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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,! i9 s/ S$ ?1 ]7 L7 u8 X
不知道有人能帮忙看一下吗? - #===============================================================================
+ W. A: A8 j) t% x+ D$ l - # XAS - Hot Key HUD7 H4 i( w* a0 L: s1 b) i
- #===============================================================================, N* D! Y1 v) O6 h3 P- o' _5 V9 L
- # By Mr_Wiggles
" c! \' p4 J4 V+ _( [; ~+ J6 _ - # Version 1.36 r; [! y$ Q( D1 C5 V& l# w
- # 7/6/109 ?, I- a" ]( s
- #-------------------------------------------------------------------------------6 L1 B- a0 L: \ T
- # Instructions:! s# t. J3 q5 T2 y: m1 r4 ^+ p
- # Fill in the constants bellow, paste this script above main and bellow XAS in
9 C/ e6 l) b; ^; n9 @ - # your script data base. BE SURE TO SET TO THE RIGHT XAS VERSION!!
# H8 r7 t$ P& m& M! y/ O - #
" h* x) O9 A% P+ k2 n/ g) K - # Place the "Hot_Keys_HUD" picture file into your game directory ]' w6 Y) H1 ] }# E
- # Graphics/Pictures folder.& D- o. s& z6 _) l% S3 }; X
- #-------------------------------------------------------------------------------
3 p4 m$ F" {8 C" o# k+ E: T) U) [9 k% t - # Directions of Use:
) c6 |/ D$ m2 e: F - # Simple just press a number key (1 - 5) when the quick skill or item menu is
0 v1 D# E, j) c7 {9 U- A# G) n - # Showing.& Y" n. J, R" X
- #===============================================================================
* o% Y& i* u5 f2 N - HUD_X = 0 # X pos of HUD7 ]; M H& W- |
- HUD_Y = 0 # Y pos of HUD
7 w7 w* [5 a8 J% Y. D( N8 R: i) U
0 j+ K4 y# S& Q! C- # Set true if XAS 3.7f! R/ [, J8 j* b& T" Y) n
- # set false if XAS 3.6) H0 A. |* D9 C* n, ^! n7 K
- XASVER_37 = true$ ]4 B* R* a- g1 t% g
- ! B- w' K1 F( {% d# o6 J+ P) [( }
- #===============================================================================
- m( \/ V' ?7 x0 } - # Numkeys Module% W9 ?6 q& F( h5 O T% C
- #===============================================================================
! e; S" t+ e% ]* p1 o! x, v - module Input
& @$ p! s) n" C. m - Numkey = {1 => 1049, 2 => 1050, 3 => 1051, 4 => 1052, 5 => 1053}
' G- j# t' N* [9 t* P& \9 z/ ` Y - class << self
2 s8 [ P$ n* p - Key = Win32API.new('user32','GetAsyncKeyState',['i'],'i')# X2 _# D0 G: D* E3 P
-
) C% c j0 A. W - def testkey(key)- U) H8 N% L. ~# ~, U; o5 d
- Key.call(key) & 0x01 == 14 X9 u$ \* o1 U3 p! l; f
- end f' ^* }, O. w8 t
-
) m( H* L. t/ f - alias hud_key_update update! w# o7 a. O# d7 s, e8 ^/ U. ^
- def update1 Y" c8 t# s$ c1 c& \
- hud_key_update, U& z0 a5 b( E: A. n( g
- @pressed = []
8 K% k- A# X: Z" y( N2 H. f - for key in Numkey.values6 k4 A- l6 s6 Z% c
- key -= 10004 \& Q3 F1 J+ O" f+ U
- @pressed.push(key) if testkey(key)
$ \: P a k3 t$ |( h4 _* {0 o - end
* B+ y4 [& s5 D- f) s - end
& P, u; [& e) @# A -
5 C/ x- _+ N0 H) V$ G& i - def pressed?(key)
1 x, H5 F2 X, P/ J5 P - key -= 1000 U( x9 l0 E4 [ f, C
- @pressed = [] if @pressed.nil?1 m o2 N( I* O6 S% Y3 H
- return true if @pressed.include?(key)
6 l t/ r7 U+ _# v! A/ T- U+ A3 R - return false
/ l7 z+ t( O2 h0 I6 X3 e9 J - end
& l* i1 B! E/ s& F - {/ N F; A" _
- alias hud_key_press? press?# ? s) c( R1 C; l6 N: {
- def press?(key); z2 @7 X2 s8 G& j2 S
- return pressed?(key) if key.to_f > 1000
- W! N6 j1 }- C" P9 X3 X - hud_key_press?(key)
: i) e; I' }$ V) N! |8 h - end
$ l( [" N7 |( u" J0 L - end
5 s7 u! a% F0 \4 p/ d - end5 V6 W' n1 |1 T# K
( e/ M' ~9 }6 N) \- #===============================================================================
2 G- g l5 I& M+ N. Z - # Game Player# w9 ^$ ?% K; Y+ z
- #===============================================================================
' N+ _. l9 A% y - class Game_Player < Game_Character
3 D& _ p8 A: Y; G, f" ~ - attr_accessor :hud_equip
( t' r# W- T8 g' {4 v7 R - 9 O; e( ~/ W% M, q$ n% D% ~
- alias hot_key_hud_init initialize/ q+ a3 N" _. M3 T7 W! \
- def initialize1 x0 D( Q# x) C3 t% h
- hot_key_hud_init
9 t( k2 Q4 Y" } Z' k - @hud_equip = []1 f- t. {( r0 b" n
- end8 b8 }$ t) |6 b
- 2 f% L' m* }. T0 X4 z+ y5 }, m6 t
- def equip_item_to_hud(n, item)
! s3 T0 j7 R1 O- U1 k' f3 F - if item.nil?' {3 L$ I3 v k' V. j
- $game_system.se_play($data_system.buzzer_se)5 Z& j+ L+ @8 {" Z9 R% D
- return
7 Z# X: @1 ]5 A9 N - end
( k: R! {+ w. J1 V$ ^% @1 i! W - $game_system.se_play($data_system.decision_se)6 M+ A+ r. M1 ^0 S
- @hud_equip[@hud_equip.index(item)] = nil if @hud_equip.include?(item)# e; H! q, b f. w
- @hud_equip[n] = item* V) d! ~. f: t2 s. e' ^0 |! R: h
- end
?/ A; W% r. V# n, [+ K% E - end# l# u) p. X# ^" \/ K
. u9 x% t0 h" M& E0 j6 C- #===============================================================================
: v' J1 G1 L6 u3 c; r& q - # Quick Skill Window: v8 D) T# |, X8 x3 M+ [+ S' Z
- #===============================================================================
4 @3 Q3 m M! D9 @4 U* z6 c - if XASVER_37 == false
' F+ W" z# v. a$ p - class Xas_Scene_Skill2 Y$ e' ~% @% D$ }1 m
- alias hud_quick_menu_main main* J: V: f; x" p9 P+ ?, m7 |
- def main+ N/ W! s) R' v l3 T& w
- @hot_key_hud = Hot_Key_HUD.new
( a# {+ r( T, {+ ]( O - hud_quick_menu_main
/ J; G1 O( e6 v( u! ^& U3 a - @hot_key_hud.dispose
7 g$ O# x. ]1 N7 ^4 v: D+ I - end' A, Y& Q/ R) \- P
- 4 Q4 M- _2 |! |+ o6 _; |
- alias hotkey_hud_qucik_menu_update update
* A0 X R- L; @8 o - def update# J4 n- _( @" W' o
- hotkey_hud_qucik_menu_update$ S. d7 T, t" [! p
- # Hot Key num 1
, d6 ?& w4 c& P; n3 t - if Input.press?(Input::Numkey[1])) p o2 h! Y; U
- $game_player.equip_item_to_hud(0, @skill_window.skill)0 Y. D# _! |0 h
- # Hot Key num 28 m9 X$ q4 U' E8 a
- elsif Input.press?(Input::Numkey[2])& l3 g' f+ C6 N% j" R
- $game_player.equip_item_to_hud(1, @skill_window.skill)
/ ^) `' L4 b2 ~( ` p3 b - # Hot Key num 3
2 w) \. B3 K3 ?1 ^ - elsif Input.press?(Input::Numkey[3])
% D0 S$ l! \9 Q2 z( v - $game_player.equip_item_to_hud(2, @skill_window.skill)5 ^6 S& E$ z9 {2 ]
- # Hot Key num 4, A9 `& a1 d( u
- elsif Input.press?(Input::Numkey[4])
- i" ^" i4 F, T) ? _ - $game_player.equip_item_to_hud(3, @skill_window.skill)
+ z, n# L2 U6 N ]( S7 ? - # Hot Key num 5
3 e& e/ u3 S& s; j+ m8 x% A - elsif Input.press?(Input::Numkey[5])! z* `' Y. ]4 p6 |! \/ u
- $game_player.equip_item_to_hud(4, @skill_window.skill)9 O" t3 @0 s1 l @' |
- end
. X5 m, V. H( R" { - @hot_key_hud.update
O v$ @1 m6 i4 j# c! ?; e; ^9 h - end
7 z1 e. u! r1 Y5 S% [ - end0 U: _( `6 d. |% c7 D
- else
6 w2 C4 N( p& V& i( g - class Quick_Menu_Skill
/ T U+ v6 A# L' |+ T4 t, h2 g A - alias hud_quick_menu_main main- X2 Y/ [6 Q/ ?4 \! @" Y& F
- def main: j& F0 \$ o3 z; L8 f; ?: w
- @hot_key_hud = Hot_Key_HUD.new j4 {; J1 v" \7 f" r+ T2 O
- hud_quick_menu_main( Z2 L- m1 L3 u1 k: `2 n7 L
- @hot_key_hud.dispose
7 D- L C7 D4 d; F - end
1 {- L7 F D- X5 V2 i -
) J. w/ I. b) \" g0 I w) d+ c. n - alias hotkey_hud_qucik_menu_update update
1 \; ^: R; J% u - def update
) p! s$ B+ {5 b" G+ v" i - hotkey_hud_qucik_menu_update
l4 F5 F7 ]2 z" ? - # Hot Key num 1) t6 Q" y. E( h7 X" |
- if Input.press?(Input::Numkey[1])
0 {3 ? d( z' f$ g; ^ - $game_player.equip_item_to_hud(0, @skill_window.skill)
" ?8 [ s1 v5 u: \ - # Hot Key num 2& x/ e: j. l' {
- elsif Input.press?(Input::Numkey[2])
3 p3 x# b. C3 l# ~, L. G - $game_player.equip_item_to_hud(1, @skill_window.skill)0 H+ W' {" X3 J6 ?
- # Hot Key num 3
! V; z' I. J" @/ ~ - elsif Input.press?(Input::Numkey[3])
; @0 f) r: ]) T4 x$ S* m4 U+ W - $game_player.equip_item_to_hud(2, @skill_window.skill): I' n+ h: B/ V/ S6 A
- # Hot Key num 4: e: A; M1 ~- ?
- elsif Input.press?(Input::Numkey[4])+ ^7 x- f! I; g; ]1 L' z
- $game_player.equip_item_to_hud(3, @skill_window.skill)
+ B0 a M, u2 c- y- d9 j - # Hot Key num 5) R+ O* ~4 W! a& M# Y7 Y1 I8 m
- elsif Input.press?(Input::Numkey[5])
; [. e5 U$ N& R - $game_player.equip_item_to_hud(4, @skill_window.skill)
; B' c/ X K J - end
0 q' F0 ?8 B K - @hot_key_hud.update r- Y5 x5 ^* Y6 e
- end
2 O8 D \% f. j - end
: W' K4 r; Q3 _ - end; R1 Z3 m* r# n1 q0 {* C
9 O, M- F- a: L3 L- #===============================================================================& l' T' d& P! x7 n" C1 h
- # Quick Item Window
) t0 f& y; l' q& C7 R. a - #===============================================================================
4 r& d, l1 h$ c: r - if XASVER_37 == false* \- P& v# ^' _- M& {6 t/ C
- class Xas_Scene_Item5 U# W/ I! u1 U; ?3 \/ S& G
- alias hud_quick_menu_main main* F7 R* x8 l8 J6 W w
- def main
* {; N# ^9 t9 A8 Q+ z' O; S1 V - @hot_key_hud = Hot_Key_HUD.new7 O) r$ V+ i! O) Y4 Z
- hud_quick_menu_main- X9 A9 y5 t0 \& s: v( \- H }2 }
- @hot_key_hud.dispose
- N" P1 B& C" w - end
9 w! t' e& ~6 h6 l -
0 j. @. S" O8 o l - alias hud_key_update update' k3 C8 l7 s0 F" X/ z2 S* N
- def update
; |& I V- I9 p- s _$ F" L0 M7 o - hud_key_update, O" n& `5 e5 V8 U* r! @( M b5 B( T! ?
- # Hot Key num 1
. _6 H+ C0 o: y/ T - if Input.press?(Input::Numkey[1])$ C: x6 x; I1 D- J
- $game_player.equip_item_to_hud(0, @item_window.item)' O1 q+ V7 T3 {- a2 k, H
- # Hot Key num 2
0 s) ~+ T* g4 q - elsif Input.press?(Input::Numkey[2])
r* o( R- U( S' g$ v - $game_player.equip_item_to_hud(1, @item_window.item)
; p( A$ [6 b( t9 F( m - # Hot Key num 3
, i+ }; e: A4 e$ i; ]/ M - elsif Input.press?(Input::Numkey[3])
& g [ z, w8 W# A# I* w& P - $game_player.equip_item_to_hud(2, @item_window.item)
) n/ o. d" A, A M# G2 w# E - # Hot Key num 46 @6 B. V5 y! I! a; C& `" R( A
- elsif Input.press?(Input::Numkey[4]) Q. I8 q# w1 Y( Y. [# _- [
- $game_player.equip_item_to_hud(3, @item_window.item)
9 W: |3 J- ^1 D; I - # Hot Key num 5
W' x$ Y% ^ d# U9 o' f2 h- ^ - elsif Input.press?(Input::Numkey[5])
' k( j" c# g& |+ Y - $game_player.equip_item_to_hud(4, @item_window.item)
U) I8 {+ D8 y - end$ _3 } N, N. l% Z9 p8 s
- @hot_key_hud.update/ l t V' f0 [' I
- end# W1 t3 s2 W4 K
- end( z8 ?0 L8 l/ j$ B! n4 @' J
- else2 ^5 n; U! d* A+ g
- class Quick_Menu_Item* i$ P9 O' F) z1 L
- alias hud_quick_menu_main main
: u+ r3 C" R% I9 A6 t - def main' R$ I( Z4 S" h1 J4 ^
- @hot_key_hud = Hot_Key_HUD.new: t' p$ t4 \( H% B# Q5 @, ~: f8 v
- hud_quick_menu_main- N' j; K+ P, S' U# G f) C$ c
- @hot_key_hud.dispose
5 P5 z) j/ Y) e' I - end
4 q4 K+ \! O" _+ p; ` -
' Z. D8 g u) p; H - alias hud_key_update update
$ ~( B4 K! O+ c* C1 | - def update' J$ d+ H) N0 E4 i6 g
- hud_key_update/ u* o8 p _0 V
- # Hot Key num 1) u9 g8 V' z: S, ~
- if Input.press?(Input::Numkey[1])2 [1 k& p' `! D- J: n
- $game_player.equip_item_to_hud(0, @item_window.item)) y8 t0 N0 c) @* z3 u
- # Hot Key num 20 T8 I% h; `+ ~1 Z
- elsif Input.press?(Input::Numkey[2])
0 F/ @1 y( Q4 o8 h) R5 W g - $game_player.equip_item_to_hud(1, @item_window.item)
! t: I! s, E6 v4 J8 n7 Z - # Hot Key num 3- U( c4 ~3 S3 N, N4 ?; Y
- elsif Input.press?(Input::Numkey[3])
; n3 Z% S" f1 ^, R& q8 ? - $game_player.equip_item_to_hud(2, @item_window.item)/ d( _( U; c* m$ \9 H' r
- # Hot Key num 4! J7 f5 _. ?# ]5 b- e
- elsif Input.press?(Input::Numkey[4])
; X3 P0 L f) c2 ]. a - $game_player.equip_item_to_hud(3, @item_window.item)$ s* I0 W( A5 `# F8 m; W2 H" `4 d
- # Hot Key num 52 ^9 k9 ^3 k! z6 x, T" I1 R1 o
- elsif Input.press?(Input::Numkey[5])7 X$ R% y0 N" a. V2 k5 d
- $game_player.equip_item_to_hud(4, @item_window.item)
; m$ b, m$ Z @2 E - end
: d# z3 [$ l; ]: S/ P - @hot_key_hud.update. J5 u' C& ?% N2 `
- end5 Q, M r {+ a- U2 z, e
- end
2 F+ B. C4 G. ` - end) N7 C' h( |. q" Z9 t
- & L$ L. _ F0 i2 z
- #===============================================================================0 c$ w" j9 D L S1 t: f6 G7 D
- # HUD Window% D9 l) t' _9 o, V0 Y
- #===============================================================================6 v; R- |* o n4 S% {8 K( n+ r0 @
- class Hot_Key_HUD < Window_Base
/ f6 n/ m: @, w* u5 D - def initialize(x = HUD_X - 10, y = HUD_Y - 15)
% b/ k. s- v" x8 ^0 X- R - super(x, y, 220, 80)7 d# n" j: x: Q: s, }2 l
- self.contents = Bitmap.new(width - 32, height - 32)
( ?' v) L! a( K1 V, m# c$ t - self.opacity = 0, c) O, F8 u2 E8 s8 b' u
- @actor = $game_party.actors[0]
" C: j( t3 q6 h; \* V' Y L - refresh, T; u2 S! O; Q
- end
) _: x- g# d( P2 q4 p! ]9 j - " T& f! ?6 d- @1 R5 @2 B M+ _) F
- def refresh
3 f/ Q* K% S) U {4 M# a - self.contents.clear* i" r6 q9 o4 T% B& f
- bitmap = RPG::Cache.picture("Hot_Keys_HUD")" u+ |2 A1 E, ]/ Z& ?6 S
- self.contents.blt(0, 0, bitmap, Rect.new(0, 0, 160, 32))* V. ?9 Z7 c- O0 w
- for i in 0..4
- }. w% _- E4 R5 I - x = 32 * i + 4
$ o' c1 `1 v) P( P9 p - item = $game_player.hud_equip[i]
- T f; Y& K$ g5 R; H3 } - next if item.nil?
. X# G# b& I& P" p4 {: u5 g - if item.is_a?(RPG::Weapon): S) @( {! K1 S& a+ |; f7 a3 N+ j
- item = nil if $game_party.weapon_number(item.id) == 0 and, n/ y- m! H J; r1 w
- @actor.weapon_id != item.id# f8 E; m0 u0 `0 }* ?' t& k
- elsif item.is_a?(RPG::Armor)- ?/ V/ w' }! Z& z! B
- item = nil if $game_party.armor_number(item.id) == 0 and ( Q9 ]( P! u& D0 x) j
- @actor.armor1_id != item.id1 J2 V. p! l7 P; j( l( C2 U, `* X
- elsif item.is_a?(RPG::Item)
! p3 d( h) k) L# C/ M7 q* W - item = nil if $game_party.item_number(item.id) == 0 or+ d" \8 m' n- [3 \7 C# `+ b
- !$game_party.item_can_use?(item.id)
, i$ N. ~/ ]( }0 o/ @/ U4 j8 t - end5 p! g* O4 G u4 E- T
- bitmap = RPG::Cache.icon(item.icon_name)
& L! d$ T0 B2 F2 O: O/ Q - self.contents.blt(x, 4, bitmap, Rect.new(0, 0, 24, 24))/ p7 S( e7 Z% ?: b
- end* B/ N m4 {8 L0 @: u" A5 g( ^
- end) \! W: }& W |. p' x
- 8 b% [! k. `# ^4 k+ ?3 |
- def equip(item)4 p I$ w5 O8 i. s" b
- if item.nil?# W+ J; s7 q T1 h
- $game_system.se_play($data_system.buzzer_se)0 I1 I, S4 K4 L( H% i; L) J
- return/ Y$ {# e$ e; m8 h# G& x2 @
- end
c6 R3 F% f$ `6 u2 i7 G - if item.is_a?(RPG::Skill)
5 @, o8 p% M2 l. C8 W7 \ - if [email protected]_can_use?(item.id)) N( }6 n! }2 i5 I/ k( O; K; \! G
- $game_system.se_play($data_system.buzzer_se)+ `1 J$ j" Y$ i" F+ o a
- return( Z) |5 Z' N: z* y/ w
- end# J8 o M5 Q( x3 a9 r1 u) M% u6 g
- $game_system.xas_skill_id = item.id8 m% T6 ?( S( L7 Y
- elsif item.is_a?(RPG::Weapon)
% i( B2 j0 w$ T& Y1 c' w. f - @actor.equip(0, item.id); ~; P7 j8 M2 @ |% V
- elsif item.is_a?(RPG::Armor)" V6 v7 u5 }# x& S4 L
- @actor.equip(1, item.id)6 i( g5 c8 C& C0 T( S
- elsif item.is_a?(RPG::Item)
5 R ^6 j5 [2 b5 d! ? - item_tool_id = XAS::XASITEM_ID[item.id]
2 c+ _' }/ [8 p0 S0 n# ] - if item_tool_id != nil
1 Y0 A+ T2 s/ C! Q& x - unless $game_party.item_can_use?(item.id)
! C& U( X' q1 O9 K. ^- ^1 q - $game_system.se_play($data_system.buzzer_se)- T a& ^2 c2 w8 g8 R5 t
- return# d+ b+ ~, h, ~7 e/ [
- end
3 H2 [0 R5 A) y g; L - $game_system.xas_item_id = item.id
7 h- N) v! I! x$ c5 C9 g - end
& q6 _# n1 ?1 Z3 J: \ - end
& _- G, d' b( Y2 u" x - $game_system.se_play($data_system.equip_se)
) h) Z- n& C# t* C+ h6 V7 R - end; X# v i; F& ]4 v8 D& i
-
) y7 F. z( t" W( M - def update7 \* k/ B" E8 M; b+ H! W0 ]
- @actor = $game_party.actors[0]' G9 B7 x2 y% O& c: Z, {# r& \% Q
- @hot_keys = $game_player.hud_equip: n" H/ z4 y: ^" q. O/ v4 X* `
- refresh
, Y/ m1 y/ \1 ~' Y$ J) L - return if !$scene.is_a?(Scene_Map)# x9 [9 F! `0 K0 w b* `
- if Input.press?(Input::Numkey[1])' R9 O2 h- O6 B r6 Z4 \5 f, k$ [
- equip($game_player.hud_equip[0]). e, U! p& z7 g+ O! P/ |
- elsif Input.press?(Input::Numkey[2])
! L* c9 }/ N" o4 K) q2 r( o - equip($game_player.hud_equip[1])
Z- g( V! X' q! Y# F& V1 C - elsif Input.press?(Input::Numkey[3])# r; H# F) a& H b! j" g
- equip($game_player.hud_equip[2])
! I' O: B5 I3 c# |5 F& B - elsif Input.press?(Input::Numkey[4])
: A# V9 S K& M: p - equip($game_player.hud_equip[3])
7 B" m# ~/ _1 A2 @( B - elsif Input.press?(Input::Numkey[5]). ?/ l. b- y. W
- equip($game_player.hud_equip[4])
$ i. |$ n- \" Y7 J- h1 j - end
9 q7 u. u8 Z; A9 |: {1 o+ K - end0 T6 q6 r: D, o" ?8 Q& X+ S
- end
& M6 F: O9 q' M- d) L: l8 W - 1 t% s1 S$ d3 y! j1 t6 z4 ?. n
- #===============================================================================9 w. d9 ~3 U8 h$ d/ L
- # Scene Map
8 j2 M, `$ T" y - #===============================================================================, t9 V- y: e2 m* C' ^/ g
- class Scene_Map
9 ]5 A* l. {0 M: Y2 d- | - alias hot_key_hud_init main6 L, J, S, E' l1 A4 q4 D# G
- def main$ I8 h8 O% t# D7 G' M" j
- @hot_key_hud = Hot_Key_HUD.new. Y4 k% Y8 k- D) X A/ q1 u
- @hot_key_hud.visible = !$game_switches[XAS_HUDDISABLE_HUD_SWITCH]% D% t1 ~, N% m$ X3 {) O
- hot_key_hud_init
% x& I% T* C. [0 v( a& L' C - @hot_key_hud.dispose
2 G/ e% T+ t: ?$ E - end, ~, i/ P' k4 U+ o* j. T
- % H$ v& m; k* q' M
- alias hot_key_hud_update update
) c- Z J& Y% B& k - def update
; O7 ]+ W( w4 D# I - hot_key_hud_update
- R4 L$ q T+ u) F8 C+ ] - @hot_key_hud.update
* H1 b/ w4 o o - @hot_key_hud.visible = !$game_switches[XAS_HUDDISABLE_HUD_SWITCH]
4 c3 [2 {3 R9 G- |/ c - @hot_key_hud.update if !$game_switches[XAS_HUDDISABLE_HUD_SWITCH]! Y9 Z/ r( g* ]0 V' B% n% n8 L. e( a
- end
! o+ g# W/ Y) ] y/ n+ N/ Q2 c - end
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