| 赞 | 8 |
| VIP | 1 |
| 好人卡 | 0 |
| 积分 | 96 |
| 经验 | 29580 |
| 最后登录 | 2023-4-8 |
| 在线时间 | 567 小时 |
- 梦石
- 7
- 星屑
- 2585
- 在线时间
- 567 小时
- 注册时间
- 2009-4-30
- 帖子
- 271
|
5楼

楼主 |
发表于 2012-3-31 09:53:20
|
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,3 ~& D$ k0 f- Y
不知道有人能帮忙看一下吗? - #===============================================================================4 `1 a- l* a; o5 f
- # XAS - Hot Key HUD- e$ B5 z# T0 [/ Q6 @# C+ j2 D$ E! \+ v
- #===============================================================================" ^' o- t2 u- U7 D0 U* r: E. F
- # By Mr_Wiggles$ F0 b; d' ?; a; w7 ]
- # Version 1.3
$ q! p) }* m; g* ^ - # 7/6/10
2 _5 @+ p8 `4 W; F% Q - #-------------------------------------------------------------------------------5 o& C# I1 P" a( a0 c
- # Instructions:& _6 j t/ v( w+ `, q
- # Fill in the constants bellow, paste this script above main and bellow XAS in, S' I! l3 {' `; W1 k9 \" ] z
- # your script data base. BE SURE TO SET TO THE RIGHT XAS VERSION!!8 f4 v0 N/ l, d/ l- k
- #
) h( B8 `, N/ c/ }. T - # Place the "Hot_Keys_HUD" picture file into your game directory 9 \% h) j6 o- A
- # Graphics/Pictures folder./ K" |, S* a- Z& }, F
- #-------------------------------------------------------------------------------
- Y# Q' j6 |- D# _& j - # Directions of Use:
' Q V/ L# u7 [1 _3 i' X - # Simple just press a number key (1 - 5) when the quick skill or item menu is
4 K& E7 A; ^7 p - # Showing.
7 n) I$ Y1 ~3 w% S - #===============================================================================
7 @' v3 W$ L/ _9 ~( p - HUD_X = 0 # X pos of HUD
9 o* O4 ~ w, _0 j3 n - HUD_Y = 0 # Y pos of HUD1 E# G' m( \' x5 R
- / z5 n: H0 z( y
- # Set true if XAS 3.7f9 C( A0 e7 l2 A; l# h6 F1 L
- # set false if XAS 3.6
" \8 u! [5 v- o& _ - XASVER_37 = true
; E8 Z$ \4 n( L0 k! l - / }0 P6 o8 w5 y
- #===============================================================================
. ?' R9 \0 x7 b% ~7 J6 D9 W9 Q4 ~ - # Numkeys Module3 t h+ S, M8 ]2 g
- #===============================================================================
# t7 V8 Z! T; n$ j% v, k. h - module Input
2 H0 y* E' ^) f) t+ {! i/ f! `3 R - Numkey = {1 => 1049, 2 => 1050, 3 => 1051, 4 => 1052, 5 => 1053}8 |" f0 o# z% E3 I/ e% y- d
- class << self$ `! R. \. O6 \$ w. R) k
- Key = Win32API.new('user32','GetAsyncKeyState',['i'],'i')
. F7 Y( ^. J$ r1 ^5 S, T - - O% K# o9 K; U( W2 u: ` f/ G9 S6 Y
- def testkey(key)1 G( R* j% `. ~0 g
- Key.call(key) & 0x01 == 1
e. X4 b% w9 K. a6 Q: C - end
4 U* E9 V0 d9 Y4 P; k - & q0 E9 Y3 v6 Z
- alias hud_key_update update
7 F9 S9 `- G1 M. q& F - def update3 l: i, Y A# V! O6 B: O
- hud_key_update+ I" y, m4 e, w
- @pressed = []
d) H- X* J0 i5 ~1 q - for key in Numkey.values9 T) {& h( m0 d4 g S9 W4 l' O
- key -= 1000: ^7 E ?% o) j5 v" W: W) X
- @pressed.push(key) if testkey(key)
. E9 g) ]7 e9 p - end ^8 `# q4 D# H% V# T
- end$ k( l& E5 y7 W" X
-
' \" g8 }& H* e. Y, k: `4 q - def pressed?(key), w1 K' b8 Y+ L
- key -= 1000
4 I6 Q; Q% C# y- r- \9 q, z - @pressed = [] if @pressed.nil?
& U0 a/ u+ o' c9 l' P9 G - return true if @pressed.include?(key)
9 S2 B! K! i- b6 L9 x - return false
% U; R0 v" {( N1 q/ l - end y6 r; Z- `! j* r8 |8 k- ~
- 6 `9 Z: @8 w& F4 ]2 D
- alias hud_key_press? press?
- D1 X6 C7 h9 ?) F4 h3 e - def press?(key)
+ `$ |! R! {" S* \! m, L6 t - return pressed?(key) if key.to_f > 1000* m( Y. c% V, I- [+ Q/ ~# U" X
- hud_key_press?(key)2 {" |& E C: [
- end% j$ N t" W* h! L; D
- end
/ ?: q# v( f8 v2 c3 X* J* V - end- w. E- ? E0 v7 n1 l T
1 I" s+ a% v+ B- #===============================================================================
- m- e7 o! M0 k9 T2 i - # Game Player- p* p# ~9 w# g8 J! t e
- #===============================================================================6 Z" `' o F3 ~ b3 L* a5 Q0 P
- class Game_Player < Game_Character$ M% X/ E ~. f" Z8 d( B
- attr_accessor :hud_equip
# Y) B2 }5 w! n0 s - ' l O) y- t0 v: S+ h$ V6 y
- alias hot_key_hud_init initialize
! l$ C" s6 @2 O8 K5 [- L - def initialize
9 Y4 s1 ~4 X9 B( K" @ - hot_key_hud_init
4 D1 W i( h4 u - @hud_equip = []
2 e- C: P6 V. o0 w6 X5 p - end
( h! K5 u# W) x, v% Q -
8 V( c4 A+ @2 ^0 g5 p- |4 D9 Z - def equip_item_to_hud(n, item)) M* s0 P0 b6 a/ g( u/ @2 t# P
- if item.nil?+ S/ R) |7 L' _8 R
- $game_system.se_play($data_system.buzzer_se)6 r' X( s0 i5 k% o: h- B. F2 a! h
- return& J" u, T7 v+ ~8 i
- end& h0 Y- \: o7 {! N% [2 [+ E/ X# G3 p1 ~
- $game_system.se_play($data_system.decision_se)! v3 S. ^" _( g( Z
- @hud_equip[@hud_equip.index(item)] = nil if @hud_equip.include?(item)
) G* A3 S, f; j& y" a+ a, _ - @hud_equip[n] = item
" k# o- R" R2 h: a- q2 @: T - end
0 x8 X& M" @1 O! T q - end: g% a8 N: }1 }( I& ?$ @( f
- $ C W6 V7 C/ c5 S; }
- #===============================================================================; u2 r9 J& A7 ]! M, Y8 h. N2 z- K
- # Quick Skill Window; y* l, i* @( P" H1 T" ~
- #===============================================================================
7 D4 h& g1 x' i1 _ - if XASVER_37 == false6 s$ O- _# V/ t& q* z; w J
- class Xas_Scene_Skill( y9 M7 @' T7 B5 _
- alias hud_quick_menu_main main9 I! A, |$ q; I- U! C
- def main+ h! ^8 O6 v: R1 A& C- R: L
- @hot_key_hud = Hot_Key_HUD.new3 u( [% W" P+ y. F: o- c5 a _
- hud_quick_menu_main
3 z s7 F8 g2 B. i - @hot_key_hud.dispose: l4 Q/ J1 m( @0 y. c+ F
- end
6 k- K+ J) f" d' ^9 ]% o - 8 E3 v$ l" p$ q' N
- alias hotkey_hud_qucik_menu_update update) ]1 J. x! N) O
- def update$ q% M* ~. [" E+ U
- hotkey_hud_qucik_menu_update
+ D1 h( N0 e& T/ ^+ N - # Hot Key num 1# }3 k( n! V& d n
- if Input.press?(Input::Numkey[1])
0 s D* {' f! C% L9 y* | - $game_player.equip_item_to_hud(0, @skill_window.skill)
* Q8 S- E; x5 x4 C - # Hot Key num 2) ]' A/ ?2 h! |- a9 _3 ?
- elsif Input.press?(Input::Numkey[2])
9 z( u& K; H( }5 ?, F( V - $game_player.equip_item_to_hud(1, @skill_window.skill)7 ]: E# k4 u2 `/ r0 d
- # Hot Key num 35 }$ l/ `# {4 V- R
- elsif Input.press?(Input::Numkey[3])
1 @! ~0 Y/ O$ l/ f - $game_player.equip_item_to_hud(2, @skill_window.skill)# K J0 v7 Z) ]" ?9 v$ d+ b3 T
- # Hot Key num 4
% u* A/ u4 y& m! q& A - elsif Input.press?(Input::Numkey[4])5 [! p# [2 b& V+ A3 ?, J
- $game_player.equip_item_to_hud(3, @skill_window.skill)
3 j* C4 j9 p* D! K+ n+ X8 P. t - # Hot Key num 5
# h- N0 a+ O6 s! B2 d- M- N: p - elsif Input.press?(Input::Numkey[5])8 H; k, O6 C( |& K2 ~
- $game_player.equip_item_to_hud(4, @skill_window.skill)
+ v) e; c. T6 e' F1 h - end( w. G/ D. R: _4 n
- @hot_key_hud.update
. I/ Y- X: i% p. w - end/ ]' J' }+ p$ n* C) L% O+ ?' n
- end
2 C* H1 P9 O( w6 c) }4 O9 c+ t" ~3 F - else* A, m9 W- e8 ~ e; g* W
- class Quick_Menu_Skill
8 |1 t8 H! X5 k/ U4 L - alias hud_quick_menu_main main( c9 j" c& S8 c
- def main2 R u0 D" u9 H# n2 x
- @hot_key_hud = Hot_Key_HUD.new, I6 S0 x$ ^) }' M% {
- hud_quick_menu_main
4 d- ?& Y! ^8 e" Q. h- e - @hot_key_hud.dispose
$ F1 ?/ z9 l! Y6 W3 D3 O - end& ?9 V' n$ I+ x9 v& k k7 Q
-
: g, v) |. v7 f2 ]) A% U5 F - alias hotkey_hud_qucik_menu_update update/ b$ N$ e- O' t/ B" t
- def update
$ f% f/ Y- o4 q. R! h8 X$ k/ d8 A8 F - hotkey_hud_qucik_menu_update2 e/ M, D6 Q. r; f3 Y
- # Hot Key num 14 O7 N) p, M" k; K0 t/ k3 d
- if Input.press?(Input::Numkey[1])) c' i2 Z" p' m, f" L; J' m& h
- $game_player.equip_item_to_hud(0, @skill_window.skill)4 x7 l: W* r% c
- # Hot Key num 23 P* T" Z5 T, _* [- ~% d1 Y; x
- elsif Input.press?(Input::Numkey[2])
( a4 R/ z- W5 S5 [( r - $game_player.equip_item_to_hud(1, @skill_window.skill)
* S: O4 s# N& D7 C6 e' X - # Hot Key num 3
* [; C6 I$ P) ]5 z+ ] - elsif Input.press?(Input::Numkey[3])
1 j/ X# P1 q& i1 T4 G - $game_player.equip_item_to_hud(2, @skill_window.skill)7 F0 \, J+ i5 \ p0 ^
- # Hot Key num 4$ p6 `2 b) r: n6 Z# I: x
- elsif Input.press?(Input::Numkey[4])) x) M9 o q. x% a
- $game_player.equip_item_to_hud(3, @skill_window.skill) H% m& C# m+ q3 E; X
- # Hot Key num 58 R( a" P4 J: H; N, m, D, u) e2 ~
- elsif Input.press?(Input::Numkey[5])
3 |+ ^, Y7 J) W, s L' j - $game_player.equip_item_to_hud(4, @skill_window.skill)3 y7 Y* G' W2 `
- end
1 k2 @/ y# d7 \* U- W7 q( p' u - @hot_key_hud.update- v- L: ~/ L" g" Y( f+ m+ I
- end
5 q; D! z1 Z1 M2 l+ j5 C+ V1 Z/ b- [ - end3 ^( z1 C/ Y" ~( |8 \
- end& d- V$ ?; x- L6 k u
' i, Z! i$ C4 a0 m7 y- f, U- C9 X L- #===============================================================================
' v4 B" W j9 X7 z2 M - # Quick Item Window
+ y- |3 q' x0 H7 W; h. {1 b - #===============================================================================& I0 t. b# [; M
- if XASVER_37 == false6 I/ ?5 r4 A9 I
- class Xas_Scene_Item% r/ W5 O1 e; Y7 R+ C# L* \
- alias hud_quick_menu_main main
( ^8 X- \- z" E% S - def main" \& v7 U2 S _* U6 L
- @hot_key_hud = Hot_Key_HUD.new
& U! U2 k _9 A* u" L: e) e! T - hud_quick_menu_main4 i7 T& j) N2 M3 a/ F+ E9 g; s
- @hot_key_hud.dispose
% U0 c. S3 G, Q) W: l2 `( [, M - end
2 [2 ?1 Y9 n( Q/ C, Q9 a -
* V' I( I5 K0 X9 r$ v6 m - alias hud_key_update update, A% N% v$ ^1 P9 r' Z
- def update4 h* H% G' j; \3 N
- hud_key_update' d; g1 M2 s8 ?- J9 b
- # Hot Key num 17 {, z* B# ]0 \9 z3 }1 L( I9 M2 O! j! l
- if Input.press?(Input::Numkey[1]); w4 s& ^7 Y3 q
- $game_player.equip_item_to_hud(0, @item_window.item)
/ q* `' L: I: T6 B n, Z3 O1 Z5 K - # Hot Key num 25 x* w# x3 p6 E' ?1 c3 \
- elsif Input.press?(Input::Numkey[2])
- M& S3 Z0 m2 r - $game_player.equip_item_to_hud(1, @item_window.item)4 d Y. K; k% H2 V1 f- G9 b; y# l2 k
- # Hot Key num 3
/ v# r3 m& Y) @9 e. `; O - elsif Input.press?(Input::Numkey[3]) `! }* Q y5 _" l7 [
- $game_player.equip_item_to_hud(2, @item_window.item)
" h. Y2 T$ z" G5 q, `, d+ V T, u - # Hot Key num 46 @2 W8 w# `3 s9 }5 B1 R5 Y
- elsif Input.press?(Input::Numkey[4])
5 p3 {) H) j" ` - $game_player.equip_item_to_hud(3, @item_window.item)8 ?4 x8 S" z5 e5 F7 P
- # Hot Key num 5
& E. w0 Q* t, O3 i. c! w - elsif Input.press?(Input::Numkey[5])
. a; P# N) w( K( e8 j! h8 ?9 I/ {' l# r - $game_player.equip_item_to_hud(4, @item_window.item)7 R& d" O7 N) v* z; A# B
- end9 I% T1 N7 O" q4 [
- @hot_key_hud.update7 S, a4 t# ?* ~' ^5 o
- end8 {! h+ H& [ j7 E- I
- end
4 n0 W# }0 x% C9 B- V8 U - else
2 Z4 S; I4 `5 Z( _5 Z, L - class Quick_Menu_Item
$ g* ^2 t+ L! X+ d3 y8 c% v - alias hud_quick_menu_main main# N1 j, X z% |( J
- def main
/ E: m$ ^$ V* N! F% Q - @hot_key_hud = Hot_Key_HUD.new4 E! G4 D% V% q, S* \% A
- hud_quick_menu_main+ z. H3 j, }$ E8 Q
- @hot_key_hud.dispose6 a; O6 r4 c# G Z3 a4 ^" \
- end
- P& s" w/ d; `) y5 j& l -
1 O$ v9 R2 f5 c - alias hud_key_update update' F* g4 T. `, k- i% k
- def update, v& O, a% _( j9 [
- hud_key_update; R' V3 k2 r4 i% n
- # Hot Key num 1" ], ` k1 |+ V( U
- if Input.press?(Input::Numkey[1])
6 I) }/ n) p+ T9 ?- p/ T$ |; m3 ?& s2 L5 _ - $game_player.equip_item_to_hud(0, @item_window.item)( B& _8 p; a! P2 J& R
- # Hot Key num 2
6 j' ?1 ~7 F' L/ o; F* s$ S - elsif Input.press?(Input::Numkey[2])
9 H3 N- }7 Z, s; W, S# l3 h - $game_player.equip_item_to_hud(1, @item_window.item)
* a6 s. R9 G ?, [0 Q1 }% V6 B7 s - # Hot Key num 3) y# l, z' h( t& y( s
- elsif Input.press?(Input::Numkey[3])
/ i: V1 m3 W0 N: s: D, x5 z0 B - $game_player.equip_item_to_hud(2, @item_window.item)
: Z3 {7 h# ]+ Z6 E! y - # Hot Key num 4; x1 t* E. z% r H% b% r
- elsif Input.press?(Input::Numkey[4])
1 ]% N# ^1 m. F: X+ m" R7 ^ - $game_player.equip_item_to_hud(3, @item_window.item)% |2 B4 i5 ?0 d8 V2 k) `, h ^$ w
- # Hot Key num 5/ F2 R6 p2 c" N3 W
- elsif Input.press?(Input::Numkey[5])
5 x( h' y8 U8 g, j0 ^3 [ - $game_player.equip_item_to_hud(4, @item_window.item)
7 u, h5 U+ i% p/ n/ d8 u" |, ~ - end
1 W9 s, Z8 ~+ U - @hot_key_hud.update! l: U" [4 V% Z/ J2 ~0 W$ V
- end- r/ S9 O9 `$ A" C3 Q
- end [2 N f- h* y7 V/ e f
- end
( G- c U+ z$ H5 A7 z6 y - $ n2 o# Z% D4 Y$ ?
- #=============================================================================== j, M0 H8 I6 C5 ^
- # HUD Window4 l# l/ {0 b& f7 Q1 R2 T& b A s' a) C- E
- #===============================================================================
* a- n1 X" p6 G+ W9 h& b( K d - class Hot_Key_HUD < Window_Base
+ l2 k/ N; C( C3 e; l% i- S - def initialize(x = HUD_X - 10, y = HUD_Y - 15)& \$ h1 n# j* P! `5 D' i
- super(x, y, 220, 80)
/ [( K8 x: ?' n* }3 e - self.contents = Bitmap.new(width - 32, height - 32)5 R* z& L$ l* x9 k. _6 V9 _
- self.opacity = 0# n% @& ]' M2 j8 Z4 q" z9 C
- @actor = $game_party.actors[0]$ x/ f& Y4 Q8 M
- refresh" \3 I) B0 c3 S/ ~
- end5 @5 \9 O6 [& G( _
- . P# G1 \2 }2 ^2 {3 r5 `1 S
- def refresh
; s7 z& V0 B% h; Y7 e, F - self.contents.clear; A2 N# ]4 R; s- i! C
- bitmap = RPG::Cache.picture("Hot_Keys_HUD")* q; p* R3 N" |$ V$ u2 }! R9 A
- self.contents.blt(0, 0, bitmap, Rect.new(0, 0, 160, 32))8 T' h* N& c# J; R0 t" L
- for i in 0..4
3 {9 w+ {' J+ W5 q9 w - x = 32 * i + 4: ~ U! n, s8 |
- item = $game_player.hud_equip[i]7 _ I! }' w$ T8 B3 c7 r
- next if item.nil?
3 g; ] [; ? S0 f* @' @ - if item.is_a?(RPG::Weapon)2 [/ ?& n0 C* F) D" e& G: w8 ~2 V
- item = nil if $game_party.weapon_number(item.id) == 0 and
8 } `+ I, g5 r$ F5 }& X" N - @actor.weapon_id != item.id" u- \$ G s/ o' Q, n6 U
- elsif item.is_a?(RPG::Armor)0 {5 [8 q+ q3 Z/ k8 S: g9 m
- item = nil if $game_party.armor_number(item.id) == 0 and 5 F" R) i- f+ i7 q9 `; N
- @actor.armor1_id != item.id$ {% Q; e3 }' J9 V
- elsif item.is_a?(RPG::Item)7 e9 N$ [9 p: Z5 \
- item = nil if $game_party.item_number(item.id) == 0 or
5 R$ S2 h8 ]" K4 u3 `( X2 M - !$game_party.item_can_use?(item.id)
9 l, @0 R/ M7 ? w+ _" r6 K - end# ~" s E8 ]4 i
- bitmap = RPG::Cache.icon(item.icon_name)
, s) i v( a1 P+ e0 I: z - self.contents.blt(x, 4, bitmap, Rect.new(0, 0, 24, 24))
. s1 ^5 q* m% s: [) v - end
, Z# A3 o$ F* G9 a6 u5 d. t% X - end
1 ? @ W5 Y) }2 ~0 } -
1 h. b$ r5 q9 s. ~1 c - def equip(item)! e! U) I2 N/ \7 X
- if item.nil?9 w& g2 T' R$ E9 i! |* e; S' g* c
- $game_system.se_play($data_system.buzzer_se): n! `! ?3 ] x+ J2 F8 Y" e
- return
+ C7 W% G# G! A9 U# i0 H1 ` - end
. P! M+ b# l7 t! S* ?) \' ~ [ - if item.is_a?(RPG::Skill)" e: o! ?) U) ?1 t8 f, q
- if [email protected]_can_use?(item.id)" N! ^: e/ t: [
- $game_system.se_play($data_system.buzzer_se)5 J! p5 @1 w% T
- return; K" a& ~3 _1 u) e& \
- end
& G! `, E9 o2 Q7 A( C- f - $game_system.xas_skill_id = item.id
2 J* R- `9 k) S- w - elsif item.is_a?(RPG::Weapon) ]& y; `# {: ~. }5 E
- @actor.equip(0, item.id): G5 ?" a7 d1 \2 h' R& e
- elsif item.is_a?(RPG::Armor)! }* z; i1 p* u
- @actor.equip(1, item.id)
) q/ ]! l7 P4 T2 n! h5 e# h$ N - elsif item.is_a?(RPG::Item), ]' `& z: G/ ~7 l5 { o0 H* k
- item_tool_id = XAS::XASITEM_ID[item.id]8 n+ \' e! S8 h6 D9 E+ y }. B
- if item_tool_id != nil
% \ Z. u/ `& {, |) R - unless $game_party.item_can_use?(item.id)
' J5 q& {$ f' ] - $game_system.se_play($data_system.buzzer_se)
5 T7 A9 I6 l1 ]0 @) l - return
2 f2 e( `& ^$ B - end
: n0 K8 ?% z" P% \: y - $game_system.xas_item_id = item.id2 B. B$ G F) u1 B; h. ]
- end: x: `0 t$ G7 K; ?$ u
- end' `# F& t! y& }5 X# c: X
- $game_system.se_play($data_system.equip_se)
& ?4 n q! y6 t' Z - end, g& {; o* F- \! @5 f* |
-
# M, h% {& |/ d7 c1 l - def update
6 t: X3 @& U3 T/ A9 J1 q, \6 ? - @actor = $game_party.actors[0]7 o+ y$ T0 P+ j8 d6 D0 D5 F3 K
- @hot_keys = $game_player.hud_equip
, y! E/ L1 D K$ a! @: ] - refresh0 Y/ T! L! ]9 y3 j. }$ ^- D4 d3 g
- return if !$scene.is_a?(Scene_Map)# i4 M# ^! U2 a" e8 o
- if Input.press?(Input::Numkey[1])
, {* W" X7 _+ f - equip($game_player.hud_equip[0])1 O# q: b6 @( {' b% q
- elsif Input.press?(Input::Numkey[2]), q5 Z! Y0 U @4 L |8 X
- equip($game_player.hud_equip[1])
; a1 z- u; ]/ v3 |) j, _: D - elsif Input.press?(Input::Numkey[3])
$ g& t7 T3 M- V - equip($game_player.hud_equip[2]) & H3 S+ d) o% e# I
- elsif Input.press?(Input::Numkey[4])3 d% B6 y- u; L0 x! M
- equip($game_player.hud_equip[3]) 5 ^; j3 t2 C7 ^
- elsif Input.press?(Input::Numkey[5])
. n" g) u2 B+ f/ x! P: k - equip($game_player.hud_equip[4])
) U% X. v- {% I n+ M" {* ]& Z2 n - end
) K" S- I, O4 V, ^8 G" m - end
7 F6 L8 w$ M$ s6 m, X, Q) y - end
. f: I% t) y# O4 I+ ^5 v - 3 C/ p: @4 _; m4 [5 B2 ]" ]
- #===============================================================================
( z9 t; c6 q6 Q9 ~, ]4 J0 c D - # Scene Map, I$ |$ e9 l+ D+ Y! k
- #===============================================================================( T; ^# A+ q, ~$ I0 b1 ?2 r/ @
- class Scene_Map7 Z4 P3 U, ?: A. g! T
- alias hot_key_hud_init main
, c& a9 g/ `! b5 L8 N0 p* j& r - def main
; Q5 l! D. ^) H; x5 q! i3 K - @hot_key_hud = Hot_Key_HUD.new
, d- V2 R8 D; f - @hot_key_hud.visible = !$game_switches[XAS_HUDDISABLE_HUD_SWITCH]" D( x. j* k8 j
- hot_key_hud_init' G/ N: _% T3 p1 v8 t7 C( s8 J; t
- @hot_key_hud.dispose1 i- X# ] F; G- q" M0 c( n8 s
- end7 H# V# K) f& r: ]: [$ K
- _8 R" x, S* I" \
- alias hot_key_hud_update update
5 A) p& t, g0 W: C' ~ - def update
$ B; M' I0 }' z# ?' g - hot_key_hud_update
- N( ~' b6 t: ~4 ]% r* W6 C - @hot_key_hud.update
# l! S5 d! Z" s) I - @hot_key_hud.visible = !$game_switches[XAS_HUDDISABLE_HUD_SWITCH]
; Z, ` I$ E R# N0 \ - @hot_key_hud.update if !$game_switches[XAS_HUDDISABLE_HUD_SWITCH]
9 b x) j$ a4 ]( s) N - end* d- x& g6 ~( o! i/ F
- end
复制代码 |
|