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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,
; d6 N* l! N, L8 Q: U! a! p9 r不知道有人能帮忙看一下吗? - #===============================================================================
' _- ^* H, J, {1 A1 I! M1 f' b1 H - # XAS - Hot Key HUD4 |* F2 k9 T, E( D" X
- #===============================================================================$ B3 O; ]! F- p
- # By Mr_Wiggles
( z$ }& m$ \2 u0 K& c" }0 Q$ T - # Version 1.36 P5 V: v& M" _; l
- # 7/6/10
3 m; g+ g0 u' e' w - #-------------------------------------------------------------------------------' b1 u) l& i' E9 t8 ]
- # Instructions:& @4 r: D! k. l
- # Fill in the constants bellow, paste this script above main and bellow XAS in2 ~ G7 r6 e4 y0 B* A
- # your script data base. BE SURE TO SET TO THE RIGHT XAS VERSION!!
' {3 O% Q1 V ? ^: x0 w - #
3 Z: R$ M- [. F9 I - # Place the "Hot_Keys_HUD" picture file into your game directory # m- h9 S1 a" r2 R( j$ _; J
- # Graphics/Pictures folder.- Y& g9 }$ t0 |7 G
- #-------------------------------------------------------------------------------
) \+ M. K+ I- \ - # Directions of Use:
0 q) h7 D% D' b# A - # Simple just press a number key (1 - 5) when the quick skill or item menu is& y* X6 o' f1 ?0 |' P
- # Showing.
! e& `1 t; x* ? - #===============================================================================- G" p( X" P( ~% X8 O4 z: g# l% e+ z C
- HUD_X = 0 # X pos of HUD! D2 V6 H/ e M" x; |" C% `" G
- HUD_Y = 0 # Y pos of HUD$ K+ |: F% f- t' y
% D' u1 L7 q3 j" ?( C n; U- # Set true if XAS 3.7f
* }* U. v, l+ l3 @7 y - # set false if XAS 3.62 Z7 _( Y2 B2 U6 r) p& _* L
- XASVER_37 = true/ T& J# x1 \% A2 e
8 W! T# O6 v5 s, Q5 N9 o7 q+ x- #===============================================================================
. H( E& A k4 v1 ] - # Numkeys Module" G3 q S- R, A9 e# S8 ~
- #===============================================================================( y8 s! G4 H* z' _$ x( z
- module Input
' P% z$ D! e$ b - Numkey = {1 => 1049, 2 => 1050, 3 => 1051, 4 => 1052, 5 => 1053}1 Z' f, d9 ^1 o& X
- class << self
) o, D3 ~' |7 B' w. E+ W - Key = Win32API.new('user32','GetAsyncKeyState',['i'],'i')
8 f* }. z$ I. n" f7 y! J -
3 _' o/ g/ B7 o1 d) P2 f - def testkey(key)% s: r2 L$ p. J# L' k
- Key.call(key) & 0x01 == 1+ o- g6 ^/ }7 |+ R* {7 t
- end
0 _2 n, b$ M8 _5 v% e" C. G -
' `1 _ B: @, q) J6 s, \ - alias hud_key_update update& u. y2 _( N" [+ G* r# ?4 Z, B
- def update" `! h+ Z( y* y9 ?: ]! n, ?
- hud_key_update1 W, }. y: p. C
- @pressed = []
! U$ t7 _3 f4 y7 T, f - for key in Numkey.values' T* D$ n7 N6 K2 N
- key -= 1000$ p! b* S5 d( l' ?6 y+ O% Z
- @pressed.push(key) if testkey(key)& E9 U1 @- {: t4 N5 a3 v" J
- end
# o9 l& R0 O u w; X/ w - end8 {/ x1 c6 [5 O
- 5 ^ B9 V; W/ I$ e. |: ^
- def pressed?(key)
6 c7 A$ L7 \" e; Z' `6 t3 z: { - key -= 1000) I$ A8 W+ H- Q5 B" W0 [, ?0 a
- @pressed = [] if @pressed.nil?
# }$ A# ~4 e4 f - return true if @pressed.include?(key); P7 i2 J! ~# P u. ^: `
- return false
: }( w" ]% ` i# K0 ~3 z - end
# H1 \ ?$ M+ _ w4 g3 t4 K* Z - / E* E/ }; |7 Y4 J- ?, }3 l
- alias hud_key_press? press?
# F3 H/ F9 [' f" a& V6 E - def press?(key)4 `) C6 L5 V( E) D& N% f
- return pressed?(key) if key.to_f > 1000* S) d- o% z# E5 U* }
- hud_key_press?(key)
, ^$ p* {: G' a" m# {) S, B# Z - end* Q8 _; U# X, y) B
- end2 T# L; G+ M, d d- ^/ Y1 u
- end
. a& S1 N- v7 V2 a( ^/ W# h
6 e1 H: ?/ R5 C) _6 ]- #===============================================================================0 P+ A4 f: f7 e* M$ I4 e4 D: f
- # Game Player
+ C2 k$ K9 m) c* X - #===============================================================================- r( f: @) O, t1 y5 x# X
- class Game_Player < Game_Character
! j/ u* b: l1 E) d3 x - attr_accessor :hud_equip
+ X ^& l2 q, D& R9 t0 I# ` -
) _+ P3 n9 k6 C0 y# l1 @( a2 ~. @/ T - alias hot_key_hud_init initialize! _/ t; {( R5 ]; Q9 J5 j% t, ^8 R$ A
- def initialize! }5 Y5 {! N+ _' T, i! X
- hot_key_hud_init' ^- \ V. O! d' O$ Q8 h
- @hud_equip = []
8 _) ?- m J, g- F0 J - end
& h; f" y0 [7 { _4 ]. ^9 N - 8 I" H: t" g3 ?7 f
- def equip_item_to_hud(n, item)
3 n7 x+ S/ l0 c9 z( N - if item.nil?7 b% Y4 R1 w$ {$ d4 \1 \
- $game_system.se_play($data_system.buzzer_se)
+ L8 K& o4 [0 a - return
. n8 I) _) `, F; m- c% E* [: k- g - end/ x. f6 v" x+ `( o
- $game_system.se_play($data_system.decision_se)$ `+ P4 P' T' E* q
- @hud_equip[@hud_equip.index(item)] = nil if @hud_equip.include?(item)
( t% h7 R5 n2 D. O5 U' y1 [; G - @hud_equip[n] = item# [5 W$ d6 q, i' F
- end: R3 Q7 w5 s0 c
- end) V# ]; R; {5 O1 ~
4 q: W0 x# p7 C" v9 b: {* A- #===============================================================================
0 f0 e0 w: h/ ^3 ]- U - # Quick Skill Window* H* q. u9 Y6 g" D0 U+ p$ c4 Q
- #===============================================================================
. [4 }) r$ C8 l' N K0 l4 k - if XASVER_37 == false3 p6 _' z$ e$ g: U8 G7 S, _1 a
- class Xas_Scene_Skill. M H# L: Y4 L4 P( v7 H7 m2 ~
- alias hud_quick_menu_main main' g" h5 H' H$ `; T
- def main# a+ ~% Y, x9 w1 I$ m* z
- @hot_key_hud = Hot_Key_HUD.new
2 K9 O, x% {+ o( Y' d - hud_quick_menu_main
* \1 S( |& s9 \' r3 T3 W7 B; b# s* r - @hot_key_hud.dispose
9 Q( n( Y2 a' q. F( I: e3 i - end
0 N- R* f$ x" F, _' Z; O6 Y# d4 ^ -
4 b* ]2 Y9 Q1 u+ _- I - alias hotkey_hud_qucik_menu_update update) ^) D3 Y/ u& Y
- def update
7 y2 m8 L. T8 Z9 w) b - hotkey_hud_qucik_menu_update4 s! M1 @8 R, L* v5 \
- # Hot Key num 1. \9 x6 C. g [9 a# U3 O" _6 K) Y3 n. D
- if Input.press?(Input::Numkey[1])
+ Q& O4 L4 M* y0 f% ` - $game_player.equip_item_to_hud(0, @skill_window.skill)
' E2 {/ d, f, } - # Hot Key num 2
4 l4 R2 W8 j; K/ S$ r. L - elsif Input.press?(Input::Numkey[2])1 x# W2 D6 S5 B) M
- $game_player.equip_item_to_hud(1, @skill_window.skill)
4 [# V" ^. D3 [1 C9 e8 j* [ - # Hot Key num 3
* E3 {! g7 U% b) Z: X( I( l - elsif Input.press?(Input::Numkey[3])
5 m% ]/ e, H) X2 B9 q6 B - $game_player.equip_item_to_hud(2, @skill_window.skill)
) T4 C* U/ L" F1 s5 T! o: d: C - # Hot Key num 4
/ r, S0 c: z& f* f9 g+ z - elsif Input.press?(Input::Numkey[4])! v! c+ N+ Q/ D' y
- $game_player.equip_item_to_hud(3, @skill_window.skill)
- S! d. n: f. L9 v5 s" i - # Hot Key num 52 \$ h9 \! Z2 q4 Q( {
- elsif Input.press?(Input::Numkey[5])
; [3 O3 s4 \. k4 G: _/ l - $game_player.equip_item_to_hud(4, @skill_window.skill)
" y( J& ^6 I7 P - end7 @8 g# c* ^6 x A4 {* ?- e
- @hot_key_hud.update! F7 |/ @5 p( S4 j( h9 X8 ~: X
- end
' N" Q; e! \. } V) { I* ^ - end( W" C3 N- w$ N/ v5 G
- else
4 t- D- p2 a' `+ e$ H: l- j - class Quick_Menu_Skill
9 K7 f9 Q$ B) u" Q$ j- }# j - alias hud_quick_menu_main main
2 J; Q( p. Q9 G4 \ - def main# H2 `: M6 ]7 r# j/ `$ e
- @hot_key_hud = Hot_Key_HUD.new5 a2 e: |. |! L
- hud_quick_menu_main+ L" O1 r: J) P! @
- @hot_key_hud.dispose7 [4 Z! i6 T0 G- x
- end
9 E' u3 ^6 }3 Q, q6 s; p -
; ~$ R5 e1 a$ |8 r+ z" ^/ v) G4 e U - alias hotkey_hud_qucik_menu_update update) J9 n5 D3 M0 D3 L9 S1 P a0 G4 H; {5 j
- def update. D$ R8 f9 e C( y
- hotkey_hud_qucik_menu_update/ s7 j- s6 z* }$ a, [
- # Hot Key num 15 [! q8 R" l% O6 Q# x
- if Input.press?(Input::Numkey[1])
! A8 E: t5 |1 J7 `6 C7 y/ O - $game_player.equip_item_to_hud(0, @skill_window.skill)
7 S5 X* P* i- p/ _' ^, R - # Hot Key num 2
d% g% x( Y" U j - elsif Input.press?(Input::Numkey[2])3 h- U7 ^) l7 I& W* N( z1 B8 {+ p# ^& Y
- $game_player.equip_item_to_hud(1, @skill_window.skill)/ u- @. _4 `% u
- # Hot Key num 3: y, @' T+ p3 l; c" t
- elsif Input.press?(Input::Numkey[3]): U+ J9 o2 X' R$ D. B
- $game_player.equip_item_to_hud(2, @skill_window.skill)
I* A5 u, D% a# \; k3 r0 Z - # Hot Key num 4
% k6 R' ] P$ @. C6 W+ R9 R - elsif Input.press?(Input::Numkey[4])$ ]% x- m2 T0 r
- $game_player.equip_item_to_hud(3, @skill_window.skill)
. |2 P) X. h7 E. w - # Hot Key num 5, n' v! q! Z+ q
- elsif Input.press?(Input::Numkey[5])
4 F1 @. H5 \9 ~5 Z! H - $game_player.equip_item_to_hud(4, @skill_window.skill)
' }# ]. Y4 e6 S" t% ]* _ - end7 Q5 Y+ z( Q( V7 C
- @hot_key_hud.update
% s- `7 ]3 O) n - end
8 O) F* j/ m% A% M - end4 Q1 T J/ ~! }# @# w4 ~7 m
- end
0 h2 I; e0 |9 Y$ l3 S8 Q) \
3 g3 Y1 i) H+ r+ z- #===============================================================================2 @2 L* V# n9 }6 W
- # Quick Item Window
1 x, @' ]/ s4 Q4 \" b5 h0 Z: x) D - #===============================================================================7 N: ~3 ^0 j8 A
- if XASVER_37 == false
* Z* e' }# G4 G4 ^5 c- S X8 ?3 x, B" L - class Xas_Scene_Item, z8 {9 l2 g0 U6 e; [
- alias hud_quick_menu_main main
8 k9 `, v" g8 f2 W n$ e+ y9 x/ Z7 n - def main6 y1 z# J+ ^* t
- @hot_key_hud = Hot_Key_HUD.new }' E) o) C E( F3 @5 @8 G
- hud_quick_menu_main
6 `5 p. E+ G) C; v1 y: U - @hot_key_hud.dispose3 C* d6 P, Z1 \
- end7 H0 E5 s* M# [6 L9 B. p5 C" z
-
' C' m& E/ E \+ D0 Z- S* ^ - alias hud_key_update update. E* e" q% p- t! P% p; ~
- def update4 o; O( F! t) x% ?: T* L
- hud_key_update- _- K/ l* q/ ^5 r
- # Hot Key num 1
. ?7 m& `5 X4 e) D: F7 T% x/ i - if Input.press?(Input::Numkey[1]) U6 _8 b0 N* d8 J$ E5 v
- $game_player.equip_item_to_hud(0, @item_window.item)4 R7 K8 c9 G! r+ \4 q2 a1 d6 L' X
- # Hot Key num 2
# T. d0 h% T O4 O Y+ T; ^! o - elsif Input.press?(Input::Numkey[2])
9 P W( V1 a9 n# c$ J, _ - $game_player.equip_item_to_hud(1, @item_window.item)
; Y4 y7 E; A; [ - # Hot Key num 3& c7 i# r4 t/ X: ]6 i
- elsif Input.press?(Input::Numkey[3])5 _# J: J, Y* b8 c0 ~, b7 r
- $game_player.equip_item_to_hud(2, @item_window.item)( B. Q0 C. G( j9 g0 g4 F& Z8 G
- # Hot Key num 4
+ C6 `2 C1 p8 s, w - elsif Input.press?(Input::Numkey[4]) |) H8 w+ R5 {0 U, t. w
- $game_player.equip_item_to_hud(3, @item_window.item)
( {7 P7 z" Z- d G - # Hot Key num 5& N( ~0 v! c( E6 y
- elsif Input.press?(Input::Numkey[5]), y k4 g% l0 C+ L+ Y
- $game_player.equip_item_to_hud(4, @item_window.item)6 t1 z" Z# Y% N6 }8 u9 b7 v, F
- end+ n0 b y6 M1 H! o
- @hot_key_hud.update
1 x: @9 y4 x0 i) R+ c - end
! I- ?: h0 F7 d( e u: P0 r; s( Y - end/ k: o. c' _% j: p
- else% o, Z1 s7 P6 Z- n! R8 O* e& w
- class Quick_Menu_Item
. k% U3 X" ~6 _ - alias hud_quick_menu_main main
: S* r$ x" @$ D - def main+ p4 n" N @1 C' ]. K5 Z* R$ h
- @hot_key_hud = Hot_Key_HUD.new
, L7 A8 {0 b' m5 ?# C O - hud_quick_menu_main5 J' I; v- p' k, A5 g0 k! a
- @hot_key_hud.dispose) x' A) c& c8 P& g% I, M" D! c6 a
- end
4 h# _# z1 W. _ -
, d4 F! o6 O5 B# p& e& K! }5 } - alias hud_key_update update9 c/ g" S# h# p# }
- def update' c/ I/ n9 r, F; \. d
- hud_key_update v7 m6 D0 G' g6 ]8 F0 s8 k
- # Hot Key num 11 B! S$ V- t, f+ J8 B# `
- if Input.press?(Input::Numkey[1])
- ~; H: _3 G% n( p+ R. c3 U - $game_player.equip_item_to_hud(0, @item_window.item)7 Y# x" @& t7 D/ z) f
- # Hot Key num 2
3 l! a6 J$ v. n - elsif Input.press?(Input::Numkey[2])7 [" F% i$ R' \* p
- $game_player.equip_item_to_hud(1, @item_window.item)4 w& [' Z% R! S% T: t& X
- # Hot Key num 3
+ B5 K/ I/ t! h- V& a6 ?! d - elsif Input.press?(Input::Numkey[3]). `) Q8 s1 Z4 y% o4 K9 [) D
- $game_player.equip_item_to_hud(2, @item_window.item)2 W ~% L+ _+ F+ x, U9 Q
- # Hot Key num 46 A- X7 B* L# a/ n: e& g% k& B8 |
- elsif Input.press?(Input::Numkey[4])
' N9 d0 ?0 F1 J9 I3 m2 t - $game_player.equip_item_to_hud(3, @item_window.item)
. {/ M; m, K: X. V! X% |/ O - # Hot Key num 56 y' i7 {, ^" w$ G1 k; M
- elsif Input.press?(Input::Numkey[5]) h$ @1 n" c. M9 j! w( d$ S
- $game_player.equip_item_to_hud(4, @item_window.item)/ a, c% G9 }& s' H6 b |
- end
/ t7 P- D& W K8 j - @hot_key_hud.update: a" f4 e8 T) ~0 E T2 I6 z% J
- end
) A9 b O& t( V" L8 K - end) K8 u) M8 [2 r) U3 Y1 P
- end" G( P( G. b# Q1 t- r5 w. B
- ! b$ e8 L9 \/ A. [4 @
- #===============================================================================
- m) b3 Z) A! a3 z9 [; s( z - # HUD Window
/ N& \/ Z; y( k8 C% a# t. @ - #===============================================================================& |: w: ^* L9 P. q$ `( V8 B
- class Hot_Key_HUD < Window_Base
. O# w( k" g& \% F- I5 o - def initialize(x = HUD_X - 10, y = HUD_Y - 15)# _5 }6 F3 z( ?* f7 A! C9 G
- super(x, y, 220, 80)+ a. q# j: p( [! [* q1 u; F9 t
- self.contents = Bitmap.new(width - 32, height - 32)
% b8 \- b6 l7 T' D/ r2 ^ - self.opacity = 0* U% z6 d0 {0 v# U# m8 Q$ ]5 [
- @actor = $game_party.actors[0]. d2 z: L4 U8 C
- refresh s* ^: R% E, J3 l! N% \
- end
9 V/ s" ?( \! V6 V5 x- l - 9 `7 I9 f3 C) i; e3 A# Q
- def refresh
2 d" [' |, Z6 l; J, d - self.contents.clear# r) t' e7 n* ^, q0 i3 z; A
- bitmap = RPG::Cache.picture("Hot_Keys_HUD")
6 ]( ?! J+ Y+ [' N* F+ m) l - self.contents.blt(0, 0, bitmap, Rect.new(0, 0, 160, 32))& g5 W% _; t8 i' }
- for i in 0..41 d8 o' k1 O0 a
- x = 32 * i + 4
* ~, j3 v( x, K8 X$ T9 u$ J. N - item = $game_player.hud_equip[i]
" _+ I C1 |# r8 B - next if item.nil?, u( j7 e5 Z4 o
- if item.is_a?(RPG::Weapon)2 [3 f$ k7 b6 y' u* U$ i
- item = nil if $game_party.weapon_number(item.id) == 0 and- g" E* g; l3 `) i4 e
- @actor.weapon_id != item.id
/ i5 O& k/ U- }2 k - elsif item.is_a?(RPG::Armor)
$ ?* q4 H* D0 p7 n - item = nil if $game_party.armor_number(item.id) == 0 and * X" _) j3 }% Y w, I; m5 V3 e
- @actor.armor1_id != item.id) P% d$ g. x9 j# ^0 h; ?/ Q% j
- elsif item.is_a?(RPG::Item)
$ Q) C' M( i8 I0 o2 n* L; }# I - item = nil if $game_party.item_number(item.id) == 0 or4 Q) }6 ?8 o$ v) C
- !$game_party.item_can_use?(item.id). F+ W y' Z+ o3 U- U( H
- end
* N# U! n# ?0 p8 v - bitmap = RPG::Cache.icon(item.icon_name)8 v! p% f2 i/ |4 A$ s7 G; P, Y
- self.contents.blt(x, 4, bitmap, Rect.new(0, 0, 24, 24))
& A) \: v6 f4 ^. z) x3 h( q - end$ S1 x8 z; ?$ i6 s9 i
- end$ ^ ?( [# |$ `
- 2 j( t. |7 T" [* H" y7 a
- def equip(item)' l6 I2 H# \$ r$ n
- if item.nil?5 m* C0 w* F) f+ L/ g" y
- $game_system.se_play($data_system.buzzer_se)$ ~1 v' f6 h: G# l
- return) m( c! j) {# r) G$ \
- end" H' i( N7 x6 P# W: P- g
- if item.is_a?(RPG::Skill)! \$ V. Q3 U3 D2 O( j5 z) T/ P
- if [email protected]_can_use?(item.id)
) o+ u: N; D( S8 h - $game_system.se_play($data_system.buzzer_se)
+ O, S$ l" K: Q% `" Z - return' _2 e1 K& i" E8 D' @
- end
, z6 }, C& K P2 f - $game_system.xas_skill_id = item.id# Z1 E/ ?# r' E" l) L) J( E
- elsif item.is_a?(RPG::Weapon)
7 q; \0 H$ @1 I- Z5 R. ~, m8 ^ - @actor.equip(0, item.id)5 F0 w& k; k0 I' b
- elsif item.is_a?(RPG::Armor)
% X! d O& o& r8 N$ h: V - @actor.equip(1, item.id)
5 z7 z( \+ t( q5 g6 j( I - elsif item.is_a?(RPG::Item), G7 a" x, ?5 [: ~
- item_tool_id = XAS::XASITEM_ID[item.id]! V$ P( X; _5 J5 t! q
- if item_tool_id != nil
- @# S i- c8 h2 }4 x0 u - unless $game_party.item_can_use?(item.id)
, d/ k4 M2 ~; e% v+ B3 B - $game_system.se_play($data_system.buzzer_se)
1 Y; M0 S) F C# M# X" H$ ^: O - return
! g7 h" U D8 q0 G; L) s. P - end5 L& N( T2 z5 i7 [6 U1 ^ {4 M; E
- $game_system.xas_item_id = item.id$ W4 G' R" J! P5 d
- end
- c. ~0 {1 K* a# P1 A I& Z! T - end8 s3 j0 Y9 a1 q6 O
- $game_system.se_play($data_system.equip_se)1 ?! t; z$ T3 M7 c
- end! N; i; X& w. k! Q& ?# _
- : k6 A A" n& q
- def update/ z1 k1 r. N; v# s+ m3 @
- @actor = $game_party.actors[0]
+ I1 P/ Y: P W% l; w% ^! T - @hot_keys = $game_player.hud_equip
& h/ n/ J% N$ [2 Q9 J - refresh
) I, f4 e' n' |& @$ P( N - return if !$scene.is_a?(Scene_Map)* K! N0 h' K) Q! p
- if Input.press?(Input::Numkey[1]): _ m$ v4 I! S: U$ I
- equip($game_player.hud_equip[0])
0 N" e# r3 E: L& X - elsif Input.press?(Input::Numkey[2])
R: A: ^6 E$ v' V( y* G' |- ~ - equip($game_player.hud_equip[1])0 }3 n8 b$ C) u1 J" _) b$ a4 ~( P
- elsif Input.press?(Input::Numkey[3])6 a5 b& q. k A8 r: e' b0 R
- equip($game_player.hud_equip[2]) + h( o @; _9 n6 `8 Y; J& [
- elsif Input.press?(Input::Numkey[4])8 A4 u! S* u, D7 T. X6 J3 u" ]3 `
- equip($game_player.hud_equip[3])
$ f9 M' l& z5 Y7 i$ T8 p, l- v - elsif Input.press?(Input::Numkey[5])
; H; R- r# L( M7 d9 u x' B - equip($game_player.hud_equip[4])& b3 S0 Z. i0 f f' n$ z. o1 ?3 j
- end
! a7 F1 \* Y3 |# W' A, c - end! J) L+ K1 `6 C, j5 Y4 S
- end
0 B* P& |+ t& b# l; n9 w$ I - 6 o( W9 m& v$ l& ^
- #===============================================================================* n% G1 x4 r- M# G1 x, Z+ O+ c
- # Scene Map
: f5 a+ G8 d( k" h$ c0 Q6 c$ m - #===============================================================================
: A6 `) }3 [2 a( |6 A7 C - class Scene_Map9 Q/ y+ S; ], d5 W+ y, N1 \ k
- alias hot_key_hud_init main
- q/ g" ]3 u4 g# d0 H6 G( _3 E - def main" S; Y$ \5 D' E+ l
- @hot_key_hud = Hot_Key_HUD.new
' k- S- `6 E% q6 t% a5 D - @hot_key_hud.visible = !$game_switches[XAS_HUDDISABLE_HUD_SWITCH]" U3 l. P8 r; g' S9 ~
- hot_key_hud_init; e* V M% |' q5 j8 K A) U
- @hot_key_hud.dispose3 L( [" F6 v) u/ Z$ H
- end$ w6 C4 G% z% q
- / ~& n% O% m9 X! l6 c
- alias hot_key_hud_update update
( Y; i5 S1 Q6 Z' f9 E3 [ - def update
3 D) R% O' x- e9 V! C - hot_key_hud_update& E/ i4 G- Z0 N2 c" Q7 V
- @hot_key_hud.update: I1 m9 o, y2 |! p
- @hot_key_hud.visible = !$game_switches[XAS_HUDDISABLE_HUD_SWITCH], j1 g: B0 i9 L
- @hot_key_hud.update if !$game_switches[XAS_HUDDISABLE_HUD_SWITCH]
" Y; h% V8 x1 J - end: ^: e' m3 b3 F
- end
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