All pastes #421469 Raw Edit

Anonymous

public text v1 · immutable
·published 2007-04-02 21:02 UTC
rendered paste body
      var %pcpray = $calc(($2 * $2) /12)
      if (%skill = Hitpoints) %display $c1(Pest Points to level $c2($calc($2 + 1)) $+ $c1(=)) $c2($floor($calc($4 / %pcpoint)))  $c1(shadow warrior =) $c2($floor($calc($4 /90))) $c1(troll =) $c2($floor($calc($4 /121)))  $c1(Dagannoth =) $c2($floor($calc($4 /95)))  $c1(jellies =) $c2($floor($calc($4 /100)))
      elseif (%skill = Attack) %display $c1(Pest Points to level $c2($calc($2 + 1)) $+ $c1(=)) $c2($floor($calc($4 / %pcpoint)))  $c1(shadow warrior =) $c2($floor($calc($4 /268)))  / $c2($floor($calc($4 /90))) $c1(troll =) $c2($floor($calc($4 /364))) / $c2($floor($calc($4 /121)))  $c1(Dagannoth =) $c2($floor($calc($4 /284))) / $c2($floor($calc($4 /95))) $c1(jellies =) $c2($floor($calc($4 /300))) / $c2($floor($calc($4 /100)))
      elseif (%skill = strength) %display $c1(Pest Points to level $c2($calc($2 + 1)) $+ $c1(=)) $c2($floor($calc($4 / %pcpoint)))  $c1(shadow warrior =) $c2($floor($calc($4 /268)))  / $c2($floor($calc($4 /90))) $c1(troll =) $c2($floor($calc($4 /364))) / $c2($floor($calc($4 /121)))  $c1(Dagannoth =) $c2($floor($calc($4 /284))) / $c2($floor($calc($4 /95))) $c1(jellies =) $c2($floor($calc($4 /300))) / $c2($floor($calc($4 /100)))
      elseif (%skill = defence) %display $c1(Pest Points to level $c2($calc($2 + 1)) $+ $c1(=)) $c2($floor($calc($4 / %pcpoint)))  $c1(shadow warrior =) $c2($floor($calc($4 /268)))  / $c2($floor($calc($4 /90))) $c1(troll =) $c2($floor($calc($4 /364))) / $c2($floor($calc($4 /121)))  $c1(Dagannoth =) $c2($floor($calc($4 /284))) / $c2($floor($calc($4 /95))) $c1(jellies =) $c2($floor($calc($4 /300))) / $c2($floor($calc($4 /100)))
      elseif (%skill = Prayer) %display $c1(Pest Points to level $c2($calc($2 + 1)) $+ $c1(=)) $c2($floor($calc($4 / %pcpray))) $c1(dragon bone =) $c2($floor($calc($4 /72))) $c1(ecto dragon bone $c2($floor($calc($4 /228))) $c1(gilded alter dragon bone $c2($floor($calc($4 /252)))
      elseif (%skill = magic) %display $c1(Pest Points to level $c2($calc($2 + 1)) $+ $c1(=)) $c2($floor($calc($4 / %pcpoint))) $c1(stun till level $c2($calc($2 + 1)) $+ $c1(=)) $c2($floor($calc($4 /90))) $c1(high alch =) $c2($floor($calc($4 /65))) $c1(camelot teleport =) $c2($floor($calc($4 /56))) $c1(curse =) $c2($floor($calc($4 /29)))
      elseif (%skill = ranged) %display $c1(Pest Points to level $c2($calc($2 + 1)) $+ $c1(=)) $c2($floor($calc($4 / %pcpoint))) $c1(blue dragons till level $c2($calc($2 + 1)) $+ $c1(=)) $c2($floor($calc($4 /428))) $c1(fire giant =) $c2($floor($calc($4 /444))) $c1(dagannoth =) $c2($floor($calc($4 /248))) $c1(rock crab =) $c2($floor($calc($4 /200)))
      elseif (%skill = woodcutting) %display $c1(magic logs to level $c2($calc($2 + 1)) $+ $c1(=)) $c2($floor($calc($4 /250))) $c1(yew logs =) $c2($floor($calc($4 /175))) $c1(maple logs =) $c2($floor($calc($4 /100)))  $c1(willow logs =) $c2($floor($calc($4 /67.5)))
      elseif (%skill = agility) %display $c1(ape toll course till level $c2($calc($2 + 1)) $+ $c1(=)) $c2($floor($calc($4 /580))) $c1(wilderness =) $c2($floor($calc($4 /571.5))) $c1(werewolf =) $c2($floor($calc($4 /540))) $c1(barberian =) $c2($floor($calc($4 /139.5)))
      elseif (%skill = construction) %display $c1(mahoganny planks till level $c2($calc($2 + 1)) $+ $c1(=)) $c2($floor($calc($4 /140))) $c1(teak =) $c2($floor($calc($4 /90))) $c1(oak =) $c2($floor($calc($4 /60)))  $c1(normal =) $c2($floor($calc($4 /28.75)))
      elseif (%skill = cooking) %display $c1(sharks till level $c2($calc($2 + 1)) $+ $c1(=)) $c2($floor($calc($4 /210))) $c1(monkfish =) $c2($floor($calc($4 /150))) $c1(swordfish =) $c2($floor($calc($4 /140))) $c1(lobster =) $c2($floor($calc($4 /120))) 
      elseif (%skill = crafting) %display $c1(red dragon hide till level $c2($calc($2 + 1)) $+ $c1(=)) $c2($floor($calc($4 /78))) $c1(blue dragonhide =) $c2($floor($calc($4 /70))) $c1(flax =) $c2($floor($calc($4 /140))) 
      elseif (%skill = farming) %display $c1(irit plants till level ESTIMATED $c2($calc($2 + 1)) $+ $c1(=)) $c2($floor($calc($4 /386))) $c1(rannar =) $c2($floor($calc($4 /240))) $c1(watermellon =) $c2($floor($calc($4 /561))) $c1(strawberry =) $c2($floor($calc($4 /298.5)))    
      elseif (%skill = firemaking) %display $c1(magic logs till level $c2($calc($2 + 1)) $+ $c1(=)) $c2($floor($calc($4 /303))) $c1(yew =) $c2($floor($calc($4 /202.5))) $c1(maple =) $c2($floor($calc($4 /135))) $c1(willow =) $c2($floor($calc($4 /90)))    
      elseif (%skill = fishing) %display $c1(sharks till level $c2($calc($2 + 1)) $+ $c1(=)) $c2($floor($calc($4 /110))) $c1(monkfish =) $c2($floor($calc($4 /120))) $c1(swordfish =) $c2($floor($calc($4 /100))) $c1(lobster =) $c2($floor($calc($4 /90)))
      elseif (%skill = fletching) %display $c1(magic longs till level $c2($calc($2 + 1)) $+ $c1(=)) $c2($floor($calc($4 /183))) $c1(magic longs(u) =) $c2($floor($calc($4 /83.25))) $c1(magic short =) $c2($floor($calc($4 /166.5))) $c1(yew long =) $c2($floor($calc($4 /150)))
      elseif (%skill = runecraft) %display $c1(Death runes till level $c2($calc($2 + 1)) $+ $c1(=)) $c2($floor($calc($4 /10))) $c1(law =) $c2($floor($calc($4 /9.5))) $c1(nature =) $c2($floor($calc($4 /9))) $c1(chaos =) $c2($floor($calc($4 /8.5)))
      elseif (%skill = smithing) %display $c1(rune bars (used on anvil) till level $c2($calc($2 + 1)) $+ $c1(=)) $c2($floor($calc($4 /75))) $c1(addy bars =) $c2($floor($calc($4 /62.5))) $c1(mith bars =) $c2($floor($calc($4 /50))) $c1(steel bars =) $c2($floor($calc($4 /37.5)))  
      elseif (%skill = thieving) %display $c1(pick pocket watchman till level $c2($calc($2 + 1)) $+ $c1(=)) $c2($floor($calc($4 /137.5))) $c1(blood chest =) $c2($floor($calc($4 /250))) $c1(Guard =) $c2($floor($calc($4 /46.5))) $c1(master farmer =) $c2($floor($calc($4 /43)))  
      elseif (%skill = mining) %display $c1(rune ore till level $c2($calc($2 + 1)) $+ $c1(=)) $c2($floor($calc($4 /125))) $c1(addy ore =) $c2($floor($calc($4 /95))) $c1(mith ore =) $c2($floor($calc($4 /80))) $c1(coal =) $c2($floor($calc($4 /50))) $c1(iron =) $c2($floor($calc($4 /35)))
      elseif (%skill = herblore) %display $c1(prayer potion till level $c2($calc($2 + 1)) $+ $c1(=)) $c2($floor($calc($4 /87.5))) $c1(super attack =) $c2($floor($calc($4 /100))) $c1(super strength =) $c2($floor($calc($4 /125))) $c1(stat restor =) $c2($floor($calc($4 /63)))
    } 
  }
  elseif (%style == combat) {
    var %a.mult = .32707, %s.mult = .324, %d.mult = .25, %h.mult = .25, %p.mult = .124, %r.mult = .487, %m.mult = .487
    var %a = $iif($gettok($hget(%table,attack),2,32),$v1,-), $&
      %s = $iif($gettok($hget(%table,strength),2,32),$v1,-), $&
      %d = $iif($gettok($hget(%table,defence),2,32),$v1,-), $&
      %h = $iif($gettok($hget(%table,hitpoints),2,32),$v1,-), $&
      %r = $iif($gettok($hget(%table,ranged),2,32),$v1,-), $&
      %m = $iif($gettok($hget(%table,magic),2,32),$v1,-), $&
      %p = $iif($gettok($hget(%table,prayer),2,32),$v1,-)
    ;zomgdxisgay;
    var %meleecombat  = $calc(%a * %a.mult + %s * %s.mult + %d * %d.mult + %h * %h.mult + %p * %p.mult), $&
      %RangedCombat = $calc(%r * %r.mult + %p * %p.mult + %d * %d.mult + %h * %h.mult), $&
      %MagicCombat  = $calc(%m * %m.mult + %p * %p.mult + %d * %d.mult + %h * %h.mult)

    if (%MagicCombat == %RangedCombat) && (%MagicCombat == %RangedCombat) {
      %display $c1(The nick) $c2(%rsn) $c1(does not appear in the hiscores for any combat skills)
      cleanup %id
      halt
    }
    elseif (%MagicCombat > %RangedCombat) && (%MagicCombat > %MeleeCombat) var %cmbstyle = Magic, %Combat = %MagicCombat
    elseif (%RangedCombat > %MeleeCombat) var %cmbstyle = Ranged, %Combat = %RangedCombat
    else var %cmbstyle = melee, %combat = %MeleeCombat

    var %cmb.temp = $abs($calc($int($calc(%combat +1)) - %combat)), $&
      %a.2lvl = $ceil($calc(%cmb.temp / %a.mult)), %s.2lvl = $ceil($calc(%cmb.temp / %s.mult)), $&
      %d.2lvl = $ceil($calc(%cmb.temp / %d.mult)), %m.2lvl = $ceil($calc(%cmb.temp / %m.mult)), $&
      %r.2lvl = $ceil($calc(%cmb.temp / %r.mult)), %p.2lvl = $ceil($calc(%cmb.temp / %p.mult))

    if (%cmbstyle == magic) var %dynamic.2lvl = $c1(Magic:) $c2(%m.2lvl)
    elseif (%cmbstyle == Ranged) var %dynamic.2lvl = $c1(Ranged:) $c2(%r.2lvl)
    else var %dynamic.2lvl = $c1(Att:) $c2(%a.2lvl) $c1(Str:) $c2(%s.2lvl)
    var %combat = $round(%combat,2), %next = $ceil(%combat)

    %display $c2(%rsn) $c1(is) $c2(%combat) $c1(%cmbstyle style combat)
    %display $c1(Attack:) $c2(%a) $c1(Defence:) $c2(%d) $c1(Strength:) $c2(%s) $c1(Hits:) $c2(%h) $&
      $c1(Mage:) $c2(%m) $c1(Range:) $c2(%r) $c1(Pray:) $c2(%p)
    %display $c1(Levels for) $c2(%next) $+ $c1(:) %dynamic.2lvl $&
      $c1(Def/Hp:) $c2(%d.2lvl) $c1(Prayer:) $c2(%p.2lvl)
  }
  cleanup %id
}

alias -l cleanup {
  unset $+(%,stats.*.,$1)
  sockclose $+(Stats.,$1)
  .remove $+(Stats.,$1)
}

alias -l xp {
  var %x = 1, %level = $calc($1 - 1), %xp = 0
  while (%x <= %level) {
    var %TempXp = $calc((%x + 300 * 2^(%x / 7)) /4)
    inc %xp %TempXp
    inc %x
  }
  return $int(%xp)
}

alias -l xp2Next {
  var %xp = $remove($2,$chr(44)), %nextxp = $xp($calc($1 + 1))
  return $calc(%nextxp - %xp)
}

alias -l striptags { var %x,%y = $regsub($1-,/(<[^>]+>)/g,$null,%x) | return %x }
alias -l setskill {
  if ($1 == 0) || ($regex($1,/^(st|(skill)?total|overall)$/Si)) return Overall
  elseif ($1 == 1) || ($regex($1,/^at(t|k|tack)$/Si)) return Attack
  elseif ($1 == 2) || ($regex($1,/^def(en[cs]e)?$$/Si)) return Defence
  elseif ($1 == 3) || ($regex($1,/^str(ength)?$/Si)) return Strength
  elseif ($1 == 4) || ($regex($1,/^hp|hit(s|points?)?$/Si)) return Hitpoints
  elseif ($1 == 5) || ($regex($1,/^range(r|d|ing)?$/Si)) return Ranged
  elseif ($1 == 6) || ($regex($1,/^Pray(er)?$$/Si)) return Prayer
  elseif ($1 == 7) || ($regex($1,/^mag(e|ic)$$/Si)) return Magic
  elseif ($1 == 8) || ($regex($1,/^cook(ing)?$/Si)) return Cooking
  elseif ($1 == 9) || ($regex($1,/^wc|wood(cut(ting)?)?$/Si)) return Woodcutting
  elseif ($1 == 10) || ($regex($1,/^fletch(ing)?$/Si)) return Fletching
  elseif ($1 == 11) || ($regex($1,/^fish(ing)?$/Si)) return Fishing
  elseif ($1 == 12) || ($regex($1,/^(fire|fm)(make?(ing)?|ing)?$/Si)) return Firemaking
  elseif ($1 == 13) || ($regex($1,/^craft(ing)?$/Si)) return Crafting
  elseif ($1 == 14) || ($regex($1,/^(smith|smelt)(ing)?$/Si)) return Smithing
  elseif ($1 == 15) || ($regex($1,/^mine(ing)?$/Si)) return Mining
  elseif ($1 == 16) || ($regex($1,/^herb(law|lore)?$/Si)) return Herblore
  elseif ($1 == 17) || ($regex($1,/^agil(ity)?$/Si)) return Agility
  elseif ($1 == 18) || ($regex($1,/^(th(ei|ie)[fv](e|ing)?)$/Si)) return Thieving
  elseif ($1 == 19) || ($regex($1,/^slay(er|ing)?$/Si)) return Slayer
  elseif ($1 == 20) || ($regex($1,/^farm(er|ing)?$/Si)) return Farming
  elseif ($1 == 21) || ($regex($1,/^(rc|runecraft)(er|ing)?$/Si)) return Runecraft
  elseif ($1 == 22) || ($regex($1,/^(construct)(ion|ing)?$/si)) return Construction
  elseif ($1 == 23) || ($regex($1,/^(hunt)(er|ing)?$/si)) return Hunter
}