maxman
Well-known member
I'm trying to create a script for making a fake gain every time both HP and MP bars increase to the end, but not with mp 100 literally. I know about using
I already had drawn my scripted bars of both HP and MP on screen for a player template, as well as for an enemy template. But the problem is that if any player or enemy has their own lifebar reduce with their default lifebars, the scripted lifebar, along with MP bar, doesn't reduce like the default ones do. When I try to pick an item that either gives health or MP, the scripted lifebar doesn't gain at all. I don't want to change an entity property for literally gaining amount by skipping to a certain number. What I want is to gain a scripted bar slightly like you're looking at the default lifebar moving smoothly, but it's got to be a fake gain with a slight gain.
changeentityproperty(entity, "mp", 100), and it's quite simple only if you're not using any specific thing with/for a script. However, that only increases straight forward and skips to just exactly what it says even there is a specified script especially being used in update(d).c or ondrawscript, or didhitscript for items. You can check with the latest version of Fight Forever to see what I mean. I already had drawn my scripted bars of both HP and MP on screen for a player template, as well as for an enemy template. But the problem is that if any player or enemy has their own lifebar reduce with their default lifebars, the scripted lifebar, along with MP bar, doesn't reduce like the default ones do. When I try to pick an item that either gives health or MP, the scripted lifebar doesn't gain at all. I don't want to change an entity property for literally gaining amount by skipping to a certain number. What I want is to gain a scripted bar slightly like you're looking at the default lifebar moving smoothly, but it's got to be a fake gain with a slight gain.
