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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,' v9 l: X# ^* }9 s8 e5 i
不知道有人能帮忙看一下吗? - #===============================================================================
0 f1 e% ]# @4 q0 b* O! d - # XAS - Hot Key HUD
" w8 q1 e* R5 _/ \! m0 z( S - #===============================================================================( A$ c% T6 f$ W" J, b' k% v
- # By Mr_Wiggles. @+ M5 {5 Z! j3 C! u; _0 D
- # Version 1.3. S N& l3 |# t: N" G: V2 `( O
- # 7/6/10
+ V2 e' m2 m* Z! O' M7 j l - #-------------------------------------------------------------------------------! I' T$ x) t8 c P) l4 y' J7 @! n
- # Instructions:5 c6 {0 i$ K; ]) _
- # Fill in the constants bellow, paste this script above main and bellow XAS in/ T8 o* o1 \; A. ?" p% l. }
- # your script data base. BE SURE TO SET TO THE RIGHT XAS VERSION!!
5 {1 F" ~: @3 G3 u0 X: f7 R - # . m' t( E2 v, t0 \2 e' a9 f5 t6 V
- # Place the "Hot_Keys_HUD" picture file into your game directory / T# p" i6 B: _1 H ~( Z' d: d
- # Graphics/Pictures folder.6 p9 T( J! |- ]" |) ]
- #-------------------------------------------------------------------------------3 E" b6 l$ r: n0 N% B$ T
- # Directions of Use:3 a8 o& @& D. j6 B! {1 v; E( |4 Y
- # Simple just press a number key (1 - 5) when the quick skill or item menu is' G/ \6 A; G5 n( s4 x/ h* z& b0 x t
- # Showing.& z- G5 z( K, V0 O9 G+ d* Y. N9 M
- #=============================================================================== z- u9 \# e! c& {7 R
- HUD_X = 0 # X pos of HUD
( y3 U, s+ R5 n - HUD_Y = 0 # Y pos of HUD; T- L; T2 X8 ~0 o5 b- }1 D8 |
" ^; M. e+ H# W( N1 ] X0 P- # Set true if XAS 3.7f3 B& Z% x6 g% k
- # set false if XAS 3.6% t* `: A/ @; b w. n/ \3 o& E0 @
- XASVER_37 = true3 {- W2 p+ w; H' y5 H' I
# ~. U) {1 \# O8 L( q- #===============================================================================6 J( c2 S7 h" N) k9 c& N
- # Numkeys Module
3 h- U0 W- [0 H. }7 ~+ O3 Y - #===============================================================================
2 |* K; z$ E. ^ - module Input
* W6 I& ], c o7 ]- {6 A s - Numkey = {1 => 1049, 2 => 1050, 3 => 1051, 4 => 1052, 5 => 1053}
& N% L d9 @7 j" g; w1 X - class << self
! _0 z+ L/ @& `% y' l# d* Q - Key = Win32API.new('user32','GetAsyncKeyState',['i'],'i')
3 T+ Y+ _8 z6 {8 M6 y% u/ O$ q -
6 W7 K0 w# n: ~4 |7 s' ?3 p - def testkey(key)" i9 X) X4 a2 |$ n% O# i; K0 U
- Key.call(key) & 0x01 == 1
! @: o3 k. Q+ F, v - end
5 C) R8 W0 H( z -
2 k! J. Y6 i1 K# g' Z - alias hud_key_update update! U- |2 S# w# _0 J: T; j* ~
- def update, |8 v$ B7 U4 N' h% K
- hud_key_update
0 J: Y5 K$ v* m) h( ~6 O. e - @pressed = []
7 [6 L t; v6 u1 I( _4 n+ N6 I& o - for key in Numkey.values! \2 V# r& `7 j0 y
- key -= 1000) H) {& ^7 L7 V, V ~$ h1 k6 V" a1 j
- @pressed.push(key) if testkey(key). \# E0 Y; c) P$ n
- end- P0 G, {! f2 c$ L+ N; q+ u
- end
$ n0 G7 J1 R4 ^ -
. W. Y# c$ z W, T- ` - def pressed?(key)
- |1 J( m2 N2 f6 x M! P - key -= 10007 p9 n& L4 u7 i0 V' F' r
- @pressed = [] if @pressed.nil?. B. {* @8 }& N% }9 T. U, j
- return true if @pressed.include?(key)
& l3 b: y- q# Y$ R& q - return false
! n, e' W5 \$ s+ p. m - end( O$ ?1 X6 t- `* |4 c+ e
- 2 M" S0 y5 N: P
- alias hud_key_press? press?* _% O; d- B6 l) `% \1 h2 u( u
- def press?(key)9 E) ?* W* y# J# {
- return pressed?(key) if key.to_f > 1000. j, _4 ^0 | `6 U% j0 w9 \# x
- hud_key_press?(key)4 L0 i2 m+ F; n. l" J. q2 i4 [
- end1 g8 L, t& q1 {7 `
- end1 ~/ P/ x3 |6 u3 _
- end2 w$ _( i, m2 @: e' Z* _! S, A
- O2 d+ R& f9 x/ Z% F* L" {: {
- #===============================================================================+ y3 X/ _! _* V
- # Game Player
) p& G/ Y) t& K - #===============================================================================
5 e' n+ y8 L* U0 l - class Game_Player < Game_Character
- d9 K6 l$ H. G' P# d - attr_accessor :hud_equip4 ~; t2 K+ I$ k* Q I4 S) }. z
- . h) ]/ ?- D' _- a
- alias hot_key_hud_init initialize8 x1 ], M1 N/ k
- def initialize
! N6 w& w) y+ O9 Y5 R2 J - hot_key_hud_init
# c0 h/ i& m$ ~# b2 k S7 K+ k& F - @hud_equip = []7 u3 F Z. a7 z+ w) f; D
- end
5 Q8 j8 I% e8 o- d; Y5 F - " g1 [+ Q5 }9 ^; \* ]
- def equip_item_to_hud(n, item)
2 ?& F! j# c ~+ w - if item.nil?2 d5 A4 j, {2 Y% u9 p. v0 V
- $game_system.se_play($data_system.buzzer_se). m( B- G2 z3 f
- return5 v9 Z. K6 f/ W- W. B+ f9 q8 A
- end
4 O! z# g) N* E1 x - $game_system.se_play($data_system.decision_se)3 j* P! T% E; c+ h
- @hud_equip[@hud_equip.index(item)] = nil if @hud_equip.include?(item)3 l3 T/ i4 A3 F6 Y
- @hud_equip[n] = item
* C5 s& B& U7 E! Z5 P" _9 Y& k( }% u' H- Q" s - end
6 F" T. Y+ ^5 K, X7 @+ D- l9 G4 y - end7 e* e1 H1 [3 d# S9 \
- y* c9 J5 k! ~% p* n' h) R/ z
- #===============================================================================
( L/ O5 a! Y; j/ A! C/ W) K k8 Q - # Quick Skill Window
% D. s* M% i" X% U& S! \& { - #===============================================================================" j N1 [! D* P$ s
- if XASVER_37 == false) @# v- {; r( x. z7 t1 H
- class Xas_Scene_Skill- k" w: M6 x k; D9 d# d# }
- alias hud_quick_menu_main main
' Y4 B% c& j: G, C5 M - def main* c$ n6 e7 j( E& |7 ^
- @hot_key_hud = Hot_Key_HUD.new0 _9 Q( w( C% b i
- hud_quick_menu_main
6 k9 a% C C: ]6 B; _ - @hot_key_hud.dispose3 v E+ ?. f( t0 d v' J( E: B
- end4 Y7 [, V/ Z2 h! C6 x0 P1 P
-
+ X( q0 T- O3 b - alias hotkey_hud_qucik_menu_update update$ M, Q# X$ x" p4 ^
- def update
9 y+ A3 M/ B! u7 C - hotkey_hud_qucik_menu_update+ r% o& G- Y ]$ Q
- # Hot Key num 1
2 V' J8 l) m9 q, T6 T. x; { - if Input.press?(Input::Numkey[1])
. J2 q- J2 o8 g; O - $game_player.equip_item_to_hud(0, @skill_window.skill)
! l! a H+ U' F+ v - # Hot Key num 2) ^( t6 k# g: e1 ?7 t. x+ K
- elsif Input.press?(Input::Numkey[2])
9 E; g3 l# s |2 U, w - $game_player.equip_item_to_hud(1, @skill_window.skill)
4 K3 `- W/ t& |, E0 {+ @" T i; ] - # Hot Key num 38 D3 s2 l' D: p! E
- elsif Input.press?(Input::Numkey[3])! L M) S2 d9 I
- $game_player.equip_item_to_hud(2, @skill_window.skill); `( w/ w% [" v8 w* K; D
- # Hot Key num 4
E) f2 o. f8 q! c& J4 y* K! K - elsif Input.press?(Input::Numkey[4])
! G* r' F" r D ?$ k8 Y - $game_player.equip_item_to_hud(3, @skill_window.skill)6 ]2 ^4 h5 @2 T6 s! R
- # Hot Key num 5
1 ]. H% C2 N8 |$ f; E+ {7 B - elsif Input.press?(Input::Numkey[5])
$ m7 W0 ]9 j) P - $game_player.equip_item_to_hud(4, @skill_window.skill)
7 `9 \; @0 E6 Z: X - end
1 f3 N' p1 m, O7 |1 N - @hot_key_hud.update
8 z' V1 C5 n/ k2 i" Q. O - end
f0 R6 {4 ~5 A; X/ H8 N) | - end
& P: e5 x) K" D0 k! V8 X. O' @ - else
! N2 u# u2 _4 U( ]: d - class Quick_Menu_Skill
: D, T- m5 }: \5 X2 g - alias hud_quick_menu_main main
! F6 o9 W3 f. p* x, H3 L7 f - def main
: |& M- Y! B1 t; D) u - @hot_key_hud = Hot_Key_HUD.new8 g( Z D% g, i% V9 |# |6 [ b
- hud_quick_menu_main
' P( b& j4 _9 b9 c% C# B; I - @hot_key_hud.dispose) ^6 {- v2 g) M- F9 E
- end; V8 K& r& @( m$ n4 b" B; N
- 3 K5 Z) O# Z; X
- alias hotkey_hud_qucik_menu_update update
9 Y8 t8 R# f: Y' A1 u - def update
* N, q, b" q& S( U' ^2 a - hotkey_hud_qucik_menu_update$ p+ U) k' O" \$ {7 f" [
- # Hot Key num 1; Y3 v# F$ V6 |. q/ B
- if Input.press?(Input::Numkey[1])1 t' P/ N( J. n$ \3 P' q( _
- $game_player.equip_item_to_hud(0, @skill_window.skill)
, ]+ M4 }' Q% o; D2 A2 m - # Hot Key num 2
- k3 _* v7 }/ o) _. Z& ?, [ - elsif Input.press?(Input::Numkey[2])7 c- @- V9 e7 |# J& q
- $game_player.equip_item_to_hud(1, @skill_window.skill)
9 t9 c7 A3 p4 t( g; U - # Hot Key num 3 F5 A5 s) K2 |( d4 D
- elsif Input.press?(Input::Numkey[3])
- m0 z! C& ?0 l - $game_player.equip_item_to_hud(2, @skill_window.skill)
# ^4 L( h4 F9 _- C - # Hot Key num 4
8 b5 |' f2 m( Z9 {7 S - elsif Input.press?(Input::Numkey[4])7 `7 N2 U5 Y0 p: _4 `. p& ]
- $game_player.equip_item_to_hud(3, @skill_window.skill)9 H, H5 I/ \% |1 ~: ?- F/ }
- # Hot Key num 54 j1 K' e: V8 n! V7 Q5 a
- elsif Input.press?(Input::Numkey[5])# a/ ?$ ]0 A8 D9 ^
- $game_player.equip_item_to_hud(4, @skill_window.skill)
% c4 }( _7 a1 i, K* V7 }( _ - end
0 I! d$ b! l# b0 L3 g& Q9 Y# I - @hot_key_hud.update$ n' P8 U6 h' I
- end8 r' y0 E( E3 U8 E7 r2 [
- end
7 h) x& G2 j. I4 ?7 U - end2 }! }! e8 S$ N4 x5 ?, [
. J" `+ w# }" n- #===============================================================================
1 F1 F; R2 j* H/ { - # Quick Item Window; ~/ s: M& H8 p+ ~8 N
- #===============================================================================
! ]- o! \' c) Q3 F3 N - if XASVER_37 == false
- _3 h) m6 p% S! g8 X. \ - class Xas_Scene_Item
w* Y/ P8 ]# x8 Y$ C - alias hud_quick_menu_main main
7 J& S7 w# x2 O5 S# X3 A# g& r6 y - def main
" z0 D( H/ X; c( z - @hot_key_hud = Hot_Key_HUD.new
$ C1 z( c3 ~. B, h! a - hud_quick_menu_main
* K& H d- W; o# [- W - @hot_key_hud.dispose3 L( X; y3 U2 N6 f6 T* @$ z
- end* s8 h, [- Q8 a; l
-
% S+ }) a# V' C4 K4 G+ F - alias hud_key_update update5 ]1 _3 C1 d% m9 P
- def update7 ?8 J; p9 ], r5 k+ G8 b6 ]
- hud_key_update
k' O. [5 }5 x& Y. z - # Hot Key num 1
/ Y3 ~* r/ l5 G/ o) V' y - if Input.press?(Input::Numkey[1])1 s3 S- ]$ T9 Q
- $game_player.equip_item_to_hud(0, @item_window.item)
' L, u1 i8 n' s7 ^! X2 t - # Hot Key num 2
' a2 J( w- [& f. ~2 f7 e9 u - elsif Input.press?(Input::Numkey[2])
9 Q, ~% G, Q) U' Q$ U% |% u/ z - $game_player.equip_item_to_hud(1, @item_window.item)
$ z2 }/ f- ]8 a6 i; O8 P - # Hot Key num 3
0 F) F# w8 @% O( l2 j5 g2 p+ S - elsif Input.press?(Input::Numkey[3])
9 O, p6 Z m& U. a; Z5 ] - $game_player.equip_item_to_hud(2, @item_window.item)4 y: w* x5 E/ V7 C
- # Hot Key num 4
. ~& q# {$ A1 Y0 t: f, c - elsif Input.press?(Input::Numkey[4])
" w2 z8 ]3 g* J2 M9 V s; o& z4 f - $game_player.equip_item_to_hud(3, @item_window.item)
W3 i0 r/ V4 S& m$ \3 ` - # Hot Key num 5
0 n# o; x j0 R9 Z - elsif Input.press?(Input::Numkey[5])
% ?" n( i5 B3 H. Z( S/ M - $game_player.equip_item_to_hud(4, @item_window.item)
/ s$ h( A! {+ k4 x# I% f - end1 |3 v6 r' n& A( R! [. |1 Y4 [! J& ]
- @hot_key_hud.update
, J3 l0 X M; G) _5 f - end. f1 g+ i% r, f+ k, g7 o7 m& }) z z
- end
; Z8 p; n" t( h; j9 w6 D - else( `$ v m/ R |7 U* y) V
- class Quick_Menu_Item
9 N3 T! g% E5 d5 ] - alias hud_quick_menu_main main
! B6 ~. |* K& H9 o - def main
$ X2 e2 E8 c7 b0 Y- R - @hot_key_hud = Hot_Key_HUD.new
7 a2 m- G. D; u6 s; g3 S - hud_quick_menu_main
$ `5 ~& V) ~2 |0 x: J - @hot_key_hud.dispose% R; a8 j7 D O L* Q
- end% D0 r) g" G# M' C
- . a6 B/ c& C, [1 L2 ^: D
- alias hud_key_update update$ b8 U& a" ]+ Q) M; x) u
- def update
. y1 G6 C2 M9 u' C( Q- o2 G0 O1 _ - hud_key_update0 n' L( l. z* ~# Q8 l! U
- # Hot Key num 1
' p% }7 o1 Q- f; `7 z7 v2 V' A' g - if Input.press?(Input::Numkey[1]); n5 ^: I) v% c; c! g6 \6 W
- $game_player.equip_item_to_hud(0, @item_window.item)3 ~% o* H; j. g4 e
- # Hot Key num 2* j) L, S/ u0 H1 n7 M
- elsif Input.press?(Input::Numkey[2])( B B U9 x3 k( W
- $game_player.equip_item_to_hud(1, @item_window.item): q. u, a1 m" F
- # Hot Key num 3
( d5 E) E: r4 ?3 } - elsif Input.press?(Input::Numkey[3])' i1 b! Q: D- `
- $game_player.equip_item_to_hud(2, @item_window.item)9 }" J- Q/ L' U
- # Hot Key num 4
7 ?* P$ B# p0 [3 E2 Q - elsif Input.press?(Input::Numkey[4])
0 `: f8 z2 I. Z* | - $game_player.equip_item_to_hud(3, @item_window.item)1 o) Q! T9 J. G7 s& {- M" H& v1 _
- # Hot Key num 5
. i m. |. T7 B# Z- v+ E - elsif Input.press?(Input::Numkey[5])
" q5 X5 y# u. J3 o - $game_player.equip_item_to_hud(4, @item_window.item)
, M4 E+ }9 v5 _8 ~3 X- T- Q - end( I" N+ W7 u( [9 ^
- @hot_key_hud.update/ e: h9 u3 s0 c# c8 B& I9 n
- end5 f4 Q# n3 y4 M! D
- end
3 P3 K$ z ^; x0 ], D9 x - end5 e6 G1 q' ? H* m% m6 H
- : d. \2 ]6 ^3 N, B
- #===============================================================================- p8 A7 f8 t0 ?2 d) X% ~
- # HUD Window0 R7 E: i' T, \" R( i
- #===============================================================================
P j3 _/ l* B0 e# _ - class Hot_Key_HUD < Window_Base2 r- r. R# a1 l0 }5 c" q& t$ S6 t: u
- def initialize(x = HUD_X - 10, y = HUD_Y - 15)
d8 L, P- ]9 m7 F1 s6 c8 h - super(x, y, 220, 80)
2 c5 B; s) X$ z- K5 J - self.contents = Bitmap.new(width - 32, height - 32)+ `9 s7 }$ H# g- u3 ~/ }5 I
- self.opacity = 0
8 p- x( z) l* D6 r7 V4 W - @actor = $game_party.actors[0]* e; i. |. ? j. h
- refresh/ h: [& ]: Z; g+ M8 K5 o
- end
' q0 u: P7 i: b. M5 {
; m* S( ?. o7 k$ R' ]) g* [- def refresh
1 C" h; L( a5 Y" ^7 b - self.contents.clear
F# W# M& M4 L+ g7 ?7 ] - bitmap = RPG::Cache.picture("Hot_Keys_HUD")
0 a, v( X5 e, v3 A$ G9 c - self.contents.blt(0, 0, bitmap, Rect.new(0, 0, 160, 32))
: X8 j1 G2 j* B - for i in 0..4
) V8 a9 P) Y7 s3 V1 h5 _5 W, i - x = 32 * i + 4
3 A8 i8 `: f9 H3 t. b& R - item = $game_player.hud_equip[i]' m5 T9 O% G6 A8 r% @+ {$ S
- next if item.nil?( l l( [- j2 ~+ G5 f* C- R8 @, s
- if item.is_a?(RPG::Weapon)$ X7 t8 i/ Q+ R' ~& Q4 {( N
- item = nil if $game_party.weapon_number(item.id) == 0 and
0 C! g4 H' O) I* n - @actor.weapon_id != item.id
# y3 [+ N$ M7 r* j$ \5 c( d - elsif item.is_a?(RPG::Armor)
- _0 g' _! E& q- n' n - item = nil if $game_party.armor_number(item.id) == 0 and
) b0 |2 z, M! Y+ b - @actor.armor1_id != item.id
% \3 \# d4 d( g - elsif item.is_a?(RPG::Item)
& ^2 G8 M4 O- C# l5 @. k - item = nil if $game_party.item_number(item.id) == 0 or
5 E' ~! \- I7 A! r: Z5 U - !$game_party.item_can_use?(item.id)2 ]8 H# T& X. T# ]' T
- end; @. r: @5 w( \( @. g' `$ f
- bitmap = RPG::Cache.icon(item.icon_name)3 ~% p% `) B& ]/ T
- self.contents.blt(x, 4, bitmap, Rect.new(0, 0, 24, 24))
0 ~% ]- Y" Y. e, R$ N) [! E) } - end' a( v4 a% I* M, W7 A5 f
- end
! k3 s. Q4 F. s0 _ -
+ y% x* b- p) g8 `3 Z4 V - def equip(item)
# j4 z4 W' `: _4 E) W - if item.nil?
" n/ j6 d5 w4 K* x$ a - $game_system.se_play($data_system.buzzer_se)
/ y7 O; A+ R5 Z5 o' m! M - return3 A' ~# D7 v7 j9 \3 W1 r' _* c
- end" \, B0 J; v0 r$ l+ R) q- o
- if item.is_a?(RPG::Skill)' {0 @8 g3 [1 y k4 G' X
- if [email protected]_can_use?(item.id) ^; n: F$ y) y+ C/ @% I5 h. b
- $game_system.se_play($data_system.buzzer_se)8 k/ `+ K! ^; s x6 l
- return/ o; f, T- I( |$ G
- end# E% t; M$ u2 ^7 i3 X( E- B
- $game_system.xas_skill_id = item.id
" h5 q7 v+ l7 e: H - elsif item.is_a?(RPG::Weapon)
8 e: t! ?* A& Z. K8 k2 e$ x9 o/ C& w6 ^ X - @actor.equip(0, item.id)3 ~% H# y6 a1 s* a+ e1 N6 a% e) ^
- elsif item.is_a?(RPG::Armor)2 ?2 E; \0 D2 `
- @actor.equip(1, item.id)3 x& l0 J: |( E% k/ \6 x; ` B
- elsif item.is_a?(RPG::Item)
|+ ~" j. { }: y& E* } - item_tool_id = XAS::XASITEM_ID[item.id]6 ?6 b6 I2 B; K$ ~$ A
- if item_tool_id != nil$ }( h6 E' I B+ ?7 l- e" H
- unless $game_party.item_can_use?(item.id)$ t1 v$ G7 R8 ]7 B6 z! r5 F
- $game_system.se_play($data_system.buzzer_se)0 z1 ?2 j) j" L% w! f! C
- return
5 |4 B. `0 p3 a0 d, q' @ - end5 x, P$ X. i4 M2 M _% p- g. ?% w
- $game_system.xas_item_id = item.id9 G2 u6 N& G; V7 u# e5 h- O
- end
S$ B. Q( Q2 F. v* U: [6 Y8 L - end- M) v4 @' C1 x% S: E" ^- u) d) d
- $game_system.se_play($data_system.equip_se)0 _( t* W. L2 u( w
- end
. N' d8 `) Q" r - 3 W2 W( ?$ G3 C# Q
- def update) W# o; Y: `7 D" U+ U
- @actor = $game_party.actors[0]
7 w( m" s" _+ T( U+ S - @hot_keys = $game_player.hud_equip5 S' c3 I4 b8 W
- refresh
) S+ D9 z. J/ o1 S q5 m6 Y: R+ f0 W - return if !$scene.is_a?(Scene_Map)
8 Q. {6 { q* H% k# h9 x' r - if Input.press?(Input::Numkey[1])
. Z& ^( A) }" ?/ ^+ n$ V8 k: O - equip($game_player.hud_equip[0])
0 Y" u5 l$ A3 I - elsif Input.press?(Input::Numkey[2]), [. [" K: I: I
- equip($game_player.hud_equip[1]): y3 N& g0 O! l/ d7 A
- elsif Input.press?(Input::Numkey[3]), h1 {& }1 |" M
- equip($game_player.hud_equip[2])
6 J# f" P) p4 X/ e! w - elsif Input.press?(Input::Numkey[4])+ ^0 x- Q9 \, J& L& l0 A
- equip($game_player.hud_equip[3]) ) m0 Q" V$ C$ y. O( ^% }
- elsif Input.press?(Input::Numkey[5])) \$ ?! y/ c" B1 C
- equip($game_player.hud_equip[4])
$ U8 u7 w2 h) `- N) N - end
0 K4 A" S* q8 o0 Z) c - end
- t5 V+ A# C! B) ?# N1 \ - end& j1 i& E) m- F8 i: q
: `' |% H9 D/ b' U/ e) l- #===============================================================================
+ p( d2 {% @, E8 a - # Scene Map9 m1 J- @& S- }3 _. R
- #===============================================================================
3 x0 T5 @$ i% [; k) O5 m - class Scene_Map9 u: u+ M% `4 X q6 B) p" \3 h
- alias hot_key_hud_init main
3 j7 V6 w' @4 Z g( y! z$ C) q - def main
! a& D% M- `/ H - @hot_key_hud = Hot_Key_HUD.new
. ~. V9 `1 i$ K* e; A& V7 L - @hot_key_hud.visible = !$game_switches[XAS_HUDDISABLE_HUD_SWITCH]8 }: U) k7 W( A4 j$ A* T" a8 S
- hot_key_hud_init
. x6 H( b5 x! b9 A4 }5 e$ r1 s - @hot_key_hud.dispose
6 _' Z9 i0 ]4 w8 a1 M% Z: f8 o - end
5 J; h, d; _; E( s/ N9 }4 X - " k! ~* `# i2 X5 d1 p3 i N2 u& v" G! S
- alias hot_key_hud_update update
! ^! C, S4 H- G* I# M - def update: z2 b* e2 f) p! K4 Q- c' {
- hot_key_hud_update7 K' c$ K8 K) e5 t3 [* r+ @+ e$ y
- @hot_key_hud.update
i/ p6 T' j+ i- t4 p - @hot_key_hud.visible = !$game_switches[XAS_HUDDISABLE_HUD_SWITCH]
8 K/ Z ], x( S. W" Y - @hot_key_hud.update if !$game_switches[XAS_HUDDISABLE_HUD_SWITCH]
: G" X, A. C* F. z# A& q - end
0 |4 E$ _) U5 C) e8 ]0 X5 i - end
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