FL
Pokémon Island Creator
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This new one keeps a cache of pokémon specie numbers, HP values and strings, so it only updates when these values change, resulting in a huge performance gain. The previous one updates every N seconds, redrawing everything.What changed from the previous version?
Or is it simply faster?
Nice!Spoiler:![]()
This works great, thanks.
Here's what I made of it, I plan to add badges when the player gets them on those circles ~
This was a small compatibility issue that Essentials V16.0 and V16.1 was with some scripts.hiya sorry for being new to... well essentials (in actually doing it) and scripting but i get an error after i up it in above main x.x
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Pokemon Essentials
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Exception: NoMethodError
Message: undefined method `egg?' for #<PokeBattle_Pokemon:0x732e5b0>
Simple_Hud:157:in `refreshPartyIcons'
Simple_Hud:151:in `each'
Simple_Hud:151:in `refreshPartyIcons'
Simple_Hud:77:in `create'
Simple_Hud:219:in `update'
Simple_Hud:258:in `update'
Spriteset_Map:181:in `_animationSprite_initialize'
AnimationSprite:45:in `shadow_initialize'
DynamicShadows:220:in `initializeOldFL'
Simple_Hud:247:in `initialize'
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is this just me breaking things (earlier this day my data files corrupted and lost everything x.x) or something else?)
I believe that a image with alpha value works.It works perfectly! thanks!
I have a question though, what values need to put to change transparency of the background, I don't want to make it false.
And how to make it like, only the first party pokemon will display.
I believe that a image with alpha value works.
For only show the first party member, change the four lines 'for i in 0...6' to 'for i in 0...1'.
I tested right now and I don't have the lag issue, did you change more things on script?Thank you! The only problem I have is it lags when the HUD is on.
I edited the script to include this setting.looks great, i would like to use but i want to only enabled in the pause menu. how can i do that ?
I tested right now and I don't have the lag issue, did you change more things on script?
On other hand, contrary as I said, alpha channel on HUD image doesn't works well, since this script creates a HUD for every map on connection, so the pictures overlaps. This is an error caused by the standard way of initialize pictures, since there is a picture for each map loaded on Essentials.
First, I fixed right now a performance issue (and an error in regard to text update), I changed 'drawText if @currentTexts != newTexts' to:I didn't change much, only make 1 pokemon in the party to show and some draw text, I tried to remove everything in the HUD still it lags the same for me, it happens in the map with some few events, but with an empty map it is normal.
if @currentTexts != newTexts
@currentTexts = newTexts
drawText
end
I aren't sure if I understand your question. The way that Spriteset_Map draw things isn't that simple. Essentials connections load maps when you are near, so the HUDs (since there is one per Spriteset_Map instance) are already drawed only when you're near.Also you are correct using transparent background showed unwanted interface, if we can only find the script for map interface and restrict the HUD to refresh when near?
Code:if @currentTexts != newTexts @currentTexts = newTexts drawText end
So not an issue of sorts? just a question if or how i can fix this in the most lag-less way possible!
So i finally figured out Inputs and key presses as well as toggle-able inputs etc. now i have one for the HUD
But after the toggle is turn back to when the HUD appears the party pokemon dont show till their position is changed in the party!
just remembered this also happens with mega's! they still have the sprites but even if they are back to normal (and shows so in the party menu) it still has the mega sprite
def refreshPartyIcons
for i in 0...1
partyMemberExists = $Trainer.party.size > i
partySpecie = 0
partyIsEgg = false
if partyMemberExists
partySpecie = $Trainer.party[i].species
partyIsEgg = $Trainer.party[i].egg?
end
#refresh = @partySpecies[i]!=partySpecie || @partyIsEgg[i]!=partyIsEgg
#if refresh
@partySpecies[i] = partySpecie
@partyIsEgg[i] = partyIsEgg
if partyMemberExists
pokemonIconFile = pbPokemonIconFile($Trainer.party[i])
@sprites["pokeicon#{i}"].setBitmap(pokemonIconFile)
@sprites["pokeicon#{i}"].src_rect=Rect.new(0,0,64,64)
end
@sprites["pokeicon#{i}"].visible = partyMemberExists
#end
end
end