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return { summary = 'Get the Collider\'s tag.', description = 'Returns the Collider\'s tag.', arguments = {}, returns = { { name = 'tag', type = 'string', description = 'The Collider\'s collision tag.' } }, notes = [[ Collision between tags can be enabled and disabled using `World:enableCollisionBetween` and `World:disableCollisionBetween`. ]], related = { 'World:disableCollisionBetween', 'World:enableCollisionBetween', 'World:isCollisionEnabledBetween', 'lovr.physics.newWorld' } }
-- Copyright 2015-2016 Carnegie Mellon University -- -- Licensed under the Apache License, Version 2.0 (the "License"); -- you may not use this file except in compliance with the License. -- You may obtain a copy of the License at -- -- http://www.apache.org/licenses/LICENSE-2.0 -- -- Unless required by applicable law or agreed to in writing, software -- distributed under the License is distributed on an "AS IS" BASIS, -- WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied. -- See the License for the specific language governing permissions and -- limitations under the License. -- 2015-08-09: [Brandon Amos] Initial implementation. -- 2016-01-04: [Bartosz Ludwiczuk] Substantial improvements at -- https://github.com/melgor/Triplet-Learning require 'optim' require 'image' require 'torchx' --for concetration the table of tensors local optnet_loaded, optnet = pcall(require, 'optnet') local models = require 'model' local openFaceOptim = require 'OpenFaceOptim' local classificationOptim = require 'ClassificationOptim' local siameseOptim = require 'SiameseOptim' local distinceRatioOptim = require 'DistanceRatioOptim' local hingeOptim = require 'HingeOptim' local klDivOptim = require 'KLDivOptim' local lmnnOptim = require 'LMNNOptim' local softPNOptim = require 'SoftPNOptim' local histogramOptim = require 'HistogramOptim' local tEntropyOptim = require 'TEntropyOptim' local optimMethod = optim.adam local optimState = {} -- Use for other algorithms like SGD local optimator trainLogger = optim.Logger(paths.concat(opt.save, 'train.log')) local batchNumber local triplet_loss function train() print('==> doing epoch on training data:') print("==> online epoch # " .. epoch) batchNumber = 0 -- 'crossentropy' 'kldiv' -- 's_cosine' 's_hinge' 's_double_margin' 's_global' -- 't_orj' 't_improved' 't_global' 'dist_ratio' -- 'lsss' 'lmnn' 'softPN' 'histogram' 'quadruplet' model, criterion = models.modelSetup(model) if opt.criterion == 'crossentropy' or opt.criterion == 'margin' or opt.criterion == 'lsss' or opt.criterion == 'multi' then optimator = classificationOptim:__init(model, optimState) elseif opt.criterion == 'kldiv' then optimator = klDivOptim:__init(model, optimState) elseif opt.criterion == 's_cosine' or opt.criterion == 's_global' or opt.criterion == 's_hadsell' or opt.criterion == 's_double_margin' then optimator = siameseOptim:__init(model, optimState) elseif opt.criterion == 's_hinge' then optimator = hingeOptim:__init(model, optimState) elseif opt.criterion == 't_orj' or opt.criterion == 't_improved' or opt.criterion == 't_global' or opt.criterion == 'lsss' then optimator = openFaceOptim:__init(model, optimState) elseif opt.criterion == 'lmnn' then optimator = lmnnOptim:__init(model, optimState) elseif opt.criterion == 'dist_ratio' then optimator = distinceRatioOptim:__init(model, optimState) elseif opt.criterion == 'softPN' then optimator = softPNOptim:__init(model, optimState) elseif opt.criterion == 'histogram' then optimator = histogramOptim:__init(model, optimState) elseif opt.criterion == 't_entropy' then optimator = tEntropyOptim:__init(model, optimState) end if opt.cuda then cutorch.synchronize() end model:training() local tm = torch.Timer() triplet_loss = 0 local i = 1 while batchNumber < opt.epochSize do -- queue jobs to data-workers donkeys:addjob(-- the job callback (runs in data-worker thread) function() local inputs, numPerClass, targets = trainLoader:samplePeople(opt.peoplePerBatch, opt.imagesPerPerson) inputs = inputs:float() numPerClass = numPerClass:float() return sendTensor(inputs), sendTensor(numPerClass), sendTensor(targets) end, -- the end callback (runs in the main thread) trainBatch) if i % 5 == 0 then donkeys:synchronize() end i = i + 1 end donkeys:synchronize() if opt.cuda then cutorch.synchronize() end triplet_loss = triplet_loss / batchNumber trainLogger:add { ['avg triplet loss (train set)'] = triplet_loss, } print(string.format('Epoch: [%d][TRAINING SUMMARY] Total Time(s): %.2f\t' .. 'average triplet loss (per batch): %.2f', epoch, tm:time().real, triplet_loss)) print(opt.save) print('\n') collectgarbage() end -- of train() function saveModel(model) -- Check for nans from https://github.com/cmusatyalab/openface/issues/127 local function checkNans(x, tag) local I = torch.ne(x, x) if torch.any(I) then print("train.lua: Error: NaNs found in: ", tag) os.exit(-1) -- x[I] = 0.0 end end for j, mod in ipairs(model:listModules()) do if torch.typename(mod) == 'nn.SpatialBatchNormalization' then checkNans(mod.running_mean, string.format("%d-%s-%s", j, mod, 'running_mean')) checkNans(mod.running_var, string.format("%d-%s-%s", j, mod, 'running_var')) end end if opt.cuda then if opt.cudnn then cudnn.convert(model, nn) end end local dpt if torch.type(model) == 'nn.DataParallelTable' then dpt = model model = model:get(1) end if optnet_loaded then optnet.removeOptimization(model) end local saved_model = model:clone() cleanupModel(saved_model) torch.save(paths.concat(opt.save, 'model_' .. epoch .. '.t7'), saved_model:clearState():float()) torch.save(paths.concat(opt.save, 'optimState_' .. epoch .. '.t7'), optimState) if dpt then -- OOM without this dpt:clearState() end collectgarbage() return model end function zeroDataSize(data) if type(data) == 'table' then for i = 1, #data do data[i] = zeroDataSize(data[i]) end elseif type(data) == 'userdata' then data = torch.Tensor():typeAs(data) end return data end -- Resize the output, gradInput, etc temporary tensors to zero (so that the -- on disk size is smaller) function cleanupModel(node) if node.output ~= nil then node.output = zeroDataSize(node.output) end if node.gradInput ~= nil then node.gradInput = zeroDataSize(node.gradInput) end if node.finput ~= nil then node.finput = zeroDataSize(node.finput) end -- Recurse on nodes with 'modules' if (node.modules ~= nil) then if (type(node.modules) == 'table') then for i = 1, #node.modules do local child = node.modules[i] cleanupModel(child) end end end collectgarbage() end local inputsCPU = torch.FloatTensor() local numPerClass = torch.FloatTensor() local targets = torch.FloatTensor() local timer = torch.Timer() function trainBatch(inputsThread, numPerClassThread, targetsThread) collectgarbage() if batchNumber >= opt.epochSize then return end if opt.cuda then cutorch.synchronize() end timer:reset() receiveTensor(inputsThread, inputsCPU) receiveTensor(numPerClassThread, numPerClass) receiveTensor(targetsThread, targets) local inputs, error if opt.cuda then inputs = inputsCPU:cuda() else inputs = inputsCPU end local embeddings = model:forward(inputs):float() function optimize() local err, _ -- 'crossentropy' 'kldiv' -- 's_cosine' 's_hinge' 's_double_margin' 's_global' -- 't_orj' 't_improved' 't_global' 'dist_ratio' -- 'lsss' 'lmnn' 'softPN' 'histogram' 'quadruplet' if opt.criterion == 'crossentropy' or opt.criterion == 'margin' or opt.criterion == 'lsss' or opt.criterion == 'multi' then err, _ = optimator:optimize(optimMethod, inputs, embeddings, targets, criterion) elseif opt.criterion == 'kldiv' or opt.criterion == 's_double_margin' or opt.criterion == 's_hadsell' then local as, targets, mapper = pairss(embeddings, numPerClass[1], 1, 0) err, _ = optimator:optimize(optimMethod, inputs, as, targets, criterion, mapper) elseif opt.criterion == 's_cosine' or opt.criterion == 's_hinge' or opt.criterion == 's_global' or opt.criterion == 'histogram' then local as, targets, mapper = pairss(embeddings, numPerClass[1], 1, -1) err, _ = optimator:optimize(optimMethod, inputs, as, targets, criterion, mapper) elseif opt.criterion == 't_orj' or opt.criterion == 't_improved' or opt.criterion == 't_global' or opt.criterion == 'dist_ratio' or opt.criterion == 'softPN' or opt.criterion == 'lsss' then local apn, triplet_idx = triplets(embeddings, inputs:size(1), numPerClass) if apn == nil then return else err, _ = optimator:optimize(optimMethod, inputs, apn, criterion, triplet_idx) end elseif opt.criterion == 't_entropy' then local apn, triplet_idx = triplets(embeddings, inputs:size(1), numPerClass) if apn == nil then return else err, _ = optimator:optimize(optimMethod, inputs, embeddings, apn, targets, criterion, triplet_idx) end elseif opt.criterion == 'lmnn' then local apn, triplet_idx = LMNNTriplets(embeddings, inputs:size(1), numPerClass) err, _ = optimator:optimize(optimMethod, inputs, apn, criterion, triplet_idx) end return err end error = optimize() if error == nil then return end if opt.cuda then cutorch.synchronize() end batchNumber = batchNumber + 1 print(('Epoch: [%d][%d/%d]\tTime %.3f\tErr %.2e'):format(epoch, batchNumber, opt.epochSize, timer:time().real, error)) timer:reset() triplet_loss = triplet_loss + error end
-- KristWallet 2 local down = "https://raw.githubusercontent.com/Vationox/kristwallet2/master/" local required = { ".kw/settings.lua" } if not fs.exists("/.kw") then print("Creating directory") fs.makeDir("/.kw") end for a, b in pairs(required) do print("Downloading "..b) local handle = http.get(down..b) local cont = handle.readAll() handle.close() print("Saving "..b) local file = fs.open("/"..b, "w") file.write(cont) file.close() end local settings = require("/.kw/settings.lua") print(settings.node)
local function onTextMessageEvent(serverConnectionHandlerID, targetMode, toID, fromID, fromName, fromUniqueIdentifier, message, ffIgnored) -- Calls receiveMsg to check if there is a link receiveMsg(message) return 0 end links_events = { onTextMessageEvent = onTextMessageEvent }
alven.output("hello") alven.output("hello2")
--[[ 攻击AI ]] -- 显示延时 local C_SHOW_DELAY = 0.5 -- 攻击行为树 local C_B3_ATTACK = "attack" local Blackboard = require("app.main.modules.behavior3.core.Blackboard") local Attack = class("Attack", require("app.main.modules.script.ScriptBase")) -- 构造函数 function Attack:ctor(config) if config then table.merge(self, config) end self._blackboard = Blackboard:create() end --[[ 执行脚本 onComplete 完成回调 ]] function Attack:execute(onComplete) self._onComplete = onComplete if b3Mgr:getB3Tree(C_B3_ATTACK):tick(self, self._blackboard) ~= b3Mgr.SUCCESS then if onComplete then onComplete() end end end -- 获得叛离角色 function Attack:getRole() return self.role end -- 获得完成回调 function Attack:getOnComplete() return self._onComplete end return Attack
local Tunnel = module("_core", "lib/Tunnel") local Proxy = module("_core", "lib/Proxy") cAPI = Proxy.getInterface("API") API = Tunnel.getInterface("API") doorexplosed = false local interiors = { -- [1] = 72962, -- BANCO BLACKWATER -- [2] = 42754, -- BANCO SAINT DENNIS [3] = 29442 -- BANCO RHODES -- [4] = 12290 -- BANCO VALENTINE } local interiorIndexBeingRobbed = nil local interiorIndexPlayerIsIn = nil local isParticipantOfRobbery = false local isBlockedByRobbery = false local secondsUntilRobberyEnds = nil local secondsUntilAbandonRobbery = nil local shootingToStartCooldown = false Citizen.CreateThread( function() while true do Citizen.Wait(1000) local ped = PlayerPedId() local interiorIdPlayerIsIn = GetInteriorFromEntity(ped) if interiorIdPlayerIsIn ~= 0 then for index, interiorId in pairs(interiors) do if interiorIdPlayerIsIn == interiorId then interiorIndexPlayerIsIn = index end end else interiorIndexPlayerIsIn = nil end end end ) Citizen.CreateThread( function() ClearPedTasksImmediately(PlayerPedId()) local hashUnarmed = GetHashKey("WEAPON_UNARMED") while true do Citizen.Wait(0) if interiorIndexPlayerIsIn ~= nil then local ped = PlayerPedId() local retval, weaponHash = GetCurrentPedWeapon(ped, 1) if weaponHash ~= hashUnarmed then if interiorIndexBeingRobbed == nil then if not shootingToStartCooldown then notify("Shoot to start the robbery.") if IsPedShooting(ped) then initShootingCountdown() notify("Go to the bank vault!") local playerId = PlayerId() local interiorIdPlayerIsIn = interiors[interiorIndexPlayerIsIn] local participants = { GetPlayerServerId(playerId) } for _, activePlayerId in pairs(GetActivePlayers()) do if activePlayerId ~= playerId then local activePlayerPed = GetPlayerPed(activePlayerId) if activePlayerPed ~= 0 then local activePlayerPedInterior = GetInteriorFromEntity(activePlayerPed) if activePlayerPedInterior == interiorIdPlayerIsIn then table.insert(participants, GetPlayerServerId(activePlayerId)) end end end end if NetworkIsSessionActive() == 1 then TriggerServerEvent("FRP:ROBBERY:TryToStartRobbery", interiorIndexPlayerIsIn, participants) else cAPI.notify("error", "You're alone!") end end else end else if IsPedShooting(ped) then end end end if isBlockedByRobbery then if interiorIndexBeingRobbed == nil then isBlockedByRobbery = false RemoveAnimDict("random@arrests@busted") ClearPedTasks(ped) else if weaponHash ~= hashUnarmed then SetCurrentPedWeapon(ped, hashUnarmed, true) end if not IsEntityPlayingAnim(ped, "script_proc@robberies@homestead@lonnies_shack@deception", "hands_up_loop", 3) then TaskPlayAnim(ped, "script_proc@robberies@homestead@lonnies_shack@deception", "hands_up_loop", 2.0, -2.0, -1, 67109393, 0.0, false, 1245184, false, "UpperbodyFixup_filter", false) end end end if interiorIndexPlayerIsIn == interiorIndexBeingRobbed then if secondsUntilRobberyEnds ~= nil then local minutes = math.floor((secondsUntilRobberyEnds % 3600) / 60) local seconds = secondsUntilRobberyEnds % 60 drawText(minutes .. " min and " .. seconds .. " seconds", true) end end else if secondsUntilAbandonRobbery ~= nil then drawText("~r~Come back in the bank! " .. math.floor((secondsUntilAbandonRobbery / 10)) .. " seconde restante", true) end end end end ) function initCheckPedIsOutside() isParticipantOfRobbery = true Citizen.CreateThread( function() local defaultSeconds = 5 defaultSeconds = defaultSeconds * 10 -- 100ms (Wait) * 50 = 5000ms secondsUntilAbandonRobbery = defaultSeconds while isParticipantOfRobbery do Citizen.Wait(100) local ped = PlayerPedId() local interiorIdBeingRobbed = interiors[interiorIndexBeingRobbed] local interiorIdPlayerIsIn = GetInteriorFromEntity(ped) if interiorIdPlayerIsIn ~= interiorIdBeingRobbed then if secondsUntilAbandonRobbery == nil then secondsUntilAbandonRobbery = defaultSeconds end secondsUntilAbandonRobbery = secondsUntilAbandonRobbery - 1 -- Wait ms if secondsUntilAbandonRobbery <= 0 then if not isBlockedByRobbery then -- print("Você ficou tempo demais fora do roubo") TriggerServerEvent("FRP:ROBBERY:PlayerAbandonedRobbery") else -- print("Você ficou tempo demais fora do roubo blocked") isBlockedByRobbery = false ClearPedTasks(ped) end TriggerEvent("FRP:ROBBERY:EndRobbery") break end else if secondsUntilAbandonRobbery ~= nil then secondsUntilAbandonRobbery = nil end end end if not isParticipantOfRobbery then local ped = PlayerPedId() if IsEntityPlayingAnim(ped, "random@arrests@busted", "idle_a", 3) then ClearPedTasks(ped) end end end ) end function initSecondsCountdown(seconds) -- print("got seconds", seconds) secondsUntilRobberyEnds = seconds Citizen.CreateThread( function() while secondsUntilRobberyEnds ~= nil do Citizen.Wait(1000) if secondsUntilRobberyEnds ~= nil then secondsUntilRobberyEnds = secondsUntilRobberyEnds - 1 if secondsUntilRobberyEnds == 0 then secondsUntilRobberyEnds = nil end end end end ) end function initShootingCountdown() shootingToStartCooldown = true seconds = 10 Citizen.CreateThread( function() while seconds > 0 do Citizen.Wait(1000) seconds = seconds - 1 end shootingToStartCooldown = false end ) end local square = math.sqrt function getDistance(a, b) local x, y, z = a.x-b.x, a.y-b.y, a.z-b.z return square(x*x+y*y+z*z) end function drawText(str, center) local x = 0.87 local y = 1 if lastDisplayedText == nil or lastDisplayedText ~= str then lastDisplayedText = str lastVarString = CreateVarString(10, "LITERAL_STRING", str) end SetTextScale(0.4, 0.4) SetTextColor(255, 255, 255, 255) Citizen.InvokeNative(0xADA9255D, 1) --DisplayText(str, x, y) if center then SetTextCentre(center) DisplayText(lastVarString, x, y) elseif alignRight then DisplayText(lastVarString, x + 0.15, y) else DisplayText(lastVarString, x, y) end end function DrawTxt(str, x, y, w, h, enableShadow, col1, col2, col3, a, centre) local str = CreateVarString(10, "LITERAL_STRING", str, Citizen.ResultAsLong()) SetTextScale(w, h) SetTextColor(math.floor(col1), math.floor(col2), math.floor(col3), math.floor(a)) SetTextCentre(centre) if enableShadow then SetTextDropshadow(1, 0, 0, 0, 255) end Citizen.InvokeNative(0xADA9255D, 10) DisplayText(str, x, y) end function LoadModel(model) local attempts = 0 while attempts < 100 and not HasModelLoaded(model) do RequestModel(model) Citizen.Wait(10) attempts = attempts + 1 end return IsModelValid(model) end RegisterNetEvent("FRP:ROBBERY:Bolsa") AddEventHandler( "FRP:ROBBERY:Bolsa", function() -- cAPI.AddWantedTime(true, 30) end ) function InitVaultRobberyStart() animDict = "script_story@nbd1@ig@ig_10_placingdynamite" modelHash = GetHashKey("w_throw_dynamite03") doorsentity = GetHashKey("p_door_val_bankvault") entity2 = GetHashKey("p_door_val_bankvault") moneybag = GetHashKey("p_moneybag01x") Citizen.CreateThread( function() while true do Citizen.Wait(0) local playerPed = PlayerPedId() local coords = GetEntityCoords(playerPed) local boneIndex = GetEntityBoneIndexByName(ped, "SKEL_R_HAND") for _, v in pairs(Config.Bankpos) do if doorexplosed == false then if getDistance(coords, v) < 2 then DrawTxt("Press E to explode the door ", 0.85, 0.95, 0.4, 0.4, true, 255, 255, 255, 255, true, 10000) if IsControlJustReleased(0, 0xCEFD9220) then LoadModel(modelHash) entity = CreateObject(modelHash, 1282.897705078125, -1308.8197021484375, 77.0, true, false, false) SetEntityVisible(entity, true) SetEntityAlpha(entity, 255, false) AttachEntityToEntity(entity, entity2, boneIndex, 1282.897705078125, -1308.8197021484375, 77.0, 0.0, 100.0, 68.0, false, false, false, true, 2, true) RequestAnimDict(animDict) while not HasAnimDictLoaded(animDict) do Citizen.Wait(100) end TaskPlayAnim(PlayerPedId(), animDict, "left_nogun_2hands_look_01_arthur", 8.0, 8.0, 3000, 31, 0, true, 0, false, 0, false) Citizen.Wait(10000) AddExplosion(1282.897705078125, -1308.8197021484375, 77.0, 31, 50.0, true, false, 10) DeleteEntity(entity) CreateModelHide(1282.536376953125,-1309.31591796875,76.03642272949219, 0, "p_door_val_bankvault", true) doorexplosed = true end end end end end end ) end RegisterNetEvent("FRP:ROBBERY:StartRobbery") AddEventHandler( "FRP:ROBBERY:StartRobbery", function(index, asParticipant, seconds) interiorIndexBeingRobbed = index if asParticipant then initCheckPedIsOutside() initSecondsCountdown(seconds) InitVaultRobberyStart() cAPI.AddWantedTime(true, 30) end TriggerEvent("FRP:TOAST:New", "alert", "robbery will finish in " .. seconds .. " seconds") end ) RegisterNetEvent("FRP:ROBBERY:EndRobbery") AddEventHandler( "FRP:ROBBERY:EndRobbery", function() interiorIndexBeingRobbed = nil isParticipantOfRobbery = false isBlockedByRobbery = false secondsUntilRobberyEnds = nil secondsUntilAbandonRobbery = nil shootingToStartCooldown = false end ) function notify(_message) local str = Citizen.InvokeNative(0xFA925AC00EB830B9, 10, "LITERAL_STRING", _message, Citizen.ResultAsLong()) SetTextScale(0.25, 0.25) SetTextCentre(1) Citizen.InvokeNative(0xFA233F8FE190514C, str) Citizen.InvokeNative(0xE9990552DEC71600) end
---@class RandomizedDeadSurvivorBase : zombie.randomizedWorld.randomizedDeadSurvivor.RandomizedDeadSurvivorBase RandomizedDeadSurvivorBase = {} ---@public ---@param arg0 BuildingDef ---@return void function RandomizedDeadSurvivorBase:randomizeDeadSurvivor(arg0) end
module("luci.model.cbi.passwall2.server.api.shadowsocks", package.seeall) function gen_config(user) local config = {} config.server = {"[::0]", "0.0.0.0"} config.server_port = tonumber(user.port) config.password = user.password config.timeout = tonumber(user.timeout) config.fast_open = (user.tcp_fast_open and user.tcp_fast_open == "1") and true or false config.method = user.method if user.type == "SSR" then config.protocol = user.protocol config.protocol_param = user.protocol_param config.obfs = user.obfs config.obfs_param = user.obfs_param end return config end
object_tangible_wearables_armor_invisible_invisible_chitin_helmet = object_tangible_wearables_armor_invisible_shared_invisible_chitin_helmet:new { } ObjectTemplates:addTemplate(object_tangible_wearables_armor_invisible_invisible_chitin_helmet, "object/tangible/wearables/armor/invisible/invisible_chitin_helmet.iff")
local DifferenceCheck = require(script.Parent.Parent.DifferenceCheck) local ReplicateStore = {} local ReplicatedRoduxStores = {} local allowedOptions = { "UseWhitelist", "Filter", "AllowPlayerDispatchedActions" } ReplicateStore.__index = ReplicateStore -- creates a copy of the table to ensure that DifferenceCheck works properly local function deepCopy(table) local clone = {} for key, value in pairs(table) do if type(value) == "table" then clone[key] = deepCopy(value) else clone[key] = value end end return clone end -- creates a new ReplicatedStore object that lets you control the behaviour function ReplicateStore.new(key, options, store) assert(not ReplicatedRoduxStores[key], "Attempted to assign a store to a already occupied key.") local self = setmetatable({ Key = key, Store = store, UseWhitelist = false, Filter = {}, AllowPlayerDispatchedActions = true, _oldState = deepCopy(store:getState()), _connected = {} }, ReplicateStore) ReplicatedRoduxStores[key] = self -- create the remotes required for replication local Remotes = Instance.new("Folder") local Changed = Instance.new("RemoteEvent") local Connect = Instance.new("RemoteFunction") local Dispatch = Instance.new("RemoteFunction") local Disconnect = Instance.new("RemoteEvent") Remotes.Name = key Disconnect.Name = "disconnect" Dispatch.Name = "dispatch" Changed.Name = "changed" Connect.Name = "connect" Disconnect.Parent = Remotes Dispatch.Parent = Remotes Changed.Parent = Remotes Connect.Parent = Remotes -- Allows the player to connect to the RoduxStore Connect.OnServerInvoke = function(player) -- perform checks to ensure if the player has access to this store local playerIsOnFilter = table.find(self.Filter, player) assert( self.UseWhitelist and playerIsOnFilter or not self.UseWhitelist and not playerIsOnFilter, "Player lacks access to this RoduxStore! Did you make sure to whitelist/unblacklist the player?" ) -- perform another check to ensure that the player isnt already connected if not table.find(self._connected, player) then -- add the player to the list of connected players so we can see who we need to fire too later. table.insert(self._connected, player) end return store:getState() end -- Allows the player to dispatch a action to the RoduxStore Dispatch.OnServerInvoke = function(player, action) assert(self.AllowPlayerDispatchedActions == true, "Players are not allowed to dispatch actions") action.player = player store:dispatch(action) end -- disconnects the player from the store Disconnect.OnServerEvent:Connect(function(player) table.remove(self._connected, table.find(self._connected, player)) end) -- create a changed connection for networking behaviour self._changed = store.changed:connect(function(newState) --print("received") -- get the differences between the newState and oldState deep. local Differences = DifferenceCheck:searchDifferences(self._oldState, newState) --print("looking for changes") -- update the oldState to enable better difference check self._oldState = deepCopy(newState) --print("overwriting old changes") -- figure out which players to replicate it to --print("sending changes", Differences) for index, playerConnected in ipairs(self._connected) do --print("sent to", playerConnected) Changed:FireClient(playerConnected, Differences) end end) Remotes.Parent = script.Parent.Parent.Remotes self:setOptions(options) return self end function ReplicateStore:setOptions(options: table) options = options or {} -- go through the list of allowed options and assign them for key, value in pairs(options) do if table.find(allowedOptions, key) then self[key] = value end end end -- unregisters the RoduxStore function ReplicateStore:unregister() ReplicatedRoduxStores[self.key] = nil self._changed:disconnect() self._connected = nil self._oldState = nil script.Parent.Parent.remotes:WaitForChild(self.key):Destroy() end return ReplicateStore
-- The Computer Language Benchmarks Game -- http://benchmarksgame.alioth.debian.org/ -- contributed by Mike Pall function trim(x) return ( math.floor(x * 100000) ) / 100000.0 end local function A(i, j) local ij = i+j-1 return 1.0 / (ij * (ij-1) * 0.5 + i) end local function Av(x, y, N) for i=1,N do local a = 0 for j=1,N do a = a + x[j] * A(i, j) end y[i] = a end end local function Atv(x, y, N) for i=1,N do local a = 0 for j=1,N do a = a + x[j] * A(j, i) end y[i] = a end end local function AtAv(x, y, t, N) Av(x, t, N) Atv(t, y, N) end local N = 20 local u, v, t = {}, {}, {} for i=1,N do u[i] = 1 end for i=1,10 do AtAv(u, v, t, N) AtAv(v, u, t, N) end local vBv, vv = 0, 0 for i=1,N do local ui, vi = u[i], v[i] vBv = vBv + ui*vi vv = vv + vi*vi end print(trim(math.sqrt(vBv / vv)))
local Data = require("core.Data") Data.define_prototype("event") Data.add( "core.event", { game_initialized = {}, character_created = {}, item_created = {}, character_removed = {}, item_removed = {}, character_refreshed = {}, calc_character_damage = {}, character_damaged = {}, character_killed = {}, character_moved = {}, player_turn_started = {}, all_turns_finished = {}, map_initialized = {}, before_map_unload = {}, all_mods_loaded = {}, script_loaded = {}, nefia_created = {}, } )
return { version = "1.1", luaversion = "5.1", tiledversion = "2018.01.23", orientation = "orthogonal", renderorder = "right-down", width = 100, height = 100, tilewidth = 16, tileheight = 16, nextobjectid = 4, properties = {}, tilesets = { { name = "atlas01", firstgid = 1, filename = "atlas01.tsx", tilewidth = 16, tileheight = 16, spacing = 0, margin = 0, image = "../img/atlas01.png", imagewidth = 640, imageheight = 360, tileoffset = { x = 0, y = 0 }, grid = { orientation = "orthogonal", width = 16, height = 16 }, properties = {}, terrains = {}, tilecount = 880, tiles = {} } }, layers = { { type = "tilelayer", name = "Tile Layer 1", x = 0, y = 0, width = 100, height = 100, visible = true, opacity = 1, offsetx = 0, offsety = 0, properties = {}, encoding = "lua", data = { 241, 241, 241, 241, 241, 241, 241, 241, 241, 241, 241, 241, 241, 241, 241, 241, 241, 241, 241, 241, 241, 241, 241, 241, 241, 241, 241, 241, 241, 241, 241, 241, 241, 241, 241, 241, 241, 241, 241, 241, 241, 241, 241, 241, 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y = 24, width = 24, height = 24, rotation = 0, visible = true, properties = {} } } } } }
return function() local Utils = require(script.Parent.Utils) local Signal = require(script.Parent.Signal) describe('Utils.getSignal', function() local signals: { [string]: Signal.Signal } = {} it('should return a Signal', function() local signal = Utils.getSignal(signals, 'Test', true) expect(Signal.Is(signal)).to.be.equal(true) end) end) describe('Utils.convertTablePathToString', function() it('should return a string', function() expect(Utils.convertTablePathToString({ 'A', 'B', 'C' })).to.be.equal('A.B.C') end) end) describe('Utils.convertPathToTable', function() it('should return an array of strings', function() local newTable = Utils.convertPathToTable('A.B.C') expect(newTable[1]).to.be.equal('A') expect(newTable[2]).to.be.equal('B') expect(newTable[3]).to.be.equal('C') end) end) describe('Utils.assign', function() local baseTable = { A = true, B = false, C = false, } it('should assign values and return a new table', function() local newTable = Utils.assign(baseTable, { A = false, B = true, D = true, }) expect(newTable ~= baseTable).to.be.equal(true) expect(newTable.A).to.be.equal(false) expect(newTable.B).to.be.equal(true) expect(newTable.C).to.be.equal(false) expect(newTable.D).to.be.equal(true) end) end) end
function Pickup.main() end function Pickup.BeginPlay(_ARG_0_) if CurrentScenario ~= nil and CurrentScenario.OnPickableItemBeginPlay ~= nil then CurrentScenario.OnPickableItemBeginPlay(_ARG_0_) end end function Pickup.EndPlay(_ARG_0_) if CurrentScenario ~= nil and CurrentScenario.OnPickableItemEndPlay ~= nil then CurrentScenario.OnPickableItemEndPlay(_ARG_0_) end end
--todo 添加记忆位置 setbackimg require('loveframes') require('selectbox') require('equip') --一个道具包含一个图片,文字提示,位置,是否可见 --道具表={ {img,text,row,col,show} } bagbox={ nilImg=love.graphics.newImage('assets/box.png'), equips={}, imgbtn={}, } function bagbox:new(o) o = o or {} --如果参数中没有提供table,则创建一个空的。 --将新对象实例的metatable指向表(类) setmetatable(o,self) self.__index = self --最后返回构造后的对象实例 return o end --背包的宽、高,道具的行数、列数,道具宽、高,相邻行、列的间隔 function bagbox:SetUp(bw,bh,rows,cols,resw,resh,dx,dy) print("new") --设置默认参数,这样new的时候不写参数值也可以 --行、列数目 self.rows=rows or 3 self.cols=cols or 6 --相邻行、列的间隔 self.dx=dx or 2 self.dy=dy or 2 --背包的位置 self.bx,self.by=20,20 --背包宽,高 self.bw=bw or 600 self.bh=bh or 370 --道具的宽、高 self.resw= resw or 98 self.resh=resh or 98 --道具的总高度 self.dhs=(self.dy+self.resh)*self.rows --提示框的内容 self.tip="这里显示道具信息" --注意提示框在frame里 self.tipx,self.tipy=2,self.dhs+25+2 self.tipw,self.tiph=self.bw-4,self.bh-self.dhs-25-4 -- %TODO: add set print(self.dhs) --背包关闭标志,一开始没有背包所以是true self.close=false --背包名 self.name="背包" --是否是第一次创建 --self.first=true end --一次设置所有装备 equips是equip表 function bagbox:SetAllEquip(equips) if equips then self.equips=equips else local num=self.rows*self.cols for i=1,num do --初始化道具 self.equips[i]=equip:new() self.equips[i]:Create() self.equips[i].img=self.nilImg end end end function bagbox:SetPos(x,y) self.bx,self.by =x,y end --设置标题 function bagbox:SetName(name) self.name=self.name or "背包" end --设置光标 function bagbox:SetCursor(img) if img then if img=="default" then self.cursor="default" else self.cursor=img end else self.cursor=nil end end function bagbox:Create() --背包组成 frame,imagebutton,selectbox,panel+text --创建背包 self.bag = loveframes.Create("frame") local bag=self.bag --简化书写 -- $TODO: ok bag.OnClose=function() self.close=true end bag:SetName(self.name) bag:SetPos(self.bx,self.by) bag:SetSize(self.bw,self.bh) --先暂时不处理道具个数过多的情况 local num=self.rows*self.cols for i=1,num do self.imgbtn[i]=loveframes.Create("imagebutton",self.bag) self.imgbtn[i]:SetImage(self.equips[i].img) self.imgbtn[i]:SetPos((math.ceil((i-1)%6))*(self.resw+self.dx),(math.ceil(i/6)-1)*(self.resh+self.dy)+25) self.imgbtn[i]:SetText("") end self.selectBox=loveframes.Create("selectbox",bag) self.selectBox:SetCursor(self.cursor) local myselect=self.selectBox myselect:SetPos(0,25) -- $TODO: add memory feature --设置选择框的边界,这里在frame里,故如此 myselect:SetBound(0,25,self.bw,self.dhs) myselect.OnEnter=function() print(myselect:GetId()) end myselect:SetKey("s") myselect:SetRowCol(3,6,98,98) self.resPanel=loveframes.Create("panel", bag) local respanel = self.resPanel respanel:SetPos(self.tipx, self.tipy) respanel:SetSize(self.tipw,self.tiph) self.tipText=loveframes.Create("text",respanel) local text1 = self.tipText text1:SetText(self.tip) --交换装备 self.selectBox.ReturnSwap=function(obj) local tmp=equip:new() tmp=self.equips[obj.oldId] self.equips[obj.oldId]=self.equips[obj.newId] self.equips[obj.newId]=tmp --没有下面这句图片不更新 self.imgbtn[obj.oldId]:SetImage(self.equips[obj.oldId].img) self.imgbtn[obj.newId]:SetImage(self.equips[obj.newId].img) end end --添加道具 索引,装备 function bagbox:AddItem(index,equip) if equip then self.equips[index]=equip self.imgbtn[index]:SetImage(equip.img) else print("no img") end end --移除道具 function bagbox:DelItem(index) local tmp=equip:new() tmp:Create("","",self.nilImg) self.equips[index]=tmp self.imgbtn[index]:SetImage(self.nilImg) end function bagbox:Close() self.bag:Remove() end function bagbox:draw() loveframes.draw() end function bagbox:update(dt) --更新提示 local id=self.selectBox:GetId() local tmptip=self.equips[id]:GetAllValue() self.tip=tmptip self.tipText:SetText(self.tip) loveframes.update(dt) end function bagbox:keypressed(key, unicode) if key=="q" then if self.close then self:Create() self.close=false else self:Close() self.close=true end end end
local awful = require("awful") local gears = require("gears") local naughty = require("naughty") local beautiful = require("beautiful") local hotkeys_popup = require("awful.hotkeys_popup") local dpi = beautiful.xresources.apply_dpi require("awful.hotkeys_popup.keys") -- Define modkeys local modkey = "Mod4" local altkey = "Mod1" local ctrlkey = "Control" local shiftkey = "Shift" -- Define mouse button local leftclick = 1 local midclick = 2 local rightclick = 3 local scrolldown = 4 local scrollup = 5 local sidedownclick = 8 local sideupclick = 9 -- ============================================================================ -- Movement functions -- ============================================================================ -- Move local client local function move_client (c, direction) -- If client is floating, move to edge if c.floating or (awful.layout.get(mouse.screen) == awful.layout.suit.floating) then local workarea = awful.screen.focused().workarea if direction == "up" then c:geometry({ nil, y = workarea.y + beautiful.useless_gap * 2, nil, nil }) elseif direction == "down" then c:geometry({ nil, y = workarea.height + workarea.y - c:geometry().height - beautiful.useless_gap * 2 - beautiful.border_width * 2, nil, nil }) elseif direction == "left" then c:geometry({ x = workarea.x + beautiful.useless_gap * 2, nil, nil, nil }) elseif direction == "right" then c:geometry({ x = workarea.width + workarea.x - c:geometry().width - beautiful.useless_gap * 2 - beautiful.border_width * 2, nil, nil, nil }) end -- If maxed layout then swap windows elseif awful.layout.get(mouse.screen) == awful.layout.suit.max then if direction == "up" or direction == "left" then awful.client.swap.byidx(-1, c) elseif direction == "down" or direction == "right" then awful.client.swap.byidx(1, c) end -- Otherwise swap the client in the tiled layout else awful.client.swap.bydirection(direction, c, nil) end end -- Resize local client local floating_resize_amount = dpi(20) local tiling_resize_factor = 0.05 local function resize_client (c, direction) if awful.layout.get(mouse.screen) == awful.layout.suit.floating or (c and c.floating) then if direction == "up" then c:relative_move(0, 0, 0, -floating_resize_amount) elseif direction == "down" then c:relative_move(0, 0, 0, floating_resize_amount) elseif direction == "left" then c:relative_move(0, 0, -floating_resize_amount, 0) elseif direction == "right" then c:relative_move(0, 0, floating_resize_amount, 0) end else if direction == "up" then awful.client.incwfact(-tiling_resize_factor) elseif direction == "down" then awful.client.incwfact(tiling_resize_factor) elseif direction == "left" then awful.tag.incmwfact(-tiling_resize_factor) elseif direction == "right" then awful.tag.incmwfact(tiling_resize_factor) end end end -- Raise focus client local function raise_client () if client.focus then client.focus:raise() end end -- ============================================================================ -- Mouse bindings -- ============================================================================ clientbuttons = gears.table.join( awful.button( { }, leftclick, function (c) c:emit_signal("request::activate", "mouse_click", {raise = true}) end ), awful.button( { modkey }, leftclick, function (c) c:emit_signal("request::activate", "mouse_click", {raise = true}) awful.mouse.client.move(c) end ), awful.button( { modkey }, rightclick, function (c) c:emit_signal("request::activate", "mouse_click", {raise = true}) awful.mouse.client.resize(c) end ) ) -- ============================================================================ -- Client Keybindings -- ============================================================================ clientkeys = gears.table.join( -- ======================================================================== -- Client moves -- ======================================================================== awful.key( { modkey, shiftkey }, "j", function (c) move_client(c, "down") end, { description = "move down", group = "client" } ), awful.key( { modkey, shiftkey }, "k", function (c) move_client(c, "up") end, { description = "move up", group = "client" } ), awful.key( { modkey, shiftkey }, "h", function (c) move_client(c, "left") end, { description = "move left", group = "client" } ), awful.key( { modkey, shiftkey }, "l", function (c) move_client(c, "right") end, { description = "move right", group = "client" } ), -- ======================================================================== -- Client control -- ======================================================================== awful.key( { modkey, shiftkey }, "c", function (c) c:kill() end, { description = "close", group = "client" } ), awful.key( { modkey, ctrlkey }, "space", awful.client.floating.toggle, { description = "toggle floating", group = "client" } ), awful.key( { modkey, ctrlkey }, "Return", function (c) c:swap(awful.client.getmaster()) end, { description = "move to master", group = "client" } ), awful.key( { modkey }, "o", function (c) c:move_to_screen() end, { description = "move to screen", group = "client" } ), awful.key( { modkey }, "t", function (c) c.ontop = not c.ontop end, { description = "toggle keep on top", group = "client" } ), awful.key( { modkey }, "n", function (c) c.minimized = true end , { description = "minimize", group = "client" } ), awful.key( { modkey }, "m", function (c) c.maximized = not c.maximized c:raise() end , { description = "(un)maximize", group = "client" } ), awful.key( { modkey }, "f", function (c) c.fullscreen = not c.fullscreen c:raise() end, { description = "toggle fullscreen", group = "client" } ) ) -- ============================================================================ -- Global Keybindings -- ============================================================================ globalkeys = gears.table.join( -- ======================================================================== -- Awesome general -- ======================================================================== awful.key( { modkey }, "s", hotkeys_popup.show_help, { description="show help", group="awesome" } ), awful.key( { modkey, ctrlkey }, "r", awesome.restart, { description = "reload awesome", group = "awesome" } ), awful.key( { modkey, shiftkey }, "q", awesome.quit, { description = "quit awesome", group = "awesome" } ), -- ======================================================================== -- Screen focus -- ======================================================================== awful.key( { modkey, ctrlkey }, "s", function () awful.screen.focus_relative(1) end, { description = "focus the next screen", group = "screen" } ), awful.key( { modkey, ctrlkey }, "S", function () awful.screen.focus_relative(-1) end, { description = "focus the previous screen", group = "screen" } ), -- ======================================================================== -- Client focus -- ======================================================================== awful.key( { modkey }, "j", function () awful.client.focus.bydirection("down") raise_client() end, { description = "focus down", group = "client" } ), awful.key( { modkey }, "k", function () awful.client.focus.bydirection("up") raise_client() end, { description = "focus up", group = "client" } ), awful.key( { modkey }, "h", function () awful.client.focus.bydirection("left") raise_client() end, { description = "focus left", group = "client" } ), awful.key( { modkey }, "l", function () awful.client.focus.bydirection("right") raise_client() end, { description = "focus right", group = "client" } ), -- ======================================================================== -- Client resize -- ======================================================================== awful.key( { modkey, ctrlkey }, "j", function () resize_client(client.focus, "down") end, { description = "resize down", group = "client" } ), awful.key( { modkey, ctrlkey }, "k", function () resize_client(client.focus, "up") end, { description = "resize up", group = "client" } ), awful.key( { modkey, ctrlkey }, "h", function () resize_client(client.focus, "left") end, { description = "resize left", group = "client" } ), awful.key( { modkey, ctrlkey }, "l", function () resize_client(client.focus, "right") end, { description = "resize right", group = "client" } ), -- ======================================================================== -- Layout selection -- ======================================================================== awful.key( { modkey }, "space", function () awful.layout.inc(1) end, { description = "select next", group = "layout" } ), awful.key( { modkey, shiftkey }, "space", function () awful.layout.inc(-1) end, { description = "select previous", group = "layout" } ), awful.key( { modkey }, "Tab", function () awful.client.focus.history.previous() if client.focus then client.focus:raise() end end, { description = "go back", group = "client" } ), -- ======================================================================== -- Applications -- ======================================================================== awful.key( { modkey }, "Return", function () awful.spawn(apps.terminal) end, { description = "open a terminal", group = "launcher" } ), awful.key( { modkey }, "r", --function () awful.screen.focused().mypromptbox:run() end, function () awful.spawn(apps.launcher) end, { description = "run prompt", group = "launcher" } ), awful.key( { modkey, ctrlkey }, "n", function () local c = awful.client.restore() -- Focus restored client if c then c:emit_signal("request::activate", "key.unminimize", {raise = true}) end end, { description = "restore minimized", group = "client" } ) ) -- ============================================================================ -- Bind all key numbers to tags. -- ============================================================================ for i = 1, 9 do globalkeys = gears.table.join( globalkeys, -- View tag only. awful.key( { modkey }, "#" .. i + 9, function () local screen = awful.screen.focused() local tag = screen.tags[i] if tag then tag:view_only() end end, { description = "view tag #"..i, group = "tag" } ), -- Toggle tag display. awful.key( { modkey, ctrlkey }, "#" .. i + 9, function () local screen = awful.screen.focused() local tag = screen.tags[i] if tag then awful.tag.viewtoggle(tag) end end, { description = "toggle tag #" .. i, group = "tag" } ), -- Move client to tag. awful.key( { modkey, shiftkey }, "#" .. i + 9, function () if client.focus then local tag = client.focus.screen.tags[i] if tag then client.focus:move_to_tag(tag) end end end, { description = "move focused client to tag #"..i, group = "tag" } ), -- Toggle tag on focused client. awful.key( { modkey, ctrlkey, shiftkey }, "#" .. i + 9, function () if client.focus then local tag = client.focus.screen.tags[i] if tag then client.focus:toggle_tag(tag) end end end, { description = "toggle focused client on tag #" .. i, group = "tag" } ) ) end root.keys(globalkeys)
local c = require('colorbuddy.color').colors local s = require('colorbuddy.style').styles local no = s.NONE local M = {} local icons = { ["gruntfile"] = { color = c.orange }, ["gulpfile"] = { color = c.red }, ["dropbox"] = { color = c.blue }, ["xls"] = { color = c.green }, ["doc"] = { color = c.blue }, ["ppt"] = { color = c.red }, ["xml"] = { color = c.orange }, ["webpack"] = { color = c.cyan }, ["settingsjson"] = { color = c.purple }, ["cs"] = { color = c.blue }, ["procfile"] = { color = c.purple }, ["svg"] = { color = c.yellow }, ["bashprofile"] = { color = c.green }, ["bashrc"] = { color = c.green }, ["babelrc"] = { color = c.yellow }, ["ds_store"] = { color = c.gray }, ["git"] = { color = c.red }, ["gitattributes"] = { color = c.red }, ["gitconfig"] = { color = c.red }, ["gitignore"] = { color = c.red }, ["GitCommit"] = { color = c.cyan }, ["gitlabci"] = { color = c.red }, ["gvimrc"] = { color = c.green }, ["npmignore"] = { color = c.red }, ["vimrc"] = { color = c.green }, ["zshrc"] = { color = c.green }, ["dockerfile"] = { color = c.blue }, ["gemfile"] = { color = c.red }, ["LICENSE"] = { color = c.orange }, ["Vagrantfile"] = { color = c.blue }, ["ai"] = { color = c.yellow }, ["awk"] = { color = c.gray }, ["bash"] = { color = c.green }, ["bat"] = { color = c.yellow }, ["bmp"] = { color = c.purple }, ["c"] = { color = c.blue }, ["CPlusPlus"] = { color = c.purple }, ["clojure"] = { color = c.red }, ["clojurec"] = { color = c.red }, ["clojurejs"] = { color = c.red }, ["cmakelists"] = { color = c.cyan }, ["coffee"] = { color = c.yellow }, ["conf"] = { color = c.gray }, ["configru"] = { color = c.red }, ["cp"] = { color = c.blue }, ["cpp"] = { color = c.blue }, ["csh"] = { color = c.gray }, ["css"] = { color = c.blue }, ["cxx"] = { color = c.blue }, ["d"] = { color = c.green }, ["dart"] = { color = c.blue }, ["db"] = { color = c.gray }, ["diff"] = { color = c.gray }, ["dump"] = { color = c.gray }, ["edn"] = { color = c.red }, ["eex"] = { color = c.purple }, ["ejs"] = { color = c.yellow }, ["elm"] = { color = c.blue }, ["erl"] = { color = c.purple }, ["ex"] = { color = c.purple }, ["exs"] = { color = c.purple }, ["fsharp"] = { color = c.blue }, ["favicon"] = { color = c.yellow }, ["fish"] = { color = c.gray }, ["fs"] = { color = c.blue }, ["fsi"] = { color = c.blue }, ["fsscript"] = { color = c.blue }, ["fsx"] = { color = c.blue }, ["gemspec"] = { color = c.red }, ["gif"] = { color = c.purple }, ["go"] = { color = c.blue }, ["h"] = { color = c.purple }, ["haml"] = { color = c.gray }, ["hbs"] = { color = c.orange }, ["hh"] = { color = c.purple }, ["hpp"] = { color = c.purple }, ["hrl"] = { color = c.purple }, ["hs"] = { color = c.purple }, ["htm"] = { color = c.red }, ["html"] = { color = c.red }, ["hxx"] = { color = c.purple }, ["ico"] = { color = c.yellow }, ["ini"] = { color = c.gray }, ["java"] = { color = c.red }, ["jl"] = { color = c.purple }, ["jpeg"] = { color = c.purple }, ["jpg"] = { color = c.purple }, ["js"] = { color = c.yellow }, ["json"] = { color = c.yellow }, ["jsx"] = { color = c.yellow }, ["ksh"] = { color = c.gray }, ["leex"] = { color = c.purple }, ["less"] = { color = c.purple }, ["lhs"] = { color = c.purple }, ["license"] = { color = c.yellow }, ["lua"] = { color = c.blue }, ["makefile"] = { color = c.gray }, ["markdown"] = { color = c.blue }, ["md"] = { color = c.blue }, ["mdx"] = { color = c.blue }, ["mixlock"] = { color = c.purple }, ["mjs"] = { color = c.yellow }, ["ml"] = { color = c.orange }, ["mli"] = { color = c.orange }, ["mustache"] = { color = c.orange }, ["nix"] = { color = c.blue }, ["nodemodules"] = { color = c.red }, ["php"] = { color = c.purple }, ["pl"] = { color = c.cyan }, ["pm"] = { color = c.cyan }, ["png"] = { color = c.purple }, ["pp"] = { color = c.blue }, ["promptps1"] = { color = c.blue }, ["psb"] = { color = c.cyan }, ["psd"] = { color = c.cyan }, ["py"] = { color = c.blue }, ["pyc"] = { color = c.gray }, ["pyd"] = { color = c.gray }, ["pyo"] = { color = c.gray }, ["r"] = { color = c.green }, ["R"] = { color = c.green }, ["rake"] = { color = c.red }, ["rakefile"] = { color = c.red }, ["rb"] = { color = c.red }, ["rlib"] = { color = c.orange }, ["rmd"] = { color = c.blue }, ["Rmd"] = { color = c.blue }, ["rproj"] = { color = c.green }, ["rs"] = { color = c.orange }, ["rss"] = { color = c.orange }, ["sass"] = { color = c.pink }, ["scala"] = { color = c.red }, ["scss"] = { color = c.pink }, ["sh"] = { color = c.gray }, ["slim"] = { color = c.red }, ["sln"] = { color = c.purple }, ["sql"] = { color = c.gray }, ["styl"] = { color = c.green }, ["suo"] = { color = c.purple }, ["swift"] = { color = c.orange }, ["t"] = { color = c.cyan }, ["tex"] = { color = c.green }, ["toml"] = { color = c.cyan }, ["ts"] = { color = c.blue }, ["tsx"] = { color = c.blue }, ["twig"] = { color = c.green }, ["vim"] = { color = c.green }, ["vue"] = { color = c.green }, ["webmanifest"] = { color = c.yellow }, ["webp"] = { color = c.purple }, ["xcplayground"] = { color = c.orange }, ["xul"] = { color = c.orange }, ["yaml"] = { color = c.cyan }, ["yml"] = { color = c.cyan }, ["zsh"] = { color = c.green }, ["terminal"] = { color = c.green }, ["pdf"] = { color = c.red }, ["kt"] = { color = c.orange }, ["mp3"] = { color = c.gray }, ["mp4"] = { color = c.gray }, ["out"] = { color = c.gray }, ["lock"] = { color = c.pink }, ["zip"] = { color = c.yellowfaded }, ["xz"] = { color = c.yellowfaded } } function M.setup(Group) for name, icon in pairs(icons) do local color = icon.color local background = icon.background and icon.background or c.none local computed_name = 'DevIcon' .. name -- print(computed_name) Group.new(computed_name, color, background, no) end end return M
local m = string.match local gsub = string.gsub local tagList = {} local classList = {} local log = logger "featsLog.txt" local tagLog = logger "featTagsLog.txt" local pageParsers = {} local parsersPath = "otherData/featPageParsers" log:print "Loading parsers:" for k, file in ipairs(love.filesystem.getDirectoryItems(parsersPath)) do local fullPath = string.format("%s/%s", parsersPath, file) local trimmedPath = m(fullPath, "(.+)%.lua$") local info = love.filesystem.getInfo(fullPath) if info.type == "file" and m(file, ".+%.lua$") then -- require the stuff log:print("\tLoading " .. file) table.insert(pageParsers, require(trimmedPath)) end end local function parseFeatTags(str) local tags = {} for tag in string.gmatch(str, "%[(.-)%]") do tagList[tag] = tag table.insert(tags, tag) end return tags end local freqTbl = { -- add freq strings here "Static", "At%-Will %- ", "%d AP %- ", "X AP %- ", "Bind %d AP %- ", "Scene %- ", "Scene x%d %- ", "Daily %- ", "Daily x%d %- ", "X Daily %-", "x%d Uses %- ", "Daily/%d* - ", "One Time Use %- ", "One Time Use x%s*%d %- ", "One Time Use/%d", "Special %- " } local function findFrequency(str) -- check for the different frequency strings for _, freq in ipairs(freqTbl) do local match = m(str, ".-(\r\n" .. freq .. ")") if match then -- escape dashes for later pattern use match = gsub(match, "%-", "%%-") return match end end end local function findPreqs(str) -- first, look for multi-rank preqs local preqs = m(str, "\r\nAll Ranks Prerequisites:") if preqs then return preqs end preqs = m(str, "\r\nRank 1 Prerequisites:") if preqs then return preqs end -- else, looks for preqs return m(str, "\r\nPrerequisite[s]*%s*:") end local function getFeatSections(str) local sections = {{ptn = "^", name = "name"}} -- must be inserted in the right order! local tags = m(str, "\r\n%[") local preqs = findPreqs(str) local freq = findFrequency(str) local trigger = m(str, "\r\nTrigger%s*:") local target = m(str, "\r\nTarget%s*:") local confx = m(str, "\r\nContest Effect%s*:") local batfx = m(str, "\r\nBattle Effect%s*:") local ingredient = m(str, "\r\nIngredient 1%s*:") local choosefx = m(str, "\r\nChoose One Effect%s*:") local fx = m(str, ".-(\r\nEffect%s*:)") local special = m(str, "\r\nSpecial%s*:") local note = m(str, "\r\nNote%s*:") local momentum = m(str, "\r\nMechanic %- Momentum:") local hardened = m(str, "\r\nMechanic %- Hardened:") local songs = m(str, "\r\nMechanic: Songs %-") -- insert if required if tags then -- escape bracket tags = gsub(tags, "%[", "%%[") table.insert(sections, {ptn = tags, name = "tags"}) end if preqs then table.insert(sections, {ptn = preqs, name = "preqs"}) end if freq then table.insert(sections, {ptn = freq, name = "freq"}) end if trigger then table.insert(sections, {ptn = trigger, name = "trigger"}) end if target then table.insert(sections, {ptn = target, name = "target"}) end -- style expert if confx then table.insert(sections, {ptn = confx, name = "confx"}) end if batfx then table.insert(sections, {ptn = batfx, name = "batfx"}) end -- chef if ingredient then table.insert(sections, {ptn = ingredient, name = "ingredients"}) end if choosefx then table.insert(sections, {ptn = choosefx, name = "choosefx"}) end if fx then table.insert(sections, {ptn = fx, name = "fx"}) end if special then table.insert(sections, {ptn = special, name = "special"}) end if note then table.insert(sections, {ptn = note, name = "note"}) end -- duelist if momentum then momentum = gsub(momentum, "%-", "%%-") table.insert(sections, {ptn = momentum, name = "mechanicMomentum"}) end -- taskmaster if hardened then hardened = gsub(hardened, "%-", "%%-") table.insert(sections, {ptn = hardened, name = "mechanicHardened"}) end -- musician if songs then songs = gsub(songs, "%-", "%%-") table.insert(sections, {ptn = songs, name = "mechanicSongs"}) end table.insert(sections, {ptn = "$", name = ""}) return sections end function parseFeature(f) local feat = {} local sections = getFeatSections(f.str) log:print(string.format("\nFEAT: %s (%s sections discovered)", f.name, #sections - 1)) -- log:print(f.str) -- break sections into strs for n = 1, #sections - 1 do local current = sections[n] local index = current.name local start = current.ptn local finish = sections[n + 1].ptn local ptn -- frequency/cost and tags need a different pattern due to lack of section signifier if index ~= "freq" and index ~= "tags" then ptn = start .. "(.-)" .. finish else ptn = "(" .. start .. ".-)" .. finish end local str = m(f.str, ptn) -- CLEANUP -- unhyphenate str = gsub(str, "(%a)%-\r\n(%a)", "%1%2") str = gsub(str, "\r\n", " ") -- strip opening/closing spaces str = m(str, "%s*(.+%S)") -- log:print(current.name, ptn) log:print(index, str) feat[index] = str end if feat.tags then feat.tags = parseFeatTags(feat.tags) end return feat end function parseFeaturesData(tbl) for k, parser in ipairs(pageParsers) do log:print "===================" log:print("Parsing", parser.file) local feats = {} -- load pages local filepath = string.format("otherData/core/features/%s", parser.file) local pages = getPages({filepath}) local pagesFlat = table.concat(pages, "\r\n") -- clean up pagesFlat = gsub(pagesFlat, "Skills, Edges, Feats\r\n%d*\r\n", "") pagesFlat = gsub(pagesFlat, "Trainer Classes\r\n%d*\r\n", "") pagesFlat = gsub(pagesFlat, "Sept 2015 Playtest\r\n%d*\r\n", "") pagesFlat = replaceBadChars(pagesFlat) -- log:print(pagesFlat) -- log:print(parser.stripFunc(parser, pagesFlat)) -- strip data local stripped = "\r\n" .. parser.stripFunc(parser, pagesFlat) -- find feats local featStrs = {} for n = 1, #parser.names - 1 do local start = parser.names[n] local finish = parser.names[n+1] -- append newline to non-ending name if finish ~= "$" then finish = finish .. "\r\n" end local ptn = string.format("(\r\n%s\r\n.-)%s", start, finish) -- local str = m(stripped, ptn) table.insert(featStrs, {name = start, str = str}) -- log:print("|||||||||||||||||||||||||||") -- log:print(str) end -- parse feats for k, f in ipairs(featStrs) do local feat = parseFeature(f) -- parse tags for a looksie -- parseFeatTags(feat.tags) table.insert(feats, feat) end -- run post func local extra = parser.postFunc(feats, pagesFlat) -- store results local result = { category = parser.tag, feats = feats, extra = extra } table.insert(tbl, result) -- for k, feat in ipairs(feats) do -- table.insert(tbl, feat) -- -- NEXT TASK: -- -- DECIDE HOW TO STORE CLASS/FEATS AND EXTRA DATA -- -- FROM CLASS FEAT PAGES. -- -- FLAT LIST OF FEATS DOES NOT SUFFICE! -- end end -- print out feat tags for analysis for k, tag in pairs(tagList) do tagLog:print(tag) end end
pg = pg or {} pg.transform_data_template = { [501] = { use_gold = 200, name = "舰体改良I", star_limit = 1, descrip = "耐久+45", max_level = 1, skin_id = 0, use_ship = 0, level_limit = 1, id = 501, icon = "hp_1", skill_id = 0, condition_id = {}, effect = { { durability = 45 } }, ship_id = {}, use_item = { { { 18001, 1 } } }, gear_score = { 10 } }, [502] = { use_gold = 300, name = "装填强化I", star_limit = 1, descrip = "装填+5", max_level = 1, skin_id = 0, use_ship = 0, level_limit = 5, id = 502, icon = "rl_1", skill_id = 0, condition_id = { 501 }, effect = { { reload = 5 } }, ship_id = {}, use_item = { { { 18001, 2 } } }, gear_score = { 10 } }, [503] = { use_gold = 400, name = "主炮改良I", star_limit = 2, descrip = "主炮武器效率+5%", max_level = 1, skin_id = 0, use_ship = 0, level_limit = 20, id = 503, icon = "mgup_1", skill_id = 0, condition_id = { 501 }, effect = { { equipment_proficiency_1 = 0.05 } }, ship_id = {}, use_item = { { { 18001, 2 } } }, gear_score = { 15 } }, [504] = { use_gold = 500, name = "炮击强化I", star_limit = 2, descrip = "炮击+10", max_level = 1, skin_id = 0, use_ship = 0, level_limit = 25, id = 504, icon = "cn_1", skill_id = 0, condition_id = { 503 }, effect = { { cannon = 10 } }, ship_id = {}, use_item = { { { 18001, 2 } } }, gear_score = { 15 } }, [505] = { use_gold = 600, name = "鱼雷改良I", star_limit = 3, descrip = "鱼雷武器效率+5%", max_level = 1, skin_id = 0, use_ship = 0, level_limit = 35, id = 505, icon = "tpup_1", skill_id = 0, condition_id = { 503 }, effect = { { equipment_proficiency_2 = 0.05 } }, ship_id = {}, use_item = { { { 18001, 3 } } }, gear_score = { 20 } }, [506] = { use_gold = 800, name = "雷击强化I", star_limit = 3, descrip = "雷击+10", max_level = 1, skin_id = 0, use_ship = 0, level_limit = 40, id = 506, icon = "tp_1", skill_id = 0, condition_id = { 505 }, effect = { { torpedo = 10 } }, ship_id = {}, use_item = { { { 18001, 3 } } }, gear_score = { 20 } }, [507] = { use_gold = 1000, name = "舰体改良II", star_limit = 3, descrip = "耐久+45/耐久+75", max_level = 2, skin_id = 0, use_ship = 0, level_limit = 50, id = 507, icon = "hp_2", skill_id = 0, condition_id = { 505 }, effect = { { durability = 45 }, { durability = 75 } }, ship_id = {}, use_item = { { { 18002, 1 } }, { { 18002, 1 } } }, gear_score = { 10, 15 } }, [508] = { use_gold = 1200, name = "战术启发", star_limit = 3, descrip = "习得技能【快速装填】", max_level = 1, skin_id = 0, use_ship = 0, level_limit = 55, id = 508, icon = "skill_red", skill_id = 2001, condition_id = { 507 }, effect = { { skill_id = 4081 } }, ship_id = {}, use_item = { { { 18002, 3 } } }, gear_score = { 25 } }, [509] = { use_gold = 1400, name = "动力强化", star_limit = 4, descrip = "航速+3", max_level = 1, skin_id = 0, use_ship = 0, level_limit = 70, id = 509, icon = "sp_1", skill_id = 0, condition_id = { 507 }, effect = { { speed = 3 } }, ship_id = {}, use_item = { { { 18002, 3 } } }, gear_score = { 30 } }, [510] = { use_gold = 1600, name = "装填强化II", star_limit = 4, descrip = "装填+5/装填+10", max_level = 2, skin_id = 0, use_ship = 0, level_limit = 75, id = 510, icon = "rl_2", skill_id = 0, condition_id = { 502, 509 }, effect = { { reload = 5 }, { reload = 10 } }, ship_id = {}, use_item = { { { 18002, 2 } }, { { 18002, 2 } } }, gear_score = { 10, 20 } }, [511] = { use_gold = 2000, name = "近代化改造", star_limit = 4, descrip = "近代化改造完成,炮击+15,机动+25", max_level = 1, skin_id = 101039, use_ship = 1, level_limit = 80, id = 511, icon = "mt_red", skill_id = 0, condition_id = { 508, 509, 510 }, effect = { { cannon = 15, dodge = 25 } }, ship_id = {}, use_item = { { { 18002, 6 } } }, gear_score = { 50 } }, [601] = { use_gold = 200, name = "舰体改良I", star_limit = 1, descrip = "耐久+45", max_level = 1, skin_id = 0, use_ship = 0, level_limit = 1, id = 601, icon = "hp_1", skill_id = 0, condition_id = {}, effect = { { durability = 45 } }, ship_id = {}, use_item = { { { 18001, 1 } } }, gear_score = { 10 } }, [602] = { use_gold = 300, name = "装填强化I", star_limit = 1, descrip = "装填+5", max_level = 1, skin_id = 0, use_ship = 0, level_limit = 5, id = 602, icon = "rl_1", skill_id = 0, condition_id = { 601 }, effect = { { reload = 5 } }, ship_id = {}, use_item = { { { 18001, 2 } } }, gear_score = { 10 } }, [603] = { use_gold = 400, name = "主炮改良I", star_limit = 2, descrip = "主炮武器效率+5%", max_level = 1, skin_id = 0, use_ship = 0, level_limit = 20, id = 603, icon = "mgup_1", skill_id = 0, condition_id = { 601 }, effect = { { equipment_proficiency_1 = 0.05 } }, ship_id = {}, use_item = { { { 18001, 2 } } }, gear_score = { 15 } }, [604] = { use_gold = 500, name = "炮击强化I", star_limit = 2, descrip = "炮击+10", max_level = 1, skin_id = 0, use_ship = 0, level_limit = 25, id = 604, icon = "cn_1", skill_id = 0, condition_id = { 603 }, effect = { { cannon = 10 } }, ship_id = {}, use_item = { { { 18001, 2 } } }, gear_score = { 15 } }, [605] = { use_gold = 600, name = "鱼雷改良I", star_limit = 3, descrip = "鱼雷武器效率+5%", max_level = 1, skin_id = 0, use_ship = 0, level_limit = 35, id = 605, icon = "tpup_1", skill_id = 0, condition_id = { 603 }, effect = { { equipment_proficiency_2 = 0.05 } }, ship_id = {}, use_item = { { { 18001, 3 } } }, gear_score = { 20 } }, [606] = { use_gold = 800, name = "雷击强化I", star_limit = 3, descrip = "雷击+10", max_level = 1, skin_id = 0, use_ship = 0, level_limit = 40, id = 606, icon = "tp_1", skill_id = 0, condition_id = { 605 }, effect = { { torpedo = 10 } }, ship_id = {}, use_item = { { { 18001, 3 } } }, gear_score = { 20 } }, [607] = { use_gold = 1000, name = "舰体改良II", star_limit = 3, descrip = "耐久+45/耐久+75", max_level = 2, skin_id = 0, use_ship = 0, level_limit = 50, id = 607, icon = "hp_2", skill_id = 0, condition_id = { 605 }, effect = { { durability = 45 }, { durability = 75 } }, ship_id = {}, use_item = { { { 18002, 1 } }, { { 18002, 1 } } }, gear_score = { 10, 15 } }, [608] = { use_gold = 1200, name = "战术启发", star_limit = 3, descrip = "习得技能【快速装填】", max_level = 1, skin_id = 0, use_ship = 0, level_limit = 55, id = 608, icon = "skill_red", skill_id = 2001, condition_id = { 607 }, effect = { { skill_id = 4081 } }, ship_id = {}, use_item = { { { 18002, 3 } } }, gear_score = { 25 } }, [609] = { use_gold = 1400, name = "动力强化", star_limit = 4, descrip = "航速+3", max_level = 1, skin_id = 0, use_ship = 0, level_limit = 70, id = 609, icon = "sp_1", skill_id = 0, condition_id = { 607 }, effect = { { speed = 3 } }, ship_id = {}, use_item = { { { 18002, 3 } } }, gear_score = { 30 } }, [610] = { use_gold = 1600, name = "装填强化II", star_limit = 4, descrip = "装填+5/装填+10", max_level = 2, skin_id = 0, use_ship = 0, level_limit = 75, id = 610, icon = "rl_2", skill_id = 0, condition_id = { 602, 609 }, effect = { { reload = 5 }, { reload = 10 } }, ship_id = {}, use_item = { { { 18002, 2 } }, { { 18002, 2 } } }, gear_score = { 10, 20 } }, [611] = { use_gold = 2000, name = "近代化改造", star_limit = 4, descrip = "近代化改造完成,炮击+15,机动+25", max_level = 1, skin_id = 101049, use_ship = 1, level_limit = 80, id = 611, icon = "mt_red", skill_id = 0, condition_id = { 608, 609, 610 }, effect = { { cannon = 15, dodge = 25 } }, ship_id = {}, use_item = { { { 18002, 6 } } }, gear_score = { 50 } }, [1901] = { use_gold = 400, name = "舰体改良I", star_limit = 2, descrip = "耐久+45", max_level = 1, skin_id = 0, use_ship = 0, level_limit = 1, id = 1901, icon = "hp_1", skill_id = 0, condition_id = {}, effect = { { durability = 45 } }, ship_id = {}, use_item = { { { 18001, 2 } } }, gear_score = { 10 } }, [1902] = { use_gold = 600, name = "机动强化I", star_limit = 2, descrip = "机动+5", max_level = 1, skin_id = 0, use_ship = 0, level_limit = 5, id = 1902, icon = "dd_1", skill_id = 0, condition_id = { 1901 }, effect = { { dodge = 5 } }, ship_id = {}, use_item = { { { 18001, 3 } } }, gear_score = { 10 } }, [1903] = { use_gold = 800, name = "主炮改良I", star_limit = 3, descrip = "主炮武器效率+5%", max_level = 1, skin_id = 0, use_ship = 0, level_limit = 20, id = 1903, icon = "mgup_1", skill_id = 0, condition_id = { 1901 }, effect = { { equipment_proficiency_1 = 0.05 } }, ship_id = {}, use_item = { { { 18001, 3 } } }, gear_score = { 15 } }, [1904] = { use_gold = 1000, name = "炮击强化I", star_limit = 3, descrip = "炮击+10", max_level = 1, skin_id = 0, use_ship = 0, level_limit = 25, id = 1904, icon = "cn_1", skill_id = 0, condition_id = { 1903 }, effect = { { cannon = 10 } }, ship_id = {}, use_item = { { { 18001, 5 } } }, gear_score = { 15 } }, [1905] = { use_gold = 1200, name = "舰体改良II", star_limit = 4, descrip = "耐久+45/耐久+75", max_level = 2, skin_id = 0, use_ship = 0, level_limit = 35, id = 1905, icon = "hp_2", skill_id = 0, condition_id = { 1903 }, effect = { { durability = 45 }, { durability = 75 } }, ship_id = {}, use_item = { { { 18002, 1 } }, { { 18002, 2 } } }, gear_score = { 10, 10 } }, [1906] = { use_gold = 1500, name = "机动强化II", star_limit = 4, descrip = "机动+5/机动+10", max_level = 2, skin_id = 0, use_ship = 0, level_limit = 40, id = 1906, icon = "dd_2", skill_id = 0, condition_id = { 1902, 1905 }, effect = { { dodge = 5 }, { dodge = 10 } }, ship_id = {}, use_item = { { { 18002, 1 } }, { { 18002, 1 } } }, gear_score = { 10, 10 } }, [1907] = { use_gold = 1800, name = "主炮改良II", star_limit = 4, descrip = "主炮武器效率+5%/主炮武器效率+5%", max_level = 2, skin_id = 0, use_ship = 0, level_limit = 50, id = 1907, icon = "mgup_2", skill_id = 0, condition_id = { 1905 }, effect = { { equipment_proficiency_1 = 0.05 }, { equipment_proficiency_1 = 0.05 } }, ship_id = {}, use_item = { { { 18002, 2 } }, { { 18002, 3 } } }, gear_score = { 10, 15 } }, [1908] = { use_gold = 2000, name = "炮击强化II", star_limit = 4, descrip = "炮击+5/炮击+15", max_level = 2, skin_id = 0, use_ship = 0, level_limit = 55, id = 1908, icon = "cn_2", skill_id = 0, condition_id = { 1907 }, effect = { { cannon = 5 }, { cannon = 15 } }, ship_id = {}, use_item = { { { 18002, 1 } }, { { 18002, 2 } } }, gear_score = { 10, 15 } }, [1909] = { use_gold = 2500, name = "主炮改良II", star_limit = 5, descrip = "主炮武器效率+5%/主炮武器效率+5%", max_level = 2, skin_id = 0, use_ship = 0, level_limit = 70, id = 1909, icon = "mgup_2", skill_id = 0, condition_id = { 1907 }, effect = { { equipment_proficiency_1 = 0.05 }, { equipment_proficiency_1 = 0.05 } }, ship_id = {}, use_item = { { { 18003, 1 } }, { { 18003, 1 } } }, gear_score = { 10, 20 } }, [1910] = { use_gold = 3000, name = "雷击强化III", star_limit = 5, descrip = "雷击+5/雷击+10/雷击+15", max_level = 3, skin_id = 0, use_ship = 0, level_limit = 75, id = 1910, icon = "Tp_3", skill_id = 0, condition_id = { 1904, 1909 }, effect = { { torpedo = 5 }, { torpedo = 10 }, { torpedo = 15 } }, ship_id = {}, use_item = { { { 18003, 1 }, { 17023, 5 } }, { { 18003, 1 }, { 17023, 10 } }, { { 18003, 1 }, { 17023, 15 } } }, gear_score = { 5, 10, 15 } }, [1911] = { use_gold = 4000, name = "近代化改造", star_limit = 5, descrip = "近代化改造完成,炮击+30,机动+20", max_level = 1, skin_id = 101179, use_ship = 1, level_limit = 85, id = 1911, icon = "mt_red", skill_id = 0, condition_id = { 1909, 1910 }, effect = { { cannon = 30, dodge = 20 } }, ship_id = {}, use_item = { { { 18003, 3 } } }, gear_score = { 50 } }, [1912] = { use_gold = 3000, name = "战术启发", star_limit = 5, descrip = "习得技能【歼灭模式】", max_level = 1, skin_id = 0, use_ship = 0, level_limit = 90, id = 1912, icon = "skill_red", skill_id = 11210, condition_id = { 1911 }, effect = { { torpedo = 10 }, { skill_id = 11210 } }, ship_id = {}, use_item = { { { 18003, 2 }, { 17013, 20 } } }, gear_score = { 30 } }, [2601] = { use_gold = 300, name = "舰体改良I", star_limit = 2, descrip = "耐久+60", max_level = 1, skin_id = 0, use_ship = 0, level_limit = 1, id = 2601, icon = "hp_1", skill_id = 0, condition_id = {}, effect = { { durability = 60 } }, ship_id = {}, use_item = { { { 18001, 2 } } }, gear_score = { 10 } }, [2602] = { use_gold = 400, name = "炮击强化I", star_limit = 2, descrip = "炮击+10", max_level = 1, skin_id = 0, use_ship = 0, level_limit = 5, id = 2602, icon = "cn_1", skill_id = 0, condition_id = { 2601 }, effect = { { cannon = 10 } }, ship_id = {}, use_item = { { { 18001, 2 } } }, gear_score = { 10 } }, [2603] = { use_gold = 600, name = "防空炮改良I", star_limit = 3, descrip = "防空炮武器效率+5%", max_level = 1, skin_id = 0, use_ship = 0, level_limit = 20, id = 2603, icon = "aaup_1", skill_id = 0, condition_id = { 2601 }, effect = { { equipment_proficiency_3 = 0.05 } }, ship_id = {}, use_item = { { { 18001, 3 } } }, gear_score = { 15 } }, [2604] = { use_gold = 800, name = "防空强化I", star_limit = 3, descrip = "防空+15", max_level = 1, skin_id = 0, use_ship = 0, level_limit = 25, id = 2604, icon = "aa_1", skill_id = 0, condition_id = { 2603 }, effect = { { antiaircraft = 15 } }, ship_id = {}, use_item = { { { 18001, 3 } } }, gear_score = { 15 } }, [2605] = { use_gold = 1000, name = "主炮改良I", star_limit = 4, descrip = "主炮武器效率+5%", max_level = 1, skin_id = 0, use_ship = 0, level_limit = 35, id = 2605, icon = "mgup_1", skill_id = 0, condition_id = { 2603 }, effect = { { equipment_proficiency_1 = 0.05 } }, ship_id = {}, use_item = { { { 18001, 3 } } }, gear_score = { 20 } }, [2606] = { use_gold = 1200, name = "炮击强化II", star_limit = 4, descrip = "炮击+5/炮击+15", max_level = 2, skin_id = 0, use_ship = 0, level_limit = 40, id = 2606, icon = "cn_2", skill_id = 0, condition_id = { 2602, 2605 }, effect = { { cannon = 5 }, { cannon = 15 } }, ship_id = {}, use_item = { { { 18001, 2 } }, { { 18001, 2 } } }, gear_score = { 10, 10 } }, [2607] = { use_gold = 1500, name = "舰体改良II", star_limit = 4, descrip = "耐久+60/耐久+90", max_level = 2, skin_id = 0, use_ship = 0, level_limit = 50, id = 2607, icon = "hp_2", skill_id = 0, condition_id = { 2605 }, effect = { { durability = 60 }, { durability = 90 } }, ship_id = {}, use_item = { { { 18002, 1 } }, { { 18002, 2 } } }, gear_score = { 10, 15 } }, [2608] = { use_gold = 1800, name = "战术启发", star_limit = 4, descrip = "习得技能【烟雾弹】", max_level = 1, skin_id = 0, use_ship = 0, level_limit = 55, id = 2608, icon = "skill_blue", skill_id = 4081, condition_id = { 2607 }, effect = { { skill_id = 4081 } }, ship_id = {}, use_item = { { { 18002, 3 } } }, gear_score = { 25 } }, [2609] = { use_gold = 2000, name = "动力强化", star_limit = 5, descrip = "航速+3", max_level = 1, skin_id = 0, use_ship = 0, level_limit = 70, id = 2609, icon = "sp_1", skill_id = 0, condition_id = { 2607 }, effect = { { speed = 3 } }, ship_id = {}, use_item = { { { 18002, 3 } } }, gear_score = { 30 } }, [2610] = { use_gold = 2500, name = "防空强化II", star_limit = 5, descrip = "防空+15/防空+25", max_level = 2, skin_id = 0, use_ship = 0, level_limit = 75, id = 2610, icon = "aa_2", skill_id = 0, condition_id = { 2604, 2609 }, effect = { { antiaircraft = 15 }, { antiaircraft = 25 } }, ship_id = {}, use_item = { { { 18002, 2 } }, { { 18002, 2 } } }, gear_score = { 10, 20 } }, [2611] = { use_gold = 3000, name = "近代化改造", star_limit = 5, descrip = "近代化改造完成,装填+15,防空+35", max_level = 1, skin_id = 101249, use_ship = 1, level_limit = 85, id = 2611, icon = "mt_blue", skill_id = 0, condition_id = { 2608, 2609, 2610 }, effect = { { reload = 15, antiaircraft = 35 } }, ship_id = {}, use_item = { { { 18003, 1 } } }, gear_score = { 50 } }, [2701] = { use_gold = 300, name = "舰体改良I", star_limit = 2, descrip = "耐久+60", max_level = 1, skin_id = 0, use_ship = 0, level_limit = 1, id = 2701, icon = "hp_1", skill_id = 0, condition_id = {}, effect = { { durability = 60 } }, ship_id = {}, use_item = { { { 18001, 2 } } }, gear_score = { 10 } }, [2702] = { use_gold = 400, name = "装填强化I", star_limit = 2, descrip = "装填+5", max_level = 1, skin_id = 0, use_ship = 0, level_limit = 5, id = 2702, icon = "rl_1", skill_id = 0, condition_id = { 2701 }, effect = { { reload = 5 } }, ship_id = {}, use_item = { { { 18001, 2 } } }, gear_score = { 10 } }, [2703] = { use_gold = 600, name = "防空炮改良I", star_limit = 3, descrip = "防空炮武器效率+5%", max_level = 1, skin_id = 0, use_ship = 0, level_limit = 20, id = 2703, icon = "aaup_1", skill_id = 0, condition_id = { 2701 }, effect = { { equipment_proficiency_3 = 0.05 } }, ship_id = {}, use_item = { { { 18001, 3 } } }, gear_score = { 15 } }, [2704] = { use_gold = 800, name = "防空强化I", star_limit = 3, descrip = "防空+15", max_level = 1, skin_id = 0, use_ship = 0, level_limit = 25, id = 2704, icon = "aa_1", skill_id = 0, condition_id = { 2703 }, effect = { { antiaircraft = 15 } }, ship_id = {}, use_item = { { { 18001, 3 } } }, gear_score = { 15 } }, [2705] = { use_gold = 1000, name = "主炮改良I", star_limit = 4, descrip = "主炮武器效率+5%", max_level = 1, skin_id = 0, use_ship = 0, level_limit = 35, id = 2705, icon = "mgup_1", skill_id = 0, condition_id = { 2703 }, effect = { { equipment_proficiency_1 = 0.05 } }, ship_id = {}, use_item = { { { 18001, 3 } } }, gear_score = { 20 } }, [2706] = { use_gold = 1200, name = "装填强化II", star_limit = 4, descrip = "装填+5/装填+10", max_level = 2, skin_id = 0, use_ship = 0, level_limit = 40, id = 2706, icon = "rl_2", skill_id = 0, condition_id = { 2702, 2705 }, effect = { { reload = 5 }, { reload = 10 } }, ship_id = {}, use_item = { { { 18001, 2 } }, { { 18001, 2 } } }, gear_score = { 10, 10 } }, [2707] = { use_gold = 1500, name = "舰体改良II", star_limit = 4, descrip = "耐久+60/耐久+90", max_level = 2, skin_id = 0, use_ship = 0, level_limit = 50, id = 2707, icon = "hp_2", skill_id = 0, condition_id = { 2705 }, effect = { { durability = 60 }, { durability = 90 } }, ship_id = {}, use_item = { { { 18002, 1 } }, { { 18002, 2 } } }, gear_score = { 10, 15 } }, [2708] = { use_gold = 1800, name = "战术启发", star_limit = 4, descrip = "习得技能【防空模式】", max_level = 1, skin_id = 0, use_ship = 0, level_limit = 55, id = 2708, icon = "skill_blue", skill_id = 4091, condition_id = { 2707 }, effect = { { skill_id = 4091 } }, ship_id = {}, use_item = { { { 18002, 3 } } }, gear_score = { 25 } }, [2709] = { use_gold = 2000, name = "动力强化", star_limit = 5, descrip = "航速+3", max_level = 1, skin_id = 0, use_ship = 0, level_limit = 70, id = 2709, icon = "sp_1", skill_id = 0, condition_id = { 2707 }, effect = { { speed = 3 } }, ship_id = {}, use_item = { { { 18002, 3 } } }, gear_score = { 30 } }, [2710] = { use_gold = 2500, name = "防空强化II", star_limit = 5, descrip = "防空+15/防空+25", max_level = 2, skin_id = 0, use_ship = 0, level_limit = 75, id = 2710, icon = "aa_2", skill_id = 0, condition_id = { 2704, 2709 }, effect = { { antiaircraft = 15 }, { antiaircraft = 25 } }, ship_id = {}, use_item = { { { 18002, 2 } }, { { 18002, 2 } } }, gear_score = { 10, 20 } }, [2711] = { use_gold = 3000, name = "近代化改造", star_limit = 5, descrip = "近代化改造完成,炮击+15,防空+35", max_level = 1, skin_id = 101259, use_ship = 1, level_limit = 85, id = 2711, icon = "mt_blue", skill_id = 0, condition_id = { 2708, 2709, 2710 }, effect = { { cannon = 15, antiaircraft = 35 } }, ship_id = {}, use_item = { { { 18003, 1 } } }, gear_score = { 50 } }, [3301] = { use_gold = 400, name = "舰体改良I", star_limit = 2, descrip = "耐久+70", max_level = 1, skin_id = 0, use_ship = 0, level_limit = 1, id = 3301, icon = "hp_1", skill_id = 0, condition_id = {}, effect = { { durability = 70 } }, ship_id = {}, use_item = { { { 18011, 2 } } }, gear_score = { 10 } }, [3302] = { use_gold = 600, name = "装填强化I", star_limit = 2, descrip = "装填+5", max_level = 1, skin_id = 0, use_ship = 0, level_limit = 5, id = 3302, icon = "rl_1", skill_id = 0, condition_id = { 3301 }, effect = { { reload = 5 } }, ship_id = {}, use_item = { { { 18011, 3 } } }, gear_score = { 10 } }, [3303] = { use_gold = 800, name = "防空炮改良I", star_limit = 3, descrip = "防空炮武器效率+5%", max_level = 1, skin_id = 0, use_ship = 0, level_limit = 20, id = 3303, icon = "aaup_1", skill_id = 0, condition_id = { 3301 }, effect = { { equipment_proficiency_3 = 0.05 } }, ship_id = {}, use_item = { { { 18011, 3 } } }, gear_score = { 15 } }, [3304] = { use_gold = 1000, name = "防空强化I", star_limit = 3, descrip = "防空+15", max_level = 1, skin_id = 0, use_ship = 0, level_limit = 25, id = 3304, icon = "aa_1", skill_id = 0, condition_id = { 3303 }, effect = { { antiaircraft = 15 } }, ship_id = {}, use_item = { { { 18011, 5 } } }, gear_score = { 15 } }, [3305] = { use_gold = 1200, name = "主炮改良I", star_limit = 4, descrip = "主炮武器效率+5%", max_level = 1, skin_id = 0, use_ship = 0, level_limit = 35, id = 3305, icon = "mgup_1", skill_id = 0, condition_id = { 3303 }, effect = { { equipment_proficiency_1 = 0.05 } }, ship_id = {}, use_item = { { { 18012, 3 } } }, gear_score = { 20 } }, [3306] = { use_gold = 1500, name = "炮击强化I", star_limit = 4, descrip = "炮击+10", max_level = 1, skin_id = 0, use_ship = 0, level_limit = 40, id = 3306, icon = "cn_1", skill_id = 0, condition_id = { 3302, 3305 }, effect = { { cannon = 10 } }, ship_id = {}, use_item = { { { 18012, 2 } } }, gear_score = { 20 } }, [3307] = { use_gold = 1800, name = "舰体改良II", star_limit = 4, descrip = "耐久+70/耐久+100", max_level = 2, skin_id = 0, use_ship = 0, level_limit = 50, id = 3307, icon = "hp_2", skill_id = 0, condition_id = { 3305 }, effect = { { durability = 70 }, { durability = 100 } }, ship_id = {}, use_item = { { { 18012, 2 } }, { { 18012, 3 } } }, gear_score = { 10, 15 } }, [3308] = { use_gold = 2000, name = "命中强化I", star_limit = 4, descrip = "命中+5", max_level = 1, skin_id = 0, use_ship = 0, level_limit = 55, id = 3308, icon = "hit_1", skill_id = 0, condition_id = { 3307 }, effect = { { hit = 5 } }, ship_id = {}, use_item = { { { 18012, 3 } } }, gear_score = { 25 } }, [3309] = { use_gold = 2500, name = "防空炮改良II", star_limit = 5, descrip = "防空炮武器效率+5%/防空炮武器效率+5%", max_level = 2, skin_id = 0, use_ship = 0, level_limit = 70, id = 3309, icon = "Aaup_2", skill_id = 0, condition_id = { 3307 }, effect = { { equipment_proficiency_3 = 0.05 }, { equipment_proficiency_3 = 0.05 } }, ship_id = {}, use_item = { { { 18013, 1 } }, { { 18013, 1 } } }, gear_score = { 10, 20 } }, [3310] = { use_gold = 3000, name = "防空强化II", star_limit = 5, descrip = "防空+15/防空+25", max_level = 2, skin_id = 0, use_ship = 0, level_limit = 75, id = 3310, icon = "Aa_2", skill_id = 0, condition_id = { 3304, 3309 }, effect = { { antiaircraft = 15 }, { antiaircraft = 25 } }, ship_id = {}, use_item = { { { 18013, 1 }, { 17033, 5 } }, { { 18013, 2 }, { 17033, 15 } } }, gear_score = { 10, 20 } }, [3311] = { use_gold = 4000, name = "近代化改造", star_limit = 5, descrip = "近代化改造完成,命中+10,防空+35\n改造后<color=#92fc63>【雷达扫描】</color>技能将升级为<color=#92fc63>【雷达扫描·改】</color>", max_level = 1, skin_id = 102059, use_ship = 1, level_limit = 85, id = 3311, icon = "mt_yellow", skill_id = 0, condition_id = { 3309, 3310 }, effect = { { hit = 10, antiaircraft = 35 } }, ship_id = { { 102054, 102284 } }, use_item = { { { 18013, 3 } } }, gear_score = { 50 } }, [3312] = { use_gold = 3000, name = "战术启发", star_limit = 5, descrip = "习得技能【】", max_level = 1, skin_id = 0, use_ship = 0, level_limit = 90, id = 3312, icon = "skill_yellow", skill_id = 13380, condition_id = { 3308, 3311 }, effect = { { skill_id = 13380 } }, ship_id = {}, use_item = { { { 18013, 2 }, { 17003, 50 } } }, gear_score = { 30 } }, [3601] = { use_gold = 600, name = "舰体改良I", star_limit = 3, descrip = "耐久+70", max_level = 1, skin_id = 0, use_ship = 1, level_limit = 1, id = 3601, icon = "hp_1", skill_id = 0, condition_id = {}, effect = { { durability = 70 } }, ship_id = {}, use_item = { { { 18012, 2 } } }, gear_score = { 10 } }, [3602] = { use_gold = 800, name = "装填强化I", star_limit = 3, descrip = "装填+5", max_level = 1, skin_id = 0, use_ship = 0, level_limit = 5, id = 3602, icon = "rl_1", skill_id = 0, condition_id = { 3601 }, effect = { { reload = 5 } }, ship_id = {}, use_item = { { { 18012, 2 } } }, gear_score = { 10 } }, [3603] = { use_gold = 1000, name = "防空炮改良I", star_limit = 4, descrip = "防空炮武器效率+5%", max_level = 1, skin_id = 0, use_ship = 0, level_limit = 20, id = 3603, icon = "aaup_1", skill_id = 0, condition_id = { 3601 }, effect = { { equipment_proficiency_3 = 0.05 } }, ship_id = {}, use_item = { { { 18012, 3 } } }, gear_score = { 15 } }, [3604] = { use_gold = 1500, name = "防空强化II", star_limit = 4, descrip = "防空+15/防空+25", max_level = 2, skin_id = 0, use_ship = 0, level_limit = 25, id = 3604, icon = "aa_2", skill_id = 0, condition_id = { 3603 }, effect = { { antiaircraft = 15 }, { antiaircraft = 25 } }, ship_id = {}, use_item = { { { 18012, 1 } }, { { 18012, 2 } } }, gear_score = { 5, 10 } }, [3605] = { use_gold = 1800, name = "防空炮改良II", star_limit = 5, descrip = "防空炮武器效率+5%/防空炮武器效率+5%", max_level = 2, skin_id = 0, use_ship = 0, level_limit = 35, id = 3605, icon = "Aaup_2", skill_id = 0, condition_id = { 3603 }, effect = { { equipment_proficiency_3 = 0.05 }, { equipment_proficiency_3 = 0.05 } }, ship_id = {}, use_item = { { { 18012, 2 } }, { { 18012, 2 } } }, gear_score = { 10, 10 } }, [3606] = { use_gold = 2000, name = "防空强化II", star_limit = 5, descrip = "防空+15/防空+25", max_level = 2, skin_id = 0, use_ship = 0, level_limit = 40, id = 3606, icon = "aa_2", skill_id = 0, condition_id = { 3604 }, effect = { { antiaircraft = 15 }, { antiaircraft = 25 } }, ship_id = {}, use_item = { { { 18012, 2 } }, { { 18012, 2 } } }, gear_score = { 10, 10 } }, [3607] = { use_gold = 2500, name = "舰体改良II", star_limit = 5, descrip = "耐久+70/耐久+100", max_level = 2, skin_id = 0, use_ship = 0, level_limit = 50, id = 3607, icon = "hp_2", skill_id = 0, condition_id = { 3605 }, effect = { { durability = 70 }, { durability = 100 } }, ship_id = {}, use_item = { { { 18013, 1 }, { 17003, 25 } }, { { 18013, 1 }, { 17003, 25 } } }, gear_score = { 10, 15 } }, [3608] = { use_gold = 3000, name = "装填强化II", star_limit = 5, descrip = "装填+5/装填+10", max_level = 2, skin_id = 0, use_ship = 0, level_limit = 55, id = 3608, icon = "rl_2", skill_id = 0, condition_id = { 3602, 3607 }, effect = { { reload = 5 }, { reload = 10 } }, ship_id = {}, use_item = { { { 18013, 1 } }, { { 18013, 2 } } }, gear_score = { 10, 15 } }, [3609] = { use_gold = 4000, name = "主炮改良II", star_limit = 6, descrip = "主炮武器效率+5%/主炮武器效率+5%", max_level = 2, skin_id = 0, use_ship = 0, level_limit = 70, id = 3609, icon = "mgup_2", skill_id = 0, condition_id = { 3607 }, effect = { { equipment_proficiency_1 = 0.05 }, { equipment_proficiency_1 = 0.05 } }, ship_id = {}, use_item = { { { 18013, 2 } }, { { 18013, 2 } } }, gear_score = { 10, 20 } }, [3610] = { use_gold = 5000, name = "炮击强化III", star_limit = 6, descrip = "炮击+5/炮击+10/炮击+15", max_level = 3, skin_id = 0, use_ship = 0, level_limit = 75, id = 3610, icon = "Cn_3", skill_id = 0, condition_id = { 3606, 3609 }, effect = { { cannon = 5 }, { cannon = 10 }, { cannon = 15 } }, ship_id = {}, use_item = { { { 18013, 1 }, { 17013, 10 } }, { { 18013, 2 }, { 17013, 20 } }, { { 18013, 3 }, { 17013, 30 } } }, gear_score = { 5, 10, 15 } }, [3611] = { use_gold = 7500, name = "近代化改造", star_limit = 6, descrip = [[ 近代化改造完成 改造后<color=#92fc63>【主炮底座+1】</color> 改造后<color=#92fc63>【全弹发射II】</color>技能将升级为<color=#92fc63>【专属弹幕-圣地亚哥I】</color>]], max_level = 1, skin_id = 102089, use_ship = 1, level_limit = 85, id = 3611, icon = "mt_red", skill_id = 0, condition_id = { 3609, 3610 }, effect = { { cannon = 15, antiaircraft = 30 } }, ship_id = { { 102084, 102174 } }, use_item = { { { 59749, 1 } } }, gear_score = { 50 } }, [3612] = { use_gold = 5000, name = "战术启发", star_limit = 6, descrip = "习得技能【星之歌】", max_level = 1, skin_id = 0, use_ship = 1, level_limit = 90, id = 3612, icon = "skill_red", skill_id = 11720, condition_id = { 3608, 3611 }, effect = { { skill_id = 11720 } }, ship_id = {}, use_item = { { { 18013, 5 } } }, gear_score = { 30 } }, [4401] = { use_gold = 300, name = "舰体改良I", star_limit = 2, descrip = "耐久+80", max_level = 1, skin_id = 0, use_ship = 0, level_limit = 1, id = 4401, icon = "hp_1", skill_id = 0, condition_id = {}, effect = { { durability = 80 } }, ship_id = {}, use_item = { { { 18011, 2 } } }, gear_score = { 10 } }, [4402] = { use_gold = 400, name = "机动强化I", star_limit = 2, descrip = "机动+5", max_level = 1, skin_id = 0, use_ship = 0, level_limit = 5, id = 4402, icon = "dd_1", skill_id = 0, condition_id = { 4401 }, effect = { { dodge = 5 } }, ship_id = {}, use_item = { { { 18011, 2 } } }, gear_score = { 10 } }, [4403] = { use_gold = 600, name = "主炮改良I", star_limit = 3, descrip = "主炮武器效率+5%", max_level = 1, skin_id = 0, use_ship = 0, level_limit = 20, id = 4403, icon = "mgup_1", skill_id = 0, condition_id = { 4401 }, effect = { { equipment_proficiency_1 = 0.05 } }, ship_id = {}, use_item = { { { 18011, 3 } } }, gear_score = { 15 } }, [4404] = { use_gold = 800, name = "炮击强化I", star_limit = 3, descrip = "炮击+10", max_level = 1, skin_id = 0, use_ship = 0, level_limit = 25, id = 4404, icon = "cn_1", skill_id = 0, condition_id = { 4403 }, effect = { { cannon = 10 } }, ship_id = {}, use_item = { { { 18011, 3 } } }, gear_score = { 15 } }, [4405] = { use_gold = 1000, name = "舰体改良II", star_limit = 4, descrip = "耐久+80/耐久+120", max_level = 2, skin_id = 0, use_ship = 0, level_limit = 35, id = 4405, icon = "hp_2", skill_id = 0, condition_id = { 4403 }, effect = { { durability = 80 }, { durability = 120 } }, ship_id = {}, use_item = { { { 18011, 2 } }, { { 18011, 2 } } }, gear_score = { 10, 10 } }, [4406] = { use_gold = 1200, name = "副炮改良I", star_limit = 4, descrip = "副炮武器效率+5%", max_level = 1, skin_id = 0, use_ship = 0, level_limit = 40, id = 4406, icon = "sgup_1", skill_id = 0, condition_id = { 4405 }, effect = { { equipment_proficiency_2 = 0.05 } }, ship_id = {}, use_item = { { { 18011, 4 } } }, gear_score = { 20 } }, [4407] = { use_gold = 1500, name = "防空炮改良I", star_limit = 4, descrip = "防空炮武器效率+5%", max_level = 1, skin_id = 0, use_ship = 0, level_limit = 50, id = 4407, icon = "aaup_1", skill_id = 0, condition_id = { 4405 }, effect = { { equipment_proficiency_3 = 0.05 } }, ship_id = {}, use_item = { { { 18012, 2 } } }, gear_score = { 25 } }, [4408] = { use_gold = 1800, name = "防空强化I", star_limit = 4, descrip = "防空+15", max_level = 1, skin_id = 0, use_ship = 0, level_limit = 55, id = 4408, icon = "aa_1", skill_id = 0, condition_id = { 4407 }, effect = { { antiaircraft = 15 } }, ship_id = {}, use_item = { { { 18012, 2 } } }, gear_score = { 25 } }, [4409] = { use_gold = 2000, name = "舰体改良III", star_limit = 5, descrip = "耐久+80/耐久+120/耐久+160", max_level = 3, skin_id = 0, use_ship = 0, level_limit = 70, id = 4409, icon = "hp_3", skill_id = 0, condition_id = { 4407 }, effect = { { durability = 80 }, { durability = 120 }, { durability = 160 } }, ship_id = {}, use_item = { { { 18012, 2 } }, { { 18012, 2 } }, { { 18012, 3 } } }, gear_score = { 10, 10, 10 } }, [4410] = { use_gold = 2500, name = "机动强化II", star_limit = 5, descrip = "机动+5/机动+10", max_level = 2, skin_id = 0, use_ship = 0, level_limit = 75, id = 4410, icon = "dd_2", skill_id = 0, condition_id = { 4402, 4409 }, effect = { { dodge = 5 }, { dodge = 10 } }, ship_id = {}, use_item = { { { 18012, 2 } }, { { 18012, 2 } } }, gear_score = { 10, 20 } }, [4411] = { use_gold = 3000, name = "近代化改造", star_limit = 5, descrip = "近代化改造完成,耐久+150,炮击+20", max_level = 1, skin_id = 103069, use_ship = 1, level_limit = 85, id = 4411, icon = "mt_blue", skill_id = 0, condition_id = { 4408, 4409, 4410 }, effect = { { durability = 150, cannon = 20 } }, ship_id = {}, use_item = { { { 18013, 1 } } }, gear_score = { 50 } }, [5201] = { use_gold = 200, name = "舰体改良I", star_limit = 1, descrip = "耐久+70", max_level = 1, skin_id = 0, use_ship = 0, level_limit = 1, id = 5201, icon = "hp_1", skill_id = 0, condition_id = {}, effect = { { durability = 70 } }, ship_id = {}, use_item = { { { 18021, 1 } } }, gear_score = { 10 } }, [5202] = { use_gold = 300, name = "装填强化I", star_limit = 1, descrip = "装填+5", max_level = 1, skin_id = 0, use_ship = 0, level_limit = 5, id = 5202, icon = "rl_1", skill_id = 0, condition_id = { 5201 }, effect = { { reload = 5 } }, ship_id = {}, use_item = { { { 18021, 2 } } }, gear_score = { 10 } }, [5203] = { use_gold = 400, name = "主炮改良I", star_limit = 2, descrip = "主炮武器效率+5%", max_level = 1, skin_id = 0, use_ship = 0, level_limit = 20, id = 5203, icon = "mgup_1", skill_id = 0, condition_id = { 5201 }, effect = { { equipment_proficiency_1 = 0.05 } }, ship_id = {}, use_item = { { { 18021, 2 } } }, gear_score = { 15 } }, [5204] = { use_gold = 500, name = "炮击强化I", star_limit = 2, descrip = "炮击+10", max_level = 1, skin_id = 0, use_ship = 0, level_limit = 25, id = 5204, icon = "cn_1", skill_id = 0, condition_id = { 5203 }, effect = { { cannon = 10 } }, ship_id = {}, use_item = { { { 18021, 2 } } }, gear_score = { 15 } }, [5205] = { use_gold = 600, name = "副炮改良I", star_limit = 3, descrip = "副炮武器效率+5%", max_level = 1, skin_id = 0, use_ship = 0, level_limit = 35, id = 5205, icon = "sgup_1", skill_id = 0, condition_id = { 5203 }, effect = { { equipment_proficiency_2 = 0.05 } }, ship_id = {}, use_item = { { { 18021, 3 } } }, gear_score = { 20 } }, [5206] = { use_gold = 800, name = "防空强化I", star_limit = 3, descrip = "防空+10", max_level = 1, skin_id = 0, use_ship = 0, level_limit = 40, id = 5206, icon = "aa_1", skill_id = 0, condition_id = { 5205 }, effect = { { antiaircraft = 10 } }, ship_id = {}, use_item = { { { 18021, 3 } } }, gear_score = { 20 } }, [5207] = { use_gold = 1000, name = "舰体改良II", star_limit = 3, descrip = "耐久+70/耐久+100", max_level = 2, skin_id = 0, use_ship = 0, level_limit = 50, id = 5207, icon = "hp_2", skill_id = 0, condition_id = { 5205 }, effect = { { durability = 70 }, { durability = 100 } }, ship_id = {}, use_item = { { { 18022, 1 } }, { { 18022, 1 } } }, gear_score = { 10, 15 } }, [5208] = { use_gold = 1200, name = "战术启发", star_limit = 3, descrip = "习得技能【重点打击】", max_level = 1, skin_id = 0, use_ship = 0, level_limit = 55, id = 5208, icon = "skill_red", skill_id = 2041, condition_id = { 5207 }, effect = { { skill_id = 2041 } }, ship_id = {}, use_item = { { { 18022, 3 } } }, gear_score = { 25 } }, [5209] = { use_gold = 1400, name = "副炮改良II", star_limit = 4, descrip = "副炮武器效率+5%/副炮武器效率+5%", max_level = 2, skin_id = 0, use_ship = 0, level_limit = 70, id = 5209, icon = "sgup_2", skill_id = 0, condition_id = { 5207 }, effect = { { equipment_proficiency_2 = 0.05 }, { equipment_proficiency_2 = 0.05 } }, ship_id = {}, use_item = { { { 18022, 1 } }, { { 18022, 2 } } }, gear_score = { 10, 20 } }, [5210] = { use_gold = 1600, name = "装填强化II", star_limit = 4, descrip = "装填+5/装填+10", max_level = 2, skin_id = 0, use_ship = 0, level_limit = 75, id = 5210, icon = "rl_2", skill_id = 0, condition_id = { 5202, 5209 }, effect = { { reload = 5 }, { reload = 10 } }, ship_id = {}, use_item = { { { 18022, 2 } }, { { 18022, 2 } } }, gear_score = { 10, 20 } }, [5211] = { use_gold = 2000, name = "近代化改造", star_limit = 4, descrip = "近代化改造完成,命中+15,防空+30", max_level = 1, skin_id = 105019, use_ship = 1, level_limit = 80, id = 5211, icon = "mt_yellow", skill_id = 0, condition_id = { 5208, 5209, 5210 }, effect = { { hit = 15, antiaircraft = 30 } }, ship_id = {}, use_item = { { { 18022, 6 } } }, gear_score = { 50 } }, [5301] = { use_gold = 200, name = "舰体改良I", star_limit = 1, descrip = "耐久+70", max_level = 1, skin_id = 0, use_ship = 0, level_limit = 1, id = 5301, icon = "hp_1", skill_id = 0, condition_id = {}, effect = { { durability = 70 } }, ship_id = {}, use_item = { { { 18021, 1 } } }, gear_score = { 10 } }, [5302] = { use_gold = 300, name = "装填强化I", star_limit = 1, descrip = "装填+5", max_level = 1, skin_id = 0, use_ship = 0, level_limit = 5, id = 5302, icon = "rl_1", skill_id = 0, condition_id = { 5301 }, effect = { { reload = 5 } }, ship_id = {}, use_item = { { { 18021, 2 } } }, gear_score = { 10 } }, [5303] = { use_gold = 400, name = "主炮改良I", star_limit = 2, descrip = "主炮武器效率+5%", max_level = 1, skin_id = 0, use_ship = 0, level_limit = 20, id = 5303, icon = "mgup_1", skill_id = 0, condition_id = { 5301 }, effect = { { equipment_proficiency_1 = 0.05 } }, ship_id = {}, use_item = { { { 18021, 2 } } }, gear_score = { 15 } }, [5304] = { use_gold = 500, name = "炮击强化I", star_limit = 2, descrip = "炮击+10", max_level = 1, skin_id = 0, use_ship = 0, level_limit = 25, id = 5304, icon = "cn_1", skill_id = 0, condition_id = { 5303 }, effect = { { cannon = 10 } }, ship_id = {}, use_item = { { { 18021, 2 } } }, gear_score = { 15 } }, [5305] = { use_gold = 600, name = "副炮改良I", star_limit = 3, descrip = "副炮武器效率+5%", max_level = 1, skin_id = 0, use_ship = 0, level_limit = 35, id = 5305, icon = "sgup_1", skill_id = 0, condition_id = { 5303 }, effect = { { equipment_proficiency_2 = 0.05 } }, ship_id = {}, use_item = { { { 18021, 3 } } }, gear_score = { 20 } }, [5306] = { use_gold = 800, name = "防空强化I", star_limit = 3, descrip = "防空+10", max_level = 1, skin_id = 0, use_ship = 0, level_limit = 40, id = 5306, icon = "aa_1", skill_id = 0, condition_id = { 5305 }, effect = { { antiaircraft = 10 } }, ship_id = {}, use_item = { { { 18021, 3 } } }, gear_score = { 20 } }, [5307] = { use_gold = 1000, name = "舰体改良II", star_limit = 3, descrip = "耐久+70/耐久+100", max_level = 2, skin_id = 0, use_ship = 0, level_limit = 50, id = 5307, icon = "hp_2", skill_id = 0, condition_id = { 5305 }, effect = { { durability = 70 }, { durability = 100 } }, ship_id = {}, use_item = { { { 18022, 1 } }, { { 18022, 1 } } }, gear_score = { 10, 15 } }, [5308] = { use_gold = 1200, name = "战术启发", star_limit = 3, descrip = "习得技能【重点打击】", max_level = 1, skin_id = 0, use_ship = 0, level_limit = 55, id = 5308, icon = "skill_red", skill_id = 2041, condition_id = { 5307 }, effect = { { skill_id = 2041 } }, ship_id = {}, use_item = { { { 18022, 3 } } }, gear_score = { 25 } }, [5309] = { use_gold = 1400, name = "副炮改良II", star_limit = 4, descrip = "副炮武器效率+5%/副炮武器效率+5%", max_level = 2, skin_id = 0, use_ship = 0, level_limit = 70, id = 5309, icon = "sgup_2", skill_id = 0, condition_id = { 5307 }, effect = { { equipment_proficiency_2 = 0.05 }, { equipment_proficiency_2 = 0.05 } }, ship_id = {}, use_item = { { { 18022, 1 } }, { { 18022, 2 } } }, gear_score = { 10, 20 } }, [5310] = { use_gold = 1600, name = "装填强化II", star_limit = 4, descrip = "装填+5/装填+10", max_level = 2, skin_id = 0, use_ship = 0, level_limit = 75, id = 5310, icon = "rl_2", skill_id = 0, condition_id = { 5302, 5309 }, effect = { { reload = 5 }, { reload = 10 } }, ship_id = {}, use_item = { { { 18022, 2 } }, { { 18022, 2 } } }, gear_score = { 10, 20 } }, [5311] = { use_gold = 2000, name = "近代化改造", star_limit = 4, descrip = "近代化改造完成,命中+10,防空+35", max_level = 1, skin_id = 105029, use_ship = 1, level_limit = 80, id = 5311, icon = "mt_yellow", skill_id = 0, condition_id = { 5308, 5309, 5310 }, effect = { { hit = 10, antiaircraft = 35 } }, ship_id = {}, use_item = { { { 18022, 6 } } }, gear_score = { 50 } }, [7001] = { use_gold = 300, name = "舰体改良I", star_limit = 2, descrip = "耐久+60", max_level = 1, skin_id = 0, use_ship = 0, level_limit = 1, id = 7001, icon = "hp_1", skill_id = 0, condition_id = {}, effect = { { durability = 60 } }, ship_id = {}, use_item = { { { 18031, 2 } } }, gear_score = { 10 } }, [7002] = { use_gold = 400, name = "装填强化I", star_limit = 2, descrip = "装填+5", max_level = 1, skin_id = 0, use_ship = 0, level_limit = 5, id = 7002, icon = "rl_1", skill_id = 0, condition_id = { 7001 }, effect = { { reload = 5 } }, ship_id = {}, use_item = { { { 18031, 2 } } }, gear_score = { 10 } }, [7003] = { use_gold = 600, name = "空战精通I", star_limit = 3, descrip = "轰炸机机武器效率+5%", max_level = 1, skin_id = 0, use_ship = 0, level_limit = 20, id = 7003, icon = "ffup_1", skill_id = 0, condition_id = { 7001 }, effect = { { equipment_proficiency_1 = 0.05 } }, ship_id = {}, use_item = { { { 18031, 3 } } }, gear_score = { 15 } }, [7004] = { use_gold = 800, name = "航空强化I", star_limit = 3, descrip = "航空+10", max_level = 1, skin_id = 0, use_ship = 0, level_limit = 25, id = 7004, icon = "air_1", skill_id = 0, condition_id = { 7003 }, effect = { { air = 10 } }, ship_id = {}, use_item = { { { 18031, 3 } } }, gear_score = { 15 } }, [7005] = { use_gold = 1000, name = "防空炮改良I", star_limit = 4, descrip = "防空炮武器效率+5%", max_level = 1, skin_id = 0, use_ship = 0, level_limit = 35, id = 7005, icon = "aaup_1", skill_id = 0, condition_id = { 7003 }, effect = { { equipment_proficiency_3 = 0.05 } }, ship_id = {}, use_item = { { { 18031, 4 } } }, gear_score = { 20 } }, [7006] = { use_gold = 1200, name = "防空强化I", star_limit = 4, descrip = "防空+15", max_level = 1, skin_id = 0, use_ship = 0, level_limit = 40, id = 7006, icon = "aa_1", skill_id = 0, condition_id = { 7005 }, effect = { { antiaircraft = 15 } }, ship_id = {}, use_item = { { { 18031, 4 } } }, gear_score = { 20 } }, [7007] = { use_gold = 1500, name = "舰体改良II", star_limit = 4, descrip = "耐久+60/耐久+90", max_level = 2, skin_id = 0, use_ship = 0, level_limit = 50, id = 7007, icon = "hp_2", skill_id = 0, condition_id = { 7005 }, effect = { { durability = 60 }, { durability = 90 } }, ship_id = {}, use_item = { { { 18032, 1 } }, { { 18032, 1 } } }, gear_score = { 10, 15 } }, [7008] = { use_gold = 1800, name = "战术启发", star_limit = 4, descrip = "习得技能【制空支援】", max_level = 1, skin_id = 0, use_ship = 0, level_limit = 55, id = 7008, icon = "skill_yellow", skill_id = 3041, condition_id = { 7007 }, effect = { { skill_id = 3041 } }, ship_id = {}, use_item = { { { 18032, 3 } } }, gear_score = { 25 } }, [7009] = { use_gold = 2000, name = "空战精通II", star_limit = 5, descrip = "轰炸机武器效率+5%/轰炸机武器效率+5%", max_level = 2, skin_id = 0, use_ship = 0, level_limit = 70, id = 7009, icon = "ffup_2", skill_id = 0, condition_id = { 7007, 7008 }, effect = { { equipment_proficiency_1 = 0.05 }, { equipment_proficiency_1 = 0.05 } }, ship_id = {}, use_item = { { { 18032, 1 } }, { { 18032, 2 } } }, gear_score = { 10, 20 } }, [7010] = { use_gold = 2500, name = "航空强化II", star_limit = 5, descrip = "航空+10/航空+15", max_level = 2, skin_id = 0, use_ship = 0, level_limit = 75, id = 7010, icon = "air_2", skill_id = 0, condition_id = { 7004, 7009 }, effect = { { air = 10 }, { air = 15 } }, ship_id = {}, use_item = { { { 18032, 2 } }, { { 18032, 2 } } }, gear_score = { 10, 20 } }, [7011] = { use_gold = 3000, name = "近代化改造", star_limit = 5, descrip = "近代化改造完成,防空+20,航空+25", max_level = 1, skin_id = 106019, use_ship = 1, level_limit = 85, id = 7011, icon = "mt_blue", skill_id = 0, condition_id = { 7009, 7010 }, effect = { { antiaircraft = 20, air = 25 } }, ship_id = {}, use_item = { { { 18033, 1 } } }, gear_score = { 50 } }, [7101] = { use_gold = 200, name = "舰体改良I", star_limit = 1, descrip = "耐久+60", max_level = 1, skin_id = 0, use_ship = 0, level_limit = 1, id = 7101, icon = "hp_1", skill_id = 0, condition_id = {}, effect = { { durability = 60 } }, ship_id = {}, use_item = { { { 18031, 1 } } }, gear_score = { 10 } }, [7102] = { use_gold = 300, name = "装填强化I", star_limit = 1, descrip = "装填+5", max_level = 1, skin_id = 0, use_ship = 0, level_limit = 5, id = 7102, icon = "rl_1", skill_id = 0, condition_id = { 7101 }, effect = { { reload = 5 } }, ship_id = {}, use_item = { { { 18031, 2 } } }, gear_score = { 10 } }, [7103] = { use_gold = 400, name = "轰炸精通I", star_limit = 2, descrip = "轰炸机机武器效率+5%", max_level = 1, skin_id = 0, use_ship = 0, level_limit = 20, id = 7103, icon = "bfup_1", skill_id = 0, condition_id = { 7101 }, effect = { { equipment_proficiency_2 = 0.05 } }, ship_id = {}, use_item = { { { 18031, 2 } } }, gear_score = { 15 } }, [7104] = { use_gold = 500, name = "航空强化I", star_limit = 2, descrip = "航空+10", max_level = 1, skin_id = 0, use_ship = 0, level_limit = 25, id = 7104, icon = "air_1", skill_id = 0, condition_id = { 7103 }, effect = { { air = 10 } }, ship_id = {}, use_item = { { { 18031, 2 } } }, gear_score = { 15 } }, [7105] = { use_gold = 600, name = "防空炮改良I", star_limit = 3, descrip = "防空炮武器效率+5%", max_level = 1, skin_id = 0, use_ship = 0, level_limit = 35, id = 7105, icon = "aaup_1", skill_id = 0, condition_id = { 7103 }, effect = { { equipment_proficiency_3 = 0.05 } }, ship_id = {}, use_item = { { { 18031, 3 } } }, gear_score = { 20 } }, [7106] = { use_gold = 800, name = "防空强化I", star_limit = 3, descrip = "防空+15", max_level = 1, skin_id = 0, use_ship = 0, level_limit = 40, id = 7106, icon = "aa_1", skill_id = 0, condition_id = { 7105 }, effect = { { antiaircraft = 15 } }, ship_id = {}, use_item = { { { 18031, 3 } } }, gear_score = { 20 } }, [7107] = { use_gold = 1000, name = "舰体改良II", star_limit = 3, descrip = "耐久+60/耐久+90", max_level = 2, skin_id = 0, use_ship = 0, level_limit = 50, id = 7107, icon = "hp_2", skill_id = 0, condition_id = { 7105 }, effect = { { durability = 60 }, { durability = 90 } }, ship_id = {}, use_item = { { { 18032, 1 } }, { { 18032, 1 } } }, gear_score = { 10, 15 } }, [7108] = { use_gold = 1200, name = "战术启发", star_limit = 3, descrip = "习得技能【防空指挥·主力】", max_level = 1, skin_id = 0, use_ship = 0, level_limit = 55, id = 7108, icon = "skill_yellow", skill_id = 1045, condition_id = { 7107 }, effect = { { skill_id = 1045 } }, ship_id = {}, use_item = { { { 18032, 3 } } }, gear_score = { 25 } }, [7109] = { use_gold = 1400, name = "轰炸精通II", star_limit = 4, descrip = "轰炸机武器效率+5%/轰炸机武器效率+5%", max_level = 2, skin_id = 0, use_ship = 0, level_limit = 70, id = 7109, icon = "bfup_2", skill_id = 0, condition_id = { 7107, 7108 }, effect = { { equipment_proficiency_2 = 0.05 }, { equipment_proficiency_2 = 0.05 } }, ship_id = {}, use_item = { { { 18032, 1 } }, { { 18032, 2 } } }, gear_score = { 10, 20 } }, [7110] = { use_gold = 1600, name = "航空强化II", star_limit = 4, descrip = "航空+10/航空+15", max_level = 2, skin_id = 0, use_ship = 0, level_limit = 75, id = 7110, icon = "air_2", skill_id = 0, condition_id = { 7104, 7109 }, effect = { { air = 10 }, { air = 15 } }, ship_id = {}, use_item = { { { 18032, 2 } }, { { 18032, 2 } } }, gear_score = { 10, 20 } }, [7111] = { use_gold = 2000, name = "近代化改造", star_limit = 4, descrip = "近代化改造完成,防空+20,航空+25", max_level = 1, skin_id = 106029, use_ship = 1, level_limit = 80, id = 7111, icon = "mt_blue", skill_id = 0, condition_id = { 7109, 7110 }, effect = { { antiaircraft = 20, air = 25 } }, ship_id = {}, use_item = { { { 18032, 6 } } }, gear_score = { 50 } }, [7201] = { use_gold = 200, name = "舰体改良I", star_limit = 1, descrip = "耐久+70", max_level = 1, skin_id = 0, use_ship = 0, level_limit = 1, id = 7201, icon = "hp_1", skill_id = 0, condition_id = {}, effect = { { durability = 70 } }, ship_id = {}, use_item = { { { 18031, 1 } } }, gear_score = { 10 } }, [7202] = { use_gold = 300, name = "装填强化I", star_limit = 1, descrip = "装填+5", max_level = 1, skin_id = 0, use_ship = 0, level_limit = 5, id = 7202, icon = "rl_1", skill_id = 0, condition_id = { 7201 }, effect = { { reload = 5 } }, ship_id = {}, use_item = { { { 18031, 2 } } }, gear_score = { 10 } }, [7203] = { use_gold = 400, name = "空战精通I", star_limit = 2, descrip = "战斗机武器效率+4%", max_level = 1, skin_id = 0, use_ship = 0, level_limit = 20, id = 7203, icon = "ffup_1", skill_id = 0, condition_id = { 7201 }, effect = { { equipment_proficiency_1 = 0.04, equipment_proficiency_2 = 0.04 } }, ship_id = {}, use_item = { { { 18031, 2 } } }, gear_score = { 15 } }, [7204] = { use_gold = 500, name = "航空强化I", star_limit = 2, descrip = "航空+10", max_level = 1, skin_id = 0, use_ship = 0, level_limit = 25, id = 7204, icon = "air_1", skill_id = 0, condition_id = { 7203 }, effect = { { air = 10 } }, ship_id = {}, use_item = { { { 18031, 2 } } }, gear_score = { 15 } }, [7205] = { use_gold = 600, name = "轰炸精通I", star_limit = 3, descrip = "轰炸机武器效率+5%", max_level = 1, skin_id = 0, use_ship = 0, level_limit = 35, id = 7205, icon = "bfup_1", skill_id = 0, condition_id = { 7203 }, effect = { { equipment_proficiency_3 = 0.05 } }, ship_id = {}, use_item = { { { 18031, 3 } } }, gear_score = { 20 } }, [7206] = { use_gold = 800, name = "防空强化I", star_limit = 3, descrip = "防空+15", max_level = 1, skin_id = 0, use_ship = 0, level_limit = 40, id = 7206, icon = "aa_1", skill_id = 0, condition_id = { 7205 }, effect = { { antiaircraft = 15 } }, ship_id = {}, use_item = { { { 18031, 3 } } }, gear_score = { 20 } }, [7207] = { use_gold = 1000, name = "舰体改良II", star_limit = 3, descrip = "耐久+70/耐久+100", max_level = 2, skin_id = 0, use_ship = 0, level_limit = 50, id = 7207, icon = "hp_2", skill_id = 0, condition_id = { 7205 }, effect = { { durability = 70 }, { durability = 100 } }, ship_id = {}, use_item = { { { 18032, 1 } }, { { 18032, 1 } } }, gear_score = { 10, 15 } }, [7208] = { use_gold = 1200, name = "战术启发", star_limit = 3, descrip = "习得技能【制空支援】", max_level = 1, skin_id = 0, use_ship = 0, level_limit = 55, id = 7208, icon = "skill_yellow", skill_id = 1037, condition_id = { 7207 }, effect = { { skill_id = 1037 } }, ship_id = {}, use_item = { { { 18032, 3 } } }, gear_score = { 25 } }, [7209] = { use_gold = 1400, name = "空战精通II", star_limit = 4, descrip = "战斗机武器效率+4%/战斗机武器效率+7%", max_level = 2, skin_id = 0, use_ship = 0, level_limit = 70, id = 7209, icon = "ffup_2", skill_id = 0, condition_id = { 7207, 7208 }, effect = { { equipment_proficiency_1 = 0.04, equipment_proficiency_2 = 0.04 }, { equipment_proficiency_1 = 0.07, equipment_proficiency_2 = 0.07 } }, ship_id = {}, use_item = { { { 18032, 1 } }, { { 18032, 2 } } }, gear_score = { 10, 20 } }, [7210] = { use_gold = 1600, name = "航空强化II", star_limit = 4, descrip = "航空+10/航空+15", max_level = 2, skin_id = 0, use_ship = 0, level_limit = 75, id = 7210, icon = "air_2", skill_id = 0, condition_id = { 7204, 7209 }, effect = { { air = 10 }, { air = 15 } }, ship_id = {}, use_item = { { { 18032, 2 } }, { { 18032, 2 } } }, gear_score = { 10, 20 } }, [7211] = { use_gold = 2000, name = "近代化改造", star_limit = 4, descrip = "近代化改造完成,防空+20,航空+25", max_level = 1, skin_id = 107019, use_ship = 1, level_limit = 80, id = 7211, icon = "mt_blue", skill_id = 0, condition_id = { 7209, 7210 }, effect = { { antiaircraft = 20, air = 25 } }, ship_id = {}, use_item = { { { 18032, 6 } } }, gear_score = { 50 } }, [7401] = { use_gold = 400, name = "舰体改良I", star_limit = 2, descrip = "耐久+60", max_level = 1, skin_id = 0, use_ship = 0, level_limit = 1, id = 7401, icon = "hp_1", skill_id = 0, condition_id = {}, effect = { { durability = 60 } }, ship_id = {}, use_item = { { { 18031, 2 } } }, gear_score = { 10 } }, [7402] = { use_gold = 600, name = "装填强化I", star_limit = 2, descrip = "装填+5", max_level = 1, skin_id = 0, use_ship = 0, level_limit = 5, id = 7402, icon = "rl_1", skill_id = 0, condition_id = { 7401 }, effect = { { reload = 5 } }, ship_id = {}, use_item = { { { 18031, 3 } } }, gear_score = { 10 } }, [7403] = { use_gold = 800, name = "空战精通I", star_limit = 3, descrip = "战斗机武器效率+5%", max_level = 1, skin_id = 0, use_ship = 0, level_limit = 20, id = 7403, icon = "ffup_1", skill_id = 0, condition_id = { 7401 }, effect = { { equipment_proficiency_1 = 0.05 } }, ship_id = {}, use_item = { { { 18031, 3 } } }, gear_score = { 20 } }, [7404] = { use_gold = 1000, name = "防空强化I", star_limit = 3, descrip = "防空+15", max_level = 1, skin_id = 0, use_ship = 0, level_limit = 25, id = 7404, icon = "aa_1", skill_id = 0, condition_id = { 7403 }, effect = { { antiaircraft = 15 } }, ship_id = {}, use_item = { { { 18031, 5 } } }, gear_score = { 20 } }, [7405] = { use_gold = 1200, name = "轰炸精通I", star_limit = 4, descrip = "轰炸机机武器效率+3%", max_level = 1, skin_id = 0, use_ship = 0, level_limit = 35, id = 7405, icon = "bfup_1", skill_id = 0, condition_id = { 7403 }, effect = { { equipment_proficiency_3 = 0.03, equipment_proficiency_2 = 0.03 } }, ship_id = {}, use_item = { { { 18032, 3 } } }, gear_score = { 15 } }, [7406] = { use_gold = 1500, name = "航空强化I", star_limit = 4, descrip = "航空+10", max_level = 1, skin_id = 0, use_ship = 0, level_limit = 40, id = 7406, icon = "air_1", skill_id = 0, condition_id = { 7405 }, effect = { { air = 10 } }, ship_id = {}, use_item = { { { 18032, 2 } } }, gear_score = { 15 } }, [7407] = { use_gold = 1800, name = "舰体改良II", star_limit = 4, descrip = "耐久+60/耐久+90", max_level = 2, skin_id = 0, use_ship = 0, level_limit = 50, id = 7407, icon = "hp_2", skill_id = 0, condition_id = { 7405 }, effect = { { durability = 60 }, { durability = 90 } }, ship_id = {}, use_item = { { { 18032, 2 } }, { { 18032, 3 } } }, gear_score = { 10, 15 } }, [7408] = { use_gold = 2000, name = "装填强化II", star_limit = 4, descrip = "装填+5/装填+10", max_level = 2, skin_id = 0, use_ship = 0, level_limit = 55, id = 7408, icon = "rl_2", skill_id = 0, condition_id = { 7407, 7402 }, effect = { { reload = 5 }, { reload = 10 } }, ship_id = {}, use_item = { { { 18032, 1 } }, { { 18032, 2 } } }, gear_score = { 10, 15 } }, [7409] = { use_gold = 2500, name = "轰炸精通II", star_limit = 5, descrip = "轰炸机武器效率+3%/轰炸机武器效率+4%", max_level = 2, skin_id = 0, use_ship = 0, level_limit = 70, id = 7409, icon = "bfup_2", skill_id = 0, condition_id = { 7407 }, effect = { { equipment_proficiency_3 = 0.03, equipment_proficiency_2 = 0.03 }, { equipment_proficiency_3 = 0.04, equipment_proficiency_2 = 0.04 } }, ship_id = {}, use_item = { { { 18033, 1 } }, { { 18033, 1 } } }, gear_score = { 10, 20 } }, [7410] = { use_gold = 3000, name = "航空强化II", star_limit = 5, descrip = "航空+10/航空+15", max_level = 2, skin_id = 0, use_ship = 0, level_limit = 75, id = 7410, icon = "air_2", skill_id = 0, condition_id = { 7409 }, effect = { { air = 10 }, { air = 15 } }, ship_id = {}, use_item = { { { 18033, 1 }, { 17043, 15 } }, { { 18033, 2 }, { 17043, 35 } } }, gear_score = { 10, 20 } }, [7411] = { use_gold = 4000, name = "近代化改造", star_limit = 5, descrip = "近代化改造完成,防空+35,航空+10", max_level = 1, skin_id = 107039, use_ship = 1, level_limit = 85, id = 7411, icon = "mt_red", skill_id = 0, condition_id = { 7409, 7410 }, effect = { { antiaircraft = 35, air = 10 } }, ship_id = {}, use_item = { { { 18033, 3 } } }, gear_score = { 50 } }, [7412] = { use_gold = 3000, name = "战术启发", star_limit = 5, descrip = "习得技能【魔女的恶作剧】", max_level = 1, skin_id = 0, use_ship = 0, level_limit = 90, id = 7412, icon = "skill_red", skill_id = 11400, condition_id = { 7411 }, effect = { { skill_id = 11400 } }, ship_id = {}, use_item = { { { 18033, 2 }, { 17003, 50 } } }, gear_score = { 25 } }, [7501] = { use_gold = 200, name = "舰体改良I", star_limit = 1, descrip = "耐久+70", max_level = 1, skin_id = 0, use_ship = 0, level_limit = 1, id = 7501, icon = "hp_1", skill_id = 0, condition_id = {}, effect = { { durability = 70 } }, ship_id = {}, use_item = { { { 18031, 1 } } }, gear_score = { 10 } }, [7502] = { use_gold = 300, name = "装填强化I", star_limit = 1, descrip = "装填+5", max_level = 1, skin_id = 0, use_ship = 0, level_limit = 5, id = 7502, icon = "rl_1", skill_id = 0, condition_id = { 7501 }, effect = { { reload = 5 } }, ship_id = {}, use_item = { { { 18031, 2 } } }, gear_score = { 10 } }, [7503] = { use_gold = 400, name = "轰炸精通I", star_limit = 2, descrip = "轰炸机武器效率+4%", max_level = 1, skin_id = 0, use_ship = 0, level_limit = 20, id = 7503, icon = "bfup_1", skill_id = 0, condition_id = { 7501 }, effect = { { equipment_proficiency_2 = 0.04, equipment_proficiency_3 = 0.04 } }, ship_id = {}, use_item = { { { 18031, 2 } } }, gear_score = { 15 } }, [7504] = { use_gold = 500, name = "航空强化I", star_limit = 2, descrip = "航空+10", max_level = 1, skin_id = 0, use_ship = 0, level_limit = 25, id = 7504, icon = "air_1", skill_id = 0, condition_id = { 7503 }, effect = { { air = 10 } }, ship_id = {}, use_item = { { { 18031, 2 } } }, gear_score = { 15 } }, [7505] = { use_gold = 600, name = "鱼雷俯冲I", star_limit = 3, descrip = "鱼雷机武器效率+5%", max_level = 1, skin_id = 0, use_ship = 0, level_limit = 35, id = 7505, icon = "tfup_1", skill_id = 0, condition_id = { 7503 }, effect = { { equipment_proficiency_1 = 0.05 } }, ship_id = {}, use_item = { { { 18031, 3 } } }, gear_score = { 20 } }, [7506] = { use_gold = 800, name = "防空强化I", star_limit = 3, descrip = "防空+15", max_level = 1, skin_id = 0, use_ship = 0, level_limit = 40, id = 7506, icon = "aa_1", skill_id = 0, condition_id = { 7505 }, effect = { { antiaircraft = 15 } }, ship_id = {}, use_item = { { { 18031, 3 } } }, gear_score = { 20 } }, [7507] = { use_gold = 1000, name = "舰体改良II", star_limit = 3, descrip = "耐久+70/耐久+100", max_level = 2, skin_id = 0, use_ship = 0, level_limit = 50, id = 7507, icon = "hp_2", skill_id = 0, condition_id = { 7505 }, effect = { { durability = 70 }, { durability = 100 } }, ship_id = {}, use_item = { { { 18032, 1 } }, { { 18032, 1 } } }, gear_score = { 10, 15 } }, [7508] = { use_gold = 1200, name = "战术启发", star_limit = 3, descrip = "习得技能【强袭空母】", max_level = 1, skin_id = 0, use_ship = 0, level_limit = 55, id = 7508, icon = "skill_yellow", skill_id = 3011, condition_id = { 7507 }, effect = { { skill_id = 3011 } }, ship_id = {}, use_item = { { { 18032, 3 } } }, gear_score = { 25 } }, [7509] = { use_gold = 1400, name = "轰炸精通II", star_limit = 4, descrip = "轰炸机武器效率+4%/轰炸机武器效率+7%", max_level = 2, skin_id = 0, use_ship = 0, level_limit = 70, id = 7509, icon = "bfup_2", skill_id = 0, condition_id = { 7507, 7508 }, effect = { { equipment_proficiency_2 = 0.04, equipment_proficiency_3 = 0.04 }, { equipment_proficiency_2 = 0.07, equipment_proficiency_3 = 0.07 } }, ship_id = {}, use_item = { { { 18032, 1 } }, { { 18032, 2 } } }, gear_score = { 10, 20 } }, [7510] = { use_gold = 1600, name = "航空强化II", star_limit = 4, descrip = "航空+10/航空+15", max_level = 2, skin_id = 0, use_ship = 0, level_limit = 75, id = 7510, icon = "air_2", skill_id = 0, condition_id = { 7504, 7509 }, effect = { { air = 10 }, { air = 15 } }, ship_id = {}, use_item = { { { 18032, 2 } }, { { 18032, 2 } } }, gear_score = { 10, 20 } }, [7511] = { use_gold = 2000, name = "近代化改造", star_limit = 4, descrip = "近代化改造完成,防空+20,航空+25", max_level = 1, skin_id = 107049, use_ship = 1, level_limit = 80, id = 7511, icon = "mt_blue", skill_id = 0, condition_id = { 7509, 7510 }, effect = { { antiaircraft = 20, air = 25 } }, ship_id = {}, use_item = { { { 18032, 6 } } }, gear_score = { 50 } }, [8101] = { use_gold = 300, name = "舰体改良I", star_limit = 2, descrip = "耐久+45", max_level = 1, skin_id = 0, use_ship = 0, level_limit = 1, id = 8101, icon = "hp_1", skill_id = 0, condition_id = {}, effect = { { durability = 45 } }, ship_id = {}, use_item = { { { 18001, 2 } } }, gear_score = { 10 } }, [8102] = { use_gold = 400, name = "机动强化I", star_limit = 2, descrip = "机动+5", max_level = 1, skin_id = 0, use_ship = 0, level_limit = 5, id = 8102, icon = "dd_1", skill_id = 0, condition_id = { 8101 }, effect = { { dodge = 5 } }, ship_id = {}, use_item = { { { 18001, 2 } } }, gear_score = { 10 } }, [8103] = { use_gold = 600, name = "防空炮改良I", star_limit = 3, descrip = "防空炮武器效率+5%", max_level = 1, skin_id = 0, use_ship = 0, level_limit = 20, id = 8103, icon = "aaup_1", skill_id = 0, condition_id = { 8101 }, effect = { { equipment_proficiency_3 = 0.05 } }, ship_id = {}, use_item = { { { 18001, 3 } } }, gear_score = { 15 } }, [8104] = { use_gold = 800, name = "防空强化I", star_limit = 3, descrip = "防空+15", max_level = 1, skin_id = 0, use_ship = 0, level_limit = 25, id = 8104, icon = "aa_1", skill_id = 0, condition_id = { 8103 }, effect = { { antiaircraft = 15 } }, ship_id = {}, use_item = { { { 18001, 3 } } }, gear_score = { 15 } }, [8105] = { use_gold = 1000, name = "防空炮改良I", star_limit = 4, descrip = "防空炮武器效率+5%", max_level = 1, skin_id = 0, use_ship = 0, level_limit = 35, id = 8105, icon = "aaup_1", skill_id = 0, condition_id = { 8103 }, effect = { { equipment_proficiency_3 = 0.05 } }, ship_id = {}, use_item = { { { 18001, 3 } } }, gear_score = { 20 } }, [8106] = { use_gold = 1200, name = "防空强化I", star_limit = 4, descrip = "防空+15", max_level = 1, skin_id = 0, use_ship = 0, level_limit = 40, id = 8106, icon = "aa_1", skill_id = 0, condition_id = { 8105 }, effect = { { antiaircraft = 15 } }, ship_id = {}, use_item = { { { 18001, 4 } } }, gear_score = { 20 } }, [8107] = { use_gold = 1500, name = "舰体改良II", star_limit = 4, descrip = "耐久+45/耐久+75", max_level = 2, skin_id = 0, use_ship = 0, level_limit = 50, id = 8107, icon = "hp_2", skill_id = 0, condition_id = { 8105 }, effect = { { durability = 45 }, { durability = 75 } }, ship_id = {}, use_item = { { { 18002, 1 } }, { { 18002, 2 } } }, gear_score = { 10, 15 } }, [8108] = { use_gold = 1800, name = "动力强化", star_limit = 5, descrip = "航速+3", max_level = 1, skin_id = 0, use_ship = 0, level_limit = 70, id = 8108, icon = "sp_1", skill_id = 0, condition_id = { 8107 }, effect = { { speed = 3 } }, ship_id = {}, use_item = { { { 18002, 3 } } }, gear_score = { 25 } }, [8109] = { use_gold = 2000, name = "机动强化II", star_limit = 5, descrip = "机动+5/机动+10", max_level = 2, skin_id = 0, use_ship = 0, level_limit = 75, id = 8109, icon = "dd_2", skill_id = 0, condition_id = { 8102, 8108 }, effect = { { dodge = 5 }, { dodge = 10 } }, ship_id = {}, use_item = { { { 18002, 2 } }, { { 18002, 2 } } }, gear_score = { 10, 20 } }, [8110] = { use_gold = 2500, name = "近代化改造", star_limit = 5, descrip = [[ 近代化改造完成,反潜+40,防空+10 改造后<color=#92fc63>【鱼雷底座-1】</color> 改造后<color=#92fc63>【防空炮底座+1】</color>]], max_level = 1, skin_id = 201019, use_ship = 1, level_limit = 80, id = 8110, icon = "mt_blue", skill_id = 0, condition_id = { 8108, 8109 }, effect = { { antisub = 40, antiaircraft = 10 } }, ship_id = { { 201014, 201514 } }, use_item = { { { 18003, 1 } } }, gear_score = { 30 } }, [8111] = { use_gold = 3000, name = "战术启发", star_limit = 5, descrip = "习得技能【】", max_level = 1, skin_id = 0, use_ship = 0, level_limit = 85, id = 8111, icon = "skill_blue", skill_id = 12970, condition_id = { 8106, 8110 }, effect = { { skill_id = 12970 } }, ship_id = {}, use_item = { { { 18003, 1 } } }, gear_score = { 50 } }, [8201] = { use_gold = 300, name = "舰体改良I", star_limit = 2, descrip = "耐久+45", max_level = 1, skin_id = 0, use_ship = 0, level_limit = 1, id = 8201, icon = "hp_1", skill_id = 0, condition_id = {}, effect = { { durability = 45 } }, ship_id = {}, use_item = { { { 18001, 2 } } }, gear_score = { 10 } }, [8202] = { use_gold = 400, name = "机动强化I", star_limit = 2, descrip = "机动+5", max_level = 1, skin_id = 0, use_ship = 0, level_limit = 5, id = 8202, icon = "dd_1", skill_id = 0, condition_id = { 8201 }, effect = { { dodge = 5 } }, ship_id = {}, use_item = { { { 18001, 2 } } }, gear_score = { 10 } }, [8203] = { use_gold = 600, name = "防空炮改良I", star_limit = 3, descrip = "防空炮武器效率+5%", max_level = 1, skin_id = 0, use_ship = 0, level_limit = 20, id = 8203, icon = "aaup_1", skill_id = 0, condition_id = { 8201 }, effect = { { equipment_proficiency_3 = 0.05 } }, ship_id = {}, use_item = { { { 18001, 3 } } }, gear_score = { 15 } }, [8204] = { use_gold = 800, name = "防空强化I", star_limit = 3, descrip = "防空+15", max_level = 1, skin_id = 0, use_ship = 0, level_limit = 25, id = 8204, icon = "aa_1", skill_id = 0, condition_id = { 8203 }, effect = { { antiaircraft = 15 } }, ship_id = {}, use_item = { { { 18001, 3 } } }, gear_score = { 15 } }, [8205] = { use_gold = 1000, name = "鱼雷改良I", star_limit = 4, descrip = "鱼雷武器效率+5%", max_level = 1, skin_id = 0, use_ship = 0, level_limit = 35, id = 8205, icon = "tpup_1", skill_id = 0, condition_id = { 8203 }, effect = { { equipment_proficiency_2 = 0.05 } }, ship_id = {}, use_item = { { { 18001, 3 } } }, gear_score = { 20 } }, [8206] = { use_gold = 1200, name = "雷击强化I", star_limit = 4, descrip = "雷击+10", max_level = 1, skin_id = 0, use_ship = 0, level_limit = 40, id = 8206, icon = "tp_1", skill_id = 0, condition_id = { 8205 }, effect = { { torpedo = 10 } }, ship_id = {}, use_item = { { { 18001, 4 } } }, gear_score = { 20 } }, [8207] = { use_gold = 1500, name = "舰体改良II", star_limit = 4, descrip = "耐久+45/耐久+75", max_level = 2, skin_id = 0, use_ship = 0, level_limit = 50, id = 8207, icon = "hp_2", skill_id = 0, condition_id = { 8205 }, effect = { { durability = 45 }, { durability = 75 } }, ship_id = {}, use_item = { { { 18002, 1 } }, { { 18002, 2 } } }, gear_score = { 10, 15 } }, [8208] = { use_gold = 1800, name = "战术启发", star_limit = 4, descrip = "习得技能【旗舰掩护】", max_level = 1, skin_id = 0, use_ship = 0, level_limit = 55, id = 8208, icon = "skill_yellow", skill_id = 5051, condition_id = { 8207 }, effect = { { skill_id = 5051 } }, ship_id = {}, use_item = { { { 18002, 3 } } }, gear_score = { 25 } }, [8209] = { use_gold = 2000, name = "动力强化", star_limit = 5, descrip = "航速+3", max_level = 1, skin_id = 0, use_ship = 0, level_limit = 70, id = 8209, icon = "sp_1", skill_id = 0, condition_id = { 8207 }, effect = { { speed = 3 } }, ship_id = {}, use_item = { { { 18002, 3 } } }, gear_score = { 30 } }, [8210] = { use_gold = 2500, name = "机动强化II", star_limit = 5, descrip = "机动+5/机动+10", max_level = 2, skin_id = 0, use_ship = 0, level_limit = 75, id = 8210, icon = "dd_2", skill_id = 0, condition_id = { 8202, 8209 }, effect = { { dodge = 5 }, { dodge = 10 } }, ship_id = {}, use_item = { { { 18002, 2 } }, { { 18002, 2 } } }, gear_score = { 10, 20 } }, [8211] = { use_gold = 3000, name = "近代化改造", star_limit = 5, descrip = "近代化改造完成,雷击+30,机动+15", max_level = 1, skin_id = 201029, use_ship = 1, level_limit = 85, id = 8211, icon = "mt_red", skill_id = 0, condition_id = { 8208, 8209, 8210 }, effect = { { torpedo = 30, dodge = 15 } }, ship_id = {}, use_item = { { { 18003, 1 } } }, gear_score = { 50 } }, [8301] = { use_gold = 300, name = "舰体改良I", star_limit = 2, descrip = "耐久+45", max_level = 1, skin_id = 0, use_ship = 0, level_limit = 1, id = 8301, icon = "hp_1", skill_id = 0, condition_id = {}, effect = { { durability = 45 } }, ship_id = {}, use_item = { { { 18001, 2 } } }, gear_score = { 10 } }, [8302] = { use_gold = 400, name = "机动强化I", star_limit = 2, descrip = "机动+5", max_level = 1, skin_id = 0, use_ship = 0, level_limit = 5, id = 8302, icon = "dd_1", skill_id = 0, condition_id = { 8301 }, effect = { { dodge = 5 } }, ship_id = {}, use_item = { { { 18001, 2 } } }, gear_score = { 10 } }, [8303] = { use_gold = 600, name = "防空炮改良I", star_limit = 3, descrip = "防空炮武器效率+5%", max_level = 1, skin_id = 0, use_ship = 0, level_limit = 20, id = 8303, icon = "aaup_1", skill_id = 0, condition_id = { 8301 }, effect = { { equipment_proficiency_3 = 0.05 } }, ship_id = {}, use_item = { { { 18001, 3 } } }, gear_score = { 15 } }, [8304] = { use_gold = 800, name = "防空强化I", star_limit = 3, descrip = "防空+15", max_level = 1, skin_id = 0, use_ship = 0, level_limit = 25, id = 8304, icon = "aa_1", skill_id = 0, condition_id = { 8303 }, effect = { { antiaircraft = 15 } }, ship_id = {}, use_item = { { { 18001, 3 } } }, gear_score = { 15 } }, [8305] = { use_gold = 1000, name = "鱼雷改良I", star_limit = 4, descrip = "鱼雷武器效率+5%", max_level = 1, skin_id = 0, use_ship = 0, level_limit = 35, id = 8305, icon = "tpup_1", skill_id = 0, condition_id = { 8303 }, effect = { { equipment_proficiency_2 = 0.05 } }, ship_id = {}, use_item = { { { 18001, 3 } } }, gear_score = { 20 } }, [8306] = { use_gold = 1200, name = "雷击强化I", star_limit = 4, descrip = "雷击+10", max_level = 1, skin_id = 0, use_ship = 0, level_limit = 40, id = 8306, icon = "tp_1", skill_id = 0, condition_id = { 8305 }, effect = { { torpedo = 10 } }, ship_id = {}, use_item = { { { 18001, 4 } } }, gear_score = { 20 } }, [8307] = { use_gold = 1500, name = "舰体改良II", star_limit = 4, descrip = "耐久+45/耐久+75", max_level = 2, skin_id = 0, use_ship = 0, level_limit = 50, id = 8307, icon = "hp_2", skill_id = 0, condition_id = { 8305 }, effect = { { durability = 45 }, { durability = 75 } }, ship_id = {}, use_item = { { { 18002, 1 } }, { { 18002, 2 } } }, gear_score = { 10, 15 } }, [8308] = { use_gold = 1800, name = "战术启发", star_limit = 4, descrip = "习得技能【空袭引导】", max_level = 1, skin_id = 0, use_ship = 0, level_limit = 55, id = 8308, icon = "skill_yellow", skill_id = 1081, condition_id = { 8307 }, effect = { { skill_id = 1081 } }, ship_id = {}, use_item = { { { 18002, 3 } } }, gear_score = { 25 } }, [8309] = { use_gold = 2000, name = "动力强化", star_limit = 5, descrip = "航速+3", max_level = 1, skin_id = 0, use_ship = 0, level_limit = 70, id = 8309, icon = "sp_1", skill_id = 0, condition_id = { 8307 }, effect = { { speed = 3 } }, ship_id = {}, use_item = { { { 18002, 3 } } }, gear_score = { 30 } }, [8310] = { use_gold = 2500, name = "机动强化II", star_limit = 5, descrip = "机动+5/机动+10", max_level = 2, skin_id = 0, use_ship = 0, level_limit = 75, id = 8310, icon = "dd_2", skill_id = 0, condition_id = { 8302, 8309 }, effect = { { dodge = 5 }, { dodge = 10 } }, ship_id = {}, use_item = { { { 18002, 2 } }, { { 18002, 2 } } }, gear_score = { 10, 20 } }, [8311] = { use_gold = 3000, name = "近代化改造", star_limit = 5, descrip = "近代化改造完成,雷击+30,机动+15", max_level = 1, skin_id = 201039, use_ship = 1, level_limit = 85, id = 8311, icon = "mt_red", skill_id = 0, condition_id = { 8308, 8309, 8310 }, effect = { { torpedo = 30, dodge = 15 } }, ship_id = {}, use_item = { { { 18003, 1 } } }, gear_score = { 50 } }, [8801] = { use_gold = 200, name = "舰体改良I", star_limit = 1, descrip = "耐久+45", max_level = 1, skin_id = 0, use_ship = 0, level_limit = 1, id = 8801, icon = "hp_1", skill_id = 0, condition_id = {}, effect = { { durability = 45 } }, ship_id = {}, use_item = { { { 18001, 1 } } }, gear_score = { 10 } }, [8802] = { use_gold = 300, name = "装填强化I", star_limit = 1, descrip = "装填+5", max_level = 1, skin_id = 0, use_ship = 0, level_limit = 5, id = 8802, icon = "rl_1", skill_id = 0, condition_id = { 8801 }, effect = { { reload = 5 } }, ship_id = {}, use_item = { { { 18001, 2 } } }, gear_score = { 10 } }, [8803] = { use_gold = 400, name = "鱼雷改良I", star_limit = 2, descrip = "鱼雷武器效率+5%", max_level = 1, skin_id = 0, use_ship = 0, level_limit = 20, id = 8803, icon = "tpup_1", skill_id = 0, condition_id = { 8801 }, effect = { { equipment_proficiency_2 = 0.05 } }, ship_id = {}, use_item = { { { 18001, 2 } } }, gear_score = { 15 } }, [8804] = { use_gold = 500, name = "雷击强化I", star_limit = 2, descrip = "雷击+10", max_level = 1, skin_id = 0, use_ship = 0, level_limit = 25, id = 8804, icon = "tp_1", skill_id = 0, condition_id = { 8803 }, effect = { { torpedo = 10 } }, ship_id = {}, use_item = { { { 18001, 2 } } }, gear_score = { 15 } }, [8805] = { use_gold = 600, name = "防空炮改良I", star_limit = 3, descrip = "防空炮武器效率+5%", max_level = 1, skin_id = 0, use_ship = 0, level_limit = 35, id = 8805, icon = "aaup_1", skill_id = 0, condition_id = { 8803 }, effect = { { equipment_proficiency_3 = 0.05 } }, ship_id = {}, use_item = { { { 18001, 3 } } }, gear_score = { 20 } }, [8806] = { use_gold = 800, name = "防空强化I", star_limit = 3, descrip = "防空+15", max_level = 1, skin_id = 0, use_ship = 0, level_limit = 40, id = 8806, icon = "aa_1", skill_id = 0, condition_id = { 8805 }, effect = { { antiaircraft = 15 } }, ship_id = {}, use_item = { { { 18001, 3 } } }, gear_score = { 20 } }, [8807] = { use_gold = 1000, name = "舰体改良II", star_limit = 3, descrip = "耐久+45/耐久+75", max_level = 2, skin_id = 0, use_ship = 0, level_limit = 50, id = 8807, icon = "hp_2", skill_id = 0, condition_id = { 8805 }, effect = { { durability = 45 }, { durability = 75 } }, ship_id = {}, use_item = { { { 18002, 1 } }, { { 18002, 1 } } }, gear_score = { 10, 15 } }, [8808] = { use_gold = 1200, name = "战术启发", star_limit = 3, descrip = "习得技能【烟雾弹】", max_level = 1, skin_id = 0, use_ship = 0, level_limit = 55, id = 8808, icon = "skill_blue", skill_id = 4081, condition_id = { 8807 }, effect = { { skill_id = 4081 } }, ship_id = {}, use_item = { { { 18002, 3 } } }, gear_score = { 25 } }, [8809] = { use_gold = 1400, name = "动力强化", star_limit = 4, descrip = "航速+3", max_level = 1, skin_id = 0, use_ship = 0, level_limit = 70, id = 8809, icon = "sp_1", skill_id = 0, condition_id = { 8807, 8808 }, effect = { { speed = 3 } }, ship_id = {}, use_item = { { { 18002, 3 } } }, gear_score = { 30 } }, [8810] = { use_gold = 1600, name = "机动强化II", star_limit = 4, descrip = "机动+5/机动+10", max_level = 2, skin_id = 0, use_ship = 0, level_limit = 75, id = 8810, icon = "dd_2", skill_id = 0, condition_id = { 8802, 8809 }, effect = { { dodge = 5 }, { dodge = 10 } }, ship_id = {}, use_item = { { { 18002, 2 } }, { { 18002, 2 } } }, gear_score = { 10, 20 } }, [8811] = { use_gold = 2000, name = "近代化改造", star_limit = 4, descrip = "近代化改造完成,雷击+25,机动+20", max_level = 1, skin_id = 201089, use_ship = 1, level_limit = 80, id = 8811, icon = "mt_yellow", skill_id = 0, condition_id = { 8809, 8810 }, effect = { { torpedo = 25, dodge = 20 } }, ship_id = {}, use_item = { { { 18002, 6 } } }, gear_score = { 50 } }, [8901] = { use_gold = 200, name = "舰体改良I", star_limit = 1, descrip = "耐久+45", max_level = 1, skin_id = 0, use_ship = 0, level_limit = 1, id = 8901, icon = "hp_1", skill_id = 0, condition_id = {}, effect = { { durability = 45 } }, ship_id = {}, use_item = { { { 18001, 1 } } }, gear_score = { 10 } }, [8902] = { use_gold = 300, name = "命中强化I", star_limit = 1, descrip = "命中+5", max_level = 1, skin_id = 0, use_ship = 0, level_limit = 5, id = 8902, icon = "hit_1", skill_id = 0, condition_id = { 8901 }, effect = { { hit = 5 } }, ship_id = {}, use_item = { { { 18001, 2 } } }, gear_score = { 10 } }, [8903] = { use_gold = 400, name = "主炮改良I", star_limit = 2, descrip = "主炮武器效率+5%", max_level = 1, skin_id = 0, use_ship = 0, level_limit = 20, id = 8903, icon = "mgup_1", skill_id = 0, condition_id = { 8901 }, effect = { { equipment_proficiency_1 = 0.05 } }, ship_id = {}, use_item = { { { 18001, 2 } } }, gear_score = { 15 } }, [8904] = { use_gold = 500, name = "炮击强化I", star_limit = 2, descrip = "炮击+10", max_level = 1, skin_id = 0, use_ship = 0, level_limit = 25, id = 8904, icon = "cn_1", skill_id = 0, condition_id = { 8903 }, effect = { { cannon = 10 } }, ship_id = {}, use_item = { { { 18001, 2 } } }, gear_score = { 15 } }, [8905] = { use_gold = 600, name = "防空炮改良I", star_limit = 3, descrip = "防空炮武器效率+5%", max_level = 1, skin_id = 0, use_ship = 0, level_limit = 35, id = 8905, icon = "aaup_1", skill_id = 0, condition_id = { 8903 }, effect = { { equipment_proficiency_3 = 0.05 } }, ship_id = {}, use_item = { { { 18001, 3 } } }, gear_score = { 20 } }, [8906] = { use_gold = 800, name = "防空强化I", star_limit = 3, descrip = "防空+15", max_level = 1, skin_id = 0, use_ship = 0, level_limit = 40, id = 8906, icon = "aa_1", skill_id = 0, condition_id = { 8905 }, effect = { { antiaircraft = 15 } }, ship_id = {}, use_item = { { { 18001, 3 } } }, gear_score = { 20 } }, [8907] = { use_gold = 1000, name = "舰体改良II", star_limit = 3, descrip = "耐久+45/耐久+75", max_level = 2, skin_id = 0, use_ship = 0, level_limit = 50, id = 8907, icon = "hp_2", skill_id = 0, condition_id = { 8905 }, effect = { { durability = 45 }, { durability = 75 } }, ship_id = {}, use_item = { { { 18002, 1 } }, { { 18002, 1 } } }, gear_score = { 10, 15 } }, [8908] = { use_gold = 1200, name = "战术启发", star_limit = 3, descrip = "习得技能【烟雾弹】", max_level = 1, skin_id = 0, use_ship = 0, level_limit = 55, id = 8908, icon = "skill_blue", skill_id = 4081, condition_id = { 8907 }, effect = { { skill_id = 4081 } }, ship_id = {}, use_item = { { { 18002, 3 } } }, gear_score = { 25 } }, [8909] = { use_gold = 1400, name = "动力强化", star_limit = 4, descrip = "航速+3", max_level = 1, skin_id = 0, use_ship = 0, level_limit = 70, id = 8909, icon = "sp_1", skill_id = 0, condition_id = { 8907, 8908 }, effect = { { speed = 3 } }, ship_id = {}, use_item = { { { 18002, 3 } } }, gear_score = { 30 } }, [8910] = { use_gold = 1600, name = "机动强化II", star_limit = 4, descrip = "机动+5/机动+10", max_level = 2, skin_id = 0, use_ship = 0, level_limit = 75, id = 8910, icon = "dd_2", skill_id = 0, condition_id = { 8902, 8909 }, effect = { { dodge = 5 }, { dodge = 10 } }, ship_id = {}, use_item = { { { 18002, 2 } }, { { 18002, 2 } } }, gear_score = { 10, 20 } }, [8911] = { use_gold = 2000, name = "近代化改造", star_limit = 4, descrip = "近代化改造完成,炮击+30,机动+15", max_level = 1, skin_id = 201099, use_ship = 1, level_limit = 80, id = 8911, icon = "mt_yellow", skill_id = 0, condition_id = { 8909, 8910 }, effect = { { cannon = 30, dodge = 15 } }, ship_id = {}, use_item = { { { 18002, 6 } } }, gear_score = { 50 } }, [9001] = { use_gold = 200, name = "舰体改良I", star_limit = 1, descrip = "耐久+45", max_level = 1, skin_id = 0, use_ship = 0, level_limit = 1, id = 9001, icon = "hp_1", skill_id = 0, condition_id = {}, effect = { { durability = 45 } }, ship_id = {}, use_item = { { { 18001, 1 } } }, gear_score = { 10 } }, [9002] = { use_gold = 300, name = "机动强化I", star_limit = 1, descrip = "机动+5", max_level = 1, skin_id = 0, use_ship = 0, level_limit = 5, id = 9002, icon = "dd_1", skill_id = 0, condition_id = { 9001 }, effect = { { dodge = 5 } }, ship_id = {}, use_item = { { { 18001, 2 } } }, gear_score = { 10 } }, [9003] = { use_gold = 400, name = "主炮改良I", star_limit = 2, descrip = "主炮武器效率+5%", max_level = 1, skin_id = 0, use_ship = 0, level_limit = 20, id = 9003, icon = "mgup_1", skill_id = 0, condition_id = { 9001 }, effect = { { equipment_proficiency_1 = 0.05 } }, ship_id = {}, use_item = { { { 18001, 2 } } }, gear_score = { 15 } }, [9004] = { use_gold = 500, name = "炮击强化I", star_limit = 2, descrip = "炮击+10", max_level = 1, skin_id = 0, use_ship = 0, level_limit = 25, id = 9004, icon = "cn_1", skill_id = 0, condition_id = { 9003 }, effect = { { cannon = 10 } }, ship_id = {}, use_item = { { { 18001, 2 } } }, gear_score = { 15 } }, [9005] = { use_gold = 600, name = "防空炮改良I", star_limit = 3, descrip = "防空炮武器效率+5%", max_level = 1, skin_id = 0, use_ship = 0, level_limit = 35, id = 9005, icon = "aaup_1", skill_id = 0, condition_id = { 9003 }, effect = { { equipment_proficiency_3 = 0.05 } }, ship_id = {}, use_item = { { { 18001, 3 } } }, gear_score = { 20 } }, [9006] = { use_gold = 800, name = "防空强化I", star_limit = 3, descrip = "防空+15", max_level = 1, skin_id = 0, use_ship = 0, level_limit = 40, id = 9006, icon = "aa_1", skill_id = 0, condition_id = { 9005 }, effect = { { antiaircraft = 15 } }, ship_id = {}, use_item = { { { 18001, 3 } } }, gear_score = { 20 } }, [9007] = { use_gold = 1000, name = "舰体改良II", star_limit = 3, descrip = "耐久+45/耐久+75", max_level = 2, skin_id = 0, use_ship = 0, level_limit = 50, id = 9007, icon = "hp_2", skill_id = 0, condition_id = { 9005 }, effect = { { durability = 45 }, { durability = 75 } }, ship_id = {}, use_item = { { { 18002, 1 } }, { { 18002, 1 } } }, gear_score = { 10, 15 } }, [9008] = { use_gold = 1200, name = "战术启发", star_limit = 3, descrip = "习得技能【烟雾弹】", max_level = 1, skin_id = 0, use_ship = 0, level_limit = 55, id = 9008, icon = "skill_blue", skill_id = 4081, condition_id = { 9007 }, effect = { { skill_id = 4081 } }, ship_id = {}, use_item = { { { 18002, 3 } } }, gear_score = { 25 } }, [9009] = { use_gold = 1400, name = "动力强化", star_limit = 4, descrip = "航速+3", max_level = 1, skin_id = 0, use_ship = 0, level_limit = 70, id = 9009, icon = "sp_1", skill_id = 0, condition_id = { 9007 }, effect = { { speed = 3 } }, ship_id = {}, use_item = { { { 18002, 3 } } }, gear_score = { 30 } }, [9010] = { use_gold = 1600, name = "机动强化II", star_limit = 4, descrip = "机动+5/机动+10", max_level = 2, skin_id = 0, use_ship = 0, level_limit = 75, id = 9010, icon = "dd_2", skill_id = 0, condition_id = { 9002, 9009 }, effect = { { dodge = 5 }, { dodge = 10 } }, ship_id = {}, use_item = { { { 18002, 2 } }, { { 18002, 2 } } }, gear_score = { 10, 20 } }, [9011] = { use_gold = 2000, name = "近代化改造", star_limit = 4, descrip = "近代化改造完成,炮击+20,机动+25", max_level = 1, skin_id = 201109, use_ship = 1, level_limit = 80, id = 9011, icon = "mt_yellow", skill_id = 0, condition_id = { 9008, 9009, 9010 }, effect = { { cannon = 20, dodge = 25 } }, ship_id = {}, use_item = { { { 18002, 6 } } }, gear_score = { 50 } }, [9101] = { use_gold = 200, name = "舰体改良I", star_limit = 1, descrip = "耐久+45", max_level = 1, skin_id = 0, use_ship = 0, level_limit = 1, id = 9101, icon = "hp_1", skill_id = 0, condition_id = {}, effect = { { durability = 45 } }, ship_id = {}, use_item = { { { 18001, 1 } } }, gear_score = { 10 } }, [9102] = { use_gold = 300, name = "机动强化I", star_limit = 1, descrip = "机动+5", max_level = 1, skin_id = 0, use_ship = 0, level_limit = 5, id = 9102, icon = "dd_1", skill_id = 0, condition_id = { 9101 }, effect = { { dodge = 5 } }, ship_id = {}, use_item = { { { 18001, 2 } } }, gear_score = { 10 } }, [9103] = { use_gold = 400, name = "主炮改良I", star_limit = 2, descrip = "主炮武器效率+5%", max_level = 1, skin_id = 0, use_ship = 0, level_limit = 20, id = 9103, icon = "mgup_1", skill_id = 0, condition_id = { 9101 }, effect = { { equipment_proficiency_1 = 0.05 } }, ship_id = {}, use_item = { { { 18001, 2 } } }, gear_score = { 15 } }, [9104] = { use_gold = 500, name = "炮击强化I", star_limit = 2, descrip = "炮击+10", max_level = 1, skin_id = 0, use_ship = 0, level_limit = 25, id = 9104, icon = "cn_1", skill_id = 0, condition_id = { 9103 }, effect = { { cannon = 10 } }, ship_id = {}, use_item = { { { 18001, 2 } } }, gear_score = { 15 } }, [9105] = { use_gold = 600, name = "防空炮改良I", star_limit = 3, descrip = "防空炮武器效率+5%", max_level = 1, skin_id = 0, use_ship = 0, level_limit = 35, id = 9105, icon = "aaup_1", skill_id = 0, condition_id = { 9103 }, effect = { { equipment_proficiency_3 = 0.05 } }, ship_id = {}, use_item = { { { 18001, 3 } } }, gear_score = { 20 } }, [9106] = { use_gold = 800, name = "防空强化I", star_limit = 3, descrip = "防空+15", max_level = 1, skin_id = 0, use_ship = 0, level_limit = 40, id = 9106, icon = "aa_1", skill_id = 0, condition_id = { 9105 }, effect = { { antiaircraft = 15 } }, ship_id = {}, use_item = { { { 18001, 3 } } }, gear_score = { 20 } }, [9107] = { use_gold = 1000, name = "舰体改良II", star_limit = 3, descrip = "耐久+45/耐久+75", max_level = 2, skin_id = 0, use_ship = 0, level_limit = 50, id = 9107, icon = "hp_2", skill_id = 0, condition_id = { 9105 }, effect = { { durability = 45 }, { durability = 75 } }, ship_id = {}, use_item = { { { 18002, 1 } }, { { 18002, 1 } } }, gear_score = { 10, 15 } }, [9108] = { use_gold = 1200, name = "战术启发", star_limit = 3, descrip = "习得技能【侧翼掩护】", max_level = 1, skin_id = 0, use_ship = 0, level_limit = 55, id = 9108, icon = "skill_blue", skill_id = 1061, condition_id = { 9107 }, effect = { { skill_id = 1061 } }, ship_id = {}, use_item = { { { 18002, 3 } } }, gear_score = { 25 } }, [9109] = { use_gold = 1400, name = "动力强化", star_limit = 4, descrip = "航速+3", max_level = 1, skin_id = 0, use_ship = 0, level_limit = 70, id = 9109, icon = "sp_1", skill_id = 0, condition_id = { 9107 }, effect = { { speed = 3 } }, ship_id = {}, use_item = { { { 18002, 3 } } }, gear_score = { 30 } }, [9110] = { use_gold = 1600, name = "机动强化II", star_limit = 4, descrip = "机动+5/机动+10", max_level = 2, skin_id = 0, use_ship = 0, level_limit = 75, id = 9110, icon = "dd_2", skill_id = 0, condition_id = { 9102, 9109 }, effect = { { dodge = 5 }, { dodge = 10 } }, ship_id = {}, use_item = { { { 18002, 2 } }, { { 18002, 2 } } }, gear_score = { 10, 20 } }, [9111] = { use_gold = 2000, name = "近代化改造", star_limit = 4, descrip = "近代化改造完成,炮击+25,机动+20", max_level = 1, skin_id = 201119, use_ship = 1, level_limit = 80, id = 9111, icon = "mt_yellow", skill_id = 0, condition_id = { 9108, 9109, 9110 }, effect = { { cannon = 25, dodge = 20 } }, ship_id = {}, use_item = { { { 18002, 6 } } }, gear_score = { 50 } }, [9201] = { use_gold = 300, name = "舰体改良I", star_limit = 2, descrip = "耐久+45", max_level = 1, skin_id = 0, use_ship = 0, level_limit = 1, id = 9201, icon = "hp_1", skill_id = 0, condition_id = {}, effect = { { durability = 45 } }, ship_id = {}, use_item = { { { 18001, 2 } } }, gear_score = { 10 } }, [9202] = { use_gold = 400, name = "机动强化I", star_limit = 2, descrip = "机动+5", max_level = 1, skin_id = 0, use_ship = 0, level_limit = 5, id = 9202, icon = "dd_1", skill_id = 0, condition_id = { 9201 }, effect = { { dodge = 5 } }, ship_id = {}, use_item = { { { 18001, 2 } } }, gear_score = { 10 } }, [9203] = { use_gold = 600, name = "主炮改良I", star_limit = 3, descrip = "主炮武器效率+5%", max_level = 1, skin_id = 0, use_ship = 0, level_limit = 20, id = 9203, icon = "mgup_1", skill_id = 0, condition_id = { 9201 }, effect = { { equipment_proficiency_1 = 0.05 } }, ship_id = {}, use_item = { { { 18001, 3 } } }, gear_score = { 15 } }, [9204] = { use_gold = 800, name = "炮击强化I", star_limit = 3, descrip = "炮击+10", max_level = 1, skin_id = 0, use_ship = 0, level_limit = 25, id = 9204, icon = "cn_1", skill_id = 0, condition_id = { 9203 }, effect = { { cannon = 10 } }, ship_id = {}, use_item = { { { 18001, 3 } } }, gear_score = { 15 } }, [9205] = { use_gold = 1000, name = "防空炮改良I", star_limit = 4, descrip = "防空炮武器效率+5%", max_level = 1, skin_id = 0, use_ship = 0, level_limit = 35, id = 9205, icon = "aaup_1", skill_id = 0, condition_id = { 9203 }, effect = { { equipment_proficiency_3 = 0.05 } }, ship_id = {}, use_item = { { { 18001, 3 } } }, gear_score = { 20 } }, [9206] = { use_gold = 1200, name = "防空强化I", star_limit = 4, descrip = "防空+15", max_level = 1, skin_id = 0, use_ship = 0, level_limit = 40, id = 9206, icon = "aa_1", skill_id = 0, condition_id = { 9205 }, effect = { { antiaircraft = 15 } }, ship_id = {}, use_item = { { { 18001, 4 } } }, gear_score = { 20 } }, [9207] = { use_gold = 1500, name = "舰体改良II", star_limit = 4, descrip = "耐久+45/耐久+75", max_level = 2, skin_id = 0, use_ship = 0, level_limit = 50, id = 9207, icon = "hp_2", skill_id = 0, condition_id = { 9205 }, effect = { { durability = 45 }, { durability = 75 } }, ship_id = {}, use_item = { { { 18002, 1 } }, { { 18002, 2 } } }, gear_score = { 10, 15 } }, [9208] = { use_gold = 1800, name = "战术启发", star_limit = 4, descrip = "习得技能【侧翼掩护】", max_level = 1, skin_id = 0, use_ship = 0, level_limit = 55, id = 9208, icon = "skill_blue", skill_id = 1061, condition_id = { 9207 }, effect = { { skill_id = 1061 } }, ship_id = {}, use_item = { { { 18002, 3 } } }, gear_score = { 25 } }, [9209] = { use_gold = 2000, name = "动力强化", star_limit = 5, descrip = "航速+3", max_level = 1, skin_id = 0, use_ship = 0, level_limit = 70, id = 9209, icon = "sp_1", skill_id = 0, condition_id = { 9207 }, effect = { { speed = 3 } }, ship_id = {}, use_item = { { { 18002, 3 } } }, gear_score = { 30 } }, [9210] = { use_gold = 2500, name = "机动强化II", star_limit = 5, descrip = "机动+5/机动+10", max_level = 2, skin_id = 0, use_ship = 0, level_limit = 75, id = 9210, icon = "dd_2", skill_id = 0, condition_id = { 9202, 9209 }, effect = { { dodge = 5 }, { dodge = 10 } }, ship_id = {}, use_item = { { { 18002, 2 } }, { { 18002, 2 } } }, gear_score = { 10, 20 } }, [9211] = { use_gold = 3000, name = "近代化改造", star_limit = 5, descrip = "近代化改造完成,炮击+25,机动+20", max_level = 1, skin_id = 201129, use_ship = 1, level_limit = 85, id = 9211, icon = "mt_yellow", skill_id = 0, condition_id = { 9208, 9209, 9210 }, effect = { { cannon = 25, dodge = 20 } }, ship_id = {}, use_item = { { { 18003, 1 } } }, gear_score = { 50 } }, [10101] = { use_gold = 400, name = "舰体改良I", star_limit = 2, descrip = "耐久+45", max_level = 1, skin_id = 0, use_ship = 0, level_limit = 1, id = 10101, icon = "hp_1", skill_id = 0, condition_id = {}, effect = { { durability = 45 } }, ship_id = {}, use_item = { { { 18001, 2 } } }, gear_score = { 10 } }, [10102] = { use_gold = 600, name = "机动强化I", star_limit = 2, descrip = "机动+5", max_level = 1, skin_id = 0, use_ship = 0, level_limit = 5, id = 10102, icon = "dd_1", skill_id = 0, condition_id = { 10101 }, effect = { { dodge = 5 } }, ship_id = {}, use_item = { { { 18001, 3 } } }, gear_score = { 10 } }, [10103] = { use_gold = 800, name = "主炮改良I", star_limit = 3, descrip = "主炮武器效率+5%", max_level = 1, skin_id = 0, use_ship = 0, level_limit = 20, id = 10103, icon = "mgup_1", skill_id = 0, condition_id = { 10101 }, effect = { { equipment_proficiency_1 = 0.05 } }, ship_id = {}, use_item = { { { 18001, 3 } } }, gear_score = { 15 } }, [10104] = { use_gold = 1000, name = "炮击强化I", star_limit = 3, descrip = "炮击+10", max_level = 1, skin_id = 0, use_ship = 0, level_limit = 25, id = 10104, icon = "cn_1", skill_id = 0, condition_id = { 10103 }, effect = { { cannon = 10 } }, ship_id = {}, use_item = { { { 18001, 5 } } }, gear_score = { 15 } }, [10105] = { use_gold = 1200, name = "鱼雷改良I", star_limit = 4, descrip = "鱼雷武器效率+5%", max_level = 1, skin_id = 0, use_ship = 0, level_limit = 35, id = 10105, icon = "tpup_1", skill_id = 0, condition_id = { 10103 }, effect = { { equipment_proficiency_2 = 0.05 } }, ship_id = {}, use_item = { { { 18002, 3 } } }, gear_score = { 20 } }, [10106] = { use_gold = 1500, name = "雷击强化I", star_limit = 4, descrip = "雷击+10", max_level = 1, skin_id = 0, use_ship = 0, level_limit = 40, id = 10106, icon = "tp_1", skill_id = 0, condition_id = { 10105 }, effect = { { torpedo = 10 } }, ship_id = {}, use_item = { { { 18002, 2 } } }, gear_score = { 20 } }, [10107] = { use_gold = 1800, name = "动力强化", star_limit = 4, descrip = "航速+3", max_level = 1, skin_id = 0, use_ship = 0, level_limit = 50, id = 10107, icon = "sp_1", skill_id = 0, condition_id = { 10105 }, effect = { { speed = 3 } }, ship_id = {}, use_item = { { { 18002, 5 } } }, gear_score = { 25 } }, [10108] = { use_gold = 2000, name = "机动强化II", star_limit = 4, descrip = "机动+5/机动+10", max_level = 2, skin_id = 0, use_ship = 0, level_limit = 55, id = 10108, icon = "dd_2", skill_id = 0, condition_id = { 10102, 10107 }, effect = { { dodge = 5 }, { dodge = 10 } }, ship_id = {}, use_item = { { { 18002, 1 } }, { { 18002, 2 } } }, gear_score = { 10, 15 } }, [10109] = { use_gold = 2500, name = "舰体改良II", star_limit = 5, descrip = "耐久+45/耐久+75", max_level = 2, skin_id = 0, use_ship = 0, level_limit = 70, id = 10109, icon = "hp_2", skill_id = 0, condition_id = { 10107 }, effect = { { durability = 45 }, { durability = 75 } }, ship_id = {}, use_item = { { { 18003, 1 } }, { { 18003, 1 } } }, gear_score = { 10, 20 } }, [10110] = { use_gold = 3000, name = "雷击强化II", star_limit = 5, descrip = "雷击+5/雷击+15", max_level = 2, skin_id = 0, use_ship = 0, level_limit = 75, id = 10110, icon = "tp_2", skill_id = 0, condition_id = { 10109 }, effect = { { torpedo = 5 }, { torpedo = 15 } }, ship_id = {}, use_item = { { { 18003, 1 }, { 17023, 5 } }, { { 18003, 2 }, { 17023, 15 } } }, gear_score = { 10, 20 } }, [10111] = { use_gold = 4000, name = "近代化改造", star_limit = 5, descrip = "近代化改造完成,雷击+25,机动+20", max_level = 1, skin_id = 201219, use_ship = 1, level_limit = 85, id = 10111, icon = "mt_red", skill_id = 0, condition_id = { 10109, 10110 }, effect = { { torpedo = 25, dodge = 20 } }, ship_id = {}, use_item = { { { 18003, 3 } } }, gear_score = { 50 } }, [10112] = { use_gold = 3000, name = "战术启发", star_limit = 5, descrip = "习得技能【强袭模式·EX】", max_level = 1, skin_id = 0, use_ship = 0, level_limit = 90, id = 10112, icon = "skill_red", skill_id = 10860, condition_id = { 10111 }, effect = { { skill_id = 10860 } }, ship_id = {}, use_item = { { { 18003, 2 }, { 17023, 20 } } }, gear_score = { 30 } }, [10401] = { use_gold = 200, name = "舰体改良I", star_limit = 1, descrip = "耐久+70", max_level = 1, skin_id = 0, use_ship = 0, level_limit = 1, id = 10401, icon = "hp_1", skill_id = 0, condition_id = {}, effect = { { durability = 70 } }, ship_id = {}, use_item = { { { 18011, 1 } } }, gear_score = { 10 } }, [10402] = { use_gold = 300, name = "装填强化I", star_limit = 1, descrip = "装填+5", max_level = 1, skin_id = 0, use_ship = 0, level_limit = 5, id = 10402, icon = "rl_1", skill_id = 0, condition_id = { 10401 }, effect = { { reload = 5 } }, ship_id = {}, use_item = { { { 18011, 2 } } }, gear_score = { 10 } }, [10403] = { use_gold = 400, name = "主炮改良I", star_limit = 2, descrip = "主炮武器效率+5%", max_level = 1, skin_id = 0, use_ship = 0, level_limit = 20, id = 10403, icon = "mgup_1", skill_id = 0, condition_id = { 10401 }, effect = { { equipment_proficiency_1 = 0.05 } }, ship_id = {}, use_item = { { { 18011, 2 } } }, gear_score = { 15 } }, [10404] = { use_gold = 500, name = "炮击强化I", star_limit = 2, descrip = "炮击+10", max_level = 1, skin_id = 0, use_ship = 0, level_limit = 25, id = 10404, icon = "cn_1", skill_id = 0, condition_id = { 10403 }, effect = { { cannon = 10 } }, ship_id = {}, use_item = { { { 18011, 2 } } }, gear_score = { 15 } }, [10405] = { use_gold = 600, name = "鱼雷改良I", star_limit = 3, descrip = "鱼雷武器效率+5%", max_level = 1, skin_id = 0, use_ship = 0, level_limit = 35, id = 10405, icon = "tpup_1", skill_id = 0, condition_id = { 10403 }, effect = { { equipment_proficiency_2 = 0.05 } }, ship_id = {}, use_item = { { { 18011, 3 } } }, gear_score = { 20 } }, [10406] = { use_gold = 800, name = "雷击强化I", star_limit = 3, descrip = "雷击+10", max_level = 1, skin_id = 0, use_ship = 0, level_limit = 40, id = 10406, icon = "tp_1", skill_id = 0, condition_id = { 10405 }, effect = { { torpedo = 10 } }, ship_id = {}, use_item = { { { 18011, 3 } } }, gear_score = { 20 } }, [10407] = { use_gold = 1000, name = "舰体改良II", star_limit = 3, descrip = "耐久+70/耐久+100", max_level = 2, skin_id = 0, use_ship = 0, level_limit = 50, id = 10407, icon = "hp_2", skill_id = 0, condition_id = { 10405 }, effect = { { durability = 70 }, { durability = 100 } }, ship_id = {}, use_item = { { { 18012, 1 } }, { { 18012, 1 } } }, gear_score = { 10, 15 } }, [10408] = { use_gold = 1200, name = "战术启发", star_limit = 3, descrip = "习得技能【烟雾弹】", max_level = 1, skin_id = 0, use_ship = 0, level_limit = 55, id = 10408, icon = "skill_red", skill_id = 4081, condition_id = { 10407 }, effect = { { skill_id = 4081 } }, ship_id = {}, use_item = { { { 18012, 3 } } }, gear_score = { 25 } }, [10409] = { use_gold = 1400, name = "主炮改良II", star_limit = 4, descrip = "主炮武器效率+5%/主炮武器效率+5%", max_level = 2, skin_id = 0, use_ship = 0, level_limit = 70, id = 10409, icon = "mgup_2", skill_id = 0, condition_id = { 10407, 10408 }, effect = { { equipment_proficiency_1 = 0.05 }, { equipment_proficiency_1 = 0.05 } }, ship_id = {}, use_item = { { { 18012, 1 } }, { { 18012, 2 } } }, gear_score = { 10, 20 } }, [10410] = { use_gold = 1600, name = "炮击强化II", star_limit = 4, descrip = "炮击+5/炮击+15", max_level = 2, skin_id = 0, use_ship = 0, level_limit = 75, id = 10410, icon = "cn_2", skill_id = 0, condition_id = { 10404, 10409 }, effect = { { cannon = 5 }, { cannon = 15 } }, ship_id = {}, use_item = { { { 18012, 2 } }, { { 18012, 2 } } }, gear_score = { 10, 20 } }, [10411] = { use_gold = 2000, name = "近代化改造", star_limit = 4, descrip = "近代化改造完成,炮击+20,雷击+25", max_level = 1, skin_id = 202019, use_ship = 1, level_limit = 80, id = 10411, icon = "mt_red", skill_id = 0, condition_id = { 10409, 10410 }, effect = { { cannon = 20, torpedo = 25 } }, ship_id = {}, use_item = { { { 18012, 6 } } }, gear_score = { 50 } }, [10501] = { use_gold = 300, name = "舰体改良I", star_limit = 2, descrip = "耐久+70", max_level = 1, skin_id = 0, use_ship = 0, level_limit = 1, id = 10501, icon = "hp_1", skill_id = 0, condition_id = {}, effect = { { durability = 70 } }, ship_id = {}, use_item = { { { 18011, 2 } } }, gear_score = { 10 } }, [10502] = { use_gold = 400, name = "装填强化I", star_limit = 2, descrip = "装填+5", max_level = 1, skin_id = 0, use_ship = 0, level_limit = 5, id = 10502, icon = "rl_1", skill_id = 0, condition_id = { 10501 }, effect = { { reload = 5 } }, ship_id = {}, use_item = { { { 18011, 2 } } }, gear_score = { 10 } }, [10503] = { use_gold = 600, name = "主炮改良I", star_limit = 3, descrip = "主炮武器效率+5%", max_level = 1, skin_id = 0, use_ship = 0, level_limit = 20, id = 10503, icon = "mgup_1", skill_id = 0, condition_id = { 10501 }, effect = { { equipment_proficiency_1 = 0.05 } }, ship_id = {}, use_item = { { { 18011, 3 } } }, gear_score = { 15 } }, [10504] = { use_gold = 800, name = "炮击强化I", star_limit = 3, descrip = "炮击+10", max_level = 1, skin_id = 0, use_ship = 0, level_limit = 25, id = 10504, icon = "cn_1", skill_id = 0, condition_id = { 10503 }, effect = { { cannon = 10 } }, ship_id = {}, use_item = { { { 18011, 3 } } }, gear_score = { 15 } }, [10505] = { use_gold = 1000, name = "鱼雷改良I", star_limit = 4, descrip = "鱼雷武器效率+5%", max_level = 1, skin_id = 0, use_ship = 0, level_limit = 35, id = 10505, icon = "tpup_1", skill_id = 0, condition_id = { 10503 }, effect = { { equipment_proficiency_2 = 0.05 } }, ship_id = {}, use_item = { { { 18011, 3 } } }, gear_score = { 20 } }, [10506] = { use_gold = 1200, name = "雷击强化I", star_limit = 4, descrip = "雷击+10", max_level = 1, skin_id = 0, use_ship = 0, level_limit = 40, id = 10506, icon = "tp_1", skill_id = 0, condition_id = { 10505 }, effect = { { torpedo = 10 } }, ship_id = {}, use_item = { { { 18011, 4 } } }, gear_score = { 20 } }, [10507] = { use_gold = 1500, name = "舰体改良II", star_limit = 4, descrip = "耐久+70/耐久+100", max_level = 2, skin_id = 0, use_ship = 0, level_limit = 50, id = 10507, icon = "hp_2", skill_id = 0, condition_id = { 10505 }, effect = { { durability = 70 }, { durability = 100 } }, ship_id = {}, use_item = { { { 18012, 1 } }, { { 18012, 2 } } }, gear_score = { 10, 15 } }, [10508] = { use_gold = 1800, name = "战术启发", star_limit = 4, descrip = "习得技能【巨兽猎手】", max_level = 1, skin_id = 0, use_ship = 0, level_limit = 55, id = 10508, icon = "skill_red", skill_id = 10710, condition_id = { 10507 }, effect = { { skill_id = 10710 } }, ship_id = {}, use_item = { { { 18012, 3 } } }, gear_score = { 25 } }, [10509] = { use_gold = 2000, name = "主炮改良II", star_limit = 5, descrip = "主炮武器效率+5%/主炮武器效率+5%", max_level = 2, skin_id = 0, use_ship = 0, level_limit = 70, id = 10509, icon = "mgup_2", skill_id = 0, condition_id = { 10507, 10508 }, effect = { { equipment_proficiency_1 = 0.05 }, { equipment_proficiency_1 = 0.05 } }, ship_id = {}, use_item = { { { 18012, 2 } }, { { 18012, 2 } } }, gear_score = { 10, 20 } }, [10510] = { use_gold = 2500, name = "炮击强化II", star_limit = 5, descrip = "炮击+5/炮击+15", max_level = 2, skin_id = 0, use_ship = 0, level_limit = 75, id = 10510, icon = "cn_2", skill_id = 0, condition_id = { 10504, 10509 }, effect = { { cannon = 5 }, { cannon = 15 } }, ship_id = {}, use_item = { { { 18012, 2 } }, { { 18012, 2 } } }, gear_score = { 10, 20 } }, [10511] = { use_gold = 3000, name = "近代化改造", star_limit = 5, descrip = "近代化改造完成,炮击+20,雷击+25", max_level = 1, skin_id = 202029, use_ship = 1, level_limit = 85, id = 10511, icon = "mt_red", skill_id = 0, condition_id = { 10509, 10510 }, effect = { { cannon = 20, torpedo = 25 } }, ship_id = {}, use_item = { { { 18013, 1 } } }, gear_score = { 50 } }, [10601] = { use_gold = 300, name = "舰体改良I", star_limit = 2, descrip = "耐久+70", max_level = 1, skin_id = 0, use_ship = 0, level_limit = 1, id = 10601, icon = "hp_1", skill_id = 0, condition_id = {}, effect = { { durability = 70 } }, ship_id = {}, use_item = { { { 18011, 2 } } }, gear_score = { 10 } }, [10602] = { use_gold = 400, name = "装填强化I", star_limit = 2, descrip = "装填+5", max_level = 1, skin_id = 0, use_ship = 0, level_limit = 5, id = 10602, icon = "rl_1", skill_id = 0, condition_id = { 10601 }, effect = { { reload = 5 } }, ship_id = {}, use_item = { { { 18011, 2 } } }, gear_score = { 10 } }, [10603] = { use_gold = 600, name = "主炮改良I", star_limit = 3, descrip = "主炮武器效率+5%", max_level = 1, skin_id = 0, use_ship = 0, level_limit = 20, id = 10603, icon = "mgup_1", skill_id = 0, condition_id = { 10601 }, effect = { { equipment_proficiency_1 = 0.05 } }, ship_id = {}, use_item = { { { 18011, 3 } } }, gear_score = { 15 } }, [10604] = { use_gold = 800, name = "炮击强化I", star_limit = 3, descrip = "炮击+10", max_level = 1, skin_id = 0, use_ship = 0, level_limit = 25, id = 10604, icon = "cn_1", skill_id = 0, condition_id = { 10603 }, effect = { { cannon = 10 } }, ship_id = {}, use_item = { { { 18011, 3 } } }, gear_score = { 15 } }, [10605] = { use_gold = 1000, name = "鱼雷改良I", star_limit = 4, descrip = "鱼雷武器效率+5%", max_level = 1, skin_id = 0, use_ship = 0, level_limit = 35, id = 10605, icon = "tpup_1", skill_id = 0, condition_id = { 10603 }, effect = { { equipment_proficiency_2 = 0.05 } }, ship_id = {}, use_item = { { { 18011, 3 } } }, gear_score = { 20 } }, [10606] = { use_gold = 1200, name = "雷击强化I", star_limit = 4, descrip = "雷击+10", max_level = 1, skin_id = 0, use_ship = 0, level_limit = 40, id = 10606, icon = "tp_1", skill_id = 0, condition_id = { 10605 }, effect = { { torpedo = 10 } }, ship_id = {}, use_item = { { { 18011, 4 } } }, gear_score = { 20 } }, [10607] = { use_gold = 1500, name = "舰体改良II", star_limit = 4, descrip = "耐久+70/耐久+100", max_level = 2, skin_id = 0, use_ship = 0, level_limit = 50, id = 10607, icon = "hp_2", skill_id = 0, condition_id = { 10605 }, effect = { { durability = 70 }, { durability = 100 } }, ship_id = {}, use_item = { { { 18012, 1 } }, { { 18012, 2 } } }, gear_score = { 10, 15 } }, [10608] = { use_gold = 1800, name = "战术启发", star_limit = 4, descrip = "习得技能【巨兽猎手】", max_level = 1, skin_id = 0, use_ship = 0, level_limit = 55, id = 10608, icon = "skill_red", skill_id = 10710, condition_id = { 10607 }, effect = { { skill_id = 10710 } }, ship_id = {}, use_item = { { { 18012, 3 } } }, gear_score = { 25 } }, [10609] = { use_gold = 2000, name = "主炮改良II", star_limit = 5, descrip = "主炮武器效率+5%/主炮武器效率+5%", max_level = 2, skin_id = 0, use_ship = 0, level_limit = 70, id = 10609, icon = "mgup_2", skill_id = 0, condition_id = { 10607, 10608 }, effect = { { equipment_proficiency_1 = 0.05 }, { equipment_proficiency_1 = 0.05 } }, ship_id = {}, use_item = { { { 18012, 2 } }, { { 18012, 2 } } }, gear_score = { 10, 20 } }, [10610] = { use_gold = 2500, name = "炮击强化II", star_limit = 5, descrip = "炮击+5/炮击+15", max_level = 2, skin_id = 0, use_ship = 0, level_limit = 75, id = 10610, icon = "cn_2", skill_id = 0, condition_id = { 10604, 10609 }, effect = { { cannon = 5 }, { cannon = 15 } }, ship_id = {}, use_item = { { { 18012, 2 } }, { { 18012, 2 } } }, gear_score = { 10, 20 } }, [10611] = { use_gold = 3000, name = "近代化改造", star_limit = 5, descrip = "近代化改造完成,炮击+20,雷击+25", max_level = 1, skin_id = 202039, use_ship = 1, level_limit = 85, id = 10611, icon = "mt_red", skill_id = 0, condition_id = { 10609, 10610 }, effect = { { cannon = 20, torpedo = 25 } }, ship_id = {}, use_item = { { { 18013, 1 } } }, gear_score = { 50 } }, [11901] = { use_gold = 300, name = "舰体改良I", star_limit = 2, descrip = "耐久+80", max_level = 1, skin_id = 0, use_ship = 0, level_limit = 1, id = 11901, icon = "hp_1", skill_id = 0, condition_id = {}, effect = { { durability = 80 } }, ship_id = {}, use_item = { { { 18011, 2 } } }, gear_score = { 10 } }, [11902] = { use_gold = 400, name = "命中强化I", star_limit = 2, descrip = "命中+5", max_level = 1, skin_id = 0, use_ship = 0, level_limit = 5, id = 11902, icon = "hit_1", skill_id = 0, condition_id = { 11901 }, effect = { { hit = 5 } }, ship_id = {}, use_item = { { { 18011, 3 } } }, gear_score = { 10 } }, [11903] = { use_gold = 600, name = "主炮改良I", star_limit = 3, descrip = "主炮武器效率+5%", max_level = 1, skin_id = 0, use_ship = 0, level_limit = 20, id = 11903, icon = "mgup_1", skill_id = 0, condition_id = { 11901 }, effect = { { equipment_proficiency_1 = 0.05 } }, ship_id = {}, use_item = { { { 18011, 3 } } }, gear_score = { 15 } }, [11904] = { use_gold = 800, name = "炮击强化I", star_limit = 3, descrip = "炮击+10", max_level = 1, skin_id = 0, use_ship = 0, level_limit = 25, id = 11904, icon = "cn_1", skill_id = 0, condition_id = { 11903 }, effect = { { cannon = 10 } }, ship_id = {}, use_item = { { { 18011, 5 } } }, gear_score = { 15 } }, [11905] = { use_gold = 1000, name = "防空炮改良I", star_limit = 4, descrip = "防空炮武器效率+5%", max_level = 1, skin_id = 0, use_ship = 0, level_limit = 35, id = 11905, icon = "aaup_1", skill_id = 0, condition_id = { 11903 }, effect = { { equipment_proficiency_3 = 0.05 } }, ship_id = {}, use_item = { { { 18012, 3 } } }, gear_score = { 20 } }, [11906] = { use_gold = 1200, name = "防空强化I", star_limit = 4, descrip = "防空+15", max_level = 1, skin_id = 0, use_ship = 0, level_limit = 40, id = 11906, icon = "aa_1", skill_id = 0, condition_id = { 11905 }, effect = { { antiaircraft = 15 } }, ship_id = {}, use_item = { { { 18012, 2 } } }, gear_score = { 20 } }, [11907] = { use_gold = 1500, name = "舰体改良II", star_limit = 4, descrip = "耐久+80/耐久+120", max_level = 2, skin_id = 0, use_ship = 0, level_limit = 50, id = 11907, icon = "hp_2", skill_id = 0, condition_id = { 11905 }, effect = { { durability = 80 }, { durability = 120 } }, ship_id = {}, use_item = { { { 18012, 2 } }, { { 18012, 3 } } }, gear_score = { 10, 15 } }, [11908] = { use_gold = 1800, name = "机动强化II", star_limit = 4, descrip = "机动+5/机动+10", max_level = 2, skin_id = 0, use_ship = 0, level_limit = 55, id = 11908, icon = "dd_2", skill_id = 0, condition_id = { 11902, 11907 }, effect = { { dodge = 5 }, { dodge = 10 } }, ship_id = {}, use_item = { { { 18012, 1 } }, { { 18012, 2 } } }, gear_score = { 10, 15 } }, [11909] = { use_gold = 2000, name = "防空炮改良II", star_limit = 5, descrip = "防空炮武器效率+5%/防空炮武器效率+5%", max_level = 2, skin_id = 0, use_ship = 0, level_limit = 70, id = 11909, icon = "Aaup_2", skill_id = 0, condition_id = { 11907 }, effect = { { equipment_proficiency_3 = 0.05 }, { equipment_proficiency_3 = 0.05 } }, ship_id = {}, use_item = { { { 18013, 1 } }, { { 18013, 1 } } }, gear_score = { 10, 20 } }, [11910] = { use_gold = 2500, name = "防空强化II", star_limit = 5, descrip = "防空+15/防空+25", max_level = 2, skin_id = 0, use_ship = 0, level_limit = 75, id = 11910, icon = "Aa_2", skill_id = 0, condition_id = { 11909, 11906 }, effect = { { antiaircraft = 15 }, { antiaircraft = 25 } }, ship_id = {}, use_item = { { { 18013, 1 }, { 17033, 5 } }, { { 18013, 2 }, { 17033, 15 } } }, gear_score = { 10, 20 } }, [11911] = { use_gold = 3000, name = "近代化改造", star_limit = 5, descrip = "近代化改造完成,防空+30,命中+15\n\n改造后<color=#92fc63>【鱼雷】</color>栏位变更为<color=#92fc63>【副武器】</color>栏位,增加可装备武器类型<color=#92fc63>【副炮】</color>,改造后<color=#92fc63>【副武器】底座-1</color>", max_level = 1, skin_id = 203019, use_ship = 1, level_limit = 85, id = 11911, icon = "mt_yellow", skill_id = 0, condition_id = { 11909, 11910 }, effect = { { antiaircraft = 30, hit = 15 } }, ship_id = { { 203014, 203114 } }, use_item = { { { 18013, 3 } } }, gear_score = { 50 } }, [11912] = { use_gold = 3000, name = "战术启发", star_limit = 5, descrip = "习得技能【Londinium】", max_level = 1, skin_id = 0, use_ship = 0, level_limit = 85, id = 11912, icon = "skill_red", skill_id = 12420, condition_id = { 11911 }, effect = { { skill_id = 12420 } }, ship_id = {}, use_item = { { { 18013, 2 }, { 17013, 50 } } }, gear_score = { 50 } }, [12201] = { use_gold = 300, name = "舰体改良I", star_limit = 2, descrip = "耐久+80", max_level = 1, skin_id = 0, use_ship = 0, level_limit = 1, id = 12201, icon = "hp_1", skill_id = 0, condition_id = {}, effect = { { durability = 80 } }, ship_id = {}, use_item = { { { 18011, 2 } } }, gear_score = { 10 } }, [12202] = { use_gold = 400, name = "装填强化I", star_limit = 2, descrip = "装填+5", max_level = 1, skin_id = 0, use_ship = 0, level_limit = 5, id = 12202, icon = "rl_1", skill_id = 0, condition_id = { 12201 }, effect = { { reload = 5 } }, ship_id = {}, use_item = { { { 18011, 2 } } }, gear_score = { 10 } }, [12203] = { use_gold = 600, name = "主炮改良I", star_limit = 3, descrip = "主炮武器效率+5%", max_level = 1, skin_id = 0, use_ship = 0, level_limit = 20, id = 12203, icon = "mgup_1", skill_id = 0, condition_id = { 12201 }, effect = { { equipment_proficiency_1 = 0.05 } }, ship_id = {}, use_item = { { { 18011, 3 } } }, gear_score = { 15 } }, [12204] = { use_gold = 800, name = "炮击强化I", star_limit = 3, descrip = "炮击+10", max_level = 1, skin_id = 0, use_ship = 0, level_limit = 25, id = 12204, icon = "cn_1", skill_id = 0, condition_id = { 12203 }, effect = { { cannon = 10 } }, ship_id = {}, use_item = { { { 18011, 3 } } }, gear_score = { 15 } }, [12205] = { use_gold = 1000, name = "鱼雷改良I", star_limit = 4, descrip = "鱼雷武器效率+5%", max_level = 1, skin_id = 0, use_ship = 0, level_limit = 35, id = 12205, icon = "tpup_1", skill_id = 0, condition_id = { 12203 }, effect = { { equipment_proficiency_2 = 0.05 } }, ship_id = {}, use_item = { { { 18011, 3 } } }, gear_score = { 20 } }, [12206] = { use_gold = 1200, name = "雷击强化I", star_limit = 4, descrip = "雷击+10", max_level = 1, skin_id = 0, use_ship = 0, level_limit = 40, id = 12206, icon = "tp_1", skill_id = 0, condition_id = { 12205 }, effect = { { torpedo = 10 } }, ship_id = {}, use_item = { { { 18011, 4 } } }, gear_score = { 20 } }, [12207] = { use_gold = 1500, name = "舰体改良II", star_limit = 4, descrip = "耐久+80/耐久+120", max_level = 2, skin_id = 0, use_ship = 0, level_limit = 50, id = 12207, icon = "hp_2", skill_id = 0, condition_id = { 12205 }, effect = { { durability = 80 }, { durability = 120 } }, ship_id = {}, use_item = { { { 18012, 1 } }, { { 18012, 2 } } }, gear_score = { 10, 15 } }, [12208] = { use_gold = 1800, name = "战术启发", star_limit = 4, descrip = "习得技能【火力全开】", max_level = 1, skin_id = 0, use_ship = 0, level_limit = 55, id = 12208, icon = "skill_red", skill_id = 2011, condition_id = { 12207 }, effect = { { skill_id = 2011 } }, ship_id = {}, use_item = { { { 18012, 3 } } }, gear_score = { 25 } }, [12209] = { use_gold = 2000, name = "主炮改良II", star_limit = 5, descrip = "主炮武器效率+5%/主炮武器效率+5%", max_level = 2, skin_id = 0, use_ship = 0, level_limit = 70, id = 12209, icon = "mgup_2", skill_id = 0, condition_id = { 12207 }, effect = { { equipment_proficiency_1 = 0.05 }, { equipment_proficiency_1 = 0.05 } }, ship_id = {}, use_item = { { { 18012, 2 } }, { { 18012, 2 } } }, gear_score = { 10, 20 } }, [12210] = { use_gold = 2500, name = "炮击强化II", star_limit = 5, descrip = "炮击+5/炮击+15", max_level = 2, skin_id = 0, use_ship = 0, level_limit = 75, id = 12210, icon = "cn_2", skill_id = 0, condition_id = { 12204, 12209 }, effect = { { cannon = 5 }, { cannon = 15 } }, ship_id = {}, use_item = { { { 18012, 2 } }, { { 18012, 2 } } }, gear_score = { 10, 20 } }, [12211] = { use_gold = 3000, name = "近代化改造", star_limit = 5, descrip = "近代化改造完成,炮击+25,雷击+20", max_level = 1, skin_id = 203049, use_ship = 1, level_limit = 85, id = 12211, icon = "mt_red", skill_id = 0, condition_id = { 12208, 12209, 12210 }, effect = { { cannon = 25, torpedo = 20 } }, ship_id = {}, use_item = { { { 18013, 1 } } }, gear_score = { 50 } }, [12501] = { use_gold = 300, name = "舰体改良I", star_limit = 2, descrip = "耐久+70", max_level = 1, skin_id = 0, use_ship = 0, level_limit = 1, id = 12501, icon = "hp_1", skill_id = 0, condition_id = {}, effect = { { durability = 70 } }, ship_id = {}, use_item = { { { 18011, 2 } } }, gear_score = { 10 } }, [12502] = { use_gold = 400, name = "机动强化I", star_limit = 2, descrip = "机动+5", max_level = 1, skin_id = 0, use_ship = 0, level_limit = 5, id = 12502, icon = "dd_1", skill_id = 0, condition_id = { 12501 }, effect = { { dodge = 5 } }, ship_id = {}, use_item = { { { 18011, 3 } } }, gear_score = { 10 } }, [12503] = { use_gold = 600, name = "防空炮改良I", star_limit = 3, descrip = "防空炮武器效率+5%", max_level = 1, skin_id = 0, use_ship = 0, level_limit = 20, id = 12503, icon = "aaup_1", skill_id = 0, condition_id = { 12501 }, effect = { { equipment_proficiency_3 = 0.05 } }, ship_id = {}, use_item = { { { 18011, 3 } } }, gear_score = { 15 } }, [12504] = { use_gold = 800, name = "防空强化I", star_limit = 3, descrip = "防空+15", max_level = 1, skin_id = 0, use_ship = 0, level_limit = 25, id = 12504, icon = "aa_1", skill_id = 0, condition_id = { 12503 }, effect = { { antiaircraft = 15 } }, ship_id = {}, use_item = { { { 18011, 5 } } }, gear_score = { 15 } }, [12505] = { use_gold = 1000, name = "主炮改良I", star_limit = 4, descrip = "主炮武器效率+5%", max_level = 1, skin_id = 0, use_ship = 0, level_limit = 35, id = 12505, icon = "mgup_1", skill_id = 0, condition_id = { 12503 }, effect = { { equipment_proficiency_1 = 0.05 } }, ship_id = {}, use_item = { { { 18012, 3 } } }, gear_score = { 20 } }, [12506] = { use_gold = 1200, name = "炮击强化I", star_limit = 4, descrip = "炮击+10", max_level = 1, skin_id = 0, use_ship = 0, level_limit = 40, id = 12506, icon = "cn_1", skill_id = 0, condition_id = { 12505 }, effect = { { cannon = 10 } }, ship_id = {}, use_item = { { { 18012, 2 } } }, gear_score = { 20 } }, [12507] = { use_gold = 1500, name = "舰体改良II", star_limit = 4, descrip = "耐久+70/耐久+100", max_level = 2, skin_id = 0, use_ship = 0, level_limit = 50, id = 12507, icon = "hp_2", skill_id = 0, condition_id = { 12505 }, effect = { { durability = 70 }, { durability = 100 } }, ship_id = {}, use_item = { { { 18012, 2 } }, { { 18012, 3 } } }, gear_score = { 10, 15 } }, [12508] = { use_gold = 1800, name = "机动强化II", star_limit = 4, descrip = "机动+5/机动+10", max_level = 2, skin_id = 0, use_ship = 0, level_limit = 55, id = 12508, icon = "dd_2", skill_id = 0, condition_id = { 12502, 12507 }, effect = { { dodge = 5 }, { dodge = 10 } }, ship_id = {}, use_item = { { { 18012, 1 } }, { { 18012, 2 } } }, gear_score = { 10, 15 } }, [12509] = { use_gold = 2000, name = "主炮改良II", star_limit = 5, descrip = "主炮武器效率+5%/主炮武器效率+5%", max_level = 2, skin_id = 0, use_ship = 0, level_limit = 70, id = 12509, icon = "mgup_2", skill_id = 0, condition_id = { 12507 }, effect = { { equipment_proficiency_1 = 0.05 }, { equipment_proficiency_1 = 0.05 } }, ship_id = {}, use_item = { { { 18013, 1 } }, { { 18013, 1 } } }, gear_score = { 10, 20 } }, [12510] = { use_gold = 2500, name = "炮击强化II", star_limit = 5, descrip = "炮击+5/炮击+15", max_level = 2, skin_id = 0, use_ship = 0, level_limit = 75, id = 12510, icon = "cn_2", skill_id = 0, condition_id = { 12509, 12506 }, effect = { { cannon = 5 }, { cannon = 15 } }, ship_id = {}, use_item = { { { 18013, 1 }, { 17013, 5 } }, { { 18013, 2 }, { 17013, 15 } } }, gear_score = { 10, 20 } }, [12511] = { use_gold = 3000, name = "近代化改造", star_limit = 5, descrip = "近代化改造完成,炮击+30,装填+15", max_level = 1, skin_id = 203079, use_ship = 1, level_limit = 85, id = 12511, icon = "mt_red", skill_id = 0, condition_id = { 12509, 12510 }, effect = { { cannon = 30, reload = 15 } }, ship_id = {}, use_item = { { { 18013, 3 } } }, gear_score = { 50 } }, [12512] = { use_gold = 3000, name = "战术启发", star_limit = 5, descrip = "习得技能【Terror Field】", max_level = 1, skin_id = 0, use_ship = 0, level_limit = 85, id = 12512, icon = "skill_yellow", skill_id = 11770, condition_id = { 12511 }, effect = { { skill_id = 11770 } }, ship_id = {}, use_item = { { { 18013, 2 }, { 17003, 50 } } }, gear_score = { 50 } }, [12601] = { use_gold = 300, name = "舰体改良I", star_limit = 2, descrip = "耐久+70", max_level = 1, skin_id = 0, use_ship = 0, level_limit = 1, id = 12601, icon = "hp_1", skill_id = 0, condition_id = {}, effect = { { durability = 70 } }, ship_id = {}, use_item = { { { 18011, 2 } } }, gear_score = { 10 } }, [12602] = { use_gold = 400, name = "命中强化I", star_limit = 2, descrip = "命中+5", max_level = 1, skin_id = 0, use_ship = 0, level_limit = 5, id = 12602, icon = "hit_1", skill_id = 0, condition_id = { 12601 }, effect = { { hit = 5 } }, ship_id = {}, use_item = { { { 18011, 3 } } }, gear_score = { 10 } }, [12603] = { use_gold = 600, name = "主炮改良I", star_limit = 3, descrip = "主炮武器效率+5%", max_level = 1, skin_id = 0, use_ship = 0, level_limit = 20, id = 12603, icon = "mgup_1", skill_id = 0, condition_id = { 12601 }, effect = { { equipment_proficiency_1 = 0.05 } }, ship_id = {}, use_item = { { { 18011, 3 } } }, gear_score = { 15 } }, [12604] = { use_gold = 800, name = "炮击强化I", star_limit = 3, descrip = "炮击+10", max_level = 1, skin_id = 0, use_ship = 0, level_limit = 25, id = 12604, icon = "cn_1", skill_id = 0, condition_id = { 12603 }, effect = { { cannon = 10 } }, ship_id = {}, use_item = { { { 18011, 5 } } }, gear_score = { 15 } }, [12605] = { use_gold = 1000, name = "防空炮改良I", star_limit = 4, descrip = "防空炮武器效率+5%", max_level = 1, skin_id = 0, use_ship = 0, level_limit = 35, id = 12605, icon = "aaup_1", skill_id = 0, condition_id = { 12603 }, effect = { { equipment_proficiency_3 = 0.05 } }, ship_id = {}, use_item = { { { 18012, 3 } } }, gear_score = { 20 } }, [12606] = { use_gold = 1200, name = "防空强化I", star_limit = 4, descrip = "防空+5", max_level = 1, skin_id = 0, use_ship = 0, level_limit = 40, id = 12606, icon = "aa_1", skill_id = 0, condition_id = { 12605 }, effect = { { antiaircraft = 15 } }, ship_id = {}, use_item = { { { 18012, 2 } } }, gear_score = { 20 } }, [12607] = { use_gold = 1500, name = "舰体改良II", star_limit = 4, descrip = "耐久+70/耐久+100", max_level = 2, skin_id = 0, use_ship = 0, level_limit = 50, id = 12607, icon = "hp_2", skill_id = 0, condition_id = { 12605 }, effect = { { durability = 70 }, { durability = 100 } }, ship_id = {}, use_item = { { { 18012, 2 } }, { { 18012, 3 } } }, gear_score = { 10, 15 } }, [12608] = { use_gold = 1800, name = "命中强化II", star_limit = 4, descrip = "命中+5", max_level = 1, skin_id = 0, use_ship = 0, level_limit = 55, id = 12608, icon = "hit_1", skill_id = 0, condition_id = { 12602, 12607 }, effect = { { hit = 5 } }, ship_id = {}, use_item = { { { 18012, 2 } } }, gear_score = { 25 } }, [12609] = { use_gold = 2000, name = "防空炮改良II", star_limit = 5, descrip = "防空炮武器效率+5%/防空炮武器效率+5%", max_level = 2, skin_id = 0, use_ship = 0, level_limit = 70, id = 12609, icon = "Aaup_2", skill_id = 0, condition_id = { 12607 }, effect = { { equipment_proficiency_3 = 0.05 }, { equipment_proficiency_3 = 0.05 } }, ship_id = {}, use_item = { { { 18013, 1 } }, { { 18013, 1 } } }, gear_score = { 10, 20 } }, [12610] = { use_gold = 2500, name = "装填强化II", star_limit = 5, descrip = "装填+5/装填+10", max_level = 2, skin_id = 0, use_ship = 0, level_limit = 75, id = 12610, icon = "rl_2", skill_id = 0, condition_id = { 12609 }, effect = { { reload = 5 }, { reload = 10 } }, ship_id = {}, use_item = { { { 18013, 1 }, { 17013, 5 } }, { { 18013, 2 }, { 17013, 15 } } }, gear_score = { 10, 20 } }, [12611] = { use_gold = 3000, name = "近代化改造", star_limit = 5, descrip = "近代化改造完成,炮击+30,命中+15", max_level = 1, skin_id = 203089, use_ship = 1, level_limit = 85, id = 12611, icon = "mt_red", skill_id = 0, condition_id = { 12609, 12610 }, effect = { { cannon = 30, hit = 15 } }, ship_id = {}, use_item = { { { 18013, 3 } } }, gear_score = { 50 } }, [12612] = { use_gold = 3000, name = "战术启发", star_limit = 5, descrip = "习得技能【巨兽猎手】", max_level = 1, skin_id = 0, use_ship = 0, level_limit = 85, id = 12612, icon = "skill_red", skill_id = 10710, condition_id = { 12611 }, effect = { { skill_id = 10710 } }, ship_id = {}, use_item = { { { 18013, 2 }, { 17003, 50 } } }, gear_score = { 50 } }, [13101] = { use_gold = 600, name = "舰体改良I", star_limit = 3, descrip = "耐久+70", max_level = 1, skin_id = 0, use_ship = 1, level_limit = 1, id = 13101, icon = "hp_1", skill_id = 0, condition_id = {}, effect = { { durability = 70 } }, ship_id = {}, use_item = { { { 18022, 2 } } }, gear_score = { 10 } }, [13102] = { use_gold = 800, name = "装填强化I", star_limit = 3, descrip = "装填+5", max_level = 1, skin_id = 0, use_ship = 0, level_limit = 5, id = 13102, icon = "rl_1", skill_id = 0, condition_id = { 13101 }, effect = { { reload = 5 } }, ship_id = {}, use_item = { { { 18022, 2 } } }, gear_score = { 10 } }, [13103] = { use_gold = 1000, name = "防空炮改良I", star_limit = 4, descrip = "防空炮武器效率+5%", max_level = 1, skin_id = 0, use_ship = 0, level_limit = 20, id = 13103, icon = "aaup_1", skill_id = 0, condition_id = { 13101 }, effect = { { equipment_proficiency_3 = 0.05 } }, ship_id = {}, use_item = { { { 18022, 3 } } }, gear_score = { 15 } }, [13104] = { use_gold = 1500, name = "防空强化I", star_limit = 4, descrip = "防空+10", max_level = 1, skin_id = 0, use_ship = 0, level_limit = 25, id = 13104, icon = "aa_1", skill_id = 0, condition_id = { 13103 }, effect = { { antiaircraft = 10 } }, ship_id = {}, use_item = { { { 18022, 3 } } }, gear_score = { 15 } }, [13105] = { use_gold = 1800, name = "防空炮改良II", star_limit = 5, descrip = "防空炮武器效率+5%/防空炮武器效率+5%", max_level = 2, skin_id = 0, use_ship = 0, level_limit = 35, id = 13105, icon = "Aaup_2", skill_id = 0, condition_id = { 13103 }, effect = { { equipment_proficiency_3 = 0.05 }, { equipment_proficiency_3 = 0.05 } }, ship_id = {}, use_item = { { { 18022, 2 } }, { { 18022, 2 } } }, gear_score = { 10, 10 } }, [13106] = { use_gold = 2000, name = "防空强化II", star_limit = 5, descrip = "防空+15/防空+25", max_level = 2, skin_id = 0, use_ship = 0, level_limit = 40, id = 13106, icon = "aa_2", skill_id = 0, condition_id = { 13104, 13105 }, effect = { { antiaircraft = 15 }, { antiaircraft = 25 } }, ship_id = {}, use_item = { { { 18022, 2 } }, { { 18022, 2 } } }, gear_score = { 10, 10 } }, [13107] = { use_gold = 2500, name = "舰体改良II", star_limit = 5, descrip = "耐久+70/耐久+100", max_level = 2, skin_id = 0, use_ship = 0, level_limit = 50, id = 13107, icon = "hp_2", skill_id = 0, condition_id = { 13105 }, effect = { { durability = 70 }, { durability = 100 } }, ship_id = {}, use_item = { { { 18023, 1 }, { 17003, 25 } }, { { 18023, 1 }, { 17003, 25 } } }, gear_score = { 10, 15 } }, [13108] = { use_gold = 3000, name = "装填强化II", star_limit = 5, descrip = "装填+5/装填+10", max_level = 2, skin_id = 0, use_ship = 0, level_limit = 55, id = 13108, icon = "rl_2", skill_id = 0, condition_id = { 13102, 13107 }, effect = { { reload = 5 }, { reload = 10 } }, ship_id = {}, use_item = { { { 18023, 1 } }, { { 18023, 2 } } }, gear_score = { 10, 15 } }, [13109] = { use_gold = 4000, name = "主炮改良II", star_limit = 6, descrip = "主炮武器效率+5%/主炮武器效率+5%", max_level = 2, skin_id = 0, use_ship = 0, level_limit = 70, id = 13109, icon = "mgup_2", skill_id = 0, condition_id = { 13107 }, effect = { { equipment_proficiency_1 = 0.05 }, { equipment_proficiency_1 = 0.05 } }, ship_id = {}, use_item = { { { 18023, 2 } }, { { 18023, 2 } } }, gear_score = { 10, 20 } }, [13110] = { use_gold = 5000, name = "炮击强化II", star_limit = 6, descrip = "炮击+5/炮击+15", max_level = 2, skin_id = 0, use_ship = 0, level_limit = 75, id = 13110, icon = "cn_2", skill_id = 0, condition_id = { 13108, 13109 }, effect = { { cannon = 5 }, { cannon = 15 } }, ship_id = {}, use_item = { { { 18023, 2 }, { 17013, 10 } }, { { 18023, 4 }, { 17013, 30 } } }, gear_score = { 10, 20 } }, [13111] = { use_gold = 7500, name = "近代化改造", star_limit = 6, descrip = [[ 近代化改造完成 改造后<color=#92fc63>第一个【设备】</color>栏位增加可装备设备类型<color=#92fc63>【反潜机】</color> 改造后解锁<color=#92fc63>【反潜】</color>属性 改造后<color=#92fc63>【神射手】</color>技能将升级为<color=#92fc63>【神射手·改】</color>]], max_level = 1, skin_id = 205029, use_ship = 1, level_limit = 85, id = 13111, icon = "mt_yellow", skill_id = 0, condition_id = { 13106, 13109 }, effect = { { hit = 25, antiaircraft = 20 } }, ship_id = { { 205024, 205124 } }, use_item = { { { 59762, 1 } } }, gear_score = { 50 } }, [13112] = { use_gold = 5000, name = "战术启发", star_limit = 6, descrip = "习得技能【皇家传奇】", max_level = 1, skin_id = 0, use_ship = 1, level_limit = 90, id = 13112, icon = "skill_yellow", skill_id = 11880, condition_id = { 13111 }, effect = { { skill_id = 11880 } }, ship_id = {}, use_item = { { { 18023, 5 } } }, gear_score = { 30 } }, [14001] = { use_gold = 200, name = "舰体改良I", star_limit = 1, descrip = "耐久+60", max_level = 1, skin_id = 0, use_ship = 0, level_limit = 1, id = 14001, icon = "hp_1", skill_id = 0, condition_id = {}, effect = { { durability = 60 } }, ship_id = {}, use_item = { { { 18031, 1 } } }, gear_score = { 10 } }, [14002] = { use_gold = 300, name = "航空强化I", star_limit = 1, descrip = "", max_level = 1, skin_id = 0, use_ship = 0, level_limit = 5, id = 14002, icon = "air_1", skill_id = 0, condition_id = { 14001 }, effect = { { air = 10 } }, ship_id = {}, use_item = { { { 18031, 2 } } }, gear_score = { 10 } }, [14003] = { use_gold = 400, name = "鱼雷俯冲I", star_limit = 2, descrip = "轰炸机机武器效率+5%", max_level = 1, skin_id = 0, use_ship = 0, level_limit = 20, id = 14003, icon = "bfup_1", skill_id = 0, condition_id = { 14001 }, effect = { { equipment_proficiency_1 = 0.03, equipment_proficiency_2 = 0.03 } }, ship_id = {}, use_item = { { { 18031, 2 } } }, gear_score = { 15 } }, [14004] = { use_gold = 500, name = "装填强化I", star_limit = 2, descrip = "", max_level = 1, skin_id = 0, use_ship = 0, level_limit = 25, id = 14004, icon = "rl_1", skill_id = 0, condition_id = { 14003 }, effect = { { reload = 5 } }, ship_id = {}, use_item = { { { 18031, 2 } } }, gear_score = { 15 } }, [14005] = { use_gold = 600, name = "防空炮改良I", star_limit = 3, descrip = "防空炮武器效率+5%", max_level = 1, skin_id = 0, use_ship = 0, level_limit = 35, id = 14005, icon = "aaup_1", skill_id = 0, condition_id = { 14003 }, effect = { { equipment_proficiency_3 = 0.05 } }, ship_id = {}, use_item = { { { 18031, 3 } } }, gear_score = { 20 } }, [14006] = { use_gold = 800, name = "防空强化I", star_limit = 3, descrip = "防空+15", max_level = 1, skin_id = 0, use_ship = 0, level_limit = 40, id = 14006, icon = "aa_1", skill_id = 0, condition_id = { 14005 }, effect = { { antiaircraft = 15 } }, ship_id = {}, use_item = { { { 18031, 3 } } }, gear_score = { 20 } }, [14007] = { use_gold = 1000, name = "舰体改良II", star_limit = 3, descrip = "耐久+60/耐久+90", max_level = 2, skin_id = 0, use_ship = 0, level_limit = 50, id = 14007, icon = "hp_2", skill_id = 0, condition_id = { 14005 }, effect = { { durability = 60 }, { durability = 90 } }, ship_id = {}, use_item = { { { 18032, 1 } }, { { 18032, 1 } } }, gear_score = { 10, 15 } }, [14008] = { use_gold = 1200, name = "战术启发", star_limit = 3, descrip = "习得技能【Destiny Draw!】", max_level = 1, skin_id = 0, use_ship = 0, level_limit = 55, id = 14008, icon = "skill_yellow", skill_id = 12110, condition_id = { 14007 }, effect = { { skill_id = 12110 } }, ship_id = {}, use_item = { { { 18032, 3 } } }, gear_score = { 25 } }, [14009] = { use_gold = 1400, name = "鱼雷俯冲II", star_limit = 4, descrip = "轰炸机武器效率+5%/轰炸机武器效率+5%", max_level = 2, skin_id = 0, use_ship = 0, level_limit = 70, id = 14009, icon = "bfup_2", skill_id = 0, condition_id = { 14007, 14008 }, effect = { { equipment_proficiency_1 = 0.03, equipment_proficiency_2 = 0.03 }, { equipment_proficiency_1 = 0.04, equipment_proficiency_2 = 0.04 } }, ship_id = {}, use_item = { { { 18032, 1 } }, { { 18032, 2 } } }, gear_score = { 10, 20 } }, [14010] = { use_gold = 1600, name = "装填强化II", star_limit = 4, descrip = "", max_level = 2, skin_id = 0, use_ship = 0, level_limit = 75, id = 14010, icon = "rl_2", skill_id = 0, condition_id = { 14004, 14009 }, effect = { { reload = 5 }, { reload = 10 } }, ship_id = {}, use_item = { { { 18032, 2 } }, { { 18032, 2 } } }, gear_score = { 10, 20 } }, [14011] = { use_gold = 2000, name = "近代化改造", star_limit = 4, descrip = "近代化改造完成,防空+35,航空+10", max_level = 1, skin_id = 206019, use_ship = 1, level_limit = 80, id = 14011, icon = "mt_blue", skill_id = 0, condition_id = { 14009, 14010 }, effect = { { antiaircraft = 35, air = 10 } }, ship_id = {}, use_item = { { { 18032, 6 } } }, gear_score = { 50 } }, [14401] = { use_gold = 400, name = "舰体改良I", star_limit = 2, descrip = "耐久+60", max_level = 1, skin_id = 0, use_ship = 0, level_limit = 1, id = 14401, icon = "hp_1", skill_id = 0, condition_id = {}, effect = { { durability = 60 } }, ship_id = {}, use_item = { { { 18031, 2 } } }, gear_score = { 10 } }, [14402] = { use_gold = 600, name = "装填强化I", star_limit = 2, descrip = "装填+5", max_level = 1, skin_id = 0, use_ship = 0, level_limit = 5, id = 14402, icon = "rl_1", skill_id = 0, condition_id = { 14401 }, effect = { { reload = 5 } }, ship_id = {}, use_item = { { { 18031, 3 } } }, gear_score = { 10 } }, [14403] = { use_gold = 800, name = "轰炸精通I", star_limit = 3, descrip = "轰炸机武器效率+5%", max_level = 1, skin_id = 0, use_ship = 0, level_limit = 20, id = 14403, icon = "bfup_1", skill_id = 0, condition_id = { 14401 }, effect = { { equipment_proficiency_3 = 0.05 } }, ship_id = {}, use_item = { { { 18031, 3 } } }, gear_score = { 20 } }, [14404] = { use_gold = 1000, name = "防空强化I", star_limit = 3, descrip = "防空+15", max_level = 1, skin_id = 0, use_ship = 0, level_limit = 25, id = 14404, icon = "aa_1", skill_id = 0, condition_id = { 14403 }, effect = { { antiaircraft = 15 } }, ship_id = {}, use_item = { { { 18031, 5 } } }, gear_score = { 20 } }, [14405] = { use_gold = 1200, name = "鱼雷俯冲I", star_limit = 4, descrip = "鱼雷机武器效率+3%", max_level = 1, skin_id = 0, use_ship = 0, level_limit = 35, id = 14405, icon = "tfup_1", skill_id = 0, condition_id = { 14403 }, effect = { { equipment_proficiency_1 = 0.03, equipment_proficiency_2 = 0.03 } }, ship_id = {}, use_item = { { { 18032, 3 } } }, gear_score = { 15 } }, [14406] = { use_gold = 1500, name = "航空强化I", star_limit = 4, descrip = "航空+10", max_level = 1, skin_id = 0, use_ship = 0, level_limit = 40, id = 14406, icon = "air_1", skill_id = 0, condition_id = { 14405 }, effect = { { air = 10 } }, ship_id = {}, use_item = { { { 18032, 2 } } }, gear_score = { 15 } }, [14407] = { use_gold = 1800, name = "舰体改良II", star_limit = 4, descrip = "耐久+60/耐久+90", max_level = 2, skin_id = 0, use_ship = 0, level_limit = 50, id = 14407, icon = "hp_2", skill_id = 0, condition_id = { 14405 }, effect = { { durability = 60 }, { durability = 90 } }, ship_id = {}, use_item = { { { 18032, 2 } }, { { 18032, 3 } } }, gear_score = { 10, 15 } }, [14408] = { use_gold = 2000, name = "命中强化I", star_limit = 4, descrip = "命中+5", max_level = 1, skin_id = 0, use_ship = 0, level_limit = 55, id = 14408, icon = "hit_1", skill_id = 0, condition_id = { 14407, 14402 }, effect = { { hit = 5 } }, ship_id = {}, use_item = { { { 18032, 2 } } }, gear_score = { 25 } }, [14409] = { use_gold = 2500, name = "轰炸精通II", star_limit = 5, descrip = "轰炸机武器效率+5%/轰炸机武器效率+5%", max_level = 2, skin_id = 0, use_ship = 0, level_limit = 70, id = 14409, icon = "bfup_2", skill_id = 0, condition_id = { 14407 }, effect = { { equipment_proficiency_3 = 0.05 }, { equipment_proficiency_3 = 0.05 } }, ship_id = {}, use_item = { { { 18033, 1 } }, { { 18033, 1 } } }, gear_score = { 10, 20 } }, [14410] = { use_gold = 3000, name = "航空强化II", star_limit = 5, descrip = "航空+10/航空+15", max_level = 2, skin_id = 0, use_ship = 0, level_limit = 75, id = 14410, icon = "air_2", skill_id = 0, condition_id = { 14409 }, effect = { { air = 10 }, { air = 15 } }, ship_id = {}, use_item = { { { 18033, 1 }, { 17043, 15 } }, { { 18033, 2 }, { 17043, 35 } } }, gear_score = { 10, 20 } }, [14411] = { use_gold = 4000, name = "近代化改造", star_limit = 5, descrip = "近代化改造完成,防空+35,装填+10", max_level = 1, skin_id = 207029, use_ship = 1, level_limit = 85, id = 14411, icon = "mt_red", skill_id = 0, condition_id = { 14409, 14410 }, effect = { { antiaircraft = 35, reload = 10 } }, ship_id = {}, use_item = { { { 18033, 3 } } }, gear_score = { 50 } }, [14412] = { use_gold = 3000, name = "战术启发", star_limit = 5, descrip = "习得技能【】", max_level = 1, skin_id = 0, use_ship = 0, level_limit = 90, id = 14412, icon = "skill_red", skill_id = 14710, condition_id = { 14411 }, effect = { { skill_id = 14710 } }, ship_id = {}, use_item = { { { 18033, 2 }, { 17003, 50 } } }, gear_score = { 25 } }, [15501] = { use_gold = 400, name = "舰体改良I", star_limit = 2, descrip = "耐久+45", max_level = 1, skin_id = 0, use_ship = 0, level_limit = 1, id = 15501, icon = "hp_1", skill_id = 0, condition_id = {}, effect = { { durability = 45 } }, ship_id = {}, use_item = { { { 18001, 2 } } }, gear_score = { 10 } }, [15502] = { use_gold = 600, name = "机动强化I", star_limit = 2, descrip = "机动+5", max_level = 1, skin_id = 0, use_ship = 0, level_limit = 5, id = 15502, icon = "dd_1", skill_id = 0, condition_id = { 15501 }, effect = { { dodge = 5 } }, ship_id = {}, use_item = { { { 18001, 3 } } }, gear_score = { 10 } }, [15503] = { use_gold = 800, name = "主炮改良I", star_limit = 3, descrip = "主炮武器效率+5%", max_level = 1, skin_id = 0, use_ship = 0, level_limit = 20, id = 15503, icon = "mgup_1", skill_id = 0, condition_id = { 15501 }, effect = { { equipment_proficiency_1 = 0.05 } }, ship_id = {}, use_item = { { { 18001, 3 } } }, gear_score = { 15 } }, [15504] = { use_gold = 1000, name = "炮击强化I", star_limit = 3, descrip = "炮击+10", max_level = 1, skin_id = 0, use_ship = 0, level_limit = 25, id = 15504, icon = "cn_1", skill_id = 0, condition_id = { 15503 }, effect = { { cannon = 10 } }, ship_id = {}, use_item = { { { 18001, 5 } } }, gear_score = { 15 } }, [15505] = { use_gold = 1200, name = "鱼雷改良I", star_limit = 4, descrip = "鱼雷武器效率+5%", max_level = 1, skin_id = 0, use_ship = 0, level_limit = 35, id = 15505, icon = "tpup_1", skill_id = 0, condition_id = { 15503 }, effect = { { equipment_proficiency_2 = 0.05 } }, ship_id = {}, use_item = { { { 18002, 3 } } }, gear_score = { 20 } }, [15506] = { use_gold = 1500, name = "雷击强化I", star_limit = 4, descrip = "雷击+10", max_level = 1, skin_id = 0, use_ship = 0, level_limit = 40, id = 15506, icon = "tp_1", skill_id = 0, condition_id = { 15505 }, effect = { { torpedo = 10 } }, ship_id = {}, use_item = { { { 18002, 2 } } }, gear_score = { 20 } }, [15507] = { use_gold = 1800, name = "动力强化", star_limit = 4, descrip = "航速+3", max_level = 1, skin_id = 0, use_ship = 0, level_limit = 50, id = 15507, icon = "sp_1", skill_id = 0, condition_id = { 15505 }, effect = { { speed = 3 } }, ship_id = {}, use_item = { { { 18002, 5 } } }, gear_score = { 25 } }, [15508] = { use_gold = 2000, name = "装填强化II", star_limit = 4, descrip = "装填+5/装填+10", max_level = 2, skin_id = 0, use_ship = 0, level_limit = 55, id = 15508, icon = "rl_2", skill_id = 0, condition_id = { 15504, 15507 }, effect = { { reload = 5 }, { reload = 10 } }, ship_id = {}, use_item = { { { 18002, 1 } }, { { 18002, 2 } } }, gear_score = { 10, 15 } }, [15509] = { use_gold = 2500, name = "舰体改良II", star_limit = 5, descrip = "耐久+45/耐久+75", max_level = 2, skin_id = 0, use_ship = 0, level_limit = 70, id = 15509, icon = "hp_2", skill_id = 0, condition_id = { 15507 }, effect = { { durability = 45 }, { durability = 75 } }, ship_id = {}, use_item = { { { 18003, 1 } }, { { 18003, 1 } } }, gear_score = { 10, 20 } }, [15510] = { use_gold = 3000, name = "雷击强化II", star_limit = 5, descrip = "雷击+5/雷击+15", max_level = 2, skin_id = 0, use_ship = 0, level_limit = 75, id = 15510, icon = "tp_2", skill_id = 0, condition_id = { 15506, 15509 }, effect = { { torpedo = 5 }, { torpedo = 15 } }, ship_id = {}, use_item = { { { 18003, 1 }, { 17023, 5 } }, { { 18003, 2 }, { 17023, 15 } } }, gear_score = { 10, 20 } }, [15511] = { use_gold = 4000, name = "近代化改造", star_limit = 5, descrip = "近代化改造完成,雷击+30,机动+15", max_level = 1, skin_id = 301059, use_ship = 1, level_limit = 85, id = 15511, icon = "mt_red", skill_id = 0, condition_id = { 15509, 15510 }, effect = { { torpedo = 30, dodge = 15 } }, ship_id = {}, use_item = { { { 18003, 3 } } }, gear_score = { 50 } }, [15512] = { use_gold = 3000, name = "战术启发", star_limit = 5, descrip = "习得技能【鬼神演舞】", max_level = 1, skin_id = 0, use_ship = 0, level_limit = 90, id = 15512, icon = "skill_blue", skill_id = 10940, condition_id = { 15508, 15511 }, effect = { { skill_id = 10940 } }, ship_id = {}, use_item = { { { 18003, 2 }, { 17023, 20 } } }, gear_score = { 30 } }, [16501] = { use_gold = 400, name = "舰体改良I", star_limit = 2, descrip = "耐久+45", max_level = 1, skin_id = 0, use_ship = 0, level_limit = 1, id = 16501, icon = "hp_1", skill_id = 0, condition_id = {}, effect = { { durability = 45 } }, ship_id = {}, use_item = { { { 18001, 2 } } }, gear_score = { 10 } }, [16502] = { use_gold = 600, name = "机动强化I", star_limit = 2, descrip = "机动+5", max_level = 1, skin_id = 0, use_ship = 0, level_limit = 5, id = 16502, icon = "dd_1", skill_id = 0, condition_id = { 16501 }, effect = { { dodge = 5 } }, ship_id = {}, use_item = { { { 18001, 3 } } }, gear_score = { 10 } }, [16503] = { use_gold = 800, name = "鱼雷改良I", star_limit = 3, descrip = "鱼雷武器效率+5%", max_level = 1, skin_id = 0, use_ship = 0, level_limit = 20, id = 16503, icon = "tpup_1", skill_id = 0, condition_id = { 16501 }, effect = { { equipment_proficiency_2 = 0.05 } }, ship_id = {}, use_item = { { { 18001, 3 } } }, gear_score = { 15 } }, [16504] = { use_gold = 1000, name = "雷击强化I", star_limit = 3, descrip = "雷击+10", max_level = 1, skin_id = 0, use_ship = 0, level_limit = 25, id = 16504, icon = "tp_1", skill_id = 0, condition_id = { 16503 }, effect = { { torpedo = 10 } }, ship_id = {}, use_item = { { { 18001, 3 } } }, gear_score = { 15 } }, [16505] = { use_gold = 1200, name = "舰体改良II", star_limit = 4, descrip = "耐久+45/耐久+75", max_level = 2, skin_id = 0, use_ship = 0, level_limit = 35, id = 16505, icon = "hp_2", skill_id = 0, condition_id = { 16503 }, effect = { { durability = 45 }, { durability = 75 } }, ship_id = {}, use_item = { { { 18002, 1 } }, { { 18002, 2 } } }, gear_score = { 10, 10 } }, [16506] = { use_gold = 1500, name = "机动强化II", star_limit = 4, descrip = "机动+5/机动+10", max_level = 2, skin_id = 0, use_ship = 0, level_limit = 40, id = 16506, icon = "dd_1", skill_id = 0, condition_id = { 16502, 16505 }, effect = { { dodge = 5 }, { dodge = 10 } }, ship_id = {}, use_item = { { { 18002, 1 } }, { { 18002, 1 } } }, gear_score = { 10, 10 } }, [16507] = { use_gold = 1800, name = "主炮改良II", star_limit = 4, descrip = "主炮武器效率+5%/主炮武器效率+5%", max_level = 2, skin_id = 0, use_ship = 0, level_limit = 50, id = 16507, icon = "mgup_2", skill_id = 0, condition_id = { 16505 }, effect = { { equipment_proficiency_1 = 0.05 }, { equipment_proficiency_1 = 0.05 } }, ship_id = {}, use_item = { { { 18002, 2 } }, { { 18002, 3 } } }, gear_score = { 10, 15 } }, [16508] = { use_gold = 2000, name = "炮击强化II", star_limit = 4, descrip = "炮击+5/炮击+15", max_level = 2, skin_id = 0, use_ship = 0, level_limit = 55, id = 16508, icon = "cn_2", skill_id = 0, condition_id = { 16507 }, effect = { { cannon = 5 }, { cannon = 15 } }, ship_id = {}, use_item = { { { 18002, 1 } }, { { 18002, 2 } } }, gear_score = { 10, 15 } }, [16509] = { use_gold = 2500, name = "鱼雷改良II", star_limit = 5, descrip = "鱼雷武器效率+5%/鱼雷武器效率+5%", max_level = 2, skin_id = 0, use_ship = 0, level_limit = 70, id = 16509, icon = "tpup_2", skill_id = 0, condition_id = { 16507 }, effect = { { equipment_proficiency_2 = 0.05 }, { equipment_proficiency_2 = 0.05 } }, ship_id = {}, use_item = { { { 18003, 1 } }, { { 18003, 1 } } }, gear_score = { 10, 20 } }, [16510] = { use_gold = 3000, name = "雷击强化III", star_limit = 5, descrip = "雷击+5/雷击+10/雷击+15", max_level = 3, skin_id = 0, use_ship = 0, level_limit = 75, id = 16510, icon = "Tp_3", skill_id = 0, condition_id = { 16504, 16509 }, effect = { { torpedo = 5 }, { torpedo = 10 }, { torpedo = 15 } }, ship_id = {}, use_item = { { { 18003, 1 }, { 17023, 5 } }, { { 18003, 1 }, { 17023, 10 } }, { { 18003, 1 }, { 17023, 15 } } }, gear_score = { 5, 10, 15 } }, [16511] = { use_gold = 4000, name = "近代化改造", star_limit = 5, descrip = "近代化改造完成,雷击+25,反潜+20", max_level = 1, skin_id = 301159, use_ship = 1, level_limit = 85, id = 16511, icon = "mt_red", skill_id = 0, condition_id = { 16509 }, effect = { { antisub = 20, torpedo = 25 } }, ship_id = {}, use_item = { { { 18003, 3 } } }, gear_score = { 50 } }, [16512] = { use_gold = 3000, name = "战术启发", star_limit = 5, descrip = "习得技能【】", max_level = 1, skin_id = 0, use_ship = 0, level_limit = 90, id = 16512, icon = "skill_yellow", skill_id = 12680, condition_id = { 16511 }, effect = { { skill_id = 12680 } }, ship_id = {}, use_item = { { { 18003, 2 }, { 17013, 20 } } }, gear_score = { 30 } }, [16701] = { use_gold = 300, name = "舰体改良I", star_limit = 2, descrip = "耐久+45", max_level = 1, skin_id = 0, use_ship = 0, level_limit = 1, id = 16701, icon = "hp_1", skill_id = 0, condition_id = {}, effect = { { durability = 45 } }, ship_id = {}, use_item = { { { 18001, 2 } } }, gear_score = { 10 } }, [16702] = { use_gold = 400, name = "装填强化I", star_limit = 2, descrip = "装填+5", max_level = 1, skin_id = 0, use_ship = 0, level_limit = 5, id = 16702, icon = "rl_1", skill_id = 0, condition_id = { 16701 }, effect = { { reload = 5 } }, ship_id = {}, use_item = { { { 18001, 2 } } }, gear_score = { 10 } }, [16703] = { use_gold = 600, name = "主炮改良I", star_limit = 3, descrip = "鱼雷武器效率+5%", max_level = 1, skin_id = 0, use_ship = 0, level_limit = 20, id = 16703, icon = "mgup_1", skill_id = 0, condition_id = { 16701 }, effect = { { equipment_proficiency_1 = 0.05 } }, ship_id = {}, use_item = { { { 18001, 3 } } }, gear_score = { 15 } }, [16704] = { use_gold = 800, name = "炮击强化I", star_limit = 3, descrip = "炮击+10", max_level = 1, skin_id = 0, use_ship = 0, level_limit = 25, id = 16704, icon = "cn_1", skill_id = 0, condition_id = { 16703 }, effect = { { cannon = 10 } }, ship_id = {}, use_item = { { { 18001, 3 } } }, gear_score = { 15 } }, [16705] = { use_gold = 1000, name = "鱼雷改良I", star_limit = 4, descrip = "主炮武器效率+5%", max_level = 1, skin_id = 0, use_ship = 0, level_limit = 35, id = 16705, icon = "tpup_1", skill_id = 0, condition_id = { 16703 }, effect = { { equipment_proficiency_2 = 0.05 } }, ship_id = {}, use_item = { { { 18001, 3 } } }, gear_score = { 20 } }, [16706] = { use_gold = 1200, name = "雷击强化I", star_limit = 4, descrip = "雷击+10", max_level = 1, skin_id = 0, use_ship = 0, level_limit = 40, id = 16706, icon = "tp_1", skill_id = 0, condition_id = { 16705 }, effect = { { torpedo = 10 } }, ship_id = {}, use_item = { { { 18001, 4 } } }, gear_score = { 20 } }, [16707] = { use_gold = 1500, name = "舰体改良II", star_limit = 4, descrip = "耐久+45/耐久+75", max_level = 2, skin_id = 0, use_ship = 0, level_limit = 50, id = 16707, icon = "hp_2", skill_id = 0, condition_id = { 16705 }, effect = { { durability = 45 }, { durability = 75 } }, ship_id = {}, use_item = { { { 18002, 1 } }, { { 18002, 2 } } }, gear_score = { 10, 15 } }, [16708] = { use_gold = 1800, name = "战术启发", star_limit = 4, descrip = "习得技能【火力干扰】", max_level = 1, skin_id = 0, use_ship = 0, level_limit = 55, id = 16708, icon = "skill_yellow", skill_id = 5001, condition_id = { 16707 }, effect = { { skill_id = 5001 } }, ship_id = {}, use_item = { { { 18002, 3 } } }, gear_score = { 25 } }, [16709] = { use_gold = 2000, name = "动力强化", star_limit = 5, descrip = "航速+3", max_level = 1, skin_id = 0, use_ship = 0, level_limit = 70, id = 16709, icon = "sp_1", skill_id = 0, condition_id = { 16707 }, effect = { { speed = 3 } }, ship_id = {}, use_item = { { { 18002, 3 } } }, gear_score = { 30 } }, [16710] = { use_gold = 2500, name = "反潜强化II", star_limit = 5, descrip = "反潜+5/反潜+15", max_level = 2, skin_id = 0, use_ship = 0, level_limit = 75, id = 16710, icon = "as_2", skill_id = 0, condition_id = { 16709 }, effect = { { antisub = 5 }, { antisub = 15 } }, ship_id = {}, use_item = { { { 18002, 2 } }, { { 18002, 2 } } }, gear_score = { 10, 20 } }, [16711] = { use_gold = 3000, name = "近代化改造", star_limit = 5, descrip = "近代化改造完成,雷击+30,装填+15", max_level = 1, skin_id = 301179, use_ship = 1, level_limit = 85, id = 16711, icon = "mt_red", skill_id = 0, condition_id = { 16709, 16710 }, effect = { { torpedo = 30, reload = 15 } }, ship_id = {}, use_item = { { { 18003, 1 } } }, gear_score = { 50 } }, [16801] = { use_gold = 200, name = "舰体改良I", star_limit = 1, descrip = "耐久+60", max_level = 1, skin_id = 0, use_ship = 0, level_limit = 1, id = 16801, icon = "hp_1", skill_id = 0, condition_id = {}, effect = { { durability = 60 } }, ship_id = {}, use_item = { { { 18001, 1 } } }, gear_score = { 10 } }, [16802] = { use_gold = 300, name = "机动强化I", star_limit = 1, descrip = "机动+5", max_level = 1, skin_id = 0, use_ship = 0, level_limit = 5, id = 16802, icon = "dd_1", skill_id = 0, condition_id = { 16801 }, effect = { { dodge = 5 } }, ship_id = {}, use_item = { { { 18001, 2 } } }, gear_score = { 10 } }, [16803] = { use_gold = 400, name = "主炮改良I", star_limit = 2, descrip = "鱼雷武器效率+5%", max_level = 1, skin_id = 0, use_ship = 0, level_limit = 20, id = 16803, icon = "mgup_1", skill_id = 0, condition_id = { 16801 }, effect = { { equipment_proficiency_1 = 0.05 } }, ship_id = {}, use_item = { { { 18001, 2 } } }, gear_score = { 15 } }, [16804] = { use_gold = 500, name = "炮击强化I", star_limit = 2, descrip = "炮击+10", max_level = 1, skin_id = 0, use_ship = 0, level_limit = 25, id = 16804, icon = "cn_1", skill_id = 0, condition_id = { 16803 }, effect = { { cannon = 10 } }, ship_id = {}, use_item = { { { 18001, 2 } } }, gear_score = { 15 } }, [16805] = { use_gold = 600, name = "鱼雷改良I", star_limit = 3, descrip = "主炮武器效率+5%", max_level = 1, skin_id = 0, use_ship = 0, level_limit = 35, id = 16805, icon = "tpup_1", skill_id = 0, condition_id = { 16803 }, effect = { { equipment_proficiency_2 = 0.05 } }, ship_id = {}, use_item = { { { 18001, 3 } } }, gear_score = { 20 } }, [16806] = { use_gold = 800, name = "雷击强化I", star_limit = 3, descrip = "雷击+10", max_level = 1, skin_id = 0, use_ship = 0, level_limit = 40, id = 16806, icon = "tp_1", skill_id = 0, condition_id = { 16805 }, effect = { { torpedo = 10 } }, ship_id = {}, use_item = { { { 18001, 3 } } }, gear_score = { 20 } }, [16807] = { use_gold = 1000, name = "动力强化", star_limit = 3, descrip = "航速+3", max_level = 1, skin_id = 0, use_ship = 0, level_limit = 50, id = 16807, icon = "sp_1", skill_id = 0, condition_id = { 16805 }, effect = { { speed = 3 } }, ship_id = {}, use_item = { { { 18002, 2 } } }, gear_score = { 25 } }, [16808] = { use_gold = 1200, name = "战术启发", star_limit = 3, descrip = "习得技能【空母护航】", max_level = 1, skin_id = 0, use_ship = 0, level_limit = 55, id = 16808, icon = "skill_yellow", skill_id = 5021, condition_id = { 16807 }, effect = { { skill_id = 5021 } }, ship_id = {}, use_item = { { { 18002, 3 } } }, gear_score = { 25 } }, [16809] = { use_gold = 1400, name = "鱼雷改良II", star_limit = 4, descrip = "鱼雷武器效率+5%/鱼雷武器效率+5%", max_level = 2, skin_id = 0, use_ship = 0, level_limit = 70, id = 16809, icon = "tpup_2", skill_id = 0, condition_id = { 16807 }, effect = { { equipment_proficiency_2 = 0.05 }, { equipment_proficiency_2 = 0.05 } }, ship_id = {}, use_item = { { { 18002, 1 } }, { { 18002, 2 } } }, gear_score = { 10, 20 } }, [16810] = { use_gold = 1600, name = "雷击强化II", star_limit = 4, descrip = "雷击+5/雷击+15", max_level = 2, skin_id = 0, use_ship = 0, level_limit = 75, id = 16810, icon = "tp_2", skill_id = 0, condition_id = { 16806, 16809 }, effect = { { torpedo = 5 }, { torpedo = 15 } }, ship_id = {}, use_item = { { { 18002, 2 } }, { { 18002, 2 } } }, gear_score = { 10, 20 } }, [16811] = { use_gold = 2000, name = "近代化改造", star_limit = 4, descrip = "近代化改造完成,雷击+30,机动+15", max_level = 1, skin_id = 301189, use_ship = 1, level_limit = 80, id = 16811, icon = "mt_blue", skill_id = 0, condition_id = { 16809, 16810 }, effect = { { torpedo = 30, dodge = 15 } }, ship_id = {}, use_item = { { { 18002, 6 } } }, gear_score = { 50 } }, [17101] = { use_gold = 300, name = "舰体改良I", star_limit = 2, descrip = "耐久+45", max_level = 1, skin_id = 0, use_ship = 0, level_limit = 1, id = 17101, icon = "hp_1", skill_id = 0, condition_id = {}, effect = { { durability = 45 } }, ship_id = {}, use_item = { { { 18001, 2 } } }, gear_score = { 10 } }, [17102] = { use_gold = 400, name = "机动强化I", star_limit = 2, descrip = "机动+5", max_level = 1, skin_id = 0, use_ship = 0, level_limit = 5, id = 17102, icon = "dd_1", skill_id = 0, condition_id = { 17101 }, effect = { { dodge = 5 } }, ship_id = {}, use_item = { { { 18001, 2 } } }, gear_score = { 10 } }, [17103] = { use_gold = 600, name = "防空炮改良I", star_limit = 3, descrip = "防空炮武器效率+5%", max_level = 1, skin_id = 0, use_ship = 0, level_limit = 20, id = 17103, icon = "aaup_1", skill_id = 0, condition_id = { 17101 }, effect = { { equipment_proficiency_3 = 0.05 } }, ship_id = {}, use_item = { { { 18001, 3 } } }, gear_score = { 15 } }, [17104] = { use_gold = 800, name = "防空强化I", star_limit = 3, descrip = "防空+15", max_level = 1, skin_id = 0, use_ship = 0, level_limit = 25, id = 17104, icon = "aa_1", skill_id = 0, condition_id = { 17103 }, effect = { { antiaircraft = 15 } }, ship_id = {}, use_item = { { { 18001, 3 } } }, gear_score = { 15 } }, [17105] = { use_gold = 1000, name = "鱼雷改良I", star_limit = 4, descrip = "鱼雷武器效率+5%", max_level = 1, skin_id = 0, use_ship = 0, level_limit = 35, id = 17105, icon = "tpup_1", skill_id = 0, condition_id = { 17103 }, effect = { { equipment_proficiency_2 = 0.05 } }, ship_id = {}, use_item = { { { 18001, 3 } } }, gear_score = { 20 } }, [17106] = { use_gold = 1200, name = "雷击强化I", star_limit = 4, descrip = "雷击+10", max_level = 1, skin_id = 0, use_ship = 0, level_limit = 40, id = 17106, icon = "tp_1", skill_id = 0, condition_id = { 17105 }, effect = { { torpedo = 10 } }, ship_id = {}, use_item = { { { 18001, 4 } } }, gear_score = { 20 } }, [17107] = { use_gold = 1500, name = "舰体改良II", star_limit = 4, descrip = "耐久+45/耐久+75", max_level = 2, skin_id = 0, use_ship = 0, level_limit = 50, id = 17107, icon = "hp_2", skill_id = 0, condition_id = { 17105 }, effect = { { durability = 45 }, { durability = 75 } }, ship_id = {}, use_item = { { { 18002, 1 } }, { { 18002, 2 } } }, gear_score = { 10, 15 } }, [17108] = { use_gold = 1800, name = "战术启发", star_limit = 4, descrip = "习得技能【】", max_level = 1, skin_id = 0, use_ship = 0, level_limit = 55, id = 17108, icon = "skill_yellow", skill_id = 1011, condition_id = { 17107 }, effect = { { skill_id = 1011 } }, ship_id = {}, use_item = { { { 18002, 3 } } }, gear_score = { 25 } }, [17109] = { use_gold = 2000, name = "动力强化", star_limit = 5, descrip = "航速+3", max_level = 1, skin_id = 0, use_ship = 0, level_limit = 70, id = 17109, icon = "sp_1", skill_id = 0, condition_id = { 17107 }, effect = { { speed = 3 } }, ship_id = {}, use_item = { { { 18002, 3 } } }, gear_score = { 30 } }, [17110] = { use_gold = 2500, name = "机动强化II", star_limit = 5, descrip = "机动+5/机动+10", max_level = 2, skin_id = 0, use_ship = 0, level_limit = 75, id = 17110, icon = "dd_2", skill_id = 0, condition_id = { 17102, 17109 }, effect = { { dodge = 5 }, { dodge = 10 } }, ship_id = {}, use_item = { { { 18002, 2 } }, { { 18002, 2 } } }, gear_score = { 10, 20 } }, [17111] = { use_gold = 3000, name = "近代化改造", star_limit = 5, descrip = "近代化改造完成,雷击+30,防空+15", max_level = 1, skin_id = 301219, use_ship = 1, level_limit = 85, id = 17111, icon = "mt_red", skill_id = 0, condition_id = { 17108, 17109, 17110 }, effect = { { torpedo = 30, antiaircraft = 15 } }, ship_id = {}, use_item = { { { 18003, 1 } } }, gear_score = { 50 } }, [17401] = { use_gold = 300, name = "舰体改良I", star_limit = 2, descrip = "耐久+45", max_level = 1, skin_id = 0, use_ship = 0, level_limit = 1, id = 17401, icon = "hp_1", skill_id = 0, condition_id = {}, effect = { { durability = 45 } }, ship_id = {}, use_item = { { { 18001, 2 } } }, gear_score = { 10 } }, [17402] = { use_gold = 400, name = "机动强化I", star_limit = 2, descrip = "机动+5", max_level = 1, skin_id = 0, use_ship = 0, level_limit = 5, id = 17402, icon = "dd_1", skill_id = 0, condition_id = { 17401 }, effect = { { dodge = 5 } }, ship_id = {}, use_item = { { { 18001, 2 } } }, gear_score = { 10 } }, [17403] = { use_gold = 600, name = "防空炮改良I", star_limit = 3, descrip = "防空炮武器效率+5%", max_level = 1, skin_id = 0, use_ship = 0, level_limit = 20, id = 17403, icon = "aaup_1", skill_id = 0, condition_id = { 17401 }, effect = { { equipment_proficiency_3 = 0.05 } }, ship_id = {}, use_item = { { { 18001, 3 } } }, gear_score = { 15 } }, [17404] = { use_gold = 800, name = "防空强化I", star_limit = 3, descrip = "防空+15", max_level = 1, skin_id = 0, use_ship = 0, level_limit = 25, id = 17404, icon = "aa_1", skill_id = 0, condition_id = { 17403 }, effect = { { antiaircraft = 15 } }, ship_id = {}, use_item = { { { 18001, 3 } } }, gear_score = { 15 } }, [17405] = { use_gold = 1000, name = "鱼雷改良I", star_limit = 4, descrip = "鱼雷武器效率+5%", max_level = 1, skin_id = 0, use_ship = 0, level_limit = 35, id = 17405, icon = "tpup_1", skill_id = 0, condition_id = { 17403 }, effect = { { equipment_proficiency_2 = 0.05 } }, ship_id = {}, use_item = { { { 18001, 3 } } }, gear_score = { 20 } }, [17406] = { use_gold = 1200, name = "雷击强化I", star_limit = 4, descrip = "雷击+10", max_level = 1, skin_id = 0, use_ship = 0, level_limit = 40, id = 17406, icon = "tp_1", skill_id = 0, condition_id = { 17405 }, effect = { { torpedo = 10 } }, ship_id = {}, use_item = { { { 18001, 4 } } }, gear_score = { 20 } }, [17407] = { use_gold = 1500, name = "舰体改良II", star_limit = 4, descrip = "耐久+45/耐久+75", max_level = 2, skin_id = 0, use_ship = 0, level_limit = 50, id = 17407, icon = "hp_2", skill_id = 0, condition_id = { 17405 }, effect = { { durability = 45 }, { durability = 75 } }, ship_id = {}, use_item = { { { 18002, 1 } }, { { 18002, 2 } } }, gear_score = { 10, 15 } }, [17408] = { use_gold = 1800, name = "战术启发", star_limit = 4, descrip = "习得技能【侧翼掩护】", max_level = 1, skin_id = 0, use_ship = 0, level_limit = 55, id = 17408, icon = "skill_blue", skill_id = 1061, condition_id = { 17407 }, effect = { { skill_id = 1061 } }, ship_id = {}, use_item = { { { 18002, 3 } } }, gear_score = { 25 } }, [17409] = { use_gold = 2000, name = "动力强化", star_limit = 5, descrip = "航速+3", max_level = 1, skin_id = 0, use_ship = 0, level_limit = 70, id = 17409, icon = "sp_1", skill_id = 0, condition_id = { 17407 }, effect = { { speed = 3 } }, ship_id = {}, use_item = { { { 18002, 3 } } }, gear_score = { 30 } }, [17410] = { use_gold = 2500, name = "机动强化II", star_limit = 5, descrip = "机动+5/机动+10", max_level = 2, skin_id = 0, use_ship = 0, level_limit = 75, id = 17410, icon = "dd_2", skill_id = 0, condition_id = { 17402, 17409 }, effect = { { dodge = 5 }, { dodge = 10 } }, ship_id = {}, use_item = { { { 18002, 2 } }, { { 18002, 2 } } }, gear_score = { 10, 20 } }, [17411] = { use_gold = 3000, name = "近代化改造", star_limit = 5, descrip = "近代化改造完成,雷击+30,防空+15", max_level = 1, skin_id = 301249, use_ship = 1, level_limit = 85, id = 17411, icon = "mt_red", skill_id = 0, condition_id = { 17408, 17409, 17410 }, effect = { { torpedo = 30, antiaircraft = 15 } }, ship_id = {}, use_item = { { { 18003, 1 } } }, gear_score = { 50 } }, [17501] = { use_gold = 300, name = "舰体改良I", star_limit = 2, descrip = "耐久+45", max_level = 1, skin_id = 0, use_ship = 0, level_limit = 1, id = 17501, icon = "hp_1", skill_id = 0, condition_id = {}, effect = { { durability = 45 } }, ship_id = {}, use_item = { { { 18001, 2 } } }, gear_score = { 10 } }, [17502] = { use_gold = 400, name = "机动强化I", star_limit = 2, descrip = "机动+5", max_level = 1, skin_id = 0, use_ship = 0, level_limit = 5, id = 17502, icon = "dd_1", skill_id = 0, condition_id = { 17501 }, effect = { { dodge = 5 } }, ship_id = {}, use_item = { { { 18001, 2 } } }, gear_score = { 10 } }, [17503] = { use_gold = 600, name = "防空炮改良I", star_limit = 3, descrip = "防空炮武器效率+5%", max_level = 1, skin_id = 0, use_ship = 0, level_limit = 20, id = 17503, icon = "aaup_1", skill_id = 0, condition_id = { 17501 }, effect = { { equipment_proficiency_3 = 0.05 } }, ship_id = {}, use_item = { { { 18001, 3 } } }, gear_score = { 15 } }, [17504] = { use_gold = 800, name = "防空强化I", star_limit = 3, descrip = "防空+15", max_level = 1, skin_id = 0, use_ship = 0, level_limit = 25, id = 17504, icon = "aa_1", skill_id = 0, condition_id = { 17503 }, effect = { { antiaircraft = 15 } }, ship_id = {}, use_item = { { { 18001, 3 } } }, gear_score = { 15 } }, [17505] = { use_gold = 1000, name = "鱼雷改良I", star_limit = 4, descrip = "鱼雷武器效率+5%", max_level = 1, skin_id = 0, use_ship = 0, level_limit = 35, id = 17505, icon = "tpup_1", skill_id = 0, condition_id = { 17503 }, effect = { { equipment_proficiency_2 = 0.05 } }, ship_id = {}, use_item = { { { 18001, 3 } } }, gear_score = { 20 } }, [17506] = { use_gold = 1200, name = "雷击强化I", star_limit = 4, descrip = "雷击+10", max_level = 1, skin_id = 0, use_ship = 0, level_limit = 40, id = 17506, icon = "tp_1", skill_id = 0, condition_id = { 17505 }, effect = { { torpedo = 10 } }, ship_id = {}, use_item = { { { 18001, 4 } } }, gear_score = { 20 } }, [17507] = { use_gold = 1500, name = "舰体改良II", star_limit = 4, descrip = "耐久+45/耐久+75", max_level = 2, skin_id = 0, use_ship = 0, level_limit = 50, id = 17507, icon = "hp_2", skill_id = 0, condition_id = { 17505 }, effect = { { durability = 45 }, { durability = 75 } }, ship_id = {}, use_item = { { { 18002, 1 } }, { { 18002, 2 } } }, gear_score = { 10, 15 } }, [17508] = { use_gold = 1800, name = "战术启发", star_limit = 4, descrip = "习得技能【空袭引导】", max_level = 1, skin_id = 0, use_ship = 0, level_limit = 55, id = 17508, icon = "skill_yellow", skill_id = 1081, condition_id = { 17507 }, effect = { { skill_id = 1081 } }, ship_id = {}, use_item = { { { 18002, 3 } } }, gear_score = { 25 } }, [17509] = { use_gold = 2000, name = "动力强化", star_limit = 5, descrip = "航速+3", max_level = 1, skin_id = 0, use_ship = 0, level_limit = 70, id = 17509, icon = "sp_1", skill_id = 0, condition_id = { 17507 }, effect = { { speed = 3 } }, ship_id = {}, use_item = { { { 18002, 3 } } }, gear_score = { 30 } }, [17510] = { use_gold = 2500, name = "机动强化II", star_limit = 5, descrip = "机动+5/机动+10", max_level = 2, skin_id = 0, use_ship = 0, level_limit = 75, id = 17510, icon = "dd_2", skill_id = 0, condition_id = { 17502, 17509 }, effect = { { dodge = 5 }, { dodge = 10 } }, ship_id = {}, use_item = { { { 18002, 2 } }, { { 18002, 2 } } }, gear_score = { 10, 20 } }, [17511] = { use_gold = 3000, name = "近代化改造", star_limit = 5, descrip = "近代化改造完成,雷击+30,防空+15", max_level = 1, skin_id = 301259, use_ship = 1, level_limit = 85, id = 17511, icon = "mt_red", skill_id = 0, condition_id = { 17508, 17509, 17510 }, effect = { { torpedo = 30, antiaircraft = 15 } }, ship_id = {}, use_item = { { { 18003, 1 } } }, gear_score = { 50 } }, [17601] = { use_gold = 300, name = "舰体改良I", star_limit = 2, descrip = "耐久+45", max_level = 1, skin_id = 0, use_ship = 0, level_limit = 1, id = 17601, icon = "hp_1", skill_id = 0, condition_id = {}, effect = { { durability = 45 } }, ship_id = {}, use_item = { { { 18001, 2 } } }, gear_score = { 10 } }, [17602] = { use_gold = 400, name = "机动强化I", star_limit = 2, descrip = "机动+5", max_level = 1, skin_id = 0, use_ship = 0, level_limit = 5, id = 17602, icon = "dd_1", skill_id = 0, condition_id = { 17601 }, effect = { { dodge = 5 } }, ship_id = {}, use_item = { { { 18001, 2 } } }, gear_score = { 10 } }, [17603] = { use_gold = 600, name = "防空炮改良I", star_limit = 3, descrip = "防空炮武器效率+5%", max_level = 1, skin_id = 0, use_ship = 0, level_limit = 20, id = 17603, icon = "aaup_1", skill_id = 0, condition_id = { 17601 }, effect = { { equipment_proficiency_3 = 0.05 } }, ship_id = {}, use_item = { { { 18001, 3 } } }, gear_score = { 15 } }, [17604] = { use_gold = 800, name = "防空强化I", star_limit = 3, descrip = "防空+15", max_level = 1, skin_id = 0, use_ship = 0, level_limit = 25, id = 17604, icon = "aa_1", skill_id = 0, condition_id = { 17603 }, effect = { { antiaircraft = 15 } }, ship_id = {}, use_item = { { { 18001, 3 } } }, gear_score = { 15 } }, [17605] = { use_gold = 1000, name = "鱼雷改良I", star_limit = 4, descrip = "鱼雷武器效率+5%", max_level = 1, skin_id = 0, use_ship = 0, level_limit = 35, id = 17605, icon = "tpup_1", skill_id = 0, condition_id = { 17603 }, effect = { { equipment_proficiency_2 = 0.05 } }, ship_id = {}, use_item = { { { 18001, 3 } } }, gear_score = { 20 } }, [17606] = { use_gold = 1200, name = "雷击强化I", star_limit = 4, descrip = "雷击+10", max_level = 1, skin_id = 0, use_ship = 0, level_limit = 40, id = 17606, icon = "tp_1", skill_id = 0, condition_id = { 17605 }, effect = { { torpedo = 10 } }, ship_id = {}, use_item = { { { 18001, 4 } } }, gear_score = { 20 } }, [17607] = { use_gold = 1500, name = "舰体改良II", star_limit = 4, descrip = "耐久+45/耐久+75", max_level = 2, skin_id = 0, use_ship = 0, level_limit = 50, id = 17607, icon = "hp_2", skill_id = 0, condition_id = { 17605 }, effect = { { durability = 45 }, { durability = 75 } }, ship_id = {}, use_item = { { { 18002, 1 } }, { { 18002, 2 } } }, gear_score = { 10, 15 } }, [17608] = { use_gold = 1800, name = "战术启发", star_limit = 4, descrip = "习得技能【空袭引导】", max_level = 1, skin_id = 0, use_ship = 0, level_limit = 55, id = 17608, icon = "skill_yellow", skill_id = 1081, condition_id = { 17607 }, effect = { { skill_id = 1081 } }, ship_id = {}, use_item = { { { 18002, 3 } } }, gear_score = { 25 } }, [17609] = { use_gold = 2000, name = "动力强化", star_limit = 5, descrip = "航速+3", max_level = 1, skin_id = 0, use_ship = 0, level_limit = 70, id = 17609, icon = "sp_1", skill_id = 0, condition_id = { 17607 }, effect = { { speed = 3 } }, ship_id = {}, use_item = { { { 18002, 3 } } }, gear_score = { 30 } }, [17610] = { use_gold = 2500, name = "机动强化II", star_limit = 5, descrip = "机动+5/机动+10", max_level = 2, skin_id = 0, use_ship = 0, level_limit = 75, id = 17610, icon = "dd_2", skill_id = 0, condition_id = { 17602, 17609 }, effect = { { dodge = 5 }, { dodge = 10 } }, ship_id = {}, use_item = { { { 18002, 2 } }, { { 18002, 2 } } }, gear_score = { 10, 20 } }, [17611] = { use_gold = 3000, name = "近代化改造", star_limit = 5, descrip = "近代化改造完成,雷击+30,防空+15", max_level = 1, skin_id = 301269, use_ship = 1, level_limit = 85, id = 17611, icon = "mt_red", skill_id = 0, condition_id = { 17608, 17609, 17610 }, effect = { { torpedo = 30, antiaircraft = 15 } }, ship_id = {}, use_item = { { { 18003, 1 } } }, gear_score = { 50 } }, [17901] = { use_gold = 300, name = "舰体改良I", star_limit = 2, descrip = "耐久+45", max_level = 1, skin_id = 0, use_ship = 0, level_limit = 1, id = 17901, icon = "hp_1", skill_id = 0, condition_id = {}, effect = { { durability = 45 } }, ship_id = {}, use_item = { { { 18011, 2 } } }, gear_score = { 10 } }, [17902] = { use_gold = 400, name = "装填强化I", star_limit = 2, descrip = "装填+5", max_level = 1, skin_id = 0, use_ship = 0, level_limit = 5, id = 17902, icon = "rl_1", skill_id = 0, condition_id = { 17901 }, effect = { { reload = 5 } }, ship_id = {}, use_item = { { { 18011, 2 } } }, gear_score = { 10 } }, [17903] = { use_gold = 600, name = "鱼雷改良I", star_limit = 3, descrip = "鱼雷武器效率+5%", max_level = 1, skin_id = 0, use_ship = 0, level_limit = 20, id = 17903, icon = "tpup_1", skill_id = 0, condition_id = { 17901 }, effect = { { equipment_proficiency_2 = 0.05 } }, ship_id = {}, use_item = { { { 18011, 3 } } }, gear_score = { 15 } }, [17904] = { use_gold = 800, name = "雷击强化I", star_limit = 3, descrip = "雷击+10", max_level = 1, skin_id = 0, use_ship = 0, level_limit = 25, id = 17904, icon = "tp_1", skill_id = 0, condition_id = { 17903, 17902 }, effect = { { torpedo = 10 } }, ship_id = {}, use_item = { { { 18011, 3 } } }, gear_score = { 15 } }, [17905] = { use_gold = 1000, name = "主炮改良I", star_limit = 4, descrip = "主炮武器效率+5%", max_level = 1, skin_id = 0, use_ship = 0, level_limit = 35, id = 17905, icon = "mgup_1", skill_id = 0, condition_id = { 17903 }, effect = { { equipment_proficiency_1 = 0.05 } }, ship_id = {}, use_item = { { { 18011, 3 } } }, gear_score = { 20 } }, [17906] = { use_gold = 1200, name = "炮击强化I", star_limit = 4, descrip = "炮击+10", max_level = 1, skin_id = 0, use_ship = 0, level_limit = 40, id = 17906, icon = "cn_1", skill_id = 0, condition_id = { 17905 }, effect = { { cannon = 10 } }, ship_id = {}, use_item = { { { 18011, 4 } } }, gear_score = { 20 } }, [17907] = { use_gold = 1500, name = "舰体改良II", star_limit = 4, descrip = "耐久+45/耐久+75", max_level = 2, skin_id = 0, use_ship = 0, level_limit = 50, id = 17907, icon = "hp_2", skill_id = 0, condition_id = { 17905 }, effect = { { durability = 45 }, { durability = 75 } }, ship_id = {}, use_item = { { { 18012, 1 } }, { { 18012, 2 } } }, gear_score = { 10, 15 } }, [17908] = { use_gold = 1800, name = "装填强化II", star_limit = 4, descrip = "装填+5/装填+10", max_level = 2, skin_id = 0, use_ship = 0, level_limit = 55, id = 17908, icon = "rl_2", skill_id = 0, condition_id = { 17907, 17904 }, effect = { { reload = 5 }, { reload = 10 } }, ship_id = {}, use_item = { { { 18012, 1 } }, { { 18012, 2 } } }, gear_score = { 10, 15 } }, [17909] = { use_gold = 2000, name = "主炮改良II", star_limit = 5, descrip = "主炮武器效率+5%/主炮武器效率+5%", max_level = 2, skin_id = 0, use_ship = 0, level_limit = 70, id = 17909, icon = "mgup_2", skill_id = 0, condition_id = { 17907 }, effect = { { equipment_proficiency_1 = 0.05 }, { equipment_proficiency_1 = 0.05 } }, ship_id = {}, use_item = { { { 18012, 2 } }, { { 18012, 2 } } }, gear_score = { 10, 20 } }, [17910] = { use_gold = 2500, name = "炮击强化II", star_limit = 5, descrip = "炮击+5/炮击+15", max_level = 2, skin_id = 0, use_ship = 0, level_limit = 75, id = 17910, icon = "cn_2", skill_id = 0, condition_id = { 17906, 17909 }, effect = { { cannon = 5 }, { cannon = 15 } }, ship_id = {}, use_item = { { { 18012, 2 } }, { { 18012, 2 } } }, gear_score = { 10, 20 } }, [17911] = { use_gold = 3000, name = "近代化改造", star_limit = 5, descrip = "近代化改造完成,防空+25,命中+20", max_level = 1, skin_id = 302019, use_ship = 1, level_limit = 85, id = 17911, icon = "mt_yellow", skill_id = 0, condition_id = { 17910, 17909 }, effect = { { antiaircraft = 25, hit = 20 } }, ship_id = {}, use_item = { { { 18013, 1 } } }, gear_score = { 50 } }, [17912] = { use_gold = 4000, name = "战术启发", star_limit = 5, descrip = "习得技能【不安定的发明家】", max_level = 1, skin_id = 0, use_ship = 0, level_limit = 90, id = 17912, icon = "skill_yellow", skill_id = 12040, condition_id = { 17911, 17908 }, effect = { { skill_id = 12040 } }, ship_id = {}, use_item = { { { 18013, 2 } } }, gear_score = { 30 } }, [18301] = { use_gold = 300, name = "舰体改良I", star_limit = 2, descrip = "耐久+70", max_level = 1, skin_id = 0, use_ship = 0, level_limit = 1, id = 18301, icon = "hp_1", skill_id = 0, condition_id = {}, effect = { { durability = 70 } }, ship_id = {}, use_item = { { { 18011, 2 } } }, gear_score = { 10 } }, [18302] = { use_gold = 400, name = "命中强化I", star_limit = 2, descrip = "命中+5", max_level = 1, skin_id = 0, use_ship = 0, level_limit = 5, id = 18302, icon = "hit_1", skill_id = 0, condition_id = { 18301 }, effect = { { hit = 5 } }, ship_id = {}, use_item = { { { 18011, 2 } } }, gear_score = { 10 } }, [18303] = { use_gold = 600, name = "鱼雷改良I", star_limit = 3, descrip = "鱼雷武器效率+5%", max_level = 1, skin_id = 0, use_ship = 0, level_limit = 20, id = 18303, icon = "tpup_1", skill_id = 0, condition_id = { 18301 }, effect = { { equipment_proficiency_2 = 0.05 } }, ship_id = {}, use_item = { { { 18011, 3 } } }, gear_score = { 15 } }, [18304] = { use_gold = 800, name = "雷击强化I", star_limit = 3, descrip = "雷击+10", max_level = 1, skin_id = 0, use_ship = 0, level_limit = 25, id = 18304, icon = "tp_1", skill_id = 0, condition_id = { 18303 }, effect = { { torpedo = 10 } }, ship_id = {}, use_item = { { { 18011, 3 } } }, gear_score = { 15 } }, [18305] = { use_gold = 1000, name = "防空炮改良I", star_limit = 4, descrip = "防空炮武器效率+5%", max_level = 1, skin_id = 0, use_ship = 0, level_limit = 35, id = 18305, icon = "aaup_1", skill_id = 0, condition_id = { 18303 }, effect = { { equipment_proficiency_3 = 0.05 } }, ship_id = {}, use_item = { { { 18011, 3 } } }, gear_score = { 20 } }, [18306] = { use_gold = 1200, name = "防空强化I", star_limit = 4, descrip = "防空+10", max_level = 1, skin_id = 0, use_ship = 0, level_limit = 40, id = 18306, icon = "aa_1", skill_id = 0, condition_id = { 18305 }, effect = { { antiaircraft = 10 } }, ship_id = {}, use_item = { { { 18011, 3 } } }, gear_score = { 20 } }, [18307] = { use_gold = 1500, name = "舰体改良II", star_limit = 4, descrip = "耐久+70/耐久+100", max_level = 2, skin_id = 0, use_ship = 0, level_limit = 50, id = 18307, icon = "hp_2", skill_id = 0, condition_id = { 18305 }, effect = { { durability = 70 }, { durability = 100 } }, ship_id = {}, use_item = { { { 18012, 1 } }, { { 18012, 2 } } }, gear_score = { 10, 15 } }, [18308] = { use_gold = 1800, name = "战术启发", star_limit = 5, descrip = "习得技能【】", max_level = 1, skin_id = 0, use_ship = 0, level_limit = 55, id = 18308, icon = "skill_red", skill_id = 13190, condition_id = { 18307 }, effect = { { skill_id = 13190 } }, ship_id = {}, use_item = { { { 18012, 3 } } }, gear_score = { 25 } }, [18309] = { use_gold = 2000, name = "防空炮改良II", star_limit = 5, descrip = "防空炮武器效率+5%/防空炮武器效率+5%", max_level = 2, skin_id = 0, use_ship = 0, level_limit = 70, id = 18309, icon = "Aaup_2", skill_id = 0, condition_id = { 18307 }, effect = { { equipment_proficiency_3 = 0.05 }, { equipment_proficiency_3 = 0.05 } }, ship_id = {}, use_item = { { { 18012, 2 } }, { { 18012, 2 } } }, gear_score = { 10, 20 } }, [18310] = { use_gold = 2500, name = "防空强化II", star_limit = 5, descrip = "防空+15/防空+25", max_level = 2, skin_id = 0, use_ship = 0, level_limit = 75, id = 18310, icon = "aa_2", skill_id = 0, condition_id = { 18306, 18309 }, effect = { { antiaircraft = 15 }, { antiaircraft = 25 } }, ship_id = {}, use_item = { { { 18012, 2 } }, { { 18012, 2 } } }, gear_score = { 10, 20 } }, [18311] = { use_gold = 3000, name = "近代化改造", star_limit = 5, descrip = "近代化改造完成,反潜+35,命中+10", max_level = 1, skin_id = 302059, use_ship = 1, level_limit = 85, id = 18311, icon = "mt_blue", skill_id = 0, condition_id = { 18309, 18310 }, effect = { { antisub = 35, hit = 10 } }, ship_id = {}, use_item = { { { 18013, 1 } } }, gear_score = { 50 } }, [18601] = { use_gold = 400, name = "舰体改良I", star_limit = 2, descrip = "耐久+70", max_level = 1, skin_id = 0, use_ship = 0, level_limit = 1, id = 18601, icon = "hp_1", skill_id = 0, condition_id = {}, effect = { { durability = 70 } }, ship_id = {}, use_item = { { { 18011, 2 } } }, gear_score = { 10 } }, [18602] = { use_gold = 600, name = "装填强化I", star_limit = 2, descrip = "装填+5", max_level = 1, skin_id = 0, use_ship = 0, level_limit = 5, id = 18602, icon = "rl_1", skill_id = 0, condition_id = { 18601 }, effect = { { reload = 5 } }, ship_id = {}, use_item = { { { 18011, 3 } } }, gear_score = { 10 } }, [18603] = { use_gold = 800, name = "鱼雷改良I", star_limit = 3, descrip = "鱼雷武器效率+5%", max_level = 1, skin_id = 0, use_ship = 0, level_limit = 20, id = 18603, icon = "tpup_1", skill_id = 0, condition_id = { 18601 }, effect = { { equipment_proficiency_2 = 0.05 } }, ship_id = {}, use_item = { { { 18011, 3 } } }, gear_score = { 15 } }, [18604] = { use_gold = 1000, name = "雷击强化I", star_limit = 3, descrip = "雷击+10", max_level = 1, skin_id = 0, use_ship = 0, level_limit = 25, id = 18604, icon = "tp_1", skill_id = 0, condition_id = { 18603 }, effect = { { torpedo = 10 } }, ship_id = {}, use_item = { { { 18011, 5 } } }, gear_score = { 15 } }, [18605] = { use_gold = 1200, name = "防空炮改良I", star_limit = 4, descrip = "防空炮武器效率+5%", max_level = 1, skin_id = 0, use_ship = 0, level_limit = 35, id = 18605, icon = "aaup_1", skill_id = 0, condition_id = { 18603 }, effect = { { equipment_proficiency_3 = 0.05 } }, ship_id = {}, use_item = { { { 18012, 3 } } }, gear_score = { 20 } }, [18606] = { use_gold = 1500, name = "防空强化I", star_limit = 4, descrip = "防空+15", max_level = 1, skin_id = 0, use_ship = 0, level_limit = 40, id = 18606, icon = "aa_1", skill_id = 0, condition_id = { 18602, 18605 }, effect = { { antiaircraft = 15 } }, ship_id = {}, use_item = { { { 18012, 2 } } }, gear_score = { 20 } }, [18607] = { use_gold = 1800, name = "舰体改良II", star_limit = 4, descrip = "耐久+70/耐久+100", max_level = 2, skin_id = 0, use_ship = 0, level_limit = 50, id = 18607, icon = "hp_2", skill_id = 0, condition_id = { 18605 }, effect = { { durability = 70 }, { durability = 100 } }, ship_id = {}, use_item = { { { 18012, 2 } }, { { 18012, 3 } } }, gear_score = { 10, 15 } }, [18608] = { use_gold = 2000, name = "命中强化I", star_limit = 4, descrip = "命中+5", max_level = 1, skin_id = 0, use_ship = 0, level_limit = 55, id = 18608, icon = "hit_1", skill_id = 0, condition_id = { 18607 }, effect = { { hit = 5 } }, ship_id = {}, use_item = { { { 18012, 3 } } }, gear_score = { 25 } }, [18609] = { use_gold = 2500, name = "鱼雷改良II", star_limit = 5, descrip = "鱼雷武器效率+5%/鱼雷武器效率+5%", max_level = 2, skin_id = 0, use_ship = 0, level_limit = 70, id = 18609, icon = "tpup_2", skill_id = 0, condition_id = { 18607 }, effect = { { equipment_proficiency_2 = 0.05 }, { equipment_proficiency_2 = 0.05 } }, ship_id = {}, use_item = { { { 18013, 1 } }, { { 18013, 1 } } }, gear_score = { 10, 20 } }, [18610] = { use_gold = 3000, name = "雷击强化II", star_limit = 5, descrip = "雷击+5/雷击+15", max_level = 2, skin_id = 0, use_ship = 0, level_limit = 75, id = 18610, icon = "tp_2", skill_id = 0, condition_id = { 18604, 18609 }, effect = { { torpedo = 5 }, { torpedo = 15 } }, ship_id = {}, use_item = { { { 18013, 1 }, { 17023, 5 } }, { { 18013, 2 }, { 17023, 15 } } }, gear_score = { 10, 20 } }, [18611] = { use_gold = 4000, name = "近代化改造", star_limit = 5, descrip = "近代化改造完成,炮击+10,雷击+35", max_level = 1, skin_id = 302089, use_ship = 1, level_limit = 85, id = 18611, icon = "mt_red", skill_id = 0, condition_id = { 18609, 18610 }, effect = { { cannon = 10, torpedo = 35 } }, ship_id = {}, use_item = { { { 18013, 3 } } }, gear_score = { 50 } }, [18612] = { use_gold = 3000, name = "战术启发", star_limit = 5, descrip = "习得技能【】", max_level = 1, skin_id = 0, use_ship = 0, level_limit = 90, id = 18612, icon = "skill_yellow", skill_id = 12880, condition_id = { 18608, 18611 }, effect = { { skill_id = 12880 } }, ship_id = {}, use_item = { { { 18013, 2 }, { 17003, 50 } } }, gear_score = { 30 } }, [18701] = { use_gold = 200, name = "舰体改良I", star_limit = 1, descrip = "耐久+70", max_level = 1, skin_id = 0, use_ship = 0, level_limit = 1, id = 18701, icon = "hp_1", skill_id = 0, condition_id = {}, effect = { { durability = 70 } }, ship_id = {}, use_item = { { { 18011, 1 } } }, gear_score = { 10 } }, [18702] = { use_gold = 300, name = "装填强化I", star_limit = 1, descrip = "装填+5", max_level = 1, skin_id = 0, use_ship = 0, level_limit = 5, id = 18702, icon = "rl_1", skill_id = 0, condition_id = { 18701 }, effect = { { reload = 5 } }, ship_id = {}, use_item = { { { 18011, 2 } } }, gear_score = { 10 } }, [18703] = { use_gold = 400, name = "鱼雷改良I", star_limit = 2, descrip = "鱼雷武器效率+5%", max_level = 1, skin_id = 0, use_ship = 0, level_limit = 20, id = 18703, icon = "tpup_1", skill_id = 0, condition_id = { 18701 }, effect = { { equipment_proficiency_2 = 0.05 } }, ship_id = {}, use_item = { { { 18011, 2 } } }, gear_score = { 15 } }, [18704] = { use_gold = 500, name = "雷击强化I", star_limit = 2, descrip = "雷击+10", max_level = 1, skin_id = 0, use_ship = 0, level_limit = 25, id = 18704, icon = "tp_1", skill_id = 0, condition_id = { 18703 }, effect = { { torpedo = 10 } }, ship_id = {}, use_item = { { { 18011, 2 } } }, gear_score = { 15 } }, [18705] = { use_gold = 600, name = "主炮改良I", star_limit = 3, descrip = "主炮武器效率+5%", max_level = 1, skin_id = 0, use_ship = 0, level_limit = 35, id = 18705, icon = "mgup_1", skill_id = 0, condition_id = { 18703 }, effect = { { equipment_proficiency_1 = 0.05 } }, ship_id = {}, use_item = { { { 18011, 3 } } }, gear_score = { 20 } }, [18706] = { use_gold = 800, name = "炮击强化I", star_limit = 3, descrip = "炮击+10", max_level = 1, skin_id = 0, use_ship = 0, level_limit = 40, id = 18706, icon = "cn_1", skill_id = 0, condition_id = { 18705 }, effect = { { cannon = 10 } }, ship_id = {}, use_item = { { { 18011, 3 } } }, gear_score = { 20 } }, [18707] = { use_gold = 1000, name = "舰体改良II", star_limit = 3, descrip = "耐久+70/耐久+100", max_level = 2, skin_id = 0, use_ship = 0, level_limit = 50, id = 18707, icon = "hp_2", skill_id = 0, condition_id = { 18705 }, effect = { { durability = 70 }, { durability = 100 } }, ship_id = {}, use_item = { { { 18012, 1 } }, { { 18012, 1 } } }, gear_score = { 10, 15 } }, [18708] = { use_gold = 1200, name = "战术启发", star_limit = 3, descrip = "习得技能【鱼雷连射】", max_level = 1, skin_id = 0, use_ship = 0, level_limit = 55, id = 18708, icon = "skill_red", skill_id = 2051, condition_id = { 18707 }, effect = { { skill_id = 2051 } }, ship_id = {}, use_item = { { { 18012, 3 } } }, gear_score = { 25 } }, [18709] = { use_gold = 1400, name = "鱼雷改良II", star_limit = 4, descrip = "鱼雷武器效率+5%/鱼雷武器效率+5%", max_level = 2, skin_id = 0, use_ship = 0, level_limit = 70, id = 18709, icon = "tpup_2", skill_id = 0, condition_id = { 18707 }, effect = { { equipment_proficiency_2 = 0.05 }, { equipment_proficiency_2 = 0.05 } }, ship_id = {}, use_item = { { { 18012, 1 } }, { { 18012, 2 } } }, gear_score = { 10, 20 } }, [18710] = { use_gold = 1600, name = "雷击强化II", star_limit = 4, descrip = "雷击+5/雷击+15", max_level = 2, skin_id = 0, use_ship = 0, level_limit = 75, id = 18710, icon = "tp_2", skill_id = 0, condition_id = { 18704, 18709 }, effect = { { torpedo = 5 }, { torpedo = 15 } }, ship_id = {}, use_item = { { { 18012, 2 } }, { { 18012, 2 } } }, gear_score = { 10, 20 } }, [18711] = { use_gold = 2000, name = "近代化改造", star_limit = 4, descrip = "近代化改造完成,炮击+10,雷击+35", max_level = 1, skin_id = 302099, use_ship = 1, level_limit = 80, id = 18711, icon = "mt_red", skill_id = 0, condition_id = { 18708, 18709, 18710 }, effect = { { cannon = 10, torpedo = 35 } }, ship_id = {}, use_item = { { { 18012, 6 } } }, gear_score = { 50 } }, [18801] = { use_gold = 400, name = "舰体改良I", star_limit = 2, descrip = "耐久+80", max_level = 1, skin_id = 0, use_ship = 0, level_limit = 1, id = 18801, icon = "hp_1", skill_id = 0, condition_id = {}, effect = { { durability = 80 } }, ship_id = {}, use_item = { { { 18011, 2 } } }, gear_score = { 10 } }, [18802] = { use_gold = 600, name = "装填强化I", star_limit = 2, descrip = "装填+5", max_level = 1, skin_id = 0, use_ship = 0, level_limit = 5, id = 18802, icon = "rl_1", skill_id = 0, condition_id = { 18801 }, effect = { { reload = 5 } }, ship_id = {}, use_item = { { { 18011, 3 } } }, gear_score = { 10 } }, [18803] = { use_gold = 800, name = "主炮改良I", star_limit = 3, descrip = "主炮武器效率+5%", max_level = 1, skin_id = 0, use_ship = 0, level_limit = 20, id = 18803, icon = "mgup_1", skill_id = 0, condition_id = { 18801 }, effect = { { equipment_proficiency_1 = 0.05 } }, ship_id = {}, use_item = { { { 18011, 3 } } }, gear_score = { 15 } }, [18804] = { use_gold = 1000, name = "炮击强化I", star_limit = 3, descrip = "炮击+10", max_level = 1, skin_id = 0, use_ship = 0, level_limit = 25, id = 18804, icon = "cn_1", skill_id = 0, condition_id = { 18803 }, effect = { { cannon = 10 } }, ship_id = {}, use_item = { { { 18011, 5 } } }, gear_score = { 15 } }, [18805] = { use_gold = 1200, name = "防空炮改良I", star_limit = 4, descrip = "防空炮武器效率+5%", max_level = 1, skin_id = 0, use_ship = 0, level_limit = 35, id = 18805, icon = "aaup_1", skill_id = 0, condition_id = { 18803 }, effect = { { equipment_proficiency_3 = 0.05 } }, ship_id = {}, use_item = { { { 18012, 3 } } }, gear_score = { 20 } }, [18806] = { use_gold = 1500, name = "防空强化I", star_limit = 4, descrip = "防空+15", max_level = 1, skin_id = 0, use_ship = 0, level_limit = 40, id = 18806, icon = "aa_1", skill_id = 0, condition_id = { 18805 }, effect = { { antiaircraft = 15 } }, ship_id = {}, use_item = { { { 18012, 2 } } }, gear_score = { 20 } }, [18807] = { use_gold = 1800, name = "舰体改良II", star_limit = 4, descrip = "耐久+80/耐久+120", max_level = 2, skin_id = 0, use_ship = 0, level_limit = 50, id = 18807, icon = "hp_2", skill_id = 0, condition_id = { 18805 }, effect = { { durability = 80 }, { durability = 120 } }, ship_id = {}, use_item = { { { 18012, 2 } }, { { 18012, 3 } } }, gear_score = { 10, 15 } }, [18808] = { use_gold = 2000, name = "雷击强化I", star_limit = 4, descrip = "雷击+10", max_level = 1, skin_id = 0, use_ship = 0, level_limit = 55, id = 18808, icon = "tp_1", skill_id = 0, condition_id = { 18807 }, effect = { { torpedo = 10 } }, ship_id = {}, use_item = { { { 18012, 3 } } }, gear_score = { 25 } }, [18809] = { use_gold = 2500, name = "主炮改良II", star_limit = 5, descrip = "主炮武器效率+5%/主炮武器效率+5%", max_level = 2, skin_id = 0, use_ship = 0, level_limit = 70, id = 18809, icon = "mgup_1", skill_id = 0, condition_id = { 18807 }, effect = { { equipment_proficiency_1 = 0.05 }, { equipment_proficiency_1 = 0.05 } }, ship_id = {}, use_item = { { { 18013, 1 } }, { { 18013, 1 } } }, gear_score = { 10, 20 } }, [18810] = { use_gold = 3000, name = "炮击强化II", star_limit = 5, descrip = "炮击+5/炮击+15", max_level = 2, skin_id = 0, use_ship = 0, level_limit = 75, id = 18810, icon = "cn_2", skill_id = 0, condition_id = { 18804, 18809 }, effect = { { cannon = 5 }, { cannon = 15 } }, ship_id = {}, use_item = { { { 18013, 1 }, { 17013, 15 } }, { { 18013, 2 }, { 17013, 35 } } }, gear_score = { 10, 20 } }, [18811] = { use_gold = 4000, name = "近代化改造", star_limit = 5, descrip = [[ 近代化改造完成 改造后<color=#92fc63>【主武器】</color>装备栏位装备类型更改为<color=#92fc63>【重巡主炮】</color> 原来的<color=#92fc63>【主武器】</color>栏位装备将被放入仓库 改造后<color=#92fc63>【主炮底座+1】</color>、<color=#92fc63>【鱼雷底座-1】</color> 改造后<color=#92fc63>【全弹发射II】</color>技能将升级为<color=#92fc63>【全弹发射改】</color> 改造后<color=#92fc63>【反潜】</color>属性将归零、无法装备<color=#92fc63>声呐和深水炸弹</color>]], max_level = 1, skin_id = 302109, use_ship = 1, level_limit = 85, id = 18811, icon = "mt_red", skill_id = 0, condition_id = { 18809, 18810 }, effect = { { cannon = 10, antiaircraft = 25 } }, ship_id = { { 302104, 303154 } }, use_item = { { { 18013, 3 } } }, gear_score = { 50 } }, [18812] = { use_gold = 3000, name = "战术启发", star_limit = 5, descrip = "习得技能【持续打击】", max_level = 1, skin_id = 0, use_ship = 0, level_limit = 90, id = 18812, icon = "skill_red", skill_id = 11220, condition_id = { 18811 }, effect = { { skill_id = 11220 } }, ship_id = {}, use_item = { { { 18013, 2 }, { 17003, 50 } } }, gear_score = { 30 } }, [19001] = { use_gold = 200, name = "舰体改良I", star_limit = 1, descrip = "耐久+80", max_level = 1, skin_id = 0, use_ship = 0, level_limit = 1, id = 19001, icon = "hp_1", skill_id = 0, condition_id = {}, effect = { { durability = 80 } }, ship_id = {}, use_item = { { { 18011, 1 } } }, gear_score = { 10 } }, [19002] = { use_gold = 300, name = "装填强化I", star_limit = 1, descrip = "装填+5", max_level = 1, skin_id = 0, use_ship = 0, level_limit = 5, id = 19002, icon = "rl_1", skill_id = 0, condition_id = { 19001 }, effect = { { reload = 5 } }, ship_id = {}, use_item = { { { 18011, 2 } } }, gear_score = { 10 } }, [19003] = { use_gold = 400, name = "防空炮改良I", star_limit = 2, descrip = "防空炮武器效率+5%", max_level = 1, skin_id = 0, use_ship = 0, level_limit = 20, id = 19003, icon = "aaup_1", skill_id = 0, condition_id = { 19001 }, effect = { { equipment_proficiency_3 = 0.05 } }, ship_id = {}, use_item = { { { 18011, 2 } } }, gear_score = { 15 } }, [19004] = { use_gold = 500, name = "防空强化I", star_limit = 2, descrip = "防空+15", max_level = 1, skin_id = 0, use_ship = 0, level_limit = 25, id = 19004, icon = "aa_1", skill_id = 0, condition_id = { 19003 }, effect = { { antiaircraft = 15 } }, ship_id = {}, use_item = { { { 18011, 2 } } }, gear_score = { 15 } }, [19005] = { use_gold = 600, name = "主炮改良I", star_limit = 3, descrip = "主炮武器效率+5%", max_level = 1, skin_id = 0, use_ship = 0, level_limit = 35, id = 19005, icon = "mgup_1", skill_id = 0, condition_id = { 19003 }, effect = { { equipment_proficiency_1 = 0.05 } }, ship_id = {}, use_item = { { { 18011, 3 } } }, gear_score = { 20 } }, [19006] = { use_gold = 800, name = "炮击强化I", star_limit = 3, descrip = "炮击+10", max_level = 1, skin_id = 0, use_ship = 0, level_limit = 40, id = 19006, icon = "cn_1", skill_id = 0, condition_id = { 19005 }, effect = { { cannon = 10 } }, ship_id = {}, use_item = { { { 18011, 3 } } }, gear_score = { 20 } }, [19007] = { use_gold = 1000, name = "舰体改良II", star_limit = 3, descrip = "耐久+80/耐久+120", max_level = 2, skin_id = 0, use_ship = 0, level_limit = 50, id = 19007, icon = "hp_2", skill_id = 0, condition_id = { 19005 }, effect = { { durability = 80 }, { durability = 120 } }, ship_id = {}, use_item = { { { 18012, 1 } }, { { 18012, 1 } } }, gear_score = { 10, 15 } }, [19008] = { use_gold = 1200, name = "战术启发", star_limit = 3, descrip = "习得技能【鱼雷连射】", max_level = 1, skin_id = 0, use_ship = 0, level_limit = 55, id = 19008, icon = "skill_red", skill_id = 2051, condition_id = { 19007 }, effect = { { skill_id = 2051 } }, ship_id = {}, use_item = { { { 18012, 3 } } }, gear_score = { 25 } }, [19009] = { use_gold = 1400, name = "鱼雷改良II", star_limit = 4, descrip = "鱼雷武器效率+5%/鱼雷武器效率+5%", max_level = 2, skin_id = 0, use_ship = 0, level_limit = 70, id = 19009, icon = "tpup_2", skill_id = 0, condition_id = { 19007 }, effect = { { equipment_proficiency_2 = 0.05 }, { equipment_proficiency_2 = 0.05 } }, ship_id = {}, use_item = { { { 18012, 1 } }, { { 18012, 2 } } }, gear_score = { 10, 20 } }, [19010] = { use_gold = 1600, name = "雷击强化II", star_limit = 4, descrip = "雷击+5/雷击+15", max_level = 2, skin_id = 0, use_ship = 0, level_limit = 75, id = 19010, icon = "tp_2", skill_id = 0, condition_id = { 19006, 19009 }, effect = { { torpedo = 5 }, { torpedo = 15 } }, ship_id = {}, use_item = { { { 18012, 2 } }, { { 18012, 2 } } }, gear_score = { 10, 20 } }, [19011] = { use_gold = 2000, name = "近代化改造", star_limit = 4, descrip = "近代化改造完成,炮击+20,雷击+25", max_level = 1, skin_id = 303019, use_ship = 1, level_limit = 80, id = 19011, icon = "mt_red", skill_id = 0, condition_id = { 19009, 19010 }, effect = { { cannon = 20, torpedo = 25 } }, ship_id = {}, use_item = { { { 18012, 6 } } }, gear_score = { 50 } }, [19101] = { use_gold = 200, name = "舰体改良I", star_limit = 1, descrip = "耐久+80", max_level = 1, skin_id = 0, use_ship = 0, level_limit = 1, id = 19101, icon = "hp_1", skill_id = 0, condition_id = {}, effect = { { durability = 80 } }, ship_id = {}, use_item = { { { 18011, 1 } } }, gear_score = { 10 } }, [19102] = { use_gold = 300, name = "装填强化I", star_limit = 1, descrip = "装填+5", max_level = 1, skin_id = 0, use_ship = 0, level_limit = 5, id = 19102, icon = "rl_1", skill_id = 0, condition_id = { 19101 }, effect = { { reload = 5 } }, ship_id = {}, use_item = { { { 18011, 2 } } }, gear_score = { 10 } }, [19103] = { use_gold = 400, name = "防空炮改良I", star_limit = 2, descrip = "防空炮武器效率+5%", max_level = 1, skin_id = 0, use_ship = 0, level_limit = 20, id = 19103, icon = "aaup_1", skill_id = 0, condition_id = { 19101 }, effect = { { equipment_proficiency_3 = 0.05 } }, ship_id = {}, use_item = { { { 18011, 2 } } }, gear_score = { 15 } }, [19104] = { use_gold = 500, name = "防空强化I", star_limit = 2, descrip = "防空+15", max_level = 1, skin_id = 0, use_ship = 0, level_limit = 25, id = 19104, icon = "aa_1", skill_id = 0, condition_id = { 19103 }, effect = { { antiaircraft = 15 } }, ship_id = {}, use_item = { { { 18011, 2 } } }, gear_score = { 15 } }, [19105] = { use_gold = 600, name = "主炮改良I", star_limit = 3, descrip = "主炮武器效率+5%", max_level = 1, skin_id = 0, use_ship = 0, level_limit = 35, id = 19105, icon = "mgup_1", skill_id = 0, condition_id = { 19103 }, effect = { { equipment_proficiency_1 = 0.05 } }, ship_id = {}, use_item = { { { 18011, 3 } } }, gear_score = { 20 } }, [19106] = { use_gold = 800, name = "炮击强化I", star_limit = 3, descrip = "炮击+10", max_level = 1, skin_id = 0, use_ship = 0, level_limit = 40, id = 19106, icon = "cn_1", skill_id = 0, condition_id = { 19105 }, effect = { { cannon = 10 } }, ship_id = {}, use_item = { { { 18011, 3 } } }, gear_score = { 20 } }, [19107] = { use_gold = 1000, name = "舰体改良II", star_limit = 3, descrip = "耐久+80/耐久+120", max_level = 2, skin_id = 0, use_ship = 0, level_limit = 50, id = 19107, icon = "hp_2", skill_id = 0, condition_id = { 19105 }, effect = { { durability = 80 }, { durability = 120 } }, ship_id = {}, use_item = { { { 18012, 1 } }, { { 18012, 1 } } }, gear_score = { 10, 15 } }, [19108] = { use_gold = 1200, name = "战术启发", star_limit = 3, descrip = "习得技能【鱼雷连射】", max_level = 1, skin_id = 0, use_ship = 0, level_limit = 55, id = 19108, icon = "skill_red", skill_id = 2051, condition_id = { 19107 }, effect = { { skill_id = 2051 } }, ship_id = {}, use_item = { { { 18012, 3 } } }, gear_score = { 25 } }, [19109] = { use_gold = 1400, name = "鱼雷改良II", star_limit = 4, descrip = "鱼雷武器效率+5%/鱼雷武器效率+5%", max_level = 2, skin_id = 0, use_ship = 0, level_limit = 70, id = 19109, icon = "tpup_2", skill_id = 0, condition_id = { 19107 }, effect = { { equipment_proficiency_2 = 0.05 }, { equipment_proficiency_2 = 0.05 } }, ship_id = {}, use_item = { { { 18012, 1 } }, { { 18012, 2 } } }, gear_score = { 10, 20 } }, [19110] = { use_gold = 1600, name = "雷击强化II", star_limit = 4, descrip = "雷击+5/雷击+15", max_level = 2, skin_id = 0, use_ship = 0, level_limit = 75, id = 19110, icon = "tp_2", skill_id = 0, condition_id = { 19106, 19109 }, effect = { { torpedo = 5 }, { torpedo = 15 } }, ship_id = {}, use_item = { { { 18012, 2 } }, { { 18012, 2 } } }, gear_score = { 10, 20 } }, [19111] = { use_gold = 2000, name = "近代化改造", star_limit = 4, descrip = "近代化改造完成,炮击+20,雷击+25", max_level = 1, skin_id = 303029, use_ship = 1, level_limit = 80, id = 19111, icon = "mt_red", skill_id = 0, condition_id = { 19109, 19110 }, effect = { { cannon = 20, torpedo = 25 } }, ship_id = {}, use_item = { { { 18012, 6 } } }, gear_score = { 50 } }, [20801] = { use_gold = 200, name = "舰体改良I", star_limit = 2, descrip = "耐久+100", max_level = 1, skin_id = 0, use_ship = 0, level_limit = 1, id = 20801, icon = "hp_1", skill_id = 0, condition_id = {}, effect = { { durability = 100 } }, ship_id = {}, use_item = { { { 18021, 2 } } }, gear_score = { 10 } }, [20802] = { use_gold = 300, name = "装填强化I", star_limit = 2, descrip = "装填+5", max_level = 1, skin_id = 0, use_ship = 0, level_limit = 5, id = 20802, icon = "rl_1", skill_id = 0, condition_id = { 20801 }, effect = { { reload = 5 } }, ship_id = {}, use_item = { { { 18021, 2 } } }, gear_score = { 10 } }, [20803] = { use_gold = 400, name = "主炮改良I", star_limit = 3, descrip = "主炮武器效率+5%", max_level = 1, skin_id = 0, use_ship = 0, level_limit = 20, id = 20803, icon = "mgup_1", skill_id = 0, condition_id = { 20801, 20802 }, effect = { { equipment_proficiency_1 = 0.05 } }, ship_id = {}, use_item = { { { 18021, 3 } } }, gear_score = { 15 } }, [20804] = { use_gold = 500, name = "炮击强化I", star_limit = 3, descrip = "炮击+10", max_level = 1, skin_id = 0, use_ship = 0, level_limit = 25, id = 20804, icon = "cn_1", skill_id = 0, condition_id = { 20803 }, effect = { { cannon = 10 } }, ship_id = {}, use_item = { { { 18021, 3 } } }, gear_score = { 15 } }, [20805] = { use_gold = 600, name = "防空炮改良I", star_limit = 4, descrip = "防空炮武器效率+5%", max_level = 1, skin_id = 0, use_ship = 0, level_limit = 35, id = 20805, icon = "aaup_1", skill_id = 0, condition_id = { 20803 }, effect = { { equipment_proficiency_3 = 0.05 } }, ship_id = {}, use_item = { { { 18021, 3 } } }, gear_score = { 20 } }, [20806] = { use_gold = 800, name = "防空强化I", star_limit = 4, descrip = "防空+15", max_level = 1, skin_id = 0, use_ship = 0, level_limit = 40, id = 20806, icon = "aa_1", skill_id = 0, condition_id = { 20805 }, effect = { { antiaircraft = 15 } }, ship_id = {}, use_item = { { { 18021, 4 } } }, gear_score = { 20 } }, [20807] = { use_gold = 1000, name = "舰体改良II", star_limit = 4, descrip = "耐久+100/耐久+150", max_level = 2, skin_id = 0, use_ship = 0, level_limit = 50, id = 20807, icon = "hp_2", skill_id = 0, condition_id = { 20805 }, effect = { { durability = 100 }, { durability = 150 } }, ship_id = {}, use_item = { { { 18022, 1 } }, { { 18022, 2 } } }, gear_score = { 10, 15 } }, [20808] = { use_gold = 1200, name = "主炮改良II", star_limit = 4, descrip = "主炮武器效率+5%/主炮武器效率+5%", max_level = 2, skin_id = 0, use_ship = 0, level_limit = 55, id = 20808, icon = "mgup_2", skill_id = 0, condition_id = { 20807 }, effect = { { equipment_proficiency_1 = 0.05 }, { equipment_proficiency_1 = 0.05 } }, ship_id = {}, use_item = { { { 18022, 2 } }, { { 18022, 2 } } }, gear_score = { 10, 20 } }, [20809] = { use_gold = 1400, name = "炮击强化II", star_limit = 5, descrip = "炮击+5/炮击+15", max_level = 2, skin_id = 0, use_ship = 0, level_limit = 70, id = 20809, icon = "cn_2", skill_id = 0, condition_id = { 20804, 20808 }, effect = { { cannon = 5 }, { cannon = 15 } }, ship_id = {}, use_item = { { { 18022, 2 } }, { { 18022, 2 } } }, gear_score = { 10, 20 } }, [20810] = { use_gold = 5000, name = "近代化改造", star_limit = 5, descrip = [[ 近代化改造完成 习得技能<color=#92fc63>【航空预备】</color> 第一次执行空中支援时,额外进行一轮航空弹幕攻击(威力随技能等级提升),每场战斗只能触发1次 改造后<color=#92fc63>【主炮底座-1】</color> 改造后<color=#92fc63>主炮效率</color>提高20% 改造后<color=#92fc63>【副武器】</color>装备栏位装备类型更改为<color=#92fc63>【水上机】</color> 在装备<color=#92fc63>【水上机】</color>的情况下,<color=#92fc63>【魟改】</color>可以进行<color=#92fc63>空中支援</color>]], max_level = 1, skin_id = 305019, use_ship = 0, level_limit = 75, id = 20810, icon = "mt_red", skill_id = 0, condition_id = { 20808 }, effect = { { cannon = 20, air = 25 } }, ship_id = { { 305014, 310014 } }, use_item = { { { 18023, 3 }, { 17043, 60 } } }, gear_score = { 50 } }, [20811] = { use_gold = 1600, name = "航空强化I", star_limit = 5, descrip = "航空+20", max_level = 1, skin_id = 0, use_ship = 0, level_limit = 85, id = 20811, icon = "air_1", skill_id = 0, condition_id = { 20806, 20810 }, effect = { { air = 20 } }, ship_id = {}, use_item = { { { 18033, 2 } } }, gear_score = { 25 } }, [20901] = { use_gold = 200, name = "舰体改良I", star_limit = 2, descrip = "耐久+100", max_level = 1, skin_id = 0, use_ship = 0, level_limit = 1, id = 20901, icon = "hp_1", skill_id = 0, condition_id = {}, effect = { { durability = 100 } }, ship_id = {}, use_item = { { { 18021, 2 } } }, gear_score = { 10 } }, [20902] = { use_gold = 300, name = "装填强化I", star_limit = 2, descrip = "装填+5", max_level = 1, skin_id = 0, use_ship = 0, level_limit = 5, id = 20902, icon = "rl_1", skill_id = 0, condition_id = { 20901 }, effect = { { reload = 5 } }, ship_id = {}, use_item = { { { 18021, 2 } } }, gear_score = { 10 } }, [20903] = { use_gold = 400, name = "主炮改良I", star_limit = 3, descrip = "主炮武器效率+5%", max_level = 1, skin_id = 0, use_ship = 0, level_limit = 20, id = 20903, icon = "mgup_1", skill_id = 0, condition_id = { 20901, 20902 }, effect = { { equipment_proficiency_1 = 0.05 } }, ship_id = {}, use_item = { { { 18021, 3 } } }, gear_score = { 15 } }, [20904] = { use_gold = 500, name = "炮击强化I", star_limit = 3, descrip = "炮击+10", max_level = 1, skin_id = 0, use_ship = 0, level_limit = 25, id = 20904, icon = "cn_1", skill_id = 0, condition_id = { 20903 }, effect = { { cannon = 10 } }, ship_id = {}, use_item = { { { 18021, 3 } } }, gear_score = { 15 } }, [20905] = { use_gold = 600, name = "防空炮改良I", star_limit = 4, descrip = "防空炮武器效率+5%", max_level = 1, skin_id = 0, use_ship = 0, level_limit = 35, id = 20905, icon = "aaup_1", skill_id = 0, condition_id = { 20903 }, effect = { { equipment_proficiency_3 = 0.05 } }, ship_id = {}, use_item = { { { 18021, 3 } } }, gear_score = { 20 } }, [20906] = { use_gold = 800, name = "防空强化I", star_limit = 4, descrip = "防空+15", max_level = 1, skin_id = 0, use_ship = 0, level_limit = 40, id = 20906, icon = "aa_1", skill_id = 0, condition_id = { 20905 }, effect = { { antiaircraft = 15 } }, ship_id = {}, use_item = { { { 18021, 4 } } }, gear_score = { 20 } }, [20907] = { use_gold = 1000, name = "舰体改良II", star_limit = 4, descrip = "耐久+100/耐久+150", max_level = 2, skin_id = 0, use_ship = 0, level_limit = 50, id = 20907, icon = "hp_2", skill_id = 0, condition_id = { 20905 }, effect = { { durability = 100 }, { durability = 150 } }, ship_id = {}, use_item = { { { 18022, 1 } }, { { 18022, 2 } } }, gear_score = { 10, 15 } }, [20908] = { use_gold = 1200, name = "主炮改良II", star_limit = 4, descrip = "主炮武器效率+5%/主炮武器效率+5%", max_level = 2, skin_id = 0, use_ship = 0, level_limit = 55, id = 20908, icon = "mgup_2", skill_id = 0, condition_id = { 20907 }, effect = { { equipment_proficiency_1 = 0.05 }, { equipment_proficiency_1 = 0.05 } }, ship_id = {}, use_item = { { { 18022, 2 } }, { { 18022, 2 } } }, gear_score = { 10, 20 } }, [20909] = { use_gold = 1400, name = "炮击强化II", star_limit = 5, descrip = "炮击+5/炮击+15", max_level = 2, skin_id = 0, use_ship = 0, level_limit = 70, id = 20909, icon = "cn_2", skill_id = 0, condition_id = { 20904, 20908 }, effect = { { cannon = 5 }, { cannon = 15 } }, ship_id = {}, use_item = { { { 18022, 2 } }, { { 18022, 2 } } }, gear_score = { 10, 20 } }, [20910] = { use_gold = 5000, name = "近代化改造", star_limit = 5, descrip = [[ 近代化改造完成 习得技能<color=#92fc63>【航空预备】</color> 第一次执行空中支援时,额外进行一轮航空弹幕攻击(威力随技能等级提升),每场战斗只能触发1次 改造后<color=#92fc63>【主炮底座-1】</color> 改造后<color=#92fc63>主炮效率</color>提高20% 改造后<color=#92fc63>【副武器】</color>装备栏位装备类型更改为<color=#92fc63>【水上机】</color> 在装备<color=#92fc63>【水上机】</color>的情况下,<color=#92fc63>【鲼改】</color>可以进行<color=#92fc63>空中支援</color>]], max_level = 1, skin_id = 305029, use_ship = 0, level_limit = 75, id = 20910, icon = "mt_red", skill_id = 0, condition_id = { 20908 }, effect = { { cannon = 20, air = 25 } }, ship_id = { { 305024, 310024 } }, use_item = { { { 18023, 3 }, { 17043, 60 } } }, gear_score = { 50 } }, [20911] = { use_gold = 1600, name = "航空强化I", star_limit = 5, descrip = "航空+20", max_level = 1, skin_id = 0, use_ship = 0, level_limit = 85, id = 20911, icon = "air_1", skill_id = 0, condition_id = { 20906, 20910 }, effect = { { air = 20 } }, ship_id = {}, use_item = { { { 18033, 2 } } }, gear_score = { 25 } }, [21001] = { use_gold = 200, name = "舰体改良I", star_limit = 2, descrip = "耐久+100", max_level = 1, skin_id = 0, use_ship = 0, level_limit = 1, id = 21001, icon = "hp_1", skill_id = 0, condition_id = {}, effect = { { durability = 100 } }, ship_id = {}, use_item = { { { 18021, 2 } } }, gear_score = { 10 } }, [21002] = { use_gold = 300, name = "命中强化I", star_limit = 2, descrip = "命中+5", max_level = 1, skin_id = 0, use_ship = 0, level_limit = 10, id = 21002, icon = "hit_1", skill_id = 0, condition_id = { 21001 }, effect = { { hit = 5 } }, ship_id = {}, use_item = { { { 18021, 2 } } }, gear_score = { 10 } }, [21003] = { use_gold = 400, name = "防空炮改良I", star_limit = 4, descrip = "防空炮武器效率+5%", max_level = 1, skin_id = 0, use_ship = 0, level_limit = 30, id = 21003, icon = "aaup_1", skill_id = 0, condition_id = { 21001 }, effect = { { equipment_proficiency_3 = 0.05 } }, ship_id = {}, use_item = { { { 18021, 3 } } }, gear_score = { 15 } }, [21004] = { use_gold = 500, name = "防空强化II", star_limit = 4, descrip = "防空+15/防空+25", max_level = 2, skin_id = 0, use_ship = 0, level_limit = 50, id = 21004, icon = "aa_2", skill_id = 0, condition_id = { 21003 }, effect = { { antiaircraft = 15 }, { antiaircraft = 25 } }, ship_id = {}, use_item = { { { 18021, 2 } }, { { 18021, 2 } } }, gear_score = { 5, 10 } }, [21005] = { use_gold = 10000, name = "近代化改造", star_limit = 5, descrip = [[ 近代化改造完成 改造后<color=#92fc63>【主炮底座-1】</color> 改造后<color=#92fc63>主炮效率</color>提高25% 改造后<color=#92fc63>【副武器】</color>装备栏位装备类型更改为<color=#92fc63>【水上机】</color> 在装备<color=#92fc63>【水上机】</color>的情况下,<color=#92fc63>【鳌改】</color>可以进行<color=#92fc63>空中支援</color>]], max_level = 1, skin_id = 305039, use_ship = 0, level_limit = 70, id = 21005, icon = "mt_red", skill_id = 0, condition_id = { 21002, 21003 }, effect = { { cannon = 30, air = 15 } }, ship_id = { { 305034, 310034 } }, use_item = { { { 18023, 5 }, { 17043, 80 } } }, gear_score = { 50 } }, [21006] = { use_gold = 600, name = "主炮改良I", star_limit = 5, descrip = "主炮武器效率+5%", max_level = 1, skin_id = 0, use_ship = 0, level_limit = 75, id = 21006, icon = "mgup_1", skill_id = 0, condition_id = { 21005 }, effect = { { equipment_proficiency_1 = 0.05 } }, ship_id = {}, use_item = { { { 18021, 3 } } }, gear_score = { 20 } }, [21007] = { use_gold = 800, name = "炮击强化I", star_limit = 5, descrip = "炮击+10", max_level = 1, skin_id = 0, use_ship = 0, level_limit = 80, id = 21007, icon = "cn_1", skill_id = 0, condition_id = { 21006 }, effect = { { cannon = 10 } }, ship_id = {}, use_item = { { { 18021, 4 } } }, gear_score = { 20 } }, [21008] = { use_gold = 1200, name = "防空炮改良II", star_limit = 5, descrip = "防空炮武器效率+5%/防空炮武器效率+5%", max_level = 2, skin_id = 0, use_ship = 0, level_limit = 85, id = 21008, icon = "Aaup_2", skill_id = 0, condition_id = { 21006 }, effect = { { equipment_proficiency_3 = 0.05 }, { equipment_proficiency_3 = 0.05 } }, ship_id = {}, use_item = { { { 18022, 2 } }, { { 18022, 2 } } }, gear_score = { 10, 20 } }, [21009] = { use_gold = 1400, name = "防空强化II", star_limit = 5, descrip = "防空+15/防空+25", max_level = 2, skin_id = 0, use_ship = 0, level_limit = 90, id = 21009, icon = "aa_2", skill_id = 0, condition_id = { 21004, 21008 }, effect = { { antiaircraft = 15 }, { antiaircraft = 25 } }, ship_id = {}, use_item = { { { 18022, 2 } }, { { 18022, 2 } } }, gear_score = { 10, 20 } }, [21010] = { use_gold = 1500, name = "主炮改良II", star_limit = 5, descrip = "主炮武器效率+5%/主炮武器效率+5%", max_level = 2, skin_id = 0, use_ship = 0, level_limit = 90, id = 21010, icon = "mgup_2", skill_id = 0, condition_id = { 21008, 21009 }, effect = { { equipment_proficiency_1 = 0.05 }, { equipment_proficiency_1 = 0.05 } }, ship_id = {}, use_item = { { { 18022, 2 } }, { { 18022, 2 } } }, gear_score = { 10, 15 } }, [21011] = { use_gold = 1600, name = "战术启发", star_limit = 5, descrip = "习得技能【航空战队】", max_level = 1, skin_id = 0, use_ship = 0, level_limit = 90, id = 21011, icon = "skill_red", skill_id = 11610, condition_id = { 21010 }, effect = { { skill_id = 11610 } }, ship_id = {}, use_item = { { { 18033, 2 } } }, gear_score = { 35 } }, [21101] = { use_gold = 200, name = "舰体改良I", star_limit = 2, descrip = "耐久+100", max_level = 1, skin_id = 0, use_ship = 0, level_limit = 1, id = 21101, icon = "hp_1", skill_id = 0, condition_id = {}, effect = { { durability = 100 } }, ship_id = {}, use_item = { { { 18021, 2 } } }, gear_score = { 10 } }, [21102] = { use_gold = 300, name = "命中强化I", star_limit = 2, descrip = "命中+5", max_level = 1, skin_id = 0, use_ship = 0, level_limit = 10, id = 21102, icon = "hit_1", skill_id = 0, condition_id = { 21101 }, effect = { { hit = 5 } }, ship_id = {}, use_item = { { { 18021, 2 } } }, gear_score = { 10 } }, [21103] = { use_gold = 400, name = "防空炮改良I", star_limit = 4, descrip = "防空炮武器效率+5%", max_level = 1, skin_id = 0, use_ship = 0, level_limit = 30, id = 21103, icon = "aaup_1", skill_id = 0, condition_id = { 21101 }, effect = { { equipment_proficiency_3 = 0.05 } }, ship_id = {}, use_item = { { { 18021, 3 } } }, gear_score = { 15 } }, [21104] = { use_gold = 500, name = "防空强化II", star_limit = 4, descrip = "防空+15/防空+25", max_level = 2, skin_id = 0, use_ship = 0, level_limit = 50, id = 21104, icon = "aa_2", skill_id = 0, condition_id = { 21103 }, effect = { { antiaircraft = 15 }, { antiaircraft = 25 } }, ship_id = {}, use_item = { { { 18021, 2 } }, { { 18021, 2 } } }, gear_score = { 5, 10 } }, [21105] = { use_gold = 10000, name = "近代化改造", star_limit = 5, descrip = [[ 近代化改造完成 改造后<color=#92fc63>【主炮底座-1】</color> 改造后<color=#92fc63>主炮效率</color>提高25% 改造后<color=#92fc63>【副武器】</color>装备栏位装备类型更改为<color=#92fc63>【水上机】</color> 在装备<color=#92fc63>【水上机】</color>的情况下,<color=#92fc63>【螯改】</color>可以进行<color=#92fc63>空中支援</color>]], max_level = 1, skin_id = 305049, use_ship = 0, level_limit = 70, id = 21105, icon = "mt_red", skill_id = 0, condition_id = { 21102, 21103 }, effect = { { cannon = 30, air = 15 } }, ship_id = { { 305044, 310044 } }, use_item = { { { 18023, 5 }, { 17043, 80 } } }, gear_score = { 50 } }, [21106] = { use_gold = 600, name = "主炮改良I", star_limit = 5, descrip = "主炮武器效率+5%", max_level = 1, skin_id = 0, use_ship = 0, level_limit = 75, id = 21106, icon = "mgup_1", skill_id = 0, condition_id = { 21105 }, effect = { { equipment_proficiency_1 = 0.05 } }, ship_id = {}, use_item = { { { 18021, 3 } } }, gear_score = { 20 } }, [21107] = { use_gold = 800, name = "炮击强化I", star_limit = 5, descrip = "炮击+10", max_level = 1, skin_id = 0, use_ship = 0, level_limit = 80, id = 21107, icon = "cn_1", skill_id = 0, condition_id = { 21106 }, effect = { { cannon = 10 } }, ship_id = {}, use_item = { { { 18021, 4 } } }, gear_score = { 20 } }, [21108] = { use_gold = 1200, name = "防空炮改良II", star_limit = 5, descrip = "防空炮武器效率+5%/防空炮武器效率+5%", max_level = 2, skin_id = 0, use_ship = 0, level_limit = 85, id = 21108, icon = "Aaup_2", skill_id = 0, condition_id = { 21106 }, effect = { { equipment_proficiency_3 = 0.05 }, { equipment_proficiency_3 = 0.05 } }, ship_id = {}, use_item = { { { 18022, 2 } }, { { 18022, 2 } } }, gear_score = { 10, 20 } }, [21109] = { use_gold = 1400, name = "防空强化II", star_limit = 5, descrip = "防空+15/防空+25", max_level = 2, skin_id = 0, use_ship = 0, level_limit = 90, id = 21109, icon = "aa_2", skill_id = 0, condition_id = { 21104, 21108 }, effect = { { antiaircraft = 15 }, { antiaircraft = 25 } }, ship_id = {}, use_item = { { { 18022, 2 } }, { { 18022, 2 } } }, gear_score = { 10, 20 } }, [21110] = { use_gold = 1500, name = "主炮改良II", star_limit = 5, descrip = "主炮武器效率+5%/主炮武器效率+5%", max_level = 2, skin_id = 0, use_ship = 0, level_limit = 90, id = 21110, icon = "mgup_2", skill_id = 0, condition_id = { 21108, 21109 }, effect = { { equipment_proficiency_1 = 0.05 }, { equipment_proficiency_1 = 0.05 } }, ship_id = {}, use_item = { { { 18022, 2 } }, { { 18022, 2 } } }, gear_score = { 10, 15 } }, [21111] = { use_gold = 1600, name = "战术启发", star_limit = 5, descrip = "习得技能【格斗炮术】", max_level = 1, skin_id = 0, use_ship = 0, level_limit = 90, id = 21111, icon = "skill_red", skill_id = 11600, condition_id = { 21110 }, effect = { { skill_id = 11600 } }, ship_id = {}, use_item = { { { 18033, 2 } } }, gear_score = { 35 } }, [22201] = { use_gold = 200, name = "舰体改良I", star_limit = 2, descrip = "耐久+70", max_level = 1, skin_id = 0, use_ship = 0, level_limit = 1, id = 22201, icon = "hp_1", skill_id = 0, condition_id = {}, effect = { { durability = 70 } }, ship_id = {}, use_item = { { { 18031, 2 } } }, gear_score = { 10 } }, [22202] = { use_gold = 300, name = "装填强化I", star_limit = 2, descrip = "装填+5", max_level = 1, skin_id = 0, use_ship = 0, level_limit = 5, id = 22202, icon = "rl_1", skill_id = 0, condition_id = { 22201 }, effect = { { reload = 5 } }, ship_id = {}, use_item = { { { 18031, 2 } } }, gear_score = { 10 } }, [22203] = { use_gold = 400, name = "轰炸精通I", star_limit = 3, descrip = "轰炸机武器效率+5%", max_level = 1, skin_id = 0, use_ship = 0, level_limit = 20, id = 22203, icon = "bfup_1", skill_id = 0, condition_id = { 22201, 22202 }, effect = { { equipment_proficiency_1 = 0.05 } }, ship_id = {}, use_item = { { { 18031, 3 } } }, gear_score = { 15 } }, [22204] = { use_gold = 500, name = "航空强化I", star_limit = 3, descrip = "航空+10", max_level = 1, skin_id = 0, use_ship = 0, level_limit = 25, id = 22204, icon = "air_1", skill_id = 0, condition_id = { 22203 }, effect = { { air = 10 } }, ship_id = {}, use_item = { { { 18031, 3 } } }, gear_score = { 15 } }, [22205] = { use_gold = 600, name = "鱼雷俯冲I", star_limit = 4, descrip = "鱼雷机武器效率+5%", max_level = 1, skin_id = 0, use_ship = 0, level_limit = 35, id = 22205, icon = "tfup_1", skill_id = 0, condition_id = { 22203 }, effect = { { equipment_proficiency_2 = 0.05 } }, ship_id = {}, use_item = { { { 18031, 3 } } }, gear_score = { 20 } }, [22206] = { use_gold = 800, name = "防空强化I", star_limit = 4, descrip = "防空+15", max_level = 1, skin_id = 0, use_ship = 0, level_limit = 40, id = 22206, icon = "aa_1", skill_id = 0, condition_id = { 22205 }, effect = { { antiaircraft = 15 } }, ship_id = {}, use_item = { { { 18031, 4 } } }, gear_score = { 20 } }, [22207] = { use_gold = 1000, name = "舰体改良II", star_limit = 4, descrip = "耐久+70/耐久+100", max_level = 2, skin_id = 0, use_ship = 0, level_limit = 50, id = 22207, icon = "hp_2", skill_id = 0, condition_id = { 22205 }, effect = { { durability = 70 }, { durability = 100 } }, ship_id = {}, use_item = { { { 18032, 1 } }, { { 18032, 2 } } }, gear_score = { 10, 15 } }, [22208] = { use_gold = 1200, name = "战术启发", star_limit = 4, descrip = "习得技能【制空支援】", max_level = 1, skin_id = 0, use_ship = 0, level_limit = 55, id = 22208, icon = "skill_yellow", skill_id = 3041, condition_id = { 22207 }, effect = { { skill_id = 3041 } }, ship_id = {}, use_item = { { { 18032, 3 } } }, gear_score = { 25 } }, [22209] = { use_gold = 1400, name = "轰炸精通II", star_limit = 5, descrip = "轰炸机武器效率+5%/轰炸机武器效率+5%", max_level = 2, skin_id = 0, use_ship = 0, level_limit = 70, id = 22209, icon = "bfup_2", skill_id = 0, condition_id = { 22207, 22208 }, effect = { { equipment_proficiency_1 = 0.05 }, { equipment_proficiency_1 = 0.05 } }, ship_id = {}, use_item = { { { 18032, 1 } }, { { 18032, 2 } } }, gear_score = { 10, 20 } }, [22210] = { use_gold = 1600, name = "航空强化II", star_limit = 5, descrip = "航空+10/航空+15", max_level = 2, skin_id = 0, use_ship = 0, level_limit = 75, id = 22210, icon = "air_2", skill_id = 0, condition_id = { 22204, 22209 }, effect = { { air = 10 }, { air = 15 } }, ship_id = {}, use_item = { { { 18032, 2 } }, { { 18032, 2 } } }, gear_score = { 10, 20 } }, [22211] = { use_gold = 2000, name = "近代化改造", star_limit = 5, descrip = "近代化改造完成,防空+20,航空+25", max_level = 1, skin_id = 306059, use_ship = 1, level_limit = 85, id = 22211, icon = "mt_yellow", skill_id = 0, condition_id = { 22209, 22210 }, effect = { { antiaircraft = 20, air = 25 } }, ship_id = {}, use_item = { { { 18033, 1 } } }, gear_score = { 50 } }, [22601] = { use_gold = 400, name = "舰体改良I", star_limit = 2, descrip = "耐久+60", max_level = 1, skin_id = 0, use_ship = 0, level_limit = 1, id = 22601, icon = "hp_1", skill_id = 0, condition_id = {}, effect = { { durability = 60 } }, ship_id = {}, use_item = { { { 18031, 2 } } }, gear_score = { 10 } }, [22602] = { use_gold = 600, name = "装填强化I", star_limit = 2, descrip = "装填+5", max_level = 1, skin_id = 0, use_ship = 0, level_limit = 5, id = 22602, icon = "rl_1", skill_id = 0, condition_id = { 22601 }, effect = { { reload = 5 } }, ship_id = {}, use_item = { { { 18031, 3 } } }, gear_score = { 10 } }, [22603] = { use_gold = 800, name = "空战精通I", star_limit = 3, descrip = "", max_level = 1, skin_id = 0, use_ship = 0, level_limit = 20, id = 22603, icon = "ffup_1", skill_id = 0, condition_id = { 22601 }, effect = { { equipment_proficiency_1 = 0.04 } }, ship_id = {}, use_item = { { { 18031, 3 } } }, gear_score = { 20 } }, [22604] = { use_gold = 1000, name = "防空强化I", star_limit = 3, descrip = "防空+15", max_level = 1, skin_id = 0, use_ship = 0, level_limit = 25, id = 22604, icon = "aa_1", skill_id = 0, condition_id = { 22603 }, effect = { { antiaircraft = 15 } }, ship_id = {}, use_item = { { { 18031, 5 } } }, gear_score = { 20 } }, [22605] = { use_gold = 1200, name = "鱼雷俯冲I", star_limit = 4, descrip = "", max_level = 1, skin_id = 0, use_ship = 0, level_limit = 35, id = 22605, icon = "bfup_1", skill_id = 0, condition_id = { 22603 }, effect = { { equipment_proficiency_3 = 0.05 } }, ship_id = {}, use_item = { { { 18032, 3 } } }, gear_score = { 15 } }, [22606] = { use_gold = 1500, name = "航空强化I", star_limit = 4, descrip = "航空+10", max_level = 1, skin_id = 0, use_ship = 0, level_limit = 40, id = 22606, icon = "air_1", skill_id = 0, condition_id = { 22605 }, effect = { { air = 10 } }, ship_id = {}, use_item = { { { 18032, 2 } } }, gear_score = { 15 } }, [22607] = { use_gold = 1800, name = "舰体改良II", star_limit = 4, descrip = "耐久+60/耐久+90", max_level = 2, skin_id = 0, use_ship = 0, level_limit = 50, id = 22607, icon = "hp_2", skill_id = 0, condition_id = { 22605 }, effect = { { durability = 60 }, { durability = 90 } }, ship_id = {}, use_item = { { { 18032, 2 } }, { { 18032, 3 } } }, gear_score = { 10, 15 } }, [22608] = { use_gold = 2000, name = "装填强化II", star_limit = 4, descrip = "装填+5/装填+10", max_level = 2, skin_id = 0, use_ship = 0, level_limit = 55, id = 22608, icon = "rl_2", skill_id = 0, condition_id = { 22607, 22602 }, effect = { { reload = 5 }, { reload = 10 } }, ship_id = {}, use_item = { { { 18032, 1 } }, { { 18032, 2 } } }, gear_score = { 10, 15 } }, [22609] = { use_gold = 2500, name = "空战精通II", star_limit = 5, descrip = "", max_level = 2, skin_id = 0, use_ship = 0, level_limit = 70, id = 22609, icon = "ffup_2", skill_id = 0, condition_id = { 22607 }, effect = { { equipment_proficiency_1 = 0.04 }, { equipment_proficiency_1 = 0.07 } }, ship_id = {}, use_item = { { { 18033, 1 } }, { { 18033, 1 } } }, gear_score = { 10, 20 } }, [22610] = { use_gold = 3000, name = "航空强化II", star_limit = 5, descrip = "航空+10/航空+15", max_level = 2, skin_id = 0, use_ship = 0, level_limit = 75, id = 22610, icon = "air_2", skill_id = 0, condition_id = { 22609 }, effect = { { air = 10 }, { air = 15 } }, ship_id = {}, use_item = { { { 18033, 1 }, { 17043, 15 } }, { { 18033, 2 }, { 17043, 35 } } }, gear_score = { 10, 20 } }, [22611] = { use_gold = 4000, name = "近代化改造", star_limit = 5, descrip = "近代化改造完成,防空+35,机动+10", max_level = 1, skin_id = 307039, use_ship = 1, level_limit = 85, id = 22611, icon = "mt_red", skill_id = 0, condition_id = { 22609, 22610 }, effect = { { antiaircraft = 35, dodge = 10 } }, ship_id = {}, use_item = { { { 18033, 3 } } }, gear_score = { 50 } }, [22612] = { use_gold = 3000, name = "战术启发", star_limit = 5, descrip = "习得技能【】", max_level = 1, skin_id = 0, use_ship = 0, level_limit = 90, id = 22612, icon = "skill_red", skill_id = 11830, condition_id = { 22611 }, effect = { { skill_id = 11830 } }, ship_id = {}, use_item = { { { 18033, 2 }, { 17003, 50 } } }, gear_score = { 25 } }, [22701] = { use_gold = 400, name = "舰体改良I", star_limit = 2, descrip = "耐久+60", max_level = 1, skin_id = 0, use_ship = 0, level_limit = 1, id = 22701, icon = "hp_1", skill_id = 0, condition_id = {}, effect = { { durability = 60 } }, ship_id = {}, use_item = { { { 18031, 2 } } }, gear_score = { 10 } }, [22702] = { use_gold = 600, name = "装填强化I", star_limit = 2, descrip = "装填+5", max_level = 1, skin_id = 0, use_ship = 0, level_limit = 5, id = 22702, icon = "rl_1", skill_id = 0, condition_id = { 22701 }, effect = { { reload = 5 } }, ship_id = {}, use_item = { { { 18031, 3 } } }, gear_score = { 10 } }, [22703] = { use_gold = 800, name = "空战精通I", star_limit = 3, descrip = "", max_level = 1, skin_id = 0, use_ship = 0, level_limit = 20, id = 22703, icon = "ffup_1", skill_id = 0, condition_id = { 22701 }, effect = { { equipment_proficiency_1 = 0.04 } }, ship_id = {}, use_item = { { { 18031, 3 } } }, gear_score = { 20 } }, [22704] = { use_gold = 1000, name = "防空强化I", star_limit = 3, descrip = "防空+15", max_level = 1, skin_id = 0, use_ship = 0, level_limit = 25, id = 22704, icon = "aa_1", skill_id = 0, condition_id = { 22703 }, effect = { { antiaircraft = 15 } }, ship_id = {}, use_item = { { { 18031, 5 } } }, gear_score = { 20 } }, [22705] = { use_gold = 1200, name = "轰炸精通I", star_limit = 4, descrip = "", max_level = 1, skin_id = 0, use_ship = 0, level_limit = 35, id = 22705, icon = "tfup_1", skill_id = 0, condition_id = { 22703 }, effect = { { equipment_proficiency_2 = 0.05 } }, ship_id = {}, use_item = { { { 18032, 3 } } }, gear_score = { 15 } }, [22706] = { use_gold = 1500, name = "航空强化I", star_limit = 4, descrip = "航空+10", max_level = 1, skin_id = 0, use_ship = 0, level_limit = 40, id = 22706, icon = "air_1", skill_id = 0, condition_id = { 22705 }, effect = { { air = 10 } }, ship_id = {}, use_item = { { { 18032, 2 } } }, gear_score = { 15 } }, [22707] = { use_gold = 1800, name = "舰体改良II", star_limit = 4, descrip = "耐久+60/耐久+90", max_level = 2, skin_id = 0, use_ship = 0, level_limit = 50, id = 22707, icon = "hp_2", skill_id = 0, condition_id = { 22705 }, effect = { { durability = 60 }, { durability = 90 } }, ship_id = {}, use_item = { { { 18032, 2 } }, { { 18032, 3 } } }, gear_score = { 10, 15 } }, [22708] = { use_gold = 2000, name = "装填强化II", star_limit = 4, descrip = "装填+5/装填+10", max_level = 2, skin_id = 0, use_ship = 0, level_limit = 55, id = 22708, icon = "rl_2", skill_id = 0, condition_id = { 22707, 22702 }, effect = { { reload = 5 }, { reload = 10 } }, ship_id = {}, use_item = { { { 18032, 1 } }, { { 18032, 2 } } }, gear_score = { 10, 15 } }, [22709] = { use_gold = 2500, name = "空战精通II", star_limit = 5, descrip = "", max_level = 2, skin_id = 0, use_ship = 0, level_limit = 70, id = 22709, icon = "ffup_2", skill_id = 0, condition_id = { 22707 }, effect = { { equipment_proficiency_1 = 0.04 }, { equipment_proficiency_1 = 0.07 } }, ship_id = {}, use_item = { { { 18033, 1 } }, { { 18033, 1 } } }, gear_score = { 10, 20 } }, [22710] = { use_gold = 3000, name = "航空强化II", star_limit = 5, descrip = "航空+10/航空+15", max_level = 2, skin_id = 0, use_ship = 0, level_limit = 75, id = 22710, icon = "air_2", skill_id = 0, condition_id = { 22709 }, effect = { { air = 10 }, { air = 15 } }, ship_id = {}, use_item = { { { 18033, 1 }, { 17043, 15 } }, { { 18033, 2 }, { 17043, 35 } } }, gear_score = { 10, 20 } }, [22711] = { use_gold = 4000, name = "近代化改造", star_limit = 5, descrip = "近代化改造完成,防空+35,机动+10", max_level = 1, skin_id = 307049, use_ship = 1, level_limit = 85, id = 22711, icon = "mt_red", skill_id = 0, condition_id = { 22709, 22710 }, effect = { { antiaircraft = 35, dodge = 10 } }, ship_id = {}, use_item = { { { 18033, 3 } } }, gear_score = { 50 } }, [22712] = { use_gold = 3000, name = "战术启发", star_limit = 5, descrip = "习得技能【】", max_level = 1, skin_id = 0, use_ship = 0, level_limit = 90, id = 22712, icon = "skill_red", skill_id = 11840, condition_id = { 22711 }, effect = { { skill_id = 11840 } }, ship_id = {}, use_item = { { { 18033, 2 }, { 17003, 50 } } }, gear_score = { 25 } }, [23301] = { use_gold = 400, name = "舰体改良I", star_limit = 2, descrip = "耐久+45", max_level = 1, skin_id = 0, use_ship = 0, level_limit = 1, id = 23301, icon = "hp_1", skill_id = 0, condition_id = {}, effect = { { durability = 45 } }, ship_id = {}, use_item = { { { 18001, 2 } } }, gear_score = { 10 } }, [23302] = { use_gold = 600, name = "机动强化I", star_limit = 2, descrip = "机动+5", max_level = 1, skin_id = 0, use_ship = 0, level_limit = 5, id = 23302, icon = "dd_1", skill_id = 0, condition_id = { 23301 }, effect = { { dodge = 5 } }, ship_id = {}, use_item = { { { 18001, 3 } } }, gear_score = { 10 } }, [23303] = { use_gold = 800, name = "鱼雷改良I", star_limit = 3, descrip = "鱼雷武器效率+5%", max_level = 1, skin_id = 0, use_ship = 0, level_limit = 20, id = 23303, icon = "tpup_1", skill_id = 0, condition_id = { 23301 }, effect = { { equipment_proficiency_2 = 0.05 } }, ship_id = {}, use_item = { { { 18001, 3 } } }, gear_score = { 15 } }, [23304] = { use_gold = 1000, name = "雷击强化I", star_limit = 3, descrip = "雷击+10", max_level = 1, skin_id = 0, use_ship = 0, level_limit = 25, id = 23304, icon = "tp_1", skill_id = 0, condition_id = { 23303 }, effect = { { torpedo = 10 } }, ship_id = {}, use_item = { { { 18001, 3 } } }, gear_score = { 15 } }, [23305] = { use_gold = 1200, name = "防空炮改良II", star_limit = 4, descrip = "防空炮武器效率+5%/防空炮武器效率+5%", max_level = 2, skin_id = 0, use_ship = 0, level_limit = 35, id = 23305, icon = "Aaup_2", skill_id = 0, condition_id = { 23303 }, effect = { { equipment_proficiency_3 = 0.05 }, { equipment_proficiency_3 = 0.05 } }, ship_id = {}, use_item = { { { 18002, 1 } }, { { 18002, 2 } } }, gear_score = { 10, 10 } }, [23306] = { use_gold = 1500, name = "防空强化II", star_limit = 4, descrip = "防空+15/防空+25", max_level = 2, skin_id = 0, use_ship = 0, level_limit = 40, id = 23306, icon = "aa_2", skill_id = 0, condition_id = { 23305 }, effect = { { antiaircraft = 15 }, { antiaircraft = 25 } }, ship_id = {}, use_item = { { { 18002, 1 } }, { { 18002, 1 } } }, gear_score = { 10, 10 } }, [23307] = { use_gold = 1800, name = "舰体改良II", star_limit = 4, descrip = "耐久+45/耐久+75", max_level = 2, skin_id = 0, use_ship = 0, level_limit = 50, id = 23307, icon = "hp_2", skill_id = 0, condition_id = { 23305 }, effect = { { durability = 45 }, { durability = 75 } }, ship_id = {}, use_item = { { { 18002, 2 } }, { { 18002, 3 } } }, gear_score = { 10, 15 } }, [23308] = { use_gold = 2000, name = "炮击强化II", star_limit = 4, descrip = "炮击+5/炮击+15", max_level = 2, skin_id = 0, use_ship = 0, level_limit = 55, id = 23308, icon = "cn_2", skill_id = 0, condition_id = { 23307 }, effect = { { cannon = 5 }, { cannon = 15 } }, ship_id = {}, use_item = { { { 18002, 1 } }, { { 18002, 2 } } }, gear_score = { 10, 15 } }, [23309] = { use_gold = 2500, name = "鱼雷改良II", star_limit = 5, descrip = "鱼雷武器效率+5%/鱼雷武器效率+5%", max_level = 2, skin_id = 0, use_ship = 0, level_limit = 70, id = 23309, icon = "tpup_2", skill_id = 0, condition_id = { 23307 }, effect = { { equipment_proficiency_2 = 0.05 }, { equipment_proficiency_2 = 0.05 } }, ship_id = {}, use_item = { { { 18003, 1 } }, { { 18003, 1 } } }, gear_score = { 10, 20 } }, [23310] = { use_gold = 3000, name = "雷击强化III", star_limit = 5, descrip = "雷击+5/雷击+10/雷击+15", max_level = 3, skin_id = 0, use_ship = 0, level_limit = 75, id = 23310, icon = "Tp_3", skill_id = 0, condition_id = { 23304, 23309 }, effect = { { torpedo = 5 }, { torpedo = 10 }, { torpedo = 15 } }, ship_id = {}, use_item = { { { 18003, 1 }, { 17023, 5 } }, { { 18003, 1 }, { 17023, 10 } }, { { 18003, 1 }, { 17023, 15 } } }, gear_score = { 5, 10, 15 } }, [23311] = { use_gold = 4000, name = "近代化改造", star_limit = 5, descrip = "近代化改造完成,防空+35,反潜+10", max_level = 1, skin_id = 401019, use_ship = 1, level_limit = 85, id = 23311, icon = "mt_yellow", skill_id = 0, condition_id = { 23309 }, effect = { { antisub = 10, antiaircraft = 35 } }, ship_id = {}, use_item = { { { 18003, 3 } } }, gear_score = { 50 } }, [23312] = { use_gold = 3000, name = "战术启发", star_limit = 5, descrip = "习得技能【毁灭模式·原型】", max_level = 1, skin_id = 0, use_ship = 0, level_limit = 90, id = 23312, icon = "skill_red", skill_id = 12280, condition_id = { 23311 }, effect = { { skill_id = 12280 } }, ship_id = {}, use_item = { { { 18003, 2 }, { 17013, 20 } } }, gear_score = { 30 } }, [23601] = { use_gold = 400, name = "舰体改良I", star_limit = 2, descrip = "耐久+45", max_level = 1, skin_id = 0, use_ship = 0, level_limit = 1, id = 23601, icon = "hp_1", skill_id = 0, condition_id = {}, effect = { { durability = 45 } }, ship_id = {}, use_item = { { { 18001, 2 } } }, gear_score = { 10 } }, [23602] = { use_gold = 600, name = "机动强化I", star_limit = 2, descrip = "机动+5", max_level = 1, skin_id = 0, use_ship = 0, level_limit = 5, id = 23602, icon = "dd_1", skill_id = 0, condition_id = { 23601 }, effect = { { dodge = 5 } }, ship_id = {}, use_item = { { { 18001, 3 } } }, gear_score = { 10 } }, [23603] = { use_gold = 800, name = "主炮改良I", star_limit = 3, descrip = "主炮武器效率+5%", max_level = 1, skin_id = 0, use_ship = 0, level_limit = 20, id = 23603, icon = "mgup_1", skill_id = 0, condition_id = { 23601 }, effect = { { equipment_proficiency_1 = 0.05 } }, ship_id = {}, use_item = { { { 18001, 3 } } }, gear_score = { 15 } }, [23604] = { use_gold = 1000, name = "炮击强化II", star_limit = 3, descrip = "炮击+5/炮击+15", max_level = 2, skin_id = 0, use_ship = 0, level_limit = 25, id = 23604, icon = "cn_2", skill_id = 0, condition_id = { 23603 }, effect = { { cannon = 5 }, { cannon = 15 } }, ship_id = {}, use_item = { { { 18001, 2 } }, { { 18001, 3 } } }, gear_score = { 5, 10 } }, [23605] = { use_gold = 1200, name = "防空炮改良II", star_limit = 4, descrip = "防空炮武器效率+5%/防空炮武器效率+5%", max_level = 2, skin_id = 0, use_ship = 0, level_limit = 35, id = 23605, icon = "Aaup_2", skill_id = 0, condition_id = { 23603 }, effect = { { equipment_proficiency_3 = 0.05 }, { equipment_proficiency_3 = 0.05 } }, ship_id = {}, use_item = { { { 18002, 1 } }, { { 18002, 2 } } }, gear_score = { 10, 10 } }, [23606] = { use_gold = 1500, name = "防空强化II", star_limit = 4, descrip = "防空+15/防空+25", max_level = 2, skin_id = 0, use_ship = 0, level_limit = 40, id = 23606, icon = "aa_2", skill_id = 0, condition_id = { 23605 }, effect = { { antiaircraft = 15 }, { antiaircraft = 25 } }, ship_id = {}, use_item = { { { 18002, 1 } }, { { 18002, 1 } } }, gear_score = { 10, 10 } }, [23607] = { use_gold = 1800, name = "舰体改良II", star_limit = 4, descrip = "耐久+45/耐久+75", max_level = 2, skin_id = 0, use_ship = 0, level_limit = 50, id = 23607, icon = "hp_2", skill_id = 0, condition_id = { 23605 }, effect = { { durability = 45 }, { durability = 75 } }, ship_id = {}, use_item = { { { 18002, 2 } }, { { 18002, 3 } } }, gear_score = { 10, 15 } }, [23608] = { use_gold = 2000, name = "雷击强化II", star_limit = 4, descrip = "雷击+5/雷击+15", max_level = 2, skin_id = 0, use_ship = 0, level_limit = 55, id = 23608, icon = "tp_2", skill_id = 0, condition_id = { 23607 }, effect = { { torpedo = 5 }, { torpedo = 15 } }, ship_id = {}, use_item = { { { 18002, 1 } }, { { 18002, 2 } } }, gear_score = { 10, 15 } }, [23609] = { use_gold = 2500, name = "主炮改良II", star_limit = 5, descrip = "主炮武器效率+5%/主炮武器效率+5%", max_level = 2, skin_id = 0, use_ship = 0, level_limit = 70, id = 23609, icon = "mgup_2", skill_id = 0, condition_id = { 23607 }, effect = { { equipment_proficiency_1 = 0.05 }, { equipment_proficiency_1 = 0.05 } }, ship_id = {}, use_item = { { { 18003, 1 } }, { { 18003, 1 } } }, gear_score = { 10, 20 } }, [23610] = { use_gold = 3000, name = "炮击强化III", star_limit = 5, descrip = "炮击+5/炮击+10/炮击+15", max_level = 3, skin_id = 0, use_ship = 0, level_limit = 75, id = 23610, icon = "Cn_3", skill_id = 0, condition_id = { 23604, 23609 }, effect = { { cannon = 5 }, { cannon = 10 }, { cannon = 15 } }, ship_id = {}, use_item = { { { 18003, 1 }, { 17013, 5 } }, { { 18003, 1 }, { 17013, 10 } }, { { 18003, 1 }, { 17013, 15 } } }, gear_score = { 5, 10, 15 } }, [23611] = { use_gold = 4000, name = "近代化改造", star_limit = 5, descrip = "近代化改造完成,防空+25,反潜+20", max_level = 1, skin_id = 401239, use_ship = 1, level_limit = 85, id = 23611, icon = "mt_blue", skill_id = 0, condition_id = { 23609 }, effect = { { antisub = 20, antiaircraft = 25 } }, ship_id = {}, use_item = { { { 18003, 3 } } }, gear_score = { 50 } }, [23612] = { use_gold = 3000, name = "战术启发", star_limit = 5, descrip = "习得技能【毁灭模式】", max_level = 1, skin_id = 0, use_ship = 0, level_limit = 90, id = 23612, icon = "skill_red", skill_id = 11320, condition_id = { 23611 }, effect = { { skill_id = 11320 } }, ship_id = {}, use_item = { { { 18003, 2 }, { 17013, 20 } } }, gear_score = { 30 } }, [23901] = { use_gold = 200, name = "舰体改良I", star_limit = 1, descrip = "耐久+70", max_level = 1, skin_id = 0, use_ship = 0, level_limit = 1, id = 23901, icon = "hp_1", skill_id = 0, condition_id = {}, effect = { { durability = 70 } }, ship_id = {}, use_item = { { { 18011, 1 } } }, gear_score = { 10 } }, [23902] = { use_gold = 300, name = "装填强化I", star_limit = 1, descrip = "装填+5", max_level = 1, skin_id = 0, use_ship = 0, level_limit = 5, id = 23902, icon = "rl_1", skill_id = 0, condition_id = { 23901 }, effect = { { reload = 5 } }, ship_id = {}, use_item = { { { 18011, 2 } } }, gear_score = { 10 } }, [23903] = { use_gold = 400, name = "鱼雷改良I", star_limit = 2, descrip = "鱼雷武器效率+5%", max_level = 1, skin_id = 0, use_ship = 0, level_limit = 20, id = 23903, icon = "tpup_1", skill_id = 0, condition_id = { 23901 }, effect = { { equipment_proficiency_2 = 0.05 } }, ship_id = {}, use_item = { { { 18011, 2 } } }, gear_score = { 15 } }, [23904] = { use_gold = 500, name = "雷击强化I", star_limit = 2, descrip = "雷击+10", max_level = 1, skin_id = 0, use_ship = 0, level_limit = 25, id = 23904, icon = "tp_1", skill_id = 0, condition_id = { 23903 }, effect = { { torpedo = 10 } }, ship_id = {}, use_item = { { { 18011, 2 } } }, gear_score = { 15 } }, [23905] = { use_gold = 600, name = "防空炮改良I", star_limit = 3, descrip = "防空炮武器效率+5%", max_level = 1, skin_id = 0, use_ship = 0, level_limit = 35, id = 23905, icon = "aaup_1", skill_id = 0, condition_id = { 23903 }, effect = { { equipment_proficiency_3 = 0.05 } }, ship_id = {}, use_item = { { { 18011, 3 } } }, gear_score = { 20 } }, [23906] = { use_gold = 800, name = "防空强化I", star_limit = 3, descrip = "防空+15", max_level = 1, skin_id = 0, use_ship = 0, level_limit = 40, id = 23906, icon = "aa_1", skill_id = 0, condition_id = { 23905 }, effect = { { antiaircraft = 15 } }, ship_id = {}, use_item = { { { 18011, 3 } } }, gear_score = { 20 } }, [23907] = { use_gold = 1000, name = "舰体改良II", star_limit = 3, descrip = "耐久+70/耐久+100", max_level = 2, skin_id = 0, use_ship = 0, level_limit = 50, id = 23907, icon = "hp_2", skill_id = 0, condition_id = { 23905 }, effect = { { durability = 70 }, { durability = 100 } }, ship_id = {}, use_item = { { { 18012, 1 } }, { { 18012, 1 } } }, gear_score = { 10, 15 } }, [23908] = { use_gold = 1200, name = "战术启发", star_limit = 3, descrip = "习得技能【袭扰战术】", max_level = 1, skin_id = 0, use_ship = 0, level_limit = 55, id = 23908, icon = "skill_red", skill_id = 2111, condition_id = { 23907 }, effect = { { skill_id = 2111 } }, ship_id = {}, use_item = { { { 18012, 3 } } }, gear_score = { 25 } }, [23909] = { use_gold = 1400, name = "鱼雷改良II", star_limit = 4, descrip = "鱼雷武器效率+5%/鱼雷武器效率+5%", max_level = 2, skin_id = 0, use_ship = 0, level_limit = 70, id = 23909, icon = "tpup_2", skill_id = 0, condition_id = { 23907 }, effect = { { equipment_proficiency_2 = 0.05 }, { equipment_proficiency_2 = 0.05 } }, ship_id = {}, use_item = { { { 18012, 1 } }, { { 18012, 2 } } }, gear_score = { 10, 20 } }, [23910] = { use_gold = 1600, name = "雷击强化II", star_limit = 4, descrip = "雷击+5/雷击+15", max_level = 2, skin_id = 0, use_ship = 0, level_limit = 75, id = 23910, icon = "tp_2", skill_id = 0, condition_id = { 23904, 23909 }, effect = { { torpedo = 5 }, { torpedo = 15 } }, ship_id = {}, use_item = { { { 18012, 2 } }, { { 18012, 2 } } }, gear_score = { 10, 20 } }, [23911] = { use_gold = 2000, name = "近代化改造", star_limit = 4, descrip = "近代化改造完成,炮击+20,雷击+15", max_level = 1, skin_id = 402029, use_ship = 1, level_limit = 80, id = 23911, icon = "mt_red", skill_id = 0, condition_id = { 23908, 23909, 23910 }, effect = { { cannon = 20, torpedo = 15 } }, ship_id = {}, use_item = { { { 18012, 6 } } }, gear_score = { 50 } }, [24001] = { use_gold = 200, name = "舰体改良I", star_limit = 1, descrip = "耐久+70", max_level = 1, skin_id = 0, use_ship = 0, level_limit = 1, id = 24001, icon = "hp_1", skill_id = 0, condition_id = {}, effect = { { durability = 70 } }, ship_id = {}, use_item = { { { 18011, 1 } } }, gear_score = { 10 } }, [24002] = { use_gold = 300, name = "装填强化I", star_limit = 1, descrip = "装填+5", max_level = 1, skin_id = 0, use_ship = 0, level_limit = 5, id = 24002, icon = "rl_1", skill_id = 0, condition_id = { 24001 }, effect = { { reload = 5 } }, ship_id = {}, use_item = { { { 18011, 2 } } }, gear_score = { 10 } }, [24003] = { use_gold = 400, name = "鱼雷改良I", star_limit = 2, descrip = "鱼雷武器效率+5%", max_level = 1, skin_id = 0, use_ship = 0, level_limit = 20, id = 24003, icon = "tpup_1", skill_id = 0, condition_id = { 24001 }, effect = { { equipment_proficiency_2 = 0.05 } }, ship_id = {}, use_item = { { { 18011, 2 } } }, gear_score = { 15 } }, [24004] = { use_gold = 500, name = "雷击强化I", star_limit = 2, descrip = "雷击+10", max_level = 1, skin_id = 0, use_ship = 0, level_limit = 25, id = 24004, icon = "tp_1", skill_id = 0, condition_id = { 24003 }, effect = { { torpedo = 10 } }, ship_id = {}, use_item = { { { 18011, 2 } } }, gear_score = { 15 } }, [24005] = { use_gold = 600, name = "防空炮改良I", star_limit = 3, descrip = "防空炮武器效率+5%", max_level = 1, skin_id = 0, use_ship = 0, level_limit = 35, id = 24005, icon = "aaup_1", skill_id = 0, condition_id = { 24003 }, effect = { { equipment_proficiency_3 = 0.05 } }, ship_id = {}, use_item = { { { 18011, 3 } } }, gear_score = { 20 } }, [24006] = { use_gold = 800, name = "防空强化I", star_limit = 3, descrip = "防空+15", max_level = 1, skin_id = 0, use_ship = 0, level_limit = 40, id = 24006, icon = "aa_1", skill_id = 0, condition_id = { 24005 }, effect = { { antiaircraft = 15 } }, ship_id = {}, use_item = { { { 18011, 3 } } }, gear_score = { 20 } }, [24007] = { use_gold = 1000, name = "舰体改良II", star_limit = 3, descrip = "耐久+70/耐久+100", max_level = 2, skin_id = 0, use_ship = 0, level_limit = 50, id = 24007, icon = "hp_2", skill_id = 0, condition_id = { 24005 }, effect = { { durability = 70 }, { durability = 100 } }, ship_id = {}, use_item = { { { 18012, 1 } }, { { 18012, 1 } } }, gear_score = { 10, 15 } }, [24008] = { use_gold = 1200, name = "鱼雷改良II", star_limit = 4, descrip = "鱼雷武器效率+5%/鱼雷武器效率+5%", max_level = 2, skin_id = 0, use_ship = 0, level_limit = 70, id = 24008, icon = "tpup_2", skill_id = 0, condition_id = { 24007 }, effect = { { equipment_proficiency_2 = 0.05 }, { equipment_proficiency_2 = 0.05 } }, ship_id = {}, use_item = { { { 18012, 1 } }, { { 18012, 2 } } }, gear_score = { 10, 15 } }, [24009] = { use_gold = 1400, name = "雷击强化II", star_limit = 4, descrip = "雷击+5/雷击+15", max_level = 2, skin_id = 0, use_ship = 0, level_limit = 75, id = 24009, icon = "tp_2", skill_id = 0, condition_id = { 24004, 24008 }, effect = { { torpedo = 5 }, { torpedo = 15 } }, ship_id = {}, use_item = { { { 18012, 2 } }, { { 18012, 2 } } }, gear_score = { 10, 20 } }, [24010] = { use_gold = 1600, name = "近代化改造", star_limit = 4, descrip = "近代化改造完成,炮击+20,雷击+15\n\n改造后<color=#92fc63>第一个【设备】</color>栏位增加可装备设备类型<color=#92fc63>【直升机】</color>", max_level = 1, skin_id = 402039, use_ship = 1, level_limit = 80, id = 24010, icon = "mt_red", skill_id = 0, condition_id = { 24008, 24009 }, effect = { { cannon = 20, torpedo = 15 } }, ship_id = { { 402034, 402134 } }, use_item = { { { 18012, 6 } } }, gear_score = { 30 } }, [24011] = { use_gold = 2000, name = "战术启发", star_limit = 4, descrip = "习得技能【蜂鸟侵扰】", max_level = 1, skin_id = 0, use_ship = 0, level_limit = 80, id = 24011, icon = "skill_red", skill_id = 12210, condition_id = { 24006, 24010 }, effect = { { skill_id = 12210 } }, ship_id = {}, use_item = { { { 18012, 3 } } }, gear_score = { 50 } }, [24101] = { use_gold = 300, name = "舰体改良I", star_limit = 2, descrip = "耐久+70", max_level = 1, skin_id = 0, use_ship = 0, level_limit = 1, id = 24101, icon = "hp_1", skill_id = 0, condition_id = {}, effect = { { durability = 70 } }, ship_id = {}, use_item = { { { 18011, 2 } } }, gear_score = { 10 } }, [24102] = { use_gold = 400, name = "装填强化I", star_limit = 2, descrip = "装填+5", max_level = 1, skin_id = 0, use_ship = 0, level_limit = 5, id = 24102, icon = "rl_1", skill_id = 0, condition_id = { 24101 }, effect = { { reload = 5 } }, ship_id = {}, use_item = { { { 18011, 2 } } }, gear_score = { 10 } }, [24103] = { use_gold = 600, name = "鱼雷改良I", star_limit = 3, descrip = "鱼雷武器效率+5%", max_level = 1, skin_id = 0, use_ship = 0, level_limit = 20, id = 24103, icon = "tpup_1", skill_id = 0, condition_id = { 24101 }, effect = { { equipment_proficiency_2 = 0.05 } }, ship_id = {}, use_item = { { { 18011, 3 } } }, gear_score = { 15 } }, [24104] = { use_gold = 800, name = "雷击强化I", star_limit = 3, descrip = "雷击+10", max_level = 1, skin_id = 0, use_ship = 0, level_limit = 25, id = 24104, icon = "tp_1", skill_id = 0, condition_id = { 24103 }, effect = { { torpedo = 10 } }, ship_id = {}, use_item = { { { 18011, 3 } } }, gear_score = { 15 } }, [24105] = { use_gold = 1000, name = "防空炮改良I", star_limit = 4, descrip = "防空炮武器效率+5%", max_level = 1, skin_id = 0, use_ship = 0, level_limit = 35, id = 24105, icon = "aaup_1", skill_id = 0, condition_id = { 24103 }, effect = { { equipment_proficiency_3 = 0.05 } }, ship_id = {}, use_item = { { { 18011, 3 } } }, gear_score = { 20 } }, [24106] = { use_gold = 1200, name = "防空强化II", star_limit = 4, descrip = "防空+15/防空+25", max_level = 2, skin_id = 0, use_ship = 0, level_limit = 40, id = 24106, icon = "Aa_2", skill_id = 0, condition_id = { 24105 }, effect = { { antiaircraft = 15 }, { antiaircraft = 25 } }, ship_id = {}, use_item = { { { 18011, 2 } }, { { 18011, 2 } } }, gear_score = { 10, 10 } }, [24107] = { use_gold = 1500, name = "舰体改良II", star_limit = 4, descrip = "耐久+70/耐久+100", max_level = 2, skin_id = 0, use_ship = 0, level_limit = 50, id = 24107, icon = "hp_2", skill_id = 0, condition_id = { 24105 }, effect = { { durability = 70 }, { durability = 100 } }, ship_id = {}, use_item = { { { 18012, 1 } }, { { 18012, 2 } } }, gear_score = { 10, 15 } }, [24108] = { use_gold = 1800, name = "战术启发", star_limit = 4, descrip = "习得技能【安全第一!】", max_level = 1, skin_id = 0, use_ship = 0, level_limit = 55, id = 24108, icon = "skill_blue", skill_id = 12290, condition_id = { 24107 }, effect = { { skill_id = 12290 } }, ship_id = {}, use_item = { { { 18012, 3 } } }, gear_score = { 25 } }, [24109] = { use_gold = 2000, name = "鱼雷改良II", star_limit = 5, descrip = "鱼雷武器效率+5%/鱼雷武器效率+5%", max_level = 2, skin_id = 0, use_ship = 0, level_limit = 70, id = 24109, icon = "tpup_2", skill_id = 0, condition_id = { 24107, 24108 }, effect = { { equipment_proficiency_2 = 0.05 }, { equipment_proficiency_2 = 0.05 } }, ship_id = {}, use_item = { { { 18012, 2 } }, { { 18012, 2 } } }, gear_score = { 10, 20 } }, [24110] = { use_gold = 2500, name = "雷击强化II", star_limit = 5, descrip = "雷击+5/雷击+15", max_level = 2, skin_id = 0, use_ship = 0, level_limit = 75, id = 24110, icon = "tp_2", skill_id = 0, condition_id = { 24104, 24109 }, effect = { { torpedo = 5 }, { torpedo = 15 } }, ship_id = {}, use_item = { { { 18012, 2 } }, { { 18012, 2 } } }, gear_score = { 10, 20 } }, [24111] = { use_gold = 3000, name = "近代化改造", star_limit = 5, descrip = "近代化改造完成,炮击+20,雷击+25", max_level = 1, skin_id = 402049, use_ship = 1, level_limit = 85, id = 24111, icon = "mt_red", skill_id = 0, condition_id = { 24109, 24110 }, effect = { { cannon = 20, torpedo = 25 } }, ship_id = {}, use_item = { { { 18013, 1 } } }, gear_score = { 50 } }, [25801] = { use_gold = 400, name = "舰体改良I", star_limit = 2, descrip = "耐久+60", max_level = 1, skin_id = 0, use_ship = 0, level_limit = 1, id = 25801, icon = "hp_1", skill_id = 0, condition_id = {}, effect = { { durability = 60 } }, ship_id = {}, use_item = { { { 18011, 2 } } }, gear_score = { 10 } }, [25802] = { use_gold = 600, name = "装填强化I", star_limit = 2, descrip = "装填+5", max_level = 1, skin_id = 0, use_ship = 0, level_limit = 5, id = 25802, icon = "rl_1", skill_id = 0, condition_id = { 25801 }, effect = { { reload = 5 } }, ship_id = {}, use_item = { { { 18011, 3 } } }, gear_score = { 10 } }, [25803] = { use_gold = 800, name = "主炮改良I", star_limit = 3, descrip = "主炮武器效率+5%", max_level = 1, skin_id = 0, use_ship = 0, level_limit = 20, id = 25803, icon = "mgup_1", skill_id = 0, condition_id = { 25801 }, effect = { { equipment_proficiency_1 = 0.05 } }, ship_id = {}, use_item = { { { 18011, 3 } } }, gear_score = { 15 } }, [25804] = { use_gold = 1000, name = "炮击强化I", star_limit = 3, descrip = "炮击+10", max_level = 1, skin_id = 0, use_ship = 0, level_limit = 25, id = 25804, icon = "cn_1", skill_id = 0, condition_id = { 25803 }, effect = { { cannon = 10 } }, ship_id = {}, use_item = { { { 18011, 5 } } }, gear_score = { 15 } }, [25805] = { use_gold = 1200, name = "防空炮改良I", star_limit = 4, descrip = "防空炮武器效率+5%", max_level = 1, skin_id = 0, use_ship = 0, level_limit = 35, id = 25805, icon = "aaup_1", skill_id = 0, condition_id = { 25803 }, effect = { { equipment_proficiency_3 = 0.05 } }, ship_id = {}, use_item = { { { 18012, 3 } } }, gear_score = { 20 } }, [25806] = { use_gold = 1500, name = "防空强化I", star_limit = 4, descrip = "防空+15", max_level = 1, skin_id = 0, use_ship = 0, level_limit = 40, id = 25806, icon = "aa_1", skill_id = 0, condition_id = { 25802, 25805 }, effect = { { antiaircraft = 15 } }, ship_id = {}, use_item = { { { 18012, 2 } } }, gear_score = { 20 } }, [25807] = { use_gold = 1800, name = "舰体改良II", star_limit = 4, descrip = "耐久+60/耐久+90", max_level = 2, skin_id = 0, use_ship = 0, level_limit = 50, id = 25807, icon = "hp_2", skill_id = 0, condition_id = { 25805 }, effect = { { durability = 60 }, { durability = 90 } }, ship_id = {}, use_item = { { { 18012, 2 } }, { { 18012, 3 } } }, gear_score = { 10, 15 } }, [25808] = { use_gold = 2000, name = "机动强化II", star_limit = 4, descrip = "机动+5/机动+10", max_level = 2, skin_id = 0, use_ship = 0, level_limit = 55, id = 25808, icon = "dd_2", skill_id = 0, condition_id = { 25807 }, effect = { { dodge = 5 }, { dodge = 10 } }, ship_id = {}, use_item = { { { 18012, 2 } }, { { 18012, 2 } } }, gear_score = { 10, 15 } }, [25809] = { use_gold = 2500, name = "主炮改良II", star_limit = 5, descrip = "主炮武器效率+5%/主炮武器效率+5%", max_level = 2, skin_id = 0, use_ship = 0, level_limit = 70, id = 25809, icon = "mgup_2", skill_id = 0, condition_id = { 25807 }, effect = { { equipment_proficiency_1 = 0.05 }, { equipment_proficiency_1 = 0.05 } }, ship_id = {}, use_item = { { { 18013, 1 } }, { { 18013, 1 } } }, gear_score = { 10, 20 } }, [25810] = { use_gold = 3000, name = "炮击强化II", star_limit = 5, descrip = "炮击+5/炮击+15", max_level = 2, skin_id = 0, use_ship = 0, level_limit = 75, id = 25810, icon = "cn_2", skill_id = 0, condition_id = { 25804, 25809 }, effect = { { cannon = 5 }, { cannon = 15 } }, ship_id = {}, use_item = { { { 18013, 1 }, { 17013, 15 } }, { { 18013, 2 }, { 17013, 35 } } }, gear_score = { 10, 20 } }, [25811] = { use_gold = 4000, name = "近代化改造", star_limit = 5, descrip = "近代化改造完成,炮击+25,机动+20", max_level = 1, skin_id = 502029, use_ship = 1, level_limit = 85, id = 25811, icon = "mt_red", skill_id = 0, condition_id = { 25809, 25810 }, effect = { { cannon = 25, dodge = 20 } }, ship_id = {}, use_item = { { { 18013, 4 } } }, gear_score = { 50 } }, [25812] = { use_gold = 3000, name = "战术启发", star_limit = 5, descrip = "习得技能【尚武之魂】", max_level = 1, skin_id = 0, use_ship = 0, level_limit = 90, id = 25812, icon = "skill_red", skill_id = 10950, condition_id = { 25808, 25811 }, effect = { { skill_id = 10950 } }, ship_id = {}, use_item = { { { 18013, 2 }, { 17003, 50 } } }, gear_score = { 30 } }, [25901] = { use_gold = 400, name = "舰体改良I", star_limit = 2, descrip = "耐久+60", max_level = 1, skin_id = 0, use_ship = 0, level_limit = 1, id = 25901, icon = "hp_1", skill_id = 0, condition_id = {}, effect = { { durability = 60 } }, ship_id = {}, use_item = { { { 18011, 2 } } }, gear_score = { 10 } }, [25902] = { use_gold = 600, name = "装填强化I", star_limit = 2, descrip = "装填+5", max_level = 1, skin_id = 0, use_ship = 0, level_limit = 5, id = 25902, icon = "rl_1", skill_id = 0, condition_id = { 25901 }, effect = { { reload = 5 } }, ship_id = {}, use_item = { { { 18011, 3 } } }, gear_score = { 10 } }, [25903] = { use_gold = 800, name = "主炮改良I", star_limit = 3, descrip = "主炮武器效率+5%", max_level = 1, skin_id = 0, use_ship = 0, level_limit = 20, id = 25903, icon = "mgup_1", skill_id = 0, condition_id = { 25901 }, effect = { { equipment_proficiency_1 = 0.05 } }, ship_id = {}, use_item = { { { 18011, 3 } } }, gear_score = { 15 } }, [25904] = { use_gold = 1000, name = "炮击强化I", star_limit = 3, descrip = "炮击+10", max_level = 1, skin_id = 0, use_ship = 0, level_limit = 25, id = 25904, icon = "cn_1", skill_id = 0, condition_id = { 25903 }, effect = { { cannon = 10 } }, ship_id = {}, use_item = { { { 18011, 5 } } }, gear_score = { 15 } }, [25905] = { use_gold = 1200, name = "防空炮改良I", star_limit = 4, descrip = "防空炮武器效率+5%", max_level = 1, skin_id = 0, use_ship = 0, level_limit = 35, id = 25905, icon = "aaup_1", skill_id = 0, condition_id = { 25903 }, effect = { { equipment_proficiency_3 = 0.05 } }, ship_id = {}, use_item = { { { 18012, 3 } } }, gear_score = { 20 } }, [25906] = { use_gold = 1500, name = "防空强化I", star_limit = 4, descrip = "防空+15", max_level = 1, skin_id = 0, use_ship = 0, level_limit = 40, id = 25906, icon = "aa_1", skill_id = 0, condition_id = { 25902, 25905 }, effect = { { antiaircraft = 15 } }, ship_id = {}, use_item = { { { 18012, 2 } } }, gear_score = { 20 } }, [25907] = { use_gold = 1800, name = "舰体改良II", star_limit = 4, descrip = "耐久+60/耐久+90", max_level = 2, skin_id = 0, use_ship = 0, level_limit = 50, id = 25907, icon = "hp_2", skill_id = 0, condition_id = { 25905 }, effect = { { durability = 60 }, { durability = 90 } }, ship_id = {}, use_item = { { { 18012, 2 } }, { { 18012, 3 } } }, gear_score = { 10, 15 } }, [25908] = { use_gold = 2000, name = "机动强化II", star_limit = 4, descrip = "机动+5/机动+10", max_level = 2, skin_id = 0, use_ship = 0, level_limit = 55, id = 25908, icon = "dd_2", skill_id = 0, condition_id = { 25907 }, effect = { { dodge = 5 }, { dodge = 10 } }, ship_id = {}, use_item = { { { 18012, 2 } }, { { 18012, 2 } } }, gear_score = { 10, 15 } }, [25909] = { use_gold = 2500, name = "主炮改良II", star_limit = 5, descrip = "主炮武器效率+5%/主炮武器效率+5%", max_level = 2, skin_id = 0, use_ship = 0, level_limit = 70, id = 25909, icon = "mgup_2", skill_id = 0, condition_id = { 25907 }, effect = { { equipment_proficiency_1 = 0.05 }, { equipment_proficiency_1 = 0.05 } }, ship_id = {}, use_item = { { { 18013, 1 } }, { { 18013, 1 } } }, gear_score = { 10, 20 } }, [25910] = { use_gold = 3000, name = "炮击强化II", star_limit = 5, descrip = "炮击+5/炮击+15", max_level = 2, skin_id = 0, use_ship = 0, level_limit = 75, id = 25910, icon = "cn_2", skill_id = 0, condition_id = { 25904, 25909 }, effect = { { cannon = 5 }, { cannon = 15 } }, ship_id = {}, use_item = { { { 18013, 1 }, { 17013, 15 } }, { { 18013, 2 }, { 17013, 35 } } }, gear_score = { 10, 20 } }, [25911] = { use_gold = 4000, name = "近代化改造", star_limit = 5, descrip = "近代化改造完成,炮击+25,机动+20", max_level = 1, skin_id = 502039, use_ship = 1, level_limit = 85, id = 25911, icon = "mt_red", skill_id = 0, condition_id = { 25909, 25910 }, effect = { { cannon = 25, dodge = 20 } }, ship_id = {}, use_item = { { { 18013, 4 } } }, gear_score = { 50 } }, [25912] = { use_gold = 3000, name = "战术启发", star_limit = 5, descrip = "习得技能【尚武之魂】", max_level = 1, skin_id = 0, use_ship = 0, level_limit = 90, id = 25912, icon = "skill_red", skill_id = 10950, condition_id = { 25908, 25911 }, effect = { { skill_id = 10950 } }, ship_id = {}, use_item = { { { 18013, 2 }, { 17003, 50 } } }, gear_score = { 30 } }, [26301] = { use_gold = 300, name = "舰体改良I", star_limit = 2, descrip = "耐久+60", max_level = 1, skin_id = 0, use_ship = 0, level_limit = 1, id = 26301, icon = "hp_1", skill_id = 0, condition_id = {}, effect = { { durability = 60 } }, ship_id = {}, use_item = { { { 18001, 2 } } }, gear_score = { 10 } }, [26302] = { use_gold = 400, name = "装填强化I", star_limit = 2, descrip = "装填+5", max_level = 1, skin_id = 0, use_ship = 0, level_limit = 5, id = 26302, icon = "rl_1", skill_id = 0, condition_id = { 26301 }, effect = { { reload = 5 } }, ship_id = {}, use_item = { { { 18001, 2 } } }, gear_score = { 10 } }, [26303] = { use_gold = 600, name = "鱼雷改良I", star_limit = 3, descrip = "鱼雷武器效率+5%", max_level = 1, skin_id = 0, use_ship = 0, level_limit = 20, id = 26303, icon = "tpup_1", skill_id = 0, condition_id = { 26301 }, effect = { { equipment_proficiency_2 = 0.05 } }, ship_id = {}, use_item = { { { 18001, 3 } } }, gear_score = { 15 } }, [26304] = { use_gold = 800, name = "防空强化I", star_limit = 3, descrip = "防空+15", max_level = 1, skin_id = 0, use_ship = 0, level_limit = 25, id = 26304, icon = "aa_1", skill_id = 0, condition_id = { 26303 }, effect = { { antiaircraft = 15 } }, ship_id = {}, use_item = { { { 18001, 3 } } }, gear_score = { 15 } }, [26305] = { use_gold = 1000, name = "主炮改良I", star_limit = 4, descrip = "主炮武器效率+5%", max_level = 1, skin_id = 0, use_ship = 0, level_limit = 35, id = 26305, icon = "mgup_1", skill_id = 0, condition_id = { 26303 }, effect = { { equipment_proficiency_1 = 0.05 } }, ship_id = {}, use_item = { { { 18001, 3 } } }, gear_score = { 20 } }, [26306] = { use_gold = 1200, name = "装填强化II", star_limit = 4, descrip = "装填+5/装填+10", max_level = 2, skin_id = 0, use_ship = 0, level_limit = 40, id = 26306, icon = "rl_2", skill_id = 0, condition_id = { 26302, 26305 }, effect = { { reload = 5 }, { reload = 10 } }, ship_id = {}, use_item = { { { 18001, 2 } }, { { 18001, 2 } } }, gear_score = { 10, 10 } }, [26307] = { use_gold = 1500, name = "舰体改良II", star_limit = 4, descrip = "耐久+60/耐久+90", max_level = 2, skin_id = 0, use_ship = 0, level_limit = 50, id = 26307, icon = "hp_2", skill_id = 0, condition_id = { 26305 }, effect = { { durability = 60 }, { durability = 90 } }, ship_id = {}, use_item = { { { 18002, 1 } }, { { 18002, 2 } } }, gear_score = { 10, 15 } }, [26308] = { use_gold = 1800, name = "战术启发", star_limit = 4, descrip = "习得技能【火力干扰】", max_level = 1, skin_id = 0, use_ship = 0, level_limit = 55, id = 26308, icon = "skill_yellow", skill_id = 5001, condition_id = { 26307 }, effect = { { skill_id = 5001 } }, ship_id = {}, use_item = { { { 18002, 3 } } }, gear_score = { 25 } }, [26309] = { use_gold = 2000, name = "动力强化", star_limit = 5, descrip = "航速+3", max_level = 1, skin_id = 0, use_ship = 0, level_limit = 70, id = 26309, icon = "sp_1", skill_id = 0, condition_id = { 26307 }, effect = { { speed = 3 } }, ship_id = {}, use_item = { { { 18002, 3 } } }, gear_score = { 30 } }, [26310] = { use_gold = 2500, name = "防空强化II", star_limit = 5, descrip = "防空+15/防空+25", max_level = 2, skin_id = 0, use_ship = 0, level_limit = 75, id = 26310, icon = "aa_2", skill_id = 0, condition_id = { 26304, 26309 }, effect = { { antiaircraft = 15 }, { antiaircraft = 25 } }, ship_id = {}, use_item = { { { 18002, 2 } }, { { 18002, 2 } } }, gear_score = { 10, 20 } }, [26311] = { use_gold = 3000, name = "近代化改造", star_limit = 5, descrip = "近代化改造完成,炮击+15,防空+35", max_level = 1, skin_id = 101279, use_ship = 1, level_limit = 85, id = 26311, icon = "mt_blue", skill_id = 0, condition_id = { 26308, 26309, 26310 }, effect = { { cannon = 15, antiaircraft = 35 } }, ship_id = {}, use_item = { { { 18003, 1 } } }, gear_score = { 50 } }, [26901] = { use_gold = 300, name = "舰体改良I", star_limit = 2, descrip = "耐久+45", max_level = 1, skin_id = 0, use_ship = 0, level_limit = 1, id = 26901, icon = "hp_1", skill_id = 0, condition_id = {}, effect = { { durability = 45 } }, ship_id = {}, use_item = { { { 18001, 2 } } }, gear_score = { 10 } }, [26902] = { use_gold = 400, name = "装填强化I", star_limit = 2, descrip = "装填+5", max_level = 1, skin_id = 0, use_ship = 0, level_limit = 5, id = 26902, icon = "rl_1", skill_id = 0, condition_id = { 26901 }, effect = { { reload = 5 } }, ship_id = {}, use_item = { { { 18001, 2 } } }, gear_score = { 10 } }, [26903] = { use_gold = 600, name = "鱼雷改良I", star_limit = 3, descrip = "鱼雷武器效率+5%", max_level = 1, skin_id = 0, use_ship = 0, level_limit = 20, id = 26903, icon = "tpup_1", skill_id = 0, condition_id = { 26901 }, effect = { { equipment_proficiency_2 = 0.05 } }, ship_id = {}, use_item = { { { 18001, 3 } } }, gear_score = { 15 } }, [26904] = { use_gold = 800, name = "雷击强化I", star_limit = 3, descrip = "雷击+10", max_level = 1, skin_id = 0, use_ship = 0, level_limit = 25, id = 26904, icon = "tp_1", skill_id = 0, condition_id = { 26903 }, effect = { { torpedo = 10 } }, ship_id = {}, use_item = { { { 18001, 3 } } }, gear_score = { 15 } }, [26905] = { use_gold = 1000, name = "防空炮改良I", star_limit = 4, descrip = "防空炮武器效率+5%", max_level = 1, skin_id = 0, use_ship = 0, level_limit = 35, id = 26905, icon = "aaup_1", skill_id = 0, condition_id = { 26903 }, effect = { { equipment_proficiency_3 = 0.05 } }, ship_id = {}, use_item = { { { 18001, 3 } } }, gear_score = { 20 } }, [26906] = { use_gold = 1200, name = "防空强化I", star_limit = 4, descrip = "防空+15", max_level = 1, skin_id = 0, use_ship = 0, level_limit = 40, id = 26906, icon = "aa_1", skill_id = 0, condition_id = { 26905 }, effect = { { antiaircraft = 15 } }, ship_id = {}, use_item = { { { 18001, 4 } } }, gear_score = { 20 } }, [26907] = { use_gold = 1500, name = "动力强化", star_limit = 4, descrip = "航速+3", max_level = 1, skin_id = 0, use_ship = 0, level_limit = 50, id = 26907, icon = "sp_1", skill_id = 0, condition_id = { 26905 }, effect = { { speed = 3 } }, ship_id = {}, use_item = { { { 18002, 3 } } }, gear_score = { 25 } }, [26908] = { use_gold = 1800, name = "战术启发", star_limit = 4, descrip = "习得技能【第一驱逐舰】", max_level = 1, skin_id = 0, use_ship = 0, level_limit = 55, id = 26908, icon = "skill_red", skill_id = 11130, condition_id = { 26907 }, effect = { { skill_id = 11130 } }, ship_id = {}, use_item = { { { 18002, 3 } } }, gear_score = { 25 } }, [26909] = { use_gold = 2000, name = "舰体改良II", star_limit = 5, descrip = "耐久+45/耐久+75", max_level = 2, skin_id = 0, use_ship = 0, level_limit = 70, id = 26909, icon = "hp_2", skill_id = 0, condition_id = { 26907 }, effect = { { durability = 45 }, { durability = 75 } }, ship_id = {}, use_item = { { { 18002, 1 } }, { { 18002, 2 } } }, gear_score = { 10, 20 } }, [26910] = { use_gold = 2500, name = "装填强化II", star_limit = 5, descrip = "装填+5/装填+10", max_level = 2, skin_id = 0, use_ship = 0, level_limit = 75, id = 26910, icon = "rl_2", skill_id = 0, condition_id = { 26902, 26909 }, effect = { { reload = 5 }, { reload = 10 } }, ship_id = {}, use_item = { { { 18002, 2 } }, { { 18002, 2 } } }, gear_score = { 10, 20 } }, [26911] = { use_gold = 3000, name = "近代化改造", star_limit = 5, descrip = "近代化改造完成,命中+10,防空+25", max_level = 1, skin_id = 301309, use_ship = 1, level_limit = 85, id = 26911, icon = "mt_blue", skill_id = 0, condition_id = { 26908, 26909, 26910 }, effect = { { hit = 10, antiaircraft = 25 } }, ship_id = {}, use_item = { { { 18003, 1 } } }, gear_score = { 50 } }, [27001] = { use_gold = 300, name = "舰体改良I", star_limit = 2, descrip = "耐久+45", max_level = 1, skin_id = 0, use_ship = 0, level_limit = 1, id = 27001, icon = "hp_1", skill_id = 0, condition_id = {}, effect = { { durability = 45 } }, ship_id = {}, use_item = { { { 18001, 2 } } }, gear_score = { 10 } }, [27002] = { use_gold = 400, name = "装填强化I", star_limit = 2, descrip = "装填+5", max_level = 1, skin_id = 0, use_ship = 0, level_limit = 5, id = 27002, icon = "rl_1", skill_id = 0, condition_id = { 27001 }, effect = { { reload = 5 } }, ship_id = {}, use_item = { { { 18001, 2 } } }, gear_score = { 10 } }, [27003] = { use_gold = 600, name = "鱼雷改良I", star_limit = 3, descrip = "鱼雷武器效率+5%", max_level = 1, skin_id = 0, use_ship = 0, level_limit = 20, id = 27003, icon = "tpup_1", skill_id = 0, condition_id = { 27001 }, effect = { { equipment_proficiency_2 = 0.05 } }, ship_id = {}, use_item = { { { 18001, 3 } } }, gear_score = { 15 } }, [27004] = { use_gold = 800, name = "雷击强化I", star_limit = 3, descrip = "雷击+10", max_level = 1, skin_id = 0, use_ship = 0, level_limit = 25, id = 27004, icon = "tp_1", skill_id = 0, condition_id = { 27003 }, effect = { { torpedo = 10 } }, ship_id = {}, use_item = { { { 18001, 3 } } }, gear_score = { 15 } }, [27005] = { use_gold = 1000, name = "防空炮改良I", star_limit = 4, descrip = "防空炮武器效率+5%", max_level = 1, skin_id = 0, use_ship = 0, level_limit = 35, id = 27005, icon = "aaup_1", skill_id = 0, condition_id = { 27003 }, effect = { { equipment_proficiency_3 = 0.05 } }, ship_id = {}, use_item = { { { 18001, 3 } } }, gear_score = { 20 } }, [27006] = { use_gold = 1200, name = "防空强化I", star_limit = 4, descrip = "防空+15", max_level = 1, skin_id = 0, use_ship = 0, level_limit = 40, id = 27006, icon = "aa_1", skill_id = 0, condition_id = { 27005 }, effect = { { antiaircraft = 15 } }, ship_id = {}, use_item = { { { 18001, 4 } } }, gear_score = { 20 } }, [27007] = { use_gold = 1500, name = "动力强化", star_limit = 4, descrip = "航速+3", max_level = 1, skin_id = 0, use_ship = 0, level_limit = 50, id = 27007, icon = "sp_1", skill_id = 0, condition_id = { 27005 }, effect = { { speed = 3 } }, ship_id = {}, use_item = { { { 18002, 3 } } }, gear_score = { 25 } }, [27008] = { use_gold = 1800, name = "战术启发", star_limit = 4, descrip = "习得技能【紧急回避】", max_level = 1, skin_id = 0, use_ship = 0, level_limit = 55, id = 27008, icon = "skill_blue", skill_id = 4071, condition_id = { 27007 }, effect = { { skill_id = 4071 } }, ship_id = {}, use_item = { { { 18002, 3 } } }, gear_score = { 25 } }, [27009] = { use_gold = 2000, name = "舰体改良II", star_limit = 5, descrip = "耐久+45/耐久+75", max_level = 2, skin_id = 0, use_ship = 0, level_limit = 70, id = 27009, icon = "hp_2", skill_id = 0, condition_id = { 27007 }, effect = { { durability = 45 }, { durability = 75 } }, ship_id = {}, use_item = { { { 18002, 1 } }, { { 18002, 2 } } }, gear_score = { 10, 20 } }, [27010] = { use_gold = 2500, name = "装填强化II", star_limit = 5, descrip = "装填+5/装填+10", max_level = 2, skin_id = 0, use_ship = 0, level_limit = 75, id = 27010, icon = "rl_2", skill_id = 0, condition_id = { 27002, 27009 }, effect = { { reload = 5 }, { reload = 10 } }, ship_id = {}, use_item = { { { 18002, 2 } }, { { 18002, 2 } } }, gear_score = { 10, 20 } }, [27011] = { use_gold = 3000, name = "近代化改造", star_limit = 5, descrip = "近代化改造完成,命中+10,防空+25", max_level = 1, skin_id = 301319, use_ship = 1, level_limit = 85, id = 27011, icon = "mt_blue", skill_id = 0, condition_id = { 27008, 27009, 27010 }, effect = { { hit = 10, antiaircraft = 25 } }, ship_id = {}, use_item = { { { 18003, 1 } } }, gear_score = { 50 } }, [27101] = { use_gold = 200, name = "舰体改良I", star_limit = 1, descrip = "耐久+45", max_level = 1, skin_id = 0, use_ship = 0, level_limit = 1, id = 27101, icon = "hp_1", skill_id = 0, condition_id = {}, effect = { { durability = 45 } }, ship_id = {}, use_item = { { { 18001, 1 } } }, gear_score = { 10 } }, [27102] = { use_gold = 300, name = "装填强化I", star_limit = 1, descrip = "装填+5", max_level = 1, skin_id = 0, use_ship = 0, level_limit = 5, id = 27102, icon = "rl_1", skill_id = 0, condition_id = { 27101 }, effect = { { reload = 5 } }, ship_id = {}, use_item = { { { 18001, 2 } } }, gear_score = { 10 } }, [27103] = { use_gold = 400, name = "鱼雷改良I", star_limit = 2, descrip = "鱼雷武器效率+5%", max_level = 1, skin_id = 0, use_ship = 0, level_limit = 20, id = 27103, icon = "tpup_1", skill_id = 0, condition_id = { 27101 }, effect = { { equipment_proficiency_2 = 0.05 } }, ship_id = {}, use_item = { { { 18001, 2 } } }, gear_score = { 15 } }, [27104] = { use_gold = 500, name = "雷击强化I", star_limit = 2, descrip = "雷击+10", max_level = 1, skin_id = 0, use_ship = 0, level_limit = 25, id = 27104, icon = "tp_1", skill_id = 0, condition_id = { 27103 }, effect = { { torpedo = 10 } }, ship_id = {}, use_item = { { { 18001, 2 } } }, gear_score = { 15 } }, [27105] = { use_gold = 600, name = "防空炮改良I", star_limit = 3, descrip = "防空炮武器效率+5%", max_level = 1, skin_id = 0, use_ship = 0, level_limit = 35, id = 27105, icon = "aaup_1", skill_id = 0, condition_id = { 27103 }, effect = { { equipment_proficiency_3 = 0.05 } }, ship_id = {}, use_item = { { { 18001, 3 } } }, gear_score = { 20 } }, [27106] = { use_gold = 800, name = "防空强化I", star_limit = 3, descrip = "防空+15", max_level = 1, skin_id = 0, use_ship = 0, level_limit = 40, id = 27106, icon = "aa_1", skill_id = 0, condition_id = { 27105 }, effect = { { antiaircraft = 15 } }, ship_id = {}, use_item = { { { 18001, 3 } } }, gear_score = { 20 } }, [27107] = { use_gold = 1000, name = "动力强化", star_limit = 3, descrip = "航速+3", max_level = 1, skin_id = 0, use_ship = 0, level_limit = 50, id = 27107, icon = "sp_1", skill_id = 0, condition_id = { 27105 }, effect = { { speed = 3 } }, ship_id = {}, use_item = { { { 18002, 3 } } }, gear_score = { 25 } }, [27108] = { use_gold = 1200, name = "战术启发", star_limit = 3, descrip = "习得技能【雷击指挥·驱逐舰】", max_level = 1, skin_id = 0, use_ship = 0, level_limit = 55, id = 27108, icon = "skill_yellow", skill_id = 1011, condition_id = { 27107 }, effect = { { skill_id = 1011 } }, ship_id = {}, use_item = { { { 18002, 3 } } }, gear_score = { 25 } }, [27109] = { use_gold = 1400, name = "舰体改良II", star_limit = 4, descrip = "耐久+45/耐久+75", max_level = 2, skin_id = 0, use_ship = 0, level_limit = 70, id = 27109, icon = "hp_2", skill_id = 0, condition_id = { 27107 }, effect = { { durability = 45 }, { durability = 75 } }, ship_id = {}, use_item = { { { 18002, 1 } }, { { 18002, 1 } } }, gear_score = { 10, 20 } }, [27110] = { use_gold = 1600, name = "装填强化II", star_limit = 4, descrip = "装填+5/装填+10", max_level = 2, skin_id = 0, use_ship = 0, level_limit = 75, id = 27110, icon = "rl_2", skill_id = 0, condition_id = { 27102, 27109 }, effect = { { reload = 5 }, { reload = 10 } }, ship_id = {}, use_item = { { { 18002, 2 } }, { { 18002, 2 } } }, gear_score = { 10, 20 } }, [27111] = { use_gold = 2000, name = "近代化改造", star_limit = 4, descrip = "近代化改造完成,雷击+25,防空+20", max_level = 1, skin_id = 301329, use_ship = 1, level_limit = 80, id = 27111, icon = "mt_red", skill_id = 0, condition_id = { 27108, 27109, 27110 }, effect = { { torpedo = 25, antiaircraft = 20 } }, ship_id = {}, use_item = { { { 18002, 6 } } }, gear_score = { 50 } }, [27201] = { use_gold = 200, name = "舰体改良I", star_limit = 1, descrip = "耐久+45", max_level = 1, skin_id = 0, use_ship = 0, level_limit = 1, id = 27201, icon = "hp_1", skill_id = 0, condition_id = {}, effect = { { durability = 45 } }, ship_id = {}, use_item = { { { 18001, 1 } } }, gear_score = { 10 } }, [27202] = { use_gold = 300, name = "装填强化I", star_limit = 1, descrip = "装填+5", max_level = 1, skin_id = 0, use_ship = 0, level_limit = 5, id = 27202, icon = "rl_1", skill_id = 0, condition_id = { 27201 }, effect = { { reload = 5 } }, ship_id = {}, use_item = { { { 18001, 2 } } }, gear_score = { 10 } }, [27203] = { use_gold = 400, name = "鱼雷改良I", star_limit = 2, descrip = "鱼雷武器效率+5%", max_level = 1, skin_id = 0, use_ship = 0, level_limit = 20, id = 27203, icon = "tpup_1", skill_id = 0, condition_id = { 27201 }, effect = { { equipment_proficiency_2 = 0.05 } }, ship_id = {}, use_item = { { { 18001, 2 } } }, gear_score = { 15 } }, [27204] = { use_gold = 500, name = "雷击强化I", star_limit = 2, descrip = "雷击+10", max_level = 1, skin_id = 0, use_ship = 0, level_limit = 25, id = 27204, icon = "tp_1", skill_id = 0, condition_id = { 27203 }, effect = { { torpedo = 10 } }, ship_id = {}, use_item = { { { 18001, 2 } } }, gear_score = { 15 } }, [27205] = { use_gold = 600, name = "防空炮改良I", star_limit = 3, descrip = "防空炮武器效率+5%", max_level = 1, skin_id = 0, use_ship = 0, level_limit = 35, id = 27205, icon = "aaup_1", skill_id = 0, condition_id = { 27203 }, effect = { { equipment_proficiency_3 = 0.05 } }, ship_id = {}, use_item = { { { 18001, 3 } } }, gear_score = { 20 } }, [27206] = { use_gold = 800, name = "防空强化I", star_limit = 3, descrip = "防空+15", max_level = 1, skin_id = 0, use_ship = 0, level_limit = 40, id = 27206, icon = "aa_1", skill_id = 0, condition_id = { 27205 }, effect = { { antiaircraft = 15 } }, ship_id = {}, use_item = { { { 18001, 3 } } }, gear_score = { 20 } }, [27207] = { use_gold = 1000, name = "动力强化", star_limit = 3, descrip = "航速+3", max_level = 1, skin_id = 0, use_ship = 0, level_limit = 50, id = 27207, icon = "sp_1", skill_id = 0, condition_id = { 27205 }, effect = { { speed = 3 } }, ship_id = {}, use_item = { { { 18002, 3 } } }, gear_score = { 25 } }, [27208] = { use_gold = 1200, name = "战术启发", star_limit = 3, descrip = "习得技能【鱼雷连射】", max_level = 1, skin_id = 0, use_ship = 0, level_limit = 55, id = 27208, icon = "skill_red", skill_id = 2051, condition_id = { 27207 }, effect = { { skill_id = 2051 } }, ship_id = {}, use_item = { { { 18002, 3 } } }, gear_score = { 25 } }, [27209] = { use_gold = 1400, name = "舰体改良II", star_limit = 4, descrip = "耐久+45/耐久+75", max_level = 2, skin_id = 0, use_ship = 0, level_limit = 70, id = 27209, icon = "hp_2", skill_id = 0, condition_id = { 27207 }, effect = { { durability = 45 }, { durability = 75 } }, ship_id = {}, use_item = { { { 18002, 1 } }, { { 18002, 1 } } }, gear_score = { 10, 20 } }, [27210] = { use_gold = 1600, name = "装填强化II", star_limit = 4, descrip = "装填+5/装填+10", max_level = 2, skin_id = 0, use_ship = 0, level_limit = 75, id = 27210, icon = "rl_2", skill_id = 0, condition_id = { 27202, 27209 }, effect = { { reload = 5 }, { reload = 10 } }, ship_id = {}, use_item = { { { 18002, 2 } }, { { 18002, 2 } } }, gear_score = { 10, 20 } }, [27211] = { use_gold = 2000, name = "近代化改造", star_limit = 4, descrip = "近代化改造完成,雷击+25,防空+20", max_level = 1, skin_id = 301339, use_ship = 1, level_limit = 80, id = 27211, icon = "mt_red", skill_id = 0, condition_id = { 27208, 27209, 27210 }, effect = { { torpedo = 25, antiaircraft = 20 } }, ship_id = {}, use_item = { { { 18002, 6 } } }, gear_score = { 50 } }, [30101] = { use_gold = 400, name = "舰体改良I", star_limit = 2, descrip = "耐久+45", max_level = 1, skin_id = 0, use_ship = 0, level_limit = 1, id = 30101, icon = "hp_1", skill_id = 0, condition_id = {}, effect = { { durability = 45 } }, ship_id = {}, use_item = { { { 18001, 2 } } }, gear_score = { 10 } }, [30102] = { use_gold = 600, name = "防空强化I", star_limit = 2, descrip = "防空+15", max_level = 1, skin_id = 0, use_ship = 0, level_limit = 5, id = 30102, icon = "aa_1", skill_id = 0, condition_id = { 30101 }, effect = { { antiaircraft = 15 } }, ship_id = {}, use_item = { { { 18001, 3 } } }, gear_score = { 10 } }, [30103] = { use_gold = 800, name = "主炮改良I", star_limit = 3, descrip = "主炮武器效率+5%", max_level = 1, skin_id = 0, use_ship = 0, level_limit = 20, id = 30103, icon = "mgup_1", skill_id = 0, condition_id = { 30101 }, effect = { { equipment_proficiency_1 = 0.05 } }, ship_id = {}, use_item = { { { 18001, 3 } } }, gear_score = { 15 } }, [30104] = { use_gold = 1000, name = "炮击强化I", star_limit = 3, descrip = "炮击+10", max_level = 1, skin_id = 0, use_ship = 0, level_limit = 25, id = 30104, icon = "cn_1", skill_id = 0, condition_id = { 30103 }, effect = { { cannon = 10 } }, ship_id = {}, use_item = { { { 18001, 5 } } }, gear_score = { 15 } }, [30105] = { use_gold = 1200, name = "主炮改良II", star_limit = 4, descrip = "主炮武器效率+5%/主炮武器效率+5%", max_level = 2, skin_id = 0, use_ship = 0, level_limit = 35, id = 30105, icon = "mgup_2", skill_id = 0, condition_id = { 30103 }, effect = { { equipment_proficiency_1 = 0.05 }, { equipment_proficiency_1 = 0.05 } }, ship_id = {}, use_item = { { { 18002, 1 } }, { { 18002, 2 } } }, gear_score = { 10, 10 } }, [30106] = { use_gold = 1500, name = "炮击强化II", star_limit = 4, descrip = "炮击+5/炮击+15", max_level = 2, skin_id = 0, use_ship = 0, level_limit = 40, id = 30106, icon = "cn_2", skill_id = 0, condition_id = { 30104, 30105 }, effect = { { cannon = 5 }, { cannon = 15 } }, ship_id = {}, use_item = { { { 18002, 1 } }, { { 18002, 1 } } }, gear_score = { 10, 10 } }, [30107] = { use_gold = 1800, name = "舰体改良II", star_limit = 4, descrip = "耐久+45/耐久+75", max_level = 2, skin_id = 0, use_ship = 0, level_limit = 50, id = 30107, icon = "hp_2", skill_id = 0, condition_id = { 30105 }, effect = { { durability = 45 }, { durability = 75 } }, ship_id = {}, use_item = { { { 18002, 2 } }, { { 18002, 3 } } }, gear_score = { 10, 15 } }, [30108] = { use_gold = 2000, name = "防空强化II", star_limit = 4, descrip = "防空+15/防空+25", max_level = 2, skin_id = 0, use_ship = 0, level_limit = 55, id = 30108, icon = "aa_2", skill_id = 0, condition_id = { 30102, 30107 }, effect = { { antiaircraft = 15 }, { antiaircraft = 25 } }, ship_id = {}, use_item = { { { 18002, 1 } }, { { 18002, 2 } } }, gear_score = { 10, 15 } }, [30109] = { use_gold = 2500, name = "鱼雷改良II", star_limit = 5, descrip = "鱼雷武器效率+5%/鱼雷武器效率+5%", max_level = 2, skin_id = 0, use_ship = 0, level_limit = 70, id = 30109, icon = "tpup_2", skill_id = 0, condition_id = { 30107 }, effect = { { equipment_proficiency_2 = 0.05 }, { equipment_proficiency_2 = 0.05 } }, ship_id = {}, use_item = { { { 18003, 1 } }, { { 18003, 1 } } }, gear_score = { 10, 20 } }, [30110] = { use_gold = 3000, name = "雷击强化III", star_limit = 5, descrip = "雷击+5/雷击+10/雷击+15", max_level = 3, skin_id = 0, use_ship = 0, level_limit = 75, id = 30110, icon = "Tp_3", skill_id = 0, condition_id = { 30109 }, effect = { { torpedo = 5 }, { torpedo = 10 }, { torpedo = 15 } }, ship_id = {}, use_item = { { { 18003, 1 }, { 17023, 5 } }, { { 18003, 1 }, { 17023, 10 } }, { { 18003, 1 }, { 17023, 15 } } }, gear_score = { 10, 10, 10 } }, [30111] = { use_gold = 4000, name = "近代化改造", star_limit = 5, descrip = "近代化改造完成,雷击+35,反潜+10", max_level = 1, skin_id = 101319, use_ship = 1, level_limit = 85, id = 30111, icon = "mt_red", skill_id = 0, condition_id = { 30109, 30110 }, effect = { { antisub = 10, torpedo = 35 } }, ship_id = {}, use_item = { { { 18003, 3 } } }, gear_score = { 50 } }, [30112] = { use_gold = 3000, name = "战术启发", star_limit = 5, descrip = "习得技能【库拉湾之战】,炮击+15", max_level = 1, skin_id = 0, use_ship = 0, level_limit = 90, id = 30112, icon = "skill_blue", skill_id = 11480, condition_id = { 30111 }, effect = { { cannon = 15 }, { skill_id = 11480 } }, ship_id = {}, use_item = { { { 18003, 2 }, { 17003, 50 } } }, gear_score = { 30 } }, [30801] = { use_gold = 300, name = "舰体改良I", star_limit = 2, descrip = "耐久+70", max_level = 1, skin_id = 0, use_ship = 0, level_limit = 1, id = 30801, icon = "hp_1", skill_id = 0, condition_id = {}, effect = { { durability = 70 } }, ship_id = {}, use_item = { { { 18011, 2 } } }, gear_score = { 10 } }, [30802] = { use_gold = 400, name = "装填强化I", star_limit = 2, descrip = "装填+5", max_level = 1, skin_id = 0, use_ship = 0, level_limit = 5, id = 30802, icon = "rl_1", skill_id = 0, condition_id = { 30801 }, effect = { { reload = 5 } }, ship_id = {}, use_item = { { { 18011, 2 } } }, gear_score = { 10 } }, [30803] = { use_gold = 600, name = "鱼雷改良I", star_limit = 3, descrip = "鱼雷武器效率+5%", max_level = 1, skin_id = 0, use_ship = 0, level_limit = 20, id = 30803, icon = "tpup_1", skill_id = 0, condition_id = { 30801 }, effect = { { equipment_proficiency_2 = 0.05 } }, ship_id = {}, use_item = { { { 18011, 3 } } }, gear_score = { 15 } }, [30804] = { use_gold = 800, name = "雷击强化I", star_limit = 3, descrip = "雷击+10", max_level = 1, skin_id = 0, use_ship = 0, level_limit = 25, id = 30804, icon = "tp_1", skill_id = 0, condition_id = { 30803 }, effect = { { torpedo = 10 } }, ship_id = {}, use_item = { { { 18011, 3 } } }, gear_score = { 15 } }, [30805] = { use_gold = 1000, name = "主炮改良I", star_limit = 4, descrip = "主炮武器效率+5%", max_level = 1, skin_id = 0, use_ship = 0, level_limit = 35, id = 30805, icon = "mgup_1", skill_id = 0, condition_id = { 30803 }, effect = { { equipment_proficiency_1 = 0.05 } }, ship_id = {}, use_item = { { { 18011, 3 } } }, gear_score = { 20 } }, [30806] = { use_gold = 1200, name = "炮击强化I", star_limit = 4, descrip = "炮击+10", max_level = 1, skin_id = 0, use_ship = 0, level_limit = 40, id = 30806, icon = "cn_1", skill_id = 0, condition_id = { 30802, 30805 }, effect = { { cannon = 10 } }, ship_id = {}, use_item = { { { 18011, 4 } } }, gear_score = { 20 } }, [30807] = { use_gold = 1500, name = "舰体改良II", star_limit = 4, descrip = "耐久+70/耐久+100", max_level = 2, skin_id = 0, use_ship = 0, level_limit = 50, id = 30807, icon = "hp_2", skill_id = 0, condition_id = { 30805 }, effect = { { durability = 70 }, { durability = 100 } }, ship_id = {}, use_item = { { { 18012, 1 } }, { { 18012, 2 } } }, gear_score = { 10, 15 } }, [30808] = { use_gold = 1800, name = "战术启发", star_limit = 4, descrip = "习得技能【照明弹】", max_level = 1, skin_id = 0, use_ship = 0, level_limit = 55, id = 30808, icon = "skill_yellow", skill_id = 5041, condition_id = { 30807 }, effect = { { skill_id = 5041 } }, ship_id = {}, use_item = { { { 18012, 3 } } }, gear_score = { 25 } }, [30809] = { use_gold = 2000, name = "鱼雷改良II", star_limit = 5, descrip = "鱼雷武器效率+5%/鱼雷武器效率+5%", max_level = 2, skin_id = 0, use_ship = 0, level_limit = 70, id = 30809, icon = "tpup_2", skill_id = 0, condition_id = { 30807, 30808 }, effect = { { equipment_proficiency_2 = 0.05 }, { equipment_proficiency_2 = 0.05 } }, ship_id = {}, use_item = { { { 18012, 2 } }, { { 18012, 2 } } }, gear_score = { 10, 20 } }, [30810] = { use_gold = 2500, name = "雷击强化II", star_limit = 5, descrip = "雷击+5/雷击+15", max_level = 2, skin_id = 0, use_ship = 0, level_limit = 75, id = 30810, icon = "tp_2", skill_id = 0, condition_id = { 30804, 30809 }, effect = { { torpedo = 5 }, { torpedo = 15 } }, ship_id = {}, use_item = { { { 18012, 2 } }, { { 18012, 2 } } }, gear_score = { 10, 20 } }, [30811] = { use_gold = 3000, name = "近代化改造", star_limit = 5, descrip = "近代化改造完成,炮击+10,雷击+35", max_level = 1, skin_id = 302129, use_ship = 1, level_limit = 85, id = 30811, icon = "mt_red", skill_id = 0, condition_id = { 30809, 30810 }, effect = { { cannon = 10, torpedo = 35 } }, ship_id = {}, use_item = { { { 18013, 1 } } }, gear_score = { 50 } }, [30901] = { use_gold = 400, name = "舰体改良I", star_limit = 2, descrip = "耐久+70", max_level = 1, skin_id = 0, use_ship = 0, level_limit = 1, id = 30901, icon = "hp_1", skill_id = 0, condition_id = {}, effect = { { durability = 70 } }, ship_id = {}, use_item = { { { 18011, 2 } } }, gear_score = { 10 } }, [30902] = { use_gold = 600, name = "装填强化I", star_limit = 2, descrip = "装填+5", max_level = 1, skin_id = 0, use_ship = 0, level_limit = 5, id = 30902, icon = "rl_1", skill_id = 0, condition_id = { 30901 }, effect = { { reload = 5 } }, ship_id = {}, use_item = { { { 18011, 3 } } }, gear_score = { 10 } }, [30903] = { use_gold = 800, name = "鱼雷改良I", star_limit = 3, descrip = "鱼雷武器效率+5%", max_level = 1, skin_id = 0, use_ship = 0, level_limit = 20, id = 30903, icon = "tpup_1", skill_id = 0, condition_id = { 30901 }, effect = { { equipment_proficiency_2 = 0.05 } }, ship_id = {}, use_item = { { { 18011, 3 } } }, gear_score = { 15 } }, [30904] = { use_gold = 1000, name = "雷击强化I", star_limit = 3, descrip = "雷击+10", max_level = 1, skin_id = 0, use_ship = 0, level_limit = 25, id = 30904, icon = "tp_1", skill_id = 0, condition_id = { 30903 }, effect = { { torpedo = 10 } }, ship_id = {}, use_item = { { { 18011, 5 } } }, gear_score = { 15 } }, [30905] = { use_gold = 1200, name = "主炮改良I", star_limit = 4, descrip = "主炮武器效率+5%", max_level = 1, skin_id = 0, use_ship = 0, level_limit = 35, id = 30905, icon = "mgup_1", skill_id = 0, condition_id = { 30903 }, effect = { { equipment_proficiency_1 = 0.05 } }, ship_id = {}, use_item = { { { 18012, 3 } } }, gear_score = { 20 } }, [30906] = { use_gold = 1500, name = "炮击强化I", star_limit = 4, descrip = "炮击+10", max_level = 1, skin_id = 0, use_ship = 0, level_limit = 40, id = 30906, icon = "cn_1", skill_id = 0, condition_id = { 30902, 30905 }, effect = { { cannon = 10 } }, ship_id = {}, use_item = { { { 18012, 2 } } }, gear_score = { 20 } }, [30907] = { use_gold = 1800, name = "舰体改良II", star_limit = 4, descrip = "耐久+70/耐久+100", max_level = 2, skin_id = 0, use_ship = 0, level_limit = 50, id = 30907, icon = "hp_2", skill_id = 0, condition_id = { 30905 }, effect = { { durability = 70 }, { durability = 100 } }, ship_id = {}, use_item = { { { 18012, 2 } }, { { 18012, 3 } } }, gear_score = { 10, 15 } }, [30908] = { use_gold = 2000, name = "防空强化I", star_limit = 4, descrip = "防空+15", max_level = 1, skin_id = 0, use_ship = 0, level_limit = 55, id = 30908, icon = "aa_1", skill_id = 0, condition_id = { 30907 }, effect = { { antiaircraft = 15 } }, ship_id = {}, use_item = { { { 18012, 3 } } }, gear_score = { 25 } }, [30909] = { use_gold = 2500, name = "鱼雷改良II", star_limit = 5, descrip = "鱼雷武器效率+5%/鱼雷武器效率+5%", max_level = 2, skin_id = 0, use_ship = 0, level_limit = 70, id = 30909, icon = "tpup_2", skill_id = 0, condition_id = { 30907 }, effect = { { equipment_proficiency_2 = 0.05 }, { equipment_proficiency_2 = 0.05 } }, ship_id = {}, use_item = { { { 18013, 1 } }, { { 18013, 1 } } }, gear_score = { 10, 20 } }, [30910] = { use_gold = 3000, name = "雷击强化II", star_limit = 5, descrip = "雷击+5/雷击+15", max_level = 2, skin_id = 0, use_ship = 0, level_limit = 75, id = 30910, icon = "tp_2", skill_id = 0, condition_id = { 30904, 30909 }, effect = { { torpedo = 5 }, { torpedo = 15 } }, ship_id = {}, use_item = { { { 18013, 1 }, { 17023, 5 } }, { { 18013, 2 }, { 17023, 15 } } }, gear_score = { 10, 20 } }, [30911] = { use_gold = 4000, name = "近代化改造", star_limit = 5, descrip = "近代化改造完成,炮击+10,雷击+35", max_level = 1, skin_id = 302139, use_ship = 1, level_limit = 85, id = 30911, icon = "mt_red", skill_id = 0, condition_id = { 30909, 30910 }, effect = { { cannon = 10, torpedo = 35 } }, ship_id = {}, use_item = { { { 18013, 3 } } }, gear_score = { 50 } }, [30912] = { use_gold = 3000, name = "战术启发", star_limit = 5, descrip = "习得技能【不屈之神通】", max_level = 1, skin_id = 0, use_ship = 0, level_limit = 90, id = 30912, icon = "skill_yellow", skill_id = 10890, condition_id = { 30911 }, effect = { { skill_id = 10890 } }, ship_id = {}, use_item = { { { 18013, 2 }, { 17003, 50 } } }, gear_score = { 30 } }, [31801] = { use_gold = 200, name = "舰体改良I", star_limit = 2, descrip = "耐久+60", max_level = 1, skin_id = 0, use_ship = 0, level_limit = 1, id = 31801, icon = "hp_1", skill_id = 0, condition_id = {}, effect = { { durability = 60 } }, ship_id = {}, use_item = { { { 18001, 2 } } }, gear_score = { 10 } }, [31802] = { use_gold = 300, name = "机动强化I", star_limit = 2, descrip = "机动+5", max_level = 1, skin_id = 0, use_ship = 0, level_limit = 5, id = 31802, icon = "dd_1", skill_id = 0, condition_id = { 31801 }, effect = { { dodge = 5 } }, ship_id = {}, use_item = { { { 18001, 2 } } }, gear_score = { 10 } }, [31803] = { use_gold = 400, name = "主炮改良I", star_limit = 3, descrip = "鱼雷武器效率+5%", max_level = 1, skin_id = 0, use_ship = 0, level_limit = 20, id = 31803, icon = "mgup_1", skill_id = 0, condition_id = { 31801 }, effect = { { equipment_proficiency_1 = 0.05 } }, ship_id = {}, use_item = { { { 18001, 3 } } }, gear_score = { 15 } }, [31804] = { use_gold = 500, name = "炮击强化I", star_limit = 3, descrip = "雷击+10", max_level = 1, skin_id = 0, use_ship = 0, level_limit = 25, id = 31804, icon = "cn_1", skill_id = 0, condition_id = { 31803 }, effect = { { cannon = 10 } }, ship_id = {}, use_item = { { { 18001, 3 } } }, gear_score = { 15 } }, [31805] = { use_gold = 600, name = "鱼雷改良I", star_limit = 4, descrip = "主炮武器效率+5%", max_level = 1, skin_id = 0, use_ship = 0, level_limit = 35, id = 31805, icon = "tpup_1", skill_id = 0, condition_id = { 31803 }, effect = { { equipment_proficiency_2 = 0.05 } }, ship_id = {}, use_item = { { { 18001, 4 } } }, gear_score = { 20 } }, [31806] = { use_gold = 800, name = "雷击强化I", star_limit = 4, descrip = "炮击+10", max_level = 1, skin_id = 0, use_ship = 0, level_limit = 40, id = 31806, icon = "tp_1", skill_id = 0, condition_id = { 31805 }, effect = { { torpedo = 10 } }, ship_id = {}, use_item = { { { 18001, 5 } } }, gear_score = { 20 } }, [31807] = { use_gold = 1000, name = "动力强化", star_limit = 4, descrip = "航速+3", max_level = 1, skin_id = 0, use_ship = 0, level_limit = 50, id = 31807, icon = "sp_1", skill_id = 0, condition_id = { 31805 }, effect = { { speed = 3 } }, ship_id = {}, use_item = { { { 18002, 2 } } }, gear_score = { 25 } }, [31808] = { use_gold = 1200, name = "战术启发", star_limit = 4, descrip = "习得技能【紧急回避】", max_level = 1, skin_id = 0, use_ship = 0, level_limit = 55, id = 31808, icon = "skill_blue", skill_id = 4071, condition_id = { 31807 }, effect = { { skill_id = 4071 } }, ship_id = {}, use_item = { { { 18002, 3 } } }, gear_score = { 25 } }, [31809] = { use_gold = 1400, name = "鱼雷改良II", star_limit = 5, descrip = "鱼雷武器效率+5%/鱼雷武器效率+5%", max_level = 2, skin_id = 0, use_ship = 0, level_limit = 70, id = 31809, icon = "tpup_2", skill_id = 0, condition_id = { 31807 }, effect = { { equipment_proficiency_2 = 0.05 }, { equipment_proficiency_2 = 0.05 } }, ship_id = {}, use_item = { { { 18002, 1 } }, { { 18002, 2 } } }, gear_score = { 10, 20 } }, [31810] = { use_gold = 1600, name = "雷击强化II", star_limit = 5, descrip = "雷击+5/雷击+15", max_level = 2, skin_id = 0, use_ship = 0, level_limit = 75, id = 31810, icon = "tp_2", skill_id = 0, condition_id = { 31806, 31809 }, effect = { { torpedo = 5 }, { torpedo = 15 } }, ship_id = {}, use_item = { { { 18002, 2 }, { 17023, 5 } }, { { 18002, 2 }, { 17023, 15 } } }, gear_score = { 10, 20 } }, [31811] = { use_gold = 2000, name = "近代化改造", star_limit = 5, descrip = "近代化改造完成,雷击+30,机动+15", max_level = 1, skin_id = 301619, use_ship = 1, level_limit = 85, id = 31811, icon = "mt_blue", skill_id = 0, condition_id = { 31809, 31810 }, effect = { { torpedo = 30, dodge = 15 } }, ship_id = {}, use_item = { { { 18003, 1 } } }, gear_score = { 50 } }, [31901] = { use_gold = 200, name = "舰体改良I", star_limit = 2, descrip = "耐久+60", max_level = 1, skin_id = 0, use_ship = 0, level_limit = 1, id = 31901, icon = "hp_1", skill_id = 0, condition_id = {}, effect = { { durability = 60 } }, ship_id = {}, use_item = { { { 18001, 2 } } }, gear_score = { 10 } }, [31902] = { use_gold = 300, name = "机动强化I", star_limit = 2, descrip = "机动+5", max_level = 1, skin_id = 0, use_ship = 0, level_limit = 5, id = 31902, icon = "dd_1", skill_id = 0, condition_id = { 31901 }, effect = { { dodge = 5 } }, ship_id = {}, use_item = { { { 18001, 2 } } }, gear_score = { 10 } }, [31903] = { use_gold = 400, name = "主炮改良I", star_limit = 3, descrip = "鱼雷武器效率+5%", max_level = 1, skin_id = 0, use_ship = 0, level_limit = 20, id = 31903, icon = "mgup_1", skill_id = 0, condition_id = { 31901 }, effect = { { equipment_proficiency_1 = 0.05 } }, ship_id = {}, use_item = { { { 18001, 3 } } }, gear_score = { 15 } }, [31904] = { use_gold = 500, name = "炮击强化I", star_limit = 3, descrip = "雷击+10", max_level = 1, skin_id = 0, use_ship = 0, level_limit = 25, id = 31904, icon = "cn_1", skill_id = 0, condition_id = { 31903 }, effect = { { cannon = 10 } }, ship_id = {}, use_item = { { { 18001, 3 } } }, gear_score = { 15 } }, [31905] = { use_gold = 600, name = "鱼雷改良I", star_limit = 4, descrip = "主炮武器效率+5%", max_level = 1, skin_id = 0, use_ship = 0, level_limit = 35, id = 31905, icon = "tpup_1", skill_id = 0, condition_id = { 31903 }, effect = { { equipment_proficiency_2 = 0.05 } }, ship_id = {}, use_item = { { { 18001, 4 } } }, gear_score = { 20 } }, [31906] = { use_gold = 800, name = "雷击强化I", star_limit = 4, descrip = "炮击+10", max_level = 1, skin_id = 0, use_ship = 0, level_limit = 40, id = 31906, icon = "tp_1", skill_id = 0, condition_id = { 31905 }, effect = { { torpedo = 10 } }, ship_id = {}, use_item = { { { 18001, 5 } } }, gear_score = { 20 } }, [31907] = { use_gold = 1000, name = "动力强化", star_limit = 4, descrip = "航速+3", max_level = 1, skin_id = 0, use_ship = 0, level_limit = 50, id = 31907, icon = "sp_1", skill_id = 0, condition_id = { 31905 }, effect = { { speed = 3 } }, ship_id = {}, use_item = { { { 18002, 2 } } }, gear_score = { 25 } }, [31908] = { use_gold = 1200, name = "战术启发", star_limit = 4, descrip = "习得技能【集火信号-鱼雷】", max_level = 1, skin_id = 0, use_ship = 0, level_limit = 55, id = 31908, icon = "skill_red", skill_id = 2121, condition_id = { 31907 }, effect = { { skill_id = 2121 } }, ship_id = {}, use_item = { { { 18002, 3 } } }, gear_score = { 25 } }, [31909] = { use_gold = 1400, name = "鱼雷改良II", star_limit = 5, descrip = "鱼雷武器效率+5%/鱼雷武器效率+5%", max_level = 2, skin_id = 0, use_ship = 0, level_limit = 70, id = 31909, icon = "tpup_2", skill_id = 0, condition_id = { 31907 }, effect = { { equipment_proficiency_2 = 0.05 }, { equipment_proficiency_2 = 0.05 } }, ship_id = {}, use_item = { { { 18002, 1 } }, { { 18002, 2 } } }, gear_score = { 10, 20 } }, [31910] = { use_gold = 1600, name = "雷击强化II", star_limit = 5, descrip = "雷击+5/雷击+15", max_level = 2, skin_id = 0, use_ship = 0, level_limit = 75, id = 31910, icon = "tp_2", skill_id = 0, condition_id = { 31906, 31909 }, effect = { { torpedo = 5 }, { torpedo = 15 } }, ship_id = {}, use_item = { { { 18002, 2 }, { 17023, 5 } }, { { 18002, 2 }, { 17023, 15 } } }, gear_score = { 10, 20 } }, [31911] = { use_gold = 2000, name = "近代化改造", star_limit = 5, descrip = "近代化改造完成,雷击+30,机动+15", max_level = 1, skin_id = 301629, use_ship = 1, level_limit = 85, id = 31911, icon = "mt_red", skill_id = 0, condition_id = { 31909, 31910 }, effect = { { torpedo = 30, dodge = 15 } }, ship_id = {}, use_item = { { { 18003, 1 } } }, gear_score = { 50 } }, [34801] = { use_gold = 300, name = "舰体改良I", star_limit = 2, descrip = "耐久+60", max_level = 1, skin_id = 0, use_ship = 0, level_limit = 1, id = 34801, icon = "hp_1", skill_id = 0, condition_id = {}, effect = { { durability = 60 } }, ship_id = {}, use_item = { { { 18001, 2 } } }, gear_score = { 10 } }, [34802] = { use_gold = 400, name = "雷击强化I", star_limit = 2, descrip = "雷击+10", max_level = 1, skin_id = 0, use_ship = 0, level_limit = 5, id = 34802, icon = "tp_1", skill_id = 0, condition_id = { 34801 }, effect = { { torpedo = 10 } }, ship_id = {}, use_item = { { { 18001, 2 } } }, gear_score = { 10 } }, [34803] = { use_gold = 600, name = "防空炮改良I", star_limit = 3, descrip = "防空炮武器效率+5%", max_level = 1, skin_id = 0, use_ship = 0, level_limit = 20, id = 34803, icon = "aaup_1", skill_id = 0, condition_id = { 34801 }, effect = { { equipment_proficiency_3 = 0.05 } }, ship_id = {}, use_item = { { { 18001, 3 } } }, gear_score = { 15 } }, [34804] = { use_gold = 800, name = "防空强化I", star_limit = 3, descrip = "防空+15", max_level = 1, skin_id = 0, use_ship = 0, level_limit = 25, id = 34804, icon = "aa_1", skill_id = 0, condition_id = { 34803 }, effect = { { antiaircraft = 15 } }, ship_id = {}, use_item = { { { 18001, 3 } } }, gear_score = { 15 } }, [34805] = { use_gold = 1000, name = "鱼雷改良I", star_limit = 4, descrip = "鱼雷武器效率+5%", max_level = 1, skin_id = 0, use_ship = 0, level_limit = 35, id = 34805, icon = "tpup_1", skill_id = 0, condition_id = { 34803 }, effect = { { equipment_proficiency_2 = 0.05 } }, ship_id = {}, use_item = { { { 18001, 3 } } }, gear_score = { 20 } }, [34806] = { use_gold = 1200, name = "雷击强化II", star_limit = 4, descrip = "雷击+5/雷击+15", max_level = 2, skin_id = 0, use_ship = 0, level_limit = 40, id = 34806, icon = "tp_2", skill_id = 0, condition_id = { 34802, 34805 }, effect = { { torpedo = 5 }, { torpedo = 15 } }, ship_id = {}, use_item = { { { 18001, 2 } }, { { 18001, 2 } } }, gear_score = { 10, 10 } }, [34807] = { use_gold = 1500, name = "主炮改良I", star_limit = 4, descrip = "主炮武器效率+5%", max_level = 1, skin_id = 0, use_ship = 0, level_limit = 50, id = 34807, icon = "mgup_1", skill_id = 0, condition_id = { 34805 }, effect = { { equipment_proficiency_1 = 0.05 } }, ship_id = {}, use_item = { { { 18002, 3 } } }, gear_score = { 25 } }, [34808] = { use_gold = 1800, name = "炮击强化II", star_limit = 4, descrip = "炮击+5/炮击+15", max_level = 2, skin_id = 0, use_ship = 0, level_limit = 55, id = 34808, icon = "cn_2", skill_id = 0, condition_id = { 34807 }, effect = { { cannon = 5 }, { cannon = 15 } }, ship_id = {}, use_item = { { { 18002, 1 } }, { { 18002, 2 } } }, gear_score = { 10, 15 } }, [34809] = { use_gold = 2000, name = "动力强化", star_limit = 5, descrip = "航速+3", max_level = 1, skin_id = 0, use_ship = 0, level_limit = 70, id = 34809, icon = "sp_1", skill_id = 0, condition_id = { 34807 }, effect = { { speed = 3 } }, ship_id = {}, use_item = { { { 18002, 3 } } }, gear_score = { 30 } }, [34810] = { use_gold = 2500, name = "战术启发", star_limit = 5, descrip = "习得技能【紧急回避】", max_level = 1, skin_id = 0, use_ship = 0, level_limit = 75, id = 34810, icon = "skill_blue", skill_id = 4071, condition_id = { 34809 }, effect = { { skill_id = 4071 } }, ship_id = {}, use_item = { { { 18002, 4 } } }, gear_score = { 30 } }, [34811] = { use_gold = 3000, name = "近代化改造", star_limit = 5, descrip = "近代化改造完成,防空+15,反潜+30", max_level = 1, skin_id = 801029, use_ship = 1, level_limit = 85, id = 34811, icon = "mt_blue", skill_id = 0, condition_id = { 34809, 34810 }, effect = { { antisub = 30, antiaircraft = 15 } }, ship_id = {}, use_item = { { { 18003, 1 } } }, gear_score = { 50 } }, [34901] = { use_gold = 400, name = "舰体改良I", star_limit = 2, descrip = "耐久+70", max_level = 1, skin_id = 0, use_ship = 0, level_limit = 1, id = 34901, icon = "hp_1", skill_id = 0, condition_id = {}, effect = { { durability = 70 } }, ship_id = {}, use_item = { { { 18011, 2 } } }, gear_score = { 10 } }, [34902] = { use_gold = 600, name = "装填强化I", star_limit = 2, descrip = "装填+5", max_level = 1, skin_id = 0, use_ship = 0, level_limit = 5, id = 34902, icon = "rl_1", skill_id = 0, condition_id = { 34901 }, effect = { { reload = 5 } }, ship_id = {}, use_item = { { { 18011, 3 } } }, gear_score = { 10 } }, [34903] = { use_gold = 800, name = "防空炮改良I", star_limit = 3, descrip = "防空炮武器效率+5%", max_level = 1, skin_id = 0, use_ship = 0, level_limit = 20, id = 34903, icon = "aaup_1", skill_id = 0, condition_id = { 34901 }, effect = { { equipment_proficiency_3 = 0.05 } }, ship_id = {}, use_item = { { { 18011, 3 } } }, gear_score = { 15 } }, [34904] = { use_gold = 1000, name = "防空强化I", star_limit = 3, descrip = "防空+15", max_level = 1, skin_id = 0, use_ship = 0, level_limit = 25, id = 34904, icon = "aa_1", skill_id = 0, condition_id = { 34903 }, effect = { { antiaircraft = 15 } }, ship_id = {}, use_item = { { { 18011, 5 } } }, gear_score = { 15 } }, [34905] = { use_gold = 1200, name = "主炮改良I", star_limit = 4, descrip = "主炮武器效率+5%", max_level = 1, skin_id = 0, use_ship = 0, level_limit = 35, id = 34905, icon = "mgup_1", skill_id = 0, condition_id = { 34903 }, effect = { { equipment_proficiency_1 = 0.05 } }, ship_id = {}, use_item = { { { 18012, 3 } } }, gear_score = { 20 } }, [34906] = { use_gold = 1500, name = "炮击强化I", star_limit = 4, descrip = "炮击+10", max_level = 1, skin_id = 0, use_ship = 0, level_limit = 40, id = 34906, icon = "cn_1", skill_id = 0, condition_id = { 34902, 34905 }, effect = { { cannon = 10 } }, ship_id = {}, use_item = { { { 18012, 2 } } }, gear_score = { 20 } }, [34907] = { use_gold = 1800, name = "舰体改良II", star_limit = 4, descrip = "耐久+70/耐久+100", max_level = 2, skin_id = 0, use_ship = 0, level_limit = 50, id = 34907, icon = "hp_2", skill_id = 0, condition_id = { 34905 }, effect = { { durability = 70 }, { durability = 100 } }, ship_id = {}, use_item = { { { 18012, 2 } }, { { 18012, 3 } } }, gear_score = { 10, 15 } }, [34908] = { use_gold = 2000, name = "命中强化I", star_limit = 4, descrip = "命中+5", max_level = 1, skin_id = 0, use_ship = 0, level_limit = 55, id = 34908, icon = "hit_1", skill_id = 0, condition_id = { 34907 }, effect = { { hit = 5 } }, ship_id = {}, use_item = { { { 18012, 3 } } }, gear_score = { 25 } }, [34909] = { use_gold = 2500, name = "防空炮改良II", star_limit = 5, descrip = "防空炮武器效率+5%/防空炮武器效率+5%", max_level = 2, skin_id = 0, use_ship = 0, level_limit = 70, id = 34909, icon = "Aaup_2", skill_id = 0, condition_id = { 34907 }, effect = { { equipment_proficiency_3 = 0.05 }, { equipment_proficiency_3 = 0.05 } }, ship_id = {}, use_item = { { { 18013, 1 } }, { { 18013, 1 } } }, gear_score = { 10, 20 } }, [34910] = { use_gold = 3000, name = "防空强化II", star_limit = 5, descrip = "防空+15/防空+25", max_level = 2, skin_id = 0, use_ship = 0, level_limit = 75, id = 34910, icon = "Aa_2", skill_id = 0, condition_id = { 34904, 34909 }, effect = { { antiaircraft = 15 }, { antiaircraft = 25 } }, ship_id = {}, use_item = { { { 18013, 1 }, { 17033, 5 } }, { { 18013, 2 }, { 17033, 15 } } }, gear_score = { 10, 20 } }, [34911] = { use_gold = 4000, name = "近代化改造", star_limit = 5, descrip = "近代化改造完成,炮击+20,雷击+25", max_level = 1, skin_id = 802019, use_ship = 1, level_limit = 85, id = 34911, icon = "mt_red", skill_id = 0, condition_id = { 34909, 34910 }, effect = { { cannon = 20, torpedo = 25 } }, ship_id = {}, use_item = { { { 18013, 3 } } }, gear_score = { 50 } }, [34912] = { use_gold = 3000, name = "战术启发", star_limit = 5, descrip = "习得技能【】", max_level = 1, skin_id = 0, use_ship = 0, level_limit = 90, id = 34912, icon = "skill_red", skill_id = 12360, condition_id = { 34911 }, effect = { { skill_id = 12360 } }, ship_id = {}, use_item = { { { 18013, 2 }, { 17003, 50 } } }, gear_score = { 30 } }, [35101] = { use_gold = 300, name = "舰体改良I", star_limit = 2, descrip = "耐久+60", max_level = 1, skin_id = 0, use_ship = 0, level_limit = 1, id = 35101, icon = "hp_1", skill_id = 0, condition_id = {}, effect = { { durability = 60 } }, ship_id = {}, use_item = { { { 18001, 2 } } }, gear_score = { 10 } }, [35102] = { use_gold = 400, name = "雷击强化I", star_limit = 2, descrip = "雷击+10", max_level = 1, skin_id = 0, use_ship = 0, level_limit = 5, id = 35102, icon = "tp_1", skill_id = 0, condition_id = { 35101 }, effect = { { torpedo = 10 } }, ship_id = {}, use_item = { { { 18001, 2 } } }, gear_score = { 10 } }, [35103] = { use_gold = 600, name = "防空炮改良I", star_limit = 3, descrip = "防空炮武器效率+5%", max_level = 1, skin_id = 0, use_ship = 0, level_limit = 20, id = 35103, icon = "aaup_1", skill_id = 0, condition_id = { 35101 }, effect = { { equipment_proficiency_3 = 0.05 } }, ship_id = {}, use_item = { { { 18001, 3 } } }, gear_score = { 15 } }, [35104] = { use_gold = 800, name = "防空强化I", star_limit = 3, descrip = "防空+15", max_level = 1, skin_id = 0, use_ship = 0, level_limit = 25, id = 35104, icon = "aa_1", skill_id = 0, condition_id = { 35103 }, effect = { { antiaircraft = 15 } }, ship_id = {}, use_item = { { { 18001, 3 } } }, gear_score = { 15 } }, [35105] = { use_gold = 1000, name = "鱼雷改良I", star_limit = 4, descrip = "鱼雷武器效率+5%", max_level = 1, skin_id = 0, use_ship = 0, level_limit = 35, id = 35105, icon = "tpup_1", skill_id = 0, condition_id = { 35103 }, effect = { { equipment_proficiency_2 = 0.05 } }, ship_id = {}, use_item = { { { 18001, 3 } } }, gear_score = { 20 } }, [35106] = { use_gold = 1200, name = "雷击强化II", star_limit = 4, descrip = "雷击+5/雷击+15", max_level = 2, skin_id = 0, use_ship = 0, level_limit = 40, id = 35106, icon = "tp_2", skill_id = 0, condition_id = { 35102, 35105 }, effect = { { torpedo = 5 }, { torpedo = 15 } }, ship_id = {}, use_item = { { { 18001, 2 } }, { { 18001, 2 } } }, gear_score = { 10, 10 } }, [35107] = { use_gold = 1500, name = "主炮改良I", star_limit = 4, descrip = "主炮武器效率+5%", max_level = 1, skin_id = 0, use_ship = 0, level_limit = 50, id = 35107, icon = "mgup_1", skill_id = 0, condition_id = { 35105 }, effect = { { equipment_proficiency_1 = 0.05 } }, ship_id = {}, use_item = { { { 18002, 3 } } }, gear_score = { 25 } }, [35108] = { use_gold = 1800, name = "炮击强化II", star_limit = 4, descrip = "炮击+5/炮击+15", max_level = 2, skin_id = 0, use_ship = 0, level_limit = 55, id = 35108, icon = "cn_2", skill_id = 0, condition_id = { 35107 }, effect = { { cannon = 5 }, { cannon = 15 } }, ship_id = {}, use_item = { { { 18002, 1 } }, { { 18002, 2 } } }, gear_score = { 10, 15 } }, [35109] = { use_gold = 2000, name = "动力强化", star_limit = 5, descrip = "航速+3", max_level = 1, skin_id = 0, use_ship = 0, level_limit = 70, id = 35109, icon = "sp_1", skill_id = 0, condition_id = { 35107 }, effect = { { speed = 3 } }, ship_id = {}, use_item = { { { 18002, 3 } } }, gear_score = { 30 } }, [35110] = { use_gold = 2500, name = "战术启发", star_limit = 5, descrip = "习得技能【紧急回避】", max_level = 1, skin_id = 0, use_ship = 0, level_limit = 75, id = 35110, icon = "skill_blue", skill_id = 4071, condition_id = { 35109 }, effect = { { skill_id = 4071 } }, ship_id = {}, use_item = { { { 18002, 4 } } }, gear_score = { 30 } }, [35111] = { use_gold = 3000, name = "近代化改造", star_limit = 5, descrip = "近代化改造完成,防空+30,反潜+15", max_level = 1, skin_id = 901019, use_ship = 1, level_limit = 85, id = 35111, icon = "mt_blue", skill_id = 0, condition_id = { 35109, 35110 }, effect = { { antisub = 15, antiaircraft = 30 } }, ship_id = {}, use_item = { { { 18003, 1 } } }, gear_score = { 50 } }, [36101] = { use_gold = 300, name = "舰体改良I", star_limit = 2, descrip = "耐久+70", max_level = 1, skin_id = 0, use_ship = 0, level_limit = 1, id = 36101, icon = "hp_1", skill_id = 0, condition_id = {}, effect = { { durability = 70 } }, ship_id = {}, use_item = { { { 18011, 2 } } }, gear_score = { 10 } }, [36102] = { use_gold = 400, name = "命中强化I", star_limit = 2, descrip = "命中+5", max_level = 1, skin_id = 0, use_ship = 0, level_limit = 5, id = 36102, icon = "hit_1", skill_id = 0, condition_id = { 36101 }, effect = { { hit = 5 } }, ship_id = {}, use_item = { { { 18011, 2 } } }, gear_score = { 10 } }, [36103] = { use_gold = 600, name = "主炮改良I", star_limit = 3, descrip = "主炮武器效率+5%", max_level = 1, skin_id = 0, use_ship = 0, level_limit = 20, id = 36103, icon = "mgup_1", skill_id = 0, condition_id = { 36101 }, effect = { { equipment_proficiency_1 = 0.05 } }, ship_id = {}, use_item = { { { 18011, 3 } } }, gear_score = { 15 } }, [36104] = { use_gold = 800, name = "炮击强化I", star_limit = 3, descrip = "炮击+10", max_level = 1, skin_id = 0, use_ship = 0, level_limit = 25, id = 36104, icon = "cn_1", skill_id = 0, condition_id = { 36103 }, effect = { { cannon = 10 } }, ship_id = {}, use_item = { { { 18011, 3 } } }, gear_score = { 15 } }, [36105] = { use_gold = 1000, name = "防空炮改良I", star_limit = 4, descrip = "防空炮武器效率+5%", max_level = 1, skin_id = 0, use_ship = 0, level_limit = 35, id = 36105, icon = "aaup_1", skill_id = 0, condition_id = { 36103 }, effect = { { equipment_proficiency_3 = 0.05 } }, ship_id = {}, use_item = { { { 18011, 3 } } }, gear_score = { 20 } }, [36106] = { use_gold = 1200, name = "防空强化I", star_limit = 4, descrip = "防空+10", max_level = 1, skin_id = 0, use_ship = 0, level_limit = 40, id = 36106, icon = "aa_1", skill_id = 0, condition_id = { 36102, 36105 }, effect = { { antiaircraft = 10 } }, ship_id = {}, use_item = { { { 18011, 4 } } }, gear_score = { 20 } }, [36107] = { use_gold = 1500, name = "舰体改良II", star_limit = 4, descrip = "耐久+70/耐久+100", max_level = 2, skin_id = 0, use_ship = 0, level_limit = 50, id = 36107, icon = "hp_2", skill_id = 0, condition_id = { 36105 }, effect = { { durability = 70 }, { durability = 100 } }, ship_id = {}, use_item = { { { 18012, 1 } }, { { 18012, 2 } } }, gear_score = { 10, 15 } }, [36108] = { use_gold = 1800, name = "战术启发", star_limit = 4, descrip = "习得技能【炮术指挥·先锋】", max_level = 1, skin_id = 0, use_ship = 0, level_limit = 55, id = 36108, icon = "skill_yellow", skill_id = 1004, condition_id = { 36107 }, effect = { { skill_id = 1004 } }, ship_id = {}, use_item = { { { 18012, 3 } } }, gear_score = { 25 } }, [36109] = { use_gold = 2000, name = "主炮改良II", star_limit = 5, descrip = "主炮武器效率+5%/主炮武器效率+5%", max_level = 2, skin_id = 0, use_ship = 0, level_limit = 70, id = 36109, icon = "mgup_2", skill_id = 0, condition_id = { 36107, 36108 }, effect = { { equipment_proficiency_1 = 0.05 }, { equipment_proficiency_1 = 0.05 } }, ship_id = {}, use_item = { { { 18012, 2 } }, { { 18012, 2 } } }, gear_score = { 10, 20 } }, [36110] = { use_gold = 2500, name = "炮击强化II", star_limit = 5, descrip = "炮击+5/炮击+15", max_level = 2, skin_id = 0, use_ship = 0, level_limit = 75, id = 36110, icon = "cn_2", skill_id = 0, condition_id = { 36104, 36109 }, effect = { { cannon = 5 }, { cannon = 15 } }, ship_id = {}, use_item = { { { 18012, 2 } }, { { 18012, 2 } } }, gear_score = { 10, 20 } }, [36111] = { use_gold = 3000, name = "近代化改造", star_limit = 5, descrip = "近代化改造完成,装填+15,防空+30", max_level = 1, skin_id = 202199, use_ship = 1, level_limit = 85, id = 36111, icon = "mt_blue", skill_id = 0, condition_id = { 36109, 36110 }, effect = { { reload = 15, antiaircraft = 30 } }, ship_id = {}, use_item = { { { 18013, 1 } } }, gear_score = { 50 } }, [37201] = { use_gold = 300, name = "舰体改良I", star_limit = 2, descrip = "耐久+70", max_level = 1, skin_id = 0, use_ship = 0, level_limit = 1, id = 37201, icon = "hp_1", skill_id = 0, condition_id = {}, effect = { { durability = 70 } }, ship_id = {}, use_item = { { { 18011, 2 } } }, gear_score = { 10 } }, [37202] = { use_gold = 400, name = "命中强化I", star_limit = 2, descrip = "命中+5", max_level = 1, skin_id = 0, use_ship = 0, level_limit = 5, id = 37202, icon = "hit_1", skill_id = 0, condition_id = { 37201 }, effect = { { hit = 5 } }, ship_id = {}, use_item = { { { 18011, 2 } } }, gear_score = { 10 } }, [37203] = { use_gold = 600, name = "主炮改良I", star_limit = 3, descrip = "主炮武器效率+5%", max_level = 1, skin_id = 0, use_ship = 0, level_limit = 20, id = 37203, icon = "mgup_1", skill_id = 0, condition_id = { 37201 }, effect = { { equipment_proficiency_1 = 0.05 } }, ship_id = {}, use_item = { { { 18011, 3 } } }, gear_score = { 15 } }, [37204] = { use_gold = 800, name = "炮击强化I", star_limit = 3, descrip = "炮击+10", max_level = 1, skin_id = 0, use_ship = 0, level_limit = 25, id = 37204, icon = "cn_1", skill_id = 0, condition_id = { 37203 }, effect = { { cannon = 10 } }, ship_id = {}, use_item = { { { 18011, 3 } } }, gear_score = { 15 } }, [37205] = { use_gold = 1000, name = "防空炮改良I", star_limit = 4, descrip = "防空炮武器效率+3%", max_level = 1, skin_id = 0, use_ship = 0, level_limit = 35, id = 37205, icon = "aaup_1", skill_id = 0, condition_id = { 37203 }, effect = { { equipment_proficiency_2 = 0.03, equipment_proficiency_3 = 0.03 } }, ship_id = {}, use_item = { { { 18011, 3 } } }, gear_score = { 20 } }, [37206] = { use_gold = 1200, name = "防空强化I", star_limit = 4, descrip = "防空+10", max_level = 1, skin_id = 0, use_ship = 0, level_limit = 40, id = 37206, icon = "aa_1", skill_id = 0, condition_id = { 37202, 37205 }, effect = { { antiaircraft = 10 } }, ship_id = {}, use_item = { { { 18011, 4 } } }, gear_score = { 20 } }, [37207] = { use_gold = 1500, name = "舰体改良II", star_limit = 4, descrip = "耐久+70/耐久+100", max_level = 2, skin_id = 0, use_ship = 0, level_limit = 50, id = 37207, icon = "hp_2", skill_id = 0, condition_id = { 37205 }, effect = { { durability = 70 }, { durability = 100 } }, ship_id = {}, use_item = { { { 18012, 1 } }, { { 18012, 2 } } }, gear_score = { 10, 15 } }, [37208] = { use_gold = 1800, name = "战术启发", star_limit = 4, descrip = "习得技能【防空指挥·先锋】", max_level = 1, skin_id = 0, use_ship = 0, level_limit = 55, id = 37208, icon = "skill_yellow", skill_id = 1044, condition_id = { 37207 }, effect = { { skill_id = 1044 } }, ship_id = {}, use_item = { { { 18012, 3 } } }, gear_score = { 25 } }, [37209] = { use_gold = 2000, name = "防空炮改良II", star_limit = 5, descrip = "防空炮武器效率+3%/防空炮武器效率+4%", max_level = 2, skin_id = 0, use_ship = 0, level_limit = 70, id = 37209, icon = "Aaup_2", skill_id = 0, condition_id = { 37207, 37208 }, effect = { { equipment_proficiency_2 = 0.03, equipment_proficiency_3 = 0.03 }, { equipment_proficiency_2 = 0.04, equipment_proficiency_3 = 0.04 } }, ship_id = {}, use_item = { { { 18012, 2 } }, { { 18012, 2 } } }, gear_score = { 10, 20 } }, [37210] = { use_gold = 2500, name = "防空强化II", star_limit = 5, descrip = "防空+5/防空+15", max_level = 2, skin_id = 0, use_ship = 0, level_limit = 75, id = 37210, icon = "Aa_2", skill_id = 0, condition_id = { 37204, 37209 }, effect = { { antiaircraft = 5 }, { antiaircraft = 15 } }, ship_id = {}, use_item = { { { 18012, 2 } }, { { 18012, 2 } } }, gear_score = { 10, 20 } }, [37211] = { use_gold = 3000, name = "近代化改造", star_limit = 5, descrip = "近代化改造完成,防空+15,炮击+30", max_level = 1, skin_id = 202219, use_ship = 1, level_limit = 85, id = 37211, icon = "mt_red", skill_id = 0, condition_id = { 37209, 37210 }, effect = { { cannon = 30, antiaircraft = 15 } }, ship_id = {}, use_item = { { { 18013, 1 } } }, gear_score = { 50 } }, [37301] = { use_gold = 300, name = "舰体改良I", star_limit = 2, descrip = "耐久+70", max_level = 1, skin_id = 0, use_ship = 0, level_limit = 1, id = 37301, icon = "hp_1", skill_id = 0, condition_id = {}, effect = { { durability = 70 } }, ship_id = {}, use_item = { { { 18011, 2 } } }, gear_score = { 10 } }, [37302] = { use_gold = 400, name = "命中强化I", star_limit = 2, descrip = "命中+5", max_level = 1, skin_id = 0, use_ship = 0, level_limit = 5, id = 37302, icon = "hit_1", skill_id = 0, condition_id = { 37301 }, effect = { { hit = 5 } }, ship_id = {}, use_item = { { { 18011, 2 } } }, gear_score = { 10 } }, [37303] = { use_gold = 600, name = "主炮改良I", star_limit = 3, descrip = "主炮武器效率+5%", max_level = 1, skin_id = 0, use_ship = 0, level_limit = 20, id = 37303, icon = "mgup_1", skill_id = 0, condition_id = { 37301 }, effect = { { equipment_proficiency_1 = 0.05 } }, ship_id = {}, use_item = { { { 18011, 3 } } }, gear_score = { 15 } }, [37304] = { use_gold = 800, name = "炮击强化I", star_limit = 3, descrip = "炮击+10", max_level = 1, skin_id = 0, use_ship = 0, level_limit = 25, id = 37304, icon = "cn_1", skill_id = 0, condition_id = { 37303 }, effect = { { cannon = 10 } }, ship_id = {}, use_item = { { { 18011, 3 } } }, gear_score = { 15 } }, [37305] = { use_gold = 1000, name = "防空炮改良I", star_limit = 4, descrip = "防空炮武器效率+3%", max_level = 1, skin_id = 0, use_ship = 0, level_limit = 35, id = 37305, icon = "aaup_1", skill_id = 0, condition_id = { 37303 }, effect = { { equipment_proficiency_2 = 0.03, equipment_proficiency_3 = 0.03 } }, ship_id = {}, use_item = { { { 18011, 3 } } }, gear_score = { 20 } }, [37306] = { use_gold = 1200, name = "防空强化I", star_limit = 4, descrip = "防空+10", max_level = 1, skin_id = 0, use_ship = 0, level_limit = 40, id = 37306, icon = "aa_1", skill_id = 0, condition_id = { 37302, 37305 }, effect = { { antiaircraft = 10 } }, ship_id = {}, use_item = { { { 18011, 4 } } }, gear_score = { 20 } }, [37307] = { use_gold = 1500, name = "舰体改良II", star_limit = 4, descrip = "耐久+70/耐久+100", max_level = 2, skin_id = 0, use_ship = 0, level_limit = 50, id = 37307, icon = "hp_2", skill_id = 0, condition_id = { 37305 }, effect = { { durability = 70 }, { durability = 100 } }, ship_id = {}, use_item = { { { 18012, 1 } }, { { 18012, 2 } } }, gear_score = { 10, 15 } }, [37308] = { use_gold = 1800, name = "战术启发", star_limit = 4, descrip = "习得技能【空袭引导】", max_level = 1, skin_id = 0, use_ship = 0, level_limit = 55, id = 37308, icon = "skill_yellow", skill_id = 1081, condition_id = { 37307 }, effect = { { skill_id = 1081 } }, ship_id = {}, use_item = { { { 18012, 3 } } }, gear_score = { 25 } }, [37309] = { use_gold = 2000, name = "防空炮改良II", star_limit = 5, descrip = "防空炮武器效率+3%/防空炮武器效率+4%", max_level = 2, skin_id = 0, use_ship = 0, level_limit = 70, id = 37309, icon = "Aaup_2", skill_id = 0, condition_id = { 37307, 37308 }, effect = { { equipment_proficiency_2 = 0.03, equipment_proficiency_3 = 0.03 }, { equipment_proficiency_2 = 0.04, equipment_proficiency_3 = 0.04 } }, ship_id = {}, use_item = { { { 18012, 2 } }, { { 18012, 2 } } }, gear_score = { 10, 20 } }, [37310] = { use_gold = 2500, name = "防空强化II", star_limit = 5, descrip = "防空+5/防空+15", max_level = 2, skin_id = 0, use_ship = 0, level_limit = 75, id = 37310, icon = "aa_2", skill_id = 0, condition_id = { 37304, 37309 }, effect = { { antiaircraft = 5 }, { antiaircraft = 15 } }, ship_id = {}, use_item = { { { 18012, 2 } }, { { 18012, 2 } } }, gear_score = { 10, 20 } }, [37311] = { use_gold = 3000, name = "近代化改造", star_limit = 5, descrip = "近代化改造完成,防空+15,炮击+30", max_level = 1, skin_id = 202229, use_ship = 1, level_limit = 85, id = 37311, icon = "mt_red", skill_id = 0, condition_id = { 37309, 37310 }, effect = { { cannon = 30, antiaircraft = 15 } }, ship_id = {}, use_item = { { { 18013, 1 } } }, gear_score = { 50 } }, [37701] = { use_gold = 400, name = "舰体改良I", star_limit = 2, descrip = "耐久+60", max_level = 1, skin_id = 0, use_ship = 0, level_limit = 1, id = 37701, icon = "hp_1", skill_id = 0, condition_id = {}, effect = { { durability = 60 } }, ship_id = {}, use_item = { { { 18031, 2 } } }, gear_score = { 10 } }, [37702] = { use_gold = 600, name = "装填强化I", star_limit = 2, descrip = "装填+5", max_level = 1, skin_id = 0, use_ship = 0, level_limit = 5, id = 37702, icon = "rl_1", skill_id = 0, condition_id = { 37701 }, effect = { { reload = 5 } }, ship_id = {}, use_item = { { { 18031, 3 } } }, gear_score = { 10 } }, [37703] = { use_gold = 800, name = "空战精通I", star_limit = 3, descrip = "战斗机武器效率+4%", max_level = 1, skin_id = 0, use_ship = 0, level_limit = 20, id = 37703, icon = "ffup_1", skill_id = 0, condition_id = { 37701 }, effect = { { equipment_proficiency_1 = 0.04 } }, ship_id = {}, use_item = { { { 18031, 3 } } }, gear_score = { 20 } }, [37704] = { use_gold = 1000, name = "防空强化I", star_limit = 3, descrip = "防空+15", max_level = 1, skin_id = 0, use_ship = 0, level_limit = 25, id = 37704, icon = "aa_1", skill_id = 0, condition_id = { 37703 }, effect = { { antiaircraft = 15 } }, ship_id = {}, use_item = { { { 18031, 5 } } }, gear_score = { 20 } }, [37705] = { use_gold = 1200, name = "鱼雷俯冲I", star_limit = 4, descrip = "鱼雷机武器效率+5%", max_level = 1, skin_id = 0, use_ship = 0, level_limit = 35, id = 37705, icon = "tfup_1", skill_id = 0, condition_id = { 37703 }, effect = { { equipment_proficiency_2 = 0.05 } }, ship_id = {}, use_item = { { { 18032, 3 } } }, gear_score = { 15 } }, [37706] = { use_gold = 1500, name = "航空强化I", star_limit = 4, descrip = "航空+10", max_level = 1, skin_id = 0, use_ship = 0, level_limit = 40, id = 37706, icon = "air_1", skill_id = 0, condition_id = { 37705 }, effect = { { air = 10 } }, ship_id = {}, use_item = { { { 18032, 2 } } }, gear_score = { 15 } }, [37707] = { use_gold = 1800, name = "舰体改良II", star_limit = 4, descrip = "耐久+60/耐久+90", max_level = 2, skin_id = 0, use_ship = 0, level_limit = 50, id = 37707, icon = "hp_2", skill_id = 0, condition_id = { 37705 }, effect = { { durability = 60 }, { durability = 90 } }, ship_id = {}, use_item = { { { 18032, 2 } }, { { 18032, 3 } } }, gear_score = { 10, 15 } }, [37708] = { use_gold = 2000, name = "装填强化II", star_limit = 4, descrip = "装填+5/装填+10", max_level = 2, skin_id = 0, use_ship = 0, level_limit = 55, id = 37708, icon = "rl_2", skill_id = 0, condition_id = { 37707, 37702 }, effect = { { reload = 5 }, { reload = 10 } }, ship_id = {}, use_item = { { { 18032, 1 } }, { { 18032, 2 } } }, gear_score = { 10, 15 } }, [37709] = { use_gold = 2500, name = "空战精通II", star_limit = 5, descrip = "战斗机武器效率+4%/战斗机武器效率+7%", max_level = 2, skin_id = 0, use_ship = 0, level_limit = 70, id = 37709, icon = "ffup_2", skill_id = 0, condition_id = { 37707 }, effect = { { equipment_proficiency_1 = 0.04 }, { equipment_proficiency_1 = 0.07 } }, ship_id = {}, use_item = { { { 18033, 1 } }, { { 18033, 1 } } }, gear_score = { 10, 20 } }, [37710] = { use_gold = 3000, name = "防空强化II", star_limit = 5, descrip = "防空+5/防空+15", max_level = 2, skin_id = 0, use_ship = 0, level_limit = 75, id = 37710, icon = "aa_2", skill_id = 0, condition_id = { 37709 }, effect = { { antiaircraft = 5 }, { antiaircraft = 15 } }, ship_id = {}, use_item = { { { 18033, 1 }, { 17033, 15 } }, { { 18033, 2 }, { 17033, 35 } } }, gear_score = { 10, 20 } }, [37711] = { use_gold = 4000, name = "近代化改造", star_limit = 5, descrip = "近代化改造完成,防空+35,航空+10\n改造后<color=#92fc63>【所有战斗机+1】</color>、<color=#92fc63>【所有鱼雷机+1】</color>", max_level = 1, skin_id = 107229, use_ship = 1, level_limit = 85, id = 37711, icon = "mt_red", skill_id = 0, condition_id = { 37709, 37710 }, effect = { { antiaircraft = 35, air = 10 } }, ship_id = { { 107224, 107984 } }, use_item = { { { 18033, 3 } } }, gear_score = { 50 } }, [37712] = { use_gold = 3000, name = "战术启发", star_limit = 5, descrip = "习得技能【】", max_level = 1, skin_id = 0, use_ship = 0, level_limit = 90, id = 37712, icon = "skill_yellow", skill_id = 14630, condition_id = { 37711 }, effect = { { skill_id = 14630 } }, ship_id = {}, use_item = { { { 18033, 2 }, { 17003, 50 } } }, gear_score = { 25 } }, [42401] = { use_gold = 400, name = "舰体改良I", star_limit = 2, descrip = "耐久+45", max_level = 1, skin_id = 0, use_ship = 0, level_limit = 1, id = 42401, icon = "hp_1", skill_id = 0, condition_id = {}, effect = { { durability = 45 } }, ship_id = {}, use_item = { { { 18001, 2 } } }, gear_score = { 10 } }, [42402] = { use_gold = 600, name = "机动强化I", star_limit = 2, descrip = "机动+5", max_level = 1, skin_id = 0, use_ship = 0, level_limit = 5, id = 42402, icon = "dd_1", skill_id = 0, condition_id = { 42401 }, effect = { { dodge = 5 } }, ship_id = {}, use_item = { { { 18001, 3 } } }, gear_score = { 10 } }, [42403] = { use_gold = 800, name = "主炮改良I", star_limit = 3, descrip = "主炮武器效率+5%", max_level = 1, skin_id = 0, use_ship = 0, level_limit = 20, id = 42403, icon = "mgup_1", skill_id = 0, condition_id = { 42401 }, effect = { { equipment_proficiency_1 = 0.05 } }, ship_id = {}, use_item = { { { 18001, 3 } } }, gear_score = { 15 } }, [42404] = { use_gold = 1000, name = "炮击强化I", star_limit = 3, descrip = "炮击+10", max_level = 1, skin_id = 0, use_ship = 0, level_limit = 25, id = 42404, icon = "cn_1", skill_id = 0, condition_id = { 42403 }, effect = { { cannon = 10 } }, ship_id = {}, use_item = { { { 18001, 5 } } }, gear_score = { 15 } }, [42405] = { use_gold = 1200, name = "鱼雷改良I", star_limit = 4, descrip = "鱼雷武器效率+5%", max_level = 1, skin_id = 0, use_ship = 0, level_limit = 35, id = 42405, icon = "tpup_1", skill_id = 0, condition_id = { 42403 }, effect = { { equipment_proficiency_2 = 0.05 } }, ship_id = {}, use_item = { { { 18002, 3 } } }, gear_score = { 20 } }, [42406] = { use_gold = 1500, name = "雷击强化I", star_limit = 4, descrip = "雷击+10", max_level = 1, skin_id = 0, use_ship = 0, level_limit = 40, id = 42406, icon = "tp_1", skill_id = 0, condition_id = { 42405 }, effect = { { torpedo = 10 } }, ship_id = {}, use_item = { { { 18002, 2 } } }, gear_score = { 20 } }, [42407] = { use_gold = 1800, name = "动力强化", star_limit = 4, descrip = "航速+3", max_level = 1, skin_id = 0, use_ship = 0, level_limit = 50, id = 42407, icon = "sp_1", skill_id = 0, condition_id = { 42405 }, effect = { { speed = 3 } }, ship_id = {}, use_item = { { { 18002, 5 } } }, gear_score = { 25 } }, [42408] = { use_gold = 2000, name = "装填强化II", star_limit = 4, descrip = "装填+5/装填+10", max_level = 2, skin_id = 0, use_ship = 0, level_limit = 55, id = 42408, icon = "rl_2", skill_id = 0, condition_id = { 42404, 42407 }, effect = { { reload = 5 }, { reload = 10 } }, ship_id = {}, use_item = { { { 18002, 1 } }, { { 18002, 2 } } }, gear_score = { 10, 15 } }, [42409] = { use_gold = 2500, name = "舰体改良II", star_limit = 5, descrip = "耐久+45/耐久+75", max_level = 2, skin_id = 0, use_ship = 0, level_limit = 70, id = 42409, icon = "hp_2", skill_id = 0, condition_id = { 42407 }, effect = { { durability = 45 }, { durability = 75 } }, ship_id = {}, use_item = { { { 18003, 1 } }, { { 18003, 1 } } }, gear_score = { 10, 20 } }, [42410] = { use_gold = 3000, name = "雷击强化II", star_limit = 5, descrip = "雷击+5/雷击+15", max_level = 2, skin_id = 0, use_ship = 0, level_limit = 75, id = 42410, icon = "tp_2", skill_id = 0, condition_id = { 42406, 42409 }, effect = { { torpedo = 5 }, { torpedo = 15 } }, ship_id = {}, use_item = { { { 18003, 1 }, { 17023, 5 } }, { { 18003, 2 }, { 17023, 15 } } }, gear_score = { 10, 20 } }, [42411] = { use_gold = 3000, name = "机动强化II", star_limit = 5, descrip = "机动+5/机动+10", max_level = 2, skin_id = 0, use_ship = 0, level_limit = 85, id = 42411, icon = "dd_2", skill_id = 0, condition_id = { 42409, 42410 }, effect = { { dodge = 5 }, { dodge = 10 } }, ship_id = {}, use_item = { { { 18003, 2 } }, { { 18003, 2 } } }, gear_score = { 10, 20 } }, [42412] = { use_gold = 4000, name = "近代化改造", star_limit = 5, descrip = "近代化改造完成,雷击+30,机动+15", max_level = 1, skin_id = 301819, use_ship = 1, level_limit = 90, id = 42412, icon = "mt_red", skill_id = 0, condition_id = { 42408, 42411 }, effect = { { torpedo = 30, dodge = 15 } }, ship_id = { { 301814, 301534 } }, use_item = { { { 18003, 3 } } }, gear_score = { 50 } }, [43401] = { use_gold = 400, name = "舰体改良I", star_limit = 2, descrip = "耐久+70", max_level = 1, skin_id = 0, use_ship = 0, level_limit = 1, id = 43401, icon = "hp_1", skill_id = 0, condition_id = {}, effect = { { durability = 70 } }, ship_id = {}, use_item = { { { 18011, 2 } } }, gear_score = { 10 } }, [43402] = { use_gold = 600, name = "命中强化I", star_limit = 2, descrip = "命中+5", max_level = 1, skin_id = 0, use_ship = 0, level_limit = 5, id = 43402, icon = "hit_1", skill_id = 0, condition_id = { 43401 }, effect = { { hit = 5 } }, ship_id = {}, use_item = { { { 18011, 3 } } }, gear_score = { 10 } }, [43403] = { use_gold = 800, name = "主炮改良I", star_limit = 3, descrip = "主炮武器效率+5%", max_level = 1, skin_id = 0, use_ship = 0, level_limit = 20, id = 43403, icon = "mgup_1", skill_id = 0, condition_id = { 43401 }, effect = { { equipment_proficiency_1 = 0.05 } }, ship_id = {}, use_item = { { { 18011, 3 } } }, gear_score = { 15 } }, [43404] = { use_gold = 1000, name = "炮击强化I", star_limit = 3, descrip = "炮击+10", max_level = 1, skin_id = 0, use_ship = 0, level_limit = 25, id = 43404, icon = "cn_1", skill_id = 0, condition_id = { 43403 }, effect = { { cannon = 10 } }, ship_id = {}, use_item = { { { 18011, 5 } } }, gear_score = { 15 } }, [43405] = { use_gold = 1200, name = "鱼雷改良I", star_limit = 4, descrip = "鱼雷武器效率+5%", max_level = 1, skin_id = 0, use_ship = 0, level_limit = 35, id = 43405, icon = "tpup_1", skill_id = 0, condition_id = { 43403 }, effect = { { equipment_proficiency_2 = 0.05 } }, ship_id = {}, use_item = { { { 18012, 3 } } }, gear_score = { 20 } }, [43406] = { use_gold = 1500, name = "雷击强化II", star_limit = 4, descrip = "雷击+5/雷击+15", max_level = 2, skin_id = 0, use_ship = 0, level_limit = 40, id = 43406, icon = "tp_2", skill_id = 0, condition_id = { 43402, 43405 }, effect = { { torpedo = 5 }, { torpedo = 15 } }, ship_id = {}, use_item = { { { 18012, 2 } }, { { 18012, 2 } } }, gear_score = { 10, 10 } }, [43407] = { use_gold = 1800, name = "舰体改良II", star_limit = 4, descrip = "耐久+70/耐久+100", max_level = 2, skin_id = 0, use_ship = 0, level_limit = 50, id = 43407, icon = "hp_2", skill_id = 0, condition_id = { 43405 }, effect = { { durability = 70 }, { durability = 100 } }, ship_id = {}, use_item = { { { 18012, 2 } }, { { 18012, 3 } } }, gear_score = { 10, 15 } }, [43408] = { use_gold = 2000, name = "命中强化I", star_limit = 4, descrip = "命中+5", max_level = 1, skin_id = 0, use_ship = 0, level_limit = 55, id = 43408, icon = "hit_1", skill_id = 0, condition_id = { 43407 }, effect = { { hit = 5 } }, ship_id = {}, use_item = { { { 18012, 3 } } }, gear_score = { 25 } }, [43409] = { use_gold = 2500, name = "防空炮改良II", star_limit = 5, descrip = "防空炮武器效率+5%/防空炮武器效率+5%", max_level = 2, skin_id = 0, use_ship = 0, level_limit = 70, id = 43409, icon = "Aaup_2", skill_id = 0, condition_id = { 43407 }, effect = { { equipment_proficiency_3 = 0.05 }, { equipment_proficiency_3 = 0.05 } }, ship_id = {}, use_item = { { { 18013, 1 } }, { { 18013, 1 } } }, gear_score = { 10, 20 } }, [43410] = { use_gold = 3000, name = "防空强化II", star_limit = 5, descrip = "防空+15/防空+25", max_level = 2, skin_id = 0, use_ship = 0, level_limit = 75, id = 43410, icon = "Aa_2", skill_id = 0, condition_id = { 43404, 43409 }, effect = { { antiaircraft = 15 }, { antiaircraft = 25 } }, ship_id = {}, use_item = { { { 18013, 1 }, { 17033, 5 } }, { { 18013, 2 }, { 17033, 15 } } }, gear_score = { 10, 20 } }, [43411] = { use_gold = 4000, name = "近代化改造", star_limit = 5, descrip = "近代化改造完成,炮击+35,防空+10", max_level = 1, skin_id = 702029, use_ship = 1, level_limit = 85, id = 43411, icon = "mt_red", skill_id = 0, condition_id = { 43409, 43410 }, effect = { { cannon = 35, antiaircraft = 10 } }, ship_id = { { 702024, 702124 } }, use_item = { { { 18013, 4 } } }, gear_score = { 50 } }, [43412] = { use_gold = 3000, name = "战术启发", star_limit = 5, descrip = "习得技能【满怀爱意!】", max_level = 1, skin_id = 0, use_ship = 0, level_limit = 90, id = 43412, icon = "skill_red", skill_id = 14260, condition_id = { 43408, 43411 }, effect = { { skill_id = 14260 } }, ship_id = {}, use_item = { { { 18013, 2 }, { 17003, 50 } } }, gear_score = { 30 } }, all = 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8102, 8103, 8104, 8105, 8106, 8107, 8108, 8109, 8110, 8111, 8201, 8202, 8203, 8204, 8205, 8206, 8207, 8208, 8209, 8210, 8211, 8301, 8302, 8303, 8304, 8305, 8306, 8307, 8308, 8309, 8310, 8311, 8801, 8802, 8803, 8804, 8805, 8806, 8807, 8808, 8809, 8810, 8811, 8901, 8902, 8903, 8904, 8905, 8906, 8907, 8908, 8909, 8910, 8911, 9001, 9002, 9003, 9004, 9005, 9006, 9007, 9008, 9009, 9010, 9011, 9101, 9102, 9103, 9104, 9105, 9106, 9107, 9108, 9109, 9110, 9111, 9201, 9202, 9203, 9204, 9205, 9206, 9207, 9208, 9209, 9210, 9211, 10101, 10102, 10103, 10104, 10105, 10106, 10107, 10108, 10109, 10110, 10111, 10112, 10401, 10402, 10403, 10404, 10405, 10406, 10407, 10408, 10409, 10410, 10411, 10501, 10502, 10503, 10504, 10505, 10506, 10507, 10508, 10509, 10510, 10511, 10601, 10602, 10603, 10604, 10605, 10606, 10607, 10608, 10609, 10610, 10611, 11901, 11902, 11903, 11904, 11905, 11906, 11907, 11908, 11909, 11910, 11911, 11912, 12201, 12202, 12203, 12204, 12205, 12206, 12207, 12208, 12209, 12210, 12211, 12501, 12502, 12503, 12504, 12505, 12506, 12507, 12508, 12509, 12510, 12511, 12512, 12601, 12602, 12603, 12604, 12605, 12606, 12607, 12608, 12609, 12610, 12611, 12612, 13101, 13102, 13103, 13104, 13105, 13106, 13107, 13108, 13109, 13110, 13111, 13112, 14001, 14002, 14003, 14004, 14005, 14006, 14007, 14008, 14009, 14010, 14011, 14401, 14402, 14403, 14404, 14405, 14406, 14407, 14408, 14409, 14410, 14411, 14412, 15501, 15502, 15503, 15504, 15505, 15506, 15507, 15508, 15509, 15510, 15511, 15512, 16501, 16502, 16503, 16504, 16505, 16506, 16507, 16508, 16509, 16510, 16511, 16512, 16701, 16702, 16703, 16704, 16705, 16706, 16707, 16708, 16709, 16710, 16711, 16801, 16802, 16803, 16804, 16805, 16806, 16807, 16808, 16809, 16810, 16811, 17101, 17102, 17103, 17104, 17105, 17106, 17107, 17108, 17109, 17110, 17111, 17401, 17402, 17403, 17404, 17405, 17406, 17407, 17408, 17409, 17410, 17411, 17501, 17502, 17503, 17504, 17505, 17506, 17507, 17508, 17509, 17510, 17511, 17601, 17602, 17603, 17604, 17605, 17606, 17607, 17608, 17609, 17610, 17611, 17901, 17902, 17903, 17904, 17905, 17906, 17907, 17908, 17909, 17910, 17911, 17912, 18301, 18302, 18303, 18304, 18305, 18306, 18307, 18308, 18309, 18310, 18311, 18601, 18602, 18603, 18604, 18605, 18606, 18607, 18608, 18609, 18610, 18611, 18612, 18701, 18702, 18703, 18704, 18705, 18706, 18707, 18708, 18709, 18710, 18711, 18801, 18802, 18803, 18804, 18805, 18806, 18807, 18808, 18809, 18810, 18811, 18812, 19001, 19002, 19003, 19004, 19005, 19006, 19007, 19008, 19009, 19010, 19011, 19101, 19102, 19103, 19104, 19105, 19106, 19107, 19108, 19109, 19110, 19111, 20801, 20802, 20803, 20804, 20805, 20806, 20807, 20808, 20809, 20810, 20811, 20901, 20902, 20903, 20904, 20905, 20906, 20907, 20908, 20909, 20910, 20911, 21001, 21002, 21003, 21004, 21005, 21006, 21007, 21008, 21009, 21010, 21011, 21101, 21102, 21103, 21104, 21105, 21106, 21107, 21108, 21109, 21110, 21111, 22201, 22202, 22203, 22204, 22205, 22206, 22207, 22208, 22209, 22210, 22211, 22601, 22602, 22603, 22604, 22605, 22606, 22607, 22608, 22609, 22610, 22611, 22612, 22701, 22702, 22703, 22704, 22705, 22706, 22707, 22708, 22709, 22710, 22711, 22712, 23301, 23302, 23303, 23304, 23305, 23306, 23307, 23308, 23309, 23310, 23311, 23312, 23601, 23602, 23603, 23604, 23605, 23606, 23607, 23608, 23609, 23610, 23611, 23612, 23901, 23902, 23903, 23904, 23905, 23906, 23907, 23908, 23909, 23910, 23911, 24001, 24002, 24003, 24004, 24005, 24006, 24007, 24008, 24009, 24010, 24011, 24101, 24102, 24103, 24104, 24105, 24106, 24107, 24108, 24109, 24110, 24111, 25801, 25802, 25803, 25804, 25805, 25806, 25807, 25808, 25809, 25810, 25811, 25812, 25901, 25902, 25903, 25904, 25905, 25906, 25907, 25908, 25909, 25910, 25911, 25912, 26301, 26302, 26303, 26304, 26305, 26306, 26307, 26308, 26309, 26310, 26311, 26901, 26902, 26903, 26904, 26905, 26906, 26907, 26908, 26909, 26910, 26911, 27001, 27002, 27003, 27004, 27005, 27006, 27007, 27008, 27009, 27010, 27011, 27101, 27102, 27103, 27104, 27105, 27106, 27107, 27108, 27109, 27110, 27111, 27201, 27202, 27203, 27204, 27205, 27206, 27207, 27208, 27209, 27210, 27211, 30101, 30102, 30103, 30104, 30105, 30106, 30107, 30108, 30109, 30110, 30111, 30112, 30801, 30802, 30803, 30804, 30805, 30806, 30807, 30808, 30809, 30810, 30811, 30901, 30902, 30903, 30904, 30905, 30906, 30907, 30908, 30909, 30910, 30911, 30912, 31801, 31802, 31803, 31804, 31805, 31806, 31807, 31808, 31809, 31810, 31811, 31901, 31902, 31903, 31904, 31905, 31906, 31907, 31908, 31909, 31910, 31911, 34801, 34802, 34803, 34804, 34805, 34806, 34807, 34808, 34809, 34810, 34811, 34901, 34902, 34903, 34904, 34905, 34906, 34907, 34908, 34909, 34910, 34911, 34912, 35101, 35102, 35103, 35104, 35105, 35106, 35107, 35108, 35109, 35110, 35111, 36101, 36102, 36103, 36104, 36105, 36106, 36107, 36108, 36109, 36110, 36111, 37201, 37202, 37203, 37204, 37205, 37206, 37207, 37208, 37209, 37210, 37211, 37301, 37302, 37303, 37304, 37305, 37306, 37307, 37308, 37309, 37310, 37311, 37701, 37702, 37703, 37704, 37705, 37706, 37707, 37708, 37709, 37710, 37711, 37712, 42401, 42402, 42403, 42404, 42405, 42406, 42407, 42408, 42409, 42410, 42411, 42412, 43401, 43402, 43403, 43404, 43405, 43406, 43407, 43408, 43409, 43410, 43411, 43412 } } return
-- Set up core mapgen aliases. minetest.register_alias("mapgen_stone", "aurum_base:stone") minetest.register_alias("mapgen_water_source", "aurum_base:water_source") minetest.register_alias("mapgen_water_flowing", "aurum_base:water_flowing") minetest.register_alias("mapgen_river_water_source", "aurum_base:river_water_source") minetest.register_alias("mapgen_river_water_flowing", "aurum_base:river_water_flowing")
return Def.ActorFrame{ OnCommand=cmd(zoom,0.85); LoadActor("graphics/b-plus.png"); };
--[[ Prototype Oriented Programming for Lua 5.1, 5.2, 5.3 & 5.4 Copyright (C) 2000-2022 std.prototype authors ]] --[[-- Module table. Lazy loading of submodules, and metadata for the Prototype package. @module std.prototype ]] local _ENV = require 'std.normalize' {} --[[ =============== ]]-- --[[ Implementation. ]]-- --[[ =============== ]]-- return setmetatable({ --- Module table. -- @table prototype -- @field version Release version string }, { --- Metamethods -- @section Metamethods --- Lazy loading of prototype modules. -- Don't load everything on initial startup, wait until first attempt -- to access a submodule, and then load it on demand. -- @function __index -- @string name submodule name -- @treturn table|nil the submodule that was loaded to satisfy the missing -- `name`, otherwise `nil` if nothing was found -- @usage -- local prototype = require 'prototype' -- local Object = prototype.object.prototype __index = function(self, name) local ok, t = pcall(require, 'std.prototype.' .. name) if ok then rawset(self, name, t) return t end end, })
local Path = require ('map.path') local Storm = require ('stormlib') -- Wrapper for a MPQ object provided by [lua-stormlib], primarily focused on -- providing W3X compatibility. -- -- [lua-stormlib]: https://github.com/nvs/lua-stormlib local MPQ = {} MPQ.__index = MPQ function MPQ.new (path, mode) -- StormLib will only truncate existing files. Give it some help in -- regards to directories. if mode == 'w+' and Path.is_directory (path) then Path.remove (path, true) end local mpq, message, code = Storm.open (path, mode) if not mpq then return nil, message, code end local self = { _mpq = mpq } return setmetatable (self, MPQ) end local function to_internal (name) return (name:gsub ('[\\/]+', '\\')) end function MPQ:files (...) return self._mpq:files (...) end function MPQ:open (name, mode, size) return self._mpq:open (to_internal (name), mode, size) end function MPQ:rename (old, new) return self._mpq:rename (to_internal (old), to_internal (new)) end function MPQ:remove (name) return self._mpq:remove (to_internal (name)) end function MPQ:compact () return self._mpq:compact () end function MPQ:close () return self._mpq:close () end return MPQ
borvos_guard = Creature:new { objectName = "", customName = "Borvo's Guard", socialGroup = "borvo", faction = "borvo", level = 15, chanceHit = 0.31, damageMin = 160, damageMax = 170, baseXp = 831, baseHAM = 2400, baseHAMmax = 3000, armor = 0, resists = {0,0,0,0,0,0,0,0,-1}, meatType = "", meatAmount = 0, hideType = "", hideAmount = 0, boneType = "", boneAmount = 0, milk = 0, tamingChance = 0, ferocity = 0, pvpBitmask = NONE, creatureBitmask = PACK + HERD, optionsBitmask = AIENABLED + CONVERSABLE, diet = HERBIVORE, templates = {"object/mobile/dressed_borvos_soldier.iff"}, lootGroups = {}, weapons = {"rebel_weapons_light"}, conversationTemplate = "krayt_dragon_skull_mission_giver_convotemplate", attacks = {}, } CreatureTemplates:addCreatureTemplate(borvos_guard, "borvos_guard")
local old_moneygang22_init = MoneyTweakData.init function MoneyTweakData:init(tweak_data) old_moneygang22_init(self, tweak_data) self.sell_weapon_multiplier = -10000000 end
-- This is a generated file! Please edit source .ksy file and use kaitai-struct-compiler to rebuild -- -- This file is compatible with Lua 5.3 local class = require("class") require("kaitaistruct") local enum = require("enum") local stringstream = require("string_stream") local str_decode = require("string_decode") -- -- GIF (Graphics Interchange Format) is an image file format, developed -- in 1987. It became popular in 1990s as one of the main image formats -- used in World Wide Web. -- -- GIF format allows encoding of palette-based images up to 256 colors -- (each of the colors can be chosen from a 24-bit RGB -- colorspace). Image data stream uses LZW (Lempel-Ziv-Welch) lossless -- compression. -- -- Over the years, several version of the format were published and -- several extensions to it were made, namely, a popular Netscape -- extension that allows to store several images in one file, switching -- between them, which produces crude form of animation. -- -- Structurally, format consists of several mandatory headers and then -- a stream of blocks follows. Blocks can carry additional -- metainformation or image data. Gif = class.class(KaitaiStruct) Gif.BlockType = enum.Enum { extension = 33, local_image_descriptor = 44, end_of_file = 59, } Gif.ExtensionLabel = enum.Enum { graphic_control = 249, comment = 254, application = 255, } function Gif:_init(io, parent, root) KaitaiStruct._init(self, io) self._parent = parent self._root = root or self self:_read() end function Gif:_read() self.hdr = Gif.Header(self._io, self, self._root) self.logical_screen_descriptor = Gif.LogicalScreenDescriptorStruct(self._io, self, self._root) if self.logical_screen_descriptor.has_color_table then self._raw_global_color_table = self._io:read_bytes((self.logical_screen_descriptor.color_table_size * 3)) local _io = KaitaiStream(stringstream(self._raw_global_color_table)) self.global_color_table = Gif.ColorTable(_io, self, self._root) end self.blocks = {} local i = 0 while true do _ = Gif.Block(self._io, self, self._root) self.blocks[i + 1] = _ if ((self._io:is_eof()) or (_.block_type == Gif.BlockType.end_of_file)) then break end i = i + 1 end end -- -- See also: - section 18 (https://www.w3.org/Graphics/GIF/spec-gif89a.txt) -- -- See also: - section 22 (https://www.w3.org/Graphics/GIF/spec-gif89a.txt) Gif.ImageData = class.class(KaitaiStruct) function Gif.ImageData:_init(io, parent, root) KaitaiStruct._init(self, io) self._parent = parent self._root = root or self self:_read() end function Gif.ImageData:_read() self.lzw_min_code_size = self._io:read_u1() self.subblocks = Gif.Subblocks(self._io, self, self._root) end Gif.ColorTableEntry = class.class(KaitaiStruct) function Gif.ColorTableEntry:_init(io, parent, root) KaitaiStruct._init(self, io) self._parent = parent self._root = root or self self:_read() end function Gif.ColorTableEntry:_read() self.red = self._io:read_u1() self.green = self._io:read_u1() self.blue = self._io:read_u1() end -- -- See also: - section 18 (https://www.w3.org/Graphics/GIF/spec-gif89a.txt) Gif.LogicalScreenDescriptorStruct = class.class(KaitaiStruct) function Gif.LogicalScreenDescriptorStruct:_init(io, parent, root) KaitaiStruct._init(self, io) self._parent = parent self._root = root or self self:_read() end function Gif.LogicalScreenDescriptorStruct:_read() self.screen_width = self._io:read_u2le() self.screen_height = self._io:read_u2le() self.flags = self._io:read_u1() self.bg_color_index = self._io:read_u1() self.pixel_aspect_ratio = self._io:read_u1() end Gif.LogicalScreenDescriptorStruct.property.has_color_table = {} function Gif.LogicalScreenDescriptorStruct.property.has_color_table:get() if self._m_has_color_table ~= nil then return self._m_has_color_table end self._m_has_color_table = (self.flags & 128) ~= 0 return self._m_has_color_table end Gif.LogicalScreenDescriptorStruct.property.color_table_size = {} function Gif.LogicalScreenDescriptorStruct.property.color_table_size:get() if self._m_color_table_size ~= nil then return self._m_color_table_size end self._m_color_table_size = (2 << (self.flags & 7)) return self._m_color_table_size end Gif.LocalImageDescriptor = class.class(KaitaiStruct) function Gif.LocalImageDescriptor:_init(io, parent, root) KaitaiStruct._init(self, io) self._parent = parent self._root = root or self self:_read() end function Gif.LocalImageDescriptor:_read() self.left = self._io:read_u2le() self.top = self._io:read_u2le() self.width = self._io:read_u2le() self.height = self._io:read_u2le() self.flags = self._io:read_u1() if self.has_color_table then self._raw_local_color_table = self._io:read_bytes((self.color_table_size * 3)) local _io = KaitaiStream(stringstream(self._raw_local_color_table)) self.local_color_table = Gif.ColorTable(_io, self, self._root) end self.image_data = Gif.ImageData(self._io, self, self._root) end Gif.LocalImageDescriptor.property.has_color_table = {} function Gif.LocalImageDescriptor.property.has_color_table:get() if self._m_has_color_table ~= nil then return self._m_has_color_table end self._m_has_color_table = (self.flags & 128) ~= 0 return self._m_has_color_table end Gif.LocalImageDescriptor.property.has_interlace = {} function Gif.LocalImageDescriptor.property.has_interlace:get() if self._m_has_interlace ~= nil then return self._m_has_interlace end self._m_has_interlace = (self.flags & 64) ~= 0 return self._m_has_interlace end Gif.LocalImageDescriptor.property.has_sorted_color_table = {} function Gif.LocalImageDescriptor.property.has_sorted_color_table:get() if self._m_has_sorted_color_table ~= nil then return self._m_has_sorted_color_table end self._m_has_sorted_color_table = (self.flags & 32) ~= 0 return self._m_has_sorted_color_table end Gif.LocalImageDescriptor.property.color_table_size = {} function Gif.LocalImageDescriptor.property.color_table_size:get() if self._m_color_table_size ~= nil then return self._m_color_table_size end self._m_color_table_size = (2 << (self.flags & 7)) return self._m_color_table_size end Gif.Block = class.class(KaitaiStruct) function Gif.Block:_init(io, parent, root) KaitaiStruct._init(self, io) self._parent = parent self._root = root or self self:_read() end function Gif.Block:_read() self.block_type = Gif.BlockType(self._io:read_u1()) local _on = self.block_type if _on == Gif.BlockType.extension then self.body = Gif.Extension(self._io, self, self._root) elseif _on == Gif.BlockType.local_image_descriptor then self.body = Gif.LocalImageDescriptor(self._io, self, self._root) end end -- -- See also: - section 19 (https://www.w3.org/Graphics/GIF/spec-gif89a.txt) Gif.ColorTable = class.class(KaitaiStruct) function Gif.ColorTable:_init(io, parent, root) KaitaiStruct._init(self, io) self._parent = parent self._root = root or self self:_read() end function Gif.ColorTable:_read() self.entries = {} local i = 0 while not self._io:is_eof() do self.entries[i + 1] = Gif.ColorTableEntry(self._io, self, self._root) i = i + 1 end end -- -- See also: - section 17 (https://www.w3.org/Graphics/GIF/spec-gif89a.txt) Gif.Header = class.class(KaitaiStruct) function Gif.Header:_init(io, parent, root) KaitaiStruct._init(self, io) self._parent = parent self._root = root or self self:_read() end function Gif.Header:_read() self.magic = self._io:read_bytes(3) if not(self.magic == "\071\073\070") then error("not equal, expected " .. "\071\073\070" .. ", but got " .. self.magic) end self.version = str_decode.decode(self._io:read_bytes(3), "ASCII") end -- -- See also: - section 23 (https://www.w3.org/Graphics/GIF/spec-gif89a.txt) Gif.ExtGraphicControl = class.class(KaitaiStruct) function Gif.ExtGraphicControl:_init(io, parent, root) KaitaiStruct._init(self, io) self._parent = parent self._root = root or self self:_read() end function Gif.ExtGraphicControl:_read() self.block_size = self._io:read_bytes(1) if not(self.block_size == "\004") then error("not equal, expected " .. "\004" .. ", but got " .. self.block_size) end self.flags = self._io:read_u1() self.delay_time = self._io:read_u2le() self.transparent_idx = self._io:read_u1() self.terminator = self._io:read_bytes(1) if not(self.terminator == "\000") then error("not equal, expected " .. "\000" .. ", but got " .. self.terminator) end end Gif.ExtGraphicControl.property.transparent_color_flag = {} function Gif.ExtGraphicControl.property.transparent_color_flag:get() if self._m_transparent_color_flag ~= nil then return self._m_transparent_color_flag end self._m_transparent_color_flag = (self.flags & 1) ~= 0 return self._m_transparent_color_flag end Gif.ExtGraphicControl.property.user_input_flag = {} function Gif.ExtGraphicControl.property.user_input_flag:get() if self._m_user_input_flag ~= nil then return self._m_user_input_flag end self._m_user_input_flag = (self.flags & 2) ~= 0 return self._m_user_input_flag end Gif.Subblock = class.class(KaitaiStruct) function Gif.Subblock:_init(io, parent, root) KaitaiStruct._init(self, io) self._parent = parent self._root = root or self self:_read() end function Gif.Subblock:_read() self.len_bytes = self._io:read_u1() self.bytes = self._io:read_bytes(self.len_bytes) end Gif.ApplicationId = class.class(KaitaiStruct) function Gif.ApplicationId:_init(io, parent, root) KaitaiStruct._init(self, io) self._parent = parent self._root = root or self self:_read() end function Gif.ApplicationId:_read() self.len_bytes = self._io:read_u1() if not(self.len_bytes == 11) then error("not equal, expected " .. 11 .. ", but got " .. self.len_bytes) end self.application_identifier = str_decode.decode(self._io:read_bytes(8), "ASCII") self.application_auth_code = self._io:read_bytes(3) end Gif.ExtApplication = class.class(KaitaiStruct) function Gif.ExtApplication:_init(io, parent, root) KaitaiStruct._init(self, io) self._parent = parent self._root = root or self self:_read() end function Gif.ExtApplication:_read() self.application_id = Gif.ApplicationId(self._io, self, self._root) self.subblocks = {} local i = 0 while true do _ = Gif.Subblock(self._io, self, self._root) self.subblocks[i + 1] = _ if _.len_bytes == 0 then break end i = i + 1 end end Gif.Subblocks = class.class(KaitaiStruct) function Gif.Subblocks:_init(io, parent, root) KaitaiStruct._init(self, io) self._parent = parent self._root = root or self self:_read() end function Gif.Subblocks:_read() self.entries = {} local i = 0 while true do _ = Gif.Subblock(self._io, self, self._root) self.entries[i + 1] = _ if _.len_bytes == 0 then break end i = i + 1 end end Gif.Extension = class.class(KaitaiStruct) function Gif.Extension:_init(io, parent, root) KaitaiStruct._init(self, io) self._parent = parent self._root = root or self self:_read() end function Gif.Extension:_read() self.label = Gif.ExtensionLabel(self._io:read_u1()) local _on = self.label if _on == Gif.ExtensionLabel.application then self.body = Gif.ExtApplication(self._io, self, self._root) elseif _on == Gif.ExtensionLabel.comment then self.body = Gif.Subblocks(self._io, self, self._root) elseif _on == Gif.ExtensionLabel.graphic_control then self.body = Gif.ExtGraphicControl(self._io, self, self._root) else self.body = Gif.Subblocks(self._io, self, self._root) end end
minetest.register_node("building_blocks:Adobe", { tiles = {"building_blocks_Adobe.png"}, description = "Adobe", is_ground_content = true, groups = {crumbly=3}, sounds = default.node_sound_stone_defaults(), }) minetest.register_node("building_blocks:Roofing", { tiles = {"building_blocks_Roofing.png"}, is_ground_content = true, description = "Roof block", groups = {snappy=3}, }) minetest.register_craft({ output = 'building_blocks:terrycloth_towel 2', recipe = { {"farming:string", "farming:string", "farming:string"}, } }) minetest.register_craft({ output = 'building_blocks:Tarmac_spread 4', recipe = { {"group:tar_block", "group:tar_block"}, } }) minetest.register_craft({ output = 'building_blocks:gravel_spread 4', recipe = { {"default:gravel", "default:gravel", "default:gravel"}, } }) minetest.register_craft({ output = 'building_blocks:brobble_spread 4', recipe = { {"default:brick", "default:cobble", "default:brick"}, } }) minetest.register_craft({ output = 'building_blocks:Fireplace 1', recipe = { {"default:steel_ingot", "building_blocks:sticks", "default:steel_ingot"}, } }) minetest.register_craft({ output = 'building_blocks:Adobe 3', recipe = { {"default:sand"}, {"default:clay"}, {"group:stick"}, } }) minetest.register_craft({ output = 'building_blocks:Roofing 10', recipe = { {"building_blocks:Adobe", "building_blocks:Adobe"}, {"building_blocks:Adobe", "building_blocks:Adobe"}, } }) minetest.register_craft({ output = 'building_blocks:BWtile 10', recipe = { {"group:marble", "group:tar_block"}, {"group:tar_block", "group:marble"}, } }) minetest.register_craft({ output = 'building_blocks:grate 1', recipe = { {"default:steel_ingot", "default:steel_ingot"}, {"default:glass", "default:glass"}, } }) minetest.register_craft({ output = 'building_blocks:woodglass 1', recipe = { {"default:wood"}, {"default:glass"}, } }) minetest.register_craft({ output = 'building_blocks:hardwood 2', recipe = { {"default:wood", "default:junglewood"}, {"default:junglewood", "default:wood"}, } }) minetest.register_craft({ output = 'building_blocks:hardwood 2', recipe = { {"default:junglewood", "default:wood"}, {"default:wood", "default:junglewood"}, } }) if minetest.get_modpath("moreblocks") then minetest.register_craft({ output = 'building_blocks:sticks 2', recipe = { {'group:stick', '' , 'group:stick'}, {'group:stick', 'group:stick', 'group:stick'}, {'group:stick', 'group:stick', 'group:stick'}, } }) else minetest.register_craft({ output = 'building_blocks:sticks', recipe = { {'group:stick', 'group:stick'}, {'group:stick', 'group:stick'}, } }) end minetest.register_craft({ output = 'building_blocks:sticks', recipe = { {'group:stick', '', 'group:stick'}, {'', 'group:stick', ''}, {'group:stick', '', 'group:stick'}, } -- MODIFICATION MADE FOR MFF ^ }) minetest.register_craft({ output = 'building_blocks:fakegrass 2', recipe = { {'default:leaves'}, {"default:dirt"}, } }) minetest.register_craft({ output = 'building_blocks:tar_base 2', recipe = { {"default:coal_lump", "default:gravel"}, {"default:gravel", "default:coal_lump"} } }) minetest.register_craft({ output = 'building_blocks:tar_base 2', recipe = { {"default:gravel", "default:coal_lump"}, {"default:coal_lump", "default:gravel"} } }) minetest.register_craft({ type = "cooking", output = "building_blocks:smoothglass", recipe = "default:glass" }) minetest.register_node("building_blocks:smoothglass", { drawtype = "glasslike", description = "Streak Free Glass", tiles = {"building_blocks_sglass.png"}, inventory_image = minetest.inventorycube("building_blocks_sglass.png"), paramtype = "light", sunlight_propagates = true, is_ground_content = true, groups = {snappy=3,cracky=3,oddly_breakable_by_hand=3}, sounds = default.node_sound_glass_defaults(), }) minetest.register_node("building_blocks:grate", { drawtype = "glasslike", description = "Grate", tiles = {"building_blocks_grate.png"}, inventory_image = minetest.inventorycube("building_blocks_grate.png"), paramtype = "light", sunlight_propagates = true, is_ground_content = true, groups = {cracky=1}, }) minetest.register_node("building_blocks:Fireplace", { description = "Fireplace", tiles = { "building_blocks_cast_iron.png", "building_blocks_cast_iron.png", "building_blocks_cast_iron.png", "building_blocks_cast_iron_fireplace.png" }, paramtype = "light", paramtype2 = "facedir", light_source = default.LIGHT_MAX, sunlight_propagates = true, is_ground_content = true, groups = {cracky=2}, }) minetest.register_node("building_blocks:woodglass", { drawtype = "glasslike", description = "Wood Framed Glass", tiles = {"building_blocks_wglass.png"}, inventory_image = minetest.inventorycube("building_blocks_wglass.png"), paramtype = "light", sunlight_propagates = true, is_ground_content = true, groups = {snappy=3,cracky=3,oddly_breakable_by_hand=3}, sounds = default.node_sound_glass_defaults(), }) minetest.register_node("building_blocks:terrycloth_towel", { drawtype = "raillike", description = "Terrycloth towel", tiles = {"building_blocks_towel.png"}, inventory_image = "building_blocks_towel_inv.png", paramtype = "light", walkable = false, selection_box = { type = "fixed", -- but how to specify the dimensions for curved and sideways rails? fixed = {-1/2, -1/2, -1/2, 1/2, -1/2+1/16, 1/2}, }, sunlight_propagates = true, is_ground_content = true, groups = {crumbly=3}, }) minetest.register_node("building_blocks:Tarmac_spread", { drawtype = "raillike", description = "Tarmac Spread", tiles = {"building_blocks_tar.png"}, inventory_image = "building_blocks_tar_spread_inv.png", paramtype = "light", walkable = false, selection_box = { type = "fixed", -- but how to specify the dimensions for curved and sideways rails? fixed = {-1/2, -1/2, -1/2, 1/2, -1/2+1/16, 1/2}, }, sunlight_propagates = true, is_ground_content = true, groups = {cracky=3}, sounds = default.node_sound_dirt_defaults(), }) minetest.register_node("building_blocks:BWtile", { drawtype = "raillike", description = "Chess board tiling", tiles = {"building_blocks_BWtile.png"}, inventory_image = "building_blocks_bwtile_inv.png", paramtype = "light", walkable = false, selection_box = { type = "fixed", -- but how to specify the dimensions for curved and sideways rails? fixed = {-1/2, -1/2, -1/2, 1/2, -1/2+1/16, 1/2}, }, sunlight_propagates = true, is_ground_content = true, groups = {crumbly=3}, }) minetest.register_node("building_blocks:brobble_spread", { drawtype = "raillike", description = "Brobble Spread", tiles = {"building_blocks_brobble.png"}, inventory_image = "building_blocks_brobble_spread_inv.png", paramtype = "light", walkable = false, selection_box = { type = "fixed", -- but how to specify the dimensions for curved and sideways rails? fixed = {-1/2, -1/2, -1/2, 1/2, -1/2+1/16, 1/2}, }, sunlight_propagates = true, is_ground_content = true, groups = {crumbly=3}, }) minetest.register_node("building_blocks:gravel_spread", { drawtype = "raillike", description = "Gravel Spread", tiles = {"default_gravel.png"}, inventory_image = "building_blocks_gravel_spread_inv.png", paramtype = "light", walkable = false, selection_box = { type = "fixed", -- but how to specify the dimensions for curved and sideways rails? fixed = {-1/2, -1/2, -1/2, 1/2, -1/2+1/16, 1/2}, }, sunlight_propagates = true, is_ground_content = true, groups = {crumbly=2}, sounds = default.node_sound_dirt_defaults({ footstep = {name="default_gravel_footstep", gain=0.5}, dug = {name="default_gravel_footstep", gain=1.0}, }), }) minetest.register_node("building_blocks:hardwood", { tiles = {"building_blocks_hardwood.png"}, is_ground_content = true, description = "Hardwood", groups = {choppy=1,flammable=1}, sounds = default.node_sound_wood_defaults(), }) if minetest.get_modpath("moreblocks") then stairsplus:register_all( "building_blocks", "marble", "building_blocks:Marble", { description = "Marble", tiles = {"building_blocks_marble.png"}, groups = {cracky=3}, sounds = default.node_sound_stone_defaults(), } ) stairsplus:register_all( "building_blocks", "hardwood", "building_blocks:hardwood", { description = "Hardwood", tiles = {"building_blocks_hardwood.png"}, groups = {choppy=1,flammable=1}, sounds = default.node_sound_wood_defaults(), } ) stairsplus:register_all( "building_blocks", "fakegrass", "building_blocks:fakegrass", { description = "Grass", tiles = {"default_grass.png"}, groups = {crumbly=3}, sounds = default.node_sound_dirt_defaults({ footstep = {name="default_grass_footstep", gain=0.4}, }), } ) stairsplus:register_all( "building_blocks", "tar", "building_blocks:Tar", { description = "Tar", tiles = {"building_blocks_tar.png"}, groups = {crumbly=1}, sounds = default.node_sound_stone_defaults(), } ) stairsplus:register_all( "building_blocks", "grate", "building_blocks:grate", { description = "Grate", tiles = {"building_blocks_grate.png"}, groups = {cracky=1}, sounds = default.node_sound_stone_defaults(), } ) stairsplus:register_all( "building_blocks", "Adobe", "building_blocks:Adobe", { description = "Adobe", tiles = {"building_blocks_Adobe.png"}, groups = {crumbly=3}, sounds = default.node_sound_stone_defaults(), } ) stairsplus:register_all( "building_blocks", "Roofing", "building_blocks:Roofing", { description = "Roofing", tiles = {"building_blocks_Roofing.png"}, groups = {snappy=3}, sounds = default.node_sound_stone_defaults(), } ) else bb_stairs = {} -- Node will be called stairs:stair_<subname> function bb_stairs.register_stair(subname, recipeitem, groups, images, description) minetest.register_node("building_blocks:stair_" .. subname, { description = description, drawtype = "nodebox", tiles = images, paramtype = "light", paramtype2 = "facedir", is_ground_content = true, groups = groups, node_box = { type = "fixed", fixed = { {-0.5, -0.5, -0.5, 0.5, 0, 0.5}, {-0.5, 0, 0, 0.5, 0.5, 0.5}, }, }, }) minetest.register_craft({ output = 'building_blocks:stair_' .. subname .. ' 4', recipe = { {recipeitem, "", ""}, {recipeitem, recipeitem, ""}, {recipeitem, recipeitem, recipeitem}, }, }) -- Flipped recipe for the silly minecrafters minetest.register_craft({ output = 'building_blocks:stair_' .. subname .. ' 4', recipe = { {"", "", recipeitem}, {"", recipeitem, recipeitem}, {recipeitem, recipeitem, recipeitem}, }, }) end -- Node will be called stairs:slab_<subname> function bb_stairs.register_slab(subname, recipeitem, groups, images, description) minetest.register_node("building_blocks:slab_" .. subname, { description = description, drawtype = "nodebox", tiles = images, paramtype = "light", is_ground_content = true, groups = groups, node_box = { type = "fixed", fixed = {-0.5, -0.5, -0.5, 0.5, 0, 0.5}, }, selection_box = { type = "fixed", fixed = {-0.5, -0.5, -0.5, 0.5, 0, 0.5}, }, }) minetest.register_craft({ output = 'building_blocks:slab_' .. subname .. ' 3', recipe = { {recipeitem, recipeitem, recipeitem}, }, }) end -- Nodes will be called stairs:{stair,slab}_<subname> function bb_stairs.register_stair_and_slab(subname, recipeitem, groups, images, desc_stair, desc_slab) bb_stairs.register_stair(subname, recipeitem, groups, images, desc_stair) bb_stairs.register_slab(subname, recipeitem, groups, images, desc_slab) end bb_stairs.register_stair_and_slab("marble","building_blocks:Marble", {cracky=3}, {"building_blocks_marble.png"}, "Marble stair", "Marble slab" ) bb_stairs.register_stair_and_slab("hardwood","building_blocks:hardwood", {choppy=1,flammable=1}, {"building_blocks_hardwood.png"}, "Hardwood stair", "Hardwood slab" ) bb_stairs.register_stair_and_slab("fakegrass","building_blocks:fakegrass", {crumbly=3}, {"default_grass.png"}, "Grass stair", "Grass slab" ) bb_stairs.register_stair_and_slab("tar","building_blocks:Tar", {crumbly=1}, {"building_blocks_tar.png"}, "Tar stair", "Tar slab" ) bb_stairs.register_stair_and_slab("grate","building_blocks:grate", {cracky=1}, {"building_blocks_grate.png"}, "Grate Stair", "Grate Slab" ) bb_stairs.register_stair_and_slab("Adobe", "building_blocks:Adobe", {crumbly=3}, {"building_blocks_Adobe.png"}, "Adobe stair", "Adobe slab" ) bb_stairs.register_stair_and_slab("Roofing", "building_blocks:Roofing", {snappy=3}, {"building_blocks_Roofing.png"}, "Roofing stair", "Roofing slab" ) end minetest.register_craft({ type = "fuel", recipe = "building_blocks:hardwood", burntime = 28, }) minetest.register_node("building_blocks:fakegrass", { tiles = {"default_grass.png", "default_dirt.png", "default_dirt.png^default_grass_side.png"}, description = "Fake Grass", is_ground_content = true, groups = {crumbly=3}, sounds = default.node_sound_dirt_defaults({ footstep = {name="default_grass_footstep", gain=0.4}, }), }) minetest.register_craftitem("building_blocks:sticks", { description = "Small bundle of sticks", image = "building_blocks_sticks.png", on_place_on_ground = minetest.craftitem_place_item, }) minetest.register_craftitem("building_blocks:tar_base", { description = "Tar base", image = "building_blocks_tar_base.png", }) --Tar --[[minetest.register_craft({ output = 'building_blocks:knife 1', recipe = { {"group:tar_block"}, {"group:stick"}, } }) --]] -- Modif MFF, remove this useless tool minetest.register_alias("tar", "building_blocks:Tar") minetest.register_alias("fakegrass", "building_blocks:fakegrass") minetest.register_alias("tar_knife", "building_blocks:knife") minetest.register_alias("adobe", "building_blocks:Adobe") minetest.register_alias("building_blocks_roofing", "building_blocks:Roofing") minetest.register_alias("hardwood", "building_blocks:hardwood") minetest.register_alias("sticks", "building_blocks:sticks") minetest.register_alias("building_blocks:faggot", "building_blocks:sticks") minetest.register_alias("marble", "building_blocks:Marble") minetest.register_node("building_blocks:Tar", { description = "Tar", tiles = {"building_blocks_tar.png"}, is_ground_content = true, groups = {crumbly=1, tar_block = 1}, sounds = default.node_sound_stone_defaults(), }) minetest.register_node("building_blocks:Marble", { description = "Marble", tiles = {"building_blocks_marble.png"}, is_ground_content = true, groups = {cracky=3, marble = 1}, sounds = default.node_sound_stone_defaults(), }) minetest.register_craft({ type = "fuel", recipe = "building_blocks:sticks", burntime = 5, }) minetest.register_craft({ type = "fuel", recipe = "building_blocks:Tar", burntime = 40, }) minetest.register_craft({ type = "cooking", output = "building_blocks:Tar", recipe = "building_blocks:tar_base", }) minetest.register_tool("building_blocks:knife", { description = "Tar Knife", inventory_image = "building_blocks_knife.png", tool_capabilities = { max_drop_level=0, groupcaps={ choppy={times={[2]=7.50, [3]=2.80}, uses = 100, maxlevel=1}, fleshy={times={[2]=5.50, [3]=2.80}, uses = 100, maxlevel=1} } }, }) minetest.register_craft({ output = "building_blocks:Marble 9", recipe = { {"default:clay", "group:tar_block", "default:clay"}, {"group:tar_block","default:clay", "group:tar_block"}, {"default:clay", "group:tar_block","default:clay"}, } }) if not minetest.get_modpath("technic") then minetest.register_node( ":technic:granite", { description = "Granite", tiles = { "technic_granite.png" }, is_ground_content = true, groups = {cracky=1}, sounds = default.node_sound_stone_defaults(), }) minetest.register_craft({ output = "technic:granite 9", recipe = { { "group:tar_block", "group:marble", "group:tar_block" }, { "group:marble", "group:tar_block", "group:marble" }, { "group:tar_block", "group:marble", "group:tar_block" } }, }) if minetest.get_modpath("moreblocks") then stairsplus:register_all("technic", "granite", "technic:granite", { description="Granite", groups={cracky=1, not_in_creative_inventory=1}, tiles={"technic_granite.png"}, }) end end
local TCP = require "internal.TCP" local socket = {} -- hook connect 与 ssl connect function socket.connect(host, port, SSL) local session = TCP:new() if not SSL then local ok, err = session:connect(host, port) if not ok then session:close() return ok, err end else local ok, err = session:ssl_connect(host, port) if not ok then session:close() return ok, err end end return session end -- hook read 与 ssl read function socket.recv(session, bytes, SSL) if not SSL then return session:recv(bytes) end return session:ssl_recv(bytes) end -- hook send 与 ssl send function socket.send(session, buf, SSL) if not SSL then return session:send(buf) end return session:ssl_send(buf) end -- hook close session function socket.close(session) return session:close() end return socket
local Mirror = {}; function Mirror.GetArgs(fun) local args = {} local hook = debug.gethook() local argHook = function( ... ) local info = debug.getinfo(3) if 'pcall' ~= info.name then return end for i = 1, math.huge do local name, value = debug.getlocal(2, i) if '(*temporary)' == name then debug.sethook(hook) error('') return end table.insert(args,name) end end debug.sethook(argHook, "c") pcall(fun) return args end __nil_table = { __NIL = true }; function Mirror.Unpack(t, i) i = i or 1 if t[i] ~= nil then if t[i] == __nil_table then return nil, Mirror.Unpack(t, i + 1) else return t[i], Mirror.Unpack(t, i + 1) end end end return Mirror;
Crucible = Class { init = function(self, enemiesPerSlot) self.slots = {} self.enemiesPerSlot = enemiesPerSlot for i=9, 1, -1 do table.insert(self.slots, Slot(i)) end self.isLocked = false -- self.currentRecipe = {} -- self.isRecipe = true end; lock = function(self) self.isLocked = true end; allSlotsEmpty = function(self) local empty = true for i, slot in ipairs(self.slots) do if slot.blueprint then empty = false break end end return empty end; slotIsEmpty = function(self, index) assert(self.slots[index]) return self.slots[index].blueprint == nil end; resetSlot = function(self, index) assert(self.slots[index]) return self.slots[index]:reset() end; constructEnemies = function(self, roundIndex, totalRounds) local enemies = {} local healthmodifier = self:calculateHealthScaling(roundIndex, totalRounds) for i, slot in pairs(self.slots) do -- table.insert(self.currentRecipe, slot:getSlotRecipe()) for j, slotEnemy in pairs(slot:constructNEnemies(self.enemiesPerSlot, healthmodifier)) do enemies[#enemies+1] = slotEnemy end end -- if self:compareRecipe() then -- for i=1, 3 do -- table.insert(enemies, BlobSkull(Vector(0,0))) -- end -- end -- self:clearRecipe() return enemies end; calculateHealthScaling = function(self, roundIndex, totalRounds) local multiplier = 0.55 if roundIndex > 6 then multiplier = 0.6 elseif roundIndex > 10 then multiplier = 0.75 elseif roundIndex > 15 then multiplier = 1 elseif roundIndex > 20 then multiplier = 1.6 elseif roundIndex > 25 then multiplier = 2.7 end return multiplier * (1 + roundIndex-3/totalRounds) end; reset = function(self) for i, slot in pairs(self.slots) do slot:reset() end self.isLocked = false end; setSlot = function(self, slotIndex, blueprint) -- assert(self.slots[slotIndex]) if self.slots[slotIndex] then self.slots[slotIndex]:setBlueprint(blueprint) end end; -- compareRecipe = function(self) -- for i, entry in pairs(self.currentRecipe) do -- for j, recipe in pairs(constants.RECIPE) do -- for k, entry in pairs(recipe) do -- if recipe[i] ~= self.currentRecipe[i] then return false end -- end -- end -- end -- return true -- end; -- clearRecipe = function(self) -- self.currentRecipe = {} -- self.isRecipe = false -- end } Slot = Class { init = function(self, id) self.id = id self.blueprint = nil end; setBlueprint = function(self, blueprint) self.blueprint = blueprint end; reset = function(self) self.blueprint = nil end; constructNEnemies = function(self, n, healthmodifier) assert(n) healthmodifier = healthmodifier or 1 local temp = {} if not self.blueprint then return temp end for i = 1, n do temp[i] = self.blueprint:construct({origin = Vector(0,0)}, healthmodifier) end return temp end; -- getSlotRecipe = function(self) -- local recipeIndex -- if not self.blueprint then return 0 end -- local temp = self.blueprint:construct({origin = Vector(0,0)}, 1) -- recipeIndex = temp.recipeIndex -- print (recipeIndex) -- return recipeIndex -- end; }
-- vim: ts=4 sw=4 -- -- parse http header require "console" local defaultExt = {"html","txt","lua","lc"} local function decodeURI(str) str=str:gsub('%+', " ") str=str:gsub('%%(%x%x)', function(hex) return string.char(tonumber(hex,16)) end) return str end local function parseURI(uri) local args = {} local fslist = file.list() local filename = uri:gsub("^([^?$]+)[?]*(.*)$","%1") local argsStr = uri:gsub("^([^?$]+)[?]*(.*)$","%2") filename = config.get("http.prefix")..filename:gsub("/$","/index") filename = filename:lower() local ext = filename:match("[\.]([^\.\/]+)$") if not ext then for _, cExt in ipairs(defaultExt) do if fslist[filename.."."..cExt] then ext=cExt filename = filename.."."..cExt break end end end console.debug("http request filename: "..tostring(filename),6) console.debug("http request argument string: "..tostring(argsStr),7) for key, value in argsStr:gmatch("([^=&]+)=([^=&]+)") do key = decodeURI(key) value = decodeURI(value) console.debug("parsed uri argument '"..tostring(key).."'='"..tostring(value).."'",6) end argsStr=nil fslist=nil uri=nil collectgarbage() return filename, args, ext end return function(payload) console.debug("trying to parse header from payload: "..tostring(payload),10) if not payload:find("\r\n\r\n",1,true) then --do a plain search console.debug("http header is incomplete") collectgarbage() return false, payload end console.debug("http header complete") local hEnd, bStart = payload:find("\r\n\r\n",1,true) local headerStr = payload:sub(1,hEnd) --get the whole header as string local bodyStr = payload:sub(bStart+1) --the remaining part is the body local header = {opts={},args={}} header.method = headerStr:gsub("^([A-Z]+) (.-) (HTTP[^ \r\n]+).*","%1",1) --regex: 1: method, 2: uri, 3: version header.uri = headerStr:gsub("^([A-Z]+) (.-) (HTTP[^ \r\n]+).*","%2",1) header.version = headerStr:gsub("^([A-Z]+) (.-) (HTTP[^ \r\n]+).*","%3",1) console.debug("http request method is: "..tostring(header.method),6) console.debug("http request uri is: "..tostring(header.uri),6) console.debug("http request http version is: "..tostring(header.version),6) for key, value in headerStr:gmatch("([^:\r\n]+): ([^\r\n]+)") do --parse all HTTP header options header.opts[key] = value console.debug("parsed header option '"..tostring(key).."'='"..tostring(value).."'",6) end if header.opts["Content-Length"] then header.contentLength = tonumber(header.opts["Content-Length"]) end header.filename, header.args, header.ext = parseURI(header.uri) headerStr=nil hEnd=nil bStart=nil payload=nil collectgarbage() return header, bodyStr end
function floorspawn.OnInit() end function floorspawn.OnEnable() local numfloors = 4; local go = this.GameObject; local transform = go:GetTransform(); local floorPrefab = Prefab.Load("floor.pfb"); local ceilPrefab = Prefab.Load("ceiling.pfb"); for i=0, numfloors, 1 do local floor = floorPrefab:CreateObject(); floor:GetTransform().Position = transform.Position + Vector3(0.0, 0.0, 0.0 + (50 * i)); end for i=0, numfloors, 1 do local ceiling = ceilPrefab:CreateObject(); ceiling:GetTransform().Position = transform.Position + Vector3(0.0, 10.0, 0.0 + (50 * i)); end end function floorspawn.Update(dt) end function floorspawn.OnDisable() end function floorspawn.OnDestroy() end
local theme = require('beautiful') local fd_menu = require('utils.fd_menu') local lookup_icon = require('utils.icon_finder').lookup local click_to_hide = require('utils.click_to_hide').menu local awesome_menu = require('widgets.menus.awesome') theme.awesome_menu_icon = lookup_icon(theme.awesome_menu_icon) local base_menu = { { '&Awesome', awesome_menu, theme.awesome_menu_icon }, } local main_menu = fd_menu.build({ before = nil, after = base_menu, sub_menu = nil, skip_items = nil, }) click_to_hide(main_menu) return main_menu
local typedefs = require "kong.db.schema.typedefs" return { name = "header-based-rate-limiting", fields = { { consumer = typedefs.no_consumer }, { config = { type = "record", fields = { { redis = { type = "record", fields = { { host = { type = "string", required = true } }, { port = { type = "number", required = true, default = 6379 } }, { db = { type = "number", required = true, default = 0 } }, { timeout_in_milliseconds = { type = "number", required = true, default = 1000 } }, { max_idle_timeout_in_milliseconds = { type = "number", required = true, default = 1000 } }, { pool_size = { type = "number", required = true, default = 10 } } } } }, { default_rate_limit = { type = "number", required = true } }, { log_only = { type = "boolean", required = true, default = false } }, { identification_headers = { type = "array", required = true, elements = { type = "string" } } }, { forward_headers_to_upstream = { type = "boolean", default = false } } } } } } }
return {'eenheidsvakcentrale','een','eenaderig','eenakter','eenarm','eenarmig','eenbaansweg','eenbenig','eenbladig','eencellig','eencellige','eencilinder','eend','eendaags','eendachtig','eendagskuiken','eendagstoerisme','eendagstoerist','eendagsvlieg','eendagswedstrijd','eendekker','eendelig','eendelijk','eendenbek','eendenborst','eendenbout','eendenei','eendenjacht','eendenkom','eendenkooi','eendenkroos','eendenkuiken','eendenlever','eendenmossel','eender','eendimensionaal','eendracht','eendrachtelijk','eendrachtig','eendrachtigheid','eenduidig','eenduidigheid','eendvogel','eeneiig','eenendertig','eenendertigen','eenendertigste','eenentachtig','eenentachtigste','eenentwintig','eenentwintigduizend','eenentwintigen','eenentwintigjarig','eenentwintigste','eenenveertig','eenenveertigste','eenenvijftig','eenenzestig','eenenzeventig','eengeboren','eengezinshuis','eengezinswoning','eenhandig','eenheid','eenheidscode','eenheidsconcept','eenheidsdenken','eenheidsfilosofie','eenheidsfront','eenheidsgedachte','eenheidsgewicht','eenheidsinterval','eenheidskarakter','eenheidsklasse','eenheidsleer','eenheidslengte','eenheidslijst','eenheidsmarkt','eenheidsmatrix','eenheidsmunt','eenheidspartij','eenheidspolitie','eenheidsprijs','eenheidsregering','eenheidsschool','eenheidsstaat','eenheidsstatuut','eenheidsstructuur','eenheidstaal','eenheidstarief','eenheidstijd','eenheidsvakbeweging','eenheidsvakbond','eenheidsvierkant','eenheidsworst','eenhelmig','eenhoevig','eenhokkig','eenhoofdig','eenhoog','eenhoorn','eenhoren','eenhuizig','eenieder','eenjarig','eenkamerappartement','eenkamerappartementen','eenkamerwoning','eenkennig','eenkennigheid','eenkleurig','eenlettergrepig','eenling','eenlobbig','eenmaal','eenmaking','eenmalig','eenmaligheid','eenmansactie','eenmansbedrijf','eenmansfractie','eenmansorkest','eenmansposten','eenmanstijdschrift','eenmansvoorstelling','eenmanswagen','eenmanszaak','eenmotorig','eennervig','eenogig','eenoog','eenoudergezin','eenpansmaaltijd','eenparig','eenparigheid','eenpartijstaat','eenpartijstelsel','eenpersoons','eenpersoonsbed','eenpersoonsdeken','eenpersoonshuishouden','eenpersoonskamer','eenprocentsregeling','eenregelig','eenrichtingsverkeer','eenrichtingsweg','eenrichtingverkeer','eenruiter','eens','eensdeels','eensdenkend','eensgestemd','eensgezind','eensgezinde','eensgezindheid','eensklaps','eenslachtig','eensluidend','eensluidendheid','eenspan','eensteensmuur','eenstemmig','eenstemmigheid','eentalig','eentaligheid','eenterm','eentje','eentonig','eentonigheid','eenverdiener','eenvormig','eenvormigheid','eenvoud','eenvoudig','eenvoudigheid','eenvoudigheidshalve','eenvoudigweg','eenwaardig','eenwieler','eenwinter','eenwording','eenwordingsproces','eenzaadlobbig','eenzaam','eenzaamheid','eenzaamheidsprobleem','eenzaat','eenzelfde','eenzelvig','eenzelvigheid','eenzijdig','eenzijdigheid','een','eenheidsbeweging','eenkoppig','eenklank','eendagsvlinder','eenwordingsverdrag','eenaprilgrap','eenmeifeest','eenvrouwsactie','eenheidswetenschap','eendenvet','eenheidsgevoel','eendenvijver','eendenvlees','eenheidsbewustzijn','eenheidscirkel','eenheidstype','eenheidsbeleving','eenheidscel','eenheidservaring','eendenfamilie','eenheidskandidaat','eenhandigheid','eenheidswet','eenheidsfrontpolitiek','eenennegentig','eenkhoorn','eenhoorn','eenink','eenaderige','eenakters','eenaktertje','eenaktertjes','eenarmige','eenbenige','eenbladige','eendaagse','eendachtige','eendagsvliegen','eendekkers','eendelijke','eenden','eendenbouten','eendeneieren','eendenkooien','eendenkuikens','eendere','eendimensionale','eendje','eendjes','eendrachtelijke','eendrachtige','eendrachtiger','eendrachtigere','eenduidige','eendvogels','eeneiige','eengezinswoningen','eenhandige','eenheden','eenheidsprijzen','eenheidsstaten','eenhoevige','eenhoofdige','eenhoorns','eenhorens','eenhuizige','eenieders','eenjarige','eenkamerappartementje','eenkamerwoningen','eenkamerwoninkje','eenkamerwoninkjes','eenkennige','eenkleurige','eenlettergrepige','eenlingen','eenmalige','eenmansbedrijfje','eenmansbedrijfjes','eenmansbedrijven','eenmansbeslissingen','eenmanswagens','eenogen','eenogige','eenparige','eenpersoonsbedden','eenpersoonsdekens','eenpersoonswoningen','eenponders','eenregelige','eenruiters','eenslachtige','eensluidende','eenspannen','eensteensmuren','eenstemmige','eentalige','eentermen','eentjes','eentonige','eentoniger','eentonigere','eentonigst','eentonigste','eenvormige','eenvormiger','eenvormigere','eenvoudige','eenvoudiger','eenvoudigere','eenvoudigs','eenvoudigst','eenvoudigste','eenwaardige','eenwinters','eenzaadlobbige','eenzaamheidsgevoelens','eenzaamheidsproblemen','eenzaamst','eenzame','eenzamer','eenzamere','eenzelvige','eenzelviger','eenzijdige','eenzijdiger','eenzijdigere','eenzijdigste','eenkoppige','eendenmosselen','eenarmen','eendagskuikens','eendagstoeristen','eendagswedstrijden','eendekkertje','eendelige','eendenmossels','eenendertigde','eenentwintigde','eenentwintigjarige','eengezinshuizen','eenheidsklassen','eenhelmige','eenlobbige','eenmaligs','eenmansacties','eenmansfracties','eenmanszaken','eenmotorige','eenoudergezinnen','eenpersoonshuishoudens','eenpersoonskamers','eenverdieners','eenzaamste','eensdenkende','eenzaten','eenheidstaten','eenpansmaaltijden','eenaprilgrappen','eenbaanswegen','eenheidspartijen','eenklanken','eenmanstijdschriften','eenmeifeesten','eencelligen','eendenborsten','eenheidsworsten','eendenboutjes','eenheidslijsten','eenheidsfronten','eenduidiger'}
local jwt = {} -- private local function sign(msg, key) result = crypto.hmac(key, msg, crypto.sha256).digest() return result end local function jsonEncode(input) result = json.stringify(input) return result end local function urlsafeB64Encode(input) result = base64.encode(input) result = string.gsub(result, "+", "-") result = string.gsub(result, "/", "_") result = string.gsub(result, "=", "") return result end -- public function jwt.encode(payload, key) header = { typ='JWT', alg="HS256" } segments = { urlsafeB64Encode(jsonEncode(header)), urlsafeB64Encode(jsonEncode(payload)) } signing_input = table.concat(segments, ".") signature = sign(signing_input, key) segments[#segments+1] = urlsafeB64Encode(signature) return table.concat(segments, ".") end return jwt
modifier_templar_chicken = class({}) function modifier_templar_chicken:IsPurgable() return false end function modifier_templar_chicken:CheckState() return { [MODIFIER_STATE_DISARMED] = true, [MODIFIER_STATE_HEXED] = true, [MODIFIER_STATE_MUTED] = true, [MODIFIER_STATE_SILENCED] = true } end function modifier_templar_chicken:DeclareFunctions() return { MODIFIER_PROPERTY_MODEL_CHANGE, MODIFIER_PROPERTY_MOVESPEED_BASE_OVERRIDE, } end function modifier_templar_chicken:GetModifierModelChange() return "models/items/courier/mighty_chicken/mighty_chicken.vmdl" end function modifier_templar_chicken:GetModifierMoveSpeedOverride() return 140 end modifier_templar_chicken_strength_loss = class({}) function modifier_templar_chicken_strength_loss:IsPurgable() return false end function modifier_templar_chicken_strength_loss:DeclareFunctions() return { MODIFIER_PROPERTY_STATS_STRENGTH_BONUS } end function modifier_templar_chicken_strength_loss:GetModifierBonusStats_Strength() return self:GetAbility():GetSpecialValueFor("strength_loss") end modifier_templar_drain = class({}) function modifier_templar_drain:IsPurgable() return false end function modifier_templar_drain:RemoveOnDeath() return false end function modifier_templar_drain:IsHidden() return true end function modifier_templar_drain:OnCreated() self:StartIntervalThink(0.1) end function modifier_templar_drain:OnIntervalThink() if IsClient() then return end local hParent = self:GetParent() if hParent:HasScepter() and hParent:HasAbility("templar_drain") then local iLevel = hParent:FindAbilityByName("templar_drain"):GetLevel() hParent:RemoveAbility("templar_drain") hParent:AddAbility("templar_drain_upgrade"):SetLevel(iLevel) end if not hParent:HasScepter() and hParent:HasAbility("templar_drain_upgrade") then local iLevel = hParent:FindAbilityByName("templar_drain_upgrade"):GetLevel() hParent:RemoveAbility("templar_drain_upgrade") hParent:AddAbility("templar_drain"):SetLevel(iLevel) end end modifier_templar_faith = class({}) function modifier_templar_faith:IsPurgable() return true end function modifier_templar_faith:GetEffectAttachType() return PATTACH_ABSORIGIN_FOLLOW end function modifier_templar_faith:GetEffectName() return "particles/units/heroes/hero_chen/chen_penitence_debuff.vpcf" end function modifier_templar_faith:DeclareFunctions() return {MODIFIER_EVENT_ON_TAKEDAMAGE} end local tPointTrue = { sandking_burrowstrike = true, zuus_lightning_bolt = true, tiny_toss_tree = true, lion_impale = true, furion_wrath_of_nature = true, spectre_spectral_dagger = true } function modifier_templar_faith:OnTakeDamage(keys) if not keys.inflictor or keys.inflictor:GetName() == "templar_faith" then return end if keys.unit == self:GetParent() or keys.attacker == self:GetParent() then local hAbility = self:GetAbility() local fDamage = self:GetParent():GetIntellect()*hAbility:GetSpecialValueFor("intellect_damage") local iParticle = ParticleManager:CreateParticle("particles/msg_fx/msg_spell.vpcf", PATTACH_OVERHEAD_FOLLOW, keys.unit) ParticleManager:SetParticleControlEnt(iParticle, 0, keys.unit, PATTACH_POINT_FOLLOW, "attach_hitloc", keys.unit:GetOrigin(), true) ParticleManager:SetParticleControl(iParticle, 1, Vector(0, fDamage, 6)) ParticleManager:SetParticleControl(iParticle, 2, Vector(1, math.floor(math.log10(fDamage))+2, 100)) ParticleManager:SetParticleControl(iParticle, 3, Vector(85+80,26+40,139+40)) ApplyDamage({damage = fDamage, damage_type = hAbility:GetAbilityDamageType(), ability = hAbility, attacker = keys.attacker, victim = keys.unit}) end end
local M = {} local sh = require('ge/extensions/scenario/scenariohelper') local function onRaceStart() local modeFile = io.open('ego_movementMode', 'w') modeFile:write('MANUAL') modeFile:close() sh.setAiLine('ego', {line={{pos={1.0, 0.0, 0}}, {pos={56.0, 3.0, 0}}, {pos={56.0, 3.0, 0}}}, routeSpeed=13.88888888888889, routeSpeedMode='set'}) end M.onRaceStart = onRaceStart return M
AlphaSwarmYeOldeAIBrainClass = AIBrain local CreateAlphaSwarmBrain = import('/mods/AlphaSwarm/lua/AI/AlphaSwarm/Brain.lua').CreateBrain AIBrain = Class(AlphaSwarmYeOldeAIBrainClass) { OnCreateAI = function(self, planName) local per = ScenarioInfo.ArmySetup[self.Name].AIPersonality if string.find(per, 'AlphaSwarmAIKey') then -- I don't call the standard OnCreateAI here, so do any necessary initialisation. self:CreateBrainShared(planName) LOG('Initialising AlphaSwarm AI - Name: ('..self.Name..') - personality: ('..per..') ') self.AlphaSwarm = true self.AlphaSwarmBrain = CreateAlphaSwarmBrain(self) -- Set up cheating stuff? local cheatPos = string.find(per, 'AlphaSwarmAIKeyCheat') if cheatPos then AIUtils.SetupCheat(self, true) ScenarioInfo.ArmySetup[self.Name].AIPersonality = string.sub(per, 1, cheatPos - 1) end else AlphaSwarmYeOldeAIBrainClass.OnCreateAI(self,planName) end end, InitializeSkirmishSystems = function(self) if not self.AlphaSwarm then return AlphaSwarmYeOldeAIBrainClass.InitializeSkirmishSystems(self) end -- Here lies the grave of the PlatoonFormManager; look on it's works ye mighty, and despair. -- _____ _____ _____ -- /\ \ /\ \ /\ \ -- /::\ \ /::\ \ /::\ \ -- /::::\ \ \:::\ \ /::::\ \ -- /::::::\ \ \:::\ \ /::::::\ \ -- /:::/\:::\ \ \:::\ \ /:::/\:::\ \ -- /:::/__\:::\ \ \:::\ \ /:::/__\:::\ \ -- /::::\ \:::\ \ /::::\ \ /::::\ \:::\ \ -- /::::::\ \:::\ \ ____ /::::::\ \ /::::::\ \:::\ \ -- /:::/\:::\ \:::\____\ /\ \ /:::/\:::\ \ /:::/\:::\ \:::\____\ -- /:::/ \:::\ \:::| |/::\ \/:::/ \:::\____\/:::/ \:::\ \:::| | -- \::/ |::::\ /:::|____|\:::\ /:::/ \::/ /\::/ \:::\ /:::|____| -- \/____|:::::\/:::/ / \:::\/:::/ / \/____/ \/_____/\:::\/:::/ / -- |:::::::::/ / \::::::/ / \::::::/ / -- |::|\::::/ / \::::/____/ \::::/ / -- |::| \::/____/ \:::\ \ \::/____/ -- |::| ~| \:::\ \ ~~ -- |::| | \:::\ \ -- \::| | \:::\____\ -- \:| | \::/ / -- \|___| \/____/ end, OnIntelChange = function(self, blip, reconType, val) if not self.AlphaSwarm then return AlphaSwarmYeOldeAIBrainClass.OnIntelChange(self, blip, reconType, val) end -- I may or may not pass this through at some point end, }
require("set") require("packages") require("colors") require("cassette") require("mappings") require("lsp") require("set") require("snippets") require("completion")
require('colorbuddy').setup() local Color = require('colorbuddy.color').Color local c = require('colorbuddy.color').colors local Group = require('colorbuddy.group').Group local g = require('colorbuddy.group').groups local s = require('colorbuddy.style').styles Color.new('superwhite', '#E0E0E0') Color.new('softwhite', '#ebdbb2') Color.new('teal', '#018080') -- Vim Editor {{{ Group.new('Normal', c.superwhite, c.gray0) Group.new('InvNormal', c.gray0, c.gray5) Group.new('NormalFloat', g.normal.fg:light(), g.normal.bg:dark()) Group.new('LineNr', c.gray3, c.gray1) Group.new('EndOfBuffer', c.gray3) Group.new('SignColumn', c.gray3, c.gray1) Group.new("Directory", c.orange:light()) Group.new('Visual', nil, c.blue:dark(0.3)) Group.new('VisualMode', g.Visual, g.Visual) Group.new('VisualLineMode', g.Visual, g.Visual) -- }}} -- Cursor {{{ Group.new('Cursor', g.normal.bg, g.normal.fg) Group.new('CursorLine', nil, g.normal.bg:light(0.05)) -- }}} -- Popup Menu {{{ Group.new('PMenu', c.gray4, c.gray2) Group.new('PMenuSel', c.gray0, c.yellow:light()) Group.new('PMenuSbar', nil, c.gray0) Group.new('PMenuThumb', nil, c.gray4) -- }}} -- Quickfix Menu {{{ Group.new('qfFileName', c.yellow, nil, s.bold) -- }}} -- Special Characters {{{ Group.new('Special', c.purple:light(), nil, s.bold) Group.new('SpecialChar', c.brown) Group.new('NonText', c.gray2:light(), nil, s.italic) Group.new('WhiteSpace', c.purple) Group.new('Conceal', g.Normal.bg, c.gray2:light(), s.italic) -- }}} -- Statusline Colors {{{ Group.new('StatusLine', c.gray2, c.blue, nil) Group.new('StatusLineNC', c.gray3, c.gray1:light()) Group.new('User1', c.gray7, c.yellow, s.bold) Group.new('User2', c.gray7, c.red, s.bold) Group.new('User3', c.gray7, c.green, s.bold) Group.new('CommandMode', c.gray7, c.green, s.bold) Group.new('NormalMode', c.gray7, c.red, s.bold) Group.new('InsertMode', c.gray7, c.yellow, s.bold) Group.new('ReplaceMode', c.gray7, c.yellow, s.bold + s.underline) Group.new('TerminalMode', c.gray7, c.turquoise, s.bold) Group.new('HelpDoc', c.gray7, c.turquoise, s.bold + s.italic) Group.new('HelpIgnore', c.green, nil, s.bold + s.italic) -- }}} -- diff {{{ Color.new("GreenBg", "#002800") Color.new("RedBg", "#3f0001") Color.new("Black", "#000000") Group.new("gitDiff", c.gray6:dark()) Group.new("DiffChange", nil, c.GreenBg) Group.new("DiffText", nil, g.DiffChange.bg:light():light()) Group.new("DiffAdd", nil, g.DiffChange.bg) Group.new("DiffDelete", nil, c.black) -- }}} -- Treesitter {{{ Group.new("TSInclude", g.include) Group.new("TSConstant", c.blue) Group.new("TSVariable", g.Normal) Group.new("TSFunction", g.Function) Group.new("TSVariableBuiltin", c.yellow) -- }}} -- vimWiki {{{ Group.new("VimwikiBold", c.red, nil, s.bold) -- }}} -- Treesitter {{{ Group.new("TelescopeMatching", c.orange:saturate(0.20), c.None, s.bold) -- }}} -- commitia highlights Group.new("DiffRemoved", c.red) Group.new("DiffAdded", c.green, nil) -- Startify {{{ Group.new("StartifyBracket", c.red) Group.new("StartifyFile", c.red:dark()) Group.new("StartifyNumber", c.blue) Group.new("StartifyPath", c.green:dark()) Group.new("StartifySlash", c.cyan, nil, s.bold) Group.new("StartifySection", c.yellow:light()) Group.new("StartifySpecial", c.orange) Group.new("StartifyHeader", c.orange) Group.new("StartifyFooter", c.gray2) -- }}} -- Group.new('SignifyLineAdd', c.green, nil) -- Group.new('SignifyLineChange', nil, c.blue) -- Group.new("SignifySignAdd", c.green, nil) -- Group.new("SignifySignChange", c.yellow, nil) -- Group.new("SignifySignDelete", c.red, nil) Group.new("mkdLineBreak", nil, nil, nil) -- Typescript {{{ Group.new("tsGenerics", c.blue:dark(), nil, s.italic) Group.new("tsxTypes", c.blue:light(), nil, s.bold + s.italic) Group.new("typescriptBraces", c.blue:dark(), nil, nil) Group.new("tsxElseOperator", c.yellow, nil, nil) Group.new("typescriptType", g.Type, nil, g.Type.style + s.bold) Group.new('typescriptStorageClass', c.teal:light()) Group.new("typescriptStorageClass", c.purple:light()) Group.new("tsxTagName", c.orange) Group.new("tsxCloseTagName", g.tsxTagName) Group.new("tsxTag", g.tsxTagName.fg:light(), nil, s.italic) Group.new("tsxCloseTag", g.tsxTag) Group.new("tsxComponentName", c.orange) Group.new("tsxCloseComponentName", g.tsxComponentName) Group.new("typescriptDecorators", c.green:dark()) Group.new("typescriptEndColons", c.purple:light()) -- }}} -- Fold {{{ Group.new("foldbraces", c.white) -- }}} -- Markdown {{{ Group.new("markdownH1", g.htmlh1, nil, s.bold + s.italic) Group.new("markdownH2", g.markdownH1.fg:light(), nil, s.bold) Group.new("markdownH3", g.markdownH2.fg:light(), nil, s.italic) -- }}} -- Python syntax {{{ Group.new("pythonSelf", c.violet:light()) Group.new("pythonSelfArg", c.gray3, nil, s.italic) Group.new("pythonOperator", c.red) Group.new("pythonNone", c.red:light()) Group.new("pythonNone", c.red:light()) Group.new("pythonBytes", c.green, nil, s.italic) Group.new("pythonRawBytes", g.pythonBytes, g.pythonBytes, g.pythonBytes) Group.new("pythonBytesContent", g.pythonBytes, g.pythonBytes, g.pythonBytes) Group.new("pythonBytesError", g.Error, g.Error, g.Error) Group.new("pythonBytesEscapeError", g.Error, g.Error, g.Error) Group.new("pythonBytesEscape", g.Special, g.Special, g.Special) -- }}} -- Vim Syntax {{{ Group.new("vimNotFunc", c.blue) Group.new("vimCommand", c.blue) Group.new("vimLet", c.purple:light()) Group.new("vimFuncVar", c.purple) Group.new("vimCommentTitle", c.red, nil, s.bold) Group.new("vimIsCommand", g.vimLet) Group.new("vimMapModKey", c.cyan) Group.new("vimNotation", c.cyan) Group.new("vimMapLHS", c.yellow) Group.new("vimNotation", c.cyan) Group.new("vimBracket", c.cyan:negative():light()) Group.new("vimMap", c.seagreen) Group.new("nvimMap", g.vimMap) Group.new('vimAutoloadFunction', g.Function.fg:dark():dark(), g.Function, g.Function) -- }}} -- Lua Syntax {{{ Group.new("luaStatement", c.yellow:dark(), nil, s.bold) Group.new("luaKeyword", c.orange:dark(), nil, s.bold) Group.new("luaMyKeyword", c.purple:light(), nil, s.bold) -- Group.new('luaFunction', c.blue:dark(), nil, nil) Group.new("luaFunctionCall", c.blue:dark(), nil, nil) Group.new("luaSpecialFunctions", c.blue:light(), nil, nil) Group.new("luaMetatableEvents", c.purple, nil, nil) Group.new("luaMetatableArithmetic", g.luaMetatableEvents, g.luaMetatableEvents, g.luaMetatableEvents) Group.new("luaMetatableEquivalence", g.luaMetatableEvents, g.luaMetatableEvents, g.luaMetatableEvents) Group.new("luaEmmyFluff", c.gray4:light()) -- }}} -- SQL Syntax {{{ Group.new("SqlKeyword", c.red) -- }}} -- HTML Syntax {{{ Group.new("htmlH1", c.blue:dark(), nil, s.bold) Group.new("htmlh1", c.blue) -- }}} -- Searching {{{ Group.new('Search', c.gray1, c.yellow) -- }}} -- Tabline {{{ Group.new('TabLine', c.blue:dark(), c.gray1, s.none) Group.new('TabLineFill', c.softwhite, c.gray3, s.none) Group.new('TabLineSel', c.gray7:light(), c.gray1, s.bold) -- }}} --Standard syntax {{{ Group.new('Boolean', c.orange) Group.new('Comment', c.gray3, nil, nil) Group.new('Character', c.red) Group.new('Conditional', c.red) Group.new('Define', c.cyan) Group.new('Error', c.red:light(), nil, s.bold) Group.new('Number', c.red) Group.new('Float', g.Number, g.Number, g.Number) Group.new('Constant', c.orange, nil, s.bold) Group.new('Identifier', c.red, nil, s.bold) Group.new('Include', c.cyan) Group.new('Keyword', c.violet) Group.new('Label', c.yellow) Group.new('Operator', c.red:light():light()) Group.new('PreProc', c.yellow) Group.new('Repeat', c.red) Group.new('Repeat', c.red) Group.new('Statement', c.red:dark(0.1)) Group.new('StorageClass', c.yellow) Group.new('String', c.green, nil, s.bold) Group.new('Structure', c.violet) Group.new('Tag', c.yellow) Group.new('Todo', c.yellow) Group.new('Typedef', c.yellow) Group.new('Type', c.violet, nil, s.italic) -- }}} -- Folded Items {{{ Group.new('Folded', c.gray3:dark(), c.gray2:light()) -- }}} -- Function {{{ Group.new('Function', c.yellow, nil, s.bold) Group.new('pythonBuiltinFunc', g.Function, g.Function, g.Function) Group.new('vimFunction', g.Function, g.Function, g.Function) -- }}} -- MatchParen {{{ Group.new('MatchParen', c.cyan) -- }}} Color.new('white', '#f2e5bc') Color.new('red', '#cc6666') Color.new('pink', '#fef601') Color.new('green', '#99cc99') Color.new('yellow', '#f8fe7a') Color.new('blue', '#81a2be') Color.new('aqua', '#8ec07c') Color.new('cyan', '#8abeb7') Color.new('purple', '#8e6fbd') Color.new('violet', '#b294bb') Color.new('orange', '#de935f') Color.new('brown', '#a3685a') Color.new('seagreen', '#698b69') Color.new('turquoise', '#698b69')
return {["ShirtGraphic"] = {Superclass = "CharacterAppearance",Tags = {},Properties = {["Graphic"] = {ValueType = "Content",Tags = {},},},},["BevelMesh"] = {Superclass = "DataModelMesh",Tags = {"deprecated","notbrowsable",},},["PluginMouse"] = {Superclass = "Mouse",Tags = {},Events = {["DragEnter"] = {Tags = {"PluginSecurity",},Arguments = {["instances"] = {Type = "Objects",},},},},},["Scale9Frame"] = {Superclass = "GuiObject",Tags = {},Properties = {["SlicePrefix"] = {ValueType = "string",Tags = {},},["ScaleEdgeSize"] = {ValueType = "Vector2int16",Tags = {},},},},["Accoutrement"] = {Superclass = "Instance",Tags = {},Properties = {["AttachmentRight"] = {ValueType = "Vector3",Tags = {},},["AttachmentPos"] = {ValueType = "Vector3",Tags = {},},["AttachmentPoint"] = {ValueType = "CoordinateFrame",Tags = {},},["AttachmentUp"] = {ValueType = "Vector3",Tags = {},},["AttachmentForward"] = {ValueType = "Vector3",Tags = {},},},},["AdService"] = {Superclass = "Instance",Tags = {"notCreatable",},Functions = {["ShowVideoAd"] = {Tags = {},Arguments = {},},},Events = {["VideoAdClosed"] = {Tags = {},Arguments = {["adShown"] = {Type = "bool",},},},},},["DebuggerManager"] = {Superclass = "Instance",Tags = {"notCreatable",},Properties = {["DebuggingEnabled"] = {ValueType = "bool",Tags = {"readonly",},},},Functions = {["GetDebuggers"] = {Tags = {},Arguments = {},},["Resume"] = {Tags = {},Arguments = {},},["StepOver"] = {Tags = {},Arguments = {},},["StepIn"] = {Tags = {},Arguments = {},},["EnableDebugging"] = {Tags = {"LocalUserSecurity",},Arguments = {},},["StepOut"] = {Tags = {},Arguments = {},},["AddDebugger"] = {Tags = {},Arguments = {["script"] = {Type = "Instance",Default = nil,},},},},Events = {["DebuggerAdded"] = {Tags = {},Arguments = {["debugger"] = {Type = "Instance",},},},["DebuggerRemoved"] = {Tags = {},Arguments = {["debugger"] = {Type = "Instance",},},},},},["CharacterAppearance"] = {Superclass = "Instance",Tags = {},},["GuiMain"] = {Superclass = "ScreenGui",Tags = {"deprecated",},},["SelectionLasso"] = {Superclass = "GuiBase3d",Tags = {},Properties = {["Humanoid"] = {ValueType = "Object",Tags = {},},},},["HumanoidController"] = {Superclass = "Controller",Tags = {},},["MeshContentProvider"] = {Superclass = "CacheableContentProvider",Tags = {},},["Handles"] = {Superclass = "HandlesBase",Tags = {},Properties = {["Faces"] = {ValueType = "Faces",Tags = {},},["Style"] = {ValueType = "HandlesStyle",Tags = {},},},Events = {["MouseButton1Down"] = {Tags = {},Arguments = {["face"] = {Type = "NormalId",},},},["MouseButton1Up"] = {Tags = {},Arguments = {["face"] = {Type = "NormalId",},},},["MouseDrag"] = {Tags = {},Arguments = {["distance"] = {Type = "float",},["face"] = {Type = "NormalId",},},},["MouseEnter"] = {Tags = {},Arguments = {["face"] = {Type = "NormalId",},},},["MouseLeave"] = {Tags = {},Arguments = {["face"] = {Type = "NormalId",},},},},},["ReflectionMetadataClasses"] = {Superclass = "Instance",Tags = {},},["RemoteEvent"] = {Superclass = "Instance",Tags = {},Functions = {["FireClient"] = {Tags = {},Arguments = {["arguments"] = {Type = "Tuple",Default = nil,},["player"] = {Type = "Instance",Default = nil,},},},["FireAllClients"] = {Tags = {},Arguments = {["arguments"] = {Type = "Tuple",Default = nil,},},},["FireServer"] = {Tags = {},Arguments = {["arguments"] = {Type = "Tuple",Default = nil,},},},},Events = {["OnClientEvent"] = {Tags = {},Arguments = {["arguments"] = {Type = "Tuple",},},},["OnServerEvent"] = {Tags = {},Arguments = {["arguments"] = {Type = "Tuple",},["player"] = {Type = "Instance",},},},},},["Hole"] = {Superclass = "Feature",Tags = {"deprecated",},},["Smoke"] = {Superclass = "Instance",Tags = {},Properties = {["Enabled"] = {ValueType = "bool",Tags = {},},["Color"] = {ValueType = "Color3",Tags = {},},["Opacity"] = {ValueType = "float",Tags = {},},["RiseVelocity"] = {ValueType = "float",Tags = {},},["Size"] = {ValueType = "float",Tags = {},},},},["LocalWorkspace"] = {Superclass = "Instance",Tags = {"notCreatable",},},["KeyframeSequenceProvider"] = {Superclass = "Instance",Tags = {},Functions = {["GetKeyframeSequenceById"] = {Tags = {},Arguments = {["useCache"] = {Type = "bool",Default = nil,},["assetId"] = {Type = "int",Default = nil,},},},["RegisterKeyframeSequence"] = {Tags = {},Arguments = {["keyframeSequence"] = {Type = "Instance",Default = nil,},},},["RegisterActiveKeyframeSequence"] = {Tags = {},Arguments = {["keyframeSequence"] = {Type = "Instance",Default = nil,},},},["GetKeyframeSequence"] = {Tags = {},Arguments = {["assetId"] = {Type = "Content",Default = nil,},},},},YieldFunctions = {GetAnimations = {Tags = {},Arguments = {["userId"] = {Type = "int",Default = nil,},["page"] = {Type = "int",Default = "1",},},},},},["CSGDictionaryService"] = {Superclass = "FlyweightService",Tags = {},},["TimerService"] = {Superclass = "Instance",Tags = {"notCreatable",},},["CFrameValue"] = {Superclass = "Instance",Tags = {},Properties = {["Value"] = {ValueType = "CoordinateFrame",Tags = {},},},Events = {["changed"] = {Tags = {"deprecated",},Arguments = {["value"] = {Type = "CoordinateFrame",},},},["Changed"] = {Tags = {},Arguments = {["value"] = {Type = "CoordinateFrame",},},},},},["InputObject"] = {Superclass = "Instance",Tags = {"notCreatable",},Properties = {["UserInputType"] = {ValueType = "UserInputType",Tags = {},},["KeyCode"] = {ValueType = "KeyCode",Tags = {},},["Position"] = {ValueType = "Vector3",Tags = {},},["Delta"] = {ValueType = "Vector3",Tags = {},},["UserInputState"] = {ValueType = "UserInputState",Tags = {},},},},["ImageLabel"] = {Superclass = "GuiLabel",Tags = {},Properties = {["ImageColor3"] = {ValueType = "Color3",Tags = {},},["ImageRectOffset"] = {ValueType = "Vector2",Tags = {},},["ImageRectSize"] = {ValueType = "Vector2",Tags = {},},["Image"] = {ValueType = "Content",Tags = {},},["ScaleType"] = {ValueType = "ScaleType",Tags = {},},["ImageTransparency"] = {ValueType = "float",Tags = {},},["SliceCenter"] = {ValueType = "Rect2D",Tags = {},},},},["NotificationService"] = {Superclass = "Instance",Tags = {"notCreatable",},Functions = {["CancelAllNotification"] = {Tags = {"RobloxPlaceSecurity",},Arguments = {["userId"] = {Type = "int",Default = nil,},},},["ScheduleNotification"] = {Tags = {"RobloxPlaceSecurity",},Arguments = {["minutesToFire"] = {Type = "int",Default = nil,},["userId"] = {Type = "int",Default = nil,},["alertId"] = {Type = "int",Default = nil,},["alertMsg"] = {Type = "string",Default = nil,},},},["CancelNotification"] = {Tags = {"RobloxPlaceSecurity",},Arguments = {["userId"] = {Type = "int",Default = nil,},["alertId"] = {Type = "int",Default = nil,},},},},YieldFunctions = {GetScheduledNotifications = {Tags = {"RobloxPlaceSecurity",},Arguments = {["userId"] = {Type = "int",Default = nil,},},},},},["HandleAdornment"] = {Superclass = "PVAdornment",Tags = {},Properties = {["ZIndex"] = {ValueType = "int",Tags = {},},["CFrame"] = {ValueType = "CoordinateFrame",Tags = {},},["AlwaysOnTop"] = {ValueType = "bool",Tags = {},},["SizeRelativeOffset"] = {ValueType = "Vector3",Tags = {},},},Events = {["MouseEnter"] = {Tags = {},Arguments = {},},["MouseButton1Down"] = {Tags = {},Arguments = {},},["MouseButton1Up"] = {Tags = {},Arguments = {},},["MouseLeave"] = {Tags = {},Arguments = {},},},},["PointLight"] = {Superclass = "Light",Tags = {},Properties = {["Range"] = {ValueType = "float",Tags = {},},},},["DoubleConstrainedValue"] = {Superclass = "Instance",Tags = {},Properties = {["ConstrainedValue"] = {ValueType = "double",Tags = {"hidden",},},["Value"] = {ValueType = "double",Tags = {},},["MinValue"] = {ValueType = "double",Tags = {},},["MaxValue"] = {ValueType = "double",Tags = {},},},Events = {["changed"] = {Tags = {"deprecated",},Arguments = {["value"] = {Type = "double",},},},["Changed"] = {Tags = {},Arguments = {["value"] = {Type = "double",},},},},},["RocketPropulsion"] = {Superclass = "BodyMover",Tags = {},Properties = {["CartoonFactor"] = {ValueType = "float",Tags = {},},["MaxTorque"] = {ValueType = "Vector3",Tags = {},},["TurnP"] = {ValueType = "float",Tags = {},},["TurnD"] = {ValueType = "float",Tags = {},},["ThrustD"] = {ValueType = "float",Tags = {},},["MaxSpeed"] = {ValueType = "float",Tags = {},},["ThrustP"] = {ValueType = "float",Tags = {},},["Target"] = {ValueType = "Object",Tags = {},},["MaxThrust"] = {ValueType = "float",Tags = {},},["TargetRadius"] = {ValueType = "float",Tags = {},},["TargetOffset"] = {ValueType = "Vector3",Tags = {},},},Functions = {["Fire"] = {Tags = {},Arguments = {},},["fire"] = {Tags = {"deprecated",},Arguments = {},},["Abort"] = {Tags = {},Arguments = {},},},Events = {["ReachedTarget"] = {Tags = {},Arguments = {},},},},["CoreGui"] = {Superclass = "BasePlayerGui",Tags = {"notCreatable","notbrowsable",},Properties = {["Version"] = {ValueType = "int",Tags = {"readonly",},},["SelectionImageObject"] = {ValueType = "Object",Tags = {"RobloxScriptSecurity",},},},},["ReflectionMetadataEvents"] = {Superclass = "Instance",Tags = {},},["ReplicatedFirst"] = {Superclass = "Instance",Tags = {"notCreatable",},Functions = {["RemoveDefaultLoadingScreen"] = {Tags = {},Arguments = {},},["IsFinishedReplicating"] = {Tags = {"RobloxScriptSecurity",},Arguments = {},},["IsDefaultLoadingGuiRemoved"] = {Tags = {"RobloxScriptSecurity",},Arguments = {},},},Events = {["FinishedReplicating"] = {Tags = {"RobloxScriptSecurity",},Arguments = {},},["RemoveDefaultLoadingGuiSignal"] = {Tags = {"RobloxScriptSecurity",},Arguments = {},},},},["BindableEvent"] = {Superclass = "Instance",Tags = {},Functions = {["Fire"] = {Tags = {},Arguments = {["arguments"] = {Type = "Tuple",Default = nil,},},},},Events = {["Event"] = {Tags = {},Arguments = {["arguments"] = {Type = "Tuple",},},},},},["ButtonBindingWidget"] = {Superclass = "GuiItem",Tags = {},},["NegateOperation"] = {Superclass = "PartOperation",Tags = {},},["Tool"] = {Superclass = "BackpackItem",Tags = {},Properties = {["Enabled"] = {ValueType = "bool",Tags = {},},["RequiresHandle"] = {ValueType = "bool",Tags = {},},["GripPos"] = {ValueType = "Vector3",Tags = {},},["Grip"] = {ValueType = "CoordinateFrame",Tags = {},},["GripUp"] = {ValueType = "Vector3",Tags = {},},["CanBeDropped"] = {ValueType = "bool",Tags = {},},["ToolTip"] = {ValueType = "string",Tags = {},},["GripForward"] = {ValueType = "Vector3",Tags = {},},["ManualActivationOnly"] = {ValueType = "bool",Tags = {},},["GripRight"] = {ValueType = "Vector3",Tags = {},},},Functions = {["Activate"] = {Tags = {},Arguments = {},},},Events = {["Unequipped"] = {Tags = {},Arguments = {},},["Equipped"] = {Tags = {},Arguments = {["mouse"] = {Type = "Instance",},},},["Deactivated"] = {Tags = {},Arguments = {},},["Activated"] = {Tags = {},Arguments = {},},},},["Texture"] = {Superclass = "Decal",Tags = {},Properties = {["StudsPerTileV"] = {ValueType = "float",Tags = {},},["StudsPerTileU"] = {ValueType = "float",Tags = {},},},},["PhysicsSettings"] = {Superclass = "Instance",Tags = {},Properties = {["PhysicsAnalyzerEnabled"] = {ValueType = "bool",Tags = {"PluginSecurity","readonly",},},["AreConstraintsShown"] = {ValueType = "bool",Tags = {},},["AreRegionsShown"] = {ValueType = "bool",Tags = {},},["AreBodyTypesShown"] = {ValueType = "bool",Tags = {},},["AreAnchorsShown"] = {ValueType = "bool",Tags = {},},["AreWorldCoordsShown"] = {ValueType = "bool",Tags = {},},["IsTreeShown"] = {ValueType = "bool",Tags = {},},["IsReceiveAgeShown"] = {ValueType = "bool",Tags = {},},["AreJointCoordinatesShown"] = {ValueType = "bool",Tags = {},},["AreMechanismsShown"] = {ValueType = "bool",Tags = {},},["ArePartCoordsShown"] = {ValueType = "bool",Tags = {},},["AreOwnersShown"] = {ValueType = "bool",Tags = {},},["AreAssembliesShown"] = {ValueType = "bool",Tags = {},},["AreContactPointsShown"] = {ValueType = "bool",Tags = {},},["AreModelCoordsShown"] = {ValueType = "bool",Tags = {},},["ThrottleAdjustTime"] = {ValueType = "double",Tags = {},},["AreUnalignedPartsShown"] = {ValueType = "bool",Tags = {},},["PhysicsEnvironmentalThrottle"] = {ValueType = "EnviromentalPhysicsThrottle",Tags = {},},["ShowDecompositionGeometry"] = {ValueType = "bool",Tags = {},},["AllowSleep"] = {ValueType = "bool",Tags = {},},["ParallelPhysics"] = {ValueType = "bool",Tags = {},},["AreAttachmentsShown"] = {ValueType = "bool",Tags = {},},["AreAwakePartsHighlighted"] = {ValueType = "bool",Tags = {},},},},["Script"] = {Superclass = "BaseScript",Tags = {},Properties = {["Source"] = {ValueType = "ProtectedString",Tags = {"PluginSecurity",},},},Functions = {["GetHash"] = {Tags = {"RobloxPlaceSecurity",},Arguments = {},},},},["Terrain"] = {Superclass = "BasePart",Tags = {"notCreatable",},Properties = {["MaxExtents"] = {ValueType = "Region3int16",Tags = {"readonly",},},["WaterColor"] = {ValueType = "Color3",Tags = {},},["WaterWaveSize"] = {ValueType = "float",Tags = {},},["IsSmooth"] = {ValueType = "bool",Tags = {"readonly",},},["WaterWaveSpeed"] = {ValueType = "float",Tags = {},},["WaterTransparency"] = {ValueType = "float",Tags = {},},},Functions = {["SetCells"] = {Tags = {},Arguments = {["orientation"] = {Type = "CellOrientation",Default = nil,},["material"] = {Type = "CellMaterial",Default = nil,},["block"] = {Type = "CellBlock",Default = nil,},["region"] = {Type = "Region3int16",Default = nil,},},},["WorldToCell"] = {Tags = {},Arguments = {["position"] = {Type = "Vector3",Default = nil,},},},["FillBall"] = {Tags = {},Arguments = {["radius"] = {Type = "float",Default = nil,},["center"] = {Type = "Vector3",Default = nil,},["material"] = {Type = "Material",Default = nil,},},},["CountCells"] = {Tags = {},Arguments = {},},["WorldToCellPreferEmpty"] = {Tags = {},Arguments = {["position"] = {Type = "Vector3",Default = nil,},},},["GetWaterCell"] = {Tags = {},Arguments = {["y"] = {Type = "int",Default = nil,},["x"] = {Type = "int",Default = nil,},["z"] = {Type = "int",Default = nil,},},},["FillRegion"] = {Tags = {},Arguments = {["material"] = {Type = "Material",Default = nil,},["resolution"] = {Type = "float",Default = nil,},["region"] = {Type = "Region3",Default = nil,},},},["Clear"] = {Tags = {},Arguments = {},},["CopyRegion"] = {Tags = {},Arguments = {["region"] = {Type = "Region3int16",Default = nil,},},},["CellCornerToWorld"] = {Tags = {},Arguments = {["y"] = {Type = "int",Default = nil,},["x"] = {Type = "int",Default = nil,},["z"] = {Type = "int",Default = nil,},},},["PasteRegion"] = {Tags = {},Arguments = {["pasteEmptyCells"] = {Type = "bool",Default = nil,},["corner"] = {Type = "Vector3int16",Default = nil,},["region"] = {Type = "Instance",Default = nil,},},},["FillBlock"] = {Tags = {},Arguments = {["cframe"] = {Type = "CoordinateFrame",Default = nil,},["material"] = {Type = "Material",Default = nil,},["size"] = {Type = "Vector3",Default = nil,},},},["WriteVoxels"] = {Tags = {},Arguments = {["occupancy"] = {Type = "Array",Default = nil,},["resolution"] = {Type = "float",Default = nil,},["materials"] = {Type = "Array",Default = nil,},["region"] = {Type = "Region3",Default = nil,},},},["SetCell"] = {Tags = {},Arguments = {["y"] = {Type = "int",Default = nil,},["x"] = {Type = "int",Default = nil,},["z"] = {Type = "int",Default = nil,},["orientation"] = {Type = "CellOrientation",Default = nil,},["material"] = {Type = "CellMaterial",Default = nil,},["block"] = {Type = "CellBlock",Default = nil,},},},["ConvertToSmooth"] = {Tags = {"PluginSecurity",},Arguments = {},},["AutowedgeCell"] = {Tags = {},Arguments = {["y"] = {Type = "int",Default = nil,},["x"] = {Type = "int",Default = nil,},["z"] = {Type = "int",Default = nil,},},},["GetCell"] = {Tags = {},Arguments = {["y"] = {Type = "int",Default = nil,},["x"] = {Type = "int",Default = nil,},["z"] = {Type = "int",Default = nil,},},},["CellCenterToWorld"] = {Tags = {},Arguments = {["y"] = {Type = "int",Default = nil,},["x"] = {Type = "int",Default = nil,},["z"] = {Type = "int",Default = nil,},},},["SetWaterCell"] = {Tags = {},Arguments = {["y"] = {Type = "int",Default = nil,},["x"] = 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{"RobloxSecurity",},Arguments = {},},},Events = {["LoginFailed"] = {Tags = {"RobloxSecurity",},Arguments = {["loginError"] = {Type = "string",},},},["LoginSucceeded"] = {Tags = {"RobloxSecurity",},Arguments = {["username"] = {Type = "string",},},},},},["Players"] = {Superclass = "Instance",Tags = {},Properties = {["LocalPlayer"] = {ValueType = "Object",Tags = {"readonly",},},["BubbleChat"] = {ValueType = "bool",Tags = {"readonly",},},["NumPlayers"] = {ValueType = "int",Tags = {"readonly",},},["ClassicChat"] = {ValueType = "bool",Tags = {"readonly",},},["numPlayers"] = {ValueType = "int",Tags = {"deprecated","hidden","readonly",},},["MaxPlayersInternal"] = {ValueType = "int",Tags = {"LocalUserSecurity",},},["localPlayer"] = {ValueType = "Object",Tags = {"deprecated","hidden","readonly",},},["PreferredPlayersInternal"] = {ValueType = "int",Tags = {"LocalUserSecurity",},},["PreferredPlayers"] = {ValueType = "int",Tags = {"readonly",},},["MaxPlayers"] = {ValueType = "int",Tags = {"readonly",},},["CharacterAutoLoads"] = {ValueType = "bool",Tags = {},},},Functions = {["SetSaveDataUrl"] = {Tags = {"LocalUserSecurity",},Arguments = {["url"] = {Type = "string",Default = nil,},},},["GetPlayerByUserId"] = {Tags = {},Arguments = {["userId"] = {Type = "int",Default = nil,},},},["GetPlayerByID"] = {Tags = {"LocalUserSecurity","deprecated",},Arguments = {["userID"] = {Type = "int",Default = nil,},},},["Chat"] = {Tags = {"PluginSecurity",},Arguments = {["message"] = {Type = "string",Default = nil,},},},["WhisperChat"] = {Tags = {"LocalUserSecurity",},Arguments = {["message"] = {Type = "string",Default = nil,},["player"] = {Type = "Instance",Default = nil,},},},["GetPlayerFromCharacter"] = {Tags = {},Arguments = {["character"] = {Type = "Instance",Default = nil,},},},["SetAbuseReportUrl"] = {Tags = {"RobloxSecurity",},Arguments = {["url"] = {Type = "string",Default = nil,},},},["GetPlayers"] = {Tags = {},Arguments = {},},["SetChatStyle"] = {Tags = 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{"PluginSecurity",},Arguments = {["message"] = {Type = "string",Default = nil,},},},["SetSysStatsUrlId"] = {Tags = {"LocalUserSecurity",},Arguments = {["urlId"] = {Type = "string",Default = nil,},},},["GetPlayerById"] = {Tags = {"LocalUserSecurity",},Arguments = {["userId"] = {Type = "int",Default = nil,},},},["SetLoadDataUrl"] = {Tags = {"LocalUserSecurity",},Arguments = {["url"] = {Type = "string",Default = nil,},},},["playerFromCharacter"] = {Tags = {"deprecated",},Arguments = {["character"] = {Type = "Instance",Default = nil,},},},["SetSaveLeaderboardDataUrl"] = {Tags = {"LocalUserSecurity",},Arguments = {["url"] = {Type = "string",Default = nil,},},},["AddLeaderboardKey"] = {Tags = {"LocalUserSecurity",},Arguments = {["key"] = {Type = "string",Default = nil,},},},["CreateLocalPlayer"] = {Tags = {"PluginSecurity",},Arguments = {["userId"] = {Type = "int",Default = nil,},["isTeleport"] = {Type = "bool",Default = "false",},},},},YieldFunctions = {BlockUser = {Tags = {"RobloxScriptSecurity",},Arguments = {["blockerUserId"] = {Type = "int",Default = nil,},["blockeeUserId"] = {Type = "int",Default = nil,},},},GetFriendsAsync = {Tags = {},Arguments = {["userId"] = {Type = "int",Default = nil,},},},GetNameFromUserIdAsync = {Tags = {},Arguments = {["userId"] = {Type = "int",Default = nil,},},},GetCharacterAppearanceAsync = {Tags = {},Arguments = {["userId"] = {Type = "int",Default = nil,},},},UnblockUser = {Tags = {"RobloxScriptSecurity",},Arguments = {["exblockeeUserId"] = {Type = "int",Default = nil,},["exblockerUserId"] = {Type = "int",Default = nil,},},},GetUserIdFromNameAsync = {Tags = {},Arguments = {["userName"] = {Type = "string",Default = nil,},},},},Events = {["PlayerAdded"] = {Tags = {},Arguments = {["player"] = {Type = "Instance",},},},["PlayerChatted"] = {Tags = {"LocalUserSecurity",},Arguments = {["chatType"] = {Type = "PlayerChatType",},["player"] = {Type = "Instance",},["targetPlayer"] = {Type = "Instance",},["message"] = {Type = 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{Superclass = "Instance",Tags = {},Properties = {["Value"] = {ValueType = "Ray",Tags = {},},},Events = {["changed"] = {Tags = {"deprecated",},Arguments = {["value"] = {Type = "Ray",},},},["Changed"] = {Tags = {},Arguments = {["value"] = {Type = "Ray",},},},},},["RotateP"] = {Superclass = "DynamicRotate",Tags = {},},["Camera"] = {Superclass = "Instance",Tags = {},Properties = {["ViewportSize"] = {ValueType = "Vector2",Tags = {"readonly",},},["FieldOfView"] = {ValueType = "float",Tags = {},},["HeadLocked"] = {ValueType = "bool",Tags = {},},["CFrame"] = {ValueType = "CoordinateFrame",Tags = {},},["CameraType"] = {ValueType = "CameraType",Tags = {},},["Focus"] = {ValueType = "CoordinateFrame",Tags = {},},["CameraSubject"] = {ValueType = "Object",Tags = {},},["focus"] = {ValueType = "CoordinateFrame",Tags = {"deprecated",},},["HeadScale"] = {ValueType = "float",Tags = {},},["CoordinateFrame"] = {ValueType = "CoordinateFrame",Tags = {"deprecated","hidden",},},},Functions = {["TiltUnits"] = {Tags = {},Arguments = {["units"] = {Type = "int",Default = nil,},},},["Interpolate"] = {Tags = {},Arguments = {["endPos"] = {Type = "CoordinateFrame",Default = nil,},["duration"] = {Type = "float",Default = nil,},["endFocus"] = {Type = "CoordinateFrame",Default = nil,},},},["GetPanSpeed"] = {Tags = {},Arguments = {},},["ScreenPointToRay"] = {Tags = {},Arguments = {["y"] = {Type = "float",Default = nil,},["x"] = {Type = "float",Default = nil,},["depth"] = {Type = "float",Default = "0",},},},["SetCameraPanMode"] = {Tags = {},Arguments = {["mode"] = {Type = "CameraPanMode",Default = "Classic",},},},["ViewportPointToRay"] = {Tags = {},Arguments = {["y"] = {Type = "float",Default = nil,},["x"] = {Type = "float",Default = nil,},["depth"] = {Type = "float",Default = "0",},},},["GetRoll"] = {Tags = {},Arguments = {},},["WorldToViewportPoint"] = {Tags = {},Arguments = {["worldPoint"] = {Type = "Vector3",Default = nil,},},},["Zoom"] = {Tags = {"RobloxScriptSecurity",},Arguments = {["distance"] 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{"RobloxScriptSecurity",},},},Functions = {["Report"] = {Tags = {"RobloxScriptSecurity",},Arguments = {["data"] = {Type = "Dictionary",Default = nil,},["category"] = {Type = "string",Default = nil,},},},["SetReportUrl"] = {Tags = {"RobloxScriptSecurity",},Arguments = {["url"] = {Type = "string",Default = nil,},},},["ReportTaskScheduler"] = {Tags = {"RobloxScriptSecurity",},Arguments = {["includeJobs"] = {Type = "bool",Default = "false",},},},["ReportJobsStepWindow"] = {Tags = {"RobloxScriptSecurity",},Arguments = {},},},},["VirtualUser"] = {Superclass = "Instance",Tags = {"notCreatable",},Functions = {["SetKeyDown"] = {Tags = {"LocalUserSecurity",},Arguments = {["key"] = {Type = "string",Default = nil,},},},["StartRecording"] = {Tags = {"LocalUserSecurity",},Arguments = {},},["ClickButton2"] = {Tags = {"LocalUserSecurity",},Arguments = {["camera"] = {Type = "CoordinateFrame",Default = "Identity",},["position"] = {Type = "Vector2",Default = nil,},},},["Button2Down"] = {Tags = {"LocalUserSecurity",},Arguments = {["camera"] = {Type = "CoordinateFrame",Default = "Identity",},["position"] = {Type = "Vector2",Default = nil,},},},["StopRecording"] = {Tags = {"LocalUserSecurity",},Arguments = {},},["SetKeyUp"] = {Tags = {"LocalUserSecurity",},Arguments = {["key"] = {Type = "string",Default = nil,},},},["MoveMouse"] = {Tags = {"LocalUserSecurity",},Arguments = {["camera"] = {Type = "CoordinateFrame",Default = "Identity",},["position"] = {Type = "Vector2",Default = nil,},},},["TypeKey"] = {Tags = {"LocalUserSecurity",},Arguments = {["key"] = {Type = "string",Default = nil,},},},["Button1Down"] = {Tags = {"LocalUserSecurity",},Arguments = {["camera"] = {Type = "CoordinateFrame",Default = "Identity",},["position"] = {Type = "Vector2",Default = nil,},},},["CaptureController"] = {Tags = {"LocalUserSecurity",},Arguments = {},},["Button1Up"] = {Tags = {"LocalUserSecurity",},Arguments = {["camera"] = {Type = "CoordinateFrame",Default = "Identity",},["position"] = {Type = "Vector2",Default = nil,},},},["Button2Up"] = {Tags = {"LocalUserSecurity",},Arguments = {["camera"] = {Type = "CoordinateFrame",Default = "Identity",},["position"] = {Type = "Vector2",Default = nil,},},},["ClickButton1"] = {Tags = {"LocalUserSecurity",},Arguments = {["camera"] = {Type = "CoordinateFrame",Default = "Identity",},["position"] = {Type = "Vector2",Default = nil,},},},},},["Vector3Value"] = {Superclass = "Instance",Tags = {},Properties = {["Value"] = {ValueType = "Vector3",Tags = {},},},Events = {["changed"] = {Tags = {"deprecated",},Arguments = {["value"] = {Type = "Vector3",},},},["Changed"] = {Tags = {},Arguments = {["value"] = {Type = "Vector3",},},},},},["Motor6D"] = {Superclass = "Motor",Tags = {},},["UserInputService"] = {Superclass = "Instance",Tags = {"notCreatable",},Properties = {["MouseEnabled"] = {ValueType = "bool",Tags = {"readonly",},},["VREnabled"] = {ValueType = "bool",Tags = {"readonly",},},["GyroscopeEnabled"] = {ValueType = "bool",Tags = {"readonly",},},["GamepadEnabled"] = {ValueType = "bool",Tags = {"readonly",},},["ModalEnabled"] = {ValueType = "bool",Tags = {},},["OverrideMouseIconBehavior"] = {ValueType = "OverrideMouseIconBehavior",Tags = {"RobloxScriptSecurity",},},["MouseBehavior"] = {ValueType = "MouseBehavior",Tags = {},},["MouseIconEnabled"] = {ValueType = "bool",Tags = {},},["UserHeadCFrame"] = {ValueType = "CoordinateFrame",Tags = {"deprecated","readonly",},},["KeyboardEnabled"] = {ValueType = "bool",Tags = {"readonly",},},["TouchEnabled"] = {ValueType = "bool",Tags = {"readonly",},},["AccelerometerEnabled"] = {ValueType = "bool",Tags = {"readonly",},},},Functions = {["GetConnectedGamepads"] = {Tags = {},Arguments = {},},["GetDeviceAcceleration"] = {Tags = {},Arguments = {},},["GetNavigationGamepads"] = {Tags = {},Arguments = {},},["IsKeyDown"] = {Tags = {},Arguments = {["keyCode"] = {Type = "KeyCode",Default = nil,},},},["GamepadSupports"] = {Tags = {},Arguments = {["gamepadNum"] = {Type = "UserInputType",Default = nil,},["gamepadKeyCode"] = {Type = "KeyCode",Default = nil,},},},["GetUserCFrame"] = {Tags = {},Arguments = {["type"] = {Type = "UserCFrame",Default = nil,},},},["GetLastInputType"] = {Tags = {},Arguments = {},},["GetDeviceGravity"] = {Tags = {},Arguments = {},},["GetGamepadState"] = {Tags = {},Arguments = {["gamepadNum"] = {Type = "UserInputType",Default = nil,},},},["GetSupportedGamepadKeyCodes"] = {Tags = {},Arguments = {["gamepadNum"] = {Type = "UserInputType",Default = nil,},},},["SetNavigationGamepad"] = {Tags = {},Arguments = {["gamepadEnum"] = {Type = "UserInputType",Default = nil,},["enabled"] = {Type = "bool",Default = nil,},},},["GetFocusedTextBox"] = {Tags = {},Arguments = {},},["RecenterUserHeadCFrame"] = {Tags = {},Arguments = {},},["GetKeysPressed"] = {Tags = {},Arguments = {},},["IsNavigationGamepad"] = {Tags = {},Arguments = {["gamepadEnum"] = {Type = "UserInputType",Default = nil,},},},["GetGamepadConnected"] = {Tags = {},Arguments = {["gamepadNum"] = {Type = "UserInputType",Default = nil,},},},["GetDeviceRotation"] = {Tags = {},Arguments = {},},["GetPlatform"] = {Tags = {"RobloxScriptSecurity",},Arguments = {},},},Events = {["DeviceAccelerationChanged"] = {Tags = {},Arguments = {["acceleration"] = {Type = "Instance",},},},["InputBegan"] = {Tags = {},Arguments = {["input"] = {Type = "Instance",},["gameProcessedEvent"] = {Type = "bool",},},},["GamepadDisconnected"] = {Tags = {},Arguments = {["gamepadNum"] = {Type = "UserInputType",},},},["TouchSwipe"] = {Tags = {},Arguments = {["numberOfTouches"] = {Type = "int",},["swipeDirection"] = {Type = "SwipeDirection",},["gameProcessedEvent"] = {Type = "bool",},},},["TouchLongPress"] = {Tags = {},Arguments = {["state"] = {Type = "UserInputState",},["touchPositions"] = {Type = "Array",},["gameProcessedEvent"] = {Type = "bool",},},},["TouchRotate"] = {Tags = {},Arguments = {["state"] = {Type = "UserInputState",},["touchPositions"] = {Type = "Array",},["velocity"] = {Type = "float",},["gameProcessedEvent"] = {Type = "bool",},["rotation"] = {Type = "float",},},},["TextBoxFocusReleased"] = {Tags = {},Arguments = {["textboxReleased"] = {Type = "Instance",},},},["TouchMoved"] = {Tags = {},Arguments = {["gameProcessedEvent"] = {Type = "bool",},["touch"] = {Type = "Instance",},},},["DeviceRotationChanged"] = {Tags = {},Arguments = {["rotation"] = {Type = "Instance",},["cframe"] = {Type = "CoordinateFrame",},},},["TextBoxFocused"] = {Tags = {},Arguments = {["textboxFocused"] = {Type = "Instance",},},},["InputEnded"] = {Tags = {},Arguments = {["input"] = {Type = "Instance",},["gameProcessedEvent"] = {Type = "bool",},},},["DeviceGravityChanged"] = {Tags = {},Arguments = {["gravity"] = {Type = "Instance",},},},["JumpRequest"] = {Tags = {},Arguments = {},},["UserCFrameChanged"] = {Tags = {},Arguments = {["value"] = {Type = "CoordinateFrame",},["type"] = {Type = "UserCFrame",},},},["WindowFocused"] = {Tags = {},Arguments = {},},["WindowFocusReleased"] = {Tags = {},Arguments = {},},["TouchTap"] = {Tags = {},Arguments = {["touchPositions"] = {Type = "Array",},["gameProcessedEvent"] = {Type = "bool",},},},["GamepadConnected"] = {Tags = {},Arguments = {["gamepadNum"] = {Type = "UserInputType",},},},["TouchStarted"] = {Tags = {},Arguments = {["gameProcessedEvent"] = {Type = "bool",},["touch"] = {Type = "Instance",},},},["TouchPinch"] = {Tags = {},Arguments = {["state"] = {Type = "UserInputState",},["touchPositions"] = {Type = "Array",},["scale"] = {Type = "float",},["velocity"] = {Type = "float",},["gameProcessedEvent"] = {Type = "bool",},},},["TouchPan"] = {Tags = {},Arguments = {["state"] = {Type = "UserInputState",},["touchPositions"] = {Type = "Array",},["velocity"] = {Type = "Vector2",},["gameProcessedEvent"] = {Type = "bool",},["totalTranslation"] = {Type = "Vector2",},},},["LastInputTypeChanged"] = {Tags = {},Arguments = {["lastInputType"] = {Type = "UserInputType",},},},["TouchEnded"] = {Tags = {},Arguments = {["gameProcessedEvent"] = {Type = "bool",},["touch"] = {Type = "Instance",},},},["InputChanged"] = {Tags = {},Arguments = {["input"] = {Type = "Instance",},["gameProcessedEvent"] = {Type = "bool",},},},},},["UserGameSettings"] = {Superclass = "Instance",Tags = {},Properties = {["Fullscreen"] = {ValueType = "bool",Tags = {"RobloxScriptSecurity",},},["TouchCameraMovementMode"] = {ValueType = "TouchCameraMovementMode",Tags = {},},["AllTutorialsDisabled"] = {ValueType = "bool",Tags = {"RobloxScriptSecurity",},},["CameraMode"] = {ValueType = "CustomCameraMode",Tags = {"RobloxScriptSecurity",},},["VRRotationIntensity"] = {ValueType = "int",Tags = {"RobloxScriptSecurity",},},["ComputerMovementMode"] = {ValueType = "ComputerMovementMode",Tags = {},},["ComputerCameraMovementMode"] = {ValueType = "ComputerCameraMovementMode",Tags = {},},["MouseSensitivity"] = {ValueType = "float",Tags = {},},["TouchMovementMode"] = {ValueType = "TouchMovementMode",Tags = {},},["ImageUploadPromptBehavior"] = {ValueType = "UploadSetting",Tags = {"RobloxScriptSecurity",},},["VideoUploadPromptBehavior"] = {ValueType = "UploadSetting",Tags = {"RobloxScriptSecurity",},},["SavedQualityLevel"] = {ValueType = "SavedQualitySetting",Tags = {},},["RotationType"] = {ValueType = "RotationType",Tags = {},},["MasterVolume"] = {ValueType = "float",Tags = {},},["UsedHideHudShortcut"] = {ValueType = "bool",Tags = {"RobloxScriptSecurity",},},["ControlMode"] = {ValueType = "ControlMode",Tags = {},},},Functions = {["SetTutorialState"] = {Tags = {"RobloxScriptSecurity",},Arguments = {["tutorialId"] = {Type = "string",Default = nil,},["value"] = {Type = "bool",Default = nil,},},},["GetTutorialState"] = {Tags = {"RobloxScriptSecurity",},Arguments = {["tutorialId"] = {Type = "string",Default = nil,},},},["InStudioMode"] = {Tags = {},Arguments = {},},["InFullScreen"] = {Tags = {},Arguments = {},},},Events = {["StudioModeChanged"] = {Tags = {},Arguments = {["isStudioMode"] = {Type = "bool",},},},["FullscreenChanged"] = {Tags = {},Arguments = {["isFullscreen"] = {Type = "bool",},},},},},["BasePart"] = {Superclass = "PVInstance",Tags = {"notbrowsable",},Properties = {["RightParamB"] = {ValueType = "float",Tags = {},},["TopSurfaceInput"] = {ValueType = "InputType",Tags = {},},["CFrame"] = {ValueType = "CoordinateFrame",Tags = {},},["FrontSurfaceInput"] = {ValueType = "InputType",Tags = {},},["BottomParamB"] = {ValueType = "float",Tags = {},},["Friction"] = {ValueType = "float",Tags = {},},["FrontParamB"] = {ValueType = "float",Tags = {},},["BottomSurface"] = {ValueType = "SurfaceType",Tags = {},},["CanCollide"] = {ValueType = "bool",Tags = {},},["BackSurfaceInput"] = {ValueType = "InputType",Tags = {},},["LeftSurface"] = {ValueType = "SurfaceType",Tags = {},},["Elasticity"] = {ValueType = "float",Tags = {},},["FrontParamA"] = {ValueType = "float",Tags = {},},["brickColor"] = {ValueType = "BrickColor",Tags = {"deprecated",},},["BackParamB"] = {ValueType = "float",Tags = {},},["TopSurface"] = {ValueType = "SurfaceType",Tags = {},},["ResizeableFaces"] = {ValueType = "Faces",Tags = {"readonly",},},["Reflectance"] = {ValueType = "float",Tags = {},},["Velocity"] = {ValueType = "Vector3",Tags = {},},["Color"] = {ValueType = "Color3",Tags = {"deprecated",},},["Transparency"] = {ValueType = "float",Tags = {},},["TopParamB"] = {ValueType = "float",Tags = {},},["TopParamA"] = {ValueType = "float",Tags = {},},["SpecificGravity"] = {ValueType = "float",Tags = {"readonly",},},["RightSurface"] = {ValueType = "SurfaceType",Tags = {},},["RotVelocity"] = {ValueType = "Vector3",Tags = {},},["Locked"] = {ValueType = "bool",Tags = {},},["BottomParamA"] = {ValueType = "float",Tags = {},},["Material"] = {ValueType = "Material",Tags = {},},["RightSurfaceInput"] = {ValueType = "InputType",Tags = {},},["Size"] = {ValueType = "Vector3",Tags = {},},["RightParamA"] = {ValueType = "float",Tags = {},},["BackSurface"] = {ValueType = "SurfaceType",Tags = {},},["LocalTransparencyModifier"] = {ValueType = "float",Tags 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{},},},Events = {["Hit"] = {Tags = {},Arguments = {["part"] = {Type = "Instance",},["distance"] = {Type = "float",},},},},},["BoolValue"] = {Superclass = "Instance",Tags = {},Properties = {["Value"] = {ValueType = "bool",Tags = {},},},Events = {["changed"] = {Tags = {"deprecated",},Arguments = {["value"] = {Type = "bool",},},},["Changed"] = {Tags = {},Arguments = {["value"] = {Type = "bool",},},},},},["TextService"] = {Superclass = "Instance",Tags = {"notCreatable",},Functions = {["GetTextSize"] = {Tags = {"RobloxScriptSecurity",},Arguments = {["font"] = {Type = "Font",Default = nil,},["string"] = {Type = "string",Default = nil,},["frameSize"] = {Type = "Vector2",Default = nil,},["fontSize"] = {Type = "int",Default = nil,},},},},},["Pages"] = {Superclass = "Instance",Tags = {},Properties = {["IsFinished"] = {ValueType = "bool",Tags = {"readonly",},},},Functions = {["GetCurrentPage"] = {Tags = {},Arguments = {},},},YieldFunctions = {AdvanceToNextPageAsync = {Tags = {},Arguments = {},},},},["AnimationTrack"] = {Superclass = "Instance",Tags = {},Properties = {["Animation"] = {ValueType = "Object",Tags = {"readonly",},},["IsPlaying"] = {ValueType = "bool",Tags = {"readonly",},},["Priority"] = {ValueType = "AnimationPriority",Tags = {},},["TimePosition"] = {ValueType = "float",Tags = {},},["Length"] = {ValueType = "float",Tags = {"readonly",},},},Functions = {["AdjustWeight"] = {Tags = {},Arguments = {["fadeTime"] = {Type = "float",Default = "0.100000001",},["weight"] = {Type = "float",Default = "1",},},},["GetTimeOfKeyframe"] = {Tags = {},Arguments = {["keyframeName"] = {Type = "string",Default = nil,},},},["Stop"] = {Tags = {},Arguments = {["fadeTime"] = {Type = "float",Default = "0.100000001",},},},["Play"] = {Tags = {},Arguments = {["speed"] = {Type = "float",Default = "1",},["fadeTime"] = {Type = "float",Default = "0.100000001",},["weight"] = {Type = "float",Default = "1",},},},["AdjustSpeed"] = {Tags = {},Arguments = {["speed"] = {Type = "float",Default = "1",},},},},Events = {["Stopped"] = {Tags = {"deprecated",},Arguments = {},},["KeyframeReached"] = {Tags = {},Arguments = {["keyframeName"] = {Type = "string",},},},},},["Frame"] = {Superclass = "GuiObject",Tags = {},Properties = {["Style"] = {ValueType = "FrameStyle",Tags = {},},},},["ChangeHistoryService"] = {Superclass = "Instance",Tags = {"notCreatable",},Functions = {["SetWaypoint"] = {Tags = {"PluginSecurity",},Arguments = {["name"] = {Type = "string",Default = nil,},},},["GetCanUndo"] = {Tags = {"PluginSecurity",},Arguments = {},},["GetCanRedo"] = {Tags = {"PluginSecurity",},Arguments = {},},["Undo"] = {Tags = {"PluginSecurity",},Arguments = {},},["ResetWaypoints"] = {Tags = {"PluginSecurity",},Arguments = {},},["SetEnabled"] = {Tags = {"PluginSecurity",},Arguments = {["state"] = {Type = "bool",Default = nil,},},},["Redo"] = {Tags = {"PluginSecurity",},Arguments = {},},},Events = {["OnUndo"] = {Tags = {"PluginSecurity",},Arguments = {["waypoint"] = {Type = "string",},},},["OnRedo"] = {Tags = {"PluginSecurity",},Arguments = {["waypoint"] = {Type = "string",},},},},},["ClickDetector"] = {Superclass = "Instance",Tags = {},Properties = {["MaxActivationDistance"] = {ValueType = "float",Tags = {},},},Events = {["MouseHoverLeave"] = {Tags = {},Arguments = {["playerWhoHovered"] = {Type = "Instance",},},},["MouseClick"] = {Tags = {},Arguments = {["playerWhoClicked"] = {Type = "Instance",},},},["MouseHoverEnter"] = {Tags = {},Arguments = {["playerWhoHovered"] = {Type = "Instance",},},},["mouseClick"] = {Tags = {"deprecated",},Arguments = {["playerWhoClicked"] = {Type = "Instance",},},},},},["DebugSettings"] = {Superclass = "Instance",Tags = {"notbrowsable",},Properties = {["ProcessCores"] = {ValueType = "double",Tags = {"readonly",},},["OsPlatform"] = {ValueType = "string",Tags = {"readonly",},},["TotalProcessorTime"] = {ValueType = "int",Tags = {"readonly",},},["CdnFailureCount"] = {ValueType = "int",Tags = {"readonly",},},["AvailablePhysicalMemory"] = {ValueType = "int",Tags = {"readonly",},},["PrivateWorkingSetBytes"] = {ValueType = "int",Tags = {"readonly",},},["DataModel"] = {ValueType = "int",Tags = {"readonly",},},["OsVer"] = {ValueType = "string",Tags = {"readonly",},},["CPU"] = {ValueType = "string",Tags = {"readonly",},},["IsProfilingEnabled"] = {ValueType = "bool",Tags = {},},["BlockMeshSize"] = {ValueType = "int",Tags = {"readonly",},},["NameDatabaseBytes"] = {ValueType = "int",Tags = {"readonly",},},["NameDatabaseSize"] = {ValueType = "int",Tags = {"readonly",},},["CpuSpeed"] = {ValueType = "int",Tags = {"readonly",},},["RobloxRespoceTime"] = {ValueType = "double",Tags = {"readonly",},},["TickCountPreciseOverride"] = {ValueType = "TickCountSampleMethod",Tags = {},},["CdnResponceTime"] = {ValueType = "double",Tags = {"readonly",},},["CpuCount"] = {ValueType = "int",Tags = {"readonly",},},["ReportSoundWarnings"] = {ValueType = "bool",Tags = {},},["SystemProductName"] = {ValueType = "string",Tags = {"readonly",},},["VideoMemory"] = {ValueType = "int",Tags = {"readonly",},},["IsFmodProfilingEnabled"] = {ValueType = "bool",Tags = {},},["IsScriptStackTracingEnabled"] = {ValueType = "bool",Tags = {},},["PlayerCount"] = {ValueType = "int",Tags = {"readonly",},},["VertexShaderModel"] = {ValueType = "float",Tags = {"readonly",},},["LuaRamLimit"] = {ValueType = "int",Tags = {},},["RobloxSuccessCount"] = {ValueType = "int",Tags = {"readonly",},},["SIMD"] = {ValueType = "string",Tags = {"readonly",},},["Resolution"] = {ValueType = "string",Tags = {"readonly",},},["RobloxVersion"] = {ValueType = "string",Tags = {"readonly",},},["TotalPhysicalMemory"] = {ValueType = "int",Tags = {"readonly",},},["RobloxProductName"] = {ValueType = "string",Tags = {"readonly",},},["PageFileBytes"] = {ValueType = "int",Tags = {"readonly",},},["RobloxFailureCount"] = {ValueType = "int",Tags = {"readonly",},},["OsIs64Bit"] = {ValueType = "bool",Tags = {"readonly",},},["ErrorReporting"] = {ValueType = "ErrorReporting",Tags = {},},["VirtualBytes"] = {ValueType = "int",Tags = {"readonly",},},["RAM"] = {ValueType = "int",Tags = {"readonly",},},["ReportExtendedMachineConfiguration"] = {ValueType = "bool",Tags = {},},["PageFaultsPerSecond"] = {ValueType = "int",Tags = {"readonly",},},["ElapsedTime"] = {ValueType = "double",Tags = {"readonly",},},["OsPlatformId"] = {ValueType = "int",Tags = {"readonly",},},["ProfilingWindow"] = {ValueType = "double",Tags = {},},["InstanceCount"] = {ValueType = "int",Tags = {"readonly",},},["ProcessorTime"] = {ValueType = "int",Tags = {"readonly",},},["PrivateBytes"] = {ValueType = "int",Tags = {"readonly",},},["AltCdnFailureCount"] = {ValueType = "int",Tags = {"readonly",},},["LastCdnFailureTimeSpan"] = {ValueType = "double",Tags = {"readonly",},},["AltCdnSuccessCount"] = {ValueType = "int",Tags = {"readonly",},},["CdnSuccessCount"] = {ValueType = "int",Tags = {"readonly",},},["JobCount"] = {ValueType = "int",Tags = {"readonly",},},["PixelShaderModel"] = {ValueType = "float",Tags = {"readonly",},},["GfxCard"] = {ValueType = "string",Tags = {"readonly",},},},Functions = {["LegacyScriptMode"] = {Tags = {"LocalUserSecurity","deprecated",},Arguments = {},},["ResetCdnFailureCounts"] = {Tags = {"LocalUserSecurity",},Arguments = {},},["SetBlockingRemove"] = {Tags = {"LocalUserSecurity",},Arguments = {["value"] = {Type = "bool",Default = nil,},},},},},["Instance"] = {Superclass = nil,Tags = {"notbrowsable",},Properties = {["className"] = {ValueType = "string",Tags = {"deprecated","readonly",},},["archivable"] = {ValueType = "bool",Tags = {"hidden",},},["Name"] = {ValueType = "string",Tags = {},},["ClassName"] = {ValueType = "string",Tags = {"readonly",},},["Parent"] = {ValueType = "Object",Tags = {},},["DataCost"] = {ValueType = "int",Tags = {"RobloxPlaceSecurity","readonly",},},["Archivable"] = {ValueType = "bool",Tags = {},},["RobloxLocked"] = {ValueType = "bool",Tags = {"PluginSecurity",},},},Functions = {["ClearAllChildren"] = {Tags = {},Arguments = {},},["findFirstChild"] = {Tags = {"deprecated",},Arguments = {["name"] = {Type = "string",Default = nil,},["recursive"] = {Type = "bool",Default = "false",},},},["GetDebugId"] = {Tags = {"PluginSecurity","notbrowsable",},Arguments = {["scopeLength"] = {Type = "int",Default = "4",},},},["GetChildren"] = {Tags = {},Arguments = {},},["Remove"] = {Tags = {"deprecated",},Arguments = {},},["IsDescendantOf"] = {Tags = {},Arguments = {["ancestor"] = {Type = "Instance",Default = nil,},},},["children"] = {Tags = {"deprecated",},Arguments = {},},["destroy"] = {Tags = {"deprecated",},Arguments = {},},["GetFullName"] = {Tags = {},Arguments = {},},["remove"] = {Tags = {"deprecated",},Arguments = {},},["isDescendantOf"] = {Tags = {"deprecated",},Arguments = {["ancestor"] = {Type = "Instance",Default = nil,},},},["isA"] = {Tags = {"deprecated",},Arguments = {["className"] = {Type = "string",Default = nil,},},},["IsAncestorOf"] = {Tags = {},Arguments = {["descendant"] = {Type = "Instance",Default = nil,},},},["clone"] = {Tags = {"deprecated",},Arguments = {},},["Destroy"] = {Tags = {},Arguments = {},},["FindFirstChild"] = {Tags = {},Arguments = {["name"] = {Type = "string",Default = nil,},["recursive"] = {Type = "bool",Default = "false",},},},["getChildren"] = {Tags = {"deprecated",},Arguments = {},},["IsA"] = {Tags = {},Arguments = {["className"] = {Type = "string",Default = nil,},},},["Clone"] = {Tags = {},Arguments = {},},},YieldFunctions = {WaitForChild = {Tags = {},Arguments = {["childName"] = {Type = "string",Default = nil,},},},},Events = {["childAdded"] = {Tags = {"deprecated",},Arguments = {["child"] = {Type = "Instance",},},},["DescendantRemoving"] = {Tags = {},Arguments = {["descendant"] = {Type = "Instance",},},},["AncestryChanged"] = {Tags = {},Arguments = {["child"] = {Type = "Instance",},["parent"] = {Type = "Instance",},},},["DescendantAdded"] = {Tags = {},Arguments = {["descendant"] = {Type = "Instance",},},},["Changed"] = {Tags = {},Arguments = {["property"] = {Type = "Property",},},},["ChildRemoved"] = {Tags = {},Arguments = {["child"] = {Type = "Instance",},},},["ChildAdded"] = {Tags = {},Arguments = {["child"] = {Type = "Instance",},},},},},["Hopper"] = {Superclass = "GuiItem",Tags = {"deprecated",},},["BackpackItem"] = {Superclass = "GuiItem",Tags = {},Properties = {["TextureId"] = {ValueType = "Content",Tags = {},},},},["BindableFunction"] = {Superclass = "Instance",Tags = {},YieldFunctions = {Invoke = {Tags = {},Arguments = {["arguments"] = {Type = "Tuple",Default = nil,},},},},},["SurfaceLight"] = {Superclass = "Light",Tags = {},Properties = {["Angle"] = {ValueType = "float",Tags = {},},["Range"] = {ValueType = "float",Tags = {},},["Face"] = {ValueType = "NormalId",Tags = {},},},},["Motor"] = {Superclass = "JointInstance",Tags = {},Properties = {["CurrentAngle"] = {ValueType = "float",Tags = {},},["DesiredAngle"] = {ValueType = "float",Tags = {},},["MaxVelocity"] = {ValueType = "float",Tags = {},},},Functions = {["SetDesiredAngle"] = {Tags = {},Arguments = {["value"] = {Type = "float",Default = nil,},},},},},["RotateV"] = {Superclass = "DynamicRotate",Tags = {},},["ContextActionService"] = {Superclass = "Instance",Tags = {},Functions = {["CallFunction"] = {Tags = {"RobloxScriptSecurity",},Arguments = {["state"] = {Type = "UserInputState",Default = nil,},["actionName"] = {Type = "string",Default = nil,},["inputObject"] = {Type = "Instance",Default = nil,},},},["UnbindCoreAction"] = {Tags = {"RobloxScriptSecurity",},Arguments = {["actionName"] = {Type = "string",Default = nil,},},},["GetCurrentLocalToolIcon"] = {Tags = {},Arguments = {},},["UnbindActivate"] = {Tags = {},Arguments = {["userInputTypeForActivation"] = {Type = "UserInputType",Default = nil,},["keyCodeForActivation"] = {Type = "KeyCode",Default = "Unknown",},},},["SetPosition"] = {Tags = {},Arguments = {["position"] = {Type = "UDim2",Default = nil,},["actionName"] = {Type = "string",Default = nil,},},},["BindActionToInputTypes"] = {Tags = {"deprecated",},Arguments = {["functionToBind"] = {Type = "Function",Default = nil,},["actionName"] = {Type = "string",Default = nil,},["createTouchButton"] = {Type = "bool",Default = nil,},["inputTypes"] = {Type = "Tuple",Default = nil,},},},["GetAllBoundActionInfo"] = {Tags = {},Arguments = {},},["UnbindAllActions"] = {Tags = {},Arguments = {},},["SetDescription"] = {Tags = {},Arguments = {["description"] = {Type = "string",Default = nil,},["actionName"] = {Type = "string",Default = nil,},},},["BindCoreAction"] = {Tags = {"RobloxScriptSecurity",},Arguments = {["functionToBind"] = {Type = "Function",Default = nil,},["actionName"] = {Type = "string",Default = nil,},["createTouchButton"] = {Type = "bool",Default = nil,},["inputTypes"] = {Type = "Tuple",Default = nil,},},},["FireActionButtonFoundSignal"] = {Tags = {"RobloxScriptSecurity",},Arguments = {["actionButton"] = {Type = "Instance",Default = nil,},["actionName"] = {Type = "string",Default = nil,},},},["BindAction"] = {Tags = {},Arguments = {["functionToBind"] = {Type = "Function",Default = nil,},["actionName"] = {Type = "string",Default = nil,},["createTouchButton"] = {Type = "bool",Default = nil,},["inputTypes"] = {Type = "Tuple",Default = nil,},},},["UnbindAction"] = {Tags = {},Arguments = {["actionName"] = {Type = "string",Default = nil,},},},["SetImage"] = {Tags = {},Arguments = {["image"] = {Type = "string",Default = nil,},["actionName"] = {Type = "string",Default = nil,},},},["BindActivate"] = {Tags = {},Arguments = {["userInputTypeForActivation"] = {Type = "UserInputType",Default = nil,},["keyCodeForActivation"] = {Type = "KeyCode",Default = "Unknown",},},},["GetBoundActionInfo"] = {Tags = {},Arguments = {["actionName"] = {Type = "string",Default = nil,},},},["SetTitle"] = {Tags = {},Arguments = {["title"] = {Type = "string",Default = nil,},["actionName"] = {Type = "string",Default = nil,},},},},YieldFunctions = {GetButton = {Tags = {},Arguments = {["actionName"] = {Type = "string",Default = nil,},},},},Events = {["LocalToolUnequipped"] = {Tags = {},Arguments = {["toolUnequipped"] = {Type = "Instance",},},},["BoundActionAdded"] = {Tags = {"RobloxScriptSecurity",},Arguments = {["actionAdded"] = {Type = "string",},["createTouchButton"] = {Type = "bool",},["functionInfoTable"] = {Type = "Dictionary",},},},["BoundActionRemoved"] = {Tags = {"RobloxScriptSecurity",},Arguments = {["functionInfoTable"] = {Type = "Dictionary",},["actionRemoved"] = {Type = "string",},},},["GetActionButtonEvent"] = {Tags = {"RobloxScriptSecurity",},Arguments = {["actionName"] = {Type = "string",},},},["BoundActionChanged"] = {Tags = {"RobloxScriptSecurity",},Arguments = {["changeName"] = {Type = "string",},["actionChanged"] = {Type = "string",},["changeTable"] = {Type = "Dictionary",},},},["LocalToolEquipped"] = {Tags = {},Arguments = {["toolEquipped"] = {Type = "Instance",},},},},},["GuiItem"] = {Superclass = "Instance",Tags = {},},["Rotate"] = {Superclass = "JointInstance",Tags = {},},["BrickColorValue"] = {Superclass = "Instance",Tags = {},Properties = {["Value"] = {ValueType = "BrickColor",Tags = {},},},Events = {["changed"] = {Tags = {"deprecated",},Arguments = {["value"] = {Type = "BrickColor",},},},["Changed"] = {Tags = {},Arguments = {["value"] = {Type = "BrickColor",},},},},},["Keyframe"] = {Superclass = "Instance",Tags = {},Properties = {["Time"] = {ValueType = "float",Tags = {},},},Functions = {["GetPoses"] = {Tags = {},Arguments = {},},["AddPose"] = {Tags = {},Arguments = {["pose"] = {Type = "Instance",Default = nil,},},},["RemovePose"] = {Tags = {},Arguments = {["pose"] = {Type = "Instance",Default = nil,},},},},},}
function onInit() Gui.onInit_handle(self) end function onFirstLayout() Gui.onFirstLayout_handle(self) end function onClose() end function onListChanged(node, child) print(self.getClass() .. '.onListChanged', node, child) notifyUpdate() end
-- _ _ _ _ _ -- / \ | | | | | __ ___ _(_) -- / _ \ | | |_ | |/ _` \ \ / / | -- / ___ \| | | |_| | (_| |\ V /| | -- /_/ \_\_|_|\___/ \__,_| \_/ |_| -- -- github: @AllJavi -- -- Client ShortCuts configuration local awful = require('awful') local gears = require('gears') local dpi = require('beautiful').xresources.apply_dpi require('awful.autofocus') local modkey = require('configuration.keys.mod').mod_key local altkey = require('configuration.keys.mod').alt_key local client_keys = awful.util.table.join( -- Kill any client {{{ awful.key( { modkey , "Shift" }, 'c', function(c) c:kill() end, {description = '- close', group = 'client'} ), -- }}} -- Jump to the urgent client {{{ awful.key( { modkey }, 'u', awful.client.urgent.jumpto, {description = '- jump to urgent client', group = 'client'} ), -- }}} -- Move between clients by direction {{{ awful.key( { modkey }, 'd', function() awful.client.focus.bydirection("right") if client.focus then client.focus:raise() end end, -- {description = 'focus right client', group = 'client'} {description = '- focus direction', group = 'client'} ), awful.key( { modkey }, 'a', function() awful.client.focus.bydirection("left") if client.focus then client.focus:raise() end end, -- {description = 'focus left client', group = 'client'} {description = '- focus direction', group = 'client'} ), awful.key( { modkey }, 'w', function() awful.client.focus.bydirection("up") if client.focus then client.focus:raise() end end, -- {description = 'focus up client', group = 'client'} {description = '- focus direction', group = 'client'} ), awful.key( { modkey }, 's', function() awful.client.focus.bydirection("down") if client.focus then client.focus:raise() end end, -- {description = 'focus down client', group = 'client'} {description = '- focus direction', group = 'client'} ), -- }}} -- Swap clients by direction {{{ awful.key( { modkey, 'Shift' }, 'd', function () awful.client.swap.bydirection("right") end, -- {description = 'swap with right client', group = 'client'} {description = '- swap direction', group = 'client'} ), awful.key( { modkey, 'Shift' }, 'a', function () awful.client.swap.bydirection("left") end, -- {description = 'swap with left client', group = 'client'} {description = '- swap direction', group = 'client'} ), awful.key( { modkey, 'Shift' }, 'w', function () awful.client.swap.bydirection("up") end, -- {description = 'swap with up client', group = 'client'} {description = '- swap direction', group = 'client'} ), awful.key( { modkey, 'Shift' }, 's', function () awful.client.swap.bydirection("down") end, -- {description = 'swap with down client', group = 'client'} {description = '- swap direction', group = 'client'} ), -- }}} -- Change client width awful.key( { modkey, 'Control' }, 'd', function () awful.tag.incmwfact(0.05) end, {description = '- inc/dec master width', group = 'client'} ), awful.key( { modkey, "Control" }, 'a', function(c) awful.tag.incmwfact(-0.05) end, {description = '- inc/dec master width', group = 'client'} ), -- }}} -- (un)Maximize clients {{{ awful.key( { modkey, "Control" }, 'w', function(c) c.fullscreen = not c.fullscreen c:raise() end, {description = '- toggle fullscreen', group = 'client'} ), -- }}} -- (un)Floaing clients {{{ awful.key( { modkey, "Control" }, 's', function(c) c.floating = not c.floating c:raise() end, {description = '- toggle floating', group = 'client'} ), -- }}} awful.key( { modkey }, 'Tab', function() awful.client.focus.history.previous() if client.focus then client.focus:raise() end end, {description = '- last Client', group = 'client'} ) ) return client_keys
noble_female = { "object/mobile/dressed_noble_bothan_female_01.iff", "object/mobile/dressed_noble_fat_human_female_01.iff", "object/mobile/dressed_noble_fat_human_female_02.iff", "object/mobile/dressed_noble_fat_twilek_female_01.iff", "object/mobile/dressed_noble_fat_twilek_female_02.iff", "object/mobile/dressed_noble_fat_zabrak_female_01.iff", "object/mobile/dressed_noble_fat_zabrak_female_02.iff", "object/mobile/dressed_noble_human_female_01.iff", "object/mobile/dressed_noble_human_female_02.iff", "object/mobile/dressed_noble_human_female_03.iff", "object/mobile/dressed_noble_human_female_04.iff", "object/mobile/dressed_noble_old_human_female_01.iff", "object/mobile/dressed_noble_old_human_female_02.iff", "object/mobile/dressed_noble_old_twk_female_01.iff", "object/mobile/dressed_noble_old_twk_female_02.iff", "object/mobile/dressed_noble_old_zabrak_female_01.iff", "object/mobile/dressed_noble_old_zabrak_female_02.iff", "object/mobile/dressed_noble_rodian_female_01.iff", "object/mobile/dressed_noble_trandoshan_female_01.iff", "object/mobile/dressed_noble_twilek_female_01.iff", "object/mobile/dressed_noble_zabrak_female_01.iff", } addDressGroup("noble_female", noble_female)
-- 跳動 -- local loop = 0 -- --loop function -- function breathe(obj) -- if (loop <= 1) then -- loop = loop + 1 -- print (loop) -- local function loop(obj) -- -- --the obj is fire.png -- if (obj.scale ~= 1) then -- obj.scale = 1 -- breathe(obj) -- else -- obj.scale = obj.scaleValue -- breathe(obj) -- end -- -- end -- transition.scaleTo( obj, { xScale = obj.scale, yScale = obj.scale, time = 500, onComplete = loop, transition = easing.outBounce } ) -- end -- end -- --create object for transition effect -- local obj = display.newImageRect(sceneGroup, 'images/許諾.png', 200, 300) -- obj.x = display.contentCenterX -- obj.y = display.contentCenterY -- --local obj1 = display.newImage('img.png', display.contentCenterX, display.contentCenterY) -- -- --set original scale -- obj.scale = 1 -- --set will change scale -- obj.scaleValue = 1.1 -- --go function -- breathe(obj) -- 顯示已收集的物品 -- if (Stone == 1) then -- local clue1 = display.newImageRect("images/stone.png", 30, 25) -- clue1.x=display.contentCenterX-235 -- clue1.y=display.contentCenterY+30 -- sceneGroup:insert(clue1) -- end --按鈕群組 --local myText = display.newText( "等待", 0, 0, native.systemFont, 12 ) --myText.x = display.contentCenterX --myText.y = display.contentCenterY-40 --sceneGroup:insert(myText) -- local count=0 -- for i=1,#txt do -- local x = display.newText(i,100,100,native.systemFont,40) -- x.x = display.contentCenterX -- x.y = display.contentCenterY -- sceneGroup:insert(x) -- end -- 存檔 --gameSettingsFileName = "mygamesettings.json" -- currentSettingsVersion = 3 -- -- myGameSettings = loadTable("mygamesettings.json") -- print (myGameSettings.level) -- if(myGameSettings == nil or myGameSettings.version == nil or myGameSettings.version ~= currentSettingsVersion) then -- -- the default settings -- myGameSettings = {} -- myGameSettings.version = currentSettingsVersion -- myGameSettings.level = 2 -- myGameSettings.speed = 5 -- saveTable(myGameSettings, gameSettingsFileName) -- end -- -- myGameSettings.level = myGameSettings.level+1 -- saveTable(myGameSettings, gameSettingsFileName)
mkgic = {} local modpath = minetest.get_modpath("mkgic") dofile(modpath.."/mana_flower.lua") dofile(modpath.."/nodes.lua") dofile(modpath.."/materials.lua") dofile(modpath.."/func.lua")
local sh = require 'shell' local w = require 'wait' local factions = {} local function Faction(name) return function(init) factions[name] = init end end local function manualHack(server, faction) sh.execute('netpath '..server) while not w.haveInvite(faction)() do sh.execute('hack') ns:sleep(5) end sh.execute('home') end local function Hackers(name, server) return Faction(name) { getInvite = function() w.waitUntil(w.canHack(server)) ns:stopAction() manualHack(server, name) end; } end local function City(name, money) return Faction(name) { getInvite = function() w.waitUntil(w.haveMoney(money)) ns:travelToCity(name) w.waitUntil(w.haveInvite(name)) end; } end Hackers('CyberSec', 'CSEC') Hackers('NiteSec', 'avmnite-02h') Hackers('The Black Hand', 'I.I.I.I') Hackers('BitRunners', 'run4theh111z') City('Sector-12', 15e6) City('Chongqing', 20e6) City('New Tokyo', 20e6) City('Ishima', 30e6) City('Aevum', 40e6) City('Volhaven', 50e6) Faction 'Tian Di Hui' { getInvite = function() w.waitUntil(w.allOf(w.haveMoney(1e6), w.haveHackingLevel(50))) local city = ns:getCharacterInformation().city if city ~= 'Chongqing' and city ~= 'New Tokyo' and city ~= 'Ishima' then ns:travelToCity('Chongqing') end w.waitUntil(w.haveInvite('Tian Di Hui')) end; } Faction 'Daedalus' { -- FIXME: we should have something here to indicate that the faction is not -- joinable until we have 30 augs, so that we don't even attempt to join it -- until we hit that point. -- In practice it should be ok because the 2.5M reputation requirement for -- The Red Pill will keep it lower priority than all the other factions. getInvite = function() w.waitUntil(w.haveHackingLevel(2500)) w.waitUntil(w.haveInvite('Daedalus')) end; } -- Faction 'Netburners' { -- getInvite = function() -- -- Our autohacknet script should gradually buy hacknet nodes until we reach -- -- the point where this happens. -- w.waitUntil(w.haveInvite('Netburners')) -- end -- } return factions
local StringUtils = require("lib.string-utils") local Day07 = {} function Day07.parse_crab_positions(line) local split_line = StringUtils.split(line, ",") local crab_positions = {} for _, position_string in ipairs(split_line) do table.insert(crab_positions, tonumber(position_string)) end return crab_positions end function Day07.find_minimum_fuel(crab_positions, initial_target, fuel_function) local target = initial_target while true do local current_fuel = fuel_function(crab_positions, target) local previous_fuel = fuel_function(crab_positions, target - 1) local next_fuel = fuel_function(crab_positions, target + 1) if current_fuel <= previous_fuel and current_fuel <= next_fuel then return current_fuel elseif current_fuel > previous_fuel then target = target - 1 else target = target + 1 end end end function Day07.calculate_fuel_simple(crab_positions, target) local fuel = 0 for _, crab_position in ipairs(crab_positions) do local delta = math.abs(crab_position - target) fuel = fuel + delta end return fuel end function Day07.find_minimum_fuel_simple(line) local crab_positions = Day07.parse_crab_positions(line) table.sort(crab_positions) local median_position = crab_positions[#crab_positions / 2] return Day07.find_minimum_fuel(crab_positions, median_position, Day07.calculate_fuel_simple) end function Day07.calculate_fuel_quadratic(crab_positions, target) local fuel = 0 for _, crab_position in ipairs(crab_positions) do local delta = math.abs(crab_position - target) fuel = fuel + delta * (delta + 1) / 2 end return fuel end function Day07.find_minimum_fuel_quadratic(line) local crab_positions = Day07.parse_crab_positions(line) local sum = 0 for _, crab_position in ipairs(crab_positions) do sum = sum + crab_position end local mean = sum / #crab_positions return Day07.find_minimum_fuel(crab_positions, math.floor(mean), Day07.calculate_fuel_quadratic) end return Day07
ENT.Type = "anim" ENT.Base = "base_gmodentity" ENT.PrintName = "Bottle" ENT.Spawnable = true ENT.Category = "BLUES BAR" function ENT:SetupDataTables() self:NetworkVar( "String", 0, "BottleName") self:NetworkVar( "Entity", 3, "ConnectedBar" ) self:NetworkVar( "Bool" , 4 , "IsBusy") end
--[[ $ | filesystem ops EXPORTS fs path proc FILESYSTEM API (NOT ASYNC) indir(dir, ...) -> path filedir(file) -> dir filename(file) -> name filenameext(file) -> name, ext fileext(file) -> ext exists(file, [type]) -> t|f checkexists(file, [type]) startcwd() cwd() chdir(dir) run_indir(dir, fn) searchpaths(paths, file, [type]) -> abs_path rm(path) mv(old_path, new_path) mkdir(dir) -> dir mkdirs(file) -> file load(path, [default]) [try]save(path, s[, sz]) saver(path) -> write(s[, sz] | nil | fs.abort) -> ok, err cp(src_file, dst_file) touch(file, mtime, btime, silent) chmod(file, perms) mtime(file) dir(path, patt, min_mtime, create, order_by, recursive) gen_id(name[, start]) -> n PROCESS API (NOT ASYNC!) exec(fmt,...) readpipe(fmt,...) -> s env(name, [val|false]) -> s ]] require'$' require'$log' fs = require'fs' path = require'path' proc = require'proc' function indir(...) local path, err = path.indir(...) if path then return path end check('fs', 'indir', nil, '%s\n%s', cat(imap(pack(...), tostring), ', '), err) end filedir = path.dir filename = path.file filenameext = path.nameext fileext = path.ext function exists(file, type) local is, err = fs.is(file, type) check('fs', 'exists', not err, '%s\n%s', file, err) return is end function checkexists(file, type) check('fs', 'exists', exists(file, type), '%s', file) end function startcwd(dir) return assert(fs.startcwd()) end function cwd(dir) return assert(fs.cwd()) end function chdir(dir) local ok, err = fs.chdir(dir) check('fs', 'chdir', ok, '%s\n%s', dir, err) end function run_indir(dir, fn, ...) local cwd = cwd() chdir(dir) local function pass(ok, ...) chdir(cwd) if ok then return ... end error(..., 2) end pass(errors.pcall(fn, ...)) end function searchpaths(paths, file, type) for _,path in ipairs(paths) do local abs_path = indir(path, file) if fs.is(abs_path, type) then return abs_path end end end tryrm = fs.remove function rm(path) local ok, err = fs.remove(path) check('fs', 'rm', ok or err == 'not_found', '%s\n%s', path, err) return ok end function mv(oldpath, newpath) local ok, err = fs.move(oldpath, newpath) check('fs', 'mv', ok, 'old: %s\nnew: %s\nerror: %s', oldpath, newpath, err) end function mkdir(dir) local ok, err = fs.mkdir(dir, true) check('fs', 'mkdir', ok, '%s\n%s', dir, err) return dir end function mkdirs(file) mkdir(assert(path.dir(file))) return file end function load_tobuffer(path, default_buf, default_len, ignore_file_size) --load a file into a cdata buffer. local buf, len = fs.load_tobuffer(path, ignore_file_size) if not buf and len == 'not_found' and default_buf ~= nil then return default_buf, default_len end check('fs', 'load', buf, '%s\n%s', path, len) return buf, len end function load(path, default, ignore_file_size) --load a file into a string. local s, err = fs.load(path, ignore_file_size) if not s and err == 'not_found' and default ~= nil then return default end return check('fs', 'load', s, '%s\n%s', path, err) end trysave = fs.save saver = fs.saver function save(file, s) if type(s) == 'table' then pp.save(file, s) end note('fs', 'save', '%s (%s)', file, kbytes(#s)) check('fs', 'save', fs.save(file, s)) end function cp(src_file, dst_file) note('fs', 'cp', '1. %s ->\n2. %s', src_file, dst_file) save(dst_file, load(src_file)) end function touch(file, mtime, btime, silent) --create file or update its mtime. if not silent then dbg('fs', 'touch', '%s to %s%s', file, date('%d-%m-%Y %H:%M', mtime) or 'now', btime and ', btime '..date('%d-%m-%Y %H:%M', btime) or '') end if not exists(file) then save(file, '') if not (mtime or btime) then return end end local ok, err = fs.attr(file, { mtime = mtime or time(), btime = btime or nil, }) check('fs', 'touch', ok, 'could not set mtime/btime for %s: %s', file, err) end function chmod(file, perms) note('fs', 'chmod', '%s', file) local ok, err = fs.attr(file, {perms = perms}) check('fs', 'chmod', ok, 'could not set perms for %s: %s', file, err) end function mtime(file) return fs.attr(file, 'mtime') end function dir(path, patt, min_mtime, create, order_by, recursive) if type(path) == 'table' then local t = path path, patt, min_mtime, create, order_by, recursive = t.path, t.find, t.min_mtime, t.create, t.order_by, t.recursive end local t = {} local create = create or function(file) return {} end if recursive then for sc in fs.scan(path) do local file, err = sc:name() if not file and err == 'not_found' then break end check('fs', 'dir', file, 'dir listing failed for %s: %s', sc:path(-1), err) if (not min_mtime or sc:attr'mtime' >= min_mtime) and (not patt or file:find(patt)) then local f = create(file, sc) if f then f.name = file f.path = sc:path() f.relpath = sc:relpath() f.type = sc:attr'type' f.mtime = sc:attr'mtime' f.btime = sc:attr'btime' t[#t+1] = f end end end else for file, d in fs.dir(path) do if not file and d == 'not_found' then break end check('fs', 'dir', file, 'dir listing failed for %s: %s', path, d) if (not min_mtime or d:attr'mtime' >= min_mtime) and (not patt or file:find(patt)) then local f = create(file, d) if f then f.name = file f.path = d:path() f.relpath = file f.type = sc:attr'type' f.mtime = d:attr'mtime' f.btime = d:attr'btime' t[#t+1] = f end end end end sort(t, glue.cmp(order_by or 'mtime path')) dbg('fs', 'dir', '%-20s %5d files%s%s', path, #t, patt and '\n match: '..patt or '', min_mtime and '\n mtime >= '..date('%d-%m-%Y %H:%M', min_mtime) or '') local i = 0 return function() i = i + 1 return t[i] end end --proc ----------------------------------------------------------------------- function exec(fmt, ...) --exec/wait program without redirecting its stdout/stderr. local cmd = fmt:format(...) note('fs', 'exec', '%s', cmd) local exitcode, err = os.execute(cmd) return check('fs', 'exec', exitcode, 'could not exec `%s`: %s', cmd, err) end function readpipe(fmt, ...) --exec/wait program and get its stdout into a string. local cmd = fmt:format(...) note('fs', 'readpipe', '%s', cmd) local s, err = glue.readpipe(cmd) return check('fs', 'readpipe', s, 'could not exec `%s`: %s', cmd, err) end env = proc.env --autoincrement ids ---------------------------------------------------------- local function toid(s, field) --validate and id minimally. local n = tonumber(s) if n and n >= 0 and floor(n) == n then return n end return nil, '%s invalid: %s', field or 'field', s end function gen_id(name, start) local next_id_file = indir(var_dir, 'next_'..name) if not exists(next_id_file) then save(next_id_file, tostring(start or 1)) else touch(next_id_file) end local n = tonumber(load(next_id_file)) check('fs', 'gen_id', toid(n, next_id_file)) save(next_id_file, tostring(n + 1)) note ('fs', 'gen_id', '%s: %d', name, n) return n end
----------------------------------------- -- ID: 4587 -- Item: Broiled Trout -- Food Effect: 60Min, All Races ----------------------------------------- -- Dexterity 4 -- Mind -1 -- Ranged ATT % 14 (cap 55) ----------------------------------------- require("scripts/globals/status") require("scripts/globals/msg") ----------------------------------------- function onItemCheck(target) local result = 0 if target:hasStatusEffect(tpz.effect.FOOD) or target:hasStatusEffect(tpz.effect.FIELD_SUPPORT_FOOD) then result = tpz.msg.basic.IS_FULL end return result end function onItemUse(target) target:addStatusEffect(tpz.effect.FOOD,0,0,3600,4587) end function onEffectGain(target,effect) target:addMod(tpz.mod.DEX, 4) target:addMod(tpz.mod.MND, -1) target:addMod(tpz.mod.FOOD_RATTP, 14) target:addMod(tpz.mod.FOOD_RATT_CAP, 45) end function onEffectLose(target, effect) target:delMod(tpz.mod.DEX, 4) target:delMod(tpz.mod.MND, -1) target:delMod(tpz.mod.FOOD_RATTP, 14) target:delMod(tpz.mod.FOOD_RATT_CAP, 45) end
--Mod Name: Uranium Mod --Author: LandMine --Last Edit: 07.28.2012 --About Mod: Adds various items to Minetest --MineTest Version: MineTest-C55 0.4.dev-20120606-c57e508 ------------------------------------- function spawn_tnt(pos, entname) minetest.sound_play("", {pos = pos,gain = 1.0,max_hear_distance = 8,}) return minetest.env:add_entity(pos, entname) end function activate_if_tnt(nname, np, tnt_np, tntr) if nname == "uranium:nuclear_bomb" or nname == "uranium:nuclear_launch" then local e = spawn_tnt(np, nname) e:setvelocity({x=(np.x - tnt_np.x)*3+(tntr / 4), y=(np.y - tnt_np.y)*3+(tntr / 3), z=(np.z - tnt_np.z)*3+(tntr / 4)}) end end function do_tnt_physics(tnt_np,tntr) local objs = minetest.env:get_objects_inside_radius(tnt_np, tntr) for k, obj in pairs(objs) do local oname = obj:get_entity_name() local v = obj:getvelocity() local p = obj:getpos() if oname == "uranium:nuclear_bomb" or nname == "uranium:nuclear_launch" then obj:setvelocity({x=(p.x - tnt_np.x) + (tntr / 2) + v.x, y=(p.y - tnt_np.y) + tntr + v.y, z=(p.z - tnt_np.z) + (tntr / 2) + v.z}) else if v ~= nil then obj:setvelocity({x=(p.x - tnt_np.x) + (tntr / 4) + v.x, y=(p.y - tnt_np.y) + (tntr / 2) + v.y, z=(p.z - tnt_np.z) + (tntr / 4) + v.z}) else if obj:get_player_name() ~= nil then obj:set_hp(obj:get_hp() - 1) end end end end end -- -- Fuels -- minetest.register_craft({ type = "fuel", recipe = "uranium:uranium_dust", burntime = 40, }) minetest.register_craft({ type = "fuel", recipe = "uranium:radioactive_coal", burntime = 80, }) uranium = {} --------------------------------------------------------------------------------------------------------- --01. Uranium Ore: minetest.register_node( "uranium:uranium_ore", { description = "Uranium Ore", tile_images = { "default_stone.png^uranium_ore.png" }, is_ground_content = true, groups = {cracky=3}, sounds = default.node_sound_stone_defaults(), drop = 'craft "uranium:uranium_dust" 3', }) --------------------------------------------------------------------------------------------------------- --02.Uranium Dust: minetest.register_craftitem( "uranium:uranium_dust", { description = "Uranium Dust", inventory_image = "uranium_dust.png", on_place_on_ground = minetest.craftitem_place_item, }) --------------------------------------------------------------------------------------------------------- --03.Uranium Block: minetest.register_node( "uranium:uranium_block", { description = "Uranium Block", tile_images = { "uranium_block.png" }, light_propagates = true, paramtype = "light", sunlight_propagates = true, light_source = 15, is_ground_content = true, groups = {snappy=1,bendy=2,cracky=1,melty=2,level=2}, sounds = default.node_sound_stone_defaults(), }) minetest.register_craft( { output = 'node "uranium:uranium_block" 1', recipe = { { 'uranium:uranium_dust', 'uranium:uranium_dust', 'uranium:uranium_dust' }, { 'uranium:uranium_dust', 'uranium:uranium_dust', 'uranium:uranium_dust' }, { 'uranium:uranium_dust', 'uranium:uranium_dust', 'uranium:uranium_dust' }, } }) --------------------------------------------------------------------------------------------------------- --04.Radioactive Coal: minetest.register_craftitem( "uranium:radioactive_coal", { description = "Radioactive Coal", inventory_image = "uranium_coal.png", on_place_on_ground = minetest.craftitem_place_item, }) minetest.register_craft({ type = "cooking", output = "uranium:radioactive_coal", recipe = "default:coal_lump", }) --------------------------------------------------------------------------------------------------------- --05.Uranium Gem: minetest.register_craftitem( "uranium:uranium_gem", { description = "Uranium Gem", inventory_image = "uranium_gem.png", on_place_on_ground = minetest.craftitem_place_item, }) minetest.register_craft({ type = "cooking", output = "uranium:uranium_gem", recipe = "default:steel_ingot", }) --------------------------------------------------------------------------------------------------------- --05.Uranium Tools: --Uranium Pick minetest.register_tool("uranium:uranium_pick", { description = "Uranium Pickaxe", inventory_image = "uranium_pickaxe.png", tool_capabilities = { full_punch_interval = 1.0, max_drop_level=3, groupcaps={ cracky={times={[1]=2.0, [2]=1.0, [3]=0.5}, uses=20, maxlevel=3}, crumbly={times={[1]=2.0, [2]=1.0, [3]=0.5}, uses=20, maxlevel=3}, snappy={times={[1]=2.0, [2]=1.0, [3]=0.5}, uses=20, maxlevel=3} } }, }) minetest.register_craft( { output = 'craft "uranium:uranium_pick" 1', recipe = { { 'uranium:uranium_gem', 'uranium:uranium_gem', 'uranium:uranium_gem' }, { '', 'Stick', '' }, { '', 'Stick', '' }, } }) --Uranium Shovel minetest.register_tool("uranium:uranium_shovel", { description = "Uranium Shovel", inventory_image = "uranium_shovel.png", tool_capabilities = { max_drop_level=1, groupcaps={ crumbly={times={[1]=1.50, [2]=0.70, [3]=0.60}, uses=30, maxlevel=2} } }, }) minetest.register_craft( { output = 'craft "uranium:uranium_shovel" 1', recipe = { { '', 'uranium:uranium_gem', '' }, { '', 'Stick', '' }, { '', 'Stick', '' }, } }) --Uranium Axe minetest.register_tool("uranium:uranium_axe", { description = "Uranium Axe", inventory_image = "uranium_axe.png", tool_capabilities = { max_drop_level=1, groupcaps={ choppy={times={[1]=3.00, [2]=1.60, [3]=1.00}, uses=30, maxlevel=2}, fleshy={times={[2]=1.10, [3]=0.60}, uses=40, maxlevel=1} } }, }) minetest.register_craft( { output = 'craft "uranium:uranium_axe" 1', recipe = { { 'uranium:uranium_gem', 'uranium:uranium_gem', '' }, { 'uranium:uranium_gem', 'Stick', '' }, { '', 'Stick', '' }, } }) --Uranium Sword minetest.register_tool("uranium:uranium_sword", { description = "Uranium Sword", inventory_image = "uranium_sword.png", tool_capabilities = { full_punch_interval = 0.45, max_drop_level=3, groupcaps={ fleshy={times={[2]=0.65, [3]=0.25}, uses=200, maxlevel=1}, snappy={times={[2]=0.70, [3]=0.25}, uses=200, maxlevel=1}, choppy={times={[3]=0.65}, uses=200, maxlevel=0} } } }) minetest.register_craft( { output = 'craft "uranium:uranium_sword" 1', recipe = { { '', 'uranium:uranium_gem', '' }, { '', 'uranium:uranium_gem', '' }, { '', 'Stick', '' }, } }) --Uranium Paxel minetest.register_tool("uranium:uranium_paxel", { description = "Uranium Paxel", inventory_image = "uranium_paxel.png", tool_capabilities = { full_punch_interval = 0.45, max_drop_level=3, groupcaps={ cracky={times={[1]=2.0, [2]=1.0, [3]=0.5}, uses=20, maxlevel=3}, crumbly={times={[1]=2.0, [2]=1.0, [3]=0.5}, uses=20, maxlevel=3}, snappy={times={[1]=2.0, [2]=1.0, [3]=0.5}, uses=20, maxlevel=3} } } }) minetest.register_craft( { output = 'craft "uranium:uranium_paxel" 1', recipe = { { 'uranium:uranium_shovel', 'uranium:uranium_pick', 'uranium:uranium_axe' }, { '', 'Stick', '' }, { '', 'Stick', '' }, } }) --------------------------------------------------------------------------------------------------------- --06.Reactor: minetest.register_craft( { output = 'craft "uranium:reactor" 1', recipe = { { 'cobble', 'cobble', 'cobble' }, { 'cobble', 'uranium:uranium_dust', 'cobble' }, { 'cobble', 'cobble', 'cobble' }, } }) uranium.uranium_reactor_inactive_formspec = "invsize[8,9;]".. "image[2,2;1,1;uranium_fireon.png]".. "list[current_name;fuel;2,3;1,1;]".. "list[current_name;src;2,1;1,1;]".. "list[current_name;dst;5,1;2,2;]".. "list[current_player;main;0,5;8,4;]" minetest.register_node("uranium:reactor", { description = "Reactor", tiles = {"uranium_reactortop.png", "uranium_reactorside.png", "uranium_reactorside.png", "uranium_reactorside.png", "uranium_reactorside.png", "uranium_reactorfrontidle.png"}, paramtype2 = "facedir", groups = {cracky=2}, legacy_facedir_simple = true, sounds = default.node_sound_stone_defaults(), on_construct = function(pos) local meta = minetest.env:get_meta(pos) meta:set_string("formspec", uranium.uranium_reactor_inactive_formspec) meta:set_string("infotext", "Reactor") local inv = meta:get_inventory() inv:set_size("fuel", 1) inv:set_size("src", 1) inv:set_size("dst", 4) end, can_dig = function(pos,player) local meta = minetest.env:get_meta(pos); local inv = meta:get_inventory() if not inv:is_empty("fuel") then return false elseif not inv:is_empty("dst") then return false elseif not inv:is_empty("src") then return false end return true end, }) minetest.register_node("uranium:reactor_active", { description = "Reactor", tiles = {"uranium_reactortop.png", "uranium_reactorside.png", "uranium_reactorside.png", "uranium_reactorside.png", "uranium_reactorside.png", "uranium_reactorfrontactive.png"}, paramtype2 = "facedir", light_source = 8, drop = "uranium:reactor", groups = {cracky=2}, legacy_facedir_simple = true, sounds = default.node_sound_stone_defaults(), on_construct = function(pos) local meta = minetest.env:get_meta(pos) meta:set_string("formspec", uranium.uranium_reactor_inactive_formspec) meta:set_string("infotext", "Furnace"); local inv = meta:get_inventory() inv:set_size("fuel", 1) inv:set_size("src", 1) inv:set_size("dst", 4) end, can_dig = function(pos,player) local meta = minetest.env:get_meta(pos); local inv = meta:get_inventory() if not inv:is_empty("fuel") then return false elseif not inv:is_empty("dst") then return false elseif not inv:is_empty("src") then return false end return true end, }) function hacky_swap_node(pos,name) local node = minetest.env:get_node(pos) local meta = minetest.env:get_meta(pos) local meta0 = meta:to_table() if node.name == name then return end node.name = name local meta0 = meta:to_table() minetest.env:set_node(pos,node) meta = minetest.env:get_meta(pos) meta:from_table(meta0) end minetest.register_abm({ nodenames = {"uranium:reactor","uranium:reactor_active"}, interval = 1.0, chance = 1, action = function(pos, node, active_object_count, active_object_count_wider) local meta = minetest.env:get_meta(pos) for i, name in ipairs({ "fuel_totaltime", "fuel_time", "src_totaltime", "src_time" }) do if meta:get_string(name) == "" then meta:set_float(name, 0.0) end end local inv = meta:get_inventory() local srclist = inv:get_list("src") local cooked = nil if srclist then cooked = minetest.get_craft_result({method = "cooking", width = 1, items = srclist}) end local was_active = false if meta:get_float("fuel_time") < meta:get_float("fuel_totaltime") then was_active = true meta:set_float("fuel_time", meta:get_float("fuel_time") + 1) meta:set_float("src_time", meta:get_float("src_time") + 1) if cooked and cooked.item and meta:get_float("src_time") >= cooked.time then -- check if there's room for output in "dst" list if inv:room_for_item("dst",cooked.item) then -- Put result in "dst" list inv:add_item("dst", cooked.item) -- take stuff from "src" list srcstack = inv:get_stack("src", 1) srcstack:take_item() inv:set_stack("src", 1, srcstack) else print("Could not insert '"..cooked.item.."'") end meta:set_string("src_time", 0) end end if meta:get_float("fuel_time") < meta:get_float("fuel_totaltime") then local percent = math.floor(meta:get_float("fuel_time") / meta:get_float("fuel_totaltime") * 100) meta:set_string("infotext","Reactor active: "..percent.."%") hacky_swap_node(pos,"uranium:reactor_active") meta:set_string("formspec", "invsize[8,9;]".. "image[2,2;1,1;uranium_fireon.png^[lowpart:".. (100-percent)..":uranium_fireoff.png]".. "list[current_name;fuel;2,3;1,1;]".. "list[current_name;src;2,1;1,1;]".. "list[current_name;dst;5,1;2,2;]".. "list[current_player;main;0,5;8,4;]") return end local fuel = nil local cooked = nil local fuellist = inv:get_list("fuel") local srclist = inv:get_list("src") if srclist then cooked = minetest.get_craft_result({method = "cooking", width = 1, items = srclist}) end if fuellist then fuel = minetest.get_craft_result({method = "fuel", width = 1, items = fuellist}) end if fuel.time <= 0 then meta:set_string("infotext","Reactor out of fuel") hacky_swap_node(pos,"uranium:reactor") meta:set_string("formspec", uranium.uranium_reactor_inactive_formspec) return end if cooked.item:is_empty() then if was_active then meta:set_string("infotext","Reactor is empty") hacky_swap_node(pos,"uranium:reactor") meta:set_string("formspec", uranium.uranium_reactor_inactive_formspec) end return end meta:set_string("fuel_totaltime", fuel.time) meta:set_string("fuel_time", 0) local stack = inv:get_stack("fuel", 1) stack:take_item() inv:set_stack("fuel", 1, stack) end, }) --------------------------------------------------------------------------------------------------------- --06.Toxic Waste: minetest.register_node("uranium:toxic_waste_flowing", { description = "Flowing Waste", inventory_image = minetest.inventorycube("uranium_waste.png"), drawtype = "flowingliquid", tiles = {"uranium_waste.png"}, special_tiles = { { image="uranium_waste_source_animated.png", backface_culling=false, animation={type="vertical_frames", aspect_w=16, aspect_h=16, length=3.3} }, { image="uranium_waste_source_animated.png", backface_culling=true, animation={type="vertical_frames", aspect_w=16, aspect_h=16, length=3.3} }, }, paramtype = "light", light_source = LIGHT_MAX - 1, walkable = false, pointable = false, diggable = false, buildable_to = true, liquidtype = "flowing", liquid_alternative_flowing = "uranium:toxic_waste_flowing", liquid_alternative_source = "uranium:nuclear_waste", liquid_viscosity = LAVA_VISC, damage_per_second = 4*2, post_effect_color = {a=192, r=255, g=64, b=0}, groups = {lava=3, liquid=2, hot=3, igniter=2}, }) minetest.register_node("uranium:nuclear_waste", { description = "Nuclear Waste", inventory_image = minetest.inventorycube("uranium_waste.png"), drawtype = "liquid", tiles = { {name="uranium_waste_source_animated.png", animation={type="vertical_frames", aspect_w=16, aspect_h=16, length=3.0}} }, special_tiles = { -- New-style waste source material (mostly unused) {name="uranium_waste.png", backface_culling=false}, }, paramtype = "light", light_source = LIGHT_MAX - 1, walkable = false, pointable = false, diggable = false, buildable_to = true, liquidtype = "source", liquid_alternative_flowing = "uranium:toxic_waste_flowing", liquid_alternative_source = "uranium:nuclear_waste", liquid_viscosity = LAVA_VISC, damage_per_second = 4*2, post_effect_color = {a=192, r=255, g=64, b=0}, groups = {lava=3, liquid=2, hot=3, igniter=2}, }) minetest.register_abm( {nodenames = {"uranium:nuclear_waste"}, interval = 1.0, chance = 3, action = function(pos, node, active_object_count, active_object_count_wider) local objs = minetest.env:get_objects_inside_radius(pos, 500) for k, obj in pairs(objs) do obj:set_hp(obj:get_hp()-1) end end, }) ------------------------------------------- --06.Toxic Container: minetest.register_alias("container", "uranium:container_empty") minetest.register_alias("container_lava", "uranium:container_waste") minetest.register_craft({ output = 'uranium:container_empty 1', recipe = { {'uranium:uranium_gem', '', 'uranium:uranium_gem'}, {'', 'uranium:uranium_gem', ''}, } }) container = {} container.liquids = {} function container.register_liquid(source, flowing, itemname, inventory_image) container.liquids[source] = { source = source, flowing = flowing, itemname = itemname, } container.liquids[flowing] = container.liquids[source] if itemname ~= nil then minetest.register_craftitem(itemname, { inventory_image = inventory_image, stack_max = 1, liquids_pointable = true, on_use = function(itemstack, user, pointed_thing) -- Must be pointing to node if pointed_thing.type ~= "node" then return end -- Check if pointing to a liquid n = minetest.env:get_node(pointed_thing.under) if container.liquids[n.name] == nil then -- Not a liquid minetest.env:add_node(pointed_thing.above, {name=source}) elseif n.name ~= source then -- It's a liquid minetest.env:add_node(pointed_thing.under, {name=source}) end return {name="uranium:container_empty"} end }) end end minetest.register_craftitem("uranium:container_empty", { inventory_image = "container.png", stack_max = 1, liquids_pointable = true, on_use = function(itemstack, user, pointed_thing) -- Must be pointing to node if pointed_thing.type ~= "node" then return end -- Check if pointing to a liquid source n = minetest.env:get_node(pointed_thing.under) liquiddef = container.liquids[n.name] if liquiddef ~= nil and liquiddef.source == n.name and liquiddef.itemname ~= nil then minetest.env:add_node(pointed_thing.under, {name="air"}) return {name=liquiddef.itemname} end end, }) container.register_liquid( "uranium:nuclear_waste", "uranium:toxic_waste_flowing", "uranium:container_waste", "container_waste.png" ) ------------------------------------------- -- 7.Nuclear Bomb minetest.register_craft({ output = 'node "uranium:nuclear_bomb" 1', recipe = { {'cobble','cobble','cobble'}, {'cobble','uranium:uranium_gem','cobble'}, {'cobble','cobble','cobble'} } }) minetest.register_node("uranium:nuclear_bomb", { tile_images = {"uranium_nucleartop.png", "uranium_nuclearbottom.png", "uranium_nuclearside.png", "uranium_nuclearside.png", "uranium_nuclearside.png", "uranium_nuclearside.png"}, dug_item = '', -- Get nothing material = { diggability = "not", }, description = "Nuclear Bomb", }) minetest.register_on_punchnode(function(p, node) if node.name == "uranium:nuclear_bomb" then minetest.env:remove_node(p) spawn_tnt(p, "uranium:nuclear_bomb") nodeupdate(p) end end) local URANIUM_BOMB_RANGE = 20 local URANIUM_BOMB = { -- Static definition physical = true, -- Collides with things --weight = -100, collisionbox = {-0.5,-0.5,-0.5, 0.5,0.5,0.5}, visual = "cube", textures = {"uranium_nucleartop.png", "uranium_nuclearbottom.png", "uranium_nuclearside.png", "uranium_nuclearside.png", "uranium_nuclearside.png", "uranium_nuclearside.png"}, -- Initial value for our timer timer = 0, -- Number of punches required to defuse health = 1, blinktimer = 0, blinkstatus = true,} function URANIUM_BOMB:on_activate(staticdata) self.object:setvelocity({x=0, y=4, z=0}) self.object:setacceleration({x=0, y=-10, z=0}) self.object:settexturemod("^[brighten") end function URANIUM_BOMB:on_step(dtime) self.timer = self.timer + dtime self.blinktimer = self.blinktimer + dtime if self.timer>5 then self.blinktimer = self.blinktimer + dtime if self.timer>8 then self.blinktimer = self.blinktimer + dtime self.blinktimer = self.blinktimer + dtime end end if self.blinktimer > 0.5 then self.blinktimer = self.blinktimer - 0.5 if self.blinkstatus then self.object:settexturemod("") else self.object:settexturemod("^[brighten") end self.blinkstatus = not self.blinkstatus end if self.timer > 10 then local pos = self.object:getpos() pos.x = math.floor(pos.x+0.5) pos.y = math.floor(pos.y+0.5) pos.z = math.floor(pos.z+0.5) do_tnt_physics(pos, URANIUM_BOMB_RANGE) minetest.sound_play("nuke_explode", {pos = pos,gain = 1.0,max_hear_distance = 16,}) if minetest.env:get_node(pos).name == "default:water_source" or minetest.env:get_node(pos).name == "default:water_flowing" then -- Cancel the Explosion self.object:remove() return end for x=-URANIUM_BOMB_RANGE,URANIUM_BOMB_RANGE do for y=-URANIUM_BOMB_RANGE,URANIUM_BOMB_RANGE do for z=-URANIUM_BOMB_RANGE,URANIUM_BOMB_RANGE do if x*x+y*y+z*z <= URANIUM_BOMB_RANGE * URANIUM_BOMB_RANGE + URANIUM_BOMB_RANGE then local np={x=pos.x+x,y=pos.y+y,z=pos.z+z} local n = minetest.env:get_node(np) if n.name ~= "air" then minetest.env:remove_node(np) end activate_if_tnt(n.name, np, pos, URANIUM_BOMB_RANGE) end end end end self.object:remove() end end function URANIUM_BOMB:on_punch(hitter) self.health = self.health - 1 if self.health <= 0 then self.object:remove() hitter:get_inventory():add_item("main", "uranium:nuclear_bomb") end end minetest.register_entity("uranium:nuclear_bomb", URANIUM_BOMB) ------------------------------------------- -- 8.Test Node minetest.register_craft({ output = 'node "uranium:nuclear_lauch" 1', recipe = { {'','',''}, {'','',''}, {'','',''} } }) minetest.register_node("uranium:nuclear_launch", { tile_images = {"pulser.png", "pulser.png", "pulser.png", "pulser.png", "pulser.png", "pulser.png"}, dug_item = '', -- Get nothing material = { diggability = "not", }, description = "Nuclear Launch", }) minetest.register_on_punchnode(function(p, node) if node.name == "uranium:nuclear_launch" then minetest.env:remove_node(p) spawn_tnt(p, "uranium:nuclear_launch") nodeupdate(p) end end) local URANIUM_LAUNCH_RANGE = 20 local URANIUM_LAUNCH = { -- Static definition physical = true, -- Collides with things -- weight = 5, collisionbox = {-0.5,-0.5,-0.5, 0.5,0.5,0.5}, visual = "cube", textures = {"pulser.png", "pulser.png", "pulser.png", "pulser.png", "pulser.png", "pulser.png"}, -- Initial value for our timer timer = 0, -- Number of punches required to defuse health = 1, blinktimer = 0, blinkstatus = true,} function URANIUM_LAUNCH:on_activate(staticdata) self.object:setvelocity({x=0, y=4, z=0}) self.object:setacceleration({x=0, y=-10, z=0}) self.object:settexturemod("^[brighten") end function URANIUM_LAUNCH:on_step(dtime) self.timer = self.timer + dtime self.blinktimer = self.blinktimer + dtime if self.timer>5 then self.blinktimer = self.blinktimer + dtime if self.timer>8 then self.blinktimer = self.blinktimer + dtime self.blinktimer = self.blinktimer + dtime end end if self.blinktimer > 0.5 then self.blinktimer = self.blinktimer - 0.5 if self.blinkstatus then self.object:settexturemod("") else self.object:settexturemod("^[brighten") end self.blinkstatus = not self.blinkstatus end if self.timer > 10 then local pos = self.object:getpos() pos.x = math.floor(pos.x+0.5) pos.y = math.floor(pos.y+0.5) pos.z = math.floor(pos.z+0.5) do_tnt_physics(pos, URANIUM_LAUNCH_RANGE) minetest.sound_play("nuke_explode", {pos = pos,gain = 1.0,max_hear_distance = 16,}) if minetest.env:get_node(pos).name == "default:water_source" or minetest.env:get_node(pos).name == "default:water_flowing" then -- Cancel the Explosion self.object:remove() return end for x=-URANIUM_LAUNCH_RANGE,URANIUM_LAUNCH_RANGE do for y=-URANIUM_LAUNCH_RANGE,URANIUM_LAUNCH_RANGE do for z=-URANIUM_LAUNCH_RANGE,URANIUM_LAUNCH_RANGE do if x*x+y*y+z*z <= URANIUM_LAUNCH_RANGE * URANIUM_LAUNCH_RANGE + URANIUM_LAUNCH_RANGE then local np={x=pos.x+x,y=pos.y+y,z=pos.z+z} local n = minetest.env:get_node(np) if n.name ~= "air" and n.name ~= "default:dirt" and n.name ~= "default:dirt_with_grass" and n.name ~= "default:stone" and n.name ~= "default:tree" and n.name ~= "default:leaves" and n.name ~= "default:sand" then minetest.env:remove_node(np) end activate_if_tnt(n.name, np, pos, URANIUM_LAUNCH_RANGE) end end end end self.object:remove() end end function URANIUM_LAUNCH:on_punch(hitter) self.health = self.health - 1 if self.health <= 0 then self.object:remove() hitter:get_inventory():add_item("main", "uranium:nuclear_launch") end end minetest.register_entity("uranium:nuclear_launch", URANIUM_LAUNCH) ------------------------------------------- -- Ore generation local function generate_ore(name, wherein, minp, maxp, seed, chunks_per_volume, ore_per_chunk, height_min, height_max) if maxp.y < height_min or minp.y > height_max then return end local y_min = math.max(minp.y, height_min) local y_max = math.min(maxp.y, height_max) local volume = (maxp.x-minp.x+1)*(y_max-y_min+1)*(maxp.z-minp.z+1) local pr = PseudoRandom(seed) local num_chunks = math.floor(chunks_per_volume * volume) local chunk_size = 3 if ore_per_chunk <= 4 then chunk_size = 2 end local inverse_chance = math.floor(chunk_size*chunk_size*chunk_size / ore_per_chunk) --print("generate_ore num_chunks: "..dump(num_chunks)) for i=1,num_chunks do if (y_max-chunk_size+1 <= y_min) then return end local y0 = pr:next(y_min, y_max-chunk_size+1) if y0 >= height_min and y0 <= height_max then local x0 = pr:next(minp.x, maxp.x-chunk_size+1) local z0 = pr:next(minp.z, maxp.z-chunk_size+1) local p0 = {x=x0, y=y0, z=z0} for x1=0,chunk_size-1 do for y1=0,chunk_size-1 do for z1=0,chunk_size-1 do if pr:next(1,inverse_chance) == 1 then local x2 = x0+x1 local y2 = y0+y1 local z2 = z0+z1 local p2 = {x=x2, y=y2, z=z2} if minetest.env:get_node(p2).name == wherein then minetest.env:set_node(p2, {name=name}) end end end end end end end --print("generate_ore done") end minetest.register_on_generated(function(minp, maxp, seed) generate_ore("uranium:uranium_ore", "default:stone", minp, maxp, seed+21, 1/13/13/13, 5, -31000, -150) end)
local db = require 'std.database':new() db:update('abc', '攻擊力', '力量') db:update('def',"法術攻擊力", '元素傷害') return db
AddCSLuaFile() if not LIB_APERTURE then print("Error: Aperture lib does not exist!!!") return end -- ================================ ITEM DROPPER ============================ LIB_APERTURE.ITEM_DROPPER_ITEMS = { [1] = "Weighted Storage Cube", [2] = "Old Weighted Storage Cube", [3] = "Companion Cube", [4] = "Ball", [5] = "Reflection Cube", [6] = "Turret Cube", }
-- Copyright (c) 2019 Trevor Redfern -- -- This software is released under the MIT License. -- https://opensource.org/licenses/MIT local moonpie = require "moonpie" function love.update() moonpie.update() end function love.draw() moonpie.paint() end
recruitmentpool_proto = { [1] = { pool_id = 1, cards = { {3, 104001, 1, 2500}, {3, 204001, 1, 2500}, {3, 304001, 1, 2500}, {3, 404001, 1, 2500}, }, quality = 4, weight = 5300, }, [2] = { pool_id = 1, cards = { {3, 107001, 1, 1000}, {3, 107002, 1, 1000}, {3, 107003, 1, 1000}, {3, 207001, 1, 1000}, {3, 207002, 1, 1000}, {3, 207003, 1, 1000}, {3, 307001, 1, 1000}, {3, 307002, 1, 1000}, {3, 407001, 1, 1000}, {3, 407002, 1, 1000}, }, quality = 7, weight = 4000, }, [3] = { pool_id = 1, cards = { {3, 110001, 1, 455}, {3, 110002, 1, 455}, {3, 110003, 1, 455}, {3, 110004, 1, 455}, {3, 110005, 1, 455}, {3, 210001, 1, 455}, {3, 210002, 1, 455}, {3, 210003, 1, 455}, {3, 310001, 1, 455}, {3, 310002, 1, 455}, {3, 310003, 1, 455}, {3, 310004, 1, 455}, {3, 410001, 1, 455}, {3, 410002, 1, 455}, {3, 410003, 1, 455}, {3, 410004, 1, 455}, {3, 510001, 1, 455}, {3, 510002, 1, 455}, {3, 510003, 1, 455}, {3, 610001, 1, 455}, {3, 610002, 1, 455}, {3, 610003, 1, 445}, }, quality = 10, weight = 600, up = 100, }, [4] = { pool_id = 1, cards = { {3, 113001, 1, 358}, {3, 113002, 1, 358}, {3, 113003, 1, 358}, {3, 113004, 1, 358}, {3, 113005, 1, 358}, {3, 113006, 1, 358}, {3, 113007, 1, 358}, {3, 213001, 1, 358}, {3, 213002, 1, 358}, {3, 213003, 1, 358}, {3, 213004, 1, 358}, {3, 213005, 1, 358}, {3, 313001, 1, 358}, {3, 313002, 1, 358}, {3, 313003, 1, 358}, {3, 313004, 1, 358}, {3, 413001, 1, 358}, {3, 413002, 1, 358}, {3, 413003, 1, 358}, {3, 413004, 1, 358}, {3, 413005, 1, 358}, {3, 513001, 1, 358}, {3, 513002, 1, 358}, {3, 513003, 1, 358}, {3, 513004, 1, 358}, {3, 613001, 1, 358}, {3, 613002, 1, 358}, {3, 613003, 1, 334}, }, quality = 13, weight = 100, up = 50, }, [5] = { pool_id = 2, cards = { {3, 104001, 1, 2500}, {3, 204001, 1, 2500}, {3, 304001, 1, 2500}, {3, 404001, 1, 2500}, }, quality = 4, weight = 5300, }, [6] = { pool_id = 2, cards = { {3, 107001, 1, 1000}, {3, 107002, 1, 1000}, {3, 107003, 1, 1000}, {3, 207001, 1, 1000}, {3, 207002, 1, 1000}, {3, 207003, 1, 1000}, {3, 307001, 1, 1000}, {3, 307002, 1, 1000}, {3, 407001, 1, 1000}, {3, 407002, 1, 1000}, }, quality = 7, weight = 4000, }, [7] = { pool_id = 2, cards = { {3, 110001, 1, 455}, {3, 110002, 1, 455}, {3, 110003, 1, 455}, {3, 110004, 1, 455}, {3, 110005, 1, 455}, {3, 210001, 1, 455}, {3, 210002, 1, 455}, {3, 210003, 1, 455}, {3, 310001, 1, 455}, {3, 310002, 1, 455}, {3, 310003, 1, 455}, {3, 310004, 1, 455}, {3, 410001, 1, 455}, {3, 410002, 1, 455}, {3, 410003, 1, 455}, {3, 410004, 1, 455}, {3, 510001, 1, 455}, {3, 510002, 1, 455}, {3, 510003, 1, 455}, {3, 610001, 1, 455}, {3, 610002, 1, 455}, {3, 610003, 1, 445}, }, quality = 10, weight = 600, }, [8] = { pool_id = 2, cards = { {3, 113001, 1, 358}, {3, 113002, 1, 358}, {3, 113003, 1, 358}, {3, 113004, 1, 358}, {3, 113005, 1, 358}, {3, 113006, 1, 358}, {3, 113007, 1, 358}, {3, 213001, 1, 358}, {3, 213002, 1, 358}, {3, 213003, 1, 358}, {3, 213004, 1, 358}, {3, 213005, 1, 358}, {3, 313001, 1, 358}, {3, 313002, 1, 358}, {3, 313003, 1, 358}, {3, 313004, 1, 358}, {3, 413001, 1, 358}, {3, 413002, 1, 358}, {3, 413003, 1, 358}, {3, 413004, 1, 358}, {3, 413005, 1, 358}, {3, 513001, 1, 358}, {3, 513002, 1, 358}, {3, 513003, 1, 358}, {3, 513004, 1, 358}, {3, 613001, 1, 358}, {3, 613002, 1, 358}, {3, 613003, 1, 334}, }, quality = 13, weight = 100, up = 100, }, [9] = { pool_id = 3, cards = { {3, 104001, 1, 2500}, {3, 204001, 1, 2500}, {3, 304001, 1, 2500}, {3, 404001, 1, 2500}, }, quality = 4, weight = 6700, }, [10] = { pool_id = 3, cards = { {3, 107001, 1, 1000}, {3, 107002, 1, 1000}, {3, 107003, 1, 1000}, {3, 207001, 1, 1000}, {3, 207002, 1, 1000}, {3, 207003, 1, 1000}, {3, 307001, 1, 1000}, {3, 307002, 1, 1000}, {3, 407001, 1, 1000}, {3, 407002, 1, 1000}, }, quality = 7, weight = 3000, }, [11] = { pool_id = 3, cards = { {3, 110001, 1, 455}, {3, 110002, 1, 455}, {3, 110003, 1, 455}, {3, 110004, 1, 455}, {3, 110005, 1, 455}, {3, 210001, 1, 455}, {3, 210002, 1, 455}, {3, 210003, 1, 455}, {3, 310001, 1, 455}, {3, 310002, 1, 455}, {3, 310003, 1, 455}, {3, 310004, 1, 455}, {3, 410001, 1, 455}, {3, 410002, 1, 455}, {3, 410003, 1, 455}, {3, 410004, 1, 455}, {3, 510001, 1, 455}, {3, 510002, 1, 455}, {3, 510003, 1, 455}, {3, 610001, 1, 455}, {3, 610002, 1, 455}, {3, 610003, 1, 445}, }, quality = 10, weight = 300, }, [12] = { pool_id = 4, cards = { {3, 104001, 1, 2500}, {3, 204001, 1, 2500}, {3, 304001, 1, 2500}, {3, 404001, 1, 2500}, }, quality = 4, weight = 5300, }, [13] = { pool_id = 4, cards = { {3, 107001, 1, 1000}, {3, 107002, 1, 1000}, {3, 107003, 1, 1000}, {3, 207001, 1, 1000}, {3, 207002, 1, 1000}, {3, 207003, 1, 1000}, {3, 307001, 1, 1000}, {3, 307002, 1, 1000}, {3, 407001, 1, 1000}, {3, 407002, 1, 1000}, }, quality = 7, weight = 4000, }, [14] = { pool_id = 4, cards = { {3, 110001, 1, 455}, {3, 110002, 1, 455}, {3, 110003, 1, 455}, {3, 110004, 1, 455}, {3, 110005, 1, 455}, {3, 210001, 1, 455}, {3, 210002, 1, 455}, {3, 210003, 1, 455}, {3, 310001, 1, 455}, {3, 310002, 1, 455}, {3, 310003, 1, 455}, {3, 310004, 1, 455}, {3, 410001, 1, 455}, {3, 410002, 1, 455}, {3, 410003, 1, 455}, {3, 410004, 1, 455}, {3, 510001, 1, 455}, {3, 510002, 1, 455}, {3, 510003, 1, 455}, {3, 610001, 1, 455}, {3, 610002, 1, 455}, {3, 610003, 1, 445}, }, quality = 10, weight = 600, }, [15] = { pool_id = 4, cards = { {3, 113001, 1, 358}, {3, 113002, 1, 358}, {3, 113003, 1, 358}, {3, 113004, 1, 358}, {3, 113005, 1, 358}, {3, 113006, 1, 358}, {3, 113007, 1, 358}, {3, 213001, 1, 358}, {3, 213002, 1, 358}, {3, 213003, 1, 358}, {3, 213004, 1, 358}, {3, 213005, 1, 358}, {3, 313001, 1, 358}, {3, 313002, 1, 358}, {3, 313003, 1, 358}, {3, 313004, 1, 358}, {3, 413001, 1, 358}, {3, 413002, 1, 358}, {3, 413003, 1, 358}, {3, 413004, 1, 358}, {3, 413005, 1, 358}, {3, 513001, 1, 358}, {3, 513002, 1, 358}, {3, 513003, 1, 358}, {3, 513004, 1, 358}, {3, 613001, 1, 358}, {3, 613002, 1, 358}, {3, 613003, 1, 334}, }, quality = 13, weight = 100, }, [16] = { pool_id = 5, cards = { {3, 104001, 1, 2500}, {3, 204001, 1, 2500}, {3, 304001, 1, 2500}, {3, 404001, 1, 2500}, }, quality = 4, weight = 5300, }, [17] = { pool_id = 5, cards = { {3, 107001, 1, 1000}, {3, 107002, 1, 1000}, {3, 107003, 1, 1000}, {3, 207001, 1, 1000}, {3, 207002, 1, 1000}, {3, 207003, 1, 1000}, {3, 307001, 1, 1000}, {3, 307002, 1, 1000}, {3, 407001, 1, 1000}, {3, 407002, 1, 1000}, }, quality = 7, weight = 4000, }, [18] = { pool_id = 5, cards = { {3, 110001, 1, 455}, {3, 110002, 1, 455}, {3, 110003, 1, 455}, {3, 110004, 1, 455}, {3, 110005, 1, 455}, {3, 210001, 1, 455}, {3, 210002, 1, 455}, {3, 210003, 1, 455}, {3, 310001, 1, 455}, {3, 310002, 1, 455}, {3, 310003, 1, 455}, {3, 310004, 1, 455}, {3, 410001, 1, 455}, {3, 410002, 1, 455}, {3, 410003, 1, 455}, {3, 410004, 1, 455}, {3, 510001, 1, 455}, {3, 510002, 1, 455}, {3, 510003, 1, 455}, {3, 610001, 1, 455}, {3, 610002, 1, 455}, {3, 610003, 1, 445}, }, quality = 10, weight = 600, }, [19] = { pool_id = 5, cards = { {3, 113001, 1, 358}, {3, 113002, 1, 358}, {3, 113003, 1, 358}, {3, 113004, 1, 358}, {3, 113005, 1, 358}, {3, 113006, 1, 358}, {3, 113007, 1, 358}, {3, 213001, 1, 358}, {3, 213002, 1, 358}, {3, 213003, 1, 358}, {3, 213004, 1, 358}, {3, 213005, 1, 358}, {3, 313001, 1, 358}, {3, 313002, 1, 358}, {3, 313003, 1, 358}, {3, 313004, 1, 358}, {3, 413001, 1, 358}, {3, 413002, 1, 358}, {3, 413003, 1, 358}, {3, 413004, 1, 358}, {3, 413005, 1, 358}, {3, 513001, 1, 358}, {3, 513002, 1, 358}, {3, 513003, 1, 358}, {3, 513004, 1, 358}, {3, 613001, 1, 358}, {3, 613002, 1, 358}, {3, 613003, 1, 334}, }, quality = 13, weight = 100, }, [20] = { pool_id = 6, cards = { {3, 104001, 1, 2500}, {3, 204001, 1, 2500}, {3, 304001, 1, 2500}, {3, 404001, 1, 2500}, }, quality = 4, weight = 5300, }, [21] = { pool_id = 6, cards = { {3, 107001, 1, 1000}, {3, 107002, 1, 1000}, {3, 107003, 1, 1000}, {3, 207001, 1, 1000}, {3, 207002, 1, 1000}, {3, 207003, 1, 1000}, {3, 307001, 1, 1000}, {3, 307002, 1, 1000}, {3, 407001, 1, 1000}, {3, 407002, 1, 1000}, }, quality = 7, weight = 4000, }, [22] = { pool_id = 6, cards = { {3, 110001, 1, 455}, {3, 110002, 1, 455}, {3, 110003, 1, 455}, {3, 110004, 1, 455}, {3, 110005, 1, 455}, {3, 210001, 1, 455}, {3, 210002, 1, 455}, {3, 210003, 1, 455}, {3, 310001, 1, 455}, {3, 310002, 1, 455}, {3, 310003, 1, 455}, {3, 310004, 1, 455}, {3, 410001, 1, 455}, {3, 410002, 1, 455}, {3, 410003, 1, 455}, {3, 410004, 1, 455}, {3, 510001, 1, 455}, {3, 510002, 1, 455}, {3, 510003, 1, 455}, {3, 610001, 1, 455}, {3, 610002, 1, 455}, {3, 610003, 1, 445}, }, quality = 10, weight = 600, }, [23] = { pool_id = 6, cards = { {3, 113001, 1, 358}, {3, 113002, 1, 358}, {3, 113003, 1, 358}, {3, 113004, 1, 358}, {3, 113005, 1, 358}, {3, 113006, 1, 358}, {3, 113007, 1, 358}, {3, 213001, 1, 358}, {3, 213002, 1, 358}, {3, 213003, 1, 358}, {3, 213004, 1, 358}, {3, 213005, 1, 358}, {3, 313001, 1, 358}, {3, 313002, 1, 358}, {3, 313003, 1, 358}, {3, 313004, 1, 358}, {3, 413001, 1, 358}, {3, 413002, 1, 358}, {3, 413003, 1, 358}, {3, 413004, 1, 358}, {3, 413005, 1, 358}, {3, 513001, 1, 358}, {3, 513002, 1, 358}, {3, 513003, 1, 358}, {3, 513004, 1, 358}, {3, 613001, 1, 358}, {3, 613002, 1, 358}, {3, 613003, 1, 334}, }, quality = 13, weight = 100, }, [24] = { pool_id = 7, cards = { {3, 104001, 1, 2500}, {3, 204001, 1, 2500}, {3, 304001, 1, 2500}, {3, 404001, 1, 2500}, }, quality = 4, weight = 5300, }, [25] = { pool_id = 7, cards = { {3, 107001, 1, 1000}, {3, 107002, 1, 1000}, {3, 107003, 1, 1000}, {3, 207001, 1, 1000}, {3, 207002, 1, 1000}, {3, 207003, 1, 1000}, {3, 307001, 1, 1000}, {3, 307002, 1, 1000}, {3, 407001, 1, 1000}, {3, 407002, 1, 1000}, }, quality = 7, weight = 4000, }, [26] = { pool_id = 7, cards = { {3, 110001, 1, 455}, {3, 110002, 1, 455}, {3, 110003, 1, 455}, {3, 110004, 1, 455}, {3, 110005, 1, 455}, {3, 210001, 1, 455}, {3, 210002, 1, 455}, {3, 210003, 1, 455}, {3, 310001, 1, 455}, {3, 310002, 1, 455}, {3, 310003, 1, 455}, {3, 310004, 1, 455}, {3, 410001, 1, 455}, {3, 410002, 1, 455}, {3, 410003, 1, 455}, {3, 410004, 1, 455}, {3, 510001, 1, 455}, {3, 510002, 1, 455}, {3, 510003, 1, 455}, {3, 610001, 1, 455}, {3, 610002, 1, 455}, {3, 610003, 1, 445}, }, quality = 10, weight = 600, }, [27] = { pool_id = 7, cards = { {3, 113001, 1, 358}, {3, 113002, 1, 358}, {3, 113003, 1, 358}, {3, 113004, 1, 358}, {3, 113005, 1, 358}, {3, 113006, 1, 358}, {3, 113007, 1, 358}, {3, 213001, 1, 358}, {3, 213002, 1, 358}, {3, 213003, 1, 358}, {3, 213004, 1, 358}, {3, 213005, 1, 358}, {3, 313001, 1, 358}, {3, 313002, 1, 358}, {3, 313003, 1, 358}, {3, 313004, 1, 358}, {3, 413001, 1, 358}, {3, 413002, 1, 358}, {3, 413003, 1, 358}, {3, 413004, 1, 358}, {3, 413005, 1, 358}, {3, 513001, 1, 358}, {3, 513002, 1, 358}, {3, 513003, 1, 358}, {3, 513004, 1, 358}, {3, 613001, 1, 358}, {3, 613002, 1, 358}, {3, 613003, 1, 334}, }, quality = 13, weight = 100, }, [28] = { pool_id = 8, cards = { {3, 110001, 1, 455}, {3, 110002, 1, 455}, {3, 110003, 1, 455}, {3, 110004, 1, 455}, {3, 110005, 1, 455}, {3, 210001, 1, 455}, {3, 210002, 1, 455}, {3, 210003, 1, 455}, {3, 310001, 1, 455}, {3, 310002, 1, 455}, {3, 310003, 1, 455}, {3, 310004, 1, 455}, {3, 410001, 1, 455}, {3, 410002, 1, 455}, {3, 410003, 1, 455}, {3, 410004, 1, 455}, {3, 510001, 1, 455}, {3, 510002, 1, 455}, {3, 510003, 1, 455}, {3, 610001, 1, 455}, {3, 610002, 1, 455}, {3, 610003, 1, 445}, }, quality = 10, weight = 7000, }, [29] = { pool_id = 8, cards = { {3, 113001, 1, 358}, {3, 113002, 1, 358}, {3, 113003, 1, 358}, {3, 113004, 1, 358}, {3, 113005, 1, 358}, {3, 113006, 1, 358}, {3, 113007, 1, 358}, {3, 213001, 1, 358}, {3, 213002, 1, 358}, {3, 213003, 1, 358}, {3, 213004, 1, 358}, {3, 213005, 1, 358}, {3, 313001, 1, 358}, {3, 313002, 1, 358}, {3, 313003, 1, 358}, {3, 313004, 1, 358}, {3, 413001, 1, 358}, {3, 413002, 1, 358}, {3, 413003, 1, 358}, {3, 413004, 1, 358}, {3, 413005, 1, 358}, {3, 513001, 1, 358}, {3, 513002, 1, 358}, {3, 513003, 1, 358}, {3, 513004, 1, 358}, {3, 613001, 1, 358}, {3, 613002, 1, 358}, {3, 613003, 1, 334}, }, quality = 13, weight = 3000, }, } return recruitmentpool_proto
local spr_idle = require('src.sprites.spr_idle') local spr_run = require('src.sprites.spr_run') local o_player = LGML.Object('o_player') function o_player:create() self.solid = false self.gravity = 10 self.gravity_direction = 270 -- Sprites self.sprite_index = spr_idle self.image_xscale = 1 self.image_yscale = 1 self.height = 64 self.width = 64 -- Set this object as viewport target self.room:set_viewport_target(self) -- Set alarm self.alarm[0] = 5 self.alarm[1] = 10 end function o_player:alarm0() print("Alarm 0 triggered and looping") self.alarm[0] = 5 end function o_player:alarm1() print("Alarm 1 triggered") end function o_player:step() -- Moving right if keyboard.isDown('right') then self.hspeed = 100 self.image_xscale = 1 self.sprite_index = spr_run end -- Moving left if keyboard.isDown('left') then self.hspeed = -100 self.image_xscale = -1 self.sprite_index = spr_run end -- Canceling hspeed if not keyboard.isDown('right') and not keyboard.isDown('left') then self.hspeed = 0 self.sprite_index = spr_idle end if keyboard.isDown('up') and not self:place_free(self.x, self.y + 1) then self.vspeed = -350 end end function o_player:draw() -- Draw event end return o_player
-- bisection method for solving non-linear equations delta=1e-6 -- tolerance function bisect(f,a,b,fa,fb) local c=(a+b)/2 print(n .. " c=" .. c .. " a=" .. a .. " b=" .. b .. "\n") if c==a or c==b or math.abs(a-b)<delta then return c,b-a end n=n+1 local fc=f(c) if fa*fc<0 then return bisect(f,a,c,fa,fc) else return bisect(f,c,b,fc,fb) end end -- find root of f in the inverval [a,b]. needs f(a)*f(b)<0 function solve(f,a,b) n=0 local z,e=bisect(f,a,b,f(a),f(b)) print(string.format("after %d steps, root is %.17g with error %.1e, f=%.1e\n",n,z,e,f(z))) return z end -- our function function f(x) return x*x*x-x-1 end -- find zero in [1,2] local z = solve(f,1,2) assert (z - 1.32471799850 < 0.00001)
-- Natural Selection 2 Competitive Mod -- Source located at - https://github.com/xToken/CompMod -- lua\CompMod\Weapons\Weapon\server.lua -- - Dragon local kPerformExpirationCheckAfterDelay = 1.00 local originalWeaponSetWeaponWorldState originalWeaponSetWeaponWorldState = Class_ReplaceMethod("Weapon", "SetWeaponWorldState", function(self, state, preventExpiration) originalWeaponSetWeaponWorldState(self, state, preventExpiration) if state == false then if self.OnTechOrResearchUpdated then self:OnTechOrResearchUpdated() end end end )
ITEM.name = "Resistance Armor" ITEM.desc = "Clothing fit for the Resistance." ITEM.replacements = { {"group01", "group03"}, {"group02", "group03"}, {"group03m", "group03"}, } ITEM.armor = 25 ITEM.price = 100 ITEM.flag = "y"
local S = aurum.get_translator() aurum.magic.register_ritual("aurum_rituals:home", { description = S"Go Home", longdesc = S"Return to your respawn point.\nThis ritual can only be performed in Aurum, and you will must have full health.", size = b.box.new(vector.new(-1, -1, -1), vector.new(1, 0, 1)), protected = false, recipe = (function() local recipe = { {vector.new(0, 0, -1), "aurum_ore:gold_block"}, } for x=-1,1 do for z=-1,1 do table.insert(recipe, {vector.new(x, -1, z), "aurum_base:foundation"}) end end return recipe end)(), apply = function(at, player) -- Require Aurum. if screalms.pos_to_realm(at(vector.new(0, 0, 0))) ~= "aurum:aurum" then return false, S"Only the energies of Aurum could support this ritual." end if player:get_hp() < player:get_properties().hp_max then return false, S"You are not healthy enough to teleport." end return (aurum.player.spawn_totem(player) or aurum.player.spawn_realm(player)), S"There is nowhere for you to go." end, })
hook.Add("AddToolMenuTabs", "EMod.SpawnMenuTab", function() spawnmenu.AddToolTab("EMod", "EMod", "icon16/transmit.png") end) --models/props_c17/utilitypolemount01a.mdl EMod = EMod or {} EMODTick = GetConVar("emod_tickrate"):GetFloat() EMODTemp = GetConVar("emod_defaulttemp"):GetFloat() hook.Add("PostDrawTranslucentRenderables", "EMod", function(_, __) for k, v in ipairs(EMod.Entities) do if v.entType == EMod.Type.Wire then local info = v.entity.backReference local mils = v.entity.mils local material = v.entity.material local ent1, pin1, ent2, pin2 = info[1].entity, info[1].pin, info[2].entity, info[2].pin if not IsValid(ent1) or not IsValid(ent2) then continue end local pinPos1, pinPos2 = ent1:LocalToWorld(ent1:GetPinPos(pin1)), ent2:LocalToWorld(ent2:GetPinPos(pin2)) local vec1 = render.ComputeLighting(pinPos1, -(pinPos1 - EyePos()):GetNormalized()).x local vec2 = render.ComputeLighting(pinPos2, -(pinPos2 - EyePos()):GetNormalized()).x local vec3 = render.ComputeLighting(pinPos1, Vector(0,0,1)).x local vec4 = render.ComputeLighting(pinPos2, Vector(0,0,1)).x local level = math.max(vec1, vec2, vec3, vec4) * 255 render.SetMaterial(Material(material or "cable/cable2")) render.DrawBeam(pinPos1, pinPos2, 0.5 + (mils / 10), 0, 1, Color(level, level, level)) end end end) --[[------------------------------------------------------------------------- EMod Net ---------------------------------------------------------------------------]] local NET_BOOL = 1 local NET_ENT = 2 local NET_PIN = 3 local NET_FLOAT = 4 local NET_STRING = 5 local function netWire() local ent1, ent2 = net.ReadEntity(), net.ReadEntity() local pin1, pin2 = EMod.Net.ReadPin(), EMod.Net.ReadPin() local wireMil, wireMat = net.ReadFloat(), net.ReadString() if not IsValid(ent1) or not IsValid(ent2) or not ent1:IsEModComponent() or not ent2:IsEModComponent() then return end local Pin1, Pin2 = ent1:GetPins(pin1), ent2:GetPins(pin2) if not Pin1 or not Pin2 then return end local wire = EMod.Wire(wireMil, wireMat) EMod.AddEntity(wire, EMod.Type.Wire) Pin1.wireInfo = EMod.WireInfo(wire, ent2, pin2) Pin2.wireInfo = EMod.WireInfo(wire, ent1, pin1) Pin1.connected = true Pin2.connected = true end local function netUnWire() local ent1, ent2 = net.ReadEntity(), net.ReadEntity() local pin1, pin2 = EMod.Net.ReadPin(), EMod.Net.ReadPin() if not IsValid(ent1) or not IsValid(ent2) or not ent1:IsEModComponent() or not ent2:IsEModComponent() then return end local Pin1, Pin2 = ent1:GetPins(pin1), ent2:GetPins(pin2) if not Pin1 or not Pin2 then return end local wire = Pin1.wireInfo.wire Pin1.wireInfo = {} Pin2.wireInfo = {} EMod.RemoveEntity(wire) Pin1.connected = false Pin2.connected = false end net.Receive("EMod.Net", function(len) local msgType = net.ReadUInt(4) if EMod.Net.Methods[msgType] then EMod.Net.Methods[msgType]() else print("[EMod] Received unknown msgType!") end end) EMod.Net.AddMethod(EMod.Net.Wire, netWire) EMod.Net.AddMethod(EMod.Net.UnWire, netUnWire)
RegisterNetEvent("esx:playerLoaded") AddEventHandler("esx:playerLoaded", function(response) Heap.ESX.PlayerData = response LoadMotels() end) RegisterNetEvent("esx:setJob") AddEventHandler("esx:setJob", function(response) Heap.ESX.PlayerData.job = response end) RegisterNetEvent("renz_motels:updateMotels") AddEventHandler("renz_motels:updateMotels", function(motels) Heap.Motels = motels end) RegisterNetEvent("renz_motels:updateStorages") AddEventHandler("renz_motels:updateStorages", function(eventData) Heap.Storages[eventData.storageId] = eventData.newTable if Heap.ESX.UI.Menu.IsOpen("default", GetCurrentResourceName(), "main_storage_menu_" .. string.sub(eventData.storageId .. "-" .. eventData.storageName, 6, 9)) then local openedMenu = Heap.ESX.UI.Menu.GetOpened("default", GetCurrentResourceName(), "main_storage_menu_" .. string.sub(eventData.storageId .. "-" .. eventData.storageName, 6, 9)) if openedMenu then openedMenu.close() OpenStorage(eventData.storageName, eventData.storageId) end end end) RegisterNetEvent("onResourceStop") AddEventHandler("onResourceStop", function(resource) if resource == GetCurrentResourceName() then for _, pedHandle in ipairs(Heap.Peds) do if DoesEntityExist(pedHandle) then DeleteEntity(pedHandle) end end end end)
--[[ *** Artemis *** Written by : echomap --]] local _, L = ...; ------------------------------------------------------------------------- -- Options ------------------------------------------------------------------------- function Artemis.OptionsOpen() Artemis.OptionInit() InterfaceOptionsFrame_OpenToCategory( Artemis.view.options.panel ); InterfaceOptionsFrame_OpenToCategory( Artemis.view.options.panel ); end function Artemis.OptionInit() Artemis.DebugMsg("OptionInit Called"); if(ArtemisDBChar.options == nil) then ArtemisDBChar.options = {} ArtemisDBChar.options.wpndurabilityswitch = true ArtemisDBChar.options.ammocountswitch = true ArtemisDBChar.options.petexperienceswitch = true ArtemisDBChar.options.pethappinesswitch = true end if( Artemis.view.options == nil ) then Artemis.view.options = {} Artemis.view.options.panel = CreateFrame( "Frame", "ArtemisOptionsPanel", InterfaceOptionsFramePanelContainer ); -- Register in the Interface Addon Options GUI -- Set the name for the Category for the Options Panel Artemis.view.options.panel.name = "Artemis"; -- Add the panel to the Interface Options InterfaceOptions_AddCategory(Artemis.view.options.panel); -- Make a child panel Artemis.view.options.childpanel = CreateFrame( "Frame", "ArtemisOptionsChild", Artemis.view.options.panel); Artemis.view.options.childpanel.name = "ArtemisOptions"; -- Specify childness of this panel (this puts it under the little red [+], instead of giving it a normal AddOn category) Artemis.view.options.childpanel.parent = Artemis.view.options.panel.name; -- Add the child to the Interface Options InterfaceOptions_AddCategory(Artemis.view.options.childpanel); -- -- Populate Parent local frame = Artemis.view.options.panel local fields = {"Version", "Author",} local notes = GetAddOnMetadata(Artemis.name, "Notes") local title = frame:CreateFontString(nil, "ARTWORK", "GameFontNormalLarge") title:SetPoint("TOPLEFT", 16, -16) title:SetText(Artemis.name) local subtitle = frame:CreateFontString(nil, "ARTWORK", "GameFontHighlightSmall") subtitle:SetHeight(32) subtitle:SetPoint("TOPLEFT", title, "BOTTOMLEFT", 0, -8) subtitle:SetPoint("RIGHT", frame, -32, 0) subtitle:SetNonSpaceWrap(true) subtitle:SetJustifyH("LEFT") subtitle:SetJustifyV("TOP") subtitle:SetText(notes) -- local anchor for _,field in pairs(fields) do local val = GetAddOnMetadata(Artemis.name, field) if val then local title = frame:CreateFontString(nil, "ARTWORK", "GameFontNormalSmall") title:SetWidth(75) if not anchor then title:SetPoint("TOPLEFT", subtitle, "BOTTOMLEFT", -2, -8) else title:SetPoint("TOPLEFT", anchor, "BOTTOMLEFT", 0, -6) end title:SetJustifyH("RIGHT") title:SetText(field:gsub("X%-", "")) local detail = frame:CreateFontString(nil, "ARTWORK", "GameFontHighlightSmall") detail:SetPoint("LEFT", title, "RIGHT", 4, 0) detail:SetPoint("RIGHT", -16, 0) detail:SetJustifyH("LEFT") detail:SetText(val) anchor = title end end -- local enabledCB = Artemis:createOptionCheckBox("MainEnabledCheckButton",frame,anchor,"Main Enabled") enabledCB:SetScript( "OnClick", Artemis.toggleMainEnabled ) if(ArtemisDBChar.enable) then enabledCB:SetChecked(true) ArtemisDBChar.enable = true else enabledCB:SetChecked(false) ArtemisDBChar.enable = false end Artemis.view.options.panel.enabledCB = enabledCB -- local debugCB = Artemis:createOptionCheckBox("DebugCheckButton",frame, Artemis.view.options.panel.feedButtonShowCheckBox,"Debug Enabled") debugCB:SetPoint("TOPLEFT", enabledCB, "TOPRIGHT", 50, -20) debugCB:SetScript( "OnClick", Artemis.toggleDebug ) if(ArtemisDBChar.debug) then debugCB:SetChecked(true) ArtemisDBChar.debug = true else debugCB:SetChecked(false) ArtemisDBChar.debug = false end Artemis.view.options.panel.debugCB = debugCB -- local durCheckBox = CreateFrame( "CheckButton", "DurabilityEnabledCB", frame,"OptionsCheckButtonTemplate" )-- "ChatConfigCheckButtonTemplate" ) --"OptionsCheckButtonTemplate" ) durCheckBox:SetText("Durability Enabled") _G[ "DurabilityEnabledCB" .. "Text" ]:SetText( "Durability Enabled") --durCheckBox.tooltip = tooltip durCheckBox:SetPoint( "TOPLEFT", 20, -50 ) durCheckBox:SetPoint("TOPLEFT", Artemis.view.options.panel.enabledCB, "TOPLEFT", 10, -50) durCheckBox:SetScript( "OnClick", Artemis.toggleCheckboxDurablity ) if(ArtemisDBChar.options.wpndurabilityswitch) then durCheckBox:SetChecked(true) ArtemisDBChar.options.wpndurabilityswitch = true else durCheckBox:SetChecked(false) ArtemisDBChar.options.wpndurabilityswitch = false end Artemis.view.options.panel.durCheckBox = durCheckBox -- local expCheckBox = CreateFrame( "CheckButton", "ExperienceEnabledCB", frame,"OptionsCheckButtonTemplate" )-- "ChatConfigCheckButtonTemplate" ) --"OptionsCheckButtonTemplate" ) expCheckBox:SetText("Experience Enabled") _G[ "ExperienceEnabledCB" .. "Text" ]:SetText( "Experience Enabled") expCheckBox:SetPoint( "TOPLEFT", 20, -50 ) expCheckBox:SetPoint( "TOPLEFT", durCheckBox, "TOPRIGHT", 150, 0) expCheckBox:SetScript( "OnClick", Artemis.toggleCheckboxPetExperience ) if(ArtemisDBChar.options.petexperienceswitch) then expCheckBox:SetChecked(true) ArtemisDBChar.options.petexperienceswitch = true Artemis.DebugMsg("PetExp is true"); else expCheckBox:SetChecked(false) ArtemisDBChar.options.petexperienceswitch = false Artemis.DebugMsg("PetExp is false"); end Artemis.view.options.panel.expCheckBox = expCheckBox -- local expPercentCheckBox = CreateFrame( "CheckButton", "ExperiencePercentEnabledCB",frame,"OptionsCheckButtonTemplate" ) expPercentCheckBox:SetText("Experience Enabled") _G[ "ExperiencePercentEnabledCB" .. "Text" ]:SetText( "Experience Percent Enabled") --expPercentCheckBox.tooltip = tooltip expPercentCheckBox:SetPoint( "TOPLEFT", 20, -50 ) expPercentCheckBox:SetPoint("TOPLEFT", Artemis.view.options.panel.durCheckBox, "TOPLEFT", 0, -50) expPercentCheckBox:SetScript( "OnClick", Artemis.toggleCheckboxPetExperiencePercent ) if(ArtemisDBChar.options.petexperiencepercentswitch) then expPercentCheckBox:SetChecked(true) ArtemisDBChar.options.petexperiencepercentswitch = true Artemis.DebugMsg("PetExp Perc is true"); else expPercentCheckBox:SetChecked(false) ArtemisDBChar.options.petexperiencepercentswitch = false Artemis.DebugMsg("PetExp Perc is false"); end Artemis.view.options.panel.expPercentCheckBox = expPercentCheckBox -- local petTPCheckBox = CreateFrame( "CheckButton", "PetTPEnabledCB",frame,"OptionsCheckButtonTemplate" ) expPercentCheckBox:SetText("Training Points Enabled") _G[ "PetTPEnabledCB" .. "Text" ]:SetText( "Training Points Enabled") petTPCheckBox:SetPoint("TOPLEFT", Artemis.view.options.panel.expPercentCheckBox, "TOPRIGHT", 180, 0) petTPCheckBox:SetScript( "OnClick", Artemis.toggleCheckboxPetTrainingPoints ) if(ArtemisDBChar.options.pettrainingpointsswitch) then petTPCheckBox:SetChecked(true) ArtemisDBChar.options.pettrainingpointsswitch = true Artemis.DebugMsg("PetExp Perc is true"); else petTPCheckBox:SetChecked(false) ArtemisDBChar.options.pettrainingpointsswitch = false Artemis.DebugMsg("PetExp Perc is false"); end Artemis.view.options.panel.petTPCheckBox = petTPCheckBox -- Traps local trapsCheckBox = Artemis:createOptionCheckBox("TrapsEnabledCB",frame,Artemis.view.options.panel.expPercentCheckBox,"Trap Bar Enabled") trapsCheckBox:SetScript( "OnClick", Artemis.toggleCheckboxTraps ) if(ArtemisDBChar.options.setuptrapsswitch) then trapsCheckBox:SetChecked(true) ArtemisDBChar.options.setuptrapsswitch= true else trapsCheckBox:SetChecked(false) ArtemisDBChar.options.setuptrapsswitch = false end Artemis.view.options.panel.trapsCheckBox = trapsCheckBox -- Aspects local aspectsCheckBox = CreateFrame( "CheckButton", "AspectsEnabledCB", frame, "OptionsCheckButtonTemplate" )-- "ChatConfigCheckButtonTemplate" ) --"OptionsCheckButtonTemplate" ) aspectsCheckBox:SetText("Aspect Bar Enabled") _G[ "AspectsEnabledCB" .. "Text" ]:SetText( "Aspects Bar Enabled") --aspectsCheckBox.tooltip = tooltip aspectsCheckBox:SetPoint( "TOPLEFT", 20, -50 ) aspectsCheckBox:SetPoint("TOPLEFT", Artemis.view.options.panel.trapsCheckBox, "TOPLEFT", 0, -50) aspectsCheckBox:SetScript( "OnClick", Artemis.toggleCheckboxAspects ) if(ArtemisDBChar.options.setupaspectsswitch) then aspectsCheckBox:SetChecked(true) ArtemisDBChar.options.setupaspectsswitch = true else aspectsCheckBox:SetChecked(false) ArtemisDBChar.options.setupaspectsswitch = false end Artemis.view.options.panel.aspectsCheckBox = aspectsCheckBox --tracker/trackers local trackersCheckBox = Artemis:createOptionCheckBox("TrackerCheckButton",frame,Artemis.view.options.panel.aspectsCheckBox,"Trackers Bar Enabled") trackersCheckBox:SetScript( "OnClick", Artemis.toggleCheckboxTrackers ) if(ArtemisDBChar.options.setuptrackersswitch) then trackersCheckBox:SetChecked(true) ArtemisDBChar.options.setuptrackersswitch= true else trackersCheckBox:SetChecked(false) ArtemisDBChar.options.setuptrackersswitch = false end Artemis.view.options.panel.trackersCheckBox = trackersCheckBox -- local trapOrientCheckBox = Artemis:createOptionCheckBox("TrapOrientCheckBox",frame, Artemis.view.options.panel.trapsCheckBox, "Trapbar Vertical Orientation ") trapOrientCheckBox:SetScript( "OnClick", Artemis.toggleCheckboxTrapsOrientVertical ) trapOrientCheckBox:SetPoint( "TOPLEFT", 20, -50 ) trapOrientCheckBox:SetPoint( "TOPLEFT", trapsCheckBox, "TOPRIGHT", 150, 0) if(ArtemisDBChar.options.setuptrapsorientation) then trapOrientCheckBox:SetChecked(true) ArtemisDBChar.options.setuptrapsorientation = true else trapOrientCheckBox:SetChecked(false) ArtemisDBChar.options.setuptrapsorientation = false end Artemis.view.options.panel.trapOrientCheckBox = trapOrientCheckBox -- local aspectOrientCheckBox = Artemis:createOptionCheckBox("AspectOrientCheckBox",frame, Artemis.view.options.panel.aspectsCheckBox, "Aspectbar Vertical Orientation ") aspectOrientCheckBox:SetScript( "OnClick", Artemis.toggleCheckboxAspectsOrientVertical ) aspectOrientCheckBox:SetPoint( "TOPLEFT", 20, -50 ) aspectOrientCheckBox:SetPoint( "TOPLEFT", aspectsCheckBox, "TOPRIGHT", 150, 0) if(ArtemisDBChar.options.setupaspectsorientation) then aspectOrientCheckBox:SetChecked(true) ArtemisDBChar.options.setupaspectsorientation = true else aspectOrientCheckBox:SetChecked(false) ArtemisDBChar.options.setupaspectsorientation = false end Artemis.view.options.panel.aspectOrientCheckBox = aspectOrientCheckBox -- local trackersOrientCheckBox = Artemis:createOptionCheckBox("TrackersOrientCheckBox",frame, Artemis.view.options.panel.trackersCheckBox, "Trackersbar Vertical Orientation ") trackersOrientCheckBox:SetScript( "OnClick", Artemis.toggleCheckboxTrackersOrientVertical ) trackersOrientCheckBox:SetPoint( "TOPLEFT", 20, -50 ) trackersOrientCheckBox:SetPoint( "TOPLEFT", trackersCheckBox, "TOPRIGHT", 150, 0) if(ArtemisDBChar.options.setuptrackersorientation) then trackersOrientCheckBox:SetChecked(true) ArtemisDBChar.options.setuptrackersorientation = true else trackersOrientCheckBox:SetChecked(false) ArtemisDBChar.options.setuptrackersorientation = false end Artemis.view.options.panel.trackersOrientCheckBox = trackersOrientCheckBox -- local feedButtonShowCheckBox = Artemis:createOptionCheckBox("FeedButtonShowCheckBox",frame, Artemis.view.options.panel.trackersCheckBox, "Show FeedButton") feedButtonShowCheckBox:SetScript( "OnClick", Artemis.toggleCheckboxShowFeedButton ) if(ArtemisDBChar.options.setupfeedbutton) then feedButtonShowCheckBox:SetChecked(true) ArtemisDBChar.options.setupfeedbutton = true else feedButtonShowCheckBox:SetChecked(false) ArtemisDBChar.options.setupfeedbutton = false end Artemis.view.options.panel.feedButtonShowCheckBox = feedButtonShowCheckBox -- local feedButtonMacroCheckBox = Artemis:createOptionCheckBox("FeedButtonMacroCheckBox",frame, Artemis.view.options.panel.feedButtonShowCheckBox, "FeedButton Macro, not spell") feedButtonMacroCheckBox:SetPoint( "TOPLEFT", 20, -50 ) feedButtonMacroCheckBox:SetPoint( "TOPLEFT", feedButtonShowCheckBox, "TOPRIGHT", 150, 0) feedButtonMacroCheckBox:SetScript( "OnClick", Artemis.toggleCheckboxFeedButtonMacro ) if(ArtemisDBChar.options.setupfeedbutton) then feedButtonMacroCheckBox:SetChecked(true) ArtemisDBChar.options.setupfeedbuttonismacro = true else feedButtonMacroCheckBox:SetChecked(false) ArtemisDBChar.options.setupfeedbuttonismacro = false end Artemis.view.options.panel.feedButtonMacroCheckBox = feedButtonMacroCheckBox -- -- Clear the OnShow so it only happens once --frame:SetScript("OnShow", nil) end end function Artemis:createOptionCheckBox(name,parentframe,parentposition,text) local lCheckBox = CreateFrame( "CheckButton", name, parentframe, "OptionsCheckButtonTemplate" ) lCheckBox:SetText(text) _G[ name .. "Text" ]:SetText( text ) --trapsCheckBox.tooltip = tooltip --lCheckBox:SetPoint( "TOPLEFT", 20, -50 ) lCheckBox:SetPoint("TOPLEFT", parentposition, "TOPLEFT", 0, -40) --lCheckBox:SetScript( "OnClick", Artemis.toggleCheckboxTraps ) return lCheckBox end -- function Artemis.toggleMainEnabled() local isChecked = Artemis.view.options.panel.enabledCB:GetChecked() if(ArtemisDBChar.options==nil) then ArtemisDBChar.options = {} end if(ArtemisDBChar.enable==nil) then ArtemisDBChar.enable = false end if isChecked then ArtemisDBChar.enable = true else ArtemisDBChar.enable = false end Artemis:ShowHide() end function Artemis.toggleCheckboxDurablity() local isChecked = Artemis.view.options.panel.durCheckBox:GetChecked() if(ArtemisDBChar.options==nil) then ArtemisDBChar.options = {} end if(ArtemisDBChar.options.wpndurabilityswitch==nil) then ArtemisDBChar.options.wpndurabilityswitch = true end if isChecked then ArtemisDBChar.options.wpndurabilityswitch = true else ArtemisDBChar.options.wpndurabilityswitch = false end if(ArtemisDBChar.options.wpndurabilityswitch) then ArtemisMainFrame_wpnDurFrame:Show() else ArtemisMainFrame_wpnDurFrame:Hide() end end function Artemis.toggleCheckboxPetExperience() local isChecked = Artemis.view.options.panel.expCheckBox:GetChecked() if(ArtemisDBChar.options==nil) then ArtemisDBChar.options = {} end if(ArtemisDBChar.options.petexperienceswitch==nil) then ArtemisDBChar.options.petexperienceswitch = true end if isChecked then ArtemisDBChar.options.petexperienceswitch = true else ArtemisDBChar.options.petexperienceswitch = false end if(ArtemisDBChar.options.petexperienceswitch) then Artemis.ShowPetRelatedFrames() else Artemis.HidePetRelatedFrames() end end function Artemis.toggleCheckboxPetExperiencePercent() local isChecked = Artemis.view.options.panel.expPercentCheckBox:GetChecked() if(ArtemisDBChar.options==nil) then ArtemisDBChar.options = {} end --if(ArtemisDBChar.options.petexperiencepercentswitch==nil) then -- ArtemisDBChar.options.petexperiencepercentswitch = true --end if isChecked then ArtemisDBChar.options.petexperiencepercentswitch = true else ArtemisDBChar.options.petexperiencepercentswitch = false end if(ArtemisDBChar.options.petexperiencepercentswitch) then Artemis.ShowPetRelatedFrames() else Artemis.HidePetRelatedFrames() end end --ArtemisDBChar.options.pettrainingpointsswitch function Artemis.toggleCheckboxPetTrainingPoints() local isChecked = Artemis.view.options.panel.petTPCheckBox:GetChecked() if(ArtemisDBChar.options==nil) then ArtemisDBChar.options = {} end if isChecked then ArtemisDBChar.options.pettrainingpointsswitch = true else ArtemisDBChar.options.pettrainingpointsswitch = false end if(ArtemisDBChar.options.pettrainingpointsswitch) then Artemis.ShowPetRelatedFrames() else Artemis.HidePetRelatedFrames() end end function Artemis.toggleCheckboxTraps() local isChecked = Artemis.view.options.panel.trapsCheckBox:GetChecked() if(ArtemisDBChar.options==nil) then ArtemisDBChar.options = {} end if(ArtemisDBChar.options.setuptrapsswitch==nil) then ArtemisDBChar.options.setuptrapsswitch = true end if isChecked then ArtemisDBChar.options.setuptrapsswitch = true else ArtemisDBChar.options.setuptrapsswitch = false end if(ArtemisDBChar.options.setuptrapsswitch) then Artemis.TrapFrame_Initialize() ArtemisTrapFrame:Show(); else ArtemisTrapFrame:Hide(); end end function Artemis.toggleCheckboxAspects() local isChecked = Artemis.view.options.panel.aspectsCheckBox:GetChecked() if(ArtemisDBChar.options==nil) then ArtemisDBChar.options = {} end if(ArtemisDBChar.options.setupaspectsswitch==nil) then ArtemisDBChar.options.setupaspectsswitch = true end if isChecked then ArtemisDBChar.options.setupaspectsswitch = true else ArtemisDBChar.options.setupaspectsswitch = false end if(ArtemisDBChar.options.setupaspectsswitch) then Artemis.AspectFrame_Initialize() ArtemisAspectFrame:Show(); else ArtemisAspectFrame:Hide(); end end function Artemis.toggleCheckboxTrackers() local isChecked = Artemis.view.options.panel.trackersCheckBox:GetChecked() if(ArtemisDBChar.options==nil) then ArtemisDBChar.options = {} end if(ArtemisDBChar.options.setuptrackersswitch==nil) then ArtemisDBChar.options.setuptrackersswitch = true end if isChecked then ArtemisDBChar.options.setuptrackersswitch = true else ArtemisDBChar.options.setuptrackersswitch = false end if(ArtemisDBChar.options.setuptrackersswitch) then Artemis.TrackerFrame_Initialize() ArtemisTrackerFrame:Show(); else ArtemisTrackerFrame:Hide(); end end --ArtemisDBChar.debug function Artemis:toggleDebug() local isChecked = Artemis.view.options.panel.debugCB:GetChecked() if(ArtemisDBChar.options==nil) then ArtemisDBChar.options = {} end if(ArtemisDBChar.options.debug==nil) then ArtemisDBChar.options.debug = false end if isChecked then ArtemisDBChar.options.debug = true ArtemisDBChar.debug = true else ArtemisDBChar.options.debug = false ArtemisDBChar.debug = false end end --ArtemisDBChar.options.setuptrapsorientation function Artemis:toggleCheckboxTrapsOrientVertical() local isChecked = Artemis.view.options.panel.trapOrientCheckBox:GetChecked() if(ArtemisDBChar.options==nil) then ArtemisDBChar.options = {} end if(ArtemisDBChar.options.setuptrapsorientation==nil) then ArtemisDBChar.options.setuptrapsorientation = false end if isChecked then ArtemisDBChar.options.setuptrapsorientation = true else ArtemisDBChar.options.setuptrapsorientation = false end if(ArtemisDBChar.options.setuptrapsswitch) then Artemis.TrapFrame_Initialize() ArtemisTrapFrame:Show(); else ArtemisTrapFrame:Hide(); end end function Artemis:toggleCheckboxAspectsOrientVertical() local isChecked = Artemis.view.options.panel.aspectOrientCheckBox:GetChecked() if(ArtemisDBChar.options==nil) then ArtemisDBChar.options = {} end if(ArtemisDBChar.options.setupaspectsorientation==nil) then ArtemisDBChar.options.setupaspectsorientation = false end if isChecked then ArtemisDBChar.options.setupaspectsorientation = true else ArtemisDBChar.options.setupaspectsorientation = false end if(ArtemisDBChar.options.setupaspectsswitch) then Artemis.AspectFrame_Initialize() ArtemisAspectFrame:Show(); else ArtemisAspectFrame:Hide(); end end function Artemis:toggleCheckboxTrackersOrientVertical() local isChecked = Artemis.view.options.panel.trackersOrientCheckBox:GetChecked() if(ArtemisDBChar.options==nil) then ArtemisDBChar.options = {} end if(ArtemisDBChar.options.setuptrackersorientation==nil) then ArtemisDBChar.options.setuptrackersorientation = false end if isChecked then ArtemisDBChar.options.setuptrackersorientation = true else ArtemisDBChar.options.setuptrackersorientation = false end if(ArtemisDBChar.options.setuptrackersswitch) then Artemis.TrackerFrame_Initialize() ArtemisTrackerFrame:Show(); else ArtemisTrackerFrame:Hide(); end end --ArtemisDBChar.options.setupfeedbutton function Artemis:toggleCheckboxShowFeedButton() local isChecked = Artemis.view.options.panel.feedButtonShowCheckBox :GetChecked() if(ArtemisDBChar.options==nil) then ArtemisDBChar.options = {} end if(ArtemisDBChar.options.setupfeedbutton==nil) then ArtemisDBChar.options.setupfeedbutton = false end if isChecked then ArtemisDBChar.options.setupfeedbutton = true else ArtemisDBChar.options.setupfeedbutton = false end if(ArtemisDBChar.options.setupfeedbutton) then Artemis.SetupFeedPet() ArtemisMainFrame_FeedFrame:Show() else ArtemisMainFrame_FeedFrame:Hide() end end --ArtemisDBChar.options.setupfeedbuttonismacro function Artemis:toggleCheckboxFeedButtonMacro() local isChecked = Artemis.view.options.panel.feedButtonMacroCheckBox :GetChecked() if(ArtemisDBChar.options==nil) then ArtemisDBChar.options = {} end if(ArtemisDBChar.options.setupfeedbuttonismacro==nil) then ArtemisDBChar.options.setupfeedbuttonismacro = false end if isChecked then ArtemisDBChar.options.setupfeedbuttonismacro = true else ArtemisDBChar.options.setupfeedbuttonismacro = false end if(ArtemisDBChar.options.setupfeedbutton) then Artemis.SetupFeedPet() ArtemisMainFrame_FeedFrame:Show() else ArtemisMainFrame_FeedFrame:Hide() end end ------------------------------------------------------------------------- -- Options -------------------------------------------------------------------------
test_run = require('test_run').new() fiber = require('fiber') json = require('json') function yielder(n) for i=1, n do fiber.yield() end end csw_check_counter = 0 fibers = {} test_run:cmd('setopt delimiter ";"') for i=1,100 do fibers[i] = fiber.new(function() for j=1,10 do fiber.yield() if j == fiber.self():csw() and j == fiber.self():info().csw then csw_check_counter = csw_check_counter + 1 end end end) fibers[i]:set_joinable(true) end; for i=1,100 do fibers[i]:join() end; test_run:cmd('setopt delimiter ""'); csw_check_counter cond = fiber.cond() running = fiber.create(function() cond:wait() end) json.encode(running:info()) == json.encode(fiber.info()[running:id()]) cond:signal() dead = fiber.create(function() end) dead:csw() dead:info()
-- -- Copyright 2021 Andreas MATTHIAS -- -- This work may be distributed and/or modified under the -- conditions of the LaTeX Project Public License, either version 1.3c -- of this license or (at your option) any later version. -- The latest version of this license is in -- http://www.latex-project.org/lppl.txt -- and version 1.3c or later is part of all distributions of LaTeX -- version 2008 or later. -- -- This work has the LPPL maintenance status `maintained'. -- -- The Current Maintainer of this work is Andreas MATTHIAS. -- local loader = require('luapackageloader') loader.add_lua_searchers() local bh = require('busted-helper') bh.remove_unknown_args() require('busted.runner')({output = 'utfTerminal'}) require('my_assertions') assert:set_parameter('TableFormatLevel', -1) print() luatex = require('flare-luatex') flare = require('flare') Doc = flare.Doc Page = flare.Page types = flare.types pkg = require('flare-pkg') pp = pkg.pp stringio = require('pl.stringio') nt = require('nodetree') describe('Testing flare-pkg.lua:', function() setup(function() orig_print = print _G.print = function() end orig_module_warning = luatexbase.module_warning luatexbase.module_warning = function() end end) teardown(function() _G.print = orig_print luatexbase.module_warning = orig_module_warning end) test('Pkg.support()', function() pkg = require('flare-pkg') assert.has_no.error(function() pkg.support() end) end) test('Pkg.bugs()', function() pkg = require('flare-pkg') assert.has_no.error(function() pkg.bugs() end) end) test('Pkg.pp()', function() -- unittest not necessary end) end) -- describe
object_building_mustafar_terrain_creature_lairs_must_blistmok_lair = object_building_mustafar_terrain_creature_lairs_shared_must_blistmok_lair:new { } ObjectTemplates:addTemplate(object_building_mustafar_terrain_creature_lairs_must_blistmok_lair, "object/building/mustafar/terrain/creature_lairs/must_blistmok_lair.iff")
local m = require 'pegparser.parser' local coder = require 'pegparser.coder' local util = require'pegparser.util' --[[ Removed labels: - Err_027 (';' in rule fieldDeclaration) - Err_175 (AssignmentOperator in rule assignment) - Err_177 ('->' in rule lambdaExpression) - Err_002 (dim+ in rule arrayType) - Err_040 ('.' in rule receiverParameter) - Err_041 ('this' in rule receiverParameter) - Err_085 (variableDeclaratorList in rule localVariableDeclaration) - Err_007 ('>' in rule typeArguments) - Err_073 ('(' in rule normalAnnotation) - Err_079 ('(' in rule singleElementAnnotation) - Err_038 ('...' in rule formalParameter) - Err_180 (')' in rule lambdaParameters) - Err_173 (')' in rule castExpression) - Err_003 (']' in rule dim) - Err_006 (typeArgumentList in rule typeArguments) - Err_110 (blockStatements in rule switchBlockStatementGroup) - Err_172 (referenceType in rule castExpression) - Err_030 (Identifier in rule unannClassType) - Err_115 (';' in rule basicForStatement) - Err_076 ('=' in rule elementValuePair) - Err_074 (')' in rule normalAnnotation) - Err_026 (variableDeclaratorList in rule fieldDeclaration) - Err_032 (methodDeclarator in rule methodHeader) - Err_174 (unaryExpressionNotPlusMinus in rule castExpression) - Err_049 ('.' in rule explicitConstructorInvocation) - Err_001 (Identifier in rule classType) - Err_152 (sorted choose in rule primaryRest) - Err_179 (inferredFormalParameterList in rule lambdaParameters) - Err_156 (expression in rule parExpression) - Err_072 (sorted choose in rule annotation) - Err_061 (';' in rule constantDeclaration) - Err_163 (expression in rule dimExpr) ]] g = [[ compilation <- SKIP compilationUnit !. basicType <- 'byte' / 'short' / 'int' / 'long' / 'char' / 'float' / 'double' / 'boolean' primitiveType <- annotation* basicType referenceType <- primitiveType dim+ / classType dim* classType <- annotation* Identifier typeArguments? ('.' annotation* Identifier typeArguments?)* type <- primitiveType / classType arrayType <- primitiveType dim+ / classType dim+ typeVariable <- annotation* Identifier dim <- annotation* '[' ']' typeParameter <- typeParameterModifier* Identifier typeBound? typeParameterModifier <- annotation typeBound <- 'extends' (classType additionalBound* / typeVariable)^Err_004 additionalBound <- 'and' classType^Err_005 typeArguments <- '<' typeArgumentList '>' typeArgumentList <- typeArgument (',' typeArgument^Err_008)* typeArgument <- referenceType / wildcard wildcard <- annotation* '?' wildcardBounds? wildcardBounds <- 'extends' referenceType^Err_009 / 'super' referenceType^Err_010 qualIdent <- Identifier ('.' Identifier)* compilationUnit <- packageDeclaration? importDeclaration* typeDeclaration* packageDeclaration <- packageModifier* 'package' Identifier^Err_011 ('.' Identifier^Err_012)* ';'^Err_013 packageModifier <- annotation importDeclaration <- 'import' 'static'? qualIdent^Err_014 ('.' '*'^Err_015)? ';'^Err_016 / ';' typeDeclaration <- classDeclaration / interfaceDeclaration / ';' classDeclaration <- normalClassDeclaration / enumDeclaration normalClassDeclaration <- classModifier* 'class' Identifier^Err_017 typeParameters? superclass? superinterfaces? classBody^Err_018 classModifier <- annotation / 'public' / 'protected' / 'private' / 'abstract' / 'static' / 'final' / 'strictfp' typeParameters <- '<' typeParameterList^Err_019 '>'^Err_020 typeParameterList <- typeParameter (',' typeParameter^Err_021)* superclass <- 'extends' classType^Err_022 superinterfaces <- 'implements' interfaceTypeList^Err_023 interfaceTypeList <- classType (',' classType^Err_024)* classBody <- '{' classBodyDeclaration* '}'^Err_025 classBodyDeclaration <- classMemberDeclaration / instanceInitializer / staticInitializer / constructorDeclaration classMemberDeclaration <- fieldDeclaration / methodDeclaration / classDeclaration / interfaceDeclaration / ';' fieldDeclaration <- fieldModifier* unannType variableDeclaratorList ';' variableDeclaratorList <- variableDeclarator (',' variableDeclarator^Err_028)* variableDeclarator <- variableDeclaratorId ('=' !'=' variableInitializer^Err_029)? variableDeclaratorId <- Identifier dim* variableInitializer <- expression / arrayInitializer unannClassType <- Identifier typeArguments? ('.' annotation* Identifier typeArguments?)* unannType <- basicType dim* / unannClassType dim* fieldModifier <- annotation / 'public' / 'protected' / 'private' / 'static' / 'final' / 'transient' / 'volatile' methodDeclaration <- methodModifier* methodHeader methodBody^Err_031 methodHeader <- result methodDeclarator throws? / typeParameters annotation* result^Err_033 methodDeclarator^Err_034 throws? methodDeclarator <- Identifier '('^Err_035 formalParameterList? ')'^Err_036 dim* formalParameterList <- (receiverParameter / formalParameter) (',' formalParameter^Err_037)* formalParameter <- variableModifier* unannType variableDeclaratorId / variableModifier* unannType annotation* '...' variableDeclaratorId^Err_039 !',' variableModifier <- annotation / 'final' receiverParameter <- variableModifier* unannType (Identifier '.')? 'this' result <- unannType / 'void' methodModifier <- annotation / 'public' / 'protected' / 'private' / 'abstract' / 'static' / 'final' / 'synchronized' / 'native' / 'stictfp' throws <- 'throws' exceptionTypeList^Err_042 exceptionTypeList <- exceptionType (',' exceptionType^Err_043)* exceptionType <- classType / typeVariable methodBody <- block / ';' instanceInitializer <- block staticInitializer <- 'static' block^Err_044 constructorDeclaration <- constructorModifier* constructorDeclarator throws? constructorBody^Err_045 constructorDeclarator <- typeParameters? Identifier '('^Err_046 formalParameterList? ')'^Err_047 constructorModifier <- annotation / 'public' / 'protected' / 'private' constructorBody <- '{' explicitConstructorInvocation? blockStatements? '}'^Err_048 explicitConstructorInvocation <- typeArguments? 'this' arguments ';' / typeArguments? 'super' arguments ';' / primary '.' typeArguments? 'super' arguments ';' / qualIdent '.' typeArguments? 'super'^Err_050 arguments^Err_051 ';'^Err_052 enumDeclaration <- classModifier* 'enum' Identifier^Err_053 superinterfaces? enumBody^Err_054 enumBody <- '{' enumConstantList? ','? enumBodyDeclarations? '}'^Err_055 enumConstantList <- enumConstant (',' enumConstant)* enumConstant <- enumConstantModifier* Identifier arguments? classBody? enumConstantModifier <- annotation enumBodyDeclarations <- ';' classBodyDeclaration* interfaceDeclaration <- normalInterfaceDeclaration / annotationTypeDeclaration normalInterfaceDeclaration <- interfaceModifier* 'interface' Identifier^Err_056 typeParameters? extendsInterfaces? interfaceBody^Err_057 interfaceModifier <- annotation / 'public' / 'protected' / 'private' / 'abstract' / 'static' / 'strictfp' extendsInterfaces <- 'extends' interfaceTypeList^Err_058 interfaceBody <- '{' interfaceMemberDeclaration* '}'^Err_059 interfaceMemberDeclaration <- constantDeclaration / interfaceMethodDeclaration / classDeclaration / interfaceDeclaration / ';' constantDeclaration <- constantModifier* unannType variableDeclaratorList^Err_060 ';' constantModifier <- annotation / 'public' / 'static' / 'final' interfaceMethodDeclaration <- interfaceMethodModifier* methodHeader methodBody^Err_062 interfaceMethodModifier <- annotation / 'public' / 'abstract' / 'default' / 'static' / 'strictfp' annotationTypeDeclaration <- interfaceModifier* '@' 'interface'^Err_063 Identifier^Err_064 annotationTypeBody^Err_065 annotationTypeBody <- '{' annotationTypeMemberDeclaration* '}'^Err_066 annotationTypeMemberDeclaration <- annotationTypeElementDeclaration / constantDeclaration / classDeclaration / interfaceDeclaration / ';' annotationTypeElementDeclaration <- annotationTypeElementModifier* unannType Identifier^Err_067 '('^Err_068 ')'^Err_069 dim* defaultValue? ';'^Err_070 annotationTypeElementModifier <- annotation / 'public' / 'abstract' defaultValue <- 'default' elementValue^Err_071 annotation <- '@' (normalAnnotation / singleElementAnnotation / markerAnnotation) normalAnnotation <- qualIdent '(' elementValuePairList* ')' elementValuePairList <- elementValuePair (',' elementValuePair^Err_075)* elementValuePair <- Identifier '=' !'=' elementValue^Err_077 elementValue <- conditionalExpression / elementValueArrayInitializer / annotation elementValueArrayInitializer <- '{' elementValueList? ','? '}'^Err_078 elementValueList <- elementValue (',' elementValue)* markerAnnotation <- qualIdent singleElementAnnotation <- qualIdent '(' elementValue^Err_080 ')'^Err_081 arrayInitializer <- '{' variableInitializerList? ','? '}'^Err_082 variableInitializerList <- variableInitializer (',' variableInitializer)* block <- '{' blockStatements? '}'^Err_083 blockStatements <- blockStatement blockStatement* blockStatement <- localVariableDeclarationStatement / classDeclaration / statement localVariableDeclarationStatement <- localVariableDeclaration ';'^Err_084 localVariableDeclaration <- variableModifier* unannType variableDeclaratorList statement <- block / 'if' parExpression^Err_086 statement^Err_087 ('else' statement)? / basicForStatement / enhancedForStatement / 'while' parExpression^Err_088 statement^Err_089 / 'do' statement^Err_090 'while'^Err_091 parExpression^Err_092 ';'^Err_093 / tryStatement / 'switch' parExpression^Err_094 switchBlock^Err_095 / 'synchronized' parExpression^Err_096 block^Err_097 / 'return' expression? ';'^Err_098 / 'throw' expression^Err_099 ';'^Err_100 / 'break' Identifier? ';'^Err_101 / 'continue' Identifier? ';'^Err_102 / 'assert' expression^Err_103 (':' expression^Err_104)? ';'^Err_105 / ';' / statementExpression ';' / Identifier ':'^Err_106 statement^Err_107 statementExpression <- assignment / ('++' / '--') (primary / qualIdent)^Err_108 / (primary / qualIdent) ('++' / '--') / primary switchBlock <- '{' switchBlockStatementGroup* switchLabel* '}'^Err_109 switchBlockStatementGroup <- switchLabels blockStatements switchLabels <- switchLabel switchLabel* switchLabel <- 'case' (constantExpression / enumConstantName)^Err_111 ':'^Err_112 / 'default' ':'^Err_113 enumConstantName <- Identifier basicForStatement <- 'for' '('^Err_114 forInit? ';' expression? ';'^Err_116 forUpdate? ')'^Err_117 statement^Err_118 forInit <- localVariableDeclaration / statementExpressionList forUpdate <- statementExpressionList statementExpressionList <- statementExpression (',' statementExpression^Err_119)* enhancedForStatement <- 'for' '('^Err_120 variableModifier* unannType^Err_121 variableDeclaratorId^Err_122 ':'^Err_123 expression^Err_124 ')'^Err_125 statement^Err_126 tryStatement <- 'try' (block (catchClause* finally / catchClause+)^Err_127 / resourceSpecification block^Err_128 catchClause* finally?)^Err_129 catchClause <- 'catch' '('^Err_130 catchFormalParameter^Err_131 ')'^Err_132 block^Err_133 catchFormalParameter <- variableModifier* catchType variableDeclaratorId^Err_134 catchType <- unannClassType ('|' ![=|] classType^Err_135)* finally <- 'finally' block^Err_136 resourceSpecification <- '(' resourceList^Err_137 ';'? ')'^Err_138 resourceList <- resource (',' resource^Err_139)* resource <- variableModifier* unannType variableDeclaratorId^Err_140 '='^Err_141 !'=' expression^Err_142 expression <- lambdaExpression / assignmentExpression primary <- primaryBase primaryRest* primaryBase <- 'this' / Literal / parExpression / 'super' ('.' typeArguments? Identifier arguments / '.' Identifier^Err_143 / '::' typeArguments? Identifier^Err_144)^Err_145 / 'new' (classCreator / arrayCreator)^Err_146 / qualIdent ('[' expression ']' / arguments / '.' ('this' / 'new' classCreator / typeArguments Identifier arguments / 'super' '.' typeArguments? Identifier arguments / 'super' '.' Identifier / 'super' '::' typeArguments? Identifier arguments) / ('[' ']')* '.' 'class' / '::' typeArguments? Identifier) / 'void' '.'^Err_147 'class'^Err_148 / basicType ('[' ']')* '.' 'class' / referenceType '::' typeArguments? 'new' / arrayType '::'^Err_149 'new'^Err_150 primaryRest <- '.' (typeArguments? Identifier arguments / Identifier / 'new' classCreator^Err_151) / '[' expression^Err_153 ']'^Err_154 / '::' typeArguments? Identifier^Err_155 parExpression <- '(' expression ')'^Err_157 classCreator <- typeArguments? annotation* classTypeWithDiamond arguments^Err_158 classBody? classTypeWithDiamond <- annotation* Identifier typeArgumentsOrDiamond? ('.' annotation* Identifier^Err_159 typeArgumentsOrDiamond?)* typeArgumentsOrDiamond <- typeArguments / '<' '>'^Err_160 !'.' arrayCreator <- type dimExpr+ dim* / type dim+^Err_161 arrayInitializer^Err_162 dimExpr <- annotation* '[' expression ']'^Err_164 arguments <- '(' argumentList? ')'^Err_165 argumentList <- expression (',' expression^Err_166)* unaryExpression <- ('++' / '--') (primary / qualIdent)^Err_167 / '+' ![=+] unaryExpression^Err_168 / '-' ![-=>] unaryExpression^Err_169 / unaryExpressionNotPlusMinus unaryExpressionNotPlusMinus <- '~' unaryExpression^Err_170 / '!' ![=&] unaryExpression^Err_171 / castExpression / (primary / qualIdent) ('++' / '--')? castExpression <- '(' primitiveType ')' unaryExpression / '(' referenceType additionalBound* ')' lambdaExpression / '(' referenceType additionalBound* ')' unaryExpressionNotPlusMinus infixExpression <- unaryExpression (InfixOperator unaryExpression / 'instanceof' referenceType)* InfixOperator <- '||' / '&&' / '|' ![=|] / '^' ![=] / '&' ![=&] / '==' / '!=' / '<' ![=<] / '>' ![=>] / '<=' / '>=' / '<<' ![=] / '>>' ![=>] / '>>>' ![=] / '+' ![=+] / '-' ![-=>] / '*' ![=] / '/' ![=] / '%' ![=] conditionalExpression <- infixExpression ('query' expression ':' expression)* assignmentExpression <- assignment / conditionalExpression assignment <- leftHandSide AssignmentOperator expression^Err_176 leftHandSide <- primary / qualIdent AssignmentOperator <- '=' ![=] / '*=' / '/=' / '%=' / '+=' / '-=' / '<<=' / '>>=' / '>>>=' / '&=' / '^=' / '|=' lambdaExpression <- lambdaParameters '->' lambdaBody^Err_178 lambdaParameters <- Identifier / '(' formalParameterList? ')' / '(' inferredFormalParameterList ')' inferredFormalParameterList <- Identifier (',' Identifier^Err_181)* lambdaBody <- expression / block constantExpression <- expression Identifier <- !Keywords [a-zA-Z_] [a-zA-Z_$0-9]* Keywords <- ('abstract' / 'assert' / 'boolean' / 'break' / 'byte' / 'case' / 'catch' / 'char' / 'class' / 'const' / 'continue' / 'default' / 'double' / 'do' / 'else' / 'enum' / 'extends' / 'false' / 'finally' / 'final' / 'float' / 'for' / 'goto' / 'if' / 'implements' / 'import' / 'interface' / 'int' / 'instanceof' / 'long' / 'native' / 'new' / 'null' / 'package' / 'private' / 'protected' / 'public' / 'return' / 'short' / 'static' / 'strictfp' / 'super' / 'switch' / 'synchronized' / 'this' / 'throws' / 'throw' / 'transient' / 'true' / 'try' / 'void' / 'volatile' / 'while') ![a-zA-Z_$0-9] Literal <- FloatLiteral / IntegerLiteral / BooleanLiteral / CharLiteral / StringLiteral / NullLiteral IntegerLiteral <- (HexNumeral / BinaryNumeral / OctalNumeral / DecimalNumeral) [lL]? DecimalNumeral <- '0' / [1-9] ([_]* [0-9])* HexNumeral <- ('0x' / '0X') HexDigits OctalNumeral <- '0' ([_]* [0-7])+ BinaryNumeral <- ('0b' / '0B') [01] ([_]* [01])* FloatLiteral <- HexaDecimalFloatingPointLiteral / DecimalFloatingPointLiteral DecimalFloatingPointLiteral <- Digits '.' Digits? Exponent? [fFdD]? / '.' Digits Exponent? [fFdD]? / Digits Exponent [fFdD]? / Digits Exponent? [fFdD] Exponent <- [eE] [-+]? Digits HexaDecimalFloatingPointLiteral <- HexSignificand BinaryExponent [fFdD]? HexSignificand <- ('0x' / '0X') HexDigits? '.' HexDigits / HexNumeral '.'? HexDigits <- HexDigit ([_]* HexDigit)* HexDigit <- [a-f] / [A-F] / [0-9] BinaryExponent <- [pP] [-+]? Digits Digits <- [0-9] ([_]* [0-9])* BooleanLiteral <- 'true' / 'false' CharLiteral <- "'" (%nl / !"'" .) "'" StringLiteral <- '"' (%nl / !'"' .)* '"' NullLiteral <- 'null' COMMENT <- '//' (!%nl .)* / '/*' (!'*/' .)* '*/' ]] local g = m.match(g) local p = coder.makeg(g, 'ast') local dir = util.getPath(arg[0]) util.testYes(dir .. '/test/yes/', 'java', p) util.testNo(dir .. '/test/no/', 'java', p)
local BORDER_SIZE = 1000 local BallController = { borderLeft = Entity:new(-1 * BORDER_SIZE, 0, BORDER_SIZE, Constants.SCREEN_HEIGHT), borderRight = Entity:new(Constants.SCREEN_WIDTH, 0, BORDER_SIZE, Constants.SCREEN_HEIGHT), borderTop = Entity:new(0, -1 * BORDER_SIZE, Constants.SCREEN_WIDTH, BORDER_SIZE) } function BallController:new(gameControler) local controller = {} setmetatable(controller, self) self.__index = self controller.game = gameControler controller.screen = gameControler.screen return controller end local function updateBallSpeed(ball) local ballSpeed if ball.hits > 1000 then ballSpeed = 2.5 elseif ball.hits > 50 then ballSpeed = 2 elseif ball.hits > 10 then ballSpeed = 1.5 else ballSpeed = 1 end ball:setVelocity(Constants.BALL_VELOCITY * ballSpeed) end local function isInsideTheField(ball) if ball.y > Constants.SCREEN_HEIGHT then return false end return true end local function getCollisionSide(ball, x1, y1, w1, h1, x2, y2, w2, h2) local tx, ty local dx = ball.dx local dy = ball.dy if dy > 0 and dx > 0 then tx = (x1 + w1 - x2) / dx ty = (y1 + h1 - y2) / dy if ty <= tx then return "top" else return "left" end elseif dy > 0 and dx < 0 then tx = (x1 - x2 - w2) / dx ty = (y1 + h1 - y2) / dy if ty <= tx then return "top" else return "right" end elseif dy < 0 and dx > 0 then tx = (x1 + w1 - x2) / dx ty = (y1 - y2 - h2) / dy if ty <= tx then return "bottom" else return "left" end elseif dy < 0 and dx < 0 then tx = (x1 - x2 - w2) / dx ty = (y1 - y2 - h2) / dy if ty <= tx then return "bottom" else return "right" end end return "bottom" end local function testCollision(ball, x1, y1, w1, h1, x2, y2, w2, h2) if (x1 < x2 + w2) and (x1 + w1 > x2) and (y1 < y2 + h2) and (y1 + h1 > y2) then return true, getCollisionSide(ball, x1, y1, w1, h1, x2, y2, w2, h2) end return false end local function updateBallAfterColision(ball, entity, side) if side == "bottom" then ball.y = entity.y + entity.height ball.dy = math.abs(ball.dy) elseif side == "top" then ball.y = entity.y - ball.height ball.dy = -1 * math.abs(ball.dy) elseif side == "left" then ball.x = entity.x - ball.width ball.dx = -1 * math.abs(ball.dx) elseif side == "right" then ball.x = entity.x + entity.width ball.dx = math.abs(ball.dx) end end local function testCollisionWithPad(ball, pad) local bx, by, bw, bh = ball:getViewport() local px, py, pw, ph = pad:getViewport() local ret, side = testCollision(ball, bx, by, bw, bh, px, py, pw, ph) if ret then if side == "top" then side = "bottom" end if side == "bottom" then ball.y = pad.y - ball.height local cos = ((ball.x + ball.width / 2) - pad.x) / pad.width if (cos < 0) then cos = 0 end if (cos > 1) then cos = 1 end cos = (cos - 0.5) * 3 / 2 ball:hitPad(cos) else updateBallAfterColision(ball, side) end end end local function testCollisionWithBricks(ball, bricks, heavy) local bx, by, bw, bh = ball:getViewport() for i = #bricks, 1, -1 do local brx, bry, brw, brh = bricks[i]:getViewport() local ret, side = testCollision(ball, bx, by, bw, bh, brx, bry, brw, brh) if ret then if not heavy then updateBallAfterColision(ball, bricks[i], side) end return i end end return 0 end local function testCollisionWithBorders(ball) if ball.x < 0 then updateBallAfterColision(ball, BallController.borderLeft, "right") end if ball.x > Constants.SCREEN_WIDTH - ball.width then updateBallAfterColision(ball, BallController.borderRight, "left") end if ball.y < 0 then updateBallAfterColision(ball, BallController.borderTop, "bottom") end end function BallController:testCollisions(ball) local bricks = self.screen.grid.bricks local metalBricks = self.screen.grid.metalBricks local pad = self.screen.pad testCollisionWithPad(ball, pad) local brick = testCollisionWithBricks(ball, metalBricks, false) if brick > 0 then self.game:hitMetalBrick(brick) end brick = testCollisionWithBricks(ball, bricks, ball.heavy) if brick > 0 then self.game:hitBrick(brick) end testCollisionWithBorders(ball) end function BallController:update() local lostBalls = {} for k, ball in pairs(self.screen.balls.children) do self:testCollisions(ball) updateBallSpeed(ball) if not isInsideTheField(ball) then table.insert(lostBalls, k) end end for i, ball in pairs(lostBalls) do self.screen.balls:removeChild(ball) end end function BallController:start() local ballX = (Constants.SCREEN_WIDTH - (Constants.PAD_WIDTH * Constants.PAD_LENGTH)) / 2 local ballY = Constants.SCREEN_HEIGHT - Constants.PAD_HEIGHT - Constants.PAD_MARGIN - Constants.BALL_MARGIN - Constants.BALL_RADIUS * 2 local ballAngle = -math.pi / 4 local ball = Ball:new(ballX, ballY, Constants.BALL_VELOCITY, ballAngle) self.screen.balls:addChild(ball) end function BallController:setBallPostion(position) local ball = self.screen.balls.children[1] ball.x = position - ball.width / 2 end local function avoidHorizontalAngle(ball) local angle = ball:getAngle() local diff = angle while diff > math.pi do diff = diff - 2 * math.pi end while diff < -1 * math.pi do diff = diff + 2 * math.pi end if diff < math.pi * 0.1 and diff > math.pi * -0.1 then if diff >= 0 then angle = math.pi * 0.1 else angle = math.pi * -0.1 end elseif diff > math.pi * 0.9 or diff < math.pi * -0.9 then if diff >= 0 then angle = math.pi * 0.9 else angle = math.pi * -0.9 end end ball:setAngle(angle) end function BallController:splitBall() local ball = self.screen.balls.children[1] newBall = ball:copy() local angle = ball:getAngle() ball:setAngle(angle + math.pi / 8) newBall:setAngle(angle - math.pi / 8) self.screen.balls:addChild(newBall) avoidHorizontalAngle(ball) avoidHorizontalAngle(newBall) end function BallController:setAllBallsToSpeedSlow() for k, ball in pairs(self.screen.balls.children) do ball.hits = 0 updateBallSpeed(ball) end end function BallController:setAllBallsToSpeedFast() for k, ball in pairs(self.screen.balls.children) do ball.hits = 1001 updateBallSpeed(ball) end end function BallController:setAllBallsToHeavy() for k, ball in pairs(self.screen.balls.children) do ball.heavy = true end end function BallController:setAllBallsToLight() for k, ball in pairs(self.screen.balls.children) do ball.heavy = false end end return BallController
-- Generated By protoc-gen-lua Do not Edit local protobuf = require "protobuf/protobuf" module('MulActivityTimeState_pb') local MULACTIVITYTIMESTATE = protobuf.EnumDescriptor(); local MULACTIVITYTIMESTATE_MULACTIVITY_BEFOREOPEN_ENUM = protobuf.EnumValueDescriptor(); local MULACTIVITYTIMESTATE_MULACTIVITY_RUNNING_ENUM = protobuf.EnumValueDescriptor(); local MULACTIVITYTIMESTATE_MULACTIVITY_END_ENUM = protobuf.EnumValueDescriptor(); local MULACTIVITYTIMESTATE_MULACTIVITY_UNOPEN_TODAY_ENUM = protobuf.EnumValueDescriptor(); MULACTIVITYTIMESTATE_MULACTIVITY_BEFOREOPEN_ENUM.name = "MULACTIVITY_BEfOREOPEN" MULACTIVITYTIMESTATE_MULACTIVITY_BEFOREOPEN_ENUM.index = 0 MULACTIVITYTIMESTATE_MULACTIVITY_BEFOREOPEN_ENUM.number = 1 MULACTIVITYTIMESTATE_MULACTIVITY_RUNNING_ENUM.name = "MULACTIVITY_RUNNING" MULACTIVITYTIMESTATE_MULACTIVITY_RUNNING_ENUM.index = 1 MULACTIVITYTIMESTATE_MULACTIVITY_RUNNING_ENUM.number = 2 MULACTIVITYTIMESTATE_MULACTIVITY_END_ENUM.name = "MULACTIVITY_END" MULACTIVITYTIMESTATE_MULACTIVITY_END_ENUM.index = 2 MULACTIVITYTIMESTATE_MULACTIVITY_END_ENUM.number = 3 MULACTIVITYTIMESTATE_MULACTIVITY_UNOPEN_TODAY_ENUM.name = "MULACTIVITY_UNOPEN_TODAY" MULACTIVITYTIMESTATE_MULACTIVITY_UNOPEN_TODAY_ENUM.index = 3 MULACTIVITYTIMESTATE_MULACTIVITY_UNOPEN_TODAY_ENUM.number = 4 MULACTIVITYTIMESTATE.name = "MulActivityTimeState" MULACTIVITYTIMESTATE.full_name = ".KKSG.MulActivityTimeState" MULACTIVITYTIMESTATE.values = {MULACTIVITYTIMESTATE_MULACTIVITY_BEFOREOPEN_ENUM,MULACTIVITYTIMESTATE_MULACTIVITY_RUNNING_ENUM,MULACTIVITYTIMESTATE_MULACTIVITY_END_ENUM,MULACTIVITYTIMESTATE_MULACTIVITY_UNOPEN_TODAY_ENUM} MULACTIVITY_BEfOREOPEN = 1 MULACTIVITY_END = 3 MULACTIVITY_RUNNING = 2 MULACTIVITY_UNOPEN_TODAY = 4
----------------------------------- -- Area: King Ranperre's Tomb -- DOOR: _5a0 (Heavy Stone Door) -- !pos -39.000 4.823 20.000 190 ----------------------------------- local ID = require("scripts/zones/King_Ranperres_Tomb/IDs") require("scripts/globals/missions") ----------------------------------- function onTrade(player, npc, trade) end function onTrigger(player, npc) local currentMission = player:getCurrentMission(SANDORIA) local missionStatus = player:getCharVar("MissionStatus") if currentMission == tpz.mission.id.sandoria.RANPERRE_S_FINAL_REST and missionStatus == 1 and not GetMobByID(ID.mob.CORRUPTED_YORGOS):isSpawned() and not GetMobByID(ID.mob.CORRUPTED_SOFFEIL):isSpawned() and not GetMobByID(ID.mob.CORRUPTED_ULBRIG):isSpawned() then SpawnMob(ID.mob.CORRUPTED_YORGOS) SpawnMob(ID.mob.CORRUPTED_SOFFEIL) SpawnMob(ID.mob.CORRUPTED_ULBRIG) end if currentMission == tpz.mission.id.sandoria.RANPERRE_S_FINAL_REST and missionStatus == 2 then -- NMs killed player:setCharVar("MissionStatus", 3) elseif currentMission == tpz.mission.id.sandoria.RANPERRE_S_FINAL_REST and missionStatus == 3 and player:getXPos() > -39.019 then -- standing outside player:startEvent(6) -- enter cutscene elseif currentMission == tpz.mission.id.sandoria.RANPERRE_S_FINAL_REST and missionStatus == 3 then -- inside player:startEvent(7) -- exit cutscene elseif currentMission == tpz.mission.id.sandoria.RANPERRE_S_FINAL_REST and missionStatus == 6 then player:startEvent(5) elseif currentMission == tpz.mission.id.sandoria.THE_HEIR_TO_THE_LIGHT and missionStatus == 6 then player:startEvent(14) else player:messageSpecial(ID.text.HEAVY_DOOR) end end function onEventUpdate(player, csid, option) end function onEventFinish(player, csid, option) if csid == 5 then player:setCharVar("MissionStatus", 7) elseif csid == 14 then player:setCharVar("MissionStatus", 7) -- at this point 3 optional cs are available and open until watched (add 3 var to char?) end end
local gl = require("galaxyline") local gls = gl.section local condition = require('galaxyline.condition') local colors = require('zephyr') gl.short_line_list = {'NvimTree','vista','dbui','packer'} local active_bg = colors.base2 local inactive_bg = colors.base1 -- vim's mode() function returns character codes that aren't printable for -- some modes. get those character codes to fill in the mode map local lit_ctrl_v = vim.api.nvim_replace_termcodes('<C-v>', true, true, true) local lit_ctrl_s = vim.api.nvim_replace_termcodes('<C-s>', true, true, true) local mode_map = { ['n'] = {'NORMAL', colors.black}, ['no'] = {'OP-PEND', colors.grey}, ['nov'] = {'OP-PEND', colors.grey}, ['noV'] = {'OP-PEND', colors.grey}, ['niI'] = {'NORMAL', colors.black}, ['niR'] = {'NORMAL', colors.black}, ['niV'] = {'NORMAL', colors.black}, ['v'] = {'VISUAL', colors.violet}, ['V'] = {'VIS-LINE', colors.violet}, ['s'] = {'SELECT', colors.magenta}, ['S'] = {'SEL-LINE', colors.magenta}, ['i'] = {'INSERT', colors.light_green}, ['ic'] = {'INSERT', colors.light_green}, ['ix'] = {'INSERT', colors.light_green}, ['R'] = {'REPLACE', colors.redwine}, ['Rc'] = {'REPLACE', colors.redwine}, ['Rv'] = {'VIS-REPL', colors.violet}, ['Rx'] = {'REPLACE', colors.redwine}, ['c'] = {'COMMAND', colors.teal}, ['cv'] = {'EX', colors.teal}, ['ce'] = {'EX', colors.teal}, ['r'] = {'REPLACE', colors.redwine}, ['rm'] = {'MORE', colors.dark_green}, ['r?'] = {'CONFIRM', colors.dark_green}, ['!'] = {'SHELL', colors.dark_green}, ['t'] = {'TERMINAL', colors.dark_green}, -- A few special ones that are annoying to represent in lua ['no' .. lit_ctrl_v] = {'OP-PEND', colors.grey}, [lit_ctrl_v] = {'VIS-BLOCK', colors.violet}, [lit_ctrl_s] = {'SEL-BLOCK', colors.magenta}, } gls.left[1] = { VimMode = { provider = function() local text = mode_map[vim.fn.mode()][1] local color = mode_map[vim.fn.mode()][2] vim.cmd('hi GalaxyVimMode guibg=' .. color) return text..' ' end, highlight = { colors.fg_alt, active_bg }, separator = ' ', separator_highlight = { colors.fg, colors.brown }, } } gls.left[2] = { LineAndColumn = { provider = function() local line = vim.fn.line('.') -- this gets the "literal byte column", which counts tabs a 1 character -- long, even though visually they are 4 (or 8!) columns long -- local column = vim.fn.col('.') -- this is the cursor's position on screen, which means the underlying -- byte length in line of text is not used. local column = vim.fn.virtcol('.') local line_padded = line .. string.rep(' ', 3 - #tostring(line)) local column_padded = column .. string.rep(' ', 2 - #tostring(column)) return ''.. line_padded .. ' ' .. column_padded end, highlight = { colors.black, colors.brown }, } } gls.left[3] = { AleErrorCount = { provider = function() local ale_counts = vim.fn["ale#statusline#Count"](vim.fn.bufnr()) return ale_counts.error end, highlight = 'LspDiagnosticsSignError', icon = ' ' .. vim.g.ale_sign_error .. ' ', condition = function() local ale_counts = vim.fn["ale#statusline#Count"](vim.fn.bufnr()) return ale_counts.error > 0 end, } } gls.left[4] = { AleWarningCount = { provider = function() local ale_counts = vim.fn["ale#statusline#Count"](vim.fn.bufnr()) return ale_counts.warning end, highlight = 'LspDiagnosticsSignWarning', icon = ' ' .. vim.g.ale_sign_warning .. ' ', condition = function() local ale_counts = vim.fn["ale#statusline#Count"](vim.fn.bufnr()) return ale_counts.warning > 0 end, } } gls.left[5] = { AleInfoCount = { provider = function() local ale_counts = vim.fn["ale#statusline#Count"](vim.fn.bufnr()) return ale_counts.info end, highlight = 'LspDiagnosticsSignInformation', icon = ' ' .. vim.g.ale_sign_info .. ' ', condition = function() local ale_counts = vim.fn["ale#statusline#Count"](vim.fn.bufnr()) return ale_counts.info > 0 end, } } gls.mid[1] = { FileIcon = { provider = 'FileIcon', condition = condition.buffer_not_empty, highlight = { require('galaxyline.provider_fileinfo').get_file_icon_color, active_bg }, } } gls.mid[2] = { FileName = { provider = function() return vim.fn.expand("%") end, condition = condition.buffer_not_empty, highlight = { colors.base8, active_bg }, } } gls.mid[3] = { ModifiedIcon = { provider = function() if vim.bo.modifiable and vim.bo.modified then return '💾' end end, highlight = { colors.magenta, active_bg }, } } gls.right[1] = { LspIsActive = { provider = function() local icon = '力' local icon_gone = '年' -- TODO: do I show this when lspinstall/lspconfig knows about a LSP that isn't installed? if next(vim.lsp.get_active_clients()) == nil then -- no lsp connected icon = '' end return icon end, highlight = { colors.teal, active_bg } } } gls.right[2] = { SpellCheck = { provider = function() local color = colors.teal local gui_style = "NONE" if not vim.wo.spell then color = colors.redwine gui_style = "strikethrough" end vim.cmd('hi GalaxySpellCheck guifg=' .. color .. ' gui=' .. gui_style .. ' guibg=' .. active_bg) return '暈' end } } gls.right[3] = { GitBranch = { provider = 'GitBranch', condition = condition.check_git_workspace, highlight = { colors.base1, colors.orange }, icon = " " } } gls.right[4] = { FileFormat = { provider = function() local icons = { ["mac"] = '', ["dos"] = '', ["unix"] = '', } local icon = icons[vim.bo.fileformat] return icon .. ' ' .. vim.bo.fileformat end, condition = function() if vim.bo.fileformat == "unix" then return false else return true end end, highlight = { colors.base1, colors.magenta }, } } gls.short_line_left[1] = { BufferType = { provider = 'BufferIcon', separator = ' ', separator_highlight = {colors.grey, inactive_bg}, highlight = {colors.grey, inactive_bg} } } gls.short_line_left[2] = { SFileName = { provider = 'FileName', condition = condition.buffer_not_empty, highlight = {colors.grey, inactive_bg} } } -- Reload galaxyline after ALE finishes so that the counts update vim.cmd('autocmd User ALELintPost lua require("galaxyline").load_galaxyline()')
// This is the ID given to any weapon item for all teams ITEM_WPN_COMMON = 11 function FUNC_DROPWEAPON( ply, id, client, icon ) if icon then return "icon16/arrow_down.png" end if client then return "Drop" end local tbl = item.GetByID( id ) local prop = ents.Create( "sent_droppedgun" ) prop:SetPos( ply:GetItemDropPos() ) if tbl.DropModel then prop:SetModel( tbl.DropModel ) else prop:SetModel( tbl.Model ) end prop:Spawn() ply:EmitSound( Sound( "items/ammopickup.wav" ) ) ply:RemoveFromInventory( id ) if not ply:HasItem( id ) then ply:StripWeapon( tbl.Weapon ) end end function FUNC_REMOVEWEAPON( ply, id ) local tbl = item.GetByID( id ) if not ply:HasItem( id ) then ply:StripWeapon( tbl.Weapon ) end end function FUNC_GRABWEAPON( ply, id ) local tbl = item.GetByID( id ) ply:Give( tbl.Weapon ) return true end item.Register( { Name = "Hammer", Description = "Builds barricades and bashes skulls.", Stackable = false, Type = ITEM_WPN_COMMON, TypeOverride = "sent_droppedgun", Weight = 3, Price = 35, Rarity = 0.40, Model = "models/weapons/w_hammer.mdl", Weapon = "rad_hammer", Functions = { FUNC_DROPWEAPON }, PickupFunction = FUNC_GRABWEAPON, DropFunction = FUNC_REMOVEWEAPON, CamPos = Vector(0,-28,0), CamOrigin = Vector(0,0,5) } ) item.Register( { Name = "Axe", Description = "The messiest melee weapon.", Stackable = false, Type = ITEM_WPN_COMMON, TypeOverride = "sent_droppedgun", Weight = 5, Price = 50, Rarity = 0.60, Model = "models/weapons/w_axe.mdl", Weapon = "rad_axe", Functions = { FUNC_DROPWEAPON }, PickupFunction = FUNC_GRABWEAPON, DropFunction = FUNC_REMOVEWEAPON, CamPos = Vector(0,-42,0), CamOrigin = Vector(0,0,8) } ) item.Register( { Name = "Crowbar", Description = "Gordon's weapon of choice.", Stackable = false, Type = ITEM_WPN_COMMON, TypeOverride = "sent_droppedgun", SaleOverride = true, Weight = 5, Price = 50, Rarity = 0.20, Model = "models/weapons/w_crowbar.mdl", Weapon = "rad_crowbar", Functions = { FUNC_DROPWEAPON }, PickupFunction = FUNC_GRABWEAPON, DropFunction = FUNC_REMOVEWEAPON, CamPos = Vector(0,0,-44), CamOrigin = Vector(0,0,8) } ) item.Register( { Name = "FN Five-Seven", Description = "A standard issue sidearm.", Stackable = false, Type = ITEM_WPN_COMMON, TypeOverride = "sent_droppedgun", SaleOverride = true, Weight = 3, Price = 8, Rarity = 0.90, Model = "models/weapons/w_pist_fiveseven.mdl", Weapon = "rad_fiveseven", Functions = { FUNC_DROPWEAPON }, PickupFunction = FUNC_GRABWEAPON, DropFunction = FUNC_REMOVEWEAPON, CamPos = Vector(0,17,5), CamOrigin = Vector(2,0,3) } ) item.Register( { Name = "USP Compact", Description = "A standard issue sidearm.", Stackable = false, Type = ITEM_WPN_COMMON, TypeOverride = "sent_droppedgun", SaleOverride = true, Weight = 3, Price = 8, Rarity = 0.90, Model = "models/weapons/w_pistol.mdl", Weapon = "rad_usp", Functions = { FUNC_DROPWEAPON }, PickupFunction = FUNC_GRABWEAPON, DropFunction = FUNC_REMOVEWEAPON, CamPos = Vector(0,-17,0), CamOrigin = Vector(-1,0,-2) } ) item.Register( { Name = "P228 Compact", Description = "A standard issue sidearm.", Stackable = false, Type = ITEM_WPN_COMMON, TypeOverride = "sent_droppedgun", SaleOverride = true, Weight = 3, Price = 8, Rarity = 0.90, Model = "models/weapons/w_pist_p228.mdl", Weapon = "rad_p228", Functions = { FUNC_DROPWEAPON }, PickupFunction = FUNC_GRABWEAPON, DropFunction = FUNC_REMOVEWEAPON, CamPos = Vector(0,17,5), CamOrigin = Vector(2,0,3) } ) item.Register( { Name = "Glock 19", Description = "A standard issue sidearm.", Stackable = false, Type = ITEM_WPN_COMMON, TypeOverride = "sent_droppedgun", SaleOverride = true, Weight = 3, Price = 8, Rarity = 0.90, Model = "models/weapons/w_pist_glock18.mdl", Weapon = "rad_glock", Functions = { FUNC_DROPWEAPON }, PickupFunction = FUNC_GRABWEAPON, DropFunction = FUNC_REMOVEWEAPON, CamPos = Vector(0,17,5), CamOrigin = Vector(2,0,3) } ) item.Register( { Name = "Dual Berettas", Description = "A gun for each hand.", Stackable = false, Type = ITEM_WPN_COMMON, TypeOverride = "sent_droppedgun", Weight = 3, Price = 35, Rarity = 0.20, Model = "models/weapons/w_pist_elite_single.mdl", DropModel = "models/weapons/w_pist_elite_dropped.mdl", Weapon = "rad_berettas", Functions = { FUNC_DROPWEAPON }, PickupFunction = FUNC_GRABWEAPON, DropFunction = FUNC_REMOVEWEAPON, CamPos = Vector(0,15,-5), CamOrigin = Vector(2,0,3) } ) item.Register( { Name = "Colt Python", Description = "A six shooter that packs a punch.", Stackable = false, Type = ITEM_WPN_COMMON, TypeOverride = "sent_droppedgun", Weight = 4, Price = 40, Rarity = 0.20, Model = "models/weapons/w_357.mdl", Weapon = "rad_revolver", Functions = { FUNC_DROPWEAPON }, PickupFunction = FUNC_GRABWEAPON, DropFunction = FUNC_REMOVEWEAPON, CamPos = Vector(0,18,0), CamOrigin = Vector(6,0,0) } ) item.Register( { Name = "Desert Eagle", Description = "What are you compensating for?", Stackable = false, Type = ITEM_WPN_COMMON, TypeOverride = "sent_droppedgun", Weight = 4, Price = 45, Rarity = 0.20, Model = "models/weapons/w_pist_deagle.mdl", Weapon = "rad_deagle", Functions = { FUNC_DROPWEAPON }, PickupFunction = FUNC_GRABWEAPON, DropFunction = FUNC_REMOVEWEAPON, CamPos = Vector(0,15,2), CamOrigin = Vector(3,0,4) } ) item.Register( { Name = "MAC-10", Description = "A compact SMG with moderate recoil.", Stackable = false, Type = ITEM_WPN_COMMON, TypeOverride = "sent_droppedgun", Weight = 4, Price = 50, Rarity = 0.20, Model = "models/weapons/w_smg_mac10.mdl", Weapon = "rad_mac10", Functions = { FUNC_DROPWEAPON }, PickupFunction = FUNC_GRABWEAPON, DropFunction = FUNC_REMOVEWEAPON, CamPos = Vector(0,20,5), CamOrigin = Vector(2,0,3) } ) item.Register( { Name = "UMP45", Description = "A powerful SMG with a smaller magazine.", Stackable = false, Type = ITEM_WPN_COMMON, TypeOverride = "sent_droppedgun", Weight = 6, Price = 55, Rarity = 0.30, Model = "models/weapons/w_smg_ump45.mdl", Weapon = "rad_ump45", Functions = { FUNC_DROPWEAPON }, PickupFunction = FUNC_GRABWEAPON, DropFunction = FUNC_REMOVEWEAPON, CamPos = Vector(0,30,5), CamOrigin = Vector(-2,0,4) } ) item.Register( { Name = "CMP250", Description = "A prototype burst-fire SMG.", Stackable = false, Type = ITEM_WPN_COMMON, TypeOverride = "sent_droppedgun", Weight = 4, Price = 60, Rarity = 0.30, Model = "models/weapons/w_smg1.mdl", Weapon = "rad_cmp", Functions = { FUNC_DROPWEAPON }, PickupFunction = FUNC_GRABWEAPON, DropFunction = FUNC_REMOVEWEAPON, CamPos = Vector(0,27,0), CamOrigin = Vector(-1,0,-1) } ) item.Register( { Name = "Winchester 1887", Description = "Zombies are in season.", Stackable = false, Type = ITEM_WPN_COMMON, TypeOverride = "sent_droppedgun", Weight = 6, Price = 65, Rarity = 0.30, Model = "models/weapons/w_annabelle.mdl", Weapon = "rad_shotgun", Functions = { FUNC_DROPWEAPON }, PickupFunction = FUNC_GRABWEAPON, DropFunction = FUNC_REMOVEWEAPON, CamPos = Vector(0,-50,5), CamOrigin = Vector(3,0,1) } ) item.Register( { Name = "TMP", Description = "A silent but deadly SMG.", Stackable = false, Type = ITEM_WPN_COMMON, TypeOverride = "sent_droppedgun", Weight = 4, Price = 70, Rarity = 0.40, Model = "models/weapons/w_smg_tmp.mdl", Weapon = "rad_tmp", Functions = { FUNC_DROPWEAPON }, PickupFunction = FUNC_GRABWEAPON, DropFunction = FUNC_REMOVEWEAPON, CamPos = Vector(0,31,5), CamOrigin = Vector(5,0,3) } ) item.Register( { Name = "MP5", Description = "A well-rounded, reliable SMG.", Stackable = false, Type = ITEM_WPN_COMMON, TypeOverride = "sent_droppedgun", Weight = 6, Price = 75, Rarity = 0.40, Model = "models/weapons/w_smg_mp5.mdl", Weapon = "rad_mp5", Functions = { FUNC_DROPWEAPON }, PickupFunction = FUNC_GRABWEAPON, DropFunction = FUNC_REMOVEWEAPON, CamPos = Vector(0,38,5), CamOrigin = Vector(2,0,5) } ) item.Register( { Name = "FAMAS", Description = "The least expensive assault rifle.", Stackable = false, Type = ITEM_WPN_COMMON, TypeOverride = "sent_droppedgun", Weight = 9, Price = 80, Rarity = 0.50, Model = "models/weapons/w_rif_famas.mdl", Weapon = "rad_famas", Functions = { FUNC_DROPWEAPON }, PickupFunction = FUNC_GRABWEAPON, DropFunction = FUNC_REMOVEWEAPON, CamPos = Vector(-7,39,5), CamOrigin = Vector(-6,0,5) } ) item.Register( { Name = "FN P90", Description = "A powerful SMG with a large magazine.", Stackable = false, Type = ITEM_WPN_COMMON, TypeOverride = "sent_droppedgun", Weight = 4, Price = 85, Rarity = 0.50, Model = "models/weapons/w_smg_p90.mdl", Weapon = "rad_p90", Functions = { FUNC_DROPWEAPON }, PickupFunction = FUNC_GRABWEAPON, DropFunction = FUNC_REMOVEWEAPON, CamPos = Vector(0,35,5), CamOrigin = Vector(1,0,5) } ) item.Register( { Name = "Steyr Scout", Description = "A bolt-action sniper rifle.", Stackable = false, Type = ITEM_WPN_COMMON, TypeOverride = "sent_droppedgun", Weight = 9, Price = 90, Rarity = 0.60, Model = "models/weapons/w_snip_scout.mdl", Weapon = "rad_scout", Functions = { FUNC_DROPWEAPON }, PickupFunction = FUNC_GRABWEAPON, DropFunction = FUNC_REMOVEWEAPON, CamPos = Vector(0,44,5), CamOrigin = Vector(0,0,4) } ) item.Register( { Name = "IMI Galil", Description = "Lower accuracy, larger magazine.", Stackable = false, Type = ITEM_WPN_COMMON, TypeOverride = "sent_droppedgun", Weight = 8, Price = 100, Rarity = 0.60, Model = "models/weapons/w_rif_galil.mdl", Weapon = "rad_galil", Functions = { FUNC_DROPWEAPON }, PickupFunction = FUNC_GRABWEAPON, DropFunction = FUNC_REMOVEWEAPON, CamPos = Vector(0,42,5), CamOrigin = Vector(-1,0,3) } ) item.Register( { Name = "SPAS-12", Description = "Useful for crowd control.", Stackable = false, Type = ITEM_WPN_COMMON, TypeOverride = "sent_droppedgun", Weight = 7, Price = 110, Rarity = 0.70, Model = "models/weapons/w_shotgun.mdl", Weapon = "rad_spas12", Functions = { FUNC_DROPWEAPON }, PickupFunction = FUNC_GRABWEAPON, DropFunction = FUNC_REMOVEWEAPON, CamPos = Vector(0,-34,0), CamOrigin = Vector(0,0,0) } ) item.Register( { Name = "AK-47", Description = "A well-rounded assault rifle.", Stackable = false, Type = ITEM_WPN_COMMON, TypeOverride = "sent_droppedgun", Weight = 7, Price = 130, Rarity = 0.80, Model = "models/weapons/w_rif_ak47.mdl", Weapon = "rad_ak47", Functions = { FUNC_DROPWEAPON }, PickupFunction = FUNC_GRABWEAPON, DropFunction = FUNC_REMOVEWEAPON, CamPos = Vector(0,43,5), CamOrigin = Vector(0,0,3) } ) item.Register( { Name = "SG 552", Description = "Comes with a free scope.", Stackable = false, Type = ITEM_WPN_COMMON, TypeOverride = "sent_droppedgun", Weight = 8, Price = 150, Rarity = 0.90, Model = "models/weapons/w_rif_sg552.mdl", Weapon = "rad_sg552", Functions = { FUNC_DROPWEAPON }, PickupFunction = FUNC_GRABWEAPON, DropFunction = FUNC_REMOVEWEAPON, CamPos = Vector(0,37,5), CamOrigin = Vector(-4,0,5) } ) item.Register( { Name = "G3 SG1", Description = "An automatic sniper rifle.", Stackable = false, Type = ITEM_WPN_COMMON, TypeOverride = "sent_droppedgun", Weight = 9, Price = 170, Rarity = 0.90, Model = "models/weapons/w_snip_g3sg1.mdl", Weapon = "rad_g3", Functions = { FUNC_DROPWEAPON }, PickupFunction = FUNC_GRABWEAPON, DropFunction = FUNC_REMOVEWEAPON, CamPos = Vector(0,42,5), CamOrigin = Vector(-3,0,5) } ) item.Register( { Name = "HEAT Cannon", Description = "An experimental long range zombie cooker.", Stackable = false, Type = ITEM_WPN_COMMON, TypeOverride = "sent_droppedgun", Weight = 9, Price = 190, Rarity = 0.70, Model = "models/weapons/w_physics.mdl", Weapon = "rad_firegun", Functions = { FUNC_DROPWEAPON }, PickupFunction = FUNC_GRABWEAPON, DropFunction = FUNC_REMOVEWEAPON, CamPos = Vector(0,35,0), CamOrigin = Vector(10,0,-1) } ) item.Register( { Name = "PPW-952", Description = "An experimental particle projectile weapon.", Stackable = false, Type = ITEM_WPN_COMMON, TypeOverride = "sent_droppedgun", Weight = 9, Price = 200, Rarity = 0.70, Model = "models/weapons/w_irifle.mdl", Weapon = "rad_experimental", Functions = { FUNC_DROPWEAPON }, PickupFunction = FUNC_GRABWEAPON, DropFunction = FUNC_REMOVEWEAPON, CamPos = Vector(0,-40,0), CamOrigin = Vector(5,0,0) } )
ITEM.name = "Agripinaa Pattern Type II Autogun" ITEM.description = "This model was produced on Agripinaa Forge World. It can fire a single shot, a three round burst or on fully automatic." ITEM.model = "models/weapons/w_autogun_b.mdl" ITEM.class = "weapon_40k_autogun" ITEM.weaponCategory = "primary" ITEM.width = 4 ITEM.height = 2 ITEM.price = 1450 ITEM.weight = 12 ITEM.iconCam = { ang = Angle(-0.020070368424058, 270.40155029297, 0), fov = 7.2253324508038, pos = Vector(0, 200, -1) }
local classDef_meta = {__index={m1=1,m2=2}} function classDef_meta.__index:func1() self.m1=100 print(self.m1,self.m2) end local function createClassObj() local obj = {} setmetatable(obj,classDef_meta) return obj end local obj1 = createClassObj() obj1:func1() obj1.m2= 3 obj1:func1() local obj2 = createClassObj() obj2:func1() -------------------- --out put: --100 2 --100 3 --100 2
--[[ Allow sharing of local peripherals. ]]-- local Event = require('event') local Peripheral = require('peripheral') local Socket = require('socket') Event.addRoutine(function() print('peripheral: listening on port 189') while true do local socket = Socket.server(189) print('peripheral: connection from ' .. socket.dhost) Event.addRoutine(function() local uri = socket:read(2) if uri then local peripheral = Peripheral.lookup(uri) -- only 1 proxy of this device can happen at one time -- need to prevent multiple shares if not peripheral then print('peripheral: invalid peripheral ' .. uri) socket:write('Invalid peripheral: ' .. uri) else print('peripheral: proxing ' .. uri) local proxy = { methods = { } } if peripheral.blit then --peripheral = Util.shallowCopy(peripheral) peripheral.fastBlit = function(data) for _,v in ipairs(data) do peripheral[v.fn](unpack(v.args)) end end end for k,v in pairs(peripheral) do if type(v) == 'function' then table.insert(proxy.methods, k) else proxy[k] = v end end socket:write(proxy) if proxy.type == 'monitor' then peripheral.eventChannel = function(...) socket:write({ fn = 'event', data = { ... } }) end end while true do local data = socket:read() if not data then print('peripheral: lost connection from ' .. socket.dhost) break end if not _G.device[peripheral.name] then print('periperal: detached') socket:close() break end if peripheral[data.fn] then -- need to trigger an error on the other end -- local s, m = pcall() socket:write({ peripheral[data.fn](table.unpack(data.args)) }) else socket:write({ false, "Invalid function: " .. data.fn }) end end peripheral.eventChannel = nil peripheral.fastBlit = nil end end end) end end)
random_faerie_wings_box = { use = function(player) local faerie_wings = { "green_faerie_wings", "blue_faerie_wings", "golden_faerie_wings", "platinum_faerie_wings", "red_faerie_wings" } local randomFaerieWing = faerie_wings[math.random(1, #faerie_wings)] if not player:hasSpace(randomFaerieWing, 1) then player:sendMinitext("Your inventory is full.") return end if player:hasItem("random_faerie_wings_box", 1) ~= true then return end --broadcast(-1,player.name.." opened Random Faerie Wings Box and received "..Item(randomFaerieWing).name.."!") player:msg( 0, "You've opened your box and received " .. Item(randomFaerieWing).name .. "!", player.ID ) --player:sendMinitext("You've opened your box and received "..Item(randomFaerieWing).name.."!") player:addItem(randomFaerieWing, 1) player:removeItem("random_faerie_wings_box", 1) end }
ys = ys or {} ys.Battle.BattleSwitchBGMWave = class("BattleSwitchBGMWave", ys.Battle.BattleWaveInfo) ys.Battle.BattleSwitchBGMWave.__name = "BattleSwitchBGMWave" ys.Battle.BattleSwitchBGMWave.Ctor = function (slot0) slot0.super.Ctor(slot0) end ys.Battle.BattleSwitchBGMWave.SetWaveData = function (slot0, slot1) slot0.super.SetWaveData(slot0, slot1) slot0._bgmName = slot0._param.bgm end ys.Battle.BattleSwitchBGMWave.DoWave = function (slot0) slot0.super.DoWave(slot0) playBGM(slot0._bgmName) slot0:doPass() end return
--------------------------------- --! @file ConnectorListener.lua --! @brief コネクタコールバック定義 --------------------------------- --[[ Copyright (c) 2017 Nobuhiko Miyamoto ]] local ConnectorListener= {} --_G["openrtm.ConnectorListener"] = ConnectorListener ConnectorListener.ConnectorListenerStatus = { NO_CHANGE = 1, INFO_CHANGED = 2, DATA_CHANGED = 3, BOTH_CHANGED = 4 } ConnectorListener.ConnectorDataListenerType = { ON_BUFFER_WRITE = 1, ON_BUFFER_FULL = 2, ON_BUFFER_WRITE_TIMEOUT = 3, ON_BUFFER_OVERWRITE = 4, ON_BUFFER_READ = 5, ON_SEND = 6, ON_RECEIVED = 7, ON_RECEIVER_FULL = 8, ON_RECEIVER_TIMEOUT = 9, ON_RECEIVER_ERROR = 10, CONNECTOR_DATA_LISTENER_NUM = 11 } ConnectorListener.ConnectorDataListener = {} ConnectorListener.ConnectorDataListener.toString = function(_type) local typeString = {"ON_BUFFER_WRITE", "ON_BUFFER_FULL", "ON_BUFFER_WRITE_TIMEOUT", "ON_BUFFER_OVERWRITE", "ON_BUFFER_READ", "ON_SEND", "ON_RECEIVED", "ON_RECEIVER_FULL", "ON_RECEIVER_TIMEOUT", "ON_RECEIVER_ERROR", "CONNECTOR_DATA_LISTENER_NUM"} if _type < ConnectorListener.ConnectorDataListenerType.CONNECTOR_DATA_LISTENER_NUM then return typeString[_type] end return "" end ConnectorListener.ConnectorDataListener.new = function() local obj = {} function obj:call(info, data) end function obj:__call__(info, cdrdata, dataType) local Manager = require "openrtm.Manager" local _data = Manager:instance():cdrUnmarshal(cdrdata, dataType) return _data end local call_func = function(self, info, data) self:call(info, data) end setmetatable(obj, {__call=call_func}) return obj end --[[ ConnectorListener.ConnectorDataListenerT = {} ConnectorListener.ConnectorDataListenerT.new = function() local obj = {} function obj:__call__(info, cdrdata, dataType) local Manager = require "openrtm.Manager" local _data = Manager:instance():cdrUnmarshal(cdrdata, dataType) return _data end local call_func = function(self, info, cdrdata, data) self:call(info, cdrdata, data) end setmetatable(obj, {__call=call_func}) return obj end ]] ConnectorListener.ConnectorListenerType = { ON_BUFFER_EMPTY = 1, ON_BUFFER_READ_TIMEOUT = 2, ON_SENDER_EMPTY = 3, ON_SENDER_TIMEOUT = 4, ON_SENDER_ERROR = 5, ON_CONNECT = 6, ON_DISCONNECT = 7, CONNECTOR_LISTENER_NUM = 8 } ConnectorListener.ConnectorListener = {} ConnectorListener.ConnectorListener.toString = function(_type) local typeString = {"ON_BUFFER_EMPTY", "ON_BUFFER_READ_TIMEOUT", "ON_SENDER_EMPTY", "ON_SENDER_TIMEOUT", "ON_SENDER_ERROR", "ON_CONNECT", "ON_DISCONNECT", "CONNECTOR_LISTENER_NUM"} if _type < ConnectorListener.ConnectorListenerType.CONNECTOR_LISTENER_NUM then return typeString[_type] end return "" end ConnectorListener.ConnectorListener.new = function() local obj = {} function obj:call(info) end local call_func = function(self, info) self:call(info) end setmetatable(obj, {__call=call_func}) return obj end local Entry = {} Entry.new = function(listener, autoclean) local obj = {} obj.listener = listener obj.autoclean = autoclean return obj end ConnectorListener.ConnectorDataListenerHolder = {} ConnectorListener.ConnectorDataListenerHolder.new = function() local obj = {} obj._listeners = {} function obj:addListener(listener, autoclean) table.insert(self._listeners, Entry.new(listener, autoclean)) end function obj:removeListener(listener) for i,_listener in ipairs(self._listeners) do if _listener.listener == listener then if _listener.autoclean then table.remove(self._listeners, i) end end end end function obj:notify(info, cdrdata) --print(cdrdata) local ret = ConnectorListener.ConnectorListenerStatus.NO_CHANGE for i, listener in ipairs(self._listeners) do ret = listener.listener:call(info, cdrdata) end return ret end return obj end ConnectorListener.ConnectorListenerHolder = {} ConnectorListener.ConnectorListenerHolder.new = function() local obj = {} obj._listeners = {} function obj:addListener(listener, autoclean) table.insert(self._listeners, Entry.new(listener, autoclean)) end function obj:removeListener(listener) for i,_listener in ipairs(self._listeners) do if _listener.listener == listener then if _listener.autoclean then table.remove(self._listeners, i) end end end end function obj:notify(info) local ret = ConnectorListener.ConnectorListenerStatus.NO_CHANGE for i, listener in ipairs(self._listeners) do ret = listener.listener:call(info) end return ret end return obj end ConnectorListener.ConnectorListeners = {} ConnectorListener.ConnectorListeners.new = function() local obj = {} obj.connector_num = ConnectorListener.ConnectorDataListenerType.CONNECTOR_DATA_LISTENER_NUM obj.connectorData_ = {} for i = 1,obj.connector_num do table.insert(obj.connectorData_, ConnectorListener.ConnectorDataListenerHolder.new()) end obj.connector_num = ConnectorListener.ConnectorListenerType.CONNECTOR_LISTENER_NUM obj.connector_ = {} for i = 1,obj.connector_num do table.insert(obj.connector_, ConnectorListener.ConnectorListenerHolder.new()) end return obj end return ConnectorListener
-- Automatically compute the analytical derivative for the unsatisfaction semantics -- TODO/NOTE: Some of these derivatives - namely Eq, And, and Or - are discontinuous, so we use -- smooth approximations math = dnmath -- inspect = require('inspect') -- A tiny number used as epsilon eps = 0.0000000000000001 function True() -- Thunk to let us pick the right value based on gradient or boolean return 0 end function False() -- Same idea as the above return math.huge end function Eq(a, b) return math.sqrt(eps + math.pow(a - b, 2)) end function Le(a, b) return math.max(a - b, 0) end function Lt(a, b) return math.max(a - b, 0) end function Gt(a, b) return math.max(b - a, 0) end function Ge(a, b) return math.max(b - a, 0) end -- NOTE: We don't actually need/use these smooth approximations b/c diff implements better ones -- under the hood local function smax(x, y) -- Smooth version of max(x, y) return 0.5 * (x + y + math.sqrt(math.pow(x - y, 2) + eps)) end local function smaxz(x) -- Smooth version of max(x, 0) -- The sqrt stuff is smooth abs() return 0.5 * (x + math.sqrt(math.pow(x, 2) + eps)) end function And(a, b) return math.sqrt(math.max(a, 0)^2.0 + math.max(b, 0)^2.0) end function Or(a, b) return -1.0 * math.max(-a, -b) end -- NOTE: This definition is wrong!!!! function Not(a) return -a end
return { meta = { _next = "assets/levels/level-2.lua", pause = true, info = "LEVEL 1\nPRESS SPACE TO JUMP.\nAVOID HATE EMOJIS. REPAIR HEARTS" }, blocks = { {x = 500, y = 200} }, broken = { {x = 800, y = 200} }, platforms = { } }
-- Keys are user:troupe keys local result = {} for index, key in pairs(KEYS) do local key_type = redis.call("TYPE", key)["ok"] local items if key_type == "set" then items = redis.call("SMEMBERS", key) elseif key_type == "zset" then items = redis.call("ZRANGE", key, 0, -1); else items = {} end table.insert(result, items) end return result
local CashInUI = class("CashInUI", BaseUI) local CashInItem = App.RequireHall("view/cash/CashInItem") function CashInUI:ctor() self:load(UriConst.ui_cashIn, UIType.Fixed, UIAnim.RightToLeft) end function CashInUI:Awake() self.scroll:Init(CashInItem) self.scroll:AddPageCallback(function ( ... ) log(111) end,function ( ... ) log(222) end) end function CashInUI:Refresh() --App.RetrieveProxy("MainProxy"):RechargeOpenReq() self:UpdateData() end function CashInUI:UpdateData() self.scroll:Refresh(#Cache.pay_items) end function CashInUI:onClick(go, name) if name == "btn_exit" then self:closePage() elseif name == "btn_support" then App.Notice(AppMsg.SupportShow) elseif name == "btn_reset" then App.Notice(AppMsg.ChargeInfoShow) end end return CashInUI
project "Memory" if _ACTION then location(GetEngineLocation()) end kind "SharedLib" language "C++" defines { "IS_MEMORY" } files { "**.h", "**.cpp", "**.inl", "**.lua" } includedirs { "include", "../Engine/include", "../../Frameworks/Gaff/include", "../../Dependencies/rpmalloc", "../../Dependencies/EASTL/include" } dependson { "Gaff", "EASTL", "rpmalloc" } links { "Gaff", "EASTL", "rpmalloc" } flags { "FatalWarnings" } filter { "system:windows"--[[, "options:symbols"--]] } links { "Dbghelp" } -- filter { "system:windows" } -- links { "iphlpapi.lib", "psapi.lib", "userenv.lib" } filter {} postbuildcommands { "{MKDIR} ../../../../../workingdir/bin", "{COPY} %{cfg.targetdir}/%{cfg.buildtarget.name} ../../../../../workingdir/bin" } SetupConfigMap()
--[[ AdiBags - Adirelle's bag addon. Copyright 2010-2014 Adirelle (adirelle@gmail.com) All rights reserved. This file is part of AdiBags. AdiBags is free software: you can redistribute it and/or modify it under the terms of the GNU General Public License as published by the Free Software Foundation, either version 3 of the License, or (at your option) any later version. AdiBags is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU General Public License for more details. You should have received a copy of the GNU General Public License along with AdiBags. If not, see <http://www.gnu.org/licenses/>. --]] local addonName, addon = ... local L = addon.L --<GLOBALS local _G = _G local assert = _G.assert local BACKPACK_CONTAINER = _G.BACKPACK_CONTAINER local band = _G.bit.band local BANK_CONTAINER = _G.BANK_CONTAINER local ceil = _G.ceil local CreateFrame = _G.CreateFrame local format = _G.format local GetContainerFreeSlots = _G.GetContainerFreeSlots local GetContainerItemID = _G.GetContainerItemID local GetContainerItemInfo = _G.GetContainerItemInfo local GetContainerItemLink = _G.GetContainerItemLink local GetContainerNumFreeSlots = _G.GetContainerNumFreeSlots local GetContainerNumSlots = _G.GetContainerNumSlots local GetCursorInfo = _G.GetCursorInfo local GetItemInfo = _G.GetItemInfo local GetMerchantItemLink = _G.GetMerchantItemLink local ipairs = _G.ipairs local max = _G.max local min = _G.min local next = _G.next local NUM_BAG_SLOTS = _G.NUM_BAG_SLOTS local pairs = _G.pairs local PlaySound = _G.PlaySound local select = _G.select local strjoin = _G.strjoin local strsplit = _G.strsplit local tinsert = _G.tinsert local tostring = _G.tostring local tremove = _G.tremove local tsort = _G.table.sort local UIParent = _G.UIParent local wipe = _G.wipe --GLOBALS> local GetSlotId = addon.GetSlotId local GetBagSlotFromId = addon.GetBagSlotFromId local GetItemFamily = addon.GetItemFamily local BuildSectionKey = addon.BuildSectionKey local SplitSectionKey = addon.SplitSectionKey local ITEM_SIZE = addon.ITEM_SIZE local ITEM_SPACING = addon.ITEM_SPACING local SECTION_SPACING = addon.SECTION_SPACING local BAG_INSET = addon.BAG_INSET local HEADER_SIZE = addon.HEADER_SIZE local BAG_IDS = addon.BAG_IDS local LSM = LibStub('LibSharedMedia-3.0') -------------------------------------------------------------------------------- -- Widget scripts -------------------------------------------------------------------------------- local function BagSlotButton_OnClick(button) button.panel:SetShown(button:GetChecked()) end -------------------------------------------------------------------------------- -- Bag creation -------------------------------------------------------------------------------- local containerClass, containerProto, containerParentProto = addon:NewClass("Container", "LayeredRegion", "ABEvent-1.0") function addon:CreateContainerFrame(...) return containerClass:Create(...) end local SimpleLayeredRegion = addon:GetClass("SimpleLayeredRegion") local bagSlots = {} function containerProto:OnCreate(name, isBank, bagObject) self:SetParent(UIParent) containerParentProto.OnCreate(self) --self:EnableMouse(true) self:SetFrameStrata("HIGH") local frameLevel = 2 + (isBank and 5 or 0) self:SetFrameLevel(frameLevel - 2) self:SetScript('OnShow', self.OnShow) self:SetScript('OnHide', self.OnHide) self.name = name self.bagObject = bagObject self.isBank = isBank self.isReagentBank = false self.buttons = {} self.content = {} self.stacks = {} self.sections = {} self.added = {} self.removed = {} self.changed = {} local ids for bagId in pairs(BAG_IDS[isBank and "BANK" or "BAGS"]) do self.content[bagId] = { size = 0 } tinsert(bagSlots, bagId) if not addon.itemParentFrames[bagId] then local f = CreateFrame("Frame", addonName..'ItemContainer'..bagId, self) f.isBank = isBank f:SetID(bagId) addon.itemParentFrames[bagId] = f end end local button = CreateFrame("Button", nil, self) button:SetAllPoints(self) button:RegisterForClicks("AnyUp") button:SetScript('OnClick', function(_, ...) return self:OnClick(...) end) button:SetScript('OnReceiveDrag', function() return self:OnClick("LeftButton") end) button:SetFrameLevel(frameLevel - 1) local headerLeftRegion = SimpleLayeredRegion:Create(self, "TOPLEFT", "RIGHT", 4) headerLeftRegion:SetPoint("TOPLEFT", BAG_INSET, -BAG_INSET) self.HeaderLeftRegion = headerLeftRegion self:AddWidget(headerLeftRegion) headerLeftRegion:SetFrameLevel(frameLevel) local headerRightRegion = SimpleLayeredRegion:Create(self, "TOPRIGHT", "LEFT", 4) headerRightRegion:SetPoint("TOPRIGHT", -32, -BAG_INSET) self.HeaderRightRegion = headerRightRegion self:AddWidget(headerRightRegion) headerRightRegion:SetFrameLevel(frameLevel) local bottomLeftRegion = SimpleLayeredRegion:Create(self, "BOTTOMLEFT", "UP", 4) bottomLeftRegion:SetPoint("BOTTOMLEFT", BAG_INSET, BAG_INSET) self.BottomLeftRegion = bottomLeftRegion self:AddWidget(bottomLeftRegion) bottomLeftRegion:SetFrameLevel(frameLevel) local bottomRightRegion = SimpleLayeredRegion:Create(self, "BOTTOMRIGHT", "UP", 4) bottomRightRegion:SetPoint("BOTTOMRIGHT", -BAG_INSET, BAG_INSET) self.BottomRightRegion = bottomRightRegion self:AddWidget(bottomRightRegion) bottomRightRegion:SetFrameLevel(frameLevel) local bagSlotPanel = addon:CreateBagSlotPanel(self, name, bagSlots, isBank) bagSlotPanel:Hide() self.BagSlotPanel = bagSlotPanel wipe(bagSlots) local closeButton = CreateFrame("Button", nil, self, "UIPanelCloseButton") self.CloseButton = closeButton closeButton:SetPoint("TOPRIGHT", -2, -2) addon.SetupTooltip(closeButton, L["Close"]) closeButton:SetFrameLevel(frameLevel) local bagSlotButton = CreateFrame("CheckButton", nil, self) bagSlotButton:SetNormalTexture([[Interface\Buttons\Button-Backpack-Up]]) bagSlotButton:SetCheckedTexture([[Interface\Buttons\CheckButtonHilight]]) bagSlotButton:GetCheckedTexture():SetBlendMode("ADD") bagSlotButton:SetScript('OnClick', BagSlotButton_OnClick) bagSlotButton.panel = bagSlotPanel bagSlotButton:SetWidth(18) bagSlotButton:SetHeight(18) self.BagSlotButton = bagSlotButton addon.SetupTooltip(bagSlotButton, { L["Equipped bags"], L["Click to toggle the equipped bag panel, so you can change them."] }, "ANCHOR_BOTTOMLEFT", -8, 0) headerLeftRegion:AddWidget(bagSlotButton, 50) local searchBox = CreateFrame("EditBox", self:GetName().."SearchBox", self, "BagSearchBoxTemplate") searchBox:SetSize(130, 20) searchBox:SetFrameLevel(frameLevel) headerRightRegion:AddWidget(searchBox, -10, 130, 0, -1) tinsert(_G.ITEM_SEARCHBAR_LIST, searchBox:GetName()) local title = self:CreateFontString(self:GetName().."Title","OVERLAY") self.Title = title title:SetFontObject(addon.bagFont) title:SetText(L[name]) title:SetHeight(18) title:SetJustifyH("LEFT") title:SetPoint("LEFT", headerLeftRegion, "RIGHT", 4, 0) title:SetPoint("RIGHT", headerRightRegion, "LEFT", -4, 0) local anchor = addon:CreateBagAnchorWidget(self, name, L[name]) anchor:SetAllPoints(title) anchor:SetFrameLevel(self:GetFrameLevel() + 10) self.Anchor = anchor if self.isBank then self:CreateReagentTabButton() self:CreateDepositButton() end self:CreateSortButton() local toSortSection = addon:AcquireSection(self, L["Recent Items"], self.name) toSortSection:SetPoint("TOPLEFT", BAG_INSET, -addon.TOP_PADDING) toSortSection:Show() self.ToSortSection = toSortSection self:AddWidget(toSortSection) -- Override toSortSection handlers toSortSection.ShowHeaderTooltip = function(self, _ , tooltip) tooltip:SetPoint("BOTTOMRIGHT", self.container, "TOPRIGHT", 0, 4) tooltip:AddLine(L["Recent items"], 1, 1, 1) tooltip:AddLine(L["This special section receives items that have been recently moved, changed or added to the bags."]) end toSortSection.UpdateHeaderScripts = function() end toSortSection.Header:RegisterForClicks("AnyUp") toSortSection.Header:SetScript("OnClick", function() self:FullUpdate() end) local content = CreateFrame("Frame", nil, self) content:SetPoint("TOPLEFT", toSortSection, "BOTTOMLEFT", 0, -ITEM_SPACING) self.Content = content self:AddWidget(content) self:UpdateSkin() self.paused = true self.forceLayout = true LSM.RegisterCallback(self, 'LibSharedMedia_Registered', 'UpdateSkin') LSM.RegisterCallback(self, 'LibSharedMedia_SetGlobal', 'UpdateSkin') local ForceFullLayout = function() self.forceLayout = true end -- Register persitent listeners local name = self:GetName() local RegisterMessage = LibStub('ABEvent-1.0').RegisterMessage RegisterMessage(name, 'AdiBags_FiltersChanged', self.FullUpdate, self) RegisterMessage(name, 'AdiBags_LayoutChanged', self.FullUpdate, self) RegisterMessage(name, 'AdiBags_ConfigChanged', self.ConfigChanged, self) RegisterMessage(name, 'AdiBags_ForceFullLayout', ForceFullLayout) LibStub('ABEvent-1.0').RegisterEvent(name, 'EQUIPMENT_SWAP_FINISHED', ForceFullLayout) -- Force full layout on sort if isBank then hooksecurefunc('SortBankBags', ForceFullLayout) hooksecurefunc('SortReagentBankBags', ForceFullLayout) else hooksecurefunc('SortBags', ForceFullLayout) end end function containerProto:ToString() return self.name or self:GetName() end function containerProto:CreateModuleButton(letter, order, onClick, tooltip) local button = CreateFrame("Button", nil, self, "UIPanelButtonTemplate") button:SetText(letter) button:SetSize(20, 20) button:SetScript("OnClick", onClick) button:RegisterForClicks("AnyUp") if order then self:AddHeaderWidget(button, order) end if tooltip then addon.SetupTooltip(button, tooltip, "ANCHOR_TOPLEFT", 0, 8) end return button end function containerProto:CreateModuleAutoButton(letter, order, title, description, optionName, onClick, moreTooltip) local button local statusTexts = { [false] = '|cffff0000'..L["disabled"]..'|r', [true] = '|cff00ff00'..L["enabled"]..'|r' } local Description = description:sub(1, 1):upper() .. description:sub(2) button = self:CreateModuleButton( letter, order, function(_, mouseButton) if mouseButton == "RightButton" then local enable = not addon.db.profile[optionName] addon.db.profile[optionName] = enable return PlaySound(enable and SOUNDKIT.IG_MAINMENU_OPTION_CHECKBOX_ON or SOUNDKIT.IG_MAINMENU_OPTION_CHECKBOX_OFF) end onClick() end, function(_, tooltip) tooltip:AddLine(title, 1, 1, 1) tooltip:AddLine(format(L["%s is: %s."], Description, statusTexts[not not addon.db.profile[optionName]])) if moreTooltip then tooltip:AddLine(moreTooltip) end tooltip:AddLine(format(L["Right-click to toggle %s."], description)) end ) return button end function containerProto:CreateDepositButton() local button = self:CreateModuleAutoButton( "D", 0, REAGENTBANK_DEPOSIT, L["auto-deposit"], "autoDeposit", DepositReagentBank, L["You can block auto-deposit ponctually by pressing a modified key while talking to the banker."] ) if not IsReagentBankUnlocked() then button:Hide() button:SetScript('OnEvent', button.Show) button:RegisterEvent('REAGENTBANK_PURCHASED') end end function containerProto:CreateSortButton() self:CreateModuleButton( "S", 10, function() addon:CloseAllBags() self.bagObject:Sort() self.forceLayout = true end, L["(Blizzard's) Sort items"] ) end function containerProto:CreateReagentTabButton() local button button = self:CreateModuleButton( "R", 0, function() if not IsReagentBankUnlocked() then PlaySound(SOUNDKIT.IG_MAINMENU_OPTION) return StaticPopup_Show("CONFIRM_BUY_REAGENTBANK_TAB") end self:ShowReagentTab(not self.isReagentBank) end, function(_, tooltip) if not IsReagentBankUnlocked() then tooltip:AddLine(BANKSLOTPURCHASE, 1, 1, 1) tooltip:AddLine(REAGENTBANK_PURCHASE_TEXT) SetTooltipMoney(tooltip, GetReagentBankCost(), nil, COSTS_LABEL) return end tooltip:AddLine( format( L['Click to swap between %s and %s.'], REAGENT_BANK:lower(), L["Bank"]:lower() ) ) end ) end -------------------------------------------------------------------------------- -- Scripts & event handlers -------------------------------------------------------------------------------- function containerProto:GetBagIds() return BAG_IDS[ self.isReagentBank and "REAGENTBANK_ONLY" or self.isBank and "BANK_ONLY" or "BAGS" ] end function containerProto:BagsUpdated(event, bagIds) self:Debug('BagsUpdated') local showBag = self:GetBagIds() for bag in pairs(bagIds) do if showBag[bag] then self:UpdateContent(bag) end end self:UpdateButtons() end function containerProto:CanUpdate() return not addon.holdYourBreath and not addon.globalLock and not self.paused and self:IsVisible() end function containerProto:ConfigChanged(event, name) if strsplit('.', name) == 'skin' then self:UpdateSkin() end end function containerProto:OnShow() self:Debug('OnShow') PlaySound(self.isBank and SOUNDKIT.IG_MAINMENU_OPEN or SOUNDKIT.IG_BACKPACK_OPEN) self:RegisterEvent('EQUIPMENT_SWAP_PENDING', "PauseUpdates") self:RegisterEvent('EQUIPMENT_SWAP_FINISHED', "ResumeUpdates") self:RegisterEvent('AUCTION_MULTISELL_START', "PauseUpdates") self:RegisterEvent('AUCTION_MULTISELL_UPDATE') self:RegisterEvent('AUCTION_MULTISELL_FAILURE', "ResumeUpdates") self:ResumeUpdates() containerParentProto.OnShow(self) end function containerProto:OnHide() containerParentProto.OnHide(self) PlaySound(self.isBank and SOUNDKIT.IG_MAINMENU_CLOSE or SOUNDKIT.IG_BACKPACK_CLOSE) self:PauseUpdates() self:UnregisterAllEvents() self:UnregisterAllMessages() end function containerProto:ResumeUpdates() if not self.paused then return end self.paused = false self:RegisterMessage('AdiBags_BagUpdated', 'BagsUpdated') self:Debug('ResumeUpdates') self:RefreshContents() end function containerProto:PauseUpdates() if self.paused then return end self:Debug('PauseUpdates') self:UnregisterMessage('AdiBags_BagUpdated') self.paused = true end function containerProto:RefreshContents() self:Debug('RefreshContents') for bag in pairs(self:GetBagIds()) do self:UpdateContent(bag) end self:UpdateButtons() end function containerProto:ShowReagentTab(show) self:Debug('ShowReagentTab', show) self.Title:SetText(show and REAGENT_BANK or L["Bank"]) self.BagSlotButton:SetEnabled(not show) if show and self.BagSlotPanel:IsShown() then self.BagSlotPanel:Hide() self.BagSlotButton:SetChecked(false) end BankFrame.selectedTab = show and 2 or 1 local previousBags = self:GetBagIds() self.isReagentBank = show for bag in pairs(previousBags) do self:UpdateContent(bag) end self.forceLayout = true self:RefreshContents() self:UpdateSkin() end function containerProto:AUCTION_MULTISELL_UPDATE(event, current, total) if current == total then self:ResumeUpdates() end end -------------------------------------------------------------------------------- -- Backdrop click handler -------------------------------------------------------------------------------- local function FindBagWithRoom(self, itemFamily) local fallback for bag in pairs(self:GetBagIds()) do local numFree, family = GetContainerNumFreeSlots(bag) if numFree and numFree > 0 then if band(family, itemFamily) ~= 0 then return bag elseif not fallback then fallback = bag end end end return fallback end local FindFreeSlot do local slots = {} FindFreeSlot = function(self, item) local bag = FindBagWithRoom(self, GetItemFamily(item)) if not bag then return end wipe(slots) GetContainerFreeSlots(bag, slots) return GetSlotId(bag, slots[1]) end end function containerProto:OnClick(...) local kind, data1, data2 = GetCursorInfo() local itemLink if kind == "item" then itemLink = data2 elseif kind == "merchant" then itemLink = GetMerchantItemLink(data1) elseif ... == "RightButton" and addon.db.profile.rightClickConfig then return addon:OpenOptions('bags') else return end self:Debug('OnClick', kind, data1, data2, '=>', itemLink) if itemLink then local slotId = FindFreeSlot(self, itemLink) if slotId then local button = self.buttons[slotId] if button then local button = button:GetRealButton() self:Debug('Redirecting click to', button) return button:GetScript('OnClick')(button, ...) end end end end -------------------------------------------------------------------------------- -- Regions and global layout -------------------------------------------------------------------------------- function containerProto:AddHeaderWidget(widget, order, width, yOffset, side) local region = (side == "LEFT") and self.HeaderLeftRegion or self.HeaderRightRegion region:AddWidget(widget, order, width, 0, yOffset) end function containerProto:AddBottomWidget(widget, side, order, height, xOffset, yOffset) local region = (side == "RIGHT") and self.BottomRightRegion or self.BottomLeftRegion region:AddWidget(widget, order, height, xOffset, yOffset) end function containerProto:OnLayout() self:Debug('OnLayout') local hlr, hrr = self.HeaderLeftRegion, self.HeaderRightRegion local blr, brr = self.BottomLeftRegion, self.BottomRightRegion local minWidth = max( self.Title:GetStringWidth() + 32 + (hlr:IsShown() and hlr:GetWidth() or 0) + (hrr:IsShown() and hrr:GetWidth() or 0), (blr:IsShown() and blr:GetWidth() or 0) + (brr:IsShown() and brr:GetWidth() or 0) ) local bottomHeight = max( blr:IsShown() and (BAG_INSET + blr:GetHeight()) or 0, brr:IsShown() and (BAG_INSET + brr:GetHeight()) or 0 ) self.minWidth = minWidth if self.forceLayout then self:FullUpdate() end self:Debug('OnLayout', self.ToSortSection:GetHeight()) self:SetSize( BAG_INSET * 2 + max(minWidth, self.Content:GetWidth()), addon.TOP_PADDING + BAG_INSET + bottomHeight + self.Content:GetHeight() + self.ToSortSection:GetHeight() + ITEM_SPACING ) end -------------------------------------------------------------------------------- -- Miscellaneous -------------------------------------------------------------------------------- function containerProto:UpdateSkin() local backdrop, r, g, b, a = addon:GetContainerSkin(self.name, self.isReagentBank) self:SetBackdrop(backdrop) self:SetBackdropColor(r, g, b, a) local m = max(r, g, b) if m == 0 then self:SetBackdropBorderColor(0.5, 0.5, 0.5, a) else self:SetBackdropBorderColor(0.5+(0.5*r/m), 0.5+(0.5*g/m), 0.5+(0.5*b/m), a) end end -------------------------------------------------------------------------------- -- Bag content scanning -------------------------------------------------------------------------------- function containerProto:UpdateContent(bag) self:Debug('UpdateContent', bag) local added, removed, changed = self.added, self.removed, self.changed local content = self.content[bag] local newSize = self:GetBagIds()[bag] and GetContainerNumSlots(bag) or 0 local _, bagFamily = GetContainerNumFreeSlots(bag) content.family = bagFamily for slot = 1, newSize do local itemId = GetContainerItemID(bag, slot) local link = GetContainerItemLink(bag, slot) if not itemId or (link and addon.IsValidItemLink(link)) then local slotData = content[slot] if not slotData then slotData = { bag = bag, slot = slot, slotId = GetSlotId(bag, slot), bagFamily = bagFamily, count = 0, isBank = self.isBank, } content[slot] = slotData end local name, count, quality, iLevel, reqLevel, class, subclass, maxStack, equipSlot, texture, vendorPrice if link then name, _, quality, iLevel, reqLevel, class, subclass, maxStack, equipSlot, texture, vendorPrice = GetItemInfo(link) if not name then name, _, quality, iLevel, reqLevel, class, subclass, maxStack, equipSlot, texture, vendorPrice = GetItemInfo(itemId) end count = select(2, GetContainerItemInfo(bag, slot)) or 0 else link, count = false, 0 end if slotData.link ~= link then local prevSlotId = slotData.slotId local prevLink = slotData.link -- If links only differ in character level that's the same item local sameItem = addon.IsSameLinkButLevel(slotData.link, link) slotData.count = count slotData.link = link slotData.itemId = itemId slotData.name, slotData.quality, slotData.iLevel, slotData.reqLevel, slotData.class, slotData.subclass, slotData.equipSlot, slotData.texture, slotData.vendorPrice = name, quality, iLevel, reqLevel, class, subclass, equipSlot, texture, vendorPrice slotData.maxStack = maxStack or (link and 1 or 0) if sameItem then changed[slotData.slotId] = slotData else removed[prevSlotId] = prevLink added[slotData.slotId] = slotData end elseif slotData.count ~= count then slotData.count = count changed[slotData.slotId] = slotData end end end for slot = content.size, newSize + 1, -1 do local slotData = content[slot] if slotData then removed[slotData.slotId] = slotData.link content[slot] = nil end end content.size = newSize end function containerProto:HasContentChanged() return not not (next(self.added) or next(self.removed) or next(self.changed)) end -------------------------------------------------------------------------------- -- Item dispatching -------------------------------------------------------------------------------- function containerProto:GetStackButton(key) local stack = self.stacks[key] if not stack then stack = addon:AcquireStackButton(self, key) self.stacks[key] = stack end return stack end function containerProto:GetSection(name, category) local key = BuildSectionKey(name, category) local section = self.sections[key] if not section then section = addon:AcquireSection(self, name, category) self.sections[key] = section end return section end local function FilterByBag(slotData) local bag = slotData.bag local name if bag == BACKPACK_CONTAINER then name = L['Backpack'] elseif bag == BANK_CONTAINER then name = L['Bank'] elseif bag == REAGENTBANK_CONTAINER then name = REAGENT_BANK elseif bag <= NUM_BAG_SLOTS then name = format(L["Bag #%d"], bag) else name = format(L["Bank bag #%d"], bag - NUM_BAG_SLOTS) end if slotData.link then local shouldStack, stackHint = addon:ShouldStack(slotData) return name, nil, nil, shouldStack, stackHint and strjoin('#', tostring(stackHint), name) else return name, nil, nil, addon.db.profile.virtualStacks.freeSpace, name end end local MISCELLANEOUS = GetItemClassInfo(LE_ITEM_CLASS_MISCELLANEOUS) local FREE_SPACE = L["Free space"] function containerProto:FilterSlot(slotData) if self.BagSlotPanel:IsShown() then return FilterByBag(slotData) elseif slotData.link then local section, category, filterName = addon:Filter(slotData, MISCELLANEOUS) return section, category, filterName, addon:ShouldStack(slotData) else return FREE_SPACE, nil, nil, addon:ShouldStack(slotData) end end function containerProto:FindExistingButton(slotId, stackKey) local button = self.buttons[slotId] if not button then return elseif stackKey then if not button:IsStack() or button:GetKey() ~= stackKey then return self:RemoveSlot(slotId) end elseif button:IsStack() then return self:RemoveSlot(slotId) end return button end function containerProto:CreateItemButton(stackKey, slotData) if not stackKey then return addon:AcquireItemButton(self, slotData.bag, slotData.slot) end local stack = self:GetStackButton(stackKey) stack:AddSlot(slotData.slotId) return stack end function containerProto:DispatchItem(slotData, fullUpdate) local slotId = slotData.slotId local sectionName, category, filterName, shouldStack, stackHint = self:FilterSlot(slotData) assert(sectionName, "sectionName is nil, item: "..(slotData.link or "none")) local stackKey = shouldStack and stackHint or nil local existing, button = self:FindExistingButton(slotId, stackKey) if existing then button = existing else button = self:CreateItemButton(stackKey, slotData) end button.filterName = filterName self.buttons[slotId] = button if button:GetSection() == self.ToSortSection then return end if sectionName == L["Recent Items"] or (not fullUpdate and slotData.link) then self.ToSortSection:AddItemButton(slotId, button) return end local section = self:GetSection(sectionName, category or sectionName) section:AddItemButton(slotId, button) end function containerProto:RemoveSlot(slotId) local button = self.buttons[slotId] if not button then return end self.buttons[slotId] = nil if button:IsStack() then button:RemoveSlot(slotId) if not button:IsEmpty() then return end self.stacks[button:GetKey()] = nil end button:Release() end function containerProto:UpdateButtons() if self.forceLayout then return self:FullUpdate() elseif not self:HasContentChanged() then return end self:Debug('UpdateButtons') local added, removed, changed = self.added, self.removed, self.changed self:SendMessage('AdiBags_PreContentUpdate', self, added, removed, changed) for slotId in pairs(removed) do self:RemoveSlot(slotId) end if next(added) then self:SendMessage('AdiBags_PreFilter', self) for slotId, slotData in pairs(added) do self:DispatchItem(slotData) end self:SendMessage('AdiBags_PostFilter', self) end local buttons = self.buttons for slotId in pairs(changed) do buttons[slotId]:FullUpdate() end self:SendMessage('AdiBags_PostContentUpdate', self, added, removed, changed) wipe(added) wipe(removed) wipe(changed) self:ResizeToSortSection() end -------------------------------------------------------------------------------- -- Section queries -------------------------------------------------------------------------------- function containerProto:GetSectionKeys(hidden, t) t = t or {} for key, section in pairs(self.sections) do if hidden or not section:IsCollapsed() then if not t[key] then tinsert(t, key) t[key] = true end end end return t end function containerProto:GetOrdererSectionKeys(hidden, t) t = t or {} self:GetSectionKeys(hidden, t) tsort(t, addon.CompareSectionKeys) return t end function containerProto:GetSectionInfo(key) local name, category = SplitSectionKey(key) local title = (category == name) and name or (name .. " (" .. category .. ")") local section = self.sections[key] return key, section, name, category, title, section and (not section:IsCollapsed()) or false end do local t = {} function containerProto:IterateSections(hidden) wipe(t) self:GetOrdererSectionKeys(hidden, t) local i = 0 return function() i = i + 1 local key = t[i] if key then return self:GetSectionInfo(key) end end end end -------------------------------------------------------------------------------- -- Full Layout -------------------------------------------------------------------------------- function containerProto:ResizeToSortSection(forceLayout) local section = self.ToSortSection if section.count == 0 then section:SetSizeInSlots(0, 0) section:Hide() return end local width = max(self.Content:GetWidth(), self.minWidth or 0) local numCols = floor((width + ITEM_SPACING) / (ITEM_SIZE + ITEM_SPACING)) local resized = section:SetSizeInSlots(numCols, ceil(section.count / numCols)) section:Show() if forceLayout or resized or not section:IsShown() then section:FullLayout() end end function containerProto:RedispatchAllItems() self:Debug('RedispatchAllItems') self:SendMessage('AdiBags_PreContentUpdate', self, self.added, self.removed, self.changed) local content = self.content for slotId in pairs(self.buttons) do local bag, slot = GetBagSlotFromId(slotId) if not content[bag][slot] then self:RemoveSlot(slotId) end end self:SendMessage('AdiBags_PreFilter', self) for bag, content in pairs(self.content) do for slot, slotData in ipairs(content) do self:DispatchItem(slotData, true) end end self:SendMessage('AdiBags_PostFilter', self) self:SendMessage('AdiBags_PostContentUpdate', self, self.added, self.removed, self.changed) wipe(self.added) wipe(self.removed) wipe(self.changed) self:ResizeToSortSection() end -- Local stateless comparing function for sorting. local function CompareSections(a, b) local orderA, orderB = a:GetOrder(), b:GetOrder() if orderA == orderB then if a.category == b.category then return a.name < b.name else return a.category < b.category end else return orderA > orderB end end function containerProto:PrepareSections(columnWidth, sections) wipe(sections) local maxHeight = 0 for key, section in pairs(self.sections) do if section:IsEmpty() or section:IsCollapsed() then section:Hide() else tinsert(sections, section) local count = section.count if count > columnWidth then section:SetSizeInSlots(columnWidth, ceil(count / columnWidth)) else section:SetSizeInSlots(count, 1) end section:Show() section:FullLayout() maxHeight = max(maxHeight, section:GetHeight()) end end tsort(sections, CompareSections) self:Debug('PrepareSections', 'columnWidth=', columnWidth, '=>', #sections, 'sections') return maxHeight end local function FindFittingSection(maxWidth, sections) local bestScore, bestIndex = math.huge for index, section in ipairs(sections) do local wasted = maxWidth - section:GetWidth() if wasted >= 0 and wasted < bestScore then bestScore, bestIndex = wasted, index end end return bestIndex and tremove(sections, bestIndex) end local function GetNextSection(maxWidth, sections) if sections[1] and sections[1]:GetWidth() <= maxWidth then return tremove(sections, 1) end end local COLUMN_SPACING = ceil((ITEM_SIZE + ITEM_SPACING) / 2) local ROW_SPACING = ITEM_SPACING*2 local SECTION_SPACING = COLUMN_SPACING / 2 function containerProto:LayoutSections(maxHeight, columnWidth, minWidth, sections) self:Debug('LayoutSections', maxHeight, columnWidth, minWidth) local heights, widths, rows = { 0 }, {}, {} local columnPixelWidth = (ITEM_SIZE + ITEM_SPACING) * columnWidth - ITEM_SPACING + SECTION_SPACING local getSection = addon.db.profile.compactLayout and FindFittingSection or GetNextSection local numRows, x, y, rowHeight, maxSectionHeight, previous = 0, 0, 0, 0, 0 while next(sections) do local section if x > 0 then section = getSection(columnPixelWidth - x, sections) if section and previous then section:SetPoint('TOPLEFT', previous, 'TOPRIGHT', SECTION_SPACING, 0) else x = 0 y = y + rowHeight + ROW_SPACING end end if x == 0 then section = tremove(sections, 1) rowHeight = section:GetHeight() numRows = numRows + 1 heights[numRows] = y rows[numRows] = section if numRows > 1 then section:SetPoint('TOPLEFT', rows[numRows-1], 'BOTTOMLEFT', 0, -ROW_SPACING) end end x = x + section:GetWidth() + SECTION_SPACING widths[numRows] = x - SECTION_SPACING previous = section maxSectionHeight = max(maxSectionHeight, section:GetHeight()) rowHeight = max(rowHeight, section:GetHeight()) end local totalHeight = y + rowHeight heights[numRows+1] = totalHeight local numColumns = max(floor(minWidth / (columnPixelWidth - COLUMN_SPACING)), ceil(totalHeight / maxHeight)) local maxColumnHeight = max(ceil(totalHeight / numColumns), maxSectionHeight) local content = self.Content local row, x, contentHeight = 1, 0, 0 while row <= numRows do local yOffset, section = heights[row], rows[row] section:SetPoint('TOPLEFT', content, x, 0) local maxY, thisColumnWidth = yOffset + maxColumnHeight + ITEM_SIZE + ROW_SPACING, 0 repeat thisColumnWidth = max(thisColumnWidth, widths[row]) row = row + 1 until row > numRows or heights[row+1] > maxY contentHeight = max(contentHeight, heights[row] - yOffset) x = x + thisColumnWidth + COLUMN_SPACING end return x - COLUMN_SPACING, contentHeight - ITEM_SPACING end function containerProto:FullUpdate() self:Debug('FullUpdate', self:CanUpdate(), self.minWidth) if not self:CanUpdate() or not self.minWidth then self.forceLayout = true return end self.forceLayout = false self:Debug('Do FullUpdate') local settings = addon.db.profile local columnWidth = settings.columnWidth[self.name] self.ToSortSection:Clear() self:RedispatchAllItems() local sections = {} local maxSectionHeight = self:PrepareSections(columnWidth, sections) if #sections == 0 then self.Content:SetSize(self.minWidth, 0.5) else local uiScale, uiWidth, uiHeight = UIParent:GetEffectiveScale(), UIParent:GetSize() local selfScale = self:GetEffectiveScale() local maxHeight = max(maxSectionHeight, settings.maxHeight * uiHeight * uiScale / selfScale - (ITEM_SIZE + ITEM_SPACING + HEADER_SIZE)) local contentWidth, contentHeight = self:LayoutSections(maxHeight, columnWidth, self.minWidth, sections) self.Content:SetSize(contentWidth, contentHeight) end self:ResizeToSortSection(true) end
-- Copyright (C) 2015 Tomoyuki Fujimori <moyu@dromozoa.com> -- -- This file is part of dromozoa-json. -- -- dromozoa-json is free software: you can redistribute it and/or modify -- it under the terms of the GNU General Public License as published by -- the Free Software Foundation, either version 3 of the License, or -- (at your option) any later version. -- -- dromozoa-json is distributed in the hope that it will be useful, -- but WITHOUT ANY WARRANTY; without even the implied warranty of -- MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the -- GNU General Public License for more details. -- -- You should have received a copy of the GNU General Public License -- along with dromozoa-json. If not, see <http://www.gnu.org/licenses/>. local floor = math.floor return function (t) local m = 0 local n = 0 for k, v in pairs(t) do if type(k) == "number" and k > 0 and floor(k) == k then if m < k then m = k end n = n + 1 else return nil end end if m <= n * 2 then return m else return nil end end
local _, ns = ... local E, C, L = ns:unpack() if not C.nameplate.enable then return end ---------------------------------------------------------------------------------------- -- oUF nameplates ---------------------------------------------------------------------------------------- local oUF = ns.oUF or oUF local _G = _G local CreateFrame = CreateFrame local InCombatLockdown = InCombatLockdown local IsInRaid, IsInGroup, IsInInstance = IsInRaid, IsInGroup, IsInInstance local UnitGroupRolesAssigned = UnitGroupRolesAssigned local GetSpecializationInfoByID = GetSpecializationInfoByID local GetNumGroupMembers = GetNumGroupMembers local GetTime = GetTime local GetSpellInfo = GetSpellInfo local GetArenaOpponentSpec = GetArenaOpponentSpec local GetBattlefieldScore = GetBattlefieldScore local GetNumBattlefieldScores = GetNumBattlefieldScores local UnitExists = UnitExists local UnitIsUnit = UnitIsUnit local UnitIsPlayer = UnitIsPlayer local UnitIsTapDenied = UnitIsTapDenied local UnitName = UnitName local UnitAffectingCombat = UnitAffectingCombat local UnitClass = UnitClass local UnitDetailedThreatSituation = UnitDetailedThreatSituation local UnitFactionGroup = UnitFactionGroup local UnitReaction = UnitReaction local UnitSelectionColor = UnitSelectionColor local SetCVar = SetCVar local C_NamePlate_GetNamePlateForUnit = C_NamePlate.GetNamePlateForUnit local pairs, unpack, format, tinsert, huge = pairs, unpack, format, table.insert, math.huge local hooksecurefunc = hooksecurefunc local STANDARD_TEXT_FONT = STANDARD_TEXT_FONT local CLASS_ICON_TCOORDS = CLASS_ICON_TCOORDS local DebuffTypeColor = DebuffTypeColor local cfg = C.nameplate local DUF = E.unitframe local frame = CreateFrame("Frame") local bar_border = C.media.path .. C.general.style .. "\\" .. "tex_bar_border" local healList, exClass, healerSpecs = {}, {}, {} local testing = false frame:SetScript("OnEvent", function(self, event, ...) self[event](self, ...) end) if cfg.combat == true then frame:RegisterEvent("PLAYER_REGEN_ENABLED") frame:RegisterEvent("PLAYER_REGEN_DISABLED") frame:RegisterEvent("PLAYER_ENTERING_WORLD") function frame:PLAYER_REGEN_ENABLED() SetCVar("nameplateShowEnemies", 0) end function frame:PLAYER_REGEN_DISABLED() SetCVar("nameplateShowEnemies", 1) end function frame:PLAYER_ENTERING_WORLD() if InCombatLockdown() then SetCVar("nameplateShowEnemies", 1) else SetCVar("nameplateShowEnemies", 0) end end end frame:RegisterEvent("PLAYER_LOGIN") function frame:PLAYER_LOGIN() if cfg.enhance_threat == true then SetCVar("threatWarning", 3) end SetCVar("namePlateMinScale", 1) SetCVar("namePlateMaxScale", 1) SetCVar("nameplateLargerScale", 1) SetCVar("nameplateSelectedScale", 1) SetCVar("nameplateMinAlpha", 1) SetCVar("nameplateMaxAlpha", 1) SetCVar("nameplateSelectedAlpha", 1) SetCVar("nameplateNotSelectedAlpha", 1) SetCVar("nameplateLargeTopInset", 0.08) SetCVar("nameplateOtherTopInset", cfg.clamp and 0.08 or -1) SetCVar("nameplateOtherBottomInset", cfg.clamp and 0.1 or -1) SetCVar("nameplateMaxDistance", cfg.distance or 40) end exClass.DEATHKNIGHT = true exClass.MAGE = true exClass.ROGUE = true exClass.WARLOCK = true exClass.WARRIOR = true if cfg.healer_icon == true then local t = CreateFrame("Frame") t.factions = { ["Horde"] = 1, ["Alliance"] = 0, } local healerSpecIDs = { 105, -- Druid Restoration 270, -- Monk Mistweaver 65, -- Paladin Holy 256, -- Priest Discipline 257, -- Priest Holy 264, -- Shaman Restoration } for _, specID in pairs(healerSpecIDs) do local _, name = GetSpecializationInfoByID(specID) if name and not healerSpecs[name] then healerSpecs[name] = true end end local lastCheck = 20 local function CheckHealers(_, elapsed) lastCheck = lastCheck + elapsed if lastCheck > 25 then lastCheck = 0 healList = {} for i = 1, GetNumBattlefieldScores() do local name, _, _, _, _, faction, _, _, _, _, _, _, _, _, _, talentSpec = GetBattlefieldScore(i) if name and healerSpecs[talentSpec] and t.factions[UnitFactionGroup("player")] == faction then name = name:match("(.+)%-.+") or name healList[name] = talentSpec end end end end local function CheckArenaHealers(_, elapsed) lastCheck = lastCheck + elapsed if lastCheck > 25 then lastCheck = 0 healList = {} for i = 1, 5 do local specID = GetArenaOpponentSpec(i) if specID and specID > 0 then local name = UnitName(format("arena%d", i)) local _, talentSpec = GetSpecializationInfoByID(specID) if name and healerSpecs[talentSpec] then healList[name] = talentSpec end end end end end local function CheckLoc(_, event) if event == "PLAYER_ENTERING_WORLD" or event == "PLAYER_ENTERING_BATTLEGROUND" then local _, instanceType = IsInInstance() if instanceType == "pvp" then t:SetScript("OnUpdate", CheckHealers) elseif instanceType == "arena" then t:SetScript("OnUpdate", CheckArenaHealers) else healList = {} t:SetScript("OnUpdate", nil) end end end t:RegisterEvent("PLAYER_ENTERING_WORLD") t:RegisterEvent("PLAYER_ENTERING_BATTLEGROUND") t:SetScript("OnEvent", CheckLoc) end local totemData = { [GetSpellInfo(192058)] = "Interface\\Icons\\spell_nature_brilliance", -- Capacitor Totem [GetSpellInfo(98008)] = "Interface\\Icons\\spell_shaman_spiritlink", -- Spirit Link Totem [GetSpellInfo(192077)] = "Interface\\Icons\\ability_shaman_windwalktotem", -- Wind Rush Totem [GetSpellInfo(204331)] = "Interface\\Icons\\spell_nature_wrathofair_totem", -- Counterstrike Totem [GetSpellInfo(204332)] = "Interface\\Icons\\spell_nature_windfury", -- Windfury Totem [GetSpellInfo(204336)] = "Interface\\Icons\\spell_nature_groundingtotem", -- Grounding Totem -- Water [GetSpellInfo(157153)] = "Interface\\Icons\\ability_shaman_condensationtotem", -- Cloudburst Totem [GetSpellInfo(5394)] = "Interface\\Icons\\INV_Spear_04", -- Healing Stream Totem [GetSpellInfo(108280)] = "Interface\\Icons\\ability_shaman_healingtide", -- Healing Tide Totem -- Earth [GetSpellInfo(207399)] = "Interface\\Icons\\spell_nature_reincarnation", -- Ancestral Protection Totem [GetSpellInfo(198838)] = "Interface\\Icons\\spell_nature_stoneskintotem", -- Earthen Wall Totem [GetSpellInfo(51485)] = "Interface\\Icons\\spell_nature_stranglevines", -- Earthgrab Totem [GetSpellInfo(196932)] = "Interface\\Icons\\spell_totem_wardofdraining", -- Voodoo Totem -- Fire [GetSpellInfo(192222)] = "Interface\\Icons\\spell_shaman_spewlava", -- Liquid Magma Totem [GetSpellInfo(204330)] = "Interface\\Icons\\spell_fire_totemofwrath", -- Skyfury Totem -- Totem Mastery [GetSpellInfo(202188)] = "Interface\\Icons\\spell_nature_stoneskintotem", -- Resonance Totem [GetSpellInfo(210651)] = "Interface\\Icons\\spell_shaman_stormtotem", -- Storm Totem [GetSpellInfo(210657)] = "Interface\\Icons\\spell_fire_searingtotem", -- Ember Totem [GetSpellInfo(210660)] = "Interface\\Icons\\spell_nature_invisibilitytotem", -- Tailwind Totem } local function SetVirtualBorder(f, r, g, b) if not f.backdrop then return end f.bordertop:SetColorTexture(r, g, b) f.borderbottom:SetColorTexture(r, g, b) f.borderleft:SetColorTexture(r, g, b) f.borderright:SetColorTexture(r, g, b) end local CreateAuraTimer = function(self, elapsed) if self.timeLeft then self.elapsed = (self.elapsed or 0) + elapsed if self.elapsed >= 0.1 then if not self.first then self.timeLeft = self.timeLeft - self.elapsed else self.timeLeft = self.timeLeft - GetTime() self.first = false end if self.timeLeft > 0 then local time = E:FormatTime(self.timeLeft) self.remaining:SetText(time) self.remaining:SetTextColor(1, 1, 1) else self.remaining:Hide() self:SetScript("OnUpdate", nil) end self.elapsed = 0 end end end local function threatColor(self, forced) if UnitIsPlayer(self.unit) then return end local combat = UnitAffectingCombat("player") local _, threatStatus = UnitDetailedThreatSituation("player", self.unit) if cfg.enhance_threat ~= true then SetVirtualBorder(self.Health, unpack(C.media.border_color)) end if UnitIsTapDenied(self.unit) then self.Health:SetStatusBarColor(0.6, 0.6, 0.6) elseif combat then if threatStatus == 3 then -- securely tanking, highest threat if E.role == "Tank" then if cfg.enhance_threat == true then self.Health:SetStatusBarColor(unpack(cfg.good_color)) else SetVirtualBorder(self.Health, unpack(cfg.bad_color)) end else if cfg.enhance_threat == true then self.Health:SetStatusBarColor(unpack(cfg.bad_color)) else SetVirtualBorder(self.Health, unpack(cfg.bad_color)) end end elseif threatStatus == 2 then -- insecurely tanking, another unit have higher threat but not tanking if cfg.enhance_threat == true then self.Health:SetStatusBarColor(unpack(cfg.near_color)) else SetVirtualBorder(self.Health, unpack(cfg.near_color)) end elseif threatStatus == 1 then -- not tanking, higher threat than tank if cfg.enhance_threat == true then self.Health:SetStatusBarColor(unpack(cfg.near_color)) else SetVirtualBorder(self.Health, unpack(cfg.near_color)) end elseif threatStatus == 0 then -- not tanking, lower threat than tank if cfg.enhance_threat == true then if E.role == "Tank" then self.Health:SetStatusBarColor(unpack(cfg.bad_color)) if IsInGroup() or IsInRaid() then for i = 1, GetNumGroupMembers() do if UnitExists("raid" .. i) and not UnitIsUnit("raid" .. i, "player") then local isTanking = UnitDetailedThreatSituation("raid" .. i, self.unit) if isTanking and UnitGroupRolesAssigned("raid" .. i) == "TANK" then self.Health:SetStatusBarColor(unpack(cfg.offtank_color)) end end end end else self.Health:SetStatusBarColor(unpack(cfg.good_color)) end end end elseif not forced then self.Health:ForceUpdate() end end local function UpdateTarget(self) if UnitIsUnit(self.unit, "target") and not UnitIsUnit(self.unit, "player") then self:SetSize((cfg.width + cfg.ad_width) * E.noscalemult, (cfg.height + cfg.ad_height) * E.noscalemult) self.Castbar:SetPoint("BOTTOMLEFT", self.Health, "BOTTOMLEFT", 0, -8 - ((cfg.height + cfg.ad_height) * E.noscalemult)) self.Castbar.Icon:SetSize(((cfg.height + cfg.ad_height) * 2 * E.noscalemult) + 8, ((cfg.height + cfg.ad_height) * 2 * E.noscalemult) + 8) if cfg.class_icons == true then self.Class.Icon:SetSize(((cfg.height + cfg.ad_height) * 2 * E.noscalemult) + 8, ((cfg.height + cfg.ad_height) * 2 * E.noscalemult) + 8) end self:SetAlpha(1) self.arrow:Show() else self:SetSize(cfg.width * E.noscalemult, cfg.height * E.noscalemult) self.Castbar:SetPoint("BOTTOMLEFT", self.Health, "BOTTOMLEFT", 0, -8 - (cfg.height * E.noscalemult)) self.Castbar.Icon:SetSize((cfg.height * 2 * E.noscalemult) + 8, (cfg.height * 2 * E.noscalemult) + 8) if cfg.class_icons == true then self.Class.Icon:SetSize((cfg.height * 2 * E.noscalemult) + 8, (cfg.height * 2 * E.noscalemult) + 8) end if UnitExists("target") and not UnitIsUnit(self.unit, "player") then self:SetAlpha(0.5) else self:SetAlpha(1) end self.arrow:Hide() end self.Health.border:SetSize(256 * self.Health:GetWidth() / 198, 64 * self.Health:GetHeight() / 12) end local function UpdateName(self) if cfg.healer_icon == true then local name = UnitName(self.unit) if name then if testing then self.HPHeal:Show() else if healList[name] then if exClass[healList[name]] then self.HPHeal:Hide() else self.HPHeal:Show() end else self.HPHeal:Hide() end end end end if cfg.class_icons == true then local reaction = UnitReaction(self.unit, "player") if UnitIsPlayer(self.unit) and (reaction and reaction <= 4) then local _, class = UnitClass(self.unit) local texcoord = CLASS_ICON_TCOORDS[class] self.Class.Icon:SetTexCoord(texcoord[1] + 0.015, texcoord[2] - 0.02, texcoord[3] + 0.018, texcoord[4] - 0.02) self.Class:Show() self.Level:SetPoint("RIGHT", self.Name, "LEFT", -8, 0) else self.Class.Icon:SetTexCoord(0, 0, 0, 0) self.Class:Hide() self.Level:SetPoint("RIGHT", self.Health, "LEFT", -8, 0) end end if cfg.totem_icons == true then local name = UnitName(self.unit) if name then if totemData[name] then self.Totem.Icon:SetTexture(totemData[name]) self.Totem.Icon:SetTexCoord(0.1, 0.9, 0.1, 0.9) self.Totem:Show() else self.Totem:Hide() end end end end -- Quest progress local isInInstance local function CheckInstanceStatus() isInInstance = IsInInstance() end function frame:PLAYER_ENTERING_WORLD() CheckInstanceStatus() end local function questIconCheck() CheckInstanceStatus() frame:RegisterEvent("PLAYER_ENTERING_WORLD") end local isInGroup = IsInGroup() local scanTip = CreateFrame("GameTooltip", "DarkUI_ScanTooltip", nil, "GameTooltipTemplate") local function updateQuestUnit(self) if not cfg.quest then return end if isInInstance then self.questIcon:Hide() self.questCount:SetText("") return end unit = self.unit local isLootQuest, questProgress scanTip:SetOwner(UIParent, "ANCHOR_NONE") scanTip:SetUnit(unit) for i = 2, scanTip:NumLines() do local textLine = _G["DarkUI_ScanTooltipTextLeft"..i] local text = textLine:GetText() if textLine and text then local r, g, b = textLine:GetTextColor() if r > .99 and g > .82 and b == 0 then if isInGroup and text == E.name or not isInGroup then isLootQuest = true local questLine = _G["DarkUI_ScanTooltipTextLeft"..(i+1)] local questText = questLine:GetText() if questLine and questText then local current, goal = strmatch(questText, "(%d+)/(%d+)") local progress = strmatch(questText, "(%d+)%%") if current and goal then current = tonumber(current) goal = tonumber(goal) if current == goal then isLootQuest = nil elseif current < goal then questProgress = goal - current break end elseif progress then progress = tonumber(progress) if progress == 100 then isLootQuest = nil elseif progress < 100 then questProgress = progress.."%" --break -- lower priority on progress end end end end end end end if questProgress then self.questCount:SetText(questProgress) self.questIcon:SetAtlas("Warfronts-BaseMapIcons-Horde-Barracks-Minimap") self.questIcon:Show() else self.questCount:SetText("") if isLootQuest then self.questIcon:SetAtlas("adventureguide-microbutton-alert") self.questIcon:Show() else self.questIcon:Hide() end end end local function castColor(self, ...) if self.notInterruptible then self:SetStatusBarColor(0.5, 0.5, 0.5, 1) self.bg:SetColorTexture(0.5, 0.5, 0.5, 0.2) else self:SetStatusBarColor(27 / 255, 147 / 255, 226 / 255) self.bg:SetColorTexture(27 / 255, 147 / 255, 226 / 255, 0.2) end end local function callback(self, _, unit) if not self then return end if unit then if UnitIsUnit(unit, "player") then self.Power:Show() self.Name:Hide() self.Castbar:SetAlpha(0) self.RaidTargetIndicator:SetAlpha(0) else self.Power:Hide() self.Name:Show() self.Castbar:SetAlpha(1) self.RaidTargetIndicator:SetAlpha(1) end updateQuestUnit(self) end end local function style(self, unit) local nameplate = C_NamePlate_GetNamePlateForUnit(unit) local main = self self.unit = unit self:SetSize(cfg.width, cfg.height) self:SetPoint("CENTER", nameplate, "CENTER") -- arrow self.arrow = self:CreateTexture("$parent_Arrow", "OVERLAY") self.arrow:SetSize(50, 50) self.arrow:SetTexture(C.media.nameplate.arrow) self.arrow:SetPoint("BOTTOM", self, "TOP", 0, ((cfg.track_auras or cfg.track_buffs) and cfg.auras_size or 0) + 14) self.arrow:Hide() -- Health Bar self.Health = CreateFrame("StatusBar", nil, self) self.Health:SetAllPoints(self) self.Health:SetStatusBarTexture(C.media.texture.status) self.Health.frequentUpdates = true self.Health.colorTapping = true self.Health.colorDisconnected = true self.Health.colorClass = true self.Health.colorReaction = true self.Health.colorHealth = true self.Health.bg = self.Health:CreateTexture(nil, "BACKGROUND") self.Health.bg:SetAllPoints() self.Health.bg:SetAlpha(.6) self.Health.bg:SetTexture(C.media.texture.status) self.Health.bg.multiplier = 0.2 self.Health.border = self.Health:CreateTexture(nil, "BORDER") self.Health.border:SetTexture(bar_border) self.Health.border:SetPoint("CENTER") -- Create Health Text if cfg.health_value == true then self.Health.value = self.Health:CreateFontString(nil, "OVERLAY") self.Health.value:SetFont(STANDARD_TEXT_FONT, 10, "THINOUTLINE") self.Health.value:SetPoint("CENTER", self.Health, "CENTER", 0, 0) self:Tag(self.Health.value, "[dd:nameplateHealth]") end -- Create Player Power bar self.Power = CreateFrame("StatusBar", nil, self) self.Power:SetStatusBarTexture(C.media.texture.status) self.Power:ClearAllPoints() self.Power:SetPoint("TOPLEFT", self.Health, "BOTTOMLEFT", 0, -6) self.Power:SetPoint("BOTTOMRIGHT", self.Health, "BOTTOMRIGHT", 0, -6 - (cfg.height * E.noscalemult / 2)) self.Power.frequentUpdates = true self.Power.colorPower = true self.Power.PostUpdate = DUF.PreUpdatePower self.Power:CreateShadow() self.Power.bg = self.Power:CreateTexture(nil, "BORDER") self.Power.bg:SetAllPoints() self.Power.bg:SetTexture(C.media.texture.status) self.Power.bg.multiplier = 0.2 -- Hide Blizzard Power Bar and changed position for Class Bar hooksecurefunc(_G.NamePlateDriverFrame, "SetupClassNameplateBars", function(f) if f.classNamePlateMechanicFrame then local point, _, relativePoint, xOfs = f.classNamePlateMechanicFrame:GetPoint() if point then if point == "TOP" and C_NamePlate_GetNamePlateForUnit("player") then f.classNamePlateMechanicFrame:SetPoint(point, C_NamePlate_GetNamePlateForUnit("player"), relativePoint, xOfs, 53) else f.classNamePlateMechanicFrame:SetPoint(point, C_NamePlate_GetNamePlateForUnit("target"), relativePoint, xOfs, -5) end end end if f.classNamePlatePowerBar then f.classNamePlatePowerBar:Hide() f.classNamePlatePowerBar:UnregisterAllEvents() end end) -- Create Name Text self.Name = self:CreateFontString(nil, "OVERLAY") self.Name:SetFont(unpack(C.media.standard_font)) self.Name:SetPoint("BOTTOMLEFT", self, "TOPLEFT", -3, 4) self.Name:SetPoint("BOTTOMRIGHT", self, "TOPRIGHT", 3, 4) if cfg.name_abbrev == true then self:Tag(self.Name, "[dd:nameplateNameColor][dd:nameLongAbbrev]") else self:Tag(self.Name, "[dd:nameplateNameColor][dd:nameLong]") end -- Create Level self.Level = self:CreateFontString(nil, "OVERLAY") self.Level:SetFont(unpack(C.media.standard_font)) self.Level:SetPoint("RIGHT", self.Health, "LEFT", -8, 0) self:Tag(self.Level, "[dd:difficulty][level]") -- Create Cast Bar self.Castbar = CreateFrame("StatusBar", nil, self) self.Castbar:SetFrameLevel(3) self.Castbar:SetStatusBarTexture(C.media.texture.status) self.Castbar:SetStatusBarColor(1, 0.8, 0) self.Castbar:SetPoint("TOPLEFT", self.Health, "BOTTOMLEFT", 0, -8) self.Castbar:SetPoint("BOTTOMRIGHT", self.Health, "BOTTOMRIGHT", 0, -8 - (cfg.height * E.noscalemult)) self.Castbar:CreateShadow() self.Castbar.bg = self.Castbar:CreateTexture(nil, "BORDER") self.Castbar.bg:SetAllPoints() self.Castbar.bg:SetTexture(C.media.texture.status_bg) self.Castbar.bg:SetColorTexture(1, 0.8, 0, 0.2) self.Castbar.PostCastStart = castColor self.Castbar.PostChannelStart = castColor self.Castbar.PostCastNotInterruptible = castColor self.Castbar.PostCastInterruptible = castColor -- Create Cast Time Text self.Castbar.Time = self.Castbar:CreateFontString(nil, "ARTWORK") self.Castbar.Time:SetPoint("RIGHT", self.Castbar, "RIGHT", 0, 0) self.Castbar.Time:SetFont(unpack(C.media.standard_font)) self.Castbar.CustomTimeText = function(self, duration) self.Time:SetText(("%.1f"):format(self.channeling and duration or self.max - duration)) end -- Create Cast Name Text if cfg.show_castbar_name == true then self.Castbar.Text = self.Castbar:CreateFontString(nil, "OVERLAY") self.Castbar.Text:SetPoint("LEFT", self.Castbar, "LEFT", 3, 0) self.Castbar.Text:SetPoint("RIGHT", self.Castbar.Time, "LEFT", -1, 0) self.Castbar.Text:SetFont(unpack(C.media.standard_font)) self.Castbar.Text:SetJustifyH("LEFT") end -- Create CastBar Icon self.Castbar.Icon = self.Castbar:CreateTexture(nil, "OVERLAY") self.Castbar.Icon:SetTexCoord(0.1, 0.9, 0.1, 0.9) self.Castbar.Icon:SetDrawLayer("ARTWORK") self.Castbar.Icon:SetSize((cfg.height * 2 * E.noscalemult) + 8, (cfg.height * 2 * E.noscalemult) + 8) self.Castbar.Icon:SetPoint("TOPLEFT", self.Health, "TOPRIGHT", 8, 0) self.Castbar.Icon.border = self.Castbar:CreateTexture(nil, "BORDER") self.Castbar.Icon.border:SetTexture(C.media.texture.border) self.Castbar.Icon.border:SetPoint("TOPLEFT", self.Castbar.Icon, "TOPLEFT", -6, 6) self.Castbar.Icon.border:SetPoint("BOTTOMRIGHT", self.Castbar.Icon, "BOTTOMRIGHT", 6, -6) -- Raid Icon self.RaidTargetIndicator = self:CreateTexture(nil, "OVERLAY", nil, 7) self.RaidTargetIndicator:SetSize((cfg.height * 2 * E.noscalemult) + 8, (cfg.height * 2 * E.noscalemult) + 8) self.RaidTargetIndicator:SetPoint("BOTTOM", self.Health, "TOP", 0, cfg.track_auras == true and 38 or 16) -- Create Class Icon if cfg.class_icons == true then self.Class = CreateFrame("Frame", nil, self) self.Class.Icon = self.Class:CreateTexture(nil, "OVERLAY") self.Class.Icon:SetSize((cfg.height * 2 * E.noscalemult) + 8, (cfg.height * 2 * E.noscalemult) + 8) self.Class.Icon:SetPoint("TOPRIGHT", self.Health, "TOPLEFT", -8, 0) self.Class.Icon:SetTexture("Interface\\WorldStateFrame\\Icons-Classes") self.Class.Icon:SetTexCoord(0, 0, 0, 0) end -- Create Totem Icon if cfg.totem_icons == true then self.Totem = CreateFrame("Frame", nil, self) self.Totem.Icon = self.Totem:CreateTexture(nil, "OVERLAY") self.Totem.Icon:SetSize((cfg.height * 2 * E.noscalemult) + 8, (cfg.height * 2 * E.noscalemult) + 8) self.Totem.Icon:SetPoint("BOTTOM", self.Health, "TOP", 0, 16) end -- Create Healer Icon if cfg.healer_icon == true then self.HPHeal = self.Health:CreateFontString(nil, "OVERLAY") self.HPHeal:SetFont(C.media.standard_font[1], 32, C.media.standard_font[2]) self.HPHeal:SetText("|cFFD53333+|r") self.HPHeal:SetPoint("BOTTOM", self.Name, "TOP", 0, cfg.track_auras == true and 13 or 0) end -- Aura tracking if cfg.track_debuffs == true or cfg.track_buffs == true then self.Auras = CreateFrame("Frame", nil, self) self.Auras:SetPoint("BOTTOMRIGHT", self.Health, "TOPRIGHT", 2 * E.noscalemult, 16) self.Auras.initialAnchor = "BOTTOMRIGHT" self.Auras["growth-y"] = "UP" self.Auras["growth-x"] = "LEFT" self.Auras.numDebuffs = cfg.track_debuffs and 6 or 0 self.Auras.numBuffs = cfg.track_buffs and 4 or 0 self.Auras:SetSize(20 + cfg.width, cfg.auras_size) self.Auras.spacing = 2 self.Auras.size = cfg.auras_size self.Auras.onlyShowPlayer = cfg.player_aura_only self.Auras.showStealableBuffs = cfg.show_stealable_buffs self.Auras.CustomFilter = function(element, unit, icon, name, texture, count, debuffType, duration, expiration, caster, isStealable, nameplateShowSelf, spellID, canApply, isBossDebuff, casterIsPlayer, nameplateShowAll, timeMod, effect1, effect2, effect3) if cfg.blackList[spellID] then return false elseif cfg.whiteList[spellID] then return true else return DUF.FilterAuras(element, unit, icon, name, texture, count, debuffType, duration, expiration, caster, isStealable, nameplateShowSelf, spellID, canApply, isBossDebuff, casterIsPlayer, nameplateShowAll, timeMod, effect1, effect2, effect3) end end self.Auras.PostCreateIcon = function(element, button) button:SetSize(cfg.auras_size, cfg.auras_size) button:CreateTextureBorder(1) button:EnableMouse(false) button.remaining = button:CreateFontString(nil, 'OVERLAY') button.remaining:SetFont(unpack(C.media.standard_font)) button.remaining:SetPoint("CENTER", button, "CENTER", 1, 1) button.remaining:SetJustifyH("CENTER") button.cd.noCooldownCount = true button.icon:ClearAllPoints() button.icon:SetPoint("TOPLEFT", button, cfg.icon_padding, -cfg.icon_padding) button.icon:SetPoint("BOTTOMRIGHT", button, -cfg.icon_padding, cfg.icon_padding) button.icon:SetTexCoord(unpack(C.media.texCoord)) button.count:SetPoint("BOTTOMRIGHT", button, "BOTTOMRIGHT", 1, 0) button.count:SetJustifyH("RIGHT") button.count:SetFont(unpack(C.media.standard_font)) button.overlay:SetTexture(C.media.texture.border) button.overlay:SetTexCoord(0, 1, 0, 1) if cfg.show_spiral == true then element.disableCooldown = false button.cd:SetReverse(true) button.parent = CreateFrame("Frame", nil, button) button.parent:SetFrameLevel(button.cd:GetFrameLevel() + 1) button.count:SetParent(button.parent) button.remaining:SetParent(button.parent) else element.disableCooldown = true end end self.Auras.PostUpdateIcon = function(_, _, icon, _, _, duration, expiration, debuffType) if duration and duration > 0 and cfg.show_timers then icon.remaining:Show() icon.timeLeft = expiration icon:SetScript("OnUpdate", CreateAuraTimer) else icon.remaining:Hide() icon.timeLeft = huge icon:SetScript("OnUpdate", nil) end local color = DebuffTypeColor[debuffType] or DebuffTypeColor.none if cfg.colorBorder then icon.overlay:SetVertexColor(color.r, color.g, color.b) else icon.overlay:SetVertexColor(0, 0, 0) end icon.first = true end end self.Health:RegisterEvent("PLAYER_REGEN_DISABLED") self.Health:RegisterEvent("PLAYER_REGEN_ENABLED") self.Health:RegisterEvent("UNIT_THREAT_SITUATION_UPDATE") self.Health:RegisterEvent("UNIT_THREAT_LIST_UPDATE") self.Health:SetScript("OnEvent", function(_, _) threatColor(main) end) self.Health.PostUpdate = function(self, unit, min, max) local perc = 0 if max and max > 0 then perc = min / max end local r, g, b local mu = self.bg.multiplier local unitReaction = UnitReaction(unit, "player") if not UnitIsUnit("player", unit) and UnitIsPlayer(unit) and (unitReaction and unitReaction >= 5) then r, g, b = unpack(C.oUF_colors.power["MANA"]) self:SetStatusBarColor(r, g, b) self.bg:SetVertexColor(r * mu, g * mu, b * mu) elseif not UnitIsTapDenied(unit) and not UnitIsPlayer(unit) then local reaction = C.oUF_colors.reaction[unitReaction] if reaction then r, g, b = reaction[1], reaction[2], reaction[3] else r, g, b = UnitSelectionColor(unit, true) end self:SetStatusBarColor(r, g, b) end if UnitIsPlayer(unit) then if perc <= 0.5 and perc >= 0.2 then SetVirtualBorder(self, 1, 1, 0) elseif perc < 0.2 then SetVirtualBorder(self, 1, 0, 0) else SetVirtualBorder(self, unpack(C.media.border_color)) end elseif not UnitIsPlayer(unit) and cfg.enhance_threat == true then SetVirtualBorder(self, unpack(C.media.border_color)) end threatColor(main, true) end self.NazjatarFollowerXP = CreateFrame("StatusBar", nil, self) self.NazjatarFollowerXP:SetSize(cfg.width * .75, cfg.height) self.NazjatarFollowerXP:SetPoint("TOP", self.Castbar, "BOTTOM", 0, -5) self.NazjatarFollowerXP:SetStatusBarTexture(C.media.texture.status_s) self.NazjatarFollowerXP:SetStatusBarColor(0, .7, 1) self.NazjatarFollowerXP:CreateShadow(2) self.NazjatarFollowerXP.BG = self.NazjatarFollowerXP:CreateTexture(nil, "BACKGROUND") self.NazjatarFollowerXP.BG:SetAllPoints() self.NazjatarFollowerXP.BG:SetTexture(C.media.texture.status_s) self.NazjatarFollowerXP.BG:SetVertexColor(0, 0, 0, .5) self.NazjatarFollowerXP.progressText = DUF.CreateFont(self.NazjatarFollowerXP, STANDARD_TEXT_FONT, 9, "OUTLINE") if cfg.quest then local qicon = self:CreateTexture(nil, "OVERLAY", nil, 2) qicon:SetPoint("LEFT", self.Name, "RIGHT", 5, 0) qicon:SetSize(28, 28) qicon:SetAtlas("Warfronts-BaseMapIcons-Horde-Barracks-Minimap") qicon:Hide() local count = self:CreateFontString(nil, "OVERLAY") count:SetFont(unpack(C.media.standard_font)) count:SetPoint("LEFT", qicon, "RIGHT", -5, 0) count:SetTextColor(.6, .8, 1) self.questIcon = qicon self.questCount = count self:RegisterEvent("QUEST_LOG_UPDATE", updateQuestUnit, true) end -- Every event should be register with this tinsert(self.__elements, UpdateName) self:RegisterEvent("UNIT_NAME_UPDATE", UpdateName) tinsert(self.__elements, UpdateTarget) self:RegisterEvent("PLAYER_TARGET_CHANGED", UpdateTarget, true) -- Disable movement self.disableMovement = true end oUF:RegisterStyle("DarkUI:Nameplates", style) oUF:SetActiveStyle("DarkUI:Nameplates") oUF:SpawnNamePlates("DarkUI:Nameplates", callback)
object_tangible_deed_guild_deed_naboo_guild_03_deed = object_tangible_deed_guild_deed_shared_naboo_guild_03_deed:new { } ObjectTemplates:addTemplate(object_tangible_deed_guild_deed_naboo_guild_03_deed, "object/tangible/deed/guild_deed/naboo_guild_03_deed.iff")
-- vim:et local cmd={} cmd["MSG"]=function(pl,a,ts) -- MSG:~msg if a.n<2 then return end cput("MSG:%s:~%s",pl.name,a[2]) end cmd["INFO"]=function(pl,a,ts) -- INFO:~msg if a.n<2 then return end cput("INFO:~%s",a[2]) end cmd["OK"]=function(pl,a,ts) pl.gotok=true end cmd["ALLY"]=function(pl,a,ts) if a.n<4 then return end local p1=players[tonumber(a[2])] local p2=players[tonumber(a[3])] local b=tonumber(a[4])==1 if not p1 or not p2 then return end if not b and not ally[p1][p2] then return end if b and ally[p1][p2] then return end ally[p1][p2]=b b=b and 1 or 0 cput("ALLY:%d:%d:%d",p1.idx,p2.idx,b) end cmd["B"]=function(pl,a,ts) if a.n<4 then return end local x,y=tonumber(a[3]),tonumber(a[4]) local isdev=true local cl=d_cl[a[2]] if not cl then cl=u_cl[a[2]] isdev=false end if not cl then return end local price=cl.price if not price then return end if pl.cash<price then return end if a[2]=="B" and pl.started then return end if isdev then local o=cl:new(pl,x,y) if o:chk_border(x,y) then pl.cash=pl.cash-price o.idx=devices:add(o) dhash:add(o) cput("PC:%d:%d:%d",pl.idx,pl.cash,pl.maxcash) cput("Dn:%d:%s:%d:%d:%d",pl.idx,o.cl,o.idx,o.x,o.y) if a[2]=="B" then pl.started=true end end return end local o=cl:new(pl,x,y) if o:chk_supply(x,y) then pl.cash=pl.cash-price o.idx=units:add(o) uhash:add(o) rq_u:add(o,ts,TCK) cput("PC:%d:%d:%d",pl.idx,pl.cash,pl.maxcash) cput("Un:%d:%s:%d:%d:%d",pl.idx,o.cl,o.idx,o.x,o.y) end end cmd["S"]=function(pl,a,ts) -- Switch:idx:online if a.n<3 then return end local idx=tonumber(a[2]) local b=tonumber(a[3])==1 local o=devices[idx] if o and o.initok and o.gotpwr and o.pl==pl then o.online=b if b then rq_d:add(o,ts,TCK) end b=b and 1 or 0 cput("Ds:%d:%d",idx,b) end end cmd["U"]=function(pl,a,ts) -- Upgrade:idx if a.n<2 then return end local idx=tonumber(a[2]) local o=devices[idx] if o and o.initok and o.gotpwr and o.pl==pl then if pl.cash<o.price then return end if o.ec>=o.em then return end o.ec=o.ec+1 pl.cash=pl.cash-o.price cput("PC:%d:%d:%d",pl.idx,pl.cash,pl.maxcash) cput("Du:%d:%d",idx,o.ec) end end cmd["D"]=function(pl,a,ts) -- Del:idx if a.n<2 then return end local idx=tonumber(a[2]) local o=devices[idx] if o and o.pl==pl then o:delete() cput("Dd:%d",idx) devices:del(o) end end cmd["M"]=function(pl,a,ts) -- Move:idx:x:y if a.n<4 then return end local idx=tonumber(a[2]) local x,y=tonumber(a[3]),tonumber(a[4]) local o=devices[idx] if o and o.pl==pl and not o.online and o.pt<=0 then if o:move(x,y) then cput("Dm:%d:%d:%d",idx,o.x,o.y) end end end cmd["Lc"]=function(pl,a,ts) -- Link:dev1:dev2 if a.n<3 then return end local d1=devices[tonumber(a[2])] local d2=devices[tonumber(a[3])] if d1 and d2 then if d1.pl==pl or (d1.cl=="G" and d2.pl==pl) then local l=d1:connect(d2) if l then links:add(l) cput("Lc:%d:%d",d1.idx,d2.idx) end end end end cmd["Lu"]=function(pl,a,ts) -- Unlink:dev1:dev2 if a.n<3 then return end local d1=devices[tonumber(a[2])] local d2=devices[tonumber(a[3])] if d1 and d2 then if d1.pl==pl or (d1.cl=="G" and d2.pl==pl) then local l=d1:unlink(d2) if l then links:del(l) cput("Lu:%d:%d",d1.idx,d2.idx) end end end end cmd["LU"]=function(pl,a,ts) -- Unlink:dev if a.n<2 then return end local o=devices[tonumber(a[2])] if o and o.pl==pl then o:unlink_all() cput("LU:%d",o.idx) end end cmd["Ts"]=function(pl,a,ts) -- Shot:d1:u2 if a.n<3 then return end local d1=devices[tonumber(a[2])] local u2=devices[tonumber(a[3])] if d1 and u2 then d1:shot(u2) end end cmd["TS"]=function(pl,a,ts) -- Shot:d1:d2 if a.n<3 then return end local d1=devices[tonumber(a[2])] local d2=devices[tonumber(a[3])] if d1 and d2 then d1:shot(d2) end end cmd["Um"]=function(pl,a,ts) -- Move:idx:x:y:x:y if a.n<4 then return end local o=units[tonumber(a[2])] local x,y=tonumber(a[3]),tonumber(a[4]) if o and o.pl==pl then if o:move(x,y) then rq_um:add(o,ts,0.02) cput("Um:%d:%s:%d:%d:%d:%d",o.idx,pl.ping,o.x,o.y,o.mx,o.my) else cput("Up:%d:%d:%d",o.idx,o.x,o.y) end end end cmd["Sh"]=function(pl,a,ts) -- Shot:u1:u2 if a.n<3 then return end local u1=devices[tonumber(a[2])] local u2=devices[tonumber(a[3])] if u1 and u2 then u1:shot(u2) end end cmd["SH"]=function(pl,a,ts) -- Shot:u1:d2 if a.n<3 then return end local u1=devices[tonumber(a[2])] local d2=devices[tonumber(a[3])] if u1 and d2 then u1:shot(d2) end end function parse_client(msg,pl,ts) local a=str_split(msg,":") local chunk=cmd[a[1]] if chunk then chunk(pl,a,ts) end end function scheduler(ts,dt) for _,o in pairs(devices) do o.pt=o.pt-dt o:check() end for o,d in rq_um:iter(ts,0.1) do if o.deleted then rq_um:del() elseif o:step(d) then rq_um:del() cput("Up:%d:%d:%d",o.idx,o.x,o.y) end end for o in rq_d:iter(ts,TCK) do if not o.deleted and o.online and o.logic then o:logic() else rq_d:del() end end for o in rq_u:iter(ts,TCK) do if not o.deleted then o:logic() else rq_u:del() end end end
object_building_player_sm_hut = object_building_player_shared_sm_hut:new { } ObjectTemplates:addTemplate(object_building_player_sm_hut, "object/building/player/sm_hut.iff")
-------------------------------- -- @module ParticleSystemQuad -- @extend ParticleSystem -- @parent_module cc ---@class cc.ParticleSystemQuad:cc.ParticleSystem local ParticleSystemQuad = {} cc.ParticleSystemQuad = ParticleSystemQuad -------------------------------- --- Sets a new SpriteFrame as particle. --- WARNING: this method is experimental. Use setTextureWithRect instead. --- param spriteFrame A given sprite frame as particle texture. --- since v0.99.4 ---@param spriteFrame cc.SpriteFrame ---@return cc.ParticleSystemQuad function ParticleSystemQuad:setDisplayFrame(spriteFrame) end -------------------------------- --- Sets a new texture with a rect. The rect is in Points. --- since v0.99.4 --- js NA --- lua NA --- param texture A given texture. --- 8 @param rect A given rect, in points. ---@param texture cc.Texture2D ---@param rect rect_table ---@return cc.ParticleSystemQuad function ParticleSystemQuad:setTextureWithRect(texture, rect) end -------------------------------- --- Listen the event that renderer was recreated on Android/WP8. --- js NA --- lua NA --- param event the event that renderer was recreated on Android/WP8. ---@param event cc.EventCustom ---@return cc.ParticleSystemQuad function ParticleSystemQuad:listenRendererRecreated(event) end -------------------------------- --- Creates an initializes a ParticleSystemQuad from a plist file.<br> -- This plist files can be created manually or with Particle Designer.<br> -- param filename Particle plist file name.<br> -- return An autoreleased ParticleSystemQuad object. ---@param dictionary map_table ---@return cc.ParticleSystemQuad ---@overload fun(self:cc.ParticleSystemQuad):cc.ParticleSystemQuad function ParticleSystemQuad:create(dictionary) end -------------------------------- --- Creates a Particle Emitter with a number of particles. --- param numberOfParticles A given number of particles. --- return An autoreleased ParticleSystemQuad object. ---@param numberOfParticles number ---@return cc.ParticleSystemQuad function ParticleSystemQuad:createWithTotalParticles(numberOfParticles) end -------------------------------- --- ---@return string function ParticleSystemQuad:getDescription() end -------------------------------- --- js NA --- lua NA ---@return cc.ParticleSystemQuad function ParticleSystemQuad:updateParticleQuads() end -------------------------------- --- js ctor ---@return cc.ParticleSystemQuad function ParticleSystemQuad:ParticleSystemQuad() end return nil
function warlockSpecial(drain) drain = drain or azs.class.drain if drain == "Soul" then warlockDrainSoul() else warlockDrainMana() end end function warlock_drain_mana_skull() if azs.targetSkull() then warlockDrainMana() end end function warlock_drain_mana_cross() if azs.targetCross() then warlockDrainMana() end end function warlockDrainMana() if castingOrChanneling() then return end if (UnitMana("player") >= (UnitLevel("player") * 5)) then CastSpellByName("Drain Mana") else CastSpellByName("Life Tap") end end -- /script warlock_drain_soul_skull() function warlock_drain_soul_skull() if azs.targetSkull() then warlockDrainSoul() end end function warlock_drain_soul_cross() if azs.targetCross() then warlockDrainSoul() end end function warlockDrainSoul() if castingOrChanneling() then return end if (UnitMana("player")>=290) then CastSpellByName("Drain Soul") else CastSpellByName("Life Tap") end end
function init(virtual) if not virtual then self.zeroAngle = -math.pi / 2 storage.targetAngle = (storage.targetAngle and storage.targetAngle % (2 * math.pi)) or 0 setTargetPosition() entity.setInteractive(true) end end function onInteraction(args) cycleTarget() end function cycleTarget() storage.targetAngle = storage.targetAngle - (math.pi / 2) setTargetPosition() end function math.round(num, idp) local mult = 10^(idp or 0) return math.floor(num * mult + 0.5) / mult end function setTargetPosition() entity.rotateGroup("target", self.zeroAngle + storage.targetAngle) local pos = entity.position() local tarX = math.round(math.cos(storage.targetAngle) * 2) + pos[1] + 0.5 local tarY = math.round(math.sin(storage.targetAngle) * 2) + pos[2] + 0.5 self.clickPos = {tarX, tarY} end function onNodeConnectionChange() checkNodes() end function onInboundNodeChange(args) checkNodes() end function checkNodes() if entity.getInboundNodeLevel(0) and not storage.state then click() end storage.state = entity.getInboundNodeLevel(0) end function click() if entity.animationState("clickState") ~= "on" then entity.setAnimationState("clickState", "on") local interactArgs = { source = entity.position(), sourceId = entity.id() } local eIds = world.entityLineQuery(self.clickPos, self.clickPos, { withoutEntityId = entity.id() }) for i, eId in ipairs(eIds) do if world.entityType(eId) == "object" then --world.logInfo("clicking %d the %s", eId, world.entityName(eId)) world.callScriptedEntity(eId, "onInteraction", interactArgs) end end end end
--[[ This work is licensed under a Creative Commons Attribution-ShareAlike 4.0 International License. Created by 8bitMafia. --]] local PLUGIN = PLUGIN; PLUGIN:SetGlobalAlias("cwThirdPersonCommand");
print('Ca marche pas !')
--gemenchantmod.lua local hooks = {} local is_opened_msg_box = false local item_obj = nil local temp_item_obj = nil local temp_item_slot = nil local function get_exp_from_slot() local slots = GET_MAT_SLOT(ui.GetFrame("reinforce_by_mix")); local totalCount = 0 local addExp = 0 local cnt = slots:GetSlotCount(); for i = 0 , cnt - 1 do local slot = slots:GetSlotByIndex(i); local icon = slot:GetIcon(); local matItem, matItemcount = GET_SLOT_ITEM(slot); if matItem ~= nil then matItem = GetIES(matItem:GetObject()); local matExp = matItemcount * GET_MIX_MATERIAL_EXP(matItem); addExp = addExp + matExp; end end return addExp end local function get_item_level_exp(item, target_item, limit_level, count, current_slot_exp) local is_over = false local exceed_exp = 0 local add_exp = target_item.ItemExp + current_slot_exp local prop = geItemTable.GetProp(target_item.ClassID); local lv = 1 for i = 1, count do local exp = tonumber(GET_MIX_MATERIAL_EXP(item)) add_exp = tonumber(math.add_for_lua(add_exp, exp)) lv = prop:GetLevel(add_exp) if lv >= limit_level then if prop:GetItemExp(GET_ITEM_MAX_LEVEL(target_item) - 1) == add_exp then is_over = false else exceed_exp = add_exp - prop:GetItemExp(GET_ITEM_MAX_LEVEL(target_item) - 1) is_over = true end return lv, i, is_over, exceed_exp end end return lv, count, is_over, exceed_exp end local function get_slot_exp_except_item(item) local slots = GET_MAT_SLOT(ui.GetFrame("reinforce_by_mix")) local cnt = slots:GetSlotCount() local addExp = 0 for i = 0, cnt - 1 do local slot = slots:GetSlotByIndex(i) local matItem, matItemcount = GET_SLOT_ITEM(slot) if matItem ~= nil then matItem = GetIES(matItem:GetObject()); if matItem.ClassID ~= item.ClassID then local matExp = matItemcount * GET_MIX_MATERIAL_EXP(matItem); addExp = addExp + matExp; end end end return addExp end local function get_reinforce_slot_index(item_class_id) local slots = GET_MAT_SLOT(ui.GetFrame("reinforce_by_mix")) local cnt = slots:GetSlotCount() for i = 0, cnt - 1 do local slot = slots:GetSlotByIndex(i) local matItem, matItemcount = GET_SLOT_ITEM(slot) if matItem ~= nil then matItem = GetIES(matItem:GetObject()); if matItem.ClassID == item_class_id then return i end end end return -1 end function OPEN_REINFORCE_BY_MIX_HOOKED(frame) frame:SetUserValue("EXECUTE_REINFORCE", 0); CLEAR_REINFORCE_BY_MIX(frame); ui.OpenFrame("inventory"); is_opened_msg_box = false item_obj = nil end function DECREASE_SELECTED_ITEM_COUNT_HOOKED(slot_index, nowselectedcount, count, inven_item_count, item_class_id) is_opened_msg_box = false local slots = GET_MAT_SLOT(ui.GetFrame("reinforce_by_mix")); local slot = slots:GetSlotByIndex(slot_index) local tgtItem = GET_REINFORCE_MIX_ITEM() count = count - 1 if count == 0 then local index = get_reinforce_slot_index(item_class_id) local slots = GET_MAT_SLOT(ui.GetFrame("reinforce_by_mix")) REINFORCE_BY_MIX_SLOT_RBTN(nil, slots:GetSlotByIndex(index)) return end if nowselectedcount == count then if count <= inven_item_count then local reinfFrame = ui.GetFrame("reinforce_by_mix"); local icon = slot:GetIcon(); if 1 == REINFORCE_BY_MIX_ADD_MATERIAL(reinfFrame, item_obj, count) then imcSound.PlaySoundEvent("icon_get_down"); if icon ~= nil and count == inven_item_count then icon:SetColorTone("AA000000"); end end end else if lv == GET_ITEM_MAX_LEVEL(tgtItem) then ui.SysMsg(ClMsg("ArriveInMaxLevel")) item_obj = nil return end if nowselectedcount < inven_item_count then local reinfFrame = ui.GetFrame("reinforce_by_mix"); local icon = slot:GetIcon(); if 1 == REINFORCE_BY_MIX_ADD_MATERIAL(reinfFrame, item_obj, nowselectedcount + 1) then imcSound.PlaySoundEvent("icon_get_down"); local nowselectedcount = slot:GetUserIValue("REINF_MIX_SELECTED") if icon ~= nil and nowselectedcount == inven_item_count then icon:SetColorTone("AA000000"); end end end end item_obj = nil end function REMAIN_SELECTED_ITEM_COUNT_HOOKED(slot_index, nowselectedcount, count, inven_item_count) is_opened_msg_box = false local slots = GET_MAT_SLOT(ui.GetFrame("reinforce_by_mix")); local slot = slots:GetSlotByIndex(slot_index) local tgtItem = GET_REINFORCE_MIX_ITEM() if nowselectedcount + 1 == count then if count <= inven_item_count then local reinfFrame = ui.GetFrame("reinforce_by_mix"); local icon = slot:GetIcon(); if 1 == REINFORCE_BY_MIX_ADD_MATERIAL(reinfFrame, item_obj, count) then imcSound.PlaySoundEvent("icon_get_down"); if icon ~= nil and count == inven_item_count then icon:SetColorTone("AA000000"); end end end else if lv == GET_ITEM_MAX_LEVEL(tgtItem) then ui.SysMsg(ClMsg("ArriveInMaxLevel")) item_obj = nil return end if nowselectedcount < inven_item_count then local reinfFrame = ui.GetFrame("reinforce_by_mix"); local icon = slot:GetIcon(); if 1 == REINFORCE_BY_MIX_ADD_MATERIAL(reinfFrame, item_obj, nowselectedcount + 1) then imcSound.PlaySoundEvent("icon_get_down"); local nowselectedcount = slot:GetUserIValue("REINF_MIX_SELECTED") if icon ~= nil and nowselectedcount == inven_item_count then icon:SetColorTone("AA000000"); end end end end item_obj = nil end function REINFORCE_MIX_INV_RBTN_HOOKED(itemObj, slot, selectall) local invitem = session.GetInvItemByGuid(GetIESID(itemObj)) if nil == invitem then return; end if IS_KEY_ITEM(itemObj) == true or IS_KEY_MATERIAL(itemObj) == true or itemObj.ItemLifeTimeOver ~= 0 then ui.SysMsg(ClMsg("CanNotBeUsedMaterial")); return; end if IS_MECHANICAL_ITEM(itemObj) == true then ui.SysMsg(ClMsg("IS_MechanicalItem")); return; end local reinfItem = GET_REINFORCE_MIX_ITEM(); local reinforceCls = GetClass("Reinforce", reinfItem.Reinforce_Type); if 1 == _G[reinforceCls.MaterialScript](reinfItem, itemObj) then if true == invitem.isLockState then ui.SysMsg(ClMsg("MaterialItemIsLock")); return; end if keyboard.IsKeyPressed("LSHIFT") == 1 then local maxCnt = invitem.count temp_item_obj = itemObj temp_item_slot = slot INPUT_NUMBER_BOX(ui.GetFrame("reinforce_by_mix"), ScpArgMsg("InputCount"), "GEMENCHANTMOD_EXEC", maxCnt, 1, maxCnt, nil, nil, 1) return end local nowselectedcount = slot:GetUserIValue("REINF_MIX_SELECTED") if selectall == 'YES' then nowselectedcount = invitem.count -1; end local exp = get_exp_from_slot() local lv = 1 local tgtItem = GET_REINFORCE_MIX_ITEM() local lv = GET_ITEM_LEVEL_EXP(tgtItem, exp + tgtItem.ItemExp) if lv == GET_ITEM_MAX_LEVEL(tgtItem) then ui.SysMsg(ClMsg("ArriveInMaxLevel")) return end local lv, count, is_over, exceed_exp = get_item_level_exp(itemObj, tgtItem, GET_ITEM_MAX_LEVEL(tgtItem), nowselectedcount + 1, get_slot_exp_except_item(itemObj)) nowselectedcount = count - 1 if is_over == true then if is_opened_msg_box == false then local noScp = string.format("DECREASE_SELECTED_ITEM_COUNT(%d, %d, %d, %d, %d)", slot:GetSlotIndex(), nowselectedcount, count, invitem.count, itemObj.ClassID) local yesScp = string.format("REMAIN_SELECTED_ITEM_COUNT(%d, %d, %d, %d)", slot:GetSlotIndex(), nowselectedcount, count, invitem.count) item_obj = itemObj ui.MsgBox(ScpArgMsg('ExceedExpOverMaxLevel{EXCEED_EXP}', "EXCEED_EXP", exceed_exp) , yesScp, noScp) is_opened_msg_box = true end end if nowselectedcount + 1 == count then if count <= invitem.count then local reinfFrame = ui.GetFrame("reinforce_by_mix"); local icon = slot:GetIcon(); if 1 == REINFORCE_BY_MIX_ADD_MATERIAL(reinfFrame, itemObj, count) then imcSound.PlaySoundEvent("icon_get_down"); slot:SetUserValue("REINF_MIX_SELECTED", count); local count = slot:GetUserIValue("REINF_MIX_SELECTED") if icon ~= nil and count == invitem.count then icon:SetColorTone("AA000000"); end end end else if lv == GET_ITEM_MAX_LEVEL(tgtItem) then ui.SysMsg(ClMsg("ArriveInMaxLevel")) return end if nowselectedcount < invitem.count then local reinfFrame = ui.GetFrame("reinforce_by_mix"); local icon = slot:GetIcon(); if 1 == REINFORCE_BY_MIX_ADD_MATERIAL(reinfFrame, itemObj, nowselectedcount + 1) then imcSound.PlaySoundEvent("icon_get_down"); slot:SetUserValue("REINF_MIX_SELECTED", nowselectedcount + 1); local nowselectedcount = slot:GetUserIValue("REINF_MIX_SELECTED") if icon ~= nil and nowselectedcount == invitem.count then icon:SetColorTone("AA000000"); end end end end end end function GEMENCHANTMOD_ON_INIT(addon, frame) if next(hooks) == nil then local function setupHook(newFunc, oldFuncStr) hooks[oldFuncStr] = _G[oldFuncStr] _G[oldFuncStr] = newFunc end setupHook(OPEN_REINFORCE_BY_MIX_HOOKED, "OPEN_REINFORCE_BY_MIX") setupHook(DECREASE_SELECTED_ITEM_COUNT_HOOKED, "DECREASE_SELECTED_ITEM_COUNT") setupHook(REMAIN_SELECTED_ITEM_COUNT_HOOKED, "REMAIN_SELECTED_ITEM_COUNT") setupHook(REINFORCE_MIX_INV_RBTN_HOOKED, "REINFORCE_MIX_INV_RBTN") end end function GEMENCHANTMOD_EXEC(frame, ret) local nowselectedcount = tonumber(ret) - 1 local itemObj = temp_item_obj local invitem = session.GetInvItemByGuid(GetIESID(itemObj)) local slot = temp_item_slot temp_item_obj = nil temp_item_slot = nil local exp = get_exp_from_slot() local lv = 1 local tgtItem = GET_REINFORCE_MIX_ITEM() local lv = GET_ITEM_LEVEL_EXP(tgtItem, exp + tgtItem.ItemExp) if lv == GET_ITEM_MAX_LEVEL(tgtItem) then ui.SysMsg(ClMsg("ArriveInMaxLevel")) return end local lv, count, is_over, exceed_exp = get_item_level_exp(itemObj, tgtItem, GET_ITEM_MAX_LEVEL(tgtItem), nowselectedcount + 1, get_slot_exp_except_item(itemObj)) nowselectedcount = count - 1 if is_over == true then if is_opened_msg_box == false then local noScp = string.format("DECREASE_SELECTED_ITEM_COUNT(%d, %d, %d, %d, %d)", slot:GetSlotIndex(), nowselectedcount, count, invitem.count, itemObj.ClassID) local yesScp = string.format("REMAIN_SELECTED_ITEM_COUNT(%d, %d, %d, %d)", slot:GetSlotIndex(), nowselectedcount, count, invitem.count) item_obj = itemObj ui.MsgBox(ScpArgMsg('ExceedExpOverMaxLevel{EXCEED_EXP}', "EXCEED_EXP", exceed_exp) , yesScp, noScp) is_opened_msg_box = true end end if nowselectedcount + 1 == count then if count <= invitem.count then local reinfFrame = ui.GetFrame("reinforce_by_mix"); local icon = slot:GetIcon(); if 1 == REINFORCE_BY_MIX_ADD_MATERIAL(reinfFrame, itemObj, count) then imcSound.PlaySoundEvent("icon_get_down"); slot:SetUserValue("REINF_MIX_SELECTED", count); local count = slot:GetUserIValue("REINF_MIX_SELECTED") if icon ~= nil then if count == invitem.count then icon:SetColorTone("AA000000") else icon:SetColorTone("FFFFFFFF") end end end end else if lv == GET_ITEM_MAX_LEVEL(tgtItem) then ui.SysMsg(ClMsg("ArriveInMaxLevel")) return end if nowselectedcount < invitem.count then local reinfFrame = ui.GetFrame("reinforce_by_mix"); local icon = slot:GetIcon(); if 1 == REINFORCE_BY_MIX_ADD_MATERIAL(reinfFrame, itemObj, nowselectedcount + 1) then imcSound.PlaySoundEvent("icon_get_down"); slot:SetUserValue("REINF_MIX_SELECTED", nowselectedcount + 1); local nowselectedcount = slot:GetUserIValue("REINF_MIX_SELECTED") if icon ~= nil then if nowselectedcount == invitem.count then icon:SetColorTone("AA000000") else icon:SetColorTone("FFFFFFFF") end end end end end end
require("analytics") local logger = require("logger") -- Stuff defined in this file: -- . the data structures that store the configuration of -- the stack of panels -- . the main game routine -- (rising, timers, falling, cursor movement, swapping, landing) -- . the matches-checking routine local min, pairs, deepcpy = math.min, pairs, deepcpy local max = math.max local garbage_bounce_time = #garbage_bounce_table local GARBAGE_DELAY = 60 local GARBAGE_TRANSIT_TIME = 90 local clone_pool = {} -- Represents the full panel stack for one player Stack = class( function(s, arguments) local which = arguments.which or 1 assert(arguments.match ~= nil) local match = arguments.match assert(arguments.is_local ~= nil) local is_local = arguments.is_local local panels_dir = arguments.panels_dir or config.panels -- level or difficulty should be set assert(arguments.level ~= nil or arguments.difficulty ~= nil) local level = arguments.level local difficulty = arguments.difficulty local speed = arguments.speed local player_number = arguments.player_number or which local wantsCanvas = arguments.wantsCanvas or 1 local character = arguments.character or config.character s.match = match s.character = character s.max_health = 1 s.panels_dir = panels_dir s.portraitFade = 0 s.is_local = is_local s.drawsAnalytics = true if not panels[panels_dir] then s.panels_dir = config.panels end if s.match.mode == "puzzle" then s.drawsAnalytics = false else s.do_first_row = true end if difficulty then if s.match.mode == "endless" then s.NCOLORS = difficulty_to_ncolors_endless[difficulty] elseif s.match.mode == "time" then s.NCOLORS = difficulty_to_ncolors_1Ptime[difficulty] end end -- frame.png dimensions if wantsCanvas then s.canvas = love.graphics.newCanvas(104 * GFX_SCALE, 204 * GFX_SCALE) s.canvas:setFilter("nearest", "nearest") end if level then s:setLevel(level) speed = speed or level_to_starting_speed[level] end s.health = s.max_health s.garbage_cols = { {1, 2, 3, 4, 5, 6, idx = 1}, {1, 3, 5, idx = 1}, {1, 4, idx = 1}, {1, 2, 3, idx = 1}, {1, 2, idx = 1}, {1, idx = 1} } s.later_garbage = {} s.garbage_q = GarbageQueue() -- garbage_to_send[frame] is an array of garbage to send at frame. -- garbage_to_send.chain is an array of garbage to send when the chain ends. s.garbage_to_send = {} s:moveForPlayerNumber(1) s.panel_buffer = "" s.panel_buffer_record = "" s.gpanel_buffer = "" s.gpanel_buffer_record = "" s.input_buffer = "" s.input_buffer_record = "" s.panels = {} s.width = 6 s.height = 12 for i = 0, s.height do s.panels[i] = {} for j = 1, s.width do s.panels[i][j] = Panel() end end s.CLOCK = 0 s.game_stopwatch = 0 s.game_stopwatch_running = false s.do_countdown = true s.max_runs_per_frame = 3 s.displacement = 16 -- This variable indicates how far below the top of the play -- area the top row of panels actually is. -- This variable being decremented causes the stack to rise. -- During the automatic rising routine, if this variable is 0, -- it's reset to 15, all the panels are moved up one row, -- and a new row is generated at the bottom. -- Only when the displacement is 0 are all 12 rows "in play." s.danger_col = {false, false, false, false, false, false} -- set true if this column is near the top s.danger_timer = 0 -- decides bounce frame when in danger s.difficulty = difficulty or 2 s.speed = speed or 1 -- The player's speed level decides the amount of time -- the stack takes to rise automatically if s.speed_times == nil then s.panels_to_speedup = panels_to_next_speed[s.speed] end s.rise_timer = 1 -- When this value reaches 0, the stack will rise a pixel s.rise_lock = false -- If the stack is rise locked, it won't rise until it is -- unlocked. s.has_risen = false -- set once the stack rises once during the game s.stop_time = 0 s.pre_stop_time = 0 s.NCOLORS = s.NCOLORS or 5 s.score = 0 -- der skore s.chain_counter = 0 -- how high is the current chain s.panels_in_top_row = false -- boolean, for losing the game s.danger = s.danger or false -- boolean, panels in the top row (danger) s.danger_music = s.danger_music or false -- changes music state s.n_active_panels = 0 s.prev_active_panels = 0 s.n_chain_panels = 0 -- These change depending on the difficulty and speed levels: s.FRAMECOUNT_HOVER = s.FRAMECOUNT_HOVER or FC_HOVER[s.difficulty] s.FRAMECOUNT_FLASH = s.FRAMECOUNT_FLASH or FC_FLASH[s.difficulty] s.FRAMECOUNT_FACE = s.FRAMECOUNT_FACE or FC_FACE[s.difficulty] s.FRAMECOUNT_POP = s.FRAMECOUNT_POP or FC_POP[s.difficulty] s.FRAMECOUNT_MATCH = s.FRAMECOUNT_FACE + s.FRAMECOUNT_FLASH s.FRAMECOUNT_RISE = speed_to_rise_time[s.speed] s.rise_timer = s.FRAMECOUNT_RISE -- Player input stuff: s.manual_raise = false -- set until raising is completed s.manual_raise_yet = false -- if not set, no actual raising's been done yet -- since manual raise button was pressed s.prevent_manual_raise = false s.swap_1 = false -- attempt to initiate a swap on this frame s.swap_2 = false s.taunt_up = nil -- will hold an index s.taunt_down = nil -- will hold an index s.taunt_queue = Queue() s.cur_wait_time = config.input_repeat_delay -- number of ticks to wait before the cursor begins -- to move quickly... it's based on P1CurSensitivity s.cur_timer = 0 -- number of ticks for which a new direction's been pressed s.cur_dir = nil -- the direction pressed s.cur_row = 7 -- the row the cursor's on s.cur_col = 3 -- the column the left half of the cursor's on s.top_cur_row = s.height + (s.match.mode == "puzzle" and 0 or -1) s.move_sound = false -- this is set if the cursor movement sound should be played s.poppedPanelIndex = s.poppedPanelIndex or 1 s.panels_cleared = s.panels_cleared or 0 s.metal_panels_queued = s.metal_panels_queued or 0 s.lastPopLevelPlayed = s.lastPopLevelPlayed or 1 s.lastPopIndexPlayed = s.lastPopIndexPlayed or 1 s.combo_chain_play = nil s.game_over = false -- only set if this player got a game over s.game_over_clock = 0 -- only set if game_over is true, the exact clock frame the player lost s.sfx_land = false s.sfx_garbage_thud = 0 s.card_q = Queue() s.pop_q = Queue() s.which = which s.player_number = player_number --player number according to the multiplayer server, for game outcome reporting s.shake_time = 0 s.prev_states = {} s.analytic = AnalyticsInstance(s.is_local) end ) function Stack.setLevel(self, level) self.level = level --difficulty = level_to_difficulty[level] self.speed_times = {15 * 60, idx = 1, delta = 15 * 60} self.max_health = level_to_hang_time[level] self.FRAMECOUNT_HOVER = level_to_hover[level] self.FRAMECOUNT_GPHOVER = level_to_garbage_panel_hover[level] self.FRAMECOUNT_FLASH = level_to_flash[level] self.FRAMECOUNT_FACE = level_to_face[level] self.FRAMECOUNT_POP = level_to_pop[level] self.combo_constant = level_to_combo_constant[level] self.combo_coefficient = level_to_combo_coefficient[level] self.chain_constant = level_to_chain_constant[level] self.chain_coefficient = level_to_chain_coefficient[level] if self.match.mode == "2ptime" then self.NCOLORS = level_to_ncolors_time[level] else self.NCOLORS = level_to_ncolors_vs[level] end end -- Positions the stack draw position for the given player function Stack.moveForPlayerNumber(stack, player_num) local stack_padding_x_for_legacy_pos = ((canvas_width - legacy_canvas_width) / 2) if player_num == 1 then stack.pos_x = 4 + stack_padding_x_for_legacy_pos / GFX_SCALE stack.score_x = 315 + stack_padding_x_for_legacy_pos stack.mirror_x = 1 stack.origin_x = stack.pos_x stack.multiplication = 0 stack.id = "_1P" stack.VAR_numbers = "" elseif player_num == 2 then stack.pos_x = 172 + stack_padding_x_for_legacy_pos / GFX_SCALE stack.score_x = 410 + stack_padding_x_for_legacy_pos stack.mirror_x = -1 stack.origin_x = stack.pos_x + (stack.canvas:getWidth() / GFX_SCALE) - 8 stack.multiplication = 1 stack.id = "_2P" end stack.pos_y = 4 + (canvas_height - legacy_canvas_height) / GFX_SCALE stack.score_y = 100 + (canvas_height - legacy_canvas_height) end function Stack.mkcpy(self, other) if other == nil then if #clone_pool == 0 then other = {} else other = clone_pool[#clone_pool] clone_pool[#clone_pool] = nil end end other.do_swap = self.do_swap other.speed = self.speed other.health = self.health other.garbage_cols = deepcpy(self.garbage_cols) --[[if self.garbage_cols then other.garbage_idxs = other.garbage_idxs or {} local n_g_cols = #(self.garbage_cols or other.garbage_cols) for i=1,n_g_cols do other.garbage_idxs[i]=self.garbage_cols[i].idx end else end--]] other.garbage_q = deepcpy(self.garbage_q) other.garbage_to_send = deepcpy(self.garbage_to_send) other.input_state = self.input_state local height = self.height or other.height local width = self.width or other.width local height_to_cpy = #self.panels other.panels = other.panels or {} for i = 1, height_to_cpy do if other.panels[i] == nil then other.panels[i] = {} for j = 1, width do other.panels[i][j] = Panel() end end for j = 1, width do local opanel = other.panels[i][j] local spanel = self.panels[i][j] opanel:clear() for k, v in pairs(spanel) do opanel[k] = v end end end for i = height_to_cpy + 1, #other.panels do for j = 1, width do other.panels[i][j]:clear() end end other.CLOCK = self.CLOCK other.game_stopwatch = self.game_stopwatch other.game_stopwatch_running = self.game_stopwatch_running other.cursor_lock = self.cursor_lock other.displacement = self.displacement other.speed_times = deepcpy(self.speed_times) other.panels_to_speedup = self.panels_to_speedup other.stop_time = self.stop_time other.pre_stop_time = self.pre_stop_time other.score = self.score other.chain_counter = self.chain_counter other.n_active_panels = self.n_active_panels other.prev_active_panels = self.prev_active_panels other.n_chain_panels = self.n_chain_panels other.FRAMECOUNT_RISE = self.FRAMECOUNT_RISE other.rise_timer = self.rise_timer other.manual_raise_yet = self.manual_raise_yet other.prevent_manual_raise = self.prevent_manual_raise other.cur_timer = self.cur_timer other.cur_dir = self.cur_dir other.cur_row = self.cur_row other.cur_col = self.cur_col other.shake_time = self.shake_time other.peak_shake_time = self.peak_shake_time other.card_q = deepcpy(self.card_q) other.do_countdown = self.do_countdown other.ready_y = self.ready_y return other end function Stack.fromcpy(self, other) Stack.mkcpy(other, self) self:remove_extra_rows() end local MAX_TAUNT_PER_10_SEC = 4 function Stack.can_taunt(self) return self.taunt_queue:len() < MAX_TAUNT_PER_10_SEC or self.taunt_queue:peek() + 10 < love.timer.getTime() end function Stack.taunt(self, taunt_type) while self.taunt_queue:len() >= MAX_TAUNT_PER_10_SEC do self.taunt_queue:pop() end self.taunt_queue:push(love.timer.getTime()) end -- Represents an individual panel in the stack Panel = class( function(p) p:clear() end ) function Panel.regularColorsArray() return { 1, -- hearts 2, -- circles 3, -- triangles 4, -- stars 5, -- diamonds 6, -- inverse triangles } -- Note see the methods below for square, shock, and colorless end function Panel.extendedRegularColorsArray() local result = Panel.regularColorsArray() result[#result+1] = 7 -- squares return result end function Panel.allPossibleColorsArray() local result = Panel.extendedRegularColorsArray() result[#result+1] = 8 -- shock result[#result+1] = 9 -- colorless return result end -- Sets all variables to the default settings function Panel.clear(self) -- color 0 is an empty panel. -- colors 1-7 are normal colors, 8 is [!], 9 is garbage. self.color = 0 -- A panel's timer indicates for how many more frames it will: -- . be swapping -- . sit in the MATCHED state before being set POPPING -- . sit in the POPPING state before actually being POPPED -- . sit and be POPPED before disappearing for good -- . hover before FALLING -- depending on which one of these states the panel is in. self.timer = 0 -- is_swapping is set if the panel is swapping. -- The panel's timer then counts down from 3 to 0, -- causing the swap to end 3 frames later. -- The timer is also used to offset the panel's -- position on the screen. self.initial_time = nil self.pop_time = nil self.pop_index = nil self.x_offset = nil self.y_offset = nil self.width = nil self.height = nil self.garbage = nil self.metal = nil -- Also flags self:clear_flags() end -- states: -- swapping, matched, popping, popped, hovering, -- falling, dimmed, landing, normal -- flags: -- from_left -- dont_swap -- chaining GarbageQueue = class( function(s) s.chain_garbage = Queue() s.combo_garbage = {0, 0, 0, 0, 0, 0} --index here represents width, and value represents how many of that width queued s.metal = 0 end ) function GarbageQueue.push(self, garbage) local width, height, metal, from_chain = unpack(garbage) if metal then self.metal = self.metal + 1 elseif from_chain or height > 1 then if not from_chain then logger.warn("garbage with height > 1 was not marked as 'from_chain'") logger.warn("adding it to the chain garbage queue anyway") end self.chain_garbage:push(garbage) else self.combo_garbage[width] = self.combo_garbage[width] + 1 end end function GarbageQueue.pop(self, just_peeking) --check for any chain garbage, and return the first one (chronologically), if any if self.chain_garbage:peek() then if just_peeking then return self.chain_garbage:peek() else return self.chain_garbage:pop() end end --check for any combo garbage, and return the smallest one, if any for k, v in ipairs(self.combo_garbage) do if v > 0 then if not just_peeking then self.combo_garbage[k] = v - 1 end --returning {width, height, is_metal, is_from_chain} return {k, 1, false, false} end end --check for any metal garbage, and return one if any if self.metal > 0 then if not just_peeking then self.metal = self.metal - 1 end return {6, 1, true, false} end return nil end function GarbageQueue.peek(self) return self:pop(true) --(just peeking) end function GarbageQueue.len(self) local ret = 0 ret = ret + self.chain_garbage:len() for k, v in ipairs(self.combo_garbage) do ret = ret + v end ret = ret + self.metal return ret end function GarbageQueue.grow_chain(self) -- TODO: this should increase the size of the first chain garbage by 1. -- This is used by the telegraph to increase the size of the chain garbage being built -- or add a 6-wide if there is not chain garbage yet in the queue end Telegraph = class( function(self, sender, recipient) self.garbage_queue = new GarbageQueue() self.stopper = {garbage_type, size, frame_to_release} self.sender = sender self.recipient = recipient end ) function Telegraph.push(self, attack_type, attack_size) self.stopper = {garbage_type = attack_type, attack_size, frame_to_release = self.stack.CLOCK + GARBAGE_TRANSIT_TIME + GARBAGE_DELAY} if attack_type == "chain" then self.garbage_queue:grow_chain() elseif attack_type == "combo" then local garbage = {} self.garbage_queue:push(garbage) end end function Telegraph.pop_all_ready_garbage() local ready_garbage = {} if self.stopper and self.stopper.frame_to_release <= self.recipient.CLOCK then self.stopper = nil end if not self.stopper then local next_block = {} local number_of_blocks = self.garbage_queue:len() for i = 1, number_of_blocks do ready_garbage[i] = self.garbage_queue:pop() end return ready_garbage elseif self.stopper and self.stopper.garbage_type == "chain" then return {} --waiting on sender chain to end elseif self.stopper and self.stopper.garbage_type == "combo" and stopper.garbage then local next_block_type = "combo" local next_in_queue = self.garbage_queue:peek() while not next_in_queue[4] --[[is_from_chain]] and next_in_queue[1] --[[width]] < self.stopper.size do ready_garbage[#ready_garbage + 1] = self.garbage_queue:pop() next_in_queue = self.garbage_queue:peek() end return ready_garbage end end function Telegraph.sender_chain_ended() self.stopper = nil end do local exclude_hover_set = { matched = true, popping = true, popped = true, hovering = true, falling = true } function Panel.exclude_hover(self) return exclude_hover_set[self.state] or self.garbage end local exclude_match_set = { swapping = true, matched = true, popping = true, popped = true, dimmed = true, falling = true } function Panel.exclude_match(self) return exclude_match_set[self.state] or self.color == 0 or self.color == 9 or (self.state == "hovering" and not self.match_anyway) end local exclude_swap_set = { matched = true, popping = true, popped = true, hovering = true, dimmed = true } function Panel.exclude_swap(self) return exclude_swap_set[self.state] or self.dont_swap or self.garbage end function Panel.support_garbage(self) return self.color ~= 0 or self.hovering end -- "Block garbage fall" means -- "falling-ness should not propogate up through this panel" -- We need this because garbage doesn't hover, it just falls -- opportunistically. local block_garbage_fall_set = { matched = true, popping = true, popped = true, hovering = true, swapping = true } function Panel.block_garbage_fall(self) return block_garbage_fall_set[self.state] or self.color == 0 end function Panel.dangerous(self) return self.color ~= 0 and not (self.state == "falling" and self.garbage) end end function Panel.has_flags(self) return (self.state ~= "normal") or self.is_swapping_from_left or self.dont_swap or self.chaining end function Panel.clear_flags(self) self.combo_index = nil self.combo_size = nil self.chain_index = nil self.is_swapping_from_left = nil self.dont_swap = nil self.chaining = nil -- Animation timer for "bounce" after falling from garbage. self.fell_from_garbage = nil self.state = "normal" end function Stack.set_puzzle_state(self, puzzle) -- Copy the puzzle into our state local boardSizeInPanels = self.width * self.height while string.len(puzzle.stack) < boardSizeInPanels do puzzle.stack = "0" .. puzzle.stack end local puzzleString = puzzle.stack if puzzle.randomizeColors then puzzleString = Puzzle.randomizeColorString(puzzleString) end self.panels = self:puzzleStringToPanels(puzzleString) self.do_countdown = puzzle.do_countdown or false self.puzzleType = puzzle.puzzleType or "moves" if puzzle.moves ~= 0 then self.puzzle_moves = puzzle.moves end -- transform any cleared garbage into colorless garbage panels self.gpanel_buffer = "9999999999999999999999999999999999999999999999999999999999999999999999999" end function Stack.puzzleStringToPanels(self, puzzleString) local panels = {} local garbageStartRow = nil local garbageStartColumn = nil local isMetal = false local connectedGarbagePanels = nil -- chunk the aprilstack into rows -- it is necessary to go bottom up because garbage block panels contain the offset relative to their bottom left corner for row = 1, 12 do local rowString = string.sub(puzzleString, #puzzleString - 5, #puzzleString) puzzleString = string.sub(puzzleString, 1, #puzzleString - 6) -- copy the panels into the row panels[row] = {} for column = 6, 1, -1 do local color = string.sub(rowString, column, column) if not garbageStartRow and tonumber(color) then local panel = Panel() panel.color = tonumber(color) panels[row][column] = panel else -- start of a garbage block if color == "]" or color == "}" then garbageStartRow = row garbageStartColumn = column connectedGarbagePanels = {} if color == "}" then isMetal = true end end local panel = Panel() panel.garbage = true panel.color = 9 panel.y_offset = row - garbageStartRow -- iterating the row right to left to make sure we catch the start of each garbage block -- but the offset is expected left to right, therefore we can't know the x_offset before reaching the end of the garbage -- instead save the column index in that field to calculate it later panel.x_offset = column panel.metal = isMetal panels[row][column] = panel table.insert(connectedGarbagePanels, panel) -- garbage ends here if color == "[" or color == "{" then -- calculate dimensions of the garbage and add it to the relevant width/height properties local height = connectedGarbagePanels[#connectedGarbagePanels].y_offset + 1 -- this is disregarding the possible existence of irregularly shaped garbage local width = garbageStartColumn - column + 1 for i = 1, #connectedGarbagePanels do connectedGarbagePanels[i].x_offset = connectedGarbagePanels[i].x_offset - column connectedGarbagePanels[i].height = height connectedGarbagePanels[i].width = width -- panels are already in the main table and they should already be updated by reference end garbageStartRow = nil garbageStartColumn = nil connectedGarbagePanels = nil isMetal = false end end end end -- add row 0 because it crashes if there is no row 0 for whatever reason panels[0] = {} for column = 6, 1, -1 do local panel = Panel() panel.color = 0 panels[0][column] = panel end return panels end function Stack.puzzle_done(self) if not self.do_countdown then -- For now don't require active panels to be 0, we will still animate in game over, -- and we need to win immediately to avoid the failure below in the chain case. --if P1.n_active_panels == 0 then --if self.puzzleType == "chain" or P1.prev_active_panels == 0 then local panels = self.panels for row = 1, self.height do for col = 1, self.width do local color = panels[row][col].color if color ~= 0 and color ~= 9 then return false end end end return true --end --end end return false end function Stack.puzzle_failed(self) if not self.do_countdown then if self.puzzleType == "moves" then if self.n_active_panels == 0 and self.prev_active_panels == 0 then return self.puzzle_moves == 0 end elseif self.puzzleType and self.puzzleType == "chain" then if self.n_active_panels == 0 and self.prev_active_panels == 0 and #self.analytic.data.reached_chains == 0 and self.analytic.data.destroyed_panels > 0 then -- We finished matching but never made a chain -> fail return true end if #self.analytic.data.reached_chains > 0 and self.n_chain_panels == 0 then -- We achieved a chain, finished chaining, but haven't won yet -> fail return true end end end return false end function Stack.has_falling_garbage(self) for i = 1, self.height + 3 do --we shouldn't have to check quite 3 rows above height, but just to make sure... local prow = self.panels[i] for j = 1, self.width do if prow and prow[j].garbage and prow[j].state == "falling" then return true end end end return false end -- Saves state in backups in case its needed for rollback function Stack.prep_rollback(self) local prev_states = self.prev_states -- prev_states will not exist if we're doing a rollback right now if prev_states then local garbage_target = self.garbage_target self.garbage_target = nil self.prev_states = nil prev_states[self.CLOCK] = self:mkcpy() clone_pool[#clone_pool + 1] = prev_states[self.CLOCK - 400] prev_states[self.CLOCK - 400] = nil self.prev_states = prev_states self.garbage_target = garbage_target end end -- Setup the stack at a new starting state function Stack.starting_state(self, n) if self.do_first_row then self.do_first_row = nil for i = 1, (n or 8) do self:new_row() self.cur_row = self.cur_row - 1 end end end function Stack.prep_first_row(self) if self.do_first_row then self.do_first_row = nil self:new_row() self.cur_row = self.cur_row - 1 end end -- Takes the control input from input_state and sets up the engine to start using it. function Stack.controls(self) local new_dir = nil local sdata = self.input_state local raise, swap, up, down, left, right = unpack(base64decode[sdata]) if (raise) and (not self.prevent_manual_raise) then self.manual_raise = true self.manual_raise_yet = false end self.swap_1 = swap self.swap_2 = swap if up then new_dir = "up" elseif down then new_dir = "down" elseif left then new_dir = "left" elseif right then new_dir = "right" end if new_dir == self.cur_dir then if self.cur_timer ~= self.cur_wait_time then self.cur_timer = self.cur_timer + 1 end else self.cur_dir = new_dir self.cur_timer = 0 end end -- Update everything for the stack based on inputs. Will update many times if needed to catch up. function Stack.run(self, timesToRun) if GAME.gameIsPaused then return end if timesToRun == nil then -- Normally we want to run 1 frame, but if we are a replay or from a net game, -- we want to possibly run a lot frames to catch up, or 0 if there is nothing to simulate. -- However, if we are a reaply or net game, we still want to run after game over to show -- game over effects. timesToRun = 1 if self.is_local == false then if self:game_ended() == false then timesToRun = 0 end -- Decide how many frames of input we should run. local buffer_len = string.len(self.input_buffer) -- If we're way behind, run at max speed. if buffer_len >= 15 then -- When we're closer, run fewer per frame, so things are less choppy. -- This might have a side effect of being a little farther behind on average, -- since we don't always run at top speed until the buffer is empty. timesToRun = self.max_runs_per_frame elseif buffer_len >= 10 then timesToRun = math.min(2, self.max_runs_per_frame) elseif buffer_len >= 1 then timesToRun = 1 end if self.play_to_end then if string.len(self.input_buffer) < 4 then self.play_to_end = nil stop_sounds = true end end end end for i = 1, timesToRun do self:update_popfxs() self:update_cards() if self:game_ended() == false then if self.is_local == false then if self.input_buffer and string.len(self.input_buffer) > 0 then self.input_state = string.sub(self.input_buffer, 1, 1) else break end else self.input_state = self:send_controls() end end self:prep_rollback() self:controls() self:prep_first_row() self:PdP() if self.is_local == false and self.input_buffer and string.len(self.input_buffer) > 0 then self.input_buffer = string.sub(self.input_buffer, 2) end end end -- Enqueue a card animation function Stack.enqueue_card(self, chain, x, y, n) if self.canvas == nil then return end card_burstAtlas = nil card_burstParticle = nil if config.popfx == true then card_burstAtlas = characters[self.character].images["burst"] card_burstFrameDimension = card_burstAtlas:getWidth() / 9 card_burstParticle = love.graphics.newQuad(card_burstFrameDimension, 0, card_burstFrameDimension, card_burstFrameDimension, card_burstAtlas:getDimensions()) end self.card_q:push({frame = 1, chain = chain, x = x, y = y, n = n, burstAtlas = card_burstAtlas, burstParticle = card_burstParticle}) end -- Enqueue a pop animation function Stack.enqueue_popfx(self, x, y, popsize) if self.canvas == nil then return end if characters[self.character].images["burst"] then burstAtlas = characters[self.character].images["burst"] burstFrameDimension = burstAtlas:getWidth() / 9 burstParticle = love.graphics.newQuad(burstFrameDimension, 0, burstFrameDimension, burstFrameDimension, burstAtlas:getDimensions()) bigParticle = love.graphics.newQuad(0, 0, burstFrameDimension, burstFrameDimension, burstAtlas:getDimensions()) end if characters[self.character].images["fade"] then fadeAtlas = characters[self.character].images["fade"] fadeFrameDimension = fadeAtlas:getWidth() / 9 fadeParticle = love.graphics.newQuad(fadeFrameDimension, 0, fadeFrameDimension, fadeFrameDimension, fadeAtlas:getDimensions()) end poptype = "small" self.pop_q:push( { frame = 1, burstAtlas = burstAtlas, burstFrameDimension = burstFrameDimension, burstParticle = burstParticle, fadeAtlas = fadeAtlas, fadeFrameDimension = fadeFrameDimension, fadeParticle = fadeParticle, bigParticle = bigParticle, bigTimer = 0, popsize = popsize, x = x, y = y } ) end local d_col = {up = 0, down = 0, left = -1, right = 1} local d_row = {up = 1, down = -1, left = 0, right = 0} -- One run of the engine routine. function Stack.PdP(self) -- Don't run the main logic if the player has simulated past one of the game overs or the time attack time if self:game_ended() == false then local panels = self.panels local width = self.width local height = self.height local prow = nil local panel = nil local swapped_this_frame = nil if self.do_countdown then self.game_stopwatch_running = false self.rise_lock = true if not self.countdown_cursor_state then self.countdown_CLOCK = self.CLOCK self.starting_cur_row = self.cur_row self.starting_cur_col = self.cur_col self.cur_row = self.height self.cur_col = self.width - 1 self.countdown_cursor_state = "ready_falling" self.countdown_cur_speed = 4 --one move every this many frames self.cursor_lock = true end if self.countdown_CLOCK == 8 then self.countdown_cursor_state = "moving_down" self.countdown_timer = 180 --3 seconds at 60 fps elseif self.countdown_cursor_state == "moving_down" then --move down if self.cur_row == self.starting_cur_row then self.countdown_cursor_state = "moving_left" elseif self.CLOCK % self.countdown_cur_speed == 0 then self.cur_row = self.cur_row - 1 end elseif self.countdown_cursor_state == "moving_left" then --move left if self.cur_col == self.starting_cur_col then self.countdown_cursor_state = "ready" self.cursor_lock = nil elseif self.CLOCK % self.countdown_cur_speed == 0 then self.cur_col = self.cur_col - 1 end end if self.countdown_timer then if self.countdown_timer == 0 then --we are done counting down self.do_countdown = nil self.countdown_timer = nil self.starting_cur_row = nil self.starting_cur_col = nil self.countdown_CLOCK = nil self.game_stopwatch_running = true if self.which == 1 and self.canvas ~= nil then SFX_Go_Play = 1 end elseif self.countdown_timer and self.countdown_timer % 60 == 0 and self.which == 1 then --play beep for timer dropping to next second in 3-2-1 countdown if self.which == 1 and self.canvas ~= nil then SFX_Countdown_Play = 1 end end if self.countdown_timer then self.countdown_timer = self.countdown_timer - 1 end end if self.countdown_CLOCK then self.countdown_CLOCK = self.countdown_CLOCK + 1 end else self.game_stopwatch_running = true end if self.pre_stop_time ~= 0 then self.pre_stop_time = self.pre_stop_time - 1 elseif self.stop_time ~= 0 then self.stop_time = self.stop_time - 1 end self.panels_in_top_row = false local top_row = self.height --self.displacement%16==0 and self.height or self.height-1 prow = panels[top_row] for idx = 1, width do if prow[idx]:dangerous() then self.panels_in_top_row = true end end -- calculate which columns should bounce local prev_danger = self.danger self.danger = false prow = panels[self.height - 1] for idx = 1, width do if prow[idx]:dangerous() then self.danger = true self.danger_col[idx] = true else self.danger_col[idx] = false end end if self.danger then if self.panels_in_top_row and self.speed ~= 0 and self.match.mode ~= "puzzle" then -- Player has topped out, panels hold the "flattened" frame self.danger_timer = 15 elseif self.stop_time == 0 then self.danger_timer = self.danger_timer - 1 end if self.danger_timer < 0 then self.danger_timer = 17 end end -- determine whether to play danger music -- Changed this to play danger when something in top 3 rows -- and to play casual when nothing in top 3 or 4 rows if not self.danger_music then -- currently playing casual for _, prow in pairs({panels[self.height], panels[self.height - 1], panels[self.height - 2]}) do for idx = 1, width do if prow[idx].color ~= 0 and prow[idx].state ~= "falling" or prow[idx]:dangerous() then self.danger_music = true break end end end if self.shake_time > 0 then self.danger_music = false end else --currently playing danger local toggle_back = true -- Normally, change back if nothing is in the top 3 rows local changeback_rows = {panels[self.height], panels[self.height - 1], panels[self.height - 2]} -- But optionally, wait until nothing is in the fourth row if (config.danger_music_changeback_delay) then table.insert(changeback_rows, panels[self.height - 3]) end for _, prow in pairs(changeback_rows) do for idx = 1, width do if prow[idx].color ~= 0 then toggle_back = false break end end end self.danger_music = not toggle_back end if self.displacement == 0 and self.has_risen then self.top_cur_row = self.height self:new_row() end self.prev_rise_lock = self.rise_lock self.rise_lock = self.n_active_panels ~= 0 or self.prev_active_panels ~= 0 or self.shake_time ~= 0 or self.do_countdown or self.do_swap if self.prev_rise_lock and not self.rise_lock then self.prevent_manual_raise = false end -- Increase the speed if applicable if self.speed_times then local time = self.speed_times[self.speed_times.idx] if self.CLOCK == time then self.speed = min(self.speed + 1, 99) self.FRAMECOUNT_RISE = speed_to_rise_time[self.speed] if self.speed_times.idx ~= #self.speed_times then self.speed_times.idx = self.speed_times.idx + 1 else self.speed_times[self.speed_times.idx] = time + self.speed_times.delta end end elseif self.panels_to_speedup <= 0 then self.speed = min(self.speed + 1, 99) self.panels_to_speedup = self.panels_to_speedup + panels_to_next_speed[self.speed] self.FRAMECOUNT_RISE = speed_to_rise_time[self.speed] end -- Phase 0 ////////////////////////////////////////////////////////////// -- Stack automatic rising if self.speed ~= 0 and not self.manual_raise and self.stop_time == 0 and not self.rise_lock and self.match.mode ~= "puzzle" then if self.panels_in_top_row then self.health = self.health - 1 if self.health < 1 and self.shake_time < 1 then self:set_game_over() end else self.rise_timer = self.rise_timer - 1 if self.rise_timer <= 0 then -- try to rise self.displacement = self.displacement - 1 if self.displacement == 0 then self.prevent_manual_raise = false self.top_cur_row = self.height self:new_row() end self.rise_timer = self.rise_timer + self.FRAMECOUNT_RISE end end end if not self.panels_in_top_row then self.health = self.max_health end if self.displacement % 16 ~= 0 then self.top_cur_row = self.height - 1 end -- Begin the swap we input last frame. if self.do_swap then self:swap() swapped_this_frame = true self.do_swap = nil end -- Look for matches. self:check_matches() -- Clean up the value we're using to match newly hovering panels -- This is pretty dirty :( for row = 1, #panels do for col = 1, width do panels[row][col].match_anyway = nil end end -- Phase 2. ///////////////////////////////////////////////////////////// -- Timer-expiring actions + falling local propogate_fall = {false, false, false, false, false, false} local skip_col = 0 local fallen_garbage = 0 local shake_time = 0 popsize = "small" for row = 1, #panels do for col = 1, width do local cntinue = false if skip_col > 0 then skip_col = skip_col - 1 cntinue = true end panel = panels[row][col] if cntinue then elseif panel.garbage then if panel.state == "matched" then -- try to fall panel.timer = panel.timer - 1 if panel.timer == panel.pop_time then if config.popfx == true then self:enqueue_popfx(col, row, popsize) end if self.canvas ~= nil then SFX_Garbage_Pop_Play = panel.pop_index end end if panel.timer == 0 then if panel.y_offset == -1 then local color, chaining = panel.color, panel.chaining panel:clear() panel.color, panel.chaining = color, chaining self:set_hoverers(row, col, self.FRAMECOUNT_GPHOVER, true, true) panel.fell_from_garbage = 12 else panel.state = "normal" end end elseif (panel.state == "normal" or panel.state == "falling") then if panel.x_offset == 0 then local prow = panels[row - 1] local supported = false if panel.y_offset == 0 then for i = col, col + panel.width - 1 do supported = supported or prow[i]:support_garbage() end else supported = not propogate_fall[col] end if supported then for x = col, col - 1 + panel.width do panels[row][x].state = "normal" propogate_fall[x] = false end else skip_col = panel.width - 1 for x = col, col - 1 + panel.width do panels[row - 1][x]:clear() propogate_fall[x] = true panels[row][x].state = "falling" panels[row - 1][x], panels[row][x] = panels[row][x], panels[row - 1][x] end end end if panel.shake_time and panel.state == "normal" then if row <= self.height then if panel.height > 3 then self.sfx_garbage_thud = 3 else self.sfx_garbage_thud = panel.height end shake_time = max(shake_time, panel.shake_time, self.peak_shake_time or 0) --a smaller garbage block landing should renew the largest of the previous blocks' shake times since our shake time was last zero. self.peak_shake_time = max(shake_time, self.peak_shake_time or 0) panel.shake_time = nil end end end cntinue = true end if propogate_fall[col] and not cntinue then if panel:block_garbage_fall() then propogate_fall[col] = false else panel.state = "falling" panel.timer = 0 end end if cntinue then elseif panel.state == "falling" then -- if it's on the bottom row, it should surely land if row == 1 then -- if there's a panel below, this panel's gonna land -- unless the panel below is falling. panel.state = "landing" panel.timer = 12 self.sfx_land = true elseif panels[row - 1][col].color ~= 0 and panels[row - 1][col].state ~= "falling" then -- if it lands on a hovering panel, it inherits -- that panel's hover time. if panels[row - 1][col].state == "hovering" then panel.state = "normal" self:set_hoverers(row, col, panels[row - 1][col].timer, false, false) else panel.state = "landing" panel.timer = 12 end self.sfx_land = true else panels[row - 1][col], panels[row][col] = panels[row][col], panels[row - 1][col] panels[row][col]:clear() end elseif panel:has_flags() and panel.timer ~= 0 then panel.timer = panel.timer - 1 if panel.timer == 0 then if panel.state == "swapping" then -- a swap has completed here. panel.state = "normal" panel.dont_swap = nil local from_left = panel.is_swapping_from_left panel.is_swapping_from_left = nil -- Now there are a few cases where some hovering must -- be done. if panel.color ~= 0 then if row ~= 1 then if panels[row - 1][col].color == 0 then self:set_hoverers(row, col, self.FRAMECOUNT_HOVER, false, true, false) -- if there is no panel beneath this panel -- it will begin to hover. -- CRAZY BUG EMULATION: -- the space it was swapping from hovers too if from_left then if panels[row][col - 1].state == "falling" then self:set_hoverers(row, col - 1, self.FRAMECOUNT_HOVER, false, true) end else if panels[row][col + 1].state == "falling" then self:set_hoverers(row, col + 1, self.FRAMECOUNT_HOVER + 1, false, false) end end elseif panels[row - 1][col].state == "hovering" then -- swap may have landed on a hover self:set_hoverers(row, col, self.FRAMECOUNT_HOVER, false, true, panels[row - 1][col].match_anyway, "inherited") end end else -- an empty space finished swapping... -- panels above it hover self:set_hoverers(row + 1, col, self.FRAMECOUNT_HOVER + 1, false, false, false, "empty") end elseif panel.state == "hovering" then if panels[row - 1][col].state == "hovering" then -- This panel is no longer hovering. -- it will now fall without sitting around -- for any longer! panel.timer = panels[row - 1][col].timer elseif panels[row - 1][col].color ~= 0 then panel.state = "landing" panel.timer = 12 else panel.state = "falling" panels[row][col], panels[row - 1][col] = panels[row - 1][col], panels[row][col] panel.timer = 0 -- Not sure if needed: panels[row][col]:clear_flags() end elseif panel.state == "landing" then panel.state = "normal" elseif panel.state == "matched" then -- This panel's match just finished the whole -- flashing and looking distressed thing. -- It is given a pop time based on its place -- in the match. panel.state = "popping" panel.timer = panel.combo_index * self.FRAMECOUNT_POP elseif panel.state == "popping" then --print("POP") if (panel.combo_size > 6) or self.chain_counter > 1 then popsize = "normal" end if self.chain_counter > 2 then popsize = "big" end if self.chain_counter > 3 then popsize = "giant" end if config.popfx == true then self:enqueue_popfx(col, row, popsize) end self.score = self.score + 10 -- self.score_render=1; -- TODO: What is self.score_render? -- this panel just popped -- Now it's invisible, but sits and waits -- for the last panel in the combo to pop -- before actually being removed. -- If it is the last panel to pop, -- it should be removed immediately! if panel.combo_size == panel.combo_index then self.panels_cleared = self.panels_cleared + 1 if self.match.mode == "vs" and self.panels_cleared % level_to_metal_panel_frequency[self.level] == 0 then self.metal_panels_queued = min(self.metal_panels_queued + 1, level_to_metal_panel_cap[self.level]) end if self.canvas ~= nil then SFX_Pop_Play = 1 end self.poppedPanelIndex = panel.combo_index panel.color = 0 if (panel.chaining) then self.n_chain_panels = self.n_chain_panels - 1 end panel:clear_flags() self:set_hoverers(row + 1, col, self.FRAMECOUNT_HOVER + 1, true, false, true, "combo") else panel.state = "popped" panel.timer = (panel.combo_size - panel.combo_index) * self.FRAMECOUNT_POP self.panels_cleared = self.panels_cleared + 1 if self.match.mode == "vs" and self.panels_cleared % level_to_metal_panel_frequency[self.level] == 0 then self.metal_panels_queued = min(self.metal_panels_queued + 1, level_to_metal_panel_cap[self.level]) end if self.canvas ~= nil then SFX_Pop_Play = 1 end self.poppedPanelIndex = panel.combo_index end elseif panel.state == "popped" then -- It's time for this panel -- to be gone forever :'( if self.panels_to_speedup then self.panels_to_speedup = self.panels_to_speedup - 1 end if panel.chaining then self.n_chain_panels = self.n_chain_panels - 1 end panel.color = 0 panel:clear_flags() -- Any panels sitting on top of it -- hover and are flagged as CHAINING self:set_hoverers(row + 1, col, self.FRAMECOUNT_HOVER + 1, true, false, true, "popped") elseif panel.state == "dead" then -- Nothing to do here, the player lost. else -- what the heck. -- if a timer runs out and the routine can't -- figure out what flag it is, tell brandon. -- No seriously, email him or something. error("something terrible happened\n" .. "panel.state was " .. tostring(panel.state) .. " when a timer expired?!\n" .. "panel.is_swapping_from_left = " .. tostring(panel.is_swapping_from_left) .. "\n" .. "panel.dont_swap = " .. tostring(panel.dont_swap) .. "\n" .. "panel.chaining = " .. tostring(panel.chaining)) end -- the timer-expiring action has completed end end -- Advance the fell-from-garbage bounce timer, or clear it and stop animating if the panel isn't hovering or falling. if cntinue then elseif panel.fell_from_garbage then if panel.state ~= "hovering" and panel.state ~= "falling" then panel.fell_from_garbage = nil else panel.fell_from_garbage = panel.fell_from_garbage - 1 end end end end local prev_shake_time = self.shake_time self.shake_time = self.shake_time - 1 self.shake_time = max(self.shake_time, shake_time) if self.shake_time == 0 then self.peak_shake_time = 0 end -- Phase 3. ///////////////////////////////////////////////////////////// -- Actions performed according to player input -- CURSOR MOVEMENT self.move_sound = true if self.cur_dir and (self.cur_timer == 0 or self.cur_timer == self.cur_wait_time) and not self.cursor_lock then local prev_row = self.cur_row local prev_col = self.cur_col self.cur_row = bound(1, self.cur_row + d_row[self.cur_dir], self.top_cur_row) self.cur_col = bound(1, self.cur_col + d_col[self.cur_dir], width - 1) if (self.move_sound and (self.cur_timer == 0 or self.cur_timer == self.cur_wait_time) and (self.cur_row ~= prev_row or self.cur_col ~= prev_col)) then if self.canvas ~= nil then SFX_Cur_Move_Play = 1 end if self.cur_timer ~= self.cur_wait_time then self.analytic:register_move() end end else self.cur_row = bound(1, self.cur_row, self.top_cur_row) end if self.cur_timer ~= self.cur_wait_time then self.cur_timer = self.cur_timer + 1 end -- TAUNTING if self.canvas ~= nil then if self.taunt_up ~= nil then for _, t in ipairs(characters[self.character].sounds.taunt_ups) do t:stop() end characters[self.character].sounds.taunt_ups[self.taunt_up]:play() self:taunt("taunt_up") self.taunt_up = nil elseif self.taunt_down ~= nil then for _, t in ipairs(characters[self.character].sounds.taunt_downs) do t:stop() end characters[self.character].sounds.taunt_downs[self.taunt_down]:play() self:taunt("taunt_down") self.taunt_down = nil end end -- SWAPPING if (self.swap_1 or self.swap_2) and not swapped_this_frame then local do_swap = self:canSwap(self.cur_row, self.cur_col) if do_swap then self.do_swap = true self.analytic:register_swap() end self.swap_1 = false self.swap_2 = false end -- MANUAL STACK RAISING if self.manual_raise and self.match.mode ~= "puzzle" then if not self.rise_lock then if self.panels_in_top_row then self:set_game_over() end self.has_risen = true self.displacement = self.displacement - 1 if self.displacement == 1 then self.manual_raise = false self.rise_timer = 1 if not self.prevent_manual_raise then self.score = self.score + 1 end self.prevent_manual_raise = true end self.manual_raise_yet = true --ehhhh self.stop_time = 0 elseif not self.manual_raise_yet then self.manual_raise = false end -- if the stack is rise locked when you press the raise button, -- the raising is cancelled end -- if at the end of the routine there are no chain panels, the chain ends. if self.chain_counter ~= 0 and self.n_chain_panels == 0 then self:set_chain_garbage(self.chain_counter) if self.canvas ~= nil then SFX_Fanfare_Play = self.chain_counter end self.analytic:register_chain(self.chain_counter) self.chain_counter = 0 end if (self.score > 99999) then self.score = 99999 -- lol owned end self.prev_active_panels = self.n_active_panels self.n_active_panels = 0 for row = 1, self.height do for col = 1, self.width do local panel = panels[row][col] if (panel.garbage and panel.state ~= "normal") or (panel.color ~= 0 and panel.state ~= "landing" and (panel:exclude_hover() or panel.state == "swapping") and not panel.garbage) or panel.state == "swapping" then self.n_active_panels = self.n_active_panels + 1 end end end local to_send = self.garbage_to_send[self.CLOCK] if to_send then self.garbage_to_send[self.CLOCK] = nil -- if there's no chain, we can send it if self.chain_counter == 0 then if #to_send > 0 then --[[table.sort(to_send, function(a,b) if a[4] or b[4] then return a[4] and not b[4] elseif a[3] or b[3] then return b[3] and not a[3] else return a[1] < b[1] end end)--]] self:really_send(to_send) end elseif self.garbage_to_send.chain then local waiting_for_chain = self.garbage_to_send.chain for i = 1, #to_send do waiting_for_chain[#waiting_for_chain + 1] = to_send[i] end else self.garbage_to_send.chain = to_send end end self:remove_extra_rows() local garbage = self.later_garbage[self.CLOCK] if garbage then for i = 1, #garbage do self.garbage_q:push(garbage[i]) end end self.later_garbage[self.CLOCK - 409] = nil -- Check for panels at or above the top. self.panels_in_top_row = false -- If any dangerous panels are in the top row, garbage should not fall. for col_idx = 1, width do if panels[top_row][col_idx]:dangerous() then self.panels_in_top_row = true end end -- If any panels (dangerous or not) are in rows above the top row, garbage should not fall. for row_idx = top_row + 1, #self.panels do for col_idx = 1, width do if panels[row_idx][col_idx].color ~= 0 then self.panels_in_top_row = true end end end if self.garbage_q:len() > 0 then local next_garbage_block_width, next_garbage_block_height, _metal, from_chain = unpack(self.garbage_q:peek()) local drop_it = not self.panels_in_top_row and not self:has_falling_garbage() and ((from_chain and next_garbage_block_height > 1) or (self.n_active_panels == 0 and self.prev_active_panels == 0)) if drop_it and self.garbage_q:len() > 0 then if self:drop_garbage(unpack(self.garbage_q:peek())) then self.garbage_q:pop() end end end -- Update Music if not GAME.gameIsPaused and not (P1 and P1.play_to_end) and not (P2 and P2.play_to_end) then if self:game_ended() == false and self.canvas ~= nil then if self.do_countdown then if SFX_Go_Play == 1 then themes[config.theme].sounds.go:stop() themes[config.theme].sounds.go:play() SFX_Go_Play = 0 elseif SFX_Countdown_Play == 1 then themes[config.theme].sounds.countdown:stop() themes[config.theme].sounds.countdown:play() SFX_Go_Play = 0 end else local winningPlayer = self if GAME.battleRoom then winningPlayer = GAME.battleRoom:winningPlayer(P1, P2) end local musics_to_use = nil local dynamicMusic = false local stageHasMusic = current_stage and stages[current_stage].musics and stages[current_stage].musics["normal_music"] local characterHasMusic = winningPlayer.character and characters[winningPlayer.character].musics and characters[winningPlayer.character].musics["normal_music"] if ((current_use_music_from == "stage") and stageHasMusic) or not characterHasMusic then if stages[current_stage].music_style == "dynamic" then dynamicMusic = true end musics_to_use = stages[current_stage].musics elseif characterHasMusic then if characters[winningPlayer.character].music_style == "dynamic" then dynamicMusic = true end musics_to_use = characters[winningPlayer.character].musics else -- no music loaded end local wantsDangerMusic = self.danger_music if self.garbage_target and self.garbage_target.danger_music then wantsDangerMusic = true end if dynamicMusic then local fadeLength = 60 if not self.fade_music_clock then self.fade_music_clock = fadeLength -- start fully faded in self.match.current_music_is_casual = true end local normalMusic = {musics_to_use["normal_music"], musics_to_use["normal_music_start"]} local dangerMusic = {musics_to_use["danger_music"], musics_to_use["danger_music_start"]} if #currently_playing_tracks == 0 then find_and_add_music(musics_to_use, "normal_music") find_and_add_music(musics_to_use, "danger_music") end -- Do we need to switch music? if self.match.current_music_is_casual ~= wantsDangerMusic then self.match.current_music_is_casual = not self.match.current_music_is_casual if self.fade_music_clock >= fadeLength then self.fade_music_clock = 0 -- Do a full fade else -- switched music before we fully faded, so start part way through self.fade_music_clock = fadeLength - self.fade_music_clock end end if self.fade_music_clock < fadeLength then self.fade_music_clock = self.fade_music_clock + 1 end local fadePercentage = self.fade_music_clock / fadeLength if wantsDangerMusic then setFadePercentageForGivenTracks(1 - fadePercentage, normalMusic) setFadePercentageForGivenTracks(fadePercentage, dangerMusic) else setFadePercentageForGivenTracks(fadePercentage, normalMusic) setFadePercentageForGivenTracks(1 - fadePercentage, dangerMusic) end else -- classic music if wantsDangerMusic then --may have to rethink this bit if we do more than 2 players if (self.match.current_music_is_casual or #currently_playing_tracks == 0) and musics_to_use["danger_music"] then -- disabled when danger_music is unspecified stop_the_music() find_and_add_music(musics_to_use, "danger_music") self.match.current_music_is_casual = false elseif #currently_playing_tracks == 0 and musics_to_use["normal_music"] then stop_the_music() find_and_add_music(musics_to_use, "normal_music") self.match.current_music_is_casual = true end else --we should be playing normal_music or normal_music_start if (not self.match.current_music_is_casual or #currently_playing_tracks == 0) and musics_to_use["normal_music"] then stop_the_music() find_and_add_music(musics_to_use, "normal_music") self.match.current_music_is_casual = true end end end end end end -- Update Sound FX if not SFX_mute and self.canvas ~= nil and not (P1 and P1.play_to_end) and not (P2 and P2.play_to_end) then if SFX_Swap_Play == 1 then themes[config.theme].sounds.swap:stop() themes[config.theme].sounds.swap:play() SFX_Swap_Play = 0 end if SFX_Cur_Move_Play == 1 then if not (self.match.mode == "vs" and themes[config.theme].sounds.swap:isPlaying()) and not self.do_countdown then themes[config.theme].sounds.cur_move:stop() themes[config.theme].sounds.cur_move:play() end SFX_Cur_Move_Play = 0 end if self.sfx_land then themes[config.theme].sounds.land:stop() themes[config.theme].sounds.land:play() self.sfx_land = false end if SFX_Countdown_Play == 1 then if self.which == 1 then themes[config.theme].sounds.countdown:stop() themes[config.theme].sounds.countdown:play() end SFX_Countdown_Play = 0 end if SFX_Go_Play == 1 then if self.which == 1 then themes[config.theme].sounds.go:stop() themes[config.theme].sounds.go:play() end SFX_Go_Play = 0 end if self.combo_chain_play then themes[config.theme].sounds.land:stop() themes[config.theme].sounds.pops[self.lastPopLevelPlayed][self.lastPopIndexPlayed]:stop() characters[self.character]:play_combo_chain_sfx(self.combo_chain_play) self.combo_chain_play = nil end if SFX_garbage_match_play then for _, v in pairs(characters[self.character].sounds.garbage_matches) do v:stop() end if #characters[self.character].sounds.garbage_matches ~= 0 then characters[self.character].sounds.garbage_matches[math.random(#characters[self.character].sounds.garbage_matches)]:play() end SFX_garbage_match_play = nil end if SFX_Fanfare_Play == 0 then --do nothing elseif SFX_Fanfare_Play >= 6 then themes[config.theme].sounds.pops[self.lastPopLevelPlayed][self.lastPopIndexPlayed]:stop() themes[config.theme].sounds.fanfare3:play() elseif SFX_Fanfare_Play >= 5 then themes[config.theme].sounds.pops[self.lastPopLevelPlayed][self.lastPopIndexPlayed]:stop() themes[config.theme].sounds.fanfare2:play() elseif SFX_Fanfare_Play >= 4 then themes[config.theme].sounds.pops[self.lastPopLevelPlayed][self.lastPopIndexPlayed]:stop() themes[config.theme].sounds.fanfare1:play() end SFX_Fanfare_Play = 0 if self.sfx_garbage_thud >= 1 and self.sfx_garbage_thud <= 3 then local interrupted_thud = nil for i = 1, 3 do if themes[config.theme].sounds.garbage_thud[i]:isPlaying() and self.shake_time > prev_shake_time then themes[config.theme].sounds.garbage_thud[i]:stop() interrupted_thud = i end end if interrupted_thud and interrupted_thud > self.sfx_garbage_thud then themes[config.theme].sounds.garbage_thud[interrupted_thud]:play() else themes[config.theme].sounds.garbage_thud[self.sfx_garbage_thud]:play() end if #characters[self.character].sounds.garbage_lands ~= 0 and interrupted_thud == nil then for _, v in pairs(characters[self.character].sounds.garbage_lands) do v:stop() end characters[self.character].sounds.garbage_lands[math.random(#characters[self.character].sounds.garbage_lands)]:play() end self.sfx_garbage_thud = 0 end if SFX_Pop_Play or SFX_Garbage_Pop_Play then local popLevel = min(max(self.chain_counter, 1), 4) local popIndex = 1 if SFX_Garbage_Pop_Play then popIndex = SFX_Garbage_Pop_Play else popIndex = min(self.poppedPanelIndex, 10) end --stop the previous pop sound themes[config.theme].sounds.pops[self.lastPopLevelPlayed][self.lastPopIndexPlayed]:stop() --play the appropriate pop sound themes[config.theme].sounds.pops[popLevel][popIndex]:play() self.lastPopLevelPlayed = popLevel self.lastPopIndexPlayed = popIndex SFX_Pop_Play = nil SFX_Garbage_Pop_Play = nil end if stop_sounds then stop_all_audio() stop_sounds = nil end if self.game_over or (self.garbage_target and self.garbage_target.game_over) then if self.canvas ~= nil then SFX_GameOver_Play = 1 end end end self.CLOCK = self.CLOCK + 1 if self.game_stopwatch_running and self.match.gameEndedClock == 0 then self.game_stopwatch = (self.game_stopwatch or -1) + 1 end end end -- Returns true if the stack is simulated past the end of the match. function Stack.game_ended(self) if self.match.mode == "vs" then -- Note we use "greater" and not "greater than or equal" because our stack may be currently processing this clock frame. -- At the end of the clock frame it will be incremented and we know we have process the game over clock frame. if self.match.gameEndedClock > 0 and self.CLOCK > self.match.gameEndedClock then return true end elseif self.match.mode == "time" then if self.match.gameEndedClock > 0 and self.CLOCK > self.match.gameEndedClock then return true elseif self.game_stopwatch then if self.game_stopwatch > time_attack_time * 60 then return true end end elseif self.match.mode == "endless" then if self.match.gameEndedClock > 0 and self.CLOCK > self.match.gameEndedClock then return true end elseif self.match.mode == "puzzle" then if self:puzzle_done() then return true elseif self:puzzle_failed() then return true end end return false end -- Returns 1 if this player won, 0 for draw, and -1 for loss, nil if no result yet function Stack.gameResult(self) if self:game_ended() == false then return nil end if self.match.mode == "vs" then local otherPlayer = self.garbage_target if otherPlayer == self or otherPlayer == nil then return -1 -- We can't call it until someone has lost and everyone has played up to that point in time. elseif otherPlayer:game_ended() then if self.game_over_clock == self.match.gameEndedClock and otherPlayer.game_over_clock == self.match.gameEndedClock then return 0 elseif self.game_over_clock == self.match.gameEndedClock then return -1 elseif otherPlayer.game_over_clock == self.match.gameEndedClock then return 1 end end elseif self.match.mode == "time" then if self.match.gameEndedClock > 0 and self.CLOCK > self.match.gameEndedClock then return -1 elseif self.game_stopwatch then if self.game_stopwatch > time_attack_time * 60 then return 1 end end elseif self.match.mode == "endless" then if self.match.gameEndedClock > 0 and self.CLOCK > self.match.gameEndedClock then return -1 end elseif self.match.mode == "puzzle" then if self:puzzle_done() then return 1 elseif self:puzzle_failed() then return -1 end end return nil end -- Sets the current stack as "lost" will update the match too if they lost first. -- Also begins drawing game over effects function Stack.set_game_over(self) self.game_over = true self.game_over_clock = self.CLOCK if self.match.gameEndedClock == 0 or self.CLOCK <= self.match.gameEndedClock then self.match.gameEndedClock = self.CLOCK end if self.canvas then local popsize = "small" local panels = self.panels local width = self.width for row = 1, #panels do for col = 1, width do local panel = panels[row][col] panel.state = "dead" if row == #panels then self:enqueue_popfx(col, row, popsize) end end end end end -- Randomly returns a win sound if the character has one function Stack.pick_win_sfx(self) if #characters[self.character].sounds.wins ~= 0 then return characters[self.character].sounds.wins[math.random(#characters[self.character].sounds.wins)] else return themes[config.theme].sounds.fanfare1 -- TODO add a default win sound end end function Stack.canSwap(self, row, column) local panels = self.panels local width = self.width local height = self.height -- in order for a swap to occur, one of the two panels in -- the cursor must not be a non-panel. local do_swap = (panels[row][column].color ~= 0 or panels[row][column + 1].color ~= 0) and -- also, both spaces must be swappable. (not panels[row][column]:exclude_swap()) and (not panels[row][column + 1]:exclude_swap()) and -- also, neither space above us can be hovering. (row == #panels or (panels[row + 1][column].state ~= "hovering" and panels[row + 1][column + 1].state ~= "hovering")) and --also, we can't swap if the game countdown isn't finished not self.do_countdown and --also, don't swap on the first frame not (self.CLOCK and self.CLOCK <= 1) -- If you have two pieces stacked vertically, you can't move -- both of them to the right or left by swapping with empty space. -- TODO: This might be wrong if something lands on a swapping panel? if panels[row][column].color == 0 or panels[row][column + 1].color == 0 then do_swap = do_swap and not (row ~= self.height and (panels[row + 1][column].state == "swapping" and panels[row + 1][column + 1].state == "swapping") and (panels[row + 1][column].color == 0 or panels[row + 1][column + 1].color == 0) and (panels[row + 1][column].color ~= 0 or panels[row + 1][column + 1].color ~= 0)) do_swap = do_swap and not (row ~= 1 and (panels[row - 1][column].state == "swapping" and panels[row - 1][column + 1].state == "swapping") and (panels[row - 1][column].color == 0 or panels[row - 1][column + 1].color == 0) and (panels[row - 1][column].color ~= 0 or panels[row - 1][column + 1].color ~= 0)) end do_swap = do_swap and (self.puzzle_moves == nil or self.puzzle_moves > 0) return do_swap end -- Swaps panels at the current cursor location function Stack.swap(self) local panels = self.panels local row = self.cur_row local col = self.cur_col if self.puzzle_moves then self.puzzle_moves = self.puzzle_moves - 1 end panels[row][col], panels[row][col + 1] = panels[row][col + 1], panels[row][col] local tmp_chaining = panels[row][col].chaining panels[row][col]:clear_flags() panels[row][col].state = "swapping" panels[row][col].chaining = tmp_chaining tmp_chaining = panels[row][col + 1].chaining panels[row][col + 1]:clear_flags() panels[row][col + 1].state = "swapping" panels[row][col + 1].is_swapping_from_left = true panels[row][col + 1].chaining = tmp_chaining panels[row][col].timer = 4 panels[row][col + 1].timer = 4 if self.canvas ~= nil then SFX_Swap_Play = 1 end -- If you're swapping a panel into a position -- above an empty space or above a falling piece -- then you can't take it back since it will start falling. if self.cur_row ~= 1 then if (panels[row][col].color ~= 0) and (panels[row - 1][col].color == 0 or panels[row - 1][col].state == "falling") then panels[row][col].dont_swap = true end if (panels[row][col + 1].color ~= 0) and (panels[row - 1][col + 1].color == 0 or panels[row - 1][col + 1].state == "falling") then panels[row][col + 1].dont_swap = true end end -- If you're swapping a blank space under a panel, -- then you can't swap it back since the panel should -- start falling. if self.cur_row ~= self.height then if panels[row][col].color == 0 and panels[row + 1][col].color ~= 0 then panels[row][col].dont_swap = true end if panels[row][col + 1].color == 0 and panels[row + 1][col + 1].color ~= 0 then panels[row][col + 1].dont_swap = true end end end -- Removes unneeded rows function Stack.remove_extra_rows(self) local panels = self.panels local width = self.width for row = #panels, self.height + 1, -1 do local nonempty = false local prow = panels[row] for col = 1, width do nonempty = nonempty or (prow[col].color ~= 0) end if nonempty then break else panels[row] = nil end end end -- drops a width x height garbage. function Stack.drop_garbage(self, width, height, metal) local spawn_row = self.height + 1 -- Do one last check for panels in the way. for i = spawn_row, #self.panels do if self.panels[i] then for j = 1, self.width do if self.panels[i][j] then if self.panels[i][j].color ~= 0 then logger.trace("Aborting garbage drop: panel found at row " .. tostring(i) .. " column " .. tostring(j)) return false end end end end end if self.canvas ~= nil then logger.trace(string.format("Dropping garbage on player %d - height %d width %d %s", self.player_number, height, width, metal and "Metal" or "")) end for i = self.height + 1, spawn_row + height - 1 do if not self.panels[i] then self.panels[i] = {} for j = 1, self.width do self.panels[i][j] = Panel() end end end local cols = self.garbage_cols[width] local spawn_col = cols[cols.idx] cols.idx = wrap(1, cols.idx + 1, #cols) local shake_time = garbage_to_shake_time[width * height] for y = spawn_row, spawn_row + height - 1 do for x = spawn_col, spawn_col + width - 1 do local panel = self.panels[y][x] panel.garbage = true panel.color = 9 panel.width = width panel.height = height panel.y_offset = y - spawn_row panel.x_offset = x - spawn_col panel.shake_time = shake_time panel.state = "falling" if metal then panel.metal = metal end end end return true end -- prepare to send some garbage! -- also, delay any combo garbage that wasn't sent out yet -- and set it to be sent at the same time as this garbage. function Stack.set_combo_garbage(self, n_combo, n_metal) local stuff_to_send = {} for i = 3, n_metal do stuff_to_send[#stuff_to_send + 1] = {6, 1, true, false} end local combo_pieces = combo_garbage[n_combo] for i = 1, #combo_pieces do stuff_to_send[#stuff_to_send + 1] = {combo_pieces[i], 1, false, false} end for k, v in pairs(self.garbage_to_send) do if type(k) == "number" then for i = 1, #v do stuff_to_send[#stuff_to_send + 1] = v[i] end self.garbage_to_send[k] = nil end end self.garbage_to_send[self.CLOCK + GARBAGE_TRANSIT_TIME] = stuff_to_send end -- the chain is over! -- let's send it and the stuff waiting on it. function Stack.set_chain_garbage(self, n_chain) local tab = self.garbage_to_send[self.CLOCK] if not tab then tab = {} self.garbage_to_send[self.CLOCK] = tab end local to_add = self.garbage_to_send.chain if to_add then for i = 1, #to_add do tab[#tab + 1] = to_add[i] end self.garbage_to_send.chain = nil end tab[#tab + 1] = {6, n_chain - 1, false, true} end -- actually sends the garbage -- TODO rename function Stack.really_send(self, to_send) if self.garbage_target then self.garbage_target:recv_garbage(self.CLOCK + GARBAGE_DELAY, to_send) end end -- Receives garbage on to the stack, rewinding the stack and simulating it again if needed. function Stack.recv_garbage(self, time, to_recv) if self.CLOCK > time and self.prev_states then local prev_states = self.prev_states local next_self = prev_states[time + 1] while next_self and (next_self.prev_active_panels ~= 0 or next_self.n_active_panels ~= 0) do time = time + 1 next_self = prev_states[time + 1] end if self.CLOCK - time > 200 then error("Latency is too high :(") else local CLOCK = self.CLOCK local old_self = prev_states[time] --MAGICAL ROLLBACK!?!? self.in_rollback = true logger.trace("attempting magical rollback with difference = " .. self.CLOCK - time .. " at time " .. self.CLOCK) if self.garbage_target then -- The garbage that we send this time might (rarely) not be the same -- as the garbage we sent before. Wipe out the garbage we sent before... local first_wipe_time = time + GARBAGE_DELAY local other_later_garbage = self.garbage_target.later_garbage for k, v in pairs(other_later_garbage) do if k >= first_wipe_time then other_later_garbage[k] = nil end end -- and record the garbage that we send this time! end -- We can do it like this because the sender of the garbage -- and self.garbage_target are the same thing. -- Since we're in this code at all, we know that self.garbage_target -- is waaaaay behind us, so it couldn't possibly have processed -- the garbage that we sent during the frames we're rolling back. -- -- If a mode with >2 players is implemented, we can continue doing -- the same thing as long as we keep all of the opponents' -- stacks in sync. self:fromcpy(prev_states[time]) self:recv_garbage(time, to_recv) for t = time, CLOCK - 1 do self.input_state = prev_states[t].input_state self:mkcpy(prev_states[t]) -- copy self into prev_states t self:controls() self:PdP() end self.in_rollback = nil end end local garbage = self.later_garbage[time] or {} for i = 1, #to_recv do garbage[#garbage + 1] = to_recv[i] end self.later_garbage[time] = garbage end -- Goes through whole stack checking for matches and updating chains etc based on matches. function Stack.check_matches(self) if self.do_countdown then return end local panels = self.panels for col = 1, self.width do for row = 1, self.height do panels[row][col].matching = nil end end local is_chain = false local combo_size = 0 local floodQueue = Queue() for row = 1, self.height do for col = 1, self.width do if row ~= 1 and row ~= self.height and --check vertical match centered here. (not (panels[row - 1][col]:exclude_match() or panels[row][col]:exclude_match() or panels[row + 1][col]:exclude_match())) and panels[row][col].color == panels[row - 1][col].color and panels[row][col].color == panels[row + 1][col].color then for m_row = row - 1, row + 1 do local panel = panels[m_row][col] if not panel.matching then combo_size = combo_size + 1 panel.matching = true end if panel.match_anyway and panel.chaining then panel.chaining = nil self.n_chain_panels = self.n_chain_panels - 1 end is_chain = is_chain or panel.chaining end floodQueue:push({row, col, true, true}) end if col ~= 1 and col ~= self.width and --check horiz match centered here. (not (panels[row][col - 1]:exclude_match() or panels[row][col]:exclude_match() or panels[row][col + 1]:exclude_match())) and panels[row][col].color == panels[row][col - 1].color and panels[row][col].color == panels[row][col + 1].color then for m_col = col - 1, col + 1 do local panel = panels[row][m_col] if not panel.matching then combo_size = combo_size + 1 panel.matching = true end if panel.match_anyway and panel.chaining then panel.chaining = nil self.n_chain_panels = self.n_chain_panels - 1 end is_chain = is_chain or panel.chaining end floodQueue:push({row, col, true, true}) end end end -- This is basically two flood fills at the same time. -- One for clearing normal garbage, one for metal. local garbage = {} local seen, seenm = {}, {} local garbage_size = 0 while floodQueue:len() ~= 0 do local y, x, normal, metal = unpack(floodQueue:pop()) local panel = panels[y][x] -- We found a new panel we haven't handled yet that we should if ((panel.garbage and panel.state == "normal") or panel.matching) and ((normal and not seen[panel]) or (metal and not seenm[panel])) then -- We matched a new garbage if ((metal and panel.metal) or (normal and not panel.metal)) and panel.garbage and not garbage[panel] then garbage[panel] = true if self.canvas ~= nil then SFX_garbage_match_play = true end if y <= self.height then garbage_size = garbage_size + 1 end end seen[panel] = seen[panel] or normal seenm[panel] = seenm[panel] or metal if panel.garbage then normal = normal and not panel.metal metal = metal and panel.metal end if normal or metal then if y ~= 1 then floodQueue:push({y - 1, x, normal, metal}) end if y ~= #panels then floodQueue:push({y + 1, x, normal, metal}) end if x ~= 1 then floodQueue:push({y, x - 1, normal, metal}) end if x ~= self.width then floodQueue:push({y, x + 1, normal, metal}) end end end end if is_chain then if self.chain_counter ~= 0 then self.chain_counter = self.chain_counter + 1 else self.chain_counter = 2 end end local first_panel_row = 0 local first_panel_col = 0 local metal_count = 0 local pre_stop_time = self.FRAMECOUNT_MATCH + self.FRAMECOUNT_POP * (combo_size + garbage_size) local garbage_match_time = self.FRAMECOUNT_MATCH + self.FRAMECOUNT_POP * (combo_size + garbage_size) local garbage_index = garbage_size - 1 local combo_index = combo_size for row = 1, #panels do local gpan_row = nil for col = self.width, 1, -1 do local panel = panels[row][col] if garbage[panel] then panel.state = "matched" panel.timer = garbage_match_time + 1 panel.initial_time = garbage_match_time panel.pop_time = self.FRAMECOUNT_POP * garbage_index panel.pop_index = min(max(garbage_size - garbage_index, 1), 10) panel.y_offset = panel.y_offset - 1 panel.height = panel.height - 1 if panel.y_offset == -1 then if gpan_row == nil then gpan_row = string.sub(self.gpanel_buffer, 1, 6) self.gpanel_buffer = string.sub(self.gpanel_buffer, 7) if string.len(self.gpanel_buffer) <= 10 * self.width then ask_for_gpanels(string.sub(self.panel_buffer, -6), self) end end panel.color = string.sub(gpan_row, col, col) + 0 if is_chain then panel.chaining = true self.n_chain_panels = self.n_chain_panels + 1 end end garbage_index = garbage_index - 1 elseif row <= self.height then if panel.matching then if panel.color == 8 then metal_count = metal_count + 1 end panel.state = "matched" panel.timer = self.FRAMECOUNT_MATCH + 1 if is_chain and not panel.chaining then panel.chaining = true self.n_chain_panels = self.n_chain_panels + 1 end panel.combo_index = combo_index panel.combo_size = combo_size panel.chain_index = self.chain_counter combo_index = combo_index - 1 if combo_index == 0 then first_panel_col = col first_panel_row = row end else -- if a panel wasn't matched but was eligible, -- we might have to remove its chain flag...! -- It can't actually chain the first frame it hovers, -- so it can keep its chaining flag in that case. if not (panel.match_anyway or panel:exclude_match()) then if row ~= 1 then -- a panel landed on the bottom row, so it surely -- loses its chain flag. -- no swapping panel below -- so this panel loses its chain flag if panels[row - 1][col].state ~= "swapping" and panel.chaining then --if panel.chaining then panel.chaining = nil self.n_chain_panels = self.n_chain_panels - 1 end elseif (panel.chaining) then panel.chaining = nil self.n_chain_panels = self.n_chain_panels - 1 end end end end end end if (combo_size ~= 0) then self.analytic:register_destroyed_panels(combo_size) if (combo_size > 3) then if (score_mode == SCOREMODE_TA) then if (combo_size > 30) then combo_size = 30 end self.score = self.score + score_combo_TA[combo_size] elseif (score_mode == SCOREMODE_PDP64) then if (combo_size < 41) then self.score = self.score + score_combo_PdP64[combo_size] else self.score = self.score + 20400 + ((combo_size - 40) * 800) end end self:enqueue_card(false, first_panel_col, first_panel_row, combo_size) --EnqueueConfetti(first_panel_col<<4+P1StackPosX+4, -- first_panel_row<<4+P1StackPosY+self.displacement-9); --TODO: this stuff ^ first_panel_row = first_panel_row + 1 -- offset chain cards end if (is_chain) then self:enqueue_card(true, first_panel_col, first_panel_row, self.chain_counter) --EnqueueConfetti(first_panel_col<<4+P1StackPosX+4, -- first_panel_row<<4+P1StackPosY+self.displacement-9); end local chain_bonus = self.chain_counter if (score_mode == SCOREMODE_TA) then if (self.chain_counter > 13) then chain_bonus = 0 end self.score = self.score + score_chain_TA[chain_bonus] end if ((combo_size > 3) or is_chain) then local stop_time if self.panels_in_top_row and is_chain then if self.level then local length = (self.chain_counter > 4) and 6 or self.chain_counter stop_time = -8 * self.level + 168 + (self.chain_counter - 1) * (-2 * self.level + 22) else stop_time = stop_time_danger[self.difficulty] end elseif self.panels_in_top_row then if self.level then local length = (combo_size < 9) and 2 or 3 stop_time = self.chain_coefficient * length + self.chain_constant else stop_time = stop_time_danger[self.difficulty] end elseif is_chain then if self.level then local length = min(self.chain_counter, 13) stop_time = self.chain_coefficient * length + self.chain_constant else stop_time = stop_time_chain[self.difficulty] end else if self.level then stop_time = self.combo_coefficient * combo_size + self.combo_constant else stop_time = stop_time_combo[self.difficulty] end end self.stop_time = max(self.stop_time, stop_time) self.pre_stop_time = max(self.pre_stop_time, pre_stop_time) --MrStopState=1; --MrStopTimer=MrStopAni[self.stop_time]; --TODO: Mr Stop ^ -- @CardsOfTheHeart says there are 4 chain sfx: --x2/x3, --x4, --x5 is x2/x3 with an echo effect, --x6+ is x4 with an echo effect if is_chain then self.combo_chain_play = {e_chain_or_combo.chain, self.chain_counter} elseif combo_size > 3 then self.combo_chain_play = {e_chain_or_combo.combo, "combos"} end self.sfx_land = false end --if garbage_size > 0 then self.pre_stop_time = max(self.pre_stop_time, pre_stop_time) --end self.manual_raise = false --self.score_render=1; --Nope. if metal_count > 5 then self.combo_chain_play = {e_chain_or_combo.combo, "combo_echos"} elseif metal_count > 2 then self.combo_chain_play = {e_chain_or_combo.combo, "combos"} end self:set_combo_garbage(combo_size, metal_count) end end -- Sets the hovering state on the appropriate panels function Stack.set_hoverers(self, row, col, hover_time, add_chaining, extra_tick, match_anyway, debug_tag) assert(type(match_anyway) ~= "string") -- the extra_tick flag is for use during Phase 1&2, -- when panels above the first should be given an extra tick of hover time. -- This is because their timers will be decremented once on the same tick -- they are set, as Phase 1&2 iterates backward through the stack. local not_first = 0 -- if 1, the current panel isn't the first one local hovers_time = hover_time local brk = row > #self.panels local panels = self.panels while not brk do local panel = panels[row][col] if panel.color == 0 or panel:exclude_hover() or panel.state == "hovering" and panel.timer <= hover_time then brk = true else if panel.state == "swapping" then hovers_time = hovers_time + panels[row][col].timer - 1 else local chaining = panel.chaining panel:clear_flags() panel.state = "hovering" panel.match_anyway = match_anyway panel.debug_tag = debug_tag local adding_chaining = (not chaining) and panel.color ~= 9 and add_chaining if chaining or adding_chaining then panel.chaining = true end panel.timer = hovers_time if extra_tick then panel.timer = panel.timer + not_first end if adding_chaining then self.n_chain_panels = self.n_chain_panels + 1 end end not_first = 1 end row = row + 1 brk = brk or row > #self.panels end end -- Adds a new row to the play field function Stack.new_row(self) local panels = self.panels -- move cursor up self.cur_row = bound(1, self.cur_row + 1, self.top_cur_row) -- move panels up for row = #panels + 1, 1, -1 do panels[row] = panels[row - 1] end panels[0] = {} -- put bottom row into play for col = 1, self.width do panels[1][col].state = "normal" end if string.len(self.panel_buffer) < self.width then error("Ran out of buffered panels. Is the server down?") end -- generate a new row local metal_panels_this_row = 0 if self.metal_panels_queued > 3 then self.metal_panels_queued = self.metal_panels_queued - 2 metal_panels_this_row = 2 elseif self.metal_panels_queued > 0 then self.metal_panels_queued = self.metal_panels_queued - 1 metal_panels_this_row = 1 end for col = 1, self.width do local panel = Panel() panels[0][col] = panel this_panel_color = string.sub(self.panel_buffer, col, col) --a capital letter for the place where the first shock block should spawn (if earned), and a lower case letter is where a second should spawn (if earned). (color 8 is metal) if tonumber(this_panel_color) then --do nothing special elseif this_panel_color >= "A" and this_panel_color <= "Z" then if metal_panels_this_row > 0 then this_panel_color = 8 else this_panel_color = panel_color_to_number[this_panel_color] end elseif this_panel_color >= "a" and this_panel_color <= "z" then if metal_panels_this_row > 1 then this_panel_color = 8 else this_panel_color = panel_color_to_number[this_panel_color] end end panel.color = this_panel_color + 0 panel.state = "dimmed" end self.panel_buffer = string.sub(self.panel_buffer, 7) if string.len(self.panel_buffer) <= 10 * self.width then ask_for_panels(string.sub(self.panel_buffer, -6), self) end self.displacement = 16 end --[[function quiet_cursor_movement() if self.cur_timer == 0 then return end -- the cursor will move if a direction's was just pressed or has been -- pressed for at least the self.cur_wait_time self.move_sound = true if self.cur_dir and (self.cur_timer == 1 or self.cur_timer == self.cur_wait_time) then self.cur_row = bound(0, self.cur_row + d_row[self.cur_dir], self.bottom_row) self.cur_col = bound(0, self.cur_col + d_col[self.cur_dir], self.width - 2) end if self.cur_timer ~= self.cur_wait_time then self.cur_timer = self.cur_timer + 1 end end--]]