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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,/ T8 X3 x2 f9 I3 |+ @0 o A
不知道有人能帮忙看一下吗? - #===============================================================================
4 [& b- }# ?1 t9 ? - # XAS - Hot Key HUD
6 M/ A! c8 R. E8 L# Z* {" G1 S - #=============================================================================== c; y# n0 u O( M9 |6 _
- # By Mr_Wiggles7 B3 p! p. `. U( d( n- Q! \
- # Version 1.3: v2 v5 B" F* S3 g
- # 7/6/10& h& w2 O( ~# D. W
- #-------------------------------------------------------------------------------
- ~, x0 t! \& J4 E4 r - # Instructions:3 G2 ^: ]$ u2 }7 m: f2 O, [
- # Fill in the constants bellow, paste this script above main and bellow XAS in# v, b$ D# G$ N9 N% r o
- # your script data base. BE SURE TO SET TO THE RIGHT XAS VERSION!!5 m( E2 b% }$ X1 H' ?) e
- # % E: N: t, f. s8 b8 S; \1 J+ j1 r. H
- # Place the "Hot_Keys_HUD" picture file into your game directory
! W1 U C' ~% y: o - # Graphics/Pictures folder.7 n9 _6 x6 B7 J* j4 I$ |
- #-------------------------------------------------------------------------------, D& L! k% @8 [% @9 \3 q
- # Directions of Use:0 r" a4 A5 M& r5 Y. I
- # Simple just press a number key (1 - 5) when the quick skill or item menu is
5 `2 } G; g+ I% c - # Showing.8 i+ P- O& x4 c, m* m2 m1 M
- #===============================================================================
" L" @( w" v9 v2 A - HUD_X = 0 # X pos of HUD
1 _7 M& B1 G, Y! Y" }; E$ d - HUD_Y = 0 # Y pos of HUD
& R7 ]9 q- f0 ?+ T
1 C: P8 @8 z8 r2 ]" i- # Set true if XAS 3.7f
$ k7 b3 o& X. j3 f( q - # set false if XAS 3.67 o8 `, G0 o3 v% E+ S! ?7 I
- XASVER_37 = true
. h" U, X1 t6 D# S5 k0 U
! i, {+ E; T7 D+ ^7 `5 E: f" e- #===============================================================================
/ e' |; Z% x) {8 @7 w8 b8 H - # Numkeys Module
. ?3 b# B" Z, G8 N/ I+ b - #===============================================================================
; R0 d) C7 ~* f6 q* V - module Input
M" M8 D0 X- \- F5 }8 { - Numkey = {1 => 1049, 2 => 1050, 3 => 1051, 4 => 1052, 5 => 1053}, \- O/ B$ e& \8 D9 F7 \/ {0 I! G
- class << self, ^6 g# |; P! c4 I
- Key = Win32API.new('user32','GetAsyncKeyState',['i'],'i')% g: q( L- q' M* Y# u
-
' D. V# W6 x; A( K' n+ Q - def testkey(key)
% C" O! U: z' x# Q0 j8 v, y) E- P9 z - Key.call(key) & 0x01 == 10 g* r* f0 Q8 |' H; f/ d# n0 A. @
- end
0 d2 c, J. m- p& y2 w5 @ - & |3 h% g* R, m, N3 Z5 {
- alias hud_key_update update
5 c7 d0 X, X" o( I( x: Q - def update5 r$ x0 b4 Z, ~+ J1 c# s5 V% A7 B
- hud_key_update, E: \, x1 K7 i" q9 F4 i
- @pressed = []
* r* w, j- M8 g6 n - for key in Numkey.values5 Y( d! f- C7 h0 ?; h3 Z
- key -= 1000
- b7 i" N( x; d: d! _ - @pressed.push(key) if testkey(key)3 i4 {$ W8 N, j0 ^9 _! h! A
- end5 [9 d2 S8 P0 ?8 g( q
- end
) r0 B9 k8 E/ z7 |' f - ) n" j0 P, u2 R& S
- def pressed?(key)5 s/ {- \5 z5 }7 ^% K, J
- key -= 10009 O) F) G1 w8 H/ q/ \+ Z3 s
- @pressed = [] if @pressed.nil?! Q* l) n- G r/ C5 w; R+ E$ Y
- return true if @pressed.include?(key)/ [8 h; _8 `' Q% o
- return false
1 i. j; k( @; A' w( w - end
* Q6 H4 O% l8 O8 K -
/ o6 B3 C: T6 W M; j6 E. { - alias hud_key_press? press?$ S6 l2 e' @- y. h+ Z+ P9 c7 u8 b
- def press?(key)3 R; F5 V' k& N4 U' n6 t# I1 e: \
- return pressed?(key) if key.to_f > 1000" i6 j* T) e; S8 t
- hud_key_press?(key)% U- y% d2 E; I+ V
- end9 h+ u3 o( N0 q0 _$ F/ \
- end' @5 D7 _8 A( U8 [) J
- end
: u; b6 Q$ C$ b9 z+ M/ R3 k0 b% | - 0 t1 F8 ^$ E2 Z
- #===============================================================================7 t4 a; w+ e" C5 F5 \
- # Game Player" b7 D6 S8 a {& P
- #===============================================================================
' j6 j, X. t5 M1 d* E0 l - class Game_Player < Game_Character
/ P4 J5 x. F) t% F) N, _ - attr_accessor :hud_equip# d2 m- j1 j: [' d3 U& H# Q& e' w
-
: A) W" y, l/ ]1 F) Z5 v - alias hot_key_hud_init initialize, ~( u0 J3 v f$ R& F/ V
- def initialize6 d- d1 G7 X) P2 Q8 W2 t9 X
- hot_key_hud_init
! ^1 g9 _ c. R) x - @hud_equip = []
7 ~2 w# ? |1 j5 y! j3 [! B' y% g - end
/ d" ]: C9 i) t, h - & ]6 n3 M$ v }6 M0 R% Y6 ~5 o5 y
- def equip_item_to_hud(n, item)
9 r0 P; X H# a$ q2 U s* A1 p - if item.nil?
. ]' m9 W X+ I$ b/ j b- Q7 Q. j - $game_system.se_play($data_system.buzzer_se)
) O2 p0 O- A. m5 R! f - return; i3 y- A. `2 ?4 b9 B
- end8 e! V5 M+ e. b: j
- $game_system.se_play($data_system.decision_se)7 i1 W% m u# v7 |1 c' ^$ W
- @hud_equip[@hud_equip.index(item)] = nil if @hud_equip.include?(item)' M3 z: a$ a2 c3 r
- @hud_equip[n] = item) s# }# O% }9 _+ I8 T
- end4 d3 D, y/ W: q: Z8 {, o$ q: s( J4 |
- end6 I U4 ` Y7 C2 b4 z" h
% { O/ [, H6 e- #===============================================================================
9 Z. C9 i; P& A# D - # Quick Skill Window& s; z$ b5 P2 S8 ]/ L' G) a& o4 a7 n
- #===============================================================================
; u2 t* C$ d/ W) X6 v - if XASVER_37 == false
( q( O3 k8 r; X - class Xas_Scene_Skill! Y1 P: E9 I% m8 e# a1 I0 @
- alias hud_quick_menu_main main
, [8 ^, z3 d" h4 I - def main
5 |' Q1 z# c+ N. x0 k6 q; [$ ] - @hot_key_hud = Hot_Key_HUD.new) x( W; t% b' U( W6 \0 s0 T
- hud_quick_menu_main
1 e2 z2 t; ~+ Z: {( [$ ^1 c - @hot_key_hud.dispose
0 _- {8 F' J' a( e5 s - end- R* X* P/ ~% r; D
-
; c/ i" j9 o2 x7 T4 x7 } - alias hotkey_hud_qucik_menu_update update$ ]4 x( k) ^7 F$ j
- def update& g! }' d9 t k+ I9 ]& [. F+ c
- hotkey_hud_qucik_menu_update
3 a+ d3 z5 Y9 J) b - # Hot Key num 1
7 B3 A3 {& _3 L - if Input.press?(Input::Numkey[1])$ G i) S0 c1 P( b
- $game_player.equip_item_to_hud(0, @skill_window.skill)% a7 r. U; R( \$ |$ w/ q$ n) M
- # Hot Key num 2
8 h/ ~3 P2 n" M( _- V - elsif Input.press?(Input::Numkey[2])3 T; r6 }# W0 L' d4 s( g
- $game_player.equip_item_to_hud(1, @skill_window.skill), s5 x. u- B/ z6 z. @9 d
- # Hot Key num 3. v8 s0 {. s8 T, h2 R
- elsif Input.press?(Input::Numkey[3])9 e. {8 P0 L8 l/ C% a Q3 T
- $game_player.equip_item_to_hud(2, @skill_window.skill)
$ L W4 | H% Z L - # Hot Key num 4
5 k: J! H4 \8 O# _! k/ A \ - elsif Input.press?(Input::Numkey[4])
8 a- x1 m! L# v* f; O& k0 `, j - $game_player.equip_item_to_hud(3, @skill_window.skill)
# n* M, ]) {' p$ e. [1 M J, l - # Hot Key num 5% }- j" \; `9 }! |
- elsif Input.press?(Input::Numkey[5])3 A+ c; e( X, o8 Z5 H4 T: ^
- $game_player.equip_item_to_hud(4, @skill_window.skill)9 g, b% _( r9 N! L {
- end: k# I. l4 t5 Q; p5 q
- @hot_key_hud.update
# j" ~( g$ @" j/ A - end
; K% ^1 W! O: k0 @ - end6 U7 [( ?; P$ W6 s6 o
- else( M( H" |. _$ W$ r1 a
- class Quick_Menu_Skill3 W+ K; H4 j4 k3 d. \
- alias hud_quick_menu_main main$ B, P5 F# h1 Q" [: z. }! F
- def main
8 Z! s- J b- _- V, _# L2 v - @hot_key_hud = Hot_Key_HUD.new _0 \7 {, A+ i9 r0 B3 G2 L
- hud_quick_menu_main
, p, a0 t' @6 b) H/ V' d - @hot_key_hud.dispose; L: n- V9 C$ b5 x
- end
) r0 W+ s, } B6 T# W! M# G2 _ - 9 c4 F4 j$ b9 v/ ~$ i D$ s- ~
- alias hotkey_hud_qucik_menu_update update
7 V( l( H% G/ X( ^( Q0 q6 O - def update% s' u' |+ z1 |! C/ w6 F
- hotkey_hud_qucik_menu_update/ `" {* Y8 P8 N8 e% f( V: r( l( i" \
- # Hot Key num 1
|* S9 u4 N; k/ W& M$ w - if Input.press?(Input::Numkey[1])5 O6 \$ |8 Q- B" p8 [
- $game_player.equip_item_to_hud(0, @skill_window.skill)
* k! a8 v* h/ }# ], B - # Hot Key num 2
9 b3 [ {( U' c - elsif Input.press?(Input::Numkey[2])
T0 D, n6 c' O, Z - $game_player.equip_item_to_hud(1, @skill_window.skill)
' t$ O' M5 r! S9 F1 p' a - # Hot Key num 3
, r6 z* k/ A+ k7 } - elsif Input.press?(Input::Numkey[3])9 D0 I# i2 ?% ?) U7 ?
- $game_player.equip_item_to_hud(2, @skill_window.skill)8 ]2 a- d' z2 L$ W; u& I" z
- # Hot Key num 4
$ A: u6 a+ t4 ?# ?& p3 N1 L5 } - elsif Input.press?(Input::Numkey[4]); x% o' z8 ^7 q3 v& Z" n5 B" \
- $game_player.equip_item_to_hud(3, @skill_window.skill): H' | y l0 O1 b3 K4 A
- # Hot Key num 5. e& d; c6 Z' ]/ a9 g
- elsif Input.press?(Input::Numkey[5])
1 n& N$ l8 O# q) Q - $game_player.equip_item_to_hud(4, @skill_window.skill)" ^: o( Z+ s, p6 z/ m+ ^
- end( A1 g" B5 h( A8 K
- @hot_key_hud.update2 K$ h( H e6 G% `! O+ Y4 U3 c
- end- t/ U9 P- t2 D( r
- end" d+ u5 q) v% m& m% y& ?" J# G
- end, @1 r, W- w: P" ?
, u0 R; ^/ g t- i- @- #===============================================================================0 O8 i# Y( e1 D; ?2 C( _5 I0 L
- # Quick Item Window/ e& a) _ R: m! a+ G* H# B: z- s% Q
- #===============================================================================$ _3 o% Y0 F) h. T
- if XASVER_37 == false1 F; K" ^0 h' C0 V, M7 }
- class Xas_Scene_Item
0 i: T3 k+ x( a0 u; ]! N, l: G4 v - alias hud_quick_menu_main main8 S; t$ l2 l; F* e3 D% m+ t
- def main5 u% v: T' r X8 p: u1 N
- @hot_key_hud = Hot_Key_HUD.new
3 `0 E! P5 }. J3 r8 w2 @* P! p - hud_quick_menu_main) z0 f& M' _: Z9 l* M& }8 x
- @hot_key_hud.dispose* W; U, [% l' [& B3 [
- end
. a& ^1 n8 Z0 z% L! F) n4 [' w -
; W W% X5 t- T9 P7 Y* d m0 T0 j - alias hud_key_update update
7 p+ G& x" ]4 G/ u - def update$ G9 C6 ~, F# z0 e
- hud_key_update, `2 W, c# q" |$ p5 G
- # Hot Key num 1
+ @4 ?3 Z& C/ J# ^9 a' W- r l - if Input.press?(Input::Numkey[1])* y" D0 X, h& [+ }
- $game_player.equip_item_to_hud(0, @item_window.item) B/ Y: j- \2 w+ x
- # Hot Key num 22 Y$ Q8 O8 I2 S
- elsif Input.press?(Input::Numkey[2])- o, d; P2 Q) y5 \: _/ s" _
- $game_player.equip_item_to_hud(1, @item_window.item)
: u# [8 ~* X7 @2 O6 C5 Y6 v - # Hot Key num 3* t. v2 u7 p% F' c/ b. Q& Q) O
- elsif Input.press?(Input::Numkey[3])
% B: X4 n6 }5 X( p - $game_player.equip_item_to_hud(2, @item_window.item)
" z; V: e" ~0 k8 z9 r - # Hot Key num 4# `, j6 k6 H& c0 Y3 s
- elsif Input.press?(Input::Numkey[4])
4 `9 t7 u) K, n5 T' q - $game_player.equip_item_to_hud(3, @item_window.item)
5 s& P5 @& u- \$ h - # Hot Key num 5' O4 }! C/ b; F. a- V* H1 D* y
- elsif Input.press?(Input::Numkey[5])
! ], O* g9 Q1 m% i: m! V - $game_player.equip_item_to_hud(4, @item_window.item)
) a: Q, `0 i' h9 J - end+ U q; m0 v. ~ Z) E
- @hot_key_hud.update
' X p6 D7 p6 G0 S - end
5 y/ c# B% _% ]% @* C- R3 v3 W - end+ I$ P9 K2 j- m
- else
3 S* W+ S2 I3 g* E - class Quick_Menu_Item
) u- ~" }# [, Q+ A* M0 @/ V2 X - alias hud_quick_menu_main main
: m3 e8 Z' p' U: z5 C. u - def main8 F0 f, ^" A3 m+ p2 |4 H5 \% @
- @hot_key_hud = Hot_Key_HUD.new- G0 y' T- J, D$ K! h
- hud_quick_menu_main
+ X) D& U) f# D; d - @hot_key_hud.dispose2 s9 h6 g, z& X% e/ p5 D
- end A0 L% `) h* S& C
-
6 {7 H) J8 E. Y% p - alias hud_key_update update2 z1 {9 {' U; {/ f
- def update
8 o* p% O/ ?+ ?: Z- t) z - hud_key_update* Q) M: f# `9 K( O
- # Hot Key num 1
, e- p1 j k1 o, [4 n3 }) w% @; H% `) m - if Input.press?(Input::Numkey[1])
2 ~% S m, z" F" N, n - $game_player.equip_item_to_hud(0, @item_window.item)6 Y! ]1 m1 E: t j9 ^5 s2 e7 i( W
- # Hot Key num 27 {/ N# V5 `1 X- j1 ~, }( y
- elsif Input.press?(Input::Numkey[2])
, s9 ~" {0 T/ o. Z! l( }/ @ - $game_player.equip_item_to_hud(1, @item_window.item)
8 G1 r# J5 N' I: u - # Hot Key num 3) n! R( R, G- Z9 s
- elsif Input.press?(Input::Numkey[3])- t. S1 l/ r$ _+ u
- $game_player.equip_item_to_hud(2, @item_window.item)
% [$ t% |1 l S3 k% q+ d - # Hot Key num 4. D( B9 @+ [; c9 M) w
- elsif Input.press?(Input::Numkey[4])+ _- x8 g& g$ z" x1 \
- $game_player.equip_item_to_hud(3, @item_window.item)
& k" @; g7 w- w# Z2 i - # Hot Key num 53 [$ V: U- Y0 `& C( u& [' q, C
- elsif Input.press?(Input::Numkey[5])' P! Q4 E3 L M ~0 ]5 A
- $game_player.equip_item_to_hud(4, @item_window.item)8 J% H6 k. E* w* K J0 i$ x
- end
! X- b! x* c+ ~# s2 K3 W/ i5 b- M - @hot_key_hud.update0 T2 Q% W: y) f" o& h* E, F& v
- end
; Z! a# P4 ~ U; x" h2 t" }+ n - end) P" F$ ^2 ?4 d% a3 ]+ g t
- end: f* d' `0 O. |+ r; p i
! H+ m! R) E) d$ q& P9 E- #===============================================================================
5 ~2 I [8 w4 v# [5 Y. h+ @ - # HUD Window5 k! m0 I2 W6 j9 Y
- #===============================================================================3 W7 z1 C+ K% Z0 b C
- class Hot_Key_HUD < Window_Base# O: r {8 x/ \) q) M
- def initialize(x = HUD_X - 10, y = HUD_Y - 15)
- u. Z; [+ V& V, x - super(x, y, 220, 80)
! ]6 }5 Z" B2 w2 f' ^ q - self.contents = Bitmap.new(width - 32, height - 32)
) c) P" n" a: [( u& @; ^' ` - self.opacity = 0, B! B. k' ?9 ?# l7 \& j7 H7 y
- @actor = $game_party.actors[0]
0 x/ P9 r( D0 ], K - refresh7 S0 F3 j ~( s v* V
- end
' ?* b% j I- f8 B# O" [6 } - $ ?2 Q3 M& } H- ~9 {! D/ X! c1 G
- def refresh
' ]+ o4 l7 Y# ]/ g% ` - self.contents.clear
& I; B: z& {, I" B6 R5 i: ~0 ?: _+ f - bitmap = RPG::Cache.picture("Hot_Keys_HUD")
/ b1 S7 r0 a/ ^1 z# Q% v$ s5 H - self.contents.blt(0, 0, bitmap, Rect.new(0, 0, 160, 32))
1 h+ r* E9 W9 @ - for i in 0..4
: l$ Y+ D( a0 ?& t. v% j6 ~ - x = 32 * i + 4. g% }8 A2 B( n/ u
- item = $game_player.hud_equip[i]
( D+ F8 s! p2 w* v R - next if item.nil?( C4 A+ y* `7 J6 S# @6 o+ i }
- if item.is_a?(RPG::Weapon). x5 d( g. I- }$ v( w
- item = nil if $game_party.weapon_number(item.id) == 0 and+ D! f% X7 B; V# F- |' i
- @actor.weapon_id != item.id* j9 V/ i6 Z, T8 ]: G3 D
- elsif item.is_a?(RPG::Armor)
# a, ?* t) U5 c' ?4 R- t( p6 u0 {' L - item = nil if $game_party.armor_number(item.id) == 0 and . v9 y: w7 N- W& `6 q( }8 Z6 N. N6 N# o
- @actor.armor1_id != item.id+ M5 M. @: M' I: z7 @7 Z: a4 g, O
- elsif item.is_a?(RPG::Item)0 m: x. Q6 a1 u6 [- Z" m
- item = nil if $game_party.item_number(item.id) == 0 or
0 K- B, ~1 w* y. ~3 W% v - !$game_party.item_can_use?(item.id)1 D8 |( U# ?" X( Z
- end' N/ u$ U {. G( Q+ G5 L
- bitmap = RPG::Cache.icon(item.icon_name)* C$ d% |5 W, R/ m) {) u- i& i1 q
- self.contents.blt(x, 4, bitmap, Rect.new(0, 0, 24, 24))
6 p6 q3 K7 u/ ]4 b - end- H( r. k6 o( A' R: {6 Q( v* Y* Q
- end
+ t/ i6 R+ z0 [ - # R3 P4 n. F# d
- def equip(item)
+ C. D! U' U# `! r4 q0 Y - if item.nil?$ u; P# t, ]" V6 v/ [* ^
- $game_system.se_play($data_system.buzzer_se)
& n3 V4 h: s/ T: A5 r3 O* X4 G - return* K3 l6 R; Y- v6 g6 m1 I! c' O
- end: ~9 [; Y9 S% R+ S6 g
- if item.is_a?(RPG::Skill)
& @; s% ], ?# r, ?' C, R - if [email protected]_can_use?(item.id)) g$ E% F! A0 q$ G
- $game_system.se_play($data_system.buzzer_se)" g/ o& r e: E, L& X% [3 E; G7 y
- return* i- E( f5 R' J
- end; J: m/ m" e$ ^! k. `( `9 o% ^* A$ ~
- $game_system.xas_skill_id = item.id
. k4 n# S. Z/ a. c& c3 x i @, X - elsif item.is_a?(RPG::Weapon)' Z4 R1 w. M. T7 u3 i$ z* G# h a
- @actor.equip(0, item.id)
; D/ I' x$ p8 p3 h - elsif item.is_a?(RPG::Armor)
8 G. ? o8 b7 {3 p" d J - @actor.equip(1, item.id). p2 w8 A! H/ {+ u9 p* X
- elsif item.is_a?(RPG::Item)
2 i r' F# a" B: @ - item_tool_id = XAS::XASITEM_ID[item.id]$ u+ }* p5 l. w/ ? i
- if item_tool_id != nil9 U; D) S( Q3 B, ]
- unless $game_party.item_can_use?(item.id)6 O) o) M4 I3 c- F7 i) \
- $game_system.se_play($data_system.buzzer_se)
4 Q/ d( ^ s% L, ? - return5 x) N- a& ]9 u( w) p* B
- end
! k% Y0 a, ^: r& x* z( O A v/ e - $game_system.xas_item_id = item.id- T# l- g) E: D& L) L1 e g
- end0 v+ R. ^# e* S. Q
- end+ B h3 M8 A0 _7 O' C' O1 h% \; T
- $game_system.se_play($data_system.equip_se)) v7 y% v& H6 P
- end
* C* v- b6 F2 U) C - ( j: X9 |! y, d$ L3 J: L
- def update
5 P: e) k3 Z0 \; Q J$ p - @actor = $game_party.actors[0]
& q9 G: g$ u2 Z! ` - @hot_keys = $game_player.hud_equip, U& d4 w+ ?# T( D
- refresh
$ Q9 `, I0 U4 z* Y# j9 @! E o - return if !$scene.is_a?(Scene_Map). m1 J+ [( a6 N! q7 M
- if Input.press?(Input::Numkey[1])
$ F: Q4 X& h) [6 s' }; V" ^ - equip($game_player.hud_equip[0])
. I4 {* h& |) l4 C5 B, f - elsif Input.press?(Input::Numkey[2])
% ^, ?' a4 j" y8 M+ Z& i1 T - equip($game_player.hud_equip[1])
4 {* X( l9 W6 j) Z0 ^) e" t( F - elsif Input.press?(Input::Numkey[3])2 ]4 M' Y* a' K5 T" g d
- equip($game_player.hud_equip[2]) : M7 {3 e3 i$ \! [7 B2 ?" B6 m
- elsif Input.press?(Input::Numkey[4])
# A$ g% R% h3 v/ D' r: E" D - equip($game_player.hud_equip[3])
' K: R% Z0 ?( h - elsif Input.press?(Input::Numkey[5])
1 `) _9 _; D! ?* o5 ^& V - equip($game_player.hud_equip[4])$ ^% X1 y# _! d6 s( t1 w# g# N
- end, }( h+ W( K( l0 b( n
- end
, a- _6 G' ^( g7 P - end0 G! [/ P# e- [. T6 [% W
- 6 Y2 n) r9 V3 a
- #===============================================================================5 e2 j$ v9 J. [$ _, b0 G) ]$ ~
- # Scene Map
0 U" z: I# e" t% Z2 l - #===============================================================================, V# ^$ O! \! m, D1 N$ j) V
- class Scene_Map
" Q6 H$ E# `$ E$ Y/ v, f/ t - alias hot_key_hud_init main
% g" p& T* c2 x7 l) o& K) e! k - def main
7 Y* J% g/ C1 A2 f- ` - @hot_key_hud = Hot_Key_HUD.new& O; h$ Z7 E$ T/ p' h
- @hot_key_hud.visible = !$game_switches[XAS_HUDDISABLE_HUD_SWITCH]
& P& _3 a' A# s1 g - hot_key_hud_init/ ]2 N" d/ t( e6 S7 t* n6 R6 o
- @hot_key_hud.dispose
6 q9 m& y/ h; P. j( @ - end
% C- N! O+ Z0 E1 R, [ - . L1 A/ x$ u' I$ F( h- C
- alias hot_key_hud_update update
6 f% H' {4 Z; {2 h7 O - def update
. B/ p/ t) c5 J' z% J2 t, u+ C - hot_key_hud_update$ n. D$ |1 `' ] N# k
- @hot_key_hud.update) @! I! ~6 R! {. E5 j
- @hot_key_hud.visible = !$game_switches[XAS_HUDDISABLE_HUD_SWITCH]
4 g3 P- h& Y% p - @hot_key_hud.update if !$game_switches[XAS_HUDDISABLE_HUD_SWITCH]) C5 V6 B- i8 t. m
- end, s* E, J& K+ p" `4 g/ p
- end
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