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Script: Simple HUD

3
Posts
4
Years
    • Seen Apr 22, 2021
    That looks cool you made better use of this than I did. How did you display the money and how many Pokemon you caught?
     

    WolfPP

    Spriter/ Pixel Artist
    1,309
    Posts
    5
    Years
  • When i change the map, the HUD still keep into the screen (pbFadeOutIn doens't works for it). How can i change that? I mean, i would like to do something like:
    When player changes the map; pbfadeoutin (HUD included) and then refresh to the new map.

    Thanks in advanced!
     

    FL

    Pokémon Island Creator
    2,450
    Posts
    13
    Years
    • Seen yesterday
    That looks cool you made better use of this than I did. How did you display the money and how many Pokemon you caught?
    Change the
    Code:
          ret[0] = _INTL("text one")
          ret[1] = _INTL("text two")
    into the values that you wish. I your case, $Trainer.money and $Trainer.pokedexOwned.

    WolfPP said:
    When i change the map, the HUD still keep into the screen (pbFadeOutIn doens't works for it). How can i change that? I mean, i would like to do something like:
    When player changes the map; pbfadeoutin (HUD included) and then refresh to the new map.

    Thanks in advanced!
    pbFadeOutIn isn't called when you change map (at least in examples). If you mean adding the fade into HUD, change line '@hud = HUD.new(@viewport1) if !@hud' into '@hud = HUD.new(@@viewport1) if !@hud'.
     

    Cardcaptor Sakura

    Can you - Catch you Catch you Catch Me Catch Me –
    3
    Posts
    6
    Years
    • Seen Sep 10, 2020
    Can you help me with how to make it so when you press a button such as space, the HUD closes and tapping it again makes it reopen.
     

    FL

    Pokémon Island Creator
    2,450
    Posts
    13
    Years
    • Seen yesterday
    Cardcaptor Sakura said:
    Can you help me with how to make it so when you press a button such as space, the HUD closes and tapping it again makes it reopen.
    First you need to add the space button. After line 'module Input' add line 'SPACE = 40'. Before line 'when Input::SHIFT; return [0x10]' add line 'when Input::SPACE; return [0x20]'. Since Space also works as "confirm", you probably need to remove this feature. To do this, change line 'when Input::C; return [0x43,0x0D,0x20]' into 'when Input::C; return [0x43,0x0D]'.

    So, for adding a function, on Scene_Map, before line 'if Input.trigger?(Input::F5)' add line '$game_switches[128] = !$game_switches[128] if Input.trigger?(Input::SPACE)'. And set the togglable switch on my script as 128 (is SWITCHNUMBER). 128 is an example, you can use any switch number that aren't used.
     
    Last edited:

    Minorthreat0987

    Pokemon Tellurium
    462
    Posts
    18
    Years
    • Seen Jan 28, 2021
    I was wondering if anyone has had success adding functionality to show when each Pokemon is inflicted with a status condition? I've tried mimicking the methods that are used to show the pokemon icons, however I can only seem to get it to show the status icon for the first pokemon in the party. Any tips? Thanks in advance!
     

    FL

    Pokémon Island Creator
    2,450
    Posts
    13
    Years
    • Seen yesterday
    I was wondering if anyone has had success adding functionality to show when each Pokemon is inflicted with a status condition? I've tried mimicking the methods that are used to show the pokemon icons, however I can only seem to get it to show the status icon for the first pokemon in the party. Any tips? Thanks in advance!
    Below. I put above the pokémon, since there is no much space left.

    Code:
    class Spriteset_Map
      class HUD
        # If you wish to use a background picture, put the image path below, like
        # BGPATH="Graphics/Pictures/battleMessage". I recommend a 512x64 picture
        BGPATH=""
    
        # Make as 'false' to don't show the blue bar
        USEBAR=true
    
        # Make as 'true' to draw the HUD at bottom
        DRAWATBOTTOM=false
    
        # Make as 'true' to only show HUD in the pause menu
        DRAWONLYINMENU=false
    
        # Make as 'false' to don't show the hp bars
        SHOWHPBARS=true
    
        # When above 0, only displays HUD when this switch is on.
        SWITCHNUMBER = 0
    
        # Lower this number = more lag.
        FRAMESPERUPDATE=2
    
        # The size of drawable content.
        BARHEIGHT = 64
    
        def initialize(viewport1)
          @viewport1 = viewport1
          @sprites = {}
          @yposition = DRAWATBOTTOM ? Graphics.height-64 : 0
          @statuses = AnimatedBitmap.new(_INTL("Graphics/Pictures/statuses")) #statuses
        end
    
        def showHUD?
          return (
            $Trainer &&
            (SWITCHNUMBER<=0 || $game_switches[SWITCHNUMBER]) &&
            (!DRAWONLYINMENU || $game_temp.in_menu)
          )
        end
    
        def create
          @sprites.clear
    
          @partySpecies = Array.new(6, 0)
          @partyForm = Array.new(6, 0)
          @partyIsEgg = Array.new(6, false)
          @partyHP = Array.new(6, 0)
          @partyTotalHP = Array.new(6, 0)
          @partyStatuses = Array.new(6, 0)# statuses
    
          if USEBAR
            @sprites["bar"]=IconSprite.new(0,@yposition,@viewport1)
            barBitmap = Bitmap.new(Graphics.width,BARHEIGHT)
            barRect = Rect.new(0,0,barBitmap.width,barBitmap.height)
            barBitmap.fill_rect(barRect,Color.new(128,128,192))
            @sprites["bar"].bitmap = barBitmap
          end
    
          drawBarFromPath = BGPATH != ""
          if drawBarFromPath
            @sprites["bgbar"]=IconSprite.new(0,@yposition,@viewport1)
            @sprites["bgbar"].setBitmap(BGPATH)
          end
    
          @currentTexts = textsDefined
          drawText
    
          for i in 0...6
            x = 16+64*i
            y = @yposition-8
            y-=8 if SHOWHPBARS
            @sprites["pokeicon#{i}"]=IconSprite.new(x,y,@viewport1)
          end
          refreshPartyIcons
    
          if SHOWHPBARS
            borderWidth = 36
            borderHeight = 10
            fillWidth = 32
            fillHeight = 6
            for i in 0...6
              x=64*i+48
              y=@yposition+55
    
              @sprites["hpbarborder#{i}"] = BitmapSprite.new(
                borderWidth,borderHeight,@viewport1
              )
              @sprites["hpbarborder#{i}"].x = x-borderWidth/2
              @sprites["hpbarborder#{i}"].y = y-borderHeight/2
              @sprites["hpbarborder#{i}"].bitmap.fill_rect(
                Rect.new(0,0,borderWidth,borderHeight),
                Color.new(32,32,32)
              )
              @sprites["hpbarborder#{i}"].bitmap.fill_rect(
                (borderWidth-fillWidth)/2,
                (borderHeight-fillHeight)/2,
                fillWidth,
                fillHeight,
                Color.new(96,96,96)
              )
              @sprites["hpbarborder#{i}"].visible = false
    
              @sprites["hpbarfill#{i}"] = BitmapSprite.new(
                fillWidth,fillHeight,@viewport1
              )
              @sprites["hpbarfill#{i}"].x = x-fillWidth/2
              @sprites["hpbarfill#{i}"].y = y-fillHeight/2
              #statuses
              @sprites["statuses#{i}"] = BitmapSprite.new(44,16,@viewport1)
              @sprites["statuses#{i}"].x = 22+64*i
              @sprites["statuses#{i}"].y = @yposition+16
            end
            refreshHPBars
          end
    
          for sprite in @sprites.values
            sprite.z+=600
          end
        end
    
        def drawText
          baseColor=Color.new(72,72,72)
          shadowColor=Color.new(160,160,160)
    
          if @sprites.include?("overlay")
            @sprites["overlay"].bitmap.clear
          else
            width = Graphics.width
            @sprites["overlay"] = BitmapSprite.new(width,BARHEIGHT,@viewport1)
            @sprites["overlay"].y = @yposition
          end
    
          xposition = Graphics.width-64
          textPositions=[
            [@currentTexts[0],xposition,0,2,baseColor,shadowColor],
            [@currentTexts[1],xposition,32,2,baseColor,shadowColor]
          ]
    
          pbSetSystemFont(@sprites["overlay"].bitmap)
          pbDrawTextPositions(@sprites["overlay"].bitmap,textPositions)
        end
    
        # Note that this method is called on each refresh, but the texts
        # only will be redrawed if any character change.
        def textsDefined
          ret=[]
          ret[0] = _INTL("text one")
          ret[1] = _INTL("text two")
          return ret
        end
    
        def refreshPartyIcons
          for i in 0...6
            partyMemberExists = $Trainer.party.size > i
            partySpecie = 0
            partyForm = 0
            partyIsEgg = false
            if partyMemberExists
              partySpecie = $Trainer.party[i].species
              partyForm = $Trainer.party[i].form
              partyIsEgg = $Trainer.party[i].egg?
            end
            refresh = (
              @partySpecies[i]!=partySpecie || 
              @partyForm[i]!=partyForm ||
              @partyIsEgg[i]!=partyIsEgg
            )
            if refresh
              @partySpecies[i] = partySpecie
              @partyForm[i] = partyForm
              @partyIsEgg[i] = partyIsEgg
              if partyMemberExists
                pokemonIconFile = pbPokemonIconFile($Trainer.party[i])
                @sprites["pokeicon#{i}"].setBitmap(pokemonIconFile)
                @sprites["pokeicon#{i}"].src_rect=Rect.new(0,0,64,64)
              end
              @sprites["pokeicon#{i}"].visible = partyMemberExists
            end
          end
        end
    
        def refreshHPBars
          for i in 0...6
            hp = 0
            totalhp = 0
            hasHP = i<$Trainer.party.size && !$Trainer.party[i].egg?
            if hasHP
              hp = $Trainer.party[i].hp
              totalhp = $Trainer.party[i].totalhp
            end
    
            lastTimeWasHP = @partyTotalHP[i] != 0
            @sprites["hpbarborder#{i}"].visible = hasHP if lastTimeWasHP != hasHP
    
            redrawFill = hp != @partyHP[i] || totalhp != @partyTotalHP[i]
            if redrawFill
              @partyHP[i] = hp
              @partyTotalHP[i] = totalhp
              @sprites["hpbarfill#{i}"].bitmap.clear
    
              width = @sprites["hpbarfill#{i}"].bitmap.width
              height = @sprites["hpbarfill#{i}"].bitmap.height
              fillAmount = (hp==0 || totalhp==0) ? 0 : hp*width/totalhp
              # Always show a bit of HP when alive
              fillAmount = 1 if fillAmount==0 && hp>0
              if fillAmount > 0
                hpColors=nil
                if hp<=(totalhp/4).floor
                  hpColors = [Color.new(240,80,32),Color.new(168,48,56)] # Red
                elsif hp<=(totalhp/2).floor
                  hpColors = [Color.new(248,184,0),Color.new(184,112,0)] # Orange
                else
                  hpColors = [Color.new(24,192,32),Color.new(0,144,0)] # Green
                end
                shadowHeight = 2
                rect = Rect.new(0,0,fillAmount,shadowHeight)
                @sprites["hpbarfill#{i}"].bitmap.fill_rect(rect, hpColors[1])
                rect = Rect.new(0,shadowHeight,fillAmount,height-shadowHeight)
                @sprites["hpbarfill#{i}"].bitmap.fill_rect(rect, hpColors[0])
              end
            end
            
            #statuses
            status = i<$Trainer.party.size ? $Trainer.party[i].status : 0
            redrawStatuses = status != @partyStatuses[i]
            if redrawStatuses
              @partyStatuses[i] = status
              @sprites["statuses#{i}"].bitmap.clear
              if @partyStatuses[i] >= 0
                rect = Rect.new(
                  0,
                  16*(@partyStatuses[i]-1),
                  @sprites["statuses#{i}"].bitmap.width,
                  @sprites["statuses#{i}"].bitmap.height
                )
                @sprites["statuses#{i}"].bitmap.blt(0,0,@statuses.bitmap,rect)
              end
            end
          end
        end
    
        def update
          if showHUD?
            if @sprites.empty?
              create
            else
              updateHUDContent = (
                FRAMESPERUPDATE<=1 || Graphics.frame_count%FRAMESPERUPDATE==0
              )
              if updateHUDContent
                newTexts = textsDefined
                if @currentTexts != newTexts
                  @currentTexts = newTexts
                  drawText
                end
                refreshPartyIcons
                refreshHPBars if SHOWHPBARS
              end
            end
            pbUpdateSpriteHash(@sprites)
          else
            dispose if [email protected]?
          end
        end
    
        def dispose
          pbDisposeSpriteHash(@sprites)
          @statuses.dispose #statuses
        end
      end
    
      alias :initializeOldFL :initialize
      alias :disposeOldFL :dispose
      alias :updateOldFL :update
    
      def initialize(map=nil)
        initializeOldFL(map)
      end
    
      def dispose
        @hud.dispose if @hud
        disposeOldFL
      end
    
      def update
        updateOldFL
        @hud = HUD.new(@viewport1) if !@hud
        @hud.update
      end
    end
     

    WolfPP

    Spriter/ Pixel Artist
    1,309
    Posts
    5
    Years
  • Below. I put above the pokémon, since there is no much space left.
    Spoiler:

    FL, like we have into Following Pokémon Script, about status into overworld:
    Spoiler:


    Is possible to put to color the icon sprite too using 'tone' code instead showing status condicion icon?

    Thank you!
     
    Last edited:

    Natzen

    Creator of Pokémon: Sanguine
    49
    Posts
    8
    Years
  • 5M1qcW6.png



    Thanks a bunch @FL, I managed to sort mine out somewhat after a bit of tinkering.

    kCHiwCf.gif

    I added a GPS, if anyone is interested:

    first add to currentTexts
    Code:
    [@currentTexts[2],xpos,ypos,2,baseColor,shadowColor]

    and then

    in def textsDefined add:
    Code:
    ret[2] = $game_map.name
     
    Last edited:

    FL

    Pokémon Island Creator
    2,450
    Posts
    13
    Years
    • Seen yesterday
    FL, like we have into Following Pokémon Script, about status into overworld:
    Spoiler:


    Is possible to put to color the icon sprite too using 'tone' code instead showing status condicion icon?

    Thank you!
    Take note than there is no tone for sleep. Anyway, here the script:
    Code:
    class Spriteset_Map
      class HUD
        # If you wish to use a background picture, put the image path below, like
        # BGPATH="Graphics/Pictures/battleMessage". I recommend a 512x64 picture
        BGPATH=""
    
        # Make as 'false' to don't show the blue bar
        USEBAR=true
    
        # Make as 'true' to draw the HUD at bottom
        DRAWATBOTTOM=false
    
        # Make as 'true' to only show HUD in the pause menu
        DRAWONLYINMENU=false
    
        # Make as 'false' to don't show the hp bars
        SHOWHPBARS=true
    
        # When above 0, only displays HUD when this switch is on.
        SWITCHNUMBER = 0
    
        # Lower this number = more lag.
        FRAMESPERUPDATE=2
    
        # The size of drawable content.
        BARHEIGHT = 64
    
        def initialize(viewport1)
          @viewport1 = viewport1
          @sprites = {}
          @yposition = DRAWATBOTTOM ? Graphics.height-64 : 0
          @statuses = AnimatedBitmap.new(_INTL("Graphics/Pictures/statuses")) #statuses
          @toneArrayPerStatus = [ #statuses
            Tone.new(0,0,0,0),        # Normal
            Tone.new(0,0,0,0),        # Sleep
            Tone.new(153,102,204,50), # Poison
            Tone.new(204,51,51,50),   # Burn
            Tone.new(255,255,153,50), # Paralysis
            Tone.new(153,204,204,50)  # Freeze        
          ]
        end
    
        def showHUD?
          return (
            $Trainer &&
            (SWITCHNUMBER<=0 || $game_switches[SWITCHNUMBER]) &&
            (!DRAWONLYINMENU || $game_temp.in_menu)
          )
        end
    
        def create
          @sprites.clear
    
          @partySpecies = Array.new(6, 0)
          @partyForm = Array.new(6, 0)
          @partyIsEgg = Array.new(6, false)
          @partyHP = Array.new(6, 0)
          @partyTotalHP = Array.new(6, 0)
          @partyStatuses = Array.new(6, 0)# statuses
    
          if USEBAR
            @sprites["bar"]=IconSprite.new(0,@yposition,@viewport1)
            barBitmap = Bitmap.new(Graphics.width,BARHEIGHT)
            barRect = Rect.new(0,0,barBitmap.width,barBitmap.height)
            barBitmap.fill_rect(barRect,Color.new(128,128,192))
            @sprites["bar"].bitmap = barBitmap
          end
    
          drawBarFromPath = BGPATH != ""
          if drawBarFromPath
            @sprites["bgbar"]=IconSprite.new(0,@yposition,@viewport1)
            @sprites["bgbar"].setBitmap(BGPATH)
          end
    
          @currentTexts = textsDefined
          drawText
    
          for i in 0...6
            x = 16+64*i
            y = @yposition-8
            y-=8 if SHOWHPBARS
            @sprites["pokeicon#{i}"]=IconSprite.new(x,y,@viewport1)
          end
          refreshPartyIcons
    
          if SHOWHPBARS
            borderWidth = 36
            borderHeight = 10
            fillWidth = 32
            fillHeight = 6
            for i in 0...6
              x=64*i+48
              y=@yposition+55
    
              @sprites["hpbarborder#{i}"] = BitmapSprite.new(
                borderWidth,borderHeight,@viewport1
              )
              @sprites["hpbarborder#{i}"].x = x-borderWidth/2
              @sprites["hpbarborder#{i}"].y = y-borderHeight/2
              @sprites["hpbarborder#{i}"].bitmap.fill_rect(
                Rect.new(0,0,borderWidth,borderHeight),
                Color.new(32,32,32)
              )
              @sprites["hpbarborder#{i}"].bitmap.fill_rect(
                (borderWidth-fillWidth)/2,
                (borderHeight-fillHeight)/2,
                fillWidth,
                fillHeight,
                Color.new(96,96,96)
              )
              @sprites["hpbarborder#{i}"].visible = false
    
              @sprites["hpbarfill#{i}"] = BitmapSprite.new(
                fillWidth,fillHeight,@viewport1
              )
              @sprites["hpbarfill#{i}"].x = x-fillWidth/2
              @sprites["hpbarfill#{i}"].y = y-fillHeight/2
              #statuses
              #@sprites["statuses#{i}"] = BitmapSprite.new(44,16,@viewport1)
              #@sprites["statuses#{i}"].x = 22+64*i
              #@sprites["statuses#{i}"].y = @yposition+16
            end
            refreshHPBars
          end
    
          for sprite in @sprites.values
            sprite.z+=600
          end
        end
    
        def drawText
          baseColor=Color.new(72,72,72)
          shadowColor=Color.new(160,160,160)
    
          if @sprites.include?("overlay")
            @sprites["overlay"].bitmap.clear
          else
            width = Graphics.width
            @sprites["overlay"] = BitmapSprite.new(width,BARHEIGHT,@viewport1)
            @sprites["overlay"].y = @yposition
          end
    
          xposition = Graphics.width-64
          textPositions=[
            [@currentTexts[0],xposition,0,2,baseColor,shadowColor],
            [@currentTexts[1],xposition,32,2,baseColor,shadowColor]
          ]
    
          pbSetSystemFont(@sprites["overlay"].bitmap)
          pbDrawTextPositions(@sprites["overlay"].bitmap,textPositions)
        end
    
        # Note that this method is called on each refresh, but the texts
        # only will be redrawed if any character change.
        def textsDefined
          ret=[]
          ret[0] = _INTL("text one")
          ret[1] = _INTL("text two")
          return ret
        end
    
        def refreshPartyIcons
          for i in 0...6
            partyMemberExists = $Trainer.party.size > i
            partySpecie = 0
            partyForm = 0
            partyIsEgg = false
            if partyMemberExists
              partySpecie = $Trainer.party[i].species
              partyForm = $Trainer.party[i].form
              partyIsEgg = $Trainer.party[i].egg?
            end
            refresh = (
              @partySpecies[i]!=partySpecie || 
              @partyForm[i]!=partyForm ||
              @partyIsEgg[i]!=partyIsEgg
            )
            if refresh
              @partySpecies[i] = partySpecie
              @partyForm[i] = partyForm
              @partyIsEgg[i] = partyIsEgg
              if partyMemberExists
                pokemonIconFile = pbPokemonIconFile($Trainer.party[i])
                @sprites["pokeicon#{i}"].setBitmap(pokemonIconFile)
                @sprites["pokeicon#{i}"].src_rect=Rect.new(0,0,64,64)
              end
              @sprites["pokeicon#{i}"].visible = partyMemberExists
            end
          end
        end
    
        def refreshHPBars
          for i in 0...6
            hp = 0
            totalhp = 0
            hasHP = i<$Trainer.party.size && !$Trainer.party[i].egg?
            if hasHP
              hp = $Trainer.party[i].hp
              totalhp = $Trainer.party[i].totalhp
            end
    
            lastTimeWasHP = @partyTotalHP[i] != 0
            @sprites["hpbarborder#{i}"].visible = hasHP if lastTimeWasHP != hasHP
    
            redrawFill = hp != @partyHP[i] || totalhp != @partyTotalHP[i]
            if redrawFill
              @partyHP[i] = hp
              @partyTotalHP[i] = totalhp
              @sprites["hpbarfill#{i}"].bitmap.clear
    
              width = @sprites["hpbarfill#{i}"].bitmap.width
              height = @sprites["hpbarfill#{i}"].bitmap.height
              fillAmount = (hp==0 || totalhp==0) ? 0 : hp*width/totalhp
              # Always show a bit of HP when alive
              fillAmount = 1 if fillAmount==0 && hp>0
              if fillAmount > 0
                hpColors=nil
                if hp<=(totalhp/4).floor
                  hpColors = [Color.new(240,80,32),Color.new(168,48,56)] # Red
                elsif hp<=(totalhp/2).floor
                  hpColors = [Color.new(248,184,0),Color.new(184,112,0)] # Orange
                else
                  hpColors = [Color.new(24,192,32),Color.new(0,144,0)] # Green
                end
                shadowHeight = 2
                rect = Rect.new(0,0,fillAmount,shadowHeight)
                @sprites["hpbarfill#{i}"].bitmap.fill_rect(rect, hpColors[1])
                rect = Rect.new(0,shadowHeight,fillAmount,height-shadowHeight)
                @sprites["hpbarfill#{i}"].bitmap.fill_rect(rect, hpColors[0])
              end
            end
            
            #statuses
            status = i<$Trainer.party.size ? $Trainer.party[i].status : 0
            redrawStatuses = status != @partyStatuses[i]
            if redrawStatuses
              @partyStatuses[i] = status
              #@sprites["statuses#{i}"].bitmap.clear
              #if @partyStatuses[i] >= 0
              #  rect = Rect.new(
              #    0,
              #    16*(@partyStatuses[i]-1),
              #    @sprites["statuses#{i}"].bitmap.width,
              #    @sprites["statuses#{i}"].bitmap.height
              #  )
              #  @sprites["statuses#{i}"].bitmap.blt(0,0,@statuses.bitmap,rect)
              #end
              @sprites["pokeicon#{i}"].tone = @toneArrayPerStatus[@partyStatuses[i]] #statuses
            end
          end
        end
    
        def update
          if showHUD?
            if @sprites.empty?
              create
            else
              updateHUDContent = (
                FRAMESPERUPDATE<=1 || Graphics.frame_count%FRAMESPERUPDATE==0
              )
              if updateHUDContent
                newTexts = textsDefined
                if @currentTexts != newTexts
                  @currentTexts = newTexts
                  drawText
                end
                refreshPartyIcons
                refreshHPBars if SHOWHPBARS
              end
            end
            pbUpdateSpriteHash(@sprites)
          else
            dispose if [email protected]?
          end
        end
        
        def dispose
          pbDisposeSpriteHash(@sprites)
          @statuses.dispose #statuses
        end
      end
    
      alias :initializeOldFL :initialize
      alias :disposeOldFL :dispose
      alias :updateOldFL :update
    
      def initialize(map=nil)
        initializeOldFL(map)
      end
    
      def dispose
        @hud.dispose if @hud
        disposeOldFL
      end
    
      def update
        updateOldFL
        @hud = HUD.new(@viewport1) if !@hud
        @hud.update
      end
    end

    Thanks a bunch @FL, I managed to sort mine out somewhat after a bit of tinkering.

    I added a GPS, if anyone is interested:

    first add to currentTexts
    Code:
    [@currentTexts[2],xpos,ypos,2,baseColor,shadowColor]

    and then

    in def textsDefined add:
    Code:
    ret[2] = $game_map.name
    These screenshots are very cool! Any your change for route name is neat! Thanks for sharing!
     
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    • Seen Jun 3, 2023
    I dont have any idea of scripting :/, how did you put the "$" money symbol and he "caught"?
     

    FL

    Pokémon Island Creator
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    • Seen yesterday
    I dont have any idea of scripting :/, how did you put the "$" money symbol and he "caught"?
    Not sure if I understand. You wish to print the player money and catch count? If so, change.

    Code:
        def textsDefined
          ret=[]
          ret[0] = _INTL("text one")
          ret[1] = _INTL("text two")
          return ret
        end

    Code:
        def textsDefined
          ret=[]
          ret[0] = _INTL("$ "+$Trainer.money.to_s)
          ret[1] = _INTL("Caught: "+$Trainer.pokedexOwned(0).to_s)
          return ret
        end

    The "$" symbol is automatic converted into Pokédollar symbol by the font.
     
    4
    Posts
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    • Seen Jun 3, 2023
    Not sure if I understand. You wish to print the player money and catch count? If so, change.

    Code:
        def textsDefined
          ret=[]
          ret[0] = _INTL("text one")
          ret[1] = _INTL("text two")
          return ret
        end

    Code:
        def textsDefined
          ret=[]
          ret[0] = _INTL("$ "+$Trainer.money.to_s)
          ret[1] = _INTL("Caught: "+$Trainer.pokedexOwned(0).to_s)
          return ret
        end

    The "$" symbol is automatic converted into Pokédollar symbol by the font.

    Ok thanks!
     

    FL

    Pokémon Island Creator
    2,450
    Posts
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    • Seen yesterday
    Well. Can you answer my question I asked about an year ago?
    This was a affirmation, wasn't?

    Anyway, I don't know how to make it compatible with Luka's Neo Pause Menu or Luka SJ's Modular Pause Menu, since I never used both.
     

    _pheebee

    [I]Gosh! What's poppin'?[/i]
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  • Spoiler:


    Never mind, it works.
    Dunno how i fixed it.

    EowPND.jpg
     
    Last edited:
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