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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,
+ [9 d* G8 J& t不知道有人能帮忙看一下吗? - #===============================================================================7 b' u `/ c, w
- # XAS - Hot Key HUD- ~( J( y% V# W1 \4 q
- #===============================================================================% ?" B ^3 y; C! o, u
- # By Mr_Wiggles
- m( w9 ?0 a2 i" }2 e( K2 q$ }( l - # Version 1.32 ?0 ?- N3 t& k4 i; E
- # 7/6/10! n$ y3 a* H ^
- #-------------------------------------------------------------------------------
; P8 {$ f, p& z, {2 w; V& z - # Instructions:
7 U7 k0 U: b( t5 I - # Fill in the constants bellow, paste this script above main and bellow XAS in
8 Z: j# Y# j2 k. }" ]) l - # your script data base. BE SURE TO SET TO THE RIGHT XAS VERSION!!! X! F! [7 M, \1 `
- #
' g' M2 E U+ C% H - # Place the "Hot_Keys_HUD" picture file into your game directory 3 E( r8 [2 X+ N; Y- F( B# v1 Z7 [. |
- # Graphics/Pictures folder.5 T: y3 {. |* W3 i& E1 l+ j8 i! u
- #-------------------------------------------------------------------------------
_9 K3 K+ U4 p4 X& t) U - # Directions of Use:
; {9 |. X" p8 k( c3 } - # Simple just press a number key (1 - 5) when the quick skill or item menu is
- I% N9 G# I" T1 \7 `* O4 r - # Showing.
# [, x3 }) N6 a+ e( k* [+ u! w - #===============================================================================: f% e4 x' \ J, Y6 e! z2 M% s
- HUD_X = 0 # X pos of HUD0 t; S7 q5 I6 t: e; \
- HUD_Y = 0 # Y pos of HUD
9 m" Y# [& Z7 g' \6 Z5 U7 Z - 0 I8 Y, r- P5 j) P" z) c
- # Set true if XAS 3.7f
+ Z3 p0 X: m$ j/ K4 ]. t - # set false if XAS 3.6
. Q4 H$ B! t8 x - XASVER_37 = true# p5 u, V" a- K- E b9 F5 _" }5 U* a
8 Q' n7 f9 @' N$ W- #===============================================================================; S. n' @! |* l
- # Numkeys Module3 A! _3 U$ P7 w9 ]/ R/ h4 _& t$ n
- #===============================================================================
4 Y! v& q4 X4 C - module Input
0 x e1 z9 V/ q. r - Numkey = {1 => 1049, 2 => 1050, 3 => 1051, 4 => 1052, 5 => 1053}
- V+ E$ i5 w0 n v4 V$ m) w - class << self
5 g& u) S& S& {. j - Key = Win32API.new('user32','GetAsyncKeyState',['i'],'i')
& J m5 f5 {, x# Z. T( U -
. k8 ?- |* v- p: P - def testkey(key), [" X3 T( q+ q
- Key.call(key) & 0x01 == 1
9 f, \# J" \, O4 _2 q' B - end1 P% n5 k9 Y: D: ^% J' m4 F0 H
- ! c; s7 f& e- ~ \# P5 T5 w/ x t
- alias hud_key_update update% e y* E1 X4 f! E" P" A/ c W
- def update
) j2 C X! m- X! y3 r* D - hud_key_update4 z* N! D7 g. S: k
- @pressed = []
5 ?) M% {/ d0 g8 ~: l1 A: T( ? - for key in Numkey.values
: \; m6 s& R7 p4 P1 _6 o2 N - key -= 1000& l) i! B6 V: x4 `: _
- @pressed.push(key) if testkey(key)
! C/ r: C/ W6 |8 W( C7 Z6 c1 K - end% A! w+ J* |) Q: J1 A
- end
' N6 Z. _- N! L - % ^3 J; b- \4 y5 Q: l
- def pressed?(key)
7 A/ ^. X- d& C7 y0 P - key -= 10006 m. E O# E7 O, O9 c
- @pressed = [] if @pressed.nil?
# o: d3 X3 i+ S% L" d. G6 {6 ]& l - return true if @pressed.include?(key)
3 X& q. b6 K! x" P - return false
9 v1 T- v0 q# l, d/ A, F- b - end. @! P0 [$ n( a0 @" v/ k) _3 {
- ( U% o% m6 `) z0 w
- alias hud_key_press? press?
, k" A. o5 K' @ C" { - def press?(key)8 Q! u1 y6 `0 R ]( ~
- return pressed?(key) if key.to_f > 1000
" z0 G2 ^2 J( _; @5 k - hud_key_press?(key)
3 H; _0 B7 k+ r- u - end1 N3 V3 L w K- g3 T2 ~8 L% h# x
- end
2 ?" e8 x) w' z* v2 S - end0 ] Z: s* p+ ?' A. y
1 d7 v3 Z+ ?* n; y: A- #===============================================================================
4 q& y/ t! X% b! m - # Game Player9 @7 D. J! t7 U4 L" O) s2 d8 j
- #===============================================================================" g* i. B$ s$ f! g
- class Game_Player < Game_Character
7 b y" f# ~3 \! m. e - attr_accessor :hud_equip
* ^9 z7 [7 }) x" V% D$ @: R. e - 6 i+ ~ N' G- u& V+ p
- alias hot_key_hud_init initialize1 \1 }" E1 E+ @
- def initialize. Y$ U6 V! h ~0 k
- hot_key_hud_init5 E ]# V F- L
- @hud_equip = []& h6 M" V/ C) X* g0 K
- end( K) L( p1 [5 O/ e
- 7 c- f, A2 @" n/ d2 \ r
- def equip_item_to_hud(n, item); q" t7 [' P$ p/ d8 J2 y6 n
- if item.nil?
% J: ^ C) I1 o: G$ O - $game_system.se_play($data_system.buzzer_se)+ A: }6 D: l$ H9 g
- return
* e4 ~3 s$ D, B9 h& Q - end
. T6 U5 l6 d) f. ] - $game_system.se_play($data_system.decision_se)! R/ f% @+ ~ H6 o/ W
- @hud_equip[@hud_equip.index(item)] = nil if @hud_equip.include?(item)3 f9 l* K* Z% j/ _. w6 r
- @hud_equip[n] = item
0 |! u- ~2 C- j* e+ a# z3 I - end
" u) I8 O6 B/ Q$ q* B, V2 D - end6 F2 ]2 `/ B; v( e
- + G3 p1 G/ U. a' l! `2 r+ A
- #===============================================================================7 F; ~1 p5 A; U( y* V
- # Quick Skill Window
" K8 } x. ]8 ]1 F4 ` - #===============================================================================( B: _6 X0 h, A1 t5 v7 m2 S; @8 r% x
- if XASVER_37 == false
# p. k5 G* z8 {& c' |4 U% ^ - class Xas_Scene_Skill
. A( x3 ?& Z4 Q2 w - alias hud_quick_menu_main main1 x" S" l, v$ L4 _
- def main9 c3 D# O: L( ^7 t; d2 A4 Y
- @hot_key_hud = Hot_Key_HUD.new8 s# s: f4 ?/ i! ?' _
- hud_quick_menu_main
`" C; ^, ^% x9 u* R - @hot_key_hud.dispose
: |3 R8 N) _- {: h) o - end8 `" _9 L2 i( o5 ~
- % `4 T5 y* o: @& p# S% t- \$ |
- alias hotkey_hud_qucik_menu_update update' g/ F) l$ B1 K( g# s$ G: u
- def update# J' G2 V8 ~2 F5 T' x1 P
- hotkey_hud_qucik_menu_update- k6 w. H1 q4 T& a: J5 ~1 b8 S
- # Hot Key num 1
8 [0 B9 K; Q$ s2 K - if Input.press?(Input::Numkey[1])
2 j! F# J, Q" D/ S: M5 Y* U/ `8 |+ j - $game_player.equip_item_to_hud(0, @skill_window.skill)( o/ ~! [6 D5 x* m/ [$ D
- # Hot Key num 2# F W: M* W4 d3 r
- elsif Input.press?(Input::Numkey[2])
& b! E) e4 f- [+ t% T% a - $game_player.equip_item_to_hud(1, @skill_window.skill)
% g+ ^ v5 }# o) M# }- \ - # Hot Key num 3$ J# K5 w5 C* t( Q; U
- elsif Input.press?(Input::Numkey[3])
- ]- g5 J! ~- U$ [, Z6 k. N - $game_player.equip_item_to_hud(2, @skill_window.skill)3 P3 ^4 L( V' W$ K) t9 m. A
- # Hot Key num 4
% q) G9 y# @5 b - elsif Input.press?(Input::Numkey[4])! p3 F" E1 J& h8 c j' L$ v- s
- $game_player.equip_item_to_hud(3, @skill_window.skill)
' o( C/ X! w6 ? - # Hot Key num 5
) h- \6 j, k) H, b$ j- I - elsif Input.press?(Input::Numkey[5])
7 t* A. D7 Q3 O7 U8 ^ A - $game_player.equip_item_to_hud(4, @skill_window.skill)
) T Z" h0 L; A( }( R; b" D - end
* O* ?$ j& |8 c4 o7 e" M F# p - @hot_key_hud.update
2 k( z" i0 x# e6 [ - end$ F$ E8 w6 p6 v- c! i
- end
& `) h# r" R& _. ~ - else5 C9 P; U9 E/ \1 x
- class Quick_Menu_Skill' l1 ]/ ~, W3 j! ^6 y& _" `; n
- alias hud_quick_menu_main main
- J) e: O% ?7 B; m* J3 O' j - def main
/ `6 U, f- q; u/ d/ S W" B - @hot_key_hud = Hot_Key_HUD.new
( ~; N9 x' _) ~# O0 y - hud_quick_menu_main* C2 |( Y/ L2 ?
- @hot_key_hud.dispose$ p" _/ F- ^& v: S1 |' x2 P
- end
) J4 x! c" k" O Q" B - $ N ^8 |( B/ [
- alias hotkey_hud_qucik_menu_update update
6 q- Q7 j o* w$ J- X - def update
) i4 H, r2 ~4 Z% u - hotkey_hud_qucik_menu_update. j/ R9 U/ d: O) X) P
- # Hot Key num 10 @- s# R$ [- \
- if Input.press?(Input::Numkey[1])
1 J! u: P' l* i" @) N# M - $game_player.equip_item_to_hud(0, @skill_window.skill)( a2 s- z: ~8 p* u5 F0 K8 Z+ W
- # Hot Key num 2* d! _# G# |. ]' b4 _
- elsif Input.press?(Input::Numkey[2])" v: ~6 z$ Y- h; h% \& ]
- $game_player.equip_item_to_hud(1, @skill_window.skill)
2 _5 T' l1 k7 ]% |: w: @ - # Hot Key num 3
( { V) q9 Q1 V. X+ O( d' u - elsif Input.press?(Input::Numkey[3])
6 l) C: P: z+ N, g3 D - $game_player.equip_item_to_hud(2, @skill_window.skill)
: h0 [, l# o$ F" W0 C/ Q8 ~2 W. k u - # Hot Key num 4
& F& f8 r; } B8 e/ K - elsif Input.press?(Input::Numkey[4])
8 X, n$ P8 a5 M- K; i - $game_player.equip_item_to_hud(3, @skill_window.skill)
9 ]5 U- s i' f# Q. Q- y - # Hot Key num 5) _8 ]3 h4 T+ U5 U
- elsif Input.press?(Input::Numkey[5])
9 u* K. e& u r6 f* ]0 S - $game_player.equip_item_to_hud(4, @skill_window.skill)
3 b* E7 D' `8 N4 d* P' Q - end3 M( a% q- ]/ J* p, R3 L9 Q5 D$ D
- @hot_key_hud.update0 j4 d# Z, X& `$ D- ?
- end- Z" {- o7 j" v: g
- end% w+ a0 i. G; U( }9 J) `
- end' K! w& G! z& T& p! y( P- \- \
, _& d& n- ]3 _8 P4 e; E$ h- #===============================================================================
0 q7 W/ `7 t. X$ z1 N$ Z: [, y - # Quick Item Window0 {7 G o" d' c" v2 W. r* u/ t( W4 u
- #===============================================================================
# R9 X9 B3 V# T+ V: B - if XASVER_37 == false
l/ k9 J; x- {8 s - class Xas_Scene_Item
, ^1 k/ W) k- M- e - alias hud_quick_menu_main main
, }# ?& J0 q5 A C: K5 j% ?) N. t/ r - def main
* m. y! I W4 R' m7 W: i! Z6 Y - @hot_key_hud = Hot_Key_HUD.new
7 e2 x/ D: M1 V5 x2 V - hud_quick_menu_main
0 u9 V- O5 X8 P2 m - @hot_key_hud.dispose
% x7 R, l- @: P - end3 f& h" V& ?1 r5 o
-
; q: p( s8 E; b - alias hud_key_update update
/ H/ q. \" V1 J% G4 s! P- d( w) p - def update
; [3 v( Y4 |+ B4 A. b4 s$ i - hud_key_update
# L( j( I, q2 l5 Z U - # Hot Key num 17 ^5 D- z# ^' ?, L. A$ X( ^
- if Input.press?(Input::Numkey[1])
: o/ E' O2 m' j0 Z - $game_player.equip_item_to_hud(0, @item_window.item)5 W1 L0 k- }* N+ j' ?* k
- # Hot Key num 2
1 s! G; p3 ~( ^/ M$ D8 k' u - elsif Input.press?(Input::Numkey[2])
9 _0 `$ }* i8 X( Q/ j4 P - $game_player.equip_item_to_hud(1, @item_window.item)0 U. j9 ?0 t# m4 }/ d v
- # Hot Key num 3
6 d0 L% C( z# {! j5 T - elsif Input.press?(Input::Numkey[3])
) p$ W" C) V9 x% ?- @ - $game_player.equip_item_to_hud(2, @item_window.item)
4 H: {% [' j2 }9 T - # Hot Key num 4
( o" l( `5 p5 m) ` - elsif Input.press?(Input::Numkey[4])
4 c* ?/ n% l5 q. f: S! _* [- V" j - $game_player.equip_item_to_hud(3, @item_window.item)
0 o e$ J6 ^0 {! i0 d0 A - # Hot Key num 5
6 ]6 H& O) r/ T( Y - elsif Input.press?(Input::Numkey[5])
J, U1 G( Z/ y$ c$ X; W - $game_player.equip_item_to_hud(4, @item_window.item)' ~2 b, G9 ^: {! `, M+ m
- end
: h" U, q% o. L9 S' \& k - @hot_key_hud.update
" C8 L' u7 b+ B' a' n I# H g - end
" X: N7 C2 h, {( x( R" ^8 J - end
m* g* L$ B4 X% u4 m - else
! ?9 N. L0 U0 w: m/ p" a0 z5 r - class Quick_Menu_Item
, s P7 O$ u! Q" o9 c* Y - alias hud_quick_menu_main main6 O4 z' m0 C: z* G# U2 b7 M% i
- def main
, z1 D- r, t: X4 z$ E - @hot_key_hud = Hot_Key_HUD.new
: R' f1 } r, `, @0 | - hud_quick_menu_main
% J( j) Q* {6 N6 o. o5 N& @2 W - @hot_key_hud.dispose
G0 Q0 M% s( U! P - end; I" V* x$ |! K8 x. Z" `0 I
- 4 P% T, F ^7 Y: U7 `. Z% Y- l
- alias hud_key_update update) J* d' {6 A1 @. _7 y3 B; v9 ]
- def update
$ p& h/ G/ c- c - hud_key_update' t3 M% g. `+ @' i8 `# x6 s! f' o$ o/ `
- # Hot Key num 1
! x) v2 W8 X" G, a$ T+ w& D3 A - if Input.press?(Input::Numkey[1])
4 e/ h1 U; c3 M$ j+ S - $game_player.equip_item_to_hud(0, @item_window.item)# k4 J2 P8 [- _( p: J- `. v/ f4 y% P
- # Hot Key num 2% n* d' A' s: Y6 s+ A
- elsif Input.press?(Input::Numkey[2])
5 c' X0 N& B$ ] - $game_player.equip_item_to_hud(1, @item_window.item)
( b4 R! O! [% x# A3 R - # Hot Key num 3
9 z: z1 [$ {5 I# ^% s - elsif Input.press?(Input::Numkey[3])
9 e* R- P% |8 Q, `" i/ p4 a - $game_player.equip_item_to_hud(2, @item_window.item)" u, [; x( ?, h/ ]
- # Hot Key num 4
( Z# e+ ~# m/ D6 p9 j/ x' G! t& j - elsif Input.press?(Input::Numkey[4])
( S N. D, u- b: U( j - $game_player.equip_item_to_hud(3, @item_window.item)
% w$ h) e6 x# w$ _1 D$ { - # Hot Key num 5
& H3 e) W+ k7 A7 H6 w - elsif Input.press?(Input::Numkey[5])5 X h! O! \$ |3 e
- $game_player.equip_item_to_hud(4, @item_window.item)" r x4 Y( W/ P' c! A
- end* ]6 _" s- N" Q
- @hot_key_hud.update$ e1 T, h9 r: F' Q* J9 }8 {
- end, v0 S c9 c6 \# r
- end
# [ ]# x# Q3 V6 B/ J - end1 ?, e$ M0 O# F1 {
- 2 p3 _% z8 n: k6 h A$ o3 j
- #===============================================================================8 R* s3 u+ U6 ?9 {/ g( H# ?; q
- # HUD Window* V7 o% M( Q/ S' z/ E* s( i/ J9 c
- #===============================================================================
! a- C3 c/ S# K! \! V2 s - class Hot_Key_HUD < Window_Base/ x: s9 |( @! n6 M3 V2 |
- def initialize(x = HUD_X - 10, y = HUD_Y - 15)8 c# e' J3 F; O
- super(x, y, 220, 80)) ^6 T- m; a# Y; R: |8 n
- self.contents = Bitmap.new(width - 32, height - 32)
& r7 t* o# {) o9 E* u - self.opacity = 02 m% p B% L$ M; A
- @actor = $game_party.actors[0]
1 @$ r; ]. S1 C! \+ |5 Y9 G- F - refresh
$ @8 l* \& `6 `; R! z% s3 Y - end
% W# Y# ?# J: B - 2 h. L; {! |5 o6 S# C
- def refresh
3 ?& d- P4 V- E( B7 u - self.contents.clear+ g) `5 h1 V& l' Q! E; q
- bitmap = RPG::Cache.picture("Hot_Keys_HUD")! _% G5 l: Q3 D0 m: U- }, e
- self.contents.blt(0, 0, bitmap, Rect.new(0, 0, 160, 32))
- d2 y2 D- S0 W- t - for i in 0..4 M X1 A* O. Y5 \
- x = 32 * i + 4' `# p- g0 V$ b P Y) l# N) ?- c
- item = $game_player.hud_equip[i]
. p, m. ], l0 T6 b% _6 @+ {2 c - next if item.nil?
, k. f$ `2 r, ?0 A1 h - if item.is_a?(RPG::Weapon)
3 J% A6 C2 M- {6 i$ t - item = nil if $game_party.weapon_number(item.id) == 0 and
7 b# |- E1 J% K: ^, M - @actor.weapon_id != item.id
8 k- ^$ X0 Q0 _$ x - elsif item.is_a?(RPG::Armor)
4 t! _" W- T( l0 E- I- @+ ^ - item = nil if $game_party.armor_number(item.id) == 0 and
0 g8 a4 g" c% v: c# m - @actor.armor1_id != item.id$ T, R' J$ {8 Q+ j
- elsif item.is_a?(RPG::Item)9 A! r* D" P$ H5 G/ h) |5 q
- item = nil if $game_party.item_number(item.id) == 0 or
* g6 ^5 x4 ~1 i b# s - !$game_party.item_can_use?(item.id)* Q6 a$ R* O v5 j
- end
U9 v' f/ q5 f - bitmap = RPG::Cache.icon(item.icon_name)' {" Z; A& N3 T1 _. B
- self.contents.blt(x, 4, bitmap, Rect.new(0, 0, 24, 24))* N. Z" f0 V% I: `0 I) P* z0 F1 w
- end
_1 l, [" Q" |$ n& j# z - end1 P) m& p" w; J0 b) m) V
- ) l; v( _% H) n# r/ @
- def equip(item): K8 B! u% u- ^# T+ Y" N) U
- if item.nil?
1 }0 D& H& |1 Z; c* G) E8 r0 s - $game_system.se_play($data_system.buzzer_se)
) P/ p1 w2 i/ k' e+ c - return
& I5 d r. }1 L; \2 u( b! P" e - end
+ R+ [9 \3 n, k: e( \ - if item.is_a?(RPG::Skill) c6 t4 w) y8 y. G0 g% Z
- if [email protected]_can_use?(item.id)$ p+ \/ z( c: R: M8 [- r7 u
- $game_system.se_play($data_system.buzzer_se)
, [! W3 V5 P9 l: s( K+ @ - return
2 p! e3 ~2 `, L0 U - end
+ v- `, B" m: d$ z$ J" x; e - $game_system.xas_skill_id = item.id
/ f' Y% b6 ?/ `- O - elsif item.is_a?(RPG::Weapon)/ B9 l; Z, `, m8 s: ^% ^4 b
- @actor.equip(0, item.id)* P: R; A7 n' m, u5 `+ W0 l+ ?
- elsif item.is_a?(RPG::Armor)) [6 N* z/ b$ j: t" C- A
- @actor.equip(1, item.id)
0 a3 e5 a( d1 |, N - elsif item.is_a?(RPG::Item), d. }2 }# d, X" h
- item_tool_id = XAS::XASITEM_ID[item.id]
5 l# T- \2 Q/ d/ k& K - if item_tool_id != nil+ A3 F$ n5 _! w: A& ~! A
- unless $game_party.item_can_use?(item.id)
, W+ N( D: P0 B; V6 ]' f8 P - $game_system.se_play($data_system.buzzer_se)
- s& x5 L3 d, D8 C. t7 q5 d. U2 L( \4 H - return
/ S! G+ Z; X z3 ]& a - end
8 r6 }+ Q; V6 Q" J$ J+ d% I) Z( D - $game_system.xas_item_id = item.id- ]1 ~( \1 B3 c" D8 v/ N" A- f
- end
, `# }0 L5 g9 Q# M8 O - end
$ ~- j/ V3 i1 U" s! o - $game_system.se_play($data_system.equip_se)
( V/ z3 t. h' C4 Y* f - end8 M- ?1 q) C% b1 ~" ]
- ( ^, O6 x6 o* E- C1 D/ V, g! s
- def update
* n1 W+ z& H) W' A0 I+ O - @actor = $game_party.actors[0]
6 \4 d3 k3 F, o- E7 x) ~0 U } - @hot_keys = $game_player.hud_equip
$ ?. [( h [& G; F6 ^% w - refresh
8 X: r: y$ b% g$ K; a0 U8 H7 @ - return if !$scene.is_a?(Scene_Map)5 J& W; e4 R. {/ B: d" l: d( c
- if Input.press?(Input::Numkey[1])
! o. G) ^) d, L+ i - equip($game_player.hud_equip[0])
5 k" t/ Z0 d6 I7 b$ y - elsif Input.press?(Input::Numkey[2])% O& ~9 Y, k* S! u# B6 M; M3 L
- equip($game_player.hud_equip[1])# l& { M7 i: F7 H9 F
- elsif Input.press?(Input::Numkey[3])5 |5 P7 g& y- d8 ?1 P6 D1 ^) Y1 g
- equip($game_player.hud_equip[2]) 0 ^' @0 I5 y7 [ A
- elsif Input.press?(Input::Numkey[4]); s% p' v1 J& Y! Q2 b
- equip($game_player.hud_equip[3])
- I$ {1 M* W! |/ l1 K8 M - elsif Input.press?(Input::Numkey[5]), p% e+ J& W4 K% Q2 k7 d% N- L
- equip($game_player.hud_equip[4])
2 M* Z( b" o% ] - end
. S- }1 R; w8 ]- o* i# a) G - end
: c: W1 E2 \2 W - end
& u; D& F' y2 o% R. i( \* R3 f
* }* S, \% t) `- #===============================================================================
6 C$ P# h4 S& m3 j) C( R7 d9 V - # Scene Map
" V* F- J) j0 v) ?" i - #===============================================================================$ q1 `+ Y. _; x# c( @
- class Scene_Map
+ @ E+ `- u7 H5 D - alias hot_key_hud_init main w$ z" n# p3 _( ]( C& i" _
- def main
7 E+ h, h) ~8 j: @0 k0 N) ?+ X - @hot_key_hud = Hot_Key_HUD.new; L. \0 i8 {" L
- @hot_key_hud.visible = !$game_switches[XAS_HUDDISABLE_HUD_SWITCH]
/ k* m9 s) i9 k9 I - hot_key_hud_init! q" E' E5 b ^4 ~' v0 z
- @hot_key_hud.dispose
( j3 K3 v# a- i - end3 R0 h& `4 _; W8 B$ \9 J# T; V: U
-
1 m0 t" t5 k- x" ]+ R3 D - alias hot_key_hud_update update
: i P3 k; \; J! R$ m# }5 A' | - def update
- [4 u3 I& G( [% H/ D - hot_key_hud_update$ Z' l8 Y; {- ?
- @hot_key_hud.update* j# R C! Q- d
- @hot_key_hud.visible = !$game_switches[XAS_HUDDISABLE_HUD_SWITCH]; s$ n# t8 f" S, `5 u3 d5 G
- @hot_key_hud.update if !$game_switches[XAS_HUDDISABLE_HUD_SWITCH]7 o* ~" z, I7 i* ?' T6 h
- end
2 c% F/ |" W3 A- R% l, m5 \4 {; d - end
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