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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,8 N1 ~0 x: i1 J1 A/ |2 ~& v" u
不知道有人能帮忙看一下吗? - #===============================================================================
4 A& X: }& |$ Q. r: B5 A: W - # XAS - Hot Key HUD8 X# W( j" f. _. X# _1 y
- #===============================================================================
) t' R: \! {) M8 i: w! N - # By Mr_Wiggles& P6 o& |& X! t5 _4 m
- # Version 1.32 ?; t& n( J4 f% `6 T7 \
- # 7/6/10, ^. p. a. d4 O& A
- #-------------------------------------------------------------------------------( S/ q3 T. r$ [# E$ Y g* Q* j! z
- # Instructions:4 D2 c: v, }! g, Y1 R# c* X
- # Fill in the constants bellow, paste this script above main and bellow XAS in
9 P) N, \1 H, X3 ]$ M% d- F1 X - # your script data base. BE SURE TO SET TO THE RIGHT XAS VERSION!!* g8 N, O" u& y
- # - R1 R# l1 q7 t7 U2 m. l m0 t
- # Place the "Hot_Keys_HUD" picture file into your game directory 9 a( K3 E- r* O/ ^+ z$ D0 U7 D( v
- # Graphics/Pictures folder.
# n$ E; f# u7 u" s+ _6 } - #-------------------------------------------------------------------------------7 y$ s L2 _5 U4 Z+ N1 v. v
- # Directions of Use:
3 \" V z/ ~3 q% u# T - # Simple just press a number key (1 - 5) when the quick skill or item menu is
8 B5 O- }( o) ~* ^9 m& p$ P! F' r - # Showing.
# C/ A3 h; g7 p1 _! O3 e0 k - #===============================================================================& @$ N6 m p. m4 ?& ^$ B
- HUD_X = 0 # X pos of HUD, l5 j1 a7 P( @
- HUD_Y = 0 # Y pos of HUD5 a+ b" i& q/ I# S; R# i
/ z" o, t9 J' B9 z6 ?4 _- # Set true if XAS 3.7f! x; f; h2 m/ n3 f3 _# b' _( J3 Q* }
- # set false if XAS 3.6
( K H/ q1 b x0 p* V - XASVER_37 = true! O$ V1 g: e& {- x- R- @
- 2 c7 r% t$ R a3 Q0 m. t7 ~% \
- #===============================================================================) [8 h. _; q2 m+ {) A
- # Numkeys Module
! t8 C ^1 L$ K( Z: \ - #===============================================================================
& P$ z. u. H/ y( u- j2 s" @ - module Input4 a4 u. J3 p- G3 L; ^
- Numkey = {1 => 1049, 2 => 1050, 3 => 1051, 4 => 1052, 5 => 1053} Y/ {, V$ J$ b/ N4 f# R; e6 C! |
- class << self9 T/ ~4 O @7 m# P5 `8 {
- Key = Win32API.new('user32','GetAsyncKeyState',['i'],'i'): O* p% f [# }
-
1 {# q; p* M; u& g7 s. Q - def testkey(key)& p8 p/ k* d% O* i6 o2 U) q4 q4 j6 |
- Key.call(key) & 0x01 == 11 u% u4 f3 Y; s8 S# |7 t, Z
- end
: \+ v! [1 `3 h& P# B8 ` - % v2 a$ o" V, h8 N
- alias hud_key_update update$ t/ v' D& z" o+ C
- def update7 X# J9 A7 w5 H, @( }
- hud_key_update
3 _9 N5 s1 n5 Q: @+ e p0 q" G0 n - @pressed = []
# c& ~: {* B7 a# ] - for key in Numkey.values1 d' S0 e% R! N0 @
- key -= 1000
6 ?$ O8 W( _; v& n; Q - @pressed.push(key) if testkey(key)7 k# q( [ p. M$ x, M6 _% }
- end' e7 b: |- A: K" Z1 V
- end
# h2 L4 E$ E) G8 y; E" P" } - ) _5 n. g; `# u
- def pressed?(key)- C- Q; V* O, {7 _
- key -= 10006 V/ ?6 z+ d: G( p
- @pressed = [] if @pressed.nil?! h/ O: |8 H$ r: G% ?3 U
- return true if @pressed.include?(key)# j# e4 `) }3 r- K
- return false g9 R) ^2 y0 ~4 m7 [7 O$ ~5 m# s
- end
- E" E i8 G* d* @1 U) { -
' f* B2 M! Y. i7 ] - alias hud_key_press? press?
. f. F; O' k) t' W' I - def press?(key)% L* K! E7 x7 Y6 m) s) n) j
- return pressed?(key) if key.to_f > 1000
2 a; J3 \' l* B! O: R, `/ p - hud_key_press?(key)9 d6 j# \2 A2 }6 f! m
- end. v8 B5 a* Z& a' T. V9 h
- end( P3 E \" T' Z
- end/ C# Q/ f) r7 I8 {& O( T) V
- 4 H) Z2 a( C' s/ X0 y+ C
- #===============================================================================/ y1 j: a% O2 Z- N- P# g# b
- # Game Player
1 w5 q- _% |7 h+ i4 `# \3 ]0 ^* }, U9 r - #===============================================================================& z! c( |! t4 Z' i
- class Game_Player < Game_Character4 g! M: |8 j6 k* C
- attr_accessor :hud_equip
# H/ L) s6 A$ |% W! p+ Z -
+ Y: @" { b5 n8 y - alias hot_key_hud_init initialize
; X' m/ n) k( d+ b( r - def initialize
S' p/ f# f: y6 J6 W7 a& _ - hot_key_hud_init
" ]2 N8 e' T" u8 j. v/ p - @hud_equip = []
: r9 Z/ V, [! @; x% i' d, U" L - end1 }( d, S+ t5 V3 f3 R
- # W" f/ {, k3 s. k) e4 b
- def equip_item_to_hud(n, item)
$ U& r4 D2 b2 |/ j - if item.nil?2 `$ L* z# x2 E& ^ |, y: Z% m9 b& |
- $game_system.se_play($data_system.buzzer_se)
5 `( `% c1 u4 i* X0 ` - return: E3 S! V! @! Q7 D/ d) ~& b
- end9 }9 ~/ ]; h2 J* }8 z
- $game_system.se_play($data_system.decision_se)/ J! p0 R# K4 T, u: q" {
- @hud_equip[@hud_equip.index(item)] = nil if @hud_equip.include?(item)
1 f* `! u+ z1 \# N- ? - @hud_equip[n] = item8 H, D+ ^1 E2 {( G
- end& I! r* C% K& h7 o2 o, C
- end
( q8 c" T) t, p3 e/ B. r - 7 c) _1 D4 [1 f6 _$ c
- #===============================================================================/ y& p3 L3 V5 `& S; f/ Z Q
- # Quick Skill Window7 G U" ], H0 N& w% _2 C/ ^
- #===============================================================================$ ^5 u2 r& l1 Q, v# T0 y: ]) ]1 h
- if XASVER_37 == false
+ i/ S& j/ g/ J* q4 C+ x4 Z - class Xas_Scene_Skill: V$ b4 E/ Y2 H' ^
- alias hud_quick_menu_main main
5 G; F( ]) ?& b4 c$ K. \* ~ - def main: v# T9 @; z& @& m7 g2 `$ y6 @
- @hot_key_hud = Hot_Key_HUD.new
8 g" c0 i( |, @# I2 W - hud_quick_menu_main9 K7 P( i$ M6 t* O
- @hot_key_hud.dispose x* b) v: E5 s
- end
1 k; J w) C- V: L -
; h/ K- l7 X/ T4 e0 K: p0 o$ Z+ M s - alias hotkey_hud_qucik_menu_update update
, Y# C# i' K5 N9 Q( ?8 _& a6 E - def update3 C- y/ B4 B/ a$ \% @+ D
- hotkey_hud_qucik_menu_update
7 J) d& i | u# u- _ - # Hot Key num 1
9 K+ ^, l a2 _( b+ m% i2 u$ F - if Input.press?(Input::Numkey[1]): W9 C$ v; G9 C$ R" z
- $game_player.equip_item_to_hud(0, @skill_window.skill)/ f" \, @$ B, ~1 W }7 B! o
- # Hot Key num 2
& j, J# C! T* c - elsif Input.press?(Input::Numkey[2])
) a* l. e6 E' O- N. r - $game_player.equip_item_to_hud(1, @skill_window.skill)
$ W) [. c& @) O% C4 c. S( ^ - # Hot Key num 35 T& ? [( r; w" o0 E0 m% o
- elsif Input.press?(Input::Numkey[3])& U& A9 F' k# g: |8 p: Z) @
- $game_player.equip_item_to_hud(2, @skill_window.skill)* `( g0 G" D$ `' c; x
- # Hot Key num 4
0 q4 t) i7 H+ s# V - elsif Input.press?(Input::Numkey[4])$ |8 v9 A( B1 E+ `, R& C
- $game_player.equip_item_to_hud(3, @skill_window.skill)
/ o' J. t3 L) a H- b - # Hot Key num 5
, l4 {1 v1 j Z) D: @" t - elsif Input.press?(Input::Numkey[5])0 a% P4 Y: B/ e$ v) L; i! ]
- $game_player.equip_item_to_hud(4, @skill_window.skill)
, q9 k0 H* ~& S) N - end
5 a8 F0 m8 H+ Q T! F - @hot_key_hud.update
' o) {9 a! W3 k w- ~. A2 K; L - end
$ P5 s! X. s9 Z8 O8 P. d - end9 W9 w3 [5 g, O: T
- else
0 x& P+ s" U/ v/ ]2 @/ M. n' @! K9 y* c - class Quick_Menu_Skill
) O6 q9 r. Q* \5 J" i - alias hud_quick_menu_main main, w: g- c2 V8 L& N9 {( S0 K) a
- def main
7 ~+ m, L( V( K% }# I6 u y6 i- q: y) f - @hot_key_hud = Hot_Key_HUD.new, z9 ^$ Z/ f& b, Z
- hud_quick_menu_main
8 P- e$ ~+ Y! m* k G - @hot_key_hud.dispose. o4 ?8 t/ D6 I. |7 A0 W. ]
- end3 W: S( U: _# { u+ M
-
4 M. a9 k: J, w' t& R; ^" s- J - alias hotkey_hud_qucik_menu_update update2 a2 @8 @4 [ \6 t9 W
- def update0 j* x7 H" Y$ D% D% u/ ?( @6 Q
- hotkey_hud_qucik_menu_update1 {/ y; _9 D9 E
- # Hot Key num 1 {8 S* F3 G2 i
- if Input.press?(Input::Numkey[1])
y( J# W1 r9 j e. g - $game_player.equip_item_to_hud(0, @skill_window.skill)
! T5 D* i9 U# F M - # Hot Key num 2& a& G. \3 ]- {; n! d
- elsif Input.press?(Input::Numkey[2])' [$ |) K5 y, d* }5 `! |0 T( r
- $game_player.equip_item_to_hud(1, @skill_window.skill)0 f2 z4 Z8 v. F1 ~0 R1 I6 o6 G! y3 f A
- # Hot Key num 3
" {# Z7 p' O4 G - elsif Input.press?(Input::Numkey[3])5 U4 V6 n+ a/ t- @9 h8 K
- $game_player.equip_item_to_hud(2, @skill_window.skill)
( B, U2 k& ]$ B6 _ - # Hot Key num 4
3 ~2 f/ b @: x/ x4 \% J - elsif Input.press?(Input::Numkey[4])/ o! E! P3 O' b' a
- $game_player.equip_item_to_hud(3, @skill_window.skill)% ]. R2 j& x8 [& x
- # Hot Key num 5
, F) M8 ~& F( s& l6 b4 w& r - elsif Input.press?(Input::Numkey[5])
* h/ K3 Z+ m/ L$ v* u$ Q - $game_player.equip_item_to_hud(4, @skill_window.skill)
/ |' s b7 P0 g ` - end
5 H) j( U0 X J: l. o - @hot_key_hud.update
' e9 s2 C: c% i6 d( Y - end& }" ]3 H8 x3 x3 b$ C+ [0 A
- end* t- [& r0 s. t& |- u
- end
+ ~6 ~1 }* z# Q6 ?
5 S* B2 K, T3 A- #===============================================================================6 @: T- g4 Z `! V# ^/ e H) t: M/ w
- # Quick Item Window+ U8 @6 O8 ?6 {9 o
- #===============================================================================1 P1 y' u3 u8 M5 V0 k
- if XASVER_37 == false" H3 H0 ?8 q: L$ f# `$ V
- class Xas_Scene_Item7 j; K6 R4 { B9 p: o# |. I
- alias hud_quick_menu_main main
n4 k4 |- ^& f! I - def main g; r0 Q) }0 E, r2 N" Y
- @hot_key_hud = Hot_Key_HUD.new$ _+ v9 D8 n. y' ]: [, f% B: s
- hud_quick_menu_main) N. e3 V5 M) M; w! g
- @hot_key_hud.dispose* n) t7 z! X. C: ~6 o
- end; T, J0 e/ w% I# M
-
; K' N$ W# ^4 i1 H9 Q - alias hud_key_update update
3 q+ Z! L. Z H% \! R - def update
. I$ _) v( } Z0 L" c! T - hud_key_update
# k: i9 r" G" u. x) c - # Hot Key num 13 K0 N. ~1 J- Y+ S3 C3 q0 o" S
- if Input.press?(Input::Numkey[1])
! I6 g8 d. i4 g/ \' g) y8 m - $game_player.equip_item_to_hud(0, @item_window.item)
$ j: P- x) C0 r' a7 _, J. L: `( V - # Hot Key num 2
. F; S7 w8 @+ c: V9 J' a - elsif Input.press?(Input::Numkey[2])
' [5 m3 j/ G1 v" h - $game_player.equip_item_to_hud(1, @item_window.item)
6 a5 y# L7 S$ E, K/ ^ - # Hot Key num 3
! d' U; _# n3 s - elsif Input.press?(Input::Numkey[3])1 E6 Y7 Z3 M* E6 V+ L
- $game_player.equip_item_to_hud(2, @item_window.item), f( L- H/ v7 M$ B2 i' E- }
- # Hot Key num 4
& `9 b' G- x' ?" a, {; {2 i0 e - elsif Input.press?(Input::Numkey[4])
c8 F1 f: z* O9 ` - $game_player.equip_item_to_hud(3, @item_window.item)! p& X. T, ~* s. u+ n+ l- j
- # Hot Key num 59 u3 A, Z, L. u. h7 P, _
- elsif Input.press?(Input::Numkey[5])$ l) J$ X! h( e9 b- p) Q
- $game_player.equip_item_to_hud(4, @item_window.item)- H: s* w- U- e: \3 O- \
- end9 e7 j2 q# m7 O$ _& j3 l$ B; }: K
- @hot_key_hud.update
% @6 _! @0 [8 | l$ u8 {" L - end, Y& S3 Z5 i! f3 [: t
- end9 S* ~/ B9 @- {; W7 p. R6 o* C
- else9 Q; w$ m% o! K% \
- class Quick_Menu_Item
* h( G6 c$ F: t$ ~9 [0 v" D# u3 r& H - alias hud_quick_menu_main main
" j- x2 S$ Y# a! W - def main
/ m7 `3 q& H6 D/ F( L# k - @hot_key_hud = Hot_Key_HUD.new
- x N* e$ {4 m: M - hud_quick_menu_main( m6 O( P7 L! c) Y$ f6 g
- @hot_key_hud.dispose4 H- q) F8 m, ^
- end+ o' Y/ G5 H: |7 [: v0 d
-
: f) z& X/ a6 m$ h( ~% i3 B; ` - alias hud_key_update update
' v/ T& }. g8 i- v/ `5 Z/ D; i# Q% S - def update
1 I! }. l6 k/ a1 a5 P, r) {7 M - hud_key_update
, g% X+ T' l- N; T4 A - # Hot Key num 16 x* J. f+ K7 V2 o
- if Input.press?(Input::Numkey[1])4 {8 X, j# g8 w
- $game_player.equip_item_to_hud(0, @item_window.item)
) K& C0 }: A, c2 \2 g# x$ m - # Hot Key num 2% {( w- |/ z7 f3 M0 i$ i8 g
- elsif Input.press?(Input::Numkey[2])
& C: `4 u5 L* U# ] - $game_player.equip_item_to_hud(1, @item_window.item)& S) G7 _5 Z u4 P" h6 _: C) b' n
- # Hot Key num 32 l+ ^+ C2 E/ L
- elsif Input.press?(Input::Numkey[3])! y, y4 p0 z, X' L6 p- A0 D
- $game_player.equip_item_to_hud(2, @item_window.item)
. l' c# i9 {7 G. s - # Hot Key num 4
4 X/ P3 S* y' w$ i2 z - elsif Input.press?(Input::Numkey[4])0 t" Y! l" T: L5 {: D* {" C
- $game_player.equip_item_to_hud(3, @item_window.item)
) g5 ?) o2 P1 H# w+ d! V - # Hot Key num 5+ Z6 {# ^3 |# J& Z. a
- elsif Input.press?(Input::Numkey[5])
1 z5 W' q. h/ p5 n6 L - $game_player.equip_item_to_hud(4, @item_window.item)
& A: B1 x# f! y' t! Z' { - end/ K/ K# P* ~, t5 C
- @hot_key_hud.update
7 u- q& T5 e' L' g# Y \2 Y6 { - end
7 v7 R# C/ ~: Y) R0 p, V' h$ ] - end
" G( ?+ z/ `9 w7 }: s) V+ n9 ? - end- w0 B/ t/ S! m+ n/ T( q3 U
; R; b+ |# p! l7 J- #===============================================================================5 P0 c) b h, s* x& j0 y
- # HUD Window
, w- E8 I5 H1 z: q8 ~0 L9 D2 ] - #===============================================================================* g: }1 z, q7 o- {- ?& ]) D8 _3 S
- class Hot_Key_HUD < Window_Base6 d- V; l3 [6 w
- def initialize(x = HUD_X - 10, y = HUD_Y - 15)7 s( W, b8 _6 q0 ?
- super(x, y, 220, 80)
; Z, n7 k. ~, Y9 n: y - self.contents = Bitmap.new(width - 32, height - 32)4 G' O; H. _+ p- o2 ?- k* D
- self.opacity = 0
% B' W$ Y( e Z - @actor = $game_party.actors[0]
$ T R+ V: v3 \' R - refresh0 U: g- A- U* w- K) \
- end# e2 V$ o5 f8 O' T$ \" W; o& S
- # D9 m, j1 a" T s( S
- def refresh
9 E$ ^6 H, H) ]( c5 n8 q - self.contents.clear+ b5 g E6 t9 [
- bitmap = RPG::Cache.picture("Hot_Keys_HUD")& s2 X2 e1 S9 X+ v) q& l
- self.contents.blt(0, 0, bitmap, Rect.new(0, 0, 160, 32))" ^3 D# u+ H5 V
- for i in 0..40 N ?4 B2 {# ]0 W
- x = 32 * i + 4
* g4 Z7 F6 t8 I: | - item = $game_player.hud_equip[i], s1 x4 X+ @- |; @" N% \5 [
- next if item.nil?
& t# `, P7 k7 A" @ i) K - if item.is_a?(RPG::Weapon)
& \4 H- K, S) K; q9 u% x - item = nil if $game_party.weapon_number(item.id) == 0 and8 }7 n3 K6 w( S9 U' M, @
- @actor.weapon_id != item.id
5 M, q; P" N& C' E. V& H" j V# w$ O5 ?4 z - elsif item.is_a?(RPG::Armor)
) m- v0 y9 U! q' a' J - item = nil if $game_party.armor_number(item.id) == 0 and 7 m4 p! q7 C% m7 f) _; @4 V
- @actor.armor1_id != item.id
. E. z" X$ w: c; Q: R - elsif item.is_a?(RPG::Item)
- q( ?$ S0 S( ?$ A8 E3 {7 P - item = nil if $game_party.item_number(item.id) == 0 or
& `; e* q! Z. x% ]6 | - !$game_party.item_can_use?(item.id)
% t% F0 E( I: F/ ~8 ^ - end
' ?! v6 C3 T% o* ~) ~ - bitmap = RPG::Cache.icon(item.icon_name)
& x* K; @; \8 W8 B' I) Y - self.contents.blt(x, 4, bitmap, Rect.new(0, 0, 24, 24))9 a; x) d$ g: w ]) J% D1 H5 R2 y
- end1 u$ `+ s$ b$ U0 W; ]' z
- end
8 N0 I1 H" j7 ^7 x5 W2 t - 0 f" Q G# K" _* n! Z0 }# s* C
- def equip(item)
5 j2 Q1 ^, M* Q2 o q - if item.nil?5 e# O7 m0 r' |5 U! V" P
- $game_system.se_play($data_system.buzzer_se)! N1 h8 N z, U- d! B1 T
- return
: I4 s3 x/ o6 {" |3 d - end1 E8 o' I+ [. x0 K7 q
- if item.is_a?(RPG::Skill)
t1 ?0 K y" e4 t h - if [email protected]_can_use?(item.id)7 G3 K+ }& y: J; J
- $game_system.se_play($data_system.buzzer_se)8 E! _5 d7 P# C6 |4 \: w: D8 ]; d
- return
4 A$ E: G. J+ h& ^: @: v% X5 ] - end
+ t n4 H/ B2 a+ \' D - $game_system.xas_skill_id = item.id
/ m- J# i7 G! ], T, q2 W0 x2 B - elsif item.is_a?(RPG::Weapon). {$ O3 S0 w6 Y/ K. K
- @actor.equip(0, item.id)
: p, n: B& A. n, L- E8 b6 g: } - elsif item.is_a?(RPG::Armor)# K& r1 z# F$ i( c9 B2 @
- @actor.equip(1, item.id)
6 Y* k& c- j# ?( R/ ]) W* y - elsif item.is_a?(RPG::Item)
- w/ f! i6 J5 l7 _% ?) M8 e4 [ - item_tool_id = XAS::XASITEM_ID[item.id]
1 V& e$ q. N! ~( d g - if item_tool_id != nil+ G( _9 B4 q, }; d k" F. Z* l
- unless $game_party.item_can_use?(item.id)8 x0 N2 }' T0 j9 r
- $game_system.se_play($data_system.buzzer_se)
' f; B" l. @* s - return+ O( S# X! U$ N/ M, g) k' ^
- end
) B7 c k1 l# c0 |# I' u - $game_system.xas_item_id = item.id. m: b1 a7 g; D9 e2 ^$ E
- end
6 f* F$ r* l5 U4 m, s8 Q! \ - end
5 ~8 s* |/ g+ X# ~2 s - $game_system.se_play($data_system.equip_se)0 t+ q. D; Q9 H1 ~ |2 ~
- end q) _0 ~2 H# Y: N1 P; ?- M3 v! V( D" s
- 5 ~, }+ y5 \# m8 P- p( ~) {. _
- def update' s6 V/ r" ? }. R% F4 Y* c C/ j
- @actor = $game_party.actors[0]. q$ \ m. x* ~9 B, D
- @hot_keys = $game_player.hud_equip
! D6 z1 g( Q* \( K - refresh
( m2 x4 U! g2 [* v: H$ [( i; d - return if !$scene.is_a?(Scene_Map)7 R% H5 V$ W* e, x, e- s7 A6 S! j
- if Input.press?(Input::Numkey[1])
! C, L$ U6 S1 _! x. ?" `$ f0 W - equip($game_player.hud_equip[0])
7 q( N% C& I/ M5 L - elsif Input.press?(Input::Numkey[2])
: v( [1 n4 e2 V8 _ - equip($game_player.hud_equip[1])
3 N8 n; U: g0 p# s5 a - elsif Input.press?(Input::Numkey[3])
9 e3 _# \) ?) C - equip($game_player.hud_equip[2]) 4 N/ b4 m& M4 C4 e, ]% k2 r c
- elsif Input.press?(Input::Numkey[4])
. z) ~5 p& ~# @ - equip($game_player.hud_equip[3])
% ]4 a. y& O1 A - elsif Input.press?(Input::Numkey[5])4 C5 P% h" S2 t l
- equip($game_player.hud_equip[4])( w0 k0 C& Z9 y+ p
- end: `/ R; ?6 X7 ~6 v2 g7 [
- end) s3 |& m0 O- q5 V
- end+ G7 P& x7 v) n4 T* H
! `1 [) a9 G+ s r- #===============================================================================
+ q7 S' X' h/ j- L - # Scene Map s0 _. t6 c [
- #===============================================================================! F \* [* w# U
- class Scene_Map# {# H' ^' O' n5 x1 C
- alias hot_key_hud_init main; l/ J+ r. |, i- _
- def main
/ B4 X6 {7 k( w7 w: ^; Z6 U - @hot_key_hud = Hot_Key_HUD.new; P! Q* J; q$ S+ d8 X( G1 ^% P% d
- @hot_key_hud.visible = !$game_switches[XAS_HUDDISABLE_HUD_SWITCH]( [ Z* c, B3 h, B
- hot_key_hud_init4 S% c: g2 N2 q; G( g
- @hot_key_hud.dispose
8 c+ S2 ]1 i9 D - end8 O7 O6 P8 m! e& d, Q" A9 R
- H- }. R! x8 I
- alias hot_key_hud_update update
, L4 A, |9 d6 M: b5 D( U - def update
) `+ Z( n ~( J1 i9 N - hot_key_hud_update' M+ M" `0 ]! L% h8 m% N; }5 E; @
- @hot_key_hud.update) f0 w( j: @4 [' [. i/ i+ ^+ x
- @hot_key_hud.visible = !$game_switches[XAS_HUDDISABLE_HUD_SWITCH]% ^) \. Y8 ?& T5 O0 @/ n
- @hot_key_hud.update if !$game_switches[XAS_HUDDISABLE_HUD_SWITCH]5 c6 B. X) X- B; A. n
- end
0 G+ Z# j S7 }; q' _1 H" o - end
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