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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, u$ y) q& m& ^1 e u/ @( T
不知道有人能帮忙看一下吗? - #===============================================================================
4 R* W ~0 C8 o& Z; k( R; d - # XAS - Hot Key HUD
0 g) M0 T: E, k K - #===============================================================================
1 E8 t3 k' g4 t& H4 r* C; @9 U/ _ - # By Mr_Wiggles
+ W; V: e8 k/ T4 {7 Y3 G - # Version 1.3
3 \& T2 Q8 D( d7 z" l* S4 p - # 7/6/10
?6 l* I! c# H% Y$ L) o0 Q - #-------------------------------------------------------------------------------- c( F' x) _! g9 U0 s: Q
- # Instructions:
* `" w( H( l/ U u) z - # Fill in the constants bellow, paste this script above main and bellow XAS in
4 f* _) @: o1 ]- Z" P5 M - # your script data base. BE SURE TO SET TO THE RIGHT XAS VERSION!! c/ l8 t6 \; g8 {. t! \
- # # Y. M5 u6 I( I1 N/ {' O6 j
- # Place the "Hot_Keys_HUD" picture file into your game directory , C% a# ^0 t- t% P2 a0 g: T/ h
- # Graphics/Pictures folder.) n. A! h1 c9 z/ p+ g+ K2 ^
- #-------------------------------------------------------------------------------
4 p2 f% t% o0 Q - # Directions of Use:
8 i! }- J Y/ J9 t - # Simple just press a number key (1 - 5) when the quick skill or item menu is4 o* x. n/ P7 Z0 |( K+ x
- # Showing.% ?; k3 f" H2 y
- #===============================================================================9 i8 U8 Z/ C$ Z" Y+ S
- HUD_X = 0 # X pos of HUD A8 n! `! S" z4 Z/ `, G! A2 o1 L1 G
- HUD_Y = 0 # Y pos of HUD
, K( i$ t; `4 V3 l2 \4 Z
+ T( j- @0 A- }$ Z: K- # Set true if XAS 3.7f* m; m& Z: I# K
- # set false if XAS 3.68 @% E, ~ K5 }/ x. t0 d
- XASVER_37 = true; f- R' ]: V4 y/ `& ~
! u6 X# K, E% L0 C4 r- #===============================================================================! B3 G5 m# V# a
- # Numkeys Module
" A: Q) `. P! r( i" \& f) t - #===============================================================================
- t) P6 G ?4 R5 f - module Input1 [! Q2 Y! `+ W& \5 A1 j7 H) x
- Numkey = {1 => 1049, 2 => 1050, 3 => 1051, 4 => 1052, 5 => 1053}% c: r, O$ _% _' l8 R
- class << self7 \; Y; n9 z+ h, |1 o$ o
- Key = Win32API.new('user32','GetAsyncKeyState',['i'],'i')
# u1 n9 y. W' F) W$ s - ! w; J) t+ T' c# { [
- def testkey(key)
! [' y1 q5 |: n; K4 O! @# ` - Key.call(key) & 0x01 == 1( B, W. ?5 K, c$ ~
- end
6 A( E7 b4 }5 H" W, d. Z8 C -
# ]& A2 F g/ B0 Y6 k0 \1 S/ e - alias hud_key_update update
- U+ r: p9 x& F6 @- C$ S0 | - def update" i- t/ k9 I9 Z9 @ {* g) Y
- hud_key_update
9 z% @3 H% ^! C; D! a( T, D - @pressed = []+ ^* r" E: h% b8 p$ F. j7 t
- for key in Numkey.values
* _7 h# p3 R e8 C+ ] - key -= 1000
( C s6 P' ~: i, h( z: W - @pressed.push(key) if testkey(key)6 v8 Z+ ]" B/ T
- end3 p2 O! y, X! o; Y
- end
2 z/ {- @/ ]- Y8 w- @! H' Q4 O4 E -
# x. |$ h9 J/ w X4 T - def pressed?(key)
* Q6 O7 Q$ a3 K% O+ ]: B& a - key -= 1000
5 t b# S+ k3 o$ P9 N - @pressed = [] if @pressed.nil?" ?% o( w% y; L6 [+ e
- return true if @pressed.include?(key)! H8 R8 Y# ]0 `; L
- return false/ f9 M0 s+ X+ s4 j4 L; Z
- end* D" r0 l9 b; j! Y6 c/ \! e
- 6 h4 D0 u5 }0 i0 L; Q
- alias hud_key_press? press?
$ v5 K4 F3 `9 u k b - def press?(key)6 L$ @5 ]$ e9 A$ F L$ Z+ R& W0 [
- return pressed?(key) if key.to_f > 1000$ c9 l! P( h7 S; `
- hud_key_press?(key)7 Z; P/ ^3 {, j+ i
- end3 ?/ p, e- v* _
- end
. E& @6 G& E. \+ a* v - end
$ \8 Q, P9 v9 B/ U$ _
8 b" O) r9 Z6 h$ k+ n$ \- #===============================================================================
( R* T, |5 `( i* }, I; t - # Game Player
. Y9 _: E5 W ?3 x - #===============================================================================* A K7 B3 A, I' Z
- class Game_Player < Game_Character# E, c( ^( y: V7 L% `$ W* s
- attr_accessor :hud_equip
O- n2 T6 x' m -
1 b) o. d5 e; k1 L0 b - alias hot_key_hud_init initialize* ~# \6 K( [/ B1 T/ I
- def initialize, S2 h4 p/ j: k4 ~# j
- hot_key_hud_init
2 T" a) P+ K/ R9 d - @hud_equip = []
6 f/ K7 Q5 Q# Q - end' m; d- g2 ~" N, D# T
-
I2 y8 d' X& m" _ - def equip_item_to_hud(n, item)* D, `, t0 X. ?/ j
- if item.nil?& U. t2 O) n9 p/ m' t; ]2 x
- $game_system.se_play($data_system.buzzer_se)
! d: D. q9 r! ~9 ` - return+ p6 z" J* u+ B6 r& D* [7 q, c
- end
1 j! O9 p1 @+ {9 D/ ]5 r - $game_system.se_play($data_system.decision_se)7 j2 U# n+ j5 i7 X& N$ i
- @hud_equip[@hud_equip.index(item)] = nil if @hud_equip.include?(item)/ T+ @ i$ s% O4 F
- @hud_equip[n] = item$ t7 u% n7 p! ~( A
- end' x k) b0 I- y( b! O
- end* K" R3 a. M6 Q. T" q; A6 M
7 n9 E% Y" f/ p2 _4 _- M1 q7 T8 w- #===============================================================================
f; d g+ r* P7 J1 @8 P - # Quick Skill Window/ D7 b- V w& \# L2 d( n
- #===============================================================================
* ]; s9 i0 U/ u - if XASVER_37 == false U5 H5 r- L ]$ z. o
- class Xas_Scene_Skill
+ y; k9 V0 {$ W - alias hud_quick_menu_main main0 a9 M5 T) r. {9 E. p
- def main1 ~/ e2 R0 l+ H7 h+ E5 x
- @hot_key_hud = Hot_Key_HUD.new2 h5 [& M) d+ |6 E2 c
- hud_quick_menu_main0 ?0 C0 w% [: @" X4 c" g/ o; y
- @hot_key_hud.dispose
6 l$ F" _3 ?# M - end
+ k) i% b0 u& R. H6 u -
7 u6 i3 [" x$ B% k% k# d4 C - alias hotkey_hud_qucik_menu_update update
9 _9 f Y- u) D; O: B2 |) C) d - def update* N9 v% h7 I- q6 j, n
- hotkey_hud_qucik_menu_update
9 g0 A* e3 R# o" g: l - # Hot Key num 1
+ H e6 N1 B. T, U4 l - if Input.press?(Input::Numkey[1])8 o N" [8 j8 h0 M0 k: f, O# L
- $game_player.equip_item_to_hud(0, @skill_window.skill)
0 }. @+ ^/ i# |9 G" _1 j" u1 @ - # Hot Key num 2; Y! M5 ]" x. W' k
- elsif Input.press?(Input::Numkey[2])
# Z4 P+ e# p# Z# B - $game_player.equip_item_to_hud(1, @skill_window.skill)
: w# Q5 j7 @3 S7 x( M - # Hot Key num 3
/ L+ B2 }- P- y' d - elsif Input.press?(Input::Numkey[3])
j1 e% ^0 R1 W% b A) F" e - $game_player.equip_item_to_hud(2, @skill_window.skill)
# h: L9 h* E' H# X6 l% S+ ~3 E - # Hot Key num 4: J: X- [4 K X
- elsif Input.press?(Input::Numkey[4])
( T0 D, U8 N/ D. S - $game_player.equip_item_to_hud(3, @skill_window.skill)
9 L6 I m1 O* B+ w& L! C. N% O - # Hot Key num 5: D/ b( c D2 p
- elsif Input.press?(Input::Numkey[5]), s( r- D1 V" e
- $game_player.equip_item_to_hud(4, @skill_window.skill)
( S' p" w9 c; c2 s$ s6 M - end$ c: h$ L$ v0 {- b4 ^( I; n; g j: s
- @hot_key_hud.update
% k9 `0 ^, ^0 x - end
) d9 a8 ~' M( r7 Q" a0 q - end
8 V8 ~7 _9 Q* K w z5 r - else
0 k7 n) }1 q) C - class Quick_Menu_Skill4 K# V* b1 m U. d4 n
- alias hud_quick_menu_main main
, P$ C( W6 x; Z$ ?; ?& h- J - def main
3 B1 K+ E$ [( X! I) L5 ^# V - @hot_key_hud = Hot_Key_HUD.new
4 Q: t% K" V1 c+ e2 c3 Z - hud_quick_menu_main: O( U' D a- s H5 E# i
- @hot_key_hud.dispose, _: Z' d6 F) a. a% ^2 K( B
- end
5 q1 c7 J: O! K3 g/ c/ X -
& b2 h0 M3 a* p7 j( ^ - alias hotkey_hud_qucik_menu_update update
, A: o( f4 I* Q - def update7 ]/ s6 x( U, S8 D
- hotkey_hud_qucik_menu_update
' C( f9 t. @+ |1 [! E( o9 b - # Hot Key num 1 N8 X0 b3 v; e
- if Input.press?(Input::Numkey[1])
4 S# d5 y% z2 ~6 z - $game_player.equip_item_to_hud(0, @skill_window.skill)
. M1 Q. ?* `" V$ j9 A - # Hot Key num 2; u" l& V2 ~- h
- elsif Input.press?(Input::Numkey[2])
, i# r5 y1 ^- a2 T8 E - $game_player.equip_item_to_hud(1, @skill_window.skill)" Q- I8 `9 r* @+ g- ^% {
- # Hot Key num 36 a: d) ?! d: c) S
- elsif Input.press?(Input::Numkey[3])
( X* L$ c/ b* x- F - $game_player.equip_item_to_hud(2, @skill_window.skill)
- M( C' M/ q& O: Y- D& | - # Hot Key num 4, T+ M: M$ h) _( x$ _9 H: ^
- elsif Input.press?(Input::Numkey[4])
5 h2 w/ D# c$ { - $game_player.equip_item_to_hud(3, @skill_window.skill)
/ z- {' v+ `- e' T - # Hot Key num 5
3 b1 @0 L9 C H. a" u - elsif Input.press?(Input::Numkey[5])8 O; z7 k" X5 L5 c: P
- $game_player.equip_item_to_hud(4, @skill_window.skill)
5 E( w6 @) }4 e0 `5 N5 L5 B2 l - end V3 b( |% J; O$ {2 D( S' N
- @hot_key_hud.update% w0 N. \" Y/ C0 a6 L
- end
) I+ T9 B) Q8 w! @7 l; Z/ C - end
# T8 M7 P3 l- c; C5 ]" F& U6 W w8 z - end( _: N) M& Y; }" a+ j
8 S& B6 j5 j1 n& b$ ^- #===============================================================================6 ~) l. ^; a& R6 g8 G8 ?' M C
- # Quick Item Window
9 X, R! x- l/ x4 r$ v - #===============================================================================
0 V: ^: e4 _3 Y: u2 @# E) v5 q1 x - if XASVER_37 == false+ C$ k. c! s: u" b! O
- class Xas_Scene_Item
7 o8 B; ^. M6 F9 D* K" \. n - alias hud_quick_menu_main main V7 Y0 d! G7 }4 `9 R, |2 W
- def main
7 Q/ G5 T& @8 f5 @" ~8 y! Q - @hot_key_hud = Hot_Key_HUD.new
; d* \- q" z) Y I9 q: \6 t7 C - hud_quick_menu_main2 J) w$ x8 e* o$ I5 s9 k& [
- @hot_key_hud.dispose3 q. F% E8 Z* Z" h
- end6 i: _/ s3 k- o' S. z
-
' s% H( C- ]6 \6 m* A5 D - alias hud_key_update update% [! W# T/ t* H0 n" Z
- def update
! Q8 M3 S* \+ `# m7 M - hud_key_update
! ?& G' b3 j* M+ p; y$ I - # Hot Key num 1
# I8 o3 p! V$ \. Q - if Input.press?(Input::Numkey[1]) y2 L' p5 j t6 r9 j- m
- $game_player.equip_item_to_hud(0, @item_window.item)
6 h8 E- |8 F/ c - # Hot Key num 27 ^6 |3 g4 e* P* s3 o% r6 ^) B
- elsif Input.press?(Input::Numkey[2])
7 l _1 I' |) c$ `- f/ o5 u+ w - $game_player.equip_item_to_hud(1, @item_window.item); i {% _1 k8 }; @
- # Hot Key num 3
+ c5 W8 y3 T# Z* W' e7 f2 j9 k - elsif Input.press?(Input::Numkey[3])
( z7 w& r1 H. g- e4 Y - $game_player.equip_item_to_hud(2, @item_window.item)
3 S4 Z6 d: D7 R; `2 S* H1 X - # Hot Key num 4! @' X( m" @- c% v; ~
- elsif Input.press?(Input::Numkey[4])
3 r9 [( V, }, ~7 T - $game_player.equip_item_to_hud(3, @item_window.item)2 B) R J, U' p# U
- # Hot Key num 5
# d5 Q; [7 |0 e5 d" {5 [4 W - elsif Input.press?(Input::Numkey[5])
! v. ]1 W; _3 v0 x) Y' P" | - $game_player.equip_item_to_hud(4, @item_window.item)$ e7 W+ B4 Y( l9 P9 s
- end1 Y% _1 V) U! }& a* b# n4 n
- @hot_key_hud.update
: v* K4 b: j7 H* z! t, K- U5 q - end* S* `; H3 `' ?
- end
$ _% T/ `! a8 D, l8 \ - else( p& q8 Q" w2 M+ G
- class Quick_Menu_Item
: N9 T b! L; W - alias hud_quick_menu_main main* v" F0 o; f. P) o
- def main$ R$ \; K) h( H8 |& a' R2 K6 J4 D* U
- @hot_key_hud = Hot_Key_HUD.new6 o. X- ~0 W6 A" ~* U$ ~ M
- hud_quick_menu_main& P7 B2 h2 J9 M& H* t
- @hot_key_hud.dispose! u, k8 H: y3 z. |3 {! E9 s/ }
- end
% ]9 c* a. k) f# J - % x' M5 L4 L. v, ~1 @8 J# j
- alias hud_key_update update
* x: g7 s( H& X0 H8 M" @# R - def update" X2 W u5 }# {% s
- hud_key_update1 X1 y. R3 _! ^) ?& U( `
- # Hot Key num 1
$ x6 Q% D l! f/ e( P: K+ A* S - if Input.press?(Input::Numkey[1]), @3 [ k) }7 h5 G k
- $game_player.equip_item_to_hud(0, @item_window.item)
G$ b2 j& g- K. x! k* g/ B( R - # Hot Key num 21 j8 X9 R- l) R" w& W, R# J
- elsif Input.press?(Input::Numkey[2])! z9 q4 k0 e6 z( o: E
- $game_player.equip_item_to_hud(1, @item_window.item)9 W/ Y [- N8 ]5 ^
- # Hot Key num 3
+ k8 f; t" e# M# N# t5 f - elsif Input.press?(Input::Numkey[3])
) {5 Z! T3 i% w. K8 B7 f7 F' o - $game_player.equip_item_to_hud(2, @item_window.item)
% {7 X6 L9 b& V4 `/ i1 M - # Hot Key num 4# \3 }! x/ d' L4 ?1 r+ n3 m
- elsif Input.press?(Input::Numkey[4])
! N: H+ I$ K) P - $game_player.equip_item_to_hud(3, @item_window.item)
4 s* I6 q- _& H' L% S! C0 G - # Hot Key num 54 J& }5 ^4 F/ ?3 d. C
- elsif Input.press?(Input::Numkey[5])
. Z- h9 L9 i+ o6 o3 W0 ? - $game_player.equip_item_to_hud(4, @item_window.item)
( s& g' ^- z+ ]. ]5 }4 V0 q - end
0 l! i. M; x8 e" D9 n+ U+ u- H p - @hot_key_hud.update/ [# e- A3 n0 Y+ Y- S+ t3 v
- end% r! c" v( w/ }' ?
- end. g; e" N2 s; N1 T: H3 p( `
- end
: C8 [- C& { J/ a9 M2 ?
- D2 L5 y8 c% P, ]0 [- #===============================================================================' V% i( H" G( k! w1 C
- # HUD Window! @8 B" ~$ J( g6 Y
- #===============================================================================: X: M( g5 `' B# m% K$ b& i
- class Hot_Key_HUD < Window_Base
: k% m8 ^7 g6 S - def initialize(x = HUD_X - 10, y = HUD_Y - 15)
, E% y5 G$ d! g/ V4 B - super(x, y, 220, 80)0 f/ H8 B& U1 p8 h9 s& I r& d
- self.contents = Bitmap.new(width - 32, height - 32). D8 E# }6 g0 }5 ^! n m9 ~
- self.opacity = 0
& M/ P7 T$ M9 l* w; s - @actor = $game_party.actors[0]+ ?( l: r$ b4 m% v! [
- refresh
. I1 d" `2 P/ L% y - end+ L! q) v8 n. G7 N% ~% f4 q
4 g- B7 D8 x9 e- def refresh
$ m+ O9 ]2 {. Z& F - self.contents.clear
6 @4 P' P; X- ^% p0 r - bitmap = RPG::Cache.picture("Hot_Keys_HUD")
% s u: P/ W$ p: k6 w/ r* d - self.contents.blt(0, 0, bitmap, Rect.new(0, 0, 160, 32))
6 V' o. v2 R& X. ]8 N& A - for i in 0..40 r' W% z* ?6 T7 L& Q1 D
- x = 32 * i + 4
; `' c) [- A" h0 G) w. D- C - item = $game_player.hud_equip[i]: Z' {' \6 i( K/ w0 y$ T' v. v+ c! C
- next if item.nil?: a, i; v z1 F+ b+ i
- if item.is_a?(RPG::Weapon)
5 w( _" p4 Z( R8 D& s2 c - item = nil if $game_party.weapon_number(item.id) == 0 and
( [ v6 R5 [6 B9 G; ?" L7 F+ h i2 [ - @actor.weapon_id != item.id
9 R5 j2 |* T5 J4 v+ S+ @ - elsif item.is_a?(RPG::Armor)6 |- {/ I) F- x5 V8 L; @
- item = nil if $game_party.armor_number(item.id) == 0 and
5 j6 j9 y3 D9 o - @actor.armor1_id != item.id8 o; T5 L: i; b' V$ N& J) c3 s
- elsif item.is_a?(RPG::Item)# d# s7 H8 V# z& t% G: J/ J
- item = nil if $game_party.item_number(item.id) == 0 or
# r) J/ Z5 L2 m( O+ |9 O - !$game_party.item_can_use?(item.id)5 N6 C0 Q0 i* B; J( Z
- end
) Q: {" q/ \, T% t' ] - bitmap = RPG::Cache.icon(item.icon_name)
# Q( j3 ~- i2 T8 n - self.contents.blt(x, 4, bitmap, Rect.new(0, 0, 24, 24))
1 @/ @9 \$ Q. @" l6 b7 P - end
" r+ { x; x5 l' T - end/ i- r: E. t1 M. s( n
-
6 W: h1 ^7 Z- x' C+ Y+ ~" m - def equip(item)
% C% E/ z3 [; P; V - if item.nil?7 A; U/ B4 g! R7 `0 ^ d9 o, P
- $game_system.se_play($data_system.buzzer_se)* K! h3 T7 E. L$ v3 S& {, v- h* V
- return, M `4 Y, F# o# b- ~! e$ f& t3 M
- end0 w- N) t4 p5 {& k5 ?
- if item.is_a?(RPG::Skill)
) r, b1 G8 m r d/ S - if [email protected]_can_use?(item.id)) ]) K' x% e; W' }$ Q# L. O l
- $game_system.se_play($data_system.buzzer_se)
6 a. ~+ ?( @( I- f2 I - return
9 O5 K2 l' U, E# B0 ] - end
1 E4 g9 @; x9 H+ F- c, ` - $game_system.xas_skill_id = item.id
' E0 }; T7 s% h1 H - elsif item.is_a?(RPG::Weapon)8 }$ `8 W6 h2 R( m
- @actor.equip(0, item.id)
; V5 g7 Z0 P7 n6 _+ w - elsif item.is_a?(RPG::Armor)
& c) N2 x: F6 x) F' j4 T9 j9 R - @actor.equip(1, item.id)+ u# k" F- \! v. W4 x5 U$ ]& i
- elsif item.is_a?(RPG::Item)( J) z8 ^7 R* _0 a
- item_tool_id = XAS::XASITEM_ID[item.id]
2 r0 B6 X7 v# B* n7 v - if item_tool_id != nil
: M ~/ s a \* `; I - unless $game_party.item_can_use?(item.id); Y* T* n) G5 X8 H
- $game_system.se_play($data_system.buzzer_se)/ O4 D" {( }, `, d: u, J7 y. V1 s0 i
- return
: P1 k/ u% e# O. F' @ - end
# y+ J# |6 _1 |, ] - $game_system.xas_item_id = item.id
( s' y' K" P/ o2 v* x `0 F - end# d W5 ~- y5 {
- end
" k* n/ K/ k8 v; z5 ]. M: s) g - $game_system.se_play($data_system.equip_se)' d1 ^; G/ g/ m# m h' n& b
- end
- n5 p; C3 \) D, @ ?4 \6 e' R* ` Y - . x' F1 v! Y5 H' w) u N
- def update/ @" m; ?$ [, I6 Z: D; o; a
- @actor = $game_party.actors[0]! l4 ?6 l% N& C. ~- p7 k" R
- @hot_keys = $game_player.hud_equip) k' |0 ?; H" x5 a1 V; q5 `6 s
- refresh
' ~/ }/ K5 S5 m! V K - return if !$scene.is_a?(Scene_Map)) q* o# U* `# S! Q a
- if Input.press?(Input::Numkey[1])
z: A' W7 H/ a9 \+ T- d - equip($game_player.hud_equip[0]), n/ F* s- c, C; O
- elsif Input.press?(Input::Numkey[2])
; A/ \7 _8 B: W - equip($game_player.hud_equip[1])
5 r( q0 I# J% l% | - elsif Input.press?(Input::Numkey[3])
! @7 v6 j( w' O% c - equip($game_player.hud_equip[2])
0 ]+ T' i" T% D8 P7 x9 i - elsif Input.press?(Input::Numkey[4])
5 e( ^1 ?2 \" u& h5 |$ q - equip($game_player.hud_equip[3])
, A# i" r2 U" Q* u4 T - elsif Input.press?(Input::Numkey[5])
* l9 x/ |- b' U5 K* B" o8 _ - equip($game_player.hud_equip[4])0 w2 H# t. M+ Z( f4 P7 Z
- end
0 J" F- d( Y2 m2 T9 J* L! T - end
% _# z( a' ~0 c7 { - end
3 Z% {8 t$ G5 X% c8 z* v" r9 P - 5 h; [( L- I, ~, H" Y5 Q$ w
- #===============================================================================% |0 C" P; r1 {- }) K
- # Scene Map
% R. v! o% R" m, S2 {; S" n* j) Y h1 h - #===============================================================================
! Q8 H/ o" D1 B+ V: u# m: f* M - class Scene_Map9 J r! O n' ?4 h( y+ n
- alias hot_key_hud_init main
% c; R- p/ i6 T, r - def main3 s. {* ?7 f4 ]. Z2 Z: Q
- @hot_key_hud = Hot_Key_HUD.new% ]0 b% C. g* L4 I. x
- @hot_key_hud.visible = !$game_switches[XAS_HUDDISABLE_HUD_SWITCH]
: C' Z0 N' M5 o5 O; k - hot_key_hud_init7 K7 \9 w4 V3 c6 k* r
- @hot_key_hud.dispose/ M: Y) i1 \" G6 _5 W& x
- end
7 l: u9 e, P. }7 I - ( e- S6 z, G; B* R! e# N! i3 Q' a
- alias hot_key_hud_update update
; Y x# _) u; w7 N( M - def update
+ }% C- Z; @) W( e, C3 O5 ` - hot_key_hud_update
3 I- _2 y5 r) a7 x$ J" t% `6 {! q - @hot_key_hud.update9 a7 Z( ^ C) ?
- @hot_key_hud.visible = !$game_switches[XAS_HUDDISABLE_HUD_SWITCH]) h( l& C4 C5 _% f( i+ Z f/ U0 f
- @hot_key_hud.update if !$game_switches[XAS_HUDDISABLE_HUD_SWITCH]
( N: s7 j% A8 t - end
1 f, A+ V+ k/ V; ?3 o0 x8 b - end
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