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- [[[THIS PART IS Hud Status Bars - base.ini (Hud Status Bars.ini follows]]]
- ;=================================== Base settings for vanilla style bars ===============================
- ; =================== General settings
- ; Set how fast the hud will update (interval in seconds). Smaller number means faster update
- set tnoHSB.updateInterval to 0.2
- ; Set whether optimalization is enabled (1). If enabled, color, text and visibility of a bar is only changed if the calculated fraction changes,
- ; where fraction is (val - min) / (max - min). You can still turn off optimalization for individual bars (see user guide).
- set tnoHSB.optimalization to 0
- ; Set whether HUD Status Bars will modify the Encumbrance display in the Inventory menu, to display the correct values
- ; A bug in Oblivion make encumbrance display inccorectly whenever the player has any feather effects
- ; See http://www.uesp.net/wiki/Oblivion:Feather#Bug for details about the bug.
- ; Setting correct_encumbrance to a positive value corrects this bug. Set to 0 to disable the feature
- ; The value should be: 4 (5 if playing Nehrim) - this value is actually the weight of the playe's inventory when game starts.
- set tnoHSB.correct_encumbrance to 4
- ; Set text to use when displaying a value as <value> <of> <max>, Default " of ", other natural choice is "/"
- set tnoHSB.textDivider to sv_Construct " of "
- ; Enable general debug (1)
- set tnoHSB.debug to 0
- ; =================== Default Status Bar settings
- ; Settings that apply to all status bars. They may be overridden in settings for the individual bars
- ; Vertical gap between each hud bar.
- ; HUDdefault means using the same gap as between the three standard bars
- set tnoHSB.vertical_gap to HUDdefault
- ; Alpha (transparency) for bars
- ; HUDdefault means using same alpha as for the three standard bars
- set tnoHSB.alpha to HUDdefault
- ; Set additional vertical gap between the hud bar and an icon. A negative value will move it closer to the icon
- ; Only used for bars with hud_x set to HUDweapon/magic/compass/effects - Above/Below
- set tnoHSB.vertical_icon_gap to 6
- ; Set the horizontal gap between hud bars and the icon/bar to the immediate left/right.
- set tnoHSB.horizontal_gap to 10
- ; Set default values for text. See deatils in the user guide, under hud_<setting>
- set tnoHSB.textColor to HUDcolorWhite
- set tnoHSB.textType to HUDfontSimple
- set tnoHSB.textSize to 10
- set tnoHSB.textPos_x to HUDtxtCenter
- set tnoHSB.textPos_y to HUDtxtAbove
- set tnoHSB.textAdjust_y to 0
- ; Set additional gap when using text above/below a bar. Default 3
- set tnoHSB.textAdditionalGap_y to 3
- ; Set additional gap when using text to the left/right of a bar. Default 3
- set tnoHSB.textAdditionalGap_x to 3
- ; Set default color, and offset if using text shadow.
- set tnoHSB.textShadowColor to 0 ; 0 disables default textShadow, otherwise use a color, e.g. HUDcolorBlack
- set tnoHSB.textShadow_x to 1
- set tnoHSB.textShadow_y to 1
- ; Set the default size of bars, as percentage of a full-sise bar
- ; HUDdefault means same size as standard bars, whether they are 100% or reduced (if using DarN UI or similar)
- set tnoHSB.bar_size to HUDdefault
- ; Set the default size of icons of type HUDbarRefIcon or HUDbarEffectIcon, as percentage of default (64x64)
- set tnoHSB.icon_size to 50
- ; Set the default size of custom icons, as percentage of default (32x32 or other)
- set tnoHSB.custom_size to 100
- ; =================== Vanilla bar adjustments
- ; Set whether to hide the vanilla enemy health bar, in order to completely replace it with a health bar from HSB, by setting this to 1
- set tnoHSB.hide_health_bar to 1
- ; Hide the vanilla sneak icon, in order to completely replace it with a sneak icon from HSB, by setting this to 1
- set tnoHSB.hide_sneak_icon to 1
- ; Hide the vanilla status bars (healt, magicka, fatigue), in order to completely replace them with custom bars from HSB, by setting this to 1
- set tnoHSB.hide_status_bars to 0
- ; Hide the weapon durability bar, in order to replace it by a better working durability bar, by setting this to 1
- set tnoHSB.hide_weapon_durability to 1
- ; Set order to position the four vanilla icons below
- set tnoHSB.icon_order to sv_Construct "CWML"
- ; == compass
- ; HUDdefault means that HSB doesn't move/resize the compass
- set tnoHSB.hide_compass to 0
- set tnoHSB.compass_x to 50
- set tnoHSB.compass_y to HUDbarsLow
- set tnoHSB.compass_size to 50 ; Set value as % of full size
- set tnoHSB.compass_degrees to 270 ; 90-360
- set tnoHSB.compass_alpha_reduction to 0.2 ; The alpha (opaqueness) of markers far away is reduced by 20%
- set tnoHSB.compass_size_reduction to 0.4 ; The size of markers far away is reduced by 40%
- set tnoHSB.compass_hide_quest to 0 ; Don't hide compass quest arrow
- set tnoHSB.compass_color to HUDcolorRhubarb ; Color of NESW letters in Skyrim style compass,
- ; Color of compass body in Orb compass
- ; No effect otherwise
- ; == Weapon icon
- ; HUDdefault means that HSB doesn't move/resize of the weapon icon
- set tnoHSB.hide_weapon to 0
- set tnoHSB.weapon_size to HUDdefault
- set tnoHSB.weapon_x to HUDdefault
- set tnoHSB.weapon_y to HUDdefault
- ; == Magic icon
- ; HUDdefault means that HSB doesn't move/resize of the magic icon
- set tnoHSB.hide_magic to 0
- set tnoHSB.magic_size to HUDdefault
- set tnoHSB.magic_x to HUDdefault
- set tnoHSB.magic_y to HUDdefault
- ; == Levelup icon
- ; HUDdefault means that HSB doesn't move/resize of the levelup icon
- set tnoHSB.levelup_size to HUDdefault
- set tnoHSB.levelup_x to HUDdefault
- set tnoHSB.levelup_y to HUDdefault
- ; == Location text
- set tnoHSB.location_display to 1 ; 0: Show normal, 1: Hide completely, 2: Hide, but show as message
- set tnoHSB.location_x to HUDdefault ; Let it keep normal position
- set tnoHSB.location_y to HUDdefault
- ; =================== Custom bars setup
- ;Set default look of centered bars. Only the skyrim look exists for now
- set tnoHSB.centered_fill to sv_Construct "Skyrim\centered_fill" ; Fill bar uses Skyrim\barH.dds
- set tnoHSB.centered_back to sv_Construct "Skyrim\centered_back" ; Background uses Skyrim\backH.dds
- set tnoHSB.centered_bw to 300 ; Background image size is 300x20
- set tnoHSB.centered_bh to 20
- set tnoHSB.centered_fw to 128 ; Fill bar image size is 128x20
- set tnoHSB.centered_fh to 20
- set tnoHSB.centered_fy to 0
- set tnoHSB.centered_fo to 8 ; Keep 8 remaining pixels when "empty"
- -------------------------------------------------------------------------------------------------------
- [[[HERE BEGINS Hud Status Bars.ini]]]
- ; ============================================================================
- ; =================== General settings
- ; Below are the general settings applicable to all bars.
- ; Set how fast the hud will update (interval in seconds). Smaller number means faster update
- set tnoHSB.updateInterval to 0.2
- ; Set whether HUD Status Bars will modify the Encumbrance display in the Inventory menu, to display the correct values
- ; A bug in Oblivion make encumbrance display inccorectly whenever the player has any feather effects
- ; See http://www.uesp.net/wiki/Oblivion:Feather#Bug for details about the bug.
- ; Setting correct_encumbrance to 1 corrects this bug.
- set tnoHSB.correct_encumbrance to 1
- ; Set whether to hide the vanilla enemy health bar, in order to completely replace it with a health from HSB
- ; Set to 1 to hide vanilla bar, and 0 to display it
- set tnoHSB.hide_health_bar to 0
- ; Enable general debug (1)
- set tnoHSB.debug to 0
- ; =================== General Status Bar settings
- ; Settings that apply to all status bars. Some of them may be overridden in settings for the individual bars
- ; Vertical gap between each hud bar.
- ; HUDdefault means using the same gap as between the three standard bars
- set tnoHSB.vertical_gap to HUDdefault
- ; Alpha (transparency) for bars
- ; HUDdefault means using same alpha as for the three standard bars
- ; set tnoHSB.alpha to HUDdefault
- ; Set additional vertical gap between the hud bar and an icon. A negative value will move it closer to the icon
- ; Only used for bars with hud_x set to HUDweapon/magic/compass/effects - Above/Below
- set tnoHSB.vertical_icon_gap to 0
- ; Set the horizontal gap between hud bars and the icon/bar to the immediate left/right.
- set tnoHSB.horizontal_gap to 10
- ; Set default values for text. See deatils in the user guide
- set tnoHSB.textColor to HUDcolorWhite
- set tnoHSB.textType to HUDfontSimple
- set tnoHSB.textSize to 10
- ; Set additional gap when using text above/below a bar. Default 3
- set tnoHSB.textAdditionalGap_y to 3
- ; Set additional gap when using text to the left/right of a bar. Default 3
- set tnoHSB.textAdditionalGap_x to 3
- ; Set offset if using text shadow. Default 1 for both x and y
- ;set tnoHSB.textShadow_x to 1
- ;set tnoHSB.textShadow_y to 1
- ; Set text to use when displaying a value as <value> <of> <max>, Default " of ", other natural choice is "/"
- set tnoHSB.textDivider to sv_Construct " of "
- ; HUD status bars.ini
- ; =====================
- ; Version: 2.0.1
- ; =================== General settings
- ; Below are the general settings applicable to all bars.
- ; Set how fast the hud will update (interval in seconds). Smaller number means faster update
- ;set tnoHSB.updateInterval to 1
- ; Enable general debug (1)
- ;set tnoHSB.debug to 0
- ; =================== General Status Bar settins
- ; Settings that apply to all status bars. Some of them may be overridden in settings for the individual bars
- ; Set the vertical gap between each hud bar.
- ; HUDdefault means using the same gap as between the three standard bars
- ;set tnoHSB.vertical_gap to HUDdefault
- ; Set additional vertical gap between the hud bar and an icon. A negative value will move it closer to the icon
- ; Only used for bars with hud_x set to HUDweapon/magic/compass/effects - Above/Below
- ;set tnoHSB.vertical_icon_gap to 0
- ; Set the horizontal gap between hud bars and the icon/bar to the immediate left/right.
- ;set tnoHSB.horizontal_gap to 10
- ; Set default values for text. See deatils in the user guide
- ;set tnoHSB.textColor to HUDcolorWhite
- ;set tnoHSB.textType to HUDfontSimple
- ;set tnoHSB.textSize to 10
- ; Set additional gap when using text above/below a bar. Default 3
- ;set tnoHSB.textAdditionalGap_y to 3
- ; Set additional gap when using text to the left/right of a bar. Default 3
- ;set tnoHSB.textAdditionalGap_x to 3
- ; Set text to use when displaying a value as <value> <of> <max>, Default " of ", other natural choice is "/"
- ;set tnoHSB.textDivider to sv_Construct " of "
- ; =================== STATUS BARS
- ; =================== Status Bar 0
- ; Display Health Numeric value
- set tnoHSB.hud_color to sv_Construct "HudColorRed"
- set tnoHSB.hud_val to sv_Construct "GetActorValue Health"
- set tnoHSB.hud_max to sv_Construct "GetBaseActorValue Health"
- set tnoHSB.hud_x to 12
- set tnoHSB.hud_y to 97
- set tnoHSB.hud_size to 68
- set tnoHSB.hud_name to sv_Construct "H: "
- set tnoHSB.hud_textColor to sv_Construct "tnoHSB.color"
- set tnoHSB.hud_textDisplay to HUDtxtValue
- set tnoHSB.hud_textPos_x to HUDtxtCenter
- set tnoHSB.hud_textPos_y to HUDtxtNoBar
- set tnoHSB.hud_textSize to 8
- SetStage tnoHSB 10
- ; =================== Status Bar 1
- ; Display Magicka Numeric value
- set tnoHSB.hud_color to sv_Construct "HudColorBlue"
- set tnoHSB.hud_val to sv_Construct "GetActorValue Magicka"
- set tnoHSB.hud_max to sv_Construct "GetBaseActorValue Magicka"
- set tnoHSB.hud_x to HUDdefault
- set tnoHSB.hud_y to HUDprevBarBelow
- set tnoHSB.hud_size to 68
- set tnoHSB.hud_name to sv_Construct "M: "
- set tnoHSB.hud_textColor to sv_Construct "tnoHSB.color"
- set tnoHSB.hud_textDisplay to HUDtxtValue
- set tnoHSB.hud_textPos_x to HUDtxtCenter
- set tnoHSB.hud_textPos_y to HUDtxtNoBar
- set tnoHSB.hud_textSize to 8
- SetStage tnoHSB 10
- ; =================== Status Bar 2
- ; Display Fatigue Numeric value
- set tnoHSB.hud_color to sv_Construct "HudColorGreen"
- set tnoHSB.hud_val to sv_Construct "GetActorValue Fatigue"
- set tnoHSB.hud_max to sv_Construct "GetBaseActorValue Fatigue"
- set tnoHSB.hud_x to HUDdefault
- set tnoHSB.hud_y to HUDprevBarBelow
- set tnoHSB.hud_size to 68
- set tnoHSB.hud_name to sv_Construct "F: "
- set tnoHSB.hud_textColor to sv_Construct "tnoHSB.color"
- set tnoHSB.hud_textDisplay to HUDtxtValue
- set tnoHSB.hud_textPos_x to HUDtxtCenter
- set tnoHSB.hud_textPos_y to HUDtxtNoBar
- set tnoHSB.hud_textSize to 8
- SetStage tnoHSB 10
- ; =================== Status Bar 3
- ; ==== Vampire Level, displayed as text: "Vampire: 2". Hidden if not vampire.
- set tnoHSB.hud_color to sv_Construct "HUDcolorGrey*(PCVampire > 0)" ; Will be 10 (grey) if PCVampire > 0, and 0 (invisible if not)
- set tnoHSB.hud_val to sv_Construct "PCVampire" ; A global Oblivion variable, from 0-4 (or -1 if cured)
- set tnoHSB.hud_max to sv_Construct "4"
- set tnoHSB.hud_x to 6
- set tnoHSB.hud_y to 87
- set tnoHSB.hud_size to 68
- set tnoHSB.hud_name to sv_Construct "Vampire Level: "
- set tnoHSB.hud_textColor to sv_Construct "tnoHSB.color"
- set tnoHSB.hud_textDisplay to HUDtxtValue
- set tnoHSB.hud_textPos_x to HUDtxtLeft
- set tnoHSB.hud_textPos_y to HUDtxtNoBar
- set tnoHSB.hud_textSize to 10
- SetStage tnoHSB 10
- ; =================== Status Bar 4
- ; ==== Oblivion gates: A text field displayed during Oblivon crisis only, showing how many of the possible opened gates you have closed, displaying "Gates: 14 of 50"
- set tnoHSB.hud_color to sv_Construct "HUDcolorRed*(GetStage MQ16<100)*(OblivionCrisis>0)" ; Will be red if both checks are true, and 0 (invisible if not)
- set tnoHSB.hud_val to sv_Construct "GetPCMiscStat 13" ; Number of closed gates
- set tnoHSB.hud_max to sv_Construct "MQ00.openGates+(GetPCMiscStat 13)-MQ00.destroyedGates" ; Number of open gates at that stage
- set tnoHSB.hud_x to HudDefualt
- set tnoHSB.hud_y to HudprevBarBelow
- set tnoHSB.hud_size to 68
- set tnoHSB.hud_name to sv_Construct "Gates: "
- set tnoHSB.hud_textColor to sv_Construct "tnoHSB.color"
- set tnoHSB.hud_textDisplay to HUDtxtValueOfMax
- set tnoHSB.hud_textPos_x to HUDtxtLeft
- set tnoHSB.hud_textPos_y to HUDtxtNoBar
- set tnoHSB.hud_textSize to 10
- SetStage tnoHSB 10
- ; =================== Status Bar 5
- ; Enemy Target Status Bars
- set tnoHSB.hud_color to sv_Construct "HUDcolorWhite"
- set tnoHSB.hud_ref to sv_Construct "hud_enemy" ; ref is last attacked enemy
- set tnoHSB.hud_val to sv_Construct "GetLevel" ; level of last attacked enemy
- set tnoHSB.hud_max to sv_Construct "100" ; Not important, since only val will be displayed as text
- set tnoHSB.hud_name to sv_Construct "hud_ref Level: " ; Display "<name of enemy> Level: "
- set tnoHSB.hud_textDisplay to HUDtxtValue ; Display level
- set tnoHSB.hud_x to HUDcompassCenter
- set tnoHSB.hud_y to HUDcompassAbove
- set tnoHSB.hud_textPos_x to HUDtxtCenter
- set tnoHSB.hud_textPos_y to HUDtxtNoBar ; Hide bar, only display text
- SetStage tnoHSB 10
- ; === Display enemy Fatigue bar.
- set tnoHSB.hud_color to sv_Construct "HUDcolorGreen"
- set tnoHSB.hud_val to sv_Construct "GetAV Fatigue" ; Current encumbrance
- set tnoHSB.hud_ref to sv_Construct "hud_enemy" ; ref is last attacked enemy
- set tnoHSB.hud_max to sv_Construct "GetBaseAV Fatigue" ; Normal full encumbrance
- set tnoHSB.hud_y to HUDprevBarAbove
- set tnoHSB.hud_name to sv_Construct "Fat: "
- set tnoHSB.hud_textColor to sv_Construct "tnoHSB.color"
- set tnoHSB.hud_textDisplay to HUDtxtValue
- set tnoHSB.hud_textPos_x to HUDtxtRight
- set tnoHSB.hud_textPos_y to HUDtxtCenter
- set tnoHSB.hud_textSize to 8
- SetStage tnoHSB 10
- ; === Display enemy Encumbrance bar.
- ; set tnoHSB.hud_color to sv_Construct "7" ; Yellow (7) color
- ; set tnoHSB.hud_ref to sv_Construct "hud_enemy" ; ref is last attacked enemy
- ; set tnoHSB.hud_val to sv_Construct "GetAV Encumbrance" ; Player is default reference when hud_ref is not defined.
- ; set tnoHSB.hud_min to sv_Construct "(GetBaseAV Encumbrance) - 4" ; Bar is at min (empty) when current encumbrance = maximum encumbrance
- ; set tnoHSB.hud_max to sv_Construct "0" ; Bar is at max (full) when current encumrance = 0
- ; set tnoHSB.hud_y to HUDprevBarAbove
- ; set tnoHSB.hud_name to sv_Construct "Enc: "
- ; set tnoHSB.hud_textColor to sv_Construct "tnoHSB.color"
- ; set tnoHSB.hud_textDisplay to HUDtxtValue
- ; set tnoHSB.hud_textPos_x to HUDtxtRight
- ; set tnoHSB.hud_textPos_y to HUDtxtCenter
- ; set tnoHSB.hud_textSize to 8
- ; SetStage tnoHSB 10
- ; Display Enemy Magicka
- set tnoHSB.hud_color to sv_Construct "HudColorBlue*(tnoHSB.frac>0)"
- set tnoHSB.hud_ref to sv_Construct "hud_enemy" ; ref is last attacked enemy
- set tnoHSB.hud_val to sv_Construct "GetActorValue Magicka"
- set tnoHSB.hud_max to sv_Construct "GetBaseActorValue Magicka"
- set tnoHSB.hud_y to HUDprevBarAbove
- set tnoHSB.hud_name to sv_Construct "Mag: "
- set tnoHSB.hud_textColor to sv_Construct "tnoHSB.color"
- set tnoHSB.hud_textDisplay to HUDtxtValue
- set tnoHSB.hud_textPos_x to HUDtxtRight
- set tnoHSB.hud_textPos_y to HUDtxtCenter
- set tnoHSB.hud_textSize to 8
- SetStage tnoHSB 10
- ; === Display enemy Health bar
- set tnoHSB.hud_ref to sv_Construct "hud_enemy"
- set tnoHSB.hud_tmp to sv_Construct "$GetLevel"
- set tnoHSB.hud_tmp_2 to sv_Construct "$IsPoisoned"
- set tnoHSB.hud_max to sv_Construct "$GetHealthMax"
- set tnoHSB.hud_val to sv_Construct "##$GetHealthCur"
- ; set tnoHSB.hud_visible to sv_Construct "$GetPlayerKnowsEnemy"
- set tnoHSB.hud_visible_first to 1
- set tnoHSB.hud_color_min to HUDcolorRed
- set tnoHSB.hud_color_half to HUDcolorOrange
- set tnoHSB.hud_color_max to HUDcolorPink
- set tnoHSB.hud_color_low to 20
- set tnoHSB.hud_color_midLow to 40
- set tnoHSB.hud_color_midHigh to 60
- set tnoHSB.hud_color_high to 80
- set tnoHSB.hud_direction to HUDdirBoth
- set tnoHSB.hud_size to 68
- set tnoHSB.hud_x to HUDcompassCenter
- set tnoHSB.hud_y to HUDprevBarAbove
- ; set tnoHSB.hud_speed to 1
- set tnoHSB.hud_fade_in to 0.25
- set tnoHSB.hud_fade_out to 1
- set tnoHSB.hud_popup_in to 0.25
- set tnoHSB.hud_popup_out to 1
- set tnoHSB.hud_popup_dirin to HUDbarsAbove
- set tnoHSB.hud_popup_dirout to HUDbarsAbove
- set tnoHSB.hud_name to sv_Construct "$[hud_ref (Lv %%%%.0f): ]$ tnoHSB.tmp"
- set tnoHSB.hud_textDisplay to HUDtxtValueOfMax
- set tnoHSB.hud_textColor to sv_Construct "13 - 4*(tnoHSB.tmp)"
- set tnoHSB.hud_textShadowColor to sv_Construct "15"
- set tnoHSB.hud_textPos_x to HUDtxtCenter
- set tnoHSB.hud_textPos_y to HUDtxtAbove
- set tnoHSB.hud_updateInterval to 0.1
- SetStage tnoHSB 10
- ; set tnoHSB.hud_color to sv_Construct "HUDcolorHealth"
- ; set tnoHSB.hud_val to sv_Construct "GetAV Health" ; Health of last attacked enemy
- ; set tnoHSB.hud_ref to sv_Construct "hud_enemy" ; ref is last attacked enemy
- ; set tnoHSB.hud_max to sv_Construct "tnoHSB.enemyMaxHealth" ; A special variable
- ; set tnoHSB.hud_y to HUDprevBarAbove ; Just below the level text
- ; SetStage tnoHSB 10
- ; =================== Status Bar 6
- ; Display current charge of equipped weapon. Hide bar if you don't have an enchanted weapon equipped.
- set tnoHSB.hud_color to sv_Construct "HUDcolorPurple*(tnoHSB.max>0)" ; 8 (purple) if the player has an enchanted weapon equipped. 0 (bar is hidden), if not.
- set tnoHSB.hud_val to sv_Construct "GetEquippedCurrentCharge 16" ; Set val to current charge of player's equipped weapon
- set tnoHSB.hud_max to sv_Construct "GetObjectCharge hud_weapon" ; Get object charge (max charge) of the current equipped weapon
- set tnoHSB.hud_x to HUDweaponCenter ; Centered relative to weapon icon
- set tnoHSB.hud_y to HUDweaponAbove ; Right above weapon icon
- set tnoHSB.hud_size to HUDweaponWidth ; Same width as weapon icon
- SetStage tnoHSB 10
- ; =================== Status Bar 7
- ; Display current Encumbrance.
- set tnoHSB.hud_color to sv_Construct "7+3*(tnoHSB.frac<0.4)" ; Yellow (7) color, but orange (10) if less than 40% filled.
- set tnoHSB.hud_val to sv_Construct "GetAV Encumbrance" ; Player is default reference when hud_ref is not defined.
- set tnoHSB.hud_min to sv_Construct "(GetBaseAV Encumbrance) - 4" ; Bar is at min (empty) when current encumbrance = maximum encumbrance
- set tnoHSB.hud_max to sv_Construct "0" ; Bar is at max (full) when current encumrance = 0
- set tnoHSB.hud_x to HUDCompassRight
- set tnoHSB.hud_y to 94
- set tnoHSB.hud_name to sv_Construct "Enc: "
- set tnoHSB.hud_textColor to sv_Construct "tnoHSB.color"
- set tnoHSB.hud_textDisplay to HUDtxtValueofMax
- set tnoHSB.hud_textPos_x to HUDtxtRight
- set tnoHSB.hud_textPos_y to HUDtxtCenter
- set tnoHSB.hud_textSize to 8
- SetStage tnoHSB 10
- ; =================== Status Bar 8
- ; Display health of your summoned creature. Uses pink color. Bar is invisible when no creature is currently summoned
- set tnoHSB.hud_color to sv_Construct "HUDcolorPink"
- set tnoHSB.hud_ref to sv_Construct "hud_summon"
- set tnoHSB.hud_val to sv_Construct "GetAV Health" ; Health of summon
- set tnoHSB.hud_max to sv_Construct "GetBaseAV Health" ; Base health of summon
- set tnoHSB.hud_x to HUDdefault
- set tnoHSB.hud_y to HUDprevBarAbove
- set tnoHSB.hud_name to sv_Construct "Pet: "
- set tnoHSB.hud_textColor to sv_Construct "tnoHSB.color"
- set tnoHSB.hud_textDisplay to HUDtxtValue
- set tnoHSB.hud_textPos_x to HUDtxtRight
- set tnoHSB.hud_textPos_y to HUDtxtCenter
- set tnoHSB.hud_textSize to 8
- SetStage tnoHSB 10
- ; =================== Status Bar 8a
- ; Display health of your summoned creature. Uses pink color. Bar is invisible when no creature is currently summoned
- set tnoHSB.hud_color to sv_Construct "HUDcolorPink"
- set tnoHSB.hud_ref to sv_Construct "hud_summon 2"
- set tnoHSB.hud_val to sv_Construct "GetAV Health" ; Health of summon
- set tnoHSB.hud_max to sv_Construct "GetBaseAV Health" ; Base health of summon
- set tnoHSB.hud_x to HUDdefault
- set tnoHSB.hud_y to HUDprevBarAbove
- set tnoHSB.hud_name to sv_Construct "Pet: "
- set tnoHSB.hud_textColor to sv_Construct "tnoHSB.color"
- set tnoHSB.hud_textDisplay to HUDtxtValue
- set tnoHSB.hud_textPos_x to HUDtxtRight
- set tnoHSB.hud_textPos_y to HUDtxtCenter
- set tnoHSB.hud_textSize to 8
- SetStage tnoHSB 10
- ; =================== Status Bar 8b
- ; Display health of your summoned creature. Uses pink color. Bar is invisible when no creature is currently summoned
- set tnoHSB.hud_color to sv_Construct "HUDcolorPink"
- set tnoHSB.hud_ref to sv_Construct "hud_summon 3"
- set tnoHSB.hud_val to sv_Construct "GetAV Health" ; Health of summon
- set tnoHSB.hud_max to sv_Construct "GetBaseAV Health" ; Base health of summon
- set tnoHSB.hud_x to HUDdefault
- set tnoHSB.hud_y to HUDprevBarAbove
- set tnoHSB.hud_name to sv_Construct "Pet: "
- set tnoHSB.hud_textColor to sv_Construct "tnoHSB.color"
- set tnoHSB.hud_textDisplay to HUDtxtValue
- set tnoHSB.hud_textPos_x to HUDtxtRight
- set tnoHSB.hud_textPos_y to HUDtxtCenter
- set tnoHSB.hud_textSize to 8
- SetStage tnoHSB 10
- ; =================== Status Bar 9
- ; Display health of your Mount
- set tnoHSB.hud_color to sv_Construct "HUDcolorBrown"
- set tnoHSB.hud_ref to sv_Construct "player.GetHorse"
- set tnoHSB.hud_val to sv_Construct "GetAV Health" ; Health of Mount
- set tnoHSB.hud_max to sv_Construct "GetBaseAV Health" ; Base health of mount
- set tnoHSB.hud_x to HUDdefault
- set tnoHSB.hud_y to HUDprevBarAbove
- set tnoHSB.hud_name to sv_Construct "Mount: "
- set tnoHSB.hud_textColor to sv_Construct "tnoHSB.color"
- set tnoHSB.hud_textDisplay to HUDtxtValue
- set tnoHSB.hud_textPos_x to HUDtxtRight
- set tnoHSB.hud_textPos_y to HUDtxtCenter
- set tnoHSB.hud_textSize to 8
- SetStage tnoHSB 10
- ; =================== Status Bar 10
- ; Display PC Strength
- set tnoHSB.hud_color to sv_Construct "1+4*(tnoHSB.frac<1.0)"
- set tnoHSB.hud_val to sv_Construct "GetActorValue Strength"
- set tnoHSB.hud_max to sv_Construct "GetBaseActorValue Strength"
- set tnoHSB.hud_x to 1
- set tnoHSB.hud_y to 65
- set tnoHSB.hud_size to 68
- set tnoHSB.hud_name to sv_Construct "Str: "
- set tnoHSB.hud_textColor to sv_Construct "tnoHSB.color"
- set tnoHSB.hud_textDisplay to HUDtxtValue
- set tnoHSB.hud_textPos_x to HUDtxtLeft
- set tnoHSB.hud_textPos_y to HUDtxtNoBar
- set tnoHSB.hud_textSize to 10
- SetStage tnoHSB 10
- ; =================== Status Bar 11
- ; Display PC Intelligence
- set tnoHSB.hud_color to sv_Construct "1+4*(tnoHSB.frac<1.0)"
- set tnoHSB.hud_val to sv_Construct "GetActorValue Intelligence"
- set tnoHSB.hud_max to sv_Construct "GetBaseActorValue Intelligence"
- set tnoHSB.hud_x to HUDdefault
- set tnoHSB.hud_y to HUDprevBarBelow
- set tnoHSB.hud_size to 68
- set tnoHSB.hud_name to sv_Construct "Int: "
- set tnoHSB.hud_textColor to sv_Construct "tnoHSB.color"
- set tnoHSB.hud_textDisplay to HUDtxtValue
- set tnoHSB.hud_textPos_x to HUDtxtLeft
- set tnoHSB.hud_textPos_y to HUDtxtNoBar
- set tnoHSB.hud_textSize to 10
- SetStage tnoHSB 10
- ; =================== Status Bar 12
- ; Display PC Willpower
- set tnoHSB.hud_color to sv_Construct "1+4*(tnoHSB.frac<1.0)"
- set tnoHSB.hud_val to sv_Construct "GetActorValue Willpower"
- set tnoHSB.hud_max to sv_Construct "GetBaseActorValue Willpower"
- set tnoHSB.hud_x to HUDdefault
- set tnoHSB.hud_y to HUDprevBarBelow
- set tnoHSB.hud_size to 68
- set tnoHSB.hud_name to sv_Construct "Wil: "
- set tnoHSB.hud_textColor to sv_Construct "tnoHSB.color"
- set tnoHSB.hud_textDisplay to HUDtxtValue
- set tnoHSB.hud_textPos_x to HUDtxtLeft
- set tnoHSB.hud_textPos_y to HUDtxtNoBar
- set tnoHSB.hud_textSize to 10
- SetStage tnoHSB 10
- ; =================== Status Bar 13
- ; Display PC Agility
- set tnoHSB.hud_color to sv_Construct "1+4*(tnoHSB.frac<1.0)"
- set tnoHSB.hud_val to sv_Construct "GetActorValue Agility"
- set tnoHSB.hud_max to sv_Construct "GetBaseActorValue Agility"
- set tnoHSB.hud_x to HUDdefault
- set tnoHSB.hud_y to HUDprevBarBelow
- set tnoHSB.hud_size to 68
- set tnoHSB.hud_name to sv_Construct "Agi: "
- set tnoHSB.hud_textColor to sv_Construct "tnoHSB.color"
- set tnoHSB.hud_textDisplay to HUDtxtValue
- set tnoHSB.hud_textPos_x to HUDtxtLeft
- set tnoHSB.hud_textPos_y to HUDtxtNoBar
- set tnoHSB.hud_textSize to 10
- SetStage tnoHSB 10
- ; =================== Status Bar 14
- ; Display PC Speed
- set tnoHSB.hud_color to sv_Construct "1+4*(tnoHSB.frac<1.0)"
- set tnoHSB.hud_val to sv_Construct "GetActorValue Speed"
- set tnoHSB.hud_max to sv_Construct "GetBaseActorValue Speed"
- set tnoHSB.hud_x to HUDdefault
- set tnoHSB.hud_y to HUDprevBarBelow
- set tnoHSB.hud_size to 68
- set tnoHSB.hud_name to sv_Construct "Spd: "
- set tnoHSB.hud_textColor to sv_Construct "tnoHSB.color"
- set tnoHSB.hud_textDisplay to HUDtxtValue
- set tnoHSB.hud_textPos_x to HUDtxtLeft
- set tnoHSB.hud_textPos_y to HUDtxtNoBar
- set tnoHSB.hud_textSize to 10
- SetStage tnoHSB 10
- ; =================== Status Bar 15
- ; Display PC Endurance
- set tnoHSB.hud_color to sv_Construct "1+4*(tnoHSB.frac<1.0)"
- set tnoHSB.hud_val to sv_Construct "GetActorValue Endurance"
- set tnoHSB.hud_max to sv_Construct "GetBaseActorValue Endurance"
- set tnoHSB.hud_x to HUDdefault
- set tnoHSB.hud_y to HUDprevBarBelow
- set tnoHSB.hud_size to 68
- set tnoHSB.hud_name to sv_Construct "End: "
- set tnoHSB.hud_textColor to sv_Construct "tnoHSB.color"
- set tnoHSB.hud_textDisplay to HUDtxtValue
- set tnoHSB.hud_textPos_x to HUDtxtLeft
- set tnoHSB.hud_textPos_y to HUDtxtNoBar
- set tnoHSB.hud_textSize to 10
- SetStage tnoHSB 10
- ; =================== Status Bar 16
- ; Display PC Personality
- set tnoHSB.hud_color to sv_Construct "1+4*(tnoHSB.frac<1.0)"
- set tnoHSB.hud_val to sv_Construct "GetActorValue Personality"
- set tnoHSB.hud_max to sv_Construct "GetBaseActorValue Personality"
- set tnoHSB.hud_x to HUDdefault
- set tnoHSB.hud_y to HUDprevBarBelow
- set tnoHSB.hud_size to 68
- set tnoHSB.hud_name to sv_Construct "Per: "
- set tnoHSB.hud_textColor to sv_Construct "tnoHSB.color"
- set tnoHSB.hud_textDisplay to HUDtxtValue
- set tnoHSB.hud_textPos_x to HUDtxtLeft
- set tnoHSB.hud_textPos_y to HUDtxtNoBar
- set tnoHSB.hud_textSize to 10
- SetStage tnoHSB 10
- ; =================== Status Bar 17
- ; Display PC Luck
- set tnoHSB.hud_color to sv_Construct "1+4*(tnoHSB.frac<1.0)"
- set tnoHSB.hud_val to sv_Construct "GetActorValue Luck"
- set tnoHSB.hud_max to sv_Construct "GetBaseActorValue Luck"
- set tnoHSB.hud_x to HUDdefault
- set tnoHSB.hud_y to HUDprevBarBelow
- set tnoHSB.hud_size to 68
- set tnoHSB.hud_name to sv_Construct "Lck: "
- set tnoHSB.hud_textColor to sv_Construct "tnoHSB.color"
- set tnoHSB.hud_textDisplay to HUDtxtValue
- set tnoHSB.hud_textPos_x to HUDtxtLeft
- set tnoHSB.hud_textPos_y to HUDtxtNoBar
- set tnoHSB.hud_textSize to 10
- SetStage tnoHSB 10
- ; =================== Status Bar 83
- ; Display PC Bounty
- set tnoHSB.hud_color to sv_Construct "HudColorYellow"
- set tnoHSB.hud_val to sv_Construct "GetActorValue Bounty"
- set tnoHSB.hud_x to HUDdefault
- set tnoHSB.hud_y to HUDprevBarBelow
- set tnoHSB.hud_size to 68
- set tnoHSB.hud_name to sv_Construct "Bounty: "
- set tnoHSB.hud_textColor to sv_Construct "tnoHSB.color"
- set tnoHSB.hud_textDisplay to HUDtxtValue
- set tnoHSB.hud_textPos_x to HUDtxtLeft
- set tnoHSB.hud_textPos_y to HUDtxtNoBar
- set tnoHSB.hud_textSize to 10
- SetStage tnoHSB 10
- ; =================== Status Bar 84
- ; Display PC Fame
- set tnoHSB.hud_color to sv_Construct "HudColorBlue"
- set tnoHSB.hud_val to sv_Construct "GetActorValue Fame"
- set tnoHSB.hud_x to Huddefault
- set tnoHSB.hud_y to HUDprevBarBelow
- set tnoHSB.hud_size to 68
- set tnoHSB.hud_name to sv_Construct "Fame: "
- set tnoHSB.hud_textColor to sv_Construct "tnoHSB.color"
- set tnoHSB.hud_textDisplay to HUDtxtValue
- set tnoHSB.hud_textPos_x to HUDtxtLeft
- set tnoHSB.hud_textPos_y to HUDtxtNoBar
- set tnoHSB.hud_textSize to 10
- SetStage tnoHSB 10
- ; =================== Status Bar 85
- ; Display PC Infamy
- set tnoHSB.hud_color to sv_Construct "HudColorRed"
- set tnoHSB.hud_val to sv_Construct "GetActorValue Infamy"
- set tnoHSB.hud_x to Huddefault
- set tnoHSB.hud_y to HUDprevBarBelow
- set tnoHSB.hud_size to 68
- set tnoHSB.hud_name to sv_Construct "Infamy: "
- set tnoHSB.hud_textColor to sv_Construct "tnoHSB.color"
- set tnoHSB.hud_textDisplay to HUDtxtValue
- set tnoHSB.hud_textPos_x to HUDtxtLeft
- set tnoHSB.hud_textPos_y to HUDtxtNoBar
- set tnoHSB.hud_textSize to 10
- SetStage tnoHSB 10
- ; =================== Status Bar 86
- ; Display Gold
- set tnoHSB.hud_color to sv_Construct "HUDColorYellow"
- set tnoHSB.hud_val to sv_Construct "Player.GetItemCount F"
- set tnoHSB.hud_x to Huddefault
- set tnoHSB.hud_y to HUDprevBarBelow
- set tnoHSB.hud_size to 68
- set tnoHSB.hud_name to sv_Construct "Gold: "
- set tnoHSB.hud_textDisplay to HUDtxtValue
- set tnoHSB.hud_textColor to sv_Construct "tnoHSB.color"
- set tnoHSB.hud_textPos_x to HUDtxtLeft
- set tnoHSB.hud_textPos_y to HUDtxtNoBar
- set tnoHSB.hud_textSize to 10
- SetStage tnoHSB 10
- ; =================== Status Bar 18
- ; 24hr clock, displayed as h.mm
- set tnoHSB.hud_color to sv_Construct "1"
- set tnoHSB.hud_val to sv_Construct "3*(GameHour - (Floor GameHour))/5 + (Floor GameHour)" ;converts decimals to minutes
- set tnoHSB.hud_max to sv_Construct "24"
- set tnoHSB.hud_name to sv_Construct " " ; No static text
- set tnoHSB.hud_textColor to sv_Construct "3+4*(tnoHSB.val>7 && tnoHSB.val<20)" ; Yellow (7) from 7am - 8pm, blue (3) otherwise
- set tnoHSB.hud_textDisplay to HUDtxtValue2 ; we want two decimal places
- set tnoHSB.hud_textType to HUDfontSimple
- set tnoHSB.hud_textSize to 16
- set tnoHSB.hud_x to Huddefault
- set tnoHSB.hud_y to HUDprevBarBelow
- set tnoHSB.hud_textPos_x to HUDtxtCenter
- set tnoHSB.hud_textPos_y to HUDtxtNoBar
- set tnoHSB.hud_textSize to 10
- SetStage tnoHSB 10
- ; =================== Day/Date/Month/Year
- ; =================== Status Bar 19
- ; Day of Week, Date
- ;Sundas
- set tnoHSB.hud_color to sv_Construct "(tnoHSB.max>0 && tnoHSB.max<2)"
- set tnoHSB.hud_val to sv_Construct "GameDay"
- set tnoHSB.hud_max to sv_Construct "1+GetDayOfWeek"
- set tnoHSB.hud_name to sv_Construct "Sundas "
- set tnoHSB.hud_textColor to sv_Construct "HUDcolorYellow"
- set tnoHSB.hud_textDisplay to HUDtxtValue
- set tnoHSB.hud_x to HUDcompassRight
- set tnoHSB.hud_y to 97.5
- set tnoHSB.hud_textPos_x to HUDtxtCenter
- set tnoHSB.hud_textPos_y to HUDtxtNoBar
- SetStage tnoHSB 10
- ; =================== Status Bar 20
- ;Morndas
- set tnoHSB.hud_color to sv_Construct "(tnoHSB.max>1 && tnoHSB.max<3)"
- set tnoHSB.hud_val to sv_Construct "GameDay"
- set tnoHSB.hud_max to sv_Construct "1+GetDayOfWeek"
- set tnoHSB.hud_name to sv_Construct "Morndas "
- set tnoHSB.hud_textColor to sv_Construct "HUDcolorYellow"
- set tnoHSB.hud_textDisplay to HUDtxtValue
- set tnoHSB.hud_x to HUDcompassRight
- set tnoHSB.hud_y to HUDprevBar
- set tnoHSB.hud_textPos_x to HUDtxtCenter
- set tnoHSB.hud_textPos_y to HUDtxtNoBar
- SetStage tnoHSB 10
- ; =================== Status Bar 21
- ;Tirdas
- set tnoHSB.hud_color to sv_Construct "(tnoHSB.max>2 && tnoHSB.max<4)"
- set tnoHSB.hud_val to sv_Construct "GameDay"
- set tnoHSB.hud_max to sv_Construct "1+GetDayOfWeek"
- set tnoHSB.hud_name to sv_Construct "Tirdas "
- set tnoHSB.hud_textColor to sv_Construct "HUDcolorYellow"
- set tnoHSB.hud_textDisplay to HUDtxtValue
- set tnoHSB.hud_x to HUDcompassRight
- set tnoHSB.hud_y to HUDprevBar
- set tnoHSB.hud_textPos_x to HUDtxtCenter
- set tnoHSB.hud_textPos_y to HUDtxtNoBar
- SetStage tnoHSB 10
- ; =================== Status Bar 22
- ;Middas
- set tnoHSB.hud_color to sv_Construct "(tnoHSB.max>3 && tnoHSB.max<5)"
- set tnoHSB.hud_val to sv_Construct "GameDay"
- set tnoHSB.hud_max to sv_Construct "1+GetDayOfWeek"
- set tnoHSB.hud_name to sv_Construct "Middas "
- set tnoHSB.hud_textColor to sv_Construct "HUDcolorYellow"
- set tnoHSB.hud_textDisplay to HUDtxtValue
- set tnoHSB.hud_x to HUDcompassRight
- set tnoHSB.hud_y to HUDprevBar
- set tnoHSB.hud_textPos_x to HUDtxtCenter
- set tnoHSB.hud_textPos_y to HUDtxtNoBar
- SetStage tnoHSB 10
- ; =================== Status Bar 23
- ;Turdas
- set tnoHSB.hud_color to sv_Construct "(tnoHSB.max>4 && tnoHSB.max<6)"
- set tnoHSB.hud_val to sv_Construct "GameDay"
- set tnoHSB.hud_max to sv_Construct "1+GetDayOfWeek"
- set tnoHSB.hud_name to sv_Construct "Turdas "
- set tnoHSB.hud_textColor to sv_Construct "HUDcolorYellow"
- set tnoHSB.hud_textDisplay to HUDtxtValue
- set tnoHSB.hud_x to HUDcompassRight
- set tnoHSB.hud_y to HUDprevBar
- set tnoHSB.hud_textPos_x to HUDtxtCenter
- set tnoHSB.hud_textPos_y to HUDtxtNoBar
- SetStage tnoHSB 10
- ; =================== Status Bar 24
- ;Fredas
- set tnoHSB.hud_color to sv_Construct "(tnoHSB.max>5 && tnoHSB.max<7)"
- set tnoHSB.hud_val to sv_Construct "GameDay"
- set tnoHSB.hud_max to sv_Construct "1+GetDayOfWeek"
- set tnoHSB.hud_name to sv_Construct "Fredas "
- set tnoHSB.hud_textColor to sv_Construct "HUDcolorYellow"
- set tnoHSB.hud_textDisplay to HUDtxtValue
- set tnoHSB.hud_x to HUDcompassRight
- set tnoHSB.hud_y to HUDprevBar
- set tnoHSB.hud_textPos_x to HUDtxtCenter
- set tnoHSB.hud_textPos_y to HUDtxtNoBar
- SetStage tnoHSB 10
- ; =================== Status Bar 25
- ;Loredas
- set tnoHSB.hud_color to sv_Construct "(tnoHSB.max>6 && tnoHSB.max<8)"
- set tnoHSB.hud_val to sv_Construct "GameDay"
- set tnoHSB.hud_max to sv_Construct "1+GetDayOfWeek"
- set tnoHSB.hud_name to sv_Construct "Loredas "
- set tnoHSB.hud_textColor to sv_Construct "HUDcolorYellow"
- set tnoHSB.hud_textDisplay to HUDtxtValue
- set tnoHSB.hud_x to HUDcompassRight
- set tnoHSB.hud_y to HUDprevBar
- set tnoHSB.hud_textPos_x to HUDtxtCenter
- set tnoHSB.hud_textPos_y to HUDtxtNoBar
- SetStage tnoHSB 10
- ; =================== Status Bar 26
- ; Month and Year
- ;Morningstar
- set tnoHSB.hud_color to sv_Construct "(tnoHSB.max>0 && tnoHSB.max<2)"
- set tnoHSB.hud_val to sv_Construct "GameYear"
- set tnoHSB.hud_max to sv_Construct "1+GameMonth"
- set tnoHSB.hud_name to sv_Construct "Morningstar "
- set tnoHSB.hud_textColor to sv_Construct "HUDcolorWhite"
- set tnoHSB.hud_textDisplay to HUDtxtValue
- set tnoHSB.hud_x to HUDcompassRight
- set tnoHSB.hud_y to HUDprevBarBelow
- set tnoHSB.hud_textPos_x to HUDtxtCenter
- set tnoHSB.hud_textPos_y to HUDtxtNoBar
- SetStage tnoHSB 10
- ; =================== Status Bar 27
- ;Sun's Dawn
- set tnoHSB.hud_color to sv_Construct "(tnoHSB.max>1 && tnoHSB.max<3)"
- set tnoHSB.hud_val to sv_Construct "GameYear"
- set tnoHSB.hud_max to sv_Construct "1+GameMonth"
- set tnoHSB.hud_name to sv_Construct "Sun's Dawn "
- set tnoHSB.hud_textColor to sv_Construct "HUDcolorWhite"
- set tnoHSB.hud_textDisplay to HUDtxtValue
- set tnoHSB.hud_x to HUDcompassRight
- set tnoHSB.hud_y to HUDprevBar
- set tnoHSB.hud_textPos_x to HUDtxtCenter
- set tnoHSB.hud_textPos_y to HUDtxtNoBar
- SetStage tnoHSB 10
- ; =================== Status Bar 28
- ;First Seed
- set tnoHSB.hud_color to sv_Construct "(tnoHSB.max>2 && tnoHSB.max<4)"
- set tnoHSB.hud_val to sv_Construct "GameYear"
- set tnoHSB.hud_max to sv_Construct "1+GameMonth"
- set tnoHSB.hud_name to sv_Construct "First Seed "
- set tnoHSB.hud_textColor to sv_Construct "HUDcolorGreen"
- set tnoHSB.hud_textDisplay to HUDtxtValue
- set tnoHSB.hud_x to HUDcompassRight
- set tnoHSB.hud_y to HUDprevBar
- set tnoHSB.hud_textPos_x to HUDtxtCenter
- set tnoHSB.hud_textPos_y to HUDtxtNoBar
- SetStage tnoHSB 10
- ; =================== Status Bar 29
- ;Rain's Hand
- set tnoHSB.hud_color to sv_Construct "(tnoHSB.max>3 && tnoHSB.max<5)"
- set tnoHSB.hud_val to sv_Construct "GameYear"
- set tnoHSB.hud_max to sv_Construct "1+GameMonth"
- set tnoHSB.hud_name to sv_Construct "Rain's Hand "
- set tnoHSB.hud_textColor to sv_Construct "HUDcolorGreen"
- set tnoHSB.hud_textDisplay to HUDtxtValue
- set tnoHSB.hud_x to HUDcompassRight
- set tnoHSB.hud_y to HUDprevBar
- set tnoHSB.hud_textPos_x to HUDtxtCenter
- set tnoHSB.hud_textPos_y to HUDtxtNoBar
- SetStage tnoHSB 10
- ; =================== Status Bar 30
- ;Second Seed
- set tnoHSB.hud_color to sv_Construct "(tnoHSB.max>4 && tnoHSB.max<6)"
- set tnoHSB.hud_val to sv_Construct "GameYear"
- set tnoHSB.hud_max to sv_Construct "1+GameMonth"
- set tnoHSB.hud_name to sv_Construct "Second Seed "
- set tnoHSB.hud_textColor to sv_Construct "HUDcolorGreen"
- set tnoHSB.hud_textDisplay to HUDtxtValue
- set tnoHSB.hud_x to HUDcompassRight
- set tnoHSB.hud_y to HUDprevBar
- set tnoHSB.hud_textPos_x to HUDtxtCenter
- set tnoHSB.hud_textPos_y to HUDtxtNoBar
- SetStage tnoHSB 10
- ; =================== Status Bar 31
- ;Midyear
- set tnoHSB.hud_color to sv_Construct "(tnoHSB.max>5 && tnoHSB.max<7)"
- set tnoHSB.hud_val to sv_Construct "GameYear"
- set tnoHSB.hud_max to sv_Construct "1+GameMonth"
- set tnoHSB.hud_name to sv_Construct "Midyear "
- set tnoHSB.hud_textColor to sv_Construct "HUDcolorYellow"
- set tnoHSB.hud_textDisplay to HUDtxtValue
- set tnoHSB.hud_x to HUDcompassRight
- set tnoHSB.hud_y to HUDprevBar
- set tnoHSB.hud_textPos_x to HUDtxtCenter
- set tnoHSB.hud_textPos_y to HUDtxtNoBar
- SetStage tnoHSB 10
- ; =================== Status Bar 32
- ;Sun's Height
- set tnoHSB.hud_color to sv_Construct "(tnoHSB.max>6 && tnoHSB.max<8)"
- set tnoHSB.hud_val to sv_Construct "GameYear"
- set tnoHSB.hud_max to sv_Construct "1+GameMonth"
- set tnoHSB.hud_name to sv_Construct "Sun's Height "
- set tnoHSB.hud_textColor to sv_Construct "HUDcolorYellow"
- set tnoHSB.hud_textDisplay to HUDtxtValue
- set tnoHSB.hud_x to HUDcompassRight
- set tnoHSB.hud_y to HUDprevBar
- set tnoHSB.hud_textPos_x to HUDtxtCenter
- set tnoHSB.hud_textPos_y to HUDtxtNoBar
- SetStage tnoHSB 10
- ; =================== Status Bar 33
- ;Last Seed
- set tnoHSB.hud_color to sv_Construct "(tnoHSB.max>7 && tnoHSB.max<9)"
- set tnoHSB.hud_val to sv_Construct "GameYear"
- set tnoHSB.hud_max to sv_Construct "1+GameMonth"
- set tnoHSB.hud_name to sv_Construct "Last Seed "
- set tnoHSB.hud_textColor to sv_Construct "HUDcolorYellow"
- set tnoHSB.hud_textDisplay to HUDtxtValue
- set tnoHSB.hud_x to HUDcompassRight
- set tnoHSB.hud_y to HUDprevBar
- set tnoHSB.hud_textPos_x to HUDtxtCenter
- set tnoHSB.hud_textPos_y to HUDtxtNoBar
- SetStage tnoHSB 10
- ; =================== Status Bar 34
- ;Hearthfire
- set tnoHSB.hud_color to sv_Construct "(tnoHSB.max>8 && tnoHSB.max<10)"
- set tnoHSB.hud_val to sv_Construct "GameYear"
- set tnoHSB.hud_max to sv_Construct "1+GameMonth"
- set tnoHSB.hud_name to sv_Construct "Hearthfire "
- set tnoHSB.hud_textColor to sv_Construct "HUDcolorOrange"
- set tnoHSB.hud_textDisplay to HUDtxtValue
- set tnoHSB.hud_x to HUDcompassRight
- set tnoHSB.hud_y to HUDprevBar
- set tnoHSB.hud_textPos_x to HUDtxtCenter
- set tnoHSB.hud_textPos_y to HUDtxtNoBar
- SetStage tnoHSB 10
- ; =================== Status Bar 35
- ;Frostfall
- set tnoHSB.hud_color to sv_Construct "(tnoHSB.max>9 && tnoHSB.max<11)"
- set tnoHSB.hud_val to sv_Construct "GameYear"
- set tnoHSB.hud_max to sv_Construct "1+GameMonth"
- set tnoHSB.hud_name to sv_Construct "Frostfall "
- set tnoHSB.hud_textColor to sv_Construct "HUDcolorOrange"
- set tnoHSB.hud_textDisplay to HUDtxtValue
- set tnoHSB.hud_x to HUDcompassRight
- set tnoHSB.hud_y to HUDprevBar
- set tnoHSB.hud_textPos_x to HUDtxtCenter
- set tnoHSB.hud_textPos_y to HUDtxtNoBar
- SetStage tnoHSB 10
- ; =================== Status Bar 36
- ;Sun's Dusk
- set tnoHSB.hud_color to sv_Construct "(tnoHSB.max>10 && tnoHSB.max<12)"
- set tnoHSB.hud_val to sv_Construct "GameYear"
- set tnoHSB.hud_max to sv_Construct "1+GameMonth"
- set tnoHSB.hud_name to sv_Construct "Sun's Dusk "
- set tnoHSB.hud_textColor to sv_Construct "HUDcolorOrange"
- set tnoHSB.hud_textDisplay to HUDtxtValue
- set tnoHSB.hud_x to HUDcompassRight
- set tnoHSB.hud_y to HUDprevBar
- set tnoHSB.hud_textPos_x to HUDtxtCenter
- set tnoHSB.hud_textPos_y to HUDtxtNoBar
- SetStage tnoHSB 10
- ; =================== Status Bar 37
- ;Evening Star
- set tnoHSB.hud_color to sv_Construct "(tnoHSB.max>11 && tnoHSB.max<13)"
- set tnoHSB.hud_val to sv_Construct "GameYear"
- set tnoHSB.hud_max to sv_Construct "1+GameMonth"
- set tnoHSB.hud_name to sv_Construct "Evening Star "
- set tnoHSB.hud_textColor to sv_Construct "HUDcolorWhite"
- set tnoHSB.hud_textDisplay to HUDtxtValue
- set tnoHSB.hud_x to HUDcompassRight
- set tnoHSB.hud_y to HUDprevBar
- set tnoHSB.hud_textPos_x to HUDtxtCenter
- set tnoHSB.hud_textPos_y to HUDtxtNoBar
- SetStage tnoHSB 10
- ; =================== Status Bar 38
- ; Display current Spell effectiveness (due to wearing armor, or mods), below the magic spell icon
- ; set tnoHSB.hud_color to sv_Construct "HUDcolorBlue"
- ; set tnoHSB.hud_val to sv_Construct "GetSpellEffectiveness"
- ; set tnoHSB.hud_max to sv_Construct "1"
- ; set tnoHSB.hud_min to sv_Construct ""
- ; set tnoHSB.hud_debug to 0
- ; set tnoHSB.hud_size to HUDmagicWidth
- ; set tnoHSB.hud_x to HUDmagicCenter
- ; set tnoHSB.hud_y to HUDmagicBelow
- ; set tnoHSB.hud_name to sv_Construct "Eff: "
- ; set tnoHSB.hud_textColor to sv_Construct "tnoHSB.color"
- ; set tnoHSB.hud_textDisplay to HUDtxtValue2
- ; set tnoHSB.hud_textSize to 8
- ; set tnoHSB.hud_textPos_x to HUDtxtCenter
- ; set tnoHSB.hud_textPos_y to HUDtxtNoBar
- ; SetStage tnoHSB 10
- ;MAJOR SKILLS - Displays current text Value (Green if ok/Red if being drained). Underneath Value is Level up bar (Yellow) for skill level current progress.
- ; =================== Status Bar 39
- ; Display PC Level
- set tnoHSB.hud_color to sv_Construct "HUDColorCyan"
- set tnoHSB.hud_val to sv_Construct "Player.GetLevel"
- set tnoHSB.hud_ref to sv_Construct ""
- set tnoHSB.hud_x to 1
- set tnoHSB.hud_y to 55
- set tnoHSB.hud_size to 68
- set tnoHSB.hud_name to sv_Construct "Level: "
- set tnoHSB.hud_textColor to sv_Construct "tnoHSB.color"
- set tnoHSB.hud_textDisplay to HUDtxtValue
- set tnoHSB.hud_textPos_x to HUDtxtLeft
- set tnoHSB.hud_textPos_y to HUDtxtNoBar
- set tnoHSB.hud_textSize to 10
- SetStage tnoHSB 10
- ; =================== Status Bar 40
- ; Display Levelup
- set tnoHSB.hud_color to sv_Construct "HUDcolorCyan"
- set tnoHSB.hud_ref to sv_Construct ""
- set tnoHSB.hud_val to sv_Construct "GetPCMajorSkillUps"
- set tnoHSB.hud_max to sv_Construct "GetGameSetting %qiLevelUpSkillCount%q"
- set tnoHSB.hud_x to HUDdefault
- set tnoHSB.hud_y to HUDprevBarBelow
- set tnoHSB.hud_size to 68
- SetStage tnoHSB 10
- ; Equipped Equipment Health
- ; ==== Helmet health
- ; Hidden if not wielding weapon. not completely full unless repaired to 125% with expert armorer perk
- set tnoHSB.hud_color to sv_Construct "5*(tnoHSB.max>0)+2*(tnoHSB.frac>0.37)+4*(tnoHSB.frac>.6)-10*(tnoHSB.frac>0.81)" ; Blue, yellow when below 50%,red when below 25%, Green above 100%
- set tnoHSB.hud_ref to sv_Construct "Player.GetEquippedObject 1" ; helmet
- set tnoHSB.hud_val to sv_Construct "Player.GetEquippedCurrentHealth 1"
- set tnoHSB.hud_max to sv_Construct "1.25*(GetObjectHealth hud_ref)"
- set tnoHSB.hud_name to sv_Construct "Helmet: "
- set tnoHSB.hud_textColor to sv_Construct "tnoHSB.color" ; Set text color identical to (hidden) bar color
- set tnoHSB.hud_textDisplay to HUDtxtValueOfMax
- set tnoHSB.hud_textPos_y to HUDtxtLeft
- set tnoHSB.hud_x to 95 ; Place beneath weapon icon, with same width
- set tnoHSB.hud_y to 80
- set tnoHSB.hud_size to 80
- SetStage tnoHSB 10
- ; ==== Cuirass health
- ; Hidden if not wielding weapon. not completely full unless repaired to 125% with expert armorer perk
- set tnoHSB.hud_color to sv_Construct "5*(tnoHSB.max>0)+2*(tnoHSB.frac>0.37)+4*(tnoHSB.frac>.6)-10*(tnoHSB.frac>0.81)" ; green, red when below 50%, orange above 100%
- set tnoHSB.hud_ref to sv_Construct "Player.GetEquippedObject 2" ; cuirass
- set tnoHSB.hud_val to sv_Construct "Player.GetEquippedCurrentHealth 2"
- set tnoHSB.hud_max to sv_Construct "1.25*(GetObjectHealth hud_ref)"
- set tnoHSB.hud_name to sv_Construct "Cuirass: "
- set tnoHSB.hud_textColor to sv_Construct "tnoHSB.color" ; Set text color identical to (hidden) bar color
- set tnoHSB.hud_textDisplay to HUDtxtValueOfMax
- set tnoHSB.hud_textPos_y to HUDtxtLeft
- set tnoHSB.hud_x to HUDprevBar ; Place beneath weapon icon, with same width
- set tnoHSB.hud_y to HUDprevBarBelow -
- set tnoHSB.hud_size to 80
- SetStage tnoHSB 10
- ; ==== Greaves health
- ; Hidden if not wielding weapon. not completely full unless repaired to 125% with expert armorer perk
- set tnoHSB.hud_color to sv_Construct "5*(tnoHSB.max>0)+2*(tnoHSB.frac>0.37)+4*(tnoHSB.frac>.6)-10*(tnoHSB.frac>0.81)" ; green, red when below 50%, orange above 100%
- set tnoHSB.hud_ref to sv_Construct "Player.GetEquippedObject 3" ; Greaves
- set tnoHSB.hud_val to sv_Construct "Player.GetEquippedCurrentHealth 3"
- set tnoHSB.hud_max to sv_Construct "1.25*(GetObjectHealth hud_ref)"
- set tnoHSB.hud_name to sv_Construct "Greaves: "
- set tnoHSB.hud_textColor to sv_Construct "tnoHSB.color" ; Set text color identical to (hidden) bar color
- set tnoHSB.hud_textDisplay to HUDtxtValueOfMax
- set tnoHSB.hud_textPos_y to HUDtxtLeft
- set tnoHSB.hud_x to HUDprevBar ; Place beneath weapon icon, with same width
- set tnoHSB.hud_y to HUDprevBarBelow -
- set tnoHSB.hud_size to 80
- SetStage tnoHSB 10
- ; ==== Gloves health
- ; Hidden if not wielding weapon. not completely full unless repaired to 125% with expert armorer perk
- set tnoHSB.hud_color to sv_Construct "5*(tnoHSB.max>0)+2*(tnoHSB.frac>0.37)+4*(tnoHSB.frac>.6)-10*(tnoHSB.frac>0.81)" ; green, red when below 50%, orange above 100%
- set tnoHSB.hud_ref to sv_Construct "Player.GetEquippedObject 4" ; Gloves
- set tnoHSB.hud_val to sv_Construct "Player.GetEquippedCurrentHealth 4"
- set tnoHSB.hud_max to sv_Construct "1.25*(GetObjectHealth hud_ref)"
- set tnoHSB.hud_name to sv_Construct "Gloves: "
- set tnoHSB.hud_textColor to sv_Construct "tnoHSB.color" ; Set text color identical to (hidden) bar color
- set tnoHSB.hud_textDisplay to HUDtxtValueOfMax
- set tnoHSB.hud_textPos_y to HUDtxtLeft
- set tnoHSB.hud_x to HUDprevBar ; Place beneath weapon icon, with same width
- set tnoHSB.hud_y to HUDprevBarBelow -
- set tnoHSB.hud_size to 80
- SetStage tnoHSB 10
- ; ==== Boots health
- ; Hidden if not wielding weapon. not completely full unless repaired to 125% with expert armorer perk
- set tnoHSB.hud_color to sv_Construct "5*(tnoHSB.max>0)+2*(tnoHSB.frac>0.37)+4*(tnoHSB.frac>.6)-10*(tnoHSB.frac>0.81)" ; green, red when below 50%, orange above 100%
- set tnoHSB.hud_ref to sv_Construct "Player.GetEquippedObject 5" ; Boots
- set tnoHSB.hud_val to sv_Construct "Player.GetEquippedCurrentHealth 5"
- set tnoHSB.hud_max to sv_Construct "1.25*(GetObjectHealth hud_ref)"
- set tnoHSB.hud_name to sv_Construct "Boots: "
- set tnoHSB.hud_textColor to sv_Construct "tnoHSB.color" ; Set text color identical to (hidden) bar color
- set tnoHSB.hud_textDisplay to HUDtxtValueOfMax
- set tnoHSB.hud_textPos_y to HUDtxtLeft
- set tnoHSB.hud_x to HUDprevBar ; Place beneath weapon icon, with same width
- set tnoHSB.hud_y to HUDprevBarBelow -
- set tnoHSB.hud_size to 80
- SetStage tnoHSB 10
- ; ==== Shield health
- ; Hidden if not wielding weapon. not completely full unless repaired to 125% with expert armorer perk
- set tnoHSB.hud_color to sv_Construct "5*(tnoHSB.max>0)+2*(tnoHSB.frac>0.37)+4*(tnoHSB.frac>.6)-10*(tnoHSB.frac>0.81)" ; Blue, yellow when below 50%,red when below 25%, Green above 100%
- set tnoHSB.hud_ref to sv_Construct "Player.GetEquippedObject 13" ; Shield
- set tnoHSB.hud_val to sv_Construct "Player.GetEquippedCurrentHealth 13"
- set tnoHSB.hud_max to sv_Construct "1.25*(GetObjectHealth hud_ref)"
- set tnoHSB.hud_name to sv_Construct "Shield: "
- set tnoHSB.hud_textColor to sv_Construct "tnoHSB.color" ; Set text color identical to (hidden) bar color
- set tnoHSB.hud_textDisplay to HUDtxtValueOfMax
- set tnoHSB.hud_textPos_y to HUDtxtLeft
- set tnoHSB.hud_x to HUDprevBar ; Place beneath weapon icon, with same width
- set tnoHSB.hud_y to HUDprevBarBelow -
- set tnoHSB.hud_size to 80
- SetStage tnoHSB 10
- ; ==== Weapon health
- ; Hidden if not wielding weapon. not completely full unless repaired to 125% with expert armorer perk
- set tnoHSB.hud_color to sv_Construct "5*(tnoHSB.max>0)+2*(tnoHSB.frac>0.37)+4*(tnoHSB.frac>.6)-10*(tnoHSB.frac>0.81)" ; Blue, yellow when below 50%,red when below 25%, Green above 100%
- set tnoHSB.hud_ref to sv_Construct "Player.GetEquippedObject 16" ; weapon
- set tnoHSB.hud_val to sv_Construct "Player.GetEquippedCurrentHealth 16"
- set tnoHSB.hud_max to sv_Construct "1.25*(GetObjectHealth hud_ref)"
- set tnoHSB.hud_name to sv_Construct "Weapon: "
- set tnoHSB.hud_textColor to sv_Construct "tnoHSB.color" ; Set text color identical to (hidden) bar color
- set tnoHSB.hud_textDisplay to HUDtxtValueOfMax
- set tnoHSB.hud_textPos_y to HUDtxtLeft
- set tnoHSB.hud_x to HUDprevBar ; Place beneath weapon icon, with same width
- set tnoHSB.hud_y to HUDprevBarBelow -
- set tnoHSB.hud_size to 80
- SetStage tnoHSB 10
- ; =================== Sneak Bar
- ; Display current amount of light falling on the player. The more filled the bar is the less light is falling on you.
- set tnoHSB.hud_color to sv_Construct "HUDcolorGrey*player.IsSneaking" ; Only show when sneaking
- set tnoHSB.hud_val to sv_Construct "GetActorLightAmount"
- set tnoHSB.hud_min to sv_Construct "100"
- set tnoHSB.hud_max to sv_Construct "0"
- set tnoHSB.hud_x to 50 ; Place beneath sneak cross hair
- set tnoHSB.hud_y to 53
- set tnoHSB.hud_size to HUDweaponWidth ; Same width as weapon icon
- SetStage tnoHSB 10
- ; ==== Real Sleep Extended (2.5 or later)
- ; set tnoHSB.hud_color to sv_Construct "5+2*(tnoHSB.frac>0.28)+4*(tnoHSB.frac>.5)-10*(tnoHSB.frac>0.75)"
- ; set tnoHSB.hud_val to sv_Construct "RSE.sleepVal"
- ; set tnoHSB.hud_max to sv_Construct "RSE.sleepMax"
- ; set tnoHSB.hud_name to sv_Construct "Energy: "
- ; set tnoHSB.hud_textColor to sv_Construct "tnoHSB.color"
- ; set tnoHSB.hud_x to 99
- ; set tnoHSB.hud_y to 10.5
- ; set tnoHSB.hud_textPos_y to HUDtxtLeft
- ; set tnoHSB.hud_size to 80
- ;
- ; SetStage tnoHSB 10
- ; ==== Real Hunger
- ; set tnoHSB.hud_color to sv_Construct "5+2*(tnoHSB.frac>0.28)+4*(tnoHSB.frac>.5)-10*(tnoHSB.frac>0.75)"
- ; set tnoHSB.hud_val to sv_Construct "RHLevel"
- ; set tnoHSB.hud_min to sv_Construct "32" ;"RHHungerQuest.RHhungerThreshold"
- ; set tnoHSB.hud_max to sv_Construct ".1"
- ; set tnoHSB.hud_textColor to sv_Construct "tnoHSB.color"
- ; set tnoHSB.hud_name to sv_Construct "Hunger: "
- ; set tnoHSB.hud_x to 99
- ; set tnoHSB.hud_y to 8.5
- ; set tnoHSB.hud_textPos_y to HUDtxtLeft
- ; set tnoHSB.hud_size to 80
- ; SetStage tnoHSB 10
- ; ==== Natural Hunger for Real Time Interactions
- ; set tnoHSB.hud_color to sv_Construct "5+2*(tnoHSB.frac>0.28)+4*(tnoHSB.frac>.5)-10*(tnoHSB.frac>0.75)"
- ; set tnoHSB.hud_val to sv_Construct "GetGlobalValue QfStomach"
- ; set tnoHSB.hud_min to sv_Construct "0"
- ; set tnoHSB.hud_max to sv_Construct "2000"
- ; set tnoHSB.hud_textColor to sv_Construct "tnoHSB.color"
- ; set tnoHSB.hud_name to sv_Construct "Hunger: "
- ; set tnoHSB.hud_x to 99
- ; set tnoHSB.hud_y to 8.5
- ; set tnoHSB.hud_textPos_y to HUDtxtLeft
- ; set tnoHSB.hud_size to 80
- ; SetStage tnoHSB 10
- ; =================== Disease Bar
- ; Display disease status. A pink circle is displayed if you have a disease, with the number of diseases as a number
- set tnoHSB.hud_color to sv_Construct "HUDcolorRed"
- ; GetDisease is a "special function" that returns number of diseases on player
- set tnoHSB.hud_ref to sv_Construct "GetDisease"
- ; ref is current disease
- set tnoHSB.hud_val to sv_Construct "GetDisease"
- ; val is number of diseases
- set tnoHSB.hud_type to HUDbarCircle
- ; Use a filled circle
- set tnoHSB.hud_name to sv_Construct "hud_ref: "
- ; Display name of ref (the current disease)
- set tnoHSB.hud_textColor to sv_Construct "tnoHSB.color"
- ; Text color matches bar color
- set tnoHSB.hud_textDisplay to HUDtxtValue
- ; Display number of diseases
- set tnoHSB.hud_x to 99
- set tnoHSB.hud_y to 12.5
- set tnoHSB.hud_textPos_x to HUDtxtLeft
- ; Have text to the left of the bar
- set tnoHSB.hud_textPos_y to HUDtxtCenter
- ; ... vertically centered
- set tnoHSB.hud_textAdjust_y to 3
- ; ... but needs to be some pixels down to look good
- set tnoHSB.hud_updateInterval to 5
- ; Only update the bar every fifth second since diseases don't change frequently
- SetStage tnoHSB 10
- ; Init status bar 1
- ; =================== Real Time Lockpicking
- set tnoHSB.hud_color to sv_Construct "15*(tnoHSB.val>0)"
- set tnoHSB.hud_val to sv_Construct "aaaMigLockpickQ.timer"
- set tnoHSB.hud_min to sv_Construct "aaaMigLockpickQ.timer2"
- set tnoHSB.hud_max to sv_Construct "0"
- set tnoHSB.hud_x to 98
- set tnoHSB.hud_y to 16.5
- SetStage tnoHSB 10
- ; =================== Hygiene Bars
- ;set tnoHSB.hud_color to sv_Construct "HUDcolorWhite"
- ;set tnoHSB.hud_val to sv_Construct "BPH.HUDfeet"
- ;set tnoHSB.hud_max to sv_Construct "100"
- ;set tnoHSB.hud_min to sv_Construct "0"
- ;set tnoHSB.hud_textColor to sv_Construct "tnoHSB.color"
- ;set tnoHSB.hud_name to sv_Construct "Feet: "
- ;set tnoHSB.hud_x to 98
- ;set tnoHSB.hud_y to 16.5
- ;set tnoHSB.hud_textPos_y to HUDtxtLeft
- ;set tnoHSB.hud_size to 80
- ;setStage tnoHSB 10
- ;set tnoHSB.hud_color to sv_Construct "HUDcolorWhite"
- ;set tnoHSB.hud_val to sv_Construct "BPH.HUDcalves"
- ;set tnoHSB.hud_max to sv_Construct "100"
- ;set tnoHSB.hud_min to sv_Construct "0"
- ;set tnoHSB.hud_textColor to sv_Construct "tnoHSB.color"
- ;set tnoHSB.hud_name to sv_Construct "Calves: "
- ;set tnoHSB.hud_textPos_y to HUDtxtLeft
- ;set tnoHSB.hud_size to 80
- ;SetStage tnoHSB 10
- ;set tnoHSB.hud_color to sv_Construct "HUDcolorWhite"
- ;set tnoHSB.hud_val to sv_Construct "BPH.HUDthighs"
- ;set tnoHSB.hud_max to sv_Construct "100"
- ;set tnoHSB.hud_min to sv_Construct "0"
- ;set tnoHSB.hud_textColor to sv_Construct "tnoHSB.color"
- ;set tnoHSB.hud_name to sv_Construct "Thighs: "
- ;set tnoHSB.hud_textPos_y to HUDtxtLeft
- ;set tnoHSB.hud_size to 80
- ;SetStage tnoHSB 10
- ;set tnoHSB.hud_color to sv_Construct "HUDcolorWhite"
- ;set tnoHSB.hud_val to sv_Construct "BPH.HUDtorso"
- ;set tnoHSB.hud_max to sv_Construct "100"
- ;set tnoHSB.hud_min to sv_Construct "0"
- ;set tnoHSB.hud_textColor to sv_Construct "tnoHSB.color"
- ;set tnoHSB.hud_name to sv_Construct "Torso: "
- ;set tnoHSB.hud_textPos_y to HUDtxtLeft
- ;set tnoHSB.hud_size to 80
- ;SetStage tnoHSB 10
- ;set tnoHSB.hud_color to sv_Construct "HUDcolorWhite"
- ;set tnoHSB.hud_val to sv_Construct "BPH.HUDarms"
- ;set tnoHSB.hud_max to sv_Construct "100"
- ;set tnoHSB.hud_min to sv_Construct "0"
- ;set tnoHSB.hud_textColor to sv_Construct "tnoHSB.color"
- ;set tnoHSB.hud_name to sv_Construct "Arms: "
- ;set tnoHSB.hud_textPos_y to HUDtxtLeft
- ;set tnoHSB.hud_size to 80
- ;SetStage tnoHSB 10
- ;set tnoHSB.hud_color to sv_Construct "HUDcolorWhite"
- ;set tnoHSB.hud_val to sv_Construct "BPH.HUDhead"
- ;set tnoHSB.hud_max to sv_Construct "100"
- ;set tnoHSB.hud_min to sv_Construct "0"
- ;set tnoHSB.hud_textColor to sv_Construct "tnoHSB.color"
- ;set tnoHSB.hud_name to sv_Construct "Head: "
- ;set tnoHSB.hud_textPos_y to HUDtxtLeft
- ;set tnoHSB.hud_size to 80
- ;SetStage tnoHSB 10
- ;set tnoHSB.hud_color to sv_Construct "HUDcolorBlue"
- ;set tnoHSB.hud_val to sv_Construct "BPH.HUDhygiene"
- ;set tnoHSB.hud_max to sv_Construct "100"
- ;set tnoHSB.hud_min to sv_Construct "0"
- ;set tnoHSB.hud_textColor to sv_Construct "tnoHSB.color"
- ;set tnoHSB.hud_name to sv_Construct "Hygiene: "
- ;set tnoHSB.hud_x to 98
- ;set tnoHSB.hud_y to 16.5
- ;set tnoHSB.hud_textPos_y to HUDtxtLeft
- ;set tnoHSB.hud_size to 80
- ;SetStage tnoHSB 10
- ;set tnoHSB.hud_color to sv_Construct "HUDcolorBlue"
- ;set tnoHSB.hud_val to sv_Construct "BPH.HUDtoilet"
- ;set tnoHSB.hud_max to sv_Construct "0"
- ;set tnoHSB.hud_min to sv_Construct "100"
- ;set tnoHSB.hud_textColor to sv_Construct "tnoHSB.color"
- ;set tnoHSB.hud_name to sv_Construct "Toilet: "
- ;set tnoHSB.hud_textPos_y to HUDtxtLeft
- ;set tnoHSB.hud_size to 80
- ;SetStage tnoHSB 10
- ; ==== Basic Primary Needs - Sleep
- set tnoHSB.hud_color to sv_Construct "5+2*(tnoHSB.frac>0.28)+4*(tnoHSB.frac>.5)-10*(tnoHSB.frac>0.75)"
- set tnoHSB.hud_val to sv_Construct "BPN.HUDsleep"
- set tnoHSB.hud_max to sv_Construct "0"
- set tnoHSB.hud_min to sv_Construct "100"
- set tnoHSB.hud_name to sv_Construct "Energy: "
- set tnoHSB.hud_textColor to sv_Construct "tnoHSB.color"
- set tnoHSB.hud_textDisplay to HUDtxtPercent
- set tnoHSB.hud_textPos_x to HUDtxtLeft
- set tnoHSB.hud_textPos_y to HUDtxtNoBar
- set tnoHSB.hud_size to 80
- setStage tnoHSB 10
- ; ==== Basic Primary Needs - Hunger
- set tnoHSB.hud_color to sv_Construct "5+2*(tnoHSB.frac>0.28)+4*(tnoHSB.frac>.5)-10*(tnoHSB.frac>0.75)"
- set tnoHSB.hud_val to sv_Construct "BPN.HUDhunger"
- set tnoHSB.hud_max to sv_Construct "0"
- set tnoHSB.hud_min to sv_Construct "100"
- set tnoHSB.hud_textColor to sv_Construct "tnoHSB.color"
- set tnoHSB.hud_name to sv_Construct "Hunger: "
- set tnoHSB.hud_textDisplay to HUDtxtPercent
- set tnoHSB.hud_textPos_x to HUDtxtLeft
- set tnoHSB.hud_textPos_y to HUDtxtNoBar
- set tnoHSB.hud_size to 80
- setStage tnoHSB 10
- ; ==== Basic Primary Needs - Thirst
- set tnoHSB.hud_color to sv_Construct "5+2*(tnoHSB.frac>0.28)+4*(tnoHSB.frac>.5)-10*(tnoHSB.frac>0.75)"
- set tnoHSB.hud_val to sv_Construct "BPN.HUDthirst"
- set tnoHSB.hud_max to sv_Construct "0"
- set tnoHSB.hud_min to sv_Construct "100"
- set tnoHSB.hud_textColor to sv_Construct "tnoHSB.color"
- set tnoHSB.hud_name to sv_Construct "Thirst: "
- set tnoHSB.hud_textDisplay to HUDtxtPercent
- set tnoHSB.hud_textPos_x to HUDtxtLeft
- set tnoHSB.hud_textPos_y to HUDtxtNoBar
- set tnoHSB.hud_size to 80
- setStage tnoHSB 10
- ; ==== Basic Primary Needs - Caffeine
- set tnoHSB.hud_color to sv_Construct "HUDcolorBrown"
- set tnoHSB.hud_val to sv_Construct "BPN.HUDcaffeine"
- set tnoHSB.hud_max to sv_Construct "100"
- set tnoHSB.hud_min to sv_Construct "0"
- set tnoHSB.hud_textColor to sv_Construct "tnoHSB.color"
- set tnoHSB.hud_name to sv_Construct "Caffeine: "
- set tnoHSB.hud_textDisplay to HUDtxtPercent
- set tnoHSB.hud_textPos_x to HUDtxtLeft
- set tnoHSB.hud_textPos_y to HUDtxtNoBar
- set tnoHSB.hud_size to 80
- setStage tnoHSB 10
- ; ==== Basic Primary Needs - Alcohol
- set tnoHSB.hud_color to sv_Construct "HUDcolorYellow"
- set tnoHSB.hud_val to sv_Construct "BPN.HUDalcohol"
- set tnoHSB.hud_max to sv_Construct "100"
- set tnoHSB.hud_min to sv_Construct "0"
- set tnoHSB.hud_textColor to sv_Construct "tnoHSB.color"
- set tnoHSB.hud_name to sv_Construct "Alcohol: "
- set tnoHSB.hud_textDisplay to HUDtxtPercent
- set tnoHSB.hud_textPos_x to HUDtxtLeft
- set tnoHSB.hud_textPos_y to HUDtxtNoBar
- set tnoHSB.hud_size to 80
- setStage tnoHSB 10
- ; =================== RGO Wanted Days
- ; Display wanted status. A "wanted" note is displayed if you are wanted for crime
- ;
- ; set tnoHSB.hud_color to sv_Construct "HUDcolorBlue*(GetActorValue Bounty>0)" ; Will display the note if your current status is "wanted"
- ; set tnoHSB.hud_ref to sv_Construct "RenCrimeConfig.murderdays" ; ref checks if you are wanted for murder
- ; set tnoHSB.hud_val to sv_Construct "RenCrimeConfig.murderdays" ; val is number of days left until conviction is lifted
- ; set tnoHSB.hud_name to sv_Construct "Murder: " ; Display name of ref (current crime)
- ; set tnoHSB.hud_max to sv_Construct "14"
- ; set tnoHSB.hud_min to sv_Construct "0"
- ; set tnoHSB.hud_textColor to sv_Construct "tnoHSB.color" ; Set text color identical to (hidden) bar color
- ; set tnoHSB.hud_textDisplay to HUDtxtValue ; Display number of days
- ; set tnoHSB.hud_textPos_x to HUDtxtLeft ; Have text to the left of the bar
- ; set tnoHSB.hud_textPos_y to HUDtxtNoBar ; ... replace bar
- ; set tnoHSB.hud_size to 80 ; size of font
- ; set tnoHSB.hud_updateInterval to 60 ; Only update the bar every minute since crime status doesn't change frequently
- ; setStage tnoHSB 10 ; Init status bar 1
- ; =================== Fizzle
- ; ==== Spell failure chance from Fizzle, displayed above the spell icon
- ; Remove the default spell effectiveness bar if using this, as Fizzle replaces that mechanism
- set tnoHSB.hud_color to sv_Construct "HUDcolorBlue"
- set tnoHSB.hud_val to sv_Construct "tejonFizzle.chance"
- set tnoHSB.hud_max to sv_Construct "100"
- set tnoHSB.hud_x to HUDmagicCenter ; Centered relative to magic icon
- set tnoHSB.hud_y to HUDmagicAbove ; Right above magic icon
- set tnoHSB.hud_size to HUDmagicWidth ; Same width as magic icon
- SetStage tnoHSB 10
- ; ==== Basic Primary Needs - Mouse Over
- set tnoHSB.hud_ref to sv_Construct "GetFormFromMod %qBasic Primary Needs.esp%q %q070B5A%q"
- set tnoHSB.hud_name to sv_Construct "hud_ref"
- set tnoHSB.hud_textDisplay to HUDtxtNoValue
- set tnoHSB.hud_type to HUDtxtNoBar
- set tnoHSB.hud_textPos_x to HUDtxtCenter
- set tnoHSB.hud_textPos_y to HUDtxtCenter
- set tnoHSB.hud_y to 45
- set tnoHSB.hud_x to 50
- set tnoHSB.hud_textType to HUDfontKingthings
- set tnoHSB.hud_textSize to 16
- set tnoHSB.hud_textShadowColor to sv_Construct "HUDcolorBlack"
- SetStage tnoHSB 10
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