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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,
" X8 n, A* o$ h( R; h不知道有人能帮忙看一下吗? - #===============================================================================
; \9 g2 ]; \' w* T# Q - # XAS - Hot Key HUD6 s/ ?% i2 X- `3 ?2 h) L0 T* [4 A0 n
- #===============================================================================
6 A, f7 y! i6 _, P' N' q' B - # By Mr_Wiggles. W& i l( w/ ? R
- # Version 1.3% y) X% x2 ]( l+ u9 a5 a
- # 7/6/10) ]; f1 W) L6 h" l) i
- #-------------------------------------------------------------------------------
7 e5 `1 c; |7 {2 z, e8 d - # Instructions:
5 F- u0 A6 T$ y& r- B: c6 q - # Fill in the constants bellow, paste this script above main and bellow XAS in
1 N- c/ ?- S$ o% L; R' s% s - # your script data base. BE SURE TO SET TO THE RIGHT XAS VERSION!!
F! R* s1 l5 O. o/ j - # $ n' E: ]' n$ U* ]8 X
- # Place the "Hot_Keys_HUD" picture file into your game directory
3 A6 V9 e9 W2 B$ {/ U - # Graphics/Pictures folder.
7 s7 h6 b9 L+ w - #------------------------------------------------------------------------------- ^% j L- l) J, X1 v% ]' H C
- # Directions of Use:
% `' v0 a! J( C: ~/ B; P - # Simple just press a number key (1 - 5) when the quick skill or item menu is5 ]1 {/ |8 m5 |* D
- # Showing.
/ ~5 W1 R5 ^7 _2 X9 J5 G - #===============================================================================5 |# a, r0 h# p. r
- HUD_X = 0 # X pos of HUD6 t9 K) Y7 _: L- a5 Z F9 V8 C5 N* a
- HUD_Y = 0 # Y pos of HUD
. E9 E n9 f5 t ?; ? K* N' F - 3 s; Z9 F3 l9 {/ G2 k. E2 N
- # Set true if XAS 3.7f
' ^$ g5 q% {4 F4 z- w3 `: n8 n" C - # set false if XAS 3.6! L; L2 i8 G, a
- XASVER_37 = true& F5 D( O6 _) h3 S" f$ q* j
8 n2 R7 E2 `, ]- #===============================================================================
& y/ e6 a, m! U, M+ l - # Numkeys Module; Y+ K u8 {! |0 b
- #===============================================================================
: ], h F1 v5 W3 B - module Input5 V3 y# r, u( o; R, m( D3 F
- Numkey = {1 => 1049, 2 => 1050, 3 => 1051, 4 => 1052, 5 => 1053}$ ^' [1 ~8 P/ C* {$ ^) q
- class << self/ E9 a8 m$ s* ?% s
- Key = Win32API.new('user32','GetAsyncKeyState',['i'],'i')' q5 E2 y) N3 Q9 M- z R
- # q& S; f$ t; \7 }
- def testkey(key)
+ |& X( C& a6 G Z) \% @9 J - Key.call(key) & 0x01 == 1
E5 {# C3 o) n, I! O: h, Z8 ~# t - end+ ^8 L9 h7 t' a
-
/ ]5 Q: q2 \/ K! T - alias hud_key_update update$ `6 {- D& a! m3 }
- def update1 A# v- W$ W# h
- hud_key_update
9 e6 J; c" `. t# Y& |! r) J; }0 ` - @pressed = []
# w' J- x- k& ~ B# v$ [8 i, z - for key in Numkey.values, t4 k& ~/ ~0 S |& X P
- key -= 1000$ C7 I7 |3 {& i" \# A
- @pressed.push(key) if testkey(key)
/ U4 M& S8 j" ]& [% R6 n - end; e! ~9 Y; B* v* {+ e& I, y
- end Q e4 a" b. L( C, \1 H
- ( E: d8 H2 X6 f" B. I
- def pressed?(key)/ L- m! s' t6 J/ r
- key -= 1000
3 e `% j; _9 X( ~( {- Y% [ - @pressed = [] if @pressed.nil?
8 A, { D, E c5 { - return true if @pressed.include?(key)
. l) @( `* d+ i# o - return false
) k- r, Z5 w6 b) U' n$ P - end
7 ?- n4 h# w5 d4 v- x( a -
& P1 G0 Y a4 s7 R! f' W - alias hud_key_press? press?# L+ z$ n' O! B8 o# Z- y" Q. K
- def press?(key)+ Z3 a& Z7 _) F( q9 \5 d
- return pressed?(key) if key.to_f > 1000( V. P) S* s/ ]5 K) {5 q
- hud_key_press?(key)
( ~- \9 N) U; h! c' v3 G - end" t$ T$ _* z. Q8 L7 o+ {( k! ^1 z5 l! s
- end, b( {) w3 W1 l% Y2 ^1 A+ L1 }
- end
, a6 I" Y/ ?. d2 V2 |
! W0 F! ]2 Q" M' Z7 L2 H/ Y- #===============================================================================
; h1 \. l5 X4 e, O- w2 R - # Game Player l6 ~% j+ G/ s' l) Y+ Z% l
- #===============================================================================% A" I7 Z3 k& J m- Y
- class Game_Player < Game_Character4 M7 g7 C. ~$ G1 z, e! v
- attr_accessor :hud_equip
0 V% d7 X: Z) U) `% Q: Z( h( T - 0 v) U Y3 o& g) Z- Y
- alias hot_key_hud_init initialize
& ]; v8 O L; `; v6 B+ z; l - def initialize0 f# U: c. q2 D
- hot_key_hud_init S" s. W: o1 D3 M3 M- g$ \2 K
- @hud_equip = []
* g f% T% P( G4 s) h0 P - end% O/ v- `% d0 u4 D, F+ L! G
- ' A. S' o1 I S6 _
- def equip_item_to_hud(n, item)
* M) ]6 ` d6 m4 O" n0 L - if item.nil?
& R8 n1 k$ M& s - $game_system.se_play($data_system.buzzer_se)
0 v6 H! I% o. X" x2 W" X - return
% p$ o5 u3 Q/ Y) ^3 @ - end
: t! w" `& }* x0 `1 F' V - $game_system.se_play($data_system.decision_se)
2 ^& L7 D1 y6 M- h* @! k1 h3 U% z3 } - @hud_equip[@hud_equip.index(item)] = nil if @hud_equip.include?(item)" A8 ?" v5 c! r6 _
- @hud_equip[n] = item
1 v. o! ?2 o M' G8 I3 E - end1 L8 t. R; _. }" B% V
- end
7 G" i- [0 a2 u/ W: r$ D - / x; P4 v% u1 [5 o
- #===============================================================================/ ]& B/ r6 c( A( ]# W& S) c; I% M9 _
- # Quick Skill Window/ `, M: f. I8 B. l$ ?1 K0 y$ `9 j
- #===============================================================================" T: d% e2 z5 J; y; n- G& F
- if XASVER_37 == false
. g* K: W: G A0 Y( ?4 u- k7 ` - class Xas_Scene_Skill, S: I, b" R5 ~9 l/ Y7 E* Q
- alias hud_quick_menu_main main* t+ J" _# M+ N! b2 T( L+ S1 }
- def main# r7 a# a7 Z& P, z$ w$ p8 g( K
- @hot_key_hud = Hot_Key_HUD.new
* ]5 \# r" I7 ^$ b& h - hud_quick_menu_main
" R. C [2 \! x+ X - @hot_key_hud.dispose
7 o2 d+ A1 s2 l/ e - end
0 @7 N' |1 d. P7 D% v -
2 g9 ~2 I" R" W1 q3 B, K - alias hotkey_hud_qucik_menu_update update
# |0 [7 o7 l8 V( V) R0 x# k - def update* z4 e; V; Z7 L+ m3 L. |% Y
- hotkey_hud_qucik_menu_update/ A: p& E9 {# r; C7 e
- # Hot Key num 1
4 e8 z* \8 o* V* ?( k( A - if Input.press?(Input::Numkey[1])4 ?& u- [. j5 Q
- $game_player.equip_item_to_hud(0, @skill_window.skill)
: Y+ _" V5 ?; ^7 p' E( t6 I - # Hot Key num 20 W" t6 _% v; f! d
- elsif Input.press?(Input::Numkey[2])
8 S% ^/ S r. ]6 Y" @$ u - $game_player.equip_item_to_hud(1, @skill_window.skill)8 d2 L9 s5 O ]7 g
- # Hot Key num 3
. [# ^/ _, S/ @1 j! b* S3 V1 u1 y3 E - elsif Input.press?(Input::Numkey[3])+ u9 o; i# l& t& r
- $game_player.equip_item_to_hud(2, @skill_window.skill)# u0 f) Z6 V7 N5 K
- # Hot Key num 4
$ _$ l/ x3 Q- `! p4 B: |3 g - elsif Input.press?(Input::Numkey[4])6 D5 g/ l7 z" ]0 u$ S; }
- $game_player.equip_item_to_hud(3, @skill_window.skill)
' X7 d! \6 _6 \3 z - # Hot Key num 5. {! g' N3 ^( r' S8 ~( d
- elsif Input.press?(Input::Numkey[5])0 a1 n# ?- Z9 f
- $game_player.equip_item_to_hud(4, @skill_window.skill)7 ]) l# y: R: V. U$ h6 V6 v8 T
- end( Z5 _) F p$ R6 ?4 F
- @hot_key_hud.update" m, \3 w: k4 }( |. _( V
- end
, p( M, L: f) ?0 g2 v - end1 s- f; { w# g m& B4 I4 A9 u- U
- else- ^$ B6 E: t5 A+ w
- class Quick_Menu_Skill
9 _) {9 \, z5 V( n - alias hud_quick_menu_main main3 l$ T: p0 a5 |/ s
- def main
; Y8 R: j0 T# K2 z - @hot_key_hud = Hot_Key_HUD.new7 W7 v4 L0 S, G4 u: n. V6 b2 X3 z
- hud_quick_menu_main; y- [2 A5 b! w d( Y* n
- @hot_key_hud.dispose
4 n$ F* F5 C4 b - end8 l+ y, ?8 \1 t0 \+ G
-
& `- T' x* m2 S; _2 F - alias hotkey_hud_qucik_menu_update update: K: n; x" @0 n/ W0 S& S
- def update- z2 J5 x' B$ B8 k3 G$ F1 L
- hotkey_hud_qucik_menu_update& q1 V. I9 i3 U# ^- T: F% _8 C
- # Hot Key num 1
0 C3 U0 k* @8 d$ q) m - if Input.press?(Input::Numkey[1])
2 e4 u: f- a2 m& n/ G6 l - $game_player.equip_item_to_hud(0, @skill_window.skill)( }$ u# E9 a* c$ I
- # Hot Key num 2
/ D$ A# }5 U5 S; A - elsif Input.press?(Input::Numkey[2])
7 [+ ^/ k- }6 u5 q1 k2 @ - $game_player.equip_item_to_hud(1, @skill_window.skill)
# d$ D4 c* M; B" S3 G1 X( r' F - # Hot Key num 3" f1 q- F8 I' p( H: @
- elsif Input.press?(Input::Numkey[3])8 c" w1 G0 V0 @8 m5 |+ d" G- p1 E* Q4 m
- $game_player.equip_item_to_hud(2, @skill_window.skill)
2 e. @ W* i& s. K* E; K - # Hot Key num 4
" v% |4 u" s! y! M0 L - elsif Input.press?(Input::Numkey[4])' d& y" c% b. v% L! I" d& O3 g/ u% k
- $game_player.equip_item_to_hud(3, @skill_window.skill)
- e B0 v- ]0 T0 c& L, d2 u - # Hot Key num 59 E* V1 i/ D7 s' f }1 [: v: F
- elsif Input.press?(Input::Numkey[5])' E- F# s4 c2 M2 \. |2 m* n
- $game_player.equip_item_to_hud(4, @skill_window.skill), w) i. D W& s( s, c
- end
3 d, I/ r4 e' w! A3 Q3 p* y - @hot_key_hud.update
# V/ s% Z; L$ R2 A' [ l0 O7 U5 } - end
4 t8 R+ I2 R/ l$ Y - end
8 p( U9 u' f$ X - end
. Y* i7 Q/ O# C9 D ]
w8 k$ y8 _- w# E9 y) X8 K- #===============================================================================, k3 z7 O2 ]( W0 l9 P, ^
- # Quick Item Window
" R! @# J6 J1 \ - #===============================================================================3 \5 R) b6 X5 M7 i6 [: M
- if XASVER_37 == false, {, ~# J4 b% N& [
- class Xas_Scene_Item* ^# P7 K- S- q
- alias hud_quick_menu_main main
$ |+ V; P" }6 P8 C - def main
* S1 P* R5 ^) a2 I - @hot_key_hud = Hot_Key_HUD.new
- `! i0 \2 W0 D/ s - hud_quick_menu_main
% c% Z/ s! D! C; h - @hot_key_hud.dispose T0 P }$ \4 F2 t$ j
- end- g6 _; p9 c2 y+ a- a
- * W7 p8 i0 D9 i' x
- alias hud_key_update update& ]$ o& V9 Y) e l2 R. k
- def update
, {( V5 U' m1 R% z; R5 S - hud_key_update
" G$ a" }6 X7 N1 D% ~* l4 I - # Hot Key num 1
6 O% ~' x1 {6 R; X4 d - if Input.press?(Input::Numkey[1])% B5 d. w% F! E+ M2 u7 h" Y8 y
- $game_player.equip_item_to_hud(0, @item_window.item)5 _" W# C e6 R! o, i. ~+ G; p; l
- # Hot Key num 2
+ Y/ r" ]3 Q7 X% ~8 Y - elsif Input.press?(Input::Numkey[2])2 {/ O* A9 X. @8 Y, ^ b
- $game_player.equip_item_to_hud(1, @item_window.item)1 }) E \8 x! w$ `
- # Hot Key num 37 b# s8 C# T2 L$ }$ \4 ]' w
- elsif Input.press?(Input::Numkey[3])9 @2 c5 z0 Y" z9 D' J. p' \
- $game_player.equip_item_to_hud(2, @item_window.item)
$ m6 D. @7 G; n! y* S - # Hot Key num 48 c% a, J/ t$ Z- x+ T
- elsif Input.press?(Input::Numkey[4])
' [9 S) \% b9 d, t4 b! ]8 W' D - $game_player.equip_item_to_hud(3, @item_window.item)
+ w7 R8 Q+ U2 A8 o, D - # Hot Key num 57 a+ `4 K8 P, m
- elsif Input.press?(Input::Numkey[5])
0 ]/ i9 X2 ]' v* e/ ?4 d0 w' a - $game_player.equip_item_to_hud(4, @item_window.item); j+ j/ U: D$ T) O8 u
- end
- F" _1 v! p8 b( [0 j' ~+ t+ ~; f" F! z - @hot_key_hud.update3 I- |5 |) a( {8 q7 |* \1 m# K i& G
- end% r3 x8 b) N5 L8 M( T
- end9 C( W1 {6 U# G& T
- else
1 J6 c; A. f& O+ K - class Quick_Menu_Item* a% }2 K$ @7 m/ x
- alias hud_quick_menu_main main7 [. g3 O) E9 h. D4 t
- def main
5 h4 r2 u s6 F" L2 C1 a, k - @hot_key_hud = Hot_Key_HUD.new
2 {' v2 G, R0 A, X/ r% p, ]6 J; \ - hud_quick_menu_main
: ^1 p# u1 ~' r% z - @hot_key_hud.dispose
( l% {/ V% B' Z( {& u - end; w, t7 o2 J9 o1 B
-
+ Z5 @9 N7 Z( t( m8 n' N O* N - alias hud_key_update update
# n3 S7 r t8 R i! {& W% a1 T# I - def update
. D" j0 S, Z( Q2 F6 [8 x( E - hud_key_update
7 J9 k" Q$ o. w# F+ p7 W - # Hot Key num 1: I j, k- m: C; {# |
- if Input.press?(Input::Numkey[1])& `/ b! f" |& D' H) r
- $game_player.equip_item_to_hud(0, @item_window.item)
# @" {/ Z2 M4 u7 [- n7 Z - # Hot Key num 2$ ]! a% i; J: N5 m
- elsif Input.press?(Input::Numkey[2])
. C; F1 V* Q; O. M, H - $game_player.equip_item_to_hud(1, @item_window.item)
- D& x( @& U4 k! z - # Hot Key num 3
2 A: u3 l: X/ Q5 ^. w3 q - elsif Input.press?(Input::Numkey[3])8 n* x! q$ D0 G' @6 y) ~ X
- $game_player.equip_item_to_hud(2, @item_window.item)
0 G0 H+ v" q7 ?/ B+ Y; _& Y. U - # Hot Key num 4
# T" W, C; |' [5 u l - elsif Input.press?(Input::Numkey[4])9 L. g' x+ j7 `9 A7 N2 e( }* p
- $game_player.equip_item_to_hud(3, @item_window.item)& n! S* n4 K4 `3 {8 I" E/ x9 ]
- # Hot Key num 5/ h+ V: X) D7 j- t" j. \# W6 [- u
- elsif Input.press?(Input::Numkey[5])1 I! g; _& u* a% |1 Q2 q
- $game_player.equip_item_to_hud(4, @item_window.item)
( }. e" b4 c }% H - end7 M8 G7 Z! h( Z5 d
- @hot_key_hud.update
8 f- X2 j2 T% K9 G7 k' l - end
) P" n1 w Q9 j+ J+ u" p, } - end
7 b' }- n* A/ u# @) Y - end; `- o: \7 j0 N- E1 R5 a" [
- G5 \0 M3 | P0 |. P7 E5 S- #===============================================================================
% b6 p1 A3 r& G8 E: Z, b; F* D - # HUD Window
# s& T0 Y# D; y; ~6 \! c6 [ q8 P+ m - #===============================================================================
2 l. B1 C, p* ^, M& b; { - class Hot_Key_HUD < Window_Base; [' x; B7 N! }6 W
- def initialize(x = HUD_X - 10, y = HUD_Y - 15)
$ i7 q. b& K6 n' q - super(x, y, 220, 80)
( G3 s( D7 D4 h. t* Y' O# ]+ _ - self.contents = Bitmap.new(width - 32, height - 32)
x$ S3 S) W! O; e9 d7 q# J - self.opacity = 0" Y+ T3 s4 |* X1 G6 e
- @actor = $game_party.actors[0]
" M1 x4 Z4 C& ~ P# N$ d. Z; P - refresh
+ W' y5 G% W* J! v# C - end2 u" d: a$ G$ S$ R4 n5 P' M5 h# m
- 2 i& H! [% L4 Q( Y2 u/ U6 {1 z2 d
- def refresh
' R. h4 M) }0 }1 I9 i" ` - self.contents.clear
. c. w4 B5 w* g - bitmap = RPG::Cache.picture("Hot_Keys_HUD")
+ k( e5 x3 M' M; R3 R" e - self.contents.blt(0, 0, bitmap, Rect.new(0, 0, 160, 32)). p5 _3 W% s7 A7 S/ H" b: X
- for i in 0..4; m/ k" |; K7 Q: }" D. x
- x = 32 * i + 4. E" {" a' y) @) J0 \
- item = $game_player.hud_equip[i]
5 A( e4 U8 m' p - next if item.nil?
/ |' D4 N: p7 R0 I- Q1 y - if item.is_a?(RPG::Weapon)
+ h0 w( @6 M! i4 u: c" ?2 c2 v3 y - item = nil if $game_party.weapon_number(item.id) == 0 and
* w( I2 b: B9 Z& I g' j - @actor.weapon_id != item.id
( Y2 S; D$ v- x) g" C2 c6 `1 J9 t - elsif item.is_a?(RPG::Armor)
4 X' V: j4 y: f9 u - item = nil if $game_party.armor_number(item.id) == 0 and 8 b; a, F1 R! N2 T
- @actor.armor1_id != item.id
/ a2 y' z% v" K' ^& q" R- X3 F* O - elsif item.is_a?(RPG::Item): |: T, S4 F1 l$ T
- item = nil if $game_party.item_number(item.id) == 0 or/ f( C) ~; i4 o( v7 l9 z
- !$game_party.item_can_use?(item.id)
7 s# i1 N7 A- b& O( N+ `8 T/ F' r - end, G! n2 k6 R6 d3 j
- bitmap = RPG::Cache.icon(item.icon_name)1 y) i5 S) w) h7 n& ?; a8 n
- self.contents.blt(x, 4, bitmap, Rect.new(0, 0, 24, 24))3 ~; }9 e1 @. s0 Z( z$ Y
- end
1 \1 Y$ i; \# K/ x1 h5 h2 D+ m - end# ^1 W! Y& D2 W! H
-
9 A' |: `, G- Z4 V. X) F% O0 x- c' E$ { - def equip(item)
7 A r& Y- ~7 P4 u - if item.nil?
) H; O/ p) ?* o/ I - $game_system.se_play($data_system.buzzer_se)/ p% {! [/ f/ U% Q
- return
5 u/ N2 P6 j! V# k* R; F - end6 }2 k3 S: e# d7 N4 ^0 g' V
- if item.is_a?(RPG::Skill)+ |6 B' o: C h1 M2 F: q* r" l% m
- if [email protected]_can_use?(item.id)& F" G9 G N2 j3 y; G/ b
- $game_system.se_play($data_system.buzzer_se)0 w: e# ]( R. y6 R u5 t1 t
- return
h9 k3 L7 s7 r7 p6 N* w% \ - end" f- l1 M! ^ `, T: I- ?
- $game_system.xas_skill_id = item.id
0 m, R5 s+ \6 ~! R) e0 _# ` - elsif item.is_a?(RPG::Weapon)
- g9 A$ D+ M8 z$ o1 Z - @actor.equip(0, item.id)( g4 H4 @# i, H
- elsif item.is_a?(RPG::Armor)
) J1 b0 O( d) r - @actor.equip(1, item.id)
. i. T( J9 S- l% u, s) m: ^ - elsif item.is_a?(RPG::Item)
- h' a9 P! c+ l' z$ N - item_tool_id = XAS::XASITEM_ID[item.id]
0 [7 w2 H* D# y9 ~6 ~. A( u* x1 p - if item_tool_id != nil
: }! H/ M5 Q0 D! Y - unless $game_party.item_can_use?(item.id) w7 Y L o& U$ E
- $game_system.se_play($data_system.buzzer_se)
4 t6 h7 c# r2 U' z) Z3 K. M - return
8 ~9 E! _8 \' `! z - end' }7 N+ `' \0 E+ H) O6 O3 R2 Z
- $game_system.xas_item_id = item.id
1 Y3 ]" }2 M+ Z L7 Z - end* i- O3 g3 w! N0 E( Z. c' d. ~4 k5 Q- @
- end
6 U3 [3 o+ g( `9 R. T - $game_system.se_play($data_system.equip_se)
0 }- B8 T: |& Y, L( w: U* \ - end7 ]: B7 @$ ~6 A% A# e9 B
- 4 R! {0 l0 U+ j8 \
- def update
0 m1 Y. H# n( a - @actor = $game_party.actors[0]; c+ a2 ~: I7 T- l% e/ D
- @hot_keys = $game_player.hud_equip# T4 }) _6 P- `, a7 }+ w
- refresh
3 y$ [, o: ?8 L8 B - return if !$scene.is_a?(Scene_Map)
5 X" [$ j$ f% A1 Y: j - if Input.press?(Input::Numkey[1])
5 v# x4 K! U6 H* A - equip($game_player.hud_equip[0])
0 c8 B0 O8 p* v4 {/ j - elsif Input.press?(Input::Numkey[2]): `5 U4 V" T8 P
- equip($game_player.hud_equip[1])& \$ `# w& b" u- S6 R+ `/ [! i
- elsif Input.press?(Input::Numkey[3])
# W @/ M6 x; @ T' ~' g - equip($game_player.hud_equip[2]) 5 ^) u; n2 W: f7 }& q+ v
- elsif Input.press?(Input::Numkey[4])
; e8 m- S" ~( ~8 {% l6 P - equip($game_player.hud_equip[3])
; u" O) _2 K( X% z: \" e# Y - elsif Input.press?(Input::Numkey[5])
* B; ?4 d& a8 {( Z - equip($game_player.hud_equip[4])
7 H5 p- v3 e `4 d p- t: T - end
6 g) C. b* o" w2 d$ E5 m - end! l3 }1 B: X% Q# S6 q, ~/ {
- end- g+ b8 W# e! G" \: v
3 J ?: j. f m% a4 |- #===============================================================================& h. F, K( {* Y' D: i2 y, X v0 `6 ^3 y
- # Scene Map
( h# t# N# V' o0 J+ S N - #===============================================================================
, y) S5 y/ Q6 f" ~8 w) n- m3 l( l - class Scene_Map
0 ^; X$ s; Y7 `+ L, J - alias hot_key_hud_init main* L5 ~. H/ @" ?; l. z
- def main
& T) S6 _) G5 T - @hot_key_hud = Hot_Key_HUD.new
; ?# g& u; i3 _ - @hot_key_hud.visible = !$game_switches[XAS_HUDDISABLE_HUD_SWITCH]% z) r3 F8 ~, H& v j! u
- hot_key_hud_init/ R/ \% R" J+ L) H
- @hot_key_hud.dispose" ^( s* b! Q4 u; h1 h: @) c8 y" m" ]2 {
- end- r, `" V% }$ V/ |0 T
-
. q1 {$ p1 c$ q. F q% z8 }8 d$ I - alias hot_key_hud_update update, \3 F4 t( R. H/ B
- def update1 K9 _5 R. F; I" m# B/ Z/ _' W( w
- hot_key_hud_update
+ ~ W, X: ?$ N+ h( h! s( c - @hot_key_hud.update
, e. I) S% ]- ^( B - @hot_key_hud.visible = !$game_switches[XAS_HUDDISABLE_HUD_SWITCH]5 O9 \4 G8 h5 S* W, w! d& s
- @hot_key_hud.update if !$game_switches[XAS_HUDDISABLE_HUD_SWITCH]
) r! o. F+ Q4 Q- q: y2 G - end. K$ A5 {* V) I
- end
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