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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,
+ F2 l+ o* r- B- n5 @+ z7 {8 w不知道有人能帮忙看一下吗? - #===============================================================================
; D+ A* P( q8 ~. D - # XAS - Hot Key HUD
6 ?* [; C5 i, C) e - #===============================================================================
& d0 N# J6 E% H+ H, v0 {9 m - # By Mr_Wiggles
& V$ R7 c& l9 C - # Version 1.3
+ U; m6 W' z/ L# `3 Q/ m - # 7/6/10
6 R' s/ z# d J* Z$ O+ n& P - #-------------------------------------------------------------------------------
2 `/ h% r4 g) A$ n' b* b! R' k+ T - # Instructions:
) z: K; G/ }4 _% l - # Fill in the constants bellow, paste this script above main and bellow XAS in
) ]$ s* {: v; z - # your script data base. BE SURE TO SET TO THE RIGHT XAS VERSION!!+ j' s% r; T; a& O0 m; [
- #
, z7 `9 W( w" R7 a u - # Place the "Hot_Keys_HUD" picture file into your game directory % Y+ u+ |: u$ R2 U* X! [. f" n
- # Graphics/Pictures folder.
" C5 \% v Q* C4 A$ s; Q+ {9 h - #-------------------------------------------------------------------------------* c% m- B6 u& E. Q
- # Directions of Use:4 i$ {/ ?2 M L& @+ v' D* R8 v& t
- # Simple just press a number key (1 - 5) when the quick skill or item menu is8 ^- @8 X; F4 U
- # Showing.
4 e# N' z9 r- o5 ^$ X4 {3 E+ m - #===============================================================================9 p- Z9 D6 d# }, e) H) ~: A& }+ }
- HUD_X = 0 # X pos of HUD
+ `2 H7 N3 ~& } - HUD_Y = 0 # Y pos of HUD: J; C0 w3 C c. t# r1 A* @+ K6 T& v
- & l# C1 Y1 R& |0 e- Y4 y/ Z5 A# \. d- B7 r
- # Set true if XAS 3.7f
" d- J" R0 y$ C; ]1 b$ y - # set false if XAS 3.6* P' D. K8 L, \! ^1 |$ F
- XASVER_37 = true' H$ x4 d* \+ p- b- d1 Y
- J! x2 t- d; i0 M# L- #===============================================================================1 J1 W. A+ V0 D1 |2 Q$ @# t) @* `
- # Numkeys Module3 ]* Q# e x. H0 B2 l: v: F- f4 |
- #===============================================================================: ^8 c* K+ D1 z! s! m' W, h
- module Input
4 l9 a$ l7 N! O" k" S6 z1 e; J - Numkey = {1 => 1049, 2 => 1050, 3 => 1051, 4 => 1052, 5 => 1053} F3 y) J J# E! l! ?
- class << self
) t8 o/ w! I8 D- u - Key = Win32API.new('user32','GetAsyncKeyState',['i'],'i')' M* l* [6 d. a5 Z+ S" R
-
& b. u ~4 I! j - def testkey(key)
; t4 z7 u% X9 w' [ - Key.call(key) & 0x01 == 1. U& ?3 E" E1 W" u% e
- end
, A/ M" e6 c% s1 n -
- V' S2 B; C* r6 R' P - alias hud_key_update update7 U8 p/ b8 F0 H9 {5 f
- def update
8 Y9 A. s( M' r( v b - hud_key_update) v- j! Y- }3 Z. `
- @pressed = []
9 k$ M0 {3 T; U - for key in Numkey.values
% e4 B' P% G# s1 ]7 a" o+ ? - key -= 1000 `+ B3 q5 ]3 Y
- @pressed.push(key) if testkey(key)
* B; l, k6 ^, W3 T - end+ A0 q+ ~, H# t9 V0 _" L
- end
$ W: b( ]6 ~: _9 c -
# I o" x6 P* _ - def pressed?(key)* J; M* f* \* S+ \$ x
- key -= 1000: i" O- l% f" r( _2 f
- @pressed = [] if @pressed.nil?( N/ c, `) c) B. y) f, p
- return true if @pressed.include?(key)
/ h( j/ y7 m0 B+ s, R5 `& { - return false( e- p5 ]( ?5 [$ V7 Z. W9 M
- end
# ~. r0 \9 W9 X% y8 x. T) i9 W" [; Z -
& r/ j5 J' I* l* P - alias hud_key_press? press?
' A+ ?0 I8 Y/ X) P% Z - def press?(key)
+ G" r) D1 y+ E$ d - return pressed?(key) if key.to_f > 1000 g h- l2 i9 w
- hud_key_press?(key)
1 e3 S. S4 N* i+ D - end) \9 d H7 r% L) B& T
- end. I5 m+ a) D# Z, x$ ?
- end
/ v6 z* }# M+ O
) s3 t8 y( B# W" ]& E( \' w( \# O- #===============================================================================
; w @" O! Q& q% k8 X' _ - # Game Player8 P: V: K1 x: p2 s2 B8 T
- #===============================================================================% F0 `# D. F0 g1 d' J3 ?8 C* d
- class Game_Player < Game_Character. \1 L! m4 h" x/ d& w6 z3 r
- attr_accessor :hud_equip; z R. M! I4 m
- 7 t" W' ?& J/ D7 ~: l0 F1 M
- alias hot_key_hud_init initialize
) m/ U: y& U3 I; r. j; k, T - def initialize6 D5 A9 ^! P, a" i
- hot_key_hud_init
; X. x9 I/ f2 x; Y7 K - @hud_equip = []
9 o1 @) M8 u: P* l - end9 ^& U9 D$ _) g, a/ @: g
-
8 Y' _8 ^: ^ J4 x+ F2 U - def equip_item_to_hud(n, item): V/ a9 K0 T& {6 g4 n
- if item.nil?
- M5 \) t, Q8 o9 b - $game_system.se_play($data_system.buzzer_se), m8 `9 r: k3 K r1 T
- return7 j5 ~' H2 ]& M+ }
- end" x' |- }" [! f3 c, k7 ^; Y
- $game_system.se_play($data_system.decision_se)/ t. d: j+ f- }3 j2 e" I* O5 y
- @hud_equip[@hud_equip.index(item)] = nil if @hud_equip.include?(item)
8 c V# u# x7 l - @hud_equip[n] = item
* N1 c' X( E0 s' h' F. E6 A2 F - end
# H$ l8 x% O. R& A, h# |! z+ u - end0 Q- e* ^" N+ }- W( w
- * x- Y3 r% b" V! d1 L3 J% z- J
- #===============================================================================
5 H* h$ o" S" S- ? - # Quick Skill Window! e6 w" s5 e$ I4 S2 O
- #===============================================================================/ z& W$ {6 V ^5 W
- if XASVER_37 == false
5 ?/ ~( H, A. M0 W; a- C - class Xas_Scene_Skill( c/ G- M% z: t+ e* p
- alias hud_quick_menu_main main7 n' F) w2 |7 O" N) V X2 J
- def main
" Z" ^: |: e+ I" W - @hot_key_hud = Hot_Key_HUD.new z5 S; w( e, r7 D1 i( y
- hud_quick_menu_main
! F, B8 s Y+ y" |, g - @hot_key_hud.dispose3 A" P% N# O+ j: {# C }( Y$ @
- end
$ C6 V7 P9 w- ] -
0 [( }4 f' ]6 l0 t* X3 v - alias hotkey_hud_qucik_menu_update update9 E, g- G) u7 @+ U( ~3 r
- def update. b/ E9 j$ a8 w1 Y6 m
- hotkey_hud_qucik_menu_update# S6 u- v% J8 _1 o3 X% ?$ s
- # Hot Key num 1/ k" Q. p& J- q. g# H( m! {
- if Input.press?(Input::Numkey[1])
& C; ?3 b d3 |# ] - $game_player.equip_item_to_hud(0, @skill_window.skill)
9 j: M4 D2 G. A+ e+ U - # Hot Key num 2
8 d- @, r; L. |: [2 ~ - elsif Input.press?(Input::Numkey[2])
* b% `- Q0 G" i - $game_player.equip_item_to_hud(1, @skill_window.skill)2 P$ `$ a4 l$ Y+ @
- # Hot Key num 3: w- y0 G' X; d5 Z) H
- elsif Input.press?(Input::Numkey[3])( w* f* _. P4 }! C2 u0 c
- $game_player.equip_item_to_hud(2, @skill_window.skill)" V' U2 T% d# x3 p4 E2 T
- # Hot Key num 4
* C& ?5 u' G" b; r - elsif Input.press?(Input::Numkey[4])
& J) x3 u8 V# n0 g - $game_player.equip_item_to_hud(3, @skill_window.skill), F/ [5 I' e0 _9 [. L+ L: H/ Q
- # Hot Key num 5
4 s; e1 w. n1 Z) f - elsif Input.press?(Input::Numkey[5])
6 o! e) q) D) _# o/ _& b1 q6 W - $game_player.equip_item_to_hud(4, @skill_window.skill)
$ L& I% Z, s5 w# V1 N - end
+ c9 o" D L1 Q9 {- S0 r - @hot_key_hud.update
- C7 @6 Z" S( e' V! X - end
; W- h1 Q4 |0 Y. }/ e' z - end
9 O4 w$ p0 P3 q$ c' e/ K2 t - else
7 k9 r4 c" H ?0 ^ - class Quick_Menu_Skill
0 r" f" g3 }& D2 n8 p& I6 f - alias hud_quick_menu_main main
+ r/ Z7 e8 a& h4 b" o5 Y - def main
, A4 F% V6 [3 Q1 t m) i - @hot_key_hud = Hot_Key_HUD.new6 [ H o- _4 ]' ~% ~' o
- hud_quick_menu_main6 f; k: C- i6 z9 I4 x
- @hot_key_hud.dispose
0 {0 r' y- M& g8 J5 T$ I- \ - end
3 j* x$ I# {- S& Z% E9 E. n - / w; y6 Y; m# Q1 a0 @: U' g; U
- alias hotkey_hud_qucik_menu_update update1 `: i9 }% b! z+ I) R, }( O* f& I
- def update
. M7 w$ b- N1 Q6 V( M1 x6 U - hotkey_hud_qucik_menu_update
9 V$ M) {0 l) d* w. A- r, z - # Hot Key num 1
2 }$ n& @4 x C& n" T1 Y% a - if Input.press?(Input::Numkey[1])
) a' N0 D( E) s! v - $game_player.equip_item_to_hud(0, @skill_window.skill); r4 c2 E9 ~' c4 l0 c
- # Hot Key num 2 e9 l# p; y7 L7 T( \$ e3 \
- elsif Input.press?(Input::Numkey[2])" z/ l* X- b2 Z; Z
- $game_player.equip_item_to_hud(1, @skill_window.skill)
6 Q' n5 F0 l$ Q% a9 v' e- P - # Hot Key num 3- e6 P# Y/ d0 e+ M& N( I! B
- elsif Input.press?(Input::Numkey[3])
2 m" G, | v( T2 G- b' ` - $game_player.equip_item_to_hud(2, @skill_window.skill)4 Y) v) Q( `: `; n- H. C
- # Hot Key num 4
2 n1 [) b j F$ e& M/ W - elsif Input.press?(Input::Numkey[4])
8 ?& n6 ]+ K$ v/ K8 g n1 I - $game_player.equip_item_to_hud(3, @skill_window.skill): M$ D1 {; F5 c3 ^, }2 N
- # Hot Key num 5
* W1 S$ k; ]. V( T, G$ I1 N* A - elsif Input.press?(Input::Numkey[5])* ]3 {0 s. S# H
- $game_player.equip_item_to_hud(4, @skill_window.skill)4 \( m; p4 c! u
- end
1 r% A9 @* m3 |5 P - @hot_key_hud.update1 m9 }1 V$ p1 b: x: ~6 E' ?
- end
. a% P- \% R5 [ - end- m+ O9 N& ], q8 p# ~7 X- r! S7 R
- end
& ~: [9 I0 c" E5 M* \$ j! ?
: |5 i* ^1 ^4 ?' i- A% C/ L' l- #===============================================================================
& z7 S3 R" U5 c0 U+ C" r$ b - # Quick Item Window$ }% w5 Q& n* C. P, b) L( v1 u. L
- #===============================================================================
' b* T+ v% B/ K) v& X' X. N& s - if XASVER_37 == false
3 o/ c4 ^ U }2 Y1 M* A- x - class Xas_Scene_Item9 u) o# r- _# E, E% g' W, O8 `8 t
- alias hud_quick_menu_main main1 ^4 H5 K6 P+ j3 G
- def main/ ]: A8 d3 M6 ?1 {" O
- @hot_key_hud = Hot_Key_HUD.new+ P, [! a# S, V; P
- hud_quick_menu_main( s! v3 P% M5 ]4 @+ ` D
- @hot_key_hud.dispose v, K) I" b' ]# W2 x) v ?
- end7 {) Q( v$ d: ~0 S" ]
-
8 z% P8 }4 |/ s4 g! g( l$ q: e4 R$ J - alias hud_key_update update; \8 j0 h% U- T+ X
- def update( s+ w5 i9 Y; c+ q" S& ^
- hud_key_update8 s* J2 V( v4 r) I
- # Hot Key num 1
, f/ R( I; z: k0 C# ` - if Input.press?(Input::Numkey[1]). R- u" u Y0 U" e' i
- $game_player.equip_item_to_hud(0, @item_window.item)
& X. _* C/ Q8 s: S+ Q' d" d0 r - # Hot Key num 2
3 y+ P/ B# X) @ - elsif Input.press?(Input::Numkey[2])- k9 ~6 L v5 H8 K, D) u$ R# |
- $game_player.equip_item_to_hud(1, @item_window.item)
, t2 s- ?3 `1 A" F - # Hot Key num 3
0 J. k7 ?5 X9 N; }; T+ B( E! c - elsif Input.press?(Input::Numkey[3])
4 x; @( T1 B- @+ X5 s - $game_player.equip_item_to_hud(2, @item_window.item)
2 c" s# O8 c( E! e - # Hot Key num 48 k/ _5 o: i! J" s) I5 A: B% F
- elsif Input.press?(Input::Numkey[4])8 T; Q' T! { @) e# ~$ h8 v
- $game_player.equip_item_to_hud(3, @item_window.item)
s1 y, |2 ^; b! j9 y4 J! I9 Y - # Hot Key num 5
5 r/ m7 M2 b6 F- z - elsif Input.press?(Input::Numkey[5])' b3 p; a: c1 B. A& p8 j5 Q. d
- $game_player.equip_item_to_hud(4, @item_window.item)7 {* `. d# c6 P# `$ ]. }
- end" V9 n- s$ k* h4 b2 y y4 B
- @hot_key_hud.update
$ `& y4 B8 M( R, @ - end! a4 Q! G f6 N, J
- end
+ _$ {$ ]: ?* _, Z5 } - else* ~* ~0 m {$ r) P
- class Quick_Menu_Item( I& b9 d, F4 x# c. ]2 W1 k
- alias hud_quick_menu_main main, ?3 s, z W: a/ D* B
- def main
; H. }- Z5 P I( _9 z9 F& V" h - @hot_key_hud = Hot_Key_HUD.new6 d. r1 ^ I3 ^% ]2 s7 \% B4 A4 a
- hud_quick_menu_main6 d8 L5 ^! L! y% F# }
- @hot_key_hud.dispose
& z. o6 d/ f1 b$ v6 P" U+ z* O' |7 w - end
1 n3 ~& s. ^3 J -
9 j; n' \5 O* j1 T; J - alias hud_key_update update
' [8 J' C7 I% q4 K$ X+ w - def update Q% Q4 m1 O$ c% k2 J; ?+ y
- hud_key_update
* O# E/ e+ z/ Q1 D- | - # Hot Key num 1
) ^3 x, f& [9 M, ]% | - if Input.press?(Input::Numkey[1])0 `! l1 h0 U6 O
- $game_player.equip_item_to_hud(0, @item_window.item)
* S. Z3 T4 v. ^- R# ] - # Hot Key num 2
& D+ [0 f- } T+ E9 @, m - elsif Input.press?(Input::Numkey[2])
6 A- e) C) g6 B+ p+ H5 \ - $game_player.equip_item_to_hud(1, @item_window.item)' J2 |0 q( F5 ^5 N( S8 @
- # Hot Key num 3
$ o6 s# Q% X7 Q: @: i* r/ W - elsif Input.press?(Input::Numkey[3])
3 H' o! M: h( l! c4 H! ~4 E6 Q9 s - $game_player.equip_item_to_hud(2, @item_window.item)
/ `# w: X. l; h# u, r4 G1 q- y - # Hot Key num 4: }" Z- w1 O) O3 d) E# r
- elsif Input.press?(Input::Numkey[4])
/ P; m/ u" B9 L6 i. M) U - $game_player.equip_item_to_hud(3, @item_window.item)& \* ]& m1 }* E" h
- # Hot Key num 5. T+ O4 B8 y8 g' [
- elsif Input.press?(Input::Numkey[5])
# L# v' u3 ]" H% f0 x - $game_player.equip_item_to_hud(4, @item_window.item)
" R% e1 c$ u' F+ A* k: E" a - end
0 G |4 J. L7 m( b- G - @hot_key_hud.update
2 D: A5 ^" g, Z/ s, \' B+ M& k - end
+ {* P& x4 Q$ Y8 ? - end% L9 k1 E+ C7 Y4 K, l0 U) A5 |/ T: T
- end4 _ ^: J; V5 v3 Q2 w
- 6 ^: Q1 ?# z. P. O5 Z
- #===============================================================================- h- Y3 ^9 i% M. _1 f
- # HUD Window, {; x2 s Y) x" E: e
- #===============================================================================
% S. l9 J# l8 J' `8 u& V% w2 o - class Hot_Key_HUD < Window_Base
* g, F9 C' o( w' Z - def initialize(x = HUD_X - 10, y = HUD_Y - 15)) D! M8 }+ r/ _ v/ m/ l2 T2 J
- super(x, y, 220, 80). i+ g/ i# N( E" I8 l
- self.contents = Bitmap.new(width - 32, height - 32)
) t d) l, _8 `8 O - self.opacity = 0
2 `0 N+ W7 D- F/ f$ L- n) |: I+ M - @actor = $game_party.actors[0]) c" [4 D! q& p8 a6 {
- refresh
, r3 b' {3 Y9 S2 f - end: u* c4 b1 I- f
- 2 I V. ?5 ?! l+ V3 @ c
- def refresh
( h) U, P: x* P( M# j" G3 V - self.contents.clear
f! A$ O, V- G - bitmap = RPG::Cache.picture("Hot_Keys_HUD")
2 B1 H% n6 b. L: d - self.contents.blt(0, 0, bitmap, Rect.new(0, 0, 160, 32))
' e8 I1 n, A& y# {9 w - for i in 0..4
- c: ~1 l0 I$ I0 x - x = 32 * i + 4
5 m5 u2 o; G: K( I3 g: _) k - item = $game_player.hud_equip[i]# L) f; f5 p4 {, t5 ` f! D2 }
- next if item.nil?9 O% _ x% c: F- {
- if item.is_a?(RPG::Weapon)
( K! ]0 ~) {& r; ?1 g( K9 i - item = nil if $game_party.weapon_number(item.id) == 0 and' v5 m& u( X8 w- h) h# ]/ }+ O" r9 @
- @actor.weapon_id != item.id: S; B* V0 U. y$ h1 J$ R
- elsif item.is_a?(RPG::Armor)4 W5 R J7 p; d; ^, R/ d2 \
- item = nil if $game_party.armor_number(item.id) == 0 and . [% |. W8 ?0 \) x8 ]6 N
- @actor.armor1_id != item.id" i% x, j: c, h+ E
- elsif item.is_a?(RPG::Item)7 H( C) @# j5 S/ X
- item = nil if $game_party.item_number(item.id) == 0 or
+ [/ ^+ G1 K6 m. A5 U& I" B+ } - !$game_party.item_can_use?(item.id)' L& D; q0 X( k5 e9 [
- end3 p' W# D# v: f0 K$ @6 X
- bitmap = RPG::Cache.icon(item.icon_name)' _ d$ A, o1 C5 \: x5 p
- self.contents.blt(x, 4, bitmap, Rect.new(0, 0, 24, 24))/ m0 E8 D L- @/ ^1 Q3 N
- end
3 n9 R" [- P ^4 k* n - end) T+ i# t& c$ ]- ?) |' ]
-
- K T% V* O8 |; A( I - def equip(item)
6 p6 [0 U* L3 h1 V, q0 R - if item.nil?. r; ?' U5 s1 o* X, S: G
- $game_system.se_play($data_system.buzzer_se)
: @* r: d* X% o% [; U2 \ - return
6 Y1 }) U/ N) [. n: B4 {' O+ } - end" l$ |% ^# r, _3 ^
- if item.is_a?(RPG::Skill)3 f: q: w/ I) u* h6 c' F
- if [email protected]_can_use?(item.id)1 h O7 d( I1 ?9 h1 `% y; O- c$ y* s3 T
- $game_system.se_play($data_system.buzzer_se)5 a" W$ @4 x" @7 n5 A
- return T2 i. |/ g; |- Q5 b: R
- end2 S$ r; M' e1 [9 b' t
- $game_system.xas_skill_id = item.id9 p2 N! Q4 v7 h, J9 M) }9 ?5 E
- elsif item.is_a?(RPG::Weapon)
( u* y# V& |2 @7 L1 g6 r; f5 m$ {4 Q - @actor.equip(0, item.id)2 _ W! n/ ~1 N$ t
- elsif item.is_a?(RPG::Armor)
3 O7 w s& j' k( L5 m+ b$ n, Y. a - @actor.equip(1, item.id)7 F7 @9 I: ~/ |0 Q2 o
- elsif item.is_a?(RPG::Item)3 q! s/ ?: q7 C; Y& U, O1 a
- item_tool_id = XAS::XASITEM_ID[item.id]9 a& J+ H Y' x3 e! c* h- g. ?) v" j
- if item_tool_id != nil( I" `; x; V! D; Y" E4 Z
- unless $game_party.item_can_use?(item.id)" R2 H: J: J7 u2 }. v/ J
- $game_system.se_play($data_system.buzzer_se)
1 O7 d. \' r1 ]* {0 K& g - return
: E0 J! w( f" l2 D1 h, @. N* q - end
, [* K9 B% Q# |" x. p5 C: Q - $game_system.xas_item_id = item.id
% A& b( D$ h, |8 o5 A - end
5 T. m: W3 O5 ~ I {- ? - end$ L# S6 ]! I6 _/ x5 l
- $game_system.se_play($data_system.equip_se)
4 S, Z4 w2 e! U% O2 x+ A - end/ ]& H' |$ Y7 x, ?
- 4 N7 M* B) s2 x* d" S1 z
- def update! G. d& ^9 l- @- E+ l$ h
- @actor = $game_party.actors[0], N; {/ u( v( ^8 q7 E9 s" t! l
- @hot_keys = $game_player.hud_equip
: ]3 j9 f5 r# @6 v' ]0 Z* U# |0 S - refresh; g+ I0 l; ^+ D8 m1 }9 C3 \
- return if !$scene.is_a?(Scene_Map)
7 _" L8 b. k6 @: K2 n - if Input.press?(Input::Numkey[1])
6 @' X! _! _! f4 e* m9 P+ o+ @ - equip($game_player.hud_equip[0])
$ w: ]$ E7 E0 u" g, X - elsif Input.press?(Input::Numkey[2])% N1 A, p& L% m" M b+ S9 a
- equip($game_player.hud_equip[1])+ Z5 `2 @( D9 x8 r$ v T
- elsif Input.press?(Input::Numkey[3])% i3 z! {' o* y! f# z0 M# M/ q; c
- equip($game_player.hud_equip[2]) ; ^7 u' ?0 Q- P9 G- u
- elsif Input.press?(Input::Numkey[4])
" L$ B' w* V( j' _$ Z: C - equip($game_player.hud_equip[3])
1 o; a6 v( Y- B l* [8 V - elsif Input.press?(Input::Numkey[5])
+ f, s9 ]8 v( J4 a8 u6 q - equip($game_player.hud_equip[4])
0 c, }0 R1 ?9 X, j - end
% A* X* s, K; p3 D' k. T0 \ - end
" S: Y$ _. R- `; C. n+ r# K+ | - end
7 @0 E8 [# M1 [ - ; i4 G0 M/ {/ g( }) l) e3 s
- #===============================================================================) I6 r u( W' K( f) w8 F3 [
- # Scene Map
$ [9 ^1 K" G; W - #===============================================================================
2 m8 x/ x' @& B* D6 ? - class Scene_Map+ J$ {# q* |/ j5 A X
- alias hot_key_hud_init main4 V% G9 t: F n2 K( s
- def main p1 [8 Y# \* I! E
- @hot_key_hud = Hot_Key_HUD.new
0 c) v* I( ]& {% B1 _& I7 a8 o* [# [ - @hot_key_hud.visible = !$game_switches[XAS_HUDDISABLE_HUD_SWITCH]2 f- k2 q( u/ l8 I4 H2 D* I9 R a% m
- hot_key_hud_init
2 v# k6 y( E' Q8 P - @hot_key_hud.dispose, U) ^3 ]1 E3 Z! o
- end" ^1 a3 @0 L% l# w% @* R
-
% _5 x. M% b& j) [0 N Y - alias hot_key_hud_update update& W' @6 x/ O$ J' A; T
- def update
# ?9 D% s4 D% x: C0 j, P - hot_key_hud_update
3 P" d1 p0 S$ r) i' O0 u- [. k - @hot_key_hud.update# |( A8 D, ] ]
- @hot_key_hud.visible = !$game_switches[XAS_HUDDISABLE_HUD_SWITCH]( k( O; f& D& N1 J- c
- @hot_key_hud.update if !$game_switches[XAS_HUDDISABLE_HUD_SWITCH]
7 X$ T& v8 W; u - end# x* l4 ~; V+ @/ m
- end
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