xx_Massochist_xx
Member
- Joined
- Aug 22, 2009
- RedCents
- 63¢
Rich (BB code):
//AA Name (just so you know which AA your modifying on HUD)
AANametext=3,160,254,255,234,8,AA Name
AANameready=3,260,254,0,255,0,${If[${String[${Me.AltAbilityReady[AA Name]}].Equal["TRUE"]},Ready,]}
AANamenotready=3,260,254,255,0,0,${If[${String[${Me.AltAbilityReady[AA Name]}].Equal["TRUE"]}, ,Available in ${Me.AltAbilityTimer[AA Name].TimeHMS}]}
AANametext=3,160,254,255,234,8,AA Name
3 = Layer
160 = X Axis on Screen
254 = Y Axis on Screen
255,234,8 = Color on Screen
AA Name = Display name on Screen
It is very similar for rest of lines ...
Numbers all mean the same, and only parts you needa change to suit your class etc is the bits I have named AA Name.
Example. Radiant Cure AA
Rich (BB code):
RadiantCuretext=3,160,218,255,234,8,Radient Cure
RadiantCurereadytext=3,260,218,0,255,0,${If[${String[${Me.AltAbilityReady[Radiant Cure]}].Equal["TRUE"]},Ready,]}
RadiantCurenotready=3,260,218,255,0,0,${If[${String[${Me.AltAbilityReady[Radiant Cure]}].Equal["TRUE"]}, ,Available in ${Me.AltAbilityTimer[Radiant Cure].TimeHMS}]}
Hope this helps if anyone interested in making HUD's ...
Now for my question ... out of this code, before most recent patch, it used to say AA Name Available
Now it says AA Name Available in NULL
Anyone know how to fix this?

