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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,
, _7 h( W. J6 R1 d6 L不知道有人能帮忙看一下吗? - #=============================================================================== R2 a- ~4 ]$ I
- # XAS - Hot Key HUD
5 i2 b! k' G7 D& d& }5 R; J" B - #===============================================================================
2 L5 n; [: c; o j, I' p) I3 Q - # By Mr_Wiggles! @- P; ?* k+ V' u; ?/ J3 \
- # Version 1.3- m7 b. t" v0 l
- # 7/6/100 q. e# ?, K( j5 A& r
- #-------------------------------------------------------------------------------' f8 R, n8 Q m8 i k; `0 W9 {
- # Instructions:
+ m$ G9 F, J Q! o% K% f - # Fill in the constants bellow, paste this script above main and bellow XAS in
+ p- G: E+ D* Q: } - # your script data base. BE SURE TO SET TO THE RIGHT XAS VERSION!!
" F% J2 a, x1 `! r1 u - #
N5 E: u7 K9 Z% m9 ] - # Place the "Hot_Keys_HUD" picture file into your game directory $ _4 X' d* a3 z! X2 w# W& b
- # Graphics/Pictures folder.. I$ S( H5 |- q% _
- #-------------------------------------------------------------------------------
5 B+ O8 e o+ m. Z0 ~9 s - # Directions of Use:
" M4 c$ T# Y- @# x" j- L - # Simple just press a number key (1 - 5) when the quick skill or item menu is
5 n( ]3 [# L& o2 ~* c6 z5 h - # Showing.* L/ ], x! W/ Q' W& l4 C
- #===============================================================================
5 w+ h' f: W% h2 D4 q; Q# r0 i' \, A+ A - HUD_X = 0 # X pos of HUD3 [( M* Y+ A1 ]0 s3 U
- HUD_Y = 0 # Y pos of HUD* K: J- ~3 _ Y& h/ k5 B
8 `8 p. N, |& e K: z- # Set true if XAS 3.7f
6 X8 y3 L- l) D D `* w( w - # set false if XAS 3.66 U1 B: q/ J9 A, o7 X* I1 K1 ?
- XASVER_37 = true
5 r V0 I0 A4 E7 }# Y3 { - + ?5 r" R+ J- x' W- ~) h6 o
- #===============================================================================
" K5 F' x4 I; R7 j - # Numkeys Module$ J+ H6 u, k+ [2 X; J/ _) L
- #===============================================================================7 Y! Z; u. d9 ` Z! f- y1 _
- module Input) m. {) U2 |8 T7 D. K
- Numkey = {1 => 1049, 2 => 1050, 3 => 1051, 4 => 1052, 5 => 1053}$ t0 V) f& P2 j, ?' d1 J2 D( V
- class << self n8 a* ?5 M& T- _) p& |9 G) H4 ^
- Key = Win32API.new('user32','GetAsyncKeyState',['i'],'i')
; c$ j, i2 J/ t; } -
^% l: j4 m' O! d# Z' p - def testkey(key)
% Q0 V+ W4 @9 p! g; L& ~* R9 N1 E - Key.call(key) & 0x01 == 1* D& Q# s5 ~; H: J
- end: q0 n' m% O9 @. k) d
-
9 E" m! G; Y- m1 L* ` - alias hud_key_update update
6 S, E2 u1 C; L5 X$ Q q" r9 V - def update0 |" H# o9 F0 Z4 s& I7 b
- hud_key_update
/ n& ^( s$ c* A/ ^7 b W' U - @pressed = []! H+ b* Z7 U; V7 @" L5 L7 U& J
- for key in Numkey.values! h4 R0 t& }9 T* P4 ~
- key -= 10007 B: F/ M. U. m1 m1 C) d) K
- @pressed.push(key) if testkey(key)9 w4 m' O) P4 t4 r- a u( q* a
- end
0 Y- ~8 y; B# s/ G - end
* X9 m: W6 v" I6 b8 M/ H( W& _ -
3 w4 G3 D/ a' J' r2 F Y - def pressed?(key)
0 J; Y! k: X+ W8 ^ {1 r: q( ?1 P - key -= 1000
( B) }6 y/ M* ? - @pressed = [] if @pressed.nil?% R' |9 |8 K" p$ D( w
- return true if @pressed.include?(key)
4 y7 E) b; x& L - return false
9 u1 h) o1 W$ F3 Q: `% T9 F- ] - end! ?! D3 a) ^: m
- + ~3 ]! q, v# B5 Y# u
- alias hud_key_press? press?
# K! R' I6 X/ i# U. j& W - def press?(key)
) q+ ~8 ~3 ~8 ` z. G - return pressed?(key) if key.to_f > 1000# _- i8 R- b2 A; o+ ]
- hud_key_press?(key)
/ h+ V5 r2 g2 L% f/ g9 M& x - end% }" Z- R: w* V7 o
- end6 c3 T% `& ^1 w( D% M7 L' W
- end; A+ y6 e/ L: L
. h- S. r7 u) y' r- #===============================================================================
- v/ N$ U( k; D7 B$ I( g$ s/ r - # Game Player
0 i, t. \2 a8 B% [ - #===============================================================================& D% y# M/ B( [- ?* ] s( Q
- class Game_Player < Game_Character/ i/ k9 i% E6 B9 `
- attr_accessor :hud_equip& a- d- B9 x$ W5 D! z. ~
-
7 c U& H* A5 R) |# h# t: C - alias hot_key_hud_init initialize
/ d& e7 i3 Y5 D' j$ o- }0 V - def initialize/ T) w; U) j: T1 \$ k/ ?$ o
- hot_key_hud_init& X9 S: d$ I4 U4 ?5 ~& o
- @hud_equip = []9 P6 A: T6 [1 {( D% E/ }$ c5 w
- end: _7 @2 ?; h% W3 F" c
- % W% S1 V/ ]; d T8 m/ b. ], ?
- def equip_item_to_hud(n, item)3 d. w6 D3 }0 v. ~. b0 Z; R+ f
- if item.nil?
; ]) G8 H# M0 p4 S - $game_system.se_play($data_system.buzzer_se)
6 _8 N4 t/ M! n - return
3 j' z7 N& \& }) i/ e - end
: ?# \9 I/ c0 w# i% M - $game_system.se_play($data_system.decision_se)) s5 _$ g# E% S" _; ^
- @hud_equip[@hud_equip.index(item)] = nil if @hud_equip.include?(item)7 w4 u, i( G. l
- @hud_equip[n] = item( x, m$ S1 m8 R4 J
- end& q* Q/ l) h- L% p
- end
6 z- G: R! k# [. A. Z0 [ - ; D* v4 H+ {" z/ p" T0 @& E
- #===============================================================================9 ~- U6 Z# _/ o7 ~7 }5 C
- # Quick Skill Window$ p# l0 r0 u& z; h
- #===============================================================================
+ f: e# I! v" \2 S: Q" N9 v+ ]3 E8 I - if XASVER_37 == false* l2 U' p; M- D1 @, O% |/ V
- class Xas_Scene_Skill1 A' h: Z" f S* @2 A9 S
- alias hud_quick_menu_main main* x% q6 l8 n: a, m3 R- I
- def main
; |( l1 \7 ^: I* ]* O - @hot_key_hud = Hot_Key_HUD.new
4 g+ P& S- H3 L2 { - hud_quick_menu_main) k( _+ ]) `8 l/ F2 c
- @hot_key_hud.dispose
% {% U3 |; g5 f. a - end
7 _) V5 H% a3 k# U - / f( m" n: I) [0 j% Y( Y3 z
- alias hotkey_hud_qucik_menu_update update$ J. J7 W2 c3 _
- def update
5 Q7 u8 ^3 f! t3 Z V8 ~ - hotkey_hud_qucik_menu_update# a2 I8 r k+ `0 f, g- l
- # Hot Key num 1* D2 n( l: p8 m8 g0 x3 n% Z
- if Input.press?(Input::Numkey[1])
& H6 g. a p4 d: y' G1 a% ~ - $game_player.equip_item_to_hud(0, @skill_window.skill)
[. J1 C* s3 M* g - # Hot Key num 2
8 R; W; N* t9 X! {9 m' }$ U0 O4 Q - elsif Input.press?(Input::Numkey[2])
+ v1 h) q2 ~. D! L - $game_player.equip_item_to_hud(1, @skill_window.skill)
* K) l2 G( Q4 { - # Hot Key num 3
2 L) y& Q) x. g, ] A - elsif Input.press?(Input::Numkey[3])
; y6 J% M) P. z, v - $game_player.equip_item_to_hud(2, @skill_window.skill)7 ~& H8 Z+ M0 I/ J
- # Hot Key num 4! E1 _$ u, F( J% j
- elsif Input.press?(Input::Numkey[4])- I! W" { @" ?8 m' ]
- $game_player.equip_item_to_hud(3, @skill_window.skill). t4 q1 V1 Q. T0 X1 s& ?1 G8 m
- # Hot Key num 5
; n4 H5 Z J: |1 p) h/ q - elsif Input.press?(Input::Numkey[5])
: y* D, w& J j1 C! b5 e. g - $game_player.equip_item_to_hud(4, @skill_window.skill)
% u5 _$ b! V" E- X4 T1 v6 ]0 W - end
5 w& ~* c8 G1 |& g - @hot_key_hud.update) T) @2 M. E8 t7 a1 E: d
- end
3 l- D" R; E4 V: W' P2 v. E - end4 ]1 `) u O& a5 U
- else
3 R4 o0 F8 l5 b3 E3 a ]! N - class Quick_Menu_Skill4 N: c0 x! l0 F! T0 ^0 {
- alias hud_quick_menu_main main
% |# A: B' `) y3 A3 H" | - def main& m+ G r+ Z$ D. r ~' {
- @hot_key_hud = Hot_Key_HUD.new# l8 w( x" E4 i/ Z5 ?$ J4 R
- hud_quick_menu_main7 k4 C+ f. S6 ?6 k9 A
- @hot_key_hud.dispose( ]2 l* r' F1 m
- end1 B8 Z K& l4 H, C2 S9 }3 k
- ! v% n! ` q& i+ Q+ m# R% B6 A) y/ A
- alias hotkey_hud_qucik_menu_update update
) t# ~: k) X% [0 f: J - def update
7 F% E3 D1 o+ |3 o* f. n3 n2 V0 K* [# g - hotkey_hud_qucik_menu_update, ^7 Y7 [/ y: |' l2 H1 G+ J
- # Hot Key num 15 ^) W/ ~5 Y5 J, f
- if Input.press?(Input::Numkey[1])
% O, M1 Z( Y$ _/ b& g/ C - $game_player.equip_item_to_hud(0, @skill_window.skill)9 k# R& g. U" ~. C% a7 G7 Q
- # Hot Key num 2: W2 |9 U" @8 _! l; E8 [4 r
- elsif Input.press?(Input::Numkey[2])
5 v% H3 D$ z2 S4 u7 K& h: M - $game_player.equip_item_to_hud(1, @skill_window.skill) ~! V) ]! ^; a, N; T2 B3 a+ l
- # Hot Key num 31 t. x! ^3 P* O- ~1 p
- elsif Input.press?(Input::Numkey[3]), a9 e! l' S4 o8 r( K
- $game_player.equip_item_to_hud(2, @skill_window.skill)& s1 a2 j! w0 Y
- # Hot Key num 4
" a( F7 {) P O2 P2 g! g l - elsif Input.press?(Input::Numkey[4])
2 _ ]: r2 r) g( w# I% D* X$ F" O - $game_player.equip_item_to_hud(3, @skill_window.skill)+ H- D _ E% J! f
- # Hot Key num 5: F& k& L% z% E4 q
- elsif Input.press?(Input::Numkey[5])4 w$ a0 ^0 {* H1 m! J% Z# l0 e
- $game_player.equip_item_to_hud(4, @skill_window.skill)% R0 v2 P6 `6 e5 ~* s X: p
- end L2 g- r( ]/ {% w/ n* {3 Z; \; Y9 f
- @hot_key_hud.update% }4 w( {* p7 e7 a: Z
- end. A. U8 f* k: x% D: X5 D3 ~/ i3 u0 A
- end
5 }, `3 i8 E: j& |7 R0 e6 Q - end
3 m- N9 k: }5 S - % J+ v& O! p, L4 {0 j
- #===============================================================================
$ Y, t: \1 F6 i2 G/ R - # Quick Item Window
7 ~ f, `' b; A( I* S - #===============================================================================( |2 ^, X) h- h: @
- if XASVER_37 == false
0 k0 n% l7 O% U - class Xas_Scene_Item
$ G5 x$ A( \. o8 o6 E! K" R - alias hud_quick_menu_main main+ J$ Y4 i9 W" l; o
- def main0 g6 M. \. z, K: G9 V
- @hot_key_hud = Hot_Key_HUD.new
! m9 D6 a# u9 Y# g0 v - hud_quick_menu_main
/ m. S i0 R' P - @hot_key_hud.dispose/ P0 N# [: g) ~
- end
5 j6 i. R# {: C @; h, o8 d - * U" A k, r3 \7 C: G+ C7 U
- alias hud_key_update update
' ~& N, m, W, {' \+ ?, H9 k0 ^ - def update- a" N5 E" e3 z5 P" g
- hud_key_update8 K& c- @7 M* ~: ~& y
- # Hot Key num 1' g' V4 B8 T2 ?
- if Input.press?(Input::Numkey[1])
& g2 r& X4 x9 C' v - $game_player.equip_item_to_hud(0, @item_window.item)
! b8 ~$ f6 P4 { - # Hot Key num 2* s0 p' }; {% q) T
- elsif Input.press?(Input::Numkey[2])* {# h1 y$ [* o
- $game_player.equip_item_to_hud(1, @item_window.item)
5 b) Q* K. s2 K' P1 X5 G - # Hot Key num 3
2 l; w2 J' A/ [) G - elsif Input.press?(Input::Numkey[3])
* ?" G1 v6 l& ]) G - $game_player.equip_item_to_hud(2, @item_window.item)0 j# x. W K6 Y! C
- # Hot Key num 4
6 O: r* y3 p1 p; p1 J5 ` O/ h - elsif Input.press?(Input::Numkey[4])
2 B; L3 j `7 s; b+ y. e - $game_player.equip_item_to_hud(3, @item_window.item) N. w, i7 n( M3 P p' _' N
- # Hot Key num 5- K) Q6 D, ~$ o. U3 g% K; p
- elsif Input.press?(Input::Numkey[5])
9 T$ ?+ i* D/ o - $game_player.equip_item_to_hud(4, @item_window.item)
9 o7 v9 L8 l1 U) n& v% @ - end
8 f5 P) O# k6 V) V3 g9 Y) ]6 I - @hot_key_hud.update
5 q, I; F2 ^+ A& s9 ]& S% J+ | - end- v, c" _. w: C/ ?" F' q3 I4 q
- end
8 F! l& {9 i. I% \4 ] - else: O0 o: B, n- }
- class Quick_Menu_Item1 {$ V& F+ z* i1 Q9 O
- alias hud_quick_menu_main main
! G: P+ N$ l4 G$ D+ v/ O9 S - def main
9 z: j5 g; l- I6 f3 u4 b2 ~ - @hot_key_hud = Hot_Key_HUD.new
* j$ a& X1 p F) ~( u# d) A - hud_quick_menu_main! F0 `. U# `! M7 }
- @hot_key_hud.dispose' a/ |" A1 c4 n4 U$ ]$ R
- end
0 \) q+ k1 f/ q1 c$ b" }/ X3 w& `, l -
' u1 T' Y' k- b& |! x# A/ R - alias hud_key_update update$ @8 N. f' e' K
- def update
0 P3 y! ~9 G& a& T: q6 T9 b r2 S - hud_key_update1 J( E/ g% e' u$ o- Z
- # Hot Key num 1
( I1 {9 v0 R/ j, V - if Input.press?(Input::Numkey[1])
% T3 p% ^4 t; D' q5 n# u - $game_player.equip_item_to_hud(0, @item_window.item)
F% F& D& n8 T) f; C5 a8 N# x - # Hot Key num 2
: `% E' m1 |/ i. M6 T2 F - elsif Input.press?(Input::Numkey[2]); P/ j5 D$ @6 ?, I6 J3 I1 X1 z( P3 x& O
- $game_player.equip_item_to_hud(1, @item_window.item)
$ Y( P- v2 T/ |- i2 Z - # Hot Key num 3- a; U% m% Y. M. I
- elsif Input.press?(Input::Numkey[3])
! v$ N, p5 r4 l, A4 H, W; K - $game_player.equip_item_to_hud(2, @item_window.item)
% T3 \6 t- j6 D( J) V1 m1 P0 [" [ - # Hot Key num 4
s$ x7 w9 @& t% @ - elsif Input.press?(Input::Numkey[4]). e3 g8 A7 C4 u8 X" G" u
- $game_player.equip_item_to_hud(3, @item_window.item)$ r8 m, O( W) s" p6 D( U, Z4 P; \' H
- # Hot Key num 5% }3 _! n% e1 K1 r4 I0 `' ]$ T
- elsif Input.press?(Input::Numkey[5])
: w7 B4 s. v3 O2 Z - $game_player.equip_item_to_hud(4, @item_window.item); S e2 v$ Z% v# w
- end
: p& @2 j' | G - @hot_key_hud.update
- @) @4 x" _' l+ O! {! [ - end M; C5 a9 D1 _6 [2 @/ D" {
- end, f6 m$ G" s% @# _, s( t: z
- end
% }1 [ x, A: g& j( U - 7 X6 d" I5 v( W3 ~6 ^ d. Q
- #===============================================================================4 Q t7 a8 v4 w- y" q$ q
- # HUD Window- ~$ c& e& ]3 n9 O" |
- #===============================================================================
( m1 {, t7 R- l6 ~, C! ~! y - class Hot_Key_HUD < Window_Base- W. Q u- W2 r/ _% b1 n* a7 a
- def initialize(x = HUD_X - 10, y = HUD_Y - 15), L; Y8 I, o' ?3 i$ w+ Q* R/ y( ]1 v. J
- super(x, y, 220, 80)" B1 e+ p& |9 z. h3 H. i3 k* h
- self.contents = Bitmap.new(width - 32, height - 32)
9 D. H0 N/ d' ?3 {3 h - self.opacity = 0
" k8 O. \# X8 [+ a - @actor = $game_party.actors[0]
1 l' I& x& a% t, m+ c5 ] - refresh) w7 U' f4 ?" W6 u. S- u2 Z
- end
. @; F2 x1 {2 a. C- h9 } - 2 l5 g/ D% R0 C) X2 n7 U/ ]% j9 t. v
- def refresh( F$ L7 v2 C* c
- self.contents.clear1 \7 K+ S9 [% E S
- bitmap = RPG::Cache.picture("Hot_Keys_HUD")
& E3 i" K5 z/ y* S4 ^ - self.contents.blt(0, 0, bitmap, Rect.new(0, 0, 160, 32))* D/ h9 H }( u1 Z5 U5 I& Y
- for i in 0..4* Z3 j3 x3 J* |! j ?
- x = 32 * i + 4
( S, x! Z" y3 n8 r6 B8 Y; [ - item = $game_player.hud_equip[i] X3 J8 ~8 M4 `$ x1 g( D
- next if item.nil?
/ L4 p4 v5 F& V! g5 M - if item.is_a?(RPG::Weapon), o; c' V: @- O7 p0 b7 p8 Y
- item = nil if $game_party.weapon_number(item.id) == 0 and
" m# V6 B$ \/ v1 C - @actor.weapon_id != item.id
& w4 r, v2 h' ?9 v - elsif item.is_a?(RPG::Armor)" K- S9 w: P) w) J# _* X2 B3 b
- item = nil if $game_party.armor_number(item.id) == 0 and # q0 ?3 Y/ U' q
- @actor.armor1_id != item.id* K: |0 E5 N3 ~3 \. u3 w! q/ O
- elsif item.is_a?(RPG::Item)
+ J& c X+ w1 `# h. _ p - item = nil if $game_party.item_number(item.id) == 0 or
! f8 @3 T8 L' `" ?4 \( a9 z& q - !$game_party.item_can_use?(item.id)
& p; d+ J( b/ x4 Z) i - end! m# ^3 i/ y& D; z3 q
- bitmap = RPG::Cache.icon(item.icon_name)
, k- s, A0 h _5 k& X3 ~ - self.contents.blt(x, 4, bitmap, Rect.new(0, 0, 24, 24))9 w7 ?% v3 g0 w$ D. o: _ _
- end
) D7 |% H4 f! v( D6 y3 T- r, \4 P - end
& J9 C7 R; ?* q. r6 r5 W - : ^0 P6 f( A7 E: U9 V3 S9 M) K# T
- def equip(item)6 q' r7 w3 z4 D& [; j
- if item.nil?) [& D8 c% \/ d1 G
- $game_system.se_play($data_system.buzzer_se)
! ]4 t/ s$ i8 X* h! V9 O4 @% C0 u0 y - return
9 h" w9 w4 W4 D( @. V! d& R a - end' \- o) d5 K* X7 ]; V' W' H
- if item.is_a?(RPG::Skill)' O1 S4 f0 X' c" F, e
- if [email protected]_can_use?(item.id)
. y5 ~6 [7 a* W$ {! v! Q4 m - $game_system.se_play($data_system.buzzer_se)) E q& Q! A; Q1 k& }
- return
0 R- S: T- H" k3 j - end+ k2 d, i. y p2 B5 G
- $game_system.xas_skill_id = item.id+ X, b/ {# y6 P2 B7 g- D" `. v
- elsif item.is_a?(RPG::Weapon)
8 K$ I4 X0 q. `' l3 y - @actor.equip(0, item.id)
( }6 Z! @2 g7 A! Y) E - elsif item.is_a?(RPG::Armor)6 ?+ ~4 A* ` o3 L6 w! w
- @actor.equip(1, item.id)2 w1 m) J! G( O2 M: C
- elsif item.is_a?(RPG::Item)7 Z; X' j( `4 B0 q% m2 w
- item_tool_id = XAS::XASITEM_ID[item.id] D% i S2 g4 m, i j& v( K
- if item_tool_id != nil: v) b' s0 [$ g- v& O! {
- unless $game_party.item_can_use?(item.id)% n1 A5 M: l: x# R: i
- $game_system.se_play($data_system.buzzer_se)
* Z0 v8 ~. n: U" M4 J- k' V - return' z7 j. i: l6 q" ?$ X5 {
- end
g+ h" @2 S$ v1 d; n' }$ B- M- g# M: G - $game_system.xas_item_id = item.id1 C! p @1 G$ Q
- end
7 U, P) |0 A, ~6 r2 b - end
/ J/ X' a7 r3 p$ h3 k$ ? - $game_system.se_play($data_system.equip_se)6 n& Q. H* a* t
- end N) \: y/ q' C4 L. s+ [ W
-
- |7 G) b# b% \" E) W( ^6 P - def update' S* Q8 `7 G) H% S# V
- @actor = $game_party.actors[0]
3 I/ e( K* L, a9 l - @hot_keys = $game_player.hud_equip
& m/ S1 l' t% p( \) n - refresh) l+ k; C& i; `# i1 f1 g' N( ]
- return if !$scene.is_a?(Scene_Map)' e( T6 c, c/ \# H3 Y( l
- if Input.press?(Input::Numkey[1])+ U% y1 o6 L- k
- equip($game_player.hud_equip[0])
4 k3 M' k( r8 \$ ] - elsif Input.press?(Input::Numkey[2])) H9 Y1 e" O+ a: i4 y
- equip($game_player.hud_equip[1]). r r. s! L- P) [6 v( [- n
- elsif Input.press?(Input::Numkey[3])7 k9 V6 T8 k% @' N+ {
- equip($game_player.hud_equip[2])
$ C. y# p/ O8 e1 K; X. { - elsif Input.press?(Input::Numkey[4])
0 Y1 U; s+ n4 g# L; n - equip($game_player.hud_equip[3]) ' ? f' h$ g+ v" j/ p# x( Y, P
- elsif Input.press?(Input::Numkey[5])
4 C9 n' o6 q* C0 J1 V* K* T9 k - equip($game_player.hud_equip[4])
- I) D( S2 p* I1 g; d+ ] - end
0 b: n i: p# Q& b4 Q; F! c - end
! x/ B6 Q8 b/ a3 ~1 K - end* K$ s% U+ X1 w. I& B1 V
& y8 S2 |' c7 I/ L' Y/ ^6 I- #===============================================================================
+ r4 U% U) y* v: @% z, B - # Scene Map; B1 S/ [$ | e4 a4 | Y4 g2 W
- #===============================================================================
1 S. g3 q: }( k X/ i* C - class Scene_Map
% A& B/ A* l5 B! h) ^7 p - alias hot_key_hud_init main1 G8 i4 z4 F# i. H. B
- def main6 {) C* w5 U2 c4 a2 F/ m* [" J
- @hot_key_hud = Hot_Key_HUD.new
' l; Z2 z5 Z2 G3 w* ^: m9 K+ y2 z9 |$ E - @hot_key_hud.visible = !$game_switches[XAS_HUDDISABLE_HUD_SWITCH]: z& }7 l9 p& K
- hot_key_hud_init
3 I7 d( u& X d! G D - @hot_key_hud.dispose
. J7 G1 p) X7 o' r' k3 N# K - end o# U6 U1 i0 g, q8 e( p& H
-
) k6 v8 @* u* C" f0 Y- W - alias hot_key_hud_update update
% A" Q* t& \( F$ c - def update
7 s2 u, \3 A# a+ H - hot_key_hud_update [! n, k& s4 |
- @hot_key_hud.update
' e- y1 @" w, p; f) y+ K - @hot_key_hud.visible = !$game_switches[XAS_HUDDISABLE_HUD_SWITCH]
' x3 V% A# `$ w5 [ - @hot_key_hud.update if !$game_switches[XAS_HUDDISABLE_HUD_SWITCH]' [; F5 D; w% Q% u" z
- end$ J5 M4 X0 ?$ K! \. i
- end
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