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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,- W0 l* Q8 t- k/ P# c( J
不知道有人能帮忙看一下吗? - #===============================================================================
* L8 h6 f( G2 \, S( J& a* ^( A( j - # XAS - Hot Key HUD, g- F1 |5 ]- u Q) w
- #===============================================================================
/ ] Y; F6 P; t* K5 Q3 b! v ~$ w - # By Mr_Wiggles7 T) ?: H6 }- j) c8 S+ ]
- # Version 1.3* _0 P- c& g: P% F# Y
- # 7/6/10
" x/ i6 T* r0 e: ~6 ]( ? - #-------------------------------------------------------------------------------2 }2 e& p1 P7 }9 v7 _( I5 Q
- # Instructions:
$ V2 k; N0 M. ^- o9 ^" E' ] - # Fill in the constants bellow, paste this script above main and bellow XAS in( a/ w8 ] c1 T, ?
- # your script data base. BE SURE TO SET TO THE RIGHT XAS VERSION!!
, g" A6 d" h" ~! K @% x3 l% n& {5 L - # 7 ~4 }8 q, I: ?) \# F& c2 N5 z
- # Place the "Hot_Keys_HUD" picture file into your game directory 4 G+ N8 X" }0 o- K6 k6 G9 b0 Q
- # Graphics/Pictures folder.7 Y& q0 I) s/ W$ D7 E" b" B
- #-------------------------------------------------------------------------------
1 a# H; [9 Z) J8 l: ~' @4 ?1 N& q - # Directions of Use:7 _# r. x+ ^/ |# I: W0 ~6 s
- # Simple just press a number key (1 - 5) when the quick skill or item menu is
% `5 X- ]( }9 l - # Showing.
* ^ S0 k$ ]2 z$ a! X& ~: p - #===============================================================================
0 ?! S: [- A+ {0 ?# i - HUD_X = 0 # X pos of HUD1 \* ^' z. Y. u4 D
- HUD_Y = 0 # Y pos of HUD. w$ }4 j) [/ U/ M( }2 b
- / a/ G) j+ s! A" P4 ]: B0 w! S4 h
- # Set true if XAS 3.7f
" a8 j# i4 q5 i. h& z1 O3 @, `6 j - # set false if XAS 3.6
' @* P" y* c* _" B4 E4 k# ? - XASVER_37 = true- H0 ^" D% A! q6 }
- 9 s4 C) ]% e: m6 Q* k
- #===============================================================================
% ?6 x' K( v. T: Z0 g - # Numkeys Module
5 P$ Y+ t$ w8 w+ Z9 t7 T$ U9 ? - #===============================================================================
2 }* e; a* y! Z R1 _% w - module Input
N; }0 [. l& L# ~: x - Numkey = {1 => 1049, 2 => 1050, 3 => 1051, 4 => 1052, 5 => 1053}% d2 V1 `1 ^0 _
- class << self
9 T2 k7 \' O' x: A4 j% V2 z. b - Key = Win32API.new('user32','GetAsyncKeyState',['i'],'i')4 i' w) p) O( h# e2 }5 x
- ; f' p. @; h" o8 s3 }
- def testkey(key)
& `' i# Q+ M, F% ?$ Q0 I- J4 { - Key.call(key) & 0x01 == 1/ O( K- t- K* N+ `
- end9 O5 y) U+ [5 ~2 Q+ p1 z
-
! L# ~ _* K; P8 {1 h: r6 t - alias hud_key_update update& W5 i8 G+ O2 n2 [/ z( W
- def update
: D4 i; f' m |8 P/ W9 w4 N4 m# b - hud_key_update
, a6 p Y$ m# s( o - @pressed = []
( Y+ S0 o0 b) w9 D - for key in Numkey.values
% H- T7 Z, a2 @- }- B - key -= 1000$ R: F1 g' W4 j' I B; T
- @pressed.push(key) if testkey(key)
d/ W/ A' Y3 M" I- E - end
% R5 z1 u: k4 h) L - end( [ s% E. }/ ^
-
* Q. W+ d% b7 u; m$ c+ V# u' ? - def pressed?(key)' @( a4 n/ n: [! l4 ?& m! C
- key -= 1000
7 X$ Y5 a* @4 r e( q: M; Y - @pressed = [] if @pressed.nil?
' O/ i& w* V" V g. B7 G: d" g6 w - return true if @pressed.include?(key)4 c* ~$ y1 J& o9 y) |
- return false
% g, H; [1 |/ ]9 v3 | - end
9 a7 h; `* i- H# y( Y -
1 M8 L# }3 H7 O - alias hud_key_press? press?4 H& S k6 w) T/ s, H
- def press?(key)
K7 z% A9 d5 p# ^- A" V - return pressed?(key) if key.to_f > 1000
( N) g2 O2 p4 b( e# v - hud_key_press?(key); C+ @& D/ I, j* I0 b
- end- n4 K: z1 ^0 h& a
- end
' |( ~ b5 R2 F7 h - end
, i* E* m7 b. ]$ N" F - ' \( `* I: U" U
- #===============================================================================0 u1 q, V" u: ^) A7 Q/ n
- # Game Player2 s2 x; c! G+ S# }
- #===============================================================================: j" Q" Q0 v0 [2 n1 I7 i. K4 Y
- class Game_Player < Game_Character9 v9 O d& r3 f2 S Q0 t( O- S9 ?
- attr_accessor :hud_equip
- W8 D0 H7 E- f# }2 T; X -
7 M3 s- Y4 R5 s. g( s( w7 h9 s - alias hot_key_hud_init initialize8 }# S. P5 r. u3 w% |& d
- def initialize
3 i* k8 Z' u- ?+ T# i, k - hot_key_hud_init
- V, w! q6 u ]' ?# v: M. e% n4 ~ - @hud_equip = []: i+ A& {7 S- a& }6 s
- end
6 y1 I- \8 b' n+ N$ m" i+ K - 2 C+ m7 e0 x5 c! O
- def equip_item_to_hud(n, item)% b) v K- f; H4 _+ P
- if item.nil?
, E4 F8 r5 u8 W' g7 W3 ?+ c. s% g# T - $game_system.se_play($data_system.buzzer_se)
. Q3 D9 K" H& H1 [4 } - return
0 k- M1 W4 r6 y y1 u; C+ s$ D - end
$ W( A$ \; |8 j. }+ E( N9 u$ { - $game_system.se_play($data_system.decision_se)
2 c8 E- H7 j, x( ~) B* t3 S7 E0 b- ] - @hud_equip[@hud_equip.index(item)] = nil if @hud_equip.include?(item)
+ e: g8 a3 L( v$ Y2 c* \ - @hud_equip[n] = item
3 g- k' v1 f& r) D - end
, U5 B5 k% ]0 D- N# V: h' C - end4 [0 G6 q9 u, t/ d1 H
- / j/ z$ n! i1 U- g. k
- #===============================================================================; V P0 g# ~* K7 o |3 H
- # Quick Skill Window
7 T0 j8 C6 K# ]; ]3 e - #===============================================================================. d! h3 s4 O3 |+ S; y! D5 ~1 s
- if XASVER_37 == false
& G! ^ M! A2 A2 w6 H( U# J) A( R - class Xas_Scene_Skill5 }# d% g3 }+ g* i# X
- alias hud_quick_menu_main main( m1 @8 q% W; Q6 H. b5 f# _4 X; n
- def main" C) m7 m# T% p
- @hot_key_hud = Hot_Key_HUD.new
0 ~4 F9 t6 n5 z4 f8 Z& e- k - hud_quick_menu_main
}) C- p+ K/ _/ R# R - @hot_key_hud.dispose
4 C5 s0 K3 n" O: _# N! d3 { - end$ V2 _6 P, J" G; E
- + i p% e' d0 {- j
- alias hotkey_hud_qucik_menu_update update
* C! e6 c m& E( C: q+ |+ X1 I - def update
* E, h% H/ y }& Y; u! z( `8 E" f9 o# c - hotkey_hud_qucik_menu_update g3 N R) O3 D& d5 l' X# E
- # Hot Key num 1
! |# t: b* ~6 {+ ~; L8 o- H - if Input.press?(Input::Numkey[1])/ ^" Y, j) L, R
- $game_player.equip_item_to_hud(0, @skill_window.skill)
" | n' r' O0 f( A+ Z- n4 ] - # Hot Key num 2
- a4 f0 d+ Q8 F- E8 N. g$ \ - elsif Input.press?(Input::Numkey[2])0 K( b6 p M/ \4 g# C. t$ S7 D g
- $game_player.equip_item_to_hud(1, @skill_window.skill)
) C! W) U% P3 E6 S& ` - # Hot Key num 3
" X, }6 r. H! v! Y( T0 G y! L - elsif Input.press?(Input::Numkey[3])
* ~/ [/ l* j" v" b1 W: P9 E - $game_player.equip_item_to_hud(2, @skill_window.skill)4 k! a2 g) a* Q" F2 d+ T) B( \
- # Hot Key num 48 ~ A( A' O; ~0 u& v6 N' |
- elsif Input.press?(Input::Numkey[4])! v' m! ^6 ?' e: q( X, w5 k
- $game_player.equip_item_to_hud(3, @skill_window.skill)
% G3 ]4 v- B1 C) X! S0 g - # Hot Key num 5
c- d0 w( o8 t; I8 C% b5 ?! n& D - elsif Input.press?(Input::Numkey[5])' O3 @" j y3 }4 {" E7 o
- $game_player.equip_item_to_hud(4, @skill_window.skill)" [4 p7 i3 ]1 U, c1 P+ l
- end
2 _. n2 \: ~; m) K( ]! R0 i2 m- K - @hot_key_hud.update: A3 a8 L5 J2 a( k2 m
- end
4 d( D9 E$ h o5 A& I( z - end
3 V$ ~: U$ t, ` B& }. j% H - else
, Q( _+ c; A5 s) P# e - class Quick_Menu_Skill
$ [' n8 x) D1 _! o6 \) u - alias hud_quick_menu_main main* Z$ w- j/ U. l7 K; x. R& Q
- def main/ o( y7 r1 _2 A, p; R5 Y
- @hot_key_hud = Hot_Key_HUD.new
! y# o w2 r1 ~6 _ - hud_quick_menu_main
# t; }( z V& N1 M - @hot_key_hud.dispose; I5 j6 a9 a- x5 m
- end
8 U) P1 m. A$ } R- X Y& U - i* _( \4 I, n# X5 P
- alias hotkey_hud_qucik_menu_update update
' E% u1 d9 {0 l, @& E - def update/ K8 G' L; Q, h2 c$ K
- hotkey_hud_qucik_menu_update" l" U9 }9 l. @6 `( A2 v
- # Hot Key num 1
& H" n1 H% l# _5 w. x9 { - if Input.press?(Input::Numkey[1])- _. m: {; j: }+ w" G- R9 ~
- $game_player.equip_item_to_hud(0, @skill_window.skill)7 [' B C6 X3 V3 y
- # Hot Key num 2
$ U! `% T; Z8 W' ]$ N0 { - elsif Input.press?(Input::Numkey[2])* f) w0 i) `% X- ]% a
- $game_player.equip_item_to_hud(1, @skill_window.skill)% S; h4 r- N r( M5 j7 u! {
- # Hot Key num 37 F1 j. N. V+ J! i$ @" d
- elsif Input.press?(Input::Numkey[3])
. y) j9 W% f/ O - $game_player.equip_item_to_hud(2, @skill_window.skill)3 J! J5 O# N0 i9 l* D$ Q6 y; F
- # Hot Key num 4" @* |7 f, }2 t. F2 ?! _2 Y' h: B
- elsif Input.press?(Input::Numkey[4])3 m) F& L& }% S* ?) g
- $game_player.equip_item_to_hud(3, @skill_window.skill): m' u h, u4 c4 ]' [- L
- # Hot Key num 5- n* o2 ?4 s/ B; A5 I5 c! @
- elsif Input.press?(Input::Numkey[5])& z% ^7 _7 G5 `# `* t- L
- $game_player.equip_item_to_hud(4, @skill_window.skill)& T8 X5 S! m$ |5 X9 u
- end
3 t' ]* R3 c( U% n - @hot_key_hud.update
3 v& m/ ^, {0 ^* Q, f+ p - end
8 [: Z2 X& I+ u - end7 b- u* [9 O% F0 M6 |" M4 v% K: a
- end
G, D' U2 T5 ^ - ) t) [+ Z# r1 E( H C& E, [1 H
- #===============================================================================
# i& q+ u- n$ v2 A - # Quick Item Window# g% y; O0 c e$ l- ?+ C
- #===============================================================================
3 I {8 z8 B. O5 y1 ?0 n - if XASVER_37 == false
- h9 Z& e. c; B' Y% O- Y - class Xas_Scene_Item# n% b" L! d1 i5 v0 f
- alias hud_quick_menu_main main2 ^+ c) j. j7 d W1 V* U
- def main
: O2 g) b# c8 U - @hot_key_hud = Hot_Key_HUD.new2 {& f# V6 y4 p4 P
- hud_quick_menu_main t9 ?2 O) {! i
- @hot_key_hud.dispose
) a, ^! a# }6 E# ?1 r; B' Q' ~ - end6 E7 u9 t( _# a2 }- J% W- H
-
; P) m) M" [0 S6 ~4 R0 v" J - alias hud_key_update update
$ ]( _; o2 x: ^8 T - def update4 C( i- g; l" [' h( Z
- hud_key_update
$ q9 K, l( @+ d - # Hot Key num 1
4 ]) m& v. R' g- ?) I - if Input.press?(Input::Numkey[1])6 g3 f# y0 g; |" w
- $game_player.equip_item_to_hud(0, @item_window.item): B0 W0 G1 u! b2 N' x" J8 f, a0 \
- # Hot Key num 2, w6 D$ y" z9 x( X2 Z+ Z2 r
- elsif Input.press?(Input::Numkey[2])
- n/ I) N+ l, W - $game_player.equip_item_to_hud(1, @item_window.item)
' X) x4 `7 N$ z% D6 E - # Hot Key num 3
\% [+ D3 k5 M. f/ d O, M - elsif Input.press?(Input::Numkey[3])
5 A! `, `- _" K4 Q- O: z( B) H# G( U - $game_player.equip_item_to_hud(2, @item_window.item)
+ C$ Z0 O* F4 d1 `4 p - # Hot Key num 4
( [' E/ w" c. ^6 R4 _ - elsif Input.press?(Input::Numkey[4])- u% h& G. w% Z8 k- x D
- $game_player.equip_item_to_hud(3, @item_window.item)9 ~( l5 y! k8 t: c* ~- Q
- # Hot Key num 5 w. O& C3 C% M
- elsif Input.press?(Input::Numkey[5]). a: j1 ~) w7 U/ U
- $game_player.equip_item_to_hud(4, @item_window.item)
! P, b8 y' [7 k - end c+ i$ G( Y8 E9 g2 f& T$ v
- @hot_key_hud.update6 [+ Q8 y) D7 _3 Z( q
- end% @; k G+ G/ A( Q2 T1 W8 {: l
- end
4 Q" ]0 ^( T/ D8 h. T - else8 H( g+ i0 S3 {% r& }
- class Quick_Menu_Item4 _. }- P& b% k+ d
- alias hud_quick_menu_main main0 Z- [7 r& c) i+ ]5 S$ Y, x
- def main [. d$ V" z# p3 R
- @hot_key_hud = Hot_Key_HUD.new8 b9 w1 ]+ S9 w- U* ^% [
- hud_quick_menu_main
4 S( F. d2 c6 G1 R$ h* I. n - @hot_key_hud.dispose, ]2 m4 u- Q) E4 [# c R% G3 t
- end
* i9 U) Q1 c4 W. Z* V" ~ - ! }/ Q- ]& g" B
- alias hud_key_update update$ A4 ?: Z ^& i0 H! s
- def update/ r4 F# w( A% l9 s, C" i! {
- hud_key_update' [- K0 Q1 l: |- I9 i& k
- # Hot Key num 1
: L5 i) J/ ]$ P R - if Input.press?(Input::Numkey[1])
& l$ j9 s3 h0 A$ f - $game_player.equip_item_to_hud(0, @item_window.item)$ J+ B2 C; R; D% T
- # Hot Key num 2
. \# w/ s: j% v( L) w: F1 m - elsif Input.press?(Input::Numkey[2])
9 @7 r+ T/ a8 c A/ X( j - $game_player.equip_item_to_hud(1, @item_window.item)7 e0 X. b0 n7 v
- # Hot Key num 3
& U& T8 h4 {+ e Y' @( H1 \5 h5 ? - elsif Input.press?(Input::Numkey[3])
( i4 M5 }# O& Y! \: Z" B8 g - $game_player.equip_item_to_hud(2, @item_window.item)
, R7 l# F5 t" u z% |$ ` - # Hot Key num 4+ Z) g) v% M4 \: r1 K; }
- elsif Input.press?(Input::Numkey[4])0 a$ j9 N6 r. p* m
- $game_player.equip_item_to_hud(3, @item_window.item)
0 {" h" Z8 s9 V' ?5 U1 q& D - # Hot Key num 5+ a) {* a. c( c
- elsif Input.press?(Input::Numkey[5])
! P& I5 C% f s/ k d& D7 X. d8 m - $game_player.equip_item_to_hud(4, @item_window.item)% i/ e5 k! Y( e! L
- end
2 Z; k N; m+ X! K& ? - @hot_key_hud.update1 W# `/ J9 l( L) C; [) @) D
- end6 G* {, T: t2 U( P3 \+ l4 C
- end
9 @7 u4 l) o D% U- A - end
4 f/ d7 c- D" Z* ^+ ]
+ p# w, x0 I& t; v$ b: x! Y- #===============================================================================9 `7 ]' E2 f4 u# Y) f% `! j
- # HUD Window6 X& ?. p3 x4 X, Q
- #===============================================================================
) }+ u0 Z: T8 M5 ~5 B4 G - class Hot_Key_HUD < Window_Base. S& t+ d/ j: k9 g6 u+ h
- def initialize(x = HUD_X - 10, y = HUD_Y - 15), u+ V# P' m' H: M
- super(x, y, 220, 80)
+ X: m) V# F& S2 \! W/ x1 h8 S' R$ ~) V - self.contents = Bitmap.new(width - 32, height - 32)# ?' K4 u h" _7 l4 D' G; t- M
- self.opacity = 0
g- D2 ^+ A( O8 G4 s. X0 A - @actor = $game_party.actors[0]+ Z( r, J* e8 V- g5 t- I
- refresh
0 |6 e: M5 S F4 D) E. @ - end
0 R* P5 Y: e1 x/ k
$ F2 p2 ~8 h1 o7 }, [2 c( `- def refresh
+ o+ ~9 t$ E( W. ]( ?- V: K - self.contents.clear8 C8 O7 B; u( m- {. N) I: r
- bitmap = RPG::Cache.picture("Hot_Keys_HUD")% ]5 u9 [: ?! z% v# ~! t" Z! K
- self.contents.blt(0, 0, bitmap, Rect.new(0, 0, 160, 32)). y5 y/ f6 @& m5 f( V7 [" [
- for i in 0..41 q/ y! m) s. y# [3 o4 T& }
- x = 32 * i + 4
' Z0 S/ e; W7 n4 Z - item = $game_player.hud_equip[i]4 a/ y, p8 T9 L# ] o9 i
- next if item.nil?
( L w! L- q9 N8 u3 r - if item.is_a?(RPG::Weapon)% W& [' _9 w @' Y/ p, S# H* u
- item = nil if $game_party.weapon_number(item.id) == 0 and
. Q' u# t7 e) ]5 p5 k* V - @actor.weapon_id != item.id
, }/ H( l( ]4 H - elsif item.is_a?(RPG::Armor)
) G6 @- U4 ?! G G, H$ Q - item = nil if $game_party.armor_number(item.id) == 0 and
* r& X0 W, { ] - @actor.armor1_id != item.id4 F6 s6 Q. k1 w: S& V( x# r
- elsif item.is_a?(RPG::Item)9 Y. E$ L6 r# P% X$ P" d3 Y
- item = nil if $game_party.item_number(item.id) == 0 or' A- G x- Q3 `. U; Q" j
- !$game_party.item_can_use?(item.id)
1 Q& H7 x9 H( j - end
+ w$ v% p- ?$ x - bitmap = RPG::Cache.icon(item.icon_name). v' q0 U; n+ C% {" Z
- self.contents.blt(x, 4, bitmap, Rect.new(0, 0, 24, 24)). s: j% ^6 A$ C, M8 X
- end
) O: r$ y7 t) t) n$ f - end
h4 O- m1 ^7 k* b9 a" Q -
! z1 |+ i4 u$ U8 G7 p# A - def equip(item)- R8 K" f8 x8 b; R8 X: j3 g: g# I5 E
- if item.nil?! {6 L: _3 j8 t& }$ A9 Y* {+ u. A
- $game_system.se_play($data_system.buzzer_se)
, s+ ^0 t0 i* |; \ - return
; }% I- J4 v/ D+ } E g7 f - end1 j4 P. _$ r8 z- L0 \
- if item.is_a?(RPG::Skill)
0 c$ ] g8 P: S4 d1 S/ B - if [email protected]_can_use?(item.id). Q( J9 g/ t% I! ~4 B7 F; x
- $game_system.se_play($data_system.buzzer_se)1 @3 |/ W6 |* n1 b, x) c
- return
1 h+ X/ d, J$ F4 C% `7 j8 t: ? - end
1 {# C3 R* k0 s4 ] - $game_system.xas_skill_id = item.id
9 D4 A' I( P6 ]/ ]( ~+ x& K2 C - elsif item.is_a?(RPG::Weapon)9 Y" ^( Y( Z$ g( [
- @actor.equip(0, item.id)
1 p' y. {: A/ K' V$ f- {, ?% H* } - elsif item.is_a?(RPG::Armor)8 q' H7 V$ R. y% O0 |5 N
- @actor.equip(1, item.id)
0 S" g9 v& o) `) N; d - elsif item.is_a?(RPG::Item)4 X, `" B+ W8 m6 a; D
- item_tool_id = XAS::XASITEM_ID[item.id]
( p* v( N! i0 w; X - if item_tool_id != nil
+ e! T0 q1 E- W2 K. E: T6 S/ S) @ - unless $game_party.item_can_use?(item.id)
k1 H6 [0 L' ?% ~5 X, u - $game_system.se_play($data_system.buzzer_se)
- z) p9 y+ v1 x, S - return5 z3 P. L* @3 m: J$ d% J
- end
1 r# Z6 C2 D' q! A& }# H- W N - $game_system.xas_item_id = item.id
( n, u% Z" q* h/ q% ~ - end
: G$ D- U: a8 Z& c g - end1 T( K; C1 X' Y3 z- Y2 L
- $game_system.se_play($data_system.equip_se)
7 u/ r7 \; d7 k6 I# ~0 T5 { - end
, I6 o- C6 G) l, d% s. I8 E+ o - 3 F2 e7 G1 b+ `
- def update3 v( a# `2 f- [* F4 k0 X: |
- @actor = $game_party.actors[0]9 \/ Z/ g% x! Q, G: s
- @hot_keys = $game_player.hud_equip
9 a. U, a& F# i) w' j8 c* Z* ] - refresh8 x% F6 f7 {5 }$ h. x
- return if !$scene.is_a?(Scene_Map)
3 r4 i1 f h, h! v- r2 s: L - if Input.press?(Input::Numkey[1])
1 [# v! S- n& X0 _. y+ H - equip($game_player.hud_equip[0])3 k$ ~4 l5 |; E
- elsif Input.press?(Input::Numkey[2])
8 E! x% V- q P3 c8 @ - equip($game_player.hud_equip[1])+ K5 b& q0 P, A$ ^( E8 [/ o
- elsif Input.press?(Input::Numkey[3])* B0 K2 d4 {$ c2 d5 {$ N
- equip($game_player.hud_equip[2]) O# T% a( t/ k9 M- u! g: r
- elsif Input.press?(Input::Numkey[4])5 B& r) S' U" j6 ?; ^
- equip($game_player.hud_equip[3]) " C) n) K5 k1 B- u5 T# T
- elsif Input.press?(Input::Numkey[5])
$ K. x! A" d! i' V, N# \3 F5 B! c - equip($game_player.hud_equip[4])
) O" }) m1 W' o8 D: Y. ? - end
$ a \2 y! C; _% ` - end
! u1 ^5 ~& v3 C% F" s - end
7 g$ R0 V" [, u* A
' Z2 k0 q6 V4 t- #===============================================================================, i4 G4 x/ V9 S- ]$ o5 N6 b
- # Scene Map) d/ F; [' s, ?2 r, } G
- #===============================================================================
& M- [, |* S) N - class Scene_Map
1 a i7 Y& N) L* Z2 f0 c2 ^) P( J! b# b8 { - alias hot_key_hud_init main
8 u9 C$ w/ H. p |- s - def main: E6 c; g; s" F
- @hot_key_hud = Hot_Key_HUD.new; z; a& [3 E# M
- @hot_key_hud.visible = !$game_switches[XAS_HUDDISABLE_HUD_SWITCH]1 S2 q( u# {4 [2 @1 D# N9 K: P
- hot_key_hud_init2 m) e9 c7 _. s$ Y7 m. q4 e1 W
- @hot_key_hud.dispose$ z! W& `; k5 ?; Z j. ~
- end
) d0 S# T& l( S7 U% i- n -
! C1 j! m. x6 b6 {% h: ]; ` - alias hot_key_hud_update update
; }- d8 H. ~% U. C - def update! H* o8 m. z$ S5 i6 [
- hot_key_hud_update( F8 v& N( Z4 N) p
- @hot_key_hud.update
( `$ I/ s Y$ c2 x - @hot_key_hud.visible = !$game_switches[XAS_HUDDISABLE_HUD_SWITCH]4 q9 w9 }* p8 k' m7 a4 d
- @hot_key_hud.update if !$game_switches[XAS_HUDDISABLE_HUD_SWITCH]
& \. x* O5 l2 g" C - end# Y( U% `4 [# x; P: a
- end
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