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- ; HUD status bars.ini
- ; =====================
- ;
- ; Version: 5.3.2
- ; Author: Ole Boe / TheNiceOne
- ;
- ; =================== Individual HUD status bars Settings for vanilla style
- ; To use a status bar, edit the lines for the bar the following way:
- ; * 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.
- ; * tnoHSB.hud_val: A script variable or function that calculates the value that is displayed in the bar
- ; * tnoHSB.hud_max: Set the max threshold for val that makes the bar full. Either a number, a script variable or a function.
- ; SetStage tnoHSB 10 Creates the bar. Must be the last line for each bar
- ; There are also more advanced settings to use, but the three above are the only three mandatory for each bar.
- ; The advanced settings are described in the user guide, and some of them used in the settings for Status bars below
- ; 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.
- ; ==== Display current Weapon charge. Color is cyan, but changes gradually as charge get lower.
- set tnoHSB.hud_color to sv_Construct "HUDcolorCyan"
- set tnoHSB.hud_val to sv_Construct "##P$GetWeaponChargeCur" ;Set val to current charge of player's equipped weapon
- set tnoHSB.hud_max to sv_Construct "P$GetWeaponChargeMax" ;Get object charge (max charge) of the current equipped weapon
- set tnoHSB.hud_type to HUDbarVertical
- set tnoHSB.hud_direction to HUDdirTop
- set tnoHSB.hud_visible to sv_Construct "Player.IsInCombat || Player.IsWeaponOut || tnoHSB.bFunctionKeyPressed || (tnoHSB.frac <= 0.50)"
- set tnoHSB.hud_visible_time to 10
- ;set tnoHSB.hud_blink to sv_construct "0.5#0.25 * (tnoHSB.frac <= 0.30)"
- set tnoHSB.hud_fade_in to 1
- set tnoHSB.hud_fade_out to 1
- set tnoHSB.hud_popup_in to 1
- set tnoHSB.hud_popup_out to 1
- set tnoHSB.hud_popup_dirin to HUDbarsBelow
- set tnoHSB.hud_popup_dirout to HUDbarsBelow
- set tnoHSB.hud_x to 0
- set tnoHSB.hud_y to 45
- set tnoHSB.hud_size to 150
- set tnoHSB.hud_textDisplay to HUDtxtNoValue
- SetStage tnoHSB 10
- ;===Summon ======= Up to 3 summon at same time
- ; Display health of summon 1
- set tnoHSB.hud_ref to sv_Construct "hud_summon 1"
- set tnoHSB.hud_type to HUDbarRefIcon
- set tnoHSB.hud_x to 72
- set tnoHSB.hud_y to 10
- 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 HUDbarsRight
- set tnoHSB.hud_popup_dirout to HUDbarsRight
- set tnoHSB.hud_updateInterval to 0.25
- setStage tnoHSB 10
- set tnoHSB.hud_ref to sv_Construct "hud_summon 1"
- set tnoHSB.hud_val to sv_Construct "##$GetHealthCur"
- set tnoHSB.hud_max to sv_Construct "$GetHealthMax2"
- set tnoHSB.hud_type to HUDbarSmall
- set tnoHSB.hud_color_min to HUDcolorRed
- set tnoHSB.hud_color_max to HUDcolorGreen
- set tnoHSB.hud_size to 124
- set tnoHSB.hud_x to HUDprevBarLeft
- set tnoHSB.hud_y to HUDprevBar
- set tnoHSB.hud_y_adjust to 3
- 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 HUDbarsRight
- set tnoHSB.hud_popup_dirout to HUDbarsRight
- set tnoHSB.hud_name to sv_Construct "hud_ref"
- set tnoHSB.hud_textColor to sv_Construct "7"
- set tnoHSB.hud_textShadowColor to sv_Construct "15"
- set tnoHSB.hud_textPos_x to HUDtxtRight
- set tnoHSB.hud_textPos_y to HUDtxtBelow
- set tnoHSB.hud_textAdjust_y to 6
- set tnoHSB.hud_updateInterval to 0.25
- setStage tnoHSB 10
- ; Display health of summon 2
- set tnoHSB.hud_ref to sv_Construct "hud_summon 2"
- set tnoHSB.hud_type to HUDbarRefIcon
- set tnoHSB.hud_x to 72
- set tnoHSB.hud_y to 16
- 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 HUDbarsRight
- set tnoHSB.hud_popup_dirout to HUDbarsRight
- set tnoHSB.hud_updateInterval to 0.25
- setStage tnoHSB 10
- set tnoHSB.hud_ref to sv_Construct "hud_summon 2"
- set tnoHSB.hud_val to sv_Construct "##$GetHealthCur"
- set tnoHSB.hud_max to sv_Construct "$GetHealthMax2"
- set tnoHSB.hud_type to HUDbarSmall
- set tnoHSB.hud_color_min to HUDcolorRed
- set tnoHSB.hud_color_max to HUDcolorGreen
- set tnoHSB.hud_size to 124
- set tnoHSB.hud_x to HUDprevBarLeft
- set tnoHSB.hud_y to HUDprevBar
- set tnoHSB.hud_y_adjust to 3
- 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 HUDbarsRight
- set tnoHSB.hud_popup_dirout to HUDbarsRight
- set tnoHSB.hud_name to sv_Construct "hud_ref"
- set tnoHSB.hud_textColor to sv_Construct "7"
- set tnoHSB.hud_textShadowColor to sv_Construct "15"
- set tnoHSB.hud_textPos_x to HUDtxtRight
- set tnoHSB.hud_textPos_y to HUDtxtBelow
- set tnoHSB.hud_textAdjust_y to 6
- set tnoHSB.hud_updateInterval to 0.25
- setStage tnoHSB 10
- ; Display health of summon 3
- set tnoHSB.hud_ref to sv_Construct "hud_summon 3"
- set tnoHSB.hud_type to HUDbarRefIcon
- set tnoHSB.hud_x to 72
- set tnoHSB.hud_y to 22
- 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 HUDbarsRight
- set tnoHSB.hud_popup_dirout to HUDbarsRight
- set tnoHSB.hud_updateInterval to 0.25
- setStage tnoHSB 10
- set tnoHSB.hud_ref to sv_Construct "hud_summon 3"
- set tnoHSB.hud_val to sv_Construct "##$GetHealthCur"
- set tnoHSB.hud_max to sv_Construct "$GetHealthMax2"
- set tnoHSB.hud_type to HUDbarSmall
- set tnoHSB.hud_color_min to HUDcolorRed
- set tnoHSB.hud_color_max to HUDcolorGreen
- set tnoHSB.hud_size to 124
- set tnoHSB.hud_x to HUDprevBarLeft
- set tnoHSB.hud_y to HUDprevBar
- set tnoHSB.hud_y_adjust to 3
- 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 HUDbarsRight
- set tnoHSB.hud_popup_dirout to HUDbarsRight
- set tnoHSB.hud_name to sv_Construct "hud_ref"
- set tnoHSB.hud_textColor to sv_Construct "7"
- set tnoHSB.hud_textShadowColor to sv_Construct "15"
- set tnoHSB.hud_textPos_x to HUDtxtRight
- set tnoHSB.hud_textPos_y to HUDtxtBelow
- set tnoHSB.hud_textAdjust_y to 6
- set tnoHSB.hud_updateInterval to 0.25
- setStage tnoHSB 10
- ; ==== Followers ==========Up to 4 =================================
- ; Display health of follower 0
- set tnoHSB.hud_ref to sv_Construct "GetNthFollower 0"
- set tnoHSB.hud_type to 1
- set tnoHSB.hud_custom to sv_Construct "Misc\talk"
- set tnoHSB.hud_x to 99
- set tnoHSB.hud_y to 28
- ;set tnoHSB.hud_y_adjust to -48
- 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 HUDbarsBelow
- set tnoHSB.hud_popup_dirout to HUDbarsBelow
- set tnoHSB.hud_updateInterval to 1
- setStage tnoHSB 10
- set tnoHSB.hud_ref to sv_Construct "GetNthFollower 0"
- set tnoHSB.hud_val to sv_Construct "##$GetHealthCur"
- set tnoHSB.hud_max to sv_Construct "$GetHealthMax"
- set tnoHSB.hud_type to HUDbarSmall
- set tnoHSB.hud_color_min to HUDcolorRed
- set tnoHSB.hud_color_max to HUDcolorGreen
- set tnoHSB.hud_size to 124
- set tnoHSB.hud_x to 99
- set tnoHSB.hud_y to HUDprevBarBelow
- set tnoHSB.hud_y_adjust to 3
- 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 HUDbarsBelow
- set tnoHSB.hud_popup_dirout to HUDbarsBelow
- set tnoHSB.hud_name to sv_Construct "hud_ref"
- set tnoHSB.hud_textColor to sv_Construct "7"
- set tnoHSB.hud_textShadowColor to sv_Construct "15"
- set tnoHSB.hud_textPos_x to HUDtxtRight
- set tnoHSB.hud_textPos_y to HUDtxtBelow
- set tnoHSB.hud_textAdjust_y to 6
- set tnoHSB.hud_updateInterval to 1
- setStage tnoHSB 10
- ; Display health of follower 1
- set tnoHSB.hud_ref to sv_Construct "GetNthFollower 1"
- set tnoHSB.hud_type to 1
- set tnoHSB.hud_custom to sv_Construct "Misc\talk"
- set tnoHSB.hud_x to 99
- set tnoHSB.hud_y to HUDprevBarBelow
- ;set tnoHSB.hud_y_adjust to -48
- 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 HUDbarsRight
- set tnoHSB.hud_popup_dirout to HUDbarsRight
- set tnoHSB.hud_updateInterval to 1
- setStage tnoHSB 10
- set tnoHSB.hud_ref to sv_Construct "GetNthFollower 1"
- set tnoHSB.hud_val to sv_Construct "##$GetHealthCur"
- set tnoHSB.hud_max to sv_Construct "$GetHealthMax"
- set tnoHSB.hud_type to HUDbarSmall
- set tnoHSB.hud_color_min to HUDcolorRed
- set tnoHSB.hud_color_max to HUDcolorGreen
- set tnoHSB.hud_size to 124
- set tnoHSB.hud_x to 99
- set tnoHSB.hud_y to HUDprevBarBelow
- set tnoHSB.hud_y_adjust to 3
- 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 HUDbarsBelow
- set tnoHSB.hud_popup_dirout to HUDbarsBelow
- set tnoHSB.hud_name to sv_Construct "hud_ref"
- set tnoHSB.hud_textColor to sv_Construct "7"
- set tnoHSB.hud_textShadowColor to sv_Construct "15"
- set tnoHSB.hud_textPos_x to HUDtxtRight
- set tnoHSB.hud_textPos_y to HUDtxtBelow
- set tnoHSB.hud_textAdjust_y to 6
- set tnoHSB.hud_updateInterval to 1
- setStage tnoHSB 10
- ; Display health of follower 2
- set tnoHSB.hud_ref to sv_Construct "GetNthFollower 2"
- set tnoHSB.hud_type to 1
- set tnoHSB.hud_custom to sv_Construct "Misc\talk"
- set tnoHSB.hud_x to 99
- set tnoHSB.hud_y to HUDprevBarBelow
- ;set tnoHSB.hud_y_adjust to -48
- 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 HUDbarsRight
- set tnoHSB.hud_popup_dirout to HUDbarsRight
- set tnoHSB.hud_updateInterval to 1
- setStage tnoHSB 10
- set tnoHSB.hud_ref to sv_Construct "GetNthFollower 2"
- set tnoHSB.hud_val to sv_Construct "##$GetHealthCur"
- set tnoHSB.hud_max to sv_Construct "$GetHealthMax"
- set tnoHSB.hud_type to HUDbarSmall
- set tnoHSB.hud_color_min to HUDcolorRed
- set tnoHSB.hud_color_max to HUDcolorGreen
- set tnoHSB.hud_size to 124
- set tnoHSB.hud_x to 99
- set tnoHSB.hud_y to HUDprevBarBelow
- set tnoHSB.hud_y_adjust to 3
- 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 HUDbarsBelow
- set tnoHSB.hud_popup_dirout to HUDbarsBelow
- set tnoHSB.hud_name to sv_Construct "hud_ref"
- set tnoHSB.hud_textColor to sv_Construct "7"
- set tnoHSB.hud_textShadowColor to sv_Construct "15"
- set tnoHSB.hud_textPos_x to HUDtxtRight
- set tnoHSB.hud_textPos_y to HUDtxtBelow
- set tnoHSB.hud_textAdjust_y to 6
- set tnoHSB.hud_updateInterval to 1
- setStage tnoHSB 10
- ; Display health of follower 3
- set tnoHSB.hud_ref to sv_Construct "GetNthFollower 3"
- set tnoHSB.hud_type to 1
- set tnoHSB.hud_custom to sv_Construct "Misc\talk"
- set tnoHSB.hud_x to 99
- set tnoHSB.hud_y to HUDprevBarBelow
- ;set tnoHSB.hud_y_adjust to -48
- 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 HUDbarsBelow
- set tnoHSB.hud_popup_dirout to HUDbarsBelow
- set tnoHSB.hud_updateInterval to 1
- setStage tnoHSB 10
- set tnoHSB.hud_ref to sv_Construct "GetNthFollower 3"
- set tnoHSB.hud_val to sv_Construct "##$GetHealthCur"
- set tnoHSB.hud_max to sv_Construct "$GetHealthMax"
- set tnoHSB.hud_type to HUDbarSmall
- set tnoHSB.hud_color_min to HUDcolorRed
- set tnoHSB.hud_color_max to HUDcolorGreen
- set tnoHSB.hud_size to 124
- set tnoHSB.hud_x to 99
- set tnoHSB.hud_y to HUDprevBar
- set tnoHSB.hud_y_adjust to 3
- 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 HUDbarsBelow
- set tnoHSB.hud_popup_dirout to HUDbarsBelow
- set tnoHSB.hud_name to sv_Construct "hud_ref"
- set tnoHSB.hud_textColor to sv_Construct "7"
- set tnoHSB.hud_textShadowColor to sv_Construct "15"
- set tnoHSB.hud_textPos_x to HUDtxtRight
- set tnoHSB.hud_textPos_y to HUDtxtBelow
- set tnoHSB.hud_textAdjust_y to 6
- set tnoHSB.hud_updateInterval to 1
- setStage tnoHSB 10
- ; ==== Icon displaying the currently equipped boots, with its health in %. The icon turns red as the health drops.
- ;set tnoHSB.hud_visible_on to sv_Construct "$GetQuestKeyPressed"
- ;set tnoHSB.hud_visible_time to 10
- set tnoHSB.hud_ref to sv_Construct "P$GetEquippedObject 5" ; 5 = boots
- set tnoHSB.hud_val to sv_Construct "##P$GetObjectHealth"
- set tnoHSB.hud_tmp to sv_Construct "(Player.GetAV Armorer) >= 75"
- set tnoHSB.hud_max to sv_Construct "(1+0.25*tnoHSB.tmp)*(GetObjectHealth hud_ref)" ; When max is zero (no armored boots equipped), the bar is hidden
- set tnoHSB.hud_color_max to HUDcolorGreen ; Green (unchanged) color when full health
- set tnoHSB.hud_color_min to HUDcolorRed ; Red when no health, the color will gradually change between the two
- set tnoHSB.hud_type to HUDbarRefIcon ; Display the icon of the current ref
- set tnoHSB.hud_textSize to 10
- set tnoHSB.hud_textDisplay to HUDtxtPercent ; Display value in % (of max)
- set tnoHSB.hud_textPos_x to HUDtxtLeft ; Put text to the left of icon showing item
- set tnoHSB.hud_textPos_y to HUDtxtCenter
- set tnoHSB.hud_x to 99 ; Place beneath weapon icon, with same width
- set tnoHSB.hud_y to 92
- ;set tnoHSB.hud_size to 80
- SetStage tnoHSB 10
- ; ==== Icon displaying the currently equipped greaves, with its health in %. The icon turns red as the health drops.
- ;set tnoHSB.hud_visible_on to sv_Construct "$GetQuestKeyPressed"
- ;set tnoHSB.hud_visible_time to 10
- set tnoHSB.hud_ref to sv_Construct "P$GetEquippedObject 3" ; 3 = greaves
- set tnoHSB.hud_val to sv_Construct "##P$GetObjectHealth"
- set tnoHSB.hud_tmp to sv_Construct "(Player.GetAV Armorer) >= 75"
- set tnoHSB.hud_max to sv_Construct "(1+0.25*tnoHSB.tmp)*(GetObjectHealth hud_ref)" ; When max is zero (no armored greaves equipped), the bar is hidden
- set tnoHSB.hud_color_max to HUDcolorGreen ; Green (unchanged) color when full health
- set tnoHSB.hud_color_min to HUDcolorRed ; Red when no health, the color will gradually change between the two
- set tnoHSB.hud_type to HUDbarRefIcon ; Display the icon of the current ref
- set tnoHSB.hud_textSize to 10
- set tnoHSB.hud_textDisplay to HUDtxtPercent ; Display value in % (of max)
- set tnoHSB.hud_textPos_x to HUDtxtLeft ; Put text to the left of icon showing item
- set tnoHSB.hud_textPos_y to HUDtxtCenter
- set tnoHSB.hud_y to HUDprevBarAbove
- SetStage tnoHSB 10
- ; ==== Icon displaying the currently equipped gloves, with its health in %. The icon turns red as the health drops.
- ;set tnoHSB.hud_visible_on to sv_Construct "$GetQuestKeyPressed"
- ;set tnoHSB.hud_visible_time to 10
- set tnoHSB.hud_ref to sv_Construct "P$GetEquippedObject 4" ; 4 = gloves
- set tnoHSB.hud_val to sv_Construct "##P$GetObjectHealth"
- set tnoHSB.hud_tmp to sv_Construct "(Player.GetAV Armorer) >= 75"
- set tnoHSB.hud_max to sv_Construct "(1+0.25*tnoHSB.tmp)*(GetObjectHealth hud_ref)" ; When max is zero (no armored gloves equipped), the bar is hidden
- set tnoHSB.hud_color_max to HUDcolorGreen ; Green (unchanged) color when full health
- set tnoHSB.hud_color_min to HUDcolorRed ; Red when no health, the color will gradually change between the two
- set tnoHSB.hud_type to HUDbarRefIcon ; Display the icon of the current ref
- set tnoHSB.hud_textSize to 10
- set tnoHSB.hud_textDisplay to HUDtxtPercent ; Display value in % (of max)
- set tnoHSB.hud_textPos_x to HUDtxtLeft ; Put text to the left of icon showing item
- set tnoHSB.hud_textPos_y to HUDtxtCenter
- set tnoHSB.hud_y to HUDprevBarAbove
- SetStage tnoHSB 10
- ; ==== Icon displaying the currently equipped cuirass, with its health in %. The icon turns red as the health drops.
- ;set tnoHSB.hud_visible_on to sv_Construct "$GetQuestKeyPressed"
- ;set tnoHSB.hud_visible_time to 10
- set tnoHSB.hud_ref to sv_Construct "P$GetEquippedObject " ; 2 = cuirass
- set tnoHSB.hud_val to sv_Construct "##P$GetObjectHealth"
- set tnoHSB.hud_tmp to sv_Construct "(Player.GetAV Armorer) >= 75"
- set tnoHSB.hud_max to sv_Construct "(1+0.25*tnoHSB.tmp)*(GetObjectHealth hud_ref)" ; When max is zero (no armored gloves equipped), the bar is hidden
- set tnoHSB.hud_color_max to HUDcolorGreen ; Green (unchanged) color when full health
- set tnoHSB.hud_color_min to HUDcolorRed ; Red when no health, the color will gradually change between the two
- set tnoHSB.hud_type to HUDbarRefIcon ; Display the icon of the current ref
- set tnoHSB.hud_textSize to 10
- set tnoHSB.hud_textDisplay to HUDtxtPercent ; Display value in % (of max)
- set tnoHSB.hud_textPos_x to HUDtxtLeft ; Put text to the left of icon showing item
- set tnoHSB.hud_textPos_y to HUDtxtCenter
- set tnoHSB.hud_y to HUDprevBarAbove
- SetStage tnoHSB 10
- ; ==== Icon displaying the currently equipped helmet, with its health in %. The icon turns red as the health drops.
- ;set tnoHSB.hud_visible_on to sv_Construct "$GetQuestKeyPressed"
- ;set tnoHSB.hud_visible_time to 10
- set tnoHSB.hud_ref to sv_Construct "P$GetEquippedObject 1" ; 1 = helmet
- set tnoHSB.hud_val to sv_Construct "##P$GetObjectHealth"
- set tnoHSB.hud_temp to sv_Construct "(Player.GetAV Armorer) >= 75"
- set tnoHSB.hud_max to sv_Construct "(1+0.25*tnoHSB.tmp)*(GetObjectHealth hud_ref)" ; When max is zero (no armored helmet equipped), the bar is hidden
- set tnoHSB.hud_color_max to HUDcolorGreen ; Green (unchanged) color when full health
- set tnoHSB.hud_color_min to HUDcolorRed ; Red when no health, the color will gradually change between the two
- set tnoHSB.hud_type to HUDbarRefIcon ; Display the icon of the current ref
- set tnoHSB.hud_textSize to 10
- set tnoHSB.hud_textDisplay to HUDtxtPercent ; Display value in % (of max)
- set tnoHSB.hud_textPos_x to HUDtxtLeft ; Put the text to the right of the icon
- set tnoHSB.hud_textPos_y to HUDtxtCenter
- set tnoHSB.hud_y to HUDprevBarAbove
- SetStage tnoHSB 10
- ; ==== Icon displaying the currently equipped weapon, with its health in %. The icon turns red as the health drops.
- ;set tnoHSB.hud_visible_on to sv_Construct "$GetQuestKeyPressed"
- ;set tnoHSB.hud_visible_time to 10
- set tnoHSB.hud_Ref to sv_Construct "P$GetWeapon"
- set tnoHSB.hud_val to sv_Construct "##P$GetWeaponHealthCur"
- set tnoHSB.hud_max to sv_Construct "P$GetWeaponHealthMaxArmorer"
- set tnoHSB.hud_color_max to HUDcolorGreen ; Green (unchanged) color when full health
- set tnoHSB.hud_color_min to HUDcolorRed ; Red when no health, the color will gradually change between the two
- set tnoHSB.hud_type to HUDbarRefIcon ; Display the icon of the current ref
- set tnoHSB.hud_textSize to 10
- set tnoHSB.hud_textDisplay to HUDtxtPercent ; Display value in % (of max)
- set tnoHSB.hud_textPos_x to HUDtxtLeft ; Put the text to the right of the icon
- set tnoHSB.hud_textPos_y to HUDtxtCenter
- set tnoHSB.hud_y to HUDprevBarAbove
- SetStage tnoHSB 10
- ; ==== Display current charge of equipped weapon above weapon icon. Hide bar if you don't have an enchanted weapon equipped.
- ;set tnoHSB.hud_visible_on to sv_Construct "$GetQuestKeyPressed"
- ;set tnoHSB.hud_visible_time to 10
- set tnoHSB.hud_type to HUDbarSmall
- set tnoHSB.hud_visible to sv_Construct "tnoHSB.val > 0" ; Only visible if max is non-zero,e.g if it has enchantment
- set tnoHSB.hud_color to sv_Construct "HUDcolorCyan" ; Yellow color
- set tnoHSB.hud_val to sv_Construct "P$GetWeaponChargeCur" ; Set val to current charge of player's equipped weapon
- set tnoHSB.hud_max to sv_Construct "P$GetWeaponChargeMax" ; Get object charge of the current equipped weapon
- set tnoHSB.hud_x to HUDprevBar
- set tnoHSB.hud_y to HUDprevBarBelow
- set tnoHSB.hud_size to HUDweaponWidth ; Same width as weapon icon
- SetStage tnoHSB 10
- ;==== Shield / Offhand weapon
- ; Display icon of equipped shield. Hide bar if you don't have a shield equipped
- set tnoHSB.hud_Ref to sv_Construct "P$GetShield"
- set tnoHSB.hud_visible to sv_Construct "P$IsShieldOut"
- set tnoHSB.hud_val to sv_Construct "##P$GetShieldHealthCur"
- set tnoHSB.hud_max to sv_Construct "P$GetShieldHealthMaxArmorer" ; When max is zero (no weapon equipped), the bar is hidden
- set tnoHSB.hud_color_max to HUDcolorGreen ; Green (unchanged) color when full health
- set tnoHSB.hud_color_min to HUDcolorRed ; Red when no health, the color will gradually change between the two
- set tnoHSB.hud_type to HUDbarRefIcon ; Display the icon of the current ref
- set tnoHSB.hud_textSize to 10
- set tnoHSB.hud_textDisplay to HUDtxtPercent ; Display value in % (of max)
- set tnoHSB.hud_textPos_x to HUDtxtLeft ; Put the text to the right of the icon
- set tnoHSB.hud_textPos_y to HUDtxtCenter
- SetStage tnoHSB 10
- ; ==== Shield / Offhand weapon health displayed below icon. Hidden if not wielding shield/offhand weapon.
- set tnoHSB.hud_type to HUDbarSmall
- set tnoHSB.hud_visible to sv_Construct "P$IsShieldOut"
- set tnoHSB.hud_color to sv_Construct "5*(tnoHSB.max>0)+2*(tnoHSB.frac>0.37)+4*(tnoHSB.frac>.6)-10*(tnoHSB.frac>0.81)"
- set tnoHSB.hud_val to sv_Construct "##PGetGetShieldHealthCur"
- set tnoHSB.hud_max to sv_Construct "P$GetShieldHealthMaxArmorer"
- set tnoHSB.hud_x to 99
- set tnoHSB.hud_y to HUDprevBarAbove + ;HUDmagicBelow
- set tnoHSB.hud_size to HUDweaponWidth
- SetStage tnoHSB 10
- ; === Torch
- ; Display remaining time of equipped torch. Hide bar if you don't have a torch equipped (or it doesn't show in your hands).
- set tnoHSB.hud_color to sv_Construct "14-12*(tnoHSB.frac>0.28)+3*(tnoHSB.frac>.5)+5*(tnoHSB.frac>0.75)"
- set tnoHSB.hud_val to sv_Construct "##P$GetTorchTimeLeft"
- set tnoHSB.hud_max to sv_Construct "P$GetTorchTimeMax"
- set tnoHSB.hud_visible to sv_Construct "Player.IsTorchOut || tnoHSB.bFunctionKeyPressed"
- set tnoHSB.hud_visible_time to 10
- set tnoHSB.hud_blink to sv_construct "0.5#0.25 * (tnoHSB.frac <= 0.30)"
- set tnoHSB.hud_fade_in to 1
- set tnoHSB.hud_fade_out to 1
- set tnoHSB.hud_popup_in to 1
- set tnoHSB.hud_popup_out to 1
- set tnoHSB.hud_type to HUDbarVertical
- set tnoHSB.hud_direction to HUDdirTop
- set tnoHSB.hud_x to 100
- set tnoHSB.hud_y to 45
- set tnoHSB.hud_size to 150
- SetStage tnoHSB 10
- ;==============================================Information placed around compass
- ; ==== Display disease status. Display name and icon of the last received disease, and number of diseases. Hidden if having no diseases - moved to right side of compass
- 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 HUDtxtNoBar ; Use the disease's icon: HUDbarRefIcon - all icon look the same so it is off with HUDtxtNoBar
- set tnoHSB.hud_name to sv_Construct "hud_ref: " ; Display name of ref (the current disease)
- set tnoHSB.hud_textColor to sv_Construct "10 - 5 * (tnoHSB.val >= 2)" ; First disease will be shown in orange, next in red
- set tnoHSB.hud_textDisplay to HUDtxtValue ; Display number of diseases
- set tnoHSB.hud_fade_in to 1
- set tnoHSB.hud_fade_out to 1
- set tnoHSB.hud_popup_in to 1
- set tnoHSB.hud_popup_out to 1
- set tnoHSB.hud_popup_dirin to HUDbarsBelow
- set tnoHSB.hud_popup_dirout to HUDbarsBelow
- set tnoHSB.hud_textPos_x to HUDtxtCenter ; Have text to the below icon
- set tnoHSB.hud_textPos_y to HUDtxtBelow
- set tnoHSB.hud_textSize to 12
- set tnoHSB.hud_size to 60
- set tnoHSB.hud_x to 50
- set tnoHSB.hud_y to 2
- SetStage tnoHSB 10
- ; ==== 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)"
- set tnoHSB.hud_val to sv_Construct "GetPCMiscStat 13"
- set tnoHSB.hud_max to sv_Construct "MQ00.openGates+(GetPCMiscStat 13)-MQ00.destroyedGates"
- ;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_custom to sv_Construct "Misc\Gate"
- set tnoHSB.hud_updateInterval to 2
- set tnoHSB.hud_size to 60 ; Resize to 60% of the native icon size
- set tnoHSB.hud_textSize to 10
- set tnoHSB.hud_type to 1 ;Only 1 state, icon doesn't change
- set tnoHSB.hud_custom_w to 32
- set tnoHSB.hud_custom_h to 32
- set tnoHSB.hud_custom_color to HUDcolorSpecial
- set tnoHSB.hud_textPos_x to HUDtxtCenter
- set tnoHSB.hud_textPos_y to HUDtxtAbove
- set tnoHSB.hud_textAdjust_x to 10
- 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 HUDbarsRight
- set tnoHSB.hud_popup_dirout to HUDbarsRight
- set tnoHSB.hud_x to HUDcompassRight
- set tnoHSB.hud_y to HUDcompassLow
- SetStage tnoHSB 10
- ; ==== Gold - status infor with icon
- set tnoHSB.hud_visible_on to sv_Construct "tnoHSB.bFunctionKeyPressed"
- set tnoHSB.hud_visible_time to 10
- set tnoHSB.hud_val to sv_Construct "##$GetGold"
- set tnoHSB.hud_custom to sv_Construct "Misc\gold"
- set tnoHSB.hud_size to sv_Construct 50
- set tnoHSB.hud_textColor to sv_Construct "HUDcolorYellow"
- set tnoHSB.hud_textDisplay to HUDtxtValue
- set tnoHSB.hud_size to 60
- set tnoHSB.hud_textPos_x to HUDtxtCenter
- set tnoHSB.hud_textPos_y to HUDtxtAbove
- set tnoHSB.hud_fade_in to 0.25
- set tnoHSB.hud_fade_out to 1
- set tnoHSB.hud_popup_in to 0.25
- set tnoHSB.hud_popup_out to 1
- set tnoHSB.hud_popup_dirin to HUDbarsLeft
- set tnoHSB.hud_popup_dirout to HUDbarsLeft
- set tnoHSB.hud_x to HUDcompassLeft
- set tnoHSB.hud_y to HUDcompassLow
- SetStage tnoHSB 10
- ; ==== Inventory - Lockpicks
- set tnoHSB.hud_visible_on to sv_Construct "tnoHSB.bFunctionKeyPressed"
- set tnoHSB.hud_visible_time to 10
- set tnoHSB.hud_val to sv_Construct "##$GetLockpicks"
- set tnoHSB.hud_max to "50000"
- set tnoHSB.hud_custom to sv_Construct "Misc\lock"
- set tnoHSB.hud_size to sv_Construct 40
- set tnoHSB.hud_textColor to sv_Construct "HUDcolorYellow"
- set tnoHSB.hud_textDisplay to HUDtxtValue
- set tnoHSB.hud_size to 60
- set tnoHSB.hud_textPos_x to HUDtxtCenter
- set tnoHSB.hud_textPos_y to HUDtxtAbove
- 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 HUDbarsLeft
- set tnoHSB.hud_popup_dirout to HUDbarsLeft
- set tnoHSB.hud_x to 40
- set tnoHSB.hud_y to HUDcompassLow
- SetStage tnoHSB 10
- ; === Inventory - Repair Hammers
- set tnoHSB.hud_visible_on to sv_Construct "tnoHSB.bFunctionKeyPressed"
- set tnoHSB.hud_visible_time to 10
- set tnoHSB.hud_val to sv_Construct "##$GetRepairHammers"
- set tnoHSB.hud_max to "50000"
- set tnoHSB.hud_custom to sv_Construct "Misc\health"
- set tnoHSB.hud_size to sv_Construct 40
- set tnoHSB.hud_textColor to sv_Construct "HUDcolorYellow"
- set tnoHSB.hud_textDisplay to HUDtxtValue
- set tnoHSB.hud_size to 60
- set tnoHSB.hud_textPos_x to HUDtxtCenter
- set tnoHSB.hud_textPos_y to HUDtxtAbove
- set tnoHSB.hud_fade_in to 0.25
- set tnoHSB.hud_fade_out to 1
- set tnoHSB.hud_popup_in to 0.25
- set tnoHSB.hud_popup_out to 1
- set tnoHSB.hud_popup_dirin to HUDbarsLeft
- set tnoHSB.hud_popup_dirout to HUDbarsLeft
- set tnoHSB.hud_x to 38
- set tnoHSB.hud_y to HUDcompassLow
- SetStage tnoHSB 10
- ; === Inventory - Varla Stone (which can recharge all enchanted weapon at once in inventory)
- set tnoHSB.hud_visible_on to sv_Construct "tnoHSB.bFunctionKeyPressed"
- set tnoHSB.hud_visible_time to 10
- set tnoHSB.hud_val to sv_Construct "##$GetVarlaStones"
- set tnoHSB.hud_max to "50000"
- set tnoHSB.hud_custom to sv_Construct "Misc\charge"
- set tnoHSB.hud_size to sv_Construct 40
- set tnoHSB.hud_textColor to sv_Construct "HUDcolorCyan"
- set tnoHSB.hud_textDisplay to HUDtxtValue
- set tnoHSB.hud_size to 60
- set tnoHSB.hud_textPos_x to HUDtxtCenter
- set tnoHSB.hud_textPos_y to HUDtxtAbove
- 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 HUDbarsLeft
- set tnoHSB.hud_popup_dirout to HUDbarsLeft
- set tnoHSB.hud_x to 14
- set tnoHSB.hud_y to HUDcompassLow
- SetStage tnoHSB 10
- ; ==== Grouped info about defensive (AR are related to spells with Shield) and magical effectivness.
- ; ==== AR (same as in journal)
- set tnoHSB.hud_visible_on to sv_Construct "tnoHSB.bFunctionKeyPressed"
- set tnoHSB.hud_visible_time to 10
- set tnoHSB.hud_max to sv_Construct "100"
- set tnoHSB.hud_val to sv_Construct "##$GetArmorRating"
- set tnoHSB.hud_custom to sv_Construct "Misc\armor"
- set tnoHSB.hud_size to sv_Construct 40
- set tnoHSB.hud_textColor to sv_Construct "HUDcolorYellow"
- set tnoHSB.hud_textDisplay to HUDtxtValue
- set tnoHSB.hud_size to 60
- set tnoHSB.hud_textPos_x to HUDtxtCenter
- set tnoHSB.hud_textPos_y to HUDtxtAbove
- set tnoHSB.hud_fade_in to 0.25
- set tnoHSB.hud_fade_out to 1
- set tnoHSB.hud_popup_in to 0.25
- set tnoHSB.hud_popup_out to 1
- set tnoHSB.hud_popup_dirin to HUDbarsLeft
- set tnoHSB.hud_popup_dirout to HUDbarsLeft
- set tnoHSB.hud_x to 16
- set tnoHSB.hud_y to HUDcompassLow
- SetStage tnoHSB 10
- ; ==== Spell effiency (shown in journal)
- set tnoHSB.hud_visible_on to sv_Construct "tnoHSB.bFunctionKeyPressed"
- set tnoHSB.hud_visible_time to 10
- set tnoHSB.hud_val to sv_Construct "##P$GetSpellEffectiveness"
- set tnoHSB.hud_max to sv_Construct "1"
- set tnoHSB.hud_custom to sv_Construct "Misc\flash"
- set tnoHSB.hud_size to sv_Construct 40
- set tnoHSB.hud_textColor to sv_Construct "HUDcolorCyan"
- set tnoHSB.hud_textDisplay to HUDtxtPercent
- set tnoHSB.hud_size to 60
- set tnoHSB.hud_textPos_x to HUDtxtCenter
- set tnoHSB.hud_textPos_y to HUDtxtAbove
- 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 HUDbarsLeft
- set tnoHSB.hud_popup_dirout to HUDbarsLeft
- set tnoHSB.hud_x to 12
- set tnoHSB.hud_y to HUDcompassLow
- SetStage tnoHSB 10
- ; ==== All weapon changes will show text in left corner about what weapon is active, ammunition (arrow type) and poision status for a short duration.
- ; ==== Inventory -
- set tnoHSB.hud_visible_on to sv_Construct "tnoHSB.bFunctionKeyPressed || Player.IsWeaponOut"
- set tnoHSB.hud_visible_time to 10
- set tnoHSB.hud_ref to sv_Construct "$GetAmmo"
- set tnoHSB.hud_val to sv_Construct "$GetAttackDamage"
- set tnoHSB.hud_textColor to sv_Construct "HUDcolorYellow"
- set tnoHSB.hud_name to sv_Construct "hud_ref Damage: "
- set tnoHSB.hud_type to HUDtxtNoBar
- set tnoHSB.hud_textDisplay to HUDtxtValue
- set tnoHSB.hud_textPos_x to sv_Construct HUDtxtRight
- set tnoHSB.hud_textPos_y to sv_Construct HUDtxtCenter
- 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 HUDbarsLeft
- set tnoHSB.hud_popup_dirout to HUDbarsLeft
- set tnoHSB.hud_x to 0
- set tnoHSB.hud_y to HUDcompassLow
- SetStage tnoHSB 10
- ; ==== Inventory -
- set tnoHSB.hud_visible_on to sv_Construct "tnoHSB.bFunctionKeyPressed || Player.IsWeaponOut"
- set tnoHSB.hud_visible_time to 10
- set tnoHSB.hud_ref to sv_Construct "$GetWeaponPoison"
- set tnoHSB.hud_textColor to sv_Construct "HUDcolorYellow"
- set tnoHSB.hud_name to sv_Construct "hud_ref "
- set tnoHSB.hud_type to HUDtxtNoBar
- set tnoHSB.hud_textDisplay to HUDtxtNoValue
- set tnoHSB.hud_textPos_x to sv_Construct HUDtxtRight
- set tnoHSB.hud_textPos_y to sv_Construct HUDtxtCenter
- set tnoHSB.hud_fade_in to 0.25
- set tnoHSB.hud_fade_out to 1
- set tnoHSB.hud_popup_in to 0.25
- set tnoHSB.hud_popup_out to 1
- set tnoHSB.hud_popup_dirin to HUDbarsLeft
- set tnoHSB.hud_popup_dirout to HUDbarsLeft
- set tnoHSB.hud_x to 0
- set tnoHSB.hud_y to HUDprevBarAbove
- SetStage tnoHSB 10
- ; ==== Inventory -
- set tnoHSB.hud_visible_on to sv_Construct "tnoHSB.bFunctionKeyPressed || Player.IsWeaponOut"
- set tnoHSB.hud_visible_time to 10
- set tnoHSB.hud_ref to sv_Construct "$GetWeaponFists"
- set tnoHSB.hud_textColor to sv_Construct "HUDcolorYellow"
- set tnoHSB.hud_name to sv_Construct "hud_ref "
- set tnoHSB.hud_type to HUDtxtNoBar
- set tnoHSB.hud_textDisplay to HUDtxtNoValue
- set tnoHSB.hud_textPos_x to sv_Construct HUDtxtRight
- set tnoHSB.hud_textPos_y to sv_Construct HUDtxtCenter
- 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 HUDbarsLeft
- set tnoHSB.hud_popup_dirout to HUDbarsLeft
- set tnoHSB.hud_x to 0
- set tnoHSB.hud_y to HUDprevBarAbove
- SetStage tnoHSB 10
- ; ===========================================================================
- ; ====ENEMY HUD BARS
- ; ===Enemy bars======================================
- ; Custom enemy fatigue bar.
- set tnoHSB.hud_ref to sv_Construct "hud_enemy"
- set tnoHSB.hud_val to sv_Construct "##$GetFatigueCur"
- set tnoHSB.hud_max to sv_Construct "$GetFatigueMax"
- set tnoHSB.hud_visible to sv_Construct "$GetPlayerKnowsEnemy"
- set tnoHSB.hud_color_min to HUDcolorLime
- set tnoHSB.hud_color_max to HUDcolorGreen
- set tnoHSB.hud_size to 200
- set tnoHSB.hud_x to 50
- set tnoHSB.hud_y to HUDcompassAbove
- set tnoHSB.hud_textDisplay to HUDtxtValue
- set tnoHSB.hud_textColor to sv_Construct "HUDcolorYellow"
- set tnoHSB.hud_textShadowColor to sv_Construct "HUDcolorBlack"
- set tnoHSB.hud_textSize to 10
- set tnoHSB.hud_textPos_x to HUDtxtRight
- set tnoHSB.hud_textPos_y to HUDtxtCenter
- set tnoHSB.hud_updateInterval to 0.2
- SetStage tnoHSB 10
- ; Custom enemy magic bar.
- set tnoHSB.hud_ref to sv_Construct "hud_enemy"
- set tnoHSB.hud_val to sv_Construct "##$GetMagickaCur"
- set tnoHSB.hud_max to sv_Construct "$GetMagickaMax"
- set tnoHSB.hud_visible to sv_Construct "$GetPlayerKnowsEnemy"
- set tnoHSB.hud_color_min to HUDcolorCyan
- set tnoHSB.hud_color_max to HUDcolorBlue
- set tnoHSB.hud_size to 200
- set tnoHSB.hud_x to 50
- set tnoHSB.hud_y to HUDprevBarAbove
- set tnoHSB.hud_textDisplay to HUDtxtValue
- set tnoHSB.hud_textColor to sv_Construct "HUDcolorYellow"
- set tnoHSB.hud_textShadowColor to sv_Construct "HUDcolorBlack"
- set tnoHSB.hud_textSize to 10
- set tnoHSB.hud_textPos_x to HUDtxtRight
- set tnoHSB.hud_textPos_y to HUDtxtCenter
- set tnoHSB.hud_updateInterval to 0.2
- SetStage tnoHSB 10
- ; Custom enemy health bar.
- set tnoHSB.hud_ref to sv_Construct "hud_enemy"
- set tnoHSB.hud_val to sv_Construct "##$GetHealthCur"
- set tnoHSB.hud_max to sv_Construct "$GetHealthMax"
- set tnoHSB.hud_visible to sv_Construct "$GetPlayerKnowsEnemy"
- set tnoHSB.hud_color_min to HUDcolorPink
- set tnoHSB.hud_color_max to HUDcolorRed
- set tnoHSB.hud_size to 200
- set tnoHSB.hud_x to 50
- set tnoHSB.hud_y to HUDprevBarAbove
- set tnoHSB.hud_textDisplay to HUDtxtValue
- set tnoHSB.hud_textColor to sv_Construct "HUDcolorYellow"
- set tnoHSB.hud_textShadowColor to sv_Construct "HUDcolorBlack"
- set tnoHSB.hud_textShadow_x to 3
- set tnoHSB.hud_textShadow_y to 3
- set tnoHSB.hud_textSize to 12
- set tnoHSB.hud_textPos_x to HUDtxtRight
- set tnoHSB.hud_textPos_y to HUDtxtCenter
- set tnoHSB.hud_updateInterval to 0.2
- SetStage tnoHSB 10
- ; ==== A "bar", displaying name and level of current enemy, displayed just above the enemy health bar, if added just below one of the above enemy health bars in the ini file
- set tnoHSB.hud_ref to sv_Construct "hud_enemy" ; ref is last attacked enemy
- set tnoHSB.hud_tmp to sv_Construct "$GetSoulLevel"
- set tnoHSB.hud_val to sv_Construct "##$GetLevel" ; level of last attacked enemy
- set tnoHSB.hud_max to sv_Construct "100" ; Not important, since only val will be displayed as text
- set tnoHSB.hud_type to HUDtxtNoBar ; Hide bar, only display text
- set tnoHSB.hud_name to sv_Construct "$[Soul size %%%%.0f hud_ref: ]$ tnoHSB.tmp" ; Display "<name of enemy>: "
- set tnoHSB.hud_textDisplay to HUDtxtValue ; Display level
- set tnoHSB.hud_textPos_x to HUDtxtCenter ; Center text
- Set tnoHSB.hud_textColor to sv_Construct "HUDcolorYellow"
- set tnoHSB.hud_x to 50 ; X pos 50 = centered
- set tnoHSB.hud_y to HUDprevBarAbove
- set tnoHSB.hud_textSize to 14
- setStage tnoHSB 10
- ; ==== An alternative sneak icon for non-immersionists :)
- ; Transparency goes from transparent in low light to opaque in much light, and is yellow (7) when not detected and red (5) when detected
- set tnoHSB.hud_visible to sv_Construct "P$IsSneaking" ; Only visible when sneaking
- set tnoHSB.hud_color to sv_Construct "7-2*tnoHSB.tmp" ; Yellow, but red if discovered
- set tnoHSB.hud_val to sv_Construct "$GetActorLightAmount"
- set tnoHSB.hud_tmp to sv_Construct "(mqGetMenuGlobalFloatValue %qhudreticle_sneak\user8%q 1006) > 50" ; Value read from the "real" sneak icon
- set tnoHSB.hud_max to sv_Construct "100"
- set tnoHSB.hud_type to 1 ; Icon doesn't change
- set tnoHSB.hud_custom to sv_Construct "Misc\sneak_eye"
- set tnoHSB.hud_custom_w to 64 ; Icon base size
- set tnoHSB.hud_custom_h to 50
- set tnoHSB.hud_size to HUDmagicWidth ; Width equal to the spell icon
- set tnoHSB.hud_alpha to HUDdefault ; Max alpha is same as your other bars
- set tnoHSB.hud_alpha_min to 50 ; Min alpha is 50 of 255
- set tnoHSB.hud_alpha_inv to 0 ; Lowest alpha when no light
- set tnoHSB.hud_alpha_vis to 100 ; Reach max when in 100% light
- set tnoHSB.hud_x to 50
- set tnoHSB.hud_y to HUDprevBarAbove
- SetStage tnoHSB 10
- ; Target info at crosshair
- set tnoHSB.hud_ref to sv_Construct "$GetCrosshairActor"
- set tnoHSB.hud_tmp to sv_Construct "$GetLevel"
- set tnoHSB.hud_val to sv_Construct "##$GetHealthCur"
- set tnoHSB.hud_max to sv_Construct "$GetHealthMax"
- set tnoHSB.hud_updateInterval to 0.6
- set tnoHSB.hud_x to 50
- set tnoHSB.hud_y to 49
- set tnoHSB.hud_name to sv_Construct "$[Level %%%%.0f: ]$ tnoHSB.tmp"
- set tnoHSB.hud_textColor to sv_Construct "HUDcolorYellow"
- set tnoHSB.hud_textShadowColor to sv_Construct "HUDcolorBlack"
- set tnoHSB.hud_textDisplay to HUDtxtValueOfMax
- set tnoHSB.hud_textPos_x to HUDtxtCenter
- set tnoHSB.hud_textPos_y to HUDtxtNoBar
- set tnoHSB.hud_textAdjust_y to 81
- set tnoHSB.hud_updateInterval to 0.2
- setStage tnoHSB 10
- ; ===================================================================================
- ; ==== Bounty (only displayed if having a bounty)
- set tnoHSB.hud_color to sv_Construct "tnoHSB.val > 0" ; Will 1 (visible) if having a bounty, and 0 (invisible) if not
- set tnoHSB.hud_val to sv_Construct "GetActorValue Bounty"
- set tnoHSB.hud_name to sv_Construct "Bounty: "
- set tnoHSB.hud_textColor to sv_Construct "HUDcolorRed"
- set tnoHSB.hud_textDisplay to HUDtxtValue
- set tnoHSB.hud_textSize to 14
- set tnoHSB.hud_textPos_x to HUDtxtRight
- set tnoHSB.hud_x to 83 ; Align with info from MiniMap's left side
- set tnoHSB.hud_y to HUDcompassLow
- set tnoHSB.hud_textPos_y to HUDtxtNoBar
- set tnoHSB.hud_textPos_x to HUDtxtLeft
- 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 HUDbarsRight
- set tnoHSB.hud_popup_dirout to HUDbarsRight
- SetStage tnoHSB 10
- ; ==== Shivering Isles Bounty
- set tnoHSB.hud_color to sv_Construct "(tnoHSB.val > 0)*GetPlayerInSEWorld" ; Will 1 (visible) if having a bounty and in SI
- set tnoHSB.hud_val to sv_Construct "GetActorValue ShiveringIslesBounty"
- set tnoHSB.hud_name to sv_Construct "SI Bounty: "
- set tnoHSB.hud_textColor to sv_Construct "HUDcolorRed"
- set tnoHSB.hud_textDisplay to HUDtxtValue
- set tnoHSB.hud_textSize to 14
- set tnoHSB.hud_x to HUDprevBar ; Same place as first bounty
- set tnoHSB.hud_y to HUDprevBarAbove
- set tnoHSB.hud_textPos_y to HUDtxtNoBar
- set tnoHSB.hud_textPos_x to HUDtxtLeft
- 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 HUDbarsRight
- set tnoHSB.hud_popup_dirout to HUDbarsRight
- SetStage tnoHSB 10
- ;==================End of information around Compass
- ; ==== ICONS that are useful to see for stealth. Chameleons show efficienty (%), Invisibility (only status: active), Light (show range in feet), Detect Life Range (show range in feet).
- ; ==== Chameleon status - pos. right below XP bar.
- ; ==== Invis status
- ; Display invis status, hidden if 0
- set tnoHSB.hud_val to sv_Construct "##GetAV Invisibility"
- set tnoHSB.hud_max to sv_Construct "1" ; 1=on or 0=off
- set tnoHSB.hud_type to HUDbarEffectIcon ; Display the effect icon
- set tnoHSB.hud_spell_effect to sv_Construct "INVI" ; Effect code for Invisible
- set tnoHSB.hud_visible to sv_Construct "tnoHSB.val > 0"
- set tnoHSB.hud_x to 50
- set tnoHSB.hud_y to 7
- SetStage tnoHSB 10
- ; Display the chameleon percentage, hidden if 0
- set tnoHSB.hud_val to sv_Construct "##GetAV Chameleon"
- set tnoHSB.hud_max to sv_Construct "100" ; 100 is max for all resists
- set tnoHSB.hud_type to HUDbarEffectIcon ; Display the effect icon
- set tnoHSB.hud_spell_effect to sv_Construct "CHML" ; Effect code for Chameleon
- set tnoHSB.hud_textColor to sv_Construct "HUDcolorYellow"
- set tnoHSB.hud_textDisplay to HUDtxtPercent ; Display as percent of max
- set tnoHSB.hud_textSize to 12
- set tnoHSB.hud_textPos_x to HUDtxtRight
- set tnoHSB.hud_textPos_y to HUDtxtCenter
- set tnoHSB.hud_visible to sv_Construct "tnoHSB.val > 0"
- set tnoHSB.hud_x to HUDCompassLeft
- set tnoHSB.hud_y to 7
- SetStage tnoHSB 10
- ; Display Detect Life Range, hidden if 0
- set tnoHSB.hud_val to sv_Construct "P$GetAVDetectLife"
- set tnoHSB.hud_type to HUDbarEffectIcon ; Display the effect icon
- set tnoHSB.hud_spell_effect to sv_Construct "DTCT" ; Effect code for Chameleon
- set tnoHSB.hud_textColor to sv_Construct "HUDcolorYellow"
- set tnoHSB.hud_textDisplay to HUDtxtValue ; Display value
- set tnoHSB.hud_name to sv_Construct "Feet: "
- set tnoHSB.hud_textSize to 12
- set tnoHSB.hud_textPos_x to HUDtxtLeft
- set tnoHSB.hud_textPos_y to HUDtxtCenter
- set tnoHSB.hud_visible to sv_Construct "tnoHSB.val > 0"
- set tnoHSB.hud_x to HUDcompassRight
- set tnoHSB.hud_y to 7
- SetStage tnoHSB 10
- ; Display Paralyz effect, hidden if 0
- set tnoHSB.hud_val to sv_Construct "##P$GetAVParalized"
- set tnoHSB.hud_type to HUDbarEffectIcon ; Display the effect icon
- set tnoHSB.hud_spell_effect to sv_Construct "PARA" ; Effect code for Chameleon
- set tnoHSB.hud_textColor to sv_Construct "HUDcolorYellow"
- set tnoHSB.hud_visible to sv_Construct "tnoHSB.val > 0"
- set tnoHSB.hud_x to 47
- set tnoHSB.hud_y to 47
- SetStage tnoHSB 10
- ; Display Silenced effect, hidden if 0
- set tnoHSB.hud_val to sv_Construct "##P$GetAVSilenced"
- set tnoHSB.hud_type to HUDbarEffectIcon ; Display the effect icon
- set tnoHSB.hud_spell_effect to sv_Construct "SLNC" ; Effect code for Chameleon
- set tnoHSB.hud_textColor to sv_Construct "HUDcolorYellow"
- set tnoHSB.hud_visible to sv_Construct "tnoHSB.val > 0"
- set tnoHSB.hud_x to 53
- set tnoHSB.hud_y to 47
- SetStage tnoHSB 10
- ; ==== Oblivion XP bar - Show a XP Bar in same position as compass, but in the upper part of screen.
- ; Large bar above compass shows xp and color change depending on value of ObXP's RestedXP.
- ; Remember to set progressDisplayBar to 0 in Oblivion XP Settings.ini - Only text
- set tnoHSB.hud_visible_on to sv_Construct "tnoHSB.bFunctionKeyPressed || tnoHSB.frac>=1"
- set tnoHSB.hud_visible_time to 10
- set tnoHSB.hud_color to sv_Construct "7 - 6*(tnoHSB.frac>=1) + 3*(tnoHSB.frac<1 && ObXPMain.RestedXP>0)" ;yellow, but green if ready to levelup and orange if rested
- set tnoHSB.hud_val to sv_Construct "ObXPMain.currentXP"
- set tnoHSB.hud_max to sv_Construct "ObXPMain.neededXP"
- set tnoHSB.hud_textColor to sv_Construct "tnoHSB.color"
- set tnoHSB.hud_size to 200
- set tnoHSB.hud_x to 50
- set tnoHSB.hud_y to 0
- SetStage tnoHSB 10
- ; ==== Oblivion XP progress text:
- ; Text label shows exact values for xp, and text changes color depending on value of ObXP's RestedXP.
- ; Remember to set progressDisplayBar to 0 in Oblivion XP Settings.ini - Only text
- set tnoHSB.hud_visible_on to sv_Construct "tnoHSB.bFunctionKeyPressed || tnoHSB.frac>=1"
- set tnoHSB.hud_visible_time to 10
- set tnoHSB.hud_color to sv_Construct "7 - 6*(tnoHSb.frac>=1) + 3*(tnoHSb.frac<1 && ObXPMain.RestedXP>0)" ;yellow, but green if ready to levelup and orange if rested
- set tnoHSB.hud_val to sv_Construct "ObXPMain.currentXP"
- set tnoHSB.hud_max to sv_Construct "ObXPMain.neededXP"
- set tnoHSB.hud_name to sv_Construct "XP: " ; Static text. Remove this and the two next lines if you don't want the text
- set tnoHSB.hud_textColor to sv_Construct "tnoHSB.color" ; Color matches bar color
- set tnoHSB.hud_textType to HUDfontKingthings
- set tnoHSB.hud_textSize to 12
- set tnoHSB.hud_textDisplay to HUDtxtValueOfMax ; Display as value of max
- set tnoHSB.hud_type to HUDtxtNoBar
- set tnoHSB.hud_textPos_x to HUDtxtRight
- set tnoHSB.hud_textPos_y to HUDtxtCenter
- set tnoHSB.hud_x to 60
- set tnoHSB.hud_y to 1
- SetStage tnoHSB 10
- ; ==== Level - Show Text for level
- set tnoHSB.hud_visible_on to sv_Construct "tnoHSB.bFunctionKeyPressed || tnoHSB.frac>=1"
- set tnoHSB.hud_visible_time to 10
- set tnoHSB.hud_color to sv_Construct "2+8*(tnoHSB.frac>.1)-3*(tnoHSB.frac>.15)+4*(tnoHSB.frac>.25)-10*(tnoHSB.frac>.35)+3*(tnoHSB.frac>.45)-1*(tnoHSB.frac>.6)"
- set tnoHSB.hud_val to sv_Construct "#P$GetLevel"
- set tnoHSB.hud_min to sv_Construct "1"
- set tnoHSB.hud_max to sv_Construct "100"
- set tnoHSB.hud_type to HUDtxtNoBar
- 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 HUDtxtRight
- set tnoHSB.hud_textPos_y to HUDtxtCenter
- set tnoHSB.hud_x to 40
- set tnoHSB.hud_y to 0
- set tnoHSB.hud_textType to HUDfontKingthings
- set tnoHSB.hud_textSize to 14
- SetStage tnoHSB 10
- ;==================================================Information positioned left side to Mini Map.
- ; ==== 24hr clock (real time in Windows), displayed as hh.mm
- set tnoHSB.hud_visible_on to sv_Construct "$GetQuestKeyPressed"
- set tnoHSB.hud_visible_time to 30
- set tnoHSB.hud_tmp to sv_Construct "Floor RealHour" ; Temporary variable holding the number of whole hours since midnight
- set tnoHSB.hud_val to sv_Construct "3*(RealHour - tnoHSB.tmp)/5 + tnoHSB.tmp" ; converts decimals to minutes
- set tnoHSB.hud_max to sv_Construct "24"
- set tnoHSB.hud_name to sv_Construct "#0[0:(tnoHSB.val<10)]" ; Adds a leading 0 if time is < 10hr
- set tnoHSB.hud_textColor to sv_Construct "3+4*(tnoHSB.tmp>=7 && tnoHSB.tmp<20)" ; Yellow (7) from 7am - 8pm, blue (3) otherwise
- set tnoHSB.hud_textDisplay to HUDtxtValue2 ; we want two decimal places
- set tnoHSB.hud_textPos_x to HUDtxtRight
- set tnoHSB.hud_type to HUDtxtNoBar ; Hide bar, only display text
- set tnoHSB.hud_textSize to 14
- set tnoHSB.hud_x to 78
- set tnoHSB.hud_y to 3
- SetStage tnoHSB 10
- ; ==== 12hr clock, displayed as h.mm am/pm
- set tnoHSB.hud_visible_on to sv_Construct "$GetQuestKeyPressed"
- set tnoHSB.hud_visible_time to 30
- set tnoHSB.hud_tmp to sv_Construct "Floor GameHour" ; Temporary variable holding the number of whole hours since midnight
- 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
- set tnoHSB.hud_max to sv_Construct "24"
- set tnoHSB.hud_name to sv_Construct " " ; No text before time
- 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
- set tnoHSB.hud_textColor to sv_Construct "3+4*(tnoHSB.tmp>=7 && tnoHSB.tmp<20)" ; Yellow (7) from 7am - 8pm, blue (3) otherwise
- set tnoHSB.hud_textDisplay to HUDtxtValue2 ; we want two decimal places
- set tnoHSB.hud_textPos_x to HUDtxtRight
- set tnoHSB.hud_textPos_y to HUDtxtNoBar ; Hide bar, only display text
- set tnoHSB.hud_textSize to 14
- set tnoHSB.hud_y to HUDprevBarBelow
- SetStage tnoHSB 10
- ; === Day of the week and Date, ex: Morndas 5
- set tnoHSB.hud_visible_on to sv_Construct "$GetQuestKeyPressed"
- set tnoHSB.hud_visible_time to 30
- set tnoHSB.hud_tmp to sv_Construct "$GetDayOfWeek"
- set tnoHSB.hud_val to sv_Construct "$GameDay"
- set tnoHSB.hud_name to sv_Construct "#Sundas MorndasTirdas Middas Turdas Fredas Loredas[7*tnoHSB.tmp:7 ] "
- set tnoHSB.hud_textColor to Sv_Construct "HUDcolorOrange"
- set tnoHSB.hud_type to HUDtxtNoBar
- set tnoHSB.hud_textPos_x to HUDtxtRight
- set tnoHSB.hud_y to HUDprevBarBelow
- SetStage tnoHSB 10
- ; === Month and year, ex: Frost Fall 436. Colored by season (winter: white, spring: green, summer:yellow, fall:orange)
- set tnoHSB.hud_visible_on to sv_Construct "$GetQuestKeyPressed"
- set tnoHSB.hud_visible_time to 30
- set tnoHSB.hud_textColor to sv_Construct "13-12*(tnoHSB.tmp>1)+6*(tnoHSB.tmp>4)+3*(tnoHSB.tmp>7)+3*(tnoHSB.tmp>10)"
- set tnoHSB.hud_tmp to sv_Construct "$GameMonth"
- set tnoHSB.hud_val to sv_Construct "GameYear"
- set tnoHSB.hud_name to sv_Construct "#Morningstar Sun's Dawn First Seed Rain's Hand Second Seed Mid-Year Sun's HeightLast Seed Heartfire Frost Fall Sun's Dusk Evening Star[12*tnoHSB.tmp:12 ] "
- set tnoHSB.hud_type to HUDtxtNoBar
- set tnoHSB.hud_textPos_x to HUDtxtRight
- set tnoHSB.hud_y to HUDprevBarBelow
- SetStage tnoHSB 10
- ; =============================================Left side in between UI messages and XP bar on top screen
- ; ==== Player Fame
- ; Color is not needed since only text is displayed
- set tnoHSB.hud_val to sv_Construct "##$GetPlayerFame"
- set tnoHSB.hud_name to sv_Construct "Beneficial Reputation: "
- set tnoHSB.hud_textColor to sv_Construct "HUDcolorGreen"
- set tnoHSB.hud_type to HUDtxtNoBar
- set tnoHSB.hud_visible to sv_Construct "tnoHSB.bFunctionKeyPressed && (Player.IsWeaponOut || Player.IsInCombat)"
- set tnoHSB.hud_visible_time to sv_Construct 15
- set tnoHSB.hud_x to 25
- set tnoHSB.hud_y to 0
- 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 HUDbarsRight
- set tnoHSB.hud_popup_dirout to HUDbarsRight
- SetStage tnoHSB 10
- ; ==== Player Infamy
- set tnoHSB.hud_val to sv_Construct "##$GetPlayerInfamy"
- set tnoHSB.hud_name to sv_Construct "Malovent Reputation: "
- set tnoHSB.hud_textColor to sv_Construct "HUDcolorRed"
- set tnoHSB.hud_type to HUDtxtNoBar
- set tnoHSB.hud_visible to sv_Construct "tnoHSB.bFunctionKeyPressed && (Player.IsWeaponOut || Player.IsInCombat)"
- set tnoHSB.hud_visible_time to sv_Construct 15
- set tnoHSB.hud_x to 25
- set tnoHSB.hud_y to HUDprevBarBelow
- 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 HUDbarsRight
- set tnoHSB.hud_popup_dirout to HUDbarsRight
- SetStage tnoHSB 10
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