QUOTE
Deaths(current player, exactly, 2000, actionscript);
Deaths(current player, at least, 60000, damage);
Deaths(current player, at most, 65535, damage);
---
Displaytext("[red]6", 4);
Setdeath(add, 1, actionscript);
Setdeath(subtract, 60000, damage);
preservetrigger();
Deaths(current player, exactly, 2001, actionscript);
Deaths(current player, at least, 5000, damage);
Deaths(current player, at most, 5999, damage);
---
Displaytext("[red]5", 4);
Setdeath(add, 1, actionscript);
Setdeath(subtract, 5000, damage);
preservetrigger();
Deaths(current player, exactly, 2002, actionscript);
Deaths(current player, at least, 500, damage);
Deaths(current player, at most, 599, damage);
---
Displaytext("[red]5", 4);
Setdeath(add, 1, actionscript);
Setdeath(subtract, 500, damage);
preservetrigger();
Deaths(current player, exactly, 2003, actionscript);
Deaths(current player, at least, 30, damage);
Deaths(current player, at most, 39, damage);
---
Displaytext("[red]3", 4);
Setdeath(add, 1, actionscript);
Setdeath(subtract, 30, damage);
preservetrigger();
Deaths(current player, exactly, 2004, actionscript);
Deaths(current player, exactly, 5, damage);
---
Displaytext("[red]5", 4);
Setdeath(add, 1, actionscript);
Setdeath(subtract, 5, damage);
preservetrigger();
Those aren't there for show; they make me keep track of every action in my RPG
So it would display like this:
Deaths(current player, exactly, 2000, actionscript);
Deaths(current player, at most, 9999, damage);
---
Displaytext("[red]0", 4);
Setdeath(add, 1, actionscript);
preservetrigger();
Deaths(current player, exactly, 2001, actionscript);
Deaths(current player, at least, 5000, damage);
Deaths(current player, at most, 5999, damage);
---
Displaytext("[red]5", 4);
Setdeath(add, 1, actionscript);
Setdeath(subtract, 5000, damage);
preservetrigger();
Deaths(current player, exactly, 2002, actionscript);
Deaths(current player, at most, 99, damage);
---
Displaytext("[red]0", 0);
Setdeath(add, 1, actionscript);
preservetrigger();
Deaths(current player, exactly, 2003, actionscript);
Deaths(current player, at most, 9, damage);
---
Displaytext("[red]0", 4);
Setdeath(add, 1, actionscript);
preservetrigger();
Deaths(current player, exactly, 2004, actionscript);
Deaths(current player, exactly, 2, damage);
---
Displaytext("[red]2", 4);
Setdeath(add, 1, actionscript);
Setdeath(subtract, 2, damage);
preservetrigger();
Anything buggy in that? Well at least you made me think that I have to do something about those useless "0"... I'll just use a switch.