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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,5 }- @0 Y4 X' L, W$ s6 w @
不知道有人能帮忙看一下吗? - #===============================================================================# M: l* }- p e- F% f( X) x( r
- # XAS - Hot Key HUD* {* V+ h# J; Q! H- P
- #===============================================================================
7 l e: u" q) H+ x - # By Mr_Wiggles4 e' d# X' t+ y8 S4 C5 `
- # Version 1.3
$ s- N# y. Z# \ - # 7/6/10
4 F2 A$ d7 Z5 p$ t - #-------------------------------------------------------------------------------
) p4 o! E. E" \+ F X! e3 e2 `! [ - # Instructions:
# X: ~+ C/ b/ s4 p- m9 x! v - # Fill in the constants bellow, paste this script above main and bellow XAS in9 k+ g r) e& i& ~4 i% ?
- # your script data base. BE SURE TO SET TO THE RIGHT XAS VERSION!!) \& o$ U6 p9 ], v
- # % X% \+ C3 ?3 h0 I$ z: s
- # Place the "Hot_Keys_HUD" picture file into your game directory 1 @( u) y2 [( N; `
- # Graphics/Pictures folder.- ?5 A& \$ {4 v0 h0 C3 [1 z4 o
- #-------------------------------------------------------------------------------( ^, d) y, z: e+ l9 x% o8 [
- # Directions of Use:
! a4 M5 s0 g1 c! e# z: T - # Simple just press a number key (1 - 5) when the quick skill or item menu is
0 Z: ~' e0 H! Z/ o: x3 R: H; k1 T - # Showing.
1 ?: c4 O* T# a5 E5 M: i# H - #===============================================================================/ J; z n! Q" y* ]5 r# o
- HUD_X = 0 # X pos of HUD
1 D3 d$ K( `6 J# Z6 R3 F% j - HUD_Y = 0 # Y pos of HUD
$ v! K8 ^$ S; o: n" L4 D' A( W
: L3 T5 f) y; I. { q6 l2 ]/ W; \- # Set true if XAS 3.7f
) b% ^0 t0 O# w+ I7 y - # set false if XAS 3.6
* l: r4 I6 I# `2 a - XASVER_37 = true
" {8 n3 `4 a. O9 \ - - D, M& j) C6 C) i& I( u' Y& S* J4 U
- #===============================================================================3 Z' H) R8 H$ h
- # Numkeys Module
5 c' a, O; k; l2 |6 h$ o - #===============================================================================. M+ P$ c, ^/ J
- module Input
( G+ G# a" j1 H' c8 j9 Z' q5 I - Numkey = {1 => 1049, 2 => 1050, 3 => 1051, 4 => 1052, 5 => 1053}; Z7 n' T+ F' v- y* ^+ P4 O+ z
- class << self
1 o* s1 g6 N0 ?8 X& j - Key = Win32API.new('user32','GetAsyncKeyState',['i'],'i')
" @( C* m" N' C9 j, ]4 B -
4 L* T3 [/ t D5 K6 J8 T& M - def testkey(key)7 O3 q/ K* C. n h, P( j
- Key.call(key) & 0x01 == 1. W2 n$ {. q1 | R- f+ q
- end
( H: q( t& D3 d" C; t4 k3 a -
/ [" `6 O6 n/ K) N - alias hud_key_update update7 n8 z3 B& e) _. k( `3 I
- def update* J5 m" f# J4 p; @
- hud_key_update
! Z. F) J4 }4 z; q9 C - @pressed = []- C# _! z. @% s( Q, ~! C
- for key in Numkey.values, {1 h3 x6 L1 K' Q
- key -= 1000, E$ Y, E \0 Z6 h2 i
- @pressed.push(key) if testkey(key)
& ~; r6 t* Y& w - end6 I/ y: m: ]3 s" W8 u3 t
- end
! R% @7 z1 R7 p7 }2 b5 y - . L9 r/ |! ?1 r, M- g
- def pressed?(key)& m2 k. T. Z$ b! v9 R
- key -= 1000
7 r/ q9 i. I4 i, M - @pressed = [] if @pressed.nil?: f/ S$ P$ H) R* ~. U3 Q. R2 B
- return true if @pressed.include?(key)
! e: \# ]! A9 G% W! l - return false
/ X, ^* r" I" e( {0 n& E! \ - end
8 x3 B3 h, e" l3 {, E -
% i) d# K" u2 ?4 D2 \- _/ H4 b) K - alias hud_key_press? press?
: U& A6 X' V/ [7 u - def press?(key)
3 y4 S; G$ O, z( t- J9 A - return pressed?(key) if key.to_f > 1000
/ d! g. G7 x6 _ - hud_key_press?(key)
; Q) z" {1 s' Q3 V I& I" T - end5 x$ |: i' U4 s, U
- end
( Z1 z" ~5 t* t- a2 I5 ~+ J- B - end
- s+ p" w3 h3 Y2 O - * W4 h2 N6 i5 F' F4 J
- #===============================================================================
8 R* |( l1 L4 E9 i9 g/ i) d; ]" |7 c - # Game Player& T% Y2 g1 ~( x U! M
- #===============================================================================" {' o. J9 X( T6 S3 `1 p
- class Game_Player < Game_Character
# L. \9 V: w6 T) V4 M* M2 \ - attr_accessor :hud_equip! B( e0 N7 p2 m. H& y: S7 o
- & u1 U t* S- c% x
- alias hot_key_hud_init initialize
4 F% i H: b+ U6 ~$ n# r% K2 l - def initialize7 V! h1 O, Q4 \" m
- hot_key_hud_init
" d' J6 }+ R: A' R. `+ v- E - @hud_equip = []
- o( M. K& A2 H1 U6 _ - end% \ x/ s+ b; e! C9 M1 W
-
! D. q/ a. u( h) s; x1 p - def equip_item_to_hud(n, item)
$ V$ _3 T: j( K9 i& K - if item.nil?* @- b# F! ^* [
- $game_system.se_play($data_system.buzzer_se)2 D& t. E) W( \
- return! g% s* C- N/ Z4 [5 r b
- end
! W/ n }- l9 v: G' `8 v! B - $game_system.se_play($data_system.decision_se)- A2 A3 |* O: o
- @hud_equip[@hud_equip.index(item)] = nil if @hud_equip.include?(item)- l" U, W! A7 e7 @+ p$ @
- @hud_equip[n] = item
6 T5 q, }* k# x% m, g+ u - end
0 \" O# m9 Y) o& p' r+ @. M - end0 g9 T z' k" b; v. b4 {9 F
- ! l- s0 n$ u8 i. o( A
- #===============================================================================
; Q0 \8 y$ h6 [1 @ ~ - # Quick Skill Window
4 H# B$ U4 @$ W! [- h - #===============================================================================
- H7 H1 Z& x3 p( G, o/ P - if XASVER_37 == false- L3 |$ R" D* Y# R
- class Xas_Scene_Skill j" D9 b8 x; d. J' x
- alias hud_quick_menu_main main% k) {; g* K1 m
- def main1 L$ z2 b: h+ m2 i' \3 C
- @hot_key_hud = Hot_Key_HUD.new: p/ O' _, Q( w8 L; K7 h# n# C, e: Y
- hud_quick_menu_main0 E7 B, U6 s, ?" \# m
- @hot_key_hud.dispose. J9 h' @+ ], o3 t
- end8 I6 m- v5 z8 k2 K
-
5 ^( K2 k3 ^0 T- u' K2 e - alias hotkey_hud_qucik_menu_update update
4 t; n' Z- K6 i6 ]" t9 y+ z - def update9 ]7 [) t3 e6 q5 A. {$ i
- hotkey_hud_qucik_menu_update5 p4 Y, p1 L- X* G3 }: S' [1 a5 S
- # Hot Key num 1: G- J% ?4 o6 X6 c9 q4 T3 f# Y
- if Input.press?(Input::Numkey[1])% m" C" R( B6 _: F' V
- $game_player.equip_item_to_hud(0, @skill_window.skill)
6 I+ E f8 }! V# G - # Hot Key num 23 d5 o4 C# [) g$ u7 A
- elsif Input.press?(Input::Numkey[2])
& p' R* r/ \! j - $game_player.equip_item_to_hud(1, @skill_window.skill)
7 }, ?% x2 ^- r2 z - # Hot Key num 33 y2 S- y: |- m/ z( u* x' W
- elsif Input.press?(Input::Numkey[3]); M8 y$ Z1 s$ |
- $game_player.equip_item_to_hud(2, @skill_window.skill)# C B( V5 E+ y
- # Hot Key num 4
. W7 E( E1 H* B! z7 e$ ~! T - elsif Input.press?(Input::Numkey[4])2 |; A" I& i ?7 V6 ?0 t3 m
- $game_player.equip_item_to_hud(3, @skill_window.skill)% H6 v4 w1 S! h# r z" l; e
- # Hot Key num 56 _; H! b0 w7 M- p* d8 Y& Z
- elsif Input.press?(Input::Numkey[5])* F6 M$ Q) {# }. M4 s5 D1 S9 N$ ]) u
- $game_player.equip_item_to_hud(4, @skill_window.skill)
* B. }6 }; [9 t+ Z1 b$ Q: b6 f* W - end
" y6 Q5 @! p+ P7 t - @hot_key_hud.update
# q5 e- B) w- G- Y - end1 Y9 K- D+ E- k( {& C
- end, s5 m+ V! r. ]# [3 B) Y7 ^! |
- else, v+ `6 [8 }4 B
- class Quick_Menu_Skill9 E0 i5 ]. g& x/ _4 G/ K# h
- alias hud_quick_menu_main main: ^5 u2 d/ |: k$ O
- def main* S3 |% v& U+ v2 t8 l
- @hot_key_hud = Hot_Key_HUD.new
* N: N, i8 U3 U' b2 e" R8 _% n - hud_quick_menu_main
8 r2 ?* \5 k9 x4 n - @hot_key_hud.dispose6 @3 H4 u& Q- g4 V, l& B
- end" V* D! o, O; A5 L0 k4 L" N
-
! a$ {3 r/ T+ Q6 c - alias hotkey_hud_qucik_menu_update update0 d5 ^8 h2 R# G" S8 z! g0 ~/ l& F
- def update2 [3 C# |3 y9 @- b6 q5 m
- hotkey_hud_qucik_menu_update3 x- A+ y6 `" {/ \
- # Hot Key num 1. j8 ?( M5 @. k9 S; R6 n" A# s
- if Input.press?(Input::Numkey[1]), `! k0 i2 o' ^7 F% F5 ?/ S: A H! r z
- $game_player.equip_item_to_hud(0, @skill_window.skill); x5 J- m2 ~; B8 p
- # Hot Key num 2& i6 @+ U3 G" Z! s6 i# R& D
- elsif Input.press?(Input::Numkey[2])+ ?( _& J6 n, j( \* @/ Y
- $game_player.equip_item_to_hud(1, @skill_window.skill)& c; [ V, K0 \+ Q n
- # Hot Key num 3
x- q) S2 s6 s! Q, r8 p6 p - elsif Input.press?(Input::Numkey[3])
- x* ~: X# Q& ?6 q) N$ H9 O$ J - $game_player.equip_item_to_hud(2, @skill_window.skill)
- N/ u& o0 B/ y3 H5 u! _ a7 J - # Hot Key num 44 |$ s. a, M. a5 y3 K# e: q H
- elsif Input.press?(Input::Numkey[4])( p! D, n; ^7 O* M1 F
- $game_player.equip_item_to_hud(3, @skill_window.skill)8 ~; i) }( g' X3 u$ Q) R/ c- v
- # Hot Key num 58 k0 \+ i6 W5 n5 }
- elsif Input.press?(Input::Numkey[5])
. ~' [" Q+ a# y. q! n: Z# b8 z - $game_player.equip_item_to_hud(4, @skill_window.skill) f. q6 z( t. H
- end
2 Y# G; ^; c- D" G3 J8 E M# ~. N& K; x - @hot_key_hud.update
& A! h' K4 u/ r3 h% @ - end
9 \% v3 C! Z3 \2 M2 }1 ? - end v; q0 o" T* @4 X* ^ X
- end
% |% }. q# W7 C! A
& Y8 @# N* u6 ^5 N% D' ]7 p+ i4 |6 R- #===============================================================================6 ?. F( {9 k& p3 l9 t; J! G
- # Quick Item Window ?% J; Q9 i8 u0 G7 A1 Y
- #===============================================================================* D- u( ^3 H' q8 m) c
- if XASVER_37 == false
$ G4 L( {, t9 ?- K9 w& F - class Xas_Scene_Item+ u4 W) `; M2 q s0 f) x
- alias hud_quick_menu_main main0 L. h6 g3 y$ _
- def main3 l+ ?* x- [9 G) J) h3 E- H* u# ^
- @hot_key_hud = Hot_Key_HUD.new% |# Y' C+ o- a! O
- hud_quick_menu_main" R% |( B( A' V! _5 o
- @hot_key_hud.dispose
6 _7 ?! [* E3 _' H - end6 K0 [* i4 m: u7 R
- * [' ]" |) u9 y5 B
- alias hud_key_update update" |4 L6 l' o2 n W1 d2 [
- def update
8 _8 d: s( X+ i5 C7 i, y2 w9 X, v3 H - hud_key_update
# ]* M) v) }& K/ r( S v7 {6 g - # Hot Key num 1
3 }/ u. ?/ s& Z5 m4 Y1 a1 [+ t - if Input.press?(Input::Numkey[1])
0 I8 t$ {; J# ~( Y" s( ~* ^- ] V - $game_player.equip_item_to_hud(0, @item_window.item)
- e) ]" [. G# L - # Hot Key num 2' x1 Z; z5 ^# j4 J6 B- p1 l
- elsif Input.press?(Input::Numkey[2])
7 k. r% ] O6 z7 `* p - $game_player.equip_item_to_hud(1, @item_window.item)
+ g5 R6 o+ N- y# o" l9 k - # Hot Key num 3
% ^; X: S# a$ H# k& j) g# L - elsif Input.press?(Input::Numkey[3])# x# D% `5 ? |5 E1 m
- $game_player.equip_item_to_hud(2, @item_window.item)
$ M4 H. V: h0 v2 F4 p/ g3 k2 A" Z - # Hot Key num 43 h: p2 l- v. l
- elsif Input.press?(Input::Numkey[4])
; N% |$ f4 a4 w+ U9 J! H6 V! O- j+ W - $game_player.equip_item_to_hud(3, @item_window.item)0 b0 K/ b9 Q1 u2 ^& V6 Y* f( P
- # Hot Key num 5/ q& s( u. [0 h4 s% P
- elsif Input.press?(Input::Numkey[5])" r( b. V6 v: h" n5 \
- $game_player.equip_item_to_hud(4, @item_window.item)
7 A8 ~& d s: {# e c% b - end
2 u) }* L/ x7 t: R! O - @hot_key_hud.update
4 c3 b; O7 x2 l9 Z0 V - end
/ H& C4 Z2 O7 |5 t* I' [" P - end
# \1 ~8 S- |, w3 O( H; y - else% p/ Q/ H, D. C% b. p
- class Quick_Menu_Item* ?1 m! _- b2 t9 A( s: l+ @& \
- alias hud_quick_menu_main main
a! o- X5 {( w* [/ F7 V - def main) G, F' D* V5 R- a: @# N [
- @hot_key_hud = Hot_Key_HUD.new1 J/ w: X# L. x6 V& V0 K* i- k5 C
- hud_quick_menu_main
# ?8 D" ?9 D1 |: ~7 M+ E1 K - @hot_key_hud.dispose
1 ^% R5 s3 b4 G8 z - end5 ?" X# W2 w8 N
-
9 V5 ~' c) Q5 d' f+ K+ Q - alias hud_key_update update+ _5 j, z. H$ S9 p
- def update3 `6 b$ P7 H; l9 G( S0 ]
- hud_key_update9 Z- v9 K8 i" C' b. \$ P
- # Hot Key num 1: n" q' @& _5 c
- if Input.press?(Input::Numkey[1])$ ]# w0 z' y9 d# d7 g: n
- $game_player.equip_item_to_hud(0, @item_window.item)
9 W/ D( m8 m: b+ X; F2 b - # Hot Key num 2
% j2 O- W6 L; |6 X; e - elsif Input.press?(Input::Numkey[2])6 r- q, K% B8 f7 y
- $game_player.equip_item_to_hud(1, @item_window.item)3 N! W+ ]. y# j8 E5 O$ C' T& V
- # Hot Key num 3
$ s* ]- ]' T, D' W) _9 m- M - elsif Input.press?(Input::Numkey[3])0 K& X+ e5 s5 X% G7 U8 w
- $game_player.equip_item_to_hud(2, @item_window.item)
5 V8 A7 R5 E d) t7 J - # Hot Key num 4
$ H) J. y6 [6 A3 { - elsif Input.press?(Input::Numkey[4])9 \* k' B* m7 }# _# `7 s. y+ ]; I
- $game_player.equip_item_to_hud(3, @item_window.item). z% h& y5 a8 v5 i6 W$ S9 j" Z1 Z
- # Hot Key num 5
% L! s2 H# q& y' K- D* R - elsif Input.press?(Input::Numkey[5])
4 j6 @( w' Z; D# _7 I - $game_player.equip_item_to_hud(4, @item_window.item)/ I. h* n7 H9 x
- end
( B7 m, \% y5 R: N% G7 B' n - @hot_key_hud.update
; F2 l4 C* D: b% [3 e3 s - end3 B0 t$ p: p+ N) \% {. y
- end
0 w- ]- O& ~ r- D1 M, a* W - end. \2 U5 ^+ q% B$ y' F
- 3 B' _2 [. D7 C: [$ d0 x
- #===============================================================================9 [% \. j* b+ T- v
- # HUD Window e! G% _) n$ O
- #===============================================================================' v; U4 |' A, M% {( f
- class Hot_Key_HUD < Window_Base
9 Y) A% s7 [+ P2 r - def initialize(x = HUD_X - 10, y = HUD_Y - 15)2 a+ O: L! N/ w* v9 t: V
- super(x, y, 220, 80)
, `" Q7 X6 P- n2 E* K) f+ } - self.contents = Bitmap.new(width - 32, height - 32)
, g- S7 [4 T: L$ R: J! c - self.opacity = 0
* m) p( j7 v3 ^" R( c, z' ^+ d5 m - @actor = $game_party.actors[0]1 o2 j. Z0 K+ Y. Z
- refresh
; C: A5 s. w8 K! g - end
# Y4 F! M4 s- K. I) u" m$ z$ R - ; g# |' w+ X, M6 I5 d. M9 M
- def refresh
' m9 J6 Q9 m' z+ T/ M O) V2 x - self.contents.clear u8 K, r$ [8 S+ J5 E" B- K+ r
- bitmap = RPG::Cache.picture("Hot_Keys_HUD")
$ D B& Y/ K& h( K- w% o) L - self.contents.blt(0, 0, bitmap, Rect.new(0, 0, 160, 32)); v% E9 A/ d" H: |& k9 u. F6 @* \
- for i in 0..4
% ~5 W6 Z$ c" e/ s9 S - x = 32 * i + 4
& F+ t: k" k% G, f- q# Z. ] - item = $game_player.hud_equip[i]/ m& a2 F5 O& Y
- next if item.nil?$ i( g, w! C9 Z3 p! D
- if item.is_a?(RPG::Weapon)* n/ @1 X1 P9 L2 @$ `( j
- item = nil if $game_party.weapon_number(item.id) == 0 and4 k3 B- h6 m! i" ]
- @actor.weapon_id != item.id8 R2 D7 Y5 o5 o" y9 ?
- elsif item.is_a?(RPG::Armor)* Q2 j! T" p) i
- item = nil if $game_party.armor_number(item.id) == 0 and 4 [+ ~" G( Z- v$ g5 O* \& X( F# P
- @actor.armor1_id != item.id
# \% [6 Z/ h1 ^2 ^ - elsif item.is_a?(RPG::Item)
2 |7 Y+ F4 ^0 |* V0 p% i$ X1 c - item = nil if $game_party.item_number(item.id) == 0 or
5 ^% U! o/ o* A - !$game_party.item_can_use?(item.id)
) G" t1 ^5 M! X! |- p2 J - end
8 M) }# X- I1 x' d# Y - bitmap = RPG::Cache.icon(item.icon_name)
% L3 ^! f, i0 j - self.contents.blt(x, 4, bitmap, Rect.new(0, 0, 24, 24))
# _" R) \5 e; [; Z) N6 l7 N - end
5 \4 F, o: v9 _8 z- h7 t% _ - end
6 I- l' |3 M+ T+ g -
8 S5 }9 O, f0 K' v1 c0 y9 U - def equip(item)
+ d9 Q# q! L+ {9 M) j - if item.nil?
M8 |# V* i/ T0 E - $game_system.se_play($data_system.buzzer_se)
. W/ H8 a8 p1 s% P3 y6 N - return5 o. O' S; Y1 Y$ r1 p
- end/ B3 H* m% B" {: p# C7 c
- if item.is_a?(RPG::Skill); D& O; S, {* w8 _ [
- if [email protected]_can_use?(item.id)
/ C$ ]! K6 ~% c& e/ ^ - $game_system.se_play($data_system.buzzer_se)2 s) N8 r' C9 B, x k# V% Y2 H
- return( P) i: r: v- I7 l6 d$ ], R. V( c0 s
- end2 u5 e' C: y+ s5 m* \
- $game_system.xas_skill_id = item.id
6 a' |* R7 Q w' v R+ ^: S - elsif item.is_a?(RPG::Weapon)- C2 ?8 y7 E; h4 W5 N. }5 c
- @actor.equip(0, item.id), K# b. }( X$ m0 w
- elsif item.is_a?(RPG::Armor)
! u4 r N& m f/ W: E, g - @actor.equip(1, item.id)
; _! x0 K, W: c' [ - elsif item.is_a?(RPG::Item)' [) `% F$ z( B7 I: d; ^7 r
- item_tool_id = XAS::XASITEM_ID[item.id]+ ^' x( a4 b+ W
- if item_tool_id != nil. K6 ^0 |; {8 }% v
- unless $game_party.item_can_use?(item.id)8 D) d2 I1 c4 D F6 y' ^
- $game_system.se_play($data_system.buzzer_se)
! [. K; {5 {: F- W+ g7 Q - return
4 |: \& R6 i9 G( A& j - end) z4 J% W0 U/ f9 [" r4 `( s8 ^
- $game_system.xas_item_id = item.id
]% t; r0 p* c( L- Y7 }; X1 A - end& [ o( G: n/ m
- end
) p7 \3 O( Q1 i- E6 G - $game_system.se_play($data_system.equip_se)4 _& e8 y4 k: Z
- end" g1 T# X" J/ G) e9 C
- 5 w: h( K {; Q9 T- S( N- v
- def update. {+ P! [0 e- k
- @actor = $game_party.actors[0]
0 B8 i4 M2 G5 [2 \ - @hot_keys = $game_player.hud_equip& \' d J, v6 Z1 u
- refresh0 O3 F0 c& l7 h# q
- return if !$scene.is_a?(Scene_Map)
# a) z) H+ O" w) J+ U6 i2 \ - if Input.press?(Input::Numkey[1]): \4 B% X! l8 m5 Y
- equip($game_player.hud_equip[0])
9 h6 w0 ]* n E7 g7 w - elsif Input.press?(Input::Numkey[2])% a! I$ p0 T0 ~ Q
- equip($game_player.hud_equip[1])
% R5 F. R3 g5 G$ j5 d6 h) @8 H - elsif Input.press?(Input::Numkey[3])0 u0 H" [8 W- F' B' W
- equip($game_player.hud_equip[2]) 4 n ~) {- W- m! m, q
- elsif Input.press?(Input::Numkey[4])
5 l4 D% E/ j$ o/ V9 D4 ] K - equip($game_player.hud_equip[3])
# K( e8 D7 |7 ~" ~* h+ j - elsif Input.press?(Input::Numkey[5])% [7 d+ {1 S1 R( I- r& o
- equip($game_player.hud_equip[4])
* |; Z+ @/ } ~ - end g- P3 N/ d8 F8 A) d+ s9 a
- end: o Y9 I, }0 c+ c7 s( v
- end$ I4 V$ h* Z/ \. C
8 X/ }/ I% P U: B! B$ m- #===============================================================================
/ B4 l! { D; }+ Y" v4 K* c1 Z - # Scene Map3 F+ O3 w9 L) Y8 D3 N3 f8 x. Z
- #===============================================================================
t' |; V$ E4 u [& @8 { - class Scene_Map
2 V$ G8 y: \/ a% B; A8 z, z" w - alias hot_key_hud_init main% o+ S' R7 h: y% ?: ?2 Q
- def main
5 F M+ O) C) ^ I3 k7 r/ | - @hot_key_hud = Hot_Key_HUD.new8 d. Q2 \2 a# G' z/ r
- @hot_key_hud.visible = !$game_switches[XAS_HUDDISABLE_HUD_SWITCH]/ D ?* T/ H" C4 g" E% C# E0 n
- hot_key_hud_init
, c! O8 P9 s6 t! V( T0 {; L - @hot_key_hud.dispose
) q# E# \! {# N5 [( z: u - end
& c8 F7 h% T: e: E -
, w" x4 t4 }# O3 E4 o( K3 b - alias hot_key_hud_update update
$ |- e* P: n5 L7 k: E1 t. u - def update @! }* Y+ D3 D' o: A
- hot_key_hud_update
; u6 v- O6 Q4 n - @hot_key_hud.update
1 A( J7 d: b8 W5 ` - @hot_key_hud.visible = !$game_switches[XAS_HUDDISABLE_HUD_SWITCH]! a- a7 o9 G t) a
- @hot_key_hud.update if !$game_switches[XAS_HUDDISABLE_HUD_SWITCH]- _ q# s, Y! \
- end1 @1 x% Y9 e) P+ b
- end
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