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
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,
0 B2 y5 k1 ]: _不知道有人能帮忙看一下吗? - #===============================================================================$ F3 q* Y C/ `/ o0 _1 @- j
- # XAS - Hot Key HUD# z0 I& x4 ?6 I+ w! ?5 Z( G. `7 D h
- #===============================================================================
; ?4 c$ v5 M" ~* k/ A6 ^ - # By Mr_Wiggles! @% S: e _# F; A4 V+ ?0 c
- # Version 1.3
) H* h T4 X9 L9 w - # 7/6/10
- h( o& l; P4 {. S7 W - #-------------------------------------------------------------------------------
" ]6 R! v, y2 E8 {/ H - # Instructions:4 y+ a% V$ z! d, n. ^
- # Fill in the constants bellow, paste this script above main and bellow XAS in0 k4 b& n# [8 x* ]8 I$ d% |1 o
- # your script data base. BE SURE TO SET TO THE RIGHT XAS VERSION!!! |* ]1 A$ t- I2 b/ y! J
- #
% f: R5 M v a# C8 Y) B5 L - # Place the "Hot_Keys_HUD" picture file into your game directory
! y& e- S; {. B - # Graphics/Pictures folder.
( z2 O# f& w( |& A; h b - #-------------------------------------------------------------------------------4 m; V) w& F, u' q ?
- # Directions of Use:: M' x n. c+ a5 r1 n$ a; l
- # Simple just press a number key (1 - 5) when the quick skill or item menu is9 D0 L2 G5 q& D2 U6 g7 C
- # Showing.0 ~- C y, N1 T( M( M9 U
- #===============================================================================. @ {$ @5 v4 ` j+ O+ U
- HUD_X = 0 # X pos of HUD6 c- u0 B: r2 j$ f1 ~! l
- HUD_Y = 0 # Y pos of HUD
# O, y( @2 n/ K
4 L* l" @' t. S7 y" g- # Set true if XAS 3.7f& U1 R& Z! }( R, A9 [6 M
- # set false if XAS 3.6
+ X( U! N8 Z5 `, G; t# h9 N. \ - XASVER_37 = true0 g+ H1 ?: e4 \
! k9 L# X% J( N- t" O- #===============================================================================# T K; a$ g2 A2 n L7 }3 E$ [
- # Numkeys Module
$ D# b8 z- }; o8 h. {" } - #===============================================================================; B) Z6 s; [; l9 W+ a# U' J# s9 j1 f8 _
- module Input
, V. d/ R' i3 d - Numkey = {1 => 1049, 2 => 1050, 3 => 1051, 4 => 1052, 5 => 1053}
- _6 y: y p3 [, [7 G - class << self. r. V @0 p0 m+ G
- Key = Win32API.new('user32','GetAsyncKeyState',['i'],'i')! c( L/ N, m( P5 d$ _8 ~8 v: o
-
% |! t; d( ^) N4 }4 T6 G - def testkey(key)2 f; y& s+ p4 t
- Key.call(key) & 0x01 == 1
# K) h0 ^% T7 r* P5 L3 E! l. ] - end! Y5 E& [0 B. N2 J
-
( _, b! d' f' y$ x5 p8 }* V" k - alias hud_key_update update
# {1 A9 B+ j2 W" d2 B# }+ S2 R - def update
$ Y' h0 \3 T% d - hud_key_update B8 ?& Z _% Z' `# f/ m' i
- @pressed = []
% E3 y+ Z! J: d0 @& o7 b% m+ ?" V - for key in Numkey.values- \- f& h; c# W& L) P0 Q
- key -= 1000; b' B [ F& A. i' c# ^
- @pressed.push(key) if testkey(key)# n3 r* c C$ H. `0 G) c. b- h
- end; Q8 K6 G4 @6 M7 k( M8 ^" l- h5 u
- end
- W) k( ^+ o& I -
6 z' Q% c- ^, p- t - def pressed?(key)4 j g" ?5 h$ {; y8 ~- R0 T
- key -= 1000- c1 z, f5 U" U, r" }, R+ h
- @pressed = [] if @pressed.nil?
0 ]" M5 K7 N& b/ e4 v - return true if @pressed.include?(key). c6 _ t c, ]( x' z! I: w. h1 s& G
- return false4 Z, p3 U7 H7 y- S" o* h
- end
( L7 A5 X4 x/ E: Q$ a( Q -
, F4 M& U# S1 E' `& x, s - alias hud_key_press? press?; Y6 S% c! ~3 J; J+ a
- def press?(key)2 o- q! h o4 s6 K
- return pressed?(key) if key.to_f > 1000
: @$ W. H E* j- h+ c; c2 x - hud_key_press?(key)9 i7 D5 P1 E8 z% I \0 [
- end8 r1 I6 D3 B6 [9 [
- end
7 A/ v8 F& R; m - end4 n$ A! ~9 p# Y
. x+ N) a; J. v: \9 \- #===============================================================================* |4 Z- r# G* {
- # Game Player- w9 d- D# F7 U7 M- @2 j0 D! ~
- #===============================================================================
2 J* Q7 x8 n9 c: K, {4 ~ - class Game_Player < Game_Character
$ K; [4 A, O" X8 Q" u8 Z - attr_accessor :hud_equip( p C+ E# M8 A1 z1 p3 A
-
8 K: X* T6 u: D* f3 t - alias hot_key_hud_init initialize
. q4 u/ m$ O7 g4 N5 ~ - def initialize# M* l8 p3 b X. G
- hot_key_hud_init
; N: h# F3 G0 G: X: w D - @hud_equip = []
3 F5 o' p6 o2 V3 k# U - end
9 ]6 T( U( x: w! I7 Q' l1 i& m7 o* _ - 1 ~0 l" {7 u. E8 A0 l3 }: _. g
- def equip_item_to_hud(n, item); h: j/ g: s3 Z( e2 ~& |
- if item.nil?
5 r! S. I ]; E( {( V# f - $game_system.se_play($data_system.buzzer_se)
5 g/ r/ j0 q% H. s; p - return- E% N9 V4 D3 C6 J
- end
/ u8 ?6 f1 S( V$ h$ o6 _( C7 v - $game_system.se_play($data_system.decision_se)
S' o8 F; ~6 B- V; L. s - @hud_equip[@hud_equip.index(item)] = nil if @hud_equip.include?(item)9 g" C6 D* B6 D, u( ~1 D1 _# q
- @hud_equip[n] = item
A+ E; C1 Y% @2 O9 {" w4 k* b - end
. V1 E+ m+ A1 q0 m- H6 R - end7 k6 q6 {7 O9 d% y3 i" i
- ! {1 }4 L( C( {1 i( S
- #===============================================================================4 L' V9 p3 ^ f# K% ]
- # Quick Skill Window
, ~( w( w4 u e/ ^' G - #===============================================================================
3 V3 P0 ^" y9 ^$ h( p8 Z% f - if XASVER_37 == false) |+ ]* d& T5 G7 h
- class Xas_Scene_Skill
& k9 ^0 O( |! O' Z2 G - alias hud_quick_menu_main main6 d* |4 Y/ |+ a `2 S
- def main
1 F. z7 g8 m* \; ?* K1 j - @hot_key_hud = Hot_Key_HUD.new# y( I P# [) ^0 G) z) _3 r
- hud_quick_menu_main: |5 ?* U: \- ^ U( j
- @hot_key_hud.dispose9 _0 w$ w+ `9 O% C
- end
4 O3 w$ K e6 S# p! C+ A% G* d0 D - ! l7 ]' j* M) _* a
- alias hotkey_hud_qucik_menu_update update s+ H# g D% _! h1 {
- def update8 Z: N& K1 M& O" |; s) Y* ~- k2 N
- hotkey_hud_qucik_menu_update5 A+ o( d2 b7 B
- # Hot Key num 1
9 W$ g: L& j% a6 g4 }5 K/ ? - if Input.press?(Input::Numkey[1]), M( P0 V! [/ ~' J0 ]
- $game_player.equip_item_to_hud(0, @skill_window.skill)7 L2 @( J1 n+ H4 B6 M5 `% {/ ^
- # Hot Key num 2- U% ?6 p% \( Y! q2 L
- elsif Input.press?(Input::Numkey[2])
+ a {' X8 g5 m# D$ ?) \ J! z - $game_player.equip_item_to_hud(1, @skill_window.skill)
( G( J# m' [1 o - # Hot Key num 3( e1 n9 [6 v. n
- elsif Input.press?(Input::Numkey[3])3 F7 g. H7 c B8 a4 |
- $game_player.equip_item_to_hud(2, @skill_window.skill)
* V5 x& F% `% H3 m' T9 r3 ~! v - # Hot Key num 4
5 o2 _; c' q9 ^( G- k - elsif Input.press?(Input::Numkey[4])
& [2 X' l! H- t. L, V# C% ] b - $game_player.equip_item_to_hud(3, @skill_window.skill)1 F9 I9 o: }! f. {# B0 t
- # Hot Key num 5
2 V$ N* A8 V a& z: m/ J6 f2 `% T - elsif Input.press?(Input::Numkey[5])) y/ K2 W) o$ x( h
- $game_player.equip_item_to_hud(4, @skill_window.skill)+ G) s( f" M% s3 T9 n: d7 d+ ~
- end* X+ U% C5 C3 `' ?$ ~; F
- @hot_key_hud.update7 J0 M. b7 B* ~' @
- end0 j- v. C4 M4 O4 {7 J4 a
- end; S8 M9 K$ }; R! a8 j9 H
- else- h( [- S$ d: o) `, h, z; H
- class Quick_Menu_Skill
; o5 k u" W' B6 I7 G% p6 T - alias hud_quick_menu_main main( z m: E* }6 @
- def main3 k% [2 ~: `/ M- z" l7 h' x- d9 I5 y
- @hot_key_hud = Hot_Key_HUD.new3 K, |3 T! q# \( o* [
- hud_quick_menu_main
- B; l/ M! }7 ?" \% m/ @& y - @hot_key_hud.dispose7 K5 i c% G8 w/ _
- end
1 A: y) b G5 d9 T1 e -
) z5 d. O9 K' i1 F z - alias hotkey_hud_qucik_menu_update update* V2 Q3 \" F& u& ]
- def update+ M2 ?% q0 D2 M% e8 l" \
- hotkey_hud_qucik_menu_update
) ?- p2 @1 b `# c( V4 ~5 C - # Hot Key num 1
7 {: r% B) h6 `/ g: t6 Z: P r* o - if Input.press?(Input::Numkey[1])3 D4 J/ o8 r# c* N
- $game_player.equip_item_to_hud(0, @skill_window.skill)& C1 N5 T) J0 w) J6 \
- # Hot Key num 2
, J" j# X4 @4 \3 }. _ - elsif Input.press?(Input::Numkey[2])
* |8 i6 l1 s7 a7 q - $game_player.equip_item_to_hud(1, @skill_window.skill)
) u E' b5 J, e$ m$ @ - # Hot Key num 32 k/ E1 S7 H2 V2 ]8 W2 m
- elsif Input.press?(Input::Numkey[3])7 u. o E8 K6 @- V6 x2 ]( E
- $game_player.equip_item_to_hud(2, @skill_window.skill)
/ [1 c& }& x# N e; M' _ - # Hot Key num 4: z8 d1 x, K* R5 g5 F8 }' o4 s
- elsif Input.press?(Input::Numkey[4]) [$ X: Y- C U( @6 e |
- $game_player.equip_item_to_hud(3, @skill_window.skill)
- m/ y9 m- W8 K" y* y% O, e - # Hot Key num 5
6 ^; A0 c+ U$ X: p0 G - elsif Input.press?(Input::Numkey[5])
# w7 j9 [5 u6 s- W! x0 c* V% U - $game_player.equip_item_to_hud(4, @skill_window.skill) Q% { s# D# L, ~ L
- end
B' \% f* {% o - @hot_key_hud.update
+ S! ]% Q2 W% P9 x' N; W - end* C6 `) u! T& y7 k% U
- end' s4 F1 m o# ?
- end* ^* }* x" C8 R5 I% ]5 i# ^, U3 U9 m
7 C2 A; l) i2 b7 D- #===============================================================================: {$ n" N+ S9 N( m. f4 f; r' S
- # Quick Item Window
* N [1 J: I' n1 F' q7 U3 F! ? - #===============================================================================
$ a8 T4 h: P, F8 M" T - if XASVER_37 == false2 E+ H! p( A# ^5 `' \
- class Xas_Scene_Item( p& c, d F* b; I! D7 c# s# \
- alias hud_quick_menu_main main ]% J' U$ _1 j, k4 a3 H
- def main( j: _8 r5 h n3 E' \
- @hot_key_hud = Hot_Key_HUD.new
# X1 m/ y s" W. {$ G! J - hud_quick_menu_main5 L5 c, o# G. P6 A
- @hot_key_hud.dispose
3 N! e- [2 p. c8 }' M( t3 ] - end
3 D9 l- I9 i$ ^% j - 6 ~* q& H# O3 L5 L" g
- alias hud_key_update update
/ T9 J3 V" i, d' X1 n' \ - def update& f+ E# f" Z" c; r
- hud_key_update' S1 K' d O1 i, v' k( K0 e8 ~
- # Hot Key num 1. p5 g4 B- r1 Q1 C4 t& Z) _
- if Input.press?(Input::Numkey[1])
" k" f" z2 r6 r" j - $game_player.equip_item_to_hud(0, @item_window.item)
" g6 h3 h# I7 S4 j" ?% Y - # Hot Key num 24 ?$ E1 b; ]1 s& _2 F) i( e
- elsif Input.press?(Input::Numkey[2])9 U- \' c: a* o4 g2 E, E
- $game_player.equip_item_to_hud(1, @item_window.item)
/ S7 c4 _. \' Y# ?* O6 Z' U( k' C - # Hot Key num 3
- V$ W0 z( d( g% H - elsif Input.press?(Input::Numkey[3])
! J3 V2 k$ V6 q - $game_player.equip_item_to_hud(2, @item_window.item)1 f' D. d6 c7 c3 M' \4 t. ~
- # Hot Key num 4* c( ~$ h% t* Z2 ]/ h4 J( x( J
- elsif Input.press?(Input::Numkey[4])+ U3 G! [; W) V7 [1 W
- $game_player.equip_item_to_hud(3, @item_window.item)+ e5 P* ~, @3 J+ o
- # Hot Key num 58 ?* _$ e' [ z. o1 y5 Q
- elsif Input.press?(Input::Numkey[5])* [+ d: k& n8 S' b8 C, v
- $game_player.equip_item_to_hud(4, @item_window.item)( `, H& ^: {3 i
- end
# p1 N% t% Z9 x! r1 T5 e* } - @hot_key_hud.update
" s9 S6 }2 S/ s9 G7 [ - end1 `* |5 u* _: y% G' E
- end0 t, L k9 q2 b1 z6 a: M
- else
; `( z. E1 T8 z - class Quick_Menu_Item% e$ d- S5 s# }' h
- alias hud_quick_menu_main main
. M* Q( D7 C( i2 T$ Y6 u, D! d0 S/ g M - def main6 b% e3 s3 P" m) u* j% ^
- @hot_key_hud = Hot_Key_HUD.new
# F6 D5 |1 p* x - hud_quick_menu_main' e! X- A, r% ?
- @hot_key_hud.dispose
% q9 n- i: k, y$ B1 n& r: _2 S - end
# E1 b3 T8 K$ d) R; U: w -
$ L9 ?4 a5 V2 E - alias hud_key_update update, G; t; U; L; K; {* O* D
- def update- ~5 V0 S" x9 ^9 h) P9 m
- hud_key_update: w/ q2 m4 B2 F1 T* _7 _$ y) b5 r
- # Hot Key num 1
) u7 L7 @) Q- g* K8 a - if Input.press?(Input::Numkey[1])8 R& T. N$ R" Q% {0 v
- $game_player.equip_item_to_hud(0, @item_window.item); X: U$ k, ^9 c. X! X
- # Hot Key num 2 h1 u3 Y1 \" @0 D T/ J- G* o7 ~
- elsif Input.press?(Input::Numkey[2])0 V7 P: Q& ~1 J0 f5 W
- $game_player.equip_item_to_hud(1, @item_window.item)
~. }8 X" E& e% y# @1 } - # Hot Key num 3( k6 s" s* V( p" ]
- elsif Input.press?(Input::Numkey[3])0 o6 C/ W) V1 r% E; c
- $game_player.equip_item_to_hud(2, @item_window.item)
9 @3 m0 z- `% k0 ]/ S - # Hot Key num 4
/ `; A( H, a3 J* Q+ T9 @$ O9 t: k, L - elsif Input.press?(Input::Numkey[4])
' q8 g( Q$ N* @, N- D- | - $game_player.equip_item_to_hud(3, @item_window.item)
9 K: f5 j- o8 j0 C C: Z K4 ~" H - # Hot Key num 5) _$ R9 Q& C, n- |( t$ a1 ^0 r
- elsif Input.press?(Input::Numkey[5]) s1 f, Q0 |: b% Q6 \
- $game_player.equip_item_to_hud(4, @item_window.item)
- I3 r8 f. n$ e8 a' t - end$ r( X% c4 A; r
- @hot_key_hud.update" t& a1 O6 B# ~0 J' |. m
- end3 ]: b- {, F, W+ S( A/ W9 c; `
- end
) ~* O9 w$ l2 m# @, C7 S5 [+ u0 @ - end
. {# S; M) N! P
* c3 _2 K' ?3 H. j" r" p; V- #===============================================================================- ^5 I5 Z- M- H1 O
- # HUD Window& S6 y1 U4 ^2 `1 d2 `( k- `+ v0 W
- #===============================================================================6 }- t. f7 z9 z8 n, p
- class Hot_Key_HUD < Window_Base
* I/ J( C: [! m - def initialize(x = HUD_X - 10, y = HUD_Y - 15)
$ L- O6 x+ l' R$ n! w$ J - super(x, y, 220, 80)
" v6 a8 K$ }; H0 m: ^, @ - self.contents = Bitmap.new(width - 32, height - 32)$ |; v5 E1 s7 z3 y( Y7 @
- self.opacity = 0$ B! x7 @7 m/ z$ U- W
- @actor = $game_party.actors[0]; t" d: f! g. j% x: p/ _6 r
- refresh
7 |4 W, y) ?3 L" {+ [ - end
4 r; A* ]4 Z# f/ E7 S9 x
+ @# \3 ^' Z$ X1 d3 F( {% o- def refresh( g: c' n' @" \7 Y+ }9 u- g6 @. g( Q
- self.contents.clear
R r! a$ H$ u$ x( V - bitmap = RPG::Cache.picture("Hot_Keys_HUD")
, G2 ?) W. q" M* C" m% k - self.contents.blt(0, 0, bitmap, Rect.new(0, 0, 160, 32))
) V* y+ o) e. e: Z - for i in 0..4; }1 b6 n' w4 e4 B- e3 l8 I
- x = 32 * i + 4
% d" ~6 r1 b- E. q9 g% _6 p0 L: Z - item = $game_player.hud_equip[i]
0 r: W( X6 I, T! Z7 H, o - next if item.nil?9 k& o, I/ e6 I y" B" M( V
- if item.is_a?(RPG::Weapon)
' g2 h3 D x0 E m, O, c - item = nil if $game_party.weapon_number(item.id) == 0 and
4 K4 `$ ]2 c3 ?" t( @9 e% B - @actor.weapon_id != item.id$ Q2 q/ k( V% i2 ]+ \
- elsif item.is_a?(RPG::Armor)
# _8 W/ o; z, b, R3 Y- t - item = nil if $game_party.armor_number(item.id) == 0 and
" a# P1 P" w) J9 ` - @actor.armor1_id != item.id; D: _, ^( J' j9 C
- elsif item.is_a?(RPG::Item)* y7 r, z1 u: P( D/ P
- item = nil if $game_party.item_number(item.id) == 0 or$ c8 |% [: ?8 ` b, G
- !$game_party.item_can_use?(item.id)0 k U: q3 |9 z, `% b8 t5 M& ^
- end7 m* _9 H* p1 n- d2 ?) t
- bitmap = RPG::Cache.icon(item.icon_name)
" ] ]* y5 u( z; d& ^& t - self.contents.blt(x, 4, bitmap, Rect.new(0, 0, 24, 24))# J# {* E- O! i% ]9 y
- end
0 n9 }* u' T0 \$ ~0 ] - end, P1 w7 K" ?$ H8 {8 w0 i. F
- 9 J' j1 O( n! G7 q
- def equip(item)" |' a9 ]! C* ?! P
- if item.nil?6 S P) s. {! e4 [, t* m- P, l
- $game_system.se_play($data_system.buzzer_se)
+ S& U% s5 R8 F. I! _: I* |" T! l1 B - return
" E0 {3 M2 `$ s( c - end: P1 i* X& v9 t( s, h7 V+ m
- if item.is_a?(RPG::Skill)
3 Z# m7 |& I& M& x - if [email protected]_can_use?(item.id); i- V6 b9 Z, R. B& C
- $game_system.se_play($data_system.buzzer_se)# D' w9 }( E. z& I
- return' [. X) v+ N! R7 x! T+ E
- end. x' d. C% i$ {3 }
- $game_system.xas_skill_id = item.id
- G& s6 [. S9 I: f2 e" l& ? - elsif item.is_a?(RPG::Weapon)0 a& X& l6 @% o5 A' ~3 b
- @actor.equip(0, item.id)
# c3 C0 \: P' E+ { e; o# C - elsif item.is_a?(RPG::Armor)* ?2 H) R1 o+ T s& H( G
- @actor.equip(1, item.id)( x: P' N- w, V- C- r( W, q
- elsif item.is_a?(RPG::Item)
4 A) G# r4 f9 e. v9 m9 }2 o - item_tool_id = XAS::XASITEM_ID[item.id]& _6 c( ]; c9 b% ]3 H$ G
- if item_tool_id != nil
2 j* o f8 T/ F - unless $game_party.item_can_use?(item.id)9 [3 k, N/ V. Y% V" B( r; R
- $game_system.se_play($data_system.buzzer_se) e5 Y" V0 M; I/ h/ q: K H
- return
% l5 R& Z& r" N/ d' O @8 | - end% Y) m/ J: D* z& F! j( K+ ^* s
- $game_system.xas_item_id = item.id
! z+ Y% b; A+ ^ - end
' }% L& @9 V/ H: n - end* F1 F# Y8 o! s
- $game_system.se_play($data_system.equip_se)
; \9 I5 ?! b9 @3 u d( y4 { - end
& V" s+ v" C8 s, v" _" P -
) }# G0 W g. a4 n* p! n% P' n# a - def update% ?7 c6 i6 L! _- O! A( B9 r& d
- @actor = $game_party.actors[0]
6 k7 c0 [# _' g, U - @hot_keys = $game_player.hud_equip
, G& q5 |7 z! b- D7 i4 H. F - refresh
5 U1 y1 ~/ W) A8 a - return if !$scene.is_a?(Scene_Map)
. Z. V) F$ Y% C6 \ - if Input.press?(Input::Numkey[1])
# \2 Q1 a# M$ L4 h# m, _ - equip($game_player.hud_equip[0])) |8 L9 o( M) a4 Z
- elsif Input.press?(Input::Numkey[2])8 U, B+ D0 O! D9 \ U) X0 b
- equip($game_player.hud_equip[1])2 ^- c! P/ P9 X3 V3 F& I" v
- elsif Input.press?(Input::Numkey[3])0 K8 O! v- N. [* W4 U, w9 S& W
- equip($game_player.hud_equip[2])
$ T2 g/ P8 U e$ e+ ]2 o$ O& Y5 J1 m' [ - elsif Input.press?(Input::Numkey[4])
l8 d. h: j% T - equip($game_player.hud_equip[3])
7 G7 W0 I8 w+ |% j x% u- B, e - elsif Input.press?(Input::Numkey[5])
1 a R! q4 y$ H( K( w - equip($game_player.hud_equip[4]) J# {! O5 H- O x9 f
- end
. q8 G( u" o: r ~" _ - end. I) O9 G/ P* Z+ j9 V: G$ I/ L* L
- end: P- B8 ~- a: b: F$ r6 S5 t% c
- 9 M7 e% I- p/ u. K
- #===============================================================================
1 F8 X9 m5 N& D% O# I' h5 f - # Scene Map' X* G4 n. w/ ~* }, i+ C$ m
- #===============================================================================
+ B9 L9 o: x! \! h/ G - class Scene_Map
( P1 z0 i7 ]6 H" ?) N - alias hot_key_hud_init main- W( J9 d G" w& l. H$ r1 s8 r, w0 }
- def main
9 J0 ]% \! G* A: [+ a - @hot_key_hud = Hot_Key_HUD.new
1 q3 f- s' `: U; L" F6 ` - @hot_key_hud.visible = !$game_switches[XAS_HUDDISABLE_HUD_SWITCH]
9 k. X1 I1 {' q5 P - hot_key_hud_init
1 L' n% _$ e% |. i8 } - @hot_key_hud.dispose* `. ?, L5 X0 w) I( Y! z: l
- end
- c6 \2 H" ?9 z5 B1 R! _( ^ - & ~- i$ F F1 x G" X! {1 }9 V/ d
- alias hot_key_hud_update update9 H0 j2 F8 C* x+ ?/ T3 q! a! L
- def update
& z! N5 B; Q) ?; `0 r8 p - hot_key_hud_update |# m) \; Y' A) W/ ~2 G5 X$ N
- @hot_key_hud.update* \ d! X4 c5 S( p4 Z! r$ @
- @hot_key_hud.visible = !$game_switches[XAS_HUDDISABLE_HUD_SWITCH]6 { s; ?$ G F, R0 k! A# v
- @hot_key_hud.update if !$game_switches[XAS_HUDDISABLE_HUD_SWITCH]
i: ~) Y: L# Y3 w! }' T j& X - end& Z9 F2 e J. c
- end
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