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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,. y8 v/ r" d# d" r% K' e6 r
不知道有人能帮忙看一下吗? - #===============================================================================: N) P" c8 Q$ I( r- @
- # XAS - Hot Key HUD
) p# G! k2 K0 O; S: [ - #===============================================================================
% s9 Z5 m5 S3 X% p- s - # By Mr_Wiggles$ _" |: G' D, ^# k P& G( _
- # Version 1.3, V6 Y" U, v: R* ]
- # 7/6/10
; Q, X5 e$ y# {3 P( x2 u! M - #-------------------------------------------------------------------------------6 Z, w% j. x5 G
- # Instructions:3 w0 Y- P+ v8 [: S0 v, j0 w8 z! d
- # Fill in the constants bellow, paste this script above main and bellow XAS in
0 W) V1 f8 v. W( g3 Q: c - # your script data base. BE SURE TO SET TO THE RIGHT XAS VERSION!!/ f6 Y1 p, W9 K# }( C0 z# l# D
- # # w6 g7 L; R. a( _0 S2 N) S
- # Place the "Hot_Keys_HUD" picture file into your game directory
R2 k j7 B2 `$ } - # Graphics/Pictures folder.& J1 t u$ I+ v4 e p
- #-------------------------------------------------------------------------------" m- E+ i) h$ l! }1 X: t* ?' M
- # Directions of Use:
6 |8 [5 l: t( Q8 U! h3 | - # Simple just press a number key (1 - 5) when the quick skill or item menu is
5 x6 @! [9 j4 W& R, }7 E - # Showing.
8 `. x- J/ F1 d( c( V& U - #===============================================================================$ M6 }; m! s. w1 P1 y
- HUD_X = 0 # X pos of HUD' r7 A% B3 z3 P3 G! o
- HUD_Y = 0 # Y pos of HUD0 R/ z! t9 i+ H/ n# H
% h1 }/ F' N2 z. T' t& y- # Set true if XAS 3.7f6 f( H i4 A% [+ @& Q9 ?3 ?6 j2 W( a
- # set false if XAS 3.6: c/ d: o+ _) C) e8 a
- XASVER_37 = true
5 [% R2 h1 O! a$ \1 M; x; e7 ^4 E
$ W' ` U! y0 y! `) E7 s. ?" B- #===============================================================================
7 J( z- D5 X7 i) s. ?4 ^$ z0 T) h - # Numkeys Module% F: a6 q8 i7 d- X- j H# c
- #===============================================================================
9 F& ^, f, |; n) ^/ H2 v - module Input
+ s! }; E& u3 G, [ - Numkey = {1 => 1049, 2 => 1050, 3 => 1051, 4 => 1052, 5 => 1053}
' N2 p3 ^* V+ i2 w# m - class << self
) X _8 e( S8 g8 y' d0 r+ E - Key = Win32API.new('user32','GetAsyncKeyState',['i'],'i')
0 G1 ], t+ `' D4 z% s3 Z! \ - 5 I, m9 j1 m- l) G B/ |- I
- def testkey(key); q# u# X; q1 I0 C: ~/ o1 R* V7 O! F6 G
- Key.call(key) & 0x01 == 1( D% S2 G5 s5 x- z* b% H+ V
- end# w+ }. \( k: p, G7 X5 [
-
- c8 ]3 v# I0 w @ - alias hud_key_update update
3 S1 h( K/ y# c1 C/ r4 W: R - def update7 ^# t6 {: l2 w4 y- R( }
- hud_key_update) V& O. S4 U- v- l y
- @pressed = []
' i% | _1 B/ W" c - for key in Numkey.values5 y3 G8 ?) A4 x+ x! o) o
- key -= 1000
t" G/ _1 d2 n, R! W* X - @pressed.push(key) if testkey(key)* Z* f# i5 P: F* r& o
- end% | f8 h+ `8 b/ N
- end8 H" }& N4 T! P0 r* b, x
-
) z! R* X1 I7 D& ~$ ]; ^& s - def pressed?(key)& e! @5 _- `# F- ?
- key -= 1000& c! \% b+ m1 |" l% g
- @pressed = [] if @pressed.nil?
4 D% V3 Y7 e6 L: J; P - return true if @pressed.include?(key)
; }9 @5 c! W, ~& Z) O3 r! s4 I# d - return false6 h, c) ^; R0 {2 g% v6 X
- end5 b9 W* @4 a; S# W! Q
- # W2 _/ F& I! q/ q5 d
- alias hud_key_press? press?
& s# Y( O5 }8 V, `! C, K5 p - def press?(key)
+ M( F# j6 E" N% \4 } - return pressed?(key) if key.to_f > 1000
# t4 U' L- ?. B0 i* W7 a - hud_key_press?(key)8 U' E! Z1 Z( W1 A6 q4 r. h$ R2 L
- end! D! A# b) s3 Z0 W, D
- end
8 Y6 h% m8 J; V: K: Q( | - end
# ?4 W D- \' q9 G
0 Y4 ?/ Y, l) [5 M/ }- #===============================================================================! k2 A7 i* z. W! L" U# e9 T" f/ Z
- # Game Player
3 }: H7 [: B1 J6 _ Q! w - #===============================================================================
: m* ]& p. t: ?, @1 \; K: [0 P - class Game_Player < Game_Character. P( @# c W9 w9 R5 y% i$ W, B
- attr_accessor :hud_equip3 h( a! P4 @9 ]$ ~ ]. x- m+ C
-
7 k% N3 |: n; @, M - alias hot_key_hud_init initialize
+ ~+ |, ~! w4 @# _2 h - def initialize# i0 v% f8 d% }( `5 T' W6 `
- hot_key_hud_init
" p0 j% e8 r( n) I! l0 \) Q2 B; G - @hud_equip = []
q6 D9 ]' c/ A6 X0 E0 } - end: g2 s1 k; E' n3 U8 j$ o: y
- + o7 U2 r- P6 _
- def equip_item_to_hud(n, item)
; j! `0 q& F6 \% X3 |8 G* x - if item.nil?
: l8 k- O; ?; Z5 ]/ h1 I R - $game_system.se_play($data_system.buzzer_se)$ F2 f2 p8 W) h
- return5 L+ O! b ^( T9 I0 |7 m, T. n
- end
& I* R% @9 N5 D8 ^8 O9 a - $game_system.se_play($data_system.decision_se)
, V* r; v- }, O- Z* ~0 K - @hud_equip[@hud_equip.index(item)] = nil if @hud_equip.include?(item)
$ R* _" n/ ?' @$ p" G0 I- J - @hud_equip[n] = item
. N" \% k( U; {1 v - end
1 \# W1 T6 g+ c/ N1 f - end
5 _/ L1 j( X9 |! z z4 o4 J* r; G
% O" }5 z* G/ L. [, S- #===============================================================================5 [1 x4 t# O8 J/ {8 M
- # Quick Skill Window0 f4 C* ^! n7 ~) e# x) h7 f
- #===============================================================================& L, c _4 E1 e, R. d
- if XASVER_37 == false+ g$ {: V# h4 t5 x7 `
- class Xas_Scene_Skill1 u# S3 h9 a2 z; \. _0 }$ f8 C1 L
- alias hud_quick_menu_main main
7 u/ g5 J" \: q& t" K" l) Q4 P* D - def main
! U. X) _1 a6 z( _ - @hot_key_hud = Hot_Key_HUD.new5 l* s- V/ g$ j# N
- hud_quick_menu_main5 t, O* {, k& b$ s: T
- @hot_key_hud.dispose, K2 `& E6 N% Q4 A
- end% n* P3 V( d! |8 B; l$ V
-
' `: j4 b: {' V' t, \# j - alias hotkey_hud_qucik_menu_update update
$ w7 D J; `4 J4 Q - def update/ s8 S @& ]' ~' u, K: s+ k3 H
- hotkey_hud_qucik_menu_update
0 g9 O0 e* z! C - # Hot Key num 1
* @$ W7 B5 {2 l3 J, i* ` z8 e+ c - if Input.press?(Input::Numkey[1])& _: X+ o; `4 [3 g; `
- $game_player.equip_item_to_hud(0, @skill_window.skill)
3 g8 a. v% Z6 G$ T1 B - # Hot Key num 2
& b3 S& J+ B' [# ?9 i. Y - elsif Input.press?(Input::Numkey[2])
& j4 J' a: S/ ?. x F - $game_player.equip_item_to_hud(1, @skill_window.skill)( P1 Q5 @; @5 N3 t3 s
- # Hot Key num 33 @$ B2 n. A, Z0 w7 D! g
- elsif Input.press?(Input::Numkey[3])7 y5 b6 Z1 {) D# h+ o) E4 C6 b
- $game_player.equip_item_to_hud(2, @skill_window.skill)9 z' B1 }7 I, A q) K) U9 F
- # Hot Key num 4
, x o; q! \6 p - elsif Input.press?(Input::Numkey[4])2 l$ O# v& _; l" U
- $game_player.equip_item_to_hud(3, @skill_window.skill). t/ z/ r" ]6 T1 T+ s: f! `
- # Hot Key num 52 D6 M: ^( C3 O8 Q+ p, ^
- elsif Input.press?(Input::Numkey[5])
, v1 K. C3 V, } - $game_player.equip_item_to_hud(4, @skill_window.skill)
* U- y/ n" o9 v. E, t) E9 s% v - end
9 u2 w) `+ [5 Q. }6 s B+ m6 k& ` - @hot_key_hud.update
+ w/ q/ c& y8 H - end, C. k4 U: t7 A0 z: F
- end
& \* k' Q0 c' W' k4 `* [ - else; ` U0 ^3 N2 z4 \9 y# c4 h+ b/ Y
- class Quick_Menu_Skill) F: r; s# @1 r
- alias hud_quick_menu_main main b W6 B; f( u3 s
- def main8 G# A5 T% A, f/ L
- @hot_key_hud = Hot_Key_HUD.new
4 X# I' ^) L8 ?! @ - hud_quick_menu_main
7 }* m* G+ D1 v! D. ~3 |1 ^ - @hot_key_hud.dispose
5 V4 i. E y& |" `% C0 J) k! r; ` - end3 `3 E) c1 M0 I& I$ L, }# W! a3 a
-
. r7 u+ _1 e$ k, v( c5 G! ~2 o( f8 } - alias hotkey_hud_qucik_menu_update update: j) n; {$ l: j3 J h
- def update
! ^- L! R0 Q5 ~. { - hotkey_hud_qucik_menu_update
) b. N) K# u+ |! V8 G+ E6 [* A - # Hot Key num 1
1 n8 [, ?/ e" ?3 g: T: V- c# f - if Input.press?(Input::Numkey[1])$ J( v2 }) d/ e5 j
- $game_player.equip_item_to_hud(0, @skill_window.skill)5 J/ n9 @% F2 U9 F* f: \
- # Hot Key num 2. O4 n/ A; R; O! T9 }" E( k# r B
- elsif Input.press?(Input::Numkey[2])4 C @2 T5 u8 P1 d$ H+ J0 e
- $game_player.equip_item_to_hud(1, @skill_window.skill)& h) [! L3 L; q
- # Hot Key num 3
4 q2 \1 \3 [. b- W - elsif Input.press?(Input::Numkey[3]), v- B0 w+ ?% |) m: q9 P n
- $game_player.equip_item_to_hud(2, @skill_window.skill)6 P( d; L/ u; F' Q
- # Hot Key num 44 N/ b t4 X/ B
- elsif Input.press?(Input::Numkey[4])
3 e3 j7 P6 s( _/ i - $game_player.equip_item_to_hud(3, @skill_window.skill)$ y& y/ F0 F' i; W
- # Hot Key num 5: U; R7 |2 c' C4 l' E
- elsif Input.press?(Input::Numkey[5])2 H* c6 t5 u$ ~1 P
- $game_player.equip_item_to_hud(4, @skill_window.skill)% j6 [, ~, K# z# H/ l7 ]5 t
- end
) T- E7 q- u0 h# k; Z6 x) _0 \* N% d - @hot_key_hud.update
) x' l) B* f: r8 q s7 P - end' T- n( v" g7 u( x5 {/ q$ H/ Z( K
- end, ^$ a ^# o+ P8 V9 E6 ?% y, j$ g
- end
$ ~+ x x2 v% g2 F8 |1 X: N% o$ ~
4 Y! U: J! t9 A1 A! T- #===============================================================================
# t4 x* \8 m. F$ f - # Quick Item Window/ P2 J6 ]& {. x) @) S% r
- #===============================================================================
3 J' ? D: g! W4 [ - if XASVER_37 == false" W% E+ i \7 j
- class Xas_Scene_Item
: w, R$ G+ q# {+ N: b% ?( r - alias hud_quick_menu_main main
3 ~+ i& b! G6 V1 c% ? - def main
# y) R4 c* j D1 e K! m$ k - @hot_key_hud = Hot_Key_HUD.new }. ]- F1 c: V1 d+ H! E! s$ E/ e/ m
- hud_quick_menu_main
5 @; o3 [" U2 l' ` - @hot_key_hud.dispose
# j6 M n! c! _5 ? - end$ e* @4 \6 i$ f% `& \& g" X
- . [) t+ @7 X+ y2 I
- alias hud_key_update update/ l- t- J U8 j! V; X
- def update! f! a& l. \! i7 R
- hud_key_update5 R7 K( d/ J P
- # Hot Key num 13 s7 \3 W2 T# L" r! c- U
- if Input.press?(Input::Numkey[1])
. O: s! [! I. F$ U9 A9 ? - $game_player.equip_item_to_hud(0, @item_window.item): x- D+ b$ I7 Y6 J; [8 a
- # Hot Key num 2. B6 ]9 Y1 c9 C" w
- elsif Input.press?(Input::Numkey[2])
- ]' H& K( T* T% a* } - $game_player.equip_item_to_hud(1, @item_window.item)/ X# l4 a E9 [; U# }
- # Hot Key num 36 A2 X& [% e, n8 O7 b8 j! V
- elsif Input.press?(Input::Numkey[3])
$ |: p7 m* O! \9 V7 Z W8 { - $game_player.equip_item_to_hud(2, @item_window.item)
, [, n: g! `3 q - # Hot Key num 4
7 o, w+ K' C J; ?4 C4 k/ A - elsif Input.press?(Input::Numkey[4]) v0 p) P8 b: ^9 I. j, Z* T: c3 ?
- $game_player.equip_item_to_hud(3, @item_window.item)* M. k1 b, V" p J/ J- y
- # Hot Key num 5
% V/ I2 [0 Z! u/ I; O" p - elsif Input.press?(Input::Numkey[5])7 ~ U* M6 E4 @
- $game_player.equip_item_to_hud(4, @item_window.item)7 Z6 n2 p; N# W% r9 _3 @
- end
9 I, \' y' z! n7 l - @hot_key_hud.update2 f5 ]4 S$ L2 T, S! H4 G' H
- end
1 k* l$ h, t- _" r% P. V - end+ v9 H" Z: F P* r3 t( V
- else
. R" K! P8 d$ G. B4 k - class Quick_Menu_Item
+ M/ b. Z# y6 ^- ~( H" P - alias hud_quick_menu_main main( \4 @; Y# K4 B4 @! m
- def main# D% @/ A: b' W9 W% t( ~
- @hot_key_hud = Hot_Key_HUD.new$ l4 N2 E* e) s* k; ^% s: X
- hud_quick_menu_main( }4 P* z( X9 ~9 p
- @hot_key_hud.dispose: _# v0 _5 U; X
- end
J/ [2 ^% E4 g5 F8 L - " F. ]3 ~8 R, B) |4 [' n1 n* I
- alias hud_key_update update
/ Q0 e: x( }1 W7 V/ G- `& { - def update
0 K0 R" w! k, a/ a5 E - hud_key_update
f; L1 l% M, p3 r3 F$ i8 p - # Hot Key num 1
* B( t1 ]: |' b% M - if Input.press?(Input::Numkey[1])
2 g' S2 ?5 B+ a/ T' J1 x ] - $game_player.equip_item_to_hud(0, @item_window.item)' E( u) v% [! O
- # Hot Key num 2
: t' [$ P2 k4 @/ ~ - elsif Input.press?(Input::Numkey[2])
+ r/ W5 Q5 \' \$ y: v+ ?( y - $game_player.equip_item_to_hud(1, @item_window.item)) c$ i+ n1 P/ g3 ^) T
- # Hot Key num 3
3 W( X: W: M: i8 ` - elsif Input.press?(Input::Numkey[3])- H# W3 K: d; E* T W; w
- $game_player.equip_item_to_hud(2, @item_window.item)
3 j! S ^, I8 `& v: O. M& B - # Hot Key num 4+ J0 I! d9 k+ B! H( E% y( O$ n/ k
- elsif Input.press?(Input::Numkey[4])
) F l) ^8 Q) V9 W. r) z5 k - $game_player.equip_item_to_hud(3, @item_window.item): e2 S( i: V1 h
- # Hot Key num 5' n) P) G- D `. Z) {2 u2 Z( O& C2 a
- elsif Input.press?(Input::Numkey[5])) X0 y Z* {# n" b( g3 ?: W
- $game_player.equip_item_to_hud(4, @item_window.item)0 b: s% A" w! `1 _! [2 a
- end
: V/ G1 q2 p( N - @hot_key_hud.update
8 E5 ~; Z: q( o+ K% S) K0 U - end) O7 n; ]- @$ J5 m; V) h
- end
7 ]; e" S' E; d - end) |; h8 E! M& G1 S, g1 m
3 ]6 @% I( k& l* J- #===============================================================================
( n+ I" G/ D$ Q# C# p# H" u - # HUD Window
* A8 H! ?+ L5 v+ E, r - #===============================================================================( y3 I. S. ~ j5 z
- class Hot_Key_HUD < Window_Base
2 G' Y6 u0 A+ @$ l' v$ N/ K2 q: t - def initialize(x = HUD_X - 10, y = HUD_Y - 15)6 D' X' \+ y) r' l4 F
- super(x, y, 220, 80)
: {, |$ n8 X2 C8 ]- O( n# \ - self.contents = Bitmap.new(width - 32, height - 32)
+ c! n: g* y. c4 D7 L7 l& P8 f - self.opacity = 0
! {9 M: c+ Z0 z' u - @actor = $game_party.actors[0]
" P& Z/ j9 E& I7 K! q. i% L" r - refresh
3 x6 V( _; M* A9 g+ N2 s6 Z - end9 F) H. Y3 ]3 D
' V! ]3 m8 L; e4 |% H Z4 C- def refresh0 M0 t7 x9 a7 X" R
- self.contents.clear
) B: `; ~$ M* F8 O7 W - bitmap = RPG::Cache.picture("Hot_Keys_HUD")2 F% Z: P+ B# i4 h
- self.contents.blt(0, 0, bitmap, Rect.new(0, 0, 160, 32))
0 o* a9 t/ J! w* K$ ]& v3 N - for i in 0..4
. R8 {. N) i9 w% J/ I9 L0 R% Q - x = 32 * i + 4" V/ ?- U+ E+ p2 K
- item = $game_player.hud_equip[i]3 C/ ]; x/ Y; v: {3 b# ` e9 ^
- next if item.nil?
) |2 ?# `, U; |) m- z - if item.is_a?(RPG::Weapon)
( C: _5 m4 [" A, v) Z/ m5 s9 S - item = nil if $game_party.weapon_number(item.id) == 0 and' m5 o( X+ }' N7 w" ]
- @actor.weapon_id != item.id% {: i4 K2 ^# |% F5 e; w
- elsif item.is_a?(RPG::Armor)
: y2 ?9 Q3 a" |# s) C2 K+ x0 F: ] - item = nil if $game_party.armor_number(item.id) == 0 and
1 r- x/ f( C' K - @actor.armor1_id != item.id7 F* s% z. {: ~9 {
- elsif item.is_a?(RPG::Item)
, s$ {2 [% p, a' N - item = nil if $game_party.item_number(item.id) == 0 or
1 C1 \, p/ J2 N a) } - !$game_party.item_can_use?(item.id)1 T" W& E: I( h$ A5 W$ ^
- end
4 Q0 i n' ~% l! j; c - bitmap = RPG::Cache.icon(item.icon_name)0 A0 R# i& j; ^* V- ]
- self.contents.blt(x, 4, bitmap, Rect.new(0, 0, 24, 24))$ `% g; X* c! y
- end
$ h" O! U5 f5 q B7 O9 O, z# N - end
* Y4 t/ w# D$ W# H4 Y5 |, M/ \ -
, D0 s4 m+ h) r - def equip(item)3 V% G, y. E7 a, v" p( }
- if item.nil?
. n9 N: [0 B$ W% Z - $game_system.se_play($data_system.buzzer_se)
0 ?5 ^4 X5 r( g! _+ ]% U - return n- H$ P" Q' f5 ^# O
- end
2 J( p* d$ X u4 }7 |/ ?; J7 D - if item.is_a?(RPG::Skill)
4 M3 ^1 j8 d* O/ D5 a0 ~9 c, c - if [email protected]_can_use?(item.id)+ ]& {7 B' g: C [, R
- $game_system.se_play($data_system.buzzer_se)' w: k' v% ?. X, I1 b* [* N
- return
6 p# C6 k: W2 I, d, m - end
' A' } n7 r" ?& k6 R - $game_system.xas_skill_id = item.id
2 @3 S" ^ x# m7 P - elsif item.is_a?(RPG::Weapon)
! W. L' g7 o m1 E - @actor.equip(0, item.id)
, U3 P7 o! l; l) p* X: @ - elsif item.is_a?(RPG::Armor)8 N. A% N; r8 O) M$ I$ g0 J# {
- @actor.equip(1, item.id)
/ t4 ?# _1 f m1 Q1 G2 e - elsif item.is_a?(RPG::Item)4 X6 ^" [3 ~0 w
- item_tool_id = XAS::XASITEM_ID[item.id]$ q' H" Z3 C9 B2 u
- if item_tool_id != nil2 M T* m% ?3 }3 [3 l+ a
- unless $game_party.item_can_use?(item.id)4 x* \$ L8 r/ S/ `/ U
- $game_system.se_play($data_system.buzzer_se)
5 I: p; L; `7 \' y' e! u) b - return) O, B1 I5 V7 J3 x1 o7 w! i
- end
' F: X9 O/ {, N$ b+ A - $game_system.xas_item_id = item.id. x: {/ Z0 i/ Q: ~( U! |
- end5 G8 B9 i B2 O7 Y* g! o5 B$ e
- end1 R7 }# o$ B0 q$ M5 [
- $game_system.se_play($data_system.equip_se)
& @% z, e( s& `; p - end
+ K3 v- g: t+ C. y. s; C' j -
% }: H- t3 X3 h - def update
4 I* z% I5 g7 e+ Q) u- [# e1 ^: _3 ? - @actor = $game_party.actors[0]6 W4 V- H* o% M7 q( F
- @hot_keys = $game_player.hud_equip. s8 Z+ v+ s7 Y$ p' Y( `
- refresh
% x( y+ G5 o* h6 \, ` E0 D - return if !$scene.is_a?(Scene_Map)$ o l, g; m M, }$ ~1 ~$ ]2 c7 ]
- if Input.press?(Input::Numkey[1]). Z2 W1 i) }# Y# D
- equip($game_player.hud_equip[0])
5 H& z" _, G; v6 D: q5 ] - elsif Input.press?(Input::Numkey[2])9 ~, [# [" J# Y5 i
- equip($game_player.hud_equip[1]); |3 M+ j/ w+ M/ C( P
- elsif Input.press?(Input::Numkey[3])
4 E. j# e3 Q3 w& n/ W& ] - equip($game_player.hud_equip[2]) " e% O8 h! Q) S) d* t `' q
- elsif Input.press?(Input::Numkey[4])
4 k- B7 X8 a. t0 H- a* v& ?* z - equip($game_player.hud_equip[3]) w" l; Y% V" a* x
- elsif Input.press?(Input::Numkey[5])
. }/ T; O, ?9 ^6 E8 w& T0 Y - equip($game_player.hud_equip[4])
" _* E) u, R) Q7 D - end- U9 B3 v! t @1 \
- end
; ~: K% z2 H/ n) L - end
3 _! ]8 {- m0 s$ @6 W0 f# z - : ?$ s% L& P& t, i+ q
- #===============================================================================
, ~1 w* ~; ~# p. Q4 b% b: ]# D - # Scene Map" _2 p' t7 t* a! ]
- #===============================================================================
2 o9 s# N4 A8 O - class Scene_Map7 }% c9 f/ G7 U4 A( X5 A
- alias hot_key_hud_init main3 D0 X/ D7 l8 \. y0 L! i
- def main% {) r9 j( R4 P+ n* X% c; o* F
- @hot_key_hud = Hot_Key_HUD.new& Q3 u- E J2 i' p# S4 a
- @hot_key_hud.visible = !$game_switches[XAS_HUDDISABLE_HUD_SWITCH]# U" l% F( I3 r7 ?; A6 z
- hot_key_hud_init* [2 r* L8 h; \, b$ }; p' t
- @hot_key_hud.dispose0 e" W3 S6 G& o5 m: \' k6 F
- end
* G" z- C, V0 ~! V9 a# U2 \ - . Z. |" m* v3 B
- alias hot_key_hud_update update. B# r% d j3 I0 g; A- Y" C. n
- def update
6 _( t1 G" c! g - hot_key_hud_update
' h" a. k! c1 C: x6 B# w J - @hot_key_hud.update3 n6 n8 n1 g% Q4 |
- @hot_key_hud.visible = !$game_switches[XAS_HUDDISABLE_HUD_SWITCH]
- n% k; X2 p1 W( { - @hot_key_hud.update if !$game_switches[XAS_HUDDISABLE_HUD_SWITCH]& ^5 I- M/ ^9 ^. U% Y4 H5 K
- end
/ a" a; d' {$ K, w - end
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