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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,
+ x' |4 C# \( u8 _& F不知道有人能帮忙看一下吗? - #===============================================================================2 g! G2 W' T2 i& Z6 M0 ~+ [& \- j
- # XAS - Hot Key HUD1 s$ B( P8 R% ^3 l1 D& c- I& u
- #===============================================================================8 G' j1 q" S* y& w8 a
- # By Mr_Wiggles
/ x0 w, a' V+ r" O# @4 }8 M0 [; \# @ - # Version 1.3
1 U9 V1 P4 ^9 g# ]: m6 S1 U - # 7/6/10% v) o1 c3 {$ H# W
- #-------------------------------------------------------------------------------
& G, U. ] P S6 T+ B5 @4 E - # Instructions:
- f$ N8 @% B$ w: _: G& J# P/ V0 b - # Fill in the constants bellow, paste this script above main and bellow XAS in+ N. q0 J3 C) N4 s0 t9 L
- # your script data base. BE SURE TO SET TO THE RIGHT XAS VERSION!!
# W0 n6 ~0 S8 F; f - #
+ i# c' D) p7 {3 v6 t% G - # Place the "Hot_Keys_HUD" picture file into your game directory 6 b% O; }) V* ~0 g
- # Graphics/Pictures folder.
1 ]$ |2 x6 O7 M, Q2 J' x1 P0 \ - #-------------------------------------------------------------------------------" F1 H% S2 b! M0 n& O
- # Directions of Use:! U* S1 d7 I; M* B( M% i% Q3 m( W' ?* @9 H
- # Simple just press a number key (1 - 5) when the quick skill or item menu is V( e# b( y4 j' D7 S0 t
- # Showing.
# F) |' B! U( |) x" ^0 ~: v) f* q) P - #===============================================================================; i) Z1 n) g: s) |* F
- HUD_X = 0 # X pos of HUD4 T6 K. \( Z* |: P* ]
- HUD_Y = 0 # Y pos of HUD
' }: f n5 p& j1 } - : `2 b% n7 [* i3 T) y, X" p
- # Set true if XAS 3.7f
, T7 T4 a+ J6 s c4 O! H - # set false if XAS 3.6
2 C" J+ [: s% y" T - XASVER_37 = true: E' y2 Q5 G' W0 W# L( z# {
% c3 F* G5 m) g H- #===============================================================================
$ P( {6 j& K) k1 h+ } - # Numkeys Module
) v9 ^, i: q/ D2 \( q$ e' @; l - #===============================================================================
4 n* A/ Z" T5 x5 O' [8 e - module Input
' o( v+ O* {+ \" U) k - Numkey = {1 => 1049, 2 => 1050, 3 => 1051, 4 => 1052, 5 => 1053}
8 q1 v- `: s' R& [& |6 i- U - class << self
U3 }/ H4 W1 i) P8 `8 r! M - Key = Win32API.new('user32','GetAsyncKeyState',['i'],'i')
: f4 p' m* y( u5 V: w+ q6 s -
; s& j. F$ m* s; W0 J# } - def testkey(key)) b' e5 o" B' l' r* V6 l
- Key.call(key) & 0x01 == 1
6 p' O% w* ~% R; ]% e) \' e) ~3 T8 v - end
- K/ @. b( j; `1 s7 O( B4 Z+ c6 b! h -
2 T8 i8 Q# Y# ~! D* k: ~. j. ^2 I - alias hud_key_update update
0 Z s x- O+ \! C3 i - def update
+ \: Z- j- F3 {8 |1 X - hud_key_update
# P- `0 P7 d5 T5 D0 q1 @; g/ }, q - @pressed = []8 V. s0 C$ X/ f1 K7 ^
- for key in Numkey.values, x) J d" x# P1 |
- key -= 1000
" F2 ?; i3 ^5 J" } - @pressed.push(key) if testkey(key)
$ h: N B$ ~* c6 Z - end& J# Z* [" x+ C5 q
- end
. ]! H! v7 G8 p3 c - ! }; Z! T* P. ~, r, [
- def pressed?(key)
4 F- Y$ x7 H, ^9 P* j6 O - key -= 1000( U# V7 C3 {. I6 t5 h5 u4 x* t
- @pressed = [] if @pressed.nil? ?5 u+ |+ c% g/ w
- return true if @pressed.include?(key)
* g! A- Z+ s. L$ B$ x - return false
2 `5 W( {8 }- c% e$ T - end& G1 T+ ^2 H* Z$ d
- & T# O9 t$ F, H/ I( B# n: C% s
- alias hud_key_press? press?
" B7 e% n! n) H7 T - def press?(key)
5 F" e+ B9 t* N - return pressed?(key) if key.to_f > 1000, e) s: X- E' B8 {1 D
- hud_key_press?(key)) z5 Q6 b' e( [7 t# t$ [8 F: q
- end6 z2 o: f$ f0 Z" q8 h4 u2 |6 |5 }
- end# ^; T7 r# U" g! K
- end3 x, R! ^$ n% x/ P7 L1 {, p; q* p0 f
- + w" g6 g! b1 `
- #===============================================================================8 ]( S, K; s( T
- # Game Player! C& o" ^) Q' q- T
- #===============================================================================8 F$ y, c. b) u& S2 @$ \" [( \
- class Game_Player < Game_Character/ J# d6 [% |4 r$ b& C4 S# |
- attr_accessor :hud_equip
# J# m2 A4 Q& ~1 c a4 }4 B' J9 l -
1 r: F P3 v+ m. t* V - alias hot_key_hud_init initialize9 Z$ {: p. ^. q# ^8 o" w, u' I
- def initialize
G: t. v: G1 _; X - hot_key_hud_init5 }6 ]( @9 ~! e9 r, @
- @hud_equip = []
1 e7 J# b: k2 M9 b/ U - end, }+ t6 o- |9 u4 u y
-
& K# u* `, i. Y5 E - def equip_item_to_hud(n, item)! ?" u6 e% P. ?. v# `
- if item.nil?% Q/ T6 C1 f+ \# |
- $game_system.se_play($data_system.buzzer_se)( e) M/ k3 M& D0 d0 A$ ~
- return" n1 z: D! _0 G O& u
- end
q2 o! J4 }4 C - $game_system.se_play($data_system.decision_se)$ b3 k/ D( ]2 f
- @hud_equip[@hud_equip.index(item)] = nil if @hud_equip.include?(item)! J& r5 V& w4 F
- @hud_equip[n] = item4 A9 s2 O# k$ m, h
- end
3 L- Q4 T# C7 ] - end- q. ?" c1 b$ b$ e0 J* c
- + c& J0 D: B U6 s7 b
- #===============================================================================
( T X. F5 _) G2 {. S - # Quick Skill Window
( Y" Y ^; s. ~! v0 I8 z - #===============================================================================3 p; b4 J+ F- h: c1 i5 p
- if XASVER_37 == false" m. A$ L: j* C* \9 m
- class Xas_Scene_Skill3 B* [3 i2 E# U# C6 H( @3 J
- alias hud_quick_menu_main main
7 D0 _7 }( [ W* n/ G - def main
8 k* `# N5 q, j9 N9 o - @hot_key_hud = Hot_Key_HUD.new
, M8 V: l. d1 E) }+ W/ @+ ~ - hud_quick_menu_main
0 T& q1 ^7 }# L* S$ {- u9 L. t - @hot_key_hud.dispose
2 \% ~' c3 b3 A+ [ - end2 [' L, J( G O" \* p/ A d
- - f; D0 b/ |, @! r2 S0 f& p
- alias hotkey_hud_qucik_menu_update update
+ z6 s# M" N% Q$ N& T2 |0 I! `/ q, k - def update8 e( r$ j! E! X; e6 O
- hotkey_hud_qucik_menu_update! m+ I1 V/ C* |9 E' \
- # Hot Key num 1
L; N, S1 f* } - if Input.press?(Input::Numkey[1])) Z1 l3 D* M3 F7 i
- $game_player.equip_item_to_hud(0, @skill_window.skill)8 d f6 G/ \2 C& {# O6 U
- # Hot Key num 2* Q8 h! m* l1 S+ |0 H- V% Z" ~
- elsif Input.press?(Input::Numkey[2])
$ O, p! P0 O! H+ } - $game_player.equip_item_to_hud(1, @skill_window.skill)" y1 \$ w" P g2 e
- # Hot Key num 3
% l O T0 `/ r$ K- x$ S) q# k0 s - elsif Input.press?(Input::Numkey[3])
0 |8 T- I6 k( R7 n2 q1 ?: L+ ? - $game_player.equip_item_to_hud(2, @skill_window.skill). ^5 T K; e. Y1 i' ^8 P
- # Hot Key num 4
1 K( E) N3 M9 X* \* e; S8 i' V) d - elsif Input.press?(Input::Numkey[4])
; P7 Z9 p) ]* e2 Y- Z3 _+ L8 ?6 W - $game_player.equip_item_to_hud(3, @skill_window.skill)
! ^2 c6 }* x; ]: }' c - # Hot Key num 5
) D9 Z }9 F4 d3 Y! I4 ^. e - elsif Input.press?(Input::Numkey[5])7 c( o/ }2 U b8 H; t
- $game_player.equip_item_to_hud(4, @skill_window.skill)/ @- d/ i! g7 C& J. m( q
- end7 S. b% v# X' C I2 a; n4 u" x4 G) p
- @hot_key_hud.update9 s8 I8 j; ]0 s! t( i. O, ]
- end
4 J$ {7 ^; e1 c; F; { - end
% |$ W) u, y' H% l0 a - else; N& ~/ C% F; |5 h+ ]" q+ }
- class Quick_Menu_Skill( S' l4 w1 [! A4 J1 s P3 }
- alias hud_quick_menu_main main0 @* [% p6 y( b) o) Z; [
- def main4 C( L7 B* L; l: G# Y) S
- @hot_key_hud = Hot_Key_HUD.new
% x3 D- G& S- Z2 B0 V. b8 \6 P - hud_quick_menu_main
5 f- j/ s3 G8 m. _ - @hot_key_hud.dispose
* ^! K7 E0 u! ?8 I/ O+ Z - end
: Q5 Z" O+ `* I- g -
, h/ E. n q t) x - alias hotkey_hud_qucik_menu_update update
. d& s5 a" n: t3 ~ - def update4 j2 J4 k( H+ w) |
- hotkey_hud_qucik_menu_update- r# @" a% V8 ~, A
- # Hot Key num 1
( z0 a/ J, l2 E - if Input.press?(Input::Numkey[1])2 Y' W3 [; [, X+ `1 M9 x
- $game_player.equip_item_to_hud(0, @skill_window.skill)
4 H9 l" [" L* o& c$ w - # Hot Key num 2
: r0 N" j" d& q9 `% M. O0 m* p - elsif Input.press?(Input::Numkey[2])0 X2 Y# t& m+ R9 G3 y
- $game_player.equip_item_to_hud(1, @skill_window.skill)* L( s, r# u! [. d6 U
- # Hot Key num 3
# V2 C3 ^' F% S( x; C2 P - elsif Input.press?(Input::Numkey[3])
5 q% v- H' g" P* R$ \. p - $game_player.equip_item_to_hud(2, @skill_window.skill)
1 N. r; A' `0 Q; k6 ^. E% Y - # Hot Key num 42 S! N8 c6 Z9 r/ U0 J; D# G
- elsif Input.press?(Input::Numkey[4])
8 c2 e1 c# @ N' m6 Y# f1 B - $game_player.equip_item_to_hud(3, @skill_window.skill)$ b% d9 I j$ B( @) N
- # Hot Key num 59 ]7 p! J: E' a+ |* L
- elsif Input.press?(Input::Numkey[5])
0 H) y! [1 e/ b1 A! J5 b - $game_player.equip_item_to_hud(4, @skill_window.skill)
+ `1 S; {) u+ v" g4 Y - end. [# m, x) c1 @3 d: [" s! Y
- @hot_key_hud.update6 [/ p+ F- _( ^' H; f
- end
# X- P, ]6 Y0 z" n - end) w6 h6 s$ ^- f5 F# }
- end8 X d' C1 L; b: k4 |
! Z9 s1 `* O; {( ?- #===============================================================================5 T7 j( U. O" {' p( L* ^
- # Quick Item Window
$ f, @8 N& e" T+ _/ h" K$ p - #===============================================================================
3 F! q8 V# e8 |9 G, Y - if XASVER_37 == false0 X" j( b/ P# O% A' v: q, t
- class Xas_Scene_Item
9 S+ b1 ]& R! y, S P& n4 F. n i - alias hud_quick_menu_main main; ^! j; Z, a. Y! y
- def main
7 l9 I- j9 H0 w/ \0 B - @hot_key_hud = Hot_Key_HUD.new
2 ~: f1 y# f) I4 g - hud_quick_menu_main
6 y9 B& f0 _$ e$ c4 ~ - @hot_key_hud.dispose
+ H4 l G& ?. W! D - end9 K% ~) Y0 e- f9 i: q
-
! o: P. c/ o4 J. G) [4 h. b: x - alias hud_key_update update
4 @/ o, o4 H0 V; f- K L( X1 k - def update
& H8 r2 Q6 q5 ?' N$ t% y - hud_key_update
! x1 f/ j8 _( x$ R4 r9 d - # Hot Key num 1
8 ?8 x6 I) V9 @, ^! l' K - if Input.press?(Input::Numkey[1])
2 l3 T, o, Z* v& H; _ - $game_player.equip_item_to_hud(0, @item_window.item)
1 [- x: ]& u9 g# i - # Hot Key num 2
1 Q* @1 O6 x$ W - elsif Input.press?(Input::Numkey[2])+ a E; N# O7 u$ v( j/ y3 J- U+ _
- $game_player.equip_item_to_hud(1, @item_window.item)& c5 J* Z; D7 _. y8 P) @
- # Hot Key num 3( q( n9 Q! M# j- x5 Q
- elsif Input.press?(Input::Numkey[3])2 j* V" J5 S! G0 l2 h$ g; ^
- $game_player.equip_item_to_hud(2, @item_window.item)
) t" w; T( s, }; e- |! Z+ I# } - # Hot Key num 4
& S0 A! B! d- o - elsif Input.press?(Input::Numkey[4])& @) V E3 c/ u' q
- $game_player.equip_item_to_hud(3, @item_window.item)- ?* f( o2 I4 W; { e
- # Hot Key num 5
2 Q+ A% X" i! S' ^) I! L - elsif Input.press?(Input::Numkey[5])& ~1 d4 @* R' |7 e, K
- $game_player.equip_item_to_hud(4, @item_window.item). F: {4 P, U; B% ^$ j$ y9 Y
- end
: R8 v# m: y0 ^: k0 x, v - @hot_key_hud.update
) I3 b+ ]/ L2 V4 N2 W - end1 i1 |6 c' ~; @ A6 u& [
- end. @# b$ \0 s) c* U+ i
- else
2 `9 C" F M1 R" _; {' b. S j- ^ - class Quick_Menu_Item
* f/ s& \3 k; ?( E. _ E' [ - alias hud_quick_menu_main main
2 w5 d/ ~: k X6 M8 a- A" N7 [ - def main
P' c! F- g z0 {( A - @hot_key_hud = Hot_Key_HUD.new# F6 ?* X: G: O: B% M7 l3 U
- hud_quick_menu_main
' Y7 M$ w. b7 u - @hot_key_hud.dispose
6 d9 l7 C ]) r+ T - end7 W' u! V0 b' y
-
& ^( R& k7 B/ o( ?: @ - alias hud_key_update update
$ s' d3 K3 v. u9 B9 j - def update, g2 k- E' O8 I8 R1 p- x! I1 z% t
- hud_key_update
; t! U( l8 @, k5 Z) X+ t5 [ - # Hot Key num 1
% f$ X, M/ K7 K- v& l - if Input.press?(Input::Numkey[1])
' K! G# T p1 D& G" Y9 U1 i - $game_player.equip_item_to_hud(0, @item_window.item)5 s* |8 M. B, G( [: f
- # Hot Key num 2
2 A5 c8 ]+ k0 o1 b5 W- z ^) m9 m9 d - elsif Input.press?(Input::Numkey[2])5 {- K9 J1 u3 ]* b0 c# }
- $game_player.equip_item_to_hud(1, @item_window.item)
; Q* D! k/ q! a$ S. h - # Hot Key num 38 J' z% I& D$ ^7 r- N
- elsif Input.press?(Input::Numkey[3])
1 k# w/ t4 g% c! M6 Y - $game_player.equip_item_to_hud(2, @item_window.item)1 R! E9 [% ~. o) h3 W; H* I
- # Hot Key num 4
% K2 d4 O) f( U2 v9 Y1 R4 n - elsif Input.press?(Input::Numkey[4])6 n0 h' v% _8 Q/ g/ m$ A$ _4 X
- $game_player.equip_item_to_hud(3, @item_window.item)5 N# A' ^ w+ D9 P$ i0 f7 v
- # Hot Key num 5
+ ~6 S, g- W% Z% x; |3 R9 F - elsif Input.press?(Input::Numkey[5])
4 u& a' N3 J# c5 \ - $game_player.equip_item_to_hud(4, @item_window.item)! j5 m6 m8 b5 T1 Q* t8 L* a. l
- end, V( }. y5 [5 s
- @hot_key_hud.update
! K3 Q6 B) ?* q! p6 c; g - end6 g6 G3 u( }7 n( N( S1 @8 y
- end! Z) V! ?, O [8 K+ n2 t* }* F
- end, G3 A& `1 a/ Y6 Q
0 s) [" c |; A; n- l- #===============================================================================7 Z! @. @0 _" d& P/ ^, Z# v; p7 `
- # HUD Window3 g1 x& E% @* C0 y# j# x5 V
- #===============================================================================
* d, F$ F+ k- v6 H$ _+ y - class Hot_Key_HUD < Window_Base2 _9 w4 P$ ]6 _/ q" j# f- q- ^- s
- def initialize(x = HUD_X - 10, y = HUD_Y - 15): @' O8 _% v$ {, A
- super(x, y, 220, 80)
! R* P8 v: N9 s7 ]4 P - self.contents = Bitmap.new(width - 32, height - 32)8 r$ `) j ?/ b
- self.opacity = 0$ P/ }2 e! @2 x3 F
- @actor = $game_party.actors[0]
. X5 p* ~/ p r: m7 K+ d - refresh0 O$ k" L7 [, _: _1 h: u; K
- end6 |4 r- a/ A7 t# V+ k9 r8 Q8 x M0 l
* e; Q# N' A# h& G, O- def refresh
7 E9 r/ w: ?( K8 h/ w5 o3 A - self.contents.clear
: Y$ ^: s+ P/ P8 g6 u - bitmap = RPG::Cache.picture("Hot_Keys_HUD")) g! I9 l# D+ X0 b6 n
- self.contents.blt(0, 0, bitmap, Rect.new(0, 0, 160, 32))' k9 ]5 X# l- x. I# E! y
- for i in 0..4
! K1 Y! x. [+ G2 f - x = 32 * i + 4
" l x$ H) n' f" U8 h6 I5 [ - item = $game_player.hud_equip[i]
/ k. U+ k. u9 U |* y - next if item.nil?
9 I* [' n/ O) c% z8 R - if item.is_a?(RPG::Weapon)
& @9 j3 E" W1 @: Z - item = nil if $game_party.weapon_number(item.id) == 0 and( l: @9 b9 L& x
- @actor.weapon_id != item.id, x2 Q3 P7 [+ D( L5 X/ m. f: Z3 a% z
- elsif item.is_a?(RPG::Armor)7 p5 x+ v1 b! v- u$ D" n5 Q& Q6 Y. g) L
- item = nil if $game_party.armor_number(item.id) == 0 and
/ {0 F) i, V9 d4 }) F - @actor.armor1_id != item.id
% y7 q( p1 L7 k' b8 ~ S# ^ - elsif item.is_a?(RPG::Item) B& X7 l$ j) e6 K6 K, o- g* q) R% U
- item = nil if $game_party.item_number(item.id) == 0 or, W* b6 I6 G& Y
- !$game_party.item_can_use?(item.id)' |6 r8 G! ~) m0 ~9 r
- end
) p5 @$ W3 T0 I* Y$ Y - bitmap = RPG::Cache.icon(item.icon_name)
3 `3 T4 k5 ~. F) U0 p9 G - self.contents.blt(x, 4, bitmap, Rect.new(0, 0, 24, 24))
. j3 e; S. l0 D' }' d! q - end
; R7 D' Y& B6 [. a. z6 H - end
+ o$ P" h: {$ |6 P- D -
9 X; b9 a) v7 V5 D5 L1 @8 t' E( U2 A - def equip(item)/ M; \% |/ r, I
- if item.nil?
% G2 ?! i# f2 y- c2 L - $game_system.se_play($data_system.buzzer_se)
7 ?# h9 Y; S G) ^6 J! z/ ] - return
/ @8 d' a, e* `) a - end8 T U% d; g+ Q# u
- if item.is_a?(RPG::Skill)
* S0 A1 \$ f# m( s. s5 h - if [email protected]_can_use?(item.id)
" w6 g8 |. X! @/ I - $game_system.se_play($data_system.buzzer_se)
( j1 B/ T* Z$ |' m, O- u [ - return
, b% P v' Z; j - end
4 f; C$ B/ p- b$ H: o8 k3 Q' K8 k - $game_system.xas_skill_id = item.id/ v/ J: [: l6 e4 o+ n$ N- ?3 a
- elsif item.is_a?(RPG::Weapon)0 O$ p" y* M# c$ M
- @actor.equip(0, item.id)8 i7 [! D, ?6 l f% Z4 K
- elsif item.is_a?(RPG::Armor)# K" P, @4 L) v6 O$ y/ W, A
- @actor.equip(1, item.id)/ ?! _2 z* s" a
- elsif item.is_a?(RPG::Item)
0 ^( W; Y0 g4 o+ m# T4 V5 W6 c - item_tool_id = XAS::XASITEM_ID[item.id]
1 }6 \. a6 P$ a e% a - if item_tool_id != nil& J x3 H+ J. ^2 l1 j3 Y: {. X
- unless $game_party.item_can_use?(item.id)7 N: S& O. ~" n1 X
- $game_system.se_play($data_system.buzzer_se)
: p2 U/ ?4 G) t - return0 D' `# ]4 Y. i ^5 F
- end' W' m7 G; o; Q/ s: {/ c
- $game_system.xas_item_id = item.id
: W7 P, X# N/ O - end. A2 _$ R; D; u+ @; V. v
- end
* O9 V5 Z+ O' V4 \; I: T: i - $game_system.se_play($data_system.equip_se)
3 c3 p4 i0 h/ U5 E, l$ _7 p - end6 S+ j6 `' q% k) k' `& V( k
- $ J7 J9 W6 r L% \
- def update/ ~: B: Z& _. B) C+ r1 ^
- @actor = $game_party.actors[0]
$ w6 n+ L+ h/ q* @ - @hot_keys = $game_player.hud_equip' m* y5 q& k0 I+ M4 i
- refresh
6 H, G' t( S. ]0 I, n - return if !$scene.is_a?(Scene_Map)" H' Y2 D- v# g' l* \
- if Input.press?(Input::Numkey[1])2 ?+ H/ X- u) d) s. U
- equip($game_player.hud_equip[0]): `1 H, P. A! k5 c7 ?$ [1 `
- elsif Input.press?(Input::Numkey[2])2 r7 c2 U7 u- R' I' O3 P3 t2 L9 H
- equip($game_player.hud_equip[1])
7 U0 f7 G1 D6 `9 q - elsif Input.press?(Input::Numkey[3])
- z! K4 o8 b: \/ t' B. e* q - equip($game_player.hud_equip[2]) 3 x% P6 Q) O+ t9 g r
- elsif Input.press?(Input::Numkey[4])$ h6 n% V( s& H
- equip($game_player.hud_equip[3])
; E! a2 F; r, v4 _7 [ ] - elsif Input.press?(Input::Numkey[5])
3 b& U1 o2 F3 O. Q' w' c - equip($game_player.hud_equip[4])' y5 x( m6 x5 [
- end
6 T9 K/ g R* W& B* a9 l& i1 X - end$ w& g9 r: Z+ ?
- end
: F1 y; u/ G: y8 p
+ U, T3 ]2 y" N9 U- L5 g9 w$ R- #===============================================================================* k3 g3 w, {" U8 S O
- # Scene Map
% ~. l" z) |3 L1 y9 o - #===============================================================================
4 C6 T" \' c E - class Scene_Map
8 |# Q! I6 I" v8 Z& l% ?! o3 N - alias hot_key_hud_init main$ \ j2 d* T5 N. m
- def main+ b7 D2 E0 l7 ~% j# w
- @hot_key_hud = Hot_Key_HUD.new/ ]! }& `+ J8 M; M: l3 f
- @hot_key_hud.visible = !$game_switches[XAS_HUDDISABLE_HUD_SWITCH]
4 E' _! ?" E; ]' s; ~& I - hot_key_hud_init7 G* I0 z: R- f" }
- @hot_key_hud.dispose, z! ]3 a! h. X6 q' i
- end
+ ?, {! j ], |1 P -
9 o2 a" A/ y; Y# D6 j2 c - alias hot_key_hud_update update( I) U( V& U+ S- X9 A& h
- def update! f1 S1 t% V- K( U4 S$ B
- hot_key_hud_update
2 T6 I' I. i( I - @hot_key_hud.update
- m: T$ x' w: L6 C - @hot_key_hud.visible = !$game_switches[XAS_HUDDISABLE_HUD_SWITCH]
( x# t' Q' \ t+ ~+ Y - @hot_key_hud.update if !$game_switches[XAS_HUDDISABLE_HUD_SWITCH]; n0 m9 d% C l+ g6 j1 d
- end
8 x* Y; C* O$ S A6 s. T. `$ V* O - end
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