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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,
: X8 ]2 N2 v/ L D" }5 W不知道有人能帮忙看一下吗? - #===============================================================================
& f8 c+ w- m: N# p9 e - # XAS - Hot Key HUD. d* k: A3 x# B1 y2 I8 {7 J
- #===============================================================================- B- ]; y5 k V7 x0 n \% K
- # By Mr_Wiggles
; e% z1 X+ p& W, Z4 I+ s, R$ z$ w - # Version 1.3; v* E$ b2 y1 P, o- N: F6 ?
- # 7/6/10, d, s5 l8 w U; s; q7 I1 M
- #-------------------------------------------------------------------------------
D. l# G0 r% D, h$ n' M - # Instructions:
) k# P* \# C& k0 q* v% w2 M - # Fill in the constants bellow, paste this script above main and bellow XAS in
6 L! N) K8 e8 P, F - # your script data base. BE SURE TO SET TO THE RIGHT XAS VERSION!!
% l1 Z# }$ \0 u - #
3 j8 c' ^8 [9 D7 F - # Place the "Hot_Keys_HUD" picture file into your game directory
K4 M9 f/ |) H' O3 \( @8 ?7 ] - # Graphics/Pictures folder./ C+ X% e9 X J$ _
- #-------------------------------------------------------------------------------0 T/ X/ A3 L! U( s! Y" ^# q' k" o& [
- # Directions of Use:
7 j% _3 B$ L! k+ M - # Simple just press a number key (1 - 5) when the quick skill or item menu is. c& M2 R/ m& X/ z
- # Showing.
+ Y% s" O; U3 r - #===============================================================================
/ N& c1 u: e5 _5 N. O9 B - HUD_X = 0 # X pos of HUD
5 j. C1 R/ g( g8 @ - HUD_Y = 0 # Y pos of HUD* q, W5 E1 ^- R3 e
8 h4 k/ r& T7 G$ D0 P- # Set true if XAS 3.7f
+ S. [5 u, `9 a7 k' C - # set false if XAS 3.6: I( L8 v- C8 i+ u3 z6 v$ Z& n
- XASVER_37 = true
, }: R- {& V s! f, l* M - 9 A, s$ @) F( I$ T7 U
- #===============================================================================( n1 ^& Z5 e2 w: q* r7 j, P( F
- # Numkeys Module
$ a! h# ]7 v1 Y - #===============================================================================
5 H T& @" ^% u - module Input3 }. q2 m0 C+ B( M9 C
- Numkey = {1 => 1049, 2 => 1050, 3 => 1051, 4 => 1052, 5 => 1053}0 \9 g+ [1 k1 u+ Q
- class << self
8 E2 V: x0 H. N - Key = Win32API.new('user32','GetAsyncKeyState',['i'],'i')
f( Z* e" }2 n! A$ P6 [ -
$ m9 O0 K( a& g5 B - def testkey(key)$ t) J. L! [% x b: p, _( j
- Key.call(key) & 0x01 == 1+ p0 W" r- s# a% H
- end, P9 v/ I$ U2 d
-
# T! h: ]: e; K4 l% r - alias hud_key_update update
$ `! _9 v, z% l: e* D - def update
( r4 P" | b0 P: ~& a- P - hud_key_update
3 b% h% o9 v! Q$ J7 ~0 e - @pressed = []
8 |/ F3 \0 D& K G' i$ I - for key in Numkey.values
' T" `2 w$ L# M1 d4 \$ O - key -= 1000" v, A$ B. u2 a5 @. l; Q# @
- @pressed.push(key) if testkey(key)) @/ E( r+ ~8 T$ h1 o9 U. O# X T
- end% z [2 d2 g; H" v- s1 i
- end3 L0 E/ O }+ _( u# r& c
- ' r, C0 \8 f3 \) |+ S& o' r
- def pressed?(key)
4 y+ p9 i, l& @% h& H - key -= 1000 e. c7 i0 h) k4 Z7 P2 `
- @pressed = [] if @pressed.nil?. P. ?( f) \8 l- T7 K& i; r' q
- return true if @pressed.include?(key)
, k; N! e8 n4 I - return false
; A X7 U% y+ G+ N( A% d# i - end
; m2 o4 |5 i3 n% ~. M - 3 y- N2 N5 v. ?7 _
- alias hud_key_press? press?5 F* }. a% A0 }4 P9 a+ M7 P4 W6 m
- def press?(key)
# ?6 }# m( c5 ] - return pressed?(key) if key.to_f > 10008 o7 r# W8 [' Z
- hud_key_press?(key)7 F, c7 x, l0 M1 @ |( O( o
- end$ W" ]9 v4 G n7 g7 ^
- end9 s( ?: x3 q$ G B7 m
- end
" J4 A+ h" H5 [* Q& Z& d - 0 W8 s8 R6 {* ~' o' \
- #===============================================================================$ i; B7 M Q. j1 f. ]: R' U
- # Game Player
" H. ]" v, @5 X) d' S5 J" y3 @ - #===============================================================================2 f/ d% M# w% k7 D8 G2 q& a) f* e* D
- class Game_Player < Game_Character7 `4 b. l3 i' J% F+ S3 `" {
- attr_accessor :hud_equip
' X" l" ^1 M: H3 b# S -
( k* b/ X. v! ~ - alias hot_key_hud_init initialize- P. [9 K0 D, V$ j5 y
- def initialize
; o9 k) c/ B1 @! s, G) s - hot_key_hud_init
9 s8 z7 R) v) ^ - @hud_equip = []
. Z4 {& Q9 c5 K9 J" H/ S - end
+ l( V$ q( u. E: N) Z7 G ] -
" L& l$ z6 t! j, ] - def equip_item_to_hud(n, item)
$ b1 T& n0 u. d! e9 u$ w/ ]! Y - if item.nil?
4 B8 w) g3 `* v. n, ^4 T - $game_system.se_play($data_system.buzzer_se)
! Q2 }2 R/ \% G - return0 ]/ m( t1 g- L8 ], l8 `7 a+ e
- end h* }- [( F1 ]* ~
- $game_system.se_play($data_system.decision_se)
* V* z. Y1 F7 R2 f1 b/ v - @hud_equip[@hud_equip.index(item)] = nil if @hud_equip.include?(item)+ Z5 D2 F- r4 G
- @hud_equip[n] = item
; Q1 r {* d$ K0 _* |/ x& e - end
4 m8 q) {$ F% @/ }8 k6 ~" K* x g" ]2 u - end) A1 i, o3 R4 @) G6 ~! N" f6 ^
- ' [4 j2 ]( E% [: S0 w( g. W3 ~6 v
- #===============================================================================
5 I0 I: U; {( w( S, F4 L - # Quick Skill Window, h6 Y7 {/ `3 z+ ?& @) s3 _$ \
- #===============================================================================% V0 U" R' P, @5 A. I4 M7 c
- if XASVER_37 == false
7 b7 G0 `( i( `+ K4 ^ - class Xas_Scene_Skill8 K" M( A: s; L( D) A5 F
- alias hud_quick_menu_main main
u( u9 `% w" a: W8 q; l - def main
/ y# Q& R3 W. C8 F, ~- X" w6 f - @hot_key_hud = Hot_Key_HUD.new6 K" [1 O) C! v) f, N
- hud_quick_menu_main4 y9 [7 D2 ~ ]0 S2 i0 i
- @hot_key_hud.dispose! y: [( c# U. ~2 {0 P
- end" T1 g8 W: h* I6 D! q) g5 W
- ( v( h# B4 P' k/ D* o" N
- alias hotkey_hud_qucik_menu_update update' r8 q4 a% U( m, [# g# ?
- def update1 S/ ~( W3 K5 V: Y, x3 H) ]
- hotkey_hud_qucik_menu_update- |& j, N: [2 v7 @1 g) K
- # Hot Key num 1
6 q3 P8 q1 o6 t8 \# n8 J( T0 N - if Input.press?(Input::Numkey[1])
$ }) J3 M3 F f& @! S* W, m - $game_player.equip_item_to_hud(0, @skill_window.skill)) H% v/ l( g: ` U* t* x
- # Hot Key num 2
) j: k+ a8 V& e% P* V2 Z - elsif Input.press?(Input::Numkey[2])
* ?1 l$ l/ j, ?. I# g9 r" N - $game_player.equip_item_to_hud(1, @skill_window.skill)
U" |5 b! \) T - # Hot Key num 3& D1 b8 a/ @, G4 c1 ?9 N4 g
- elsif Input.press?(Input::Numkey[3])
. k0 ]; _% O5 C3 q' P: d, W) u - $game_player.equip_item_to_hud(2, @skill_window.skill)
/ y8 I% T. k- a* D - # Hot Key num 4
5 P" T" I u8 p+ ?1 w+ F6 L8 V3 B - elsif Input.press?(Input::Numkey[4])- Q% m1 I+ a' B9 g( j
- $game_player.equip_item_to_hud(3, @skill_window.skill)6 w6 s, h ~, d/ p% D
- # Hot Key num 56 w2 H: p) X+ D$ s! G0 L3 _
- elsif Input.press?(Input::Numkey[5])
' l% r! d+ f& C$ P - $game_player.equip_item_to_hud(4, @skill_window.skill)
. U5 `6 v' S( C5 V$ X# b9 D% \ - end
7 P: m5 Q" t) @3 t5 D9 S" ~# e - @hot_key_hud.update+ \" m' M- K8 B& w3 C% B5 y
- end, {- U2 J' o" X- @. ~
- end# m: |6 z* W. x2 a2 A8 {
- else% {7 E- R5 e8 ^) @0 r3 c
- class Quick_Menu_Skill
5 S1 O: G5 Y7 A0 W: {- }8 C5 i - alias hud_quick_menu_main main
# Z* a3 _7 d$ l! @" ` - def main
1 }, O6 ]8 B8 c0 \, Y - @hot_key_hud = Hot_Key_HUD.new
: { T. T" u) @" \; c! z+ V - hud_quick_menu_main
& S- F0 a5 T- W5 K7 Q3 k6 M - @hot_key_hud.dispose. E7 g/ C! K9 q, Z( S- c3 h
- end
6 |( Z7 ?( g1 E - ' A% t3 U4 T+ h; _. \4 [
- alias hotkey_hud_qucik_menu_update update
& J! ?0 L5 X2 g9 A1 h - def update! z( h/ e* X) X, ]2 J
- hotkey_hud_qucik_menu_update8 e" c J) F/ {! S' F7 x& Z' y
- # Hot Key num 1' D a/ g) a- `$ P/ |
- if Input.press?(Input::Numkey[1])- j+ i% _3 b S: Q- g
- $game_player.equip_item_to_hud(0, @skill_window.skill)% m: i. f8 M H/ p
- # Hot Key num 28 j# z- q) ^: Q; e) {2 d0 i: ^0 f) ~+ N
- elsif Input.press?(Input::Numkey[2])
7 ^9 P! n- j. E) j& i0 } - $game_player.equip_item_to_hud(1, @skill_window.skill)# O% m+ R* y& r# M, m
- # Hot Key num 3
! Z1 o" D, x- l; A2 g7 |$ ^4 f - elsif Input.press?(Input::Numkey[3])
; x7 B% Q: w# d0 ^1 l! o | - $game_player.equip_item_to_hud(2, @skill_window.skill)
5 S0 f+ e6 @# l" _" n4 ] - # Hot Key num 4
* Z- ~* v$ U* G) F - elsif Input.press?(Input::Numkey[4])$ U6 w$ t1 [5 @2 H* w. C* }. z' U
- $game_player.equip_item_to_hud(3, @skill_window.skill)
' n! n, M( k6 Y1 h& l7 D# |) N - # Hot Key num 5
! P: @+ |3 [+ O6 A( v& l2 O8 f - elsif Input.press?(Input::Numkey[5]). z1 i" a, `+ E) N" R
- $game_player.equip_item_to_hud(4, @skill_window.skill)
) B! _4 A. C6 j/ {( }% |. o - end5 x* U |" I# W8 F" U
- @hot_key_hud.update; M* [. |) A5 z7 i% x, i
- end
! D2 {1 T+ s# I6 [+ R' J - end
1 G3 q& ~2 k" d2 a* a - end
' g# ~7 W/ V$ t+ K8 @ S: n' |) Z
# T3 ?- [- X/ {: r* K- #===============================================================================
8 ]* x( x0 p1 @/ ` - # Quick Item Window. X; h" a0 r. Q* _- ~, k" n# O0 N
- #===============================================================================
( K% [/ x9 R9 Q# k7 x0 e - if XASVER_37 == false: x" j* K F" v3 F. r( ]8 b1 G9 F) a0 g3 K
- class Xas_Scene_Item4 x% g# j" A% L/ G! S: I+ p, h- v
- alias hud_quick_menu_main main
7 T# c: I% C3 @) v$ L/ @; p - def main+ J% C0 D& N: b& N P
- @hot_key_hud = Hot_Key_HUD.new
4 }) c& k' |: o/ l - hud_quick_menu_main' j3 g( [( m6 |9 N9 p0 K
- @hot_key_hud.dispose
- q6 b* H8 T0 \, b) U - end b7 c7 s8 b$ Y$ Z3 [! G' ]% T0 }
- 5 T- I& y5 H% y' \* c% i
- alias hud_key_update update
* v; X' D3 d. c% C7 T - def update
3 I3 n2 D7 p1 y5 j6 W - hud_key_update9 u8 H9 Z5 a. ], y8 P6 V' S- s
- # Hot Key num 1
1 _' P% q! ~8 G. K6 ? - if Input.press?(Input::Numkey[1])/ ?1 @5 [2 K$ G
- $game_player.equip_item_to_hud(0, @item_window.item)
3 Q% {3 z" y; X5 p, j5 P3 P - # Hot Key num 2$ N6 I' j7 t3 t8 w6 n
- elsif Input.press?(Input::Numkey[2])
$ g( [9 q( w2 o - $game_player.equip_item_to_hud(1, @item_window.item)% ]1 H4 p3 d# {! A3 T
- # Hot Key num 3
8 n" j$ r. S, S ]3 v* q - elsif Input.press?(Input::Numkey[3])
9 K+ G4 v2 F6 p - $game_player.equip_item_to_hud(2, @item_window.item)
: d% b- C& W9 v7 z# Z - # Hot Key num 4. [6 M% `+ f1 P$ C Q) w, c, r$ ~; R
- elsif Input.press?(Input::Numkey[4]): T. C/ ~; ?/ R" J
- $game_player.equip_item_to_hud(3, @item_window.item)
5 a; F3 ~: v5 u. s - # Hot Key num 5- Y9 z" P1 N* B# N( [
- elsif Input.press?(Input::Numkey[5])
* L8 n0 {8 |! ?. e% g - $game_player.equip_item_to_hud(4, @item_window.item)
) [. r( B- I; Y& ^* c4 C8 A - end$ y6 A1 Q' M# A! J( H/ C
- @hot_key_hud.update3 n U! d. F! Y* W) a' C
- end& b6 g8 Z9 [) I) E' |) V6 `# ?
- end+ ^, W5 N& V8 y
- else. r$ ?, M$ L* f0 T$ h( d4 T
- class Quick_Menu_Item6 s& k2 m6 X, R; E5 J
- alias hud_quick_menu_main main5 u+ K1 A. A: N) D
- def main
! E) c! a' k: o; U; M - @hot_key_hud = Hot_Key_HUD.new
- l# N" t, M! O. M - hud_quick_menu_main
" h7 M. e4 _7 a - @hot_key_hud.dispose
8 x7 m* P" V& M0 E& o7 \ - end
) Q* D" D9 U8 \6 B6 a( z/ N* k - ) t e" s! ?7 ?# A0 [
- alias hud_key_update update
8 h2 q& D- v5 g9 J - def update
% H. g+ }$ P: b4 } @/ ~ - hud_key_update3 z: P: g% C0 s3 O. [" M
- # Hot Key num 1
) D$ t! P0 |! _+ B, U - if Input.press?(Input::Numkey[1])
: d% A2 y" K% t. W) d. u [ - $game_player.equip_item_to_hud(0, @item_window.item)0 }' f6 } ~3 x+ ~' S F4 Q/ `
- # Hot Key num 24 p; T9 G4 j, f$ Q
- elsif Input.press?(Input::Numkey[2])6 R0 O) r5 }- ^& H$ c T; H6 ^
- $game_player.equip_item_to_hud(1, @item_window.item)
- W) q; [+ P- a: ~5 K/ ~# Q2 m0 p - # Hot Key num 3
8 \% w* C0 V- C - elsif Input.press?(Input::Numkey[3])
/ K! ]( [* P* u4 ^8 O - $game_player.equip_item_to_hud(2, @item_window.item)
2 t7 k! y6 g6 f* Z# { - # Hot Key num 4
0 [2 M1 @) g& d9 K, o3 ^ Z - elsif Input.press?(Input::Numkey[4])
" E; P2 {& M* ?) q - $game_player.equip_item_to_hud(3, @item_window.item)/ Q+ c+ U$ W6 Y6 W- R& n
- # Hot Key num 5
6 K4 J$ ?% M) B7 `; T - elsif Input.press?(Input::Numkey[5])8 N. p1 }2 n$ W8 N
- $game_player.equip_item_to_hud(4, @item_window.item)) L, g6 z V+ A; L3 j0 y
- end3 H9 n. s: K* Y. Q R" z
- @hot_key_hud.update
5 x. I$ `' s7 u! w - end6 f V6 k+ o( ]: D
- end4 i" b2 k! `8 ?, k2 @( O. o
- end
4 a; T1 q: J- ?+ N( v- k: n
5 }) S8 E6 V; i5 ?6 v- U- #===============================================================================
5 l. m, A5 [$ v- Y% U+ E% | - # HUD Window, T# J& p; ?, i) Z, g
- #===============================================================================
4 a! L; [* E' t4 F9 j, k' y - class Hot_Key_HUD < Window_Base# Q I& t M- b" E0 p
- def initialize(x = HUD_X - 10, y = HUD_Y - 15)) p( P$ t- L2 F
- super(x, y, 220, 80)
* G0 g7 _: H& E o0 [8 H; o - self.contents = Bitmap.new(width - 32, height - 32)
4 `# }% B" M% m+ i+ c8 C' L - self.opacity = 00 ?$ a4 p) j% H' T [5 S1 }
- @actor = $game_party.actors[0]
: B! y' q! p0 |- h/ m: X* E - refresh: [7 Y8 N4 ^ b5 p" a6 w L8 f) A
- end
- j; p6 {& G1 ?9 {5 a% Y9 {
- T! f6 b- H/ F- def refresh
9 A! h \) y4 c; x - self.contents.clear' `9 u4 K* d$ R! D- E2 E4 V1 k
- bitmap = RPG::Cache.picture("Hot_Keys_HUD")
5 P5 A* ^7 z4 I F1 b) E - self.contents.blt(0, 0, bitmap, Rect.new(0, 0, 160, 32))
}2 a y) H, @2 }0 v7 q - for i in 0..4
0 E3 p% `7 R7 ?+ r& B. o( |. C - x = 32 * i + 4
, Z# I; m4 p( L& }7 R& [ - item = $game_player.hud_equip[i]: C1 O7 ]' h/ p3 C
- next if item.nil?, M# z5 g# x( b" }. Z4 u8 K R
- if item.is_a?(RPG::Weapon)
, M( b" T! c, z! h6 E. V+ U- \7 E - item = nil if $game_party.weapon_number(item.id) == 0 and( J$ S( h. ? X6 \' `
- @actor.weapon_id != item.id% @# U9 S, x4 W& O, \# ?* D' _+ b
- elsif item.is_a?(RPG::Armor)
1 T2 D1 s1 c: h+ u" @+ |5 w0 D3 j - item = nil if $game_party.armor_number(item.id) == 0 and ) s# x, ]* `9 `. O# A
- @actor.armor1_id != item.id$ v( }4 C* _; r
- elsif item.is_a?(RPG::Item), ^5 T7 E0 R8 r/ m" v. S
- item = nil if $game_party.item_number(item.id) == 0 or# F" Z, k% p, w. P8 t
- !$game_party.item_can_use?(item.id)
" |& e+ ^' N7 {( M) K6 b { - end
! d' G$ X; n& ]4 U - bitmap = RPG::Cache.icon(item.icon_name)
' ]6 c+ f, W- g2 z+ f7 A2 p - self.contents.blt(x, 4, bitmap, Rect.new(0, 0, 24, 24)) W% j4 ?& H! W# l D/ V* ?" E
- end
2 U3 V* [% b5 L2 C% G - end
8 e' V/ Q0 I& d - ) ~3 j, p# w# E b& k" E1 ~
- def equip(item)
! X' S9 @; i% j4 z+ y) h/ L - if item.nil?
6 \. \ R6 ^; p9 B* C) R& m - $game_system.se_play($data_system.buzzer_se)' C2 y s: y6 w/ E' a4 k) N
- return, j; a' a! b/ X+ u2 S1 w( c% v
- end
; l' x$ v, D! ]' R8 l% Y - if item.is_a?(RPG::Skill)
+ _; v7 o' f( U6 I% E - if [email protected]_can_use?(item.id), D3 R3 B4 t- ]7 A& { R! M
- $game_system.se_play($data_system.buzzer_se)5 ^2 h; @( Y- g' p0 B. L9 D
- return+ y* e* A$ O: y' q. ~$ U) F
- end' H! r# f P9 ~1 \
- $game_system.xas_skill_id = item.id* \& e$ x# X( a, |" a+ \
- elsif item.is_a?(RPG::Weapon)
, x" d: |/ |+ E- v7 P - @actor.equip(0, item.id)" u8 @# U% c" p' \' @! _
- elsif item.is_a?(RPG::Armor). ], Q! f8 q8 V
- @actor.equip(1, item.id), I$ r; D$ L$ a0 Y4 S
- elsif item.is_a?(RPG::Item)
# {4 ~% J& S7 D7 _# Y6 n* k$ J7 Q) H - item_tool_id = XAS::XASITEM_ID[item.id]
; m* G' V% l! E7 U* F& ^ - if item_tool_id != nil9 l9 ]' t; i1 L7 O
- unless $game_party.item_can_use?(item.id)
; R# w: P; F9 ~2 u! x/ | - $game_system.se_play($data_system.buzzer_se)
( f1 Y0 i4 c& ~4 O% j - return C: N4 `1 s2 D0 B
- end8 L) k/ t+ x% d9 b3 x
- $game_system.xas_item_id = item.id
Q- U% v2 ~* t0 q- F - end
% d9 b3 N# e( I' W8 Y4 V - end$ W8 @9 y: o8 Q+ `0 I- b7 E# P5 w+ B! F
- $game_system.se_play($data_system.equip_se) M/ z' v; o; x; l* L* a
- end
+ n, t" |) H1 A0 X( q* U - 2 F$ l3 C. S Z8 N% F7 y+ o
- def update
( u- T, k% K. N: i, ?# R - @actor = $game_party.actors[0]
' w& H! B" }0 |2 c" P- L4 ^1 e - @hot_keys = $game_player.hud_equip
. j, _# U) ^ E - refresh; p! l+ A/ p' m
- return if !$scene.is_a?(Scene_Map)2 ~( J4 k: F$ w2 l' k( X- L0 Q
- if Input.press?(Input::Numkey[1])& _- R( b3 Q% |# |% p* K
- equip($game_player.hud_equip[0])
# ]7 v4 N( n: x0 p+ g A" m - elsif Input.press?(Input::Numkey[2])
; j8 o% i; T) t" G' Z! |' _. s# E - equip($game_player.hud_equip[1]); h4 H' |0 N# L. y) Y
- elsif Input.press?(Input::Numkey[3]). q: K/ R) Q, A$ D$ E8 ~4 \9 A
- equip($game_player.hud_equip[2])
; u$ e9 i# |& h* `) Y - elsif Input.press?(Input::Numkey[4])
8 Y4 o( Z$ Q7 m8 N6 g% e& r9 D; ] - equip($game_player.hud_equip[3]) - H4 W9 j' |3 z! W9 A! F/ N
- elsif Input.press?(Input::Numkey[5])
9 g; C" D I- {$ p+ ~) f1 S - equip($game_player.hud_equip[4])
! [, [. s$ [2 b" h( `! A* x: r - end
6 T* A- \/ }* a! A- d7 W) | - end
1 w5 A$ X6 Q* O* d8 x1 h3 W9 p3 K - end6 N2 M6 u# l: F" H
- 3 Q# n3 `& R1 m O6 r
- #===============================================================================: j4 Q3 d5 ^) s
- # Scene Map) V) X. c0 d( C! [' x
- #===============================================================================
- x/ p, T3 i1 B; `9 m) a2 | - class Scene_Map
" C! e% ?5 p9 s+ v# j( R s/ Q - alias hot_key_hud_init main
* x1 K. r( u f) ^# o- U! K# ?9 L - def main* j% N& K# S, k1 m
- @hot_key_hud = Hot_Key_HUD.new2 D( S9 P2 p+ S' ]) E# Y
- @hot_key_hud.visible = !$game_switches[XAS_HUDDISABLE_HUD_SWITCH]
6 g4 C J2 a, N2 l - hot_key_hud_init9 c& y& g7 t5 Y8 l& ?0 S# t: t
- @hot_key_hud.dispose# @/ C: g$ R) D/ S/ ~
- end L5 U6 n% @+ {* o/ d" t! t/ `
-
) i" u1 q0 f/ B3 W# H - alias hot_key_hud_update update
1 p9 E: D! q8 g/ b4 U7 e0 v - def update
/ v0 m* `4 L$ Y, O1 e - hot_key_hud_update
: U9 o' H& y* r- f8 x - @hot_key_hud.update
. [/ \% z: g: q - @hot_key_hud.visible = !$game_switches[XAS_HUDDISABLE_HUD_SWITCH]
% ^4 f; w1 o& r1 P7 i6 A/ l - @hot_key_hud.update if !$game_switches[XAS_HUDDISABLE_HUD_SWITCH]
( Q" r/ E, H5 G1 D - end5 [% S( {0 n! Q8 a% t K+ |
- end
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