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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,( u/ {6 }/ ~) U- ~
不知道有人能帮忙看一下吗? - #===============================================================================
( ~( w3 v2 v# |5 C+ G' k - # XAS - Hot Key HUD/ h* T9 c# ]3 a3 q$ T: a1 b
- #===============================================================================
~0 Q/ C8 P$ U - # By Mr_Wiggles
+ H* o* m) `" u& ^5 W% a - # Version 1.3
, u1 m2 b$ l7 K6 m; o4 k - # 7/6/10# G5 |% x1 @/ G( K$ W0 I/ b
- #-------------------------------------------------------------------------------8 k6 j' x9 d! S7 x* J
- # Instructions:- s9 x+ t ?7 I7 X+ ^5 o8 D
- # Fill in the constants bellow, paste this script above main and bellow XAS in/ W& X. p3 @8 d
- # your script data base. BE SURE TO SET TO THE RIGHT XAS VERSION!!: M. T- g9 s& f9 P/ w1 f; @1 y: J8 h
- # / [0 C0 R9 o3 ]% b- K9 [5 L
- # Place the "Hot_Keys_HUD" picture file into your game directory
) T$ s+ R- B( p& D' s% | - # Graphics/Pictures folder.
7 ]) @' e1 V% m* M3 } - #-------------------------------------------------------------------------------
; Q7 b5 _, u2 P. F2 _ - # Directions of Use:
( z6 ]) z- ^/ l/ q6 F- q# z. { - # Simple just press a number key (1 - 5) when the quick skill or item menu is; T5 x3 ]& K. Z- s
- # Showing.
4 `* x. Y0 U& y* Q" r$ m) s - #===============================================================================
, W# Y. t% T" f1 J - HUD_X = 0 # X pos of HUD
4 |: v8 G1 n# `; h$ ?/ r# V% O3 G - HUD_Y = 0 # Y pos of HUD
% U; Y/ S( B4 q% Z5 P% f0 u - $ P" d* ]: D2 }2 w* n- O2 X' ~
- # Set true if XAS 3.7f
& A5 {9 o2 F# Q% \& ]6 A - # set false if XAS 3.69 ^9 O% }, |4 `- g5 O
- XASVER_37 = true
" x' \: V; i( a9 ]
& p4 C7 S1 b1 N& u7 S h- #===============================================================================
# P$ l2 a: [2 U - # Numkeys Module# @7 g! g/ l; r; `
- #===============================================================================
4 q: n: j3 C% C2 G! V) e - module Input
( H o/ A1 B4 i2 V - Numkey = {1 => 1049, 2 => 1050, 3 => 1051, 4 => 1052, 5 => 1053}
# E* A9 P8 j% F; m% r" A% q5 o - class << self% f @' ], q8 v1 G; e
- Key = Win32API.new('user32','GetAsyncKeyState',['i'],'i')
% o B/ q9 Q! [$ ^ - " K2 S3 F* Q- H, ], |% ^/ ]
- def testkey(key)/ K+ t ?$ i5 q2 e+ I+ H3 w
- Key.call(key) & 0x01 == 1
8 u3 `4 r" k( y7 Q- N - end
" }5 i, ^* A a+ H# P0 Q - 1 d& Y# x" @7 a! P; v* ~
- alias hud_key_update update# ~0 i. U& _( v7 E: i; k& y
- def update
5 ~* ]" G9 d8 n4 g - hud_key_update3 W+ |' a/ G N1 G( m
- @pressed = []2 X! w! J; J8 g( X' V1 x
- for key in Numkey.values* t$ ]. s8 u$ R: K
- key -= 1000
, X/ J1 R" s3 v% }& m- W - @pressed.push(key) if testkey(key)& L4 e$ N* H6 u4 r
- end, x; h+ e/ b- |
- end
$ G. Y% C) ?+ u1 n/ _5 x - , T0 C: a S, @# k
- def pressed?(key)
4 d9 o; K7 G" m; l - key -= 1000
]/ C9 y7 g7 M - @pressed = [] if @pressed.nil?
1 I, i5 H! [1 H9 i - return true if @pressed.include?(key)$ s$ ?6 X! C+ I: ^2 ^
- return false0 Z6 X6 G* `! @% z3 J
- end
: n9 ~+ t/ |5 ~: ]$ N3 m: X& p5 E - / p9 _+ E. w( g/ A+ { I
- alias hud_key_press? press?4 U; ?/ [2 l! ?/ W2 |/ E
- def press?(key)
$ Z$ D) t3 P. c+ L7 z. j - return pressed?(key) if key.to_f > 10000 U$ |, U7 L4 ]: W
- hud_key_press?(key)0 U+ }( v, f" W/ v% F
- end
5 K! Y3 R' e. F S7 W1 w) y# Y - end2 |. e- ~* e1 r
- end
% k# ]. k5 e6 p
' `# @1 y/ q9 ~' {- #===============================================================================' k3 K) R: x- x* l
- # Game Player( E" n, [ R0 F3 i; g: {
- #===============================================================================8 y q# `- X' z' U- V; M
- class Game_Player < Game_Character: i9 {; d+ z% q- w
- attr_accessor :hud_equip' ?& u( q- z9 ^" ?7 J( }5 ^1 B' r
-
5 a8 a: T& K" w4 v9 Y5 e3 q - alias hot_key_hud_init initialize
8 G9 M( n+ n2 d# ~& a+ b! A - def initialize2 e% N' N& E x! X
- hot_key_hud_init0 N" p! S- T# E/ ]' Y) |
- @hud_equip = []% _7 g% K! U9 d/ i
- end/ v8 p H8 j" Z* e+ c# \. F, l4 G4 d
- 3 h+ Y8 h2 K0 f: F# o; B8 E
- def equip_item_to_hud(n, item)1 k& `6 L, V3 R2 u
- if item.nil?0 R" L! J ~, ]7 d
- $game_system.se_play($data_system.buzzer_se)4 f! u1 b8 ?% y. v5 b3 t% j) c
- return
4 E4 B5 }4 w8 _4 J+ @! j0 |; u* T - end9 B6 E q- l( ~
- $game_system.se_play($data_system.decision_se)
% @* h6 V C6 ~; W, ^+ T# J, p8 }" n - @hud_equip[@hud_equip.index(item)] = nil if @hud_equip.include?(item)
+ `* j- x1 ]' ^, A" X# K - @hud_equip[n] = item
b# X$ f* _& B! G5 R3 \; T - end
( }0 @% g8 q7 ]5 X - end- z+ F0 Q' L1 Y# F2 F% C
) D+ g8 q j+ H3 d/ n% A) l: g- #===============================================================================( H; w" j7 i0 n7 {( g! U
- # Quick Skill Window
# V' k& O% B; H0 }" ?- L - #===============================================================================3 d5 P$ k" l& v' o0 F% Z, y
- if XASVER_37 == false
9 S, N8 m, P: t# O) P - class Xas_Scene_Skill' N0 J! P) |5 z+ J
- alias hud_quick_menu_main main
0 T: m) V% W" V* I1 C4 @ - def main
% K( x) M" E) ]8 U" T8 ]: T5 D1 ?4 s3 w - @hot_key_hud = Hot_Key_HUD.new
$ X8 g0 m) L7 ^2 e1 m. ?) H( O" N - hud_quick_menu_main
: Z" K) P+ D1 k0 }* E6 [$ b, B: E - @hot_key_hud.dispose, }) O; r8 m, P4 {9 J) J: z9 l
- end
. k+ n; w% @2 M0 ^+ D0 i' T, T - ) _. u' z- H1 J4 ~
- alias hotkey_hud_qucik_menu_update update
; Z* G! t( _6 D( b: l1 n1 p* \ - def update6 z- a! {' j$ W; j: j
- hotkey_hud_qucik_menu_update' c7 U, ^9 [( Y3 J7 |! D
- # Hot Key num 18 c! s- M0 d0 P; C) B- e
- if Input.press?(Input::Numkey[1])1 H- G# ?# D# [) H* g k
- $game_player.equip_item_to_hud(0, @skill_window.skill)0 R+ \' d, u- O8 W4 V( j7 d% {
- # Hot Key num 2& T; V* A$ Y+ J
- elsif Input.press?(Input::Numkey[2])+ {7 v/ _( {) d4 {
- $game_player.equip_item_to_hud(1, @skill_window.skill)
9 A8 O# W3 U7 U- e1 @+ y( x1 R - # Hot Key num 3$ K" @& \) [+ H x4 ]
- elsif Input.press?(Input::Numkey[3])
5 f8 r; m% [! U/ R5 e - $game_player.equip_item_to_hud(2, @skill_window.skill)
* k% N2 q8 Y5 L! B$ G/ W - # Hot Key num 4
: Q5 H' p- J: ^ i, \/ K - elsif Input.press?(Input::Numkey[4])9 f' N) }! `/ M9 [
- $game_player.equip_item_to_hud(3, @skill_window.skill)
$ s0 T- y, b, Y, L; D p/ ]& I+ n - # Hot Key num 5
( K3 M2 K0 N8 t& H; b( R - elsif Input.press?(Input::Numkey[5])
1 Q1 Z* I6 _* y" k3 Q - $game_player.equip_item_to_hud(4, @skill_window.skill)
+ P0 b' I4 d+ C' B: W* t3 h0 I - end+ v8 G0 ?. c" t' `
- @hot_key_hud.update
" k9 U; r1 ]5 m - end, u m9 H7 s+ g3 {2 X0 A" k
- end
# y \$ s3 v4 u- b7 n$ ` - else0 e7 ^* e! K. _
- class Quick_Menu_Skill' \. p# p% W$ U3 `
- alias hud_quick_menu_main main
+ j8 j2 \# L" u$ _' \ - def main% V) V; H! @4 s' x
- @hot_key_hud = Hot_Key_HUD.new
: R& Q' e6 K5 V. L% f - hud_quick_menu_main( V8 N5 B ^0 i* [& ]
- @hot_key_hud.dispose
/ t" f# P. X! V$ b, [8 D! G5 H8 m# q. X - end
" B9 x0 s) j0 o( ~8 ~4 U -
; G4 m% R( r- h% f - alias hotkey_hud_qucik_menu_update update
5 v$ O' C1 @1 u/ O4 k( r. f& D0 B - def update
G' z. }/ m" n6 Y - hotkey_hud_qucik_menu_update
9 H9 ?" `. E7 p' _* ^3 b; S" }1 X" [ - # Hot Key num 1
5 E+ c. |/ G$ R& v% c! L5 M/ X1 S - if Input.press?(Input::Numkey[1])
8 G1 n9 K: l- Q/ K4 @% P. I - $game_player.equip_item_to_hud(0, @skill_window.skill). Q; _+ M" @. d& h- @+ h6 l: v; g% s
- # Hot Key num 2
0 |) L, z) ~9 v1 L4 } - elsif Input.press?(Input::Numkey[2])
- y4 x: b7 Y$ r& A" P1 I - $game_player.equip_item_to_hud(1, @skill_window.skill)! R# L; K- W$ I* z) S1 `' y
- # Hot Key num 3# F! u/ l/ ?1 C; j! h% y! j' H/ c) X Y
- elsif Input.press?(Input::Numkey[3])- j# q+ a4 T- @% h5 S
- $game_player.equip_item_to_hud(2, @skill_window.skill)
5 n: X% l/ f1 ^/ F: S: ~) @+ C - # Hot Key num 4* {. b; W( ~5 {9 V! m
- elsif Input.press?(Input::Numkey[4])
# e+ T8 _5 ]5 V5 V" \, y - $game_player.equip_item_to_hud(3, @skill_window.skill)
+ i$ s+ `: L* F7 n/ J - # Hot Key num 5
( x/ }. w8 H6 {0 M. ] Y% W8 m - elsif Input.press?(Input::Numkey[5])
, D2 \* {! t0 R; C( j* d - $game_player.equip_item_to_hud(4, @skill_window.skill)
% q7 y; g. e) z6 j3 Q - end
, { m; C/ t: a g+ u# f$ Y) @ - @hot_key_hud.update
: f/ u$ D; l( f+ o/ j+ X& X - end! i- W' n7 C1 d) T
- end# a0 J N& P! H" B) T! Q( K' |
- end
+ ], o3 F1 K; h - 2 S8 r# i0 ?5 H8 f3 t
- #===============================================================================
9 [& ]" L) U% O; ^& e, O - # Quick Item Window; N' E- G( o: }# c. [% _+ \3 O
- #===============================================================================
/ d3 e+ ~+ _7 `) r O% t ~ - if XASVER_37 == false
0 G: `- |5 a, {# l' q8 R - class Xas_Scene_Item$ U( c+ {3 G- i/ I
- alias hud_quick_menu_main main& G; \$ s8 V- \' N; ^" V, T
- def main
- {. o9 _9 Z" \& P. {0 e2 i5 B' u - @hot_key_hud = Hot_Key_HUD.new% o! N3 J1 J1 J% n- y1 C
- hud_quick_menu_main
' ^" |) l: q" H: L& S! Q2 T/ B - @hot_key_hud.dispose
2 {! `' R5 ~ m6 ` - end
7 {* a3 E2 A- d" F: |+ y0 [8 W - 3 l% w& ]5 t' j& E" X- J; B% \
- alias hud_key_update update b) T4 b) }0 e; \1 H
- def update
5 ]9 y' E9 f0 r. { - hud_key_update& G4 r1 v' F" w! |6 S
- # Hot Key num 1
0 [- f# H* {/ j- K4 Y9 [6 ?" { - if Input.press?(Input::Numkey[1])
& u/ y) P" W' i) {8 ^4 E - $game_player.equip_item_to_hud(0, @item_window.item)
$ P" ?( m5 W6 i' j b - # Hot Key num 29 D$ Q( `5 \. F
- elsif Input.press?(Input::Numkey[2]): g4 F T: e0 x
- $game_player.equip_item_to_hud(1, @item_window.item)
$ K% T$ x$ H6 D0 p) ]# F3 g - # Hot Key num 3
" O" M( d, Z" L6 \, I - elsif Input.press?(Input::Numkey[3])" B% S* `1 t. q. @/ q+ x( l
- $game_player.equip_item_to_hud(2, @item_window.item)
. S' |/ e3 D. D& k1 p - # Hot Key num 4
7 U* Z1 q& w7 _( m, k2 l- s - elsif Input.press?(Input::Numkey[4]), G+ C* ]" ^) U' Z
- $game_player.equip_item_to_hud(3, @item_window.item)$ T! j/ t4 H1 Y! Y' L
- # Hot Key num 5( C, h) \9 `# M" A% j5 m
- elsif Input.press?(Input::Numkey[5])7 @# R3 V- ~, i
- $game_player.equip_item_to_hud(4, @item_window.item)2 A+ |2 S3 R! o: o
- end2 t- I: O/ _6 G9 o& M1 Y
- @hot_key_hud.update
6 M6 N5 T3 ]2 f$ O( p* w2 F - end
! f& `) l8 G% o( r8 B, w - end( J4 W5 _% i0 p5 m
- else8 N8 t+ W: y) C4 H% U- B
- class Quick_Menu_Item4 H1 _/ L# r: t$ m3 c
- alias hud_quick_menu_main main0 N- _! ^5 c$ G9 d' _" j
- def main; ?. g1 }9 b4 |. `
- @hot_key_hud = Hot_Key_HUD.new
. C; V. F: M! l2 x( [' @ - hud_quick_menu_main
* D9 `% q& a) R/ L% g - @hot_key_hud.dispose
3 c8 @. `% T: M/ m( C4 \; o, B- ?) ]1 U - end
. \. W4 D- Q8 s1 ^ -
. S: Y' M+ N2 i4 X" R( I' d8 j$ F - alias hud_key_update update
& a9 A9 x5 c2 o% U - def update% S+ j8 s u' [) T( Y& f
- hud_key_update4 u4 Y9 `+ _2 z9 _2 S
- # Hot Key num 1
6 z' W2 ]" s5 P - if Input.press?(Input::Numkey[1])+ Z( @0 J0 o$ l7 {2 t7 K) G. {( X
- $game_player.equip_item_to_hud(0, @item_window.item)4 u, E1 @' ^/ K- P0 e8 @$ U2 v
- # Hot Key num 2/ D1 n2 Y- @ j f9 |$ E" c" t3 K o
- elsif Input.press?(Input::Numkey[2])1 U0 ]0 v. ^, R7 n O! o) u# ]
- $game_player.equip_item_to_hud(1, @item_window.item)
. H" u' j Q2 ~7 v$ E& Z9 e- [( X - # Hot Key num 35 [3 R% h: @: k1 C
- elsif Input.press?(Input::Numkey[3])5 N; w1 Q* u/ `( c& ?2 P+ Z2 N3 t
- $game_player.equip_item_to_hud(2, @item_window.item)8 A6 F" I# E! ^6 P U, L5 M |
- # Hot Key num 4" F/ S3 i5 X/ A+ R) ?
- elsif Input.press?(Input::Numkey[4])4 ~0 E) V9 C; k& _! `% }2 O% a& ?1 g
- $game_player.equip_item_to_hud(3, @item_window.item)
# T" C/ V! f1 P5 D" j9 z* m - # Hot Key num 5
$ _1 z$ S) G* j$ P3 M8 `) V - elsif Input.press?(Input::Numkey[5])* t1 {/ V& }. `% g
- $game_player.equip_item_to_hud(4, @item_window.item)
. K9 v. O2 @$ G1 z! l - end
/ {2 n. L* O# q @ - @hot_key_hud.update
, n( |% h6 D. U3 O0 w - end
. ^* V1 y$ @& a, f- r - end
% p# ]$ E3 O+ Q% W - end- e+ a: L. p$ v/ D- \; d
! w1 z! U1 t( m5 I. v/ @- #===============================================================================
|5 c2 v3 V) I" |9 y2 J - # HUD Window
& @2 m: [( e& N3 { - #===============================================================================$ @ T/ H7 A, T- m& _
- class Hot_Key_HUD < Window_Base
- _4 s6 O; B. u8 K2 ^ - def initialize(x = HUD_X - 10, y = HUD_Y - 15)/ l! `$ [; P) X- Q( H2 l
- super(x, y, 220, 80)
( o( F6 J4 {! T- m! \0 w' p/ h - self.contents = Bitmap.new(width - 32, height - 32)
) J" N( v6 k. a, n1 ^! ] - self.opacity = 0/ N1 J3 }3 Y1 E6 N# K
- @actor = $game_party.actors[0]& R1 V; v$ y* D S3 P _
- refresh
* U s6 x7 z9 L9 F$ m9 f0 V4 ~! ^ - end
# `" L6 m7 e0 u$ V; y
0 M9 y8 S4 {0 x- t ~- def refresh
% J4 p; y8 y% Q - self.contents.clear
7 u* F8 m+ e' f+ c, F0 ^( m0 o - bitmap = RPG::Cache.picture("Hot_Keys_HUD")& V, F" ~. u- {6 T
- self.contents.blt(0, 0, bitmap, Rect.new(0, 0, 160, 32))$ d0 e+ B# X1 o P5 q: h
- for i in 0..4
; m2 \$ ^# ~$ ^5 j* B% C - x = 32 * i + 4
) N- R" @ r! [9 t9 G1 k6 K& s) ~ - item = $game_player.hud_equip[i]# B6 p* U+ `8 D
- next if item.nil?6 i" G! ~# u$ E# r- V/ ?* e9 ^+ a
- if item.is_a?(RPG::Weapon)
v$ s0 E6 i# G* Y& B - item = nil if $game_party.weapon_number(item.id) == 0 and6 ~0 ]7 ~% D2 e3 y) ^1 o1 O$ u
- @actor.weapon_id != item.id
8 t5 d: d+ r$ _0 B0 } - elsif item.is_a?(RPG::Armor)" ^( e' y3 I$ y. S, l" Q
- item = nil if $game_party.armor_number(item.id) == 0 and
5 ~: R* P' \7 S2 ?2 K - @actor.armor1_id != item.id
8 J5 Y6 ~, r, a5 p - elsif item.is_a?(RPG::Item)( i9 P- _7 E* A& M; Y& L4 _9 Q( d6 Y
- item = nil if $game_party.item_number(item.id) == 0 or
- h0 H8 A2 @: }8 Y- l - !$game_party.item_can_use?(item.id)" |0 }- t j9 I1 Z( v5 l; I
- end. H, B Y% n/ ~
- bitmap = RPG::Cache.icon(item.icon_name)% C9 B- `1 I* i! U/ {% r
- self.contents.blt(x, 4, bitmap, Rect.new(0, 0, 24, 24))$ A0 X9 z: S+ a( l( a
- end
$ W; \9 W- \1 T O9 Q: S! I6 B& p - end6 H8 g* o/ ]( f+ [
-
R( [% X2 L' O3 W - def equip(item)
' w. u8 @. M* E! P. x6 J# E - if item.nil?
& }* F) y; v/ T8 p m - $game_system.se_play($data_system.buzzer_se)
' w* m6 R' @- k4 K - return! B# c8 W$ [/ h# r' Z9 x
- end) c2 N. {6 ^ V& Q. Z/ o4 {
- if item.is_a?(RPG::Skill)
f$ c- w8 }4 B; b - if [email protected]_can_use?(item.id)
2 M6 ~% c. R$ e* ?8 u' [ - $game_system.se_play($data_system.buzzer_se)
! Y" [6 q7 ]" P3 x L, t$ y0 Z# j - return
$ @" G/ J1 x* g( H- r; u* r - end
- W- W# {$ X) k3 P: g" k - $game_system.xas_skill_id = item.id! c3 ^8 W' x. C. Q2 _7 x4 X
- elsif item.is_a?(RPG::Weapon)
* ~2 X/ k( [# w; T4 R5 p0 @: u3 j - @actor.equip(0, item.id), Y) O, Q; _( ]9 r+ G7 ^
- elsif item.is_a?(RPG::Armor)
1 R8 f/ ?: B) c: I8 o8 z" T. e8 A - @actor.equip(1, item.id)! L# ^6 ^; o- U2 j6 G
- elsif item.is_a?(RPG::Item)
$ H. q! L! o8 J6 Q! A" c' S - item_tool_id = XAS::XASITEM_ID[item.id]
* U1 E9 A4 Q: f/ ^: h5 A0 u - if item_tool_id != nil
1 J9 m% V: }% H! j, Z: u - unless $game_party.item_can_use?(item.id)
) E0 H9 J" P9 } D+ _- A5 W - $game_system.se_play($data_system.buzzer_se)
, D" T( D# z9 z8 L8 q - return" u1 m1 F% S5 e* h, I
- end
/ [. R. c/ D5 ~2 P0 p- V - $game_system.xas_item_id = item.id
/ I) M9 s x1 e' `$ K/ D - end
7 T, u V! e; W" g% `! n - end
4 `7 j5 D6 M+ Q2 M) O, ~ - $game_system.se_play($data_system.equip_se)
4 j9 b& c: a1 \; ~ - end
; z; `4 |" S2 j" P$ A# L6 q - ' `7 Y! Q3 C. b
- def update
8 A; }! S+ u6 G& w3 @, F9 }0 \: |3 q - @actor = $game_party.actors[0]* Q4 Z! j( T# X
- @hot_keys = $game_player.hud_equip
6 R e% q- O) y- ` X - refresh6 R0 D! A% e8 r" X5 T6 u+ _- m5 g
- return if !$scene.is_a?(Scene_Map)
3 R R; J4 V, e4 Q - if Input.press?(Input::Numkey[1])* B" O9 U, r0 N- l0 t$ ^$ o
- equip($game_player.hud_equip[0])
- L# U9 v# G; _ |0 D- s2 \ - elsif Input.press?(Input::Numkey[2])5 j/ _! F9 @- q2 T
- equip($game_player.hud_equip[1])8 D) W% M% @+ J$ V
- elsif Input.press?(Input::Numkey[3])! A/ H3 u9 D1 s8 l' g
- equip($game_player.hud_equip[2])
3 j5 F/ @# s+ s: @ - elsif Input.press?(Input::Numkey[4])
" C5 t( J6 U3 \4 T1 e( O - equip($game_player.hud_equip[3]) ; B' r7 g" M8 F6 q2 o; T3 r: c
- elsif Input.press?(Input::Numkey[5])$ T/ C, C- ~+ W: Y* N: q6 G$ _
- equip($game_player.hud_equip[4])! ]2 T! \% e9 O9 u4 z3 j4 P5 K! N. ?7 a
- end, x; o8 d/ m. b# m1 e6 h
- end
2 U+ c+ u9 R7 F" m* H - end
u+ Y$ p' p# J }* g( _ - - P0 R' ~6 w5 W7 h; m8 g
- #===============================================================================( ~; }% _5 L6 P
- # Scene Map
5 |0 M1 E' m+ O1 c v$ W" r" R3 R - #===============================================================================
: {* ^6 M. }: U: u) N$ X - class Scene_Map- q0 M1 I& U1 n L3 z a3 K; g
- alias hot_key_hud_init main! u" `2 R# O9 Y1 p5 R* j8 V( J
- def main* a6 f0 \* p1 ] h8 B
- @hot_key_hud = Hot_Key_HUD.new7 {+ J1 ?& [3 |# v( y
- @hot_key_hud.visible = !$game_switches[XAS_HUDDISABLE_HUD_SWITCH]
! O2 E9 R! w+ u# c R7 O - hot_key_hud_init/ b. ^$ a: H) V/ p) I2 P( o
- @hot_key_hud.dispose
: G% j2 k6 {1 Q* L$ t- h - end
7 r1 H% h" }8 \ r - * e8 g( t. G- T6 j& }( b
- alias hot_key_hud_update update
0 Y2 B( {& S( O {9 ^9 \; U& f* { - def update$ A! S. a! p& u8 M# s/ c
- hot_key_hud_update
6 B7 b2 e M% r: ^; _ - @hot_key_hud.update
5 H' G% y$ X/ o y8 k1 \ - @hot_key_hud.visible = !$game_switches[XAS_HUDDISABLE_HUD_SWITCH], X! Z' @) x+ L3 {
- @hot_key_hud.update if !$game_switches[XAS_HUDDISABLE_HUD_SWITCH]3 z% I) r0 a2 y
- end7 X4 b8 M: D9 R
- end
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