 p: [+ M - def main+ k0 ^3 _6 J5 N) @0 }+ \1 B: k1 `
- @hot_key_hud = Hot_Key_HUD.new
. Y& Q" ^* `- t) G - hud_quick_menu_main0 n. G/ n; j, J1 W4 I
- @hot_key_hud.dispose* D4 m/ k' b7 c! J
- end
# [* | S* O7 f R' F# k: ~2 \ -
7 Q+ ~% D4 i9 c$ N' w - alias hotkey_hud_qucik_menu_update update
* ]# y0 z5 y. ?. Y - def update
3 d3 p9 d) l( M# [" T - hotkey_hud_qucik_menu_update1 ]7 [1 v# h- s8 k+ y9 ]
- # Hot Key num 1
6 B' R6 ]; c- D4 ^5 M - if Input.press?(Input::Numkey[1])* Y7 B V+ X* e; w( [* x
- $game_player.equip_item_to_hud(0, @skill_window.skill)2 ^' G u3 n {' T' t7 H* Q* ^
- # Hot Key num 2
7 W/ W) X3 B7 x: q( P) n - elsif Input.press?(Input::Numkey[2])
; o/ s5 c/ Q: e' |1 f; t - $game_player.equip_item_to_hud(1, @skill_window.skill)
' ~* ^# S) n8 a& c, S9 D - # Hot Key num 3
# N& g5 x, W2 G$ _ - elsif Input.press?(Input::Numkey[3])* Y8 z, a' i: ]: C. K' K# ]: ]/ U
- $game_player.equip_item_to_hud(2, @skill_window.skill)+ }5 `+ R, w, T! O# `, o" u
- # Hot Key num 4
& D% o$ |2 n }% y$ y& s - elsif Input.press?(Input::Numkey[4]). \/ o) W: N3 _5 g5 G5 e
- $game_player.equip_item_to_hud(3, @skill_window.skill)0 a% I E9 }4 y9 W3 P$ b- \9 u
- # Hot Key num 5
6 U8 [0 f. M2 d2 X# E! A2 T9 b3 Q - elsif Input.press?(Input::Numkey[5])" ?5 N H. Z5 U8 s% w
- $game_player.equip_item_to_hud(4, @skill_window.skill)+ \+ T+ W2 K4 G; a% J; v
- end
3 H4 L8 B8 I( J+ X, n - @hot_key_hud.update: O. B0 x- q7 S8 ?
- end
0 N |* t2 f$ G3 t - end
. @/ K( j# S4 @ - end
5 _/ W2 D7 Z# @
' O/ U, T1 y) O4 I5 n- #===============================================================================7 j. \+ T; B9 D f6 N( V/ W
- # Quick Item Window! a8 H) Y& _5 A' e& b3 T
- #===============================================================================. D1 Y6 I; Y1 a5 W7 |# i* t8 _
- if XASVER_37 == false
! y& a6 {# K. [/ E7 l - class Xas_Scene_Item
: Y& e n% L% B- m# }( N - alias hud_quick_menu_main main
% z, O2 T5 f2 [/ p - def main
$ r( f5 l# p0 ?# Y9 P! h - @hot_key_hud = Hot_Key_HUD.new
h7 n% ~) H+ A$ a" R - hud_quick_menu_main
& P2 H' x( @* m- r - @hot_key_hud.dispose; }$ A6 f0 M6 c8 `* R) ~5 i$ E' \
- end2 T& s8 W: k9 l$ U4 q" p/ @
- 9 r3 {2 h1 o2 I: l; h- j
- alias hud_key_update update
+ L, |* Z/ Q1 W6 i - def update
3 }. r* H, u$ s; s' h - hud_key_update+ g+ Q7 f k8 D9 ^7 M
- # Hot Key num 15 b; w% ~0 F2 R7 [3 `
- if Input.press?(Input::Numkey[1])& p8 D z4 K' D! F6 Q- U# o9 ?: T
- $game_player.equip_item_to_hud(0, @item_window.item) I; l* s( e: Z/ r% {! P
- # Hot Key num 2, T* ^, H' ~& \) f8 |# M$ k: @+ u% r
- elsif Input.press?(Input::Numkey[2])# [2 I: i- t% J5 x& d3 W4 F
- $game_player.equip_item_to_hud(1, @item_window.item), Q- ?# `, m1 f+ q3 [
- # Hot Key num 3
2 E% j% `- {2 H% u: w: B2 O1 K - elsif Input.press?(Input::Numkey[3])9 b W, ~6 H6 z6 R- T
- $game_player.equip_item_to_hud(2, @item_window.item)" @& R; F1 q2 y4 y( N, Z& W4 g* j
- # Hot Key num 4
k3 P9 I: E* B" M$ F - elsif Input.press?(Input::Numkey[4])
' S3 ` C0 I, G6 I7 C9 P! t% J - $game_player.equip_item_to_hud(3, @item_window.item)* K2 a" i" Q7 ~+ ^* n! h3 a
- # Hot Key num 5
3 I |4 }; X# R6 A - elsif Input.press?(Input::Numkey[5])# Y+ M# Y5 x9 S- c4 h2 m
- $game_player.equip_item_to_hud(4, @item_window.item)4 f) Q, ?1 I, I8 l7 Z$ I3 o
- end
+ @" T0 `0 i. `/ n' s+ q - @hot_key_hud.update0 j. i5 V) _7 i( Z& i
- end: m. ~" I" T; s" S/ K4 p
- end
- R+ \8 M& E& f! o - else V: t) f. F5 y% M/ u
- class Quick_Menu_Item* [* D* |" u+ u9 h
- alias hud_quick_menu_main main
- v( Q# E3 F( `! U2 E! v - def main
5 R/ _0 H7 `5 G - @hot_key_hud = Hot_Key_HUD.new3 l, K- G) R. J7 ?
- hud_quick_menu_main: Y' g' I* w* b+ i, f H" Q
- @hot_key_hud.dispose* n8 }% I; h/ g' M8 H- a1 D
- end
9 E4 p( p8 N$ B3 V9 N. G - : a5 N8 Q. I* G
- alias hud_key_update update7 l% d1 S' n( }! K5 d
- def update; V r/ F4 |) E3 B! b8 ?+ D" D
- hud_key_update
8 S* S6 A- H) I - # Hot Key num 1
8 ]% d, f% l7 w" P - if Input.press?(Input::Numkey[1]); C, @/ f' B ]$ E
- $game_player.equip_item_to_hud(0, @item_window.item)
" [; T6 ?8 t# }2 z( |+ K - # Hot Key num 2
) j( D7 H" F j* F - elsif Input.press?(Input::Numkey[2])
# G: K# R8 U7 [ - $game_player.equip_item_to_hud(1, @item_window.item)
) b% r* f* }+ l: H* n - # Hot Key num 3+ O, v+ X6 |, }8 q# c
- elsif Input.press?(Input::Numkey[3])
' Q- X9 @) {9 T) X% {5 \4 p; v: ^ - $game_player.equip_item_to_hud(2, @item_window.item)
+ Z3 M6 @2 P% x \ - # Hot Key num 4
) G7 \* Z" Z5 j- E* d" K - elsif Input.press?(Input::Numkey[4])
$ V1 G6 c, x3 }- |$ ^ - $game_player.equip_item_to_hud(3, @item_window.item)
' m2 n2 S: O* D( f3 E - # Hot Key num 5) {- n0 {/ _4 X! w+ U
- elsif Input.press?(Input::Numkey[5])( }/ F; f6 b# b& w( {
- $game_player.equip_item_to_hud(4, @item_window.item)
3 U$ i/ U8 H3 o1 Q1 J - end
; b4 a' y. z6 J2 e/ G: k; D - @hot_key_hud.update* q+ _3 D" ^0 ]6 S6 k
- end
9 s2 `. N" [: ?/ l9 H - end
" ?4 @, A+ f5 k0 [: m - end l9 D" [: f# s; m0 R" r( O4 o
, [% {0 N( T& I6 v4 @( b- #===============================================================================
# G: J d" ^# C$ ]$ P6 z - # HUD Window, W- T9 U+ R- `: }8 Y, @
- #===============================================================================
% f+ N/ u% H. y# k D) y9 ?; { - class Hot_Key_HUD < Window_Base' r/ J: F- z( T0 B- l
- def initialize(x = HUD_X - 10, y = HUD_Y - 15)
2 c- O/ D4 w# B* V - super(x, y, 220, 80)
9 ]9 r5 M! C2 s. X - self.contents = Bitmap.new(width - 32, height - 32)
9 q/ J/ J, H' d! I( X8 j - self.opacity = 06 k7 d, r" H0 \2 q R* F! g0 ?
- @actor = $game_party.actors[0]: Z2 N3 Q: M$ T6 w7 M, P& \ r$ _
- refresh1 |: O" F2 p3 z+ F; a/ X
- end8 _* I' d# D# l; R9 \2 _5 F z" q
- . Q* r+ b) d* E9 s
- def refresh9 d6 y5 W9 t" f: ~1 {4 n) O
- self.contents.clear8 k! Y& C- y5 e1 `% ]
- bitmap = RPG::Cache.picture("Hot_Keys_HUD")
0 B1 S. f* a. f) ]- k2 f/ G. p0 u: i% d - self.contents.blt(0, 0, bitmap, Rect.new(0, 0, 160, 32))- F3 w8 T* Q# l, N3 E9 O e
- for i in 0..4. d' \; y8 u* _; h' a
- x = 32 * i + 4
: G0 P0 \+ y( w8 O - item = $game_player.hud_equip[i]
& I8 {: p& M7 B" ~7 ] c - next if item.nil?
0 S, w, [( |- b$ w/ Z+ i - if item.is_a?(RPG::Weapon)
* ^) [4 Q. x; `, m; a t0 } - item = nil if $game_party.weapon_number(item.id) == 0 and( L. O1 C5 n( W# n
- @actor.weapon_id != item.id
3 G7 | ]- J L; a - elsif item.is_a?(RPG::Armor); u! u, k2 o- M0 E' k) I, _7 {
- item = nil if $game_party.armor_number(item.id) == 0 and
k, [. v5 r' ~0 j8 \. w - @actor.armor1_id != item.id4 n. Z- X: f4 Y) N8 P
- elsif item.is_a?(RPG::Item)1 q9 {" x8 u" p
- item = nil if $game_party.item_number(item.id) == 0 or. o$ `0 T- t$ i0 U
- !$game_party.item_can_use?(item.id)
( o/ g6 _) D" p% B# ^4 K - end8 Q# E% x/ O, j8 v% C. p% H$ s% b
- bitmap = RPG::Cache.icon(item.icon_name)
" Z+ g7 |9 h& f9 Z9 K - self.contents.blt(x, 4, bitmap, Rect.new(0, 0, 24, 24))5 v, u( F8 ^, a$ J- ~
- end
7 r) E9 {) x, u- U- d- ]! {# p - end( x8 t# Y. F7 L
- ( {1 B8 w4 J$ Q* m& t2 ?
- def equip(item)7 x$ X% [' T6 l/ A, i
- if item.nil?
! @5 v2 { k; D$ N - $game_system.se_play($data_system.buzzer_se)
5 j, i! O0 J+ D( n8 F! i: h - return
3 `% F W: k& j2 R4 ]( ~ - end
) E( N4 E, I' w+ s7 X9 F - if item.is_a?(RPG::Skill)
: o% @: k! ^! D2 c5 j4 _ - if [email protected]_can_use?(item.id)' o; c- f; W5 r3 U8 ^: K- n
- $game_system.se_play($data_system.buzzer_se); w/ [/ s7 U( y1 V% E
- return
" C# F; L- ]7 G- B5 T9 X8 q; S - end5 D& t7 V/ e9 o8 _8 o
- $game_system.xas_skill_id = item.id
/ h3 @' E0 n, a3 y" @3 a. V - elsif item.is_a?(RPG::Weapon); o y5 F9 u. N8 |8 k
- @actor.equip(0, item.id)
# w' m- }% R0 F: N - elsif item.is_a?(RPG::Armor)6 R% H# w: |/ u8 b) \ J2 U
- @actor.equip(1, item.id)
9 Q( a* @/ A( U7 j- [ - elsif item.is_a?(RPG::Item)
- k# b8 B+ T- K& }3 J1 Q - item_tool_id = XAS::XASITEM_ID[item.id]+ K" }; {4 \, g8 z- q0 ?! q% \' F* K+ A
- if item_tool_id != nil0 m( U: }8 U0 G. T3 `
- unless $game_party.item_can_use?(item.id), Y ] O9 O5 x g4 v4 e! D
- $game_system.se_play($data_system.buzzer_se); f, h; F8 u+ I9 |5 i1 I# A3 U
- return
9 h. ^; g* D v8 I - end; m) A7 Y4 U) e6 S0 @. ]* @2 ~& u
- $game_system.xas_item_id = item.id) w2 j5 f; i: b- L7 o" ?' f% W
- end" h. `/ b7 c% \8 K Q. J0 o8 d
- end
# g) J0 b! |4 b) O' k o, V" X4 J - $game_system.se_play($data_system.equip_se)
4 ^) A$ g1 Q0 @" X7 [% h5 Y - end9 i# X4 F4 o: w
- . d! Y, F( T1 c; N% Z- h- z& q2 A
- def update* h1 T- x" U* Y7 \- f
- @actor = $game_party.actors[0]
3 K4 F @8 m9 ~' t& p3 x - @hot_keys = $game_player.hud_equip
2 P% r5 |, y7 r& J( ], [. ^4 ` - refresh0 E) o! m1 M+ t3 x, }& c
- return if !$scene.is_a?(Scene_Map)
2 z6 z! j3 y# C - if Input.press?(Input::Numkey[1])
& W T1 [( ?5 B" E( F) m" A3 `* W - equip($game_player.hud_equip[0])
3 A% M$ K I" h6 _& p' _# u - elsif Input.press?(Input::Numkey[2])
5 P) c3 \ Z% R; C - equip($game_player.hud_equip[1])
; d1 p. V! x6 f) |2 x( U - elsif Input.press?(Input::Numkey[3])
3 o$ k" Z( Y) {$ d" c - equip($game_player.hud_equip[2]) 3 \( Z" g2 Y% u0 H
- elsif Input.press?(Input::Numkey[4])
* F0 H- E( O s) W - equip($game_player.hud_equip[3]) $ S! x/ c3 f/ A: i9 L2 F
- elsif Input.press?(Input::Numkey[5])5 o8 i% L4 |: e3 D: r7 Z2 s4 D+ N
- equip($game_player.hud_equip[4])
$ k" l" J9 O f E0 T' v - end8 \0 M% Q: \; ]' k
- end9 @& M! v6 A3 J7 h) k0 b, y0 a
- end9 f4 ?: {9 T& Q/ h c3 I
- n/ J0 U& v5 [: i2 v) s' `& a6 c- #===============================================================================
, o3 D% }" Y7 \) y& z2 J - # Scene Map
/ }2 o( r m! E: B6 o6 w& e( m - #===============================================================================* P ^! _$ c3 R. Y% {: Q3 S
- class Scene_Map: ^' I+ o" z/ Z' Y% y/ y5 {
- alias hot_key_hud_init main
3 o+ y p* U5 G" Z0 | - def main" c4 B8 @% \% q. Z7 c6 ]# r
- @hot_key_hud = Hot_Key_HUD.new2 s& w* k7 d$ a/ f
- @hot_key_hud.visible = !$game_switches[XAS_HUDDISABLE_HUD_SWITCH]
1 s/ `* _ }9 W1 ^7 `% F - hot_key_hud_init( x+ \1 q+ e1 _8 k/ @/ Y
- @hot_key_hud.dispose& ~. }& T0 S# ]6 P9 Q
- end
* P% B3 @ \5 t V7 R" ~ -
4 r4 @9 n9 ?6 J$ Q - alias hot_key_hud_update update
; E o! V" ~+ P/ N) I$ q& S' D - def update9 r U( l0 z; ] E* q
- hot_key_hud_update& |% z/ W8 h$ G0 N7 v
- @hot_key_hud.update3 a3 v, q/ r9 k# W
- @hot_key_hud.visible = !$game_switches[XAS_HUDDISABLE_HUD_SWITCH]
. }( A! @2 _, f' ~7 Y# e4 a# j - @hot_key_hud.update if !$game_switches[XAS_HUDDISABLE_HUD_SWITCH]) M, l+ W- H: }+ l+ @$ k& O. r' g; D
- end f: ^+ q# _- ?$ y
- end
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