HUD Editor

Introduction

Since the 2.81.0, ET:Legacy introduced a new way to fully customize all HUD components by using the in-game editor and using the extended json hud file.

50 components are currently customizable, with generic customization options and for some more specifics linked to styles options.

The HUD file is compatible with both 4:3 and 16:9 resolution. Position adjustment is done automaticly and component aspect ratio are conserved.

The HUD view is a 640 per 480 virtual grid, rescaled horizontaly depending of aspect ratio.

Old hud.dat file is still compatible with new system, but the visual aspect may changes depending of the component.

New hud.dat file path has changed. The new storage location is under fs_homepath at legacy/profiles/<name> directory, see [Path and File Structure](https://github.com/etlegacy/etlegacy/wiki/Path-and-File-Structure#homepath—fs_homepath)

TODO: Anchor behaviour

In-game editor

Overview

The in-game editor is reachable by using the menu UI Menu -> Options -> View -> HUD Editor or by typing in console the edithud command.

Note: The HUD editor is not available from main menu.

The HUD editor is divided in 3 differents frames :

  • Rescaled in-game view
  • Customization panel on the left
  • Components selection panel on the bottom

Components can be toogle visible / invisible, which allow their usage or not. An invisible component is not rendered at all and the related functionnality aren’t called.

HUD 0 (aka ETmain) is the default HUD and can’t be modified or deleted.

To start creating / setting a custom HUD, it is required to clone (copy) an existing HUD or using an existing one but HUD 0.

HUD view window

The rescaled HUD view allow reposionning visible elements by selecting them with left mouse buton then doing a drag & drop movement.

Drag & drop is achievable by holding left mouse buton on a component, moving the mouse cursor in the HUD view and release the left mouse butoon to the new wanted position.

On fly over a visible component with mouse cursor, a green rectangle outline the component indicating the possibility to select it. Also, a tooltip showing the component name is displayed.

Once selected, the component outline color change to yellow and it gain the focus for customization.

When 2 or more components are stacked under the same cursor position, it is possible to do multiple left mouse buton click to select the differents components.

Components selection panel

The components selection panel list all the components availables for customization and allow selection of a component. The text color may change depending of the components visibily and/or selection state :

  • Yellow : The current selected component
  • Green : Visible components
  • Red : Invisible components

Invisible components can only be selected from this panel.

Settings customization panel

The settings customization panel provide options to manage HUDs and customize selected component in HUD view or component selection panel. The panel is divided in 4 differents categories :

  • HUD setup, to select and manipulate HUD:
    • Select HUD : list of HUD index number used to select the HUD to display/use.
      • NOTE: This modify the related cg_altHud cvar.
    • Save : Save ALL the HUDs mofication into hud.dat file
    • Clone : Duplicate the selected HUD to a free HUD index and select it. It doesn’t save it in hud.dat file.
    • Delete : Delete the selected HUD from hud.dat file. The selected HUD will change to the default one (0: ETmain)
    • Reset component : Reset ALL settings from the selected component to the default values from HUD (0: ETmain)
    • Name : HUD name which can be used to select HUD with cg_altHud cvar from the name
  • Position & Size, to modify component position and size according 4 values:
    • X : abscissa coordinate
    • Y : ordinate coordinate
    • W : Width
    • H : Height
  • Text, to modify font size and style
    • S : Scale ratio, depending of original font size, where 100% is the default
    • Style : Font Style, see Style Text
    • Align : Font alignment depending of component position, see Align Text
  • Color & Style, to colorize the component and customize the style:
    • Main : Main color, see Component Color
    • Second : Secondary color, see Component Color
    • Backgrnd : Background color, delimited by the size of the component
    • Border : Border color, delimited by the size of the component with a width of 1px
    • R: Red color selector ranged from 0 to 255
    • G: Green color selector ranged from 0 to 255
    • B: Blue color selector ranged from 0 to 255
    • A: Alpha (aka transparency) selector ranged from 0 to 255
    • Style: Customizable options separated in 2 categories, generic option and specific one. All component have access to generic option, but not all use specific one. See Component Style.
      • Visible : Toogle the component visibility
      • AutoAdj : Toogle the automatic adjustement of the border position and size depending of the content
      • Background : Toogle the background visibility
      • Border : Toogle the border visibility

Usage

Key Sequences Description
Down Arrow Move down a component by 1px
Left Arrow Move left a component by 1px
Up Arrow Move up a component by 1px
Right Arrow Move right a component by 1px
CTRL (hold) + Arrow Move to direction by 0.1px
SHIFT (hold) + Arrow Move to direction by 5px
ALT (hold) + Arrow Resize by enlarging to the right / down or shrinking to the left / up by 1px
ALT (hold) + CTRL (hold) + Arrow Resize by 0.1px to pressed arrow direction
ALT (hold) + SHIFT (hold) + Arrow Resize by 5px to pressed arrow direction
Mouse wheel down Enlarge by 1px the width and the height without moving the component
Mouse wheel up Shrink by 1px the width and the height without moving the component
CTRL (hold) + Mouse wheel down/up Resize on position by 0.1px
Insert Move component to the center of the HUD
Home Move component to the middle width of the HUD (if on the right of it) or to the left of the HUD
End Move component to the middle width of the HUD (if on the left of it) or to the right of the HUD
Page up Move component to the middle height of the HUD (if under it) or to the top of the HUD
Page Down Move component to the middle height of the HUD (if above it) or to the bottom of the HUD
l Toogle the layout visibilty of ALL components (aka outline)
h Toogle the help window visibility
n Toogle the noise generator to simulate components animation
f Toogle the HUD editor in full screen (back to normal resolution and hiding component and settings panel)

Components List

breathbar

Description:The breath bar indicating the remaining time to hold breath under water before starting to drow
Game type Availability:
 All
Type:Bar
Color Description
Main Color Bar color. If Lerp Color is set, used as Max value color
Secondary Color Bar Min color if Lerp Color is set
Style Name Description Values
Left Move maximum on left. If Vertical is set, maximum is on top. Ignored if Center is set 1
Center The minimum start from the center of the bar and is filled to both of the opposite direction 2
Vertical Change the bar orientation vertically 4
No Alpha Unused 8
Bar Bckgrnd Draw background color for the bar only. The color is set by Background Color 16
X0 Y5 Avoid the 5px margin on X. Applied if Bar Bckgrnd is set 32
X0 Y0 Avoid the 5px margin on X and Y. Applied if Bar Bckgrnd is set 64
Lerp Color Gradient the color alpha depending of Main Color and Secondary Color 128
Bar Border Draw the bar border with a thickness of 2px. Overwritted if Border Tiny is set 256
Border Tiny Reduce the bar border thickness to 1px. Applied if Bar Border is set 512
Decor Draw the decor outlining the bar 1024
Icon Draw the icon depending of Left and Vertical values set 2048

breathtext

Description:The breath text in “%” indicating the remaining time to hold breath under water before starting to drow
Game type Availability:
 All
Type:Text
Color Description
Main Color Font color
Secondary Color N/A
Style Name Description Values
N/A N/A N/A

centerprint

Description:The center text display custom or kill/revive message received from server cp command (Center Print)
Game type Availability:
 All
Type:Multiline Text
Color Description
Main Color Font color
Secondary Color N/A
Style Name Description Values
N/A N/A N/A

chat

Description:Meow
Game type Availability:
 All
Type:Specific
Color Description
Main Color Font color
Secondary Color N/A
Style Name Description Values
No Team Flag Toogle team flag visibility next to the chat line 1

compass

Description:The minimap indicating players/objectives position, players quick chat call, wounded players
Game type Availability:
 All
Type:Specific
Color Description
Main Color N/A
Secondary Color N/A
Style Name Description Values
Square Change the compass shape to square 1
Draw Item Draw item icon (objective carriable) on compass 2
Draw Sec Obj Draw secondary objective on compass 4
Draw Prim Obj Draw primary objective on compass 8
Decor Draw the compass border decor. Not available with Square compass 16
Direction Draw the red arrow pointing to the cardinal pointing direction 32
Cardinal Pts Draw the cardinal points with tick with circle compass and N, W, S, E letter with squared compass 64
Always Draw Always draw the compass even if the full map is draw on display 128

crosshair

Description:The crosshair used to aim at something, such as ground, sky, tree, bullet and so on
Game type Availability:
 All
Type:Specific
Color Description
Main Color Crosshair main part
Secondary Color Crosshair secondary (alternate) part
Style Name Description Values
Pulse Enlarge the crosshair main part depending of aim spread 1
Pulse Alt Enlarge the crosshair secondary part depending of aim spread 2
Dynamic Color Change the crosshair main part color depending of player health 4
Dynamic Color Alt Change the crosshair secondary part color depending of player health 8

crosshairbar

Description:The health bar of the aimed entity, such as player, vehicules, breakable, and so on
Game type Availability:
 All
Type:Bar
Color Description
Main Color Bar color. If Lerp Color is set, used as Max value color. Ignored if Dynamic Color is set
Secondary Color Bar Min color if Lerp Color is set. Ignored if Dynamic Color is set
Style Name Description Values
Class Toggle class icon visibility of targeted player 1
Rank Toggle rank icon visibility of targeted player 2
Prestige Toggle prestige icon visibility of targeted player 4
Left Move maximum on left. If Vertical is set, maximum is on top. Ignored if Center is set 8
Center The minimum start from the center of the bar and is filled to both of the opposite direction 16
Vertical Change the bar orientation vertically 32
No Alpha Unused 64
Bar Bckgrnd Draw background color for the bar only. The color is set by Background Color 128
X0 Y5 Avoid the 5px margin on X. Applied if Bar Bckgrnd is set 256
X0 Y0 Avoid the 5px margin on X and Y. Applied if Bar Bckgrnd is set 512
Lerp Color Gradient the color alpha depending of Main Color and Secondary Color 1024
Bar Border Draw the bar border with a thickness of 2px. Overwritted if Border Tiny is set 2048
Border Tiny Reduce the bar border thickness to 1px. Applied if Bar Border is set 4096
Decor Draw the decor outlining the bar 8192
Icon Draw the icon depending of Left and Vertical values set 16384
Dynamic Color Gradient the text color depending of player HP: White (>100) yellow (>66) orange (> 33) red (>0) 32768

crosshairtext

Description:The name of the aimed entity, such as player, vehicules, breakable, and so on
Game type Availability:
 All
Type:Text
Color Description
Main Color Font color
Secondary Color N/A
Style Name Description Values
Full Color Color the targeted entity name in it custom color instead of white 1

cursorhints

Description:The icon indicating interraction with near entity, such as construcible, door, cabinet, and so on
Game type Availability:
 All
Type:Specific
Color Description
Main Color N/A
Secondary Color N/A
Style Name Description Values
Size Pulse Increase/decrease the icon size. Ignored if Strobe Pulse is set 1
Strobe Pulse Increase the icon size until max and reset back to initial size. Overwrite Size Pulse if set 2
Alpha Pulse Fade in/out the icon alpha 4

demotext

Description:The text of the current demo or replay record state
Game type Availability:
 All
Type:Text
Color Description
Main Color Font color
Secondary Color N/A
Style Name Description Values
Details Print a more detailled string containing file name and size of the current demo/audio recorded 1

disconnect

Description:The icon and text displayed when the connection between client and server has been interrupted
Game type Availability:
 All
Type:Specific
Color Description
Main Color Font color
Secondary Color N/A
Style Name Description Values
No Text Toogle string visibility “Connection Interrupted” when client loast connection to server 1

fireteam

Description:The window listing the current players states in the joined fireteam
Game type Availability:
 All
Type:Specific
Color Description
Main Color Font color
Secondary Color N/A
Style Name Description Values
Latched Class Draw the team mate selected class on next respawn if different from the current one 1
No Header Toogle header visibility (frame with fireteam name) 2

followtext

Description:The text and icon used to display the current spected / followed player name, team and rank
Game type Availability:
 All
Type:Multiline Text
Color Description
Main Color Font color
Secondary Color N/A
Style Name Description Values
N/A N/A N/A

fps

Description:The text indicating the number of procedeed frame per second by the client
Game type Availability:
 All
Type:Text
Color Description
Main Color Font color
Secondary Color N/A
Style Name Description Values
N/A N/A N/A

healthbar

Description:The player health bar. At 0, the player is wounded
Game type Availability:
 All
Type:Bar
Color Description
Main Color Bar color. If Lerp Color is set, used as Max value color. Ignored if Dynamic Color is set
Secondary Color Bar Min color if Lerp Color is set Ignored if Dynamic Color is set
Style Name Description Values
Left Move maximum on left. If Vertical is set, maximum is on top. Ignored if Center is set 1
Center The minimum start from the center of the bar and is filled to both of the opposite direction 2
Vertical Change the bar orientation vertically 4
No Alpha Unused 8
Bar Bckgrnd Draw background color for the bar only. The color is set by Background Color 16
X0 Y5 Avoid the 5px margin on X. Applied if Bar Bckgrnd is set 32
X0 Y0 Avoid the 5px margin on X and Y. Applied if Bar Bckgrnd is set 64
Lerp Color Gradient the color alpha depending of Main Color and Secondary Color 128
Bar Border Draw the bar border with a thickness of 2px. Overwritted if Border Tiny is set 256
Border Tiny Reduce the bar border thickness to 1px. Applied if Bar Border is set 512
Decor Draw the decor outlining the bar 1024
Icon Draw the icon depending of Left and Vertical values set 2048
Dynamic Color Gradient the text color depending of player HP: White (>100) yellow (>66) orange (> 33) red (>0) 4096

healthtext

Description:The player health numeric value. Suffixed with “HP”
Game type Availability:
 All
Type:Text
Color Description
Main Color Font color
Secondary Color N/A
Style Name Description Values
Dynamic Color Gradient the text color depending of player HP: White (>100) yellow (>66) orange (> 33) red (>0) 1

hudhead

Description:The head of the incarnate caractere. The animation depend of the player action and states
Game type Availability:
 All
Type:Specific
Color Description
Main Color N/A
Secondary Color N/A
Style Name Description Values
N/A N/A N/A

lagometer

Description:Display graphic showing how unplayable the game is depending of player or server connection
Game type Availability:
 All
Type:Specific
Color Description
Main Color Font color
Secondary Color N/A
Style Name Description Values
N/A N/A N/A

limbotext

Description:The text indicating player is wounded/dead, waiting for a medic or not and display remaining spawn time
Game type Availability:
 All
Type:Multiline Text
Color Description
Main Color Font color
Secondary Color N/A
Style Name Description Values
No Wounded Msg Toogle string visibility “You are wounded and waiting for a medic” 1

livesleft

Description:Indicate the number of lives left in Last Man Standing game type (LMS). Doesn’t show on other game types.
Game type Availability:
 Last Man Standing
Type:Specific
Color Description
Main Color N/A
Secondary Color N/A
Style Name Description Values
N/A N/A N/A

localtime

Description:The text indicating the current time at client location
Game type Availability:
 All
Type:Text
Color Description
Main Color Font color
Secondary Color N/A
Style Name Description Values
Second Toogle seconds visibility 1
12 Hours Change hours time format between 24 or 12 suffixed by AM / PM 2

missilecamera

Description:The window showing missile heading view until impact or explosion
Game type Availability:
 All
Type:Specific
Color Description
Main Color N/A
Secondary Color N/A
Style Name Description Values
N/A N/A N/A

objectives

Description:The icons tracking objectives status, depending of the teams holding/stealing/dropping it
Game type Availability:
 All
Type:Specific
Color Description
Main Color N/A
Secondary Color N/A
Style Name Description Values
N/A N/A N/A

objectivetext

Description:The text displaying the nearest Point Of Interest description
Game type Availability:
 All
Type:Multiline Text
Color Description
Main Color Font color
Secondary Color N/A
Style Name Description Values
N/A N/A N/A

ping

Description:The text indicating the delay for communicate between client and server (implicitly in ms)
Game type Availability:
 All
Type:Text
Color Description
Main Color Font color
Secondary Color N/A
Style Name Description Values
N/A N/A N/A

pmitemsbig

Description:The text and icon indicating ranking/skill/prestige gain up
Game type Availability:
 All
Type:Specific
Color Description
Main Color Font color
Secondary Color N/A
Style Name Description Values
No Skill Filter out skill up message 1
No Rank Filter out rank up message 2
No Prestige Filter out prestige gain message 4

popupmessages

Description:The pop-up list feed for objectives/kill/connection/dynamites/mines/constructions states or custom message
Game type Availability:
 All
Type:Specific
Color Description
Main Color Font color
Secondary Color N/A
Style Name Description Values
No Connect Filter out connection / deconnection message 1
No TeamJoin Filter out player join allies / axis / spectator team 2
No Mission Filter out objectives messages 4
No Pickup Filter out item pickup messages 8
No Death Filter out death messages 16
Weapon Icon Draw weapon used to kill someone instead of a text describing the means of death 32
Alt Weap Icons Draw weapon icon without outline. Applied if Weapon Icon is set 64
Swap V<->K Swap the victim and killer name text. Applied if Weapon Icon is set 128
Force Colors Force the font color by using defined Main Color 256

powerups

Description:The icon indicating player invulnerability, under adrealine, disguised or carrying objective
Game type Availability:
 All
Type:Specific
Color Description
Main Color N/A
Secondary Color N/A
Style Name Description Values
N/A N/A N/A

ranktext

Description:The player rank mini name (Trigram) depending of the team (Axis / Allies)
Game type Availability:
 All
Type:Text
Color Description
Main Color Font color
Secondary Color N/A
Style Name Description Values
N/A N/A N/A

reinforcement

Description:The text indicating the remaining time before next respawn
Game type Availability:
 All
Type:Text
Color Description
Main Color Font color
Secondary Color N/A
Style Name Description Values
N/A N/A N/A

roundtimer

Description:The text indicating the remaining time before end of the map/round
Game type Availability:
 All
Type:Text
Color Description
Main Color Font color
Secondary Color N/A
Style Name Description Values
Simple Don’t show reinforcement and enemy spaw timer next to round timer 1

snapshot

Description:Debug information indicating server time, last spapshot number and number of server commmand received
Game type Availability:
 All
Type:Multiline Text
Color Description
Main Color Font color
Secondary Color N/A
Style Name Description Values
N/A N/A N/A

spawntimer

Description:Indicate the estimated remaining time before enemy respawn. The timer is set with cg_sharetimertext cvar
Game type Availability:
 All
Type:Text
Color Description
Main Color Font color
Secondary Color N/A
Style Name Description Values
N/A N/A N/A

spectatorstatus

Description:The text indicating if player is in spectator/freecam/weaponcam mod
Game type Availability:
 All
Type:Text
Color Description
Main Color Font color
Secondary Color N/A
Style Name Description Values
N/A N/A N/A

spectatortext

Description:The text indicating instruction for opening limbo/multiview or key usage for following players
Game type Availability:
 All
Type:Multiline Text
Color Description
Main Color Font color
Secondary Color N/A
Style Name Description Values
N/A N/A N/A

speed

Description:The player speed movement exprimed in Unit / Metric / Imperial unit per second. Sufixed UPS / KPS / MPS
Game type Availability:
 All
Type:Multiline Text
Color Description
Main Color Font color
Secondary Color N/A
Style Name Description Values
Max Speed Show maximum reached speed visibility 1

sprinttext

Description:The sprint text in “%” indicating the remaining endurance to sprint. At 0, sprint is not possible
Game type Availability:
 All
Type:Text
Color Description
Main Color Font color
Secondary Color N/A
Style Name Description Values
N/A N/A N/A

staminabar

Description:The endurance bar indicating the remaining sprint availability. Also drained by jump
Game type Availability:
 All
Type:Bar
Color Description
Main Color Bar color. If Lerp Color is set, used as Max value color
Secondary Color Bar Min color if Lerp Color is set
Style Name Description Values
Left Move maximum on left. If Vertical is set, maximum is on top. Ignored if Center is set 1
Center The minimum start from the center of the bar and is filled to both of the opposite direction 2
Vertical Change the bar orientation vertically 4
No Alpha Unused 8
Bar Bckgrnd Draw background color for the bar only. The color is set by Background Color 16
X0 Y5 Avoid the 5px margin on X. Applied if Bar Bckgrnd is set 32
X0 Y0 Avoid the 5px margin on X and Y. Applied if Bar Bckgrnd is set 64
Lerp Color Gradient the color alpha depending of Main Color and Secondary Color 128
Bar Border Draw the bar border with a thickness of 2px. Overwritted if Border Tiny is set 256
Border Tiny Reduce the bar border thickness to 1px. Applied if Bar Border is set 512
Decor Draw the decor outlining the bar 1024
Icon Draw the icon depending of Left and Vertical values set 2048

stats

Description:Quick view displaying player stats (Kill, Death, Self Kill, Damage Given, Damage received)
Game type Availability:
 Demo replay only
Type:Multiline Text
Color Description
Main Color Font color
Secondary Color N/A
Style Name Description Values
Kill Filter player kill count 1
Death Filter player death count 2
Self Kill Filter player self kill count 4
DmgGiven Filter player damage given count 8
DmgRcvd Filter player damage received count 16

statsdisplay

Description:The skill level for current class, battle sense and light (heavy for tank and nested-MG) weapon skill
Game type Availability:
 All
Type:Specific
Color Description
Main Color Font color
Secondary Color N/A
Style Name Description Values
Column Display skills rank in column format with skill icons and skill levels above it 1

votetext

Description:The text related to the current pending vote, asking for casting a reponse and/or showing vote status
Game type Availability:
 All
Type:Multiline Text
Color Description
Main Color Font color
Secondary Color N/A
Style Name Description Values
Complaint Toogle complaint proposal text visibility on player getting team killed 1

warmuptext

Description:The warmup status text indicating current loaded server configuration and action to do before match begin
Game type Availability:
 All
Type:Multiline Text
Color Description
Main Color Font color
Secondary Color N/A
Style Name Description Values
N/A N/A N/A

warmuptitle

Description:The warmup count down or status before match begin
Game type Availability:
 All
Type:Multiline Text
Color Description
Main Color Font color
Secondary Color N/A
Style Name Description Values
N/A N/A N/A

weaponammo

Description:The current weapon amount of ammo in clip/reserve
Game type Availability:
 All
Type:Text
Color Description
Main Color Font color
Secondary Color N/A
Style Name Description Values
Dynamic Color Gradient the text color depending of weapon ammo left in clip/reserve 1

weaponchargebar

Description:The weapon usage capability, drained depending of class and weapon usage
Game type Availability:
 All
Type:Bar
Color Description
Main Color Bar color. If Lerp Color is set, used as Max value color
Secondary Color Bar Min color if Lerp Color is set
Style Name Description Values
Left Move maximum on left. If Vertical is set, maximum is on top. Ignored if Center is set 1
Center The minimum start from the center of the bar and is filled to both of the opposite direction 2
Vertical Change the bar orientation vertically 4
No Alpha Unused 8
Bar Bckgrnd Draw background color for the bar only. The color is set by Background Color 16
X0 Y5 Avoid the 5px margin on X. Applied if Bar Bckgrnd is set 32
X0 Y0 Avoid the 5px margin on X and Y. Applied if Bar Bckgrnd is set 64
Lerp Color Gradient the color alpha depending of Main Color and Secondary Color 128
Bar Border Draw the bar border with a thickness of 2px. Overwritted if Border Tiny is set 256
Border Tiny Reduce the bar border thickness to 1px. Applied if Bar Border is set 512
Decor Draw the decor outlining the bar 1024
Icon Draw the icon depending of Left and Vertical values set 2048

weaponchargetext

Description:The weapon charge text in “%” indicating the remaining weapon usage capability
Game type Availability:
 All
Type:Text
Color Description
Main Color Font color
Secondary Color N/A
Style Name Description Values
N/A N/A N/A

weaponicon

Description:The icon of the current selected (in hand) weapon. Also display the overheat bar of the current weapon
Game type Availability:
 All
Type:Multiline Text
Color Description
Main Color Icon color
Secondary Color N/A
Style Name Description Values
Icon Flash Highlight the weapon icon in yellow while switching/reloading and in red while firing 1

weaponstability

Description:The stability bar indicating the current aim spread applied to the weapon (from 0 to 255)
Game type Availability:
 All
Type:Bar
Color Description
Main Color Font color
Secondary Color N/A
Style Name Description Values
Always Draw the bar even if the weapon is not a scoped weapon 1
Left Move maximum on left. If Vertical is set, maximum is on top. Ignored if Center is set 2
Center The minimum start from the center of the bar and is filled to both of the opposite direction 4
Vertical Change the bar orientation vertically 8
No Alpha Unused 16
Bar Bckgrnd Draw background color for the bar only. The color is set by Background Color 32
X0 Y5 Avoid the 5px margin on X. Applied if Bar Bckgrnd is set 64
X0 Y0 Avoid the 5px margin on X and Y. Applied if Bar Bckgrnd is set 128
Lerp Color Gradient the color alpha depending of Main Color and Secondary Color 256
Bar Border Draw the bar border with a thickness of 2px. Tickness value is overwritted if Border Tiny is set 512
Border Tiny Reduce the bar border thickness to 1px. Applied if Bar Border is set 1024
Decor Draw the decor outlining the bar 2048
Icon Draw the icon depending of Left and Vertical values set 4096

xptext

Description:The player experience numeric value. Suffixed with “XP”
Game type Availability:
 All
Type:Text
Color Description
Main Color Font color
Secondary Color N/A
Style Name Description Values
N/A N/A N/A

Annexe

Options list

Options Description Range
x X coordinate 0 - 640 (visible grid limit, can be out ranged)
y Y coordinate 0 - 480 (visible grid limit, can be out ranged)
w Component Width 0 - 640 (visible grid limit, can be out ranged)
h Component Height 0 - 480 (visible grid limit, can be out ranged)
visible Toogle component visibility 0 - 1 (boolean)
style Customize component depending of his usage (if available) See Style Section
scale Change font scale where 100 is the default value (normalized) 0 - 300 (recommanded range, can be out ranged)
colorMain Change either the font color (text component) or main component color (specific) See Color Usage
colorSecondary Change secondary component color (specific, not available for text component) See Color Usage
showBackGround Toogle background visibility 0 - 1 (boolean)
colorBackground Change the component background color See Color Usage
showBorder Toogle border visibility 0 - 1 (boolean)
colorBorder Change the component border color See Color Usage
styleText Customize font style aspect (only available for component with text only) See Style Text
alignText Customize font alignment position (only available for component with text only) See Align Text
autoAdjust Adjust border and background size to component content (available for text only) 0 - 1 (boolean)

Color Usage

There are 3 formats to customize colors :

Format Description Values And Range
Hexadecimal RRGGBB[AA] => RR is Red value, GG is green value, BB is blue value and AA is alpha (optional) 00 to FF (Double Hexa value)
Decimal R G B [A] => R is Red value, G is green value, B is blue value and A is alpha (optional) 0.0 to 1.0 color normalized (float) or 0 to 255 color component (integer)
String Predefined color as string values with Alpha set to 1.0 (255) “white” “red” “green” “blue” “yellow” “magenta” “cyan” “orange” “mdred” “mdgreen” “dkgreen” “mdcyan” “mdyellow” “mdorange” “mdblue” “ltgrey” “mdgrey” “dkgrey” “black”

Style Text

Name Description Values
Normal Normal text 0
Blink Blink the text with a period of 500ms 1
Pulse Pulse the text with a period of 200ms 2
Shawdowed Shawdow the text by printing a bottom offsetted extra black character behind the initial text 3
Outlined Outline the text by printing a top offsetted extra colored character in front the initial text 4
Outlined Shadowed Outline and Shawdow the text 5
Shadowed More Bold more the shawdow effect 6

Align Text

Elements contained in component are aligned horizontaly regarding the component size bound:

Name Description Values
Left Align / start drawing elements in component to the left side 0
Right Align / end drawing elements in component to the right side 1
Center Center elements in component and keep equal margin on the left and on the right of the elements 2
Center2 Center elements in component, align element in left justify adjusted to the longest elements and keep equal margin on left and right 3