You could always write one if no one has one to give away.
It's a fairly easy thing to read the damage modifiers and AR mods from weaps and armour and then display that.
The mods are [i]members[/] of the objects.
As an example for reading damage modifiers you would do something like this in a script:
Code:
var dmgmod;
dmgmod := weap.dmg_mod
You can find the info on these and other members of items in the docs directory of your POL folder in the file objref.html.
As for any special effects and protections such as the lightning effect Lunar ore produces or cold rersistance, those are probably CProps on the weapons or armour and that will be dependant on the scriptset you are using but it's still fairly easy to add that into your script as well. You'll have to look at the scripts that create the weapons/armour and see what CProps they add to the item. My scripts add a CProp called "icedamage" and then another one "dmg_amount" (which is then used as a multiplier to a "d" string random number) to the wepons for the ice damage effect. So in that example you'd want to read the damage type and amount and display that. Your scripts are probably different though. It really helps to know your scripts.
Ofcourse it's always nicer if someone else does it for you but if not maybe this will help you do it yourself.