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Last active February 10, 2019 22:22
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HUD modification for Beautiful Doom v6.3.x. Adding a bit new stats for fullscreen HUD: Kills, Items, Secret and Timer stat (in sec) for a temporary Powerup Giver like Blur Sphere, etc.
monospacefonts true, "0";
statusbar normal, forcescaled, 0.75
{
AspectRatio "4:3"
{
drawimage "BDSTBL", 0, 126;
drawimage "BDSTBR", 260, 126;
//armor
drawnumber 3, HUDFONT_DOOM, green, armor, 48, 140, 0, grey,0, blue, 101;
//health
drawnumber 3, HUDFONT_DOOM, yellow, health, 48, 172, 0, red,25, green, 75;
//current ammo
WeaponAmmo Clip
{
InInventory Backpack || BD_Backpack
{
drawnumber 3, HUDFONT_DOOM, yellow, ammo1, 304, 140,0, red,50, green, 200;
}
else
{
drawnumber 3, HUDFONT_DOOM, yellow, ammo1, 304, 140,0, red,20, green, 100;
}
}
WeaponAmmo Shell
{
InInventory Backpack || BD_Backpack
{
drawnumber 3, HUDFONT_DOOM, yellow, ammo1, 304, 140,0, red,16, green, 50;
}
else
{
drawnumber 3, HUDFONT_DOOM, yellow, ammo1, 304, 140,0, red,8, green, 20;
}
}
WeaponAmmo RocketAmmo
{
InInventory Backpack || BD_Backpack
{
drawnumber 3, HUDFONT_DOOM, yellow, ammo1, 304, 140,0, red,10, green, 40;
}
else
{
drawnumber 3, HUDFONT_DOOM, yellow, ammo1, 304, 140,0, red,5, green, 20;
}
}
WeaponAmmo Cell
{
InInventory Backpack || BD_Backpack
{
drawnumber 3, HUDFONT_DOOM, yellow, ammo1, 304, 140,0, red,80, green, 300;
}
else
{
drawnumber 3, HUDFONT_DOOM, yellow, ammo1, 304, 140,0, red,40, green, 150;
}
}
//secrets counter
drawnumber 3, INDEXFONT_DOOM, yellow, secrets, 44, 128;
drawnumber 3, INDEXFONT_DOOM, yellow, totalsecrets, 56, 128;
//kills counter
drawnumber 3, INDEXFONT_DOOM, yellow, kills, 299,128;
drawnumber 3, INDEXFONT_DOOM, yellow, Monsters, 319, 128;
//keys
drawswitchableimage keyslot 2 && 5, "nullimage", "STKEYS0", "STKEYS3", "STKEYS6", 310, 139;
drawswitchableimage keyslot 3 && 6, "nullimage", "STKEYS1", "STKEYS4", "STKEYS7", 310, 149;
drawswitchableimage keyslot 1 && 4, "nullimage", "STKEYS2", "STKEYS5", "STKEYS8", 310, 159;
//ammo
drawnumber 3, INDEXFONT_DOOM, yellow, ammo(Clip), 295, 173;
drawnumber 3, INDEXFONT_DOOM, yellow, ammo(Shell), 295, 179;
drawnumber 3, INDEXFONT_DOOM, yellow, ammo(RocketAmmo), 295, 185;
drawnumber 3, INDEXFONT_DOOM, yellow, ammo(Cell), 295, 191;
drawnumber 3, INDEXFONT_DOOM, yellow, ammocapacity(Clip), 318, 173;
drawnumber 3, INDEXFONT_DOOM, yellow, ammocapacity(Shell), 318, 179;
drawnumber 3, INDEXFONT_DOOM, yellow, ammocapacity(RocketAmmo), 318, 185;
drawnumber 3, INDEXFONT_DOOM, yellow, ammocapacity(Cell), 318, 191;
}
AspectRatio "5:4"
{
drawimage "BDSTBL", 0, 126;
drawimage "BDSTBR", 260, 126;
//armor
drawnumber 3, HUDFONT_DOOM, green, armor, 48, 140, 0, grey,0, blue, 101;
//health
drawnumber 3, HUDFONT_DOOM, yellow, health, 48, 172, 0, red,25, green, 75;
//current ammo
WeaponAmmo Clip
{
InInventory Backpack || BD_Backpack
{
drawnumber 3, HUDFONT_DOOM, yellow, ammo1, 304, 140,0, red,50, green, 200;
}
else
{
drawnumber 3, HUDFONT_DOOM, yellow, ammo1, 304, 140,0, red,20, green, 100;
}
}
WeaponAmmo Shell
{
InInventory Backpack || BD_Backpack
{
drawnumber 3, HUDFONT_DOOM, yellow, ammo1, 304, 140,0, red,16, green, 50;
}
else
{
drawnumber 3, HUDFONT_DOOM, yellow, ammo1, 304, 140,0, red,8, green, 20;
}
}
WeaponAmmo RocketAmmo
{
InInventory Backpack || BD_Backpack
{
drawnumber 3, HUDFONT_DOOM, yellow, ammo1, 304, 140,0, red,10, green, 40;
}
else
{
drawnumber 3, HUDFONT_DOOM, yellow, ammo1, 304, 140,0, red,5, green, 20;
}
}
WeaponAmmo Cell
{
InInventory Backpack || BD_Backpack
{
drawnumber 3, HUDFONT_DOOM, yellow, ammo1, 304, 140,0, red,80, green, 300;
}
else
{
drawnumber 3, HUDFONT_DOOM, yellow, ammo1, 304, 140,0, red,40, green, 150;
}
}
//secrets counter
drawnumber 3, INDEXFONT_DOOM, yellow, secrets, 44, 128;
drawnumber 3, INDEXFONT_DOOM, yellow, totalsecrets, 56, 128;
//kills counter
drawnumber 3, INDEXFONT_DOOM, yellow, kills, 299,128;
drawnumber 3, INDEXFONT_DOOM, yellow, Monsters, 319, 128;
//ammo
drawnumber 3, INDEXFONT_DOOM, yellow, ammo(Clip), 295, 173;
drawnumber 3, INDEXFONT_DOOM, yellow, ammo(Shell), 295, 179;
drawnumber 3, INDEXFONT_DOOM, yellow, ammo(RocketAmmo), 295, 185;
drawnumber 3, INDEXFONT_DOOM, yellow, ammo(Cell), 295, 191;
drawnumber 3, INDEXFONT_DOOM, yellow, ammocapacity(Clip), 318, 173;
drawnumber 3, INDEXFONT_DOOM, yellow, ammocapacity(Shell), 318, 179;
drawnumber 3, INDEXFONT_DOOM, yellow, ammocapacity(RocketAmmo), 318, 185;
drawnumber 3, INDEXFONT_DOOM, yellow, ammocapacity(Cell), 318, 191;
}
AspectRatio "16:9"
{
drawimage "BDSTBL", -53, 126;
drawimage "BDSTBR", 313, 126;
//armor
drawnumber 3, HUDFONT_DOOM, green, armor, -5, 140, 0, grey,0, blue, 101;
//drawimage "STTPRCNT", -12, 140;
//health
drawnumber 3, HUDFONT_DOOM, yellow, health, -5, 172, 0, red,25, green, 75;
//drawimage "STTPRCNT", -12, 175;
//current ammo
WeaponAmmo Clip
{
InInventory Backpack || BD_Backpack
{
drawnumber 3, HUDFONT_DOOM, yellow, ammo1, 357, 140,0, red,50, green, 200;
}
else
{
drawnumber 3, HUDFONT_DOOM, yellow, ammo1, 357, 140,0, red,20, green, 100;
}
}
WeaponAmmo Shell
{
InInventory Backpack || BD_Backpack
{
drawnumber 3, HUDFONT_DOOM, yellow, ammo1, 357, 140,0, red,16, green, 50;
}
else
{
drawnumber 3, HUDFONT_DOOM, yellow, ammo1, 357, 140,0, red,8, green, 20;
}
}
WeaponAmmo RocketAmmo
{
InInventory Backpack || BD_Backpack
{
drawnumber 3, HUDFONT_DOOM, yellow, ammo1, 357, 140,0, red,10, green, 40;
}
else
{
drawnumber 3, HUDFONT_DOOM, yellow, ammo1, 357, 140,0, red,5, green, 20;
}
}
WeaponAmmo Cell
{
InInventory Backpack || BD_Backpack
{
drawnumber 3, HUDFONT_DOOM, yellow, ammo1, 357, 140,0, red,80, green, 300;
}
else
{
drawnumber 3, HUDFONT_DOOM, yellow, ammo1, 357, 140,0, red,40, green, 150;
}
}
//secrets counter
drawnumber 3, INDEXFONT_DOOM, yellow, secrets, -10, 128;
drawnumber 3, INDEXFONT_DOOM, yellow, totalsecrets, 2, 128;
//kills counter
drawnumber 3, INDEXFONT_DOOM, yellow, kills, 352, 128;
drawnumber 3, INDEXFONT_DOOM, yellow, Monsters, 372, 128;
//keys
drawswitchableimage keyslot 2 && 5, "nullimage", "STKEYS0", "STKEYS3", "STKEYS6", 363, 139;
drawswitchableimage keyslot 3 && 6, "nullimage", "STKEYS1", "STKEYS4", "STKEYS7", 363, 149;
drawswitchableimage keyslot 1 && 4, "nullimage", "STKEYS2", "STKEYS5", "STKEYS8", 363, 159;
//ammo
drawnumber 3, INDEXFONT_DOOM, yellow, ammo(Clip), 348, 173;
drawnumber 3, INDEXFONT_DOOM, yellow, ammo(Shell), 348, 179;
drawnumber 3, INDEXFONT_DOOM, yellow, ammo(RocketAmmo), 348, 185;
drawnumber 3, INDEXFONT_DOOM, yellow, ammo(Cell), 348, 191;
drawnumber 3, INDEXFONT_DOOM, yellow, ammocapacity(Clip), 371, 173;
drawnumber 3, INDEXFONT_DOOM, yellow, ammocapacity(Shell), 371, 179;
drawnumber 3, INDEXFONT_DOOM, yellow, ammocapacity(RocketAmmo), 371, 185;
drawnumber 3, INDEXFONT_DOOM, yellow, ammocapacity(Cell), 371, 191;
}
AspectRatio "16:10"
{
drawimage "BDSTBL", -34, 126;
drawimage "BDSTBR", 292, 126;
//armor
drawnumber 3, HUDFONT_DOOM, green, armor, 14, 140, 0, grey,0, blue, 101;
//health
drawnumber 3, HUDFONT_DOOM, yellow, health, 14, 172, 0, red,25, green, 75;
//current ammo
WeaponAmmo Clip
{
InInventory Backpack || BD_Backpack
{
drawnumber 3, HUDFONT_DOOM, yellow, ammo1, 336, 140,0, red,50, green, 200;
}
else
{
drawnumber 3, HUDFONT_DOOM, yellow, ammo1, 336, 140,0, red,20, green, 100;
}
}
WeaponAmmo Shell
{
InInventory Backpack || BD_Backpack
{
drawnumber 3, HUDFONT_DOOM, yellow, ammo1, 336, 140,0, red,16, green, 50;
}
else
{
drawnumber 3, HUDFONT_DOOM, yellow, ammo1, 336, 140,0, red,8, green, 20;
}
}
WeaponAmmo RocketAmmo
{
InInventory Backpack || BD_Backpack
{
drawnumber 3, HUDFONT_DOOM, yellow, ammo1, 336, 140,0, red,10, green, 40;
}
else
{
drawnumber 3, HUDFONT_DOOM, yellow, ammo1, 336, 140,0, red,5, green, 20;
}
}
WeaponAmmo Cell
{
InInventory Backpack || BD_Backpack
{
drawnumber 3, HUDFONT_DOOM, yellow, ammo1, 336, 140,0, red,80, green, 300;
}
else
{
drawnumber 3, HUDFONT_DOOM, yellow, ammo1, 336, 140,0, red,40, green, 150;
}
}
//secrets counter
drawnumber 3, INDEXFONT_DOOM, yellow, secrets, 11, 128;
drawnumber 3, INDEXFONT_DOOM, yellow, totalsecrets, 23, 128;
//kills counter
drawnumber 3, INDEXFONT_DOOM, yellow, kills, 330,128;
drawnumber 3, INDEXFONT_DOOM, yellow, Monsters, 350, 128;
//keys
drawswitchableimage keyslot 2 && 5, "nullimage", "STKEYS0", "STKEYS3", "STKEYS6", 341, 139;
drawswitchableimage keyslot 3 && 6, "nullimage", "STKEYS1", "STKEYS4", "STKEYS7", 341, 149;
drawswitchableimage keyslot 1 && 4, "nullimage", "STKEYS2", "STKEYS5", "STKEYS8", 341, 159;
//ammo
drawnumber 3, INDEXFONT_DOOM, yellow, ammo(Clip), 326, 173;
drawnumber 3, INDEXFONT_DOOM, yellow, ammo(Shell), 326, 179;
drawnumber 3, INDEXFONT_DOOM, yellow, ammo(RocketAmmo), 326, 185;
drawnumber 3, INDEXFONT_DOOM, yellow, ammo(Cell), 326, 191;
drawnumber 3, INDEXFONT_DOOM, yellow, ammocapacity(Clip), 349, 173;
drawnumber 3, INDEXFONT_DOOM, yellow, ammocapacity(Shell), 349, 179;
drawnumber 3, INDEXFONT_DOOM, yellow, ammocapacity(RocketAmmo), 349, 185;
drawnumber 3, INDEXFONT_DOOM, yellow, ammocapacity(Cell), 349, 191;
}
}
statusbar fullscreen, fullscreenoffsets // ZDoom HUD
{
//health
drawmugshot "STF", 5, 12, -60;
drawnumber 3, HUDFONT_DOOM, green, health, drawshadow, 50, -20, 0, red,29, blue, 101;
//armor
drawimage armoricon, 89, -36, centerbottom;
drawnumber 3, HUDFONT_DOOM, green, armor, drawshadow, 110, -20, 0, grey,0, blue, 101;
//active powerup
InInventory PowerInvulnerable
{
drawimage "PINVA0", 149, -36, centerbottom;
}
InInventory PowerInvisibility
{
drawimage "PINSA0", 149, -36, centerbottom;
}
InInventory PowerIronFeet
{
drawimage "SUITA0", 149, -36, centerbottom;
}
InInventory PowerLightAmp
{
drawimage "PVISA0", 149, -36, centerbottom;
}
drawnumber 3, HUDFONT_DOOM, Gold, PowerupTime InvulnerabilitySphere, drawshadow, whennotzero, 170, -20;
drawnumber 3, HUDFONT_DOOM, Purple, PowerupTime BlurSphere, drawshadow, whennotzero, 170, -20;
drawnumber 3, HUDFONT_DOOM, DarkGreen, PowerupTime RadSuit, drawshadow, whennotzero, 170, -20;
drawnumber 3, HUDFONT_DOOM, Green, PowerupTime Infrared, drawshadow, whennotzero, 170, -20;
//ammo
drawimage ammoicon1, -14, -4, centerbottom;
WeaponAmmo Clip
{
InInventory Backpack || BD_Backpack
{
drawnumber 3, HUDFONT_DOOM, yellow, ammo1, drawshadow, -25,-20, 0,red,50, green, 200;
}
else
{
drawnumber 3, HUDFONT_DOOM, yellow, ammo1, drawshadow, -25,-20, 0,red,20, green, 100;
}
}
WeaponAmmo Shell
{
InInventory Backpack || BD_Backpack
{
drawnumber 3, HUDFONT_DOOM, yellow, ammo1, drawshadow, -25,-20, 0,red,16, green, 50;
}
else
{
drawnumber 3, HUDFONT_DOOM, yellow, ammo1, drawshadow, -25,-20, 0,red,8, green, 20;
}
}
WeaponAmmo RocketAmmo
{
InInventory Backpack || BD_Backpack
{
drawnumber 3, HUDFONT_DOOM, yellow, ammo1, drawshadow, -25,-20, 0,red,10, green, 40;
}
else
{
drawnumber 3, HUDFONT_DOOM, yellow, ammo1, drawshadow, -25,-20, 0,red,5, green, 20;
}
}
WeaponAmmo Cell
{
InInventory Backpack || BD_Backpack
{
drawnumber 3, HUDFONT_DOOM, yellow, ammo1, drawshadow, -25,-20, 0,red,80, green, 300;
}
else
{
drawnumber 3, HUDFONT_DOOM, yellow, ammo1, drawshadow, -25,-20, 0,red,40, green, 150;
}
}
//level stats
drawstring SMALLFONT, red, "KILL", -50, -91;
drawstring SMALLFONT, lightblue, "ITEM", -50, -83;
drawstring SMALLFONT, purple, "SECR", -50, -75;
drawstring SMALLFONT, red, "/", -22, -91;
drawstring SMALLFONT, lightblue, "/", -22, -83;
drawstring SMALLFONT, purple, "/", -22, -75;
drawnumber 3, INDEXFONT_DOOM, red, kills, -32, -90;
drawnumber 3, INDEXFONT_DOOM, lightblue, items, -32, -82;
drawnumber 3, INDEXFONT_DOOM, purple, secrets, -32, -74;
drawnumber 3, INDEXFONT_DOOM, red, Monsters, -8, -90;
drawnumber 3, INDEXFONT_DOOM, lightblue, TotalItems, -8, -82;
drawnumber 3, INDEXFONT_DOOM, purple, TotalSecrets, -8, -74;
//ammo totals
drawstring SMALLFONT, gray, "BULL", -50, -65;
drawstring SMALLFONT, gray, "SHEL", -50, -57;
drawstring SMALLFONT, gray, "RCKT", -50, -49;
drawstring SMALLFONT, gray, "CELL", -50, -41;
drawstring SMALLFONT, gray, "/", -22, -65;
drawstring SMALLFONT, gray, "/", -22, -57;
drawstring SMALLFONT, gray, "/", -22, -49;
drawstring SMALLFONT, gray, "/", -22, -41;
drawnumber 3, INDEXFONT_DOOM, yellow, ammo(Clip), -32, -64;
drawnumber 3, INDEXFONT_DOOM, yellow, ammo(Shell), -32, -56;
drawnumber 3, INDEXFONT_DOOM, yellow, ammo(RocketAmmo), -32, -48;
drawnumber 3, INDEXFONT_DOOM, yellow, ammo(Cell), -32, -40;
drawnumber 3, INDEXFONT_DOOM, yellow, ammocapacity(Clip), -8, -64;
drawnumber 3, INDEXFONT_DOOM, yellow, ammocapacity(Shell), -8, -56;
drawnumber 3, INDEXFONT_DOOM, yellow, ammocapacity(RocketAmmo), -8, -48;
drawnumber 3, INDEXFONT_DOOM, yellow, ammocapacity(Cell), -8, -40;
// no ammo but inventory
usesammo not
{
inventorybarnotvisible
{
drawselectedinventory centerbottom, drawshadow, alwaysshowcounter, HUDFONT_DOOM, -14, -3, -26, -20, untranslated;
}
}
gamemode deathmatch
{
drawnumber 2, HUDFONT_DOOM, untranslated, frags, drawshadow, -3, 1;
}
gamemode singleplayer, cooperative, teamgame
{
drawkeybar 6, vertical, reverserows, auto, -10, 2, 0, 3, auto;
}
}
statusbar inventory // Standard bar overlay (ZDoom Addition)
{
drawinventorybar Doom, 7, INDEXFONT, 50, 170;
}
statusbar inventoryfullscreen // ZDoom HUD overlay.
{
drawinventorybar Doom, translucent, 7, INDEXFONT, 50, 170;
}
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