/********************************************************
 * Add HP meters to enemies and players!!               *
 * This takes about 5 minutes to do if that.            *
 *                                                      *
 * Code was made for ROM24 any version should work.     *
 * No promisses though... So yea use at your own        *
 * risk... I take no resposiblity to what this          *
 * code does or doesnt do for you...                    *
 *                                                      *
 * Code By Wiccaan                                      *
 * Copywriten? - Hell no.. I didnt make the code        *
 * I just modded the original ROM files and put         *
 * my code into it to show them.. so I dont want        *
 * to copy write this.                                  *
 *                                                      *
 * Use this all you want, post it on your site,         *
 * I just ask that you give me credit for doing it.     *
 ********************************************************/

Ok we are just taking the part that says:

$N is in good condition and changed it to say a hp meter
instead so that it looks cooler instead of text shit that
is to hard to read sence it keeps scrolling. Text pics
are easier on the mind to see and understand then text is on you.

1. Open act_info.c
1a. Go to void show_char_to_char_1 (CHAR_DATA * victim, CHAR_DATA * ch).
1b. In that function simply scroll down till it says:
  strcpy (buf, PERS (victim, ch));
  
 So this is what you should have found:
 
     strcpy (buf, PERS (victim, ch));

    if (percent >= 100)
        strcat (buf, " is in excellent condition.\n\r");
    else if (percent >= 90)
        strcat (buf, " has a few scratches.\n\r");
    else if (percent >= 75)
        strcat (buf, " has some small wounds and bruises.\n\r");
    else if (percent >= 50)
        strcat (buf, " has quite a few wounds.\n\r");
    else if (percent >= 30)
        strcat (buf, " has some big nasty wounds and scratches.\n\r");
    else if (percent >= 15)
        strcat (buf, " looks pretty hurt.\n\r");
    else if (percent >= 0)
        strcat (buf, " is in awful condition.\n\r");
    else
        strcat (buf, " is bleeding to death.\n\r");
	
****************Simply delete that and put this in its place************************
*Color was used in this, if you dont have color, remove the { tags and the 1 letter following them*
	
	    strcpy (buf, PERS (victim, ch));

    if (percent >= 100)
	strcat (buf, "{Y[{G*********************{Y]{x\n\r");
    else if (percent >= 95)
        strcat (buf, "{Y[{G********************{D-{Y]{x\n\r");
    else if (percent >= 90)
    	strcat (buf, "{Y[{G*******************{D--{Y]{x\n\r");
    else if (percent >= 85)
	strcat (buf, "{Y[{G******************{D---{Y]{x\n\r");
    else if (percent >= 80)
    	strcat (buf, "{Y[{G*****************{D----{Y]{x\n\r");
    else if (percent >= 75)
    	strcat (buf, "{Y[{G****************{D-----{Y]{x\n\r");
    else if (percent >= 70)
    	strcat (buf, "{Y[{B***************{D------{Y]{x\n\r");
    else if (percent >= 65)
    	strcat (buf, "{Y[{B**************{D-------{Y]{x\n\r");
    else if (percent >= 60)
    	strcat (buf, "{Y[{B*************{D--------{Y]{x\n\r");
    else if (percent >= 55)
    	strcat (buf, "{Y[{B************{D---------{Y]{x\n\r");
    else if (percent >= 50)
    	strcat (buf, "{Y[{B***********{D----------{Y]{x\n\r");
    else if (percent >= 45)
    	strcat (buf, "{Y[{P**********{D-----------{Y]{x\n\r");
    else if (percent >= 40)
    	strcat (buf, "{Y[{P*********{D------------{Y]{x\n\r");
    else if (percent >= 35)
    	strcat (buf, "{Y[{P********{D-------------{Y]{x\n\r");
    else if (percent >= 30)
    	strcat (buf, "{Y[{P*******{D--------------{Y]{x\n\r");
    else if (percent >= 25)
    	strcat (buf, "{Y[{P******{D---------------{Y]{x\n\r");
    else if (percent >= 20)
    	strcat (buf, "{Y[{R*****{D----------------{Y]{x\n\r");
    else if (percent >= 15)
    	strcat (buf, "{Y[{R****{D-----------------{Y]{x\n\r");
    else if (percent >= 10)
    	strcat (buf, "{Y[{R***{D------------------{Y]{x\n\r");
    else if (percent >= 5)
    	strcat (buf, "{Y[{R**{D-------------------{Y]{x\n\r");
    else if (percent >= 0)
    	strcat (buf, "{Y[{R*{D--------------------{Y]{x\n\r");
    else
        strcat (buf, " is bleeding to death.\n\r");
	
*********************************NEXT STEP**************************************

2. Now open up comm.c.
2a. Goto bool process_output (DESCRIPTOR_DATA * d, bool fPrompt).
2b. Find:

	                if (percent >= 100)
                    sprintf (wound, "is in excellent condition.");
                else if (percent >= 90)
                    sprintf (wound, "has a few scratches.");
                else if (percent >= 75)
                    sprintf (wound, "has some small wounds and bruises.");
                else if (percent >= 50)
                    sprintf (wound, "has quite a few wounds.");
                else if (percent >= 30)
                    sprintf (wound,
                             "has some big nasty wounds and scratches.");
                else if (percent >= 15)
                    sprintf (wound, "looks pretty hurt.");
                else if (percent >= 0)
                    sprintf (wound, "is in awful condition.");
                else
                    sprintf (wound, "is bleeding to death.");
		    
**************************************REPLACE WITH********************************

    if (percent >= 100)
	sprintf (wound, "{Y[{G*********************{Y]{x");
    else if (percent >= 95)
        sprintf (wound, "{Y[{G********************{D-{Y]{x");
    else if (percent >= 90)
    	sprintf (wound, "{Y[{G*******************{D--{Y]{x");
    else if (percent >= 85)
	sprintf (wound, "{Y[{G******************{D---{Y]{x");
    else if (percent >= 80)
    	sprintf (wound, "{Y[{G*****************{D----{Y]{x");
    else if (percent >= 75)
    	sprintf (wound, "{Y[{G****************{D-----{Y]{x");
    else if (percent >= 70)
    	sprintf (wound, "{Y[{B***************{D------{Y]{x");
    else if (percent >= 65)
    	sprintf (wound, "{Y[{B**************{D-------{Y]{x");
    else if (percent >= 60)
    	sprintf (wound, "{Y[{B*************{D--------{Y]{x");
    else if (percent >= 55)
    	sprintf (wound, "{Y[{B************{D---------{Y]{x");
    else if (percent >= 50)
    	sprintf (wound, "{Y[{B***********{D----------{Y]{x");
    else if (percent >= 45)
    	sprintf (wound, "{Y[{P**********{D-----------{Y]{x");
    else if (percent >= 40)
    	sprintf (wound, "{Y[{P*********{D------------{Y]{x");
    else if (percent >= 35)
    	sprintf (wound, "{Y[{P********{D-------------{Y]{x");
    else if (percent >= 30)
    	sprintf (wound, "{Y[{P*******{D--------------{Y]{x");
    else if (percent >= 25)
    	sprintf (wound, "{Y[{P******{D---------------{Y]{x");
    else if (percent >= 20)
    	sprintf (wound, "{Y[{R*****{D----------------{Y]{x");
    else if (percent >= 15)
    	sprintf (wound, "{Y[{R****{D-----------------{Y]{x");
    else if (percent >= 10)
    	sprintf (wound, "{Y[{R***{D------------------{Y]{x");
    else if (percent >= 5)
    	sprintf (wound, "{Y[{R**{D-------------------{Y]{x");
    else if (percent >= 0)
    	sprintf (wound, "{Y[{R*{D--------------------{Y]{x");
    else
        sprintf (buf, " is bleeding to death.");
	
************************************DONE!********************************************

Like I said this is simple to do and yea... simple. If you get a bug where it says
Enemyname is bleeding to death when it shouldnt then just change the last line to
show something else or just get ride of the last else line with something like a 
line break. Other then that it should work right off the bat.

This code uses color and the color can be changed if you want. To remove the color simply delete the
{Y,{R,{G,{B,{P,{D, and {x pieces from the code to remove the color and errors that
you might have gotten from the code when you tried to compile.

Any other problems email me at wiccaan@comcast.net

Email me suggestions, comments, problems, bugs, or anything else.. Thanks.

-Wiccaan