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In Ikemen GO, pX.face.done.offset works natively to shift portraits when a character is selected. However, there is no equivalent for names (pX.name.done.offset). The names of all team members (P1, P3, P5, P7) use the same TextSpriteData, so an external module cannot distinguish between them or modify their positions individually.
To modify the position of individual names from an external module (without altering start.lua), the engine requires:
Hooks within the name-drawing loop (before/after each iteration).
Or native support for pX.name.done.offset.
Or separate TextSpriteData for each team member.
Desktop.24-06-2026.17-51-51-10.mp4
For the video, I created a module capable of reading a parameter; the only way to do this is by modifying start.lua. I feel like a lot of effort could be saved if we didn't have to modify any of the engine's native .lua files.
Example
; Name should also move when selected
p1.name.offset = 65, 239
p1.name.done.offset = 0, -40
In Ikemen GO,
pX.face.done.offsetworks natively to shift portraits when a character is selected. However, there is no equivalent for names (pX.name.done.offset). The names of all team members (P1, P3, P5, P7) use the sameTextSpriteData, so an external module cannot distinguish between them or modify their positions individually.To modify the position of individual names from an external module (without altering start.lua), the engine requires:
Hooks within the name-drawing loop (before/after each iteration).
Or native support for pX.name.done.offset.
Or separate TextSpriteData for each team member.
Desktop.24-06-2026.17-51-51-10.mp4
For the video, I created a module capable of reading a parameter; the only way to do this is by modifying
start.lua. I feel like a lot of effort could be saved if we didn't have to modify any of the engine's native.luafiles.Example
; Name should also move when selected
p1.name.offset = 65, 239
p1.name.done.offset = 0, -40