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
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,
9 P% J% y. d* ?9 @. c+ @( L% N6 S不知道有人能帮忙看一下吗? - #===============================================================================
: ?2 X1 j# r9 B7 j- W9 \% g - # XAS - Hot Key HUD
0 J1 A! i, E; ^3 m' r - #===============================================================================' u$ A9 I& ^* [& m! q: m
- # By Mr_Wiggles: I" P3 c. o3 L
- # Version 1.3
' m5 F) }; Z- m! a6 v+ v - # 7/6/105 ~- t4 x9 r: c g+ f
- #-------------------------------------------------------------------------------
0 h( m' s: J8 {! S - # Instructions:
* r9 I7 Q; u6 @( j - # Fill in the constants bellow, paste this script above main and bellow XAS in
; x; N; f' ~; o. C- q# {! ? - # your script data base. BE SURE TO SET TO THE RIGHT XAS VERSION!!
; k5 M" {1 U) b- M) }* F9 V - #
; b! L6 \3 z2 H$ {! R/ s - # Place the "Hot_Keys_HUD" picture file into your game directory $ s. X* w P; A
- # Graphics/Pictures folder.- J1 K+ t: I* @0 i6 r( B
- #-------------------------------------------------------------------------------
' A' k% \/ \9 x& d) v5 K$ X* c+ \ - # Directions of Use:1 |) N9 X$ U% ^+ i4 s# q0 W' y4 f2 {
- # Simple just press a number key (1 - 5) when the quick skill or item menu is
" N2 |1 v6 w% W! [ - # Showing.8 X$ P4 X+ U; N2 X$ i
- #===============================================================================. t0 `$ P6 Q9 Z t+ t' k5 G
- HUD_X = 0 # X pos of HUD5 ^# K- \5 ^- W. e. ?* B% g/ Y
- HUD_Y = 0 # Y pos of HUD+ Z3 l/ v5 h+ ]8 T! O0 }2 D2 d
& N( E! A6 v" u+ _- # Set true if XAS 3.7f7 k! t$ H3 z3 m
- # set false if XAS 3.69 I* E8 r K7 ~" u
- XASVER_37 = true
4 P. t* |6 V2 y1 S6 T( a9 k, Q - 5 Q, J* t& x2 n) w8 d" C8 s
- #===============================================================================! O. k( o/ F z3 _- _/ q
- # Numkeys Module4 W4 |( a; G4 Z, ~
- #===============================================================================: z& |+ \0 G2 L- L
- module Input
& u; b/ S6 x* D8 p8 O- o - Numkey = {1 => 1049, 2 => 1050, 3 => 1051, 4 => 1052, 5 => 1053}
7 l% x0 _& k( N% M1 T n5 u9 X' y6 f" x# t - class << self s- j" Z! q3 m: E
- Key = Win32API.new('user32','GetAsyncKeyState',['i'],'i')
" t, z6 d! g' Z6 ^ -
- b! d1 Y q3 g) B7 H! I- \ - def testkey(key)6 J' [: A! B' H# P/ ? v' I. O
- Key.call(key) & 0x01 == 1
S1 ] `/ c* X" N/ P - end
; I% Z; l) ^ ?% {3 b: ] - , a# w3 E( z8 s* h4 b9 x7 K
- alias hud_key_update update
W, ], w4 f( A - def update
/ f o+ E9 c7 G }5 Y7 y" A - hud_key_update0 Z9 l4 q! W# `4 q2 R1 b, }
- @pressed = []5 p" ^! d- O6 C- W
- for key in Numkey.values
3 ?: ~$ `) r* t' C- ]6 F6 K: B2 r1 G - key -= 1000: s& P6 `8 g1 m c: t/ a
- @pressed.push(key) if testkey(key)
: j4 n2 V$ X2 u0 B - end5 v5 a$ l1 c9 y; f3 o
- end& q2 {0 B/ H0 D
- , m: Z5 [% I n" s' Y
- def pressed?(key)
6 c: p# P3 |# Q - key -= 1000
; ^: `( G: O" m' X2 g4 C/ M* @. I$ _3 _ - @pressed = [] if @pressed.nil?8 \0 T; X6 i9 G2 T: z
- return true if @pressed.include?(key)1 N/ m- y! ?/ d& z! D6 B
- return false
# D6 P! m1 w2 k7 D - end& @* Y; T3 C5 \# p: K+ D; W
- ) G! }: a6 n- H* }1 P
- alias hud_key_press? press?, |7 Q8 X( r: Q# h, C# ^
- def press?(key)
: ^7 P' }$ e- M- h: p) \7 { - return pressed?(key) if key.to_f > 1000
. Y- Q3 x* F# u0 {1 N$ k - hud_key_press?(key)
; W+ x ~' x, V( j8 O8 ~- k' ? - end6 J2 _$ p. B. k) [4 ~5 |" Z
- end6 z0 |1 \; g; j
- end- ~6 S0 ~8 F% Q' O' t
- & {8 K# c" D' B/ V* X; F" q
- #===============================================================================
q+ Y; U! }% R* U; n# i. U - # Game Player$ A* U' p9 r0 v" J( i
- #===============================================================================
/ z: Q6 A, M9 L2 N: y1 j6 p1 q - class Game_Player < Game_Character4 B: x; A+ }0 D+ M5 w7 w
- attr_accessor :hud_equip0 T* e0 |' {. l6 @9 R) B9 u
- * m( q) ~+ Z6 k% G2 w: V. g
- alias hot_key_hud_init initialize* {/ x7 L3 a7 m; R) O$ S
- def initialize
# T, }5 W5 ?8 j6 L8 B6 \* w% w - hot_key_hud_init& T; V v/ z P
- @hud_equip = []1 W9 w5 f+ J8 s5 Z, M
- end+ A& s; |! @' x- P# L
- + ]( f2 F+ ^+ `; F" V
- def equip_item_to_hud(n, item)
* ]+ ]* W: Y$ t( q' A - if item.nil?7 U) S7 R6 }6 W* [ P8 A, s
- $game_system.se_play($data_system.buzzer_se)/ X% N5 Y+ q8 Y" Z" B4 P& i: S) K
- return/ t" E; R4 H0 i# Y, X* O
- end
. N+ i/ ?9 E+ h- y. @; _0 `% i - $game_system.se_play($data_system.decision_se)
4 }' M5 e1 j2 O& E* O - @hud_equip[@hud_equip.index(item)] = nil if @hud_equip.include?(item)
% _' z5 i- [$ g( x+ ~ - @hud_equip[n] = item
4 f4 w* \. y$ a; n - end
3 X Z/ Y# s2 L' |( I2 L - end
, H5 Y s9 S; z" t- T1 N - ) B$ s5 k6 l, S0 b2 E
- #===============================================================================
) m" L8 n4 }+ H- X. c& U - # Quick Skill Window
& t2 r* D$ w5 g - #===============================================================================
J, ~+ Y" I$ Q" p' y - if XASVER_37 == false
2 `3 E) I* H! v% C6 b7 U# O - class Xas_Scene_Skill$ o3 d, Z$ @' P, o
- alias hud_quick_menu_main main
' ]6 p& ~1 B' j1 _8 Y+ F. a - def main
" ~: z5 L' [9 q l! K - @hot_key_hud = Hot_Key_HUD.new
8 R8 _3 b; `, E/ S9 ]1 g - hud_quick_menu_main4 F" h6 f- k( g( ~; f
- @hot_key_hud.dispose/ c+ u' ~1 c6 _: @4 o7 N
- end
' _) V& F% t% u% J8 i2 g5 K - - g4 J+ c9 m; L7 E( c# h4 I
- alias hotkey_hud_qucik_menu_update update. ~0 }* c; Q4 i* U* D; }) |; a: y5 h) E
- def update# D! o! R3 \0 S9 K
- hotkey_hud_qucik_menu_update
: p, G3 F( A" k7 F+ H# C3 Q - # Hot Key num 1
7 _: I2 q) p! i3 r$ ?$ \1 y% I3 R- ?& o - if Input.press?(Input::Numkey[1])7 ?6 Y( i0 l, e3 \2 N
- $game_player.equip_item_to_hud(0, @skill_window.skill)9 ^# d% ?; ~$ v0 O- D
- # Hot Key num 2
9 ^( Y+ j' J' a6 Q2 o - elsif Input.press?(Input::Numkey[2])* A! R) x: b# g u1 \0 Z) ?
- $game_player.equip_item_to_hud(1, @skill_window.skill)8 F7 i0 w, A- g( e5 c5 H% B
- # Hot Key num 3
/ l5 ?. m8 {, Z - elsif Input.press?(Input::Numkey[3])0 M' W/ P8 [% x2 t6 a
- $game_player.equip_item_to_hud(2, @skill_window.skill)
4 N7 q# U2 s/ T0 c+ S- O4 X - # Hot Key num 4 v4 b$ Y X; ~( L
- elsif Input.press?(Input::Numkey[4])
! h6 F9 q( G) G, ~8 b - $game_player.equip_item_to_hud(3, @skill_window.skill)
2 P! f, t, g, e7 A; y% j - # Hot Key num 5
0 n* e+ B) j9 s9 o$ n3 ? - elsif Input.press?(Input::Numkey[5])
2 \0 G" k$ S" J1 k% ~1 P - $game_player.equip_item_to_hud(4, @skill_window.skill)/ }: u# B0 d- D+ h( B, C
- end
4 l: s& A B' o4 w8 H - @hot_key_hud.update
& e L1 Z; _/ q- y$ w( z- }: y - end- c3 f( b2 t3 p& D7 h
- end- b* K0 A" G4 c- N3 S
- else, Q# b5 i! B% \3 g
- class Quick_Menu_Skill
7 v+ {9 ]1 p% z. X- l - alias hud_quick_menu_main main
! b# h4 m$ Z% f - def main3 V/ `/ d7 X8 R2 O% b
- @hot_key_hud = Hot_Key_HUD.new
, `+ ~" H; E# _0 O - hud_quick_menu_main# _/ _9 G0 W7 n$ v% ^% ~
- @hot_key_hud.dispose0 F' d! O- b A4 e. c4 T
- end
& R' C. s+ v% C4 p* D - 5 S8 s7 f1 W5 A9 }# `- y o
- alias hotkey_hud_qucik_menu_update update3 G2 G( b0 Q4 ?) L' W
- def update [: C; e$ p- V5 z$ w- ]$ l; `
- hotkey_hud_qucik_menu_update
# z1 e' ~' Y0 }# z4 f/ X - # Hot Key num 1# W( T$ K U+ R9 b
- if Input.press?(Input::Numkey[1])
" N! Z* B- @ X; [" X5 a1 B0 Z - $game_player.equip_item_to_hud(0, @skill_window.skill)
; F6 e$ f* U; s- R3 \/ G9 T& W - # Hot Key num 2" b4 H& X) n# o
- elsif Input.press?(Input::Numkey[2])) k+ e# B/ D' P% E: ?
- $game_player.equip_item_to_hud(1, @skill_window.skill)1 ]: }% ^$ p! c; ~
- # Hot Key num 3! ]" c4 J4 g( L' e0 }: f4 G
- elsif Input.press?(Input::Numkey[3])) r# A6 s6 C. |/ K6 E
- $game_player.equip_item_to_hud(2, @skill_window.skill)4 N6 p1 G& o0 J/ a5 l+ J U
- # Hot Key num 4
! l' M$ C1 l* e4 n - elsif Input.press?(Input::Numkey[4])" O5 T8 i; d: @8 k4 v9 n- ~5 c
- $game_player.equip_item_to_hud(3, @skill_window.skill)
9 L5 \" K' e8 W2 d - # Hot Key num 5
( R* Q- n V- k8 ^ - elsif Input.press?(Input::Numkey[5]): B. o* B( X; e: Z* Q+ B' V; U
- $game_player.equip_item_to_hud(4, @skill_window.skill): n( _ M9 f1 @
- end
9 k; h/ s6 r( o - @hot_key_hud.update9 a& A0 u6 B3 n8 ~) P" A
- end
/ x6 d, ^# z! X' Y - end: y! h9 p/ r' B- p2 \' N. e
- end& {& e" ^, j. V/ B/ O n7 D2 H
0 W: f U8 H- {7 h# |9 ?" X! A1 Y8 o- #===============================================================================
7 u4 |& r7 o6 j) P( v - # Quick Item Window5 x' P+ [- D) G. R
- #===============================================================================: l- X; C0 J! ^, ^; y% F
- if XASVER_37 == false
: g m+ A) g" i5 S3 M- y5 ] - class Xas_Scene_Item5 A/ i6 K: b$ u! V
- alias hud_quick_menu_main main. l2 `+ s0 B' s0 d5 E5 [
- def main1 n/ X; v8 E! }- F
- @hot_key_hud = Hot_Key_HUD.new' f8 k) j) g. f9 e! M# s
- hud_quick_menu_main
8 c9 J$ C5 U3 H9 d, z% @ - @hot_key_hud.dispose U% s+ Z7 m1 e8 E5 }3 P7 d
- end
8 Z4 _% K) b6 o# _; y% w/ o - b0 W" E6 K( _. v$ T
- alias hud_key_update update- E$ K1 n) F7 A' O
- def update. g3 l3 ~& ?8 M7 P
- hud_key_update T+ ?& i# f8 p5 ~: H
- # Hot Key num 1
' k9 V6 B; k% _* K( ~. h. M' I - if Input.press?(Input::Numkey[1])
4 B7 m% H' D( @7 W( ~0 n% Q) W - $game_player.equip_item_to_hud(0, @item_window.item)
5 f2 ~. _* e" Z% `& ~6 e8 Q9 l - # Hot Key num 2
& B- P( ^; G9 }+ M - elsif Input.press?(Input::Numkey[2])
' i# o) r) N% G, ?: j0 o7 g - $game_player.equip_item_to_hud(1, @item_window.item)0 _ \9 B+ C, C) L
- # Hot Key num 3( N1 X/ F: W I( P! N# T, S
- elsif Input.press?(Input::Numkey[3])
+ b" V7 A' p9 J* a, T! m' S6 p# ? - $game_player.equip_item_to_hud(2, @item_window.item)( N- ]& w/ }) b0 v. A& B
- # Hot Key num 4# D3 \; S6 J0 U: b+ G0 i; L
- elsif Input.press?(Input::Numkey[4])9 I! n5 _: c4 A \0 `
- $game_player.equip_item_to_hud(3, @item_window.item)
3 e7 v3 y" ~% k* X - # Hot Key num 54 C) Z1 X( \% i
- elsif Input.press?(Input::Numkey[5])
& h) p/ Y: Z1 |" y% @6 w - $game_player.equip_item_to_hud(4, @item_window.item)
j! D$ x3 P9 W/ C% { - end/ B8 W/ y% W z# y: a
- @hot_key_hud.update
! s6 e" t6 p0 ]) ?9 @/ Q - end* k- h& h1 t }
- end
9 p1 j, s* P5 ~, u! N - else
$ p- [4 l1 ^5 {" w' l6 Z/ l& f% G1 } - class Quick_Menu_Item
$ g- ]* T9 S0 j5 Q+ v4 M - alias hud_quick_menu_main main6 r. o( t$ c0 b, x1 A! {
- def main
' y6 {+ l9 U' ]- S' D/ B - @hot_key_hud = Hot_Key_HUD.new
( Z+ z2 l, @% L! J) m, e - hud_quick_menu_main
0 w# E/ t- \. m, p: m- T( b, u - @hot_key_hud.dispose- M0 A/ @3 f" r: g. r
- end6 O0 I% b" o! p
-
# n- M1 n; i& S: m7 o - alias hud_key_update update9 V5 X8 V5 f, \- p
- def update
! {% i7 c7 j9 Z B$ T1 c, m - hud_key_update
3 u& P" B- w4 H: b' q/ j - # Hot Key num 1" [( d4 @4 L% ^. j
- if Input.press?(Input::Numkey[1])" v% }" c: z9 }7 c( ?3 D, Q
- $game_player.equip_item_to_hud(0, @item_window.item)( N3 C* L& Y, o4 e3 N9 i+ m2 ~
- # Hot Key num 20 [3 `* g4 e& |& [, V$ [, N
- elsif Input.press?(Input::Numkey[2])* p2 j! x8 u/ G) ]4 B$ v( K
- $game_player.equip_item_to_hud(1, @item_window.item)0 L( j( Q' }9 U% u9 h" z' o. ?0 q
- # Hot Key num 39 Q" X& d4 k/ s
- elsif Input.press?(Input::Numkey[3])& k1 m. M5 e, r7 n
- $game_player.equip_item_to_hud(2, @item_window.item); j6 W# U6 K0 ~* u( a0 C
- # Hot Key num 43 W/ E% z0 k4 I9 H
- elsif Input.press?(Input::Numkey[4])
: `6 z- C. o) F3 p0 ]9 g - $game_player.equip_item_to_hud(3, @item_window.item)! b/ n4 [ x+ g% M* J6 |
- # Hot Key num 5( [2 w" a/ E$ H: _# J2 Z
- elsif Input.press?(Input::Numkey[5])
: a! ?( \7 J, p& w - $game_player.equip_item_to_hud(4, @item_window.item)+ v8 }8 V9 v' I
- end
5 p+ e% _2 N* I1 F/ S) K - @hot_key_hud.update
, {) y1 f2 n+ ]: H: r9 ~ - end- C {/ T" D% _+ ?, ^' g0 T
- end
$ N. Y' J6 M9 ]# c - end
, S2 r1 u# z1 }2 h1 M& u: O0 O
. N4 }# w( C W- #===============================================================================
, J0 S8 t# l4 R4 ]4 { - # HUD Window( {- z4 s7 m \; D/ @# e4 R; F" f' A
- #===============================================================================: N, |5 m- X( L1 d$ N# J5 R$ ]3 h
- class Hot_Key_HUD < Window_Base- k0 O* z( s5 A
- def initialize(x = HUD_X - 10, y = HUD_Y - 15)6 g: _9 `0 s2 H! V
- super(x, y, 220, 80)" l- m5 m2 q) A' D/ s5 N
- self.contents = Bitmap.new(width - 32, height - 32)
" p( C1 L& @8 A/ N) e - self.opacity = 0
- A7 _2 [9 j! L- y- u - @actor = $game_party.actors[0]
b' ^+ a: A1 Y$ d2 C% w+ u - refresh) `2 u9 J& O' d( g( p" i2 \, e1 T
- end
- u! s: x: n9 w3 `' w6 o
|$ f% ~/ {. B' _% Q+ L- def refresh
. |- P: V S E; N! j3 O$ n - self.contents.clear
3 c% r$ ~" x6 b2 q* M( }9 G - bitmap = RPG::Cache.picture("Hot_Keys_HUD"), P# t# h ]- W
- self.contents.blt(0, 0, bitmap, Rect.new(0, 0, 160, 32))0 ^( e6 X" Z) \( L' _9 r4 W9 L1 {
- for i in 0..42 u3 |8 T; l$ Y0 |0 n* `5 q# J
- x = 32 * i + 4
* g7 x1 d5 z3 e, _1 S7 S - item = $game_player.hud_equip[i]
) \' c/ k: J% [7 Z* s. i3 Y - next if item.nil?& t' l' _: d+ O- D3 `
- if item.is_a?(RPG::Weapon)% g3 b1 G/ }* M! x1 E1 b
- item = nil if $game_party.weapon_number(item.id) == 0 and
2 p- _$ ]! G' K - @actor.weapon_id != item.id
5 S( M; B6 A) i4 y$ P1 w: ? - elsif item.is_a?(RPG::Armor)
0 F7 t1 D/ @* ~ - item = nil if $game_party.armor_number(item.id) == 0 and
0 m; m9 J5 {4 ~6 H5 x! y: a, M - @actor.armor1_id != item.id; `" L4 d. T: b& ^' V/ [& }7 E+ a
- elsif item.is_a?(RPG::Item)# o; I2 O$ o" {2 ?1 u9 a, v
- item = nil if $game_party.item_number(item.id) == 0 or6 M+ h* s* J4 Z$ R( @/ {' D
- !$game_party.item_can_use?(item.id)6 T7 l$ V# W/ M2 r' L
- end
; u( X5 P0 w7 i. T6 m- n7 n - bitmap = RPG::Cache.icon(item.icon_name)4 c5 o! W. O- q0 g4 [/ D1 Q
- self.contents.blt(x, 4, bitmap, Rect.new(0, 0, 24, 24))
% Y6 j) o6 R7 U& ~ - end; t# l: ]+ O6 X. f5 j- l
- end
( L: p+ |4 Y: Q9 P - ( C( Z9 i6 X+ J( O
- def equip(item)$ K# h- Z% M, b
- if item.nil?' F F! B7 s& a6 z$ E" Z- H$ ^; H
- $game_system.se_play($data_system.buzzer_se)9 Y4 G8 a( Y/ Q6 E
- return
/ |2 i" A% t9 |8 u - end+ }' R' L5 g, j1 v; k# R) [5 W
- if item.is_a?(RPG::Skill): L: n0 Z' A5 X- i6 c
- if [email protected]_can_use?(item.id)
" }3 [0 u: f/ G* B) O# U+ b - $game_system.se_play($data_system.buzzer_se)0 B8 r( N3 G" G
- return
2 A" A/ y) l8 I! I - end
1 [' j/ P; |, O# t0 d3 e- v* J - $game_system.xas_skill_id = item.id
$ O5 @& u# ?9 M3 b3 y( e - elsif item.is_a?(RPG::Weapon)! l, R1 y+ e; p9 |
- @actor.equip(0, item.id)& c; h- Y8 f5 M( C: n- H4 X6 o
- elsif item.is_a?(RPG::Armor)
{# u* X* t. A/ _# x3 e# }* ^ - @actor.equip(1, item.id)- a- T2 c, ]9 I) [4 v
- elsif item.is_a?(RPG::Item)
7 t1 D; j- `) z& P1 ^ - item_tool_id = XAS::XASITEM_ID[item.id]$ D# w, L/ ]" J- @9 o7 ]- m) |5 u
- if item_tool_id != nil6 r4 U8 h3 F: q
- unless $game_party.item_can_use?(item.id)0 w1 N1 W& B. I; F% f8 J
- $game_system.se_play($data_system.buzzer_se)
7 Q; ^! o5 k8 X2 h; G - return
9 s# k" Q3 v$ ^1 N- }; c) u - end4 E, P7 \ y6 \1 }* j6 d) i" e) ?4 h
- $game_system.xas_item_id = item.id$ B6 R% J0 J3 y9 \" r+ Z, s, n
- end4 X/ y& q$ [) @- i/ ^, P+ p& Z2 B
- end
* h6 ?! i1 d* I7 w% X - $game_system.se_play($data_system.equip_se)
, _- }6 \9 k& I3 c$ T# e - end- k( B% q ]* p6 e/ S: P
-
! P x9 }, O$ o/ O$ e' L - def update
) l$ r7 w" p5 E - @actor = $game_party.actors[0]3 Z4 a, {9 _6 \
- @hot_keys = $game_player.hud_equip
- C, n: B, E; z- ]! C - refresh k. ~% G' w* N+ Z( x
- return if !$scene.is_a?(Scene_Map)) V7 y1 k( n6 [; K y
- if Input.press?(Input::Numkey[1])
# y9 s' `& f- R2 Z: f% w - equip($game_player.hud_equip[0])
+ a3 a6 y- }; z% v0 t - elsif Input.press?(Input::Numkey[2])
6 g! ?, q& X1 F! r5 z - equip($game_player.hud_equip[1])
0 k3 ~, }0 y; c - elsif Input.press?(Input::Numkey[3])
( e4 h' J: c# a, u! g& E) | - equip($game_player.hud_equip[2]) 8 i6 e# Z% }6 e
- elsif Input.press?(Input::Numkey[4])9 d1 Y% a, W& c9 z
- equip($game_player.hud_equip[3]) 7 v9 H* J" @, f8 \
- elsif Input.press?(Input::Numkey[5])
% u A b0 X3 P$ o - equip($game_player.hud_equip[4])
' @0 E) [0 Z$ T - end
/ ^6 C, }# y$ p" `% l/ ~4 R - end
% b5 e" K! C3 \$ }- F( H - end
+ U( [0 i7 Y( I" J7 m* Z - * A& _$ M6 @' @' v
- #===============================================================================
& U, Y/ d) c9 E) A1 y( z - # Scene Map( Q: w5 a9 U# _' V5 Q
- #=============================================================================== R8 c) }# V2 v3 S! l6 P p
- class Scene_Map
( A* p( z5 d8 ?! H, O5 j$ O - alias hot_key_hud_init main6 ~2 R4 k% ^9 U) K x% v2 i( @( X% O
- def main
8 p* B3 K; t$ u - @hot_key_hud = Hot_Key_HUD.new
3 z& Q+ n8 r# q9 ^2 t" U% g - @hot_key_hud.visible = !$game_switches[XAS_HUDDISABLE_HUD_SWITCH]
$ H0 B. L1 P" W3 }3 r9 a% v - hot_key_hud_init! p6 r9 Y, D$ A1 j4 M1 W
- @hot_key_hud.dispose
, F/ E/ J& z4 k* c' i3 P7 k - end
: u0 d: ?% O, a9 s2 y/ z3 `0 _+ Y5 ] - 4 i4 x; J1 v( `2 h6 j
- alias hot_key_hud_update update
- _& ?1 A& J" S, w) r) B0 | - def update
5 s' Q- S1 S% \& ~ B$ h3 k k - hot_key_hud_update5 |7 I/ D, ~# I8 P" p" T4 A" Z$ p
- @hot_key_hud.update+ D0 r4 L/ X2 K% o( g
- @hot_key_hud.visible = !$game_switches[XAS_HUDDISABLE_HUD_SWITCH]$ V) N0 |: D% o$ T, t
- @hot_key_hud.update if !$game_switches[XAS_HUDDISABLE_HUD_SWITCH]
2 x+ _. }( `1 W' e - end
" z A2 f( U7 Y, a+ ` - end
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