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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,
6 K' |& ?. R6 w3 S不知道有人能帮忙看一下吗? - #===============================================================================/ w+ [3 o+ ?8 P' w
- # XAS - Hot Key HUD, P! u! ^- U% j- p
- #===============================================================================2 O! X9 I: J8 P! ?$ O7 b
- # By Mr_Wiggles
/ A2 c8 A0 U( w& W% J% ]. r - # Version 1.3
6 J1 e( n" u; o0 I - # 7/6/109 Z6 t; H, R* }
- #-------------------------------------------------------------------------------1 t$ }- i. I* u5 o+ F
- # Instructions:/ l5 f$ g( Q* ^2 O8 J
- # Fill in the constants bellow, paste this script above main and bellow XAS in
/ X/ o$ n4 i/ r: Y& ^( B, @ - # your script data base. BE SURE TO SET TO THE RIGHT XAS VERSION!!8 H- h7 }4 T8 e6 p
- # 0 k+ h2 |2 \0 j+ K6 @0 i& j2 o
- # Place the "Hot_Keys_HUD" picture file into your game directory - J! Q8 v. q' S0 H: k% \6 z( j- J
- # Graphics/Pictures folder.
0 N: D" O4 T2 X/ J. h& { - #-------------------------------------------------------------------------------) t8 t" M" V$ F3 ]
- # Directions of Use:" i6 v% y4 y2 j3 _0 C
- # Simple just press a number key (1 - 5) when the quick skill or item menu is$ b! B$ k5 ?6 V
- # Showing.
# B3 b7 P$ B) [* g6 }! e# g; \ - #===============================================================================" f6 l- M, e( h0 ]- Y: O( n
- HUD_X = 0 # X pos of HUD
5 C4 x1 K/ u/ D2 H8 R* A - HUD_Y = 0 # Y pos of HUD
- N S) K1 f/ U2 o3 U9 c* o* w
8 ?) V/ c y% j! h3 U- # Set true if XAS 3.7f+ ?) ]) I3 O& _/ a
- # set false if XAS 3.6
, x1 k L( `# y, r: C - XASVER_37 = true: Z! A1 Z# @7 I& L2 M$ v. K6 C
- 9 |# S! _( t/ P; Y; Y6 Q8 i
- #===============================================================================; Z+ `' a: k3 M
- # Numkeys Module4 s/ g9 |) j3 W( Y) }& s
- #===============================================================================
) ^) ^) D* o5 k6 x! q - module Input
5 q6 W8 t( H& n8 e - Numkey = {1 => 1049, 2 => 1050, 3 => 1051, 4 => 1052, 5 => 1053}; U ], }, ]( C) g
- class << self6 q/ T' d9 X3 w4 l4 c# ^1 A
- Key = Win32API.new('user32','GetAsyncKeyState',['i'],'i')+ S3 H2 S# l3 Z3 I2 `
- ! M, c, g& C! Z! s+ P7 \
- def testkey(key)
9 q @& [, v4 t' r# Z - Key.call(key) & 0x01 == 1
7 @9 x* q' Q5 y0 M8 G7 J1 G% t% l - end- O' a* F- g" Z/ U
- _" [$ B+ Y, s1 s1 E/ t& w
- alias hud_key_update update6 D" }5 v! u* S& E k
- def update# \' g. `5 u" z$ x* h! }& q
- hud_key_update, W! m2 L g$ Q. z$ ]
- @pressed = []3 e: S1 w% n8 s: O# p4 ]4 P
- for key in Numkey.values
) \* F4 a0 N. O8 |# i/ f - key -= 1000
1 G# }# X4 O2 F( ~+ o# ?: H - @pressed.push(key) if testkey(key)- b7 Q0 B/ j9 i9 w0 d3 m6 f
- end. d0 X( k( ~5 ]
- end
! s3 o" D! N& G/ { - " O5 T g* ]: \4 }8 {% i1 }0 V
- def pressed?(key)3 W5 N/ i4 m7 R
- key -= 10003 P5 L, k5 {; V* d
- @pressed = [] if @pressed.nil?9 ~, d! ~- o+ K
- return true if @pressed.include?(key)( v8 W* c4 X& O
- return false# c1 J6 z# H( }$ S( i
- end. p s- r k D$ U! Y8 Q4 `! K
- ; z9 z6 w) U' I$ T( R
- alias hud_key_press? press?
% ? t8 u" }, T2 T - def press?(key)+ ~6 I+ J; E' v; J3 [
- return pressed?(key) if key.to_f > 1000: q/ C/ ~. T& d# ^0 U& y% c9 d, c
- hud_key_press?(key)
' V" d9 L. z" N, u0 e* T7 u - end0 f" n I. o8 Q4 a: |, G
- end7 J1 K4 F! |3 h2 V
- end r) @+ P- ]6 F& _8 i" x6 p( m
- n$ s5 V1 I) m4 B- `8 Y' ^
- #===============================================================================
5 H4 r% M! H: Q8 M6 k, U; ~ - # Game Player
& s5 b* i1 f) u2 g* `9 z - #===============================================================================
9 w; c: N# ]# @ - class Game_Player < Game_Character
; i# W: a7 Y2 @! U - attr_accessor :hud_equip3 J4 {2 z9 v: Y! d
-
/ m, l$ w) e+ i/ V2 L - alias hot_key_hud_init initialize9 F* p0 n/ i' y5 y+ Y7 V
- def initialize! F* S/ H8 G! v# W' m& h
- hot_key_hud_init
+ B$ _$ I3 F e9 S; s ~& N5 P7 ] - @hud_equip = []
+ e$ j6 q& o7 Z - end
$ ?( I, M+ A4 e' I6 q | - D9 I, V5 Z. h- b; o
- def equip_item_to_hud(n, item)' u* j Q/ Q4 r1 S7 F( i& m
- if item.nil?
g4 B; c7 |2 d1 C9 J) z - $game_system.se_play($data_system.buzzer_se)) b1 `6 {8 h5 E: j. V$ k( F) l
- return- j7 d: @/ P, {& c) e2 Z9 Y% a5 O4 I
- end
' V1 F+ z% d/ N - $game_system.se_play($data_system.decision_se)* S3 ]! d$ ^2 A% S/ K
- @hud_equip[@hud_equip.index(item)] = nil if @hud_equip.include?(item)! O% t: Y3 @$ l) P" t6 Z
- @hud_equip[n] = item
, r. S I, t) d4 u - end
: V+ w$ S; @9 ^8 n) |( ? - end) ^, T9 t0 c- u, Y- x
/ z7 P6 C1 b4 W; S! }! {- #===============================================================================! s5 {. Z" ^: A$ q
- # Quick Skill Window
( F; W" m% I" ^9 Q) w - #===============================================================================+ I) Z4 \5 b% i% E7 n& U; I
- if XASVER_37 == false
/ i1 ?& G, e" j) @2 }+ G - class Xas_Scene_Skill
* D: o: F. j: V# e7 L - alias hud_quick_menu_main main$ n0 K% x& E. D3 r! d8 W
- def main
& M k4 ^: u: x, z: ]' B. x# W; ^ - @hot_key_hud = Hot_Key_HUD.new% ] Y' W' |) ~2 h
- hud_quick_menu_main# t0 Q2 S! L( [* G Z
- @hot_key_hud.dispose& _. ~+ q8 F7 K/ w& t" n) h, Z
- end. _1 @- @, O" p" D0 d2 S$ y
-
2 e4 g. H5 l8 f O4 e# q( y - alias hotkey_hud_qucik_menu_update update
- ?$ `- p6 L7 ]5 n% B2 I3 u - def update
1 D0 t9 |: S @$ J, T" r' Z$ X - hotkey_hud_qucik_menu_update
8 S$ [9 y) k9 b3 h3 {; R1 z7 I - # Hot Key num 1; D% |% q3 Q' T7 z; q
- if Input.press?(Input::Numkey[1])
' l3 i! j) V Z5 N5 d: H - $game_player.equip_item_to_hud(0, @skill_window.skill)
9 W, T6 {3 y/ s, A2 c, h2 | - # Hot Key num 2& W; y3 C/ M% p* ?
- elsif Input.press?(Input::Numkey[2])
8 f8 R$ b$ c6 k7 J$ }# Q - $game_player.equip_item_to_hud(1, @skill_window.skill)) b2 A3 n1 X* k1 F0 T1 ]
- # Hot Key num 3: u0 H- P l1 w# b+ ]' H8 ~9 }
- elsif Input.press?(Input::Numkey[3]). p! D2 }" m! B9 f5 V( q" [
- $game_player.equip_item_to_hud(2, @skill_window.skill)8 L# H6 ~6 q% r+ T2 N' |
- # Hot Key num 4+ W) |, t2 x5 w* \ S& ^+ ?
- elsif Input.press?(Input::Numkey[4])
' u* ?* u7 N; L$ y' F( Z# I: u - $game_player.equip_item_to_hud(3, @skill_window.skill)
/ o. M* D4 {, I6 F$ L# F - # Hot Key num 5& l. l) k& w& ?; Z
- elsif Input.press?(Input::Numkey[5]); W# e3 f" C: C' A" e
- $game_player.equip_item_to_hud(4, @skill_window.skill)- c7 \5 _7 W* J- x
- end
5 _& w- X5 H7 c5 t+ f - @hot_key_hud.update$ K% q/ s0 J) }: k
- end8 R1 G+ z) [; W4 ]
- end! P8 g- ?" U7 i3 m- f- H& h
- else8 T; e6 g/ `! u/ _! U# m
- class Quick_Menu_Skill5 t' c' B* L8 B# x) V# e `
- alias hud_quick_menu_main main; ?+ z& w2 h4 I7 @& _4 O
- def main+ {* t" H o9 Z# h
- @hot_key_hud = Hot_Key_HUD.new5 q/ f+ d0 n( m- {# q r. Z+ L( u$ m
- hud_quick_menu_main
4 M, R5 F$ M @8 W1 g - @hot_key_hud.dispose
: k, p, p z& R' U5 } - end
1 O9 Q0 s* y7 w8 |3 q# G1 Y - ( `/ v# h8 q' N" c! K9 E) [
- alias hotkey_hud_qucik_menu_update update
) L5 R% O7 L6 E8 y - def update8 O5 x5 u6 I3 Q6 C) {
- hotkey_hud_qucik_menu_update
& O2 q9 L* j! I( P1 _0 m9 c1 E - # Hot Key num 10 @) X" y4 c7 G- q& b! c
- if Input.press?(Input::Numkey[1])
( n' u( V+ x4 R& l+ f - $game_player.equip_item_to_hud(0, @skill_window.skill)) k2 A" z% e T8 v2 @
- # Hot Key num 2) C2 S. x0 A ^6 u
- elsif Input.press?(Input::Numkey[2])
4 r3 W- U$ \3 b) x - $game_player.equip_item_to_hud(1, @skill_window.skill): ?" C2 V/ J4 ]2 O& g2 q( V8 w7 K
- # Hot Key num 3
5 r E9 S& ~6 y3 ?1 L - elsif Input.press?(Input::Numkey[3])6 e2 X8 _" A$ M
- $game_player.equip_item_to_hud(2, @skill_window.skill)
' w. d, c7 G8 E( R. y$ }+ i - # Hot Key num 4 c1 R8 a3 ?4 o) x7 V& a. |0 e
- elsif Input.press?(Input::Numkey[4])* |6 c+ N. B( j7 M
- $game_player.equip_item_to_hud(3, @skill_window.skill) K' I* h1 g/ E& l
- # Hot Key num 55 ?2 g7 @+ z6 R7 _. I: m
- elsif Input.press?(Input::Numkey[5])5 R9 P4 ]+ A& ^0 q9 C! n
- $game_player.equip_item_to_hud(4, @skill_window.skill)4 X0 Y) b% Y6 z7 G5 F- a3 F
- end* [8 a' w" `1 a/ z" M1 P
- @hot_key_hud.update- e: Y( `8 P# d2 F- `: ~
- end5 A( N9 M& M8 X* B/ H
- end9 K2 I) [0 B! x
- end
7 f! x1 V5 n- ?; F: V* Z; h Q$ T
# K$ j8 L$ C* U Y3 b! A; e! g; K- #===============================================================================/ {; N* J) }# w" O: `4 [: ?
- # Quick Item Window
. g' ?- T, K' _$ Y" I) x+ C+ R - #===============================================================================
+ U/ u* a& y$ H5 j# _/ ` - if XASVER_37 == false3 D; J5 E5 R: ?2 d0 D9 g% x
- class Xas_Scene_Item6 X7 [6 z7 B9 ], O3 b0 K) D
- alias hud_quick_menu_main main0 {7 S4 g% b. B; G* I
- def main. k' l) n. ^9 ^" i( I8 \
- @hot_key_hud = Hot_Key_HUD.new
: n N. D1 {8 i - hud_quick_menu_main
4 A; [* k4 j2 O) K" D - @hot_key_hud.dispose5 J& D) x# ?! `1 n
- end
* T" q4 M, g, U3 [* V) g -
7 Q) b6 a, Z% ~6 G2 y - alias hud_key_update update$ R t' b& X0 P4 j& _
- def update; U% M% n H7 T$ {
- hud_key_update
/ g/ g8 v/ s% o/ ~7 H - # Hot Key num 1
5 H# X; V' |# h- W, n0 d - if Input.press?(Input::Numkey[1])
" X D/ s8 V/ q7 `. t& ] - $game_player.equip_item_to_hud(0, @item_window.item)+ }3 x, ~, A4 ~! L4 v, Y; }, w
- # Hot Key num 2
& j, f6 R8 B8 u$ ]3 ^: K - elsif Input.press?(Input::Numkey[2])
/ v/ Q. l- J/ H, _ - $game_player.equip_item_to_hud(1, @item_window.item)- {- j9 m1 h, x7 a$ v& S
- # Hot Key num 3
h, }" u& t4 D8 r; x3 g - elsif Input.press?(Input::Numkey[3])5 S4 T- [0 x( F6 `# ]7 V* P3 U
- $game_player.equip_item_to_hud(2, @item_window.item)
0 s* C" o" s x1 k4 Q) |8 H - # Hot Key num 4
+ j: ~' V* q5 g% l9 w - elsif Input.press?(Input::Numkey[4])
, J7 s1 M8 e+ s5 c4 h5 y2 @ - $game_player.equip_item_to_hud(3, @item_window.item)
3 y* ]3 U( q* p' C4 D - # Hot Key num 5& t+ s2 s! r& A& g
- elsif Input.press?(Input::Numkey[5])/ _6 e/ V5 H& I6 H2 D0 W
- $game_player.equip_item_to_hud(4, @item_window.item)3 ^6 K" n7 i6 V$ ?% O! a4 @7 Q+ x
- end
0 O* I9 m3 E# j. B$ P5 J - @hot_key_hud.update) _% G J7 b: E' `# }5 a" m5 S* ~; w
- end$ s5 L: }. |# U% w
- end7 d0 A; E" v/ q1 @7 ^8 }/ p
- else
" Q' d2 P+ x7 } - class Quick_Menu_Item6 p# z; N$ ?6 T: T! E: F
- alias hud_quick_menu_main main
9 `$ z x5 Z- d# Q- w - def main
" T% X; |% }* x/ B" w4 m, `1 { - @hot_key_hud = Hot_Key_HUD.new
- \/ G1 f" t% Z8 f7 z0 X$ c7 [* w - hud_quick_menu_main
, O% o$ t7 g4 E( b- z - @hot_key_hud.dispose$ H2 L7 i% H7 C# ~2 n4 E# a- U8 `6 |
- end
6 I/ v* J, z! e" k% g3 s; K - 6 B* ^ \& G# s( V
- alias hud_key_update update
* M u5 c, j3 ~6 e: E - def update! S! M6 O# ]/ ~5 O; e
- hud_key_update- x( p$ T+ t- F# q# T* W4 `8 y
- # Hot Key num 1- x* i2 Z- C9 H+ h# N9 H
- if Input.press?(Input::Numkey[1])8 \+ o. Q2 o- z6 u, K
- $game_player.equip_item_to_hud(0, @item_window.item)
) b/ e* @5 z7 ]# k d - # Hot Key num 21 q! e# t" R% K% z
- elsif Input.press?(Input::Numkey[2])& t7 x' @/ f" u4 w
- $game_player.equip_item_to_hud(1, @item_window.item)3 U/ x/ w2 _0 B8 m$ i
- # Hot Key num 3
b- h% R' S U- o - elsif Input.press?(Input::Numkey[3])
% O! m: A4 z Q) F4 A - $game_player.equip_item_to_hud(2, @item_window.item)
' ]9 o$ `% B; C - # Hot Key num 48 e9 Z! `3 e! X6 T8 ~( x5 Q
- elsif Input.press?(Input::Numkey[4])# B O7 j$ \! c7 {3 s9 k# q
- $game_player.equip_item_to_hud(3, @item_window.item)
8 L) _5 h) I. s* Q3 }; s2 q7 }, J - # Hot Key num 5
/ T+ M1 ?" r# a2 E0 s" L - elsif Input.press?(Input::Numkey[5])
* m5 z1 I6 \+ J( |8 c- r, w - $game_player.equip_item_to_hud(4, @item_window.item)
7 q6 R# X* B9 i+ | - end8 H" k4 d; R/ E
- @hot_key_hud.update
7 v. {: B1 `4 U4 l: |% a - end. J S5 J; r1 r# v' {
- end* F2 O/ f( a' l6 g0 E( m. a
- end
' J; N4 \, r4 \0 P
/ g/ i/ v4 |8 Y- #===============================================================================! h8 L( f, u6 z, i8 _+ t
- # HUD Window- t3 K9 p8 d# ]/ A
- #===============================================================================- ^3 p2 A* N# a5 d0 T# {9 m3 b
- class Hot_Key_HUD < Window_Base! Y6 E# C; z* x9 y3 ~
- def initialize(x = HUD_X - 10, y = HUD_Y - 15)
1 Z' a$ O- w ^2 ?$ U7 m( h) a" f - super(x, y, 220, 80)
) g0 D$ A+ ?1 j5 H& w. A( L: x3 y - self.contents = Bitmap.new(width - 32, height - 32)
3 L+ a. i/ l' l. j# r* Q' p - self.opacity = 0
- h; ^/ F+ c+ A# Z, U) c - @actor = $game_party.actors[0]
4 C/ r/ i; m& _2 }% u$ M6 b- T - refresh
U; a2 a' O# X3 R/ q" s - end
- J7 l0 {( U0 a - 2 R2 r0 Q, g. T l5 ?% i$ _5 V
- def refresh
/ p5 t, M( N! j7 m - self.contents.clear& d* b% P8 ]& J# l3 P9 @
- bitmap = RPG::Cache.picture("Hot_Keys_HUD")6 `# P: ]1 K+ a4 r* C
- self.contents.blt(0, 0, bitmap, Rect.new(0, 0, 160, 32))
8 ^. P- B& ]4 N/ W" v0 n6 _ - for i in 0..4* z0 A4 ^5 G$ r O- p
- x = 32 * i + 4
: u! a- k' i$ T# ~$ V* `5 O- J - item = $game_player.hud_equip[i]' C* ]7 q @( c2 t( ^* [
- next if item.nil?8 O& I: r7 D q5 w B8 }
- if item.is_a?(RPG::Weapon)
' F$ ~2 {( K! m+ n# \4 i - item = nil if $game_party.weapon_number(item.id) == 0 and- m9 K( ]* i i" H
- @actor.weapon_id != item.id; e! Q+ P5 i7 ? n+ ]
- elsif item.is_a?(RPG::Armor)! z2 g- ?, v+ J$ I
- item = nil if $game_party.armor_number(item.id) == 0 and
? l9 p( g1 g2 W- Q, m - @actor.armor1_id != item.id
5 S2 [/ ?9 h1 I, l. c* M# V& F - elsif item.is_a?(RPG::Item)6 O7 [# r: h* |/ t6 [6 X/ T& J/ K
- item = nil if $game_party.item_number(item.id) == 0 or
5 h7 |4 Q; L: p! L; w# y - !$game_party.item_can_use?(item.id)* `; D4 a8 ?- S0 e1 L+ C* v( i& X
- end* o. _9 y2 o- G3 d/ d
- bitmap = RPG::Cache.icon(item.icon_name)
, c# U2 k! i) j& h5 t- ^" }' ? - self.contents.blt(x, 4, bitmap, Rect.new(0, 0, 24, 24))/ ^/ m& ~9 _! \
- end- m& } R" a) F; o4 j3 X$ l/ h
- end7 j2 J. F- [, e& M* w% b
-
4 m0 f/ X' c* [/ @' l; I - def equip(item)- {; ]; ?/ G8 g7 D
- if item.nil?) O+ j/ E/ { K# L5 }, D
- $game_system.se_play($data_system.buzzer_se)( M; V4 f: m3 a# P$ N
- return h( O4 W% f( Y% N
- end
0 l. a2 s8 l; S& g( T& e$ ~/ { - if item.is_a?(RPG::Skill)5 Q' V& C$ E5 J; Y+ k0 B
- if [email protected]_can_use?(item.id)
9 O C0 _' X' d6 s5 H( [' [# @ - $game_system.se_play($data_system.buzzer_se)- H% a3 z. X# H% N' ?$ k0 s
- return& M! _; i& S. ^
- end& l; V9 M7 h+ c' x, w8 f5 ^
- $game_system.xas_skill_id = item.id$ v2 M1 T' q. ~3 M
- elsif item.is_a?(RPG::Weapon)7 ^* e$ [4 u1 m( n
- @actor.equip(0, item.id)
: G8 S1 T- c) d' e7 j7 {! e - elsif item.is_a?(RPG::Armor)8 @% u9 v9 U5 N: A; H: n! B
- @actor.equip(1, item.id)7 Y4 N' Q* m) X: M8 F. }9 ^3 e& ?
- elsif item.is_a?(RPG::Item)
6 S$ b2 B1 N% H4 y3 T U - item_tool_id = XAS::XASITEM_ID[item.id]( K( \, G7 f6 Y! Q' q' E# d
- if item_tool_id != nil" a0 z/ u. v! z' w1 o9 w. X G
- unless $game_party.item_can_use?(item.id)6 }" g, ^. A8 p0 E; F/ `6 @
- $game_system.se_play($data_system.buzzer_se)* Z1 {& B U% d0 F( U7 s
- return" s6 _# D3 v4 c6 F& V3 `- I
- end( T& b" q' V/ I; l- `9 O; A+ n
- $game_system.xas_item_id = item.id: ~ D: G! A- \1 @
- end8 j; d( w/ P8 @/ N/ m, z1 Q3 w
- end. }$ N& P* u- r& ]
- $game_system.se_play($data_system.equip_se)9 x% t6 O. {( d% M
- end
4 D. s5 ? {' I -
0 w, i+ q, V) D; v' J' K' ?2 ~/ i - def update
: x' ?* n9 O; g8 ?- y* V6 j, k2 j - @actor = $game_party.actors[0]
! s& p& X' X5 S2 a - @hot_keys = $game_player.hud_equip. w( P8 p; i, p0 f) |/ g
- refresh) ?# _& f0 G3 c8 y% \/ G
- return if !$scene.is_a?(Scene_Map)
* l( k# s) g+ g - if Input.press?(Input::Numkey[1])
. T: T: J7 U7 Y) Z9 C8 F& i& F - equip($game_player.hud_equip[0])
, F M1 Z2 ]7 j& B! Y - elsif Input.press?(Input::Numkey[2])" N/ _% s9 \4 O6 O1 S
- equip($game_player.hud_equip[1])
* R* \- u3 q* @5 M! F# B6 }- p( j5 j - elsif Input.press?(Input::Numkey[3])4 e4 r) T: |2 B2 u/ ?& @4 P$ w4 M) Z
- equip($game_player.hud_equip[2])
( s3 Q/ V0 k1 Q7 h6 p- l9 i - elsif Input.press?(Input::Numkey[4])7 B8 ?3 |/ d K; O7 Y* M3 r) U7 D d
- equip($game_player.hud_equip[3])
1 r- U9 A1 P( W9 N - elsif Input.press?(Input::Numkey[5])
4 C+ @ e5 \/ E; C& V. P+ e - equip($game_player.hud_equip[4]), W& G6 q4 [1 v/ E l' o) z/ r
- end' x" |5 ~' ^6 S, l# n6 F: Y
- end- z% L4 A/ F* Y* v8 }: q. P: b" W7 X
- end
$ m$ n( v7 X' k6 @* P - $ r* \8 C# u( S! S/ U
- #===============================================================================2 f8 v/ j7 r' g5 j- N) W. u. b
- # Scene Map2 X) |% N$ o) K: }
- #===============================================================================
) o, e8 U/ a8 X# ^3 K - class Scene_Map
. M1 D7 k+ ?$ z' g7 }6 ? - alias hot_key_hud_init main9 t5 q( W2 f7 n6 {8 w3 ^
- def main) S/ e1 Y* l Q6 C6 G2 x" C
- @hot_key_hud = Hot_Key_HUD.new
5 B2 q0 b. a2 [. }7 c4 C+ N e - @hot_key_hud.visible = !$game_switches[XAS_HUDDISABLE_HUD_SWITCH]% a) n' L: ?. Z/ d; B$ p# F
- hot_key_hud_init
# M$ R1 |* c* M - @hot_key_hud.dispose2 P- y2 q& w6 Q. R4 X3 H; F
- end
" [0 A' {6 E4 B" y% a# d) e5 b7 a - ' l: p4 x8 P5 |. a, |
- alias hot_key_hud_update update
/ i0 ?1 Y9 o! ^" x7 | - def update
! c! S* a3 _8 V! v - hot_key_hud_update
, }, R" X, U9 ~$ ] - @hot_key_hud.update8 V7 ~* u7 i' ~: @6 f) M
- @hot_key_hud.visible = !$game_switches[XAS_HUDDISABLE_HUD_SWITCH]
& }5 g3 P; T. N7 e% i/ N* x% T - @hot_key_hud.update if !$game_switches[XAS_HUDDISABLE_HUD_SWITCH]/ J6 X- K- S& z/ j$ T
- end t- {# {. U! G; B1 y. y
- end
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