In order to use this API, you should be aware of a few basic rules in order to understand it:
* A HUD bar is an approximate graphical representation of the ratio of a current value and a maximum value, i.e. current health of 15 and maximum health of 20. A full HUD bar represents 100%, an empty HUD bar represents 0%.
* The current value must always be equal to or smaller then the maximum
* Both current value and maximum must not be smaller than 0
* Both current value and maximum must be real numbers. So no NaN, infinity, etc.
* The HUD bar will be hidden if the maximum equals 0. This is intentional.
*`identifier`: A globally unique internal name for the HUD bar, will be used later to refer to it. Please only rely on alphanumeric characters for now. The identifiers “`health`” and “`breath`” are used internally for the built-in health and breath bar, respectively. Please do not use these names.
*`text_color`: A 3-octet number defining the color of the text. The octets denote, in this order red, green and blue and range from `0x00` (complete lack of this component) to `0xFF` (full intensity of this component). Example: `0xFFFFFF` for white.
*`label`: A string which is displayed on the HUD bar itself to describe the HUD bar. Try to keep this string short.
*`textures`: A table with the following fields:
*`bar`: The file name of the bar image (as string).
*`icon`: The file name of the icon, as string. This field can be `nil`, in which case no icon will be used.
*`default_start_value`: If this HUD bar is added to a player, and no initial value is specified, this value will be used as initial current value
*`default_max_value`: If this HUD bar is added to a player, and no initial maximum value is specified, this value will be used as initial maximum value
*`format_string`: This is optional; You can specify an alternative format string display the final text on the HUD bar. The default format string is “`%s: %d/%d`” (in this order: Label, current value, maximum value). See also the Lua documentation of `string.format`.
#### Return value
Always `nil`.
## Displaying a HUD bar
After a HUD bar has been registered, they are not yet displayed yet for any player. HUD bars must be
*`start_value`: The initial current value of the HUD bar. This is optional, `default_start_value` of the registration function will be used, if this is `nil`.
*`start_max`: The initial maximum value of the HUD bar. This is optional, `default_start_max` of the registration function will be used, if this is `nil`
#### Return value
Always `nil`.
## Modifying a HUD bar
After a HUD bar has been added, you can change the current and maximum value on a per-player basis.