| 赞 | 8 |
| VIP | 1 |
| 好人卡 | 0 |
| 积分 | 96 |
| 经验 | 29580 |
| 最后登录 | 2023-4-8 |
| 在线时间 | 567 小时 |
- 梦石
- 7
- 星屑
- 2585
- 在线时间
- 567 小时
- 注册时间
- 2009-4-30
- 帖子
- 271
|
5楼

楼主 |
发表于 2012-3-31 09:53:20
|
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,
, Q5 ?! a% |( V3 |9 U0 C. q不知道有人能帮忙看一下吗? - #===============================================================================
Q% u& N. l& Z2 T% V - # XAS - Hot Key HUD3 M- b2 {! z4 c+ S0 [* j
- #===============================================================================% G# Y/ J& N/ f& C- w! v% @
- # By Mr_Wiggles6 E# p( v! q4 s: y$ j! ^7 t
- # Version 1.3- K6 c0 M% S6 G: I" a7 ~8 V2 ]
- # 7/6/10
7 R8 r) z7 `% c, J, G# ~7 o - #-------------------------------------------------------------------------------
1 i- x( y) @0 r' B2 o - # Instructions:
0 ]( e9 W! _1 f# J - # Fill in the constants bellow, paste this script above main and bellow XAS in7 x7 z# M* U6 @% j$ n
- # your script data base. BE SURE TO SET TO THE RIGHT XAS VERSION!!$ F# L6 u: c0 u9 k
- # $ D6 k! a4 E1 l+ u6 X2 ~ ^
- # Place the "Hot_Keys_HUD" picture file into your game directory 2 I" C* p" K4 z* i1 b
- # Graphics/Pictures folder.
3 d* I; x6 q$ U3 e, @% s4 u - #-------------------------------------------------------------------------------/ ~+ U6 ]( Z- J) R" ~
- # Directions of Use:
; ^2 w7 d$ w3 X) l5 q) r8 [ - # Simple just press a number key (1 - 5) when the quick skill or item menu is& H# [& L8 s2 Y$ P
- # Showing.
) t" d; ?9 x& O - #===============================================================================
! e' m3 Q% a: [. W' B - HUD_X = 0 # X pos of HUD
' I8 ~% J( X% @ - HUD_Y = 0 # Y pos of HUD6 d0 X+ f: f; K. s( d
: f* J* }# p0 A# N1 r- # Set true if XAS 3.7f, b+ M; G# X4 H/ _* E1 [
- # set false if XAS 3.6
/ e5 ?! @5 l9 `. ? - XASVER_37 = true& S, \. _: C9 m! g5 `% E* r( v$ I
: T& T# {$ ~( v4 A# r5 l/ J8 e: \7 Z- #===============================================================================
7 B7 G/ r2 L: J - # Numkeys Module
/ I, A1 G5 p" V1 B- U9 e - #===============================================================================
# j$ e, Z( U% H) L! M R - module Input$ C( c6 i* z( b4 ^: Q4 \
- Numkey = {1 => 1049, 2 => 1050, 3 => 1051, 4 => 1052, 5 => 1053}0 w8 \* S5 H, I% V# w# r& _
- class << self
( L2 ]9 t7 N# B n7 M& O5 ~. W - Key = Win32API.new('user32','GetAsyncKeyState',['i'],'i'): v, \( q( K& ^ S# e/ y
- 4 g9 t; O' m4 E: P8 R; U2 S6 L
- def testkey(key)9 b5 t+ d% n6 b7 J2 E# V
- Key.call(key) & 0x01 == 1, @7 z( Y+ Y7 o( }4 @$ X8 b. v0 s' I
- end
7 |$ h' @3 _+ ~: l9 ]& j7 t -
/ _/ N: t+ S! b( ` - alias hud_key_update update9 ~3 N) E2 G( ^; |9 o; P
- def update
/ \; l/ N& r) a% } - hud_key_update F: i: Y) m) i. X
- @pressed = []6 i. r2 }8 f2 b7 l6 y
- for key in Numkey.values& K. i E8 n5 |/ D
- key -= 1000
' |8 |! e! e1 k8 @2 v3 o q - @pressed.push(key) if testkey(key)8 g: B( x# O: z @1 B/ [+ I
- end
r" ^: C' x: B - end
9 b/ @; h8 R9 Y7 i ~% q - / Z. Y# J' \% j7 j+ w# o5 C
- def pressed?(key)
$ a' N+ y, j6 ^5 ?2 E' K: y - key -= 10000 t9 ]9 x4 K: D- }
- @pressed = [] if @pressed.nil?
5 J$ z! J% e9 V4 }- p' @) m* } - return true if @pressed.include?(key)
$ ]6 l* g: _+ P% h/ I/ y' \' G3 P - return false' _, w& _# D' [
- end
. \& T8 Y5 X u `( G0 L - ; o' s; H, p/ I& m; `# M$ i1 k
- alias hud_key_press? press?( v7 _' }0 j. L* R T
- def press?(key)& v' n2 ~5 U' ?5 Y t: Q
- return pressed?(key) if key.to_f > 1000$ m( `! h+ z, E+ Z# J
- hud_key_press?(key)4 K' ~$ u* q+ a( K. V0 s1 p; j
- end
[5 C; U8 g, B, A- F$ d: u - end
9 x# F* o( W( L U4 Z5 g& I4 g - end
' x: U" F, p7 c. e2 O8 O) J
3 A# M0 a' n0 J. N- #===============================================================================
* I7 r2 c" E- e O' T - # Game Player) N4 q1 o2 R+ N2 {5 r
- #===============================================================================
$ z5 T ?# [8 k6 Y - class Game_Player < Game_Character# ]1 N+ [4 O/ z0 a1 f
- attr_accessor :hud_equip* e: d" r R: B; p3 }* Y1 C
-
. q% d; p* I4 C1 T: M - alias hot_key_hud_init initialize% l! s1 S0 D- H2 E0 A
- def initialize, b5 c& V: A# P0 ?) t$ l
- hot_key_hud_init# c9 f: u9 w7 ?
- @hud_equip = []+ z8 h: J+ t1 w' ~8 U# z8 ~
- end
/ r7 }$ A: H. D - B! D! f5 r. q" w: x
- def equip_item_to_hud(n, item)2 \1 K" |7 ?! F0 z* \
- if item.nil?
: Q, G, c f9 R - $game_system.se_play($data_system.buzzer_se)
: f9 |$ q( _) R - return
! {( D" b4 P, p( Q - end
/ }; e6 n& n8 U7 D4 l. N* b& S0 J - $game_system.se_play($data_system.decision_se) i$ b. w+ l, J. g
- @hud_equip[@hud_equip.index(item)] = nil if @hud_equip.include?(item)3 I0 z; Z( N' ^$ k5 j# t
- @hud_equip[n] = item0 O0 M) t# W+ X! s2 P- K. @
- end! o! D1 [1 y5 Q, }
- end* J# T/ ~% q& i/ J
& z, D% }# J5 I1 p3 s3 w$ }- #===============================================================================
) m( F: C2 f7 d" A - # Quick Skill Window4 H+ G& H" c% ]& ?/ o9 h, O
- #===============================================================================0 a- Y/ A2 _$ ]+ H$ ?
- if XASVER_37 == false& D: n8 g) }6 G; R% m t3 L3 M+ h
- class Xas_Scene_Skill3 h% e9 W: h7 K/ s. U% N0 E, E
- alias hud_quick_menu_main main
* `; Q8 y h. a- U# Z - def main0 w, E2 U$ d S6 p; O1 H( n
- @hot_key_hud = Hot_Key_HUD.new
1 n/ K- e) V& z# k3 Z3 V - hud_quick_menu_main) x6 f }- Z. Z: A3 B8 [3 F5 ^' q1 `
- @hot_key_hud.dispose
0 l u5 B* C% s* h" f - end* ]6 p9 `/ \+ c- ^% a7 m
-
: E# C X- x7 U' e' {8 }; k - alias hotkey_hud_qucik_menu_update update) R0 `5 A- U1 l8 t
- def update2 p. ?; e. j+ f, g. X9 Z( e# j$ n
- hotkey_hud_qucik_menu_update
5 X9 P) F0 T. Z2 p - # Hot Key num 1
, @( G" Z) r( O' | - if Input.press?(Input::Numkey[1])5 L" c H' V& Q {' f, R
- $game_player.equip_item_to_hud(0, @skill_window.skill)
}0 \) X4 r6 d/ {' ?5 T - # Hot Key num 2+ F# z2 X" N1 q) g; k
- elsif Input.press?(Input::Numkey[2])6 u9 ^3 H0 K5 L; T# z& \% b3 U; \1 C0 W
- $game_player.equip_item_to_hud(1, @skill_window.skill)
4 n2 t2 J) n- a6 J/ `! ]7 `, k - # Hot Key num 3
; X0 j+ T' c. N+ P1 R. F" ~& z# ?3 P - elsif Input.press?(Input::Numkey[3])
0 d* y# }9 H9 f; W+ B9 I - $game_player.equip_item_to_hud(2, @skill_window.skill)
" a: D: O, O/ x6 ^$ d/ ~7 E" |+ T - # Hot Key num 48 ]/ f5 o1 s/ |& ? x
- elsif Input.press?(Input::Numkey[4])# o* i% x: F/ g1 N
- $game_player.equip_item_to_hud(3, @skill_window.skill)
* ]9 ^- ] Q. A; c& L - # Hot Key num 5
% s) k8 P6 C0 _6 {" W3 ^ - elsif Input.press?(Input::Numkey[5])
! F) |8 _5 X2 q: L4 X- ~% R - $game_player.equip_item_to_hud(4, @skill_window.skill)3 y- N& G" _ Q6 D5 Z7 A' B
- end) ]: Q3 |3 r" E. V1 t3 P s4 B
- @hot_key_hud.update
: V: ^% o! q4 l a( k9 [ - end
7 \7 t! N' f/ E- x( w' N - end$ @# G: Q8 L( g
- else
- Q% I8 r8 |# S3 Z8 ^ - class Quick_Menu_Skill
/ I& N8 ], t4 t( ?% c4 X - alias hud_quick_menu_main main
% n* ]5 p1 {4 O1 G7 }* a1 o, Q - def main$ X! K L! J( D7 j6 }
- @hot_key_hud = Hot_Key_HUD.new
* B4 s. i* \1 a& i6 N - hud_quick_menu_main
3 B5 {* v5 p ^0 |, r1 t6 P - @hot_key_hud.dispose; ~" x8 Q) K$ L
- end q- w3 M6 _+ U4 C# a/ [
-
5 N# j9 C8 @ z3 {8 ?, F& E9 q9 } - alias hotkey_hud_qucik_menu_update update
, p" |: w$ P5 _+ V& J$ H - def update
9 U a5 x: F) d9 S* ? W, _ - hotkey_hud_qucik_menu_update
0 U+ @; }6 s) C& e) _: {7 M; n - # Hot Key num 1- k$ b3 S$ h6 W" o
- if Input.press?(Input::Numkey[1])
& W4 y; ?; x, ^/ K7 C - $game_player.equip_item_to_hud(0, @skill_window.skill)
6 w3 c+ z# g Z9 N& W/ P - # Hot Key num 2
& T8 G$ v# k5 e& l; s) R - elsif Input.press?(Input::Numkey[2])/ J& W0 i9 E% F5 ^
- $game_player.equip_item_to_hud(1, @skill_window.skill)' e& s2 F- y3 G( S9 D
- # Hot Key num 3 A8 a" e/ ]1 ?# p8 c; {
- elsif Input.press?(Input::Numkey[3])( j1 ]0 {* K7 I( p8 n6 F
- $game_player.equip_item_to_hud(2, @skill_window.skill)
/ g2 B" N8 m* e' A& k* y - # Hot Key num 4
2 w. M+ Q' n! P7 x - elsif Input.press?(Input::Numkey[4])* g+ S1 ?8 ~$ n" w
- $game_player.equip_item_to_hud(3, @skill_window.skill)8 Z, \2 w' ^" o) W
- # Hot Key num 5
8 t0 p3 e3 g& b+ r* Q9 D - elsif Input.press?(Input::Numkey[5])1 I& T8 |4 D z$ X7 D8 ^* g$ Q+ \5 j
- $game_player.equip_item_to_hud(4, @skill_window.skill)
' {8 @* g% I& K! g# _3 y% A! l2 ]$ H) L - end9 t2 t; H1 n* Y u8 r
- @hot_key_hud.update
% f) v' f+ r; [ - end
+ p7 B) V- h8 e8 ^) U - end
% J" e+ K$ U9 Q7 v+ O - end! Y9 b- \: D5 L2 m5 m7 K
- v: q# S+ a7 D9 H
- #===============================================================================, n$ y( k: M, N/ D7 j
- # Quick Item Window4 F7 Q z: ^0 C& r. n. q, G& ~
- #===============================================================================, j, M$ ?! C% B* ^
- if XASVER_37 == false. E6 }6 s2 r0 Q$ {/ n+ }: E
- class Xas_Scene_Item
" y; W9 Q v* H - alias hud_quick_menu_main main( [9 _7 o8 c0 ~4 }4 G
- def main2 j: h2 l) y: u! [7 j* w# A' u
- @hot_key_hud = Hot_Key_HUD.new! `- H$ x0 Q& b; L1 @' k# I9 J
- hud_quick_menu_main
4 a0 \0 X, i% l; ?9 r M - @hot_key_hud.dispose" l8 \7 J/ j9 R) J; [
- end! a& t2 W2 F, T( s0 g; {
- : x# [# q" s) P1 S1 F
- alias hud_key_update update3 y+ B" s" m% H
- def update
' J3 k: p9 E/ F - hud_key_update
9 \$ P$ n9 i3 k - # Hot Key num 16 k* f+ `$ j' x
- if Input.press?(Input::Numkey[1])
; `( s0 b7 d9 A6 ` - $game_player.equip_item_to_hud(0, @item_window.item)6 A S; S I' H
- # Hot Key num 2
# S8 e! \) D/ U) x+ m1 y - elsif Input.press?(Input::Numkey[2])
0 ?. R1 ]4 M' c' ]% M" W - $game_player.equip_item_to_hud(1, @item_window.item)4 j( x3 i7 I' K- m' n
- # Hot Key num 3
* E4 Y2 f U( P& z& @4 Z: H - elsif Input.press?(Input::Numkey[3]) J7 I4 f4 q- w
- $game_player.equip_item_to_hud(2, @item_window.item)' s& p6 {* ^! v9 f
- # Hot Key num 4
+ `- a' D3 {% Z$ @& e8 Q" w! J - elsif Input.press?(Input::Numkey[4])+ t0 l1 \" ^# I, M
- $game_player.equip_item_to_hud(3, @item_window.item)9 c0 j+ P8 g; F0 c0 V
- # Hot Key num 5& n5 c1 K+ a9 \
- elsif Input.press?(Input::Numkey[5])
# I: X: E% ?1 }4 K! M+ R' ` - $game_player.equip_item_to_hud(4, @item_window.item)
/ ]" V/ K5 C" V! M* N - end" l7 s& z! X2 d5 h5 L: q
- @hot_key_hud.update
! {6 A9 R' _' z' @) [ - end
1 `* k6 M, d s' I _9 [ - end
+ V- ^% W6 c, w* ? - else) }8 \* B% t8 r. m6 P' y$ i
- class Quick_Menu_Item
4 W& m, X; ?2 K# ]0 |; L9 b - alias hud_quick_menu_main main
$ H/ g% x, B. ] e' j) j - def main
0 w# N2 }4 z2 A7 J - @hot_key_hud = Hot_Key_HUD.new
P7 Y R2 Q8 Z4 G7 _) R1 c3 z - hud_quick_menu_main
$ M- v- H( k3 |) E: c - @hot_key_hud.dispose
' _$ }( n! M% a; g n - end5 ]0 S" n8 |9 o; b3 A3 I- { B
- + w- P/ v2 x' H" m$ l( k2 o
- alias hud_key_update update1 i5 P# I3 R" L' r5 B& Z6 c0 i0 c
- def update3 V" w5 [7 c% ~8 S$ {6 ^8 E! T+ m2 K" |; w
- hud_key_update
Z/ U2 _5 w5 f2 ]) p: b- M4 S - # Hot Key num 1' {$ q$ Z9 O& O6 P7 @% K1 }
- if Input.press?(Input::Numkey[1])
) G3 b0 ]4 F r/ s" t9 x - $game_player.equip_item_to_hud(0, @item_window.item)
' w; ?7 k9 R2 d - # Hot Key num 2
L3 H& `+ J- n. F - elsif Input.press?(Input::Numkey[2])
8 K5 N7 ?3 p) j1 u2 F - $game_player.equip_item_to_hud(1, @item_window.item) G$ h: B" H# k0 G
- # Hot Key num 3
. ~0 P5 l- ?4 X4 n& i! P - elsif Input.press?(Input::Numkey[3])" k' p0 n- q& j5 v4 r
- $game_player.equip_item_to_hud(2, @item_window.item)3 X* a* R. F- E5 n" K* `8 m
- # Hot Key num 4( d7 p1 ~6 F3 A9 O* `" X
- elsif Input.press?(Input::Numkey[4])/ _( s) k0 s* m5 v. Q0 P
- $game_player.equip_item_to_hud(3, @item_window.item), k( i! v6 _: ]! t3 K
- # Hot Key num 5' F7 n) b I# G+ x
- elsif Input.press?(Input::Numkey[5])
' m: x3 I+ w1 s( b - $game_player.equip_item_to_hud(4, @item_window.item)6 N) ?5 C% W- N \0 c7 L# H5 W
- end! J1 r7 H6 R& [, `
- @hot_key_hud.update G0 R, u8 D: s
- end1 O$ C' ^( V& H
- end
' w; p8 T9 j% i( N: C ` z+ C - end
! g# k9 q" U/ a L4 V6 d3 ^" w0 ^5 a - , r! |; K( @0 W5 O, s3 T' E
- #===============================================================================
! u! v1 }- v/ V x - # HUD Window( c% |6 B2 o& i1 Z7 u; A# ?1 [
- #===============================================================================
, j( E, w" \$ m( t - class Hot_Key_HUD < Window_Base, F4 C0 g: f) L/ F$ a
- def initialize(x = HUD_X - 10, y = HUD_Y - 15)' r* `* l) }1 ?/ M
- super(x, y, 220, 80)
. Z' Y) l! R: U- V - self.contents = Bitmap.new(width - 32, height - 32); Q# v, @' h6 m" @. @
- self.opacity = 0
/ h/ v" |6 O' P- o- j% t - @actor = $game_party.actors[0]
, k% k3 t: V" _. A - refresh* V% ~$ `) ] {9 f2 P
- end8 m; [# `9 O/ R% R1 J4 E" z. T
$ N+ T9 x# k: _2 h: v- def refresh
# z; N; Y4 V6 ^5 W: Y/ H2 b$ P% K - self.contents.clear1 _* ~ S, e7 J+ a; W
- bitmap = RPG::Cache.picture("Hot_Keys_HUD")
2 ^! L/ B9 W; w! f* I. b4 D2 P* a - self.contents.blt(0, 0, bitmap, Rect.new(0, 0, 160, 32))1 c0 {! e9 y+ l1 c+ Y+ I3 y
- for i in 0..4$ H9 \3 v+ t c: A2 z% R3 D! D
- x = 32 * i + 4
Z ]' Y+ F, `/ A - item = $game_player.hud_equip[i]
( }2 v8 O, K% y. O* }3 B/ x6 X$ K - next if item.nil?
. L! z1 f1 t2 r! C - if item.is_a?(RPG::Weapon)1 y7 {" U. f6 c0 D# j
- item = nil if $game_party.weapon_number(item.id) == 0 and
( {1 S8 J/ M2 ? - @actor.weapon_id != item.id
9 j: X) U4 u E3 ^1 _7 O - elsif item.is_a?(RPG::Armor)6 F8 S3 N# ^7 U
- item = nil if $game_party.armor_number(item.id) == 0 and
# f6 N1 M3 h. G0 M) R z: f - @actor.armor1_id != item.id
; `7 U: \, ~$ f( E3 G) g9 [ - elsif item.is_a?(RPG::Item)6 z+ M" k- k- e, Y, W' S+ ^" a
- item = nil if $game_party.item_number(item.id) == 0 or8 P; R% z8 x3 l' f
- !$game_party.item_can_use?(item.id)
/ T' z+ c+ l- L4 k4 A; ?1 O - end/ o( R: {! z7 I5 c+ [
- bitmap = RPG::Cache.icon(item.icon_name)
) t+ E1 a' U$ C- U/ G" \, \- D - self.contents.blt(x, 4, bitmap, Rect.new(0, 0, 24, 24))
) }6 n V9 v" k0 U6 x W4 p - end
2 G) E; |3 ?4 `5 t/ G3 j9 d - end
8 p t7 u+ {8 {& v - 1 `: a' o4 U7 i) f8 L& I/ O
- def equip(item)6 ^) W& w" e, U5 j5 @0 G, x# [ J
- if item.nil?
+ u( q3 K4 ^. {0 L. j - $game_system.se_play($data_system.buzzer_se)7 C+ Q# \; M% g( \
- return
% u# ]+ F* _: d% ^& h$ N* H - end" n. Z$ P! W1 |2 p) ^
- if item.is_a?(RPG::Skill)
. c7 Q* ~: Q1 X - if [email protected]_can_use?(item.id)
7 h$ @% A' u) @% d - $game_system.se_play($data_system.buzzer_se)
; Q a$ L1 u, c( n2 L - return
# N9 D C. R- ]( ^: q6 ?0 l4 ^6 F$ K: Y) |; } - end* j: l! b6 t0 n
- $game_system.xas_skill_id = item.id6 v% O" O3 g' y9 ^2 ?' s/ C* D$ g
- elsif item.is_a?(RPG::Weapon)8 ` {9 p" H( b; ^3 Y) F
- @actor.equip(0, item.id)8 r* N4 ~* f* S) W: G( e* F% R7 v
- elsif item.is_a?(RPG::Armor) m4 A4 s. j2 v# y, y
- @actor.equip(1, item.id)! b6 z3 Q% ~- ~( q2 g
- elsif item.is_a?(RPG::Item)$ G% o U k! N C: p5 D: t
- item_tool_id = XAS::XASITEM_ID[item.id]
( }" ~$ S( g; f - if item_tool_id != nil; O6 {+ C; l7 L& \) q" v7 d
- unless $game_party.item_can_use?(item.id)+ | X/ B) {4 V3 P/ k. [. j
- $game_system.se_play($data_system.buzzer_se)1 s4 b5 K D8 _2 y- }- q4 ~
- return0 B! J: |9 s6 S2 _) G' ?9 [* P$ v9 U
- end- n7 l* p p( N4 n: `% ^
- $game_system.xas_item_id = item.id' ^$ [6 D. }# r' ?' v6 A
- end2 G7 r9 Q: L9 ? l( v
- end
( w2 s% s9 b [/ {0 ? - $game_system.se_play($data_system.equip_se)4 m( _4 N0 w* L* @& P
- end
}5 i9 a, O' ]3 K4 G5 ~( D - " g/ Q! n6 a* U, ^! }0 p+ S
- def update
: A% p; y( e6 g; c5 K - @actor = $game_party.actors[0]
8 b" T. l* \* ?0 x7 [4 ^& c6 ^ - @hot_keys = $game_player.hud_equip
! p" Z* m* b7 ^' J# L0 X - refresh" q+ o! w# S9 w' p
- return if !$scene.is_a?(Scene_Map)
& P! L2 ~9 S$ [ d* [ - if Input.press?(Input::Numkey[1])( F2 \& u9 \! z# @! u5 h ]6 N% x
- equip($game_player.hud_equip[0])
; S$ J+ Y: p/ _3 @ - elsif Input.press?(Input::Numkey[2])
. W ]% N. f) B; t - equip($game_player.hud_equip[1]); R4 Q" e5 o2 n$ G- W$ z" } o2 O
- elsif Input.press?(Input::Numkey[3])2 T* Q4 M) O/ B
- equip($game_player.hud_equip[2]) # x6 t* v6 G' v7 O4 |. T
- elsif Input.press?(Input::Numkey[4])
. p, J" b6 C$ I/ N' g) W4 K0 T - equip($game_player.hud_equip[3]) 6 x# q. H8 t* |; W6 {0 O9 K
- elsif Input.press?(Input::Numkey[5])
# l) b! u$ Y8 `* v. Q) g. z' F8 _ - equip($game_player.hud_equip[4])9 W. H, c2 u7 ~8 _! r. @
- end
- Q% j$ p/ V6 }2 R0 r - end4 _! M. k9 }! X8 Y7 r0 Q
- end
) r7 Y& Q# N1 W" j- w7 A6 f! n; ? - 8 G: U! d4 I' C
- #===============================================================================9 q% C: U$ d4 i0 \" _, E7 m
- # Scene Map
. {# p \1 T* a - #===============================================================================0 r6 v: B' F4 D
- class Scene_Map. f% N) o. I0 j8 A: o' @
- alias hot_key_hud_init main) z5 F- J. ^5 \& ]1 z2 w
- def main6 o5 v B+ L9 @
- @hot_key_hud = Hot_Key_HUD.new
+ V$ d. G$ p" b# _4 ]2 b - @hot_key_hud.visible = !$game_switches[XAS_HUDDISABLE_HUD_SWITCH]
+ i+ b+ A- b% X3 `; m% ~9 {4 S - hot_key_hud_init
- a/ Y" k% Z* |% m i - @hot_key_hud.dispose
8 _3 a7 M% ]4 i/ p q7 ?* \ - end, y. R) [8 E$ e1 @0 I. K4 N
- " U9 K, h) Z# Y$ e' ^( F! O
- alias hot_key_hud_update update% `! l5 K# D& H
- def update
& d" |. ]; `% a( R, y$ ^ - hot_key_hud_update
/ u# \- C+ h8 Q - @hot_key_hud.update
* y+ T; Z- c) G) k- } - @hot_key_hud.visible = !$game_switches[XAS_HUDDISABLE_HUD_SWITCH]
' |7 X7 \3 T% I H7 u3 ], }+ z5 R - @hot_key_hud.update if !$game_switches[XAS_HUDDISABLE_HUD_SWITCH]
8 _7 D! R: @2 X* O8 M T - end
" [9 i) P$ [, I5 P - end
复制代码 |
|