Sullon Zek Helpful HUD

Forum for posting custom UIs, portions of UIs, and HUD stuff using MQ's enhancements.

Moderator: MacroQuest Developers

Onezero
a ghoul
a ghoul
Posts: 95
Joined: Thu Jan 01, 2004 1:19 pm
Location: Normal, IL
Contact:

Sullon Zek Helpful HUD

Post by Onezero » Thu Jun 03, 2004 5:54 pm

Hey everyone. I started playing on Sullon Zek a few days ago and came up with this very helpful HUD. It shows the 10 closest PCs to you in the zone, and puts an H if they con red to you, E if they con even, and L if they con green. It also shows their level race and class. I would love to see your input on this, or see other people's HUDs they have created for PvP.

Update 6/5/2004: Rounded distance number, added heading and guild (Thanks Jiblet).
Update 6/5/2004: Added PvP con-color version (Thanks Drumstix42).
Update 6/4/2004: Added PC distance.

NO CON COLORS

Code: Select all

[Elements] 
; Closest Players 
Label1=3,5,250,255,255,255,=<= 10 Closest PCs In Zone =>= 

P1=3,5,264,255,255,255,${If[${NearestSpawn[2,pc].Name.NotEqual["NULL"]},  1: ${If[${NearestSpawn[2,pc].Level}>${Math.Calc[${Me.Level}+5]}, H,]}${If[${NearestSpawn[2,pc].Level}<${Math.Calc[${Me.Level}-5]}, L,]}${If[${NearestSpawn[2,pc].Level}<=${Math.Calc[${Me.Level}+5]}&&${NearestSpawn[2,pc].Level}>=${Math.Calc[${Me.Level}-5]}, E,]} - ${NearestSpawn[2,pc].Name} (Level ${NearestSpawn[2,pc].Level} ${NearestSpawn[2,pc].Race} ${NearestSpawn[2,pc].Class} ${Int[${NearestSpawn[2,pc].Distance}]} ${NearestSpawn[2,pc].HeadingTo}${If[${NearestSpawn[2,pc].Guild.NotEqual["NULL"]}, <${NearestSpawn[2,pc].Guild}>,]}),]}
P2=3,5,278,255,255,255,${If[${NearestSpawn[3,pc].Name.NotEqual["NULL"]},  2: ${If[${NearestSpawn[3,pc].Level}>${Math.Calc[${Me.Level}+5]}, H,]}${If[${NearestSpawn[3,pc].Level}<${Math.Calc[${Me.Level}-5]}, L,]}${If[${NearestSpawn[3,pc].Level}<=${Math.Calc[${Me.Level}+5]}&&${NearestSpawn[3,pc].Level}>=${Math.Calc[${Me.Level}-5]}, E,]} - ${NearestSpawn[3,pc].Name} (Level ${NearestSpawn[3,pc].Level} ${NearestSpawn[3,pc].Race} ${NearestSpawn[3,pc].Class} ${Int[${NearestSpawn[3,pc].Distance}]} ${NearestSpawn[3,pc].HeadingTo}${If[${NearestSpawn[3,pc].Guild.NotEqual["NULL"]}, <${NearestSpawn[3,pc].Guild}>,]}),]}
P3=3,5,292,255,255,255,${If[${NearestSpawn[4,pc].Name.NotEqual["NULL"]},  3: ${If[${NearestSpawn[4,pc].Level}>${Math.Calc[${Me.Level}+5]}, H,]}${If[${NearestSpawn[4,pc].Level}<${Math.Calc[${Me.Level}-5]}, L,]}${If[${NearestSpawn[4,pc].Level}<=${Math.Calc[${Me.Level}+5]}&&${NearestSpawn[4,pc].Level}>=${Math.Calc[${Me.Level}-5]}, E,]} - ${NearestSpawn[4,pc].Name} (Level ${NearestSpawn[4,pc].Level} ${NearestSpawn[4,pc].Race} ${NearestSpawn[4,pc].Class} ${Int[${NearestSpawn[4,pc].Distance}]} ${NearestSpawn[4,pc].HeadingTo}${If[${NearestSpawn[4,pc].Guild.NotEqual["NULL"]}, <${NearestSpawn[4,pc].Guild}>,]}),]}
P4=3,5,306,255,255,255,${If[${NearestSpawn[5,pc].Name.NotEqual["NULL"]},  4: ${If[${NearestSpawn[5,pc].Level}>${Math.Calc[${Me.Level}+5]}, H,]}${If[${NearestSpawn[5,pc].Level}<${Math.Calc[${Me.Level}-5]}, L,]}${If[${NearestSpawn[5,pc].Level}<=${Math.Calc[${Me.Level}+5]}&&${NearestSpawn[5,pc].Level}>=${Math.Calc[${Me.Level}-5]}, E,]} - ${NearestSpawn[5,pc].Name} (Level ${NearestSpawn[5,pc].Level} ${NearestSpawn[5,pc].Race} ${NearestSpawn[5,pc].Class} ${Int[${NearestSpawn[5,pc].Distance}]} ${NearestSpawn[5,pc].HeadingTo}${If[${NearestSpawn[5,pc].Guild.NotEqual["NULL"]}, <${NearestSpawn[5,pc].Guild}>,]}),]}
P5=3,5,320,255,255,255,${If[${NearestSpawn[6,pc].Name.NotEqual["NULL"]},  5: ${If[${NearestSpawn[6,pc].Level}>${Math.Calc[${Me.Level}+5]}, H,]}${If[${NearestSpawn[6,pc].Level}<${Math.Calc[${Me.Level}-5]}, L,]}${If[${NearestSpawn[6,pc].Level}<=${Math.Calc[${Me.Level}+5]}&&${NearestSpawn[6,pc].Level}>=${Math.Calc[${Me.Level}-5]}, E,]} - ${NearestSpawn[6,pc].Name} (Level ${NearestSpawn[6,pc].Level} ${NearestSpawn[6,pc].Race} ${NearestSpawn[6,pc].Class} ${Int[${NearestSpawn[6,pc].Distance}]} ${NearestSpawn[6,pc].HeadingTo}${If[${NearestSpawn[6,pc].Guild.NotEqual["NULL"]}, <${NearestSpawn[6,pc].Guild}>,]}),]}
P6=3,5,334,255,255,255,${If[${NearestSpawn[7,pc].Name.NotEqual["NULL"]},  6: ${If[${NearestSpawn[7,pc].Level}>${Math.Calc[${Me.Level}+5]}, H,]}${If[${NearestSpawn[7,pc].Level}<${Math.Calc[${Me.Level}-5]}, L,]}${If[${NearestSpawn[7,pc].Level}<=${Math.Calc[${Me.Level}+5]}&&${NearestSpawn[7,pc].Level}>=${Math.Calc[${Me.Level}-5]}, E,]} - ${NearestSpawn[7,pc].Name} (Level ${NearestSpawn[7,pc].Level} ${NearestSpawn[7,pc].Race} ${NearestSpawn[7,pc].Class} ${Int[${NearestSpawn[7,pc].Distance}]} ${NearestSpawn[7,pc].HeadingTo}${If[${NearestSpawn[7,pc].Guild.NotEqual["NULL"]}, <${NearestSpawn[7,pc].Guild}>,]}),]}
P7=3,5,348,255,255,255,${If[${NearestSpawn[8,pc].Name.NotEqual["NULL"]},  7: ${If[${NearestSpawn[8,pc].Level}>${Math.Calc[${Me.Level}+5]}, H,]}${If[${NearestSpawn[8,pc].Level}<${Math.Calc[${Me.Level}-5]}, L,]}${If[${NearestSpawn[8,pc].Level}<=${Math.Calc[${Me.Level}+5]}&&${NearestSpawn[8,pc].Level}>=${Math.Calc[${Me.Level}-5]}, E,]} - ${NearestSpawn[8,pc].Name} (Level ${NearestSpawn[8,pc].Level} ${NearestSpawn[8,pc].Race} ${NearestSpawn[8,pc].Class} ${Int[${NearestSpawn[8,pc].Distance}]} ${NearestSpawn[8,pc].HeadingTo}${If[${NearestSpawn[8,pc].Guild.NotEqual["NULL"]}, <${NearestSpawn[8,pc].Guild}>,]}),]}
P8=3,5,362,255,255,255,${If[${NearestSpawn[9,pc].Name.NotEqual["NULL"]},  8: ${If[${NearestSpawn[9,pc].Level}>${Math.Calc[${Me.Level}+5]}, H,]}${If[${NearestSpawn[9,pc].Level}<${Math.Calc[${Me.Level}-5]}, L,]}${If[${NearestSpawn[9,pc].Level}<=${Math.Calc[${Me.Level}+5]}&&${NearestSpawn[9,pc].Level}>=${Math.Calc[${Me.Level}-5]}, E,]} - ${NearestSpawn[9,pc].Name} (Level ${NearestSpawn[9,pc].Level} ${NearestSpawn[9,pc].Race} ${NearestSpawn[9,pc].Class} ${Int[${NearestSpawn[9,pc].Distance}]} ${NearestSpawn[9,pc].HeadingTo}${If[${NearestSpawn[9,pc].Guild.NotEqual["NULL"]}, <${NearestSpawn[9,pc].Guild}>,]}),]}
P9=3,5,376,255,255,255,${If[${NearestSpawn[10,pc].Name.NotEqual["NULL"]},  9: ${If[${NearestSpawn[10,pc].Level}>${Math.Calc[${Me.Level}+5]}, H,]}${If[${NearestSpawn[10,pc].Level}<${Math.Calc[${Me.Level}-5]}, L,]}${If[${NearestSpawn[10,pc].Level}<=${Math.Calc[${Me.Level}+5]}&&${NearestSpawn[10,pc].Level}>=${Math.Calc[${Me.Level}-5]}, E,]} - ${NearestSpawn[10,pc].Name} (Level ${NearestSpawn[10,pc].Level} ${NearestSpawn[10,pc].Race} ${NearestSpawn[10,pc].Class} ${Int[${NearestSpawn[10,pc].Distance}]} ${NearestSpawn[10,pc].HeadingTo}${If[${NearestSpawn[10,pc].Guild.NotEqual["NULL"]}, <${NearestSpawn[10,pc].Guild}>,]}),]}
P10=3,5,390,255,255,255,${If[${NearestSpawn[11,pc].Name.NotEqual["NULL"]},10: ${If[${NearestSpawn[11,pc].Level}>${Math.Calc[${Me.Level}+5]}, H,]}${If[${NearestSpawn[11,pc].Level}<${Math.Calc[${Me.Level}-5]}, L,]}${If[${NearestSpawn[11,pc].Level}<=${Math.Calc[${Me.Level}+5]}&&${NearestSpawn[11,pc].Level}>=${Math.Calc[${Me.Level}-5]}, E,]} - ${NearestSpawn[11,pc].Name} (Level ${NearestSpawn[11,pc].Level} ${NearestSpawn[11,pc].Race} ${NearestSpawn[11,pc].Class} ${Int[${NearestSpawn[11,pc].Distance}]} ${NearestSpawn[11,pc].HeadingTo}${If[${NearestSpawn[11,pc].Guild.NotEqual["NULL"]}, <${NearestSpawn[11,pc].Guild}>,]}),]}
CON COLORS

Code: Select all

[Elements]
; Closest Players
Label1=3,5,250,255,255,255,=<= 10 Closest PCs In Zone =>=

P1a=3,5,264,255,0,0,${If[${NearestSpawn[2,pc].Level}>${Math.Calc[${Me.Level}+5]},${If[${NearestSpawn[2,pc].Name.NotEqual["NULL"]},  1: ${NearestSpawn[2,pc].Name} (Level ${NearestSpawn[2,pc].Level} ${NearestSpawn[2,pc].Race} ${NearestSpawn[2,pc].Class} ${Int[${NearestSpawn[2,pc].Distance}]} ${NearestSpawn[2,pc].HeadingTo}${If[${NearestSpawn[2,pc].Guild.NotEqual["NULL"]}, <${NearestSpawn[2,pc].Guild}>,]}),]},]}
P1b=3,5,264,0,255,0,${If[${NearestSpawn[2,pc].Level}<${Math.Calc[${Me.Level}-5]},${If[${NearestSpawn[2,pc].Name.NotEqual["NULL"]},  1: ${NearestSpawn[2,pc].Name} (Level ${NearestSpawn[2,pc].Level} ${NearestSpawn[2,pc].Race} ${NearestSpawn[2,pc].Class} ${Int[${NearestSpawn[2,pc].Distance}]} ${NearestSpawn[2,pc].HeadingTo}${If[${NearestSpawn[2,pc].Guild.NotEqual["NULL"]}, <${NearestSpawn[2,pc].Guild}>,]}),]},]}
P1c=3,5,264,255,255,255,${If[${NearestSpawn[2,pc].Level}<=${Math.Calc[${Me.Level}+5]}&&${NearestSpawn[2,pc].Level}>=${Math.Calc[${Me.Level}-5]},${If[${NearestSpawn[2,pc].Name.NotEqual["NULL"]},  1: ${NearestSpawn[2,pc].Name} (Level ${NearestSpawn[2,pc].Level} ${NearestSpawn[2,pc].Race} ${NearestSpawn[2,pc].Class} ${Int[${NearestSpawn[2,pc].Distance}]} ${NearestSpawn[2,pc].HeadingTo}${If[${NearestSpawn[2,pc].Guild.NotEqual["NULL"]}, <${NearestSpawn[2,pc].Guild}>,]}),]},]}

P2a=3,5,278,255,0,0,${If[${NearestSpawn[3,pc].Level}>${Math.Calc[${Me.Level}+5]},${If[${NearestSpawn[3,pc].Name.NotEqual["NULL"]},  2: ${NearestSpawn[3,pc].Name} (Level ${NearestSpawn[3,pc].Level} ${NearestSpawn[3,pc].Race} ${NearestSpawn[3,pc].Class} ${Int[${NearestSpawn[3,pc].Distance}]} ${NearestSpawn[3,pc].HeadingTo}${If[${NearestSpawn[3,pc].Guild.NotEqual["NULL"]}, <${NearestSpawn[3,pc].Guild}>,]}),]},]}
P2b=3,5,278,0,255,0,${If[${NearestSpawn[3,pc].Level}<${Math.Calc[${Me.Level}-5]},${If[${NearestSpawn[3,pc].Name.NotEqual["NULL"]},  2: ${NearestSpawn[3,pc].Name} (Level ${NearestSpawn[3,pc].Level} ${NearestSpawn[3,pc].Race} ${NearestSpawn[3,pc].Class} ${Int[${NearestSpawn[3,pc].Distance}]} ${NearestSpawn[3,pc].HeadingTo}${If[${NearestSpawn[3,pc].Guild.NotEqual["NULL"]}, <${NearestSpawn[3,pc].Guild}>,]}),]},]}
P2c=3,5,278,255,255,255,${If[${NearestSpawn[3,pc].Level}<=${Math.Calc[${Me.Level}+5]}&&${NearestSpawn[3,pc].Level}>=${Math.Calc[${Me.Level}-5]},${If[${NearestSpawn[3,pc].Name.NotEqual["NULL"]},  2: ${NearestSpawn[3,pc].Name} (Level ${NearestSpawn[3,pc].Level} ${NearestSpawn[3,pc].Race} ${NearestSpawn[3,pc].Class} ${Int[${NearestSpawn[3,pc].Distance}]} ${NearestSpawn[3,pc].HeadingTo}${If[${NearestSpawn[3,pc].Guild.NotEqual["NULL"]}, <${NearestSpawn[3,pc].Guild}>,]}),]},]}

P3a=3,5,292,255,0,0,${If[${NearestSpawn[4,pc].Level}>${Math.Calc[${Me.Level}+5]},${If[${NearestSpawn[4,pc].Name.NotEqual["NULL"]},  3: ${NearestSpawn[4,pc].Name} (Level ${NearestSpawn[4,pc].Level} ${NearestSpawn[4,pc].Race} ${NearestSpawn[4,pc].Class} ${Int[${NearestSpawn[4,pc].Distance}]} ${NearestSpawn[4,pc].HeadingTo}${If[${NearestSpawn[4,pc].Guild.NotEqual["NULL"]}, <${NearestSpawn[4,pc].Guild}>,]}),]},]}
P3b=3,5,292,0,255,0,${If[${NearestSpawn[4,pc].Level}<${Math.Calc[${Me.Level}-5]},${If[${NearestSpawn[4,pc].Name.NotEqual["NULL"]},  3: ${NearestSpawn[4,pc].Name} (Level ${NearestSpawn[4,pc].Level} ${NearestSpawn[4,pc].Race} ${NearestSpawn[4,pc].Class} ${Int[${NearestSpawn[4,pc].Distance}]} ${NearestSpawn[4,pc].HeadingTo}${If[${NearestSpawn[4,pc].Guild.NotEqual["NULL"]}, <${NearestSpawn[4,pc].Guild}>,]}),]},]}
P3c=3,5,292,255,255,255,${If[${NearestSpawn[4,pc].Level}<=${Math.Calc[${Me.Level}+5]}&&${NearestSpawn[4,pc].Level}>=${Math.Calc[${Me.Level}-5]},${If[${NearestSpawn[4,pc].Name.NotEqual["NULL"]},  3: ${NearestSpawn[4,pc].Name} (Level ${NearestSpawn[4,pc].Level} ${NearestSpawn[4,pc].Race} ${NearestSpawn[4,pc].Class} ${Int[${NearestSpawn[4,pc].Distance}]} ${NearestSpawn[4,pc].HeadingTo}${If[${NearestSpawn[4,pc].Guild.NotEqual["NULL"]}, <${NearestSpawn[4,pc].Guild}>,]}),]},]}

P4a=3,5,306,255,0,0,${If[${NearestSpawn[5,pc].Level}>${Math.Calc[${Me.Level}+5]},${If[${NearestSpawn[5,pc].Name.NotEqual["NULL"]},  4: ${NearestSpawn[5,pc].Name} (Level ${NearestSpawn[5,pc].Level} ${NearestSpawn[5,pc].Race} ${NearestSpawn[5,pc].Class} ${Int[${NearestSpawn[5,pc].Distance}]} ${NearestSpawn[5,pc].HeadingTo}${If[${NearestSpawn[5,pc].Guild.NotEqual["NULL"]}, <${NearestSpawn[5,pc].Guild}>,]}),]},]}
P4b=3,5,306,0,255,0,${If[${NearestSpawn[5,pc].Level}<${Math.Calc[${Me.Level}-5]},${If[${NearestSpawn[5,pc].Name.NotEqual["NULL"]},  4: ${NearestSpawn[5,pc].Name} (Level ${NearestSpawn[5,pc].Level} ${NearestSpawn[5,pc].Race} ${NearestSpawn[5,pc].Class} ${Int[${NearestSpawn[5,pc].Distance}]} ${NearestSpawn[5,pc].HeadingTo}${If[${NearestSpawn[5,pc].Guild.NotEqual["NULL"]}, <${NearestSpawn[5,pc].Guild}>,]}),]},]}
P4c=3,5,306,255,255,255,${If[${NearestSpawn[5,pc].Level}<=${Math.Calc[${Me.Level}+5]}&&${NearestSpawn[5,pc].Level}>=${Math.Calc[${Me.Level}-5]},${If[${NearestSpawn[5,pc].Name.NotEqual["NULL"]},  4: ${NearestSpawn[5,pc].Name} (Level ${NearestSpawn[5,pc].Level} ${NearestSpawn[5,pc].Race} ${NearestSpawn[5,pc].Class} ${Int[${NearestSpawn[5,pc].Distance}]} ${NearestSpawn[5,pc].HeadingTo}${If[${NearestSpawn[5,pc].Guild.NotEqual["NULL"]}, <${NearestSpawn[5,pc].Guild}>,]}),]},]}

P5a=3,5,320,255,0,0,${If[${NearestSpawn[6,pc].Level}>${Math.Calc[${Me.Level}+5]},${If[${NearestSpawn[6,pc].Name.NotEqual["NULL"]},  5: ${NearestSpawn[6,pc].Name} (Level ${NearestSpawn[6,pc].Level} ${NearestSpawn[6,pc].Race} ${NearestSpawn[6,pc].Class} ${Int[${NearestSpawn[6,pc].Distance}]} ${NearestSpawn[6,pc].HeadingTo}${If[${NearestSpawn[6,pc].Guild.NotEqual["NULL"]}, <${NearestSpawn[6,pc].Guild}>,]}),]},]}
P5b=3,5,320,0,255,0,${If[${NearestSpawn[6,pc].Level}<${Math.Calc[${Me.Level}-5]},${If[${NearestSpawn[6,pc].Name.NotEqual["NULL"]},  5: ${NearestSpawn[6,pc].Name} (Level ${NearestSpawn[6,pc].Level} ${NearestSpawn[6,pc].Race} ${NearestSpawn[6,pc].Class} ${Int[${NearestSpawn[6,pc].Distance}]} ${NearestSpawn[6,pc].HeadingTo}${If[${NearestSpawn[6,pc].Guild.NotEqual["NULL"]}, <${NearestSpawn[6,pc].Guild}>,]}),]},]}
P5c=3,5,320,255,255,255,${If[${NearestSpawn[6,pc].Level}<=${Math.Calc[${Me.Level}+5]}&&${NearestSpawn[6,pc].Level}>=${Math.Calc[${Me.Level}-5]},${If[${NearestSpawn[6,pc].Name.NotEqual["NULL"]},  5: ${NearestSpawn[6,pc].Name} (Level ${NearestSpawn[6,pc].Level} ${NearestSpawn[6,pc].Race} ${NearestSpawn[6,pc].Class} ${Int[${NearestSpawn[6,pc].Distance}]} ${NearestSpawn[6,pc].HeadingTo}${If[${NearestSpawn[6,pc].Guild.NotEqual["NULL"]}, <${NearestSpawn[6,pc].Guild}>,]}),]},]}

P6a=3,5,334,255,0,0,${If[${NearestSpawn[7,pc].Level}>${Math.Calc[${Me.Level}+5]},${If[${NearestSpawn[7,pc].Name.NotEqual["NULL"]},  6: ${NearestSpawn[7,pc].Name} (Level ${NearestSpawn[7,pc].Level} ${NearestSpawn[7,pc].Race} ${NearestSpawn[7,pc].Class} ${Int[${NearestSpawn[7,pc].Distance}]} ${NearestSpawn[7,pc].HeadingTo}${If[${NearestSpawn[7,pc].Guild.NotEqual["NULL"]}, <${NearestSpawn[7,pc].Guild}>,]}),]},]}
P6b=3,5,334,0,255,0,${If[${NearestSpawn[7,pc].Level}<${Math.Calc[${Me.Level}-5]},${If[${NearestSpawn[7,pc].Name.NotEqual["NULL"]},  6: ${NearestSpawn[7,pc].Name} (Level ${NearestSpawn[7,pc].Level} ${NearestSpawn[7,pc].Race} ${NearestSpawn[7,pc].Class} ${Int[${NearestSpawn[7,pc].Distance}]} ${NearestSpawn[7,pc].HeadingTo}${If[${NearestSpawn[7,pc].Guild.NotEqual["NULL"]}, <${NearestSpawn[7,pc].Guild}>,]}),]},]}
P6c=3,5,334,255,255,255,${If[${NearestSpawn[7,pc].Level}<=${Math.Calc[${Me.Level}+5]}&&${NearestSpawn[7,pc].Level}>=${Math.Calc[${Me.Level}-5]},${If[${NearestSpawn[7,pc].Name.NotEqual["NULL"]},  6: ${NearestSpawn[7,pc].Name} (Level ${NearestSpawn[7,pc].Level} ${NearestSpawn[7,pc].Race} ${NearestSpawn[7,pc].Class} ${Int[${NearestSpawn[7,pc].Distance}]} ${NearestSpawn[7,pc].HeadingTo}${If[${NearestSpawn[7,pc].Guild.NotEqual["NULL"]}, <${NearestSpawn[7,pc].Guild}>,]}),]},]}

P7a=3,5,348,255,0,0,${If[${NearestSpawn[8,pc].Level}>${Math.Calc[${Me.Level}+5]},${If[${NearestSpawn[8,pc].Name.NotEqual["NULL"]},  7: ${NearestSpawn[8,pc].Name} (Level ${NearestSpawn[8,pc].Level} ${NearestSpawn[8,pc].Race} ${NearestSpawn[8,pc].Class} ${Int[${NearestSpawn[8,pc].Distance}]} ${NearestSpawn[8,pc].HeadingTo}${If[${NearestSpawn[8,pc].Guild.NotEqual["NULL"]}, <${NearestSpawn[8,pc].Guild}>,]}),]},]}
P7b=3,5,348,0,255,0,${If[${NearestSpawn[8,pc].Level}<${Math.Calc[${Me.Level}-5]},${If[${NearestSpawn[8,pc].Name.NotEqual["NULL"]},  7: ${NearestSpawn[8,pc].Name} (Level ${NearestSpawn[8,pc].Level} ${NearestSpawn[8,pc].Race} ${NearestSpawn[8,pc].Class} ${Int[${NearestSpawn[8,pc].Distance}]} ${NearestSpawn[8,pc].HeadingTo}${If[${NearestSpawn[8,pc].Guild.NotEqual["NULL"]}, <${NearestSpawn[8,pc].Guild}>,]}),]},]}
P7c=3,5,348,255,255,255,${If[${NearestSpawn[8,pc].Level}<=${Math.Calc[${Me.Level}+5]}&&${NearestSpawn[8,pc].Level}>=${Math.Calc[${Me.Level}-5]},${If[${NearestSpawn[8,pc].Name.NotEqual["NULL"]},  7: ${NearestSpawn[8,pc].Name} (Level ${NearestSpawn[8,pc].Level} ${NearestSpawn[8,pc].Race} ${NearestSpawn[8,pc].Class} ${Int[${NearestSpawn[8,pc].Distance}]} ${NearestSpawn[8,pc].HeadingTo}${If[${NearestSpawn[8,pc].Guild.NotEqual["NULL"]}, <${NearestSpawn[8,pc].Guild}>,]}),]},]}

P8a=3,5,362,255,0,0,${If[${NearestSpawn[9,pc].Level}>${Math.Calc[${Me.Level}+5]},${If[${NearestSpawn[9,pc].Name.NotEqual["NULL"]},  8: ${NearestSpawn[9,pc].Name} (Level ${NearestSpawn[9,pc].Level} ${NearestSpawn[9,pc].Race} ${NearestSpawn[9,pc].Class} ${Int[${NearestSpawn[9,pc].Distance}]} ${NearestSpawn[9,pc].HeadingTo}${If[${NearestSpawn[9,pc].Guild.NotEqual["NULL"]}, <${NearestSpawn[9,pc].Guild}>,]}),]},]}
P8b=3,5,362,0,255,0,${If[${NearestSpawn[9,pc].Level}<${Math.Calc[${Me.Level}-5]},${If[${NearestSpawn[9,pc].Name.NotEqual["NULL"]},  8: ${NearestSpawn[9,pc].Name} (Level ${NearestSpawn[9,pc].Level} ${NearestSpawn[9,pc].Race} ${NearestSpawn[9,pc].Class} ${Int[${NearestSpawn[9,pc].Distance}]} ${NearestSpawn[9,pc].HeadingTo}${If[${NearestSpawn[9,pc].Guild.NotEqual["NULL"]}, <${NearestSpawn[9,pc].Guild}>,]}),]},]}
P8c=3,5,362,255,255,255,${If[${NearestSpawn[9,pc].Level}<=${Math.Calc[${Me.Level}+5]}&&${NearestSpawn[9,pc].Level}>=${Math.Calc[${Me.Level}-5]},${If[${NearestSpawn[9,pc].Name.NotEqual["NULL"]},  8: ${NearestSpawn[9,pc].Name} (Level ${NearestSpawn[9,pc].Level} ${NearestSpawn[9,pc].Race} ${NearestSpawn[9,pc].Class} ${Int[${NearestSpawn[9,pc].Distance}]} ${NearestSpawn[9,pc].HeadingTo}${If[${NearestSpawn[9,pc].Guild.NotEqual["NULL"]}, <${NearestSpawn[9,pc].Guild}>,]}),]},]}

P9a=3,5,376,255,0,0,${If[${NearestSpawn[10,pc].Level}>${Math.Calc[${Me.Level}+5]},${If[${NearestSpawn[10,pc].Name.NotEqual["NULL"]},  9: ${NearestSpawn[10,pc].Name} (Level ${NearestSpawn[10,pc].Level} ${NearestSpawn[10,pc].Race} ${NearestSpawn[10,pc].Class} ${Int[${NearestSpawn[10,pc].Distance}]} ${NearestSpawn[10,pc].HeadingTo}${If[${NearestSpawn[10,pc].Guild.NotEqual["NULL"]}, <${NearestSpawn[10,pc].Guild}>,]}),]},]}
P9b=3,5,376,0,255,0,${If[${NearestSpawn[10,pc].Level}<${Math.Calc[${Me.Level}-5]},${If[${NearestSpawn[10,pc].Name.NotEqual["NULL"]},  9: ${NearestSpawn[10,pc].Name} (Level ${NearestSpawn[10,pc].Level} ${NearestSpawn[10,pc].Race} ${NearestSpawn[10,pc].Class} ${Int[${NearestSpawn[10,pc].Distance}]} ${NearestSpawn[10,pc].HeadingTo}${If[${NearestSpawn[10,pc].Guild.NotEqual["NULL"]}, <${NearestSpawn[10,pc].Guild}>,]}),]},]}
P9c=3,5,376,255,255,255,${If[${NearestSpawn[10,pc].Level}<=${Math.Calc[${Me.Level}+5]}&&${NearestSpawn[10,pc].Level}>=${Math.Calc[${Me.Level}-5]},${If[${NearestSpawn[10,pc].Name.NotEqual["NULL"]},  9: ${NearestSpawn[10,pc].Name} (Level ${NearestSpawn[10,pc].Level} ${NearestSpawn[10,pc].Race} ${NearestSpawn[10,pc].Class} ${Int[${NearestSpawn[10,pc].Distance}]} ${NearestSpawn[10,pc].HeadingTo}${If[${NearestSpawn[10,pc].Guild.NotEqual["NULL"]}, <${NearestSpawn[10,pc].Guild}>,]}),]},]}

P10a=3,5,390,255,0,0,${If[${NearestSpawn[11,pc].Level}>${Math.Calc[${Me.Level}+5]},${If[${NearestSpawn[11,pc].Name.NotEqual["NULL"]}, 10: ${NearestSpawn[11,pc].Name} (Level ${NearestSpawn[11,pc].Level} ${NearestSpawn[11,pc].Race} ${NearestSpawn[11,pc].Class} ${Int[${NearestSpawn[11,pc].Distance}]} ${NearestSpawn[11,pc].HeadingTo}${If[${NearestSpawn[11,pc].Guild.NotEqual["NULL"]}, <${NearestSpawn[11,pc].Guild}>,]}),]},]}
P10b=3,5,390,0,255,0,${If[${NearestSpawn[11,pc].Level}<${Math.Calc[${Me.Level}-5]},${If[${NearestSpawn[11,pc].Name.NotEqual["NULL"]}, 10: ${NearestSpawn[11,pc].Name} (Level ${NearestSpawn[11,pc].Level} ${NearestSpawn[11,pc].Race} ${NearestSpawn[11,pc].Class} ${Int[${NearestSpawn[11,pc].Distance}]} ${NearestSpawn[11,pc].HeadingTo}${If[${NearestSpawn[11,pc].Guild.NotEqual["NULL"]}, <${NearestSpawn[11,pc].Guild}>,]}),]},]}
P10c=3,5,390,255,255,255,${If[${NearestSpawn[11,pc].Level}<=${Math.Calc[${Me.Level}+5]}&&${NearestSpawn[11,pc].Level}>=${Math.Calc[${Me.Level}-5]},${If[${NearestSpawn[11,pc].Name.NotEqual["NULL"]}, 10: ${NearestSpawn[11,pc].Name} (Level ${NearestSpawn[11,pc].Level} ${NearestSpawn[11,pc].Race} ${NearestSpawn[11,pc].Class} ${Int[${NearestSpawn[11,pc].Distance}]} ${NearestSpawn[11,pc].HeadingTo}${If[${NearestSpawn[11,pc].Guild.NotEqual["NULL"]}, <${NearestSpawn[11,pc].Guild}>,]}),]},]}
Last edited by Onezero on Sat Jun 05, 2004 12:32 pm, edited 6 times in total.
.[b].[/b]:[b]:[/b] Onezero
"[i]Health is merely the slowest rate at which you can die.[/i]"

eluminate
orc pawn
orc pawn
Posts: 16
Joined: Wed Apr 28, 2004 4:20 am

Post by eluminate » Fri Jun 04, 2004 9:06 am

thanks

but i dont think ive ever seen 10+ people in a pvp zone ever nowadays =(

Jiblet
decaying skeleton
decaying skeleton
Posts: 6
Joined: Thu Jun 03, 2004 3:09 pm

Post by Jiblet » Fri Jun 04, 2004 6:44 pm

Thats pretty cool.
Could you add the direction to the pc and change the text color (of just the name) depending on con color?
That'd be even cooler :)

Oh and the moon on a stick please.

Drumstix42
a grimling bloodguard
a grimling bloodguard
Posts: 808
Joined: Mon May 03, 2004 4:25 pm

Post by Drumstix42 » Fri Jun 04, 2004 8:19 pm

would you like fries with that?

Onezero
a ghoul
a ghoul
Posts: 95
Joined: Thu Jan 01, 2004 1:19 pm
Location: Normal, IL
Contact:

Post by Onezero » Sat Jun 05, 2004 12:29 am

That's what I wanted to add, but the way MQ2HUD currently parses the INI file it cannot be done. You would have to code the ${If[]} statements into the R,G,B part of the line, and when you do this, MQ2HUD parses the line incorrectly and you end up with undesirable results. I'm not too great at C++, so if a dev sees this and thinks it is a feasible request, I would like to be able to use MQ2DataVars in the RGB part of the MQ2HUD ini.
.[b].[/b]:[b]:[/b] Onezero
"[i]Health is merely the slowest rate at which you can die.[/i]"

Drumstix42
a grimling bloodguard
a grimling bloodguard
Posts: 808
Joined: Mon May 03, 2004 4:25 pm

Post by Drumstix42 » Sat Jun 05, 2004 1:19 am

No, you just set 3 lines, of 3 colors, all the same X, Y

If (this color) show it

It can only con one color, therefore no overlapping. Hence, a more color coded hud!

Onezero
a ghoul
a ghoul
Posts: 95
Joined: Thu Jan 01, 2004 1:19 pm
Location: Normal, IL
Contact:

Post by Onezero » Sat Jun 05, 2004 2:23 am

Hm, yeah. That would work ;)
.[b].[/b]:[b]:[/b] Onezero
"[i]Health is merely the slowest rate at which you can die.[/i]"

Jiblet
decaying skeleton
decaying skeleton
Posts: 6
Joined: Thu Jun 03, 2004 3:09 pm

Post by Jiblet » Sat Jun 05, 2004 8:44 am

Nice work ;)

I've altered it slightly and used:

Code: Select all

${Int[${NearestSpawn[2,pc].Distance}]}
To round the distance.

Also added the direction to the PC

Code: Select all

${NearestSpawn[2,pc].HeadingTo},]}
More offensive than defensive but I like it. And Im not even on a PVP server :)

Jiblet
decaying skeleton
decaying skeleton
Posts: 6
Joined: Thu Jun 03, 2004 3:09 pm

Post by Jiblet » Sat Jun 05, 2004 8:56 am

oh i also added PC's guild cos im nosey like that...

Code: Select all

${NearestSpawn[2,pc].Guild}
Last edited by Jiblet on Sat Jun 05, 2004 9:15 am, edited 1 time in total.

Onezero
a ghoul
a ghoul
Posts: 95
Joined: Thu Jan 01, 2004 1:19 pm
Location: Normal, IL
Contact:

Post by Onezero » Sat Jun 05, 2004 9:13 am

Updated.
.[b].[/b]:[b]:[/b] Onezero
"[i]Health is merely the slowest rate at which you can die.[/i]"

Jiblet
decaying skeleton
decaying skeleton
Posts: 6
Joined: Thu Jun 03, 2004 3:09 pm

Post by Jiblet » Sat Jun 05, 2004 9:19 am

Note I only list the closest 3 PCs but here's the full code Im using:

Code: Select all

P1a=3,260,14,255,0,0,${If[${NearestSpawn[2,pc].Level}>${Math.Calc[${Me.Level}+5]},${If[${NearestSpawn[2,pc].Name.NotEqual["NULL"]},  1: ${NearestSpawn[2,pc].Name}  |  ${NearestSpawn[2,pc].Level}  |  ${NearestSpawn[2,pc].Class}  |  ${NearestSpawn[2,pc].Race}  |  ${NearestSpawn[2,pc].Guild}  |  ${Int[${NearestSpawn[2,pc].Distance}]}  |  ${NearestSpawn[2,pc].HeadingTo} ,]},]} 
P1b=3,260,14,0,255,0,${If[${NearestSpawn[2,pc].Level}<${Math.Calc[${Me.Level}-5]},${If[${NearestSpawn[2,pc].Name.NotEqual["NULL"]},  1: ${NearestSpawn[2,pc].Name}  |  ${NearestSpawn[2,pc].Level}  |  ${NearestSpawn[2,pc].Class}  |  ${NearestSpawn[2,pc].Race}  |  ${NearestSpawn[2,pc].Guild}  |  ${Int[${NearestSpawn[2,pc].Distance}]}  |  ${NearestSpawn[2,pc].HeadingTo} ,]},]} 
P1c=3,260,14,255,255,255,${If[${NearestSpawn[2,pc].Level}<=${Math.Calc[${Me.Level}+5]}&&${NearestSpawn[2,pc].Level}>=${Math.Calc[${Me.Level}-5]},${If[${NearestSpawn[2,pc].Name.NotEqual["NULL"]},  1: ${NearestSpawn[2,pc].Name}  |  ${NearestSpawn[2,pc].Level}  |  ${NearestSpawn[2,pc].Class}  |  ${NearestSpawn[2,pc].Race}  |  ${NearestSpawn[2,pc].Guild}  |  ${Int[${NearestSpawn[2,pc].Distance}]}  |  ${NearestSpawn[2,pc].HeadingTo} ,]},]} 

P2a=3,260,26,255,0,0,${If[${NearestSpawn[3,pc].Level}>${Math.Calc[${Me.Level}+5]},${If[${NearestSpawn[3,pc].Name.NotEqual["NULL"]},  1: ${NearestSpawn[3,pc].Name}  |  ${NearestSpawn[3,pc].Level}  |  ${NearestSpawn[3,pc].Class}  |  ${NearestSpawn[3,pc].Race}  |  ${NearestSpawn[3,pc].Guild}  |  ${Int[${NearestSpawn[3,pc].Distance}]}  |  ${NearestSpawn[3,pc].HeadingTo} ,]},]} 
P2b=3,260,26,0,255,0,${If[${NearestSpawn[3,pc].Level}<${Math.Calc[${Me.Level}-5]},${If[${NearestSpawn[3,pc].Name.NotEqual["NULL"]},  1: ${NearestSpawn[3,pc].Name}  |  ${NearestSpawn[3,pc].Level}  |  ${NearestSpawn[3,pc].Class}  |  ${NearestSpawn[3,pc].Race}  |  ${NearestSpawn[3,pc].Guild}  |  ${Int[${NearestSpawn[3,pc].Distance}]}  |  ${NearestSpawn[3,pc].HeadingTo} ,]},]} 
P2c=3,260,26,255,255,255,${If[${NearestSpawn[3,pc].Level}<=${Math.Calc[${Me.Level}+5]}&&${NearestSpawn[3,pc].Level}>=${Math.Calc[${Me.Level}-5]},${If[${NearestSpawn[3,pc].Name.NotEqual["NULL"]},  1: ${NearestSpawn[3,pc].Name}  |  ${NearestSpawn[3,pc].Level}  |  ${NearestSpawn[3,pc].Class}  |  ${NearestSpawn[3,pc].Race}  |  ${NearestSpawn[3,pc].Guild}  |  ${Int[${NearestSpawn[3,pc].Distance}]}  |  ${NearestSpawn[3,pc].HeadingTo} ,]},]} 

P3a=3,260,38,255,0,0,${If[${NearestSpawn[4,pc].Level}>${Math.Calc[${Me.Level}+5]},${If[${NearestSpawn[4,pc].Name.NotEqual["NULL"]},  1: ${NearestSpawn[4,pc].Name}  |  ${NearestSpawn[4,pc].Level}  |  ${NearestSpawn[4,pc].Class}  |  ${NearestSpawn[4,pc].Race}  |  ${NearestSpawn[2,pc].Guild}  |  ${Int[${NearestSpawn[2,pc].Distance}]}  |  ${NearestSpawn[2,pc].HeadingTo} ,]},]} 
P3b=3,260,38,0,255,0,${If[${NearestSpawn[4,pc].Level}<${Math.Calc[${Me.Level}-5]},${If[${NearestSpawn[4,pc].Name.NotEqual["NULL"]},  1: ${NearestSpawn[4,pc].Name}  |  ${NearestSpawn[4,pc].Level}  |  ${NearestSpawn[4,pc].Class}  |  ${NearestSpawn[4,pc].Race}  |  ${NearestSpawn[2,pc].Guild}  |  ${Int[${NearestSpawn[2,pc].Distance}]}  |  ${NearestSpawn[2,pc].HeadingTo} ,]},]} 
P3c=3,260,38,255,255,255,${If[${NearestSpawn[4,pc].Level}<=${Math.Calc[${Me.Level}+5]}&&${NearestSpawn[4,pc].Level}>=${Math.Calc[${Me.Level}-5]},${If[${NearestSpawn[4,pc].Name.NotEqual["NULL"]},  1: ${NearestSpawn[4,pc].Name}  |  ${NearestSpawn[4,pc].Level}  |  ${NearestSpawn[4,pc].Class}  |  ${NearestSpawn[4,pc].Race}  |  ${NearestSpawn[4,pc].Guild}  |  ${Int[${NearestSpawn[4,pc].Distance}]}  |  ${NearestSpawn[4,pc].HeadingTo} ,]},]} 

NewB6987
a lesser mummy
a lesser mummy
Posts: 51
Joined: Tue Dec 30, 2003 1:02 pm

Post by NewB6987 » Tue Jul 06, 2004 6:14 am

Jiblet I like yours, But is there a way to make it not count the people in your group? I play on TZ soI had to modify it a little already, but Iwould like to make it so if they are on my team, or grouped with me, that they don't show up in the PK section.

Thanks for the info

Drumstix42
a grimling bloodguard
a grimling bloodguard
Posts: 808
Joined: Mon May 03, 2004 4:25 pm

Post by Drumstix42 » Tue Jul 06, 2004 1:09 pm

Unless there's an easier way I'm guess you'd have to add something like this after something:

Code: Select all

&&!${Group[${1}]}&&!${Group[${2}]}&&!${Group[${3}]}&&!${Group[${4}]}&&!${Group[${5}]}
Maybe there's an easier way, but I'm not too sure.


edit: one thing I noticed in the code, is all 3 parts have 1:, shouldn't each have 1: 2: and 3: ;)

Drumstix42
a grimling bloodguard
a grimling bloodguard
Posts: 808
Joined: Mon May 03, 2004 4:25 pm

Post by Drumstix42 » Tue Jul 06, 2004 1:44 pm

My guess:

Code: Select all

P1a=3,260,14,255,0,0,${If[${NearestSpawn[2,pc].Level}>${Math.Calc[${Me.Level}+5]},${If[${NearestSpawn[2,pc].Name.NotEqual["NULL"]}&&${NearestSpawn[2,pc].Name}!=(${Group[${1}]}||${Group[${2}]}||${Group[${3}]}||${Group[${4}]}||${Group[${5}]}),  1: ${NearestSpawn[2,pc].Name}  |  ${NearestSpawn[2,pc].Level}  |  ${NearestSpawn[2,pc].Class}  |  ${NearestSpawn[2,pc].Race}  |  ${NearestSpawn[2,pc].Guild}  |  ${Int[${NearestSpawn[2,pc].Distance}]}  |  ${NearestSpawn[2,pc].HeadingTo} ,]},]}
P1b=3,260,14,0,255,0,${If[${NearestSpawn[2,pc].Level}<${Math.Calc[${Me.Level}-5]},${If[${NearestSpawn[2,pc].Name.NotEqual["NULL"]}&&${NearestSpawn[2,pc].Name}!=(${Group[${1}]}||${Group[${2}]}||${Group[${3}]}||${Group[${4}]}||${Group[${5}]}),  1: ${NearestSpawn[2,pc].Name}  |  ${NearestSpawn[2,pc].Level}  |  ${NearestSpawn[2,pc].Class}  |  ${NearestSpawn[2,pc].Race}  |  ${NearestSpawn[2,pc].Guild}  |  ${Int[${NearestSpawn[2,pc].Distance}]}  |  ${NearestSpawn[2,pc].HeadingTo} ,]},]}
P1c=3,260,14,255,255,255,${If[${NearestSpawn[2,pc].Level}<=${Math.Calc[${Me.Level}+5]}&&${NearestSpawn[2,pc].Level}>=${Math.Calc[${Me.Level}-5]},${If[${NearestSpawn[2,pc].Name.NotEqual["NULL"]}&&${NearestSpawn[2,pc].Name}!=(${Group[${1}]}||${Group[${2}]}||${Group[${3}]}||${Group[${4}]}||${Group[${5}]}),  1: ${NearestSpawn[2,pc].Name}  |  ${NearestSpawn[2,pc].Level}  |  ${NearestSpawn[2,pc].Class}  |  ${NearestSpawn[2,pc].Race}  |  ${NearestSpawn[2,pc].Guild}  |  ${Int[${NearestSpawn[2,pc].Distance}]}  |  ${NearestSpawn[2,pc].HeadingTo} ,]},]}

P2a=3,260,26,255,0,0,${If[${NearestSpawn[3,pc].Level}>${Math.Calc[${Me.Level}+5]},${If[${NearestSpawn[3,pc].Name.NotEqual["NULL"]}&&${NearestSpawn[3,pc].Name}!=(${Group[${1}]}||${Group[${2}]}||${Group[${3}]}||${Group[${4}]}||${Group[${5}]}),  1: ${NearestSpawn[3,pc].Name}  |  ${NearestSpawn[3,pc].Level}  |  ${NearestSpawn[3,pc].Class}  |  ${NearestSpawn[3,pc].Race}  |  ${NearestSpawn[3,pc].Guild}  |  ${Int[${NearestSpawn[3,pc].Distance}]}  |  ${NearestSpawn[3,pc].HeadingTo} ,]},]}
P2b=3,260,26,0,255,0,${If[${NearestSpawn[3,pc].Level}<${Math.Calc[${Me.Level}-5]},${If[${NearestSpawn[3,pc].Name.NotEqual["NULL"]}&&${NearestSpawn[3,pc].Name}!=(${Group[${1}]}||${Group[${2}]}||${Group[${3}]}||${Group[${4}]}||${Group[${5}]}),  1: ${NearestSpawn[3,pc].Name}  |  ${NearestSpawn[3,pc].Level}  |  ${NearestSpawn[3,pc].Class}  |  ${NearestSpawn[3,pc].Race}  |  ${NearestSpawn[3,pc].Guild}  |  ${Int[${NearestSpawn[3,pc].Distance}]}  |  ${NearestSpawn[3,pc].HeadingTo} ,]},]}
P2c=3,260,26,255,255,255,${If[${NearestSpawn[3,pc].Level}<=${Math.Calc[${Me.Level}+5]}&&${NearestSpawn[3,pc].Level}>=${Math.Calc[${Me.Level}-5]},${If[${NearestSpawn[3,pc].Name.NotEqual["NULL"]}&&${NearestSpawn[3,pc].Name}!=(${Group[${1}]}||${Group[${2}]}||${Group[${3}]}||${Group[${4}]}||${Group[${5}]}),  1: ${NearestSpawn[3,pc].Name}  |  ${NearestSpawn[3,pc].Level}  |  ${NearestSpawn[3,pc].Class}  |  ${NearestSpawn[3,pc].Race}  |  ${NearestSpawn[3,pc].Guild}  |  ${Int[${NearestSpawn[3,pc].Distance}]}  |  ${NearestSpawn[3,pc].HeadingTo} ,]},]}

P3a=3,260,38,255,0,0,${If[${NearestSpawn[4,pc].Level}>${Math.Calc[${Me.Level}+5]},${If[${NearestSpawn[4,pc].Name.NotEqual["NULL"]}&&${NearestSpawn[4,pc].Name}!=(${Group[${1}]}||${Group[${2}]}||${Group[${3}]}||${Group[${4}]}||${Group[${5}]}),  1: ${NearestSpawn[4,pc].Name}  |  ${NearestSpawn[4,pc].Level}  |  ${NearestSpawn[4,pc].Class}  |  ${NearestSpawn[4,pc].Race}  |  ${NearestSpawn[2,pc].Guild}  |  ${Int[${NearestSpawn[2,pc].Distance}]}  |  ${NearestSpawn[2,pc].HeadingTo} ,]},]}
P3b=3,260,38,0,255,0,${If[${NearestSpawn[4,pc].Level}<${Math.Calc[${Me.Level}-5]},${If[${NearestSpawn[4,pc].Name.NotEqual["NULL"]}&&${NearestSpawn[4,pc].Name}!=(${Group[${1}]}||${Group[${2}]}||${Group[${3}]}||${Group[${4}]}||${Group[${5}]}),  1: ${NearestSpawn[4,pc].Name}  |  ${NearestSpawn[4,pc].Level}  |  ${NearestSpawn[4,pc].Class}  |  ${NearestSpawn[4,pc].Race}  |  ${NearestSpawn[2,pc].Guild}  |  ${Int[${NearestSpawn[2,pc].Distance}]}  |  ${NearestSpawn[2,pc].HeadingTo} ,]},]}
P3c=3,260,38,255,255,255,${If[${NearestSpawn[4,pc].Level}<=${Math.Calc[${Me.Level}+5]}&&${NearestSpawn[4,pc].Level}>=${Math.Calc[${Me.Level}-5]},${If[${NearestSpawn[4,pc].Name.NotEqual["NULL"]}&&${NearestSpawn[4,pc].Name}!=(${Group[${1}]}||${Group[${2}]}||${Group[${3}]}||${Group[${4}]}||${Group[${5}]}),  1: ${NearestSpawn[4,pc].Name}  |  ${NearestSpawn[4,pc].Level}  |  ${NearestSpawn[4,pc].Class}  |  ${NearestSpawn[4,pc].Race}  |  ${NearestSpawn[4,pc].Guild}  |  ${Int[${NearestSpawn[4,pc].Distance}]}  |  ${NearestSpawn[4,pc].HeadingTo} ,]},]}
Not sure if it will return an IF error with a non-numeric encounter or not. I'll have to try it out. And also not sure if ${Group[${n}]} returns name without the .Name attribute

NewB6987
a lesser mummy
a lesser mummy
Posts: 51
Joined: Tue Dec 30, 2003 1:02 pm

Post by NewB6987 » Mon Jul 12, 2004 7:00 am

That didn't work for me, but I tryed to make it work reading through the data structures. Cant test it out atm. Away from the house.

Code: Select all

P5a=3,5,285,255,0,0,${If[${NearestSpawn[6,pc].Level}>${Math.Calc[${Me.Level}+8]},${If[${NearestSpawn[6,pc].Name.NotEqual["NULL"]}$,${If[${NearestSpawn[6,pc].Name.NotEqual[${Group[1].Name},]},]},${If[${NearestSpawn[6,pc].Name.NotEqual[${Group[2].Name},]},]},${If[${NearestSpawn[6,pc].Name.NotEqual[${Group[3].Name},]},]},${If[${NearestSpawn[6,pc].Name.NotEqual[${Group[4].Name},]},]},${If[${NearestSpawn[6,pc].Name.NotEqual[${Group[5].Name},]},]},${If[${NearestSpawn[6,pc].guild.NotEqual[${Me.Guild.Name},]},]},  1: ${NearestSpawn[6,pc].Name}  |  ${NearestSpawn[6,pc].Level}  |  ${NearestSpawn[6,pc].Class}  |  ${NearestSpawn[6,pc].Race}  |  ${NearestSpawn[6,pc].Guild}  |  ${Int[${NearestSpawn[6,pc].Distance}]}  |  ${NearestSpawn[6,pc].HeadingTo} ,]},]}
Does that look like it should work?