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Script: Simple HUD

FL

Pokémon Island Creator
2,448
Posts
13
Years
  • Seen yesterday
Hi, how are you? Can you add the badges? Do you intend to make the script available? I found it very interesting and would like to use it. Thank you now
sorry for my English
To show badge number, change line 'ret[0] = _INTL("text one")' into 'ret[0] = _INTL("$ "+$Trainer.numbadges.to_s)'.

The script is already available, I'm not sure I understand this question correctly.
 

Luxintra

Pokémon trainer
64
Posts
6
Years
  • Age 29
  • UK
  • Seen yesterday
hud.png

Wanted to say thank you for the great script FL!
 
44
Posts
6
Years
  • Age 24
  • Seen Jul 13, 2021
Hi!
I recently increased my game window size to 768 by 576
And I was wondering how I could make the Pokemon Icons and HP more spaced out.

They are all together in the same space, and I would like them to be a little farther away from each other, to fill the entire bottom row (the money would still be where it is, so they would fill until they reach the money)

ie1ve4K.png


Thank you!
 
295
Posts
5
Years
  • Age 28
  • Seen Aug 15, 2022
Hi!
I recently increased my game window size to 768 by 576
And I was wondering how I could make the Pokemon Icons and HP more spaced out.

They are all together in the same space, and I would like them to be a little farther away from each other, to fill the entire bottom row (the money would still be where it is, so they would fill until they reach the money)

Thank you!

You can find in this "def create" and
Code:
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

Change the value x

and about hp bar, find this
Code:
if SHOWHPBARS
it's below icon pokemon, you can find
Code:
for i in 0...6
          x=64*i+48
          y=@yposition+55

          @sprites["hpbarborder#{i}"] = BitmapSprite.new(
            borderWidth,borderHeight,@viewport1
          )

Change the value x
 
232
Posts
7
Years
  • Age 28
  • Seen Apr 24, 2024
hud.png

Wanted to say thank you for the great script FL!

Could you make this Hud available? I tried to use the Streamer Mod community but it has errors when changing the screen size, could you help me with that? If it were possible to just let me use the clock on the right I would appreciate it ❤️
 
232
Posts
7
Years
  • Age 28
  • Seen Apr 24, 2024
Hi FL

I think your script that is very nice, but I think in your script in which the ions are the animated icons, it's better and you can change something to do that.

My idea is:

Change this:
Spoiler:


into:
Spoiler:


Then delete this:

Spoiler:


Then, this line:

Spoiler:


Add after that, this code:
Spoiler:


Then, delete this code:
Spoiler:


And add this:
Spoiler:


That's all. Have fun and thanks your reading.




I tried, I did it the way you indicated, minutely, but in v18 it didn't work ... Is it because FL updated since you made these changes?
But it didn't work here. Sad, could you check?
 
295
Posts
5
Years
  • Age 28
  • Seen Aug 15, 2022
I tried, I did it the way you indicated, minutely, but in v18 it didn't work ... Is it because FL updated since you made these changes?
But it didn't work here. Sad, could you check?

It works, you need to read again if you want to use it.
 
232
Posts
7
Years
  • Age 28
  • Seen Apr 24, 2024
It works, you need to read again if you want to use it.

Spoiler:


If I did something wrong, it was the translator who confused me. I did as I understood, tell me where is wrong because it gives Syntax error
 
295
Posts
5
Years
  • Age 28
  • Seen Aug 15, 2022
If I did something wrong, it was the translator who confused me. I did as I understood, tell me where is wrong because it gives Syntax error

Above "def drawText", there are 2 end but you delete one. Add "end" above "def drawText".
After that, if there are still errors, send an error.
 
232
Posts
7
Years
  • Age 28
  • Seen Apr 24, 2024
Above "def drawText", there are 2 end but you delete one. Add "end" above "def drawText".
After that, if there are still errors, send an error.

The script no longer has Syntax errors, I did as you indicated, but when opening the hud, they remain static, unfortunately ... what could it be?

Spoiler:
 
295
Posts
5
Years
  • Age 28
  • Seen Aug 15, 2022
The script no longer has Syntax errors, I did as you indicated, but when opening the hud, they remain static, unfortunately ... what could it be?

Nope, it works, you should test it in PE (raw). I think it is static because there is an other script in your project (the script before change).
 

The cool Treecko

Wild Treecko appeared!
146
Posts
3
Years
well i want a reason why it doesn't work with modular pause menu, it should be always visible right? Can you make this compatible with modular pause menu?
 
3
Posts
7
Years
  • Age 34
  • Seen Sep 30, 2022
I was wondering instead of the pokemon icons can we switch it to the battler icon
 

FL

Pokémon Island Creator
2,448
Posts
13
Years
  • Seen yesterday
well i want a reason why it doesn't work with modular pause menu, it should be always visible right? Can you make this compatible with modular pause menu?
No idea. I never used modular pause menu.

I was wondering instead of the pokemon icons can we switch it to the battler icon
Change line '@sprites["pokeicon#{i}"]=IconSprite.new(x,y,@viewport1)' to:
Code:
        @sprites["pokeicon#{i}"]=PokemonSprite.new(@viewport)
        @sprites["pokeicon#{i}"].x = x
        @sprites["pokeicon#{i}"].y = y
Change
Code:
            pokemonIconFile = pbPokemonIconFile($Trainer.party[i])
            @sprites["pokeicon#{i}"].setBitmap(pokemonIconFile)
            @sprites["pokeicon#{i}"].src_rect=Rect.new(0,0,64,64)
To '@sprites["pokeicon#{i}"].setPokemonBitmap($Trainer.party)'.
 
232
Posts
7
Years
  • Age 28
  • Seen Apr 24, 2024
No idea. I never used modular pause menu.

Change line '@sprites["pokeicon#{i}"]=IconSprite.new(x,y,@viewport1)' to:
Code:
        @sprites["pokeicon#{i}"]=PokemonSprite.new(@viewport)
        @sprites["pokeicon#{i}"].x = x
        @sprites["pokeicon#{i}"].y = y
Change
Code:
            pokemonIconFile = pbPokemonIconFile($Trainer.party[i])
            @sprites["pokeicon#{i}"].setBitmap(pokemonIconFile)
            @sprites["pokeicon#{i}"].src_rect=Rect.new(0,0,64,64)
To '@sprites["pokeicon#{i}"].setPokemonBitmap($Trainer.party)'.


How do I play Hud to the edges? I tried to move by changing the x and y values, but when they reach the edge they seem to be under the edge and do not overlap ...
 
232
Posts
7
Years
  • Age 28
  • Seen Apr 24, 2024
No idea. I never used modular pause menu.

Change line '@sprites["pokeicon#{i}"]=IconSprite.new(x,y,@viewport1)' to:
Code:
        @sprites["pokeicon#{i}"]=PokemonSprite.new(@viewport)
        @sprites["pokeicon#{i}"].x = x
        @sprites["pokeicon#{i}"].y = y
Change
Code:
            pokemonIconFile = pbPokemonIconFile($Trainer.party[i])
            @sprites["pokeicon#{i}"].setBitmap(pokemonIconFile)
            @sprites["pokeicon#{i}"].src_rect=Rect.new(0,0,64,64)
To '@sprites["pokeicon#{i}"].setPokemonBitmap($Trainer.party)'.




I would like to push my Hud to the edges, but when changing the coordinates, the icons disappear, they are below the border.
My HUD:
https://freeimage.host/i/fRtWN4
 
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