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Script: Simple HUD

FL

Pokémon Island Creator
2,453
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
    • UK
    • Seen May 6, 2024
    hud.png

    Wanted to say thank you for the great script FL!
     
    44
    Posts
    6
    Years
    • 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
    6
    Years
    • 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
    • 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
    • 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
    6
    Years
    • 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
    • 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
    6
    Years
    • 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
    • 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
    6
    Years
    • 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?
     

    FL

    Pokémon Island Creator
    2,453
    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
    • 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
    • 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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