// UO Wildlands Custom Script // Adapted for ModernUO // Licensed under the GNU General Public License v3.0 (GPL-3.0) // Derived from ServUO Core and Community scripts (Original Authors Unknown) // Compiled & Modified by: [Feng / UO Wildlands Team] using System; using System.Collections.Generic; using System.Text; using Server.Accounting; using Server.Commands; using Server.Gumps; using Server.Items; using Server.Mobiles; using Server.Network; namespace Server.Gumps; public class MyStatsCommand { public static void Initialize() { CommandSystem.Register("mystats", AccessLevel.Player, MyStats_OnCommand); } [Usage("mystats")] [Description("Opens the Player Statistics dashboard.")] public static void MyStats_OnCommand(CommandEventArgs e) => PlayerStatsGump.DisplayTo(e.Mobile); } public class PlayerStatsGump(Mobile from) : DynamicGump(50, 50) { // Color Constants private const int C_YELLOW = 2213; private const int C_WHITE = 2036; private const int C_RED = 1258; private const int C_BLUE = 1264; private const int C_GREEN = 1270; private const int C_PURPLE = 1276; private const int C_GREY = 2401; private const int RightCol = 340; // right-hand column X: Magic Ratings / Miscellaneous / Skills public override bool Singleton => true; public static void DisplayTo(Mobile from) { if (from is not { Deleted: false, NetState: not null }) { return; } from.SendGump(new PlayerStatsGump(from)); } // One "label: value" line anywhere in the gump. ValueOffset/ValueHue cover the // resistance boxes, whose colored value sits 55px from the name instead of 130px. private readonly struct StatRow(int x, int y, string name, string value, int valueHue = C_WHITE, int valueOffset = 130) { public readonly int X = x; public readonly int Y = y; public readonly string Name = name; public readonly string Value = value; public readonly int ValueHue = valueHue; public readonly int ValueOffset = valueOffset; } protected override void BuildLayout(ref DynamicGumpBuilder builder) { const int width = 640; const int height = 850; const int attrY = 55; const int resY = 175; const int colY = 220; // Short alias: every AOS property fetch below reads from the same mobile. int Aos(AosAttribute attribute) => AosAttributes.GetValue(from, attribute); builder.AddPage(); builder.AddBackground(0, 0, width, height, 9200); builder.AddImageTiled(10, 10, width - 20, height - 20, 2624); builder.AddAlphaRegion(10, 10, width - 20, height - 20); // --- HEADER --- builder.AddHtml(0, 25, width, 25, ColorAndCenter("#FFCC00", from.Name)); builder.AddButton(width - 55, 21, 0xFBE, 0xFBF, 1, GumpButtonType.Reply, 0); // Refresh // --- ATTRIBUTES --- builder.AddLabel(30, attrY, C_YELLOW, "Attributes"); StatRow[] stats = [ new(30, attrY + 25, "Strength", from.Str.ToString()), new(RightCol, attrY + 25, "Hit Points", $"{from.Hits} / {from.HitsMax}"), new(30, attrY + 50, "Dexterity", from.Dex.ToString()), new(RightCol, attrY + 50, "Stamina", $"{from.Stam} / {from.StamMax}"), new(30, attrY + 75, "Intelligence", from.Int.ToString()), new(RightCol, attrY + 75, "Mana", $"{from.Mana} / {from.ManaMax}"), ]; AddRows(ref builder, stats); // --- RESISTANCES --- DrawDivider(ref builder, 20, resY - 5, width - 40); builder.AddLabel(30, resY + 5, C_YELLOW, "Resistances"); StatRow[] resists = [ new(130, resY + 5, "Phys", $"{from.PhysicalResistance}%", C_GREY, 55), new(230, resY + 5, "Fire", $"{from.FireResistance}%", C_RED, 55), new(330, resY + 5, "Cold", $"{from.ColdResistance}%", C_BLUE, 55), new(430, resY + 5, "Poison", $"{from.PoisonResistance}%", C_GREEN, 55), new(530, resY + 5, "Energy", $"{from.EnergyResistance}%", C_PURPLE, 55), ]; AddRows(ref builder, resists); // --- RATINGS (Combat & Magic) --- DrawDivider(ref builder, 20, colY - 5, width - 40); builder.AddLabel(30, colY + 5, C_YELLOW, "Combat Ratings"); builder.AddLabel(RightCol, colY + 5, C_YELLOW, "Magic Ratings"); double swingSpeed = from.Weapon is BaseWeapon weapon ? weapon.GetDelay(from).TotalSeconds : 0.0; // Standard AOS bandage math, clamped to [2.0, 8.0] double bandageSeconds = Math.Clamp(Math.Ceiling(11.0 - from.Dex / 10.0), 2.0, 8.0); // ModernUO: ammo-cost reduction lives on the equipped quiver (Layer.Cloak), // not as a global AOS attribute. int lAmmo = from.FindItemOnLayer(Layer.Cloak) is BaseQuiver quiver ? quiver.LowerAmmoCost : 0; // TODO: AbsorptionAttributes / SAAbsorptionAttribute is a custom shard system // not present in ModernUO. Stubbed at 0 until it's wired back in. int dmgEater = 0; // TODO: PointsSystem / CleanUpBritannia is a custom shard system // not present in ModernUO. Stubbed at 0 until it's wired back in. const double cubPoints = 0; StatRow[] ratings = [ // Left side: Combat new(30, colY + 30, "HCI", $"{Aos(AosAttribute.AttackChance)} / 45"), new(30, colY + 50, "DCI", $"{Aos(AosAttribute.DefendChance)} / 45"), new(30, colY + 70, "DI", $"{Aos(AosAttribute.WeaponDamage)} / 100"), new(30, colY + 90, "SSI", $"{Aos(AosAttribute.WeaponSpeed)} / 60"), new(30, colY + 130, "Swing Speed", swingSpeed > 0 ? $"{swingSpeed:F2}s" : "---"), new(30, colY + 150, "Bandage Speed", $"{bandageSeconds:F1}s"), new(30, colY + 185, "HP Regen", $"{Aos(AosAttribute.RegenHits)}"), new(30, colY + 205, "Stam Regen", $"{Aos(AosAttribute.RegenStam)}"), new(30, colY + 225, "Mana Regen", $"{Aos(AosAttribute.RegenMana)}"), new(30, colY + 265, "HP Increase", $"{Aos(AosAttribute.BonusHits)} / 25"), new(30, colY + 285, "Stam Increase", $"{Aos(AosAttribute.BonusStam)} / 25"), new(30, colY + 305, "Mana Increase", $"{Aos(AosAttribute.BonusMana)} / 25"), new(30, colY + 345, "Str Bonus", $"{Aos(AosAttribute.BonusStr)}"), new(30, colY + 365, "Dex Bonus", $"{Aos(AosAttribute.BonusDex)}"), new(30, colY + 385, "Int Bonus", $"{Aos(AosAttribute.BonusInt)}"), new(30, colY + 425, "Damage Eater", $"{dmgEater} / 30"), new(30, colY + 445, "Enhance Pots", $"{Aos(AosAttribute.EnhancePotions)} / 50"), new(30, colY + 465, "Lower Ammo", $"{lAmmo}"), new(30, colY + 505, "Followers", $"{from.Followers} / {from.FollowersMax}"), new(30, colY + 525, "Weight", $"{from.TotalWeight} / {from.MaxWeight}"), // Right side: Magic new(RightCol, colY + 30, "SDI", $"{Aos(AosAttribute.SpellDamage)}%"), new(RightCol, colY + 50, "LRC", $"{Aos(AosAttribute.LowerRegCost)}%"), new(RightCol, colY + 70, "LMC", $"{Aos(AosAttribute.LowerManaCost)}%"), new(RightCol, colY + 90, "FC", $"{Aos(AosAttribute.CastSpeed)} / 4"), new(RightCol, colY + 110, "FCR", $"{Aos(AosAttribute.CastRecovery)} / 6"), // Miscellaneous new(RightCol, colY + 165, "Luck", $"{Aos(AosAttribute.Luck)}"), new(RightCol, colY + 185, "Fame", $"{from.Fame}"), new(RightCol, colY + 205, "Karma", $"{from.Karma}"), new(RightCol, colY + 225, "Tithing", $"{(from as PlayerMobile)?.TithingPoints ?? 0}"), new(RightCol, colY + 265, "Acct Gold", $"{(from.Account is Account acct ? acct.GetTotalGold() : 0):N0}"), new(RightCol, colY + 285, "CUB Points", $"{cubPoints:N0}"), ]; AddRows(ref builder, ratings); builder.AddLabel(RightCol, colY + 140, C_YELLOW, "Miscellaneous"); // --- SKILL LIST (native client scrollbar, area Y 595..840) --- builder.AddLabel(RightCol, colY + 345, C_YELLOW, "Skills"); var skills = from.Skills; // Filters out Human Jack of All Trades (20.0) unless base is invested or gear pushes it higher double humanMinimum = from.Race == Race.Human ? 20.0 : 0.0; // Collect visible skills and sort alphabetically (gump rebuild only, not a hot path). var visibleSkills = new List(skills.Length); for (int i = 0; i < skills.Length; i++) { Skill sk = skills[i]; if (sk.Base > 0 || (sk.Value > sk.Base && sk.Value > humanMinimum)) { visibleSkills.Add(sk); } } visibleSkills.Sort(static (a, b) => string.CompareOrdinal(a.Name, b.Name)); // One left-aligned block with
separators: names form a straight left edge, // values follow the names. (A
per line would add paragraph spacing from the renderer.) var skillHtml = new StringBuilder(2048); for (int i = 0; i < visibleSkills.Count; i++) { Skill sk = visibleSkills[i]; if (i > 0) { skillHtml.Append("
"); } skillHtml.Append($"{sk.Name} {sk.Value:F1} / {sk.Cap:F1}"); } // scrollbar is named arg #11 in current ModernUO: AddHtml(x,y,w,h,text,color,size,fontStyle,align,background,scrollbar) // Height 225 ends the area at Y=820 so the scrollbar's down-arrow clears the window frame. builder.AddHtml( RightCol, colY + 375, 280, 225, $"{skillHtml}", scrollbar: true ); } public override void OnResponse(NetState sender, in RelayInfo info) { if (info.ButtonID == 1) // Refresh { DisplayTo(from); } } // Renders any batch of StatRows — attributes, resistances and ratings all share this loop. private static void AddRows(ref DynamicGumpBuilder builder, ReadOnlySpan rows) { for (int i = 0; i < rows.Length; i++) { var r = rows[i]; builder.AddLabel(r.X, r.Y, C_WHITE, r.Name); builder.AddLabel(r.X + r.ValueOffset, r.Y, r.ValueHue, r.Value); } } private static string ColorAndCenter(string color, string text) => $"
{text}
"; private static void DrawDivider(ref DynamicGumpBuilder builder, int x, int y, int width) => builder.AddImageTiled(x, y, width, 2, 9264); }