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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,$ g* V1 H2 F, ~8 ~. a; L0 R0 N
不知道有人能帮忙看一下吗? - #===============================================================================
9 A$ R: n/ z& m8 E8 V: m/ W+ R" q - # XAS - Hot Key HUD3 [/ U: D9 P+ l1 R3 e# @
- #===============================================================================
; R+ @: O) Z9 R$ {6 q1 |- h - # By Mr_Wiggles7 X; ?+ f7 v6 P
- # Version 1.3
; L# d! b2 Q2 h* G" r3 E: h1 x - # 7/6/105 C; ?' C7 D, |& I& s* O3 u
- #-------------------------------------------------------------------------------4 h0 t6 {( L8 S! O5 k
- # Instructions:/ A& T8 x4 n2 D9 P+ H' m* t. ^1 l. [
- # Fill in the constants bellow, paste this script above main and bellow XAS in$ Q$ }2 g7 A/ v( Y
- # your script data base. BE SURE TO SET TO THE RIGHT XAS VERSION!!
( S6 U9 ]/ v e0 j9 { - # 5 c" K: R4 c9 q
- # Place the "Hot_Keys_HUD" picture file into your game directory
c. A4 e! \& S/ d8 A - # Graphics/Pictures folder.
) Z, R! \: d- [' ^( h( @ - #-------------------------------------------------------------------------------
, q( }1 j$ A8 i. C4 ^9 `8 I - # Directions of Use:! v8 _7 @! c: w1 v
- # Simple just press a number key (1 - 5) when the quick skill or item menu is
* d7 H, S1 L; X8 o" a9 f5 e - # Showing.) A( B+ p2 r- C* a2 A& M/ g) ^
- #=============================================================================== o+ u: M- E/ }; D- S# b
- HUD_X = 0 # X pos of HUD" Z; P& o1 U. S. W* {; S
- HUD_Y = 0 # Y pos of HUD
& C/ ?* {" [7 e2 h/ l# C" A
3 R' p B# A5 @, o( \- # Set true if XAS 3.7f) X0 i% @& Y* L! q* x) M: m8 T. s
- # set false if XAS 3.6
4 P6 [) J4 ?! k# N5 I' S - XASVER_37 = true
% J- _$ C1 h% G$ k; a: t1 N - 9 H/ H; q( S8 o/ |0 Q
- #===============================================================================3 j \. n1 s) }& P8 g1 L' ^$ f P. T+ f
- # Numkeys Module( Q! [6 t* n3 j, e
- #===============================================================================4 H0 \0 C6 Z4 \4 A5 |9 }8 {
- module Input
b" ^$ o8 G. C9 J' K - Numkey = {1 => 1049, 2 => 1050, 3 => 1051, 4 => 1052, 5 => 1053}
1 Q6 E- D X! J S3 j3 y - class << self& u v' c9 ?! k$ d
- Key = Win32API.new('user32','GetAsyncKeyState',['i'],'i')0 ]: d* l2 _- V8 J
-
+ o1 R G4 ]* h6 V% p. R* s - def testkey(key)
) ~, N) d5 f$ V" H. R - Key.call(key) & 0x01 == 1+ P7 y p5 ^* ~9 H0 D
- end9 }0 q* E; K+ W# K+ e
-
5 F1 T! q7 Y9 v& A1 G% P - alias hud_key_update update
1 V* q' e2 x1 R' i r7 S - def update
) \$ L8 x, Z* I - hud_key_update$ y$ t6 ^$ u. V2 [# Y% o
- @pressed = []
4 n+ @+ N2 j! E) n: d4 v - for key in Numkey.values$ _7 z! I1 ^1 `! @" S
- key -= 1000
/ s: ?/ m J( n9 B8 v2 @' @8 P - @pressed.push(key) if testkey(key)
4 O( V# d% O; D- f# g' N. S - end( M4 C2 X! _# j; L0 G
- end
8 N! y2 ?& i* F# b. Z, {4 l6 f, s - o& _2 J& [8 n5 x+ u
- def pressed?(key)
2 j- u" b* F( l - key -= 1000
/ X) h9 e; n: ~3 K - @pressed = [] if @pressed.nil?% h9 p; p2 s& [8 O3 Z; W# K$ K
- return true if @pressed.include?(key)6 ?/ \3 A5 y8 ^; m* D) o- p6 Y) q
- return false4 B. `' Q$ u# F9 h9 q3 t
- end
1 {/ Y6 u8 n$ I u. Q8 _ - 8 a5 x; k' l, x7 Z
- alias hud_key_press? press?. K9 ^; D* b$ P5 V6 t1 C
- def press?(key)
" N) E/ x! ] x/ H - return pressed?(key) if key.to_f > 1000, N0 m8 z# G7 C. @
- hud_key_press?(key)8 ^- _9 v- o7 s" S9 M
- end7 q* d) h% ~) F) h2 r
- end6 @0 x# w5 H( _
- end
% t! k$ }, ?9 g* k; T: ~: x
$ x1 d& N# [9 R" ~/ o& B* B: B- #===============================================================================- Z" l9 K$ d6 {4 o1 S0 }2 A1 A+ ^
- # Game Player8 ^) p- {4 [+ u
- #===============================================================================' \! i" w! t( ^* y X
- class Game_Player < Game_Character' U9 Z& G& s8 X W3 F0 d3 d
- attr_accessor :hud_equip( `" @ r9 n) S3 T
-
. z4 _3 e# ]* M$ X9 X - alias hot_key_hud_init initialize
5 }3 T4 {% h3 @, F - def initialize
& p7 S) J" U/ f4 G8 k0 E: d - hot_key_hud_init
+ v- D9 S0 m6 e, [- h/ o& o0 V$ O2 \ - @hud_equip = []: o9 a0 K1 h$ B1 f4 e, E) S3 K0 h j
- end# z+ z# ^) O K1 ~
- 4 w% @+ U" C4 {* O8 Z
- def equip_item_to_hud(n, item)3 U: Q. `- I7 e0 P- @9 D6 T7 A
- if item.nil?
! d8 S# j8 `# B) W" B/ H - $game_system.se_play($data_system.buzzer_se)
* n/ t) `7 M9 B1 X7 r+ j7 \ - return
2 c# Q- F+ a! `% ^. w - end
1 R7 M; e4 r/ i1 y' p3 Z" ` - $game_system.se_play($data_system.decision_se)2 j3 W# ^2 p2 x+ i! c! K. m
- @hud_equip[@hud_equip.index(item)] = nil if @hud_equip.include?(item)
( Q( x6 S/ |4 ]+ \ - @hud_equip[n] = item3 w4 C5 P: N6 c! a; F
- end
2 a+ ~- g, [/ z% E - end/ d, t L* h9 S. W( H @
0 v+ n' S* I9 v' D- #===============================================================================
$ M8 T& b, e6 ]8 b - # Quick Skill Window
8 {- I" Y4 n' ?+ N& m - #===============================================================================
% a7 ~; k, z: G" O8 o: G - if XASVER_37 == false
; \2 |, @8 c, F - class Xas_Scene_Skill2 I7 q3 {( l1 }6 M/ `; d! U
- alias hud_quick_menu_main main* U; W8 O' O* z/ |( f
- def main9 I6 I" }) c* [8 M6 j
- @hot_key_hud = Hot_Key_HUD.new
& \; @, U- U+ F" r, F6 O, k q - hud_quick_menu_main
4 ~$ p3 M1 T9 C - @hot_key_hud.dispose
! `; U2 V9 R6 W+ @ - end
1 G7 g9 Y" i. F( d3 m" C6 M -
/ ]3 S. A2 |: p) S# e) q4 e& _ - alias hotkey_hud_qucik_menu_update update) \$ B; y x7 J
- def update
$ s, ]; A" c9 W/ R5 V# p - hotkey_hud_qucik_menu_update
) m% G7 Y/ p* f) B% K& K6 j3 r - # Hot Key num 1( m5 s& ^- F6 f3 v
- if Input.press?(Input::Numkey[1])
9 N, f8 }$ o0 y: [- H9 i8 A9 f4 l - $game_player.equip_item_to_hud(0, @skill_window.skill)
! o. h) K4 L' Q" |9 W, P- N - # Hot Key num 2
+ V4 N( @0 k) Y: _3 ^& b. ]+ l - elsif Input.press?(Input::Numkey[2])$ \1 Z8 q8 i7 W3 Q
- $game_player.equip_item_to_hud(1, @skill_window.skill)1 N" T' _# b' U% c5 N
- # Hot Key num 3
) ^; o- [$ X7 L2 W& z* _ - elsif Input.press?(Input::Numkey[3])
2 v0 ~* d+ I5 K* B! } - $game_player.equip_item_to_hud(2, @skill_window.skill)$ F$ v; W7 n9 H% r
- # Hot Key num 4) v6 b7 B8 n: Q6 B
- elsif Input.press?(Input::Numkey[4])
0 Q3 l' g' o9 }, H& m8 u - $game_player.equip_item_to_hud(3, @skill_window.skill)2 F) X' q) {# g* v q7 D2 F
- # Hot Key num 5
4 y% t) V! c4 b% b4 S% \ - elsif Input.press?(Input::Numkey[5])
1 }/ J. r! I/ ]9 @& p7 r - $game_player.equip_item_to_hud(4, @skill_window.skill)
/ q/ s+ @- G) B( S) \. }4 ~ N' [ - end
1 y, e% t5 h3 V1 L, u8 \" v - @hot_key_hud.update
9 B2 Z P9 a4 r% G5 H& Z - end" x* d5 {2 e6 e- {+ H5 v3 h% S4 W3 j
- end3 C% m0 P$ R- q! n
- else
; `* V O, b( z! g2 j% c - class Quick_Menu_Skill
" S2 F' J7 }! y/ R% d& u8 [' y( a - alias hud_quick_menu_main main7 D/ o' h# i; o. s S9 [7 {
- def main& }: Z( T; l& R# ^) ^; Z
- @hot_key_hud = Hot_Key_HUD.new
1 i2 @% X3 k' m4 a - hud_quick_menu_main( d" e8 R. G$ Y+ S
- @hot_key_hud.dispose6 l6 H* z7 X: L5 z6 c
- end
- L$ f. S% [ Q3 L -
: ]1 j( l: z+ }8 ^( n" A - alias hotkey_hud_qucik_menu_update update
2 S$ R! ] V1 F - def update
# F! \$ h( P& H6 B# a3 H - hotkey_hud_qucik_menu_update
7 X9 y! n' A* ] - # Hot Key num 1
$ j) f3 {! B a+ p$ N! C) k3 i - if Input.press?(Input::Numkey[1]), h. V% D; b1 c. C$ W/ h) x
- $game_player.equip_item_to_hud(0, @skill_window.skill)# A8 o! s5 L' I: v# B
- # Hot Key num 26 @, ~, k6 v3 H
- elsif Input.press?(Input::Numkey[2])* C: ?) c" {# |
- $game_player.equip_item_to_hud(1, @skill_window.skill)) z m, y/ S& q+ U* Z
- # Hot Key num 3
# W4 h$ L' d: E8 `( e. ~8 {- v - elsif Input.press?(Input::Numkey[3])! @8 l5 Y5 C' c$ [8 \. S3 \; D
- $game_player.equip_item_to_hud(2, @skill_window.skill)
: p9 [+ U! Y$ Y5 ]9 Z - # Hot Key num 4& D+ \! P0 b$ @# C1 i, c/ l
- elsif Input.press?(Input::Numkey[4])
9 ~; A0 W! t$ j; S' L# X8 w; S - $game_player.equip_item_to_hud(3, @skill_window.skill)8 C/ @/ U, H' w9 u6 E. J, T, p
- # Hot Key num 5# r) V N( ~" |1 {3 ]9 M
- elsif Input.press?(Input::Numkey[5])
, h1 w3 y0 p# d0 I - $game_player.equip_item_to_hud(4, @skill_window.skill)/ V# ~9 P$ D4 e" n5 Z
- end; q/ u$ m2 ]9 ~& _/ Q4 L
- @hot_key_hud.update; V+ j; I' \- V( x
- end
* J- H* j, E) B$ a( C - end
3 X; m8 S2 E5 @4 l% Q [) O0 l - end
% [! N' r+ T* W) _4 E - 8 P4 {' c/ K& k5 A7 }0 {- [
- #===============================================================================
2 c3 Y+ D. G/ r5 m - # Quick Item Window
6 \! a3 d5 Q$ M4 p7 x - #===============================================================================2 v, V1 f. h4 [
- if XASVER_37 == false
% k6 j/ R* O. e( n. k' A - class Xas_Scene_Item8 u3 L& s$ s$ Y/ ^+ \2 P- L
- alias hud_quick_menu_main main% t' W; |1 l' {7 q9 Q
- def main
$ G1 B3 w: D4 d- ~' m0 t6 [2 a - @hot_key_hud = Hot_Key_HUD.new" H1 x' O! o. L& x) c4 ~
- hud_quick_menu_main
$ j+ a5 Y& o( m - @hot_key_hud.dispose
: w! n1 ^" B. @- `- U2 Q2 Z - end* t. j% z! ~; z- G' j$ [8 I
-
$ p8 M. }0 t L7 d+ h - alias hud_key_update update: x, ]' P2 j; o1 g) Y4 @4 a$ c
- def update& A: F5 I2 h3 p K j e- s) a
- hud_key_update
. M; z. B/ ]5 n- C) R% h6 V& O5 r6 h - # Hot Key num 1
7 @& {4 Y; x, h; j- I% ]- l* d; D* m - if Input.press?(Input::Numkey[1])
8 l' i8 `; s2 J+ W( K' h - $game_player.equip_item_to_hud(0, @item_window.item)
) L+ N/ }: u9 k# i: |: b - # Hot Key num 2
6 T( `$ W3 h5 T0 P0 ~$ z4 m/ P - elsif Input.press?(Input::Numkey[2])
# M+ |2 f- B( z - $game_player.equip_item_to_hud(1, @item_window.item)
% J: t7 x% T* w - # Hot Key num 3, _! X4 Z% [7 \: @8 v3 f" H2 D
- elsif Input.press?(Input::Numkey[3])
- n4 h1 r/ y2 n+ x8 m) U1 G - $game_player.equip_item_to_hud(2, @item_window.item)
7 i( v$ f8 M- S+ p% h - # Hot Key num 4
) R" y( f7 X! V% h* d2 [ e2 y' m - elsif Input.press?(Input::Numkey[4]): Z7 e' e2 L5 U9 R* k6 u6 J# s
- $game_player.equip_item_to_hud(3, @item_window.item)# y; r! D) k y0 R4 |( o
- # Hot Key num 57 G; i% r1 I; S. F; q4 g% x H
- elsif Input.press?(Input::Numkey[5])
0 b+ D" P3 p& H% ^) [! n - $game_player.equip_item_to_hud(4, @item_window.item)
0 h9 ]' }$ {! k - end8 S6 v2 m3 u: |# L j' R
- @hot_key_hud.update
5 A! \' O( f7 a, A7 R - end8 Q) D2 Y9 v3 U; z1 N
- end: L9 o* [9 H, P" e/ T. K
- else5 i% v$ g5 @; r/ I! X
- class Quick_Menu_Item6 _( a/ O$ b$ M6 h! P& Y7 l
- alias hud_quick_menu_main main
! J: n, W8 z& b5 d - def main
# O, L- }5 {& b: A! R+ ]/ K2 e - @hot_key_hud = Hot_Key_HUD.new
. D1 t) C: i% U! I( K% g: T% q - hud_quick_menu_main
; G$ n4 b- @* U' {9 E - @hot_key_hud.dispose
9 S1 X# _# g* `( N) ^4 U. ~ - end' e/ q3 k7 K: t0 b! ]. T7 n. Z
- + d9 {7 s8 \% ]) ~, ?
- alias hud_key_update update
7 ]) _, H/ z6 K# |8 b - def update6 f7 e$ X8 G- |! e# y, Q0 c
- hud_key_update
; d. l; N2 C a0 e - # Hot Key num 1. E! `: I5 F$ i- ]1 v7 I6 o
- if Input.press?(Input::Numkey[1])
0 Y! l* H* z9 U$ K# W' \ - $game_player.equip_item_to_hud(0, @item_window.item)3 f0 G: @( B* Y. B* O% X+ }+ Q
- # Hot Key num 2
+ S7 N# ^, B: x8 z. U: p/ E. y - elsif Input.press?(Input::Numkey[2])
) ]' D9 D. ~% }$ s4 _ - $game_player.equip_item_to_hud(1, @item_window.item)5 x5 b1 w" q$ L' h Q& l$ B/ i! ]! ^
- # Hot Key num 3
/ H0 M* M4 X4 f# C8 l - elsif Input.press?(Input::Numkey[3])
0 q6 p1 r; y i: Q - $game_player.equip_item_to_hud(2, @item_window.item)6 t/ K j* a) Z) ]" b" I
- # Hot Key num 47 |9 n1 X: R8 @8 f _. I
- elsif Input.press?(Input::Numkey[4])
9 R' l; N8 r0 ]$ Q: ` - $game_player.equip_item_to_hud(3, @item_window.item)
2 y, R8 [8 x# u0 r8 ] - # Hot Key num 5
) n" X0 X* N. l$ r0 @0 X, Z4 y2 y - elsif Input.press?(Input::Numkey[5])
$ i- Q: A) ?" q4 A- k9 g f - $game_player.equip_item_to_hud(4, @item_window.item)
' k7 w; L# ?! o4 B( n; g( U) V - end
2 D& I- W f' r2 p7 O2 D7 f - @hot_key_hud.update
8 @8 s3 N% ?' D! W! \ r, H& A! v V' l - end- F: v9 T. H; L6 ]7 e
- end/ M' k' \# d2 s0 ]2 d
- end7 U- l; `5 U! a# y( e
* t4 p: }+ g. I- #===============================================================================
0 h) V& S# M L# T, m7 a - # HUD Window
! E$ ~% ~. F ]4 {' e - #===============================================================================' i$ [' {. C7 ]& H4 i3 e- O
- class Hot_Key_HUD < Window_Base
# ~: G& o& A( P" f- f7 o - def initialize(x = HUD_X - 10, y = HUD_Y - 15)+ \0 b+ Z _1 \, t! |/ x3 r! K* B3 j
- super(x, y, 220, 80)) V7 B/ E4 l4 m+ f+ Q
- self.contents = Bitmap.new(width - 32, height - 32)/ ~' i* Z+ g9 j" n% v! _
- self.opacity = 0' d# G, L5 ~, M4 `9 A& H
- @actor = $game_party.actors[0]: P1 c/ Y1 V2 s! _2 a0 g
- refresh5 b2 F! ?. U5 \1 t$ S6 h
- end. Q! d' L4 F- X+ @5 e- U* [$ H+ ^- p! J
- `7 c+ t1 J, c2 K. T9 x$ T
- def refresh
( F2 P! I0 C$ _, Q4 ?4 W, Q# w - self.contents.clear
6 \) f8 O! N+ s. | - bitmap = RPG::Cache.picture("Hot_Keys_HUD")
0 |' L5 X0 d5 f' L) o: K b - self.contents.blt(0, 0, bitmap, Rect.new(0, 0, 160, 32))* c4 L- u2 g* u+ X* L
- for i in 0..43 J7 @) m! n: j: o. u: j9 g7 W
- x = 32 * i + 4
5 P; D5 m# ]' a3 t) m' H - item = $game_player.hud_equip[i]
- H3 f9 I/ Q! A; m( X& \! R - next if item.nil?
: q' P4 P, N/ c2 U* j- w+ @ - if item.is_a?(RPG::Weapon)
2 N( p! Z( o8 K/ q - item = nil if $game_party.weapon_number(item.id) == 0 and
6 p( B; r' }4 L - @actor.weapon_id != item.id) J/ ~7 R: L5 n) a& B
- elsif item.is_a?(RPG::Armor), ^- O" z1 ]7 W4 Q6 V' Y# z
- item = nil if $game_party.armor_number(item.id) == 0 and
# Q5 {+ K8 D( n: Q" Y! y% Y6 Q5 O - @actor.armor1_id != item.id* x* H, ]) C( N9 j1 U# F$ E% Q+ k" o
- elsif item.is_a?(RPG::Item)
7 b" s8 E) c$ Z' }% g) p - item = nil if $game_party.item_number(item.id) == 0 or& U: Y) H( J( `( j: ^' H7 f
- !$game_party.item_can_use?(item.id)
1 ^9 Z1 P ^ N8 z - end
1 f3 Y' g. n5 h; K - bitmap = RPG::Cache.icon(item.icon_name)
1 b# D) o5 _- J% ? - self.contents.blt(x, 4, bitmap, Rect.new(0, 0, 24, 24))
. S0 K* E! r5 k$ [& O - end E/ B0 E9 t4 G3 L* w# F; L
- end
$ C" P l y% A- w - ; f! |: B4 @# A$ A7 \, P
- def equip(item)
/ E0 l0 D# V! e- R% ~5 a+ a - if item.nil?
* e3 L3 E" g& J# L5 v - $game_system.se_play($data_system.buzzer_se)
q( a* E! l7 f& I( D* X - return3 n4 A8 q: q. \7 ^1 j+ I* F
- end
/ A5 `0 R6 {* P. W3 d - if item.is_a?(RPG::Skill)8 D+ N% w w; M' `
- if [email protected]_can_use?(item.id)
. n/ q' p w7 r( V - $game_system.se_play($data_system.buzzer_se)% O% A: }) |1 [ P5 A+ C4 n a- ]
- return
1 Q9 J, \/ I4 } R - end
; E1 L- \9 F5 F. J5 N& P - $game_system.xas_skill_id = item.id
* ^. k, L2 k& B - elsif item.is_a?(RPG::Weapon)8 B k) x9 |2 g# f! R+ R
- @actor.equip(0, item.id)
$ A7 [9 Z* e7 `) h5 p1 f! | - elsif item.is_a?(RPG::Armor)
. W" I) S3 s. o: ], ]& S6 h& C w - @actor.equip(1, item.id)) k# L0 I, r2 r! h1 b+ s: Q# O
- elsif item.is_a?(RPG::Item)
3 \$ T4 C8 {$ a* Q" G5 z3 v. i - item_tool_id = XAS::XASITEM_ID[item.id]/ N! e6 M5 _: e4 G
- if item_tool_id != nil
L1 A& O3 Z6 u- m0 T( _- ^ - unless $game_party.item_can_use?(item.id)/ _- E# G/ B: u; t7 u8 C, d
- $game_system.se_play($data_system.buzzer_se)$ z5 O5 d9 J- W( N
- return& J2 q$ _ Z: {6 t* i% z
- end% O0 d2 |' f% _
- $game_system.xas_item_id = item.id; ]$ ?8 x: E4 t8 S
- end
; t0 O; M; i' M6 {- X0 [ - end
* h0 t. O6 ^, G3 Q& g7 X7 C - $game_system.se_play($data_system.equip_se)& U2 T, S4 |! |+ H2 I, w
- end5 F2 F, I* T" h. I
-
6 O+ Z# I$ @, H) ^! `" @# F - def update A/ ?( S$ `% U4 A5 ?8 \; N6 w1 t
- @actor = $game_party.actors[0]' m1 \; [ T' z' E
- @hot_keys = $game_player.hud_equip) p, I% B+ O, U0 z! ]
- refresh
/ l0 O) W3 T2 r( @ - return if !$scene.is_a?(Scene_Map)
- u6 h! B: b! _0 U4 S$ g - if Input.press?(Input::Numkey[1])) N+ B; ^: X" c# @8 d; W# S+ b
- equip($game_player.hud_equip[0])$ I- d3 t# n+ v6 E$ E! @
- elsif Input.press?(Input::Numkey[2])8 `: y3 F; B* W( I8 Z
- equip($game_player.hud_equip[1])
) N m) f0 n+ Q! D2 h - elsif Input.press?(Input::Numkey[3])6 t( m3 U, p0 B; x& B
- equip($game_player.hud_equip[2]) $ k* @& @3 C, Q' V, a3 i
- elsif Input.press?(Input::Numkey[4])
- I, N1 w! A+ X4 |6 Q - equip($game_player.hud_equip[3])
/ C& Y! S# |# ~: U' S' ?% z* B - elsif Input.press?(Input::Numkey[5])
5 L8 ^" S \& k+ m/ ` - equip($game_player.hud_equip[4])5 X- e: q+ L) q( Q& B
- end c! X0 l" j! x3 _ _; t
- end
3 G% O2 n3 l. L6 T - end
0 W+ O) z' ^- R# P - + m7 @4 K) ^# o+ P: a" I3 _' q7 Y/ P
- #===============================================================================
- M/ I! X. C! x8 O# f# K2 g - # Scene Map
4 o: e* h w/ W2 h$ X - #===============================================================================
+ M% w% u$ e0 h8 Y - class Scene_Map
; ^2 v2 q! z; m% d! A - alias hot_key_hud_init main
/ } ?+ N; T: D$ R - def main' W9 s V: ?1 N
- @hot_key_hud = Hot_Key_HUD.new
6 u+ A* q9 I* C+ i# C - @hot_key_hud.visible = !$game_switches[XAS_HUDDISABLE_HUD_SWITCH]
L+ Y5 w, L# ^4 [ - hot_key_hud_init
* H+ `) ?4 H0 o' E" z( v0 U q - @hot_key_hud.dispose
7 r, k* b9 p* B8 N. M% z+ v - end& a3 ]2 A% z" k8 u! R; a/ W$ `
- , A- i* }' x: [% Q D, J
- alias hot_key_hud_update update0 R4 u9 A' c8 [$ }* V( K
- def update4 a a3 a: z/ Y* g! H% v
- hot_key_hud_update# T3 c9 h: U) {1 W3 E! |+ a- q
- @hot_key_hud.update
& V; O" A+ M8 |7 I* M - @hot_key_hud.visible = !$game_switches[XAS_HUDDISABLE_HUD_SWITCH]
3 Y. o# A# a/ e1 Z - @hot_key_hud.update if !$game_switches[XAS_HUDDISABLE_HUD_SWITCH]/ u$ o% o1 R8 ?# B3 J; Z
- end
\# p' o/ e$ f) w+ N$ R1 @ - end
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