In reply to your Private Message, Yes, you can make the image mimic Z-Hud's Fading Effect.
Note that my HUD Background is larger than my Z-Hud's Bars, meaning my range will be larger
than yours, so the Background will fade before the Z-Hud's Bars.
This is what it should look like after I give you the instructions:
Here's the instructions:
Note → You must have 2 Variables, one will continously record the Player's X Screen, while the other
records the Player's Y Screen. The
Player's Screen, not the Player's Map.
These variables should be put in another Common Event that runs with the "Game's Structure" Switch.
In my project, this is the 002: Constant Record Common Event where things are recorded instantly all the time.My Game's Variables are named
Flashlight Y and
Flashlight X, don't be fooled, these are the
Player's Screen X and
Screen Y.
Step i → Create the Screen Y Check Conditional Branch: Variable "Player Screen Y" is Greater than or Equal to ConstantThe constant will be the where the top of your HUD Background is. Your Y's 0 starts at the top, the higher the
Y, the more further down the screen you are calibrating. In this quick instance, try
350.
Step ii → Create the Screen X Check, inside the Screen Y CheckConditional Branch: Variable "Player Screen X" is Less than or Equal to ConstantThis constant will be where the right end of your HUD Background is. Your X's 0 starts at the left, the higher the
X, the more further right of the screen you are calibrating. In this quick instance, try
250
Step iii → Show the "Faded Image", inside the Screen X CheckShow Picture: #2 "HUD Background" | Opacity: 75This show picture will be the same number as your HUD Background, this way, the pictures will replace one
another rather than erasing and displaying. The "Faded Image" will be the same, but it's Opacity will be set to 75.
Step iv → Show the Image, inside the "Else" Results of both Conditional BranchesShow Picture: #2 "HUD Background" | Opacity: 255This show picture will be your prior HUD Background, in fact, it's the same. This is simple, copy and paste your
original HUD Background's Show Picture into both "Else" Results of each Conditional Branch. This way, the image
will not fade if only X is less than, or only Y is over than. This means if the player is above but not within the image
it will not fade, and if the player is to the side but not within the image, it will not fade. It will only fade if the player
is within the image.
Step v → Pinpoint your constant variablesIf you don't want me to do this, you will need to change the constants of the Player's Screen X and Y,
until the Image fades exactly when the Player touches it.
EDITThe borders around your HP and SP Bar will not move along with the increase of the bars, you will need
to remove them for Graphic Quality. Z-Hud's Tiling Effect does not support a whole border. Meaning that
the border will not follow the entire edge of the bar, only the column itself.
EDIT 2Here's some graphics I'd uploaded for your HUD. The background's height is changed. The HP and SP are
fit for Z-Hud's Tiling Function.