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Anonymous_Commander

Hud Satus Bars.ini

Jan 6th, 2015
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  1. ; HUD status bars.ini
  2. ; =====================
  3. ;
  4. ; Version: 5.3.2
  5. ; Author: Ole Boe / TheNiceOne
  6. ;
  7. ; =================== Individual HUD status bars Settings for vanilla style
  8.  
  9. ; To use a status bar, edit the lines for the bar the following way:
  10. ; * tnoHSB.hud_color: Bar color. Can be either a number, a script variable or a function. If the result is 0, the entire bar is hidden.
  11. ; * tnoHSB.hud_val: A script variable or function that calculates the value that is displayed in the bar
  12. ; * tnoHSB.hud_max: Set the max threshold for val that makes the bar full. Either a number, a script variable or a function.
  13. ; SetStage tnoHSB 10 Creates the bar. Must be the last line for each bar
  14.  
  15. ; There are also more advanced settings to use, but the three above are the only three mandatory for each bar.
  16. ; The advanced settings are described in the user guide, and some of them used in the settings for Status bars below
  17. ; There are many examples at the bottom of this file. Just copy / paste to use them - but remove the at ; the start of the lines.
  18.  
  19.  
  20.  
  21. ; ==== Weapon health displayed below weapon icon. Hidden if not wielding weapon.
  22. set tnoHSB.hud_type to HUDbarSmall
  23. set tnoHSB.hud_color to sv_Construct "1+4*(tnoHSB.frac<0.5)" ; green, red when below 50%
  24. set tnoHSB.hud_ref to sv_Construct "Player.GetEquippedObject 16" ; 16 = weapon
  25. set tnoHSB.hud_val to sv_Construct "Player.GetEquippedCurrentHealth 16"
  26. set tnoHSB.hud_tmp to sv_Construct "(Player.GetAV Armorer) >= 60" ; 1 if being an expert armorer
  27. set tnoHSB.hud_max to sv_Construct "(1+0.25*tnoHSB.tmp)*(GetObjectHealth hud_ref)"
  28. set tnoHSB.hud_x to HUDweaponCenter ; Place beneath weapon icon, with same width
  29. set tnoHSB.hud_y to HUDweaponBelow
  30. set tnoHSB.hud_size to HUDweaponWidth
  31. SetStage tnoHSB 10
  32.  
  33.  
  34. ; ==== Display current charge of equipped weapon above weapon icon. Hide bar if you don't have an enchanted weapon equipped.
  35. set tnoHSB.hud_type to HUDbarSmall
  36. set tnoHSB.hud_visible to sv_Construct "tnoHSB.max" ; Only visible if max is non-zero, e.g. if the weapon has an enchantment
  37. set tnoHSB.hud_color to sv_Construct "HUDcolorPurple" ; Purple color
  38. set tnoHSB.hud_ref to sv_Construct "Player.GetEquippedObject 16" ; Set hud_ref to equipped weapon
  39. set tnoHSB.hud_val to sv_Construct "Player.GetEquippedCurrentCharge 16" ; Set val to current charge of player's equipped weapon
  40. set tnoHSB.hud_max to sv_Construct "GetObjectCharge hud_ref" ; Get object charge (max charge) of the current equipped weapon
  41. set tnoHSB.hud_x to HUDweaponCenter ; Centered relative to weapon icon
  42. set tnoHSB.hud_y to HUDweaponAbove ; Right above weapon icon
  43. set tnoHSB.hud_size to HUDweaponWidth ; Same width as weapon icon
  44. SetStage tnoHSB 10
  45.  
  46.  
  47. ; ==== Display current Spell effectiveness (due to wearing armor, or mods), below the magic spell icon
  48. ;set tnoHSB.hud_type to HUDbarSmall
  49. ;set tnoHSB.hud_color to sv_Construct "HUDcolorBlue"
  50. ;set tnoHSB.hud_val to sv_Construct "GetSpellEffectiveness"
  51. ;set tnoHSB.hud_max to sv_Construct "1"
  52. ;set tnoHSB.hud_x to HUDmagicCenter ; Centered relative to magic icon
  53. ;set tnoHSB.hud_y to HUDmagicBelow ; Right above magic icon
  54. ;set tnoHSB.hud_size to HUDmagicWidth ; Same width as magic icon
  55. ;SetStage tnoHSB 10
  56.  
  57.  
  58. ; ==== Display current Encumbrance. Bar is full when you carry nothing. Color is yellow, but changes gradually to red as your encumbrance increases.
  59.  
  60. set tnoHSB.hud_color to sv_Construct "HUDcolorOrange"
  61. set tnoHSB.hud_val to sv_Construct "GetAV Encumbrance" ; Player is default reference when hud_ref is not defined.
  62. set tnoHSB.hud_min to sv_Construct "(GetBaseAV Encumbrance) - 4" ; Bar is at min (empty) when current encumbrance = maximum encumbrance
  63. set tnoHSB.hud_max to sv_Construct "0" ; Bar is at max (full) when current encumrance = 0
  64. set tnoHSB.hud_x to HUDbars ; Same x pos as standard bars
  65. set tnoHSB.hud_y to HUDbarsAbove ; Right above standard bars
  66. ; Size not given = HUDdefault = standard bar size
  67. set tnoHSB.hud_name to sv_Construct "Enc: " ; Static text. Remove this and the two next lines if you don't want the text
  68. set tnoHSB.hud_textColor to sv_Construct "tnoHSB.color" ; Color matches bar color
  69. set tnoHSB.hud_textDisplay to HUDtxtValueOfMax ; Display as value of max
  70. SetStage tnoHSB 10
  71.  
  72. ; Change those three global settings to match icons with text on the left side (for the bars below)
  73. set tnoHSB.textPos_x to HUDtxtLeft
  74. set tnoHSB.textPos_y to HUDtxtCenter
  75. set tnoHSB.textAdjust_y to 2
  76.  
  77. ; ==== Vampire Level, displayed as Icon + level. Hidden if not vampire.
  78. set tnoHSB.hud_color to sv_Construct "HUDcolorOrange*(PCVampire > 0)" ; Will be 10 (orange) if PCVampire > 0, and 0 (invisible if not)
  79. set tnoHSB.hud_val to sv_Construct "PCVampire" ; A global Oblivion variable, from 0-4 (or -1 if cured)
  80. set tnoHSB.hud_max to sv_Construct "4"
  81. set tnoHSB.hud_custom to sv_Construct "Misc\vampire" ; Use vampire icon
  82. set tnoHSB.hud_size to sv_Construct 50 ; Icon at 50% of base size
  83. set tnoHSB.hud_textColor to sv_Construct "tnoHSB.color" ; Set text color identical to (hidden) bar color
  84. set tnoHSB.hud_textDisplay to HUDtxtValue ; Display value
  85. set tnoHSB.hud_x to 99
  86. set tnoHSB.hud_y to 25
  87. set tnoHSB.hud_textPos_x to HUDtxtLeft ; Left adjusted text
  88. SetStage tnoHSB 10
  89.  
  90. ; ==== Display health of your summoned creature, as summon icon + health. Bar is invisible when no creature is currently summoned
  91. ; If using a mod that allows you multiple summons, you may want to copy the entire bar settings, but replace the "1" in "hud_summon 1" with "2", "3", etc.
  92.  
  93. set tnoHSB.hud_ref to sv_Construct "hud_summon 1" ; ref is current summon. Makes bar invisible if no current summon
  94. set tnoHSB.hud_val to sv_Construct "GetAV Health" ; Health of summon
  95. set tnoHSB.hud_max to sv_Construct "GetBaseAV Health" ; Base health of summon
  96. ; Use pos (above previous bar)
  97. set tnoHSB.hud_updateInterval to 0.6 ; Only update the bar every 0.6 secod
  98. set tnoHSB.hud_type to HUDbarRefIcon ; Display the correct icon for the summon
  99. set tnoHSB.hud_textDisplay to HUDtxtValue ; Display health as plain number
  100. set tnoHSB.hud_name to sv_Construct "hud_ref: " ; Remove semicolon at start of line to display name of summon too
  101. set tnoHSB.hud_x to 99 ; To the right
  102. set tnoHSB.hud_y to HUDbarsLow ; Same y pos as fatigue bar
  103. SetStage tnoHSB 10
  104.  
  105. ; ==== Display health of your summoned creature, as summon icon + health. Bar is invisible when no creature is currently summoned
  106. ; If using a mod that allows you multiple summons, you may want to copy the entire bar settings, but replace the "1" in "hud_summon 1" with "2", "3", etc.
  107.  
  108. set tnoHSB.hud_ref to sv_Construct "hud_summon 2" ; ref is current summon. Makes bar invisible if no current summon
  109. set tnoHSB.hud_val to sv_Construct "GetAV Health" ; Health of summon
  110. set tnoHSB.hud_max to sv_Construct "GetBaseAV Health" ; Base health of summon
  111. ; Use pos (above previous bar)
  112. set tnoHSB.hud_updateInterval to 0.6 ; Only update the bar every 0.6 secod
  113. set tnoHSB.hud_type to HUDbarRefIcon ; Display the correct icon for the summon
  114. set tnoHSB.hud_textDisplay to HUDtxtValue ; Display health as plain number
  115. set tnoHSB.hud_name to sv_Construct "hud_ref: " ; Remove semicolon at start of line to display name of summon too
  116. set tnoHSB.hud_x to 89 ; To the right
  117. set tnoHSB.hud_y to HUDbarsLow ; Same y pos as fatigue bar
  118. SetStage tnoHSB 10
  119.  
  120. ; ==== Display health of your summoned creature, as summon icon + health. Bar is invisible when no creature is currently summoned
  121. ; If using a mod that allows you multiple summons, you may want to copy the entire bar settings, but replace the "1" in "hud_summon 1" with "2", "3", etc.
  122.  
  123. set tnoHSB.hud_ref to sv_Construct "hud_summon 3" ; ref is current summon. Makes bar invisible if no current summon
  124. set tnoHSB.hud_val to sv_Construct "GetAV Health" ; Health of summon
  125. set tnoHSB.hud_max to sv_Construct "GetBaseAV Health" ; Base health of summon
  126. ; Use pos (above previous bar)
  127. set tnoHSB.hud_updateInterval to 0.6 ; Only update the bar every 0.6 secod
  128. set tnoHSB.hud_type to HUDbarRefIcon ; Display the correct icon for the summon
  129. set tnoHSB.hud_textDisplay to HUDtxtValue ; Display health as plain number
  130. set tnoHSB.hud_name to sv_Construct "hud_ref: " ; Remove semicolon at start of line to display name of summon too
  131. set tnoHSB.hud_x to 79 ; To the right
  132. set tnoHSB.hud_y to HUDbarsLow ; Same y pos as fatigue bar
  133. SetStage tnoHSB 10
  134.  
  135.  
  136. ; ==== Display disease status. Display name and icon of the last received disease, and number of diseases. Hidden if having no diseases
  137.  
  138. set tnoHSB.hud_ref to sv_Construct "GetDisease" ; ref is current disease
  139. set tnoHSB.hud_val to sv_Construct "GetDisease" ; val is number of diseases
  140. set tnoHSB.hud_type to HUDbarRefIcon ; Use the disease's icon
  141. set tnoHSB.hud_name to sv_Construct "hud_ref: " ; Display name of ref (the current disease)
  142. set tnoHSB.hud_textColor to sv_Construct "HUDcolorCyan" ; Text color is cyan
  143. set tnoHSB.hud_textDisplay to HUDtxtValue ; Display number of diseases
  144. set tnoHSB.hud_updateInterval to 5 ; Only update the bar every fifth second since diseases don't change frequently
  145. SetStage tnoHSB 10
  146.  
  147.  
  148.  
  149. ; ==== An alternative customized enemy health bar
  150. ; It displays a bar similar to the vanilla, but also displays if the enemy health is buffed above its base.
  151. ; It changes color from green (above base), yellow (above 67%), orange (above 33%) to red (below 33%)
  152.  
  153. set tnoHSB.hud_color to sv_Construct "1+6*(tnoHSB.val<tnoHSB.tmp)+3*(tnoHSB.frac<0.67)-5*(tnoHSB.frac<0.33)"
  154. set tnoHSB.hud_ref to sv_Construct "hud_enemy" ; ref is last attacked enemy
  155. set tnoHSB.hud_tmp to sv_Construct "GetBaseAV Health" ; Base health of last attacked enemy
  156. set tnoHSB.hud_val to sv_Construct "GetAV Health" ; Health of last attacked enemy
  157. set tnoHSB.hud_max to sv_Construct "tnoHSB.enemyMaxHealth" ; A special variable, max detected health of enemy
  158. set tnoHSB.hud_custom to sv_Construct "HealthArc\HA"
  159. set tnoHSB.hud_type to 41
  160. set tnoHSB.hud_custom_w to 128
  161. set tnoHSB.hud_custom_h to 32
  162. set tnoHSB.hud_size to 75 ; Size 75% of the native icon size
  163. set tnoHSB.hud_x to 50 ; X pos 50 = centered
  164. set tnoHSB.hud_y to 48 ; Y pos 48 = just above reticle
  165. SetStage tnoHSB 10
  166.  
  167. ; === The health bar, displaying when you have a wounded actor in your crosshair, but not a current enemy
  168. set tnoHSB.hud_ref to sv_Construct "GetCrossHairRef"
  169. set tnoHSB.hud_visible to sv_Construct "(tnoHSB.frac < 1) && (tnoHSB.frac > 0) && (tnoHSB.enemyMaxHealth == 0)" ; Only display if the actor is alive and wounded and no current enemy
  170. set tnoHSB.hud_color_max to HUDcolorGreen ; Color is green when health is full,
  171. set tnoHSB.hud_color_min to HUDcolorYellow ; ...and gradually changes towards yellow as health drops
  172. set tnoHSB.hud_val to sv_Construct "GetAV Health" ; Health of crosshair ref
  173. set tnoHSB.hud_max to sv_Construct "GetBaseAV Health" ; base health of crosshair ref
  174. set tnoHSB.hud_custom to sv_Construct "HealthArc\HA"
  175. set tnoHSB.hud_type to 41
  176. set tnoHSB.hud_custom_w to 128
  177. set tnoHSB.hud_custom_h to 32
  178. set tnoHSB.hud_size to 75 ; Size 75% of the native icon size
  179. set tnoHSB.hud_y to HUDprevBar ; X&Y pos same as enemy health bar
  180. SetStage tnoHSB 10
  181.  
  182. ; ==== A "bar", displaying name and level of current enemy, displayed just above the enemy health bar, if added just below one of the above enemy health bars in the ini file
  183.  
  184. set tnoHSB.hud_ref to sv_Construct "hud_enemy" ; ref is last attacked enemy
  185. set tnoHSB.hud_val to sv_Construct "GetLevel" ; level of last attacked enemy
  186. set tnoHSB.hud_max to sv_Construct "100" ; Not important, since only val will be displayed as text
  187. set tnoHSB.hud_type to HUDtxtNoBar ; Hide bar, only display text
  188. set tnoHSB.hud_name to sv_Construct "hud_ref: " ; Display "<name of enemy>: "
  189. set tnoHSB.hud_textDisplay to HUDtxtValue ; Display level
  190. set tnoHSB.hud_textPos_x to HUDtxtCenter ; Center text
  191. set tnoHSB.hud_x to 50 ; X pos 50 = centered
  192. set tnoHSB.hud_y to 45 ; Y pos 48 = just above reticle
  193. SetStage tnoHSB 10
  194.  
  195. ; ==== 12hr clock, displayed as h.mm am/pm
  196. set tnoHSB.hud_tmp to sv_Construct "Floor GameHour" ; Temporary variable holding the number of whole hours since midnight
  197. set tnoHSB.hud_val to sv_Construct "3*(GameHour - tnoHSB.tmp)/5 + tnoHSB.tmp - 12*(tnoHSB.tmp>=13) + 12*(tnoHSB.tmp<1)" ; essentially makes hud_val a 12 hr clock
  198. set tnoHSB.hud_max to sv_Construct "24"
  199.  
  200. set tnoHSB.hud_name to sv_Construct " " ; No text before time
  201. set tnoHSB.hud_name_2 to sv_Construct " #ampm[(tnoHSB.tmp>=12)*2:2]" ; One space, + am if GameHour < 12, or pm if GameHour >= 12
  202. set tnoHSB.hud_textColor to sv_Construct "3+4*(tnoHSB.tmp>=7 && tnoHSB.tmp<20)" ; Yellow (7) from 7am - 8pm, blue (3) otherwise
  203. set tnoHSB.hud_textDisplay to HUDtxtValue2 ; we want two decimal places
  204. set tnoHSB.hud_type to HUDtxtNoBar ; Hide bar, only display text
  205. set tnoHSB.hud_x to 99
  206. set tnoHSB.hud_y to 15
  207. set tnoHSB.hud_textSize to 12
  208. SetStage tnoHSB 10
  209.  
  210. ; === Day of the week and Date, ex: Morndas 5
  211. set tnoHSB.hud_tmp to sv_Construct "GetDayOfWeek"
  212. set tnoHSB.hud_val to sv_Construct "GameDay"
  213. set tnoHSB.hud_name to sv_Construct "#Sundas Morndas Tirdas Middas Turdas Fredas Loredas[7*tnoHSB.tmp:7 ] "
  214. set tnoHSB.hud_type to HUDtxtNoBar
  215. SetStage tnoHSB 10
  216.  
  217. ; === Torch
  218. ; Display remaining time of equipped torch. Hide bar if you don't have a torch equipped (or it doesn't show in your hands).
  219.  
  220. set tnoHSB.hud_ref to sv_Construct "Player.GetEquippedObject 14"
  221. set tnoHSB.hud_val to sv_Construct "Player.GetEquippedTorchTimeLeft"
  222. set tnoHSB.hud_max to sv_Construct "GetLightDuration hud_ref"
  223. set tnoHSB.hud_visible to sv_Construct "Player.IsTorchOut"
  224. set tnoHSB.hud_type to HUDbarRefIcon
  225. set tnoHSB.hud_size to HUDweaponWidth ; Same width as weapon icon
  226. set tnoHSB.hud_textDisplay to HUDtxtValue
  227. set tnoHSB.hud_textColor to sv_Construct "HUDcolorWhite*(hud_max>0)" ; Hide text for torches with infinite time
  228. SetStage tnoHSB 10
  229.  
  230. ; ==== Companion health
  231. set tnoHSB.hud_color to sv_Construct "4+8*(tnoHSB.frac<0.3)" ; Color is cyan, but changes to rhubarb if health drops below 30%
  232. set tnoHSB.hud_ref to sv_Construct "GetFormFromMod %q<mod>%q %q<formId>%q" ; <mod> is replaced by the exact esp/esm name of the mod, including .esp/.esm
  233. ; <formId> is replaced by the 6 last character's of the companion's formId
  234. ; To find the formId, open the console and click on the companion.
  235. set tnoHSB.hud_val to sv_Construct "GetAV Health" ; The defined ref is default reference
  236. set tnoHSB.hud_max to sv_Construct "GetBaseAV Health"
  237. set tnoHSB.hud_name to sv_Construct "hud_ref" ; Display companion name
  238. ; Default (when hud_textDisplay is omitted): Only display the text given in hud_name, not the value
  239. ; Default text color, set early in the ini file (HUDcolorWhite)
  240. ; Default textPos_x/y = HUDtxtLeft/HUDtxtAbove
  241. SetStage tnoHSB 10
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