76 lines
5.7 KiB
Plaintext
76 lines
5.7 KiB
Plaintext
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--[[
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Blackgrowl, Script made by RavenAscendant
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2021/5/2
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AltIcons Script - Made so it's perfectly compatible with all other mods that use "actor_status.script"
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--]]
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size_adjust = 0.75
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basethrst = actor_status_thirst.create
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function actor_status_thirst.create()
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basethrst()
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actor_status.indicators["Thirst"] = { index= 3 ,typ= "state" ,functor= {"actor_status_thirst","get_water_deprivation",true} ,icon= "ui\\alticons\\StatusThirst.dds" ,background= "ui\\alticons\\bg1.dds" ,anim_icon= false ,anim_bk= false }
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end
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basesleep = actor_status_sleep.create
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function actor_status_sleep.create()
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basesleep()
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actor_status.indicators["Sleep"] = { index= 4 ,typ= "state" ,functor= {"actor_status_sleep","get_sleep_deprivation",true} ,icon= "ui\\alticons\\StatusSleep.dds" ,background= "ui\\alticons\\bg1.dds" ,anim_icon= false ,anim_bk= false }
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end
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-- functor must return number [1-4] if it's a state (to indicate the color), boosters will always use one color
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function on_game_start()
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actor_status.indicators["Radiation"] = { index= 1 ,typ= "state" ,functor= {"actor_status","get_radiation",true} ,icon= "ui\\alticons\\StatusRadiation.dds" ,background= "ui\\alticons\\bg3.dds" ,anim_icon= true ,anim_bk= false }
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actor_status.indicators["Hunger"] = { index= 2 ,typ= "state" ,functor= {"actor_status","get_satienty",true} ,icon= "ui\\alticons\\StatusHunger.dds" ,background= "ui\\alticons\\bg1.dds" ,anim_icon= false ,anim_bk= false }
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actor_status.indicators["Overweight"] = { index= 5 ,typ= "state" ,functor= {"actor_status","get_overweight",true} ,icon= "ui\\alticons\\StatusOverweight.dds" ,background= "ui\\alticons\\bg1.dds" ,anim_icon= false ,anim_bk= false }
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actor_status.indicators["HpRestore"] = { index= 6 ,typ= "booster" ,functor= {"actor_status","get_boost","HpRestore",true} ,icon= "ui\\alticons\\BuffHealing.dds" ,background= "ui\\alticons\\bg2.dds" ,anim_icon= false ,anim_bk= false ,anim_period= 5 }
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actor_status.indicators["BleedingRestore"] = { index= 7 ,typ= "booster" ,functor= {"actor_status","get_boost","BleedingRestore",true} ,icon= "ui\\alticons\\BuffBleedRes.dds" ,background= "ui\\alticons\\bg2.dds" ,anim_icon= false ,anim_bk= false ,anim_period= 5 }
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actor_status.indicators["RadiationRestore"] = { index= 8 ,typ= "booster" ,functor= {"actor_status","get_boost","RadiationRestore",true} ,icon= "ui\\alticons\\BuffRadRes.dds" ,background= "ui\\alticons\\bg2.dds" ,anim_icon= false ,anim_bk= false ,anim_period= 5 }
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actor_status.indicators["MaxWeight"] = { index= 9 ,typ= "booster" ,functor= {"actor_status","get_boost","MaxWeight",true} ,icon= "ui\\alticons\\BuffCarryweight.dds" ,background= "ui\\alticons\\bg2.dds" ,anim_icon= false ,anim_bk= false ,anim_period= 5 }
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actor_status.indicators["PowerRestore"] = { index= 10 ,typ= "booster" ,functor= {"actor_status","get_boost","PowerRestore",true} ,icon= "ui\\alticons\\BuffStaminaRegen.dds" ,background= "ui\\alticons\\bg2.dds" ,anim_icon= false ,anim_bk= false ,anim_period= 5 }
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actor_status.indicators["RadiationProtection"] = { index= 11 ,typ= "booster" ,functor= {"actor_status","get_boost","RadiationProtection",true} ,icon= "ui\\alticons\\BoostRad.dds" ,background= "ui\\alticons\\bg2.dds" ,anim_icon= false ,anim_bk= false ,anim_period= 5 }
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actor_status.indicators["TelepaticProtection"] = { index= 12 ,typ= "booster" ,functor= {"actor_status","get_boost","TelepaticProtection",true} ,icon= "ui\\alticons\\BoostPsy.dds" ,background= "ui\\alticons\\bg2.dds" ,anim_icon= false ,anim_bk= false ,anim_period= 5 }
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actor_status.indicators["ChemicalBurnProtection"] = { index= 13 ,typ= "booster" ,functor= {"actor_status","get_boost","ChemicalBurnProtection",true},icon= "ui\\alticons\\BoostChem.dds" ,background= "ui\\alticons\\bg2.dds" ,anim_icon= false ,anim_bk= false ,anim_period= 5 }
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actor_status.indicators["FireWoundImmunity"] = { index= 14 ,typ= "booster" ,functor= {"actor_status","get_boost","FireWoundImmunity",true}, icon= "ui\\alticons\\BoostFireWound.dds" ,background= "ui\\alticons\\bg2.dds" ,anim_icon= false ,anim_bk= false ,anim_period= 5 }
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end
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function actor_status.UIIndicators:InitControls()
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ratio = (device().height / device().width) / (768 / 1024)
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self.W = 39 * size_adjust * ratio --Only change by amout of margin in the icon textures
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self.offset = 2 * ratio * size_adjust -- controls the spacing between icons
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local xml = utils_xml.get_hud_xml()
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self.dialog = xml:InitStatic("indicators", self)
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pos = self.dialog:GetWndPos()
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self.dialog:SetWndPos( vector2():set(pos.x - 60, pos.y - 8)) --nudgeing it up slightly for reasons. might add an adjustment in game for this as well.
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--utils_xml.correct_ratio(self.dialog)
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self.dialog:Show(false)
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local t_size = size_table(actor_status.indicators)
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for i=1,t_size do
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local x = (i-1)*(self.W + self.offset)
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if self.mirrored then
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x = (1-i)*(self.W + self.offset)
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end
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self.slot[i] = {}
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self.slot[i].back_s = xml:InitStatic("indicators:static", self.dialog)
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self.slot[i].back_f = xml:InitStatic("indicators:flashing", self.dialog)
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self.slot[i].icon_s = xml:InitStatic("indicators:static", self.dialog)
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self.slot[i].icon_f = xml:InitStatic("indicators:flashing", self.dialog)
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for k, ele in pairs(self.slot[i]) do
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ele:SetWndPos( vector2():set( x , 0 - ele:GetHeight() * (size_adjust -1 ) ))
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ele:SetWndSize(vector2():set(ele:GetWidth() * ratio * size_adjust, ele:GetHeight() * size_adjust))
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end
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end
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end
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