Difference between revisions of "EnemyHits"
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− | + | {{header|Combat|ro|The #enemyHits system variable represents the percentage of hit points left on the current enemy.}} | |
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− | + | {{Note|It is only possible to see one enemy at a time using this variable. If you have more than one enemy, the variable will switch values randomly.}} | |
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==== Example ==== | ==== Example ==== | ||
<pre> | <pre> | ||
+ | if #enemyID <> N/A | ||
+ | display ok You're being attacked! The attacker has , #enemyHits , % Hits. | ||
</pre> | </pre> | ||
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− | { | + | =See Also= |
− | + | {{Combat}} | |
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Latest revision as of 09:21, 7 September 2007
⇒ | The #enemyHits system variable represents the percentage of hit points left on the current enemy. |
Note: | It is only possible to see one enemy at a time using this variable. If you have more than one enemy, the variable will switch values randomly. |
Example
if #enemyID <> N/A display ok You're being attacked! The attacker has , #enemyHits , % Hits.
See Also
Combat
- The combat system variables allow you to see and control information that deals with combat.
#lHandID | ⇔ | Returns the ID of the item to be armed in the left hand |
#rHandID | ⇔ | Returns the ID of the item to be armed in the right hand |
#enemyHits | ⇒ | Returns the percentage of hit points left on the current enemy |
#enemyID | ⇒ | Returns the ID of the current enemy |