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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,
% \ o7 _1 J9 t# w O, o9 t3 l不知道有人能帮忙看一下吗? - #===============================================================================5 L& q; v/ ~9 N
- # XAS - Hot Key HUD' K- M& g3 x7 ~% T
- #===============================================================================2 D- w% U q5 t+ y& @$ ~
- # By Mr_Wiggles
, K( a7 {. @! w } - # Version 1.3: ~/ b4 J; Q* D& U
- # 7/6/10' h+ m# ?; Z0 r) G7 P; A
- #-------------------------------------------------------------------------------
9 N& {( X1 q3 t. e - # Instructions:5 m$ D1 q6 h! j8 N! C6 o
- # Fill in the constants bellow, paste this script above main and bellow XAS in
) R- v4 ?( J6 |1 W - # your script data base. BE SURE TO SET TO THE RIGHT XAS VERSION!!! J s* }: A) ^
- # / k6 B. b; @' ]% s
- # Place the "Hot_Keys_HUD" picture file into your game directory " ~! p; @! k# @/ G
- # Graphics/Pictures folder. C" c; J0 f P0 z4 `& G- M
- #-------------------------------------------------------------------------------
2 @3 t7 u$ g% F4 r% c - # Directions of Use:
2 Y+ F) Z$ o0 _: ~; O5 m - # Simple just press a number key (1 - 5) when the quick skill or item menu is
4 P/ z; `; f1 ? - # Showing.
: b5 C) ~- x2 X8 I# V: E; T - #===============================================================================
' {) y2 X. t! ^! L% g" b) x+ J' a - HUD_X = 0 # X pos of HUD
5 h( A, z+ j. l" k9 H3 ^- z - HUD_Y = 0 # Y pos of HUD
. }# m3 c% h9 c' P) @" \, d7 r' n - " `2 V- Y+ |2 ]: Y
- # Set true if XAS 3.7f/ X ?" M6 n p" p! X& E/ h
- # set false if XAS 3.6, e! B& M; B- C- Y
- XASVER_37 = true
8 p1 L1 s0 x4 h) |7 N
" c1 S. G5 `3 k- #===============================================================================
2 _, [) H$ B& P4 L$ Z3 m - # Numkeys Module* y/ d; Z; n9 k+ V, `# c
- #===============================================================================7 y$ R2 q' O% G/ D: [& v# }9 s
- module Input
) T' H+ D6 r' t5 e - Numkey = {1 => 1049, 2 => 1050, 3 => 1051, 4 => 1052, 5 => 1053}
" p) N4 O+ s h4 w% T - class << self
7 C, r- r4 i* A2 d - Key = Win32API.new('user32','GetAsyncKeyState',['i'],'i')
& a( t3 z2 B( Q4 h -
8 q D2 d) ]7 A4 k" _ - def testkey(key)' e4 e' D4 S) d7 Z
- Key.call(key) & 0x01 == 1
& N, E/ \0 j6 v$ d; x - end( W/ G: J( k! l% t( m t T
- 4 j1 ?' B$ A; s9 d
- alias hud_key_update update4 [ T2 m" [( Y
- def update d7 J) |1 O1 p* I3 v
- hud_key_update
8 x( h- j" I: @& K& R# b! J - @pressed = []. y( @( i, ]3 [* u9 Z; j" ?
- for key in Numkey.values
7 m# b9 P1 i9 s3 { - key -= 1000
& K" m# f* n' j - @pressed.push(key) if testkey(key)
. Y0 G: D$ S! E1 I - end
: s v4 E* \: y' t! Z - end9 _' V8 g) f9 T- f9 V# S
-
3 _8 M1 n( A6 k @; N - def pressed?(key)
& ?1 ~9 {3 P N8 m - key -= 1000
1 A2 @9 O3 L" o6 ]" L$ T' }' D- S8 A - @pressed = [] if @pressed.nil?
& b6 w% \. w: d4 V. N1 \/ I- ^( x+ ? - return true if @pressed.include?(key)
4 G7 {* ^, _. K& }# ] - return false& r/ H' V) N' W: P! J0 } F
- end% r; ?& m& o8 t( U6 T6 |
-
$ a, v2 a- W$ Q+ m6 n; ~ - alias hud_key_press? press?
5 O( r& I. Q0 ?0 D r8 l4 P' e - def press?(key)" ]% s6 e! \ i3 c3 n. i
- return pressed?(key) if key.to_f > 1000$ v* `* l! a2 S2 x7 Y6 y8 K' M
- hud_key_press?(key)
) B7 r7 j& x- {% l; n- d - end
$ q5 p, j/ `4 R! h - end
& w1 h. o1 [: m! p$ h - end0 N7 T* h- t7 y* k' j
9 o8 U D3 p9 h+ Q y- #===============================================================================- Z U1 r1 e& r& X* y2 @
- # Game Player
3 I$ u& X& i, g. s# Y1 f% N* m8 Z - #===============================================================================' R& M' L% f, L, F0 w& |: O7 M. h$ a
- class Game_Player < Game_Character
8 Y8 v8 v# q( S K9 Z6 f - attr_accessor :hud_equip' x* G3 ]+ `( `( l
- $ N' i' ~7 @, w! L3 X- E
- alias hot_key_hud_init initialize
5 R# o X! p& r - def initialize# M2 o9 ?% z# n& H+ S) I/ L/ f3 {
- hot_key_hud_init
. A! m3 k/ ]- K8 \4 C! j" k( ]# U/ H; F - @hud_equip = []
' w! Q+ R' V' Y& y2 k/ {: U - end
, \$ d& f* Q% i r - - O% p1 y4 Z5 O
- def equip_item_to_hud(n, item)
5 }/ m) q( ~ \ a! Z; I - if item.nil?. H* P' R9 m- T, u4 B
- $game_system.se_play($data_system.buzzer_se)
6 M! P5 M7 G0 ?6 E. l - return5 g w% u! J" G3 N0 ~
- end
/ |9 Q5 O" U! d } - $game_system.se_play($data_system.decision_se)
" X C( O- a) R [) o - @hud_equip[@hud_equip.index(item)] = nil if @hud_equip.include?(item)* z# i) J& y- W- n
- @hud_equip[n] = item
- x$ C8 D$ N( w+ B - end
3 Y2 q( b/ G3 o' r& R( k - end
% y" n! ?6 s ~6 j. H; e - g. f7 [- p/ r* H' L3 D; E" d
- #===============================================================================. [8 E3 I, D7 K1 U
- # Quick Skill Window1 s7 y3 f) R; d1 l, w" @+ z
- #===============================================================================
0 @; q! `( @: v5 k) @ - if XASVER_37 == false' d, |: w& d% Z5 ^0 C0 V3 }( x
- class Xas_Scene_Skill
' v8 V2 F% `% \; B1 r - alias hud_quick_menu_main main
- Z I# K: ]! K$ ^! M, B* u; B - def main7 Z! g+ ]' M9 P1 b7 P
- @hot_key_hud = Hot_Key_HUD.new
- X" W. v1 X/ ^9 I! {) b# O4 _ - hud_quick_menu_main! P3 L; f' V& L% j5 h9 G4 q% ]
- @hot_key_hud.dispose R, W: J8 E& _( t( Q; C" O, `: E6 Y, W
- end6 P' I5 f2 A& ` b k8 t& h! Z
-
% W4 {6 @7 \. C: x# ] - alias hotkey_hud_qucik_menu_update update* C4 E! p5 }- L
- def update2 r7 v+ m9 _5 Y3 L8 C1 o/ p
- hotkey_hud_qucik_menu_update$ P# x4 B/ V) y/ y; T7 U( z! ^3 d
- # Hot Key num 11 ?" N$ \$ C) u$ Y3 c; a
- if Input.press?(Input::Numkey[1])8 l/ P* d4 X/ P. M8 r
- $game_player.equip_item_to_hud(0, @skill_window.skill)
4 g* S# ^* V! U( B; Y - # Hot Key num 2
" u) a0 f- S3 p4 q5 S/ Y - elsif Input.press?(Input::Numkey[2])
, [4 f0 p9 a. f! o! e9 ~ - $game_player.equip_item_to_hud(1, @skill_window.skill)
) I4 {: ?2 s, Y7 u3 `: j& d - # Hot Key num 3; K7 }9 L( {% A$ ?# ~8 S4 n
- elsif Input.press?(Input::Numkey[3])4 U# A! J2 N, y! {$ @
- $game_player.equip_item_to_hud(2, @skill_window.skill)+ b8 Q& u' A. S1 [3 X5 q- Q: K
- # Hot Key num 4$ b% v6 ]5 k! w5 I2 t7 K
- elsif Input.press?(Input::Numkey[4])
. J8 W# S. d$ Z6 t/ U$ Q: O# W - $game_player.equip_item_to_hud(3, @skill_window.skill)
1 l2 a- z( o. K u; Z - # Hot Key num 5
, B. b% G( W- O - elsif Input.press?(Input::Numkey[5]), K& U+ i' K/ ?# }9 p
- $game_player.equip_item_to_hud(4, @skill_window.skill)
! X" d0 C* i- K4 ^ - end
, B6 j& W/ h5 b) M# n - @hot_key_hud.update
! U+ B# V. `0 |* ~5 S+ o9 J - end
2 J8 A3 Y* U3 m9 L/ K" G( { - end6 V% W5 o/ \) Y' H2 W8 b: ]
- else" D9 `( p8 o# B7 t7 z# N
- class Quick_Menu_Skill
/ I$ K! j2 b! |' T/ u - alias hud_quick_menu_main main8 v9 l" K$ j+ x; [. M
- def main/ m6 J% M* j1 y( G. x7 K! a- b
- @hot_key_hud = Hot_Key_HUD.new
3 W3 j6 ]; j: g# t8 X - hud_quick_menu_main3 U# ?& H/ n" b; T6 p8 |. [
- @hot_key_hud.dispose; E' q& g$ b' f
- end$ l p7 Y. K2 y Y; Z
- ) B: @8 ^: m6 t, S
- alias hotkey_hud_qucik_menu_update update
4 x. W7 d! }$ P9 `1 o+ i) x( R - def update6 n1 J5 r5 [: d" e$ a" T+ ~1 f, G- ?
- hotkey_hud_qucik_menu_update
2 I; f2 i; `0 K. a& N! H - # Hot Key num 1$ ^. h: e% Z" y, h7 D
- if Input.press?(Input::Numkey[1])
* ~0 x% M1 x% W: P; i! R* C - $game_player.equip_item_to_hud(0, @skill_window.skill)
0 p) i9 D: c( Q. f - # Hot Key num 2; r1 _2 `& p/ u) z8 t( F* z% O1 _
- elsif Input.press?(Input::Numkey[2])- W; V$ e3 E5 P! M0 z7 Y: I
- $game_player.equip_item_to_hud(1, @skill_window.skill)' \ Y* g! R) o' ]* r
- # Hot Key num 3+ J, X" D5 \6 }9 w8 U9 l4 }
- elsif Input.press?(Input::Numkey[3])6 ^1 }, I1 u0 l' C
- $game_player.equip_item_to_hud(2, @skill_window.skill)
, c* {5 |5 D( v( ~* t - # Hot Key num 4* ]; N! e1 N) J! _7 ~
- elsif Input.press?(Input::Numkey[4]) a) X p: s8 ?* S" B! B
- $game_player.equip_item_to_hud(3, @skill_window.skill)
+ Q- [6 \8 M, X0 t+ r$ T - # Hot Key num 5
4 }1 F; \( n/ ? @: d3 ^ - elsif Input.press?(Input::Numkey[5])( z# i+ Z- G3 d( J- ^2 X& B- o6 M" _9 H) v7 m
- $game_player.equip_item_to_hud(4, @skill_window.skill)
O0 I% k/ e3 G) W% q2 ] - end1 ]1 \4 Y9 D' n9 H- T/ S B
- @hot_key_hud.update& Q. r& h8 l/ \7 }3 t. S
- end
6 u9 t2 d6 z9 k3 H: k* i - end
6 N/ W2 N5 D2 V: E: I: P* \9 B. q - end
1 b3 g5 E6 I, K f: G4 {+ I% w( X - ; g# X* ]) e! s$ m9 s
- #===============================================================================3 `6 [9 y6 C8 `, q) e2 h
- # Quick Item Window" z& ^2 v7 V9 E+ B+ I( u
- #===============================================================================/ D% a# L- d0 @& m' ^
- if XASVER_37 == false+ w, N& o0 j+ T0 Z9 E
- class Xas_Scene_Item% ?+ K3 A* @( _' y. k5 O
- alias hud_quick_menu_main main
b" b$ l7 [8 p# | - def main, i% }/ ?. T7 E; h5 v% X1 s
- @hot_key_hud = Hot_Key_HUD.new. o9 T: E3 B9 @* o7 A& j
- hud_quick_menu_main
$ L; j2 x" |% m5 A3 C - @hot_key_hud.dispose E: `5 x: G$ D2 G) I! f
- end
! E/ r- O% [2 M: ]# ?, i -
& ~, {+ [0 M: N, G - alias hud_key_update update
+ U0 P, h" l9 L' {) x- Y% o1 V9 j - def update
) C* q- }+ @7 `7 d$ q, ~ - hud_key_update$ @7 N4 D$ D( X0 }3 ]
- # Hot Key num 17 M; r4 y+ @' o0 O( J, H8 u# q
- if Input.press?(Input::Numkey[1]) e& L2 p; j( T0 b9 H' R, U
- $game_player.equip_item_to_hud(0, @item_window.item)
* B2 G! I0 q9 F& M& H1 @ - # Hot Key num 2
5 y0 c. a* d+ c6 ~9 @ - elsif Input.press?(Input::Numkey[2])
/ S. z L! e+ c$ I - $game_player.equip_item_to_hud(1, @item_window.item)
( e* Y8 X: N. {) V' f - # Hot Key num 3
Y5 i* B9 m. q9 X2 h { - elsif Input.press?(Input::Numkey[3])" F1 L) b) Q# J- U% n
- $game_player.equip_item_to_hud(2, @item_window.item)
+ D( C5 S# f/ {8 r; N0 Y8 ~4 F - # Hot Key num 4 I) I8 P; `9 a E
- elsif Input.press?(Input::Numkey[4])& ~3 m" y5 J4 p) \( W
- $game_player.equip_item_to_hud(3, @item_window.item)
: w/ J4 f/ P, z, O - # Hot Key num 57 N+ j$ u7 n6 ^( f1 [
- elsif Input.press?(Input::Numkey[5])1 ]" o+ u; D5 c0 k6 x
- $game_player.equip_item_to_hud(4, @item_window.item)3 ~; @: v! Z# ]) E5 ^( U( e1 P0 A
- end3 ~3 x; t; F4 u2 ]
- @hot_key_hud.update
& c# H6 u' y( ?) R) A3 |1 v4 n% @ - end
, | O1 [- @- h: w6 ~2 Y - end" F& I6 L9 L/ P& k" _+ L8 O
- else
1 o+ Q- V+ ~6 f4 {& M/ ~ - class Quick_Menu_Item
' X! f/ ^; P" Z5 z9 h! z. W j' z A - alias hud_quick_menu_main main* c) q! ~0 K* l; Y+ N& [! {) `6 I
- def main
- x* H& D7 l0 M0 t( u: A/ n+ D5 w5 K - @hot_key_hud = Hot_Key_HUD.new
" k5 C& V9 g/ H! [ - hud_quick_menu_main/ E2 ?% X- j2 P; ?+ B
- @hot_key_hud.dispose
0 a/ b; `1 d9 V$ M4 j9 r - end
7 U9 j3 C" \3 _9 W -
7 Q: X0 X# \9 m4 A' }9 R- M - alias hud_key_update update8 Z7 a" p0 g; S* Q
- def update+ Q! i; d+ |# j+ ]# H
- hud_key_update$ T7 i) h" G1 ~; i0 \0 j' o) e. K
- # Hot Key num 1
. v" W) }2 C! S% Z& `! W5 R - if Input.press?(Input::Numkey[1])) \" K) F; i- _+ A
- $game_player.equip_item_to_hud(0, @item_window.item)6 j% |$ q7 Q- {/ _3 a2 R! C9 E
- # Hot Key num 23 X& n0 s- r. ^( t* C: u( n
- elsif Input.press?(Input::Numkey[2])2 j) f+ d8 A0 N5 q
- $game_player.equip_item_to_hud(1, @item_window.item)- v' |7 w* u! \3 [; F
- # Hot Key num 3" ], h( [' r/ J' ?) b
- elsif Input.press?(Input::Numkey[3])
& v% Y K2 ` \/ b1 \ - $game_player.equip_item_to_hud(2, @item_window.item): {5 e! T+ c u) ~. n
- # Hot Key num 4& z( k f3 Y4 V0 k3 N
- elsif Input.press?(Input::Numkey[4])
, y- l7 C* J2 R2 Q5 V2 | - $game_player.equip_item_to_hud(3, @item_window.item): i% |! P2 g: P
- # Hot Key num 5& Z" q1 K' T0 m0 j$ D1 B4 U
- elsif Input.press?(Input::Numkey[5])* R l& S3 C7 G1 j. ~8 v
- $game_player.equip_item_to_hud(4, @item_window.item)+ A) S1 q, e3 A
- end
1 E: H: N% a4 H4 q1 N$ i - @hot_key_hud.update
/ N0 O% B9 s6 Y3 F( H3 t - end; m1 |4 k. p! S6 {, V0 e
- end
5 U" n- v. @3 j/ `2 x; s3 _) Z, M - end
8 O0 L: V. O7 W# N+ W% o5 F1 j1 K
; _" g; _5 }8 f( F3 y% B4 u- #===============================================================================/ w5 a. ? O" I
- # HUD Window
1 e# K8 a. x& Z$ C - #===============================================================================
+ F8 J5 c0 I+ c4 M/ G( {0 B - class Hot_Key_HUD < Window_Base
! m: G. j* d' f# X U8 \ - def initialize(x = HUD_X - 10, y = HUD_Y - 15)1 ?2 _* n6 h* |& K. e' i# K3 l4 T
- super(x, y, 220, 80)% h6 o# f) c' U2 d* F
- self.contents = Bitmap.new(width - 32, height - 32)) r8 e" V6 \$ I1 p% A1 _3 z/ X5 B3 t4 J
- self.opacity = 0
7 v7 b8 ]" ?" \! o, {/ r - @actor = $game_party.actors[0]/ ]5 @- U' z: c
- refresh
8 l% x5 q1 A% W( {. ^& G" l1 Z - end
! w5 [5 J6 f2 k - / C' H& e6 I- Z5 H: r% O! N- \1 N
- def refresh
. D. k- ^; b) F: d$ E - self.contents.clear
8 A h2 c) c. | - bitmap = RPG::Cache.picture("Hot_Keys_HUD")! G4 p) e3 J+ S$ R9 y2 g7 M! C/ _
- self.contents.blt(0, 0, bitmap, Rect.new(0, 0, 160, 32))0 H+ X) a8 R( m. Q
- for i in 0..4
. i3 p) f( C/ O( @0 v# s9 X - x = 32 * i + 4
3 t1 w' M+ e! i; H - item = $game_player.hud_equip[i], f1 N$ I0 i5 c# w' }& s
- next if item.nil?
. d9 w2 s9 q0 P- M& P% r - if item.is_a?(RPG::Weapon)
3 q0 Y) C% Z0 x$ | - item = nil if $game_party.weapon_number(item.id) == 0 and' Y5 u# D. N% q4 w
- @actor.weapon_id != item.id
; r! h& Z2 t* [; f, v - elsif item.is_a?(RPG::Armor)+ k1 M; o) }+ m* _1 Y
- item = nil if $game_party.armor_number(item.id) == 0 and
6 V4 h {$ z0 I8 m ? - @actor.armor1_id != item.id% @4 k8 @1 W+ e; e9 U, E! W. s
- elsif item.is_a?(RPG::Item)
$ G1 n& g ]* e( e+ Y - item = nil if $game_party.item_number(item.id) == 0 or
. B& t& z. g% J- R# a- Z+ {/ v# ? - !$game_party.item_can_use?(item.id)
( T4 U4 c( L' w, @- C - end3 G9 X8 J4 T- w( ^
- bitmap = RPG::Cache.icon(item.icon_name)
5 g4 b# H7 S1 T - self.contents.blt(x, 4, bitmap, Rect.new(0, 0, 24, 24))
/ y |: g/ p: [1 d - end& g. `6 n/ X9 d: o- Q. Z) y+ K
- end; Y7 v1 g: ?* y8 i: E2 K
- ) H' i! q% @9 g, w! I9 I, Z1 v7 V
- def equip(item)0 z2 i, I4 {2 v. x; Q
- if item.nil?
! c* M" i; ], J0 J - $game_system.se_play($data_system.buzzer_se)
' K# |- q0 f0 L4 m; e9 R& h - return( b; z- q9 |6 a8 f5 q* N. N- v
- end( U# u8 e( P2 h
- if item.is_a?(RPG::Skill). B- f5 d2 H6 c0 v; P
- if [email protected]_can_use?(item.id)
" _9 F$ D6 O) y/ P& ?9 t - $game_system.se_play($data_system.buzzer_se)+ h. `$ @' B$ ]' ^2 |
- return
; _7 ~/ T5 ~* P7 O: ^2 @ - end8 |* ~8 Z \ B L' z( G8 n
- $game_system.xas_skill_id = item.id
/ d D* m8 M4 [$ g1 E - elsif item.is_a?(RPG::Weapon)- M' W3 W( Q( b* @* L
- @actor.equip(0, item.id), F. h; X/ n& R [) F
- elsif item.is_a?(RPG::Armor)& W/ {7 h* p* I) Q
- @actor.equip(1, item.id). O) W1 Z! V( |% ]9 J
- elsif item.is_a?(RPG::Item)
" X/ g; K4 B4 R' E - item_tool_id = XAS::XASITEM_ID[item.id]7 v& A2 a" x$ J6 g' W
- if item_tool_id != nil
# N* ~- \1 c' w1 B - unless $game_party.item_can_use?(item.id)
5 W! I; f5 o5 f! t7 p, `% l X, n! ^ - $game_system.se_play($data_system.buzzer_se)
( k7 b) U9 J3 g9 S - return: d5 N3 @7 F* t1 ]$ _! [3 B
- end
1 V+ p0 m7 u/ |) V( q1 i - $game_system.xas_item_id = item.id
9 u' A* t, @) u* P - end
& O9 S6 X& T' r# } - end! Z& k3 j' J$ ]( [% v M
- $game_system.se_play($data_system.equip_se)
0 Z a# P5 A* g9 Z1 ` - end
/ J/ e' F1 u6 f# w$ s" Z - " `, }* r A. N; ?2 p
- def update
9 C% Z3 N8 I' l5 S9 ?! R9 x! L - @actor = $game_party.actors[0]
! Z' {; f+ L. z' v9 S9 Z3 y - @hot_keys = $game_player.hud_equip
* X I h- @% u) N' J - refresh
}5 w4 {& _( Z7 K - return if !$scene.is_a?(Scene_Map)8 q6 V7 A* Z. k0 O- z
- if Input.press?(Input::Numkey[1])
8 ^5 S" G2 E3 [+ q! t - equip($game_player.hud_equip[0])
1 v! B0 I+ |- s& A# g1 t0 s - elsif Input.press?(Input::Numkey[2]); d, U/ K1 t: {7 A6 A. C
- equip($game_player.hud_equip[1])( _ z) F8 T# Z, Y9 y8 _. J5 D
- elsif Input.press?(Input::Numkey[3])
! n, X' h( b3 b& R- L; m - equip($game_player.hud_equip[2])
V, p5 j8 V6 A! ]7 f3 f2 l - elsif Input.press?(Input::Numkey[4])
, n; k: I/ q0 s* n - equip($game_player.hud_equip[3])
; ~ m# o/ D) p - elsif Input.press?(Input::Numkey[5])
; J& y! \2 G% T: S, r9 o; m5 t6 e - equip($game_player.hud_equip[4])% s2 l6 O9 V8 R& w' J7 a
- end
# A# q; f& J' i" R7 y, |1 t - end2 s1 l8 I3 J2 b3 y. X T5 V
- end# ]# a! L q" e0 ?, y/ q
- 7 I* }) t8 @% A) T3 q, {
- #===============================================================================
/ q* i4 J: F4 R" s# a - # Scene Map; c3 M% Q( q/ f3 r0 \
- #===============================================================================
4 _+ n& {1 \2 m9 X& T - class Scene_Map" Z! A$ w1 b c: c
- alias hot_key_hud_init main
z: B o: P' B: @6 b: Z - def main
. |9 l' E' M# y# O* R( i1 { - @hot_key_hud = Hot_Key_HUD.new
& S2 O) z& j# o* `+ H4 G - @hot_key_hud.visible = !$game_switches[XAS_HUDDISABLE_HUD_SWITCH]
. ~) ?3 j1 ]/ R5 B d' o) ? - hot_key_hud_init
/ m5 a/ q7 ~- j o$ U - @hot_key_hud.dispose5 o" ?% u2 @% B0 H+ @5 G2 T. ?: w
- end: l, T+ s, e4 p6 j
-
3 Y9 m" Y5 r2 `: u+ d9 W - alias hot_key_hud_update update
/ n, ~* }9 Z4 T( @) c - def update
! K0 ~4 G. ~) k; u# b - hot_key_hud_update
* i a& ?8 b3 N! A6 D, G8 Y* G, I - @hot_key_hud.update
( c& V3 B- [5 F4 u! G. a+ N. e - @hot_key_hud.visible = !$game_switches[XAS_HUDDISABLE_HUD_SWITCH]
/ N) v w. X9 h. ^7 _ - @hot_key_hud.update if !$game_switches[XAS_HUDDISABLE_HUD_SWITCH]% o" w9 A/ q" J1 {: J4 [4 V
- end2 v) Q' t6 r0 j; V6 h
- end
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