Quote:
Originally Posted by hirebrand
So
<Button
A="/GameData.Self.Power"
B="50"
OnPress="Emoter.Bool.Visible=(A)>(B)" }
<Page
Name="Emoter"
OnShow="laugh"
OnHide="cry" }
is the equivalent of
IF GameData.Self.Power > 50
THEN laugh
ELSE cry
?
|
You can't set a property to DynamicData. Here's how you'd do that:
<Progressbar Name="Power" DynamicData="/Gamedata.Self.Power"...
<Button OnPress="Parent.Trigger.Activated=(Parent.Power.Progress)>0.500"...
<Button name="Trigger" OnActivate="laugh" OnDeActivate="cry"...
Of course you'd actually have to have TWO triggers, one for activate, one for deactivate, because the OnActivate doesn't trigger if it's already activated, etc. But that's relatively minor.
More brainstorming:
Had someone request for a on-screen visual or sound when you are under attack. Best I could do was make it so when anything near you was attacked it brought up a window.
Now we can have that window check to see if your health is less than 100%, and if it is, make trigger some flashing and noise.