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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,
- D+ }6 k1 k0 n1 d' b! _* { O6 I不知道有人能帮忙看一下吗? - #===============================================================================, N8 w$ A1 V3 |& \7 x
- # XAS - Hot Key HUD8 d, U( F3 F- C! V$ d+ A% S! o
- #===============================================================================2 E- l2 E9 c# U0 n" A* r* X
- # By Mr_Wiggles4 ^$ t% _& D& b! e, l/ r- [
- # Version 1.3
1 @# k4 R; K) z, ]! J - # 7/6/10
% r1 g+ A! n$ p G - #-------------------------------------------------------------------------------: o9 d/ G: r: _; Y: H' g
- # Instructions:- ]5 K+ F( N6 s1 G
- # Fill in the constants bellow, paste this script above main and bellow XAS in! f, s" I. G2 r; \9 X
- # your script data base. BE SURE TO SET TO THE RIGHT XAS VERSION!!
8 x% m" p. Q1 A% _: Z# ~ - #
/ g! Z/ d* O/ ^7 G2 A - # Place the "Hot_Keys_HUD" picture file into your game directory 9 Z; i( q1 b3 ]( ?. N8 w
- # Graphics/Pictures folder.
2 x, M2 e V0 L- m/ K4 B+ S - #-------------------------------------------------------------------------------2 l. V9 Z5 G7 T( D; e. p) ^, e
- # Directions of Use:
) G4 A$ }# c6 p8 q, T - # Simple just press a number key (1 - 5) when the quick skill or item menu is
; M4 \" h- ]4 i8 t% O. H - # Showing.) I/ A7 I/ f1 a E
- #===============================================================================" I, c4 r6 V9 r4 v! f" a0 T' ?
- HUD_X = 0 # X pos of HUD
/ y" V3 I) W5 R5 T* k. Q0 a, [$ W - HUD_Y = 0 # Y pos of HUD' l! h* n9 }$ N5 Q8 J/ Y
- : z- m( m& e6 T+ C& b. _: w$ @1 J% [
- # Set true if XAS 3.7f. U0 ]9 @' l& w
- # set false if XAS 3.6, P0 B% D3 ]! H; @* Z4 v Y
- XASVER_37 = true, j* Y1 q% Z5 G' E Z8 P
" W) q+ ?! F; V' i- #===============================================================================
; i+ A5 ~( f" F0 u/ }$ ~ - # Numkeys Module
- P g: S2 H; c+ b- y: L$ z - #===============================================================================
$ v( N- D. l9 T/ D! f8 ^1 `* h - module Input/ G" P* t5 F& b
- Numkey = {1 => 1049, 2 => 1050, 3 => 1051, 4 => 1052, 5 => 1053}
7 M$ [. j z% O# @ - class << self
5 ?, s$ j( j" S+ J - Key = Win32API.new('user32','GetAsyncKeyState',['i'],'i')3 p( s2 o, c! ^* ?# ]) ^
- 9 f- O1 u( ^* X
- def testkey(key)
# k1 }- u# W3 H v# h" j - Key.call(key) & 0x01 == 1% l1 k6 J6 U7 ]' Q
- end
! x* w$ A c# m - 0 f! j( Z1 }& _5 Z3 `( `; U5 {- d
- alias hud_key_update update0 W8 T- H. q' I5 C2 ?/ [/ E3 ~8 c
- def update3 u8 d* [( A3 J7 a7 L, |
- hud_key_update5 Q+ G1 d" h& Z n
- @pressed = []% ]& H1 {4 j e6 Y
- for key in Numkey.values0 ^4 S& m( N- R) _7 D
- key -= 10009 w9 d6 u; c. o) H
- @pressed.push(key) if testkey(key); h2 q+ \; Z. d6 {
- end" k6 h( j. O) h! b8 A& N
- end# G: ~. z+ I5 q4 h2 `1 h6 r4 p- D
-
" m0 C6 R. C7 M0 i; Y: o - def pressed?(key)/ e# a$ @ x# A% J) P
- key -= 1000! ~& L3 M3 p7 }& N/ X
- @pressed = [] if @pressed.nil?
/ S4 c# W' b$ \8 Q# H" n w$ g - return true if @pressed.include?(key)
; s5 {$ g8 |, ?+ { - return false7 \! a9 Q; b( j! o% f5 v! o
- end0 b( N, r4 V' ~+ o" Y3 n8 @7 r
-
, X5 |/ m* O* ~: m+ p# e6 o, T& @( f - alias hud_key_press? press?8 i# _2 e) e# F( `, s
- def press?(key)7 J" j5 b' C# @* t' v/ ^7 v4 c
- return pressed?(key) if key.to_f > 1000' s& p1 k2 x, ?* |. z5 V+ n
- hud_key_press?(key)
2 |( s) w1 _6 c - end- A/ f5 i5 {! Z0 j
- end
3 L k% ]6 o2 g: ^/ r8 ^3 k# y - end9 y; Z# ]" E( y$ P% o
9 a) @5 d# t* }; S0 S0 {0 }+ o- #===============================================================================
2 T9 {. y4 X& v* {7 W8 t( [; X - # Game Player
K+ w/ v% d( C - #===============================================================================
9 u6 y. [; H5 J% X6 a v - class Game_Player < Game_Character
7 D# X7 k, z9 ?$ m+ O! T4 e - attr_accessor :hud_equip4 D; o' i7 S8 W. o1 x4 L0 Y
- ( b" O" S2 E3 R E
- alias hot_key_hud_init initialize0 i/ c1 ~0 F( z7 Q; H1 g7 l# ^& K+ E. N
- def initialize* d0 Q& u" w/ E3 W- S; n0 c+ ? X
- hot_key_hud_init! s- q! K9 f. @, U
- @hud_equip = []* P9 j8 V& [1 `! l8 E A9 z% c% A
- end2 O6 M) Y" A/ X1 u/ S3 I: i
-
( M+ l: g, p) r9 h2 B - def equip_item_to_hud(n, item)
! g1 c4 a2 h* ]: G4 _7 U# V# i6 r - if item.nil?
0 I( Y5 e! O4 b$ ?2 F6 s, v5 W - $game_system.se_play($data_system.buzzer_se)4 t' z* @( |; K. e; a( o1 x+ a
- return5 Z* \) `: C# K0 }
- end1 J# |- p/ Q( P9 g- R
- $game_system.se_play($data_system.decision_se)' m" I% b" s% v3 {0 R9 b" Q
- @hud_equip[@hud_equip.index(item)] = nil if @hud_equip.include?(item)
* t+ E7 a7 N5 n( k! m7 B - @hud_equip[n] = item
% S0 j2 U3 g4 _* U x+ G$ O - end
7 k8 D+ a& c( O6 ?$ }" ?6 { - end
7 O$ F" R! g& b9 e - 4 K- k. W+ \/ ]% L* a* d
- #===============================================================================
+ C$ D9 P, A2 G6 h2 Z8 S2 }* h - # Quick Skill Window/ [5 A/ ], J. u. t: b
- #===============================================================================0 x( I2 Y$ J: D9 v% Q% @$ b: }
- if XASVER_37 == false' D' z: t' @2 ^! X1 `. U3 B& Z
- class Xas_Scene_Skill. D6 l* V2 h3 W5 E1 G
- alias hud_quick_menu_main main+ Z$ u2 @7 h6 Y* _) q( P) k
- def main
5 P) p# X% V0 M% o4 p b - @hot_key_hud = Hot_Key_HUD.new; W3 a6 x/ T m9 E' I" y. z
- hud_quick_menu_main
1 W8 W% j1 u+ k0 |0 B4 y - @hot_key_hud.dispose; t' Z& X6 M$ N; ~- L$ N5 t
- end
e6 X" p( X& h- ^ - 3 y U) |) j4 P4 E k
- alias hotkey_hud_qucik_menu_update update
5 Z; o' I: R/ v( z* }4 u - def update
+ N2 \# r/ n, k" D - hotkey_hud_qucik_menu_update
0 j' a2 w+ `3 O9 |, y( S5 y( A - # Hot Key num 1
; V) u' w( D2 k# R' e& x4 u6 f - if Input.press?(Input::Numkey[1])4 @/ v. {# F7 T+ z2 t6 ~
- $game_player.equip_item_to_hud(0, @skill_window.skill)* q: p* L. r: U3 \
- # Hot Key num 2- k2 H; U- n* n% \3 V2 ]' C5 p" J
- elsif Input.press?(Input::Numkey[2])
, x6 l! e- S# P4 x; l6 a; d2 u* o3 z - $game_player.equip_item_to_hud(1, @skill_window.skill)) q4 s2 C. B9 }
- # Hot Key num 3
: |* A# a& s8 [! A+ u - elsif Input.press?(Input::Numkey[3])" l2 M% H; _( x9 U# |6 J1 r; w& M2 |
- $game_player.equip_item_to_hud(2, @skill_window.skill)
- @8 x k" F! p* u# `9 e$ N - # Hot Key num 4* x# V4 ]% x9 H, o6 B- w2 L) s7 K$ Q
- elsif Input.press?(Input::Numkey[4])
9 O: {) L% M2 L6 W7 F$ H5 k r - $game_player.equip_item_to_hud(3, @skill_window.skill)# A: k& r0 S" q! Z
- # Hot Key num 5
: }% x) L* K9 ? - elsif Input.press?(Input::Numkey[5])
2 U6 q/ d. O% _4 ] - $game_player.equip_item_to_hud(4, @skill_window.skill)
& E5 K( l. h3 g' `5 a; q+ o - end
) M' }: Q4 `; n: J8 p4 M- O% [* H. E - @hot_key_hud.update
) h2 L) j1 x8 N - end
+ P- H9 H2 ?4 w+ P$ O9 K - end
0 y! S' `* V7 {8 ]" \ - else
/ r m! _$ W5 A' q e3 D6 g* h - class Quick_Menu_Skill6 @+ |' f6 g/ |. P, g
- alias hud_quick_menu_main main( ]% t% D ?' ~7 L
- def main; L V9 [% B- H! d2 V5 o2 F# b
- @hot_key_hud = Hot_Key_HUD.new
. [$ `: h% h( R8 ~( n - hud_quick_menu_main
8 B; q! f; P" e5 m* F - @hot_key_hud.dispose
8 n0 e9 h9 C/ L) A# l5 I# w - end) i: C1 t0 X; d* j; B
-
* M( F5 c: i$ ^ - alias hotkey_hud_qucik_menu_update update5 e8 |" |* S; G) U, T- f3 D
- def update, T5 C$ q4 `/ z4 B. T$ p$ i2 q
- hotkey_hud_qucik_menu_update
) |$ f) L7 S7 K; J1 f+ J% K+ _ - # Hot Key num 1
, R: ^ S6 O8 O# t" V2 v - if Input.press?(Input::Numkey[1])+ c3 h- T& b+ J0 v; Z' _
- $game_player.equip_item_to_hud(0, @skill_window.skill)
+ h8 y* ^% N& v- a% x - # Hot Key num 2' M6 [ P, k: I7 T" C" J
- elsif Input.press?(Input::Numkey[2])
- h7 y( y4 o$ n" e - $game_player.equip_item_to_hud(1, @skill_window.skill), L% [: c4 P2 R7 ?( o
- # Hot Key num 3
" n: O! }& E# r: W. O - elsif Input.press?(Input::Numkey[3])& J4 {& P" x7 v: |
- $game_player.equip_item_to_hud(2, @skill_window.skill)
8 e7 R. h( k* f7 s - # Hot Key num 4+ p* K# [7 r! `/ e7 ]" w
- elsif Input.press?(Input::Numkey[4])5 v. N3 O. q" s% Z! V
- $game_player.equip_item_to_hud(3, @skill_window.skill)4 Q; } [; n1 u4 f6 `
- # Hot Key num 5
5 r4 }' {7 D/ A. w# C' ~2 Y - elsif Input.press?(Input::Numkey[5])
) h0 `$ ~/ k% z- p - $game_player.equip_item_to_hud(4, @skill_window.skill): \' _1 n' B- p+ Y
- end2 l/ W' G5 t. M( J$ p( x
- @hot_key_hud.update; M5 n* B# s: c! m' p) f$ R( t
- end6 `8 B5 y; P% E" P
- end
; _7 l" o7 Y& l( v8 T - end
& C1 U7 {3 [# K/ x% h" x+ w* j5 L7 w - " P- k1 S% Y) J0 b' a+ c- A0 D$ G
- #===============================================================================' {. c4 G# _$ S# j& g( C1 l
- # Quick Item Window! f! N. G3 g; R. o
- #===============================================================================# t: r7 s k' I% G; X4 Z) F4 r& }- L
- if XASVER_37 == false
$ t* D& L/ g! b2 u/ h - class Xas_Scene_Item
4 G$ x1 L9 Z- K( Y) ] - alias hud_quick_menu_main main, M2 \) R: p' k$ m4 R' \# }
- def main% ?% |* j3 ]0 v; p
- @hot_key_hud = Hot_Key_HUD.new
3 w) a1 _8 ]7 ?" Q, [ - hud_quick_menu_main
6 G4 ]* T0 y- B0 u: a; d+ `+ u - @hot_key_hud.dispose* R0 y5 J# p4 y8 i% \
- end
F" |6 s3 I! J. s, H) R - 0 h% K/ R, Y% P
- alias hud_key_update update
. J, Z' N( Q' \; `; T - def update( e. x$ `9 S' g) j$ j7 C
- hud_key_update
/ u* s% x5 P; {* s0 u - # Hot Key num 1
% v) R! n3 E6 a& l7 E: J - if Input.press?(Input::Numkey[1])
: D5 S8 f6 T+ k" P5 l8 e - $game_player.equip_item_to_hud(0, @item_window.item)
8 b- d. S' U4 l) z+ a/ F, h - # Hot Key num 2
5 N! x. k$ X( B9 @ - elsif Input.press?(Input::Numkey[2])8 s% W1 q: ^! }, Z
- $game_player.equip_item_to_hud(1, @item_window.item)
2 q. f+ G# ]" [ - # Hot Key num 3
& _4 G$ W6 x7 p( o& R - elsif Input.press?(Input::Numkey[3])8 |# G" s4 c2 a- R
- $game_player.equip_item_to_hud(2, @item_window.item)
. ^' Z/ y& \- a6 B - # Hot Key num 4# H, z! E: Y' @8 l
- elsif Input.press?(Input::Numkey[4])
" R I% y1 l* E$ B8 ~ - $game_player.equip_item_to_hud(3, @item_window.item)
4 x; _, I" D; M1 q) ]. \ - # Hot Key num 5* K0 C: G9 a% P/ L3 o2 a! ?- ]
- elsif Input.press?(Input::Numkey[5])1 o! d7 S- \0 c# [
- $game_player.equip_item_to_hud(4, @item_window.item)& @' @( }2 f( N- M6 x+ o. _
- end
; [: x4 [* f5 R6 z8 | - @hot_key_hud.update2 t' C5 l) ]0 O Y1 O6 c
- end
' O0 }. ~' i% D+ i& c - end6 e J+ t9 D9 E$ R2 W
- else
6 S! u9 U' j% | - class Quick_Menu_Item4 \$ [- n% |" `. o
- alias hud_quick_menu_main main# r$ V5 W/ ]/ n5 Q' `- K
- def main/ P) E; m2 b3 W2 L1 Q- {9 r0 O
- @hot_key_hud = Hot_Key_HUD.new# P3 o) f2 K% {# O- k* }
- hud_quick_menu_main v- [: v* K8 {, M0 H/ [
- @hot_key_hud.dispose
7 s8 a2 z4 |/ H" }1 q* X8 o9 f" q - end9 {% ]4 G' S/ {. Q2 s
- F2 z6 m* `1 s' Q j: a! q, V
- alias hud_key_update update
" J' ?2 g( ?7 } - def update% F! p' |7 D' G$ a% b
- hud_key_update
# ~$ }2 m$ K5 ?5 \. `% o - # Hot Key num 1# A* V& Z' k3 ^7 j* r a" b
- if Input.press?(Input::Numkey[1])8 S+ C h, S' R
- $game_player.equip_item_to_hud(0, @item_window.item); V6 `) N' M; F
- # Hot Key num 2. ?/ w5 Q0 m3 r8 K
- elsif Input.press?(Input::Numkey[2])
0 n3 X+ E/ ~( _% N* D% H1 R - $game_player.equip_item_to_hud(1, @item_window.item)8 f* Z& H/ ~- j& \
- # Hot Key num 3
/ b2 U9 T* C n9 T8 S/ j% q# W% ? - elsif Input.press?(Input::Numkey[3])
: F9 j* j; C4 ]5 V( c# @8 ]0 k4 i5 p8 ~ - $game_player.equip_item_to_hud(2, @item_window.item)
@- V* u# {+ c/ |# q - # Hot Key num 4
0 h0 o5 b/ d, N* G9 b7 s" B0 B - elsif Input.press?(Input::Numkey[4]), z/ | Y# B( a" t4 H
- $game_player.equip_item_to_hud(3, @item_window.item) Y4 Z( W' C8 E$ h! W! v
- # Hot Key num 5 p0 ?6 @$ }& X2 f: a# Q
- elsif Input.press?(Input::Numkey[5])
& d! o7 v/ W0 a8 k4 `* a: @ - $game_player.equip_item_to_hud(4, @item_window.item)
6 [1 E2 v- n' i7 E# F, A - end
4 `. D& f4 ~ p, K9 A - @hot_key_hud.update
" N1 O2 N9 K/ T& H; u - end
/ w5 j! q5 I2 o) k4 s7 P7 Q - end
+ ?% f5 I, g* R5 h+ ]" a1 b - end
, {( `" t1 ^/ ` r/ G2 K; ?/ c - 5 P3 `* v" n1 v7 w& r ?% ^- |
- #===============================================================================: Y1 o. ], x" J, L# V4 S7 c
- # HUD Window5 a( c2 S0 W( e& ?. C
- #===============================================================================: T3 Q v- n0 H3 G0 t4 ^2 _
- class Hot_Key_HUD < Window_Base
, u2 g( Y E! t8 u% G. Y1 R - def initialize(x = HUD_X - 10, y = HUD_Y - 15)3 J: C) O& v5 v/ ]7 a1 _' Y$ p. N
- super(x, y, 220, 80)
0 F {& ^: }9 R - self.contents = Bitmap.new(width - 32, height - 32)% b. J, }; `& N
- self.opacity = 0
& }/ N3 C: y9 k9 J0 v. s) s - @actor = $game_party.actors[0], W) P# m- x$ |' w) {
- refresh' S, i+ t& b( k" j, K# y5 Y1 f
- end
$ w; d0 U8 ?/ y+ Q* _ - " Q% @- K' P$ V; v: F5 k9 ]0 h3 s
- def refresh3 j! L1 r8 O6 ~0 D8 D' ?, z5 d
- self.contents.clear
# _$ @: L+ ?" a1 u& B - bitmap = RPG::Cache.picture("Hot_Keys_HUD")! s6 M! I* e: z
- self.contents.blt(0, 0, bitmap, Rect.new(0, 0, 160, 32)) H" X- G3 I, e: a' g* q: M8 }
- for i in 0..41 k# l8 j! b( I/ o- S
- x = 32 * i + 4: A6 O6 L9 U0 C- V# P& L4 `
- item = $game_player.hud_equip[i]# e+ J- o; O* ^. G u/ F
- next if item.nil?
2 I4 |* @& u' w( d7 P - if item.is_a?(RPG::Weapon). B, V0 | r2 m$ P
- item = nil if $game_party.weapon_number(item.id) == 0 and- g8 P4 G# L/ X: Q
- @actor.weapon_id != item.id9 b U7 {: f7 v% K7 z. z
- elsif item.is_a?(RPG::Armor), u. L- p6 y: @0 M1 c
- item = nil if $game_party.armor_number(item.id) == 0 and
7 o! D. J5 o8 Q0 {! l* h - @actor.armor1_id != item.id
8 K: h7 j+ k! P$ e q - elsif item.is_a?(RPG::Item)3 k3 F K1 @. W5 P$ x, K! Y1 \, D
- item = nil if $game_party.item_number(item.id) == 0 or
+ M2 T7 ~5 Q& I - !$game_party.item_can_use?(item.id), A K* Y, O4 D' h
- end
9 q* c6 N- B5 O! p& v - bitmap = RPG::Cache.icon(item.icon_name)3 P1 r8 U/ n" V' u( x
- self.contents.blt(x, 4, bitmap, Rect.new(0, 0, 24, 24))" O5 ~6 Z, s/ X; f& u$ g; F
- end% v6 M( v4 {! z- }" R
- end8 v" I. i8 v7 E# t+ F1 E, F
-
. j0 A: Q1 ^; O" Y9 I - def equip(item)
5 ?) B' `' L' L - if item.nil?
6 j. J7 a2 k1 d. Q$ k$ t - $game_system.se_play($data_system.buzzer_se)9 f1 [) J% R6 E9 g% t
- return9 K3 P+ \) X/ C% i9 g
- end* d6 i+ M9 ~* z9 v
- if item.is_a?(RPG::Skill)( e' b$ L3 Z% k) j3 b
- if !@actor.skill_can_use?(item.id)
. B% N% e, Q( i) J+ u! `7 c - $game_system.se_play($data_system.buzzer_se). R* B/ u! u' d; M3 v7 f
- return
5 c, H7 W& Q+ D2 j - end
; j& I ^/ R& O# N - $game_system.xas_skill_id = item.id8 D% z O. {- D$ p+ J$ }
- elsif item.is_a?(RPG::Weapon)
3 l! F; a9 c8 e! }- X - @actor.equip(0, item.id)
7 Z% z1 q N! S* A9 X+ p# w+ I% n - elsif item.is_a?(RPG::Armor)5 Q: q Q! D7 c
- @actor.equip(1, item.id)
, f0 }- r. |* G' \9 C: U1 P - elsif item.is_a?(RPG::Item) F5 N9 N% }9 O7 J" V7 q
- item_tool_id = XAS::XASITEM_ID[item.id]4 q/ U; U1 s6 ^# j
- if item_tool_id != nil
: c7 M5 y& u O, F - unless $game_party.item_can_use?(item.id)9 Z6 u p2 u& Y" m! F q' ]
- $game_system.se_play($data_system.buzzer_se)* p2 h1 ~0 Z# w9 q# V# B3 t
- return% X$ T e* s/ Z6 f' j
- end8 [* C5 f/ B- x* Z6 g+ |3 c; @2 B
- $game_system.xas_item_id = item.id
8 T; \7 I* J [1 Q( i( o - end
* t1 r1 t* y1 k; l6 i* f; Z! Q- l - end1 `( d9 G2 b% p
- $game_system.se_play($data_system.equip_se)
! i' K* e% E( e9 P- K - end
! H' W7 H/ e. v5 B/ A/ G - # Z( v& k$ X5 b6 F6 ?( D
- def update# g( d$ u) v; q3 `
- @actor = $game_party.actors[0]9 l: d, q4 L/ m/ Y3 u
- @hot_keys = $game_player.hud_equip
4 v6 Z2 o" r) o" _( t - refresh
/ d f' o0 `, m- y' ~. W - return if !$scene.is_a?(Scene_Map)/ a) a+ c+ G# ^
- if Input.press?(Input::Numkey[1])
5 a" I# D8 Q# P - equip($game_player.hud_equip[0])
( Z7 }0 r3 J) \' s7 V% ~ - elsif Input.press?(Input::Numkey[2])) h" y6 ^5 S$ H+ A5 q- A0 ] J
- equip($game_player.hud_equip[1])% \2 U6 F* X! i' O8 K
- elsif Input.press?(Input::Numkey[3])
5 p+ |; ^' @/ j: K - equip($game_player.hud_equip[2])
# h2 n' @+ Z/ o! ? - elsif Input.press?(Input::Numkey[4])
! R( I7 w/ ?$ }& J" { - equip($game_player.hud_equip[3]) ( l1 o6 J3 O! A% E z O
- elsif Input.press?(Input::Numkey[5])7 W U" `' A6 {" u7 I! P
- equip($game_player.hud_equip[4])
5 J# A$ C% z$ e" t" u% D5 M6 @) q - end
& c& F4 n6 W3 r# M# E& k- L8 E5 Y - end
% D0 W- c; v- U% ?. h6 H9 ? - end
' j9 N" i7 p: H6 T$ ^( Y/ s
9 s8 ~7 x- Q! E* X3 h+ E" u- #===============================================================================
" f5 @* U( l8 Y - # Scene Map7 ] t t2 b/ k6 q
- #===============================================================================
8 I4 v5 C9 e: X& Q7 x3 D; D - class Scene_Map
, p4 P; O& S. V/ z; S& a - alias hot_key_hud_init main
6 E' _. f$ ?0 R8 A8 P% ~! {, m - def main
) L; {1 k# r \+ M% u2 q4 w/ h - @hot_key_hud = Hot_Key_HUD.new
$ k" v3 O5 N1 v* M) B5 _ - @hot_key_hud.visible = !$game_switches[XAS_HUDDISABLE_HUD_SWITCH]6 V. O1 ?. H% z, U( X6 T u5 r
- hot_key_hud_init
* H; W1 a h5 \5 o X0 j& D - @hot_key_hud.dispose
% O! b! e' a) s/ Z - end, V, Y1 n5 ^! V. S# W6 H
-
1 x4 Z. R: K) \$ p - alias hot_key_hud_update update
) |# ?' R9 b6 n6 G - def update H$ N8 p% K7 d8 ~! I! L0 T$ f1 G
- hot_key_hud_update
- }- [% e- `! G! ~: }/ i% L2 ^ - @hot_key_hud.update% u% ]% A* R6 {
- @hot_key_hud.visible = !$game_switches[XAS_HUDDISABLE_HUD_SWITCH]
1 Y0 V: [$ l4 Q" X - @hot_key_hud.update if !$game_switches[XAS_HUDDISABLE_HUD_SWITCH]
, V; C' y( m% o( S5 k8 t& I - end
( V( y7 r; s! g& c - end
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