I try to explain better..:
First a Picture of the heart-Animation:
![](http://daten.rmxpworld.de/EDITOR_BILD_06.jpg)
And now explaining:
entity.skill1 of the hearts, is the minimum value, the heart should react to.
first heart has a min_hp value of 1.
The second heart´s min_hp is 5.
the 3rd min_hp value is 9..
Means.. Each heart reacts from his min_hp to his min_hp+3 ( 4 steps )
player.skill98 are the player´s hp. Like in zelda, it calculates in quarter-steps ( 4,8,12,16...).
MEANS:
Player.skill99 ( max HP ) is 12, skill98 is 12
= 3 hearts are visible
Player.skill99 ( max HP ) is 12, skill98 is 10
= 2 hearts + 1 half are visible
Player.skill99 ( max HP ) is 12, skill98 is 3
= one 3/4 heart is visible
Zelda HUD ^^
Now you ask, why not using sprites instead of models.
Easy: the models will beat a bit, and rotate on their pan/tilt/roll randomly a bit. Sprites look ugly there ^^
What i need now:
The animation of the heart is called "heartp". is has 5 animation steps. Later the beating will be added. But the hearts are not animated with my code yet. Why?
Edit:
At the 3/4,half,1/4 and non heart Pic, the ">=" is "=="
Made a little writing mistake.