Use the real max xp in character status dialog
ui.CharacterStatusDialog = function(template, _data) {
  ui.Dialog.call(this, template);

  this.name = ui.label(this, '.label.name');
  this.hp = ui.progressbar(this, '.progressbar.health');
  this.mp = ui.progressbar(this, '.progressbar.mana');
  this.xp = ui.progressbar(this, '.progressbar.exp');
  this._data = _data;
  this._update();
}

ui.CharacterStatusDialog.prototype = Object.create(ui.Dialog.prototype);

ui.CharacterStatusDialog.prototype._update = function() {
  this.name.text(this._data.name);

  this.hp.max(this._data.stats.getMaxHp());
  this.hp.value(this._data.hp);

  this.mp.max(this._data.stats.getMaxMp());
  this.mp.value(this._data.mp);

  this.xp.max(this._data.stats.getNeedRawExp());
  this.xp.value(this._data.xp);
};

ui.characterStatusDialog = function(_data) {
  return new ui.CharacterStatusDialog('#dlgCharacterStatus', _data);
};

ui.CharacterStatusDialog = function(template, _data) {
  ui.Dialog.call(this, template);

  this.name = ui.label(this, '.label.name');
  this.hp = ui.progressbar(this, '.progressbar.health');
  this.mp = ui.progressbar(this, '.progressbar.mana');
  this.xp = ui.progressbar(this, '.progressbar.exp');
  this._data = _data;
  this._update();
}

ui.CharacterStatusDialog.prototype = Object.create(ui.Dialog.prototype);

ui.CharacterStatusDialog.prototype._update = function() {
  this.name.text(this._data.name);

  this.hp.max(this._data.stats.getMaxHp());
  this.hp.value(this._data.hp);

  this.mp.max(this._data.stats.getMaxMp());
  this.mp.value(this._data.mp);

  this.xp.max(1000); // TODO: Real max xp
  this.xp.value(this._data.xp);
};

ui.characterStatusDialog = function(_data) {
  return new ui.CharacterStatusDialog('#dlgCharacterStatus', _data);
};
