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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,4 Q, t. a- S6 m. Z8 v; W" N: N
不知道有人能帮忙看一下吗?- #===============================================================================
7 }0 W9 s) G& x - # XAS - Hot Key HUD0 I( n: O5 `7 s- K
- #===============================================================================
/ k: y3 J/ L$ v+ F9 u! p+ T - # By Mr_Wiggles3 V U4 i& @7 R4 i0 @% T' C7 r; y
- # Version 1.3+ W* I2 n, v( k6 ~5 |
- # 7/6/10
$ ]" S9 y3 Y- t2 L: O+ I8 L& S0 K - #-------------------------------------------------------------------------------
3 D# {2 N" d2 p7 B1 j - # Instructions:
- C% z; Y: K! y( l+ C9 H - # Fill in the constants bellow, paste this script above main and bellow XAS in
" L1 K$ u3 l+ K- V0 r" V/ B3 I - # your script data base. BE SURE TO SET TO THE RIGHT XAS VERSION!!/ c D! ^1 b. } m
- # : l( v' O( S/ ]3 [' a/ R6 L
- # Place the "Hot_Keys_HUD" picture file into your game directory * b% f+ x6 U0 G; E* f) P8 U7 J
- # Graphics/Pictures folder.& A8 X4 P& b! A" I7 l
- #-------------------------------------------------------------------------------/ c# u( B% `0 g: M' L3 q
- # Directions of Use:! s1 A7 L `# Z7 {. [0 M
- # Simple just press a number key (1 - 5) when the quick skill or item menu is
4 x' x" f" B4 A - # Showing.- ^+ M; o. { U. ?: b
- #===============================================================================
3 p# S) W. n( J7 Q# B - HUD_X = 0 # X pos of HUD+ R. @+ c* |& `) j, l) H y
- HUD_Y = 0 # Y pos of HUD
% Y9 L2 E/ E" [. W - % H) x! j% L/ V/ [& c# Y% W# w
- # Set true if XAS 3.7f; k7 \0 |) n+ Z/ t5 Q: _* m
- # set false if XAS 3.6
( ]/ P& Z: d( f6 b: J - XASVER_37 = true
% u2 E0 K- j6 t" D
L; V+ I6 f4 V* `, \& D% W# W- #===============================================================================
: p4 C. y* _ f5 S' k' m/ B - # Numkeys Module& N! \+ `: Y i) g5 `" {
- #===============================================================================8 Q- c) e% l% ]3 {- M
- module Input
+ J) P$ G! u, P% F$ N: y7 [/ g# ^9 x - Numkey = {1 => 1049, 2 => 1050, 3 => 1051, 4 => 1052, 5 => 1053}" C$ v0 J5 k" `; ~
- class << self: D6 c3 \' U8 D( h/ w
- Key = Win32API.new('user32','GetAsyncKeyState',['i'],'i')
\! |" _; n8 o3 f7 w - , x' @ H* ]7 }+ H2 d
- def testkey(key)
! n: s7 h5 U% Q% ]; o8 x - Key.call(key) & 0x01 == 1/ b9 y6 @0 w4 _0 k& U: B& o& M
- end* z7 f) u a+ t" {: J( A
- 4 m7 u$ W" U# [, p- J( M
- alias hud_key_update update: f: h) }2 p( V! |7 e: F4 Q' J) ~
- def update
* k( L6 W; `! m; P- q5 i - hud_key_update3 Z+ y C( `: Z: {' k) e+ m+ a
- @pressed = []$ \( _* U; V% S( @: ^
- for key in Numkey.values3 T6 p" ?2 c# Z/ n/ W, r
- key -= 1000
( k. ~ t. P# r t; Q - @pressed.push(key) if testkey(key)' ^' O. o' O) G7 N% H2 J' q7 }3 R
- end
5 N0 L! b( l1 e4 m" | - end3 A: ]- N$ P, h& J9 l9 x% E
-
7 q7 W2 N+ F6 R* a5 { a2 ? - def pressed?(key)
6 }6 [" b7 Y) W$ V/ `# o- u8 e0 V - key -= 1000
% G/ r8 D+ I% ~5 m' I8 Y - @pressed = [] if @pressed.nil?
* d+ ~; J" f5 x3 R9 C - return true if @pressed.include?(key)" }9 E& } z& x ]. p6 e: k" h3 e& \
- return false
* r2 i+ C# U _# P" T, q - end, y, e2 \: q' J6 N) |
-
& [4 _) X& S1 u# X/ K! R) g - alias hud_key_press? press?
8 k( n, L- ?, C I6 t/ k - def press?(key), X1 N) s- ]- m$ s
- return pressed?(key) if key.to_f > 1000
( V) B& m$ H/ l, s - hud_key_press?(key): g! L, a, ?5 o
- end7 n0 G* ]2 v. Y @' j u
- end
. c' b' L2 Z+ p. G% \ - end$ e2 J/ Q4 q5 }: i2 \6 a$ f, v
- " ]5 m; v" z1 q
- #===============================================================================& @9 r/ e& U9 h ^+ R" X
- # Game Player( a* }/ ?; |) i d, O$ F" R7 W
- #===============================================================================2 U% T( e+ e, n5 G
- class Game_Player < Game_Character2 m9 m2 i, Z! D) _, H: Q Q
- attr_accessor :hud_equip
+ e& _% y4 Q. F1 t9 U' b6 a -
; _/ A& \5 C6 A4 U/ O - alias hot_key_hud_init initialize
, Z* h [2 ^ V/ K/ _" [ - def initialize
" q+ o1 ]* T' D; q% Y - hot_key_hud_init
3 q: C p& e$ A0 M. |. l - @hud_equip = []
" n: Z' }( E4 P' r - end
) A! G) {& r8 S! u+ l -
' A M u3 p$ G, ] - def equip_item_to_hud(n, item)
7 i+ S9 p3 k8 I5 L* D& ^ - if item.nil?7 z/ p3 E, C& P' I! z! ?
- $game_system.se_play($data_system.buzzer_se)3 w2 c! C3 K7 E3 J5 i! m
- return
. M: w2 c# o; X/ j+ x - end# x+ C' {% ~4 W2 p Q
- $game_system.se_play($data_system.decision_se) T- n8 {" r$ J( @; y# @$ N
- @hud_equip[@hud_equip.index(item)] = nil if @hud_equip.include?(item)0 c: F) r8 K& ?, e
- @hud_equip[n] = item
, T" m" ]" d) [1 U5 C - end$ E7 s( N& n# U8 w
- end
8 m* ]1 q+ _1 W& i - , f$ ]6 G8 L9 [ C1 r' o8 m
- #===============================================================================2 k0 [6 d7 C+ c4 F- b6 M! ?
- # Quick Skill Window
, i$ l! Z/ H! _: C4 f/ V$ O7 s, Q - #===============================================================================
: q6 C' j' v. V( j. G a8 x. ^ - if XASVER_37 == false6 w; n6 i, e. E" g
- class Xas_Scene_Skill3 ?' }2 S: {. I7 P
- alias hud_quick_menu_main main
7 ~. h" T6 V0 ?2 L - def main
3 a8 i/ j Z+ s! O' V2 q - @hot_key_hud = Hot_Key_HUD.new
- M2 A; l; L* _$ b2 W$ g - hud_quick_menu_main- V6 h9 i* `# ?) t" t5 X; @ R
- @hot_key_hud.dispose
4 r( u! a9 b& Z9 [3 f - end
3 I+ [. F' g( C5 I/ D. V -
" ]( C+ y" X) Q3 S - alias hotkey_hud_qucik_menu_update update9 l) O# G0 u3 x5 h
- def update
8 ^- M |3 N" P8 b/ A3 \8 U m - hotkey_hud_qucik_menu_update2 X. m R% n# s4 c* V
- # Hot Key num 1
2 a; v, {8 g1 c y" Z8 @ - if Input.press?(Input::Numkey[1])2 [) W# b7 k2 v7 \
- $game_player.equip_item_to_hud(0, @skill_window.skill)) A' l4 G" U+ K
- # Hot Key num 2/ F* u3 p+ T& ^& C7 f' A
- elsif Input.press?(Input::Numkey[2])
% n) e- K8 ]: x) x1 n - $game_player.equip_item_to_hud(1, @skill_window.skill)
7 t) p2 w! m% l. }4 v) ` - # Hot Key num 3
9 Y# p6 Y% h4 y B - elsif Input.press?(Input::Numkey[3])
& K4 v. H- j4 a3 P1 Q - $game_player.equip_item_to_hud(2, @skill_window.skill); O% S8 ?# ~. B+ E; N" u
- # Hot Key num 4
+ d2 o+ A( _9 G" C7 l1 g$ A# }, o - elsif Input.press?(Input::Numkey[4])
: ~. m$ }- {* S& s9 s9 c! | - $game_player.equip_item_to_hud(3, @skill_window.skill)
) h- R3 R+ r: X( F2 e7 Z" r+ H - # Hot Key num 5! d$ l' q2 D$ I0 ?( j# ?/ w
- elsif Input.press?(Input::Numkey[5])- R% {# J' r0 K; P) B1 V
- $game_player.equip_item_to_hud(4, @skill_window.skill)
$ ]8 T4 ?( t# A% f% T/ } h) \2 [ - end
2 d4 M! H* n4 L: I) d6 l% G - @hot_key_hud.update/ I4 x O2 ]/ d0 ^/ m
- end
$ N% P6 F b* d5 j( M' q7 q6 I! G- b - end
- t' v$ G5 d; @5 P& \4 W - else6 e, G4 E) p+ A! {8 X6 c) w: X
- class Quick_Menu_Skill
# F) j4 n% Z# R - alias hud_quick_menu_main main+ {. J s/ @6 V9 g' J+ ~
- def main* X: p1 Z) @9 A& y% B0 _
- @hot_key_hud = Hot_Key_HUD.new6 P9 p$ a. A' y c) q5 F
- hud_quick_menu_main8 L! o ^, \9 G
- @hot_key_hud.dispose [& O1 G0 }+ F5 j) ^8 i) F% M
- end) e& @ i* {# |6 k1 M4 Q
- $ R" t. M4 ~ D2 H1 E
- alias hotkey_hud_qucik_menu_update update
( S9 J4 b. G7 |2 c* [ - def update$ ]. @3 j" P+ \! e; r7 q; _$ K1 ?
- hotkey_hud_qucik_menu_update4 E7 r% o6 _5 ~5 c
- # Hot Key num 1. b! T9 z$ ]6 X6 O* ]3 b
- if Input.press?(Input::Numkey[1])
% [# q3 b/ l+ Z" S5 O7 v - $game_player.equip_item_to_hud(0, @skill_window.skill)
- }' r. O* R% D$ p! E" S - # Hot Key num 2: i& o, C( }: I; K# }' x
- elsif Input.press?(Input::Numkey[2])
$ t% U& z3 A# S. ^5 M, @" | - $game_player.equip_item_to_hud(1, @skill_window.skill)
3 G8 `6 c+ q3 N* p - # Hot Key num 3
8 C6 S7 N4 k# I5 n0 Y( G - elsif Input.press?(Input::Numkey[3])
/ j: b/ S- x; c9 {" K. n- l8 \, V - $game_player.equip_item_to_hud(2, @skill_window.skill)
! ]0 `" c; N" U! R5 T - # Hot Key num 42 t) n( s$ y. `% Z
- elsif Input.press?(Input::Numkey[4])7 L8 |+ x. s! D& w3 b9 |) Y# C/ G
- $game_player.equip_item_to_hud(3, @skill_window.skill)
, J' }; @% C8 B4 P3 [! N - # Hot Key num 5! E- }; n: A% y+ b, X
- elsif Input.press?(Input::Numkey[5])0 M4 V3 L9 p: [9 q7 \
- $game_player.equip_item_to_hud(4, @skill_window.skill)
& H. F8 h' S! s - end
9 }: ?+ b6 R( \; I! `. m& G - @hot_key_hud.update' W0 D, z( X, k9 _/ n1 s
- end
9 w0 O1 R9 k) H7 D - end
% p F2 C# Z3 R2 q. _, V - end; N4 M3 m2 Z# I1 O
- Z8 F" K) _" ~, }& P8 U' x5 t
- #===============================================================================8 ]. K/ X* Z2 E0 E
- # Quick Item Window
! f& F( D d! E4 U* j. X7 L* C2 A - #===============================================================================
8 V! e! I. e1 ?6 y- ]7 g q - if XASVER_37 == false
" V" [6 N, Y" I* X# ^, l1 b - class Xas_Scene_Item1 u0 p/ R) T9 V4 F: Q+ L8 q0 d
- alias hud_quick_menu_main main
: ]) m1 R3 ^# d1 P; B7 |+ K- A' Y - def main
2 K3 P/ N* K+ X3 r - @hot_key_hud = Hot_Key_HUD.new
5 l" g; |8 z: @" K; Y - hud_quick_menu_main( E& ]6 [+ n5 n) G1 W. j. q" M$ M' ^
- @hot_key_hud.dispose% K" L n) l M6 K5 t5 y5 v, g" O
- end
( G4 y4 S1 f' F -
2 c' }/ @% s% d& r: s; n: c - alias hud_key_update update0 W4 ^$ l' \( N$ H& `
- def update, c; e& l2 d4 f$ q* y% U) r
- hud_key_update/ t% g, D5 L; ]& p j4 f
- # Hot Key num 1: M% a- a7 T4 t3 F, d5 A- w$ Z
- if Input.press?(Input::Numkey[1])
y' p3 F$ {* ^ e8 j2 k - $game_player.equip_item_to_hud(0, @item_window.item)
# T% K; ^3 Y- X8 O+ J# J4 C9 c - # Hot Key num 2
; _/ Q3 J1 m/ C" I - elsif Input.press?(Input::Numkey[2]) K# t, k/ X0 E( `# l* `3 L1 |
- $game_player.equip_item_to_hud(1, @item_window.item)3 o% N4 D3 S7 R) ?6 R
- # Hot Key num 3; b, e2 A* m( {5 T: R0 y
- elsif Input.press?(Input::Numkey[3])0 t# I) p2 z2 c. z
- $game_player.equip_item_to_hud(2, @item_window.item)& b! U7 Z9 g. T* `' k) X
- # Hot Key num 4
6 `' [8 r" K/ L! g. T& s* N - elsif Input.press?(Input::Numkey[4])
0 a4 ?/ }! y5 g0 N7 M; n - $game_player.equip_item_to_hud(3, @item_window.item)
8 a, v0 R% v0 O# \: G - # Hot Key num 53 Z/ p& ?& P, P2 G$ o% z$ S
- elsif Input.press?(Input::Numkey[5])
! o o5 O+ c# ]: N - $game_player.equip_item_to_hud(4, @item_window.item)0 n8 l, [: g1 b' m5 P4 Z& P
- end' J4 C7 z+ V$ w
- @hot_key_hud.update
& r# x+ h- W( o$ \1 `0 y - end( x+ t9 w9 E5 k) h" N* M+ n
- end
, D5 n2 g8 j- h: u" B - else* u' e8 |3 b* g: V& D) s$ Q& j e
- class Quick_Menu_Item% d m2 X; _4 o3 |! M5 k
- alias hud_quick_menu_main main) i f3 B/ V" s0 h$ \3 Z5 e
- def main0 i3 n! [% e; J' F5 N
- @hot_key_hud = Hot_Key_HUD.new! z& R- d# h# t* i
- hud_quick_menu_main
. d- L* a1 Z! a9 u - @hot_key_hud.dispose1 [6 s* W$ R% j4 D
- end: v0 {5 d: d, i& a8 G4 \: h
-
+ y0 K, E- S- J7 p, _; P - alias hud_key_update update
: B- x+ \) j7 P0 N - def update
8 w0 |7 C6 I. \; j7 z$ q - hud_key_update8 `3 |0 T: g+ q7 u$ }# Z3 Q
- # Hot Key num 1& w7 b: Q( F$ {0 G* t: ]
- if Input.press?(Input::Numkey[1]) K( M' B" z/ ^8 f/ [- ]) A% S
- $game_player.equip_item_to_hud(0, @item_window.item)" V4 y+ d% F, {2 f2 c+ C* B
- # Hot Key num 2+ W/ X u: k/ c' b) b- E
- elsif Input.press?(Input::Numkey[2])
, R% i" s* [7 a - $game_player.equip_item_to_hud(1, @item_window.item)* Q0 p6 x% k3 z, i$ L& ]! K
- # Hot Key num 3
2 |; g/ { t3 _8 d5 R# R - elsif Input.press?(Input::Numkey[3])
2 u4 f& y n6 n; G# I. f s6 f - $game_player.equip_item_to_hud(2, @item_window.item)& e3 n; l2 ]. R. b2 K
- # Hot Key num 4
0 @& M- Y" |- } - elsif Input.press?(Input::Numkey[4])/ U. l3 e8 j1 a1 ^
- $game_player.equip_item_to_hud(3, @item_window.item)
+ G: J% Y& I% j3 q: ]' V - # Hot Key num 5. x% k2 T7 b6 _7 g$ t4 s, ~
- elsif Input.press?(Input::Numkey[5])/ W8 u; \5 N9 S5 T7 G9 _( _
- $game_player.equip_item_to_hud(4, @item_window.item)
4 d m0 y/ H2 |1 l9 d# f - end
5 E. U3 j3 V1 T. A - @hot_key_hud.update$ e v* V! J: _2 j/ S/ z
- end
6 I, ^. _4 x) m" }- [# m - end% n- X$ G; c- U+ h/ @
- end( Y. V$ D0 N6 p+ }: o
- 7 h7 O/ t7 G" L! w
- #===============================================================================
4 g9 M. ^' K8 P+ G* }; ~5 ~ - # HUD Window
8 d* _6 u. L6 R" F# ?! ?( c - #===============================================================================* j$ B3 o7 Z* d9 B! b
- class Hot_Key_HUD < Window_Base4 p5 t; N8 s+ t. M
- def initialize(x = HUD_X - 10, y = HUD_Y - 15)/ O1 e+ Z7 |2 W0 K" z+ \
- super(x, y, 220, 80) f ?! q2 w* e+ z: H
- self.contents = Bitmap.new(width - 32, height - 32)
& v% C/ a3 e0 K6 m - self.opacity = 0' Q/ A! S- `3 z1 b& V
- @actor = $game_party.actors[0]
+ P9 { [" ?0 O) n F - refresh5 e2 a, G( e2 M5 k6 a6 @% x
- end
5 \1 L9 e2 p4 [9 E" d - 1 [) S/ `( g& R2 v- k& s. w |
- def refresh/ ]$ e: R" h. Q4 {
- self.contents.clear* k! ^7 ~) N1 x' L) s) [; b9 k# r7 I
- bitmap = RPG::Cache.picture("Hot_Keys_HUD")
3 ^! J6 K, |" T: Z/ P" ~; U - self.contents.blt(0, 0, bitmap, Rect.new(0, 0, 160, 32))- r1 S5 j5 _, N% C
- for i in 0..4' I! k8 X' G, W% d
- x = 32 * i + 48 z8 x" [( E. x" c4 ?3 F: x( I( D
- item = $game_player.hud_equip[i]5 F8 S# w1 { {; X5 k
- next if item.nil?
& R Y# C3 P! a6 k6 V3 a - if item.is_a?(RPG::Weapon)) t. E& E3 O" q& e9 Q
- item = nil if $game_party.weapon_number(item.id) == 0 and
- [% S# T# d! G: _, X! _0 C( C - @actor.weapon_id != item.id: l& }- u. d( H6 j5 m: |. Q
- elsif item.is_a?(RPG::Armor)
' T3 I: r1 q$ J" F8 Q - item = nil if $game_party.armor_number(item.id) == 0 and 8 P& y5 j G& g
- @actor.armor1_id != item.id
- Q. z; e! f9 ` - elsif item.is_a?(RPG::Item)" |1 P. s6 A- m' }5 g$ ]
- item = nil if $game_party.item_number(item.id) == 0 or
; k+ T. p P0 D( v5 V" w# ~+ R - !$game_party.item_can_use?(item.id)/ }& \, S9 f- G* c
- end
' J9 X# s# n9 [; K( f$ p - bitmap = RPG::Cache.icon(item.icon_name)
. M, L& a% l# Q( a - self.contents.blt(x, 4, bitmap, Rect.new(0, 0, 24, 24))8 P! v# K3 w" }4 X2 j) X
- end( M9 w+ U" v; J
- end
- k& Q' F- W/ }9 i- r6 d! X - : Q8 i& b1 J8 ^# M
- def equip(item)' r: n: z9 i' l" N/ r7 C
- if item.nil?
' `! x# w* p' ^, W. ^7 Q6 P - $game_system.se_play($data_system.buzzer_se)
' V, r0 Z6 y, m9 D# q$ x9 F - return/ s' L4 x. O7 ~2 Z" l- X S+ N
- end
5 [, _7 d, N6 N' y6 L( p% a - if item.is_a?(RPG::Skill)
$ G5 c7 }! f5 v - if [email protected]_can_use?(item.id). d: c$ H( y2 e8 J y$ D+ }* q3 @
- $game_system.se_play($data_system.buzzer_se)
$ }' }" a! B/ q6 W8 s7 W - return/ E0 n( Q w7 W$ `1 L
- end
: D" d2 ~6 z' g6 O - $game_system.xas_skill_id = item.id
# X. m* R9 ~" ] - elsif item.is_a?(RPG::Weapon)5 P5 I; X' x6 \/ @4 q. ^, X e
- @actor.equip(0, item.id)
! a+ u* ]/ Y! U; Y- P( V1 K9 | - elsif item.is_a?(RPG::Armor)7 k$ o3 n3 o: Y, V% n( C
- @actor.equip(1, item.id)
# c& l% o+ `; L; _ - elsif item.is_a?(RPG::Item): T1 [2 }, r% R+ b8 y5 C3 C
- item_tool_id = XAS::XASITEM_ID[item.id]
; o8 C: O# D7 P - if item_tool_id != nil* Z* @. x; c* R, n1 Z" v
- unless $game_party.item_can_use?(item.id)
2 w! T1 s" \1 U f1 C) M0 f - $game_system.se_play($data_system.buzzer_se)
3 P7 A! n9 O4 r# g+ A - return4 i/ R) w4 e1 T% ~6 M
- end
, T/ ~1 k; K* L. Y/ ^ - $game_system.xas_item_id = item.id& h( O' s# |" j" H- l( S
- end) l' b6 g) d. a2 h) L
- end% L* m& [& v/ w+ y# D' Y. {7 [
- $game_system.se_play($data_system.equip_se)5 ~2 l8 W% C3 Z$ q) g- \
- end* L* T: ~$ u' a5 \4 H$ c$ L4 S3 `3 ~
-
6 l7 _; U7 [& t) f* R ` - def update: L7 K. g) V! y0 p( N: a9 I
- @actor = $game_party.actors[0]
3 f4 E$ }/ F- @2 w! [ - @hot_keys = $game_player.hud_equip
7 l4 g; a( L. z - refresh
& h' {; g- p+ c5 S( [; R - return if !$scene.is_a?(Scene_Map)- q; h- k$ {* R
- if Input.press?(Input::Numkey[1])
0 p7 M/ j# y0 p( u- B, C: e# e - equip($game_player.hud_equip[0]): o- v7 o& Q& d
- elsif Input.press?(Input::Numkey[2])
' ^. j; ^1 B0 U" Z$ a8 ^2 ^ - equip($game_player.hud_equip[1])* ~# J# Y: I) Q4 c7 B
- elsif Input.press?(Input::Numkey[3])
5 Q' e5 J/ Q2 P5 a( K# S - equip($game_player.hud_equip[2])
. G+ c; h% q: c - elsif Input.press?(Input::Numkey[4])
" h$ y2 e8 |# f, r - equip($game_player.hud_equip[3]) - ^- N. r/ @- L. C- e) h4 O$ x" c
- elsif Input.press?(Input::Numkey[5])
7 C( d% U6 X0 O8 @ - equip($game_player.hud_equip[4])
6 J0 Z, X a" [' c! h! G+ R - end
$ x+ l# |" R" S4 z% r5 Z - end5 V6 J, X2 L4 P: c) r& l
- end
3 K, J) J2 L' h9 T) ?1 y$ B7 w9 f
! M, F" q/ i: x c: m& _2 L& G: R- #===============================================================================3 r6 E( R; Y4 n2 u- C2 [0 ~
- # Scene Map
1 g' U& N+ L& u) o* a - #===============================================================================
/ V: l+ Z- _6 p, H. _4 ^1 Q - class Scene_Map
) s% i) [) F' d# i0 ^ - alias hot_key_hud_init main, m! N9 {* k( Q# w0 v3 G9 Y, G
- def main a3 u, o/ S7 W! e$ U
- @hot_key_hud = Hot_Key_HUD.new
' F& b5 K" \ r. z; B# x) Q+ J- P - @hot_key_hud.visible = !$game_switches[XAS_HUDDISABLE_HUD_SWITCH]
6 \" i' d& p% N) R - hot_key_hud_init
5 r% w; r/ h/ g& T* \) B0 Q - @hot_key_hud.dispose% |' L) ?) w: e& [# M2 D
- end$ I5 @/ j' n) p/ ^
-
3 `. p& V. o8 m3 I9 Q" R - alias hot_key_hud_update update
% a6 D2 J9 k* }$ D$ n% e3 v% { - def update# a, C k2 Y& r& E6 i
- hot_key_hud_update
* o4 O [# e3 s/ t2 `! f - @hot_key_hud.update6 u4 H/ X/ D+ y/ z( @
- @hot_key_hud.visible = !$game_switches[XAS_HUDDISABLE_HUD_SWITCH]- J- Z& E) Y" _$ j! g$ F4 s4 B# }
- @hot_key_hud.update if !$game_switches[XAS_HUDDISABLE_HUD_SWITCH]3 }2 L* W n5 K7 X/ F
- end
u/ F6 l+ R' H- D0 }# \: t - end
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