Character dump code
Posted: Thu Jul 01, 2010 5:24 pm
Charactger textual dump version 1.0
/tome/dialogs/CharacterSheet.lua

/tome/dialogs/CharacterSheet.lua
Code: Select all
function _M:dump()
fs.mkdir("/character-dumps")
local file = "/character-dumps/"..(game.player.name:gsub("[^a-zA-Z0-9_-.]", "_")).."-"..os.date("%Y%m%d-%H%M%S")..".txt"
local fff = fs.open(file, "w")
local labelwidth = 17
local nl = function(s) fff:write(s or "") fff:write("\n") end
local nnl = function(s) fff:write(s or "") end
--prepare label and value
local makelabel = function(s,r) while s:len() < labelwidth do s = s.." " end return ("%s: %s"):format(s, r) end
local cur_exp, max_exp = game.player.exp, game.player:getExpChart(game.player.level+1)
nl(" [Tome 4.00 @ www.te4.org Character Dump]")
nl()
nnl(("%-32s"):format(makelabel("Sex", game.player.descriptor.sex)))
nl(("STR: %d"):format(game.player:getStr()))
nnl(("%-32s"):format(makelabel("Race", game.player.descriptor.subrace)))
nl(("DEX: %d"):format(game.player:getDex()))
nnl(("%-32s"):format(makelabel("Class", game.player.descriptor.subclass)))
nl(("MAG: %d"):format(game.player:getMag()))
nnl(("%-32s"):format(makelabel("Level", ("%d"):format(game.player.level))))
nl(("WIL: %d"):format(game.player:getWil()))
nnl(("%-32s"):format(makelabel("Exp", ("%d%%"):format(100 * cur_exp / max_exp))))
nl(("CUN: %d"):format(game.player:getCun()))
nnl(("%-32s"):format(makelabel("Gold", ("%.2f"):format(game.player.money))))
nl(("CON: %d"):format(game.player:getCon()))
-- All weapons in main hands
local strings = {}
for i = 1, 5 do strings[i]="" end
if self.actor:getInven(self.actor.INVEN_MAINHAND) then
for i, o in ipairs(self.actor:getInven(self.actor.INVEN_MAINHAND)) do
if o.combat then
strings[1] = ("Attack(Main Hand): %3d"):format(game.player:combatAttack(o.combat))
strings[2] = ("Damage(Main Hand): %3d"):format(game.player:combatDamage(o.combat))
strings[3] = ("APR (Main Hand): %3d"):format(game.player:combatAPR(o.combat))
strings[4] = ("Crit (Main Hand): %3d%%"):format(game.player:combatCrit(o.combat))
strings[5]= ("Speed (Main Hand): %0.2f"):format(game.player:combatSpeed(o.combat))
end
end
end
nl()
nnl(("%-32s"):format(strings[1]))
nl(makelabel("Life", (" %d/%d"):format(game.player.life, game.player.max_life)))
nnl(("%-32s"):format(strings[2]))
if game.player:knowTalent(game.player.T_STAMINA_POOL) then
nl(makelabel("Stamina", (" %d/%d"):format(game.player:getStamina(), game.player.max_stamina)))
else
nl()
end
nnl(("%-32s"):format(strings[3]))
if game.player:knowTalent(game.player.T_MANA_POOL) then
nl(makelabel("Mana", (" %d/%d"):format(game.player:getMana(), game.player.max_mana)))
else
nl()
end
nnl(("%-32s"):format(strings[4]))
if game.player:knowTalent(game.player.T_SOUL_POOL) then
nl(makelabel("Soul", (" %d/%d"):format(game.player:getSoul(), game.player.max_soul)))
else
nl()
end
nnl(("%-32s"):format(strings[5]))
if game.player:knowTalent(game.player.T_EQUILIBRIUM_POOL) then
nl((makelabel("Equi", (" %d/%d"):format(game.player:getEquilibrium()))))
else
nl()
end
-- All wpeaons in off hands
-- Offhand atatcks are with a damage penality, taht can be reduced by talents
if self.actor:getInven(self.actor.INVEN_OFFHAND) then
local offmult = (mult or 1) / 2
if self.actor:knowTalent(Talents.T_DUAL_WEAPON_TRAINING) then
offmult = (mult or 1) / (2 - (self.actor:getTalentLevel(Talents.T_DUAL_WEAPON_TRAINING) / 6))
end
for i, o in ipairs(self.actor:getInven(self.actor.INVEN_OFFHAND)) do
if o.combat then
nl()
nl(("Attack (Off Hand): %3d"):format(game.player:combatAttack(o.combat)))
nl(("Damage (Off Hand): %3d"):format(game.player:combatDamage(o.combat) * offmult))
nl(("APR (Off Hand): %3d"):format(game.player:combatAPR(o.combat)))
nl(("Crit (Off Hand): %3d%%"):format(game.player:combatCrit(o.combat)))
nl(("Speed (Off Hand): %0.2f"):format(game.player:combatSpeed(o.combat)))
end
end
end
nl()
nnl(("%-32s"):format(makelabel("Fatigue", game.player.fatigue .. "%")))
nl(("Spellpower: %3d"):format(game.player:combatSpellpower()))
nnl(("%-32s"):format(makelabel("Armor", game.player:combatArmor() .. "")))
nl(("Spell Crit: %3d%%"):format(game.player:combatSpellCrit()))
nnl(("%-32s"):format(makelabel("Class", game.player:combatDefense() .. "")))
nl(("Spell Speed: %3d"):format(game.player:combatSpellSpeed()))
nnl(("%-32s"):format(makelabel("Class", game.player:combatDefenseRanged() .. "")))
nl()
nl()
for i, t in ipairs(DamageType.dam_def) do
if self.actor.inc_damage[DamageType[t.type]] and self.actor.inc_damage[DamageType[t.type]] ~= 0 then
nl(("%s damage: %3d%%"):format(t.name:capitalize(), self.actor.inc_damage[DamageType[t.type]]))
end
end
nl()
nl(("Physical Resist: %3d"):format(game.player:combatPhysicalResist()))
nl(("Spell Resist: %3d"):format(game.player:combatSpellResist()))
nl(("Mental Resist: %3d"):format(game.player:combatMentalResist()))
nl()
for i, t in ipairs(DamageType.dam_def) do
if self.actor.resists[DamageType[t.type]] and self.actor.resists[DamageType[t.type]] ~= 0 then
nl(("%s Resist: %3d%%"):format(t.name:capitalize(), self.actor.resists[DamageType[t.type]]))
end
end
nl()
local most_kill, most_kill_max = "none", 0
local total_kill = 0
for name, nb in pairs(game.player.all_kills or {}) do
if nb > most_kill_max then most_kill_max = nb most_kill = name end
total_kill = total_kill + nb
end
nl(("Number of NPC killed: %s"):format(total_kill))
nl(("Most killed NPC: %s (%d)"):format(most_kill, most_kill_max))
--All Equipment
nl()
nl(" [Character Equipment]")
nl()
local index = 0
for inven_id = 1, #self.actor.inven_def do
if self.actor.inven[inven_id] and self.actor.inven_def[inven_id].is_worn then
nl((" %s"):format(self.actor.inven_def[inven_id].name))
for item, o in ipairs(self.actor.inven[inven_id]) do
if not self.filter or self.filter(o) then
local char = string.char(string.byte('a') + index)
nl(("%s) %s"):format(char, o:getName{force_id=true}))
index = index + 1
end
end
end
end
nl()
nl(" [Character Inventory]")
nl()
for item, o in ipairs(self.actor:getInven("INVEN")) do
if not self.filter or self.filter(o) then
local char = string.char(string.byte('a') + item - 1)
nl(("%s) %s"):format(char, o:getName{force_id=true}))
end
end
fff:close()
Dialog:simplePopup("Character dump complete", "File: "..fs.getRealPath(file))
end