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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,
( d9 C7 x9 t& S4 b6 p不知道有人能帮忙看一下吗? - #===============================================================================
6 D0 J i9 I9 E9 `& ` - # XAS - Hot Key HUD
" m( I$ r- X/ R5 n" \3 L - #===============================================================================
5 u5 T t5 c x - # By Mr_Wiggles
( K) B; ?& u8 J% O - # Version 1.3
. N, G. r' k, i7 R; J6 R - # 7/6/10
" Y6 L. ]' o1 o% d1 u: Z - #-------------------------------------------------------------------------------
. v {5 L/ T9 x: y7 ^% ~$ J2 c" u - # Instructions:
# r9 @' E1 o! O* K - # Fill in the constants bellow, paste this script above main and bellow XAS in
1 D6 c, W% p3 L9 B+ r ` - # your script data base. BE SURE TO SET TO THE RIGHT XAS VERSION!!
( L# A, ?; @0 G, c9 [5 O! H- j. f1 ^6 Y - # 9 U, W2 [! v! a/ R0 t B
- # Place the "Hot_Keys_HUD" picture file into your game directory * q2 v- A' _$ ?- u% Y0 ?' A
- # Graphics/Pictures folder.
6 ^ j E% U9 ]- H' E x - #-------------------------------------------------------------------------------- b' X# P" n, k& K S
- # Directions of Use:
* G# X# X! G% o p4 r2 ~ - # Simple just press a number key (1 - 5) when the quick skill or item menu is
/ E3 f$ [9 R" t% i& \% T - # Showing.8 h/ A' p/ ^+ o$ c0 @9 v: y9 o
- #===============================================================================0 t ^- ~6 X) k8 y
- HUD_X = 0 # X pos of HUD$ M2 ]% E7 a" c# O: r% U
- HUD_Y = 0 # Y pos of HUD5 D$ @) L+ s2 E8 |! l
0 p, J- |. d/ _# m5 \1 K2 n- # Set true if XAS 3.7f9 U( m; T, Q; P) z2 m3 d- ?
- # set false if XAS 3.6
$ |: S- W, S& h: R; R1 s - XASVER_37 = true, F, K5 ~6 |# k ^1 L5 {& @0 `
- 9 S9 O2 Z$ o" g# U2 z3 Y- ~
- #===============================================================================5 I8 Y7 p7 v4 n
- # Numkeys Module
9 @8 [( u* P: V/ e$ q+ e - #===============================================================================
! e: a0 n# q5 f - module Input+ R. J3 Y5 }+ k
- Numkey = {1 => 1049, 2 => 1050, 3 => 1051, 4 => 1052, 5 => 1053}
" K$ ~" H: J/ ]0 N5 J( U - class << self
& ?& N: y' {' w/ v7 J) | - Key = Win32API.new('user32','GetAsyncKeyState',['i'],'i')( {! g& H9 \, u
- . F! W/ d$ d9 ~/ ^' F0 U6 \) F+ w' _) e' G
- def testkey(key)
2 x c) p2 P' w' m# q7 N8 x* @% f. O - Key.call(key) & 0x01 == 1
/ o8 Y; p" c+ V+ ]1 f. ^, X - end/ O5 o, w1 s3 ^9 Y
-
1 h! a* ]1 Q+ c% I! P - alias hud_key_update update
( i6 K) ]- ]+ w) J" t - def update& J; t) G( x; e; B
- hud_key_update
/ @6 V5 l9 u6 `% S; V - @pressed = []- B' W$ u @% l
- for key in Numkey.values
6 \' b/ H# I- i; o" j2 W - key -= 1000
4 n9 X# m0 J T* ^9 v9 k9 ]7 c$ c: J - @pressed.push(key) if testkey(key)0 _1 x$ ^5 N3 A! P* i
- end
" ?0 w/ h' W) _" N - end
- \6 p, w' n2 o) P+ m -
$ g4 {) O+ j; L* x8 J( d - def pressed?(key)
& b" T( J7 b2 d3 m$ k# O3 [ - key -= 1000
* E4 M! u% o0 R9 C: S* u - @pressed = [] if @pressed.nil?
) P! X; p/ M5 a& I - return true if @pressed.include?(key)
) j8 E5 R- w5 R; q - return false: q1 C8 `+ n! h5 I4 o) \
- end
4 B, ^. K+ \8 U! Y1 X. r$ i -
5 [7 A, {/ S8 t! V - alias hud_key_press? press?" i# f* |9 \2 T
- def press?(key)# v; \; d: V# t3 R
- return pressed?(key) if key.to_f > 1000, w3 D1 h, @0 c) `: M7 Q
- hud_key_press?(key)/ a+ X' ^$ T1 l8 k3 _7 ]' G
- end4 j+ C9 v2 R7 C. ]. j2 e: U
- end% I) _, M+ {8 D8 A/ V" y- b4 v
- end% i9 v" G$ X5 o# \" h$ i
9 k) U, {) Q7 t: ^- #===============================================================================
$ o# x- B6 {1 L' e7 v- N - # Game Player W. P/ x" E. n% b9 U6 Q
- #===============================================================================0 s/ {" M! F7 Y3 ^/ [
- class Game_Player < Game_Character
3 P$ I& i: ~' x" w2 g4 f$ p - attr_accessor :hud_equip
' O4 [$ t: G; v" T" [ -
* W+ a/ w1 r7 g) m: L - alias hot_key_hud_init initialize
; I( N. \2 |9 M* R$ ~/ [ - def initialize; e+ X) d5 R. h7 z
- hot_key_hud_init
$ h' J1 x* l6 H' f w- z/ C - @hud_equip = []& X) X* E {5 r' _4 }! c4 u
- end5 H7 Z* y0 v3 Z2 e3 [+ U
-
& e E& t& ~( q! V - def equip_item_to_hud(n, item)
! _8 M7 K% o6 j; ]1 X - if item.nil?
% }0 Z$ n6 Y I7 y1 ^9 f - $game_system.se_play($data_system.buzzer_se)
1 H0 W$ q! U0 s1 o, b - return
4 ?1 ~# o( h+ C- o7 j - end$ N# w/ E- V& b
- $game_system.se_play($data_system.decision_se)- `; j/ l7 o$ u! P: W/ v. e: o5 I
- @hud_equip[@hud_equip.index(item)] = nil if @hud_equip.include?(item)- y/ a& @/ Q" S; M, S/ G0 K
- @hud_equip[n] = item
: m: j L9 a% x/ g5 w: x! ?$ o! D4 I - end
; y1 v: j, C7 L; a - end
& m2 C9 ^4 a* K4 ?" }
4 `3 V! X/ s2 G! \6 u" F, Q \- #===============================================================================
; R/ P! Y; T1 p% F5 R' d - # Quick Skill Window; i5 I8 F& r2 u7 r
- #===============================================================================0 j& a7 p6 j" F! I) p
- if XASVER_37 == false& ~% R0 h1 r/ X" z) C" a3 Z; F5 M
- class Xas_Scene_Skill3 |' @7 i% o: M2 N( @
- alias hud_quick_menu_main main
) C n: m+ I( c0 f2 g - def main3 f7 X) T6 L+ f- }! T/ \
- @hot_key_hud = Hot_Key_HUD.new- o, _# l& _. i" ]7 e
- hud_quick_menu_main" [) y2 h1 c4 q
- @hot_key_hud.dispose
. `) r3 B* F( m9 x2 B - end
`; G2 }% _6 C" @ _) Z) ^" {8 I -
+ `& b& b; U5 X) J) e4 i/ g/ U - alias hotkey_hud_qucik_menu_update update
" v5 e7 q7 p; S0 X0 p, ^; @- m* b - def update: r2 g) t1 m( j
- hotkey_hud_qucik_menu_update( F5 f( w& `" t- R3 L! s6 v
- # Hot Key num 1
7 ~! v0 |4 q4 \ X* _, t6 O( b - if Input.press?(Input::Numkey[1])1 k) p8 |5 E8 t. y
- $game_player.equip_item_to_hud(0, @skill_window.skill) f/ y( F9 l6 v$ t6 Y
- # Hot Key num 2* k C- c! ]& o1 g
- elsif Input.press?(Input::Numkey[2])
: D7 e, i1 @/ V# s0 c2 I6 ]; V/ h - $game_player.equip_item_to_hud(1, @skill_window.skill)4 a: H* {$ h7 v* ~" R
- # Hot Key num 3
$ G4 |6 n3 K9 x# _! r4 D - elsif Input.press?(Input::Numkey[3])3 w0 P9 [; U8 I b7 X3 w* H
- $game_player.equip_item_to_hud(2, @skill_window.skill)
) d6 o5 B9 ]: t - # Hot Key num 4& p E4 {" h1 d9 T- j4 O
- elsif Input.press?(Input::Numkey[4])" R1 s; G4 U! ]/ c6 X0 d% z2 ~
- $game_player.equip_item_to_hud(3, @skill_window.skill)
8 N3 L' ?( x+ V+ {2 c* V, f2 [8 o& p - # Hot Key num 5( ~* S! }) X; S3 }" S
- elsif Input.press?(Input::Numkey[5])
& G: k5 x8 n8 v) R - $game_player.equip_item_to_hud(4, @skill_window.skill)+ x, g* f0 |9 d# R9 M; E' e
- end
: ?7 D( C9 X; G% r( Z- X - @hot_key_hud.update2 i6 [' O$ d/ K& m3 J! j
- end; {$ w0 P% Z8 w
- end) ~0 a/ }) l" G ?' V
- else& d: k" \/ K: d( P
- class Quick_Menu_Skill3 V8 U* t$ q. ]* ?
- alias hud_quick_menu_main main s$ \( J* O" i6 E6 Z
- def main H+ ~) C& d# @' z1 i$ w7 O
- @hot_key_hud = Hot_Key_HUD.new/ s3 G% C8 v0 K u; p" e% g
- hud_quick_menu_main
( w% |8 w% }) n: C `* B' _% ^ - @hot_key_hud.dispose% d# H, c# x+ R* g% f
- end
9 z% [' @/ Y/ P0 ~2 f8 s; X -
9 J: }8 |. j. Z% B" B% e - alias hotkey_hud_qucik_menu_update update5 ^+ V7 r& z; ?
- def update' L' {8 r! {) ?& R2 t! U4 D3 t
- hotkey_hud_qucik_menu_update
/ w, C/ b- Y" M$ u8 R1 l. i% M+ i - # Hot Key num 1
# h8 |4 S2 p- t) O; n - if Input.press?(Input::Numkey[1])7 t" M/ m0 \) z, H
- $game_player.equip_item_to_hud(0, @skill_window.skill)
% d1 h9 |- y) T4 g3 u - # Hot Key num 2+ w( w5 G2 G- r" D: I: `% B. Z
- elsif Input.press?(Input::Numkey[2])
& r. R* r% {% f) C8 Q3 Q/ e - $game_player.equip_item_to_hud(1, @skill_window.skill)- C/ R8 E) {) O w1 D
- # Hot Key num 3) E' K1 D$ Q' w8 {0 Y" ~, y
- elsif Input.press?(Input::Numkey[3])
0 B$ X8 ?/ b h1 O; { - $game_player.equip_item_to_hud(2, @skill_window.skill)
6 @& e7 {* R. G$ P3 j' s+ U - # Hot Key num 4
( R. W# ]. Z9 o( r5 z- ~9 a - elsif Input.press?(Input::Numkey[4]); ]4 V4 |3 O/ Z9 C& s
- $game_player.equip_item_to_hud(3, @skill_window.skill)
9 i: t, m8 ?) t( c- D/ t x; Y- ? - # Hot Key num 51 b% s* T3 d% _4 |. U! S2 t- `( r7 D! V6 |
- elsif Input.press?(Input::Numkey[5])9 [8 P* @# D h. V1 {" I' ]
- $game_player.equip_item_to_hud(4, @skill_window.skill)
/ x# x. ^9 e# N+ g! t) | - end
/ ~* } j1 f7 i1 r7 ]; B4 |* }* f9 a - @hot_key_hud.update7 {+ b) l/ X" T
- end# N8 `+ }. I& l5 f6 {4 h) T1 I2 ]
- end, a9 {' w+ \' d: s
- end
& x' `! j3 }6 S! {' M
/ @* @: O6 d: C% h- #===============================================================================
9 U4 M2 a! |3 X( ^- q6 Z- V _ - # Quick Item Window
( o1 X! u2 x7 y4 U: S- g4 \* R - #===============================================================================+ `0 A) y; d! v: a1 {1 }4 ^5 V5 c% \' I. U
- if XASVER_37 == false4 Y0 F$ D$ K4 |8 g' v) l
- class Xas_Scene_Item
! N) P. t* \! u. @, z. A' q - alias hud_quick_menu_main main
, q3 q' D0 g8 P: c Q - def main2 P; ^2 r1 f0 n
- @hot_key_hud = Hot_Key_HUD.new! W2 r& ]1 D( |$ {9 g+ @
- hud_quick_menu_main1 u) J. H3 R2 J. S7 I
- @hot_key_hud.dispose
' R8 M' Y& n% [3 {) O' Y - end
( ~7 g9 x4 M! X, J" ~, A5 l# c -
! D% g; {+ I( t - alias hud_key_update update Q/ L/ L) L( y# v. C
- def update
: D) t9 ]$ }# Q% [ - hud_key_update0 W# W3 u4 h9 J' t4 T- G% ^1 [6 `% ^
- # Hot Key num 1$ N: `* w. s) ?3 d b
- if Input.press?(Input::Numkey[1])
& H# |4 \ Q2 O4 m" `2 S - $game_player.equip_item_to_hud(0, @item_window.item)
7 y$ }3 b( e2 x9 k. f - # Hot Key num 2
6 Z- v# \ [; l& ^/ v( d - elsif Input.press?(Input::Numkey[2])
0 u! q1 I* t3 t6 a( |9 J! Q - $game_player.equip_item_to_hud(1, @item_window.item)$ q6 V* q W. }8 M
- # Hot Key num 3
, \# Q6 L! [; m6 k% N - elsif Input.press?(Input::Numkey[3])% E# `3 }# E" K) p: b
- $game_player.equip_item_to_hud(2, @item_window.item)
- Q0 z+ _- m: ?) u J6 z/ Y - # Hot Key num 4
0 l, [4 S* G" M0 U. l, Z2 m6 P" v - elsif Input.press?(Input::Numkey[4])8 V% _; ~6 I, m* a4 F7 D
- $game_player.equip_item_to_hud(3, @item_window.item)
' y" w) X E' c$ ` - # Hot Key num 58 s$ O' n! p% s- v" V& x9 m9 \
- elsif Input.press?(Input::Numkey[5])
/ |7 Q1 U, M( E. e- e& i - $game_player.equip_item_to_hud(4, @item_window.item)
1 v7 D. q+ @' s - end
7 R* h+ Y8 m- ^+ F2 M9 w6 z - @hot_key_hud.update% y! F9 B& L+ ?
- end O( h' K7 Q+ ]
- end9 `' |2 M! |! z4 b1 J! S$ e {
- else
/ ^ F- o$ ~1 Y; h k3 m! Z - class Quick_Menu_Item
% ~& t h/ k& X9 D1 @( G - alias hud_quick_menu_main main0 J( e& |) f: e5 Q" P, \# @$ `9 p: ^; J
- def main, d4 y: J$ Q/ l* M3 L8 z% p
- @hot_key_hud = Hot_Key_HUD.new
: r) ~9 D3 M, ? - hud_quick_menu_main
3 k! A7 I, Y/ [2 F - @hot_key_hud.dispose% v- ]( a& G) R' H1 j1 _; C
- end" ?* B& f& k) h6 o; e* b
- 6 X1 L' \4 f" ?+ @/ ]1 X: c
- alias hud_key_update update
: f4 U: l2 Z: N5 `/ c: d - def update) M: {5 j3 L6 F
- hud_key_update4 Z6 I- C/ v. \
- # Hot Key num 1
6 ]1 `8 z/ J7 Y. t2 x/ Q5 P - if Input.press?(Input::Numkey[1])
; F" d- V6 X1 b; @: N3 M- V3 d - $game_player.equip_item_to_hud(0, @item_window.item)
$ I! S6 X2 w8 o0 N k) Y+ g/ [# e - # Hot Key num 2
* ]: ^5 Y8 j9 b) ?% H4 h - elsif Input.press?(Input::Numkey[2])
+ d, X4 i' N! f/ W; n2 { - $game_player.equip_item_to_hud(1, @item_window.item)! o4 @* Q5 o/ ]. p' ]
- # Hot Key num 36 Y/ Y! F& ~( {$ S
- elsif Input.press?(Input::Numkey[3])
. q& K3 A5 s3 O ?" d: u - $game_player.equip_item_to_hud(2, @item_window.item)
" J1 U4 h# t9 @) }5 r - # Hot Key num 4
; E8 r9 l& `# p' E9 p' l) G# C) a( @ - elsif Input.press?(Input::Numkey[4])
2 a# M* `. R: V: j- e! d* c - $game_player.equip_item_to_hud(3, @item_window.item)
" H R: \* K7 L - # Hot Key num 5
# k$ c6 |$ O+ R' u; _ - elsif Input.press?(Input::Numkey[5])! B& @: x1 C" c ?) F! A
- $game_player.equip_item_to_hud(4, @item_window.item)* L s5 m( D! t% I, w1 ^ u$ f2 ^
- end
: @2 x' n# ^9 e& Y+ W! d - @hot_key_hud.update5 n3 D* q* b: _' ]* l/ ~) U
- end% `# T$ X4 H0 b. _% q# d+ i# e9 n8 k
- end
0 ]+ c" e2 ]& x# W* t - end
' e8 g, ` G9 j9 r4 d2 ] - 9 S& X5 d4 N8 t! F
- #===============================================================================
% i+ _$ y8 }0 K) v2 ?1 s9 @ - # HUD Window
! V6 ^" q g9 P* j; R - #===============================================================================8 \! ^ w7 f) i4 `7 s4 n+ w
- class Hot_Key_HUD < Window_Base
% t( c5 @7 ]' Y - def initialize(x = HUD_X - 10, y = HUD_Y - 15)
0 |0 }+ K# F/ M0 G# j - super(x, y, 220, 80)' @( V- K. J7 l) Y1 C( S
- self.contents = Bitmap.new(width - 32, height - 32)$ O+ K9 m/ i5 q* C- X4 {) y
- self.opacity = 05 m9 e, W j1 D! Q' J5 m6 {/ u
- @actor = $game_party.actors[0]# m% ?. N- ^9 J1 ^6 G7 c( I
- refresh' Y9 v. @" J" H
- end
2 p8 V$ n2 q( H7 h1 m - 2 d8 O- f. b, d; x' [8 [
- def refresh8 K6 Q% x; |2 @4 r% a" ^
- self.contents.clear8 e/ J: _( c" w" R/ k. y
- bitmap = RPG::Cache.picture("Hot_Keys_HUD")* q( }6 ?+ B s3 e l# g8 t
- self.contents.blt(0, 0, bitmap, Rect.new(0, 0, 160, 32))
0 ^" p$ V1 v U, p" T# [, A7 b5 s - for i in 0..4/ Z: L: E" E: U
- x = 32 * i + 4
3 h n3 o8 U, A3 G9 r, b S - item = $game_player.hud_equip[i]* ]/ U! ^# @+ h6 ~4 L7 U
- next if item.nil?8 S! j' T2 [. b* G% K, Q
- if item.is_a?(RPG::Weapon): `/ W9 c# ?6 M) w4 D( _- F
- item = nil if $game_party.weapon_number(item.id) == 0 and0 B) X( G+ M& r+ `0 }* R
- @actor.weapon_id != item.id- a& `; r( A/ X- m
- elsif item.is_a?(RPG::Armor)
) c1 u, {+ s( i& B/ t - item = nil if $game_party.armor_number(item.id) == 0 and ; b5 K! ]2 N1 z7 a
- @actor.armor1_id != item.id
; L% f7 ^# R/ ^6 K( d - elsif item.is_a?(RPG::Item)8 ^! s) z0 D6 }1 ^% a1 M' A- R {2 p
- item = nil if $game_party.item_number(item.id) == 0 or9 e( U& O4 \6 s# {& V. q8 U: ~* e
- !$game_party.item_can_use?(item.id)
2 I3 A- B5 G# c2 A+ g6 W7 t - end
) z* o9 S5 w2 h - bitmap = RPG::Cache.icon(item.icon_name)
0 O3 n+ a8 b* z, h - self.contents.blt(x, 4, bitmap, Rect.new(0, 0, 24, 24))8 `* q) @4 R5 u# A- {, ^
- end3 R' }) G( F* K9 r2 Q
- end- l, Q; I' a& V- \
- T9 F5 _- F o# I1 C* {
- def equip(item)
. q0 @% k# p( T$ G - if item.nil?
" ]5 {) t% ~1 D - $game_system.se_play($data_system.buzzer_se)" X) f5 r; ?6 u4 B8 l! g
- return' a) h- c. x) [, z% y
- end
4 a+ C0 }5 Z! c" a - if item.is_a?(RPG::Skill)+ _3 r6 [- u. W* K7 }( c$ W: Y
- if [email protected]_can_use?(item.id)
" I d0 ?& C+ B$ w - $game_system.se_play($data_system.buzzer_se)
" ]3 ~% f1 f7 h1 s" O; r - return# h+ i k8 _0 ?( g
- end
$ d, M: y- ^; t. A' d* N - $game_system.xas_skill_id = item.id- ]6 M4 c; g0 V( p2 |$ ] u& K; D# @
- elsif item.is_a?(RPG::Weapon)
) g" w1 @9 q1 R5 t" Z - @actor.equip(0, item.id)1 ^- o5 @6 f* [7 W0 z$ I
- elsif item.is_a?(RPG::Armor)
8 g& ^: j5 D/ @7 t1 q6 Z) L$ D - @actor.equip(1, item.id)
4 l* i8 t* M' t2 s - elsif item.is_a?(RPG::Item)
. X/ ~& u4 `8 G: r3 } - item_tool_id = XAS::XASITEM_ID[item.id]2 T! }0 G2 |2 R; F% N# @* G
- if item_tool_id != nil
\3 |- T: {/ g+ S - unless $game_party.item_can_use?(item.id)
! [6 S0 a7 N* R) O9 L' z: b - $game_system.se_play($data_system.buzzer_se)
) m" G4 N* F1 u% G, M& H - return! k% M& }2 b/ H( ]
- end8 J" x- x9 v' q
- $game_system.xas_item_id = item.id, O2 F; i! l4 l$ u. C
- end+ ~6 E. i h& p+ K
- end
' K- }) z& V2 r3 w( _2 P: ` - $game_system.se_play($data_system.equip_se), l! D& n) \! A, e
- end8 u& P# U+ r3 W6 G% @" N
-
, h L3 d& z' t/ N% d! K9 A5 d - def update: c! n. f# c$ `
- @actor = $game_party.actors[0]
& K0 G1 ^' A3 H8 ` - @hot_keys = $game_player.hud_equip- t* c% u! h% D, t7 t# F1 ]1 |' B0 o
- refresh
; H! F/ f' P! l! a9 H - return if !$scene.is_a?(Scene_Map)
; T ~2 V8 G2 w3 Q" {! o7 E' C1 d H - if Input.press?(Input::Numkey[1])
5 f7 @7 c4 N$ R3 ^" Y - equip($game_player.hud_equip[0])
8 S: W: X* _- V- K7 q - elsif Input.press?(Input::Numkey[2])- m' H/ T1 ]6 ]) v1 e
- equip($game_player.hud_equip[1])
, V* J. {. q, I/ a3 V% [0 q/ Y2 ? - elsif Input.press?(Input::Numkey[3])
# W( ^. Q$ [$ w+ i" n* b - equip($game_player.hud_equip[2]) ! N |# Z; G; ~7 F& E
- elsif Input.press?(Input::Numkey[4])/ q* x9 ?# U" ^( A/ b; b' D
- equip($game_player.hud_equip[3])
; K/ ]. I% E& l- Z9 }, ?2 J - elsif Input.press?(Input::Numkey[5])
8 H5 R2 w6 e& Q3 e, | - equip($game_player.hud_equip[4])8 Z! u) A$ T9 d- q7 w& Q
- end
. o) w, r$ R. O2 L- k - end
2 e6 f1 l' j' ]# S - end
. D! n! i( Z6 A: D, Y v; M4 h2 p - ; E% m( l6 W" V% o. F; v0 @9 o$ P
- #===============================================================================
6 p3 y6 M8 u5 g - # Scene Map
9 f! t4 Z; s3 C$ N" j - #===============================================================================% L* E, b Y9 `& }
- class Scene_Map
9 ^+ b2 l: J. q1 W+ f- ~+ I# j - alias hot_key_hud_init main
" x) r7 K% s; y2 A6 j; ^: ]8 j - def main
4 w) t2 t `& S - @hot_key_hud = Hot_Key_HUD.new
# R9 k% P. M) e% z2 J - @hot_key_hud.visible = !$game_switches[XAS_HUDDISABLE_HUD_SWITCH]
1 d8 s9 O/ O. c" e' B" V - hot_key_hud_init
1 ^% j- s" t; d% h. i - @hot_key_hud.dispose/ Q) ]4 j+ X j+ e: j
- end0 ]4 B" u3 V4 O6 y) I+ Z6 ]. I
-
+ r2 b0 o$ [/ V6 l+ T% c5 ~7 K - alias hot_key_hud_update update+ W& A) T R1 h
- def update* |: D. a) ?' B
- hot_key_hud_update
2 y+ j: d, B+ b - @hot_key_hud.update' G, R1 Z/ j# h- c5 S
- @hot_key_hud.visible = !$game_switches[XAS_HUDDISABLE_HUD_SWITCH]
+ u' \' Y3 j b' G - @hot_key_hud.update if !$game_switches[XAS_HUDDISABLE_HUD_SWITCH]* M( q% W l5 R# N3 @2 Y5 B
- end1 _) s8 D) F; q6 y3 p4 L) P
- end
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