|Kode wheel segment||Appearance/Display|
|Modifiers||opacity / priority / scale / width / height / above / max / enable hover state / meter gallery / Camera editors / Positioning (multiple) / HUD size (multiple) / Speech lines (Multiple)|
|Pre-made brains that use it||All 3rd person brains
All 1st person brains
Appearance >Display> Display meter
Displays a bar which represents the specified number variable (or specialised number variable, such as health) placed after it. Without any modifiers it puts up an empty meter above the object.
Mostly used for displaying health. Can be displayed in world or at a specified screen position. It can be re-colored or resized, or restyled.
WHEN DO [display meter][health][above]
opacity: Paired with a number from 0 to 1 (i.e. 0.5) this controls the transparency of the display object or text
priority: Paired with a number this determines the layering order of text or images when placed in the same position. The higher the number the higher it appears in the stack. Text will always show above images, regardless of priority, so this tile only works with one sort of display item (either text or image).
scale: Paired with a number. It determines the visual size of the meter.1 being the default.2 being twice as big,
width: Paired with a number. It stretches the meter background and meter to fit the size specified.
height: Paired with a number. It stretches the meter background and meter to fit the size specified.
above: This will display the image or text above the object specified. It will remain with any object if they move. Most commonly used for displaying health points or meters.
max: Paired with a number or variable. This determines what the far right of the meter represents as a number. So with a meter that shows from 0 to 100. You would put 100 in as the Max amount.
WHEN DO [display meter][screen top center][max]
enable hover state: EXPLANATION NEEDED
meter gallery: A selection of background styles can be found here.
Camera Editors: EXPLANATION NEEDED
Positioning Sub Menu:
at world position: Paired with a vector or a IWP object. This will display text or images at the screen position that the object or vector in the world appears to be. It has no depth. Characters or objects that move between the text and the camera will not obscure the text.
at screen position: Paired with a vector variable. The screen vector requires an x and y coordinate between -1 and 1. Zero is the center of the screen for both the y (vertical) and x (horizontal) axis (and is the default if not set).
WHEN DO [vectorvar:sword][x][=][0.5]
WHEN DO [vectorvar:sword][y][=][-0.8]
WHEN DO [display][sword][at screen position][vectorvar:sword]
without 3D scaling: When you place an image at a world position the image will appear to get smaller as you walk away from it, following the rules of perspective. This modifier turns that off, so the image is always the same size. Will appear to move out of the way when a player gets close to it. Does not affect text.
HUD Size Sub Menu:
This changes the size of all images within the HUD. to one of three sizes It does not affect text size.
Choices are small HUD / medium HUD / large HUD
Speech Lines Sub Menu:
speech bubble offset: Does not work as expected.EXPLANATION NEEDED
speech max lines: Sets a limit to the number of lines displayed. Paired with a number
speech max width: Specifies the width of the speech bubble by amount of characters. Paired with a number
speech min lines: Sets a starting limit for number of lines displayed. Paired with a number.
speech min width: Specifies the minimum width for a speech bubble by amount of characters. Paired with a number
type on speed: Specifies how quickly text characters will appear. Paired with a number that represents how many characters will appear per second
How to change meter color
You cannot change the color of the background frame designs (which are light blue). However, Resource meter thin displays your meter without any framing. You can change the bar color by adding a Color variable from Values/Color.
WHEN DO [display meter][health][above][green]
You can also change the color based on the number represented, so you can indicate low health by making the bar go red when it is low by using a custom color variable. This example shows a green bar, then a red bar when the health is below a third of the maximum health .
WHEN [health][<=][(][max health][divided by][)] DO [colvar:bar color][=][red]
…WHEN [else] DO [colvar:bar color][=][green]
WHEN DO [display][health][screen top center][colvar:bar color]