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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,1 e& a0 i8 Y; Z8 h
不知道有人能帮忙看一下吗? - #===============================================================================
' a8 K1 i" K! E2 f$ a - # XAS - Hot Key HUD# r# [9 N8 V4 T9 W) h& K
- #===============================================================================, {% X) U4 K8 P
- # By Mr_Wiggles z. S6 K; r1 m' v, g& L* O
- # Version 1.3
% R: j9 j3 q, O. `- o. i& P, { n - # 7/6/102 K* |: K" i. z7 g, x$ r3 h
- #-------------------------------------------------------------------------------7 F6 u$ a* `2 F* V( s% t9 A
- # Instructions:" \3 Q( s! D! f, p) U5 k: M- t
- # Fill in the constants bellow, paste this script above main and bellow XAS in X# I b y8 D* A; S* k5 J6 y
- # your script data base. BE SURE TO SET TO THE RIGHT XAS VERSION!! H" a6 s( r, D. Z( g
- # " u9 z# e2 p; u6 @' O% a* C3 P( E
- # Place the "Hot_Keys_HUD" picture file into your game directory ' h4 A( }7 l5 M
- # Graphics/Pictures folder.0 _! y" j7 d- p7 c, u
- #-------------------------------------------------------------------------------
' w4 V: F/ C& D6 Q( P9 R - # Directions of Use:& h( Q: t) g1 P$ o9 P$ I9 D
- # Simple just press a number key (1 - 5) when the quick skill or item menu is" M& a& A/ u3 f7 ], W* m
- # Showing.7 m/ l/ Q" W, V# u
- #===============================================================================
5 } `- F- G, _ - HUD_X = 0 # X pos of HUD- Y( G& F; O2 n
- HUD_Y = 0 # Y pos of HUD9 Q! @1 m" ]4 y4 ^6 k2 P) W
$ {* i1 v' r) M+ A6 \- # Set true if XAS 3.7f
& W: @" Z+ l; |" J1 v" |5 f1 \( C - # set false if XAS 3.6
% c* e4 e( k6 r! x- B% p% S - XASVER_37 = true" \5 U: n, x. J4 b4 ?$ o- y2 J
4 Z9 g# a' Q+ y$ U1 x- #===============================================================================
3 ^( @# D* M# r( U: g7 C% c - # Numkeys Module
) @' n3 J$ U- d1 h- N" M d' A - #===============================================================================
1 t4 Z) C8 D8 ]$ t - module Input
$ e7 J" _' T. Y, V( s - Numkey = {1 => 1049, 2 => 1050, 3 => 1051, 4 => 1052, 5 => 1053}
. t. G1 y4 ]* |! t! r: w' |. E - class << self
3 t2 {% W8 b* z+ |1 d# A. I5 L - Key = Win32API.new('user32','GetAsyncKeyState',['i'],'i'), _+ E' O3 C# g9 H4 R
- 8 o/ m4 _1 f; G2 j+ \0 N! K
- def testkey(key)' [0 n& o( w4 S$ H H
- Key.call(key) & 0x01 == 1
0 F. x/ u7 u9 V& v - end: @- r* o& \9 `( t7 p' I
-
. I6 ? {* k( ]" d7 ?: Z( | - alias hud_key_update update
1 h# ~, H1 y% j3 Q1 t - def update
0 n0 T0 N5 c) g2 i% k' H - hud_key_update6 E# }3 r# B. M
- @pressed = []3 i4 [4 c+ ?5 j+ v
- for key in Numkey.values4 `( s6 o; M8 Z& L1 {8 l7 S- Y, N
- key -= 1000
8 K- j; S# S, H. J* j) R! S; P, B - @pressed.push(key) if testkey(key)
' K9 A4 \8 X+ S6 L6 r' ]" `) y - end
+ h9 s. \$ A% u/ g* X5 ]! z: N - end
; q& C* ~5 c( w/ l9 |# ] -
. m; y% w% `1 U8 P/ X/ k - def pressed?(key)# F1 i' H# C5 N& [; R e& Z, r
- key -= 1000% Z" ^5 A _6 ^' M( Y
- @pressed = [] if @pressed.nil?% t$ H: B9 s/ I3 _
- return true if @pressed.include?(key)- O. j1 y0 }& K8 e3 L H$ l2 O
- return false7 `( C! [: W6 b* _0 y: `
- end
8 x, L0 \) z Y R R -
. J! ?5 P6 q0 I6 O - alias hud_key_press? press? ^3 M8 W) ~: d4 ^
- def press?(key)
- M2 J' H( N3 g: {+ o - return pressed?(key) if key.to_f > 1000
. a ~& k2 \5 i4 h: H - hud_key_press?(key)4 Y. m4 y( C2 z! O8 a
- end; s+ w: a7 V4 ~0 W* r
- end
# H# D+ w7 z- ^4 Y- y - end# @3 S3 A8 u3 T$ c" t- z8 U
, H4 S/ a) \! U6 `; y- #===============================================================================# Q% C4 C% Z; u! y% O& w, \
- # Game Player
' [1 y J; g% k- T0 E$ \3 {8 K9 M - #===============================================================================/ A) S8 d; N7 k; t
- class Game_Player < Game_Character" Y" c- C5 q1 R) }' U) [( z9 n
- attr_accessor :hud_equip
7 \2 c7 C2 }) v+ `, x/ E: Z. n# X; c -
! ?# ^3 M' i. H0 c4 f4 v% c0 M - alias hot_key_hud_init initialize
k, k& P9 V+ I' B! c3 c p) b+ G - def initialize
7 y$ J3 W& T! R0 R" n5 G* W4 t - hot_key_hud_init
Q& [' ~; A. k4 _. r9 T+ g* r; S - @hud_equip = []
' V! p4 R- z8 I4 ~1 T5 P$ U - end
* I4 r! a8 d3 y9 \; U) Q- ` - + I& D# Q% q* P# K! y' V
- def equip_item_to_hud(n, item)' Y {- r6 T" Y v/ t; n
- if item.nil?" a' I8 V: h( I$ s
- $game_system.se_play($data_system.buzzer_se): }2 z* W/ @% e
- return
R) m9 b+ n0 L8 \ S+ k1 T3 A0 P+ d - end
D+ K7 i6 G3 K" H0 \1 z4 l0 v - $game_system.se_play($data_system.decision_se)
6 I; w7 [5 r3 o5 f - @hud_equip[@hud_equip.index(item)] = nil if @hud_equip.include?(item)
2 J' L7 r3 a7 J a7 \5 l( N8 h - @hud_equip[n] = item
# y: B* D9 C5 w& d& c - end
% W, y+ z; |* N* f# T& z - end
. Q# c( M$ k4 X. X6 Y
* ?: A+ N9 N- K5 n- #===============================================================================
' C3 P& G( G9 }* C; h# P$ g; `8 R9 [ - # Quick Skill Window
8 q2 e0 C7 V2 L/ U - #===============================================================================
/ J; K1 k1 d( E# Q' J. M0 C, F - if XASVER_37 == false
* G; H. [7 A- W& Q q- W. f; r - class Xas_Scene_Skill a; v: a( \; M4 B! Z8 k3 l- X
- alias hud_quick_menu_main main. I, Y/ M* o+ x L. Z
- def main/ J$ C: u' s" s+ t$ J3 f
- @hot_key_hud = Hot_Key_HUD.new7 N- d0 ~( w( E" c8 z
- hud_quick_menu_main
: x6 O. m% S+ C1 A" j+ h/ j - @hot_key_hud.dispose* e( d5 @& j1 i6 N* j
- end, }% C, T0 d3 R2 U
- 4 ^3 D7 s; J& g, Y; g& J. E9 a
- alias hotkey_hud_qucik_menu_update update
/ q8 t; [" Y# J* f - def update
+ {1 U6 W7 k) C u0 ] - hotkey_hud_qucik_menu_update( }5 m* a/ q/ J0 M) e+ v
- # Hot Key num 1& C! M7 O5 i+ j" _) l( d# N5 |" O
- if Input.press?(Input::Numkey[1])
2 e8 C' X1 W0 G; L1 l6 \. _ - $game_player.equip_item_to_hud(0, @skill_window.skill)
a# o) L6 Z' {( S' l - # Hot Key num 23 @! g6 X8 i$ u3 ~
- elsif Input.press?(Input::Numkey[2])8 q. P4 O/ {/ j( }
- $game_player.equip_item_to_hud(1, @skill_window.skill)
: Q u. O; S" b - # Hot Key num 3& y" |3 `: R9 j; {
- elsif Input.press?(Input::Numkey[3])3 s! B6 K, Q$ o p
- $game_player.equip_item_to_hud(2, @skill_window.skill)
; p7 ?8 E9 H3 Z. N - # Hot Key num 4
) c. c5 z: L. u& Q - elsif Input.press?(Input::Numkey[4])% |/ w7 Y2 b3 T+ J# |
- $game_player.equip_item_to_hud(3, @skill_window.skill)
$ G* ~1 }0 I9 A5 |) D0 s - # Hot Key num 5
- M5 X1 v [3 _% b I: I - elsif Input.press?(Input::Numkey[5])
4 q) u. I8 Z6 \, g - $game_player.equip_item_to_hud(4, @skill_window.skill)
+ W* O7 m. t& M& [, H2 c - end) A2 E3 P4 O% H9 {* Y4 B2 V
- @hot_key_hud.update
. M3 |/ e& p. X, l) y - end
& W5 G* R9 s5 t p6 W - end, y5 N: ~; H* l* z% L! q
- else: U2 ]% c& W- m! w, y. ^& ^3 r+ m/ G
- class Quick_Menu_Skill$ {4 B" {. h$ O0 E
- alias hud_quick_menu_main main
5 W$ K+ H5 e9 s6 F, F# E. x1 l - def main
& y6 b( J" D) x* m# g - @hot_key_hud = Hot_Key_HUD.new
7 P5 x9 _( j! ]1 `8 b' A - hud_quick_menu_main# _0 i0 Z; P! E9 I/ H+ y8 q
- @hot_key_hud.dispose
I) ~$ i( @3 L( K - end
1 t, Z q! K0 j' T G0 N7 P6 G - + U4 V' {5 j: t) X
- alias hotkey_hud_qucik_menu_update update: `9 | N! }3 e% J$ G' Z
- def update Q3 D4 V, K+ \. e7 O# V
- hotkey_hud_qucik_menu_update/ i; ~4 `4 E! t7 I3 C" n3 l
- # Hot Key num 1/ K; @ D' z* Q8 r4 L' |
- if Input.press?(Input::Numkey[1])
9 L% k$ y' ^* A& q - $game_player.equip_item_to_hud(0, @skill_window.skill); U" M3 x7 O; C% g* d! M p
- # Hot Key num 2
0 k! e; ?3 I1 x0 o9 L1 @ - elsif Input.press?(Input::Numkey[2])' S7 E: v$ }' o' D2 X/ Z
- $game_player.equip_item_to_hud(1, @skill_window.skill)
+ _" e& X) d3 Z5 Q3 b1 ` - # Hot Key num 3
! j& U4 X" n4 a/ {! W" l) z( J - elsif Input.press?(Input::Numkey[3])4 m/ f" ]; |; x1 C+ Q: [' {* ?
- $game_player.equip_item_to_hud(2, @skill_window.skill)
) L2 x9 T% S/ y" H+ o* ]: R) @ - # Hot Key num 4! E8 J0 v+ ^ P& j8 \( j7 u( l4 M
- elsif Input.press?(Input::Numkey[4])
- H( I' X4 }# |' D9 {/ z( F* n3 h$ K - $game_player.equip_item_to_hud(3, @skill_window.skill)* e" P: D, T' j+ u, Y1 B
- # Hot Key num 5* y/ [& h( z4 z( g- n
- elsif Input.press?(Input::Numkey[5])3 z' g) m b" b8 I" r: `
- $game_player.equip_item_to_hud(4, @skill_window.skill); W" N* k/ e6 r7 q& P( m/ S- j `, F. E
- end
- u z& l: S5 b1 c$ P' a7 M - @hot_key_hud.update
* X( w7 k+ O5 v - end
- Y" n9 |: a3 x - end
3 Q i! b f3 m0 w - end
# w% I* I8 i% e/ }: E7 U s - ) G+ _6 ^8 D; F; R; r$ x7 k* D
- #===============================================================================* T( x0 R& o# d: G/ K
- # Quick Item Window
8 ]3 Y2 B. _( r4 i# j& k0 r - #===============================================================================$ g6 c. y0 Y0 k0 j+ @' K8 A7 V
- if XASVER_37 == false$ a7 g2 u. c: ?9 S1 K
- class Xas_Scene_Item l! J" C, y: w! y3 z
- alias hud_quick_menu_main main
7 @+ i5 X4 M Q6 \6 W$ V - def main7 n4 C& U) X3 m/ t x$ l
- @hot_key_hud = Hot_Key_HUD.new
$ i1 T2 f! g7 _8 x2 Y - hud_quick_menu_main+ F% O, G* ^/ ^# k& O) J
- @hot_key_hud.dispose
1 q% k; l1 [) X0 e$ }. E9 [, U - end" k, K* _5 V, t. L8 h, ?6 m$ v5 ~8 ]
- 8 c. O* @- K( K# l6 R
- alias hud_key_update update
c$ t+ P1 B, M - def update
0 p5 y% c4 Z7 r - hud_key_update
% }, w5 B: z3 j3 c. A0 A8 h - # Hot Key num 18 r: n' o6 _: Y' I' C
- if Input.press?(Input::Numkey[1])
) j, R! I. v4 Y" h9 b - $game_player.equip_item_to_hud(0, @item_window.item)& y9 X4 c7 q7 ?% j4 S) D" o
- # Hot Key num 2
/ B/ T' X) f. r/ l2 }- e j - elsif Input.press?(Input::Numkey[2])1 W: Q* g& E7 }& [+ M
- $game_player.equip_item_to_hud(1, @item_window.item)# z$ s- F- y+ Z) ^: {" j
- # Hot Key num 35 C8 W0 d9 D+ u$ B& A* Y
- elsif Input.press?(Input::Numkey[3])
$ z$ D! Q& d! j6 H' \ - $game_player.equip_item_to_hud(2, @item_window.item)
7 J1 a5 m" l0 O& W9 U, X2 j, u - # Hot Key num 4- e2 l# _4 s. W8 g
- elsif Input.press?(Input::Numkey[4]) E5 F; k! Y0 i; V; G
- $game_player.equip_item_to_hud(3, @item_window.item)
- ^# W# G$ P) T4 F4 m, Z9 Z% ?& A1 N - # Hot Key num 51 I7 M" w' s7 O: x# ~5 ^
- elsif Input.press?(Input::Numkey[5])7 `) A7 r6 r, W: ~5 }2 [
- $game_player.equip_item_to_hud(4, @item_window.item)1 W/ `: W1 W$ t, k2 l( x. s
- end6 K# ~- Y* v2 P3 ?$ I/ q# V$ w
- @hot_key_hud.update
; Q J9 G/ ]# ^5 \; E0 x" c$ G6 L& Z - end
2 I* \' k* G. j2 M3 i4 p - end( z) u$ ]- J p; q" ^+ H8 Z) s. ]
- else* {* u2 `' K; a( [7 z
- class Quick_Menu_Item
6 s5 Y& h( U M& n5 {4 Q. A# t - alias hud_quick_menu_main main
; t5 c- C$ k0 c8 h$ X. ^2 L- {( a - def main
; u/ A4 l [3 Y& h( h2 m - @hot_key_hud = Hot_Key_HUD.new( o$ N* x+ Y8 v- b( S
- hud_quick_menu_main
/ ?( g+ d0 B9 g. G9 w. P/ g6 d* X - @hot_key_hud.dispose" G! @9 @7 v( K$ e8 N# }) g
- end
^+ j1 P' d# D9 @& P0 O2 R6 D -
7 G( v7 K# e# m - alias hud_key_update update
0 ^8 D, [* w% F - def update
* X$ Y \% ^7 N* e4 E - hud_key_update+ T8 Y" ~* _1 {/ Y% R3 a+ X, _
- # Hot Key num 1 b5 ^' X* x& H
- if Input.press?(Input::Numkey[1])! v6 b3 P8 S& d4 }3 m' T- D
- $game_player.equip_item_to_hud(0, @item_window.item)
- P9 }7 U; g$ ]: s1 g* [* G# S% [+ n - # Hot Key num 2
0 ]* f4 M2 k, e4 S! O2 ~* \ - elsif Input.press?(Input::Numkey[2])9 k2 S% `- ~+ {/ }
- $game_player.equip_item_to_hud(1, @item_window.item) C+ ]7 \" l/ D! |$ |' m/ g
- # Hot Key num 3
$ ~ n- k4 C+ R9 h% o: Z - elsif Input.press?(Input::Numkey[3])& i2 l- U% @& i
- $game_player.equip_item_to_hud(2, @item_window.item)" k# ~; Y J/ j' R- f% Z$ }; M3 q
- # Hot Key num 41 {! p& h3 U- F+ v* ?0 {
- elsif Input.press?(Input::Numkey[4])) R' o9 {8 R; \! r) L
- $game_player.equip_item_to_hud(3, @item_window.item)& g- Y/ j+ j2 s2 I5 ]. x2 V
- # Hot Key num 5
6 h" T0 X- P1 @6 j - elsif Input.press?(Input::Numkey[5]) y) @( y" k- O& a+ H/ C
- $game_player.equip_item_to_hud(4, @item_window.item)3 |: ?7 m1 Q1 J# V2 k8 C9 d3 w: I
- end5 R) x+ T" x) @
- @hot_key_hud.update" x$ {) ~9 s B/ J$ \' D
- end M& V- \4 F3 A; f; W, F2 I
- end- t2 P+ B7 \3 c. _- b; E
- end
' }( G1 I6 Y% C$ g& a - / t9 [( U9 u o+ x% O: z7 t2 [
- #===============================================================================+ y/ y6 z5 f: q
- # HUD Window
5 L3 l7 S2 q5 m- m' ? - #===============================================================================
$ C8 j' V! l. k$ B: x0 b" e - class Hot_Key_HUD < Window_Base
$ c6 Y0 `; ]4 O, ^/ k" s - def initialize(x = HUD_X - 10, y = HUD_Y - 15)
# W# {# }' D0 c+ q+ E! F9 M3 @7 ` - super(x, y, 220, 80)
2 H' r4 O* K0 e' R: S - self.contents = Bitmap.new(width - 32, height - 32)
l5 P6 G7 A' R: v, S h; ^3 J - self.opacity = 0
- @$ e4 y3 j% m: M5 Y( T1 {0 f - @actor = $game_party.actors[0]
5 V: Q/ {- @3 J8 l* A - refresh
* u$ P! {2 A3 Z. S# ` - end$ L# {# z: ]* b# m" ]
3 L& b$ E5 X' L+ K3 j1 o7 b5 q- def refresh* t7 k- ~& U( N9 L
- self.contents.clear# Y- `* M; t( p. k" e: F$ ~; }
- bitmap = RPG::Cache.picture("Hot_Keys_HUD")+ x# `. n, F% @: r
- self.contents.blt(0, 0, bitmap, Rect.new(0, 0, 160, 32))# n. f' T% r# t! k; b
- for i in 0..4
# N6 B6 i5 i1 e: k0 P! f+ n+ l - x = 32 * i + 49 J' ^2 e: e- k/ A8 _% G5 l0 z
- item = $game_player.hud_equip[i]
! M# S, i( Y, R8 U - next if item.nil?, g- Z$ M2 r0 N0 M- ? Z
- if item.is_a?(RPG::Weapon)
$ {0 \6 R& o0 m j1 \ - item = nil if $game_party.weapon_number(item.id) == 0 and+ K, E6 d0 ]# N$ L. w7 z1 v1 B% r
- @actor.weapon_id != item.id
! L# [2 A( y# n. i! i# p$ p - elsif item.is_a?(RPG::Armor)
% ^9 ?% x* a$ N% i* E1 o! R7 h - item = nil if $game_party.armor_number(item.id) == 0 and 2 t9 N! U/ i- J# B
- @actor.armor1_id != item.id. T/ `$ O& A3 b5 P3 P+ F
- elsif item.is_a?(RPG::Item)
# ?/ i, n2 r0 V# w; | - item = nil if $game_party.item_number(item.id) == 0 or2 E; f n& E# w5 A. y5 o ?
- !$game_party.item_can_use?(item.id)
! a4 x- A4 y7 A6 X/ ]6 v# v - end
3 X, _3 u0 X9 ]% l7 t9 ~$ w1 s( U - bitmap = RPG::Cache.icon(item.icon_name)1 ~% E/ b5 m* H$ c+ L; D
- self.contents.blt(x, 4, bitmap, Rect.new(0, 0, 24, 24))
; j+ T3 w+ Y1 R: Q& t2 Y9 K5 z - end
5 _( U% }* D3 C - end3 K( [2 ^ R7 U$ \) d- t: ^
- 7 s& o2 S* ~) B0 Z
- def equip(item)
8 ]) E$ u& t8 w- N: X$ _2 _; g - if item.nil?
& {- _8 L9 U- x6 N! q% g - $game_system.se_play($data_system.buzzer_se)$ O3 E! H$ s6 J- G' q9 Y( S. s# U
- return
6 e8 f. d6 M) Y0 ~. w9 I' f/ l: x8 d - end) H7 A( `' P* Z, F- Q0 V% d& X
- if item.is_a?(RPG::Skill) d T3 _0 ? g* ^: p3 K, Q
- if [email protected]_can_use?(item.id) m; [" W/ V5 A1 c9 o
- $game_system.se_play($data_system.buzzer_se)
9 z6 j. ]7 M# {/ x3 X8 ]8 m - return7 T- q0 i; q3 e2 R' x) _
- end
' |8 G1 p7 r6 {* f) e( ~ - $game_system.xas_skill_id = item.id
' \. Q9 t; r; ] - elsif item.is_a?(RPG::Weapon)
" O' D* h6 _2 u# G$ l, ^ g - @actor.equip(0, item.id)& \7 C* P, A' U' }2 X3 S
- elsif item.is_a?(RPG::Armor), L I+ U, d* Y& X0 O
- @actor.equip(1, item.id)# N7 y3 t4 W- }3 i
- elsif item.is_a?(RPG::Item)9 k2 U' z ]7 g# r" \
- item_tool_id = XAS::XASITEM_ID[item.id]: H8 x- P4 c# D" ~
- if item_tool_id != nil5 K |" [, x1 D( b t1 ^2 Z" N4 ]
- unless $game_party.item_can_use?(item.id)) l) E5 u, Q& r3 Z
- $game_system.se_play($data_system.buzzer_se)
% I" `( f2 l& {6 o - return
7 X) i0 ^# G; i - end
6 _) N! M8 G" e5 l9 w - $game_system.xas_item_id = item.id
: I D: a m" H: J# I A - end
3 [) w7 E2 L( M! Y6 D! ?% A - end
/ T: k# L K, a6 }) j1 C- W - $game_system.se_play($data_system.equip_se); O, G4 L: ~2 Y7 e6 Z3 M n7 M* m! t
- end
9 b- m0 N, L" H) L& o- K# g -
8 K/ \: J6 m( a' Z( R5 h - def update% F6 e; v! Z3 S& m* ]* _
- @actor = $game_party.actors[0]
! A9 s' M% L+ k& ^ - @hot_keys = $game_player.hud_equip1 N( c6 Z( t& c2 P; P- T
- refresh) K' B2 @1 F* j6 k/ W' B6 Q
- return if !$scene.is_a?(Scene_Map)1 v0 |, E3 r' g4 _+ M
- if Input.press?(Input::Numkey[1])
; B; ^: B' a% r; f) J - equip($game_player.hud_equip[0]), d6 R5 E: f# L X2 G% R7 |
- elsif Input.press?(Input::Numkey[2])
" i: ?4 B- n8 I/ W9 R& X) f, K - equip($game_player.hud_equip[1])
* O' b9 X7 Q( o1 S; s$ ?) J1 R - elsif Input.press?(Input::Numkey[3])7 \3 @( K J: b |4 U
- equip($game_player.hud_equip[2]) }" m9 n% v% B4 h+ j, D
- elsif Input.press?(Input::Numkey[4])
" i3 i. \( U& u4 M, i- U2 N" | - equip($game_player.hud_equip[3]) 4 Q7 L8 N4 I ^/ y
- elsif Input.press?(Input::Numkey[5])
) s- p9 C# }; R( K& I6 t% b - equip($game_player.hud_equip[4])# W% i5 |/ `. L' \6 @
- end( L; @8 A f. H0 y0 |; [# @- N' Y5 ?# t
- end5 Y% f: }$ }% e5 X# @' q
- end
: H; l, ^4 x- Y5 c1 Q - 4 O& R% Z9 f, [# Z* n
- #===============================================================================
# q! V, w) H% I- S( } - # Scene Map
% x0 ^/ T& i: I - #===============================================================================
p2 q; I) d8 ^ - class Scene_Map
% x; |) g; t, ]! P8 N - alias hot_key_hud_init main
- t- l4 |3 l" I7 a- i7 y5 Q8 y) F - def main, p% k& k: ?5 }; a& B( H/ l
- @hot_key_hud = Hot_Key_HUD.new3 }7 L$ a1 j. I" r/ n) \
- @hot_key_hud.visible = !$game_switches[XAS_HUDDISABLE_HUD_SWITCH]6 b& R- ~2 S5 n# \7 P1 Z( V4 E
- hot_key_hud_init0 P: u y8 a* @3 V. h
- @hot_key_hud.dispose, R5 H3 g6 e; l
- end
4 ^( P4 n# r x0 E - 9 t8 B, W+ {# i3 P
- alias hot_key_hud_update update W. K6 f* {! X
- def update
/ d7 a* d! P) T: d" W! h - hot_key_hud_update
. P( X- x, v; r, e7 P( C9 | - @hot_key_hud.update
$ m- M. U1 T$ S! h+ J; \- U - @hot_key_hud.visible = !$game_switches[XAS_HUDDISABLE_HUD_SWITCH]; Q' D2 y/ \3 M" C. j" t
- @hot_key_hud.update if !$game_switches[XAS_HUDDISABLE_HUD_SWITCH]" L# P$ j6 m( B9 p- O& O
- end
1 t4 B4 x" D) H - end
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