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healunter Beginner
Joined: 07 Jan 2007 Posts: 17
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Posted: Fri Jun 22, 2007 4:40 pm
XML Dragonrealms-Stormfront cloning |
I think i've almost got this fixed, but the gauges are giving me a beatdown.
Dragonrealms gives you a max of 100 for the health, mana and spirit, where GS gives you a variable max. To use the gemstone bars you have to start by setting the maxes at 100.
#var {maxhp} {100}
#var {maxmana} {100}
#var {maxspirit} {100}
Then you have to find the three minivital info for health spirit and mana. It's got a lot of code in it, telling the bar where and what it's suppose to do, make sure you ignore that bit.
<dialogData id='minivitals'><skin id='spiritSkin' name='spiritBar' controls='spirit' left='75%' top='0%' width='25%' height='100%'/><progressBar id='spirit' value='81' text='spirit 81%' left='75%' customText='t' top='0%' width='25%' height='100%'/></dialogData>
<dialogData id='minivitals'><skin id='manaSkin' name='manaBar' controls='mana' left='25%' top='0%' width='25%' height='100%'/><progressBar id='mana' value='85' text='mana 85%' left='25%' customText='t' top='0%' width='25%' height='100%'/></dialogData>
<dialogData id='minivitals'><skin id='staminaSkin' name='staminaBar' controls='stamina' left='50%' top='0%' width='25%' height='100%'/><progressBar id='stamina' value='100' text='fatigue 100%' left='50%' customText='t' top='0%' width='25%' height='100%'/></dialogData>
<dialogData id='minivitals'><skin id='healthSkin' name='healthBar' controls='health' left='25%' top='0%' width='25%' height='100%'/><progressBar id='health' value='100' text='health 100%' left='25%' customText='t' top='0%' width='25%' height='100%'/></dialogData>
Those are the labels, and I've not quite got it working.
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healunter Beginner
Joined: 07 Jan 2007 Posts: 17
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Posted: Fri Jun 22, 2007 5:14 pm |
#CLASS {gauges}
#TRIGGER {~<progressBar id=~'spirit~' value~=~'(*)~'} {
#gag
#var spirit %1
#var spiritlabel spirit %1
}
#TRIGGER {~<progressBar id=~'health~' value~=~'(*)~'} {
#gag
#var hp %1
#var hplabel health %1
}
#TRIGGER {~<progressBar id~=~'mana~' value~=~'(*)~'} {
#gag
#var mana %1
#var manalabel mana %1
}
#TRIGGER {~<progressBar id~=~'stamina~' value~=~'(*)~'} {
#gag
#var stamina %1
#var staminalabel Fatigue %1
}
#TRIGGER {~<spell~>(*)~<~/spell~>} {
#sub >
#var spell %1
}
#TRIGGER {~<spell exist=~'spell~'~>(*)~<~/spell~>} {
#sub >
#var spell %1 %2
}
#BUTTON 1 {@righthand} {} {} {} {} {} {} {Size} {200} {22} {Pos} {1} {303} {14} {} {} {} "" {} {} {}
#BUTTON 2 {@lefthand} {} {} {} {} {} {} {Size} {200} {22} {Pos} {1} {103} {14} {} {} {} "" {} {} {}
#BUTTON 3 {RT} {} {} {} {@roundtime} {} {} {Size} {100} {23} {Pos} {1} {1} {32892} {} {Gauge||0|@gaugemax||7} {} "" {Explore} {} {}
#BUTTON 5 {@hplabel} {} {} {} {@hp} {} {} {Size} {100} {23} {Pos} {1} {1} {42} {} {Gauge||12|@hpmax||15} {-19} "" {Explore|Inset} {Hp: @hp/@maxhp} {hpgauge} {2}
#BUTTON 6 {@manalabel} {} {} {} {@mana} {} {} {Size} {100} {23} {Pos} {1} {102} {32795} {} {Gauge||1|@maxmana|@maxmana / 10|7} {-19} "" {Explore|Inset} {MA: @mana/@maxmana} {magauge} {2}
#BUTTON 7 {@spiritlabel} {} {} {} {@spirit} {} {} {Size} {100} {23} {Pos} {1} {204} {32864} {} {Gauge||12|@maxspirit|@maxspirit / 10|7} {} "" {Explore|Inset} {} {} {2}
#BUTTON 8 {@staminalabel} {} {} {} {@spirit} {} {} {Size} {100} {23} {Pos} {1} {304} {32891} {} {Gauge||12|@maxspirit|@maxspirit / 10|7} {} "" {Explore|Inset} {} {} {2}
#BUTTON 9 {@spell} {} {} {} {} {} {} {} {} {} {Pos} {1} {505} {} {} {Gauge||12|||7} {} "" {Explore|Inset} {} {}
#CLASS 0
This is what I have so far, but some fine tuning on how to aquire the percentages for the health, mana spirit fatigue and spell bars.
Anyone know if there's a menu capture that captures crits and pcs already posted? |
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MattLofton GURU
Joined: 23 Dec 2000 Posts: 4834 Location: USA
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Posted: Sat Jun 23, 2007 3:18 am |
Quote: |
This is what I have so far, but some fine tuning on how to aquire the percentages for the health, mana spirit fatigue and spell bars.
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They won't be any different than the value number you're already capturing, so in the spot you want to make the percentage visible just use @{variable name goes here}% (I assume you want to show that in the @whateverlabel variables?) |
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_________________ EDIT: I didn't like my old signature |
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Wrens Novice
Joined: 01 Jun 2003 Posts: 32 Location: USA
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Posted: Sat Jul 05, 2014 2:07 am |
<?xml version="1.0" encoding="ISO-8859-1" ?>
<cmud>
<trigger priority="4893" repeat="true" regex="true" copy="yes">
<pattern><progressBar id='(.*?)' value='(.*?)' text='.*' left='.*?' customText='.*?' top='.*?' width='.*?' height='.*?'/></pattern>
<value>#sub {}
#if (%1 = concentration) {#var concentration %2}
#if (%1 = stamina) {#var stamina %2}
#if (%1 = health) {#var health %2}
#if (%1 = spirit) {#var spirit %2}
</value>
</trigger>
</cmud>
I did it with one trigger, and made progress bar buttons for each. The trigger is in regex (suppose to be faster). The bar is set to a max of 100. Put the buttons anywhere you like. |
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Daern Sorcerer
Joined: 15 Apr 2011 Posts: 809
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Posted: Sun Jul 06, 2014 5:15 am |
That trigger's for CMUD though. These are the zMUD forums.
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Wrens Novice
Joined: 01 Jun 2003 Posts: 32 Location: USA
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Posted: Mon Jul 07, 2014 2:50 am |
my bad. But the principle will work in Zmud. Did a lot of trigger programming in Zmud before Cmud. Just don't make it a regex trigger. You can use (bartype:*) and (level:*). XML in dragonrealms is a pain. But <progressbar id= ... is the basic command for sending the information for the bars. All the other stuff in it is operating the size position, etc for the bar
try
#trig {~<progressBar id~=~'(bartype:*)~' value=~'(level:*)~' *~/~>} {all ifs to control the various button gauges }
One trigger to do all the triggers above.
Anyone working on XML on Cmud. I've got things working in a way. Somethings no working and it's my lack of knowledge at what is going on behind the scenes. |
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