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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,% Q) u3 o) B1 {2 V/ d
不知道有人能帮忙看一下吗? - #===============================================================================
; H3 |1 a' ` Q - # XAS - Hot Key HUD
9 x# O/ t4 E7 V( i6 H6 e8 n - #===============================================================================
9 t8 g; F' u) I! ^, q. q2 [8 g - # By Mr_Wiggles
9 g) Y# |# O7 f/ X8 l2 p1 k* E$ C - # Version 1.3& p& y' P) p7 O+ J
- # 7/6/10% T, Q5 V! v1 s% B( C
- #-------------------------------------------------------------------------------
1 o# @) G1 K2 p: U& d( z9 |% W - # Instructions:- R; o% N) o8 S4 Z0 O
- # Fill in the constants bellow, paste this script above main and bellow XAS in
3 e. l O- Z2 E+ C8 [0 l9 d - # your script data base. BE SURE TO SET TO THE RIGHT XAS VERSION!!# O5 V G: w! Q. \5 [8 D
- #
% S$ k( [( S9 K - # Place the "Hot_Keys_HUD" picture file into your game directory
2 @) a5 C& {! b# ^ - # Graphics/Pictures folder.
% l# v: Z- n+ x+ y& [0 W) x - #-------------------------------------------------------------------------------- i. D3 d- X$ {* F) w' @, U
- # Directions of Use:
4 w4 Z4 T: M: R9 N- l - # Simple just press a number key (1 - 5) when the quick skill or item menu is
3 @# z/ t& @0 K' U8 \' _8 i+ X; H - # Showing.& l, a' W6 d- S: s2 C0 L
- #===============================================================================* f% u; w0 k# p# ?9 O
- HUD_X = 0 # X pos of HUD
' [! Z. e+ m3 d# ~: z* @9 h' ^* V - HUD_Y = 0 # Y pos of HUD
( x, h$ S% `* ?9 R - * h* @$ t1 j% p
- # Set true if XAS 3.7f! S3 i$ U5 I0 a- X. {+ S
- # set false if XAS 3.6' r8 z. g; m# t* H
- XASVER_37 = true- ?3 n4 S* ^4 T" o1 @% s
- ) O& H, Q- O9 e3 c, v) \8 x! w/ f
- #===============================================================================5 p% C& N5 B3 A/ {9 s, R- Q3 B; N; \
- # Numkeys Module
7 M9 w& ?7 `* W8 E5 h; k0 s - #===============================================================================
, {( ]0 k( q" k6 j1 @ - module Input6 l: o7 q& G( Z1 z: V
- Numkey = {1 => 1049, 2 => 1050, 3 => 1051, 4 => 1052, 5 => 1053}
1 \1 c. |/ \ N - class << self! l% _1 m5 u7 e
- Key = Win32API.new('user32','GetAsyncKeyState',['i'],'i')
, A F4 f, i# t8 V6 ~9 ^' l" K -
! e% i1 q5 A. e& N4 X- i - def testkey(key)( ? ^( i) ^+ Z
- Key.call(key) & 0x01 == 1
7 w! ?3 e6 N& h2 O) [6 X8 I - end) R9 n0 f5 a: F/ V) X( _: C
- / N4 k$ h8 k+ L' E9 |% w! {6 s
- alias hud_key_update update
; O( X: R7 T9 N+ X! N/ l - def update/ }' ?0 l: \1 O) ]; @9 @
- hud_key_update( \2 h# J; r% `
- @pressed = []
$ S4 E- w. H M$ Z- C& B3 m - for key in Numkey.values
4 V6 i: `% T7 |" P/ C! ] - key -= 10009 A5 L' _5 \0 n, ^/ A4 G
- @pressed.push(key) if testkey(key). ?) ]! x& V8 }
- end
2 n$ E1 |& n" H - end! H; Z" ] r1 A( j
-
/ V; s ~( C4 ]3 } V+ U - def pressed?(key)" {3 S# B& E. k! B2 H' ^
- key -= 1000' Y7 m$ G5 F# i5 B5 [
- @pressed = [] if @pressed.nil?- q. q% }! P5 Q/ s
- return true if @pressed.include?(key)0 T0 e' `7 ~: P) v8 r: V
- return false7 X4 ^* B5 J |/ _! c& ?4 b+ b
- end: v4 I/ t5 n# y/ _& b& j* [5 }" A& q' k
-
& W- T! |" _ ]" |9 S- W - alias hud_key_press? press?2 Q' Z: ~; _: w* ?8 W7 O: j
- def press?(key)& x# ]- N! ^- X: Y
- return pressed?(key) if key.to_f > 1000
# l* k4 q7 _7 {- J - hud_key_press?(key); l/ W+ x: L' O: c: j" z- l) H
- end
- V8 V4 O0 P4 Z3 b0 s# F# R- P - end+ E- J6 O. c& c, b0 T3 d
- end
* P1 z+ |5 B# C3 p - 8 `9 o5 L' f C6 ^/ X; A% n
- #===============================================================================7 z" r, [4 M& E! o" t' P# |/ o
- # Game Player
( C* l1 u$ A. V# t# L& d9 X) Q - #===============================================================================' Z: j% o0 {3 w8 u! F7 S, k; k
- class Game_Player < Game_Character' k2 w H$ H* y: J) k* V
- attr_accessor :hud_equip% G' Z5 m" r5 Y
-
2 X' i G9 V, { - alias hot_key_hud_init initialize @8 \; b3 u8 m8 k" v
- def initialize
2 {4 B+ T$ c) q* g- ~: M2 Q - hot_key_hud_init
& [+ |$ T% Y; n - @hud_equip = []
8 H. f, z3 |; k9 r% }6 I5 q - end
# S% V. G9 M+ i: ~8 y4 \6 V* X! g - ) U9 l: b4 |( Z' y
- def equip_item_to_hud(n, item)
& Y" l) E' W- T: X' ~1 ] - if item.nil?5 t. E3 p) `- w
- $game_system.se_play($data_system.buzzer_se)
2 w3 ]9 s8 k J y - return
" o) S4 j1 ~) p! r: D1 i - end3 a) _. s( z, `+ v
- $game_system.se_play($data_system.decision_se)& o$ o+ X1 r- `
- @hud_equip[@hud_equip.index(item)] = nil if @hud_equip.include?(item)6 \9 s H, C, t8 f6 T# D) M
- @hud_equip[n] = item4 t! H) S; \' a- E# y4 F
- end6 D3 ~# b( m" p
- end
! r3 C% T8 U# b1 c% W& f2 g
. d) b( Q9 F4 n7 g o5 W6 V0 _& p* A- #===============================================================================
: Y* s. K" D" t; D" o - # Quick Skill Window# G7 ^0 B" w+ ?1 V
- #===============================================================================( p9 ^1 }% |. ~( h$ ^; q3 {
- if XASVER_37 == false
- G5 X* t9 Z4 x7 Y6 L* H+ h - class Xas_Scene_Skill
: _0 D' c2 L2 g/ r4 ~ - alias hud_quick_menu_main main% l# |5 i: ~# B9 T) b
- def main3 o: S: w% G; {/ N: p
- @hot_key_hud = Hot_Key_HUD.new' d- ~. B6 r. m! U# }
- hud_quick_menu_main
8 M( T, g) d$ m1 \$ p - @hot_key_hud.dispose
0 a6 {/ R9 m: _# B6 d& u - end
2 Y4 G) I( v( v6 u! y -
9 _: u( P; v# G# v) U - alias hotkey_hud_qucik_menu_update update
3 t$ L& G7 H; Z* c3 ` - def update
1 H, D1 u: p4 s8 z! \- ~/ J - hotkey_hud_qucik_menu_update7 p2 Z* A" n h% |! u9 Q* y' u I
- # Hot Key num 1" d! P6 d3 ~8 y
- if Input.press?(Input::Numkey[1]). z* D8 i. S- k, ^+ e) m$ C
- $game_player.equip_item_to_hud(0, @skill_window.skill)3 ?0 k- k+ U4 O6 O' ^+ B4 |
- # Hot Key num 2
$ d$ c% H+ w/ Y' w6 r - elsif Input.press?(Input::Numkey[2])
# ~+ u% p O1 `* E. T( L: X - $game_player.equip_item_to_hud(1, @skill_window.skill)8 ?. f7 r4 l; B" x7 X9 a
- # Hot Key num 3! i$ s1 }0 k+ h- A* f9 v* J
- elsif Input.press?(Input::Numkey[3])
/ t7 Z% u! K0 R! y% ` - $game_player.equip_item_to_hud(2, @skill_window.skill)# ^1 A6 s f3 t! ^+ [
- # Hot Key num 4
2 i+ W- R' e9 G3 u - elsif Input.press?(Input::Numkey[4])
, C# C( V1 @' Q( ^8 K. }/ E9 { - $game_player.equip_item_to_hud(3, @skill_window.skill)* K7 W2 b9 @7 T& h; R
- # Hot Key num 5. A* X) Q4 K+ i6 _5 y' x+ y- L7 l
- elsif Input.press?(Input::Numkey[5])8 Z; p+ K) ]- F* O0 U
- $game_player.equip_item_to_hud(4, @skill_window.skill)
" S1 I& x: J3 ~! E6 u) J! M, W - end
# |( d# Y2 `# i% C2 y6 {' A - @hot_key_hud.update9 L* Z* s' L3 m- D1 S4 _5 S
- end
% d% h I6 Y* G- M5 P* F4 F - end
, H2 P5 [) I$ \& R7 |& k6 n - else
9 q8 g4 {1 J; D6 x0 s - class Quick_Menu_Skill
2 [) B6 L7 o. `! z | - alias hud_quick_menu_main main* j7 w% Y: H; D! ^
- def main
/ `& Q( p( k6 Q* a4 k - @hot_key_hud = Hot_Key_HUD.new
5 r$ ?4 Q0 S G2 ~- x' y - hud_quick_menu_main
+ s# X D% D: C( ~$ |' H - @hot_key_hud.dispose/ w$ l9 F( c( b; _
- end
5 E* I, }- n2 H. V. x! R8 w$ p - : J8 X0 W0 y v. ^4 s7 x9 c
- alias hotkey_hud_qucik_menu_update update' @2 C1 G; ]8 k
- def update& p) y7 |- O. s
- hotkey_hud_qucik_menu_update
6 |5 s8 D9 h1 u+ U3 O - # Hot Key num 1
, z( s. } |$ a3 M; R - if Input.press?(Input::Numkey[1])
1 i/ J/ t7 J! H, m6 g" h - $game_player.equip_item_to_hud(0, @skill_window.skill), P/ @) T% w: N% x) I% [. m
- # Hot Key num 2
# \7 l/ X2 x: S0 L/ E. B3 |9 C - elsif Input.press?(Input::Numkey[2])
# r8 D% X' h& I3 X1 B: Y0 z9 D e - $game_player.equip_item_to_hud(1, @skill_window.skill)+ w' t c( ]+ c6 Y, I( U, j
- # Hot Key num 3
# g: b5 @3 N9 Q& D! c' z0 X& j - elsif Input.press?(Input::Numkey[3])
: }* w; E" n; c% o. | - $game_player.equip_item_to_hud(2, @skill_window.skill)
) r" r: H2 }( U6 J* c - # Hot Key num 4: y1 F8 Y- `$ I! e# `" Q
- elsif Input.press?(Input::Numkey[4])
/ H4 p2 g$ {- i2 n) O. z - $game_player.equip_item_to_hud(3, @skill_window.skill)
+ S+ _* |% p+ X4 {( Z - # Hot Key num 5% w' f& }2 _$ d6 U% y
- elsif Input.press?(Input::Numkey[5])
0 N! h$ y$ |/ r1 Y I+ p) J" c2 o - $game_player.equip_item_to_hud(4, @skill_window.skill)
. _, o3 N' [' k/ X$ o7 f+ q* q - end
: |# y- L7 `# _ - @hot_key_hud.update
/ j" z3 T1 Y8 x - end# R+ p1 U2 I) L8 U# d
- end
6 |+ Y" q4 v7 w1 ~+ I, z) O0 }& H - end
5 m# S+ }2 `+ t P4 F z/ x; s
3 a: T# l! u5 I6 m- #===============================================================================( C, C/ E* A4 j! U, `% T
- # Quick Item Window: Y- m6 j8 J4 y( V% Q
- #===============================================================================
; f# E) F8 t+ A: p3 \0 r2 o4 g - if XASVER_37 == false. R" `* r' W5 `3 z
- class Xas_Scene_Item
* B2 K7 c/ m3 Z - alias hud_quick_menu_main main
7 k: v" e6 j# k. \, z2 h2 T a - def main
/ o6 B! X4 s8 \& t& ]& Y - @hot_key_hud = Hot_Key_HUD.new. ^, Z, `3 x2 Y# O
- hud_quick_menu_main
8 x: U9 |: j7 W - @hot_key_hud.dispose7 d$ C% ]! B) ^; `( v% q
- end, @9 I, O1 I4 H3 l6 Q
-
5 @, y4 o5 r( x# h- z4 T1 @ - alias hud_key_update update
! w/ J2 x: K- I, T" Y( `- x0 @ - def update
3 `/ d3 g$ b* J, m) F) y5 k% R - hud_key_update' t R* e! W9 t$ _4 _
- # Hot Key num 1% G4 [: O: C5 e' z0 z: u" C
- if Input.press?(Input::Numkey[1])' J2 g1 n: B1 B3 b- L# j
- $game_player.equip_item_to_hud(0, @item_window.item)1 o& m; n2 {8 i
- # Hot Key num 2$ F4 ^* f" M3 V2 x1 Z: ]0 T
- elsif Input.press?(Input::Numkey[2])
/ l& Y# ?* F" ?7 n E* y7 L - $game_player.equip_item_to_hud(1, @item_window.item)
: g+ l: c9 _9 m5 e - # Hot Key num 3
% o9 e# q0 i) ]0 i- {4 F, z' q - elsif Input.press?(Input::Numkey[3])7 K4 n. Q+ _8 k/ ]7 Y
- $game_player.equip_item_to_hud(2, @item_window.item)9 E) x1 g `) x. @4 l. H
- # Hot Key num 4
" |3 g3 I O" A7 X- {( T; [ - elsif Input.press?(Input::Numkey[4])$ |0 k7 z) C- ~7 a, X. t
- $game_player.equip_item_to_hud(3, @item_window.item), F4 R% Y* b- w' E% r* c+ V
- # Hot Key num 5 a u: A' |- a+ J) }* g
- elsif Input.press?(Input::Numkey[5])
+ z9 ?' N/ |6 A, ] - $game_player.equip_item_to_hud(4, @item_window.item)
1 n) Y5 p. y8 r( Z" ] - end. |& Z( p$ e7 p+ S1 J: {. [9 E+ I
- @hot_key_hud.update
7 F) s8 h6 O5 \ - end' z& k! K7 S; F- Y; C
- end0 c6 ^; N- f+ K Z4 C; z# ^
- else
6 `6 e8 e! Z' o5 q2 x - class Quick_Menu_Item
- P; `7 }( @) d7 x, i - alias hud_quick_menu_main main
9 g( O$ V3 e" y& e - def main. C6 m3 w! U1 D( b1 T" Z* v
- @hot_key_hud = Hot_Key_HUD.new: X& U5 m# g( D5 F1 q* L5 ]
- hud_quick_menu_main5 e9 Q e+ j& R
- @hot_key_hud.dispose
3 ]1 J; o2 t s# W, e; ?" Y - end9 i$ y: G& o% B; H! W9 f
- Q, |2 j# `7 S8 C. T
- alias hud_key_update update, T4 ?% ]2 U7 A; E
- def update/ A8 d, h2 a; a3 {
- hud_key_update' M! M) B( H* e4 R. b' q' x- [. `# I* t
- # Hot Key num 1
9 N& `0 d3 d- J - if Input.press?(Input::Numkey[1])1 t; g. [" O8 G- V% U! X/ i% r$ c- x3 k
- $game_player.equip_item_to_hud(0, @item_window.item)/ H. L# H$ E3 ~: d) o3 t+ z) s$ C5 {
- # Hot Key num 2/ Q! z$ h; c5 w' g( ]; X
- elsif Input.press?(Input::Numkey[2])( b h9 {( }$ X( e) Z
- $game_player.equip_item_to_hud(1, @item_window.item)) c" O& n- N& ]) y/ Q
- # Hot Key num 3
- L$ A' A6 w* V( _$ T0 n! o* m - elsif Input.press?(Input::Numkey[3])
9 f- g: ` m( o/ Q0 N9 M - $game_player.equip_item_to_hud(2, @item_window.item)
9 s, n. C0 c% N+ V6 {9 L; q - # Hot Key num 4
2 z; i; ^2 w0 O/ |5 I - elsif Input.press?(Input::Numkey[4])
# {7 f/ k Q3 r - $game_player.equip_item_to_hud(3, @item_window.item)) z* A0 a( L: u6 [7 q- z- f
- # Hot Key num 5" T0 q$ X. n" |! [# y, d" H# Y! {
- elsif Input.press?(Input::Numkey[5])% V1 {% t- d2 _- K/ l, q/ \! A
- $game_player.equip_item_to_hud(4, @item_window.item); b0 l1 t7 j. G4 {! C% M
- end; o- a }& E; F* T5 ]8 D
- @hot_key_hud.update
. N! _1 x* D" c; r* t2 x - end
2 ^3 b7 J" K, V/ Q- X - end
7 {( ~8 B! f: B E# B! r& {% G - end8 q) e) f6 E! ?% {
' B: _ O2 K; v- #===============================================================================7 W7 G/ l& w8 K! F
- # HUD Window5 W9 |# y7 s3 n" C' }) d- k
- #===============================================================================
; J ]4 C g' S - class Hot_Key_HUD < Window_Base, j0 O+ {5 _, D: Y5 q( B( X- B
- def initialize(x = HUD_X - 10, y = HUD_Y - 15)
+ D- `2 X3 |5 C# W - super(x, y, 220, 80)
# i) r' K) G9 M7 c: }8 z* T0 U - self.contents = Bitmap.new(width - 32, height - 32). V+ k+ N4 t5 k0 s
- self.opacity = 0. |4 ]6 d6 n* G* r4 h' {
- @actor = $game_party.actors[0]
+ o$ A0 \6 I2 I' q( ~( V - refresh
% C$ Z8 w. A R! P! ] - end
$ x$ x9 ], s3 N/ `6 N: q6 u& r - ( e* ?) n1 ~7 |+ H* n! [
- def refresh
, t+ }) W, _0 B3 ]3 g# H" e u9 D4 \ - self.contents.clear
* T- y$ a7 l( ~( E- x6 c - bitmap = RPG::Cache.picture("Hot_Keys_HUD")
F5 D8 I: i5 Q- H - self.contents.blt(0, 0, bitmap, Rect.new(0, 0, 160, 32))2 h7 o a+ k! a* O6 ]# u
- for i in 0..4
$ G5 }1 s6 j. N( L' ]; d2 i, c - x = 32 * i + 4, d5 P( r q& F7 A% u/ Y
- item = $game_player.hud_equip[i]
; F* Q1 }0 ^' N: u# u' y - next if item.nil?# r2 o! m2 g3 `3 f
- if item.is_a?(RPG::Weapon)
4 q# x, L- z4 B* v8 Q - item = nil if $game_party.weapon_number(item.id) == 0 and
* o$ S3 @! X: [9 y - @actor.weapon_id != item.id
+ u& R, E% {, u& B2 _ - elsif item.is_a?(RPG::Armor)
/ I o0 a6 ? I' K - item = nil if $game_party.armor_number(item.id) == 0 and
$ X9 n% H" A$ R) ^ - @actor.armor1_id != item.id3 R7 }4 }4 m& Z3 N
- elsif item.is_a?(RPG::Item). _- X' H" F$ r, ~
- item = nil if $game_party.item_number(item.id) == 0 or
' s; ]0 n& F- N" S+ H* Q6 O; U! x* w. i - !$game_party.item_can_use?(item.id)
* e: \6 }% M- v/ y! x - end1 ?1 S2 r( j3 i# r f+ @. X
- bitmap = RPG::Cache.icon(item.icon_name)6 t$ c1 ^- ~+ w3 n
- self.contents.blt(x, 4, bitmap, Rect.new(0, 0, 24, 24))2 n8 n, `2 B) {- p% k8 S" ~
- end0 `+ y1 @ E/ g! c6 N
- end
, y2 q$ ? @$ U8 Z3 p - * ]& x' o9 [5 E" R) l' @) F
- def equip(item)! k+ E: T; n, s( I2 ^9 |- ^9 O
- if item.nil?
3 k) Z. S8 o9 S7 a2 p7 P - $game_system.se_play($data_system.buzzer_se)
' ~# H2 G% P6 k9 y! o2 t - return& Y/ n0 V- f9 H
- end
6 h) Y" A: y: \0 X - if item.is_a?(RPG::Skill)9 t U6 N( V& }
- if !@actor.skill_can_use?(item.id)
! S6 Q; l! Z) B) K5 P4 g+ } - $game_system.se_play($data_system.buzzer_se)
" t. H2 b5 Z7 b$ |! P0 y - return8 ?- ?& U% d% K1 K- F
- end/ [3 J3 E& M+ z' h7 v, a
- $game_system.xas_skill_id = item.id
& x& ~+ o5 c9 T4 V4 A - elsif item.is_a?(RPG::Weapon)
$ Y7 R! m# o6 p& q8 {! T - @actor.equip(0, item.id)
5 t8 z5 G, j( L* p- r - elsif item.is_a?(RPG::Armor): _7 U/ b) J; ]0 R& v2 M, O$ n3 U6 K
- @actor.equip(1, item.id)
* V7 V& x' ~5 v7 P } - elsif item.is_a?(RPG::Item), ^% t/ O0 k! w9 ]1 `
- item_tool_id = XAS::XASITEM_ID[item.id]
- ~) y; n% l3 N w9 n- Q) X( n+ N - if item_tool_id != nil
! n0 p; G$ G. r. `; D F- z - unless $game_party.item_can_use?(item.id)! B0 s( t4 F$ u
- $game_system.se_play($data_system.buzzer_se)
/ L+ S1 P0 B* [) T$ R% Y5 ] - return/ h1 L T* _# i7 t& e
- end, W; k# V! v/ t
- $game_system.xas_item_id = item.id" p6 s% y$ B8 { R5 N
- end/ B w* n2 W5 Z5 J8 e
- end
/ K. }# `5 T, t$ u" f - $game_system.se_play($data_system.equip_se)
( s7 O3 ~: F) U3 ~ - end
* f) v$ x" u* i# I, m -
4 w& @7 D8 E8 l - def update
% {% L$ O; A1 @# H/ N: Q8 G - @actor = $game_party.actors[0]
% d. }! L2 N. E0 `! ? - @hot_keys = $game_player.hud_equip
7 u/ x2 h0 v, g' |. D0 G - refresh5 e. K! X) Z# D; D V) D
- return if !$scene.is_a?(Scene_Map)
/ ?9 j2 q% }/ D7 W5 z/ i2 Y4 I - if Input.press?(Input::Numkey[1])) i, }3 v, u0 h: O2 p9 h
- equip($game_player.hud_equip[0]). N8 O' Y, V% W
- elsif Input.press?(Input::Numkey[2])
3 {$ t2 X" \2 C0 J - equip($game_player.hud_equip[1])- v3 r6 h, w3 O& B) R: P' W
- elsif Input.press?(Input::Numkey[3]) S! F9 Z, p' A
- equip($game_player.hud_equip[2])
" B: x: ~4 F: w' [ - elsif Input.press?(Input::Numkey[4])
0 ~* T3 Q0 V( B6 w' ?# m+ j- } - equip($game_player.hud_equip[3]) ' ?7 ?5 \& e) \* B# h; e& M" s
- elsif Input.press?(Input::Numkey[5])
, _8 ]1 p; t, t - equip($game_player.hud_equip[4])
' m- W- b8 c+ e. [5 l+ v" F5 l. ~/ B& y - end
: y- j( C: [- D4 M# s - end
' I y" y2 B1 F- V7 W( y9 o - end
# C4 U9 ^6 u! }7 j - & x) L2 \+ [7 d. m4 J7 I8 }+ ^, A
- #===============================================================================
0 m0 h; @2 [* z! E+ S" y - # Scene Map
. V) g% {1 i7 s. Z9 W3 V: } - #===============================================================================
# }: Y% w8 d" T; z6 w - class Scene_Map
5 k/ A8 g" r- k" x: A' I - alias hot_key_hud_init main8 S* d( ? x2 p; b- y: A e2 U
- def main6 `5 Q0 T% t7 g0 `: @
- @hot_key_hud = Hot_Key_HUD.new
8 W7 T, f' ?0 c, V - @hot_key_hud.visible = !$game_switches[XAS_HUDDISABLE_HUD_SWITCH]
0 }" C6 J9 Z0 ]6 i1 p - hot_key_hud_init
( x, w7 n& r" K, T! M - @hot_key_hud.dispose1 R: j/ u* r9 ^$ S! ^; g* E1 z" w
- end8 S; M. V2 f# `/ I
- 0 J0 n$ U4 ^7 }. S: ~3 I6 v" t
- alias hot_key_hud_update update% V' S; `9 a1 ~; \. I. N
- def update
( ?$ Q- O8 Q9 Q2 \ - hot_key_hud_update% X: G0 r6 l# o; g. x
- @hot_key_hud.update
: t4 \# o9 z/ c# P: w6 b - @hot_key_hud.visible = !$game_switches[XAS_HUDDISABLE_HUD_SWITCH]) N: s) K% |* E% B3 F8 c
- @hot_key_hud.update if !$game_switches[XAS_HUDDISABLE_HUD_SWITCH] Z/ ~* C% h1 M# I
- end7 @' `% b, [0 l- r) a/ p
- end
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