Quote:
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I may be totally wrong about it being a text string, I have come to that conclusion only because the number that is displayed when I use the GameData.Self.ExperienceDebtCurrent call out it returns a number with the % sign. Again I do not know if the Game Client generates this or the Server does.
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It would have to be a string to have the '%' display, but there are 2 things to consider here:
1. String comparisons work similar to numerical comparisons ('A' < 'B', '0%' < '1%', etc). The problem still remains: based on the posts I have read, there is no
if statement.
2. Even though it
appears that we are using the same DynamicData value for the progress bar and the text label, I think the UI interpreter is written to handle these values differently for different types of objects. I say this for two reasons: 1. The value must be a numerical value for the progress bar to increment properly (so they're either converting the value to a string and adding the '%' for text label objects, or stripping the '%' and converting the value to a numerical value for progress bars); 2. Notice that the '/GameData.Self.TradeskillExperienceCurrent' DynamicData value somehow increments the progress bar properly, but doesn't display as a text value.
Supposing we
could either perform a logical comparison with an
if statement or strip the '%' and convert the string to a numerical value, the problem I mentioned in my first post still exists: How do we
dynamically either change the value (to display 0% instead of a negative number) or use it to set the Opacity of the text label? (Which event (if any) is triggered when the exp value changes?)