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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 N) b3 A1 k, |不知道有人能帮忙看一下吗? - #===============================================================================8 i" c5 W0 ?1 z) k/ H) i% b8 [
- # XAS - Hot Key HUD
0 F% c9 b! A5 \0 d& z9 i - #===============================================================================7 e0 U3 ]% }+ |4 `- M% X1 q
- # By Mr_Wiggles
0 U9 j' m6 l$ Y2 ^, h8 I' p - # Version 1.3
% y, G. @6 c- u5 x- a - # 7/6/101 D8 @9 ~/ o9 A+ K0 L
- #-------------------------------------------------------------------------------' h P6 \' j6 U! w9 b$ I
- # Instructions:
* {& s3 Z6 j2 a. j - # Fill in the constants bellow, paste this script above main and bellow XAS in- A+ {4 N2 K. x C) z4 @
- # your script data base. BE SURE TO SET TO THE RIGHT XAS VERSION!! w: j" r* E2 @7 b& ~! h' n
- #
; ?; t4 N( N. \$ ] - # Place the "Hot_Keys_HUD" picture file into your game directory 4 L+ S6 M( m. ]2 }) w8 F
- # Graphics/Pictures folder.' B; R3 c; J1 @5 N1 I; ~
- #-------------------------------------------------------------------------------: N; h1 ^, j2 w' H5 o. }9 m
- # Directions of Use:# R# e! |8 `. q8 @3 W; d
- # Simple just press a number key (1 - 5) when the quick skill or item menu is
. i! D' u" s+ B/ N - # Showing.
$ j* |3 c6 q/ V' |* H8 i - #===============================================================================4 J' [! b& b7 b% w7 V5 M! _- |2 {
- HUD_X = 0 # X pos of HUD# _8 M; V ]1 @. i3 K. _3 i
- HUD_Y = 0 # Y pos of HUD+ E& }" u/ C1 W; |$ M* p
- 7 h3 |2 h* X. l, n
- # Set true if XAS 3.7f) \* v: D% V @3 U
- # set false if XAS 3.65 x M- |9 |$ @
- XASVER_37 = true. t, e9 }6 c* M" j' S3 r# \7 L0 ?$ p/ D
- ! P1 a2 w, D' s" Q) y
- #===============================================================================
6 \! D/ {8 {+ \2 C2 K - # Numkeys Module
# e" }9 |8 O/ J0 a' V - #===============================================================================
, R6 P& l* H3 l; Z - module Input
7 Z9 o! k' X2 A8 L q) t - Numkey = {1 => 1049, 2 => 1050, 3 => 1051, 4 => 1052, 5 => 1053}6 h! s' Z) m' z5 A! q. u, J! t
- class << self
+ o6 r) ], z& p- C+ W7 a - Key = Win32API.new('user32','GetAsyncKeyState',['i'],'i')
+ q6 l- g' p) v0 c8 x7 J - # M$ S" |2 b$ I! |
- def testkey(key)
2 S; x6 B- V# B) _" N/ j - Key.call(key) & 0x01 == 1" @1 d$ x7 w% I' J
- end( @4 E4 g. \7 k9 \" q5 I; |, C& o+ P& V
- 6 Q% m, \5 @( B5 Q, |) `* J' f* A: c
- alias hud_key_update update5 Z4 R6 n; P: S8 q: P3 p' _
- def update
; W8 m; y1 y9 ^: G' G" X S6 A: T0 s - hud_key_update
0 A7 f* C( D* }% ] - @pressed = []
. z0 c& o/ N" K! W - for key in Numkey.values
% Q1 Z- P9 J. [( Z; Z/ [" ? - key -= 10003 \3 J# y6 Z; e& U* c% j
- @pressed.push(key) if testkey(key)
/ Q7 I! [; o( j- |1 h2 t+ h6 O - end0 @1 u9 a; N. k
- end" t M6 e' r+ F0 o4 c, ]8 M; {3 X
-
/ A0 m5 Q1 i( S9 g8 F - def pressed?(key)& M3 F. E8 X0 M: j
- key -= 1000: J5 Q: [% i2 z4 W
- @pressed = [] if @pressed.nil?
& {# K& n' Q; U# r - return true if @pressed.include?(key)
: L; h( C" E$ X. a) ~2 u$ n - return false3 ~3 I _# s# F8 ]8 h+ |
- end
4 ?) x) T! J' h* s5 o -
0 d G, _5 G- M S& G% Y - alias hud_key_press? press?
0 S3 F. [) E5 a, r- s- K' m9 ^ - def press?(key)
! L/ w G/ V! E& x2 o* O0 A3 z - return pressed?(key) if key.to_f > 1000' X% G! I+ f% x% \
- hud_key_press?(key). E, E0 @/ n) Q7 O
- end
/ a2 ?: B7 X) S) E! j - end/ a" P1 d. _( X6 h1 G4 J4 g
- end4 i, Z% v5 r. ]
- . ~: ~, m2 O/ E- D4 f7 l
- #===============================================================================
- m+ v" C+ D: @: L0 b$ P - # Game Player, K# b0 \" ?1 H) [3 s
- #===============================================================================# _' l- N4 t6 ^3 B" u" X4 u
- class Game_Player < Game_Character* R: \4 H( C) H5 v( R" I0 ~
- attr_accessor :hud_equip/ |2 I5 }- I# M5 p9 Y# Q+ p
- , w. v$ E4 e- G) `
- alias hot_key_hud_init initialize
$ C9 }. q, k8 W) c3 f - def initialize
6 P0 L, {$ o% l - hot_key_hud_init9 H; D+ U6 b) e( Y2 H7 V9 U" ?# P
- @hud_equip = []& B& B6 m+ X! \! V, a) s
- end
4 [, J0 k( V7 N/ y - 8 E& X/ ]4 e: M$ t" |9 z
- def equip_item_to_hud(n, item)
' z# _8 U% J& I0 z+ |/ P - if item.nil?$ Y7 j; e, Y1 u
- $game_system.se_play($data_system.buzzer_se)
$ P Q" K# l; g4 m7 h - return
$ b7 H5 V$ m8 R8 f% o( s" F( k - end
$ T- z4 ~; B$ E8 G - $game_system.se_play($data_system.decision_se)) v4 p4 S. l# I# w+ f
- @hud_equip[@hud_equip.index(item)] = nil if @hud_equip.include?(item)
! `9 W- `4 H5 C3 M - @hud_equip[n] = item
; o- R1 t; S6 C: l0 v - end% ]% w9 K( p6 U
- end6 j8 p: |( `+ L8 L
3 S6 S( J3 r5 i( g- Z: i- #===============================================================================% A* f" b9 Q: R! S4 p, b5 h9 Y
- # Quick Skill Window
9 E4 {* F1 C) o8 q7 }( W - #===============================================================================( r. ~) n S7 R
- if XASVER_37 == false5 X: R F: S, o% n) N! c, S6 j
- class Xas_Scene_Skill
- I1 A4 V* G* N - alias hud_quick_menu_main main
$ Y" S$ z7 m0 K6 A - def main
" C4 d `' s W M- e - @hot_key_hud = Hot_Key_HUD.new
# `0 _0 }1 H% E8 p; a - hud_quick_menu_main
9 a9 e- s y j5 | - @hot_key_hud.dispose4 @9 m; i) x, F2 _
- end, j9 v6 E" l) h4 T$ [: m, e% Y
- 2 c% ~/ h2 y2 l: ^
- alias hotkey_hud_qucik_menu_update update
' T7 P( C& z. E6 f9 j" j, f7 J - def update% Y: b! R6 V- F! Z' \: j
- hotkey_hud_qucik_menu_update
9 {- q, r9 {' Y q6 _0 X& d ^ - # Hot Key num 17 Y; W+ S/ f% E1 x6 n0 j. @
- if Input.press?(Input::Numkey[1])9 M% ^. K# p/ }' K& x
- $game_player.equip_item_to_hud(0, @skill_window.skill)
l$ K2 T, f2 @) _# M - # Hot Key num 2
`* h! v' ?$ ]1 l g+ I - elsif Input.press?(Input::Numkey[2])$ x- C# l2 A1 x7 a+ _: S
- $game_player.equip_item_to_hud(1, @skill_window.skill)/ h! ?; ]* B& p. S6 z# |: W
- # Hot Key num 3
/ z0 a9 W+ S* m( G" K9 {2 S' L0 [ - elsif Input.press?(Input::Numkey[3])9 N4 t& _4 N/ ~! E$ M7 y, q
- $game_player.equip_item_to_hud(2, @skill_window.skill)
( q8 c: w7 H! n2 w) H" r* j - # Hot Key num 4
: G7 R5 u1 `* r; }$ _ - elsif Input.press?(Input::Numkey[4])" Q' J8 W+ u" m/ ?# M
- $game_player.equip_item_to_hud(3, @skill_window.skill)& u% U4 o: {& }# j
- # Hot Key num 5& K# w9 [' d* N1 `
- elsif Input.press?(Input::Numkey[5])
- ]3 F2 U. I: p `4 z5 s* i1 ~ - $game_player.equip_item_to_hud(4, @skill_window.skill)
. [3 H5 o0 _! F9 p2 P - end
& F( w) `3 y0 G( F - @hot_key_hud.update9 h$ {- D y$ H9 B8 Z
- end0 p9 b/ t% {* k# X
- end/ p3 d y: Y `- `4 c( ^
- else! N9 u% P, ?# M
- class Quick_Menu_Skill
' i' ]* m9 Z- g. M! Z( z - alias hud_quick_menu_main main6 ~& M! |8 H: ~& y3 y: s" e- A
- def main- A/ V" W9 S3 V# r* c; P- h; h! Y
- @hot_key_hud = Hot_Key_HUD.new2 p, V/ D3 ]4 m9 d' Q9 J
- hud_quick_menu_main* m5 r' ]* R7 ~' e6 r
- @hot_key_hud.dispose0 }: c" E5 S3 j# T
- end2 \$ H; s4 O( _' ?7 C5 G L
-
6 u9 T& l0 M: b - alias hotkey_hud_qucik_menu_update update
9 {, C/ m6 c( o - def update
3 u6 A* R( a u( n - hotkey_hud_qucik_menu_update; V. h2 u; E, |6 _0 d
- # Hot Key num 1' k. L; C& r+ d
- if Input.press?(Input::Numkey[1])
0 B8 E( i j1 f+ p8 d - $game_player.equip_item_to_hud(0, @skill_window.skill)
0 x8 N$ S3 ~" _6 t - # Hot Key num 2
& P# s% ]4 U' h! }' O( _ - elsif Input.press?(Input::Numkey[2])
; f# o7 m# t9 H, v - $game_player.equip_item_to_hud(1, @skill_window.skill)
: ^8 R. j& f6 d- p2 N! i - # Hot Key num 3
: C. r; ?; `0 J M: ~! p) o - elsif Input.press?(Input::Numkey[3]), ]+ p: O& p! C8 t0 Y" `2 P+ X8 i
- $game_player.equip_item_to_hud(2, @skill_window.skill)
9 K) y: O6 v8 k: l - # Hot Key num 4
) ?6 ]+ R) C; {9 r' ~: v1 j - elsif Input.press?(Input::Numkey[4])
# R; [7 O& ^" l6 i# ?" r! I( X( x - $game_player.equip_item_to_hud(3, @skill_window.skill)
' W8 X7 k" s& N8 ]- y. `3 C( j - # Hot Key num 5: X( L) o; ]. q8 p( i4 a4 f# ]
- elsif Input.press?(Input::Numkey[5])
& ^4 P; w5 z/ N; c& a7 g: t' l0 B - $game_player.equip_item_to_hud(4, @skill_window.skill)2 A$ b; Y! N7 h: u1 ^" ~
- end/ X+ n& \( g3 X: ^" r) a
- @hot_key_hud.update
3 M6 D, ^8 w- ~8 G! o0 h4 {2 v9 h6 {* [ - end& c( V9 o# A0 V( T3 d/ ~; \
- end
+ z/ B7 [2 p( ]9 U& @' ] - end
" D* Z/ p! J7 r! j- i7 ^4 M - ) W0 g: R1 K( D
- #===============================================================================
z s* O* q/ ? - # Quick Item Window
! q% H! I' `5 A5 Q9 J5 j, E& { - #===============================================================================
- v; e" }. V% p; J5 x; } j( y - if XASVER_37 == false
' {" V* O* b% L$ ^ Y. | b - class Xas_Scene_Item
5 A9 t8 v+ A+ ]/ {9 ^* [6 |7 g) y - alias hud_quick_menu_main main6 d8 P/ N) t1 O1 m, X0 f& ^- o
- def main9 Q0 b* F9 D( x/ _- e# K3 L1 a6 G. ~
- @hot_key_hud = Hot_Key_HUD.new) f( c6 @5 G4 r, D9 Q( N
- hud_quick_menu_main7 ]) U- N4 u+ E+ F+ P G7 ?$ K
- @hot_key_hud.dispose
& t# b' O; D- ~8 C6 x4 | - end8 v7 z4 C- W0 V- G- x6 W
-
+ ?6 w6 ^) [: `8 f0 ]5 b5 v9 _0 d - alias hud_key_update update
7 }0 A; V% e' {4 N1 z/ g' y - def update( n. c6 Q1 h- H) y$ k2 d6 z
- hud_key_update+ B* ^, I0 {1 S6 ~; p! P7 z
- # Hot Key num 1+ L. K# E5 _ A: c: V }4 Z+ l
- if Input.press?(Input::Numkey[1])
3 g/ i( q: q2 c. x8 V& N1 h+ F$ u& ^ - $game_player.equip_item_to_hud(0, @item_window.item)# n6 N1 V8 X' ~+ J. z
- # Hot Key num 2
7 G, A( S3 y2 Q% F ? - elsif Input.press?(Input::Numkey[2])$ \6 q: R3 z$ K4 V
- $game_player.equip_item_to_hud(1, @item_window.item)- W9 ?6 v( E! ]2 q0 b+ r R5 `" ~
- # Hot Key num 3
3 H2 C! x+ y, q) G( ]4 g( K - elsif Input.press?(Input::Numkey[3])
$ I! I o- C! B/ J - $game_player.equip_item_to_hud(2, @item_window.item). S5 Z3 u. a% q- D
- # Hot Key num 4
$ P2 v( y, c$ p% E. q - elsif Input.press?(Input::Numkey[4])
/ a H$ W: I, b' d - $game_player.equip_item_to_hud(3, @item_window.item)
* [6 `" W# A6 a4 q7 _ - # Hot Key num 5# Q+ a# D. T5 n- L2 \; _: t% S v
- elsif Input.press?(Input::Numkey[5])/ e- W9 [/ x( D; L) i+ ]8 I& E
- $game_player.equip_item_to_hud(4, @item_window.item)
9 g/ ^4 v6 i" e - end
c7 [5 a5 m. j) F; d - @hot_key_hud.update& _) Q: k j& H; G' I9 i+ ^
- end6 h1 G0 T; c$ ^' V2 x/ E c
- end" P6 Q' d3 Z' g: K' T. H1 O
- else- p. g3 F) W6 c, \: u
- class Quick_Menu_Item3 ^8 f0 f: I; d
- alias hud_quick_menu_main main
/ s9 p4 k9 ^, j9 d; q3 @ - def main
* f" d% Z2 x/ B4 `$ d - @hot_key_hud = Hot_Key_HUD.new
% A# [/ J* B0 n9 @ - hud_quick_menu_main& |- d1 c7 F5 V2 q8 y, T; a5 z
- @hot_key_hud.dispose) B9 l8 j+ P; D& p% ?. v
- end: x3 r1 g( q) U& j; e0 @
- r" F2 X) y6 ?! A+ f$ K6 P
- alias hud_key_update update
/ g& ]0 H3 ~# H X( V5 j( p - def update# [$ c/ |/ U% M, M# X: L4 q
- hud_key_update2 M' F' H+ n5 W+ \: ]
- # Hot Key num 1
# }* n0 [# j4 D - if Input.press?(Input::Numkey[1])
! o$ d+ o% [7 [% l2 g - $game_player.equip_item_to_hud(0, @item_window.item) c4 |; Q" R( f% v- m, z
- # Hot Key num 26 L" L; P2 j% ?2 V
- elsif Input.press?(Input::Numkey[2])
, S$ f2 R- T, b+ a8 i5 M, ~ B! l) ]1 W - $game_player.equip_item_to_hud(1, @item_window.item)
6 W$ ]! g1 L" v - # Hot Key num 3
1 h: Z9 m' Y0 v2 C - elsif Input.press?(Input::Numkey[3])6 `2 x4 I( g: K5 n& c2 B
- $game_player.equip_item_to_hud(2, @item_window.item)
. W7 W$ y6 E3 f& H% _ - # Hot Key num 4
C* X5 a9 u% i- O0 @3 [. z - elsif Input.press?(Input::Numkey[4]). W: z9 @! \$ {( Y
- $game_player.equip_item_to_hud(3, @item_window.item)
6 O9 f& f& v- C1 U* t - # Hot Key num 5
# [% _" g1 K3 L - elsif Input.press?(Input::Numkey[5])
: _- `8 ~4 M P% O( f - $game_player.equip_item_to_hud(4, @item_window.item). b9 d. [5 P5 [4 r! d
- end
+ y3 z3 a3 F2 \ - @hot_key_hud.update7 |# v' v5 D' q& K
- end# R" I3 {" ^( ^/ C7 h; h
- end& D0 w& [9 `9 R7 d& {! c o7 ` i3 C( |7 n
- end
2 U F! y( b7 |& W5 W( j$ E3 n
3 b; @ a7 o. \7 `( ?, b! I' |7 K- #===============================================================================
d8 F. S* E, U5 R( ?9 m9 W - # HUD Window; z$ P+ t+ a2 c$ }4 l: C
- #===============================================================================. ?8 }3 ]2 |& _/ Q D0 h7 r
- class Hot_Key_HUD < Window_Base, Q' D, Y% P, x7 C, j
- def initialize(x = HUD_X - 10, y = HUD_Y - 15)4 W2 p4 u4 O: L
- super(x, y, 220, 80)
( u7 w9 M3 ?' D: {# V - self.contents = Bitmap.new(width - 32, height - 32)' p- K$ p( u$ o# W8 e& \
- self.opacity = 0% Z( e: y' D! |- {1 K: @' {+ Q1 P
- @actor = $game_party.actors[0]' N. X1 t' F3 E! U3 Z' V
- refresh. N! B4 T9 f0 L" v& h. L
- end
% L" h' G* f( a3 D/ o
; l. J. t+ O1 c# l+ S- def refresh* o3 j6 `. u* [, T n8 ~( j
- self.contents.clear. c- j* s- \( P+ f( x
- bitmap = RPG::Cache.picture("Hot_Keys_HUD")
) u. r0 ]( _9 t% j& @0 P - self.contents.blt(0, 0, bitmap, Rect.new(0, 0, 160, 32)): |9 O- m& Q3 f3 v: M8 A
- for i in 0..4# R9 k) ^* t5 [* s$ w
- x = 32 * i + 4- U" k$ n# A& a' ^7 w0 I
- item = $game_player.hud_equip[i]; U! S- d: _" \* g4 ?
- next if item.nil?
/ {+ ]$ Z: _2 L2 W, ^4 n - if item.is_a?(RPG::Weapon)4 ~* z/ n7 k+ g" S. ]; M h: k
- item = nil if $game_party.weapon_number(item.id) == 0 and+ H$ Q/ w% k5 H0 x6 d: l
- @actor.weapon_id != item.id! S7 ]. ^- f' R% |' x0 o: T
- elsif item.is_a?(RPG::Armor)5 ~& W- Y8 i1 e6 G5 L$ @, H
- item = nil if $game_party.armor_number(item.id) == 0 and
& g. L$ v0 O" l0 P, f: ] - @actor.armor1_id != item.id
7 A! M: E- {3 X2 j7 j3 [ - elsif item.is_a?(RPG::Item)
( V$ g: ~; G7 ] - item = nil if $game_party.item_number(item.id) == 0 or
9 n( n# r2 ?" @ - !$game_party.item_can_use?(item.id)( s' Q* i+ D, J, Q% |' V! N
- end
; _% a' m$ O; \) z$ k4 q! q - bitmap = RPG::Cache.icon(item.icon_name). f# U7 s) L8 E, f3 N
- self.contents.blt(x, 4, bitmap, Rect.new(0, 0, 24, 24))9 }" F R* g% |
- end( i; ~1 E% c1 i
- end3 R3 b- d/ E# i
-
. q, O7 `1 h: C: `# {0 j9 j - def equip(item) {$ r6 i$ i0 m7 C5 E6 f* r8 a
- if item.nil?
* C. q9 q" q* w G; Z2 T - $game_system.se_play($data_system.buzzer_se) L' ]9 S! V* G N( i. Y8 G4 b
- return& S( _; ]1 m3 l+ s* f
- end; R6 q4 V; N1 t1 P3 a) }7 L
- if item.is_a?(RPG::Skill)
; Q, Z6 y, }* ~" ?2 h - if [email protected]_can_use?(item.id)" A5 Y3 K) n* m& U
- $game_system.se_play($data_system.buzzer_se)" U+ M( g* M0 d. a: C
- return( U. W/ Y: C5 L$ g. a
- end
3 ?# y( D; T6 p/ f0 P+ V6 ?. ^ - $game_system.xas_skill_id = item.id
. x u7 Y9 [5 B! v - elsif item.is_a?(RPG::Weapon)
) s& d0 h4 I, R! u5 F! ` y( V - @actor.equip(0, item.id)- y# A, n/ I/ x/ n& a
- elsif item.is_a?(RPG::Armor)
9 T- E1 d$ Q+ u$ q7 n! a - @actor.equip(1, item.id)
" [' w0 F' |4 \+ K) p S: r- U/ W - elsif item.is_a?(RPG::Item): Y( m" A: n. D
- item_tool_id = XAS::XASITEM_ID[item.id]
* ^; e3 k7 I9 O* P( A - if item_tool_id != nil
_$ A {* r% C& j# F3 i - unless $game_party.item_can_use?(item.id)! Q2 F6 q9 |5 f& T, l. y6 B
- $game_system.se_play($data_system.buzzer_se)
+ o$ G7 b3 u- t2 R! ~/ K! F+ k - return
; d# W- c' J* S8 R2 s - end9 a% ]0 z/ V0 e2 w, N
- $game_system.xas_item_id = item.id2 _1 r: i- e, }" V
- end! q0 Z1 b: P9 G1 q
- end9 s& L" c! U; q1 x( P# \. w8 j
- $game_system.se_play($data_system.equip_se)6 V& [; Q; Q6 F$ H$ S; t7 ]) T% T
- end
c, D$ B7 I$ |" x7 W -
2 R' D9 S: y' d9 Y - def update
" H) x* G9 U2 w+ ]+ i7 j" w4 s - @actor = $game_party.actors[0]
1 T* c& n0 M# {. m# L+ _ - @hot_keys = $game_player.hud_equip
& |$ r( ~2 g2 n - refresh
! q4 a& `! V5 Q i U - return if !$scene.is_a?(Scene_Map)
1 ?% }4 o2 m, p* a( Y5 m* R" i - if Input.press?(Input::Numkey[1])
6 I2 J' m) T9 {3 T+ P3 h - equip($game_player.hud_equip[0])
; N4 z' j; o5 h - elsif Input.press?(Input::Numkey[2])5 L2 J; [, k, e; [) O8 h
- equip($game_player.hud_equip[1])/ r! C8 E) ^) j% F& q, x7 r
- elsif Input.press?(Input::Numkey[3])$ y' O1 ]) N7 n! w
- equip($game_player.hud_equip[2])
; Y0 \( @) r4 z7 T& | - elsif Input.press?(Input::Numkey[4])
* b) E- L a. ~" p, w - equip($game_player.hud_equip[3])
- M' `" T8 V! {/ i& o0 z1 | - elsif Input.press?(Input::Numkey[5])
A! p `0 ?) i* P; E( F9 \" z7 ~ - equip($game_player.hud_equip[4])) F1 C0 x8 w2 P2 i2 F4 m |
- end2 e7 q" G7 g- @
- end
5 o( g6 A' }: W9 M - end
8 _$ @! m* }+ S: q: C- Y3 @ - / ^+ K% o- C% ]5 R; `
- #===============================================================================% i8 I X! @' `' a
- # Scene Map
4 h6 l2 S: T( a8 o1 t ^ - #===============================================================================
4 y; j8 m" ?+ K# P0 c& K: O - class Scene_Map/ F7 Y7 U' W( S! M' y2 `4 W
- alias hot_key_hud_init main
3 ^, d8 D' R( y. y; m9 e - def main
a/ @# T7 K4 n* N) N - @hot_key_hud = Hot_Key_HUD.new
. E' Q9 e/ o( C! N - @hot_key_hud.visible = !$game_switches[XAS_HUDDISABLE_HUD_SWITCH]
, C1 L, S: w( e z' C, q; @* z - hot_key_hud_init
: k* ^+ [& K x' M8 \ - @hot_key_hud.dispose
( J4 O* [+ o) C/ X. z' c - end
' P4 J8 H5 V! \& U# z -
) \8 o3 e9 ^ j; h( J - alias hot_key_hud_update update) b4 |% `3 E4 V; L& E
- def update
1 G t6 y. c' A5 f- ]% E1 [ R$ D3 | - hot_key_hud_update# m+ U r3 ]) G
- @hot_key_hud.update) H$ P* i8 ^) D3 J: I5 c
- @hot_key_hud.visible = !$game_switches[XAS_HUDDISABLE_HUD_SWITCH]
! }' D* w1 ]! S1 @) Z7 w# l - @hot_key_hud.update if !$game_switches[XAS_HUDDISABLE_HUD_SWITCH]
2 g/ e+ i6 k a0 ~% l - end- V: [3 t! r' G3 q3 N
- end
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