def LevelUpInfoPress(): """Displays new abilites gained on level up. Alternates between overall and modified stats.""" import GUIREC global LevelUpWindow, TextAreaControl, InfoCounter, LevelDiff if InfoCounter % 2: # call GetStatOverview with the new levels, so the future overview is shown TextAreaControl.SetText(GUIREC.GetStatOverview(pc, LevelDiff)) else: TextAreaControl.SetText(GetLevelUpNews()) InfoCounter += 1 return
def LevelUpInfoPress(): """Displays new abilites gained on level up. Alternates between overall and modified stats.""" import GUIREC global LevelUpWindow, TextAreaControl, InfoCounter, LevelDiff if InfoCounter % 2: # call GetStatOverview with the new levels, so the future overview is shown # TODO: show only xp, levels, thac0, #att, lore, reputation, backstab, saving throws TextAreaControl.SetText(GUIREC.GetStatOverview(pc, LevelDiff)) else: TextAreaControl.SetText(GetLevelUpNews()) InfoCounter += 1 return
def OpenLevelUpWindow(): """Sets up the level up window.""" import GUIREC global LevelUpWindow, TextAreaControl, NewProfPoints, actor global DoneButton global NewSkillPoints, KitName, LevelDiff global Level, Classes, NumClasses, DualSwap, IsMulti global OldHPMax, OldSaves, OldLore, OldThaco, DeltaDSpells, DeltaWSpells global NewDSpells, NewWSpells, OldDSpells, OldWSpells, pc, HLACount, ClassName, IsDual LevelUpWindow = GemRB.LoadWindow(3) if GameCheck.IsBG2(): InfoButton = LevelUpWindow.GetControl(125) InfoButton.SetText(13707) InfoButton.SetEvent(IE_GUI_BUTTON_ON_PRESS, LevelUpInfoPress) DoneButton = LevelUpWindow.GetControl(0) DoneButton.SetText(11962) DoneButton.SetEvent(IE_GUI_BUTTON_ON_PRESS, LevelUpDonePress) DoneButton.SetState(IE_GUI_BUTTON_DISABLED) DoneButton.SetFlags(IE_GUI_BUTTON_DEFAULT, OP_OR) # hide "Character Generation" Label = LevelUpWindow.CreateLabel( 0x1000007e, 0, 0, 0, 0, "NUMBER", "", IE_FONT_ALIGN_CENTER | IE_FONT_SINGLE_LINE) # name pc = GemRB.GameGetSelectedPCSingle() actor = Actor.Actor(pc) Label = LevelUpWindow.GetControl(0x10000000 + 90) Label.SetText(GemRB.GetPlayerName(pc)) if GameCheck.IsBG1() or GameCheck.IsIWD1(): # armorclass Label = LevelUpWindow.GetControl(0x10000057) Label.SetText(str(GemRB.GetPlayerStat(pc, IE_ARMORCLASS))) Label.SetTooltip(17183) # hp now Label = LevelUpWindow.GetControl(0x10000058) Label.SetText(str(GemRB.GetPlayerStat(pc, IE_HITPOINTS))) Label.SetTooltip(17184) # hp max Label = LevelUpWindow.GetControl(0x10000059) Label.SetText(str(GemRB.GetPlayerStat(pc, IE_MAXHITPOINTS))) Label.SetTooltip(17378) # some current values OldHPMax = GemRB.GetPlayerStat(pc, IE_MAXHITPOINTS, 1) OldThaco = GemRB.GetPlayerStat(pc, IE_TOHIT, 1) OldLore = GemRB.GetPlayerStat(pc, IE_LORE, 1) for i in range(5): OldSaves[i] = GemRB.GetPlayerStat(pc, IE_SAVEVSDEATH + i, 1) # class Label = LevelUpWindow.GetControl(0x10000000 + 106) Label.SetText(GUICommon.GetActorClassTitle(pc)) print "Title:", GUICommon.GetActorClassTitle( pc), "\tActor Title:", actor.ClassTitle() Class = GemRB.GetPlayerStat(pc, IE_CLASS) print "Class:", Class, "\tActor Class:", actor.classid SkillTable = GemRB.LoadTable("skills") # kit ClassName = GUICommon.GetClassRowName(Class, "class") Kit = GUICommon.GetKitIndex(pc) print "Kit:", Kit, "\tActor Kit:", actor.KitIndex() print "ClassName:", ClassName, "\tActor ClassNames:", actor.ClassNames() # need this for checking gnomes RaceName = GemRB.GetPlayerStat(pc, IE_RACE, 1) RaceName = CommonTables.Races.FindValue(3, RaceName) RaceName = CommonTables.Races.GetRowName(RaceName) # figure our our proficiency table and index if Kit == 0: KitName = ClassName else: #rowname is just a number, the kitname is the first data column KitName = CommonTables.KitList.GetValue(Kit, 0) # our multiclass variables IsMulti = GUICommon.IsMultiClassed(pc, 1) Classes = [IsMulti[1], IsMulti[2], IsMulti[3]] NumClasses = IsMulti[0] # 2 or 3 if IsMulti; 0 otherwise IsMulti = NumClasses > 1 IsDual = 0 DualSwap = 0 # not multi, check dual if not IsMulti: # check if we're dual classed IsDual = GUICommon.IsDualClassed(pc, 1) Classes = [IsDual[2], IsDual[1]] # make sure the new class is first # either dual or single only care about 1 class NumClasses = 1 # not dual, must be single if IsDual[0] == 0: Classes = [Class] else: # make sure Classes[1] is a class, not a kit if IsDual[0] == 1: # kit Classes[1] = CommonTables.KitList.GetValue(IsDual[1], 7) else: # class TmpClassName = GUICommon.GetClassRowName(Classes[1], "index") Classes[1] = CommonTables.Classes.GetValue(TmpClassName, "ID") # store a boolean for IsDual IsDual = IsDual[0] > 0 print "NumClasses:", NumClasses, "\tActor NumClasses:", actor.NumClasses() Level = [0] * 3 LevelDiff = [0] * 3 # reorganize the leves if we're dc so the one we want to use is in Level[0] # and the old one is in Level[1] (used to regain old class abilities) if IsDual: # convert the classes from indicies to class id's DualSwap = GUICommon.IsDualSwap(pc) ClassName = GUICommon.GetClassRowName(Classes[0], "index") KitName = ClassName # for simplicity throughout the code Classes[0] = CommonTables.Classes.GetValue(ClassName, "ID") # Class[1] is taken care of above # we need the old level as well if DualSwap: Level[1] = GemRB.GetPlayerStat(pc, IE_LEVEL) else: Level[1] = GemRB.GetPlayerStat(pc, IE_LEVEL2) print "Classes:", Classes, "\tActor Classes:", actor.Classes() print "IsDual:", IsDual > 0, "\tActor IsDual", actor.isdual hp = 0 HaveCleric = 0 # clear some globals, since we may get called multiple times with different classes DeltaWSpells = 0 DeltaDSpells = 0 OldDSpells = [0] * 7 OldWSpells = [0] * 9 NewDSpells = [0] * 7 NewWSpells = [0] * 9 # get a bunch of different things each level for i in range(NumClasses): # print "Class:",Classes[i] # we don't care about the current level, but about the to-be-achieved one # get the next level Level[i] = LUCommon.GetNextLevelFromExp( GemRB.GetPlayerStat(pc, IE_XP) / NumClasses, Classes[i]) TmpClassName = GUICommon.GetClassRowName(Classes[i], "class") # find the level diff for each classes (3 max, obviously) if i == 0: if DualSwap: LevelDiff[i] = Level[i] - GemRB.GetPlayerStat(pc, IE_LEVEL2) else: LevelDiff[i] = Level[i] - GemRB.GetPlayerStat(pc, IE_LEVEL) elif i == 1: LevelDiff[i] = Level[i] - GemRB.GetPlayerStat(pc, IE_LEVEL2) elif i == 2: LevelDiff[i] = Level[i] - GemRB.GetPlayerStat(pc, IE_LEVEL3) # print "Level (",i,"):",Level[i] # print "Level Diff (",i,"):",LevelDiff[i] # save our current and next spell amounts StartLevel = Level[i] - LevelDiff[i] DruidTable = CommonTables.ClassSkills.GetValue(TmpClassName, "DRUIDSPELL", GTV_STR) ClericTable = CommonTables.ClassSkills.GetValue( TmpClassName, "CLERICSPELL", GTV_STR) MageTable = CommonTables.ClassSkills.GetValue(TmpClassName, "MAGESPELL", GTV_STR) # see if we have mage spells if MageTable != "*": # we get 1 extra spell per level if we're a specialist Specialist = 0 if CommonTables.KitList.GetValue( Kit, 7) == 1: # see if we're a kitted mage Specialist = 1 if Spellbook.HasSorcererBook(pc, Classes[i]): MageTable = "SPLSRCKN" MageTable = GemRB.LoadTable(MageTable) # loop through each spell level and save the amount possible to cast (current) for j in range(MageTable.GetColumnCount()): NewWSpells[j] = MageTable.GetValue(str(Level[i]), str(j + 1), GTV_INT) OldWSpells[j] = MageTable.GetValue(str(StartLevel), str(j + 1), GTV_INT) if NewWSpells[ j] > 0: # don't want specialist to get 1 in levels they should have 0 NewWSpells[j] += Specialist if OldWSpells[j] > 0: OldWSpells[j] += Specialist DeltaWSpells = sum(NewWSpells) - sum(OldWSpells) elif ClericTable != "*": # check for cleric spells if not GemRB.HasResource(ClericTable, RES_2DA, 1): ClericTable = "MXSPLPRS" # iwd1 doesn't have a DRUIDSPELL column in the table ClericTable = GemRB.LoadTable(ClericTable) HaveCleric = 1 # same as above for j in range(ClericTable.GetColumnCount()): NewDSpells[j] = ClericTable.GetValue(str(Level[i]), str(j + 1), GTV_INT) OldDSpells[j] = ClericTable.GetValue(str(StartLevel), str(j + 1), GTV_INT) DeltaDSpells = sum(NewDSpells) - sum(OldDSpells) elif DruidTable != "*": # clerics have precedence in multis (ranger/cleric) if HaveCleric == 0: #use MXSPLPRS if we can't find the resource (SoA fix) if not GemRB.HasResource(DruidTable, RES_2DA): DruidTable = "MXSPLPRS" # check druid spells DruidTable = GemRB.LoadTable(DruidTable) # same as above for j in range(DruidTable.GetColumnCount()): NewDSpells[j] = DruidTable.GetValue( str(Level[i]), str(j + 1), GTV_INT) OldDSpells[j] = DruidTable.GetValue( str(StartLevel), str(j + 1), GTV_INT) DeltaDSpells = sum(NewDSpells) - sum(OldDSpells) # this is handled by core # # setup class bonuses for this class # if IsMulti or IsDual or Kit == 0: # ABTable = CommonTables.ClassSkills.GetValue (TmpClassName, "ABILITIES") # else: # single-classed with a kit # ABTable = CommonTables.KitList.GetValue (str(Kit), "ABILITIES") # # # add the abilites if we have a table to ref # if ABTable != "*" and GemRB.HasResource (ABTable, RES_2DA, 1): # GUICommon.AddClassAbilities (pc, ABTable, Level[i], LevelDiff[i]) print "Actor CurrentLevels:", actor.Levels() print "Levels:", Level, "Actor NextLevels:", actor.NextLevels() print "LevelDiffs:", LevelDiff, "Actor LevelDiffs:", actor.LevelDiffs() #update our saves, thaco, hp and lore LUCommon.SetupSavingThrows(pc, Level) LUCommon.SetupThaco(pc, Level) LUCommon.SetupLore(pc, LevelDiff) LUCommon.SetupHP(pc, Level, LevelDiff) # use total levels for HLAs HLACount = 0 if GameCheck.HasTOB(): # make sure SoA doesn't try to get it HLATable = GemRB.LoadTable("lunumab") # we need to check each level against a multi value (this is kinda screwy) if actor.multiclass: print "Actor HLA Names:",["MULTI"+str(actor.NumClasses())+name \ for name in actor.ClassNames()] else: print "Actor HLA Names:", actor.ClassNames() for i in range(NumClasses): if IsMulti: # get the row name for lookup ex. MULTI2FIGHTER, MULTI3THIEF MultiName = GUICommon.GetClassRowName(Classes[i], "class") MultiName = "MULTI" + str(NumClasses) + MultiName else: MultiName = ClassName # if we can't learn for this class, we can't learn at all FirstLevel = HLATable.GetValue(MultiName, "FIRST_LEVEL", GTV_INT) if Level[i] < FirstLevel: HLACount = 0 break if (Level[i] - LevelDiff[i]) < FirstLevel: # count only from FirstLevel up HLACount += (Level[i] - FirstLevel + 1) else: HLACount += LevelDiff[i] # set values required by the hla level up code HLACount = HLACount / HLATable.GetValue(ClassName, "RATE", GTV_INT) GemRB.SetVar("HLACount", HLACount) if GameCheck.IsBG2(): HLAButton = LevelUpWindow.GetControl(126) if HLACount: HLAButton.SetText(4954) HLAButton.SetEvent(IE_GUI_BUTTON_ON_PRESS, LevelUpHLAPress) else: HLAButton.SetFlags(IE_GUI_BUTTON_DISABLED, OP_OR) # setup our profs Level1 = [] for i in range(len(Level)): Level1.append(Level[i] - LevelDiff[i]) if GameCheck.IsBG2(): LUProfsSelection.SetupProfsWindow( pc, LUProfsSelection.LUPROFS_TYPE_LEVELUP, LevelUpWindow, RedrawSkills, Level1, Level) else: LUProfsSelection.SetupProfsWindow( pc, LUProfsSelection.LUPROFS_TYPE_LEVELUP, LevelUpWindow, RedrawSkills, Level1, Level, 0, False, 0) NewProfPoints = GemRB.GetVar("ProfsPointsLeft") #we autohide the skills and let SetupSkillsWindow show them if needbe for i in range(4): HideSkills(i) if GameCheck.IsBG2(): LUSkillsSelection.SetupSkillsWindow( pc, LUSkillsSelection.LUSKILLS_TYPE_LEVELUP, LevelUpWindow, RedrawSkills, Level1, Level) else: LUSkillsSelection.SetupSkillsWindow( pc, LUSkillsSelection.LUSKILLS_TYPE_LEVELUP, LevelUpWindow, RedrawSkills, Level1, Level, 0, False) NewSkillPoints = GemRB.GetVar("SkillPointsLeft") if GameCheck.IsBG2(): TextAreaControl = LevelUpWindow.GetControl(110) TextAreaControl.SetText(GetLevelUpNews()) else: TextAreaControl = LevelUpWindow.GetControl(42) TextAreaControl.SetText(GUIREC.GetStatOverview(pc, LevelDiff)) RedrawSkills() GemRB.SetRepeatClickFlags(GEM_RK_DISABLE, OP_NAND) LevelUpWindow.ShowModal(MODAL_SHADOW_GRAY) # if we have a sorcerer who can learn spells, we need to do spell selection for c in range(len(Classes)): if Spellbook.HasSorcererBook(pc, Classes[c]) and DeltaWSpells > 0: LUSpellSelection.OpenSpellsWindow(pc, "SPLSRCKN", Level[c], LevelDiff[c])
def OpenLevelUpWindow(): """Sets up the level up window.""" import GUIREC global LevelUpWindow, TextAreaControl, NewProfPoints, actor global DoneButton global NewSkillPoints, KitName, LevelDiff global Level, Classes, NumClasses, DualSwap, IsMulti global OldHPMax, OldSaves, OldLore, OldThaco, DeltaDSpells, DeltaWSpells global NewDSpells, NewWSpells, OldDSpells, OldWSpells, pc, HLACount, ClassName, IsDual LevelUpWindow = GemRB.LoadWindow (3) if GameCheck.IsBG2(): InfoButton = LevelUpWindow.GetControl (125) InfoButton.SetText (13707) InfoButton.SetEvent (IE_GUI_BUTTON_ON_PRESS, LevelUpInfoPress) # hide "Character Generation" LevelUpWindow.DeleteControl(0x1000007e) DoneButton = LevelUpWindow.GetControl (0) DoneButton.SetText (11962) DoneButton.SetEvent (IE_GUI_BUTTON_ON_PRESS, LevelUpDonePress) DoneButton.SetState (IE_GUI_BUTTON_DISABLED) DoneButton.MakeDefault() # also disable closing by ESC, so we don't stack upgrades DoneButton.MakeEscape () # name pc = GemRB.GameGetSelectedPCSingle () actor = Actor.Actor(pc) Label = LevelUpWindow.GetControl (0x10000000+90) Label.SetText (GemRB.GetPlayerName (pc)) # some current values OldHPMax = GemRB.GetPlayerStat (pc, IE_MAXHITPOINTS, 1) OldThaco = GemRB.GetPlayerStat (pc, IE_TOHIT, 1) OldLore = GemRB.GetPlayerStat (pc, IE_LORE, 1) for i in range (5): OldSaves[i] = GemRB.GetPlayerStat (pc, IE_SAVEVSDEATH+i, 1) # class Label = LevelUpWindow.GetControl (0x10000000+106) Label.SetText (GUICommon.GetActorClassTitle (pc)) print("Title: " + GUICommon.GetActorClassTitle (pc) + "\tActor Title: " + actor.ClassTitle()) Class = GemRB.GetPlayerStat (pc, IE_CLASS) print("Class: " + str(Class) + "\tActor Class: " + str(actor.classid)) # kit ClassName = GUICommon.GetClassRowName (Class, "class") Kit = GUICommon.GetKitIndex (pc) print("Kit: " + str(Kit) + "\tActor Kit: " + str(actor.KitIndex())) print("ClassName: " + ClassName + "\tActor ClassNames: " + str(actor.ClassNames())) # need this for checking gnomes RaceName = GemRB.GetPlayerStat (pc, IE_RACE, 1) RaceName = CommonTables.Races.FindValue (3, RaceName) RaceName = CommonTables.Races.GetRowName (RaceName) # figure our our proficiency table and index if Kit == 0: KitName = ClassName else: #rowname is just a number, the kitname is the first data column KitName = CommonTables.KitList.GetValue(Kit, 0) # our multiclass variables IsMulti = GUICommon.IsMultiClassed (pc, 1) Classes = [IsMulti[1], IsMulti[2], IsMulti[3]] NumClasses = IsMulti[0] # 2 or 3 if IsMulti; 0 otherwise IsMulti = NumClasses > 1 IsDual = 0 DualSwap = 0 # not multi, check dual if not IsMulti: # check if we're dual classed IsDual = GUICommon.IsDualClassed (pc, 1) Classes = [] # either dual or single only care about 1 class NumClasses = 1 # not dual, must be single if IsDual[0] == 0: Classes = [Class] else: # resolve kits to classes (new class goes first) if IsDual[0] == 3: # 1st kit Classes.append (CommonTables.KitList.GetValue (IsDual[2], 7)) else: # 1st class Classes.append (CommonTables.Classes.GetValue (IsDual[2], 5)) if IsDual[0] == 1: # 2nd kit Classes.append (CommonTables.KitList.GetValue (IsDual[1], 7)) else: # 2nd class Classes.append (CommonTables.Classes.GetValue (IsDual[1], 5)) # store a boolean for IsDual IsDual = IsDual[0] > 0 print("NumClasses: " + str(NumClasses) + "\tActor NumClasses: " + str(actor.NumClasses())) if IsDual: # convert the classes from indicies to class id's DualSwap = GUICommon.IsDualSwap (pc) ClassName = GUICommon.GetClassRowName (Classes[0], "index") KitName = ClassName # for simplicity throughout the code print("Classes: " + str(Classes) + "\tActor Classes: " + str(actor.Classes())) print("IsDual: " + str(IsDual > 0) + "\tActor IsDual: " + str(actor.isdual)) # get the next target levels and difference between levels Level = LUCommon.GetNextLevels(pc, Classes) LevelDiff = LUCommon.GetLevelDiff(pc, Level) # clear some globals, since we may get called multiple times with different classes DeltaWSpells = 0 DeltaDSpells = 0 OldDSpells = [0]*7 OldWSpells = [0]*9 NewDSpells = [0]*7 NewWSpells = [0]*9 # calculate the new spells (results are stored in global variables) GetNewSpells(pc, Classes, Level, LevelDiff, Kit) # this is handled by core # # setup class bonuses for this class # if IsMulti or IsDual or Kit == 0: # ABTable = CommonTables.ClassSkills.GetValue (TmpClassName, "ABILITIES") # else: # single-classed with a kit # ABTable = CommonTables.KitList.GetValue (str(Kit), "ABILITIES") # # # add the abilites if we have a table to ref # if ABTable != "*" and GemRB.HasResource (ABTable, RES_2DA, 1): # GUICommon.AddClassAbilities (pc, ABTable, Level[i], LevelDiff[i]) print("Actor CurrentLevels:" + str(actor.Levels())) print("Levels: " + str(Level) + "\tActor NextLevels: " + str(actor.NextLevels())) print("LevelDiffs: " + str(LevelDiff) + "\tActor LevelDiffs: " + str(actor.LevelDiffs())) #update our saves, thaco, hp and lore LUCommon.SetupSavingThrows (pc, Level) LUCommon.SetupThaco (pc, Level) LUCommon.SetupLore (pc, LevelDiff) LUCommon.SetupHP (pc, Level, LevelDiff) # we set up these labels so late, so they can show the new HP if GameCheck.IsBG1() or GameCheck.IsIWD1(): # armorclass Label = LevelUpWindow.GetControl (0x10000057) Label.SetText (str (GemRB.GetPlayerStat (pc, IE_ARMORCLASS))) Label.SetTooltip (17183) # hp now Label = LevelUpWindow.GetControl (0x10000058) Label.SetText (str (GemRB.GetPlayerStat (pc, IE_HITPOINTS))) Label.SetTooltip (17184) # hp max Label = LevelUpWindow.GetControl (0x10000059) Label.SetText (str (GemRB.GetPlayerStat (pc, IE_MAXHITPOINTS))) Label.SetTooltip (17378) # use total levels for HLAs HLACount = 0 if GameCheck.HasTOB(): # make sure SoA doesn't try to get it HLATable = GemRB.LoadTable("lunumab") # we need to check each level against a multi value (this is kinda screwy) if actor.multiclass: print("Actor HLA Names: " + str(["MULTI" + str(actor.NumClasses()) + name \ for name in actor.ClassNames()])) else: print("Actor HLA Names: " + str(actor.ClassNames())) for i in range (NumClasses): if IsMulti: # get the row name for lookup ex. MULTI2FIGHTER, MULTI3THIEF MultiName = GUICommon.GetClassRowName (Classes[i], "class") MultiName = "MULTI" + str(NumClasses) + MultiName else: MultiName = ClassName # if we can't learn for this class, we can't learn at all FirstLevel = HLATable.GetValue (MultiName, "FIRST_LEVEL", GTV_INT) if Level[i] < FirstLevel: HLACount = 0 break if (Level[i] - LevelDiff[i]) < FirstLevel: # count only from FirstLevel up HLACount += (Level[i] - FirstLevel + 1) else: HLACount += LevelDiff[i] # set values required by the hla level up code HLACount = HLACount // HLATable.GetValue (ClassName, "RATE", GTV_INT) GemRB.SetVar ("HLACount", HLACount) if GameCheck.IsBG2(): HLAButton = LevelUpWindow.GetControl (126) if HLACount: HLAButton.SetText (4954) HLAButton.SetEvent (IE_GUI_BUTTON_ON_PRESS, LevelUpHLAPress) else: HLAButton.SetFlags (IE_GUI_BUTTON_DISABLED, OP_OR) # setup our profs Level1 = [] for i in range (len (Level)): Level1.append (Level[i]-LevelDiff[i]) if GameCheck.IsBG2(): LUProfsSelection.SetupProfsWindow (pc, LUProfsSelection.LUPROFS_TYPE_LEVELUP, LevelUpWindow, RedrawSkills, Level1, Level) else: LUProfsSelection.SetupProfsWindow (pc, LUProfsSelection.LUPROFS_TYPE_LEVELUP, LevelUpWindow, RedrawSkills, Level1, Level, 0, False, 0) NewProfPoints = GemRB.GetVar ("ProfsPointsLeft") #we autohide the skills and let SetupSkillsWindow show them if needbe for i in range (4): HideSkills (i) if GameCheck.IsBG2(): LUSkillsSelection.SetupSkillsWindow (pc, LUSkillsSelection.LUSKILLS_TYPE_LEVELUP, LevelUpWindow, RedrawSkills, Level1, Level) else: LUSkillsSelection.SetupSkillsWindow (pc, LUSkillsSelection.LUSKILLS_TYPE_LEVELUP, LevelUpWindow, RedrawSkills, Level1, Level, 0, False) NewSkillPoints = GemRB.GetVar ("SkillPointsLeft") if GameCheck.IsBG2(): TextAreaControl = LevelUpWindow.GetControl(110) TextAreaControl.SetText(GetLevelUpNews()) else: TextAreaControl = LevelUpWindow.GetControl(42) TextAreaControl.SetText(GUIREC.GetStatOverview(pc, LevelDiff)) RedrawSkills() LevelUpWindow.ShowModal (MODAL_SHADOW_GRAY) # if we have a sorcerer who can learn spells, we need to do spell selection for c in range(NumClasses): if Spellbook.HasSorcererBook (pc, Classes[c]) and DeltaWSpells > 0: LUSpellSelection.OpenSpellsWindow (pc, "SPLSRCKN", Level[c], LevelDiff[c])