content
stringlengths 5
1.05M
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function event_spawn(e)
eq.set_next_hp_event(90);
end
function event_combat(e)
if (e.joined == true) then
eq.stop_timer("depop");
else
eq.start_timer("depop", 1800000) -- 30 mins
end
end
function event_hp(e)
if (e.hp_event == 90) then
e.self:TempName("Zordak Ragefire");
e.self:Say("Now you will see the name that will burn Norrath!")
e.self:CastSpell(2046, e.self:GetID()); -- Deathly Chants
eq.set_timer("deathlychants", 18000);
eq.set_next_hp_event(85);
elseif (e.hp_event == 85) then
e.self:Say("You fight well, but behold my true form and my true power!");
e.self:SendIllusionPacket({race=19,gender=2,texture=0,helmtexture=0,size=20});
eq.set_timer("lavabreath_start", 40000);
eq.set_next_hp_event(60);
elseif (e.hp_event == 60) then
e.self:Say("Do not think it will be so easy this time!");
eq.spawn2(96369, 0, 0, e.self:GetX(), e.self:GetY(), e.self:GetZ(), e.self:GetHeading()); -- NPC: #Zordak`s_Minion
eq.spawn2(96369, 0, 0, e.self:GetX(), e.self:GetY(), e.self:GetZ(), e.self:GetHeading()); -- NPC: #Zordak`s_Minion
e.self:CastSpell(5554, e.self:GetID()); -- Cloud of Discord
eq.set_timer("cloudofdiscord", 90000);
eq.set_next_hp_event(30);
elseif (e.hp_event == 30) then
e.self:Say("Fools! My power is more than you can ever imagine! Fear me!");
eq.spawn2(96369, 0, 0, e.self:GetX(), e.self:GetY(), e.self:GetZ(), e.self:GetHeading()); -- NPC: #Zordak`s_Minion
eq.spawn2(96369, 0, 0, e.self:GetX(), e.self:GetY(), e.self:GetZ(), e.self:GetHeading()); -- NPC: #Zordak`s_Minion
eq.spawn2(96369, 0, 0, e.self:GetX(), e.self:GetY(), e.self:GetZ(), e.self:GetHeading()); -- NPC: #Zordak`s_Minion
e.self:CastSpell(5163, e.self:GetID()); -- Force Breath
eq.set_timer("forcebreath", 20000);
e.self:CastSpell(3070, e.self:GetID()); -- Timeless Panic
eq.set_timer("timelesspanic", 42000);
eq.set_next_hp_event(25);
elseif (e.hp_event == 25) then
e.self:CastedSpellFinished(4746, e.self); -- Protection of Discord III
e.self:CastedSpellFinished(1248, e.self); -- Spiritual Echo
e.self:Say("This will not end here! I have power left to destroy you all!");
eq.spawn2(96369, 0, 0, e.self:GetX(), e.self:GetY(), e.self:GetZ(), e.self:GetHeading()); -- NPC: #Zordak`s_Minion
eq.spawn2(96369, 0, 0, e.self:GetX(), e.self:GetY(), e.self:GetZ(), e.self:GetHeading()); -- NPC: #Zordak`s_Minion
eq.spawn2(96369, 0, 0, e.self:GetX(), e.self:GetY(), e.self:GetZ(), e.self:GetHeading()); -- NPC: #Zordak`s_Minion
end
end
function event_timer(e)
if (e.timer == "lavabreath_start") then
e.self:SpellFinished(5762, e.self:GetTarget()); -- Lava Breath
eq.stop_timer("lavabreath_start");
eq.set_timer("lavabreath", 45000);
elseif (e.timer == "lavabreath") then
e.self:SpellFinished(5762, e.self:GetTarget()); -- Lava Breath
elseif (e.timer == "deathlychants") then
e.self:CastSpell(2046, e.self:GetID()); -- Deathly Chants
elseif (e.timer == "cloudofdiscord") then
e.self:CastSpell(5554, e.self:GetID()); -- Cloud of Discord
elseif (e.timer == "forcebreath") then
e.self:CastSpell(5163, e.self:GetID()); -- Force Breath
elseif (e.timer == "timelesspanic") then
e.self:CastSpell(3070, e.self:GetID()); -- Timeless Panic
elseif (e.timer == "depop") then
eq.depop_all(96369);
eq.depop();
end
end
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-------------------------------------------------------------------------------
-- Dominos Config Localization
-- English (Default)
-------------------------------------------------------------------------------
local L = LibStub("AceLocale-3.0"):NewLocale("Dominos-Config", "enUS", true)
L.ActionBarBehavior = "Action Bar Behavior"
L.ActionBarNumber = "Action Bar %d"
L.ActionButtonLookAndFeel = "Action Button Look & Feel"
L.Advanced = "Advanced"
L.BagBarShowBags = "Show Bag Slots"
L.BagBarShowKeyRing = "Show Keyring"
L.Bar = "Bar %d"
L.BarSettings = "%s Settings"
L.Buttons = "Buttons"
L.ClickThrough = "Enable Click Through"
L.Columns = "Columns"
L.CommandKey = 'Command Key'
L.ConfirmCopyProfile = "Copy contents from %s into the current profile?"
L.ConfirmDeleteProfile = "Delete profile %s?"
L.ConfirmResetProfile = "Are you sure you want to reset your profile?"
L.Copy = "Copy"
L.CopyProfile = "Copy Profile..."
L.CreateProfile = "Create Profile..."
L.Delay = "Delay (sec)"
L.Delete = _G.DELETE
L.DisableMenuButtons = "Disable Buttons"
L.Duration = "Duration (sec)"
L.EnterBindingMode = "Bind Keys..."
L.EnterConfigMode = "Configure Bars..."
L.EnterName = "Enter Name"
L.ExtraBarShowBlizzardTexture = "Show Blizzard Texture"
L.FadedOpacity = "Faded Opacity"
L.FadeIn = "Fade In"
L.FadeOut = "Fade Out"
L.Fading = "Fading"
L.General = "General"
L.Layout = "Layout"
L.LeftToRight = "Layout Buttons From Left to Right"
L.LinkedOpacity = "Docked bars inherit opacity"
L.LockActionButtons = "Lock Action Button Positions"
L.MetaKey = 'Meta Key'
L.Modifiers = "Modifiers"
L.None = _G.NONE
L.OneBag = "One Bag"
L.Opacity = _G.OPACITY
L.OutOfCombat = "Out of Combat"
L.Padding = "Padding"
L.Paging = "Paging"
L.PossessBar = "Override Bar"
L.PossessBarDesc = "What action bar to display special actions on when possessing an enemy and in certain encounters"
L.Profiles = "Profiles"
L.ProfilesPanelDesc = "Allows you to manage saved Dominos layouts"
L.QuickMoveKey = "Quick Move Key"
L.QuickPaging = "Quick Paging"
L.RCUFocus = _G.FOCUS
L.RCUPlayer = "Self"
L.RCUToT = "Target of Target"
L.ResetProfile = "Reset Profile..."
L.RightClickUnit = "Right Click Target"
L.Save = _G.SAVE
L.Scale = "Scale"
L.SelfcastKey = "Selfcast Key"
L.Set = "Set"
L.ShowBindingText = "Show Binding Text"
L.ShowCountText = "Show Count Text"
L.ShowEmptyButtons = "Show Empty Buttons"
L.ShowEquippedItemBorders = "Show Equipped Item Borders"
L.ShowInOverrideUI = "Show With Override UI"
L.ShowInPetBattleUI = "Show With Pet Battle UI"
L.ShowKeyring = "Show Keyring"
L.ShowMacroText = "Show Macro Text"
L.ShowMinimapButton = "Show Minimap Button"
L.ShowOverrideUI = "Use Blizzard Override Action Bar"
L.ShowOverrideUIDesc = "Display the Blizzard override UI when piloting a vehicle, and other situations"
L.ShowStates = "Show States"
L.ShowTooltips = "Show Tooltips"
L.ShowTooltipsCombat = "Show Tooltips in Combat"
L.Size = "Size"
L.Spacing = "Spacing"
L.State_HARM = "Harm"
L.State_HELP = "Help"
L.State_NOTARGET = "No Target"
L.State_SHIELD = "Shield Equipped"
L.StickyBars = "Sticky Bars"
L.Targeting = "Targeting"
L.ThemeActionButtons = "Theme Action Buttons (Requires Reload)"
L.ThemeActionButtonsDesc = "Applies some custom style adjustments to action buttons when enabled, and leave them untouched when not"
L.TopToBottom = "Layout Buttons From Top to Bottom"
L.Visibility = "Visibility"
-- derived translations
L.State_ALTSHIFT = strjoin("-", ALT_KEY_TEXT, SHIFT_KEY_TEXT)
L.State_CTRLALT = strjoin("-", CTRL_KEY_TEXT, ALT_KEY_TEXT)
L.State_CTRLALTSHIFT = strjoin("-", CTRL_KEY_TEXT, ALT_KEY_TEXT, SHIFT_KEY_TEXT)
L.State_CTRLSHIFT = strjoin("-", CTRL_KEY_TEXT, SHIFT_KEY_TEXT)
if IsMacClient() then
L.State_META = 'CMD Key'
else
L.State_META = 'Meta Key'
end
|
-- TODO:
-- - Write a description.
-- we might want to merge this with char.lua...
if(select(4, GetAddOnInfo("Fizzle"))) then return end
local _E
local slots = {
"Head", "Neck", "Shoulder", "Shirt", "Chest", "Waist", "Legs", "Feet", "Wrist",
"Hands", "Finger0", "Finger1", "Trinket0", "Trinket1", "Back", "MainHand",
"SecondaryHand", [19] = "Tabard",
}
local _MISSING = {}
local pollFrame = CreateFrame'Frame'
pollFrame:Hide()
local time = 3
pollFrame:SetScript('OnUpdate', function(self, elapsed)
time = time + elapsed
if(time >= 3) then
local unit = InspectFrame.unit
if(not unit) then
self:Hide()
table.wipe(_MISSING)
end
for i, slotName in next, _MISSING do
local itemLink = GetInventoryItemLink(unit, i)
if(itemLink) then
oGlow:CallFilters('inspect', _G['Inspect' .. slotName .. 'Slot'], _E and itemLink)
_MISSING[i] = nil
end
end
if(not next(_MISSING)) then
self:Hide()
end
end
end)
local update = function(self)
if(not InspectFrame or not InspectFrame:IsShown()) then return end
local unit = InspectFrame.unit
for i, slotName in next, slots do
local itemLink = GetInventoryItemLink(unit, i)
local itemTexture = GetInventoryItemTexture(unit, i)
if(itemTexture and not itemLink) then
_MISSING[i] = slotName
pollFrame:Show()
end
oGlow:CallFilters('inspect', _G["Inspect"..slotName.."Slot"], _E and itemLink)
end
end
local UNIT_INVENTORY_CHANGED = function(self, event, unit)
if(InspectFrame.unit == unit) then
update(self)
end
end
local function ADDON_LOADED(self, event, addon)
if(addon == "Blizzard_InspectUI") then
self:RegisterEvent("PLAYER_TARGET_CHANGED", update)
self:RegisterEvent('UNIT_INVENTORY_CHANGED', UNIT_INVENTORY_CHANGED)
-- We should check the first argument of this event later on.
-- Blizzard's code isn't actually updated yet, so it doesn't
-- check if the GUID is correct, nor if the inspect is ready.
self:RegisterEvent('INSPECT_READY', update)
self:UnregisterEvent("ADDON_LOADED", ADDON_LOADED)
end
end
local enable = function(self)
_E = true
if(IsAddOnLoaded("Blizzard_InspectUI")) then
self:RegisterEvent('PLAYER_TARGET_CHANGED', update)
self:RegisterEvent('UNIT_INVENTORY_CHANGED', UNIT_INVENTORY_CHANGED)
self:RegisterEvent('INSPECT_READY', update)
else
self:RegisterEvent("ADDON_LOADED", ADDON_LOADED)
end
end
local disable = function(self)
_E = nil
self:UnregisterEvent('ADDON_LOADED', ADDON_LOADED)
self:UnregisterEvent('PLAYER_TARGET_CHANGED', update)
self:UnregisterEvent('UNIT_INVENTORY_CHANGED', UNIT_INVENTORY_CHANGED)
self:UnregisterEvent('INSPECT_READY', update)
end
oGlow:RegisterPipe('inspect', enable, disable, update, 'Inspect frame', nil)
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--=============================================================================--
-- Addon: CAF
-- Author: SnakeSVx
-- Version: 0.1
--
--
--=============================================================================--
local table = table
local setmetatable = setmetatable
local type = type
local tostring = tostring
local ErrorNoHalt = ErrorNoHalt
local IsValid = IsValid
local pairs = pairs
module( "CustomArmor" )
local list = {}
list.__index = list
function list:Create()
self.armor = 0;
self.muls = {}
end
--[[
Add multiplier for a certain armor type
@param type
@param amount
]]
function list:setArmorMultiplier(damtype, amount)
self.muls[damtype] = amount
self.canreceivedamage = true;
end
--[[
Return the multiplier done for the certain Armortype
]]
function list:GetArmormultiplier(damtype)
return self.muls[damtype] or 0
end
function list:SetArmor(amount)
self.armor = amount
end
function list:GetArmor()
return self.armor or 0
end
---------------------------------------------------------
--[[
Create,
]]
function Create()
tmp = {}
setmetatable( tmp, list )
tmp:Create()
return tmp
end
|
if not modules then modules = { } end modules ['font-mps'] = {
version = 1.001,
comment = "companion to font-ini.mkiv",
author = "Hans Hagen, PRAGMA-ADE, Hasselt NL",
copyright = "PRAGMA ADE / ConTeXt Development Team",
license = "see context related readme files"
}
local concat = table.concat
local formatters = string.formatters
-- QP0 [QP1] QP2 => CP0 [CP1 CP2] CP3
-- CP0 = QP0
-- CP3 = QP2
--
-- CP1 = QP0 + 2/3 *(QP1-QP0)
-- CP2 = QP2 + 2/3 *(QP1-QP2)
fonts = fonts or { }
local metapost = fonts.metapost or { }
fonts.metapost = metapost
local trace_skips = false trackers.register("metapost.outlines.skips",function(v) trace_skips = v end)
local f_moveto = formatters["(%F,%F)"]
local f_lineto = formatters["--(%F,%F)"]
local f_curveto = formatters["..controls(%F,%F)and(%F,%F)..(%F,%F)"]
local s_cycle = "--cycle"
local f_nofill = formatters["nofill %s;"]
local f_dofill = formatters["fill %s;"]
local f_draw_trace = formatters["drawpathonly %s;"]
local f_draw = formatters["draw %s;"]
local f_boundingbox = formatters["((%F,%F)--(%F,%F)--(%F,%F)--(%F,%F)--cycle)"]
local f_vertical = formatters["((%F,%F)--(%F,%F))"]
function metapost.boundingbox(d,factor)
local bounds = d.boundingbox
local factor = factor or 1
local llx = factor*bounds[1]
local lly = factor*bounds[2]
local urx = factor*bounds[3]
local ury = factor*bounds[4]
return f_boundingbox(llx,lly,urx,lly,urx,ury,llx,ury)
end
function metapost.widthline(d,factor)
local bounds = d.boundingbox
local factor = factor or 1
local lly = factor*bounds[2]
local ury = factor*bounds[4]
local width = factor*d.width
return f_vertical(width,lly,width,ury)
end
function metapost.zeroline(d,factor)
local bounds = d.boundingbox
local factor = factor or 1
local lly = factor*bounds[2]
local ury = factor*bounds[4]
return f_vertical(0,lly,0,ury)
end
function metapost.paths(d,xfactor,yfactor)
local sequence = d.sequence
local segments = d.segments
local list = { }
local path = { } -- recycled
local size = 0
local xfactor = xfactor or 1
local yfactor = yfactor or xfactor
if sequence then
local i = 1
local n = #sequence
while i < n do
local operator = sequence[i]
if operator == "m" then -- "moveto"
if size > 0 then
size = size + 1
path[size] = s_cycle
list[#list+1] = concat(path,"",1,size)
size = 1
else
size = size + 1
end
path[size] = f_moveto(xfactor*sequence[i+1],yfactor*sequence[i+2])
i = i + 3
elseif operator == "l" then -- "lineto"
size = size + 1
path[size] = f_lineto(xfactor*sequence[i+1],yfactor*sequence[i+2])
i = i + 3
elseif operator == "c" then -- "curveto"
size = size + 1
path[size] = f_curveto(xfactor*sequence[i+1],yfactor*sequence[i+2],xfactor*sequence[i+3],yfactor*sequence[i+4],xfactor*sequence[i+5],yfactor*sequence[i+6])
i = i + 7
elseif operator =="q" then -- "quadraticto"
size = size + 1
-- first is always a moveto
local l_x, l_y = xfactor*sequence[i-2], yfactor*sequence[i-1]
local m_x, m_y = xfactor*sequence[i+1], yfactor*sequence[i+2]
local r_x, r_y = xfactor*sequence[i+3], yfactor*sequence[i+4]
path[size] = f_curveto (
l_x + 2/3 * (m_x-l_x),
l_y + 2/3 * (m_y-l_y),
r_x + 2/3 * (m_x-r_x),
r_y + 2/3 * (m_y-r_y),
r_x, r_y
)
i = i + 5
else
-- weird
i = i + 1
end
end
elseif segments then
for i=1,#segments do
local segment = segments[i]
local operator = segment[#segment]
if operator == "m" then -- "moveto"
if size > 0 then
size = size + 1
path[size] = s_cycle
list[#list+1] = concat(path,"",1,size)
size = 1
else
size = size + 1
end
path[size] = f_moveto(xfactor*segment[1],yfactor*segment[2])
elseif operator == "l" then -- "lineto"
size = size + 1
path[size] = f_lineto(xfactor*segment[1],yfactor*segment[2])
elseif operator == "c" then -- "curveto"
size = size + 1
path[size] = f_curveto(xfactor*segment[1],yfactor*segment[2],xfactor*segment[3],yfactor*segment[4],xfactor*segment[5],yfactor*segment[6])
elseif operator =="q" then -- "quadraticto"
size = size + 1
-- first is always a moveto
local prev = segments[i-1]
local l_x, l_y = xfactor*prev[#prev-2], yfactor*prev[#prev-1]
local m_x, m_y = xfactor*segment[1], yfactor*segment[2]
local r_x, r_y = xfactor*segment[3], yfactor*segment[4]
path[size] = f_curveto (
l_x + 2/3 * (m_x-l_x),
l_y + 2/3 * (m_y-l_y),
r_x + 2/3 * (m_x-r_x),
r_y + 2/3 * (m_y-r_y),
r_x, r_y
)
else
-- weird
end
end
else
return
end
if size > 0 then
size = size + 1
path[size] = s_cycle
list[#list+1] = concat(path,"",1,size)
end
return list
end
function metapost.fill(paths)
local r = { }
local n = #paths
for i=1,n do
if i < n then
r[i] = f_nofill(paths[i])
else
r[i] = f_dofill(paths[i])
end
end
return concat(r)
end
function metapost.draw(paths,trace)
local r = { }
local n = #paths
for i=1,n do
if trace then
r[i] = f_draw_trace(paths[i])
else
r[i] = f_draw(paths[i])
end
end
return concat(r)
end
function metapost.maxbounds(data,index,factor)
local maxbounds = data.maxbounds
local factor = factor or 1
local glyphs = data.glyphs
local glyph = glyphs[index]
local boundingbox = glyph.boundingbox
local xmin, ymin, xmax, ymax
if not maxbounds then
xmin, ymin, xmax, ymax = 0, 0, 0, 0
for i=1,#glyphs do
local d = glyphs[i]
if d then
local b = d.boundingbox
if b then
if b[1] < xmin then xmin = b[1] end
if b[2] < ymin then ymin = b[2] end
if b[3] > xmax then xmax = b[3] end
if b[4] > ymax then ymax = b[4] end
end
end
end
maxbounds = { xmin, ymin, xmax, ymax }
data.maxbounds = maxbounds
else
xmin = maxbounds[1]
ymin = maxbounds[2]
xmax = maxbounds[3]
ymax = maxbounds[4]
end
local llx = boundingbox[1]
local lly = boundingbox[2]
local urx = boundingbox[3]
local ury = boundingbox[4]
local width = glyph.width
if llx > 0 then
llx = 0
end
if width > urx then
urx = width
end
return f_boundingbox(
factor*llx,factor*ymin,
factor*urx,factor*ymin,
factor*urx,factor*ymax,
factor*llx,factor*ymax
)
end
----- formatters = string.formatters
----- concat = table.concat
local nodecodes = nodes.nodecodes -- no nuts yet
local glyph_code = nodecodes.glyph
local disc_code = nodecodes.disc
local kern_code = nodecodes.kern
local glue_code = nodecodes.glue
local hlist_code = nodecodes.hlist
local vlist_code = nodecodes.vlist
local rule_code = nodecodes.rule
local find_tail = nodes.tail
----- metapost = fonts.glyphs.metapost
local characters = fonts.hashes.characters
local parameters = fonts.hashes.parameters
local shapes = fonts.hashes.shapes
local topaths = metapost.paths
local f_code = formatters["mfun_do_outline_text_flush(%q,%i,%F,%F)(%,t);"]
local s_nothing = "(origin scaled 10)"
local f_trace_rule = formatters["draw rule(%F,%F,%F) shifted (%F,%F) withcolor .5white;"]
local f_strut = formatters["strut(%F,%F);"]
local f_hrule = formatters["draw rule(%F,%F,%F);"]
local f_vrule = formatters["draw rule(%F,%F,%F) shifted (%F,%F);"]
local f_bounds = formatters["checkbounds(%F,%F,%F,%F);"]
local sc = 10
local fc = number.dimenfactors.bp * sc / 10
-- todo: make the next more efficient:
function metapost.output(kind,font,char,advance,shift,ex)
local character = characters[font][char]
if character then
local index = character.index
if index then
local shapedata = shapes[font]
local glyphs = shapedata.glyphs -- todo: subfonts fonts.shapes.indexed(font,sub)
if glyphs then
local glyf = glyphs[index]
if glyf then
local units = shapedata.units or 1000
local yfactor = sc/units
yfactor = yfactor * parameters[font].factor / 655.36
local xfactor = yfactor
local shift = shift or 0
local advance = advance or 0
local exfactor = ex or 0
local wfactor = 1
if exfactor ~= 0 then
wfactor = (1+(ex/units)/1000)
xfactor = xfactor * wfactor
end
local paths = topaths(glyf,xfactor,yfactor)
local code = f_code(kind,#paths,advance,shift,paths)
return code, character.width * fc * wfactor
end
end
end
end
return s_nothing, 10 * sc/1000
end
-- not ok yet: leftoffset in framed not handled well
local signal = -0x3FFFFFFF - 1
function fonts.metapost.boxtomp(n,kind)
local result = { }
local advance = 0 -- in bp
local distance = 0
local llx, lly, urx, ury = 0, 0, 0, 0
local boxtomp
local function horizontal(current,shift,glue_sign,glue_set,glue_order,ht,dp)
shift = shift or 0
while current do
local id = current.id
if id == glyph_code then
local code, width = metapost.output(kind,current.font,current.char,advance,-shift*fc,current.expansion_factor)
result[#result+1] = code
advance = advance + width
elseif id == disc_code then
local replace = current.replace
if replace then
horizontal(replace,shift,glue_sign,glue_set,glue_order,ht,dp)
end
elseif id == kern_code then
local kern = current.kern * fc
if trace_skips then
result[#result+1] = f_trace_rule(kern,0.8*ht*fc,0.8*dp*fc,advance,-shift*fc)
end
advance = advance + kern
elseif id == glue_code then
local width = current.width
if glue_sign == 1 then
if current.stretch_order == glue_order then
width = (width + current.stretch * glue_set) * fc
else
width = width * fc
end
elseif glue_sign == 2 then
if current.shrink_order == glue_order then
width = (width - current.shrink * glue_set) * fc
else
width = width * fc
end
else
width = width * fc
end
if trace_skips then
result[#result+1] = f_trace_rule(width,0.1*ht*fc,0.1*dp*fc,advance,-shift*fc)
end
advance = advance + width
elseif id == hlist_code then
local a = advance
boxtomp(current,shift+current.shift,current.glue_sign,current.glue_set,current.glue_order)
advance = a + current.width * fc
elseif id == vlist_code then
boxtomp(current) -- ,distance + shift,current.glue_set*current.glue_sign)
advance = advance + current.width * fc
elseif id == rule_code then
local wd = current.width
local ht = current.height
local dp = current.depth
if not (ht == signal or dp == signal or wd == signal) then
ht = ht - shift
dp = dp - shift
if wd == 0 then
result[#result+1] = f_strut(ht*fc,-dp*fc)
else
result[#result+1] = f_hrule(wd*fc,ht*fc,-dp*fc)
end
end
if wd ~= signal then
advance = advance + wd * fc
end
end
current = current.next
end
end
local function vertical(current,shift)
shift = shift or 0
current = find_tail(current) -- otherwise bad bbox
while current do
local id = current.id
if id == hlist_code then
distance = distance - current.depth
boxtomp(current,distance + shift,current.glue_set*current.glue_sign)
distance = distance - current.height
elseif id == vlist_code then
print("vertical >>>")
vertical(current.list,0)
elseif id == kern_code then
distance = distance - current.kern
advance = 0
elseif id == glue_code then
distance = distance - current.width
advance = 0
elseif id == rule_code then
local wd = current.width
local ht = current.height
local dp = current.depth
if not (ht == signal or dp == signal or wd == signal) then
distance = distance - dp
if wd == 0 then
result[#result+1] = f_strut(ht*fc,-dp*fc)
else
result[#result+1] = f_vrule(wd*fc,ht*fc,-dp*fc,0,distance+shift)
end
distance = distance - ht
end
end
current = current.prev
end
end
boxtomp = function(list,shift)
local current = list.list
if current then
if list.id == hlist_code then
horizontal(current,shift,list.glue_sign,list.glue_set,list.glue_order,list.height,list.depth)
else
vertical(current,shift)
end
end
end
local box = tex.box[n]
boxtomp(box,box.shift,box.glue_sign,box.glue_set,box.glue_order)
local wd = box.width
local ht = box.height
local dp = box.depth
local sh = box.shift
result[#result+1] = f_bounds(0,-dp*fc,wd*fc,ht*fc)
return concat(result)
end
|
function love.conf(t)
-- Love settings
t.title = "HumanTECH"
t.version = "0.8.0"
t.author = "joshbothun@gmail.com"
t.identity = nil
t.console = false
t.screen.width = 1000
t.screen.height = 720
t.screen.fullscreen = false
t.screen.vsync = false
t.screen.fsaa = 0
-- modules
t.modules.joystick = true
t.modules.audio = true
t.modules.keyboard = true
t.modules.event = true
t.modules.image = true
t.modules.graphics = true
t.modules.timer = true
t.modules.mouse = true
t.modules.sound = true
t.modules.physics = false
end
-- Global game config
config = {
debug = false,
start_area = 'start',
music = true,
title = true,
show_console = false,
collision = false,
blind = true,
iso = true,
scale = 3,
max_stat = 35,
starting_stat = 10,
}
|
/*
Copyright (c) 2021 TidalDevs
THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
SOFTWARE.
*/
include("player_class/player_splitbullet.lua")
GM.Name = "Split Bullet: Core"
GM.Author = "TidalDevs"
GM.Website = "https://www.tidalverse.dev/"
GM.IsSplitBullet = true
GM.SplitBulletSuffix = ": Core"
DeriveGamemode("base")
// Don't allow moving out of bounds.
// TODO: Allow maps to set the player's axis via logic_splitbullet.
function GM:SetupMove(ply, mv, cmd)
local pos = mv:GetOrigin()
local axis = ply:GetNWString("PlayerAxis", 0) // This value might be unused.
mv:SetOrigin(Vector(pos.x, axis, pos.z)) // So instead we're just setting it to 0, which is also fine.
end
|
--- 服务器代码入口
--- @script Server Main Function
--- @copyright Lilith Games, Avatar Team
--- @author Yuancheng Zhang
Server:Run()
|
local music = nil;
local ambientMusic = "";
local isAmbient = false;
local doors = {};
local bridges = {};
local plugs = {};
bridge0 = scene:getObjects("bridge0")[1];
bridge1 = scene:getObjects("bridge1")[1];
bridge2 = scene:getObjects("bridge2")[1];
function startMusic(name, crossfade)
local newMusic = audio:createStream(name);
newMusic.loop = true;
newMusic.isMusic = true;
if crossfade then
audio:crossfade(music, newMusic, 0.5, 0.5, 0.3);
else
if music ~= nil then
music:stop();
end
newMusic:play();
end
music = newMusic;
isAmbient = false;
end
function stopMusic(crossfade)
if music ~= nil then
if crossfade then
audio:crossfade(music, nil, 0.5, 0.5, 0.3);
else
music:stop();
end
end
music = nil;
end
function setAmbientMusic(name)
if ambientMusic ~= name then
ambientMusic = name;
isAmbient = false;
end
end
function startAmbientMusic(crossfade)
if not isAmbient then
startMusic(ambientMusic, crossfade);
isAmbient = true;
end
end
function makeWater(obj, name)
local rc = scene:getObjects(obj)[1]:findRenderTerrainComponents(name)[1];
local ac = AnimationComponent(rc.drawable);
ac:addAnimation(const.AnimationDefault, "water1", 1);
ac:startAnimation(const.AnimationDefault);
scene:getObjects(obj)[1]:addComponent(ac);
end
function makeBridge(bridge, len)
bridge.myStartPos = bridge.pos;
bridge.myEndPos = bridge.pos + bridge:getDirection(len);
bridge.myLenSq = len * len;
local conveyor = scene:getObjects(bridge.name.."_conveyor")[1];
conveyor.deadbodyAware = true;
conveyor:addComponent(CollisionSensorComponent());
conveyor.objs = {};
setSensorListener(bridge.name.."_conveyor", function(other)
if conveyor.objs[other.cookie] == nil then
other.activeDeadbody = true;
conveyor.objs[other.cookie] = { count = 1, obj = other };
else
conveyor.objs[other.cookie].count = conveyor.objs[other.cookie].count + 1;
end
end, function (other, args)
if conveyor.objs[other.cookie] == nil then
return;
end
conveyor.objs[other.cookie].count = conveyor.objs[other.cookie].count - 1;
if conveyor.objs[other.cookie].count == 0 then
conveyor.objs[other.cookie] = nil;
other.activeDeadbody = false;
end
end);
bridge.conveyor = conveyor;
bridge.blocker = scene:getObjects(bridge.name.."_blocker")[1];
end
function bridgeOpen(bridge, velocity, quiet, fn, ...)
if bridges[bridge.name] ~= nil then
if not quiet then
bridges[bridge.name].s:stop();
end
cancelTimeout(bridges[bridge.name].timer);
end
local s = nil;
if not quiet then
s = audio:createSound("cart_move.ogg");
s.loop = true;
s:play();
end
bridge.linearVelocity = bridge:getDirection(velocity);
bridges[bridge.name] = {};
bridges[bridge.name].s = s;
bridges[bridge.name].timer = addTimeout0(function(cookie, dt, args)
local dir = bridge.conveyor:getDirection(velocity * dt);
for _, v in pairs(bridge.conveyor.objs) do
v.obj:changePosSmoothed(dir.x, dir.y);
end
if (bridge.pos - bridge.myStartPos):lenSq() < bridge.myLenSq then
return;
end
bridges[bridge.name] = nil;
if not quiet then
s:stop();
audio:playSound("cart_stop.ogg");
end
cancelTimeout(cookie);
bridge.linearVelocity = vec2(0, 0);
bridge.active = false;
bridge.blocker.active = false;
if fn ~= nil then
fn(unpack2(args));
end
end, pack2(...));
end
function bridgeClose(bridge, velocity, quiet, fn, ...)
if bridges[bridge.name] ~= nil then
if not quiet then
bridges[bridge.name].s:stop();
end
cancelTimeout(bridges[bridge.name].timer);
end
local s = nil;
if not quiet then
s = audio:createSound("cart_move.ogg");
s.loop = true;
s:play();
end
bridge.active = true;
bridge.blocker.active = true;
bridge.linearVelocity = bridge:getDirection(-velocity);
bridges[bridge.name] = {};
bridges[bridge.name].s = s;
bridges[bridge.name].timer = addTimeout0(function(cookie, dt, args)
local dir = bridge.conveyor:getDirection(-velocity * dt);
for _, v in pairs(bridge.conveyor.objs) do
v.obj:changePosSmoothed(dir.x, dir.y);
end
if (bridge.pos - bridge.myEndPos):lenSq() < bridge.myLenSq then
return;
end
bridges[bridge.name] = nil;
if not quiet then
s:stop();
audio:playSound("cart_stop.ogg");
end
cancelTimeout(cookie);
bridge.linearVelocity = vec2(0, 0);
if fn ~= nil then
fn(unpack2(args));
end
end, pack2(...));
end
function openDoor(name, haveSound)
local snd = nil;
if doors[name] ~= nil then
snd = doors[name].snd;
cancelTimeout(doors[name].cookie);
doors[name] = nil;
end
local inst = scene:getInstances(name)[1];
local j = findJoint(inst.joints, "door2_part_joint");
if j:getJointTranslation() >= j.upperLimit then
if snd ~= nil then
snd:stop();
end
j.motorSpeed = math.abs(j.motorSpeed);
return;
end
doors[name] = {};
if (snd == nil) and haveSound then
doors[name].snd = audio:createSound("servo_move.ogg");
doors[name].snd.loop = true;
doors[name].snd:play();
else
doors[name].snd = snd;
end
j.motorSpeed = math.abs(j.motorSpeed);
doors[name].cookie = addTimeout0(function(cookie, dt)
if (j:getJointTranslation() >= j.upperLimit) then
cancelTimeout(cookie);
if haveSound then
doors[name].snd:stop();
end
doors[name] = nil;
end
end);
end
function closeDoor(name, haveSound)
local snd = nil;
if doors[name] ~= nil then
snd = doors[name].snd;
cancelTimeout(doors[name].cookie);
doors[name] = nil;
end
local inst = scene:getInstances(name)[1];
local j = findJoint(inst.joints, "door2_part_joint");
if j:getJointTranslation() <= j.lowerLimit then
if snd ~= nil then
snd:stop();
end
j.motorSpeed = -math.abs(j.motorSpeed);
return;
end
doors[name] = {};
if (snd == nil) and haveSound then
doors[name].snd = audio:createSound("servo_move.ogg");
doors[name].snd.loop = true;
doors[name].snd:play();
else
doors[name].snd = snd;
end
j.motorSpeed = -math.abs(j.motorSpeed);
doors[name].cookie = addTimeout0(function(cookie, dt)
if (j:getJointTranslation() <= j.lowerLimit) then
cancelTimeout(cookie);
if haveSound then
doors[name].snd:stop();
end
doors[name] = nil;
end
end);
end
function doorOpened(name)
local inst = scene:getInstances(name)[1];
local j = findJoint(inst.joints, "door2_part_joint");
return j:getJointTranslation() >= j.upperLimit;
end
function makeDoor(name, opened)
if opened then
openDoor(name, false);
end
end
function makeDoorTrigger(sensorName, name)
setSensorListener(sensorName, function(other, self)
if self.num == 0 then
openDoor(name, true);
end
self.num = self.num + 1;
end, function (other, self)
self.num = self.num - 1;
if self.num == 0 then
closeDoor(name, true);
end
end, { num = 0 });
end
function setSensorEnterListenerWithAlly(name, func, ...)
setSensorListener(name, function(other, self)
if other.type == const.SceneObjectTypePlayer then
self.timer = addTimeout(0.1, function(cookie)
for _, obj in pairs(scene.combatAllies) do
if self.allies[obj.cookie] == nil then
return;
end
end
cancelTimeout(cookie);
self.timer = nil;
scene:getObjects(name)[1].active = false;
func(unpack2(self.args));
end);
else
self.allies[other.cookie] = 1;
end
end, function (other, self)
if other.type == const.SceneObjectTypePlayer then
if self.timer ~= nil then
cancelTimeout(self.timer);
self.timer = nil;
end
else
self.allies[other.cookie] = nil;
end
end, { timer = nil, args = pack2(...), allies = {} });
end
function makeWaterPipe(name)
local rc = scene:getObjects(name)[1]:findRenderStripeComponents("water")[1];
local ac = AnimationComponent(rc.drawable);
ac:addAnimation(const.AnimationDefault, "water2", 1);
ac:startAnimation(const.AnimationDefault);
scene:getObjects(name)[1]:addComponent(ac);
end
function makePlug(plug, plugFn, unplugFn, ...)
plug.mySocket = nil;
plug.myPlugFn = plugFn;
plug.myUnplugFn = unplugFn;
plug.myArgs = pack2(...);
plugs[plug.cookie] = plug;
end
function makeSocket(socket)
socket.myPlug = nil;
socket:addComponent(CollisionSensorComponent());
setSensorEnterListener(socket.name, false, function(other)
if socket.myPlug ~= nil then
return;
end
if plugs[other.cookie] == nil then
return;
end
other = plugs[other.cookie];
local aw = scene.player:findPlayerComponent().altWeapon;
if aw.heldObject == other then
aw:cancel();
end
other.mySocket = socket;
other:setTransform(socket:getTransform());
other:findRenderQuadComponents("nopins")[1].visible = true;
other:findRenderQuadComponents("pins")[1].visible = false;
socket.myJ = scene:addWeldJoint(other, socket, socket:getWorldPoint(vec2(0, 0)), true);
socket.myPlug = other;
if other.myPlugFn ~= nil then
other.myPlugFn(socket, unpack2(other.myArgs));
end
end);
end
function disableSocket(socket)
socket:findLightComponent():getLights("light0")[1].visible = false;
setSensorEnterListener(socket.name, false, function(other) end);
if socket.myPlug ~= nil then
socket.myPlug.gravityGunAware = false;
socket.myPlug:findLightComponent():getLights("light0")[1].visible = false;
end
end
addTimeout(0.1, function()
local obj = scene.player:findPlayerComponent().altWeapon.heldObject;
if (obj == nil) or (plugs[obj.cookie] == nil) then
return;
end
obj = plugs[obj.cookie];
local socket = obj.mySocket;
if socket == nil then
return;
end
socket.myJ:remove();
socket.myJ = nil;
socket.myPlug = nil;
obj.mySocket = nil;
obj:findRenderQuadComponents("nopins")[1].visible = false;
obj:findRenderQuadComponents("pins")[1].visible = true;
if obj.myUnplugFn ~= nil then
obj.myUnplugFn(socket, unpack2(obj.myArgs));
end
end);
function openHatch(name)
local inst = scene:getInstances(name)[1];
local j = findJoint(inst.joints, "hatch1_joint");
j.motorSpeed = math.abs(j.motorSpeed);
end
function closeHatch(name)
local inst = scene:getInstances(name)[1];
local j = findJoint(inst.joints, "hatch1_joint");
j.motorSpeed = -math.abs(j.motorSpeed);
end
function makeKeyDoor(doorName, phName, fn, ...)
local doorObj = scene:getObjects(doorName)[1];
local phObj = scene:getObjects(phName)[1];
local phC = phObj:findPlaceholderComponent();
phC.listener = createSensorEnterListener(false, function(other, fn, args)
if not scene.player:findPlayerComponent().inventory:have(phC.item) then
return;
end
scene.player:findPlayerComponent().inventory:take(phC.item);
phObj:removeFromParent();
doorObj:findRenderQuadComponents("key")[1].visible = true;
audio:playSound("key.ogg");
fn(unpack2(args));
end, fn, pack2(...));
end
-- main
if settings.developer == 0 then
scene.player:findPlayerComponent():changeLifeNoDamage(-80.0 * (scene.player.maxLife / 200.0));
end
scene.player:findPlayerComponent():giveWeapon(const.WeaponTypeGG);
scene.player:findPlayerComponent():giveWeapon(const.WeaponTypeMachineGun);
scene.player:findPlayerComponent():giveWeapon(const.WeaponTypeBlaster);
scene.player:findPlayerComponent():giveWeapon(const.WeaponTypeRLauncher);
scene.player:findPlayerComponent():giveWeapon(const.WeaponTypeProxMine);
scene.player:findPlayerComponent():changeAmmo(const.WeaponTypeMachineGun, 50.0);
scene.player:findPlayerComponent():changeAmmo(const.WeaponTypeRLauncher, 3.0);
scene.player:findPlayerComponent():changeAmmo(const.WeaponTypeProxMine, 3.0);
scene.camera:findCameraComponent():zoomTo(35, const.EaseLinear, 0);
scene.lighting.ambientLight = {0.2, 0.2, 0.2, 1.0};
math.randomseed(os.time());
setAmbientMusic("ambient9.ogg");
startAmbientMusic(false);
makeBridge(bridge0, 65.0);
makeBridge(bridge1, 63.0);
makeBridge(bridge2, 64.0);
require("e1m6_part0");
require("e1m6_part1");
require("e1m6_part2");
require("e1m6_part3");
require("e1m6_part4");
require("e1m6_part5");
require("e1m6_part6");
require("e1m6_part7");
require("e1m6_part8");
if settings.developer >= 1 then
scene.respawnPoint = scene:getObjects("player_"..settings.developer)[1]:getTransform();
scene.player:setTransform(scene.respawnPoint);
end
if settings.developer >= 2 and settings.developer <= 3 then
part0Done(true);
scene.player:findPlayerComponent():changeAmmo(const.WeaponTypeMachineGun, 450.0);
end
if settings.developer == 3 then
scene:getObjects("sentry1")[1]:setPosRecursive(scene:getObjects("sentry1_1")[1].pos);
end
if settings.developer >= 4 then
scene:getObjects("bridge1_cp")[1].active = false;
scene:getObjects("core1_cp")[1].active = false;
scene.player:findPlayerComponent():changeAmmo(const.WeaponTypeMachineGun, 200.0);
end
if settings.developer >= 5 then
scene:getObjects("fire1_cp")[1].active = false;
end
if settings.developer == 6 then
startMusic("action10.ogg", false);
end
if settings.developer >= 7 then
scene.player:findPlayerComponent():giveWeapon(const.WeaponTypePlasmaGun);
scene.player:findPlayerComponent():changeAmmo(const.WeaponTypePlasmaGun, 250.0);
openDoor("door8", false);
openDoor("door4", false);
scene:getObjects("core2_cp")[1].active = true;
scene:getObjects("east3_cp")[1].active = true;
end
if settings.developer >= 9 then
scene:getObjects("bridge2_cp")[1].active = false;
scene:getObjects("core2_cp")[1].active = false;
scene:getObjects("east3_cp")[1].active = false;
end
if settings.developer == 10 then
scene:getObjects("keeper1_cp")[1].active = true;
end
if settings.developer == 11 then
scene.player:findPlayerComponent().inventory:give(const.InventoryItemRedKey);
end
if settings.developer >= 12 then
openDoor("door15", false);
end
if settings.developer == 15 then
local shields = scene:getInstances("shield1");
for _, inst in pairs(shields) do
findJoint(inst.joints, "shield1_joint").motorSpeed = -findJoint(inst.joints, "shield1_joint").motorSpeed;
end
scene:getObjects("boss2_cp")[1].active = true;
end
if settings.developer == 16 then
scene:getObjects("toxic1_cp")[1].active = true;
end
|
local AddonName, AddonTable = ...
AddonTable.tailoring = {
-- Cloth Armour
154685,
154686,
154687,
154689,
154690,
154691,
154692,
154697,
161978,
161979,
161981,
161982,
161983,
161984,
161987,
-- Bandages
158381,
-- Misc
159791,
}
|
-- Application/command launcher. Example config:
--
-- config.launcher = {
-- mash = {"cmd", "ctrl"},
-- bindings = {
-- { key = "B", application = "Google Chrome" }
-- { key = "X", commmand = "/usr/bin/rsync ..." }
-- }
-- }
local notify = require 'hs.notify'
local application = require 'hs.application'
local hotkey = require 'hs.hotkey'
local function init_module()
if config.launcher == nil then
notify.show("Applications has no available configs", "", "Set some configs set in config.launcher or unload this module", "")
return
end
for _, app in ipairs(config.launcher.bindings) do
if app.key == nil then
error("Application is missing a key value.")
end
if app.application ~= nil then
hotkey.bind(config.launcher.mash or { "cmd", "ctrl", "alt" }, app.key, function()
local target = hs.application.find(app.application)
if target == nil and app.hide ~= nil then
target = hs.application.find(app.hide)
end
print(app.application)
print(target)
if target ~= nil and target:isFrontmost() then
target:hide()
else
application.launchOrFocus(app.application)
end
end)
end
if app.command ~= nil then
hotkey.bind(config.launcher.mash or { "cmd", "ctrl", "alt" }, app.key, function() os.execute(app.command) end)
end
end
end
return {
init = init_module
}
|
function onCreate()
-- skyline
makeLuaSprite('skyline', 'hankBG/Skyline', -250, -450);
-- city
makeLuaSprite('city', 'hankBG/City', -300, -380);
-- railroad
makeLuaSprite('railroad', 'hankBG/Railroad', -300, -380);
--ground
makeLuaSprite('ground', 'hankBG/Ground', -400, -450);
addLuaSprite('skyline');
addLuaSprite('city');
addLuaSprite('railroad');
addLuaSprite('ground');
end
|
local RunService = game:GetService("RunService")
local ReplicatedStorage = game:GetService("ReplicatedStorage")
local Plasma = require(ReplicatedStorage.Plasma)
return function(target)
local root = Plasma.new(target)
local connection = RunService.Heartbeat:Connect(function()
Plasma.start(root, function()
Plasma.portal(workspace, function()
Plasma.arrow(Vector3.new(0, 0, 0))
Plasma.arrow(Vector3.new(5, 5, 5), Vector3.new(10, 10, 10))
end)
end)
end)
return function()
connection:Disconnect()
Plasma.start(root, function() end)
end
end
|
sets = {}
sets.pre_action = {}
sets.pre_action.FC = {
}
sets.idle = {
}
filter_action = function(act)
end
pre_action = function(act)
end
mid_action = function(act)
end
post_action = function(act)
end
|
vim.wo.fcs = "eob: "
vim.cmd("autocmd BufUnload <buffer> call timer_start(1, { tid -> execute('lua SetRoot(\"git_worktree\")')})")
|
local combat = Combat()
combat:setParameter(COMBAT_PARAM_TYPE, COMBAT_ENERGYDAMAGE)
combat:setParameter(COMBAT_PARAM_EFFECT, CONST_ME_ENERGYAREA)
combat:setParameter(COMBAT_PARAM_DISTANCEEFFECT, CONST_ANI_ENERGY)
function onGetFormulaValues(player, level, maglevel)
return -3, -5
end
combat:setCallback(CALLBACK_PARAM_LEVELMAGICVALUE, "onGetFormulaValues")
local rune = Spell("rune")
function rune.onCastSpell(creature, var, isHotkey)
return combat:execute(creature, var)
end
rune:group("attack")
rune:id(7)
rune:name("lightest magic missile rune")
rune:runeId(17512)
rune:allowFarUse(true)
rune:charges(10)
rune:level(1)
rune:magicLevel(0)
rune:cooldown(2 * 1000)
rune:groupCooldown(2 * 1000)
rune:needTarget(true)
rune:isBlocking(true) -- True = Solid / False = Creature
rune:vocation("sorcerer;true", "master sorcerer;true", "druid;true", "elder druid;true", "paladin;true", "royal paladin;true", "knight;true", "elite knight;true")
rune:register()
|
local Zlog = require "Zlibs.class.Log"
local Point = require "Zlibs.class.Point"
local Size = require "Zlibs.class.Size"
local math = require "Zlibs.class.math"
local type = require "Zlibs.tool.type"
-- local Rect = require "Zlibs.class.Rect"
local obj = {}
local funcValues = {}
-- 魔术变量接口_插件用
obj._magicValues = funcValues
-- 默认变量
obj.__tag = "Circle"
obj.x = -1
obj.y = -1
obj.r = 0
-- 默认变量结束
-- /////////////////////////////////////////
-- /////////////////////////////////////////
-- 元表设置
function obj:__newindex(k, v)
rawset(self, k, v)
Zlog.warn(
"不建议的操作:设置了[%s]对象中[%s]元素的值为[%s]",
self._tag, tostring(k), tostring(v))
end
function obj:__index(k)
if type(funcValues[k]) == "function" then return funcValues[k](self) end
return obj[k]
end
function obj:__tostring()
return string.format("%s(%s ,%d)", obj.__tag,
tostring(Point(self.x, self.y)), self.r)
end
function obj:__add(r) return obj:__call(self.x, self.y, self.r + r) end
function obj:__sub(r) return obj:__call(self.x, self.y, self.r - r) end
function obj:__mul(n) return obj:__call(self.x, self.y, self.r * n) end
function obj:__div(n) return obj:__call(self.x, self.y, self.r / n) end
-- 相等
function obj:__eq(s) return self.r == s.r and self.x == s.x and self.y == s.y end
function obj:__call(...)
local o = {}
local t = {...}
local x, y, r
if #t == 0 then
x, y, r = 0, 0, 0
elseif #t == 1 and type(t[1]) == "Circle" then
x, y, r = t[1].x, t[1].y, t[1].r
elseif #t == 2 and type(t[1]) == "Point" and type(t[2]) == "number" then
x, y, r = t[1].x, t[1].y, t[2]
elseif #t == 2 and type(t[1]) == "Point" and type(t[2]) == "Point" then
x, y, r = t[1].x, t[1].y, t[1] * t[2]
elseif #t == 3 then
x, y, r = ...
else
Zlog.fatal("[%s]创建时参数传入错误", self.__tag)
end
o.x, o.y, o.r = math.round(x), math.round(y), math.max(0, r)
return setmetatable(o, obj)
end
-- 元表设置结束
-- /////////////////////////////////////////
-- /////////////////////////////////////////
-- 自动变量
function funcValues.randomPoint(self)
local a = math.random(1, 36000) / 100
local d = math.random(0, self.r * 100) / 100
return self.center - {a, d}
end
--- obj.center 获取圆心,返回Point类
-- @param self self
function funcValues.center(self) return Point(self.x, self.y) end
--- obj.outRect 获取外切正方形
-- @param self self
function funcValues.outRect(self)
local Rect = require "Zlibs.class.Rect"
return Rect(self.center, Size(self.r * 2))
end
--- obj.inRect 获取内切正方形
-- @param self self
function funcValues.inRect(self)
local Rect = require "Zlibs.class.Rect"
return Rect(self.center, Size(self.r * 1.14121))
end
-- 自动变量结束
-- /////////////////////////////////////////
-- /////////////////////////////////////////
-- 内部函数
-- 内部函数结束
-- /////////////////////////////////////////
-- /////////////////////////////////////////
-- 成员函数
--- obj.contains 是否包含某个点/范围/圆,需要完全包括才算,接受重合
-- @param self self
-- @param p Point/Rect/Circle
function obj.contains(self, p)
if type(p) == "Point" then
return p * self.center <= self.r
elseif type(p) == "Rect" then
local l = self.r * self.r
local sc = self.center
return l >= math.abs((sc.x - p.x) * (sc.y - p.y)) and l >=
math.abs((sc.x - p.x) * (p.y + p.height - sc.y)) and l >=
math.abs((p.x + p.width - sc.x) * (sc.y - p.y)) and l >=
math.abs((p.x + p.width - sc.x) * (p.y + p.height - sc.y))
elseif type(p) == "Circle" then
return self.r >= (self.center * p.center + p.r)
end
end
-- 成员函数结束
-- /////////////////////////////////////////
-- /////////////////////////////////////////
-- 类初始化
-- rawset(_G,obj.__tag,setmetatable({},obj))
obj.ZERO = obj:__call(0, 0, 0)
return setmetatable({}, obj)
-- 类初始化结束
-- /////////////////////////////////////////
-- /////////////////////////////////////////
|
/*---------------------------------------------------------------------------
F4 menu tab modification module.
---------------------------------------------------------------------------*/
if true then return end -- REMOVE THIS LINE TO ENABLE THIS MODULE
local url = "http://wiki.darkrp.com/index.php/Main_Page"
local tabName = "MOTD"
local function createF4MenuTab()
// DarkRP.switchTabOrder(2, 3) -- Remove the "//" in this line if you want to move the third tab to the left of the second tab!
// DarkRP.removeF4MenuTab("Ammo") -- Remove the "//" in this line if you want to remove the Ammo tab!
local webPage = vgui.Create("F1HTML")
webPage:OpenURL(url)
DarkRP.addF4MenuTab(tabName, webPage)
end
hook.Add("F4MenuTabs", "MyCustomF4MenuTab", createF4MenuTab)
|
--
-- Created by IntelliJ IDEA.
-- User: Kunkka
-- Date: 6/30/17
-- Time: 16:14
-- To change this template use File | Settings | File Templates.
--
-- instance run on Mac or Android platform
local instanceRun = {}
-- must init this in main.lua before require any other modules
function instanceRun:init(androidPackageName)
androidPackageName = androidPackageName or ""
local MAC_ROOT = ""
local ANDROID_PACKAGE_NAME = androidPackageName
local ANDROID_ROOT = "/sdcard/" .. androidPackageName .. "/"
local platform = cc.Application:getInstance():getTargetPlatform()
-- mac use local search path for restart instantly
if platform == 2 then
local path = cc.FileUtils:getInstance():fullPathForFilename("src/main.lua")
MAC_ROOT = string.sub(path, 1, string.find(path, "runtime/mac") - 1)
print(string.format("initInstanceRun on Mac, MAC_ROOT = \"%s\"", MAC_ROOT))
cc.FileUtils:getInstance():setSearchPaths({})
cc.FileUtils:getInstance():addSearchPath(MAC_ROOT .. "src/")
cc.FileUtils:getInstance():addSearchPath(MAC_ROOT .. "res/")
cc.FileUtils:getInstance():addSearchPath(MAC_ROOT)
elseif platform == 3 and androidPackageName ~= "" then
print(string.format("Android package name = \"%s\"", ANDROID_PACKAGE_NAME))
print(string.format("initInstanceRun on Android, ANDROID_ROOT = \"%s\"", ANDROID_ROOT))
if not cc.FileUtils:getInstance():isDirectoryExist(ANDROID_PACKAGE_NAME) then
cc.FileUtils:getInstance():createDirectory(ANDROID_PACKAGE_NAME)
end
cc.FileUtils:getInstance():setSearchPaths({})
cc.FileUtils:getInstance():addSearchPath(ANDROID_ROOT .. "src/")
cc.FileUtils:getInstance():addSearchPath(ANDROID_ROOT .. "res/")
cc.FileUtils:getInstance():addSearchPath(ANDROID_ROOT)
cc.FileUtils:getInstance():addSearchPath("src/")
cc.FileUtils:getInstance():addSearchPath("res/")
end
self.MAC_ROOT = MAC_ROOT
self.ANDROID_ROOT = ANDROID_ROOT
self.ANDROID_PACKAGE_NAME = ANDROID_PACKAGE_NAME
end
return instanceRun
|
return function()
local Modules = game:GetService("Players").LocalPlayer.PlayerGui.AvatarEditorInGame.Modules
local AssetTypeCursor = require(script.Parent.AssetTypeCursor)
local SetAssetTypeCursor = require(Modules.AvatarExperience.AvatarEditor.Actions.SetAssetTypeCursor)
it("should be unchanged by other actions", function()
local oldState = AssetTypeCursor(nil, {})
local newState = AssetTypeCursor(oldState, { type = "not a real action" })
expect(oldState).to.equal(newState)
end)
it("should set the next page cursor for an assetType", function()
local assets = { 1, 2 }
local testCursors = {
"page1",
"page2",
}
local newState = AssetTypeCursor(nil, SetAssetTypeCursor(assets[1], testCursors[1]))
newState = AssetTypeCursor(newState, SetAssetTypeCursor(assets[2], testCursors[2]))
expect(newState[assets[1]]).to.equal(testCursors[1])
expect(newState[assets[2]]).to.equal(testCursors[2])
end)
it("should overwrite the next page cursor for an assetType", function()
local assets = { 1 }
local testCursors = {
"page1",
"page2",
}
local newState = AssetTypeCursor(nil, SetAssetTypeCursor(assets[1], testCursors[1]))
expect(newState[assets[1]]).to.equal(testCursors[1])
newState = AssetTypeCursor(newState, SetAssetTypeCursor(assets[1], testCursors[2]))
expect(newState[assets[1]]).to.equal(testCursors[2])
end)
end
|
describe("Table heap", function()
local table_heap = require("data_structures.table_heap")
local shuffle = require("random.shuffle")
local list = {}
for index = 1, 100 do
list[index] = index
end
shuffle(list)
local heap = table_heap.new()
for index = 1, #list do
heap:push(list[index])
end
for index = 1, #list do
local popped = heap:pop()
assert.equal(index, popped)
end
heap = table_heap.new()
for i = 1, 100 do
heap:push(i)
end
heap:replace(42, 0)
assert.equal(0, heap:pop())
heap:replace(69, 101)
assert.falsy(heap:find_index(69))
assert.truthy(heap:find_index(101))
heap:remove(101)
assert.falsy(heap:find_index(101))
heap:push(101)
local last = 0
for _ = 1, 98 do
local new = heap:pop()
assert.truthy(new > last)
last = new
end
assert.equal(101, heap:pop())
end)
|
import "com"
ps = com.CreateObject("Photoshop.Application")
ps.open("f:\\pictures\\tosort6\\IMG_0471.jpg")
|
--[[
CanvasBufferedWidget is a *mostly* drop-in replacement for Widget that
differs from Widget in that painting is buffered to a canvas before the
screen.
This allows, e.g., complex drawing logic to be done less often than once
per frame in cases where there isn't always something to update every frame.
--]]
local Widget = require'UI/Widget'
local CanvasBufferedWidget = mix{Widget}
-- # Interface
function CanvasBufferedWidget:initialize(...)
Widget.initialize(self, ...)
self.canvas = love.graphics.newCanvas()
end
function CanvasBufferedWidget:resize(...)
local width, height = ...
-- Canvas dimensions cannot be changed after they're created, so instead
-- discard the old canvas and create a new one of the correct size.
self.canvas = love.graphics.newCanvas(width, height)
return Widget.resize(self, ...)
end
function CanvasBufferedWidget:draw(x, y)
-- TODO: This refresh call is temporary until widgets are changed to refresh
-- themselves at appropriate times.
self:refresh()
love.graphics.draw(self.canvas, x, y)
end
function CanvasBufferedWidget:refresh()
love.graphics.push'all'
love.graphics.setCanvas(self.canvas)
love.graphics.clear()
self:paint()
love.graphics.pop()
end
-- #
return CanvasBufferedWidget
|
local player = ECS.Component("player")
return player
|
local utils = require 'utils'
-- part 1
local function part1(input)
local sum = 0
for i = 1, #input do
local curr_val, next_val, p
curr_val = input:sub(i, i)
p = (i == #input) and 1
or i + 1
next_val = input:sub(p, p)
if curr_val == next_val then
sum = sum + tonumber(curr_val)
end
end
return sum
end
-- part 2
local function part2(input)
local steps = #input / 2
local sum = 0
for i = 1, #input do
local curr_val, next_val, p
curr_val = input:sub(i, i)
p = (#input - i >= steps) and i + steps
or steps - (#input - i)
next_val = input:sub(p, p)
if curr_val == next_val then
sum = sum + tonumber(curr_val)
end
end
return sum
end
local input = utils.read_file('../res/day_01.in')
print('Part 1:', part1(input))
print('Part 2:', part2(input))
|
#!/usr/bin/env lua
--[[
# USAGE:
Full Build
----------
./build.lua
Partial Build (includes dependancies)
-------------------------------------
./build.lua ART.Paint ART.Widget
--]]
require "luarocks.require"
require "json"
-- table.include ()
-- includes a value in a table if not already present
function table:include(included)
local present = false
for key, value in ipairs(self) do
if value == included then
present = true
break
end
end
if not present then table.insert(self, included) end
return self
end
-- Build ()
-- builds MooTools
local function Build(selected)
json_path = "Source/scripts.json"
scripts_path = "Source/"
output_path = "art.js"
-- scripts {}
-- the json structure as a table
scripts = {}
-- all {}
-- a list of every script
all = {}
for folder, files in pairs(json.decode(io.open(json_path):read("*all"))) do
scripts[folder] = {}
local folder = scripts[folder]
for script, props in pairs(files) do
folder[script] = props.deps
table.insert(all, script)
end
end
-- folder_of ()
-- returns the folder name from a script
function folder_of(name)
for folder, files in pairs(scripts) do
for file in pairs(files) do
if file == name then return folder end
end
end
end
-- deps_of ()
-- returns a table containing the full dependancies of a file
function deps_of(name)
local list = {}
-- if name == "ART" then return list end
local deps = scripts[folder_of(name)][name];
for i, script in ipairs(deps) do
for j, scr in ipairs(deps_of(script)) do table.include(list, scr) end
table.include(list, script)
end
return list
end
-- build ()
-- builds from a list of scripts
function build(scripts)
local list = {}
for i, name in ipairs(scripts) do
for i, dep in ipairs(deps_of(name)) do table.include(list, dep) end
table.include(list, name)
end
-- write art
io.write("\nART Built as " .. output_path .. "\n\n")
io.write("Included Scripts: ")
local mootools = io.open(output_path, "w+")
for i, file in ipairs(list) do
io.write(file .. ".js")
local str = io.open(scripts_path .. folder_of(file) .. "/" .. file .. ".js"):read("*all")
-- %build% replace
if file == "Core" then
local ref = io.open('.git/HEAD'):read("*all"):match("ref: ([%w/]+)")
ref = io.open('.git/' .. ref):read("*all"):match("(%w+)")
str = str:gsub("%%build%%", ref)
end
mootools:write(str)
if i ~= table.maxn(list) then
mootools:write("\n")
io.write(", ")
end
end
io.write("\n\n")
end
-- checks arg
if table.maxn(selected) == 0 then build(all) else build(selected) end
end
-- builds mootools
Build(arg)
|
local standardVolumeOutput = 0.3;
local hasPlayerLoaded = false
RegisterNetEvent('QBCore:Client:OnPlayerLoaded', function()
hasPlayerLoaded = true
end)
RegisterNetEvent('QBCore:Client:OnPlayerUnload', function()
hasPlayerLoaded = false
end)
RegisterNetEvent('InteractSound_CL:PlayOnOne', function(soundFile, soundVolume)
if hasPlayerLoaded then
SendNUIMessage({
transactionType = 'playSound',
transactionFile = soundFile,
transactionVolume = soundVolume
})
end
end)
RegisterNetEvent('InteractSound_CL:PlayOnAll', function(soundFile, soundVolume)
if hasPlayerLoaded then
SendNUIMessage({
transactionType = 'playSound',
transactionFile = soundFile,
transactionVolume = soundVolume or standardVolumeOutput
})
end
end)
RegisterNetEvent('InteractSound_CL:PlayWithinDistance', function(otherPlayerCoords, maxDistance, soundFile, soundVolume)
if hasPlayerLoaded then
local myCoords = GetEntityCoords(PlayerPedId())
local distance = #(myCoords - otherPlayerCoords)
if distance < maxDistance then
SendNUIMessage({
transactionType = 'playSound',
transactionFile = soundFile,
transactionVolume = soundVolume or standardVolumeOutput
})
end
end
end)
|
assert(Config, 'Need a pre-existing Config table!')
--NUC #1 (N1bot): 192.168.123.101
--NUC #2 (N2bot): 192.168.123.102
--Super NUC #1 : 192.168.123.103
--#N5bot
--Velodyne #2: 192.168.124.202:2369
--Velodyne #1: 192.168.124.201:2368
--Velodyne #4: 192.168.124.204:2371
--N4bot
--Velodyne #3: 192.168.124.208:2370
--Velodyne #5: 192.168.124.205:2372
--Velodyne #6: 192.168.124.206:2373
--HDL-32E: 192.168.124.210:2374
-- IP addresses
local IP = {
n1bot = 101,
n2bot = 102,
n3bot = 105,
n4bot = 106,
n5bot = 107,
supernuc1 = 103,
tpy = 200,
broadcast = 255,
}
local SENSOR_IP={
}
local robot_ip = IP.n4bot
--local operator_ip = IP.supernuc1
local operator_ip = IP.broadcast
--local operator_ip = IP.tpy
local net = {
robot = '192.168.123.'..robot_ip,
operator = '192.168.123.'..operator_ip,
broadcast = '192.168.123.255',
mainscreen = '192.168.123.'..IP.n2bot,
}
local udp = {
velodyne1 = 2368,
velodyne2 = 2369,
velodyne3 = 2370,
velodyne4 = 2371,
velodyne5 = 2372,
velodyne6 = 2373,
range1 = 54321,
range2 = 54322,
range3 = 54323,
mapdata = 54325,
command = 54329,
countdown = 54326,
}
local streams = {}
net.streams = streams
Config.udp = udp
Config.net = net
-- Lossless link
net.rpc = {
tcp_reply = 2000,
udp = 2001,
uds = 'rpc',
}
--[[
streams.feedback = {
ws = 9002,
udp = 2002,
--tcp = 43200,
sub = 'feedback'
}
streams.ittybitty0 = {
ws = 9070,
udp = 2030,
sub = 'ittybitty0'
}
streams.ittybitty1 = {
ws = 9071,
udp = 2031,
sub = 'ittybitty1'
}
-- Lossy Link
streams.camera0 = {
ws = 9003,
udp = 17003,
tcp = 43303,
sub = 'camera0',
}
streams.camera1 = {
ws = 9004,
udp = 17004,
tcp = 43304,
sub = 'camera1',
}
streams.vision0 = {
ws = 9013,
udp = 17013,
tcp = 43313,
sub = 'vision0',
}
streams.label = {
ws = 9014,
udp = 17014,
tcp = 43314,
sub = 'label',
}
streams.world = {
ws = 9023,
udp = 17023,
tcp = 43323,
sub = 'world',
}
streams.lidar0 = {
ws = 9010,
udp = 17010,
--tcp = 43310,
sub = 'lidar0'
}
streams.lidar1 = {
ws = 9011,
udp = 17011,
--tcp = 43311,
sub = 'lidar1'
}
streams.mesh0 = {
ws = 9020,
udp = 17020,
tcp = 43300,
sub = 'mesh0'
}
streams.mesh1 = {
ws = 9021,
udp = 17021,
tcp = 43301,
sub = 'mesh1'
}
streams.kinect2_depth = {
ws = 9046,
udp = 17046,
tcp = 43346,
sub = 'kinect2_depth'
}
streams.kinect2_color = {
ws = 9047,
udp = 17047,
tcp = 43347,
sub = 'kinect2_color'
}
--]]
--[[
streams.audio = {
ws = 9017,
tcp= 55557,
}
--]]
return Config
|
--[[
NPCCampBehavior - Player Proximity
by: standardcombo
v0.9.0
Works in conjunction with NPCSpawner and expects it as a sibling script.
Camp Behavior
The camp's behavior is driven by the scripts 'NPCSpawner' and
'NPCCampBehavior_PlayerProximity'. These scripts define "When" and "How" to spawn NPCs.
Each of the scripts has custom properties that can be tuned to adjust their behavior.
The Proximity camp is characterized by two triggers, one small and one large--also called
the "Inside Trigger" and the "Outside Trigger". Adjusting the position, type and size
of these two triggers is essential to correctly setting up a proximity camp.
The inside trigger is what detects players entering the camp and spawns the NPCs, while
the outside trigger's job is to keep track of players who are present, so that when
there are no more players in the camp the NPCs can be despawned.
Spawn Points
NPC camps are characterized by a number of spawn points that tell the spawner scripts
"What" and "Where" to spawn. Each spawn point has references to the NPC templates which
they will spawn. These are setup as custom properties. A spawn point can have any number
of NPC templates assigned as custom properties. No specific names need to be given to
those custom properties. The position and rotation of a spawn point determine the
orientation of the NPCs that spawn from it. Spawn points are usually placed touching the
ground and should be adjusted on uneven terrain.
This assemblage of parts is what allows NPC camps to come in all forms, to spawn all
kinds of NPCs, in various compositions, and to behave in different ways as players
approach or leave the area.
For more information check the tooltips on each of the script properties.
--]]
local INSIDE_TRIGGER = script:GetCustomProperty("InsideTrigger"):WaitForObject()
local OUTSIDE_TRIGGER = script:GetCustomProperty("OutsideTrigger"):WaitForObject()
local DESPAWN_DELAY = script:GetCustomProperty("DespawnDelay") or 4
local RESPAWN_COOLDOWN = script:GetCustomProperty("RespawnCooldown") or 15
local RESET_ON_ROUND_START = script:GetCustomProperty("ResetOnRoundStart")
local RESET_ON_ROUND_END = script:GetCustomProperty("ResetOnRoundEnd")
local CAMP_SPAWNER = script.parent:FindChildByName("NPCSpawner")
local playerCount = 0
local despawnCountdown = 0
local lastMinionCount = 0
local respawnCooldown = 0
function Reset()
CAMP_SPAWNER.context.Despawn()
despawnCountdown = 0
lastMinionCount = 0
respawnCooldown = 0
end
function Tick(deltaTime)
if (despawnCountdown > 0) then
despawnCountdown = despawnCountdown - deltaTime
if (despawnCountdown <= 0) then
CAMP_SPAWNER.context.Despawn()
end
end
if (respawnCooldown > 0) then
respawnCooldown = respawnCooldown - deltaTime
end
local minionCount = CAMP_SPAWNER.context.minionCount
if (minionCount == 0 and lastMinionCount > 0) then
respawnCooldown = RESPAWN_COOLDOWN
end
lastMinionCount = minionCount
end
function OnBeginOverlapInner(theTrigger, player)
if (not player:IsA("Player")) then return end
if (CAMP_SPAWNER.context.minionCount == 0 and
respawnCooldown <= 0) then
CAMP_SPAWNER.context.Spawn()
-- Aggro the minions
Task.Wait()
for _,minion in pairs(CAMP_SPAWNER.context.minions) do
local aiScript = minion:FindChildByName("NPCAIServer")
if aiScript then
aiScript.context.SetTemporaryVisionHalfAngle(360, 1)
aiScript.context.EngageNearest()
end
end
end
end
function OnBeginOverlapOuter(theTrigger, player)
if (not player:IsA("Player")) then return end
playerCount = playerCount + 1
despawnCountdown = 0
end
function OnEndOverlapOuter(theTrigger, player)
if (not player:IsA("Player")) then return end
playerCount = playerCount - 1
if (playerCount <= 0) then
despawnCountdown = DESPAWN_DELAY
-- Send the minions home
for _,minion in pairs(CAMP_SPAWNER.context.minions) do
local aiScript = minion:FindChildByName("NPCAIServer")
if aiScript then
aiScript.context.SetTemporaryVisionRadius(0, 3)
aiScript.context.SetTemporaryHearingRadius(0, 3)
aiScript.context.ResumePatrol()
end
end
end
end
INSIDE_TRIGGER.beginOverlapEvent:Connect(OnBeginOverlapInner)
OUTSIDE_TRIGGER.beginOverlapEvent:Connect(OnBeginOverlapOuter)
OUTSIDE_TRIGGER.endOverlapEvent:Connect(OnEndOverlapOuter)
if RESET_ON_ROUND_START then
Game.roundStartEvent:Connect(Reset)
end
if RESET_ON_ROUND_END then
Game.roundEndEvent:Connect(Reset)
end
|
--[[
This file was extracted by 'EsoLuaGenerator' at '2021-09-04 16:42:26' using the latest game version.
NOTE: This file should only be used as IDE support; it should NOT be distributed with addons!
****************************************************************************
CONTENTS OF THIS FILE IS COPYRIGHT ZENIMAX MEDIA INC.
****************************************************************************
]]
local GuildSharedInfo = ZO_Object:Subclass()
function GuildSharedInfo:New(control)
local manager = ZO_Object.New(self)
manager.control = control
manager.bankIcon = GetControl(control, "Bank")
manager.tradingHouseIcon = GetControl(control, "TradingHouse")
manager.heraldryIcon = GetControl(control, "Heraldry")
control:RegisterForEvent(EVENT_GUILD_DATA_LOADED, function() manager:Refresh(manager.guildId) end)
control:RegisterForEvent(EVENT_GUILD_MEMBER_ADDED, function(_, guildId) manager:Refresh(guildId) end)
control:RegisterForEvent(EVENT_GUILD_MEMBER_REMOVED, function(_, guildId) manager:Refresh(guildId) end)
control:RegisterForEvent(EVENT_GUILD_MEMBER_PLAYER_STATUS_CHANGED, function(_, guildId) manager:Refresh(guildId) end)
return manager
end
function GuildSharedInfo:SetGuildId(guildId)
self.guildId = guildId
self:Refresh(guildId)
end
function GuildSharedInfo:Refresh(guildId)
if(self.guildId and self.guildId == guildId) then
local count = GetControl(self.control, "Count")
local numGuildMembers, numOnline, _, numInvitees = GetGuildInfo(guildId)
count:SetText(zo_strformat(SI_GUILD_NUM_MEMBERS_ONLINE_FORMAT, numOnline, numGuildMembers + numInvitees))
self.canDepositToBank = DoesGuildHavePrivilege(guildId, GUILD_PRIVILEGE_BANK_DEPOSIT)
if(self.canDepositToBank) then
self.bankIcon:SetColor(ZO_DEFAULT_ENABLED_COLOR:UnpackRGBA())
else
self.bankIcon:SetColor(ZO_DEFAULT_DISABLED_COLOR:UnpackRGBA())
end
self.canUseTradingHouse = DoesGuildHavePrivilege(guildId, GUILD_PRIVILEGE_TRADING_HOUSE)
if(self.canUseTradingHouse) then
self.tradingHouseIcon:SetColor(ZO_DEFAULT_ENABLED_COLOR:UnpackRGBA())
else
self.tradingHouseIcon:SetColor(ZO_DEFAULT_DISABLED_COLOR:UnpackRGBA())
end
self.canUseHeraldry = DoesGuildHavePrivilege(guildId, GUILD_PRIVILEGE_HERALDRY)
if(self.canUseHeraldry) then
self.heraldryIcon:SetColor(ZO_DEFAULT_ENABLED_COLOR:UnpackRGBA())
else
self.heraldryIcon:SetColor(ZO_DEFAULT_DISABLED_COLOR:UnpackRGBA())
end
end
end
function ZO_GuildSharedInfoBank_OnMouseEnter(control)
InitializeTooltip(InformationTooltip, control, TOP, 0, 0)
if(GUILD_SHARED_INFO.canDepositToBank) then
SetTooltipText(InformationTooltip, GetString(SI_GUILD_TOOLTIP_BANK_DEPOSIT_ENABLED))
else
SetTooltipText(InformationTooltip, zo_strformat(SI_GUILD_TOOLTIP_BANK_DEPOSIT_DISABLED, GetNumGuildMembersRequiredForPrivilege(GUILD_PRIVILEGE_BANK_DEPOSIT)))
end
end
function ZO_GuildSharedInfoBank_OnMouseExit(control)
ClearTooltip(InformationTooltip)
end
function ZO_GuildSharedInfoTradingHouse_OnMouseEnter(control)
InitializeTooltip(InformationTooltip, control, TOP, 0, 0)
if(GUILD_SHARED_INFO.canUseTradingHouse) then
SetTooltipText(InformationTooltip, GetString(SI_GUILD_TOOLTIP_TRADING_HOUSE_ENABLED))
else
SetTooltipText(InformationTooltip, zo_strformat(SI_GUILD_TOOLTIP_TRADING_HOUSE_DISABLED, GetNumGuildMembersRequiredForPrivilege(GUILD_PRIVILEGE_TRADING_HOUSE)))
end
end
function ZO_GuildSharedInfoTradingHouse_OnMouseExit(control)
ClearTooltip(InformationTooltip)
end
function ZO_GuildSharedInfoHeraldry_OnMouseEnter(control)
InitializeTooltip(InformationTooltip, control, TOP, 0, 0)
if(GUILD_SHARED_INFO.canUseHeraldry) then
SetTooltipText(InformationTooltip, GetString(SI_GUILD_TOOLTIP_HERALDRY_ENABLED))
else
SetTooltipText(InformationTooltip, zo_strformat(SI_GUILD_TOOLTIP_HERALDRY_DISABLED, GetNumGuildMembersRequiredForPrivilege(GUILD_PRIVILEGE_HERALDRY)))
end
end
function ZO_GuildSharedInfoHeraldry_OnMouseExit(control)
ClearTooltip(InformationTooltip)
end
function ZO_GuildSharedInfo_OnInitialized(self)
GUILD_SHARED_INFO = GuildSharedInfo:New(self)
end
|
local x = 1
local y = 2
local z = 69
local a = 420
print(x + y)
print(x / y)
print(y * a)
print(a % z)
print(1 / 0)
print(0 / 0)
print(-1 / 0)
local function approx(x)
return math.floor((x * 1000) + 0.5) / 1000
end
print(approx(1 / 3))
print(approx(3 / 5))
print(approx(-1 / 9))
|
local M = {}
M.description = 'Neovim TUI'
M.wants = {
'target.basic',
}
return M
|
local Tunnel = module("_core", "lib/Tunnel")
local Proxy = module("_core", "lib/Proxy")
API = Proxy.getInterface("API")
cAPI = Tunnel.getInterface("API")
dbAPI = Proxy.getInterface("API_DB")
local houses = {
-- price_dollar, price_gold
["house:1"] = {200.0, 80.0},
["house:2"] = {200.0, 80.0},
["house:3"] = {200.0, 80.0},
["house:4"] = {200.0, 80.0},
["house:5"] = {200.0, 80.0},
["house:6"] = {200.0, 80.0},
["house:7"] = {200.0, 80.0}
}
RegisterNetEvent("FRP:HOUSING:TryToBuyHouse")
AddEventHandler(
"FRP:HOUSING:TryToBuyHouse",
function(house_id, withGold)
local _source = source
if not houses[house_id] then
return
end
local User = API.getUserFromSource(_source)
local Character = User:getCharacter()
--[[
if true then
User:notify("error", "Não disponivel :P")
return
end
]]
if Character:hasGroupOrInheritance(house_id) then
User:notify("error", "Você já alugou esta residência")
return
end
-- if #API.getUsersByGroup(house_id) > 0 then
local rows = dbAPI.query("SELECT:house_rent", {house_id = house_id})
if #rows > 0 then
User:notify("error", "Está residência já está alugada")
return
end
local Inventory = Character:getInventory()
local currencyItem = withGold and 'gold' or 'money'
local currencyAmount = withGold and houses[house_id][2] or houses[house_id][1]
currencyAmount = currencyAmount * 100
if Inventory:getItemAmount(currencyItem) < currencyAmount then
User:notify("error", "Você não tem " .. (withGold and 'ouros' or 'dollares') .. " suficientes.")
return
end
if Inventory:removeItem(-1, currencyItem, currencyAmount) then
User:notify("success", "Parábens! Agora essa residência está sobe sua gerência")
Character:addGroup(house_id)
local date = os.date("*t")
local time_sum_sevendays = os.time(date) + (7 * 24 * 60 * 60)
local date_sum_sevendays = os.date("*t", time_sum_sevendays)
local sum_to_time = os.time(date_sum_sevendays)
-- MUDA NA DB house_next_payment PARA INT
Character:addGroup(house_id)
dbAPI.execute("INSERT:house_rent", {house_id = house_id, house_next_payment = sum_to_time})
end
end
)
Citizen.CreateThread(
function()
while true do
Citizen.Wait(1000 * 60 * 60) -- 1 Hora
for house_id, _ in pairs(houses) do
if IsRentExpired(house_id) then
for _, User in pairs(API.getUsersByGroup(house_id)) do
User:removeGroup(house_id)
end
Citizen.CreateThread(function()
dbAPI.execute("DELETE:house_rent", {house_id = house_id})
local houseGroupBit = API.GroupNameToBit(house_id)
dbAPI.execute("UPDATE:character_remove_role", {role = houseGroupBit})
end
)
end
end
end
end
)
function IsRentExpired(house_id)
local rows = dbAPI.query("SELECT:house_rent", {house_id = house_id})
if #rows > 0 then
local date = os.date("*t")
local time = os.time(date)
local house_next_payment = tonumber(rows[1].house_next_payment)
if house_next_payment > time then
return true
end
end
return false
end
-- AddEventHandler(
-- "FRP:HOUSING:RequestAvailableHouses",
-- function()
-- end
-- )
|
local QDEF = QuestDef.Define
{
qtype = QTYPE.EVENT,
act_filter = EscapeTheBogUtil.ETBActFilter,
process_fighter = function(quest, fighter)
if table.arraycontains(quest.param.opfor or {}, fighter.agent) and not (fighter.agent:GetContentID() == "GROUT_LOOT_CLUSTER" or fighter.agent:GetContentID() == "GROUT_BOG_CYST") then
fighter:AddCondition("ETB_GROUT_BURR_IMMUNITY", 1)
end
end,
}
:AddObjective{
id = "start",
state = QSTATUS.ACTIVE,
}
QDEF:AddConvo()
:ConfrontState("STATE_CONF")
:Quips{
{
tags = "dialog_start",
[[
* You thought you are just walking normally, but all of a sudden, you have disturbed some bog burrs!
]],
[[
* You accidentally stepped on some bog burrs while you are walking.
]],
},
{
tags = "dialog_start_quip",
[[
* They don't look happy, that's for sure.
* (How do you even tell bog burrs' emotions?)
* Either way, be prepared!
]],
[[
* Looks like you will have to defend yourself!
]],
[[
* Watch out! They look like they want to attack you!
]],
},
}
:Loc{
DIALOG_INTRO = [[
player:
%dialog_start
player:
!left
!scared
%dialog_start_quip
]],
DIALOG_DEFEND = [[
player:
!fight
I will not lose!
]],
DIALOG_DEFEND_WIN = [[
* You sure showed those burrs who's boss.
]],
}
:Fn(function(cxt)
cxt.quest.param.opfor = CreateCombatParty("BOG_BURRS_TEAM", cxt.quest:GetRank(), cxt.location)
cxt:TalkTo(cxt.quest.param.opfor[1])
cxt:Dialog("DIALOG_INTRO")
cxt:Opt("OPT_DEFEND")
:Dialog("DIALOG_DEFEND")
:Battle{
no_oppo_limit = true,
flags = BATTLE_FLAGS.SELF_DEFENCE,
on_start_battle = function(battle)
-- for i, agent in ipairs(opfor) do
-- local fighter = battle:GetFighterForAgent(agent)
-- if fighter then
-- fighter:RemoveCondition("grout_burr")
-- end
-- end
end,
on_runaway = function(cxt, battle, no_fail)
for i, agent in ipairs(cxt.quest.param.opfor) do
if not agent:IsRetired() then
agent:Retire()
end
end
StateGraphUtil.DoRunAway( cxt, battle, no_fail )
end,
}
:OnWin()
:Dialog("DIALOG_DEFEND_WIN")
:Fn(function(cxt)
for i, agent in ipairs(cxt.quest.param.opfor) do
if not agent:IsRetired() then
agent:Retire()
end
end
end)
:CompleteQuest()
:DoneConvo()
end)
|
local account = require('account')
local channel = require('core.channel')
local client_data_items = require('client_data.items')
local packet = require('packet')
local resources = require('resources')
local server = require('shared.server')
local string = require('string.ext')
local struct = require('struct')
local table = require('table.ext')
local item_type = struct.struct({
id = {struct.int32},
bag = {struct.int32},
index = {struct.int32},
count = {struct.int32},
status = {struct.int32},
bazaar = {struct.int32},
extdata = {struct.data(0x18)},
})
local equipment, equipment_type = server.new('equipment', struct.struct({
slot = {struct.int32},
item = {item_type},
})[16])
local bag_count = #resources.bags
local bag_size = 80
local items, items_type = server.new('items', struct.struct({
bags = {item_type[bag_size + 1][bag_count]},
sizes = {struct.int32[bag_count]},
gil = {struct.int32},
ready = {struct.bool},
}))
local items_sizes = items.sizes
local equipment_references = {}
for bag = 0, bag_count - 1 do
for index = 0, bag_size do
local item = items.bags[bag][index]
item.bag = bag
item.index = index
end
equipment_references[bag] = {}
end
for i = 0, 15 do
equipment[i].slot = i
end
struct.reset_on(account.logout, equipment, equipment_type)
struct.reset_on(account.logout, items, items_type)
local search_server = channel.new('items_service_search')
search_server.data = {}
search_server.env = {}
local normalized_lookup
local init_search = function()
normalized_lookup = {}
search_server.data.search_map = normalized_lookup
end
init_search()
search_server.data.id_map = {}
local id_names = {}
local id_full_names = {}
do
local string_normalize = string.normalize
local id_map = search_server.data.id_map
for i = 0, 0x73FF do
local item = client_data_items[i]
if item ~= nil then
local item_name = item.name
if item_name ~= '.' then
local name = string_normalize(item_name)
local full_name = string_normalize(item.full_name)
local id = item.id
id_names[id] = name
id_full_names[id] = full_name
local id_map_name = id_map[name]
if id_map_name == nil then
id_map_name = {}
id_map[name] = id_map_name
end
id_map_name[#id_map_name + 1] = id
if full_name ~= name then
local id_map_full_name = id_map[full_name]
if id_map_full_name == nil then
id_map_full_name = {}
id_map[full_name] = id_map_full_name
end
id_map_full_name[#id_map_full_name + 1] = id
end
end
end
end
do
local table_prefix_search = table.prefix_search
local table_sort = table.sort
local name_lookup = {}
local name_lookup_count = 0
for key in pairs(id_map) do
name_lookup_count = name_lookup_count + 1
name_lookup[name_lookup_count] = key
end
table_sort(name_lookup)
local map_to_ids = function(...)
local res = {}
local res_count = 0
local found = {}
for i = 1, select('#', ...) do
local ids = id_map[select(i, ...)]
for j = 1, #ids do
local id = ids[j]
if found[id] == nil then
res_count = res_count + 1
res[res_count] = id
found[id] = true
end
end
end
return res
end
search_server.env.search_prefix = function(prefix)
return map_to_ids(table_prefix_search(name_lookup, prefix))
end
end
end
account.logout:register(init_search)
local empty_item = struct.new(item_type)
local update_item
do
local table_remove = table.remove
update_item = function(bag, index, count, status, id, bazaar, extdata)
if bag == 0 and index == 0 then
items.gil = count
return
end
local item = items.bags[bag][index]
item.count = count
item.status = status
if count == 0 then
if item.id ~= 0 then
local lookup = normalized_lookup[id_full_names[item.id]]
if lookup ~= nil then
for i = 1, #lookup do
local entry = lookup[i]
if entry[1] == bag and entry[2] == index then
table_remove(lookup, i)
break
end
end
end
end
item.id = 0
item.bazaar = 0
item.extdata = empty_item.extdata
item = empty_item
else
if id then
local old_id = item.id
if old_id ~= id then
local old_lookup = normalized_lookup[id_full_names[old_id]]
if old_lookup ~= nil then
for i = 1, #old_lookup do
local entry = old_lookup[i]
if entry[1] == bag and entry[2] == index then
table_remove(old_lookup, i)
break
end
end
end
local new_name = id_full_names[id]
local lookup = normalized_lookup[new_name]
if not lookup then
lookup = {}
normalized_lookup[new_name] = lookup
normalized_lookup[id_names[id]] = lookup
end
lookup[#lookup + 1] = {bag, index}
end
item.id = id
end
if bazaar then
item.bazaar = bazaar
end
if extdata then
item.extdata = extdata
end
end
local slot = equipment_references[bag][index]
if slot then
equipment[slot].item = item
if count == 0 then
equipment_references[bag][index] = nil
end
end
end
end
packet.incoming:register_init({
[{0x01B}] = function()
items.ready = false
end,
[{0x01C}] = function(p)
for bag = 0, bag_count - 1 do
items_sizes[bag] = p.size[bag] - 1
end
end,
[{0x01D}] = function()
items.ready = true
end,
[{0x01E}] = function(p)
update_item(p.bag_id, p.bag_index, p.count, p.status)
end,
[{0x01F}] = function(p)
update_item(p.bag_id, p.bag_index, p.count, p.status, p.item_id)
end,
[{0x020}] = function(p)
update_item(p.bag_id, p.bag_index, p.count, p.status, p.item_id, p.bazaar, p.extdata)
end,
[{0x050}] = function(p)
local slot = p.slot_id
local bag = p.bag_id
local index = p.bag_index
local old = equipment[slot].item
equipment_references[old.bag][old.index] = nil
equipment[slot].item = empty_item
if index > 0 then
local new = items.bags[bag][index]
equipment[slot].item = new
equipment_references[new.bag][new.index] = slot
end
end,
})
--[[
Copyright © 2018, Windower Dev Team
All rights reserved.
Redistribution and use in source and binary forms, with or without
modification, are permitted provided that the following conditions are met:
* Redistributions of source code must retain the above copyright
notice, this list of conditions and the following disclaimer.
* Redistributions in binary form must reproduce the above copyright
notice, this list of conditions and the following disclaimer in the
documentation and/or other materials provided with the distribution.
* Neither the name of the Windower Dev Team nor the
names of its contributors may be used to endorse or promote products
derived from this software without specific prior written permission.
THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS "AS IS" AND
ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
DISCLAIMED. IN NO EVENT SHALL THE WINDOWER DEV TEAM BE LIABLE FOR ANY
DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
(INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES;
LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND
ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
(INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS
SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
]]
|
local lfs = require "lfs"
local eqg = require "luaeqg"
local obj = require "gui/obj"
require "gui/loader"
dir = {}
function assert(result, msg)
if result then return result end
io.stdout:write(msg .. "\n")
io.flush()
end
function error_popup(msg)
io.stdout:write(msg .. "\n")
io.flush()
end
function log_write(...)
io.stdout:write(... .. "\n")
end
function Split(s, delimiter)
result = {};
for match in (s..delimiter):gmatch("(.-)"..delimiter) do
table.insert(result, match);
end
return result;
end
function dump(o)
if type(o) == 'table' then
local s = '{ '
for k,v in pairs(o) do
if type(k) ~= 'number' then k = '"'..k..'"' end
s = s .. '['..k..'] = ' .. dump(v) .. ','
end
return s .. '} '
else
return tostring(o)
end
end
function obj_import(shortname)
-- local shortname = eqg_path:match("([%s%w_]+)%.eqg$")
if not shortname then
error("obj_import: no shortname provided")
end
shortname = shortname:lower()
local obj_path = "cache/" .. shortname .. ".obj"
local eqg_path = "out/" .. shortname .. ".eqg"
local s, dir = pcall(eqg.WriteDirectory, eqg_path, {})
if not s then
error("failed creating new EQG file: " .. dir)
end
dir = {}
open_path = eqg_path
open_dir = dir
ter_name = shortname .. ".ter"
pos = 1
dir[pos] = {pos = pos, name = shortname .. ".ter"}
by_name[shortname .. ".ter"] = dir[pos]
DirNames(dir)
local lights = {}
--table.insert(lights, {name = "test", x = 1, y = 2, z = 3, r = 1, g = 2, b = 3, radius = 3})
local f = io.open("cache/" .. shortname .. "_light.txt", "rb")
if f then
f:close()
local lineNumber = 0
for line in io.lines("cache/" .. shortname .. "_light.txt") do
lineNumber = lineNumber + 1
lines = Split(line, " ")
if not #lines == 8 then
error("expected 8 entries, got " .. #lines)
end
table.insert(lights, {name = lines[1],
x = lines[2], y = lines[3], z = lines[4],
r = lines[5], g = lines[6], b = lines[7],
radius = lines[8]})
end
log_write("Added " .. #lights .. " lights based on out/" .. shortname .. "_light.txt")
end
local regions = {}
local f = io.open("cache/" ..shortname .. "_region.txt", "rb")
if f then
f:close()
local lineNumber = 0
for line in io.lines("cache/" ..shortname .. "_region.txt") do
lineNumber = lineNumber + 1
lines = Split(line, " ")
if not #lines == 10 then
error("expected 10 entries, got " .. #lines)
end
-- log_write(#lines)
table.insert(regions, {name = lines[1],
center_x = lines[2], center_y = lines[3], center_z = lines[4],
extent_x = lines[5], extent_y = lines[6], extent_z = lines[7],
unknownA = lines[8], unknownB = lines[9], unknownC = lines[10],
})
end
log_write("Added " .. #regions .. " regions based on out/" .. shortname .. "_region.txt")
end
local models = {ter_name}
local objects = {{name = ter_name:sub(1, -5), id = 0, x = 0, y = 0, z = 0, rotation_x = 0, rotation_y = 0, rotation_z = 0, scale = 1}}
local f = io.open("cache/" ..shortname .. "_mod.txt", "rb")
if f then
f:close()
local lineNumber = 0
for line in io.lines("cache/" ..shortname .. "_mod.txt") do
lineNumber = lineNumber + 1
lines = Split(line, " ")
if not #lines == 9 then
error("expected 9 entries, got " .. #lines)
end
local modelName = string.gsub(lines[1], ".obj", ".mod")
local modelIndex = -1
for i = 1, #models do
if models[i] == modelName then
modelIndex = i
end
end
if modelIndex == -1 then
table.insert(models, modelName)
modelIndex = #models
-- log_write("Inserted " .. lines[1] .. " as index " .. modelIndex)
end
-- log_write("Found " .. lines[1] .. " as index " .. modelIndex)
table.insert(objects, {name = lines[2],
id = modelIndex-1,
x = lines[3], y = lines[4], z = lines[5],
rotation_x = lines[8], rotation_y = lines[7], rotation_z = lines[6],
scale = lines[9],
})
end
log_write("Added " .. #models .. " models, " .. #objects .. " objects based on " .. shortname .. "_mod.txt")
end
local f = io.open("cache/" ..shortname .. "_doors.txt", "rb")
if f then
local doorCount = 0
f:close()
local lineNumber = 0
for line in io.lines("cache/" ..shortname .. "_doors.txt") do
lineNumber = lineNumber + 1
lines = Split(line, " ")
if not #lines == 2 then
error("expected 2 entries, got " .. #lines)
end
local modelName = string.gsub(lines[1], ".obj", ".mod")
local modelIndex = -1
for i = 1, #models do
if models[i] == modelName then
modelIndex = i
end
end
if modelIndex == -1 then
table.insert(models, modelName)
modelIndex = #models
doorCount = doorCount + 1
-- log_write("Inserted " .. lines[1] .. " as index " .. modelIndex)
end
-- log_write("Found " .. lines[1] .. " as index " .. modelIndex)
end
log_write("Added " .. doorCount .. " door based on " .. shortname .. "_doors.txt")
end
local ter_data = obj.Import(obj_path, dir, true, shortname)
local zon_data = {
models = models,
objects = objects,
regions = regions,
lights = lights,
}
pos = 1
dir[pos] = {pos = pos, name = ter_name}
by_name[ter_name] = dir[pos]
local s, ter_ent = pcall(ter.Write, ter_data, ter_name, eqg.CalcCRC(ter_name))
if not s then
error("ter.write " .. ter_name .. " failed: " .. ter_ent)
end
ter_ent.pos = pos
dir[pos] = ter_ent
for i = 2, #models do
pos = #dir + 1
local modelBaseName = string.gsub(models[i], ".mod", "")
local modelName = models[i]
dir[pos] = {pos = pos, name = modelName .. ".mod"}
--by_name[modelName .. ".mod"] = dir[pos]
log_write("Attempting to save '" .. modelName .. "' as '" .. modelName)
local mod_ent = obj.Import("cache/" .. modelBaseName .. ".obj", dir, true, shortname)
mod_ent.bones = {}
mod_ent.bone_assignments = {}
s, mod_data = pcall(mod.Write, mod_ent, modelName, eqg.CalcCRC(modelName))
if not s then
error("mod.write " .. modelName .. ".mod failed: "..err)
end
mod_data.name = modelName
mod_data.pos = pos
dir[pos] = mod_data
end
local zon_name = shortname .. ".zon"
pos = #dir+1
--log_write("zon pos: "..pos)
dir[pos] = {pos = pos, name = zon_name}
by_name[zon_name] = dir[pos]
local s, zon_ent = pcall(zon.Write, zon_data, zon_name, eqg.CalcCRC(zon_name))
if not s then
error("zon.write " .. zon_name .. " failed: " .. zon_ent)
end
zon_ent.pos = pos
dir[pos] = zon_ent
DirNames(dir)
s, data = pcall(eqg.WriteDirectory, eqg_path, dir)
if not s then
error("eqg.write " .. eqg_path .. " failed: " .. data)
end
log_write("Saved successfully to " .. eqg_path)
end
function main_cmd(arg1, arg2, arg3)
io.stdout:write("executing eqgzi v1.8.0 ")
local args = ""
if arg1 and string.len(arg1) then
io.stdout:write(" " .. arg1)
args = arg1
end
if arg2 and string.len(arg2) then
io.stdout:write(" " .. arg2)
args = args .. " " .. arg2
end
if arg3 and string.len(arg3) then
io.stdout:write(" " .. arg3)
args = args .. " " .. arg3
end
io.stdout:write("\n")
local cmdType = ""
local eqg_path = ""
local shortname = ""
local obj_path = ""
for cmd in string.gmatch(args, "%S+") do
log_write(cmd)
if cmd:lower() == "import" then
cmdType = "import"
elseif cmd == "" then
elseif string.find(cmd:lower(), ".eqg$") then
eqg_path = cmd
elseif string.find(cmd:lower(), ".obj$") then
obj_path = cmd
else
shortname = cmd
end
end
if cmdType == "import" then
if shortname == "" then
error("usage: eqgzi import <zone>")
end
obj_import(shortname)
return
end
log_write("usage: eqgzi [import <zone>]")
end
|
for line in io.lines(arg[1]) do
if #line > 0 then
local sep, m = line:find(";"), {}
for i in line:sub(sep):gmatch("%d+") do
if m[i] then
print(i)
break
end
m[i] = true
end
end
end
|
--[[
██╗░░░██╗░█████╗░██████╗░░██████╗░██╗░░░██╗██╗████████╗███████╗
██║░░░██║██╔══██╗██╔══██╗██╔════╝░██║░░░██║██║╚══██╔══╝╚════██║
╚██╗░██╔╝███████║██████╔╝██║░░██╗░██║░░░██║██║░░░██║░░░░░███╔═╝
░╚████╔╝░██╔══██║██╔══██╗██║░░╚██╗██║░░░██║██║░░░██║░░░██╔══╝░░
░░╚██╔╝░░██║░░██║██║░░██║╚██████╔╝╚██████╔╝██║░░░██║░░░███████╗
░░░╚═╝░░░╚═╝░░╚═╝╚═╝░░╚═╝░╚═════╝░░╚═════╝░╚═╝░░░╚═╝░░░╚══════╝
Made to vRPex by Varguitz#6151]]
Config = {}
Config.OpenMenu = 51 -- Key: E
Config.Locations = {
{name = "Central de Trabajos", colour=3, id=351, x = -265.79, y = -962.78, z = 31.23}
}
Config.Language = {
SelectedJob = "Ahora has seleccionado:",
openMenuText = "[~b~E~s~] para abrir el centro de trabajo"
}
|
includeFile("tangible/wearables/armor/rebel_battle/armor_rebel_battle_belt.lua")
includeFile("tangible/wearables/armor/rebel_battle/armor_rebel_battle_belt_gcw.lua")
includeFile("tangible/wearables/armor/rebel_battle/armor_rebel_battle_bicep_l.lua")
includeFile("tangible/wearables/armor/rebel_battle/armor_rebel_battle_bicep_l_gcw.lua")
includeFile("tangible/wearables/armor/rebel_battle/armor_rebel_battle_bicep_r.lua")
includeFile("tangible/wearables/armor/rebel_battle/armor_rebel_battle_bicep_r_gcw.lua")
includeFile("tangible/wearables/armor/rebel_battle/armor_rebel_battle_boots.lua")
includeFile("tangible/wearables/armor/rebel_battle/armor_rebel_battle_boots_gcw.lua")
includeFile("tangible/wearables/armor/rebel_battle/armor_rebel_battle_bracer_l.lua")
includeFile("tangible/wearables/armor/rebel_battle/armor_rebel_battle_bracer_l_gcw.lua")
includeFile("tangible/wearables/armor/rebel_battle/armor_rebel_battle_bracer_r.lua")
includeFile("tangible/wearables/armor/rebel_battle/armor_rebel_battle_bracer_r_gcw.lua")
includeFile("tangible/wearables/armor/rebel_battle/armor_rebel_battle_chest_plate.lua")
includeFile("tangible/wearables/armor/rebel_battle/armor_rebel_battle_chest_plate_gcw.lua")
includeFile("tangible/wearables/armor/rebel_battle/armor_rebel_battle_gloves.lua")
includeFile("tangible/wearables/armor/rebel_battle/armor_rebel_battle_gloves_gcw.lua")
includeFile("tangible/wearables/armor/rebel_battle/armor_rebel_battle_helmet.lua")
includeFile("tangible/wearables/armor/rebel_battle/armor_rebel_battle_helmet_gcw.lua")
includeFile("tangible/wearables/armor/rebel_battle/armor_rebel_battle_leggings.lua")
includeFile("tangible/wearables/armor/rebel_battle/armor_rebel_battle_leggings_gcw.lua")
|
help([[
stitcher
]])
local base = "/n/groups/lsp/o2/apps/stitcher/"
local pkgName = myModuleName()
local fullVersion = myModuleVersion()
load("java")
append_path("PATH", pathJoin(base, fullVersion, "/bin/"))
whatis("Name: ".. pkgName)
whatis("Version: " .. fullVersion)
whatis("Category: tools")
whatis("Description: Glencoe Software's stitching and pyramid generation tool")
|
local ffi = require "ffi"
require "khrplatform"
ffi.cdef[[
typedef void *EGLNativeDisplayType;
typedef void *EGLNativePixmapType;
typedef void *EGLNativeWindowType;
]]
require "bcm_host"
ffi.cdef[[
typedef struct {
DISPMANX_ELEMENT_HANDLE_T element;
int width; /* This is necessary because dispmanx elements are not queriable. */
int height;
} EGL_DISPMANX_WINDOW_T;
/* EGL 1.2 types, renamed for consistency in EGL 1.3 */
typedef EGLNativeDisplayType NativeDisplayType;
typedef EGLNativePixmapType NativePixmapType;
typedef EGLNativeWindowType NativeWindowType;
]]
ffi.cdef[[
/* Define EGLint. This must be a signed integral type large enough to contain
* all legal attribute names and values passed into and out of EGL, whether
* their type is boolean, bitmask, enumerant (symbolic constant), integer,
* handle, or other. While in general a 32-bit integer will suffice, if
* handles are 64 bit types, then EGLint should be defined as a signed 64-bit
* integer type.
*/
typedef khronos_int32_t EGLint;
]]
|
local S=physio_stress.intllib
function physio_stress.hud_init(player,col)
return
end
function physio_stress.hud_update(player, col, value)
return
end
if minetest.get_modpath("hudbars") then
hb.register_hudbar('exhaustion', 0xffffff, S("Exhaustion"), {
bar = 'physio_stress_hudbars_bar.png^[colorize:#aa7788',
icon = 'physio_stress_exhaust_16.png'
}, 20, 20, false)
if physio_stress.attributes.saturation then
hb.register_hudbar('saturation', 0xffffff, S("Saturation"), {
bar = 'physio_stress_hudbars_bar.png^[colorize:#ffff00',
icon = 'physio_stress_hunger.png'
}, physio_stress.saturationmax, physio_stress.saturationmax, false)
end
if physio_stress.attributes.thirst then
hb.register_hudbar('thirst', 0xffffff, S("Thirst"), {
bar = 'physio_stress_hudbars_bar.png^[colorize:#0000ff',
icon = 'physio_stress_thirst.png'
}, physio_stress.thirstmax, physio_stress.thirstmax, false)
end
function physio_stress.hud_init(player,col)
if col == nil then
return
end
hb.init_hudbar(player, col ,physio_stress.hud_clamp(xpfw.player_get_attribute(player, col)),20, false)
end
function physio_stress.hud_update(player, col, value)
if col == nil then
return
end
if value == nil then
return
end
hb.change_hudbar(player, col, physio_stress.hud_clamp(value), 20)
end
end
|
Main = {
peds = {},
}
function Main:Toggle(value)
self.isActive = value
if value then
self:Update()
else
self:Destroy()
end
end
function Main:Update()
local coords = GetFinalRenderedCamCoord()
for ped, text in pairs(self.peds) do
if not DoesEntityExist(ped) or not IsEntityVisible(ped) or #(GetEntityCoords(ped) - coords) > Config.Distance then
exports.interact:RemoveText(text)
self.peds[ped] = nil
end
end
for _, player in ipairs(GetActivePlayers()) do
local ped = GetPlayerPed(player)
local serverId = GetPlayerServerId(player)
if not self.peds[ped] and IsEntityVisible(ped) and #(GetEntityCoords(ped) - coords) < Config.Distance then
self.peds[ped] = exports.interact:AddText({
id = "stare-"..ped,
text = ("<span style='font-size: 2em'>%s:%s</span>"):format(serverId, Player(serverId).state.userId),
entity = ped,
offset = vector3(0, 0, 1.5),
bone = 0,
})
end
end
if GetGameTimer() - (self.lastNotify or 0) > 1000 * Config.Cooldown then
TriggerEvent("chat:notify", "You stare into the world, and it stares back.")
TriggerServerEvent("stare")
self.lastNotify = GetGameTimer()
end
end
function Main:Destroy()
for ped, text in pairs(self.peds) do
exports.interact:RemoveText(text)
end
self.peds = {}
end
function Main:Input()
local isActive = IsDisabledControlPressed(0, 243)
if self.isActive ~= isActive then
self:Toggle(isActive)
end
end
--[[ Threads ]]--
Citizen.CreateThread(function()
while true do
Main:Input()
Citizen.Wait(0)
end
end)
Citizen.CreateThread(function()
while true do
if Main.isActive then
Main:Update()
end
Citizen.Wait(200)
end
end)
|
local easy_recipes = settings.startup["Factorissimo2-easy-recipes"].value
local multiplier = easy_recipes and 1 or 10
--[[
Modify
-ingredients
]]
data:extend({
-- Factory buildings
{
type = "recipe",
name = "space-factory-3",
enabled = false,
energy_required = 60,
ingredients = {{"se-space-platform-plating", 500 * multiplier}, {"steel-plate", 200 * multiplier}, {"substation", 10 * multiplier}},
result = "space-factory-3"
},
{
type = "recipe",
name = "space-gravFactory-3",
enabled = false,
energy_required = 60,
ingredients = {{"se-space-platform-scaffold", 450 * multiplier}, {"steel-plate", 200 * multiplier}, {"concrete", 50 * multiplier}, {"substation", 10 * multiplier}},
result = "space-gravFactory-3"
},
--[[
,{
type = "recipe",
name = "space-factory-4",
enabled = false,
energy_required = 60,
ingredients = {{"se-space-platform-plating", 5500 * multiplier}, {"steel-plate", 200 * multiplier}, {"substation", 10 * multiplier}},
result = "space-factory-4"
},
{
type = "recipe",
name = "space-factory-5",
enabled = false,
energy_required = 60,
ingredients = {{"se-space-platform-plating", 126500 * multiplier}, {"steel-plate", 200 * multiplier}, {"substation", 10 * multiplier}},
result = "space-factory-5"
},
]]
{
type = "recipe",
name = "space-factory-input-pipe",
enabled = false,
energy_required = 1,
ingredients = {{"se-space-pipe", 5}},
result = "space-factory-input-pipe"
},
{
type = "recipe",
name = "space-factory-output-pipe",
enabled = false,
energy_required = 1,
ingredients = {{"se-space-pipe", 5}},
result = "space-factory-output-pipe"
},
});
|
require 'nngraph'
require 'loadcaffe'
local cmd = torch.CmdLine()
cmd:option('-modelfile', 'models/VGG_ILSVRC_16_layers.caffemodel', 'Model used for perceptual losses')
cmd:option('-protofile', 'models/VGG_ILSVRC_16_layers_deploy.prototxt', 'prototxt of the perception model')
cmd:option('-style_weight', 1e0)
cmd:option('-content_weight', 1e-3)
cmd:option('-tv_weight', 0)
cmd:option('-style_layers_t', 'relu1_1,relu2_1,relu3_1,relu4_1,relu5_1')
cmd:option('-content_layers_t', 'relu4_2')
cmd:option('-save_path_model','models/sliced_VGG_16.t7')
cmd:option('-save_path_layers','models/sliced_VGG_16_loss_layers.t7')
local function main(params)
local content_layers = params.content_layers_t:split(",")
local style_layers = params.style_layers_t:split(",")
local cnn = loadcaffe.load(params.protofile, params.modelfile):float()
local netsize = 128*256*256
local next_content_idx, next_style_idx = 1, 1
local netlayers = {}
local netoutputs = {}
local losslayers = {}
netlayers[1] = nn.Identity()()
-- Output TV_Loss
print("Setting up TV layer")
table.insert(losslayers,"tv")
netoutputs[#netoutputs+1] = nn.MulConstant(params.tv_weight/(3*256*256))(netlayers[#netlayers])
for i = 1, #cnn do
if next_content_idx <= #content_layers or next_style_idx <= #style_layers then
local layer = cnn:get(i)
local name = layer.name
netlayers[#netlayers+1] = layer(netlayers[#netlayers])
if name == content_layers[next_content_idx] then
-- Output content losses
print("Setting up content layer", i, ":", layer.name)
table.insert(losslayers,"content")
netoutputs[#netoutputs+1] = nn.MulConstant(params.content_weight/(netsize/2^32))(netlayers[#netlayers])
next_content_idx = next_content_idx + 1
end
if name == style_layers[next_style_idx] then
-- Output style losses
print("Setting up style layer ", i, ":", layer.name)
table.insert(losslayers,"style")
netoutputs[#netoutputs+1] = nn.MulConstant(params.style_weight/(netsize/2^next_style_idx))(GramMatrix()(netlayers[#netlayers]))
next_style_idx = next_style_idx + 1
end
end
end
local preparedModel = nn.gModule({netlayers[1]},netoutputs)
print("Saving sliced model...")
torch.save(params.save_path_model,preparedModel:float())
print("Saving loss layers...")
torch.save(params.save_path_layers,losslayers)
end
-- Returns a network that computes the CxC Gram matrix from inputs
-- of size C x H x W
function GramMatrix()
local net = nn.Sequential()
net:add(nn.View(-1):setNumInputDims(2))
local concat = nn.ConcatTable()
concat:add(nn.Identity())
concat:add(nn.Identity())
net:add(concat)
net:add(nn.MM(false, true))
return net
end
local params = cmd:parse(arg)
main(params)
|
item_greater_power_treads = class(ItemBaseClass)
LinkLuaModifier( "modifier_item_greater_power_treads", "items/farming/greater_power_treads.lua", LUA_MODIFIER_MOTION_NONE )
--------------------------------------------------------------------------------
function item_greater_power_treads:GetAbilityTextureName()
local baseName = self.BaseClass.GetAbilityTextureName( self )
local attribute = -1
if self.treadMod then
attribute = self.treadMod:GetStackCount()
end
local attributeName = ""
if attribute == DOTA_ATTRIBUTE_INTELLECT then
attributeName = "_int"
elseif attribute == DOTA_ATTRIBUTE_AGILITY then
attributeName = "_agi"
elseif attribute == DOTA_ATTRIBUTE_STRENGTH then
attributeName = "_str"
end
return baseName .. attributeName
end
--------------------------------------------------------------------------------
function item_greater_power_treads:GetIntrinsicModifierName()
return "modifier_item_greater_power_treads"
end
--------------------------------------------------------------------------------
function item_greater_power_treads:OnSpellStart()
if self.treadMod then
local attribute = self.treadMod:GetStackCount()
attribute = attribute - 1
if attribute < DOTA_ATTRIBUTE_STRENGTH then
attribute = DOTA_ATTRIBUTE_INTELLECT
end
self.treadMod:SetStackCount( attribute )
self.attribute = attribute
local caster = self:GetCaster()
caster:CalculateStatBonus()
end
end
--------------------------------------------------------------------------------
modifier_item_greater_power_treads = class(ModifierBaseClass)
--------------------------------------------------------------------------------
function modifier_item_greater_power_treads:IsHidden()
return true
end
function modifier_item_greater_power_treads:IsDebuff()
return false
end
function modifier_item_greater_power_treads:IsPurgable()
return false
end
function modifier_item_greater_power_treads:GetAttributes()
return MODIFIER_ATTRIBUTE_MULTIPLE
end
--------------------------------------------------------------------------------
function modifier_item_greater_power_treads:OnCreated( event )
local spell = self:GetAbility()
if not spell then
return
end
if spell.attribute then
self:SetStackCount( spell.attribute )
end
spell.treadMod = self
self.moveSpd = spell:GetSpecialValueFor( "bonus_movement_speed" )
self.atkSpd = spell:GetSpecialValueFor( "bonus_attack_speed" )
self.stat = spell:GetSpecialValueFor( "bonus_stat" )
end
--------------------------------------------------------------------------------
function modifier_item_greater_power_treads:OnRefresh( event )
local spell = self:GetAbility()
if not spell then
return
end
if spell.attribute then
self:SetStackCount( spell.attribute )
end
spell.treadMod = self
self.moveSpd = spell:GetSpecialValueFor( "bonus_movement_speed" )
self.atkSpd = spell:GetSpecialValueFor( "bonus_attack_speed" )
self.stat = spell:GetSpecialValueFor( "bonus_stat" )
end
--------------------------------------------------------------------------------
function modifier_item_greater_power_treads:OnRemoved()
local spell = self:GetAbility()
if not spell then
return
end
if spell and not spell:IsNull() then
spell.treadMod = nil
end
end
--------------------------------------------------------------------------------
function modifier_item_greater_power_treads:DeclareFunctions()
local funcs = {
MODIFIER_PROPERTY_MOVESPEED_BONUS_UNIQUE,
MODIFIER_PROPERTY_ATTACKSPEED_BONUS_CONSTANT,
MODIFIER_PROPERTY_STATS_STRENGTH_BONUS,
MODIFIER_PROPERTY_STATS_AGILITY_BONUS,
MODIFIER_PROPERTY_STATS_INTELLECT_BONUS,
MODIFIER_EVENT_ON_ATTACK_LANDED,
}
return funcs
end
--------------------------------------------------------------------------------
if IsServer() then
function modifier_item_greater_power_treads:OnAttackLanded( event )
local parent = self:GetParent()
-- with lua events, you need to make sure you're actually looking for the right unit's
-- attacks and stuff
if event.attacker == parent and event.process_procs then
local target = event.target
-- make sure the initial target is an appropriate unit to split off of
-- ( so no wards, items, or towers )
local parentTeam = parent:GetTeamNumber()
local targetTeam = DOTA_UNIT_TARGET_TEAM_ENEMY
local targetType = bit.bor( DOTA_UNIT_TARGET_HERO, DOTA_UNIT_TARGET_BASIC )
local targetFlags = DOTA_UNIT_TARGET_FLAG_MAGIC_IMMUNE_ENEMIES
-- if not, cancel
if UnitFilter( target, targetTeam, targetType, targetFlags, parentTeam ) ~= UF_SUCCESS then
return
end
local spell = self:GetAbility()
local parentOrigin = parent:GetAbsOrigin()
local targetOrigin = target:GetAbsOrigin()
-- set the targeting requirements for the actual targets
targetTeam = DOTA_UNIT_TARGET_TEAM_ENEMY
targetType = DOTA_UNIT_TARGET_BASIC
targetFlags = bit.bor( DOTA_UNIT_TARGET_FLAG_MAGIC_IMMUNE_ENEMIES, DOTA_UNIT_TARGET_FLAG_NOT_CREEP_HERO )
-- get the radius
local radius = spell:GetSpecialValueFor( "split_radius" )
-- find all appropriate targets around the initial target
local units = FindUnitsInRadius(
parentTeam,
targetOrigin,
nil,
radius,
targetTeam,
targetType,
targetFlags,
FIND_ANY_ORDER,
false
)
-- remove the initial target from the list
for k, unit in pairs( units ) do
if unit == target then
table.remove( units, k )
break
end
end
-- only play the particle if it actually damages something
local doParticle = false
-- get the wearer's damage
local damage = event.original_damage
-- get the damage modifier
local damageMod = spell:GetSpecialValueFor( "split_damage" )
if parent:GetAttackCapability() == DOTA_UNIT_CAP_RANGED_ATTACK then
damageMod = spell:GetSpecialValueFor( "split_damage_ranged" )
end
damageMod = damageMod * 0.01
-- apply the damage modifier
damage = damage * damageMod
-- iterate through all targets
for k, unit in pairs( units ) do
-- inflict damage
-- DOTA_DAMAGE_FLAG_NO_SPELL_AMPLIFICATION prevents spell amp and spell lifesteal
if ApplyDamage( {
victim = unit,
attacker = self:GetCaster(),
damage = damage,
damage_type = DAMAGE_TYPE_PHYSICAL,
damage_flags = DOTA_DAMAGE_FLAG_NO_SPELL_AMPLIFICATION,
ability = self,
} ) then
doParticle = true
end
end
if doParticle == true then
-- play the particle
local part = ParticleManager:CreateParticle( "particles/items/powertreads_splash.vpcf", PATTACH_POINT, target )
ParticleManager:SetParticleControl( part, 5, Vector( 1, 0, radius ) )
ParticleManager:ReleaseParticleIndex( part )
end
end
end
end
--------------------------------------------------------------------------------
function modifier_item_greater_power_treads:GetModifierMoveSpeedBonus_Special_Boots( event )
local spell = self:GetAbility()
return self.moveSpd or spell:GetSpecialValueFor( "bonus_movement_speed" )
end
--------------------------------------------------------------------------------
function modifier_item_greater_power_treads:GetModifierAttackSpeedBonus_Constant( event )
local spell = self:GetAbility()
return self.atkSpd or spell:GetSpecialValueFor( "bonus_attack_speed" )
end
--------------------------------------------------------------------------------
function modifier_item_greater_power_treads:GetModifierBonusStats_Strength( event )
local spell = self:GetAbility()
local attribute = self:GetStackCount() or DOTA_ATTRIBUTE_STRENGTH
if attribute == DOTA_ATTRIBUTE_STRENGTH then
return self.stat or spell:GetSpecialValueFor( "bonus_stat" )
end
return 0
end
--------------------------------------------------------------------------------
function modifier_item_greater_power_treads:GetModifierBonusStats_Agility( event )
local spell = self:GetAbility()
local attribute = self:GetStackCount() or DOTA_ATTRIBUTE_STRENGTH
if attribute == DOTA_ATTRIBUTE_AGILITY then
return self.stat or spell:GetSpecialValueFor( "bonus_stat" )
end
return 0
end
--------------------------------------------------------------------------------
function modifier_item_greater_power_treads:GetModifierBonusStats_Intellect( event )
local spell = self:GetAbility()
local attribute = self:GetStackCount() or DOTA_ATTRIBUTE_STRENGTH
if attribute == DOTA_ATTRIBUTE_INTELLECT then
return self.stat or spell:GetSpecialValueFor( "bonus_stat" )
end
return 0
end
--------------------------------------------------------------------------------
item_greater_power_treads_2 = item_greater_power_treads
item_greater_power_treads_3 = item_greater_power_treads
item_greater_power_treads_4 = item_greater_power_treads
item_greater_power_treads_5 = item_greater_power_treads
|
Telegram = Telegram or {}
if SERVER then
include("telegram/cfg.lua")
include("telegram/lib/logs.lua")
include("telegram/lib/admin.lua")
include("telegram/lib/get.lua")
include("telegram/commands.lua")
timer.Create("Telegram", Telegram.Config.Delay, 0, Telegram.GetChats)
end
|
return {
source = {
type = 'dist',
location = 'https://www.kernel.org/pub/linux/utils/util-linux/v2.23/util-linux-2.23.2.tar.xz',
sha256sum = '7c4042bd91f621250d7b3b2f34e3b11921a32c7f080c149dcc0c7ce62a8a7cac'
},
patches = {
'util-linux-2.23.2.patch'
},
build = {
type = 'gnu',
autoreconf = true,
options = {
'--enable-shared',
'--disable-static',
'--disable-rpath',
'--disable-most-builds',
'--enable-libuuid',
'--enable-libblkid',
'--enable-libmount',
'--disable-mount',
'--enable-losetup',
'--disable-cytune',
'--disable-fsck',
'--disable-partx',
'--disable-uuidd',
'--disable-mountpoint',
'--disable-fallocate',
'--disable-unshare',
'--disable-nsenter',
'--disable-setpriv',
'--disable-eject',
'--disable-agetty',
'--disable-cramfs',
'--disable-bfs',
'--disable-fdformat',
'--disable-hwclock',
'--disable-wdctl',
'--disable-switch_root',
'--disable-pivot_root',
'--disable-elvtune',
'--disable-tunelp',
'--disable-kill',
'--disable-last',
'--disable-utmpdump',
'--disable-line',
'--disable-mesg',
'--disable-raw',
'--disable-rename',
'--disable-reset',
'--disable-vipw',
'--disable-newgrp',
'--disable-chfn-chsh',
'--disable-login',
'--disable-sulogin',
'--disable-su',
'--disable-runuser',
'--disable-ul',
'--disable-more',
'--disable-pg',
'--disable-setterm',
'--disable-schedutils',
'--disable-wall',
'--disable-write',
'--disable-socket-activation',
'--disable-bash-completion',
'--disable-pg-bell',
'--disable-makeinstall-chown',
'--disable-makeinstall-setuid',
'--without-selinux',
'--without-audit',
'--without-udev',
'--without-ncurses',
'--without-slang',
'--without-utempter'
}
},
uses = { 'libtool:host' },
{ 'patch', { 'libtool', 'install', 'host' } }
}
|
local E, L, V, P, G = unpack(select(2, ...)) -- Import Functions/Constants, Config, Locales
local RU = E:GetModule('RaidUtility')
--Lua functions
local _G = _G
local unpack, ipairs, pairs, next = unpack, ipairs, pairs, next
local tinsert, wipe, sort = tinsert, wipe, sort
local strfind = strfind
--WoW API / Variables
local CreateFrame = CreateFrame
local DoReadyCheck = DoReadyCheck
local GameTooltip_Hide = GameTooltip_Hide
local GetNumGroupMembers = GetNumGroupMembers
local GetRaidRosterInfo = GetRaidRosterInfo
local GetTexCoordsForRole = GetTexCoordsForRole
local InCombatLockdown = InCombatLockdown
local InitiateRolePoll = InitiateRolePoll
local IsInGroup = IsInGroup
local IsInInstance = IsInInstance
local IsInRaid = IsInRaid
local SecureHandler_OnClick = SecureHandler_OnClick
local ToggleFriendsFrame = ToggleFriendsFrame
local UnitGroupRolesAssigned = UnitGroupRolesAssigned
local UnitIsGroupAssistant = UnitIsGroupAssistant
local UnitIsGroupLeader = UnitIsGroupLeader
local NUM_RAID_GROUPS = NUM_RAID_GROUPS
local PANEL_HEIGHT = 100
--Check if We are Raid Leader or Raid Officer
local function CheckRaidStatus()
local inInstance, instanceType = IsInInstance()
if ((IsInGroup() and not IsInRaid()) or UnitIsGroupLeader('player') or UnitIsGroupAssistant("player")) and not (inInstance and (instanceType == "pvp" or instanceType == "arena")) then
return true
else
return false
end
end
--Change border when mouse is inside the button
local function ButtonEnter(self)
self:SetBackdropBorderColor(unpack(E.media.rgbvaluecolor))
end
--Change border back to normal when mouse leaves button
local function ButtonLeave(self)
self:SetBackdropBorderColor(unpack(E.media.bordercolor))
end
-- Function to create buttons in this module
function RU:CreateUtilButton(name, parent, template, width, height, point, relativeto, point2, xOfs, yOfs, text, texture)
local b = CreateFrame("Button", name, parent, template)
b:Width(width)
b:Height(height)
b:Point(point, relativeto, point2, xOfs, yOfs)
b:HookScript("OnEnter", ButtonEnter)
b:HookScript("OnLeave", ButtonLeave)
b:SetTemplate("Transparent")
if text then
local t = b:CreateFontString(nil,"OVERLAY",b)
t:FontTemplate()
t:Point("CENTER", b, 'CENTER', 0, -1)
t:SetJustifyH("CENTER")
t:SetText(text)
b:SetFontString(t)
elseif texture then
local t = b:CreateTexture(nil,"OVERLAY",nil)
t:SetTexture(texture)
t:Point("TOPLEFT", b, "TOPLEFT", E.mult, -E.mult)
t:Point("BOTTOMRIGHT", b, "BOTTOMRIGHT", -E.mult, E.mult)
end
end
function RU:ToggleRaidUtil(event)
if InCombatLockdown() then
self:RegisterEvent("PLAYER_REGEN_ENABLED", 'ToggleRaidUtil')
return
end
local RaidUtilityPanel = _G.RaidUtilityPanel
local RaidUtility_ShowButton = _G.RaidUtility_ShowButton
if CheckRaidStatus() then
if RaidUtilityPanel.toggled == true then
RaidUtility_ShowButton:Hide()
RaidUtilityPanel:Show()
else
RaidUtility_ShowButton:Show()
RaidUtilityPanel:Hide()
end
else
RaidUtility_ShowButton:Hide()
RaidUtilityPanel:Hide()
end
if event == "PLAYER_REGEN_ENABLED" then
self:UnregisterEvent("PLAYER_REGEN_ENABLED", 'ToggleRaidUtil')
end
end
-- Credits oRA3 for the RoleIcons
local function sortColoredNames(a, b)
return a:sub(11) < b:sub(11)
end
local roleIconRoster = {}
local function onEnter(self)
wipe(roleIconRoster)
for i = 1, NUM_RAID_GROUPS do
roleIconRoster[i] = {}
end
local role = self.role
local point = E:GetScreenQuadrant(_G.RaidUtility_ShowButton)
local bottom = point and strfind(point, "BOTTOM")
local left = point and strfind(point, "LEFT")
local anchor1 = (bottom and left and "BOTTOMLEFT") or (bottom and "BOTTOMRIGHT") or (left and "TOPLEFT") or "TOPRIGHT"
local anchor2 = (bottom and left and "BOTTOMRIGHT") or (bottom and "BOTTOMLEFT") or (left and "TOPRIGHT") or "TOPLEFT"
local anchorX = left and 2 or -2
local GameTooltip = _G.GameTooltip
GameTooltip:SetOwner(E.UIParent, "ANCHOR_NONE")
GameTooltip:Point(anchor1, self, anchor2, anchorX, 0)
GameTooltip:SetText(_G["INLINE_" .. role .. "_ICON"] .. _G[role])
local name, group, class, groupRole, color, coloredName, _
for i = 1, GetNumGroupMembers() do
name, _, group, _, _, class, _, _, _, _, _, groupRole = GetRaidRosterInfo(i)
if name and groupRole == role then
color = class == 'PRIEST' and E.PriestColors or (_G.CUSTOM_CLASS_COLORS and _G.CUSTOM_CLASS_COLORS[class] or _G.RAID_CLASS_COLORS[class])
coloredName = ("|cff%02x%02x%02x%s"):format(color.r * 255, color.g * 255, color.b * 255, name:gsub("%-.+", "*"))
tinsert(roleIconRoster[group], coloredName)
end
end
for Group, list in ipairs(roleIconRoster) do
sort(list, sortColoredNames)
for _, Name in ipairs(list) do
GameTooltip:AddLine(("[%d] %s"):format(Group, Name), 1, 1, 1)
end
roleIconRoster[Group] = nil
end
GameTooltip:Show()
end
local function RaidUtility_PositionRoleIcons()
local point = E:GetScreenQuadrant(_G.RaidUtility_ShowButton)
local left = point and strfind(point, "LEFT")
_G.RaidUtilityRoleIcons:ClearAllPoints()
if left then
_G.RaidUtilityRoleIcons:Point("LEFT", _G.RaidUtilityPanel, "RIGHT", -1, 0)
else
_G.RaidUtilityRoleIcons:Point("RIGHT", _G.RaidUtilityPanel, "LEFT", 1, 0)
end
end
local count = {}
local function UpdateIcons(self)
local raid = IsInRaid()
local party --= IsInGroup() --We could have this in party :thinking:
if not (raid or party) then
self:Hide()
return
else
self:Show()
RaidUtility_PositionRoleIcons()
end
wipe(count)
local role
for i = 1, GetNumGroupMembers() do
role = UnitGroupRolesAssigned((raid and "raid" or "party")..i)
if role and role ~= "NONE" then
count[role] = (count[role] or 0) + 1
end
end
if (not raid) and party then -- only need this party (we believe)
if E.myrole then
count[E.myrole] = (count[E.myrole] or 0) + 1
end
end
for Role, icon in next, _G.RaidUtilityRoleIcons.icons do
icon.count:SetText(count[Role] or 0)
end
end
function RU:Initialize()
if E.private.general.raidUtility == false then return end
self.Initialized = true
--Create main frame
local RaidUtilityPanel = CreateFrame("Frame", "RaidUtilityPanel", E.UIParent, "SecureHandlerBaseTemplate")
RaidUtilityPanel:SetScript("OnMouseUp", function(panel, ...)
SecureHandler_OnClick(panel, "_onclick", ...);
end)
RaidUtilityPanel:SetTemplate('Transparent')
RaidUtilityPanel:Width(230)
RaidUtilityPanel:Height(PANEL_HEIGHT)
RaidUtilityPanel:Point('TOP', E.UIParent, 'TOP', -400, 1)
RaidUtilityPanel:SetFrameLevel(3)
RaidUtilityPanel.toggled = false
RaidUtilityPanel:SetFrameStrata("HIGH")
E.FrameLocks.RaidUtilityPanel = true
--Show Button
self:CreateUtilButton("RaidUtility_ShowButton", E.UIParent, "UIMenuButtonStretchTemplate, SecureHandlerClickTemplate", 136, 18, "TOP", E.UIParent, "TOP", -400, E.Border, _G.RAID_CONTROL, nil)
local RaidUtility_ShowButton = _G.RaidUtility_ShowButton
RaidUtility_ShowButton:SetFrameRef("RaidUtilityPanel", RaidUtilityPanel)
RaidUtility_ShowButton:SetAttribute("_onclick", ([=[
local raidUtil = self:GetFrameRef("RaidUtilityPanel")
local closeButton = raidUtil:GetFrameRef("RaidUtility_CloseButton")
self:Hide()
raidUtil:Show()
local point = self:GetPoint()
local raidUtilPoint, closeButtonPoint, yOffset
if string.find(point, "BOTTOM") then
raidUtilPoint = "BOTTOM"
closeButtonPoint = "TOP"
yOffset = 1
else
raidUtilPoint = "TOP"
closeButtonPoint = "BOTTOM"
yOffset = -1
end
yOffset = yOffset * (tonumber(%d))
raidUtil:ClearAllPoints()
closeButton:ClearAllPoints()
raidUtil:SetPoint(raidUtilPoint, self, raidUtilPoint)
closeButton:SetPoint(raidUtilPoint, raidUtil, closeButtonPoint, 0, yOffset)
]=]):format(-E.Border + E.Spacing*3))
RaidUtility_ShowButton:SetScript("OnMouseUp", function()
RaidUtilityPanel.toggled = true
RaidUtility_PositionRoleIcons()
end)
RaidUtility_ShowButton:SetMovable(true)
RaidUtility_ShowButton:SetClampedToScreen(true)
RaidUtility_ShowButton:SetClampRectInsets(0, 0, -1, 1)
RaidUtility_ShowButton:RegisterForDrag("RightButton")
RaidUtility_ShowButton:SetFrameStrata("HIGH")
RaidUtility_ShowButton:SetScript("OnDragStart", function(sb)
sb:StartMoving()
end)
E.FrameLocks.RaidUtility_ShowButton = true
RaidUtility_ShowButton:SetScript("OnDragStop", function(sb)
sb:StopMovingOrSizing()
local point = sb:GetPoint()
local xOffset = sb:GetCenter()
local screenWidth = E.UIParent:GetWidth() / 2
xOffset = xOffset - screenWidth
sb:ClearAllPoints()
if strfind(point, "BOTTOM") then
sb:Point('BOTTOM', E.UIParent, 'BOTTOM', xOffset, -1)
else
sb:Point('TOP', E.UIParent, 'TOP', xOffset, 1)
end
end)
--Close Button
self:CreateUtilButton("RaidUtility_CloseButton", RaidUtilityPanel, "UIMenuButtonStretchTemplate, SecureHandlerClickTemplate", 136, 18, "TOP", RaidUtilityPanel, "BOTTOM", 0, -1, _G.CLOSE, nil)
local RaidUtility_CloseButton = _G.RaidUtility_CloseButton
RaidUtility_CloseButton:SetFrameRef("RaidUtility_ShowButton", RaidUtility_ShowButton)
RaidUtility_CloseButton:SetAttribute("_onclick", [=[self:GetParent():Hide(); self:GetFrameRef("RaidUtility_ShowButton"):Show();]=])
RaidUtility_CloseButton:SetScript("OnMouseUp", function() RaidUtilityPanel.toggled = false end)
RaidUtilityPanel:SetFrameRef("RaidUtility_CloseButton", RaidUtility_CloseButton)
--Role Icons
local RoleIcons = CreateFrame("Frame", "RaidUtilityRoleIcons", RaidUtilityPanel)
RoleIcons:Point("LEFT", RaidUtilityPanel, "RIGHT", -1, 0)
RoleIcons:Size(36, PANEL_HEIGHT)
RoleIcons:SetTemplate("Transparent")
RoleIcons:RegisterEvent("PLAYER_ENTERING_WORLD")
RoleIcons:RegisterEvent("GROUP_ROSTER_UPDATE")
RoleIcons:SetScript("OnEvent", UpdateIcons)
RoleIcons.icons = {}
local roles = {"TANK", "HEALER", "DAMAGER"}
for i, role in ipairs(roles) do
local frame = CreateFrame("Frame", "$parent_"..role, RoleIcons)
if i == 1 then
frame:Point("BOTTOM", 0, 4)
else
frame:Point("BOTTOM", _G["RaidUtilityRoleIcons_"..roles[i-1]], "TOP", 0, 4)
end
frame:Size(28, 28)
--frame:SetTemplate()
local texture = frame:CreateTexture(nil, "OVERLAY")
texture:SetTexture(E.Media.Textures.RoleIcons) --(337499)
local texA, texB, texC, texD = GetTexCoordsForRole(role)
texture:SetTexCoord(texA, texB, texC, texD)
--[[if E.PixelMode then
texture:SetTexCoord(texA+0.0015, texB-0.005, texC-0.005, texD-0.01)
else
texture:SetTexCoord(texA+0.01, texB-0.01, texC+0.001, texD-0.015)
end]]
local texturePlace = --[[(E.PixelMode and 4) or]] 2
texture:Point("TOPLEFT", frame, "TOPLEFT", -texturePlace, texturePlace)
texture:Point("BOTTOMRIGHT", frame, "BOTTOMRIGHT", texturePlace, -texturePlace)
frame.texture = texture
local Count = frame:CreateFontString(nil, "OVERLAY", "GameFontHighlight")
Count:Point("BOTTOMRIGHT", -2, 2)
Count:SetText(0)
frame.count = Count
frame.role = role
frame:SetScript("OnEnter", onEnter)
frame:SetScript("OnLeave", GameTooltip_Hide)
RoleIcons.icons[role] = frame
end
--Disband Raid button
self:CreateUtilButton("DisbandRaidButton", RaidUtilityPanel, "UIMenuButtonStretchTemplate", RaidUtilityPanel:GetWidth() * 0.8, 18, "TOP", RaidUtilityPanel, "TOP", 0, -5, L["Disband Group"], nil)
_G.DisbandRaidButton:SetScript("OnMouseUp", function()
if CheckRaidStatus() then
E:StaticPopup_Show("DISBAND_RAID")
end
end)
--Role Check button
self:CreateUtilButton("RoleCheckButton", RaidUtilityPanel, "UIMenuButtonStretchTemplate", RaidUtilityPanel:GetWidth() * 0.8, 18, "TOP", _G.DisbandRaidButton, "BOTTOM", 0, -5, _G.ROLE_POLL, nil)
_G.RoleCheckButton:SetScript("OnMouseUp", function()
if CheckRaidStatus() then
InitiateRolePoll()
end
end)
--MainTank Button
--[[self:CreateUtilButton("MainTankButton", RaidUtilityPanel, "SecureActionButtonTemplate, UIMenuButtonStretchTemplate", (DisbandRaidButton:GetWidth() / 2) - 2, 18, "TOPLEFT", RoleCheckButton, "BOTTOMLEFT", 0, -5, MAINTANK, nil)
MainTankButton:SetAttribute("type", "maintank")
MainTankButton:SetAttribute("unit", "target")
MainTankButton:SetAttribute("action", "toggle")
--MainAssist Button
self:CreateUtilButton("MainAssistButton", RaidUtilityPanel, "SecureActionButtonTemplate, UIMenuButtonStretchTemplate", (DisbandRaidButton:GetWidth() / 2) - 2, 18, "TOPRIGHT", RoleCheckButton, "BOTTOMRIGHT", 0, -5, MAINASSIST, nil)
MainAssistButton:SetAttribute("type", "mainassist")
MainAssistButton:SetAttribute("unit", "target")
MainAssistButton:SetAttribute("action", "toggle")]]
--Ready Check button
self:CreateUtilButton("ReadyCheckButton", RaidUtilityPanel, "UIMenuButtonStretchTemplate", _G.RoleCheckButton:GetWidth() * 0.75, 18, "TOPLEFT", _G.RoleCheckButton, "BOTTOMLEFT", 0, -5, _G.READY_CHECK, nil)
_G.ReadyCheckButton:SetScript("OnMouseUp", function()
if CheckRaidStatus() then
DoReadyCheck()
end
end)
--Raid Control Panel
self:CreateUtilButton("RaidControlButton", RaidUtilityPanel, "UIMenuButtonStretchTemplate", _G.RoleCheckButton:GetWidth(), 18, "TOPLEFT", _G.ReadyCheckButton, "BOTTOMLEFT", 0, -5, L["Raid Menu"], nil)
_G.RaidControlButton:SetScript("OnMouseUp", function()
ToggleFriendsFrame(3)
end)
local buttons = {
"DisbandRaidButton",
"RoleCheckButton",
"ReadyCheckButton",
"RaidControlButton",
"RaidUtility_ShowButton",
"RaidUtility_CloseButton"
}
if _G.CompactRaidFrameManager then
--Reposition/Resize and Reuse the World Marker Button
_G.CompactRaidFrameManagerDisplayFrameLeaderOptionsRaidWorldMarkerButton:ClearAllPoints()
_G.CompactRaidFrameManagerDisplayFrameLeaderOptionsRaidWorldMarkerButton:Point("TOPRIGHT", _G.RoleCheckButton, "BOTTOMRIGHT", 0, -5)
_G.CompactRaidFrameManagerDisplayFrameLeaderOptionsRaidWorldMarkerButton:SetParent("RaidUtilityPanel")
_G.CompactRaidFrameManagerDisplayFrameLeaderOptionsRaidWorldMarkerButton:Height(18)
_G.CompactRaidFrameManagerDisplayFrameLeaderOptionsRaidWorldMarkerButton:Width(_G.RoleCheckButton:GetWidth() * 0.22)
--Put other stuff back
_G.CompactRaidFrameManagerDisplayFrameLeaderOptionsInitiateReadyCheck:ClearAllPoints()
_G.CompactRaidFrameManagerDisplayFrameLeaderOptionsInitiateReadyCheck:Point("BOTTOMLEFT", _G.CompactRaidFrameManagerDisplayFrameLockedModeToggle, "TOPLEFT", 0, 1)
_G.CompactRaidFrameManagerDisplayFrameLeaderOptionsInitiateReadyCheck:Point("BOTTOMRIGHT", _G.CompactRaidFrameManagerDisplayFrameHiddenModeToggle, "TOPRIGHT", 0, 1)
_G.CompactRaidFrameManagerDisplayFrameLeaderOptionsInitiateRolePoll:ClearAllPoints()
_G.CompactRaidFrameManagerDisplayFrameLeaderOptionsInitiateRolePoll:Point("BOTTOMLEFT", _G.CompactRaidFrameManagerDisplayFrameLeaderOptionsInitiateReadyCheck, "TOPLEFT", 0, 1)
_G.CompactRaidFrameManagerDisplayFrameLeaderOptionsInitiateRolePoll:Point("BOTTOMRIGHT", _G.CompactRaidFrameManagerDisplayFrameLeaderOptionsInitiateReadyCheck, "TOPRIGHT", 0, 1)
tinsert(buttons, "CompactRaidFrameManagerDisplayFrameLeaderOptionsRaidWorldMarkerButton")
else
E:StaticPopup_Show("WARNING_BLIZZARD_ADDONS")
end
--Reskin Stuff
for _, button in pairs(buttons) do
local f = _G[button]
f.BottomLeft:SetAlpha(0)
f.BottomRight:SetAlpha(0)
f.BottomMiddle:SetAlpha(0)
f.TopMiddle:SetAlpha(0)
f.TopLeft:SetAlpha(0)
f.TopRight:SetAlpha(0)
f.MiddleLeft:SetAlpha(0)
f.MiddleRight:SetAlpha(0)
f.MiddleMiddle:SetAlpha(0)
f:SetHighlightTexture("")
f:SetDisabledTexture("")
f:HookScript("OnEnter", ButtonEnter)
f:HookScript("OnLeave", ButtonLeave)
f:SetTemplate(nil, true)
end
--Automatically show/hide the frame if we have RaidLeader or RaidOfficer
self:RegisterEvent("GROUP_ROSTER_UPDATE", 'ToggleRaidUtil')
self:RegisterEvent("PLAYER_ENTERING_WORLD", 'ToggleRaidUtil')
end
local function InitializeCallback()
RU:Initialize()
end
E:RegisterInitialModule(RU:GetName(), InitializeCallback)
|
----utility functions
local function save_data(filename,...)
local file,err = io.open(filename,"w")
if not file then error(err) end
for i=1, select('#', ...) do
local data = select(i, ...)
file:write(data)
end
file:close()
end
----------------------------------------
local function read_data(filename)
local hfile,err = io.open(filename,"r")
if not hfile then error(err) end
local hstrfile = hfile:read"*a"
hfile:close()
return hstrfile
end
--iterates lines from a gcc -E in a specific location
local function location(file,locpathT)
local location_re = '^# (%d+) "([^"]*)"'
local path_reT = {}
for i,locpath in ipairs(locpathT) do
table.insert(path_reT,'^(.*[\\/])('..locpath..')%.h$')
end
local in_location = false
local which_location = ""
local loc_num
local loc_num_incr
local lineold = ""
local which_locationold,loc_num_realold
local lastdumped = false
local function location_it()
repeat
local line = file:read"*l"
if not line then
if not lastdumped then
lastdumped = true
return lineold, which_locationold,loc_num_realold
else
return nil
end
end
if line:sub(1,1) == "#" then
-- Is this a location pragma?
local loc_num_t,location_match = line:match(location_re)
if location_match then
in_location = false
for i,path_re in ipairs(path_reT) do
if location_match:match(path_re) then
in_location = true;
loc_num = loc_num_t
loc_num_incr = 0
which_location = locpathT[i]
break
end
end
end
elseif in_location then
local loc_num_real = loc_num + loc_num_incr
loc_num_incr = loc_num_incr + 1
if loc_num_realold and loc_num_realold < loc_num_real then
--old line complete
local lineR,which_locationR,loc_num_realR = lineold, which_locationold,loc_num_realold
lineold, which_locationold,loc_num_realold = line,which_location,loc_num_real
return lineR,which_locationR,loc_num_realR
else
lineold=lineold..line
which_locationold,loc_num_realold = which_location,loc_num_real
--return line,loc_num_real, which_location
end
end
until false
end
return location_it
end
local function get_cdefs(gccline,locat,cdef)
cdef = cdef or {}
local pipe,err = io.popen(gccline,"r")
if not pipe then error("could not execute gcc "..err) end
for line in location(pipe,{locat}) do
line = line:gsub("extern __attribute__%(%(dllexport%)%)%s*","")
line = line:gsub("extern __declspec%(dllexport%)%s*","")
if line~="" then table.insert(cdef,line) end
end
pipe:close()
return cdef
end
local function get_all_cdefs(sources)
local cdefs = {}
for i,v in ipairs(sources) do
print("get cdefs from",v)
cdefs = get_cdefs([[gcc -E -DCIMGUI_DEFINE_ENUMS_AND_STRUCTS -I "../cimgui" ]].."../"..v.."/"..v..".h",v,cdefs)
end
return cdefs
end
--------------------------------------------------------
--first get cdefs
print"get cdefs"
local sources = {"cimgui", "cimplot", "cimguizmo", "cimguizmo_quat", "cimnodes","cimnodes_r"}
local cdefs = get_all_cdefs(sources)
print"get cimgui_impl cdefs"
cdefs = get_cdefs([[gcc -E -DCIMGUI_API="" ../cimgui/generator/output/cimgui_impl.h]],"cimgui_impl",cdefs)
table.insert(cdefs,1,"typedef void FILE;")
----- create imgui/cdefs.lua
print"save cdefs.lua"
--time_t is needed for implot_internal
local time_t_cdefs = [=[
--time_t needed for implot_internal
local ffi = require"ffi"
local IS_64_BIT = ffi.abi('64bit')
local cdecl = ""
cdecl = cdecl .. [[
typedef struct tm
{
int tm_sec ;
int tm_min ;
int tm_hour ;
int tm_mday ;
int tm_mon ;
int tm_year ;
int tm_wday ;
int tm_yday ;
int tm_isdst ;
} tm;
]]
if ffi.os == "Windows" then
if IS_64_BIT then
cdecl = cdecl..[[typedef __int64 time_t;]]
else
cdecl = cdecl..[[typedef __int32 time_t;]]
end
else
cdecl = cdecl..[[typedef size_t time_t;]]
end
]=]
table.insert(cdefs,1,time_t_cdefs)
table.insert(cdefs,2,"--[[ BEGIN AUTOGENERATED SEGMENT ]]\n cdecl = cdecl .. [[")
table.insert(cdefs,"]]\n--[[ END AUTOGENERATED SEGMENT ]]\n")
local hstrfile = read_data"./imgui_base_cdefs.lua"
save_data("./imgui/cdefs.lua",table.concat(cdefs,"\n"), hstrfile)
----- generate imgui/glfw.lua
print"save glfw.lua"
local class_gen = require"class_gen"
local classes = class_gen(sources)
local iniclass = "local cimguimodule = 'cimgui_glfw' --set imgui directory location\n"
local base = read_data("./imgui_base.lua")
save_data("./imgui/glfw.lua",iniclass, base, classes)
----- generate imgui/sdl.lua
print"save sdl.lua"
local iniclass = "local cimguimodule = 'cimgui_sdl' --set imgui directory location\n"
save_data("./imgui/sdl.lua",iniclass, base, classes)
print"-----------------------------done generation"
|
-- Copyright (c) 2021 wzhengsen
-- Permission is hereby granted, free of charge, to any person obtaining a copy
-- of this software and associated documentation files (the "Software"), to deal
-- in the Software without restriction, including without limitation the rights
-- to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
-- copies of the Software, and to permit persons to whom the Software is
-- furnished to do so, subject to the following conditions:
-- The above copyright notice and this permission notice shall be included in
-- all copies or substantial portions of the Software.
-- THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
-- IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
-- FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
-- AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
-- LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
-- OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
-- THE SOFTWARE.
local type = type;
local table = table;
-- 重写一些lua库函数和增加一些库函数。
---遍历表,且可遍历嵌套表,返回3个值:当前表,当前键,当前值。
---不会触发__pairs元方法。
---@param t table
---@return function
function _G.apairs(t)
local curTable = t;
-- 记录即将被遍历的表。
local tabList = {};
local key,val = nil,nil;
return function ()
::begin::
key,val = next(curTable,key);
if "table" == type(val) then
table.insert(tabList,val);
end
if nil == key then
if #tabList > 0 then
curTable = table.remove(tabList);
goto begin
else
curTable = nil;
end
end
return curTable,key,val;
end
end
---以不会触发__pairs元方法的方式遍历表。
---@param t table
---@return function
function _G.rpairs(t)
local key,value = nil,nil;
return function ()
key,value = next(t,key);
return key,value;
end
end
if os.Windows then
local _dofile = dofile;
function dofile(filename)
if filename then
filename = filename:Convert("gbk//TRANSLIT","utf-8");
end
return _dofile(filename);
end
local _loadfile = loadfile;
function loadfile(filename,...)
if filename then
filename = filename:Convert("gbk//TRANSLIT","utf-8");
end
return _loadfile(filename,...);
end
end
|
-- https://phelipetls.github.io/posts/async-make-in-nvim-with-lua/
local M = {}
local util = require("go.utils")
local log = util.log
function M.make(...)
local args = { ... }
local lines = {}
local errorlines = {}
local winnr = vim.fn.win_getid()
local bufnr = vim.api.nvim_win_get_buf(winnr)
local makeprg = vim.api.nvim_buf_get_option(bufnr, "makeprg")
log(makeprg, args)
local indent = "%\\%( %\\)"
if not makeprg then
log("makeprog not setup")
return
end
local efm = [[%-G#\ %.%#]]
if makeprg:find("go build") then
vim.cmd([[setl errorformat=%-G#\ %.%#]])
-- if makeprg:find("go build") then
efm = efm .. [[,%-G%.%#panic:\ %m]]
efm = efm .. [[,%Ecan\'t\ load\ package:\ %m]]
efm = efm .. [[,%A%\\%%\(%[%^:]%\\+:\ %\\)%\\?%f:%l:%c:\ %m]]
efm = efm .. [[,%A%\\%%\(%[%^:]%\\+:\ %\\)%\\?%f:%l:\ %m]]
efm = efm .. [[,%C%*\\s%m]]
efm = efm .. [[,%-G%.%#]]
end
-- end
local runner = "golangci-lint"
if makeprg:find("golangci%-lint") then
-- lint
efm = efm .. [[,%A%\\%%(%[%^:]%\\+:\ %\\)%\\?%f:%l:%c:\ %m]]
efm = efm .. [[,%A%\\%%(%[%^:]%\\+:\ %\\)%\\?%f:%l:\ %m]]
local pwd = util.work_path()
local cfg = pwd .. ".golangci.yml"
if util.file_exists(cfg) then
makeprg = makeprg .. [[\ -c\ ]] .. cfg
-- vim.api.nvim_buf_set_option(bufnr, "makeprg", makeprg)
end
end
if makeprg:find("go run") then
runner = "go run"
if args == nil or #args == 0 then
makeprg = makeprg .. " ."
-- vim.api.nvim_buf_set_option(bufnr, "makeprg", makeprg)
end
efm = efm .. [[,%A%\\t%#%f:%l\ +0x%[0-9A-Fa-f]%\\+]]
log("go run", makeprg)
end
if makeprg:find("go vet") then
runner = "go vet"
if args == nil or #args == 0 then
makeprg = makeprg .. " ."
-- vim.api.nvim_buf_set_option(bufnr, "makeprg", makeprg)
end
efm = efm .. [[,%-Gexit\ status\ %\\d%\\+]]
end
if makeprg:find("test") then
log("go test")
runner = "go test"
-- I feel it is better to output everything
-- efm = efm .. [[,]] .. require("go.gotest").efm()
end
local cmd = vim.fn.split(makeprg, " ")
if args and #args > 0 then
cmd = vim.list_extend(cmd, args)
-- vim.api.nvim_buf_set_option(bufnr, "makeprg", makeprg)
end
local function on_event(job_id, data, event)
log("stdout", data, event)
if event == "stdout" then
if data then
for _, value in ipairs(data) do
if value ~= "" then
table.insert(lines, value)
end
end
end
end
if event == "stderr" then
if data then
for _, value in ipairs(data) do
if value ~= "" then
table.insert(errorlines, value)
end
end
end
if next(errorlines) ~= nil and runner == "golangci-lint" then
efm = [[level=%tarning\ msg="%m:\ [%f:%l:%c:\ %.%#]",level=%tarning\ msg="%m",level=%trror\ msg="%m:\ [%f:%l:%c:\ %.%#]",level=%trror\ msg="%m",%f:%l:%c:\ %m,%f:%l:\ %m,%f:%l\ %m]] end
end
if event == "exit" then
if #errorlines > 0 then
if #lines > 0 then
vim.list_extend(errorlines, lines)
end
vim.fn.setqflist({}, " ", {
title = cmd,
lines = errorlines,
efm = efm,
})
elseif #lines > 0 then
vim.fn.setqflist({}, " ", {
title = cmd,
lines = lines,
})
end
vim.api.nvim_command("doautocmd QuickFixCmdPost")
vim.cmd("botright copen")
if type(cmd) == "table" then
cmd = table.concat(cmd, " ")
end
vim.notify(cmd .. " finished", vim.lsp.log_levels.WARN)
end
end
local job_id = vim.fn.jobstart(cmd, {
on_stderr = on_event,
on_stdout = on_event,
on_exit = on_event,
stdout_buffered = true,
stderr_buffered = true,
})
end
return M
|
local exports = {}
local serialized_table_token = '@@lua_table@@'
local json = require 'dkjson'
---
-- @param value
-- @return string
---
local serialize = function(value)
if type(value) == 'table' then
value = serialized_table_token .. json.encode(value)
end
return value
end
---
-- @param value string json
-- @return mixed
---
local unserialize = function(value)
if type(value) == 'string' and value:sub(1, serialized_table_token:len()) == serialized_table_token then
local succ, decoded_value = pcall(function()
return json.decode(value:sub(serialized_table_token:len() + 1))
end)
if succ then
value = decoded_value
end
end
return value
end
-- /serializer
--------------------------------------------------------------------------------
-- EXPORTS
--------------------------------------------------------------------------------
exports.serialize = serialize
exports.unserialize = unserialize
return exports
|
local luview = require 'luview'
local lunum = require 'lunum'
local shaders = require 'shaders'
local window = luview.Window()
local box = luview.BoundingBox()
local points = luview.PointsSource()
local colors = luview.FunctionMapping()
local pntens = luview.PointsEnsemble()
local shader = shaders.load_shader("lambertian")
local function make_data(lam)
local Npnt = 800
local pntdata = lunum.zeros{Npnt,3}
local xn = { }
xn[1] = 0.5
for n=1,Npnt+10 do
xn[n+1] = lam * xn[n] * (1 - xn[n])
end
for i=0,Npnt-1 do
pntdata[{i,0}] = xn[i+1]
pntdata[{i,1}] = xn[i+2]
pntdata[{i,2}] = xn[i+3]
end
collectgarbage()
return pntdata
end
local function cmap1(x,y,z)
return z,z,z,0.9
end
local function cmap2(x,y,z)
local a = 100.0
local b = 2
return math.exp(-a*(z-0.3)^b), math.exp(-a*(z-0.5)^b), math.exp(-a*(z-0.7)^b), 1.0
end
points:set_points(make_data(3.8))
colors:set_input(points)
colors:set_transform(cmap2)
pntens:set_data("points", points)
pntens:set_data("colors", colors)
pntens:set_position(-0.5, -0.5, 0.5)
pntens:set_linewidth(64.0)
pntens:set_alpha(0.1)
window:set_color(0.05, 0.1, 0.1)
box:set_color(0.5, 0.9, 0.9)
box:set_shader(shader)
local status = "continue"
local key = ''
local lambda = 3.6
while status == "continue" do
status, key = window:render_scene({box, pntens})
if key == 'l' then
lambda = lambda - 0.01
points:set_points(make_data(lambda))
end
if key == 'L' then
lambda = lambda + 0.01
points:set_points(make_data(lambda))
end
end
|
local simplex_noise = require 'tools.simplex_noise'
local Event = require 'utils.event'
biter_battles_terrain = {}
--no need to constantly work out each chunk
local radius = 24 --starting pond radius
local radsquare = radius*radius
local ore_amount = 1400
local ores = {"copper-ore", "iron-ore", "stone", "coal", "uranium-ore"}
-- /c game.forces["north"].chart(game.player.surface, {lefttop = {x = -1024, y = -1024}, rightbottom = {x = 1024, y = 1024}})
local function on_chunk_generated(event)
if not global.noise_seed then global.noise_seed = math.random(1,5000000) end
local left_top = event.area.left_top --decreased var calls in later loop with more direct
local surface = game.surfaces[1]
local noise = {}
local entities = surface.find_entities(event.area)
for _, entity in pairs(entities) do
if entity.type == "resource" then
entity.destroy()
end
end
for x = 0, 31, 1 do
for y = 0, 31, 1 do
local pos_x = left_top.x + x
local pos_y = left_top.y + y
local tile_to_insert = false
--noise[1] = simplex_noise.d2(pos_x/350, pos_y/350,global.noise_seed)
noise[1] = simplex_noise.d2(pos_x*0.008, pos_y*0.008,global.noise_seed) --100
noise[2] = simplex_noise.d2(pos_x*0.05, pos_y*0.05,global.noise_seed+10000)
noise[3] = noise[1] + noise[2] * 0.1
--local xx = 1
--for yy = 1, 17, 1 do
--local z = (yy % 4) + 1
--xx = xx - 0.010
--if noise[3] > xx then
if noise[3] > 0.65 then
local a = ore_amount * (1+(noise[2]*0.3)) --moved to when used
--local z = (yy % 4) + 1
noise[4] = simplex_noise.d2(pos_x*0.005, pos_y*0.005,global.noise_seed+5000)
noise[5] = simplex_noise.d2(pos_x*0.005, pos_y*0.005,global.noise_seed+3000)
local z = 2
if noise[4] > 0.2 then
if noise[5] > 0.05 then
z = 3
elseif noise[5] < -0.05 then
z = 4
else
z = 5
end
elseif noise[4] < -0.2 then
if noise[5] > 0.05 then
z = 1
elseif noise[5] < -0.05 then
z = 2
else
z = 5
end
else
z = math.floor((noise[3]+noise[2]*0.1)* 40) % 4 + 1
end
--if noise[4] > 0.0 and noise[4] < 0.05 then z = (math.floor((noise[3]+noise[2]*0.1)* 40) % 4) + 1 end
if surface.can_place_entity {name=ores[z], position={pos_x,pos_y}, amount=a} then
surface.create_entity {name=ores[z], position={pos_x,pos_y}, amount=a}
end
--break
elseif noise[3] < -0.85 then
if math.random(1,250) == 1 and surface.can_place_entity {name="crude-oil", position={pos_x,pos_y}} then
surface.create_entity {name="crude-oil", position={pos_x,pos_y}, amount = math.random(140000,380000) }
end
end
--end
end
end
if left_top.y > 96 or left_top.y < -128 then return end --tweeked range
local tiles = {}
local spawn_tile = surface.get_tile(game.forces.south.get_spawn_position(surface))
for x = 0, 31, 1 do
for y = 0, 31, 1 do
local pos_x = left_top.x + x
local pos_y = left_top.y + y
local tile_to_insert = false
local tile_distance_to_center = pos_x^2 + pos_y^2
noise[4] = simplex_noise.d2(pos_x*0.0118, pos_y*0.0118,global.noise_seed+20000)
noise[5] = simplex_noise.d2(pos_x*0.15, pos_y*0.15,global.noise_seed+30000)
noise[7] = 1 + (noise[4]+(noise[5]*0.75))*0.1
if pos_y >= ((global.horizontal_border_width/2)*-1)*noise[7] and pos_y <= (global.horizontal_border_width/2)*noise[7] then
local entities = surface.find_entities({{pos_x, pos_y}, {pos_x+1, pos_y+1}})
for _, e in pairs(entities) do
if e.type == "simple-entity" or e.type == "resource" or e.type == "tree" then
e.destroy()
end
end
tile_to_insert = "deepwater"
else
local t = surface.get_tile(pos_x,pos_y)
if t.name == "deepwater" or t.name =="water" then
if tile_distance_to_center < 20000 then
if spawn_tile.name == "water" or spawn_tile.name == "deepwater" then
tile_to_insert = "sand-1"
else
tile_to_insert = spawn_tile.name
end
end
end
end
if tile_distance_to_center <= radsquare then
if tile_distance_to_center >= radsquare/10 then
tile_to_insert = "deepwater"
else
tile_to_insert = "sand-1"
if tile_distance_to_center >= radsquare/18 then
tile_to_insert = "refined-concrete"
end
end
end
if tile_to_insert then table.insert(tiles, {name = tile_to_insert, position = {pos_x,pos_y}}) end
end
end
surface.set_tiles(tiles,true)
for x = 0, 31, 1 do
for y = 0, 31, 1 do
local pos_x = left_top.x + x
local pos_y = left_top.y + y
local t = surface.get_tile(pos_x,pos_y)
if t.name == "water" or t.name == "deepwater" or t.name == "water-green" then
if surface.can_place_entity{name="fish", position={pos_x,pos_y}} and math.random(1,40) == 1 then
surface.create_entity {name="fish", position={pos_x,pos_y}}
end
end
end
end
end
local function find_tile_placement_spot_around_target_position(tilename, position, mode, density)
local x = position.x
local y = position.y
if not surface then surface = game.surfaces[1] end
local scan_radius = 50
if not tilename then return end
if not mode then mode = "ball" end
if not density then density = 1 end
local cluster_tiles = {}
local auto_correct = true
local scanned_tile = surface.get_tile(x,y)
if scanned_tile.name ~= tilename then
table.insert(cluster_tiles, {name = tilename, position = {x,y}})
surface.set_tiles(cluster_tiles,auto_correct)
return true, x, y
end
local i = 2
local r = 1
if mode == "ball" then
if math.random(1,2) == 1 then
density = density * -1
end
r = math.random(1,4)
end
if mode == "line" then
density = 1
r = math.random(1,4)
end
if mode == "line_down" then
density = density * -1
r = math.random(1,4)
end
if mode == "line_up" then
density = 1
r = math.random(1,4)
end
if mode == "block" then
r = 1
density = 1
end
if r == 1 then
--start placing at -1,-1
while i <= scan_radius do
y = y - density
x = x - density
for a = 1, i, 1 do
local scanned_tile = surface.get_tile(x,y)
if scanned_tile.name ~= tilename then
table.insert(cluster_tiles, {name = tilename, position = {x,y}})
surface.set_tiles(cluster_tiles,auto_correct)
return true, x, y
end
x = x + density
end
for a = 1, i, 1 do
local scanned_tile = surface.get_tile(x,y)
if scanned_tile.name ~= tilename then
table.insert(cluster_tiles, {name = tilename, position = {x,y}})
surface.set_tiles(cluster_tiles,auto_correct)
return true, x, y
end
y = y + density
end
for a = 1, i, 1 do
local scanned_tile = surface.get_tile(x,y)
if scanned_tile.name ~= tilename then
table.insert(cluster_tiles, {name = tilename, position = {x,y}})
surface.set_tiles(cluster_tiles,auto_correct)
return true, x, y
end
x = x - density
end
for a = 1, i, 1 do
local scanned_tile = surface.get_tile(x,y)
if scanned_tile.name ~= tilename then
table.insert(cluster_tiles, {name = tilename, position = {x,y}})
surface.set_tiles(cluster_tiles,auto_correct)
return true, x, y
end
y = y - density
end
i = i + 2
end
end
if r == 2 then
--start placing at 0,-1
while i <= scan_radius do
y = y - density
x = x - density
for a = 1, i, 1 do
x = x + density
local scanned_tile = surface.get_tile(x,y)
if scanned_tile.name ~= tilename then
table.insert(cluster_tiles, {name = tilename, position = {x,y}})
surface.set_tiles(cluster_tiles,auto_correct)
return true, x, y
end
end
for a = 1, i, 1 do
y = y + density
local scanned_tile = surface.get_tile(x,y)
if scanned_tile.name ~= tilename then
table.insert(cluster_tiles, {name = tilename, position = {x,y}})
surface.set_tiles(cluster_tiles,auto_correct)
return true, x, y
end
end
for a = 1, i, 1 do
x = x - density
local scanned_tile = surface.get_tile(x,y)
if scanned_tile.name ~= tilename then
table.insert(cluster_tiles, {name = tilename, position = {x,y}})
surface.set_tiles(cluster_tiles,auto_correct)
return true, x, y
end
end
for a = 1, i, 1 do
y = y - density
local scanned_tile = surface.get_tile(x,y)
if scanned_tile.name ~= tilename then
table.insert(cluster_tiles, {name = tilename, position = {x,y}})
surface.set_tiles(cluster_tiles,auto_correct)
return true, x, y
end
end
i = i + 2
end
end
if r == 3 then
--start placing at 1,-1
while i <= scan_radius do
y = y - density
x = x + density
for a = 1, i, 1 do
local scanned_tile = surface.get_tile(x,y)
if scanned_tile.name ~= tilename then
table.insert(cluster_tiles, {name = tilename, position = {x,y}})
surface.set_tiles(cluster_tiles,auto_correct)
return true, x, y
end
y = y + density
end
for a = 1, i, 1 do
local scanned_tile = surface.get_tile(x,y)
if scanned_tile.name ~= tilename then
table.insert(cluster_tiles, {name = tilename, position = {x,y}})
surface.set_tiles(cluster_tiles,auto_correct)
return true, x, y
end
x = x - density
end
for a = 1, i, 1 do
local scanned_tile = surface.get_tile(x,y)
if scanned_tile.name ~= tilename then
table.insert(cluster_tiles, {name = tilename, position = {x,y}})
surface.set_tiles(cluster_tiles,auto_correct)
return true, x, y
end
y = y - density
end
for a = 1, i, 1 do
local scanned_tile = surface.get_tile(x,y)
if scanned_tile.name ~= tilename then
table.insert(cluster_tiles, {name = tilename, position = {x,y}})
surface.set_tiles(cluster_tiles,auto_correct)
return true, x, y
end
x = x + density
end
i = i + 2
end
end
if r == 4 then
--start placing at 1,0
while i <= scan_radius do
y = y - density
x = x + density
for a = 1, i, 1 do
y = y + density
local scanned_tile = surface.get_tile(x,y)
if scanned_tile.name ~= tilename then
table.insert(cluster_tiles, {name = tilename, position = {x,y}})
surface.set_tiles(cluster_tiles,auto_correct)
return true, x, y
end
end
for a = 1, i, 1 do
x = x - density
local scanned_tile = surface.get_tile(x,y)
if scanned_tile.name ~= tilename then
table.insert(cluster_tiles, {name = tilename, position = {x,y}})
surface.set_tiles(cluster_tiles,auto_correct)
return true, x, y
end
end
for a = 1, i, 1 do
y = y - density
local scanned_tile = surface.get_tile(x,y)
if scanned_tile.name ~= tilename then
table.insert(cluster_tiles, {name = tilename, position = {x,y}})
surface.set_tiles(cluster_tiles,auto_correct)
return true, x, y
end
end
for a = 1, i, 1 do
x = x + density
local scanned_tile = surface.get_tile(x,y)
if scanned_tile.name ~= tilename then
table.insert(cluster_tiles, {name = tilename, position = {x,y}})
surface.set_tiles(cluster_tiles,auto_correct)
return true, x, y
end
end
i = i + 2
end
end
return false
end
local function create_tile_cluster(tilename,position,amount)
local mode = "ball"
local cluster_tiles = {}
local surface = game.surfaces[1]
local pos = position
local x = pos.x
local y = pos.y
for i = 1, amount, 1 do
local b,x,y = find_tile_placement_spot_around_target_position(tilename, pos, mode)
if b == true then
if 1 == math.random(1,16) then
pos.x = x
pos.y = y
end
end
if b == false then return false,x,y end
if i >= amount then return true,x,y end
end
end
function biter_battles_terrain.generate_spawn_water_pond()
local x = 1
local surface = game.surfaces[1]
for _, silo in pairs(global.rocket_silo) do
local pos = {}
local wreck_pos = {}
pos["x"]=silo.position.x + 60*x
pos["y"]=silo.position.y - 5*x
wreck_pos["x"]=silo.position.x + 60*x
wreck_pos["y"]=silo.position.y - 5*x
create_tile_cluster("water-green",pos,450)
local p = surface.find_non_colliding_position("big-ship-wreck-1", {wreck_pos.x,wreck_pos.y-3*x}, 20,1)
local e = surface.create_entity {name="big-ship-wreck-1", position=p, force=silo.force.name}
e.insert({name = 'copper-cable', count = 7})
e.insert({name = 'iron-stick', count = 3})
local p = surface.find_non_colliding_position("big-ship-wreck-3", {pos.x-3*x,pos.y}, 20,1)
local e = surface.create_entity {name="big-ship-wreck-3", position=p, force=silo.force.name}
e.insert({name = 'land-mine', count = 6})
pos["x"]=silo.position.x - math.random(80,90)*x
pos["y"]=silo.position.y - math.random(50,70)*x
create_tile_cluster("water-green",pos,300)
local p = surface.find_non_colliding_position("big-ship-wreck-2", {pos.x+3*x,pos.y+1*x}, 20,1)
local e = surface.create_entity {name="big-ship-wreck-2", position=p, force=silo.force.name}
e.insert({name = 'empty-barrel', count = 1})
e.insert({name = 'lubricant-barrel', count = 2})
local p = surface.find_non_colliding_position("crude-oil", {pos.x-5*x,pos.y+5*x}, 50,1)
local e = surface.create_entity {name="crude-oil", position=p, amount=225000}
x = -1
end
end
function biter_battles_terrain.clear_spawn_ores()
local surface = game.surfaces[1]
for x = -200,200,1 do
for y = -200,200,1 do
local tile_distance_to_center = math.sqrt(x^2 + y^2)
if tile_distance_to_center < 150 then
local entities = surface.find_entities({{x, y}, {x+1, y+1}})
for _, e in pairs(entities) do
if e.type == "resource" then
e.destroy()
end
end
end
end
end
end
function biter_battles_terrain.generate_spawn_ores(ore_layout)
local surface = game.surfaces[1]
local tiles = {}
--generate ores around silos
local ore_layout = "windows"
--local ore_layout = "4squares"
local ore_amount = 1000
if ore_layout == "4squares" then
local size = 22
for _, rocket_silo in pairs(global.rocket_silo) do
local tiles = {}
for x = (size+1)*-1, size+1, 1 do
for y = (size+1)*-1, size+1, 1 do
table.insert(tiles, {name = "stone-path", position = {rocket_silo.position.x + x,rocket_silo.position.y + y}})
end
end
surface.set_tiles(tiles,true)
local entities = surface.find_entities({{(rocket_silo.position.x-4)-size/2, (rocket_silo.position.y-5)-size/2}, {rocket_silo.position.x+4+size/2, rocket_silo.position.y+5+size/2}})
for _, entity in pairs(entities) do
if entity.type == "simple-entity" or entity.type == "tree" or entity.type == "resource" then
entity.destroy()
end
end
end
for x = size*-1, size, 1 do
for y = size*-1, size, 1 do
if x > 0 and y < 0 then
if surface.can_place_entity {name="stone", position={global.rocket_silo["south"].position.x + x,global.rocket_silo["south"].position.y + y}, amount=ore_amount} then
surface.create_entity {name="stone", position={global.rocket_silo["south"].position.x + x,global.rocket_silo["south"].position.y + y}, amount=ore_amount}
end
end
if x < 0 and y < 0 then
if surface.can_place_entity {name="coal", position={global.rocket_silo["south"].position.x + x,global.rocket_silo["south"].position.y + y}, amount=ore_amount} then
surface.create_entity {name="coal", position={global.rocket_silo["south"].position.x + x,global.rocket_silo["south"].position.y + y}, amount=ore_amount}
end
end
if x < 0 and y > 0 then
if surface.can_place_entity {name="copper-ore", position={global.rocket_silo["south"].position.x + x,global.rocket_silo["south"].position.y + y}, amount=ore_amount} then
surface.create_entity {name="copper-ore", position={global.rocket_silo["south"].position.x + x,global.rocket_silo["south"].position.y + y}, amount=ore_amount}
end
end
if x > 0 and y > 0 then
if surface.can_place_entity {name="iron-ore", position={global.rocket_silo["south"].position.x + x,global.rocket_silo["south"].position.y + y}, amount=ore_amount} then
surface.create_entity {name="iron-ore", position={global.rocket_silo["south"].position.x + x,global.rocket_silo["south"].position.y + y}, amount=ore_amount}
end
end
if x < 0 and y > 0 then
if surface.can_place_entity {name="stone", position={global.rocket_silo["north"].position.x + x,global.rocket_silo["north"].position.y + y}, amount=ore_amount} then
surface.create_entity {name="stone", position={global.rocket_silo["north"].position.x + x,global.rocket_silo["north"].position.y + y}, amount=ore_amount}
end
end
if x > 0 and y > 0 then
if surface.can_place_entity {name="coal", position={global.rocket_silo["north"].position.x + x,global.rocket_silo["north"].position.y + y}, amount=ore_amount} then
surface.create_entity {name="coal", position={global.rocket_silo["north"].position.x + x,global.rocket_silo["north"].position.y + y}, amount=ore_amount}
end
end
if x > 0 and y < 0 then
if surface.can_place_entity {name="copper-ore", position={global.rocket_silo["north"].position.x + x,global.rocket_silo["north"].position.y + y}, amount=ore_amount} then
surface.create_entity {name="copper-ore", position={global.rocket_silo["north"].position.x + x,global.rocket_silo["north"].position.y + y}, amount=ore_amount}
end
end
if x < 0 and y < 0 then
if surface.can_place_entity {name="iron-ore", position={global.rocket_silo["north"].position.x + x,global.rocket_silo["north"].position.y + y}, amount=ore_amount} then
surface.create_entity {name="iron-ore", position={global.rocket_silo["north"].position.x + x,global.rocket_silo["north"].position.y + y}, amount=ore_amount}
end
end
end
end
for _, rocket_silo in pairs(global.rocket_silo) do
local entities = surface.find_entities({{rocket_silo.position.x-5, rocket_silo.position.y-6}, {rocket_silo.position.x+5, rocket_silo.position.y+6}})
for _, entity in pairs(entities) do
if entity.type == "resource" then
entity.destroy()
end
end
end
end
if ore_layout == "windows" then
for x = -24, 24, 1 do
for y = -25, 24, 1 do
table.insert(tiles, {name = "stone-path", position = {global.rocket_silo["south"].position.x + x,global.rocket_silo["south"].position.y + y}})
table.insert(tiles, {name = "stone-path", position = {global.rocket_silo["north"].position.x + x,global.rocket_silo["north"].position.y + y}})
end
end
surface.set_tiles(tiles,true)
local ore = {"stone","stone","stone","stone","coal","coal","coal","coal","coal","copper-ore","copper-ore","copper-ore","copper-ore","copper-ore","iron-ore","iron-ore","iron-ore","iron-ore","iron-ore"}
for z = 1, 19, 1 do
for x = -4-z, 4+z, 1 do
for y = -5-z, 4+z, 1 do
if surface.can_place_entity {name=ore[z], position={global.rocket_silo["south"].position.x + x,global.rocket_silo["south"].position.y + y}, amount=ore_amount} then
surface.create_entity {name=ore[z], position={global.rocket_silo["south"].position.x + x,global.rocket_silo["south"].position.y + y}, amount=ore_amount}
end
end
end
end
for z = 1, 19, 1 do
for x = -4-z, 4+z, 1 do
for y = -5-z, 4+z, 1 do
if surface.can_place_entity {name=ore[z], position={global.rocket_silo["north"].position.x + x,global.rocket_silo["north"].position.y + y}, amount=ore_amount} then
surface.create_entity {name=ore[z], position={global.rocket_silo["north"].position.x + x,global.rocket_silo["north"].position.y + y}, amount=ore_amount}
end
end
end
end
end
for _, rocket_silo in pairs(global.rocket_silo) do
local entities = surface.find_entities({{rocket_silo.position.x-4, rocket_silo.position.y-5}, {rocket_silo.position.x+4, rocket_silo.position.y+5}})
for _, entity in pairs(entities) do
if entity.type == "resource" then
entity.destroy()
end
end
end
end
Event.add(defines.events.on_chunk_generated, on_chunk_generated)
return biter_battles_ores
|
MainColor = "Bright blue"
Name = "xSoulStealerx"
Plrs = game:GetService("Players")
me = Plrs[Name]
char = me.Character
Modelname = "xDragon"
PetName = "xDragon"
Toolname = "Dragon"
Surfaces = {"FrontSurface", "BackSurface", "TopSurface", "BottomSurface", "LeftSurface", "RightSurface"}
necko = CFrame.new(0, 1, 0, -1, -0, -0, 0, 0, 1, 0, 1, 0)
selected = false
Hurt = false
Deb = true
Able = true
Prop = {Damage = 30}
ToolIcon = ""
MouseIc = ""
MouseDo = ""
Add = {
Sphere = function(P)
local m = Instance.new("SpecialMesh",P)
m.MeshType = "Sphere"
return m
end,
BF = function(P)
local bf = Instance.new("BodyForce",P)
bf.force = Vector3.new(0, P:GetMass()*187, 0)
return bf
end,
BP = function(P)
local bp = Instance.new("BodyPosition",P)
bp.maxForce = Vector3.new(math.huge, 0, math.huge)
bp.P = 14000
return bp
end,
BG = function(P)
local bg = Instance.new("BodyGyro",P)
bg.maxTorque = Vector3.new(math.huge, math.huge, math.huge)
bg.P = 14000
return bg
end,
Mesh = function(P, ID, x, y, z)
local m = Instance.new("SpecialMesh")
m.MeshId = ID
m.Scale = Vector3.new(x, y, z)
m.Parent = P
return m
end,
Sound = function(P, ID, vol, pitch)
local s = Instance.new("Sound")
s.SoundId = ID
s.Volume = vol
s.Pitch = pitch
s.Parent = P
return s
end
}
function find(tab, arg)
local ah = nil
for i,v in pairs(tab) do
if v == arg then
ah = v
end
end
return ah
end
function getAllParts(from)
local t = {}
function getParts(where)
for i, v in pairs(where:children()) do
if v:IsA("BasePart") then
if v.Parent ~= char and v.Parent.Parent ~= char then
table.insert(t, v)
end
end
getParts(v)
end
end
getParts(workspace)
return t
end
function RayCast(pos1, pos2, maxDist, forward)
local list = getAllParts(workspace)
local pos0 = pos1
for dist = 1, maxDist, forward do
pos0 = (CFrame.new(pos1, pos2) * CFrame.new(0, 0, -dist)).p
for _, v in pairs(list) do
local pos3 = v.CFrame:pointToObjectSpace(pos0)
local s = v.Size
if pos3.x > -(s.x/2) and pos3.x < (s.x/2) and pos3.y > -(s.y/2) and pos3.y < (s.y/2) and pos3.z > -(s.z/2) and pos3.x < (s.z/2) and v.CanCollide == true then
return pos0, v
end
end
end
return pos0, nil
end
function Part(Parent, Anchor, Collide, Tran, Ref, Color, X, Y, Z, Break)
local p = Instance.new("Part")
p.formFactor = "Custom"
p.Anchored = Anchor
p.CanCollide = Collide
p.Transparency = Tran
p.Reflectance = Ref
p.BrickColor = BrickColor.new(Color)
for _, Surf in pairs(Surfaces) do
p[Surf] = "Smooth"
end
p.Size = Vector3.new(X, Y, Z)
if Break then
p:BreakJoints()
else p:MakeJoints() end
p.Parent = Parent
return p
end
function Weld(p0, p1, x, y, z, a, b, c)
local w = Instance.new("Weld")
w.Parent = p0
w.Part0 = p0
w.Part1 = p1
w.C1 = CFrame.new(x,y,z) * CFrame.Angles(a,b,c)
return w
end
function ComputePos(pos1, pos2)
local pos3 = Vector3.new(pos2.x, pos1.y, pos2.z)
return CFrame.new(pos1, pos3)
end
function getHumanoid(c)
local h = nil
for i,v in pairs(c:children()) do
if v:IsA("Humanoid") and c ~= char then
if v.Health > 0 then
h = v
end
end
end
return h
end
for i,v in pairs(char:children()) do
if v.Name == Modelname or v.Name == PetName then
v:remove()
end
end
torso = char.Torso
neck = torso.Neck
hum = char.Humanoid
Rarm = char["Right Arm"]
Larm = char["Left Arm"]
Rleg = char["Right Leg"]
Lleg = char["Left Leg"]
hc = Instance.new("Humanoid")
hc.Health = 0
hc.MaxHealth = 0
slash = Add.Sound(nil, "rbxasset://sounds//swordslash.wav", 0.9, 0.8)
hitsound = Add.Sound(nil, "http://www.roblox.com/asset/?id=2801263", 0.7, 0.6)
charge = Add.Sound(nil, "http://www.roblox.com/asset/?id=2101137", 0.8, 0.65)
boom = Add.Sound(nil, "http://www.roblox.com/asset/?id=2691586", 0.8, 0.3)
smashsound = Add.Sound(nil, "http://www.roblox.com/asset/?id=2692806", 0.8, 0.35)
boomboom = Add.Sound(nil, "http://www.roblox.com/asset/?id=2760979", 1, 0.18)
function PlaySound(sound, pitch, vol)
local s = sound:clone()
if pitch ~= nil then
if tonumber(pitch) then
s.Pitch = tonumber(pitch)
end
end
if vol ~= nil then
if tonumber(vol) then
s.Volume = tonumber(vol)
end
end
s.Parent = torso
s.PlayOnRemove = true
coroutine.resume(coroutine.create(function()
wait()
s:remove()
end))
end
Mo = Instance.new("Model")
Mo.Name = Modelname
RABrick = Part(Mo, false, false, 1, 0, "White", 0.1, 0.1, 0.1, true)
LABrick = Part(Mo, false, false, 1, 0, "White", 0.1, 0.1, 0.1, true)
RLBrick = Part(Mo, false, false, 1, 0, "White", 0.1, 0.1, 0.1, true)
LLBrick = Part(Mo, false, false, 1, 0, "White", 0.1, 0.1, 0.1, true)
RABW = Weld(torso, RABrick, -1.5, -0.5, 0, 0, 0, 0)
LABW = Weld(torso, LABrick, 1.5, -0.5, 0, 0, 0, 0)
RLBW = Weld(torso, RLBrick, -0.5, 1.2, 0, 0, 0, 0)
LLBW = Weld(torso, LLBrick, 0.5, 1.2, 0, 0, 0, 0)
RAW = Weld(RABrick, nil, 0, 0.5, 0, 0, 0, 0)
LAW = Weld(LABrick, nil, 0, 0.5, 0, 0, 0, 0)
RLW = Weld(RLBrick, nil, 0, 0.8, 0, 0, 0, 0)
LLW = Weld(LLBrick, nil, 0, 0.8, 0, 0, 0, 0)
HB = Part(Mo, false, false, 1, 0, "White", 0.1, 0.1, 0.1, true)
HBW = Weld(Rarm, HB, 0, 1, 0, 0, 0, 0)
HW = Weld(HB, nil, 0, -1.3, 0, math.pi/2, 0, 0)
TH = Weld(torso, nil, -0.8, 0.4, -0.4, 0, math.pi/2, math.rad(80))
RAWStand, LAWStand, RLWStand, LLWStand, HWStand = nil
--handle = Part(Mo, false, false, 0, 0, GuitarColour, 0.6, 1.5, 1.5, true)
Pet = Instance.new("Model")
Pet.Name = PetName
petbody = Part(Pet, false, true, 0, 0, MainColor, 3, 2.6, 6, true)
Add.Sphere(petbody)
petbody.CFrame = torso.CFrame * CFrame.new(4, 0, 0)
bodytrim = Part(Pet, false, true, 0, 0, "Cool yellow", 2.7, 2.4, 5.4, true)
Add.Sphere(bodytrim)
Weld(petbody, bodytrim, 0, 0.25, 0, 0, 0, 0)
neckplace = Part(Pet, false, false, 0, 0, "Cool yellow", 0.1, 0.1, 0.1, true)
Weld(petbody, neckplace, 0, -0.2, 2.6, 0, 0, 0)
Mo.Parent = char
Pet.Parent = char
TH.Part1 = handle
if script.Parent.className ~= "HopperBin" then
h = Instance.new("HopperBin",me.Backpack)
h.Name = Toolname
h.TextureId = ToolIcon
script.Parent = h
end
bin = script.Parent
function detach(bool)
LLW.C0 = CFrame.new(0, 0, 0)
RLW.C0 = CFrame.new(0, 0, 0)
LAW.C0 = CFrame.new(0,0,0)
RAW.C0 = CFrame.new(0, 0, 0)
if bool then
LLW.Part1 = nil
RLW.Part1 = nil
RAW.Part1 = nil
LAW.Part1 = nil
end
end
function attach()
RAW.Part1 = Rarm
LAW.Part1 = Larm
RLW.Part1 = Rleg
LLW.Part1 = Lleg
end
function normal()
neck.C0 = NeckStand
RAW.C0 = RAWStand
LAW.C0 = LAWStand
RLW.C0 = RLWStand
LLW.C0 = LLWStand
RAW.C1 = CFrame.new(0, 0.5, 0)
LAW.C1 = CFrame.new(0, 0.5, 0)
RLW.C1 = CFrame.new(0, 0.8, 0)
LLW.C1 = CFrame.new(0, 0.8, 0)
HW.C0 = HWStand
end
function idleanim()
attach()
for i = 0, 1, 0.03 do
RAW.C0 = RAWStand * CFrame.Angles(0, 0, 0)
LAW.C0 = LAWStand * CFrame.Angles(0, 0, 0)
RLW.C0 = RLWStand * CFrame.Angles(0, 0, 0)
LLW.C0 = LLWStand * CFrame.Angles(0, 0, 0)
neck.C0 = NeckStand * CFrame.Angles(0, 0, 0)
if selected == false or torso.Velocity.magnitude > 2 or Able == false then break end
wait()
end
wait()
for i = 1, 0, -0.02 do
RAW.C0 = RAWStand * CFrame.Angles(0, 0, 0)
LAW.C0 = LAWStand * CFrame.Angles(0, 0, 0)
RLW.C0 = RLWStand * CFrame.Angles(0, 0, 0)
LLW.C0 = LLWStand * CFrame.Angles(0, 0, 0)
neck.C0 = NeckStand * CFrame.Angles(0, 0, 0)
if selected == false or torso.Velocity.magnitude > 2 or Able == false then break end
wait()
end
normal()
end
function runanim()
RLW.Part1 = nil
LLW.Part1 = nil
end
coroutine.resume(coroutine.create(function()
while true do
wait()
if selected and Able == true then
if torso.Velocity.magnitude < 2 then
--idleanim()
wait()
else
--runanim()
wait()
end
end
end
end))
function selectanim()
attach()
if RAWStand == nil then
RAWStand = RAW.C0
LAWStand = LAW.C0
RLWStand = RLW.C0
LLWStand = LLW.C0
HWStand = HW.C0
end
normal()
end
function deselanim()
neck.C0 = necko
detach(true)
end
function select(mouse)
selectanim()
selected = true
mouse.KeyDown:connect(function(key)
key = key:lower()
end)
mouse.Button1Down:connect(function()
end)
end
function deselect(mouse)
selected = false
deselanim()
end
bin.Selected:connect(select)
bin.Deselected:connect(deselect)
|
test_run = require('test_run').new()
--
-- gh-5435: make sure the new limbo owner commits everything there is left in
-- the limbo from an old owner.
--
SERVERS = {'election_replica1', 'election_replica2', 'election_replica3'}
test_run:create_cluster(SERVERS, "replication", {args='2 0.4'})
test_run:wait_fullmesh(SERVERS)
-- Force election_replica1 to become leader.
test_run:switch('election_replica2')
box.cfg{election_mode='voter'}
test_run:switch('election_replica3')
box.cfg{election_mode='voter'}
test_run:switch('election_replica1')
box.ctl.wait_rw()
_ = box.schema.space.create('test', {is_sync=true})
_ = box.space.test:create_index('pk')
box.ctl.promote()
-- Fill the limbo with pending entries. 3 mustn't receive them yet.
test_run:cmd('stop server election_replica3')
box.cfg{replication_synchro_quorum=3, replication_synchro_timeout=1000}
lsn = box.info.lsn
for i=1,10 do\
require('fiber').create(function() box.space.test:insert{i} end)\
end
-- Wait for WAL write and replication.
test_run:wait_cond(function() return box.info.lsn == lsn + 10 end)
test_run:wait_lsn('election_replica2', 'election_replica1')
test_run:cmd('switch election_replica2')
test_run:cmd('stop server election_replica1')
-- Since 2 is not the leader yet, 3 doesn't replicate the rows from it.
-- It will vote for 2, however, since 2 has newer data, and start replication
-- once 2 becomes the leader.
test_run:cmd('start server election_replica3 with wait=False, wait_load=False, args="2 0.4 voter 2"')
-- Set a huge timeout for 2 reasons.
-- First, this guards us from the instance leaving clear_synchro_queue too early
-- and confirming nothing.
-- Second, it lets us test that the instance doesn't wait for the full timeout.
box.cfg{replication_synchro_timeout=1000}
box.cfg{election_mode='candidate'}
box.ctl.wait_rw()
-- If 2 decided whether to keep the rows or not right on becoming the leader,
-- it would roll them all back. Make sure 2 waits till the rows are replicated
-- to 3.
box.space.test:select{}
test_run:cmd('switch default')
-- To silence the QA warning. The 1st replica is already stopped.
SERVERS[1] = nil
test_run:cmd('delete server election_replica1')
test_run:drop_cluster(SERVERS)
|
local M = {}
function M.seconds(amount)
local co = coroutine.running()
assert(co, "You must run this from within a coroutine")
timer.delay(amount, false, function()
coroutine.resume(co)
end)
coroutine.yield()
end
function M.eval(fn, timeout)
local co = coroutine.running()
assert(co, "You must run this from within a coroutine")
local start = socket.gettime()
timer.delay(0.01, true, function(self, handle, time_elapsed)
if fn() or (timeout and socket.gettime() > (start + timeout)) then
timer.cancel(handle)
coroutine.resume(co)
end
end)
coroutine.yield()
end
return setmetatable(M, {
__call = function(self, arg1, ...)
if type(arg1) == "number" then
return M.seconds(arg1, ...)
elseif type(arg1) == "function" then
return M.eval(arg1, ...)
else
error("Unknown argument type")
end
end
})
|
class "job.hos" ("job")
local hos = job.hos
hos.title = "Head of Security"
hos.access = {
"security", "sec_doors", "brig", "armory", "court", "weapons",
"forensics_lockers", "morgue", "maint_tunnels", "all_personal_lockers",
"research", "engine", "mining", "medical", "construction", "mailsorting",
"heads", "hos", "rc_announce", "keycard_auth", "gateway", "maint_tunnels", "mineral_storeroom"
}
hos.extended_access = { }
hos.total_positions = 1
hos.spawn_positions = 1 -- how many players can spawn in as this job? --[[ TODO change this value on map-load. Create a `player_spawn` entity which mutates this. ]]
hos.supervisorsStr = "the Captain"
hos.equip = {
-- TODO
-- silver ID
-- hos pda
-- hos headset
-- hos jumpsuit
-- sunglasses
-- e-gun
-- handcuffs
-- beret
-- black gloves
-- jack boots
}
|
return nil --TODO
|
--[[
]]
-- [[ LAPIS MODULES ]]
local DB = require "lapis.db"
local APPLICATION = require("lapis.application")
local MODEL = require("lapis.db.model").Model
--[[ ETC MODULES ]]
local ParamUtil = require "ParamUtil"
local Builder = require "ResponseBuilder"
--[[ GLOBAL LAPIS CONSTANTS ]]
local RESPOND_TO = APPLICATION.respond_to
local JSON_PARAMS = APPLICATION.json_params
-- [[ GLOBAL CONSTANTS ]]
local NOT_IMPLEMENTED = {status = 501}
--[[ MODULE ]]
local module = {}
function module.use(app)
local userParams = ParamUtil.Flip(
{"userid", "username", "email", "address", "bio"}
)
-- [[ Base User Registration ]]
local Users = MODEL:extend("users")
-- determine if a username exists
app:get("/users/find/:username", function(self)
local user = Users:find({username = self.params.username})
if user then
return Builder.OK({userid = user.id}, {Location = self.url_for("user", {userid = user.id})})
end
return Builder.NotFound()
end)
-- GET user and UPDATE user
app:match("user", "/users/:userid", RESPOND_TO({
GET = function(self)
-- Make sure the userid is a number
local userid = tonumber(self.params.userid)
if not userid then
return Builder.BadRequest("userid")
end
-- make sure the userid exists
local user = Users:find(userid)
if not user then
return Builder.NotFound()
end
local data = {
username = user.username,
email = user.email,
address = user.address,
bio = user.bio
}
return Builder.OK(data)
end,
PATCH = JSON_PARAMS(function(self)
-- Ensure only the "allowed" variables are set.
local ok, key = ParamUtil.SoftCompare(self.params, userParams)
if not ok then
return Builder.BadRequest(key)
end
-- Make sure the userid is a number
local userid = tonumber(self.params.userid)
if not userid then
return Builder.BadRequest("userid")
end
-- make sure the userid exists
local user = Users:find(userid)
if not user then
return Builder.NotFound()
end
local data = {}
for k, v in pairs(self.params) do
if k ~= "userid" then
data[k] = v
end
end
user:update(data)
return Builder.Updated()
end),
DELETE = JSON_PARAMS(function(self)
-- Make sure the userid is a number
local userid = tonumber(self.params.userid)
if not userid then
return Builder.BadRequest("userid")
end
-- make sure the userid exists
local user = Users:find(userid)
if not user then
return Builder.NotFound()
end
user:delete()
return Builder.Updated()
end)
})) -- self.params.userid, GET, PATCH
-- Create user
app:post("/users/new", JSON_PARAMS(function(self)
local ok, key = ParamUtil.SoftCompare(self.params, userParams)
if not ok then
return Builder.BadRequest(key)
end
local t = {
username = self.params.username,
email = self.params.email,
address = self.params.address,
bio = self.params.bio
}
local user = Users:create(self.params)
if user then
return Builder.Created({userid = user.id}, {Location = self.url_for("user", {userid = user.id})})
end
return Builder.UnknownError(1)
end))
end
return module
|
-- Source: https://wiki.wemos.cc/products:d1_mini_shields:oled_shield
-- font_10x20,font_6x10,font_7x13,font_8x13,font_9x15,font_chikita
print("\n display_oled.lua hv180729.1133 \n")
pin_sda = 12
pin_scl = 11
disp_sla = 0x3c
function init_OLED(sda, scl)
i2c.setup(0, sda, scl, i2c.SLOW)
disp = u8g.ssd1306_128x64_i2c(disp_sla)
disp:setFontRefHeightExtendedText()
disp:setDefaultForegroundColor()
end
function draw()
disp:setFont(u8g.font_10x20)
disp:setFontPosTop()
disp:drawStr(0,0,oled_line1)
disp:setFont(u8g.font_6x10)
disp:setFontPosTop()
disp:drawStr(0,14,oled_line2)
disp:drawStr(0,28,oled_line3)
disp:drawStr(0,42,oled_line4)
disp:drawStr(0,70,oled_line5)
end
function disp_oled()
disp:firstPage()
repeat
draw()
until disp:nextPage() == false
end
init_OLED(pin_sda, pin_scl) --Run setting up
|
vTable = {
[ 'Overwatch by Aurora Systems' ] = {
[1] = { "Tracer's Pulse Gun" , "Uzi" , "overwatch/overwatch_micro_uzi.dff" , "overwatch/overwatch_micro_uzi.txd" , 352, "893KB" , true},
[2] = { "Pharah's Rocket Launcher" , "Rocket Launcher" , "overwatch/overwatch_rocketla.dff" , "overwatch/overwatch_rocketla.txd" , 359, "1049KB" , true},
[3] = { "Wildowmaker's Rifle" , "AK-47" , "overwatch/overwatch_ak47.dff" , "overwatch/overwatch_ak47.txd" , 355, "1.8MB" , true},
},
[ 'Blue-Line by Larry & Beka' ] = {
[1] = { "BlueLine Deagle" , "Deagle" , "blueline/blueline_desert_eagle.dff" , "blueline/blueline_desert_eagle.txd" , 348, "3.5MB" , true},
[2] = { "BlueLine Spas-12" , "Combat Shotgun" , "blueline/blueline_chromegun.dff" , "blueline/blueline_chromegun.txd" , 349, "2MB" , true},
[3] = { "BlueLine MP5" , "MP5" , "blueline/blueline_mp5lng.dff" , "blueline/blueline_mp5lng.txd" , 353, "1.7MB" , true},
[4] = { "BlueLine M4A4" , "M4" , "blueline/blueline_m4.dff" , "blueline/blueline_m4.txd" , 356, "2.3MB" , true},
[5] = { "BlueLine Sniper" , "Sniper" , "blueline/blueline_sniper.dff" , "blueline/blueline_sniper.txd" , 358, "4.3MB" , true},
[6] = { "BlueLine Shotgun" , "Shotgun" , "blueline/blueline_shotgspa.dff" , "blueline/blueline_shotgspa.txd" , 351, "1.8MB" , true},
[7] = { "BlueLine Knife" , "Knife" , "blueline/blueline_knifecur.dff" , "blueline/blueline_knifecur.txd" , 335, "300KB" , true},
},
}
function getTable()
return vTable
end
|
--[[
Pixel Vision 8 - Flag Example
Copyright (C) 2017, Pixel Vision 8 (http://pixelvision8.com)
Created by Jesse Freeman (@jessefreeman)
This project was designed to display some basic instructions when you create
a new game. Simply delete the following code and implement your own Init(),
Update() and Draw() logic.
Learn more about making Pixel Vision 8 games at
https://www.pixelvision8.com/getting-started
]]--
-- This point will store the current tile's position
local tilePosition = NewPoint()
-- This will store the current flag ID
local flagID = -1
function Update(timeDelta)
-- Get the current mouse position
tilePosition = MousePosition()
-- Convert the mouse position to the tilemap's correct column and row
tilePosition.x = math.floor(tilePosition.x / 8)
tilePosition.y = math.floor(tilePosition.y / 8)
-- Get the flag value of the current tile
flagID = Flag(tilePosition.x, tilePosition.y)
end
function Draw()
-- Redraws the display
RedrawDisplay()
-- Display the tile and flag text on the screen
DrawText("Tile " .. tilePosition.x .. ",".. tilePosition.y, 8, 8, DrawMode.Sprite, "large")
DrawText("Flag " .. flagID, 8, 16, DrawMode.Sprite, "large")
-- Draw a rect to represent which tile the mouse is over and set the color to match the flag ID plus 1
DrawRect(tilePosition.x * 8, tilePosition.y * 8, 8, 8, flagID + 1, DrawMode.Sprite)
end
|
describe("util.smqueue", function()
local smqueue
setup(function() smqueue = require "util.smqueue"; end)
describe("#new()", function()
it("should work", function()
local q = smqueue.new(10);
assert.truthy(q);
end)
end)
describe("#push()", function()
it("should allow pushing many items", function()
local q = smqueue.new(10);
for i = 1, 20 do q:push(i); end
assert.equal(20, q:count_unacked());
end)
end)
describe("#resumable()", function()
it("returns true while the queue is small", function()
local q = smqueue.new(10);
for i = 1, 10 do q:push(i); end
assert.truthy(q:resumable());
q:push(11);
assert.falsy(q:resumable());
end)
end)
describe("#ack", function()
it("allows removing items", function()
local q = smqueue.new(10);
for i = 1, 10 do q:push(i); end
assert.same({ 1; 2; 3 }, q:ack(3));
assert.same({ 4; 5; 6 }, q:ack(6));
assert.falsy(q:ack(3), "can't go backwards")
assert.falsy(q:ack(100), "can't ack too many")
for i = 11, 20 do q:push(i); end
assert.same({ 11; 12 }, q:ack(12), "items are dropped");
end)
end)
describe("#resume", function()
it("iterates over current items", function()
local q = smqueue.new(10);
for i = 1, 12 do q:push(i); end
assert.same({ 3; 4; 5; 6 }, q:ack(6));
assert.truthy(q:resumable());
local resume = {}
for _, i in q:resume() do resume[i] = true end
assert.same({ [7] = true; [8] = true; [9] = true; [10] = true; [11] = true; [12] = true }, resume);
end)
end)
describe("#table", function ()
it("produces a compat layer", function ()
local q = smqueue.new(10);
for i = 1,10 do q:push(i); end
do
local t = q:table();
assert.same({ 1; 2; 3; 4; 5; 6; 7; 8; 9; 10 }, t);
end
do
for i = 11,20 do q:push(i); end
local t = q:table();
assert.same({ 11; 12; 13; 14; 15; 16; 17; 18; 19; 20 }, t);
end
do
q:ack(15);
local t = q:table();
assert.same({ 16; 17; 18; 19; 20 }, t);
end
do
q:ack(20);
local t = q:table();
assert.same({}, t);
end
end)
end)
end);
|
--succ it hard
print("Hello world!")
wait()
Player = game:GetService("Players").LocalPlayer
Character = Player.Character
PlayerGui = Player.PlayerGui
Backpack = Player.Backpack
Torso = Character.Torso
Head = Character.Head
Humanoid = Character.Humanoid
LeftArm = Character["Left Arm"]
LeftLeg = Character["Left Leg"]
RightArm = Character["Right Arm"]
RightLeg = Character["Right Leg"]
LS = Torso["Left Shoulder"]
LH = Torso["Left Hip"]
RS = Torso["Right Shoulder"]
RH = Torso["Right Hip"]
Neck = Torso.Neck
it = Instance.new
vt = Vector3.new
cf = CFrame.new
euler = CFrame.fromEulerAnglesXYZ
angles = CFrame.Angles
necko = cf(0, 1, 0, -1, 0, 0, 0, 0, 1, 0, 1, 0)
necko2 = cf(0, -0.5, 0, -1, 0, 0, 0, 0, 1, 0, 1, 0)
LHC0 = cf(-1, -1, 0, 0, 0, -1, 0, 1, 0, 1, 0, 0)
LHC1 = cf(-0.5, 1, 0, 0, 0, -1, 0, 1, 0, 1, 0, 0)
RHC0 = cf(1, -1, 0, 0, 0, 1, 0, 1, 0, -1, 0, 0)
RHC1 = cf(0.5, 1, 0, 0, 0, 1, 0, 1, 0, -1, 0, 0)
RootPart = Character.HumanoidRootPart
RootJoint = RootPart.RootJoint
RootCF = euler(-1.57, 0, 3.14)
attack = false
attackdebounce = false
MMouse = Player:GetMouse()
combo = 0
local idle = 0
local Anim = "Idle"
local Effects = {}
local Weapon = {}
local Welds = {}
local decreaseatk = 0
local decreasedef = 0
local decreasemvmt = 0
local RailgunTarget, CannonTarget, BladesTarget = nil, nil, nil
local railgunattack = false
local cannonattack = false
local tribladesattack = false
local givingarmor = false
local givingrailgun = false
local givingplasma = false
local givingblades = false
local Target = nil
local move1 = "(Z)\nRailgun Armor"
local move2 = "(X)\nPlasma Cannon Armor"
local move3 = "(C)\nTri-Blades Armor"
local move4 = "(V)\nIon Cannon Strike"
local cooldowns = {}
local cooldown1 = 100
table.insert(cooldowns, cooldown1)
local cooldown2 = 100
table.insert(cooldowns, cooldown2)
local cooldown3 = 100
table.insert(cooldowns, cooldown3)
local cooldown4 = 100
table.insert(cooldowns, cooldown4)
local cooldownsadd = {}
local cooldownadd1 = 0.3
table.insert(cooldownsadd, cooldownadd1)
local cooldownadd2 = 0.4
table.insert(cooldownsadd, cooldownadd2)
local cooldownadd3 = 0.25
table.insert(cooldownsadd, cooldownadd3)
local cooldownadd4 = 0.0475
table.insert(cooldownsadd, cooldownadd4)
local cooldownmax = 100
local manualguardend = false
player = nil
RSH = nil
RW = Instance.new("Motor")
LW = Instance.new("Motor")
RW.Name = "Right Shoulder"
LW.Name = "Left Shoulder"
LH = Torso["Left Hip"]
RH = Torso["Right Hip"]
TorsoColor = Torso.BrickColor
TorsoRed = TorsoColor.Color.r
TorsoGreen = TorsoColor.Color.g
TorsoBlue = TorsoColor.Color.b
NewCol = Color3.new(0.3, TorsoGreen, 0.3)
NewCol2 = Color3.new(TorsoRed, TorsoGreen, TorsoBlue)
ArtificialHB = Instance.new("BindableEvent", script)
ArtificialHB.Name = "Heartbeat"
script:WaitForChild("Heartbeat")
frame = 1 / 40
tf = 0
allowframeloss = true
tossremainder = false
lastframe = tick()
script.Heartbeat:Fire()
game:GetService("RunService").Heartbeat:connect(function(s, p)
tf = tf + s
if tf >= frame then
if allowframeloss then
script.Heartbeat:Fire()
lastframe = tick()
else
for i = 1, math.floor(tf / frame) do
script.Heartbeat:Fire()
end
lastframe = tick()
end
if tossremainder then
tf = 0
else
tf = tf - frame * math.floor(tf / frame)
end
end
end)
function swait(num)
if num == 0 or num == nil then
ArtificialHB.Event:wait()
else
for i = 0, num do
ArtificialHB.Event:wait()
end
end
end
if Player:findFirstChild("Color1") ~= nil then
NewCol = Player.Color1.Value
end
if Player:findFirstChild("Color2") ~= nil then
NewCol2 = Player.Color2.Value
end
if Character.Name == "DahNoob" then
NewCol = BrickColor.new("Bright blue").Color
end
local mdec = Instance.new("NumberValue", Decrease)
mdec.Name = "DecreaseDef"
mdec.Value = 0.4
local mdec2 = Instance.new("NumberValue", Decrease)
mdec2.Name = "DecreaseMvmt"
mdec2.Value = 0.1
local Animate = Character.Animate
local animation = Instance.new("Animation")
animation.AnimationId = "http://www.roblox.com/Asset?ID=180435571"
local animTrack = Humanoid:LoadAnimation(animation)
local canjump = true
removeControl = function()
canjump = false
end
resumeControl = function()
canjump = true
end
Player.Character.Humanoid.Changed:connect(function()
if canjump == false then
Player.Character.Humanoid.Jump = false
end
end)
createpassgui = function(parent)
print("makegui111")
local g = Instance.new("ScreenGui", parent)
local f = Instance.new("Frame", g)
f.Position = UDim2.new(0.3, 0, 0.25, 0)
f.Size = UDim2.new(0.4, 0, 0.4, 0)
f.Style = "DropShadow"
local t = Instance.new("TextBox", f)
t.BackgroundColor3 = Color3.new(0, 0, 0)
t.BackgroundTransparency = 0.5
t.BorderSizePixel = 0
t.Position = UDim2.new(0.15, 0, 0.2, 0)
t.Size = UDim2.new(0.7, 0, 0.2, 0)
t.Font = "SourceSansLight"
t.Text = "Enter Access Code."
t.TextScaled = true
t.TextColor3 = Color3.new(1, 1, 1)
t.TextStrokeTransparency = 0
local t2 = Instance.new("TextButton", f)
t2.BackgroundColor3 = Color3.new(0, 0, 0)
t2.BackgroundTransparency = 0.5
t2.BorderSizePixel = 0
t2.Position = UDim2.new(0.3, 0, 0.5, 0)
t2.Size = UDim2.new(0.4, 0, 0.15, 0)
t2.TextScaled = true
t2.Font = "SourceSansLight"
t2.Text = "Submit"
t2.TextColor3 = Color3.new(1, 1, 1)
t2.TextStrokeTransparency = 0
print("done1")
return t2
end
if Character:findFirstChild("Gear Gauntlet", true) ~= nil then
Character:findFirstChild("Gear Gauntlet", true).Parent = nil
end
if Character:findFirstChild("Railgun", true) ~= nil then
Character:findFirstChild("Railgun", true).Parent = nil
end
if Character:findFirstChild("Plasma Cannon", true) ~= nil then
Character:findFirstChild("Plasma Cannon", true).Parent = nil
end
if Character:findFirstChild("Tri-Blades", true) ~= nil then
Character:findFirstChild("Tri-Blades", true).Parent = nil
end
if Player.PlayerGui:findFirstChild("WeaponGUI", true) ~= nil then
Player.PlayerGui:findFirstChild("WeaponGUI", true).Parent = nil
end
if Character:findFirstChild("Stats", true) ~= nil then
Character:findFirstChild("Stats", true).Parent = nil
end
local Stats = Instance.new("BoolValue")
Stats.Name = "Stats"
Stats.Parent = Character
local Atk = Instance.new("NumberValue")
Atk.Name = "Damage"
Atk.Parent = Stats
Atk.Value = 1
local Def = Instance.new("NumberValue")
Def.Name = "Defense"
Def.Parent = Stats
Def.Value = 1
local Mvmt = Instance.new("NumberValue")
Mvmt.Name = "Movement"
Mvmt.Parent = Stats
Mvmt.Value = 1
local Block = Instance.new("BoolValue")
Block.Name = "Block"
Block.Parent = Stats
Block.Value = false
local Stun = Instance.new("NumberValue")
Stun.Name = "Stun"
Stun.Parent = Stats
Stun.Value = 0
local StunT = Instance.new("NumberValue")
StunT.Name = "StunThreshold"
StunT.Parent = Stats
StunT.Value = 100
local Rooted = Instance.new("BoolValue")
Rooted.Name = "Rooted"
Rooted.Parent = Stats
Rooted.Value = false
local Decrease = Instance.new("BoolValue")
Decrease.Name = "Decrease"
Decrease.Parent = Stats
Decrease.Value = false
local Stunned = Instance.new("BoolValue")
Stunned.Name = "Stunned"
Stunned.Parent = Stats
Stunned.Value = false
local Stagger = Instance.new("BoolValue")
Stagger.Name = "Stagger"
Stagger.Parent = Stats
Stagger.Value = false
local StaggerHit = Instance.new("BoolValue")
StaggerHit.Name = "StaggerHit"
StaggerHit.Parent = Stats
StaggerHit.Value = false
local RecentEnemy = Instance.new("ObjectValue")
RecentEnemy.Name = "RecentEnemy"
RecentEnemy.Parent = Stats
RecentEnemy.Value = nil
local mana = Instance.new("NumberValue")
mana.Name = "Mana"
mana.Parent = Stats
mana.Value = 30
NoOutline = function(Part)
Part.TopSurface = 10
end
part = function(formfactor, parent, reflectance, transparency, brickcolor, name, size)
local fp = it("Part")
fp.formFactor = formfactor
fp.Parent = parent
fp.Reflectance = reflectance
fp.Transparency = transparency
fp.CanCollide = false
fp.Locked = true
fp.BrickColor = brickcolor
fp.Name = name
fp.Size = size
fp.Position = Torso.Position
NoOutline(fp)
fp.Material = "SmoothPlastic"
fp:BreakJoints()
return fp
end
mesh = function(Mesh, part, meshtype, meshid, offset, scale)
local mesh = it(Mesh)
mesh.Parent = part
if Mesh == "SpecialMesh" then
mesh.MeshType = meshtype
if meshid ~= "nil" then
mesh.MeshId = "http://www.roblox.com/asset/?id=" .. meshid
end
end
mesh.Offset = offset
mesh.Scale = scale
return mesh
end
weld = function(parent, part0, part1, c0)
local weld = it("Motor")
weld.Parent = parent
weld.Part0 = part0
weld.Part1 = part1
weld.C0 = c0
return weld
end
gui = function(GuiType, parent, text, backtrans, backcol, pos, size)
local gui = it(GuiType)
gui.Parent = parent
gui.Text = text
gui.BackgroundTransparency = backtrans
gui.BackgroundColor3 = backcol
gui.SizeConstraint = "RelativeXY"
gui.TextXAlignment = "Center"
gui.TextYAlignment = "Center"
gui.Position = pos
gui.Size = size
gui.Font = "SourceSans"
gui.FontSize = "Size14"
gui.TextWrapped = false
gui.TextStrokeTransparency = 0
gui.TextColor = BrickColor.new("White")
return gui
end
local Color1 = Torso.BrickColor
local fengui = it("GuiMain")
fengui.Parent = Player.PlayerGui
fengui.Name = "WeaponGUI"
local fenframe = it("Frame")
fenframe.Parent = fengui
fenframe.BackgroundColor3 = Color3.new(255, 255, 255)
fenframe.BackgroundTransparency = 1
fenframe.BorderColor3 = Color3.new(17, 17, 17)
fenframe.Size = UDim2.new(0.1, 0, 0.1, 0)
fenframe.Position = UDim2.new(0.95, 0, 0.7, 0)
local fenframe2 = it("Frame")
fenframe2.Parent = fengui
fenframe2.BackgroundColor3 = Color3.new(255, 255, 255)
fenframe2.BackgroundTransparency = 1
fenframe2.BorderColor3 = Color3.new(17, 17, 17)
fenframe2.Size = UDim2.new(0.2, 0, 0.1, 0)
fenframe2.Position = UDim2.new(0.4, 0, 0.85, 0)
local fenframe3 = it("Frame")
fenframe3.Parent = fengui
fenframe3.BackgroundColor3 = Color3.new(255, 255, 255)
fenframe3.BackgroundTransparency = 1
fenframe3.BorderColor3 = Color3.new(17, 17, 17)
fenframe3.Size = UDim2.new(0.2, 0, 0.2, 0)
fenframe3.Position = UDim2.new(0.8, 0, 0.8, 0)
fenframe3.Name = "MoveFrame"
local fenframe4 = it("Frame")
fenframe4.Parent = fengui
fenframe4.BackgroundColor3 = Color3.new(255, 255, 255)
fenframe4.BackgroundTransparency = 1
fenframe4.BorderColor3 = Color3.new(17, 17, 17)
fenframe4.Size = UDim2.new(0.1, 0, 0.1, 0)
fenframe4.Position = UDim2.new(0, 0, 0.7, 0)
local pressedf = false
local fenframe5 = it("Frame")
fenframe5.Parent = fengui
fenframe5.BackgroundColor3 = Color3.new(0, 0, 0)
fenframe5.BackgroundTransparency = 1
fenframe5.BorderColor3 = Color3.new(0, 0, 0)
fenframe5.Size = UDim2.new(1, 0, 1, 0)
fenframe5.Position = UDim2.new(0, 0, 0, 0)
fenframe5.ZIndex = 2
local tellbar = gui("TextLabel", fenframe5, "Press \'F\' to equip your weapon.", 1, Color3.new(0, 0, 0), UDim2.new(0.25, 0, 0.25, 0), UDim2.new(0.5, 0, 0.5, 0))
tellbar.Font = "Arial"
tellbar.TextScaled = true
tellbar.TextTransparency = 1
tellbar.TextStrokeTransparency = 1
tellbar.ZIndex = 2
local fnumb = 0
local fenbarmana1 = gui("TextLabel", fenframe, "", 0, Color3.new(0, 0, 0), UDim2.new(0, 0, 0, 0), UDim2.new(0.4, 0, -4, 0))
local fenbarmana2 = gui("TextLabel", fenframe, "", 0, BrickColor.new("Dark green").Color, UDim2.new(0, 0, 0, 0), UDim2.new(0.4, 0, 0, 0))
local fenbarmana4 = gui("TextLabel", fenframe, "Mana(" .. mana.Value .. ")", 1, Color3.new(0, 0, 0), UDim2.new(0, 0, 0.2, 0), UDim2.new(0.4, 0, 0.2, 0))
local fenbardamage = gui("TextLabel", fenframe2, "Damage", 0.55, Color3.new(0.6078431372549, 0, 0), UDim2.new(-0.23, 0, 0, 0), UDim2.new(0.2, 0, 1, 0))
local fenbardef = gui("TextLabel", fenframe2, "Defense", 0.55, Color3.new(0, 0, 0.6078431372549), UDim2.new(-0.46, 0, 0, 0), UDim2.new(0.2, 0, 1, 0))
local fenbarmove = gui("TextLabel", fenframe2, "Walkspeed", 0.55, Color3.new(0, 0.6078431372549, 0), UDim2.new(1.03, 0, 0, 0), UDim2.new(0.2, 0, 1, 0))
local fenbarhp1 = gui("TextLabel", fenframe2, "", 0, Color3.new(0, 0, 0), UDim2.new(-0.46, 0, 1, 0), UDim2.new(1.92, 0, 0.4, 0))
local fenbarhp2 = gui("TextLabel", fenbarhp1, "", 0, Color3.new(1, 0, 0), UDim2.new(0, 0, 0, 0), UDim2.new(0, 0, 1, 0))
local fenbarhp3 = gui("TextLabel", fenbarhp1, "(100)", 1, Color3.new(0, 0, 0), UDim2.new(0, 0, 0, 0), UDim2.new(1, 0, 1, 0))
local fenbarstun1 = gui("TextLabel", fenframe4, "", 0, Color3.new(0, 0, 0), UDim2.new(0.2, 0, 0, 0), UDim2.new(0.4, 0, -4, 0))
local fenbarstun2 = gui("TextLabel", fenframe4, "", 0, Color3.new(0.960784, 0.803922, 0.188235), UDim2.new(0.2, 0, 0, 0), UDim2.new(0.4, 0, 0, 0))
local fenbarstun3 = gui("TextLabel", fenframe4, "Stun(" .. Stun.Value .. ")", 1, Color3.new(0.960784, 0.803922, 0.188235), UDim2.new(0.2, 0, 0.2, 0), UDim2.new(0.4, 0, 0.2, 0))
local fenbarmove1 = gui("TextButton", fenframe3, move1, 0.55, Color3.new(0.5, 0.5, 0.5), UDim2.new(0.1, 0, 0.1, 0), UDim2.new(0.4, 0, 0.4, 0))
fenbarmove1.ZIndex = 2
local fenbarmove1b = gui("TextLabel", fenbarmove1, "", 0.55, BrickColor.new(NewCol).Color, UDim2.new(0, 0, 0, 0), UDim2.new(0, 0, 1, 0))
local fenbarmove2 = gui("TextButton", fenframe3, move2, 0.55, Color3.new(0.5, 0.5, 0.5), UDim2.new(0.6, 0, 0.1, 0), UDim2.new(0.4, 0, 0.4, 0))
fenbarmove2.ZIndex = 2
local fenbarmove2b = gui("TextLabel", fenbarmove2, "", 0.55, BrickColor.new(NewCol).Color, UDim2.new(0, 0, 0, 0), UDim2.new(0, 0, 1, 0))
local fenbarmove3 = gui("TextButton", fenframe3, move3, 0.55, Color3.new(0.5, 0.5, 0.5), UDim2.new(0.1, 0, 0.6, 0), UDim2.new(0.4, 0, 0.4, 0))
fenbarmove3.ZIndex = 2
local fenbarmove3b = gui("TextLabel", fenbarmove3, "", 0.55, BrickColor.new(NewCol).Color, UDim2.new(0, 0, 0, 0), UDim2.new(0, 0, 1, 0))
local fenbarmove4 = gui("TextButton", fenframe3, move4, 0.55, Color3.new(0.5, 0.5, 0.5), UDim2.new(0.6, 0, 0.6, 0), UDim2.new(0.4, 0, 0.4, 0))
fenbarmove4.ZIndex = 2
local fenbarmove4b = gui("TextLabel", fenbarmove4, "", 0.55, BrickColor.new("Really red").Color, UDim2.new(0, 0, 0, 0), UDim2.new(0, 0, 1, 0))
local modelzorz = Instance.new("Model")
modelzorz.Parent = Character
modelzorz.Name = "Gear Gauntlet"
RightArm.Transparency = 1
local handle = part(3, modelzorz, 0, 0, BrickColor.new("Dark stone grey"), "Handle", vt())
local prt1 = part(3, modelzorz, 0, 0, BrickColor.new("Black"), "Part01", vt())
local prt2 = part(3, modelzorz, 0, 0, BrickColor.new(NewCol), "Part02", vt())
local prt3 = part(3, modelzorz, 0, 0, BrickColor.new(NewCol), "Part03", vt())
local prt4 = part(3, modelzorz, 0, 0, BrickColor.new(NewCol), "Part04", vt())
local prt5 = part(3, modelzorz, 0, 0, BrickColor.new(NewCol), "Part05", vt())
local prt6 = part(3, modelzorz, 0, 0, BrickColor.new("Medium stone grey"), "Part06", vt())
local prt7 = part(3, modelzorz, 0, 0, Torso.BrickColor, "Part07", vt())
local prt8 = part(3, modelzorz, 0, 0, BrickColor.new(NewCol), "Part08", vt())
local prt9 = part(3, modelzorz, 0, 0, BrickColor.new("Medium stone grey"), "Part09", vt())
local prt10 = part(3, modelzorz, 0, 0, BrickColor.new("Black"), "Part10", vt())
local prt11 = part(3, modelzorz, 0, 0, BrickColor.new(NewCol), "Part11", vt())
local prt12 = part(3, modelzorz, 0, 0, BrickColor.new("Really black"), "Part12", vt())
local prt13 = part(3, modelzorz, 0, 0, BrickColor.new(NewCol), "Part13", vt())
local prt14 = part(3, modelzorz, 0, 0, BrickColor.new("Medium stone grey"), "Part14", vt())
local prt15 = part(3, modelzorz, 0, 0, BrickColor.new("Black"), "Part15", vt())
local prt16 = part(3, modelzorz, 0.4, 0, BrickColor.new(NewCol), "Part16", vt())
hmsh = mesh("BlockMesh", handle, "", "", vt(0, 0, 0), vt(5.1, 10.1, 5.1))
msh1 = mesh("BlockMesh", prt1, "", "", vt(0, 0, 0), vt(6, 3, 6))
msh2 = mesh("BlockMesh", prt2, "", "", vt(0, 0, 0), vt(1, 3.5, 5.25))
msh3 = mesh("BlockMesh", prt3, "", "", vt(0, 0, 0), vt(5.25, 3.5, 1))
msh4 = mesh("BlockMesh", prt4, "", "", vt(0, 0, 0), vt(8, 8.1, 1))
msh5 = mesh("BlockMesh", prt5, "", "", vt(0, 0, 0), vt(8, 8.1, 1))
msh6 = mesh("BlockMesh", prt6, "", "", vt(0, 0, 0), vt(3, 0.5, 3))
msh7 = mesh("SpecialMesh", prt7, "Sphere", "nil", vt(0, 0, 0), vt(2.5, 2.5, 2.5))
msh8 = mesh("CylinderMesh", prt8, "", "", vt(0, 0, 0), vt(3, 0.5, 0.3))
msh9 = mesh("CylinderMesh", prt9, "", "", vt(0, 0, 0), vt(1.5, 0.5, 1.5))
msh10 = mesh("CylinderMesh", prt10, "", "", vt(0, 0, 0), vt(1, 0.5, 1))
msh11 = mesh("BlockMesh", prt11, "", "", vt(0, 0, 0), vt(2, 2, 6))
msh12 = mesh("SpecialMesh", prt12, "Wedge", "nil", vt(0, 0, 0), vt(2, 1, 4))
msh13 = mesh("CylinderMesh", prt13, "", "", vt(0, 0, 0), vt(3, 0.5, 0.3))
msh14 = mesh("CylinderMesh", prt14, "", "", vt(0, 0, 0), vt(1.5, 0.5, 1.5))
msh15 = mesh("CylinderMesh", prt15, "", "", vt(0, 0, 0), vt(1, 0.5, 1))
msh16 = mesh("SpecialMesh", prt16, "FileMesh", "9756362", vt(0, 0, 0), vt(0.2, 1, 0.6))
local hwld = weld(handle, handle, RightArm, euler(0, 0, 0) * cf(0, 0, 0))
local wld1 = weld(prt1, prt1, handle, euler(0, 0, 0) * cf(0, 0.6, 0))
local wld2 = weld(prt1, prt2, prt1, euler(0, 0, 0) * cf(-0.2, 0.1, 0))
local wld3 = weld(prt1, prt3, prt1, euler(0, 0, 0) * cf(0, 0.1, 0))
local wld4 = weld(prt1, prt4, prt1, euler(0, 0.785, 0) * cf(0, -0.81, 0))
local wld5 = weld(prt1, prt5, prt1, euler(0, -0.785, 0) * cf(0, -0.81, 0))
local wld6 = weld(prt1, prt6, prt1, euler(0, 0, 0) * cf(0, -1.6, 0))
local wld7 = weld(prt1, prt7, prt6, euler(0, 0, 0) * cf(0, 0, 0))
local wld8 = weld(prt1, prt8, prt1, euler(1.57, 0, -1.57) * cf(0, 0, -0.55))
local wld9 = weld(prt1, prt9, prt8, euler(0, 0, 0) * cf(0, 0.05, 0))
local wld10 = weld(prt1, prt10, prt9, euler(0, 0, 0) * cf(0, 0.01, 0))
local wld11 = weld(prt1, prt11, handle, euler(0, 0, 0) * cf(-0.4, -0.5, 0))
local wld12 = weld(prt1, prt12, prt11, euler(-0.5, 1.57, 1.57) * cf(-0.3, 0.2, 0))
local wld13 = weld(prt1, prt13, prt1, euler(1.57, 0, -1.57) * cf(0, 0, 0.55))
local wld14 = weld(prt1, prt14, prt13, euler(0, 0, 0) * cf(0, -0.05, 0))
local wld15 = weld(prt1, prt15, prt14, euler(0, 0, 0) * cf(0, -0.01, 0))
local wld16 = weld(prt1, prt16, prt1, euler(0, 0, 0) * cf(-0.6, 0, 0))
numb2 = 0
for i = 1, 4 do
numb = 0.3
for i = 1, 3 do
local prtclaw = part(3, modelzorz, 0, 0, BrickColor.new("Medium stone grey"), "Partclaw", vt())
mshclaw = mesh("SpecialMesh", prtclaw, "Wedge", "nil", vt(0, 0, 0), vt(0.5, 1.5, 0.5))
local wldclaw = weld(prt1, prtclaw, prt1, euler(1.57, -1.57, -1.57) * cf(-0.6, 0.3, numb) * euler(0, numb2, 0))
numb = numb - 0.3
end
numb2 = numb2 + 1.57
end
numb = 0
for i = 1, 5 do
local prtgear = part(3, modelzorz, 0, 0, BrickColor.new("Medium stone grey"), "Partgear", vt())
mshgear = mesh("BlockMesh", prtgear, "", "", vt(0, 0, 0), vt(2, 0.45, 0.35))
local wldgear = weld(prt1, prtgear, prt9, euler(0, numb, 0) * cf(0, 0, 0))
numb = numb + 0.628
end
numb = 0
for i = 1, 5 do
local prtgear = part(3, modelzorz, 0, 0, BrickColor.new("Medium stone grey"), "Partgear", vt())
mshgear = mesh("BlockMesh", prtgear, "", "", vt(0, 0, 0), vt(2, 0.45, 0.35))
local wldgear = weld(prt1, prtgear, prt14, euler(0, numb, 0) * cf(0, 0, 0))
numb = numb + 0.628
end
num = 0.3
num2 = 0.5
for i = 1, 3 do
local prtclaw1 = part(3, modelzorz, 0, 0, BrickColor.new("Black"), "Partclaw1", vt())
clawmsh1 = mesh("SpecialMesh", prtclaw1, "Wedge", "nil", vt(0, 0, 0), vt(1, 1, 2))
local clawwld1 = weld(prt1, prtclaw1, prt11, euler(0, -1.57 + num2, 1.57) * cf(-0.2, -0.2, num))
num = num - 0.3
num2 = num2 - 0.5
end
num1 = 0.5
for i = 1, 2 do
num = 1.57
num2 = 0.08
for i = 1, 2 do
local prt17 = part(3, modelzorz, 0.5, 0, BrickColor.new("Medium stone grey"), "Part17", vt())
msh17 = mesh("SpecialMesh", prt17, "Wedge", "nil", vt(0, 0, 0), vt(0.2, 4, 0.8))
local wld17 = weld(prt1, prt17, handle, euler(3.14, num, 0) * cf(num2, -0.3, num1))
num = num - 3.14
num2 = num2 - 0.16
end
num1 = num1 - 1
end
for _,c in pairs(modelzorz:children()) do
table.insert(Weapon, c)
end
for _,c in pairs(prt1:children()) do
if c.className == "Motor" then
table.insert(Welds, c)
end
end
local Color1 = BrickColor.new("Medium stone grey")
local Color2 = BrickColor.new(NewCol)
local Color4 = BrickColor.new("Really black")
local model1 = (Instance.new("Model"))
model1.Parent = nil
model1.Name = "Railgun"
Railgun = {}
RailgunWelds = {}
local model2 = (Instance.new("Model"))
model2.Parent = nil
model2.Name = "Plasma Cannon"
Plasma = {}
PlasmaWelds = {}
local model3 = (Instance.new("Model"))
model3.Parent = nil
model3.Name = "Tri-Blades"
Blades = {}
BladesWelds = {}
rprt1 = part(3, model1, 0, 0, Color1, "Part1", vt())
rprt2 = part(3, model1, 0, 0, Color2, "Part2", vt())
rprt3 = part(3, model1, 0, 0, Color2, "Part3", vt())
rprt4 = part(3, model1, 0, 0, Color2, "Part4", vt())
rprt5 = part(3, model1, 0, 0, Color2, "Part5", vt())
rprt6 = part(3, model1, 0, 0, Color2, "Part6", vt())
rprt7 = part(3, model1, 0, 0, Color1, "Part7", vt())
rprt8 = part(3, model1, 0, 0, Color4, "Part8", vt())
rprt9 = part(3, model1, 0, 0, Color1, "Part9", vt())
rprt10 = part(3, model1, 0, 0, Color1, "Part10", vt())
rprt11 = part(3, model1, 0, 0, Color1, "Part11", vt())
rprt12 = part(3, model1, 0, 0, Color1, "Part12", vt())
rprt13 = part(3, model1, 0, 0, Color1, "Part13", vt())
rprt14 = part(3, model1, 0, 0, Color1, "Part14", vt())
rprt15 = part(3, model1, 0, 0, Color1, "Part15", vt())
rprt16 = part(3, model1, 0, 0, Color1, "Part16", vt())
rprt17 = part(3, model1, 0, 0, Color1, "Part17", vt())
rprt18 = part(3, model1, 0, 0, Color2, "Part18", vt())
rprt19 = part(3, model1, 0, 0, Color2, "Part19", vt())
rprt20 = part(3, model1, 0.2, 0, Color1, "Part20", vt())
rprt21 = part(3, model1, 0.2, 0, Color1, "Part21", vt())
rprt22 = part(3, model1, 0.5, 0, Color1, "Part22", vt())
rprt23 = part(3, model1, 0.5, 0, Color1, "Part23", vt())
rprt24 = part(3, model1, 0, 0, Color2, "Part24", vt())
rprt25 = part(3, model1, 0, 0, Color2, "Part25", vt())
rprt26 = part(3, model1, 0.2, 0, Color1, "Part26", vt())
rprt27 = part(3, model1, 0.2, 0, Color1, "Part27", vt())
rprt28 = part(3, model1, 0.5, 0, Color1, "Part28", vt())
rprt29 = part(3, model1, 0.5, 0, Color1, "Part29", vt())
rprt30 = part(3, model1, 0, 0, Color2, "Part30", vt())
rprt31 = part(3, model1, 0, 0, Color2, "Part31", vt())
rprt32 = part(3, model1, 0.2, 0, Color1, "Part32", vt())
rprt33 = part(3, model1, 0.2, 0, Color1, "Part33", vt())
rprt34 = part(3, model1, 0.5, 0, Color1, "Part34", vt())
rprt35 = part(3, model1, 0.5, 0, Color1, "Part35", vt())
for _,c in pairs(model1:children()) do
table.insert(Railgun, c)
end
pprt1 = part(3, model2, 0, 0, Color1, "aPart1", vt())
pprt2 = part(3, model2, 0, 0, Color2, "aPart2", vt())
pprt3 = part(3, model2, 0, 0, Color2, "aPart3", vt())
pprt4 = part(3, model2, 0, 0, Color2, "aPart4", vt())
pprt5 = part(3, model2, 0, 0, Color2, "aPart5", vt())
pprt6 = part(3, model2, 0, 0, Color2, "aPart6", vt())
pprt7 = part(3, model2, 0, 0, Color2, "aPart7", vt())
pprt8 = part(3, model2, 0, 0, Color1, "aPart8", vt())
pprt9 = part(3, model2, 0, 0, Color1, "aPart9", vt())
pprt10 = part(3, model2, 0, 0, Color4, "aPart10", vt())
pprt11 = part(3, model2, 0, 0, Color4, "aPart11", vt())
pprt12 = part(3, model2, 0, 0, Color1, "aPart12", vt())
pprt13 = part(3, model2, 0, 0, Color1, "aPart13", vt())
pprt14 = part(3, model2, 0, 0, Color1, "aPart14", vt())
pprt15 = part(3, model2, 0, 0, Color1, "aPart15", vt())
pprt16 = part(3, model2, 0, 0, Color1, "aPart16", vt())
pprt17 = part(3, model2, 0, 0, Color1, "aPart17", vt())
pprt18 = part(3, model2, 0, 0, Color1, "aPart18", vt())
pprt19 = part(3, model2, 0, 0, Color2, "aPart19", vt())
pprt20 = part(3, model2, 0, 0, Color2, "aPart20", vt())
pprt21 = part(3, model2, 0.2, 0, Color1, "aPart21", vt())
pprt22 = part(3, model2, 0.2, 0, Color1, "aPart22", vt())
pprt23 = part(3, model2, 0.5, 0, Color1, "aPart23", vt())
pprt24 = part(3, model2, 0.5, 0, Color1, "aPart24", vt())
pprt25 = part(3, model2, 0, 0, Color2, "aPart25", vt())
pprt26 = part(3, model2, 0, 0, Color2, "aPart26", vt())
pprt27 = part(3, model2, 0.2, 0, Color1, "aPart27", vt())
pprt28 = part(3, model2, 0.2, 0, Color1, "aPart28", vt())
pprt29 = part(3, model2, 0.5, 0, Color1, "aPart29", vt())
pprt30 = part(3, model2, 0.5, 0, Color1, "aPart30", vt())
pprt31 = part(3, model2, 0, 0, Color2, "aPart31", vt())
pprt32 = part(3, model2, 0, 0, Color2, "aPart32", vt())
pprt33 = part(3, model2, 0.2, 0, Color1, "aPart33", vt())
pprt34 = part(3, model2, 0.2, 0, Color1, "aPart34", vt())
pprt35 = part(3, model2, 0.5, 0, Color1, "aPart35", vt())
pprt36 = part(3, model2, 0.5, 0, Color1, "aPart36", vt())
pprt37 = part(3, model2, 0, 0, Color2, "aPart37", vt())
pprt38 = part(3, model1, 0, 0, Color1, "aPart38", vt())
pprt39 = part(3, model1, 0, 0, Color1, "aPart39", vt())
for _,c in pairs(model2:children()) do
table.insert(Plasma, c)
end
bref = part(3, model3, 0, 1, Color4, "bRef", vt())
bprt1 = part(3, model3, 0, 1, Color1, "bPart1", vt())
bprt2 = part(3, model3, 0, 0, Color1, "bPart2", vt())
bprt3 = part(3, model3, 0, 0, Color2, "bPart3", vt())
bprt4 = part(3, model3, 0.8, 0, Color1, "bPart4", vt())
bprt5 = part(3, model3, 0.8, 0, Color1, "bPart5", vt())
bprt6 = part(3, model3, 0.8, 0, Color1, "bPart6", vt())
bprt7 = part(3, model3, 0, 1, Color1, "bPart7", vt())
bprt8 = part(3, model3, 0, 0, Color1, "bPart8", vt())
bprt9 = part(3, model3, 0, 0, Color2, "bPart9", vt())
bprt10 = part(3, model3, 0.8, 0, Color1, "bPart10", vt())
bprt11 = part(3, model3, 0.8, 0, Color1, "bPart11", vt())
bprt12 = part(3, model3, 0.8, 0, Color1, "bPart12", vt())
bprt13 = part(3, model3, 0, 1, Color1, "bPart13", vt())
bprt14 = part(3, model3, 0, 0, Color1, "bPart14", vt())
bprt15 = part(3, model3, 0, 0, Color2, "bPart15", vt())
bprt16 = part(3, model3, 0.8, 0, Color1, "bPart16", vt())
bprt17 = part(3, model3, 0.8, 0, Color1, "bPart17", vt())
bprt18 = part(3, model3, 0.8, 0, Color1, "bPart18", vt())
for _,c in pairs(model3:children()) do
table.insert(Blades, c)
end
msh1 = mesh("BlockMesh", rprt1, "", "", vt(0, 0, 0), vt(1, 1, 1))
msh2 = mesh("BlockMesh", rprt2, "", "", vt(0, 0, 0), vt(1.3, 2.5, 10))
msh3 = mesh("BlockMesh", rprt3, "", "", vt(0, 0, 0), vt(1.49, 2.5, 5))
msh4 = mesh("BlockMesh", rprt4, "", "", vt(0, 0, 0), vt(1.51, 2.5, 3))
msh5 = mesh("CylinderMesh", rprt5, "", "", vt(0, 0, 0), vt(2.5, 1, 2.5))
msh6 = mesh("CylinderMesh", rprt6, "", "", vt(0, 0, 0), vt(1.5, 16, 1.5))
msh7 = mesh("CylinderMesh", rprt7, "", "", vt(0, 0, 0), vt(1.6, 1, 1.6))
msh8 = mesh("CylinderMesh", rprt8, "", "", vt(0, 0, 0), vt(1.4, 1.01, 1.4))
msh9 = mesh("BlockMesh", rprt9, "", "", vt(0, 0, 0), vt(1.4, 14, 2))
msh10 = mesh("SpecialMesh", rprt10, "Wedge", "nil", vt(0, 0, 0), vt(1.3, 4, 3))
msh11 = mesh("SpecialMesh", rprt11, "Wedge", "nil", vt(0, 0, 0), vt(1.3, 2, 3))
msh12 = mesh("SpecialMesh", rprt12, "Wedge", "nil", vt(0, 0, 0), vt(1.7, 3, 3.5))
msh13 = mesh("BlockMesh", rprt13, "", "", vt(0, 0, 0), vt(1.5, 1.5, 1.5))
msh14 = mesh("BlockMesh", rprt14, "", "", vt(0, 0, 0), vt(1.6, 4.5, 2))
msh15 = mesh("BlockMesh", rprt15, "", "", vt(0, 0, 0), vt(1.6, 3.6, 2))
msh16 = mesh("SpecialMesh", rprt16, "Wedge", "nil", vt(0, 0, 0), vt(0.5, 3, 3.5))
msh17 = mesh("SpecialMesh", rprt17, "Wedge", "nil", vt(0, 0, 0), vt(0.5, 2, 4))
msh19 = mesh("SpecialMesh", rprt19, "Sphere", "nil", vt(0, 0, 0), vt(1.5, 1.5, 1.5))
msh20 = mesh("SpecialMesh", rprt20, "Wedge", "nil", vt(0, 0, 0), vt(0.2, 8, 0.5))
msh21 = mesh("SpecialMesh", rprt21, "Wedge", "nil", vt(0, 0, 0), vt(0.2, 8, 0.5))
msh22 = mesh("SpecialMesh", rprt22, "Wedge", "nil", vt(0, 0, 0), vt(0.3, 7, 0.7))
msh23 = mesh("SpecialMesh", rprt23, "Wedge", "nil", vt(0, 0, 0), vt(0.3, 7, 0.7))
msh25 = mesh("SpecialMesh", rprt25, "Sphere", "nil", vt(0, 0, 0), vt(1.5, 1.5, 1.5))
msh26 = mesh("SpecialMesh", rprt26, "Wedge", "nil", vt(0, 0, 0), vt(0.2, 8, 0.5))
msh27 = mesh("SpecialMesh", rprt27, "Wedge", "nil", vt(0, 0, 0), vt(0.2, 8, 0.5))
msh28 = mesh("SpecialMesh", rprt28, "Wedge", "nil", vt(0, 0, 0), vt(0.3, 7, 0.7))
msh29 = mesh("SpecialMesh", rprt29, "Wedge", "nil", vt(0, 0, 0), vt(0.3, 7, 0.7))
msh31 = mesh("SpecialMesh", rprt31, "Sphere", "nil", vt(0, 0, 0), vt(1.5, 1.5, 1.5))
msh32 = mesh("SpecialMesh", rprt32, "Wedge", "nil", vt(0, 0, 0), vt(0.2, 8, 0.5))
msh33 = mesh("SpecialMesh", rprt33, "Wedge", "nil", vt(0, 0, 0), vt(0.2, 8, 0.5))
msh34 = mesh("SpecialMesh", rprt34, "Wedge", "nil", vt(0, 0, 0), vt(0.3, 7, 0.7))
msh35 = mesh("SpecialMesh", rprt35, "Wedge", "nil", vt(0, 0, 0), vt(0.3, 7, 0.7))
msh1 = mesh("BlockMesh", pprt1, "", "", vt(0, 0, 0), vt(1, 1, 1))
msh2 = mesh("BlockMesh", pprt2, "", "", vt(0, 0, 0), vt(2, 1.3, 5))
msh3 = mesh("SpecialMesh", pprt3, "Wedge", "nil", vt(0, 0, 0), vt(2, 2, 1))
msh4 = mesh("BlockMesh", pprt4, "", "", vt(0, 0, 0), vt(2, 2, 6))
msh5 = mesh("BlockMesh", pprt5, "", "", vt(0, 0, 0), vt(2, 2, 2))
msh6 = mesh("CylinderMesh", pprt6, "", "", vt(0, 0, 0), vt(2, 5, 2))
msh7 = mesh("CylinderMesh", pprt7, "", "", vt(0, 0, 0), vt(2, 5, 2))
msh8 = mesh("CylinderMesh", pprt8, "", "", vt(0, 0, 0), vt(2.1, 1, 2.1))
msh9 = mesh("CylinderMesh", pprt9, "", "", vt(0, 0, 0), vt(2.1, 1, 2.1))
msh10 = mesh("CylinderMesh", pprt10, "", "", vt(0, 0, 0), vt(1.9, 1.01, 1.9))
msh11 = mesh("CylinderMesh", pprt11, "", "", vt(0, 0, 0), vt(1.9, 1.01, 1.9))
msh12 = mesh("CylinderMesh", pprt12, "", "", vt(0, 0, 0), vt(2.2, 5.5, 2.2))
msh13 = mesh("SpecialMesh", pprt13, "Wedge", "nil", vt(0, 0, 0), vt(1.7, 3, 3.5))
msh14 = mesh("BlockMesh", pprt14, "", "", vt(0, 0, 0), vt(1.5, 1.5, 1.5))
msh15 = mesh("BlockMesh", pprt15, "", "", vt(0, 0, 0), vt(1.6, 4.5, 2))
msh16 = mesh("BlockMesh", pprt16, "", "", vt(0, 0, 0), vt(1.6, 3.6, 2))
msh17 = mesh("SpecialMesh", pprt17, "Wedge", "nil", vt(0, 0, 0), vt(0.5, 3, 3.5))
msh18 = mesh("SpecialMesh", pprt18, "Wedge", "nil", vt(0, 0, 0), vt(0.5, 2, 4))
msh20 = mesh("SpecialMesh", pprt20, "Sphere", "nil", vt(0, 0, 0), vt(1.5, 1.5, 1.5))
msh21 = mesh("SpecialMesh", pprt21, "Wedge", "nil", vt(0, 0, 0), vt(0.2, 8, 0.5))
msh22 = mesh("SpecialMesh", pprt22, "Wedge", "nil", vt(0, 0, 0), vt(0.2, 8, 0.5))
msh23 = mesh("SpecialMesh", pprt23, "Wedge", "nil", vt(0, 0, 0), vt(0.3, 7, 0.7))
msh24 = mesh("SpecialMesh", pprt24, "Wedge", "nil", vt(0, 0, 0), vt(0.3, 7, 0.7))
msh26 = mesh("SpecialMesh", pprt26, "Sphere", "nil", vt(0, 0, 0), vt(1.5, 1.5, 1.5))
msh27 = mesh("SpecialMesh", pprt27, "Wedge", "nil", vt(0, 0, 0), vt(0.2, 8, 0.5))
msh28 = mesh("SpecialMesh", pprt28, "Wedge", "nil", vt(0, 0, 0), vt(0.2, 8, 0.5))
msh29 = mesh("SpecialMesh", pprt29, "Wedge", "nil", vt(0, 0, 0), vt(0.3, 7, 0.7))
msh30 = mesh("SpecialMesh", pprt30, "Wedge", "nil", vt(0, 0, 0), vt(0.3, 7, 0.7))
msh32 = mesh("SpecialMesh", pprt32, "Sphere", "nil", vt(0, 0, 0), vt(1.5, 1.5, 1.5))
msh33 = mesh("SpecialMesh", pprt33, "Wedge", "nil", vt(0, 0, 0), vt(0.2, 8, 0.5))
msh34 = mesh("SpecialMesh", pprt34, "Wedge", "nil", vt(0, 0, 0), vt(0.2, 8, 0.5))
msh35 = mesh("SpecialMesh", pprt35, "Wedge", "nil", vt(0, 0, 0), vt(0.3, 7, 0.7))
msh36 = mesh("SpecialMesh", pprt36, "Wedge", "nil", vt(0, 0, 0), vt(0.3, 7, 0.7))
msh37 = mesh("BlockMesh", pprt37, "", "", vt(0, 0, 0), vt(1.51, 2.5, 3))
msh38 = mesh("SpecialMesh", pprt38, "Wedge", "nil", vt(0, 0, 0), vt(1.3, 4, 3))
msh39 = mesh("SpecialMesh", pprt39, "Wedge", "nil", vt(0, 0, 0), vt(1.3, 2, 3))
msh2 = mesh("CylinderMesh", bprt2, "", "", vt(0, 0, 0), vt(3, 1, 3))
msh3 = mesh("CylinderMesh", bprt3, "", "", vt(0, 0, 0), vt(2.5, 1.01, 2.5))
msh4 = mesh("BlockMesh", bprt4, "", "", vt(0, 0, 0), vt(7, 0.5, 1.5))
msh5 = mesh("SpecialMesh", bprt5, "Wedge", "nil", vt(0, 0, 0), vt(0.5, 1.5, 10))
msh6 = mesh("SpecialMesh", bprt6, "Wedge", "nil", vt(0, 0, 0), vt(0.3, 3, 4))
msh8 = mesh("CylinderMesh", bprt8, "", "", vt(0, 0, 0), vt(3, 1, 3))
msh9 = mesh("CylinderMesh", bprt9, "", "", vt(0, 0, 0), vt(2.5, 1.01, 2.5))
msh10 = mesh("BlockMesh", bprt10, "", "", vt(0, 0, 0), vt(7, 0.5, 1.5))
msh11 = mesh("SpecialMesh", bprt11, "Wedge", "nil", vt(0, 0, 0), vt(0.5, 1.5, 10))
msh12 = mesh("SpecialMesh", bprt12, "Wedge", "nil", vt(0, 0, 0), vt(0.3, 3, 4))
msh14 = mesh("CylinderMesh", bprt14, "", "", vt(0, 0, 0), vt(3, 1, 3))
msh15 = mesh("CylinderMesh", bprt15, "", "", vt(0, 0, 0), vt(2.5, 1.01, 2.5))
msh16 = mesh("BlockMesh", bprt16, "", "", vt(0, 0, 0), vt(7, 0.5, 1.5))
msh17 = mesh("SpecialMesh", bprt17, "Wedge", "nil", vt(0, 0, 0), vt(0.5, 1.5, 10))
msh18 = mesh("SpecialMesh", bprt18, "Wedge", "nil", vt(0, 0, 0), vt(0.3, 3, 4))
rwld1 = weld(rprt1, rprt1, RootPart, euler(-0.2, 0, 0) * cf(3, -1, -0.2))
rwld2 = weld(rprt1, rprt2, rprt1, euler(0, 0, 0) * cf(0, 0, 0))
rwld3 = weld(rprt1, rprt3, rprt2, euler(-0.3, 0, 0) * cf(0, 0.05, -1))
rwld4 = weld(rprt1, rprt4, rprt2, euler(-0.5, 0, 0) * cf(0, 0.1, -0.3))
rwld5 = weld(rprt1, rprt5, rprt4, euler(2.07, 0, 0) * cf(0, -0.2, 0))
rwld6 = weld(rprt1, rprt6, rprt2, euler(1.57, 0, 0) * cf(0, -0.11, 1.1))
rwld7 = weld(rprt1, rprt7, rprt6, euler(0, 0, 0) * cf(0, -1.6, 0))
rwld8 = weld(rprt1, rprt8, rprt7, euler(0, 0, 0) * cf(0, 0, 0))
rwld9 = weld(rprt1, rprt9, rprt6, euler(0, 0, 0) * cf(0, -0.3, 0.2))
rwld10 = weld(rprt1, rprt10, rprt9, euler(0, 0, 0) * cf(0, 1.2, 0.4))
rwld11 = weld(rprt1, rprt11, rprt10, euler(0, 0, 3.14) * cf(0, 0.6, 0))
rwld12 = weld(rprt1, rprt12, rprt5, euler(3.14, 0, 0) * cf(0, -0.2, -0.55))
rwld13 = weld(rprt1, rprt13, rprt12, euler(0.785, 0, 0) * cf(0, 0.2, -0.4))
rwld14 = weld(rprt1, rprt14, rprt12, euler(0, 0, 0) * cf(0, -0.4, -0.2))
rwld15 = weld(rprt1, rprt15, rprt14, euler(-0.8, 0, 0) * cf(0, -0.55, -0.2))
rwld16 = weld(rprt1, rprt16, rprt14, euler(0, 0, 3.14) * cf(0, -0.15, 0.5))
rwld17 = weld(rprt1, rprt17, rprt16, euler(0, 0, 3.14) * cf(0, 0.5, -0.3))
rwld18 = weld(rprt1, rprt18, rprt2, euler(0, 0, 0) * cf(0.2, 0, 0))
rwld19 = weld(rprt1, rprt19, rprt18, euler(0, 0, 0.5) * cf(0, 0, 0))
rwld20 = weld(rprt1, rprt20, rprt19, euler(3.14, 3.14, 0) * cf(0, 0.8, 0.05))
rwld21 = weld(rprt1, rprt21, rprt19, euler(3.14, 0, 0) * cf(0, 0.8, -0.05))
rwld22 = weld(rprt1, rprt22, rprt20, euler(0, 0, 0) * cf(0, -0.5, 0.02))
rwld23 = weld(rprt1, rprt23, rprt21, euler(0, 0, 0) * cf(0, -0.5, 0.02))
rwld24 = weld(rprt1, rprt24, rprt2, euler(0, 0, 0) * cf(0.2, -0.1, -0.3))
rwld25 = weld(rprt1, rprt25, rprt24, euler(0.3, 0, 0.6) * cf(0, 0, 0))
rwld26 = weld(rprt1, rprt26, rprt25, euler(3.14, 3.14, 0) * cf(0, 0.8, 0.05))
rwld27 = weld(rprt1, rprt27, rprt25, euler(3.14, 0, 0) * cf(0, 0.8, -0.05))
rwld28 = weld(rprt1, rprt28, rprt26, euler(0, 0, 0) * cf(0, -0.5, 0.02))
rwld29 = weld(rprt1, rprt29, rprt27, euler(0, 0, 0) * cf(0, -0.5, 0.02))
rwld30 = weld(rprt1, rprt30, rprt2, euler(0, 0, 0) * cf(0.2, -0.2, -0.6))
rwld31 = weld(rprt1, rprt31, rprt30, euler(0.6, 0, 0.7) * cf(0, 0, 0))
rwld32 = weld(rprt1, rprt32, rprt31, euler(3.14, 3.14, 0) * cf(0, 0.8, 0.05))
rwld33 = weld(rprt1, rprt33, rprt31, euler(3.14, 0, 0) * cf(0, 0.8, -0.05))
rwld34 = weld(rprt1, rprt34, rprt32, euler(0, 0, 0) * cf(0, -0.5, 0.02))
rwld35 = weld(rprt1, rprt35, rprt33, euler(0, 0, 0) * cf(0, -0.5, 0.02))
for _,c in pairs(rprt1:children()) do
if c.className == "Motor" then
table.insert(RailgunWelds, c)
end
end
pwld1 = weld(pprt1, pprt1, RootPart, euler(-0.2, 0, 0) * cf(-3, -1, -0.2))
pwld2 = weld(pprt1, pprt2, pprt1, euler(0, 0, 0) * cf(0, 0, 0))
pwld3 = weld(pprt1, pprt3, pprt2, euler(0, 3.14, 0) * cf(0, -0.3, -0.4))
pwld4 = weld(pprt1, pprt4, pprt2, euler(0, 0, 0) * cf(0, -0.3, 0.3))
pwld5 = weld(pprt1, pprt5, pprt4, euler(0, 0, 0) * cf(0, -0.3, 0.2))
pwld6 = weld(pprt1, pprt6, pprt4, euler(1.57, 0, 0) * cf(0, -0.02, 0.7))
pwld7 = weld(pprt1, pprt7, pprt4, euler(1.57, 0, 0) * cf(0, 0.02, 0.7))
pwld8 = weld(pprt1, pprt8, pprt6, euler(0, 0, 0) * cf(0, -0.5, 0))
pwld9 = weld(pprt1, pprt9, pprt7, euler(0, 0, 0) * cf(0, -0.5, 0))
pwld10 = weld(pprt1, pprt10, pprt8, euler(0, 0, 0) * cf(0, 0, 0))
pwld11 = weld(pprt1, pprt11, pprt9, euler(0, 0, 0) * cf(0, 0, 0))
pwld12 = weld(pprt1, pprt12, pprt4, euler(1.57, 0, 0) * cf(0, 0.2, 0.75))
pwld13 = weld(pprt1, pprt13, pprt5, euler(-1.57, 0, 0) * cf(0, -0.3, 0))
pwld14 = weld(pprt1, pprt14, pprt13, euler(0.785, 0, 0) * cf(0, 0.2, -0.4))
pwld15 = weld(pprt1, pprt15, pprt13, euler(0, 0, 0) * cf(0, -0.4, -0.2))
pwld16 = weld(pprt1, pprt16, pprt15, euler(-0.8, 0, 0) * cf(0, -0.55, -0.2))
pwld17 = weld(pprt1, pprt17, pprt15, euler(0, 0, 3.14) * cf(0, -0.15, 0.5))
pwld18 = weld(pprt1, pprt18, pprt17, euler(0, 0, 3.14) * cf(0, 0.5, -0.3))
pwld19 = weld(pprt1, pprt19, pprt2, euler(0, 0, 0) * cf(-0.2, -0.2, 0.7))
pwld20 = weld(pprt1, pprt20, pprt19, euler(0, 0, -0.5) * cf(0, 0, 0))
pwld21 = weld(pprt1, pprt21, pprt20, euler(3.14, 3.14, 0) * cf(0, 0.8, 0.05))
pwld22 = weld(pprt1, pprt22, pprt20, euler(3.14, 0, 0) * cf(0, 0.8, -0.05))
pwld23 = weld(pprt1, pprt23, pprt21, euler(0, 0, 0) * cf(0, -0.5, 0.02))
pwld24 = weld(pprt1, pprt24, pprt22, euler(0, 0, 0) * cf(0, -0.5, 0.02))
pwld25 = weld(pprt1, pprt25, pprt2, euler(0, 0, 0) * cf(-0.2, -0.3, 0.4))
pwld26 = weld(pprt1, pprt26, pprt25, euler(0.3, 0, -0.6) * cf(0, 0, 0))
pwld27 = weld(pprt1, pprt27, pprt26, euler(3.14, 3.14, 0) * cf(0, 0.8, 0.05))
pwld28 = weld(pprt1, pprt28, pprt26, euler(3.14, 0, 0) * cf(0, 0.8, -0.05))
pwld29 = weld(pprt1, pprt29, pprt27, euler(0, 0, 0) * cf(0, -0.5, 0.02))
pwld30 = weld(pprt1, pprt30, pprt28, euler(0, 0, 0) * cf(0, -0.5, 0.02))
pwld31 = weld(pprt1, pprt31, pprt2, euler(0, 0, 0) * cf(-0.2, -0.4, 0.1))
pwld32 = weld(pprt1, pprt32, pprt31, euler(0.6, 0, -0.7) * cf(0, 0, 0))
pwld33 = weld(pprt1, pprt33, pprt32, euler(3.14, 3.14, 0) * cf(0, 0.8, 0.05))
pwld34 = weld(pprt1, pprt34, pprt32, euler(3.14, 0, 0) * cf(0, 0.8, -0.05))
pwld35 = weld(pprt1, pprt35, pprt33, euler(0, 0, 0) * cf(0, -0.5, 0.02))
pwld36 = weld(pprt1, pprt36, pprt34, euler(0, 0, 0) * cf(0, -0.5, 0.02))
pwld37 = weld(pprt1, pprt37, pprt2, euler(-0.5, 0, 0) * cf(0, -0.05, -0.1))
pwld38 = weld(pprt1, pprt38, pprt37, euler(-1.57, 3.14, 0) * cf(0, 0.2, 0.15))
pwld39 = weld(pprt1, pprt339, pprt39, euler(0, 0, 3.14) * cf(0, 0.6, 0))
for _,c in pairs(pprt1:children()) do
if c.className == "Motor" then
table.insert(PlasmaWelds, c)
end
end
brefwld = weld(bprt1, bref, RootPart, euler(0, 0, 0) * cf(0, -2, 0))
bwld1 = weld(bprt1, bprt1, bref, euler(0, 0, 0) * cf(2, -0.6, -2))
bwld2 = weld(bprt1, bprt2, bprt1, euler(3.14, -2, 1.17) * cf(0, 0, 0))
bwld3 = weld(bprt1, bprt3, bprt2, euler(0, 0, 0) * cf(0, 0, 0))
bwld4 = weld(bprt1, bprt4, bprt2, euler(0, 0, 0) * cf(-0.8, 0, 0))
bwld5 = weld(bprt1, bprt5, bprt2, euler(-1.57, 0, 1.57) * cf(-0.8, 0, -0.35))
bwld6 = weld(bprt1, bprt6, bprt4, euler(-1.57, 0, 1.57) * cf(-1.1, 0, -0.15))
bwld7 = weld(bprt1, bprt7, bref, euler(0, 0, 0) * cf(0, -0.6, -2))
bwld8 = weld(bprt1, bprt8, bprt7, euler(3.14, -2, 1.57) * cf(0, 0, 0))
bwld9 = weld(bprt1, bprt9, bprt8, euler(0, 0, 0) * cf(0, 0, 0))
bwld10 = weld(bprt1, bprt10, bprt8, euler(0, 0, 0) * cf(-0.8, 0, 0))
bwld11 = weld(bprt1, bprt11, bprt8, euler(-1.57, 0, 1.57) * cf(-0.8, 0, -0.35))
bwld12 = weld(bprt1, bprt12, bprt10, euler(-1.57, 0, 1.57) * cf(-1.1, 0, -0.15))
bwld13 = weld(bprt1, bprt13, bref, euler(0, 0, 0) * cf(-2, -0.6, -2))
bwld14 = weld(bprt1, bprt14, bprt13, euler(3.14, -2, 1.97) * cf(0, 0, 0))
bwld15 = weld(bprt1, bprt15, bprt14, euler(0, 0, 0) * cf(0, 0, 0))
bwld16 = weld(bprt1, bprt16, bprt14, euler(0, 0, 0) * cf(-0.8, 0, 0))
bwld17 = weld(bprt1, bprt17, bprt14, euler(-1.57, 0, 1.57) * cf(-0.8, 0, -0.35))
bwld18 = weld(bprt1, bprt18, bprt16, euler(-1.57, 0, 1.57) * cf(-1.1, 0, -0.15))
for _,c in pairs(bprt1:children()) do
if c.className == "Motor" then
table.insert(BladesWelds, c)
end
end
local hitbox = part(3, modelzorz, 0, 1, BrickColor.new("Black"), "Hitbox2", vt())
hitbox.Anchored = false
local hbwld = weld(hitbox, hitbox, RootPart, euler(0, 0, 0) * cf(0, 0, 0))
local hitbox2 = part(3, nil, 0, 1, BrickColor.new("Black"), "Hitbox", vt(1, 1, 1))
hitbox2.Anchored = true
local hitboxCF = cf(0, 0, 0)
local hitboxb1 = part(3, nil, 0, 1, BrickColor.new("Black"), "Hitboxb", vt(1, 1, 1))
hitboxb1.Anchored = false
local hitboxb2 = part(3, nil, 0, 1, BrickColor.new("Black"), "Hitboxb", vt(1, 1, 1))
hitboxb2.Anchored = false
local hitboxb3 = part(3, nil, 0, 1, BrickColor.new("Black"), "Hitboxb", vt(1, 1, 1))
hitboxb3.Anchored = false
hboxpos = Instance.new("BodyPosition", nil)
hboxpos.P = 2000
hboxpos.D = 100
hboxpos.maxForce = Vector3.new(math.huge, math.huge, math.huge)
hitboxweld = function()
hbwld.Parent = modelzorz
hbwld.Part0 = hitbox
hbwld.Part1 = handle
end
if script.Parent.className ~= "HopperBin" then
Tool = Instance.new("HopperBin")
Tool.Parent = Backpack
Tool.Name = "Gear Gauntlet"
script.Parent = Tool
end
Bin = script.Parent
if Bin.Name == "Mechanic" then
Bin.Name = "Gear Gauntlet"
end
local bodvel = Instance.new("BodyVelocity")
local bg = Instance.new("BodyGyro")
so = function(id, par, vol, pit)
local sou = Instance.new("Sound", par or workspace)
sou.Volume = vol
sou.Pitch = pit or 1
sou.SoundId = "http://www.roblox.com/asset/?id=" .. id
coroutine.resume(coroutine.create(function(Sound)
fwait()
Sound:play()
end), sou)
game:GetService("Debris"):AddItem(sou, 6)
end
function clerp(a,b,t)
local qa = {QuaternionFromCFrame(a)}
local qb = {QuaternionFromCFrame(b)}
local ax, ay, az = a.x, a.y, a.z
local bx, by, bz = b.x, b.y, b.z
local _t = 1-t
return QuaternionToCFrame(_t*ax + t*bx, _t*ay + t*by, _t*az + t*bz,QuaternionSlerp(qa, qb, t))
end
function QuaternionFromCFrame(cf)
local mx, my, mz, m00, m01, m02, m10, m11, m12, m20, m21, m22 = cf:components()
local trace = m00 + m11 + m22
if trace > 0 then
local s = math.sqrt(1 + trace)
local recip = 0.5/s
return (m21-m12)*recip, (m02-m20)*recip, (m10-m01)*recip, s*0.5
else
local i = 0
if m11 > m00 then
i = 1
end
if m22 > (i == 0 and m00 or m11) then
i = 2
end
if i == 0 then
local s = math.sqrt(m00-m11-m22+1)
local recip = 0.5/s
return 0.5*s, (m10+m01)*recip, (m20+m02)*recip, (m21-m12)*recip
elseif i == 1 then
local s = math.sqrt(m11-m22-m00+1)
local recip = 0.5/s
return (m01+m10)*recip, 0.5*s, (m21+m12)*recip, (m02-m20)*recip
elseif i == 2 then
local s = math.sqrt(m22-m00-m11+1)
local recip = 0.5/s return (m02+m20)*recip, (m12+m21)*recip, 0.5*s, (m10-m01)*recip
end
end
end
function QuaternionToCFrame(px, py, pz, x, y, z, w)
local xs, ys, zs = x + x, y + y, z + z
local wx, wy, wz = w*xs, w*ys, w*zs
local xx = x*xs
local xy = x*ys
local xz = x*zs
local yy = y*ys
local yz = y*zs
local zz = z*zs
return CFrame.new(px, py, pz,1-(yy+zz), xy - wz, xz + wy,xy + wz, 1-(xx+zz), yz - wx, xz - wy, yz + wx, 1-(xx+yy))
end
function QuaternionSlerp(a, b, t)
local cosTheta = a[1]*b[1] + a[2]*b[2] + a[3]*b[3] + a[4]*b[4]
local startInterp, finishInterp;
if cosTheta >= 0.0001 then
if (1 - cosTheta) > 0.0001 then
local theta = math.acos(cosTheta)
local invSinTheta = 1/math.sin(theta)
startInterp = math.sin((1-t)*theta)*invSinTheta
finishInterp = math.sin(t*theta)*invSinTheta
else
startInterp = 1-t
finishInterp = t
end
else
if (1+cosTheta) > 0.0001 then
local theta = math.acos(-cosTheta)
local invSinTheta = 1/math.sin(theta)
startInterp = math.sin((t-1)*theta)*invSinTheta
finishInterp = math.sin(t*theta)*invSinTheta
else
startInterp = t-1
finishInterp = t
end
end
return a[1]*startInterp + b[1]*finishInterp, a[2]*startInterp + b[2]*finishInterp, a[3]*startInterp + b[3]*finishInterp, a[4]*startInterp + b[4]*finishInterp
end
hideanim = function()
equipped = false
for i = 0, 1, 0.1 do
fwait()
Neck.C0 = clerp(Neck.C0, necko * euler(0, 0, 0), 0.4)
RootJoint.C0 = clerp(RootJoint.C0, RootCF * euler(0, 0, 0), 0.4)
RW.C0 = clerp(RW.C0, cf(1.5, 0.5, 0) * euler(0, 0, 0), 0.4)
RW.C1 = clerp(LW.C1, cf(0, 0.5, 0) * euler(0, 0, 0), 0.4)
LW.C0 = clerp(LW.C0, cf(-1.5, 0.5, 0) * euler(0, 0, 0), 0.4)
LW.C1 = clerp(LW.C1, cf(0, 0.5, 0) * euler(0, 0, 0), 0.4)
RH.C0 = clerp(RH.C0, RHC0, 0.4)
LH.C0 = clerp(LH.C0, LHC0, 0.4)
end
mdec2.Parent = nil
mdec.Parent = Decrease
end
mdec.Parent = Decrease
equipanim = function()
equipped = true
mdec.Parent = nil
mdec2.Parent = Decrease
end
StaggerAnim = function()
attack = true
removeControl()
for i = 1, math.random(2, 4) do
ClangEffect(BrickColor.new("New Yeller"), cf(hitbox.Position) * euler(math.random(-50, 50) / 100, math.random(-50, 50), math.random(-50, 50) / 100), 0, 0.1, 0.2, math.random(150, 300) / 1000)
end
for i = 0, 1, 0.35 do
fwait()
if Rooted.Value == false then
Torso.Velocity = RootPart.CFrame.lookVector * -40
end
Neck.C0 = clerp(Neck.C0, necko * euler(0, 0, 0.5) * euler(0.1, 0, 0), 0.3)
RootJoint.C0 = clerp(RootJoint.C0, RootCF * euler(-0.2, 0, -0.4), 0.3)
RW.C0 = clerp(RW.C0, cf(1.5, 0.5, 0) * euler(-0.2, 0, 0.7) * euler(0, -0.7, 0), 0.3)
RW.C1 = clerp(LW.C1, cf(0, 0.5, 0) * euler(0, 0, 0), 0.3)
LW.C0 = clerp(LW.C0, cf(-1.5, 0.5, 0) * euler(-0.2, 0, -0.4) * euler(0, 0.4, 0), 0.3)
LW.C1 = clerp(LW.C1, cf(0, 0.5, 0) * euler(0, 0, 0), 0.3)
RH.C0 = clerp(RH.C0, cf(1, -0.8, 0) * euler(0, 1.57, 0) * euler(-0.5, 0, 0.6), 0.3)
LH.C0 = clerp(LH.C0, cf(-1, -1, 0) * euler(0, -1.57, 0) * euler(0, 0.2, 0.2), 0.3)
end
for i = 0, 1, 0.2 do
fwait()
if Rooted.Value == false then
Torso.Velocity = RootPart.CFrame.lookVector * -40
end
Neck.C0 = clerp(Neck.C0, necko * euler(0, 0, 0.5) * euler(0.1, 0, 0), 0.4)
RootJoint.C0 = clerp(RootJoint.C0, RootCF * cf(0, 0, -0.2) * euler(-0.5, 0, -0.4), 0.4)
RW.C0 = clerp(RW.C0, cf(1.5, 0.5, 0) * euler(-0.2, 0, 0.7) * euler(0, -0.7, 0), 0.4)
RW.C1 = clerp(LW.C1, cf(0, 0.5, 0) * euler(0, 0, 0), 0.4)
LW.C0 = clerp(LW.C0, cf(-1.5, 0.5, 0) * euler(-0.2, 0, -0.4) * euler(0, 0.4, 0), 0.4)
LW.C1 = clerp(LW.C1, cf(0, 0.5, 0) * euler(0, 0, 0), 0.4)
RH.C0 = clerp(RH.C0, cf(1, -0.8, 0) * euler(0, 1.57, 0) * euler(-0.5, 0, 0.6), 0.4)
LH.C0 = clerp(LH.C0, cf(-1, -1, 0) * euler(0, -1.57, 0) * euler(0, 0.2, 0.5), 0.4)
end
for i = 0, 1, 0.1 do
fwait()
Neck.C0 = clerp(Neck.C0, necko * euler(0, 0, 0.4) * euler(0.5, 0, 0), 0.3)
RootJoint.C0 = clerp(RootJoint.C0, RootCF * cf(0, 0, -1.8) * euler(-0.2, 0, -0.4), 0.3)
RW.C0 = clerp(RW.C0, cf(1.5, 0.5, 0) * euler(-0.5, 0, 0.8) * euler(0, -0.4, 0), 0.3)
RW.C1 = clerp(LW.C1, cf(0, 0.5, 0) * euler(0, 0, 0), 0.3)
LW.C0 = clerp(LW.C0, cf(-1.5, 0.5, 0) * euler(-0.5, 0, -0.2) * euler(0, 0.4, 0), 0.3)
LW.C1 = clerp(LW.C1, cf(0, 0.5, 0) * euler(0, 0, 0), 0.3)
RH.C0 = clerp(RH.C0, cf(1, -0.8, 0) * euler(0, 1.57, 0) * euler(-0.5, 0, 1.2), 0.3)
LH.C0 = clerp(LH.C0, cf(-1, 0, -1) * euler(0, -1.57, 0) * euler(0, 0.2, 0.2), 0.3)
end
for i = 1, 40 do
fwait()
if StunT.Value <= Stun.Value then
break
end
end
do
resumeControl()
combo = 0
attack = false
end
end
StaggerHitt = function()
attack = true
for i = 1, math.random(2, 4) do
ClangEffect(BrickColor.new("New Yeller"), cf(hitbox.Position) * euler(math.random(-50, 50) / 100, math.random(-50, 50), math.random(-50, 50) / 100), 0, 0.1, 0.2, math.random(150, 300) / 1000)
end
for i = 0, 1, 0.1 do
fwait()
Neck.C0 = clerp(Neck.C0, necko * euler(0, 0, 0) * euler(0.1, 0, 0), 0.3)
RootJoint.C0 = clerp(RootJoint.C0, RootCF * euler(-0.2, 0, 0), 0.3)
RW.C0 = clerp(RW.C0, cf(1.5, 0.5, 0) * euler(-0.4, 0, 0.9), 0.3)
RW.C1 = clerp(LW.C1, cf(0, 0.5, 0) * euler(0, 0, 0), 0.3)
LW.C0 = clerp(LW.C0, cf(-1.5, 0.5, 0) * euler(-0.2, 0, -0.6), 0.3)
LW.C1 = clerp(LW.C1, cf(0, 0.5, 0) * euler(0, 0, 0), 0.3)
RH.C0 = clerp(RH.C0, cf(1, -0.8, 0) * euler(0, 1.57, 0) * euler(-0.2, 0, -0.4), 0.3)
LH.C0 = clerp(LH.C0, cf(-1, -1, 0) * euler(0, -1.57, 0) * euler(0, 0.2, 0.2), 0.3)
end
attack = false
end
StunAnim = function()
attack = true
removeControl()
Stunned.Value = true
showDamage(Character, "Stunned", "Interrupt")
local dec = Instance.new("NumberValue", Decrease)
dec.Name = "DecreaseMvmt"
dec.Value = 10
for i = 0, 1, 0.3 do
fwait()
Neck.C0 = clerp(Neck.C0, necko * euler(-0.2, 0, -0.5), 0.2)
RootJoint.C0 = clerp(RootJoint.C0, RootCF * euler(0.2, 0, -3), 0.2)
RW.C0 = clerp(RW.C0, cf(1.5, 0.5, 0) * euler(-0.2, 0, 1.3), 0.2)
RW.C1 = clerp(LW.C1, cf(0, 0.5, 0) * euler(0, 0, 0), 0.2)
LW.C0 = clerp(LW.C0, cf(-1.2, 0.5, -0.4) * euler(1, 0, 0.4) * euler(0, -0.1, 0), 0.2)
LW.C1 = clerp(LW.C1, cf(0, 0.5, 0) * euler(0, 0, 0), 0.2)
RH.C0 = clerp(RH.C0, cf(1, -0.6, 0) * euler(0, 1.57, 0) * euler(-0.5, 0, 0.3), 0.25)
LH.C0 = clerp(LH.C0, cf(-1, -0.8, 0) * euler(0, -1.57, 0) * euler(-0.2, 0, 0), 0.25)
end
for i = 0, 1, 0.3 do
fwait()
Neck.C0 = clerp(Neck.C0, necko * euler(-0.3, 0, -0.5), 0.2)
RootJoint.C0 = clerp(RootJoint.C0, RootCF * cf(0, 0, -0.5) * euler(0.8, 0, -3), 0.2)
RW.C0 = clerp(RW.C0, cf(1.5, 0.5, 0) * euler(-0.8, 0, 1.3), 0.2)
RW.C1 = clerp(LW.C1, cf(0, 0.5, 0) * euler(0, 0, 0), 0.2)
LW.C0 = clerp(LW.C0, cf(-1.2, 0.5, -0.4) * euler(1.2, 0, 0.8) * euler(0, -0.1, 0), 0.2)
LW.C1 = clerp(LW.C1, cf(0, 0.5, 0) * euler(0, 0, 0), 0.2)
RH.C0 = clerp(RH.C0, cf(1, -0.6, 0) * euler(0, 1.57, 0) * euler(-0.5, 0, 0.6), 0.25)
LH.C0 = clerp(LH.C0, cf(-1, -0.8, 0) * euler(0, -1.57, 0) * euler(0.1, 0, 0.7), 0.25)
end
for i = 0, 1, 0.3 do
fwait()
Neck.C0 = clerp(Neck.C0, necko * euler(-0.3, 0, -1), 0.2)
RootJoint.C0 = clerp(RootJoint.C0, RootCF * cf(0, 0, -2) * euler(1.57, 0, -3), 0.2)
RW.C0 = clerp(RW.C0, cf(1.5, 0.5, 0) * euler(-0.8, 0, 1.3), 0.2)
RW.C1 = clerp(LW.C1, cf(0, 0.5, 0) * euler(0, 0, 0), 0.2)
LW.C0 = clerp(LW.C0, cf(-1.5, 0.5, 0) * euler(1.2, 0, -0.8) * euler(0, -0.1, 0), 0.2)
LW.C1 = clerp(LW.C1, cf(0, 0.5, 0) * euler(0, 0, 0), 0.2)
RH.C0 = clerp(RH.C0, cf(1, -0.6, 0) * euler(0, 1.57, 0) * euler(-0.2, 0, 0.6), 0.25)
LH.C0 = clerp(LH.C0, cf(-1, -0.8, 0) * euler(0, -1.57, 0) * euler(-0.1, 0, 0.3), 0.25)
end
local gairost = Instance.new("BodyGyro")
gairost.Parent = RootPart
gairost.maxTorque = Vector3.new(400000, 0, 400000) * math.huge
gairost.P = 20000
gairost.cframe = cf(0, 0, 0)
for i = 0, 1, 0.1 do
fwait()
if hitfloor ~= nil then
Torso.Velocity = vt(0, 0, 0)
end
Neck.C0 = clerp(Neck.C0, necko * euler(0, 0, -1.57), 0.3)
RootJoint.C0 = clerp(RootJoint.C0, RootCF * cf(0, 0, -2.5) * euler(1.57, 0, -3.14), 0.3)
RW.C0 = clerp(RW.C0, cf(1.5, 0.5, 0) * euler(-1.57, 0, 1.5) * euler(0.2, 0, 0), 0.3)
RW.C1 = clerp(LW.C1, cf(0, 0.5, 0) * euler(0, 0, 0), 0.3)
LW.C0 = clerp(LW.C0, cf(-1.5, 0.5, 0) * euler(1.5, 0, -1.57) * euler(0, 0, 0), 0.3)
LW.C1 = clerp(LW.C1, cf(0, 0.5, 0) * euler(0, 0, 0), 0.3)
RH.C0 = clerp(RH.C0, cf(1, -1, 0) * euler(0, 1.57, 0) * euler(-0.3, 0.5, 0), 0.3)
LH.C0 = clerp(LH.C0, cf(-1, -1, 0) * euler(0, -1.57, 0) * euler(-0.1, 0.2, 0), 0.3)
end
for i = 1, 70 do
fwait()
gairost.cframe = RootPart.CFrame
if hitfloor ~= nil then
Torso.Velocity = vt(0, 0, 0)
end
end
for i = 0, 1, 0.2 do
fwait()
Stun.Value = 0
gairost.cframe = RootPart.CFrame
Neck.C0 = clerp(Neck.C0, necko * euler(0.2, 0, 0), 0.3)
RootJoint.C0 = clerp(RootJoint.C0, RootCF * cf(0, 0, -2) * euler(1, 0, -4), 0.3)
RW.C0 = clerp(RW.C0, cf(1.5, 0.5, 0) * euler(-1.57, 0, 1) * euler(0.2, -1, 0), 0.3)
RW.C1 = clerp(LW.C1, cf(0, 0.5, 0) * euler(0, 0, 0), 0.3)
LW.C0 = clerp(LW.C0, cf(-1.5, 0.5, 0) * euler(1.2, 0, 0.2) * euler(0, 0, 0), 0.3)
LW.C1 = clerp(LW.C1, cf(0, 0.5, 0) * euler(0, 0, 0), 0.3)
RH.C0 = clerp(RH.C0, cf(1, -1, 0) * euler(0, 1.57, 0) * euler(-0.3, 0.5, 0.4), 0.3)
LH.C0 = clerp(LH.C0, cf(-1, -1, -1) * euler(0, -1.57, 0) * euler(-0.1, 0.2, 1), 0.3)
end
resumeControl()
gairost.Parent = nil
dec.Parent = nil
Stun.Value = 0
combo = 0
Stunned.Value = false
attack = false
for i = 1, 10 do
fwait()
Stun.Value = 0
end
end
attackone = function()
attack = true
for i = 0, 1, 0.12 do
fwait()
Neck.C0 = clerp(Neck.C0, necko * euler(0.2, 0, 1) * euler(0, 0, 0), 0.3)
RootJoint.C0 = clerp(RootJoint.C0, RootCF * cf(0, 0, -0.2) * euler(0, 0, -1), 0.3)
RW.C0 = clerp(RW.C0, cf(1, 0.5, -0.5) * euler(1.4, 0, -1), 0.3)
RW.C1 = clerp(LW.C1, cf(0, 0.5, 0) * euler(0, 0, 0), 0.3)
LW.C0 = clerp(LW.C0, cf(-1.5, 0.5, 0) * euler(0.6, 0, -1) * euler(0, 0, 0), 0.3)
LW.C1 = clerp(LW.C1, cf(0, 0.5, 0) * euler(0, 0, 0), 0.3)
RH.C0 = clerp(RH.C0, cf(0.8, -1, -0.4) * euler(0, 1.57, 0) * euler(0, 1, -0.1), 0.4)
LH.C0 = clerp(LH.C0, cf(-0.8, -0.9, 0.4) * euler(0, -1.57, 0) * euler(0, 1, 0.1), 0.4)
if Stagger.Value ~= true and StunT.Value > Stun.Value then
do
if StaggerHit.Value == true then
break
end
-- DECOMPILER ERROR at PC189: LeaveBlock: unexpected jumping out IF_THEN_STMT
-- DECOMPILER ERROR at PC189: LeaveBlock: unexpected jumping out IF_STMT
end
end
end
so("199145095", handle, 1, 1.1)
hbwld.Parent = nil
hboxpos.Parent = hitbox
hitbox.Parent = modelzorz
hitbox.Size = vt(2, 3, 2)
hitboxCF = handle.CFrame
hitbox.CFrame = hitboxCF
for i = 0, 1, 0.35 do
fwait()
hitboxCF = handle.CFrame
hitbox.CFrame = hitboxCF
MagniDamage(hitbox, 3, 6, 7, math.random(5, 10), "Normal", RootPart, 0.5, 1, (math.random(4, 8)), nil, true)
Neck.C0 = clerp(Neck.C0, necko * euler(0.2, 0, -1.57) * euler(0, 0, 0), 0.4)
RootJoint.C0 = clerp(RootJoint.C0, RootCF * cf(0, 0, -0.2) * euler(0, 0, 1.57), 0.4)
RW.C0 = clerp(RW.C0, cf(1.5, 0.5, 0) * euler(1.8, 0, 1.2), 0.4)
RW.C1 = clerp(LW.C1, cf(0, 0.5, 0) * euler(0, 0, 0), 0.4)
LW.C0 = clerp(LW.C0, cf(-1.5, 0.5, 0) * euler(0.4, 0, -0.1), 0.4)
LW.C1 = clerp(LW.C1, cf(0, 0.5, 0) * euler(0, 0, 0), 0.4)
RH.C0 = clerp(RH.C0, cf(0.6, -1, 0.4) * euler(0, 1.57, 0) * euler(0.2, -1.57, 0), 0.3)
LH.C0 = clerp(LH.C0, cf(-0.6, -1, -0.4) * euler(0, -1.57, 0) * euler(-0.4, -1.57, 0), 0.3)
if Stagger.Value ~= true and StunT.Value > Stun.Value then
do
if StaggerHit.Value == true then
break
end
-- DECOMPILER ERROR at PC426: LeaveBlock: unexpected jumping out IF_THEN_STMT
-- DECOMPILER ERROR at PC426: LeaveBlock: unexpected jumping out IF_STMT
end
end
end
for i = 0, 1, 0.1 do
fwait()
hitboxCF = handle.CFrame
hitbox.CFrame = hitboxCF
MagniDamage(hitbox, 3, 6, 7, math.random(5, 10), "Normal", RootPart, 0.5, 1, (math.random(4, 8)), nil, true)
Neck.C0 = clerp(Neck.C0, necko * euler(0.2, 0, -1.57) * euler(0, 0, 0), 0.4)
RootJoint.C0 = clerp(RootJoint.C0, RootCF * cf(0, 0, -0.2) * euler(0, 0, 1.57), 0.4)
RW.C0 = clerp(RW.C0, cf(1.5, 0.5, 0) * euler(1, 0, 0) * euler(-0.5, 0, 0.5), 0.4)
RW.C1 = clerp(LW.C1, cf(0, 0.5, 0) * euler(0, 0, 0), 0.4)
LW.C0 = clerp(LW.C0, cf(-1.5, 0.5, 0) * euler(0.4, 0, -0.1), 0.4)
LW.C1 = clerp(LW.C1, cf(0, 0.5, 0) * euler(0, 0, 0), 0.4)
RH.C0 = clerp(RH.C0, cf(0.6, -1, 0.4) * euler(0, 1.57, 0) * euler(0.2, -1.57, 0), 0.3)
LH.C0 = clerp(LH.C0, cf(-0.6, -1, -0.4) * euler(0, -1.57, 0) * euler(-0.4, -1.57, 0), 0.3)
if Stagger.Value ~= true and StunT.Value > Stun.Value then
do
if StaggerHit.Value == true then
break
end
-- DECOMPILER ERROR at PC642: LeaveBlock: unexpected jumping out IF_THEN_STMT
-- DECOMPILER ERROR at PC642: LeaveBlock: unexpected jumping out IF_STMT
end
end
end
hitbox.Parent = modelzorz
hitbox.Size = vt()
hitboxweld()
hboxpos.Parent = nil
attack = false
end
attacktwo = function()
attack = true
for i = 0, 1, 0.2 do
fwait()
Neck.C0 = clerp(Neck.C0, necko * euler(0, 0, 1.3), 0.4)
RootJoint.C0 = clerp(RootJoint.C0, RootCF * euler(0, 0, -1.3), 0.4)
RW.C0 = clerp(RW.C0, cf(1.5, 0.5, 0) * euler(1, 0, 1.3), 0.4)
RW.C1 = clerp(LW.C1, cf(0, 0.5, 0) * euler(0, 0, 0), 0.4)
LW.C0 = clerp(LW.C0, cf(-1, 0.5, -0.5) * euler(0, -2.5, -1.57), 0.4)
LW.C1 = clerp(LW.C1, cf(0, 0.5, 0) * euler(0, 0, 0), 0.4)
RH.C0 = clerp(RH.C0, cf(0.8, -1, -0.4) * euler(0, 1.57, 0) * euler(0, 1.3, -0.1), 0.4)
LH.C0 = clerp(LH.C0, cf(-0.8, -0.9, 0.4) * euler(0, -1.57, 0) * euler(0, 1.3, 0.1), 0.4)
if Stagger.Value ~= true and StunT.Value > Stun.Value then
do
if StaggerHit.Value == true then
break
end
-- DECOMPILER ERROR at PC171: LeaveBlock: unexpected jumping out IF_THEN_STMT
-- DECOMPILER ERROR at PC171: LeaveBlock: unexpected jumping out IF_STMT
end
end
end
so("199145146", handle, 1, 1.3)
hbwld.Parent = nil
hboxpos.Parent = hitbox
hitbox.Parent = modelzorz
hitbox.Size = vt(2, 3, 2)
hitboxCF = handle.CFrame
hitbox.CFrame = hitboxCF
for i = 0, 1, 0.3 do
fwait()
hitboxCF = handle.CFrame
hitbox.CFrame = hitboxCF
MagniDamage(hitbox, 3, 6, 7, math.random(5, 10), "Normal", RootPart, 0.5, 1, (math.random(4, 8)), nil, true)
Neck.C0 = clerp(Neck.C0, necko * euler(0, 0, -1.5) * euler(0.1, 0, 0), 0.4)
RootJoint.C0 = clerp(RootJoint.C0, RootCF * euler(0, 0, 1.6), 0.4)
RW.C0 = clerp(RW.C0, cf(1.5, 0.5, 0) * euler(0, 1, 1.3) * euler(0, -1.57, 0), 0.4)
RW.C1 = clerp(LW.C1, cf(0, 0.5, 0) * euler(0, 0, 0), 0.4)
LW.C0 = clerp(LW.C0, cf(-1.5, 0.5, 0) * euler(0, 0, -1.2), 0.4)
LW.C1 = clerp(LW.C1, cf(0, 0.5, 0) * euler(0, 0, 0), 0.4)
RH.C0 = clerp(RH.C0, cf(0.6, -1, 0.4) * euler(0, 1.57, 0) * euler(0.2, -1.57, 0), 0.3)
LH.C0 = clerp(LH.C0, cf(-0.6, -1, -0.4) * euler(0, -1.57, 0) * euler(-0.4, -1.57, 0), 0.3)
if Stagger.Value ~= true and StunT.Value > Stun.Value then
do
if StaggerHit.Value == true then
break
end
-- DECOMPILER ERROR at PC408: LeaveBlock: unexpected jumping out IF_THEN_STMT
-- DECOMPILER ERROR at PC408: LeaveBlock: unexpected jumping out IF_STMT
end
end
end
for i = 0, 1, 0.15 do
fwait()
hitboxCF = handle.CFrame
hitbox.CFrame = hitboxCF
MagniDamage(hitbox, 3, 6, 7, math.random(5, 10), "Normal", RootPart, 0.5, 1, (math.random(4, 8)), nil, true)
Neck.C0 = clerp(Neck.C0, necko * euler(0, 0, -1.5) * euler(0.2, 0, 0), 0.3)
RootJoint.C0 = clerp(RootJoint.C0, RootCF * euler(0, 0, 1.6), 0.3)
RW.C0 = clerp(RW.C0, cf(1.5, 0.5, 0) * euler(0, 1, 1.3) * euler(0, -1.57, 0), 0.3)
RW.C1 = clerp(LW.C1, cf(0, 0.5, 0) * euler(0, 0, 0), 0.3)
LW.C0 = clerp(LW.C0, cf(-1.5, 0.5, 0) * euler(0, 0, -1.2), 0.3)
LW.C1 = clerp(LW.C1, cf(0, 0.5, 0) * euler(0, 0, 0), 0.3)
RH.C0 = clerp(RH.C0, cf(0.6, -1, 0.4) * euler(0, 1.57, 0) * euler(0.2, -1.57, 0), 0.3)
LH.C0 = clerp(LH.C0, cf(-0.6, -1, -0.4) * euler(0, -1.57, 0) * euler(-0.4, -1.57, 0), 0.3)
if Stagger.Value ~= true and StunT.Value > Stun.Value then
do
if StaggerHit.Value == true then
break
end
-- DECOMPILER ERROR at PC618: LeaveBlock: unexpected jumping out IF_THEN_STMT
-- DECOMPILER ERROR at PC618: LeaveBlock: unexpected jumping out IF_STMT
end
end
end
hitbox.Parent = modelzorz
hitbox.Size = vt()
hitboxweld()
hboxpos.Parent = nil
attack = false
end
attackthree = function()
attack = true
for i = 0, 1, 0.2 do
fwait()
Neck.C0 = clerp(Neck.C0, necko * euler(0, 0, -1.2) * euler(0.2, 0, 0), 0.3)
RootJoint.C0 = clerp(RootJoint.C0, RootCF * euler(0, 0, 1.2), 0.3)
RW.C0 = clerp(RW.C0, cf(1, 0.5, -0.5) * euler(0, 2.5, 1.5) * euler(0, -1.57, 0), 0.3)
RW.C1 = clerp(LW.C1, cf(0, 0.5, 0) * euler(0, 0, 0), 0.3)
LW.C0 = clerp(LW.C0, cf(-1.5, 0.5, 0) * euler(0, 0, -1.2), 0.3)
LW.C1 = clerp(LW.C1, cf(0, 0.5, 0) * euler(0, 0, 0), 0.3)
RH.C0 = clerp(RH.C0, cf(0.6, -1, 0.4) * euler(0, 1.57, 0) * euler(0.2, -1.2, 0), 0.3)
LH.C0 = clerp(LH.C0, cf(-0.6, -1, -0.4) * euler(0, -1.57, 0) * euler(-0.4, -1.2, 0), 0.3)
if Stagger.Value ~= true and StunT.Value > Stun.Value then
do
if StaggerHit.Value == true then
break
end
-- DECOMPILER ERROR at PC183: LeaveBlock: unexpected jumping out IF_THEN_STMT
-- DECOMPILER ERROR at PC183: LeaveBlock: unexpected jumping out IF_STMT
end
end
end
so("199145204", handle, 1, 1.2)
hbwld.Parent = nil
hboxpos.Parent = hitbox
hitbox.Parent = modelzorz
hitbox.Size = vt(2, 3, 2)
hitboxCF = handle.CFrame
hitbox.CFrame = hitboxCF
for i = 0, 1, 0.1 do
fwait()
hitboxCF = handle.CFrame
hitbox.CFrame = hitboxCF
MagniDamage(hitbox, 3, 6, 7, math.random(5, 10), "Normal", RootPart, 0.5, 1, (math.random(4, 8)), nil, true)
Neck.C0 = clerp(Neck.C0, necko * euler(0, 0, 0.2) * euler(0, 0, 0), 0.4)
RootJoint.C0 = clerp(RootJoint.C0, RootCF * euler(0, 0, -0.2), 0.4)
RW.C0 = clerp(RW.C0, cf(1.5, 0.5, 0) * euler(0, 0, 1.2) * euler(0, -1.57, 0), 0.4)
RW.C1 = clerp(LW.C1, cf(0, 0.5, 0) * euler(0, 0, 0), 0.4)
LW.C0 = clerp(LW.C0, cf(-1.5, 0.5, 0) * euler(0.5, 0, -1.4), 0.4)
LW.C1 = clerp(LW.C1, cf(0, 0.5, 0) * euler(0, 0, 0), 0.4)
RH.C0 = clerp(RH.C0, cf(1, -1, 0) * euler(0, 1.57, 0) * euler(0, 0, 0), 0.4)
LH.C0 = clerp(LH.C0, cf(-1, -1, 0) * euler(0, -1.57, 0) * euler(0, 0, 0), 0.4)
if Stagger.Value ~= true and StunT.Value > Stun.Value then
do
if StaggerHit.Value == true then
break
end
-- DECOMPILER ERROR at PC420: LeaveBlock: unexpected jumping out IF_THEN_STMT
-- DECOMPILER ERROR at PC420: LeaveBlock: unexpected jumping out IF_STMT
end
end
end
hitbox.Parent = modelzorz
hitbox.Size = vt()
hitboxweld()
hboxpos.Parent = nil
attack = false
end
attackfour = function()
attack = true
for i = 0, 1, 0.15 do
fwait()
Neck.C0 = clerp(Neck.C0, necko * euler(0, 0, 1) * euler(0, 0, 0), 0.4)
RootJoint.C0 = clerp(RootJoint.C0, RootCF * cf(0, 0, -0.2) * euler(0, 0, -1), 0.4)
RW.C0 = clerp(RW.C0, cf(1, 0.5, -0.5) * euler(1.57, 0, -1.2), 0.4)
RW.C1 = clerp(LW.C1, cf(0, 0.5, 0) * euler(0, 0, 0), 0.4)
LW.C0 = clerp(LW.C0, cf(-1.5, 0.5, 0) * euler(1, 0, -0.1), 0.4)
LW.C1 = clerp(LW.C1, cf(0, 0.5, 0) * euler(0, 0, 0), 0.4)
RH.C0 = clerp(RH.C0, cf(0.8, -1, -0.4) * euler(0, 1.57, 0) * euler(0, 1, -0.1), 0.4)
LH.C0 = clerp(LH.C0, cf(-0.8, -0.9, 0.4) * euler(0, -1.57, 0) * euler(0, 1, 0.1), 0.4)
if Stagger.Value ~= true and StunT.Value > Stun.Value then
do
if StaggerHit.Value == true then
break
end
-- DECOMPILER ERROR at PC183: LeaveBlock: unexpected jumping out IF_THEN_STMT
-- DECOMPILER ERROR at PC183: LeaveBlock: unexpected jumping out IF_STMT
end
end
end
so("200632211", handle, 1, 0.8)
hbwld.Parent = nil
hboxpos.Parent = hitbox
hitbox.Parent = modelzorz
hitbox.Size = vt(2, 3, 2)
hitboxCF = handle.CFrame
hitbox.CFrame = hitboxCF
for i = 0, 1, 0.1 do
fwait()
hitboxCF = handle.CFrame
hitbox.CFrame = hitboxCF
MagniDamage(hitbox, 3, 6, 7, math.random(5, 10), "Normal", RootPart, 0.5, 1, (math.random(4, 8)), nil, true)
Neck.C0 = clerp(Neck.C0, necko * euler(0, 0, -1.57) * euler(0, 0, 0), 0.3)
RootJoint.C0 = clerp(RootJoint.C0, RootCF * cf(0, 0, -0.2) * euler(0, 0, 1.57), 0.3)
RW.C0 = clerp(RW.C0, cf(1.5, 0.5, 0) * euler(1.57, 0, 1.57) * euler(0, 1.57, 0), 0.3)
RW.C1 = clerp(LW.C1, cf(0, 0.5, 0) * euler(0, 0, 0), 0.3)
LW.C0 = clerp(LW.C0, cf(-1.5, 0.5, 0) * euler(0.5, 0, -1), 0.3)
LW.C1 = clerp(LW.C1, cf(0, 0.5, 0) * euler(0, 0, 0), 0.3)
RH.C0 = clerp(RH.C0, cf(0.6, -1, 0.4) * euler(0, 1.57, 0) * euler(0.2, -1.57, 0), 0.2)
LH.C0 = clerp(LH.C0, cf(-0.6, -1, -0.4) * euler(0, -1.57, 0) * euler(-0.4, -1.57, 0), 0.2)
if Stagger.Value ~= true and StunT.Value > Stun.Value then
do
if StaggerHit.Value == true then
break
end
-- DECOMPILER ERROR at PC426: LeaveBlock: unexpected jumping out IF_THEN_STMT
-- DECOMPILER ERROR at PC426: LeaveBlock: unexpected jumping out IF_STMT
end
end
end
hitbox.Parent = modelzorz
hitbox.Size = vt()
hitboxweld()
hboxpos.Parent = nil
attack = false
end
ShootRailGun = function()
if railgunattack == true then
return
end
ref = part(3, workspace, 0, 1, BrickColor.new("Black"), "Reference", vt())
ref.Anchored = true
ref.CFrame = cf(rprt8.Position)
game:GetService("Debris"):AddItem(ref, 1)
so("169380505", ref, 0.5, 1)
local MouseLook = cf((rprt8.Position + MMouse.Hit.p) / 2, MMouse.Hit.p)
local hit, pos = rayCast(rprt8.Position, MouseLook.lookVector, 999, RailgunTarget.Parent)
local mag = (rprt8.Position - pos).magnitude
MagicCylinder(Color2, CFrame.new((rprt8.Position + pos) / 2, pos) * angles(1.57, 0, 0), 1, mag * 5, 1, 1.2, 0, 1.2, 0.1)
if hit ~= nil then
ref = part(3, workspace, 0, 1, Color2, "Reference", vt())
ref.Anchored = true
ref.CFrame = cf(pos)
game:GetService("Debris"):AddItem(ref, 1)
so("153092334", ref, 0.5, 1.5)
so("169380505", ref, 0.5, 1.5)
MagicCircle(Color2, cf(pos), 10, 10, 10, 1, 1, 1, 0.07)
Damagefunc(hit, 6, 8, 0, "Normal", RootPart, 0, 2, math.random(1, 5), false, false, true, "Movement", 0.05, 100)
end
coroutine.resume(coroutine.create(function()
railgunattack = true
for i = 0, 1, 0.2 do
fwait()
rwld2.C1 = clerp(rwld2.C1, cf(0, 0, -1), 0.5)
end
for i = 0, 1, 0.1 do
fwait()
rwld2.C1 = clerp(rwld2.C1, cf(0, 0, 0), 0.4)
end
railgunattack = false
end))
end
ShootCannon = function()
if cannonattack == true then
return
end
ref = part(3, workspace, 0, 1, BrickColor.new("Black"), "Reference", vt())
ref.Anchored = true
ref.CFrame = cf(pprt8.Position)
game:GetService("Debris"):AddItem(ref, 1)
so("169380505", ref, 0.5, 1)
table.insert(Effects, {pprt8.Position, "Shoot", 30, MMouse.Hit.p})
coroutine.resume(coroutine.create(function()
cannonattack = true
for i = 0, 1, 0.05 do
fwait()
pwld2.C1 = clerp(pwld2.C1, cf(0, 0, -1.5), 0.5)
end
for i = 0, 1, 0.05 do
fwait()
pwld2.C1 = clerp(pwld2.C1, cf(0, 0, 0), 0.3)
end
cannonattack = false
end))
end
bladesattackone = function()
while tribladesattack == true do
fwait()
end
tribladesattack = true
for i = 0, 1, 0.2 do
fwait()
brefwld.C0 = clerp(brefwld.C0, euler(0, 0, 0) * cf(0, -2.5, 2), 0.4)
bwld1.C0 = clerp(bwld1.C0, euler(0, 0, 0) * cf(3, -0.6, -2), 0.4)
bwld7.C0 = clerp(bwld7.C0, euler(0, 0, 0) * cf(0, -0.6, -2), 0.4)
bwld13.C0 = clerp(bwld13.C0, euler(0, 0, 0) * cf(-3, -0.6, -2), 0.4)
bwld2.C0 = clerp(bwld2.C0, euler(3.14, -1.5, 1) * cf(0, 0, 0), 0.4)
bwld8.C0 = clerp(bwld8.C0, euler(3.14, -1.5, 1.57) * cf(0, 0, 0), 0.4)
bwld14.C0 = clerp(bwld14.C0, euler(3.14, -1.5, 2) * cf(0, 0, 0), 0.4)
end
so("161006195", bprt1, 0.6, math.random(100, 200) / 100)
so("161006195", bprt7, 0.6, math.random(100, 200) / 100)
so("161006195", bprt13, 0.6, math.random(100, 200) / 100)
hitboxb1.Parent = Character
hitboxb1.Size = vt(1, 2, 1)
hitboxb1.CFrame = bprt4.CFrame * euler(0, 0, 1.57)
hitboxb1.Transparency = 1
hitboxb2.Parent = Character
hitboxb2.Size = vt(1, 2, 1)
hitboxb2.CFrame = bprt10.CFrame * euler(0, 0, 1.57)
hitboxb3.Parent = Character
hitboxb3.Size = vt(1, 2, 1)
hitboxb3.CFrame = bprt16.CFrame * euler(0, 0, 1.57)
for i = 0, 1, 0.3 do
fwait()
brefwld.C0 = clerp(brefwld.C0, euler(1.57, 0, 0) * cf(0, 1.5, 3), i)
bwld2.C0 = clerp(bwld2.C0, euler(3.14, -1.5, 1.57) * cf(0, 0, 0), i)
bwld8.C0 = clerp(bwld8.C0, euler(3.14, -1.5, 1.57) * cf(0, 0, 0), i)
bwld14.C0 = clerp(bwld14.C0, euler(3.14, -1.5, 1.57) * cf(0, 0, 0), i)
hitboxb1.CFrame = bprt4.CFrame * euler(0, 0, 1.57)
hitboxb2.CFrame = bprt10.CFrame
hitboxb3.CFrame = bprt16.CFrame
MagniDamage(hitboxb1, 2, 5, 7, math.random(1, 5), "Normal", BladesTarget, 0.4, 1, math.random(1, 3), false, true, true, nil, nil, nil, "Slash")
MagniDamage(hitboxb2, 2, 5, 7, math.random(1, 5), "Normal", BladesTarget, 0.4, 1, math.random(1, 3), false, true, true, nil, nil, nil, "Slash")
MagniDamage(hitboxb3, 2, 5, 7, math.random(1, 5), "Normal", BladesTarget, 0.4, 1, math.random(1, 3), false, true, true, nil, nil, nil, "Slash")
end
for i = 0, 1, 0.2 do
fwait()
brefwld.C0 = clerp(brefwld.C0, euler(1.7, 0, 0) * cf(0, 2, 3), 0.4)
hitboxb1.CFrame = bprt4.CFrame * euler(0, 0, 1.57)
hitboxb2.CFrame = bprt10.CFrame
hitboxb3.CFrame = bprt16.CFrame
MagniDamage(hitboxb1, 2, 5, 7, math.random(1, 5), "Normal", BladesTarget, 0.4, 1, math.random(1, 3), false, true, true, nil, nil, nil, "Slash")
MagniDamage(hitboxb2, 2, 5, 7, math.random(1, 5), "Normal", BladesTarget, 0.4, 1, math.random(1, 3), false, true, true, nil, nil, nil, "Slash")
MagniDamage(hitboxb3, 2, 5, 7, math.random(1, 5), "Normal", BladesTarget, 0.4, 1, math.random(1, 3), false, true, true, nil, nil, nil, "Slash")
end
hitboxb1.Parent = nil
hitboxb2.Parent = nil
hitboxb3.Parent = nil
tribladesattack = false
end
bladesattacktwo = function()
while tribladesattack == true do
fwait()
end
tribladesattack = true
for i = 0, 1, 0.2 do
fwait()
brefwld.C0 = clerp(brefwld.C0, euler(0, -1, 0) * cf(6, 1, 3), 0.4)
bwld1.C0 = clerp(bwld1.C0, euler(0, -0.5, 0) * cf(2, -0.6, -2), 0.4)
bwld7.C0 = clerp(bwld7.C0, euler(0, 0, 0) * cf(0, -0.6, -2), 0.4)
bwld13.C0 = clerp(bwld13.C0, euler(0, 0.5, 0) * cf(-2, -0.6, -2), 0.4)
bwld2.C0 = clerp(bwld2.C0, euler(4.71, -1.57, 1.57) * cf(0, 0, 0), 0.4)
bwld8.C0 = clerp(bwld8.C0, euler(4.71, -1.57, 1.57) * cf(0, 0, 0), 0.4)
bwld14.C0 = clerp(bwld14.C0, euler(4.71, -1.57, 1.57) * cf(0, 0, 0), 0.4)
end
so("161006195", bprt1, 0.6, math.random(80, 150) / 100)
so("161006195", bprt7, 0.6, math.random(80, 150) / 100)
so("161006195", bprt13, 0.6, math.random(80, 150) / 100)
hitboxb1.Parent = Character
hitboxb1.Size = vt(1, 2, 1)
hitboxb1.CFrame = bprt4.CFrame * euler(0, 0, 1.57)
hitboxb1.Transparency = 1
hitboxb2.Parent = Character
hitboxb2.Size = vt(1, 2, 1)
hitboxb2.CFrame = bprt10.CFrame * euler(0, 0, 1.57)
hitboxb3.Parent = Character
hitboxb3.Size = vt(1, 2, 1)
hitboxb3.CFrame = bprt16.CFrame * euler(0, 0, 1.57)
for i = 0, 1, 0.4 do
fwait()
brefwld.C0 = clerp(brefwld.C0, euler(0, 1, 0) * cf(-6, 1, 3), i)
hitboxb1.CFrame = bprt4.CFrame * euler(0, 0, 1.57)
hitboxb2.CFrame = bprt10.CFrame
hitboxb3.CFrame = bprt16.CFrame
MagniDamage(hitboxb1, 2, 5, 7, math.random(1, 5), "Normal", BladesTarget, 0.4, 1, math.random(1, 3), false, true, true, nil, nil, nil, "Slash")
MagniDamage(hitboxb2, 2, 5, 7, math.random(1, 5), "Normal", BladesTarget, 0.4, 1, math.random(1, 3), false, true, true, nil, nil, nil, "Slash")
MagniDamage(hitboxb3, 2, 5, 7, math.random(1, 5), "Normal", BladesTarget, 0.4, 1, math.random(1, 3), false, true, true, nil, nil, nil, "Slash")
end
for i = 0, 1, 0.2 do
fwait()
brefwld.C0 = clerp(brefwld.C0, euler(0, 1.7, 0) * cf(-6, 1, -1), 0.4)
hitboxb1.CFrame = bprt4.CFrame * euler(0, 0, 1.57)
hitboxb2.CFrame = bprt10.CFrame
hitboxb3.CFrame = bprt16.CFrame
MagniDamage(hitboxb1, 2, 5, 7, math.random(1, 5), "Normal", BladesTarget, 0.4, 1, math.random(1, 3), false, true, true, nil, nil, nil, "Slash")
MagniDamage(hitboxb2, 2, 5, 7, math.random(1, 5), "Normal", BladesTarget, 0.4, 1, math.random(1, 3), false, true, true, nil, nil, nil, "Slash")
MagniDamage(hitboxb3, 2, 5, 7, math.random(1, 5), "Normal", BladesTarget, 0.4, 1, math.random(1, 3), false, true, true, nil, nil, nil, "Slash")
end
hitboxb1.Parent = nil
hitboxb2.Parent = nil
hitboxb3.Parent = nil
tribladesattack = false
end
bladesattackthree = function()
while tribladesattack == true do
fwait()
end
tribladesattack = true
for i = 0, 1, 0.3 do
fwait()
bwld1.C0 = clerp(bwld1.C0, cf(0, -4, -2) * euler(0, 0, 2.09), 0.4)
bwld7.C0 = clerp(bwld7.C0, cf(0, -4, -2) * euler(0, 0, 4.18), 0.4)
bwld13.C0 = clerp(bwld13.C0, cf(0, -4, -2) * euler(0, 0, 6.27), 0.4)
bwld2.C0 = clerp(bwld2.C0, euler(3.14, -1.3, 1.57) * cf(0, 0, 0), 0.4)
bwld8.C0 = clerp(bwld8.C0, euler(3.14, -1.3, 1.57) * cf(0, 0, 0), 0.4)
bwld14.C0 = clerp(bwld14.C0, euler(3.14, -1.3, 1.57) * cf(0, 0, 0), 0.4)
brefwld.C0 = clerp(brefwld.C0, euler(0, 0, 0) * cf(0, 0, -2), 0.4)
end
so("161006195", bprt1, 0.6, math.random(100, 200) / 100)
so("161006195", bprt7, 0.6, math.random(100, 200) / 100)
so("161006195", bprt13, 0.6, math.random(100, 200) / 100)
hitboxb1.Parent = Character
hitboxb1.Size = vt(1, 2, 1)
hitboxb1.CFrame = bprt4.CFrame * euler(0, 0, 1.57)
hitboxb1.Transparency = 1
hitboxb2.Parent = Character
hitboxb2.Size = vt(1, 2, 1)
hitboxb2.CFrame = bprt10.CFrame * euler(0, 0, 1.57)
hitboxb3.Parent = Character
hitboxb3.Size = vt(1, 2, 1)
hitboxb3.CFrame = bprt16.CFrame * euler(0, 0, 1.57)
n = math.random(-50, 50)
for i = 0, 1, 0.4 do
fwait()
bwld1.C0 = clerp(bwld1.C0, cf(0, -1.2, -2) * euler(0, 0, 2.09), 0.4)
bwld7.C0 = clerp(bwld7.C0, cf(0, -1.2, -2) * euler(0, 0, 4.18), 0.4)
bwld13.C0 = clerp(bwld13.C0, cf(0, -1.2, -2) * euler(0, 0, 6.27), 0.4)
bwld2.C0 = clerp(bwld2.C0, euler(3.14, -1.3, 1.57) * cf(0, 0, 0), 0.4)
bwld8.C0 = clerp(bwld8.C0, euler(3.14, -1.3, 1.57) * cf(0, 0, 0), 0.4)
bwld14.C0 = clerp(bwld14.C0, euler(3.14, -1.3, 1.57) * cf(0, 0, 0), 0.4)
brefwld.C0 = clerp(brefwld.C0, euler(0, 0, n) * cf(0, 0, 6), 0.4)
hitboxb1.CFrame = bprt4.CFrame * euler(0, 0, 1.57)
hitboxb2.CFrame = bprt10.CFrame
hitboxb3.CFrame = bprt16.CFrame
MagniDamage(hitboxb1, 2, 5, 7, math.random(1, 5), "Normal", BladesTarget, 0.4, 1, math.random(1, 3), false, true, true, nil, nil, nil, "Slash")
MagniDamage(hitboxb2, 2, 5, 7, math.random(1, 5), "Normal", BladesTarget, 0.4, 1, math.random(1, 3), false, true, true, nil, nil, nil, "Slash")
MagniDamage(hitboxb3, 2, 5, 7, math.random(1, 5), "Normal", BladesTarget, 0.4, 1, math.random(1, 3), false, true, true, nil, nil, nil, "Slash")
end
n = math.random(-50, 50)
for i = 0, 1, 0.3 do
fwait()
bwld1.C0 = clerp(bwld1.C0, cf(0, -1, -2) * euler(0, 0, 2.09), 0.4)
bwld7.C0 = clerp(bwld7.C0, cf(0, -1, -2) * euler(0, 0, 4.18), 0.4)
bwld13.C0 = clerp(bwld13.C0, cf(0, -1, -2) * euler(0, 0, 6.27), 0.4)
brefwld.C0 = clerp(brefwld.C0, euler(0, 0, n) * cf(0, 0, 7), 0.4)
hitboxb1.CFrame = bprt4.CFrame * euler(0, 0, 1.57)
hitboxb2.CFrame = bprt10.CFrame
hitboxb3.CFrame = bprt16.CFrame
MagniDamage(hitboxb1, 2, 5, 7, math.random(1, 5), "Normal", BladesTarget, 0.4, 1, math.random(1, 3), false, true, true, nil, nil, nil, "Slash")
MagniDamage(hitboxb2, 2, 5, 7, math.random(1, 5), "Normal", BladesTarget, 0.4, 1, math.random(1, 3), false, true, true, nil, nil, nil, "Slash")
MagniDamage(hitboxb3, 2, 5, 7, math.random(1, 5), "Normal", BladesTarget, 0.4, 1, math.random(1, 3), false, true, true, nil, nil, nil, "Slash")
end
hitboxb1.Parent = nil
hitboxb2.Parent = nil
hitboxb3.Parent = nil
tribladesattack = false
end
bladesattackfour = function()
while tribladesattack == true do
fwait()
end
tribladesattack = true
for i = 0, 1, 0.2 do
fwait()
bwld1.C0 = clerp(bwld1.C0, cf(0, -1, 0) * euler(0, 0, 2.09), 0.4)
bwld7.C0 = clerp(bwld7.C0, cf(0, -1, 0) * euler(0, 0, 4.18), 0.4)
bwld13.C0 = clerp(bwld13.C0, cf(0, -1, 0) * euler(0, 0, 6.27), 0.4)
bwld2.C0 = clerp(bwld2.C0, euler(1.57, 0, -1.57) * cf(0, 0, 0), 0.4)
bwld8.C0 = clerp(bwld8.C0, euler(1.57, 0, -1.57) * cf(0, 0, 0), 0.4)
bwld14.C0 = clerp(bwld14.C0, euler(1.57, 0, -1.57) * cf(0, 0, 0), 0.4)
brefwld.C0 = clerp(brefwld.C0, euler(-1.57, 0, 0) * cf(-5, -0.5, 0), 0.4)
end
so("161006195", bprt1, 0.6, math.random(40, 80) / 100)
so("161006195", bprt7, 0.6, math.random(40, 80) / 100)
so("161006195", bprt13, 0.6, math.random(40, 80) / 100)
hitboxb1.Parent = Character
hitboxb1.Size = vt(1, 2, 1)
hitboxb1.CFrame = bprt4.CFrame * euler(0, 0, 1.57)
hitboxb1.Transparency = 1
hitboxb2.Parent = Character
hitboxb2.Size = vt(1, 2, 1)
hitboxb2.CFrame = bprt10.CFrame * euler(0, 0, 1.57)
hitboxb3.Parent = Character
hitboxb3.Size = vt(1, 2, 1)
hitboxb3.CFrame = bprt16.CFrame * euler(0, 0, 1.57)
for i = 0, 1, 0.6 do
fwait()
bwld1.C0 = clerp(bwld1.C0, cf(0, -1, 0) * euler(0, 0, 5.19), 0.5)
bwld7.C0 = clerp(bwld7.C0, cf(0, -1, 0) * euler(0, 0, 7.28), 0.5)
bwld13.C0 = clerp(bwld13.C0, cf(0, -1, 0) * euler(0, 0, 9.37), 0.5)
brefwld.C0 = clerp(brefwld.C0, euler(-1.57, 0, 0) * cf(0, -0.5, 8), 0.5)
hitboxb1.CFrame = bprt4.CFrame * euler(0, 0, 1.57)
hitboxb2.CFrame = bprt10.CFrame
hitboxb3.CFrame = bprt16.CFrame
MagniDamage(hitboxb1, 2, 5, 7, math.random(1, 5), "Normal", BladesTarget, 0.4, 1, math.random(1, 3), false, true, true, nil, nil, nil, "Slash")
MagniDamage(hitboxb2, 2, 5, 7, math.random(1, 5), "Normal", BladesTarget, 0.4, 1, math.random(1, 3), false, true, true, nil, nil, nil, "Slash")
MagniDamage(hitboxb3, 2, 5, 7, math.random(1, 5), "Normal", BladesTarget, 0.4, 1, math.random(1, 3), false, true, true, nil, nil, nil, "Slash")
end
for i = 0, 1, 0.4 do
fwait()
bwld1.C0 = clerp(bwld1.C0, cf(0, -1, 0) * euler(0, 0, 7.09), 0.5)
bwld7.C0 = clerp(bwld7.C0, cf(0, -1, 0) * euler(0, 0, 9.18), 0.5)
bwld13.C0 = clerp(bwld13.C0, cf(0, -1, 0) * euler(0, 0, 11.27), 0.5)
brefwld.C0 = clerp(brefwld.C0, euler(-1.57, 0, 0) * cf(0, -0.5, 20), 0.5)
hitboxb1.CFrame = bprt4.CFrame * euler(0, 0, 1.57)
hitboxb2.CFrame = bprt10.CFrame
hitboxb3.CFrame = bprt16.CFrame
MagniDamage(hitboxb1, 2, 5, 7, math.random(1, 5), "Normal", BladesTarget, 0.4, 1, math.random(1, 3), false, true, true, nil, nil, nil, "Slash")
MagniDamage(hitboxb2, 2, 5, 7, math.random(1, 5), "Normal", BladesTarget, 0.4, 1, math.random(1, 3), false, true, true, nil, nil, nil, "Slash")
MagniDamage(hitboxb3, 2, 5, 7, math.random(1, 5), "Normal", BladesTarget, 0.4, 1, math.random(1, 3), false, true, true, nil, nil, nil, "Slash")
end
for i = 0, 1, 0.4 do
fwait()
brefwld.C0 = clerp(brefwld.C0, euler(-1.57, 0, 0) * cf(0, -2, 0), 0.5)
bwld1.C0 = clerp(bwld1.C0, cf(0, -1, 0) * euler(0, 0, 2.09), 0.4)
bwld7.C0 = clerp(bwld7.C0, cf(0, -1, 0) * euler(0, 0, 4.18), 0.4)
bwld13.C0 = clerp(bwld13.C0, cf(0, -1, 0) * euler(0, 0, 6.27), 0.4)
hitboxb1.CFrame = bprt4.CFrame * euler(0, 0, 1.57)
hitboxb2.CFrame = bprt10.CFrame
hitboxb3.CFrame = bprt16.CFrame
MagniDamage(hitboxb1, 2, 5, 7, math.random(1, 5), "Normal", BladesTarget, 0.4, 1, math.random(1, 3), false, true, true, nil, nil, nil, "Slash")
MagniDamage(hitboxb2, 2, 5, 7, math.random(1, 5), "Normal", BladesTarget, 0.4, 1, math.random(1, 3), false, true, true, nil, nil, nil, "Slash")
MagniDamage(hitboxb3, 2, 5, 7, math.random(1, 5), "Normal", BladesTarget, 0.4, 1, math.random(1, 3), false, true, true, nil, nil, nil, "Slash")
end
hitboxb1.Parent = nil
hitboxb2.Parent = nil
hitboxb3.Parent = nil
tribladesattack = false
end
BladesDamage = function(pitch)
so("161006195", bprt1, 0.6, pitch)
so("161006195", bprt7, 0.6, pitch)
so("161006195", bprt13, 0.6, pitch)
hitboxb1.Parent = Character
hitboxb1.Size = vt(1, 2, 1)
hitboxb1.CFrame = bprt4.CFrame * euler(0, 0, 1.57)
hitboxb1.Transparency = 1
hitboxb2.Parent = Character
hitboxb2.Size = vt(1, 2, 1)
hitboxb2.CFrame = bprt10.CFrame * euler(0, 0, 1.57)
hitboxb3.Parent = Character
hitboxb3.Size = vt(1, 2, 1)
hitboxb3.CFrame = bprt16.CFrame * euler(0, 0, 1.57)
coroutine.resume(coroutine.create(function(Con1, Con2, Con3)
while attack == true do
fwait()
hitboxb1.CFrame = bprt4.CFrame * euler(0, 0, 1.57)
hitboxb2.CFrame = bprt10.CFrame
hitboxb3.CFrame = bprt16.CFrame
MagniDamage(hitboxb1, 2, 5, 7, math.random(1, 5), "Normal", BladesTarget, 0.4, 1, math.random(1, 3), false, true, true, nil, nil, nil, "Slash")
MagniDamage(hitboxb2, 2, 5, 7, math.random(1, 5), "Normal", BladesTarget, 0.4, 1, math.random(1, 3), false, true, true, nil, nil, nil, "Slash")
MagniDamage(hitboxb3, 2, 5, 7, math.random(1, 5), "Normal", BladesTarget, 0.4, 1, math.random(1, 3), false, true, true, nil, nil, nil, "Slash")
end
hitboxb1.Parent = nil
hitboxb2.Parent = nil
hitboxb3.Parent = nil
end), con1, con2, con3)
end
StatConvert = function()
attack = true
for i = 0, 1, 0.1 do
fwait()
Neck.C0 = clerp(Neck.C0, necko * euler(0, 0, 0) * euler(0.2, 0, 0), 0.3)
RootJoint.C0 = clerp(RootJoint.C0, RootCF * euler(0, 0, 0), 0.3)
RW.C0 = clerp(RW.C0, cf(1.2, 0.5, -0.5) * euler(1.5, 0, -1.5) * euler(0, 0, 0), 0.3)
RW.C1 = clerp(LW.C1, cf(0, 0.5, 0) * euler(0, 0, 0), 0.3)
LW.C0 = clerp(LW.C0, cf(-1.2, 0.5, -0.5) * euler(1.5, 0, 1.5) * euler(0, 0, 0), 0.3)
LW.C1 = clerp(LW.C1, cf(0, 0.5, 0) * euler(0, 0, 0), 0.3)
RH.C0 = clerp(RH.C0, cf(1, -1, 0) * euler(0, 1.57, 0) * euler(0, 0, 0), 0.3)
LH.C0 = clerp(LH.C0, cf(-1, -1, 0) * euler(0, -1.57, 0) * euler(0, 0, 0), 0.3)
if Stagger.Value ~= true and StunT.Value > Stun.Value then
do
if StaggerHit.Value == true then
break
end
-- DECOMPILER ERROR at PC189: LeaveBlock: unexpected jumping out IF_THEN_STMT
-- DECOMPILER ERROR at PC189: LeaveBlock: unexpected jumping out IF_STMT
end
end
end
for _,i in pairs(Decrease:children()) do
if i.Name == "DecreaseDef" then
i.Name = "DecreaseAtk"
i.Value = i.Value * 0.5
else
if i.Name == "DecreaseAtk" then
i.Name = "DecreaseDef"
i.Value = i.Value * 2
end
end
end
attack = false
for i = 1, 30 do
fwait()
for i = 1, 2 do
ElecEffect(cf(RootPart.Position), 2, 3, 1)
end
end
end
do1 = function()
if givingarmor == true then
givingarmor = false
cooldowns[1] = 0
RailgunTarget = RootPart
end
if attack == true then
return
end
if Stagger.Value == true or StunT.Value <= Stun.Value or StaggerHit.Value == true then
return
end
if cooldownmax <= cooldowns[1] and mana.Value >= 30 then
givingrailgun = true
attack = true
mana.Value = mana.Value - 30
MagicSpecial(BrickColor.new(NewCol), RightArm.CFrame * cf(0, -1, 0) * euler(math.random(-50, 50), math.random(-50, 50), math.random(-50, 50)), 0.2, 0.2, 0.2, 0.5, 0.5, 0.5, 0.1)
local dec = Instance.new("NumberValue", Decrease)
dec.Name = "DecreaseMvmt"
dec.Value = 0.4
for i = 0, 1, 0.2 do
fwait()
Neck.C0 = clerp(Neck.C0, necko * euler(0, 0, -1) * euler(0.2, 0, 0), 0.5)
RootJoint.C0 = clerp(RootJoint.C0, RootCF * euler(0, 0, 1), 0.5)
RW.C0 = clerp(RW.C0, cf(1.5, 0.5, 0) * euler(1.7, 0, 0) * euler(0, 0, -0.5), 0.5)
RW.C1 = clerp(LW.C1, cf(0, 0.5, 0) * euler(0, 0, 0), 0.5)
LW.C0 = clerp(LW.C0, cf(-1, 0.5, -0.5) * euler(1.3, 0, 0) * euler(0, 0, 0.8), 0.5)
LW.C1 = clerp(LW.C1, cf(0, 0.5, 0) * euler(0, 0, 0), 0.5)
RH.C0 = clerp(RH.C0, cf(0.6, -1, 0.5) * euler(0, 1.57, 0) * euler(0, -1, -0.1), 0.5)
LH.C0 = clerp(LH.C0, cf(-0.6, -1, -0.5) * euler(0, -1.57, 0) * euler(0, -1, 0.4), 0.5)
if Stagger.Value ~= true and StunT.Value > Stun.Value then
do
if StaggerHit.Value == true then
break
end
-- DECOMPILER ERROR at PC279: LeaveBlock: unexpected jumping out IF_THEN_STMT
-- DECOMPILER ERROR at PC279: LeaveBlock: unexpected jumping out IF_STMT
end
end
end
givingarmor = true
while givingarmor == true do
if givingarmor == true then
fwait()
ElecEffect(RightArm.CFrame, 1, 2, 1)
end
if Stagger.Value ~= true and StunT.Value > Stun.Value and StaggerHit.Value == true then
break
end
end
givingrailgun = false
DecreaseStat(Character, "Defense", -0.1, 400)
DecreaseStat(Character, "Movement", 0.1, 400)
cooldowns[1] = 0
givingarmor = false
dec.Parent = nil
if RailgunTarget ~= nil then
for i = 0, 1, 0.2 do
fwait()
Neck.C0 = clerp(Neck.C0, necko * euler(-0.4, 0, -0.2), 0.4)
RootJoint.C0 = clerp(RootJoint.C0, RootCF * cf(0, 0, -1.5) * euler(0.8, 0, 0.5), 0.4)
RW.C0 = clerp(RW.C0, cf(1.5, 0.5, 0) * euler(1.4, 0, 0.5), 0.4)
RW.C1 = clerp(LW.C1, cf(0, 0.5, 0) * euler(0, 0, 0), 0.4)
LW.C0 = clerp(LW.C0, cf(-1.5, 0.5, 0) * euler(-0.2, 0, -0.4), 0.4)
LW.C1 = clerp(LW.C1, cf(0, 0.5, 0) * euler(0, 0, 0), 0.4)
RH.C0 = clerp(RH.C0, RHC0 * cf(0, 0, 0) * euler(0, -0.5, -0.5), 0.4)
LH.C0 = clerp(LH.C0, LHC0 * cf(-0.5, 1, 0) * euler(0.5, 0, -0.5), 0.4)
if Stagger.Value ~= true and StunT.Value > Stun.Value then
do
if StaggerHit.Value == true then
break
end
-- DECOMPILER ERROR at PC499: LeaveBlock: unexpected jumping out IF_THEN_STMT
-- DECOMPILER ERROR at PC499: LeaveBlock: unexpected jumping out IF_STMT
end
end
end
DecreaseStat(RailgunTarget.Parent, "Defense", -0.2, 280)
rwld1.Part1 = RailgunTarget
model1.Parent = RailgunTarget.Parent
MagicSpecial(BrickColor.new(NewCol), rprt1.CFrame * euler(math.random(-50, 50), math.random(-50, 50), math.random(-50, 50)), 1, 1, 1, 0.5, 0.5, 0.5, 0.05)
ref = part(3, workspace, 0, 1, BrickColor.new("Black"), "Reference", vt())
ref.Anchored = true
ref.CFrame = cf(rprt1.Position)
game:GetService("Debris"):AddItem(ref, 1)
so("203691326", ref, 1, 1)
for i = 1, 5 do
ElecEffect(cf(rprt1.Position), 3, 3, 3)
end
for i = 1, #Railgun do
Railgun[i].Parent = model1
RailgunWelds[i].Parent = Railgun[1]
end
elecnum = 0
attack = false
for i = 1, 50 do
fwait()
ElecEffect(cf(rprt1.Position), 2, 2, 2)
end
else
do
attack = false
end
end
end
end
do2 = function()
if givingarmor == true then
givingarmor = false
cooldowns[2] = 0
CannonTarget = RootPart
end
if attack == true then
return
end
if Stagger.Value == true or StunT.Value <= Stun.Value or StaggerHit.Value == true then
return
end
if cooldownmax <= cooldowns[2] and mana.Value >= 30 then
attack = true
mana.Value = mana.Value - 30
givingplasma = true
MagicSpecial(BrickColor.new(NewCol), RightArm.CFrame * cf(0, -1, 0) * euler(math.random(-50, 50), math.random(-50, 50), math.random(-50, 50)), 0.2, 0.2, 0.2, 0.5, 0.5, 0.5, 0.1)
local dec = Instance.new("NumberValue", Decrease)
dec.Name = "DecreaseMvmt"
dec.Value = 0.4
for i = 0, 1, 0.2 do
fwait()
Neck.C0 = clerp(Neck.C0, necko * euler(0, 0, -1) * euler(0.2, 0, 0), 0.5)
RootJoint.C0 = clerp(RootJoint.C0, RootCF * euler(0, 0, 1), 0.5)
RW.C0 = clerp(RW.C0, cf(1.5, 0.5, 0) * euler(1.7, 0, 0) * euler(0, 0, -0.5), 0.5)
RW.C1 = clerp(LW.C1, cf(0, 0.5, 0) * euler(0, 0, 0), 0.5)
LW.C0 = clerp(LW.C0, cf(-1, 0.5, -0.5) * euler(1.3, 0, 0) * euler(0, 0, 0.8), 0.5)
LW.C1 = clerp(LW.C1, cf(0, 0.5, 0) * euler(0, 0, 0), 0.5)
RH.C0 = clerp(RH.C0, cf(0.6, -1, 0.5) * euler(0, 1.57, 0) * euler(0, -1, -0.1), 0.5)
LH.C0 = clerp(LH.C0, cf(-0.6, -1, -0.5) * euler(0, -1.57, 0) * euler(0, -1, 0.4), 0.5)
if Stagger.Value ~= true and StunT.Value > Stun.Value then
do
if StaggerHit.Value == true then
break
end
-- DECOMPILER ERROR at PC279: LeaveBlock: unexpected jumping out IF_THEN_STMT
-- DECOMPILER ERROR at PC279: LeaveBlock: unexpected jumping out IF_STMT
end
end
end
givingarmor = true
while givingarmor == true do
if givingarmor == true then
fwait()
ElecEffect(RightArm.CFrame, 1, 2, 1)
end
if Stagger.Value ~= true and StunT.Value > Stun.Value and StaggerHit.Value == true then
break
end
end
givingplasma = false
DecreaseStat(Character, "Defense", -0.1, 400)
DecreaseStat(Character, "Movement", 0.1, 400)
cooldowns[2] = 0
givingarmor = false
dec.Parent = nil
if CannonTarget ~= nil then
for i = 0, 1, 0.2 do
fwait()
Neck.C0 = clerp(Neck.C0, necko * euler(-0.4, 0, -0.2), 0.4)
RootJoint.C0 = clerp(RootJoint.C0, RootCF * cf(0, 0, -1.5) * euler(0.8, 0, 0.5), 0.4)
RW.C0 = clerp(RW.C0, cf(1.5, 0.5, 0) * euler(1.4, 0, 0.5), 0.4)
RW.C1 = clerp(LW.C1, cf(0, 0.5, 0) * euler(0, 0, 0), 0.4)
LW.C0 = clerp(LW.C0, cf(-1.5, 0.5, 0) * euler(-0.2, 0, -0.4), 0.4)
LW.C1 = clerp(LW.C1, cf(0, 0.5, 0) * euler(0, 0, 0), 0.4)
RH.C0 = clerp(RH.C0, RHC0 * cf(0, 0, 0) * euler(0, -0.5, -0.5), 0.4)
LH.C0 = clerp(LH.C0, LHC0 * cf(-0.5, 1, 0) * euler(0.5, 0, -0.5), 0.4)
if Stagger.Value ~= true and StunT.Value > Stun.Value then
do
if StaggerHit.Value == true then
break
end
-- DECOMPILER ERROR at PC499: LeaveBlock: unexpected jumping out IF_THEN_STMT
-- DECOMPILER ERROR at PC499: LeaveBlock: unexpected jumping out IF_STMT
end
end
end
DecreaseStat(CannonTarget.Parent, "Defense", -0.2, 300)
pwld1.Part1 = CannonTarget
model2.Parent = CannonTarget.Parent
MagicSpecial(BrickColor.new(NewCol), pprt1.CFrame * euler(math.random(-50, 50), math.random(-50, 50), math.random(-50, 50)), 1, 1, 1, 0.5, 0.5, 0.5, 0.05)
ref = part(3, workspace, 0, 1, BrickColor.new("Black"), "Reference", vt())
ref.Anchored = true
ref.CFrame = cf(pprt1.Position)
game:GetService("Debris"):AddItem(ref, 1)
so("203691326", ref, 1, 1)
for i = 1, 5 do
ElecEffect(cf(pprt1.Position), 3, 3, 3)
end
for i = 1, #Plasma do
Plasma[i].Parent = model2
PlasmaWelds[i].Parent = Plasma[1]
end
elecnum = 0
attack = false
for i = 1, 50 do
fwait()
ElecEffect(cf(pprt1.Position), 2, 2, 2)
end
else
do
attack = false
end
end
end
end
do3 = function()
if givingarmor == true then
givingarmor = false
cooldowns[3] = 0
BladesTarget = RootPart
end
if attack == true then
return
end
if Stagger.Value == true or StunT.Value <= Stun.Value or StaggerHit.Value == true then
return
end
if cooldownmax <= cooldowns[3] and mana.Value >= 30 then
attack = true
mana.Value = mana.Value - 30
givingblades = true
MagicSpecial(BrickColor.new(NewCol), RightArm.CFrame * cf(0, -1, 0) * euler(math.random(-50, 50), math.random(-50, 50), math.random(-50, 50)), 0.2, 0.2, 0.2, 0.5, 0.5, 0.5, 0.1)
local dec = Instance.new("NumberValue", Decrease)
dec.Name = "DecreaseMvmt"
dec.Value = 0.4
for i = 0, 1, 0.2 do
fwait()
Neck.C0 = clerp(Neck.C0, necko * euler(0, 0, -1) * euler(0.2, 0, 0), 0.5)
RootJoint.C0 = clerp(RootJoint.C0, RootCF * euler(0, 0, 1), 0.5)
RW.C0 = clerp(RW.C0, cf(1.5, 0.5, 0) * euler(1.7, 0, 0) * euler(0, 0, -0.5), 0.5)
RW.C1 = clerp(LW.C1, cf(0, 0.5, 0) * euler(0, 0, 0), 0.5)
LW.C0 = clerp(LW.C0, cf(-1, 0.5, -0.5) * euler(1.3, 0, 0) * euler(0, 0, 0.8), 0.5)
LW.C1 = clerp(LW.C1, cf(0, 0.5, 0) * euler(0, 0, 0), 0.5)
RH.C0 = clerp(RH.C0, cf(0.6, -1, 0.5) * euler(0, 1.57, 0) * euler(0, -1, -0.1), 0.5)
LH.C0 = clerp(LH.C0, cf(-0.6, -1, -0.5) * euler(0, -1.57, 0) * euler(0, -1, 0.4), 0.5)
if Stagger.Value ~= true and StunT.Value > Stun.Value then
do
if StaggerHit.Value == true then
break
end
-- DECOMPILER ERROR at PC279: LeaveBlock: unexpected jumping out IF_THEN_STMT
-- DECOMPILER ERROR at PC279: LeaveBlock: unexpected jumping out IF_STMT
end
end
end
givingarmor = true
while givingarmor == true do
if givingarmor == true then
fwait()
ElecEffect(RightArm.CFrame, 1, 2, 1)
end
if Stagger.Value ~= true and StunT.Value > Stun.Value and StaggerHit.Value == true then
break
end
end
givingblades = false
DecreaseStat(Character, "Defense", -0.1, 400)
DecreaseStat(Character, "Movement", 0.1, 400)
cooldowns[3] = 0
givingarmor = false
dec.Parent = nil
if BladesTarget ~= nil then
for i = 0, 1, 0.2 do
fwait()
Neck.C0 = clerp(Neck.C0, necko * euler(-0.4, 0, -0.2), 0.4)
RootJoint.C0 = clerp(RootJoint.C0, RootCF * cf(0, 0, -1.5) * euler(0.8, 0, 0.5), 0.4)
RW.C0 = clerp(RW.C0, cf(1.5, 0.5, 0) * euler(1.4, 0, 0.5), 0.4)
RW.C1 = clerp(LW.C1, cf(0, 0.5, 0) * euler(0, 0, 0), 0.4)
LW.C0 = clerp(LW.C0, cf(-1.5, 0.5, 0) * euler(-0.2, 0, -0.4), 0.4)
LW.C1 = clerp(LW.C1, cf(0, 0.5, 0) * euler(0, 0, 0), 0.4)
RH.C0 = clerp(RH.C0, RHC0 * cf(0, 0, 0) * euler(0, -0.5, -0.5), 0.4)
LH.C0 = clerp(LH.C0, LHC0 * cf(-0.5, 1, 0) * euler(0.5, 0, -0.5), 0.4)
if Stagger.Value ~= true and StunT.Value > Stun.Value then
do
if StaggerHit.Value == true then
break
end
-- DECOMPILER ERROR at PC499: LeaveBlock: unexpected jumping out IF_THEN_STMT
-- DECOMPILER ERROR at PC499: LeaveBlock: unexpected jumping out IF_STMT
end
end
end
DecreaseStat(BladesTarget.Parent, "Damage", -0.2, 300)
brefwld.Part1 = BladesTarget
model3.Parent = BladesTarget.Parent
MagicSpecial(BrickColor.new(NewCol), bprt1.CFrame * euler(math.random(-50, 50), math.random(-50, 50), math.random(-50, 50)), 1, 1, 1, 0.3, 0.3, 0.3, 0.05)
MagicSpecial(BrickColor.new(NewCol), bprt7.CFrame * euler(math.random(-50, 50), math.random(-50, 50), math.random(-50, 50)), 1, 1, 1, 0.3, 0.3, 0.3, 0.05)
MagicSpecial(BrickColor.new(NewCol), bprt13.CFrame * euler(math.random(-50, 50), math.random(-50, 50), math.random(-50, 50)), 1, 1, 1, 0.3, 0.3, 0.3, 0.05)
ref = part(3, workspace, 0, 1, BrickColor.new("Black"), "Reference", vt())
ref.Anchored = true
ref.CFrame = cf(bprt1.Position)
game:GetService("Debris"):AddItem(ref, 1)
so("203691326", ref, 1, 1)
for i = 1, 5 do
ElecEffect(cf(bref.Position), 3, 3, 3)
end
for i = 1, #Blades do
Blades[i].Parent = model3
BladesWelds[i].Parent = Blades[1]
end
attack = false
for i = 1, 50 do
fwait()
ElecEffect(cf(bref.Position), 2, 2, 2)
end
else
do
attack = false
end
end
end
end
ignoretab2 = {}
NewPart = function(size, cframe, color, meshtype, meshscale)
local par = Instance.new("Part")
par.TopSurface = 0
par.BottomSurface = 0
par.Size = size
par.CFrame = cframe
par.BrickColor = color
par.Anchored = true
par.CanCollide = false
do
if meshtype then
local m = Instance.new(meshtype, par)
m.Scale = meshscale
end
table.insert(ignoretab2, par)
return par
end
end
vPlayer = game.Players.LocalPlayer
GetTeamFromColor = function(color)
for _,v in pairs(game:GetService("Teams"):children()) do
if color == v.TeamColor then
return v.Name
end
end
end
drawline = function(pos, pos2)
local par, loc, normal = nil, nil, nil
for i = 1, 100 do
par = workspace:FindPartOnRayWithIgnoreList(Ray.new(pos, -(pos - pos2)), ignoretab2)
if par then
-- DECOMPILER ERROR at PC45: Unhandled construct in 'MakeBoolean' P3
-- DECOMPILER ERROR at PC45: Unhandled construct in 'MakeBoolean' P3
if (par.CanCollide == false and par.Parent:FindFirstChild("Humanoid") == nil) or par:IsDescendantOf(vPlayer) then
table.insert(ignoretab2, par)
else
local ok = true
do
do
do
if par.Parent:FindFirstChild("Humanoid") then
local vp = game.Players:GetPlayerFromCharacter(par.Parent)
-- DECOMPILER ERROR at PC81: Unhandled construct in 'MakeBoolean' P1
if vp ~= nil and vp.Neutral ~= true and vPlayer.Neutral ~= true and GetTeamFromColor(vp.TeamColor) == GetTeamFromColor(vPlayer.TeamColor) then
table.insert(ignoretab2, par)
ok = false
end
end
if vPlayer.Neutral ~= true and par.Parent:FindFirstChild("Alignment") ~= nil and vPlayer.TeamColor.Color == par.Parent.Alignment.Value then
table.insert(ignoretab2, par)
ok = false
end
if ok then
return par, loc, normal
end
do return par, loc, normal end
-- DECOMPILER ERROR at PC119: LeaveBlock: unexpected jumping out DO_STMT
-- DECOMPILER ERROR at PC119: LeaveBlock: unexpected jumping out DO_STMT
-- DECOMPILER ERROR at PC119: LeaveBlock: unexpected jumping out IF_ELSE_STMT
-- DECOMPILER ERROR at PC119: LeaveBlock: unexpected jumping out IF_STMT
-- DECOMPILER ERROR at PC119: LeaveBlock: unexpected jumping out IF_THEN_STMT
-- DECOMPILER ERROR at PC119: LeaveBlock: unexpected jumping out IF_STMT
end
end
end
end
end
end
print("oops")
return nil, Vector3.new(0, 0, 0), Vector3.new(0, 0, 0)
end
lasersounds = {412755503, 412755564, 412755598, 412755669, 412756057, 412756123, 412756170, 412756199}
GetNubs = function()
Nubs = {}
for _,v in pairs(workspace:children()) do
if v:FindFirstChild("Humanoid") ~= nil and v:FindFirstChild("Torso") ~= nil and v.Name ~= game.Players.LocalPlayer.Name and v.Name ~= vPlayer.Name .. "Subunit" and (v.Torso.Position - vPlayer.Character.HumanoidRootPart.Position).magnitude <= 600 and v.Humanoid.Health > 0 then
local vp = game.Players:GetPlayerFromCharacter(v)
if vp == nil then
table.insert(Nubs, v)
else
if vp.Neutral == true and vPlayer.Neutral == true then
table.insert(Nubs, v)
else
if GetTeamFromColor(vp.TeamColor) ~= GetTeamFromColor(vPlayer.TeamColor) then
table.insert(Nubs, v)
end
end
end
end
end
end
Nubs = {}
GetNubsInRadius = function(pos, radius)
local radius = radius
local filtered = {}
for _,v in pairs(Nubs) do
if v:FindFirstChild("Torso") ~= nil and v:FindFirstChild("Humanoid") ~= nil then
local cpos = pos
do
do
if v.Humanoid:GetState() == Enum.HumanoidStateType.Jumping or v.Humanoid:GetState() == Enum.HumanoidStateType.Freefall then
local ydiff = (v.Torso.Position.y - vPlayer.Character.Torso.Position.y) / 1
if ydiff > 5 then
ydiff = 5
end
cpos = pos + Vector3.new(0, ydiff, 0)
end
if v.Name == "Siegmund" then
cpos = cpos - Vector3.new(0, 5, 0)
end
if v.Torso.Position - (cpos).magnitude <= radius then
table.insert(filtered, v)
end
-- DECOMPILER ERROR at PC74: LeaveBlock: unexpected jumping out DO_STMT
-- DECOMPILER ERROR at PC74: LeaveBlock: unexpected jumping out IF_THEN_STMT
-- DECOMPILER ERROR at PC74: LeaveBlock: unexpected jumping out IF_STMT
end
end
end
end
return filtered
end
fwait = function(t)
if t == nil then
t = 0.033333333333333
else
if t == 0 then
t = 0.033333333333333
end
end
local s = 0
repeat
s = s + 0.033333333333333
ArtificialHB.Event:wait()
until t <= s
return s, workspace.DistributedGameTime
end
do4 = function()
if attack == true then
return
end
if Stagger.Value == true or StunT.Value <= Stun.Value or StaggerHit.Value == true then
return
end
if cooldownmax <= cooldowns[4] and mana.Value >= 40 then
attack = true
cooldowns[4] = 0
mana.Value = mana.Value - 40
GetNubs()
table.insert(Nubs, vPlayer.Character)
local ppos = vPlayer:GetMouse().Hit.p
do
local h, p, k = drawline(ppos + Vector3.new(0, 450, 0), ppos - Vector3.new(0, 450, 0))
local r, g, b = nil, nil, nil
local Col1 = BrickColor.new(NewCol)
r = Col1.Color.r + 0.3
g = Col1.Color.g + 0.3
b = Col1.Color.b + 0.3
if r > 1 then
r = 1
end
if g > 1 then
g = 1
end
if b > 1 then
b = 1
end
local Col1C = (Color3.new(r, g, b))
local pro, blolb, r, psl, par, loc, nor = nil, nil, nil, nil, nil, nil, nil
local x = {}
local joj, kd = false, false
for i = 1, 10 do
x[i] = i
end
local m = Instance.new("Model", workspace)
m.Name = "IONCANNON_EFFECTS"
game:GetService("Debris"):AddItem(m, 20)
local kt = tick()
local soloc = Instance.new("Part", workspace)
soloc.Transparency = 1
soloc.CanCollide = false
soloc.Anchored = true
soloc.Name = "Effect"
soloc.Size = Vector3.new(0.2, 0.2, 0.2)
soloc.CFrame = CFrame.new(ppos + Vector3.new(0, 450, 0), ppos - Vector3.new(0, 450, 0)) --(p)
game:GetService("Debris"):AddItem(soloc, 25)
local so = Instance.new("Sound", vPlayer.Character.Head)
so.Volume = 0.35
so.Pitch = 1
so.SoundId = "http://www.roblox.com/asset/?id=412756347"
coroutine.resume(coroutine.create(function(so)
wait()
so:Play()
end), so)
for i = 0, 1, 0.1 do
fwait()
Neck.C0 = clerp(Neck.C0, necko * euler(0, 0, -1) * euler(0, 0, 0), 0.5)
RootJoint.C0 = clerp(RootJoint.C0, RootCF * euler(0, 0, 0), 0.5)
RW.C0 = clerp(RW.C0, cf(1.5, 0.5, 0) * euler(1.7, 0, 0) * euler(0, 0, 0), 0.4)
RW.C1 = clerp(LW.C1, cf(0, 0.5, 0) * euler(0, 0, 0), 0.5)
LW.C0 = clerp(LW.C0, cf(-1, 0.5, -0.5) * euler(0, 0, 0) * euler(0, 0, 0), 0.4)
LW.C1 = clerp(LW.C1, cf(0, 0.5, 0) * euler(0, 0, 0), 0.4)
end
fwait(0.5)
local so = Instance.new("Sound", vPlayer.Character.Head)
so.Volume = 0.4
so.Pitch = 1.1
so.SoundId = "http://www.roblox.com/asset/?id=412756417"
coroutine.resume(coroutine.create(function(so)
wait()
so:Play()
end), so)
attack = false
local so = Instance.new("Sound", soloc)
so.Volume = 0.8
so.Pitch = 1.2
so.SoundId = "http://www.roblox.com/asset/?id=412756315"
coroutine.resume(coroutine.create(function(so)
wait()
so:Play()
end), so)
local kuck = false
local lasparts = {}
coroutine.resume(coroutine.create(function()
local ksl, mdist, mpl = 0, 0, 0
repeat
fwait(0.12)
ksl = ksl + 1
if ksl == 50 then
GetNubs()
table.insert(Nubs, vPlayer.Character)
ksl = 0
end
mdist = (lasparts[1].Position - p).magnitude
print(mdist)
for _,v in pairs(Nubs) do
if v and v.Parent and v:FindFirstChild("Torso") and v:FindFirstChild("Humanoid") and v.Humanoid.Health > 0 then
mpl = Vector3.new(v.Torso.Position.x, 0, v.Torso.Position.z) - Vector3.new(p.x, 0, p.z).magnitude
if mdist - 4.5 < mpl and mpl < mdist + 4.5 then
print("!!!!", time())
for __,vv in pairs(lasparts) do
if vv.Position - v.Torso.Position.magnitude <= 10 and vv.Position.y - 4 <= v.Torso.Position.y then
if v ~= vPlayer.Character then
Damagefunc(v.Torso, 1, 1, 0, "Normal", RootPart, 0, 1, 1, nil, false)
DecreaseStat(v.Parent, "Movement", 0.06, 200)
break
end
vPlayer.Character.Humanoid:TakeDamage(1 / vPlayer.Character.Stats.Defense.Value)
DecreaseStat(vPlayer.Character, "Movement", 0.06, 200)
showDamage(vPlayer.Character, math.floor(1 / vPlayer.Character.Stats.Defense.Value), "Damage")
break
end
end
end
end
end
until kuck == true
end))
for i = 1, 10 do
r = math.random(1, #x)
if #x > 1 then
blolb = x[r]
else
blolb = x[1]
end
psl = ppos + Vector3.new(0, 450, 0), ppos - Vector3.new(0, 450, 0) + Vector3.new(math.cos(math.rad(36 * blolb)) * 35, 0, math.sin(math.rad(36 * blolb)) * 35) --p + Vector3.new(math.cos(math.rad(36 * blolb)) * 35, 0, math.sin(math.rad(36 * blolb)) * 35)
par = drawline(psl + Vector3.new(0, 480, 0), psl - Vector3.new(0, 480, 0))
local pc = NewPart(Vector3.new(1, 1, 1), CFrame.new(loc) * CFrame.Angles(math.random(-30, 30) / 50, math.random(-30, 30) / 50, math.random(-30, 30) / 50), Col1, "SpecialMesh", Vector3.new(2, 2, 2))
pc.Parent = workspace
pc.Anchored = true
pc.CanCollide = false
pc.Mesh.MeshType = "Sphere"
pc.Transparency = 1
pc.Material = "Neon"
game:GetService("Debris"):AddItem(pc, 15)
coroutine.resume(coroutine.create(function(p, V, x)
for i = 1, 12 do
p.Mesh.Scale = p.Mesh.Scale + Vector3.new(1.6, 1.6, 1.6) / (1 + i / 6.5)
p.Transparency = 0.25 + i / 16
p.CFrame = p.CFrame * V
fwait()
end
p:Remove()
end), pc, CFrame.Angles(math.rad(math.random(-6, 6)), math.rad(math.random(-16, 16)), math.rad(math.random(-6, 6))))
table.insert(ignoretab2, pc)
local pc = NewPart(Vector3.new(1, 1, 1), CFrame.new(loc + Vector3.new(0, 1.25, 0)) * CFrame.Angles(0, math.random(-180, 180) * math.rad(1), 0), Col1, "SpecialMesh", Vector3.new(4, 4, 4))
pc.Mesh.MeshType = "FileMesh"
pc.Anchored = true
pc.CanCollide = false
pc.Parent = workspace
pc.Mesh.MeshId = "http://www.roblox.com/asset/?id=20329976"
pc.Name = "Shockwave"
pc.Material = "Neon"
game:GetService("Debris"):AddItem(pc, 5)
coroutine.resume(coroutine.create(function(p)
for i = 1, 12 do
p.Transparency = 0.25 + i / 16
p.CFrame = p.CFrame * CFrame.Angles(0, math.rad(5 + i / 20), 0) + Vector3.new(0, -0.11666666666667, 0)
p.Mesh.Scale = p.Mesh.Scale + Vector3.new(i / 10, -0.25, i / 10)
fwait()
end
p:Remove()
end), pc)
local so = Instance.new("Sound", pc)
so.Volume = 1
so.Pitch = 1
so.SoundId = "http://www.roblox.com/asset/?id=" .. lasersounds[math.random(1, 8)]
coroutine.resume(coroutine.create(function(so)
wait()
so:Play()
end), so)
for kek = 1, 3 do
pro = NewPart(Vector3.new(1, 1, 1), CFrame.new(loc), Col1, "CylinderMesh", Vector3.new(1.7 - kek * 0.1, 1600, 1.7 - kek * 0.1) - Vector3.new(0.25, 0, 0.25) * 1.95 ^ (kek - 1))
pro.Anchored = true
pro.Mesh.Offset = Vector3.new(0, 799, 0)
pro.Material = "Neon"
pro.Name = "Las" .. i .. kek
pro.Parent = m
pro.Transparency = 1 - 0.2 * 1.7 ^ (kek - 1)
game:GetService("Debris"):AddItem(pro, 10)
if kek == 1 then
table.insert(lasparts, pro)
coroutine.resume(coroutine.create(function(k, l)
repeat
fwait()
until joj == true
local j, c, h, psl, pc = nil, nil, nil, nil, nil
local klr, i, lj = 0, 0, 0
repeat
if lj < 0.008 then
lj = lj + 0.001
else
lj = 0.008
end
klr = klr + i * lj
if klr > 34.75 then
klr = 34.75
end
psl = p + Vector3.new(math.cos(math.rad(36 * l + i ^ (0.775 + i * 0.0066))) * (35 - klr), 0, math.sin(math.rad(36 * l + i ^ (0.775 + i * 0.0066))) * (35 - klr))
j = drawline(psl + Vector3.new(0, 480, 0), psl - Vector3.new(0, 480, 0))
k.CFrame = CFrame.new(c)
i = i + 1
m["Las" .. l .. "2"].CFrame = k.CFrame
m["Las" .. l .. "3"].CFrame = k.CFrame
fwait()
until klr >= 34.75
psl = p + Vector3.new(math.cos(math.rad(36 * l + i ^ (0.75 + (i) * 0.007))) * (35 - klr), 0, math.sin(math.rad(36 * l + i ^ (0.75 + (i) * 0.007))) * (35 - klr))
-- DECOMPILER ERROR at PC144: Overwrote pending register: R4 in 'AssignReg'
-- DECOMPILER ERROR at PC145: Overwrote pending register: R3 in 'AssignReg'
j = drawline(psl + Vector3.new(0, 480, 0), psl - Vector3.new(0, 480, 0))
k.CFrame = CFrame.new(c)
kd = true
end), pro, i)
local sizeseq = NumberSequence.new({NumberSequenceKeypoint.new(0, 1.8), NumberSequenceKeypoint.new(1, 0)})
local transseq = NumberSequence.new({NumberSequenceKeypoint.new(0, 0.66), NumberSequenceKeypoint.new(1, 1)})
local sus1 = Instance.new("ParticleEmitter", pro)
sus1.Color = ColorSequence.new(Col1.Color, Col1C)
sus1.Transparency = transseq
sus1.Size = sizeseq
sus1.LightEmission = 0.33
sus1.Rotation = NumberRange.new(-180, 180)
sus1.Lifetime = NumberRange.new(0.8, 0.8)
sus1.RotSpeed = NumberRange.new(-10, 10)
sus1.Texture = "http://www.roblox.com/asset/?id=242911609"
sus1.Speed = NumberRange.new(5, 8)
sus1.VelocitySpread = 3
sus1.Rate = 125
sus1.ZOffset = 0
sus1.Name = "ParticleEmitter1"
local sizeseq = NumberSequence.new({NumberSequenceKeypoint.new(0, 0.6), NumberSequenceKeypoint.new(1, 0)})
local transseq = NumberSequence.new({NumberSequenceKeypoint.new(0, 0), NumberSequenceKeypoint.new(1, 0)})
local sus1 = Instance.new("ParticleEmitter", pro)
sus1.Color = ColorSequence.new(Col1C, Col1C)
sus1.Transparency = transseq
sus1.Size = sizeseq
sus1.LightEmission = 0.33
sus1.Rotation = NumberRange.new(-180, 180)
sus1.Lifetime = NumberRange.new(0.4, 0.8)
sus1.RotSpeed = NumberRange.new(-10, 10)
sus1.Texture = "http://www.roblox.com/asset/?id=242292318"
sus1.Speed = NumberRange.new(10, 12)
sus1.VelocitySpread = 60
sus1.Rate = 50
sus1.ZOffset = 0
sus1.Name = "ParticleEmitter2"
end
end
table.remove(x, r)
fwait(0.15)
end
fwait()
joj = true
fwait(2)
local so = Instance.new("Sound", soloc)
so.Volume = 0.9
so.Pitch = 1
so.SoundId = "http://www.roblox.com/asset/?id=412756262"
coroutine.resume(coroutine.create(function(so)
wait()
so:Play()
end), so)
repeat
fwait(0.06)
pro = NewPart(Vector3.new(0.2, 0.2, 0.2), CFrame.new(p) * CFrame.Angles(0, math.rad(math.random(-180, 180)), 0) * CFrame.new(math.random(3, 50), 0, 0), Col1, "SpecialMesh", Vector3.new(2, 25, 2))
pro.Mesh.MeshType = "Sphere"
pro.Anchored = true
pro.Material = "Neon"
pro.Name = "LasEffect"
pro.Parent = m
pro.Transparency = 1
game:GetService("Debris"):AddItem(pro, 10)
table.insert(ignoretab2, pro)
coroutine.resume(coroutine.create(function(p, k)
for i = 1, 50 do
if i <= 5 then
p.Transparency = p.Transparency - 0.1
else
if i >= 45 then
p.Transparency = p.Transparency + 0.1
end
end
p.CFrame = p.CFrame + Vector3.new(0, k, 0)
fwait()
end
p:Destroy()
end), pro, math.random(15, 30) / 10)
until kd == true
for kek = 1, 4 do
pro = NewPart(Vector3.new(3, 1, 3), CFrame.new(p), Col1, "CylinderMesh", Vector3.new(0.7, 1600, 0.7) - Vector3.new(0.175, 0, 0.175) * (kek - 1))
pro.Anchored = true
pro.Mesh.Offset = Vector3.new(0, 799, 0)
pro.Material = "Neon"
pro.Name = "LasBig"
pro.Parent = m
pro.Transparency = 1 - 0.2 * 1.7 ^ (kek - 1)
game:GetService("Debris"):AddItem(pro, 10)
local sizeseq = NumberSequence.new({NumberSequenceKeypoint.new(0, 1.8), NumberSequenceKeypoint.new(1, 0)})
local transseq = NumberSequence.new({NumberSequenceKeypoint.new(0, 0.66), NumberSequenceKeypoint.new(1, 1)})
local sus1 = Instance.new("ParticleEmitter", pro)
sus1.Color = ColorSequence.new(Col1.Color, Col1C)
sus1.Transparency = transseq
sus1.Size = sizeseq
sus1.LightEmission = 0.33
sus1.Rotation = NumberRange.new(-180, 180)
sus1.Lifetime = NumberRange.new(0.8, 0.8)
sus1.RotSpeed = NumberRange.new(-10, 10)
sus1.Texture = "http://www.roblox.com/asset/?id=242911609"
sus1.Speed = NumberRange.new(5, 8)
sus1.VelocitySpread = 3
sus1.Rate = 125
sus1.ZOffset = 5
sus1.Name = "ParticleEmitter1"
local sizeseq = NumberSequence.new({NumberSequenceKeypoint.new(0, 0.6), NumberSequenceKeypoint.new(1, 0)})
local transseq = NumberSequence.new({NumberSequenceKeypoint.new(0, 0), NumberSequenceKeypoint.new(1, 0)})
local sus1 = Instance.new("ParticleEmitter", pro)
sus1.Color = ColorSequence.new(Col1C, Col1C)
sus1.Transparency = transseq
sus1.Size = sizeseq
sus1.LightEmission = 0.33
sus1.Rotation = NumberRange.new(-180, 180)
sus1.Lifetime = NumberRange.new(0.4, 0.8)
sus1.RotSpeed = NumberRange.new(-10, 10)
sus1.Texture = "http://www.roblox.com/asset/?id=242292318"
sus1.Speed = NumberRange.new(10, 12)
sus1.VelocitySpread = 60
sus1.Rate = 50
sus1.ZOffset = 5
sus1.Name = "ParticleEmitter2"
coroutine.resume(coroutine.create(function(k)
for i = 1, 70 do
if k.Parent == nil then
break
end
fwait()
k.Mesh.Scale = k.Mesh.Scale * 1.028
k.ParticleEmitter1.Size = NumberSequence.new({NumberSequenceKeypoint.new(0, 2 + i * 0.1), NumberSequenceKeypoint.new(1, 0)})
k.ParticleEmitter1.Speed = NumberRange.new(10 + i / 8, 12 + i / 8)
k.ParticleEmitter2.Size = NumberSequence.new({NumberSequenceKeypoint.new(0, 1 + i * 0.03), NumberSequenceKeypoint.new(1, 0)})
k.ParticleEmitter2.Speed = NumberRange.new(15 + i / 8, 18 + i / 8)
end
end), pro)
end
print(tick() - kt)
print("JOJ")
for i = 1, 22.5 do
fwait(0.066666666666667)
pro = NewPart(Vector3.new(0.2, 0.2, 0.2), CFrame.new(p) * CFrame.Angles(0, math.rad(math.random(-180, 180)), 0) * CFrame.new(math.random(3, 50), 0, 0), Col1, "SpecialMesh", Vector3.new(2, 25, 2))
pro.Mesh.MeshType = "Sphere"
pro.Anchored = true
pro.Material = "Neon"
pro.Name = "LasEffect"
pro.Parent = m
pro.Transparency = 1
game:GetService("Debris"):AddItem(pro, 10)
table.insert(ignoretab2, pro)
coroutine.resume(coroutine.create(function(p, k)
for i = 1, 50 do
if i <= 5 then
p.Transparency = p.Transparency - 0.1
else
if i >= 45 then
p.Transparency = p.Transparency + 0.1
end
end
p.CFrame = p.CFrame + Vector3.new(0, k, 0)
fwait()
end
p:Destroy()
end), pro, math.random(15, 30) / 10)
end
local so = Instance.new("Sound", soloc)
so.Volume = 1
so.Pitch = 1
so.SoundId = "http://www.roblox.com/asset/?id=266243673"
so:Play()
local pros = NewPart(Vector3.new(1, 1, 1), CFrame.new(p), Col1, "CylinderMesh", Vector3.new(24, 1600, 24))
pros.Anchored = true
pros.Mesh.Offset = Vector3.new(0, 799, 0) * 4
pros.Material = "Neon"
pros.Name = "LasBerryBig"
pros.Parent = m
game:GetService("Debris"):AddItem(pros, 10)
coroutine.resume(coroutine.create(function(k)
for i = 1, 30 do
k.Mesh.Offset = k.Mesh.Offset - Vector3.new(0, 79.9, 0)
fwait()
end
kuck = true
for i = 1, 30 do
if k.Parent == nil then
break
end
k.Mesh.Offset = k.Mesh.Offset - Vector3.new(0, 799, 0) / 30
k.Mesh.Scale = k.Mesh.Scale - Vector3.new(22, 1600, 22) / 30
fwait()
end
do
k:Destroy()
end
end), pros)
for i = 1, 32.5 do
if kuck == true then
break
end
fwait()
pro = NewPart(Vector3.new(0.2, 0.2, 0.2), CFrame.new(p) * CFrame.Angles(0, math.rad(math.random(-180, 180)), 0) * CFrame.new(math.random(3, 50), 0, 0), Col1, "SpecialMesh", Vector3.new(2, 25, 2))
pro.Mesh.MeshType = "Sphere"
pro.Anchored = true
pro.Material = "Neon"
pro.Name = "LasEffect"
pro.Parent = m
pro.Transparency = 1
game:GetService("Debris"):AddItem(pro, 10)
table.insert(ignoretab2, pro)
coroutine.resume(coroutine.create(function(p, k)
for i = 1, 50 do
if i <= 5 then
p.Transparency = p.Transparency - 0.1
else
if i >= 45 then
p.Transparency = p.Transparency + 0.1
end
end
p.CFrame = p.CFrame + Vector3.new(0, k, 0)
fwait()
end
p:Destroy()
end), pro, math.random(15, 30) / 10)
if kuck == true then
break
end
fwait()
end
do
local so = Instance.new("Sound", soloc)
so.Volume = 1
so.Pitch = 1.2
so.SoundId = "http://www.roblox.com/asset/?id=266243712"
so:Play()
local so = Instance.new("Sound", soloc)
so.Volume = 1
so.Pitch = 1.2
so.SoundId = "http://www.roblox.com/asset/?id=385545047"
so:Play()
local pc = NewPart(Vector3.new(1, 1, 1), CFrame.new(p + Vector3.new(0, 6.75, 0)) * CFrame.Angles(0, math.random(-10, 10), 0), Col1, "SpecialMesh", Vector3.new(47.5, 15, 47.5))
pc.Mesh.MeshType = "FileMesh"
pc.Anchored = true
pc.CanCollide = false
pc.Parent = workspace
pc.Mesh.MeshId = "http://www.roblox.com/asset/?id=20329976"
pc.Name = "Shockwave"
game:GetService("Debris"):AddItem(pc, 5)
pc.Material = "Neon"
coroutine.resume(coroutine.create(function(p)
for i = 1, 30 do
p.Transparency = 0.25 + i / 40
p.CFrame = p.CFrame * CFrame.Angles(0, math.rad(3 + i / 30), 0) - Vector3.new(0, 0.24166666666667, 0)
p.Mesh.Scale = p.Mesh.Scale + Vector3.new(i / 11, -0.48333333333333, i / 11)
fwait()
end
p:Remove()
end), pc)
local pc = NewPart(Vector3.new(1, 1, 1), CFrame.new(p + Vector3.new(0, 4.25, 0)) * CFrame.Angles(0, math.random(-10, 10), 0), Col1, "SpecialMesh", Vector3.new(57.5, 10, 57.5))
pc.Mesh.MeshType = "FileMesh"
pc.Anchored = true
pc.CanCollide = false
pc.Parent = workspace
pc.Mesh.MeshId = "http://www.roblox.com/asset/?id=20329976"
pc.Name = "Shockwave"
game:GetService("Debris"):AddItem(pc, 5)
pc.Material = "Neon"
coroutine.resume(coroutine.create(function(p)
for i = 1, 30 do
p.Transparency = 0.25 + i / 40
p.CFrame = p.CFrame * CFrame.Angles(0, -math.rad(3 + i / 30), 0) - Vector3.new(0, 0.15833333333333, 0)
p.Mesh.Scale = p.Mesh.Scale + Vector3.new(i / 9, -0.31666666666667, i / 9)
fwait()
end
p:Remove()
end), pc)
local pc = NewPart(Vector3.new(1, 1, 1), CFrame.new(p + Vector3.new(0, 1.75, 0)) * CFrame.Angles(0, math.random(-10, 10), 0), Col1, "SpecialMesh", Vector3.new(73.5, 5, 73.5))
pc.Mesh.MeshType = "FileMesh"
pc.Anchored = true
pc.CanCollide = false
pc.Parent = workspace
pc.Mesh.MeshId = "http://www.roblox.com/asset/?id=20329976"
pc.Name = "Shockwave"
game:GetService("Debris"):AddItem(pc, 5)
pc.Material = "Neon"
coroutine.resume(coroutine.create(function(p)
for i = 1, 30 do
p.Transparency = 0.25 + i / 40
p.CFrame = p.CFrame * CFrame.Angles(0, math.rad(3 + i / 30), 0) - Vector3.new(0, 0.075, 0)
p.Mesh.Scale = p.Mesh.Scale + Vector3.new(i / 7, -0.15, i / 7)
fwait()
end
p:Remove()
end), pc)
local pc = NewPart(Vector3.new(1, 1, 1), CFrame.new(p + Vector3.new(0, 1.5, 0)) * CFrame.Angles(0, math.random(-10, 10), 0), BrickColor.new("Institutional white"), "SpecialMesh", Vector3.new(30, 5, 30))
pc.Mesh.MeshType = "FileMesh"
pc.Anchored = true
pc.CanCollide = false
pc.Parent = workspace
pc.Mesh.MeshId = "http://www.roblox.com/asset/?id=20329976"
pc.Name = "Shockwave"
pc.Material = "Neon"
game:GetService("Debris"):AddItem(pc, 5)
coroutine.resume(coroutine.create(function(p)
for i = 1, 20 do
p.Transparency = 0.5 + i / 40
p.CFrame = p.CFrame * CFrame.Angles(0, math.rad(5 + i / 10), 0)
p.Mesh.Scale = p.Mesh.Scale + Vector3.new(i / 6 + 8, 0, i / 6 + 8)
fwait()
end
p:Remove()
end), pc)
for LEL = 1, 3 do
local pc = NewPart(Vector3.new(1, 1, 1), CFrame.new(p + Vector3.new(0, 0, 0)), Col1, "SpecialMesh", Vector3.new(18, 18, 18) * LEL)
pc.Parent = workspace
pc.Mesh.MeshType = "Sphere"
pc.Anchored = true
pc.CanCollide = false
pc.Transparency = 1
game:GetService("Debris"):AddItem(pc, 15)
pc.Material = "Neon"
coroutine.resume(coroutine.create(function(p, V, x)
for i = 1, 20 do
p.Mesh.Scale = p.Mesh.Scale * 1.05 + Vector3.new(1.5, 1.5, 1.5)
p.Transparency = 0.25 + i / 26.666666666667
p.CFrame = p.CFrame * V
fwait()
end
p:Remove()
end), pc, CFrame.fromEulerAnglesXYZ(0, math.rad(5), 0))
end
for LEL = 1, 3 do
local pc = NewPart(Vector3.new(1, 1, 1), CFrame.new(p) * CFrame.fromEulerAnglesXYZ(math.random(-180, 180), math.random(-180, 180), math.random(-180, 180)), Col1, "BlockMesh", Vector3.new(15, 15, 15) * LEL)
pc.Parent = workspace
pc.Anchored = true
pc.CanCollide = false
pc.Transparency = 1
game:GetService("Debris"):AddItem(pc, 15)
pc.Material = "Neon"
coroutine.resume(coroutine.create(function(p, V, x)
for i = 1, 12 do
p.Mesh.Scale = p.Mesh.Scale * 1.02 + Vector3.new(3.5, 3.5, 3.5)
p.Transparency = 0.1 + i / 13.333333333333
p.CFrame = p.CFrame * V
fwait()
end
p:Remove()
end), pc, CFrame.fromEulerAnglesXYZ(0, math.rad(5), 0))
end
for LEL = 1, 6 do
local pc = NewPart(Vector3.new(1, 1, 1), CFrame.new(p + Vector3.new(math.random(-50, 50) / 3, 0, math.random(-50, 50) / 3)), Col1, "SpecialMesh", Vector3.new(7, 9, 7))
pc.Parent = workspace
pc.Mesh.MeshType = "Sphere"
pc.Anchored = true
pc.CanCollide = false
pc.Transparency = 1
game:GetService("Debris"):AddItem(pc, 15)
pc.Material = "Neon"
coroutine.resume(coroutine.create(function(p, V, x)
for i = 1, 40 do
p.Mesh.Scale = Vector3.new(25 - i / 2, 30 * i, 25 - i / 2)
p.Transparency = 0.25 + i / 53.333333333333
p.CFrame = p.CFrame * V
fwait()
end
p:Remove()
end), pc, CFrame.fromEulerAnglesXYZ(0, math.rad(5), 0))
do
if LEL % 2 == 0 then
local pc = NewPart(Vector3.new(1, 1, 1), CFrame.new(p), Col1, "SpecialMesh", Vector3.new(10, 15, 10) + Vector3.new(2, 3, 2) * LEL)
pc.Parent = workspace
pc.Mesh.MeshType = "Sphere"
pc.Anchored = true
pc.CanCollide = false
pc.Transparency = 1
game:GetService("Debris"):AddItem(pc, 15)
pc.Material = "Neon"
coroutine.resume(coroutine.create(function(p, V, x)
for i = 1, 40 do
p.Mesh.Scale = p.Mesh.Scale * 1.04 + Vector3.new(3.5 - i * 0.27, i, 3.5 - i * 0.27)
p.Transparency = 0.33 + i / 59.701492537313
p.CFrame = p.CFrame * V
fwait()
end
p:Remove()
end), pc, CFrame.fromEulerAnglesXYZ(0, math.rad(5), 0))
end
do
local pc = NewPart(Vector3.new(1, 1, 1), CFrame.new(p + Vector3.new(0, 0, 0)) * CFrame.fromEulerAnglesXYZ(math.random(-180, 180), math.random(-180, 180), math.random(-180, 180)), Col1, "BlockMesh", Vector3.new(20, 20, 20))
pc.Parent = workspace
pc.Anchored = true
pc.CanCollide = false
pc.Transparency = 1
game:GetService("Debris"):AddItem(pc, 15)
pc.Material = "Neon"
coroutine.resume(coroutine.create(function(p, V, x)
for i = 1, 60 do
p.Mesh.Scale = p.Mesh.Scale * 1.01 + Vector3.new(0.6, 0.6, 0.6)
p.Transparency = 0.4 + i / 100
p.CFrame = p.CFrame * V
fwait()
end
p:Remove()
end), pc, CFrame.fromEulerAnglesXYZ(math.rad(math.random(-50, 50) / 15), math.rad(math.random(-50, 50) / 15), math.rad(math.random(-50, 50) / 15)))
if LEL == 2 then
MagniDamage(soloc, 50, 38, 42, 45, "Normal", soloc, 0, 1, 80, false, false, true, nil, nil, nil, nil)
if vPlayer.Character.Torso.Position - p.magnitude <= 50 then
vPlayer.Character.Humanoid:TakeDamage(40 / vPlayer.Character.Stats.Defense.Value)
showDamage(vPlayer.Character, math.floor(40 / vPlayer.Character.Stats.Defense.Value), "Damage")
vPlayer.Character.Stats.Stun.Value = 100
end
end
fwait(0.066666666666667)
-- DECOMPILER ERROR at PC2114: LeaveBlock: unexpected jumping out DO_STMT
end
end
end
fwait()
for _,v in pairs(m:children()) do
if v.Name ~= "LasBerryBig" then
v:Remove()
end
end
end
end
end
end
DecreaseStat = function(Model, Stat, Amount, Duration)
if Model:findFirstChild("Stats") ~= nil and Model.Stats[Stat] ~= nil then
Model.Stats[Stat].Value = Model.Stats[Stat].Value - Amount
d = Instance.new("NumberValue", Model.Stats.Decrease)
dur = Instance.new("NumberValue", d)
dur.Name = "Duration"
dur.Value = Duration
game:GetService("Debris"):AddItem(d, 20)
if Stat == "Damage" then
d.Name = "DecreaseAtk"
else
if Stat == "Defense" then
d.Name = "DecreaseDef"
else
if Stat == "Movement" then
d.Name = "DecreaseMvmt"
end
end
end
if Model:findFirstChild("Torso") ~= nil then
display = ""
if Stat == "Damage" then
if Amount > 0 then
display = "-Damage"
else
display = "+Damage"
end
else
if Stat == "Defense" then
if Amount > 0 then
display = "-Defense"
else
display = "+Defense"
end
else
if Stat == "Movement" then
if Amount > 0 then
display = "-Movement"
else
display = "+Movement"
end
end
end
end
showDamage(Model, display, "Debuff")
end
d.Value = Amount
end
end
GetDist = function(Part1, Part2, magni)
local targ = Part1.Position - Part2.Position
local mag = targ.magnitude
if mag <= magni then
return true
else
return false
end
end
MagniDamage = function(Part, magni, minim, maxim, knockback, Type, Property, Delay, KnockbackType, incstun, stagger, staghit, ranged, DecreaseState, DecreaseAmount, Duration, Sound)
for _,c in pairs(workspace:children()) do
local hum = c:findFirstChild("Humanoid")
if hum ~= nil then
local head = nil
for _,d in pairs(c:children()) do
if d.className == "Model" and ranged ~= true then
head = d:findFirstChild("Hitbox")
if d.Parent == Character then
break
end
if head ~= nil then
local targ = head.Position - Part.Position
local mag = targ.magnitude
if mag <= magni and c.Name ~= Player.Name then
ref = part(3, workspace, 0, 1, BrickColor.new("Black"), "Reference", vt())
ref.Anchored = true
ref.CFrame = cf(head.Position)
game:GetService("Debris"):AddItem(ref, 1)
hitnum = math.random(1, 5)
if hitnum == 1 then
so("199148971", ref, 1, 1)
else
if hitnum == 2 then
so("199149025", ref, 1, 1)
else
if hitnum == 3 then
so("199149072", ref, 1, 1)
else
if hitnum == 4 then
so("199149109", ref, 1, 1)
else
if hitnum == 5 then
so("199149119", ref, 1, 1)
end
end
end
end
end
StaggerHit.Value = true
end
end
end
do
if d.className == "Part" then
head = d
if head ~= nil then
local targ = head.Position - Part.Position
local mag = targ.magnitude
if mag <= magni and c.Name ~= Player.Name then
if stun == nil then
stun = math.random(5, 10)
end
local Rang = nil
if Ranged == false then
Rang = true
end
local stag = nil
if shbash == true then
stag = true
end
Damagefunc(head, minim, maxim, knockback, Type, Property, Delay, KnockbackType, incstun, stagger, staghit, ranged, DecreaseState, DecreaseAmount, Duration, Sound)
end
end
end
do
-- DECOMPILER ERROR at PC184: LeaveBlock: unexpected jumping out DO_STMT
end
end
end
end
end
end
rayCast = function(Pos, Dir, Max, Ignore)
return game:service("Workspace"):FindPartOnRay(Ray.new(Pos, Dir.unit * (Max or 999.999)), Ignore)
end
local Point = Torso.CFrame * cf(0, Torso.Size.Y, 0)
LastPoint = Point
effect = function(Color, Ref, LP, P1, returnn)
if LP == nil or P1 == nil then
return
end
local effectsmsh = Instance.new("CylinderMesh")
effectsmsh.Scale = Vector3.new(0.2, 1, 0.2)
effectsmsh.Name = "Mesh"
local effectsg = Instance.new("Part")
NoOutline(effectsg)
effectsg.formFactor = 3
effectsg.CanCollide = false
effectsg.Name = "Eff"
effectsg.Locked = true
effectsg.Anchored = true
effectsg.Size = Vector3.new(0.5, 1, 0.5)
effectsg.Parent = workspace
effectsmsh.Parent = effectsg
effectsg.BrickColor = BrickColor.new(Color)
effectsg.Reflectance = Ref
local point1 = P1
local mg = LP.p - point1.p.magnitude
effectsg.Size = Vector3.new(0.5, mg, 0.5)
effectsg.CFrame = cf((LP.p + point1.p) / 2, point1.p) * CFrame.Angles(math.rad(90), 0, 0)
effectsmsh.Scale = Vector3.new(0.2, 1, 0.2)
game:GetService("Debris"):AddItem(effectsg, 2)
if returnn then
return effectsg
end
if not returnn then
table.insert(Effects, {effectsg, "Cylinder", 0.2, 0.01, 0, 0.01, effectsmsh})
end
end
MagicBlock = function(brickcolor, cframe, x1, y1, z1, x3, y3, z3, delay, Type)
local prt = part(3, workspace, 0, 0, brickcolor, "Effect", vt())
prt.Anchored = true
prt.CFrame = cframe
msh = mesh("BlockMesh", prt, "", "", vt(0, 0, 0), vt(x1, y1, z1))
game:GetService("Debris"):AddItem(prt, 10)
if Type == 1 or Type == nil then
table.insert(Effects, {prt, "Block1", delay, x3, y3, z3, msh})
else
if Type == 2 then
table.insert(Effects, {prt, "Block2", delay, x3, y3, z3, msh})
end
end
end
MagicCircle = function(brickcolor, cframe, x1, y1, z1, x3, y3, z3, delay)
local prt = part(3, workspace, 0, 0, brickcolor, "Effect", vt())
prt.Anchored = true
prt.CFrame = cframe
local msh = mesh("SpecialMesh", prt, "Sphere", "nil", vt(0, 0, 0), vt(x1, y1, z1))
game:GetService("Debris"):AddItem(prt, 10)
table.insert(Effects, {prt, "Cylinder", delay, x3, y3, z3, msh})
end
MagicRing = function(brickcolor, cframe, x1, y1, z1, x3, y3, z3, delay)
local prt = part(3, workspace, 0, 0, brickcolor, "Effect", vt(0.5, 0.5, 0.5))
prt.Anchored = true
prt.CFrame = cframe * cf(x2, y2, z2)
local msh = mesh("SpecialMesh", prt, "FileMesh", "3270017", vt(0, 0, 0), vt(x1, y1, z1))
game:GetService("Debris"):AddItem(prt, 10)
table.insert(Effects, {prt, "Cylinder", delay, x3, y3, z3, msh})
end
MagicCylinder = function(brickcolor, cframe, x1, y1, z1, x3, y3, z3, delay)
local prt = part(3, workspace, 0, 0, brickcolor, "Effect", vt())
prt.Anchored = true
prt.CFrame = cframe
local msh = mesh("CylinderMesh", prt, "", "", vt(0, 0, 0), vt(x1, y1, z1))
game:GetService("Debris"):AddItem(prt, 10)
table.insert(Effects, {prt, "Cylinder", delay, x3, y3, z3, msh})
end
MagicCylinder2 = function(brickcolor, cframe, x1, y1, z1, x3, y3, z3, delay)
local prt = part(3, workspace, 0, 0, brickcolor, "Effect", vt(0.2, 0.2, 0.2))
prt.Anchored = true
prt.CFrame = cframe
msh = mesh("CylinderMesh", prt, "", "", vt(0, 0, 0), vt(x1, y1, z1))
game:GetService("Debris"):AddItem(prt, 5)
table.insert(Effects, {prt, "Cylinder", delay, x3, y3, z3, msh})
end
ClangEffect = function(brickcolor, cframe, duration, decrease, size, power)
local prt = part(3, workspace, 0, 1, brickcolor, "Effect", vt())
prt.Anchored = true
prt.CFrame = cframe
local msh = mesh("BlockMesh", prt, "", "", vt(0, 0, 0), vt(5, 5, 5))
game:GetService("Debris"):AddItem(prt, 10)
table.insert(Effects, {prt, "CylinderClang", duration, decrease, size, power, prt.CFrame, nil})
end
MagicWave = function(brickcolor, cframe, x1, y1, z1, x3, y3, z3, delay)
local prt = part(3, workspace, 0, 0, brickcolor, "Effect", vt())
prt.Anchored = true
prt.CFrame = cframe
local msh = mesh("SpecialMesh", prt, "FileMesh", "20329976", vt(0, 0, 0), vt(x1, y1, z1))
game:GetService("Debris"):AddItem(prt, 10)
table.insert(Effects, {prt, "Cylinder", delay, x3, y3, z3, msh})
end
MagicSpecial = function(brickcolor, cframe, x1, y1, z1, x3, y3, z3, delay)
local prt = part(3, workspace, 0, 0, brickcolor, "Effect", vt())
prt.Anchored = true
prt.CFrame = cframe
local msh = mesh("SpecialMesh", prt, "FileMesh", "24388358", vt(0, 0, 0), vt(x1, y1, z1))
game:GetService("Debris"):AddItem(prt, 10)
table.insert(Effects, {prt, "Cylinder", delay, x3, y3, z3, msh})
end
ElecEffect = function(cff, x, y, z)
local prt = part(3, workspace, 0, 0, BrickColor.new("Dark stone grey"), "Part", vt(1, 1, 1))
prt.Anchored = true
prt.CFrame = cff * cf(math.random(-x, x), math.random(-y, y), math.random(-z, z))
prt.CFrame = cf(prt.Position)
game:GetService("Debris"):AddItem(prt, 10)
xval = math.random() / 3
yval = math.random() / 3
zval = math.random() / 3
msh = mesh("BlockMesh", prt, "", "", vt(0, 0, 0), vt(xval, yval, zval))
Effects[#Effects + 1] = {prt, "Elec", 0.2, x, y, z, xval, yval, zval, msh}
end
Damagefunc = function(hit, minim, maxim, knockback, Type, Property, Delay, KnockbackType, incstun, stagger, staghit, ranged, DecreaseState, DecreaseAmount, Duration)
if hit.Parent == nil then
return
end
if hit.Name == "Hitbox" and hit.Parent ~= modelzorz and ranged ~= true then
ref = part(3, effects, 0, 1, BrickColor.new("Black"), "Reference", vt())
ref.Anchored = true
ref.CFrame = cf(hit.Position)
game:GetService("Debris"):AddItem(ref, 1)
hitnum = math.random(1, 5)
if hitnum == 1 then
so("199148971", ref, 1, 1)
else
if hitnum == 2 then
so("199149025", ref, 1, 1)
else
if hitnum == 3 then
so("199149072", ref, 1, 1)
else
if hitnum == 4 then
so("199149109", ref, 1, 1)
else
if hitnum == 5 then
so("199149119", ref, 1, 1)
end
end
end
end
end
StaggerHit.Value = true
end
h = hit.Parent:FindFirstChild("Humanoid")
if h ~= nil and hit.Parent.Name ~= Character.Name and hit.Parent:FindFirstChild("Torso") ~= nil then
if hit.Parent:findFirstChild("DebounceHit") ~= nil then
return
end
c = Instance.new("ObjectValue")
c.Name = "creator"
c.Value = game:service("Players").LocalPlayer
c.Parent = h
RecentEnemy.Value = hit.Parent
game:GetService("Debris"):AddItem(c, 0.5)
minim = minim * Atk.Value
maxim = maxim * Atk.Value
Damage = 0
if minim == maxim then
Damage = maxim
else
Damage = math.random(minim, maxim)
end
blocked = false
enblock = nil
local EStats = hit.Parent:findFirstChild("Stats")
if EStats ~= nil then
invis = EStats:findFirstChild("Invisibility")
isinvis = EStats:findFirstChild("IsInvisible")
if (ranged == false or ranged == nil) and invis ~= nil and isinvis.Value == true then
invis.Value = 0
end
enblock = EStats:findFirstChild("Block")
if enblock ~= nil and enblock.Value == true then
blocked = true
end
if EStats:findFirstChild("Defense") ~= nil then
Damage = Damage / EStats.Defense.Value
if Damage <= 3 and (ranged == false or ranged == nil) and blocked ~= true then
hitnum = math.random(1, 5)
if hitnum == 1 then
so("199149321", hit, 1, 1)
else
if hitnum == 2 then
so("199149338", hit, 1, 1)
else
if hitnum == 3 then
so("199149367", hit, 1, 1)
else
if hitnum == 4 then
so("199149409", hit, 1, 1)
else
if hitnum == 5 then
so("199149452", hit, 1, 1)
end
end
end
end
end
else
if ranged == false or ranged == nil and blocked ~= true then
hitnum = math.random(1, 6)
if hitnum == 1 then
so("199149137", hit, 1, 1)
else
if hitnum == 2 then
so("199149186", hit, 1, 1)
else
if hitnum == 3 then
so("199149221", hit, 1, 1)
else
if hitnum == 4 then
so("199149235", hit, 1, 1)
else
if hitnum == 5 then
so("199149269", hit, 1, 1)
else
if hitnum == 6 then
so("199149297", hit, 1, 1)
end
end
end
end
end
end
end
end
if Damage <= 3 and staghit == true and ranged ~= true then
StaggerHit.Value = true
end
end
if EStats:findFirstChild("Stun") ~= nil then
if blocked == true then
incstun = incstun / 2
end
if EStats.Stun.Value < EStats.StunThreshold.Value then
EStats.Stun.Value = EStats.Stun.Value + incstun
end
end
if EStats:findFirstChild("Stagger") ~= nil and stagger == true then
EStats.Stagger.Value = true
end
end
if blocked == true then
showDamage(hit.Parent, "Block", "Damage")
if ranged ~= true then
enblock.Value = false
Stagger.Value = true
hitnum = math.random(1, 2)
if hitnum == 1 then
so("199148933", hit, 1, 1)
else
if hitnum == 2 then
so("199148947", hit, 1, 1)
end
end
end
else
Damage = math.floor(Damage)
coroutine.resume(coroutine.create(function(Hum, Dam)
hit.Parent.Humanoid:TakeDamage(Damage)
end
), h, Damage)
showDamage(hit.Parent, Damage, "Damage")
if DecreaseState ~= nil then
if DecreaseState == "Temporal" then
DecreaseStat(hit.Parent, "Damage", DecreaseAmount, Duration)
DecreaseStat(hit.Parent, "Defense", DecreaseAmount, Duration)
else
if DecreaseState == "Temporal2" then
DecreaseStat(hit.Parent, "Damage", DecreaseAmount, Duration)
DecreaseStat(hit.Parent, "Movement", DecreaseAmount, Duration)
else
DecreaseStat(hit.Parent, DecreaseState, DecreaseAmount, Duration)
end
end
end
if Type == "NormalDecreaseMvmt1" then
DecreaseStat(hit.Parent, "Movement", 0.1, 200)
end
if Type == "Knockdown" then
hum = hit.Parent.Humanoid
hum.PlatformStand = true
coroutine.resume(coroutine.create(function(HHumanoid)
swait(1)
HHumanoid.PlatformStand = false
end
), hum)
local angle = hit.Position - (Property.Position + Vector3.new(0, 0, 0)).unit
local bodvol = Instance.new("BodyVelocity")
bodvol.velocity = angle * knockback
bodvol.P = 5000
bodvol.maxForce = Vector3.new(8000, 8000, 8000)
bodvol.Parent = hit
rl = Instance.new("BodyAngularVelocity")
rl.P = 3000
rl.maxTorque = Vector3.new(500000, 500000, 500000) * 50000000000000
rl.angularvelocity = Vector3.new(math.random(-10, 10), math.random(-10, 10), math.random(-10, 10))
rl.Parent = hit
game:GetService("Debris"):AddItem(bodvol, 0.5)
game:GetService("Debris"):AddItem(rl, 0.5)
else
do
if Type == "Knockdown2" then
hum = hit.Parent.Humanoid
local angle = hit.Position - (Property.Position + Vector3.new(0, 0, 0)).unit
local bodvol = Instance.new("BodyVelocity")
bodvol.velocity = angle * knockback
bodvol.P = 5000
bodvol.maxForce = Vector3.new(8000, 8000, 8000)
bodvol.Parent = hit
game:GetService("Debris"):AddItem(bodvol, 0.5)
else
do
if Type == "Normal" or Type == "NormalDecreaseMvmt1" then
vp = Instance.new("BodyVelocity")
vp.P = 500
vp.maxForce = Vector3.new(math.huge, 0, math.huge)
if KnockbackType == 1 then
vp.velocity = Property.CFrame.lookVector * knockback + Property.Velocity / 1.05
else
if KnockbackType == 2 then
vp.velocity = Property.CFrame.lookVector * knockback
end
end
game:GetService("Debris"):AddItem(vp, 0.5)
if knockback > 0 then
vp.Parent = hit.Parent.Torso
end
end
debounce = Instance.new("BoolValue")
debounce.Name = "DebounceHit"
debounce.Parent = hit.Parent
debounce.Value = true
game:GetService("Debris"):AddItem(debounce, Delay)
c = Instance.new("ObjectValue")
c.Name = "creator"
c.Value = Player
c.Parent = h
game:GetService("Debris"):AddItem(c, 0.5)
CRIT = false
end
end
end
end
end
end
end
showDamage = function(Char, Dealt, Type)
m = Instance.new("Model")
m.Name = "Effect"
c = Instance.new("Part")
c.Transparency = 1
c.Name = "Head"
c.TopSurface = 0
c.BottomSurface = 0
c.formFactor = "Plate"
c.Size = Vector3.new(1, 0.4, 1)
local b = Instance.new("BillboardGui", c)
b.Size = UDim2.new(5, 0, 5, 0)
b.AlwaysOnTop = true
damgui = gui("TextLabel", b, tostring(Dealt), 1, Color3.new(0, 0, 0), UDim2.new(0, 0, 0, 0), UDim2.new(1, 0, 1, 0))
if Type == "Damage" then
damgui.Font = "SourceSans"
if Dealt == "Block" then
damgui.TextColor3 = BrickColor.new("Bright blue").Color
else
if Dealt < 3 then
damgui.TextColor3 = BrickColor.new("White").Color
else
if Dealt >= 3 and Dealt < 20 then
damgui.TextColor3 = BrickColor.new("Bright yellow").Color
else
damgui.TextColor3 = BrickColor.new("Really red").Color
damgui.Font = "SourceSansBold"
end
end
end
else
if Type == "Debuff" then
damgui.TextColor3 = BrickColor.new("White").Color
else
if Type == "Interrupt" then
damgui.TextColor3 = BrickColor.new("New Yeller").Color
end
end
end
damgui.TextScaled = true
ms = Instance.new("CylinderMesh")
ms.Scale = Vector3.new(0.8, 0.8, 0.8)
ms.Parent = c
c.Reflectance = 0
Instance.new("BodyGyro").Parent = c
c.Parent = m
if Char:findFirstChild("Head") ~= nil then
c.CFrame = cf(Char.Head.CFrame.p + Vector3.new(math.random(-100, 100) / 100, 3, math.random(-100, 100) / 100))
else
if Char.Parent:findFirstChild("Head") ~= nil then
c.CFrame = cf(Char.Parent.Head.CFrame.p + Vector3.new(math.random(-100, 100) / 100, 3, math.random(-100, 100) / 100))
end
end
f = Instance.new("BodyPosition")
f.P = 2000
f.D = 100
f.maxForce = Vector3.new(math.huge, math.huge, math.huge)
if Type == "Damage" then
f.position = c.Position + Vector3.new(0, 3, 0)
else
if Type == "Debuff" or Type == "Interrupt" then
f.position = c.Position + Vector3.new(0, 5, 0)
end
end
f.Parent = c
game:GetService("Debris"):AddItem(m, 5)
table.insert(Effects, {m, "showDamage", damgui, f, 10, 1, 15, 50, 100})
c.CanCollide = false
m.Parent = workspace
c.CanCollide = false
end
combo = 0
ob1d = function(mouse)
if MMouse.Target ~= nil and MMouse.Target.Parent:findFirstChild("Humanoid") ~= nil and game.Players:GetPlayerFromCharacter(MMouse.Target.Parent) ~= nil and Player.Neutral == false and game.Players:GetPlayerFromCharacter(MMouse.Target.Parent).TeamColor == Player.TeamColor then
if givingrailgun == true then
RailgunTarget = MMouse.Target.Parent.HumanoidRootPart
givingarmor = false
end
if givingplasma == true then
CannonTarget = MMouse.Target.Parent.HumanoidRootPart
givingarmor = false
end
if givingblades == true then
BladesTarget = MMouse.Target.Parent.HumanoidRootPart
givingarmor = false
end
end
if attack == true or equipped == false then
return
end
hold = true
if BladesTarget ~= nil then
coroutine.resume(coroutine.create(function()
if combo == 0 then
bladesattackone()
else
if combo == 1 then
bladesattackthree()
else
if combo == 2 then
bladesattacktwo()
else
if combo == 3 then
bladesattackfour()
end
end
end
end
end))
end
if combo == 0 then
combo = 1
attackone()
else
if combo == 1 then
combo = 2
attacktwo()
else
if combo == 2 then
combo = 3
attackthree()
else
if combo == 3 then
combo = 0
attackfour()
end
end
end
end
if RailgunTarget ~= nil then
ShootRailGun()
end
if CannonTarget ~= nil then
ShootCannon()
end
coroutine.resume(coroutine.create(function()
for i = 1, 50 do
if attack == false then
fwait()
end
end
if attack == false then
combo = 0
end
end))
end
ob1u = function(mouse)
hold = false
end
buttonhold = false
fenbarmove1.MouseButton1Click:connect(do1)
fenbarmove2.MouseButton1Click:connect(do2)
fenbarmove3.MouseButton1Click:connect(do3)
fenbarmove4.MouseButton1Click:connect(do4)
eul = 0
equipped = false
key = function(key)
if key == "z" and givingarmor == true then
do1()
end
if key == "x" and givingarmor == true then
do2()
end
if key == "c" and givingarmor == true then
do3()
end
if attack == true then
return
end
if key == "f" then
pressedf = true
fnumb = 0
attack = true
if equipped == false then
equipped = true
RSH = ch.Torso["Right Shoulder"]
LSH = ch.Torso["Left Shoulder"]
RSH.Parent = nil
LSH.Parent = nil
RW.Name = "Right Shoulder"
RW.Part0 = ch.Torso
RW.C0 = cf(1.5, 0.5, 0)
RW.C1 = cf(0, 0.5, 0)
RW.Part1 = ch["Right Arm"]
RW.Parent = ch.Torso
LW.Name = "Left Shoulder"
LW.Part0 = ch.Torso
LW.C0 = cf(-1.5, 0.5, 0)
LW.C1 = cf(0, 0.5, 0)
LW.Part1 = ch["Left Arm"]
LW.Parent = ch.Torso
Animate.Parent = nil
animTrack:Play()
equipanim()
else
equipped = false
hideanim()
LH.C1 = LHC1
RH.C1 = RHC1
animTrack:Stop()
Animate.Parent = Character
fwait(0)
RW.Parent = nil
LW.Parent = nil
RSH.Parent = player.Character.Torso
LSH.Parent = player.Character.Torso
end
attack = false
end
if equipped == false then
return
end
if key == "e" then
StatConvert()
end
if key == "z" then
do1()
end
if key == "x" then
do2()
end
if key == "c" then
do3()
end
if key == "v" then
do4()
end
end
key2 = function(key)
end
s = function(mouse)
mouse.Button1Down:connect(function()
ob1d(mouse)
end)
mouse.Button1Up:connect(function()
ob1u(mouse)
end)
mouse.KeyDown:connect(key)
mouse.KeyUp:connect(key2)
player = Player
ch = Character
end
ds = function(mouse)
end
Bin.Selected:connect(s)
Bin.Deselected:connect(ds)
print("Mechanic loaded.")
local mananum = 0
local blocknum2 = 0
local donum = 0
local stunnum = 0
local staggeranim = false
local stunanim = false
local Point, LastPoint = nil, nil
local walk = 0
local walkforw = true
while 1 do
fwait()
if Humanoid.Health <= 0 then
attack = true
resumeControl()
modelzorz.Parent = workspace
game:GetService("Debris"):AddItem(modelzorz, 30)
for i = 1, #Weapon do
Weapon[i].Parent = modelzorz
Weapon[i].CanCollide = true
end
for i = 1, #Welds do
if Welds[i].Part0.Parent == Character or Welds[i].Part1.Parent == Character then
Welds[i].Parent = nil
else
Welds[i].Parent = prt1
end
end
end
do
if fnumb < 21 then
fnumb = fnumb + 1
if pressedf == false then
fenframe5.BackgroundTransparency = fenframe5.BackgroundTransparency - 0.025
tellbar.TextTransparency = tellbar.TextTransparency - 0.05
tellbar.TextStrokeTransparency = tellbar.TextStrokeTransparency - 0.05
else
if fnumb == 20 then
fenframe5.Parent = nil
print("daigui")
end
fenframe5.BackgroundTransparency = fenframe5.BackgroundTransparency + 0.025
tellbar.TextTransparency = tellbar.TextTransparency + 0.05
tellbar.TextStrokeTransparency = tellbar.TextStrokeTransparency + 0.05
end
end
if hbwld.Parent == nil then
hitbox2.Name = "Hitbox"
else
hitbox2.Name = "Hitbox2"
end
hitbox2.Parent = hitbox.Parent
hitbox2.Size = hitbox.Size
hitbox2.CFrame = hitboxCF
hboxpos.position = hitbox2.Position + vt(math.random(-100, 100) / 100, math.random(-100, 100) / 100, math.random(-100, 100) / 100)
if cooldownmax <= cooldowns[1] and RailgunTarget ~= nil then
MagicSpecial(BrickColor.new(NewCol), rprt1.CFrame * euler(math.random(-50, 50), math.random(-50, 50), math.random(-50, 50)), 1, 1, 1, 0.5, 0.5, 0.5, 0.05)
for i = 1, 5 do
ElecEffect(cf(rprt1.Position), 3, 3, 3)
end
RailgunTarget = nil
model1.Parent = nil
end
if cooldownmax <= cooldowns[2] and CannonTarget ~= nil then
print("daicannon")
print(cooldowns[2])
print(CannonTarget)
MagicSpecial(BrickColor.new(NewCol), pprt1.CFrame * euler(math.random(-50, 50), math.random(-50, 50), math.random(-50, 50)), 1, 1, 1, 0.5, 0.5, 0.5, 0.05)
for i = 1, 5 do
ElecEffect(cf(pprt1.Position), 3, 3, 3)
end
CannonTarget = nil
model2.Parent = nil
end
if cooldownmax <= cooldowns[3] and BladesTarget ~= nil then
print("daiblades")
print(cooldowns[3])
print(BladesTarget)
MagicSpecial(BrickColor.new(NewCol), bprt1.CFrame * euler(math.random(-50, 50), math.random(-50, 50), math.random(-50, 50)), 1, 1, 1, 0.3, 0.3, 0.3, 0.05)
MagicSpecial(BrickColor.new(NewCol), bprt7.CFrame * euler(math.random(-50, 50), math.random(-50, 50), math.random(-50, 50)), 1, 1, 1, 0.3, 0.3, 0.3, 0.05)
MagicSpecial(BrickColor.new(NewCol), bprt13.CFrame * euler(math.random(-50, 50), math.random(-50, 50), math.random(-50, 50)), 1, 1, 1, 0.3, 0.3, 0.3, 0.05)
for i = 1, 5 do
ElecEffect(cf(bref.Position), 3, 3, 3)
end
BladesTarget = nil
model3.Parent = nil
end
if MMouse ~= nil then
if model1.Parent ~= nil then
local mpos = rprt1.CFrame * euler(0, 0, 0)
local cff = CFrame.new(mpos.p, MMouse.Hit.p) * CFrame.Angles(math.pi / 2, 0, 0)
local x, y, z = rprt1.CFrame:toObjectSpace(cff):toEulerAnglesXYZ()
rwld1.Part1 = RailgunTarget
rwld1.C0 = euler(0, 0, 0) * cf(3, -1, -0.2)
rwld2.Part0 = rprt1
rwld2.Part1 = rprt2
rwld2.C0 = clerp(rwld2.C0, CFrame.Angles(x, y, z) * euler(-1.57, 0, 0), 0.3)
end
do
if model2.Parent ~= nil then
local mpos = pprt1.CFrame * euler(0, 0, 0)
local cff = CFrame.new(mpos.p, MMouse.Hit.p) * CFrame.Angles(math.pi / 2, 0, 0)
local x, y, z = pprt1.CFrame:toObjectSpace(cff):toEulerAnglesXYZ()
pwld1.Part1 = CannonTarget
pwld1.C0 = euler(0, 0, 0) * cf(-3, -1, -0.2)
pwld2.Part0 = pprt1
pwld2.Part1 = pprt2
pwld2.C0 = clerp(pwld2.C0, CFrame.Angles(x, y, z) * euler(-1.57, 0, 0), 0.3)
end
do
pwld1.C0 = clerp(pwld1.C0, euler(-0.2, 0, 0) * cf(-3, -1, -0.2), 0.5)
pwld2.C0 = clerp(pwld2.C0, euler(0, 0, 0) * cf(0, 0, 0), 0.5)
rwld1.C0 = clerp(rwld1.C0, euler(-0.2, 0, 0) * cf(3, -1, -0.2), 0.5)
rwld2.C0 = clerp(rwld2.C0, euler(0, 0, 0) * cf(0, 0, 0), 0.5)
if Stagger.Value == true and staggeranim == false then
coroutine.resume(coroutine.create(function()
staggeranim = true
while attack == true do
fwait()
end
StaggerAnim()
StaggerHit.Value = false
Stagger.Value = false
staggeranim = false
end))
end
if StaggerHit.Value == true and staggeranim == false then
coroutine.resume(coroutine.create(function()
staggeranim = true
while attack == true do
fwait()
end
StaggerHitt()
StaggerHit.Value = false
Stagger.Value = false
staggeranim = false
end))
end
if Mvmt.Value < 0 or Stagger.Value == true or StunT.Value <= Stun.Value or StaggerHit.Value == true or Rooted.Value == true then
Humanoid.WalkSpeed = 0
else
Humanoid.WalkSpeed = 16 * Mvmt.Value
end
if StunT.Value <= Stun.Value and stunanim == false then
coroutine.resume(coroutine.create(function()
stunanim = true
while attack == true do
fwait()
end
StunAnim()
Stun.Value = 0
stunanim = false
end))
end
local stunnum2 = 30
if stunnum2 <= stunnum then
if 0 < Stun.Value then
Stun.Value = Stun.Value - 1
end
stunnum = 0
end
stunnum = stunnum + 1
if 0.5 <= donum then
handidle = true
else
if donum <= 0 then
handidle = false
end
end
if handidle == false then
donum = donum + 0.006
else
donum = donum - 0.006
end
local torvel = (RootPart.Velocity * Vector3.new(1, 0, 1)).magnitude
local velderp = RootPart.Velocity.y
hitfloor = rayCast(RootPart.Position, CFrame.new(RootPart.Position, RootPart.Position - Vector3.new(0, 1, 0)).lookVector, 4, Character)
if equipped == true then
if attack == false then
idle = idle + 1
else
idle = 0
end
if (500 <= idle and attack ~= false) or Anim == "Walk" then
if walkforw == true then
RH.C1 = clerp(RH.C1, RHC1 * cf(0.2, -0.2, 0) * euler(0, 0, 1), Mvmt.Value * 10 / 50)
LH.C1 = clerp(LH.C1, LHC1 * cf(0.1, 0.2, 0) * euler(0, 0, 1), Mvmt.Value * 10 / 50)
else
RH.C1 = clerp(RH.C1, RHC1 * cf(-0.1, 0.2, 0) * euler(0, 0, -1), Mvmt.Value * 10 / 50)
LH.C1 = clerp(LH.C1, LHC1 * cf(-0.2, -0.2, 0) * euler(0, 0, -1), Mvmt.Value * 10 / 50)
end
else
RH.C1 = clerp(RH.C1, RHC1, 0.2)
LH.C1 = clerp(LH.C1, LHC1, 0.2)
end
if tribladesattack == false then
bwld1.C0 = clerp(bwld1.C0, euler(0, 0, 0) * cf(2, -0.6, -2), 0.4)
bwld7.C0 = clerp(bwld7.C0, euler(0, 0, 0) * cf(0, -0.6, -2), 0.4)
bwld13.C0 = clerp(bwld13.C0, euler(0, 0, 0) * cf(-2, -0.6, -2), 0.4)
bwld2.C0 = clerp(bwld2.C0, euler(3.14, -2, 1.17) * cf(0, 0, 0), 0.4)
bwld8.C0 = clerp(bwld8.C0, euler(3.14, -2, 1.57) * cf(0, 0, 0), 0.4)
bwld14.C0 = clerp(bwld14.C0, euler(3.14, -2, 1.97) * cf(0, 0, 0), 0.4)
brefwld.C0 = clerp(brefwld.C0, euler(0, 0, 0) * cf(0, -2, 0), 0.4)
end
if 1 < RootPart.Velocity.y and hitfloor == nil then
Anim = "Jump"
if attack == false then
Neck.C0 = clerp(Neck.C0, necko * euler(-0.2, 0, 0), 0.2)
Neck.C1 = clerp(Neck.C1, necko2 * euler(0, 0, 0), 0.2)
RootJoint.C0 = clerp(RootJoint.C0, RootCF * euler(-0.1, 0, 0), 0.2)
RW.C0 = clerp(RW.C0, cf(1.5, 0.5, 0) * euler(-0.5, 0, 0.5), 0.2)
RW.C1 = clerp(LW.C1, cf(0, 0.5, 0) * euler(0, 0, 0), 0.2)
LW.C0 = clerp(LW.C0, cf(-1, 0.5, -0.5) * euler(2, 0, 1.2), 0.2)
LW.C1 = clerp(LW.C1, cf(0, 0.5, 0) * euler(0, 0, 0), 0.2)
RH.C0 = clerp(RH.C0, cf(1, -1, -0.3) * euler(-0.5, 1.57, 0) * euler(-0.2, 0, 0), 0.2)
LH.C0 = clerp(LH.C0, cf(-1, -1, -0.3) * euler(-0.5, -1.57, 0) * euler(-0.2, 0, 0), 0.2)
end
else
if RootPart.Velocity.y < -1 and hitfloor == nil then
Anim = "Fall"
if attack == false then
Neck.C0 = clerp(Neck.C0, necko * euler(0.4, 0, 0), 0.2)
Neck.C1 = clerp(Neck.C1, necko2 * euler(0, 0, 0), 0.2)
RootJoint.C0 = clerp(RootJoint.C0, RootCF * euler(0.1, 0, 0), 0.2)
RW.C0 = clerp(RW.C0, cf(1.5, 0.5, 0) * euler(-0.3, 0, 0.2), 0.2)
RW.C1 = clerp(LW.C1, cf(0, 0.5, 0) * euler(0, 0, 0), 0.2)
LW.C0 = clerp(LW.C0, cf(-1.3, 0.5, -0.2) * euler(-0.3, 0, -0.2), 0.2)
LW.C1 = clerp(LW.C1, cf(0, 0.5, 0) * euler(0, 0, 0), 0.2)
RH.C0 = clerp(RH.C0, cf(1, -1, 0) * euler(0.4, 1.57, 0), 0.2)
LH.C0 = clerp(LH.C0, cf(-1, -1, 0) * euler(-0.2, -1.57, 0), 0.2)
end
else
if torvel < 1 and hitfloor ~= nil then
Anim = "Idle"
if attack == false then
Neck.C0 = clerp(Neck.C0, necko * euler(0, 0, 0.5) * euler(0.1, 0, 0), 0.15)
RootJoint.C0 = clerp(RootJoint.C0, RootCF * euler(0, 0, -0.5), 0.15)
RW.C0 = clerp(RW.C0, cf(1.5, 0.5, 0) * euler(0.3, 0, 0.2) * euler(0, -1.57, 0), 0.15)
RW.C1 = clerp(LW.C1, cf(0, 0.5, 0) * euler(0, 0, 0), 0.15)
LW.C0 = clerp(LW.C0, cf(-1.5, 0.5, 0) * euler(0, 0, -0.4 + (donum) / 3), 0.15)
LW.C1 = clerp(LW.C1, cf(0, 0.5, 0) * euler(0, 0, 0), 0.15)
RH.C0 = clerp(RH.C0, cf(1, -1, 0) * euler(0, 1.57, 0) * euler(0, 0.5, -0.1), 0.2)
LH.C0 = clerp(LH.C0, cf(-0.8, -1, 0.2) * euler(0, -1.57, 0) * euler(0, 0.5, 0.05), 0.2)
end
else
if 2 < torvel and torvel < 30 and hitfloor ~= nil then
Anim = "Walk"
walk = walk + 1
if 15 - 5 * Mvmt.Value <= walk then
walk = 0
if walkforw == true then
walkforw = false
else
if walkforw == false then
walkforw = true
end
end
end
if attack == false then
Neck.C0 = clerp(Neck.C0, necko * euler(0, 0, 0), 0.3)
RootJoint.C0 = clerp(RootJoint.C0, RootCF * euler(0, 0, 0), 0.3)
RW.C0 = clerp(RW.C0, cf(1.5, 0.5, 0) * euler(-0.2, 0, 0.2), 0.3)
RW.C1 = clerp(LW.C1, cf(0, 0.5, 0) * euler(0, 0, 0), 0.3)
LW.C0 = clerp(LW.C0, cf(-1.5, 0.5, 0) * euler(-0.2, 0, -0.2), 0.3)
LW.C1 = clerp(LW.C1, cf(0, 0.5, 0) * euler(0, 0, 0), 0.3)
RH.C0 = clerp(RH.C0, cf(1, -1, 0) * euler(0, 1.57, 0), 0.2)
LH.C0 = clerp(LH.C0, cf(-1, -1, 0) * euler(0, -1.57, 0), 0.2)
end
else
if 30 <= torvel and hitfloor ~= nil then
Anim = "Run"
if attack == false then
Neck.C0 = clerp(Neck.C0, necko * euler(0.2, 0, -0.2), 0.4)
RootJoint.C0 = clerp(RootJoint.C0, RootCF * cf(0, 0, -1.5) * euler(0.8, 0, 0.2), 0.4)
RW.C0 = clerp(RW.C0, cf(1.5, 0.5, 0) * euler(1, 0, 0.2), 0.4)
RW.C1 = clerp(LW.C1, cf(0, 0.5, 0) * euler(0, 0, 0), 0.4)
LW.C0 = clerp(LW.C0, cf(-1.5, 0.5, 0) * euler(-0.2, 0, -0.4), 0.4)
LW.C1 = clerp(LW.C1, cf(0, 0.5, 0) * euler(0, 0, 0), 0.4)
RH.C0 = clerp(RH.C0, RHC0 * cf(1, 1, 0.2) * euler(0, -0.2, -0.5), 0.4)
LH.C0 = clerp(LH.C0, LHC0 * cf(-0.5, 1, 0) * euler(0.2, 0, -0.5), 0.4)
end
end
end
end
end
end
end
if 0 < #Effects then
for e = 1, #Effects do
if Effects[e] ~= nil then
local Thing = Effects[e]
if Thing ~= nil then
local Part = Thing[1]
local Mode = Thing[2]
local Delay = Thing[3]
local IncX = Thing[4]
local IncY = Thing[5]
local IncZ = Thing[6]
if Thing[2] == "CylinderClang" then
if Thing[3] <= 1 then
Thing[1].CFrame = Thing[1].CFrame * CFrame.new(0, 2.5 * Thing[5], 0) * CFrame.fromEulerAnglesXYZ(Thing[6], 0, 0)
Thing[7] = Thing[1].CFrame
effect("New Yeller", 0, Thing[8], Thing[7])
Thing[8] = Thing[7]
Thing[3] = Thing[3] + Thing[4]
else
Part.Parent = nil
table.remove(Effects, e)
end
end
if Thing[2] == "showDamage" then
if Thing[6] < Thing[5] then
Thing[6] = Thing[6] + 1
else
if Thing[6] < Thing[7] then
Thing[4].position = Thing[4].position + vt(0, -0.2, 0)
Thing[6] = Thing[6] + 1
else
if Thing[6] < Thing[8] then
Thing[6] = Thing[6] + 1
else
if Thing[6] < Thing[9] then
Thing[6] = Thing[6] + 1
Thing[4].position = Thing[4].position + vt(0, 0.2, 0)
Thing[3].TextStrokeTransparency = Thing[3].TextStrokeTransparency + 0.1
Thing[3].TextTransparency = Thing[3].TextTransparency + 0.1
else
Thing[1].Parent = nil
table.remove(Effects, e)
end
end
end
end
end
if Thing[2] == "Shoot" then
if CannonTarget == nil then
table.remove(Effects, e)
else
local MainPos = Thing[1]
local MainPos2 = Thing[4]
local MouseLook = cf((MainPos + MainPos2) / 2, MainPos2)
local hit, pos = rayCast(MainPos, MouseLook.lookVector, 10, CannonTarget.Parent)
local mag = (Thing[1] - pos).magnitude
MagicCylinder2(Color2, CFrame.new((Thing[1] + pos) / 2, pos) * angles(1.57, 0, 0), 3, mag * 5, 3, 1.5, 0, 1.5, 0.1)
Thing[1] = Thing[1] + MouseLook.lookVector * 10
Thing[3] = Thing[3] - 1
if hit ~= nil then
Thing[3] = 0
Damagefunc(hit, 8, 10, 0, "Normal", RootPart, 0, 2, math.random(1, 5), false, false, true, "Damage", 0.1, 200)
ref = part(3, workspace, 0, 1, Color2, "Reference", vt())
ref.Anchored = true
ref.CFrame = cf(pos)
so("169445602", ref, 1, 0.8)
so("153092334", ref, 1, 0.8)
MagicBlock(Color2, cf(pos), 20, 20, 20, 5, 5, 5, 0.05)
game:GetService("Debris"):AddItem(ref, 1)
MagniDamage(ref, 10, 6, 9, 0, "Normal", ref, 0, 1, (math.random(1, 5)), nil, nil, true, "Damage", 0.05, 200)
end
if Thing[3] <= 0 then
table.remove(Effects, e)
end
end
end
do
do
if Thing[2] ~= "DecreaseStat" and Thing[2] ~= "showDamage" and Thing[2] ~= "Shoot" then
if Thing[1].Transparency <= 1 then
if Thing[2] == "Block1" then
Thing[1].CFrame = Thing[1].CFrame * euler(math.random(-50, 50), math.random(-50, 50), math.random(-50, 50))
Mesh = Thing[7]
Mesh.Scale = Mesh.Scale + vt(Thing[4], Thing[5], Thing[6])
Thing[1].Transparency = Thing[1].Transparency + Thing[3]
else
if Thing[2] == "Ice" then
if Thing[6] <= Thing[5] then
Thing[6] = Thing[6] + 0.3
Thing[1].CFrame = Thing[1].CFrame * cf(0, 1, 0)
else
Thing[1].Transparency = Thing[1].Transparency + Thing[3]
end
else
if Thing[2] == "Shatter" then
Thing[1].Transparency = Thing[1].Transparency + Thing[3]
Thing[4] = Thing[4] * cf(0, Thing[7], 0)
Thing[1].CFrame = Thing[4] * euler(Thing[6], 0, 0)
Thing[6] = Thing[6] + Thing[5]
else
if Thing[2] == "Block2" then
Thing[1].CFrame = Thing[1].CFrame
Mesh = Thing[7]
Mesh.Scale = Mesh.Scale + vt(Thing[4], Thing[5], Thing[6])
Thing[1].Transparency = Thing[1].Transparency + Thing[3]
else
if Thing[2] == "Cylinder" then
Mesh = Thing[7]
Mesh.Scale = Mesh.Scale + vt(Thing[4], Thing[5], Thing[6])
Thing[1].Transparency = Thing[1].Transparency + Thing[3]
else
if Thing[2] == "Blood" then
Mesh = Thing[7]
Thing[1].CFrame = Thing[1].CFrame * cf(0, 0.5, 0)
Mesh.Scale = Mesh.Scale + vt(Thing[4], Thing[5], Thing[6])
Thing[1].Transparency = Thing[1].Transparency + Thing[3]
else
if Thing[2] == "Elec" then
Mesh = Thing[10]
Mesh.Scale = Mesh.Scale + vt(Thing[7], Thing[8], Thing[9])
Thing[1].Transparency = Thing[1].Transparency + Thing[3]
else
if Thing[2] == "Disappear" then
Thing[1].Transparency = Thing[1].Transparency + Thing[3]
end
end
end
end
end
end
end
end
else
Part.Parent = nil
table.remove(Effects, e)
end
end
-- DECOMPILER ERROR at PC9980: LeaveBlock: unexpected jumping out DO_STMT
-- DECOMPILER ERROR at PC9980: LeaveBlock: unexpected jumping out IF_THEN_STMT
-- DECOMPILER ERROR at PC9980: LeaveBlock: unexpected jumping out IF_STMT
-- DECOMPILER ERROR at PC9980: LeaveBlock: unexpected jumping out IF_THEN_STMT
-- DECOMPILER ERROR at PC9980: LeaveBlock: unexpected jumping out IF_STMT
end
end
end
end
end
end
fenbarmana2:TweenSize((UDim2.new(0.4, 0, -4 * mana.Value / 100, 0)), nil, 1, 0.4, true)
fenbarmana4.Text = "Mana(" .. mana.Value .. ")"
fenbarhp2.BackgroundColor3 = Color3.new(Humanoid.Health / Humanoid.MaxHealth, 0, 0)
fenbarhp2:TweenSize((UDim2.new(Humanoid.Health / Humanoid.MaxHealth, 0, 1, 0)), nil, 1, 0.4, true)
fenbarhp3.Text = "(" .. math.floor(Humanoid.Health) .. ")"
fenbarmove1b:TweenSize((UDim2.new(1 * cooldowns[1] / cooldownmax, 0, 1, 0)), nil, 1, 0.4, true)
fenbarmove2b:TweenSize((UDim2.new(1 * cooldowns[2] / cooldownmax, 0, 1, 0)), nil, 1, 0.4, true)
fenbarmove3b:TweenSize((UDim2.new(1 * cooldowns[3] / cooldownmax, 0, 1, 0)), nil, 1, 0.4, true)
fenbarmove4b:TweenSize((UDim2.new(1 * cooldowns[4] / cooldownmax, 0, 1, 0)), nil, 1, 0.4, true)
for _,c in pairs(Decrease:children()) do
if (c:findFirstChild("Duration")) ~= nil then
c.Duration.Value = c.Duration.Value - 1
if c.Duration.Value <= 0 then
c.Parent = nil
end
end
if c.Name == "DecreaseAtk" then
decreaseatk = decreaseatk + c.Value
else
if c.Name == "DecreaseDef" then
decreasedef = decreasedef + c.Value
else
if c.Name == "DecreaseMvmt" then
decreasemvmt = decreasemvmt + c.Value
end
end
end
end
Atk.Value = 1 - (decreaseatk)
if Atk.Value <= 0 then
Atk.Value = 0
end
Def.Value = 1 - (decreasedef)
if Def.Value <= 0 then
Def.Value = 0.01
end
Mvmt.Value = 1 - (decreasemvmt)
if Mvmt.Value <= 0 then
Mvmt.Value = 0
end
decreaseatk = 0
decreasedef = 0
decreasemvmt = 0
AtkVal = Atk.Value * 100
AtkVal = math.floor(AtkVal)
AtkVal = AtkVal / 100
fenbardamage.Text = "Damage\n(" .. AtkVal .. ")"
DefVal = Def.Value * 100
DefVal = math.floor(DefVal)
DefVal = DefVal / 100
fenbardef.Text = "Defense\n(" .. DefVal .. ")"
MvmtVal = Mvmt.Value * 100
MvmtVal = math.floor(MvmtVal)
MvmtVal = MvmtVal / 100
if Rooted.Value == true then
MvmtVal = 0
end
fenbarmove.Text = "Walkspeed\n(" .. MvmtVal .. ")"
if StunT.Value <= Stun.Value then
fenbarstun2:TweenSize((UDim2.new(0.4, 0, -4, 0)), nil, 1, 0.4, true)
else
fenbarstun2:TweenSize((UDim2.new(0.4, 0, -4 * Stun.Value / StunT.Value, 0)), nil, 1, 0.4, true)
end
fenbarstun3.Text = "Stun(" .. Stun.Value .. ")"
if 100 <= mana.Value then
mana.Value = 100
else
if mananum <= 11 then
mananum = mananum + 1
else
if 8 <= mananum then
mananum = 0
mana.Value = mana.Value + 1
end
end
end
for i = 1, #cooldowns do
if cooldownmax <= cooldowns[i] then
cooldowns[i] = cooldownmax
else
cooldowns[i] = cooldowns[i] + cooldownsadd[i]
end
end
-- DECOMPILER ERROR at PC10344: LeaveBlock: unexpected jumping out DO_STMT
-- DECOMPILER ERROR at PC10344: LeaveBlock: unexpected jumping out DO_STMT
-- DECOMPILER ERROR at PC10344: LeaveBlock: unexpected jumping out IF_THEN_STMT
-- DECOMPILER ERROR at PC10344: LeaveBlock: unexpected jumping out IF_STMT
-- DECOMPILER ERROR at PC10344: LeaveBlock: unexpected jumping out DO_STMT
end
end
end
end
end
|
local input = require'neogit.lib.input'
local M = {
value = '',
confirmed = true
}
input.get_user_input = function (_)
return M.value
end
input.get_user_input_with_completion = function (_, _)
return M.value
end
input.get_confirmation = function (_, _)
return M.confirmed
end
return M
|
local PLUGIN = PLUGIN
PLUGIN.name = "Tying"
PLUGIN.author = "Shavargo"
PLUGIN.description = "Ported from HL2RP; Adds the ability to tie players."
ix.lang.AddTable("english", {
tying = "Tying...",
unTying = "Untying...",
isTied = "Tied",
fTiedUp = "You have been tied up.",
fBeingTied = "You are being tied up.",
tiedUp = "They have been tied up.",
beingTied = "They are being tied up.",
beingUntied = "They are being untied."
})
if (SERVER) then
function PLUGIN:PlayerUse(client, entity)
if (!client:IsRestricted() and entity:IsPlayer() and entity:IsRestricted() and !entity:GetNetVar("untying")) then
entity:SetAction("@beingUntied", 5)
entity:SetNetVar("untying", true)
client:SetAction("@unTying", 5)
client:DoStaredAction(entity, function()
entity:SetRestricted(false)
entity:SetNetVar("untying")
end, 5, function()
if (IsValid(entity)) then
entity:SetNetVar("untying")
entity:SetAction()
end
if (IsValid(client)) then
client:SetAction()
end
end)
end
end
function PLUGIN:PlayerLoadout(client)
client:SetNetVar("restricted")
end
function PLUGIN:CanPlayerJoinClass(client, class, info)
if (client:IsRestricted()) then
client:Notify("You cannot change classes when you are restrained!")
return false
end
end
function PLUGIN:SearchPlayer(client, target)
if (!target:GetCharacter() or !target:GetCharacter():GetInventory()) then
return false
end
local name = hook.Run("GetDisplayedName", target) or target:Name()
local inventory = target:GetCharacter():GetInventory()
ix.storage.Open(client, inventory, {
entity = target,
name = name
})
return true
end
end
if (CLIENT) then
function PLUGIN:PopulateCharacterInfo(client, character, tooltip)
if (client:IsRestricted()) then
local panel = tooltip:AddRowAfter("name", "ziptie")
panel:SetBackgroundColor(derma.GetColor("Warning", tooltip))
panel:SetText(L("tiedUp"))
panel:SizeToContents()
elseif (client:GetNetVar("tying")) then
local panel = tooltip:AddRowAfter("name", "ziptie")
panel:SetBackgroundColor(derma.GetColor("Warning", tooltip))
panel:SetText(L("beingTied"))
panel:SizeToContents()
elseif (client:GetNetVar("untying")) then
local panel = tooltip:AddRowAfter("name", "ziptie")
panel:SetBackgroundColor(derma.GetColor("Warning", tooltip))
panel:SetText(L("beingUntied"))
panel:SizeToContents()
end
end
end
do
local COMMAND = {}
function COMMAND:OnRun(client, arguments)
local data = {}
data.start = client:GetShootPos()
data.endpos = data.start + client:GetAimVector() * 96
data.filter = client
local target = util.TraceLine(data).Entity
if (IsValid(target) and target:IsPlayer() and target:IsRestricted()) then
if (!client:IsRestricted()) then
PLUGIN:SearchPlayer(client, target)
else
return "@notNow"
end
end
end
ix.command.Add("CharSearch", COMMAND)
end
|
ITEM.name = "Flare gun"
ITEM.description = "A flare gun used for long-distance communication."
ITEM.class = "weapon_vj_flaregun"
ITEM.model = "models/vj_weapons/w_flaregun.mdl"
ITEM.width = 1
ITEM.height = 1
ITEM.iconCam = {
pos = Vector(5, 0, 30),
ang = Angle(90, 0, 0),
fov = 45,
}
ITEM.price = 100
|
local specs = require "specs"
specs.setup {
show_jumps = true,
min_jump = 30,
popup = {
delay_ms = 0, -- delay before popup displays
inc_ms = 12, -- time increments used for fade/resize effects
blend = 30, -- starting blend, between 0-100 (fully transparent), see :h winblend
width = 25,
winhl = "Visual",
fader = require("specs").exp_fader,
resizer = require("specs").shrink_resizer,
},
ignore_filetypes = {},
ignore_buftypes = {
nofile = true,
},
}
-- Press <C-b> to call specs!
vim.api.nvim_set_keymap("n", "<C-b>", ':lua require("specs").show_specs()<CR>', { noremap = true, silent = true })
-- You can even bind it to search jumping and more, example:
vim.api.nvim_set_keymap("n", "n", 'n:lua require("specs").show_specs()<CR>', { noremap = true, silent = true })
vim.api.nvim_set_keymap("n", "N", 'N:lua require("specs").show_specs()<CR>', { noremap = true, silent = true })
|
--[[ Copyright (C) 2018 Google Inc.
This program 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 2 of the License, or
(at your option) any later version.
This program 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 this program; if not, write to the Free Software Foundation, Inc.,
51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA.
]]
local factory = require 'factories.explore.factory'
local game = require 'dmlab.system.game'
local helpers = require 'common.helpers'
local pickups = require 'common.pickups'
local random = require 'common.random'
local map_maker = require 'dmlab.system.map_maker'
local randomMap = random(map_maker:randomGen())
local level = {
_pickupCount = 0,
}
-- Options set in createLevelApi. Keep in global so constants can be accessed.
local opts
function level:pickup(spawnId)
level._pickupCount = level._pickupCount + 1
if level._pickupCount == level._rewardCount then
level._pickupCount = 0
game:finishMap()
end
end
function level:restart(maze)
-- Select spawn point.
local spawnId = random:uniformInt(1, #level._spawnLocations)
local ij = level._spawnLocations[spawnId]
level._spawnX, level._spawnY = maze:toWorldPos(ij[1], ij[2])
end
function level:start(maze, episode, seed)
random:seed(seed)
randomMap:seed(seed)
-- Find spawn points.
level._spawnLocations = {}
local rewardLocations = {}
local height, width = maze:size()
for i = 1, height do
for j = 1, width do
local c = maze:getEntityCell(i, j)
if c == 'P' then
table.insert(level._spawnLocations, {i, j})
elseif c == 'A' then
local x, y = maze:toWorldPos(i, j)
local key = y .. '_' .. x
table.insert(rewardLocations, key)
end
end
end
-- Select rewards.
random:shuffleInPlace(rewardLocations)
level._pickupCount = 0
level._rewardCount = opts.rewardDensity * #rewardLocations
level._rewards = {}
for i = 1, level._rewardCount do
level._rewards[rewardLocations[i]] = i
end
end
level.spawnVarsUpdater = {
['info_player_start'] = function(spawnVars)
local x, y = unpack(helpers.spawnVarToNumberTable(spawnVars.origin))
if x == level._spawnX and y == level._spawnY then
return spawnVars
else
return nil
end
end,
['apple_reward'] = function(spawnVars)
local j, i = unpack(helpers.spawnVarToNumberTable(spawnVars.origin))
local key = i .. '_' .. j
local rewardId = level._rewards[key]
if rewardId then
spawnVars.id = tostring(rewardId)
spawnVars.wait = '-1'
return spawnVars
else
return nil
end
end
}
local function createLevelApi(optsOverride)
opts = optsOverride or {}
opts.rewardDensity = opts.rewardDensity or 0.5
-- Set base class options.
opts.objectEntity = opts.objectEntity or 'A'
return factory.createLevelApi{opts = opts, level = level}
end
return {
createLevelApi = createLevelApi
}
|
--[[ Copyright (c) 2012 Stephen Baker
Permission is hereby granted, free of charge, to any person obtaining a copy of
this software and associated documentation files (the "Software"), to deal in
the Software without restriction, including without limitation the rights to
use, copy, modify, merge, publish, distribute, sublicense, and/or sell copies
of the Software, and to permit persons to whom the Software is furnished to do
so, subject to the following conditions:
The above copyright notice and this permission notice shall be included in all
copies or substantial portions of the Software.
THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
SOFTWARE. --]]
--! Layer which handles the Lua-facing side of loading and playing video.
local TH = require "TH"
local pathsep = package.config:sub(1, 1)
class "MoviePlayer"
---@type MoviePlayer
local MoviePlayer = _G["MoviePlayer"]
function MoviePlayer:MoviePlayer(app, audio, video)
self.app = app
self.audio = audio
self.video = video
self.playing = false
self.holding_bg_music = false
self.channel = -1
self.lose_movies = {}
self.advance_movies = {}
self.intro_movie = nil
self.win_movie = nil
self.can_skip = true
self.wait_for_stop = false
self.wait_for_over = false
end
function MoviePlayer:init()
self.moviePlayer = TH.moviePlayer()
self.moviePlayer:setRenderer(self.video)
--find movies in Anims folder
local num
local movie
local movies = self.app.fs:listFiles("Anims");
if movies then
for _,movie in pairs(movies) do
--lose level movies
if movie:upper():match(pathsep .. "LOSE%d+%.[^" .. pathsep .. "]+$") then
table.insert(self.lose_movies, movie)
end
--advance level movies
num = movie:upper():match(pathsep .. "AREA(%d+)V%.[^" .. pathsep .. "]+$")
if num ~= nil and tonumber(num, 10) ~= nil then
self.advance_movies[tonumber(num, 10)] = movie
end
--win game movie
if movie:upper():match(pathsep .. "WINGAME%.[^" .. pathsep .. "]+$") then
self.win_movie = movie
end
end
end
--find intro
movies = self.app.fs:listFiles("Intro")
if movies then
for _,movie in pairs(movies) do
if movie:upper():match(pathsep .. "INTRO%.SM4$") then
self.intro_movie = movie
end
end
end
end
function MoviePlayer:playIntro(callback_after_movie)
self:playMovie(self.intro_movie, false, true, callback_after_movie)
end
function MoviePlayer:playWinMovie()
self:playMovie(self.win_movie, true, true)
end
function MoviePlayer:playAdvanceMovie(level)
local filename = self.advance_movies[level]
if(not self.moviePlayer:getEnabled() or not self.app.config.movies or filename == nil) then
return
end
if self.audio.background_music then
self.holding_bg_music = self.audio:pauseBackgroundTrack()
else
end
if level == 12 then
self.audio:playSound("DICE122M.WAV")
else
self.audio:playSound("DICEYFIN.WAV")
end
self:playMovie(filename, true, false)
end
function MoviePlayer:playLoseMovie()
if #self.lose_movies > 0 then
local filename = self.lose_movies[math.random(#self.lose_movies)]
self:playMovie(filename, true, true)
end
end
function MoviePlayer:playMovie(filename, wait_for_stop, can_skip, callback)
local x, y, w, h = 0
local screen_w, screen_h = self.app.config.width, self.app.config.height
local ar
local success, warning
if(not self.moviePlayer:getEnabled() or not self.app.config.movies or filename == nil) then
if callback then
callback()
end
return
end
success, warning = self.moviePlayer:load(filename)
if warning ~= nil and warning ~= "" then
local message = "MoviePlayer:playMovie - Warning: " .. warning
if self.app.world then
self.app.world:gameLog(message)
elseif self.app.config.debug then
print(message)
end
end
if not success then
-- Indicates failure to load movie
if callback then
callback()
end
return
end
-- Abort any loading of music
self.audio.load_music = false
if self.moviePlayer:hasAudioTrack() then
self.channel = self.audio:reserveChannel()
if self.audio.background_music then
self.holding_bg_music = self.audio:pauseBackgroundTrack()
end
end
-- calculate target dimensions
local native_w = self.moviePlayer:getNativeWidth()
local native_h = self.moviePlayer:getNativeHeight()
if(native_w ~= 0 and native_h ~= 0) then
ar = native_w / native_h
if(math.abs((screen_w / screen_h) - ar) < 0.001) then
x, y = 0, 0
w, h = screen_w, screen_h
else
if(screen_w > screen_h / native_h * native_w) then
w = math.floor(screen_h / native_h * native_w)
h = screen_h
x = math.floor((screen_w - w) / 2)
y = 0
else
w = screen_w
h = math.floor(screen_w / native_w * native_h)
x = 0
y = math.floor((screen_h - h) / 2)
end
end
else
x, y = 0, 0
w, h = screen_w, screen_h
end
self.video:startFrame()
self.video:fillBlack()
self.video:endFrame()
self.can_skip = can_skip
self.wait_for_stop = wait_for_stop
self.wait_for_over = true
self.callback_on_destroy_movie = callback
self.opengl_mode_index = nil
for i=1, #self.app.modes do
if self.app.modes[i] == "opengl" then
self.opengl_mode_index = i
end
end
if self.opengl_mode_index then
self.app.modes[self.opengl_mode_index] = ""
end
--TODO: Add text e.g. for newspaper headlines
warning = self.moviePlayer:play(x, y, w, h, self.channel)
if warning ~= nil and warning ~= "" then
local message = "MoviePlayer:playMovie - Warning: " .. warning
if self.app.world then
self.app.world:gameLog(message)
elseif self.app.config.debug then
print(message)
end
end
self.playing = true
end
--NB: Call after any changes to TH.surface
function MoviePlayer:allocatePictureBuffer()
self.moviePlayer:allocatePictureBuffer()
end
--NB: Call before any changes to TH.surface
function MoviePlayer:deallocatePictureBuffer()
self.moviePlayer:deallocatePictureBuffer()
end
function MoviePlayer:onMovieOver()
self.wait_for_over = false
if not self.wait_for_stop then
self:_destroyMovie()
end
end
function MoviePlayer:stop()
if self.can_skip then
self.moviePlayer:stop()
end
self.wait_for_stop = false
if not self.wait_for_over then
self:_destroyMovie()
end
end
function MoviePlayer:_destroyMovie()
self.moviePlayer:unload()
if self.opengl_mode_index then
self.app.modes[self.opengl_mode_index] = "opengl"
end
if self.channel >= 0 then
self.audio:releaseChannel(self.channel)
self.channel = -1
end
if self.holding_bg_music then
-- If possible we want to continue playing music where we were
self.audio:pauseBackgroundTrack()
else
self.audio:playRandomBackgroundTrack()
end
self.playing = false
if self.callback_on_destroy_movie then
self.callback_on_destroy_movie()
self.callback_on_destroy_movie = nil
end
end
function MoviePlayer:refresh()
self.moviePlayer:refresh()
end
function MoviePlayer:updateRenderer()
self.moviePlayer:setRenderer(self.video)
end
|
require("startup").setup({ theme = 'startify' })
|
-- This comment enforces unit-test coverage for this file:
-- coverage: 0
http = require 'summit.http'
menu = require 'summit.menu'
speech = require 'summit.speech'
json = require 'json'
inspect = require "inspect"
log = require "summit.log"
category_names = { 'u.s.', 'world', 'sports', 'business', 'technology', 'science', 'health' }
function get_abstract(arg)
channel.say(arg.abstract)
get_link_menu(arg.url)
end
function invalid()
channel.say("Not a valid selection")
end
function send_article(selection)
local url = selection
sms = require "summit.sms"
to = channel.data.ani
from = "+1" .. channel.data.dnis
message = "You have saved " .. url .. " for later."
ok, err = sms.send(to, from, message)
log.debug("This is the ok message: " .. ok)
get_continue_menu()
end
function get_continue_menu()
continue_menu = menu()
continue_menu.add(tostring(1), "To listen to another article, press 1", get_main_menu)
continue_menu.add(tostring(2), "To end the call, press 2", hangup)
continue_menu.default(invalid)
continue_menu.run()
get_link_menu()
end
function select_category(cat)
selected_category = cat
end
function hangup()
channel.say("Goodbye!")
channel.hangup()
end
function get_user_info()
-- phone_number = '6039690489'
phone_number = channel.data.ani
user_url = "https://getnewspeak.herokuapp.com/api/v1/users/" .. phone_number
res, err = http.get(user_url)
if err or res.data == '' then
get_main_menu()
end
user_info = json:decode(res.content)
if user_info.categories[1] then
category_names = {}
for index, category in ipairs(user_info.categories) do
category_names[index] = category.abbreviation
end
end
channel.say("Welcome to Newspeak, " .. user_info.name)
end
-- Main menu
function get_main_menu()
selected_category = ""
cat_counter = 1
main_menu = menu()
main_menu.intro("Select a news topic.")
for index, category in ipairs(category_names) do
main_menu.add(tostring(index), "For " .. category .. ", press " .. tostring(index), function() select_category(category) end)
end
main_menu.run()
channel.say("Here are the top items for " .. selected_category)
get_category_menu()
end
-- API Call
function get_category_menu()
url = "http://getnewspeak.herokuapp.com/headlines?categories=" .. selected_category
res, err = http.get(url)
if err then
channel.say('Unable to contact news service, goodbye.')
channel.hangup()
end
news_content = json:decode(res.content)
-- Category Menu
category_menu = menu()
category_menu.add(tostring(1), "For " .. news_content[1].title .. ", press " .. tostring(1), function() get_abstract(news_content[1]) end)
category_menu.add(tostring(2), "For " .. news_content[2].title .. ", press " .. tostring(2), function() get_abstract(news_content[2]) end)
category_menu.add(tostring(3), "For " .. news_content[3].title .. ", press " .. tostring(3), function() get_abstract(news_content[3]) end)
category_menu.add(tostring(4), "For " .. news_content[4].title .. ", press " .. tostring(4), function() get_abstract(news_content[4]) end)
category_menu.add(tostring(5), "For " .. news_content[5].title .. ", press " .. tostring(5), function() get_abstract(news_content[5]) end)
category_menu.default(invalid)
category_menu.run()
get_link_menu()
end
-- Link Menu
function get_link_menu(selection)
link_menu = menu()
link_menu.add(tostring(1), "To receive a link to the full article, press 1", function() send_article(selection) end)
link_menu.add(tostring(2), "To continue browsing, press 2", get_main_menu)
link_menu.add(tostring(3), "To close Newspeak, press 3", hangup)
link_menu.default(invalid)
link_menu.run()
end
-- Welcome
channel.answer()
get_user_info()
get_main_menu()
|
-- local json = require "json"
function f (a)
return a + 5
end
function setup_camera()
return 34
end
function f2(a, b, c)
return a, b, c
end
clear_screen()
clear_screen()
clear_screen()
load_project(5);
print "hello world"
function tick(elapsed)
print "elapsed"
end
function setup_scene()
end
|
local lgi = require 'lgi'
local Gtk = lgi.Gtk
local stylesheet_template = [[
GtkLabel {
color: %s;
}
GtkButton GtkLabel {
color: %s;
}
]]
local cssprovider = Gtk.CssProvider()
local window = Gtk.Window {
width_request = 500,
height_request = 300,
title = 'CSS',
Gtk.Box {
orientation = 'VERTICAL',
Gtk.Label {
margin = 20,
label = 'Colored Gtk.Label'
},
Gtk.Button {
margin = 20,
label = 'Colored Gtk.Button',
on_clicked = function (_)
cssprovider:load_from_data(string.format(stylesheet_template, "red", "green"))
end
}
}
}
local style_context = window:get_style_context()
style_context.add_provider_for_screen(window:get_screen(),cssprovider, 0)
function window:on_destroy()
Gtk.main_quit()
end
window:show_all()
Gtk:main()
|
local config = require 'config'
local u = require 'utilities'
local api = require 'methods'
local plugin = {}
function trim(str)
local s = str:gsub('^%s*(.-)%s*$', '%1')
return s
end
function plugin.onTextMessage(msg, blocks)
if blocks[1] == 'shout' then
if not blocks[2] then
message = "*Avaliable Commands:*\n\n- /shout `something` - _Shout the _`something`"
api.sendReply(msg, message, true, nil, true)
else
local input = blocks[2]
input = trim(input)
input = input:upper()
local output = ''
local inc = 0
local ilen = 0
local utf8_char = '('..u.char.utf_8..'*)'
for match in input:gmatch(utf8_char) do
if ilen < 20 then
ilen = ilen + 1
output = output .. match .. ' '
end
end
ilen = 0
output = output .. '\n'
for match in input:sub(2):gmatch(utf8_char) do
if ilen < 19 then
local spacing = ''
for _ = 1, inc do
spacing = spacing .. ' '
end
inc = inc + 1
ilen = ilen + 1
output = output .. match .. ' ' .. spacing .. match .. '\n'
end
end
message = '```\n' .. trim(output) .. '\n```'
api.sendReply(msg, message, true, nil, true)
end
end
end
plugin.triggers = {
onTextMessage = {
config.cmd..'(shout) (.+)$',
config.cmd..'(shout)$'
}
}
return plugin
|
-- KEYS只指定客户号
-- ARGV[]格式为:用户信息数据个数N,
-- 用户信息数据1键,用户信息数据1值,......,用户信息数据N键,用户信息数据N值,
-- 账户1,账户1信息数据个数M1,
-- 账户1信息数据1键,账户1信息数据1值,......,账户1信息数据M1键,账户1信息数据M1值,
-- 账户2,账户2信息数据个数M2,
-- 账户2信息数据1键,账户2信息数据1值,......,账户2信息数据M2键,账户2信息数据M2值,
-- ......
local user_info_key = 'HXRC_USER_OBJ:' .. KEYS[1] .. ':USER_INFO'
local user_accts_list_key = 'HXRC_USER_OBJ:' .. KEYS[1] .. ':ACCTS_LIST'
-- 设置数据有效期(秒)
local timeout = 300
-- 第一个参数为用户信息数据个数
if ARGV[1] == nil then
return redis.status_reply('ok')
end
local data_num = ARGV[1]
local hmset_tab = {}
local k = 1
-- 遍历用户信息数据,使用redis hashes保存数据
for j = 2, data_num * 2 + 1, 2 do
hmset_tab[k] = ARGV[j]
hmset_tab[k + 1] = ARGV[j + 1]
k = k + 2
-- redis.call('hset', user_info_key, ARGV[j], ARGV[j + 1])
end
--利用unpack将hmset_tab转换成可变参数列表
redis.call('hmset', user_info_key, unpack(hmset_tab))
redis.call('expire', user_info_key, timeout)
-- 遍历账户信息列表
local i = data_num * 2 + 2
while ARGV[i] ~= nil do
-- 获取账户
local acct = ARGV[i]
-- 获取账户信息数据个数
data_num = ARGV[i + 1]
-- 生成账户信息主键
local user_acct_info_key = 'HXRC_USER_OBJ:' .. KEYS[1] .. ':ACCT_INFO:' .. acct
i = i + 2
k = 1
-- 遍历data_num对数据
hmset_tab = {}
for j = i, i + data_num * 2 - 1, 2 do
hmset_tab[k] = ARGV[j]
hmset_tab[k + 1] = ARGV[j + 1]
k = k + 2
-- 用redis hashes存储卡信息
-- redis.call('hset', user_acct_info_key, ARGV[j], ARGV[j + 1])
i = i + 2
end
redis.call('hmset', user_acct_info_key, unpack(hmset_tab))
redis.call('expire', user_acct_info_key, timeout)
-- 用redis sets存储卡列表
redis.call('sadd', user_accts_list_key, acct)
end
redis.call('expire', user_accts_list_key, timeout)
return redis.status_reply('ok')
|
--[[ Copyright (c) 2018 Optera
* Part of Re-Stack
*
* See LICENSE.md in the project directory for license information.
--]]
SelectItemByEntity("reactor", settings.startup["ReStack-reactor"].value)
SelectItemByEntity("assembling-machine", settings.startup["ReStack-crafting-machine"].value)
SelectItemByEntity("furnace", settings.startup["ReStack-furnace"].value)
SelectItemByEntity("beacon", settings.startup["ReStack-beacon"].value)
SelectItemByEntity("mining-drill", settings.startup["ReStack-mining-drill"].value)
SelectItemByEntity("boiler", settings.startup["ReStack-boiler"].value)
SelectItemByEntity("generator", settings.startup["ReStack-generator"].value)
for _, item in pairs(data.raw["module"]) do
ReStack_Items[item.name] = {stack_size = settings.startup["ReStack-modules"].value, type = "module"}
end
|
--Made by Lagx#2413--
game.Players.LocalPlayer.Character.HumanoidRootPart.CFrame = CFrame.new(-19, 32, 253)
for i = 1, 50 do
while wait() do
local Loc = CFrame.new(-24.374, 33.1, 253.669)
for i, ChosenPlayer in pairs(game.Players:GetPlayers()) do
if ChosenPlayer.Name ~= game:GetService("Players").LocalPlayer.Name then
ChosenPlayer.Character:SetPrimaryPartCFrame(Loc)
end
end
end
end
|
--[[
LuiExtended
License: The MIT License (MIT)
--]]
local UnitFrames = LUIE.UnitFrames
local PetNames = LUIE.Data.PetNames
local zo_strformat = zo_strformat
local g_FramesMovingEnabled = false -- Helper local flag
local nameDisplayOptions = { "@UserID", "Character Name", "Character Name @UserID" }
local nameDisplayOptionsKeys = { ["@UserID"] = 1, ["Character Name"] = 2, ["Character Name @UserID"] = 3 }
local raidIconOptions = { "No Icons", "Class Icons Only", "Role Icons Only", "Class Icon in PVP, Role in PVE", "Class Icon in PVE, Role in PVP" }
local raidIconOptionsKeys = { ["No Icons"] = 1 , ["Class Icons Only"] = 2, ["Role Icons Only"] = 3, ["Class Icon in PVP, Role in PVE"] = 4, ["Class Icon in PVE, Role in PVP"] = 5 }
local playerFrameOptions = { "Vertical Stacked Frames", "Separated Horizontal Frames", "Pyramid" }
local playerFrameOptionsKeys = { ["Vertical Stacked Frames"] = 1, ["Separated Horizontal Frames"] = 2, ["Pyramid"] = 3 }
local championOptions = { "Show Above Cap", "Limit to Cap" }
local resolutionOptions = { "1080p", "1440p", "4K" }
local resolutionOptionsKeys = { ["1080p"] = 1, ["1440p"] = 2, ["4K"] = 3 }
local alignmentOptions = { "Left to Right (Default)", "Right to Left", "Center" }
local alignmentOptionsKeys = { ["Left to Right (Default)"] = 1, ["Right to Left"] = 2, ["Center"] = 3 }
local formatOptions = {
"Nothing",
"Current",
"Current + Shield",
"Max",
"Percentage%",
"Current / Max",
"Current + Shield / Max",
"Current / Max (Percentage%)",
"Current + Shield / Max (Percentage%)",
"Current (Percentage%)",
"Current + Shield (Percentage%)"
}
local Whitelist, WhitelistValues = {}
-- Create a list of Unitnames to use for Summon Whitelist
local function GenerateCustomList(input)
local options, values = {}, {}
local counter = 0
for name in pairs(input) do
counter = counter + 1
options[counter] = name
values[counter] = name
end
return options, values
end
function UnitFrames.CreateSettings()
-- Load LibAddonMenu
local LAM = LibAddonMenu2
if LAM == nil then return end
local Defaults = UnitFrames.Defaults
local Settings = UnitFrames.SV
-- Get fonts
local FontsList = {}
for f in pairs(LUIE.Fonts) do
table.insert(FontsList, f)
end
-- Get statusbar textures
local StatusbarTexturesList = {}
for key, _ in pairs(LUIE.StatusbarTextures) do
table.insert(StatusbarTexturesList, key)
end
local panelDataUnitFrames = {
type = "panel",
name = zo_strformat("<<1>> - <<2>>", LUIE.name, GetString(SI_LUIE_LAM_UF)),
displayName = zo_strformat("<<1>> <<2>>", LUIE.name, GetString(SI_LUIE_LAM_UF)),
author = LUIE.author,
version = LUIE.version,
website = LUIE.website,
feedback = LUIE.feedback,
translation = LUIE.translation,
donation = LUIE.donation,
slashCommand = "/luiuf",
registerForRefresh = true,
registerForDefaults = true,
}
local optionsDataUnitFrames = {}
-- Unit Frames module description
optionsDataUnitFrames[#optionsDataUnitFrames + 1] = {
type = "description",
text = GetString(SI_LUIE_LAM_UF_DESCRIPTION),
}
-- ReloadUI Button
optionsDataUnitFrames[#optionsDataUnitFrames + 1] = {
type = "button",
name = GetString(SI_LUIE_LAM_RELOADUI),
tooltip = GetString(SI_LUIE_LAM_RELOADUI_BUTTON),
func = function() ReloadUI("ingame") end,
width = "full",
}
-- Resolution Options
optionsDataUnitFrames[#optionsDataUnitFrames + 1] = {
type = "dropdown",
name = GetString(SI_LUIE_LAM_UF_RESOLUTION),
tooltip = GetString(SI_LUIE_LAM_UF_RESOLUTION_TP),
choices = resolutionOptions,
getFunc = function() return resolutionOptions[Settings.ResolutionOptions] end,
setFunc = function(value) Settings.ResolutionOptions = resolutionOptionsKeys[value] UnitFrames.CustomFramesSetPositions() end,
width = "full",
default = Defaults.ResolutionOptions,
disabled = function() return not LUIE.SV.UnitFrames_Enabled end,
}
-- Custom Unit Frames Unlock
optionsDataUnitFrames[#optionsDataUnitFrames + 1] = {
type = "checkbox",
name = GetString(SI_LUIE_LAM_UF_CFRAMES_UNLOCK),
tooltip = GetString(SI_LUIE_LAM_UF_CFRAMES_UNLOCK_TP),
getFunc = function() return g_FramesMovingEnabled end,
setFunc = function(value)
g_FramesMovingEnabled = value
UnitFrames.CustomFramesSetMovingState(value)
end,
width = "half",
default = false,
resetFunc = function() UnitFrames.CustomFramesResetPosition(false) end,
}
-- Custom Unit Frames Reset position
optionsDataUnitFrames[#optionsDataUnitFrames + 1] = {
type = "button",
name = GetString(SI_LUIE_LAM_RESETPOSITION),
tooltip = GetString(SI_LUIE_LAM_UF_CFRAMES_RESETPOSIT_TP),
func = function() UnitFrames.CustomFramesResetPosition(false) end,
width = "half",
}
-- Unit Frames - Default Unit Frames Options Submenu
optionsDataUnitFrames[#optionsDataUnitFrames + 1] = {
type = "submenu",
name = GetString(SI_LUIE_LAM_UF_DFRAMES_HEADER),
controls = {
{
-- Default PLAYER frame
type = "dropdown",
name = GetString(SI_LUIE_LAM_UF_DFRAMES_PLAYER),
choices = UnitFrames.GetDefaultFramesOptions('Player'),
getFunc = function() return UnitFrames.GetDefaultFramesSetting('Player') end,
setFunc = function(value) UnitFrames.SetDefaultFramesSetting('Player', value) end,
width = "full",
disabled = function() return not LUIE.SV.UnitFrames_Enabled end,
warning = GetString(SI_LUIE_LAM_RELOADUI_WARNING),
default = UnitFrames.GetDefaultFramesSetting('Player', true),
},
{
-- Default TARGET frame
type = "dropdown",
name = GetString(SI_LUIE_LAM_UF_DFRAMES_TARGET),
choices = UnitFrames.GetDefaultFramesOptions('Target'),
getFunc = function() return UnitFrames.GetDefaultFramesSetting('Target') end,
setFunc = function(value) UnitFrames.SetDefaultFramesSetting('Target', value) end,
width = "full",
disabled = function() return not LUIE.SV.UnitFrames_Enabled end,
warning = GetString(SI_LUIE_LAM_RELOADUI_WARNING),
default = UnitFrames.GetDefaultFramesSetting('Target', true),
},
{
-- Default small GROUP frame
type = "dropdown",
name = GetString(SI_LUIE_LAM_UF_DFRAMES_GROUPSMALL),
choices = UnitFrames.GetDefaultFramesOptions('Group'),
getFunc = function() return UnitFrames.GetDefaultFramesSetting('Group') end,
setFunc = function(value) UnitFrames.SetDefaultFramesSetting('Group', value) end,
width = "full",
disabled = function() return not LUIE.SV.UnitFrames_Enabled end,
warning = GetString(SI_LUIE_LAM_RELOADUI_WARNING),
default = UnitFrames.GetDefaultFramesSetting('Group', true),
},
{
-- Compass Boss Bar
type = "dropdown",
name = GetString(SI_LUIE_LAM_UF_DFRAMES_BOSS_COMPASS),
choices = UnitFrames.GetDefaultFramesOptions('Boss'),
getFunc = function() return UnitFrames.GetDefaultFramesSetting('Boss') end,
setFunc = function(value) UnitFrames.SetDefaultFramesSetting('Boss', value) UnitFrames.ResetCompassBarMenu() end,
width = "full",
disabled = function() return not LUIE.SV.UnitFrames_Enabled end,
warning = GetString(SI_LUIE_LAM_RELOADUI_WARNING),
default = UnitFrames.GetDefaultFramesSetting('Boss', true),
},
{
-- Reposition default player bars
type = "checkbox",
name = GetString(SI_LUIE_LAM_UF_DFRAMES_REPOSIT),
tooltip = GetString(SI_LUIE_LAM_UF_DFRAMES_REPOSIT_TP),
getFunc = function() return Settings.RepositionFrames end,
setFunc = function(value) Settings.RepositionFrames = value UnitFrames.RepositionDefaultFrames() end,
width = "full",
default = Defaults.RepositionFrames,
disabled = function() return not LUIE.SV.UnitFrames_Enabled end,
},
{
-- Reposition frames adjust Y Coordinates
type = "slider",
name = GetString(SI_LUIE_LAM_UF_DFRAMES_VERT),
tooltip = GetString(SI_LUIE_LAM_UF_DFRAMES_VERT_TP),
min = -150, max = 300, step = 5,
getFunc = function() return Settings.RepositionFramesAdjust end,
setFunc = function(value) Settings.RepositionFramesAdjust = value UnitFrames.RepositionDefaultFrames() end,
width = "full",
default = Defaults.RepositionFramesAdjust,
disabled = function() return not LUIE.SV.UnitFrames_Enabled end,
},
{
-- Out-of-Combat bars transparency
type = "slider",
name = GetString(SI_LUIE_LAM_UF_DFRAMES_OOCTRANS),
tooltip = GetString(SI_LUIE_LAM_UF_DFRAMES_OOCTRANS_TP),
min = 0, max = 100, step = 5,
getFunc = function() return Settings.DefaultOocTransparency end,
setFunc = function(value) UnitFrames.SetDefaultFramesTransparency(value, nil) end,
width = "full",
default = Defaults.DefaultOocTransparency,
disabled = function() return not LUIE.SV.UnitFrames_Enabled end,
},
{
-- In-Combat bars transparency
type = "slider",
name = GetString(SI_LUIE_LAM_UF_DFRAMES_INCTRANS),
tooltip = GetString(SI_LUIE_LAM_UF_DFRAMES_INCTRANS_TP),
min = 0, max = 100, step = 5,
getFunc = function() return Settings.DefaultIncTransparency end,
setFunc = function(value) UnitFrames.SetDefaultFramesTransparency(nil, value) end,
width = "full",
default = Defaults.DefaultIncTransparency,
disabled = function() return not LUIE.SV.UnitFrames_Enabled end,
},
{
-- Format label text
type = "dropdown",
name = GetString(SI_LUIE_LAM_UF_DFRAMES_LABEL),
tooltip = GetString(SI_LUIE_LAM_UF_DFRAMES_LABEL_TP),
choices = formatOptions,
getFunc = function() return Settings.Format end,
setFunc = function(var) Settings.Format = var end,
width = "full",
disabled = function() return not LUIE.SV.UnitFrames_Enabled end,
default = Defaults.Format,
},
{
-- DefaultFrames Font
type = "dropdown",
scrollable = true,
name = GetString(SI_LUIE_LAM_FONT),
tooltip = GetString(SI_LUIE_LAM_UF_DFRAMES_FONT_TP),
choices = FontsList,
sort = "name-up",
getFunc = function() return Settings.DefaultFontFace end,
setFunc = function(var) Settings.DefaultFontFace = var UnitFrames.DefaultFramesApplyFont() end,
width = "full",
disabled = function() return not LUIE.SV.UnitFrames_Enabled end,
default = Defaults.DefaultFontFace,
},
{
-- DefaultFrames Font Size
type = "slider",
name = GetString(SI_LUIE_LAM_FONT_SIZE),
tooltip = GetString(SI_LUIE_LAM_UF_DFRAMES_FONT_SIZE_TP),
min = 10, max = 30, step = 1,
getFunc = function() return Settings.DefaultFontSize end,
setFunc = function(value) Settings.DefaultFontSize = value UnitFrames.DefaultFramesApplyFont() end,
width = "full",
disabled = function() return not LUIE.SV.UnitFrames_Enabled end,
default = Defaults.DefaultFontSize,
},
{
-- DefaultFrames Font Style
type = "dropdown",
name = GetString(SI_LUIE_LAM_FONT_STYLE),
tooltip = GetString(SI_LUIE_LAM_UF_DFRAMES_FONT_STYLE_TP),
choices = { "normal", "outline", "shadow", "soft-shadow-thick", "soft-shadow-thin", "thick-outline" },
sort = "name-up",
getFunc = function() return Settings.DefaultFontStyle end,
setFunc = function(var) Settings.DefaultFontStyle = var UnitFrames.DefaultFramesApplyFont() end,
width = "full",
disabled = function() return not LUIE.SV.UnitFrames_Enabled end,
default = Defaults.DefaultFontStyle,
},
{
-- Color of text labels
type = "colorpicker",
name = GetString(SI_LUIE_LAM_UF_DFRAMES_LABEL_COLOR),
getFunc = function() return unpack(Settings.DefaultTextColour) end,
setFunc = function(r,g,b,a) Settings.DefaultTextColour={r,g,b} UnitFrames.DefaultFramesApplyColour() end,
width = "full",
default = { r=Defaults.DefaultTextColour[1], g=Defaults.DefaultTextColour[2], b=Defaults.DefaultTextColour[3] },
disabled = function() return not LUIE.SV.UnitFrames_Enabled end,
},
{
-- Color target name by reaction
type = "checkbox",
name = GetString(SI_LUIE_LAM_UF_TARGET_COLOR_REACTION),
tooltip = GetString(SI_LUIE_LAM_UF_TARGET_COLOR_REACTION_TP),
getFunc = function() return Settings.TargetColourByReaction end,
setFunc = UnitFrames.TargetColourByReaction,
width = "full",
default = Defaults.TargetColourByReaction,
disabled = function() return not LUIE.SV.UnitFrames_Enabled end,
},
{
-- Target class icon
type = "checkbox",
name = GetString(SI_LUIE_LAM_UF_TARGET_ICON_CLASS),
tooltip = GetString(SI_LUIE_LAM_UF_TARGET_ICON_CLASS_TP),
getFunc = function() return Settings.TargetShowClass end,
setFunc = function(value) Settings.TargetShowClass = value end,
width = "full",
default = Defaults.TargetShowClass,
disabled = function() return not LUIE.SV.UnitFrames_Enabled end,
},
{
-- Target ignore/friend/guild icon
type = "checkbox",
name = GetString(SI_LUIE_LAM_UF_TARGET_ICON_GFI),
tooltip = GetString(SI_LUIE_LAM_UF_TARGET_ICON_GFI_TP),
getFunc = function() return Settings.TargetShowFriend end,
setFunc = function(value) Settings.TargetShowFriend = value end,
width = "full",
default = Defaults.TargetShowFriend,
disabled = function() return not LUIE.SV.UnitFrames_Enabled end,
},
},
}
-- Unit Frames - Custom Unit Frames Options Submenu
optionsDataUnitFrames[#optionsDataUnitFrames + 1] = {
type = "submenu",
name = GetString(SI_LUIE_LAM_UF_CFRAMES_HEADER),
controls = {
{
-- Custom Unit Frames Font
type = "dropdown",
scrollable = true,
name = GetString(SI_LUIE_LAM_FONT),
tooltip = GetString(SI_LUIE_LAM_UF_CFRAMES_FONT_TP),
choices = FontsList,
sort = "name-up",
getFunc = function() return Settings.CustomFontFace end,
setFunc = function(var) Settings.CustomFontFace = var UnitFrames.CustomFramesApplyFont() end,
width = "full",
disabled = function() return not LUIE.SV.UnitFrames_Enabled end,
default = Defaults.CustomFontFace,
},
{
-- Custom Unit Frames Font size labels
type = "slider",
name = GetString(SI_LUIE_LAM_UF_CFRAMES_FONT_SIZE_LABELS),
tooltip = GetString(SI_LUIE_LAM_UF_CFRAMES_FONT_SIZE_LABELS_TP),
min = 10, max = 30, step = 1,
getFunc = function() return Settings.CustomFontOther end,
setFunc = function(value) Settings.CustomFontOther = value UnitFrames.CustomFramesApplyFont() end,
width = "half",
disabled = function() return not LUIE.SV.UnitFrames_Enabled end,
default = Defaults.CustomFontOther,
},
{
-- Custom Unit Frames Font size bars
type = "slider",
name = GetString(SI_LUIE_LAM_UF_CFRAMES_FONT_SIZE_BARS),
tooltip = GetString(SI_LUIE_LAM_UF_CFRAMES_FONT_SIZE_BARS_TP),
min = 10, max = 30, step = 1,
getFunc = function() return Settings.CustomFontBars end,
setFunc = function(value) Settings.CustomFontBars = value UnitFrames.CustomFramesApplyFont() end,
width = "half",
disabled = function() return not LUIE.SV.UnitFrames_Enabled end,
default = Defaults.CustomFontBars,
},
{
-- Custom Unit Frames Font style
type = "dropdown",
name = GetString(SI_LUIE_LAM_FONT_STYLE),
tooltip = GetString(SI_LUIE_LAM_UF_CFRAMES_FONT_STYLE_TP),
choices = { "normal", "outline", "shadow", "soft-shadow-thick", "soft-shadow-thin", "thick-outline" },
sort = "name-up",
getFunc = function() return Settings.CustomFontStyle end,
setFunc = function(var) Settings.CustomFontStyle = var UnitFrames.CustomFramesApplyFont() end,
width = "full",
disabled = function() return not LUIE.SV.UnitFrames_Enabled end,
default = Defaults.CustomFontStyle,
},
{
-- Custom Unit Frames Texture
type = "dropdown",
scrollable = true,
name = GetString(SI_LUIE_LAM_UF_CFRAMES_TEXTURE),
tooltip = GetString(SI_LUIE_LAM_UF_CFRAMES_TEXTURE_TP),
choices = StatusbarTexturesList,
sort = "name-up",
getFunc = function() return Settings.CustomTexture end,
setFunc = function(var) Settings.CustomTexture = var UnitFrames.CustomFramesApplyTexture() end,
width = "full",
disabled = function() return not LUIE.SV.UnitFrames_Enabled end,
default = Defaults.CustomTexture,
},
{
-- Custom Unit Frames Separate Shield Bar
type = "checkbox",
name = GetString(SI_LUIE_LAM_UF_CFRAMES_SHIELD_SEPERATE),
tooltip = GetString(SI_LUIE_LAM_UF_CFRAMES_SHIELD_SEPERATE_TP),
getFunc = function() return Settings.CustomShieldBarSeparate end,
setFunc = function(value) Settings.CustomShieldBarSeparate = value end,
width = "full",
default = Defaults.CustomShieldBarSeparate,
warning = GetString(SI_LUIE_LAM_RELOADUI_WARNING),
disabled = function() return not LUIE.SV.UnitFrames_Enabled end
},
{
-- Custom Unit Frames Separate Shield Bar Height
type = "slider",
name = zo_strformat("\t\t\t\t\t<<1>>", GetString(SI_LUIE_LAM_UF_CFRAMES_SHIELD_SEPERATE_HEIGHT)),
tooltip = GetString(SI_LUIE_LAM_UF_CFRAMES_SHIELD_SEPERATE_HEIGHT_TP),
min = 4, max = 12, step = 1,
getFunc = function() return Settings.CustomShieldBarHeight end,
setFunc = function(value) Settings.CustomShieldBarHeight = value UnitFrames.CustomFramesApplyLayoutPlayer(true) UnitFrames.CustomFramesApplyLayoutGroup() end,
width = "full",
default = Defaults.CustomShieldBarHeight,
disabled = function() return not ( LUIE.SV.UnitFrames_Enabled and Settings.CustomShieldBarSeparate ) end,
},
{
-- Custom Unit Frames Overlay Full Height Shield Bar
type = "checkbox",
name = GetString(SI_LUIE_LAM_UF_CFRAMES_SHIELD_OVERLAY),
tooltip = GetString(SI_LUIE_LAM_UF_CFRAMES_SHIELD_OVERLAY_TP),
getFunc = function() return Settings.CustomShieldBarFull end,
setFunc = function(value) Settings.CustomShieldBarFull = value end,
width = "full",
default = Defaults.CustomShieldBarFull,
warning = GetString(SI_LUIE_LAM_RELOADUI_WARNING),
disabled = function() return not ( LUIE.SV.UnitFrames_Enabled and not Settings.CustomShieldBarSeparate ) end,
},
{
-- Shield Transparency
type = "slider",
name = GetString(SI_LUIE_LAM_UF_CFRAMES_SHIELD_ALPHA),
tooltip = GetString(SI_LUIE_LAM_UF_CFRAMES_SHIELD_ALPHA_TP),
min = 0, max = 100, step = 1,
getFunc = function() return Settings.ShieldAlpha end,
setFunc = function(value) Settings.ShieldAlpha = value UnitFrames.CustomFramesApplyColours(true) end,
width = "full",
default = Defaults.ShieldAlpha,
disabled = function() return not ( LUIE.SV.UnitFrames_Enabled and not Settings.CustomShieldBarSeparate ) end,
},
{
-- Custom Unit Frames Smooth Bar Transition
type = "checkbox",
name = GetString(SI_LUIE_LAM_UF_CFRAMES_SMOOTHBARTRANS),
tooltip = GetString(SI_LUIE_LAM_UF_CFRAMES_SMOOTHBARTRANS_TP),
getFunc = function() return Settings.CustomSmoothBar end,
setFunc = function(value) Settings.CustomSmoothBar = value end,
width = "full",
default = Defaults.CustomSmoothBar,
disabled = function() return not LUIE.SV.UnitFrames_Enabled end,
},
{
-- Champion Points Effective
type = "dropdown",
name = GetString(SI_LUIE_LAM_UF_CFRAMES_CHAMPION),
tooltip = GetString(SI_LUIE_LAM_UF_CFRAMES_CHAMPION_TP),
choices = championOptions,
getFunc = function() return Settings.ChampionOptions end,
setFunc = function(var) Settings.ChampionOptions = var UnitFrames.OnPlayerActivated() end,
width = "full",
default = Defaults.ChampionOptions,
disabled = function() return not LUIE.SV.UnitFrames_Enabled end,
},
},
}
-- Unit Frames - Custom Unit Frame Color Options Submenu
optionsDataUnitFrames[#optionsDataUnitFrames + 1] = {
type = "submenu",
name = GetString(SI_LUIE_LAM_UF_CFRAMES_COLOR_HEADER),
controls = {
{
-- Custom Unit Frames Health Bar Color
type = "colorpicker",
name = GetString(SI_LUIE_LAM_UF_CFRAMES_COLOR_HEALTH),
getFunc = function() return unpack(Settings.CustomColourHealth) end,
setFunc = function(r,g,b,a) Settings.CustomColourHealth={r,g,b} UnitFrames.CustomFramesApplyColours(true) end,
width = "full",
default = { r=Defaults.CustomColourHealth[1], g=Defaults.CustomColourHealth[2], b=Defaults.CustomColourHealth[3] },
disabled = function() return not LUIE.SV.UnitFrames_Enabled end,
},
{
-- Custom Unit Frames Shield Bar Color
type = "colorpicker",
name = GetString(SI_LUIE_LAM_UF_CFRAMES_COLOR_SHIELD),
getFunc = function() return Settings.CustomColourShield[1], Settings.CustomColourShield[2], Settings.CustomColourShield[3] end,
setFunc = function(r,g,b,a) Settings.CustomColourShield={r,g,b} UnitFrames.CustomFramesApplyColours(true) end,
width = "full",
default = { r=Defaults.CustomColourShield[1], g=Defaults.CustomColourShield[2], b=Defaults.CustomColourShield[3] },
disabled = function() return not LUIE.SV.UnitFrames_Enabled end,
},
{
-- Custom Unit Frames Magicka Bar Color
type = "colorpicker",
name = GetString(SI_LUIE_LAM_UF_CFRAMES_COLOR_MAGICKA),
getFunc = function() return unpack(Settings.CustomColourMagicka) end,
setFunc = function(r,g,b,a) Settings.CustomColourMagicka={r,g,b} UnitFrames.CustomFramesApplyColours(true) end,
width = "full",
default = { r=Defaults.CustomColourMagicka[1], g=Defaults.CustomColourMagicka[2], b=Defaults.CustomColourMagicka[3] },
disabled = function() return not LUIE.SV.UnitFrames_Enabled end,
},
{
-- Custom Unit Frames Stamina Bar Color
type = "colorpicker",
name = GetString(SI_LUIE_LAM_UF_CFRAMES_COLOR_STAMINA),
getFunc = function() return unpack(Settings.CustomColourStamina) end,
setFunc = function(r,g,b,a) Settings.CustomColourStamina={r,g,b} UnitFrames.CustomFramesApplyColours(true) end,
width = "full",
default = { r=Defaults.CustomColourStamina[1], g=Defaults.CustomColourStamina[2], b=Defaults.CustomColourStamina[3] },
disabled = function() return not LUIE.SV.UnitFrames_Enabled end,
},
{
-- Custom Unit Frames DPS Role Color
type = "colorpicker",
name = GetString(SI_LUIE_LAM_UF_CFRAMES_COLOR_DPS),
getFunc = function() return unpack(Settings.CustomColourDPS) end,
setFunc = function(r,g,b,a) Settings.CustomColourDPS={r,g,b} UnitFrames.CustomFramesApplyColours(true) end,
width = "full",
default = { r=Defaults.CustomColourDPS[1], g=Defaults.CustomColourDPS[2], b=Defaults.CustomColourDPS[3] },
disabled = function() return not LUIE.SV.UnitFrames_Enabled end,
},
{
-- Custom Unit Frames Healer Role Color
type = "colorpicker",
name = GetString(SI_LUIE_LAM_UF_CFRAMES_COLOR_HEALER),
getFunc = function() return unpack(Settings.CustomColourHealer) end,
setFunc = function(r,g,b,a) Settings.CustomColourHealer={r,g,b} UnitFrames.CustomFramesApplyColours(true) end,
width = "full",
default = { r=Defaults.CustomColourHealer[1], g=Defaults.CustomColourHealer[2], b=Defaults.CustomColourHealer[3] },
disabled = function() return not LUIE.SV.UnitFrames_Enabled end,
},
{
-- Custom Unit Frames Tank Role Color
type = "colorpicker",
name = GetString(SI_LUIE_LAM_UF_CFRAMES_COLOR_TANK),
getFunc = function() return unpack(Settings.CustomColourTank) end,
setFunc = function(r,g,b,a) Settings.CustomColourTank={r,g,b} UnitFrames.CustomFramesApplyColours(true) end,
width = "full",
default = { r=Defaults.CustomColourTank[1], g=Defaults.CustomColourTank[2], b=Defaults.CustomColourTank[3] },
disabled = function() return not LUIE.SV.UnitFrames_Enabled end,
},
{
-- Custom Unit Frames Dragonknight Role Color
type = "colorpicker",
name = GetString(SI_LUIE_LAM_UF_CFRAMES_COLOR_DK),
getFunc = function() return unpack(Settings.CustomColourDragonknight) end,
setFunc = function(r,g,b,a) Settings.CustomColourDragonknight={r,g,b} UnitFrames.CustomFramesApplyColours(true) end,
width = "full",
default = { r=Defaults.CustomColourDragonknight[1], g=Defaults.CustomColourDragonknight[2], b=Defaults.CustomColourDragonknight[3] },
disabled = function() return not LUIE.SV.UnitFrames_Enabled end,
},
{
-- Custom Unit Frames Nightblade Role Color
type = "colorpicker",
name = GetString(SI_LUIE_LAM_UF_CFRAMES_COLOR_NB),
getFunc = function() return unpack(Settings.CustomColourNightblade) end,
setFunc = function(r,g,b,a) Settings.CustomColourNightblade={r,g,b} UnitFrames.CustomFramesApplyColours(true) end,
width = "full",
default = { r=Defaults.CustomColourNightblade[1], g=Defaults.CustomColourNightblade[2], b=Defaults.CustomColourNightblade[3] },
disabled = function() return not LUIE.SV.UnitFrames_Enabled end,
},
{
-- Custom Unit Frames Sorcerer Role Color
type = "colorpicker",
name = GetString(SI_LUIE_LAM_UF_CFRAMES_COLOR_SORC),
getFunc = function() return unpack(Settings.CustomColourSorcerer) end,
setFunc = function(r,g,b,a) Settings.CustomColourSorcerer={r,g,b} UnitFrames.CustomFramesApplyColours(true) end,
width = "full",
default = { r=Defaults.CustomColourSorcerer[1], g=Defaults.CustomColourSorcerer[2], b=Defaults.CustomColourSorcerer[3] },
disabled = function() return not LUIE.SV.UnitFrames_Enabled end,
},
{
-- Custom Unit Frames Templar Role Color
type = "colorpicker",
name = GetString(SI_LUIE_LAM_UF_CFRAMES_COLOR_TEMP),
getFunc = function() return unpack(Settings.CustomColourTemplar) end,
setFunc = function(r,g,b,a) Settings.CustomColourTemplar={r,g,b} UnitFrames.CustomFramesApplyColours(true) end,
width = "full",
default = { r=Defaults.CustomColourTemplar[1], g=Defaults.CustomColourTemplar[2], b=Defaults.CustomColourTemplar[3] },
disabled = function() return not LUIE.SV.UnitFrames_Enabled end,
},
{
-- Custom Unit Frames Warden Role Color
type = "colorpicker",
name = GetString(SI_LUIE_LAM_UF_CFRAMES_COLOR_WARD),
getFunc = function() return unpack(Settings.CustomColourWarden) end,
setFunc = function(r,g,b,a) Settings.CustomColourWarden={r,g,b} UnitFrames.CustomFramesApplyColours(true) end,
width = "full",
default = { r=Defaults.CustomColourWarden[1], g=Defaults.CustomColourWarden[2], b=Defaults.CustomColourWarden[3] },
disabled = function() return not LUIE.SV.UnitFrames_Enabled end,
},
{
-- Custom Unit Frames Necromancer Role Color
type = "colorpicker",
name = GetString(SI_LUIE_LAM_UF_CFRAMES_COLOR_NECRO),
getFunc = function() return unpack(Settings.CustomColourNecromancer) end,
setFunc = function(r,g,b,a) Settings.CustomColourNecromancer={r,g,b} UnitFrames.CustomFramesApplyColours(true) end,
width = "full",
default = { r=Defaults.CustomColourNecromancer[1], g=Defaults.CustomColourNecromancer[2], b=Defaults.CustomColourNecromancer[3] },
disabled = function() return not LUIE.SV.UnitFrames_Enabled end,
},
{
-- Custom Unit Reaction color
type = "colorpicker",
name = GetString(SI_LUIE_LAM_UF_CFRAMES_COLOR_FILL_R_PLAYER),
getFunc = function() return unpack(Settings.CustomColourPlayer) end,
setFunc = function(r,g,b,a) Settings.CustomColourPlayer={r,g,b} UnitFrames.CustomFramesApplyColours(true) end,
width = "full",
default = { r=Defaults.CustomColourPlayer[1], g=Defaults.CustomColourPlayer[2], b=Defaults.CustomColourPlayer[3] },
disabled = function() return not LUIE.SV.UnitFrames_Enabled end,
},
{
-- Custom Unit Reaction color
type = "colorpicker",
name = GetString(SI_LUIE_LAM_UF_CFRAMES_COLOR_FILL_R_FRIENDLY),
getFunc = function() return unpack(Settings.CustomColourFriendly) end,
setFunc = function(r,g,b,a) Settings.CustomColourFriendly={r,g,b} UnitFrames.CustomFramesApplyColours(true) end,
width = "full",
default = { r=Defaults.CustomColourFriendly[1], g=Defaults.CustomColourFriendly[2], b=Defaults.CustomColourFriendly[3] },
disabled = function() return not LUIE.SV.UnitFrames_Enabled end,
},
{
-- Custom Unit Reaction color
type = "colorpicker",
name = GetString(SI_LUIE_LAM_UF_CFRAMES_COLOR_FILL_R_HOSTILE),
getFunc = function() return unpack(Settings.CustomColourHostile) end,
setFunc = function(r,g,b,a) Settings.CustomColourHostile={r,g,b} UnitFrames.CustomFramesApplyColours(true) end,
width = "full",
default = { r=Defaults.CustomColourHostile[1], g=Defaults.CustomColourHostile[2], b=Defaults.CustomColourHostile[3] },
disabled = function() return not LUIE.SV.UnitFrames_Enabled end,
},
{
-- Custom Unit Reaction color
type = "colorpicker",
name = GetString(SI_LUIE_LAM_UF_CFRAMES_COLOR_FILL_R_NEUTRAL),
getFunc = function() return unpack(Settings.CustomColourNeutral) end,
setFunc = function(r,g,b,a) Settings.CustomColourNeutral={r,g,b} UnitFrames.CustomFramesApplyColours(true) end,
width = "full",
default = { r=Defaults.CustomColourNeutral[1], g=Defaults.CustomColourNeutral[2], b=Defaults.CustomColourNeutral[3] },
disabled = function() return not LUIE.SV.UnitFrames_Enabled end,
},
{
-- Custom Unit Reaction color
type = "colorpicker",
name = GetString(SI_LUIE_LAM_UF_CFRAMES_COLOR_FILL_R_GUARD),
getFunc = function() return unpack(Settings.CustomColourGuard) end,
setFunc = function(r,g,b,a) Settings.CustomColourGuard={r,g,b} UnitFrames.CustomFramesApplyColours(true) end,
width = "full",
default = { r=Defaults.CustomColourGuard[1], g=Defaults.CustomColourGuard[2], b=Defaults.CustomColourGuard[3] },
disabled = function() return not LUIE.SV.UnitFrames_Enabled end,
},
{
-- Custom Unit Frames Pet Bar Color
type = "colorpicker",
name = GetString(SI_LUIE_LAM_UF_CFRAMESPET_COLOR),
getFunc = function() return unpack(Settings.CustomColourPet) end,
setFunc = function(r,g,b,a) Settings.CustomColourPet={r,g,b} UnitFrames.CustomFramesApplyColours(true) end,
width = "full",
default = { r=Defaults.CustomColourPet[1], g=Defaults.CustomColourPet[2], b=Defaults.CustomColourPet[3] },
disabled = function() return not LUIE.SV.UnitFrames_Enabled end,
},
},
}
-- Unit Frames - Custom Unit Frames (Player & Target) Options Submenu
optionsDataUnitFrames[#optionsDataUnitFrames + 1] = {
type = "submenu",
name = GetString(SI_LUIE_LAM_UF_CFRAMESPT_HEADER),
controls = {
{
-- Enable LUIE PLAYER frame
type = "checkbox",
name = GetString(SI_LUIE_LAM_UF_CFRAMESPT_ENABLE_PLAYER),
tooltip = GetString(SI_LUIE_LAM_UF_CFRAMESPT_ENABLE_PLAYER_TP),
getFunc = function() return Settings.CustomFramesPlayer end,
setFunc = function(value) Settings.CustomFramesPlayer = value end,
width = "full",
default = Defaults.CustomFramesPlayer,
warning = GetString(SI_LUIE_LAM_RELOADUI_WARNING),
disabled = function() return not LUIE.SV.UnitFrames_Enabled end,
},
{
-- Enable LUIE Target frame
type = "checkbox",
name = GetString(SI_LUIE_LAM_UF_CFRAMESPT_ENABLE_TARGET),
tooltip = GetString(SI_LUIE_LAM_UF_CFRAMESPT_ENABLE_TARGET_TP),
getFunc = function() return Settings.CustomFramesTarget end,
setFunc = function(value) Settings.CustomFramesTarget = value end,
width = "full",
default = Defaults.CustomFramesTarget,
warning = GetString(SI_LUIE_LAM_RELOADUI_WARNING),
disabled = function() return not LUIE.SV.UnitFrames_Enabled end,
},
{
-- Player Name Display Method (Player)
type = "dropdown",
name = GetString(SI_LUIE_LAM_UF_COMMON_NAMEDISPLAY_PLAYER),
tooltip = GetString(SI_LUIE_LAM_UF_COMMON_NAMEDISPLAY_PLAYER_TP),
choices = nameDisplayOptions,
getFunc = function() return nameDisplayOptions[Settings.DisplayOptionsPlayer] end,
setFunc = function(value) Settings.DisplayOptionsPlayer = nameDisplayOptionsKeys[value] UnitFrames.CustomFramesReloadControlsMenu(true) end,
width = "full",
disabled = function() return not LUIE.SV.UnitFrames_Enabled end,
default = nameDisplayOptions[2]
},
{
-- Player Name Display Method (Target)
type = "dropdown",
name = GetString(SI_LUIE_LAM_UF_COMMON_NAMEDISPLAY_TARGET),
tooltip = GetString(SI_LUIE_LAM_UF_COMMON_NAMEDISPLAY_TARGET_TP),
choices = nameDisplayOptions,
getFunc = function() return nameDisplayOptions[Settings.DisplayOptionsTarget] end,
setFunc = function(value) Settings.DisplayOptionsTarget = nameDisplayOptionsKeys[value] UnitFrames.CustomFramesReloadControlsMenu(true) end,
width = "full",
disabled = function() return not LUIE.SV.UnitFrames_Enabled end,
default = nameDisplayOptions[2]
},
{
-- Custom Unit Frames format left label
type = "dropdown",
name = GetString(SI_LUIE_LAM_UF_SHARED_LABEL_LEFT),
tooltip = GetString(SI_LUIE_LAM_UF_SHARED_LABEL_LEFT_TP),
choices = formatOptions,
getFunc = function() return Settings.CustomFormatOnePT end,
setFunc = function(var) Settings.CustomFormatOnePT = var UnitFrames.CustomFramesFormatLabels(true) UnitFrames.CustomFramesApplyLayoutPlayer(true) end,
width = "full",
disabled = function() return not LUIE.SV.UnitFrames_Enabled end,
default = Defaults.CustomFormatOnePT,
},
{
-- Custom Unit Frames format right label
type = "dropdown",
name = GetString(SI_LUIE_LAM_UF_SHARED_LABEL_RIGHT),
tooltip = GetString(SI_LUIE_LAM_UF_SHARED_LABEL_RIGHT_TP),
choices = formatOptions,
getFunc = function() return Settings.CustomFormatTwoPT end,
setFunc = function(var) Settings.CustomFormatTwoPT = var UnitFrames.CustomFramesFormatLabels(true) UnitFrames.CustomFramesApplyLayoutPlayer(true) end,
width = "full",
disabled = function() return not LUIE.SV.UnitFrames_Enabled end,
default = Defaults.CustomFormatTwoPT,
},
{
-- Player Bars Width
type = "slider",
name = GetString(SI_LUIE_LAM_UF_CFRAMESPT_PLAYER_WIDTH),
min = 200, max = 500, step = 5,
getFunc = function() return Settings.PlayerBarWidth end,
setFunc = function(value) Settings.PlayerBarWidth = value UnitFrames.CustomFramesApplyLayoutPlayer(true) end,
width = "full",
default = Defaults.PlayerBarWidth,
disabled = function() return not ( LUIE.SV.UnitFrames_Enabled and Settings.CustomFramesPlayer ) end,
},
{
-- Player Health Bar Height
type = "slider",
name = GetString(SI_LUIE_LAM_UF_CFRAMESPT_PLAYER_HP_HIGHT),
min = 20, max = 70, step = 1,
getFunc = function() return Settings.PlayerBarHeightHealth end,
setFunc = function(value) Settings.PlayerBarHeightHealth = value UnitFrames.CustomFramesApplyLayoutPlayer(true) end,
width = "full",
default = Defaults.PlayerBarHeightHealth,
disabled = function() return not ( LUIE.SV.UnitFrames_Enabled and Settings.CustomFramesPlayer ) end,
},
{
-- Player Magicka Bar Height
type = "slider",
name = GetString(SI_LUIE_LAM_UF_CFRAMESPT_PLAYER_MAG_HIGHT),
min = 20, max = 70, step = 1,
getFunc = function() return Settings.PlayerBarHeightMagicka end,
setFunc = function(value) Settings.PlayerBarHeightMagicka = value UnitFrames.CustomFramesApplyLayoutPlayer(true) end,
width = "full",
default = Defaults.PlayerBarHeightMagicka,
disabled = function() return not ( LUIE.SV.UnitFrames_Enabled and Settings.CustomFramesPlayer ) end,
},
{
-- Player Stamina Bar Height
type = "slider",
name = GetString(SI_LUIE_LAM_UF_CFRAMESPT_PLAYER_STAM_HIGHT),
min = 20, max = 70, step = 1,
getFunc = function() return Settings.PlayerBarHeightStamina end,
setFunc = function(value) Settings.PlayerBarHeightStamina = value UnitFrames.CustomFramesApplyLayoutPlayer(true) end,
width = "full",
default = Defaults.PlayerBarHeightStamina,
disabled = function() return not ( LUIE.SV.UnitFrames_Enabled and Settings.CustomFramesPlayer ) end,
},
{
-- Out-of-Combat frame opacity
type = "slider",
name = GetString(SI_LUIE_LAM_UF_CFRAMESPT_PLAYER_OOCPACITY),
tooltip = GetString(SI_LUIE_LAM_UF_CFRAMESPT_PLAYER_OOCPACITY_TP),
min = 0, max = 100, step = 5,
getFunc = function() return Settings.PlayerOocAlpha end,
setFunc = function(value) Settings.PlayerOocAlpha = value UnitFrames.CustomFramesApplyInCombat() UnitFrames.CustomFramesApplyLayoutPlayer(true) end,
width = "full",
default = Defaults.PlayerOocAlpha,
disabled = function() return not ( LUIE.SV.UnitFrames_Enabled and ( Settings.CustomFramesPlayer or Settings.CustomFramesTarget ) ) end,
},
{
-- In-Combat frame opacity
type = "slider",
name = GetString(SI_LUIE_LAM_UF_CFRAMESPT_PLAYER_ICPACITY),
tooltip = GetString(SI_LUIE_LAM_UF_CFRAMESPT_PLAYER_ICPACITY_TP),
min = 0, max = 100, step = 5,
getFunc = function() return Settings.PlayerIncAlpha end,
setFunc = function(value) Settings.PlayerIncAlpha = value UnitFrames.CustomFramesApplyInCombat() UnitFrames.CustomFramesApplyLayoutPlayer(true) end,
width = "full",
default = Defaults.PlayerIncAlpha,
disabled = function() return not ( LUIE.SV.UnitFrames_Enabled and ( Settings.CustomFramesPlayer or Settings.CustomFramesTarget ) ) end,
},
{
-- HIDE BUFFS OOC - PLAYER
type = "checkbox",
name = GetString(SI_LUIE_LAM_UF_CFRAMESPT_BuFFS_PLAYER),
tooltip = GetString(SI_LUIE_LAM_UF_CFRAMESPT_BuFFS_PLAYER_TP),
getFunc = function() return Settings.HideBuffsPlayerOoc end,
setFunc = function(value) Settings.HideBuffsPlayerOoc = value UnitFrames.CustomFramesApplyInCombat() end,
width = "full",
default = Defaults.HideBuffsPlayerOoc,
disabled = function() return not ( LUIE.SV.UnitFrames_Enabled and ( Settings.CustomFramesPlayer or Settings.CustomFramesTarget ) ) end,
},
{
-- Display self name on Player Frame
type = "checkbox",
name = GetString(SI_LUIE_LAM_UF_CFRAMESPT_PLAYER_NAMESELF),
tooltip = GetString(SI_LUIE_LAM_UF_CFRAMESPT_PLAYER_NAMESELF_TP),
getFunc = function() return Settings.PlayerEnableYourname end,
setFunc = function(value) Settings.PlayerEnableYourname = value UnitFrames.CustomFramesApplyLayoutPlayer(true) end,
width = "full",
default = Defaults.PlayerEnableYourname,
disabled = function() return not ( LUIE.SV.UnitFrames_Enabled and Settings.CustomFramesPlayer ) end,
},
{
-- Display Mount/Siege/Werewolf Bar
type = "checkbox",
name = GetString(SI_LUIE_LAM_UF_CFRAMESPT_MOUNTSIEGEWWBAR),
tooltip = GetString(SI_LUIE_LAM_UF_CFRAMESPT_MOUNTSIEGEWWBAR_TP),
getFunc = function() return Settings.PlayerEnableAltbarMSW end,
setFunc = function(value) Settings.PlayerEnableAltbarMSW = value UnitFrames.CustomFramesSetupAlternative() UnitFrames.CustomFramesApplyLayoutPlayer(true) end,
width = "full",
default = Defaults.PlayerEnableAltbarMSW,
disabled = function() return not ( LUIE.SV.UnitFrames_Enabled and Settings.CustomFramesPlayer ) end,
},
{
-- Display XP/Champion XP Bar
type = "checkbox",
name = GetString(SI_LUIE_LAM_UF_CFRAMESPT_XPCPBAR),
tooltip = GetString(SI_LUIE_LAM_UF_CFRAMESPT_XPCPBAR_TP),
getFunc = function() return Settings.PlayerEnableAltbarXP end,
setFunc = function(value) Settings.PlayerEnableAltbarXP = value UnitFrames.CustomFramesSetupAlternative() UnitFrames.CustomFramesApplyLayoutPlayer(true) end,
width = "full",
default = Defaults.PlayerEnableAltbarXP,
disabled = function() return not ( LUIE.SV.UnitFrames_Enabled and Settings.CustomFramesPlayer ) end,
},
{
-- Champion XP Bar Point-Type Color
type = "checkbox",
name = zo_strformat("\t\t\t\t\t<<1>>", GetString(SI_LUIE_LAM_UF_CFRAMESPT_XPCPBARCOLOR)),
tooltip = GetString(SI_LUIE_LAM_UF_CFRAMESPT_XPCPBARCOLOR_TP),
getFunc = function() return Settings.PlayerChampionColour end,
setFunc = function(value) Settings.PlayerChampionColour = value UnitFrames.OnChampionPointGained() UnitFrames.CustomFramesApplyLayoutPlayer(true) end,
width = "full",
default = Defaults.PlayerChampionColour,
disabled = function() return not ( LUIE.SV.UnitFrames_Enabled and Settings.CustomFramesPlayer and Settings.PlayerEnableAltbarXP ) end,
},
{
-- Custom Unit Frames Low Health Warning
type = "slider",
name = GetString(SI_LUIE_LAM_UF_LOWRESOURCE_HEALTH),
tooltip = GetString(SI_LUIE_LAM_UF_LOWRESOURCE_HEALTH_TP),
min = 0, max = 50, step = 1,
getFunc = function() return Settings.LowResourceHealth end,
setFunc = function(value) Settings.LowResourceHealth = value UnitFrames.CustomFramesReloadLowResourceThreshold() end,
width = "full",
default = Defaults.LowResourceHealth,
disabled = function() return not ( LUIE.SV.UnitFrames_Enabled and Settings.CustomFramesPlayer ) end,
},
{
-- Custom Unit Frames Low Magicka Warning
type = "slider",
name = GetString(SI_LUIE_LAM_UF_LOWRESOURCE_MAGICKA),
tooltip = GetString(SI_LUIE_LAM_UF_LOWRESOURCE_MAGICKA_TP),
min = 0, max = 50, step = 1,
getFunc = function() return Settings.LowResourceMagicka end,
setFunc = function(value) Settings.LowResourceMagicka = value UnitFrames.CustomFramesReloadLowResourceThreshold() end,
width = "full",
default = Defaults.LowResourceMagicka,
disabled = function() return not ( LUIE.SV.UnitFrames_Enabled and Settings.CustomFramesPlayer ) end,
},
{
-- Custom Unit Frames Low Stamina Warning
type = "slider",
name = GetString(SI_LUIE_LAM_UF_LOWRESOURCE_STAMINA),
tooltip = GetString(SI_LUIE_LAM_UF_LOWRESOURCE_STAMINA_TP),
min = 0, max = 50, step = 1,
getFunc = function() return Settings.LowResourceStamina end,
setFunc = function(value) Settings.LowResourceStamina = value UnitFrames.CustomFramesReloadLowResourceThreshold() end,
width = "full",
default = Defaults.LowResourceStamina,
disabled = function() return not ( LUIE.SV.UnitFrames_Enabled and Settings.CustomFramesPlayer ) end,
},
{
-- Target Bars Width
type = "slider",
name = GetString(SI_LUIE_LAM_UF_CFRAMESPT_TARGET_WIDTH),
min = 200, max = 500, step = 5,
getFunc = function() return Settings.TargetBarWidth end,
setFunc = function(value) Settings.TargetBarWidth = value UnitFrames.CustomFramesApplyLayoutPlayer(true) end,
width = "full",
default = Defaults.TargetBarWidth,
disabled = function() return not ( LUIE.SV.UnitFrames_Enabled and Settings.CustomFramesTarget ) end,
},
{
-- Target Bars Height
type = "slider",
name = GetString(SI_LUIE_LAM_UF_CFRAMESPT_TARGET_HEIGHT),
min = 20, max = 70, step = 1,
getFunc = function() return Settings.TargetBarHeight end,
setFunc = function(value) Settings.TargetBarHeight = value UnitFrames.CustomFramesApplyLayoutPlayer(true) end,
width = "full",
default = Defaults.TargetBarHeight,
disabled = function() return not ( LUIE.SV.UnitFrames_Enabled and Settings.CustomFramesTarget ) end,
},
{
-- Out-of-Combat frame opacity
type = "slider",
name = GetString(SI_LUIE_LAM_UF_CFRAMESPT_TARGET_OOCPACITY),
tooltip = GetString(SI_LUIE_LAM_UF_CFRAMESPT_TARGET_OOCPACITY_TP),
min = 0, max = 100, step = 5,
getFunc = function() return Settings.TargetOocAlpha end,
setFunc = function(value) Settings.TargetOocAlpha = value UnitFrames.CustomFramesApplyInCombat() UnitFrames.CustomFramesApplyLayoutPlayer(true) end,
width = "full",
default = Defaults.TargetOocAlpha,
disabled = function() return not ( LUIE.SV.UnitFrames_Enabled and ( Settings.CustomFramesPlayer or Settings.CustomFramesTarget ) ) end,
},
{
-- In-Combat frame opacity
type = "slider",
name = GetString(SI_LUIE_LAM_UF_CFRAMESPT_TARGET_ICPACITY),
tooltip = GetString(SI_LUIE_LAM_UF_CFRAMESPT_TARGET_ICPACITY_TP),
min = 0, max = 100, step = 5,
getFunc = function() return Settings.TargetIncAlpha end,
setFunc = function(value) Settings.TargetIncAlpha = value UnitFrames.CustomFramesApplyInCombat() UnitFrames.CustomFramesApplyLayoutPlayer(true) end,
width = "full",
default = Defaults.TargetIncAlpha,
disabled = function() return not ( LUIE.SV.UnitFrames_Enabled and ( Settings.CustomFramesPlayer or Settings.CustomFramesTarget ) ) end,
},
{
-- HIDE BUFFS OOC - TARGET
type = "checkbox",
name = GetString(SI_LUIE_LAM_UF_CFRAMESPT_BUFFS_TARGET),
tooltip = GetString(SI_LUIE_LAM_UF_CFRAMESPT_BUFFS_TARGET_TP),
getFunc = function() return Settings.HideBuffsTargetOoc end,
setFunc = function(value) Settings.HideBuffsTargetOoc = value UnitFrames.CustomFramesApplyInCombat() end,
width = "full",
default = Defaults.HideBuffsTargetOoc,
disabled = function() return not ( LUIE.SV.UnitFrames_Enabled and ( Settings.CustomFramesPlayer or Settings.CustomFramesTarget ) ) end,
},
{
-- Color Target by Reaction
type = "checkbox",
name = GetString(SI_LUIE_LAM_UF_CFRAMESPT_REACTION_TARGET),
tooltip = GetString(SI_LUIE_LAM_UF_CFRAMESPT_REACTION_TARGET_TP),
getFunc = function() return Settings.FrameColorReaction end,
setFunc = function(value) Settings.FrameColorReaction = value UnitFrames.CustomFramesApplyReactionColor() end,
width = "full",
default = Defaults.FrameColorReaction,
disabled = function() return not ( LUIE.SV.UnitFrames_Enabled and Settings.CustomFramesTarget ) end,
},
{
-- Color Target by Class
type = "checkbox",
name = GetString(SI_LUIE_LAM_UF_CFRAMESPT_CLASS_TARGET),
tooltip = GetString(SI_LUIE_LAM_UF_CFRAMESPT_CLASS_TARGET_TP),
getFunc = function() return Settings.FrameColorClass end,
setFunc = function(value) Settings.FrameColorClass = value UnitFrames.CustomFramesApplyReactionColor() end,
width = "full",
default = Defaults.FrameColorClass,
disabled = function() return not ( LUIE.SV.UnitFrames_Enabled and Settings.CustomFramesTarget ) end,
},
{
-- Display Target Class Label
type = "checkbox",
name = GetString(SI_LUIE_LAM_UF_CFRAMESPT_TARGET_CLASSLABEL),
tooltip = GetString(SI_LUIE_LAM_UF_CFRAMESPT_TARGET_CLASSLABEL_TP),
getFunc = function() return Settings.TargetEnableClass end,
setFunc = function(value) Settings.TargetEnableClass = value UnitFrames.CustomFramesApplyLayoutPlayer(true) end,
width = "full",
default = Defaults.TargetEnableClass,
disabled = function() return not ( LUIE.SV.UnitFrames_Enabled and Settings.CustomFramesTarget ) end,
},
{
-- Execute Health % Threshold
type = "slider",
name = GetString(SI_LUIE_LAM_UF_CFRAMESPT_EXETHRESHOLD),
tooltip = GetString(SI_LUIE_LAM_UF_CFRAMESPT_EXETHRESHOLD_TP),
min = 0, max = 50, step = 5,
getFunc = function() return Settings.ExecutePercentage end,
setFunc = function(value) Settings.ExecutePercentage = value UnitFrames.CustomFramesReloadExecuteMenu() end,
width = "full",
default = Defaults.ExecutePercentage,
disabled = function() return not ( LUIE.SV.UnitFrames_Enabled and Settings.CustomFramesTarget ) end,
},
{
-- Display Skull Execute Texture
type = "checkbox",
name = GetString(SI_LUIE_LAM_UF_CFRAMESPT_EXETEXTURE),
tooltip = GetString(SI_LUIE_LAM_UF_CFRAMESPT_EXETEXTURE_TP),
getFunc = function() return Settings.TargetEnableSkull end,
setFunc = function(value) Settings.TargetEnableSkull = value end,
width = "full",
default = Defaults.TargetEnableSkull,
disabled = function() return not ( LUIE.SV.UnitFrames_Enabled and Settings.CustomFramesTarget ) end,
},
{
-- Display title on target frame
type = "checkbox",
name = GetString(SI_LUIE_LAM_UF_CFRAMESPT_TITLE),
tooltip = GetString(SI_LUIE_LAM_UF_CFRAMESPT_TITLE_TP),
getFunc = function() return Settings.TargetEnableTitle end,
setFunc = function(value) Settings.TargetEnableTitle = value UnitFrames.CustomFramesApplyLayoutPlayer(true) end,
width = "full",
default = Defaults.TargetEnableTitle,
disabled = function() return not ( LUIE.SV.UnitFrames_Enabled and Settings.CustomFramesPlayer ) end,
},
{
-- Display rank name on target frame
type = "checkbox",
name = GetString(SI_LUIE_LAM_UF_CFRAMESPT_RANK),
tooltip = GetString(SI_LUIE_LAM_UF_CFRAMESPT_RANK_TP),
getFunc = function() return Settings.TargetEnableRank end,
setFunc = function(value) Settings.TargetEnableRank = value UnitFrames.CustomFramesApplyLayoutPlayer(true) end,
width = "full",
default = Defaults.TargetEnableRank,
disabled = function() return not ( LUIE.SV.UnitFrames_Enabled and Settings.CustomFramesPlayer ) end,
},
{
-- Prioritize Title or AvA Rank
type = 'dropdown',
name = zo_strformat("\t\t\t\t\t<<1>>", GetString(SI_LUIE_LAM_UF_CFRAMESPT_RANK_TITLE_PRIORITY)),
tooltip = GetString(SI_LUIE_LAM_UF_CFRAMESPT_RANK_TITLE_PRIORITY_TP),
choices = { "AVA Rank", "Title" },
getFunc = function() return Settings.TargetTitlePriority end,
setFunc = function(value) Settings.TargetTitlePriority = value UnitFrames.CustomFramesApplyLayoutPlayer(true) end,
width = "full",
default = Defaults.TargetTitlePriority,
disabled = function() return not ( LUIE.SV.UnitFrames_Enabled and Settings.CustomFramesPlayer and Settings.TargetEnableRank and Settings.TargetEnableTitle) end,
},
{
-- Display rank icon on target frame
type = "checkbox",
name = GetString(SI_LUIE_LAM_UF_CFRAMESPT_RANKICON),
tooltip = GetString(SI_LUIE_LAM_UF_CFRAMESPT_RANKICON_TP),
getFunc = function() return Settings.TargetEnableRankIcon end,
setFunc = function(value) Settings.TargetEnableRankIcon = value UnitFrames.CustomFramesApplyLayoutPlayer(true) end,
width = "full",
default = Defaults.TargetEnableRankIcon,
disabled = function() return not ( LUIE.SV.UnitFrames_Enabled and Settings.CustomFramesPlayer ) end,
},
{
-- Display Armor stat change
type = "checkbox",
name = zo_strformat(GetString(SI_LUIE_LAM_UF_SHARED_ARMOR), GetString(SI_LUIE_LAM_UF_SHARED_PT)),
tooltip = GetString(SI_LUIE_LAM_UF_SHARED_ARMOR_TP),
getFunc = function() return Settings.PlayerEnableArmor end,
setFunc = function(value) Settings.PlayerEnableArmor = value end,
width = "full",
default = Defaults.PlayerEnableArmor,
warning = GetString(SI_LUIE_LAM_RELOADUI_WARNING),
disabled = function() return not ( LUIE.SV.UnitFrames_Enabled and ( Settings.CustomFramesPlayer or Settings.CustomFramesTarget ) ) end,
},
{
-- Display Power stat change
type = "checkbox",
name = zo_strformat(GetString(SI_LUIE_LAM_UF_SHARED_POWER), GetString(SI_LUIE_LAM_UF_SHARED_PT)),
tooltip = GetString(SI_LUIE_LAM_UF_SHARED_POWER_TP),
getFunc = function() return Settings.PlayerEnablePower end,
setFunc = function(value) Settings.PlayerEnablePower = value end,
width = "full",
default = Defaults.PlayerEnablePower,
warning = GetString(SI_LUIE_LAM_RELOADUI_WARNING),
disabled = function() return not ( LUIE.SV.UnitFrames_Enabled and ( Settings.CustomFramesPlayer or Settings.CustomFramesTarget ) ) end,
},
{
-- Custom Unit Frames Display HoT / DoT Animations
type = "checkbox",
name = zo_strformat(GetString(SI_LUIE_LAM_UF_SHARED_REGEN), GetString(SI_LUIE_LAM_UF_SHARED_PT)),
tooltip = GetString(SI_LUIE_LAM_UF_SHARED_REGEN_TP),
getFunc = function() return Settings.PlayerEnableRegen end,
setFunc = function(value) Settings.PlayerEnableRegen = value end,
width = "full",
default = Defaults.PlayerEnableRegen,
warning = GetString(SI_LUIE_LAM_RELOADUI_WARNING),
disabled = function() return not LUIE.SV.UnitFrames_Enabled end,
},
{
-- Treat Missing Power as In-Combat
type = "checkbox",
name = GetString(SI_LUIE_LAM_UF_CFRAMESPT_MISSPOWERCOMBAT),
tooltip = GetString(SI_LUIE_LAM_UF_CFRAMESPT_MISSPOWERCOMBAT_TP),
getFunc = function() return Settings.CustomOocAlphaPower end,
setFunc = function(value) Settings.CustomOocAlphaPower = value UnitFrames.CustomFramesApplyInCombat() end,
width = "full",
default = Defaults.CustomOocAlphaPower,
disabled = function() return not ( LUIE.SV.UnitFrames_Enabled and ( Settings.CustomFramesPlayer or Settings.CustomFramesTarget ) ) end,
},
},
}
-- Unit Frames -- Custom Unit Frames Bar Alignment
optionsDataUnitFrames[#optionsDataUnitFrames +1] = {
type = "submenu",
name = GetString(SI_LUIE_LAM_UF_CFRAMES_ALIGN_HEADER),
controls = {
{
-- Alignment Player Health Bar
type = "dropdown",
name = GetString(SI_LUIE_LAM_UF_CFRAMES_ALIGN_PLAYER_HEALTH),
tooltip = GetString(SI_LUIE_LAM_UF_CFRAMES_ALIGN_PLAYER_HEALTH_TP),
choices = alignmentOptions,
getFunc = function() return alignmentOptions[Settings.BarAlignPlayerHealth] end,
setFunc = function(value) Settings.BarAlignPlayerHealth = alignmentOptionsKeys[value] UnitFrames.CustomFramesApplyBarAlignment() end,
width = "full",
default = Defaults.BarAlignPlayerHealth,
disabled = function() return not ( LUIE.SV.UnitFrames_Enabled and Settings.CustomFramesPlayer ) end,
},
{
-- Alignment Player Magicka Bar
type = "dropdown",
name = GetString(SI_LUIE_LAM_UF_CFRAMES_ALIGN_PLAYER_MAGICKA),
tooltip = GetString(SI_LUIE_LAM_UF_CFRAMES_ALIGN_PLAYER_MAGICKA_TP),
choices = alignmentOptions,
getFunc = function() return alignmentOptions[Settings.BarAlignPlayerMagicka] end,
setFunc = function(value) Settings.BarAlignPlayerMagicka = alignmentOptionsKeys[value] UnitFrames.CustomFramesApplyBarAlignment() end,
width = "full",
default = Defaults.BarAlignPlayerMagicka,
disabled = function() return not ( LUIE.SV.UnitFrames_Enabled and Settings.CustomFramesPlayer ) end,
},
{
-- Alignment Player Stamina Bar
type = "dropdown",
name = GetString(SI_LUIE_LAM_UF_CFRAMES_ALIGN_PLAYER_STAMINA),
tooltip = GetString(SI_LUIE_LAM_UF_CFRAMES_ALIGN_PLAYER_STAMINA_TP),
choices = alignmentOptions,
getFunc = function() return alignmentOptions[Settings.BarAlignPlayerStamina] end,
setFunc = function(value) Settings.BarAlignPlayerStamina = alignmentOptionsKeys[value] UnitFrames.CustomFramesApplyBarAlignment() end,
width = "full",
default = Defaults.BarAlignPlayerStamina,
disabled = function() return not ( LUIE.SV.UnitFrames_Enabled and Settings.CustomFramesPlayer ) end,
},
{
-- Alignment Target Health Bar
type = "dropdown",
name = GetString(SI_LUIE_LAM_UF_CFRAMES_ALIGN_TARGET),
tooltip = GetString(SI_LUIE_LAM_UF_CFRAMES_ALIGN_TARGET_TP),
choices = alignmentOptions,
getFunc = function() return alignmentOptions[Settings.BarAlignTarget] end,
setFunc = function(value) Settings.BarAlignTarget = alignmentOptionsKeys[value] UnitFrames.CustomFramesApplyBarAlignment() end,
width = "full",
default = Defaults.BarAlignTarget,
disabled = function() return not ( LUIE.SV.UnitFrames_Enabled and Settings.CustomFramesPlayer ) end,
},
{
-- Center Label for Player Bars
type = "checkbox",
name = GetString(SI_LUIE_LAM_UF_CFRAMES_ALIGN_LABEL_PLAYER),
tooltip = GetString(SI_LUIE_LAM_UF_CFRAMES_ALIGN_LABEL_PLAYER_TP),
getFunc = function() return Settings.BarAlignCenterLabelPlayer end,
setFunc = function(value) Settings.BarAlignCenterLabelPlayer = value UnitFrames.CustomFramesFormatLabels(true) UnitFrames.CustomFramesApplyLayoutPlayer(true) end,
width = "full",
default = Defaults.BarAlignCenterLabelPlayer,
disabled = function() return not ( LUIE.SV.UnitFrames_Enabled and Settings.CustomFramesPlayer ) end,
},
{
-- Center Label for Target Bar
type = "checkbox",
name = GetString(SI_LUIE_LAM_UF_CFRAMES_ALIGN_LABEL_TARGET),
tooltip = GetString(SI_LUIE_LAM_UF_CFRAMES_ALIGN_LABEL_TARGET_TP),
getFunc = function() return Settings.BarAlignCenterLabelTarget end,
setFunc = function(value) Settings.BarAlignCenterLabelTarget = value UnitFrames.CustomFramesFormatLabels(true) UnitFrames.CustomFramesApplyLayoutPlayer(true) end,
width = "full",
default = Defaults.BarAlignCenterLabelTarget,
disabled = function() return not ( LUIE.SV.UnitFrames_Enabled and Settings.CustomFramesPlayer ) end,
},
{
-- Custom Unit Frames format left label
type = "dropdown",
name = zo_strformat("\t\t\t\t\t<<1>>", GetString(SI_LUIE_LAM_UF_CFRAMES_ALIGN_LABEL_CENTER_FORM)),
tooltip = GetString(SI_LUIE_LAM_UF_CFRAMES_ALIGN_LABEL_CENTER_FORM),
choices = formatOptions,
getFunc = function() return Settings.CustomFormatCenterLabel end,
setFunc = function(var) Settings.CustomFormatCenterLabel = var UnitFrames.CustomFramesFormatLabels(true) UnitFrames.CustomFramesApplyLayoutPlayer(true) end,
width = "full",
disabled = function() return not LUIE.SV.UnitFrames_Enabled end,
default = Defaults.CustomFormatCenterLabel,
},
},
}
-- Unit Frames - Additional Player Frame Display Options Submenu
optionsDataUnitFrames[#optionsDataUnitFrames + 1] = {
type = "submenu",
name = GetString(SI_LUIE_LAM_UF_CFRAMESPT_OPTIONS_HEADER),
controls = {
{
-- Player Frames Display Method
type = "dropdown",
name = GetString(SI_LUIE_LAM_UF_CFRAMESPT_PLAYER_METHOD),
tooltip = GetString(SI_LUIE_LAM_UF_CFRAMESPT_PLAYER_METHOD_TP),
choices = playerFrameOptions,
getFunc = function() return playerFrameOptions[Settings.PlayerFrameOptions] end,
setFunc = function(value) Settings.PlayerFrameOptions = playerFrameOptionsKeys[value] UnitFrames.MenuUpdatePlayerFrameOptions(Settings.PlayerFrameOptions) end,
width = "full",
warning = GetString(SI_LUIE_LAM_UF_CFRAMESPT_PLAYER_METHOD_WARN),
default = Defaults.PlayerFrameOptions,
disabled = function() return not ( LUIE.SV.UnitFrames_Enabled and Settings.CustomFramesPlayer ) end,
},
{
-- Position Adjust Horizontal
type = "slider",
name = zo_strformat("\t\t\t\t\t<<1>>", GetString(SI_LUIE_LAM_UF_CFRAMESPT_S_HORIZ_ADJUST)),
tooltip = GetString(SI_LUIE_LAM_UF_CFRAMESPT_S_HORIZ_ADJUST_TP),
min = 0, max = 500, step = 5,
getFunc = function() return Settings.AdjustStaminaHPos end,
setFunc = function(value) Settings.AdjustStaminaHPos = value UnitFrames.CustomFramesApplyLayoutPlayer(true) end,
width = "full",
default = Defaults.AdjustStaminaHPos,
disabled = function() return not ( LUIE.SV.UnitFrames_Enabled and Settings.CustomFramesPlayer and Settings.PlayerFrameOptions == 2 ) end,
},
{
-- Position Adjust Vertical
type = "slider",
name = zo_strformat("\t\t\t\t\t<<1>>", GetString(SI_LUIE_LAM_UF_CFRAMESPT_S_VERT_ADJUST)),
tooltip = GetString(SI_LUIE_LAM_UF_CFRAMESPT_S_VERT_ADJUST_TP),
min = -250, max = 250, step = 5,
getFunc = function() return Settings.AdjustStaminaVPos end,
setFunc = function(value) Settings.AdjustStaminaVPos = value UnitFrames.CustomFramesApplyLayoutPlayer(true) end,
width = "full",
default = Defaults.AdjustStaminaVPos,
disabled = function() return not ( LUIE.SV.UnitFrames_Enabled and Settings.CustomFramesPlayer and Settings.PlayerFrameOptions == 2 ) end,
},
{
-- Position Adjust
type = "slider",
name = zo_strformat("\t\t\t\t\t<<1>>", GetString(SI_LUIE_LAM_UF_CFRAMESPT_M_HORIZ_ADJUST)),
tooltip = GetString(SI_LUIE_LAM_UF_CFRAMESPT_M_HORIZ_ADJUST_TP),
min = 0, max = 500, step = 5,
getFunc = function() return Settings.AdjustMagickaHPos end,
setFunc = function(value) Settings.AdjustMagickaHPos = value UnitFrames.CustomFramesApplyLayoutPlayer(true) end,
width = "full",
default = Defaults.AdjustMagickaHPos,
disabled = function() return not ( LUIE.SV.UnitFrames_Enabled and Settings.CustomFramesPlayer and Settings.PlayerFrameOptions == 2 ) end,
},
{
-- Position Adjust
type = "slider",
name = zo_strformat("\t\t\t\t\t<<1>>", GetString(SI_LUIE_LAM_UF_CFRAMESPT_M_VERT_ADJUST)),
tooltip = GetString(SI_LUIE_LAM_UF_CFRAMESPT_M_VERT_ADJUST_TP),
min = -250, max = 250, step = 5,
getFunc = function() return Settings.AdjustMagickaVPos end,
setFunc = function(value) Settings.AdjustMagickaVPos = value UnitFrames.CustomFramesApplyLayoutPlayer(true) end,
width = "full",
default = Defaults.AdjustMagickaVPos,
disabled = function() return not ( LUIE.SV.UnitFrames_Enabled and Settings.CustomFramesPlayer and Settings.PlayerFrameOptions == 2 ) end,
},
{
-- Spacing between Player Bars
type = "slider",
name = zo_strformat("\t\t\t\t\t<<1>>", GetString(SI_LUIE_LAM_UF_CFRAMESPT_PLAYER_SPACING)),
tooltip = GetString(SI_LUIE_LAM_UF_CFRAMESPT_PLAYER_SPACING_TP),
min = -1, max = 4, step = 1,
getFunc = function() return Settings.PlayerBarSpacing end,
setFunc = function(value) Settings.PlayerBarSpacing = value UnitFrames.CustomFramesApplyLayoutPlayer(true) end,
width = "full",
default = Defaults.PlayerBarSpacing,
disabled = function() return not ( LUIE.SV.UnitFrames_Enabled and Settings.CustomFramesPlayer and ( Settings.PlayerFrameOptions == 1 or Settings.PlayerFrameOptions == 3 ) ) end,
},
{
-- Hide Player Health Bar Label
type = "checkbox",
name = GetString(SI_LUIE_LAM_UF_CFRAMESPT_PLAYER_HP_NOLABEL),
tooltip = GetString(SI_LUIE_LAM_UF_CFRAMESPT_PLAYER_HP_NOLABEL_TP),
getFunc = function() return Settings.HideLabelHealth end,
setFunc = function(value) Settings.HideLabelHealth = value Settings.HideBarHealth = false end,
width = "full",
default = Defaults.HideLabelHealth,
warning = GetString(SI_LUIE_LAM_RELOADUI_WARNING),
disabled = function() return not ( LUIE.SV.UnitFrames_Enabled and Settings.CustomFramesPlayer ) end,
},
{
-- Hide Player Health Bar
type = "checkbox",
name = zo_strformat("\t\t\t\t\t<<1>>", GetString(SI_LUIE_LAM_UF_CFRAMESPT_PLAYER_HP_NOBAR)),
tooltip = GetString(SI_LUIE_LAM_UF_CFRAMESPT_PLAYER_HP_NOBAR_TP),
getFunc = function() return Settings.HideBarHealth end,
setFunc = function(value) Settings.HideBarHealth = value end,
width = "full",
default = Defaults.HideBarHealth,
warning = GetString(SI_LUIE_LAM_RELOADUI_WARNING),
disabled = function() return not ( LUIE.SV.UnitFrames_Enabled and Settings.CustomFramesPlayer and Settings.HideLabelHealth ) end,
},
{
-- Hide Player Magicka Bar Label
type = "checkbox",
name = GetString(SI_LUIE_LAM_UF_CFRAMESPT_PLAYER_MAG_NOLABEL),
tooltip = GetString(SI_LUIE_LAM_UF_CFRAMESPT_PLAYER_MAG_NOLABEL_TP),
getFunc = function() return Settings.HideLabelMagicka end,
setFunc = function(value) Settings.HideLabelMagicka = value Settings.HideBarMagicka = false end,
width = "full",
default = Defaults.HideLabelMagicka,
warning = GetString(SI_LUIE_LAM_RELOADUI_WARNING),
disabled = function() return not ( LUIE.SV.UnitFrames_Enabled and Settings.CustomFramesPlayer ) end,
},
{
-- Hide Player Magicka Bar
type = "checkbox",
name = zo_strformat("\t\t\t\t\t<<1>>", GetString(SI_LUIE_LAM_UF_CFRAMESPT_PLAYER_MAG_NOBAR)),
tooltip = GetString(SI_LUIE_LAM_UF_CFRAMESPT_PLAYER_MAG_NOBAR_TP),
getFunc = function() return Settings.HideBarMagicka end,
setFunc = function(value) Settings.HideBarMagicka = value end,
width = "full",
default = Defaults.HideBarMagicka,
warning = GetString(SI_LUIE_LAM_RELOADUI_WARNING),
disabled = function() return not ( LUIE.SV.UnitFrames_Enabled and Settings.CustomFramesPlayer and Settings.HideLabelMagicka ) end,
},
{
-- Hide Player Stamina Bar Label
type = "checkbox",
name = GetString(SI_LUIE_LAM_UF_CFRAMESPT_PLAYER_STAM_NOLABEL),
tooltip = GetString(SI_LUIE_LAM_UF_CFRAMESPT_PLAYER_STAM_NOLABEL_TP),
getFunc = function() return Settings.HideLabelStamina end,
setFunc = function(value) Settings.HideLabelStamina = value Settings.HideBarStamina = false end,
width = "full",
default = Defaults.HideLabelStamina,
warning = GetString(SI_LUIE_LAM_RELOADUI_WARNING),
disabled = function() return not ( LUIE.SV.UnitFrames_Enabled and Settings.CustomFramesPlayer ) end,
},
{
-- Hide Player Stamina Bar
type = "checkbox",
name = zo_strformat("\t\t\t\t\t<<1>>", GetString(SI_LUIE_LAM_UF_CFRAMESPT_PLAYER_STAM_NOBAR)),
tooltip = GetString(SI_LUIE_LAM_UF_CFRAMESPT_PLAYER_STAM_NOBAR_TP),
getFunc = function() return Settings.HideBarStamina end,
setFunc = function(value) Settings.HideBarStamina = value end,
width = "full",
default = Defaults.HideBarStamina,
warning = GetString(SI_LUIE_LAM_RELOADUI_WARNING),
disabled = function() return not ( LUIE.SV.UnitFrames_Enabled and Settings.CustomFramesPlayer and Settings.HideLabelStamina ) end,
},
{
-- Reverse Player Magicka and Stamina
type = "checkbox",
name = GetString(SI_LUIE_LAM_UF_CFRAMESPT_PLAYER_REVERSE_RES),
tooltip = GetString(SI_LUIE_LAM_UF_CFRAMESPT_PLAYER_REVERSE_RES_TP),
getFunc = function() return Settings.ReverseResourceBars end,
setFunc = function(value) Settings.ReverseResourceBars = value end,
width = "full",
default = Defaults.ReverseResourceBars,
warning = GetString(SI_LUIE_LAM_RELOADUI_WARNING),
disabled = function() return not ( LUIE.SV.UnitFrames_Enabled and Settings.CustomFramesPlayer ) end,
},
},
}
-- Unit Frames - Custom Unit Frames (Group) Options Submenu
optionsDataUnitFrames[#optionsDataUnitFrames + 1] = {
type = "submenu",
name = GetString(SI_LUIE_LAM_UF_CFRAMESG_HEADER),
controls = {
{
-- Enable Group Frames
type = "checkbox",
name = GetString(SI_LUIE_LAM_UF_CFRAMESG_LUIEFRAMESENABLE),
tooltip = GetString(SI_LUIE_LAM_UF_CFRAMESG_LUIEFRAMESENABLE_TP),
getFunc = function() return Settings.CustomFramesGroup end,
setFunc = function(value) Settings.CustomFramesGroup = value end,
width = "full",
default = Defaults.CustomFramesGroup,
warning = GetString(SI_LUIE_LAM_RELOADUI_WARNING),
disabled = function() return not LUIE.SV.UnitFrames_Enabled end,
},
{
-- Player Name Display Method (Group/Raid)
type = "dropdown",
name = GetString(SI_LUIE_LAM_UF_COMMON_NAMEDISPLAY_GROUPRAID),
tooltip = GetString(SI_LUIE_LAM_UF_COMMON_NAMEDISPLAY_GROUPRAID_TP),
choices = nameDisplayOptions,
getFunc = function() return nameDisplayOptions[Settings.DisplayOptionsGroupRaid] end,
setFunc = function(value) Settings.DisplayOptionsGroupRaid = nameDisplayOptionsKeys[value] UnitFrames.CustomFramesReloadControlsMenu(false, true, true) end,
width = "full",
disabled = function() return not LUIE.SV.UnitFrames_Enabled end,
default = nameDisplayOptions[2]
},
{
-- Custom Unit Frames format left label
type = "dropdown",
name = GetString(SI_LUIE_LAM_UF_SHARED_LABEL_LEFT),
tooltip = GetString(SI_LUIE_LAM_UF_SHARED_LABEL_LEFT_TP),
choices = formatOptions,
getFunc = function() return Settings.CustomFormatOneGroup end,
setFunc = function(var) Settings.CustomFormatOneGroup = var UnitFrames.CustomFramesFormatLabels(true) UnitFrames.CustomFramesApplyLayoutGroup(true) end,
width = "full",
disabled = function() return not ( LUIE.SV.UnitFrames_Enabled and Settings.CustomFramesGroup ) end,
default = Defaults.CustomFormatOneGroup,
},
{
-- Custom Unit Frames format right label
type = "dropdown",
name = GetString(SI_LUIE_LAM_UF_SHARED_LABEL_RIGHT),
tooltip = GetString(SI_LUIE_LAM_UF_SHARED_LABEL_RIGHT_TP),
choices = formatOptions,
getFunc = function() return Settings.CustomFormatTwoGroup end,
setFunc = function(var) Settings.CustomFormatTwoGroup = var UnitFrames.CustomFramesFormatLabels(true) UnitFrames.CustomFramesApplyLayoutGroup(true) end,
width = "full",
disabled = function() return not ( LUIE.SV.UnitFrames_Enabled and Settings.CustomFramesGroup ) end,
default = Defaults.CustomFormatTwoGroup,
},
{
-- Group Bars Width
type = "slider",
name = GetString(SI_LUIE_LAM_UF_CFRAMESG_WIDTH),
min = 100, max = 400, step = 5,
getFunc = function() return Settings.GroupBarWidth end,
setFunc = function(value) Settings.GroupBarWidth = value UnitFrames.CustomFramesApplyLayoutGroup(true) end,
width = "full",
default = Defaults.GroupBarWidth,
disabled = function() return not ( LUIE.SV.UnitFrames_Enabled and Settings.CustomFramesGroup ) end,
},
{
-- Group Bars Height
type = "slider",
name = GetString(SI_LUIE_LAM_UF_CFRAMESG_HEIGHT),
min = 20, max = 70, step = 1,
getFunc = function() return Settings.GroupBarHeight end,
setFunc = function(value) Settings.GroupBarHeight = value UnitFrames.CustomFramesApplyLayoutGroup(true) end,
width = "full",
default = Defaults.GroupBarHeight,
disabled = function() return not ( LUIE.SV.UnitFrames_Enabled and Settings.CustomFramesGroup ) end,
},
{
-- Group / Raid ALPHA
type = "slider",
name = GetString(SI_LUIE_LAM_UF_SHARED_GROUPRAID_OPACITY),
tooltip = GetString(SI_LUIE_LAM_UF_SHARED_GROUPRAID_OPACITY_TP),
min = 0, max = 100, step = 5,
getFunc = function() return Settings.GroupAlpha end,
setFunc = function(value) Settings.GroupAlpha = value UnitFrames.CustomFramesGroupAlpha() UnitFrames.CustomFramesApplyLayoutGroup(true) end,
width = "full",
default = Defaults.GroupAlpha,
disabled = function() return not ( LUIE.SV.UnitFrames_Enabled and Settings.CustomFramesGroup ) end,
},
{
-- Spacing between Group Bars
type = "slider",
name = GetString(SI_LUIE_LAM_UF_CFRAMESG_SPACING),
min = 20, max = 80, step = 2,
getFunc = function() return Settings.GroupBarSpacing end,
setFunc = function(value) Settings.GroupBarSpacing = value UnitFrames.CustomFramesApplyLayoutGroup(true) end,
width = "full",
default = Defaults.GroupBarSpacing,
disabled = function() return not ( LUIE.SV.UnitFrames_Enabled and Settings.CustomFramesGroup ) end,
},
{
-- Include Player in Group Frame
type = "checkbox",
name = GetString(SI_LUIE_LAM_UF_CFRAMESG_INCPLAYER),
tooltip = GetString(SI_LUIE_LAM_UF_CFRAMESG_INCPLAYER_TP),
getFunc = function() return not Settings.GroupExcludePlayer end,
setFunc = function(value) Settings.GroupExcludePlayer = (not value) UnitFrames.CustomFramesGroupUpdate() UnitFrames.CustomFramesApplyLayoutGroup(true) UnitFrames.CustomFramesApplyColours(true) end,
width = "full",
default = not Defaults.GroupExcludePlayer,
disabled = function() return not ( LUIE.SV.UnitFrames_Enabled and Settings.CustomFramesGroup ) end,
},
{
-- Show Role Icon on Group Frames
type = "checkbox",
name = GetString(SI_LUIE_LAM_UF_CFRAMESG_ROLEICON),
tooltip = GetString(SI_LUIE_LAM_UF_CFRAMESG_ROLEICON_TP),
getFunc = function() return Settings.RoleIconSmallGroup end,
setFunc = function(value) Settings.RoleIconSmallGroup = value UnitFrames.CustomFramesApplyLayoutGroup(true) end,
width = "full",
default = Defaults.RoleIconSmallGroup,
disabled = function() return not ( LUIE.SV.UnitFrames_Enabled and Settings.CustomFramesGroup ) end,
},
{
-- Custom Unit Frames Group Color Class
type = "checkbox",
name = GetString(SI_LUIE_LAM_UF_CFRAMES_COLOR_GFRAMESBYCLASS),
tooltip = GetString(SI_LUIE_LAM_UF_CFRAMES_COLOR_GFRAMESBYCLASS_TP),
getFunc = function() return Settings.ColorClassGroup end,
setFunc = function(value) Settings.ColorClassGroup = value UnitFrames.CustomFramesApplyColours(true) end,
width = "full",
default = Defaults.ColorClassGroup,
disabled = function() return not ( LUIE.SV.UnitFrames_Enabled and Settings.CustomFramesGroup ) end,
},
{
-- Custom Unit Frames Group Color Player Role
type = "checkbox",
name = GetString(SI_LUIE_LAM_UF_CFRAMES_COLOR_GFRAMESBYROLE),
tooltip = GetString(SI_LUIE_LAM_UF_CFRAMES_COLOR_GFRAMESBYROLE_TP),
getFunc = function() return Settings.ColorRoleGroup end,
setFunc = function(value) Settings.ColorRoleGroup = value UnitFrames.CustomFramesApplyColours(true) end,
width = "full",
default = Defaults.ColorRoleGroup,
disabled = function() return not ( LUIE.SV.UnitFrames_Enabled and Settings.CustomFramesGroup ) end,
},
{
-- Display Armor stat change
type = "checkbox",
name = zo_strformat(GetString(SI_LUIE_LAM_UF_SHARED_ARMOR), GetString(SI_LUIE_LAM_UF_SHARED_GROUP)),
tooltip = GetString(SI_LUIE_LAM_UF_SHARED_ARMOR_TP),
getFunc = function() return Settings.GroupEnableArmor end,
setFunc = function(value) Settings.GroupEnableArmor = value end,
width = "full",
default = Defaults.GroupEnableArmor,
warning = GetString(SI_LUIE_LAM_RELOADUI_WARNING),
disabled = function() return not ( LUIE.SV.UnitFrames_Enabled and Settings.CustomFramesGroup ) end,
},
{
-- Display Power stat change
type = "checkbox",
name = zo_strformat(GetString(SI_LUIE_LAM_UF_SHARED_POWER), GetString(SI_LUIE_LAM_UF_SHARED_GROUP)),
tooltip = GetString(SI_LUIE_LAM_UF_SHARED_POWER_TP),
getFunc = function() return Settings.GroupEnablePower end,
setFunc = function(value) Settings.GroupEnablePower = value end,
width = "full",
default = Defaults.GroupEnablePower,
warning = GetString(SI_LUIE_LAM_RELOADUI_WARNING),
disabled = function() return not ( LUIE.SV.UnitFrames_Enabled and Settings.CustomFramesGroup ) end,
},
{
-- Display Regen Arrows
type = "checkbox",
name = zo_strformat(GetString(SI_LUIE_LAM_UF_SHARED_REGEN), GetString(SI_LUIE_LAM_UF_SHARED_GROUP)),
tooltip = GetString(SI_LUIE_LAM_UF_SHARED_REGEN_TP),
getFunc = function() return Settings.GroupEnableRegen end,
setFunc = function(value) Settings.GroupEnableRegen = value end,
width = "full",
default = Defaults.GroupEnableRegen,
warning = GetString(SI_LUIE_LAM_RELOADUI_WARNING),
disabled = function() return not ( LUIE.SV.UnitFrames_Enabled and Settings.CustomFramesGroup ) end,
},
},
}
-- Unit Frames - Custom Unit Frames (Raid) Options Submenu
optionsDataUnitFrames[#optionsDataUnitFrames + 1] = {
type = "submenu",
name = GetString(SI_LUIE_LAM_UF_CFRAMESR_HEADER),
controls = {
{
-- Enable Raid Frames
type = "checkbox",
name = GetString(SI_LUIE_LAM_UF_CFRAMESR_LUIEFRAMESENABLE),
tooltip = GetString(SI_LUIE_LAM_UF_CFRAMESR_LUIEFRAMESENABLE_TP),
getFunc = function() return Settings.CustomFramesRaid end,
setFunc = function(value) Settings.CustomFramesRaid = value end,
width = "full",
default = Defaults.CustomFramesRaid,
warning = GetString(SI_LUIE_LAM_RELOADUI_WARNING),
disabled = function() return not LUIE.SV.UnitFrames_Enabled end,
},
{
-- Player Name Display Method (Group/Raid)
type = "dropdown",
name = GetString(SI_LUIE_LAM_UF_COMMON_NAMEDISPLAY_GROUPRAID),
tooltip = GetString(SI_LUIE_LAM_UF_COMMON_NAMEDISPLAY_GROUPRAID_TP),
choices = nameDisplayOptions,
getFunc = function() return nameDisplayOptions[Settings.DisplayOptionsGroupRaid] end,
setFunc = function(value) Settings.DisplayOptionsGroupRaid = nameDisplayOptionsKeys[value] UnitFrames.CustomFramesReloadControlsMenu(false, true, true) end,
width = "full",
disabled = function() return not LUIE.SV.UnitFrames_Enabled end,
default = nameDisplayOptions[2]
},
{
-- Raid HP Bar Format
type = "dropdown",
name = GetString(SI_LUIE_LAM_UF_SHARED_LABEL),
tooltip = GetString(SI_LUIE_LAM_UF_SHARED_LABEL_TP),
choices = formatOptions,
getFunc = function() return Settings.CustomFormatRaid end,
setFunc = function(var) Settings.CustomFormatRaid = var UnitFrames.CustomFramesFormatLabels(true) UnitFrames.CustomFramesApplyLayoutRaid(true) end,
width = "full",
disabled = function() return not ( LUIE.SV.UnitFrames_Enabled and Settings.CustomFramesRaid ) end,
default = Defaults.CustomFormatRaid,
},
{
-- Raid Bars Width
type = "slider",
name = GetString(SI_LUIE_LAM_UF_CFRAMESR_WIDTH),
min = 100, max = 500, step = 5,
getFunc = function() return Settings.RaidBarWidth end,
setFunc = function(value) Settings.RaidBarWidth = value UnitFrames.CustomFramesApplyLayoutRaid(true) end,
width = "full",
default = Defaults.RaidBarWidth,
disabled = function() return not ( LUIE.SV.UnitFrames_Enabled and Settings.CustomFramesRaid ) end,
},
{
-- Raid Bars Height
type = "slider",
name = GetString(SI_LUIE_LAM_UF_CFRAMESR_HEIGHT),
min = 20, max = 70, step = 1,
getFunc = function() return Settings.RaidBarHeight end,
setFunc = function(value) Settings.RaidBarHeight = value UnitFrames.CustomFramesApplyLayoutRaid(true) end,
width = "full",
default = Defaults.RaidBarHeight,
disabled = function() return not ( LUIE.SV.UnitFrames_Enabled and Settings.CustomFramesRaid ) end,
},
{
-- Group / Raid ALPHA
type = "slider",
name = GetString(SI_LUIE_LAM_UF_SHARED_GROUPRAID_OPACITY),
tooltip = GetString(SI_LUIE_LAM_UF_SHARED_GROUPRAID_OPACITY_TP),
min = 0, max = 100, step = 5,
getFunc = function() return Settings.GroupAlpha end,
setFunc = function(value) Settings.GroupAlpha = value UnitFrames.CustomFramesGroupAlpha() UnitFrames.CustomFramesApplyLayoutRaid(true) end,
width = "full",
default = Defaults.GroupAlpha,
disabled = function() return not ( LUIE.SV.UnitFrames_Enabled and Settings.CustomFramesRaid ) end,
},
{
-- Raid Frame Layout
type = "dropdown",
name = GetString(SI_LUIE_LAM_UF_CFRAMESR_LAYOUT),
tooltip = GetString(SI_LUIE_LAM_UF_CFRAMESR_LAYOUT_TP),
choices = { "1 x 24", "2 x 12", "3 x 8", "4 x 6", "6 x 4" },
-- sort = "name-up",
getFunc = function() return Settings.RaidLayout end,
setFunc = function(var) Settings.RaidLayout = var UnitFrames.CustomFramesApplyLayoutRaid(true) end,
width = "full",
disabled = function() return not ( LUIE.SV.UnitFrames_Enabled and Settings.CustomFramesRaid ) end,
default = Defaults.RaidLayout,
},
{
-- Add Spacer for every 4 members
type = "checkbox",
name = GetString(SI_LUIE_LAM_UF_CFRAMESR_SPACER),
tooltip = GetString(SI_LUIE_LAM_UF_CFRAMESR_SPACER_TP),
getFunc = function() return Settings.RaidSpacers end,
setFunc = function(value) Settings.RaidSpacers = value UnitFrames.CustomFramesApplyLayoutRaid(true) end,
width = "full",
default = Defaults.RaidSpacers,
disabled = function() return not ( LUIE.SV.UnitFrames_Enabled and Settings.CustomFramesRaid ) end,
},
{
-- Raid Name Clip
type = "slider",
name = GetString(SI_LUIE_LAM_UF_CFRAMESR_NAMECLIP),
tooltip = GetString(SI_LUIE_LAM_UF_CFRAMESR_NAMECLIP_TP),
min = 0, max = 200, step = 1,
getFunc = function() return Settings.RaidNameClip end,
setFunc = function(value) Settings.RaidNameClip = value UnitFrames.CustomFramesApplyLayoutRaid(true) end,
width = "full",
default = Defaults.RaidNameClip,
disabled = function() return not ( LUIE.SV.UnitFrames_Enabled and Settings.CustomFramesRaid ) end,
},
{
-- Class / Role Icon on Raid Frames Setting
type = "dropdown",
name = GetString(SI_LUIE_LAM_UF_CFRAMESR_ROLEICON),
tooltip = GetString(SI_LUIE_LAM_UF_CFRAMESR_ROLEICON_TP),
choices = raidIconOptions,
getFunc = function() return raidIconOptions[Settings.RaidIconOptions] end,
setFunc = function(value) Settings.RaidIconOptions = raidIconOptionsKeys[value] UnitFrames.CustomFramesApplyLayoutRaid(true) end,
width = "full",
default = Defaults.RaidIconOptions,
disabled = function() return not ( LUIE.SV.UnitFrames_Enabled and Settings.CustomFramesRaid ) end,
},
{
-- Custom Unit Frames Raid Color Player Class
type = "checkbox",
name = GetString(SI_LUIE_LAM_UF_CFRAMES_COLOR_RFRAMESBYCLASS),
tooltip = GetString(SI_LUIE_LAM_UF_CFRAMES_COLOR_RFRAMESBYCLASS_TP),
getFunc = function() return Settings.ColorClassRaid end,
setFunc = function(value) Settings.ColorClassRaid = value UnitFrames.CustomFramesApplyColours(true) end,
width = "full",
default = Defaults.ColorClassRaid,
disabled = function() return not ( LUIE.SV.UnitFrames_Enabled and Settings.CustomFramesRaid ) end,
},
{
-- Custom Unit Frames Raid Color Player Role
type = "checkbox",
name = GetString(SI_LUIE_LAM_UF_CFRAMES_COLOR_RFRAMESBYROLE),
tooltip = GetString(SI_LUIE_LAM_UF_CFRAMES_COLOR_RFRAMESBYROLE_TP),
getFunc = function() return Settings.ColorRoleRaid end,
setFunc = function(value) Settings.ColorRoleRaid = value UnitFrames.CustomFramesApplyColours(true) end,
width = "full",
default = Defaults.ColorRoleRaid,
disabled = function() return not ( LUIE.SV.UnitFrames_Enabled and Settings.CustomFramesRaid ) end,
},
{
-- Display Armor stat change
type = "checkbox",
name = zo_strformat(GetString(SI_LUIE_LAM_UF_SHARED_ARMOR), GetString(SI_LUIE_LAM_UF_SHARED_RAID)),
tooltip = GetString(SI_LUIE_LAM_UF_SHARED_ARMOR_TP),
getFunc = function() return Settings.RaidEnableArmor end,
setFunc = function(value) Settings.RaidEnableArmor = value end,
width = "full",
default = Defaults.RaidEnableArmor,
warning = GetString(SI_LUIE_LAM_RELOADUI_WARNING),
disabled = function() return not ( LUIE.SV.UnitFrames_Enabled and Settings.CustomFramesRaid ) end,
},
{
-- Display Power stat change
type = "checkbox",
name = zo_strformat(GetString(SI_LUIE_LAM_UF_SHARED_POWER), GetString(SI_LUIE_LAM_UF_SHARED_RAID)),
tooltip = GetString(SI_LUIE_LAM_UF_SHARED_POWER_TP),
getFunc = function() return Settings.RaidEnablePower end,
setFunc = function(value) Settings.RaidEnablePower = value end,
width = "full",
default = Defaults.RaidEnablePower,
warning = GetString(SI_LUIE_LAM_RELOADUI_WARNING),
disabled = function() return not ( LUIE.SV.UnitFrames_Enabled and Settings.CustomFramesRaid ) end,
},
{
-- Display Regen Arrows
type = "checkbox",
name = zo_strformat(GetString(SI_LUIE_LAM_UF_SHARED_REGEN), GetString(SI_LUIE_LAM_UF_SHARED_RAID)),
tooltip = GetString(SI_LUIE_LAM_UF_SHARED_REGEN_TP),
getFunc = function() return Settings.RaidEnableRegen end,
setFunc = function(value) Settings.RaidEnableRegen = value end,
width = "full",
default = Defaults.RaidEnableRegen,
warning = GetString(SI_LUIE_LAM_RELOADUI_WARNING),
disabled = function() return not ( LUIE.SV.UnitFrames_Enabled and Settings.CustomFramesRaid ) end,
},
},
}
-- Unit Frames - Custom Unit Frames (Pet) Options Submenu
optionsDataUnitFrames[#optionsDataUnitFrames + 1] = {
type = "submenu",
name = GetString(SI_LUIE_LAM_UF_CFRAMESPET_HEADER),
controls = {
{
-- Enable Pet Frames
type = "checkbox",
name = GetString(SI_LUIE_LAM_UF_CFRAMESPET_ENABLE),
tooltip = GetString(SI_LUIE_LAM_UF_CFRAMESPET_ENABLE_TP),
getFunc = function() return Settings.CustomFramesPet end,
setFunc = function(value) Settings.CustomFramesPet = value end,
width = "full",
default = Defaults.CustomFramesPet,
warning = GetString(SI_LUIE_LAM_RELOADUI_WARNING),
disabled = function() return not LUIE.SV.UnitFrames_Enabled end,
},
{
-- Pet HP Bar Format
type = "dropdown",
name = GetString(SI_LUIE_LAM_UF_SHARED_LABEL),
tooltip = GetString(SI_LUIE_LAM_UF_SHARED_LABEL_TP),
choices = formatOptions,
getFunc = function() return Settings.CustomFormatPet end,
setFunc = function(var) Settings.CustomFormatPet = var UnitFrames.CustomFramesFormatLabels(true) UnitFrames.CustomFramesApplyLayoutPet(true) end,
width = "full",
disabled = function() return not ( LUIE.SV.UnitFrames_Enabled and Settings.CustomFramesPet ) end,
default = Defaults.CustomFormatPet,
},
{
-- Pet Bars Width
type = "slider",
name = GetString(SI_LUIE_LAM_UF_CFRAMESPET_WIDTH),
min = 100, max = 500, step = 5,
getFunc = function() return Settings.PetWidth end,
setFunc = function(value) Settings.PetWidth = value UnitFrames.CustomFramesApplyLayoutPet(true) end,
width = "full",
default = Defaults.PetWidth,
disabled = function() return not ( LUIE.SV.UnitFrames_Enabled and Settings.CustomFramesPet ) end,
},
{
-- Pet Bars Height
type = "slider",
name = GetString(SI_LUIE_LAM_UF_CFRAMESPET_HEIGHT),
min = 20, max = 70, step = 1,
getFunc = function() return Settings.PetHeight end,
setFunc = function(value) Settings.PetHeight = value UnitFrames.CustomFramesApplyLayoutPet(true) end,
width = "full",
default = Defaults.PetHeight,
disabled = function() return not ( LUIE.SV.UnitFrames_Enabled and Settings.CustomFramesPet ) end,
},
{
-- Pet - Out-of-Combat frame opacity
type = "slider",
name = GetString(SI_LUIE_LAM_UF_CFRAMESPET_OOCPACITY),
tooltip = GetString(SI_LUIE_LAM_UF_CFRAMESPET_OOCPACITY_TP),
min = 0, max = 100, step = 5,
getFunc = function() return Settings.PetOocAlpha end,
setFunc = function(value) Settings.PetOocAlpha = value UnitFrames.CustomFramesApplyInCombat() UnitFrames.CustomFramesApplyLayoutPet(true) end,
width = "full",
default = Defaults.PetOocAlpha,
disabled = function() return not ( LUIE.SV.UnitFrames_Enabled and Settings.CustomFramesPet ) end,
},
{
-- Pet - In-Combat frame opacity
type = "slider",
name = GetString(SI_LUIE_LAM_UF_CFRAMESPET_ICPACITY),
tooltip = GetString(SI_LUIE_LAM_UF_CFRAMESPET_ICPACITY_TP),
min = 0, max = 100, step = 5,
getFunc = function() return Settings.PetIncAlpha end,
setFunc = function(value) Settings.PetIncAlpha = value UnitFrames.CustomFramesApplyInCombat() UnitFrames.CustomFramesApplyLayoutPet(true) end,
width = "full",
default = Defaults.PetIncAlpha,
disabled = function() return not ( LUIE.SV.UnitFrames_Enabled and Settings.CustomFramesPet ) end,
},
{
-- Pet Name Clip
type = "slider",
name = GetString(SI_LUIE_LAM_UF_CFRAMESPET_NAMECLIP),
tooltip = GetString(SI_LUIE_LAM_UF_CFRAMESPET_NAMECLIP_TP),
min = 0, max = 200, step = 1,
getFunc = function() return Settings.PetNameClip end,
setFunc = function(value) Settings.PetNameClip = value UnitFrames.CustomFramesApplyLayoutPet(true) end,
width = "full",
default = Defaults.PetNameClip,
disabled = function() return not ( LUIE.SV.UnitFrames_Enabled and Settings.CustomFramesPet ) end,
},
{
-- Pet - Color Target by Class
type = "checkbox",
name = GetString(SI_LUIE_LAM_UF_CFRAMESPET_USE_CLASS_COLOR),
tooltip = GetString(SI_LUIE_LAM_UF_CFRAMESPET_USE_CLASS_COLOR_TP),
getFunc = function() return Settings.PetUseClassColor end,
setFunc = function(value) Settings.PetUseClassColor = value UnitFrames.CustomFramesApplyColours(true) end,
width = "full",
default = Defaults.PetUseClassColor,
disabled = function() return not ( LUIE.SV.UnitFrames_Enabled and Settings.CustomFramesPet ) end,
},
{
-- Unit Frames Pet Whitelist Header
type = "header",
name = GetString(SI_LUIE_CUSTOM_LIST_UF_WHITELIST),
},
{
-- Unit Frames Pet Whitelist Description
type = "description",
text = GetString(SI_LUIE_LAM_UF_BLACKLIST_DESCRIPT),
},
-- Add Pet Names - Necromancer
{
type = "button",
name = GetString(SI_LUIE_LAM_UF_WHITELIST_ADD_NECROMANCER),
tooltip = GetString(SI_LUIE_LAM_UF_WHITELIST_ADD_NECROMANCER_TP),
func = function() UnitFrames.AddBulkToCustomList(Settings.whitelist, PetNames.Necromancer) LUIE_WhitelistUF:UpdateChoices(GenerateCustomList(Settings.whitelist)) UnitFrames.CustomPetUpdate() end,
width = "half",
},
-- Add Pet Names - Sorcerer
{
type = "button",
name = GetString(SI_LUIE_LAM_UF_WHITELIST_ADD_SORCERER),
tooltip = GetString(SI_LUIE_LAM_UF_WHITELIST_ADD_SORCERER_TP),
func = function() UnitFrames.AddBulkToCustomList(Settings.whitelist, PetNames.Sorcerer) LUIE_WhitelistUF:UpdateChoices(GenerateCustomList(Settings.whitelist)) UnitFrames.CustomPetUpdate() end,
width = "half",
},
-- Add Pet Names - Warden
{
type = "button",
name = GetString(SI_LUIE_LAM_UF_WHITELIST_ADD_WARDEN),
tooltip = GetString(SI_LUIE_LAM_UF_WHITELIST_ADD_WARDEN_TP),
func = function() UnitFrames.AddBulkToCustomList(Settings.whitelist, PetNames.Warden) LUIE_WhitelistUF:UpdateChoices(GenerateCustomList(Settings.whitelist)) UnitFrames.CustomPetUpdate() end,
width = "half",
},
-- Add Pet Names - Sets
{
type = "button",
name = GetString(SI_LUIE_LAM_UF_WHITELIST_ADD_SETS),
tooltip = GetString(SI_LUIE_LAM_UF_WHITELIST_ADD_SETS_TP),
func = function() UnitFrames.AddBulkToCustomList(Settings.whitelist, PetNames.Sets) LUIE_WhitelistUF:UpdateChoices(GenerateCustomList(Settings.whitelist)) UnitFrames.CustomPetUpdate() end,
width = "half",
},
-- Add Pet Names - Assistants
{
type = "button",
name = GetString(SI_LUIE_LAM_UF_WHITELIST_ADD_ASSISTANTS),
tooltip = GetString(SI_LUIE_LAM_UF_WHITELIST_ADD_ASSISTANTS_TP),
func = function() UnitFrames.AddBulkToCustomList(Settings.whitelist, PetNames.Assistants) LUIE_WhitelistUF:UpdateChoices(GenerateCustomList(Settings.whitelist)) UnitFrames.CustomPetUpdate() end,
width = "half",
},
-- Add All Currently Active Pets
{
type = "button",
name = GetString(SI_LUIE_LAM_UF_WHITELIST_ADD_CURRENT),
tooltip = GetString(SI_LUIE_LAM_UF_WHITELIST_ADD_CURRENT_TP),
func = function() UnitFrames.AddCurrentPetsToCustomList(Settings.whitelist) LUIE_WhitelistUF:UpdateChoices(GenerateCustomList(Settings.whitelist)) UnitFrames.CustomPetUpdate() end,
width = "half",
},
-- Clear Whitelist
{
type = "button",
name = GetString(SI_LUIE_LAM_UF_WHITELIST_CLEAR),
tooltip = GetString(SI_LUIE_LAM_UF_WHITELIST_CLEAR_TP),
func = function() UnitFrames.ClearCustomList(Settings.whitelist) LUIE_WhitelistUF:UpdateChoices(GenerateCustomList(Settings.whitelist)) UnitFrames.CustomPetUpdate() end,
width = "half",
},
{
-- Unit Frames Pet Whitelist (Add)
type = "editbox",
name = GetString(SI_LUIE_LAM_UF_BLACKLIST_ADDLIST),
tooltip = GetString(SI_LUIE_LAM_UF_BLACKLIST_ADDLIST_TP),
getFunc = function() end,
setFunc = function(value) UnitFrames.AddToCustomList(Settings.whitelist, value) LUIE_WhitelistUF:UpdateChoices(GenerateCustomList(Settings.whitelist)) UnitFrames.CustomPetUpdate() end,
},
{
-- Unit Frames Pet (Remove)
type = "dropdown",
name = GetString(SI_LUIE_LAM_UF_BLACKLIST_REMLIST),
tooltip = GetString(SI_LUIE_LAM_UF_BLACKLIST_REMLIST_TP),
choices = Whitelist,
choicesValues = WhitelistValues,
scrollable = true,
sort = "name-up",
getFunc = function() LUIE_WhitelistUF:UpdateChoices(GenerateCustomList(Settings.whitelist)) end,
setFunc = function(value) UnitFrames.RemoveFromCustomList(Settings.whitelist, value) LUIE_WhitelistUF:UpdateChoices(GenerateCustomList(Settings.whitelist)) UnitFrames.CustomPetUpdate() end,
reference = "LUIE_WhitelistUF"
},
},
}
-- Unit Frames - Custom Unit Frames (Boss) Options Submenu
optionsDataUnitFrames[#optionsDataUnitFrames + 1] = {
type = "submenu",
name = GetString(SI_LUIE_LAM_UF_CFRAMESB_HEADER),
controls = {
{
-- Enable This Addon BOSS frames
type = "checkbox",
name = GetString(SI_LUIE_LAM_UF_CFRAMESB_LUIEFRAMESENABLE),
tooltip = GetString(SI_LUIE_LAM_UF_CFRAMESB_LUIEFRAMESENABLE_TP),
getFunc = function() return Settings.CustomFramesBosses end,
setFunc = function(value) Settings.CustomFramesBosses = value end,
width = "full",
default = Defaults.CustomFramesBosses,
warning = GetString(SI_LUIE_LAM_RELOADUI_WARNING),
disabled = function() return not LUIE.SV.UnitFrames_Enabled end,
},
{
-- Boss HP Bar Format
type = "dropdown",
name = GetString(SI_LUIE_LAM_UF_SHARED_LABEL),
tooltip = GetString(SI_LUIE_LAM_UF_SHARED_LABEL_TP),
choices = formatOptions,
getFunc = function() return Settings.CustomFormatBoss end,
setFunc = function(var) Settings.CustomFormatBoss = var UnitFrames.CustomFramesFormatLabels(true) end,
width = "full",
disabled = function() return not ( LUIE.SV.UnitFrames_Enabled and Settings.CustomFramesBosses ) end,
default = Defaults.CustomFormatBoss,
},
{
-- Boss Bars Width
type = "slider",
name = GetString(SI_LUIE_LAM_UF_CFRAMESB_WIDTH),
min = 100, max = 500, step = 5,
getFunc = function() return Settings.BossBarWidth end,
setFunc = function(value) Settings.BossBarWidth = value UnitFrames.CustomFramesApplyLayoutBosses() end,
width = "full",
default = Defaults.BossBarWidth,
disabled = function() return not ( LUIE.SV.UnitFrames_Enabled and Settings.CustomFramesBosses ) end,
},
{
-- Boss Bars Height
type = "slider",
name = GetString(SI_LUIE_LAM_UF_CFRAMESB_HEIGHT),
min = 20, max = 70, step = 1,
getFunc = function() return Settings.BossBarHeight end,
setFunc = function(value) Settings.BossBarHeight = value UnitFrames.CustomFramesApplyLayoutBosses() end,
width = "full",
default = Defaults.BossBarHeight,
disabled = function() return not ( LUIE.SV.UnitFrames_Enabled and Settings.CustomFramesBosses ) end,
},
{
-- Out-of-Combat frame opacity
type = "slider",
name = GetString(SI_LUIE_LAM_UF_CFRAMESB_OPACITYOOC),
tooltip = GetString(SI_LUIE_LAM_UF_CFRAMESB_OPACITYOOC_TP),
min = 0, max = 100, step = 5,
getFunc = function() return Settings.BossOocAlpha end,
setFunc = function(value) Settings.BossOocAlpha = value UnitFrames.CustomFramesApplyInCombat() end,
width = "full",
default = Defaults.BossOocAlpha,
disabled = function() return not ( LUIE.SV.UnitFrames_Enabled and Settings.CustomFramesBosses ) end,
},
{
-- In-Combat frame opacity
type = "slider",
name = GetString(SI_LUIE_LAM_UF_CFRAMESB_OPACITYIC),
tooltip = GetString(SI_LUIE_LAM_UF_CFRAMESB_OPACITYIC_TP),
min = 0, max = 100, step = 5,
getFunc = function() return Settings.BossIncAlpha end,
setFunc = function(value) Settings.BossIncAlpha = value UnitFrames.CustomFramesApplyInCombat() end,
width = "full",
default = Defaults.BossIncAlpha,
disabled = function() return not ( LUIE.SV.UnitFrames_Enabled and Settings.CustomFramesBosses ) end,
},
{
-- Display Armor stat change
type = "checkbox",
name = zo_strformat(GetString(SI_LUIE_LAM_UF_SHARED_ARMOR), GetString(SI_LUIE_LAM_UF_SHARED_BOSS)),
tooltip = GetString(SI_LUIE_LAM_UF_SHARED_ARMOR_TP),
getFunc = function() return Settings.BossEnableArmor end,
setFunc = function(value) Settings.BossEnableArmor = value end,
width = "full",
default = Defaults.BossEnableArmor,
warning = GetString(SI_LUIE_LAM_RELOADUI_WARNING),
disabled = function() return not ( LUIE.SV.UnitFrames_Enabled and Settings.CustomFramesBosses ) end,
},
{
-- Display Power stat change
type = "checkbox",
name = zo_strformat(GetString(SI_LUIE_LAM_UF_SHARED_POWER), GetString(SI_LUIE_LAM_UF_SHARED_BOSS)),
tooltip = GetString(SI_LUIE_LAM_UF_SHARED_POWER_TP),
getFunc = function() return Settings.BossEnablePower end,
setFunc = function(value) Settings.BossEnablePower = value end,
width = "full",
default = Defaults.BossEnablePower,
warning = GetString(SI_LUIE_LAM_RELOADUI_WARNING),
disabled = function() return not ( LUIE.SV.UnitFrames_Enabled and Settings.CustomFramesBosses ) end,
},
{
-- Display Regen Arrows
type = "checkbox",
name = zo_strformat(GetString(SI_LUIE_LAM_UF_SHARED_REGEN), GetString(SI_LUIE_LAM_UF_SHARED_BOSS)),
tooltip = GetString(SI_LUIE_LAM_UF_SHARED_REGEN_TP),
getFunc = function() return Settings.BossEnableRegen end,
setFunc = function(value) Settings.BossEnableRegen = value end,
width = "full",
default = Defaults.BossEnableRegen,
warning = GetString(SI_LUIE_LAM_RELOADUI_WARNING),
disabled = function() return not ( LUIE.SV.UnitFrames_Enabled and Settings.CustomFramesBosses ) end,
},
},
}
-- Unit Frames - Custom Unit Frames (PvP Target Frame) Options Submenu
optionsDataUnitFrames[#optionsDataUnitFrames + 1] = {
type = "submenu",
name = GetString(SI_LUIE_LAM_UF_CFRAMESPVP_HEADER),
controls = {
{
-- Enable additional PvP Target frame
type = "checkbox",
name = GetString(SI_LUIE_LAM_UF_CFRAMESPVP_TARGETFRAME),
tooltip = GetString(SI_LUIE_LAM_UF_CFRAMESPVP_TARGETFRAME_TP),
getFunc = function() return Settings.AvaCustFramesTarget end,
setFunc = function(value) Settings.AvaCustFramesTarget = value end,
width = "full",
default = Defaults.AvaCustFramesTarget,
warning = GetString(SI_LUIE_LAM_RELOADUI_WARNING),
disabled = function() return not LUIE.SV.UnitFrames_Enabled end,
},
{
-- PvP Target Bars Width
type = "slider",
name = GetString(SI_LUIE_LAM_UF_CFRAMESPVP_TARGETFRAME_WIDTH),
min = 300, max = 700, step = 5,
getFunc = function() return Settings.AvaTargetBarWidth end,
setFunc = function(value) Settings.AvaTargetBarWidth = value UnitFrames.CustomFramesApplyLayoutPlayer(true) end,
width = "full",
default = Defaults.AvaTargetBarWidth,
disabled = function() return not ( LUIE.SV.UnitFrames_Enabled and Settings.AvaCustFramesTarget ) end,
},
{
-- PvP Target Bars Height
type = "slider",
name = GetString(SI_LUIE_LAM_UF_CFRAMESPVP_TARGETFRAME_HEIGHT),
min = 20, max = 70, step = 1,
getFunc = function() return Settings.AvaTargetBarHeight end,
setFunc = function(value) Settings.AvaTargetBarHeight = value UnitFrames.CustomFramesApplyLayoutPlayer(true) end,
width = "full",
default = Defaults.AvaTargetBarHeight,
disabled = function() return not ( LUIE.SV.UnitFrames_Enabled and Settings.AvaCustFramesTarget ) end,
},
},
}
-- Unit Frames - Common Options Submenu
optionsDataUnitFrames[#optionsDataUnitFrames + 1] = {
type = "submenu",
name = GetString(SI_LUIE_LAM_UF_COMMON_HEADER),
controls = {
{
-- Shorten numbers
type = "checkbox",
name = GetString(SI_LUIE_LAM_UF_SHORTNUMBERS),
tooltip = GetString(SI_LUIE_LAM_UF_SHORTNUMBERS_TP),
getFunc = function() return Settings.ShortenNumbers end,
setFunc = function(value) Settings.ShortenNumbers = value UnitFrames.CustomFramesFormatLabels(true) end,
width = "full",
default = Defaults.ShortenNumbers,
disabled = function() return not LUIE.SV.UnitFrames_Enabled end,
},
{
-- Default Caption Color
type = "colorpicker",
name = GetString(SI_LUIE_LAM_UF_COMMON_CAPTIONCOLOR),
getFunc = function() return unpack(Settings.Target_FontColour) end,
setFunc = function(r,g,b,a) Settings.Target_FontColour={r,g,b} end,
width = "full",
default = { r=Defaults.Target_FontColour[1], g=Defaults.Target_FontColour[2], b=Defaults.Target_FontColour[3] },
disabled = function() return not LUIE.SV.UnitFrames_Enabled end,
},
{
-- Friendly NPC Font Color
type = "colorpicker",
name = GetString(SI_LUIE_LAM_UF_COMMON_NPCFONTCOLOR),
getFunc = function() return unpack(Settings.Target_FontColour_FriendlyNPC) end,
setFunc = function(r,g,b,a) Settings.Target_FontColour_FriendlyNPC={r,g,b} end,
width = "full",
default = { r=Defaults.Target_FontColour_FriendlyNPC[1], g=Defaults.Target_FontColour_FriendlyNPC[2], b=Defaults.Target_FontColour_FriendlyNPC[3] },
disabled = function() return not LUIE.SV.UnitFrames_Enabled end,
},
{
-- Friendly Player Font Color
type = "colorpicker",
name = GetString(SI_LUIE_LAM_UF_COMMON_PLAYERFONTCOLOR),
getFunc = function() return unpack(Settings.Target_FontColour_FriendlyPlayer) end,
setFunc = function(r,g,b,a) Settings.Target_FontColour_FriendlyPlayer={r,g,b} end,
width = "full",
default = { r=Defaults.Target_FontColour_FriendlyPlayer[1], g=Defaults.Target_FontColour_FriendlyPlayer[2], b=Defaults.Target_FontColour_FriendlyPlayer[3] },
disabled = function() return not LUIE.SV.UnitFrames_Enabled end,
},
{
-- Hostile Font Color
type = "colorpicker",
name = GetString(SI_LUIE_LAM_UF_COMMON_HOSTILEFONTCOLOR),
getFunc = function() return unpack(Settings.Target_FontColour_Hostile) end,
setFunc = function(r,g,b,a) Settings.Target_FontColour_Hostile={r,g,b} end,
width = "full",
default = { r=Defaults.Target_FontColour_Hostile[1], g=Defaults.Target_FontColour_Hostile[2], b=Defaults.Target_FontColour_Hostile[3] },
disabled = function() return not LUIE.SV.UnitFrames_Enabled end,
},
{
-- Apply same settings to reticle
type = "checkbox",
name = GetString(SI_LUIE_LAM_UF_COMMON_RETICLECOLOR),
tooltip = GetString(SI_LUIE_LAM_UF_COMMON_RETICLECOLOR_TP),
getFunc = function() return Settings.ReticleColourByReaction end,
setFunc = UnitFrames.ReticleColourByReaction,
width = "full",
default = Defaults.ReticleColourByReaction,
disabled = function() return not LUIE.SV.UnitFrames_Enabled end,
},
{
-- Interactible Reticle Color
type = "colorpicker",
name = zo_strformat("\t\t\t\t\t<<1>>", GetString(SI_LUIE_LAM_UF_COMMON_RETICLECOLORINTERACT)),
getFunc = function() return unpack(Settings.ReticleColour_Interact) end,
setFunc = function(r,g,b,a) Settings.ReticleColour_Interact={r,g,b} end,
width = "full",
default = { r=Defaults.ReticleColour_Interact[1], g=Defaults.ReticleColour_Interact[2], b=Defaults.ReticleColour_Interact[3] },
disabled = function() return not (LUIE.SV.UnitFrames_Enabled and Settings.ReticleColourByReaction) end,
},
},
}
-- Register the settings panel
if LUIE.SV.UnitFrames_Enabled then
LAM:RegisterAddonPanel(LUIE.name .. 'UnitFramesOptions', panelDataUnitFrames)
LAM:RegisterOptionControls(LUIE.name .. 'UnitFramesOptions', optionsDataUnitFrames)
end
end
|
local awful = require('awful')
local gears = require('gears')
local config_dir = gears.filesystem.get_configuration_dir()
local colorschemes_dir = os.getenv('HOME') .. '/.config/awesome/themes/colorschemes/'
local xresources = require('beautiful.xresources')
local dpi = xresources.apply_dpi
local Themes_path = config_dir .. '/awesome/themes/'
local theme = {}
-- Font
theme.font = 'Open Sans 11'
-- Define 16 colors base
local ColorScheme = {}
for line in io.lines(colorschemes_dir .. 'Doom_One_Dark' .. '.conf') do
table.insert(ColorScheme, line)
end
theme.color2 = ColorScheme[7]
theme.color3 = ColorScheme[9]
theme.color4 = ColorScheme[11]
theme.color5 = ColorScheme[13]
theme.color6 = ColorScheme[15]
theme.color7 = ColorScheme[17]
theme.color9 = ColorScheme[6]
theme.color11 = ColorScheme[10]
theme.color12 = ColorScheme[12]
theme.color13 = ColorScheme[14]
theme.color14 = ColorScheme[16]
theme.bg_normal = ColorScheme[1] .. 'd0'
theme.fg_normal = ColorScheme[2]
theme.bg_empty = ColorScheme[18] .. '2f'
theme.fg_urgent = ColorScheme[5]
theme.fg_occupied = ColorScheme[5]
theme.taglist_fg_occupied = ColorScheme[7]
theme.taglist_bg_occupied = nil
theme.taglist_bg_empty = nil
theme.taglist_bg_focus = theme.fg_occupied
theme.bg_systray = theme.bg_normal
-- Border colors
theme.border_width = dpi(1)
theme.border_normal = theme.bg_normal
theme.border_focus = theme.fg_occupied
-- tooltip
theme.tooltip_border_color = theme.border_focus
theme.tooltip_bg = theme.bg_normal
theme.tooltip_fg = theme.fg_normal
theme.tooltip_font = theme.font
theme.tooltip_border_width = dpi(0)
theme.tooltip_opacity = 0.85
theme.tooltip_align = 'top'
-- wibar
theme.wibar_fg = theme.fg_normal
theme.wibar_border_width = dpi(0)
theme.wibar_border_color = theme.border_focus
-- hotkeys
theme.hotkeys_bg = theme.bg_normal
theme.hotkeys_font = theme.font
theme.hotkeys_fg = theme.fg_normal
theme.hotkeys_border_width = dpi(1)
theme.hotkeys_border_color = theme.border_focus
theme.hotkeys_opacity = 0.85
theme.hotkeys_modifiers_fg = theme.border_focus
theme.hotkeys_description_font = theme.font
theme.hotkeys_shape = function(cr, width, height) gears.shape.rounded_rect(cr, width, height, awful.screen.focused().geometry.width * 0.004) end
-- tasklist
theme.tasklist_fg_focus = theme.fg_normal
theme.tasklist_bg_normal = theme.bg_empty
theme.tasklist_disable_icon = true
theme.tasklist_plain_task_name = true
theme.tasklist_font = theme.font
theme.tasklist_align = 'center'
theme.icon_theme = '/usr/share/icons/Papirus-Dark/48x48/apps'
theme.layout_fairh = Themes_path..'layouts/fairhw.png'
theme.layout_fairv = Themes_path..'layouts/fairvw.png'
theme.layout_floating = Themes_path..'layouts/floatingw.png'
theme.layout_max = Themes_path..'layouts/maxw.png'
theme.layout_fullscreen = Themes_path..'layouts/fullscreenw.png'
theme.layout_tilebottom = Themes_path..'layouts/tilebottomw.png'
theme.layout_tile = Themes_path..'layouts/tilew.png'
theme.layout_spiral = Themes_path..'layouts/spiralw.png'
theme.layout_dwindle = Themes_path..'layouts/dwindlew.png'
-- menu
theme.menu_font = 'Inter 12'
theme.menu_height = dpi(20)
theme.menu_width = dpi(160)
theme.menu_border_color = '#0000'
theme.menu_border_width = dpi(2)
theme.menu_submenu = "ᐅ "
-- current temp
theme.temp_cold = ColorScheme[11]
theme.temp_norm = ColorScheme[9]
theme.temp_hot = ColorScheme[5]
theme.temp_min = ColorScheme[15]
theme.temp_max = ColorScheme[14]
theme.titlebar_bg = theme.border_focus
theme.titlebar_fg = theme.fg_normal
theme.titlebar_close_button_normal = "/home/hisham/.config/awesome/icons/buttons/close.svg"
theme.titlebar_close_button_focus = "/home/hisham/.config/awesome/icons/buttons/close.svg"
theme.titlebar_sticky_button_normal_inactive = "/home/hisham/.config/awesome/icons/buttons/sticky_button.svg"
theme.titlebar_sticky_button_focus_inactive = "/home/hisham/.config/awesome/icons/buttons/sticky_button.svg"
theme.titlebar_sticky_button_normal_active = "/home/hisham/.config/awesome/icons/buttons/sticky_button.svg"
theme.titlebar_sticky_button_focus_active = "/home/hisham/.config/awesome/icons/buttons/sticky_button.svg"
theme.titlebar_floating_button_normal_inactive = "/home/hisham/.config/awesome/icons/buttons/floating_button.svg"
theme.titlebar_floating_button_focus_inactive = "/home/hisham/.config/awesome/icons/buttons/floating_button.svg"
theme.titlebar_floating_button_normal_active = "/home/hisham/.config/awesome/icons/buttons/floating_button.svg"
theme.titlebar_floating_button_focus_active = "/home/hisham/.config/awesome/icons/buttons/floating_button.svg"
theme.titlebar_maximized_button_normal_inactive = "/home/hisham/.config/awesome/icons/buttons/maximize.svg"
theme.titlebar_maximized_button_focus_inactive = "/home/hisham/.config/awesome/icons/buttons/maximize.svg"
theme.titlebar_maximized_button_normal_active = "/home/hisham/.config/awesome/icons/buttons/maximize.svg"
theme.titlebar_maximized_button_focus_active = "/home/hisham/.config/awesome/icons/buttons/maximize.svg"
-- Configure the window switcher
theme.window_switcher_widget_bg = theme.bg_normal -- The bg color of the widget
theme.window_switcher_widget_border_width = dpi(1) -- The border width of the widget
theme.window_switcher_widget_border_radius = dpi(8) -- The border radius of the widget
theme.window_switcher_widget_border_color = theme.border_focus -- The border color of the widget
theme.window_switcher_clients_spacing = 20 -- The space between each client item
theme.window_switcher_client_icon_horizontal_spacing = 5 -- The space between client icon and text
theme.window_switcher_client_width = 350 -- The width of one client widget
theme.window_switcher_client_height = 350 -- The height of one client widget
theme.window_switcher_client_margins = 10 -- The margin between the content and the border of the widget
theme.window_switcher_thumbnail_margins = 10 -- The margin between one client thumbnail and the rest of the widget
theme.thumbnail_scale = true -- If set to true, the thumbnails fit policy will be set to "fit" instead of "auto"
theme.window_switcher_name_margins = 10 -- The margin of one clients title to the rest of the widget
theme.window_switcher_name_valign = "center" -- How to vertically align one clients title
theme.window_switcher_name_forced_width = 200 -- The width of one title
theme.window_switcher_name_font = "Inter 10" -- The font of all titles
theme.window_switcher_name_normal_color = theme.fg_normal -- The color of one title if the client is unfocused
theme.window_switcher_name_focus_color = ColorScheme[14] -- The color of one title if the client is focused
theme.window_switcher_icon_valign = "center" -- How to vertically align the one icon
theme.window_switcher_icon_width = 40
return theme
|
function test()
print( "hello" )
end
|
GM = GM or GAMEMODE
local PLUGIN = {}
timer.Simple(1, function()
OUTFIT_REGISTERED = {
-- EXTENDED ENHANCED CITIZEN SUPPORT
efemale = {
{
name = "model",
},
{
name = "face",
outfits = function(entity)
local faces = {}
local mdl = entity:GetModel()
local woo = OUTFIT_DATA[mdl:lower()]
if (!woo) then return faces end
local facemaps = woo.skins
for i = 1, facemaps do
table.insert(faces, {data = (i - 1), name = "facemap", price = 9500})
end
return faces
end,
func = function(entity, outfit, orig)
if (outfit) then
local facemap = tonumber(outfit.data)
if (facemap) then
entity:SetSkin(facemap)
end
end
end,
},
{
bodygroup = 4,
name = "head",
outfits = {
{data = 0, name = "bodygroup", price = 4500},
{data = 1, name = "bodygroup", price = 4500},
{data = 2, name = "bodygroup", price = 4500},
},
func = function(entity, outfit, orig)
local bodygroup = tonumber(outfit.data)
local part = orig.bodygroup
if (bodygroup) then
if (part) then
entity:SetBodygroup(part, bodygroup)
end
end
end,
},
{
name = "torso",
bodygroup = 1,
outfits = {
{data = 0, name = "bodygroup", price = 4500},
{data = 5, name = "bodygroup", price = 4500},
{data = 6, name = "bodygroup", price = 4500},
{data = 7, name = "bodygroup", price = 4500},
{data = 8, name = "bodygroup", price = 4500},
{data = 9, name = "bodygroup", price = 4500},
{data = 15, name = "bodygroup", price = 4500},
{data = 16, name = "bodygroup", price = 4500},
{data = 17, name = "bodygroup", price = 4500},
{data = "citizensheetf/scrubs1_shtfe",name = "sheet", price = 4500},
{data = "citizensheetf/scrubs2_shtfe", name = "sheet", price = 4500},
{data = "citizensheetf/sheet_01", name = "sheet", price = 4500},
{data = "citizensheetf/sheet_02", name = "sheet", price = 4500},
{data = "citizensheetf/sheet_03", name = "sheet", price = 4500},
{data = "citizensheetf/sheet_04", name = "sheet", price = 4500},
{data = "citizensheetf/sheet_05", name = "sheet", price = 4500},
{data = "citizensheetf/sheet_06", name = "sheet", price = 4500},
{data = "citizensheetf/sheet_07", name = "sheet", price = 4500},
{data = "citizensheetf/sheet_08", name = "sheet", price = 4500},
{data = "citizensheetf/sheet_09", name = "sheet", price = 4500},
{data = "citizensheetf/sheet_10", name = "sheet", price = 4500},
{data = "citizensheetf/sheet_11", name = "sheet", price = 4500},
{data = "citizensheetf/sheet_12", name = "sheet", price = 4500},
{data = "citizensheetf/sheet_13", name = "sheet", price = 4500},
{data = "citizensheetf/sheet_14", name = "sheet", price = 4500},
{data = "citizensheetf/sheet_15", name = "sheet", price = 4500},
{data = "citizensheetf/sheet_suit", name = "sheet", price = 4500},
},
func = function(entity, outfit, orig)
local bodygroup = tonumber(outfit.data)
local find = "models/bloo_ltcom_zel/citizens/female/citizen_sheet"
local part = orig.bodygroup
local matIndex
for k, v in ipairs(entity:GetMaterials()) do
if (v == find) then
matIndex = k - 1
break
end
end
if (!bodygroup) then
if (part) then
entity:SetBodygroup(part, 0)
end
if (matIndex) then
entity:SetSubMaterial(matIndex, outfit.data)
end
else
if (matIndex) then
entity:SetSubMaterial(matIndex)
end
if (part) then
entity:SetBodygroup(part, bodygroup)
end
end
end,
},
{
bodygroup = 3,
name = "gloves",
outfits = {
{data = 0, name = "bodygroup", price = 4500},
{data = 1, name = "bodygroup", price = 4500},
{data = 2, name = "bodygroup", price = 4500},
},
func = function(entity, outfit, orig)
local bodygroup = tonumber(outfit.data)
local part = orig.bodygroup
if (bodygroup) then
if (part) then
entity:SetBodygroup(part, bodygroup)
end
end
end,
},
{
bodygroup = 2,
name = "pants",
outfits = {
{data = 1, name = "bodygroup", price = 4500},
{data = "citizensheetf/scrubs1_shtfe",name = "sheet", price = 4500},
{data = "citizensheetf/scrubs2_shtfe", name = "sheet", price = 4500},
{data = "citizensheetf/sheet_01", name = "sheet", price = 4500},
{data = "citizensheetf/sheet_02", name = "sheet", price = 4500},
{data = "citizensheetf/sheet_03", name = "sheet", price = 4500},
{data = "citizensheetf/sheet_04", name = "sheet", price = 4500},
{data = "citizensheetf/sheet_05", name = "sheet", price = 4500},
{data = "citizensheetf/sheet_06", name = "sheet", price = 4500},
{data = "citizensheetf/sheet_07", name = "sheet", price = 4500},
{data = "citizensheetf/sheet_08", name = "sheet", price = 4500},
{data = "citizensheetf/sheet_09", name = "sheet", price = 4500},
{data = "citizensheetf/sheet_10", name = "sheet", price = 4500},
{data = "citizensheetf/sheet_11", name = "sheet", price = 4500},
{data = "citizensheetf/sheet_12", name = "sheet", price = 4500},
{data = "citizensheetf/sheet_13", name = "sheet", price = 4500},
{data = "citizensheetf/sheet_14", name = "sheet", price = 4500},
{data = "citizensheetf/sheet_15", name = "sheet", price = 4500},
{data = "citizensheetf/sheet_suit", name = "sheet", price = 4500},
},
func = function(entity, outfit, orig)
local bodygroup = tonumber(outfit.data)
local find = "models/bloo_ltcom_zel/citizens/female/citizen_sheet2"
local part = orig.bodygroup
local matIndex
for k, v in ipairs(entity:GetMaterials()) do
if (v == find) then
matIndex = k - 1
break
end
end
if (!bodygroup) then
if (part) then
entity:SetBodygroup(part, 1)
end
if (matIndex) then
entity:SetSubMaterial(matIndex, outfit.data)
end
else
if (matIndex) then
entity:SetSubMaterial(matIndex)
end
if (part) then
entity:SetBodygroup(part, bodygroup)
end
end
end,
},
},
emale = {
{
name = "model",
},
{
name = "face",
outfits = function(entity)
local faces = {}
local mdl = entity:GetModel()
local woo = OUTFIT_DATA[mdl:lower()]
if (!woo) then return faces end
local facemaps = woo.skins
for i = 1, facemaps do
table.insert(faces, {data = (i - 1), name = "facemap", price = 9500})
end
return faces
end,
func = function(entity, outfit, orig)
if (outfit) then
local facemap = tonumber(outfit.data)
if (facemap) then
entity:SetSkin(facemap)
end
end
end,
},
{
bodygroup = 4,
name = "head",
outfits = {
{data = 0, name = "bodygroup", price = 4500},
{data = 1, name = "bodygroup", price = 4500},
{data = 2, name = "bodygroup", price = 4500},
},
func = function(entity, outfit, orig)
local bodygroup = tonumber(outfit.data)
local part = orig.bodygroup
if (bodygroup) then
if (part) then
entity:SetBodygroup(part, bodygroup)
end
end
end,
},
{
name = "torso",
bodygroup = 1,
outfits = {
{data = 0, name = "bodygroup", price = 4500},
{data = 5, name = "bodygroup", price = 4500},
{data = 6, name = "bodygroup", price = 4500},
{data = 7, name = "bodygroup", price = 4500},
{data = 8, name = "bodygroup", price = 4500},
{data = 9, name = "bodygroup", price = 4500},
{data = 15, name = "bodygroup", price = 4500},
{data = 16, name = "bodygroup", price = 4500},
{data = 17, name = "bodygroup", price = 4500},
{data = 18, name = "bodygroup", price = 4500},
{data = 19, name = "bodygroup", price = 4500},
{data = 20, name = "bodygroup", price = 4500},
{data = "citizensheet/sheet_02", name = "sheet", price = 4500},
{data = "citizensheet/sheet_03", name = "sheet", price = 4500},
{data = "citizensheet/sheet_reich", name = "sheet", price = 4500},
{data = "citizensheet/scrubs1_sheet", name = "sheet", price = 4500},
{data = "citizensheet/scrubs2_sheet", name = "sheet", price = 4500},
{data = "citizensheet/sheet_suit", name = "sheet", price = 4500},
{data = "citizensheet/sheet_04", name = "sheet", price = 4500},
{data = "citizensheet/sheet_08", name = "sheet", price = 4500},
{data = "citizensheet/sheet_10", name = "sheet", price = 4500},
{data = "citizensheet/sheet_14", name = "sheet", price = 4500},
{data = "citizensheet/sheet_18", name = "sheet", price = 4500},
{data = "citizensheet/sheet_17", name = "sheet", price = 4500},
{data = "citizensheet/sheet_19", name = "sheet", price = 4500},
{data = "citizensheet/sheet_20", name = "sheet", price = 4500},
{data = "citizensheet/sheet_21", name = "sheet", price = 4500},
{data = "citizensheet/sheet_22", name = "sheet", price = 4500},
{data = "citizensheet/sheet_23", name = "sheet", price = 4500},
{data = "citizensheet/sheet_24", name = "sheet", price = 4500},
{data = "citizensheet/sheet_25", name = "sheet", price = 4500},
{data = "citizensheet/sheet_26", name = "sheet", price = 4500},
{data = "citizensheet/sheet_27", name = "sheet", price = 4500},
{data = "citizensheet/sheet_28", name = "sheet", price = 4500},
{data = "citizensheet/sheet_29", name = "sheet", price = 4500},
{data = "citizensheet/sheet_30", name = "sheet", price = 4500},
{data = "citizensheet/sheet_31", name = "sheet", price = 4500},
{data = "citizensheet/costage_sheet", name = "sheet", price = 4500},
{data = "citizensheet/hostage_sheet", name = "sheet", price = 4500},
{data = "citizensheet/security_sheet", name = "sheet", price = 4500},
{data = "citizensheet/military_sheet", name = "sheet", price = 4500},
{data = "citizensheet/monk_sheet", name = "sheet", price = 4500},
},
func = function(entity, outfit, orig)
local bodygroup = tonumber(outfit.data)
local find = "models/bloo_ltcom_zel/citizens/citizen_sheet"
local part = orig.bodygroup
local matIndex
for k, v in ipairs(entity:GetMaterials()) do
if (v == find) then
matIndex = k - 1
break
end
end
if (!bodygroup) then
if (part) then
entity:SetBodygroup(part, 0)
end
if (matIndex) then
entity:SetSubMaterial(matIndex, outfit.data)
end
else
if (matIndex) then
entity:SetSubMaterial(matIndex)
end
if (part) then
entity:SetBodygroup(part, bodygroup)
end
end
end,
},
{
bodygroup = 3,
name = "gloves",
outfits = {
{data = 0, name = "bodygroup", price = 4500},
{data = 1, name = "bodygroup", price = 4500},
{data = 2, name = "bodygroup", price = 4500},
},
func = function(entity, outfit, orig)
local bodygroup = tonumber(outfit.data)
local part = orig.bodygroup
if (bodygroup) then
if (part) then
entity:SetBodygroup(part, bodygroup)
end
end
end,
},
{
bodygroup = 2,
name = "pants",
outfits = {
{data = 1, name = "bodygroup", price = 4500},
{data = "citizensheet/sheet_02", name = "sheet", price = 4500},
{data = "citizensheet/sheet_03", name = "sheet", price = 4500},
{data = "citizensheet/sheet_reich", name = "sheet", price = 4500},
{data = "citizensheet/scrubs1_sheet", name = "sheet", price = 4500},
{data = "citizensheet/scrubs2_sheet", name = "sheet", price = 4500},
{data = "citizensheet/sheet_suit", name = "sheet", price = 4500},
{data = "citizensheet/sheet_04", name = "sheet", price = 4500},
{data = "citizensheet/sheet_08", name = "sheet", price = 4500},
{data = "citizensheet/sheet_10", name = "sheet", price = 4500},
{data = "citizensheet/sheet_14", name = "sheet", price = 4500},
{data = "citizensheet/sheet_18", name = "sheet", price = 4500},
{data = "citizensheet/sheet_17", name = "sheet", price = 4500},
{data = "citizensheet/sheet_19", name = "sheet", price = 4500},
{data = "citizensheet/sheet_20", name = "sheet", price = 4500},
{data = "citizensheet/sheet_21", name = "sheet", price = 4500},
{data = "citizensheet/sheet_22", name = "sheet", price = 4500},
{data = "citizensheet/sheet_23", name = "sheet", price = 4500},
{data = "citizensheet/sheet_24", name = "sheet", price = 4500},
{data = "citizensheet/sheet_25", name = "sheet", price = 4500},
{data = "citizensheet/sheet_26", name = "sheet", price = 4500},
{data = "citizensheet/sheet_27", name = "sheet", price = 4500},
{data = "citizensheet/sheet_28", name = "sheet", price = 4500},
{data = "citizensheet/sheet_29", name = "sheet", price = 4500},
{data = "citizensheet/sheet_30", name = "sheet", price = 4500},
{data = "citizensheet/sheet_31", name = "sheet", price = 4500},
{data = "citizensheet/costage_sheet", name = "sheet", price = 4500},
{data = "citizensheet/hostage_sheet", name = "sheet", price = 4500},
{data = "citizensheet/security_sheet", name = "sheet", price = 4500},
{data = "citizensheet/military_sheet", name = "sheet", price = 4500},
{data = "citizensheet/monk_sheet", name = "sheet", price = 4500},
},
func = function(entity, outfit, orig)
local bodygroup = tonumber(outfit.data)
local find = "models/bloo_ltcom_zel/citizens/citizen_sheet2"
local part = orig.bodygroup
local matIndex
for k, v in ipairs(entity:GetMaterials()) do
if (v == find) then
matIndex = k - 1
break
end
end
if (!bodygroup) then
if (part) then
entity:SetBodygroup(part, 1)
end
if (matIndex) then
entity:SetSubMaterial(matIndex, outfit.data)
end
else
if (matIndex) then
entity:SetSubMaterial(matIndex)
end
if (part) then
entity:SetBodygroup(part, bodygroup)
end
end
end,
},
},
-- BLACK TEA CITIZEN COMPILATION SUPPORT
bmale = {
{
name = "face",
canDisplay = function()
end,
outfits = function(entity)
local mdl = entity:GetModel()
local faces = {}
local woo = OUTFIT_DATA[mdl:lower()]
if (!woo) then return faces end
if (woo.facemap) then
local mdl = entity:GetModel()
local facemaps = woo.skins
table.insert(faces, {mat = woo.facemap, price = 9500})
if (facemaps) then
for i = 1, #facemaps do
table.insert(faces, {mat = facemaps[i], price = 9500})
end
end
end
return faces
end,
func = function(entity, outfit, orig)
local mdl = entity:GetModel()
local woo = OUTFIT_DATA[mdl:lower()]
if (outfit and woo and woo.facemap) then
local find = woo.facemap
local matIndex
for k, v in ipairs(entity:GetMaterials()) do
if (v == find) then
matIndex = k - 1
break
end
end
if (matIndex and outfit.mat) then
entity:SetSubMaterial(matIndex, outfit.mat)
end
end
end,
},
{
name = "torso",
bodygroup = 1,
outfits = {
{price = 5000, find = "models/btcitizen/citizen_sheet", group = 0, mat = "models/btcitizen/citizen_sheet"},
{price = 5000, find = "models/btcitizen/citizen_sheet", group = 0, mat = "citizensheet/sheet_02"},
{price = 5000, find = "models/btcitizen/citizen_sheet", group = 0, mat = "citizensheet/sheet_03"},
{price = 5000, find = "models/btcitizen/citizen_sheet", group = 0, mat = "citizensheet/sheet_reich"},
{price = 5000, find = "models/btcitizen/citizen_sheet", group = 0, mat = "citizensheet/sheet_suit"},
{price = 5000, find = "models/btcitizen/citizen_sheet", group = 0, mat = "citizensheet/sheet_04"},
{price = 5000, find = "models/btcitizen/citizen_sheet", group = 0, mat = "citizensheet/sheet_08"},
{price = 5000, find = "models/btcitizen/citizen_sheet", group = 0, mat = "citizensheet/sheet_10"},
{price = 5000, find = "models/btcitizen/citizen_sheet", group = 0, mat = "citizensheet/sheet_14"},
{price = 5000, find = "models/btcitizen/citizen_sheet", group = 0, mat = "citizensheet/sheet_18"},
{price = 5000, find = "models/btcitizen/citizen_sheet", group = 0, mat = "citizensheet/sheet_17"},
{price = 5000, find = "models/btcitizen/citizen_sheet", group = 0, mat = "citizensheet/sheet_19"},
{price = 5000, find = "models/btcitizen/citizen_sheet", group = 0, mat = "citizensheet/sheet_20"},
{price = 5000, find = "models/btcitizen/citizen_sheet", group = 0, mat = "citizensheet/sheet_21"},
{price = 5000, find = "models/btcitizen/citizen_sheet", group = 0, mat = "citizensheet/sheet_22"},
{price = 5000, find = "models/btcitizen/citizen_sheet", group = 0, mat = "citizensheet/sheet_23"},
{price = 5000, find = "models/btcitizen/citizen_sheet", group = 0, mat = "citizensheet/sheet_24"},
{price = 5000, find = "models/btcitizen/citizen_sheet", group = 0, mat = "citizensheet/sheet_25"},
{price = 5000, find = "models/btcitizen/citizen_sheet", group = 0, mat = "citizensheet/sheet_26"},
{price = 5000, find = "models/btcitizen/citizen_sheet", group = 0, mat = "citizensheet/sheet_27"},
{price = 5000, find = "models/btcitizen/citizen_sheet", group = 0, mat = "citizensheet/sheet_28"},
{price = 5000, find = "models/btcitizen/citizen_sheet", group = 0, mat = "citizensheet/sheet_29"},
{price = 5000, find = "models/btcitizen/citizen_sheet", group = 0, mat = "citizensheet/sheet_30"},
{price = 5000, find = "models/btcitizen/citizen_sheet", group = 0, mat = "citizensheet/sheet_31"},
{price = 5000, find = "models/btcitizen/citizen_sheet", group = 0, mat = "citizensheet/costage_sheet"},
{price = 5000, find = "models/btcitizen/citizen_sheet", group = 0, mat = "citizensheet/hostage_sheet"},
{price = 5000, find = "models/btcitizen/citizen_sheet", group = 0, mat = "citizensheet/security_sheet"},
{price = 5000, find = "models/btcitizen/citizen_sheet", group = 0, mat = "citizensheet/military_sheet"},
{price = 5000, find = "models/btcitizen/citizen_sheet", group = 0, mat = "citizensheet/monk_sheet"},
{price = 5000, find = "models/btcitizen/citizen_sheet", group = 1, mat = "citizensheet/sheet_27"},
{price = 5000, find = "models/btcitizen/citizen_sheet", group = 1, mat = "citizensheet/sheet_30"},
{price = 5000, find = "models/btcitizen/citizen_sheet", group = 1, mat = "citizensheet/sheet_29"},
{price = 5000, find = "models/btcitizen/citizen_sheet", group = 1, mat = "citizensheet/sheet_28"},
{price = 5000, find = "models/btcitizen/citizen_sheet", group = 1, mat = "citizensheet/sheet_26"},
{price = 5000, find = "models/btcitizen/citizen_sheet", group = 1, mat = "citizensheet/sheet_25"},
{price = 5000, find = "models/btcitizen/citizen_sheet", group = 1, mat = "citizensheet/sheet_reich"},
{price = 5000, find = "models/btcitizen/prague_civ_rioter_body_col_a", group = 2, mat = "models/btcitizen/prague_civ_rioter_body_col_a"},
{price = 5000, find = "models/btcitizen/prague_civ_rioter_body_col_a", group = 2, mat = "models/btcitizen/prague_civ_rioter_body_col_b"},
{price = 5000, find = "models/btcitizen/prague_civ_rioter_body_col_a", group = 2, mat = "models/btcitizen/prague_civ_rioter_body_col_c"},
{price = 5000, find = "models/btcitizen/prague_civ_rioter_body_col_a", group = 3, mat = "models/btcitizen/prague_civ_rioter_body_col_a"},
{price = 5000, find = "models/btcitizen/prague_civ_rioter_body_col_a", group = 3, mat = "models/btcitizen/prague_civ_rioter_body_col_b"},
{price = 5000, find = "models/btcitizen/prague_civ_rioter_body_col_a", group = 3, mat = "models/btcitizen/prague_civ_rioter_body_col_c"},
{price = 5000, find = "models/btcitizen/prague_civ_rioter_body_col_a", group = 4, mat = "models/btcitizen/prague_civ_rioter_body_col_a"},
{price = 5000, find = "models/btcitizen/prague_civ_rioter_body_col_a", group = 4, mat = "models/btcitizen/prague_civ_rioter_body_col_b"},
{price = 5000, find = "models/btcitizen/prague_civ_rioter_body_col_a", group = 4, mat = "models/btcitizen/prague_civ_rioter_body_col_c"},
{price = 5000, find = "models/btcitizen/citizen_summer", group = 5, mat = "models/btcitizen/citizen_summer"},
{price = 5000, find = "models/btcitizen/citizen_summer", group = 5, mat = "models/btcitizen/summersheet/citizen_summer2"},
{price = 5000, find = "models/btcitizen/citizen_summer", group = 5, mat = "models/btcitizen/summersheet/citizen_summer3"},
{price = 5000, find = "models/btcitizen/citizen_summer", group = 5, mat = "models/btcitizen/summersheet/citizen_summer4"},
{price = 5000, find = "models/btcitizen/citizen_summer", group = 5, mat = "models/btcitizen/summersheet/citizen_summer5"},
{price = 5000, find = "models/btcitizen/citizen_summer", group = 5, mat = "models/btcitizen/summersheet/citizen_summer6"},
{price = 5000, find = "models/btcitizen/citizen_summer", group = 5, mat = "models/btcitizen/summersheet/citizen_summer7"},
{price = 5000, find = "models/btcitizen/citizen_summer", group = 5, mat = "models/btcitizen/summersheet/citizen_summer8"},
{price = 5000, find = "models/btcitizen/citizen_summer", group = 5, mat = "models/btcitizen/summersheet/citizen_summer9"},
{price = 5000, find = "models/btcitizen/citizen_summer", group = 5, mat = "models/btcitizen/summersheet/citizen_summer10"},
{price = 5000, find = "models/btcitizen/citizen_summer", group = 5, mat = "models/btcitizen/summersheet/citizen_summer11"},
{price = 5000, find = "models/btcitizen/citizen_summer", group = 5, mat = "models/btcitizen/summersheet/citizen_summer_camo"},
{price = 5000, group = 6},
},
func = function(entity, outfit, orig)
if (orig.bodygroup) then
local find = outfit.find
local matIndex
for k, v in ipairs(entity:GetMaterials()) do
if (v == find) then
matIndex = k - 1
break
end
end
if (matIndex and outfit.mat) then
entity:SetSubMaterial(matIndex, outfit.mat)
end
if (outfit.group) then
entity:SetBodygroup(orig.bodygroup, outfit.group)
end
end
end,
},
{
bodygroup = 3,
name = "shoes",
outfits = {
{price = 5000, find = "models/btcitizen/citizen_sheet_shoes", group = 0, mat = "models/btcitizen/citizen_sheet"},
{price = 5000, find = "models/btcitizen/citizen_sheet_shoes", group = 0, mat = "citizensheet/sheet_02"},
{price = 5000, find = "models/btcitizen/citizen_sheet_shoes", group = 0, mat = "citizensheet/sheet_03"},
{price = 5000, find = "models/btcitizen/citizen_sheet_shoes", group = 0, mat = "citizensheet/sheet_17"},
{price = 5000, find = "models/btcitizen/citizen_sheet_shoes", group = 0, mat = "citizensheet/sheet_24"},
{price = 5000, find = "models/btcitizen/citizen_sheet_shoes", group = 0, mat = "citizensheet/sheet_26"},
{price = 5000, find = "models/btcitizen/citizen_sheet_shoes", group = 0, mat = "citizensheet/hostage_sheet"},
{price = 5000, find = "models/btcitizen/citizen_sheet_shoes", group = 0, mat = "citizensheet/security_sheet"},
{price = 5000, find = "models/btcitizen/citizen_sheet_shoes", group = 0, mat = "citizensheet/military_sheet"},
{price = 5000, find = "models/btcitizen/citizen_sheet_shoes", group = 0, mat = "citizensheet/monk_sheet"},
{price = 5000, group = 1},
{price = 5000, group = 2},
{price = 5000, group = 3},
},
func = function(entity, outfit, orig)
/*
local bodygroup = tonumber(outfit.data)
local part = orig.bodygroup
if (bodygroup) then
if (part) then
entity:SetBodygroup(part, bodygroup)
end
end*/
if (orig.bodygroup) then
local find = outfit.find
if (find) then
local matIndex
for k, v in ipairs(entity:GetMaterials()) do
if (v == find) then
matIndex = k - 1
break
end
end
if (matIndex and outfit.mat) then
entity:SetSubMaterial(matIndex, outfit.mat)
end
end
if (outfit.group) then
entity:SetBodygroup(orig.bodygroup, outfit.group)
end
end
end,
},
{
bodygroup = 4,
name = "gloves",
outfits = {
{data = 0, name = "bodygroup", price = 4500},
{data = 1, name = "bodygroup", price = 4500},
{data = 2, name = "bodygroup", price = 4500},
},
func = function(entity, outfit, orig)
local bodygroup = tonumber(outfit.data)
local part = orig.bodygroup
if (bodygroup) then
if (part) then
entity:SetBodygroup(part, bodygroup)
end
end
end,
},
{
bodygroup = 2,
name = "pants",
outfits = {
{price = 5000, group = 0, find = "models/btcitizen/citizen_sheet_legs", mat = "models/btcitizen/citizen_sheet_legs",},
{price = 5000, find = "models/btcitizen/citizen_sheet_legs", group = 0, mat = "citizensheet/sheet_02"},
{price = 5000, find = "models/btcitizen/citizen_sheet_legs", group = 0, mat = "citizensheet/sheet_03"},
{price = 5000, find = "models/btcitizen/citizen_sheet_legs", group = 0, mat = "citizensheet/sheet_reich"},
{price = 5000, find = "models/btcitizen/citizen_sheet_legs", group = 0, mat = "citizensheet/sheet_suit"},
{price = 5000, find = "models/btcitizen/citizen_sheet_legs", group = 0, mat = "citizensheet/sheet_04"},
{price = 5000, find = "models/btcitizen/citizen_sheet_legs", group = 0, mat = "citizensheet/sheet_08"},
{price = 5000, find = "models/btcitizen/citizen_sheet_legs", group = 0, mat = "citizensheet/sheet_14"},
{price = 5000, find = "models/btcitizen/citizen_sheet_legs", group = 0, mat = "citizensheet/sheet_18"},
{price = 5000, find = "models/btcitizen/citizen_sheet_legs", group = 0, mat = "citizensheet/sheet_17"},
{price = 5000, find = "models/btcitizen/citizen_sheet_legs", group = 0, mat = "citizensheet/sheet_19"},
{price = 5000, find = "models/btcitizen/citizen_sheet_legs", group = 0, mat = "citizensheet/sheet_20"},
{price = 5000, find = "models/btcitizen/citizen_sheet_legs", group = 0, mat = "citizensheet/sheet_23"},
{price = 5000, find = "models/btcitizen/citizen_sheet_legs", group = 0, mat = "citizensheet/sheet_24"},
{price = 5000, find = "models/btcitizen/citizen_sheet_legs", group = 0, mat = "citizensheet/sheet_25"},
{price = 5000, find = "models/btcitizen/citizen_sheet_legs", group = 0, mat = "citizensheet/sheet_26"},
{price = 5000, find = "models/btcitizen/citizen_sheet_legs", group = 0, mat = "citizensheet/sheet_27"},
{price = 5000, find = "models/btcitizen/citizen_sheet_legs", group = 0, mat = "citizensheet/sheet_28"},
{price = 5000, find = "models/btcitizen/citizen_sheet_legs", group = 0, mat = "citizensheet/sheet_29"},
{price = 5000, find = "models/btcitizen/citizen_sheet_legs", group = 0, mat = "citizensheet/sheet_30"},
{price = 5000, find = "models/btcitizen/citizen_sheet_legs", group = 0, mat = "citizensheet/sheet_31"},
{price = 5000, find = "models/btcitizen/citizen_sheet_legs", group = 0, mat = "citizensheet/costage_sheet"},
{price = 5000, find = "models/btcitizen/citizen_sheet_legs", group = 0, mat = "citizensheet/hostage_sheet"},
{price = 5000, find = "models/btcitizen/citizen_sheet_legs", group = 0, mat = "citizensheet/security_sheet"},
{price = 5000, find = "models/btcitizen/citizen_sheet_legs", group = 0, mat = "citizensheet/military_sheet"},
{price = 5000, find = "models/btcitizen/citizen_sheet_legs", group = 0, mat = "citizensheet/monk_sheet"},
{price = 5000, group = 2},
},
func = function(entity, outfit, orig)
if (orig.bodygroup) then
local find = outfit.find
local matIndex
for k, v in ipairs(entity:GetMaterials()) do
if (v == find) then
matIndex = k - 1
break
end
end
if (matIndex and outfit.mat) then
entity:SetSubMaterial(matIndex, outfit.mat)
end
if (outfit.group) then
entity:SetBodygroup(orig.bodygroup, outfit.group)
end
end
end,
},
},
bfemale = {
{
name = "face",
canDisplay = function()
end,
outfits = function(entity)
local mdl = entity:GetModel()
local faces = {}
local woo = OUTFIT_DATA[mdl:lower()]
if (!woo) then return faces end
if (woo.facemap) then
local mdl = entity:GetModel()
local facemaps = woo.skins
table.insert(faces, {mat = woo.facemap, price = 9500})
if (facemaps) then
for i = 1, #facemaps do
table.insert(faces, {mat = facemaps[i], price = 9500})
end
end
end
return faces
end,
func = function(entity, outfit, orig)
local mdl = entity:GetModel()
local woo = OUTFIT_DATA[mdl:lower()]
if (outfit and woo.facemap) then
local find = woo.facemap
local matIndex
for k, v in ipairs(entity:GetMaterials()) do
if (v == find) then
matIndex = k - 1
break
end
end
if (matIndex and outfit.mat) then
entity:SetSubMaterial(matIndex, outfit.mat)
end
end
end,
},
{
name = "torso",
bodygroup = 1,
outfits = {
{price = 5000, find = "models/btcitizen/female/citizen_sheet", group = 0, mat = "models/btcitizen/female/citizen_sheet"},
{price = 5000, find = "models/btcitizen/female/citizen_sheet", group = 0, mat = "citizensheetf/sheet_01"},
{price = 5000, find = "models/btcitizen/female/citizen_sheet", group = 0, mat = "citizensheetf/sheet_02"},
{price = 5000, find = "models/btcitizen/female/citizen_sheet", group = 0, mat = "citizensheetf/sheet_03"},
{price = 5000, find = "models/btcitizen/female/citizen_sheet", group = 0, mat = "citizensheetf/sheet_04"},
{price = 5000, find = "models/btcitizen/female/citizen_sheet", group = 0, mat = "citizensheetf/sheet_05"},
{price = 5000, find = "models/btcitizen/female/citizen_sheet", group = 0, mat = "citizensheetf/sheet_06"},
{price = 5000, find = "models/btcitizen/female/citizen_sheet", group = 0, mat = "citizensheetf/sheet_07"},
{price = 5000, find = "models/btcitizen/female/citizen_sheet", group = 0, mat = "citizensheetf/sheet_08"},
{price = 5000, find = "models/btcitizen/female/citizen_sheet", group = 0, mat = "citizensheetf/sheet_09"},
{price = 5000, find = "models/btcitizen/female/citizen_sheet", group = 0, mat = "citizensheetf/sheet_10"},
{price = 5000, find = "models/btcitizen/female/citizen_sheet", group = 0, mat = "citizensheetf/sheet_11"},
{price = 5000, find = "models/btcitizen/female/citizen_sheet", group = 0, mat = "citizensheetf/sheet_12"},
{price = 5000, find = "models/btcitizen/female/citizen_sheet", group = 0, mat = "citizensheetf/sheet_13"},
{price = 5000, find = "models/btcitizen/female/citizen_sheet", group = 0, mat = "citizensheetf/sheet_14"},
{price = 5000, find = "models/btcitizen/female/citizen_sheet", group = 0, mat = "citizensheetf/sheet_15"},
{price = 5000, find = "models/btcitizen/female/citizen_sheet", group = 0, mat = "citizensheetf/sheet_suit"},
/*
{price = 5000, find = "models/btcitizen/female/citizen_sheet", group = 1, mat = "citizensheetf/sheet_01"},
{price = 5000, find = "models/btcitizen/female/citizen_sheet", group = 1, mat = "citizensheetf/sheet_02"},
{price = 5000, find = "models/btcitizen/female/citizen_sheet", group = 1, mat = "citizensheetf/sheet_03"},
{price = 5000, find = "models/btcitizen/female/citizen_sheet", group = 1, mat = "citizensheetf/sheet_04"},
{price = 5000, find = "models/btcitizen/female/citizen_sheet", group = 1, mat = "citizensheetf/sheet_05"},
{price = 5000, find = "models/btcitizen/female/citizen_sheet", group = 1, mat = "citizensheetf/sheet_06"},
{price = 5000, find = "models/btcitizen/female/citizen_sheet", group = 1, mat = "citizensheetf/sheet_07"},
{price = 5000, find = "models/btcitizen/female/citizen_sheet", group = 1, mat = "citizensheetf/sheet_08"},
{price = 5000, find = "models/btcitizen/female/citizen_sheet", group = 1, mat = "citizensheetf/sheet_09"},
{price = 5000, find = "models/btcitizen/female/citizen_sheet", group = 1, mat = "citizensheetf/sheet_10"},
{price = 5000, find = "models/btcitizen/female/citizen_sheet", group = 1, mat = "citizensheetf/sheet_11"},
{price = 5000, find = "models/btcitizen/female/citizen_sheet", group = 1, mat = "citizensheetf/sheet_12"},
{price = 5000, find = "models/btcitizen/female/citizen_sheet", group = 1, mat = "citizensheetf/sheet_13"},
{price = 5000, find = "models/btcitizen/female/citizen_sheet", group = 1, mat = "citizensheetf/sheet_14"},
{price = 5000, find = "models/btcitizen/female/citizen_sheet", group = 1, mat = "citizensheetf/sheet_15"},
{price = 5000, find = "models/btcitizen/female/citizen_sheet", group = 1, mat = "citizensheetf/sheet_suit"},
*/
{price = 5000, find = "models/btcitizen/prague_civ_rioter_body_col_a", group = 2, mat = "models/btcitizen/prague_civ_rioter_body_col_a"},
{price = 5000, find = "models/btcitizen/prague_civ_rioter_body_col_a", group = 2, mat = "models/btcitizen/prague_civ_rioter_body_col_b"},
{price = 5000, find = "models/btcitizen/prague_civ_rioter_body_col_a", group = 2, mat = "models/btcitizen/prague_civ_rioter_body_col_c"},
{price = 5000, find = "models/btcitizen/prague_civ_rioter_body_col_a", group = 3, mat = "models/btcitizen/prague_civ_rioter_body_col_a"},
{price = 5000, find = "models/btcitizen/prague_civ_rioter_body_col_a", group = 3, mat = "models/btcitizen/prague_civ_rioter_body_col_b"},
{price = 5000, find = "models/btcitizen/prague_civ_rioter_body_col_a", group = 3, mat = "models/btcitizen/prague_civ_rioter_body_col_c"},
{price = 5000, find = "models/btcitizen/citizen_summer", group = 4, mat = "models/btcitizen/citizen_summer"},
{price = 5000, find = "models/btcitizen/citizen_summer", group = 4, mat = "models/btcitizen/summersheet/citizen_summer2"},
{price = 5000, find = "models/btcitizen/citizen_summer", group = 4, mat = "models/btcitizen/summersheet/citizen_summer3"},
{price = 5000, find = "models/btcitizen/citizen_summer", group = 4, mat = "models/btcitizen/summersheet/citizen_summer4"},
{price = 5000, find = "models/btcitizen/citizen_summer", group = 4, mat = "models/btcitizen/summersheet/citizen_summer5"},
{price = 5000, find = "models/btcitizen/citizen_summer", group = 4, mat = "models/btcitizen/summersheet/citizen_summer6"},
{price = 5000, find = "models/btcitizen/citizen_summer", group = 4, mat = "models/btcitizen/summersheet/citizen_summer7"},
{price = 5000, find = "models/btcitizen/citizen_summer", group = 4, mat = "models/btcitizen/summersheet/citizen_summer8"},
{price = 5000, find = "models/btcitizen/citizen_summer", group = 4, mat = "models/btcitizen/summersheet/citizen_summer9"},
{price = 5000, find = "models/btcitizen/citizen_summer", group = 4, mat = "models/btcitizen/summersheet/citizen_summer10"},
{price = 5000, find = "models/btcitizen/citizen_summer", group = 4, mat = "models/btcitizen/summersheet/citizen_summer11"},
{price = 5000, find = "models/btcitizen/citizen_summer", group = 4, mat = "models/btcitizen/summersheet/citizen_summer_camo"},
},
func = function(entity, outfit, orig)
if (orig.bodygroup) then
local find = outfit.find
local matIndex
for k, v in ipairs(entity:GetMaterials()) do
if (v == find) then
matIndex = k - 1
break
end
end
if (matIndex and outfit.mat) then
entity:SetSubMaterial(matIndex, outfit.mat)
end
if (outfit.group) then
entity:SetBodygroup(orig.bodygroup, outfit.group)
end
end
end,
},
{
bodygroup = 3,
name = "shoes",
outfits = {
{price = 5000, find = "models/btcitizen/female/citizen_sheet_shoes", group = 0, mat = "models/btcitizen/female/citizen_sheet"},
{price = 5000, find = "models/btcitizen/female/citizen_sheet_shoes", group = 0, mat = "citizensheetf/sheet_01"},
{price = 5000, find = "models/btcitizen/female/citizen_sheet_shoes", group = 0, mat = "citizensheetf/sheet_02"},
{price = 5000, find = "models/btcitizen/female/citizen_sheet_shoes", group = 0, mat = "citizensheetf/sheet_03"},
{price = 5000, find = "models/btcitizen/female/citizen_sheet_shoes", group = 0, mat = "citizensheetf/sheet_04"},
{price = 5000, find = "models/btcitizen/female/citizen_sheet_shoes", group = 0, mat = "citizensheetf/sheet_05"},
{price = 5000, find = "models/btcitizen/female/citizen_sheet_shoes", group = 0, mat = "citizensheetf/sheet_06"},
{price = 5000, find = "models/btcitizen/female/citizen_sheet_shoes", group = 0, mat = "citizensheetf/sheet_07"},
{price = 5000, find = "models/btcitizen/female/citizen_sheet_shoes", group = 0, mat = "citizensheetf/sheet_08"},
{price = 5000, find = "models/btcitizen/female/citizen_sheet_shoes", group = 0, mat = "citizensheetf/sheet_09"},
{price = 5000, find = "models/btcitizen/female/citizen_sheet_shoes", group = 0, mat = "citizensheetf/sheet_10"},
{price = 5000, find = "models/btcitizen/female/citizen_sheet_shoes", group = 0, mat = "citizensheetf/sheet_11"},
{price = 5000, find = "models/btcitizen/female/citizen_sheet_shoes", group = 0, mat = "citizensheetf/sheet_12"},
{price = 5000, find = "models/btcitizen/female/citizen_sheet_shoes", group = 0, mat = "citizensheetf/sheet_13"},
{price = 5000, find = "models/btcitizen/female/citizen_sheet_shoes", group = 0, mat = "citizensheetf/sheet_14"},
{price = 5000, find = "models/btcitizen/female/citizen_sheet_shoes", group = 0, mat = "citizensheetf/sheet_15"},
{price = 5000, find = "models/btcitizen/female/citizen_sheet_shoes", group = 0, mat = "citizensheetf/sheet_suit"},
{price = 5000, group = 1},
},
func = function(entity, outfit, orig)
/*
local bodygroup = tonumber(outfit.data)
local part = orig.bodygroup
if (bodygroup) then
if (part) then
entity:SetBodygroup(part, bodygroup)
end
end*/
if (orig.bodygroup) then
local find = outfit.find
if (find) then
local matIndex
for k, v in ipairs(entity:GetMaterials()) do
if (v == find) then
matIndex = k - 1
break
end
end
if (matIndex and outfit.mat) then
entity:SetSubMaterial(matIndex, outfit.mat)
end
end
if (outfit.group) then
entity:SetBodygroup(orig.bodygroup, outfit.group)
end
end
end,
},
{
bodygroup = 4,
name = "gloves",
outfits = {
{data = 0, name = "bodygroup", price = 4500},
{data = 1, name = "bodygroup", price = 4500},
{data = 2, name = "bodygroup", price = 4500},
},
func = function(entity, outfit, orig)
local bodygroup = tonumber(outfit.data)
local part = orig.bodygroup
if (bodygroup) then
if (part) then
entity:SetBodygroup(part, bodygroup)
end
end
end,
},
{
bodygroup = 2,
name = "pants",
outfits = {
{price = 5000, group = 0, find = "models/btcitizen/female/citizen_sheet_legs", mat = "models/btcitizen/female/citizen_sheet_legs",},
{price = 5000, find = "models/btcitizen/female/citizen_sheet_legs", group = 0, mat = "citizensheetf/sheet_01"},
{price = 5000, find = "models/btcitizen/female/citizen_sheet_legs", group = 0, mat = "citizensheetf/sheet_02"},
{price = 5000, find = "models/btcitizen/female/citizen_sheet_legs", group = 0, mat = "citizensheetf/sheet_03"},
{price = 5000, find = "models/btcitizen/female/citizen_sheet_legs", group = 0, mat = "citizensheetf/sheet_04"},
{price = 5000, find = "models/btcitizen/female/citizen_sheet_legs", group = 0, mat = "citizensheetf/sheet_05"},
{price = 5000, find = "models/btcitizen/female/citizen_sheet_legs", group = 0, mat = "citizensheetf/sheet_06"},
{price = 5000, find = "models/btcitizen/female/citizen_sheet_legs", group = 0, mat = "citizensheetf/sheet_07"},
{price = 5000, find = "models/btcitizen/female/citizen_sheet_legs", group = 0, mat = "citizensheetf/sheet_08"},
{price = 5000, find = "models/btcitizen/female/citizen_sheet_legs", group = 0, mat = "citizensheetf/sheet_09"},
{price = 5000, find = "models/btcitizen/female/citizen_sheet_legs", group = 0, mat = "citizensheetf/sheet_10"},
{price = 5000, find = "models/btcitizen/female/citizen_sheet_legs", group = 0, mat = "citizensheetf/sheet_11"},
{price = 5000, find = "models/btcitizen/female/citizen_sheet_legs", group = 0, mat = "citizensheetf/sheet_12"},
{price = 5000, find = "models/btcitizen/female/citizen_sheet_legs", group = 0, mat = "citizensheetf/sheet_13"},
{price = 5000, find = "models/btcitizen/female/citizen_sheet_legs", group = 0, mat = "citizensheetf/sheet_14"},
{price = 5000, find = "models/btcitizen/female/citizen_sheet_legs", group = 0, mat = "citizensheetf/sheet_15"},
{price = 5000, find = "models/btcitizen/female/citizen_sheet_legs", group = 0, mat = "citizensheetf/sheet_suit"},
{price = 5000, group = 2},
},
func = function(entity, outfit, orig)
if (orig.bodygroup) then
local find = outfit.find
local matIndex
for k, v in ipairs(entity:GetMaterials()) do
if (v == find) then
matIndex = k - 1
break
end
end
if (matIndex and outfit.mat) then
entity:SetSubMaterial(matIndex, outfit.mat)
end
if (outfit.group) then
entity:SetBodygroup(orig.bodygroup, outfit.group)
end
end
end,
},
},
}
end)
|
-- Taken from https://github.com/RockManEXEZone/MMBN-Table-Files/blob/master/done/bn3-utf8.tbl
local TEXT_TABLE = {
[" "] = 0x0 ,
["0"] = 0x1 ,
["1"] = 0x2 ,
["2"] = 0x3 ,
["3"] = 0x4 ,
["4"] = 0x5 ,
["5"] = 0x6 ,
["6"] = 0x7 ,
["7"] = 0x8 ,
["8"] = 0x9 ,
["9"] = 0xA ,
A = 0xB ,
B = 0xC ,
C = 0xD ,
D = 0xE ,
E = 0xF ,
F = 0x10 ,
G = 0x11 ,
H = 0x12 ,
I = 0x13 ,
J = 0x14 ,
K = 0x15 ,
L = 0x16 ,
M = 0x17 ,
N = 0x18 ,
O = 0x19 ,
P = 0x1A ,
Q = 0x1B ,
R = 0x1C ,
S = 0x1D ,
T = 0x1E ,
U = 0x1F ,
V = 0x20 ,
W = 0x21 ,
X = 0x22 ,
Y = 0x23 ,
Z = 0x24 ,
a = 0x25 ,
b = 0x26 ,
c = 0x27 ,
d = 0x28 ,
e = 0x29 ,
f = 0x2A ,
g = 0x2B ,
h = 0x2C ,
i = 0x2D ,
j = 0x2E ,
k = 0x2F ,
l = 0x30 ,
m = 0x31 ,
n = 0x32 ,
o = 0x33 ,
p = 0x34 ,
q = 0x35 ,
r = 0x36 ,
s = 0x37 ,
t = 0x38 ,
u = 0x39 ,
v = 0x3A ,
w = 0x3B ,
x = 0x3C ,
y = 0x3D ,
z = 0x3E ,
["-"] = 0x3F ,
Multiply = 0x40 ,
["="] = 0x41 ,
[":"] = 0x42 ,
["+"] = 0x43 ,
Divide = 0x44 ,
Punctuation_Mark = 0x45 ,
["*"] = 0x46 ,
["!"] = 0x47 ,
["?"] = 0x48 ,
["%"] = 0x49 ,
["&"] = 0x4A ,
[","] = 0x4B ,
Ellipses = 0x4C ,
["."] = 0x4D ,
Quote = 0x4E ,
[";"] = 0x4F ,
Single_Quote = 0x50 ,
Double_Quote = 0x51 ,
["~"] = 0x52 ,
["/"] = 0x53 ,
["("] = 0x54 ,
[")"] = 0x55 ,
["["] = 0x56 ,
["]"] = 0x57 ,
["\005"] = 0x58 , -- v2
["\006"] = 0x59 , -- v3
["\007"] = 0x5A , -- v4
["\008"] = 0x5B , -- v5
["@"] = 0x5C ,
Heart = 0x5D ,
Music_Note = 0x5E ,
MB = 0x5F ,
Black_Square = 0x60 ,
["_"] = 0x61 ,
Circle1 = 0x62 ,
Circle2 = 0x63 ,
Cross1 = 0x64 ,
Cross2 = 0x65 ,
Bracket1 = 0x66 ,
Bracket2 = 0x67 ,
ModTools1 = 0x68 ,
ModTools2 = 0x69 ,
ModTools3 = 0x6A ,
["\004"] = 0x6B , -- sigma
["\003"] = 0x6C , -- omega
["\001"] = 0x6D , -- alpha
["\002"] = 0x6E , -- beta
["#"] = 0x6F ,
Ellipses = 0x70 ,
[">"] = 0x71 ,
["<"] = 0x72 ,
Japanese_Symbol = 0x73 ,
BowneGlobal1 = 0x74 ,
BowneGlobal2 = 0x75 ,
BowneGlobal3 = 0x76 ,
BowneGlobal4 = 0x77 ,
BowneGlobal5 = 0x78 ,
BowneGlobal6 = 0x79 ,
BowneGlobal7 = 0x7A ,
BowneGlobal8 = 0x7B ,
BowneGlobal9 = 0x7C ,
BowneGlobal10 = 0x7D ,
BowneGlobal11 = 0x7E ,
End_Of_String = 0xE7,
Newline = 0xE8 ,
}
return TEXT_TABLE
|
object_draft_schematic_armor_component_armor_assault_segment = object_draft_schematic_armor_component_shared_armor_assault_segment:new {
}
ObjectTemplates:addTemplate(object_draft_schematic_armor_component_armor_assault_segment, "object/draft_schematic/armor/component/armor_assault_segment.iff")
|
juggernaut_basic_attack = class({})
LinkLuaModifier("modifier_juggernaut_basic_attack_stacks", "abilities/heroes/juggernaut/juggernaut_basic_attack/modifier_juggernaut_basic_attack_stacks", LUA_MODIFIER_MOTION_NONE)
function juggernaut_basic_attack:GetCastPoint()
if IsServer() then
return self:GetCaster():GetAttackAnimationPoint()
end
end
function juggernaut_basic_attack:GetCooldown(iLevel)
if IsServer() then
local attacks_per_second = self:GetCaster():GetAttacksPerSecond()
local attack_speed = (1 / attacks_per_second)
return self.BaseClass.GetCooldown(self, self:GetLevel()) + attack_speed
end
end
function juggernaut_basic_attack:GetCastAnimationCustom() return ACT_DOTA_ATTACK_EVENT end
function juggernaut_basic_attack:GetPlaybackRateOverride() return 1.2 end
function juggernaut_basic_attack:GetAnimationTranslate() return "odachi" end
function juggernaut_basic_attack:GetCastPointSpeed() return self:GetSpecialValueFor('cast_point_speed_pct') end
function juggernaut_basic_attack:OnSpellStart()
local caster = self:GetCaster()
local origin = caster:GetOrigin()
local point = ClampPosition(origin, CustomAbilitiesLegacy:GetCursorPosition(self), self:GetCastRange(Vector(0,0,0), nil), self:GetCastRange(Vector(0,0,0), nil))
self.radius = self:GetSpecialValueFor("radius") + CustomEntitiesLegacy:GetMeeleExtraRadius(caster)
local cooldown_reduction = self:GetSpecialValueFor("cooldown_reduction")
local cooldown_reduction_counter = self:GetSpecialValueFor("cooldown_reduction_counter")
local mana_gain_pct = self:GetSpecialValueFor("mana_gain_pct")
local direction = Direction2D(origin, point)
local modifier = CustomEntitiesLegacy:SafeGetModifier(caster, "modifier_juggernaut_ex_counter")
if modifier then
local color = Vector(0, 255, 0)
MeeleEFX(caster, direction, self.radius, color)
else
MeeleEFX(caster, direction, self.radius, nil)
end
CustomEntitiesLegacy:MeeleAttack(caster, {
vDirection = direction,
vOrigin = origin,
fRadius = self.radius,
bIsBasicAttack = true,
iMaxTargets = 1,
Callback = function(hTarget)
CustomEntitiesLegacy:AttackWithBaseDamage(caster, {
hTarget = hTarget,
hAbility = self,
})
if not CustomEntitiesLegacy:IsObstacle(hTarget) then
if CustomEntitiesLegacy:ProvidesMana(hTarget) then
CustomEntitiesLegacy:GiveManaAndEnergyPercent(caster, mana_gain_pct, true)
end
caster:AddNewModifier(caster, self, "modifier_juggernaut_basic_attack_stacks", {})
self:ReduceCooldown(caster, 'juggernaut_second_attack', cooldown_reduction)
self:ReduceCooldown(caster, 'juggernaut_ex_second_attack', cooldown_reduction)
if self:GetLevel() >= 2 then
self:ReduceCooldown(caster, 'juggernaut_counter', cooldown_reduction_counter)
self:ReduceCooldown(caster, 'juggernaut_ex_counter', cooldown_reduction_counter)
end
end
self:PlayEffectsOnImpact(hTarget)
end
})
self:PlayEffectsOnMiss(point)
end
function juggernaut_basic_attack:ReduceCooldown(hCaster, sAbilityName, iCooldownReduction)
local ability = hCaster:FindAbilityByName(sAbilityName)
if ability then
local ability_cd = ability:GetCooldownTimeRemaining()
local new_cd = ability_cd - iCooldownReduction
if (new_cd) < 0 then
ability:EndCooldown()
else
ability:EndCooldown()
ability:StartCooldown(new_cd)
end
end
end
function juggernaut_basic_attack:PlayEffectsOnImpact(hTarget)
EFX('particles/juggernaut/juggernaut_basic_attack_impact.vpcf', PATTACH_ABSORIGIN, hTarget, {
release = true
})
EmitSoundOn("Hero_Juggernaut.Attack", hTarget)
end
function juggernaut_basic_attack:PlayEffectsOnMiss(pos)
EmitSoundOnLocationWithCaster(pos, "Hero_Juggernaut.PreAttack", self:GetCaster())
end
if IsClient() then require("wrappers/abilities") end
Abilities.Castpoint(juggernaut_basic_attack)
|
local awful = require("awful")
local gears = require("gears")
local wibox = require("wibox")
local beautiful = require("beautiful")
local naughty = require("naughty")
local lain = require("lain")
local http = require("socket.http")
local json = require("JSON")
local ltn12 = require("ltn12")
local secrets = require("secrets")
local markup = require("lain.util.markup")
local helpers = require("utils.helpers")
local my_table = awful.util.table or gears.table
local pad = helpers.pad
local theme_pad = awful.util.theme_functions.pad_fn
local keygrabber = require("awful.keygrabber")
local createAnimObject = require("utils.animation").createAnimObject
local margin = wibox.container.margin
local place = wibox.container.place
local background = wibox.container.background
local constraint = wibox.container.constraint
local textbox = wibox.widget.textbox
local font = awful.util.theme_functions.font_fn
local exit_screen =
wibox {
visible = false,
screen = nil
}
local backdrop = wibox {type = "dock", x = 0, y = 0}
local exit_screen_grabber
local isLocked = false
function exit_screen_show(is_locked)
isLocked = is_locked and true or false
local s = awful.screen.focused()
local screen_width = s.geometry.width
local screen_height = s.geometry.height
backdrop =
wibox(
{
type = "dock",
height = screen_height,
width = screen_width,
x = 0,
y = 0,
screen = s,
ontop = true,
visible = true,
opacity = 1,
bg = "#00000000"
}
)
exit_screen =
wibox(
{
x = 0,
y = 0,
visible = true,
ontop = true,
screen = s,
type = "dock",
height = screen_height,
width = screen_width,
opacity = 1,
bg = "#12121266"
}
)
createAnimObject(0.6, exit_screen, {opacity = 1}, "outCubic")
createAnimObject(0.6, backdrop, {opacity = 1}, "outCubic")
exit_screen_setup(s)
end
function exit_screen_hide()
local s = awful.screen.focused()
local screen_height = s.geometry.height
createAnimObject(0.6, exit_screen, {opacity = 0}, "outCubic")
createAnimObject(
0.6,
backdrop,
{opacity = 0},
"outCubic",
function()
backdrop.visible = false
exit_screen.visible = false
end
)
gears.timer {
autostart = true,
single_shot = true,
timeout = 0.3,
callback = function()
awful.keygrabber.stop(exit_screen_grabber)
end
}
end
local widgets = {
layout = wibox.layout.fixed.horizontal
}
function exit_button(title, command)
local button =
wibox.widget {
layout = wibox.layout.stack,
margin(textbox(markup("#00000033", markup.font("Roboto Bold 120", title))), 2, 0, 3),
textbox(markup("#ffffff", markup.font("Roboto Bold 120", title)))
}
button:buttons(awful.util.table.join(awful.button({}, 1, command)))
return margin(button, 30, 30, 0, 0)
end
local function lock_command()
exit_screen_hide()
gears.timer {
autostart = true,
single_shot = true,
timeout = 0.3,
callback = action_screen_toggle("show", "lock")
}
end
local function poweroff_command()
awful.spawn.with_shell("shutdown now")
end
local function reboot_command()
awful.spawn.with_shell("reboot")
end
local function suspend_command()
lock_screen_show()
exit_screen_hide()
awful.spawn.with_shell("systemctl suspend")
end
local function exit_command()
awful.spawn.with_shell("rm /tmp/started")
awesome.quit()
end
function exit_screen_setup(s)
gears.timer {
autostart = true,
single_shot = true,
timeout = 0.3,
callback = function()
backdrop:buttons(
awful.util.table.join(
awful.button(
{},
1,
function()
exit_screen_hide()
end
)
)
)
exit_screen_grabber =
awful.keygrabber.run(
function(_, key, event)
if event == "release" then
return
end
if key == "Escape" or key == "q" or key == "x" then
exit_screen_hide()
end
end
)
end
}
local lock = margin(isLocked and wibox.widget {} or exit_button("Lock", lock_command), 500)
lock.opacity = 0
local suspend = margin(exit_button("Suspend", suspend_command), 500)
suspend.opacity = 0
local reboot = margin(exit_button("Restart", reboot_command), 500)
reboot.opacity = 0
local poweroff = margin(exit_button("Shutdown", poweroff_command), 500)
poweroff.opacity = 0
local exit = margin(exit_button("Exit", exit_command), 500)
exit.opacity = 0
createAnimObject(
0.3,
lock,
{left = 0, opacity = 1},
"outCubic",
function()
end
)
createAnimObject(
0.3,
suspend,
{left = 0, opacity = 1},
"outCubic",
function()
end,
0.05
)
createAnimObject(
0.3,
reboot,
{left = 0, opacity = 1},
"outCubic",
function()
end,
0.1
)
createAnimObject(
0.3,
poweroff,
{left = 0, opacity = 1},
"outCubic",
function()
end,
0.15
)
createAnimObject(
0.3,
exit,
{left = 0, opacity = 1},
"outCubic",
function()
end,
0.2
)
exit_screen:setup(
{
layout = wibox.layout.flex.vertical,
margin(
{
layout = wibox.layout.flex.vertical,
lock,
suspend,
reboot,
poweroff,
exit
},
30
)
}
)
end
|
slot0 = class_C("Component", ClassLoader:aquireClass("Entity"))
slot0.onCreate = function (slot0)
slot0.super.onCreate(slot0)
slot0:addProperty("owner")
end
slot0.onLoad = function (slot0)
return
end
slot0.onUnload = function (slot0)
return
end
slot0.onReset = function (slot0)
return
end
return slot0
|
-- minetest/creative/init.lua
creative = {}
local player_inventory = {}
local creative_mode = minetest.setting_getbool("creative_mode")
-- Create detached creative inventory after loading all mods
creative.init_creative_inventory = function(owner)
local owner_name = owner:get_player_name()
player_inventory[owner_name] = {
size = 0,
filter = "",
start_i = 1,
tab_id = 2,
}
minetest.create_detached_inventory("creative_" .. owner_name, {
allow_move = function(inv, from_list, from_index, to_list, to_index, count, player)
if creative_mode and not to_list == "main" then
return count
else
return 0
end
end,
allow_put = function(inv, listname, index, stack, player)
return 0
end,
allow_take = function(inv, listname, index, stack, player)
if creative_mode then
return -1
else
return 0
end
end,
on_move = function(inv, from_list, from_index, to_list, to_index, count, player)
end,
on_put = function(inv, listname, index, stack, player)
end,
on_take = function(inv, listname, index, stack, player)
local player_name, stack_name = player:get_player_name(), stack:get_name()
--print(player_name .. " takes item from creative inventory; listname = " .. listname .. ", index = " .. index .. ", stack = " .. dump(stack:to_table()))
if stack then
minetest.log("action", player_name .. " takes " .. stack_name .. " from creative inventory")
--print("Stack name: " .. stack_name .. ", Stack count: " .. stack:get_count())
end
end,
})
creative.update_creative_inventory(owner_name)
--print("creative inventory size: " .. player_inventory[player_name].size)
end
local function tab_category(tab_id)
local id_category = {
nil, -- Reserved for crafting tab.
minetest.registered_items,
minetest.registered_nodes,
minetest.registered_tools,
minetest.registered_craftitems
}
-- If index out of range, show default ("All") page.
return id_category[tab_id] or id_category[2]
end
function creative.update_creative_inventory(player_name)
local creative_list = {}
local player_inv = minetest.get_inventory({type = "detached", name = "creative_" .. player_name})
local inv = player_inventory[player_name]
for name, def in pairs(tab_category(inv.tab_id)) do
if not (def.groups.not_in_creative_inventory == 1) and
def.description and def.description ~= "" and
(def.name:find(inv.filter, 1, true) or
def.description:lower():find(inv.filter, 1, true)) then
creative_list[#creative_list+1] = name
end
end
table.sort(creative_list)
player_inv:set_size("main", #creative_list)
player_inv:set_list("main", creative_list)
inv.size = #creative_list
end
-- Create the trash field
local trash = minetest.create_detached_inventory("creative_trash", {
-- Allow the stack to be placed and remove it in on_put()
-- This allows the creative inventory to restore the stack
allow_put = function(inv, listname, index, stack, player)
if creative_mode then
return stack:get_count()
else
return 0
end
end,
on_put = function(inv, listname)
inv:set_list(listname, {})
end,
})
trash:set_size("main", 1)
creative.formspec_add = ""
creative.set_creative_formspec = function(player, start_i)
local player_name = player:get_player_name()
local inv = player_inventory[player_name]
local pagenum = math.floor(start_i / (3*8) + 1)
local pagemax = math.ceil(inv.size / (3*8))
player:set_inventory_formspec([[
size[8,8.6]
image[4.06,3.4;0.8,0.8;creative_trash_icon.png]
list[current_player;main;0,4.7;8,1;]
list[current_player;main;0,5.85;8,3;8]
list[detached:creative_trash;main;4,3.3;1,1;]
listring[]
tablecolumns[color;text;color;text]
tableoptions[background=#00000000;highlight=#00000000;border=false]
button[5.4,3.2;0.8,0.9;creative_prev;<]
button[7.25,3.2;0.8,0.9;creative_next;>]
button[2.1,3.4;0.8,0.5;creative_search;?]
button[2.75,3.4;0.8,0.5;creative_clear;X]
tooltip[creative_search;Search]
tooltip[creative_clear;Reset]
listring[current_player;main]
]] ..
"field[0.3,3.5;2.2,1;creative_filter;;" .. minetest.formspec_escape(inv.filter) .. "]" ..
"listring[detached:creative_" .. player_name .. ";main]" ..
"tabheader[0,0;creative_tabs;Crafting,All,Nodes,Tools,Items;" .. tostring(inv.tab_id) .. ";true;false]" ..
"list[detached:creative_" .. player_name .. ";main;0,0;8,3;" .. tostring(start_i) .. "]" ..
"table[6.05,3.35;1.15,0.5;pagenum;#FFFF00," .. tostring(pagenum) .. ",#FFFFFF,/ " .. tostring(pagemax) .. "]" ..
default.get_hotbar_bg(0,4.7) ..
default.gui_bg .. default.gui_bg_img .. default.gui_slots
.. creative.formspec_add
)
end
creative.set_crafting_formspec = function(player)
player:set_inventory_formspec([[
size[8,8.6]
list[current_player;craft;2,0.75;3,3;]
list[current_player;craftpreview;6,1.75;1,1;]
list[current_player;main;0,4.7;8,1;]
list[current_player;main;0,5.85;8,3;8]
list[detached:creative_trash;main;0,2.75;1,1;]
image[0.06,2.85;0.8,0.8;creative_trash_icon.png]
image[5,1.75;1,1;gui_furnace_arrow_bg.png^[transformR270]
tabheader[0,0;creative_tabs;Crafting,All,Nodes,Tools,Items;1;true;false]
listring[current_player;main]
listring[current_player;craft]
]] ..
default.get_hotbar_bg(0,4.7) ..
default.gui_bg .. default.gui_bg_img .. default.gui_slots
)
end
minetest.register_on_joinplayer(function(player)
-- If in creative mode, modify player's inventory forms
if not creative_mode then
return
end
creative.init_creative_inventory(player)
creative.set_creative_formspec(player, 0)
end)
minetest.register_on_player_receive_fields(function(player, formname, fields)
if formname ~= "" or not creative_mode then
return
end
local player_name = player:get_player_name()
local inv = player_inventory[player_name]
if fields.quit then
if inv.tab_id == 1 then
creative.set_crafting_formspec(player)
end
elseif fields.creative_tabs then
local tab = tonumber(fields.creative_tabs)
inv.tab_id = tab
player_inventory[player_name].start_i = 1
if tab == 1 then
creative.set_crafting_formspec(player)
else
creative.update_creative_inventory(player_name)
creative.set_creative_formspec(player, 0)
end
elseif fields.creative_clear then
player_inventory[player_name].start_i = 1
inv.filter = ""
creative.update_creative_inventory(player_name)
creative.set_creative_formspec(player, 0)
elseif fields.creative_search then
player_inventory[player_name].start_i = 1
inv.filter = fields.creative_filter:lower()
creative.update_creative_inventory(player_name)
creative.set_creative_formspec(player, 0)
else
local start_i = player_inventory[player_name].start_i or 0
if fields.creative_prev then
start_i = start_i - 3*8
if start_i < 0 then
start_i = inv.size - (inv.size % (3*8))
if inv.size == start_i then
start_i = math.max(0, inv.size - (3*8))
end
end
elseif fields.creative_next then
start_i = start_i + 3*8
if start_i >= inv.size then
start_i = 0
end
end
player_inventory[player_name].start_i = start_i
creative.set_creative_formspec(player, start_i)
end
end)
if creative_mode then
local digtime = 0.5
local caps = {times = {digtime, digtime, digtime}, uses = 0, maxlevel = 3}
minetest.register_item(":", {
type = "none",
wield_image = "wieldhand.png",
wield_scale = {x = 1, y = 1, z = 2.5},
range = 10,
tool_capabilities = {
full_punch_interval = 0.5,
max_drop_level = 3,
groupcaps = {
crumbly = caps,
cracky = caps,
snappy = caps,
choppy = caps,
oddly_breakable_by_hand = caps,
},
damage_groups = {fleshy = 10},
}
})
minetest.register_on_placenode(function(pos, newnode, placer, oldnode, itemstack)
return true
end)
function minetest.handle_node_drops(pos, drops, digger)
if not digger or not digger:is_player() then
return
end
local inv = digger:get_inventory()
if inv then
for _, item in ipairs(drops) do
item = ItemStack(item):get_name()
if not inv:contains_item("main", item) then
inv:add_item("main", item)
end
end
end
end
end
|
local icons = require('ky.ui').icons
local signs = { Error = icons.error, Warn = icons.warn, Hint = icons.hint, Info = icons.info }
for type, icon in pairs(signs) do
local hl = 'DiagnosticSign' .. type
vim.fn.sign_define(hl, { text = icon, texthl = hl, numhl = hl })
end
vim.diagnostic.config {
severity_sort = true,
virtual_text = false,
-- virtual_text = {
-- source = 'always',
-- prefix = '●',
-- severity = vim.diagnostic.severity.ERROR,
-- },
float = {
border = require('ky.ui').border,
source = 'always',
},
}
vim.keymap.set('n', '<LocalLeader>e', vim.diagnostic.open_float)
vim.keymap.set('n', '[d', vim.diagnostic.goto_prev)
vim.keymap.set('n', ']d', vim.diagnostic.goto_next)
vim.keymap.set('n', '<LocalLeader>dq', vim.diagnostic.setqflist)
vim.keymap.set('n', '<LocalLeader>dl', vim.diagnostic.setloclist)
|
local Effect = require("mod.elona.api.Effect")
local Rand = require("api.Rand")
local Gui = require("api.Gui")
local Event = require("api.Event")
local Chara = require("api.Chara")
local ElonaMagic = require("mod.elona.api.ElonaMagic")
local I18N = require("api.I18N")
local Enum = require("api.Enum")
local RANGE_BOLT = 6 + 1
local function make_buff(opts)
data:add {
_id = "buff_" .. opts._id,
_type = "base.skill",
elona_id = opts.elona_id,
type = opts.type,
related_skill = opts.related_skill,
cost = opts.cost,
range = opts.range,
difficulty = opts.difficulty,
target_type = opts.target_type,
calc_desc = function(chara, power, dice)
local buff_data = data["elona_sys.buff"]:ensure("elona." .. opts._id)
local params = { power = 0, duration = 0 }
if buff_data.params then
params = buff_data:params({ power = power, chara = chara })
end
if type(params.power) == "table" then
for i = 1, #params.power do
params.power[i] = math.floor(params.power[i])
end
else
params.power = { math.floor(params.power) }
end
return tostring(math.floor(params.duration))
.. I18N.get("ui.spell.turn_counter")
.. I18N.space()
.. I18N.get("buff." .. "elona" .. "." .. opts._id .. ".description", table.unpack(params.power))
end,
effect_id = "elona.buff_" .. opts._id,
}
data:add {
_id = "buff_" .. opts._id,
_type = "elona_sys.magic",
elona_id = opts.elona_id,
params = {
"target"
},
alignment = (opts.type == "hex" and "negative") or "positive",
cast = function(self, params)
return ElonaMagic.apply_buff("elona." .. opts._id, params)
end
}
end
make_buff {
_id = "holy_shield",
elona_id = 442,
type = "spell",
related_skill = "elona.stat_will",
cost = 8,
range = 0,
difficulty = 150,
target_type = "self_or_nearby",
}
data:add {
_id = "holy_shield",
_type = "elona_sys.buff",
type = "blessing",
image = 1,
params = function(self, params)
return {
duration = 10 + params.power / 10,
power = params.power
}
end,
on_refresh = function(self, chara)
chara:mod("pv", self.power, "add")
chara:set_effect_turns("elona.fear", 0)
end
}
make_buff {
_id = "mist_of_silence",
elona_id = 443,
type = "spell",
related_skill = "elona.stat_perception",
cost = 24,
range = RANGE_BOLT,
difficulty = 620,
target_type = "enemy",
}
data:add {
_id = "mist_of_silence",
_type = "elona_sys.buff",
type = "hex",
image = 2,
params = function(self, params)
return {
duration = 5 + params.power / 40,
power = 0
}
end,
on_refresh = function(self, chara)
-- No-op, handled in events
end
}
make_buff {
_id = "regeneration",
elona_id = 444,
type = "spell",
related_skill = "elona.stat_will",
cost = 16,
range = 0,
difficulty = 400,
target_type = "self",
}
data:add {
_id = "regeneration",
_type = "elona_sys.buff",
type = "blessing",
image = 3,
params = function(self, params)
return {
duration = 12 + params.power / 20,
power = 0
}
end,
on_refresh = function(self, chara)
chara:mod_skill_level("elona.healing", 40, "add")
end
}
make_buff {
_id = "elemental_shield",
elona_id = 445,
type = "spell",
related_skill = "elona.stat_will",
cost = 14,
range = 0,
difficulty = 350,
target_type = "self",
}
data:add {
_id = "elemental_shield",
_type = "elona_sys.buff",
type = "blessing",
image = 4,
params = function(self, params)
return {
duration = 4 + params.power / 20,
power = 0
}
end,
on_refresh = function(self, chara)
chara:mod_resist_level("elona.fire", 100, "add")
chara:mod_resist_level("elona.cold", 100, "add")
chara:mod_resist_level("elona.lightning", 100, "add")
end
}
make_buff {
_id = "speed",
elona_id = 446,
type = "spell",
related_skill = "elona.stat_will",
cost = 28,
range = 0,
difficulty = 1050,
target_type = "self",
}
data:add {
_id = "speed",
_type = "elona_sys.buff",
type = "blessing",
image = 5,
target_rider = true,
params = function(self, params)
return {
duration = 8 + params.power / 30,
power = 50 + math.sqrt(params.power / 5)
}
end,
on_add = function(self, params)
local target = params.target
if Effect.is_cursed(params.curse_state) then
target.age = target.age - Rand.rnd(3) + 1
Gui.mes_c_visible("magic.speed", target, "Purple")
end
end,
on_refresh = function(self, chara)
chara:mod_skill_level("elona.stat_speed", self.power, "add")
end
}
make_buff {
_id = "slow",
elona_id = 447,
type = "spell",
related_skill = "elona.stat_magic",
cost = 10,
range = RANGE_BOLT,
difficulty = 450,
target_type = "enemy",
}
data:add {
_id = "slow",
_type = "elona_sys.buff",
type = "hex",
image = 6,
params = function(self, params)
return {
duration = 8 + params.power / 30,
power = math.min(20 + params.power / 20, 50)
}
end,
on_add = function(self, params)
local target = params.target
if params.curse_state == Enum.CurseState.Blessed then
target.age = math.min(target.age + Rand.rnd(3) + 1, save.base.date.year - 12)
Gui.mes_c_visible("magic.slow", target, "Green")
end
end,
on_refresh = function(self, chara)
chara:mod_skill_level("elona.stat_speed", -self.power, "add")
end
}
make_buff {
_id = "hero",
elona_id = 448,
type = "spell",
related_skill = "elona.stat_will",
cost = 12,
range = 0,
difficulty = 80,
target_type = "self_or_nearby",
}
data:add {
_id = "hero",
_type = "elona_sys.buff",
type = "blessing",
image = 7,
params = function(self, params)
return {
duration = 10 + params.power / 4,
power = 5 + params.power / 30
}
end,
on_refresh = function(self, chara)
chara:mod_skill_level("elona.stat_strength", self.power, "add")
chara:mod_skill_level("elona.stat_dexterity", self.power, "add")
chara:set_effect_turns("elona.fear", 0)
chara:set_effect_turns("elona.confusion", 0)
end
}
make_buff {
_id = "mist_of_frailness",
elona_id = 449,
type = "spell",
related_skill = "elona.stat_magic",
cost = 8,
range = RANGE_BOLT,
difficulty = 300,
target_type = "enemy",
}
data:add {
_id = "mist_of_frailness",
_type = "elona_sys.buff",
type = "hex",
image = 8,
params = function(self, params)
return {
duration = 6 + params.power / 10,
power = { 30 + params.power / 10, 5 + params.power / 15 }
}
end,
on_refresh = function(self, chara)
chara:mod("dv", math.floor(chara:calc("dv") / 2), "set")
chara:mod("pv", math.floor(chara:calc("pv") / 2), "set")
end
}
make_buff {
_id = "element_scar",
elona_id = 450,
type = "spell",
related_skill = "elona.stat_magic",
cost = 15,
range = RANGE_BOLT,
difficulty = 600,
target_type = "enemy",
}
data:add {
_id = "element_scar",
_type = "elona_sys.buff",
type = "hex",
image = 9,
params = function(self, params)
return {
duration = 4 + params.power / 15,
power = 0,
}
end,
on_refresh = function(self, chara)
chara:mod_resist_level("elona.fire", -100, "add")
chara:mod_resist_level("elona.cold", -100, "add")
chara:mod_resist_level("elona.lightning", -100, "add")
end
}
make_buff {
_id = "holy_veil",
elona_id = 451,
type = "spell",
related_skill = "elona.stat_will",
cost = 20,
range = 0,
difficulty = 900,
target_type = "self_or_nearby",
}
data:add {
_id = "holy_veil",
_type = "elona_sys.buff",
type = "blessing",
image = 10,
params = function(self, params)
return {
duration = 15 + params.power / 5,
power = 50 + params.power / 3 * 2,
}
end,
on_refresh = function(self, chara)
-- No-op, handled in events
end
}
make_buff {
_id = "nightmare",
elona_id = 452,
type = "spell",
related_skill = "elona.stat_perception",
cost = 15,
range = RANGE_BOLT,
difficulty = 500,
target_type = "enemy",
}
data:add {
_id = "nightmare",
_type = "elona_sys.buff",
type = "hex",
image = 11,
params = function(self, params)
return {
duration = 4 + params.power / 15,
power = 0,
}
end,
on_refresh = function(self, chara)
chara:mod_resist_level("elona.nerve", -100, "add")
chara:mod_resist_level("elona.mind", -100, "add")
end
}
make_buff {
_id = "divine_wisdom",
elona_id = 453,
type = "spell",
related_skill = "elona.stat_learning",
cost = 22,
range = 0,
difficulty = 350,
target_type = "self",
}
data:add {
_id = "divine_wisdom",
_type = "elona_sys.buff",
type = "blessing",
image = 12,
params = function(self, params)
return {
duration = 10 + params.power / 4,
power = { 6 + params.power / 40, 3 + params.power / 100},
}
end,
on_refresh = function(self, chara)
chara:mod_skill_level("elona.stat_learning", self.power[1], "add")
chara:mod_skill_level("elona.stat_magic", self.power[1], "add")
chara:mod_skill_level("elona.literacy", self.power[2], "add")
end
}
make_buff {
_id = "punishment",
elona_id = 622,
type = "action",
related_skill = "elona.stat_will",
cost = 15,
range = RANGE_BOLT,
difficulty = 500,
target_type = "enemy",
}
data:add {
_id = "punishment",
_type = "elona_sys.buff",
type = "hex",
image = 13,
no_remove_on_heal = true,
params = function(self, params)
return {
duration = params.power,
power = 20,
}
end,
on_refresh = function(self, chara)
chara:mod_skill_level("elona.stat_speed", -self.power, "add")
local pv = chara:calc("pv")
if pv > 1 then
chara:mod("pv", -pv / 5, "add")
end
end
}
make_buff {
_id = "lulwys_trick",
elona_id = 625,
type = "action",
related_skill = "elona.stat_dexterity",
cost = 20,
range = 0,
difficulty = 500,
target_type = "self",
}
data:add {
_id = "lulwys_trick",
_type = "elona_sys.buff",
type = "blessing",
image = 14,
target_rider = true,
params = function(self, params)
return {
duration = 7,
power = 155 + params.power / 5,
}
end,
on_refresh = function(self, chara)
chara:mod_skill_level("elona.stat_speed", self.power, "add")
end
}
make_buff {
_id = "incognito",
elona_id = 458,
type = "spell",
related_skill = "elona.stat_perception",
cost = 38,
range = 0,
difficulty = 250,
target_type = "self",
}
data:add {
_id = "incognito",
_type = "elona_sys.buff",
type = "blessing",
image = 15,
params = function(self, params)
return {
duration = 4 + params.power / 40,
power = 0
}
end,
on_add = function(self, params)
local target = params.target
if target:is_player() then
Effect.start_incognito(target)
end
end,
on_refresh = function(self, chara)
chara:mod("is_incognito", true)
end,
on_remove = function(self, chara)
if chara:is_player() then
Effect.end_incognito(chara)
end
end
}
make_buff {
_id = "death_word",
elona_id = 646,
type = "action",
related_skill = "elona.stat_will",
cost = 15,
range = RANGE_BOLT,
difficulty = 500,
target_type = "enemy",
}
data:add {
_id = "death_word",
_type = "elona_sys.buff",
type = "hex",
image = 16,
params = function(self, params)
return {
duration = 20,
power = 0
}
end,
on_refresh = function(self, chara)
chara:calc("is_under_death_word", true)
end,
on_expire = function(self, chara)
chara:damage_hp(9999, "elona.death_word")
end,
on_remove = function(self, chara)
chara:reset("is_under_death_word", false)
end
}
local function remove_death_word_on_all_charas(chara)
if chara:calc("is_death_master") then
Gui.mes("damage.death_word_breaks")
for _, other in Chara.iter() do
other:remove_buff("elona.death_word")
end
end
end
Event.register("base.on_chara_killed", "Remove Death Word on all characters if death master killed",
remove_death_word_on_all_charas)
make_buff {
_id = "boost",
elona_id = 647,
type = "action",
related_skill = "elona.stat_will",
cost = 50,
range = RANGE_BOLT,
difficulty = 500,
target_type = "self",
}
data:add {
_id = "boost",
_type = "elona_sys.buff",
type = "blessing",
image = 17,
params = function(self, params)
return {
duration = 5,
power = 120
}
end,
on_refresh = function(self, chara)
chara:mod_skill_level("elona.stat_speed", self.power, "add")
chara:mod_skill_level("elona.stat_strength", chara:skill_level("elona.stat_strength") * 150 / 100 + 10, "set")
chara:mod_skill_level("elona.stat_dexterity", chara:skill_level("elona.stat_dexterity") * 150 / 100 + 10, "set")
chara:mod_skill_level("elona.healing", 50, "add")
chara:mod("pv", math.floor(chara:calc("pv") * 150 / 100 + 25), "set")
chara:mod("dv", math.floor(chara:calc("dv") * 150 / 100 + 25), "set")
chara:mod_skill_level("elona.stat_strength", chara:skill_level("elona.stat_strength") * 150 / 100 + 50, "set")
end
}
make_buff {
_id = "contingency",
elona_id = 462,
type = "spell",
related_skill = "elona.stat_will",
cost = 25,
range = 0,
difficulty = 1250,
target_type = "self_or_nearby",
}
data:add {
_id = "contingency",
_type = "elona_sys.buff",
type = "blessing",
image = 18,
params = function(self, params)
return {
duration = 66,
power = math.clamp(25 + params.power/17, 25, 80)
}
end,
on_refresh = function(self, chara)
-- No-op, handled in events
end
}
data:add {
_id = "lucky",
_type = "elona_sys.buff",
type = "blessing",
image = 19,
params = function(self, params)
return {
duration = 777,
power = params.power
}
end,
on_refresh = function(self, chara)
chara:mod_skill_level("elona.stat_luck", self.power, "add")
end
}
local function make_food_buff(opts)
data:add {
_id = opts._id,
_type = "elona_sys.buff",
type = "food",
image = opts.image,
params = function(self, params)
return {
duration = 10 + params.power / 10,
power = params.power
}
end,
on_refresh = function(self, chara)
chara.temp.growth_buffs = chara.temp.growth_buffs or {}
chara.temp.growth_buffs[opts.skill_id] = self.power
end
}
end
make_food_buff {
_id = "food_str",
image = 20,
skill_id = "elona.stat_strength"
}
make_food_buff {
_id = "food_end",
image = 21,
skill_id = "elona.stat_constitution"
}
make_food_buff {
_id = "food_dex",
image = 22,
skill_id = "elona.stat_dexterity"
}
make_food_buff {
_id = "food_per",
image = 23,
skill_id = "elona.stat_perception"
}
make_food_buff {
_id = "food_ler",
image = 24,
skill_id = "elona.stat_learning"
}
make_food_buff {
_id = "food_wil",
image = 25,
skill_id = "elona.stat_will"
}
make_food_buff {
_id = "food_mag",
image = 26,
skill_id = "elona.stat_magic"
}
make_food_buff {
_id = "food_chr",
image = 27,
skill_id = "elona.stat_charisma"
}
make_food_buff {
_id = "food_spd",
image = 28,
skill_id = "elona.stat_speed"
}
|
local PANEL = {}
--[[---------------------------------------------------------
Function: Init
-----------------------------------------------------------]]
function PANEL:Init()
--> Variables
self.color = windowsSettings.data.scheme()
end
--[[---------------------------------------------------------
Function: Paint
-----------------------------------------------------------]]
function PANEL:Paint(w, h)
--> Background
draw.RoundedBox(0, 0, 0, w, h, self.color)
--> Hover
if self.Hovered then
draw.RoundedBox(0, 0, 0, w, h, Color(0, 0, 0, 50))
end
end
--[[---------------------------------------------------------
Function: SetScheme
-----------------------------------------------------------]]
function PANEL:SetScheme(scheme)
--> Color
self.color = windowsSettings.data.scheme(scheme)
end
--[[---------------------------------------------------------
Define: windowsFrame
-----------------------------------------------------------]]
derma.DefineControl("windowsButton", "windowsButton", PANEL, "DButton")
|
local pairs = pairs
local smatch = string.match
local slen = string.len
local http = require("resty.http")
local json = require("orange.utils.json")
local encode_base64 = ngx.encode_base64
local string_format = string.format
local lor = require("lor.index")
local socket = require("socket")
local orange_db = require("orange.store.orange_db")
local ip_utils = require "lua_ip"
return function(config, store)
local node_router = lor:Router()
local node_model = require("dashboard.model.node")(config)
local function get_nodes()
return node_model:query_all()
end
-- 节点同步
local function sync_nodes(nodes, plugins)
for _, node in pairs(nodes) do
if node.ip and node.port and node.api_username and node.api_password then
local httpc = http.new()
-- 设置超时时间 1000 ms
httpc:set_timeout(1000)
local url = string_format("http://%s:%s", node.ip, node.port)
local authorization = encode_base64(string_format("%s:%s", node.api_username, node.api_password))
local path = '/node/sync?seed=' .. ngx.time()
ngx.log(ngx.INFO, url .. path)
local resp, err = httpc:request_uri(url, {
method = "POST",
path = path,
headers = {
["Authorization"] = authorization
}
})
local sync_status = ''
if not resp or err then
ngx.log(ngx.ERR, string_format("%s : %s", node.ip, err))
sync_status = '{"ERROR":false}'
else
ngx.log(ngx.ERR, resp.body)
local body = json.decode(resp.body)
sync_status = json.encode(body.data)
end
node_model:update_node_status(node.id, sync_status)
httpc:close()
end
end
return get_nodes()
end
function node_router:register()
local local_ip = ip_utils.get_ipv4()
node_model:registry(local_ip, 7777, config.api.credentials[1])
end
node_router:post("/node/register", function(req, res, next)
node_router:register()
res:json({
success = true,
data = {
nodes = get_nodes()
}
})
end)
node_router:get("/node/manage", function(req, res, next)
res:render("node")
end)
node_router:get("/node/persist", function(req,res,next)
local enable = orange_db.get("persist.enable")
local id = req.query.id or ''
local ip = req.query.ip or ''
if enable then
local url = string.format("/persist?id=%s&ip=%s", id, ip)
res:redirect(url)
else
res:send("没有启用 persist 插件")
end
end)
node_router:post("/node/remove_error_nodes", function(req, res, next)
node_model:remove_error_nodes()
res:json({
success = true,
data = {
nodes = get_nodes()
}
})
end)
node_router:get("/nodes", function(req, res, next)
return res:json({
success = true,
data = {
nodes = get_nodes(),
}
})
end)
node_router:post("/node/new", function(req, res, next)
local name = req.body.name
local ip = req.body.ip
local api_username = req.body.api_username
local api_password = req.body.api_password
-- name
if not name or not ip or name == "" or ip == "" then
return res:json({
success = false,
msg = "节点名和IP不得为空."
})
end
local name_len = slen(name)
if name_len < 1 or name_len > 20 then
return res:json({
success = false,
msg = "节点名长度应为1~20位."
})
end
-- ip
local ip_len = slen(ip)
if ip_len < 7 and ip_len > 15 then
return res:json({
success = false,
msg = "IP 长度应为 7-15 位."
})
end
-- port
local port = tonumber(req.body.port)
if port < 1 or port > 65535 then
return json:json({
success = false,
msg = "端口号为 1~65535 间的数字"
})
end
-- check ip
local result, err = node_model:query_by_ip(ip)
local isExist = false
if result and not err then
isExist = true
end
if isExist == true then
return res:json({
success = false,
msg = "该节点 IP 已添加到节点集群中"
})
else
-- save node info to db
local result, err = node_model:new(name, ip, port, api_username, api_password)
if result and not err then
return res:json({
success = true,
msg = "新建节点成功.",
data = {
nodes = get_nodes()
}
})
else
return res:json({
success = false,
msg = "新建节点失败."
})
end
end
end)
node_router:post("/node/modify", function(req, res, next)
local id = req.body.id
local name = req.body.name
local ip = req.body.ip
local port = tonumber(req.body.port)
local api_username = req.body.api_username
local api_password = req.body.api_password
-- id
if not id then
return res:json({
success = false,
msg = "节点id不能为空"
})
end
if not name or not ip or name == "" or ip == "" or port == "" then
return res:json({
success = false,
msg = "节点名、IP、端口不得为空."
})
end
-- name
local name_len = slen(name)
if name_len < 1 or name_len > 20 then
return res:json({
success = false,
msg = "节点名长度应为1~20位."
})
end
-- ip
local ip_len = slen(ip)
if ip_len < 7 and ip_len > 15 then
return res:json({
success = false,
msg = "IP 长度应为 7-15 位."
})
end
-- port
if port < 1 or port > 65535 then
return json:json({
success = false,
msg = "端口号为 1~65535 间的数字"
})
end
-- update node info to db
local result = node_model:update_node(id, name, ip, port, api_username, api_password)
if result then
return res:json({
success = true,
msg = "修改节点成功.",
data = {
nodes = get_nodes()
}
})
else
return res:json({
success = false,
msg = "修改节点失败."
})
end
end)
node_router:post("/node/delete", function(req, res, next)
local id = req.body.id
if not id then
return res:json({
success = false,
msg = "节点id不能为空"
})
end
local result = node_model:delete(id)
if result then
return res:json({
success = true,
msg = "删除节点成功.",
data = {
nodes = get_nodes()
}
})
else
return res:json({
success = false,
msg = "删除节点失败."
})
end
end)
node_router:post("/node/sync", function(req, res, next)
ngx.log(ngx.INFO, "sync configure to orange nodes")
local nodes = get_nodes()
local results = {}
if nodes then
results = sync_nodes(nodes, config.plugins)
end
return res:json({
success = true,
msg = "同步已提交, 请查看同步状态",
data = {
nodes = results,
}
})
end)
return node_router
end
|
-- A solution contains projects, and defines the available configurations
solution "sdl2template"
configurations { "Debug", "Release"}
flags { "Unicode" , "NoPCH"}
projectName = "sdl2template"
sourcePath = "src"
binPath = "bin"
-- A project defines one build target
project (projectName)
kind "ConsoleApp"
language "C++"
targetdir ( binPath )
configuration { "windows" }
buildoptions ""
linkoptions { "/NODEFAULTLIB:msvcrt" } -- https://github.com/yuriks/robotic/blob/master/premake5.lua
configuration { "linux" }
buildoptions "-std=c++11" --http://industriousone.com/topic/xcode4-c11-build-option
toolset "gcc"
configuration {}
files { path.join(sourcePath, "**.h"), path.join(sourcePath, "**.cpp") } -- build all .h and .cpp files recursively
excludes { "./graphics_dependencies/**" } -- don't build files in graphics_dependencies/
-- where are header files?
configuration "windows"
includedirs {
"./graphics_dependencies/SDL2/include",
"./graphics_dependencies/SDL2/include/SDL2",
"./graphics_dependencies/glew/include",
"./graphics_dependencies/glm",
"./graphics_dependencies/SDL2_image/include",
"./graphics_dependencies/SDL2_ttf/include",
"./graphics_dependencies/SDL2_mixer/include",
}
configuration { "linux" }
includedirs {
-- should be installed as in ./graphics_dependencies/README.asciidoc
}
configuration {}
-- what libraries need linking to
configuration "windows"
links { "SDL2", "SDL2main", "opengl32", "glew32", "SDL2_image", "SDL2_ttf", "SDL2_mixer" }
configuration "linux"
links { "SDL2", "SDL2main", "GL", "GLEW", "SDL2_image", "SDL2_ttf", "SDL2_mixer" }
configuration {}
-- where are libraries?
configuration "windows"
libdirs {
"./graphics_dependencies/glew/lib/Release/Win32",
"./graphics_dependencies/SDL2/lib/win32",
"./graphics_dependencies/SDL2_image/lib/x86/",
"./graphics_dependencies/SDL2_ttf/lib/x86/",
"./graphics_dependencies/SDL2_mixer/lib/x86/",
}
configuration "linux"
-- should be installed as in ./graphics_dependencies/README.asciidoc
configuration {}
configuration "*Debug"
defines { "DEBUG" }
flags { "Symbols" }
optimize "Off"
targetsuffix "-debug"
configuration "*Release"
defines { "NDEBUG" }
optimize "On"
targetsuffix "-release"
-- copy dlls on windows
print("OS is:", os.get())
if os.get() == "windows" then
print("Copying binaries for Windows ...")
os.mkdir(binPath)
-- SDL2
print(" ... SDL2")
os.copyfile("./graphics_dependencies/SDL2/lib/win32/SDL2.dll", path.join(binPath, "SDL2.dll"))
-- SDL2_image
print(" ... SDL2_image")
os.copyfile("./graphics_dependencies/SDL2_image/lib/x86/SDL2_image.dll", path.join(binPath, "SDL2_image.dll"))
os.copyfile("./graphics_dependencies/SDL2_image/lib/x86/libjpeg-9.dll", path.join(binPath, "libjpeg-9.dll"))
os.copyfile("./graphics_dependencies/SDL2_image/lib/x86/libpng16-16.dll", path.join(binPath, "libpng16-16.dll"))
os.copyfile("./graphics_dependencies/SDL2_image/lib/x86/libtiff-5.dll", path.join(binPath, "libtiff-5.dll"))
os.copyfile("./graphics_dependencies/SDL2_image/lib/x86/libwebp-4.dll", path.join(binPath, "libwebp-4.dll"))
os.copyfile("./graphics_dependencies/SDL2_image/lib/x86/zlib1.dll", path.join(binPath, "zlib1.dll"))
-- SDL2_ttf
print(" ... SDL2_ttf")
os.copyfile("./graphics_dependencies/SDL2_ttf/lib/x86/SDL2_ttf.dll", path.join(binPath, "SDL2_ttf.dll"))
os.copyfile("./graphics_dependencies/SDL2_ttf/lib/x86/libfreetype-6.dll", path.join(binPath, "libfreetype-6.dll"))
-- also requires zlib1, but copied already
-- SDL2_mixer
print(" ... SDL2_mixer")
os.copyfile("./graphics_dependencies/SDL2_mixer/lib/x86/SDL2_mixer.dll", path.join(binPath, "SDL2_mixer.dll"))
os.copyfile("./graphics_dependencies/SDL2_mixer/lib/x86/libFLAC-8.dll", path.join(binPath, "libFLAC-8.dll"))
os.copyfile("./graphics_dependencies/SDL2_mixer/lib/x86/libmodplug-1.dll", path.join(binPath, "libmodplug-1.dll"))
os.copyfile("./graphics_dependencies/SDL2_mixer/lib/x86/libogg-0.dll", path.join(binPath, "libogg-0.dll"))
os.copyfile("./graphics_dependencies/SDL2_mixer/lib/x86/libvorbis-0.dll", path.join(binPath, "libvorbis-0.dll"))
os.copyfile("./graphics_dependencies/SDL2_mixer/lib/x86/libvorbisfile-3.dll", path.join(binPath, "libvorbisfile-3.dll"))
os.copyfile("./graphics_dependencies/SDL2_mixer/lib/x86/smpeg2.dll", path.join(binPath, "smpeg2.dll"))
-- glew
print(" ... glew")
os.copyfile("./graphics_dependencies/glew/bin/Release/Win32/glew32.dll", path.join(binPath, "glew32.dll"))
end
|
NewFileModal = {}
NewFileModal.__index = NewFileModal
function NewFileModal:Init()
local _renameModal = {} -- our new object
setmetatable(_renameModal, NewFileModal) -- make Account handle lookup
local width = 224
local height = 72
_renameModal.canvas = NewCanvas(width, height)
local displaySize = Display()
_renameModal.title = "Rename File"
_renameModal.rect = {
x = math.floor(((displaySize.x - width) * .5) / 8) * 8,
y = math.floor(((displaySize.y - height) * .5) / 8) * 8,
w = width,
h = height
}
_renameModal.currentSelection = 1
_renameModal.message = message
_renameModal.editable = true
return _renameModal
end
function NewFileModal:SetText(title, inputText, message, editable)
self.editable = editable
self.title = title
-- self.message = description
self.defaultText = inputText
self.selectionValue = false
local wrap = WordWrap(message, (self.rect.w / 4) - 4)
self.lines = SplitLines(wrap)
end
function NewFileModal:GetText()
return self.inputField.text
end
function NewFileModal:Open()
self.keyDelay = .2
self.keyTime = 0
self.canvas:Clear()
-- Save a snapshot of the TilemapCache
-- Draw the black background
self.canvas:SetStroke({0}, 1, 1)
self.canvas:SetPattern({0}, 1, 1)
self.canvas:DrawSquare(0, 0, self.canvas.width - 1, self.canvas.height - 1, true)
-- Draw the brown background
self.canvas:SetStroke({12}, 1, 1)
self.canvas:SetPattern({11}, 1, 1)
self.canvas:DrawSquare(2, 8, self.canvas.width - 3, self.canvas.height - 3, true)
local tmpX = (self.canvas.width - (#self.title * 4)) * .5
self.canvas:DrawText(self.title:upper(), tmpX, 0, "small", 15, - 4)
self.canvas:SetStroke({15}, 1, 1)
self.canvas:DrawLine(2, 8, self.canvas.width - 4, 8)
self.canvas:DrawLine(2, 8, 2, self.canvas.height - 4)
self.buttons = {}
local backBtnData = self.editorUI:CreateButton({x = self.rect.x + 184, y = self.rect.y + 48}, "modalokbutton", "Accept the changes.")
backBtnData.onAction = function()
-- Set value to true when ok is pressed
self.selectionValue = true
if(self.onParentClose ~= nil) then
self.onParentClose()
end
end
local cancelBtnData = self.editorUI:CreateButton({x = self.rect.x + 144, y = self.rect.y + 48}, "modalcancelbutton", "Cancel renaming.")
cancelBtnData.onAction = function()
-- Set value to true when cancel is pressed
self.selectionValue = false
-- Close the panel
if(self.onParentClose ~= nil) then
self.onParentClose()
end
end
table.insert(self.buttons, backBtnData)
table.insert(self.buttons, cancelBtnData)
local spriteData = renameinputfield
self.canvas:DrawSprites(spriteData.spriteIDs, 8, 16 + 8, spriteData.width)
self.inputField = self.editorUI:CreateInputField({x = self.rect.x + 16, y = self.rect.y + 32, w = 192}, "Untitled", "Enter a new filename.", "file")
local startX = 16
local startY = 16
local total = #self.lines
-- We want to render the text from the bottom of the screen so we offset it and loop backwards.
for i = 1, total do
self.canvas:DrawText(self.lines[i]:upper(), startX, (startY + ((i - 1) * 8)), "medium", 0, - 4)
end
for i = 1, #self.buttons do
self.editorUI:Invalidate(self.buttons[i])
end
self.canvas:DrawPixels(self.rect.x, self.rect.y, DrawMode.TilemapCache)
if(self.inputField ~= nil) then
self.editorUI:ChangeInputField(self.inputField, self.defaultText, false)
end
self.editorUI:Enable(self.inputField, self.editable)
end
function NewFileModal:ShutdownTextField()
self.editorUI:EditInputArea(self.inputField, false)
self.editorUI:ResetValidation(self.inputField)
end
function NewFileModal:Update(timeDelta)
for i = 1, #self.buttons do
self.editorUI:UpdateButton(self.buttons[i])
end
self.editorUI:UpdateInputField(self.inputField)
if(self.inputField.editing == false) then
-- print("Key Input")
self.keyTime = self.keyTime + timeDelta
if((self.keyTime > self.keyDelay)) then
if(Key(Keys.Enter, InputState.Released)) then
self.selectionValue = true
self.onParentClose()
elseif(Key(Keys.Escape, InputState.Released)) then
self.selectionValue = false
self.onParentClose()
end
end
else
self.keyTime = 0
end
end
|
-- Base neovim configuration
local Options = require('configuration.options')
local StatusLine = require('configuration.statusline')
return {
Options = Options,
StatusLine = StatusLine,
setup = function()
-- Configure neovim options
Options.setup()
-- Enable custom statusline
StatusLine.setup()
end
}
|
-- language specific higlights
local lush = require("lush")
local base = require("codeschool.base")
local M = {}
M = lush(function()
return {
jsxTagName {base.CodeschoolAqua},
jsxComponentName {base.CodeschoolGreen},
jsxCloseString {base.CodeschoolFg4},
jsxAttrib {base.CodeschoolYellow},
jsxEqual {base.CodeschoolAqua},
}
end)
return M
|
local versionMajor = "2"
local versionMinor = "2"
--[[
Original by Dustpuppy
Modified & Extended by MMaster
Gui functions
Needs a screen tier 2 or tier 3
All x, y coordinates are relative to the gui, not the screen
------------------------------------------------------------------------
gui.Version()
returns the version of the library
gui.clearScreen()
clears the screen to background color, sets top and back line
gui.setTop(text)
prints a text centered on the top line
gui.setBottom(text)
prints a text centered on the bottom line
gui.newGui(x, y, w, h, frame, text, bg, fg)
setup a new gui
frame = true/false
needs: x, y, w, h, frame
gui.displayGui(guiID)
displays the whole gui and his widgets
needs to be called before handling the gui
first call of runGui will do it
gui.newLabel(guiID, x, y, text, bg, fg)
register a new label to gui
returns id of the label
needs: guiID, x, y, text)
gui.newCheckbox(guiID, x, y, status)
register a new checkbox to the gui
returns id of the checkbox
status can be true or false
gui.newRadio(guiID, x, y)
registers a new radio button
returns id of the radio button
a gui can have only one set of radio buttons
gui.newButton(guiID, x, y, text, func, bg, fg, clickedBg, clickedFg, disabledBg, disabledFg)
register a new button to gui
returns id of the button
func will be called if button is clicked with func(guiID, buttonID)
needs: guiID, x, y, text
gui.newText(guiID, x, y, lenght, text, func)
register a new text input to gui
returns id of the text input
func will be called if input is finished and enter is pressed with func(guiID, textID, text)
needs: guiID, x, y, lenght, text
gui.newProgress(guiID, x, y, lenght, maxValue, value, func, number)
register a new progress bar to the gui
returns the id of the progress bar
func will be called if value reached max value with func(guiID, progressID)
if number is given, it displays a % value in the middle on top of the bar
Progressbar will be paused if an text input is active
needs: guiID, x, y, lenght, maxValue, value
gui.newVProgress(guiID, x, y, lenght, maxValue, value, func, direction)
register a new vertical progress bar to the gui
returns the id of the progress bar
func will be called if value reached max value with func(guiID, progressID)
If direction is 0 or not given, the bar runs from top to bottom.
If direction is 1 then bar runs from bottom to top
Progressbar will be paused if an text input is active
needs: guiID, x, y, lenght, maxValue, value
gui.newList(guiID, x, y, width, height, tab, func, text)
register a new selection list to the gui
tab = table with entries
returns the id of the list
func will be called, if scrolling in list, or entry is selected with func(guiID, listID, selectedID, selectedText)
needs: guiID, x, y, width, height, tab
gui.newFrame(guiID, x, y, width, height, text, bg, fg)
register a new frame to the gui
needs: guiID, x, y, width, height
gui.newHLine(guiID, x, y, width)
register a new horizontal line
gui.getCheckboxStatus(guiID, widgetID)
returns the status of the checkbox (true = enabled or false = disabled)
gui.getSelected(guiID, listID)
returns the number and the text of the selected entrie in a list
gui.setMax(guiID, progressID, maxValue)
set the maximum value of a progress bar
gui.setValue(guiID, progressID, value)
set the value of a progress bar
gui.resetProgress(guiID, progressID)
resets a progress bar to 0, so it can be used again
gui.setText(guiID, widgetID, text)
sets text of an element
can be used on label, text inputs and lists
gui.getText(guiID, widgetID)
returns text of an input field
can be used on label, text inputs and lists
gui.setEnable(guiID, widgetID, state)
enable or disable element
state = true/false
gui.setVisible(guiID, widgetID, state)
shows or hides an element
state = true/false
will also enable or disable the element. setEnable needs to be called if state is set back to true
gui.clearList(guiID, listID)
clears a list to use it again
gui.insertList(guiID, listID, value)
insert an entry into a list
gui.getRadio(guiID)
resturns id of the selected radio button or -1 if none is selected
gui.runGui(guiID)
needs to be called in a loop to run gui actions
it's possible to setup guis and run each seperated.
gui.processEvent(guiID, isAuthorizedFunc, e, x, y, button, player)
processes event collected somewhere else
runGui uses it like this:
function gui.runGui(guiID, isAuthorizedFunc)
if displayed == false then
displayed = true
gui.displayGui(guiID)
end
local e, _, x, y, button, player = event.pull(0.1, "touch")
if e == nil then
return false
end
gui.processEvent(guiID, isAuthorizedFunc, e, x, y, button, player)
end
gui.showError(msg1, msg2, msg3)
displays a centered error message, with exit program as button
gui.showMsg(msg1, msg2, msg3)
displays a message box
gui.getYesNo(msg1, msg2, msg3)
displays a yes-No question
returns true or false
gui.exit()
clears the screen to black and exits the program
---------------------------------------------------------------
Example:
local component = require("component")
local gpu = component.gpu
local gui = require("gui")
local prgName = "Test"
local version = gui.Version()
function buttonCallback(guiID, id)
local result = gui.getYesNo("", "Do you really want to exit?", "")
if result == true then
gui.exit()
end
gui.displayGui(myGui)
end
myGui = gui.newGui(2, 2, 78, 23, true)
button = gui.newButton(myGui, "center", 21, "exit", buttonCallback)
gui.clearScreen()
gui.setTop(prgName .. " " .. version)
while true do
gui.runGui(myGui)
end
]]
local component = require("component")
local gpu = component.gpu
local event = require("event")
local ser = require("serialization")
local computer = require("computer")
local gui = {}
local colorScreenBackground = 0x000000
local colorScreenForeground = 0x7F7F7F
local colorTopLineBackground = 0x131411
local colorTopLineForeground = 0x90908A
local colorBottomLineBackground = 0x131411
local colorBottomLineForeground = 0x90908A
local colorFrameBackground = 0x272822
local colorFrameForeground = 0x75715E
local colorButtonBackground = 0x39392F
local colorButtonForeground = 0xF8F8F2
local colorButtonClickedBackground = 0x272822
local colorButtonClickedForeground = 0xFFFFFF
local colorButtonDisabledBackground = 0x131411
local colorButtonDisabledForeground = 0x888882
local colorTextBackground = 0x131411
local colorTextForeground = 0xE6DB74
local colorInputBackground = 0x131411
local colorInputForeground = 0xF8F8F2
local colorProgressBackground = 0x39392F
local colorProgressForeground = 0xA6E22E
local colorProgressNumberForeground = 0x000000
local colorListBackground = 0x131411
local colorListForeground = 0xE6DB74
local colorListActiveBackground = 0x39392F
local colorListActiveForeground = 0xF8F8F2
local colorListDisabledBackground = 0x131411
local colorListDisabledForeground = 0x90908A
local colorVProgressBackground = colorProgressBackground
local colorVProgressForeground = colorProgressForeground
local colorVSliderBackground = 0x131411
local colorVSliderForeground = 0x66D9EF
local colorChartBackground = 0x131411
local colorChartForeground = 0xF92672
local screenWidth, screenHeight = gpu.getResolution()
function gui.Version()
return versionMajor .. "." .. versionMinor, versionMajor, versionMinor
end
function gui.checkVersion(major, minor)
local ret = true
if major < tonumber(versionMajor) then
ret = false
else
if minor < tonumber(versionMinor) then
ret = false
end
end
return ret
end
-- displays the gui frame, if set or just clears the display area
local function _displayFrame(gui)
gpu.setBackground(gui.bg)
gpu.setForeground(gui.fg)
gpu.fill(gui.x, gui.y, gui.width, gui.height, " ")
if gui.frame == true then
gpu.fill(gui.x, gui.y, 1, gui.height, "¦")
gpu.fill(gui.x + gui.width - 1, gui.y, 1, gui.height, "¦")
gpu.fill(gui.x, gui.y, gui.width, 1, "-")
gpu.fill(gui.x, gui.y + gui.height - 1, gui.width, 1, "-")
gpu.set(gui.x, gui.y, "+")
gpu.set(gui.x + gui.width - 1 , gui.y, "+")
gpu.set(gui.x, gui.y + gui.height - 1 , "+")
gpu.set(gui.x + gui.width - 1 , gui.y + gui.height - 1, "+")
if gui.text then
gpu.set(gui.x + math.floor((gui.width/2)) - math.floor((string.len(gui.text)/2)), gui.y, gui.text)
end
end
end
-- displays a frame
local function _displayAFrame(guiID, frameID)
gpu.setBackground(guiID.bg)
gpu.setForeground(guiID.fg)
gpu.fill(guiID[frameID].x, guiID[frameID].y, 1, guiID[frameID].height, "¦")
gpu.fill(guiID[frameID].x + guiID[frameID].width - 1, guiID[frameID].y, 1, guiID[frameID].height, "¦")
gpu.fill(guiID[frameID].x, guiID[frameID].y, guiID[frameID].width, 1, "-")
gpu.fill(guiID[frameID].x, guiID[frameID].y + guiID[frameID].height - 1, guiID[frameID].width, 1, "-")
gpu.set(guiID[frameID].x, guiID[frameID].y, "+")
gpu.set(guiID[frameID].x + guiID[frameID].width - 1 , guiID[frameID].y, "+")
gpu.set(guiID[frameID].x, guiID[frameID].y + guiID[frameID].height - 1 , "+")
gpu.set(guiID[frameID].x + guiID[frameID].width - 1 , guiID[frameID].y + guiID[frameID].height - 1, "+")
if guiID[frameID].text then
gpu.set(guiID[frameID].x + math.floor((guiID[frameID].width/2)) - math.floor((string.len(guiID[frameID].text)/2)+1), guiID[frameID].y, " " .. guiID[frameID].text .. " ")
end
end
--display a horizontal line
local function _displayHLine(guiID, lineID)
gpu.setBackground(guiID.bg)
gpu.setForeground(guiID.fg)
gpu.fill(guiID[lineID].x, guiID[lineID].y, guiID[lineID].width, 1, "-")
end
-- displays a checkbox
local function _displayCheckbox(guiID, checkboxID)
if guiID[checkboxID].visible == true then
gpu.setBackground(guiID.bg)
gpu.setForeground(guiID.fg)
local x = 0
x =guiID.x + guiID[checkboxID].x
if guiID[checkboxID].status == true then
gpu.set(x, guiID[checkboxID].y, "[v]")
else
gpu.set(x, guiID[checkboxID].y, "[ ]")
end
end
end
-- displays a radio button
local function _displayRadio(guiID, radioID)
if guiID[radioID].visible == true then
gpu.setBackground(guiID.bg)
gpu.setForeground(guiID.fg)
local x = 0
x =guiID.x + guiID[radioID].x
if guiID[radioID].status == true then
gpu.set(x, guiID[radioID].y, "(x)")
else
gpu.set(x, guiID[radioID].y, "( )")
end
end
end
-- displays a label
local function _displayLabel(guiID, labelID)
if guiID[labelID].visible == true then
gpu.setBackground(guiID[labelID].bg)
gpu.setForeground(guiID[labelID].fg)
local x = 0
if guiID[labelID].x == "center" then
x = guiID.x + math.floor((guiID.width / 2)) - math.floor((string.len(guiID[labelID].text)) / 2)
else
x =guiID.x + guiID[labelID].x
end
gpu.set(x, guiID[labelID].y, guiID[labelID].text)
end
end
-- displays a button
local function _displayButton(guiID, buttonID)
if guiID[buttonID].visible == true then
if guiID[buttonID].active == true then
if guiID[buttonID].clickBg then
gpu.setBackground(guiID[buttonID].clickBg)
else
gpu.setBackground(colorButtonClickedBackground)
end
if guiID[buttonID].clickFg then
gpu.setForeground(guiID[buttonID].clickFg)
else
gpu.setForeground(colorButtonClickedForeground)
end
elseif guiID[buttonID].enabled == false then
if guiID[buttonID].disabledBg then
gpu.setBackground(guiID[buttonID].disabledBg)
else
gpu.setBackground(colorButtonDisabledBackground)
end
if guiID[buttonID].disabledFg then
gpu.setForeground(guiID[buttonID].disabledFg)
else
gpu.setForeground(colorButtonDisabledForeground)
end
else
if guiID[buttonID].bg then
gpu.setBackground(guiID[buttonID].bg)
else
gpu.setBackground(colorButtonBackground)
end
if guiID[buttonID].fg then
gpu.setForeground(guiID[buttonID].fg)
else
gpu.setForeground(colorButtonForeground)
end
end
local x = 0
if guiID[buttonID].x == "center" then
x = guiID.x + math.floor((guiID.width / 2)) - math.floor((guiID[buttonID].lenght / 2))
else
x = guiID.x + guiID[buttonID].x
end
gpu.fill(x, guiID[buttonID].y, guiID[buttonID].lenght, 1, " ")
gpu.set(x, guiID[buttonID].y, guiID[buttonID].text)
end
end
-- displays a text
local function _displayText(guiID, textID)
if guiID[textID].visible == true then
gpu.setBackground(colorTextBackground)
gpu.setForeground(colorTextForeground)
local x = 0
if guiID[textID].x == "center" then
x = guiID.x + math.floor((guiID.width / 2)) - math.floor((guiID[textID].lenght) / 2)
else
x = guiID.x + guiID[textID].x
end
gpu.fill(x, guiID[textID].y , guiID[textID].lenght, 1, " ")
gpu.set(x, guiID[textID].y, string.sub(guiID[textID].text, 1, guiID[textID].lenght))
end
end
-- displays a vertical slider
local function _displayVslider(guiID, sliderID)
if guiID[sliderID].visible == true then
gpu.setBackground(colorVSliderBackground)
gpu.setForeground(colorVSliderForeground)
local x = 0
x = guiID.x + guiID[sliderID].x
gpu.fill(x, guiID[sliderID].y , guiID[sliderID].lenght + 2, 1, " ")
gpu.setBackground(colorButtonBackground)
gpu.setForeground(colorButtonForeground)
gpu.set(x, guiID[sliderID].y, "-")
gpu.set(x + guiID[sliderID].lenght + 1, guiID[sliderID].y, "+")
end
end
-- displays a progress bar
local function _displayProgress(guiID, progressID)
if guiID[progressID].visible == true then
gpu.setBackground(colorProgressForeground)
gpu.setForeground(colorProgressBackground)
local x = 0
local proz = math.floor(100 / guiID[progressID].max * guiID[progressID].value)
if proz > 100 then
proz = 100
if guiID[progressID].finished == false and guiID[progressID].func then
guiID[progressID].func(guiID, progressID)
end
guiID[progressID].finished = true
end
local length = guiID[progressID].lenght
if guiID[progressID].displayNumber == true then
length = length - 4
end
if guiID[progressID].x == "center" then
x = guiID.x + math.floor((guiID.width / 2)) - math.floor(length / 2)
else
x = guiID.x + guiID[progressID].x
end
local pos = math.floor(length / 100 * proz)
gpu.fill(x, guiID[progressID].y , pos, 1, " ")
gpu.setBackground(colorProgressBackground)
gpu.setForeground(colorProgressForeground)
gpu.fill(x + pos, guiID[progressID].y, length - pos, 1, " ")
gpu.setBackground(guiID.bg)
gpu.setForeground(guiID.fg)
if guiID[progressID].displayNumber == true then
-- gpu.fill(x, guiID[progressID].y - 1, guiID[progressID].lenght, 1, " ")
gpu.set(x + guiID[progressID].lenght - #("" .. proz) - 1, guiID[progressID].y, proz .. "%")
end
end
end
-- displays a vertical progress bar
local function _displayVProgress(guiID, progressID)
if guiID[progressID].visible == true then
local x = 0
if guiID[progressID].x == "center" then
x = guiID.x + math.floor((guiID.width / 2)) - math.floor((guiID[progressID].lenght) / 2)
else
x = guiID.x + guiID[progressID].x
end
local proz = math.floor(100 / guiID[progressID].max * guiID[progressID].value)
if proz > 100 then
proz = 100
if guiID[progressID].finished == false and guiID[progressID].func then
guiID[progressID].func(guiID, progressID)
end
guiID[progressID].finished = true
end
local pos = math.floor(guiID[progressID].lenght / 100 * proz)
for i = 1, guiID[progressID].width do
if guiID[progressID].direction == 0 then
gpu.setBackground(colorProgressForeground)
gpu.setForeground(colorProgressBackground)
gpu.fill(x+i-1, guiID[progressID].y , 1, pos, " ")
gpu.setBackground(colorProgressBackground)
gpu.setForeground(colorProgressForeground)
gpu.fill(x+i-1, guiID[progressID].y + pos, 1, guiID[progressID].lenght - pos, " ")
end
if guiID[progressID].direction == 1 then
gpu.setBackground(colorProgressBackground)
gpu.setForeground(colorProgressForeground)
gpu.fill(x+i-1, guiID[progressID].y, 1, guiID[progressID].lenght, " ")
gpu.setBackground(colorProgressForeground)
gpu.setForeground(colorProgressBackground)
gpu.fill(x+i-1, guiID[progressID].y + guiID[progressID].lenght - pos , 1, pos, " ")
end
end
end
end
-- display list
local function _displayList(guiID, listID)
if guiID[listID].visible == true then
if guiID[listID].enabled == true then
gpu.setBackground(colorListBackground)
gpu.setForeground(colorListForeground)
else
gpu.setBackground(colorListDisabledBackground)
gpu.setForeground(colorListDisabledForeground)
end
gpu.fill(guiID[listID].x, guiID[listID].y, guiID[listID].width, guiID[listID].height, " ")
gpu.fill(guiID[listID].x, guiID[listID].y, guiID[listID].width, 1, "-")
if guiID[listID].text then
gpu.set( guiID[listID].x + (guiID[listID].width/2) - (string.len(guiID[listID].text)/2), guiID[listID].y, "¦" .. guiID[listID].text .. "?")
end
if guiID[listID].active + guiID[listID].height - 3 > #guiID[listID].entries then
l = #guiID[listID].entries
else
l = guiID[listID].active + guiID[listID].height - 3
end
gpu.fill(guiID[listID].x, guiID[listID].y +guiID[listID].height - 1, guiID[listID].width, 1, "-")
gpu.set(guiID[listID].x, guiID[listID].y + guiID[listID].height - 1, "[<]")
gpu.set(guiID[listID].x + guiID[listID].width - 3, guiID[listID].y + guiID[listID].height - 1, "[>]")
for v = guiID[listID].active, l do
if v == guiID[listID].selected then
gpu.setBackground(colorListActiveBackground)
gpu.setForeground(colorListActiveForeground)
else
if guiID[listID].enabled == true then
gpu.setBackground(colorListBackground)
gpu.setForeground(colorListForeground)
else
gpu.setBackground(colorListDisabledBackground)
gpu.setForeground(colorListDisabledForeground)
end
end
gpu.fill(guiID[listID].x, guiID[listID].y + v - guiID[listID].active + 1, guiID[listID].width, 1 , " ")
gpu.set(guiID[listID].x + 1, guiID[listID].y + v - guiID[listID].active + 1, guiID[listID].entries[v] )
end
end
end
-- displays a chart
local function _displayChart(guiID, chartID)
if guiID[chartID].visible == true then
gpu.setBackground(colorChartBackground)
gpu.setForeground(colorChartForeground)
for x = 1, #guiID[chartID].data do
local proz = math.floor(100 / guiID[chartID].max * guiID[chartID].data[x])
local dotPos = guiID[chartID].height - math.floor( guiID[chartID].height / guiID[chartID].max * guiID[chartID].data[x])
for y = 1, guiID[chartID].height do
if dotPos == y then
gpu.setBackground(colorChartForeground)
else
gpu.setBackground(colorChartBackground)
end
gpu.set(x + guiID[chartID].x, y + guiID[chartID].y, " ")
end
end
end
end
-- display the gui and all widgets
function gui.displayGui(guiID)
_displayFrame(guiID)
for i = 1, #guiID do
if guiID[i].type == "label" then
_displayLabel(guiID, i)
elseif guiID[i].type == "button" then
_displayButton(guiID, i)
elseif guiID[i].type == "text" then
_displayText(guiID, i)
elseif guiID[i].type == "progress" then
_displayProgress(guiID, i)
elseif guiID[i].type == "vprogress" then
_displayVProgress(guiID, i)
elseif guiID[i].type == "list" then
_displayList(guiID, i)
elseif guiID[i].type == "frame" then
_displayAFrame(guiID, i)
elseif guiID[i].type == "hline" then
_displayHLine(guiID, i)
elseif guiID[i].type == "checkbox" then
_displayCheckbox(guiID, i)
elseif guiID[i].type == "radio" then
_displayRadio(guiID, i)
elseif guiID[i].type == "vslider" then
_displayVslider(guiID, i)
elseif guiID[i].type == "chart" then
_displayChart(guiID, i)
end
end
end
function gui.exit()
gpu.setBackground(0x000000)
gpu.setForeground(0xFFFFFF)
gpu.fill(1, 1, screenWidth, screenHeight, " ")
os.exit()
end
function gui.clearScreen()
gpu.setBackground(colorScreenBackground)
gpu.setForeground(colorScreenForeground)
gpu.fill(1, 1, screenWidth, screenHeight, " ")
gpu.setBackground(colorTopLineBackground)
gpu.setForeground(colorTopLineForeground)
gpu.fill(1, 1, screenWidth, 1, " ")
gpu.setBackground(colorBottomLineBackground)
gpu.setForeground(colorBottomLineForeground)
gpu.fill(1, screenHeight, screenWidth, 1, " ")
end
function gui.setTop(text)
gpu.setBackground(colorTopLineBackground)
gpu.setForeground(colorTopLineForeground)
gpu.set( (screenWidth / 2) - (string.len(text) / 2), 1, text)
end
function gui.setBottom(text)
gpu.setBackground(colorBottomLineBackground)
gpu.setForeground(colorBottomLineForeground)
gpu.set( (screenWidth / 2) - (string.len(text) / 2), screenHeight, text)
end
-- need to be called first to setup a new dialog
function gui.newGui(x, y, w, h, frame, text, bg, fg)
local tmpTable = {}
if x == "center" then
tmpTable["x"] = math.floor((screenWidth / 2) - (w / 2))
else
tmpTable["x"] = x
end
if y == "center" then
tmpTable["y"] = math.floor((screenHeight / 2) - (h / 2))
else
tmpTable["y"] = y
end
tmpTable["bg"] = bg or colorFrameBackground
tmpTable["fg"] = fg or colorFrameForeground
tmpTable["width"] = w
tmpTable["height"] = h
tmpTable["frame"] = frame
if text then
tmpTable["text"] = "¦" .. text .. "?"
end
return tmpTable
end
-- checkbox
function gui.newCheckbox(guiID, x, y, status)
local tmpTable = {}
tmpTable["type"] = "checkbox"
tmpTable["status"] = status or false
tmpTable["y"] = y + guiID.y
tmpTable["visible"] = true
tmpTable["enabled"] = true
tmpTable["x"] = x
table.insert(guiID, tmpTable)
return #guiID
end
-- radio button
function gui.newRadio(guiID, x, y)
local tmpTable = {}
tmpTable["type"] = "radio"
tmpTable["status"] = false
tmpTable["y"] = y + guiID.y
tmpTable["visible"] = true
tmpTable["enabled"] = true
tmpTable["x"] = x
table.insert(guiID, tmpTable)
return #guiID
end
-- label
function gui.newLabel(guiID, x, y, text, bg, fg)
local tmpTable = {}
tmpTable["type"] = "label"
tmpTable["y"] = y + guiID.y
tmpTable["text"] = text
tmpTable["lenght"] = string.len(text)
tmpTable["bg"] = bg or guiID.bg
tmpTable["fg"] = fg or guiID.fg
tmpTable["visible"] = true
tmpTable["x"] = x
table.insert(guiID, tmpTable)
return #guiID
end
-- button
function gui.newButton(guiID, x, y, text, func, bg, fg, clickBg, clickFg, disabledBg, disabledFg)
local tmpTable = {}
tmpTable["type"] = "button"
tmpTable["y"] = y + guiID.y
tmpTable["text"] = text
tmpTable["lenght"] = string.len(tmpTable.text)
tmpTable["visible"] = true
tmpTable["enabled"] = true
tmpTable["active"] = false
tmpTable["bg"] = bg
tmpTable["fg"] = fg
tmpTable["clickBg"] = clickBg
tmpTable["clickFg"] = clickFg
tmpTable["disabledBg"] = disabledBg
tmpTable["disabledFg"] = disabledFg
tmpTable["func"] = func
tmpTable["x"] = x
table.insert(guiID, tmpTable)
return #guiID
end
-- text input field
function gui.newText(guiID, x, y, lenght, text, func)
local tmpTable = {}
tmpTable["type"] = "text"
tmpTable["x"] = x
tmpTable["y"] = y + guiID.y
tmpTable["text"] = text
tmpTable["lenght"] = lenght
tmpTable["visible"] = true
tmpTable["enabled"] = true
tmpTable["func"] = func
table.insert(guiID, tmpTable)
return #guiID
end
-- progressbar
function gui.newProgress(guiID, x, y, lenght, maxValue, value, func, number)
local tmpTable = {}
tmpTable["type"] = "progress"
tmpTable["x"] = x
tmpTable["y"] = y + guiID.y
tmpTable["lenght"] = lenght
tmpTable["visible"] = true
tmpTable["enabled"] = true
tmpTable["max"] = maxValue
tmpTable["value"] = value
tmpTable["func"] = func
tmpTable["finished"] = false
tmpTable["displayNumber"] = number
table.insert(guiID, tmpTable)
return #guiID
end
-- vertical progress
function gui.newVProgress(guiID, x, y, lenght, width, maxValue, value, func, direction)
local tmpTable = {}
tmpTable["type"] = "vprogress"
tmpTable["x"] = x
tmpTable["y"] = y + guiID.y
tmpTable["lenght"] = lenght
tmpTable["width"] = width
tmpTable["visible"] = true
tmpTable["enabled"] = true
tmpTable["max"] = maxValue
tmpTable["value"] = value
tmpTable["func"] = func
tmpTable["direction"] = direction or 0
tmpTable["finished"] = false
table.insert(guiID, tmpTable)
return #guiID
end
-- vertical slider
function gui.newVSlider(guiID, x, y, lenght, minValue, maxValue, value, func)
local tmpTable = {}
tmpTable["type"] = "vslider"
tmpTable["x"] = x
tmpTable["y"] = y + guiID.y
tmpTable["lenght"] = lenght
tmpTable["visible"] = true
tmpTable["enabled"] = true
tmpTable["min"] = minValue
tmpTable["max"] = maxValue
tmpTable["value"] = value
tmpTable["func"] = func
table.insert(guiID, tmpTable)
return #guiID
end
-- list
function gui.newList(guiID, x, y, width, height, tab, func, text)
local tmpTable = {}
tmpTable["type"] = "list"
tmpTable["x"] = x + guiID.x
tmpTable["y"] = y + guiID.y
tmpTable["width"] = width
tmpTable["height"] = height
tmpTable["visible"] = true
tmpTable["enabled"] = true
tmpTable["func"] = func
tmpTable["selected"] = 1
tmpTable["active"] = 1
tmpTable["entries"] = tab
tmpTable["text"] = text
table.insert(guiID, tmpTable)
return #guiID
end
--frame
function gui.newFrame(guiID, x, y, width, height, text, bg, fg)
local tmpTable = {}
tmpTable["type"] = "frame"
tmpTable["x"] = x + guiID.x
tmpTable["y"] = y + guiID.y
tmpTable["bg"] = bg or colorFrameBackground
tmpTable["fg"] = fg or colorFrameForeground
tmpTable["width"] = width
tmpTable["height"] = height
tmpTable["visible"] = true
tmpTable["enabled"] = true
tmpTable["text"] = text
table.insert(guiID, tmpTable)
return #guiID
end
-- hline
function gui.newHLine(guiID, x, y, width)
local tmpTable = {}
tmpTable["type"] = "hline"
tmpTable["x"] = x + guiID.x
tmpTable["y"] = y + guiID.y
tmpTable["width"] = width
tmpTable["visible"] = true
tmpTable["enabled"] = true
table.insert(guiID, tmpTable)
return #guiID
end
-- chart
function gui.newChart(guiID, x, y, minValue, maxValue, data, lenght, height, bg, fg)
local tmpTable = {}
tmpTable["type"] = "chart"
tmpTable["y"] = y + guiID.y
tmpTable["lenght"] = lenght
tmpTable["height"] = height
tmpTable["bg"] = bg or guiID.bg
tmpTable["fg"] = fg or guiID.fg
tmpTable["visible"] = true
tmpTable["x"] = x + guiID.x
tmpTable["data"] = data
tmpTable["min"] = minValue
tmpTable["max"] = maxValue
table.insert(guiID, tmpTable)
return #guiID
end
function gui.getSelected(guiID, listID)
return guiID[listID].selected, guiID[listID].entries[guiID[listID].selected]
end
function gui.setSelected(guiID, listID, selection)
if selection<= #guiID[listID] then
guiID[listID].selected = selection
_displayList(guiID, listID)
end
end
function gui.setMax(guiID, widgetID, maxValue)
guiID[widgetID].max = maxValue
_displayProgress(guiID, widgetID)
end
function gui.setChartData(guiID, chartID, data)
guiID[chartID].data = data
_displayChart(guiID, chartID)
end
function gui.setValue(guiID, widgetID, value)
guiID[widgetID].value = value
if guiID[widgetID].type == "progress" then
_displayProgress(guiID, widgetID)
end
if guiID[widgetID].type == "vprogress" then
_displayVProgress(guiID, widgetID)
end
end
function gui.resetProgress(guiID, progressID)
guiID[progressID].finished = false
_displayProgress(guiID, progressID)
end
-- sets the text of a widget
function gui.setText(guiID, widgetID, text)
guiID[widgetID].text = text
if guiID[widgetID].type == "text" then
_displayText(guiID, widgetID)
end
if guiID[widgetID].type == "label" then
_displayLabel(guiID, widgetID)
end
-- gui.displayGui(guiID)
end
function gui.getText(guiID, widgetID)
return guiID[widgetID].text
end
function gui.getCheckboxStatus(guiID, widgetID)
return guiID[widgetID].status
end
function gui.setEnable(guiID, widgetID, state)
guiID[widgetID].enabled = state
gui.displayGui(guiID)
end
function gui.setVisible(guiID, widgetID, state)
if state == false then
guiID[widgetID].visible = state
guiID[widgetID].enabled = state
elseif state == true then
guiID[widgetID].visible = state
end
gui.displayGui(guiID)
end
function gui.setBackground(guiID, widgetID, color)
guiID[widgetID].bg = color
if guiID[widgetID].type == "label" then
_displayLabel(guiID, widgetID)
end
end
function gui.setForeground(guiID, widgetID, color)
guiID[widgetID].fg = color
if guiID[widgetID].type == "label" then
_displayLabel(guiID, widgetID)
end
end
function gui.clearList(guiID, listID)
guiID[listID].entries = {}
end
function gui.insertList(guiID, listID, value)
table.insert(guiID[listID].entries, value)
_displayList(guiID, listID)
end
function gui.getRadio(guiID)
for i = 1, #guiID do
if guiID[i].type == "radio" then
if guiID[i].status == true then
return i
end
end
end
return -1
end
function gui.setRadio(guiID, radioID)
for i = 1, #guiID do
if guiID[i].type == "radio" then
guiID[i].status = false
end
end
guiID[radioID].status = true
return -1
end
local function runInput(guiID, textID)
local inputText = guiID[textID].text
gpu.setBackground(colorInputBackground)
gpu.setForeground(colorInputForeground)
local x = 0
if guiID[textID].x == "center" then
x = guiID.x + math.floor((guiID.width / 2)) - math.floor((guiID[textID].lenght) / 2)
else
x =guiID.x + guiID[textID].x
end
local loopRunning = true
while loopRunning == true do
gpu.fill(x, guiID[textID].y, guiID[textID].lenght, 1, " ")
tmpStr = inputText
if string.len(tmpStr) + 1 > guiID[textID].lenght then
tmpStr = string.sub(tmpStr, string.len(tmpStr) - guiID[textID].lenght + 2, string.len(tmpStr))
end
gpu.set(x, guiID[textID].y, tmpStr .. "_")
local e, _, character, code = event.pullMultiple(0.1, "key_down", "touch")
if e == "key_down" then
if character == 8 then -- backspace
inputText = string.sub(inputText, 1, string.len(inputText) - 1)
elseif character == 13 then -- return
guiID[textID].text = inputText
if guiID[textID].func then
guiID[textID].func(guiID, textID, inputText)
end
loopRunning = false
elseif character > 31 and character < 128 then
inputText = inputText .. string.char(character)
end
elseif e == "touch" then
if character < x or character > (x + guiID[textID].lenght) or guiID[textID].y ~= code then
guiID[textID].text = inputText
_displayText(guiID, textID)
if guiID[textID].func then
guiID[textID].func(guiID, textID, inputText)
end
loopRunning = false
computer.pushSignal("touch", _, character, code)
end
end
end
end
local displayed = false
function gui.log(logname, message)
file=io.open(logname,"a")
file:write(os.date("[%c] ") .. message .. "\n")
file:close()
end
local showErrGui = false
function errGuiOK()
showErrGui = false
end
function gui.runGui(guiID, isAuthorizedFunc)
if displayed == false then
displayed = true
gui.displayGui(guiID)
end
local e, _, x, y, button, player = event.pull(0.1, "touch")
if e == nil then
return false
end
gui.processEvent(guiID, isAuthorizedFunc, e, x, y, button, player)
end
function gui.processEvent(guiID, isAuthorizedFunc, e, x, y, button, player)
if e == nil or e ~= "touch" then
return false
end
local ix = 0
if isAuthorizedFunc and not isAuthorizedFunc(guiID, player) then
gui.log("touches.log", "Not authorized: " .. player)
local errGui = gui.newGui(2, "center", screenWidth - 2, 8, true, "ERROR", 0xFF0000, 0xFFFF00)
local errMsgLabel = gui.newLabel(errGui, "center", 3, player)
local errMsgLabel2 = gui.newLabel(errGui, "center", 4, "not authorized!")
local errButton = gui.newButton(errGui, "center", 6, "OK", errGuiOK)
showErrGui = true
gui.displayGui(errGui)
local cnt = 200
while showErrGui do
gui.runGui(errGui)
cnt = cnt - 1
if cnt <= 0 then
showErrGui = false
end
end
showErrGui = false
gui.displayGui(guiID)
return false
end
for i = 1, #guiID do
if guiID[i].type == "button" then
if guiID[i].x == "center" then
ix = guiID.x + math.floor((guiID.width / 2)) - math.floor((guiID[i].lenght / 2))
else
ix = guiID.x + guiID[i].x
end
if x >= ix and x < (ix + guiID[i].lenght) and guiID[i].y == y then
if guiID[i].func and guiID[i].enabled == true then
guiID[i].active = true
gui.displayGui(guiID)
os.sleep(0.05)
guiID[i].active = false
guiID[i].usedBy = player
gui.displayGui(guiID)
guiID[i].func(guiID, i)
end
end
elseif guiID[i].type == "checkbox" then
ix = guiID.x + guiID[i].x + 1
if x == ix and guiID[i].y == y then
if guiID[i].enabled == true then
if guiID[i].status == true then
guiID[i].status = false
else
guiID[i].status = true
end
_displayCheckbox(guiID, i)
end
end
elseif guiID[i].type == "radio" then
ix = guiID.x + guiID[i].x + 1
if x == ix and guiID[i].y == y then
if guiID[i].enabled == true then
for c = 1, #guiID do
if guiID[c].type == "radio" then
guiID[c].status = false
_displayRadio(guiID, c)
end
end
guiID[i].status = true
_displayRadio(guiID, i)
end
end
elseif guiID[i].type == "text" then
if guiID[i].x == "center" then
ix = guiID.x + math.floor((guiID.width / 2)) - math.floor((guiID[i].lenght / 2))
else
ix = guiID.x + guiID[i].x
end
if x >= ix and x < (ix + guiID[i].lenght) and guiID[i].y == y then
if guiID[i].enabled == true then
runInput(guiID, i)
end
end
elseif guiID[i].type == "list" and guiID[i].enabled == true then
if x == guiID[i].x +1 and y == guiID[i].y + guiID[i].height - 1 then
guiID[i].active = guiID[i].active - guiID[i].height + 2
if guiID[i].active < 1 then
guiID[i].active = 1
end
gpu.setBackground(colorListActiveBackground)
gpu.setForeground(colorListActiveForeground)
gpu.set(guiID[i].x, guiID[i].y + guiID[i].height - 1, "[<]")
guiID[i].selected = guiID[i].active
-- _displayList(guiID, i)
if guiID[i].func then
gpu.setBackground(colorButtonClickedBackground)
gpu.setForeground(colorButtonClickedForeground)
gpu.set(guiID[i].x, guiID[i].y + guiID[i].height - 1, "[<]")
os.sleep(0.05)
gpu.setBackground(colorListBackground)
gpu.setForeground(colorListForeground)
guiID[i].usedBy = player
gpu.set(guiID[i].x, guiID[i].y + guiID[i].height - 1, "[<]")
guiID[i].func(guiID, i, guiID[i].selected, guiID[i].entries[guiID[i].selected])
end
end
if x == guiID[i].x + guiID[i].width - 2 and y == guiID[i].y + guiID[i].height - 1 then
if guiID[i].active + guiID[i].height - 2 < #guiID[i].entries then
guiID[i].active = guiID[i].active + guiID[i].height - 2
guiID[i].selected = guiID[i].active
end
gpu.setBackground(colorListActiveBackground)
gpu.setForeground(colorListActiveForeground)
gpu.set(guiID[i].x + guiID[i].width - 3, guiID[i].y + guiID[i].height - 1, "[>]")
-- _displayList(guiID, i)
if guiID[i].func then
gpu.setBackground(colorButtonClickedBackground)
gpu.setForeground(colorButtonClickedForeground)
gpu.set(guiID[i].x + guiID[i].width - 3, guiID[i].y + guiID[i].height - 1, "[>]")
os.sleep(0.05)
gpu.setBackground(colorListBackground)
gpu.setForeground(colorListForeground)
guiID[i].usedBy = player
gpu.set(guiID[i].x + guiID[i].width - 3, guiID[i].y + guiID[i].height - 1, "[>]")
guiID[i].func(guiID, i, guiID[i].selected, guiID[i].entries[guiID[i].selected])
end
end
if x > guiID[i].x - 1 and x < guiID[i].x + guiID[i].width and y > guiID[i].y and y < guiID[i].y + guiID[i].height - 1 then
if guiID[i].active + y - guiID[i].y - 1 <= #guiID[i].entries then
guiID[i].selected = guiID[i].active + y - guiID[i].y - 1
-- _displayList(guiID, i)
if guiID[i].func then
guiID[i].usedBy = player
guiID[i].func(guiID, i, guiID[i].selected, guiID[i].entries[guiID[i].selected])
end
end
end
_displayList(guiID, i)
elseif guiID[i].type == "chart" and guiID[i].enabled == true then
_displayChart(guiID, i)
end
end
-- gui.displayGui(guiID)
end
errorGui = gui.newGui("center", "center", screenWidth / 3 * 2, 10, true, "ERROR", 0xFF0000, 0xFFFF00)
errorMsgLabel1 = gui.newLabel(errorGui, "center", 3, "")
errorMsgLabel2 = gui.newLabel(errorGui, "center", 4, "")
errorMsgLabel3 = gui.newLabel(errorGui, "center", 5, "")
errorButton = gui.newButton(errorGui, "center", 8, "exit", gui.exit)
function gui.showError(msg1, msg2, msg3)
gui.setText(errorGui, errorMsgLabel1, msg1 or "")
gui.setText(errorGui, errorMsgLabel2, msg2 or "")
gui.setText(errorGui, errorMsgLabel3, msg3 or "")
gui.displayGui(errorGui)
while true do
gui.runGui(errorGui)
end
end
local msgRunning = true
function msgCallback()
msgRunning = false
end
msgGui = gui.newGui("center", "center", 40, 10, true, "Info")
msgLabel1 = gui.newLabel(msgGui, "center", 3, "")
msgLabel2 = gui.newLabel(msgGui, "center", 4, "")
msgLabel3 = gui.newLabel(msgGui, "center", 5, "")
msgButton = gui.newButton(msgGui, "center", 8, "ok", msgCallback)
function gui.showMsg(msg1, msg2, msg3)
gui.setText(msgGui, msgLabel1, msg1 or "")
gui.setText(msgGui, msgLabel2, msg2 or "")
gui.setText(msgGui, msgLabel3, msg3 or "")
msgRunning = true
gui.displayGui(msgGui)
while msgRunning == true do
gui.runGui(msgGui)
end
end
local yesNoRunning = true
local yesNoValue = false
local function yesNoCallbackYes()
yesNoRunning = false
yesNoValue = true
end
local function yesNoCallbackNo()
yesNoRunning = false
yesNoValue = false
end
yesNoGui = gui.newGui("center", "center", screenWidth / 3 * 2, 8, true, "Question")
yesNoMsgLabel1 = gui.newLabel(yesNoGui, "center", 2, "")
yesNoMsgLabel2 = gui.newLabel(yesNoGui, "center", 3, "")
yesNoMsgLabel3 = gui.newLabel(yesNoGui, "center", 4, "")
yesNoYesButton = gui.newButton(yesNoGui, 3, 6, "yes", yesNoCallbackYes)
yesNoNoButton = gui.newButton(yesNoGui, screenWidth / 3 * 2 - 4, 6, "no", yesNoCallbackNo)
function gui.getYesNo(msg1, msg2, msg3)
yesNoRunning = true
gui.setText(yesNoGui, yesNoMsgLabel1, msg1 or "")
gui.setText(yesNoGui, yesNoMsgLabel2, msg2 or "")
gui.setText(yesNoGui, yesNoMsgLabel3, msg3 or "")
gui.displayGui(yesNoGui)
while yesNoRunning == true do
gui.runGui(yesNoGui)
end
return yesNoValue
end
-- File handling
function gui.splitString(str, sep)
local sep, fields = sep or ":", {}
local pattern = string.format("([^%s]+)", sep)
str:gsub(pattern, function(c) fields[#fields+1] = c end)
return fields
end
local function convert( chars, dist, inv )
return string.char( ( string.byte( chars ) - 32 + ( inv and -dist or dist ) ) % 95 + 32 )
end
function gui.string2key(str)
tmpTable = {}
for i = 1, string.len(str) do
tmpTable[i] = string.byte(str,i)
end
while #tmpTable < 5 do
table.insert(tmpTable,100)
end
return tmpTable
end
function gui.crypt(str,inv,k)
if not k then
k = {1,2,3,4,5}
end
while #k < 5 do
table.insert(k,100)
end
local enc= "";
for i=1,#str do
if(#str-k[#k] >= i or not inv)then
for inc=0,3 do
if(i%4 == inc)then
enc = enc .. convert(string.sub(str,i,i),k[inc+1],inv);
break;
end
end
end
end
if(not inv)then
for i=1,k[#k] do
enc = enc .. string.char(math.random(32,126));
end
end
return enc;
end
--// exportstring( string )
--// returns a "Lua" portable version of the string
local function exportstring( s )
s = string.format( "%q",s )
-- to replace
s = string.gsub( s,"\\\n","\\n" )
s = string.gsub( s,"\r","\\r" )
s = string.gsub( s,string.char(26),"\"..string.char(26)..\"" )
return s
end
--// The Save Function
function gui.saveTable(tbl,filename )
local charS,charE = " ","\n"
local file,err
-- create a pseudo file that writes to a string and return the string
if not filename then
file = { write = function( self,newstr ) self.str = self.str..newstr end, str = "" }
charS,charE = "",""
-- write table to tmpfile
elseif filename == true or filename == 1 then
charS,charE,file = "","",io.tmpfile()
-- write table to file
-- use io.open here rather than io.output, since in windows when clicking on a file opened with io.output will create an error
else
file,err = io.open( filename, "w" )
if err then
print ("Gui-lib: Error saving table " .. filename .." -> " .. err)
return _,err
end
end
-- initiate variables for save procedure
local tables,lookup = { tbl },{ [tbl] = 1 }
file:write( "return {"..charE )
for idx,t in ipairs( tables ) do
if filename and filename ~= true and filename ~= 1 then
file:write( "-- Table: {"..idx.."}"..charE )
end
file:write( "{"..charE )
local thandled = {}
for i,v in ipairs( t ) do
thandled[i] = true
-- escape functions and userdata
if type( v ) ~= "userdata" then
-- only handle value
if type( v ) == "table" then
if not lookup[v] then
table.insert( tables, v )
lookup[v] = #tables
end
file:write( charS.."{"..lookup[v].."},"..charE )
elseif type( v ) == "function" then
file:write( charS.."loadstring("..exportstring(string.dump( v )).."),"..charE )
else
local value = ( type( v ) == "string" and exportstring( v ) ) or tostring( v )
file:write( charS..value..","..charE )
end
end
end
for i,v in pairs( t ) do
-- escape functions and userdata
if (not thandled[i]) and type( v ) ~= "userdata" then
-- handle index
if type( i ) == "table" then
if not lookup[i] then
table.insert( tables,i )
lookup[i] = #tables
end
file:write( charS.."[{"..lookup[i].."}]=" )
else
local index = ( type( i ) == "string" and "["..exportstring( i ).."]" ) or string.format( "[%d]",i )
file:write( charS..index.."=" )
end
-- handle value
if type( v ) == "table" then
if not lookup[v] then
table.insert( tables,v )
lookup[v] = #tables
end
file:write( "{"..lookup[v].."},"..charE )
elseif type( v ) == "function" then
file:write( "loadstring("..exportstring(string.dump( v )).."),"..charE )
else
local value = ( type( v ) == "string" and exportstring( v ) ) or tostring( v )
file:write( value..","..charE )
end
end
end
file:write( "},"..charE )
end
file:write( "}" )
-- Return Values
-- return stringtable from string
if not filename then
-- set marker for stringtable
return file.str.."--|"
-- return stringttable from file
elseif filename == true or filename == 1 then
file:seek ( "set" )
-- no need to close file, it gets closed and removed automatically
-- set marker for stringtable
return file:read( "*a" ).."--|"
-- close file and return 1
else
file:close()
return 1
end
end
--// The Load Function
function gui.loadTable( sfile )
local tables, err, _
-- catch marker for stringtable
if string.sub( sfile,-3,-1 ) == "--|" then
tables,err = loadstring( sfile )
else
tables,err = loadfile( sfile )
end
if err then
print("Gui-lib: Error loading table " ..sfile .. " -> " ..err)
return _,err
end
tables = tables()
for idx = 1,#tables do
local tolinkv,tolinki = {},{}
for i,v in pairs( tables[idx] ) do
if type( v ) == "table" and tables[v[1]] then
table.insert( tolinkv,{ i,tables[v[1]] } )
end
if type( i ) == "table" and tables[i[1]] then
table.insert( tolinki,{ i,tables[i[1]] } )
end
end
-- link values, first due to possible changes of indices
for _,v in ipairs( tolinkv ) do
tables[idx][v[1]] = v[2]
end
-- link indices
for _,v in ipairs( tolinki ) do
tables[idx][v[2]],tables[idx][v[1]] = tables[idx][v[1]],nil
end
end
return tables[1]
end
function gui.sepString(str)
tmpTable = {}
for i = 1, string.len(str) do
tmpTable[i] = string.char(string.byte(str,i))
end
return tmpTable
end
return gui
|
--
-- Copyright(c) 2010-2015 Intel Corporation.
-- Copyright(c) 2016-2018 Viosoft Corporation.
-- All rights reserved.
--
-- Redistribution and use in source and binary forms, with or without
-- modification, are permitted provided that the following conditions
-- are met:
--
-- * Redistributions of source code must retain the above copyright
-- notice, this list of conditions and the following disclaimer.
-- * Redistributions in binary form must reproduce the above copyright
-- notice, this list of conditions and the following disclaimer in
-- the documentation and/or other materials provided with the
-- distribution.
-- * Neither the name of Intel Corporation nor the names of its
-- contributors may be used to endorse or promote products derived
-- from this software without specific prior written permission.
--
-- THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
-- "AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT
-- LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR
-- A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT
-- OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,
-- SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT
-- LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
-- DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
-- THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
-- (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
-- OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
--
dofile("bundle_maker.lua")
if (test_system_id == nil) then
error("test_system_id not set")
end
offset = 8 * test_system_id
c_2s0, s_3s0 = setup_bundles(128 + offset, ss)
c_4s0, s_5s0 = setup_bundles(129 + offset, ss)
c_2s0h, s_3s0h = setup_bundles(130 + offset, ss)
c_4s0h, s_5s0h = setup_bundles(131 + offset, ss)
c_6s0, s_7s0 = setup_bundles(132 + offset, ss)
c_8s0, s_9s0 = setup_bundles(133 + offset, ss)
c_6s0h, s_7s0h = setup_bundles(134 + offset, ss)
c_8s0h, s_9s0h = setup_bundles(135 + offset, ss)
----------------
c_2s1, s_3s1 = setup_bundles(64 + offset, ss)
c_4s1, s_5s1 = setup_bundles(65 + offset, ss)
c_2s1h, s_3s1h = setup_bundles(66 + offset, ss)
c_4s1h, s_5s1h = setup_bundles(67 + offset, ss)
c_6s1, s_7s1 = setup_bundles(68 + offset, ss)
c_8s1, s_9s1 = setup_bundles(69 + offset, ss)
c_6s1h, s_7s1h = setup_bundles(70 + offset, ss)
c_8s1h, s_9s1h = setup_bundles(71 + offset, ss)
if (max_setup_rate == nil) then
error("max_setup_rate not set")
end
if (connections == nil) then
error("connections not set")
end
port_a_clients="2s0,4s0,2s0h,4s0h,6s0,8s0,6s0h,8s0h"
port_b_servers="3s0,5s0,3s0h,5s0h,7s0,9s0,7s0h,9s0h"
port_c_clients="2s1,4s1,2s1h,4s1h,6s1,8s1,6s1h,8s1h"
port_d_servers="3s1,5s1,3s1h,5s1h,7s1,9s1,7s1h,9s1h"
all_clients = port_a_clients
.. "," .. port_c_clients
all_servers = port_b_servers
.. "," .. port_d_servers
all_workers = all_clients .. "," .. all_servers
all_ld = "1s0,1s0h,1s1,1s1h"
client_port_count = 2;
bps = 1250000000/task_count(port_a_clients)
msr = max_setup_rate/client_port_count/task_count(port_a_clients)
conn = connections/client_port_count/task_count(port_a_clients)
mempool_size = connections
if (mempool_size > 100000) then
mempool_size = 100000
elseif (mempool_size < 2048) then
mempool_size = 2048
end
|
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