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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) ~; Y7 K+ L不知道有人能帮忙看一下吗? - #===============================================================================2 N9 W, i3 g2 s; [; [! _4 F& u
- # XAS - Hot Key HUD" @; r; q: b9 ?6 t, i$ P) }1 E
- #===============================================================================
9 L. F( m, c! s s - # By Mr_Wiggles3 H. ?- t6 h4 H% F6 Q
- # Version 1.3# b$ }( n" I5 X' [" n
- # 7/6/107 `6 E7 q# Y9 G! u
- #-------------------------------------------------------------------------------2 Y/ S8 o& {! @* ?
- # Instructions:
. V- N* t* f C. n - # Fill in the constants bellow, paste this script above main and bellow XAS in0 v3 o' W* }5 ^2 Y0 i- N
- # your script data base. BE SURE TO SET TO THE RIGHT XAS VERSION!!+ J# i$ h* d+ J! W& O
- #
8 f! u3 H7 p; v, p& A" X4 M - # Place the "Hot_Keys_HUD" picture file into your game directory
5 x3 ]* q& [6 F, X' C/ [ x# z - # Graphics/Pictures folder.2 v8 Z. x R- v% r. p
- #-------------------------------------------------------------------------------% `3 F3 N6 ` l& b+ Y- F8 l6 `
- # Directions of Use:+ J2 @4 B' Y/ U4 w2 X. j
- # Simple just press a number key (1 - 5) when the quick skill or item menu is
# i' J; r% t# N - # Showing.
3 k5 x8 o8 a$ F - #===============================================================================& L. o- J5 h, C' b6 m- p4 O% ?2 h
- HUD_X = 0 # X pos of HUD
# [& t0 i/ k" ^! B/ g, J - HUD_Y = 0 # Y pos of HUD, T4 |! S) R! g. f o8 s" ? N
- 5 W7 [- |7 B8 `, i+ m4 U
- # Set true if XAS 3.7f/ D8 M* x4 L; W$ t6 R
- # set false if XAS 3.6) z! y3 @9 e0 Z& S
- XASVER_37 = true- V- m. e% q/ y) n t) r
- 9 I, W5 c. g) l6 q0 n! m$ o
- #===============================================================================( Q* D0 R$ b) i
- # Numkeys Module0 Y% M* h; D; D/ V/ |2 b- h
- #===============================================================================
9 ~- y- a8 Z E1 Z8 c2 t - module Input+ J0 P9 t1 V' P+ h( @1 H* M
- Numkey = {1 => 1049, 2 => 1050, 3 => 1051, 4 => 1052, 5 => 1053}
: E+ b6 y, D2 m+ p# I$ { - class << self) Y. h V1 ?! G. z3 @' N( @0 W) l
- Key = Win32API.new('user32','GetAsyncKeyState',['i'],'i')
) H$ a9 _* `. ?% `* K$ C -
4 H9 @3 e V5 G T$ ]* K' g8 ? - def testkey(key)
1 O" r" A6 f' ^. [( E - Key.call(key) & 0x01 == 1, A/ e- v' p2 \3 Q2 j E- @
- end
7 r8 G. P6 J" A; d% b7 G -
5 O& U b: d& X - alias hud_key_update update
/ \( R7 s: B* z4 I8 K4 H g! a - def update
: V; `/ q, w, k$ A; A - hud_key_update
7 x0 z" N0 U; ^8 @+ y8 q9 |& N, Z - @pressed = []
! S1 B% \ N8 |# ]' g! i8 }# @ - for key in Numkey.values) i, P% t$ w) _
- key -= 10001 c8 O" J/ S# Y% C' i# f
- @pressed.push(key) if testkey(key)
/ ?+ Y$ `! K4 e3 A+ B! V - end
2 i8 _$ I$ u, E8 [3 [3 p9 C - end% m4 P9 @1 M8 H/ w2 ?2 A5 K
- . D" z# k- u! ?/ z8 X9 `2 W
- def pressed?(key)
' J1 u! i) J( g) B: p - key -= 1000# o/ o2 [5 ]1 T( b2 ~- |2 I( s
- @pressed = [] if @pressed.nil?
- Z3 ]* g. A" Q0 F - return true if @pressed.include?(key)5 [: h2 z) r( S8 d1 {& G- E0 ]
- return false3 @* M' {- w$ }/ s, m
- end
! U2 c5 e/ q: O8 k( A1 @ - , |: j- e, r! F
- alias hud_key_press? press?
4 b. d4 d3 x2 Z! R4 j, [ - def press?(key)
! h; R( v/ }# x W! Z - return pressed?(key) if key.to_f > 1000" C; y: d9 V2 y# V; z
- hud_key_press?(key)8 {! [! h, }9 c! _8 v; Z! V1 W$ o' z
- end8 K" @' m/ s1 ^
- end
- z7 x8 U" q) [6 Z: a7 C - end3 w# X( }4 @7 v8 [3 f7 w
# m% M3 ]- \( G5 d. m: b" @9 l- #===============================================================================4 {! }7 j* N* L1 @
- # Game Player8 ]. L6 v( m$ s7 F3 Y3 C
- #===============================================================================$ K' L9 j; u3 m
- class Game_Player < Game_Character
7 i, L* H+ r4 w3 M% m - attr_accessor :hud_equip D* e3 P: J5 s
-
- _! N q9 `0 u - alias hot_key_hud_init initialize5 s" I# J8 D/ u3 M* v( B* G
- def initialize: D* `; [2 B: m7 [4 X
- hot_key_hud_init) G* [ W8 Z4 B7 N& |! A
- @hud_equip = []
9 U7 H" U$ g9 J3 S6 z, C r - end
' J; s, S2 \8 Y9 f. S$ \ -
$ o% g" ]/ r& X5 M2 c" E6 a - def equip_item_to_hud(n, item)7 o/ W* @" A8 X4 m( W4 _- G
- if item.nil?/ g4 s; H5 Y2 \! E3 v
- $game_system.se_play($data_system.buzzer_se)2 | L) W3 [5 G( Q
- return/ q* Y( l, {2 U6 S" h! k
- end9 D% |$ j6 Y& A% `' U
- $game_system.se_play($data_system.decision_se)
, e( m, l" k, ~* u W - @hud_equip[@hud_equip.index(item)] = nil if @hud_equip.include?(item)
6 S# K7 D( X9 x% f7 d - @hud_equip[n] = item& ^% v' }1 s& m' a) r' x
- end2 z& F' N3 ~3 D
- end* g. _. U3 v" t$ @, B6 B. Q
' n) A; k) }- n6 K- G' d- #===============================================================================
# B) b: h+ X* G; I$ V' @- f- h - # Quick Skill Window
! J6 N; ]1 O% A9 B0 p# N - #===============================================================================% a1 ^( s# o) t5 N k
- if XASVER_37 == false
' g2 S8 J) J* S - class Xas_Scene_Skill0 i3 r" P; U8 W# W7 u- s, d
- alias hud_quick_menu_main main
0 z' c, w [0 m6 F- C5 K# U* _& K - def main8 {# k3 \1 V( q M, j/ t6 v
- @hot_key_hud = Hot_Key_HUD.new* F' t/ t4 |3 c$ A4 Y
- hud_quick_menu_main
9 ^& r& m6 K4 O7 x# D! }; L( f6 l - @hot_key_hud.dispose' R4 j( l# j" G0 i# J
- end7 E3 X/ _0 U* Q8 M/ W. P: h# E
-
. C2 ?. q6 m! v1 H' K - alias hotkey_hud_qucik_menu_update update
3 P. o$ R3 g$ D% _2 X$ R/ ` - def update
& g, E, @% b( Y( R9 v+ a& s/ ]" L - hotkey_hud_qucik_menu_update
4 ^1 q5 n& s$ Z5 T k, ?1 D - # Hot Key num 1
5 j1 }2 t6 U/ r' b! ] - if Input.press?(Input::Numkey[1])' P( O# D. {+ y3 r" v
- $game_player.equip_item_to_hud(0, @skill_window.skill)6 o% r4 V" }3 ?& [* y
- # Hot Key num 2- G7 { f s: ^+ g8 `0 J
- elsif Input.press?(Input::Numkey[2])2 L7 F# A; D5 R6 S" |
- $game_player.equip_item_to_hud(1, @skill_window.skill)
/ o. ]* K7 l3 }% z7 ^ U - # Hot Key num 3
9 I5 \. C6 t! @6 C- j! u& i) ~ - elsif Input.press?(Input::Numkey[3])/ T; k2 t- Z% Z5 U5 O9 D
- $game_player.equip_item_to_hud(2, @skill_window.skill)1 Q4 _5 @3 u8 z2 U: `: O
- # Hot Key num 4
3 Y" o: `3 ? o. r. z - elsif Input.press?(Input::Numkey[4])
/ X, [ e9 c9 v' v - $game_player.equip_item_to_hud(3, @skill_window.skill)
" s U7 W3 ]' q4 B - # Hot Key num 5
* d7 K" B$ |5 I7 \$ h - elsif Input.press?(Input::Numkey[5])2 b; A5 s0 R! d& m5 \& ?, F
- $game_player.equip_item_to_hud(4, @skill_window.skill)* }% f% m. O: s
- end# O# \; d# S) H" i4 H3 r. L9 H
- @hot_key_hud.update0 j0 G" X' R( a/ I0 G
- end
& C3 w8 s$ ] W2 r - end4 G, P4 B7 L& K
- else
2 W, u4 r+ x9 P0 F& x7 [2 ^" R - class Quick_Menu_Skill$ C: ^$ Q5 ~6 N# |+ Z4 C
- alias hud_quick_menu_main main
8 @' Z/ @5 ~# N- }! C- ? - def main
9 u I1 E# |5 j% P# c7 J - @hot_key_hud = Hot_Key_HUD.new2 {: O( K' `( p" h; y1 c" z5 n
- hud_quick_menu_main
& N6 a+ c* @$ s" q* Y8 z - @hot_key_hud.dispose3 }: c1 c; E3 @ h, f) Q
- end/ ^9 q: o) f+ ^ k/ S8 ^
- ; P! Y) b5 `: s: o. k, ^
- alias hotkey_hud_qucik_menu_update update7 F# b/ T# J# U9 u$ {* r
- def update2 G1 q& A& U& u3 r$ [0 K! `+ F" G
- hotkey_hud_qucik_menu_update( l! _7 e; N" u8 Y, S
- # Hot Key num 14 m( s2 a$ ~) ~4 K
- if Input.press?(Input::Numkey[1])
, Y- [ L" o4 b3 t$ f - $game_player.equip_item_to_hud(0, @skill_window.skill)
/ P4 D/ b0 n% T; v: a - # Hot Key num 2$ B1 @7 I8 d$ T# y
- elsif Input.press?(Input::Numkey[2]); n( s# F$ H: I8 L4 M) p
- $game_player.equip_item_to_hud(1, @skill_window.skill)* t7 e- j; o; i6 D" {) L( @; ~# o
- # Hot Key num 3
: a1 h7 E% P1 ] y4 e - elsif Input.press?(Input::Numkey[3])6 Q8 D# m/ p/ m6 d
- $game_player.equip_item_to_hud(2, @skill_window.skill)
9 u. w0 [4 o0 D- c4 E - # Hot Key num 4- S* a) j; S; N; p% @' m
- elsif Input.press?(Input::Numkey[4])
( I7 i" k0 W' N - $game_player.equip_item_to_hud(3, @skill_window.skill)- w( e* {; E0 }! s& \
- # Hot Key num 5" s! E/ @/ |9 Y# T4 X
- elsif Input.press?(Input::Numkey[5])' d6 z2 D1 q9 F: H, G
- $game_player.equip_item_to_hud(4, @skill_window.skill)
, ?, q1 d4 l& @ - end( ^3 _# P3 n& q' }6 ]
- @hot_key_hud.update
6 M' D- L8 r( m; H8 @, }* } - end
2 E `1 d5 P, x - end
, |$ C: W! G9 A" N, H2 x/ G - end g. H4 k' Y+ O7 M4 D
8 W+ p- N3 C# c1 A7 L. ?+ N6 D- #===============================================================================* A6 M' g) j) v! X; b
- # Quick Item Window4 ~/ G. l5 o" N% Y9 \8 `# z
- #===============================================================================
6 S @6 _+ I3 j/ w# n. z b! S - if XASVER_37 == false
( e# m% }5 [. @ - class Xas_Scene_Item* a5 g6 N& \, [; J/ p
- alias hud_quick_menu_main main: A3 W6 \6 W. u0 p. y7 X
- def main3 r& b0 g' a. v0 o+ ]: b
- @hot_key_hud = Hot_Key_HUD.new
" r: s4 L7 w6 W7 \$ g8 F; n - hud_quick_menu_main% Z7 K9 }' V- h# z3 k2 C3 |
- @hot_key_hud.dispose* Y( ] V+ q" a& I* w8 t( ~/ C; M
- end
8 e$ N0 U% C- b. D+ x -
( b( l2 }: ^9 K - alias hud_key_update update! Y) ]" e1 d; X. g* \: p
- def update
6 x" U9 K0 g! ]: p8 x! m2 z - hud_key_update
% g) G ?1 ?8 t+ v - # Hot Key num 1( B9 \7 m3 I6 t. @$ ~+ B5 ^( ^7 f
- if Input.press?(Input::Numkey[1])
) R: q C: e. I$ ~* @ - $game_player.equip_item_to_hud(0, @item_window.item): o6 K; d4 ^: c' M0 n
- # Hot Key num 2* R" y5 p* j/ @9 T" B# x1 r6 [
- elsif Input.press?(Input::Numkey[2])" V+ l5 i5 G; b" H: ^
- $game_player.equip_item_to_hud(1, @item_window.item)( t& x' F0 w8 |" o
- # Hot Key num 3
4 L* G" m6 q* w: B - elsif Input.press?(Input::Numkey[3])
: Q# e3 }# S) D - $game_player.equip_item_to_hud(2, @item_window.item)1 a1 _0 W: F. Y& M7 [% |
- # Hot Key num 4+ D( s7 I1 \% `3 d4 d; }( {) r
- elsif Input.press?(Input::Numkey[4])+ V+ M+ @& e# z+ X* ^% w' d G8 `
- $game_player.equip_item_to_hud(3, @item_window.item)
3 ?1 r3 c& k4 e; r" t - # Hot Key num 5
' ]- \+ H! M' F. v9 I% {" D - elsif Input.press?(Input::Numkey[5])
1 H+ _6 g4 P( X - $game_player.equip_item_to_hud(4, @item_window.item)
( S# [4 b e! @$ O( M' }& k - end% V# k. ]/ |) k& y
- @hot_key_hud.update) U* Q$ M0 j# S2 v
- end
/ ?( t: F6 M4 H5 \6 \ - end
$ Z% {) G# e# u9 C% c6 j - else
/ ?6 q+ ]6 f2 ]5 i2 G: }8 h - class Quick_Menu_Item
& Q0 v5 i' ~. g2 J9 y! M - alias hud_quick_menu_main main
+ E, _$ `$ x" H- {, M) ~ - def main# y; D! a; v. I
- @hot_key_hud = Hot_Key_HUD.new2 g7 e) v: n; T5 b' W
- hud_quick_menu_main1 A" [3 [1 e( t5 c; e
- @hot_key_hud.dispose
( Y( ?0 ~% F1 e: q; k' A" V - end
9 Y% u7 f) i v. Q. o2 [ -
, d4 p* Y& I- q9 X4 T - alias hud_key_update update
, @3 Q7 J* q0 w1 N - def update" `. S% {! Y% i6 e8 E
- hud_key_update
9 ]% ~9 ^$ O/ k2 T( g - # Hot Key num 16 g, L* c6 m' m3 x7 V
- if Input.press?(Input::Numkey[1])
0 e- U9 ~# ^1 H5 B* U& e) Z - $game_player.equip_item_to_hud(0, @item_window.item)' m' {& x, T# a6 r# R, W: ^6 d
- # Hot Key num 2$ d( z5 V& p) i, R( J
- elsif Input.press?(Input::Numkey[2])
P: O/ G u" D, H7 c9 N v; d - $game_player.equip_item_to_hud(1, @item_window.item)
$ A! [# H1 A% ~% {0 P - # Hot Key num 33 ^0 ~- f2 _$ @+ B" T2 y2 t
- elsif Input.press?(Input::Numkey[3])
0 g5 x% y& J. ]) g - $game_player.equip_item_to_hud(2, @item_window.item); [, }1 {; s0 r
- # Hot Key num 4
. C1 i" a* l3 k8 x! _2 }, v - elsif Input.press?(Input::Numkey[4])% d( ^0 f+ j$ J$ |
- $game_player.equip_item_to_hud(3, @item_window.item)! k4 b" h x0 t7 O0 C/ ?
- # Hot Key num 5- ~% L' K: M8 ^$ \2 |& U
- elsif Input.press?(Input::Numkey[5])- x+ r9 Q# }7 r, L$ _7 n9 F
- $game_player.equip_item_to_hud(4, @item_window.item)
0 L) I* k2 m) K - end
/ z* G5 _+ ]+ V) K" ^/ b - @hot_key_hud.update1 M; R5 V4 a/ e# W$ v& ~+ r
- end
) H/ f0 c5 ?2 } - end" d( E; x2 }1 E' v' d
- end, U; U5 ]1 v& l+ @
. _) K5 G4 `8 c; w- #===============================================================================
) Y( w2 D0 p4 f7 D - # HUD Window1 k4 n1 K/ R- ~! K9 m% Q5 f Q
- #===============================================================================3 ]+ t: W+ S- z# F& O+ W
- class Hot_Key_HUD < Window_Base- ]4 F" u( ?+ C
- def initialize(x = HUD_X - 10, y = HUD_Y - 15)4 y! ?; J2 v/ s2 x
- super(x, y, 220, 80)
c0 a9 t- N8 B! D - self.contents = Bitmap.new(width - 32, height - 32)( V! W, t, u8 R( c7 V6 j( E+ ~8 h/ \9 v
- self.opacity = 03 B* k/ e2 W3 S. t' O
- @actor = $game_party.actors[0]! l2 b$ L/ B5 o" W h0 F9 ~
- refresh
- O5 F' G: [' Q3 w/ c! k0 N6 x2 I9 J - end
/ s2 W" A1 D/ W, h9 g5 h
& K4 d7 i3 U6 w% ^( t; K- def refresh
/ e2 r3 I" G+ q2 D0 E - self.contents.clear9 {2 i, g% f( D" p5 L0 `; I& W
- bitmap = RPG::Cache.picture("Hot_Keys_HUD")
5 f2 a+ y$ m, V) K - self.contents.blt(0, 0, bitmap, Rect.new(0, 0, 160, 32))
1 m( N) |6 J$ O: P; b/ ?2 x9 `, Q - for i in 0..4- @) h9 |' {$ ~* s+ ~$ B. R
- x = 32 * i + 4
. Z) @1 ^# L% s1 J0 Q - item = $game_player.hud_equip[i]# v, r6 I7 ?; g* W+ [9 k" X
- next if item.nil?
5 n' t: [/ `/ m1 m6 u5 T' V" f" S - if item.is_a?(RPG::Weapon)
$ ?' r/ j+ e2 A/ j5 u - item = nil if $game_party.weapon_number(item.id) == 0 and! h7 u" d# H$ b$ \; }* R% _) m4 v
- @actor.weapon_id != item.id
$ Z% ], \' P) `2 y% F- y - elsif item.is_a?(RPG::Armor)
1 U1 j1 t6 w! { {7 E, A5 b. l$ h% G - item = nil if $game_party.armor_number(item.id) == 0 and
& x9 s& d' t+ R# ~: d2 w0 z4 C - @actor.armor1_id != item.id
# G4 J9 G+ l, h* g7 h - elsif item.is_a?(RPG::Item)
" Q$ B& ` z, M% u6 ~! F - item = nil if $game_party.item_number(item.id) == 0 or
6 t& Y( ?$ \% x - !$game_party.item_can_use?(item.id)5 [7 P' Z% X: T, i: U8 M5 R) A' D
- end
P2 s* ^, \; K9 {, w! C4 V - bitmap = RPG::Cache.icon(item.icon_name)
* D0 D! F+ z9 e+ f: _1 F9 M% O# j - self.contents.blt(x, 4, bitmap, Rect.new(0, 0, 24, 24))+ A: z q5 }) h2 j3 c4 `, g
- end% t; f' E' t& T7 A0 {6 |. |
- end3 V4 r5 g6 U S- U( U5 `
- 2 H( U u' q7 X1 V3 p+ o
- def equip(item)( L2 u% F- L5 o2 ?* q, Z
- if item.nil?, i% M/ a, o$ _# ]. h) ~* u
- $game_system.se_play($data_system.buzzer_se)
) z2 I. h) A. @4 {1 t8 |% t - return1 G* [. O. m' B, J/ t( I
- end
( {5 z- `4 X* e; [- A - if item.is_a?(RPG::Skill)8 \& o; |! K: S
- if [email protected]_can_use?(item.id)
& H0 C3 D7 e* B% @) }2 k* ` - $game_system.se_play($data_system.buzzer_se)
0 u3 I3 z* ]% L. } - return
' u0 g' ?& ^# D9 `% y - end
, |* S* q6 @3 m% j+ H - $game_system.xas_skill_id = item.id
5 f( ?) Y2 ]4 \, Q3 z9 c* _6 d- P - elsif item.is_a?(RPG::Weapon)
7 h/ @* T: j% x4 { - @actor.equip(0, item.id)
?9 l6 `/ G# t - elsif item.is_a?(RPG::Armor)& O4 t* I! `$ g$ ~+ p7 x' K
- @actor.equip(1, item.id)# t. g- J' {0 D9 ~, b9 i9 d
- elsif item.is_a?(RPG::Item); U% c& Q/ \6 y: S$ R$ w
- item_tool_id = XAS::XASITEM_ID[item.id]
( ]" J m2 `* I2 q l - if item_tool_id != nil+ T1 m! {/ N) v% K
- unless $game_party.item_can_use?(item.id)
0 Q6 x7 ~# B+ m3 W4 Z r$ l - $game_system.se_play($data_system.buzzer_se)
1 c$ F/ f9 | K0 `' \- ] - return6 Y- x! s) l" E1 _8 m
- end' W5 I/ k4 k( e% `- H- E# f% T) A
- $game_system.xas_item_id = item.id
. g1 U% B' N+ {' G7 L, [% ^" y% c - end
7 t B" G, L7 V& P' l& c& F - end
" N# m$ g1 C! Z7 \3 U# \" C% r0 |6 n- O - $game_system.se_play($data_system.equip_se)
, v& K4 M% H0 W; J+ c# w - end
' g: i! q9 D' U& L2 F& P, }3 ^% h. d -
$ p k/ ?3 u: {( W9 J: ?) ~ - def update
6 y% M5 d% |; h3 N) N - @actor = $game_party.actors[0]
Y; ^+ p1 E* J- G1 I: }2 v' z G - @hot_keys = $game_player.hud_equip
7 k$ i3 K) a* [ h - refresh6 _- g5 K% Y2 o1 K: X8 L
- return if !$scene.is_a?(Scene_Map): d& \/ R# y+ A" {
- if Input.press?(Input::Numkey[1])
0 b% B; N2 ?" X" }6 d( [ - equip($game_player.hud_equip[0])
1 {. {1 `$ o& V* r& X5 z, W. O - elsif Input.press?(Input::Numkey[2])
" `- T6 F- S# L- R6 F - equip($game_player.hud_equip[1])
3 d) H: k, @- f1 i& T - elsif Input.press?(Input::Numkey[3])* s1 i, x1 |$ P
- equip($game_player.hud_equip[2])
, s0 `# ^% |. \' O& [7 v6 O - elsif Input.press?(Input::Numkey[4])
0 N, |* Z7 @; [/ v4 B, @ ^# E. k - equip($game_player.hud_equip[3])
. G: J8 J5 s9 {2 X' P - elsif Input.press?(Input::Numkey[5])
/ H. @% U" X9 b& k9 U1 [# q! S7 f - equip($game_player.hud_equip[4])
5 h3 K$ I/ R; T! j! G - end8 t9 J% |' @% ^# N
- end
7 M% N/ N6 C4 @% O9 c C - end) w; P& C7 t* V& a% t5 r
+ v7 N. A6 H& y+ _- #===============================================================================8 I$ @- u0 r" K8 a
- # Scene Map* s6 d: |- F) p! H
- #===============================================================================
: w% Q7 E0 t$ x$ t) W5 R - class Scene_Map
$ b3 a9 N$ l7 P7 E( k - alias hot_key_hud_init main) \$ ]' U% t- d" z/ h! h
- def main i" u9 I3 v- \6 W; d7 F& L
- @hot_key_hud = Hot_Key_HUD.new! w# H5 O: j' m% A$ U/ L% s
- @hot_key_hud.visible = !$game_switches[XAS_HUDDISABLE_HUD_SWITCH]$ }( a4 I: ?" e% K" x6 a* t ?: \
- hot_key_hud_init
, a9 I/ V) j! f/ d" c/ b3 v - @hot_key_hud.dispose1 e: ?2 r0 I' w$ k0 F" o1 a
- end H- e6 n9 X; h3 \8 m* B
- % L+ F- d. B- Z! e3 f7 X) o7 x
- alias hot_key_hud_update update. K& H& { Q9 t$ {
- def update
* n7 b! m) B! b$ y" H! A0 A! j - hot_key_hud_update
1 n# P' R/ Q5 s - @hot_key_hud.update# u l! o$ @! c2 T$ H# k% z2 q
- @hot_key_hud.visible = !$game_switches[XAS_HUDDISABLE_HUD_SWITCH]
$ g X, B7 g! @ - @hot_key_hud.update if !$game_switches[XAS_HUDDISABLE_HUD_SWITCH]$ O2 _" C- s! E, \, D2 @" z
- end, c" w) ~8 D" [
- end
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