//BossBar 3.99.1 //By Lazy var screenW = screen.w var BarX = 0 var BarY = -11 var foe_ = foe var loc_ = loc var lstar = loc.stars var fdamage = foe.damage //─────────────────────────────────────────────────────────────────\\ var BossHP //Curr health var BossTHP //total health var BossAP //curr armor var BossTAP //total armor var BarText = "" //health and armor var CharCount = 0 var Blocks = 43 var ArmorBlocks = "▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀" var ArmorFades = "▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀" var HealthFade var BossHPLost var BossAPLost var HPBarLength var HPBarLength2 var APBarLength = 0 var APBarLength2 = 0 func MorelAP() ?lstar = 5 BossTAP = 50 :?lstar = 6 BossTAP = 100 :?lstar = 7 BossTAP = 150 :?lstar = 8 BossTAP = 200 :?lstar = 9 BossTAP = 250 :?lstar = 10 BossTAP = 300 :?lstar = 11 BossTAP = 200 :?lstar = 12 BossTAP = 250 :?lstar = 13 BossTAP = 300 :?lstar = 14 BossTAP = 350 :?lstar = 15 BossTAP = 400 func DysanAP() ?lstar = 5 BossTAP = 500 :?lstar = 6 BossTAP = 1850 :?lstar = 7 BossTAP = 2000 :?lstar = 8 BossTAP = 2170 :?lstar = 9 BossTAP = 2335 :?lstar = 10 BossTAP = 2500 :?lstar = 11 BossTAP = 3300 :?lstar = 12 BossTAP = 3725 :?lstar = 13 BossTAP = 4150 :?lstar = 14 BossTAP = 4575 :?lstar = 15 BossTAP = 5000 func BossStats() BossHP = foe.hp BossAP = foe.armor BossTHP = foe.maxhp ?foe ! "Dysangelos" & foe ! "Morel" BossTAP = foe.maxarmor :?foe = "Dysangelos" DysanAP() :?foe = "Morel" MorelAP() BossHPLost = (BossTHP - BossHP) //health lost ?BossHPLost >= BossTHP BossHPLost = BossTHP BossAPLost = (BossTAP - BossAP) //armor lost ?BossAPLost >= BossTAP BossAPLost = BossTAP ?BossHP <= 0 & foe = "boss" BossHP = 0 //stops -hp ?BossAP <= 0 & foe = "boss" BossAP = 0 //stops -ap ?BossAP ! 0 BarText = BossAP+"│"+BossTAP CharCount = string.Size(BarText + "") : BarText = BossHP+"│"+BossTHP CharCount = string.Size(BarText + "") ?foe = "boss" BossStats() //─────────────────────────────────────────────────────────────────\\ var BossBarText var BossBar var BossAPFade var BossArmorBar var LastHPBarLength = 0 var LastAPBarLength = 0 ?totaltime = 1 BossBar = ui.AddPanel() //Adds outline of bar BossBar.w = 45 //length of bar BossBar.h = 3 //height of bar BossBar.x = BarX //X position of bar BossBar.y = BarY //Y position of bar BossAPFade = ui.AddText() //Fade of AP decreasing BossBar.Add(BossAPFade) BossAPFade.w = 43 BossAPFade.h = 0 BossAPFade.anchor = center_center BossAPFade.text = ArmorFades BossAPFade.color = #373535 BossArmorBar = ui.AddText() //Blocks for boss AP BossBar.Add(BossArmorBar) BossArmorBar.w = 43 BossArmorBar.h = 0 BossArmorBar.anchor = center_center BossArmorBar.color = #5b5b5b //#ADD8E6 BossBarText = ui.AddText() //Writes boss HP & AP BossBar.Add(BossBarText) BossBarText.h = -4 BossBarText.anchor = center_center ?foe = "boss" BossBar.visible = true BossBarText.visible = true BossArmorBar.visible = true BossAPFade.visible = true : BossBar.visible = false BossBarText.visible = false BossArmorBar.visible = false BossAPFade.visible = false ?foe = "boss" BossArmorBar.text = ArmorBlocks BossBarText.text = BarText //Writes boss HP & AP BossBarText.w = CharCount //Length of # or ABC ?BossAP > 0 APBarLength = 43 - (43 * BossAPLost / BossTAP) //determines ap blocks HPBarLength = 43 //max hp since only attacking armor ?APBarLength2 ! APBarLength LastAPBarLength = APBarLength2 APBarLength2 = APBarLength : APBarLength = 0 //armor = 0 LastAPBarLength = 0 //armorfade = 0 HPBarLength = 43 - (43 * BossHPLost / BossTHP) //determines hp blocks ?HPBarLength2 ! HPBarLength LastHPBarLength = HPBarLength2 HPBarLength2 = HPBarLength ?HPBarLength <= 42 draw.bg(22, 2, #330000, LastHPBarLength, 1) //makes hp fade according to dmg dealt ?HPBarLength <= 0 draw.bg(22, 2, #330000, 0, 1) //failsafe to make bar length 0 draw.bg(22, 2, #7f0000, HPBarLength, 1) //makes hp bar BossArmorBar.text = string.Sub(ArmorBlocks, 0, APBarLength) //makes curr armor BossAPFade.text = string.Sub(ArmorFades, 0, LastAPBarLength) //makes armor fade