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Script: Simple HUD

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

I think he means can you make the script to show badges available. It's a translational error.
 
How do I get the hud to appear on the sides instead of being on top or bottom?
You can edit the coordinates of the elements in the script.
 
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)

[PokeCommunity.com] Simple HUD


Thank you!
 
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
 
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?
 
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.
 
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
 
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.
 
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:
 
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).
 
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)'.
 
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 ...
 
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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