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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,
' G, M7 t J8 K" F1 {不知道有人能帮忙看一下吗? - #===============================================================================
9 `6 o' o1 X W$ [* j - # XAS - Hot Key HUD
8 _) [$ }! n1 G - #===============================================================================3 R" F! j4 I q F Z
- # By Mr_Wiggles& E0 E& _& B5 Z) n+ U) J, t5 {
- # Version 1.3
' j. X g9 d3 u" s- }# n - # 7/6/10
( i) n( b% m: ?3 t" v6 C - #-------------------------------------------------------------------------------
* W# y5 y n8 s% `6 K - # Instructions:
$ U) y* F8 t& v/ w' k! b - # Fill in the constants bellow, paste this script above main and bellow XAS in
w" Q' r7 Y% @9 j8 _) w - # your script data base. BE SURE TO SET TO THE RIGHT XAS VERSION!!' k! _$ N- t& J9 [- `3 y; c
- #
7 o8 N# B- W! P! \- A - # Place the "Hot_Keys_HUD" picture file into your game directory ( n4 |( V& Y# m" G2 \
- # Graphics/Pictures folder.
" L* V+ [% u) ` - #-------------------------------------------------------------------------------) d, b5 K0 V* X! r$ J
- # Directions of Use:
7 x U ]! Y+ N b - # Simple just press a number key (1 - 5) when the quick skill or item menu is
" c# A6 B% G+ `4 a5 S - # Showing.
t. C u, J# i ~ k7 C - #===============================================================================/ n9 v% W/ F% E0 V% C, `
- HUD_X = 0 # X pos of HUD
6 t4 T/ A' c* h. H" ? - HUD_Y = 0 # Y pos of HUD+ r! d/ o/ c% D5 r3 u1 d
- * R+ }& N% e5 a9 K" ]" [
- # Set true if XAS 3.7f
, R/ _7 r t2 [0 @1 I; | - # set false if XAS 3.6
5 C9 k) L: `3 K5 Y - XASVER_37 = true
- f4 [; U; Z/ t9 n; n& G( Z5 y( ] - ) n. C0 j: E3 J
- #===============================================================================) F( r6 \5 j- j
- # Numkeys Module- u! y! ^: V2 Z! D
- #===============================================================================
7 B1 T/ w9 L3 Q3 H8 l" B' \( |. \: f - module Input% H5 H( X' L4 L
- Numkey = {1 => 1049, 2 => 1050, 3 => 1051, 4 => 1052, 5 => 1053}
M6 q2 H2 z' d( j7 K c - class << self9 d; q* k0 W7 M" L! A
- Key = Win32API.new('user32','GetAsyncKeyState',['i'],'i')( U; I# T G: {: D$ @( q7 b+ G
- ' u8 Y5 ^$ K3 Y( w
- def testkey(key)
8 ?/ Q& N3 S+ T, o6 q - Key.call(key) & 0x01 == 1; z# R2 A" r1 X/ z5 |# O5 l& S
- end! h' X+ b9 m% v& l! `# R0 i
-
: y3 c$ }, X' z Q/ P - alias hud_key_update update
, m, A# x8 T+ U$ ]! z! ?3 b$ R5 o - def update, {! W% a4 Y. ~7 w/ G% v; Z0 I
- hud_key_update( W/ E* _9 [) m
- @pressed = []
' G- Y9 H% l3 Q# l: N - for key in Numkey.values. `, Y# V: V( j( V
- key -= 10002 C; l' K, K% F. a) ~8 Y; q3 g
- @pressed.push(key) if testkey(key): @, a D9 Z6 `9 N) e4 ?
- end# N% u# [3 ^; z* L8 F
- end% O& y1 R; W5 J9 f
- # X/ C+ e5 y! f
- def pressed?(key)
& X' o8 q! h: e - key -= 1000
1 V- k! s% v" y - @pressed = [] if @pressed.nil?2 [# [- V6 H9 K" u' k/ z# `4 {
- return true if @pressed.include?(key)! Y; O' n x8 I
- return false
$ N1 c0 k+ x1 X1 w. u& N0 s* j1 n - end, n3 J$ V( B% T9 w0 q
- + e3 ]5 b5 C$ K2 G. w" a) o8 U
- alias hud_key_press? press?: s. P0 a( T& P9 h1 n3 J
- def press?(key)( Q; B0 _& G5 v: I' g* o" w" Y0 i
- return pressed?(key) if key.to_f > 1000. ^. l# Q2 H' A! U" D
- hud_key_press?(key)5 Y4 `+ ?$ }! ^1 E: P X
- end
/ t3 _, \$ ?, u" E$ {: M- Z - end$ ]! C# t! P2 A1 Q* ~; c# S1 H( i8 s
- end
3 A, r+ o4 W$ D4 Z! z
/ y4 d5 [5 x5 @- #===============================================================================- W/ G+ `( F, A' A
- # Game Player3 ?. ^# o! F' r2 ?, b5 D1 @
- #===============================================================================
0 H9 f1 K7 i& Y' Y5 c5 b' q - class Game_Player < Game_Character4 M) ^: {# `& Q @
- attr_accessor :hud_equip' y; e5 I4 q- S
- 1 ^- v: T& K. `2 a E
- alias hot_key_hud_init initialize; Z3 w; l8 g6 T( `! D/ q
- def initialize
( p& @2 g8 v! Y4 q - hot_key_hud_init
4 h; ?) e* H# i - @hud_equip = []
9 b% s+ d1 @- f8 V( s# Y$ o - end
* q! P0 m: K6 k. U* S -
6 S- M! q+ R6 \9 u& _3 _ m - def equip_item_to_hud(n, item)
# r4 }1 d7 B$ ^' V5 H - if item.nil?( g$ s/ q' q! m) |/ R0 A5 \8 _
- $game_system.se_play($data_system.buzzer_se)
, q; A- Y: ]! |8 k) b& K! ?, H - return
% O0 s: P- M. W; x0 F5 F - end/ _: Y& M0 U! |
- $game_system.se_play($data_system.decision_se)
4 F7 h, P; o* m# M3 _ - @hud_equip[@hud_equip.index(item)] = nil if @hud_equip.include?(item)3 T& N0 b% X! ~! _1 W( j/ P, {
- @hud_equip[n] = item
) [' ^; B+ H7 [; |' B4 X - end
9 ~! @& e T4 k, f$ Q' v% q - end5 P0 D" P7 a: F5 V' O9 a
- ( n( H# Q9 O! p6 f+ X
- #===============================================================================- R2 |* g) V/ l# u1 m' @
- # Quick Skill Window
) ~) p8 L. e5 ^3 W5 {' O3 H - #===============================================================================) d9 c( }' O1 _* W
- if XASVER_37 == false
# K1 m S4 h1 f W: O0 P2 F. `. G - class Xas_Scene_Skill' l& x; a7 Z$ G+ N, ^# \
- alias hud_quick_menu_main main% c! {! N# Z3 ^# n. m* W6 L2 i
- def main
: G4 o5 Q7 V2 n$ K0 c - @hot_key_hud = Hot_Key_HUD.new
+ U6 g- K6 w4 |+ k5 I2 \# C, ~ - hud_quick_menu_main
$ e1 g0 {6 _9 y7 {% t - @hot_key_hud.dispose
* f4 _2 d9 f) h& ^; G - end/ A" ]8 ?( v O
- % q" B6 ?, G1 w
- alias hotkey_hud_qucik_menu_update update
% {/ d5 t; R4 o) K - def update! J8 T; s- d0 j) Q$ N [4 _
- hotkey_hud_qucik_menu_update! p( F/ @; J% Z# T
- # Hot Key num 1. L0 i. G5 d. ]& G% y
- if Input.press?(Input::Numkey[1])
, P( B6 Q" E( a' m- B - $game_player.equip_item_to_hud(0, @skill_window.skill)
# P b m* y) k% x* _ - # Hot Key num 2$ s0 W. {- f, V4 k, F
- elsif Input.press?(Input::Numkey[2])2 V# U# Q! v7 t1 u# W2 M
- $game_player.equip_item_to_hud(1, @skill_window.skill)
/ a* c' @1 t0 a" c1 v: U" h" \( q- V) e - # Hot Key num 3: h% q2 k' r& t
- elsif Input.press?(Input::Numkey[3])
+ z6 Y& t& `$ }2 |! M% H6 J# Z0 O: F - $game_player.equip_item_to_hud(2, @skill_window.skill): o4 F6 H6 i4 c f0 U. J7 m, n
- # Hot Key num 40 ^: s) w# X( a1 t# k
- elsif Input.press?(Input::Numkey[4])+ {3 H7 {/ c& N7 W" A/ J0 `! W2 Y3 N
- $game_player.equip_item_to_hud(3, @skill_window.skill)
& v) u$ D( ]4 u- h1 W8 g8 t! c' F - # Hot Key num 5
0 v h, q# ?- m. X6 A6 c2 x - elsif Input.press?(Input::Numkey[5])! h! o1 W+ }1 U, s$ |
- $game_player.equip_item_to_hud(4, @skill_window.skill); {& ^, \9 e6 d) ? e- G
- end" @& ?7 z6 O( S
- @hot_key_hud.update+ z) a7 U/ R% j
- end
7 v4 I' u) c+ b* o# u( ^8 W G - end
& g# K' C2 Q* W: p0 B# g0 r* H0 A - else
* P% M( t& \4 L& V5 i! {+ n! O - class Quick_Menu_Skill
1 K+ l6 D/ }! z- S - alias hud_quick_menu_main main
! `% {% t7 d) y: Q7 D* [9 E% ]. `! @ - def main
2 K+ r+ e$ d: v1 h% y8 E! W0 { - @hot_key_hud = Hot_Key_HUD.new( r* O& ~& s: M( h5 j/ f$ Z4 [5 S
- hud_quick_menu_main
, z' y% ~8 }4 L$ k7 f3 j) | - @hot_key_hud.dispose+ I# h, W( x8 Q" E. k, P3 q* O
- end
8 O( |4 L% j) { -
" o% ~/ k# N2 b: E - alias hotkey_hud_qucik_menu_update update
o, q- }5 k+ s+ d5 X$ b - def update3 m7 [ W4 O" R2 B3 c T/ o7 f
- hotkey_hud_qucik_menu_update
# t1 f) z; G6 g8 | - # Hot Key num 1
0 n% f% e5 r) t, u4 F+ _ Q) I - if Input.press?(Input::Numkey[1])
% @) d- U3 Z8 }& g - $game_player.equip_item_to_hud(0, @skill_window.skill)/ G" q8 p6 m" x4 K& K8 d$ y$ Z
- # Hot Key num 2- d- N9 h+ e! S. o
- elsif Input.press?(Input::Numkey[2]): J5 A6 V+ G, t5 J: w! s6 n% Y- V
- $game_player.equip_item_to_hud(1, @skill_window.skill)
- I! _! J1 [+ b$ q" I - # Hot Key num 3
( {0 y2 ?5 G9 \+ V1 c - elsif Input.press?(Input::Numkey[3])6 d- \5 [, w* |6 [- \" M
- $game_player.equip_item_to_hud(2, @skill_window.skill)
. \% I) d6 _( s) L) P/ l" B - # Hot Key num 4
+ {# x3 @! K' b. u - elsif Input.press?(Input::Numkey[4])
1 |/ t6 `, l2 Z) w8 Y* p2 f7 d - $game_player.equip_item_to_hud(3, @skill_window.skill)
( j3 O5 W% s/ X7 o& ` - # Hot Key num 5
( y+ H' |% Q7 }$ Q, ^2 a - elsif Input.press?(Input::Numkey[5])
8 k: v D- c8 z& J( q - $game_player.equip_item_to_hud(4, @skill_window.skill)5 ^3 O! w# u, i0 ^% b
- end. P; i6 t/ a' t0 \9 A# |
- @hot_key_hud.update
Z1 P5 ~" h1 U U8 e8 V - end
5 Q" X& m; d7 \( v* q) W - end( D3 r- f2 W" Y. K( f1 }, J
- end$ G, y$ v" h- l! y; }/ Q# D- E* @( r
' i. }* M6 u0 A- #===============================================================================
# A: v" K: D7 h5 z+ S8 _8 L0 o' Q - # Quick Item Window
1 ^: i2 M7 [$ o A/ m# u - #===============================================================================
( n# a4 e: m8 Z, I - if XASVER_37 == false0 ]5 v2 A; r1 J8 L
- class Xas_Scene_Item
) e/ T( c! d- I8 N& ] K - alias hud_quick_menu_main main0 E" U! F# s1 t- _' P& T" ?# J. V% z
- def main
/ s4 M p& g- W' r u- G9 P& H - @hot_key_hud = Hot_Key_HUD.new
! A) P. i( V3 x( X# @+ e - hud_quick_menu_main: { M, E1 ^; }. e: F) U
- @hot_key_hud.dispose: s: @" `; U0 q7 `0 }5 [8 _4 L0 ]
- end/ ]; r6 h8 k1 i7 C! O
- ( g) n, V. B- ~3 D5 X0 z
- alias hud_key_update update2 q' r' G n, O; a. Y5 e
- def update7 C; S& V; V7 c |% {
- hud_key_update h- q( `" F9 \+ `+ F! K1 I- X
- # Hot Key num 1/ w4 g+ I% T* y$ ^7 d
- if Input.press?(Input::Numkey[1])8 A- M( q. P7 P8 X
- $game_player.equip_item_to_hud(0, @item_window.item)) ^% H8 n v. `5 u. Z" j! b& n/ B
- # Hot Key num 2
/ o" v4 b1 C* Z8 c0 O+ e6 S8 J - elsif Input.press?(Input::Numkey[2])
* L8 @ y2 _: J' G* N - $game_player.equip_item_to_hud(1, @item_window.item)1 n; R: f8 ~- `8 o$ h' x
- # Hot Key num 3& w( H1 }7 G! t* G8 z1 F
- elsif Input.press?(Input::Numkey[3])* o1 b1 `; h# M5 k0 P* Y
- $game_player.equip_item_to_hud(2, @item_window.item)/ a) C$ @5 |4 x7 Q# e7 {! E V
- # Hot Key num 4; C( m) g" u W$ [# j# \2 Y
- elsif Input.press?(Input::Numkey[4])
) ~4 F" } W R) S - $game_player.equip_item_to_hud(3, @item_window.item)
j; H# G/ Q- L4 m - # Hot Key num 5* N9 `' X( C* b" z- l' m3 d
- elsif Input.press?(Input::Numkey[5])5 g" Q0 E# ]# v
- $game_player.equip_item_to_hud(4, @item_window.item)
* E6 U. E1 u; d" C' O - end
% D+ T7 Y% h6 s) `4 k# P: c - @hot_key_hud.update
+ t9 I: `8 x0 D, h. p' K- \/ v6 x. u( h - end% ^' ~4 \0 q: h y
- end& P: u4 { y( p! r2 P* J1 ~
- else& b7 J" t+ U/ v( J/ }5 B; o& g
- class Quick_Menu_Item
' A, N5 u% n( r6 u$ o2 B/ Q - alias hud_quick_menu_main main1 ^( |% w9 A6 z1 y. {, L
- def main# e+ u% k5 \6 h8 l6 Z: a) V9 H
- @hot_key_hud = Hot_Key_HUD.new
7 z8 \" Q' Z& o6 _/ r' ` - hud_quick_menu_main$ @! w: ^. I2 c" [0 F
- @hot_key_hud.dispose
1 Z- }: ?- g. e) Q) K - end8 k: F6 j2 w6 @) |$ w
-
; b* n2 ~6 f$ ]" G - alias hud_key_update update$ Q# M& k1 U3 ?1 c$ q
- def update/ v1 m3 F+ V' B5 t& \
- hud_key_update- t& W# w' Y# t* M. r3 G6 W+ t
- # Hot Key num 1
; O# }4 x4 W: @9 i L - if Input.press?(Input::Numkey[1])
/ o; J8 V; e$ A { - $game_player.equip_item_to_hud(0, @item_window.item)* e" b7 _, R( w* |, r5 U8 i8 h
- # Hot Key num 2( L% R' d1 S! C2 {& o6 W8 e8 o7 A
- elsif Input.press?(Input::Numkey[2])
% q# X; ~; F1 _% B2 c- Y - $game_player.equip_item_to_hud(1, @item_window.item)
& J4 U3 }. y; ?" G, b$ q - # Hot Key num 3
/ J* ~# `/ q5 R8 N( K! ?! |/ b - elsif Input.press?(Input::Numkey[3])8 ]2 h6 u( P) P. w4 g
- $game_player.equip_item_to_hud(2, @item_window.item)
0 ^) z. P) A: Z5 c - # Hot Key num 4
# X% [1 e3 W! |1 m/ H - elsif Input.press?(Input::Numkey[4])7 }# p& ^ d7 n2 V
- $game_player.equip_item_to_hud(3, @item_window.item)
2 b! M% \; |! p- j - # Hot Key num 5! q) D$ F; r4 L
- elsif Input.press?(Input::Numkey[5])7 m. W9 R3 @8 p4 ^
- $game_player.equip_item_to_hud(4, @item_window.item)! J# ]1 g( G2 |
- end( t7 ^+ M, @, G1 p- T- `% r
- @hot_key_hud.update
E; S8 ?5 e7 @* U3 n - end
0 F# F$ L* g6 T4 B - end( G7 i& E9 d5 {# q3 l
- end+ u6 w6 A( A7 [/ v) y
- @9 ]+ x; Q) b5 Q4 i: R) _- #===============================================================================; O* T$ z+ b( X% K( A
- # HUD Window$ S" U$ N( q. @0 P
- #===============================================================================
+ l5 s: `' b6 v/ y - class Hot_Key_HUD < Window_Base+ |$ s: f% t h* }
- def initialize(x = HUD_X - 10, y = HUD_Y - 15)
+ b! x$ x$ h' T; i' Q' A+ o& T8 @ - super(x, y, 220, 80)
7 @* o& k* t! p! W. ?3 S4 z$ b% ` - self.contents = Bitmap.new(width - 32, height - 32)
8 k8 z; d) @6 T* S% ~/ \' [1 E7 M - self.opacity = 03 f v4 a6 Z- C) v/ A
- @actor = $game_party.actors[0]& M `0 A% u& ]9 k* w0 n
- refresh1 y- g, n v1 N3 m" e, D4 _
- end
* Y0 A# ^$ S2 c; K( l. j - ) t/ K% d! U$ c0 w% k: y5 K- H
- def refresh
: r0 n2 x v+ h - self.contents.clear
5 ~6 |$ Y7 G' |! j! y4 Q - bitmap = RPG::Cache.picture("Hot_Keys_HUD")
; t0 N9 M9 ~& h7 m& J. V7 g - self.contents.blt(0, 0, bitmap, Rect.new(0, 0, 160, 32))* H+ x9 a1 A( B9 h! K
- for i in 0..4
9 _4 A4 v4 \7 l4 Y - x = 32 * i + 4. ]2 W" x& G' N% H7 E; v( b
- item = $game_player.hud_equip[i]
7 ~7 ?9 t$ R! ?$ J - next if item.nil?
& a% r* M1 ], T* x - if item.is_a?(RPG::Weapon)* |+ c& ~. R1 M! E _
- item = nil if $game_party.weapon_number(item.id) == 0 and0 j. V N; v8 r- ~' A( b0 p) Z$ X
- @actor.weapon_id != item.id4 H6 m3 l) P; `$ T! q5 J' }& C
- elsif item.is_a?(RPG::Armor)) g( |4 I- Y9 y5 ^, }: G/ o6 R
- item = nil if $game_party.armor_number(item.id) == 0 and
) y% q* b! k; f - @actor.armor1_id != item.id! e! k: g' h( F: r
- elsif item.is_a?(RPG::Item)* X6 A/ m$ b" q q) x
- item = nil if $game_party.item_number(item.id) == 0 or- O. m+ U6 A/ K* D& h
- !$game_party.item_can_use?(item.id)* v2 p' O/ W) M- R( z( q+ d
- end
% v4 i3 O/ F9 o! s3 N- k; o - bitmap = RPG::Cache.icon(item.icon_name)
, H9 M" ]* k) T9 i( H# r - self.contents.blt(x, 4, bitmap, Rect.new(0, 0, 24, 24))* F3 \/ N3 T& D1 |2 A
- end/ m0 l1 \. w* |) p" i- }
- end0 E# q4 o. |/ }# g1 u8 {7 t9 r
-
% v- n# @9 Q$ ~ - def equip(item)
# T* f; k% o1 J9 K& m& r ~ - if item.nil?$ @$ I" t r4 w4 h! E
- $game_system.se_play($data_system.buzzer_se)
+ I2 \3 l {, m# v8 h0 i4 K - return
9 a% y1 F0 d X* P- C9 R. ? - end6 k3 |9 U0 b$ }5 i1 K5 j
- if item.is_a?(RPG::Skill)# q# _2 M2 V+ O+ C% P) N! m3 r
- if [email protected]_can_use?(item.id)
5 O$ |3 k7 q& P" `2 Q+ Q" Y - $game_system.se_play($data_system.buzzer_se)
. M, r" v% Y& ^+ u - return* r& w8 c' T7 w0 u. j# b9 B/ Y+ v" K
- end- D" P ~0 B! }: `
- $game_system.xas_skill_id = item.id) U0 i1 q1 \0 c% H$ U
- elsif item.is_a?(RPG::Weapon)
% G* X# N* \3 H8 Q1 A) G6 Q n. I - @actor.equip(0, item.id)1 {+ _7 ^, d4 d* l
- elsif item.is_a?(RPG::Armor)
& Y% \0 n: }3 }2 d$ j- Y6 @4 U - @actor.equip(1, item.id)
$ k1 i. o6 p) q: s0 y: H+ T0 m& s - elsif item.is_a?(RPG::Item)" P/ W" N* @3 P7 D! H9 q$ |
- item_tool_id = XAS::XASITEM_ID[item.id]# ?7 @% T/ N6 Z" ?2 f& B5 m9 F/ I# h
- if item_tool_id != nil
) ?7 }+ J0 \& I# B3 K% s5 Y+ a - unless $game_party.item_can_use?(item.id)3 F! M; P9 m$ ~, }+ |, G. k
- $game_system.se_play($data_system.buzzer_se)# n E- ^: h( _$ i# ]- w' a" k( V
- return# b; |- k1 K8 I
- end5 w! n0 ^6 ]2 y- j q! t8 t
- $game_system.xas_item_id = item.id
7 e( J& ]" z" k0 O* m+ ]' l - end9 |% y: _1 W% v8 E7 D* s7 z
- end
0 \# ?( D% \* M - $game_system.se_play($data_system.equip_se)
# `6 @/ v2 r# [" o" | - end
" ^8 E/ i0 P4 O - ; t }+ G' O# |4 o+ G, j! \* |7 d
- def update+ Z: e2 h; E. p6 n: o
- @actor = $game_party.actors[0]
% u4 ]$ s& i& Y - @hot_keys = $game_player.hud_equip# i5 w. s& S' q. K* T6 b* E! L6 o
- refresh
( ~5 `! j. H; U3 R; W - return if !$scene.is_a?(Scene_Map)8 r; p, ^# L$ ^- l( u) W
- if Input.press?(Input::Numkey[1])
- z! \8 o o0 X - equip($game_player.hud_equip[0])
1 K3 [: n8 S( I* R+ V - elsif Input.press?(Input::Numkey[2])
2 y" E6 m* ~# C z - equip($game_player.hud_equip[1])
# X4 I) X4 I. o$ R3 @, n - elsif Input.press?(Input::Numkey[3])) l X# o" Q" n2 w! V% V' }2 K
- equip($game_player.hud_equip[2]) & E- \2 @7 [: U! X5 C3 {
- elsif Input.press?(Input::Numkey[4]); `% O, y' ^, x/ P
- equip($game_player.hud_equip[3])
9 d2 G- ^$ y- ]5 I( S6 I1 i2 _ - elsif Input.press?(Input::Numkey[5])- z7 G5 N7 k- j7 s/ U6 r
- equip($game_player.hud_equip[4])
; u: Q4 q3 O3 y0 h# |4 b - end/ C2 z0 |1 v! Z
- end
5 z7 K8 D/ Z% K6 v3 C, R, `5 a - end
( l! k/ m% S1 `
( G- \1 |; e1 J% l; `: D( L- #===============================================================================# t) n" E" x+ U0 H6 i
- # Scene Map
# i; [6 P/ f) L. D, k& X r8 i - #===============================================================================
7 m0 y/ S! w; p& e$ l - class Scene_Map
: g$ H: x( u' o5 D0 W - alias hot_key_hud_init main
& o9 o+ P: b3 }; C* t - def main ~8 J: C+ V1 I( I( v/ C5 ]& D/ L4 T
- @hot_key_hud = Hot_Key_HUD.new4 p1 N4 d, b9 n6 h
- @hot_key_hud.visible = !$game_switches[XAS_HUDDISABLE_HUD_SWITCH]
6 Y0 W3 n( }! \ - hot_key_hud_init& e8 q$ ] ?( d! L$ s% [
- @hot_key_hud.dispose
o. w% F1 T6 Q, h - end
" C/ N! S- h9 p" `/ @& G6 S - J7 x7 ^; [: W1 c2 s: m: x
- alias hot_key_hud_update update
- v N) Z. T& D V9 W. f - def update/ j; g& v2 q( t# b
- hot_key_hud_update, f* `! W5 p: o8 ^' F9 L: G
- @hot_key_hud.update
) h9 z- t! } |) M- e$ R& D4 N - @hot_key_hud.visible = !$game_switches[XAS_HUDDISABLE_HUD_SWITCH]
3 U# S- J$ u( |; F* O7 r# E - @hot_key_hud.update if !$game_switches[XAS_HUDDISABLE_HUD_SWITCH]4 y T3 K) D* z5 D4 Y
- end5 C4 o @. z+ P( z
- end
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