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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,7 T) _; @' o* D
不知道有人能帮忙看一下吗? - #===============================================================================
8 |4 \8 i9 y- q' P3 U# ^ - # XAS - Hot Key HUD+ V( W/ |/ d+ ^! ]6 [
- #===============================================================================
0 L, E! F6 e$ S' f - # By Mr_Wiggles
6 y. h* L" E5 v2 d - # Version 1.3 x* Y4 x/ X; F
- # 7/6/10
& D" o0 N; H0 H - #-------------------------------------------------------------------------------& G, W) U: a* Y% [; h
- # Instructions:1 o6 A0 D& {9 U3 b
- # Fill in the constants bellow, paste this script above main and bellow XAS in9 \0 a+ l: Z) m/ B. |& L
- # your script data base. BE SURE TO SET TO THE RIGHT XAS VERSION!!
6 ~5 H9 x1 u0 C* z - #
, X* a. z# s0 A8 {) W/ ?, \ - # Place the "Hot_Keys_HUD" picture file into your game directory $ S7 Q- A9 R' l, c3 F# L) n7 E! @
- # Graphics/Pictures folder.
4 o( _, C' A- D" M - #------------------------------------------------------------------------------- h0 {7 c6 s1 R/ ^7 X, J
- # Directions of Use:9 L% u0 [+ b7 }) Z
- # Simple just press a number key (1 - 5) when the quick skill or item menu is
1 M( t& _! J$ D3 E4 } - # Showing.( `( I! \3 q0 p& @# H9 V6 y
- #===============================================================================
9 _5 |+ \/ M5 h6 p* O - HUD_X = 0 # X pos of HUD
- H3 U# L! j6 t5 D0 D" w6 l - HUD_Y = 0 # Y pos of HUD3 j( h" K" r# Z3 A
; p- C: u$ H/ ~. D3 _, s& G- # Set true if XAS 3.7f
' q) n$ q% S6 j4 z2 o - # set false if XAS 3.6; c) d& t0 S, ]4 k' Y
- XASVER_37 = true7 M' \: f& p7 Z% W! `
- ' F" L! h& @0 W& M/ ?
- #===============================================================================
6 f. ^# {$ v" y9 w& t$ V: w - # Numkeys Module
: L4 X: y. F+ [ - #===============================================================================
: D: ]0 V. k$ L) t- D1 U) m& q: }8 L - module Input
1 j+ }3 m9 }6 ?6 K, ^. g - Numkey = {1 => 1049, 2 => 1050, 3 => 1051, 4 => 1052, 5 => 1053} _1 a4 d: X6 L6 z2 w, I6 b
- class << self: I) u# a I8 ~% e
- Key = Win32API.new('user32','GetAsyncKeyState',['i'],'i')$ F' f; o9 U g) w" u D" d+ X
-
0 I% }' W; `$ c - def testkey(key)7 \! q0 ^* \: L8 X) v- `; H3 j
- Key.call(key) & 0x01 == 1
& J$ M! G+ }) h3 X$ T" i - end5 q! a6 Z1 {! \# D# H
- 1 H' B6 ^0 _8 T8 w7 V
- alias hud_key_update update' V; _" \/ ~2 `4 g
- def update- x9 F6 m2 q8 d
- hud_key_update
5 |0 i0 r4 {. F5 B- y - @pressed = []
8 k: W" m9 i% b P0 z - for key in Numkey.values3 O; T0 G1 L7 u1 p! i) Z
- key -= 1000
2 ], a9 J( ~% m/ \ - @pressed.push(key) if testkey(key)
$ O3 \0 |9 _5 X0 P1 H$ E- ? - end
; V1 v& ~( Q+ `/ Y6 ? - end
- [, Q" j+ j& P9 u0 ] -
" e- T! M+ ` d6 ?9 ? - def pressed?(key)3 d+ y& t ]3 l6 U$ o+ _3 ~
- key -= 1000
0 \, q6 Y" X; T( Z - @pressed = [] if @pressed.nil?( X2 p# i6 p" o) H+ n7 E* n
- return true if @pressed.include?(key)
6 S9 {$ c8 N, P* o - return false
8 E8 X7 M- r: G( U, N: M5 s - end
2 V% T& {$ S/ a" J - 8 A0 K8 k/ }: R/ F
- alias hud_key_press? press?
; A% o1 ?# T! A$ [+ Q - def press?(key)
. ^" q/ c3 x; A - return pressed?(key) if key.to_f > 1000
8 M+ h" ^4 K. s9 P/ J9 h% c7 x - hud_key_press?(key)8 X! k+ F4 T, T0 `+ m( P/ t
- end) y2 s; g2 ?: K
- end: R+ J R' x0 g, L
- end3 \4 L( Q8 D" c) _
- # o1 p$ T8 X3 C
- #===============================================================================
4 H, M0 @1 l2 y# w - # Game Player
! M' P) b0 s/ d2 o: D9 R - #===============================================================================
( o, q4 H6 H5 J4 f - class Game_Player < Game_Character
/ H3 x* m$ @+ r& @ - attr_accessor :hud_equip
. ~' @( q& @% t7 c, F' [2 m# j -
+ Q b/ U4 ~; I, D3 t - alias hot_key_hud_init initialize
9 m, A" H! d9 N - def initialize, [* X2 d+ R. e2 Y, ]& U6 p2 u
- hot_key_hud_init
& M6 y t' @ ~' _( N/ o* D - @hud_equip = []
9 j/ k( l7 i1 o8 M! ~ - end0 x! {$ A* u0 V$ t+ I8 z! I5 H
- * M: T [' _ v
- def equip_item_to_hud(n, item)
# z8 J+ y% e; z9 h4 U1 W - if item.nil?3 P) n( x9 N5 \; t# D
- $game_system.se_play($data_system.buzzer_se)
. x4 u P! x( y# T* D2 o k& s - return
/ C4 S) B Z+ P' S( M4 r9 X! s - end
* H0 [6 N5 e6 h! @/ o. |- L# ` - $game_system.se_play($data_system.decision_se)
- a4 j' I& k, m+ Q& U* c" G+ r - @hud_equip[@hud_equip.index(item)] = nil if @hud_equip.include?(item)( x( z0 u6 E U5 H
- @hud_equip[n] = item
- U2 o' s0 u0 c1 I# a( s - end
! j9 x' U& ~$ m$ p# v: c - end) E" m A! E; V- L" _) U
- 1 Z' Y+ @/ \* y/ t( ~
- #===============================================================================5 |6 M; l0 q$ _% a. p
- # Quick Skill Window
) H& R. K B; _& Q$ c) P - #===============================================================================
1 C& B! z$ _ J$ R - if XASVER_37 == false
* [6 L: I" T9 V4 ?$ t - class Xas_Scene_Skill
! X, w* v, ~, p- {" U- Y L* ~3 u* l - alias hud_quick_menu_main main. e) _, Z# x! D* m
- def main; e1 ?3 c- X* M6 Q) _) F& y
- @hot_key_hud = Hot_Key_HUD.new
+ f- _. W5 T5 S: x! m, Z5 w - hud_quick_menu_main- v; p3 d8 ]0 S) m& c- v/ @
- @hot_key_hud.dispose9 q: F+ G# F8 N3 v ^
- end3 U3 E/ s1 L6 ?- j
- & _. ~$ C& h- _3 Y. a
- alias hotkey_hud_qucik_menu_update update+ t1 d& Y6 g1 D) L
- def update
0 a2 _. }6 d2 \) [0 `6 C9 Z - hotkey_hud_qucik_menu_update8 i7 }3 f8 w( x. q" b0 }: W
- # Hot Key num 15 g; a9 x9 g2 t. j3 F3 q
- if Input.press?(Input::Numkey[1])
) w1 o7 X( T" s" S+ X. d1 w! p - $game_player.equip_item_to_hud(0, @skill_window.skill)$ A& e* A9 R# I w1 f% P5 u2 [- k
- # Hot Key num 2, |6 L4 L3 q+ H* s. i6 N% X
- elsif Input.press?(Input::Numkey[2])
9 G- H* z+ G& X0 R) m" n - $game_player.equip_item_to_hud(1, @skill_window.skill)3 ~+ A, I1 a) K! y+ e0 W0 H
- # Hot Key num 34 [3 |3 N8 H! o8 G$ E) T/ h2 G
- elsif Input.press?(Input::Numkey[3]) g& v" N4 P! r' E' n
- $game_player.equip_item_to_hud(2, @skill_window.skill)
- _% b+ ]- l* }8 r, o f - # Hot Key num 4
& X4 G. K& ?8 `5 O - elsif Input.press?(Input::Numkey[4])0 B2 N8 F1 C v4 l; l, y- }
- $game_player.equip_item_to_hud(3, @skill_window.skill)
4 [& p3 N2 C z: M& f9 ?+ f - # Hot Key num 5( J6 d9 D9 Q5 B) l7 A& o$ G
- elsif Input.press?(Input::Numkey[5])( F/ y2 j# v" B+ A) v/ G! b
- $game_player.equip_item_to_hud(4, @skill_window.skill)' x2 b* p- S* }) }% a) u `
- end
# C. M( I$ l8 g3 z0 h2 ]2 n. @( b: L - @hot_key_hud.update# o# T$ Q% s" r0 M
- end8 E: o# x1 u2 \3 u0 c- b
- end
1 n: M; y: H) ^: F0 U' F7 M - else
8 @8 f1 V! F" `2 f4 v r - class Quick_Menu_Skill7 K5 z3 W( y+ q/ n
- alias hud_quick_menu_main main/ u$ b1 c( Q6 h4 c: h
- def main
& s5 Y( B( j$ R3 c* Q$ q - @hot_key_hud = Hot_Key_HUD.new/ r9 f, r4 f$ ?
- hud_quick_menu_main
' p, P/ d6 c5 Q) X6 X. Z - @hot_key_hud.dispose9 b3 D; ^6 i" T7 E
- end
3 O% I8 b0 D7 X# Q$ p3 E w( K -
' G q5 v) z9 U i: v: u - alias hotkey_hud_qucik_menu_update update
2 }9 ?! a/ F8 n+ z3 H0 { - def update
" `8 X7 q. u/ v7 c1 m0 C7 O9 | - hotkey_hud_qucik_menu_update
* Q$ O; n+ S; p, \5 b - # Hot Key num 1
0 m6 G" _4 P h' y) n6 w1 b7 J - if Input.press?(Input::Numkey[1]): W& W( i; w' j2 P3 d! u; i
- $game_player.equip_item_to_hud(0, @skill_window.skill)! d. e; Q4 l: J
- # Hot Key num 22 k- j' H* X% l* V( C3 }( X4 q
- elsif Input.press?(Input::Numkey[2])
/ S+ s( a* o, x [ - $game_player.equip_item_to_hud(1, @skill_window.skill)
% A0 \0 w# U) s8 D9 |6 s$ L - # Hot Key num 3" h) `" y, Y9 n6 B
- elsif Input.press?(Input::Numkey[3])6 J% q$ ~/ C# y1 M& b' a) H
- $game_player.equip_item_to_hud(2, @skill_window.skill)4 j9 ~% B/ p3 E: u
- # Hot Key num 4" |9 g2 E& _6 Y; L4 U. c) N
- elsif Input.press?(Input::Numkey[4])! X0 T& @% @ n
- $game_player.equip_item_to_hud(3, @skill_window.skill)
" |/ j1 f9 |' L0 @% Q* M - # Hot Key num 5: k3 @; E) `0 D5 o& w
- elsif Input.press?(Input::Numkey[5])
( e. ~' O% m" u - $game_player.equip_item_to_hud(4, @skill_window.skill)5 p6 U- p$ n6 y% I- l% r+ \
- end$ q+ d5 K' I# u
- @hot_key_hud.update, h+ O7 b. E f4 j
- end M' d- w/ p, }
- end+ i/ {3 }3 B0 U+ {: l, h
- end
+ N$ y( w4 a% R# Q% Y5 Y - 8 D; w! x8 r) m. M
- #===============================================================================
6 \6 n1 g( [/ b* H5 w& L: Y - # Quick Item Window
, ]. @) D% R7 u0 Z! W; F# Q - #===============================================================================7 w7 O9 k$ ]8 F" `
- if XASVER_37 == false- w" K& M# g+ }5 I" ?
- class Xas_Scene_Item( L5 D0 E) d% R! r
- alias hud_quick_menu_main main. @0 B0 b4 [& Q: }
- def main6 r7 |2 J$ Y. T1 r0 ]4 R
- @hot_key_hud = Hot_Key_HUD.new
9 Y+ F; F5 E" p1 ]2 v% v5 x - hud_quick_menu_main$ N! g- L; T! j1 {& v9 @1 \
- @hot_key_hud.dispose
7 x1 n" w* G: u( A# w2 `8 ~0 ] - end
" w G) }; M/ t5 T1 R7 b -
: C2 S: I6 q r- ?0 V+ o$ t - alias hud_key_update update% f+ `) W. m8 }
- def update
/ e0 A' t7 m2 R2 c$ ~3 E. r. T - hud_key_update
4 W# |! g* p& a# y - # Hot Key num 1
P' b& S, }3 Z: s+ N- c - if Input.press?(Input::Numkey[1])
1 U3 Z* L$ \( \) \9 D% {( c - $game_player.equip_item_to_hud(0, @item_window.item): O. D- r+ b" J: ^- z- m- S& R9 P8 d
- # Hot Key num 2$ B- S' A' X) z8 J* X
- elsif Input.press?(Input::Numkey[2])( c1 ]$ I+ ]" B" L
- $game_player.equip_item_to_hud(1, @item_window.item), i! F& v: R' a( E
- # Hot Key num 3
8 `% u6 K6 i- ^& A, X6 g - elsif Input.press?(Input::Numkey[3])$ Q7 Q2 M; ]' O) L# n. c
- $game_player.equip_item_to_hud(2, @item_window.item)1 {, z6 H6 c. `2 B& Z
- # Hot Key num 43 ]- Q9 o" L; j+ F7 i5 T
- elsif Input.press?(Input::Numkey[4])
9 Q& |- Y4 q1 j" }1 V4 S6 w$ b - $game_player.equip_item_to_hud(3, @item_window.item)
+ X6 e9 R2 |4 Z1 i+ l - # Hot Key num 5* R6 D3 [! j0 }3 z4 X
- elsif Input.press?(Input::Numkey[5])
1 { t) U8 h" S1 T# E" z - $game_player.equip_item_to_hud(4, @item_window.item)
, \! l, n0 b7 f& S! L" @6 s- ~ - end, S- Q4 _* \: M1 ~2 |6 B
- @hot_key_hud.update" s; p* I/ O2 b. a V6 |; L
- end; [ J$ Z4 O' z5 g ^( M
- end
0 \( M9 u7 V1 y9 U( s$ O F - else& Y4 R! {3 f5 y* U5 Y# a
- class Quick_Menu_Item. u* z) i4 S# S
- alias hud_quick_menu_main main6 T) |8 q; I( ] p+ i$ f5 P6 x f
- def main
7 W$ D4 D4 ]$ T) q: ] - @hot_key_hud = Hot_Key_HUD.new/ m6 ~8 [4 e1 r: ?; I. O: n
- hud_quick_menu_main2 S( R {9 s. b) E
- @hot_key_hud.dispose; {& J, F) ~* H8 j2 y4 u
- end
* l, D9 W+ \* R2 D A" d - $ T$ S9 `% {4 g$ ~% Q7 R" R$ ?1 [
- alias hud_key_update update
; O1 V- H, j7 ~! J+ h - def update
& F0 i& S! \7 s6 f6 {& v: b - hud_key_update0 ?0 J: ]# }; E$ k
- # Hot Key num 1( y' N3 e- z" ]8 a. D+ r' o
- if Input.press?(Input::Numkey[1])
3 C- F& m( y `* z& o - $game_player.equip_item_to_hud(0, @item_window.item)
( D) p8 _" [$ R# P7 S+ g - # Hot Key num 25 T1 r9 Z6 n) w7 l, n; E
- elsif Input.press?(Input::Numkey[2])4 `. p# E8 K" {2 D( A+ ]2 n$ \
- $game_player.equip_item_to_hud(1, @item_window.item)( m! d9 d) ?1 e$ D: Y& r7 T
- # Hot Key num 3' O+ c `+ d/ U9 R) Z' y9 w
- elsif Input.press?(Input::Numkey[3])+ h" _: S" M" j3 k' E
- $game_player.equip_item_to_hud(2, @item_window.item)( \2 @1 C% e* g# ]/ Q+ i9 Z( ]' u* i
- # Hot Key num 4# ]1 @$ p$ @9 n0 }9 U# F1 I. @. G1 x
- elsif Input.press?(Input::Numkey[4])5 ?6 R8 R) ?+ @$ f. ?- y/ q0 s+ G
- $game_player.equip_item_to_hud(3, @item_window.item)# g0 W x- M9 F9 h7 A0 ~8 U
- # Hot Key num 58 T2 o j6 F! e4 L$ s$ R/ f
- elsif Input.press?(Input::Numkey[5])9 {* N- K' o2 u
- $game_player.equip_item_to_hud(4, @item_window.item)* n$ F3 O D+ ?# M& D
- end5 v4 n' s. }5 F
- @hot_key_hud.update4 \0 ~' ?1 o7 q( c* S/ R6 |
- end
) m# x8 k5 s( T4 K" m - end
8 u3 Z M$ \' b. O7 P - end: F3 I) q; q" {. q( @! T" j
! y! X- m, b5 C# K# V7 g- #===============================================================================
- \0 l y% J' ? l8 K+ h1 F; Y4 X - # HUD Window
, P% q) r# [ d7 ~; m7 b) F - #===============================================================================
' T; I7 p9 c" h4 v( A( E6 j - class Hot_Key_HUD < Window_Base3 _/ b2 O5 N) q: Z# ^
- def initialize(x = HUD_X - 10, y = HUD_Y - 15)4 Z) b- a+ S1 s1 T N! }
- super(x, y, 220, 80)' q) V. \! w I6 |+ F) }2 A1 j
- self.contents = Bitmap.new(width - 32, height - 32)
p7 ]) a" N+ @" {. } - self.opacity = 0
$ P z4 c5 f) W. b6 [+ J - @actor = $game_party.actors[0]; f# w& m- R" \* b' l
- refresh
& Q- u# O. T$ h) X1 b3 i0 } - end7 p. r4 L8 K! M
- , ^3 Q: K# m# ~; Z7 w
- def refresh- l. F2 x9 y1 p! Y1 D8 i& v
- self.contents.clear
1 P" h0 K: B% t - bitmap = RPG::Cache.picture("Hot_Keys_HUD")8 ^7 a) S$ Y2 }/ |' B5 c* A
- self.contents.blt(0, 0, bitmap, Rect.new(0, 0, 160, 32))+ s% k ?, x; F* I( }: m# [
- for i in 0..4- E8 U" d: W- O$ t
- x = 32 * i + 4
& j( ?4 X# O7 r; \$ i! F$ _2 F" s - item = $game_player.hud_equip[i]
# k& q# }- o- T1 H' u1 g7 ] - next if item.nil?- A9 O+ D( f3 P. R1 I% e6 m! ~# w) ?
- if item.is_a?(RPG::Weapon)
- z, M! _: O3 D% A+ O$ ?7 ` - item = nil if $game_party.weapon_number(item.id) == 0 and
- @/ v/ F1 t5 r$ G% U' ~7 T - @actor.weapon_id != item.id
& I* X0 u# c! f - elsif item.is_a?(RPG::Armor)
* Z/ h1 ^# \. [6 V - item = nil if $game_party.armor_number(item.id) == 0 and 4 i8 p' [7 N* B4 m! X0 z
- @actor.armor1_id != item.id
$ a! N5 {. ~& W1 N+ |3 g - elsif item.is_a?(RPG::Item)
* T: l0 B, Y1 ^0 C+ v0 @ - item = nil if $game_party.item_number(item.id) == 0 or D7 h9 c, }! {) h& g5 _
- !$game_party.item_can_use?(item.id)
) M8 Q. d8 \* M; D3 T" B9 j q% F% H7 | - end$ ~9 O6 _' t+ q- |& b
- bitmap = RPG::Cache.icon(item.icon_name). [* w |2 B7 V9 @/ J2 K3 t9 |
- self.contents.blt(x, 4, bitmap, Rect.new(0, 0, 24, 24))
& ?! y. {3 o( M - end2 q0 g% Z3 G+ H. O, v4 E
- end9 m# o1 j5 U( }
- # B% d* Z6 |4 O
- def equip(item)& } `3 N' N* J5 U1 D" H0 K
- if item.nil?
; d" J" ?+ I0 O' s9 c - $game_system.se_play($data_system.buzzer_se)
4 T1 P1 I8 F: ] - return
* k$ P: e# E! ]2 N2 K - end2 w; l0 m2 v4 e" w% k
- if item.is_a?(RPG::Skill)
& R1 N$ }9 ]- \ - if [email protected]_can_use?(item.id)9 D3 l1 H/ d1 ]( ?! n& w v4 O
- $game_system.se_play($data_system.buzzer_se)8 S0 ], P9 ~; I9 |0 U% R1 K
- return+ r# c( N7 N: m+ {# f9 g: c3 r/ e
- end
* T4 b# O. y3 @# _) g - $game_system.xas_skill_id = item.id
8 J V+ R6 Y* g _7 N8 d3 | - elsif item.is_a?(RPG::Weapon)
: b# C; d1 W) U. W! m& v F - @actor.equip(0, item.id). x7 |, F. _1 y
- elsif item.is_a?(RPG::Armor)# Q8 @) x/ W* ^7 }6 N
- @actor.equip(1, item.id)! M" k- P7 j: T) W+ d0 Y" Z
- elsif item.is_a?(RPG::Item)
, m7 W$ w2 r6 h- c1 {1 j - item_tool_id = XAS::XASITEM_ID[item.id]0 J1 ^# ~+ E H4 K9 P: t
- if item_tool_id != nil" s( p7 W5 M8 z
- unless $game_party.item_can_use?(item.id)6 E4 {0 L+ i! T' `0 j* h( x
- $game_system.se_play($data_system.buzzer_se)
* L# g) i0 S( i& P9 t - return- Y' ^- S5 K. B6 \
- end
0 ]. _; Z4 m9 }! R% a - $game_system.xas_item_id = item.id8 w6 {3 \4 F4 }: V+ e, ~
- end
/ I6 }5 G* y1 J% [% |8 N - end
# R$ ]/ C3 c5 t; E* r9 R& G - $game_system.se_play($data_system.equip_se)$ e2 H$ B3 M+ Y- }( T. E
- end
+ i* [; M1 f* A( J -
" q4 C- x$ q+ q# c# [; | - def update
' O# m) t2 {) q* I+ h8 E$ n; |" ] - @actor = $game_party.actors[0]0 Y# ~2 a" x. ]# w& t4 u9 y( ]
- @hot_keys = $game_player.hud_equip
' x ~ x4 k( v7 d4 e+ J - refresh
* @, H7 y9 V. b/ C- L - return if !$scene.is_a?(Scene_Map)
5 a4 U: [- W) v, e( h. m - if Input.press?(Input::Numkey[1])& x- |- Q, \# _" L3 O4 e: }
- equip($game_player.hud_equip[0])
. u& `2 G& D; X6 {7 M) a$ C - elsif Input.press?(Input::Numkey[2])
3 W% y, ?4 @6 t; A0 A - equip($game_player.hud_equip[1])8 f. {7 |' `$ T$ e, @! t: U
- elsif Input.press?(Input::Numkey[3])
5 \6 H, C" d1 |2 n- @ - equip($game_player.hud_equip[2])
0 k: C9 O O( z0 d - elsif Input.press?(Input::Numkey[4])
l; |9 U" b5 ^' h - equip($game_player.hud_equip[3]) + t' v# i) M$ ~7 {
- elsif Input.press?(Input::Numkey[5])
5 t% S* a: L/ q$ e; E: Y2 ? - equip($game_player.hud_equip[4])
8 P B* y% ?6 o4 S8 ?' q- ? - end$ F# l# L2 f s, d& N
- end
0 l! _, J- ^8 b( M; v* } Y7 Q( l/ T - end
' ?0 o" h1 \5 o1 ^
8 O- K/ r+ t+ C: F, ^- #===============================================================================, _" k& D* k0 |6 B
- # Scene Map
* U4 |9 t- ^9 n8 p0 ? - #===============================================================================
0 q' Z. g; U" U) ^1 P+ h7 ~1 ~ - class Scene_Map# I# H9 j# o( i% \0 F
- alias hot_key_hud_init main
) ~8 Z& Z( Y a - def main
! E- l1 M# B: P& T6 ~: p - @hot_key_hud = Hot_Key_HUD.new9 g9 f$ I& W7 h& |" X, Q
- @hot_key_hud.visible = !$game_switches[XAS_HUDDISABLE_HUD_SWITCH]; d( f8 Q# ?) k* D& [
- hot_key_hud_init
# W/ K! n% c! r( R! r" l - @hot_key_hud.dispose
7 u$ {5 i/ B" k$ d, M+ J( C - end
( H- ?* F- F( F$ t; ^ - : I& x; z4 ]( A, W
- alias hot_key_hud_update update/ j0 a) ~* V- C( i1 o
- def update I+ N ?9 ~( i/ V0 I7 i) F
- hot_key_hud_update+ R) K2 G! x) E% s
- @hot_key_hud.update$ t) q, [$ J: |) b8 \
- @hot_key_hud.visible = !$game_switches[XAS_HUDDISABLE_HUD_SWITCH]1 K) Q: z9 P0 G2 Q1 [6 X7 i/ d I
- @hot_key_hud.update if !$game_switches[XAS_HUDDISABLE_HUD_SWITCH]
# {0 y# }. `# M' o8 U - end( H) L+ b! W/ |2 D: D
- end
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