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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,1 F+ m- S' b1 j& T7 Z# `" x
不知道有人能帮忙看一下吗? - #===============================================================================
9 s7 W9 w; s. a# @$ ]4 d - # XAS - Hot Key HUD* b/ X+ p; c8 h1 T
- #===============================================================================
+ u7 G- T5 }# H6 Q+ r - # By Mr_Wiggles& {1 V5 T' G3 V
- # Version 1.33 j/ s8 X, z* d v" c
- # 7/6/10. p6 }# E" Y/ X' V! p. [
- #-------------------------------------------------------------------------------
. b1 [* k$ u# n2 w$ ] - # Instructions:3 T$ R9 e2 S- z# r: m5 q
- # Fill in the constants bellow, paste this script above main and bellow XAS in X/ k! c, I$ V2 g5 O" w
- # your script data base. BE SURE TO SET TO THE RIGHT XAS VERSION!!0 M! j8 j+ {! V* _ K
- #
0 e; V# `+ D, r! L - # Place the "Hot_Keys_HUD" picture file into your game directory : y& p1 u6 K/ E
- # Graphics/Pictures folder./ s! [: V9 j* i. [1 }- e1 H
- #-------------------------------------------------------------------------------+ V! r8 t, y# M! W: U5 K/ E
- # Directions of Use:
# E, s- Y, Z3 Z7 G/ @ - # Simple just press a number key (1 - 5) when the quick skill or item menu is' l8 D0 a, E( L. k6 h
- # Showing.
) O$ a$ S0 _$ F% a9 G0 ` - #===============================================================================) ~8 }% m+ Q( C ~7 i
- HUD_X = 0 # X pos of HUD
. U* p8 i/ ^% ]. ]* T - HUD_Y = 0 # Y pos of HUD! o" h* e8 [5 E T# E8 @" x; l
- 0 Y4 \% x5 O: l3 p" y# Q/ i
- # Set true if XAS 3.7f, V9 q, `0 t& k2 J( b* A8 L
- # set false if XAS 3.6
& v9 e: G9 m: }7 W8 t, {# p - XASVER_37 = true, O$ e# o" W5 w" i) F+ P
- 0 N# z0 O. [" I& ]6 J
- #===============================================================================$ b9 |! T L2 ]2 u! U
- # Numkeys Module S# F+ J; b5 B: H# Y+ E. ?. A& S
- #===============================================================================6 e+ S- T7 _" Y
- module Input7 e; |7 f1 J @: X: v3 t5 V7 M
- Numkey = {1 => 1049, 2 => 1050, 3 => 1051, 4 => 1052, 5 => 1053}
" d0 r# t- j( _8 o4 s! y3 p - class << self+ U! m! T" C3 y
- Key = Win32API.new('user32','GetAsyncKeyState',['i'],'i')3 B) `5 ]' \& L0 A( S& g) g
-
t; @- } j$ {4 b; ~# B8 ` - def testkey(key)
. J1 g7 d' Y" d+ J9 d7 M) t - Key.call(key) & 0x01 == 1
' z( J- V" q: {) S1 [8 c" P - end
: l: x1 n4 Q$ B. a# v! ` -
& d9 H8 I. I2 Z - alias hud_key_update update
6 J% @' J) \) r+ p- E- ]- c: D# n* F - def update
0 `$ J b. [7 }0 ^+ Q8 q - hud_key_update0 ~3 }& }9 q# ?, f8 _
- @pressed = []
" r! v. e1 P9 Y4 h) l1 {/ t, L - for key in Numkey.values8 x m4 ^% ^- o0 `2 Q" Q
- key -= 1000
C4 q( I3 i% B$ T5 f2 S, `' ` - @pressed.push(key) if testkey(key)
. Q1 I+ L1 O( c5 h' V. e - end0 n$ \3 t% l' V
- end
+ l j }8 c) q& W1 O$ L - 3 |, ]( X& G0 B1 ]% \8 H
- def pressed?(key): O( z4 ~ {6 M8 L
- key -= 1000
0 w0 j$ Z# Y6 r: F1 a - @pressed = [] if @pressed.nil?
( x. c% k; f' i; e+ l9 n - return true if @pressed.include?(key)& n! n& x) x" i" ^$ c5 t. g3 k1 n: y
- return false) P' e# v, j5 H2 @, `7 o
- end
* [* g3 S+ m' O - 4 _$ N' K1 u' ] O
- alias hud_key_press? press?
+ L [/ d. _( j+ l* N6 s - def press?(key)
. N3 ?0 }- C/ c/ _2 K6 y" d% v - return pressed?(key) if key.to_f > 10002 l9 l D8 Z# x' l
- hud_key_press?(key)/ E6 n0 V3 A1 W' }) h
- end
; }4 R7 m9 f) e; c- G$ N4 J6 e - end: t9 s0 g4 r# `6 l
- end4 e1 b7 `4 V6 T& H& ~
/ {- A# Y2 B) C: {$ N6 @- #===============================================================================
' `) E4 n; d0 s# a* p* A - # Game Player( \3 X' l0 J* o
- #===============================================================================
8 j$ s) p* R% i8 k& r9 K - class Game_Player < Game_Character" }# }1 s" a# L, ^ ]3 r% @
- attr_accessor :hud_equip# S+ K( T2 V3 a; T/ A
- $ R$ M5 Y" M) n
- alias hot_key_hud_init initialize% h, |: c, O( r9 p; h' j3 W$ l, Z
- def initialize8 d1 q! L* s4 y
- hot_key_hud_init
5 L* m+ Q: E! z) [: N: i - @hud_equip = []6 I0 |" y/ R! S4 D1 C, P- Z9 I# b1 M
- end
" }9 L% M* D6 l; \; z5 U -
3 Z* i! \2 j4 F- P - def equip_item_to_hud(n, item)
$ L& Q4 ]# E- c) s - if item.nil?
) p& z0 C) V- u! Z- _ - $game_system.se_play($data_system.buzzer_se)
) h& y) z- n0 ]* ]! F - return
; C0 k) }) V2 G( i - end
5 T6 U, q# R( A+ |/ p - $game_system.se_play($data_system.decision_se)
7 {- v O' {1 X( L - @hud_equip[@hud_equip.index(item)] = nil if @hud_equip.include?(item)' N/ ~+ X* Z" r) ?) j D
- @hud_equip[n] = item
( W9 C, O6 T* A/ l' r - end
" Y6 I4 H0 q9 a2 b - end
3 f9 H4 ^7 X' n - & q. s' Z7 Q, U% }! O, }: a
- #===============================================================================
+ t0 }- T$ c h" T* s4 }- L - # Quick Skill Window
; s( n" j9 ^8 l% ^. _* g) r - #===============================================================================
7 e/ B# S1 I/ @, z6 q5 b. X7 b - if XASVER_37 == false. f7 V7 }* A6 m) t
- class Xas_Scene_Skill5 l/ t" T" @" w h
- alias hud_quick_menu_main main2 }/ ]" j% y3 u9 G; n! c
- def main+ E) D5 @" g& N1 N: w
- @hot_key_hud = Hot_Key_HUD.new1 Q& l* w2 B, d% @0 p N. k- p
- hud_quick_menu_main
. x$ j* }9 @8 q7 O+ M6 v - @hot_key_hud.dispose
# q4 B% f b1 l) Z1 q - end+ A6 J @/ n$ I0 c) t
-
$ d7 M; p# x% D - alias hotkey_hud_qucik_menu_update update
$ p4 I. A: G. W) n' V ^4 {8 m" a! B - def update
* u4 _: `6 Y/ ]- | - hotkey_hud_qucik_menu_update& y, K* J1 w, k+ ^6 j
- # Hot Key num 11 z1 ?5 x% [! r A1 g
- if Input.press?(Input::Numkey[1])7 Z6 b' G% T# R
- $game_player.equip_item_to_hud(0, @skill_window.skill)4 ^- I5 q. w* b" f5 i
- # Hot Key num 2/ ~$ F: B* z5 o0 Z" F4 A6 w
- elsif Input.press?(Input::Numkey[2])2 A5 X& u, a- w
- $game_player.equip_item_to_hud(1, @skill_window.skill)
. a! T3 A" ]+ J& m( A+ C1 { - # Hot Key num 3
% H) g/ c N5 U: S - elsif Input.press?(Input::Numkey[3])& t' r/ [# _* }1 T, C/ G
- $game_player.equip_item_to_hud(2, @skill_window.skill)
, l8 X0 I; r# E- |$ E- _7 T - # Hot Key num 4% w( E+ N' ~1 Y% ?% N7 O1 k3 q
- elsif Input.press?(Input::Numkey[4])7 Z" ~. M" e" x4 W2 Y$ F p
- $game_player.equip_item_to_hud(3, @skill_window.skill)6 C9 D- \% x$ d6 N; T$ \! u
- # Hot Key num 5! i7 O: x5 e9 C6 E. y
- elsif Input.press?(Input::Numkey[5])
1 x2 V4 x; L5 d4 N2 y* F- } - $game_player.equip_item_to_hud(4, @skill_window.skill)0 n4 d/ B7 V m* ?% H0 j2 b6 L
- end
! }. E' `+ [& t9 I+ w5 I' `% y9 d - @hot_key_hud.update
. j" n+ }$ d, g" I - end3 i' z( N& q* l) F7 y" \
- end( H, D- ^1 w, h- P
- else
) z* } e# Z6 g4 {3 R - class Quick_Menu_Skill
$ b( Z- `: ]2 I0 V& ` - alias hud_quick_menu_main main% O, }, [# O6 J* Z
- def main, t0 ~* R8 }: R8 l- V
- @hot_key_hud = Hot_Key_HUD.new: _# X: B6 Q9 c" D* A
- hud_quick_menu_main) v5 h- w, y5 o7 Z0 D Z b$ e
- @hot_key_hud.dispose
- i1 i _* S( P( u - end
! }- s1 e# T8 n4 V - $ t6 P9 c1 T: B8 R r& w
- alias hotkey_hud_qucik_menu_update update$ m; ?. h" l7 I* B" m3 P
- def update
9 c U6 k6 D9 J n6 f0 T - hotkey_hud_qucik_menu_update6 I! O9 w3 i8 o: X
- # Hot Key num 1" h* G- i& K0 Q1 ^* D1 [+ o! _
- if Input.press?(Input::Numkey[1])$ o1 Q$ F7 E, W; y( T9 W% L: A
- $game_player.equip_item_to_hud(0, @skill_window.skill)
9 v8 k% j5 t# h! v K$ l - # Hot Key num 27 f p$ |8 e; f
- elsif Input.press?(Input::Numkey[2])2 @2 }8 J. G2 T5 @$ b
- $game_player.equip_item_to_hud(1, @skill_window.skill)/ B/ A" x2 v+ {4 O* u$ n
- # Hot Key num 3
! l. k6 \; z. E; t+ H - elsif Input.press?(Input::Numkey[3]): Z/ A& _- @8 u6 W4 _
- $game_player.equip_item_to_hud(2, @skill_window.skill)/ u4 ~* o( \9 [! \7 `8 S5 U7 z: l' Q+ ?
- # Hot Key num 4* v4 s- {& e; Q$ t
- elsif Input.press?(Input::Numkey[4])
. h# G1 Q+ O2 A8 \" D! I! A& j - $game_player.equip_item_to_hud(3, @skill_window.skill)- N0 |( I: y7 h) u- ]4 V( r
- # Hot Key num 58 }7 D4 G- ]" m0 K
- elsif Input.press?(Input::Numkey[5])
' p/ y/ X( m" U7 Z( T, U - $game_player.equip_item_to_hud(4, @skill_window.skill)
; A9 M9 [4 T- w: J- V- ?1 ~6 ~/ u+ s - end' F$ b2 A* J9 i1 r1 R5 g: b
- @hot_key_hud.update& o0 u* h6 z4 h" l b
- end
' j7 w9 I3 n& D, C/ j7 g/ ` - end1 D0 c' |4 e+ \, i& w
- end* {7 a ?. f* i( t6 ~0 b+ `
- ' |* e X9 s2 U- Q( `8 D2 ^+ R* y
- #===============================================================================0 }2 r1 ~5 `5 {4 b
- # Quick Item Window
2 p0 W/ P- k# C5 I4 M. v5 h - #===============================================================================
& `; i9 V, y, M3 g - if XASVER_37 == false
6 t* n: H8 p! k+ E0 ] - class Xas_Scene_Item
( J; G, x% m. ` - alias hud_quick_menu_main main5 G x3 k6 P. w8 Q! R5 Q1 \& F
- def main1 f7 j! D' I+ r: a' n& b1 R
- @hot_key_hud = Hot_Key_HUD.new
4 l1 S' \5 W$ M. N$ i - hud_quick_menu_main x9 m8 D' ]. x1 S
- @hot_key_hud.dispose
, ~; u+ O8 i' }. u+ h3 J - end( ]9 u' m8 F: i
-
1 R7 D9 _* C1 B2 K' H - alias hud_key_update update
' M) G" I( z+ |& l' @ - def update
$ K9 D. X+ d1 l& \ - hud_key_update5 E' B, ]4 F: R0 B; r
- # Hot Key num 1
1 z* n2 Y0 K' B: X3 c: e4 | - if Input.press?(Input::Numkey[1])# i+ \4 ^9 @, P: b% ~' `( x. Q: o
- $game_player.equip_item_to_hud(0, @item_window.item)
0 F2 W) x( B+ c8 ]4 t" ] - # Hot Key num 28 |' x# ^; d: w
- elsif Input.press?(Input::Numkey[2])7 `. `% _; j( q: Q8 ~! `
- $game_player.equip_item_to_hud(1, @item_window.item)4 x9 G; u, C! Y
- # Hot Key num 3( y+ }% b- ~) s3 U
- elsif Input.press?(Input::Numkey[3])
9 x& @& |6 \4 t: j% p9 S) ^ - $game_player.equip_item_to_hud(2, @item_window.item)
/ {7 u6 q; X+ o5 I- S4 c# r! D - # Hot Key num 47 j; f# Z5 F8 x* X/ ^' v
- elsif Input.press?(Input::Numkey[4])$ J4 q1 R1 ?* r6 |/ [/ a
- $game_player.equip_item_to_hud(3, @item_window.item)& b9 [; {* [: m7 W k* {
- # Hot Key num 5
' s1 f: R- m/ w" c! T7 e - elsif Input.press?(Input::Numkey[5])
, p* a3 F4 f# r, ^1 L: p - $game_player.equip_item_to_hud(4, @item_window.item)+ x+ q3 C# o/ ~4 u5 }
- end
" K- l6 Q$ s; E) J/ u/ [ - @hot_key_hud.update
! a- ]) M) w- C2 X+ j' Z. q" P - end. f' f% ~3 w! Y. |! J
- end$ [1 g/ `) @7 y) @2 H
- else( }( z4 H3 x' Q4 B9 ]6 N
- class Quick_Menu_Item
! k. N; V1 l& p& N/ x - alias hud_quick_menu_main main
! {- C" @1 X4 q, X* [4 ^ - def main
_; B8 P9 t8 u& Y6 q$ a - @hot_key_hud = Hot_Key_HUD.new
' v/ h# a, A5 Y3 f& I; q - hud_quick_menu_main' P* J4 g$ Q" R# ^+ _
- @hot_key_hud.dispose5 _) W# o7 A6 u
- end% D# i: G, U5 n2 w
-
: O: C" D' b4 @+ q7 Z* P% z; B - alias hud_key_update update p( l& W0 b2 `7 t: A6 K7 J) T
- def update7 S8 A' \% y5 `& X' f
- hud_key_update( Z) Y4 \( ]0 b9 o R- s
- # Hot Key num 1& G' R8 L7 d5 z0 ^$ q0 B8 [
- if Input.press?(Input::Numkey[1])* X$ J% u" [8 ?$ T! T. L5 J
- $game_player.equip_item_to_hud(0, @item_window.item)
' X+ L3 W+ W9 |; K4 Y0 C - # Hot Key num 2
/ A3 j2 i- l- o! ] - elsif Input.press?(Input::Numkey[2])
" b8 r2 B2 G* |; l - $game_player.equip_item_to_hud(1, @item_window.item): q* Q e- I' D* z ~
- # Hot Key num 33 x! a- h8 c" ]% [0 H5 ^
- elsif Input.press?(Input::Numkey[3])
2 H& w9 ?2 k& d3 L; b - $game_player.equip_item_to_hud(2, @item_window.item)
* m+ m) k3 D9 f6 t- s5 ~ - # Hot Key num 4' s! x q, Z# }; c
- elsif Input.press?(Input::Numkey[4])0 H* Q" E% e2 V; B( a. J
- $game_player.equip_item_to_hud(3, @item_window.item)
7 L# s9 M0 }8 u - # Hot Key num 5, p& B" F2 t" U9 K* ]$ X6 w5 B
- elsif Input.press?(Input::Numkey[5])( A: k: b2 a- a9 F6 ?1 K* k
- $game_player.equip_item_to_hud(4, @item_window.item)
8 ]4 M3 V+ ~7 a l4 s - end
$ B- |6 d' d# j5 Z - @hot_key_hud.update" I4 r8 L0 q' ^8 O$ Z/ T% _
- end8 J( N& l- W2 Z! ?1 i# o0 @
- end. T1 M) U0 S/ u' L6 W! v* D2 k
- end
$ }& F! ]5 i: N, O4 T. k8 y - # P# A) p, y5 V( ~
- #===============================================================================
" {8 C: ?4 c4 S2 p* E5 E - # HUD Window% j9 h& I7 E/ | }3 l: w
- #===============================================================================' r# R# _- @6 G8 L
- class Hot_Key_HUD < Window_Base
0 l5 k& W9 l/ ^0 l. e0 u, o* ` - def initialize(x = HUD_X - 10, y = HUD_Y - 15)
; z% a+ b' n; V; @ - super(x, y, 220, 80)
9 W, U: M# k2 ?. b7 _ - self.contents = Bitmap.new(width - 32, height - 32)
/ _0 Z2 E4 v5 f, R/ ? - self.opacity = 0$ a, M: }4 K) {# G( r
- @actor = $game_party.actors[0]" U8 x" V" l5 o6 a5 Z" Z: t' F
- refresh
# x' G w4 M% ]4 t% Z - end
& l* S2 X5 O2 Y! ~4 x8 t
3 k2 f; V. }8 Z/ S" v' ^/ J1 I) @- def refresh
3 y6 R" C7 W+ M( u m - self.contents.clear9 V" n& K" {& K m
- bitmap = RPG::Cache.picture("Hot_Keys_HUD")
6 L( u" J7 d" I9 K - self.contents.blt(0, 0, bitmap, Rect.new(0, 0, 160, 32))
1 |( S; m" Z3 q6 e5 m - for i in 0..4" }; ~0 `$ G% ?5 j6 ]3 m' S$ k
- x = 32 * i + 4
3 d2 o' S4 S% y8 g - item = $game_player.hud_equip[i]
$ `" o8 W8 E& \: |1 e - next if item.nil?* l7 n8 W" D! D$ `1 ^
- if item.is_a?(RPG::Weapon)
F2 V9 b. |! d% J& v7 U - item = nil if $game_party.weapon_number(item.id) == 0 and
5 G$ u3 ]9 l# ^) L - @actor.weapon_id != item.id
# }5 N. ?( }" D- }1 [; j - elsif item.is_a?(RPG::Armor)2 y# p2 P9 b6 v" G6 `& j
- item = nil if $game_party.armor_number(item.id) == 0 and
$ Z7 e+ G) f6 k6 n - @actor.armor1_id != item.id+ J, Z9 w/ ?, [/ j* _/ K" J* t. @
- elsif item.is_a?(RPG::Item)) t' S2 n6 b* _2 z" R4 t
- item = nil if $game_party.item_number(item.id) == 0 or1 G8 Z5 A- A/ K: [. N H9 ~3 A/ T
- !$game_party.item_can_use?(item.id)
0 @: x# d( B0 g( W. G- w) ]# w - end0 m' e3 }$ g9 y: R" b
- bitmap = RPG::Cache.icon(item.icon_name)
" r8 f" U* ~5 q* I - self.contents.blt(x, 4, bitmap, Rect.new(0, 0, 24, 24)); J4 M! U0 T) {. Z( k- _- J. I' p$ r% t
- end
, [ k6 b, r7 r J9 I! t3 r V - end f( z- R/ {/ ?7 ~ e* Q
- 9 }# G0 J' Q( t5 q) V
- def equip(item)8 j5 A! E4 }7 V( ~' ^
- if item.nil?8 Q. N# C: j. R9 g) D
- $game_system.se_play($data_system.buzzer_se)
+ f* D- J, H/ W - return& P Z$ A* E( Y$ E) Q9 T6 h
- end# g$ g) ^6 }# [0 P( Z) a* [& c5 r
- if item.is_a?(RPG::Skill)
2 B+ F0 N( P; S. ] - if [email protected]_can_use?(item.id)9 x2 g2 M! F2 l& n& Y0 C* v; R
- $game_system.se_play($data_system.buzzer_se)/ u! N2 T1 H" G* w9 g" m1 r# C
- return. {, P) ~- y9 _
- end
2 S* s% M6 P, }; s# S* l - $game_system.xas_skill_id = item.id& W% u6 T1 O1 ~2 U
- elsif item.is_a?(RPG::Weapon)
% r7 s, I2 Q9 t; p+ B: S" b* z - @actor.equip(0, item.id)
7 y$ O; n+ M( t: g; P- |$ q - elsif item.is_a?(RPG::Armor)) [2 \- K. Q! I, n- k
- @actor.equip(1, item.id)
. x Q) w' E7 g1 m - elsif item.is_a?(RPG::Item) w, ]- W1 Z1 @/ B3 x
- item_tool_id = XAS::XASITEM_ID[item.id]
) k0 i. b, e) ?' H/ r* K! r. ?1 G! | - if item_tool_id != nil
4 a ~1 B0 g9 D# s4 U - unless $game_party.item_can_use?(item.id)
1 x$ x7 `# I1 n5 }( s - $game_system.se_play($data_system.buzzer_se)7 W4 D6 v* L) q
- return2 s& m U5 w) u' P- A9 `/ k/ L
- end1 t% C1 P( u% p. R- j* V
- $game_system.xas_item_id = item.id" n% E4 Z( E7 Z7 c, d9 B7 {
- end, G' B) S3 b* k( t, i- K
- end; X$ j% ~# T- B2 Z
- $game_system.se_play($data_system.equip_se)0 U& g$ |, ]! K) u2 V5 A) a" ~, S
- end% p% P$ x y# c6 `1 }
- 5 T0 A7 s1 m7 M% K- p Y0 N% }. U
- def update
( `4 C; ~: a/ ^$ W - @actor = $game_party.actors[0]% @6 z8 `4 z) |' K7 l* I1 j
- @hot_keys = $game_player.hud_equip/ Z- u4 |7 U5 u s
- refresh1 w7 t" X4 D1 r- q% a
- return if !$scene.is_a?(Scene_Map)% D! \+ X: p: P1 e5 s7 k' n: v* g6 G
- if Input.press?(Input::Numkey[1])
) T- H2 s" w7 v# s+ W - equip($game_player.hud_equip[0])
) I. {3 w( k7 ?) o+ o - elsif Input.press?(Input::Numkey[2])6 K/ p/ l* p' {: E! p
- equip($game_player.hud_equip[1])
$ M; d2 k- _+ B' b0 M - elsif Input.press?(Input::Numkey[3])
( H( i9 K9 A0 G - equip($game_player.hud_equip[2])
8 y) o, Z+ O7 W* w" s2 Z& G4 Q( Z - elsif Input.press?(Input::Numkey[4])
2 y( I- }( E8 ^. Q - equip($game_player.hud_equip[3]) ; `5 I8 W/ ]( y) Y3 t( K5 e
- elsif Input.press?(Input::Numkey[5])
6 c) h" j: v- `$ x7 q6 h% |4 o - equip($game_player.hud_equip[4]): l5 |1 I* B7 O1 r! t
- end& t4 ^! M: n* S2 w
- end
5 B2 i+ S0 N! ] - end1 {" y+ ?' j: U k H: J w
- ( x: A7 X* S* F7 }+ z: w# z0 q
- #===============================================================================& X% r7 C& G# r* @7 i$ v
- # Scene Map4 ?3 f& V* {7 ?! a w) B; O
- #===============================================================================) J X( @ m& g* I& `7 @
- class Scene_Map2 S+ h: {5 j+ E$ c$ }) J/ y
- alias hot_key_hud_init main* X" `6 K- M4 s; ^, ]
- def main
7 W" ]3 I" f; n. N: {! p - @hot_key_hud = Hot_Key_HUD.new
3 G& O' `& g$ a! ^5 d - @hot_key_hud.visible = !$game_switches[XAS_HUDDISABLE_HUD_SWITCH]( U) k8 j/ B5 V3 O- c8 D, G) D
- hot_key_hud_init c' s3 ~! A# T# y9 X2 H
- @hot_key_hud.dispose
3 }+ R b; c0 ~; l: J0 w% X - end6 ?3 s1 E5 d# K5 p9 v9 B V! i M
- 9 q( I0 Q P9 P( E+ U0 d0 {) i6 ^
- alias hot_key_hud_update update
- f# u+ I9 f+ s/ I! q - def update% f* n* _) ?8 c( w" f- y* T
- hot_key_hud_update3 m' j- L9 F& v* K
- @hot_key_hud.update, k) }+ |% }- h+ P- t' b7 x* F
- @hot_key_hud.visible = !$game_switches[XAS_HUDDISABLE_HUD_SWITCH]
8 j# H8 B% a; O% i. Z - @hot_key_hud.update if !$game_switches[XAS_HUDDISABLE_HUD_SWITCH]
% c0 p5 R1 s& d/ X2 Z$ P2 J7 g9 |2 b - end W+ l$ A" l2 Y+ y
- end
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