• Just a reminder that providing specifics on, sharing links to, or naming websites where ROMs can be accessed is against the rules. If your post has any of this information it will be removed.
  • Our friends from the Johto Times are hosting a favorite Pokémon poll - and we'd love for you to participate! Click here for information on how to vote for your favorites!
  • Scottie, Todd, Serena, Kris - which Pokémon protagonist is your favorite? Let us know by voting in our poll!
  • Welcome to PokéCommunity! Register now and join one of the best fan communities on the 'net to talk Pokémon and more! We are not affiliated with The Pokémon Company or Nintendo.

How to Disable .FL's HUD when interacting with an Event?

Dylanrockin

That guy
  • 275
    Posts
    14
    Years
    • Seen Jun 9, 2016
    Hello, I was curious on how to make .FL's HUD become disabled, whenever an event is interacted with. Since my game is very heavy on cutscenes and lengthy exposition, I don't want the HUD to be visible whenever I am talking with an NPC, or whenever story-crucial dialogue is going, since that pretty much would remove any and all kinds of immersion that there would be. I don't want to use a Switch, since that would involve having to go to every single event in the game and applying that switch to turn on and then off, which would be a pain.

    I've never dabbled in something that involved NPC/Event scripting in RGSS before, and I'm just not sure where to start with this. I edited a lot of the functions that are currently in .FL's HUD, such as adding a clock, repositioning the Pokemon Icons, and adding a few little character specific functions.
     
    Last edited:
    Sorry to say, but without editing the event, how would the script know to hide? You'll probably either need to use a switch or a hide script call... But both would require editing the event... I do think there is a way to do this through the script, but it may become complicated if you don't know scripting in general.
     
    Sorry to say, but without editing the event, how would the script know to hide? You'll probably either need to use a switch or a hide script call... But both would require editing the event... I do think there is a way to do this through the script, but it may become complicated if you don't know scripting in general.

    Ahh okie dokes. I figured that as much. I do have a toggle switch for the game, and I can basically just put the hide HUD switch for only story intensive sections of the game, just so that way it is still there for regular, non-important NPC's, but not there for when things get serious. So, I think I'll just go the route of using a Switch to toggle it off.
     
    On script, change line 'return if !$Trainer' to 'return if !$Trainer || !$game_switches[98]'. At Interpreter script section, after line 'def setup(list, event_id, map_id=nil)' add:

    Code:
    $game_switches[98]=false
    $hud_need_refresh = true

    After line 'def command_end' add:

    Code:
    $game_switches[98]=true
     $hud_need_refresh = true

    But take note that any event makes the hud disappears.

    Now I am capable of making a very better HUD, with almost no lag. I wish to do this, a day, since this script is still popular.
     
    Back
    Top