Field
From Wiki001
A Field is a text/graphic feature that is exclusive to interfaces such as the HUD or loading screen, it can express a value into a text or graphic, or be used as a window, background or boarder.
Contents |
Options
Features
- Initial Value / Text
- This is the starting value (or text).
- Retrieve Value
- This is used to get a value from the game and express in the field.
- Initial Maximum Value
- This sets the maximum value that it's gonna show. Anything set on Retrieve Value that is higher than the maximum won't be shown on HUD (maximum initial value is ignored if retrieve max value is set)
- Retrieve Max Value
- Same as before, except that this one can be attached to a value from the game.
- Horizontal Alignment
- This is used to guide the field horizontally.
- Vertical Alignment
- This is used to guide the field vertically.
- Orientation
- This will guide in which direction the field will grow (eg: vertical bars will make the bar grow vertically)
- Width/Height
- Respectively, horizontal and vertical length.
Maintain Distance From Edge
The check boxes here will ensure that the field maintains its distance from the specified edge of the screen. Currently, having both Left and Right, or Top and Bottom, checked at the same time, will be the same as having nothing selected. This feature makes it possible for your HUD to dynamically shape itself, even when resizing the game window. If no edge on a certain axis is maintained, the field will dynamically adjust itself centered in the screen relative to the resolution of the interface itself.
Type-Specific Options
There are 4 kinds of fields:
Text/Graphic
This can be used to show a 128x128 picture - character face OR weapon - or to show text or a number.
- Text Font
- If the initial value (or respective retrieved value) is text or a number (not a graphic), this is the font it will use.
Transition Single Effect
This one works like a bar, but instead of a bar graphic, it uses an effect, using its frames to display a percentage based on the specified initial value (or respective retrieved value), using the initial maximum value (or respective retrieved maximum value) as the 100%.
- Effect
- The effect that will be transitioned.
Units
This will show a sequence of effects, whose quantity is managed by a retrieved value.
- Effect
- The effect that will represent the quantity by the specified initial value (or respective retrieved value), up to the initial maximum value (or respective retrieved maximum value).
- Fractions and Empties
- Ignore will not deal with fractions, and will animate effects (if applicable).
- Through Effect Frames will show a specific frame transition representing fractions - effects will not animate, as it would ruin the purpose of this feature.
Graph
The common health/mana bar (it's not limited to that). Can be shown as Pie, Bar or Rotating Dial (good for speedometer).
- Shape
- Determines what the shape of the graph will be.
- Start and End Angles (Graph Only)
- This will determine the pie/dial range.
Scripting
Events
Properties
- Color 1 and 2
- Tints of the field.
- Name
- Name of the field.
- Invisible
- Non-zero if the field is invisible.
- Selectable
- Makes the field selectable, in case of an interactive interface (eg. main menu).
- Visible Shadow
- Non-zero if the field has a shadow.
- Shadow Color
- Color of the shadow.
- Value
- Current value of the field.
- X Position, Y Position and Z Position
- Current position relative to the interface.



