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April 7th 2013, 08:29 PM
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magicman
Peasant They/Them Netherlands duck
Mmmm, pizza. 
The bad: The status-bar is hard-coded into the engine; you can't directly change any of the elements, though you may be able to get very close by faking it.

The good: sp_noclip() exists, so you can place sprites over the status bar area.

The ugly: You'll have to do everything yourself. Everything.

How to get rid of everything:

I'm not sure if it'll work, but if you keep &update_status at 0, and never call draw_status(), I'm thinking the statusbar will never appear! Keep in mind that selecting an item or a spell in the inventory screen will automatically call draw_status(). You can disable the inventory screen by putting some nonsense code into button4.c.

If that doesn't work, or if you need to go into the inventory screen and the status bar *does* draw itself. Well...

To make the strength, defense, magic, gold, exp, HP, and level displays disappear, you'll have to load empty graphics into their sequences. If &magic and &magic_cost are ever greater than 0, the charge bar will appear, so you may want to load empty graphics into those sequences as well.

Anyway, this should give you either an empty status area, or a status bar without any status on it. Now it's time to create_sprite() some replacement icons there. Make sure to use sp_noclip(). 0 means "Can't appear on statusbar", 1 means "Being on the statusbar is awesome!".

Finally, you need to make sure to redraw everything once the screen changes, as even sprites wit sp_noclip() set to 1 will disappear. The easiest way would be through an infinite loop that's started using spawn() somewhere. You'll need to loop anyway to make sure that your own recharge bars are updated.

It's definitely not impossible, but it's involved. Good luck!