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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,$ Z5 q* z2 J+ h* o- _
不知道有人能帮忙看一下吗? - #===============================================================================
. b( u0 Q8 @# O6 f% q8 {" @+ r - # XAS - Hot Key HUD. H; p7 |/ S2 i2 A! N
- #===============================================================================
' e" m8 \$ k; X/ B8 y5 s- K - # By Mr_Wiggles
5 Z- n+ H, X8 s# w0 r' o5 V9 d - # Version 1.35 _1 A: _4 x. c; J9 h% [- e7 T
- # 7/6/10
; o, Q. W% O: G' c - #-------------------------------------------------------------------------------
* J5 S( F- n& ` - # Instructions:+ h$ j+ q/ }: d) Z
- # Fill in the constants bellow, paste this script above main and bellow XAS in
2 }0 C* w. I" c9 n - # your script data base. BE SURE TO SET TO THE RIGHT XAS VERSION!!0 P G+ v% s& m6 }5 ]
- #
% p/ a' k: t1 i: { - # Place the "Hot_Keys_HUD" picture file into your game directory
7 J- y* \8 W0 n3 d - # Graphics/Pictures folder.4 u, G1 V: x, Z" K6 Y
- #-------------------------------------------------------------------------------
+ c* k) L3 `0 K8 f/ T - # Directions of Use:
, O, J7 A; Y% z& A - # Simple just press a number key (1 - 5) when the quick skill or item menu is
+ M6 ?1 T- D+ t( ]+ ~ - # Showing.
$ j# G" ~9 e( R% g1 A# j - #===============================================================================
* R, Q4 V, Y% {) ]4 Y - HUD_X = 0 # X pos of HUD3 F6 B% `, H& H) W. q# V
- HUD_Y = 0 # Y pos of HUD2 Q* W+ o/ A2 ?# e
: L. `# }" w5 ^- # Set true if XAS 3.7f
/ M9 m$ Y% n/ h# H - # set false if XAS 3.67 i; U. K6 q# p* x; \
- XASVER_37 = true+ k9 c& y- |+ C- L+ A. B- ]' e! ^( m
/ ~$ A8 h" J' B3 h5 H7 J- #===============================================================================
! a. p1 E7 ~+ |/ _) ~3 B - # Numkeys Module
( R! N% \1 s0 K2 v' @ - #===============================================================================
, r& s0 a1 e; ^: H) e - module Input& S6 f* Y6 C; T7 s. }
- Numkey = {1 => 1049, 2 => 1050, 3 => 1051, 4 => 1052, 5 => 1053}0 I, e! V8 s: j
- class << self A0 Q* | ]6 b- N) i
- Key = Win32API.new('user32','GetAsyncKeyState',['i'],'i')
5 \3 r. X) K( C% I7 S - 6 V2 M4 d' s: L! d5 P( u
- def testkey(key)3 B# g6 ^: X+ v# j! a* d* A! |
- Key.call(key) & 0x01 == 1
: A) s- b, G; p - end u# v! U. A# _) `5 S
- : O6 M! B7 S/ @ `% l, W
- alias hud_key_update update
$ S- y& i# M7 ~5 E7 p3 F - def update: I5 `' Y+ j/ E! }+ \: K! C3 B
- hud_key_update$ J, V G4 @( M3 f
- @pressed = []
8 e4 W: T; u6 j) r1 F - for key in Numkey.values7 c$ w# i& z' X& r+ A
- key -= 10005 z9 C( ]% s }2 U( @7 K1 Y7 W
- @pressed.push(key) if testkey(key) \ W6 S/ Z9 |3 V; A7 l- k
- end
, u) ~( h6 c4 j: [6 v - end
. T4 p* Q) U% T0 h4 H - ! g: ?: T- s. j
- def pressed?(key)
5 m6 k' o+ h- G; p8 y; h( @ - key -= 1000$ i" d* }$ C: M9 P! v
- @pressed = [] if @pressed.nil?
. e3 v+ N% g5 D0 [ - return true if @pressed.include?(key)1 c! W. S+ ~% v8 J4 P+ Q3 G8 w
- return false( Z. Q' F8 r% ~+ q; _3 I w1 F e
- end6 ]( }0 S( J! J
- # v8 F$ `2 V" z4 P* W1 w
- alias hud_key_press? press?$ x( @" @: \ M2 ]/ q" i& k
- def press?(key)
4 N- q6 Y: i9 c2 u+ l5 e - return pressed?(key) if key.to_f > 1000
# E% e- [1 A# K! V. T - hud_key_press?(key)
\9 n0 K& ?3 } - end$ B" T; W( E6 d( }
- end& _5 t4 V/ J4 g0 H
- end
& Y9 E5 |. X7 x Z - " t$ i% Q6 t; d# S+ z/ Q# G$ m
- #===============================================================================
% B& [; e' |& m, H: M: c! v - # Game Player0 \$ I2 `, ~7 f7 S6 r' ]
- #===============================================================================
; p- W% O& x0 m" M) W% w8 I - class Game_Player < Game_Character4 I! N. q. d$ Z. R/ c8 i
- attr_accessor :hud_equip, E6 S9 @+ d& ?
-
8 B: _ D' w' W+ j0 K- l - alias hot_key_hud_init initialize
8 B: g( _, {1 F% ~. \. u% R - def initialize
& u+ A/ v, Z) V$ d5 S - hot_key_hud_init
/ f* w6 S: L# D) q6 F5 L# } - @hud_equip = []
6 d4 B) Z" B- y- i) L4 A - end# c4 Y& Z9 `& o; s, w5 ?# k
- & c, L g) F% z+ }# ~
- def equip_item_to_hud(n, item)
9 m1 d( C0 I. G# M - if item.nil?
$ b, f+ Z0 {7 h; A - $game_system.se_play($data_system.buzzer_se)0 v/ A( Y5 y) N$ Q
- return# w4 u, D7 F/ g5 B, D0 w
- end
' D6 _( v" ^* B' P - $game_system.se_play($data_system.decision_se)" f/ D+ U+ D# q4 u- y
- @hud_equip[@hud_equip.index(item)] = nil if @hud_equip.include?(item); s. s5 i1 {$ N
- @hud_equip[n] = item
$ `& E) e/ m. I6 v# c - end' x" y8 v6 I0 _' P+ f
- end
2 v) Q+ l$ j* o. I% v& |7 w - ' |/ N$ [% m& c8 g5 m2 B/ P5 Q
- #===============================================================================& p+ y/ o* E. {& U2 ^
- # Quick Skill Window0 _( ~" a+ \1 s' V! j6 a* y' S( v
- #===============================================================================
. T* @, i& @3 w, G( A( i$ Z4 M - if XASVER_37 == false" T! ~6 F* t1 j, P7 c
- class Xas_Scene_Skill
* ?/ C4 V0 N- a3 s4 v: B$ R0 r - alias hud_quick_menu_main main! }+ d) L, ~6 }
- def main
2 ?0 ?( z# O8 V2 X1 }! w7 d; f - @hot_key_hud = Hot_Key_HUD.new4 s& ~; ?! L& [: N0 k
- hud_quick_menu_main
9 E, M M3 q! [" d, {3 y* y' H - @hot_key_hud.dispose
) \7 v4 C$ f) F# D0 S - end
8 M; h/ R5 \/ \# T$ i - - J. o# b. l: [3 c
- alias hotkey_hud_qucik_menu_update update
+ P$ s d6 _) C; V - def update, t# _" [! d' h' o$ c+ ^) t% C
- hotkey_hud_qucik_menu_update
6 F) `0 U* F, S; z5 B - # Hot Key num 1 i+ E, ]/ b0 P. `3 g* M( S
- if Input.press?(Input::Numkey[1])4 C6 m _( t) `, S7 v4 A" z
- $game_player.equip_item_to_hud(0, @skill_window.skill)! O. e! ?9 {$ j$ f
- # Hot Key num 2: [: k$ F2 b5 s3 c' Q* x
- elsif Input.press?(Input::Numkey[2])
7 y7 c& P- ^! r' O, h: z0 |5 d/ r - $game_player.equip_item_to_hud(1, @skill_window.skill)9 S+ p) w d7 b0 p- v, H; ?/ Z, T
- # Hot Key num 3
% v8 m( O( E6 r! T( j9 w+ k - elsif Input.press?(Input::Numkey[3])+ b- q7 n: [3 U1 {
- $game_player.equip_item_to_hud(2, @skill_window.skill)2 ?* o7 B7 [" q7 _- B3 K) l. U, \
- # Hot Key num 4
8 h- S8 }6 _+ I* k$ V$ A! V+ _ - elsif Input.press?(Input::Numkey[4])* a7 ]7 o i; o4 ]
- $game_player.equip_item_to_hud(3, @skill_window.skill)
. ~ d, ], o4 y; K" O7 u- E! ? - # Hot Key num 5
1 f6 Q' R* d$ I. T2 R- t6 ` - elsif Input.press?(Input::Numkey[5])
6 a! i1 }& r8 y, J - $game_player.equip_item_to_hud(4, @skill_window.skill)
& b/ i# i) h! p' @ - end1 X; @" }9 c: b3 a+ b' u6 `4 F4 u+ e
- @hot_key_hud.update
* @; {, d! g. V - end
. Y5 a/ v1 _. C: b8 \' p - end5 Z$ V3 @1 g6 J8 T% T: E& C5 F
- else
+ X6 k' L/ U, H0 o% @+ p$ H+ b - class Quick_Menu_Skill
$ j. Y m7 N2 X. D. n - alias hud_quick_menu_main main
7 @3 F% z# v9 ~6 p9 H - def main U# {/ {% K, X& i( x
- @hot_key_hud = Hot_Key_HUD.new
. [! b4 ~! y9 \ - hud_quick_menu_main/ T3 m3 S7 }1 p$ P$ p8 w
- @hot_key_hud.dispose/ M$ D: }! }2 u% `2 Q, e
- end
Y k$ ~6 j8 d, a. N -
. v& Z8 E% V; L* l+ j - alias hotkey_hud_qucik_menu_update update
" Q4 M+ Y+ O8 [! |2 R2 V% o: d - def update
; ? ]( u: g5 ^6 Q - hotkey_hud_qucik_menu_update
' G; e3 z- u" N+ } - # Hot Key num 1
% J- u1 F. s1 ~- N - if Input.press?(Input::Numkey[1])( D8 I Y7 _ K- v4 }
- $game_player.equip_item_to_hud(0, @skill_window.skill)
# R% e! p' n9 E9 g$ p - # Hot Key num 2! c- N$ W" l8 M% r6 B# }4 W7 b6 c! m& [
- elsif Input.press?(Input::Numkey[2])
4 w# D4 [: q/ I+ T/ S- L - $game_player.equip_item_to_hud(1, @skill_window.skill)) _- q6 |9 z/ k: q
- # Hot Key num 3
& n- o7 d" }& S - elsif Input.press?(Input::Numkey[3])! \7 e$ V1 j: r$ A! B: |0 Y
- $game_player.equip_item_to_hud(2, @skill_window.skill)
+ l4 S X3 c g9 F2 _/ [ - # Hot Key num 4) K2 Z, }6 l2 _' H# C, N/ B5 z
- elsif Input.press?(Input::Numkey[4])
8 l' x$ W( B, ]" `+ ^: @+ p6 I! ?7 m - $game_player.equip_item_to_hud(3, @skill_window.skill)1 M& n! H9 Y0 G
- # Hot Key num 51 y( h5 ]) O# \# Y( R
- elsif Input.press?(Input::Numkey[5])
: x" r1 G# ~4 k x4 d - $game_player.equip_item_to_hud(4, @skill_window.skill)
k' A0 l* Z2 @ - end
+ s: ~1 `9 B! Z6 O7 ^/ q - @hot_key_hud.update
/ _8 h0 y, }4 n, \& D6 i' y% { - end+ u4 H0 R. y5 h0 ]! w# s
- end
$ \. W3 |8 |' |! }1 R3 ^$ d - end
& i* N9 H5 h+ `2 Z: |( g+ k& p- y: f- D - 8 `3 z4 m4 y) H' u
- #===============================================================================
) p! @8 E* C: G2 U2 {' j - # Quick Item Window
. D3 }$ V7 v O3 Q# o - #===============================================================================
+ q- R* y7 ~! f3 u( ~3 p - if XASVER_37 == false
( ?+ |( d# s& s% Y* [9 r - class Xas_Scene_Item& y* P& o K/ u; s! c
- alias hud_quick_menu_main main
$ D+ [( _, a1 P! Y - def main8 y k! |4 l5 _- O3 w$ X4 Y. z
- @hot_key_hud = Hot_Key_HUD.new
+ r1 W( e/ [- _ [) K2 e0 V - hud_quick_menu_main
$ x) t7 W7 r/ x8 }& N& m! X% @ - @hot_key_hud.dispose% \ ^" ^# u+ g% _& q
- end
' J8 ]1 X' L( E - % ~* p* k' c! q9 I$ L
- alias hud_key_update update
! j2 }$ z6 ~# k/ |* _ - def update: m+ M) C9 L# w- x
- hud_key_update: [) F# I+ H u
- # Hot Key num 1$ t4 [; t C9 m9 E
- if Input.press?(Input::Numkey[1])
0 H2 i7 }; K/ r2 Z - $game_player.equip_item_to_hud(0, @item_window.item)) d# v, c, o7 k9 W7 Y6 v2 k
- # Hot Key num 2$ h9 D- q- `2 H) t
- elsif Input.press?(Input::Numkey[2])
/ U; K7 S7 v2 v) v - $game_player.equip_item_to_hud(1, @item_window.item)
5 C5 B$ D- P! L4 j9 P - # Hot Key num 3: O m& C p% n: n& @# w j
- elsif Input.press?(Input::Numkey[3])8 \/ G: w5 t9 s6 _( e- B- S2 K% h- d
- $game_player.equip_item_to_hud(2, @item_window.item)& P6 C1 b3 Y* P* r, v! }
- # Hot Key num 4
& f! e* {- p+ y7 z. C$ `, K - elsif Input.press?(Input::Numkey[4])
[ I( ?4 M+ t# s; Q - $game_player.equip_item_to_hud(3, @item_window.item)
. ]' u% X1 h9 @1 [+ q9 m, p/ e' {0 X - # Hot Key num 5
4 i1 z: B( h e4 b - elsif Input.press?(Input::Numkey[5])
5 P, m8 s$ y% _$ t) ]) ` - $game_player.equip_item_to_hud(4, @item_window.item)
' ^) d! x8 P. s - end
) j' k7 B4 p; y6 [/ G' K( X a - @hot_key_hud.update& N9 b( \$ q- M8 s8 X4 j
- end
3 e! m9 o* A* N" S: p2 ] - end
9 ]' J, W, z) ~, d* q( ? - else
/ e/ m! V( F/ Y% {0 ]6 v% |5 } - class Quick_Menu_Item
! U0 v7 i& J, Q% \ - alias hud_quick_menu_main main7 |3 j N9 u! `
- def main
! d9 H4 R* ]' i - @hot_key_hud = Hot_Key_HUD.new6 E# U: n4 ^/ R; D: M
- hud_quick_menu_main3 W' p! t% N ]+ t
- @hot_key_hud.dispose
( _' @; ]8 B. M! L) A2 s - end( B' K6 s1 n9 z9 ~/ O9 k& J7 N
-
: ]+ j* |+ s# B& Z - alias hud_key_update update: J w- y" L: r9 M5 u( b( m
- def update
& X/ {5 |6 C/ k2 X5 b5 W( D - hud_key_update
! `- p, T' ?1 P - # Hot Key num 1, k4 w! f% q+ z
- if Input.press?(Input::Numkey[1])
8 K* e7 Y9 {/ l6 [ - $game_player.equip_item_to_hud(0, @item_window.item)
# z! F5 @3 g. X" M* b0 s) d& e# u - # Hot Key num 2: W* f1 G' `4 n5 u) y9 i$ v2 f; R& X
- elsif Input.press?(Input::Numkey[2]). n7 G% k* b& _4 V7 |5 O/ T
- $game_player.equip_item_to_hud(1, @item_window.item)
$ V5 \$ n+ E4 ]: e - # Hot Key num 3' f7 F8 a" o; ^
- elsif Input.press?(Input::Numkey[3])
+ M6 |$ q: o! N# K n1 | - $game_player.equip_item_to_hud(2, @item_window.item)
+ l% ?. V- A5 y8 w% v' q& K, O - # Hot Key num 4& N6 A7 Z: ?4 }5 l
- elsif Input.press?(Input::Numkey[4])) q; w# m& z1 O' J
- $game_player.equip_item_to_hud(3, @item_window.item)" y; a( j' R5 G( l$ l) w* T
- # Hot Key num 5
3 H# s( I7 I j2 F - elsif Input.press?(Input::Numkey[5])
) q- z" V" R3 {* D1 y6 \ - $game_player.equip_item_to_hud(4, @item_window.item), O+ l+ f! W8 O; O# p/ k
- end
0 z$ L3 E; ~9 i8 }! x6 J3 N - @hot_key_hud.update
5 D* p. X* i" @2 _ - end1 j! i6 M0 j' I0 s- w* L s. Y/ ]
- end9 P4 q3 ~* f1 |7 [" F: X6 I
- end
& M/ h0 }( @& Z3 y" l, n { - . _, h7 }; D3 H$ X! y3 [; j
- #===============================================================================+ l2 }% t5 b( X( K5 v7 {* I8 [
- # HUD Window
" n2 z2 \: Y2 T2 j4 \ - #===============================================================================) H" b& |9 P k" V! ]! |
- class Hot_Key_HUD < Window_Base
! [0 S2 H, G# x1 K5 L( d - def initialize(x = HUD_X - 10, y = HUD_Y - 15)
# e. o5 q J2 d: [* _7 t a7 s - super(x, y, 220, 80)/ p+ N' ^* J" o
- self.contents = Bitmap.new(width - 32, height - 32)6 _2 n9 I8 I r- x
- self.opacity = 0+ t F% r& M" L' J5 {
- @actor = $game_party.actors[0]
* O, u8 P8 W' F# s - refresh \9 ^- h8 d; X+ v( D7 g' r
- end
1 ?, i! z1 d) @' [ - ! K1 b- Q1 e( m g# q- B5 l
- def refresh
1 c" S L% f( C" Y( A6 o - self.contents.clear2 N: [8 ?7 g' e3 x* ^9 `- {& ]5 Z; ]
- bitmap = RPG::Cache.picture("Hot_Keys_HUD")
% Z" Z* G% ~7 R3 X# H/ _8 t r - self.contents.blt(0, 0, bitmap, Rect.new(0, 0, 160, 32))
4 k0 Q" d/ h- H: W$ v1 v - for i in 0..4
. v ^ p3 l1 r; { - x = 32 * i + 4& ^8 F. S" d( K
- item = $game_player.hud_equip[i]& c) P; y6 U) M7 N3 a1 T
- next if item.nil?. E, b% p7 d$ v) ~
- if item.is_a?(RPG::Weapon)
( q F. O: v9 S* }( W; e - item = nil if $game_party.weapon_number(item.id) == 0 and
% L6 k/ P, S% ~5 ?7 D$ f - @actor.weapon_id != item.id; R2 y! ?1 j @- p* O) d
- elsif item.is_a?(RPG::Armor) l+ P# C2 N$ ~
- item = nil if $game_party.armor_number(item.id) == 0 and 4 }; ?) ?4 D2 s+ t3 \' l9 }! S
- @actor.armor1_id != item.id2 O ` m" r7 U
- elsif item.is_a?(RPG::Item)
" {% D! O4 u1 b4 x2 O/ e - item = nil if $game_party.item_number(item.id) == 0 or3 I$ K% x' v( I6 n* l7 I \! C/ c7 o
- !$game_party.item_can_use?(item.id)
' p) U! g. o# ]& H - end
6 _* y6 L O; U - bitmap = RPG::Cache.icon(item.icon_name)
( `7 H/ o# _8 R; z' q2 _ - self.contents.blt(x, 4, bitmap, Rect.new(0, 0, 24, 24)), ~6 v, @$ }% W/ l) h
- end& D( [& G9 b: A. G+ Q
- end
( ? {; ?+ S! Z4 m0 O0 v; y i - $ ~, x! O1 d$ A& V' _
- def equip(item)
8 q3 ~5 \, z% U, Q& s S7 c' n y - if item.nil?
( q$ \$ U# Q1 h9 I' T - $game_system.se_play($data_system.buzzer_se). ?' u" r/ }9 x0 ]9 N. d
- return6 u. v* i3 C, I% s, k
- end! G+ s9 i& O) ?: x- P) s( b8 W
- if item.is_a?(RPG::Skill)3 g. k6 l a- X! w& K" k& o5 m
- if [email protected]_can_use?(item.id)
9 I! C: w3 g$ m& P' B" F - $game_system.se_play($data_system.buzzer_se)2 f! K7 w* s. E8 n; C0 i
- return
6 ~3 ~: i5 w P+ y* t0 x8 V( u - end
3 s. l3 S! \( k" h9 ^5 U2 z* K6 R - $game_system.xas_skill_id = item.id
7 Q& t& w5 \: h; W5 Y9 \, K( x2 j - elsif item.is_a?(RPG::Weapon)& F- d& m4 k- S7 J# n5 I k
- @actor.equip(0, item.id)
; v( e+ Y z8 g$ q) @7 o - elsif item.is_a?(RPG::Armor)4 x" v' {% F5 L# {
- @actor.equip(1, item.id)
3 J+ Q% a3 G) u" x* x# u - elsif item.is_a?(RPG::Item)" k O. v# b4 [. e+ D
- item_tool_id = XAS::XASITEM_ID[item.id]
+ I( c# q* @1 z2 ]& h - if item_tool_id != nil
" v, Q! g' V$ I3 Z% d! v - unless $game_party.item_can_use?(item.id)/ m: S# i6 B( e- J( Z
- $game_system.se_play($data_system.buzzer_se)9 [$ q9 e+ x; x& {: i
- return J, g4 w! c7 G- _, j$ f1 b) w
- end+ O0 S$ C" P2 i: C5 y- B
- $game_system.xas_item_id = item.id
& L U/ u) F* J# V8 D - end
: I$ H3 O# Q: O. ~" r2 d- z - end( G6 }. ?8 e6 b4 O6 ?
- $game_system.se_play($data_system.equip_se)! }; u6 ~* Q% a
- end+ u( N+ Y( }- I) D* I
- 5 L$ G+ }! g' ]8 u1 }3 w) ]( \
- def update
# a" [. m. q% d- E+ v$ @- S! Z - @actor = $game_party.actors[0]
+ X+ Z9 ^* W8 g! Y! B6 R - @hot_keys = $game_player.hud_equip3 n" t7 b! S1 `4 y9 i% H
- refresh
( w; Y& W) P5 D* `2 A6 G& s( J+ \ - return if !$scene.is_a?(Scene_Map)& H! c: i3 _& U$ ^+ B, w# y
- if Input.press?(Input::Numkey[1])
% [8 Q- h' L8 o% M - equip($game_player.hud_equip[0])
# }3 J. x; k" f' u& m6 k& j- a Z' ~, j - elsif Input.press?(Input::Numkey[2])
+ s$ t+ v, A) k- ]2 M8 s/ ] - equip($game_player.hud_equip[1])
( c O3 a( g) B; | - elsif Input.press?(Input::Numkey[3])
7 G2 |& u8 _7 @% T ~ - equip($game_player.hud_equip[2])
- ]# F2 P7 k# ?0 e) A - elsif Input.press?(Input::Numkey[4])
# a D) r2 M: n1 G0 w& `2 |. Q - equip($game_player.hud_equip[3]) * D& ?+ K! n8 m& z- u
- elsif Input.press?(Input::Numkey[5])
% y1 s8 T9 Q, v# F J$ E4 r" N - equip($game_player.hud_equip[4])! F, [5 y2 K; {$ m
- end
1 V3 j$ C0 l$ h! [% U( s: v5 ^ - end
9 A- Z& m9 c6 s. ` - end2 d5 M* i% Y8 m. _. b2 Y# k
- 5 \) w1 R+ ]! j( j1 U7 D1 C
- #===============================================================================
; y' |$ L) y, Q I% l8 u - # Scene Map7 a) X2 D1 E0 w+ L
- #===============================================================================' m; `& M" T/ r6 f( f
- class Scene_Map# e( M- y9 B k3 g
- alias hot_key_hud_init main$ I8 l' j- J; G$ f
- def main
8 ]. Y6 m0 L3 W* s. C - @hot_key_hud = Hot_Key_HUD.new
8 I# |/ Z6 Z3 H5 ~ - @hot_key_hud.visible = !$game_switches[XAS_HUDDISABLE_HUD_SWITCH]) G" F9 R" ]) ~1 l# q9 G: d/ T( q. B
- hot_key_hud_init
8 w3 p& m& P, b& |; C: P7 k' w - @hot_key_hud.dispose
+ ^( a! u! V( i5 S - end/ R5 M1 H2 D3 _7 X* G% N6 o
- & q$ F& E) e4 r+ d
- alias hot_key_hud_update update
5 \5 C/ k4 F/ Q& D! n - def update
7 M( R8 \3 K9 R9 ]4 s" i* M; ? - hot_key_hud_update
$ x6 B1 I ?5 J& Y1 M - @hot_key_hud.update
6 ~) a8 Y( X( d - @hot_key_hud.visible = !$game_switches[XAS_HUDDISABLE_HUD_SWITCH]
) H/ K& m1 X4 H6 }% v4 D1 F$ F - @hot_key_hud.update if !$game_switches[XAS_HUDDISABLE_HUD_SWITCH]. |0 Z7 @; j- z) ^' i
- end
7 v" w0 W: _ @# o: x+ D. T - end
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