Kill counter and Horse Healthbar (Halfway There)

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Hi!

I'm trying to implement the kill counter and horse healthbar from "Fire Arrow".
I asked him and he was okay with it.
I've tried for days now but I just can't seem to get it to work.
My plan is to implement it in the battle presentation. There has to be some way to merge them together.
I want these to to show with the original healthbar and shield.
The reason to why I don't post my variants of it that I have about 13 different versions of the battle presentation.
But I've managed to get it to work when I press the backspace button, but I want it to be constant.
I don't want it to go away but I can't get it work.

Here is 1 of my presentations that doesn't work:
  ("battle",0,0,[
      (ti_on_presentation_load,
      [(set_fixed_point_multiplier, 1000),
        (assign, "$g_formation_infantry_selected", 0),
        (assign, "$g_formation_archers_selected", 0),
        (assign, "$g_formation_cavalry_selected", 0),
        (assign, "$g_presentation_battle_active", 1),

        (str_clear, s7),

        (try_for_agents, ":agent_no"),
          (agent_set_slot, ":agent_no", slot_agent_map_overlay_id, 0),
        (try_end),
#####################################
# Test : Part 1 Begin
#####################################
        (str_store_string, s1, "@Number of men knocked down:      "),
        (create_text_overlay, "$g_presentation_obj_1", s1),
        (overlay_set_color, "$g_presentation_obj_1", 0x00FF00),
        (position_set_x, pos1, 10),
        (position_set_y, pos1, 10),
        (overlay_set_position, "$g_presentation_obj_1", pos1),
        (create_progress_overlay, "$g_presentation_obj_2", 0, 100),
        (str_clear, s1),
        (create_text_overlay, "$g_presentation_obj_3", s1),
        (position_set_x, pos1, 680),
        (position_set_y, pos1, 45),
        (overlay_set_position, "$g_presentation_obj_3", pos1),
        (assign, "$g_presentation_obj_4", -1),
        (get_player_agent_no, ":player_agent"),
        (agent_get_horse, ":horse", ":player_agent"),
        (try_begin),
          (gt, ":horse", 0),
          (agent_is_alive, ":horse"),
          (store_agent_hit_points, ":horse_hitpoint", ":horse",0),
          (overlay_set_alpha, "$g_presentation_obj_2", 0xFF),
          (overlay_set_color, "$g_presentation_obj_3", 0x00FF00),
        (else_try),
          (assign, ":horse_hitpoint", 0),
          (overlay_set_alpha, "$g_presentation_obj_2", 0x00),
          (overlay_set_alpha, "$g_presentation_obj_3", 0x00),
        (try_end),
        (overlay_set_val, "$g_presentation_obj_2", ":horse_hitpoint"),
        (position_set_x, pos1, 800),
        (position_set_y, pos1, 1:cool:,
        (overlay_set_position, "$g_presentation_obj_2", pos1),
        (position_set_x, pos1, 450),
        (position_set_y, pos1, 800),
        (overlay_set_size, "$g_presentation_obj_2", pos1),
#####################################
# Test : Part 1 End
#####################################

        (position_set_x, pos1, 0),
        (create_image_button_overlay, "$g_presentation_obj_1", "mesh_white_plane", "mesh_white_plane"),
        (position_set_y, pos1, 653),
        (overlay_set_position, "$g_presentation_obj_1", pos1),
        (create_image_button_overlay, "$g_presentation_obj_2", "mesh_white_plane", "mesh_white_plane"),
        ........

        (presentation_set_duration, 999999),
        ]),
      (ti_on_presentation_event_state_change,
      [(store_trigger_param_1, ":eek:bject"),
        (store_trigger_param_2, ":value"),
        (get_player_agent_no, ":player_agent"),
        (agent_get_team, ":player_team", ":player_agent"),
        ...........................
       

      (ti_on_presentation_mouse_enter_leave,
      [(store_trigger_param_1, ":eek:bject"),
        (store_trigger_param_2, ":enter_leave"),
        (try_begin),
          (eq, ":eek:bject", "$g_presentation_obj_1"),
          (try_begin),
            (eq, ":enter_leave", 0),
            (overlay_animate_to_color, "$g_presentation_infantry_movement", 250, 0xFFFFFF),
            (overlay_animate_to_color, "$g_presentation_infantry_riding", 250, 0xFFFFFF),
            (overlay_animate_to_color, "$g_presentation_infantry_weapon_usage", 250, 0xFFFFFF),
            (overlay_animate_to_color, "$g_presentation_obj_7", 250, 0xFFFFFF),
          (else_try),
            (overlay_animate_to_color, "$g_presentation_infantry_movement", 250, 0),
            (overlay_animate_to_color, "$g_presentation_infantry_riding", 250, 0),
            (overlay_animate_to_color, "$g_presentation_infantry_weapon_usage", 250, 0),
            (overlay_animate_to_color, "$g_presentation_obj_7", 250, 0),
          (try_end),
        (else_try),
          (eq, ":eek:bject", "$g_presentation_obj_2"),
          (try_begin),
            (eq, ":enter_leave", 0),
            (overlay_animate_to_color, "$g_presentation_archers_movement", 250, 0xFFFFFF),
            (overlay_animate_to_color, "$g_presentation_archers_riding", 250, 0xFFFFFF),
            (overlay_animate_to_color, "$g_presentation_archers_weapon_usage", 250, 0xFFFFFF),
            (overlay_animate_to_color, "$g_presentation_obj_8", 250, 0xFFFFFF),
          (else_try),
            (overlay_animate_to_color, "$g_presentation_archers_movement", 250, 0),
            (overlay_animate_to_color, "$g_presentation_archers_riding", 250, 0),
            (overlay_animate_to_color, "$g_presentation_archers_weapon_usage", 250, 0),
            (overlay_animate_to_color, "$g_presentation_obj_8", 250, 0),
          (try_end),
        (else_try),
          (eq, ":eek:bject", "$g_presentation_obj_3"),
          (try_begin),
            (eq, ":enter_leave", 0),
            (overlay_animate_to_color, "$g_presentation_cavalry_movement", 250, 0xFFFFFF),
            (overlay_animate_to_color, "$g_presentation_cavalry_riding", 250, 0xFFFFFF),
            (overlay_animate_to_color, "$g_presentation_cavalry_weapon_usage", 250, 0xFFFFFF),
            (overlay_animate_to_color, "$g_presentation_obj_9", 250, 0xFFFFFF),
          (else_try),
            (overlay_animate_to_color, "$g_presentation_cavalry_movement", 250, 0),
            (overlay_animate_to_color, "$g_presentation_cavalry_riding", 250, 0),
            (overlay_animate_to_color, "$g_presentation_cavalry_weapon_usage", 250, 0),
            (overlay_animate_to_color, "$g_presentation_obj_9", 250, 0),
          (try_end),
        (try_end),
        ]),
      (ti_on_presentation_run,
      [(store_trigger_param_1, ":cur_time"),
###################################
# Test : Part 2 Begin
###################################
        (get_player_agent_no, ":player_agent"),
        (agent_get_kill_count, ":knocked_down_count", ":player_agent", 1), # knocked down
        (agent_get_kill_count, ":kill_count", ":player_agent", 0), # kill
        (store_add, ":total_kill_count", ":knocked_down_count", ":kill_count"),
       
        (get_player_agent_own_troop_kill_count, ":ally_knocked_down_count", 1),
        (get_player_agent_own_troop_kill_count, ":ally_kill_count", 0),
        (store_add, ":cur_ally_kill", ":ally_knocked_down_count", ":ally_kill_count"),
        (agent_get_slot, ":total_ally_kill",  ":player_agent", slot_agent_kill_count),
        (val_sub, ":total_ally_kill", ":cur_ally_kill"),
       
        (val_add, ":total_kill_count", ":total_ally_kill"),
        (assign, reg1, ":total_kill_count"),
        (try_begin),
          (store_enemy_count, ":enemy"),
          (gt, ":enemy", 0),
          (str_store_string, s1, "@Opponents Beaten: {reg1}"),
        (else_try),
          (str_clear, s1),
        (try_end),
        (overlay_set_color, "$g_presentation_obj_1", 0x00FF00),
        (position_set_x, pos1, 10),
        (position_set_y, pos1, 10),
        (overlay_set_position, "$g_presentation_obj_1", pos1),
        (overlay_set_text, "$g_presentation_obj_1", s1),
        (troop_set_slot, "trp_player", slot_troop_honorable, ":total_kill_count"),
       
        (agent_get_horse, ":horse", ":player_agent"),
        (try_begin),
          (gt, ":horse", 0),
          (agent_is_alive, ":horse"),
          (store_agent_hit_points, ":horse_hitpoint", ":horse", 0),
          (overlay_set_alpha, "$g_presentation_obj_2", 0xFF),
          (str_store_string, s1, "@Horse"),
          (overlay_set_alpha, "$g_presentation_obj_3", 0xFF),
        (else_try),
          (assign, ":horse_hitpoint", 0),
          (overlay_set_alpha, "$g_presentation_obj_2", 0x00),
          (overlay_set_alpha, "$g_presentation_obj_3", 0x00),
          (str_clear, s1),
        (try_end),
        (overlay_set_val, "$g_presentation_obj_2", ":horse_hitpoint"),
        (overlay_set_text, "$g_presentation_obj_3", s1),
###################################
# Test : Part 2 End
###################################
 
        (try_begin),
          (this_or_next|game_key_clicked, gk_infantry_hear),
          (this_or_next|game_key_clicked, gk_archers_hear),
          (this_or_next|game_key_clicked, gk_cavalry_hear),
          (this_or_next|game_key_clicked, gk_everyone_hear),
          (game_key_clicked, gk_reverse_order_group),
          (call_script, "script_update_order_panel_checked_classes"),
        (try_end),
        (try_begin),
          (this_or_next|game_key_clicked, gk_order_halt),
          (this_or_next|game_key_clicked, gk_order_follow),
          (this_or_next|game_key_clicked, gk_order_charge),
          (this_or_next|game_key_clicked, gk_order_dismount),
          (this_or_next|game_key_clicked, gk_order_advance),
          (this_or_next|game_key_clicked, gk_order_fall_back),
          (this_or_next|game_key_clicked, gk_order_stand_closer),
          (this_or_next|game_key_clicked, gk_order_spread_out),
          (this_or_next|game_key_clicked, gk_order_hold_fire_toggle),
          (game_key_clicked, gk_order_blunt_weapons_toggle),
          (get_player_agent_no, ":player_agent"),
          (agent_get_team, ":player_team", ":player_agent"),
          (call_script, "script_update_order_panel", ":player_team"),
        (try_end),
        (try_begin),
          (gt, ":cur_time", 200),
          (game_key_clicked, gk_view_orders),
          (assign, "$g_presentation_battle_active", 0),
          (try_for_agents, ":cur_agent"),
            (agent_set_slot, ":cur_agent", slot_agent_map_overlay_id, 0),
          (try_end),
          (presentation_set_duration, 0),
        (try_end),
        ]),
      ]),


Here is the "Fire arrow" presentation:

Code:
  ("battle_mini_map", prsntf_read_only ,0,[
      (ti_on_presentation_load,
       [(set_fixed_point_multiplier, 1000),
        (assign, "$g_formation_infantry_selected", 0),
        (assign, "$g_formation_archers_selected", 0),
        (assign, "$g_formation_cavalry_selected", 0),
        (assign, "$g_presentation_battle_active", 2),
        (str_clear, s1),
        (create_text_overlay, reg1, s1),#dummy
        (try_for_agents, ":agent_no"),
          (agent_set_slot, ":agent_no", slot_agent_map_overlay_id, 0),
        (try_end),

        (str_store_string, s1, "@Number of men knocked down:       "),
        (create_text_overlay, "$g_presentation_obj_1", s1),
        (overlay_set_color, "$g_presentation_obj_1", 0x00FF00),
        (position_set_x, pos1, 10),
        (position_set_y, pos1, 10),
        (overlay_set_position, "$g_presentation_obj_1", pos1),
        (create_progress_overlay, "$g_presentation_obj_2", 0, 100),
        (str_clear, s1),
        (create_text_overlay, "$g_presentation_obj_3", s1),
        (position_set_x, pos1, 680),
        (position_set_y, pos1, 45),
        (overlay_set_position, "$g_presentation_obj_3", pos1),
        (assign, "$g_presentation_obj_4", -1),
        (get_player_agent_no, ":player_agent"),
        (agent_get_horse, ":horse", ":player_agent"),
        (try_begin),
          (gt, ":horse", 0),
          (agent_is_alive, ":horse"),
          (store_agent_hit_points, ":horse_hitpoint", ":horse",0),
          (overlay_set_alpha, "$g_presentation_obj_2", 0xFF),
          (overlay_set_color, "$g_presentation_obj_3", 0x00FF00),
        (else_try),
          (assign, ":horse_hitpoint", 0),
          (overlay_set_alpha, "$g_presentation_obj_2", 0x00),
          (overlay_set_alpha, "$g_presentation_obj_3", 0x00),
        (try_end),
        (overlay_set_val, "$g_presentation_obj_2", ":horse_hitpoint"),
        (position_set_x, pos1, 800),
        (position_set_y, pos1, 18),
        (overlay_set_position, "$g_presentation_obj_2", pos1),
        (position_set_x, pos1, 450),
        (position_set_y, pos1, 800),
        (overlay_set_size, "$g_presentation_obj_2", pos1),
        
#        (assign, reg1, 0),
        (get_scene_boundaries, pos2, pos3),
        (position_transform_position_to_local, pos4, pos2, pos3),
        (set_fixed_point_multiplier, 1000),
        (position_get_x, ":map_width", pos4),
        (position_get_y, ":map_height", pos4),
        (set_fixed_point_multiplier, 1000),
        (store_div, ":map_ratio", ":map_height", 100),
        (store_div, ":map_ratio", ":map_width", ":map_ratio"),
        (try_begin),
          (gt, ":map_ratio", 100),
          (assign, "$g_battle_map_width", 300),#default 300 > 500
          (store_div, "$g_battle_map_scale", ":map_width", "$g_battle_map_width"),
          (store_div, "$g_battle_map_height", ":map_height", "$g_battle_map_scale"),
        (else_try),
          (assign, "$g_battle_map_height", 300),#default 300 > 500
          (store_div, "$g_battle_map_scale", ":map_height", "$g_battle_map_height"),
          (store_div, "$g_battle_map_width", ":map_width", "$g_battle_map_scale"),
        (try_end),
        
        (create_mesh_overlay, "$g_battle_map_infantry_order_flag", "mesh_flag_infantry"),
        (create_mesh_overlay, "$g_battle_map_archers_order_flag", "mesh_flag_archers"),
        (create_mesh_overlay, "$g_battle_map_cavalry_order_flag", "mesh_flag_cavalry"),
        (overlay_set_alpha, "$g_battle_map_infantry_order_flag", 0),
        (overlay_set_alpha, "$g_battle_map_archers_order_flag", 0),
        (overlay_set_alpha, "$g_battle_map_cavalry_order_flag", 0),
        # change 2009/3/2/10:54:52
        (create_mesh_overlay, "$g_battle_map_player_chest_flag", "mesh_flag_cavalry"),
        (overlay_set_alpha, "$g_battle_map_player_chest_flag", 00),
        (overlay_set_color, "$g_battle_map_player_chest_flag", 0xFF0000),
        # end of change

        (call_script, "script_update_order_panel_statistics_and_map"),
        ]),
        
      (ti_on_presentation_run,
       [(set_fixed_point_multiplier, 1000),
        (store_trigger_param_1, ":cur_time"),
        (presentation_set_duration, 1000000),
        (try_begin),
          (gt, ":cur_time", 200),
          (game_key_clicked, gk_view_orders),
          (assign, "$g_presentation_battle_active", 1),
          (try_for_agents, ":cur_agent"),
            (agent_set_slot, ":cur_agent", slot_agent_map_overlay_id, 0),
          (try_end),
          (start_presentation, "prsnt_battle"),
          (presentation_set_duration, 0),
        (try_end),
        
        (get_player_agent_no, ":player_agent"),
        (agent_get_kill_count, ":knocked_down_count", ":player_agent", 1), # knocked down
        (agent_get_kill_count, ":kill_count", ":player_agent", 0), # kill
        (store_add, ":total_kill_count", ":knocked_down_count", ":kill_count"),
        
        (get_player_agent_own_troop_kill_count, ":ally_knocked_down_count", 1), 
        (get_player_agent_own_troop_kill_count, ":ally_kill_count", 0),
        (store_add, ":cur_ally_kill", ":ally_knocked_down_count", ":ally_kill_count"),
        (agent_get_slot, ":total_ally_kill",  ":player_agent", slot_agent_kill_count),
        (val_sub, ":total_ally_kill", ":cur_ally_kill"),
        
        (val_add, ":total_kill_count", ":total_ally_kill"),
        (assign, reg1, ":total_kill_count"),
        (try_begin),
          (store_enemy_count, ":enemy"),
          (gt, ":enemy", 0),
          (str_store_string, s1, "@Opponents Beaten: {reg1}"),
        (else_try),
          (str_clear, s1),
        (try_end),
        (overlay_set_color, "$g_presentation_obj_1", 0x00FF00),
        (position_set_x, pos1, 10),
        (position_set_y, pos1, 10),
        (overlay_set_position, "$g_presentation_obj_1", pos1),
        (overlay_set_text, "$g_presentation_obj_1", s1),
        (troop_set_slot, "trp_player", slot_troop_honorable, ":total_kill_count"),
        
        (agent_get_horse, ":horse", ":player_agent"),
        (try_begin),
          (gt, ":horse", 0),
          (agent_is_alive, ":horse"),
          (store_agent_hit_points, ":horse_hitpoint", ":horse", 0),
          (overlay_set_alpha, "$g_presentation_obj_2", 0xFF),
          (str_store_string, s1, "@Horse"),
          (overlay_set_alpha, "$g_presentation_obj_3", 0xFF),
        (else_try),
          (assign, ":horse_hitpoint", 0),
          (overlay_set_alpha, "$g_presentation_obj_2", 0x00),
          (overlay_set_alpha, "$g_presentation_obj_3", 0x00),
          (str_clear, s1),
        (try_end),
        (overlay_set_val, "$g_presentation_obj_2", ":horse_hitpoint"),
        (overlay_set_text, "$g_presentation_obj_3", s1),
        (try_begin),
          (lt, "$g_presentation_obj_4", 0),
          (eq, "$battle_won", 1),
          (create_text_overlay, "$g_presentation_obj_4", "@BATTLE WON!", tf_center_justify|tf_double_space|tf_vertical_align_center),
          (position_set_x, pos1, 500),
          (position_set_y, pos1, 500),
          (overlay_set_position, "$g_presentation_obj_4", pos1),
          (position_set_x, pos1, 3000),
          (position_set_y, pos1, 3000),
          (overlay_set_size, "$g_presentation_obj_4", pos1),
          (overlay_set_color, "$g_presentation_obj_4", 0x00FF00),
          (overlay_set_alpha, "$g_presentation_obj_4", 0),
          (overlay_animate_to_alpha, "$g_presentation_obj_4", 1000, 0xFF),
          (troop_get_slot, ":banner_spr", "trp_player", slot_troop_banner_scene_prop),
          (try_begin),
            (neq, ":banner_spr", 0),
            (troop_get_slot, ":map_flag_type", "trp_player", slot_troop_custom_banner_map_flag_type),
            (val_max, ":map_flag_type", 0),
            (val_add, ":map_flag_type", custom_banner_flag_map_types_begin),
            (try_begin),
              (eq, ":map_flag_type", "mesh_custom_map_banner_01"),
              (create_mesh_overlay_with_tableau_material, "$g_presentation_obj_18", ":map_flag_type", "tableau_custom_banner_square", "trp_player"),
            (else_try),
              (eq, ":map_flag_type", "mesh_custom_map_banner_02"),
              (create_mesh_overlay_with_tableau_material, "$g_presentation_obj_18", ":map_flag_type", "tableau_custom_banner_short", "trp_player"),
            (else_try),
              (create_mesh_overlay_with_tableau_material, "$g_presentation_obj_18", ":map_flag_type", "tableau_custom_banner_default", "trp_player"),
            (try_end),
            (position_set_x, pos1, 20),
            (position_set_y, pos1, 0),
            (overlay_set_position, "$g_presentation_obj_18", pos1),
            (position_set_x, pos1, 200),
            (position_set_y, pos1, 200),
            (overlay_set_size, "$g_presentation_obj_18", pos1),
          (try_end),
        (try_end),
        ]),
      ]),



So if anyone knows what I'm doing wrong feel free to enlighten me.
 
Well, if you copied it from the Fire Arrow mod, it should work. But do feel free to tell us the error. I can't help you before you tell me what's wrong. :smile:
 
The problem is that I have to toggle it on and off when I just copy his code. I just want them to show beside the original healthbar and shield.

Or if anyone know of a simple way to make my own.

But as for now, I need directions on where to place these 2 pieces of code.

Code:
#####################################
# Test : Part 1 Begin
#####################################
        (str_store_string, s1, "@Number of men knocked down:       "),
        (create_text_overlay, "$g_presentation_obj_1", s1),
        (overlay_set_color, "$g_presentation_obj_1", 0x00FF00),
        (position_set_x, pos1, 10),
        (position_set_y, pos1, 10),
        (overlay_set_position, "$g_presentation_obj_1", pos1),
        (create_progress_overlay, "$g_presentation_obj_2", 0, 100),
        (str_clear, s1),
        (create_text_overlay, "$g_presentation_obj_3", s1),
        (position_set_x, pos1, 680),
        (position_set_y, pos1, 45),
        (overlay_set_position, "$g_presentation_obj_3", pos1),
        (assign, "$g_presentation_obj_4", -1),
        (get_player_agent_no, ":player_agent"),
        (agent_get_horse, ":horse", ":player_agent"),
        (try_begin),
          (gt, ":horse", 0),
          (agent_is_alive, ":horse"),
          (store_agent_hit_points, ":horse_hitpoint", ":horse",0),
          (overlay_set_alpha, "$g_presentation_obj_2", 0xFF),
          (overlay_set_color, "$g_presentation_obj_3", 0x00FF00),
        (else_try),
          (assign, ":horse_hitpoint", 0),
          (overlay_set_alpha, "$g_presentation_obj_2", 0x00),
          (overlay_set_alpha, "$g_presentation_obj_3", 0x00),
        (try_end),
        (overlay_set_val, "$g_presentation_obj_2", ":horse_hitpoint"),
        (position_set_x, pos1, 800),
        (position_set_y, pos1, 18),
        (overlay_set_position, "$g_presentation_obj_2", pos1),
        (position_set_x, pos1, 450),
        (position_set_y, pos1, 800),
        (overlay_set_size, "$g_presentation_obj_2", pos1),
#####################################
# Test : Part 1 End
#####################################

Code:
###################################
# Test : Part 2 Begin
###################################
        (get_player_agent_no, ":player_agent"),
        (agent_get_kill_count, ":knocked_down_count", ":player_agent", 1), # knocked down
        (agent_get_kill_count, ":kill_count", ":player_agent", 0), # kill
        (store_add, ":total_kill_count", ":knocked_down_count", ":kill_count"),
       
        (get_player_agent_own_troop_kill_count, ":ally_knocked_down_count", 1),
        (get_player_agent_own_troop_kill_count, ":ally_kill_count", 0),
        (store_add, ":cur_ally_kill", ":ally_knocked_down_count", ":ally_kill_count"),
        (agent_get_slot, ":total_ally_kill",  ":player_agent", slot_agent_kill_count),
        (val_sub, ":total_ally_kill", ":cur_ally_kill"),
       
        (val_add, ":total_kill_count", ":total_ally_kill"),
        (assign, reg1, ":total_kill_count"),
        (try_begin),
          (store_enemy_count, ":enemy"),
          (gt, ":enemy", 0),
          (str_store_string, s1, "@Opponents Beaten: {reg1}"),
        (else_try),
          (str_clear, s1),
        (try_end),
        (overlay_set_color, "$g_presentation_obj_1", 0x00FF00),
        (position_set_x, pos1, 10),
        (position_set_y, pos1, 10),
        (overlay_set_position, "$g_presentation_obj_1", pos1),
        (overlay_set_text, "$g_presentation_obj_1", s1),
        (troop_set_slot, "trp_player", slot_troop_honorable, ":total_kill_count"),
       
        (agent_get_horse, ":horse", ":player_agent"),
        (try_begin),
          (gt, ":horse", 0),
          (agent_is_alive, ":horse"),
          (store_agent_hit_points, ":horse_hitpoint", ":horse", 0),
          (overlay_set_alpha, "$g_presentation_obj_2", 0xFF),
          (str_store_string, s1, "@Horse"),
          (overlay_set_alpha, "$g_presentation_obj_3", 0xFF),
        (else_try),
          (assign, ":horse_hitpoint", 0),
          (overlay_set_alpha, "$g_presentation_obj_2", 0x00),
          (overlay_set_alpha, "$g_presentation_obj_3", 0x00),
          (str_clear, s1),
        (try_end),
        (overlay_set_val, "$g_presentation_obj_2", ":horse_hitpoint"),
        (overlay_set_text, "$g_presentation_obj_3", s1),
###################################
# Test : Part 2 End
###################################

-EDIT-

Maybe I'm focused on the wrong piece of code here?
Could that be the problem?
 
I would do that if I knew which one it was.
But I can't find it where the original health bar is located. I thought it would be in the Battle presentation.

That would maybe give me some more room to explore and try.
 
Well, the magic system I use (from the Magic World mod) modifies the health bar to include a mana bar. Here's the two scripts that are used:
  ("hnm_bar_load",
  [    (set_fixed_point_multiplier, 1000),
        (create_mesh_overlay, "$mana_bar", "mesh_white_plane", "mesh_white_plane"),
        (overlay_set_color, "$mana_bar", 0x0000bb),
        (store_mul,":manabar","$mana",100),
        (val_div,":manabar","$maximun_mana"),
        (val_mul,":manabar",52),
        (position_set_x,pos1,":manabar"),
        (position_set_y,pos1,360),
        (overlay_set_size, "$mana_bar", pos1),
        (position_set_x,pos1,879),
        (position_set_y,pos1,14),
        (overlay_set_position, "$mana_bar", pos1),
        (create_mesh_overlay, "$health_bar", "mesh_white_plane", "mesh_white_plane"),
        (overlay_set_color, "$health_bar", 0xdd0000),
        (get_player_agent_no,":player_agent"),
        (store_agent_hit_points,":healthbar",":player_agent"),
        (val_mul,":healthbar",52),
        (position_set_x,pos1,":healthbar"),
        (position_set_y,pos1,380),
        (overlay_set_size, "$health_bar", pos1),
        (position_set_x,pos1,87:cool:,
        (position_set_y,pos1,26),
        (overlay_set_position, "$health_bar", pos1),
    ]),
  ("hnm_bar_run",
  [    (set_fixed_point_multiplier, 1000),
      (try_begin),
        (ge,"$maximun_mana",200),
        (overlay_set_color, "$mana_bar", 0x00008:cool:,
      (else_try),
        (ge,"$maximun_mana",400),
        (overlay_set_color, "$mana_bar", 0x000099),
      (else_try),
        (ge,"$maximun_mana",700),
        (overlay_set_color, "$mana_bar", 0x0000aa),
      (else_try),
        (ge,"$maximun_mana",1000),
        (overlay_set_color, "$mana_bar", 0x0000bb),
      (else_try),
        (ge,"$maximun_mana",1500),
        (overlay_set_color, "$mana_bar", 0x0000cc),
      (else_try),
        (ge,"$maximun_mana",2000),
        (overlay_set_color, "$mana_bar", 0x0000dd),
      (else_try),
        (ge,"$maximun_mana",2500),
        (overlay_set_color, "$mana_bar", 0x0000ee),
      (else_try),
        (ge,"$maximun_mana",3000),
      (overlay_set_color, "$mana_bar", 0x0000ff),
      (else_try),
      (overlay_set_color, "$mana_bar", 0x3333bb),
      (try_end),
        (store_mul,":manabar","$mana",100),
        (val_div,":manabar","$maximun_mana"),
        (val_mul,":manabar",52),
        (position_set_x,pos1,":manabar"),
        (position_set_y,pos1,360),
        (overlay_set_size, "$mana_bar", pos1),
        (get_player_agent_no,":player_agent"),
        (store_agent_hit_points,":healthbar",":player_agent"),
        (val_mul,":healthbar",52),
        (position_set_x,pos1,":healthbar"),
        (position_set_y,pos1,380),
        (overlay_set_size, "$health_bar", pos1),
    ]),
Perhaps you can modify them to suit your needs. There's more to it than just that though. You could download the Magic World mod and look at the source code anywhere it mentions hnm_bar in module_presentations, module_scripts, and module_mission_templates, or you could contact the maker of the mod maybe to ask about it.

 
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