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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,
& ~7 r2 U# Y+ W) h+ b# w$ [/ U不知道有人能帮忙看一下吗? - #===============================================================================3 }3 @% p( T) q, R# |$ W
- # XAS - Hot Key HUD4 O2 N" K9 U6 D6 M
- #===============================================================================
5 o7 K3 M7 H- F3 `1 J - # By Mr_Wiggles% I; g. n( a' n E6 a4 Y
- # Version 1.3/ C: H) `8 f6 q& \7 X6 G& k
- # 7/6/10
0 W% I @$ B2 B) L - #-------------------------------------------------------------------------------
& s2 M/ r: \. O" k r3 R, I4 g - # Instructions:
/ b; M4 a# Z! \0 R* M* h - # Fill in the constants bellow, paste this script above main and bellow XAS in: L# m2 k1 t. n6 |; r) a
- # your script data base. BE SURE TO SET TO THE RIGHT XAS VERSION!!
) u! e- J$ Z+ x; F3 G - #
* y2 ?! A9 d, b3 h. q2 H8 A - # Place the "Hot_Keys_HUD" picture file into your game directory
/ F# c+ W4 B/ Z4 s - # Graphics/Pictures folder.
- m; A( {& s5 l% g g1 T - #-------------------------------------------------------------------------------
7 N" \; E+ R3 `8 A - # Directions of Use:* x6 a, b' d$ [! n
- # Simple just press a number key (1 - 5) when the quick skill or item menu is9 U; D1 C& z3 v
- # Showing.+ e' z5 D2 [0 `3 i ~
- #===============================================================================
* k1 F+ w9 ]0 ~) t3 J3 a - HUD_X = 0 # X pos of HUD
! c5 m+ c$ H, F2 q - HUD_Y = 0 # Y pos of HUD8 G& b: L7 L( z% Y/ Y9 O: F
; }' x4 l# M0 v4 C5 I4 _# L, v0 V- # Set true if XAS 3.7f
9 d6 X; Z0 l" { - # set false if XAS 3.6
6 |- n. u8 U2 u3 A - XASVER_37 = true- T' x+ z4 o2 {
- 7 `$ \3 W7 |) o
- #===============================================================================
- U3 R m) e, \ - # Numkeys Module* Q, m4 n$ }$ _: F% Y
- #===============================================================================, R2 `# P9 D& ]' h7 y, _4 a
- module Input2 x1 Q+ y& A5 J& j# D" {3 W
- Numkey = {1 => 1049, 2 => 1050, 3 => 1051, 4 => 1052, 5 => 1053}
' T2 @+ @! [1 B% p; T! h& N7 u# i: ? - class << self P) w* b( I7 H3 J
- Key = Win32API.new('user32','GetAsyncKeyState',['i'],'i')$ p3 `" w% F9 b' D5 R4 [; E
-
9 E, o5 S' t7 r, \5 ^5 } - def testkey(key)/ V) w' h o3 w2 r: a) k/ f8 p, l
- Key.call(key) & 0x01 == 14 E& R0 e( }' @- p3 X3 {
- end
* Q; @( l) C q: o- t* x - & M9 }* N: Z) O( F* t
- alias hud_key_update update) E& U2 P3 e6 b* I
- def update
8 a% d `; R/ Y# d8 T' T - hud_key_update4 x d$ h+ M5 R" @" ]' E5 D
- @pressed = []
( ?! B. T/ J8 P A - for key in Numkey.values9 ^1 S8 g/ u$ Q/ O: z1 g. ?) }
- key -= 1000/ V1 K9 k& }; E/ f8 d1 |! N f
- @pressed.push(key) if testkey(key)% [" m: p" a4 p
- end2 c4 [: H4 K9 ?! N# l
- end
. ^# y7 K+ R$ S& H& l2 K -
6 r$ o: x, e' M! u; l4 r. J" X1 ] - def pressed?(key)
1 v9 P6 ^% c4 p9 _) d2 C( S/ m - key -= 1000
0 l3 A/ o s( x+ ^+ t* [ - @pressed = [] if @pressed.nil?! r- Z$ [ @, A, }" ^% v' Z+ R
- return true if @pressed.include?(key)
( }% |3 d& `$ @( e5 n3 b2 x - return false+ y5 Y/ {9 H2 O& |; j {* f. O3 y
- end. L s5 W- \ U- }
- ' V7 p% D* B0 b/ P! h. B& _- W! k
- alias hud_key_press? press?
- r4 x& q X7 ~2 M! _9 V - def press?(key). x+ d4 h0 b/ J; [; U) W
- return pressed?(key) if key.to_f > 1000
! r6 j* C4 X1 U5 Z; _8 ?0 @8 o; w - hud_key_press?(key)8 s5 t5 a- R5 ^) r* k. j7 Q/ {
- end
@" i; ?0 r* m4 t7 |, u - end
+ x [4 `2 {; z- X) ?" p - end
2 i5 V1 g! k% U* d$ B+ e% C - ( [9 ?& m/ t) I; A% m# r
- #===============================================================================1 }0 P/ s: r9 R
- # Game Player/ j% u; y+ B; d
- #===============================================================================/ Y1 f( d4 _! P/ t5 H
- class Game_Player < Game_Character0 L, }, Q8 M' ~0 o
- attr_accessor :hud_equip
% B' O1 A' m _) P; a( c- ~3 p - % h. S5 l" c$ h. q# ~5 ^$ g$ Z
- alias hot_key_hud_init initialize
6 q0 i5 q6 O9 _3 J7 R - def initialize
: M2 |& u& b5 b# K5 j: t: C, Q - hot_key_hud_init2 [4 ?$ a, _# B3 k. [/ N/ B" k D
- @hud_equip = []
4 ?2 Z* n5 m! h! u: Z - end
# O: b# C0 K9 }" P; }" \' A - * P+ \# M" {8 t
- def equip_item_to_hud(n, item)
( h" K/ Q, t% }" @ I - if item.nil?
8 L. `4 q. w" _1 T7 F6 _& m" h - $game_system.se_play($data_system.buzzer_se)) E( d9 }& ^$ }/ {' @
- return" p H& l0 W: J7 l
- end
' g- _% ~( l) z: B. n - $game_system.se_play($data_system.decision_se)( q* Z7 B# p8 w: u Y1 c; K! l& |; B
- @hud_equip[@hud_equip.index(item)] = nil if @hud_equip.include?(item)
5 {7 Z* p9 m7 m S4 S - @hud_equip[n] = item; N# E6 o# g. x" Y2 a" B
- end4 T" C r8 F- s
- end
$ z1 {4 N' g! S. ~9 t1 P# t8 {( O
. A1 D5 H: O! q- M8 A- #===============================================================================$ E& g0 J0 |. e0 n! L# N
- # Quick Skill Window0 p5 u$ s# f- H# D: u, ^3 q
- #===============================================================================
3 M5 \4 n% Y- ~* f: t& j - if XASVER_37 == false+ A$ p/ ?7 A1 U" b- P/ E( ~
- class Xas_Scene_Skill# ?$ f; ]# {) |2 O! I6 M5 u$ M
- alias hud_quick_menu_main main
6 {5 l( v/ b. t) n. c0 c. f - def main$ Q( i- T* N) u c- X
- @hot_key_hud = Hot_Key_HUD.new
5 K3 d4 I" @/ `- p- q - hud_quick_menu_main
. v B2 F7 H2 Z: ?* f- E2 I0 |' c - @hot_key_hud.dispose
' O- X& q' ~$ _3 F, z - end
+ h* U2 O* B3 a8 ~& p& T9 n! ? - 0 c: Y) t1 F6 ^1 U5 p- }
- alias hotkey_hud_qucik_menu_update update
. H5 z8 P: O# J/ v( t& _" F% F - def update
, A/ }( f9 A) s) Y' g" u/ \! H - hotkey_hud_qucik_menu_update
" y8 S7 v( F% U8 m) C - # Hot Key num 16 q, l* d/ D; ~6 L
- if Input.press?(Input::Numkey[1])
) G( U0 ^0 R% x8 o - $game_player.equip_item_to_hud(0, @skill_window.skill)
9 I2 a$ a& Q: x2 R - # Hot Key num 2& N4 M- t Z1 m( o4 T2 j: a
- elsif Input.press?(Input::Numkey[2])
( R: d0 i; `8 f" E - $game_player.equip_item_to_hud(1, @skill_window.skill)( ]0 L- n% h: B% W1 @6 S
- # Hot Key num 3
9 h( x% U+ ~. l( z% b5 E2 ` - elsif Input.press?(Input::Numkey[3])
" m! {' o W& o+ p1 ]$ o4 ^ - $game_player.equip_item_to_hud(2, @skill_window.skill) X# v) I' n$ E7 X3 I
- # Hot Key num 4$ v/ v& ~7 n" ~1 c
- elsif Input.press?(Input::Numkey[4])
0 j. y+ Q0 h& ^5 d' E+ m/ U - $game_player.equip_item_to_hud(3, @skill_window.skill)
7 x+ y7 i% p8 _ - # Hot Key num 5& K* o E1 b* r* z3 x* H2 A
- elsif Input.press?(Input::Numkey[5])3 Q( P. v; ^, k1 M( d0 ?
- $game_player.equip_item_to_hud(4, @skill_window.skill)
# I3 \% J8 c7 s! F# A7 p0 J+ h - end
& r C/ c! _8 | - @hot_key_hud.update
P8 ~( P4 Z' |! H/ ` - end! p- ] O1 h9 I; a
- end; }0 j4 F( Z4 E# h# N+ w1 D8 Q$ e
- else% B( d* `* L# R* I* m3 W6 M7 [
- class Quick_Menu_Skill- R2 [4 o4 V4 U
- alias hud_quick_menu_main main% f6 b6 y4 ^- q2 }" g# q8 {
- def main
& x% M5 a1 N% j l+ K0 L: G( _ - @hot_key_hud = Hot_Key_HUD.new
. l$ ~! y( d. E+ ? - hud_quick_menu_main
2 l9 ~( |) X& `/ I! m - @hot_key_hud.dispose4 K8 ^7 ?3 p8 }8 A
- end
# ^+ T; t; m6 S( J' b7 } -
! ]. o% `, A% \ W. V - alias hotkey_hud_qucik_menu_update update
+ f9 Q6 r( v2 R( x - def update A# b0 }- d, o
- hotkey_hud_qucik_menu_update
0 j$ A) l# h# o- y$ D% U( w: O* G - # Hot Key num 1
) d9 C R6 S- a! V+ T - if Input.press?(Input::Numkey[1])5 u3 i8 A) q" W! l1 q3 Q
- $game_player.equip_item_to_hud(0, @skill_window.skill) Y# v8 m+ A2 \& m. K
- # Hot Key num 2
7 a9 Y- T! C. A# G( L. N - elsif Input.press?(Input::Numkey[2])2 N m/ w# c7 J) i: C$ J* G+ n
- $game_player.equip_item_to_hud(1, @skill_window.skill)/ k1 G5 ^$ Z( n9 Y
- # Hot Key num 3
4 a X$ x [9 X - elsif Input.press?(Input::Numkey[3]), w |1 {, w( D2 s% J
- $game_player.equip_item_to_hud(2, @skill_window.skill) h( L' G$ [2 q8 K
- # Hot Key num 4; y" Y. d' j" a8 x0 z
- elsif Input.press?(Input::Numkey[4])
4 g' x+ @4 K( |. o2 b - $game_player.equip_item_to_hud(3, @skill_window.skill)& x/ A) [! O& H, _8 s7 t
- # Hot Key num 53 ^% o7 t( A$ Z4 d4 ?+ k9 w
- elsif Input.press?(Input::Numkey[5])
6 k; U" H6 P! M: j1 m( [ - $game_player.equip_item_to_hud(4, @skill_window.skill)5 @; L/ s2 T& U# I6 q. {
- end9 G& r; O" D$ W/ d/ r; i* s
- @hot_key_hud.update6 q5 T9 r& M- M3 }+ s
- end
" m* X3 e- v, f. X" u - end
7 X" _; M7 c' h6 U; c, U - end9 @" Q# j/ E* s" \- V9 K# p3 U5 b
- ( @, Z, x1 S% s+ L1 p9 q6 N
- #===============================================================================3 F* J& h( o* X# A! f
- # Quick Item Window
+ h. m p& L* [4 T - #===============================================================================2 O' q5 V3 s7 C( |# z8 J
- if XASVER_37 == false% J! M( E5 v( q I4 n: f, b
- class Xas_Scene_Item& @8 X* D- k' J6 D% u8 Z2 q
- alias hud_quick_menu_main main
" N/ ^9 T8 J8 n& G7 F6 E8 k$ z - def main
( c0 {! I1 Q0 Z) E( } - @hot_key_hud = Hot_Key_HUD.new9 d0 B2 t! M- U+ w# M7 ?8 N) q
- hud_quick_menu_main
% y' q" }) F# V0 I- J - @hot_key_hud.dispose
9 n; T5 E; s. R) V+ X+ c - end# ?) r" y2 G4 R; e9 d( ?$ ]$ c0 K
-
0 H& t: S1 m/ P8 @+ D - alias hud_key_update update
- V5 i* Q: M7 l# l - def update" {. H- e2 ?& P0 x. H( M
- hud_key_update
_) e! q8 {5 a8 o4 h! ^1 G - # Hot Key num 18 S @+ Z$ h" N6 G0 P1 Z' ^$ q- ~& ?* l
- if Input.press?(Input::Numkey[1])$ F( ^7 P) H( i1 f: s
- $game_player.equip_item_to_hud(0, @item_window.item)* n7 _* O1 l, }- A, [
- # Hot Key num 2" t" }2 o- k0 f
- elsif Input.press?(Input::Numkey[2])
. J1 w& E& m: R7 t% e/ F - $game_player.equip_item_to_hud(1, @item_window.item)7 U3 o. T9 y6 S/ Q A7 {# h
- # Hot Key num 3
6 y# ~! q8 I3 u& [4 @& i) y - elsif Input.press?(Input::Numkey[3])
0 V2 G5 ^. ?+ g8 W- b. z. s1 W- w - $game_player.equip_item_to_hud(2, @item_window.item), W* C, P/ ?1 ]: E
- # Hot Key num 4
! |8 j# K' p* d' n V6 m1 | - elsif Input.press?(Input::Numkey[4])
~ m, n6 J& t! { - $game_player.equip_item_to_hud(3, @item_window.item)* n2 g& X& Z' D0 q
- # Hot Key num 53 Y1 }/ R* N! Z$ G
- elsif Input.press?(Input::Numkey[5])/ b! r7 N, H' j: c+ P8 W! D3 G
- $game_player.equip_item_to_hud(4, @item_window.item)* p% v0 q- U, V1 X# {
- end
3 ?- q3 j& w O, r - @hot_key_hud.update. [# J' W9 d& ~9 F# r) U
- end8 H; c. L; J* Z6 c
- end9 q0 X4 b3 d- Y) c6 B; I# h+ X! k
- else& `& @3 x, e, Y, Q3 ^
- class Quick_Menu_Item* f$ S1 H$ q% i6 F) N. o+ o
- alias hud_quick_menu_main main$ m3 ~8 W# E, X& D
- def main/ D5 ^: _+ K( P; n2 T7 W8 F
- @hot_key_hud = Hot_Key_HUD.new4 m& q+ F, y+ p+ W9 ~( i
- hud_quick_menu_main
B5 ^) h' b( E2 h0 i - @hot_key_hud.dispose
0 c8 q8 Z2 W1 q. u r7 w0 Z - end% T C5 F( @# b6 r
- " j- ~4 s% L# W* e- _! F0 p2 h
- alias hud_key_update update
! b3 q- W# F5 q6 @2 C Y( h+ T - def update& h' I" i5 ~. ?3 C' W+ e- s6 @
- hud_key_update( L6 D/ ~: _" c- l
- # Hot Key num 1
% }6 e4 N% |' A- r5 v# z r - if Input.press?(Input::Numkey[1])
6 l6 I! ?! _5 t$ }3 v. y! `( S - $game_player.equip_item_to_hud(0, @item_window.item)
3 _# b1 w- g \* g! { - # Hot Key num 25 d4 W) ~9 P+ v$ O0 o0 N# ~; G
- elsif Input.press?(Input::Numkey[2])7 M9 s* {& N. A \: S
- $game_player.equip_item_to_hud(1, @item_window.item)7 b" k: \6 r- q
- # Hot Key num 3
# F8 L9 r0 B& X - elsif Input.press?(Input::Numkey[3])- R- _( N9 L) f: q' [: s
- $game_player.equip_item_to_hud(2, @item_window.item). y6 S+ N, i) x
- # Hot Key num 4
: P( q! F: S7 O9 S2 S- \4 h - elsif Input.press?(Input::Numkey[4]); E! S% t) V9 v
- $game_player.equip_item_to_hud(3, @item_window.item)! W& D! N$ |( V/ n1 m
- # Hot Key num 5
4 P8 w+ ]( z; u - elsif Input.press?(Input::Numkey[5])& k3 ]/ j$ c, \4 @4 x) P0 ]5 n
- $game_player.equip_item_to_hud(4, @item_window.item)
4 K* I2 j0 Q$ V+ Q5 V- `0 D - end, A; o# v5 u' b2 B3 B: z* u
- @hot_key_hud.update* l* l) b5 l7 P; S. w) V
- end+ X: c. @$ b. a' C8 a x5 C; I
- end/ S+ V) c2 X! [7 N8 |: N) V7 H8 X# e
- end/ s, h: O/ m. @6 ]
- : E( @$ w' G$ l. g1 N& A& H& H/ I1 f
- #===============================================================================
+ B3 l( B1 j7 u: m! c f8 h) g* U - # HUD Window
+ D, A) ]4 Z; ^2 \$ a% j - #===============================================================================1 T4 c _% U+ [
- class Hot_Key_HUD < Window_Base
& F j! `3 k: G: e1 W - def initialize(x = HUD_X - 10, y = HUD_Y - 15)7 l) ~% p Q0 g& l" w. R6 C
- super(x, y, 220, 80)3 ^2 s: L+ x/ |0 o5 t, ^2 G+ Y4 ?
- self.contents = Bitmap.new(width - 32, height - 32)" V0 d. Z! d' w) N6 D
- self.opacity = 0
. g4 J4 j- {- A& x/ T1 x' G - @actor = $game_party.actors[0]
" s1 ^, s2 b9 p2 m- \" m" K1 f - refresh/ w! ?. }/ d- f T& Y' o
- end
2 q" I0 D. I7 m8 R" B) W2 p
) K- ]% a3 ~$ C- def refresh
. ~% F. a) f3 {+ O+ u) b/ f6 O - self.contents.clear% p' T/ ?2 {& \0 N/ M
- bitmap = RPG::Cache.picture("Hot_Keys_HUD")
5 ?5 X( E6 T. d" K - self.contents.blt(0, 0, bitmap, Rect.new(0, 0, 160, 32))4 |$ g x+ H& q- R0 A$ D
- for i in 0..4+ V1 x' `5 n* X5 ?& y2 w0 Y$ f
- x = 32 * i + 4
& P( t: b' Z. X1 p' l, f5 v - item = $game_player.hud_equip[i]( Z* i9 q+ M6 R% W3 G) E# S7 ?$ ?$ y
- next if item.nil?! ^7 U' W' F" X- v: @2 Z" O. F
- if item.is_a?(RPG::Weapon)6 P- |' N; K8 I8 n$ y: E5 C8 M
- item = nil if $game_party.weapon_number(item.id) == 0 and" }$ e/ R7 x0 `8 Y# H; _
- @actor.weapon_id != item.id
: M" m; i. v6 h' { - elsif item.is_a?(RPG::Armor)3 Z: G5 f1 x7 S+ I# v$ W2 K {
- item = nil if $game_party.armor_number(item.id) == 0 and
* N3 [5 T+ T% R! w0 f! T. d b8 H( l6 r - @actor.armor1_id != item.id% N+ x t7 G j& g1 D! @
- elsif item.is_a?(RPG::Item)
0 X0 A0 B% O2 [% z - item = nil if $game_party.item_number(item.id) == 0 or2 k8 \, l- w" s' ?
- !$game_party.item_can_use?(item.id)
; E( w& U- ^; K; u - end
2 |: X- G R. x* } R2 P - bitmap = RPG::Cache.icon(item.icon_name)
# ^ [9 l7 c' `! v, N - self.contents.blt(x, 4, bitmap, Rect.new(0, 0, 24, 24))8 Q/ L& r5 L3 a9 O: m7 L* X
- end/ Z' D% g8 U2 |* O. O: I
- end$ l; |+ C, }! [7 }( H2 H5 A- \
- 1 U( q% i; }+ Y! Q
- def equip(item)( R4 j7 X/ a# c9 |6 w
- if item.nil?' e! L7 J& t* ~$ S6 W% H& S9 j
- $game_system.se_play($data_system.buzzer_se)
& S) |& S& z% O7 x5 E9 Y - return
; T( r% L1 B, D" _/ c$ ~' r& x% t9 y - end
# K5 ]* `! F: i# b2 V; F* D* v4 \ - if item.is_a?(RPG::Skill)
4 q$ m! c2 d* m9 Z# y; k - if [email protected]_can_use?(item.id)$ ^9 z5 F6 o9 | E: j7 n
- $game_system.se_play($data_system.buzzer_se)
( ^& X* X$ |$ R - return2 O5 E3 z( B8 x, F) `# w4 \
- end) h: I$ [$ M% P- y
- $game_system.xas_skill_id = item.id
. v/ J. G. F/ I8 t7 C: y; X - elsif item.is_a?(RPG::Weapon)
' D/ |* J( e( V% G - @actor.equip(0, item.id)
, D- ^: f5 ^+ R5 l- J: _ - elsif item.is_a?(RPG::Armor)& ~' k. C4 L* I2 J! ?. L. m& B
- @actor.equip(1, item.id)
; C: i! P, f4 q6 x, v" B) U/ n3 C - elsif item.is_a?(RPG::Item)/ ?9 A9 g6 a* Y- ~! w
- item_tool_id = XAS::XASITEM_ID[item.id], `. y. \: B4 W9 j* [- W; j
- if item_tool_id != nil+ h4 @0 ]* z- j
- unless $game_party.item_can_use?(item.id)
+ T& k3 I# I0 [! q& ] - $game_system.se_play($data_system.buzzer_se): s# D/ F% x0 B$ V' W N
- return
/ t# r# d# R$ o5 x3 w; A - end; r% H$ D W Z) S- u
- $game_system.xas_item_id = item.id' Y( A5 q9 j. g
- end( q5 m. r7 _# i) n; m
- end/ _2 N' \8 K! U' S+ i
- $game_system.se_play($data_system.equip_se)
% U! d" l! f, r F8 `/ C/ M - end
! s; r% }; z( w2 J0 F6 I4 k/ l1 [ F -
# l: L, G7 h4 @1 ]0 ? - def update; j G' x' [( f& {( M
- @actor = $game_party.actors[0]
& Z# T* ^0 _7 w5 Z$ S& |5 y - @hot_keys = $game_player.hud_equip, k, n% o- E* o. X( I' b; w }8 D
- refresh) p6 h( b' V6 u. K! G3 f( K
- return if !$scene.is_a?(Scene_Map)& r, e4 P0 `+ y
- if Input.press?(Input::Numkey[1])7 `( v8 ~8 B9 g" k& U2 s$ ^" T' v
- equip($game_player.hud_equip[0])
# h g9 \$ y2 z/ s$ E" C! ^% T, s - elsif Input.press?(Input::Numkey[2])5 g+ N1 K" {/ k- _7 ]
- equip($game_player.hud_equip[1])8 C9 Q' M2 H9 d3 \
- elsif Input.press?(Input::Numkey[3])
D/ m ^7 O. r. D) C - equip($game_player.hud_equip[2])
( ^. j* y+ V$ z - elsif Input.press?(Input::Numkey[4]); g& j" e0 a7 r' r
- equip($game_player.hud_equip[3]) I# l4 x( q( G
- elsif Input.press?(Input::Numkey[5])
! v- L5 D$ e7 p6 O9 w- p& g! U - equip($game_player.hud_equip[4])
1 n6 }0 Z9 }) l - end
3 ^3 {8 K* p/ ?) @: [2 O" c6 D - end
4 ^) Z5 X1 V' ?4 m1 A; L4 w - end
+ [/ ?. w- V4 U' b5 |/ H - , r/ g8 f; E9 X0 _
- #===============================================================================; @5 h \: d! ^4 {3 C
- # Scene Map G9 f& N L+ \
- #===============================================================================* E* W& D7 [" p$ w3 q. N$ @ k
- class Scene_Map) A5 P* {( g: D- ~# |
- alias hot_key_hud_init main: w2 k& }# g. @ X+ T) ~
- def main
* s6 _) e' s( w6 t! t - @hot_key_hud = Hot_Key_HUD.new a6 S7 Z( x( L
- @hot_key_hud.visible = !$game_switches[XAS_HUDDISABLE_HUD_SWITCH]
8 W" v. }% D) E9 _ - hot_key_hud_init
/ @% b$ S9 A F9 { - @hot_key_hud.dispose
, u' F( y3 u) k' L# {/ k# E! d' Z - end
/ z. \ H t: g9 M - 0 D5 t: k+ G+ Y" R5 v
- alias hot_key_hud_update update2 P/ i5 I$ w$ V# O" b, a1 m% x& c
- def update; i- X5 l% ?% ]% n' ]
- hot_key_hud_update
! e( k0 Q/ L9 S9 l) e4 d9 o) W - @hot_key_hud.update; Y0 y! [* `2 r+ V# F1 s
- @hot_key_hud.visible = !$game_switches[XAS_HUDDISABLE_HUD_SWITCH]
2 I+ q$ n, Y% e7 ^$ A: G* g1 n - @hot_key_hud.update if !$game_switches[XAS_HUDDISABLE_HUD_SWITCH]
. [7 [& h' g `! Q8 Q" L - end3 N$ W0 Z; F2 V- z5 ~0 u# {
- end
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