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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,' a- B& s6 a1 g% x1 w; s2 a
不知道有人能帮忙看一下吗? - #===============================================================================8 N7 `9 |6 {7 e- i+ x- H
- # XAS - Hot Key HUD9 C/ Y' U. E, F. ]: r
- #===============================================================================' h' c$ G8 b5 r' G- F% G8 L: x
- # By Mr_Wiggles
2 `2 t% G0 [6 p. a3 o; Z - # Version 1.3* q/ K* d; A# q& |1 }) @
- # 7/6/10
$ F9 r8 o1 r. o - #-------------------------------------------------------------------------------
; i! \* Z% a$ |! g$ W# A2 Y - # Instructions:, W. U8 L1 p' O6 ?, ?8 ?. d
- # Fill in the constants bellow, paste this script above main and bellow XAS in
' w, x3 j( T2 k! z9 }- f - # your script data base. BE SURE TO SET TO THE RIGHT XAS VERSION!!# E( f3 }7 @4 ?3 o) A3 G
- #
6 ]7 t. S0 r: n - # Place the "Hot_Keys_HUD" picture file into your game directory
# G* C( i0 i5 f9 j; o- ?. R - # Graphics/Pictures folder." I" u# s" A4 L/ m
- #-------------------------------------------------------------------------------
% P; a" r. R. b: r3 P - # Directions of Use:
7 \" [4 D5 O( S6 Y7 j9 q% ^- ~ - # Simple just press a number key (1 - 5) when the quick skill or item menu is
8 F, A9 w' ]4 u$ e1 S3 u7 ?: | - # Showing.
% I) {. a4 l: s9 U3 J s - #===============================================================================/ R. H9 d* K3 q) @* t6 g' N
- HUD_X = 0 # X pos of HUD
( W+ p. e; w- L. Q+ g' T, S - HUD_Y = 0 # Y pos of HUD7 Y6 k( }/ X' D. }5 @8 v
- # M- ~) W% _5 Z. c$ L
- # Set true if XAS 3.7f& M% ]$ |9 b6 p
- # set false if XAS 3.6
- Q1 R, g: W1 y/ G- }2 a6 G1 a - XASVER_37 = true, W; X, j3 V: p6 o4 ~2 T
& t7 M: O: I: g+ W4 q3 D- #===============================================================================3 f9 ?2 w) L) y: T6 ]
- # Numkeys Module1 B: T7 }' j+ U2 S( Z6 k! F% Z+ g
- #===============================================================================
6 m1 h! A" [% ^5 g4 d - module Input( j) G& t m, o; o3 H
- Numkey = {1 => 1049, 2 => 1050, 3 => 1051, 4 => 1052, 5 => 1053}) L" k9 k9 V$ S7 |: ~* c
- class << self
& ]/ x3 ]9 C6 H& ?" C, c - Key = Win32API.new('user32','GetAsyncKeyState',['i'],'i')5 l5 s3 i3 H) O3 _
- ( g+ m) g2 n8 G0 d9 J! h
- def testkey(key)
9 u/ `0 L% j/ D, q: a, c$ ~ - Key.call(key) & 0x01 == 1
) T J0 E# s* b1 a: Z' y7 N - end
" Q1 ~8 s, Z# h; N4 H I; F( ? - / J1 c L# G' ~+ U8 s% [
- alias hud_key_update update
2 ]8 m! S' m' o* \3 N! g8 { - def update0 n9 ?6 a, |! T- I& }* |
- hud_key_update* K' i: ]4 W% r* Q
- @pressed = []
$ Z, P8 p2 i# Q# q4 i6 O! @2 p - for key in Numkey.values1 ~$ F+ f7 N2 M- m8 K
- key -= 1000) U& @' \; |1 V
- @pressed.push(key) if testkey(key)
0 c& p& z2 V# B3 U/ P; b% r4 x+ S - end
) n' d! \) M& @4 B. i+ c - end k7 T& D- E. K
-
5 p' N9 g8 G8 b. O9 j5 }. q - def pressed?(key); Y- s" T1 d6 {2 v# K* u0 D; Q6 U
- key -= 1000% A7 k5 q" ]$ x8 \5 k
- @pressed = [] if @pressed.nil?
/ Q# L5 p2 q$ B6 }) g* g1 U7 i- l - return true if @pressed.include?(key)
/ K8 ?, m1 ~. D) W8 q/ X6 [! G8 l - return false
4 r+ O( j- @/ i# X - end
* T% h2 ^( x& T7 S. I% m8 n - 3 G/ ?' \7 c- R* h& r: `
- alias hud_key_press? press?
5 {: P: A0 E! o, M - def press?(key): z# N) P/ C2 S7 M) b
- return pressed?(key) if key.to_f > 1000
- _+ J$ C1 e( V5 o% C: F3 T6 e" o - hud_key_press?(key)
' |' a& w }1 b - end
& R6 } s' t7 k. O2 [2 A - end
3 R! h) G3 F/ i* G5 d( D9 v - end7 A4 T) L; j# E, J K2 N
- ! t( `3 {( m! x/ ~7 N- l2 R3 Q0 Q
- #===============================================================================% ^$ s; A3 }9 d- _+ n7 R _
- # Game Player
2 C: g0 ^+ t6 m - #===============================================================================/ Z3 P& T, ^0 `0 ]: t
- class Game_Player < Game_Character1 S! D w/ X' m! M0 U/ j2 I9 X+ u u$ X
- attr_accessor :hud_equip
1 p( I* \! s# y( N0 C+ F; s - 4 B, E. W. ?! u: r, J- D
- alias hot_key_hud_init initialize
3 b8 l6 u. E0 ?0 m3 t9 ]$ c - def initialize
& {, O# _9 l4 \3 z - hot_key_hud_init
, d7 T9 g" c B+ U3 O" E0 m4 c+ g/ ] - @hud_equip = []
0 N5 y9 ^- ^" c& J - end
# x# s( A( Q$ m$ `8 e* t! E -
2 P* [$ J& c2 L2 ]: T; F. U - def equip_item_to_hud(n, item)3 _+ ^$ ^' M' M8 Y' X% R( A! R0 t
- if item.nil?
" ?% C/ ]2 e1 n8 m( J: C - $game_system.se_play($data_system.buzzer_se)
7 v4 }- E' ^0 ]! X - return
; n7 i8 x2 w, i# ?. `' ]$ z& h: G, R - end
# {6 S1 O7 v2 U: ^- Z - $game_system.se_play($data_system.decision_se). ^( }) ^( t: n. Y" K5 H
- @hud_equip[@hud_equip.index(item)] = nil if @hud_equip.include?(item)
& t2 M$ G- s% {! f2 Y - @hud_equip[n] = item* k: U6 U" x) ]4 y/ h& z* k2 u
- end/ z- H% i0 R/ Z# y* ~
- end
o' y" f1 z2 v. |$ u) {( g: w - ! o8 |- M/ F, A. B
- #===============================================================================& q w0 a% o {! }# G
- # Quick Skill Window" U+ [; y/ z" z o6 d. t: b( e$ C
- #===============================================================================
8 Y) g, X. m& x+ T$ X& {1 I - if XASVER_37 == false0 f+ n* O9 H/ ]7 [" d
- class Xas_Scene_Skill
9 @1 m( I, N9 I) |) m+ n - alias hud_quick_menu_main main
9 D# t/ g4 Y6 a2 U1 `% D - def main
; p! S/ h5 A! o$ ?8 L( k* ?, o - @hot_key_hud = Hot_Key_HUD.new
5 B- b; c6 b t - hud_quick_menu_main
$ {, _: f( z( Q6 ? - @hot_key_hud.dispose
, e" N# m. v4 d - end
. _3 }9 {/ \) M -
3 n e) N0 A% c& z, v - alias hotkey_hud_qucik_menu_update update; ?: T/ w! x/ Y% K" ]" o( y8 g
- def update/ t, p6 G, w+ d
- hotkey_hud_qucik_menu_update- x9 s+ `6 C8 _) R7 L" e7 b
- # Hot Key num 1% A: v; m" I$ y) A8 r5 z( F" [
- if Input.press?(Input::Numkey[1])
5 f$ B4 v1 |% i3 A- p" P2 g - $game_player.equip_item_to_hud(0, @skill_window.skill)2 H2 z, v- g4 e# ] A
- # Hot Key num 2
& }" Z5 w, @ L- { - elsif Input.press?(Input::Numkey[2])
" Q! {, @( l! e$ U' n/ F% ]+ o - $game_player.equip_item_to_hud(1, @skill_window.skill)
4 C) U, u' F* m* b - # Hot Key num 3; G* i3 X4 Q; M3 }6 S' C, b
- elsif Input.press?(Input::Numkey[3])
4 z- V( I" |3 r; q - $game_player.equip_item_to_hud(2, @skill_window.skill)
% Y1 K' `: k+ T9 ^% e/ _% G - # Hot Key num 4$ z; m6 T/ q, |. L; b
- elsif Input.press?(Input::Numkey[4])6 l0 H9 M! T$ G; i9 Z ?' S
- $game_player.equip_item_to_hud(3, @skill_window.skill). {2 ^1 X4 g/ J+ N. S
- # Hot Key num 5
4 I6 S+ L* x$ x. z8 F, b2 t - elsif Input.press?(Input::Numkey[5]): G* R; s$ n* F. \6 S0 ?4 ~
- $game_player.equip_item_to_hud(4, @skill_window.skill)
3 W9 O# \1 h% F3 v: F0 y - end
; ~+ q+ @! u( e$ z. _% d8 v - @hot_key_hud.update
M1 P& ]2 T I. x. O, n: C - end
+ B, I' n! I, y) z. p% T - end
" A; l" T8 X. T/ ~5 i; E% l8 C - else0 ~& m: F4 y, \# F
- class Quick_Menu_Skill6 a, S4 x; H: {1 M; F' N# s* a
- alias hud_quick_menu_main main4 ^7 Z4 ]" [4 m: h6 f# G, B
- def main
+ S! F5 I1 n. V/ j* ] - @hot_key_hud = Hot_Key_HUD.new
2 P& K Z# e; P$ v; ?1 Y9 M - hud_quick_menu_main
5 g6 E! X! \4 \, ]4 F8 D, }* _2 c/ b: F - @hot_key_hud.dispose
2 e, q, ^( S6 Y! d - end1 _6 M6 H7 D9 ] c# H+ P& ?" z4 N# {
-
; z) H8 X0 `+ `, l/ i* y" Q - alias hotkey_hud_qucik_menu_update update
" u( k6 y) }% S* y - def update
' z2 U+ x, s% L, ]0 F R6 m - hotkey_hud_qucik_menu_update
. u5 H9 R; j$ m# A - # Hot Key num 12 P2 X* N9 [7 p/ L, w
- if Input.press?(Input::Numkey[1])
! @" {+ T5 i5 g; C+ r4 d - $game_player.equip_item_to_hud(0, @skill_window.skill)
& s1 P3 y; l) q! q- G* ^/ g+ v - # Hot Key num 2
$ Q: L- H2 w; r" l* p" Y - elsif Input.press?(Input::Numkey[2])
. V" \: Y/ A2 F q0 R - $game_player.equip_item_to_hud(1, @skill_window.skill)3 v9 _1 }1 o c: W6 G. R) B( L& r
- # Hot Key num 3
% R/ q% u3 E2 D, ] - elsif Input.press?(Input::Numkey[3])" I/ w- ]: p9 D8 I' `' v: ?
- $game_player.equip_item_to_hud(2, @skill_window.skill)& U# W9 [: D2 o" m# R! o( L. y
- # Hot Key num 4* @! w$ \0 J9 f& a0 L) Y; h
- elsif Input.press?(Input::Numkey[4])
: G8 U: [0 H. Q* f1 g/ R - $game_player.equip_item_to_hud(3, @skill_window.skill)
5 t: w9 ]) x) s: r" q, L7 O - # Hot Key num 5% F' }9 ^5 |- @
- elsif Input.press?(Input::Numkey[5])# v' |, M+ d, }3 ?' V
- $game_player.equip_item_to_hud(4, @skill_window.skill). A* c5 p' Y1 l
- end
1 k7 ~- b# e3 y - @hot_key_hud.update
8 g# y' r% L' }4 l7 z& _ - end
9 y* l6 j' ^" M/ L) w0 f: b - end6 k, p8 D, |+ U! v# A1 E( C% z
- end
5 l) F, S, f- n- } - @# Q( }! F6 x
- #===============================================================================$ | m8 L0 W' f: \: \4 U9 U
- # Quick Item Window+ k9 \8 ~! t9 g. P
- #===============================================================================) z% W) H, z% g9 W
- if XASVER_37 == false+ s* }- G, ?5 k. [! ]
- class Xas_Scene_Item1 M( g& B- K) S
- alias hud_quick_menu_main main) p$ F# i+ a0 ~5 N5 s
- def main+ a# n" V- p( \( w
- @hot_key_hud = Hot_Key_HUD.new
8 Y, \5 z! U( `2 R& a - hud_quick_menu_main/ `* i& S; A& y: m3 B7 ~
- @hot_key_hud.dispose6 e( v9 `% P9 d: U
- end
1 J: y( Y" j/ i& f* v -
; C7 a- V1 H5 `9 c/ \1 e - alias hud_key_update update
; k' @6 j# N( A4 H, |8 w0 c2 ]& A - def update
6 d2 U* i) G* B1 s4 f! V% A - hud_key_update
6 B% h8 p- Y, c! T0 O, L - # Hot Key num 1; F% ^$ O' j. E7 B! I& o6 R' j
- if Input.press?(Input::Numkey[1])
# j4 q S# [3 `; a/ q7 s0 C - $game_player.equip_item_to_hud(0, @item_window.item)
& G/ R8 M' x4 Z; e( C K - # Hot Key num 2
# M" B6 D G1 h8 S0 L - elsif Input.press?(Input::Numkey[2]); M3 N+ F/ w9 o" b U0 |
- $game_player.equip_item_to_hud(1, @item_window.item)" d$ z- H, L0 O
- # Hot Key num 3$ b; r- W" q8 Z5 ]1 S
- elsif Input.press?(Input::Numkey[3]); T9 s8 x, f: L# ~8 f
- $game_player.equip_item_to_hud(2, @item_window.item), j8 O# H# ?$ r% Z4 i& V# w1 `
- # Hot Key num 44 g0 L3 q/ k. V; z9 E9 e' f
- elsif Input.press?(Input::Numkey[4])
" K& e/ X# e9 T0 c o) C) Z - $game_player.equip_item_to_hud(3, @item_window.item)8 X0 G: K$ i. h% y) T5 f% s
- # Hot Key num 51 u1 a% P, O+ M2 C; u% m
- elsif Input.press?(Input::Numkey[5])
0 g; `+ i- X- I; Z - $game_player.equip_item_to_hud(4, @item_window.item)- J! T/ {! H, r& b5 K0 \+ y9 E! y2 s
- end7 E @$ A6 ^/ A( u6 D# ~
- @hot_key_hud.update
7 ]; O$ d1 c3 }+ P3 `. K5 k: {& | - end# b( T. h. R! V- \* P% [+ d8 K
- end
; N$ x& ], x( r& u- m( W - else7 R9 ^6 c" u+ P, m
- class Quick_Menu_Item8 ~6 r# ~4 p" s
- alias hud_quick_menu_main main
; V- G4 J: n3 y, O* g5 _0 C - def main R) S9 a: e- N# `7 m' B; X
- @hot_key_hud = Hot_Key_HUD.new
' o% U# m; m. P/ M3 W - hud_quick_menu_main
* M6 e4 j4 {7 y - @hot_key_hud.dispose
7 K( N' Z. P# Q: c$ a - end
5 e. ]- X5 ]. s% h- z -
3 n* G5 `7 J: ?* q - alias hud_key_update update) d. f5 z9 `+ R/ M
- def update
1 b9 A( N3 Q2 K' D( N) ~1 K v$ N - hud_key_update
3 ]6 N R1 h/ T! Q X, o - # Hot Key num 1/ ]& `4 `0 Y/ k& [
- if Input.press?(Input::Numkey[1])
2 f. a/ D. H. K. O0 L7 ^7 } - $game_player.equip_item_to_hud(0, @item_window.item)) O3 L4 b/ p: M' F6 {; u) U% T J6 j- o
- # Hot Key num 2& B. N2 h4 F9 s0 I1 u
- elsif Input.press?(Input::Numkey[2])
, ~3 ]" B4 ^, y! K# t - $game_player.equip_item_to_hud(1, @item_window.item)! }) G# {8 g* ^( i0 I& E
- # Hot Key num 38 Q! h# Q7 n8 R4 O" h
- elsif Input.press?(Input::Numkey[3])
$ F- a) E' w! o5 k7 |, S* L" q - $game_player.equip_item_to_hud(2, @item_window.item)0 T4 d3 q3 Q; W6 @% u+ ]5 O& O
- # Hot Key num 4
+ _4 S; w, Z7 W, U$ z2 i6 S, E1 j1 z - elsif Input.press?(Input::Numkey[4])
+ x9 B$ ^4 c( S# u7 w2 Z, { - $game_player.equip_item_to_hud(3, @item_window.item)
9 o b* S7 |3 ]8 |1 }+ P6 n% G - # Hot Key num 5
6 v0 G' f$ G1 [4 q9 V - elsif Input.press?(Input::Numkey[5]); F' M2 V! Z- m' q2 }4 s% U* h1 r
- $game_player.equip_item_to_hud(4, @item_window.item)
: l( G8 i. E3 q - end% \, p6 T! I2 W) G
- @hot_key_hud.update
' M* }5 j8 W& N. {; m4 b - end
l) U3 A6 R* Z: k* K( ~- v) [ - end
3 T9 H. }8 O; W/ c. W9 N8 x - end( O: v0 K. h1 {; W/ F
* r; S7 J+ m1 I9 ^, |- #===============================================================================
' ?( W: O2 H& p - # HUD Window' O u% X9 B8 O" F& T5 ]
- #===============================================================================5 ^- d# C8 `& _7 n
- class Hot_Key_HUD < Window_Base
* h- k+ F( D/ ] - def initialize(x = HUD_X - 10, y = HUD_Y - 15)
6 g" N8 q9 N8 _& O0 ~! ?% ^9 r# V - super(x, y, 220, 80)
) I* R+ A& h$ a c2 @! C - self.contents = Bitmap.new(width - 32, height - 32)
) U+ V+ G, X1 g3 } - self.opacity = 0
, H% N8 S h& [- W7 A* C - @actor = $game_party.actors[0]
7 o1 g. j6 H4 F7 [) p9 n - refresh
0 y$ Y9 y5 T e% l - end
4 E, p0 w: C; w' g - ) m- M+ ~4 H$ `) O. D8 [ K: D
- def refresh- K- Z/ b% _+ y4 A) M* U
- self.contents.clear
! q3 m5 X1 A% ]# { - bitmap = RPG::Cache.picture("Hot_Keys_HUD")7 w' Q& O; T9 z- ?' @
- self.contents.blt(0, 0, bitmap, Rect.new(0, 0, 160, 32))+ u' p* U% ~% Q( {# y" k5 ?
- for i in 0..4
! o' ?+ u' K. m( } - x = 32 * i + 4
! { v' l. X- G8 j: E2 E3 T" C - item = $game_player.hud_equip[i]0 B* `- _% l8 @, v7 w
- next if item.nil?4 }& D/ f& O+ W2 S I4 s8 D
- if item.is_a?(RPG::Weapon)/ J: {5 T5 [1 @3 ~" m6 ]( B5 R4 ^
- item = nil if $game_party.weapon_number(item.id) == 0 and; g1 `/ y [" R7 R+ c
- @actor.weapon_id != item.id
% ~$ q9 x/ R0 W$ h - elsif item.is_a?(RPG::Armor); N: `# x6 h+ |" J N7 L8 p$ n, s
- item = nil if $game_party.armor_number(item.id) == 0 and
5 b- N' U9 d3 X- e5 P8 Y - @actor.armor1_id != item.id6 c' T- u7 Q3 g- O/ R2 X
- elsif item.is_a?(RPG::Item)
- w6 \* f( N) p0 `: I - item = nil if $game_party.item_number(item.id) == 0 or
% w# F: v- r$ l% f$ ?* j0 z - !$game_party.item_can_use?(item.id)
, b- M7 ^( d+ J# R0 N6 M' p - end
5 l0 `: { ^; k6 z/ @ - bitmap = RPG::Cache.icon(item.icon_name)# ? r$ S% h+ b2 A8 Q: I" Y
- self.contents.blt(x, 4, bitmap, Rect.new(0, 0, 24, 24))
) L( U+ W+ e' H/ r- C6 d - end
i6 C6 l3 G3 l7 ?* \ - end" u1 I. Q% a* R8 K6 r9 F, I6 g
- 9 m7 _/ _" J k
- def equip(item)
1 i( i% A* f* n) Z' R# C: _. u: W J - if item.nil?
" W+ x# x1 W7 j, S - $game_system.se_play($data_system.buzzer_se)
+ Y5 m0 D0 l. M* \9 x, B0 Z! D0 D - return! F, |3 y0 U' J
- end1 b/ k- b/ w/ h2 N) r) B2 }
- if item.is_a?(RPG::Skill)
; F5 `. N2 @" @% c" K$ K - if [email protected]_can_use?(item.id)8 N& O `2 K4 W; l
- $game_system.se_play($data_system.buzzer_se); z7 k( f) Y, k; Q4 k( v
- return
8 F/ P7 G: ` H4 l3 P8 m2 u - end; D+ f) |! R4 P# L& T- L$ Z
- $game_system.xas_skill_id = item.id) r+ g* H& t9 |1 R
- elsif item.is_a?(RPG::Weapon) F1 a P5 k9 ^' D, B
- @actor.equip(0, item.id)# \4 J O2 ^+ A" E
- elsif item.is_a?(RPG::Armor)
3 b" g. H6 ^# t* I# ^# O2 t% \9 z4 b - @actor.equip(1, item.id)$ z N, d, V! q; Y. z( X
- elsif item.is_a?(RPG::Item): P$ _8 Z \3 m* E
- item_tool_id = XAS::XASITEM_ID[item.id]
( i q) n3 c8 L/ b( X/ @ - if item_tool_id != nil
. v1 z) e; U T2 o# N# y$ @$ ~ - unless $game_party.item_can_use?(item.id)
) ^$ }+ s C6 s! N" T [ - $game_system.se_play($data_system.buzzer_se)
( [) o3 u( N0 E2 z - return2 m, c. L. w0 ^; U, B: l8 V
- end3 H) S* X7 ?' O! ~0 }1 P+ L# E
- $game_system.xas_item_id = item.id
0 U5 F' M, o$ h/ V) I% U# K6 k - end# r; _9 i! B" v' }
- end
0 h; D$ B) {$ G0 U6 U - $game_system.se_play($data_system.equip_se)
) P. A& B& K- I" ` - end( y# L# E o+ M1 b" N; j1 y* |# A
-
4 F5 M' C# k0 e+ d - def update+ A1 j+ a4 h6 M" B1 k5 v( x5 i
- @actor = $game_party.actors[0]
! F1 |1 t8 ?1 r% B& \" O - @hot_keys = $game_player.hud_equip
* W1 r* t& K# R2 {; C0 w - refresh
6 m% e7 z+ g9 f' C" @ - return if !$scene.is_a?(Scene_Map) u% j+ B8 \* K. ?7 h
- if Input.press?(Input::Numkey[1])
0 U* P3 c" l2 l4 F. z; Z, O; D% E - equip($game_player.hud_equip[0])2 E/ Y: ~4 e% x% l9 T
- elsif Input.press?(Input::Numkey[2])* ^+ a5 ]! u& C$ P
- equip($game_player.hud_equip[1])* a* A- y5 _( B3 w3 i; H* h# z
- elsif Input.press?(Input::Numkey[3])5 \/ ^" Z+ s8 q O. k3 @' S
- equip($game_player.hud_equip[2]) 4 V Y8 ~0 y- i9 C$ S. R3 Y
- elsif Input.press?(Input::Numkey[4]), ~' b2 e* N/ v. f* @
- equip($game_player.hud_equip[3])
- n* ~$ n% d& Q0 p* Y - elsif Input.press?(Input::Numkey[5])& m2 i9 O3 `0 U# n: P
- equip($game_player.hud_equip[4])
3 X+ U1 Y9 u$ K) X% b - end: L& e) K8 }' _" y
- end* }7 p1 K( v) H/ k- C
- end* M! ~& {/ ] m/ r) d& `) |
- 5 t0 ]. r3 h; _9 Q6 U% o- v( b& _
- #===============================================================================% M5 L- e9 ]/ K
- # Scene Map
0 n' E, q% ]: k# u0 {2 u - #===============================================================================
9 f( s! o- \2 g$ x0 r - class Scene_Map
) i' @3 m2 b+ i J# W - alias hot_key_hud_init main7 C1 d' N; q! P& {
- def main
, G% A! A/ J: p% b - @hot_key_hud = Hot_Key_HUD.new' ^+ s/ z. K& M/ O
- @hot_key_hud.visible = !$game_switches[XAS_HUDDISABLE_HUD_SWITCH]
& L( N% S# u" I4 J& T - hot_key_hud_init. J* A0 b' k: g* G+ {1 [# m1 _' t5 v
- @hot_key_hud.dispose
0 |+ d$ [- W0 p) s) x. G6 } - end, ~. x+ K, Q- C4 m. `8 _
-
! `9 h8 \8 A3 }1 l9 _9 H - alias hot_key_hud_update update: @$ h- A- s3 |" h
- def update3 q# R- U( y: b
- hot_key_hud_update
1 V) }- K( F, n% `" A: O5 H9 r - @hot_key_hud.update
. H) U9 b5 q' C5 s. F d% M( O( \) L - @hot_key_hud.visible = !$game_switches[XAS_HUDDISABLE_HUD_SWITCH] j, b9 }/ a0 W8 C4 T
- @hot_key_hud.update if !$game_switches[XAS_HUDDISABLE_HUD_SWITCH]
0 o$ U4 Y; t) b: E - end
$ r& T# a% ~0 D* J' t# P. G - end
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