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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,1 L8 N& u8 `0 c5 w- E- @$ ]& i
不知道有人能帮忙看一下吗? - #===============================================================================% I- f7 S# Q* v o8 w. T
- # XAS - Hot Key HUD, A+ a6 I3 h! ` w- l) B2 @
- #===============================================================================! _7 q. D) W6 K1 C/ r; u& q
- # By Mr_Wiggles
3 s/ I# _3 |5 O. g6 r! Z! W - # Version 1.39 J. S4 m r- `, X
- # 7/6/10
- g7 V1 X, w2 w. \( d - #-------------------------------------------------------------------------------
4 G. j0 C( k L6 x+ \ - # Instructions:
4 J- R( {$ J7 N( l3 f. ?- | - # Fill in the constants bellow, paste this script above main and bellow XAS in$ P( w$ @; l- ^1 z: _% g1 i
- # your script data base. BE SURE TO SET TO THE RIGHT XAS VERSION!!+ G$ r) s% J& F: ?
- #
9 O; b7 Y9 G7 c$ V+ V& W - # Place the "Hot_Keys_HUD" picture file into your game directory
( R; z% ]* w( H0 H' {/ T - # Graphics/Pictures folder./ @6 l0 q0 Q& H5 N3 e. S) j2 A# y
- #-------------------------------------------------------------------------------
9 q+ n1 j6 X; Q& |6 E; E - # Directions of Use:
* a! T! I" ]% M - # Simple just press a number key (1 - 5) when the quick skill or item menu is9 r/ M M$ J* k3 L, _$ _
- # Showing.
1 Z8 W( N2 g( Q" P0 N: M - #===============================================================================% i: E" h* y% c0 r6 K. f
- HUD_X = 0 # X pos of HUD- C* e0 E- m! [
- HUD_Y = 0 # Y pos of HUD6 Z2 h5 o( g9 G5 G! V# `* [
- ( q$ Q. w9 X9 R2 f$ j
- # Set true if XAS 3.7f
! V" p( z: [5 `" `& ^0 D - # set false if XAS 3.6# X2 P3 `" J" g
- XASVER_37 = true$ O% M4 h& ]! S9 n6 r
- 7 |" _* j% u* ~: y* U- \
- #===============================================================================
+ i, b1 _% v' e- g: X0 Z! B - # Numkeys Module. P6 a; t( ], R
- #===============================================================================
( W0 Z' M3 B M( P - module Input
2 }9 R' ]1 ^+ I/ d+ k0 g$ S& T - Numkey = {1 => 1049, 2 => 1050, 3 => 1051, 4 => 1052, 5 => 1053}, x4 E& W, N2 J+ k2 K! C
- class << self$ Q8 Y6 g6 }3 T6 C4 O& v
- Key = Win32API.new('user32','GetAsyncKeyState',['i'],'i')% t+ w9 L) x, N/ m' i; Y
-
+ a* D9 A7 Y7 M. q* I2 t p - def testkey(key)/ |2 A1 R- n }. R
- Key.call(key) & 0x01 == 1
4 K, M9 B y9 J - end. f# I! x/ A( d7 s! H
-
& W/ N$ Z3 K, U$ e, I - alias hud_key_update update
4 A1 x6 G# ]' a6 L7 W - def update. F& d: L7 O. ], M3 j
- hud_key_update
4 l! G- D4 a. y5 Y, K' w2 K - @pressed = []9 o# |$ t4 w( z; T7 j* {
- for key in Numkey.values4 U+ B% `' [- ~: j, B1 x6 {- T
- key -= 10004 o. W+ V2 \0 m( I# E
- @pressed.push(key) if testkey(key) j b) Q9 f( Z6 I [: S. _
- end
( r8 g$ `- p6 m& G+ S - end
1 Z* Q8 g, O! n1 Z; } -
m" d0 q1 Q1 v! Q w2 a - def pressed?(key); F, @/ Z6 E$ D! S; p x
- key -= 1000# N4 d) C( F2 p! t
- @pressed = [] if @pressed.nil?
4 h/ u# R8 o( f - return true if @pressed.include?(key)3 K0 y9 J$ V% @( W7 A: I
- return false
' L$ j; n- W% Z# B1 L+ t q - end
% O; d5 e7 O) z - ! G; ~$ q: K1 G' t) E$ @
- alias hud_key_press? press?
Z* b9 [; |- I/ M+ ]$ u% ] - def press?(key)
+ n1 t9 e- A! O' F* I, d5 X - return pressed?(key) if key.to_f > 10004 I4 c$ X0 R, N4 H: i2 s& W. }
- hud_key_press?(key)
8 ]2 ~1 g( ^9 O6 P! H9 @$ ^ - end2 E- k& `5 x7 _
- end! b, w. {3 g9 k: A
- end
& {7 H3 k% g* @. V - * E* w; x4 o2 Y# W9 N/ U- k# }
- #===============================================================================. m# A0 X ], t4 S
- # Game Player
; F, y5 M& ?+ [: }( t - #===============================================================================
9 M) A7 ] m# J5 N" N - class Game_Player < Game_Character
4 p5 E; b/ p' y8 f7 O6 X0 w - attr_accessor :hud_equip8 K2 v9 V& v2 q' d, R3 K* i% L
-
6 b6 \) J8 Z: z1 y" f1 S3 c4 e - alias hot_key_hud_init initialize
& t* s" m. e; o* d3 S. B - def initialize1 k6 ? N% y9 H6 v# k
- hot_key_hud_init
$ n$ g$ j5 U2 g& O5 @, ~: W - @hud_equip = []! X% z3 E# p9 \+ g* c% f
- end
) U& T9 `# Y) B -
, d# j" F" R( [5 o - def equip_item_to_hud(n, item)
, C) n9 z- }; a: Z% U2 ?, ^ - if item.nil?7 ^- o3 V) G. u- P% i* A
- $game_system.se_play($data_system.buzzer_se)
* B" g- X2 k, U - return
: V3 O* l0 y8 E* e0 o1 t - end, _' r& s* j/ \, X
- $game_system.se_play($data_system.decision_se)/ _% S4 B; N+ ?& w
- @hud_equip[@hud_equip.index(item)] = nil if @hud_equip.include?(item)6 a+ X B% D9 z6 z- W6 G
- @hud_equip[n] = item& T+ t+ u3 m" A" L, K1 r( Z+ _2 E
- end
+ a0 d7 T( c* B( q+ @, ^ - end$ G% L, ?- K( U( Z4 G
- ( P0 ?& V9 W. P' c! Z' X
- #===============================================================================
* I/ f- u$ y1 ], _7 d( Z: i3 a1 Y" z - # Quick Skill Window
# ~# s# k4 v6 H- c - #===============================================================================
7 R- l$ E& z2 I2 ~) |/ G5 ` - if XASVER_37 == false; m/ l* E3 [! m8 R' D# r8 j) ^2 H- e
- class Xas_Scene_Skill
% `! |+ t7 ?. R h0 T - alias hud_quick_menu_main main
! a( j S- d) Z: z/ | - def main
, s7 t+ q& ]# K* D7 S - @hot_key_hud = Hot_Key_HUD.new
( m0 l( t$ ?0 S) J) U - hud_quick_menu_main
) X- f/ F) P) }& J8 X1 v3 I - @hot_key_hud.dispose
& K. \# Y2 ^( o3 F \. S( P7 a- l - end
9 k" d3 j; c6 f2 e) F1 L# w/ @ -
; e% D, Q9 o9 B0 W - alias hotkey_hud_qucik_menu_update update
# u6 Z/ O" r9 |4 e- Q - def update4 g1 j2 _2 I) \ d. P* N- W
- hotkey_hud_qucik_menu_update
8 _7 B! }9 k# l; p# ~8 {/ A9 P8 m) t( w - # Hot Key num 1
0 Z6 D; X5 z0 D) r4 b+ b# C - if Input.press?(Input::Numkey[1])
5 j; Y4 s9 t6 W b - $game_player.equip_item_to_hud(0, @skill_window.skill)
7 j# u: [7 y$ n$ O8 m& G6 } - # Hot Key num 2
4 {( J3 |4 ]* a9 _ - elsif Input.press?(Input::Numkey[2])
; d' X! c9 z: O0 w& Z! y4 W4 P4 | - $game_player.equip_item_to_hud(1, @skill_window.skill)
( E0 _; h0 W( m& F6 C - # Hot Key num 30 J/ C" h; b: e/ k& j/ B" W4 J! P P
- elsif Input.press?(Input::Numkey[3])% p- q/ _4 a/ i3 ^; ]' Q( W' R( l% J
- $game_player.equip_item_to_hud(2, @skill_window.skill): p% O8 @1 Y5 S
- # Hot Key num 4
7 }* d9 [* z4 E0 }/ x - elsif Input.press?(Input::Numkey[4])
6 o+ D& x/ J4 `- ]4 @8 p4 L - $game_player.equip_item_to_hud(3, @skill_window.skill)
- T, W$ U; c# |4 x; c# F - # Hot Key num 5' @, G( t& A, F. u* ^; R# T
- elsif Input.press?(Input::Numkey[5])) t) H3 ^$ x3 I' e3 w7 M1 L
- $game_player.equip_item_to_hud(4, @skill_window.skill)
# @( l0 B3 H/ D3 I - end
3 K' B2 G; d! M* }$ E) J - @hot_key_hud.update4 ] U1 T% S& r4 e, U
- end! [) P$ `/ H# c7 ?$ Q
- end
& u# K* Z; \$ Z) E - else) j, \0 P9 e* F1 c: X# A: k
- class Quick_Menu_Skill& Q" j3 T l0 u* ^0 S% s- B
- alias hud_quick_menu_main main
" P+ v' M# k0 o2 x( |0 u* R8 w; g - def main5 `$ n3 x# o8 X
- @hot_key_hud = Hot_Key_HUD.new# a, P: H1 G" {! I( a. m7 ]' t
- hud_quick_menu_main
+ A3 j$ P* H# C% ] - @hot_key_hud.dispose, C/ J- P. t1 r7 T
- end
( z& S, H8 W# N; M$ H! y& ? - - ?* i* F8 [4 V6 S
- alias hotkey_hud_qucik_menu_update update
; G5 n' x0 K! u" L3 o( o/ w/ m$ E - def update
5 ]6 P' C- r( Q& x$ w e+ @4 V' u - hotkey_hud_qucik_menu_update
( l3 A; p* ^: I; Z - # Hot Key num 1. w) s8 K1 Z$ @1 J6 I
- if Input.press?(Input::Numkey[1])! d8 G- D" \! t% K: v9 l6 u# r6 ^
- $game_player.equip_item_to_hud(0, @skill_window.skill)& M' I/ i# Y6 m+ d; z- G
- # Hot Key num 2
7 D6 D8 y; z8 y5 j* w# n& h* T, B, q - elsif Input.press?(Input::Numkey[2]) B/ t7 r8 M3 v" }: d* G4 i. W
- $game_player.equip_item_to_hud(1, @skill_window.skill)- L! |: ^# w1 D0 X9 E' f* g- w
- # Hot Key num 3' \4 k9 W" z4 p D4 H
- elsif Input.press?(Input::Numkey[3])
6 j M% J- K) [) b8 B8 n - $game_player.equip_item_to_hud(2, @skill_window.skill)
! Y! i! t6 F D3 Y% ]) u - # Hot Key num 4
& Q, V' s5 V1 y/ X v - elsif Input.press?(Input::Numkey[4])
$ r2 s4 s- Q. @4 g* O - $game_player.equip_item_to_hud(3, @skill_window.skill)% @' I# d9 p& ^0 a# V+ G7 u, U
- # Hot Key num 50 f) V7 S4 ~; L
- elsif Input.press?(Input::Numkey[5])7 }5 t7 U; f+ w& O* k. |: o; x
- $game_player.equip_item_to_hud(4, @skill_window.skill)
& P$ ]% e/ m9 e4 _4 n - end7 T' t8 V3 j: [' Y
- @hot_key_hud.update
9 v, F3 y' D k! y2 v2 w5 ] - end
7 n% Q* P" m8 X) Z; P( E - end9 s) K; T9 f" x- t& X% O
- end3 s4 A$ e# l3 e2 D, `8 s
* k, L2 Y% W$ g6 x- #===============================================================================
+ a. \! p5 y" E7 h) o; H - # Quick Item Window1 H2 o5 ^. v) O# J) f5 O' n
- #===============================================================================8 e1 _0 x7 g- S, d% T1 N
- if XASVER_37 == false! N1 u _. C# S1 E& s9 G
- class Xas_Scene_Item
* @8 f. n3 \" W" U. n4 d9 h - alias hud_quick_menu_main main7 u% `( R' d/ v% g: I# V( b( f9 y" _
- def main
V, h# J& D& J* _- D% S - @hot_key_hud = Hot_Key_HUD.new
: x6 Y8 R5 w, M - hud_quick_menu_main
, Z8 g; j. r+ C4 s - @hot_key_hud.dispose
, i; t. F- T. n1 B - end
2 m. W I# |$ v& ^( |8 ^ -
( r2 r- s6 `* p H4 z* _ - alias hud_key_update update6 ~! T: |% k7 E+ H
- def update
4 U9 Q+ [# f9 b5 j* C - hud_key_update
1 C. o% y5 R2 C# u* N - # Hot Key num 1
4 u) s; u# y( c/ F - if Input.press?(Input::Numkey[1]) N8 ` V# a1 I9 R
- $game_player.equip_item_to_hud(0, @item_window.item)" u. ?) B/ B8 S- m* J% ?2 x! T
- # Hot Key num 2
8 S; H8 T9 J3 a. @+ ~8 D* p - elsif Input.press?(Input::Numkey[2])
+ m4 F3 I" ] L. ` - $game_player.equip_item_to_hud(1, @item_window.item); ?# S0 |2 \' z4 o1 u
- # Hot Key num 3
% }! h n* ]0 y- b. { - elsif Input.press?(Input::Numkey[3])
! H# c4 ]7 ?& P# |( H- I - $game_player.equip_item_to_hud(2, @item_window.item)
$ w) W9 R" c9 a! h9 Q, f - # Hot Key num 44 j8 J3 f' ?1 ? C Y& e6 R: P+ O
- elsif Input.press?(Input::Numkey[4])
& [. O9 }8 b( l2 Q/ c% h# ^ - $game_player.equip_item_to_hud(3, @item_window.item)
: n0 Z {8 V; D4 W% l - # Hot Key num 5$ H2 l5 u/ @* l, g0 [3 C
- elsif Input.press?(Input::Numkey[5])% p, a8 V0 E, w0 k. v. a( @
- $game_player.equip_item_to_hud(4, @item_window.item). \7 N# v9 j+ o( ~7 Q: u+ K
- end6 y# e- Y2 U, i
- @hot_key_hud.update
& {! d! F& u4 o7 ` - end2 `* ]' r5 J$ ]/ y
- end3 g. ?$ G+ { s$ U
- else
! q9 x7 @7 K' j n" w& y, x - class Quick_Menu_Item U6 c V6 O9 d5 I
- alias hud_quick_menu_main main
8 a7 I% E+ M7 I - def main
: I# G Y0 l; ]+ m7 J1 C - @hot_key_hud = Hot_Key_HUD.new7 N2 H# `/ @! i" [; _, F
- hud_quick_menu_main
' I) ]+ b! d* R9 C; j2 ~3 [' W' {5 c - @hot_key_hud.dispose
# W3 R8 d0 t! N! [1 T0 x+ a/ r - end C3 Z. j& G- Z# J1 A A
- 2 _1 h; ?+ F+ J/ b
- alias hud_key_update update
' o% `+ e2 L# i3 e - def update
4 E% ], Y& @. S" O6 S6 i - hud_key_update. R- Y; V p" C; N
- # Hot Key num 1
$ o0 ?8 c; z: v2 u - if Input.press?(Input::Numkey[1])
3 \1 k8 ]! B9 a% T0 Q& B# ]4 ?: V: v - $game_player.equip_item_to_hud(0, @item_window.item)
+ D" P0 p& W3 t2 Q9 r - # Hot Key num 2
+ a- K" V4 H* b. N - elsif Input.press?(Input::Numkey[2])
5 |, s) e: h" ?. W6 Z) O - $game_player.equip_item_to_hud(1, @item_window.item)* P( X" w8 W" t+ x+ ]; E
- # Hot Key num 3
B j Q {' f" j& g& P% E2 [5 Y - elsif Input.press?(Input::Numkey[3])
4 {. p. @9 x& g( h - $game_player.equip_item_to_hud(2, @item_window.item)
5 g# n- K% v1 H& T6 Y& O - # Hot Key num 4% \# q8 W8 Y) R g5 z9 P3 \
- elsif Input.press?(Input::Numkey[4]) \- Y7 ], K& |# V
- $game_player.equip_item_to_hud(3, @item_window.item)
: ~3 C! ?; N' x* W$ c, w - # Hot Key num 5* M# E& [5 Y! q t; R
- elsif Input.press?(Input::Numkey[5])/ G0 r9 _1 ~3 E' @6 ?- D2 t
- $game_player.equip_item_to_hud(4, @item_window.item)/ D1 \* ^. Z8 l, d& R5 b) T
- end
; Z! Y. R# M# O- h. s9 V0 E - @hot_key_hud.update& c, M- G" g$ C3 j# n& ]
- end
$ R1 R' \3 }5 [4 `' v; R - end9 J& D- y' P- l! b/ k2 ^* `- O9 M
- end
; [" s# ?7 m1 k$ E% x4 Q
& \, K8 D& I# D% K- #===============================================================================% y, f3 R; J! ]$ |+ [8 E7 x
- # HUD Window
! X. T: }* M% ]. K" M - #===============================================================================$ O' t( h! r9 Y: H- s3 n8 [$ o8 \
- class Hot_Key_HUD < Window_Base
c" a6 }, m3 \" M5 h% y - def initialize(x = HUD_X - 10, y = HUD_Y - 15)3 k: _6 `# z) T
- super(x, y, 220, 80)
# s5 i( u, i7 O* V5 f2 J - self.contents = Bitmap.new(width - 32, height - 32)
4 j% ?! r: r6 z2 ~8 ~; y6 d) k/ u Q* ` - self.opacity = 02 t: k1 K& d4 d9 v0 k
- @actor = $game_party.actors[0]
: N& v9 W4 }0 e. g! ?+ O - refresh
3 z) a* Y% S( X# {, K1 x7 x* V# q - end" J: ]" w+ q% r3 s: _3 Y
- 6 L& @3 n' H1 T0 J' `
- def refresh* B" B0 ? u7 @3 n) m
- self.contents.clear* A! M k+ | B" e! l
- bitmap = RPG::Cache.picture("Hot_Keys_HUD")
0 y Z. t+ y% `9 R3 v N - self.contents.blt(0, 0, bitmap, Rect.new(0, 0, 160, 32))( s& r8 s' l, _% R
- for i in 0..4
+ C$ ]" }$ v+ D( e - x = 32 * i + 41 d) ^' o9 w- P) `
- item = $game_player.hud_equip[i]+ G' N* _ i- y, l
- next if item.nil?
" H7 l5 W" a2 O - if item.is_a?(RPG::Weapon)
. w* c! b* _+ N. T. V - item = nil if $game_party.weapon_number(item.id) == 0 and
. P/ b" V1 H d3 t; E4 |* S; s - @actor.weapon_id != item.id
$ G' F& S3 k: W; C* u+ { - elsif item.is_a?(RPG::Armor); o5 O; g( I1 B" q7 P
- item = nil if $game_party.armor_number(item.id) == 0 and
' W2 r0 f! ^( f5 ~) }# f - @actor.armor1_id != item.id
: l8 M, v$ H# ?' r1 [" O5 K - elsif item.is_a?(RPG::Item)5 z) f' \1 [' M- z, N9 x; [& o
- item = nil if $game_party.item_number(item.id) == 0 or
! a* [5 D- ~8 u9 i - !$game_party.item_can_use?(item.id)) k7 E& c4 x8 Q7 I9 K$ q
- end
- `# h6 g5 g+ j# e - bitmap = RPG::Cache.icon(item.icon_name)
- l; I/ J6 r6 c& F7 s; V6 ^' {0 Y - self.contents.blt(x, 4, bitmap, Rect.new(0, 0, 24, 24))
: i+ p7 p& p0 G# V8 R/ E) z3 _ - end
% g2 R4 R, O" S - end
7 T C# d. v% }' ~% A) t2 g - . L- \" Q) {6 \8 x! ~4 e3 X
- def equip(item)3 ~8 O6 R9 E! G
- if item.nil?8 ^+ R* A0 n: G+ H! Q% f# ]
- $game_system.se_play($data_system.buzzer_se)
- x$ B" H7 C% w; k - return
/ q1 v# z8 i1 }7 b7 J - end H& a8 x, f9 `+ Q7 g8 Q
- if item.is_a?(RPG::Skill)
* @1 L7 h6 N, S - if [email protected]_can_use?(item.id). {; @) n: U8 [& Q, n
- $game_system.se_play($data_system.buzzer_se)
2 v1 V- C" N v7 H9 ~% z0 v# [ - return6 ?& ]9 i: q9 k, [7 [" I
- end; m9 T. ]: l+ a# B/ n8 J
- $game_system.xas_skill_id = item.id
" R6 ], D% S$ w% I) }0 y9 p! O& z - elsif item.is_a?(RPG::Weapon)$ L/ z m2 Z2 s, e' A! O8 A
- @actor.equip(0, item.id)
, R" s# W& t7 C$ \* {8 L8 t- ] - elsif item.is_a?(RPG::Armor)) [5 ?) D8 I8 R
- @actor.equip(1, item.id); N* U3 c* p5 y; z
- elsif item.is_a?(RPG::Item)9 e; ^3 k0 `& r5 N5 e
- item_tool_id = XAS::XASITEM_ID[item.id]
$ F2 N2 u! j7 m1 V - if item_tool_id != nil0 D' Q6 ?5 h3 w- N/ e. q
- unless $game_party.item_can_use?(item.id)% l# W- O3 q$ G- C* L
- $game_system.se_play($data_system.buzzer_se)
9 m0 e) N9 A; I/ @& m, ]% g - return2 z" M. f, ~' n$ X+ N0 U' \7 c
- end9 ?( w2 m+ B I6 G. a* P( P
- $game_system.xas_item_id = item.id; h& w* d7 t6 _, @6 l4 r$ {; Q
- end0 O. y$ A& T/ |3 ^4 n% m/ l& Z4 C
- end
2 \, [1 u5 W* f8 j. W$ g! N - $game_system.se_play($data_system.equip_se)3 F" E& O3 Y" ^- u% \- e8 u0 G4 A$ Y
- end2 p" }; L" j3 |3 w8 ?& }
-
% ~; n5 K: F5 Q3 @ - def update
: l2 L X* u5 R6 M - @actor = $game_party.actors[0]- B) A. B, E. D2 g3 s+ ]
- @hot_keys = $game_player.hud_equip; N/ z, n/ q" G6 ?6 r1 C) J
- refresh* u5 k2 |4 h1 {
- return if !$scene.is_a?(Scene_Map)' ^+ ~0 t* U I' f O
- if Input.press?(Input::Numkey[1])8 A1 O9 U, H$ d
- equip($game_player.hud_equip[0]), N5 N c1 d) Y8 N7 R9 W
- elsif Input.press?(Input::Numkey[2])
0 k' x6 W: Z. t* A6 G - equip($game_player.hud_equip[1])- K8 @ ]" `/ e# Y4 R# t9 |# _: n5 w
- elsif Input.press?(Input::Numkey[3])
/ Q" y: z1 s. M - equip($game_player.hud_equip[2]) & r2 f; D+ q) ^
- elsif Input.press?(Input::Numkey[4])
' P: N" W" c) n6 I @; ~& k; x* ]% u: Z - equip($game_player.hud_equip[3])
8 m% A8 e& G Y" u1 L- ` - elsif Input.press?(Input::Numkey[5])
. m, c* n, e* N! k. [ - equip($game_player.hud_equip[4])' P0 D, ?4 f) @3 h7 V
- end
. ?" O6 w% {* K' W- S( H - end9 f+ A* u, j. @: [3 y' y# p
- end
& u4 R( C) y8 j( p- ? C
1 T8 B6 g3 Y/ t. Y- #===============================================================================
* k) E# H7 _5 D. m! F, k1 V% T - # Scene Map
/ k9 k8 K$ o% \# O k - #===============================================================================
1 s$ A8 L4 i K2 j0 } - class Scene_Map
6 y% ~7 o' c4 b# N; p; ^$ K - alias hot_key_hud_init main) ]! T& l& M3 W, k* _# X3 L3 l
- def main8 c/ F& ` {6 s; _4 n
- @hot_key_hud = Hot_Key_HUD.new& i+ i+ C9 G" u: [$ q5 t9 l5 o
- @hot_key_hud.visible = !$game_switches[XAS_HUDDISABLE_HUD_SWITCH]7 w+ E; f6 s$ G# D' C( h
- hot_key_hud_init/ C3 {( D1 u J4 g" G2 [
- @hot_key_hud.dispose
3 e% M, o8 Q5 e- G: q' R - end
/ }; l& s: E) h+ E3 w5 n - , D# w8 l+ m; w6 x0 s- v k
- alias hot_key_hud_update update! F: P* c# \ d b) h" d2 p
- def update
9 f. `4 u0 [- } y/ Y. i - hot_key_hud_update
+ o4 m' H# p3 ^! g - @hot_key_hud.update/ C& L% W' p/ I( a" f8 [
- @hot_key_hud.visible = !$game_switches[XAS_HUDDISABLE_HUD_SWITCH]
; z* a) i8 R! y @# Y# u - @hot_key_hud.update if !$game_switches[XAS_HUDDISABLE_HUD_SWITCH]& b8 b4 v2 B( q/ x" K9 j( A
- end
. W4 k& S F: V: p8 B, L3 l$ y - end
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