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In45do

[SA] Alternative for opcode 03C4 and 0151

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In45do

Hi everyone! I've been creating a script and I want to display enemies health bar with opcode 03C4 and 0151. But those opcodes requires global variables and I have learned using global variables could cause some bugs and crash. So is there other alternative for these opcodes?

03C4: set_status_text $BEEFYBARON_SCORE type 0 GXT 'ZER2_43' // global_variable  // Score ~1~
0151: remove_status_text $1924

PS: I've tried call scm function method but it doesn't seem to work.

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ZAZ

with 038E: or display texture

 

 

{$CLEO .cs}
:TXD_Bar_1//unstable
03A4: name_thread 'HBAR'

:TXD_Bar_4
wait 0
if
0256:   player $PLAYER_CHAR defined
jf @TXD_Bar_4

:TXD_Bar_126
wait 0
if
0256:   player $PLAYER_CHAR defined
jf @TXD_Bar_582
//if
//0AB0:   key_pressed 8
//jf @TXD_Bar_126
0226: 11@ = actor $PLAYER_ACTOR health
0093: 11@ = integer 11@ to_float
0087: 12@ = 11@  // floating-point values only
0013: 12@ *=  1.5  // floating-point values
0013: 11@ *=  0.8  // floating-point values
0007: 13@ =  450.0  // floating-point values
0063: 13@ -= 11@  // floating-point values
03F0: enable_text_draw 1
//038E: draw_box_position 13@  21.0 size 12@  14.0 RGBA 150  0  0  255
038E: draw_box_position 13@  21.0 size 12@  14.0 RGBA 150  0  0  255
jump @TXD_Bar_126

:TXD_Bar_582
//03F0: toggle_text_draw 0
jump @TXD_Bar_4

 

 

{$CLEO .cs}
:TXD_Bar_1
03A4: name_thread 'STSB'

:TXD_Bar_4
wait 0
if
0256:   player $PLAYER_CHAR defined
jf @TXD_Bar_4
0390: load_txd_dictionary 'LD_DUAL' 
038F: request_texture "Health" as  1  // Load dictionary with 0390 first
038F: request_texture "black" as  2  // Load dictionary with 0390 first
wait 500

:TXD_Bar_16
wait 0
if
0256:   player $PLAYER_CHAR defined
jf @TXD_Bar_32
0226: 11@ = actor $PLAYER_ACTOR health
0093: 11@ = integer 11@ to_float
0087: 12@ = 11@  // floating-point values only
0013: 12@ *=  1.5  // floating-point values
0013: 11@ *=  0.8  // floating-point values
0007: 13@ =  450.0  // floating-point values
0063: 13@ -= 11@  // floating-point values
03F0: text_draw_toggle  1
038D: draw_texture 2 position 300.0  21.0 size 304.0  14.0 RGBA 180  180  180  255 
038D: draw_texture 1 position 13@  20.0 size 12@  10.0 RGBA 180  180  180  255 
jump @TXD_Bar_16

:TXD_Bar_32
03F0: toggle_text_draw 0
jump @TXD_Bar_4

 

 

 

 

 

 

 

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In45do

Thank you ZAZ!

 

I was hoping for more computation method but drawing texture is the best solution for now.

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