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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,' i' j$ y2 w2 A# B8 f7 L" h+ F$ W: p
不知道有人能帮忙看一下吗? - #===============================================================================$ W; a2 L3 P& {) p# Q6 H
- # XAS - Hot Key HUD# F: x( ^/ e: E8 q* U$ H9 D5 ~5 Q
- #===============================================================================
) [; `( X9 u" A5 ?% s - # By Mr_Wiggles
h N" [3 N; D- P. B$ J - # Version 1.37 r) l* S9 A1 u# `3 s
- # 7/6/104 K! m9 p% X2 u# O, N
- #-------------------------------------------------------------------------------; Q( p/ r7 ?# j% {0 t+ g
- # Instructions:
. }) y0 u% M0 q( H( O - # Fill in the constants bellow, paste this script above main and bellow XAS in0 U# e" w2 l4 s6 y. @
- # your script data base. BE SURE TO SET TO THE RIGHT XAS VERSION!!
$ O* |; x2 A6 o" @, D - #
+ Q, m7 z- _4 K# Y" k. Q7 _6 y - # Place the "Hot_Keys_HUD" picture file into your game directory 3 C2 c/ o) `1 F! A L5 F, A) p( \6 Q
- # Graphics/Pictures folder.& e$ H2 o- s( X5 M: _/ Z
- #-------------------------------------------------------------------------------
, P: I0 e, b. B& d - # Directions of Use:0 k7 x1 q" X% \* x2 w& J p7 [2 l
- # Simple just press a number key (1 - 5) when the quick skill or item menu is
' T' }' [# `: l - # Showing.
! c' _; d6 ~3 S - #===============================================================================
6 r8 Q( @3 T; b4 e6 d( g7 V" N! P M - HUD_X = 0 # X pos of HUD
6 h/ [3 R+ ]4 G9 b1 I; s - HUD_Y = 0 # Y pos of HUD
1 U* w7 I1 a+ D0 F - 5 ?0 a0 w: f1 d
- # Set true if XAS 3.7f+ f+ D2 a( V& [' c) s' w* d
- # set false if XAS 3.6
9 I6 j8 J2 R, K1 j& t - XASVER_37 = true
8 y* [+ L9 o( j* z: L- }4 t) @
( p2 l- o" g# n/ O5 x- #===============================================================================: z$ \4 C0 Y! s9 ^
- # Numkeys Module8 z8 |7 ?% d4 o: F; ~* g
- #===============================================================================
* E3 M. K( X& \9 V8 b - module Input* }& x& k! `+ d
- Numkey = {1 => 1049, 2 => 1050, 3 => 1051, 4 => 1052, 5 => 1053}
4 J5 ^1 L3 P( W; V - class << self
, m. C- h- Q. Z- K) ] - Key = Win32API.new('user32','GetAsyncKeyState',['i'],'i')* V- _5 M6 m ?* K5 I
-
6 q/ \0 \( }0 ~7 i1 x - def testkey(key)
- X2 Q3 ^% I5 I9 Q - Key.call(key) & 0x01 == 11 G4 M. x9 N* F( e
- end8 K& \& h; A* E$ T
-
0 b8 ~9 g3 X$ W% |8 ]! z' u - alias hud_key_update update
) d; q2 S! E! D3 ? F - def update
- E+ t- N7 H( b% r8 f* ~/ J( T" A - hud_key_update
" M+ F) l5 M s2 C8 R; r - @pressed = []4 |0 ~ J7 j$ D! v# d2 R; v' C
- for key in Numkey.values
5 o E1 p! e4 r7 J/ {1 Q. e$ O - key -= 1000
% _& l0 z% {* G, D. s: u. B - @pressed.push(key) if testkey(key)8 j% i# b3 K% Y2 C" t
- end
$ B+ R5 \' J' @7 X, Y. x' }+ {; Q - end @2 ~4 }0 _ \: l X
- ( p' `0 l+ `0 R9 G4 |4 q
- def pressed?(key): h8 l9 Z# ^& _1 U$ {& o* @
- key -= 1000
1 B% K2 S/ R& v* e0 W - @pressed = [] if @pressed.nil?" k M3 W& f8 q. K8 w2 U. _. d
- return true if @pressed.include?(key)
8 G0 q7 ]$ G t" p2 I - return false: E7 I3 C9 d7 C6 Y2 l
- end0 m5 w# u: A# t; B+ Z( I% H2 [8 [
-
+ r& G" n# S0 O" y4 _ p, b - alias hud_key_press? press?3 V. R# q' [. C' A5 e3 i0 |2 P
- def press?(key)" K" k, F1 a( F- B- h
- return pressed?(key) if key.to_f > 1000/ l( W& f3 ]/ }+ s5 h. f" B: I$ r
- hud_key_press?(key)
d+ V8 B/ Z4 L5 Y" A - end
$ k; J' W8 ~& f" O - end
% }2 W& F3 u' I3 s - end
6 ^- j% M% c* z$ J" n( ^ - # E" s% M# ?1 q8 z/ m9 K
- #===============================================================================5 i: h! {% k& @* \$ O) I
- # Game Player
- A b: o8 p, I8 K; Z3 y& x5 P) h - #===============================================================================
( T3 [% b( W/ d q- T - class Game_Player < Game_Character" h: ?9 K, q2 w8 z; {
- attr_accessor :hud_equip
3 ]0 F) p/ g6 \ -
9 N! V) G) M5 T' C% M - alias hot_key_hud_init initialize. L. T8 `$ W2 A4 {7 [9 B0 {5 r
- def initialize; Z" m4 m( X1 o2 a, o& B: O& L- B9 Q
- hot_key_hud_init9 s- A) T1 U) I% R( g% E* s
- @hud_equip = []" Z: N; O: m: |: l" ]% H
- end
9 a9 z, p/ R$ T) b* {8 w1 q0 u2 c - + U4 N* A% j# s% ^( p% T l i/ s
- def equip_item_to_hud(n, item)
4 _0 w2 u1 N7 a1 e9 x: |# E6 O) C - if item.nil?5 \! ^# Y0 u! K
- $game_system.se_play($data_system.buzzer_se)
' ? Y2 r( T% c, ~ - return" ^, P* [ O6 O0 |
- end
# P& w5 Q+ [- a8 L - $game_system.se_play($data_system.decision_se), U* k9 E4 E/ j; N" W
- @hud_equip[@hud_equip.index(item)] = nil if @hud_equip.include?(item)
. F' u& L) x- ^8 L& M - @hud_equip[n] = item. P+ n& Q0 W8 u/ n6 L
- end* \- S6 q. A, Z6 L) E7 L
- end
% F. e# c" _7 j* h5 H - 8 H8 O# o& s. Z. ^4 H" P. p2 i* X; [: I
- #===============================================================================3 x3 L- a) t; w5 T$ x6 O. S% {
- # Quick Skill Window
2 i$ w$ N! T# Q - #===============================================================================. B# k% K; q) U- F6 a7 C( P
- if XASVER_37 == false! _6 X2 e* @9 f+ L5 H4 \
- class Xas_Scene_Skill& I& e$ a9 o: ~3 R: J# e- w" \
- alias hud_quick_menu_main main
" n$ y! n% D J; D+ b! ?- M) L - def main
* x1 |5 @$ C& B* [ - @hot_key_hud = Hot_Key_HUD.new- R0 H. o5 e8 ^3 e: W2 C9 H( X. x3 P
- hud_quick_menu_main
& S2 e3 u# q) \$ _/ Y - @hot_key_hud.dispose
' I; p' t2 F! z" x) P7 j+ X# x* Y - end
n& b+ ]- B0 @( e P9 m6 w -
' A9 `$ ^6 k, W0 f n4 c# d - alias hotkey_hud_qucik_menu_update update
& Y0 Z: W J/ Y, y - def update
) ^# V& K& j& f% [ - hotkey_hud_qucik_menu_update7 e4 b# Y% L( I' F' U( m. }, ]
- # Hot Key num 1
4 W; j6 ^8 a0 S! _4 o/ y( P - if Input.press?(Input::Numkey[1])
2 `% ~! Y0 [% H* r) [' J - $game_player.equip_item_to_hud(0, @skill_window.skill)5 a6 M: _+ u* L4 W* g$ v+ a
- # Hot Key num 2
$ Y% b$ Q; Q9 f0 e2 ]* j$ J - elsif Input.press?(Input::Numkey[2])3 A$ h6 q; E' ~, D6 ?
- $game_player.equip_item_to_hud(1, @skill_window.skill)
5 I; e! u8 k3 o& o5 } - # Hot Key num 3. Z. e( p4 s+ k+ ?& {
- elsif Input.press?(Input::Numkey[3])
6 e. C1 F1 _, l7 _' R5 w2 T) I - $game_player.equip_item_to_hud(2, @skill_window.skill)
6 p. U! B5 G. {; u# _& W - # Hot Key num 4; P! d) w! m2 Y, r/ y
- elsif Input.press?(Input::Numkey[4])" N/ Z* D/ U6 H
- $game_player.equip_item_to_hud(3, @skill_window.skill)- S# o) Y$ ?) G: k; {" D
- # Hot Key num 5& K, ?( }4 Z/ j0 V" D0 d
- elsif Input.press?(Input::Numkey[5])
& x; m( W* H/ C. i - $game_player.equip_item_to_hud(4, @skill_window.skill)
/ J7 t% }6 L5 A2 f& r - end4 \2 O' X, d" h5 R0 |) s
- @hot_key_hud.update
* z( b5 o4 w9 g! d3 t* Q" X* u - end
- I2 V+ W1 |* `" c - end4 a) r1 J" Q" u
- else
0 l0 d' N3 s |& _9 S Q9 x" M" F - class Quick_Menu_Skill
/ M8 P8 h c. r% s# _6 }/ @ - alias hud_quick_menu_main main+ l) D& O* o8 B2 E
- def main! ]' a, O, A8 @3 C9 T u7 ^
- @hot_key_hud = Hot_Key_HUD.new) _ o* M6 s0 _4 `; B# x
- hud_quick_menu_main7 l4 p( O. P( [
- @hot_key_hud.dispose) x$ Q; `3 O( j& `& I6 w9 c$ z
- end8 F; u! U5 F- x* l' b& q
-
0 p* Q' z6 m! s# V9 \1 H$ o8 } - alias hotkey_hud_qucik_menu_update update8 z( J7 L5 m9 o& j; N
- def update1 @# K% o8 W6 K
- hotkey_hud_qucik_menu_update
* ~+ A8 Y; X% n: X% E8 z) b* v - # Hot Key num 12 y. c7 e" }" O; B$ y/ N- \0 |
- if Input.press?(Input::Numkey[1])
$ I; h1 w& T/ ^ - $game_player.equip_item_to_hud(0, @skill_window.skill)
1 P& O3 u# i$ d; Y - # Hot Key num 2
6 P" d7 |7 u8 q% h4 b8 ^* D - elsif Input.press?(Input::Numkey[2])+ k# M. w/ \* }% W6 o8 i) P U! `
- $game_player.equip_item_to_hud(1, @skill_window.skill)
2 U9 v1 l& Y; e0 [# t% H& B, c - # Hot Key num 3
, |% J) }7 |. c) ^ - elsif Input.press?(Input::Numkey[3])' {( l! D* f. i. c. J
- $game_player.equip_item_to_hud(2, @skill_window.skill)
8 E$ V: ~; c, x, H. j; r- |" ] - # Hot Key num 4$ V2 @. X/ E5 Y! H
- elsif Input.press?(Input::Numkey[4])
]- Z9 u3 l' e" ~5 { - $game_player.equip_item_to_hud(3, @skill_window.skill)( `6 w- R2 }5 _+ i( K
- # Hot Key num 5
: h5 Z! I- s$ J$ s. F - elsif Input.press?(Input::Numkey[5]) a+ v4 [/ l6 o) o
- $game_player.equip_item_to_hud(4, @skill_window.skill)- q% d" {8 \( y1 @
- end J1 w7 r5 F9 G0 ^
- @hot_key_hud.update/ f$ L9 A3 T- T
- end6 O% B" q% f$ F9 w! h4 Y/ h3 w
- end- K6 K7 S- k) V9 s8 J1 r7 h7 t% @
- end
- L# c& \' G6 k. _7 w - ; g J, Q' y A- K$ T
- #===============================================================================, X* q% i3 p7 ~3 {9 g$ f# m
- # Quick Item Window$ q7 H! u8 J. n- q: E8 l
- #===============================================================================
; T0 w3 e" Q% |+ i6 W" Z4 E& ^ - if XASVER_37 == false
/ ?5 s- y/ u) ]; |2 ]! x2 B - class Xas_Scene_Item) R4 s& [$ {. z: D8 }2 S( z7 M
- alias hud_quick_menu_main main
7 ^- g& s! Y+ A - def main
) w( _1 }6 w* C" B1 p) z - @hot_key_hud = Hot_Key_HUD.new' {( k) V4 C3 a* o6 Q
- hud_quick_menu_main
2 ?: @& O3 a9 S8 R0 o - @hot_key_hud.dispose- F2 U1 z1 R8 c$ e
- end0 Z1 w' s# Q0 d5 W: E& \
- ' i% @6 i4 C8 B, ]) B Y; I
- alias hud_key_update update
2 R. ]+ Y+ K1 b - def update
; [7 U* M* l3 Q4 i - hud_key_update9 s: ]4 E. J- w$ b
- # Hot Key num 1/ x, @! E, h `: t8 x
- if Input.press?(Input::Numkey[1])' f0 ?" p/ j0 o- Q) r Q
- $game_player.equip_item_to_hud(0, @item_window.item)
, h/ I0 c8 b! H/ W - # Hot Key num 2
- O% f" _( C9 k - elsif Input.press?(Input::Numkey[2])& J, [: t8 O/ d. \8 G: g
- $game_player.equip_item_to_hud(1, @item_window.item)
2 j( ^8 Q& B! d5 w+ D - # Hot Key num 3' k$ G0 B7 p: O5 u: _5 Q) G
- elsif Input.press?(Input::Numkey[3])1 \2 Z( p1 @3 c+ c$ w, S+ h
- $game_player.equip_item_to_hud(2, @item_window.item), x- Y6 A+ ]5 i( @: |) D
- # Hot Key num 4
, o$ h' l/ v5 G& l' ] Q - elsif Input.press?(Input::Numkey[4])
* V, X$ Z: @$ `7 X/ p4 S& l) B - $game_player.equip_item_to_hud(3, @item_window.item)7 @$ U, }; S) O$ z" Y; C
- # Hot Key num 55 c. I$ B4 ~/ y: ]
- elsif Input.press?(Input::Numkey[5]); d9 o ~$ a8 R
- $game_player.equip_item_to_hud(4, @item_window.item)
1 q7 K# o' @5 T, R2 j - end
) N( o1 R4 c! H, q; Z: X - @hot_key_hud.update
$ i- Q' l' U; @. w7 { - end
3 P. U ?3 ]. ^ - end/ r/ ?* b& ^9 G: X: d* N6 |
- else3 y: e" ?! k( [7 @: p
- class Quick_Menu_Item
, V1 A9 s+ c" y- d7 f4 P: E! P5 w - alias hud_quick_menu_main main
9 F- d. d) c3 ^ - def main. U; ]7 t5 ^; `% B( j A" ]: }
- @hot_key_hud = Hot_Key_HUD.new C% P% |, g% R F1 d3 p3 M) b' _! A
- hud_quick_menu_main- l: P# O1 _, u# ]4 H
- @hot_key_hud.dispose
0 y9 d2 R; V. C# w, z4 n3 t5 \7 E" T - end
5 `7 o( T7 E7 N; K- M7 o- a; x -
* F% i! m+ ]( Z/ o V$ t - alias hud_key_update update
U6 T+ i" D. U1 p/ U( m - def update
* q6 L. `$ F) ? - hud_key_update$ L6 S" g. [% z/ d3 K# C* X
- # Hot Key num 1
# W' \: Q8 n: E4 S - if Input.press?(Input::Numkey[1])
9 ?4 n! X2 j7 P+ B) ~" x0 m - $game_player.equip_item_to_hud(0, @item_window.item)
# r& `# j! Z" c* \6 U+ l4 ] - # Hot Key num 2
$ O2 _# m; Y! e! R - elsif Input.press?(Input::Numkey[2])9 F- B9 K" u8 H! R: ?/ T
- $game_player.equip_item_to_hud(1, @item_window.item)
4 z2 C& ^( o% r4 H, e - # Hot Key num 3
3 x) v2 b+ y' H0 I7 v9 N4 ~, d - elsif Input.press?(Input::Numkey[3]) J. B6 I' B. _6 i( Z& j" M3 E! |
- $game_player.equip_item_to_hud(2, @item_window.item)
4 u0 l; q! y2 r$ d5 n' {( j - # Hot Key num 4; _; g+ l0 V( {1 I
- elsif Input.press?(Input::Numkey[4])( S$ D- e8 N5 u! C
- $game_player.equip_item_to_hud(3, @item_window.item)
! w9 Z4 F5 w! ]' ^ - # Hot Key num 56 u; b9 o" [8 l+ L
- elsif Input.press?(Input::Numkey[5])6 h0 `4 f3 `6 m3 I) A
- $game_player.equip_item_to_hud(4, @item_window.item)5 ~$ i S9 }% u4 k8 i2 V( S2 q
- end+ N* L6 C/ W% J
- @hot_key_hud.update% }' O7 k! m U1 h) S% l% Z
- end) k/ G( \( I, W
- end
( w9 x/ r2 P2 B! I& n1 b8 H, x3 I2 { - end# u: L! h8 K; E' H7 F, A2 v
- 8 [& U: @; p% j0 G. ]( m! B' o
- #===============================================================================" b- ? Q/ U* H; M0 z* ~7 R/ v
- # HUD Window6 Q% p7 R, C* c5 ]3 M
- #===============================================================================
! g% k& A! X. z: |, C/ j8 K - class Hot_Key_HUD < Window_Base
' u" j: z! a+ f: c- Y( T% z7 d' m - def initialize(x = HUD_X - 10, y = HUD_Y - 15)) q1 ?1 C! J$ K* t7 F6 J( ^
- super(x, y, 220, 80)
& O* t9 I9 u( V" v% Q9 M - self.contents = Bitmap.new(width - 32, height - 32)
`$ X% g/ {5 [; ?4 b _" v* F, C - self.opacity = 0
- F& B/ G( L. f( V, o, q+ d1 Q+ w - @actor = $game_party.actors[0]
/ R8 }5 L2 M( m8 W9 b" K6 a e - refresh) K! `- Q/ \) h( i8 P9 V
- end
- D) n) {: f+ O7 w$ O( o4 d - - U4 E6 \8 H6 v( }7 b g, D2 b3 p
- def refresh
! q6 g3 l$ S# `3 W/ P - self.contents.clear
# ?# }9 Z8 ~) O7 ` - bitmap = RPG::Cache.picture("Hot_Keys_HUD")
( d+ `' H i, Y3 Q$ ] - self.contents.blt(0, 0, bitmap, Rect.new(0, 0, 160, 32))
/ p& o* O4 ]6 K2 W - for i in 0..4
- @5 C8 |/ ~7 |$ D - x = 32 * i + 4
. C# ]6 v5 C+ [) B N: z - item = $game_player.hud_equip[i]& a r/ b5 R6 s1 r- b4 V2 O# e
- next if item.nil?& w+ z# ?" @! d
- if item.is_a?(RPG::Weapon)0 Z/ W0 ]$ R6 ]+ R
- item = nil if $game_party.weapon_number(item.id) == 0 and) c- b, W2 d3 y! b/ @# o( D- P
- @actor.weapon_id != item.id
5 @* D. _( Y& t0 ^ - elsif item.is_a?(RPG::Armor)2 L3 `/ e+ q" o* Z0 K7 ?: f; R% R
- item = nil if $game_party.armor_number(item.id) == 0 and # {4 S2 k5 X1 [( p$ M
- @actor.armor1_id != item.id- B: }* @1 E, L$ |% Y
- elsif item.is_a?(RPG::Item)
$ s& ^8 J; k/ a2 _6 B4 g# u `, E% K @ - item = nil if $game_party.item_number(item.id) == 0 or
- s2 X) a3 ^ c& ~) g( ~ - !$game_party.item_can_use?(item.id)
4 m* I% n5 B2 `$ i: [' D - end: ^1 P' V' H1 x5 ^& Q2 Z
- bitmap = RPG::Cache.icon(item.icon_name)
9 w. Y8 Z: P z - self.contents.blt(x, 4, bitmap, Rect.new(0, 0, 24, 24))$ y+ g% ?4 i# f6 `9 d
- end
# m7 O% k* O @! S - end
5 r% J) u% R2 v0 W! s; J - - P+ W* Z- \3 t' g
- def equip(item)
4 b1 m1 t+ R! l( g0 V - if item.nil?
2 `. t5 y8 i/ {9 g% T @$ X3 Z - $game_system.se_play($data_system.buzzer_se)
% A! K% L6 o3 o' k# ^ - return
0 h9 J- ^2 R) O s0 H' E - end
7 p$ \- i3 B0 ?6 b - if item.is_a?(RPG::Skill)
* G% T$ W6 [3 ^1 y - if [email protected]_can_use?(item.id), _8 J+ S6 p& P0 z
- $game_system.se_play($data_system.buzzer_se)' w6 }9 F! J7 R8 \4 e' a
- return
/ Y: \+ t) L+ k: F9 L% M, r$ k - end! Y* A0 a8 g& I" ?. ]; ]- D$ @
- $game_system.xas_skill_id = item.id
$ |/ t/ g, Q$ y( }4 D/ R+ W - elsif item.is_a?(RPG::Weapon)
( G# j; \- ]0 X( w* X+ a - @actor.equip(0, item.id)
: ~! |- d+ |: X9 {2 k) M" E7 O - elsif item.is_a?(RPG::Armor); o. @" W6 v* Z3 ^& i, j) G
- @actor.equip(1, item.id)
. q& P3 ?( E# c& Q9 u - elsif item.is_a?(RPG::Item)
+ b6 F* v& M) x* |1 X) n+ i8 a1 Z; J - item_tool_id = XAS::XASITEM_ID[item.id]
+ ^1 |+ c3 Q2 w" Y2 k9 [ n. M( T - if item_tool_id != nil
* m7 v1 x, w [/ |5 I3 l - unless $game_party.item_can_use?(item.id)% _" Z0 m) j }3 o3 g1 x
- $game_system.se_play($data_system.buzzer_se)' X0 N& c1 T, v: b6 Q
- return* n/ w# t$ a. \7 }9 R, j6 y9 T
- end1 T9 y: Y* r3 d0 b+ x( {
- $game_system.xas_item_id = item.id
2 r3 y6 P# y, j! ~2 f9 g; S; x - end
* M0 W9 A) `7 B2 j - end' x6 f3 S$ Z. l4 L
- $game_system.se_play($data_system.equip_se)
; B% o! U% { J2 M# m - end
* x/ X2 N5 U( h0 C5 ~2 G - 9 Q1 w: g, C' ]. G/ _, J
- def update# J6 ~" f) U4 G
- @actor = $game_party.actors[0]/ Y3 |) X5 n5 y$ W
- @hot_keys = $game_player.hud_equip
2 D& Z# T8 h4 F# w9 Z - refresh+ N2 y6 ?9 j2 T: \& T( T
- return if !$scene.is_a?(Scene_Map): F% [" h& X) M0 U7 e, R3 V
- if Input.press?(Input::Numkey[1])
0 `5 [% `8 A5 v$ R( W - equip($game_player.hud_equip[0])
; h4 U- H% t2 Q - elsif Input.press?(Input::Numkey[2])
1 t, j$ F4 l8 x+ c4 j# v* G) F - equip($game_player.hud_equip[1])
( g5 a' F$ ]4 e - elsif Input.press?(Input::Numkey[3])+ x* p* P+ w; C! o* i
- equip($game_player.hud_equip[2])
4 @# }0 J3 {' W8 n5 g - elsif Input.press?(Input::Numkey[4])
- Y- n' o6 K+ T5 z - equip($game_player.hud_equip[3])
6 e1 `2 p0 f. g- r1 x - elsif Input.press?(Input::Numkey[5]): I( K2 D8 h, |5 j& m$ S3 m; O3 V
- equip($game_player.hud_equip[4])
, ~# `' W$ ^% G& I/ p( n8 G6 |: U6 D - end+ f6 O4 K, W. I. B( S' |, ?
- end7 Y5 z/ E1 ~4 O9 Y0 r: X: j
- end! T' j5 }; x1 I0 h
. q5 p' H# n8 r& D# L8 |# ]) _+ M- #===============================================================================/ h/ V7 L3 X0 E, s
- # Scene Map" d" {( l. o6 r, s
- #===============================================================================
; _ p0 e- f" O) `' W- j- w - class Scene_Map6 F- Y/ L7 H2 j! g2 h3 H
- alias hot_key_hud_init main* i0 Z9 z/ w( }' O, D( p$ @, I! k
- def main
: U# j a4 M r$ E0 `: R F* D - @hot_key_hud = Hot_Key_HUD.new- F# @9 k6 Q ~( a
- @hot_key_hud.visible = !$game_switches[XAS_HUDDISABLE_HUD_SWITCH]
: s: c' J0 X% i/ M - hot_key_hud_init
% Y9 u# Y' u3 d& ?& b1 j) I - @hot_key_hud.dispose
. J7 m; d4 t6 }/ h; l) h2 | - end3 N# L/ Q ]7 L$ h) Q1 {* G
-
7 d* Y$ m( T- j# C* v9 _ - alias hot_key_hud_update update5 X1 Y4 l1 R/ C/ [$ R, V$ Y- q
- def update1 ?+ |% b+ B' i# x# ^; Z
- hot_key_hud_update
* i8 A1 t) E6 A+ s1 h$ p& P+ u - @hot_key_hud.update4 b" p3 f# S8 ~- h; Z, u
- @hot_key_hud.visible = !$game_switches[XAS_HUDDISABLE_HUD_SWITCH]
5 z( A1 ]/ m7 G" a4 C K, w - @hot_key_hud.update if !$game_switches[XAS_HUDDISABLE_HUD_SWITCH]6 |/ ~3 C) N$ j
- end
, r% u" c' S* b - end
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