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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,
7 Q$ |6 R; B% h6 B6 _" s x不知道有人能帮忙看一下吗? - #===============================================================================6 d2 u# r4 L$ S2 \) Q4 ~2 d, M5 x
- # XAS - Hot Key HUD
" |, ~& ^6 C9 G! M/ B - #===============================================================================; N9 j9 j6 {6 ^4 u/ d
- # By Mr_Wiggles
2 L( I# T- x$ ]! T1 J5 R - # Version 1.3
' b6 B& v9 {" N5 i/ U1 t/ ` - # 7/6/10
l0 F, R1 {3 k/ W+ k0 t9 i: c - #-------------------------------------------------------------------------------
9 c, |1 q+ F2 i* v - # Instructions:
( Y _8 o7 i& U% H - # Fill in the constants bellow, paste this script above main and bellow XAS in
" C g. N- d8 K0 C - # your script data base. BE SURE TO SET TO THE RIGHT XAS VERSION!!/ n. U# d! i# T% T
- #
3 F- ?# o+ V% m! N0 C& R - # Place the "Hot_Keys_HUD" picture file into your game directory 2 Z- X( M& f, g1 v4 R3 l m) X
- # Graphics/Pictures folder.5 V# J" ]6 E( @+ t, E* }( L& S
- #-------------------------------------------------------------------------------
4 M; B1 g/ Y" S9 _1 J+ F - # Directions of Use:4 u& Z1 t0 w# W+ E
- # Simple just press a number key (1 - 5) when the quick skill or item menu is' B. Y, \- Q: |
- # Showing.
& | R1 D# A5 [* ? - #===============================================================================2 E, z0 S& `9 m0 \! D
- HUD_X = 0 # X pos of HUD
3 H: ]: \/ o3 ]0 o - HUD_Y = 0 # Y pos of HUD) |3 H9 u+ Z9 z
7 i* y5 K2 }+ T u( Q# [- # Set true if XAS 3.7f
7 r) B# i/ w4 q& r$ C0 N+ d# d - # set false if XAS 3.6
9 k Y4 {' f3 \2 |3 I - XASVER_37 = true; i0 w' o' d1 v$ [0 b7 o& W+ `
- F( x! u" P0 x
- #===============================================================================
. q5 a5 c) { f# I/ S - # Numkeys Module
0 c7 ?3 P' E) a( F4 r6 J: x2 m% g - #===============================================================================
% }# n9 ]- x Y& Y4 Z - module Input& _# x+ P0 P8 P# I' X2 M, e; I6 h
- Numkey = {1 => 1049, 2 => 1050, 3 => 1051, 4 => 1052, 5 => 1053}
3 [- O- V9 O4 m4 s/ @8 s) [0 ^ - class << self
$ a& u: }' r% ?* q w( k1 r5 d4 c - Key = Win32API.new('user32','GetAsyncKeyState',['i'],'i')6 ?! D; O. ?, Y1 q7 [7 a
- 9 K( s* Z k1 \5 d
- def testkey(key)* r' z% o4 s( M) k/ b5 P D5 z9 N
- Key.call(key) & 0x01 == 1
3 w4 d) l& o4 D4 y0 w1 e) P* o' x/ Y - end
6 _# Q, U9 g9 B& w, O" ^: {( P -
; C1 ~5 Z9 {' a, W- x( ^7 ~ - alias hud_key_update update
& U2 G% O5 L9 {$ O - def update) u; X O+ U" r: P: X" Z
- hud_key_update/ O. _, Y9 \) b0 r
- @pressed = []* `+ M a8 _% c( q v
- for key in Numkey.values; H: N7 w* V# X# t8 a
- key -= 1000
+ B2 j: J; u$ {! M5 m0 {" _6 V# ] - @pressed.push(key) if testkey(key)
0 d& f m) Y3 j. W; s0 } - end
) d/ @( r0 c/ k: {/ g6 Z' C - end
3 k. }% s$ d4 w3 r0 U -
& ?# c- J( w+ G$ N+ ~ - def pressed?(key)" n2 V7 V7 j5 x2 n* k
- key -= 1000
! X. u# f# w( c - @pressed = [] if @pressed.nil?
1 y. J) P( q2 ? - return true if @pressed.include?(key): n- s: i$ b( w P6 A
- return false
9 \# E+ V( Q* X) t, b1 B7 J" n% Y+ d - end, G; m. `5 a: [, B; s) V% y6 v- f
- @/ ]( Y# D, ]
- alias hud_key_press? press?) _4 K u, U$ `+ [
- def press?(key) \( j* _8 o8 z2 l `$ l2 n7 b
- return pressed?(key) if key.to_f > 1000
" S* Z w1 \% T0 b3 _8 H1 | - hud_key_press?(key)
1 E: N& t% l$ ~+ t6 k+ b! W# I - end
# U5 y% {" o6 U/ w4 X/ e - end
! e6 w* N# r9 s: Y - end8 p5 }2 G. `+ z3 l; U$ Z. N1 n: J
- % f- F* Q& J7 G
- #===============================================================================
1 a/ p! M1 k; v+ q: H2 Q - # Game Player
3 k- n# w' X; ]' ]$ w/ c) P2 R - #===============================================================================8 Z. i, d# r7 M2 x+ N' K$ C
- class Game_Player < Game_Character% { J9 |+ x' A2 i% \ }
- attr_accessor :hud_equip
y7 q! M3 I" q* Y* E1 A - / V; ?& t- _; x, ]% N! v
- alias hot_key_hud_init initialize
/ }( b6 Z' Y! \& z. @ - def initialize. ~5 Z8 H: B/ J
- hot_key_hud_init
8 y; ]/ @( [& y* S - @hud_equip = []# B6 E5 P8 G) H; [7 |
- end
( ]: ]7 K/ l4 G! k; W - . H% Z; D A! x0 C( J# I
- def equip_item_to_hud(n, item)
! N. ]% C3 E& w/ y& T1 E - if item.nil?3 }. N9 |7 ^# P
- $game_system.se_play($data_system.buzzer_se)1 [ G9 }7 x, x9 Q
- return
+ ?/ v2 \8 n: W: w4 m1 v - end
& Y$ |% F0 Q, S6 J. m - $game_system.se_play($data_system.decision_se), P: X; \# y J: f1 X
- @hud_equip[@hud_equip.index(item)] = nil if @hud_equip.include?(item)1 m5 S7 A! p; Y1 Z% z7 H
- @hud_equip[n] = item
( e( p7 t* t8 F0 u% u; | - end
M: F/ y8 }1 x5 A - end4 n/ a. b* m! U& H8 S
% w4 Y0 r. e! n( ]- #===============================================================================$ X3 _4 E/ N! i8 y5 H: m3 \
- # Quick Skill Window
J: z5 [5 |' ?& m$ i - #===============================================================================
5 O- Y4 B; V% d/ r6 `8 ~4 K - if XASVER_37 == false
$ G+ c$ T( W! p/ {5 k' g - class Xas_Scene_Skill
/ \& Q6 h7 U/ l: T! t - alias hud_quick_menu_main main
; @3 I0 ]" s3 l- ~ - def main
# c3 h; _6 _, ~& E- w1 O - @hot_key_hud = Hot_Key_HUD.new, `4 h3 L, v. [% [8 L4 l
- hud_quick_menu_main
5 j0 {9 g. \8 ^) o9 U% h - @hot_key_hud.dispose0 f" ~9 |1 {% Y8 J% b6 r
- end
, ]- v! Q! o) j6 T0 e - : O* V" ]. ^& D- K
- alias hotkey_hud_qucik_menu_update update' B/ ]5 c2 K7 N: A3 P4 F& H( e
- def update6 @( P+ j3 _8 f+ ^& j% D$ @) G
- hotkey_hud_qucik_menu_update1 ?% B4 {! d" k o1 u( a9 b
- # Hot Key num 1
0 M1 e( `/ A7 V: O - if Input.press?(Input::Numkey[1])1 B3 C7 d5 n: \: q' r
- $game_player.equip_item_to_hud(0, @skill_window.skill)
& M! b7 R1 l! h; X) }+ R/ o X - # Hot Key num 28 w2 U, F# W5 p2 c
- elsif Input.press?(Input::Numkey[2])
3 Z5 J# ~0 ?' @ - $game_player.equip_item_to_hud(1, @skill_window.skill)
P$ d! |% S; X' M+ A( I9 O5 \ - # Hot Key num 3: ~+ D8 F! Q+ g+ n
- elsif Input.press?(Input::Numkey[3])
" @& N9 h1 C: e1 E, z4 Q; b - $game_player.equip_item_to_hud(2, @skill_window.skill)* m/ J9 j9 V1 T1 O# h: v
- # Hot Key num 4
! H% r% x) R3 {5 U$ \2 L# V - elsif Input.press?(Input::Numkey[4])
, S+ h3 H2 n+ ]' m, R: Z; {# L* K - $game_player.equip_item_to_hud(3, @skill_window.skill); z, y G' j# v$ D
- # Hot Key num 5$ l1 f) S! B |* p$ A- n' n4 N
- elsif Input.press?(Input::Numkey[5])
6 I3 M/ x2 ~+ B) q) s - $game_player.equip_item_to_hud(4, @skill_window.skill)# V |- Q' @+ l* b K
- end6 F7 ?& F" _7 G5 |/ i
- @hot_key_hud.update3 |. L/ }7 f' h& b* r
- end0 D( [& `& Q! C9 w5 i, }
- end
) e$ a6 }& G5 f, d$ q% ~. T$ ]# z - else. e; P; g; i6 n5 A' H
- class Quick_Menu_Skill2 H# m# G4 ?9 ]( j8 _
- alias hud_quick_menu_main main7 \1 l' j* O# {; \1 B
- def main# ?2 j( r" M9 c3 B; T* z+ y
- @hot_key_hud = Hot_Key_HUD.new& ^# f) X* I, u# T- ~) e7 x
- hud_quick_menu_main
?6 y6 q1 p) ^ - @hot_key_hud.dispose
8 J: v) ?( c* @% U1 D& |: T - end
$ g; `: S7 {* R1 D/ d7 G% X -
" F( A5 I/ L" B/ H - alias hotkey_hud_qucik_menu_update update
$ @/ L: H/ g, Z" Z3 g% c m$ H - def update5 Q. E f6 V7 c* C* d
- hotkey_hud_qucik_menu_update
; l/ }# k! V/ L* I+ e) F - # Hot Key num 15 }4 J; Y* d" \0 s
- if Input.press?(Input::Numkey[1])
* J% G# K- n# C. H- b - $game_player.equip_item_to_hud(0, @skill_window.skill)
; O: g+ {, m- g9 `; T( |" g% j W - # Hot Key num 2
$ \# O( j+ K/ S# g. t7 C - elsif Input.press?(Input::Numkey[2])
, a$ Q, o0 f1 i; L! P9 D- h - $game_player.equip_item_to_hud(1, @skill_window.skill)- d- r& C3 e% g3 m" l- c
- # Hot Key num 3 @1 y- @# m, U$ P; z# H
- elsif Input.press?(Input::Numkey[3])& s5 J" |/ S" s% N5 A6 O" q9 b
- $game_player.equip_item_to_hud(2, @skill_window.skill)* ?! D. m$ k/ Q- Y' }# V
- # Hot Key num 4
( [. L' ]$ H3 g% k. z - elsif Input.press?(Input::Numkey[4])7 d% Z+ i! a" u$ b' g
- $game_player.equip_item_to_hud(3, @skill_window.skill): h3 n) y5 B) q
- # Hot Key num 5* T2 b4 k+ N2 r6 H/ p; U1 b) j
- elsif Input.press?(Input::Numkey[5])
* W/ c4 f0 ^' A3 F, O7 k5 I0 ` - $game_player.equip_item_to_hud(4, @skill_window.skill)1 s1 _. o0 ?+ ]$ s
- end/ K# _. i8 h2 N' k L' X
- @hot_key_hud.update2 H; O) P; U N+ Y- F/ K
- end) f: S. x A: l2 L7 @# N2 x
- end& u; I2 ]' O* j0 P) a/ x# b% S
- end
5 w( I* U% g3 m9 l2 e0 h
4 W; g1 I7 n/ C7 f+ B- #===============================================================================& B3 s& s+ l- J) n6 O8 _5 @
- # Quick Item Window
; b" Z- i0 J J: L - #===============================================================================
4 |- `$ H5 h0 \$ v - if XASVER_37 == false! _9 p* x: R6 G5 |: I
- class Xas_Scene_Item
% k6 A+ X" i f1 l, F - alias hud_quick_menu_main main
' `! {) w' C F2 Q2 v3 Q4 o1 N; | - def main, I; J0 o3 n! N0 P% Y
- @hot_key_hud = Hot_Key_HUD.new
- S$ `4 e5 c P8 V - hud_quick_menu_main
: L8 Z$ c* a2 z$ X) [# x/ S: t - @hot_key_hud.dispose& d4 \8 G4 V" f7 I0 B$ C
- end) ` r6 W, u8 w, t2 G
-
' v! X" `6 d( i$ B1 r1 S - alias hud_key_update update. ^5 {3 s9 }* j/ h8 t8 ~
- def update- E# Z8 i/ x* p( D2 K
- hud_key_update2 @0 N6 u4 c, D' d# O$ d% `
- # Hot Key num 18 ~. a/ k& l) @6 o3 g$ }: \
- if Input.press?(Input::Numkey[1])
$ E/ F' o4 v+ y" S9 n. J - $game_player.equip_item_to_hud(0, @item_window.item)
# [# D% G5 M5 e) H. j. {* `& ]9 O - # Hot Key num 2. |& N* a. W; H+ i. m
- elsif Input.press?(Input::Numkey[2])
7 V& B1 |; _$ M2 q2 h3 q/ ] - $game_player.equip_item_to_hud(1, @item_window.item)
- D. \; M/ D2 z5 Q) ~ - # Hot Key num 3
. I, i. _& n% y - elsif Input.press?(Input::Numkey[3]): b U, J- r1 t$ U5 S- U" I
- $game_player.equip_item_to_hud(2, @item_window.item)
" k1 _9 ?3 Z' y" Q6 y8 O - # Hot Key num 4
7 ~- \. v% G+ k0 b! N ^ - elsif Input.press?(Input::Numkey[4])" R: S& Y' c3 z; n
- $game_player.equip_item_to_hud(3, @item_window.item)
& R- a/ V3 f" [, [: q# h! c! d* V - # Hot Key num 5
- d7 E- y3 D0 s/ Y t e. ^* B( k - elsif Input.press?(Input::Numkey[5]) u' N+ o# Q3 f1 N8 r% [
- $game_player.equip_item_to_hud(4, @item_window.item)
4 [. P* W/ e7 R" Y$ c, m, l - end8 H* n( S" N$ x( [ {0 W' F: H
- @hot_key_hud.update
( G9 X' P; Q' ^7 Y: Z( Q - end! t3 E& i% r( C: F7 I$ X2 D
- end2 q% |4 \+ |' [6 B$ z. [3 I. n# E$ I
- else
- s4 R5 e0 [6 F9 c3 l! F - class Quick_Menu_Item
! z- \) a: f: { - alias hud_quick_menu_main main) W. G) T/ e0 `+ L+ i5 ^
- def main
; s* K) P+ f# i9 E - @hot_key_hud = Hot_Key_HUD.new
7 L' ~0 P! X" p8 @ - hud_quick_menu_main
6 o' U; N& H$ p8 c2 y( U - @hot_key_hud.dispose
2 H# L' J( a2 r - end3 C: U& F( D' \& G
- ) w0 K2 S4 ]$ X
- alias hud_key_update update
% K |$ K+ _; U; n! o# m( t - def update
. w' |# Y( Y6 q - hud_key_update
/ A0 s$ F4 X, Y9 T2 b - # Hot Key num 1
% A! a; S' `, W2 {1 r$ T - if Input.press?(Input::Numkey[1])
. |# q5 J! l: @ - $game_player.equip_item_to_hud(0, @item_window.item); W, o# L1 s6 ^+ Z C( p* i
- # Hot Key num 2! i y5 x- S1 M; h @
- elsif Input.press?(Input::Numkey[2])1 [' K2 k1 t9 ~
- $game_player.equip_item_to_hud(1, @item_window.item)
1 {! A C3 ^+ u - # Hot Key num 3
( r" d- }9 x b* S) a - elsif Input.press?(Input::Numkey[3])* p1 q+ \- u/ G. `
- $game_player.equip_item_to_hud(2, @item_window.item)9 _ b- d3 T! H5 H
- # Hot Key num 48 X, d9 Z6 a: r* C2 P
- elsif Input.press?(Input::Numkey[4])
( K6 R2 p ?( n+ R1 L - $game_player.equip_item_to_hud(3, @item_window.item)
8 W$ U7 y6 X) x! x2 N4 w* Y+ \ - # Hot Key num 5
& Z/ d# G3 @9 t7 Z, [" N+ K6 Y, {3 [! s, { - elsif Input.press?(Input::Numkey[5])
: b- t# q3 U/ _; r( Z - $game_player.equip_item_to_hud(4, @item_window.item)9 P5 Y% c6 A* y, h; C+ a
- end
8 `, }9 n" l" C+ K - @hot_key_hud.update# M, W0 `( ~: }+ z/ P
- end
9 h2 [. l0 n' C* h& k% } - end
' V: O( ]* R- _/ r( L: | - end
/ Y1 f4 ^; }' I T
- k1 e/ r. c7 ~6 Z* E$ C* O! Z; G; |- #===============================================================================5 u+ w: e" b- S: U; Y
- # HUD Window; g# b" e3 k9 e
- #===============================================================================
, F* b! g% ` a% v/ D3 [4 L" R: ]* \ - class Hot_Key_HUD < Window_Base
L$ V% p4 f$ T7 B0 R; U8 l - def initialize(x = HUD_X - 10, y = HUD_Y - 15)
, F% x7 g# s! ?. D$ s - super(x, y, 220, 80)
# D6 @) g0 @( o7 A - self.contents = Bitmap.new(width - 32, height - 32)1 i& `) R1 c3 Y- C) B. t
- self.opacity = 0% U# N: L! C- z
- @actor = $game_party.actors[0]
6 E& J* u+ P) t9 e - refresh
- h7 c# L! L; W! y! `8 C1 w - end" { n* g7 R8 j+ b4 r
- K6 r8 L3 c1 O4 K3 I, B, Y
- def refresh: W# P' l( j$ C/ S
- self.contents.clear) N+ b2 Z+ q5 I- q) D2 w4 M" l1 m
- bitmap = RPG::Cache.picture("Hot_Keys_HUD")+ O' E( R* c" s3 ?3 l( Z
- self.contents.blt(0, 0, bitmap, Rect.new(0, 0, 160, 32))/ c( D- I- A& t: c/ i
- for i in 0..46 H- d) x4 m: E5 v
- x = 32 * i + 4
8 C/ i' _2 K/ ~- a. `$ q! J - item = $game_player.hud_equip[i]6 F3 X% _0 s D; G
- next if item.nil?
$ t; e9 k! x* z6 M - if item.is_a?(RPG::Weapon)
. d% Q6 d: B4 ~$ Y( M; k - item = nil if $game_party.weapon_number(item.id) == 0 and
$ [" O3 t/ U8 Q8 d/ R - @actor.weapon_id != item.id
. L% E5 h2 T2 P - elsif item.is_a?(RPG::Armor)1 F1 E9 t. V4 H7 o/ y- B) ?
- item = nil if $game_party.armor_number(item.id) == 0 and
4 I6 _2 h4 {& L; ^* j: l, E - @actor.armor1_id != item.id9 e/ Z+ `# V5 C# C; M( D
- elsif item.is_a?(RPG::Item)* }7 k# |3 r) I- a# F' r4 k9 e7 O
- item = nil if $game_party.item_number(item.id) == 0 or1 V9 |/ W8 h: w. q* y8 A
- !$game_party.item_can_use?(item.id)
' q A: Y8 f& j! o - end0 Z: r7 ^% Y- A) ~+ V: a' V! c
- bitmap = RPG::Cache.icon(item.icon_name)
9 Q% s$ T8 N2 g3 N9 k& A7 c$ k - self.contents.blt(x, 4, bitmap, Rect.new(0, 0, 24, 24))/ f0 Q' V( ?; E7 J+ j7 r3 f. A
- end
7 J9 l( l; C7 L! n x7 F# W - end
% j1 D0 J D' f A - & O- t% F7 Z8 Z/ _2 F
- def equip(item)
" v8 \$ j( y' ^' j ` - if item.nil?
' W7 d g P3 A+ w - $game_system.se_play($data_system.buzzer_se)0 U" M! `, J% S, o% }
- return
& N/ ~6 J2 _! M1 Y( Y/ i/ z- N - end) `3 Q6 A4 k2 Y: n0 G' ~7 [3 O
- if item.is_a?(RPG::Skill)
; [* I! F" Q6 Y - if [email protected]_can_use?(item.id)# h6 q: }1 s0 w6 V& _0 T: A4 Y. i
- $game_system.se_play($data_system.buzzer_se)
6 y' |# Z' m. p - return
$ c( v2 n4 e. B! P( J0 ` - end
+ Q" [: }0 a6 L8 \$ c3 x - $game_system.xas_skill_id = item.id
2 {# ?( S5 J3 ~9 P/ U9 ^" X - elsif item.is_a?(RPG::Weapon)
+ w: T* ]# ] b2 u+ S5 h - @actor.equip(0, item.id)# z; M, w2 F% y( P! D. ]% L
- elsif item.is_a?(RPG::Armor)
4 G3 k5 r" P2 \3 W - @actor.equip(1, item.id)
( A7 l+ W; m- ]7 c) P7 \ - elsif item.is_a?(RPG::Item)4 O+ n$ a6 I* \5 R, a" X8 d: _* |
- item_tool_id = XAS::XASITEM_ID[item.id]
% s3 @$ p# i$ _) \- l3 n$ k - if item_tool_id != nil
5 w5 i; y( O. y% L7 B& A* k3 { - unless $game_party.item_can_use?(item.id)
# r. U* q [# D4 q0 V' p& ^! e1 G+ h - $game_system.se_play($data_system.buzzer_se)9 Z9 B4 b2 W9 X
- return
0 K- `: r3 f3 v& z' V- }" @! ?% ] - end. U; I& v0 \/ f
- $game_system.xas_item_id = item.id
' q0 p: x$ ^9 s8 w - end
% S! ?, X9 f( A3 S# _; n - end
7 O7 J) |# b) y+ ]$ Y! ~ - $game_system.se_play($data_system.equip_se)
) g& Y0 j" O* P* G - end
+ Z0 T+ h6 y3 z# q" p( @4 H3 r - 7 j4 C! ?; Z q) C7 P4 p
- def update- X( ~6 O% r. k* Y0 |
- @actor = $game_party.actors[0]
( P i7 a7 L2 w# u9 B - @hot_keys = $game_player.hud_equip
# o$ h8 h2 C& E( H' _& ` g - refresh
, P1 ~; t3 z4 x' I0 M! p - return if !$scene.is_a?(Scene_Map)
/ f' K6 h3 I9 ]+ x n5 N, y4 ]4 S - if Input.press?(Input::Numkey[1])
; O1 \1 w8 u* v0 D z( d - equip($game_player.hud_equip[0])" p3 q6 w1 R% f0 b+ U e {; C$ `* R
- elsif Input.press?(Input::Numkey[2]): Y8 k( F9 r. e. [; P
- equip($game_player.hud_equip[1])
8 F3 W! i% K( V u3 ]& V# V6 p - elsif Input.press?(Input::Numkey[3])4 w- G+ N2 y9 g; c, e1 T
- equip($game_player.hud_equip[2]) 4 J' f" M5 V! ^* k
- elsif Input.press?(Input::Numkey[4])9 c3 p! M/ V+ V- o7 m. s' ~
- equip($game_player.hud_equip[3]) & z7 z$ T: y- ]+ @% Y/ M, N6 x% z
- elsif Input.press?(Input::Numkey[5])
8 g( Q( F) j" z7 A O - equip($game_player.hud_equip[4])
' _1 L& ?( y8 B. [. u; `1 P( [, ^- \ - end8 O0 ]4 t7 F& G6 E: Y( d& k' @% s
- end# X/ | S+ ^5 c9 {- |: A' x
- end
# Z H [. \7 O! i - 5 A8 _+ ~5 q5 @. O
- #===============================================================================
c1 ~; `; \# }$ D - # Scene Map
- P" C- z" V2 o - #===============================================================================& d( D; i* X, d& P* K" c
- class Scene_Map3 O& _+ ~- [& H! I4 g& c: v
- alias hot_key_hud_init main
5 Q$ Y2 U. ~0 J* j6 o4 I - def main4 A2 z) D9 c6 d% R3 ]* ]# }/ z' Q
- @hot_key_hud = Hot_Key_HUD.new# J* ~% o I3 d6 S
- @hot_key_hud.visible = !$game_switches[XAS_HUDDISABLE_HUD_SWITCH]
3 T/ }5 _: a3 V! b; F3 s8 Y/ m - hot_key_hud_init: U d. q+ c x% N! i
- @hot_key_hud.dispose# p6 x% L; L8 s7 [: v! `
- end
: U M5 ]# h* f, s$ O1 l' s* \ - 1 c! i I* C( y
- alias hot_key_hud_update update
+ ], c0 ~* }, G, e$ k& q - def update1 D) R' o. g8 m/ P( ?
- hot_key_hud_update
0 E8 r- S* D5 W - @hot_key_hud.update3 F* }/ z9 Z3 T. v; B1 z
- @hot_key_hud.visible = !$game_switches[XAS_HUDDISABLE_HUD_SWITCH]" e A, n" j) `1 Z9 t
- @hot_key_hud.update if !$game_switches[XAS_HUDDISABLE_HUD_SWITCH]
% v# f' A* j, p7 n+ { - end
$ W+ e0 ~; a0 X i, A7 f1 ^ - end
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