Target HUD
Displays target info and fight prediction when in combat
Font
Font used for this element's text. DEFAULT follows the client font set in Font, and any other choice overrides it for this element only. When the chosen font comes in more than one weight, a Font weight slider sets how heavy this element's text is, from 300 to 700.
Position
Choose whether the HUD is static or floating.
- STATIC: fixed on-screen position
- FLOATING: follows the target smoothly from the side
Design
Visual style of the target HUD. (All of these are shown with the Minecraft font, however you can customize that too).
- GRIZZLY: Grizzly Client's original target hud
- CAMEL: ported version of Camel Client's target hud
- EXHIBITION: ported version of Exhibition's target hud
- NOVOLINE: ported version of Novoline's target hud
- ASTOLFO: ported version of Astolfo's target hud
- WURST: ported version of Rise's Wurst target hud
Animation
How the HUD comes in when you get a target and goes out when you lose it, for every design. It eases from wherever it's at, so it runs smoothly both ways even when a target comes and goes quickly.
- POP: each design's own pop, growing in with a slight overshoot and shrinking away. The default
- ZOOM: grows smoothly from nothing, without the overshoot
- SLIDE: rises into place while growing slightly
- NONE: appears and disappears straight away
Only with aura target
Only show the target HUD while Silent Aura or Kill Aura has a target, and show whoever that is. It goes out as soon as the aura has no one. Off, it shows whoever you're looking at nearby instead. On by default.
Multiple targets
While Silent Aura or Kill Aura is on SWITCH or MULTI and fighting more than one target, show a HUD for each of them. The one it's attacking leads, and the rest fill in two columns and then more rows. The columns grow to the right, or to the left when there isn't room, and the rows grow down, or up when there isn't room. Each one comes in and goes out on its own. On by default.
Max shown
The most HUDs shown at once, the leading one included. Defaults to 4.
BG color
Background color for the target HUD, with alpha support. The Exhibition design composites it over its own dark panel fill, so alpha darkens the panel rather than exposing the bezel.
Background mode
Controls the Grizzly design's panel background.
- SOLID: use BG color as a normal background
- BLUR: apply a rounded Gaussian blur to the gameplay behind the HUD and use BG color as a glass tint
Blur strength
Controls the blur radius for the Grizzly design when Background mode is BLUR.
Drop shadow
Draw a GPU-rendered soft shadow behind the Grizzly design. Configure its color and opacity, softness, spread, and X/Y offset. This setting does not alter the Camel or Exhibition designs.
Panel border
Draw a thin outline around the Grizzly design, following its rounded corners. Like the drop shadow, it only applies to the Grizzly design.
- Panel border color controls the outline color and opacity
- Panel border width controls how thick it is, from 1 to 3 pixels
Text shadow
The shadow behind the HUD text.
- NONE: no shadow
- SIMPLE: Minecraft's own shadow, a dark copy one pixel down and right
- SOFT: a soft blurred shadow all the way around the text
Defaults to NONE.
Shadow strength
How dark the text shadow is, from 40 to 255. Only visible when Text shadow isn't NONE. Defaults to 190.
Shadow distance
How far the shadow sits from the text, from 1 to 8 pixels. These are real screen pixels, so it stays the same at any GUI scale or element scale. Only visible when Text shadow isn't NONE. Defaults to 1.