Class hud

Added one that have all class that we have so far in it.. Im testing it atm so please help me test it...

-decker
 
Just want to add I'm using the cleric and mage version of this HUD (thanks Decker adn htw) and love both of them. Very usefull and easy to read while boxing. Great work!

BB
 
Thanks so i take so i take it they both work fin
 
Aye, cleric and mage both working great!


BB
 
Dumb question. How do I organise my MQ2HUD.ini so I load a bard HUD for my bard, and a warrior HUD for my warrior? Right now, I get bard for both.

Thanks!
 
Dumb question. How do I organise my MQ2HUD.ini so I load a bard HUD for my bard, and a warrior HUD for my warrior? Right now, I get bard for both.

Thanks!

Should be /loadhud HudName

Replace HudName with whatever it's named.
 
If you break your hud down into sections like so:
[elements]
cast=1,750,550,255,255,0,${If[${Me.Casting.ID}>0,${Me.Casting} ( ${Target.CleanName} ),]}
BadThings=1,700,520,255,0,10,${If[${Debuff.Snared},SNARED ,]}${If[${Debuff.Slowed},SLOWED
,]}${If[${Debuff.SpellSlowed},SPELLSLOWED
,]}${If[${Debuff.CastingLevel},EFFCASTLEVELDOWN
,]}${If[${Debuff.HealingEff},HEALEFFECTIVEDOWN
,]}${If[${Debuff.SpellDmgEff},SPELLDMGDOWN
,]}${If[${Debuff.ManaCost},MANACOSTUP ,]}

[Krust]
MeleeBuffs=3,310,600,255,234,8,Melee: ${Krust.MeleeBuffs}
CasterBuffs=3,310,610,255,234,8,Caster: ${Krust.CasterBuffs}
ResistBuffs=3,310,620,255,234,8,Resists: ${Krust.ResistBuffs}

[DS]
DamageShield=1,1385,735,255,234,008,DMG ABS: ${Me.Dar}
you can load each piece separately for each character.

At the end of the MQ2Hud.ini file is a section that defines global parameters
[MQ2HUD]
Last=Elements, ds
SkipParse=1
CheckINI=10
UpdateInBackground=on
ClassHUD=on
ZoneHUD=on
as well as character specific ones.
[CharName_Server]
Last=Elements, ds, krust
SkipParse=1
CheckINI=10
UpdateInBackground=on
ClassHUD=on
ZoneHUD=on
In this example, Char will load Elements, DS and Krust. Any other characters will load only elements and ds.

If you label your class specific hud sections by true EQ class names (Magician, not Mage, Necromancer not Necro and so on) using the switch ClassHUD=on will load the appropriate class hud segment automatically without doing anything else.

You can also specify the exact class hud by name within the character specific hud parameters by using the /loadhud SegmentName command in game.

In either case the INI will load only those sections specified
 
So I have been trying this hud out. The mage and cleric versions rock. I don't have any of the other classes except ranger.

The ranger one is not a ranger one. All the Alt abilities are Shaman abilities. Which is cool. I had a 68 shaman to test it and it will work good for that. But it's not a ranger one, heh. I'll see if I can get the alt abilities list for rangers to you.

Also, any chance of moving the placement? I was looking in the show your hud thread and on page 2 last post the hud there has it across the top and down both sides of the screen. I rather liked how he broke up the information so it wasn't a huge blob in the upper left corner. Just a thought and I could work on doing it for myself.

Anyway, thanks for the work and I am enjoying it.
 
In front of everything theres a code:

Example:
Code:
FM=3,5,55,44,110,200,

Explanation:

FM= Codename (can use anything thats one word and not in the hud before)
5 = X-axe
55 = Y-axe
44,110,200 = Color of text

If you like you can just change the names of the aa's in there and they will be correct. Otherwise PM me what aa's its supose to be. I dont have a ranger i can test it on myself so thanks a lot for your post =)

PS im at work atm so and cant remember what whats normally considered x-axe and y-axe.. So it might be the other way around.. HAHA im such a noob.. Guess thats why i only take abstract courses in math at the university =)

-decker
 
I'd like a class HUD for berserkers. I'll try to get a list together of what timers and stuff I'd like.

I never knew HUDs could be this useful.
 
Guardian of the Glade
Protection of the Spirit Wolf
Auspice of the Hunter
Mass Group Buff

Those would be the 4 most important. Shared Camoflage, Innate Camoflage and Entrap are all technically activatable too but probably don't need to be on a hud.

Another possibility is the Glyphs/expendable AAs. I don't use them but some people might.
 
This is just to make it easyer on myself.. I have read all your posts and will make em all asap. I thank you for understanding that im very busy atm. But will make em all very soon =)

-decker
 
How about a rogue HUD with like escape recast and all the aa abilities they have?
 
mine i use

can you do one for a warrior :)

you just have to type /loadhud disc to get it to load the disc timers thing

Code:
[MQ2HUD]
Last=Elements
SkipParse=10
CheckINI=10
UpdateInBackground=on
ClassHUD=on
ZoneHUD=on

Code:
[Elements]

LOS=5,-5,-5,0,255,8,${If[${Target.ID} && ${Target.LineOfSight},+,]}
BeneRange=5,15,-5,0,255,8,${If[${Target.Distance}<=200, In range,]}
DetriRange=5,15,-5,255,0,0,${If[${Target.Distance}>200 && ${Target.Distance}<=500,OOR,]} 

//Play Time This Session
     Played=3,140,58,255,234,8,Yove been Playing for :
     Played2=3,260,58,0,255,255,${Int[${Math.Calc[${MacroQuest.Running}/60000]}]}m      

//Date
     Datetext=3,140,5,255,234,8,Todays Date Is :
     Date=3,223,5,255,234,8,${Time.Date}
         
     ZoneLongName=3,140,69,255,234,8,ZoneLongName  :
     ZoneLongNameText=3,230,69,25,255,0,${Zone.Name}

     ZoneShortName=3,140,81,255,234,8,ZoneShortName : 
     ZoneShortNameText=3,230,81,25,255,0,${Zone.ShortName}

 //Group Leader XP
     GLXPText=3,140,47,255,234,8,GLXP :
     GLXP=3,175,47,255,255,255,${Float[${Me.GroupLeaderExp}]}% 

 //Raid Leader XP
    RLXPText=3,230,47,255,234,8,RLXP :
    RLXP=3,270,47,255,255,255,${float[${Me.RaidLeaderExp}]}%

//State 
	state=3,130,93,255,234,8,You Are Currently : 
	State2=3,230,93,25,255,0,${Me.State}ING

//Epic Click war
	Epic ClickText  = 3,173,119,255,234,8,${If[(${FindItem[=Kreljnok's Sword of Eternal Power].ID}),Epic Click :,]} 
	Epic ClickReady = 3,235,119,0,240,240,${If[(${FindItem[=Kreljnok's Sword of Eternal Power].ID}),${If[(${FindItem[=Kreljnok's Sword of Eternal Power].Timer}==0),Ready,]},]} 
Epic ClickNotReady = 3,235,119,255,0,0,${If[(${FindItem[=Kreljnok's Sword of Eternal Power].ID}),${If[(${FindItem[=Kreljnok's Sword of Eternal Power].Timer}>0),Will Be Ready In ${FindItem[=Kreljnok's Sword of Eternal Power].Timer.TimeHMS},]},]} 

//Epic Click Cleric
	Epic ClickcText  = 3,173,119,255,234,8,${If[(${FindItem[=Aegis of Superior Divinity].ID}),Epic Click :,]} 
	Epic ClickcReady = 3,235,119,0,240,240,${If[(${FindItem[=Aegis of Superior Divinity].ID}),${If[(${FindItem[=Aegis of Superior Divinity].Timer}==0),Ready,]},]} 
Epic ClickcNotReady = 3,235,119,255,0,0,${If[(${FindItem[=Aegis of Superior Divinity].ID}),${If[(${FindItem[=Aegis of Superior Divinity].Timer}>0),Will Be Ready In ${FindItem[=Aegis of Superior Divinity].Timer.TimeHMS},]},]} 

PotionText  = 3,140,107,255,234,8,${If[(${FindItem[=Distillate of Celestial Healing X].ID}),Celestial Healing :,]} 
PotionReady = 3,235,107,0,240,240,${If[(${FindItem[=Distillate of Celestial Healing X].ID}),${If[(${FindItem[=Distillate of Celestial Healing X].Timer}==0),Ready,]},]} 
PotionNotReady = 3,235,107,255,0,0,${If[(${FindItem[=Distillate of Celestial Healing X].ID}),${If[(${FindItem[=Distillate of Celestial Healing X].Timer}>0),Will Be Ready In ${FindItem[=Distillate of Celestial Healing X].Timer.TimeHMS},]},]} 



Players1=3,56,24,255,128,0,Player's in Zone = 
Players2=3,145,24,250,0,0,${SpawnCount[PC]}
Players3=3,170,24,200,205,0,Npc's in Zone = 
Players4=3,250,24,250,250,250,${SpawnCount[NPC]}

AAExp1=3,5,35,0,255,0,A.A. XP = 
AAExp2=3,55,35,255,255,255,${Float[${Me.PctAAExp}]}%
AAExp3=3,102,35,0,255,0,Points Available =
AAExp4=3,190,35,255,255,255,${Me.AAPoints}
AAExp5=3,206,35,0,255,0,Spent =
AAExp6=3,246,35,255,255,255,${Me.AAPointsSpent}
AAExp7=3,272,35,255,255,0,Total:
AAExp8=3,299,35,255,255,255,${Math.Calc[${Me.AAPoints} + ${Me.AAPointsSpent}]}

RegExp1=3,5,47,0,255,0,XP = 
RegExp2=3,30,47,255,255,255,${Float[${Me.PctExp}]}%
RegExp3=3,70,47,0,255,0,into
RegExp4=3,90,47,255,255,255,${Me.Level}

GameTime1=3,5,59,0,255,0,Game Time:
GameTime2=3,62,59,255,255,255,${GameTime.Hour}:${GameTime.Minute}
GameTime3=3,93,59,0,255,0,-
GameTime4=3,101,59,255,255,255,${If[${String[${GameTime.Night}].Equal["TRUE"]},Night,Day]} 

RealTime1=3,5,71,0,255,0,Real Time:
RealTime2=3,62,71,255,255,255,${Time}

LastTell=3,5,83,255,128,0,LastTell - ${If[${MacroQuest.LastTell.NotEqual["NULL"]},${MacroQuest.LastTell},]}

TributePoints1=3,5,95,0,255,0,Tribute
TributePoints2=3,40,95,255,255,255,= ${Me.CurrentFavor}

Speed1=3,5,107,0,255,0,Speed
Speed2=3,40,107,255,255,255,= ${Int[${Me.Speed}]}

HP1=3,5,119,255,255,0,HP 
HP2=3,40,119,255,255,255,= ${Me.CurrentHPs} of ${Me.MaxHPs}
End1=3,5,131,255,255,0,End 
End2=3,40,131,255,255,255,= ${Me.CurrentEndurance} of ${Me.MaxEndurance}
Mana1=3,5,143,255,255,0,Mana 
Mana2=3,40,143,255,255,255,= ${Me.CurrentMana} of ${Me.MaxMana}

HP Regen1=3,5,155,0,255,255,HP Regen
HP Regen2=3,70,155,255,255,255,= ${Me.HPRegen}
End Regen1=3,5,167,0,255,255,End Regen
End Regen2=3,70,167,255,255,255,= ${Me.EnduranceRegen}
Mana Regen1=3,5,179,0,255,255,Mana Regen
Mana Regen2=3,70,179,255,255,255,= ${Me.ManaRegen}

Full HP1=3,107,155,0,255,0,Full HP in
Full HP2=3,168,155,255,255,255,= ${Int[${Math.Calc[(${Me.MaxHPs}-${Me.CurrentHPs})/(${Me.HPRegen}|1)/10]}]}m${Int[${Math.Calc[(${Me.MaxHPs}-${Me.CurrentHPs})/(${Me.HPRegen}|1)%10*6]}]}s
Full End1=3,107,167,0,255,0,Full End in
Full End2=3,168,167,255,255,255,= ${Int[${Math.Calc[(${Me.MaxEndurance}-${Me.CurrentEndurance})/(${Me.EnduranceRegen}|1)/10]}]}m${Int[${Math.Calc[(${Me.MaxEndurance}-${Me.CurrentEndurance})/(${Me.EnduranceRegen}|1)%10*6]}]}s
Full Mana1=3,107,179,0,255,0,Full Mana in
Full Mana2=3,168,179,255,255,255,= ${Int[${Math.Calc[(${Me.MaxMana}-${Me.CurrentMana})/(${Me.ManaRegen}|1)/10]}]}m${Int[${Math.Calc[(${Me.MaxMana}-${Me.CurrentMana})/(${Me.ManaRegen}|1)%10*6]}]}s

AttackSpeed1=3,5,191,128,128,255,Attack Speed
AttackSpeed2=3,75,191,255,255,255,= ${Me.AttackSpeed}

Hunger1=3,5,203,0,255,0,Hunger
Hunger2=3,45,203,255,255,0,= 
Hunger3=3,57,203,255,255,255,${Me.Hunger} / 6000 
Thirst1=3,5,215,0,255,0,Thirst
Thirst2=3,45,215,255,255,0,=
Thirst3=3,57,215,255,255,255,${Me.Thirst} / 6000 

Macro1=3,5,227,0,255,255,Macro Running :
Macro2=3,82,227,255,255,255,${If[${Macro.Name.NotEqual["NULL"]}, ${Macro.Name},]}

GroupLeader1=3,5,239,0,255,0,Group Leader
GroupLeader2=3,75,239,255,255,0,${If[${Group.Members}>0, =,]}
GroupLeader3=3,87,239,255,255,255,${If[${Group.Members}>0, ${Group.Leader},]}

RaidLeader1=3,5,251,0,255,0,Raid Leader
RaidLeader2=3,75,251,255,255,0,${If[${Raid.Members}>0, =,]}
RaidLeader3=3,87,251,255,255,255,${If[${Raid.Members}>0, ${Raid.Leader},]}

PPLinRaid1=3,5,263,0,255,0,In Raid
PPLinRaid2=3,75,263,255,255,0,${If[${Raid.Members}>0, =,]}   
PPLinRaid3=3,90,263,255,255,255,${If[${Raid.Members}>0,${Raid.Members},]}

GMInd1=3,5,275,250,0,0,${If[${Spawn[gm].ID},GM =,]} 
GMInd2=3,5,275,0,250,0,${If[${Spawn[gm].ID},,GM =]}               
GMInd3=3,30,275,250,0,0,${If[${Spawn[gm].ID},In Zone! = ${NearestSpawn[GM]},]} 
GMInd4=3,30,275,0,250,0,${If[${Spawn[gm].ID},, None In Zone]}

LOS=3,5,287,50,255,0,${If[${Target.ID} && ${Target.LineOfSight},Target is in LoS,]}
NOLOS=3,5,287,255,30,0,${If[${Target.ID} && !${Target.LineOfSight},Target is NOT in LoS,]}

TargetName1=3,5,299,255,255,255,Target Name
TargetName2=3,101,299,0,255,0,=
TargetName3=3,112,299,255,255,255,${If[${Target.ID},${Target.AATitle} ${Target.CleanName} ${Target.Surname},]}

TargetGuild1=3,5,311,255,255,255,Target Guild
TargetGuild2=3,101,311,0,255,0,=
TargetGuild3=3,112,311,255,255,255,${If[${Target.Guild.NotEqual["NULL"]},${Target.Guild},]}

TargetGuildStatus1=3,5,323,255,255,255,Target Guild Status
TargetGuildStatus2=3,101,323,0,255,0,=
TargetGuildStatus3=3,112,323,255,255,255,${If[${Target.GuildStatus.NotEqual["NULL"]},${Target.GuildStatus},]}

TargetClass1=3,5,335,255,255,255,Target Class
TargetClass2=3,101,335,0,255,0,=
TargetClass3=3,112,335,255,255,255,${If[${Target.ID},${Target.Class},]}

TargetLevel1=3,5,347,255,255,255,Target Level
TargetLevel2=3,101,347,0,255,0,=
TargetLevel3=3,112,347,255,2,155,${If[${Target.ID},${Target.Level},]}

TargetRace1=3,5,359,255,255,255,Target Race
TargetRace2=3,101,359,0,255,0,=
TargetRace3=3,112,359,255,255,255,${If[${Target.ID},${Target.Race},]}

TargetSpeed1=3,5,371,255,255,255,Target Speed
TargetSpeed2=3,101,371,0,255,0,=
TargetSpeed3=3,112,371,2,255,255,${If[${Target.ID},${Target.Speed},]}

TargetHPs1=3,5,383,255,255,255,Target Current HP
TargetHPs2=3,101,383,0,255,0,=
TargetHPs3=3,112,383,255,255,255,${If[${Target.ID},${Target.CurrentHPs} / ${Target.MaxHPs},]}

TargetDeity1=3,5,395,255,255,255,Target Religion
TargetDeity2=3,101,395,0,255,0,=
TargetDeity3=3,112,395,255,255,255,${If[${Target.ID},${Target.Deity},]}

TargetType1=3,5,407,255,255,255,Target Type
TargetType2=3,101,407,0,255,0,=
TargetType3=3,112,407,255,255,255,${If[${Target.ID},${Target.Type},]}

TargetMaxRange1=3,5,419,255,255,255,Max Melee Range
TargetMaxRange2=3,101,419,0,255,0,=
TargetMaxRange3=3,112,419,255,255,255,${If[${Target.ID},${Target.MaxRange},]}


TDirect=3,135,347,200,150,0,${If[${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"]}]}]}


TargetDistance1=3,5,431,255,255,255,Distance
TargetDistance2=3,101,431,0,255,0,=
TargetDistance3=3,112,431,255,255,255,${If[${Target.ID},${Target.Distance3D},]}

TargetLocation1=3,5,443,255,255,255,Location
TargetLocation2=3,101,443,0,255,0,=
TargetLocation3=3,112,443,255,255,255,${If[${Target.ID},${Target.Y}   ${Target.X}   ${Target.Z},]}

MyLocation1=3,5,455,255,255,255,My Location
MyLocation2=3,101,455,0,255,0,=
MyLocation3=3,112,455,255,255,255,${Me.Y}   ${Me.X}   ${Me.Z}

CursorItemName=4,-15,-15,255,255,255,${If[${Cursor.ID},${Cursor},]}
CursorItemName=4,255,158,0,240,0,${If[${Cursor.ID},Cursor - ${Cursor},]}

NS1=3,5,467,0,255,0,~
NS2=3,12,467,255,0,0,~
NS3=3,19,467,0,255,0,~
NS4=3,26,467,255,0,0,~
NS5=3,35,467,0,255,0,NAMED SPAWNS
NS6=3,123,467,255,0,0,~
NS7=3,130,467,0,255,0,~
NS8=3,137,467,255,0,0,~
NS9=3,144,467,0,255,0,~ 

Spawn1a=3,5,479,0,255,0,#1
Spawn1b=3,35,479,255,255,0,${If[${NearestSpawn[1,npc named].Name.NotEqual["NULL"]},${NearestSpawn[1,npc named].Level},]}
Spawn1c=3,51,479,255,0,0,-
Spawn1d=3,60,479,255,255,255,${If[${NearestSpawn[1,npc named].Name.NotEqual["NULL"]},${NearestSpawn[1,npc named].CleanName},]} 
Spawn2a=3,5,491,0,255,0,#2
Spawn2b=3,35,491,255,255,0,${If[${NearestSpawn[2,npc named].Name.NotEqual["NULL"]},${NearestSpawn[2,npc named].Level},]}
Spawn2c=3,51,491,255,0,0,-
Spawn2d=3,60,491,255,255,255,${If[${NearestSpawn[2,npc named].Name.NotEqual["NULL"]},${NearestSpawn[2,npc named].CleanName},]} 
Spawn3a=3,5,503,0,255,0,#3
Spawn3b=3,35,503,255,255,0,${If[${NearestSpawn[3,npc named].Name.NotEqual["NULL"]},${NearestSpawn[3,npc named].Level},]}
Spawn3c=3,51,503,255,0,0,-
Spawn3d=3,60,503,255,255,255,${If[${NearestSpawn[3,npc named].Name.NotEqual["NULL"]},${NearestSpawn[3,npc named].CleanName},]} 
Spawn4a=3,5,515,0,255,0,#4
Spawn4b=3,35,515,255,255,0,${If[${NearestSpawn[4,npc named].Name.NotEqual["NULL"]},${NearestSpawn[4,npc named].Level},]}
Spawn4c=3,51,515,255,0,0,-
Spawn4d=3,60,515,255,255,255,${If[${NearestSpawn[4,npc named].Name.NotEqual["NULL"]},${NearestSpawn[4,npc named].CleanName},]}
Spawn5a=3,5,527,0,255,0,#5
Spawn5b=3,35,527,255,255,0,${If[${NearestSpawn[5,npc named].Name.NotEqual["NULL"]},${NearestSpawn[5,npc named].Level},]}
Spawn5c=3,51,527,255,0,0,-
Spawn5d=3,60,527,255,255,255,${If[${NearestSpawn[5,npc named].Name.NotEqual["NULL"]},${NearestSpawn[5,npc named].CleanName},]}
Spawn6a=3,5,539,0,255,0,#6
Spawn6b=3,35,539,255,255,0,${If[${NearestSpawn[6,npc named].Name.NotEqual["NULL"]},${NearestSpawn[6,npc named].Level},]}
Spawn6c=3,51,539,255,0,0,-
Spawn6d=3,60,539,255,255,255,${If[${NearestSpawn[6,npc named].Name.NotEqual["NULL"]},${NearestSpawn[6,npc named].CleanName},]} 
Spawn7a=3,5,551,0,255,0,#7
Spawn7b=3,35,551,255,255,0,${If[${NearestSpawn[7,npc named].Name.NotEqual["NULL"]},${NearestSpawn[7,npc named].Level},]}
Spawn7c=3,51,551,255,0,0,-
Spawn7d=3,60,551,255,255,255,${If[${NearestSpawn[7,npc named].Name.NotEqual["NULL"]},${NearestSpawn[7,npc named].CleanName},]} 
Spawn8a=3,5,563,0,255,0,#8
Spawn8b=3,35,563,255,255,0,${If[${NearestSpawn[8,npc named].Name.NotEqual["NULL"]},${NearestSpawn[8,npc named].Level},]}
Spawn8c=3,51,563,255,0,0,-
Spawn8d=3,60,563,255,255,255,${If[${NearestSpawn[8,npc named].Name.NotEqual["NULL"]},${NearestSpawn[8,npc named].CleanName},]} 
Spawn9a=3,5,575,0,255,0,#9
Spawn9b=3,35,575,255,255,0,${If[${NearestSpawn[9,npc named].Name.NotEqual["NULL"]},${NearestSpawn[9,npc named].Level},]}
Spawn9c=3,51,575,255,0,0,-
Spawn9d=3,60,575,255,255,255,${If[${NearestSpawn[9,npc named].Name.NotEqual["NULL"]},${NearestSpawn[9,npc named].CleanName},]}
Spawn10a=3,5,587,0,255,0,#10
Spawn10b=3,35,587,255,255,0,${If[${NearestSpawn[10,npc named].Name.NotEqual["NULL"]},${NearestSpawn[10,npc named].Level},]}
Spawn10c=3,51,587,255,0,0,-
Spawn10d=3,60,587,255,255,255,${If[${NearestSpawn[10,npc named].Name.NotEqual["NULL"]},${NearestSpawn[10,npc named].CleanName},]}

Group1=3,5,599,0,255,0,~
Group2=3,12,599,255,0,0,~
Group3=3,19,599,0,255,0,~
Group4=3,26,599,255,0,0,~
Group5=3,50,599,0,255,0,MY GROUP
Group6=3,123,599,255,0,0,~
Group7=3,130,599,0,255,0,~
Group8=3,137,599,255,0,0,~
Group9=3,144,599,0,255,0,~ 

GroupMember1a=3,5,611,255,255,255,${If[${Group.Member[1].Name.NotEqual["NULL"]},${Group.Member[1]},]}
GroupMember1b=3,75,611,255,128,0,${If[${Group.Member[1].Name.NotEqual["NULL"]},${Group.Member[1].Level},]}
GroupMember1c=3,95,611,0,255,0,${If[${Group.Member[1].Name.NotEqual["NULL"]},${Group.Member[1].Distance},]}
GroupMember1d=3,140,611,255,255,0,${If[${Group.Member[1].Name.NotEqual["NULL"]},${Group.Member[1].Class},]}

GroupMember2a=3,5,623,255,255,255,${If[${Group.Member[2].Name.NotEqual["NULL"]},${Group.Member[2]},]}
GroupMember2b=3,75,623,255,128,0,${If[${Group.Member[2].Name.NotEqual["NULL"]},${Group.Member[2].Level},]}
GroupMember2c=3,95,623,0,255,0,${If[${Group.Member[2].Name.NotEqual["NULL"]},${Group.Member[2].Distance},]}
GroupMember2d=3,140,623,255,255,0,${If[${Group.Member[2].Name.NotEqual["NULL"]},${Group.Member[2].Class},]}

GroupMember3a=3,5,635,255,255,255,${If[${Group.Member[3].Name.NotEqual["NULL"]},${Group.Member[3]},]}
GroupMember3b=3,75,635,255,128,0,${If[${Group.Member[3].Name.NotEqual["NULL"]},${Group.Member[3].Level},]}
GroupMember3c=3,95,635,0,255,0,${If[${Group.Member[3].Name.NotEqual["NULL"]},${Group.Member[3].Distance},]}
GroupMember3d=3,140,635,255,255,0,${If[${Group.Member[3].Name.NotEqual["NULL"]},${Group.Member[3].Class},]}

GroupMember4a=3,5,647,255,255,255,${If[${Group.Member[4].Name.NotEqual["NULL"]},${Group.Member[4]},]}
GroupMember4b=3,75,647,255,128,0,${If[${Group.Member[4].Name.NotEqual["NULL"]},${Group.Member[4].Level},]}
GroupMember4c=3,95,647,0,255,0,${If[${Group.Member[4].Name.NotEqual["NULL"]},${Group.Member[4].Distance},]}
GroupMember4d=3,140,647,255,255,0,${If[${Group.Member[4].Name.NotEqual["NULL"]},${Group.Member[4].Class},]}

GroupMember5a=3,5,659,255,255,255,${If[${Group.Member[5].Name.NotEqual["NULL"]},${Group.Member[5]},]}
GroupMember5b=3,75,659,255,128,0,${If[${Group.Member[5].Name.NotEqual["NULL"]},${Group.Member[5].Level},]}
GroupMember5c=3,95,659,0,255,0,${If[${Group.Member[5].Name.NotEqual["NULL"]},${Group.Member[5].Distance},]}
GroupMember5d=3,140,659,255,255,0,${If[${Group.Member[5].Name.NotEqual["NULL"]},${Group.Member[5].Class},]}

DExpHud=3,5,671,0,192,255,Double Exp - - - - - -
DExpRready=3,104,671,0,255,0,${If[${Me.AltAbilityReady[Lesson of the Devoted]},Ready,]}
DExpnotready=3,104,671,255,128,0,${If[!${Me.AltAbilityReady[Lesson of the Devoted]},${Me.AltAbilityTimer[Lesson of the devoted].TimeHMS},]}

[Disc]

LineBreak3=3,350,5,70,255,8,-------------------- Disciplines -------------------- 

//Final Stand Discipline
Blinding Flashtext=3,350,24,255,234,8,Final Stand Discipline : 
Blinding Flashready=3,470,24,0,255,0,${If[${Me.CombatAbilityReady[Final Stand Discipline]},Ready,]} 
Blinding Flashnotready=3,470,24,255,0,0,${If[!${Me.CombatAbilityReady[Final Stand Discipline]},${Me.CombatAbilityTimer[Final Stand Discipline].TimeHMS},]} 

//Fortitude Discipline
Fortitude Disciplinetext=3,350,35,255,234,8,Fortitude Discipline : 
Fortitude Disciplinereadytext=3,470,35,0,255,0,${If[${Me.CombatAbilityReady[Fortitude Discipline]},Ready,]} 
Fortitude Disciplinenotready=3,470,35,255,0,0,${If[!${Me.CombatAbilityReady[Fortitude Discipline]},${Me.CombatAbilityTimer[Fortitude Discipline].TimeHMS},]} 

//Vortex Blade
Vortex Bladetext=3,350,47,255,234,8,Vortex Blade : 
Vortex Bladereadytext=3,470,47,0,255,0,${If[${Me.CombatAbilityReady[Vortex Blade]},Ready,]} 
Vortex Bladenotready=3,470,47,255,0,0,${If[!${Me.CombatAbilityReady[Vortex Blade]},${Me.CombatAbilityTimer[Vortex Blade].TimeHMS},]} 

//Second Wind Rk. II
Second Wind Rk. IItext=3,350,58,255,234,8,Second Wind Rk. II : 
Second Wind Rk. IIreadytext=3,470,58,0,255,0,${If[${Me.CombatAbilityReady[Second Wind Rk. II]},Ready,]} 
Second Wind Rk. IInotready=3,470,58,255,0,0,${If[!${Me.CombatAbilityReady[Second Wind Rk. II]},${Me.CombatAbilityTimer[Second Wind Rk. II].TimeHMS},]} 

//Brutal Onslaught Discipline Rk. II
Brutal Onslaught Discipline Rk. IItext=3,350,69,255,234,8,Brutal Onslaught : 
Brutal Onslaught Discipline Rk. IIreadytext=3,470,69,0,255,0,${If[${Me.CombatAbilityReady[Brutal Onslaught Discipline Rk. II]},Ready,]} 
Brutal Onslaught Discipline Rk. IInotready=3,470,69,255,0,0,${If[!${Me.CombatAbilityReady[Brutal Onslaught Discipline Rk. II]},${Me.CombatAbilityTimer[Brutal Onslaught Discipline Rk. II].TimeHMS},]} 

//Fellstrike Discipline
Fellstrike Disciplinetext=3,350,81,255,234,8,Fellstrike Discipline : 
Fellstrike Disciplinereadytext=3,470,81,0,255,0,${If[${Me.CombatAbilityReady[Fellstrike Discipline]},Ready,]} 
Fellstrike Disciplinenotready=3,470,81,255,0,0,${If[!${Me.CombatAbilityReady[Fellstrike Discipline]},${Me.CombatAbilityTimer[Fellstrike Discipline].TimeHMS},]} 

//Spirit of rage disciplin
Spirit of rage disciplinetext=3,350,93,255,234,8,Rage : 
Spirit of rage disciplinereadytext=3,470,93,0,255,0,${If[${Me.CombatAbilityReady[Spirit of rage discipline]},Ready,]}
Spirit of rage Disciplinenotready=3,470,93,255,0,0,${If[!${Me.CombatAbilityReady[Spirit of rage discipline]},${Me.CombatAbilityTimer[Spirit of rage discipline].TimeHMS},]} 

//Scowl
Scowl Disciplinetext=3,350,105,255,234,8,Scowl : 
Scowl Disciplinereadytext=3,470,105,0,255,0,${If[${Me.CombatAbilityReady[Scowl]},Ready,]}
Scowl Disciplinenotready=3,470,105,255,0,0,${If[!${Me.CombatAbilityReady[Scowl]},${Me.CombatAbilityTimer[Scowl].TimeHMS},]} 

//Bazu Bellow
Bazu Bellow Disciplinetext=3,350,117,255,234,8,Bazu Bellow : 
Bazu Bellow Disciplinereadytext=3,470,117,0,255,0,${If[${Me.CombatAbilityReady[Bazu Bellow]},Ready,]}
Bazu Bellow Disciplinenotready=3,470,117,255,0,0,${If[!${Me.CombatAbilityReady[Bazu Bellow]},${Me.CombatAbilityTimer[Bazu Bellow].TimeHMS},]} 

//AETaunt 
AETaunttext=3,172,131,255,234,8,AE Taunt : 
AETauntreadytext=3,235,131,0,255,0,${If[${Me.AltAbilityReady[Area Taunt]},Ready,]} 
AETauntnotready=3,235,131,255,0,0,${If[!${Me.AltAbilityReady[Area Taunt]},${Me.AltAbilityTimer[Area Taunt].TimeHMS},]}

[alt]

AA=3,370,5,0,255,0,~~~~~~ Alt Ability ~~~~~~
CR=3,350,20,0,255,0,Celestial Regen ~~ 
CRrdy=3,470,20,0,255,0,${If[${Me.AltAbilityReady[Celestial Regeneration]},+ Ready +,]} 
CRtime=3,470,20,0,255,0,${If[!${Me.AltAbilityReady[Celestial Regeneration]} && !${Me.Shrouded},- ${Me.AltAbilityTimer[Celestial Regeneration].TimeHMS} -,]} 
BD=3,350,35,0,255,0,Bestow DA ~~~ 
BDRdy=3,470,35,0,255,0,${If[${Me.AltAbilityReady[Bestow Divine Aura]},+ Ready +,]} 
BDtime=3,470,35,0,255,0,${If[!${Me.AltAbilityReady[Bestow Divine Aura]} && !${Me.Shrouded},- ${Me.AltAbilityTimer[Bestow Divine Aura].TimeHMS} -,]} 
MGB=3,350,50,0,255,0,MGB ~~~~ 
MGBRdy=3,470,50,0,255,0,${If[${Me.AltAbilityReady[Mass Group Buff]},+ Ready +,]} 
MGBTime=3,470,50,0,255,0,${If[!${Me.AltAbilityReady[Mass Group Buff]} && !${Me.Shrouded},- ${Me.AltAbilityTimer[Mass Group Buff].TimeHMS} -,]} 
DR=3,350,65,0,255,0,Divine Resurrection ~ 
DRRdy=3,470,65,0,255,0,${If[${Me.AltAbilityReady[Divine Resurrection]},+ Ready +,]} 
DRTime=3,470,65,0,255,0,${If[!${Me.AltAbilityReady[Divine Resurrection]} && !${Me.Shrouded},- ${Me.AltAbilityTimer[Divine Resurrection].TimeHMS} -,]} 
RC=3,350,80,0,255,0,Radiant Cure ~~~ 
RCRdy=3,470,80,0,255,0,${If[${Me.AltAbilityReady[Radiant Cure]},+ Ready +,]} 
RCTime=3,470,80,0,255,0,${If[!${Me.AltAbilityReady[Radiant Cure]} && !${Me.Shrouded},- ${Me.AltAbilityTimer[Radiant Cure].TimeHMS} -,]} 
DA=3,350,95,0,255,0,Divine Arbitration ~~
DARdy=3,470,95,0,255,0,${If[${Me.AltAbilityReady[Divine Arbitration]},+ Ready +,]}
DATime=3,470,95,0,255,0,${If[!${Me.AltAbilityReady[Divine Arbitration]} && !${Me.Shrouded},- ${Me.AltAbilityTimer[Divine Arbitration].TimeHMS} -,]} 
EB=3,350,110,0,255,0,Exquisite Benediction ~~
EBRdy=3,470,110,0,255,0,${If[${Me.AltAbilityReady[Exquisite Benediction]},+ Ready +,]}
EBTime=3,470,110,0,255,0,${If[!${Me.AltAbilityReady[Exquisite Benediction]} && !${Me.Shrouded},- ${Me.AltAbilityTimer[Exquisite Benediction].TimeHMS} -,]} 


[buff]

AA=3,200,600,0,255,0,~~~~~~ Buffs missing ~~~~~~
LTAA=3,200,620,0,255,0,${If[!${Spell[Spiritual Dominion].ID} && ${Spell[Spiritual Dominion].Stacks},[SD],]}
LTready=3,200,630,0,255,0,${If[!${Spell[Koadic's Endless Intellect].ID} && ${Spell[Koadic's Endless Intellect].Stacks},[KEI],]}

this is the one i use for my war and my cleric
for the cleric just type /loadhud alt
 
everything here is a .rar file..... any chance for the file as a .dll please
 
everything here is a .rar file..... any chance for the file as a .dll please

you should already have the MQ2Hud.dll file in your mq2 folder. this post however is not distributing the plugin itself, but rather different versions of the ini file that goes along with MQ2Hud that shows class specific information/etc.

your best bet is to get winrar or another program that can extract rar files, and then extract the MQ2Hud.ini file from the .rar file into your mq2 directory.

to get winrar, go to: WinRAR archiver, a powerful tool to process RAR and ZIP files