- 22
- Posts
- 9
- Years
- Seen Apr 4, 2018
I have used the simple hud (fixed) bar script from the Pokemon Essentials wikia page. When I go from one connected map to another, the map overlaps the HUD bar. The screenshot is given at the bottom. Here's the full script
#===============================================================================
# * Simple HUD - by FL, fixed by SunakazeKun (Credits will be apreciated)
#===============================================================================
#
# This script is for Pokémon Essentials. It displays a simple HUD with the
# party icons and some small text.
#
# To manually refresh the HUD use the line '$hud_need_refresh = true'
#
#===============================================================================
# * Settings
#===============================================================================
BGPATH="Graphics/Pictures/HUDBar"
# Put the image path between the two ". I recommend a 512x64 picture.
USEBAR=false
# Make as 'true' to show a coded blue bar. Make sure to remove "BGPATH".
DRAWATBOTTOM=true
# Make as 'true' to draw the HUD at bottom.
UPDATESPERSECONDS=1.00
# More updates = more lag.
HUDTEXT=true
# Make as 'false' to disable the HUD text.
#===============================================================================
# * Main
#===============================================================================
class Spriteset_Map
alias :initializeOldFL :initialize
alias :disposeOldFL :dispose
alias :updateOldFL :update
def initialize(map=nil)
@hud = []
initializeOldFL(map)
$hud_need_refresh = true
end
def dispose
disposeOldFL
disposeHud
end
def update
updateOldFL
updateHud
end
#===============================================================================
# * HUD Data
#===============================================================================
def createHud
return if !$Trainer # Don't draw the hud if the player wasn't defined
yposition = DRAWATBOTTOM ? Graphics.height-64 : 0
@hud = []
#===============================================================================
# * Coded Blue Bar
#===============================================================================
if USEBAR
bar=IconSprite.new(0,yposition,@viewport1)
bar.bitmap=Bitmap.new(Graphics.width,64)
bar.bitmap.fill_rect(Rect.new(0,0,bar.bitmap.width,bar.bitmap.height),
Color.new(128,128,192))
@hud.push(bar)
end
#===============================================================================
# * Image
#===============================================================================
if BGPATH != "" # Make sure that there is nothing between the two ".
bgbar=IconSprite.new(0,yposition,@viewport1)
bgbar.setBitmap(BGPATH)
@hud.push(bgbar)
end
#===============================================================================
# * Text
#===============================================================================
if HUDTEXT
baseColor=Color.new(72,72,72)
shadowColor=Color.new(160,160,160)
@hud.push(BitmapSprite.new(Graphics.width,Graphics.height,@viewport1))
text1=_INTL("{1}",$Trainer.name)
text2=_INTL("${1}",$Trainer.money)
textPosition=[
[text1,Graphics.width-64,yposition,2,baseColor,shadowColor],
[text2,Graphics.width-64,yposition+32,2,baseColor,shadowColor]
]
pbSetSystemFont(@hud[-1].bitmap)
pbDrawTextPositions(@hud[-1].bitmap,textPosition)
end
#===============================================================================
# * Pokémon Icons
#===============================================================================
for i in 0...$Trainer.party.size
pokeicon=IconSprite.new(16+64*i,yposition-0,@viewport1)
pokeicon.setBitmap(pbPokemonIconFile($Trainer.party))
pokeicon.src_rect=Rect.new(0,0,64,64)
@hud.push(pokeicon)
end
for sprite in @hud
sprite.z+=600
end
end
#===============================================================================
def updateHud
for sprite in @hud
sprite.update
end
end
def disposeHud
for sprite in @hud
sprite.dispose
end
@hud.clear
end
end
#===============================================================================
class Scene_Map
alias :updateOldFL :update
alias :miniupdateOldFL :miniupdate
alias :createSpritesetsOldFL :createSpritesets
UPDATERATE = (Spriteset_Map::UPDATESPERSECONDS>0) ?
(Graphics.frame_rate/Spriteset_Map::UPDATESPERSECONDS).floor : 0x3FFF
def update
updateOldFL
checkAndUpdateHud
end
def miniupdate
miniupdateOldFL
checkAndUpdateHud
end
def createSpritesets
createSpritesetsOldFL
checkAndUpdateHud
end
def checkAndUpdateHud
$hud_need_refresh = (Graphics.frame_count%UPDATERATE==0 ||
$hud_need_refresh)
if $hud_need_refresh
for s in @spritesets.values
s.disposeHud
s.createHud
end
$hud_need_refresh = false
end
end
end
#===============================================================================
# * Simple HUD - by FL, fixed by SunakazeKun (Credits will be apreciated)
#===============================================================================
#
# This script is for Pokémon Essentials. It displays a simple HUD with the
# party icons and some small text.
#
# To manually refresh the HUD use the line '$hud_need_refresh = true'
#
#===============================================================================
# * Settings
#===============================================================================
BGPATH="Graphics/Pictures/HUDBar"
# Put the image path between the two ". I recommend a 512x64 picture.
USEBAR=false
# Make as 'true' to show a coded blue bar. Make sure to remove "BGPATH".
DRAWATBOTTOM=true
# Make as 'true' to draw the HUD at bottom.
UPDATESPERSECONDS=1.00
# More updates = more lag.
HUDTEXT=true
# Make as 'false' to disable the HUD text.
#===============================================================================
# * Main
#===============================================================================
class Spriteset_Map
alias :initializeOldFL :initialize
alias :disposeOldFL :dispose
alias :updateOldFL :update
def initialize(map=nil)
@hud = []
initializeOldFL(map)
$hud_need_refresh = true
end
def dispose
disposeOldFL
disposeHud
end
def update
updateOldFL
updateHud
end
#===============================================================================
# * HUD Data
#===============================================================================
def createHud
return if !$Trainer # Don't draw the hud if the player wasn't defined
yposition = DRAWATBOTTOM ? Graphics.height-64 : 0
@hud = []
#===============================================================================
# * Coded Blue Bar
#===============================================================================
if USEBAR
bar=IconSprite.new(0,yposition,@viewport1)
bar.bitmap=Bitmap.new(Graphics.width,64)
bar.bitmap.fill_rect(Rect.new(0,0,bar.bitmap.width,bar.bitmap.height),
Color.new(128,128,192))
@hud.push(bar)
end
#===============================================================================
# * Image
#===============================================================================
if BGPATH != "" # Make sure that there is nothing between the two ".
bgbar=IconSprite.new(0,yposition,@viewport1)
bgbar.setBitmap(BGPATH)
@hud.push(bgbar)
end
#===============================================================================
# * Text
#===============================================================================
if HUDTEXT
baseColor=Color.new(72,72,72)
shadowColor=Color.new(160,160,160)
@hud.push(BitmapSprite.new(Graphics.width,Graphics.height,@viewport1))
text1=_INTL("{1}",$Trainer.name)
text2=_INTL("${1}",$Trainer.money)
textPosition=[
[text1,Graphics.width-64,yposition,2,baseColor,shadowColor],
[text2,Graphics.width-64,yposition+32,2,baseColor,shadowColor]
]
pbSetSystemFont(@hud[-1].bitmap)
pbDrawTextPositions(@hud[-1].bitmap,textPosition)
end
#===============================================================================
# * Pokémon Icons
#===============================================================================
for i in 0...$Trainer.party.size
pokeicon=IconSprite.new(16+64*i,yposition-0,@viewport1)
pokeicon.setBitmap(pbPokemonIconFile($Trainer.party))
pokeicon.src_rect=Rect.new(0,0,64,64)
@hud.push(pokeicon)
end
for sprite in @hud
sprite.z+=600
end
end
#===============================================================================
def updateHud
for sprite in @hud
sprite.update
end
end
def disposeHud
for sprite in @hud
sprite.dispose
end
@hud.clear
end
end
#===============================================================================
class Scene_Map
alias :updateOldFL :update
alias :miniupdateOldFL :miniupdate
alias :createSpritesetsOldFL :createSpritesets
UPDATERATE = (Spriteset_Map::UPDATESPERSECONDS>0) ?
(Graphics.frame_rate/Spriteset_Map::UPDATESPERSECONDS).floor : 0x3FFF
def update
updateOldFL
checkAndUpdateHud
end
def miniupdate
miniupdateOldFL
checkAndUpdateHud
end
def createSpritesets
createSpritesetsOldFL
checkAndUpdateHud
end
def checkAndUpdateHud
$hud_need_refresh = (Graphics.frame_count%UPDATERATE==0 ||
$hud_need_refresh)
if $hud_need_refresh
for s in @spritesets.values
s.disposeHud
s.createHud
end
$hud_need_refresh = false
end
end
end