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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,4 i, ]. E$ r* q
不知道有人能帮忙看一下吗? - #===============================================================================
; }9 U4 D. N" \6 d c' X( h0 F8 ` - # XAS - Hot Key HUD
, V8 ^% p: E1 T( R/ P; N - #===============================================================================8 e" a2 J+ `; o1 a# u: J* C' O% Q
- # By Mr_Wiggles% N+ N9 ~/ Z1 f4 Z& b
- # Version 1.3& | e9 f4 c! H' V3 S
- # 7/6/10
; @6 ~( N" y% D* J - #-------------------------------------------------------------------------------
/ w5 v- G3 C; C+ y# B6 C* i - # Instructions:( v7 K/ h' x. P' ~/ r* _
- # Fill in the constants bellow, paste this script above main and bellow XAS in7 p9 ~3 w8 a& [7 R3 Q j+ {9 r
- # your script data base. BE SURE TO SET TO THE RIGHT XAS VERSION!!
0 H8 Q' ]7 T) F+ _# j) D0 \ - #
/ L1 E) r, O( Z( ~: M$ U0 A - # Place the "Hot_Keys_HUD" picture file into your game directory
( J# L* r. q1 N$ V! a) X - # Graphics/Pictures folder.
3 p3 s: r5 y* |4 A+ {* H: S - #-------------------------------------------------------------------------------
( u9 W& _; q* Q" w$ n% Q - # Directions of Use:
" u8 [4 O/ I1 N- e d - # Simple just press a number key (1 - 5) when the quick skill or item menu is2 O2 O! V& ^' O6 q
- # Showing.
: P5 O6 p. X" j - #===============================================================================3 l I. U/ u' n' i3 P
- HUD_X = 0 # X pos of HUD
' s7 Q* g/ ]. p+ ^& r' P$ X% D - HUD_Y = 0 # Y pos of HUD6 y; j# ?: e% `6 p p
1 k- Y4 L" z3 K3 L2 H" w( K- # Set true if XAS 3.7f. O8 \3 I1 Q# B
- # set false if XAS 3.6
, {- R# u, }. ~! h. l5 }5 z3 ] - XASVER_37 = true+ x% M2 @& Y% J: j% }: m
0 {6 i( F* w( M' r* w `) f' e- #===============================================================================+ s/ ^5 `7 T# b l3 ]8 E
- # Numkeys Module
; R1 q( ^6 |% d6 H# p: l - #===============================================================================3 O7 Z8 l8 i8 j" |/ h8 _
- module Input
1 _1 @) s8 |+ I$ r% t$ X - Numkey = {1 => 1049, 2 => 1050, 3 => 1051, 4 => 1052, 5 => 1053}
- a9 I* L F3 ^ - class << self
$ a9 f- v7 _* p: `6 A - Key = Win32API.new('user32','GetAsyncKeyState',['i'],'i')
1 }$ Z' E! v& Y: g) d$ r8 f - 4 g: _$ C9 m2 Z5 E6 M
- def testkey(key)0 m0 @) I& _$ ^! [
- Key.call(key) & 0x01 == 1% ] Q! Q! ^# U) Z2 U! O7 a: x
- end
, O8 L5 ^) a1 T1 \- O" e# l -
+ _* u: ?6 t* _) S/ E - alias hud_key_update update0 |7 L7 ~2 i* g! t( r
- def update6 Z# W3 D! @- v& @' T
- hud_key_update
; b/ |) t3 ]1 ^8 x$ O. P - @pressed = []3 @" D( I8 p+ e! ?2 I- J+ T3 u1 e+ Z% z+ B
- for key in Numkey.values m( u. l7 l9 E
- key -= 1000" X& x E3 S5 g2 K* [% F' Y5 J2 g) S0 d
- @pressed.push(key) if testkey(key); f! h2 |7 j/ _8 w6 ]3 W4 h
- end7 n; n, s; @7 c2 B8 s, D" Z
- end
, [1 W* q- ^, l - ) J& M% U, W. x1 d% b
- def pressed?(key)
5 F/ H1 y* m6 `* \( w5 @* T - key -= 1000
& E% _: J/ }: E# P. G# a - @pressed = [] if @pressed.nil?
y( \+ \1 g$ f8 A" k$ f# b9 I - return true if @pressed.include?(key)& w& M3 G7 j) p0 _" @) u$ Q0 n
- return false! a4 A2 G5 i+ K+ n% K
- end1 d) f2 T+ R% E+ X0 a4 P' B) d
-
a, x; |5 y. @6 N# \8 n9 k - alias hud_key_press? press?
0 Q: d; ~. e" W - def press?(key)
6 ?+ B* q4 U1 h4 C% E4 l0 C - return pressed?(key) if key.to_f > 1000
. H$ a$ m( D$ ^% f) m, Q - hud_key_press?(key)4 \ v1 p& T" g& t* u4 b
- end
& f6 o$ P0 P4 z* y - end& K3 i {3 c. K* h
- end
" R) U' E3 L) x; C& f3 A; J# H
" Q* j9 y2 I+ O2 t. ]9 }: J- #===============================================================================
0 Y0 y: Z7 ^0 S2 p) P4 _" p0 X - # Game Player
$ p) E5 C8 Y! B6 { - #===============================================================================
3 c1 H: x( M6 G3 r - class Game_Player < Game_Character- ~4 v3 l, T. t- E) h+ t6 c
- attr_accessor :hud_equip
6 ]4 V9 ]4 V& _0 p8 S$ y -
W& i6 _# Z# y& }9 g8 v8 L4 N$ d" F - alias hot_key_hud_init initialize
- M2 V; }* Z$ r& X3 e0 w& O - def initialize& c9 P% g% g; P. o
- hot_key_hud_init" M4 g/ y/ C6 |/ D. ]
- @hud_equip = []5 P' z5 `/ m( g- [, W
- end+ a' S/ e$ i$ ]$ S
-
3 F1 M+ |2 w) |7 L - def equip_item_to_hud(n, item)2 ]+ }; Y6 a' a
- if item.nil?7 j$ r/ x5 }2 A
- $game_system.se_play($data_system.buzzer_se)6 E# ]* o! d6 q2 r
- return# Y: g# [* R: S `2 q( j+ D3 x( R# }4 @8 ^
- end7 \4 d# Z5 p& [" M: G
- $game_system.se_play($data_system.decision_se)
6 d- h/ Y/ |3 d7 C - @hud_equip[@hud_equip.index(item)] = nil if @hud_equip.include?(item)
$ p9 c- z4 V4 A/ t* _5 r+ s4 f3 b" T - @hud_equip[n] = item, n# P2 E B4 m! B: ?' {" g$ B
- end
2 Y4 h; [/ ?! Z2 {7 H+ i% a - end; t% }" r8 f- Z
+ L6 ` Y8 _1 a- #===============================================================================/ o$ E. [' L+ U& h0 H% i0 t
- # Quick Skill Window
1 J: q1 ~9 J6 s1 Q! E/ c0 s - #===============================================================================9 Q8 p" }. _5 N- n
- if XASVER_37 == false
5 h* Z3 p( e5 E! P$ X - class Xas_Scene_Skill
( ]+ ^8 _7 Z+ v4 C r# G( f5 Q9 ?1 ?6 } - alias hud_quick_menu_main main; Y& ~8 z2 q5 w! ~$ a/ ?
- def main
) O9 g. m7 w: N4 k - @hot_key_hud = Hot_Key_HUD.new7 G5 g7 {3 g8 E8 H! N5 c$ `
- hud_quick_menu_main
/ x/ \) d$ b/ C/ t+ S" b - @hot_key_hud.dispose5 R9 t( L* R' ~/ A% B( l
- end
4 }& @' X( Z4 h! E2 e8 O* \: Q# B; h - ) ]1 Q+ d+ [+ Z- U; x7 |
- alias hotkey_hud_qucik_menu_update update0 C% H) `0 }+ A0 C3 S
- def update4 S& Z, h1 y3 N4 M; a5 D
- hotkey_hud_qucik_menu_update
6 b! l7 q/ d! W* ` - # Hot Key num 1
0 r' i9 D' D7 f - if Input.press?(Input::Numkey[1])3 q/ w( I. m$ p+ X9 _8 \
- $game_player.equip_item_to_hud(0, @skill_window.skill). h# c2 L: B, _- b5 q8 {
- # Hot Key num 2" I5 _/ S% T0 m* t% B- T, J
- elsif Input.press?(Input::Numkey[2])$ P w% a/ J5 ^5 V+ k4 B
- $game_player.equip_item_to_hud(1, @skill_window.skill)
2 l1 M) a7 p" r3 N3 x9 ~# Q - # Hot Key num 3
6 l! g+ I# i5 O6 M/ d - elsif Input.press?(Input::Numkey[3])
! X5 ~" s3 x( ~9 c1 A+ Y4 r - $game_player.equip_item_to_hud(2, @skill_window.skill)& a) `; o7 U, t' p6 q* j; n
- # Hot Key num 4
L o6 y8 L3 d. { - elsif Input.press?(Input::Numkey[4])9 I3 I: v8 t7 l
- $game_player.equip_item_to_hud(3, @skill_window.skill)
0 O/ S" Q# F5 @) R, T4 d - # Hot Key num 5
5 q4 @: i4 Z: s! [: Z3 r - elsif Input.press?(Input::Numkey[5])" R+ \/ H$ Z+ z, B+ H# ]8 [
- $game_player.equip_item_to_hud(4, @skill_window.skill)
; P$ t: h3 \2 r( v& ?0 |% m: O - end
% |& F- t; [ M) ?& B - @hot_key_hud.update
, z7 N. `) \0 ] - end4 Q* c) b7 z k ^# }
- end1 Q; U/ W" ]1 Y* H$ M5 e1 q+ {. o
- else
9 {: S$ z8 j0 M. \6 J o - class Quick_Menu_Skill9 h! l3 E3 T5 D, B8 |
- alias hud_quick_menu_main main0 E/ n, h+ v+ q. k
- def main
% d- y. g. B* |# S" d - @hot_key_hud = Hot_Key_HUD.new% K* g" Z3 x# e( W" |8 I/ h* I
- hud_quick_menu_main
' e* W, U( @" w! u1 A9 Z - @hot_key_hud.dispose3 d- Z' H; E, v! g# C+ O
- end
8 i# p$ g+ p/ Y6 i: F# \) p - . a, c" Z7 k7 e0 r' _
- alias hotkey_hud_qucik_menu_update update: m( w4 v6 T( p. R" H) N9 q( R
- def update: A* {1 W& Y% h
- hotkey_hud_qucik_menu_update; B( ~! C" O' W/ z e
- # Hot Key num 1
+ ^2 J Y: {9 G( Z - if Input.press?(Input::Numkey[1])
& u3 O0 o$ A+ r# F9 o4 H# X; _& x - $game_player.equip_item_to_hud(0, @skill_window.skill)1 l6 E) h4 e$ W" f1 S! T+ z
- # Hot Key num 2, L3 E4 }: a% `: |1 M
- elsif Input.press?(Input::Numkey[2])# I* V- `" q0 g$ @* E
- $game_player.equip_item_to_hud(1, @skill_window.skill)
# [' r& d8 D8 B) r' ? - # Hot Key num 31 a* D& w, J. l/ x8 B6 J( `. u
- elsif Input.press?(Input::Numkey[3])2 p* E0 Z$ W+ b- x6 V: Z& f. d
- $game_player.equip_item_to_hud(2, @skill_window.skill)
5 M, i) l% P$ X1 V4 U- d% J - # Hot Key num 4
' V8 }/ Z$ H6 G - elsif Input.press?(Input::Numkey[4]), q9 _. w3 h v
- $game_player.equip_item_to_hud(3, @skill_window.skill)# [5 n) e: U z4 [5 m4 V
- # Hot Key num 5. H$ ?* T3 n( j6 H2 b8 ~4 D- s2 Q
- elsif Input.press?(Input::Numkey[5])6 Z. R* R% [( x/ T
- $game_player.equip_item_to_hud(4, @skill_window.skill)
) a0 U- C: l- o# v6 b5 \ - end
7 U8 q) U0 ~5 ? - @hot_key_hud.update! {- n- \+ l) u! B* R+ M# f
- end% p! [. P; O; X% U
- end
4 E+ o3 v8 Y& { - end
+ d8 p6 o0 y. V/ v; _2 r. }3 E5 g - 0 Q, c: j5 u/ r2 Z7 m2 S
- #===============================================================================
$ X2 Q7 H' O& a/ f! X+ \! A - # Quick Item Window
6 ]/ G- B7 I/ b - #===============================================================================+ s4 F5 q+ u& l' Q9 a
- if XASVER_37 == false0 H5 F0 e& a3 G# q% S* Q
- class Xas_Scene_Item
2 L, }$ \9 C7 L8 x% U- c8 e" g - alias hud_quick_menu_main main
4 W5 ^# s# `& b' L- F5 A& F0 n' X - def main
# Y5 o; B1 J% i - @hot_key_hud = Hot_Key_HUD.new
# z" _- s* @8 S$ m, N' A - hud_quick_menu_main7 l: r, k; Z! D3 D( w) `. f+ i
- @hot_key_hud.dispose& U8 p: E/ T' C+ a$ ]& @
- end3 v8 H& X7 [* [& |
-
* P8 J/ m9 ]3 x R" W - alias hud_key_update update
0 E4 C1 r. a; e; s7 w( A5 X a - def update
7 f# K2 r, Y0 o: d* E7 k8 N - hud_key_update# c/ R' p; h& w; N2 ]( c# f1 S: k: [# [
- # Hot Key num 12 J' S- l& z4 w
- if Input.press?(Input::Numkey[1])
, m( Q' M6 a" z( A - $game_player.equip_item_to_hud(0, @item_window.item)
2 o1 m {& w; F4 a - # Hot Key num 2
5 U2 X: l1 }$ y' f3 w - elsif Input.press?(Input::Numkey[2])$ Q9 [6 F4 \4 |9 O* Q
- $game_player.equip_item_to_hud(1, @item_window.item)3 ?& Y6 }% |1 i- \& I
- # Hot Key num 31 F, O; D* ?2 M W) m
- elsif Input.press?(Input::Numkey[3])
( B- O3 f% K" ?2 I. W% q: n - $game_player.equip_item_to_hud(2, @item_window.item)/ ~( P4 \* V$ Z ]
- # Hot Key num 4: M4 {6 s* j% `! o& {) v; N3 l/ h; m
- elsif Input.press?(Input::Numkey[4])
4 d2 c! V5 l' C4 i; j4 H" _ - $game_player.equip_item_to_hud(3, @item_window.item). m. B' u+ w' Z1 |: u
- # Hot Key num 52 k* D3 ] Z: A* P; R: m
- elsif Input.press?(Input::Numkey[5])
1 b2 _- z; E. {. I$ f1 V0 O - $game_player.equip_item_to_hud(4, @item_window.item)2 }; z D$ k. q# V: w
- end
# P8 n/ v) }7 F& p5 B - @hot_key_hud.update
" D% K7 b" |/ N - end
3 \& u3 _( c5 A0 f - end
+ L3 V; y5 w6 h( ` - else# g0 t4 l9 f1 v% ~. Z5 J1 V
- class Quick_Menu_Item& F Y' m- G0 V9 S- H* t1 `
- alias hud_quick_menu_main main
: G) S( w0 ?* z" f+ \3 o0 H) E4 o - def main
% s1 |9 g. v ~5 q - @hot_key_hud = Hot_Key_HUD.new( M: k& _- u1 H; @9 l7 ~6 s0 `
- hud_quick_menu_main
+ N3 a, m F( w5 G' E$ r - @hot_key_hud.dispose
6 }( r4 Z0 c& _" D4 L5 A1 {) Y - end
. h1 T; r* n# h - 5 ]! }! n+ A# K: A& j
- alias hud_key_update update
) F. y) ?: D9 A: n6 a - def update- ^7 j+ S: p6 h5 a+ r; x/ ?) X
- hud_key_update
9 y& g$ j/ J, q: z5 L" |5 T* K6 r - # Hot Key num 12 m, R1 I! h" s( n: M8 \, l( n
- if Input.press?(Input::Numkey[1])' d. S1 m' Y/ R9 o4 j) }) c
- $game_player.equip_item_to_hud(0, @item_window.item)
* c7 f% z4 V5 R* I( n2 C# { - # Hot Key num 2- ^, S5 @; m. R% \6 D
- elsif Input.press?(Input::Numkey[2])
3 O0 Y; T4 `( z - $game_player.equip_item_to_hud(1, @item_window.item)
& @2 _: l8 k* o& S( ~ - # Hot Key num 3
( }; j! @. P, p( l1 m& r/ i - elsif Input.press?(Input::Numkey[3])
$ c/ B) h7 [ d+ W' R - $game_player.equip_item_to_hud(2, @item_window.item)1 I' s9 F9 V+ g# g- n
- # Hot Key num 4 W9 [$ u! \: `1 _! e
- elsif Input.press?(Input::Numkey[4])
0 J- r7 \* |/ U( p8 r1 s - $game_player.equip_item_to_hud(3, @item_window.item)
$ s& g, `: y- b ?0 f/ l - # Hot Key num 5
3 g0 z' {$ [- j8 q( {% I2 e/ w, ? - elsif Input.press?(Input::Numkey[5]). @+ M4 W( s% i1 z9 [* ^# i
- $game_player.equip_item_to_hud(4, @item_window.item)# b% o7 D" o5 y' {, a; ^
- end" }0 i) o2 r1 C2 D/ Y# S$ {
- @hot_key_hud.update
- R* @' ~, k" S- u3 r9 k - end
+ \3 a9 J2 r- V; ] Y! A. D - end" Q1 ?+ m9 H; F& H
- end
; J5 E; c2 }9 ?! d" N - 7 U2 @8 z2 W- P8 r. S
- #===============================================================================
# U7 ]( x6 G8 z7 V4 o+ @( ? - # HUD Window( O8 g, A9 `' g- B- Z, g
- #===============================================================================6 Y! I9 I% \$ z! C
- class Hot_Key_HUD < Window_Base
0 G @) U0 E. g8 P) s - def initialize(x = HUD_X - 10, y = HUD_Y - 15)
& D5 r( u# }& ?+ A - super(x, y, 220, 80)8 s1 b3 ]9 `" ^3 w4 n' E
- self.contents = Bitmap.new(width - 32, height - 32), E% b; N$ K- A* G
- self.opacity = 0
7 w. ~; _; L; i- |+ w' g - @actor = $game_party.actors[0]8 d+ H; x% g+ V( V {
- refresh
7 `# h- t6 \- Y W1 q: {# R - end
3 F2 K, P6 ]# D% O: O) z7 D' n3 Q. Z
/ Z5 l: b$ T1 w! M( o, [4 Y @" U- def refresh0 U8 q# ?7 L/ ^! X x
- self.contents.clear
5 F; E/ m$ H9 R! G U* K - bitmap = RPG::Cache.picture("Hot_Keys_HUD")
9 v/ F; l1 ~0 f L. p - self.contents.blt(0, 0, bitmap, Rect.new(0, 0, 160, 32))
/ n' ?% ]* p/ \/ I$ @5 z - for i in 0..4
9 ^8 r9 F9 U/ y/ ~9 L. J - x = 32 * i + 44 P$ A; M6 {2 _5 w* h* S( {
- item = $game_player.hud_equip[i]. u* v1 h4 j4 L& S2 y& H
- next if item.nil?
& x( Q6 ?0 S" T6 E5 X - if item.is_a?(RPG::Weapon)! F1 u5 i) u6 ~$ C7 \/ ~& J
- item = nil if $game_party.weapon_number(item.id) == 0 and* [9 `- z0 _3 w% H8 z" N9 r5 t1 m
- @actor.weapon_id != item.id2 ?* G" n: L5 R0 Y$ `; N$ M
- elsif item.is_a?(RPG::Armor)
3 S. F# r4 V1 |6 I4 h ? - item = nil if $game_party.armor_number(item.id) == 0 and
1 Q0 p! ?& @; F2 L' k! O - @actor.armor1_id != item.id
3 R% _( O- e% E, v8 V - elsif item.is_a?(RPG::Item)
2 `9 }( c6 [ D - item = nil if $game_party.item_number(item.id) == 0 or
5 ]) r8 {( K4 [2 q: m6 q/ F - !$game_party.item_can_use?(item.id)# ~3 M" D( A. s* r3 [. Z
- end
+ E6 J _9 @+ H6 |2 g - bitmap = RPG::Cache.icon(item.icon_name)+ q6 S. }: x/ [. L; J/ V+ B5 J
- self.contents.blt(x, 4, bitmap, Rect.new(0, 0, 24, 24))/ t, X1 B. u7 ^8 g4 z0 d4 _
- end
" y" d! o: X/ j" p9 R - end
3 Q( R, A3 y) G -
) j, f7 M3 F9 N. z$ d6 S* D' r% P - def equip(item)
5 ]6 V1 s' ~/ F' w/ e4 J) E - if item.nil?
. a" s5 K* ]: C1 x. K - $game_system.se_play($data_system.buzzer_se)
; P3 ~, P; D/ D& p% y, b7 u - return
: w: ]" Q. k# z4 N8 O; Q: f' l - end
; U- U" {+ A" s" B& Q5 w' P - if item.is_a?(RPG::Skill)7 N T, g: m& a1 t
- if [email protected]_can_use?(item.id)0 Z* o! y2 {+ [, D1 c3 q
- $game_system.se_play($data_system.buzzer_se)
! f6 o# F* x# h - return
# d9 x( ^, V" j/ |1 I7 d% V4 W, J - end
' O: o. ]5 t5 r4 | - $game_system.xas_skill_id = item.id
+ w; O) L$ k o - elsif item.is_a?(RPG::Weapon); g: X- [4 Y6 [
- @actor.equip(0, item.id)" E! D% |3 K$ i# L) V3 Z- B* K) t. Y
- elsif item.is_a?(RPG::Armor)
5 p% R; Y" s( G4 ]5 e1 N# {1 m - @actor.equip(1, item.id)
% [; E2 w9 y5 I6 T - elsif item.is_a?(RPG::Item)- d5 q( [. z1 k$ Z( d
- item_tool_id = XAS::XASITEM_ID[item.id]: u. S _" [" ~& i* `1 k* N
- if item_tool_id != nil3 c. s$ [! ] i7 y5 o
- unless $game_party.item_can_use?(item.id), d) V) E- Z: J% c( p
- $game_system.se_play($data_system.buzzer_se)) Y5 P. ^" E1 X
- return
, H# D* c/ H) ~5 h0 {: F& U& P8 x, y - end
+ C$ k) X B- _9 [0 g6 j* n8 g* l - $game_system.xas_item_id = item.id
# _4 I+ l( X/ u' J- V1 F - end
8 n0 X$ p7 s' s& c/ Y4 A - end2 L7 H" v4 w( X
- $game_system.se_play($data_system.equip_se)" }* e( M; l, p I
- end
/ Y) }* z- U0 ] -
B" N& b. _/ ~4 t - def update
+ T) z. H( J$ f$ k, v H" E - @actor = $game_party.actors[0]
% B, b+ b$ u0 g8 l T0 M( b4 O ~ - @hot_keys = $game_player.hud_equip* c1 P( Q- B+ r& i+ G6 u
- refresh& c$ M" H. n4 l* f
- return if !$scene.is_a?(Scene_Map)+ [3 F) Z! q4 A9 K
- if Input.press?(Input::Numkey[1])& t3 Y ?, l: G6 ?
- equip($game_player.hud_equip[0]), Y- F4 x/ ~5 ]! N6 D) |- v
- elsif Input.press?(Input::Numkey[2])
) |4 I1 W, O$ ]! i+ u$ b - equip($game_player.hud_equip[1])+ M* r( O0 E8 [7 j5 @) F( U
- elsif Input.press?(Input::Numkey[3])# i# t5 h. G0 s; U S& @
- equip($game_player.hud_equip[2]) & Z I# \4 Q7 C c
- elsif Input.press?(Input::Numkey[4])
; Z' x& K. n& L. M4 \ - equip($game_player.hud_equip[3])
9 i, _7 J+ d% {& R/ {+ I - elsif Input.press?(Input::Numkey[5])
3 P/ g9 w" d6 {$ v2 p: K+ N) d - equip($game_player.hud_equip[4])
! q( Y% K B7 b- B - end* }) `0 [0 ^: m0 G
- end. L- T x6 `$ Y, g
- end" ?8 H/ `1 d2 {3 i
- % ?& F* s) m# Q' b- W
- #===============================================================================
$ w0 q0 V; G. k$ b - # Scene Map
0 d% ]( q: M, Q2 Z - #===============================================================================8 d. [6 D& v$ L6 e8 ?2 F. P. J
- class Scene_Map
( W; U! \- p* n2 V1 V3 R' U - alias hot_key_hud_init main1 \$ T6 Y5 S3 x. v& r+ ^/ Y
- def main( R# f* c+ v3 {( b7 n
- @hot_key_hud = Hot_Key_HUD.new5 O* k9 M, z S$ n
- @hot_key_hud.visible = !$game_switches[XAS_HUDDISABLE_HUD_SWITCH]1 D) V5 d# i3 _/ Y5 I# o. k
- hot_key_hud_init
8 G4 d! W) O8 G# C - @hot_key_hud.dispose
/ ]: H T. o* N1 T8 k" }0 Y9 J - end3 z! P& E. Y% w0 @3 d
-
4 g& G9 A3 I1 h6 N0 B - alias hot_key_hud_update update
& S; p. U2 P) ~( @# } - def update; C( b- c* N, E9 c0 k8 h
- hot_key_hud_update" p( I; y7 h( q. P# i& d6 v' m
- @hot_key_hud.update6 M8 y) Z9 F) b; O0 B% \, I
- @hot_key_hud.visible = !$game_switches[XAS_HUDDISABLE_HUD_SWITCH]
5 T% X2 z9 e' s" l4 B( _ - @hot_key_hud.update if !$game_switches[XAS_HUDDISABLE_HUD_SWITCH]
$ v+ ^- b) B4 ~2 k0 J, A# P; K! p) G# F - end
6 [2 W, P! ~3 L d' d3 V - end
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