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Plugin - MQ2HUD (1 Viewer)

65604267

Member
Joined
Mar 30, 2005
RedCents
110¢
Plugin loads fine, all the slash commands work without an error, but the actual HUD wont show up... anyone have an idea why?

My MQ2HUD.ini is correctly set as I have not tampered with it for many many patches, but it stopped working recently. I waited for the official dev release of MQ2 today, and hoped it would resolve it but no luck. They removed the plugin forum so I cant ask there, I thought id bring my question here.

Anyone have a solution, or an explanation?
 
Is there any commands for this reguarding disciplines?

Me.Disc or Me.Discipline?

Trying to add these to a custom hud i'm working on for warrior, would be helpful, thanks!

-Eggg



-Creator of the first FFXI fishbot
-Ruiner of FFXI
 
Here are some snipets from my HUD, I use both Discs and ALT Abilities.

Stealthy Getaway is an AA, while Duelist is a DISC as a Rogue I get. Both of these below show how to create a REUSE TIMER for these in a HUD.

Hence for a DISC it would be ${Me.CombatAbilityReady[Combat Discipline full name here]}

Rich (BB code):
//Stealthy Getaway
Stealthy Getawaytext=3,655,268,255,234,8,Stealthy Getaway
Stealthy Getawayreadytext=3,755,268,0,255,0,${If[${String[${Me.AltAbilityReady[Stealthy Getaway]}].Equal["TRUE"]},Ready,]}
Stealthy Getawaynotready=3,755,268,255,0,0,${If[${String[${Me.AltAbilityReady[Stealthy Getaway]}].Equal["TRUE"]}, ,Available in ${Me.AltAbilityTimer[Stealthy Getaway].TimeHMS}]}


//Duelist
Duelisttext=3,655,280,255,234,8,Duelist
Duelistreadytext=3,755,280,0,255,0,${If[${String[${Me.CombatAbilityReady[Duelist Discipline]}].Equal["TRUE"]},Ready,]}
Duelistnotready=3,755,280,255,0,0,${If[${String[${Me.CombatAbilityReady[Duelist Discipline]}].Equal["TRUE"]}, ,Available in ${Me.CombatAbilityTimer[Duelist Discipline].TimeHMS}]}
 
For anyone looking for a good layout/outline for a hud, this is the one i use atm, all aligned left/top of screen
Rich (BB code):
[Elements] 
   GMIndicator=3,10,86,255,255,255,GM - ${NearestSpawn[GM]} 
	  Time=3,10,98,255,255,0,Time: ${Time.Hour}:${Time.Minute}:${Time.Second}
         Macro=3,10,110,215,0,215,Macro Running: ${Macro.Name}
      LastTell=3,10,122,215,0,215,LastTell - ${If[${MacroQuest.LastTell.NotEqual["NULL"]},${MacroQuest.LastTell},]}   


//TARGET INFORMATION

   TargetLevel=3,35,154,255,255,5,${If[${Target.ID},${Target.Name} Lvl ${Target.Level} - ${Target.Class} - ${Target.PctHPs}% Hp,]} 
        tgtsep=3,10,164,255,0,0,~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
	   LOS=3,20,171,50,255,0,${If[${Target.ID} && ${Target.LineOfSight},Target in LoS,]}
         NOLOS=3,20,171,255,0,0,${If[${Target.ID} && !${Target.LineOfSight},Target NOT in LoS,]}
   TargetSpeed=3,20,183,50,255,0,${If[${Target.ID},RunSpeed is ${Target.Speed} MPH,]}
      maxmelee=3,20,195,50,255,0,${If[${Target.ID},Melee Range: ${Target.MaxRange},]}
**Target Loc**=3,20,207,255,255,255,${If[${Target.ID},**Target Loc**  ${Target.Y}  ${Target.X}  ${Target.Z},]}


//MY CHAR INFO  
      Infosep=3,10,355,255,0,0,~~~~~~~~~ Me ~~~~~~~~~     
           HP=3,20,367,255,255,0,Current HPs: ${Me.CurrentHPs} of ${Me.MaxHPs}
         AAXP=3,20,379,240,127,0,A.A. XP - ${Float[${Me.PctAAExp}]}%         Points Available: ${Me.AAPoints}
	Speed=3,20,391,240,127,0,Speed: ${Int[${Me.Speed}]}
  AttackSpeed=3,20,403,240,127,0,Attack: ${Me.AttackSpeed}
   **Me Loc**=3,20,415,255,255,255,**Me Loc** ${Me.Y}    ${Me.X}    ${Me.Z}
     Infosep1=3,10,427,255,0,0,~~~~~~~~~~~~~~~~~~~~~~

//NAMED SPAWNS INFO
            NS=3,10,240,255,0,0,~~~~ Named Spawns ~~~~ 
        Spawn1=3,20,252,255,255,0,#1    ${If[${NearestSpawn[1,npc #].Name.NotEqual["NULL"]},${NearestSpawn[1,npc #].Level},]} - ${If[${NearestSpawn[1,npc #].Name.NotEqual["NULL"]},${NearestSpawn[1,npc #].Name},]} 
        Spawn2=3,20,264,255,255,0,#2    ${If[${NearestSpawn[2,npc #].Name.NotEqual["NULL"]},${NearestSpawn[2,npc #].Level},]} - ${If[${NearestSpawn[2,npc #].Name.NotEqual["NULL"]},${NearestSpawn[2,npc #].Name},]} 
        Spawn3=3,20,276,255,255,0,#3    ${If[${NearestSpawn[3,npc #].Name.NotEqual["NULL"]},${NearestSpawn[3,npc #].Level},]} - ${If[${NearestSpawn[3,npc #].Name.NotEqual["NULL"]},${NearestSpawn[3,npc #].Name},]} 
        Spawn4=3,20,288,255,255,0,#4    ${If[${NearestSpawn[4,npc #].Name.NotEqual["NULL"]},${NearestSpawn[4,npc #].Level},]} - ${If[${NearestSpawn[4,npc #].Name.NotEqual["NULL"]},${NearestSpawn[4,npc #].Name},]} 
	NS1=3,10,300,255,0,0,~~~~~~~~~~~~~~~~~~~~~~
//ZONE INFO
      ZoneName=3,760,10,255,255,0,Zone - ${Zone} 
 ShortZoneName=3,760,24,255,255,255,Short Name - ${Zone.ShortName} 

//Group/Raid Leader 
GroupLeader=3,400,10,255,255,255,${If[${Group},Group Leader : ${Group.Leader.Name},]} 
Raid1=3,400,22,180,180,180, ${If[${Raid},Group Leader: ${Raid.Leader},]}
Raid2=3,400,34,255,0,0,${If[${Raid.Members}>0,In Raid - ${Raid.Members},]}   ${If[${Raid.Members}>0,Raid Level - ${Raid.AverageLevel},]}


//AA ABILITIES
//--------------------------------------------------------------------------------------------
//Area Taunt
                    AASep=3,10,310,255,25,0,~~~~~~~~Abilities~~~~~~~~			
    ExultantBellowingtext=3,10,322,255,234,8,Area Taunt 
   ExultantBellowingready=3,100,322,0,255,0,${If[${String[${Me.AltAbilityReady[Area Taunt]}].Equal["TRUE"]},Ready,]}
ExultantBellowingnotready=3,100,322,255,0,0,${If[${String[${Me.AltAbilityReady[Area Taunt]}].Equal["TRUE"]}, ,Available in ${Me.AltAbilityTimer[Area Taunt].TimeHMS}]}
                   AASep1=3,10,334,255,25,0,~~~~~~~~~~~~~~~~~~~~~~

//DISCS
//Defensive - Evasive
DiscSep=3,10,439,255,0,0,~~~~~~~Disciplines~~~~~~~
DefLinetext=3,20,451,255,234,8,Defensive Line
DefLinereadytext=3,130,451,0,255,0,${If[${String[${Me.CombatAbilityReady[Defensive Discipline]}].Equal["TRUE"]},Ready,]}
DefLinenotready=3,130,451,255,255,0,${If[${String[${Me.CombatAbilityReady[Defensive Discipline]}].Equal["TRUE"]}, ,Available in ${Me.CombatAbilityTimer[Defensive Discipline].TimeHMS}]}

//Mighty Strikes
Mightytext=3,20,463,255,234,8,Mighty Strikes
Mightyreadytext=3,130,463,0,255,0,${If[${String[${Me.CombatAbilityReady[Mighty Strike Discipline]}].Equal["TRUE"]},Ready,]}
Mightynotready=3,130,463,255,255,0,${If[${String[${Me.CombatAbilityReady[Mighty Strike Discipline]}].Equal["TRUE"]}, ,Available in ${Me.CombatAbilityTimer[Mighty Strike Discipline].TimeHMS}]}

//Furious - Fortitude
Furioustext=3,20,475,255,234,8,Furious/Fortitude
Furiousreadytext=3,130,475,0,255,0,${If[${String[${Me.CombatAbilityReady[Furious Discipline]}].Equal["TRUE"]},Ready,]}
Furiousnotready=3,130,475,255,255,0,${If[${String[${Me.CombatAbilityReady[Furious Discipline]}].Equal["TRUE"]}, ,Available in ${Me.CombatAbilityTimer[Furious Discipline].TimeHMS}]}
DiscSep1=3,10,487,255,0,0,~~~~~~~~~~~~~~~~~~~~~~

//--------------------------------------------------------------------------------------------
//--------------------------------------------------------------------------------------------
//--------------------------------------------------------------------------------------------

[MQ2HUD]
Last=Elements
SkipParse=1
CheckINI=10
UpdateInBackground=on
Last=Elements
SkipParse=1
CheckINI=10
UpdateInBackground=on
 
Last edited:
MQ2Hud - This plugin provides a Heads Up Display for your EQ window, which can provide a large amount of information in a relatively small amount of space. The HUD acts as a transparent background layer, upon which any information can be displayed. Each element of the HUD gets parsed each time MQ2Data is displayed, so there is no need to reload the HUD after making changes to the ini file, they are instantaneously available as soon as you save the ini file. This is a core MQ2 plugin

You can toggle display of the HUD by using F11.

Commands
Rich (BB code):
/hud normal | underui | always  
	-- Normal - Above the EQ UI but will not be displayed if pressing F11. 
	-- UnderUI - Under the EQ UI and will disappear if F11 is pressed. 
	-- Always - The HUD will always be present above the EQ UI and will not disappear when F11 is pressed. 
/loadhud - Load the specified HUD defined in MQ2HUD.ini 
/defaulthud - Loads the default HUD. 
/classhud - Loads the HUD section for your class. You must have a [class] section in MQ2HUD.ini 
/zonehud -  Loads the HUD section for your current zone. You must have a [zone] section in MQ2HUD.ini
The HUD is customized by entries in the MQ2HUD.ini file. The ini file allows any number of HUDs to be created and saved within. Loading a new HUD from the ini file can be done with /loadhud. The entry names are not case-sensitive.

The default HUD entry is called [Elements] and can be loaded with the /defaulthud command.

Sample mq2hud.ini file
Rich (BB code):
[MQ2HUD]
Last=Elements
SkipParse=5
CheckINI=10
UpdateInBackground=off
ClassHUD=on
ZoneHUD=on
UseFontSize=off

[Elements]
TargetInfo=3,5,35,255,255,255,${Target}
GMIndicator=3,5,45,0,0,255,${Spawn[gm]}
CursorItemName=7,-15,-15,255,255,255,${If[${Cursor.ID},${Cursor},]}
ClickMeForFun=6,-25,-25,255,255,255,${If[!${Cursor.ID},click me,]}
Time=3,5,38,0,255,0,Time: ${Time}
LastTell=3,5,50,0,255,0,LastTell - ${MacroQuest.LastTell} 
RegExp=3,5,62,0,255,0,EXP - ${Me.PctExp}%
AAExp=3,5,74,0,255,0,AAExp - ${Me.PctAAExp}%
Spawn1=3,5,86,255,255,0,${If[${NearestSpawn[1,npc named].Name.NotEqual["NULL"]},${NearestSpawn[1,npc named].Level} - ${NearestSpawn[1,npc named].Name},]}
Spawn2=3,5,98,255,255,0,${If[${NearestSpawn[2,npc named].Name.NotEqual["NULL"]},${NearestSpawn[2,npc named].Level} - ${NearestSpawn[2,npc named].Name},]}
Spawn3=3,5,110,255,255,0,${If[${NearestSpawn[3,npc named].Name.NotEqual["NULL"]},${NearestSpawn[3,npc named].Level} - ${NearestSpawn[3,npc named].Name},]}
Spawn4=3,5,122,255,255,0,${If[${NearestSpawn[4,npc named].Name.NotEqual["NULL"]},${NearestSpawn[4,npc named].Level} - ${NearestSpawn[4,npc named].Name},]}
GMInd1=3,5,134,0,250,0,GM - ${If[${Spawn[gm].ID},${SpawnCount[gm]} GM's in zone.,No GM's Present]}
GroupLeader=3,5,146,0,255,0,${If[${Group.Members}>0,GroupLDR - ${Group.Leader},]}  
RaidLeader=3,5,158,0,255,0,${If[${Raid.Members}>0,RaidLDR - ${Raid.Leader},]}
PPLinRaid=3,5,170,0,255,0,${If[${Raid.Members}>0,In Raid - ${Raid.Members},]}
PlayersInZone=3,5,175,0,255,0,Players in Zone - ${SpawnCount[PC]}
Macro1=3,5,187,50,50,255,Macro Running - ${If[${Macro.Name.NotEqual["NULL"]},${Macro.Name},]}
Macro2=3,5,198,255,0,0,Macro Paused? ${Macro.Paused}
 
Last edited by a moderator:
Didn't see a thread that anyone had started to share their HUD so I figured I'd start one. Mine is pretty basic I think with a couple of exceptions. Tells you if your target can be headshot, will also tell you the max level a group member can be before you don't get XP as well as the minimum level a group member can be before they don't get xp.
Rich (BB code):
[MQ2HUD]
Last=Elements
SkipParse=10
CheckINI=10
UpdateInBackground=on
ClassHUD=on
ZoneHUD=on
UseFontSize=off

Code:
[Elements]
//Player Info
Players1=3,5,0,255,128,0,Player's in Zone = 
Players2=3,95,0,250,0,0,${SpawnCount[PC]}
Players3=3,5,12,255,0,0,Nearest PC:${NearestSpawn[2, pc].Distance}
Players4=3,5,24,255,0,0,Nearest PC:${NearestSpawn[2, pc].Name}
Hunger=3,140,0,255,255,255,Hunger - ${Me.Hunger}/6000 
Thirst=3,140,12,255,255,255,Thirst - ${Me.Thirst}/6000
BankCash=3,140,24,240,127,0,Bank - ${Me.PlatinumShared} Platinum
FHP=3,260,0,44,110,200,Full HP in  - ${Int[${Math.Calc[(${Me.MaxHPs}-${Me.CurrentHPs})/(${Me.HPRegen}|1)/10]}]}m${Int[${Math.Calc[(${Me.MaxHPs}-${Me.CurrentHPs})/(${Me.HPRegen}|1)%10*6]}]}s
FM=3,260,12,44,110,200,Full Mana in  - ${Int[${Math.Calc[(${Me.MaxMana}-${Me.CurrentMana})/(${Me.ManaRegen}|1)/10]}]}m${Int[${Math.Calc[(${Me.MaxMana}-${Me.CurrentMana})/(${Me.ManaRegen}|1)%10*6]}]}s

//Zone Info
ZoneLongName=3,550,0,255,234,8,ZoneLongName  :
ZoneLongNameText=3,640,0,25,255,0,${Zone.Name}
ZoneShortName=3,550,12,255,234,8,ZoneShortName : 
ZoneShortNameText=3,640,12,25,255,0,${Zone.ShortName}

//XP Lvl Cap Info
MinLvl=3,5,36,0,255,200,MinLvl - ${Math.Calc[${Me.Level}/1.5]}
MaxLvl=3,80,36,0,255,200,MaxLvl - ${Math.Calc[${Me.Level}*1.5]}

//XP Info
AAExp1=3,5,48,0,255,0,A.A. XP = 
AAExp2=3,55,48,255,255,255,${Float[${Me.PctAAExp}]}%
AAExp3=3,102,48,0,255,0,Points Available =
AAExp4=3,190,48,255,255,255,${Me.AAPoints}
AAExp5=3,206,48,0,255,0,Spent =
AAExp6=3,246,48,255,255,255,${Me.AAPointsSpent}
AAExp7=3,272,48,255,255,0,Total:
AAExp8=3,299,48,255,255,255,${Math.Calc[${Me.AAPoints} + ${Me.AAPointsSpent}]}

RegExp1=3,260,24,0,255,0,XP = 
RegExp2=3,285,24,255,255,255,${Float[${Me.PctExp}]}%
RegExp3=3,328,24,0,255,0,into
RegExp4=3,350,24,255,255,255,${Me.Level}

//Time Info

GameTime1=3,380,0,0,255,0,Game Time:
GameTime2=3,440,0,255,255,255,${GameTime.Hour}:${GameTime.Minute}
GameTime3=3,470,0,0,255,0,-
GameTime4=3,480,0,255,255,255,${If[${String[${GameTime.Night}].Equal["TRUE"]},Night,Day]} 

RealTime1=3,380,12,0,255,0,Real Time:
RealTime2=3,440,12,255,255,255,${Time}

//Tell Info
LastTell=3,5,60,255,128,0,LastTell - ${If[${MacroQuest.LastTell.NotEqual["NULL"]},${MacroQuest.LastTell},]}

//Run Speed Info
Speed1=3,5,72,0,255,0,Speed
Speed2=3,40,72,255,255,255,= ${Int[${Me.Speed}]}

//State Info
State1=3,5,98,25,255,0,You Are:
State2=3,53,98,0,240,240,${Me.State}ING

//Macro Info
Macro1=3,5,134,0,255,255,Macro Running :
Macro2=3,82,134,255,255,255,${If[${Macro.Name.NotEqual["NULL"]}, ${Macro.Name},]}

//GM Info
GMInd1=3,5,86,250,0,0,${If[${Spawn[gm].ID},GM =,]} 
GMInd2=3,5,86,0,250,0,${If[${Spawn[gm].ID},,GM =]}               
GMInd3=3,30,86,250,0,0,${If[${Spawn[gm].ID},In Zone! = ${NearestSpawn[GM]},]} 
GMInd4=3,30,86,0,250,0,${If[${Spawn[gm].ID},, None In Zone]}

//Target Info
Target=3,5,157,250,0,0,~~~ Target Info ~~~
TargetName=3,5,169,255,255,255,Name: ${Target.Name} 
TargetLevel=3,5,181,255,255,0,Lvl: ${Target.Level}
TargetRace=3,5,192,255,255,0,Race: ${Target.Race}
TargetClass=3,5,204,255,255,0,Class: ${Target.Class}
TargetType=3,5,216,255,255,0,Type: ${Target.Type}
TargetGuild=3,5,228,255,255,0,Guild Status:${If[${Target.GuildStatus.NotEqual["NULL"]},(-${Target.GuildStatus}-,]} ${If[${Target.Guild.NotEqual["NULL"]},${Target.Guild}) |,]}
TargetHS=3,5,240,255,255,0,Headshot:${Target.Body.Name.Equal[Humanoid]}
 
Nice. Thanks for sharing. I was working on Class Huds a long time ago but Kiss and everything else kept me from finishing. Here is the generic Hud I finished.

FYI: Newbies this info goes into your root MQ2 folder in a file called MQ2Hud.ini. If the file doesn't exist create it and drop the text in and save it.

/plugin mq2hud
F11 to toggle on/off

hud.jpg

Rich (BB code):
[Elements] 
   GMIndicator=3,160,38,255,255,255,GM - ${NearestSpawn[GM]} 
      GameTime=3,160,50,255,255,255,GameTime: ${GameTime.Hour}:${GameTime.Minute} - ${If[${Bool[${GameTime.Night}]},Night,Day]} 
         Speed=3,160,62,0,240,0,Speed - ${Int[${Me.Speed}]} 
      LastTell=3,160,86,215,0,215,LastTell - ${If[${MacroQuest.LastTell.NotEqual["NULL"]},${MacroQuest.LastTell},]} 
 TributePoints=3,160,98,0,240,0,Tribute - ${Me.CurrentFavor} 
            XP=3,160,110,200,200,200,XP - ${Float[${Me.PctExp}]}% into ${Me.Level} 
          AAXP=3,160,122,240,240,0,A.A. XP - ${Float[${Me.PctAAExp}]}%         Points Available: ${Me.AAPoints}        Spent:${Me.AAPointsSpent}      Total: ${Math.Calc[${Me.AAPoints} + ${Me.AAPointsSpent}]} 
          HP=3,160,134,100,255,100,Current HPs: ${Me.CurrentHPs} of ${Me.MaxHPs}
         Mana=3,160,146,100,255,100,Current Mana: ${Me.CurrentMana} of ${Me.MaxMana}
    Macro=3,160,158,215,0,215,Macro Running: ${Macro.Name}
**Target Loc**=3,580,178,150,250,150,${If[${Target.ID},**Target Loc**  ${Target.Y}  ${Target.X}  ${Target.Z},]}  
**Me Loc**=3,580,190,150,250,150,**Me Loc** ${Me.Y}    ${Me.X}    ${Me.Z}
TargetLevel=3,160,170,255,255,255,${If[${Target.ID},${Target.Name} Lvl ${Target.Level} - ${Target.Class} - ${Target.Race} - ${Target.PctHPs}% Hp,]} 
LOS=         3,160,182,50,255,0,${If[${Target.ID} && ${Target.LineOfSight},Target in LoS,]}
NOLOS=       3,160,182,255,30,0,${If[${Target.ID} && !${Target.LineOfSight},Target NOT in LoS,]}
HP Regen=    3,330,134,255,000,000,HP Regen: ${Me.HPRegen}
Mana Regen=  3,330,146,255,000,000,Mana Regen: ${Me.ManaRegen}
Petdistance=3,300,62,255,255,255,${If[${Me.Pet.ID},Pet Distance: ${Me.Pet.Distance},]}       
TargetSpeed=3,300,74,255,234,8,${If[${Target.ID},RunSpeed is ${Target.Speed} MPH,]}
TargetDist=  3,300,86,255,255,255,${If[${Target.ID},Target Distance: ${Target.Distance},]}
maxmelee=3,300,98,255,255,255,${If[${Target.ID},Melee Range: ${Target.MaxRange},]}
CursorItemName=3,415,158,0,240,0,${If[${Cursor.ID},Cursor - ${Cursor},]} 
  CursorFollow=7,40,40,0,240,0,${If[${Cursor.ID},${Cursor},]} 
           
        Hunger=3,300,38,255,255,255,Hunger - ${Me.Hunger}/6000 
        Thirst=3,300,50,255,255,255,Thirst - ${Me.Thirst}/6000 
  AttackSpeed=3,160,74,240,127,0,AttackSpeed: ${Me.AttackSpeed}
            NS=3,520,38,255,0,0,~~~~ Named Spawns ~~~~ 
        Spawn1=3,520,56,255,255,0,#1    ${If[${NearestSpawn[1,npc #].Name.NotEqual["NULL"]},${NearestSpawn[1,npc #].Level},]} - ${If[${NearestSpawn[1,npc #].Name.NotEqual["NULL"]},${NearestSpawn[1,npc #].Name},]} 
        Spawn2=3,520,68,255,255,0,#2    ${If[${NearestSpawn[2,npc #].Name.NotEqual["NULL"]},${NearestSpawn[2,npc #].Level},]} - ${If[${NearestSpawn[2,npc #].Name.NotEqual["NULL"]},${NearestSpawn[2,npc #].Name},]} 
        Spawn3=3,520,80,255,255,0,#3    ${If[${NearestSpawn[3,npc #].Name.NotEqual["NULL"]},${NearestSpawn[3,npc #].Level},]} - ${If[${NearestSpawn[3,npc #].Name.NotEqual["NULL"]},${NearestSpawn[3,npc #].Name},]} 
        Spawn4=3,520,92,255,255,0,#4    ${If[${NearestSpawn[4,npc #].Name.NotEqual["NULL"]},${NearestSpawn[4,npc #].Level},]} - ${If[${NearestSpawn[4,npc #].Name.NotEqual["NULL"]},${NearestSpawn[4,npc #].Name},]} 
        Spawn5=3,520,104,255,255,0,#5   ${If[${NearestSpawn[5,npc #].Name.NotEqual["NULL"]},${NearestSpawn[5,npc #].Level},]} - ${If[${NearestSpawn[5,npc #].Name.NotEqual["NULL"]},${NearestSpawn[5,npc #].Name},]}
        Spawn6=3,520,116,255,255,0,#6   ${If[${NearestSpawn[6,npc #].Name.NotEqual["NULL"]},${NearestSpawn[6,npc #].Level},]} - ${If[${NearestSpawn[6,npc #].Name.NotEqual["NULL"]},${NearestSpawn[6,npc #].Name},]}
        Spawn7=3,520,128,255,255,0,#7   ${If[${NearestSpawn[7,npc #].Name.NotEqual["NULL"]},${NearestSpawn[7,npc #].Level},]} - ${If[${NearestSpawn[7,npc #].Name.NotEqual["NULL"]},${NearestSpawn[7,npc #].Name},]}
        Spawn8=3,520,140,255,255,0,#8   ${If[${NearestSpawn[8,npc #].Name.NotEqual["NULL"]},${NearestSpawn[8,npc #].Level},]} - ${If[${NearestSpawn[8,npc #].Name.NotEqual["NULL"]},${NearestSpawn[8,npc #].Name},]}
        Spawn9=3,520,152,255,255,0,#9   ${If[${NearestSpawn[9,npc #].Name.NotEqual["NULL"]},${NearestSpawn[9,npc #].Level},]} - ${If[${NearestSpawn[9,npc #].Name.NotEqual["NULL"]},${NearestSpawn[9,npc #].Name},]}
        Spawn10=3,520,164,255,255,0,#10   ${If[${NearestSpawn[10,npc #].Name.NotEqual["NULL"]},${NearestSpawn[10,npc #].Level},]} - ${If[${NearestSpawn[10,npc #].Name.NotEqual["NULL"]},${NearestSpawn[10,npc #].Name},]}

     Direction=3,520,180,255,0,0,${If[${Target.ID}==NULL,"",${If[${Math.Calc[((${Me.Heading.Degrees}-${Target.HeadingTo.Degrees}+375)%360)*-1]}>-30,"   XXX",${If[${Math.Calc[((${Me.Heading.Degrees}-${Target.HeadingTo.Degrees}+360)%360)*-1]}>-180,"<--","      -->"]}]}]} 
      ZoneName=3,760,38,255,255,0,Zone - ${Zone} 
 ShortZoneName=3,760,50,255,255,255,Short Zone Name - ${Zone.ShortName} 
LDoNPoints=3,760,62,255,255,225,LDoN Points - ${Int[${Me.LDoNPoints}]}
GroupLeader=3,760,74,255,255,255,${If[${Group},Group Leader : ${Group.Leader.Name},]} 
Raid1=3,760,86,180,180,180,Raid Leader: ${Raid.Leader}
Raid2=3,760,98,255,0,0,${If[${Raid.Members}>0,In Raid - ${Raid.Members},]}   ${If[${Raid.Members}>0,Raid Level - ${Raid.AverageLevel},]}

Group =       3,160,278,180,180,180,~~~~~~~~~~ GROUP ~~~~~~~~~~~
GroupMember1 =      3,160,290,255,234,008,${If[${Group.Member[1].Name.NotEqual["NULL"]},${Group.Member[1]},]} - ${If[${Group.Member[1].Name.NotEqual["NULL"]},${Group.Member[1].Level},]} - ${If[${Group.Member[1].Name.NotEqual["NULL"]},${Group.Member[1].Class},]} - ${If[${Group.Member[1].Name.NotEqual["NULL"]},${Group.Member[1].Distance},]}
GroupMember2 =      3,160,302,255,234,008,${If[${Group.Member[2].Name.NotEqual["NULL"]},${Group.Member[2]},]} - ${If[${Group.Member[2].Name.NotEqual["NULL"]},${Group.Member[2].Level},]} - ${If[${Group.Member[2].Name.NotEqual["NULL"]},${Group.Member[2].Class},]} - ${If[${Group.Member[2].Name.NotEqual["NULL"]},${Group.Member[2].Distance},]}
GroupMember3 =      3,160,314,255,234,008,${If[${Group.Member[3].Name.NotEqual["NULL"]},${Group.Member[3]},]} - ${If[${Group.Member[3].Name.NotEqual["NULL"]},${Group.Member[3].Level},]} - ${If[${Group.Member[3].Name.NotEqual["NULL"]},${Group.Member[3].Class},]} - ${If[${Group.Member[3].Name.NotEqual["NULL"]},${Group.Member[3].Distance},]}
GroupMember4 =      3,160,328,255,234,008,${If[${Group.Member[4].Name.NotEqual["NULL"]},${Group.Member[4]},]} - ${If[${Group.Member[4].Name.NotEqual["NULL"]},${Group.Member[4].Level},]} - ${If[${Group.Member[4].Name.NotEqual["NULL"]},${Group.Member[4].Class},]} - ${If[${Group.Member[4].Name.NotEqual["NULL"]},${Group.Member[4].Distance},]}
GroupMember5 =      3,160,340,255,234,008,${If[${Group.Member[5].Name.NotEqual["NULL"]},${Group.Member[5]},]} - ${If[${Group.Member[5].Name.NotEqual["NULL"]},${Group.Member[5].Level},]} - ${If[${Group.Member[5].Name.NotEqual["NULL"]},${Group.Member[5].Class},]} - ${If[${Group.Member[5].Name.NotEqual["NULL"]},${Group.Member[5].Distance},]}
 
I don't know why but I really hated trying to write one of these from scratch. I'd much rather cut and paste and edit someone else's hard work! Thank you very much for sharing.
 
While in game, if you type /hud normal, hit enter, then press F11, it will only show the HUD when the netstat is in the top left hand corner.
 
While working on my HUD, I have been unable to get this to show. I tried changing it to 2.5(which I have) but the staff is named the same as 2.0. Is there a way to just use the ID Number for the item?

Rich (BB code):
WIZClickText  = 3,60,115,25,255,0,${If[(${FindItem[=Staff of Phenomenal Power].ID}),Epic 2.0 Click :,]}
WIZClickReady = 3,200,115,0,240,240,${If[(${FindItem[=Staff of Phenomenal Power].ID}),${If[(${FindItem[=Staff of Phenomenal Power].Timer}==0),Ready,]},]} 
WIZClickNotReady = 3,200,115,255,0,0,${If[(${FindItem[=Staff of Phenomenal Power].ID}),${If[(${FindItem[=Staff of Phenomenal Power].Timer}>0),Will Be Ready In ${FindItem[=Staff of Phenomenal Power].Timer.TimeHMS},]},]}
 
No unfortunately FindItem only works off the item name. Try ${FindItem[=Power Shard of the Ancients].Timer} for shits and giggles.
 
Thanks Maskoi, maybe I'll get lucky and it'll just start working one day, like everything else I do with MQ :-)

Edit -- I tried it, it didn't show.
 
Necro here, prolly should stop apologizing, have a question about the placement/color portion, using a random line taken from above:

Rich (BB code):
TargetLevel=3,160,170,255,255,255,

I use:
Rich (BB code):
TargetInfo=3,4,450,55,255,255,255,

Second number is font size (1 to 5) if it's used - otherwise its defaulted and omitted and not counted as an entry - so I have one more setting than most (FYI), third number is horizontal starting position (in pixels?), fourth is vertical position (in pixels?), and 5 6 7 are R G B values... fine, anyone know what the first number is? It's been so damn long I just can't remember and randomly putting in values either makes the line visible or not. Everyone uses '3' but I cannot remember why. Anyone know if there is a blink setting?

tia

~ Incognito

-- Edit --

NM - found this [link removed]. Everyone uses 3 because it's a an addition of type 1 and 2. I have yet to get any other setting to work except '7' which is on the cursor. The linked site also explains that my use of the extra setting (font size - which btw, according to them, is 1 to 6 *shrug*) is configurable in the ini file; if you turn it on, you better include it or your whole hud will go bloody berserk. I forgot about that but there was a time when I lived through that (in my youth) and took days to fix it.

I woulda deleted my post except newbies and those returning after long breaks *cough* might find it useful even if it is at my expense haha.

On mine, I added:
Rich (BB code):
 MeInvited=3,5,900,130,255,000,000, ${If[${Me.Invited} ***  INVITED  ***,]}
Ppl always send a tell or a GU advising invite sent since everyone misses it. It's in my face, big and red with the that entry.

Or alternately,
Rich (BB code):
InviteTest=7,6,-15,-15,255,255,255, ${If[${Me.Invited}, ***  INVITED  ***,]}

which puts a big white *** INVITED *** on your cursor.

Finally, I've been playing around with:
Rich (BB code):
NamedSpawn1=3,5,850,145,255,000,000, ${If[${Spawn[npc Jarsath].ID},***  Jarsath in Zone  ***,]}

This uses the same idea, puts a big red sign advising me Jarsath has spawned. The HUD ini loads every couple of seconds so no need to stop and restart your mac when you are 'watching' something else.
 
Last edited:
I've spent considerable time messing with the Alert TLO EQMule added a couple of years back. There is very little info on it, and the best info was embedded in the MQ2 change notes (which go back to 03 when Lax was directly involved). I use the following in my HUD now:

Rich (BB code):
AlertSpawn1=3,5,850,160,255,000,000, ${If[${Spawn[NPC ${Alert[1].List[0].Name}].ID},***  Alert ${Spawn[NPC ${Alert[1].List[0].Name}].CleanName}  ***,]}

This way, you are using built in objects and methods from the core MQ2main, and it avoids having to modify any ini on the fly, no plugins needed (i.e. MQ2Targets) and doesn't interupts macs. To use this, set an alert, and when it triggers it will automatically fire the HUD. I use this since many remain leery of zoning in, targetting some named, and then looking at the map to see where they are (if they even spawned) since zone-wide targetting can technically be tracked by DB. I'm not sure I buy into that since there are so many built-into-EQ functions that allow targeting (i.e. target last tell or click on group window etc) but nonetheless I will error on the side of caution.

To use the Alert TLO:
Rich (BB code):
/alert add 1 npc/pc Name

To clear the alert:
Rich (BB code):
/alert clear 1

I use a hotkey with both lines. I have a second hotkey, which could be included into the one, that manipulates the map via mapfilter to avoid cross-zone targetting:

Rich (BB code):
/mapfilter custom
/mapfilter custom ${Spawn[PC ${Alert[1].List[0].Name}].CleanName}

/mapfilter custom clears any previously set custom.

This is all dynamic and uses built-in methods of the core MQ2Main. I get all this functionality merely by utilizing the Alert TLO. Set it, and bam, I get HUD displays, and can avoid cross-zone targeting by seeing the alerted spawn on the map. I think it's pretty cool...

Here are the actual notes:
Rich (BB code):
- Added a new TLO: ${Alert}
  it has 2 members: List which returns a AlertListType and Size which returns a IntType
  Usage Example 1: /alert add 1 ${Me.Name}
		 /echo ${Alert[1].List[0].Name}
		 Outputs: eqmule
		 /echo ${Alert[1].List[0].Spawn.Race}
		 Outputs: Dark Elf (or whatever my Class is)
  Usage Example 2: /alert add 1 id ${Me.ID}
         /echo ${Alert[1].List[0].SpawnID}
		 Output: 12345 (or whatever my spawnid is)
         /echo ${Alert[1].Size}
		 Output: 2 (or whatever size your alert list for 1 is)
  Usage Example 3: /alert remove 1 id ${Me.ID}
         removes the list entry from alert 1 that matches: id ${Me.ID}
 
Last edited:
Update:

I've been meaning to mention this but 1) hadn't got around to it and 2) couldn't find this thread.

Altho my method above using the built-in Alert is cool, and I still use it a lot, Kissassist also uses it and they can collide.

1: KA uses alert 1, 2, 3, 4, and 6 (cursory search thru the code). So, this means, if you are going to use Alerts, don't use those; /alert add 7 instead.

2: KA performs a complete clear of all alerts (under certain conditions) rather than specifying a particular alert number to clear. So, if running KA, and whatever condition gets detected and fires, it will erase your own Alerts. FYI.

Finally, in another thread, I reattempted to nest IF statements in HUD code:
Rich (BB code):
Macro1=3,4,600,100,0,255,0,${If[${Macro.Name.NotEqual["NULL"]} && ${Macro.Paused},${Macro.Name} PAUSED,${If[${Macro.Name.NotEqual["NULL"]}, ${Macro.Name},]}]}

This example show how you can embed additional IF's inside the TRUE/FALSE branch of a mother IF. Iirc, I had failed at attempting that before, but alas, the code above works, and is very powerful as a template. AGAIN, do not try and cut and paste my code, count the commas, I likely have 1 more than you do. If so, my element placement will NOT work for you; replace my 3,4,600,100,0,255,0, with whatever you have been using (one less element) otherwise your whole HUD will go bloody beserk. If you have your HUD setup to include sizes (you know who you are) then it will work as is (and you sir are uber).
 
I have looked everywhere, and cannot find an fix with my mq2hud. I use to have it working a few weeks ago but I cannot get it to work now. I have deleted my ini, copy'd and redownload'd default Hud's and done ingame commands and nothing is loading. Every time I do ingame commands nothing shows up in my eq window stating that it failed, etc etc.

Code for my ini. is as follow's "[MQ2HUD]
Last=Elements
SkipParse=5
CheckINI=10
UpdateInBackground=off
ClassHUD=on
ZoneHUD=on
UseFontSize=off

[Elements]
TargetInfo=3,5,35,255,255,255,${Target}
GMIndicator=3,5,45,0,0,255,${Spawn[gm]}
CursorItemName=7,-15,-15,255,255,255,${If[${Cursor.ID},${Cursor},]}
ClickMeForFun=6,-25,-25,255,255,255,${If[!${Cursor.ID},click me,]}
Time=3,5,38,0,255,0,Time: ${Time}
LastTell=3,5,50,0,255,0,LastTell - ${MacroQuest.LastTell}
RegExp=3,5,62,0,255,0,EXP - ${Me.PctExp}%
AAExp=3,5,74,0,255,0,AAExp - ${Me.PctAAExp}%
Spawn1=3,5,86,255,255,0,${If[${NearestSpawn[1,npc named].Name.NotEqual["NULL"]},${NearestSpawn[1,npc named].Level} - ${NearestSpawn[1,npc named].Name},]}
Spawn2=3,5,98,255,255,0,${If[${NearestSpawn[2,npc named].Name.NotEqual["NULL"]},${NearestSpawn[2,npc named].Level} - ${NearestSpawn[2,npc named].Name},]}
Spawn3=3,5,110,255,255,0,${If[${NearestSpawn[3,npc named].Name.NotEqual["NULL"]},${NearestSpawn[3,npc named].Level} - ${NearestSpawn[3,npc named].Name},]}
Spawn4=3,5,122,255,255,0,${If[${NearestSpawn[4,npc named].Name.NotEqual["NULL"]},${NearestSpawn[4,npc named].Level} - ${NearestSpawn[4,npc named].Name},]}
GMInd1=3,5,134,0,250,0,GM - ${If[${Spawn[gm].ID},${SpawnCount[gm]} GM's in zone.,No GM's Present]}
GroupLeader=3,5,146,0,255,0,${If[${Group.Members}>0,GroupLDR - ${Group.Leader},]}
RaidLeader=3,5,158,0,255,0,${If[${Raid.Members}>0,RaidLDR - ${Raid.Leader},]}
PPLinRaid=3,5,170,0,255,0,${If[${Raid.Members}>0,In Raid - ${Raid.Members},]}
PlayersInZone=3,5,175,0,255,0,Players in Zone - ${SpawnCount[PC]}
Macro1=3,5,187,50,50,255,Macro Running - ${If[${Macro.Name.NotEqual["NULL"]},${Macro.Name},]}
Macro2=3,5,198,255,0,0,Macro Paused? ${Macro.Paused}"


Any suggestions and help would be appreciated! thanks
 
HUD's don't get very much love. Since I typed /plugin mq2hud and nothing appeared I figured it was time to setup a HUD.

Issue I've experienced from previous HUD's that I wanted avoid was being able to see what was on my HUD. I added a background color to mine.

The target HUD will only show up if you have a target.

The left HUD shows ***** is actually my characters name. But hidden for the sake of the screenshot. It will display your characters name, if your character is invisible it will display your name in parentheses, IE: (Soandso)

If your character is /afk it will show afk next to the name
IE: Soandso (AFK)

If target is a player character it will show their guild name.

Added an MQ2Posse Addition. Will have a small window near compass that shows up if MQ2Posse is ON. If players are nearby will popup a HUD box on your cursor with black background and red letters telling you "STRANGER DANGER" and Nearby players using ${Posse.StrangerNames}
myHUD.png

Rich (BB code):
[MQ2HUD]Last=Elements
SkipParse=1
CheckINI=10
UpdateInBackground=on
ClassHUD=on
ZoneHUD=on
UseFontSize=off
[Elements] 
// Cursor
      CursorItem=       7,0,-15,25,215,215,${If[${Cursor.ID},${Cursor},]}
	  CursorBG=         7,0,-15,0,0,0,${If[${Cursor.ID},&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;,]}


// Player
      LineBreak2a=      3,300,10,		65,255,255			,_____________________________
      LineBreak2b=      3,300,25,		80,255,255			,                       ${If[${Me.Invis},(,]}${Me.Name}${If[${Me.Invis},),]}${If[${Me.AFK}, (AFK),]}
      LineBreak2c=      3,300,30,		65,255,255			,_____________________________
	  ZoneShortNameText=3,383,45,		172,255,0			, ${Zone.ShortName} 
      ZoneShortName=    3,300,45,		100,255,234			, ZoneShortName: 
	  SpeedText=        3,300,60,		112,255,234			, Your RunSpeed Is: 
      Speed=            3,395,60,		172,255,0			, ${Int[${Me.Speed}]}
	  InvisStatus=      3,300,75,		112,255,234			, Invisible: 
      InvisStatusText=  3,350,75,		172,255,0			, ${If[${Me.Invis},TRUE,FALSE]}
      LastTellText=     3,300,90,		124,255,234			, Last Tell From: 
      LastTell=         3,380,90,		172,255,0			, ${If[${MacroQuest.LastTell.NotEqual["NULL"]},${MacroQuest.LastTell},]}
      MacText=          3,300,105,		136,255,234			, Macro:
      Mac=              3,335,105,		148,255,0			, ${If[${Macro.Name.NotEqual["NULL"]},${Macro.Name},]}
      ManaRegText=      3,300,120,		148,255,234			, ${If[${Me.MaxMana}>0,Mana Regen:,]}
      ManaReg=          3,365,120,		148,255,0			, ${If[${Me.MaxMana}>0,${Me.ManaRegen}/Tic ,]}
	  ManaRaw=          3,335,135,		148,255,0			, ${If[${Me.MaxMana}>0,${Me.CurrentMana} / ${Me.MaxMana} ,]}
	  ManaRawText=      3,300,135,		148,255,234			, ${If[${Me.MaxMana}>0,Mana:,]}
	  HPRegText=        3,300,150,		160,255,234			, HP Regen:
      HPReg=            3,350,150,		148,255,0			, ${Me.HPRegen}/Tic
      HPRawText=        3,300,165,		160,255,234			, HitPoints:
	  HPRaw=            3,350,165,		165,255,0			, ${Me.CurrentHPs} / ${Me.MaxHPs} 
      EndRegText=       3,300,180,		172,255,234			, End Regen:
      EndReg=           3,358,180,		148,255,0			, ${Me.EnduranceRegen}/Tic
	  EndRawText=       3,300,195,		172,255,234			, Endurance:
      EndRaw=           3,360,195,		172,255,0			, ${Me.CurrentEndurance} / ${Me.MaxEndurance}
	  LineBreak2d=      3,300,197,		65,255,255			,_____________________________
	  LocationText=     3,300,210,		184,255,234			,                     LOCATION 
	  LineBreak2e=      3,300,230,		65,255,255			,_____________________________
      Location=         3,300,225,		184,255,0			,  X: ${Me.Y} Y: ${Me.X}  Z: ${Me.Z}
	  ExperienceText=   3,300,245,		196,255,234			, Exp: (N)                   (A)    
      Experience=       3,300,245,		184,255,0			,               ${Me.PctExp} %           ${Me.PctAAExp} %
	  CombatStateText=  3,300,260,		220,255,234			, State:
      CombatState=      3,300,260,		184,255,0			,            ${Me.CombatState}


      BG2a=				3,300,20,		0,0,0				,&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;
      BG2b=				3,300,30,		0,0,0				,&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;
      BG2c=				3,300,40,		0,0,0				,&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;
      BG2d=				3,300,50,		0,0,0				,&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;
      BG2e=				3,300,60,		0,0,0				,&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;
      BG2g=				3,300,70,		0,0,0				,&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;
	  BG2h=				3,300,80,		0,0,0				,&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;
	  BG2i=				3,300,90,		0,0,0				,&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;
	  BG2j=				3,300,100,		0,0,0				,&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;
	  BG2k=				3,300,110,		0,0,0				,&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;
	  BG2l=				3,300,120,		0,0,0				,&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;
	  BG2m=				3,300,130,		0,0,0				,&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;
	  BG2n=				3,300,140,		0,0,0				,&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;
	  BG2o=				3,300,150,		0,0,0				,&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;
	  BG2p=				3,300,160,		0,0,0				,&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;
	  BG2q=				3,300,170,		0,0,0				,&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;
	  BG2r=				3,300,180,		0,0,0				,&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;
	  BG2s=				3,300,190,		0,0,0				,&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;
	  BG2t=				3,300,200,		0,0,0				,&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;
	  BG2u=				3,300,210,		0,0,0				,&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;
	  BG2v=				3,300,220,		0,0,0				,&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;
	  BG2w=				3,300,230,		0,0,0				,&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;
	  BG2x=				3,300,240,		0,0,0				,&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;
	  BG2y=				3,300,250,		0,0,0				,&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;
	  BG2z=				3,300,260,		0,0,0				,&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;
	  
// Target
      LineBreak1a=		3,480,10,		225,255,255			,${If[${Target.ID},___________________________,]}
      LineBreak1b=		3,480,25,		225,255,255			,   ${If[${Target.ID},${Target.CleanName},]}
      LineBreak1c=		3,480,30,		225,255,255			,${If[${Target.ID},___________________________,]}
	  TargetNameLvlText=3,485,45,		0,255,234			,${If[${Target.ID},Level:         Class:,]}
      TargetNameLevel=	3,485,45,		255,0,255			,${If[${Target.ID},           ${Target.Level}               ${Target.Class},]}
      TargetSpeedText=	3,485,60,		0,255,234			,${If[${Target.Name.NotEqual["NULL"]},RunSpeed is: ,]} 
      TargetSpeed=		3,485,60,		255,0,255			,                       ${If[${Target.Name.NotEqual["NULL"]},${Target.Speed},]} 
      TargetPctHPText=	3,485,75,		0,255,234			,${If[${Target.Name.NotEqual["NULL"]},Percent HP: ,]} 
      TargetPctHP=		3,485,75,		255,0,255			,                    ${If[${Target.Name.NotEqual["NULL"]},${Target.PctHPs},]} 
      LoSText=			3,485,90,		0,255,234			,${If[${Target.Name.NotEqual["NULL"]},Line of Sight:,]} 
      LoS=				3,485,90,		255,0,255			,                      ${If[${Target.Name.NotEqual["NULL"]},${LineOfSight[${Me.Y},${Me.X},${Me.Z}:${Target.Y},${Target.X},${Target.Z}]},]} 
      TargetDistText=	3,485,105,		0,255,234			,${If[${Target.Name.NotEqual["NULL"]},Distance:,]} 
      TargetDist=		3,485,105,		255,0,255			,                 ${If[${Target.Name.NotEqual["NULL"]},${Target.Distance} ,]}
      TargetGuildText=	3,485,120,		0,255,234			,${If[${Target.Guild.NotEqual["NULL"]},Guild: ,]}
      TargetGuild=		3,485,120,		255,0,255			,          ${If[${Target.Guild.NotEqual["NULL"]},${Target.Guild},]}
	  TargetAggroText=	3,485,135,		0,255,234			,${If[${Target.ID},AggroHolder:,]}
	  TargetAggro=		3,485,135,		255,0,255			,                       ${If[${Target.ID},${If[${Target.AggroHolder.ID},${Target.AggroHolder.CleanName},]},]}
	  TargetAnimText=	3,485,150,		0,255,234			,${If[${Target.ID},Animation: ,]}
	  TargetAnim=		3,485,150,		255,0,255			,                  ${If[${Target.ID},${Target.Animation},]}
	  LineBreak1d=      3,480,165,		0,255,234			,${If[${Target.ID},___________________________,]}
	  TargLocationText= 3,485,180,		0,255,234			,          ${If[${Target.ID},TARGET LOCATION,]}
	  LineBreak1e=      3,480,200,		0,255,234			,${If[${Target.ID},___________________________,]}
      TargetLocation=   3,480,195,		255,0,255			,${If[${Target.ID},X: ${Target.Y} Y: ${Target.X}  Z: ${Target.Z},]}
	  TargetTypeText=	3,480,215,		0,255,234			,${If[${Target.ID},Target Type:, ]}
	  TargetType=		3,480,215,		255,0,255			,                      ${If[${Target.ID},${Target.Type},]}
	  
      BG1a=				3,480,20,		0,0,0				,${If[${Target.ID},&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;,]}
      BG1b=				3,480,30,		0,0,0				,${If[${Target.ID},&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;,]}
      BG1c=				3,480,40,		0,0,0				,${If[${Target.ID},&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;,]}
      BG1d=				3,480,50,		0,0,0				,${If[${Target.ID},&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;,]}
      BG1e=				3,480,60,		0,0,0				,${If[${Target.ID},&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;,]}
      BG1f=				3,480,70,		0,0,0				,${If[${Target.ID},&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;,]}
	  BG1g=				3,480,80,		0,0,0				,${If[${Target.ID},&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;,]}
	  BG1h=				3,480,90,		0,0,0				,${If[${Target.ID},&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;,]}
	  BG1i=				3,480,100,		0,0,0				,${If[${Target.ID},&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;,]}
	  BG1j=				3,480,110,		0,0,0				,${If[${Target.ID},&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;,]}
	  BG1k=				3,480,120,		0,0,0				,${If[${Target.ID},&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;,]}
	  BG1l=				3,480,130,		0,0,0				,${If[${Target.ID},&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;,]}
	  BG1m=				3,480,140,		0,0,0				,${If[${Target.ID},&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;,]}
	  BG1n=				3,480,150,		0,0,0				,${If[${Target.ID},&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;,]}
	  BG1o=				3,480,160,		0,0,0				,${If[${Target.ID},&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;,]}
	  BG1p=				3,480,170,		0,0,0				,${If[${Target.ID},&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;,]}
	  BG1q=				3,480,180,		0,0,0				,${If[${Target.ID},&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;,]}
	  BG1r=				3,480,190,		0,0,0				,${If[${Target.ID},&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;,]}
	  BG1s=				3,480,200,		0,0,0				,${If[${Target.ID},&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;,]}
	  BG1t=				3,480,210,		0,0,0				,${If[${Target.ID},&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;,]}
	  BG1u=				3,480,220,		0,0,0				,${If[${Target.ID},&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;,]}
	  
// MQ2Posse


	  PosseCursorStran=	7,0,-40,		255,0,0				,${If[${Posse.Strangers},STRANGER DANGER!!,]}
	  PosseCursorWarn1=	7,0,-25,		255,0,0				,${If[${Posse.Strangers},${Posse.StrangerNames}!!,]}
	  BG3aCursor=		7,0,-40,		0,0,0				,${If[${Posse.Strangers},&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;,]}
	  BG3bCursor=		7,0,-25,		0,0,0				,${If[${Posse.Strangers},&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;,]}
	


	  PosseLineBreaka=  3,850,90,		0,255,234			,${If[${Posse.Status},___________________________,]}
	  PosseTitle=		3,850,103,		0,255,234			,            ${If[${Posse.Status},MQ2Posse Active!,]}
	  PosseLineBreakb=  3,850,105,		0,255,234			,${If[${Posse.Status},___________________________,]}
	  
	  PosseRadiusText=	3,850,120,		0,255,234			,${If[${Posse.Status},Checking Radius: ,]}
	  PosseRadius=		3,850,120,		255,0,255			,                             ${If[${Posse.Status},${Posse.Radius},]}
	  
	  PosseZRadiusText=	3,850,135,		0,255,234			,${If[${Posse.Status},Checking ZRadius: ,]}
	  PosseZRadius=		3,850,135,		255,0,255			,                                ${If[${Posse.Status},${Posse.ZRadius},]}
	  
	  BG3c=				3,850,100,		0,0,0				,${If[${Posse.Status},&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;,]}
	  BG3d=				3,850,110,		0,0,0				,${If[${Posse.Status},&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;,]}
	  BG3e=				3,850,120,		0,0,0				,${If[${Posse.Status},&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;,]}
	  BG3f=				3,850,130,		0,0,0				,${If[${Posse.Status},&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;,]}
	  BG3g=				3,850,140,		0,0,0				,${If[${Posse.Status},&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;,]}
 
Last edited:
Yours looks lovely. My background stuff doesn't seem to have the dark shading yours does.

Never mind, had to save as UTF file encoding, not Unicode
 
Rich (BB code):
itemName = 7,4,48,2,255,255,255,${If[${Cursor.ID},${Cursor} - (${Cursor.Type},]}${If[${Cursor.ID},:${Cursor.WornSlot[1].Name},]}${If[${Cursor.ID} && ${Cursor.WornSlot[]},-${Cursor.WornSlot[2].Name}),]}${If[${Cursor.ID},),]}
itemNameOutLine1 = 7,4,47,1,0,0,0,${If[${Cursor.ID},${Cursor} - (${Cursor.Type},]}${If[${Cursor.ID},:${Cursor.WornSlot[1].Name},]}${If[${Cursor.ID} && ${Cursor.WornSlot[]},-${Cursor.WornSlot[2].Name}),]}${If[${Cursor.ID},),]}
itemNameOutLine2 = 7,4,49,1,0,0,0,${If[${Cursor.ID},${Cursor} - (${Cursor.Type},]}${If[${Cursor.ID},:${Cursor.WornSlot[1].Name},]}${If[${Cursor.ID} && ${Cursor.WornSlot[]},-${Cursor.WornSlot[2].Name}),]}${If[${Cursor.ID},),]}
itemNameOutLine3 = 7,4,47,3,0,0,0,${If[${Cursor.ID},${Cursor} - (${Cursor.Type},]}${If[${Cursor.ID},:${Cursor.WornSlot[1].Name},]}${If[${Cursor.ID} && ${Cursor.WornSlot[]},-${Cursor.WornSlot[2].Name}),]}${If[${Cursor.ID},),]}
itemNameOutLine3 = 7,4,49,3,0,0,0,${If[${Cursor.ID},${Cursor} - (${Cursor.Type},]}${If[${Cursor.ID},:${Cursor.WornSlot[1].Name},]}${If[${Cursor.ID} && ${Cursor.WornSlot[]},-${Cursor.WornSlot[2].Name}),]}${If[${Cursor.ID},),]}
itemPrice = 7,3,48,20,25,255,25,${If[${Cursor.ID},${If[${Cursor.NoDrop} || ${Cursor.Value}==0,No Value,${If[${Math.Calc[${Cursor.Value}/1000].Int} > 0,${Math.Calc[${Cursor.Value}/1000].Int}pp ,]}${If[${Math.Calc[(${Cursor.Value}/100)%10].Int} > 0,${Math.Calc[(${Cursor.Value}/100)%10].Int}gp ,]}${If[${Math.Calc[(${Cursor.Value}/10)%10].Int} > 0,${Math.Calc[(${Cursor.Value}/10)%10].Int}sp ,]}${If[${Math.Calc[(${Cursor.Value})%10].Int} > 0,${Math.Calc[(${Cursor.Value})%10].Int}cp,]}]},]}
itemPrice1 = 7,3,47,19,0,0,0,${If[${Cursor.ID},${If[${Cursor.NoDrop} || ${Cursor.Value}==0,No Value,${If[${Math.Calc[${Cursor.Value}/1000].Int} > 0,${Math.Calc[${Cursor.Value}/1000].Int}pp ,]}${If[${Math.Calc[(${Cursor.Value}/100)%10].Int} > 0,${Math.Calc[(${Cursor.Value}/100)%10].Int}gp ,]}${If[${Math.Calc[(${Cursor.Value}/10)%10].Int} > 0,${Math.Calc[(${Cursor.Value}/10)%10].Int}sp ,]}${If[${Math.Calc[(${Cursor.Value})%10].Int} > 0,${Math.Calc[(${Cursor.Value})%10].Int}cp,]}]},]}
itemPrice2 = 7,3,49,19,0,0,0,${If[${Cursor.ID},${If[${Cursor.NoDrop} || ${Cursor.Value}==0,No Value,${If[${Math.Calc[${Cursor.Value}/1000].Int} > 0,${Math.Calc[${Cursor.Value}/1000].Int}pp ,]}${If[${Math.Calc[(${Cursor.Value}/100)%10].Int} > 0,${Math.Calc[(${Cursor.Value}/100)%10].Int}gp ,]}${If[${Math.Calc[(${Cursor.Value}/10)%10].Int} > 0,${Math.Calc[(${Cursor.Value}/10)%10].Int}sp ,]}${If[${Math.Calc[(${Cursor.Value})%10].Int} > 0,${Math.Calc[(${Cursor.Value})%10].Int}cp,]}]},]}
itemPrice3 = 7,3,47,21,0,0,0,${If[${Cursor.ID},${If[${Cursor.NoDrop} || ${Cursor.Value}==0,No Value,${If[${Math.Calc[${Cursor.Value}/1000].Int} > 0,${Math.Calc[${Cursor.Value}/1000].Int}pp ,]}${If[${Math.Calc[(${Cursor.Value}/100)%10].Int} > 0,${Math.Calc[(${Cursor.Value}/100)%10].Int}gp ,]}${If[${Math.Calc[(${Cursor.Value}/10)%10].Int} > 0,${Math.Calc[(${Cursor.Value}/10)%10].Int}sp ,]}${If[${Math.Calc[(${Cursor.Value})%10].Int} > 0,${Math.Calc[(${Cursor.Value})%10].Int}cp,]}]},]}
itemPrice4 = 7,3,49,21,0,0,0,${If[${Cursor.ID},${If[${Cursor.NoDrop} || ${Cursor.Value}==0,No Value,${If[${Math.Calc[${Cursor.Value}/1000].Int} > 0,${Math.Calc[${Cursor.Value}/1000].Int}pp ,]}${If[${Math.Calc[(${Cursor.Value}/100)%10].Int} > 0,${Math.Calc[(${Cursor.Value}/100)%10].Int}gp ,]}${If[${Math.Calc[(${Cursor.Value}/10)%10].Int} > 0,${Math.Calc[(${Cursor.Value}/10)%10].Int}sp ,]}${If[${Math.Calc[(${Cursor.Value})%10].Int} > 0,${Math.Calc[(${Cursor.Value})%10].Int}cp,]}]},]}

Tribute0 = 7,3,49,35,24,240,240,${If[${Cursor.ID},${If[!${Cursor.Tribute},,Tribute: ${Cursor.Tribute}]},]}
Tribute1 = 7,3,48,34,0,0,0,${If[${Cursor.ID},${If[!${Cursor.Tribute},,Tribute: ${Cursor.Tribute}]},]}
Tribute2 = 7,3,48,36,0,0,0,${If[${Cursor.ID},${If[!${Cursor.Tribute},,Tribute: ${Cursor.Tribute}]},]}
Tribute3 = 7,3,50,34,0,0,0,${If[${Cursor.ID},${If[!${Cursor.Tribute},,Tribute: ${Cursor.Tribute}]},]}
Tribute4 = 7,3,50,36,0,0,0,${If[${Cursor.ID},${If[!${Cursor.Tribute},,Tribute: ${Cursor.Tribute}]},]}

tradeskill0 = 7,2,49,50,240,240,50,${If[${Cursor.ID},${If[${Cursor.Tradeskills},(Tradeskill Item),]},]}
tradeskill1 = 7,2,48,49,0,0,0,${If[${Cursor.ID},${If[${Cursor.Tradeskills},(Tradeskill Item),]},]}
tradeskill2 = 7,2,48,51,0,0,0,${If[${Cursor.ID},${If[${Cursor.Tradeskills},(Tradeskill Item),]},]}
tradeskill3 = 7,2,50,49,0,0,0,${If[${Cursor.ID},${If[${Cursor.Tradeskills},(Tradeskill Item),]},]}
tradeskill4 = 7,2,50,51,0,0,0,${If[${Cursor.ID},${If[${Cursor.Tradeskills},(Tradeskill Item),]},]}

Collectible0 = 7,2,49,50,75,250,50,${If[${Cursor.ID},${If[${Cursor.Collectible},(Collectible),]},]}
Collectible1 = 7,2,48,49,0,0,0,${If[${Cursor.ID},${If[${Cursor.Collectible},(Collectible),]},]}
Collectible2 = 7,2,48,51,0,0,0,${If[${Cursor.ID},${If[${Cursor.Collectible},(Collectible),]},]}
Collectible3 = 7,2,50,49,0,0,0,${If[${Cursor.ID},${If[${Cursor.Collectible},(Collectible),]},]}
Collectible4 = 7,2,50,51,0,0,0,${If[${Cursor.ID},${If[${Cursor.Collectible},(Collectible),]},]}

i have the usefontsize on, as i like using different sizes. if you dont care about that remove the 2nd number in all the lines.
 
Development purpose cursor output. MouseOver a window to get the name of that part of the window. Put this inside of [Elements]

Rich (BB code):
// DevEnvironment        
    DevCursorWndText1= 7,0,-20,        255,255,0            ,${If[${EverQuest.LastMouseOver},${EverQuest.LastMouseOver.Name},]}
    BGDevCursor1=      7,0,-20,        0,0,0                ,${If[${EverQuest.LastMouseOver},&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;,]}
 
i am trying to figure out, without having to make 16 nested ifs, if its possible to get a list of classes able to use the item, i am not super smart

${Cursor.Classes} will list amount of classes that can use and if its 16 it will list as all, so that if would be easy to, if classes 16 boom all
but lets say its 5, how do i get a list that says those 5 classes, dont care if its short class or long class names, that dont matter, the short name would be preferable, right now i would have to iterate through it, unless there is new itemdisplay tlo options that is not put in the wiki.

same with slots btw.

my idea was to have my it show when you got an item on cursor:

Superitem of Doom (Armor)
Shoulder Back Head
War Clr Brd
Value: 10098pp 89gp 45sp 67c
Tribute: 100000
 
I apparently like coding more than you.

You're welcome.

Rich (BB code):
TestCursor=			7,0,-50,		255,0,255			,${If[${Cursor.Classes},${If[${Cursor.Classes}==16,ALL,${If[${Cursor.Class[1].ID},- ${Cursor.Class[1].Name} - ,]}${If[${Cursor.Class[2].ID},${Cursor.Class[2].Name} - ,]}${If[${Cursor.Class[3].ID},${Cursor.Class[3].Name} - ,]}${If[${Cursor.Class[4].ID},${Cursor.Class[4].Name} - ,]}${If[${Cursor.Class[5].ID},${Cursor.Class[5].Name} - ,]}${If[${Cursor.Class[6].ID},${Cursor.Class[6].Name} - ,]}${If[${Cursor.Class[7].ID},${Cursor.Class[7].Name} - ,]}${If[${Cursor.Class[8].ID},${Cursor.Class[8].Name} - ,]}${If[${Cursor.Class[9].ID},${Cursor.Class[9].Name} - ,]}${If[${Cursor.Class[10].ID},${Cursor.Class[10].Name} - ,]}${If[${Cursor.Class[11].ID},${Cursor.Class[11].Name} - ,]}${If[${Cursor.Class[12].ID},${Cursor.Class[12].Name} - ,]}${If[${Cursor.Class[13].ID},${Cursor.Class[13].Name} - ,]}${If[${Cursor.Class[14].ID},${Cursor.Class[14].Name} - ,]}${If[${Cursor.Class[15].ID},${Cursor.Class[15].Name} - ,]}]},]}
 
lol you be cray cray, but yeah that was what i got too, but i wanted a better way lol.
mostly cause i seem to rmember there was a limit of line lenght for these things.
 
Used Maskoi's code from Post 2 for nearby spawns with # in their name. Considering changing to npc named instead.

Screenshot also shows what it looks like in the MQ2Posse window when there are nearby strangers. The cursor attachment shows their names. You can't see my cursor in this but it's the black box with the STRANGER DANGER attached to it.

I've added the code for Kaen01's cursor info, just removed the size modifier. Moved the type and wornslot to the second line.

By popular demand. The HUD has been broken down into sections to allow it to be easily moved around. You need to copy/paste this into your MQ2HUD.ini found in the everquest root directory. Which by default is MQ2/Release. This is the same directory the macroquest2.exe is located.

The code goes below [Elements] section header.

Each section must be loaded using /loadhud sectionName



Rich (BB code):
/loadhud Player
/loadhud Posse
/loadhud Target
/loadhud Nearest
/loadhud Cursor

If you're wanting to move any particular section, you could use
Rich (BB code):
/plugin mq2hudmove

Then you can move the section like the following

Rich (BB code):
/hudmove target right 100

Where "target" is the section to move, "right" is the direction to move it, and "100" is the number of pixels to move it in that direction.

/hudmove posse up 50

would move the posse section up 50 pixels.




myHUD.png

Rich (BB code):
[Player]
	LineBreak2a=      	3,300,10,		65,255,255			,_____________________________
	LineBreak2b=      	3,300,25,		80,255,255			,                       ${If[${Me.Invis},(,]}${Me.Name}${If[${Me.Invis},),]}${If[${Me.AFK}, (AFK),]}
	LineBreak2c=      	3,300,30,		65,255,255			,_____________________________
	ZoneShortNameText=	3,383,45,		172,255,0			, ${Zone.ShortName} 
	ZoneShortName=    	3,300,45,		100,255,234			, ZoneShortName: 
	SpeedText=        	3,300,60,		112,255,234			, Your RunSpeed Is: 
	Speed=            	3,395,60,		172,255,0			, ${Int[${Me.Speed}]}
	InvisStatus=      	3,300,75,		112,255,234			, Invisible: 
	InvisStatusText=  	3,350,75,		172,255,0			, ${If[${Me.Invis},TRUE,FALSE]}
	LastTellText=     	3,300,90,		124,255,234			, Last Tell From: 
	LastTell=         	3,380,90,		172,255,0			, ${If[${MacroQuest.LastTell.NotEqual["NULL"]},${MacroQuest.LastTell},]}
	MacText=          	3,300,105,		136,255,234			, Macro:
	Mac=              	3,335,105,		148,255,0			, ${If[${Macro.Name.NotEqual["NULL"]},${Macro.Name},]}
	ManaRegText=      	3,300,120,		148,255,234			, ${If[${Me.MaxMana}>0,Mana Regen:,]}
	ManaReg=          	3,365,120,		148,255,0			, ${If[${Me.MaxMana}>0,${Me.ManaRegen}/Tic ,]}
	ManaRaw=          	3,335,135,		148,255,0			, ${If[${Me.MaxMana}>0,${Me.CurrentMana} / ${Me.MaxMana} ,]}
	ManaRawText=      	3,300,135,		148,255,234			, ${If[${Me.MaxMana}>0,Mana:,]}
	HPRegText=        	3,300,150,		160,255,234			, HP Regen:
	HPReg=            	3,350,150,		148,255,0			,  ${Me.HPRegen}/Tic
	HPRawText=        	3,300,165,		160,255,234			, HitPoints:
	HPRaw=            	3,350,165,		165,255,0			,${Me.CurrentHPs} / ${Me.MaxHPs} 
	EndRegText=       	3,300,180,		172,255,234			, End Regen:
	EndReg=           	3,358,180,		148,255,0			, ${Me.EnduranceRegen}/Tic
	EndRawText=       	3,300,195,		172,255,234			, Endurance:
	EndRaw=           	3,360,195,		172,255,0			, ${Me.CurrentEndurance} / ${Me.MaxEndurance}
	LineBreak2d=      	3,300,197,		65,255,255			,_____________________________
	LocationText=     	3,300,210,		184,255,234			,                     LOCATION 
	LineBreak2e=      	3,300,230,		65,255,255			,_____________________________
	Location=         	3,300,225,		184,255,0			,  X: ${Me.Y} Y: ${Me.X}  Z: ${Me.Z}
	ExperienceText=   	3,300,245,		196,255,234			, Exp: (N)                   (A)    
	Experience=       	3,300,245,		184,255,0			,               ${Me.PctExp} %           ${Me.PctAAExp} %
	CombatStateText=  	3,300,260,		220,255,234			, State:
	CombatState=      	3,300,260,		184,255,0			,            ${Me.CombatState}


	BG2a=				3,300,20,		0,0,0				,&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;
	BG2b=				3,300,30,		0,0,0				,&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;
	BG2c=				3,300,40,		0,0,0				,&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;
	BG2d=				3,300,50,		0,0,0				,&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;
	BG2e=				3,300,60,		0,0,0				,&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;
	BG2g=				3,300,70,		0,0,0				,&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;
	BG2h=				3,300,80,		0,0,0				,&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;
	BG2i=				3,300,90,		0,0,0				,&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;
	BG2j=				3,300,100,		0,0,0				,&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;
	BG2k=				3,300,110,		0,0,0				,&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;
	BG2l=				3,300,120,		0,0,0				,&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;
	BG2m=				3,300,130,		0,0,0				,&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;
	BG2n=				3,300,140,		0,0,0				,&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;
	BG2o=				3,300,150,		0,0,0				,&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;
	BG2p=				3,300,160,		0,0,0				,&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;
	BG2q=				3,300,170,		0,0,0				,&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;
	BG2r=				3,300,180,		0,0,0				,&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;
	BG2s=				3,300,190,		0,0,0				,&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;
	BG2t=				3,300,200,		0,0,0				,&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;
	BG2u=				3,300,210,		0,0,0				,&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;
	BG2v=				3,300,220,		0,0,0				,&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;
	BG2w=				3,300,230,		0,0,0				,&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;
	BG2x=				3,300,240,		0,0,0				,&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;
	BG2y=				3,300,250,		0,0,0				,&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;
	BG2z=				3,300,260,		0,0,0				,&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;
	
[Posse]
	
	PosseLineBreaka=  	3,850,90,		0,255,234			,${If[${Posse.Status},___________________________,]}
	PosseTitle=			3,850,103,		0,255,234			,            ${If[${Posse.Status},MQ2Posse Active!,]}
	PosseLineBreakb=  	3,850,105,		0,255,234			,${If[${Posse.Status},___________________________,]}
	PosseRadiusText=	3,850,120,		0,255,234			,${If[!${Posse.Strangers}&&${Posse.Status},Checking Radius: ,]}
	PosseRadius=		3,850,120,		255,0,255			,                             ${If[!${Posse.Strangers}&&${Posse.Status},${Posse.Radius},]}
	PosseZRadiusText=	3,850,135,		0,255,234			,${If[!${Posse.Strangers}&&${Posse.Status},Checking ZRadius: ,]}
	PosseZRadius=		3,850,135,		255,0,255			,                                ${If[!${Posse.Strangers}&&${Posse.Status},${Posse.ZRadius},]}
	BG3c=				3,850,100,		255,0,0				,${If[${Posse.Strangers},&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;,]}
	BG3d=				3,850,110,		255,0,0				,${If[${Posse.Strangers},&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;,]}
	BG3e=				3,850,120,		255,0,0				,${If[${Posse.Strangers},&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;,]}
	BG3f=				3,850,130,		255,0,0				,${If[${Posse.Strangers},&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;,]}
	BG3g=				3,850,140,		255,0,0				,${If[${Posse.Strangers},&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;,]}


	BG3c2=				3,850,100,		0,0,0				,${If[${Posse.Status},&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;,]}
	BG3d2=				3,850,110,		0,0,0				,${If[${Posse.Status},&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;,]}
	BG3e2=				3,850,120,		0,0,0				,${If[${Posse.Status},&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;,]}
	BG3f2=				3,850,130,		0,0,0				,${If[${Posse.Status},&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;,]}
	BG3g2=				3,850,140,		0,0,0				,${If[${Posse.Status},&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;,]}
  
[Target]
	LineBreak1a=		3,480,10,		225,255,255			,${If[${Target.ID},___________________________,]}
	LineBreak1b=		3,480,25,		225,255,255			,   ${If[${Target.ID},${Target.CleanName},]}
	LineBreak1c=		3,480,30,		225,255,255			,${If[${Target.ID},___________________________,]}
	TargetNameLvlText=	3,485,45,		0,255,234			,${If[${Target.ID},Level:         Class:,]}
	TargetNameLevel=	3,485,45,		255,0,255			,${If[${Target.ID},           ${Target.Level}                 ${Target.Class},]}
	TargetSpeedText=	3,485,60,		0,255,234			,${If[${Target.Name.NotEqual["NULL"]},RunSpeed is: ,]} 
	TargetSpeed=		3,485,60,		255,0,255			,                       ${If[${Target.Name.NotEqual["NULL"]},${Target.Speed},]} 
	TargetPctHPText=	3,485,75,		0,255,234			,${If[${Target.Name.NotEqual["NULL"]},Percent HP: ,]} 
	TargetPctHP=		3,485,75,		255,0,255			,                    ${If[${Target.Name.NotEqual["NULL"]},${Target.PctHPs},]} 
	LoSText=			3,485,90,		0,255,234			,${If[${Target.Name.NotEqual["NULL"]},Line of Sight:,]} 
	LoS=				3,485,90,		255,0,255			,                      ${If[${Target.Name.NotEqual["NULL"]},${LineOfSight[${Me.Y},${Me.X},${Me.Z}:${Target.Y},${Target.X},${Target.Z}]},]} 
	TargetDistText=		3,485,105,		0,255,234			,${If[${Target.Name.NotEqual["NULL"]},Distance:,]} 
	TargetDist=			3,485,105,		255,0,255			,                 ${If[${Target.Name.NotEqual["NULL"]},${Target.Distance} ,]}
	TargetGuildText=	3,485,120,		0,255,234			,${If[${Target.Guild.NotEqual["NULL"]},Guild: ,]}
	TargetGuild=		3,485,120,		255,0,255			,          ${If[${Target.Guild.NotEqual["NULL"]},${Target.Guild},]}
	TargetAggroText=	3,485,135,		0,255,234			,${If[${Target.ID},AggroHolder:,]}
	TargetAggro=		3,485,135,		255,0,255			,                       ${If[${Target.ID},${If[${Target.AggroHolder.ID},${Target.AggroHolder.CleanName},]},]}
	TargetAnimText=		3,485,150,		0,255,234			,${If[${Target.ID},Animation: ,]}
	TargetAnim=			3,485,150,		255,0,255			,                  ${If[${Target.ID},${Target.Animation},]}
	LineBreak1d=      	3,480,165,		0,255,234			,${If[${Target.ID},___________________________,]}
	TargLocationText= 	3,485,180,		0,255,234			,          ${If[${Target.ID},TARGET LOCATION,]}
	LineBreak1e=      	3,480,200,		0,255,234			,${If[${Target.ID},___________________________,]}
	TargetLocation=   	3,480,195,		255,0,255			,${If[${Target.ID},X: ${Target.Y} Y: ${Target.X}  Z: ${Target.Z},]}
	TargetTypeText=		3,480,215,		0,255,234			,${If[${Target.ID},Target Type:, ]}
	TargetType=			3,480,215,		255,0,255			,                      ${If[${Target.ID},${Target.Type},]}


	BG1a=				3,480,20,		0,0,0				,${If[${Target.ID},&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;,]}
	BG1b=				3,480,30,		0,0,0				,${If[${Target.ID},&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;,]}
	BG1c=				3,480,40,		0,0,0				,${If[${Target.ID},&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;,]}
	BG1d=				3,480,50,		0,0,0				,${If[${Target.ID},&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;,]}
	BG1e=				3,480,60,		0,0,0				,${If[${Target.ID},&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;,]}
	BG1f=				3,480,70,		0,0,0				,${If[${Target.ID},&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;,]}
	BG1g=				3,480,80,		0,0,0				,${If[${Target.ID},&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;,]}
	BG1h=				3,480,90,		0,0,0				,${If[${Target.ID},&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;,]}
	BG1i=				3,480,100,		0,0,0				,${If[${Target.ID},&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;,]}
	BG1j=				3,480,110,		0,0,0				,${If[${Target.ID},&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;,]}
	BG1k=				3,480,120,		0,0,0				,${If[${Target.ID},&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;,]}
	BG1l=				3,480,130,		0,0,0				,${If[${Target.ID},&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;,]}
	BG1m=				3,480,140,		0,0,0				,${If[${Target.ID},&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;,]}
	BG1n=				3,480,150,		0,0,0				,${If[${Target.ID},&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;,]}
	BG1o=				3,480,160,		0,0,0				,${If[${Target.ID},&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;,]}
	BG1p=				3,480,170,		0,0,0				,${If[${Target.ID},&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;,]}
	BG1q=				3,480,180,		0,0,0				,${If[${Target.ID},&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;,]}
	BG1r=				3,480,190,		0,0,0				,${If[${Target.ID},&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;,]}
	BG1s=				3,480,200,		0,0,0				,${If[${Target.ID},&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;,]}
	BG1t=				3,480,210,		0,0,0				,${If[${Target.ID},&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;,]}
	BG1u=				3,480,220,		0,0,0				,${If[${Target.ID},&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;,]}
	
[Nearest]
	LineBreak4a=      	3,1300,44,		255,255,0			,${If[${NearestSpawn[1,npc #].Name.NotEqual["NULL"]},___________________________,]}
	SpawnLocationText= 	3,1300,44,		255,255,0			,             ${If[${NearestSpawn[1,npc #].Name.NotEqual["NULL"]},NEAREST NAMED,]}
	LineBreak4b=      	3,1300,32,		255,255,0			,${If[${NearestSpawn[1,npc #].Name.NotEqual["NULL"]},___________________________,]}
	Spawn1=				3,1300,56,		255,255,0			,${If[${NearestSpawn[1,npc #].Name.NotEqual["NULL"]},${NearestSpawn[1,npc #].Level},]} - ${If[${NearestSpawn[1,npc #].Name.NotEqual["NULL"]},${NearestSpawn[1,npc #].CleanName},]} 
	Spawn2=				3,1300,68,		255,255,0			,${If[${NearestSpawn[2,npc #].Name.NotEqual["NULL"]},${NearestSpawn[2,npc #].Level},]} - ${If[${NearestSpawn[2,npc #].Name.NotEqual["NULL"]},${NearestSpawn[2,npc #].CleanName},]} 
	Spawn3=				3,1300,80,		255,255,0			,${If[${NearestSpawn[3,npc #].Name.NotEqual["NULL"]},${NearestSpawn[3,npc #].Level},]} - ${If[${NearestSpawn[3,npc #].Name.NotEqual["NULL"]},${NearestSpawn[3,npc #].CleanName},]} 
	Spawn4=				3,1300,92,		255,255,0			,${If[${NearestSpawn[4,npc #].Name.NotEqual["NULL"]},${NearestSpawn[4,npc #].Level},]} - ${If[${NearestSpawn[4,npc #].Name.NotEqual["NULL"]},${NearestSpawn[4,npc #].CleanName},]} 
	Spawn5=				3,1300,104,		255,255,0			,${If[${NearestSpawn[5,npc #].Name.NotEqual["NULL"]},${NearestSpawn[5,npc #].Level},]} - ${If[${NearestSpawn[5,npc #].Name.NotEqual["NULL"]},${NearestSpawn[5,npc #].CleanName},]}
	Spawn6=				3,1300,116,		255,255,0			,${If[${NearestSpawn[6,npc #].Name.NotEqual["NULL"]},${NearestSpawn[6,npc #].Level},]} - ${If[${NearestSpawn[6,npc #].Name.NotEqual["NULL"]},${NearestSpawn[6,npc #].CleanName},]}
	Spawn7=				3,1300,128,		255,255,0			,${If[${NearestSpawn[7,npc #].Name.NotEqual["NULL"]},${NearestSpawn[7,npc #].Level},]} - ${If[${NearestSpawn[7,npc #].Name.NotEqual["NULL"]},${NearestSpawn[7,npc #].CleanName},]}
	Spawn8=				3,1300,140,		255,255,0			,${If[${NearestSpawn[8,npc #].Name.NotEqual["NULL"]},${NearestSpawn[8,npc #].Level},]} - ${If[${NearestSpawn[8,npc #].Name.NotEqual["NULL"]},${NearestSpawn[8,npc #].CleanName},]}
	Spawn9=				3,1300,152,		255,255,0			,${If[${NearestSpawn[9,npc #].Name.NotEqual["NULL"]},${NearestSpawn[9,npc #].Level},]} - ${If[${NearestSpawn[9,npc #].Name.NotEqual["NULL"]},${NearestSpawn[9,npc #].CleanName},]}
	Spawn10=			3,1300,164,		255,255,0			,${If[${NearestSpawn[10,npc #].Name.NotEqual["NULL"]},${NearestSpawn[10,npc #].Level},]} - ${If[${NearestSpawn[10,npc #].Name.NotEqual["NULL"]},${NearestSpawn[10,npc #].CleanName},]}
	SpawnHeaderbg=		3,1300,44,		0,0,0				,${If[${NearestSpawn[1,npc #].Name.NotEqual["NULL"]},&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;,]}
	Spawn1bg=			3,1300,56,		0,0,0				,${If[${NearestSpawn[1,npc #].Name.NotEqual["NULL"]},&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;,]}
	Spawn2bg=			3,1300,68,		0,0,0				,${If[${NearestSpawn[2,npc #].Name.NotEqual["NULL"]},&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;,]}
	Spawn3bg=			3,1300,80,		0,0,0				,${If[${NearestSpawn[3,npc #].Name.NotEqual["NULL"]},&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;,]}
	Spawn4bg=			3,1300,92,		0,0,0				,${If[${NearestSpawn[4,npc #].Name.NotEqual["NULL"]},&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;,]}
	Spawn5bg=			3,1300,104,		0,0,0				,${If[${NearestSpawn[5,npc #].Name.NotEqual["NULL"]},&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;,]}
	Spawn6bg=			3,1300,116,		0,0,0				,${If[${NearestSpawn[6,npc #].Name.NotEqual["NULL"]},&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;,]}
	Spawn7bg=			3,1300,128,		0,0,0				,${If[${NearestSpawn[7,npc #].Name.NotEqual["NULL"]},&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;,]}
	Spawn8bg=			3,1300,140,		0,0,0				,${If[${NearestSpawn[8,npc #].Name.NotEqual["NULL"]},&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;,]}
	Spawn9bg=			3,1300,152,		0,0,0				,${If[${NearestSpawn[9,npc #].Name.NotEqual["NULL"]},&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;,]}
	Spawn10bg=			3,1300,164,		0,0,0				,${If[${NearestSpawn[10,npc #].Name.NotEqual["NULL"]},&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;,]}
	
	
[Cursor]
	itemName = 			7,50,0,			255,255,255			,${If[${Cursor.ID},${Cursor},]}
	itemTypeSlot=		7,50,15,		255,255,255			,${If[${Cursor.ID},${Cursor.Type},]} ${If[${Cursor.ID} && ${Cursor.WornSlot[1]},: (${Cursor.WornSlot[1].Name.Upper},]}${If[${Cursor.ID} && ${Cursor.WornSlot[2]},-${Cursor.WornSlot[2].Name}),]}${If[${Cursor.ID},${If[${Cursor.WornSlot[1]},),]},]}
	itemPrice = 		7,50,30,		25,255,25			,${If[${Cursor.ID},${If[${Cursor.NoDrop} || ${Cursor.Value}==0,No Value,${If[${Math.Calc[${Cursor.Value}/1000].Int} > 0,${Math.Calc[${Cursor.Value}/1000].Int}pp ,]}${If[${Math.Calc[(${Cursor.Value}/100)%10].Int} > 0,${Math.Calc[(${Cursor.Value}/100)%10].Int}gp ,]}${If[${Math.Calc[(${Cursor.Value}/10)%10].Int} > 0,${Math.Calc[(${Cursor.Value}/10)%10].Int}sp ,]}${If[${Math.Calc[(${Cursor.Value})%10].Int} > 0,${Math.Calc[(${Cursor.Value})%10].Int}cp,]}]},]}
	Tribute0 = 			7,50,45,		24,240,240			,${If[${Cursor.ID},${If[!${Cursor.Tribute},,Tribute: ${Cursor.Tribute}]},]}
	tradeskill0 = 		7,50,60,		240,240,50			,${If[${Cursor.ID},${If[${Cursor.Tradeskills},(Tradeskill Item),]},]}
	Collectible0 = 		7,50,75,		75,250,50			,${If[${Cursor.ID},${If[${Cursor.Collectible},(Collectible),]},]}
	Cursor1bg=			7,45,0,			0,0,0				,${If[${Cursor.ID},&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;,]}
	Cursor2bg=			7,45,10,		0,0,0				,${If[${Cursor.ID},&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;,]}
	Cursor3bg=			7,45,20,		0,0,0				,${If[${Cursor.ID},&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;,]}
	Cursor4bg=			7,45,30,		0,0,0				,${If[${Cursor.ID},&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;,]}
	Cursor5bg=			7,45,40,		0,0,0				,${If[${Cursor.ID},&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;,]}
	Cursor6bg=			7,45,50,		0,0,0				,${If[${Cursor.ID},&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;,]}
	Cursor7bg=			7,45,60,		0,0,0				,${If[${Cursor.ID},&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;,]}
	PosseCursorStran=	7,0,-40,		255,0,0				,${If[${Posse.Strangers},STRANGER DANGER!!,]}
	PosseCursorWarn1=	7,0,-25,		255,0,0				,${If[${Posse.Strangers},${Posse.StrangerNames}!!,]}
	BG3aCursor=			7,0,-40,		0,0,0				,${If[${Posse.Strangers},&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;,]}
	BG3bCursor=			7,0,-25,		0,0,0				,${If[${Posse.Strangers},&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;,]}
 

Attachments

  • myHUD.png
    myHUD.png
    534.5 KB · Views: 123
Last edited:
Nice work !

Used Maskoi's code from Post 2 for nearby spawns with # in their name. Considering changing to npc named instead.

Screenshot also shows what it looks like in the MQ2Posse window when there are nearby strangers. The cursor attachment shows their names. You can't see my cursor in this but it's the black box with the STRANGER DANGER attached to it.

I've added the code for Kaen01's cursor info, just removed the size modifier. Moved the type and wornslot to the second line.

By popular demand. The HUD has been broken down into sections to allow it to be easily moved around. You need to copy/paste this into your MQ2HUD.ini found in the everquest root directory. Which by default is MQ2/Release. This is the same directory the macroquest2.exe is located.

The code goes below [Elements] section header.

Each section must be loaded using /loadhud sectionName



Rich (BB code):
/loadhud Player
/loadhud Posse
/loadhud Target
/loadhud Nearest
/loadhud Cursor

If you're wanting to move any particular section, you could use
Rich (BB code):
/plugin mq2hudmove

Then you can move the section like the following

Rich (BB code):
/hudmove target right 100

Where "target" is the section to move, "right" is the direction to move it, and "100" is the number of pixels to move it in that direction.

/hudmove posse up 50

would move the posse section up 50 pixels.




View attachment 13441

Rich (BB code):
[Player]
	LineBreak2a=      	3,300,10,		65,255,255			,_____________________________
	LineBreak2b=      	3,300,25,		80,255,255			,                       ${If[${Me.Invis},(,]}${Me.Name}${If[${Me.Invis},),]}${If[${Me.AFK}, (AFK),]}
	LineBreak2c=      	3,300,30,		65,255,255			,_____________________________
	ZoneShortNameText=	3,383,45,		172,255,0			, ${Zone.ShortName} 
	ZoneShortName=    	3,300,45,		100,255,234			, ZoneShortName: 
	SpeedText=        	3,300,60,		112,255,234			, Your RunSpeed Is: 
	Speed=            	3,395,60,		172,255,0			, ${Int[${Me.Speed}]}
	InvisStatus=      	3,300,75,		112,255,234			, Invisible: 
	InvisStatusText=  	3,350,75,		172,255,0			, ${If[${Me.Invis},TRUE,FALSE]}
	LastTellText=     	3,300,90,		124,255,234			, Last Tell From: 
	LastTell=         	3,380,90,		172,255,0			, ${If[${MacroQuest.LastTell.NotEqual["NULL"]},${MacroQuest.LastTell},]}
	MacText=          	3,300,105,		136,255,234			, Macro:
	Mac=              	3,335,105,		148,255,0			, ${If[${Macro.Name.NotEqual["NULL"]},${Macro.Name},]}
	ManaRegText=      	3,300,120,		148,255,234			, ${If[${Me.MaxMana}>0,Mana Regen:,]}
	ManaReg=          	3,365,120,		148,255,0			, ${If[${Me.MaxMana}>0,${Me.ManaRegen}/Tic ,]}
	ManaRaw=          	3,335,135,		148,255,0			, ${If[${Me.MaxMana}>0,${Me.CurrentMana} / ${Me.MaxMana} ,]}
	ManaRawText=      	3,300,135,		148,255,234			, ${If[${Me.MaxMana}>0,Mana:,]}
	HPRegText=        	3,300,150,		160,255,234			, HP Regen:
	HPReg=            	3,350,150,		148,255,0			,  ${Me.HPRegen}/Tic
	HPRawText=        	3,300,165,		160,255,234			, HitPoints:
	HPRaw=            	3,350,165,		165,255,0			,${Me.CurrentHPs} / ${Me.MaxHPs} 
	EndRegText=       	3,300,180,		172,255,234			, End Regen:
	EndReg=           	3,358,180,		148,255,0			, ${Me.EnduranceRegen}/Tic
	EndRawText=       	3,300,195,		172,255,234			, Endurance:
	EndRaw=           	3,360,195,		172,255,0			, ${Me.CurrentEndurance} / ${Me.MaxEndurance}
	LineBreak2d=      	3,300,197,		65,255,255			,_____________________________
	LocationText=     	3,300,210,		184,255,234			,                     LOCATION 
	LineBreak2e=      	3,300,230,		65,255,255			,_____________________________
	Location=         	3,300,225,		184,255,0			,  X: ${Me.Y} Y: ${Me.X}  Z: ${Me.Z}
	ExperienceText=   	3,300,245,		196,255,234			, Exp: (N)                   (A)    
	Experience=       	3,300,245,		184,255,0			,               ${Me.PctExp} %           ${Me.PctAAExp} %
	CombatStateText=  	3,300,260,		220,255,234			, State:
	CombatState=      	3,300,260,		184,255,0			,            ${Me.CombatState}


	BG2a=				3,300,20,		0,0,0				,&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;
	BG2b=				3,300,30,		0,0,0				,&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;
	BG2c=				3,300,40,		0,0,0				,&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;
	BG2d=				3,300,50,		0,0,0				,&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;
	BG2e=				3,300,60,		0,0,0				,&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;
	BG2g=				3,300,70,		0,0,0				,&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;
	BG2h=				3,300,80,		0,0,0				,&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;
	BG2i=				3,300,90,		0,0,0				,&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;
	BG2j=				3,300,100,		0,0,0				,&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;
	BG2k=				3,300,110,		0,0,0				,&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;
	BG2l=				3,300,120,		0,0,0				,&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;
	BG2m=				3,300,130,		0,0,0				,&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;
	BG2n=				3,300,140,		0,0,0				,&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;
	BG2o=				3,300,150,		0,0,0				,&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;
	BG2p=				3,300,160,		0,0,0				,&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;
	BG2q=				3,300,170,		0,0,0				,&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;
	BG2r=				3,300,180,		0,0,0				,&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;
	BG2s=				3,300,190,		0,0,0				,&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;
	BG2t=				3,300,200,		0,0,0				,&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;
	BG2u=				3,300,210,		0,0,0				,&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;
	BG2v=				3,300,220,		0,0,0				,&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;
	BG2w=				3,300,230,		0,0,0				,&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;
	BG2x=				3,300,240,		0,0,0				,&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;
	BG2y=				3,300,250,		0,0,0				,&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;
	BG2z=				3,300,260,		0,0,0				,&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;
	
[Posse]
	
	PosseLineBreaka=  	3,850,90,		0,255,234			,${If[${Posse.Status},___________________________,]}
	PosseTitle=			3,850,103,		0,255,234			,            ${If[${Posse.Status},MQ2Posse Active!,]}
	PosseLineBreakb=  	3,850,105,		0,255,234			,${If[${Posse.Status},___________________________,]}
	PosseRadiusText=	3,850,120,		0,255,234			,${If[!${Posse.Strangers}&&${Posse.Status},Checking Radius: ,]}
	PosseRadius=		3,850,120,		255,0,255			,                             ${If[!${Posse.Strangers}&&${Posse.Status},${Posse.Radius},]}
	PosseZRadiusText=	3,850,135,		0,255,234			,${If[!${Posse.Strangers}&&${Posse.Status},Checking ZRadius: ,]}
	PosseZRadius=		3,850,135,		255,0,255			,                                ${If[!${Posse.Strangers}&&${Posse.Status},${Posse.ZRadius},]}
	BG3c=				3,850,100,		255,0,0				,${If[${Posse.Strangers},&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;,]}
	BG3d=				3,850,110,		255,0,0				,${If[${Posse.Strangers},&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;,]}
	BG3e=				3,850,120,		255,0,0				,${If[${Posse.Strangers},&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;,]}
	BG3f=				3,850,130,		255,0,0				,${If[${Posse.Strangers},&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;,]}
	BG3g=				3,850,140,		255,0,0				,${If[${Posse.Strangers},&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;,]}


	BG3c2=				3,850,100,		0,0,0				,${If[${Posse.Status},&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;,]}
	BG3d2=				3,850,110,		0,0,0				,${If[${Posse.Status},&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;,]}
	BG3e2=				3,850,120,		0,0,0				,${If[${Posse.Status},&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;,]}
	BG3f2=				3,850,130,		0,0,0				,${If[${Posse.Status},&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;,]}
	BG3g2=				3,850,140,		0,0,0				,${If[${Posse.Status},&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;,]}
  
[Target]
	LineBreak1a=		3,480,10,		225,255,255			,${If[${Target.ID},___________________________,]}
	LineBreak1b=		3,480,25,		225,255,255			,   ${If[${Target.ID},${Target.CleanName},]}
	LineBreak1c=		3,480,30,		225,255,255			,${If[${Target.ID},___________________________,]}
	TargetNameLvlText=	3,485,45,		0,255,234			,${If[${Target.ID},Level:         Class:,]}
	TargetNameLevel=	3,485,45,		255,0,255			,${If[${Target.ID},           ${Target.Level}                 ${Target.Class},]}
	TargetSpeedText=	3,485,60,		0,255,234			,${If[${Target.Name.NotEqual["NULL"]},RunSpeed is: ,]} 
	TargetSpeed=		3,485,60,		255,0,255			,                       ${If[${Target.Name.NotEqual["NULL"]},${Target.Speed},]} 
	TargetPctHPText=	3,485,75,		0,255,234			,${If[${Target.Name.NotEqual["NULL"]},Percent HP: ,]} 
	TargetPctHP=		3,485,75,		255,0,255			,                    ${If[${Target.Name.NotEqual["NULL"]},${Target.PctHPs},]} 
	LoSText=			3,485,90,		0,255,234			,${If[${Target.Name.NotEqual["NULL"]},Line of Sight:,]} 
	LoS=				3,485,90,		255,0,255			,                      ${If[${Target.Name.NotEqual["NULL"]},${LineOfSight[${Me.Y},${Me.X},${Me.Z}:${Target.Y},${Target.X},${Target.Z}]},]} 
	TargetDistText=		3,485,105,		0,255,234			,${If[${Target.Name.NotEqual["NULL"]},Distance:,]} 
	TargetDist=			3,485,105,		255,0,255			,                 ${If[${Target.Name.NotEqual["NULL"]},${Target.Distance} ,]}
	TargetGuildText=	3,485,120,		0,255,234			,${If[${Target.Guild.NotEqual["NULL"]},Guild: ,]}
	TargetGuild=		3,485,120,		255,0,255			,          ${If[${Target.Guild.NotEqual["NULL"]},${Target.Guild},]}
	TargetAggroText=	3,485,135,		0,255,234			,${If[${Target.ID},AggroHolder:,]}
	TargetAggro=		3,485,135,		255,0,255			,                       ${If[${Target.ID},${If[${Target.AggroHolder.ID},${Target.AggroHolder.CleanName},]},]}
	TargetAnimText=		3,485,150,		0,255,234			,${If[${Target.ID},Animation: ,]}
	TargetAnim=			3,485,150,		255,0,255			,                  ${If[${Target.ID},${Target.Animation},]}
	LineBreak1d=      	3,480,165,		0,255,234			,${If[${Target.ID},___________________________,]}
	TargLocationText= 	3,485,180,		0,255,234			,          ${If[${Target.ID},TARGET LOCATION,]}
	LineBreak1e=      	3,480,200,		0,255,234			,${If[${Target.ID},___________________________,]}
	TargetLocation=   	3,480,195,		255,0,255			,${If[${Target.ID},X: ${Target.Y} Y: ${Target.X}  Z: ${Target.Z},]}
	TargetTypeText=		3,480,215,		0,255,234			,${If[${Target.ID},Target Type:, ]}
	TargetType=			3,480,215,		255,0,255			,                      ${If[${Target.ID},${Target.Type},]}


	BG1a=				3,480,20,		0,0,0				,${If[${Target.ID},&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;,]}
	BG1b=				3,480,30,		0,0,0				,${If[${Target.ID},&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;,]}
	BG1c=				3,480,40,		0,0,0				,${If[${Target.ID},&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;,]}
	BG1d=				3,480,50,		0,0,0				,${If[${Target.ID},&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;,]}
	BG1e=				3,480,60,		0,0,0				,${If[${Target.ID},&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;,]}
	BG1f=				3,480,70,		0,0,0				,${If[${Target.ID},&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;,]}
	BG1g=				3,480,80,		0,0,0				,${If[${Target.ID},&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;,]}
	BG1h=				3,480,90,		0,0,0				,${If[${Target.ID},&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;,]}
	BG1i=				3,480,100,		0,0,0				,${If[${Target.ID},&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;,]}
	BG1j=				3,480,110,		0,0,0				,${If[${Target.ID},&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;,]}
	BG1k=				3,480,120,		0,0,0				,${If[${Target.ID},&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;,]}
	BG1l=				3,480,130,		0,0,0				,${If[${Target.ID},&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;,]}
	BG1m=				3,480,140,		0,0,0				,${If[${Target.ID},&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;,]}
	BG1n=				3,480,150,		0,0,0				,${If[${Target.ID},&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;,]}
	BG1o=				3,480,160,		0,0,0				,${If[${Target.ID},&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;,]}
	BG1p=				3,480,170,		0,0,0				,${If[${Target.ID},&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;,]}
	BG1q=				3,480,180,		0,0,0				,${If[${Target.ID},&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;,]}
	BG1r=				3,480,190,		0,0,0				,${If[${Target.ID},&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;,]}
	BG1s=				3,480,200,		0,0,0				,${If[${Target.ID},&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;,]}
	BG1t=				3,480,210,		0,0,0				,${If[${Target.ID},&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;,]}
	BG1u=				3,480,220,		0,0,0				,${If[${Target.ID},&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;,]}
	
[Nearest]
	LineBreak4a=      	3,1300,44,		255,255,0			,${If[${NearestSpawn[1,npc #].Name.NotEqual["NULL"]},___________________________,]}
	SpawnLocationText= 	3,1300,44,		255,255,0			,             ${If[${NearestSpawn[1,npc #].Name.NotEqual["NULL"]},NEAREST NAMED,]}
	LineBreak4b=      	3,1300,32,		255,255,0			,${If[${NearestSpawn[1,npc #].Name.NotEqual["NULL"]},___________________________,]}
	Spawn1=				3,1300,56,		255,255,0			,${If[${NearestSpawn[1,npc #].Name.NotEqual["NULL"]},${NearestSpawn[1,npc #].Level},]} - ${If[${NearestSpawn[1,npc #].Name.NotEqual["NULL"]},${NearestSpawn[1,npc #].CleanName},]} 
	Spawn2=				3,1300,68,		255,255,0			,${If[${NearestSpawn[2,npc #].Name.NotEqual["NULL"]},${NearestSpawn[2,npc #].Level},]} - ${If[${NearestSpawn[2,npc #].Name.NotEqual["NULL"]},${NearestSpawn[2,npc #].CleanName},]} 
	Spawn3=				3,1300,80,		255,255,0			,${If[${NearestSpawn[3,npc #].Name.NotEqual["NULL"]},${NearestSpawn[3,npc #].Level},]} - ${If[${NearestSpawn[3,npc #].Name.NotEqual["NULL"]},${NearestSpawn[3,npc #].CleanName},]} 
	Spawn4=				3,1300,92,		255,255,0			,${If[${NearestSpawn[4,npc #].Name.NotEqual["NULL"]},${NearestSpawn[4,npc #].Level},]} - ${If[${NearestSpawn[4,npc #].Name.NotEqual["NULL"]},${NearestSpawn[4,npc #].CleanName},]} 
	Spawn5=				3,1300,104,		255,255,0			,${If[${NearestSpawn[5,npc #].Name.NotEqual["NULL"]},${NearestSpawn[5,npc #].Level},]} - ${If[${NearestSpawn[5,npc #].Name.NotEqual["NULL"]},${NearestSpawn[5,npc #].CleanName},]}
	Spawn6=				3,1300,116,		255,255,0			,${If[${NearestSpawn[6,npc #].Name.NotEqual["NULL"]},${NearestSpawn[6,npc #].Level},]} - ${If[${NearestSpawn[6,npc #].Name.NotEqual["NULL"]},${NearestSpawn[6,npc #].CleanName},]}
	Spawn7=				3,1300,128,		255,255,0			,${If[${NearestSpawn[7,npc #].Name.NotEqual["NULL"]},${NearestSpawn[7,npc #].Level},]} - ${If[${NearestSpawn[7,npc #].Name.NotEqual["NULL"]},${NearestSpawn[7,npc #].CleanName},]}
	Spawn8=				3,1300,140,		255,255,0			,${If[${NearestSpawn[8,npc #].Name.NotEqual["NULL"]},${NearestSpawn[8,npc #].Level},]} - ${If[${NearestSpawn[8,npc #].Name.NotEqual["NULL"]},${NearestSpawn[8,npc #].CleanName},]}
	Spawn9=				3,1300,152,		255,255,0			,${If[${NearestSpawn[9,npc #].Name.NotEqual["NULL"]},${NearestSpawn[9,npc #].Level},]} - ${If[${NearestSpawn[9,npc #].Name.NotEqual["NULL"]},${NearestSpawn[9,npc #].CleanName},]}
	Spawn10=			3,1300,164,		255,255,0			,${If[${NearestSpawn[10,npc #].Name.NotEqual["NULL"]},${NearestSpawn[10,npc #].Level},]} - ${If[${NearestSpawn[10,npc #].Name.NotEqual["NULL"]},${NearestSpawn[10,npc #].CleanName},]}
	SpawnHeaderbg=		3,1300,44,		0,0,0				,${If[${NearestSpawn[1,npc #].Name.NotEqual["NULL"]},&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;,]}
	Spawn1bg=			3,1300,56,		0,0,0				,${If[${NearestSpawn[1,npc #].Name.NotEqual["NULL"]},&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;,]}
	Spawn2bg=			3,1300,68,		0,0,0				,${If[${NearestSpawn[2,npc #].Name.NotEqual["NULL"]},&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;,]}
	Spawn3bg=			3,1300,80,		0,0,0				,${If[${NearestSpawn[3,npc #].Name.NotEqual["NULL"]},&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;,]}
	Spawn4bg=			3,1300,92,		0,0,0				,${If[${NearestSpawn[4,npc #].Name.NotEqual["NULL"]},&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;,]}
	Spawn5bg=			3,1300,104,		0,0,0				,${If[${NearestSpawn[5,npc #].Name.NotEqual["NULL"]},&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;,]}
	Spawn6bg=			3,1300,116,		0,0,0				,${If[${NearestSpawn[6,npc #].Name.NotEqual["NULL"]},&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;,]}
	Spawn7bg=			3,1300,128,		0,0,0				,${If[${NearestSpawn[7,npc #].Name.NotEqual["NULL"]},&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;,]}
	Spawn8bg=			3,1300,140,		0,0,0				,${If[${NearestSpawn[8,npc #].Name.NotEqual["NULL"]},&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;,]}
	Spawn9bg=			3,1300,152,		0,0,0				,${If[${NearestSpawn[9,npc #].Name.NotEqual["NULL"]},&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;,]}
	Spawn10bg=			3,1300,164,		0,0,0				,${If[${NearestSpawn[10,npc #].Name.NotEqual["NULL"]},&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;,]}
	
	
[Cursor]
	itemName = 			7,50,0,			255,255,255			,${If[${Cursor.ID},${Cursor},]}
	itemTypeSlot=		7,50,15,		255,255,255			,${If[${Cursor.ID},${Cursor.Type},]} ${If[${Cursor.ID} && ${Cursor.WornSlot[1]},: (${Cursor.WornSlot[1].Name.Upper},]}${If[${Cursor.ID} && ${Cursor.WornSlot[2]},-${Cursor.WornSlot[2].Name}),]}${If[${Cursor.ID},${If[${Cursor.WornSlot[1]},),]},]}
	itemPrice = 		7,50,30,		25,255,25			,${If[${Cursor.ID},${If[${Cursor.NoDrop} || ${Cursor.Value}==0,No Value,${If[${Math.Calc[${Cursor.Value}/1000].Int} > 0,${Math.Calc[${Cursor.Value}/1000].Int}pp ,]}${If[${Math.Calc[(${Cursor.Value}/100)%10].Int} > 0,${Math.Calc[(${Cursor.Value}/100)%10].Int}gp ,]}${If[${Math.Calc[(${Cursor.Value}/10)%10].Int} > 0,${Math.Calc[(${Cursor.Value}/10)%10].Int}sp ,]}${If[${Math.Calc[(${Cursor.Value})%10].Int} > 0,${Math.Calc[(${Cursor.Value})%10].Int}cp,]}]},]}
	Tribute0 = 			7,50,45,		24,240,240			,${If[${Cursor.ID},${If[!${Cursor.Tribute},,Tribute: ${Cursor.Tribute}]},]}
	tradeskill0 = 		7,50,60,		240,240,50			,${If[${Cursor.ID},${If[${Cursor.Tradeskills},(Tradeskill Item),]},]}
	Collectible0 = 		7,50,75,		75,250,50			,${If[${Cursor.ID},${If[${Cursor.Collectible},(Collectible),]},]}
	Cursor1bg=			7,45,0,			0,0,0				,${If[${Cursor.ID},&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;,]}
	Cursor2bg=			7,45,10,		0,0,0				,${If[${Cursor.ID},&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;,]}
	Cursor3bg=			7,45,20,		0,0,0				,${If[${Cursor.ID},&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;,]}
	Cursor4bg=			7,45,30,		0,0,0				,${If[${Cursor.ID},&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;,]}
	Cursor5bg=			7,45,40,		0,0,0				,${If[${Cursor.ID},&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;,]}
	Cursor6bg=			7,45,50,		0,0,0				,${If[${Cursor.ID},&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;,]}
	Cursor7bg=			7,45,60,		0,0,0				,${If[${Cursor.ID},&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;,]}
	PosseCursorStran=	7,0,-40,		255,0,0				,${If[${Posse.Strangers},STRANGER DANGER!!,]}
	PosseCursorWarn1=	7,0,-25,		255,0,0				,${If[${Posse.Strangers},${Posse.StrangerNames}!!,]}
	BG3aCursor=			7,0,-40,		0,0,0				,${If[${Posse.Strangers},&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;,]}
	BG3bCursor=			7,0,-25,		0,0,0				,${If[${Posse.Strangers},&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;,]}
 
Mine is pretty simple. Not much too it. I took a little from here and there and made it.

Rich (BB code):
Code:
[Elements]
Players1=3,5,24,255,128,0,Player's in Zone = 
Players2=3,94,24,250,0,0,${SpawnCount[PC]}

AAExp1=3,5,35,0,255,0,A.A. XP = 
AAExp2=3,55,35,255,255,255,${Float[${Me.PctAAExp}]}%
AAExp3=3,5,47,0,255,0,Points Available =
AAExp4=3,93,47,255,255,255,${Me.AAPoints}

RegExp1=3,5,59,0,255,0,XP = 
RegExp2=3,30,59,255,255,255,${Float[${Me.PctExp}]}%
RegExp3=3,70,59,0,255,0,into
RegExp4=3,90,59,255,255,255,${Me.Level}

Macro1=3,5,71,0,255,255,Macro Running :
Macro2=3,82,71,255,255,255,${If[${Macro.Name.NotEqual["NULL"]}, ${Macro.Name},]}

GMInd1=3,5,83,250,0,0,${If[${Spawn[gm].ID},GM =,]} 
GMInd2=3,5,83,0,250,0,${If[${Spawn[gm].ID},,GM =]}               
GMInd3=3,30,83,250,0,0,${If[${Spawn[gm].ID},In Zone! = ${NearestSpawn[GM]},]} 
GMInd4=3,30,83,0,250,0,${If[${Spawn[gm].ID},, None In Zone]}

TargetName1=3,5,95,255,255,255,Target Name
TargetName2=3,101,95,0,255,0,=
TargetName3=3,112,95,255,255,255,${If[${Target.ID},${Target.AATitle} ${Target.CleanName} ${Target.Surname},]}

TargetGuild1=3,5,107,255,255,255,Target Guild
TargetGuild2=3,101,107,0,255,0,=
TargetGuild3=3,112,107,255,255,255,${If[${Target.Guild.NotEqual["NULL"]},${Target.Guild},]}

TargetGuildStatus1=3,5,119,255,255,255,Target Guild Status
TargetGuildStatus2=3,101,119,0,255,0,=
TargetGuildStatus3=3,112,119,255,255,255,${If[${Target.GuildStatus.NotEqual["NULL"]},${Target.GuildStatus},]}

TargetClass1=3,5,131,255,255,255,Target Class
TargetClass2=3,101,131,0,255,0,=
TargetClass3=3,112,131,255,255,255,${If[${Target.ID},${Target.Class},]}

TargetLevel1=3,5,143,255,255,255,Target Level
TargetLevel2=3,101,143,0,255,0,=
TargetLevel3=3,112,143,255,2,155,${If[${Target.ID},${Target.Level},]}
 

Attachments

  • Hud.jpg
    Hud.jpg
    12.7 KB · Views: 651
Last edited:
My HUD is small and goes across the top of my screen but gives me all the information I like and then some.

EQ000003.jpg

Rich (BB code):
[Elements] 

;Player info:
;----------------
myinfos=3,133,5,155,52,50,~~Player~~
Myname=3,136,15,255,255,255,${Me.Name}
mylvl=3,136,27,155,122,50,Level: ${Me.Level} 
hpmaen=3,5,35,155,122,50,H:${Me.PctHPs} M:${Me.PctMana} E:${Me.PctEndurance}
myXP=3,136,45,255,255,0,XP : ${Me.PctExp}% 
meAAExp=3,136,55,255,255,0,AA: ${Me.AAPointsTotal}   Free: ${Me.AAPoints} 
meAApct=3,228,55,255,255,100,${Int[${Math.Calc[(100-(100.00-${Me.PctAAExp}))]}]}%
myLoc=3,5,65,0,210,100,Loc: ${Me.Y}   ${Me.X}   ${Me.Z}
FHP=3,5,45,44,110,200,Full HP in  - ${Int[${Math.Calc[(${Me.MaxHPs}-${Me.CurrentHPs})/(${Me.HPRegen}|1)/10]}]}m${Int[${Math.Calc[(${Me.MaxHPs}-${Me.CurrentHPs})/(${Me.HPRegen}|1)%10*6]}]}s
FM=3,5,55,44,110,200,Full Mana in  - ${Int[${Math.Calc[(${Me.MaxMana}-${Me.CurrentMana})/(${Me.ManaRegen}|1)/10]}]}m${Int[${Math.Calc[(${Me.MaxMana}-${Me.CurrentMana})/(${Me.ManaRegen}|1)%10*6]}]}s

;Target info:
;----------------
Target=3,290,5,155,52,50,~~Target~~
Tname=3,270,15,255,255,255,${If[${Target.ID},${Target.CleanName},]} 
tlvl=3,270,25,155,122,50,${If[${Target.ID},Level: ${Target.Level}   HP: ${Target.PctHPs},]}
tclass=3,270,35,155,122,50,${If[${Target.ID},Class: ${Target.Class},]}
TLoc=3,270,45,0,210,100,${If[${Target.ID},Loc: ${Target.Y}   ${Target.X}   ${Target.Z},]}
TDist=3,270,55,0,210,100,${If[${Target.ID},Distance: ${Target.Distance},]}
TDirect=3,270,65,200,150,0,${If[${Target.ID}==NULL,"",${If[${Math.Calc[((${Me.Heading.Degrees}-${Target.HeadingTo.Degrees}+375)%360)*-1]}>-30,"Straight Ahead",${If[${Math.Calc[((${Me.Heading.Degrees}-${Target.HeadingTo.Degrees}+360)%360)*-1]}>-180,"To your left","To your right"]}]}]}

;Time info:
;---------------------
RLT=3,435,5,155,52,50,~~Earth Time~~
Time=3,450,15,150,150,110,${Time.Time24} 
GT=3,552,5,155,52,50,~~Game Time~~
GameTime=3,570,15,150,150,110,${If[${GameTime.Night},AM,PM]}: ${GameTime.Hour}:${GameTime.Minute} 

;Spawn info:
;---------------------
Spawnlist=3,670,5,155,52,50,~~Spawn List~~
Spawn1=3,650,15,255,255,0,#1 ${If[${NearestSpawn[1,npc #].Name.NotEqual["NULL"]},${NearestSpawn[1,npc #].Level},]} - ${If[${NearestSpawn[1,npc #].Name.NotEqual["NULL"]},${NearestSpawn[1,npc #].Name},]} 
Spawn2=3,650,25,255,255,0,#2 ${If[${NearestSpawn[2,npc #].Name.NotEqual["NULL"]},${NearestSpawn[2,npc #].Level},]} - ${If[${NearestSpawn[2,npc #].Name.NotEqual["NULL"]},${NearestSpawn[2,npc #].Name},]} 
Spawn3=3,650,35,255,255,0,#3 ${If[${NearestSpawn[3,npc #].Name.NotEqual["NULL"]},${NearestSpawn[3,npc #].Level},]} - ${If[${NearestSpawn[3,npc #].Name.NotEqual["NULL"]},${NearestSpawn[3,npc #].Name},]} 
Spawn4=3,650,45,255,255,0,#4 ${If[${NearestSpawn[4,npc #].Name.NotEqual["NULL"]},${NearestSpawn[4,npc #].Level},]} - ${If[${NearestSpawn[4,npc #].Name.NotEqual["NULL"]},${NearestSpawn[4,npc #].Name},]} 

;Other info:
;---------------------
Infos=3,855,5,155,52,50,~~Other Info~~
GLeader=3,835,15,255,0,255,${If[(${Group}>0),Group Leader: ${Group.Leader},]}
Macro=3,835,25,150,150,110,Macro Running: ${Macro.Name}
LastTell=3,835,35,255,0,255,LastTell - ${If[${MacroQuest.LastTell.NotEqual["NULL"]},${MacroQuest.LastTell},]} 
GMInd1=3,835,45,255,0,0,${If[${Spawn[gm].ID},GM,]} 
GMInd2=3,835,45,150,150,110,${If[${Spawn[gm].ID},,GM:]}               
GMInd3=3,860,45,255,0,0,${If[${Spawn[gm].ID},${NearestSpawn[GM]},]} 
GMInd4=3,860,45,150,150,110,${If[${Spawn[gm].ID},,None In Zone]}

[MQ2HUD]
Last=elements
SkipParse=1
CheckINI=10
UpdateInBackground=on
ClassHUD=on
ZoneHUD=on
UseFontSize=off
 
be sure to go in and turn off background on each char in the hud ini , UpdateInBackground=off or these huds could make things get laggy if you running 18 to 24 toons... :) here is mine plain and simple.hud.jpg
Rich (BB code):
[MQ2HUD]
Last=Elements
SkipParse=5
CheckINI=10
UpdateInBackground=off
ClassHUD=on
ZoneHUD=on
UseFontSize=off

[Elements] 
Time=3,5,38,0,255,0,Time: ${Time}
LastTell=3,5,50,0,255,0,LastTell - ${MacroQuest.LastTell} 
RegExp=3,5,62,0,255,0,EXP - ${Me.PctExp}%
AAExp=3,5,74,0,255,0,AAExp - ${Me.PctAAExp}%
Spawn1=3,5,86,255,255,0,${If[${NearestSpawn[1,npc named].Name.NotEqual["NULL"]},${NearestSpawn[1,npc named].Level} - ${NearestSpawn[1,npc named].Name},]}
Spawn2=3,5,98,255,255,0,${If[${NearestSpawn[2,npc named].Name.NotEqual["NULL"]},${NearestSpawn[2,npc named].Level} - ${NearestSpawn[2,npc named].Name},]}
Spawn3=3,5,110,255,255,0,${If[${NearestSpawn[3,npc named].Name.NotEqual["NULL"]},${NearestSpawn[3,npc named].Level} - ${NearestSpawn[3,npc named].Name},]}
Spawn4=3,5,122,255,255,0,${If[${NearestSpawn[4,npc named].Name.NotEqual["NULL"]},${NearestSpawn[4,npc named].Level} - ${NearestSpawn[4,npc named].Name},]}
GMInd1=3,5,134,0,250,0,GM - ${If[${Spawn[gm].ID},${SpawnCount[gm]} GM's in zone.,No GM's Present]} 
XT1=3,5,146,0,250,0,XT1   - ${Me.XTarget[1].Name}  - ${Me.XTarget[1].PctHPs}
XT2=3,5,158,0,250,0,XT2   - ${Me.XTarget[2].Name}  - ${Me.XTarget[2].PctHPs}
 
the black back ground is just ascii characters positioned to form a dark background and put in behind the info you want to show.


Rich (BB code):
	BG2a=				3,300,20,		0,0,0				,&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;
	BG2b=				3,300,30,		0,0,0				,&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;
	BG2c=				3,300,40,		0,0,0				,&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;
	BG2d=				3,300,50,		0,0,0				,&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;
	BG2e=				3,300,60,		0,0,0				,&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;
	BG2g=				3,300,70,		0,0,0				,&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;
	BG2h=				3,300,80,		0,0,0				,&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;
	BG2i=				3,300,90,		0,0,0				,&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;
	BG2j=				3,300,100,		0,0,0				,&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;
	BG2k=				3,300,110,		0,0,0				,&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;
	BG2l=				3,300,120,		0,0,0				,&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;
	BG2m=				3,300,130,		0,0,0				,&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;
	BG2n=				3,300,140,		0,0,0				,&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;
	BG2o=				3,300,150,		0,0,0				,&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;
	BG2p=				3,300,160,		0,0,0				,&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;
	BG2q=				3,300,170,		0,0,0				,&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;
	BG2r=				3,300,180,		0,0,0				,&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;
	BG2s=				3,300,190,		0,0,0				,&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;
	BG2t=				3,300,200,		0,0,0				,&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;
	BG2u=				3,300,210,		0,0,0				,&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;
	BG2v=				3,300,220,		0,0,0				,&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;
	BG2w=				3,300,230,		0,0,0				,&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;
	BG2x=				3,300,240,		0,0,0				,&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;
	BG2y=				3,300,250,		0,0,0				,&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;
	BG2z=				3,300,260,		0,0,0				,&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;&#9608;
 
I'm missing something... I have the HUD modded and working perfectly, but I cant get it to show a black background like the examples above. Any advice?

Copy the ASCII from my HUD as shown in the reply by @kaen01. Then paste it into your HUD would be the easiest way to go about duplicating it without looking up the specific alt code for accessing that ASCII character. However, for the record the alt code is 219.

To use an Alt code you must press and hold alt and then enter the code on the keypad. ? has an alt code of 168 for example. &#9608; is the 219 code mentioned above.
davewilson A small list of alt codes can be found by heading to https://www.alt-codes.net/

I try not to ? ass my responses. But this should guide you in the right direction to make the background, and possibly even make your HUD more unique than mine.

&#9617; 176, &#9618; 177, &#9619; 178, &#9608; 219, &#9632; 254, are different characters. Some may not even have an appearance in game. You can do &#9675; for dark. &#9788; for day. &#9562; &#9552; &#9552; &#9565; your borders. The possibilities are endless :-)

Never mind, had to save as UTF file encoding, not Unicode

EQbackagain also mentioned saving in UTF instead of Unicode to get his background to show up.
 
Plugin - MQ2HUD

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