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Imish
Newbie


Joined: 30 Jul 2002
Posts: 7
Location: Sweden

PostPosted: Wed Jul 31, 2002 12:20 am   

Got a small script problem..
 
Been trying to get a working statbar output in this sort of format..
(HP: 120 / 120) (Mana: 200 /200) (Move: 100 /100) (Total of 2000 xp to next lvl)

The prompt looks like this <276hp 441m 371mv 992xp>
And the "score" stats for hp / mana / move like this
You have 356/178(367) hit, 236/261(236) mana, 320/320(320) movement.

after alot of testing and juggeling i managed to get this "script"

#TRIGGER {You have (%d)/(%d)((%d)) hit, (%d)/(%d)((%d)) mana, (%d)/(%d)((%d)) movement.} {#VA HP %1; #VA MAXHP %2; #VA RMAXHP %3; #VA M %4; #VA MAXM %5; #VA RMAXM %6; #VA MV %7; #VA MAXMV %8; #VA RMAXMV %9;} Stats

to fit with this little stat bar edit
HP: %ansi(high, blue)@hp / @maxhp %ansi(black)(%ansi(high, blue)@rmaxhp%ansi(black)) Mana: %ansi(high, blue)@m / @maxm %ansi(black)(%ansi(high, blue)@rmaxm%ansi(black)) Move: %ansi(high, blue)@mv / @maxmv %ansi(black)(%ansi(high, blue)@rmaxmv%ansi(black)) Total of %ansi(purple)@xp%ansi(black)exp to next lvl.

i also tried to build a more simpler version based on prompt alone
#TRIGGER {<(%d)hp (%d)m (%d)mv (%d)xp>} {#VA HP %1; #VA M %2; #VA MV %3; #VA XP %4;} Stats
But i couldent seem to get the stat bar to give me a MAXHP output...

anny and all suggestions appreciated...
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Imish
Newbie


Joined: 30 Jul 2002
Posts: 7
Location: Sweden

PostPosted: Wed Jul 31, 2002 12:27 am   
 
Btw working on a quite efficient DIKU / ROM based Archmage / Sorcerer auto buff and heal script...
(That have not given me HALF the trubble of that silly stat bar)
Hopeing to do some final tweaks and tests on the script, then it might be ready around next week to post to the forum for all who are like me, to lazy to type cast 'cure critical', cast 'lighting bolt'...
But dont mind sitting down for several days coding a script so i wont have to type four sentences ;)
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Vijilante
SubAdmin


Joined: 18 Nov 2001
Posts: 5182

PostPosted: Wed Jul 31, 2002 1:55 am   
 
Your problems appears to be in the trigger that sets the variables. The corrected pattern is below:

You have (%d)/(%d)~((%d)~) hit, (%d)/(%d)~((%d)~) mana, (%d)/(%d)~((%d)~) movement.
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