Tags
Creators
Details
1.2.4
Compatibility
Required content
Changes
The armor HUD can now be placed in the HUD editor with nothing equipped, and it reacts when your gear takes a hit or is close to breaking. Text settings in the HUD editor can also be edited properly now.
Full documentation for everything below: https://eymistaken.github.io/Eymistaken-s-HUD-Website/
Place the armor HUD with nothing equipped
The armor HUD draws only what you wear and hold, so with an empty inventory it showed nothing in the HUD editor and there was nothing to grab and move. The editor now fills those slots with ghosts: a dark, sunken slot holding a gray copy of the diamond piece that belongs there, and the empty off-hand silhouette for the off hand. They are made from the textures of the active resource pack, so a pack that redraws diamond armor gets ghosts in its own style.
As soon as anything is worn or held, the editor shows only the real items, because that is what the HUD will look like in game. A slot you have detached from the group is placed on its own, so it keeps its ghost whenever it is empty. Outside the editor nothing changes and empty slots are not drawn.
Armor reacts to hits and warns before it breaks
The red flash on a damaged item is gone. In its place are four hit effects that play when a piece loses durability. Hit Shake knocks the item and lets it settle, Hit Sparks throws red sparks out of it, Warning Corners blinks red brackets around its slot twice, and Chip Damage keeps the durability the hit took on the bar in white for a moment before it drains away, so even a small loss is visible.
Below a threshold, an item now warns you that it is wearing out. Warning Badge puts a small red "!" on its corner that hops now and then, Tremble makes it grow and shiver, Heartbeat makes it beat, and Red Pulse breathes a red glow behind it. Each grows stronger and faster as the item nears breaking. Every motion is timed rather than random, so the same hit always plays the same way.
All of them live on the new EFFECTS tab of the Armor HUD page in the settings screen, next to STYLE. Each has its own slider from 0 to 200%, where 0 turns it off, and several can run at once. Low Durability At % sets where the warnings start, 25% by default. Hit Shake and Warning Badge are on out of the box and the rest start at 0. While you are on that page the PREVIEW card takes a pretend hit every two seconds, so each slider can be judged as you move it.
The old Damage Flash toggle moved to the same tab as Damage Effects and now switches all four hit effects. Your existing setting carries over: if you had turned the flash off, the hit effects start off too.
Edit text in the HUD editor
Text settings opened from a module's right-click menu in the HUD editor, such as Reach's No Hit Text, now use the same field as the rest of the mod. The cursor moves with the arrow keys or with a click between letters, text can be selected by dragging, with Shift or with Ctrl+A, and Ctrl+C, Ctrl+X and Ctrl+V work. Before, fixing a letter near the start meant deleting everything after it.
Fixes
Hits on armor are now noticed the first time an undamaged piece takes one; the old flash skipped that hit. Switching to a more worn item, such as a second sword on the hotbar, no longer counts as a hit.
In the HUD editor's menu, moving the cursor diagonally toward an open Configs or Server Configs list no longer closes it when the cursor crosses the rows beneath.
Optional dependencies
Projects on Modrinth are automatically available through a Maven repository for use with JVM build tools such as Gradle. To learn more about the Modrinth Maven API, click here.
Note: When available, you should use the creator's maven repo instead as it will have transitive dependency information that the Modrinth Maven API does not. You may also end up with duplicate dependencies if you use a mix of Modrinth and non-Modrinth Maven repositories for your dependencies, because the group identifier will be different when served through the Modrinth Maven API.
Maven coordinates:
Version ID:
build.gradle:
repositories {
exclusiveContent {
forRepository {
maven {
name = "Modrinth"
url = "https://api.modrinth.com/maven"
}
}
// forRepositories(fg.repository) // Uncomment when using ForgeGradle
filter {
includeGroup "maven.modrinth"
}
}
}
// Standard Gradle dependency
dependencies {
implementation "maven.modrinth:F3jIqIf4:IeNsMVvo"
}
// Legacy Loom dependency
dependencies {
modImplementation "maven.modrinth:F3jIqIf4:IeNsMVvo"
}




