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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,. e3 D, V: U4 J. d4 m
不知道有人能帮忙看一下吗? - #===============================================================================8 @9 o8 N- n/ ?1 S, [8 h
- # XAS - Hot Key HUD
' x* ~, L9 M" K9 U* @" V- |. J - #=============================================================================== Z- @5 g; z- T0 b
- # By Mr_Wiggles8 W! {9 E$ O. M$ y) \( k
- # Version 1.3
2 |" _) I+ O1 P( a( T- ^ - # 7/6/10
. q4 f/ c" R% M0 m8 C - #-------------------------------------------------------------------------------
6 F% J4 ~, ^# O; q* t' s4 X0 S - # Instructions:
; [# E9 o; u7 j2 \* c - # Fill in the constants bellow, paste this script above main and bellow XAS in( Y% w+ x& t' `7 Q" H$ S
- # your script data base. BE SURE TO SET TO THE RIGHT XAS VERSION!!7 C$ U1 [6 B. `; B" U% D: G. q
- # / e" k1 G6 @! k: S; m X1 A
- # Place the "Hot_Keys_HUD" picture file into your game directory 2 u. q; c& w' D+ `; o
- # Graphics/Pictures folder.
1 J0 R+ ]6 v$ k+ C - #-------------------------------------------------------------------------------0 o( @ Q4 {( R1 L+ ^3 W' v
- # Directions of Use:! K5 j9 o% f% R" y" x G
- # Simple just press a number key (1 - 5) when the quick skill or item menu is7 W' a: [& A: k$ A* e! q7 u; w3 A+ `+ ^# U
- # Showing.
2 V* B. P- R% K% ^ - #===============================================================================
* p4 U. L& G( Y5 k; `/ p, x - HUD_X = 0 # X pos of HUD' K& g1 t$ q# }3 A1 G( w8 d. X- s
- HUD_Y = 0 # Y pos of HUD
$ k3 d% Y: i6 Q: q: K. M0 o - 1 l. Y$ M/ t9 b& r
- # Set true if XAS 3.7f8 E6 b4 D0 M3 w, Z
- # set false if XAS 3.6
5 A, _5 Y! w1 ? - XASVER_37 = true
( l, V) K. @3 ]6 R: ]/ J$ U
7 S% f$ l9 R- B, n' z9 T7 r/ X7 A- #===============================================================================- L" S8 {0 N7 y' V
- # Numkeys Module8 z v9 s( u# e$ B: j
- #=============================================================================== B) U- X. p1 B) @
- module Input4 Q% M+ c) Q$ `7 Y
- Numkey = {1 => 1049, 2 => 1050, 3 => 1051, 4 => 1052, 5 => 1053}
) M* W" s% L' Q: _ - class << self5 V l8 B! C( |* Z. m
- Key = Win32API.new('user32','GetAsyncKeyState',['i'],'i')
! g+ z1 [) U3 }3 h- T- T4 B - 9 C: V+ a& W' I/ t1 {
- def testkey(key)
+ g0 v. {* C9 i. C1 o. K/ B0 ^0 a - Key.call(key) & 0x01 == 1
! V. {6 a' U# x8 _! m9 } - end
: F1 c, P" _9 v& i - . y6 M; P1 W$ D
- alias hud_key_update update' I+ W* r' ~% S! G: X
- def update
M" r, K9 |0 G9 a& B - hud_key_update- z# a8 J3 x" ~; w, i# J
- @pressed = []2 N% g& _9 P' @
- for key in Numkey.values) e3 p c- U4 V2 G3 t
- key -= 1000
& H' Q; e( \' w7 p8 p- T$ ]4 w! v - @pressed.push(key) if testkey(key)
) Q* D/ d5 b# i# K6 ] - end+ o' d2 V0 j4 m
- end, \) s7 e) c5 f+ i9 e8 `# @
-
: Y7 y8 I. \ ^0 L* A+ ` - def pressed?(key)
5 v6 t: p! J3 [8 s' W. B1 N5 i# A, ] - key -= 1000+ A+ I: L9 l* B' _0 Y( W r3 t
- @pressed = [] if @pressed.nil?
; N% E5 f/ u' n3 _: I - return true if @pressed.include?(key)
0 N! X: y8 g& G+ i" e0 i6 | - return false
) A0 b3 K8 \9 f9 S0 B9 L+ U - end
) E9 {7 p1 }. X# y8 e$ ` -
* k" g7 j# W/ ? - alias hud_key_press? press?
% P2 R' d U! C. x9 |+ h - def press?(key)9 ~9 b7 X# m2 `/ |2 p0 ?# U
- return pressed?(key) if key.to_f > 1000: g. ^2 j% a; k, K& u
- hud_key_press?(key)) m- E/ g& ^8 `7 Q, B" t" K. _
- end, z3 R6 ]+ S6 w$ D0 K
- end
3 D/ @4 H! w' ~# x' ^$ Y - end/ J& C1 x, ?" Q+ n4 c
5 l e& ?- D# n$ b" K- #===============================================================================, P; _/ A. C: a- J
- # Game Player
/ k+ }( i! ~& i* Y; Y7 a+ h2 o - #===============================================================================
Q8 T. l) Q0 q1 u# a0 y - class Game_Player < Game_Character
- r& v; R5 B, C - attr_accessor :hud_equip7 |( ]) l7 ]+ y/ X& T. Z7 U. S# Y
-
" b0 P2 z) U/ [% O1 | - alias hot_key_hud_init initialize
8 H# O! }5 F/ u0 [( W - def initialize
7 I5 g' w1 Y! _ - hot_key_hud_init v+ L% @3 F6 Y# S
- @hud_equip = []
+ t: e8 B0 j; A0 B' k - end$ O- M" R1 b& o8 O$ A c
-
2 v4 M8 u6 w. @' H# }' T - def equip_item_to_hud(n, item), W# a! ~% C( `8 Z+ ?
- if item.nil?
' L. s: `% X( H8 [; d - $game_system.se_play($data_system.buzzer_se): ?1 I3 a! s2 ^3 A/ x& W. W
- return
: N8 p3 W. W* ?+ L - end7 j1 ~$ N( Z$ y" I0 H
- $game_system.se_play($data_system.decision_se). H) d" } Y7 t4 L# f7 a
- @hud_equip[@hud_equip.index(item)] = nil if @hud_equip.include?(item)
2 l: I U% t5 M+ p, p$ s- m, i - @hud_equip[n] = item7 W% H* k2 N' T
- end2 `2 f) l- m$ c7 n2 B9 A# `
- end
- {6 e# \* \6 p; _' r+ U3 B
- L" N1 n2 F; B, S p- #===============================================================================" A* n1 o Z( o. y
- # Quick Skill Window( O% p- C# D, q
- #===============================================================================3 C& e. Z3 W; Y3 O7 H% p% y( B
- if XASVER_37 == false
7 G$ k; f F& [; K: d+ @ - class Xas_Scene_Skill3 K# z3 ?- Y* o6 } W6 T
- alias hud_quick_menu_main main% x5 u$ @2 U& n2 R
- def main2 m) X2 N6 u) b7 F5 n! r- m
- @hot_key_hud = Hot_Key_HUD.new
: l( w$ ^! Z9 x$ w1 B - hud_quick_menu_main
4 g2 K0 i+ H6 n - @hot_key_hud.dispose
" D% H0 i* U: m/ z - end
! t7 |2 y* v4 _6 r$ F5 X4 Z - . r* _, @2 ]- D7 j
- alias hotkey_hud_qucik_menu_update update/ {+ \" t8 _8 d* ?' E. A) ?0 Q
- def update
+ O6 F% c4 R& f& i8 m' o4 N& S p - hotkey_hud_qucik_menu_update: q, A% `) ~. W2 o
- # Hot Key num 18 A) I6 _* c; u3 [7 d! f, S
- if Input.press?(Input::Numkey[1])9 L/ f; S; P W# B2 j1 z: b+ [: v
- $game_player.equip_item_to_hud(0, @skill_window.skill)2 t) M. m: |9 L0 [7 b! v
- # Hot Key num 25 x5 X& }4 T. b; H# C0 {0 B6 l: q
- elsif Input.press?(Input::Numkey[2])6 ?' S7 q* J. l* t) O e, Q9 j
- $game_player.equip_item_to_hud(1, @skill_window.skill)1 y4 Q' a o; @4 ^2 v
- # Hot Key num 3# r! R/ }- E9 y. W4 r: F9 N3 m
- elsif Input.press?(Input::Numkey[3])
; s% T( a6 _ n5 q0 b5 f - $game_player.equip_item_to_hud(2, @skill_window.skill)6 t' z0 W# g8 c1 `: r
- # Hot Key num 4" S3 v, h* _- d; i6 b+ V6 d) @' M
- elsif Input.press?(Input::Numkey[4])
% o* V9 r& D" D: u - $game_player.equip_item_to_hud(3, @skill_window.skill)
! G- f% E+ c+ d" v/ } - # Hot Key num 5& S E. v* V" z% C) H
- elsif Input.press?(Input::Numkey[5]) K( A& L/ q9 R* p
- $game_player.equip_item_to_hud(4, @skill_window.skill): D& B* q8 j4 u# e3 h
- end% n) c2 w9 p7 N' n/ w
- @hot_key_hud.update2 R- x& }! }# K/ `" d
- end' g; w* D5 ? S4 f e+ p& x
- end
0 @: [+ A4 _, D2 x' } - else
^* F, J: P8 I8 z) t - class Quick_Menu_Skill
F( o0 W; u0 F - alias hud_quick_menu_main main* Q7 e4 U5 X2 J" a8 c# w! I
- def main
% r+ x* }0 I2 O2 } - @hot_key_hud = Hot_Key_HUD.new3 E; ~+ f$ v# H* ^0 v
- hud_quick_menu_main
7 v0 g+ `0 K0 P1 a - @hot_key_hud.dispose
6 H! E; G9 n$ A- k& [, j - end
C; g& ?$ J- e+ V -
+ Y! Z8 v! f' Z, p# X - alias hotkey_hud_qucik_menu_update update
( @/ p7 ?# Z6 t- P - def update1 R6 e4 q* b2 R. U$ Q
- hotkey_hud_qucik_menu_update
( T4 V- T1 V+ ~ - # Hot Key num 1
% ^2 t5 i3 v0 g& n - if Input.press?(Input::Numkey[1])
- t- k; ?0 l9 l' e0 _ - $game_player.equip_item_to_hud(0, @skill_window.skill)
( e% _ m4 z4 K9 @" h - # Hot Key num 2" Z6 V) l+ D; w7 ~
- elsif Input.press?(Input::Numkey[2])) `! i: e$ g. a) D% K
- $game_player.equip_item_to_hud(1, @skill_window.skill)
( z/ `; ]; C$ }8 ^0 ?) @ - # Hot Key num 3! Y) S# v3 L; u! Q
- elsif Input.press?(Input::Numkey[3])
! u$ c' p) ?* \ - $game_player.equip_item_to_hud(2, @skill_window.skill)' N9 J$ C+ I8 l+ U% H0 c
- # Hot Key num 40 a0 W- M( K( `: E$ v# d/ n& i) u
- elsif Input.press?(Input::Numkey[4])
; z! D1 m+ c2 B, n9 _% B2 u4 | - $game_player.equip_item_to_hud(3, @skill_window.skill)
$ ?" Z. h, O+ T2 A - # Hot Key num 5" P' o4 R9 @/ q7 |" G+ [; l4 A# ~
- elsif Input.press?(Input::Numkey[5])
$ i% d+ z0 D( E - $game_player.equip_item_to_hud(4, @skill_window.skill)
. s$ C% W4 S: ~ - end$ e" ]$ j- b3 k" r9 _& t% H% [/ a( o
- @hot_key_hud.update- Z9 |& l& R5 Y# U w! t* B
- end+ V9 h! y! {0 d8 q+ J1 R4 E) ?
- end5 T2 `+ Z! L7 w6 J3 }
- end
, t9 q9 d3 a2 c* P - 5 ~. m* i+ Z5 p9 t
- #===============================================================================
5 W" y) n* t7 n1 q7 S# ]2 _ - # Quick Item Window
* e0 H9 Z8 A; o2 T" m - #===============================================================================5 k$ E2 a$ K' p0 ^" X/ Q( x
- if XASVER_37 == false- I9 B0 D0 j4 D% n: V. P8 H n% p
- class Xas_Scene_Item
q. ?+ f5 z; V4 f4 f+ z9 \9 D+ } - alias hud_quick_menu_main main
1 T7 Z! q# Q" E - def main/ w+ B& c9 A' @7 B3 l
- @hot_key_hud = Hot_Key_HUD.new s6 U: x: L( k- x( z/ n6 c
- hud_quick_menu_main: h) h' _9 P; f4 u2 v
- @hot_key_hud.dispose
: v0 ?- K2 d7 u K: Q3 P# G - end+ H: e) l, N9 g `
-
1 I* j6 U& {" d# u5 Z& g& g- A - alias hud_key_update update
- \7 n' `' w! u, L - def update. l# X: ^7 T" u
- hud_key_update
" r. R1 \( Z6 i# J7 V& m - # Hot Key num 1: v7 S. E5 K: s: P/ g
- if Input.press?(Input::Numkey[1])# O x$ y0 ?- G* C8 q6 R
- $game_player.equip_item_to_hud(0, @item_window.item)
6 t; G9 J0 Z2 q5 d6 X8 G6 @ - # Hot Key num 21 T4 B% P1 q7 _& Q
- elsif Input.press?(Input::Numkey[2])
" O9 X7 w W$ [0 H8 k8 ^7 Z - $game_player.equip_item_to_hud(1, @item_window.item)
8 [+ m7 i" L" z N - # Hot Key num 3
6 B/ @8 m. j% T+ B, R( A, c - elsif Input.press?(Input::Numkey[3])& L6 f+ X' a% k2 b. n* L" u
- $game_player.equip_item_to_hud(2, @item_window.item)
5 K$ N6 v2 X0 [7 c - # Hot Key num 4
4 U7 [$ v! c o p9 L/ z( E4 T! p - elsif Input.press?(Input::Numkey[4])
$ d2 i( @, X m2 g' G - $game_player.equip_item_to_hud(3, @item_window.item)' q7 s) A. J) I4 W; _ }! @
- # Hot Key num 54 B, F' \% a5 T
- elsif Input.press?(Input::Numkey[5]). S7 [* `2 {9 ]' ]( t1 K7 y
- $game_player.equip_item_to_hud(4, @item_window.item)
# ~2 Y' ^# q5 ^ - end7 [" s! f* l8 e, o
- @hot_key_hud.update* p S0 H* P8 d8 l' N+ f
- end9 s" I; W6 Q1 z
- end
& x7 _3 f6 ]9 c& q) ]1 m7 g - else9 w6 [3 {7 R( ?9 r% t# _
- class Quick_Menu_Item
3 @2 c2 F6 X6 L' w - alias hud_quick_menu_main main' `6 B! G! i% i [( x
- def main
0 O# h# e8 ~7 M5 V5 U M - @hot_key_hud = Hot_Key_HUD.new+ X9 R& @6 h# \& N% T( Z% M
- hud_quick_menu_main4 T( u' G4 |& L5 Z
- @hot_key_hud.dispose; Q# U% Y4 Y5 \9 O+ K0 h
- end
1 j( V' Z/ N, m) O6 U. m ?( c- S4 a - ' {# Z$ l- C' y) U+ d
- alias hud_key_update update. v, K; B$ [' g* u6 Z3 o# a P
- def update8 p' d# C; A6 R% g7 `, R; ?
- hud_key_update& }$ k e' S t
- # Hot Key num 1 Z" ~, b: W, w- l
- if Input.press?(Input::Numkey[1]), W5 D$ p) n4 @9 w) X; V) a
- $game_player.equip_item_to_hud(0, @item_window.item)8 a+ z) n1 w$ K5 U( k, L7 w
- # Hot Key num 23 M* @+ S# M! [' @
- elsif Input.press?(Input::Numkey[2])
4 A, `" o( g& f2 M+ u - $game_player.equip_item_to_hud(1, @item_window.item)
" s8 O A, s9 `9 o6 D0 u - # Hot Key num 3
, z9 Y; S; P- w M3 c8 P- c4 w; S- L - elsif Input.press?(Input::Numkey[3])8 b3 X3 k: ^) w$ [0 ^8 T
- $game_player.equip_item_to_hud(2, @item_window.item)4 H, [" u* z3 i. s
- # Hot Key num 4
; W6 S2 J- y6 t6 Z% w: W - elsif Input.press?(Input::Numkey[4]). }- E4 v3 j6 D6 Y
- $game_player.equip_item_to_hud(3, @item_window.item)
0 T6 [. E8 \ [5 n - # Hot Key num 5& ~' ]# }% v2 U9 i9 e
- elsif Input.press?(Input::Numkey[5])$ w& U$ ~2 V/ z7 b3 F7 R
- $game_player.equip_item_to_hud(4, @item_window.item)1 `4 T! C. y9 k) f4 W0 a
- end% I- T0 Q% \6 {: O3 Y9 [
- @hot_key_hud.update: S& ` r* Y8 V0 [
- end
3 X5 z, M- V/ c; ] - end
' {: N8 Z9 y, X2 A) j& N" c - end* \5 f% n/ r! `, v% E
- R+ X9 ?1 q+ {+ ^: z- #===============================================================================
/ t4 N+ w) S# z% X6 w( D$ u - # HUD Window
+ J4 b; f) [6 G, h8 V - #===============================================================================
, Q* ]; w$ n4 d9 R, t4 W/ O - class Hot_Key_HUD < Window_Base
- Q/ E( W: e( B9 G9 ~ - def initialize(x = HUD_X - 10, y = HUD_Y - 15)6 R! x3 b5 p' _" K( N' N/ }# K2 e
- super(x, y, 220, 80)7 F$ ]9 i& e9 D: m# }
- self.contents = Bitmap.new(width - 32, height - 32)
2 d9 I% s, Z* M7 k( W6 O - self.opacity = 04 D: g0 ]% N3 C7 }5 @9 O. @
- @actor = $game_party.actors[0]
h( @+ h% g" E; n/ |7 i - refresh$ C- X' _& Z- Y; j2 c1 @/ {/ G( p
- end1 l% e# E# K1 c0 _5 Z6 ]8 g8 m
6 f: }0 J7 b. e; X- c, T8 a: z- def refresh/ c% M8 G: U0 Q. k; e3 b1 z
- self.contents.clear
, m3 j! T3 t9 W - bitmap = RPG::Cache.picture("Hot_Keys_HUD")
9 I* P1 e" [2 p - self.contents.blt(0, 0, bitmap, Rect.new(0, 0, 160, 32))
3 H; S: A' @" ~9 o" o/ Y - for i in 0..49 y- r E# `' _8 r/ z1 i* \
- x = 32 * i + 4, v# j1 J( B+ `, p0 S# u
- item = $game_player.hud_equip[i] j* {9 j7 T; v
- next if item.nil?" Y) p& B7 J; z% j6 s0 d) k7 _
- if item.is_a?(RPG::Weapon)' }3 j1 \% H/ ]; C2 x8 G& A
- item = nil if $game_party.weapon_number(item.id) == 0 and; Q6 J4 G8 \3 V' W/ M" P
- @actor.weapon_id != item.id
1 n) a( o6 V- \, j y, g - elsif item.is_a?(RPG::Armor)
% {+ @: ?) R0 T% Y. g4 H - item = nil if $game_party.armor_number(item.id) == 0 and " e3 }4 R/ _% x( y
- @actor.armor1_id != item.id/ ^& g2 Q9 ^& Q
- elsif item.is_a?(RPG::Item)
1 k* g% X$ H. U6 l( `' N& q - item = nil if $game_party.item_number(item.id) == 0 or
- |7 l# l$ `* n - !$game_party.item_can_use?(item.id)8 T% G9 a9 C$ v" V0 F
- end; c4 Z$ h& j3 ~' a- n" Q, @+ @
- bitmap = RPG::Cache.icon(item.icon_name)
: s# ^* r( X' c4 q - self.contents.blt(x, 4, bitmap, Rect.new(0, 0, 24, 24))" G# n/ k& _! C
- end5 _+ N8 U q5 L5 M; `: X$ c. ?0 o i
- end# ` ]8 X1 ]6 W c) v, v
-
6 L8 i( D2 u0 o" i - def equip(item)6 {3 s5 u% h8 r# w8 `4 u; ^
- if item.nil?9 }/ k- Y, |7 K1 P5 \
- $game_system.se_play($data_system.buzzer_se)
7 b1 t/ g( }( Z' \& ] - return
, k# r7 U* a& I3 v* m( D - end4 R1 L- I, c0 g- C. u: |. `9 v6 _
- if item.is_a?(RPG::Skill)8 \1 Z' ?: ]2 t Q( w8 ]
- if [email protected]_can_use?(item.id)4 Q1 q5 s* K; S' \- e% }
- $game_system.se_play($data_system.buzzer_se)
1 U/ r( e! ?( S' B - return
" l/ j* \2 G E9 d; D - end
7 f) n) f9 F# @; N/ o0 p - $game_system.xas_skill_id = item.id
+ N5 ]3 \2 y1 f# {8 O( Q6 ~ - elsif item.is_a?(RPG::Weapon)
" E q4 G9 Y! u! y( f - @actor.equip(0, item.id)
- w. j1 H5 T/ F& e. t; A$ E8 i& l - elsif item.is_a?(RPG::Armor)
# T" D; E3 }6 C( c - @actor.equip(1, item.id)
2 z+ X0 ^' G" [0 w6 g# C - elsif item.is_a?(RPG::Item)
2 s0 H4 w: h: [+ ]0 I( f" @ - item_tool_id = XAS::XASITEM_ID[item.id]
; O5 [3 Y5 x+ A - if item_tool_id != nil6 |' d, O/ x0 c
- unless $game_party.item_can_use?(item.id), \5 `9 l+ i2 @. _
- $game_system.se_play($data_system.buzzer_se), k/ y5 y/ `3 Y3 h7 g
- return% ^+ t& v& ?4 n6 [/ t6 ^
- end8 E5 B; |: B3 W1 c
- $game_system.xas_item_id = item.id7 j" |( }* G7 K! c( F6 R
- end
! s/ |4 }+ ?3 K8 b4 F2 x - end, M5 E- Y* ]5 @, I6 L
- $game_system.se_play($data_system.equip_se)& ?7 O- X. |7 R2 N& W5 E+ K" N& Z
- end1 @! p# Z0 X2 z9 p" _' [, W _) V+ b
- / U) o' b) m# a8 H5 ]
- def update
; _& N0 @1 j5 n' D, | - @actor = $game_party.actors[0]! Y# [& a' ~! x+ T
- @hot_keys = $game_player.hud_equip
" `5 V2 |. \7 M( A. @3 L4 |# M, k - refresh
# q0 }0 Z, R3 ^5 ]- S - return if !$scene.is_a?(Scene_Map)
. Q A& ~$ Y1 G - if Input.press?(Input::Numkey[1])1 j# V; M2 M1 W2 i$ g2 R2 K. T
- equip($game_player.hud_equip[0])
1 @: L0 @% Y2 n% v+ s3 f. j - elsif Input.press?(Input::Numkey[2])8 \% B4 H( m4 q" q2 r
- equip($game_player.hud_equip[1])
' q7 Q z' z( V: o - elsif Input.press?(Input::Numkey[3])
( A D$ X$ j% z1 C& o' \, d+ N - equip($game_player.hud_equip[2])
$ g$ U. U- H+ F, C2 l - elsif Input.press?(Input::Numkey[4])0 x1 u- Y& l! M" {, {
- equip($game_player.hud_equip[3]) 3 W* q; k/ A# Z* ^1 j7 n
- elsif Input.press?(Input::Numkey[5])
; u5 B! |/ ~7 C8 _ e2 |$ |6 ^ - equip($game_player.hud_equip[4])9 m. ]4 j: @/ |
- end) w1 `& K) S1 f- B6 A# e" O
- end) l0 ~$ s) ~4 z8 J7 ]
- end, Z9 X" P) P( T8 Y) a, r; X& y2 H
: ?; O6 y: D6 m$ ]. P1 K+ {- #===============================================================================" y& m, [+ b: i a0 {. h' T* r3 t
- # Scene Map
3 y- G3 I6 y! [. I* h - #===============================================================================
; h, c- ]! x' F6 }; A, ^5 U- R - class Scene_Map( z7 c O. V% X b: d( I* v
- alias hot_key_hud_init main
" y9 H* q; G" Y2 C! Q; W* ? - def main. X2 c( H! d( Q2 U* D& k3 X; S1 W
- @hot_key_hud = Hot_Key_HUD.new
" Q" N% h7 e4 M: f - @hot_key_hud.visible = !$game_switches[XAS_HUDDISABLE_HUD_SWITCH]: c% }* @+ Z) O& _1 d! ~9 o& w& q
- hot_key_hud_init# t: N& U! U% m& I7 b
- @hot_key_hud.dispose
# m, C( B& B# i) z5 ?( P1 Y - end
- U# r3 Z5 e# X& ^3 g9 }1 c - ; | R8 U! T1 J* y% Z1 G+ R5 |8 g+ y
- alias hot_key_hud_update update
6 S8 N. R+ g! j# }. {2 h - def update$ @& M) u( {3 W$ V( o8 |- V
- hot_key_hud_update" G( P M+ ^# y7 t9 i
- @hot_key_hud.update8 q% L' p3 {, Z1 ~, n
- @hot_key_hud.visible = !$game_switches[XAS_HUDDISABLE_HUD_SWITCH]7 l I$ d5 L, l" C: R' j: }
- @hot_key_hud.update if !$game_switches[XAS_HUDDISABLE_HUD_SWITCH]2 _6 M5 c- K+ c \
- end
' m. l: u2 w( M; G8 I) ?& l; w$ m' m( g - end
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