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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,0 g5 Z. j. n2 T+ x9 U2 [
不知道有人能帮忙看一下吗? - #===============================================================================8 b% ? ^* c( d
- # XAS - Hot Key HUD6 g0 n( G( p- `& {! E0 |2 }, C" \
- #===============================================================================0 T# H, h; d% c
- # By Mr_Wiggles
# f2 m8 Q' L( p( R# \9 r - # Version 1.32 E @% ]0 H3 c; n0 n1 ?
- # 7/6/10& {- F. Z. C K [8 {( q
- #-------------------------------------------------------------------------------7 N0 N4 m; s; k7 ]6 p
- # Instructions:4 `' z! W0 q+ Q# E6 m3 B
- # Fill in the constants bellow, paste this script above main and bellow XAS in
- }4 y+ D! m: o* S- c6 D1 A2 L7 Y8 G - # your script data base. BE SURE TO SET TO THE RIGHT XAS VERSION!!( {+ L$ Y+ L6 v. K( u
- # & s5 _; O5 C) r& M" L u+ ? O
- # Place the "Hot_Keys_HUD" picture file into your game directory
6 y; k" w' [+ h+ x - # Graphics/Pictures folder. e9 A- i. \& R; \$ v. x! H: I
- #-------------------------------------------------------------------------------
: a; E, |7 o) K" w0 U3 a - # Directions of Use:
2 G& ~5 q- a2 p8 _ - # Simple just press a number key (1 - 5) when the quick skill or item menu is7 H, ]# t2 w X* v! H; H4 Z7 Y
- # Showing.9 d v/ M5 t( Q" s9 Q
- #===============================================================================
0 L) }( L3 ]# M' V - HUD_X = 0 # X pos of HUD1 Q: C& D3 E7 m' _# k7 v
- HUD_Y = 0 # Y pos of HUD- P2 \% _8 s1 j
9 r; v2 B( Y4 u' L3 B- W( @/ T, w& r- # Set true if XAS 3.7f
) B1 T8 @ l# O. Q( ~3 L - # set false if XAS 3.6: m" F1 K4 I/ a# \9 ^8 B$ d
- XASVER_37 = true
1 ~! b1 E6 e& @9 D
! _' C# m T& T7 d* U- #===============================================================================
- h( `5 Y7 B" C# k8 i6 Q/ |+ b$ T/ j - # Numkeys Module
5 N$ }# V( L' a: c# c: [% V4 e% i - #===============================================================================4 N: D4 \2 e* E; U% J7 L: s- N
- module Input4 K7 @/ B$ Q- E1 F0 B) [9 F. e7 s
- Numkey = {1 => 1049, 2 => 1050, 3 => 1051, 4 => 1052, 5 => 1053}
0 C( v( c3 R3 M, Z2 y - class << self
# Y: U4 a7 N1 g. D. O - Key = Win32API.new('user32','GetAsyncKeyState',['i'],'i')6 C* T( ]- ^! O: ~
-
( W/ Z n) L2 \8 ~& @8 {% B - def testkey(key)
2 c" v$ X! K1 m - Key.call(key) & 0x01 == 17 x( F9 J& E+ g7 w$ |+ h" z: h
- end, G$ N+ r2 v& @
- ' E; W$ V' S- l! ]. e% j
- alias hud_key_update update
! q6 M0 M2 A; k3 c" U1 Q* Y! O4 C - def update# u3 s( \. j8 h, V& \9 k
- hud_key_update6 O4 C9 _& N( r- I/ K: z, E
- @pressed = []0 Y" W8 q8 }/ b
- for key in Numkey.values3 t: o3 V9 i: O' I% ]
- key -= 1000
3 n$ y5 @1 O6 K1 U: x, i - @pressed.push(key) if testkey(key)6 B# J7 S1 _$ k" l0 V
- end
) o, Y6 Y1 X3 `) e" d( t - end. P* T1 X9 r$ b! Z& m) C* N9 ^
- ) @8 c3 [4 A1 S
- def pressed?(key)
5 |! [2 o1 w5 \' w4 Z, n! L - key -= 1000/ F* ~& T5 W& n/ ?, d% K0 \
- @pressed = [] if @pressed.nil?
5 W. q' ?9 f1 U" Q ^0 J$ _ - return true if @pressed.include?(key)5 ?6 B. H( f6 a+ e( h
- return false3 ^$ L! ^+ o6 i# e) g* w+ b( m$ b
- end& U }7 j' b. v; e& E- @6 l
-
1 E/ y4 n& b9 f2 D- ~1 f - alias hud_key_press? press?3 }' u) w. f* D/ ~& h( ]" L6 X% H
- def press?(key)+ `8 E, ^3 u. H! ^0 Y2 p* R( I" x
- return pressed?(key) if key.to_f > 1000
2 U$ j# @( P' S+ [0 {' h( _. m - hud_key_press?(key)0 d; a) y- y7 X% Z5 }4 [2 r
- end
) n+ T9 i; y' d4 g# ]2 O- v* I ~ - end
# \- |" H: @0 e! k8 b1 o - end* `7 N& V% m3 B% N; t2 J$ _
8 k1 T4 h; N! W" T1 ]% c- #===============================================================================8 I+ }: g8 m3 P
- # Game Player
4 ]# d' K- C: H. X8 h9 Y' W7 C - #===============================================================================& i5 p* Z {9 h
- class Game_Player < Game_Character( n; L0 t3 H! s% @, G9 S5 k, T
- attr_accessor :hud_equip0 X7 M, B2 C" f" w
- r3 @$ G' \& [) ~5 e8 \
- alias hot_key_hud_init initialize
6 F- X* U# I8 a' |! ]* X - def initialize
( I0 @9 q$ ~5 g$ L - hot_key_hud_init5 E, d& _2 o$ ~; [$ z; e& G
- @hud_equip = []
" H$ Q0 Z( s+ {+ w, N# Y8 ? - end. t$ f6 i% ^% j1 ?
- 6 E) l( [+ ~* }6 m4 @# x# M
- def equip_item_to_hud(n, item) e V4 V8 T7 P v: z5 F6 d
- if item.nil?
# w0 G# t9 v* V6 O$ @/ B, o5 j - $game_system.se_play($data_system.buzzer_se)
# w2 i3 \& R/ ]2 Y# u8 N6 s - return
S$ j+ w F- s, P' O0 b - end
8 A& O" ]; m; i - $game_system.se_play($data_system.decision_se)" L. z& \. F3 C2 |8 q" z
- @hud_equip[@hud_equip.index(item)] = nil if @hud_equip.include?(item)% M0 y: p, ~" c4 c. z& W
- @hud_equip[n] = item
4 b9 d: s {' {" @- Q7 W: s4 j9 ~ - end# z) o, a& j" q
- end
. t4 R% A, [6 i7 L6 ?1 S8 o6 ?. G - 5 a0 K( V8 J, A0 \
- #=============================================================================== S, y' V& ]1 ~
- # Quick Skill Window1 y: V9 h- v7 T
- #===============================================================================
& _8 }% H* x7 m& ^; H4 n* Q - if XASVER_37 == false
1 `3 F8 {+ I) @( T T4 Q" g - class Xas_Scene_Skill6 n8 @) \3 x W8 l$ Y
- alias hud_quick_menu_main main
3 @- R& f4 B) j! x% w3 \ - def main. V, s, j: k8 G: J; H/ D N
- @hot_key_hud = Hot_Key_HUD.new
8 ]$ w' F( h- T- F - hud_quick_menu_main
7 g, D: [. w3 z! X) _ - @hot_key_hud.dispose4 E- ?7 D* k6 a/ Z) Q! b2 w
- end1 B4 r: T4 P9 P6 t
- * A, ]+ \, `+ `' X
- alias hotkey_hud_qucik_menu_update update! l9 S, [4 _# D
- def update2 F2 y' P6 K; M
- hotkey_hud_qucik_menu_update
( e9 [# v* Y6 E' o, Y - # Hot Key num 1! J) i5 P) R+ G5 {( e' P
- if Input.press?(Input::Numkey[1]) o H3 x* K, i" {/ g
- $game_player.equip_item_to_hud(0, @skill_window.skill)* K+ t" ~1 x! x) Z1 R% y4 S5 L$ T
- # Hot Key num 22 ]. u. H4 G- | x& |& E
- elsif Input.press?(Input::Numkey[2])
/ D5 j2 t$ }% k3 ]$ f - $game_player.equip_item_to_hud(1, @skill_window.skill)
% \. T4 O# ?# W+ p& S7 i! R& M - # Hot Key num 39 |$ b" d) ^8 c9 r
- elsif Input.press?(Input::Numkey[3])- ~& P8 q% k* P0 l
- $game_player.equip_item_to_hud(2, @skill_window.skill)
* `4 Q) s0 G& H/ [! D# X6 F - # Hot Key num 4& b" T: C9 p. w, N h
- elsif Input.press?(Input::Numkey[4])
2 B3 \1 B* [$ ]( S [$ H - $game_player.equip_item_to_hud(3, @skill_window.skill)5 g& i8 h1 ]1 M: R
- # Hot Key num 5
+ M. d1 l1 p+ {( B% I/ y - elsif Input.press?(Input::Numkey[5])# ?1 U" \; m7 X _5 f& w! j
- $game_player.equip_item_to_hud(4, @skill_window.skill). y% T2 x. z: E3 o& H) P
- end
: Z5 z4 P0 w3 M( x8 T( y# n/ G - @hot_key_hud.update9 J8 v8 F9 u2 T2 c, D' |
- end& q# w. Y, t# L# y, {. C, p1 G0 q2 o1 u5 z
- end/ c( f2 u% A0 I
- else! b7 J5 H# _: T5 f$ n
- class Quick_Menu_Skill' z. L. F+ t) T
- alias hud_quick_menu_main main' l+ Y/ r9 d5 M& ~% p$ \$ Y
- def main
3 `4 U4 W" C: s: q+ j - @hot_key_hud = Hot_Key_HUD.new8 {% c5 d: ]2 R( Z$ b: ]; C1 V, h- O
- hud_quick_menu_main
0 E4 e4 V/ p, A l w/ U - @hot_key_hud.dispose
7 C% S; M" f( g- B& m, c, [7 }3 d - end
w* [7 `# A5 Y J! F, n1 k - * I1 U, j0 y% m4 t* C
- alias hotkey_hud_qucik_menu_update update5 i. C% l9 K/ ]$ U, c
- def update7 v& u# \$ t0 U7 L! r# m
- hotkey_hud_qucik_menu_update
9 J1 z( p6 r! {, D0 D; {+ } - # Hot Key num 1
0 w$ t. @! c$ e( L' ?- n - if Input.press?(Input::Numkey[1])# `2 C! Q3 L8 j7 `7 B$ Y9 X5 [
- $game_player.equip_item_to_hud(0, @skill_window.skill)
$ X2 {. I3 [$ h9 w, }+ R - # Hot Key num 2: B j( d: c7 n- F8 T
- elsif Input.press?(Input::Numkey[2])( ]5 Y2 Y( S) }! q' j( C# c
- $game_player.equip_item_to_hud(1, @skill_window.skill)4 _/ a1 V* `$ t* @' C2 y8 z
- # Hot Key num 38 R# c+ @# o, a) I
- elsif Input.press?(Input::Numkey[3])# \ P" w. T* u% P
- $game_player.equip_item_to_hud(2, @skill_window.skill)$ M/ u) e* H) K5 m: x" r
- # Hot Key num 40 f$ A4 I) X% n8 A# }2 C2 [
- elsif Input.press?(Input::Numkey[4])
& p# x/ |! P% O' H8 n: C9 [" V F - $game_player.equip_item_to_hud(3, @skill_window.skill)
( E* [8 {' k8 P( k3 U - # Hot Key num 5
' I' L9 C; P% t9 A1 C - elsif Input.press?(Input::Numkey[5])
/ \* r) Q" {% d V& j7 r - $game_player.equip_item_to_hud(4, @skill_window.skill)9 n- n1 A& Q. d7 ]' z7 `9 L
- end
) J6 Q, [' m+ v5 a% ] r - @hot_key_hud.update
/ U( A! v5 L g. y' z" E/ n - end& t" m* i1 X9 U" E" G+ ^
- end5 ?' p& ]+ _* c) b5 {
- end0 \: l: n$ }6 w4 g0 b8 l/ o
; J5 d3 B5 x) i$ E5 c. v7 @4 @" K- #=============================================================================== n8 g) X- f" T" t' A, e
- # Quick Item Window
& ], J6 L6 z$ @ - #===============================================================================2 A7 o( @5 j5 `/ D0 ^
- if XASVER_37 == false
: @7 ]! n6 E$ k% L( `+ E( a - class Xas_Scene_Item+ Y, m% }* \1 e" C) ]- V1 z" q9 ] ]" _& M
- alias hud_quick_menu_main main7 N8 n @3 P/ ]0 u7 A: b: g3 R
- def main" o, g: w+ ?# X& k
- @hot_key_hud = Hot_Key_HUD.new
4 q; W) `9 E& m# {4 l3 C1 | - hud_quick_menu_main) D1 Z, I& ?% V( C# ^5 _1 I r
- @hot_key_hud.dispose
* T/ H' n. o, u8 J - end
3 r" R/ y$ Z" h% x" y -
- i! K6 ?$ b$ ?6 Q4 j - alias hud_key_update update
- R& r7 M$ _. E/ U - def update2 W$ A$ F1 F8 D# O
- hud_key_update& \- m4 L+ [' [
- # Hot Key num 18 C& a6 Y: S9 c* o q$ J! a2 J2 O
- if Input.press?(Input::Numkey[1])' v# m1 G7 i9 [- y+ J; [: t# M
- $game_player.equip_item_to_hud(0, @item_window.item)
; l y8 a, R: V- M! t% `+ S - # Hot Key num 2
2 p# q. C- h3 ?; m) }; w - elsif Input.press?(Input::Numkey[2])5 J$ U) ?* e" J' t _. s D
- $game_player.equip_item_to_hud(1, @item_window.item)
- x3 D& [# Y3 {% | - # Hot Key num 3
# f0 Z3 z5 B9 D# Z0 k% E$ q - elsif Input.press?(Input::Numkey[3])+ |6 S9 ~: _- k
- $game_player.equip_item_to_hud(2, @item_window.item)% Z2 {6 T5 H, T% o, G
- # Hot Key num 4
' D: O* M; h- T- a+ n; D - elsif Input.press?(Input::Numkey[4])0 H: w" K- @! m5 L
- $game_player.equip_item_to_hud(3, @item_window.item): I7 X+ c/ a- K) _
- # Hot Key num 51 }2 h/ E, E/ i; X, q7 @" n) r7 q
- elsif Input.press?(Input::Numkey[5])
) K, O. U/ m2 v# H0 e6 N* [ - $game_player.equip_item_to_hud(4, @item_window.item)
" g. s0 C i) P+ e$ ~ - end
6 l" P1 A5 S# B6 j8 f4 N - @hot_key_hud.update
+ F: E- H j* a% x+ B" m2 w - end
- R$ E; q* Y8 e/ F! q - end
8 ]. [' D! {, H3 t - else
1 P5 O) ~5 _1 b/ Q9 C- x - class Quick_Menu_Item+ e8 K4 o# D0 c4 K/ q
- alias hud_quick_menu_main main
; t5 ?) j: _7 F8 f- X- } - def main
+ F/ `+ z- v& R) O# p. D# L( m - @hot_key_hud = Hot_Key_HUD.new
* ]- p% |* h; D1 D8 E" \ - hud_quick_menu_main
' G. U2 |$ ` q4 l' Y - @hot_key_hud.dispose
& L5 ]0 ]) o6 w2 G9 U6 S" f* ] - end
6 V1 }1 w, C$ X4 P# \ - , \! ]+ U2 k# b" p8 ]( {6 O
- alias hud_key_update update
, c' }6 F# Z; I - def update
, m) r9 ^5 `8 V/ K+ z# u - hud_key_update* H/ b3 h: G/ `" r/ y$ b& q" j
- # Hot Key num 1! m6 H- X( {$ q `; J
- if Input.press?(Input::Numkey[1])- B/ _4 P+ E2 |+ b6 s. E1 [8 y
- $game_player.equip_item_to_hud(0, @item_window.item)
6 z: O- ^7 F' \3 W+ R& U2 N5 u( O - # Hot Key num 2
# u; |7 ~. Z1 H2 K+ ~3 X - elsif Input.press?(Input::Numkey[2])$ Z. ?. c9 `$ k3 w! ^" a
- $game_player.equip_item_to_hud(1, @item_window.item)
. i* _% W1 s0 x8 O k# }$ t - # Hot Key num 3
( [+ z, u) A0 Q3 b, i+ F5 n - elsif Input.press?(Input::Numkey[3])0 V% }* ^! r* }* P
- $game_player.equip_item_to_hud(2, @item_window.item)
1 i4 w9 w" Y; w9 w k4 F3 \ - # Hot Key num 4% s( {% W- @! G# s6 _' n6 X: @
- elsif Input.press?(Input::Numkey[4])0 @' p. s7 r% P& y/ E, B
- $game_player.equip_item_to_hud(3, @item_window.item)# d1 e7 p, u; _3 f: a* ^; _
- # Hot Key num 5 _. B0 }$ d+ ~8 c; C% h0 ]
- elsif Input.press?(Input::Numkey[5])9 t& T5 ~/ G @3 U3 R: l/ k
- $game_player.equip_item_to_hud(4, @item_window.item)1 C% a- k& W8 L4 s
- end
1 l8 d: d$ g P3 b - @hot_key_hud.update5 s) `- Y g% A
- end
$ E* p; I2 o' a$ }8 m: ` - end! c/ J r+ R# f& q7 n7 J/ Q
- end3 b: v/ h2 G1 b1 {# `% c4 p; |
( Q7 E6 _& p# T( i, h, o; n- #===============================================================================$ ~9 r; Z. C# k' f8 O
- # HUD Window
; O- S2 ^ L* t# a - #===============================================================================
) M! }- i5 m% x! j7 F, e* r8 Z - class Hot_Key_HUD < Window_Base
O" @/ D: f- v' n - def initialize(x = HUD_X - 10, y = HUD_Y - 15)
7 [# K' k5 f* h: P9 ^ - super(x, y, 220, 80)2 v4 O3 L4 W$ w8 u) A
- self.contents = Bitmap.new(width - 32, height - 32)
7 d% o1 H6 u; t - self.opacity = 0$ P: _7 u# s3 s
- @actor = $game_party.actors[0]
) {7 z5 z* j, x1 X! A - refresh
' J' K' U" ?+ U4 t; x% f4 G0 U" D, o - end6 L6 {: H2 H* o1 J
- # q% k3 l T/ U( k
- def refresh
# h+ _" C/ x* X$ y/ i7 h: {, h" k$ e - self.contents.clear4 q3 [1 M+ f" y
- bitmap = RPG::Cache.picture("Hot_Keys_HUD")8 ~: r$ r. {, D2 v: x, s# w
- self.contents.blt(0, 0, bitmap, Rect.new(0, 0, 160, 32)), M2 z8 x1 l8 p! C9 J
- for i in 0..4
* Q' y. L' o9 V% m - x = 32 * i + 4
! Z% j* o9 W7 ?3 _6 |/ I - item = $game_player.hud_equip[i]
; K/ `- E1 N6 {6 w. q - next if item.nil?; Q: I4 ?6 m3 j- z& h
- if item.is_a?(RPG::Weapon)" T( s* a2 D9 F7 B3 |7 ?
- item = nil if $game_party.weapon_number(item.id) == 0 and
9 i4 y2 v% H7 g: Q$ S - @actor.weapon_id != item.id) G! G Z2 Y" k0 f2 q- r: M' g o& t
- elsif item.is_a?(RPG::Armor): I4 _6 M! d6 u) s
- item = nil if $game_party.armor_number(item.id) == 0 and " ?; ~" N7 h) j! H! V$ N
- @actor.armor1_id != item.id' x; G `( p9 v5 d- h" T4 U u1 ?8 |
- elsif item.is_a?(RPG::Item)
/ d5 O/ C( `4 @* `. _0 W7 [ - item = nil if $game_party.item_number(item.id) == 0 or
' e2 s% I8 z; d8 O" x$ k+ [$ w# j - !$game_party.item_can_use?(item.id)
: [' M! D) y { { - end
8 N. I9 p7 m% R O* [/ O6 R - bitmap = RPG::Cache.icon(item.icon_name)" N& I1 B9 O& M2 |$ k
- self.contents.blt(x, 4, bitmap, Rect.new(0, 0, 24, 24))
6 _8 N9 Q# x. _; t, M - end) c k; ~5 [% n' ^
- end2 v# H7 i, ]+ M: g
-
, t- E/ N% O ^7 R" N - def equip(item)
1 ~9 E2 n* S1 Y$ w6 \; k - if item.nil?0 s) w& H* r+ k0 E0 r( A6 V, C
- $game_system.se_play($data_system.buzzer_se)
# ]+ V2 Z5 r) L x- w - return# T4 I; A# E7 A/ B" Q
- end
, i& A g( U/ H1 m) |) c! P! u7 K - if item.is_a?(RPG::Skill)
+ `9 L. P# j4 q7 C- C0 H - if [email protected]_can_use?(item.id)
/ Z5 y/ n1 p5 B5 g - $game_system.se_play($data_system.buzzer_se)
' \2 B: V; B* n v6 T, t/ P - return
( F N' O9 E d) V - end( @0 W$ i7 A* F
- $game_system.xas_skill_id = item.id4 _ L# O- _/ ]" m) ~1 I2 e
- elsif item.is_a?(RPG::Weapon)5 h% r; K! x; B) p
- @actor.equip(0, item.id)
2 ^, {: }5 J4 M+ M p* m) W - elsif item.is_a?(RPG::Armor)3 L/ J+ J& G0 y8 M7 w
- @actor.equip(1, item.id)/ P% S6 l% L4 c9 m. q3 O4 r
- elsif item.is_a?(RPG::Item). ^9 V# |+ r& h) h8 B- p
- item_tool_id = XAS::XASITEM_ID[item.id]
5 H4 }- s! D3 [0 G - if item_tool_id != nil
& M/ F4 w6 N' f/ u - unless $game_party.item_can_use?(item.id)* X, d" @; p/ b- z% Q! O- \: H
- $game_system.se_play($data_system.buzzer_se)" b' Y0 C) X' n+ {0 G
- return
- ]- v; ~1 Q/ Y; u2 n" b- Q - end
. X; ~% v$ \1 m* ?# m6 A - $game_system.xas_item_id = item.id
5 u4 _" `( Q, O5 C# h) N* p - end
' b2 L+ q" C2 L2 `6 O3 X: _3 i - end5 q) j: q2 p: `0 k4 d* w( Y# y, [. G& z
- $game_system.se_play($data_system.equip_se)/ k0 d, K# H' J% q9 J: d
- end9 T6 ^2 I3 ], _$ ~& U" D4 I4 G
-
+ K4 N' y; G% N% `5 ~5 v - def update; S, e% n4 }: b/ w1 E3 }7 Q
- @actor = $game_party.actors[0]$ u& l2 O6 Z5 M# O8 e& G
- @hot_keys = $game_player.hud_equip
: e; j- M" A6 v7 c+ x - refresh
+ h% g( y( V% `5 ]3 P! b+ B - return if !$scene.is_a?(Scene_Map)
- }3 o3 p' [; y - if Input.press?(Input::Numkey[1])4 j0 ]1 W& A* r
- equip($game_player.hud_equip[0])
1 m; c, N4 ] @! H - elsif Input.press?(Input::Numkey[2])9 Q5 x& H4 q. s( [* b$ S" D
- equip($game_player.hud_equip[1]) Z5 ]% |- W6 J& x9 I2 G" i: _. j# n
- elsif Input.press?(Input::Numkey[3])
" o$ n/ ?: [4 @ - equip($game_player.hud_equip[2]) 4 G" o( b8 y4 C1 s' w/ n9 B1 G
- elsif Input.press?(Input::Numkey[4])
9 O1 b" N: B; [ - equip($game_player.hud_equip[3])
5 O$ I" F% Z! ?0 x5 ` - elsif Input.press?(Input::Numkey[5])7 ?4 t2 V4 b" t& F* k8 r# K
- equip($game_player.hud_equip[4])5 Q+ B1 C1 U. [6 ^, k o; n7 ~
- end
- U0 q0 m; J. Y; c. @0 ]$ X - end8 l: u9 D+ P: C* M7 {' @3 Y
- end
& m2 R5 L6 f; J. v' ? - ! I' k7 ?) p, K% O/ w0 Q
- #===============================================================================
7 I/ e% K7 h& | - # Scene Map
1 {+ a9 b( Z( B2 @ V. \ - #===============================================================================' X. c, r8 G* s
- class Scene_Map9 j" t. |$ E! B& i, k
- alias hot_key_hud_init main) q* v9 Q& f. r( I% g9 x8 Q
- def main3 N& G% S# S: y8 q2 P
- @hot_key_hud = Hot_Key_HUD.new4 L& O* T1 B" v0 L1 G
- @hot_key_hud.visible = !$game_switches[XAS_HUDDISABLE_HUD_SWITCH]
7 \* Q5 Q$ v# o/ O5 I8 v - hot_key_hud_init( N" ]* b' o* p) E" D4 p' c9 A8 w
- @hot_key_hud.dispose
4 K9 b7 f6 ]3 U - end
7 W! C3 t& ]0 d M. N- H7 ^ -
$ l5 \, Z" C" f. E* I/ `/ m: ~ - alias hot_key_hud_update update
; t. R7 W& l" O Q, t - def update8 I) _6 g- v# f" i! N7 J$ ?) c" {
- hot_key_hud_update
4 M, o. u, ~4 z - @hot_key_hud.update
% `$ t; \; \: Q g - @hot_key_hud.visible = !$game_switches[XAS_HUDDISABLE_HUD_SWITCH]# c+ D0 ]% L3 j+ O2 ^0 \
- @hot_key_hud.update if !$game_switches[XAS_HUDDISABLE_HUD_SWITCH]# B: S2 a. Q/ {# O. z1 S
- end$ L: ]) z' _3 H8 v \3 d$ n
- end
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