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楼主 |
发表于 2012-3-31 09:53:20
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在下找到了这个脚本,不过套上去有些地方会出错,
4 q# a9 j5 Y5 H$ L! B3 D2 y( W不知道有人能帮忙看一下吗? - #===============================================================================
( `. N8 r' ^1 n2 {7 |6 S2 I - # XAS - Hot Key HUD
. `9 o% ?1 o* W- N1 d - #===============================================================================
/ C, q0 t! b) \- P8 ]( C - # By Mr_Wiggles, m% {$ J% |& Z% ]! O$ j3 `
- # Version 1.3
% z# j" w; h7 y Y - # 7/6/10; z. v/ K( b3 ~, p
- #-------------------------------------------------------------------------------
* I$ d, A+ L, {* h9 c! Y - # Instructions:, V$ }; t# w$ I4 w
- # Fill in the constants bellow, paste this script above main and bellow XAS in
2 _2 F$ u* v" w - # your script data base. BE SURE TO SET TO THE RIGHT XAS VERSION!!
2 c" A0 x1 G8 t$ m" \5 a - # % K# x$ l5 |, S& c! T
- # Place the "Hot_Keys_HUD" picture file into your game directory U ]7 w6 I+ b* A) A" q' I
- # Graphics/Pictures folder.
! K+ g7 N& S: C( o& e - #-------------------------------------------------------------------------------
3 @ ], C" }+ @0 r$ c8 v: R5 ?/ R# w - # Directions of Use:
/ m( v7 d: }6 u5 s- ?3 W - # Simple just press a number key (1 - 5) when the quick skill or item menu is/ `/ T6 V6 t6 f7 f+ P% y
- # Showing.. j" \9 v! {/ i7 P- d/ Z* C
- #===============================================================================
2 k2 A* Y/ B7 m, n- H/ M. C - HUD_X = 0 # X pos of HUD/ \' t" g$ j9 i: [* v! ]
- HUD_Y = 0 # Y pos of HUD! ?$ l) m* \3 ~; f! ?5 N5 M
# B+ D0 @5 }! C" e& x- # Set true if XAS 3.7f* G' {1 `. m, t, _6 l- }
- # set false if XAS 3.6
7 p7 u3 X" y& x3 w9 E - XASVER_37 = true2 y/ p. Y% L8 i+ W" S
7 Z5 T. t" v. T, E; _- #===============================================================================
2 X; B p+ E% \: B - # Numkeys Module
/ |- b% q* {& s' U2 T - #===============================================================================
7 Y Y4 }) q; f) _" k8 Z - module Input
# v1 Q# Y; d/ W5 E* A - Numkey = {1 => 1049, 2 => 1050, 3 => 1051, 4 => 1052, 5 => 1053}
/ s! S6 d9 ^1 h% v" l - class << self
5 B( J4 G, [; E! S) E& U5 _6 L( }1 P - Key = Win32API.new('user32','GetAsyncKeyState',['i'],'i')
5 ]- w" V) n; [4 y. ^ -
0 Q7 y1 C1 p1 L' w) x9 R - def testkey(key)
! \! C" ]: Q, |' H1 m* d - Key.call(key) & 0x01 == 1
& S& |) r. P i - end
; d0 Z- I: A5 d2 v# { -
0 W) ~7 C/ h8 a' Z- a5 U' n0 r2 _ - alias hud_key_update update8 j, f- P+ K$ v' i9 w; U r
- def update
^0 U" s' u* O' o! K( B - hud_key_update1 o1 j8 Y- Q4 q) ]# N8 G
- @pressed = []% q+ r# y% t8 M3 t, A# H7 v5 u: m
- for key in Numkey.values
$ ~, b- A* h7 J% S7 [ - key -= 10001 O: o' H+ x4 `6 W
- @pressed.push(key) if testkey(key)% [ t4 w# k% s; J s, ~
- end# |4 q! z: }" X4 t
- end
% x4 R7 m/ P: X7 C! B3 m - / V3 M5 r8 V) D+ h* O, ?, A/ p. J
- def pressed?(key)
+ r& G6 k, E _8 o - key -= 10002 C. A' X$ \: {! d3 c# b
- @pressed = [] if @pressed.nil?
2 y6 x7 H0 `) j - return true if @pressed.include?(key)
6 S! U" o( J- [7 }% r - return false6 H" @ n9 e Y) A: ~7 E
- end5 h! X9 m( {( f# a4 e
- " P. {( h( V+ J) G% ]+ Q. @
- alias hud_key_press? press?& o- s S% r. O! G# z' g1 X; c
- def press?(key)8 ~% _( V+ a# n+ ^2 Y
- return pressed?(key) if key.to_f > 1000
* G. w0 N. e, N, r r - hud_key_press?(key)/ z- k5 M- J5 r& u
- end# i2 Z" i' q2 C$ A# ^1 c
- end
% o: F- N4 l4 _) t' | - end
$ m3 A5 V$ p9 U6 q8 [$ J - ; i9 T2 I7 r* b! U9 P; H) f% r
- #===============================================================================7 w s& D4 r" ~) }. O
- # Game Player
/ ^/ [. ~& U# j4 g - #===============================================================================
% W+ A' c$ H$ F1 Q* Y - class Game_Player < Game_Character5 R. c* o n2 J' ^1 D7 F- Q
- attr_accessor :hud_equip; e& m. ?( @) j8 \( W* B
- 7 j" @0 u- c* u" V1 D6 w6 J5 o
- alias hot_key_hud_init initialize
, i. _% \6 p2 A - def initialize0 }1 a: Y9 z% j: a/ f# b$ f0 I
- hot_key_hud_init( j0 `9 l7 j8 L: L
- @hud_equip = []
7 U+ B6 e+ [* j% i: W - end8 X# c |1 ` _# _( H" o$ h8 f
- & |8 h; ` r; H4 a# R4 S6 i$ _
- def equip_item_to_hud(n, item)
: \) l9 ]' f' `) J. L/ | - if item.nil?
& f% ?3 \/ ]( M) v - $game_system.se_play($data_system.buzzer_se)9 |5 v2 r5 L. z" ]( I5 B7 u8 C
- return
( q2 Y- T4 s5 J J, ?% V - end. {2 V) Y5 |0 I8 `7 h3 z4 H1 b' y o
- $game_system.se_play($data_system.decision_se)$ i$ b3 T# |0 ]. U+ _* D
- @hud_equip[@hud_equip.index(item)] = nil if @hud_equip.include?(item)
, E$ k; g. U7 n. x - @hud_equip[n] = item
3 M+ K+ [4 r6 p9 | - end& U+ F3 ] f4 C% `: [' M) a
- end2 L* T# I+ L+ d
+ R H7 E" F+ q6 T0 y& w( M. I8 ~- #===============================================================================
. X: A9 a! m7 R! K+ f! ]( U - # Quick Skill Window- S9 G% j+ w& \5 U2 k% X8 u
- #===============================================================================7 g. c w1 U' S0 H: ^/ e$ M
- if XASVER_37 == false
L$ Z6 D, r5 O) p2 P8 H - class Xas_Scene_Skill
% [! e# P/ O# r1 p! h& f7 t, I - alias hud_quick_menu_main main5 }( N5 r; l: P" ^7 ]
- def main- S7 {; j/ r, v
- @hot_key_hud = Hot_Key_HUD.new
$ @9 O6 T: }; x* X7 O - hud_quick_menu_main' _5 V3 z- _3 m# e% o- Z
- @hot_key_hud.dispose# D* H( M, f+ p4 ^; M* q9 G
- end0 D( v# H" O( y+ ?
-
6 q8 L4 D1 H% @5 m; C) O - alias hotkey_hud_qucik_menu_update update
$ C; U5 [! A: W/ W - def update( H! Y; f% P( ]: g# Q
- hotkey_hud_qucik_menu_update
/ A' n S( _+ _+ ^" b - # Hot Key num 11 g* l4 i* A3 n
- if Input.press?(Input::Numkey[1])
/ a$ p1 R, C/ D M" z - $game_player.equip_item_to_hud(0, @skill_window.skill)
' ~; [4 E$ U- W" N C - # Hot Key num 2, C( p. l% E+ b$ E/ q3 {. r
- elsif Input.press?(Input::Numkey[2])
: N+ `5 a; M, n6 K7 m1 C) M - $game_player.equip_item_to_hud(1, @skill_window.skill)' k) I, f- E. L5 A9 i
- # Hot Key num 33 a' y# _0 {4 b1 W) y2 Y
- elsif Input.press?(Input::Numkey[3])* [+ x8 O r3 j
- $game_player.equip_item_to_hud(2, @skill_window.skill)6 J( ]/ T; n* a' W- q
- # Hot Key num 4' P$ S3 W3 H. f/ }3 \5 B
- elsif Input.press?(Input::Numkey[4])
' Q8 \3 _! b7 D: [. A+ N" A$ v" |9 q% V - $game_player.equip_item_to_hud(3, @skill_window.skill)" m3 y$ h6 [( T z, V7 A4 z
- # Hot Key num 55 x) v9 e, A4 U* j! ]4 {7 D, b& W
- elsif Input.press?(Input::Numkey[5])0 e S4 M; `- i$ y2 v' Y
- $game_player.equip_item_to_hud(4, @skill_window.skill)
4 D. u, Y4 X6 ]1 J7 u - end; u5 I# ]) p3 m) l" c
- @hot_key_hud.update
3 M6 L/ n8 L- | - end5 S# Q+ K# g" `( S; L7 P& w
- end! e1 ^' k* F! |% o4 ]& Z4 [# d
- else9 e- I. w5 m0 D' v, @- D( h! Q
- class Quick_Menu_Skill( ^" k' b( Z0 D; A( s" _7 W
- alias hud_quick_menu_main main4 l A: @9 q9 n9 z' B
- def main, Q- B3 C( h, h
- @hot_key_hud = Hot_Key_HUD.new5 R: K' J) W9 c% Z# W$ y& U
- hud_quick_menu_main' z: Q. ~- f+ @. L$ Z) a) }
- @hot_key_hud.dispose
4 y# n. V* A9 q) \, | - end
9 N0 L* C b- n - ; q, E" s- t- B3 [' n% e5 S) {0 G
- alias hotkey_hud_qucik_menu_update update
& S4 o! q Y k( m5 ` - def update
6 Y w/ s2 i; M - hotkey_hud_qucik_menu_update
4 A4 o' W9 L" m9 f7 E* T - # Hot Key num 11 r/ W) e6 b, }; [4 K
- if Input.press?(Input::Numkey[1])
% @/ x( L0 c; w9 i+ _8 Y - $game_player.equip_item_to_hud(0, @skill_window.skill)
4 M, N% |# w: G, ?# A; L4 z s l - # Hot Key num 2
) x$ _! P- J, A) E+ ^; n: K3 N - elsif Input.press?(Input::Numkey[2])
6 `$ t) M s) D& y# h; U) h - $game_player.equip_item_to_hud(1, @skill_window.skill)
* [5 z2 t3 W5 _# a9 j - # Hot Key num 3
" t; `2 V% B+ \3 Y% I - elsif Input.press?(Input::Numkey[3])
W& r! y+ a- H* y2 x4 [ - $game_player.equip_item_to_hud(2, @skill_window.skill)4 E4 q+ I% U/ x
- # Hot Key num 4
?7 B; b% ]/ k+ _ - elsif Input.press?(Input::Numkey[4])
1 r8 a- u# ?7 \& y* t3 B. T - $game_player.equip_item_to_hud(3, @skill_window.skill)
) r7 T+ [% T) E - # Hot Key num 5
# Z1 ]% H0 _4 v. \* v - elsif Input.press?(Input::Numkey[5])
! F- E( h a$ Z m( n - $game_player.equip_item_to_hud(4, @skill_window.skill)
; ~; g- s" x$ q+ S" \! c - end
1 M/ d* M V) J; t( ^& a" B8 i - @hot_key_hud.update
$ I( X$ Z" g3 S0 S) R+ h - end R5 J& `* p& y1 V$ Q
- end
( y, F7 y+ R' c5 y$ m; R9 Y$ D - end' r& ~4 ~3 o6 [9 m% k% n
- 8 I! e3 o2 Y' E" m+ o0 Z; G
- #===============================================================================0 Z- W! O: B7 F/ G, r) M% S
- # Quick Item Window5 M; d7 M* t. |5 M% @1 C8 b5 _
- #===============================================================================! Y5 G# i5 [% p6 k3 K% t
- if XASVER_37 == false
A# x7 c+ [" C9 o - class Xas_Scene_Item( C9 ]1 P+ F6 a K$ @, R+ L
- alias hud_quick_menu_main main) T# z3 K, @; G# w7 y
- def main
5 L! Q; M8 d6 l - @hot_key_hud = Hot_Key_HUD.new9 u0 c0 ~: C7 y+ Q' w. K: r) e
- hud_quick_menu_main) n; m! h- {$ ~- J0 E, _
- @hot_key_hud.dispose
+ _# F5 E2 G4 [ K* @% P0 T8 G - end% M; s4 U" k6 t$ u1 J
- 3 E* R3 [! W' \* B+ {" ?" f
- alias hud_key_update update6 w$ r( X7 A; G2 s J0 ~
- def update0 r8 @; H/ c' J$ ]: R
- hud_key_update
! U, \5 M1 T- ~" Y; g - # Hot Key num 1( m. ?! C9 p a+ ~( H9 O
- if Input.press?(Input::Numkey[1]): t) G2 e3 P2 H; u- l+ {
- $game_player.equip_item_to_hud(0, @item_window.item)
* H Q, g4 @8 g8 X - # Hot Key num 2
0 G( `. |- i N4 O - elsif Input.press?(Input::Numkey[2])
0 E( D3 _5 ]; F$ p% ^ - $game_player.equip_item_to_hud(1, @item_window.item)
( x' S9 \; x4 }; s - # Hot Key num 3( j- t. S# s. H a% T
- elsif Input.press?(Input::Numkey[3])
. y( C' O& t- n8 t - $game_player.equip_item_to_hud(2, @item_window.item)
: Z3 D+ a7 H$ y( [ - # Hot Key num 4
: l& E" E# ]: u9 J$ q4 D - elsif Input.press?(Input::Numkey[4]): J' U( e t. {
- $game_player.equip_item_to_hud(3, @item_window.item)! P" ~. K) C" E7 Z4 t7 v; S
- # Hot Key num 5
+ b ?3 D3 `+ n. p5 b6 J - elsif Input.press?(Input::Numkey[5])( u4 f3 @# U, M% _
- $game_player.equip_item_to_hud(4, @item_window.item)% a6 N! V. r- U; s7 j: G. O L# n
- end# i* r3 D0 G0 R0 V% }1 M) d
- @hot_key_hud.update
: V8 [( W9 H+ n: A5 o - end
% a5 z. P3 H# T0 @ - end
5 i4 _6 E8 R( `, B - else
, u3 Y+ A0 t; n2 { - class Quick_Menu_Item) M' _' p2 w* ~) s) q( w* s
- alias hud_quick_menu_main main9 |3 @1 {) Y+ ?8 B+ N4 B; X
- def main
8 |* a4 j* V" a; E - @hot_key_hud = Hot_Key_HUD.new
% s: ]$ F) J! h0 n1 ?1 o3 u - hud_quick_menu_main" Y8 `# r1 D$ V; D$ o
- @hot_key_hud.dispose5 }- |6 Q$ L, C8 o0 Y' B0 I; |& L+ o
- end
. u. P5 u1 J! R" `+ @% ` - 8 J: ^5 E3 B& S" K
- alias hud_key_update update
& S. D2 Q: N3 }( H- i - def update |1 i2 c+ H. Q/ l3 p7 V g
- hud_key_update
2 G7 W: T! S4 [% z$ \6 b; [ - # Hot Key num 1
# L' E& ^) v9 _: v2 y8 O- U - if Input.press?(Input::Numkey[1])
# u% n+ t( w# a* c% i& @ - $game_player.equip_item_to_hud(0, @item_window.item)) h- \- F" w* v! C/ @4 u1 \+ I1 X
- # Hot Key num 23 j( o# E/ s& [4 A' M- f
- elsif Input.press?(Input::Numkey[2])
7 K8 S6 E5 I: \5 ~! O$ T - $game_player.equip_item_to_hud(1, @item_window.item), _; P4 ?9 y0 v3 G$ |: X
- # Hot Key num 3
& k6 M, ?9 t" } - elsif Input.press?(Input::Numkey[3])8 s# p4 Z" y# a$ a
- $game_player.equip_item_to_hud(2, @item_window.item)
S$ b7 M7 k6 M( I - # Hot Key num 4
- I# {) R/ r0 Z; q: _) u9 s* | - elsif Input.press?(Input::Numkey[4])( N$ b1 V, ^8 X4 E" ]* w: i: {
- $game_player.equip_item_to_hud(3, @item_window.item)' ` k E+ R! i. f
- # Hot Key num 5. \- ?( b; V7 t+ o: m* S" F- L
- elsif Input.press?(Input::Numkey[5])
# S" `) @, c0 F/ C4 O - $game_player.equip_item_to_hud(4, @item_window.item)2 v% Q z: l @! |
- end
+ w1 q# a0 w# W! v- {9 p' Y6 w - @hot_key_hud.update
; }+ H' G. j! X G - end$ ^3 y9 \) J) F, U( |9 Y
- end
; f; i% i2 F: a; S - end
/ V4 R/ X' N5 j - - N$ [ P6 [; p6 `$ }0 n
- #===============================================================================
# ?$ K- \; z/ H1 c8 u - # HUD Window( Y; s1 y3 ~+ G+ V6 i8 Y
- #=============================================================================== u0 L% g! J% R6 R( J
- class Hot_Key_HUD < Window_Base% p. k7 ]& t ]; U$ F- N1 W9 ^
- def initialize(x = HUD_X - 10, y = HUD_Y - 15)# ^7 t( h. c. `" C) c q. n ]1 l1 @
- super(x, y, 220, 80). I8 r q! [0 [( i) K6 j
- self.contents = Bitmap.new(width - 32, height - 32)
9 o& u3 o4 o5 J. x Q - self.opacity = 0, e* j' u* V$ z# N( G
- @actor = $game_party.actors[0]; p$ @$ d- M! E/ i
- refresh$ J) P/ K) O( r& W
- end" U3 F5 \/ j* h' j% J* B @: _( s
4 M' j! T8 z) v- def refresh
) p' L4 k. e$ ?' m" p; T - self.contents.clear, s, L% \1 M z* _- Q1 ?$ R
- bitmap = RPG::Cache.picture("Hot_Keys_HUD")
1 s( ^2 L @6 A4 E8 _# g% [ - self.contents.blt(0, 0, bitmap, Rect.new(0, 0, 160, 32))
( s3 \4 I( O g7 @ - for i in 0..47 p& f/ M; u' s' ?% x% ]
- x = 32 * i + 4) [/ z2 I$ d- }
- item = $game_player.hud_equip[i]
# \; \3 B2 d* n& _# W9 w0 M - next if item.nil?
2 O9 K2 N+ x9 T8 I9 a- ] - if item.is_a?(RPG::Weapon)
% Q1 l/ M- r5 s - item = nil if $game_party.weapon_number(item.id) == 0 and& y5 w/ Y7 I3 z( B' Y. X( I$ `4 }
- @actor.weapon_id != item.id
, d! a e) _ E* C - elsif item.is_a?(RPG::Armor)
* x& e+ K) w: Z6 u5 x- _0 w - item = nil if $game_party.armor_number(item.id) == 0 and
7 Q/ f0 I% t: t: f9 U. Z - @actor.armor1_id != item.id
2 t+ n. d/ C3 F7 q0 ~+ S - elsif item.is_a?(RPG::Item)
' H6 F* B- Q; C* i" { - item = nil if $game_party.item_number(item.id) == 0 or
2 |7 [; k2 ?( J- [% R/ ]8 y - !$game_party.item_can_use?(item.id)
4 O5 D7 {; O) g# y0 i) Q - end: t. C3 n5 [ z* N! b0 x
- bitmap = RPG::Cache.icon(item.icon_name)
+ F- `& w3 N: \, U) `0 ?6 ^8 s- h - self.contents.blt(x, 4, bitmap, Rect.new(0, 0, 24, 24))
$ _& C+ g2 C1 b& ^ N6 S1 z - end4 l3 T) v% r% c, ` Y# ^! U
- end: q6 p8 C1 t) @8 C3 |& U; p
-
- J( l/ r# y/ V% z - def equip(item)
9 f8 f4 j+ q& o" w. ~% l - if item.nil?
5 q9 y; |+ y. _1 p0 a - $game_system.se_play($data_system.buzzer_se)
4 C g; ]8 @% G7 u* P; {0 k - return5 ]5 M% w( R! E( f1 v/ ?# K
- end8 r0 k2 X9 c2 O9 Q. O
- if item.is_a?(RPG::Skill)
0 b: X5 O# e3 H+ q& ~5 { - if !@actor.skill_can_use?(item.id)% ^& k- }& g' F( X( U0 W: _
- $game_system.se_play($data_system.buzzer_se)' A/ k3 E2 a7 `9 `- m
- return
) \8 s+ B3 M% _! ~8 F3 E( Q7 g! p# a - end) p/ i) r2 `4 [2 X* f
- $game_system.xas_skill_id = item.id0 D. n0 j" F8 \$ `3 t B9 V
- elsif item.is_a?(RPG::Weapon)" C# D1 s! U3 c6 ?! i/ ?
- @actor.equip(0, item.id)
[+ ]6 j" r1 s, W& P8 o; c, P - elsif item.is_a?(RPG::Armor); ?& j" S3 b& _6 z* B1 M1 b
- @actor.equip(1, item.id)/ [7 R& `) V1 a* A" ^# b
- elsif item.is_a?(RPG::Item)
' q( }# z/ I/ Y5 j - item_tool_id = XAS::XASITEM_ID[item.id]
; U' E6 F$ [- W$ ]! b# t - if item_tool_id != nil
$ f/ k) A5 d0 k& P; v* l - unless $game_party.item_can_use?(item.id)
8 ^. b+ h5 R/ Z3 U* z - $game_system.se_play($data_system.buzzer_se); y0 X0 }6 Y3 M* N* Q( P P
- return
) H2 k6 v% h# l6 g6 N - end& L7 n# J6 Z, p( e6 Q
- $game_system.xas_item_id = item.id
9 v3 G/ L$ s, w7 D - end k* N1 G/ y0 j) g+ X1 d
- end4 d* ~4 C. f7 F7 D* \( T: `
- $game_system.se_play($data_system.equip_se)0 b, \0 c- n4 f( s0 y4 P5 ^
- end
v: c# J7 W! t& Y- {3 t+ T -
! N5 ]) |' v- ^. k - def update
6 C% s3 ^6 Q: U4 o - @actor = $game_party.actors[0]
! |8 y) r) j0 e" x* c - @hot_keys = $game_player.hud_equip% D6 u; G5 H2 J' [; P
- refresh
7 {# [ w& M% T0 e - return if !$scene.is_a?(Scene_Map)) y4 C+ \9 ]' F) L
- if Input.press?(Input::Numkey[1])
4 r, v* w. L" E/ W! F9 b - equip($game_player.hud_equip[0])
. ]+ M) b& } {( B; w* R - elsif Input.press?(Input::Numkey[2])! ?8 o7 d3 E7 Q' A
- equip($game_player.hud_equip[1])
5 X* Q u: ?: C+ P/ E/ F - elsif Input.press?(Input::Numkey[3])6 G$ R x$ P/ E" k- g" U
- equip($game_player.hud_equip[2]) / t. U0 |5 P! w
- elsif Input.press?(Input::Numkey[4])5 B6 q6 b9 v) y- a+ O0 K9 |
- equip($game_player.hud_equip[3])
& S0 v1 a" t6 q0 S% d2 n - elsif Input.press?(Input::Numkey[5])
& D$ e3 d* ^3 D o& E - equip($game_player.hud_equip[4])
. d1 {( o; R& E) b2 D - end
, X/ u+ _8 t" A. G# Q6 d - end, n- C" `' F9 i: c/ r
- end9 i! w; A( W, E! U/ {. N) l- x
2 ]8 W6 @' q- N5 [2 R7 R, r- #===============================================================================) F8 V- G8 G7 \: A, O" S( U
- # Scene Map7 j/ R8 D) n1 A$ d: P8 x
- #===============================================================================. T+ p( w( F3 n {& O
- class Scene_Map( N% N# w* w, E! y, E+ {
- alias hot_key_hud_init main
7 X, s( p( B5 e/ C+ t - def main
' }8 C( O+ n& [" q- g( } - @hot_key_hud = Hot_Key_HUD.new
) |5 T0 F( U& ?( n - @hot_key_hud.visible = !$game_switches[XAS_HUDDISABLE_HUD_SWITCH]9 f8 m$ b+ r2 G6 T a
- hot_key_hud_init# b# h6 G# z# [: \' k9 I
- @hot_key_hud.dispose
) s1 t+ f1 R0 M& r3 L5 Z - end% K' S- \' C3 y) U9 _( B& _0 g
-
0 B/ y- N6 w, v2 K" h4 N4 A - alias hot_key_hud_update update" o& K* d9 b" J& e% A$ J8 ~. s
- def update" g8 U7 y$ s( _# R9 b
- hot_key_hud_update
9 _; g3 `; o: v: H& P# Y1 h+ Z - @hot_key_hud.update
4 s8 R( E9 G$ y+ | - @hot_key_hud.visible = !$game_switches[XAS_HUDDISABLE_HUD_SWITCH]
) f& K Y# d: _ - @hot_key_hud.update if !$game_switches[XAS_HUDDISABLE_HUD_SWITCH]
& v/ y! x+ S+ @ C3 ` - end% p2 n: r+ c% V3 m
- end
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