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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,
9 U" l/ l& B$ n4 {' U不知道有人能帮忙看一下吗? - #===============================================================================
8 u6 T' x- E: p: U - # XAS - Hot Key HUD8 }3 E' Q" n, P0 q3 J7 g( J+ q5 j
- #===============================================================================
& A4 [. i$ N) z/ u% V8 X1 {8 H - # By Mr_Wiggles2 I" l& w, ?) a0 ~: S/ P; {% T, ]& d; x
- # Version 1.3
" F4 K! s1 ?& P8 ?1 c. q - # 7/6/10- r' P/ g! f$ J3 X
- #-------------------------------------------------------------------------------, ^4 N) J r! |3 Q5 @" x
- # Instructions:
8 S$ Y9 t V0 M) Z# i5 D2 G( z - # Fill in the constants bellow, paste this script above main and bellow XAS in
! C1 U! M% }1 _) N" ? - # your script data base. BE SURE TO SET TO THE RIGHT XAS VERSION!!
0 ?( X2 X$ V3 y K- n - #
1 s6 z; _, B }8 u/ Z - # Place the "Hot_Keys_HUD" picture file into your game directory
$ ^- O9 x7 K& `. O6 a- U; g; D6 p$ z - # Graphics/Pictures folder.6 u' T$ G$ h' {
- #-------------------------------------------------------------------------------2 I# A8 ~0 u2 A% Q
- # Directions of Use:
8 H. {" d# y: H y( P& [ - # Simple just press a number key (1 - 5) when the quick skill or item menu is+ f4 K0 l% a0 Y. q3 i$ Z; y1 |* x& x
- # Showing.2 A, e8 c7 F' S V: V5 D
- #===============================================================================/ U$ ^4 W+ W9 o# d- [
- HUD_X = 0 # X pos of HUD. w B: J/ q0 e8 m; G! ~ t
- HUD_Y = 0 # Y pos of HUD4 o' R4 H* D" p
- # N# i% I& o4 {5 k
- # Set true if XAS 3.7f6 t) G) k" I9 H* w" C7 d8 s
- # set false if XAS 3.6
4 n2 p" P" [3 e4 K - XASVER_37 = true; i* }+ s# R4 D) ?" y3 C
7 Q* M) t3 y1 W8 M0 y2 h; |1 f- #===============================================================================
& X1 z# \6 R; X& {9 f* E! p - # Numkeys Module4 A$ |3 a) Y! T: m
- #===============================================================================
. }) i, I* S6 m, J/ l [ - module Input
* ^% l4 p! m% J2 \ - Numkey = {1 => 1049, 2 => 1050, 3 => 1051, 4 => 1052, 5 => 1053}
: F1 @7 {' |4 \$ U) {& a - class << self
$ R" n6 H; O* a4 G - Key = Win32API.new('user32','GetAsyncKeyState',['i'],'i')
- `, F! Z/ e6 X0 O9 n -
3 @) u% `$ Y) {: {3 D - def testkey(key). k- } Y9 a& a! A
- Key.call(key) & 0x01 == 1
/ v$ c) x; c4 `6 S! q - end9 I" x9 }9 K7 i4 ^3 z
- 9 U9 `% q; y6 E
- alias hud_key_update update
# k7 [1 D# C* k$ W; \- @ - def update
% I0 v# g& K& ]: m* }% K0 V - hud_key_update1 f" }8 k; j9 ?1 p* f
- @pressed = []% S [ `2 B, Z( z) w! a/ T
- for key in Numkey.values3 b8 |% o9 Y6 @8 [+ {( U' _: F* L
- key -= 1000
! }+ l9 ?% z6 r, m- c - @pressed.push(key) if testkey(key)
* x" j9 M, Y+ Y( P5 ]; U! ^, r' o - end
$ k( _' k0 N6 H: q - end
0 _% C* e; Z( ?5 ]( F. {$ n5 R -
( b/ b, _, V6 a* q1 a+ g - def pressed?(key)2 n4 J' y- q; @ i( e9 |
- key -= 10008 \ k2 B$ ]. b) n- g+ V
- @pressed = [] if @pressed.nil?, z( @3 R" X0 R7 F6 }
- return true if @pressed.include?(key)
; Q# O, _+ z6 _/ |5 d/ H, c - return false, @4 V7 T/ J4 d* m" Y8 J/ f
- end* ~/ W& }4 s7 c+ r- M8 i# W
-
( S# h7 n3 I% ~# v) ^: X* Y7 L- b - alias hud_key_press? press?
3 E2 j$ i0 E$ N( b# Q8 p - def press?(key)
/ M/ v* [5 Z5 t: c+ M - return pressed?(key) if key.to_f > 1000
% k: e3 D7 o+ K9 @. h+ |8 ? - hud_key_press?(key)
1 Y' s- T2 T; Z( ^* G - end5 @/ K+ x3 b' ?# b) {
- end; N2 `5 ?8 R/ ~, {8 s& d6 M5 D: `
- end
0 g' k4 Y( W9 }: l$ R - 4 a. Y% E. r9 E. u* i- Z$ e# z
- #===============================================================================
6 T$ V, R8 U4 @8 f% t5 i% i - # Game Player/ Y0 v7 |% ^7 ^4 Y+ `. N
- #===============================================================================, C" P7 V2 V: S' \
- class Game_Player < Game_Character
* U# Q: A) V3 }4 k - attr_accessor :hud_equip' q+ M; X& L# W6 |0 j9 w9 r
- . f3 L7 _, M0 v; s
- alias hot_key_hud_init initialize, ?6 o1 Z$ u2 j, X0 X0 x P) i
- def initialize6 _7 J; }. m4 N0 ~! h
- hot_key_hud_init
; \( b" F+ H; X! m& r2 r - @hud_equip = []
! c5 {6 B0 A. y! Z* S - end
; z5 R- o) R8 H: x: E+ o' C: v4 v) Q -
4 R9 A* O+ j9 F+ T( n( V - def equip_item_to_hud(n, item)9 p4 w. G9 M2 D; j4 v4 E
- if item.nil?
1 l X R- ?% a( O4 l - $game_system.se_play($data_system.buzzer_se)
. a, r, f" d2 H8 p1 ? - return
# j( d4 f& s0 K5 |# I: ` - end3 s' ?# @$ j A
- $game_system.se_play($data_system.decision_se)
) k& n& u. G& g8 E6 ?: G - @hud_equip[@hud_equip.index(item)] = nil if @hud_equip.include?(item)
+ Z9 X, g3 b) a; d% Y - @hud_equip[n] = item
% n0 l8 d5 q* o - end
6 P% k( t' w/ ^; U: g$ h- I+ N - end
$ B ?7 ^! ?' L1 u4 g Y
$ [) g5 h/ G/ S5 W/ [7 H, \% u- #===============================================================================# g$ S2 Q5 ?6 F+ K& N9 E
- # Quick Skill Window
% Y) n# ]4 @( r* I - #===============================================================================
( O# k i% J: h, z y - if XASVER_37 == false, t( i# e, K. Q
- class Xas_Scene_Skill7 p v4 k1 q3 J9 ~! m
- alias hud_quick_menu_main main
# f: Q* _" q; {: [5 p: N+ n - def main
& f* l; K1 Z: h: k2 Q - @hot_key_hud = Hot_Key_HUD.new
; }9 \& j& K# D/ A1 |. e/ a) t - hud_quick_menu_main
. x" k6 e7 v& p - @hot_key_hud.dispose) Z% b6 [3 K9 A: k$ G$ y
- end+ a. {5 \4 g. g7 m% @/ F# R
- ' `* W. y! k) k% S7 f$ R
- alias hotkey_hud_qucik_menu_update update% U: Z" n; b0 ?( h/ O+ l% A3 H6 n0 l- r
- def update
( q0 f' A8 s5 k' m - hotkey_hud_qucik_menu_update5 e% e. T( ]: K% a
- # Hot Key num 1. b" C! @1 Q! y! J/ M' ~# D
- if Input.press?(Input::Numkey[1])
, F8 T4 M, t" K - $game_player.equip_item_to_hud(0, @skill_window.skill)
# Z: k+ v8 ^$ C( y - # Hot Key num 2. t p0 b/ L1 ?, |- p
- elsif Input.press?(Input::Numkey[2])
6 X# _) q4 w4 f8 l2 w) j, v - $game_player.equip_item_to_hud(1, @skill_window.skill)
8 }) u- b' n; ~" P - # Hot Key num 3) [+ E; M8 W: Y, a5 X# V4 C
- elsif Input.press?(Input::Numkey[3])
2 Y3 z: g. Q5 m: I - $game_player.equip_item_to_hud(2, @skill_window.skill)6 G |' r+ x5 _% F. v8 E* S, i/ v
- # Hot Key num 4% P" C# i. h( b( W) N& j
- elsif Input.press?(Input::Numkey[4])0 c5 q( b! |' X$ k3 e# W
- $game_player.equip_item_to_hud(3, @skill_window.skill)
0 F* N8 ^# G% O7 Z* i: W7 V - # Hot Key num 5; E" V$ R7 v2 r: Z/ j* d
- elsif Input.press?(Input::Numkey[5])
( e2 q) e2 @9 j3 x - $game_player.equip_item_to_hud(4, @skill_window.skill)
6 h# l8 H, a# a$ b$ R - end7 ]& B, i, E' s& C+ U1 u/ g+ M
- @hot_key_hud.update
- H: J0 [: Y; M - end) O! S6 o+ y% o% B' b9 l: a7 C
- end$ `" C" p+ u, f: j8 |3 f) E' f
- else
$ }: h2 S$ p, @5 K$ x - class Quick_Menu_Skill+ H; Q$ J' s( B- k' ^
- alias hud_quick_menu_main main
, H! V _9 E3 m" J! E% e1 i - def main* J7 j0 c0 i. f8 e! q5 I# {& I: d
- @hot_key_hud = Hot_Key_HUD.new7 ]1 A/ c3 ~# n+ H: d
- hud_quick_menu_main7 z0 `! c0 {# `: Y
- @hot_key_hud.dispose+ f, J2 g) N' q& Z e" S, D0 J
- end) @" L7 {% N6 N. r
-
# ^, b# g$ b' }5 R' f - alias hotkey_hud_qucik_menu_update update
) J7 ]/ @6 ]. k' A# [ - def update
* y6 T$ U! X1 ^ - hotkey_hud_qucik_menu_update
- s& ^1 J7 z" }" { - # Hot Key num 18 E% n! U* u$ U7 @+ w
- if Input.press?(Input::Numkey[1])
$ M0 i0 q) O! l' m; \ - $game_player.equip_item_to_hud(0, @skill_window.skill)
$ L L4 m7 C& G- ?& |' q1 R - # Hot Key num 2
) n) g$ z. p& b- C - elsif Input.press?(Input::Numkey[2])
; F3 L2 `: D! N/ B2 ~ - $game_player.equip_item_to_hud(1, @skill_window.skill); @: d/ H( t2 V4 X2 f
- # Hot Key num 3
% G* o; q* G1 f6 ~ - elsif Input.press?(Input::Numkey[3])7 |: i& j0 ^/ _0 [( F- x# W
- $game_player.equip_item_to_hud(2, @skill_window.skill)% A5 g; Q5 H4 }$ q% i3 h9 _
- # Hot Key num 4$ m, R& S l9 U" ^
- elsif Input.press?(Input::Numkey[4])
K2 S( b9 g" A' V, }, P2 s - $game_player.equip_item_to_hud(3, @skill_window.skill)( ?2 k: f: ]7 @" h' V
- # Hot Key num 5
( z% J0 Y }- `7 H" X( N - elsif Input.press?(Input::Numkey[5])
* }# h, C: f: U+ K8 D1 j8 b* B9 } - $game_player.equip_item_to_hud(4, @skill_window.skill)
8 g/ \/ [( v2 u+ j+ x1 X - end& ?# q$ q6 z! M
- @hot_key_hud.update) \& z: D) { l4 i) j& v6 T( M
- end7 p" J+ W0 k- x4 D7 v; V
- end
. M7 Q3 u5 c( f$ }( q. [ - end
2 O( N, f( X; ^1 y# x p
5 j! _/ r7 ]# J0 _+ b. P2 _- #===============================================================================( b z" O% o; o/ I
- # Quick Item Window
]& t% e; p' z - #===============================================================================+ \; L+ U) M# ` j8 I
- if XASVER_37 == false
4 X' C3 U. Y) y( V, X6 S - class Xas_Scene_Item. Y3 R( l' i% I* a8 @" v( ?
- alias hud_quick_menu_main main
" } w7 O0 M- H! |. h" W - def main/ T% L5 S$ [3 H k1 l
- @hot_key_hud = Hot_Key_HUD.new
# r! v* m; }; A) o6 V) f/ Z - hud_quick_menu_main
$ ^- D' K6 b9 r4 v! f1 R* g - @hot_key_hud.dispose8 r, E" T9 x/ |
- end @7 r/ s; y6 S% ]- k" i- O
- ! |: G# o% ~; q3 {: X4 q! {
- alias hud_key_update update4 U1 J% L7 Y0 S5 ~4 T) }2 X6 G
- def update
1 w& ]! r! _+ w: i - hud_key_update% {" J$ Z' S. H9 C& _* `
- # Hot Key num 10 L% Y6 M9 U+ ]3 W/ c( m4 \
- if Input.press?(Input::Numkey[1])$ f" M; i0 D r
- $game_player.equip_item_to_hud(0, @item_window.item)
8 N8 D' x1 j6 w, E$ z# _- e+ j; z - # Hot Key num 2- G: z# Y5 ^. `% y H- m
- elsif Input.press?(Input::Numkey[2])
: m) p% X& d, d! W% k, Y - $game_player.equip_item_to_hud(1, @item_window.item)& M& r' h/ \* | Z6 {0 w
- # Hot Key num 37 g" z2 a+ A2 g" g8 ]
- elsif Input.press?(Input::Numkey[3])5 l4 O b0 x1 ^
- $game_player.equip_item_to_hud(2, @item_window.item)
7 c# R& L D; ?7 H, U7 s- ?; l - # Hot Key num 4
' \* x5 o$ s% ]& j& s+ R/ x - elsif Input.press?(Input::Numkey[4])
{# S- L3 ?. i) J4 V6 Y7 f - $game_player.equip_item_to_hud(3, @item_window.item)) e" ?* {; a! u+ d
- # Hot Key num 5/ p& ?9 s$ U2 ~: U
- elsif Input.press?(Input::Numkey[5])
1 y* N+ S0 s& I; l - $game_player.equip_item_to_hud(4, @item_window.item)- g; g0 ?' _: {% ?2 t' E: }
- end
1 J$ s! }6 {. \- Y! m - @hot_key_hud.update
7 n1 J9 e: v9 ~) j - end' q. Q- X7 Q3 Q; z
- end
" w$ ]) r& ~; o" | - else! e& @9 U+ I* `% ]" E) i, X e
- class Quick_Menu_Item$ \6 S8 J: |: |% d+ y# s- P/ v8 m
- alias hud_quick_menu_main main) Y5 D* ]4 Z7 u( R8 H
- def main, U; O! u! m) {/ u1 n6 `
- @hot_key_hud = Hot_Key_HUD.new
& t. `$ \/ C; Q0 _) p X - hud_quick_menu_main! h1 Q6 o9 M z+ V C
- @hot_key_hud.dispose3 G- U2 S; N9 [' v6 F. |
- end
& x# a+ b9 R. n6 t: q* B. ~6 j -
+ Y/ S1 D. X H6 i/ ] - alias hud_key_update update! g; r: H& ?9 k9 w
- def update
5 m3 E1 v; s: Z6 P/ ?) c5 `, B1 B - hud_key_update
# X, B1 z# J1 t2 i - # Hot Key num 1
2 B3 v( T5 a B C3 ~$ k* q+ \ - if Input.press?(Input::Numkey[1])% _) R: [% l- d5 L
- $game_player.equip_item_to_hud(0, @item_window.item)
. O1 Z; n* ]' b - # Hot Key num 2
, R8 |7 L$ B& q" P+ e0 l3 B; w& | - elsif Input.press?(Input::Numkey[2])6 b) C: q- Z$ W3 d9 F y& t
- $game_player.equip_item_to_hud(1, @item_window.item), P$ f9 y0 \ `' H1 ^$ x
- # Hot Key num 3
0 T! H+ l9 U; L% W, y) c& d5 V - elsif Input.press?(Input::Numkey[3])% L( y7 c! E/ a, ^
- $game_player.equip_item_to_hud(2, @item_window.item)' g/ V! ?$ d5 @" V* b. N
- # Hot Key num 4
. K: W& O* l" \# D - elsif Input.press?(Input::Numkey[4])+ i& `2 ]% w8 @4 H: J8 x
- $game_player.equip_item_to_hud(3, @item_window.item)
3 U( L7 F& Q! A! v+ f5 \$ G - # Hot Key num 5
' I9 x1 Z1 H. u - elsif Input.press?(Input::Numkey[5])" S+ A; n9 U, p7 w! L4 z, a" D
- $game_player.equip_item_to_hud(4, @item_window.item)/ X+ h3 `* ], {5 @+ B1 Y
- end" M1 X4 m2 K. X6 ?8 ~: m
- @hot_key_hud.update5 i% i( g" Y7 F& D" M& K1 S
- end
0 I( b4 v9 f$ `% ] - end
# U* _; G% q7 D0 ^, x4 _5 P - end
) D& k& N7 x% b9 c } - * }* q! @5 x$ G/ Z% u% ?( Q
- #===============================================================================6 V/ P# m/ Z; ?! q E6 p# x
- # HUD Window
% x5 B" p( e6 H: s: M1 C2 a - #===============================================================================
5 r; L, e+ S% x - class Hot_Key_HUD < Window_Base) G' i, f' a6 S* H; ~8 s
- def initialize(x = HUD_X - 10, y = HUD_Y - 15)' y- Q9 r$ j# Q
- super(x, y, 220, 80)
5 @, f/ i: M7 ^9 H) b" W- l* y& m/ W - self.contents = Bitmap.new(width - 32, height - 32)
9 o1 C M+ @5 v0 y - self.opacity = 0
7 B- U. {3 b0 p* c9 `9 j& l - @actor = $game_party.actors[0]8 t( u5 N: u) r1 x# N X' i+ d
- refresh5 ^9 t5 a6 G6 t
- end
+ Z' K# h) ~# c' s9 N& I9 x% a - 9 D) _1 K7 i8 S; U3 ?0 N8 G3 d
- def refresh' B6 D- l4 j8 ]9 A
- self.contents.clear
1 \+ q$ j; `. @4 X. \6 Q, S/ p - bitmap = RPG::Cache.picture("Hot_Keys_HUD")
8 Q2 P. N* j& |5 i/ T$ D - self.contents.blt(0, 0, bitmap, Rect.new(0, 0, 160, 32))
# B0 z. n% i2 C6 T - for i in 0..4
9 v. y/ w x3 Q3 d# |: i+ N* O6 @ - x = 32 * i + 47 M( m5 p. c/ {4 i- U! _0 d( j- s8 g
- item = $game_player.hud_equip[i]1 y2 d: U. }6 g' d" [
- next if item.nil?
" Y! `: F5 o; t" U0 s. W - if item.is_a?(RPG::Weapon)
5 v+ g6 M, y s! g$ ]* S - item = nil if $game_party.weapon_number(item.id) == 0 and
* M8 y4 }3 o0 l( _( U6 Q* L - @actor.weapon_id != item.id0 f+ p2 m% p2 r& c4 w% m/ Q7 ~
- elsif item.is_a?(RPG::Armor)
, n g6 S$ J! M" G- _3 I Z - item = nil if $game_party.armor_number(item.id) == 0 and
3 Y2 D/ {* ?* i: |+ f' ^ - @actor.armor1_id != item.id
: F, W! W4 W# I# t, H - elsif item.is_a?(RPG::Item)2 K8 k0 ?+ u g- q
- item = nil if $game_party.item_number(item.id) == 0 or: ~; N9 B/ B$ ^& u- c- q
- !$game_party.item_can_use?(item.id)
# R! F" @9 |" A; H9 J5 B) n5 i - end* X, s5 f- T" w0 i9 c) U
- bitmap = RPG::Cache.icon(item.icon_name)5 a& k i9 V& Z2 [. c2 g( g
- self.contents.blt(x, 4, bitmap, Rect.new(0, 0, 24, 24))
: ~* ~, n$ A0 @0 S - end
/ l9 a1 v4 b4 k; B1 M0 ^/ X. j - end0 P. J. R# a' D# Q5 ?1 u3 k
-
" g( m: \7 ~9 J- O' H5 ~ - def equip(item)" G6 p5 \' \+ v1 k1 r
- if item.nil?
3 H5 T* ^( T' d9 D6 u* t- Y: l. S4 Y- n - $game_system.se_play($data_system.buzzer_se)
8 p3 X* j; {9 y( h' ] - return
( k3 C) y& Z+ j( H# A - end
6 _; x" D$ o. V# Q" r( R/ V - if item.is_a?(RPG::Skill)
5 k; F+ E; L4 } - if [email protected]_can_use?(item.id)6 l% I8 |2 W! A9 h
- $game_system.se_play($data_system.buzzer_se)0 T) ^. ?3 Z+ g4 _8 O
- return r0 N$ f! ^2 {3 _# p( g% J* u1 u
- end7 d/ T' J7 ]9 p8 y
- $game_system.xas_skill_id = item.id* V" `, Y x" f$ C7 ]
- elsif item.is_a?(RPG::Weapon)
/ D* A5 h3 g( r - @actor.equip(0, item.id)
" r! a3 A, i0 v1 y; a0 n( j: ?1 ^( n4 m - elsif item.is_a?(RPG::Armor)4 O: _* B9 D) F& ^
- @actor.equip(1, item.id)
. ^/ K( P+ C/ Y) I4 x9 ^ - elsif item.is_a?(RPG::Item)
' F) I/ F7 w8 b! D( a - item_tool_id = XAS::XASITEM_ID[item.id]
! t5 E t8 P( k: d9 O4 r - if item_tool_id != nil n* Z, V/ x. @
- unless $game_party.item_can_use?(item.id). Z" ?$ s) t6 g* P
- $game_system.se_play($data_system.buzzer_se)" Z* d& U* x; U0 i3 n+ ^( M% o: V
- return
$ B8 l2 L! `9 f, q; i$ O" ~ - end
6 R/ G% E! j' z! Y& T1 G) {6 Z - $game_system.xas_item_id = item.id* }4 b( u5 u- N' G# k2 ?- F9 @
- end; n! ~+ i4 J" E/ k# B/ k* u4 k9 \! u
- end8 p/ Z6 n% b8 S1 e, E. q" z, t
- $game_system.se_play($data_system.equip_se)
& f7 U/ y# N0 P. v) d& p - end
) l6 @1 r! j" ?6 ?9 u0 X - . j2 U5 |+ p# a
- def update
& K A, P9 E# C3 X - @actor = $game_party.actors[0]' l: A |& N9 X5 F3 a9 @
- @hot_keys = $game_player.hud_equip
+ V& ? X8 j' S2 K. d - refresh
7 v3 A8 r* L( @0 c3 v# q9 Q5 H1 U - return if !$scene.is_a?(Scene_Map)
9 q0 J! M, T$ ~' t0 ]# p4 z - if Input.press?(Input::Numkey[1])* ?9 N! U- M: l! C; x
- equip($game_player.hud_equip[0])
, ~0 W& ], x* G+ w( i5 x8 m - elsif Input.press?(Input::Numkey[2]): {8 _6 N+ a ]9 b- C g1 Z
- equip($game_player.hud_equip[1])
! v9 U- s9 ^ r; W" u! Y1 ] - elsif Input.press?(Input::Numkey[3]). w6 [/ ?, q' J$ I7 g
- equip($game_player.hud_equip[2]) ' F" ]- p4 L) y: X k$ d* k# d
- elsif Input.press?(Input::Numkey[4])" \( D5 r+ o' u+ `& n3 _$ C
- equip($game_player.hud_equip[3])
( }5 o# x( i% O9 O: m - elsif Input.press?(Input::Numkey[5])
7 o7 y$ e' C* S* s' @ o( h. t - equip($game_player.hud_equip[4])
' W* @2 k. v$ ? - end
. ~2 J9 z/ g' W: s' H' L# W7 L - end! b+ v# E. C0 }& o9 F$ P
- end
/ | U! G* b. c/ w* B' ~
4 `7 w# ?- E* m- #===============================================================================
, {* A3 J& \; k, p( w# Q - # Scene Map6 t3 F R' E0 ]$ k
- #===============================================================================
+ `. [# A% p8 s l/ C; h1 Q - class Scene_Map
7 j9 m6 v5 e# V2 f+ g/ Z; x0 q) Z' a - alias hot_key_hud_init main" I6 K- T$ @; Q. ? N B; Q
- def main7 O# ]* t2 O z* y2 G4 n
- @hot_key_hud = Hot_Key_HUD.new
* f- |" Q3 G' b - @hot_key_hud.visible = !$game_switches[XAS_HUDDISABLE_HUD_SWITCH]
+ ~ `- y9 j8 r' F - hot_key_hud_init# y2 I' b- w4 H& Y
- @hot_key_hud.dispose- ?6 b+ h0 }, ?/ A- t; J6 M
- end( w7 C5 s7 ?; E2 w- _4 i
- x$ h G: s; Z8 ~& b2 q( n1 H6 V
- alias hot_key_hud_update update" Y6 _7 }% J- ^2 q" b' y! ~) g
- def update% }$ ?" i" A$ _ a
- hot_key_hud_update
+ i. p3 r! K" P, v& x& P - @hot_key_hud.update! |0 T; l6 C" J! \; {0 A
- @hot_key_hud.visible = !$game_switches[XAS_HUDDISABLE_HUD_SWITCH]4 ]4 C2 P! Q Q2 ~: W0 |. D
- @hot_key_hud.update if !$game_switches[XAS_HUDDISABLE_HUD_SWITCH]
2 w* K/ ?1 }# t# d$ u - end
4 I J" G- \6 y - end
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