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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,6 R0 C0 p; C0 d0 \) V
不知道有人能帮忙看一下吗? - #===============================================================================
1 ~* x. U5 P7 R9 e# j; u - # XAS - Hot Key HUD
; b& O0 p9 c8 Y# j6 ^0 f, L - #=============================================================================== F' P" @0 K0 f( l$ l
- # By Mr_Wiggles/ Y) L) q: R' {% H+ @6 c) p+ ?' U
- # Version 1.37 F* [6 m" M* d: O$ I) D' f+ p
- # 7/6/10
# v4 i7 W6 u. X( U$ T - #-------------------------------------------------------------------------------
# k2 [$ G! U8 K3 W6 ^$ k6 J - # Instructions:
: q6 A" e* n! P) R6 V& e) l - # Fill in the constants bellow, paste this script above main and bellow XAS in' O# I) a- m( y# R
- # your script data base. BE SURE TO SET TO THE RIGHT XAS VERSION!!
. _* B5 H5 e( A6 E - # ! ?7 b# J# f; W8 ]
- # Place the "Hot_Keys_HUD" picture file into your game directory
' Z% q1 ?$ H& F. F; Y" e - # Graphics/Pictures folder.( Z8 f: |" Y7 |0 _
- #-------------------------------------------------------------------------------0 g; L: }0 G/ P, G. T! M
- # Directions of Use:+ k# B8 a" Q2 v, ~+ R/ w5 [4 @
- # Simple just press a number key (1 - 5) when the quick skill or item menu is
8 Q/ [' F# q/ R/ H- E: C6 ~+ k, T; i. ? - # Showing.
& _' J6 F1 v' M: |) o7 c - #===============================================================================1 }5 N; q' u, w D; U A
- HUD_X = 0 # X pos of HUD
! B5 {+ [7 f ~ r# _* ] - HUD_Y = 0 # Y pos of HUD( H0 V* p) ~+ C0 h0 B4 h
n) L& D0 F+ l$ M" m" n) W. a h- # Set true if XAS 3.7f
9 A, n5 F' d, p9 F4 @( @+ h - # set false if XAS 3.62 H8 X+ h3 [' W& Z% E
- XASVER_37 = true
/ |( ]1 Y6 Y8 @1 {: C' v - , ?& F4 ^7 i$ n& v
- #===============================================================================" D) e6 D: w7 F" N" o# t5 b
- # Numkeys Module
( K1 b1 J3 B9 ?' C0 M, @* l - #===============================================================================
9 f% U3 n4 H; U% n6 e: v6 l7 Z - module Input
. e B4 b% a* p - Numkey = {1 => 1049, 2 => 1050, 3 => 1051, 4 => 1052, 5 => 1053}
; P S# Q1 h: s$ P, V; C - class << self
9 {- k/ E, ~ L - Key = Win32API.new('user32','GetAsyncKeyState',['i'],'i')/ ^, T! S& W$ S3 b, f/ O2 Q( h
-
: H$ ?" m3 k7 o6 s - def testkey(key)! J2 q) F- I/ |) o) i- Y+ N
- Key.call(key) & 0x01 == 1$ p7 o' }1 @+ b( @) f8 G
- end
3 A: o. v3 o5 X8 ?2 g- v$ ` - . E% L+ V) _+ H9 j
- alias hud_key_update update. p. |1 o4 P D
- def update
6 e/ {. P# L$ Z7 q; L9 ~ - hud_key_update! I( R y: {1 d F
- @pressed = []" Z: n2 Z% g. Q9 a
- for key in Numkey.values# q" x$ B, \1 p0 h
- key -= 10005 u- \9 ?6 B5 ]6 x$ u" g
- @pressed.push(key) if testkey(key)
- F6 u# D3 u- |: o! o - end
6 ]9 W. I6 V: K5 v& n - end' N% g2 }( r' g1 Y9 U4 T
- % g7 V& D! Z+ j3 V2 G7 s* O- B
- def pressed?(key)) e. ~: r' i& Q: c; Z9 d
- key -= 10004 c5 J0 x5 {4 t1 d* h. c6 t3 M
- @pressed = [] if @pressed.nil?0 U- n9 y7 l, @, ?0 v( ^ [
- return true if @pressed.include?(key)
, g/ L& ~: ]/ x: \ - return false
6 K5 `* Q8 e7 ~7 |5 m" X - end' x& n" F/ }0 |
-
4 v0 ?) Y0 ^. d5 Z - alias hud_key_press? press?$ C5 S" o# {. t7 t& }% n# N
- def press?(key)
, d; U- P1 M3 v - return pressed?(key) if key.to_f > 1000' b- x' i8 w. Z2 O6 Y
- hud_key_press?(key)/ d8 Q6 Z0 u( n$ R0 V- j9 _
- end
1 l ^1 Y M: \) b - end" G! I3 { d. V3 w
- end) ^! M. T/ y5 Q% r
- # y: |! x% B: \8 \( L2 @: d( v
- #===============================================================================+ C' k2 i4 |4 k) k
- # Game Player
& I+ p0 ^# |, _$ C6 M - #===============================================================================
( _- U( @( r1 n& O m - class Game_Player < Game_Character7 j" J7 p; I6 q8 t2 h8 s
- attr_accessor :hud_equip+ ]' v9 i9 F8 n) [1 ?
- & E. e) H* B7 }0 B- z; \/ ]3 z: m
- alias hot_key_hud_init initialize0 b# ]5 ^% e h' ^$ m3 N
- def initialize
3 c; i7 c5 q: D. i - hot_key_hud_init
4 l5 q9 a. j' ]& M5 N [5 j4 b+ U: i - @hud_equip = []( u2 C/ t' [0 g
- end
4 G9 s* {; F- p% L5 R7 h -
8 y: W( }9 f6 z0 o) ? - def equip_item_to_hud(n, item)
; ?* [. f& Z! |! Z$ C# u* ^, a - if item.nil?
- m9 Z; @* @9 o. F - $game_system.se_play($data_system.buzzer_se)
# G" o8 C( k9 m4 E3 A - return9 U, G: t2 Q, N; B' H4 C( P
- end' ?1 {* V. Q4 Y) Z8 q' i9 s; q: n
- $game_system.se_play($data_system.decision_se)
) k( y* Q1 |6 u5 m0 W/ v& T7 H5 A - @hud_equip[@hud_equip.index(item)] = nil if @hud_equip.include?(item)9 @0 D( Y H* h" {& \, p
- @hud_equip[n] = item" b& B# G5 `- ~* B
- end
0 I& j4 X8 E8 {% R" x3 O" E& ~ - end
' J, v* q: t9 G) ~- X% n0 ]
$ H9 Y1 G% k" x- #===============================================================================- o& D4 D0 `* T, `6 \
- # Quick Skill Window
7 X9 M: E) ~# i& x/ Y: s - #===============================================================================; S' o8 M" X* T1 s. R4 n" i
- if XASVER_37 == false
! t6 l4 k! @; V8 O% {$ w0 D, p - class Xas_Scene_Skill
3 R5 g0 q+ l* x7 q' s* J( u - alias hud_quick_menu_main main
n8 u- h7 Y6 }' D - def main
6 i+ h* I. _: { - @hot_key_hud = Hot_Key_HUD.new8 y3 s! Q c) f5 M- `+ X x
- hud_quick_menu_main* p: I3 M$ A; K6 V. F- q" N
- @hot_key_hud.dispose2 G! R& N% r+ s
- end
" i5 W( m1 i& z; v -
& ]& s q0 j+ u& e) c0 C6 V; G: j - alias hotkey_hud_qucik_menu_update update6 W# y/ [/ E+ }% a
- def update; g J; ?; L- R
- hotkey_hud_qucik_menu_update
2 H' E5 o: O" G" j/ @ - # Hot Key num 1
- o! l- I' C# X% U, i* [9 h - if Input.press?(Input::Numkey[1])& a" t: N y. \; X: R' \. b) J
- $game_player.equip_item_to_hud(0, @skill_window.skill)
5 [6 M) c7 W$ E - # Hot Key num 2
& c, z/ S4 ]4 T- v, r; k% | - elsif Input.press?(Input::Numkey[2])* F# k: i- v" W( Q; Z$ y
- $game_player.equip_item_to_hud(1, @skill_window.skill)
7 T" X) x! f! F! o, P9 Q% |2 P- F - # Hot Key num 3( C/ l! l, W7 ]! s
- elsif Input.press?(Input::Numkey[3])
+ [. Z6 {" S* H, r5 V- u - $game_player.equip_item_to_hud(2, @skill_window.skill)
4 [- H. l4 X. u( l& ~1 ] - # Hot Key num 4' T! T; `* s: |" Q1 T
- elsif Input.press?(Input::Numkey[4])( T2 N$ d' x1 C1 I
- $game_player.equip_item_to_hud(3, @skill_window.skill)) u* [ E' t) r- C) u- L
- # Hot Key num 5
* B) S8 I4 {+ k3 E5 G1 c - elsif Input.press?(Input::Numkey[5])
; a g- `& z8 F8 ^. o8 S - $game_player.equip_item_to_hud(4, @skill_window.skill); O! G( f& m% t* C1 v0 }
- end
3 s% Y: R0 j; s) p4 ~, y4 q - @hot_key_hud.update
Y/ W6 e6 v( i3 B4 o7 V- A - end
, n. V- O3 U: N& i8 U+ L - end
6 Y1 @8 `0 M6 e+ t/ D. _. Y - else
9 Z2 L) M6 e0 p$ V. U6 c4 b - class Quick_Menu_Skill
4 |7 ?: g2 J& w8 u9 U& J - alias hud_quick_menu_main main* c9 B3 p9 p2 i( Q9 Y, Q
- def main0 Z7 i7 y6 Y& N- o6 m$ S6 E: v6 m
- @hot_key_hud = Hot_Key_HUD.new
) M5 n; k9 ^2 ] - hud_quick_menu_main$ u6 z0 _0 X8 q6 u# P: U. H
- @hot_key_hud.dispose9 E$ h) O% v; s
- end
; E: \/ o' T3 p, T+ O3 ] -
# O6 r3 X l5 L* }+ h- H% W$ c( a - alias hotkey_hud_qucik_menu_update update
8 R2 q( u) b7 _% S8 G3 s8 R - def update; o7 F. D% o9 N
- hotkey_hud_qucik_menu_update
1 w* S* G+ y/ l" S$ n6 C8 G, L% o$ h. b' H - # Hot Key num 1
$ E3 Y1 N% ?1 z' @; B: x - if Input.press?(Input::Numkey[1])
/ O0 ^3 l9 U8 R - $game_player.equip_item_to_hud(0, @skill_window.skill)% G5 }6 U- o2 o3 \
- # Hot Key num 2, G0 b4 F& D! Y5 x
- elsif Input.press?(Input::Numkey[2])- x E/ R x! v; c$ c4 ?
- $game_player.equip_item_to_hud(1, @skill_window.skill)
6 i& l8 u! b9 D, I4 g6 L - # Hot Key num 3# U4 C! L0 j7 \* T8 z3 O+ ~
- elsif Input.press?(Input::Numkey[3])
, M. n, J7 f* I- _7 Y# b: Z - $game_player.equip_item_to_hud(2, @skill_window.skill)
! U5 |9 w3 e) i. ?& X: p# U - # Hot Key num 4
; v J6 W) O5 h5 \1 ^ - elsif Input.press?(Input::Numkey[4])
. b4 \0 }1 S' M* @: C/ l: U - $game_player.equip_item_to_hud(3, @skill_window.skill)* B1 e" o' Y* y6 ^# w3 h0 X& |; ^
- # Hot Key num 5, E5 s& d. ~6 r# U" a" s
- elsif Input.press?(Input::Numkey[5])
8 M1 N- r$ M% S0 Y* ~ - $game_player.equip_item_to_hud(4, @skill_window.skill)- @5 k, V! S* e7 D
- end4 ?3 r$ e! @7 D4 i0 @
- @hot_key_hud.update7 L* H9 e$ M' |6 T7 ^2 U( Y8 i
- end
_3 R" d7 H( T0 {/ m( Y - end
" A8 F5 u8 C( i+ |% L - end
0 C1 l7 E) Z) L4 t+ H( L
" Q, r7 z7 A9 f) }- #===============================================================================
5 S" P$ T; c4 j' n - # Quick Item Window) R+ Y" c( E, m0 a E4 Z
- #===============================================================================
# ^1 M; w s. H2 | - if XASVER_37 == false* o% D# m+ F9 |4 { X
- class Xas_Scene_Item5 N( f9 C9 I% w4 j1 q, [4 s I
- alias hud_quick_menu_main main
( }/ K( v+ Y. ?; f3 o' y - def main
9 T$ w& \5 L9 P5 C) U - @hot_key_hud = Hot_Key_HUD.new
- y9 F& p* x7 r6 Q# c4 N - hud_quick_menu_main0 Q" `" V) D- D
- @hot_key_hud.dispose. H" j7 O% O# v* E! z) @# p6 L
- end
5 W, s; T4 r/ {" e5 [: f2 N - 7 H' K( H$ I6 E% F; l+ B) @ ~# b
- alias hud_key_update update+ h! B; }' N% ]) x9 t* j
- def update- S6 ^6 Q6 h1 y* k& S# w
- hud_key_update
; l. F" T- \3 ~% ]. L6 c - # Hot Key num 10 v- Y& y) C7 Q4 I( M
- if Input.press?(Input::Numkey[1])
- g" C( F2 g4 d+ ] - $game_player.equip_item_to_hud(0, @item_window.item)4 g1 n: j! b% F2 V) a; q) i
- # Hot Key num 2' D: t% G- `, E% H
- elsif Input.press?(Input::Numkey[2])7 s* W& V: w! v' ^! {
- $game_player.equip_item_to_hud(1, @item_window.item)
. O0 @" k0 K+ ]% ~1 _8 O5 _- o0 S - # Hot Key num 3
9 I/ Q) L5 T7 R$ \4 H; G3 P - elsif Input.press?(Input::Numkey[3])
z! p3 T/ J, E t1 ` - $game_player.equip_item_to_hud(2, @item_window.item)! E/ b6 X& \# N* V! v3 w
- # Hot Key num 4, {# @% W* B. w# D% T+ B: S
- elsif Input.press?(Input::Numkey[4])
( q3 }+ q1 g7 k, @ ~/ f! p* H - $game_player.equip_item_to_hud(3, @item_window.item)
( s0 r/ p! u+ a( z" G: p1 o1 f - # Hot Key num 5/ x+ t' J! z3 H- X) U& |
- elsif Input.press?(Input::Numkey[5])
/ W/ L* k3 a) E. f1 g. g - $game_player.equip_item_to_hud(4, @item_window.item)2 I2 I/ \/ I& x3 A4 a7 }; w7 y- h0 t
- end7 M" h3 v. S1 |3 D6 L9 q
- @hot_key_hud.update6 w3 J& ?2 I7 E j; S/ c! q
- end
6 o, A0 e1 ^; H# _8 a9 c - end; s" R; p* j" t- C! S: B
- else) C H4 Q+ t$ P E& G
- class Quick_Menu_Item
E( c+ v6 X2 }4 c6 f, ]" Y - alias hud_quick_menu_main main
' p u) V# y- X, ?7 U7 P6 F! R, T - def main
+ [. n) O6 b. `6 B& E: Y( [$ b - @hot_key_hud = Hot_Key_HUD.new8 t# P1 G% P2 @3 m- A0 `
- hud_quick_menu_main* m$ [ F; J/ j) ~- U V* _ u
- @hot_key_hud.dispose! W/ n* v$ @- W; b( G
- end' |4 b G8 q) r; v6 @
-
5 i$ s: f, h0 w$ m6 w - alias hud_key_update update
! |3 B7 a1 L- Y) [ - def update
# [: ~6 X0 h* P( ?; ~# ] - hud_key_update3 K- S p' n# l& K& @# @+ r' h
- # Hot Key num 1
; o. ~! S) I5 o - if Input.press?(Input::Numkey[1])
4 m6 \4 o! }& {; q2 \. x6 D - $game_player.equip_item_to_hud(0, @item_window.item)
& Y1 F3 R, l& \( ?, R: | - # Hot Key num 2& ?0 H$ m4 C, i1 n
- elsif Input.press?(Input::Numkey[2])' P9 j. X3 k/ U- b- q7 h
- $game_player.equip_item_to_hud(1, @item_window.item)0 z. Q# p) i9 `( y8 @+ @) o* n
- # Hot Key num 3
' Z$ E4 V. d- h3 `0 P - elsif Input.press?(Input::Numkey[3])" ?) E; E3 q, S0 s
- $game_player.equip_item_to_hud(2, @item_window.item)
: F8 G4 {. C/ O$ t - # Hot Key num 4* p; i/ u, w- l) x9 N
- elsif Input.press?(Input::Numkey[4])$ h7 w8 @# u8 h" e ^* u
- $game_player.equip_item_to_hud(3, @item_window.item)# U' _( q; r- X3 ?5 P
- # Hot Key num 5
* x0 ?, o% k! v0 ~ - elsif Input.press?(Input::Numkey[5])
- e* U- @9 f+ k/ O - $game_player.equip_item_to_hud(4, @item_window.item)& k2 G6 v9 g {9 |& K: j3 `
- end
. L. M& [0 t- R6 l - @hot_key_hud.update5 S/ I. c1 H+ f+ N& V
- end
( L4 r& ] D: R4 K; K- l - end
- Q* |1 t9 T% z) c& B& G+ Z/ T - end
9 T) Z' i* `2 F
1 B2 a$ e- Z& N& X% l- S- #===============================================================================
+ m; i) O( t" S+ V2 h2 g7 r - # HUD Window1 t8 z$ e. j+ V3 o% C( o% G" c* d- e
- #===============================================================================4 F* g7 T- }, Z/ \
- class Hot_Key_HUD < Window_Base
- N, L; l, ]: P - def initialize(x = HUD_X - 10, y = HUD_Y - 15)
6 _0 L& w/ M2 M/ x- k3 o7 J - super(x, y, 220, 80)
1 l" D4 h/ N; ]! t - self.contents = Bitmap.new(width - 32, height - 32)
) R% P8 [* H9 ?7 K' F6 b - self.opacity = 0
6 J+ Y9 F) h' h8 L4 E _' o: Y7 d9 E - @actor = $game_party.actors[0]
0 e. p5 T/ S5 s6 ` - refresh
5 d2 S# P) |, Z, _, X+ Q - end
5 H$ ~: U) S. r4 o( H, L3 o) L" w - ! J h7 G! h, L
- def refresh; A6 V) B1 |! _+ A# }2 M
- self.contents.clear
* _: M# u* K! ` E a - bitmap = RPG::Cache.picture("Hot_Keys_HUD")
0 l" w0 h w/ U& x, W% ]9 F5 J - self.contents.blt(0, 0, bitmap, Rect.new(0, 0, 160, 32)). d. ^, I) `, a8 K
- for i in 0..4
g1 P) G0 D. x - x = 32 * i + 4
% h* S% s) u0 g+ B$ c( G( b9 i - item = $game_player.hud_equip[i]8 x9 e; S, ~3 g t+ X4 Y4 }
- next if item.nil?
' y! s) m& f6 ]4 Z: B" U' P - if item.is_a?(RPG::Weapon)% q: Q: \7 e' ~7 z
- item = nil if $game_party.weapon_number(item.id) == 0 and
. t6 M: t, `" p - @actor.weapon_id != item.id2 u* G. R# c i& x+ p- y
- elsif item.is_a?(RPG::Armor)% s& r9 g6 u5 Y2 K, d) m8 K6 W
- item = nil if $game_party.armor_number(item.id) == 0 and 6 T) k ]6 v5 s+ M* d$ L4 E( u& x8 \, W8 C, Q
- @actor.armor1_id != item.id. i: Y2 w3 l2 H+ ]+ R; ~- m$ c
- elsif item.is_a?(RPG::Item)1 ^' q# e7 F6 }+ H1 c6 R2 H ?
- item = nil if $game_party.item_number(item.id) == 0 or4 Q7 M% v0 L% t* v
- !$game_party.item_can_use?(item.id): r' x8 F6 A+ q$ [, S3 \! E
- end
" |! [- q& |! b2 N8 i/ K - bitmap = RPG::Cache.icon(item.icon_name)
# f8 u# G% K) E - self.contents.blt(x, 4, bitmap, Rect.new(0, 0, 24, 24))0 h2 U/ G/ G7 F9 o% B7 q
- end) W- y* F0 [2 y: i# Q
- end
7 W' j' W4 v* G" M -
# e# j# Z) G% ], C0 g* e - def equip(item)4 D6 h9 d& `" x( O% S
- if item.nil?: {) N4 I0 i1 a# V/ J
- $game_system.se_play($data_system.buzzer_se)1 H5 m4 k, l4 @+ b7 E
- return* [2 M! L* c; ]8 k5 U
- end
) g$ X; r9 }8 `& x7 Y; |' t - if item.is_a?(RPG::Skill)3 u$ {: ^+ R* I7 _
- if [email protected]_can_use?(item.id)
- C+ G9 v! n( A9 L; x& Q - $game_system.se_play($data_system.buzzer_se)
( m6 g4 y" n/ J - return
4 [! w" ^& @7 r- q# F - end0 x4 F/ e) B5 \6 X
- $game_system.xas_skill_id = item.id+ Q+ k2 J( k7 ]) y+ c, h
- elsif item.is_a?(RPG::Weapon)& n* Z. j1 R8 N: v1 q' g
- @actor.equip(0, item.id)
; v4 r" ^6 r% A - elsif item.is_a?(RPG::Armor)% n. N* v+ c* q: w1 S) v4 l8 w6 \
- @actor.equip(1, item.id)
2 ]2 l" q& Q5 g2 L0 Z7 g4 V; [ - elsif item.is_a?(RPG::Item)! m/ w! C' K1 ^* r8 M+ R
- item_tool_id = XAS::XASITEM_ID[item.id], a0 N% m2 Z2 a9 G+ |. h
- if item_tool_id != nil
' a z: Z; w+ U. j( [5 }) C - unless $game_party.item_can_use?(item.id)- _7 P5 x8 s& F* d' [
- $game_system.se_play($data_system.buzzer_se)
" _2 g3 j; Q9 j4 Y2 M& v - return
! \1 p) p4 L6 T4 Y7 u; d. x* @& s - end
6 f8 y: l. z6 v7 G - $game_system.xas_item_id = item.id
8 e; k1 o* i2 U3 ~1 q0 N - end
+ g5 y6 c6 l7 A$ U1 x# ] - end
- f d( m" c: D" t+ d% ^6 n - $game_system.se_play($data_system.equip_se)7 X& }3 f ?6 s( {6 O
- end0 i5 R1 H1 Z3 E
-
1 N: h& _% |0 W& i! V: o3 P - def update1 k( t. X( c% X8 r$ Z H
- @actor = $game_party.actors[0]* Y Y# f; S* Z5 P
- @hot_keys = $game_player.hud_equip
) l5 t# Q ?$ W+ ]( ~/ F' y - refresh1 S- z* F7 d: H
- return if !$scene.is_a?(Scene_Map); ]) V8 R$ |- A4 g& A2 J& K }
- if Input.press?(Input::Numkey[1])
2 K1 |# r7 ?' A$ V - equip($game_player.hud_equip[0])) q0 P8 E) n: F- ^
- elsif Input.press?(Input::Numkey[2])
2 s' }6 N% V) S" i1 ^8 {' H c - equip($game_player.hud_equip[1]). W" k" [; F k; ~8 [
- elsif Input.press?(Input::Numkey[3])+ G& b1 a5 Q7 z- v3 }3 J
- equip($game_player.hud_equip[2])
; E! y; I1 c( Y$ Q2 b - elsif Input.press?(Input::Numkey[4])
7 G: V6 D$ |. X' y - equip($game_player.hud_equip[3]) 4 U) o/ Z& l- C' ^* p" o6 Z
- elsif Input.press?(Input::Numkey[5])
3 d* b+ }* F0 [& v; | - equip($game_player.hud_equip[4]) l% k- \+ w! k# P
- end2 g- ^- W6 [' ?* ~. n
- end! v* j$ g6 f+ s, S
- end
7 ^6 f3 F3 O4 |# q( c* p) X0 x - 1 [5 R/ B& T5 d. v
- #===============================================================================6 s: q# f" L1 x' {0 @
- # Scene Map
- M; U5 q1 ^2 n0 q/ ?. h - #===============================================================================
$ e& E* |3 W% w/ `/ ^' g3 Y - class Scene_Map( C$ ?3 J' ^7 Y' l1 f J4 R
- alias hot_key_hud_init main2 \7 ?4 d( R2 H' J; V- U0 f
- def main* @: N* b8 W) r& w; W9 I `
- @hot_key_hud = Hot_Key_HUD.new- s1 J* G7 Y$ m/ f0 }
- @hot_key_hud.visible = !$game_switches[XAS_HUDDISABLE_HUD_SWITCH]- X& a& [6 I: Y7 \& V: |
- hot_key_hud_init
) n% h' i: Q1 | - @hot_key_hud.dispose
2 n0 b( r1 e; k, } - end0 O( z0 ~' F: Y j* V7 \" x
-
! d' U; b3 f$ y - alias hot_key_hud_update update
6 |1 F% P- T' y1 p - def update. y. g- M/ } j2 {1 E1 W- a
- hot_key_hud_update
; N$ `5 n" f# Q! \7 n4 O. E* G - @hot_key_hud.update. f5 S- B6 T" G8 ?6 r( H' r4 Q5 A
- @hot_key_hud.visible = !$game_switches[XAS_HUDDISABLE_HUD_SWITCH]
T1 l' w; s1 I2 |: \3 [4 R- @ - @hot_key_hud.update if !$game_switches[XAS_HUDDISABLE_HUD_SWITCH]2 T' \% n" A2 `/ z; M# C
- end5 {$ u3 M, U9 [1 _$ ^0 s
- end
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