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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,
5 o9 J' ^. m }5 D+ ^( R不知道有人能帮忙看一下吗? - #===============================================================================/ d& j: y, D& g( Z) j
- # XAS - Hot Key HUD
$ A) i/ N* h* I/ t% c - #===============================================================================
9 _1 R* e8 W6 k! b; x - # By Mr_Wiggles
v, Z9 M% Y0 ]/ C, W* z - # Version 1.3
6 {) T$ ~1 j" n* r - # 7/6/10
; z. M' Z/ g F. P - #------------------------------------------------------------------------------- q4 O$ r; K1 E" C3 h
- # Instructions:
3 x) F5 X+ k, `$ F8 W) e, U9 { - # Fill in the constants bellow, paste this script above main and bellow XAS in3 S Q1 n7 Z: P: q
- # your script data base. BE SURE TO SET TO THE RIGHT XAS VERSION!!. v6 p4 f1 G% e1 b- W% O
- #
0 O' d, `: F" ]- R D, S - # Place the "Hot_Keys_HUD" picture file into your game directory
) q- w/ B5 [' @. u' H; c8 x7 Y# d4 U - # Graphics/Pictures folder.
) S- I* N' p5 E0 d* P; x - #-------------------------------------------------------------------------------3 m0 q' ~" p$ P6 k
- # Directions of Use:
* \7 i3 N3 `. }( W/ W - # Simple just press a number key (1 - 5) when the quick skill or item menu is
8 G: _6 O5 r* u' c) K$ ~& k - # Showing.$ ?, w" i" g- }) \' {; O
- #===============================================================================
: W3 `; u+ O9 K - HUD_X = 0 # X pos of HUD
0 G' I+ f4 d/ m: } - HUD_Y = 0 # Y pos of HUD8 R8 W. R; ~* A
- 5 t1 o+ x/ C! v7 z4 C
- # Set true if XAS 3.7f$ \# O5 I) [, u- E
- # set false if XAS 3.6
& N" a+ k3 p( d' R - XASVER_37 = true* e" N9 v6 H. b" A
: N8 C, i# s [+ L& }4 R! ^$ y% r3 d- #===============================================================================2 S4 K1 v* n1 O2 `: H4 D6 g; `
- # Numkeys Module
1 r5 P% {/ ]" ~+ F3 m, h, F% D - #===============================================================================
' a0 Z8 ?- A# Y" c; w - module Input r: h: w0 i: k: e; A( w
- Numkey = {1 => 1049, 2 => 1050, 3 => 1051, 4 => 1052, 5 => 1053}8 @6 c6 e5 m9 V7 l
- class << self$ a- ?7 G6 |' G
- Key = Win32API.new('user32','GetAsyncKeyState',['i'],'i')
. ?+ J3 u5 v2 O9 S3 Q7 I% V: }; B& w -
" M: t, j4 H! V" y3 Y - def testkey(key)3 z2 h# Q- E* p+ E( `; `" c
- Key.call(key) & 0x01 == 1% ?& ~" L* Y- I5 H
- end
: ]; |- i7 {$ ~ - 1 _! P6 u9 k: H6 S1 |6 f! a
- alias hud_key_update update% `" v3 f& f" q, l& P9 i0 M
- def update6 ~7 }6 I2 q' _; q. O0 i
- hud_key_update
8 h+ T# g6 N* v: o; F - @pressed = []
0 G/ [0 Y* q! ^' f - for key in Numkey.values% H: j. A# K+ i: Y( c
- key -= 1000( Y m# y$ w3 W' O& u! u6 C K
- @pressed.push(key) if testkey(key)- t) \& e& q' w4 _- P
- end+ P; |7 i! _. }& O
- end
$ f: C, \( M# g5 a - + C9 G/ n0 l6 L/ I$ L ?7 ?1 Z1 b; E9 s
- def pressed?(key)1 G1 y8 H* ?6 `/ z/ g% W( @: u
- key -= 10008 A# k) R0 q- l3 K* a
- @pressed = [] if @pressed.nil?4 A# b4 ~' G n* M
- return true if @pressed.include?(key)
+ x' Z |% a7 }4 b - return false8 @1 ^- O, k6 d. ]# [( p# j/ z( O
- end) l7 E7 k) S; P- p) I
-
y" G; E6 B5 x1 o/ x& _. h - alias hud_key_press? press?: y8 h2 i6 d- s9 \4 c) c8 P
- def press?(key)3 D! U2 d- f! h
- return pressed?(key) if key.to_f > 1000
8 g- x) k5 M/ v# L - hud_key_press?(key) S: d% M5 Q4 Y# s t) V& [
- end2 c+ l H, U& [" x, q- h/ L) I
- end
p5 ?! p# Z* [* J9 N4 ^ - end' `+ |, u* R {3 N
- ( V9 V V0 `8 k" Y6 L
- #===============================================================================3 D3 |3 J; e* ~
- # Game Player2 a! M* v+ ] n
- #===============================================================================3 y9 v {1 `! B! y9 k& Y5 b; w
- class Game_Player < Game_Character
R, A) E& Y- |( N: ] - attr_accessor :hud_equip
. H* ^) a+ \3 v \ -
/ S2 G8 v. f( h8 j9 H, v l" H - alias hot_key_hud_init initialize
) B9 x' T8 h1 X5 }; W0 A - def initialize
7 }0 i6 ^! c s! h' G: k6 T s - hot_key_hud_init
% a4 q/ E8 @+ E7 K7 O% q- l& E - @hud_equip = []% v, B0 j3 Z# P0 y3 y
- end9 z- V8 p; `- O0 Z* i
- : L* Y* T9 ]; r8 l
- def equip_item_to_hud(n, item)5 S. c# ~* v }/ a1 T
- if item.nil?5 T+ D W4 W9 g" c# p
- $game_system.se_play($data_system.buzzer_se)
7 ~; _+ j4 H8 {3 _, N) o/ J$ c - return
* z$ h6 G- h- C# z8 r. @6 \ - end
. ?& p0 u2 @; Z- U! \0 _ - $game_system.se_play($data_system.decision_se)
1 N. J" M. O0 I/ L - @hud_equip[@hud_equip.index(item)] = nil if @hud_equip.include?(item)9 e& n9 @6 m3 w* T" s: r+ _ G& r+ Q; H0 A
- @hud_equip[n] = item7 `" e, Z# H8 w0 ~
- end0 t4 a$ i4 s3 N2 X1 G9 X7 P
- end
8 E' l$ W" K3 E3 j9 Q. [. K9 E
; b0 W% O0 |8 z# j! Z- #===============================================================================
8 _& |0 `: J/ p0 [6 z - # Quick Skill Window
! k+ x* J: A/ q2 C - #===============================================================================
/ y/ O2 C$ ?+ e5 h - if XASVER_37 == false4 w6 P" j8 Z" P2 C/ _; _ C# C
- class Xas_Scene_Skill
% o3 L) p; l& ?4 ^ c. ]; E- M% ^ - alias hud_quick_menu_main main' N& p. v1 a; {- g
- def main' i& i0 _% `/ J O
- @hot_key_hud = Hot_Key_HUD.new
0 d( P5 I' S( @: E% m- y5 w - hud_quick_menu_main
% k V' P4 i! Y( P% G. X - @hot_key_hud.dispose
2 B6 u: |! J. e2 M/ l( N# P/ f. e5 R - end. } p, ?- ?' V" s- m
-
' c- X9 E8 v! k) _ - alias hotkey_hud_qucik_menu_update update5 n/ c- ~ y; y' c+ e
- def update& Y# x: z4 ]6 I8 z+ ^* p/ O4 K7 D
- hotkey_hud_qucik_menu_update! a, h+ `: V' \' u: ]0 {( @: ^
- # Hot Key num 1
2 ?7 G l8 N8 ^3 I* o. \ - if Input.press?(Input::Numkey[1])
( ]$ c T7 K6 R% ^! U" T - $game_player.equip_item_to_hud(0, @skill_window.skill)) K* b8 u9 | n9 P# B$ b
- # Hot Key num 2( C. x/ |9 ^1 [7 ~4 J: b
- elsif Input.press?(Input::Numkey[2])
. u: [$ F" w; H5 S3 t: |2 A; u - $game_player.equip_item_to_hud(1, @skill_window.skill)
( B( F" d ~2 s8 b5 o6 R - # Hot Key num 3* Y6 q; w& U* ]
- elsif Input.press?(Input::Numkey[3])
( I5 t4 q( ]& @: z8 \+ L - $game_player.equip_item_to_hud(2, @skill_window.skill)
3 b' O+ N* [( s: ` - # Hot Key num 4
1 }; p/ N5 L& y: o - elsif Input.press?(Input::Numkey[4])% v4 M* `% c. F- X# f5 n* `5 v; [" ~
- $game_player.equip_item_to_hud(3, @skill_window.skill)
. N# [5 f' N* c - # Hot Key num 5! d2 _. a4 C5 a/ D# M0 \# [2 }, c
- elsif Input.press?(Input::Numkey[5])' a3 R+ ]5 a# F4 E7 o0 |) z7 Y
- $game_player.equip_item_to_hud(4, @skill_window.skill)5 X- V8 U+ F& b. L
- end
. c& S' t/ a- g - @hot_key_hud.update
; T( L1 [- J0 S( F5 S3 G - end
# F& z/ |+ R; [: P" V4 j9 d - end
" Y. o2 g5 Y0 G0 p7 H# ?+ T - else4 z1 C; w2 }4 F `, r% w' R0 X+ P$ P
- class Quick_Menu_Skill
- g8 N+ u) R9 t$ B$ B# Q9 M - alias hud_quick_menu_main main0 d' w1 F; q6 L" |4 w4 R
- def main1 p# E4 o) P1 m9 o, q% Y
- @hot_key_hud = Hot_Key_HUD.new( W. X6 j1 w% Z( t* i
- hud_quick_menu_main, Z' f- T/ V. `4 m7 e
- @hot_key_hud.dispose
4 A6 d4 o, P. Z1 h - end
" b3 y- a) L8 n# L/ a, b - & J. @9 Z; Z0 t, y5 [
- alias hotkey_hud_qucik_menu_update update
% H- P! z# p- H/ `7 V - def update
4 D% F( e ]6 y7 \/ e& W. V" u - hotkey_hud_qucik_menu_update( t0 [& s8 o6 y1 `8 U8 l
- # Hot Key num 18 N' X! q' `# e- @& E& H) O
- if Input.press?(Input::Numkey[1])- i! V/ E% J) K, e/ a
- $game_player.equip_item_to_hud(0, @skill_window.skill)
' q7 M1 }7 x5 N: K - # Hot Key num 2
, v6 | S1 a" `$ \) ~8 j - elsif Input.press?(Input::Numkey[2])
/ A- r9 X/ e7 S- @! P9 K - $game_player.equip_item_to_hud(1, @skill_window.skill)
+ h$ V1 b6 v* F: G4 Y% ] - # Hot Key num 3
. F; I f% T! F# I5 U8 W! r - elsif Input.press?(Input::Numkey[3])
0 G6 D* Z( D" e, Q% \% ?' I& x - $game_player.equip_item_to_hud(2, @skill_window.skill)
/ I* c @) G: Q$ X# i - # Hot Key num 4
8 q) A# H m e! R- v/ j - elsif Input.press?(Input::Numkey[4])
, W9 i( e6 @2 |9 `; T l% I- n" U - $game_player.equip_item_to_hud(3, @skill_window.skill)
6 x$ j4 M5 |6 r& Q2 M0 w0 K- w4 F - # Hot Key num 5
0 O( k, I" J3 a; P9 ^ - elsif Input.press?(Input::Numkey[5])
) O. X, e) t9 k/ N - $game_player.equip_item_to_hud(4, @skill_window.skill)
5 f: w* a. p! ~: o5 Y - end
5 p. L. d- {$ M" {+ j - @hot_key_hud.update$ d- P1 M9 H( R7 X% D, l- C! S
- end; P, `5 m, \8 S+ Z& [4 w( ]
- end
& E) n2 }4 \2 Y# D - end. C* C* L5 A! s: }
- & L5 |5 e2 ^( [( Y+ J8 d; B
- #===============================================================================
9 q- [' ?6 T; S. ?% o5 q& b ~ - # Quick Item Window) x2 K, b, R: @9 H B2 S( y
- #===============================================================================
2 t7 Z; J' ~& O* } - if XASVER_37 == false
1 g- T! e2 _% Y. K - class Xas_Scene_Item
5 K9 ~3 Z! R3 X0 [ - alias hud_quick_menu_main main: R" ?( N$ m0 `% I) D% \$ i
- def main
: c( H4 U$ Q( V* _# n- \4 C# h+ ] - @hot_key_hud = Hot_Key_HUD.new
( Y4 k* c1 s( g( I - hud_quick_menu_main, P5 x: P8 g0 r0 f
- @hot_key_hud.dispose
. H/ \4 b* c3 m, r$ x2 k - end. f G# \9 c" [; d$ _/ H
-
^" v+ J* D O1 l) Q, s - alias hud_key_update update
( Z& T' f/ d2 d- i - def update
9 m B N7 s5 w0 O6 L - hud_key_update
% e2 Y$ k: I8 L6 p/ e4 q8 z* F - # Hot Key num 1
. H# u' E6 Y4 A8 z$ r$ p8 u4 r$ p - if Input.press?(Input::Numkey[1])3 I0 T/ `( U3 F! W
- $game_player.equip_item_to_hud(0, @item_window.item)
9 {1 d3 U/ y# } v- Q% C0 ]& z - # Hot Key num 2
2 {$ u% f# J9 ?/ |3 X - elsif Input.press?(Input::Numkey[2]) Q) q7 D& l; A! B( a! R; W# q
- $game_player.equip_item_to_hud(1, @item_window.item)
& K( g# Y* ]2 I. ~* ~3 y - # Hot Key num 3- r+ D6 _. y- J1 m* P) |- S- `, m
- elsif Input.press?(Input::Numkey[3])
' j/ @8 I- D3 W- ^ ? - $game_player.equip_item_to_hud(2, @item_window.item); D% y9 Y# ]( J/ H' q
- # Hot Key num 4& y5 F) [% M6 K: B" W+ H: f. s
- elsif Input.press?(Input::Numkey[4])! F: `; C' j- }* N
- $game_player.equip_item_to_hud(3, @item_window.item)
( |- T0 y3 C8 ~) ?# s% q - # Hot Key num 5* f5 x( a& e) [; y2 H$ g' @
- elsif Input.press?(Input::Numkey[5])
: q0 ^ Q1 n9 }; V6 } - $game_player.equip_item_to_hud(4, @item_window.item)6 z2 H' T0 {% T" m# w+ b: Z$ g* c( w
- end
6 y2 y3 u; t. Z* }; O: a - @hot_key_hud.update* X3 b7 K1 Y9 Q1 a* t- n
- end, a2 s; A; D+ ]
- end
. v2 }% i* Y: T" V9 `6 k3 | - else' K8 Y$ ^1 e! v, t
- class Quick_Menu_Item4 ]3 ~5 |& y; G% f$ b* E7 `9 T" t
- alias hud_quick_menu_main main' ]. ~) Y& j& \5 M* `/ Q& k
- def main7 t6 B8 A. U K6 G0 B' u
- @hot_key_hud = Hot_Key_HUD.new
& n0 K# k7 k" p - hud_quick_menu_main9 N! }, J0 T/ S
- @hot_key_hud.dispose
" [+ Q+ N4 ~+ W - end
2 ]" ~, [( n2 M+ T9 a0 c' p% u% _, P - O" [8 y' }) R: N) w! F
- alias hud_key_update update
& X* S& S6 K8 J - def update
! S% ]& F4 o+ W% e - hud_key_update
# `. z: d1 o, | H' { - # Hot Key num 1
, [' M$ G1 ?' `$ u - if Input.press?(Input::Numkey[1])
( Y( e2 V( a" ~. s2 f H2 q s) U; Y5 N6 a - $game_player.equip_item_to_hud(0, @item_window.item)% c+ h S2 a" l: O
- # Hot Key num 2
" m! \9 Z6 N+ A - elsif Input.press?(Input::Numkey[2])
& Y" f. k) t0 |/ V3 r - $game_player.equip_item_to_hud(1, @item_window.item)
* l. z3 c6 c; g5 S6 G - # Hot Key num 3
4 u, y' ]: j$ \! ^5 o - elsif Input.press?(Input::Numkey[3]). A* t# d, h5 F( C% S1 l0 [
- $game_player.equip_item_to_hud(2, @item_window.item)' e& h) g9 I, q+ n3 J; z; A
- # Hot Key num 4
. J5 q6 w/ I6 O - elsif Input.press?(Input::Numkey[4])
& M0 \2 @3 C) `7 i$ e2 v - $game_player.equip_item_to_hud(3, @item_window.item)
: q7 n7 b2 H5 D - # Hot Key num 5" _$ T" x9 c1 l5 o
- elsif Input.press?(Input::Numkey[5])0 _) k, }% K; B& ?
- $game_player.equip_item_to_hud(4, @item_window.item)+ z( h, P% f9 ~/ [( u& R
- end7 p% Q9 f: @) `5 T
- @hot_key_hud.update
; U, \6 C8 D, O5 K8 G0 g) U - end
- N( x3 A" T V7 z - end: U' V! c6 ], J; j0 Q0 ~
- end$ [3 E( D1 r" a7 Q6 O( U
- 0 y% i7 \) P# t; l, L# I
- #=============================================================================== f) p6 I. [) n t4 O n" u% R
- # HUD Window
5 x" f! m- n: w3 c7 ^ - #===============================================================================
4 G" h+ L0 Y1 @% { - class Hot_Key_HUD < Window_Base
; X& B1 k9 |& T5 `/ F8 N9 ~ - def initialize(x = HUD_X - 10, y = HUD_Y - 15), Z. P9 [; p4 X: ~
- super(x, y, 220, 80): _5 e4 q7 r5 p
- self.contents = Bitmap.new(width - 32, height - 32)& `5 \" E+ ^' w' [+ ~' K" A! \
- self.opacity = 0
% h3 ~- Q3 T O O' T9 z - @actor = $game_party.actors[0]2 H" ^: l& J2 R4 a) X
- refresh$ \3 k4 F" J+ W( k# q% x0 b7 u: e
- end3 K+ J+ E# P! ^( A9 V
4 D* z! j3 H K$ n- def refresh
6 s# Y( n6 Z z$ g( _. i8 z9 \' k1 u - self.contents.clear
, e1 Y0 T% B1 h5 G" U( a9 f/ p* { - bitmap = RPG::Cache.picture("Hot_Keys_HUD")
. }8 K# {6 y4 l0 n" O! j4 G - self.contents.blt(0, 0, bitmap, Rect.new(0, 0, 160, 32))& f- X$ U+ u% A! D( g
- for i in 0..4+ i x) M; J8 k6 A( g
- x = 32 * i + 4
# Y/ {, e x' O' [3 i) b! u: b; M - item = $game_player.hud_equip[i]
# f( f3 p+ w+ b0 U - next if item.nil?5 x# ~5 `7 ]. h% t; ?+ g
- if item.is_a?(RPG::Weapon)% f1 W1 c1 I0 i
- item = nil if $game_party.weapon_number(item.id) == 0 and0 T1 z- B( x* ^7 q
- @actor.weapon_id != item.id- }& T# x7 E4 @- @* V) @4 D
- elsif item.is_a?(RPG::Armor)
1 E6 L! h0 I/ Y0 {4 c - item = nil if $game_party.armor_number(item.id) == 0 and 2 l! Y) f |) ^
- @actor.armor1_id != item.id
) P9 ?$ Y! }7 Q. u, ^( E- b% D% x - elsif item.is_a?(RPG::Item)
- b. m3 F5 e! K& F1 ?; } - item = nil if $game_party.item_number(item.id) == 0 or
# v& g5 V/ C" L/ G# Q* k9 ^0 z, W - !$game_party.item_can_use?(item.id)) C$ P# ^- r* I7 L7 B
- end' S) y/ T6 I5 U1 h
- bitmap = RPG::Cache.icon(item.icon_name)+ [8 ~* l9 B/ _9 \/ n' x
- self.contents.blt(x, 4, bitmap, Rect.new(0, 0, 24, 24))+ O& t7 I/ S' P0 c
- end
4 O9 V0 g/ s" _ - end; K$ E& R6 J+ \8 ~0 Q! {
- 1 {2 x$ o7 R! y, I1 |4 R5 s9 T
- def equip(item)
9 N K" s+ w& V6 Y - if item.nil?, E8 b @, q4 x6 w7 u6 n
- $game_system.se_play($data_system.buzzer_se)
9 m; O& G+ ^* T1 G8 h% U - return+ R/ v+ f4 ]9 w9 Q9 E
- end
' f2 n, i3 k3 q, Z" \. y$ ~) f. J - if item.is_a?(RPG::Skill)
/ b5 O% j" {4 p5 Z, G ^ - if [email protected]_can_use?(item.id)
5 H9 h v" D+ l( E' _ g - $game_system.se_play($data_system.buzzer_se)
# {4 [$ J& T% T* R0 m- j S - return
1 b$ X! S6 V7 [, m( W3 Z+ C6 n. p - end
" [& X" e8 Z. e' N- e+ Y% d K - $game_system.xas_skill_id = item.id( p. m8 [5 F9 L! V0 D4 Z0 f0 a. n+ m
- elsif item.is_a?(RPG::Weapon) M. y5 j- e: V. |& N6 F
- @actor.equip(0, item.id)4 Y. ~8 |* E4 i
- elsif item.is_a?(RPG::Armor)
/ e: _* X! N1 H- t - @actor.equip(1, item.id)3 t$ J1 k/ ]! O1 N4 ~$ U4 _
- elsif item.is_a?(RPG::Item)0 P* [3 r1 W& H+ x
- item_tool_id = XAS::XASITEM_ID[item.id]
0 Y* ^; Y Z4 n# R; K - if item_tool_id != nil
3 y! x& c' g7 d1 ^( S2 m1 | - unless $game_party.item_can_use?(item.id)# C9 L' [4 G" a" c4 z
- $game_system.se_play($data_system.buzzer_se)
1 [+ E4 N& B( ^7 W" }' \! I7 k6 ^ - return
5 t9 o Z# r7 l - end
1 u8 r* @$ A. Z; S3 a4 _' i - $game_system.xas_item_id = item.id+ S6 V- O' R9 {
- end& w2 C7 v* t( b9 A0 H* H
- end
0 X j. }) L: x0 c6 J7 m+ v; g - $game_system.se_play($data_system.equip_se)
6 A0 r% D, r6 l+ U/ U - end1 I& X: q# v2 B' Y! q
- * S7 E+ l+ ^3 @
- def update- g$ z. U3 W6 u) o9 ?
- @actor = $game_party.actors[0]
- |9 x! i. j' q6 x7 L - @hot_keys = $game_player.hud_equip
7 @1 F' D4 b" V3 I - refresh
: E9 W5 g$ b0 Y* ~. [" Q& g9 { - return if !$scene.is_a?(Scene_Map)9 k3 @9 s4 I4 I/ e
- if Input.press?(Input::Numkey[1])% d" O" Q3 E. w9 r+ D' ^$ F. n L
- equip($game_player.hud_equip[0])! \ g, A! k5 Z0 z1 L% _! ]* o
- elsif Input.press?(Input::Numkey[2])
0 L) `6 I. l- O7 ~) \ - equip($game_player.hud_equip[1])
9 F2 d# E, ]( V L - elsif Input.press?(Input::Numkey[3])2 Y" {7 D3 n7 S9 q. Q' ^0 X
- equip($game_player.hud_equip[2])
% n# C6 {+ ?) }6 r - elsif Input.press?(Input::Numkey[4])
0 ]7 s- k- l) C% Y' i& I - equip($game_player.hud_equip[3]) 4 j$ l. o- E3 ]7 A" a& i
- elsif Input.press?(Input::Numkey[5])# V1 K( I% m! M" i
- equip($game_player.hud_equip[4])
, }3 P/ _5 b9 n; ] - end
, y. ^' \% q. \" L- l7 ?0 V3 R: k' U - end" {* Z: O! o. r
- end% u$ q$ S4 r8 O$ F
5 P/ Z/ U4 r+ b7 V5 R- #===============================================================================
* D' o' f U. _" z. ? - # Scene Map
. \5 c) x# H* w5 s* ` - #===============================================================================
8 |& O, g: U" H - class Scene_Map0 i! v I+ O j* U8 \' o4 y
- alias hot_key_hud_init main& h( o* O, m H/ M
- def main
/ |5 m' F% g0 k" j; L9 y - @hot_key_hud = Hot_Key_HUD.new' ~4 Y" L; N) h/ y) D/ M, n
- @hot_key_hud.visible = !$game_switches[XAS_HUDDISABLE_HUD_SWITCH]% W3 ^6 V# p3 N8 d& ?- c
- hot_key_hud_init' D8 c1 i% `0 k) M
- @hot_key_hud.dispose
" Y2 _ g: H" E s: y- }/ M - end
5 ~; R$ H; n3 u. B" l+ a% x - / k. j% c3 h6 I/ D- s
- alias hot_key_hud_update update
H) }: {. _& l4 ` - def update
5 j0 w6 X9 R2 x/ g; u& W - hot_key_hud_update3 j8 X0 |1 b' p' o7 s, e* O
- @hot_key_hud.update( I: E' L4 J1 _. F" ^' l$ {2 s
- @hot_key_hud.visible = !$game_switches[XAS_HUDDISABLE_HUD_SWITCH]
) Q$ F: U( k6 Z: x7 X( `! D - @hot_key_hud.update if !$game_switches[XAS_HUDDISABLE_HUD_SWITCH]& U; Y5 J2 F; }! O) d: Y0 H
- end
\/ u$ z, ~1 c4 }: f - end
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