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// Evol script
// Author: Jesusalva <admin@tmw2.org>
//
// Main player information (@player)
// TODO: Magic Levels do nothing (how do we even fix this under Native C Magic D:)
// TODO: Quest Experience need to be tweaked. Again. Monsters could give some XP?
// TODO: Cooking & Brewing level does nothing
- script @info 32767,{
end;
function barHandler {
.@bf$=" ";
.@min=getarg(0);
.@max=getarg(1);
//▒
for (.@i=1; .@i <= 10; .@i++) {
if (.@min / .@i >= .@max / 10)
.@bf$+="##2▒";
else
.@bf$+="##9▒";
}
.@bf$ += sprintf("##0 %s/%s", fnum(.@min), fnum(.@max));
return .@bf$;
}
// Your information
OnCall:
mes b(".:: " + l("Basic Stats") + " ::.");
mes "";
mes b(l("Strength"));
mes l("%s (Lv %d)", barHandler(EXP_STR, NEXT_Str()), readparam(bStr));
mes "";
mes b(l("Agility"));
mes l("%s (Lv %d)", barHandler(EXP_AGI, NEXT_Agi()), readparam(bAgi));
mes "";
mes b(l("Vitality"));
mes l("%s (Lv %d)", barHandler(EXP_VIT, NEXT_Vit()), readparam(bVit));
mes "";
mes b(l("Intelligence"));
mes l("%s (Lv %d)", barHandler(EXP_INT, NEXT_Int()), readparam(bInt));
mes "";
mes b(l("Dexterity"));
mes l("%s (Lv %d)", barHandler(EXP_DEX, NEXT_Dex()), readparam(bDex));
mes "";
mes b(l("Luck"));
mes l("%s (Lv %d)", barHandler(EXP_LUK, NEXT_Luk()), readparam(bLuk));
next;
clear;
mes b(".:: " + l("Job Stats") + " ::.");
mes "";
mes b(l("Foraging & Woodcutting"));
mes l("%s (Lv %d)", barHandler(EXP_FORA, NEXT_Fora()), LVL_FORA);
mes "";
mes b(l("Mining"));
mes l("%s (Lv %d)", barHandler(EXP_MINE, NEXT_Mine()), LVL_MINE);
mes "";
mes b(l("Fishing"));
mes l("%s (Lv %d)", barHandler(EXP_FISH, NEXT_Fish()), LVL_FISH);
mes "";
mes b(l("Cooking & Brewing"));
mes l("%s (Lv %d)", barHandler(EXP_COOK, NEXT_Cook()), LVL_COOK);
mes "";
mes b(l("Forging & Tailoring"));
mes l("%s (Lv %d)", barHandler(EXP_FORG, NEXT_Forg()), LVL_FORG);
mes "";
mes b(l("Hunting"));
mes l("%s (Lv %d)", barHandler(EXP_HUNT, NEXT_Hunt()), LVL_HUNT);
next;
clear;
mes b(".:: " + l("Magic Stats") + " ::.");
mes "";
mes b(l("Fire"));
mes l("%s (Lv %d)", barHandler(EXP_MF, NEXT_Mf()), LVL_M_FIRE);
mes "";
mes b(l("Water"));
mes l("%s (Lv %d)", barHandler(EXP_MW, NEXT_Mw()), LVL_M_WATER);
mes "";
mes b(l("Nature"));
mes l("%s (Lv %d)", barHandler(EXP_MN, NEXT_Mn()), LVL_M_NATURE);
mes "";
mes b(l("Harmony"));
mes l("%s (Lv %d)", barHandler(EXP_MH, NEXT_Mh()), LVL_M_HARMONY);
mes "";
mes b(l("Combat"));
mes l("%s (Lv %d)", barHandler(EXP_MC, NEXT_Mc()), LVL_M_COMBAT);
mes "";
mes b(l("Support"));
mes l("%s (Lv %d)", barHandler(EXP_MS, NEXT_Ms()), LVL_M_SUPPORT);
close;
OnInit:
bindatcmd "player", "@info::OnCall", 0, 100, 0;
bindatcmd "ucp", "@info::OnCall", 0, 100, 0;
end;
}
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