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 }) skillsWindow = g_ui.loadUI('skills.otui', modules.game_interface.getRightPanel()) skillsButton = TopMenu.addRightGameToggleButton('skillsButton', tr('Skills') .. ' (Ctrl+S)', 'skills.png', toggle) skillsButton:setOn(true) g_keyboard.bindKeyDown('Ctrl+S', toggle) refresh() 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 = refresh }) g_keyboard.unbindKeyDown('Ctrl+S') skillsButton:destroy() skillsWindow:destroy() end function resetSkillColor(id) local skill = skillsWindow:recursiveGetChildById(id) local widget = skill:getChildById('value') widget:setColor('#bbbbbb') 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) local skill = skillsWindow:recursiveGetChildById(id) local widget = skill:getChildById('percent') widget:setPercent(math.floor(percent)) if tooltip then widget:setTooltip(tooltip) end end function checkAlert(id, value, maxValue, threshold) if value > maxValue or maxValue < 1 then return end local percent = math.floor((value / maxValue) * 100) if percent < threshold 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 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()) for i=0,6 do onSkillChange(player, i, player:getSkillLevel(i), player:getSkillLevelPercent(i)) onBaseSkillChange(player, i, player:getSkillBaseLevel(i)) end update() end function toggle() if skillsButton:isOn() then skillsWindow:close() skillsButton:setOn(false) else skillsWindow:open() skillsButton:setOn(true) 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', tr(value)) end function onLevelChange(localPlayer, value, percent) setSkillValue('level', tr(value)) setSkillPercent('level', percent, tr('You have %s percent to go', 100 - percent)) end function onHealthChange(localPlayer, health, maxHealth) setSkillValue('health', tr(health)) checkAlert('health', health, maxHealth, 30) end function onManaChange(localPlayer, mana, maxMana) setSkillValue('mana', tr(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 = 100 * stamina / (42 * 60) -- max is 42 hours setSkillValue('stamina', hours .. ":" .. minutes) setSkillPercent('stamina', percent, tr('You have %s percent', percent)) 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 hours = math.floor(regenerationTime / 60) local minutes = regenerationTime % 60 if minutes < 10 then minutes = '0' .. minutes end setSkillValue('regenerationTime', hours .. ":" .. minutes) checkAlert('regenerationTime', regenerationTime, 30, 20) -- what is max regeneration? 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