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Field

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Field is anything shown on HUD (interface) that can express a value into a text or graphic.

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.
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.
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