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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,6 ^9 B) m( k" o/ ~; E- I' `
不知道有人能帮忙看一下吗? - #===============================================================================
+ P5 N& O$ \1 U7 ?- U8 ?$ {0 V2 ] - # XAS - Hot Key HUD
# k/ p8 r' I' ^) b9 j8 H - #===============================================================================* b, y, K. ?2 x6 N
- # By Mr_Wiggles
) d I( s3 S' Z# L2 _ - # Version 1.36 |! Z7 R% y" Y3 B. K/ u+ u
- # 7/6/10
2 ~6 ^( [$ e w* Q9 ^& m - #-------------------------------------------------------------------------------* S; Q* O4 B* ? ^& e
- # Instructions:: V7 \3 \* d1 o9 C, i& q4 y9 o5 r
- # Fill in the constants bellow, paste this script above main and bellow XAS in4 W, d8 L# }+ e/ `$ l6 Z4 e
- # your script data base. BE SURE TO SET TO THE RIGHT XAS VERSION!!
0 l% z" a0 C- ~" F% Q( B - # , \5 {* H7 u& H' \) w8 ~
- # Place the "Hot_Keys_HUD" picture file into your game directory
8 p% P. @# P, N0 w( V% n: | - # Graphics/Pictures folder.1 f5 X4 h& |( M# C; o. u# j
- #-------------------------------------------------------------------------------
& P1 f- X; w5 b& |! w - # Directions of Use:
% H1 U6 s2 r3 D3 n! M3 _) A - # Simple just press a number key (1 - 5) when the quick skill or item menu is
0 v, v! C$ g. g) f* g* n4 _ - # Showing.( m+ S' H" l+ S$ Y: }
- #===============================================================================" N" T+ O2 B6 j3 K
- HUD_X = 0 # X pos of HUD" B9 T8 H1 w" i. _! z0 m( P# Z, i! P
- HUD_Y = 0 # Y pos of HUD
% a$ v2 C; P# x! P) R+ o: K
0 m3 @8 @. G$ `- # Set true if XAS 3.7f
% m8 I* U1 X: f, g4 H0 F' t. @ - # set false if XAS 3.6
: y- u: E' Q1 g) n4 z - XASVER_37 = true& i9 [$ E7 O3 v7 N! a
' L, V6 `2 ^1 A8 E- #===============================================================================
8 L' H6 T6 J& A8 ~8 Q R - # Numkeys Module4 K4 b% h8 v8 R5 J1 a/ _
- #===============================================================================
% b% G% l, ]/ F' z$ A. L, F7 h/ f - module Input
9 s8 d$ u: K" u! Y4 O - Numkey = {1 => 1049, 2 => 1050, 3 => 1051, 4 => 1052, 5 => 1053}
' o! J" g% X) @/ x m5 @) S - class << self
( v4 b$ j. R( W" x2 b - Key = Win32API.new('user32','GetAsyncKeyState',['i'],'i')
/ H. q* I _! T f2 g" Y" G! Y2 | - & m/ n- P' x) T5 u: \+ Y
- def testkey(key)
" v5 M2 T* \0 g' C& N9 E, j - Key.call(key) & 0x01 == 1 y4 S' h$ n. L7 J) P/ }* `
- end
8 O. K& g7 @; l# T* }% R& i. v - + Q) E! B" c0 E! X1 v$ G
- alias hud_key_update update
3 D3 v6 D8 g- J7 ?/ a - def update
6 U4 [- k' v! @! P/ e - hud_key_update& L5 A/ y0 T+ t) I6 ^: a: L
- @pressed = []
" m8 v2 ^0 y o& \- n8 m - for key in Numkey.values9 C' m; O5 v6 O- E( z
- key -= 1000" s7 d$ g8 m$ c6 `( ?2 S% m
- @pressed.push(key) if testkey(key)
1 K/ ^6 m% k, x( a - end! d# ?) s6 T7 L ^/ R
- end
4 j! \& I! ~5 x# i1 e6 `) v - + z% g% R. M6 s+ @% A( ~
- def pressed?(key)
8 Q; g6 S p; m+ V) X - key -= 1000+ ~* v9 K$ V5 F W9 r2 y
- @pressed = [] if @pressed.nil?/ c' Y1 w" ?! {& n U4 O* T
- return true if @pressed.include?(key)7 s% m1 S+ j+ h! f& A0 M7 y+ u& v9 c
- return false
! G+ {. U, Q2 d& S8 ^ r& @ - end; @( w( e. t2 ~& j
- * i/ g) \7 ~* s( a w7 k
- alias hud_key_press? press?
[/ u8 b; r9 D6 A - def press?(key)
* F5 I( K0 I; d z4 r* z( K$ y0 K' S, L+ s - return pressed?(key) if key.to_f > 10000 J( Q2 ?/ {& x# t3 C9 J
- hud_key_press?(key)
3 ?9 V( ]$ B* Q. T. j( A E - end1 K3 }- s6 o$ Z# p1 g
- end7 ?3 a' o; { O6 q) x3 H* a
- end* W( }" [, O: d+ l2 r$ Q- }
- # w! B9 Y, I! F
- #===============================================================================' m: y" Z& I8 s+ r
- # Game Player
: J: j& o$ ]& H9 ` P - #===============================================================================
6 O! ]( B$ @ m }" s - class Game_Player < Game_Character! q, R0 k0 w+ G
- attr_accessor :hud_equip2 ~ `/ h% X/ _# H T$ {
-
0 ]7 R# w' o4 [" d% U - alias hot_key_hud_init initialize4 P* c7 [& m7 _5 a0 T' n* X# W
- def initialize
! @; `) V6 \% A8 u' a6 i - hot_key_hud_init
$ }2 z( r! \, W6 x* j - @hud_equip = []
1 R& w0 y, F h- C O - end
! B8 Q9 n/ V1 y ?) L -
( \' l( U! R \; m4 K# [ - def equip_item_to_hud(n, item)! U, y! o s( Y+ }3 w3 h5 @
- if item.nil?
, `* M6 Y, B' J& k1 |4 z - $game_system.se_play($data_system.buzzer_se)
( Q* p+ a% Q1 @* D2 K \9 R- L; z/ y - return
k8 q' X2 P4 p$ _# z8 Q) W - end, ^9 `" l8 B% q5 i8 u
- $game_system.se_play($data_system.decision_se)1 o: d8 A) i7 x4 f
- @hud_equip[@hud_equip.index(item)] = nil if @hud_equip.include?(item)
/ g0 l! X+ u8 |& ], G. ^& I - @hud_equip[n] = item
+ `7 s0 j& n- y4 b% H+ C - end. s3 H# x( @* a
- end
1 L- R! m7 P3 |1 b$ _3 }2 r - 4 s9 ]! T( ~3 P. e. _
- #===============================================================================7 \8 h9 n6 ?7 L) Z. e6 C
- # Quick Skill Window4 i5 l/ J. T& f% e$ {) ~3 f# A
- #===============================================================================. ?9 i- h8 F4 Y" ~" K' Q- r
- if XASVER_37 == false6 ^; ~2 F9 D( r `3 R! t9 U$ g: Y
- class Xas_Scene_Skill
5 C; y( z9 j1 l d - alias hud_quick_menu_main main
7 t, U: d0 _3 `! }. g3 c - def main5 c Z; z$ w; A" u
- @hot_key_hud = Hot_Key_HUD.new
+ _5 k" B) k U V1 ] - hud_quick_menu_main1 i! O) \1 T* n# O0 A& ?
- @hot_key_hud.dispose: e. M, d; m9 K6 p! ^
- end& y+ Z/ S7 g7 A3 [
-
# ?' h' F5 Z# N - alias hotkey_hud_qucik_menu_update update
7 g1 |4 e1 Z( B# ` - def update/ w: \1 _- M+ v4 K
- hotkey_hud_qucik_menu_update
, f( G7 V+ G, @* m# i - # Hot Key num 1
4 ^" K5 O% k8 E5 V - if Input.press?(Input::Numkey[1])( i( v% w0 g* N m
- $game_player.equip_item_to_hud(0, @skill_window.skill) o1 Q, m! U# P! ? C! o
- # Hot Key num 2
0 b7 q# v' |6 F* q5 V% o7 e0 y W - elsif Input.press?(Input::Numkey[2])4 q) x/ x4 o2 c1 H
- $game_player.equip_item_to_hud(1, @skill_window.skill)
5 e2 B" Z4 `7 u# b4 l$ c# b: ? - # Hot Key num 3
$ C6 a& F; T1 T - elsif Input.press?(Input::Numkey[3]); |3 q3 x: u! Y
- $game_player.equip_item_to_hud(2, @skill_window.skill)1 C) x, V6 B) x; ^ f Z# D/ V- j
- # Hot Key num 4/ ?# H8 C8 ^' [0 S7 g
- elsif Input.press?(Input::Numkey[4])
% W3 q8 M' e& T4 O( i0 w, ?7 F - $game_player.equip_item_to_hud(3, @skill_window.skill)$ g8 H% j$ O( I Q
- # Hot Key num 56 X( q S2 {3 @. i5 d, \5 R7 `
- elsif Input.press?(Input::Numkey[5])5 E7 A- V( \- t2 q' G4 p
- $game_player.equip_item_to_hud(4, @skill_window.skill)
% _. I5 b# ^7 Z w - end. ?9 Z8 n8 _2 x4 f6 A9 k, e; u. d& Y
- @hot_key_hud.update: L! c! p5 i2 { N( X; M1 H
- end+ ]$ b0 Y* K5 Q3 I4 c' t+ U
- end) S5 l# b% r5 s8 `2 Y9 P3 n
- else
8 X0 }7 g/ l- j8 d - class Quick_Menu_Skill' Y( s1 `) s8 I. ^1 f0 ?7 `
- alias hud_quick_menu_main main
- _1 |' H( T( x6 I: O4 K - def main
. r4 a; D/ |7 C7 J5 v7 T# t$ w" L B - @hot_key_hud = Hot_Key_HUD.new
# A/ _/ n$ t4 g - hud_quick_menu_main
; _$ p. R8 T0 s/ e2 n - @hot_key_hud.dispose
6 y! E8 T' w1 Y, T1 f - end
6 i8 R% F: r, B# C -
5 Q9 b) y2 N. L8 n - alias hotkey_hud_qucik_menu_update update
7 O: [4 u* J; e! q2 k3 ~6 \ - def update" S$ g$ L3 Q7 H [# s
- hotkey_hud_qucik_menu_update
) R" [* e* x; A o1 P+ }- z, k - # Hot Key num 1* q. @: W& E( u/ X5 G3 n! x2 }
- if Input.press?(Input::Numkey[1])
" w# ^. ~. o1 M1 @$ C - $game_player.equip_item_to_hud(0, @skill_window.skill)8 z0 T" B) W$ W( t6 U
- # Hot Key num 2
1 \- f- _2 C4 Y: z1 K - elsif Input.press?(Input::Numkey[2])$ [. f8 b% F& W
- $game_player.equip_item_to_hud(1, @skill_window.skill)
: `+ V+ o9 [" F; i7 b - # Hot Key num 35 {. r8 [3 d7 u# d/ m+ m: n
- elsif Input.press?(Input::Numkey[3])2 @* C8 V5 W- S& ?
- $game_player.equip_item_to_hud(2, @skill_window.skill)1 y) M2 n0 u5 P* O# M3 Y
- # Hot Key num 4
g9 ~' B* m7 E- y* i - elsif Input.press?(Input::Numkey[4])
( ^/ f) ?/ x( r, f$ A8 ^ - $game_player.equip_item_to_hud(3, @skill_window.skill)& u2 U* z. M, N. C9 |
- # Hot Key num 5
) [4 r# a4 s2 [0 ?$ @6 X5 v - elsif Input.press?(Input::Numkey[5])
* q; T9 k2 V1 y6 x5 E3 H' t' U C0 B - $game_player.equip_item_to_hud(4, @skill_window.skill); u/ K: c+ |% T& @# D
- end$ P) d, z5 C" ^7 e
- @hot_key_hud.update& j; K3 J) f+ y7 U% s
- end& J' {% Q }# [. @
- end( L8 L' S, d$ }8 Q+ x
- end9 X4 @( i8 f! x: R; Q. ^6 w1 B6 Q
- : ^1 s' w+ N0 x- V
- #===============================================================================
1 B/ Z) u; s; e$ ?& W - # Quick Item Window3 l/ ]$ {' I5 P6 y+ h
- #===============================================================================( M8 [/ F( @& P6 B0 L. C
- if XASVER_37 == false% M4 x% l5 ]0 P5 _
- class Xas_Scene_Item
" ?0 e% d; A0 ]4 o! w - alias hud_quick_menu_main main
~+ k2 R8 } Z - def main
; `$ h8 ^7 U0 Q4 C, N# Y8 U - @hot_key_hud = Hot_Key_HUD.new
% V9 U2 Y$ O; S4 d" K1 B - hud_quick_menu_main
: \7 p7 ~0 U8 X - @hot_key_hud.dispose0 b5 P8 Q1 p% J( k- M4 ^
- end
: E" ~/ @" L# S! r5 g! R6 | o -
% {8 q# J3 _! v. C$ R$ J# B9 q- c5 a - alias hud_key_update update& f; a; p2 n' J( C
- def update# ?0 n) s2 H2 Z; Y& e
- hud_key_update) Z8 \8 M# S" ^
- # Hot Key num 10 g; u4 C- a! z; B7 e
- if Input.press?(Input::Numkey[1])3 l, }! Q" C, l$ A( t. |
- $game_player.equip_item_to_hud(0, @item_window.item)
! }+ ?/ s2 Z. E! e - # Hot Key num 2
2 V, l* E& U0 E+ b7 W0 _( t7 D( X - elsif Input.press?(Input::Numkey[2])+ f# [3 ] r4 W" z* B% s
- $game_player.equip_item_to_hud(1, @item_window.item)
( S$ g4 L7 p" R8 V - # Hot Key num 3
. D; y @* l4 ~ - elsif Input.press?(Input::Numkey[3])) Q/ B1 c: z* {* G: {8 k
- $game_player.equip_item_to_hud(2, @item_window.item)1 q; f0 v, k# ?; |# Z) ^, e
- # Hot Key num 4" f* k1 D3 F- T$ }3 T9 c
- elsif Input.press?(Input::Numkey[4])
_+ l0 @: J9 l( t v - $game_player.equip_item_to_hud(3, @item_window.item)
- d, x, J# V% S- G d# Y% {* M - # Hot Key num 5
x. Q8 ]7 b" ?! e( S - elsif Input.press?(Input::Numkey[5])9 w6 W: j& m8 V+ E" L
- $game_player.equip_item_to_hud(4, @item_window.item)0 L5 P* Q* T- T2 t) U0 L
- end7 t) ~: d4 }, j5 B0 G0 k
- @hot_key_hud.update# [5 W$ Q9 [; E3 N4 _) W
- end' ^8 A7 w* D- M2 u
- end
' d) S7 ?* [ X% w - else
) A" O; j* G3 g1 R! ?* L ~ - class Quick_Menu_Item
, } Q$ {' G/ d5 ]* f1 i0 K - alias hud_quick_menu_main main
* D' m9 d; n0 ^' l - def main
# b- J, r# @7 l! c. o% V - @hot_key_hud = Hot_Key_HUD.new+ V- T4 r6 a# h3 ^$ I0 r' d
- hud_quick_menu_main
4 e; p2 O0 z; y3 b$ i - @hot_key_hud.dispose
* k% j: e8 W: S3 f4 P5 D - end
+ F, ?5 s) F9 b( ]0 `+ R0 k - 5 `" ^" T& N5 @
- alias hud_key_update update0 r3 k$ x; a5 |9 B
- def update M) q0 o; F9 P* P6 z& l
- hud_key_update0 V5 G- T6 w# l( {" n/ N- t: x& k$ c/ }
- # Hot Key num 15 I! L/ \4 _6 C4 P( c l
- if Input.press?(Input::Numkey[1])2 D8 c) E) T9 R* L+ t+ @
- $game_player.equip_item_to_hud(0, @item_window.item)
9 q- c' }+ Q! q5 g - # Hot Key num 2$ W+ P- v u$ Q; A& a6 L, E! z
- elsif Input.press?(Input::Numkey[2])4 Z$ H# s0 B. Y. P S R9 y% r
- $game_player.equip_item_to_hud(1, @item_window.item)
. o# p1 ]; @0 A) ?$ I0 s1 h - # Hot Key num 3' R3 u( U* K4 V& Q% Z G7 ]
- elsif Input.press?(Input::Numkey[3])
) ^ Q8 ?$ o2 C* m4 H - $game_player.equip_item_to_hud(2, @item_window.item)3 Y8 U8 K' }. L; v4 P0 F
- # Hot Key num 48 y. f, i, H. ?$ [* O( i: b* `
- elsif Input.press?(Input::Numkey[4])7 b" s8 i8 N% _8 _+ j( M; i( E
- $game_player.equip_item_to_hud(3, @item_window.item)! w. @" O3 W0 S9 X& \' R$ Y" ]& q9 u
- # Hot Key num 5
4 t! [5 J" m' W8 Q - elsif Input.press?(Input::Numkey[5])# b7 x; B( F: i. K/ |, n
- $game_player.equip_item_to_hud(4, @item_window.item)
2 v8 }8 s L1 v! F8 ~# r. Y - end2 S+ ~" q( E% F/ l' V
- @hot_key_hud.update
* j, n3 I8 E% k7 t/ v: T - end: w8 z: R: x' v5 h' n) p
- end R) W1 h5 v3 [- {7 x* p; r9 S
- end
- C' U1 O9 ?6 S5 K# l
' Y# W1 b5 T( N- #===============================================================================/ d1 M6 J6 A3 P' i' {8 t
- # HUD Window& m- M9 [7 N' Q2 s$ `
- #===============================================================================
) e! G% o9 X! G" j - class Hot_Key_HUD < Window_Base9 p2 `4 z' W2 F
- def initialize(x = HUD_X - 10, y = HUD_Y - 15), L: [3 J0 \3 S& H& {
- super(x, y, 220, 80)
c; D" Z5 [1 D9 G( p - self.contents = Bitmap.new(width - 32, height - 32)7 `9 j$ k' f, ^1 l1 U# n0 a3 w, s
- self.opacity = 0' w7 |; |0 x% ?. K- r7 A$ D1 o0 m0 l
- @actor = $game_party.actors[0]
6 ^: s2 p/ U( X7 m* [ - refresh1 y) B' G5 Q0 s9 m; r0 Q5 Z# |3 o
- end% h- }2 `3 b5 B$ O: q) t6 r' A
- 3 R3 H5 i( X u; f- a
- def refresh/ l* Q( x7 F ]! I
- self.contents.clear4 w- n) F" q# a
- bitmap = RPG::Cache.picture("Hot_Keys_HUD")2 a7 N0 c, ?$ y9 s3 E
- self.contents.blt(0, 0, bitmap, Rect.new(0, 0, 160, 32))& t/ I: v+ i4 s- q, k# A. J( F
- for i in 0..4
% V! O. M' h s6 Y - x = 32 * i + 4 n# g; M0 u" j0 C* J4 E; w+ G
- item = $game_player.hud_equip[i]% U2 u, L( I' x/ O. z
- next if item.nil?. i! M2 H/ c$ v4 ^5 C
- if item.is_a?(RPG::Weapon) |% I9 i& k5 _2 D: i
- item = nil if $game_party.weapon_number(item.id) == 0 and" x" T, D. h+ I* ?& M
- @actor.weapon_id != item.id% H* _' x1 t A& _& E- h
- elsif item.is_a?(RPG::Armor)
; H7 r% |3 j2 j1 O3 u# g: D - item = nil if $game_party.armor_number(item.id) == 0 and ) O4 p( ?% m# e( l5 t
- @actor.armor1_id != item.id
/ ?$ w5 t; ?. |% f" | - elsif item.is_a?(RPG::Item)
( x- L {2 i0 j' i8 Q - item = nil if $game_party.item_number(item.id) == 0 or" |" g1 j' Q- j* ?; W! G) d
- !$game_party.item_can_use?(item.id)# g. d" p* Z$ r8 E6 U) G# z
- end$ w4 g2 c, M% d7 U: X
- bitmap = RPG::Cache.icon(item.icon_name)
5 B! x/ ~ L: q - self.contents.blt(x, 4, bitmap, Rect.new(0, 0, 24, 24))$ m/ f- H: s( p0 |, [& n
- end
3 o0 i6 c- S0 Z. f8 X - end
: }4 U4 X4 f$ v# K, R& Z; R: f -
6 `) w! u6 D1 j) [ - def equip(item)9 X& { g; r3 {
- if item.nil?$ B1 L0 a9 @9 j" ]) ?
- $game_system.se_play($data_system.buzzer_se)
0 p0 d; {) W, U6 i - return
" B# w; I$ s1 S; v8 i, v) ^6 v1 l - end
" S3 j% s/ [. k* } - if item.is_a?(RPG::Skill), G1 e/ j' y$ W1 ~' _# c
- if [email protected]_can_use?(item.id)
6 ~& V |* N. ]4 S; R2 Z/ Y# [ - $game_system.se_play($data_system.buzzer_se)
/ @. J2 K8 S; h1 G9 b - return/ E+ `1 t* V) J: s% x$ p2 _
- end4 ^9 l! M o0 J% \2 ]& d4 \: w
- $game_system.xas_skill_id = item.id
; M2 J; r: J* g) I' o: M - elsif item.is_a?(RPG::Weapon)
( Q5 b, I1 \9 w3 Y - @actor.equip(0, item.id)
# w* c) f! j" o, J, w7 y( e - elsif item.is_a?(RPG::Armor)0 r' H- N& H4 \2 e! Y# b) z
- @actor.equip(1, item.id)
6 a' R* s# }% t: n - elsif item.is_a?(RPG::Item)
, |3 B9 m/ S' }. B - item_tool_id = XAS::XASITEM_ID[item.id]
G0 l0 Q. T: P" ` - if item_tool_id != nil, R. q" K! u$ t# m
- unless $game_party.item_can_use?(item.id)
% A; W5 b6 v- i6 G2 p+ e - $game_system.se_play($data_system.buzzer_se)
! `! N6 D6 C. `6 |0 s' P- X - return
2 J# j/ a9 N! m; p - end- u: |4 w* M% n
- $game_system.xas_item_id = item.id& |+ n* j& K6 p* h; v# r+ O: @
- end
0 [5 F9 k( O2 `% G - end
7 v1 [! k G8 l+ B - $game_system.se_play($data_system.equip_se)( N9 x N9 r; _
- end
& i' A1 G ^% R. q. u) J7 r2 k -
: X3 G, g O# t2 G; @% V - def update, l, b: ^! p8 ^1 `1 _% r5 ~
- @actor = $game_party.actors[0]' k% v3 `+ [" V1 N# F" |
- @hot_keys = $game_player.hud_equip: ~1 ^1 [' m0 B( D
- refresh
' t o# w B: E) }; A - return if !$scene.is_a?(Scene_Map)
1 b( c- G4 b, b# J) R* N - if Input.press?(Input::Numkey[1])
6 r" Y$ d. F' q- M7 v) b+ k - equip($game_player.hud_equip[0])
- l1 q& k0 }% W, s, l - elsif Input.press?(Input::Numkey[2])
% A& M. _+ j( T9 a - equip($game_player.hud_equip[1])4 Q; x8 k+ m+ o4 {, l% I6 k
- elsif Input.press?(Input::Numkey[3])
2 T2 L7 I9 \* y; S) y6 \ - equip($game_player.hud_equip[2])
- t* j0 O( R9 G8 G% S; J - elsif Input.press?(Input::Numkey[4])# O/ r; S! J% [ \" l
- equip($game_player.hud_equip[3]) 6 f; X3 v' M6 R: ]5 b5 c' e% A
- elsif Input.press?(Input::Numkey[5])
# X$ E. Z6 e4 q' B/ M3 | { - equip($game_player.hud_equip[4])- p3 ~4 j8 {8 h. X
- end9 |* V* w( z. s0 w4 m
- end! L* `% d! k* m% Q8 @! E7 E6 y4 X( V
- end% L" A# z7 \ f# X/ F3 U/ l5 K) M, _6 K
9 G4 q1 q0 Y5 A9 W4 X0 N- #===============================================================================
4 d5 E8 T( e7 c - # Scene Map/ ~$ n* H8 a/ a: @/ f( v3 _
- #===============================================================================) J. Z C- R3 d! w' W& S& b; t
- class Scene_Map
3 ^) x/ L" U: X; {! P - alias hot_key_hud_init main
3 o, H5 X5 w4 Z8 N# ]7 x& L - def main! p/ ?8 {& ]7 X2 V
- @hot_key_hud = Hot_Key_HUD.new6 W) F" T# c* ?2 C
- @hot_key_hud.visible = !$game_switches[XAS_HUDDISABLE_HUD_SWITCH]* ?3 {" O3 n4 m; M( Z
- hot_key_hud_init# {+ A2 C+ P2 L; K
- @hot_key_hud.dispose
( b5 v1 h# y' S5 \ - end
; k( ]4 b+ h6 A9 z- |" T( C) { - , P1 \" _+ U( m) t" F& w8 G
- alias hot_key_hud_update update# J* H- S! v' L3 E
- def update- P! r+ K2 }4 Q1 l1 r
- hot_key_hud_update; r6 F# {) F" U: h6 t& T! ~& v
- @hot_key_hud.update
% A% v; r: E5 p- v - @hot_key_hud.visible = !$game_switches[XAS_HUDDISABLE_HUD_SWITCH]
- W7 E' r; p, b& L/ v - @hot_key_hud.update if !$game_switches[XAS_HUDDISABLE_HUD_SWITCH]
# L2 P/ x% q5 Z- D( \7 W! z - end) f2 |8 m' D0 a% H. f# W" M, e
- end
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