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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,( V9 `6 @$ _ R2 U7 I
不知道有人能帮忙看一下吗? - #=============================================================================== y! |. e8 L7 K3 J2 M
- # XAS - Hot Key HUD/ [+ e# ]8 ]( G% d* _% N
- #===============================================================================
2 Z" a# ]1 Z& r2 P$ r - # By Mr_Wiggles# S7 X$ b* K. c1 ? X
- # Version 1.3- n. F3 T* `3 m0 D0 x
- # 7/6/10
& {' p G% [4 u7 w - #-------------------------------------------------------------------------------
& Y. z1 h1 B" P0 I# R8 V0 F) J/ c - # Instructions:+ e5 q; q& `8 S! A# t6 i) q
- # Fill in the constants bellow, paste this script above main and bellow XAS in1 a* H+ @& S$ v' {- _
- # your script data base. BE SURE TO SET TO THE RIGHT XAS VERSION!!" D3 t# d# R2 }5 P
- #
( G" }/ p3 P2 R. X, y' G - # Place the "Hot_Keys_HUD" picture file into your game directory 8 L+ X+ E7 K2 i+ [
- # Graphics/Pictures folder.
! [- o( o. H: G6 q2 q( n1 M - #-------------------------------------------------------------------------------% h9 h8 L0 m. ^* Q
- # Directions of Use:
1 V5 u9 P! R, d! A% p! E) p( ? - # Simple just press a number key (1 - 5) when the quick skill or item menu is$ I0 a# S: p; u4 E, ?9 p- x! A
- # Showing.5 X7 t! f8 F. R' B! W* o
- #===============================================================================( _8 j/ [, r. Z5 B0 I* }- n
- HUD_X = 0 # X pos of HUD
2 P& I5 |) r/ B2 U - HUD_Y = 0 # Y pos of HUD
( M5 R2 Y5 T, {% S5 \' y
$ X0 L x4 d6 m) X5 G- # Set true if XAS 3.7f
1 \/ H7 B5 p" z7 o( p - # set false if XAS 3.6+ d% S& }# U( J+ w0 L/ X# h1 P( z
- XASVER_37 = true
; u2 q2 c( F% i
* q! g' V1 S5 e ^! J2 q n0 y- #===============================================================================3 o; ], R H, \) A2 F
- # Numkeys Module! b; L: Y% `) F+ h& H
- #===============================================================================0 v3 B, |( U# a
- module Input! b5 w, Q0 Y& S
- Numkey = {1 => 1049, 2 => 1050, 3 => 1051, 4 => 1052, 5 => 1053}; ^9 f3 k, ~) V) l9 P( u; C0 u
- class << self
- m& }8 A+ U8 Q4 |& D1 e - Key = Win32API.new('user32','GetAsyncKeyState',['i'],'i'): P/ U5 T- {2 ~
- 8 {* P3 ?* J7 J9 ~
- def testkey(key)! u+ T5 ~8 h2 v6 X
- Key.call(key) & 0x01 == 1# h s" r' K$ Q7 _
- end/ }9 G0 w/ n( |7 V0 F9 P8 M
-
8 R) G p* A4 t1 M) P# a2 f - alias hud_key_update update
/ g9 ^' }- D. Q* c, K! V - def update
9 {2 C2 t, _6 O - hud_key_update- U. r* q1 x0 x
- @pressed = []
+ W l1 R. T) p/ A - for key in Numkey.values
% R9 z; ?3 \4 r7 r; X - key -= 1000
3 ^% a4 h* w0 G2 H - @pressed.push(key) if testkey(key)
3 K) N3 M; A2 S9 T! @" t - end
8 Y6 X; b* o% r8 t6 X) ]! i - end
: O* d# d4 Y6 M9 N' |. i j -
! D* h! [! E" n, M) N* U6 t: @ - def pressed?(key)' W) P" ^/ x; N
- key -= 1000
( P L1 e, m/ [# l" b - @pressed = [] if @pressed.nil?
7 Q8 H0 H( h" m. x2 a0 H - return true if @pressed.include?(key)
: }2 R# e. @4 z0 ]; T - return false m% g9 D# P8 l4 w- I
- end& p2 i! M$ F T P& o1 v5 K5 L) g
- ( v N; Y0 r. a( }
- alias hud_key_press? press?
+ P$ R7 n( Z2 ?) } - def press?(key)
0 B# K" \3 w; x" X( a L3 g/ _ - return pressed?(key) if key.to_f > 1000
- @+ C" l' y3 }$ [$ x - hud_key_press?(key)
' S: ?9 F6 F$ Q9 I) w2 x - end6 g, v( Y* _+ A6 I
- end/ p( S! N+ ^% K7 t' V
- end2 Y4 i' n& Z+ z, g0 V( a: v( v
) m; w- K* Y) _ d) c" ?' \' F* d- #===============================================================================7 o2 u. Q: Z$ I9 z. |+ J' H# X
- # Game Player
0 |* x, r3 }2 }$ M& Y - #===============================================================================( R& H' p! h# J( `# b
- class Game_Player < Game_Character- u9 L0 n- z" y* g- B
- attr_accessor :hud_equip
7 m% T; g7 o1 C8 } -
9 u1 D+ ~: U' s - alias hot_key_hud_init initialize9 L$ Q" ?" [* f! Q& e# X1 Z/ J- N
- def initialize; p" G+ X7 U2 Y9 _ _# n
- hot_key_hud_init
+ ?7 M8 R1 j' u% _, I& O/ g8 L6 x6 H - @hud_equip = []
L4 U3 \ |! i) J9 j - end
( U) Q3 [+ j$ B& K7 I. Q7 D# {7 D -
8 |! j& H/ A2 [) d - def equip_item_to_hud(n, item)# A: C5 Q0 i: S2 W) L" r$ H
- if item.nil?# m1 a4 ~5 S4 d0 ?( S Y9 b o8 G
- $game_system.se_play($data_system.buzzer_se)+ ]9 P8 C' {% e# W
- return: o6 n: s' ]% q5 y; U
- end
0 ?. L0 |2 P. D - $game_system.se_play($data_system.decision_se)4 C$ ], {7 t2 {3 D) b( S5 E) J
- @hud_equip[@hud_equip.index(item)] = nil if @hud_equip.include?(item)
. _- r% T- K$ Q0 P6 Z6 T - @hud_equip[n] = item( _5 U1 e p6 [6 k+ G
- end% R6 K; r1 a/ {, t& |% m8 e2 U
- end
& C- q- I7 ?* K- j% D, Q6 m
& z+ X6 B. w- ]% I K& v/ j- #===============================================================================
+ R, Z8 i S6 ^$ }* q - # Quick Skill Window
) ~( F+ d; b4 _! u - #===============================================================================
8 f/ C) o; A- X5 ] - if XASVER_37 == false
7 T4 S8 @# A- H9 R, i5 d& W - class Xas_Scene_Skill
3 _* k( A4 P$ H5 _: X - alias hud_quick_menu_main main
W: Z2 f# L) u4 Y! M8 g - def main! m+ w) N' ^& Z4 T K9 v6 U+ D; [% G
- @hot_key_hud = Hot_Key_HUD.new
3 E& `; ^0 H) a# |# E) A - hud_quick_menu_main/ ]. l$ X: b4 y0 S4 H
- @hot_key_hud.dispose
4 p+ }$ v* A0 \/ ` - end3 N4 m9 I: m6 O! M+ F4 B0 I5 w. q
-
5 u* M! d+ @ x; v8 ?8 s' T - alias hotkey_hud_qucik_menu_update update# ?% u; I( S" U+ q
- def update
) R' A' j, s2 _# u - hotkey_hud_qucik_menu_update
. y+ p5 w, @8 c7 |/ m; g - # Hot Key num 1
, `3 ]2 o5 X/ K2 h) z; j. y - if Input.press?(Input::Numkey[1])
9 J* j6 `3 r/ f5 Z0 P - $game_player.equip_item_to_hud(0, @skill_window.skill)- `3 M) S' V! ~. c
- # Hot Key num 2
( L) {" [; ^0 c/ Z! ` - elsif Input.press?(Input::Numkey[2])
2 x' z% ^1 ?3 q1 m# |9 m - $game_player.equip_item_to_hud(1, @skill_window.skill)
8 C0 \2 y9 Q4 p7 w - # Hot Key num 3/ l! x' `( x& h2 [7 p, @
- elsif Input.press?(Input::Numkey[3])" H% w2 [0 |6 A+ Q- |" m
- $game_player.equip_item_to_hud(2, @skill_window.skill)
- X& i) c9 B9 ?( } - # Hot Key num 4
2 @* n" ]# c. o1 [ - elsif Input.press?(Input::Numkey[4])
( x X% p4 C$ H' Q - $game_player.equip_item_to_hud(3, @skill_window.skill) G3 S7 _+ V$ }5 J3 e9 B4 W
- # Hot Key num 5% q2 J/ C7 ]" Y" M% v6 J: U: g: ?
- elsif Input.press?(Input::Numkey[5])
& I; v) r% r' H7 G/ } - $game_player.equip_item_to_hud(4, @skill_window.skill)
" a; }' Q7 A/ N# A0 w3 z: H* R! j - end
8 t7 q) x1 p3 G7 m - @hot_key_hud.update
( [. A' Y w* L# \1 v6 w - end6 C7 w1 C0 q% m
- end) R: L8 i6 q$ h+ O5 D1 w
- else8 t: G, W* X1 q7 ~( G* Z! S9 P
- class Quick_Menu_Skill0 m$ Y3 d# k: p9 U% m3 v H
- alias hud_quick_menu_main main# k1 W) _5 ~, W. ^: S/ {& b+ O7 {
- def main0 z" b3 r! T3 X0 A4 F& C1 s% m
- @hot_key_hud = Hot_Key_HUD.new
: {0 S9 i! G+ Z: j - hud_quick_menu_main
% p( _6 ] X7 b% ~6 { - @hot_key_hud.dispose
' m6 i) _4 ~' u8 y, S - end0 ?& e3 d$ Z/ H8 P [
- " t* P! [$ b8 E. P7 @+ z
- alias hotkey_hud_qucik_menu_update update
$ _% Y5 ~9 e1 L: V0 C( X - def update
7 _3 E# ]# E7 r- ]$ U, x" H+ u - hotkey_hud_qucik_menu_update b( w* Z4 Y& X1 {4 Q& Q( U
- # Hot Key num 11 I+ p q7 Y) o8 G$ I) ^" U; J
- if Input.press?(Input::Numkey[1])
) c' R4 R% a9 o, W( I& r - $game_player.equip_item_to_hud(0, @skill_window.skill)
# D: b0 m: e6 @ - # Hot Key num 2
( V8 L5 f* q! ~# A - elsif Input.press?(Input::Numkey[2])
. _/ a3 X5 h( B1 z2 j$ v, G) U: K2 U - $game_player.equip_item_to_hud(1, @skill_window.skill)2 C/ \3 U! d. u& s
- # Hot Key num 3( Q3 T5 \, e& A8 s
- elsif Input.press?(Input::Numkey[3])
8 r1 V! `6 \7 [6 _" _2 i - $game_player.equip_item_to_hud(2, @skill_window.skill)
& M3 l% w3 J% [8 d! Y - # Hot Key num 4
r6 v/ h) U5 t5 f) O1 P - elsif Input.press?(Input::Numkey[4])3 u" u+ A. p# v$ }, }( p& R
- $game_player.equip_item_to_hud(3, @skill_window.skill)
4 n8 F0 j$ w! b; t# B! E - # Hot Key num 57 M- e! b& Z5 N7 M
- elsif Input.press?(Input::Numkey[5])
' q" W8 H: u# a0 y: e2 K9 {: j" E - $game_player.equip_item_to_hud(4, @skill_window.skill); y2 {+ c. J8 e
- end ]. S4 a6 b* o5 ~: Q2 j
- @hot_key_hud.update
7 ^; m( y% \: r2 O6 `, P - end) R2 u* N7 j$ v9 \. M) ^, c
- end5 S& v! V$ T2 A. H+ g, g( a
- end
) k9 |9 |! G3 e5 _) ? - ! ]! g. K: c7 ?" F$ B# y, F+ X8 R
- #===============================================================================3 M, w& L3 P5 K o, c! \
- # Quick Item Window
: ?+ {. Z1 f+ G' f - #===============================================================================4 p9 z: E% ?/ M' [, G* G
- if XASVER_37 == false
3 C {) j8 G5 a* F4 {7 w - class Xas_Scene_Item+ e/ `9 X8 @0 U% w
- alias hud_quick_menu_main main
3 w7 [+ R5 U6 W- L& t2 x( K - def main3 U8 y- P/ l! I* |! I2 J
- @hot_key_hud = Hot_Key_HUD.new
2 y& S. K2 ^. J9 j - hud_quick_menu_main' P! O' ]0 b# Q
- @hot_key_hud.dispose
! I' ^* v A9 d1 Y8 W' D9 [ - end
/ t0 E) z# x5 y' c: o - , F% p3 R# ?$ n+ e
- alias hud_key_update update
0 P7 I; n; Z4 s4 ] - def update
; L$ \% ^# J8 H7 K0 C2 A( y - hud_key_update8 J$ b j/ c, ]1 R8 k( G
- # Hot Key num 15 }2 C2 @- d5 ?
- if Input.press?(Input::Numkey[1]) j U# K- `9 o; J( e% e5 N3 s
- $game_player.equip_item_to_hud(0, @item_window.item)0 y- z2 z" S7 a; ~+ w0 U
- # Hot Key num 2
6 ?# k$ k/ [/ A- g% H - elsif Input.press?(Input::Numkey[2])3 ?3 z6 g: D+ ~" w) _9 u
- $game_player.equip_item_to_hud(1, @item_window.item)% I: e& M# R7 t4 K, b
- # Hot Key num 3
5 F& K3 {3 H* u' C# j - elsif Input.press?(Input::Numkey[3]). s. g" Q z- q' w. S) F8 J2 ]
- $game_player.equip_item_to_hud(2, @item_window.item)2 _6 q$ p. l( J
- # Hot Key num 4
4 }1 s3 C+ _! ~1 ~ - elsif Input.press?(Input::Numkey[4])
4 `" C4 C9 I5 @ - $game_player.equip_item_to_hud(3, @item_window.item)6 x) ^2 T+ S2 L& m/ V: c
- # Hot Key num 5, |2 X# F# A/ J4 t
- elsif Input.press?(Input::Numkey[5])
* G* e& s, B0 ]! w! F - $game_player.equip_item_to_hud(4, @item_window.item), W1 ? n! M# `8 [
- end
8 b0 ^9 ~" r/ y; b - @hot_key_hud.update/ }" q1 J1 N: |" k2 }4 f
- end1 c/ V1 \/ D$ U# m( }
- end
8 O0 H3 q' d6 J% g2 O - else
0 o1 m" `8 X( ?2 t9 b1 I% L% Z - class Quick_Menu_Item
8 C: M7 q, ?; Y* B1 s7 P3 Y - alias hud_quick_menu_main main5 F- W C* P! j5 L5 @' e4 I7 g
- def main
( G( H! [8 [4 G - @hot_key_hud = Hot_Key_HUD.new
1 X( d2 i0 E8 i4 W* v( `9 W% t - hud_quick_menu_main
- ~& U) f% S' }5 o6 d* | - @hot_key_hud.dispose" g( t+ j9 p! l" B- L, Z4 X5 P
- end
( k, B' c3 M) \, f3 C - t' |0 n4 U, F& b
- alias hud_key_update update' I# |4 V' i$ D6 |
- def update' N( @# x5 |* o0 Z9 Q6 }
- hud_key_update
! E9 I, Y3 ^6 x8 o - # Hot Key num 1
& k7 V# S a8 g5 @9 ~ - if Input.press?(Input::Numkey[1])0 P! R+ U3 G. }2 g- ] ~ E
- $game_player.equip_item_to_hud(0, @item_window.item) n. \# R k( p' Q5 O' J) L/ f: P
- # Hot Key num 2
* Z- i1 \/ I. H, b - elsif Input.press?(Input::Numkey[2])
3 ?9 T& b H3 C2 l& Z - $game_player.equip_item_to_hud(1, @item_window.item)
Q8 U+ C$ W! h - # Hot Key num 3
% _/ x/ V3 U: L - elsif Input.press?(Input::Numkey[3])
. ~* ?% \2 X9 K8 C7 K' b+ s - $game_player.equip_item_to_hud(2, @item_window.item)
/ M; q) J4 G7 G- L" a& L - # Hot Key num 4
6 l7 o+ w* ^$ D, r - elsif Input.press?(Input::Numkey[4])4 U( N9 `3 q/ d4 `; [' W
- $game_player.equip_item_to_hud(3, @item_window.item)5 ]" K. g2 ]' C* B; V
- # Hot Key num 5
& X4 w! F4 u0 d - elsif Input.press?(Input::Numkey[5])
4 ]! R( H+ M. ?% \ - $game_player.equip_item_to_hud(4, @item_window.item)( k) E9 T* n+ g# _3 `5 l
- end! m" f n2 E- |. m+ i
- @hot_key_hud.update
, B& _. ?/ v D) p - end3 j+ G4 l$ y2 e
- end8 L9 o- @+ }% i' s- W& }& e
- end
4 @& J9 m2 Z6 N: W
2 j5 B, }$ P1 A7 O. ?+ ^/ Z, {- #===============================================================================
! T, m! k* j% N7 M* H0 @( l - # HUD Window
- w" s& s& s* f Y' t - #===============================================================================" p$ v. E; u& A' X' |! _/ ?0 o
- class Hot_Key_HUD < Window_Base$ X7 [. R; ]/ U$ E- p
- def initialize(x = HUD_X - 10, y = HUD_Y - 15)- R; P2 s+ r m4 ~; D9 k
- super(x, y, 220, 80)
% N+ a8 g% F. I9 h, w. ^, s - self.contents = Bitmap.new(width - 32, height - 32)- v4 ]3 n, [" X' e# ?% ?
- self.opacity = 0( p7 b$ ]( w d0 k) S
- @actor = $game_party.actors[0]4 j( m8 x! X4 f0 W& z8 Q
- refresh' T, j. A6 u- L/ `' \' T S( M, k
- end
" A% ~, U: e3 U/ O+ H2 q
! r) `4 p! l7 v5 P6 }- def refresh
) Q& p) [& f: p+ R - self.contents.clear9 n6 f7 A+ R0 q, h+ H; g0 T) \2 N$ X
- bitmap = RPG::Cache.picture("Hot_Keys_HUD")& S" e9 P; D1 M: _9 E
- self.contents.blt(0, 0, bitmap, Rect.new(0, 0, 160, 32))
* H- [) N1 c& A$ x! B2 \7 ~9 q - for i in 0..4
+ y4 ^' P' o4 R! C* Q8 P - x = 32 * i + 4
l4 n6 S# S2 ~7 U3 z& U' S8 N - item = $game_player.hud_equip[i]7 P. X2 G: p+ [/ o4 a0 M) c, }
- next if item.nil?
! J1 D/ C; m& v; ~7 U - if item.is_a?(RPG::Weapon)
. N; |& S9 g- T' L/ W7 |" ?$ M - item = nil if $game_party.weapon_number(item.id) == 0 and
7 [/ }+ f* o& Y; f8 y+ E+ F - @actor.weapon_id != item.id/ p/ F. }7 Z7 V" k
- elsif item.is_a?(RPG::Armor)
, Z2 r0 V/ G( O: o+ V' ^. f" ]! w7 ]3 o. Q - item = nil if $game_party.armor_number(item.id) == 0 and . m- L; P x$ U* q$ O( Q4 L
- @actor.armor1_id != item.id* U$ d4 d+ q. ^
- elsif item.is_a?(RPG::Item)
U6 J2 ]6 l9 T( n s% M' E - item = nil if $game_party.item_number(item.id) == 0 or: [+ k0 g t- j. z, Y
- !$game_party.item_can_use?(item.id)
) b7 w+ e% z1 I$ O8 `+ O - end
; C h' c2 u1 M2 q - bitmap = RPG::Cache.icon(item.icon_name)
% o# c* l- T% X2 W - self.contents.blt(x, 4, bitmap, Rect.new(0, 0, 24, 24))
, ]- M* l1 s, }) S - end5 y% j- D# a4 L* p0 n
- end
/ @- Z- v% D; V" s9 X6 Z -
" i7 e: t( s3 q- {& u2 ] - def equip(item)
' K* T. d4 Y' y, ~3 i - if item.nil?7 _/ k. Z9 N6 j1 q* l' y: S+ ^
- $game_system.se_play($data_system.buzzer_se)& z0 c1 E3 L; p/ V7 [
- return
- K5 c! |) n, h3 C( Z - end
: l; ]9 y9 ^* m# G* E3 q; k - if item.is_a?(RPG::Skill)4 i6 ?' e( c6 P4 i/ Y% a* K
- if [email protected]_can_use?(item.id)
: ]! M$ y! C) r- h9 X6 x& R. w. } - $game_system.se_play($data_system.buzzer_se)
" ], `4 X: o) X - return
) G/ S5 d) ]; N T( q - end6 D' ^! O4 s t+ f
- $game_system.xas_skill_id = item.id
/ L; B( H8 y+ B. c. `. A - elsif item.is_a?(RPG::Weapon)0 J+ l- [6 Q; Z
- @actor.equip(0, item.id)
F; o$ g+ J, f; ?) n" A - elsif item.is_a?(RPG::Armor)
6 v1 b9 w7 H( a- A* l - @actor.equip(1, item.id)% ]$ r, @( O! w% V5 D2 u& v) o( I
- elsif item.is_a?(RPG::Item)
: a8 |7 x2 G5 [# D, ^5 U - item_tool_id = XAS::XASITEM_ID[item.id]
0 o$ v c' h, m& G# `5 n - if item_tool_id != nil
+ p8 {% {% H" Y5 I/ K - unless $game_party.item_can_use?(item.id)
B4 [8 ^7 R" a) t! a - $game_system.se_play($data_system.buzzer_se)8 i5 o. T, P& \) ?# `6 u
- return9 U) H0 n' l0 Q, U0 L
- end: Z. H4 j# Q6 P8 q0 T2 r
- $game_system.xas_item_id = item.id
. H8 y4 v2 f" P6 H& Y: y - end
2 ^, Z* e" c$ S6 K) F1 W - end
( I; u8 u, P" q2 A+ D' U8 t - $game_system.se_play($data_system.equip_se)) f% S' }3 I3 y6 O0 A
- end
! N% m$ f1 k0 ]+ b' {( y8 p - 6 Z5 |! J8 _% }
- def update
& D, ^' }6 _8 C$ d8 C! o% A - @actor = $game_party.actors[0]
) a& x1 L6 z; x2 | V - @hot_keys = $game_player.hud_equip# m" p5 z# M9 |; Q5 ~/ |
- refresh
4 B4 Q' C- u5 [4 ~" b4 m - return if !$scene.is_a?(Scene_Map)( d5 o3 ?: L* p
- if Input.press?(Input::Numkey[1])0 J5 a* m- [# L) ^9 Q }
- equip($game_player.hud_equip[0])
6 W7 M3 O% ?: `! B+ F3 \, r - elsif Input.press?(Input::Numkey[2])
8 V. r9 {- j/ }: l' D+ Y# G - equip($game_player.hud_equip[1])/ U S+ K5 |! n7 | D
- elsif Input.press?(Input::Numkey[3])
6 P" g% l! n, F6 P) s" U0 ^ - equip($game_player.hud_equip[2]) 2 b4 |( O! N; Z1 J
- elsif Input.press?(Input::Numkey[4])
! X" m/ I! Z' \, ?7 J- v - equip($game_player.hud_equip[3])
2 o6 f: ?3 Y/ S7 e2 y- Y( s7 G - elsif Input.press?(Input::Numkey[5])$ l7 X- r* }+ e9 }. U5 r1 c7 h5 V, \
- equip($game_player.hud_equip[4])' S, q0 Z; H" ? d2 q0 ?
- end
9 F! v; l( z7 V- ]! A - end" b! F; M- L6 ~. I1 k
- end
3 t" X/ ^ s. j! H @
$ ~; _) V& k# T- S% d; d- #===============================================================================
: w% W$ p% |: Q$ |6 I7 Q: [7 s - # Scene Map
5 \1 U% E+ L/ o, w - #===============================================================================: x) U2 j V" C' G! j/ P- j8 @- _
- class Scene_Map, G* q T# G1 {6 @6 s
- alias hot_key_hud_init main
2 s3 J _+ o( g, \ - def main9 l! o5 L9 a$ [% o! l
- @hot_key_hud = Hot_Key_HUD.new$ B# ?5 R. r+ Y' ~1 h8 n' g9 _/ {
- @hot_key_hud.visible = !$game_switches[XAS_HUDDISABLE_HUD_SWITCH]
T' @$ I) z: p" \, m3 ~ - hot_key_hud_init* s6 ~) P; e0 b8 ?+ b1 [
- @hot_key_hud.dispose
% {8 w, }: V, N - end
6 I: m: e3 P/ R; }1 m - ! j9 O7 Y* A8 ^7 `& `1 P) J- F( @
- alias hot_key_hud_update update) R4 E A2 p6 D: ~4 o0 {
- def update
( N* w0 U- q3 V' I) H1 t0 T - hot_key_hud_update
6 M7 V- F/ Y$ D& C5 _# Q( w - @hot_key_hud.update
$ H ~8 K$ c! @! {+ T0 F: z - @hot_key_hud.visible = !$game_switches[XAS_HUDDISABLE_HUD_SWITCH]
( r0 e% |8 O; n( Y- Q& U2 H - @hot_key_hud.update if !$game_switches[XAS_HUDDISABLE_HUD_SWITCH], m2 N9 @4 O( t
- end+ w( F% a0 o K7 Q: I
- end
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