skillsWindow = nil skillsButton = nil function init() connect(LocalPlayer, { onExperienceChange = onExperienceChange, onLevelChange = onLevelChange, onHealthChange = onHealthChange, onManaChange = onManaChange, onSoulChange = onSoulChange, onFreeCapacityChange = onFreeCapacityChange, onTotalCapacityChange = onTotalCapacityChange, onStaminaChange = onStaminaChange, onOfflineTrainingChange = onOfflineTrainingChange, onRegenerationChange = onRegenerationChange, onSpeedChange = onSpeedChange, onBaseSpeedChange = onBaseSpeedChange, onMagicLevelChange = onMagicLevelChange, onBaseMagicLevelChange = onBaseMagicLevelChange, onSkillChange = onSkillChange, onBaseSkillChange = onBaseSkillChange }) connect(g_game, { onGameStart = refresh, onGameEnd = offline }) skillsButton = modules.client_topmenu.addRightGameToggleButton('skillsButton', tr('Skills') .. ' (Ctrl+S)', '/images/topbuttons/skills', toggle) skillsButton:setOn(true) skillsWindow = g_ui.loadUI('skills', modules.game_interface.getRightPanel()) g_keyboard.bindKeyDown('Ctrl+S', toggle) refresh() skillsWindow:setup() end function terminate() disconnect(LocalPlayer, { onExperienceChange = onExperienceChange, onLevelChange = onLevelChange, onHealthChange = onHealthChange, onManaChange = onManaChange, onSoulChange = onSoulChange, onFreeCapacityChange = onFreeCapacityChange, onTotalCapacityChange = onTotalCapacityChange, onStaminaChange = onStaminaChange, onOfflineTrainingChange = onOfflineTrainingChange, onRegenerationChange = onRegenerationChange, onSpeedChange = onSpeedChange, onBaseSpeedChange = onBaseSpeedChange, onMagicLevelChange = onMagicLevelChange, onBaseMagicLevelChange = onBaseMagicLevelChange, onSkillChange = onSkillChange, onBaseSkillChange = onBaseSkillChange }) disconnect(g_game, { onGameStart = refresh, onGameEnd = offline }) g_keyboard.unbindKeyDown('Ctrl+S') skillsWindow:destroy() skillsButton:destroy() end function expForLevel(level) return math.floor((50*level*level*level)/3 - 100*level*level + (850*level)/3 - 200) end function expToAdvance(currentLevel, currentExp) return expForLevel(currentLevel+1) - currentExp end function resetSkillColor(id) local skill = skillsWindow:recursiveGetChildById(id) local widget = skill:getChildById('value') widget:setColor('#bbbbbb') end function toggleSkill(id, state) local skill = skillsWindow:recursiveGetChildById(id) skill:setVisible(state) end function setSkillBase(id, value, baseValue) if baseValue <= 0 or value < 0 then return end local skill = skillsWindow:recursiveGetChildById(id) local widget = skill:getChildById('value') if value > baseValue then widget:setColor('#008b00') -- green skill:setTooltip(baseValue .. ' +' .. (value - baseValue)) elseif value < baseValue then widget:setColor('#b22222') -- red skill:setTooltip(baseValue .. ' ' .. (value - baseValue)) else widget:setColor('#bbbbbb') -- default skill:removeTooltip() end end function setSkillValue(id, value) local skill = skillsWindow:recursiveGetChildById(id) local widget = skill:getChildById('value') widget:setText(value) end function setSkillColor(id, value) local skill = skillsWindow:recursiveGetChildById(id) local widget = skill:getChildById('value') widget:setColor(value) end function setSkillTooltip(id, value) local skill = skillsWindow:recursiveGetChildById(id) local widget = skill:getChildById('value') widget:setTooltip(value) end function setSkillPercent(id, percent, tooltip, color) local skill = skillsWindow:recursiveGetChildById(id) local widget = skill:getChildById('percent') if widget then widget:setPercent(math.floor(percent)) if tooltip then widget:setTooltip(tooltip) end if color then widget:setBackgroundColor(color) end end end function checkAlert(id, value, maxValue, threshold, greaterThan) if greaterThan == nil then greaterThan = false end local alert = false -- maxValue can be set to false to check value and threshold -- used for regeneration checking if type(maxValue) == 'boolean' then if maxValue then return end if greaterThan then if value > threshold then alert = true end else if value < threshold then alert = true end end elseif type(maxValue) == 'number' then if maxValue < 0 then return end local percent = math.floor((value / maxValue) * 100) if greaterThan then if percent > threshold then alert = true end else if percent < threshold then alert = true end end end if alert then setSkillColor(id, '#b22222') -- red else resetSkillColor(id) end end function update() local offlineTraining = skillsWindow:recursiveGetChildById('offlineTraining') if not g_game.getFeature(GameOfflineTrainingTime) then offlineTraining:hide() else offlineTraining:show() end local regenerationTime = skillsWindow:recursiveGetChildById('regenerationTime') if not g_game.getFeature(GamePlayerRegenerationTime) then regenerationTime:hide() else regenerationTime:show() end end function refresh() local player = g_game.getLocalPlayer() if not player then return end if expSpeedEvent then expSpeedEvent:cancel() end expSpeedEvent = cycleEvent(checkExpSpeed, 30*1000) onExperienceChange(player, player:getExperience()) onLevelChange(player, player:getLevel(), player:getLevelPercent()) onHealthChange(player, player:getHealth(), player:getMaxHealth()) onManaChange(player, player:getMana(), player:getMaxMana()) onSoulChange(player, player:getSoul()) onFreeCapacityChange(player, player:getFreeCapacity()) onStaminaChange(player, player:getStamina()) onMagicLevelChange(player, player:getMagicLevel(), player:getMagicLevelPercent()) onOfflineTrainingChange(player, player:getOfflineTrainingTime()) onRegenerationChange(player, player:getRegenerationTime()) onSpeedChange(player, player:getSpeed()) local hasAdditionalSkills = g_game.getFeature(GameAdditionalSkills) for i = Skill.Fist, Skill.ManaLeechAmount do onSkillChange(player, i, player:getSkillLevel(i), player:getSkillLevelPercent(i)) onBaseSkillChange(player, i, player:getSkillBaseLevel(i)) if i > Skill.Fishing then toggleSkill('skillId'..i, hasAdditionalSkills) end end update() local contentsPanel = skillsWindow:getChildById('contentsPanel') skillsWindow:setContentMinimumHeight(44) if hasAdditionalSkills then skillsWindow:setContentMaximumHeight(480) else skillsWindow:setContentMaximumHeight(390) end end function offline() if expSpeedEvent then expSpeedEvent:cancel() expSpeedEvent = nil end end function toggle() if skillsButton:isOn() then skillsWindow:close() skillsButton:setOn(false) else skillsWindow:open() skillsButton:setOn(true) end end function checkExpSpeed() local player = g_game.getLocalPlayer() if not player then return end local currentExp = player:getExperience() local currentTime = g_clock.seconds() if player.lastExps ~= nil then player.expSpeed = (currentExp - player.lastExps[1][1])/(currentTime - player.lastExps[1][2]) onLevelChange(player, player:getLevel(), player:getLevelPercent()) else player.lastExps = {} end table.insert(player.lastExps, {currentExp, currentTime}) if #player.lastExps > 30 then table.remove(player.lastExps, 1) end end function onMiniWindowClose() skillsButton:setOn(false) end function onSkillButtonClick(button) local percentBar = button:getChildById('percent') if percentBar then percentBar:setVisible(not percentBar:isVisible()) if percentBar:isVisible() then button:setHeight(21) else button:setHeight(21 - 6) end end end function onExperienceChange(localPlayer, value) setSkillValue('experience', value) end function onLevelChange(localPlayer, value, percent) setSkillValue('level', value) local text = tr('You have %s percent to go', 100 - percent) .. '\n' .. tr('%s of experience left', expToAdvance(localPlayer:getLevel(), localPlayer:getExperience())) if localPlayer.expSpeed ~= nil then local expPerHour = math.floor(localPlayer.expSpeed * 3600) if expPerHour > 0 then local nextLevelExp = expForLevel(localPlayer:getLevel()+1) local hoursLeft = (nextLevelExp - localPlayer:getExperience()) / expPerHour local minutesLeft = math.floor((hoursLeft - math.floor(hoursLeft))*60) hoursLeft = math.floor(hoursLeft) text = text .. '\n' .. tr('%d of experience per hour', expPerHour) text = text .. '\n' .. tr('Next level in %d hours and %d minutes', hoursLeft, minutesLeft) end end setSkillPercent('level', percent, text) end function onHealthChange(localPlayer, health, maxHealth) setSkillValue('health', health) checkAlert('health', health, maxHealth, 30) end function onManaChange(localPlayer, mana, maxMana) setSkillValue('mana', mana) checkAlert('mana', mana, maxMana, 30) end function onSoulChange(localPlayer, soul) setSkillValue('soul', soul) end function onFreeCapacityChange(localPlayer, freeCapacity) setSkillValue('capacity', freeCapacity) checkAlert('capacity', freeCapacity, localPlayer:getTotalCapacity(), 20) end function onTotalCapacityChange(localPlayer, totalCapacity) checkAlert('capacity', localPlayer:getFreeCapacity(), totalCapacity, 20) end function onStaminaChange(localPlayer, stamina) local hours = math.floor(stamina / 60) local minutes = stamina % 60 if minutes < 10 then minutes = '0' .. minutes end local percent = math.floor(100 * stamina / (42 * 60)) -- max is 42 hours --TODO not in all client versions setSkillValue('stamina', hours .. ":" .. minutes) --TODO not all client versions have premium time if stamina > 2400 and g_game.getClientVersion() >= 1038 and localPlayer:isPremium() then local text = tr("You have %s hours and %s minutes left", hours, minutes) .. '\n' .. tr("Now you will gain 50%% more experience") setSkillPercent('stamina', percent, text, 'green') elseif stamina > 2400 and g_game.getClientVersion() >= 1038 and not localPlayer:isPremium() then local text = tr("You have %s hours and %s minutes left", hours, minutes) .. '\n' .. tr("You will not gain 50%% more experience because you aren't premium player, now you receive only 1x experience points") setSkillPercent('stamina', percent, text, '#89F013') elseif stamina > 2400 and g_game.getClientVersion() < 1038 then local text = tr("You have %s hours and %s minutes left", hours, minutes) .. '\n' .. tr("If you are premium player, you will gain 50%% more experience") setSkillPercent('stamina', percent, text, 'green') elseif stamina <= 2400 and stamina > 840 then setSkillPercent('stamina', percent, tr("You have %s hours and %s minutes left", hours, minutes), 'orange') elseif stamina <= 840 and stamina > 0 then local text = tr("You have %s hours and %s minutes left", hours, minutes) .. "\n" .. tr("You gain only 50%% experience and you don't may gain loot from monsters") setSkillPercent('stamina', percent, text, 'red') elseif stamina == 0 then local text = tr("You have %s hours and %s minutes left", hours, minutes) .. "\n" .. tr("You don't may receive experience and loot from monsters") setSkillPercent('stamina', percent, text, 'black') end end function onOfflineTrainingChange(localPlayer, offlineTrainingTime) if not g_game.getFeature(GameOfflineTrainingTime) then return end local hours = math.floor(offlineTrainingTime / 60) local minutes = offlineTrainingTime % 60 if minutes < 10 then minutes = '0' .. minutes end local percent = 100 * offlineTrainingTime / (12 * 60) -- max is 12 hours setSkillValue('offlineTraining', hours .. ":" .. minutes) setSkillPercent('offlineTraining', percent, tr('You have %s percent', percent)) end function onRegenerationChange(localPlayer, regenerationTime) if not g_game.getFeature(GamePlayerRegenerationTime) or regenerationTime < 0 then return end local minutes = math.floor(regenerationTime / 60) local seconds = regenerationTime % 60 if seconds < 10 then seconds = '0' .. seconds end setSkillValue('regenerationTime', minutes .. ":" .. seconds) checkAlert('regenerationTime', regenerationTime, false, 300) end function onSpeedChange(localPlayer, speed) setSkillValue('speed', speed) onBaseSpeedChange(localPlayer, localPlayer:getBaseSpeed()) end function onBaseSpeedChange(localPlayer, baseSpeed) setSkillBase('speed', localPlayer:getSpeed(), baseSpeed) end function onMagicLevelChange(localPlayer, magiclevel, percent) setSkillValue('magiclevel', magiclevel) setSkillPercent('magiclevel', percent, tr('You have %s percent to go', 100 - percent)) onBaseMagicLevelChange(localPlayer, localPlayer:getBaseMagicLevel()) end function onBaseMagicLevelChange(localPlayer, baseMagicLevel) setSkillBase('magiclevel', localPlayer:getMagicLevel(), baseMagicLevel) end function onSkillChange(localPlayer, id, level, percent) setSkillValue('skillId' .. id, level) setSkillPercent('skillId' .. id, percent, tr('You have %s percent to go', 100 - percent)) onBaseSkillChange(localPlayer, id, localPlayer:getSkillBaseLevel(id)) end function onBaseSkillChange(localPlayer, id, baseLevel) setSkillBase('skillId'..id, localPlayer:getSkillLevel(id), baseLevel) end