Now Alshain's solution will change ALL dark blue text, regardless of it being just your HP.
There are two other ways - First redefine your prompt in SK using different colors.
There is another thread in the gameplay forum dedicated to this.
Second is a complex trigger, seen below:
Code:
#trigger {~[HP:(&3)~%~] ~[ME:(&3)~%~] ~[PE:(&3)~%~]} {#gag -1
#gag 1
#showprompt %crlf%ansi( purple)[%ansi( grey)HP:%ansi( green)%1%%%ansi( purple)] %ansi( purple)[%ansi( grey)MP:%ansi( high, red)%2%%%ansi( purple)] %ansi( purple)[%ansi( grey)PE:%ansi( yellow)%3%%%ansi( purple)]%crlf%ansi( grey)> %ansi( yellow)
The two gag commands are required to remove the default prompt and the > on the next line.
The %ansi statements color the text to make it look the default prompt.
The "green", "high, red" and "yellow" are the colors of your HP, ME and PE respectfully.
Finally, I had to change "ME" from the mud to "MP" because otherwise it would be infinite loop, triggering itself.
As first I thought there might be a more eloquent solution using the #CW, but I can't figure one out.