height 0;
monospacefonts true, "0";
//resolution 640, 400;
interpolatehealth true, 6;
interpolatearmor true, 4;

statusbar fullscreen, fullscreenoffsets
{
  // Health ---------------------------------------------------------------------------------------------

  drawimage "H_BGLEFT", 10, -90; // Left background
  //drawmugshot "STF", 5, 11, -83; // Mugshot
  drawimage "H_ICNHP", 79, -78; // Health icon
  playerclass Barbarian
	{
	drawimage "FITEBODY", 23, -84;//drawimage "FITEFACE", 24, -75;
	}
	playerclass Crusader
	{
	drawimage "CLERBODY", 23, -83;//drawimage "CLERFACE", 30, -75;
	}
	playerclass Magician
	{
	drawimage "MAGEBODY", 26, -82;//drawimage "MAGEFACE", 28, -74;
	}
	playerclass Hunter
	{
	drawimage "HUNTBODY", 22, -83;//drawimage "HUNTFACE", 32, -73;
	}

    //drawimage "H_HPFC01", 98, -79; // Glowing red-colored bar frame
    //drawbar "H_BRFILR", "H_BRFBGR", health, horizontal, 101, -76; // Red-colored health bar
	
    drawimage "H_BRFRMX", 98, -79; // Normal-colored bar frame
    drawbar "H_BRFILR", "H_BRFBGR", health currentmaxhealth, horizontal, 101, -76; // Normal-colored health bar
	InInventory BasicArmor, 1
	{
	drawimage "H_BGTLY3", 10, -114; // Bottom tally background
	drawimage "H_ICNARR", 13, -111; // "Armor" label
	
	drawnumber 4, NC_CONFDIGITS, untranslated, basicarmor, 66, -107; // "Secrets" counter
	drawstring NC_CONFDIGITS, untranslated, "/", 76, -108;
	
	playerclass Barbarian
	{
	drawnumber 4, NC_CONFDIGITS, untranslated, 850, 109, -107; // "Total Secrets" counter
	}
	playerclass Crusader
	{
	drawnumber 4, NC_CONFDIGITS, untranslated, 750, 109, -107; // "Total Secrets" counter
	}
	playerclass Magician
	{
	drawnumber 4, NC_CONFDIGITS, untranslated, 650, 109, -107; // "Total Secrets" counter
	}
	playerclass Hunter
	{
	drawnumber 4, NC_CONFDIGITS, untranslated, 700, 109, -107; // "Total Secrets" counter
	}
	}
	
	//drawbar "ARMORBAR", "BLANKBAR", basicarmor, horizontal, 101, -76; // Normal-colored health bar
  // Health amount; display the digits in red if health is less than 25, in blue if health is greater than 100,
  // and in darkgray otherwise
  drawnumber 5, HUDFONT2_DOOM, untranslated, health, 247, -78, 0;

  // EXP ----------------------------------------------------------------------------------------------


    drawimage "CONCARXP", 79, -49; // EXP icon

    drawimage "H_BRFRMX", 98, -53;  // ... otherwise, draw normal bar frame

    drawbar "H_BRFILW", "H_BRFBGW", XP, horizontal, 101, -50; // EXP bar

    // Level
    drawnumber 5, HUDFONT2_DOOM, DarkGray, Level, 247, -52, 0;

  // Keys -----------------------------------------------------------------------------------------------

  drawkeybar 12, horizontal, 18, 83, -23, 0, 12, auto;

  // Current Ammo ---------------------------------------------------------------------------------------
  
 	drawimage "H_BGRIT", -194, -82; // Current ammo and arms background
	
	/*weaponammo Mana1 && Mana2
	{
		weaponammo Mana1
		{
			drawimage "H_BRFRMB", -146, -76;
		}
		weaponammo not Mana1
		{
			drawimage "H_BRFRMX", -146, -76;
		}
		weaponammo Mana2
		{
			drawimage "H_BRFRMG", -146, -60;
		}
		weaponammo not Mana2
		{
			drawimage "H_BRFRMX", -146, -60;
		}
	}*/
	
	PlayerClass Barbarian
	{
	IsSelected SpikedGauntlets { drawimage "H_BRFRMX", -146, -60; drawimage "H_BRFRMX", -146, -76; } // If the fist is equiped, light the respective slot number
  
	IsSelected "Timon'sAxe", DragonClaw { drawimage "H_BRFRMX", -146, -60; drawimage "H_BRFRMB", -146, -76; } // If the pistol is equiped, light the respective slot number

	IsSelected HammerOfRetribution, VorpalBlade { drawimage "H_BRFRMG", -146, -60; drawimage "H_BRFRMX", -146, -76; } // If the super shotgun is equiped, light the respective slot number

	IsSelected Quietus { drawimage "H_BRFRMG", -146, -60; drawimage "H_BRFRMB", -146, -76; } // If the chaingun is equiped, light the respective slot number
	}
	
	PlayerClass Crusader
	{
	IsSelected MaceOfContrition { drawimage "H_BRFRMX", -146, -60; drawimage "H_BRFRMX", -146, -76; } // If the fist is equiped, light the respective slot number
  
	IsSelected SerpentStaff, MorningStar { drawimage "H_BRFRMX", -146, -60; drawimage "H_BRFRMB", -146, -76; } // If the pistol is equiped, light the respective slot number

	IsSelected Firestorm, Lightbringer { drawimage "H_BRFRMG", -146, -60; drawimage "H_BRFRMX", -146, -76; } // If the super shotgun is equiped, light the respective slot number

	IsSelected Wraithverge { drawimage "H_BRFRMG", -146, -60; drawimage "H_BRFRMB", -146, -76; } // If the chaingun is equiped, light the respective slot number
	}
	
	PlayerClass Magician
	{
	IsSelected SapphireWand { drawimage "H_BRFRMX", -146, -60; drawimage "H_BRFRMX", -146, -76; } // If the fist is equiped, light the respective slot number
  
	IsSelected FrostShards, JadeWand { drawimage "H_BRFRMX", -146, -60; drawimage "H_BRFRMB", -146, -76; } // If the pistol is equiped, light the respective slot number

	IsSelected ArcofDeath, Skullstaff { drawimage "H_BRFRMG", -146, -60; drawimage "H_BRFRMX", -146, -76; } // If the super shotgun is equiped, light the respective slot number

	IsSelected Bloodscourge { drawimage "H_BRFRMG", -146, -60; drawimage "H_BRFRMB", -146, -76; } // If the chaingun is equiped, light the respective slot number
	}
	
	PlayerClass Hunter
	{
	IsSelected Machete { drawimage "H_BRFRMX", -146, -60; drawimage "H_BRFRMX", -146, -76; } // If the fist is equiped, light the respective slot number
  
	IsSelected EnchantedBow, GlacialCrossbow { drawimage "H_BRFRMX", -146, -60; drawimage "H_BRFRMB", -146, -76; } // If the pistol is equiped, light the respective slot number

	IsSelected EtherealCrossbow, Blunderbuss { drawimage "H_BRFRMG", -146, -60; drawimage "H_BRFRMX", -146, -76; } // If the super shotgun is equiped, light the respective slot number

	IsSelected HellforgeCannon { drawimage "H_BRFRMG", -146, -60; drawimage "H_BRFRMB", -146, -76; } // If the chaingun is equiped, light the respective slot number
	}
	
	//drawimage "H_BRFRMX", -146, -76;
	//drawimage "H_BRFRMX", -146, -60;
	drawimage "H_BRFRMX", -146, -44;
	drawnumber 3, HUDFONT2_DOOM, Yellow, mp, -151, -43; // Current ammo amount
    drawbar "H_BRFILY", "H_BRFBGY", mp, horizontal, reverse, -143, -41; // Ammo bar
	drawnumber 3, HUDFONT2_DOOM, Green, mana2, -151, -59; // Current ammo amount
    drawbar "H_BRFILG", "H_BRFBGG", mana2, horizontal, reverse, -143, -57; // Ammo bar
	drawnumber 3, HUDFONT2_DOOM, NCBlue, mana1, -151, -75; // Current ammo amount
    drawbar "H_BRFILX", "H_BRFBGX", mana1, horizontal, reverse, -143, -73; // Ammo bar
	


  //usesammo not { drawimage "H_BGWP", -194, -25; } // Otherwise, draw only the arms background

  //drawnumber 3, HUDFONT2_DOOM, DarkGray, ammo1, -151, -48; // Current ammo amount

  // Arms -----------------------------------------------------------------------------------------------

    drawswitchableimage weaponslot 1, "", "CONDIGT1", -188, -20;
    drawswitchableimage weaponslot 2, "", "CONDIGT2", -170, -20;
    drawswitchableimage weaponslot 3, "", "CONDIGT3", -152, -20;
    drawswitchableimage weaponslot 4, "", "CONDIGT4", -135, -20;
    drawswitchableimage weaponslot 5, "", "CONDIGT5", -116, -20;
    drawswitchableimage weaponslot 6, "", "CONDIGT6", -95, -20;
    drawswitchableimage weaponslot 7, "", "CONDIGT7", -77, -20;
    drawswitchableimage weaponslot 8, "", "CONDIGT8", -59, -20;
    drawswitchableimage weaponslot 9, "", "CONDIGT9", -41, -20;
    drawswitchableimage weaponslot 0, "", "CONDIGT0", -23, -20;

  PlayerClass Barbarian
  {
  IsSelected SpikedGauntlets { drawstring NC_CONFDIGITS, NCBlueC, "1", -180, -20; } // If the fist is equiped, light the respective slot number
  
  IsSelected "Timon'sAxe" { drawstring NC_CONFDIGITS, NCBlueC, "2", -162, -20; } // If the pistol is equiped, light the respective slot number

  IsSelected HammerOfRetribution { drawstring NC_CONFDIGITS, NCBlueC, "3", -144, -20; } // If the super shotgun is equiped, light the respective slot number

  IsSelected Quietus { drawstring NC_CONFDIGITS, NCBlueC, "4", -127, -20; } // If the chaingun is equiped, light the respective slot number

  IsSelected DragonClaw { drawstring NC_CONFDIGITS, NCBlueC, "5", -108, -20; } // If the rocket launcher is equiped, light the respective slot number

  IsSelected VorpalBlade { drawstring NC_CONFDIGITS, NCBlueC, "6", -87, -20; } // If the plasma rifle is equiped, light the respective slot number
  }
  
  PlayerClass Crusader
  {
  IsSelected MaceOfContrition { drawstring NC_CONFDIGITS, NCBlueC, "1", -180, -20; } // If the fist is equiped, light the respective slot number
  
  IsSelected SerpentStaff { drawstring NC_CONFDIGITS, NCBlueC, "2", -162, -20; } // If the pistol is equiped, light the respective slot number

  IsSelected Firestorm { drawstring NC_CONFDIGITS, NCBlueC, "3", -144, -20; } // If the super shotgun is equiped, light the respective slot number

  IsSelected Wraithverge { drawstring NC_CONFDIGITS, NCBlueC, "4", -127, -20; } // If the chaingun is equiped, light the respective slot number

  IsSelected MorningStar { drawstring NC_CONFDIGITS, NCBlueC, "5", -108, -20; } // If the rocket launcher is equiped, light the respective slot number

  IsSelected Lightbringer { drawstring NC_CONFDIGITS, NCBlueC, "6", -87, -20; } // If the plasma rifle is equiped, light the respective slot number
  }
  
  PlayerClass Magician
  {
  IsSelected SapphireWand { drawstring NC_CONFDIGITS, NCBlueC, "1", -180, -20; } // If the fist is equiped, light the respective slot number
  
  IsSelected FrostShards { drawstring NC_CONFDIGITS, NCBlueC, "2", -162, -20; } // If the pistol is equiped, light the respective slot number

  IsSelected ArcOfDeath { drawstring NC_CONFDIGITS, NCBlueC, "3", -144, -20; } // If the super shotgun is equiped, light the respective slot number

  IsSelected Bloodscourge { drawstring NC_CONFDIGITS, NCBlueC, "4", -127, -20; } // If the chaingun is equiped, light the respective slot number

  IsSelected Jadewand { drawstring NC_CONFDIGITS, NCBlueC, "5", -108, -20; } // If the rocket launcher is equiped, light the respective slot number

  IsSelected Skullstaff { drawstring NC_CONFDIGITS, NCBlueC, "6", -87, -20; } // If the plasma rifle is equiped, light the respective slot number
  }
  
  PlayerClass Hunter
  {
  IsSelected Machete { drawstring NC_CONFDIGITS, NCBlueC, "1", -180, -20; } // If the fist is equiped, light the respective slot number
  
  IsSelected EnchantedBow { drawstring NC_CONFDIGITS, NCBlueC, "2", -162, -20; } // If the pistol is equiped, light the respective slot number

  IsSelected EtherealCrossbow { drawstring NC_CONFDIGITS, NCBlueC, "3", -144, -20; } // If the super shotgun is equiped, light the respective slot number

  IsSelected HellforgeCannon { drawstring NC_CONFDIGITS, NCBlueC, "4", -127, -20; } // If the chaingun is equiped, light the respective slot number

  IsSelected GlacialCrossbow { drawstring NC_CONFDIGITS, NCBlueC, "5", -108, -20; } // If the rocket launcher is equiped, light the respective slot number

  IsSelected Blunderbuss { drawstring NC_CONFDIGITS, NCBlueC, "6", -87, -20; } // If the plasma rifle is equiped, light the respective slot number
  }
  
  // All-ammo -------------------------------------------------------------------------------------------

  /*drawimage "H_BGRAM1", -97, 10; // Top all-ammo background
  drawimage "H_BGRAM2", -97, 35; // Middle all-ammo background
  drawimage "H_BGRAM2", -97, 60; // Middle all-ammo background
  drawimage "H_BGRAM3", -97, 85; // Bottom all-ammo background

  drawimage "H_ICNBLT", -29, 15; // Bullets ammo icon
  drawimage "H_ICNSHL", -29, 40; // Shells ammo icon
  drawimage "H_ICNRCT", -29, 65; // Rockets ammo icon
  drawimage "H_ICNCEL", -29, 89; // Cells ammo icon

  drawimage "H_SLASH", -65, 18;
  drawimage "H_SLASH", -65, 43;
  drawimage "H_SLASH", -65, 68;
  drawimage "H_SLASH", -65, 93;

  drawnumber 3, NC_CONFDIGITS, NCBlueC, ammo Clip, -67, 19; // In inventory bullets ammo amount
  drawnumber 3, NC_CONFDIGITS, NCBlueC, ammocapacity Clip, -32, 19; // Bullets ammo amount capacity

  drawnumber 3, NC_CONFDIGITS, NCBlueC, ammo Shell, -67, 44; // In inventory shells ammo amount
  drawnumber 3, NC_CONFDIGITS, NCBlueC, ammocapacity Shell, -32, 44; // Shells ammo amount capacity

  drawnumber 3, NC_CONFDIGITS, NCBlueC, ammo RocketAmmo, -67, 69; // In inventory rockets ammo amount
  drawnumber 3, NC_CONFDIGITS, NCBlueC, ammocapacity RocketAmmo, -32, 69; // Rockets ammo amount capacity

  drawnumber 3, NC_CONFDIGITS, NCBlueC, ammo Cell, -67, 94; // In inventory cells ammo amount
  drawnumber 3, NC_CONFDIGITS, NCBlueC, ammocapacity Cell, -32, 94; // Cells ammo amount capacity
*/
  // Inventory ------------------------------------------------------------------------------------------

    //drawselectedinventory alternateonempty, center, NC_CONFDIGITS, -119, -106, -102, -93, NCYellowC2 {}
	drawinventorybar Doom, noarrows, alwaysshowcounter, 5, NC_CONFDIGITS, -194, -121, -159, -92, NCYellowC2;
  //else { drawimage "ARTIBOX", -137, -122; }
}

//statusbar inventoryfullscreen {}
//statusbar inventory {}//
//statusbar inventoryfullscreen { drawinventorybar Doom, 7, NC_CONFDIGITS, 185, 353, 220, 382, NCYellowC2; }
//statusbar automap {} // Dont' draw an automap statusbar