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Essentials Script Simple HUD Optimized

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  #1    
Old March 28th, 2017 (2:10 PM). Edited May 13th, 2017 by FL.
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    Code:
    #===============================================================================
    # * Simple HUD Optimized - by FL (Credits will be apreciated)
    #===============================================================================
    #
    # This script is for Pokémon Essentials. It displays a simple HUD with the
    # party icons, HP Bars and some small text.
    #
    #===============================================================================
    #
    # To this script works, put it above main.
    #
    #===============================================================================
    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
        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)
    
          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
              [email protected]+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
            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
          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)
        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 [email protected]
        @hud.update
      end
    end
    Attached Thumbnails
    simpleHudOptimized.png‎  
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      #2    
    Old April 4th, 2017 (6:01 AM).
    khkramer's Avatar
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      What changed from the previous version?
      Or is it simply faster?
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        #3    
      Old April 6th, 2017 (11:38 AM).
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        Quote:
        Originally Posted by khkramer View Post
        What changed from the previous version?
        Or is it simply faster?
        This new one keeps a cache of pokémon specie numbers, HP values and strings, so it only updates when these values change, resulting in a huge performance gain. The previous one updates every N seconds, redrawing everything.

        I also put the HP bars as default option.
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          #4    
        Old April 6th, 2017 (5:09 PM).
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          Spoiler:

          This works great, thanks.
          Here's what I made of it, I plan to add badges when the player gets them on those circles ~
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            #5    
          Old April 6th, 2017 (9:35 PM).
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          Haven't come in and said it's a job well done yet. Just want to say that it looks very helpful for other people (I won't be using it, sadly).
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            #6    
          Old April 9th, 2017 (4:42 PM).
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            Quote:
            Originally Posted by lilbluedemon View Post
            Spoiler:

            This works great, thanks.
            Here's what I made of it, I plan to add badges when the player gets them on those circles ~
            Nice!

            I suggest you for put the badges images on "create" method, since badges almost don't change (only eight times in the entire game).
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              #7    
            Old April 10th, 2017 (8:09 AM).
            ArchyTheArc ArchyTheArc is offline
               
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              hiya sorry for being new to... well essentials (in actually doing it) and scripting but i get an error after i up it in above main x.x

              ---------------------------
              Pokemon Essentials
              ---------------------------
              Exception: NoMethodError

              Message: undefined method `egg?' for #<PokeBattle_Pokemon:0x732e5b0>

              Simple_Hud:157:in `refreshPartyIcons'

              Simple_Hud:151:in `each'

              Simple_Hud:151:in `refreshPartyIcons'

              Simple_Hud:77:in `create'

              Simple_Hud:219:in `update'

              Simple_Hud:258:in `update'

              Spriteset_Map:181:in `_animationSprite_initialize'

              AnimationSprite:45:in `shadow_initialize'

              DynamicShadows:220:in `initializeOldFL'

              Simple_Hud:247:in `initialize'


              ---------------------------

              is this just me breaking things (earlier this day my data files corrupted and lost everything x.x) or something else?)
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                #8    
              Old April 13th, 2017 (4:33 AM).
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                Quote:
                Originally Posted by ArchyTheArc View Post
                hiya sorry for being new to... well essentials (in actually doing it) and scripting but i get an error after i up it in above main x.x

                ---------------------------
                Pokemon Essentials
                ---------------------------
                Exception: NoMethodError

                Message: undefined method `egg?' for #<PokeBattle_Pokemon:0x732e5b0>

                Simple_Hud:157:in `refreshPartyIcons'

                Simple_Hud:151:in `each'

                Simple_Hud:151:in `refreshPartyIcons'

                Simple_Hud:77:in `create'

                Simple_Hud:219:in `update'

                Simple_Hud:258:in `update'

                Spriteset_Map:181:in `_animationSprite_initialize'

                AnimationSprite:45:in `shadow_initialize'

                DynamicShadows:220:in `initializeOldFL'

                Simple_Hud:247:in `initialize'


                ---------------------------

                is this just me breaking things (earlier this day my data files corrupted and lost everything x.x) or something else?)
                This was a small compatibility issue that Essentials V16.0 and V16.1 was with some scripts.

                To solve it, add above main script section the line 'class PokeBattle_Pokemon; def egg?; return isEgg?; end; end'.
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                  #9    
                Old April 13th, 2017 (12:50 PM).
                ArchyTheArc ArchyTheArc is offline
                   
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                  oh okay thanks for getting back to me about this, appreciate this very much ^^ i'll go test now
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                    #10    
                  Old April 23rd, 2017 (12:22 AM). Edited April 23rd, 2017 by Jazerules.
                  Jazerules Jazerules is offline
                     
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                    It works perfectly! thanks!
                    I have a question though, what values need to put to change transparency of the background, I don't want to make it false.
                    And how to make it like, only the first party pokemon will display.
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                      #11    
                    Old April 25th, 2017 (12:50 PM).
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                      Quote:
                      Originally Posted by Jazerules View Post
                      It works perfectly! thanks!
                      I have a question though, what values need to put to change transparency of the background, I don't want to make it false.
                      And how to make it like, only the first party pokemon will display.
                      I believe that a image with alpha value works.
                      For only show the first party member, change the four lines 'for i in 0...6' to 'for i in 0...1'.
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                        #12    
                      Old April 30th, 2017 (6:00 PM).
                      Jazerules Jazerules is offline
                         
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                        Quote:
                        Originally Posted by FL View Post
                        I believe that a image with alpha value works.
                        For only show the first party member, change the four lines 'for i in 0...6' to 'for i in 0...1'.
                        Thank you! The only problem I have is it lags when the HUD is on.
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                          #13    
                        Old May 1st, 2017 (7:23 AM).
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                          Quote:
                          Originally Posted by Jazerules View Post
                          Thank you! The only problem I have is it lags when the HUD is on.
                          I tested right now and I don't have the lag issue, did you change more things on script?

                          On other hand, contrary as I said, alpha channel on HUD image doesn't works well, since this script creates a HUD for every map on connection, so the pictures overlaps. This is an error caused by the standard way of initialize pictures, since there is a picture for each map loaded on Essentials.
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                            #14    
                          Old May 2nd, 2017 (2:27 PM).
                          akane259 akane259 is offline
                             
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                            looks great, i would like to use but i want to only enabled in the pause menu. how can i do that ?
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                              #15    
                            Old May 5th, 2017 (11:04 AM).
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                              Quote:
                              Originally Posted by akane259 View Post
                              looks great, i would like to use but i want to only enabled in the pause menu. how can i do that ?
                              I edited the script to include this setting.
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                                #16    
                              Old May 6th, 2017 (10:43 PM).
                              Jazerules Jazerules is offline
                                 
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                                Quote:
                                Originally Posted by FL View Post
                                I tested right now and I don't have the lag issue, did you change more things on script?

                                On other hand, contrary as I said, alpha channel on HUD image doesn't works well, since this script creates a HUD for every map on connection, so the pictures overlaps. This is an error caused by the standard way of initialize pictures, since there is a picture for each map loaded on Essentials.
                                I didn't change much, only make 1 pokemon in the party to show and some draw text, I tried to remove everything in the HUD still it lags the same for me, it happens in the map with some few events, but with an empty map it is normal. Also you are correct using transparent background showed unwanted interface, if we can only find the script for map interface and restrict the HUD to refresh when near?
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                                  #17    
                                Old May 7th, 2017 (10:06 AM).
                                FL's Avatar
                                FL FL is offline
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                                  Quote:
                                  Originally Posted by Jazerules View Post
                                  I didn't change much, only make 1 pokemon in the party to show and some draw text, I tried to remove everything in the HUD still it lags the same for me, it happens in the map with some few events, but with an empty map it is normal.
                                  First, I fixed right now a performance issue (and an error in regard to text update), I changed 'drawText if @currentTexts != newTexts' to:

                                  Code:
                                  if @currentTexts != newTexts
                                    @currentTexts = newTexts
                                    drawText
                                  end
                                  If this won't solve, other thing that you can try is to raise the FRAMESPERUPDATE number (maybe something between 5-20 should be good).

                                  Quote:
                                  Originally Posted by Jazerules View Post
                                  Also you are correct using transparent background showed unwanted interface, if we can only find the script for map interface and restrict the HUD to refresh when near?
                                  I aren't sure if I understand your question. The way that Spriteset_Map draw things isn't that simple. Essentials connections load maps when you are near, so the HUDs (since there is one per Spriteset_Map instance) are already drawed only when you're near.

                                  The solution is to change the way that the HUD (or pictures) are loaded, stopping using the Spriteset_Map, so always only one HUD (and background) is loaded. I guess that I can use z as 99999 instead of a viewport, but this also requires to bind the create/disponse methods in the correct entrypoints.
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                                    #18    
                                  Old May 11th, 2017 (3:03 AM).
                                  Jazerules Jazerules is offline
                                     
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                                    Quote:
                                    Originally Posted by FL View Post

                                    Code:
                                    if @currentTexts != newTexts
                                      @currentTexts = newTexts
                                      drawText
                                    end
                                    Text are refreshing fine and lag was reduce nicely, still some few pauses but very rare.
                                    Only problem is when you toggle off and on again the icon of pokemon won't show the second time unless you switch places the pokemon or when something happen on the said pokemon, I think it is the way the refresh is handled.
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                                      #19    
                                    Old May 11th, 2017 (10:45 AM).
                                    ArchyTheArc ArchyTheArc is offline
                                       
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                                      So not an issue of sorts? just a question if or how i can fix this in the most lag-less way possible!

                                      So i finally figured out Inputs and key presses as well as toggle-able inputs etc. now i have one for the HUD

                                      But after the toggle is turn back to when the HUD appears the party pokemon dont show till their position is changed in the party!

                                      just remembered this also happens with mega's! they still have the sprites but even if they are back to normal (and shows so in the party menu) it still has the mega sprite
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                                        #20    
                                      Old May 12th, 2017 (8:51 PM).
                                      Jazerules Jazerules is offline
                                         
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                                        Quote:
                                        Originally Posted by ArchyTheArc View Post
                                        So not an issue of sorts? just a question if or how i can fix this in the most lag-less way possible!

                                        So i finally figured out Inputs and key presses as well as toggle-able inputs etc. now i have one for the HUD

                                        But after the toggle is turn back to when the HUD appears the party pokemon dont show till their position is changed in the party!

                                        just remembered this also happens with mega's! they still have the sprites but even if they are back to normal (and shows so in the party menu) it still has the mega sprite
                                        I'm not the OP but I can try to give some point.
                                        find def refreshPartyIcons
                                        and copy over this code.
                                        Code:
                                        def refreshPartyIcons
                                              for i in 0...1
                                                partyMemberExists = $Trainer.party.size > i 
                                                partySpecie = 0
                                                partyIsEgg = false
                                                if partyMemberExists
                                                  partySpecie = $Trainer.party[i].species
                                                  partyIsEgg = $Trainer.party[i].egg?
                                                end
                                                #refresh = @partySpecies[i]!=partySpecie || @partyIsEgg[i]!=partyIsEgg
                                                #if refresh
                                                  @partySpecies[i] = partySpecie
                                                  @partyIsEgg[i] = partyIsEgg
                                                  if partyMemberExists
                                                    pokemonIconFile = pbPokemonIconFile($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
                                        It is the same code I just commented it out. Not tested. But expect some small lag.
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                                          #21    
                                        Old May 13th, 2017 (9:27 AM).
                                        FL's Avatar
                                        FL FL is offline
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                                          Quote:
                                          Originally Posted by Jazerules View Post
                                          Text are refreshing fine and lag was reduce nicely, still some few pauses but very rare.
                                          Only problem is when you toggle off and on again the icon of pokemon won't show the second time unless you switch places the pokemon or when something happen on the said pokemon, I think it is the way the refresh is handled.
                                          I can't reproduce. I guess that this problem is solved since May 7th update.

                                          Quote:
                                          Originally Posted by ArchyTheArc View Post
                                          So not an issue of sorts? just a question if or how i can fix this in the most lag-less way possible!

                                          So i finally figured out Inputs and key presses as well as toggle-able inputs etc. now i have one for the HUD

                                          But after the toggle is turn back to when the HUD appears the party pokemon dont show till their position is changed in the party!

                                          just remembered this also happens with mega's! they still have the sprites but even if they are back to normal (and shows so in the party menu) it still has the mega sprite
                                          I edited the script and added a form check now.
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                                            #22    
                                          Old June 20th, 2017 (12:00 AM).
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                                          LachM LachM is offline
                                             
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                                            Quote:
                                            Originally Posted by lilbluedemon View Post
                                            Spoiler:

                                            This works great, thanks.
                                            Here's what I made of it, I plan to add badges when the player gets them on those circles ~
                                            Sorry if it's something obvious, but how did you manage to get the Pokedex and Money counters to appear on the HUD? I tried using \PM to show the money like how it is when used in dialouge, but it didn't seem to work.

                                            Thanks.
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                                              #23    
                                            Old June 20th, 2017 (2:33 AM).
                                            Jazerules Jazerules is offline
                                               
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                                              $Trainer.money
                                              pokedex
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                                                #24    
                                              Old June 20th, 2017 (3:51 AM).
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                                              Quote:
                                              Originally Posted by Jazerules View Post
                                              $Trainer.money
                                              pokedex
                                              Make sure to convert both into a string as well, $Trainer.money.to_s, and for species owned, $Trainer.pokedexOwned(0).to_s.
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                                                #25    
                                              Old June 21st, 2017 (10:42 AM).
                                              GT-Baka GT-Baka is offline
                                                 
                                                Join Date: Jul 2008
                                                Posts: 76
                                                This is great and I love using this with the party rotation key, however when I use the transparent HUDBar it becomes solid as I walk on a map with map connections. Is there a fix for this?
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