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----------------------------------- -- Area: Port Jeuno -- NPC: Imasuke -- Starts and Finishes Quest: The Antique Collector -- !pos -165 11 94 246 ----------------------------------- require("scripts/globals/settings") require("scripts/globals/titles") require("scripts/globals/keyitems") require("scripts/globals/shop") require("scripts/globals/quests") local ID = require("scripts/zones/Port_Jeuno/IDs") ----------------------------------- function onTrade(player, npc, trade) local theAntiqueCollector = player:getQuestStatus(JEUNO, tpz.quest.id.jeuno.THE_ANTIQUE_COLLECTOR) -- THE ANTIQUE COLLECTOR (kaiser sword) if (theAntiqueCollector == QUEST_ACCEPTED and trade:hasItemQty(16631, 1) and trade:getItemCount() == 1) then player:startEvent(15) -- End quest end end function onTrigger(player, npc) local circleOfTime = player:getQuestStatus(JEUNO, tpz.quest.id.jeuno.THE_CIRCLE_OF_TIME) local theAntiqueCollector = player:getQuestStatus(JEUNO, tpz.quest.id.jeuno.THE_ANTIQUE_COLLECTOR) local circleProgress = player:getCharVar("circleTime") -- CIRCLE OF TIME if (circleOfTime == QUEST_ACCEPTED) then if (circleProgress == 1) then player:startEvent(30) elseif (circleProgress == 2) then player:startEvent(29) elseif (circleProgress == 3) then player:startEvent(32) elseif (circleProgress == 4) then player:startEvent(33) elseif (circleProgress == 5) then player:startEvent(31) end -- THE ANTIQUE COLLECTOR elseif (theAntiqueCollector == QUEST_AVAILABLE and player:getFameLevel(JEUNO) >= 3) then player:startEvent(13) -- Start quest elseif (theAntiqueCollector == QUEST_ACCEPTED) then player:startEvent(14) -- Mid CS -- DEFAULT DIALOG else player:startEvent(12) end end function onEventUpdate(player, csid, option) end function onEventFinish(player, csid, option) -- THE ANTIQUE COLLECTOR if (csid == 13 and option == 1) then player:addQuest(JEUNO, tpz.quest.id.jeuno.THE_ANTIQUE_COLLECTOR) elseif (csid == 15) then player:addTitle(tpz.title.TRADER_OF_ANTIQUITIES) if (player:hasKeyItem(tpz.ki.MAP_OF_DELKFUTTS_TOWER) == false) then player:addKeyItem(tpz.ki.MAP_OF_DELKFUTTS_TOWER) player:messageSpecial(ID.text.KEYITEM_OBTAINED, tpz.ki.MAP_OF_DELKFUTTS_TOWER) else player:addGil(2000 * GIL_RATE) player:messageSpecial(ID.text.GIL_OBTAINED, 2000 * GIL_RATE) player:addExp(2000 * EXP_RATE) end player:addFame(JEUNO, 30) player:tradeComplete(trade) player:completeQuest(JEUNO, tpz.quest.id.jeuno.THE_ANTIQUE_COLLECTOR) -- CIRCLE OF TIME elseif (csid == 29 and option == 1) then player:setCharVar("circleTime", 3) elseif (csid == 30 and option == 1) then player:setCharVar("circleTime", 3) elseif (csid == 30 and option == 0) then player:setCharVar("circleTime", 2) elseif (csid == 33) then player:setCharVar("circleTime", 5) end end
local mod = EPGP:NewModule("gptooltip", "AceHook-3.0") local GP = LibStub("LibGearPoints-1.3") local L = LibStub("AceLocale-3.0"):GetLocale("EPGP") local LUI = LibStub("LibEPGPUI-1.0") local ItemUtils = LibStub("LibItemUtils-1.0") local function TooltipAddGpLine(tooltip, i, gp, c) if not gp then return false end local c = c or "" if gp == 0 and c == "" then return false end local s = ("GP%d: %d"):format(i, gp) if c ~= "" then s = s .. " (" .. c .. ")" end tooltip:AddLine(s, NORMAL_FONT_COLOR.r, NORMAL_FONT_COLOR.g, NORMAL_FONT_COLOR.b); return true end function OnTooltipSetItem(tooltip, ...) local _, itemlink = tooltip:GetItem() if not itemlink then return end local gp1, c1, gp2, c2, gp3, c3 = GP:GetValue(itemlink) if mod.db.profile.ilvl then local ilvl = select(4, GetItemInfo(itemlink)) if ilvl then tooltip:AddLine(("ilvl: %s"):format(ilvl)) end end if not TooltipAddGpLine(tooltip, 1, gp1, c1) then return end if not TooltipAddGpLine(tooltip, 2, gp2, c2) then return end if not TooltipAddGpLine(tooltip, 3, gp3, c3) then return end end mod.dbDefaults = { profile = { enabled = true, threshold = 4, -- Epic ilvl = false, } } function mod:OnInitialize() self.db = EPGP.db:RegisterNamespace("gptooltip", mod.dbDefaults) end mod.optionsName = L["Tooltip"] mod.optionsDesc = L["GP on tooltips"] mod.optionsArgs = { help = { order = 1, type = "description", name = L["Provide a proposed GP value of armor on tooltips. Quest items or tokens that can be traded for armor will also have a proposed GP value."], fontSize = "medium", }, threshold = { order = 10, type = "select", name = L["Quality threshold"], desc = L["Only display GP values for items at or above this quality."], values = { [0] = ITEM_QUALITY0_DESC, -- Poor [1] = ITEM_QUALITY1_DESC, -- Common [2] = ITEM_QUALITY2_DESC, -- Uncommon [3] = ITEM_QUALITY3_DESC, -- Rare [4] = ITEM_QUALITY4_DESC, -- Epic [5] = ITEM_QUALITY5_DESC, -- Legendary [6] = ITEM_QUALITY6_DESC, -- Artifact }, get = function() return GP:GetQualityThreshold() end, set = function(info, itemQuality) info.handler.db.profile.threshold = itemQuality GP:SetQualityThreshold(itemQuality) end, }, spacer1 = LUI:OptionsSpacer(11, 0.001), ilvl = { order = 20, type = "toggle", name = L["Show item level"], }, } function mod:OnEnable() GP:SetQualityThreshold(self.db.profile.threshold) local obj = EnumerateFrames() while obj do if obj:IsObjectType("GameTooltip") and obj ~= ItemUtils.tooltip then assert(obj:HasScript("OnTooltipSetItem")) self:HookScript(obj, "OnTooltipSetItem", OnTooltipSetItem) end obj = EnumerateFrames(obj) end end
local gcc = ToolsetPrototype( 'gcc' ); function gcc.configure( toolset, gcc_settings ) local paths = os.getenv( 'PATH' ); return { gcc = which( gcc_settings.gcc or os.getenv('CC') or 'gcc', paths ); gxx = which( gcc_settings.gxx or os.getenv('CXX') or 'g++', paths ); ar = which( gcc_settings.ar or os.getenv('AR') or 'ar', paths ); }; end function gcc.validate( toolset, gcc_settings ) return exists( gcc_settings.gcc ) and exists( gcc_settings.gxx ) and exists( gcc_settings.ar ) ; end function gcc.initialize( toolset ) local Cc = PatternPrototype( 'Cc' ); Cc.identify = gcc.object_filename; Cc.build = function( toolset, target ) gcc.compile( toolset, target, 'c' ) end; toolset.Cc = Cc; local Cxx = PatternPrototype( 'Cxx' ); Cxx.identify = gcc.object_filename; Cxx.build = function( toolset, target ) gcc.compile( toolset, target, 'c++' ) end; toolset.Cxx = Cxx; local StaticLibrary = FilePrototype( 'StaticLibrary' ); StaticLibrary.identify = gcc.static_library_filename; StaticLibrary.build = gcc.archive; StaticLibrary.depend = cc.static_library_depend; toolset.StaticLibrary = StaticLibrary; local DynamicLibrary = FilePrototype( 'DynamicLibrary' ); DynamicLibrary.identify = gcc.dynamic_library_filename; DynamicLibrary.prepare = cc.collect_transitive_dependencies; DynamicLibrary.build = gcc.link; toolset.DynamicLibrary = DynamicLibrary; local Executable = FilePrototype( 'Executable' ); Executable.identify = gcc.executable_filename; Executable.prepare = cc.collect_transitive_dependencies; Executable.build = gcc.link; toolset.Executable = Executable; toolset:defaults { architecture = 'native'; assertions = true; debug = true; exceptions = true; fast_floating_point = false; generate_map_file = true; optimization = false; preprocess = false; run_time_type_info = true; standard = 'c++17'; strip = false; toolchain = 'gcc'; verbose_linking = false; warning_level = 3; warnings_as_errors = true; }; return true; end function gcc.object_filename( toolset, identifier ) return ('%s.o'):format( identifier ); end function gcc.static_library_filename( toolset, identifier ) local identifier = absolute( toolset:interpolate(identifier) ); local filename = ('%s/lib%s.a'):format( branch(identifier), leaf(identifier) ); return identifier, filename; end function gcc.dynamic_library_filename( toolset, identifier ) local identifier = absolute( toolset:interpolate(identifier) ); local filename = ('%s/lib%s.so'):format( branch(identifier), leaf(identifier) ); return identifier, filename; end function gcc.executable_filename( toolset, identifier ) local identifier = absolute( toolset:interpolate(identifier) ); local filename = identifier; return identifier, filename; end -- Compile C and C++ source to object files. function gcc.compile( toolset, target, language ) local flags = {}; gcc.append_defines( toolset, target, flags ); gcc.append_include_directories( toolset, target, flags ); gcc.append_compile_flags( toolset, target, flags, language ); local gcc_ = toolset.gcc.gcc; local environment = { PATH = branch(gcc_) }; local ccflags = table.concat( flags, ' ' ); local dependencies = ('%s.d'):format( target ); local source = target:dependency(); local output = target:filename(); local input = absolute( source:filename() ); printf( leaf(source:id()) ); target:clear_implicit_dependencies(); system( gcc_, ('gcc %s -MMD -MF "%s" -o "%s" "%s"'):format(ccflags, dependencies, output, input), environment, toolset:dependencies_filter(target) ); end -- Archive objects into a static library. function gcc.archive( toolset, target ) pushd( toolset:obj_directory(target) ); local objects = {}; local outdated_objects = 0; for _, dependency in target:dependencies() do local prototype = dependency:prototype(); if prototype ~= toolset.Directory and prototype ~= toolset.StaticLibrary and prototype ~= toolset.DynamicLibrary then table.insert( objects, relative(dependency) ); if dependency:outdated() then outdated_objects = outdated_objects + 1; end end end if outdated_objects > 0 or not exists(target) then printf( leaf(target) ); local objects = table.concat( objects, '" "' ); local ar = toolset.gcc.ar; local environment = { PATH = branch(ar) }; system( ar, ('ar -rcs "%s" "%s"'):format(native(target), objects), environment ); else touch( target ); end popd(); end -- Link dynamic libraries and executables. function gcc.link( toolset, target ) pushd( toolset:obj_directory(target) ); local objects = {}; for _, dependency in walk_dependencies(target) do local prototype = dependency:prototype(); if prototype ~= toolset.StaticLibrary and prototype ~= toolset.DynamicLibrary and prototype ~= toolset.Directory then table.insert( objects, relative(dependency) ); end end local flags = {}; gcc.append_link_flags( toolset, target, flags ); gcc.append_library_directories( toolset, target, flags ); local libraries = {}; gcc.append_libraries( toolset, target, libraries ); gcc.append_third_party_libraries( toolset, target, libraries ); if #objects > 0 then local ldflags = table.concat( flags, ' ' ); local ldobjects = table.concat( objects, '" "' ); local ldlibs = table.concat( libraries, ' ' ); local gxx = toolset.gcc.gxx; local environment = { PATH = branch(gxx) }; printf( leaf(target) ); system( gxx, ('g++ %s "%s" %s'):format(ldflags, ldobjects, ldlibs), environment ); end popd(); end function gcc.append_flags( flags, values, format ) local format = format or '%s'; if values then for _, flag in ipairs(values) do table.insert( flags, format:format(flag) ); end end end function gcc.append_defines( toolset, target, flags ) if not toolset.assertions then table.insert( flags, '-DNDEBUG' ); end gcc.append_flags( flags, toolset.defines, '-D%s' ); gcc.append_flags( flags, target.defines, '-D%s' ); end function gcc.append_include_directories( toolset, target, flags ) gcc.append_flags( flags, target.include_directories, '-I "%s"' ); gcc.append_flags( flags, toolset.include_directories, '-I "%s"' ); end function gcc.append_compile_flags( toolset, target, flags, language ) table.insert( flags, '-c' ); table.insert( flags, ('-march=%s'):format(toolset.architecture) ); table.insert( flags, '-fpic' ); gcc.append_flags( flags, target.cppflags ); gcc.append_flags( flags, toolset.cppflags ); local language = language or 'c++'; table.insert( flags, ('-x %s'):format(language) ); if string.find(language, 'c++', 1, true) then if toolset.exceptions then table.insert( flags, '-fexceptions' ); end if toolset.run_time_type_info then table.insert( flags, '-frtti' ); end local standard = toolset.standard; if standard then table.insert( flags, ('-std=%s'):format(standard) ); end end if toolset.debug then table.insert( flags, '-g3' ); end if toolset.optimization then table.insert( flags, '-O3' ); table.insert( flags, '-Ofast' ); end if toolset.preprocess then table.insert( flags, '-E' ); end if toolset.runtime_checks then table.insert( flags, '-fstack-protector' ); else table.insert( flags, '-fno-stack-protector' ); end if toolset.warnings_as_errors then table.insert( flags, '-Werror' ); end local warning_level = toolset.warning_level if warning_level == 0 then table.insert( flags, '-w' ); elseif warning_level == 1 then table.insert( flags, '-Wall' ); elseif warning_level >= 2 then table.insert( flags, '-Wall -Wextra' ); end if language:find('c++', 1, true) then gcc.append_flags( flags, toolset.cxxflags ); gcc.append_flags( flags, target.cxxflags ); else gcc.append_flags( flags, toolset.cflags ); gcc.append_flags( flags, target.cflags ); end end function gcc.append_library_directories( toolset, target, flags ) gcc.append_flags( flags, target.library_directories, '-L "%s"' ); gcc.append_flags( flags, toolset.library_directories, '-L "%s"' ); end function gcc.append_link_flags( toolset, target, flags ) gcc.append_flags( flags, toolset.ldflags ); gcc.append_flags( flags, target.ldflags ); table.insert( flags, ('-march=%s'):format(toolset.architecture) ); table.insert( flags, "-std=c++11" ); if target:prototype() == toolset.DynamicLibrary then table.insert( flags, "-shared" ); end if toolset.verbose_linking then table.insert( flags, "--verbose" ); end if toolset.debug then table.insert( flags, "-g" ); end -- The latest GCC with Android (or clang with iOS) doesn't recognize -- '-Wl,map' to specify the path to output a mapfile. -- if toolset.generate_map_file then -- table.insert( flags, ('-Wl,-Map,"%s"'):format(native(("%s.map"):format(target:filename()))) ); -- end if toolset.strip and not toolset.generate_dsym_bundle then table.insert( flags, "-Wl,--strip-all" ); end if toolset.exported_symbols_list then table.insert( flags, ('-exported_symbols_list "%s"'):format(absolute(toolset.exported_symbols_list)) ); end table.insert( flags, ('-o "%s"'):format(native(target:filename())) ); end function gcc.append_libraries( toolset, target, flags ) for _, dependency in target:dependencies() do local prototype = dependency:prototype(); if prototype == toolset.StaticLibrary or prototype == toolset.DynamicLibrary then local library = dependency; if library.whole_archive then table.insert( flags, '-Wl,--whole-archive' ); end table.insert( flags, ('-l%s'):format(library:id()) ); if library.whole_archive then table.insert( flags, '-Wl,--no-whole-archive' ); end end end end function gcc.append_third_party_libraries( toolset, target, flags ) gcc.append_flags( flags, toolset.libraries, '-l%s' ); gcc.append_flags( flags, target.libraries, '-l%s' ); end return gcc;
package.path = package.path .. ';../libs/?.lua' require("utf8data") require("utf8") window = js.global currentWord = "" numWin = 0 numLose = 0 secondsLeft = 0 TTL = 15 timer = nil strTimer = nil btnStart = nil txtResult = nil interval = "секунд" intervalEnding = {"", "а", "ы"} strings = { pushbutton = "Нажмите кнопку \"Играть\".", gameover = "Игра закончена. ", time = "Осталось ", timeover = "Время истекло. ", good = "Угадали. " } wordList = {"АНТИЛОПА", "БЕГЕМОТ", "АВТОМОБИЛЬ", "ФУТБОЛ", "ПАРОВОЗ", "КОРОБКА", "ПИАНИНО", "ТЕЛЕВИЗОР", "РЕСТОРАН", "ОЛИМПИАДА"} -- Вспомогательные функции -- Перемешиваем значения в таблице -- void table.shuffle(table t) function table.shuffle(t) math.randomseed(os.time()) local counter = #t while counter > 1 do local index = math.random(counter) t[index], t[counter] = t[counter], t[index] counter = counter - 1 end return t end -- Разбиваем строку по символам, преобразуя в таблицу -- table string:split() function string:split() local t = {} for i=1, string.utf8len(self) do table.insert(t, string.utf8sub(self, i, i)) end return t end -- Делаем правильные окончания function ending(num, str, t) if num%100 >= 11 and num%100 <= 14 then return str .. t[1] end local n = num%10 if n == 1 then return str .. t[2] end if n == 2 or n == 3 or n == 4 then return str .. t[3] end return str .. t[1] end -- Выбираем случайное слово, перемешиваем его и запускаем счётчик -- void getNewWord() function getNewWord() if #wordList == 0 then strTimer.innerHTML = strings["gameover"] return end secondsLeft = TTL changeTimer() table.shuffle(wordList) currentWord = table.remove(wordList, 1) -- перепутанная строка window.document:getElementById("strWord").innerHTML = table.concat(table.shuffle(currentWord:split())) txtResult.value = "" -- очистка поля ввода txtResult:focus() btnStart.disabled = "disabled" txtResult.disabled = "" timer = window:setInterval(getTime, 1000) -- запуск таймера end function getTime() secondsLeft = secondsLeft - 1 changeTimer() if secondsLeft <= 0 then -- время вышло numLose = numLose + 1 window.document:getElementById("strLose").innerHTML = numLose window:clearInterval(timer) btnStart.disabled = "" btnStart:focus() txtResult.disabled = "disabled" end end function changeTimer() if secondsLeft == 0 then strTimer.innerHTML = strings["timeover"] .. strings["pushbutton"]; return end strTimer.innerHTML = strings["time"] .. secondsLeft .. " " .. ending(secondsLeft, interval, intervalEnding ); end -- Прверяем то, что вводит пользователь function checkInput() if string.utf8upper(txtResult.value) == currentWord then -- игрок угадал numWin = numWin + 1 window.document:getElementById("strWin").innerHTML = numWin btnStart.disabled = "" window:clearInterval(timer) strTimer.innerHTML = strings["good"] .. strings["pushbutton"] btnStart:focus() txtResult.disabled = "disabled" end end -- init txtResult = window.document:getElementById("txtResult") txtResult:addEventListener("keyup", checkInput) btnStart = window.document:getElementById("btnStart") btnStart:addEventListener("click", getNewWord) strTimer = window.document:getElementById("strTimer") strTimer.innerHTML = strings["pushbutton"]
--=========== Copyright © 2017, Planimeter, All rights reserved. =============-- -- -- Purpose: -- --============================================================================-- argv = {} for _, v in ipairs( arg ) do argv[ v ] = true end if ( argv[ "--debug" ] ) then _DEBUG = true end if ( argv[ "--dedicated" ] ) then _SERVER = true _DEDICATED = true end if ( not _SERVER ) then _CLIENT = true end function framework.conf( c ) if ( _DEDICATED ) then c.modules.window = false c.modules.graphics = false else c.window.title = "Untitled" c.window.icon = "images/icon.png" if ( jit.os == "OSX" ) then c.window.icon = "images/icon_osx.png" end end c.identity = false end
local InGameSetup = script.Parent.Parent local SetGlobalGuiInset = require(InGameSetup.Actions.SetGlobalGuiInset) return function(state, action) state = state or { left = 0, top = 36, right = 0, bottom = 0, } if action.type == SetGlobalGuiInset.name then return { left = action.left, top = action.top, right = action.right, bottom = action.bottom, } end return state end
local basedir = "http://heavy.noxiousnet.com/music/" local function ms(m, s) return m * 60 + s end GM.BackgroundMusic = { { "Foozogz", "Party Rabbit", "foozogz-party_rabbit.ogg", 288 }, { "Foozogz", "Enveloped", "foozogz-enveloped.ogg", 205 }, { "Foozogz", "Pinkie Loves Sugar VIP", "foozogz-pinkie_loves_sugar_vip.ogg", 217 }, { "Foozogz", "A Sunny Day", "foozogz-a_sunny_day.ogg", 208 }, { "Foozogz", "Dream Chaser", "foozogz-dream_chaser.ogg", 222 }, { "Foozogz", "Pinkie's Videogame BGM", "foozogz-pinkies_video_game_bgm.ogg", 240 }, { "Foozogz", "Fluttershy Likes Being Nice", "foozogz-fluttershy_likes_being_nice.ogg", ms(3, 56) }, { "Foozogz", "Feeling Whimsical", "foozogz-feeling_whimsical.ogg", ms(2, 54) }, { "Foozogz", "Stratacoaster", "foozogz-stratacoaster.ogg", ms(3, 54) }, { "Starship Amazing", "A Full-Length Docudrama Based On The Making Of The Movie Space Jam", "starship_amazing-a_full-length_docudrama_based_on_the_making_of_the_movie_space_jam.ogg", ms(5, 16) }, { "Level 99", "Ecco: The Tides of Time 'Waves of Stone'", "level99-waves_of_stone.ogg", ms(3, 54) }, { "GARticuno", "Ore no Barklimouto", "garticuno-ore_no_barklimouto.ogg", ms(4, 13) }, { "_ensnare_", "Excerpt from Live Mix Jan 2012", "_ensnare_-excerpt_from_live_mix_jan_2012.ogg", ms(2, 53) }, { "Foozogz", "Of Fond Memories", "foozogz-of_fond_memories.ogg", ms(3, 23) }, { "Foozogz", "Sweetheart", "foozogz-sweetheart.ogg", ms(3, 48) }, { "Foozogz", "Space Invaders", "foozogz-space_invaders.ogg", ms(4, 07) }, { "Planetboom", "SuperSonic", "planetboom-supersonic.ogg", ms(3, 15) }, { "Warrior's Orochi", "Theme of Lu Bu", "warriors_orochi-theme_of_lu_bu.ogg", ms(2, 15) }, { "Nutritious", "Trial by Fire", "nutritious-trial_by_fire.ogg", ms(4, 00) } } AccessorFunc(GM, "CurrentTrack", "CurrentTrack", FORCE_STRING) local Music local MusicChannel local CVarVolume = CreateClientConVar("pbe2_volume", "25", true, false) cvars.AddChangeCallback("pbe2_volume", function(cvar, oldvalue, newvalue) oldvalue = tonumber(oldvalue) or 0 newvalue = tonumber(newvalue) or 0 GAMEMODE.MusicVolume = math.Clamp(math.ceil(newvalue) / 100, 0, 1) GAMEMODE:MusicVolumeChanged(oldvalue) end) function GM:MusicVolumeChanged(oldvalue) if self.MusicVolume == 0 then self:StopMusic() else if self.MusicVolume > 0 and oldvalue <= 0 then self:PlayMusic() end if MusicChannel then MusicChannel:SetVolume(self.MusicVolume) end end end local NextMusic function GM:MusicThink() if self.MusicVolume == nil then self.MusicVolume = math.Clamp(math.ceil(CVarVolume:GetInt()) / 100, 0, 1) self:MusicVolumeChanged(0) elseif NextMusic and RealTime() >= NextMusic then self:PlayMusic() end end function GM:PlayMusic(trackid) if self.MusicVolume <= 0 then return end local track = self.BackgroundMusic[trackid] if not track then local currenttrack = self:GetCurrentTrack() local notplaying = {} for k, v in pairs(self.BackgroundMusic) do if v[1] ~= currenttrack then table.insert(notplaying, v) end end math.randomseed(CurTime()) track = table.Random(notplaying) end self:StopMusic() self:PlayMusicUrl(basedir..track[3]) self:SetCurrentTrack(track[1]) NextMusic = RealTime() + track[4] end function GM:PlayMusicUrl(url) Music = sound.PlayURL(url, "noblock", function(channel) if channel then MusicChannel = channel channel:SetVolume(self.MusicVolume) end end) end function GM:StopMusic() if MusicChannel then MusicChannel:Stop() MusicChannel = nil end NextMusic = 0 end
-- This plugin copyright Alexander Harkness 2013, licensed under the MIT license. -- Configuration g_ServerLang = "en" g_ConsoleLang = "en" -- Global Variables g_Plugin = nil g_PluginDir = "" g_DataLoc = "" g_UserData = nil -- START WITH DA AWESOME! function Initialize( Plugin ) -- Set up the globals. g_Plugin = Plugin g_PluginDir = Plugin:GetLocalFolder() g_DataLoc = g_PluginDir .. "/userdata.ini" -- Set up the plugin details. Plugin:SetName( "TransAPI" ) Plugin:SetVersion( 1 ) -- This is the place for commands! cPluginManager.BindCommand("/language", "transapi.setlang", HandleLanguageCommand, " - Set your preferred language (use ISO 639-1)") -- Load the userdata file. g_UserData = cIniFile() LOG( "Initialized " .. Plugin:GetName() .. " v." .. Plugin:GetVersion() ) return true end function GetLanguage( Player ) -- Returns a language to use. if g_UserData:ReadFile(g_DataLoc) then local userLang = g_UserData:GetValueSet( Player:GetName(), "language", "false" ) g_UserData:WriteFile(g_DataLoc) end if userLang == "false" then return g_ServerLang else return userLang end end function GetConsoleLanguage() -- Return the language to use for console messages. return g_ConsoleLang end function HandleLanguageCommand( Split, Player ) -- If the user is not setting the language, tell them the currently selected one. if #Split ~= 2 then local userLang = g_UserData:GetValueSet( Player:GetName(), "language", "false" ) if userLang == "false" then return g_ServerLang else return userLang end end -- Set the language. local success = g_UserData:SetValue( Player:GetName(), "language", Split[2] ) g_UserData:WriteFile(g_DataLoc) if not success then Player:SendMessage( "Language could not be set!" ) else Player:SendMessage( "Language set!" ) end return true end function OnDisable() LOG( "Disabled TransAPI!" ) end
local copas = require "copas" local lfs = require "lfs" local file = require "pl.file" local path = require "pl.path" local JSON = require "json" local shell = require "lib/shell" local md5 = require "md5" local pretty = require 'pl.pretty' local struct = require 'struct' local file_image = require "lib/file-image" local DeviceConfigFile = "devconfig.lua" local FirmwareConfigFile = "fwconfig.lua" local CONFIG_HASH_NAME = "config_hash.cfg" local ProjectMt = {} ProjectMt.__index = ProjectMt local function GenerateFileLists(storage, fileList) local function store(f, content) storage:AddFile(f, content) print("GENERATE:", f, #content, content) end local function store_table(f, t) table.sort(t) local content = "return {" .. table.concat(t, ",") .. "}" storage:AddFile(f, content) print("GENERATE:", f, #content, content) end table.insert(fileList, storage.basePath .. "/" .. "lfs-files.lua") table.insert(fileList, storage.basePath .. "/" .. "lfs-services.lua") table.insert(fileList, storage.basePath .. "/" .. "lfs-events.lua") local file_list = {} local event_list = {} local service_list = {} for _, v in ipairs(fileList) do local base = path.basename(v) local name = base:gsub(".lua", "") table.insert(file_list, string.format([["%s"]], name)) if name:find("srv%-") then table.insert(service_list, string.format([["%s"]], name)) end if name:find("event%-") then table.insert(event_list, string.format([["%s"]], name)) end end store_table("lfs-services.lua", service_list) store_table("lfs-events.lua", event_list) store_table("lfs-files.lua", file_list) end local function FilterFiles(source, fileList, generateList) for k, v in pairs(source) do local t = type(k) if t == "number" then fileList[#fileList + 1] = v elseif t == "string" then generateList[k] = v else error("Unknown file entry type: " .. t) end end end local function PreprocessGeneratedFile(self, conf, vars) for i, v in ipairs(conf) do local arg = path.normpath(v:formatEx(vars)) -- print("GEN:", i, conf[i], "->", arg) conf[i] = arg end end -- local function PreprocessConditionalFile(self, fileList, name, item, vars) -- if self.config.hw[name] then -- for i, v in ipairs(item) do -- local arg = path.normpath(v:formatEx(vars)) -- -- print("COND:", i, item[i], "->", arg) -- table.insert(fileList, arg) -- end -- end -- end local function PreprocessFileList(self, fileList, vars) local keys = table.keys(fileList) table.sort(keys, function(a,b) return tostring(a) < tostring(b) end) for _, key in ipairs(keys) do local k = key local v = fileList[k] local t = type(k) -- print(t, k, v) if t == "number" then -- print(k, fileList[k]) fileList[k] = path.normpath(v:formatEx(vars)) elseif t == "string" then print(k, v.mode) if v.mode == "generated" then PreprocessGeneratedFile(self, v, vars) else error("Unknown file entry mode: " .. v.mode) end else error("Unknown file entry type: " .. t) end end end function ProjectMt:AddModuleFiles() for _,v in ipairs(self.modules) do -- print("PROCESSING MODULE: ", v) local fw_module = self.firmware.modules[v] if not fw_module then error("There is no module: " .. v) end self.lfs = table.merge(self.lfs, fw_module.lfs or {}) self.files = table.merge(self.files, fw_module.files or {}) end end function ProjectMt:Preprocess() self.modules = table.merge(self.config.project.modules or {}, table.keys(self.config.project.config.hw)) print("MODULES: ", table.concat(self.modules, ",")) self.lfs = table.merge(self.config.firmware.lfs, self.config.project.lfs) self.files = table.merge(self.config.firmware.files, self.config.project.files) self.config = table.merge(self.chip.config, self.config.project.config) self.config["hostname"] = self.chip.name local vars = { FW = configuration.fairy_node_base .. "/src/", PROJECT = self.projectDir .. "/files/", COMMON = "common/" } self:AddModuleFiles() -- print("LFS:") PreprocessFileList(self, self.lfs, vars) -- print("FILES:") PreprocessFileList(self, self.files, vars) end function ProjectMt:CalcTimestamps() function process(lst) local content = { } local max = 0 for _, v in ipairs(lst) do if type(v) == "string" then local attr = lfs.attributes(v) if not attr then error("Cannot get attributes of file " .. v) end if attr.modification > max then max = attr.modification end table.insert(content, file.read(v)) end end local all_code = table.concat(content, "") return { timestamp = max, hash = md5.sumhexa(all_code) } end return { lfs = process(self.lfs), root = process(self.files), config = json.decode(self:GenerateConfigFiles()[CONFIG_HASH_NAME]), } end function ProjectMt:GetConfigFileContent(name) local v = self.config[name] if not v then print("There is no config " .. name) return nil end if type(v) == "string" then return v else return JSON.encode(v) end end function ProjectMt:GenerateConfigFiles() local r = { } local all_content = { } for k, _ in pairs(self.config) do local name = k .. ".cfg" local content = self:GetConfigFileContent(k) -- print("GENERATE:", name, #content) r[name] = content table.insert(all_content, name .. "|" .. content) end table.sort(all_content) r[CONFIG_HASH_NAME] = JSON.encode({ hash = md5.sumhexa(table.concat(all_content, "")), timestamp = os.time(), }) return r end function ProjectMt:GenerateDynamicFiles(source, outStorage, list) for k, v in pairs(source) do local lines, code = shell.LinesOf("lua", nil, v) if not code then error("Command execution failed!") end local content = table.concat(lines, "\n") print("GENERATE", k, #content) table.insert(list, outStorage:AddFile(k, content)) end local ts = self:CalcTimestamps() local pretty_ts = pretty.write(ts.lfs) local timestamp_file = string.format([[return %s ]], pretty_ts ) print("LFS-TIMESTAMP: \n---------------\n" .. timestamp_file .. "\n---------------") table.insert(list, outStorage:AddFile("lfs-timestamp.lua", timestamp_file)) end local function AssertFileUniqness(fileList) local arr = {} local succ = true for _, v in ipairs(fileList) do if arr[v] then succ = false print("FILE IS NOT UNIQUE: " .. v) end arr[v] = true end return succ end function ProjectMt:BuildLFS(outStorage, fw_commit_hash) local luac = self.luac:GetLuacForHash(fw_commit_hash) if not luac then error("LFS compiler is not available") end local generated_storage = require("lib/file_storage").new() local fileList = {} local generateList = {} FilterFiles(self.lfs, fileList, generateList) self:GenerateDynamicFiles(generateList, generated_storage, fileList) GenerateFileLists(generated_storage, fileList) if not AssertFileUniqness(fileList) then error("Canot generate lfs if not all files are unique!") end print("Files in lfs: ", #fileList, "\n" .. table.concat(table.sorted(fileList), "\n")) local args = { "f", o = outStorage:AddFile("lfs.pending.img") } if not self.chip.config.debug then table.insert(args, "s") end if not self.chip.config.integer then table.insert(args, "f") end if self.chip.lfs and self.chip.lfs.size then args.m = tostring(self.chip.lfs.size) end -- shell.Start(luac, args, nil, unpack(fileList)) generated_storage:Clear() end function ProjectMt:BuildRootImage() local fileList = {} for _,v in ipairs(self.files) do fileList[path.basename(v)] = file.read(v) end local ts = self:CalcTimestamps() print(JSON.encode(ts.root)) fileList["root-timestamp.lua"] = "return " .. pretty.write(ts.root) local files = table.keys(fileList) print("Files in root: ", #files, "\n" .. table.concat(files, "\n")) return file_image.Pack(fileList) end function ProjectMt:BuildConfigImage() local fileList = self:GenerateConfigFiles() local files = table.keys(fileList) print("Files in config: ", #files, "\n" .. table.concat(files, "\n")) return file_image.Pack(fileList) end ----------------------------------------------- local ProjectModule = {} ProjectModule.__index = ProjectModule ProjectModule.__deps = { devconfig = "project-config", fwconfig = "fw-config", luac = "luac-builder", } function ProjectModule:LogTag() return "ProjectModule" end function ProjectModule:BeforeReload() end function ProjectModule:AfterReload() end function ProjectModule:Init() end function ProjectModule:ProjectExists(chipid) return self.devconfig.chipid[chipid] ~= nil end function ProjectModule:ListDeviceIds() return table.keys(self.devconfig.chipid) end function ProjectModule:LoadProject(chipid) local chip_config = self.devconfig.chipid[chipid] if not chip_config then error("ERROR: Unknown chip " .. chipid) end local mt = { __index = function(t, name) return rawget(t, name) or self.devconfig.chipid[chipid][name] or ProjectMt[name] end } local proj = { chip = chip_config, } proj.projectDir = self.devconfig.projectDir .. "/" .. chip_config.project proj.firmware = self.fwconfig -- TODO proj.config = { firmware = self.fwconfig, project = dofile(proj.projectDir .. "/" .. FirmwareConfigFile), } proj.luac = self.luac setmetatable(proj, mt) proj:Preprocess() return proj end return ProjectModule
require 'init' require 'lib' -- 添加指定时间内限流, 防止高峰情况, 日期, 星期, 时间段 -- 指定url进行限流, 防止服务器高并发无法处理 -- 自动防火墙封禁IP local function waf_main() ngx.update_time() if WHITE_IP_CHECK() then elseif WHITE_URL_CHECK() then elseif FORBIDDEN_IP_CHECK() then elseif LIMIT_IP_CHECK() then elseif LIMIT_URI_CHECK() then elseif CHECK_STREAM_LIMIT() then elseif POST_ATTACK_CHECK() then elseif URL_ARGS_ATTACK_CHECK() then end end waf_main()
-- if a mod adds technology in data-final-fixes, then we need to add optional dependency on those mods :/ function tablelength(T) local count = 0 for _ in pairs(T) do count = count + 1 end return count end local roughNumberOfTechs = 100*math.floor(0.5 + tablelength(data.raw["technology"])/100) local costModifier = 1 / math.sqrt(math.sqrt(roughNumberOfTechs)) for techname, tech in pairs(data.raw["technology"]) do if techname ~= "automation" then tech.unit.count = 25*math.max(math.floor((tech.unit.count * math.max(tech.unit.time * costModifier, 1) * 2)/25), 1) tech.unit.time = 10 end end
AddCSLuaFile() local W = "WHITE" local name = "Whelen PAR-46 Spotlight" local COMPONENT = {} COMPONENT.Model = "models/schmal/whelen_spotlight.mdl" COMPONENT.Skin = 0 COMPONENT.Bodygroups = {} COMPONENT.NotLegacy = true COMPONENT.ColorInput = 1 COMPONENT.UsePhases = true COMPONENT.Category = "Exterior" COMPONENT.DefaultColors = { [1] = W } COMPONENT.Meta = { auto_whelen_spotlight = { AngleOffset = 0, W = 12, H = 12, WMult = .9, Sprite = "sprites/emv/whelen_spotlight", Scale = 2, NoLegacy = true, DirAxis = "Up", DirOffset = 90 } } COMPONENT.Positions = { [1] = { Vector( 8.62, -2.38, 4.19 ), Angle( 20, -128, 5 ), "auto_whelen_spotlight" }, } COMPONENT.Sections = { ["auto_whelen_spotlight"] = { [1] = { { 1, "_1" } } }, } COMPONENT.Patterns = { ["auto_whelen_spotlight"] = { ["c1"] = { 1 } } } COMPONENT.Modes = { Primary = { M1 = { ["auto_whelen_spotlight"] = "c1" }, M2 = {}, M3 = {} }, Auxiliary = {}, Illumination = { T = { { 1, W } } } } EMVU:AddAutoComponent( COMPONENT, name )
Party = {} Party.__index = Party function Party:Create() local this = { mMembers = {} } setmetatable(this, self) return this end function Party:Add(member) self.mMembers[member.mId] = member end function Party:RemoveById(id) self.mMembers[id] = nil end function Party:Remove(member) self:RemoveById(member.mId) end function Party:ToArray() local array = {} for k, v in pairs(self.mMembers) do table.insert(array, v) end return array end -- Count the number of this item equipped function Party:EquipCount(itemId) local count = 0 for _,v in pairs(self.mMembers) do count = count + v:EquipCount(itemId) end return count end function Party:Rest() for _, v in pairs(self.mMembers) do local stats = v.mStats if stats:Get("hp_now") > 0 then stats:Set("hp_now", stats:Get("hp_max")) stats:Set("mp_now", stats:Get("mp_max")) end end end function Party:DebugPrintParty() for _, v in pairs(self.mMembers) do local stats = v.mStats local name = v.mName local hpNow = stats:Get("hp_now") local hpMax = stats:Get("hp_max") print(string.format("%s\t\t%d/%d", name, hpNow, hpMax)) end end function Party:DebugHurtParty() for _, v in pairs(self.mMembers) do local stats = v.mStats stats:Set("hp_now", 10) print("ow") end end
-- Init Menu Menu.Spacing() Menu.Separator() Menu.Spacing() Menu.Checkbox("Enable Teamdamage ESP", "cEnableTDamageESP", true) Menu.Checkbox("Enemy Only", "cTDamageEnemy", true) Menu.Checkbox("Enable Draw Distance", "cEnableTDamageDDistance", true) Menu.SliderInt("Draw Distance", "cTDamageDraw", 500, 2000, "", 1250) Menu.SliderInt("Position", "cTDamagePos", 0, 100, "", 0) Menu.Combo( "Alignment", "cTDamageAlign", { "Top Left", "Top Right", "Bottom Left", "Bottom Right" }, 3) Menu.ColorPicker("Text Clr", "cTDamageTextClr", 255, 255, 255, 255) Menu.Separator() --Global Vars local nextAutosave = 0 local first = true --Cool Shit local kills = {} local damage = {} --Setup lua function Setup() Menu.SetBool("cEnableTDamageSizing", false) for i = 1, 64 do kills[i] = 0 damage[i] = 0 end end --well, the name said it function UIDToPlayer(uid) for i = 1, 64 do local pCurrent = IEntityList.GetPlayer(i) if (not pCurrent or pCurrent:GetClassId() ~= 40) then goto skip end local Info = CPlayerInfo.new() if (not pCurrent:GetPlayerInfo(Info)) then goto skip end if Info.userId == uid then return i end ::skip:: end end Hack.RegisterCallback("PaintTraverse", function () if not Menu.GetBool("cEnableTDamageESP") then return end --if Menu.GetBool("cDisableTDamageESPCheck") and not Menu.GetBool("&Vars.esp_enabled") then return end if first then Setup() first = false end local pLocal = IEntityList.GetPlayer(IEngine.GetLocalPlayer()) for i = 1, 64 do if IEngine.GetLocalPlayer() == i then goto skip end local pCurrent = IEntityList.GetPlayer(i) if (not pCurrent or pCurrent:GetClassId() ~= 40 or pCurrent:IsDormant() or not pCurrent:IsAlive() or not pCurrent:IsTeammate()) then goto skip end local box = pCurrent:GetBox() local cPos = pCurrent:GetAbsOrigin() local lPos = pCurrent:GetAbsOrigin() local dist = Math.VectorDistance(lPos, cPos) --This string below might be usefull for an alternate rendering when too far away --Print((box.bottom - box.top) / 15) local dist = Math.VectorDistance(pLocal:GetAbsOrigin(), pCurrent:GetAbsOrigin()) local sizeZ = 15 if Menu.GetBool("cEnableTDamageSizing") then sizeZ = dist / 50 end if dist < 1500 then sizeZ = 15 end Print(sizeZ) local textPos = 0 local onePercent = (box.bottom - box.top) / 100 if Menu.GetInt("cTDamageAlign") == 0 or Menu.GetInt("cTDamageAlign") == 1 then textPos = (box.top + 20) + (Menu.GetInt("cTDamagePos") * onePercent) else textPos = box.bottom - (Menu.GetInt("cTDamagePos") * onePercent) end local clr = Menu.GetColor("cTDamageTextClr") if dist <= Menu.GetInt("cTDamageDraw") and Menu.GetBool("cEnableTDamageDDistance") then local kSize = Render.CalcTextSize_1("Kills: " .. kills[i], sizeZ) local x = box.right + 5 if Menu.GetInt("cTDamageAlign") == 0 or Menu.GetInt("cTDamageAlign") == 2 then x = box.left - kSize.x - 5 end Render.Text_1("Kills: " .. kills[i], x, textPos - 25, sizeZ, clr, false, false) local dSize = Render.CalcTextSize_1("Damage: " .. damage[i], sizeZ) if Menu.GetInt("cTDamageAlign") == 0 or Menu.GetInt("cTDamageAlign") == 2 then x = box.left - dSize.x - 5 end Render.Text_1("Damage: " .. damage[i], x, textPos - 10, sizeZ, clr, false, false) elseif not Menu.GetBool("cEnableTDamageDDistance") then local kSize = Render.CalcTextSize_1("Kills: " .. kills[i], sizeZ) local x = box.right + 5 if Menu.GetInt("cTDamageAlign") == 0 or Menu.GetInt("cTDamageAlign") == 2 then x = box.left - kSize.x - 5 end Render.Text_1("Kills: " .. kills[i], x, textPos - 25, sizeZ, clr, false, false) local dSize = Render.CalcTextSize_1("Damage: " .. damage[i], sizeZ) if Menu.GetInt("cTDamageAlign") == 0 or Menu.GetInt("cTDamageAlign") == 2 then x = box.left - dSize.x - 5 end Render.Text_1("Damage: " .. damage[i], x, textPos - 10, sizeZ, clr, false, false) end ::skip:: end end) Hack.RegisterCallback("FireEventClientSideThink", function(Event) if Event:GetName() == "player_hurt" then local attackerID = UIDToPlayer(Event:GetInt("attacker")) local hurt = IEntityList.GetPlayer(UIDToPlayer(Event:GetInt("userid"))) local attacker = IEntityList.GetPlayer(UIDToPlayer(Event:GetInt("attacker"))) local dmg = Event:GetInt("dmg_health") if not hurt then return end if not attacker then return end if hurt ~= attacker then if attacker:IsTeammate() or IEngine.GetLocalPlayer() == attackerID then if hurt:IsTeammate() or IEngine.GetLocalPlayer() == UIDToPlayer(Event:GetInt("userid")) then damage[attackerID] = damage[attackerID] + dmg end end end end if Event:GetName() == "player_death" then local attackerID = UIDToPlayer(Event:GetInt("attacker")) local hurt = IEntityList.GetPlayer(UIDToPlayer(Event:GetInt("userid"))) local attacker = IEntityList.GetPlayer(UIDToPlayer(Event:GetInt("attacker"))) if not hurt then return end if not attacker then return end if hurt ~= attacker then if attacker:IsTeammate() or IEngine.GetLocalPlayer() == attackerID then if hurt:IsTeammate() or IEngine.GetLocalPlayer() == UIDToPlayer(Event:GetInt("userid")) then kills[attackerID] = kills[attackerID] + 1 end end end end end)
#!/usr/bin/env luajit require "strict" local argparse = require "argparse" local geant4 = require "geant4" local view = require "view" -- Parse settings from the command line local parser = argparse() :name "scan-geant4" :description "Perform a Geant4 scan" parser:argument("site", "Site name.") parser:argument("period", "Downsampling period.") :default(1) :convert(tonumber) parser:option("-e --events", "Number of Monte Carlo events.") :default(1) :convert(tonumber) parser:option("--particle", "Primary particle.") :default("Geantino") parser:option("--energy", "Kinetic energy (GeV).") :default(1E+04) :convert(tonumber) parser:flag("-t --tessellate", "Use native tessellation.") parser:flag("--stl", "Tessellate and dump an STL file.") parser:flag("--secondaries", "Track secondaries.") parser:option("-c --cut", "Production cut (m).") :default(1.) :convert(tonumber) local args = parser:parse() -- Instanciate the geant4 engine local topography = function() -- The topography data and their downsampling period local map_name = { CDC = "pdd.png", ULS = "tianshan.png" } return {area = map_name[args.site], period = args.period} end local mode if args.stl then mode = 2 elseif args.tessellate then mode = 1 else mode = 0 end geant4.initialise{ area = ({ CDC = "pdd", ULS = "tianshan" })[args.site], period = args.period, mode = mode, secondaries = args.secondaries, cut = args.cut } -- Run the scan local site = view.View(args.site) geant4.configure{events = args.events, verbosity = 0} local cpu, steps, depth = 0., 0, 0. for los in site:lines_of_sight() do local n, d, t = geant4.run(site, args.particle, args.energy, los.azimuth, los.elevation) cpu, steps, depth = cpu + t, steps + n, depth + d print(string.format("%4d %4d %.5E %.5E %d", los.i, los.j, d, t, n)) io.flush() end -- Print summary statistics print(string.format("# mean depth : %.5E m", depth / site.LOS)) print(string.format("# total steps : %d", steps)) print(string.format("# steps per LOS : %.3f", steps / site.LOS)) print(string.format("# total cpu : %.5E s", cpu)) print(string.format("# cpu per LOS : %.3f ms", cpu / site.LOS * 1E+03)) print(string.format("# cpu per step : %.3f mus", cpu / steps * 1E+06))
local Observable = require 'reactivex.observable' local Subscription = require 'reactivex.subscription' local Observer = require 'reactivex.observer' --- Given an Observable that produces Observables, returns an Observable that produces the values -- produced by the most recently produced Observable. -- @returns {Observable} function Observable:switch() return self:lift(function (destination) local innerSubscription local sink local function onNext(...) return destination:onNext(...) end local function onError(message) return destination:onError(message) end local function onCompleted() return destination:onCompleted() end local function switch(source) if innerSubscription then innerSubscription:unsubscribe() sink:remove(innerSubscription) end innerSubscription = source:subscribe(onNext, onError, nil) sink:add(innerSubscription) end sink = Observer.create(switch, onError, onCompleted) return sink end) end
--[[ ╔══════════════════════════════════════════════╗ ║ Settings for nvim-treesitter/nvim-treesitter ║ ╚══════════════════════════════════════════════╝ --]] require("nvim-treesitter.configs").setup { ensure_installed = 'maintained', -- one of 'all', 'maintained' (parsers with maintainers), or a list of languages highlight = { enable = true }, indent = { enable = false } }
local Thief = Class(function(self, inst) self.inst = inst self.stolenitems = {} self.onstolen--[[inst, victim, item]] = nil end) function Thief:SetOnStolenFn(fn) self.onstolen = fn end function Thief:StealItem(victim, itemtosteal, attack) if victim.components.inventory and not victim.components.inventory.nosteal then local item = itemtosteal or victim.components.inventory:FindItem(function(item) return not item:HasTag("nosteal") end) if attack then self.inst.components.combat:DoAttack(victim) end if item then local direction = Vector3(self.inst.Transform:GetWorldPosition()) - Vector3(victim.Transform:GetWorldPosition() ) victim.components.inventory:DropItem(item, false, direction:GetNormalized()) table.insert(self.stolenitems, item) if self.onstolen then self.onstolen(self.inst, victim, item) end end elseif victim.components.container then local item = itemtosteal or victim.components.container:FindItem(function(item) return not item:HasTag("nosteal") end) if attack then if victim.components.equippable and victim.components.inventoryitem and victim.components.inventoryitem.owner then self.inst.components.combat:DoAttack(victim.components.inventoryitem.owner) end end victim.components.container:DropItem(item) table.insert(self.stolenitems, item) if self.onstolen then self.onstolen(self.inst, victim, item) end end end return Thief
init = function(args) depth = tonumber(args[1]) or 1 local reqs = {} for i=1, depth do reqs[i] = wrk.format(nil, "/databases/StackOverflow/docs?&id=questions/".. math.random(12350817) .."") end req = table.concat(reqs) end request = function() return req end
function updateGameState() --ToDo IS_GAME_RUNNING = true end function updateChars(segment) if not IS_GAME_RUNNING then return end checkFlagsInSegmentUsingTable(segment, CHARS, 2) end function updateSeaHearTail(segment) if not IS_GAME_RUNNING then return end checkFlagsInSegmentUsingTable(segment, SEA_HARE_TAIL) end function updateGoldKey(segment) if not IS_GAME_RUNNING then return end checkFlagsInSegmentUsingTable(segment, GOLD_KEY) end function updateMidgeMallet(segment) if not IS_GAME_RUNNING then return end checkFlagsInSegmentUsingTable(segment, MIDGE_MALLET) end function updateMoogleBelt(segment) if not IS_GAME_RUNNING then return end checkFlagsInSegmentUsingTable(segment, MOOGLE_BELT) end function updateSeeds(segment) if not IS_GAME_RUNNING then return end checkFlagsInSegmentUsingTable(segment, SEEDS) end function updateMagic(segment) if not IS_GAME_RUNNING then return end checkFlagsInSegmentUsingTable(segment, MAGIC) end function updateWeaponOrbs(segment) if not IS_GAME_RUNNING then return end checkFlagsInSegmentUsingTable(segment, WEAPONS_ORBS, 1) end function updateWeapons(segment) if not IS_GAME_RUNNING then return end checkFlagsInSegmentUsingTable(segment, WEAPONS) end function updateEventFlags(segment) if not EVENT_FLAG_MAPPING then return end local vals = {} for k,v in pairs(EVENT_FLAG_MAPPING) do local addr = EVENT_FLAGS_ADDR + v local readResult = AutoTracker:ReadU8(addr) local code = EVENT_MAPPING[k][1] if AUTOTRACKER_ENABLE_DEBUG_LOGGING then print(string.format("Updating location %s with val %x from addr %x",code,readResult,addr)) end if EVENT_MAPPING[k][2] then local obj = Tracker:FindObjectForCode(code) if obj then if readResult > 0 then obj.AvailableChestCount = 0 else obj.AvailableChestCount = obj.ChestCount end end else if readResult > 0 then if vals[code] then vals[code] = vals[code] + 1 else vals[code] = 1 end end end end for code,count in pairs(vals) do local obj = Tracker:FindObjectForCode(code) if obj then obj.AvailableChestCount = obj.ChestCount - count end end end function getEventPointer(eventNr) local addr = EVENT_POINTER_TABLE_ADDR + eventNr * 3 local readResult = AutoTracker:ReadU24(addr) - 0xc00000 --if AUTOTRACKER_ENABLE_DEBUG_LOGGING then --print(string.format("Got Pointer for Event %x from addr %x: %x",eventNr,addr,readResult)) --end return readResult end function updateEvent(eventNr) local prt = getEventPointer(eventNr) local addr = prt local startOfEvent = addr local endOfEvent = addr local isNothingEvent = false local readResult = AutoTracker:ReadU8(addr) local flag = nil --if AUTOTRACKER_ENABLE_DEBUG_LOGGING then --print(string.format("============ updateEvent parsing event ==============")) --print(string.format("initial read at %x: %x",addr,readResult)) --end while readResult ~= 0x00 do --if AUTOTRACKER_ENABLE_DEBUG_LOGGING then -- print(string.format("read %x at %x for event %x",readResult,addr,eventNr)) --end if readResult == 0x29 or readResult == 0x2A or readResult == 0x30 then local readResult2 = AutoTracker:ReadU8(addr+1) --if AUTOTRACKER_ENABLE_DEBUG_LOGGING then --print(string.format("found flag manipulation at %x on flag %x",addr,readResult2)) --end for i = 1,#EVENT_FLAGS+1 do if readResult2 == EVENT_FLAGS[i] then --if AUTOTRACKER_ENABLE_DEBUG_LOGGING then --print(string.format("actually relevant PogChamp!")) --end flag = readResult2 end end --elseif readResult == 0x50 and isNothingEventText(addr+1) then --isNothingEvent = true end if flag then break end if EVENT_CMDS[readResult] then --if AUTOTRACKER_ENABLE_DEBUG_LOGGING then --print(string.format("identified %x at %x as command with %x params",readResult,addr,EVENT_CMDS[readResult])) --end addr = addr + EVENT_CMDS[readResult] else --if AUTOTRACKER_ENABLE_DEBUG_LOGGING then --print(string.format("%x at %x is an unidentified command or text",readResult,addr)) --end end addr = addr + 1 readResult = AutoTracker:ReadU8(addr) endOfEvent = addr end --if AUTOTRACKER_ENABLE_DEBUG_LOGGING then --print(string.format("=====================================================")) --end --if AUTOTRACKER_ENABLE_DEBUG_LOGGING and flag then --print(string.format("found flag %x for eventNr %x",flag,eventNr)) --end --if AUTOTRACKER_ENABLE_DEBUG_LOGGING then --print(string.format("=====================================================")) --end EVENT_FLAG_MAPPING[eventNr] = flag if not flag then NOTHING_EVENTS[eventNr] = {startOfEvent,endOfEvent} end end function updateEventPointerTableAddr(segment) local tableAddr = AutoTracker:ReadU24(EVENT_POINTER_TABLE_ADDR_ADDR) - 0xc00000 if tableAddr > 0 then if AUTOTRACKER_ENABLE_DEBUG_LOGGING then print(string.format("Event pointer table at %x",tableAddr)) end EVENT_POINTER_TABLE_ADDR = tableAddr if not ADDED_EVENT_POINTER_TABLE_MEMORY_WATCH then if AUTOTRACKER_ENABLE_DEBUG_LOGGING then print(string.format("Adding event pointer table watch now")) ScriptHost:AddMemoryWatch("EventPointerTable",tableAddr,0x3*0xA00,updateEventPointerTable) end ADDED_EVENT_POINTER_TABLE_MEMORY_WATCH = true end else EVENT_POINTER_TABLE_ADDR = nil ADDED_EVENT_POINTER_TABLE_MEMORY_WATCH = false end end function canPullAllPointers() if not EVENT_POINTER_TABLE_ADDR then return false end for k,_ in pairs(EVENT_MAPPING) do local addr = getEventPointer(k) if addr <= 0 then if AUTOTRACKER_ENABLE_DEBUG_LOGGING then print(string.format("can not pull all pointers yet")) end return false end end return true end function updateEventPointerTable() if not EVENT_POINTER_TABLE_ADDR then ADDED_EVENT_DATA_MEMORY_WATCHES = false return end if not ADDED_EVENT_DATA_MEMORY_WATCHES then if AUTOTRACKER_ENABLE_DEBUG_LOGGING then print(string.format("Adding event data watch now")) end if not canPullAllPointers() then return end for k,_ in pairs(EVENT_MAPPING) do local addr = getEventPointer(k) if AUTOTRACKER_ENABLE_DEBUG_LOGGING then print(string.format("Adding Event Data Watches for eventNr %x at addr %x with size %x",k,addr,EVENT_DATA_WATCH_SIZE)) end ScriptHost:AddMemoryWatch("EventData"..k,addr,EVENT_DATA_WATCH_SIZE,updateEventData) end ADDED_EVENT_DATA_MEMORY_WATCHES = true end end function updateEventData(segment) updateEvents() end function updateEvents() if not canPullAllPointers() then return end EVENT_FLAG_MAPPING = {} NOTHING_EVENTS = {} if AUTOTRACKER_ENABLE_DEBUG_LOGGING then print(string.format("============ updateEvents ===========================")) end for k,_ in pairs(EVENT_MAPPING) do updateEvent(k) end for k,v in pairs(EVENT_FLAG_MAPPING) do if AUTOTRACKER_ENABLE_DEBUG_LOGGING then print(string.format("Event %x has flag %x",k,v)) end end for k,v in pairs(NOTHING_EVENTS) do if AUTOTRACKER_ENABLE_DEBUG_LOGGING then print(string.format("Event %x @ %x to %x has no flag",k,v[1],v[2])) end end if AUTOTRACKER_ENABLE_DEBUG_LOGGING then print(string.format("=====================================================")) end end function updateCurrentEventPointer() if not NOTHING_EVENTS then return end local readResult = AutoTracker:ReadU24(CURRENT_EVENT_POINTER_ADDR) - 0xC00000 if readResult > 0 then if AUTOTRACKER_ENABLE_DEBUG_LOGGING then print(string.format("Currently running event at %x",readResult)) end for k,v in pairs(NOTHING_EVENTS) do if readResult >= v[1] and readResult <= v[2] then if AUTOTRACKER_ENABLE_DEBUG_LOGGING then print(string.format("Currently running location event %x",k)) end local code = EVENT_MAPPING[k][1] local obj = Tracker:FindObjectForCode(code) if obj then if EVENT_MAPPING[k][2] then obj.AvailableChestCount = 0 elseif not EVENT_MAPPING[k][3] and obj.AvailableChestCount > 0 then EVENT_MAPPING[k][3] = true obj.AvailableChestCount = obj.AvailableChestCount - 1 end end end end end end
local sprite = BaseSprite:extend({ type = 'brick' }) local ExplosionQuads = { love.graphics.newQuad(16, 0, 8, 8, Graphics.tiles:getDimensions()), love.graphics.newQuad(24, 0, 8, 8, Graphics.tiles:getDimensions()), love.graphics.newQuad(16, 8, 8, 8, Graphics.tiles:getDimensions()), love.graphics.newQuad(24, 8, 8, 8, Graphics.tiles:getDimensions()), } function sprite:constructor (x, y) self.destroyed = false self.visible = true self.x = x self.y = y self.behavior = Behavior { default = { { duration = 1, quad = Quads.tiles[1][15] }, }, } GlobalState.world:add(self, self.x, self.y, 16, 16) end function sprite:hit (col, big) if col.normal.y == 1 then if big then self.exploded = true GlobalState.world:remove(self) Sounds.brickSmash:seek(0) Sounds.brickSmash:play() Timer.after(0.3, function () self:destroy() end) else self.y = self.y-4 Timer.after(0.1, function () self.y = self.y+4 end) Sounds.bump:seek(0) Sounds.bump:play() end end end function sprite:update (dt) if self.destroyed then return end self.behavior:update(dt) if GlobalState.onFrame then if self.exploded then self.dist = (self.dist or 0) + 2 self.y = self.y-1 end end end function sprite:draw () if self.destroyed then return end if not self.exploded then if self.behavior.frame.quad then love.graphics.draw(Graphics.tiles, self.behavior.frame.quad, self.x, self.y) end else love.graphics.draw(Graphics.tiles, ExplosionQuads[1], self.x-self.dist/3, self.y, math.rad(270+self.dist*4)) love.graphics.draw(Graphics.tiles, ExplosionQuads[2], self.x+8+self.dist/3, self.y, math.rad(self.dist*4)) love.graphics.draw(Graphics.tiles, ExplosionQuads[3], self.x-self.dist/3, self.y+self.dist/3, math.rad(270+self.dist*4)) love.graphics.draw(Graphics.tiles, ExplosionQuads[4], self.x+8+self.dist/3, self.y+self.dist/3, math.rad(self.dist*4)) end end return sprite
am.addCMD("jail", 'Jails a player', 'Administration', function(caller, target, reason, duration) am.notify(nil, am.green, caller:Nick(), am.def, ' has jailed ', am.red, target:Nick(), am.def, ' for ', am.red, duration.pretty, am.def, ' because of ', am.red, reason) // Do the jailing target.jailed = true target:Freeze(true) // Print the jail time left on the target's HUD local tLeft = duration.seconds timer.Create("jail_"..target:SteamID(), 1, tLeft, function() target:PrintMessage(HUD_PRINTCENTER, "You have ".. tLeft .."s left") tLeft = tLeft - 1 end) // Undo the jail time timer.Simple(tLeft, function() if (IsValid(target) && target.jailed) then target:Freeze(false) target.jailed = false end end) end):addParam({ name = 'target', type = 'player' }):addParam({ name = 'reason', type = 'string' }):addParam({ name = 'time', type = 'duration' }):setPerm("jail") am.addCMD("unjail", 'Unjails a player', 'Administration', function(caller, target) if (!target.jailed) then return end am.notify(nil, am.green, caller:Nick(), am.def, ' has unjailed ', am.red, target:Nick()) // Destroy the countdown timer timer.Destroy("jail_"..target:SteamID()) // Unjail them target.jailed = false target:Freeze(false) end):addParam({ name = 'target', type = 'player' }):setPerm("jail")
--沼地の魔神王 function c791095990.initial_effect(c) --search local e1=Effect.CreateEffect(c) e1:SetDescription(aux.Stringid(791095990,0)) e1:SetCategory(CATEGORY_TOHAND+CATEGORY_SEARCH) e1:SetType(EFFECT_TYPE_IGNITION) e1:SetRange(LOCATION_HAND) e1:SetCost(c791095990.cost) e1:SetTarget(c791095990.target) e1:SetOperation(c791095990.operation) c:RegisterEffect(e1) --fusion substitute local e2=Effect.CreateEffect(c) e2:SetType(EFFECT_TYPE_SINGLE) e2:SetCode(EFFECT_FUSION_SUBSTITUTE) e2:SetCondition(c791095990.subcon) c:RegisterEffect(e2) end function c791095990.subcon(e) return e:GetHandler():IsLocation(LOCATION_HAND+LOCATION_ONFIELD+LOCATION_GRAVE) end function c791095990.cost(e,tp,eg,ep,ev,re,r,rp,chk) local c=e:GetHandler() if chk==0 then return c:IsAbleToGraveAsCost() and c:IsDiscardable() end Duel.SendtoGrave(c,REASON_COST+REASON_DISCARD) end function c791095990.filter(c) return (c:IsCode(24094653) or c:IsCode(45906428) or c:IsCode(12071500) or c:IsCode(94820406) or c:IsCode(35255456) or c:IsCode(54283059)) and c:IsAbleToHand() end function c791095990.target(e,tp,eg,ep,ev,re,r,rp,chk) if chk==0 then return Duel.IsExistingMatchingCard(c791095990.filter,tp,LOCATION_DECK,0,1,nil) end Duel.SetOperationInfo(0,CATEGORY_TOHAND,nil,1,tp,LOCATION_DECK) end function c791095990.operation(e,tp,eg,ep,ev,re,r,rp,chk) Duel.Hint(HINT_SELECTMSG,tp,HINTMSG_ATOHAND) local g=Duel.SelectMatchingCard(tp,c791095990.filter,tp,LOCATION_DECK,0,1,1,nil) if g:GetCount()>0 then Duel.SendtoHand(g,nil,REASON_EFFECT) Duel.ConfirmCards(1-tp,g) end end
AddCSLuaFile("cl_init.lua") AddCSLuaFile("shared.lua") include("shared.lua") function ENT:Initialize() self:SetModel(impulse.Config.InventoryStorageModel) self:PhysicsInit(SOLID_VPHYSICS) self:SetMoveType(SOLID_VPHYSICS) self:SetSolid(SOLID_VPHYSICS) self:SetUseType(SIMPLE_USE) self:DrawShadow(false) local phys = self:GetPhysicsObject() if (phys:IsValid()) then phys:Wake() phys:EnableMotion(false) end end function ENT:OnTakeDamage(dmg) return false end function ENT:CanPlayerUse(ply) if not self.impulseSaveKeyValue or not self.impulseSaveKeyValue["MasterDoor"] then return true end local door = ents.GetMapCreatedEntity(self.impulseSaveKeyValue["MasterDoor"]) if not door:IsValid() or not door:IsDoor() then return true end if ply.OwnedDoors and ply.OwnedDoors[door] then return true else return false end end function ENT:Use(activator, caller) if activator:IsPlayer() and activator:Alive() then if activator:GetSyncVar(SYNC_ARRESTED, false) then return activator:Notify("You cannot access your storage when detained.") end if activator:IsCP() then return activator:Notify("You cannot access your storage as this team.") end if not self:CanPlayerUse(activator) then return activator:Notify("You do not have access to this storage chest.") end net.Start("impulseInvStorageOpen") net.Send(activator) hook.Run("PlayerOpenStorage", activator, self) activator.currentStorage = self end end
local CollectionUtils = {} function CollectionUtils.addToTable(table, k1, k2, value) if table[k1] == nil then rawset(table, k1, {}) end rawset(table[k1], k2, value) end return CollectionUtils
local bc = require "bc" local _new_ = function(self, instance) instance = instance or {} setmetatable(instance, self) self.__index = self return instance end local StopPlanOutException = {} function StopPlanOutException:new(inExperiment) return _new_(self, {inExperiment = inExperiment}) end local isOperator = function(op) return type(op) == "table" and op.op ~= nil end local map = function(obj, func, context) local results = {} if type(obj) == "table" then for i, val in ipairs(obj) do table.insert(results, func(val, i, obj)) end end return results end local round = function(num, idp) local mult = 10^(idp or 0) return math.floor(num * mult + 0.5) / mult end local deepcopy -- Delcaration must be separated from definition because it is recursive deepcopy = function(orig) local copy local status, err = pcall(function() local orig_type = type(orig) if orig_type == 'table' then copy = {} for orig_key, orig_value in next, orig, nil do copy[deepcopy(orig_key)] = deepcopy(orig_value) end setmetatable(copy, deepcopy(getmetatable(orig))) else -- number, string, boolean, etc copy = orig end end) if err ~= nil then print(cjson(err)) end return copy end local shallowcopy = function(orig) local orig_type = type(orig) local copy if orig_type == 'table' then copy = {} for orig_key, orig_value in pairs(orig) do copy[orig_key] = orig_value end else -- number, string, boolean, etc copy = orig end return copy end table.slice = function(tbl, first, last, step) local sliced = {} for i = first or 1, last or #tbl, step or 1 do sliced[#sliced+1] = tbl[i] end return sliced end local instanceOf = function(subject, super) super = tostring(super) local mt = getmetatable(subject) while true do if mt == nil then return false end if tostring(mt) == super then return true end mt = getmetatable(mt) end end local tablelength = function(T) local count = 0 for _ in pairs(T) do count = count + 1 end return count end table.indexOf = function( t, object ) if "table" == type( t ) then for i, v in pairs(t) do if object == t[i] then return i end end end return -1 end table.merge = function(results, ...) local arg={...} for i,v in ipairs(arg) do if type(v) == "table" then for k,vp in pairs(v) do results[k] = shallowcopy(vp) end else table.insert(results, v) end end return results end string.split = function(pString, pPattern) local Table = {} -- NOTE: use {n = 0} in Lua-5.0 local fpat = "(.-)" .. pPattern local last_end = 1 local s, e, cap = pString:find(fpat, 1) while s do if s ~= 1 or cap ~= "" then table.insert(Table,cap) end last_end = e+1 s, e, cap = pString:find(fpat, last_end) end if last_end <= #pString then cap = pString:sub(last_end) table.insert(Table, cap) end return Table end table.filledLength = function(table) local len = 0 for i, v in ipairs(table) do if v ~= -1 then len = len + 1 end end return len end table.length = function(table) if #table == 0 then local i = 0 for k,v in pairs(table) do i = i + 1 end return i end return #table end local hex2bc = function(s) local x=bc.number(0) for i=1,#s do x=16*x+tonumber(s:sub(i,i),16) end return x end local range = function(max, start) local l = {} for i = start or 1, max do table.insert(l, i) end return l end return { range = range, hex2bc = hex2bc, tablelength = tablelength, instanceOf = instanceOf, shallowcopy = shallowcopy, deepcopy = deepcopy, round = round, map = map, isOperator = isOperator, StopPlanOutException = StopPlanOutException, _new_ = _new_ }
local mod = DBM:NewMod(2114, "DBM-Party-BfA", 7, 1001) local L = mod:GetLocalizedStrings() mod:SetRevision("20190618235231") mod:SetCreatureID(129227) mod:SetEncounterID(2106) mod:DisableESCombatDetection()--ES fires for nearby trash even if boss isn't pulled mod:SetZone() mod:SetMinSyncRevision(17732) mod:RegisterCombat("combat") mod:RegisterEventsInCombat( "SPELL_AURA_APPLIED 257582", "SPELL_CAST_START 257593 258622 275907 258627", "SPELL_CAST_SUCCESS 271698" ) local warnRagingGaze = mod:NewTargetAnnounce(257582, 2) local warnPulse = mod:NewCastAnnounce(258622, 3) local specWarnCallEarthRager = mod:NewSpecialWarningCount(257593, nil, nil, nil, 1, 2) local specWarnRagingGaze = mod:NewSpecialWarningRun(257582, nil, nil, nil, 4, 2) local yellRagingGaze = mod:NewYell(257582) local specWarnInfusion = mod:NewSpecialWarningSwitch(271698, "-Tank", nil, nil, 1, 2) --local specWarnResonantPulse = mod:NewSpecialWarningDodge(258622, nil, nil, nil, 2, 2) local specWarnTectonicSmash = mod:NewSpecialWarningDodge(275907, "Tank", nil, 2, 1, 2) local specWarnQuake = mod:NewSpecialWarningDodge(258627, nil, nil, nil, 2, 2) --local specWarnGTFO = mod:NewSpecialWarningGTFO(238028, nil, nil, nil, 1, 8) local timerCallEarthragerCD = mod:NewNextCountTimer(60.4, 257593, nil, nil, nil, 1) --local timerInfusionCD = mod:NewAITimer(13, 271698, nil, nil, nil, 3, nil, DBM_CORE_DAMAGE_ICON)--Health based? local timerResonantPulseCD = mod:NewCDTimer(32.2, 258622, nil, nil, nil, 2) local timerTectonicSmashCD = mod:NewCDTimer(23.0, 275907, nil, nil, nil, 3)--23-28 mod:AddInfoFrameOption(257481, true) mod.vb.addCount = 0 local updateInfoFrame do local ccList = { [1] = DBM:GetSpellInfo(257481),--Trap included with fight [2] = DBM:GetSpellInfo(6770),--Rogue Sap [3] = DBM:GetSpellInfo(9484),--Priest Shackle [4] = DBM:GetSpellInfo(20066),--Paladin Repentance [5] = DBM:GetSpellInfo(118),--Mage Polymorph [6] = DBM:GetSpellInfo(51514),--Shaman Hex [7] = DBM:GetSpellInfo(3355),--Hunter Freezing Trap } local lines = {} local floor = math.floor updateInfoFrame = function() table.wipe(lines) for i = 1, 5 do local uId = "boss"..i if UnitExists(uId) then for s = 1, #ccList do local spellName = ccList[s] local _, _, _, _, _, expires = DBM:UnitDebuff(uId, spellName) if expires then local debuffTime = expires - GetTime() lines[UnitName(uId)] = floor(debuffTime) break end end end end return lines end end function mod:OnCombatStart(delay) self.vb.addCount = 0 timerCallEarthragerCD:Start(60-delay, 1) --timerInfusionCD:Start(1-delay)--19.6 timerResonantPulseCD:Start(10.6-delay) if not self:IsNormal() then timerTectonicSmashCD:Start(5-delay) end if self.Options.InfoFrame then DBM.InfoFrame:SetHeader(DBM:GetSpellInfo(227909)) DBM.InfoFrame:Show(5, "function", updateInfoFrame, false, true) end end function mod:OnCombatEnd() -- if self.Options.RangeFrame then -- DBM.RangeCheck:Hide() -- end if self.Options.InfoFrame then DBM.InfoFrame:Hide() end end function mod:SPELL_AURA_APPLIED(args) local spellId = args.spellId if spellId == 257582 then warnRagingGaze:CombinedShow(0.5, args.destName)--In case two adds are up if args:IsPlayer() and self:AntiSpam(3.5, 2) then specWarnRagingGaze:Show() specWarnRagingGaze:Play("justrun") specWarnRagingGaze:ScheduleVoice(1.5, "keepmove") yellRagingGaze:Yell() end end end --mod.SPELL_AURA_APPLIED_DOSE = mod.SPELL_AURA_APPLIED function mod:SPELL_CAST_START(args) local spellId = args.spellId if spellId == 257593 then self.vb.addCount = self.vb.addCount + 1 specWarnCallEarthRager:Show(self.vb.addCount) specWarnCallEarthRager:Play("bigmob") timerCallEarthragerCD:Start(60, self.vb.addCount+1)--add self.vb.addCount+1 elseif spellId == 258622 then warnPulse:Show() timerResonantPulseCD:Start() elseif spellId == 275907 then specWarnTectonicSmash:Show() specWarnTectonicSmash:Play("shockwave") timerTectonicSmashCD:Start() elseif spellId == 258627 and self:AntiSpam(3.5, 1) then specWarnQuake:Show() specWarnQuake:Play("watchstep") end end function mod:SPELL_CAST_SUCCESS(args) local spellId = args.spellId if spellId == 271698 then specWarnInfusion:Show() specWarnInfusion:Play("killmob") --timerInfusionCD:Start()--15.8, 36.4, 64.0 end end --[[ function mod:SPELL_PERIODIC_DAMAGE(_, _, _, _, destGUID, _, _, _, spellId) if spellId == 228007 and destGUID == UnitGUID("player") and self:AntiSpam(2, 4) then specWarnGTFO:Show() specWarnGTFO:Play("watchfeet") end end mod.SPELL_PERIODIC_MISSED = mod.SPELL_PERIODIC_DAMAGE function mod:UNIT_DIED(args) local cid = self:GetCIDFromGUID(args.destGUID) if cid == 124396 then end end function mod:UNIT_SPELLCAST_SUCCEEDED(uId, _, spellId) if spellId == 257939 then end end --]]
local M = {} function M.getCompletionItems(prefix, score_func) local items = vim.api.nvim_call_function('vim_dadbod_completion#omni',{0, prefix}) for _, item in pairs(items) do item.user_data = vim.fn.json_encode({ hover = item.info }) item.dup = 0 end return items end M.complete_item = { item = M.getCompletionItems } local nvim_cmp_source = {} ---Source constructor. nvim_cmp_source.new = function() local self = setmetatable({}, { __index = nvim_cmp_source }) return self end nvim_cmp_source.get_debug_name = function() return 'vim-dadbod-completion' end function nvim_cmp_source:is_available() return true end function nvim_cmp_source:get_trigger_characters(_) return { '"', '`', '[', ']', '.' } end function nvim_cmp_source:complete(params, callback) local input = string.sub(params.context.cursor_before_line, params.offset) local results = vim.fn['vim_dadbod_completion#omni'](0, input) local items = {} for _, item in ipairs(results) do table.insert(items, { label = item.abbr, dup = 0, insertText = item.word, labelDetails = { description = item.menu, }, documentation = item.info, }) end callback({ items = items, isIncomplete = true }) end M.nvim_cmp_source = nvim_cmp_source.new() return M
object_tangible_loot_mustafar_cube_loot_cube_loot_3o = object_tangible_loot_mustafar_cube_loot_shared_cube_loot_3o:new { } ObjectTemplates:addTemplate(object_tangible_loot_mustafar_cube_loot_cube_loot_3o, "object/tangible/loot/mustafar/cube/loot/cube_loot_3o.iff")
RegisterServerEvent("drift:toggledrift") AddEventHandler("drift:toggledrift", function() TriggerClientEvent("drift:toggledrift", source) end)
local error = error local string = string local oo = {} function oo.NotImplemented(class, name, ...) class[name] = function(self) error(string.format("Missing function definition for %q in %q", name, self._ClassName)) end end function oo.InheritClass(baseClass, newName) if baseClass == nil then error("Base class was nil!") end local newClass = table.copy(baseClass) newClass._ClassName = newName newClass._BaseClass = baseClass newClass.New = function() local obj = setmetatable({}, { __index = newClass }) return obj end return newClass end function oo.CreateClass(name) local class = {} class._ClassName = name class.New = function() local obj = setmetatable({}, { __index = class }) return obj end return class end return oo
-- COPYRIGHT: KISELEV NIKOLAY -- Licence: MIT -- BUTTONPONY -- Version: 1.0 fur = {w = 1500, h = 750} if musicplay == nil then musicplay = true end anima = 0 frame = 1 colors = { {226, 145, 145}, {153, 221, 146}, {147, 216, 185}, {148, 196, 211}, {148, 154, 206}, {179, 148, 204}, {204, 150, 177}, {204, 164, 153}, {223, 229, 146}, {255, 165, 96}, {107, 255, 99}, {101, 255, 204}, {101, 196, 255}, {101, 107, 255}, {173, 101, 255}, {255, 101, 244}, {255, 101, 132}, {255, 101, 101} } function fixmou(x, y) local w, h = love.window.getMode() local nx = (x - (fortouch[1] * s)) / (fur.w * s) local ny = (y - (fortouch[2] * s)) / (fur.h * s) if nx >= 0 and nx <= 1 and ny >= 0 and ny <= 1 then return nx, ny else return 2, 2 end end function fit() local w, h = love.window.getMode() if w / fur.w < h / fur.h then s = w / fur.w t = {0, (h / s - fur.h) / 2} else s = h / fur.h t = {(w / s - fur.w) / 2, 0} end do --MESH backimg = love.graphics.newImage("bg.bmp") backimg:setWrap("repeat") backimg:setFilter("nearest") local w, h = love.window.getMode() local iw, ih = backimg:getDimensions() iw = (iw / s) * 100 ih = (ih / s) * 100 if w / fur.w < h / fur.h then side = t[2] fortouch = {0, side} meshp = {x1 = 0, y1 = -side, x2 = 0, y2 = fur.h} vertices = { { -- top-left 0, 0, 0, 0, 255, 255, 255}, { -- top-right fur.w, 0, fur.w / iw, 0, 255, 255, 255}, { -- bottom-right fur.w, side, fur.w / iw, side / ih, 255, 255, 255}, { -- bottom-left 0, side, 0, side / ih, 255, 255, 255} } else side = t[1] fortouch = {side, 0} meshp = {x1 = -side, y1 = 0, x2 = fur.w, y2 = 0} vertices = { { -- top-left 0, 0, 0, 0, 255, 255, 255}, { -- top-right side, 0, side / iw, 0, 255, 255, 255}, { -- bottom-right side, fur.h, side / iw, fur.h / ih, 255, 255, 255}, { -- bottom-left 0, fur.h, 0, fur.h / ih, 255, 255, 255} } end mesh = love.graphics.newMesh(vertices, "fan") mesh:setTexture(backimg) end end function love.graphics.paradraw(im, x, y, z) love.graphics.draw(im, x, y, 0, fur.w / 60, fur.h / 30, im:getWidth() / 2, im:getHeight() / 2) end love.window.setMode(2, 1, {fullscreen = true}) love.window.setTitle("ButtonPony") logo = love.graphics.newImage("bg.bmp") love.window.setIcon(logo:getData()) fit() love.graphics.setDefaultFilter("nearest") love.graphics.setBackgroundColor(0, 0, 0) menc = {{0, 0, 0}, {0, 0, 0}} if love.filesystem.exists("main.ttf") then aqua = { love.graphics.newFont("main.ttf", 170), love.graphics.newFont("main.ttf", 170 * 0.75), love.graphics.newFont("main.ttf", 170 * 0.5), love.graphics.newFont("main.ttf", 170 * 0.4), love.graphics.newFont("main.ttf", 40) } end pn = {} pn[1] = love.graphics.newImage("img/pn1.bmp") pn[2] = love.graphics.newImage("img/pn2.bmp") pn.y = 600 back = love.graphics.newImage("img/sky.bmp") door = love.graphics.newImage("img/door.bmp") function love.wheelmoved() oexit() end function love.mousepressed(x, y) x, y = fixmou(x, y) if x > 0.02 and x < 0.235 and y > 0.3 and y < 0.55 then ostart() elseif x > 0.02 and x < 0.13 and y > 0.8 and y < 0.95 then oexit() end end function love.update(dt) end function ostart() love.mousepressed = otou function love.update(dt) if sec == nil or sec > 0.2 then sec = 0 if pn.y < 600 then pn.y = 600 frame = 1 else pn.y = 550 frame = 2 end else sec = sec + dt end if nsec == nil or nsec > 0.01 then nsec = 0 anima = anima + 8 else nsec = nsec + dt end if anima > 655 then frame = 0 if anima > 700 then love.update = oupdate oload() end end end end function oexit() love.event.quit() end function love.draw() love.graphics.scale(s, s) love.graphics.translate(t[1], t[2]) love.graphics.setLineStyle("smooth") love.graphics.setLineWidth(1) love.graphics.setColor(255, 255, 255) if anima < 700 then love.graphics.paradraw(back, 750 - anima, 375) love.graphics.setColor(colors[16]) if frame ~= 0 then love.graphics.paradraw(pn[frame], 750, pn.y) end love.graphics.setColor(colors[8]) love.graphics.paradraw(door, 1400 - anima, 375) love.graphics.setFont(aqua[1]) love.graphics.setColor(0, 0, 0) love.graphics.print("Поч дома нельзя пони", 45 - anima, 110, 0, 0.3, 0.8) love.graphics.setFont(aqua[2]) love.graphics.setColor(menc[1]) love.graphics.print("Начать", 46 - anima, 300, 0, 0.6, 0.8) love.graphics.setFont(aqua[4]) love.graphics.setColor(menc[2]) love.graphics.print("Уйти", 50 - anima, 620, 0, 0.6, 1) else ostartdraw() end love.graphics.setColor(255, 255, 255, 255) love.graphics.draw(mesh, meshp.x1, meshp.y1) love.graphics.draw(mesh, meshp.x2, meshp.y2) end -- SOMEBODY WATCHING ME!! -- -- SOMEBODY WATCHING ME!! -- -- SOMEBODY WATCHING ME!! -- -- SOMEBODY WATCHING ME!! -- -- SOMEBODY WATCHING ME!! -- function oload() p = love.audio.newSource("Art_Of_Escapism_-_Howling_Down.mp3", "static") p:setLooping(true) p:play() love.graphics.setBackgroundColor(30, 30, 30) love.physics.setMeter(fur.h * 0.4) speed = true money = 0 frame = 1 move = 0 w = love.physics.newWorld(0, love.physics.getMeter() * 9.868464) edges = {} edges[1] = {} edges[1].b = love.physics.newBody(w, 0, 0, "static") edges[1].s = love.physics.newEdgeShape(0, 0, fur.w * 2, 0) edges[1].f = love.physics.newFixture(edges[1].b, edges[1].s) edges[2] = {} edges[2].b = love.physics.newBody(w, 0, 0, "static") edges[2].s = love.physics.newEdgeShape(0, fur.h, fur.w * 2, fur.h) edges[2].f = love.physics.newFixture(edges[2].b, edges[2].s) pony = {} pony.b = love.physics.newBody(w, 350, 350, "dynamic") pony.s = love.physics.newPolygonShape(-160 * 0.8, 90 * 0.8, -160 * 0.8, -0 * 0.8, 80 * 0.8, -140 * 0.8, 130 * 0.8, -140 * 0.8, 90 * 0.8, 130 * 0.8, 160 * 0.8, -0 * 0.8, -115 * 0.8, 130 * 0.8) pony.f = love.physics.newFixture(pony.b, pony.s, 1) local obmeb = 1 mebel = {} while love.filesystem.exists("img/" .. tostring(obmeb) .. ".bmp") do mebel[#mebel + 1] = love.graphics.newImage("img/" .. tostring(obmeb) .. ".bmp") obmeb = obmeb + 1 end mbl = {} techpoint = 600 while techpoint < fur.w + 150 do local point = love.math.random(#mebel) local at = mebel[point] wid, hei = at:getDimensions() wid = wid * 20 hei = hei * 20 mbl[#mbl + 1] = {im = at} mbl[#mbl].b = love.physics.newBody(w, techpoint + wid / 2, 375, "dynamic") mbl[#mbl].s = love.physics.newRectangleShape(wid, hei) mbl[#mbl].f = love.physics.newFixture(mbl[#mbl].b, mbl[#mbl].s) techpoint = techpoint + wid + 4 end end function otou(x, y) x, y = fixmou(x, y) if speed then speed = false if x > 0.5 then pony.b:applyAngularImpulse(10000) pony.b:applyForce(30000, -30000) else pony.b:applyAngularImpulse(10000) pony.b:applyForce(-300, -30000) end end end function oupdate(dt) w:update(dt) edges[1].b:setX(pony.b:getX() - 300) edges[2].b:setX(pony.b:getX() - 300) if sec == nil or sec > 0.2 then sec = 0 if frame == 2 then frame = 1 else frame = 2 end else sec = sec + dt end if min == nil or min > 1 then min = 0 speed = true else min = min + dt end if pony.b:getX() + 900 > techpoint then local point = love.math.random(#mebel) local at = mebel[point] wid, hei = at:getDimensions() wid = wid * 20 hei = hei * 20 mbl[#mbl + 1] = {im = at} mbl[#mbl].b = love.physics.newBody(w, techpoint + wid / 2, 375, "dynamic") mbl[#mbl].s = love.physics.newRectangleShape(wid, hei) mbl[#mbl].f = love.physics.newFixture(mbl[#mbl].b, mbl[#mbl].s) techpoint = techpoint + wid + love.math.random(300) money = money + love.math.random(500) / 100 end end function ostartdraw() love.graphics.translate(300 - pony.b:getX(), 0) love.graphics.setColor(colors[16]) love.graphics.draw(pn[frame], pony.b:getX(), pony.b:getY(), pony.b:getAngle(), 20, 20, pn[frame]:getWidth() / 2, pn[frame]:getHeight() / 2) for i, v in ipairs(mbl) do while colors[i] == nil do i = i - #colors end love.graphics.setColor(colors[i]) love.graphics.draw(v.im, v.b:getX(), v.b:getY(), v.b:getAngle(), 20, 20, v.im:getWidth() / 2, v.im:getHeight() / 2) end ec = {love.graphics.getColor()} love.graphics.setBackgroundColor(ec[1] / 4, ec[2] / 4, ec[3] / 4) love.graphics.translate(-(300 - pony.b:getX()), 0) love.graphics.setColor(colors[1]) love.graphics.print("-$"..tostring(money), 0, 20, 0, 0.4, 0.4) end
function table.create(keys, vals) local result = {} if type(vals) == 'table' then for i,k in ipairs(keys) do result[k] = vals[i] end else for i,k in ipairs(keys) do result[k] = vals end end return result end function mathClamp(number, min, max) return number <= min and min or (number >= max and max or number) end
local g = vim.g g['pandoc#syntax#conceal#use'] = false
-- local M = {} require('mx_util.deepcopy') local copyfunc = {} local _deepcopy_dispatch = {} local function deepcopy_cls(x, memo, cls, cname) local copier = _deepcopy_dispatch[cname] if copier then return copier(x, memo) end copier = cls.__deepcopy if copier then return copier(x, memo) end local rv if cls.__reduce_ex then rv = cls.__reduce_ex(x, 4) elseif cls.__reduce then rv = cls.__reduce(x) end if rv then return M._reconstruct(x, rv, true, memo) end -- default --local ok, ret = pcall(cls) --if not ok then -- return table.deepcopy(x, memo, copyfunc) --end --for k, v in pairs(x) do -- k = M.deepcopy(k, memo) -- v = M.deepcopy(v, memo) -- ret[k] = v --end --return ret local y = setmetatable({}, getmetatable(x)) y['.class'] = cls for k, v in pairs(x) do if k ~= '.class' then k = M.deepcopy(k, memo) v = M.deepcopy(v, memo) y[k] = v end end return y end for k, v in pairs(table.deepcopy_copyfunc_list) do copyfunc[k] = v end copyfunc['function'] = table.deepcopy_copyfunc_list._plainolddata local rawget = rawget local rawset = rawset local next = next local getmetatable = debug and debug.getmetatable or getmetatable local setmetatable = debug and debug.setmetatable or setmetatable function copyfunc.table(stack, orig, copy, state, arg1, arg2, arg3, arg4) local orig_prevkey, grabkey = nil, false if state == nil then copy = stack[orig] if copy ~= nil then return copy, true else local orig_meta = getmetatable(orig) if orig_meta ~= nil then local cls = orig['.class'] local cname = orig['.classname'] if cls and cname then copy = deepcopy_cls(orig, stack, cls, cname) stack[orig] = copy return copy, true else copy = {} stack[orig] = copy if not stack.metatable_immutable then stack:_recurse(orig_meta) return copy, 'metatable' else setmetatable(copy, orig_meta) end end else copy = {} stack[orig] = copy end end orig_prevkey = nil grabkey = true elseif state == 'metatable' then local copy_meta = arg2 stack:_pop(2) if copy_meta ~= nil then setmetatable(copy, copy_meta) end orig_prevkey = nil grabkey = true elseif state == 'key' then local orig_key = arg1 local copy_key = arg2 if copy_key ~= nil then local orig_value = rawget(orig, orig_key) stack:_recurse(orig_value) return copy, 'value' else stack:_pop(2) orig_prevkey = orig_key grabkey = true end elseif state == 'value' then local orig_key = arg1 local copy_key = arg2 local copy_value = arg4 stack:_pop(4) if copy_value ~= nil then rawset(copy, copy_key, copy_value) end orig_prevkey = orig_key grabkey = true end if grabkey then local orig_key, orig_value = next(orig, orig_prevkey) if orig_key ~= nil then stack:_recurse(orig_key) return copy, 'key' else return copy, true end end return end function M.deepcopy(x, memo, _nil) local ty = type(x) if ty ~= 'table' then return x end memo, _nil = default(memo, {}, _nil, {}) local y = memo[x] or _nil if y ~= _nil then return y end return table.deepcopy(x, memo, copyfunc) end function M._reconstruct(x, info, deep, memo) if type(info) == 'string' then return x end memo = memo or {} local deepcopy = M.deepcopy local callable, args, state, listiter, dictiter = info[1], info[2], info[3], info[4], info[5] if deep then args = deepcopy(args, memo) end local y = callable(unpack(args)) memo[x] = y if state then if deep then state = deepcopy(state, memo) end if y.__setstate then y:__setstate(state) else local slotstate if islist(state) and #state == 2 then state, slotstate = state[1], state[2] end if state then for k, v in pairs(state) do y[k] = v end end if slotstate then for k, v in pairs(slotstate) do y[k] = v end end end end if listiter then for item in listiter do if deep then item = M.deepcopy(item, memo) end table.insert(y, item) end end if dictiter then for key, value in dictiter do if deep then key = deepcopy(key, memo) value = deepcopy(value, memo) end y[key] = value end end return y end return M
---@type Robot return function(robot) while true do robot:call("score") coroutine.yield "SUSPEND" end end
local glove = require 'stackmachine/glove' local utils = require 'stackmachine/utils' local config = require 'stackmachine/config' local json = require "stackmachine/json" local http = require "socket.http" local ltn12 = require "ltn12" local thread = nil local tasks = {} function tasks.report(message, data) local data = data or {} data["version"] = config.version data["os"] = love._os data["distinct_id"] = utils.distinctId() if thread == nil then thread = glove.thread.newThread("tasks", "stackmachine/task_thread.lua") thread:start() end local msg = string.gsub(message, "\'", "\"") local request = { ["url"] = config.links.errors, ["payload"] = { ["errors"] = { {["message"] = msg, ["tags"] = data}, } } } thread:set('request', json.encode(request)) end function tasks.track(event, data) if thread == nil then thread = glove.thread.newThread("tasks", "stackmachine/task_thread.lua") thread:start() end local data = data or {} data["version"] = config.version data["os"] = love._os data["distinct_id"] = utils.distinctId() local request = { ["url"] = config.links.metrics, ["payload"] = { ["metrics"] = { { ["event"] = event, ["properties"] = data }, }, }, } thread:set("request", json.encode(request)) end return tasks
-- Snackbar PseudoInstance -- @documentation https://rostrap.github.io/Libraries/RoStrapUI/Snackbar/ -- @author Validark local Players = game:GetService("Players") local RunService = game:GetService("RunService") local TextService = game:GetService("TextService") local ReplicatedStorage = game:GetService("ReplicatedStorage") local Resources = require(ReplicatedStorage:WaitForChild("Resources")) local Color = Resources:LoadLibrary("Color") local Debug = Resources:LoadLibrary("Debug") local Tween = Resources:LoadLibrary("Tween") local Typer = Resources:LoadLibrary("Typer") local Shadow = Resources:LoadLibrary("Shadow") local RippleButton = Resources:LoadLibrary("RippleButton") local Enumeration = Resources:LoadLibrary("Enumeration") local PseudoInstance = Resources:LoadLibrary("PseudoInstance") local RoStrapPriorityUI = Resources:LoadLibrary("RoStrapPriorityUI") local ReplicatedPseudoInstance = Resources:LoadLibrary("ReplicatedPseudoInstance") local TEXT_SIZE = 20 local FONT = Enum.Font.SourceSans.Value local BUTTON_FONT = Enum.Font.SourceSansSemibold.Value local BUTTON_SIZE = 18 local CORNER_OFFSET = 8 local HEIGHT = 48 local SMALLEST_WIDTH = 294 local TweenCompleted = Enum.TweenStatus.Completed local Deceleration = Enumeration.EasingFunction.Deceleration.Value local Acceleration = Enumeration.EasingFunction.Acceleration.Value Enumeration.SnackbarPosition = { "Left", "Right", "Center" } local StatePosition = { [Enumeration.SnackbarPosition.Left.Value] = { AnchorPoint = Vector2.new(0, 0); ExitPosition = UDim2.new(0, 7, 1, 0); EnterPosition = UDim2.new(0, 7, 1, -HEIGHT - CORNER_OFFSET); }; [Enumeration.SnackbarPosition.Right.Value] = { AnchorPoint = Vector2.new(1, 0); ExitPosition = UDim2.new(1, -7, 1, 0); EnterPosition = UDim2.new(1, -7, 1, -HEIGHT - CORNER_OFFSET); }; [Enumeration.SnackbarPosition.Center.Value] = { AnchorPoint = Vector2.new(0.5, 0); ExitPosition = UDim2.new(0.5, 0, 1, 0); EnterPosition = UDim2.new(0.5, 0, 1, -HEIGHT - CORNER_OFFSET); }; } local SnackbarImage = Instance.new("ImageLabel") SnackbarImage.BackgroundTransparency = 1 SnackbarImage.Name = "Snackbar" SnackbarImage.ZIndex = 2 SnackbarImage.Image = "rbxassetid://1934624205" SnackbarImage.ImageColor3 = Color3.fromRGB(50, 50, 50) SnackbarImage.ScaleType = Enum.ScaleType.Slice.Value SnackbarImage.SliceCenter = Rect.new(4, 4, 252, 252) SnackbarImage.ZIndex = 3 local SnackbarText = Instance.new("TextLabel") SnackbarText.AnchorPoint = Vector2.new(0, 0.5) SnackbarText.BackgroundTransparency = 1 SnackbarText.Name = "SnackbarText" SnackbarText.Position = UDim2.new(0, 16, 0.5, 0) SnackbarText.Size = UDim2.new(1, 0, 1, -12) SnackbarText.ZIndex = 3 SnackbarText.Font = FONT SnackbarText.TextColor3 = Color3.fromRGB(255, 255, 255) SnackbarText.TextSize = TEXT_SIZE SnackbarText.TextXAlignment = Enum.TextXAlignment.Left.Value SnackbarText.Parent = SnackbarImage local Shadow = PseudoInstance.new("Shadow") Shadow.Elevation = 6 Shadow.Parent = SnackbarImage local LocalPlayer, PlayerGui do if RunService:IsClient() then repeat LocalPlayer = Players.LocalPlayer until LocalPlayer or not wait() repeat PlayerGui = LocalPlayer:FindFirstChildOfClass("PlayerGui") until PlayerGui or not wait() end end local function OnActionPressed(self) if not self.Dismissed then self:Dismiss() self.OnAction:Fire(LocalPlayer) end end local LARGE_FRAME_SIZE = Vector2.new(32767, 32767) local Storage = {} local function IsInputting(CurrentlyInputting) for _, Bool in next, CurrentlyInputting do if Bool == true then return true end end return false end return PseudoInstance:Register("Snackbar", { Storage = Storage; WrappedProperties = { Object = { "Active", "LayoutOrder", "NextSelectionDown", "NextSelectionLeft", "NextSelectionRight", "NextSelectionUp" }, }; Methods = { Enter = function(self) self.Dismissed = false local SnackbarFrame = self.Object SnackbarFrame.Parent = self.SCREEN SnackbarFrame.Position = self.ExitPosition if Storage.OpenSnackbar then Storage.OpenSnackbar:Dismiss() end Storage.OpenSnackbar = self local CurrentlyInputting = {} SnackbarFrame.InputBegan:Connect(function(InputObject) CurrentlyInputting[InputObject.UserInputType.Value] = true end) SnackbarFrame.InputEnded:Connect(function(InputObject) CurrentlyInputting[InputObject.UserInputType.Value] = false end) Tween(SnackbarFrame, "Position", self.EnterPosition, Deceleration, self.ENTER_TIME, false, function(Completed) if Completed == TweenCompleted and wait(self.DisplayTime) then while IsInputting(CurrentlyInputting) do repeat wait() until not IsInputting(CurrentlyInputting) wait(self.DisplayTime) end self:Dismiss() end end) end; Dismiss = function(self) if not self.Dismissed then self.Dismissed = true local SnackbarFrame = self.Object SnackbarFrame.ZIndex = SnackbarFrame.ZIndex - 1 Tween(SnackbarFrame, "Position", self.ExitPosition, Acceleration, self.ENTER_TIME, true, function(Completed) if Completed == TweenCompleted then SnackbarFrame.Parent = nil if Storage.OpenSnackbar == self then Storage.OpenSnackbar = nil end end end) end end; }; Events = { "OnAction"; }; Internals = { "SnackbarText", "SnackbarAction", "RegisteredRippleInputs", "EnterPosition", "ExitPosition"; SHOULD_BLUR = false; ActionButtonWidth = 0; TextWidth = 0; ENTER_TIME = 0.275; AdjustSnackbarSize = function(self) local Width = self.ActionButtonWidth + self.TextWidth + 16*3 self.Object.Size = UDim2.new(0, Width > SMALLEST_WIDTH and Width or SMALLEST_WIDTH, 0, HEIGHT) end; }; Properties = { SnackbarPosition = Typer.AssignSignature(2, Typer.EnumerationOfTypeSnackbarPosition, function(self, Position) local State = StatePosition[Position.Value] self.Object.AnchorPoint = State.AnchorPoint self.ExitPosition = State.ExitPosition self.EnterPosition = State.EnterPosition self:rawset("SnackbarPosition", Position) end); ActionText = Typer.AssignSignature(2, Typer.String, function(self, ActionText) if ActionText == "" then self.SnackbarAction.Parent = nil self.ActionButtonWidth = 0 else self.SnackbarAction.Text = ActionText local Width = TextService:GetTextSize(ActionText, BUTTON_SIZE, BUTTON_FONT, LARGE_FRAME_SIZE).X + 16 self.SnackbarAction.Size = UDim2.new(0, Width, 1, -12) self.ActionButtonWidth = Width self.SnackbarAction.Parent = self.Object self:rawset("ActionText", ActionText) end self:AdjustSnackbarSize() end); ActionColor3 = Typer.AssignSignature(2, Typer.Color3, function(self, Color) if self.SnackbarAction.Parent ~= nil then self.SnackbarAction.PrimaryColor3 = Color self:rawset("ActionColor3", Color) end end); Text = Typer.AssignSignature(2, Typer.String, function(self, Text) -- Assign Text to SnackbarText.Text -- Update Size according to TextBounds, which shouldn't be a property of Snackbar self.TextWidth = TextService:GetTextSize(Text, TEXT_SIZE, FONT, LARGE_FRAME_SIZE).X self.SnackbarText.Text = Text self:AdjustSnackbarSize() self:rawset("Text", Text) end); DisplayTime = Typer.AssignSignature(2, Typer.Number, function(self, DisplayTime) self:rawset("DisplayTime", DisplayTime) end) }, Init = function(self, ...) self:rawset("Object", SnackbarImage:Clone()) self.SnackbarText = self.Object.SnackbarText self:rawset("DisplayTime", 5) local SnackbarAction = PseudoInstance.new("RippleButton") SnackbarAction.AnchorPoint = Vector2.new(1, 0.5) SnackbarAction.Name = "SnackbarAction" SnackbarAction.Position = UDim2.new(1, -8, 0.5, 0) SnackbarAction.ZIndex = 4 SnackbarAction.Font = BUTTON_FONT SnackbarAction.PrimaryColor3 = Color.Purple[300] SnackbarAction.TextSize = BUTTON_SIZE SnackbarAction.Style = Enumeration.ButtonStyle.Flat.Value self.Janitor:Add(SnackbarAction.OnPressed:Connect(OnActionPressed, self), "Disconnect") self.SnackbarAction = SnackbarAction self.SnackbarPosition = Enumeration.SnackbarPosition.Center self.Janitor:Add(self.Object, "Destroy") self.Janitor:Add(self.SnackbarText, "Destroy") self.Janitor:Add(SnackbarAction, "Destroy") self:superinit(...) end; }, RoStrapPriorityUI)
AddCSLuaFile() ENT.Base = "gballoon_tower_base" ENT.Type = "anim" ENT.PrintName = "Microwave Generator" ENT.Category = "RotgB: Towers" ENT.Author = "Piengineer" ENT.Contact = "http://steamcommunity.com/id/Piengineer12/" ENT.Purpose = "This tower very slowly creates microwave cones that can bypass most gBalloon immunities." ENT.Instructions = "" ENT.Spawnable = false ENT.AdminOnly = false ENT.RenderGroup = RENDERGROUP_BOTH ENT.Model = Model("models/hunter/blocks/cube1x1x025.mdl") ENT.FireRate = 0.5 ENT.Cost = 700 ENT.DetectionRadius = 256 ENT.AttackDamage = 10 ENT.LOSOffset = Vector(0,0,32) ENT.UserTargeting = true ENT.AbilityCooldown = 45 ENT.rotgb_MicrowaveAngle = 20 ENT.rotgb_AbilityType = 0 ENT.rotgb_Lighten = 0 ENT.rotgb_FiresMade = {} ENT.UpgradeReference = { { Names = {"Unstoppable Waves","Intense Waves","Thermal Detection","Concentrated Waves","Extreme Frequency Waves","Extremely Concentrated Waves"}, Descs = { "Increases the tower's range to infinite.", "Considerably increases microwave damage.", "Enables the tower to see hidden gBalloons.", "Tremendously increases microwave damage, but slightly decreases microwave width.", "Colossally increases microwave damage. Once every 45 seconds, firing at this tower colossally increases fire rate and triples the width of microwaves for 15 seconds.", "Colossally decreases the width of microwaves for vastly increased damage, enough to destroy Red gBlimps in a single hit." }, Prices = {650,1250,3000,5000,75000,850000}, Funcs = { function(self) self.InfiniteRange = true end, function(self) self.AttackDamage = self.AttackDamage + 10 end, function(self) self.SeeCamo = true end, function(self) self.AttackDamage = self.AttackDamage + 40 self.rotgb_MicrowaveAngle = self.rotgb_MicrowaveAngle / 1.5 end, function(self) self.AttackDamage = self.AttackDamage + 240 self.HasAbility = true self.rotgb_AbilityType = bit.bor(self.rotgb_AbilityType, 1) end, function(self) self.rotgb_MicrowaveAngle = self.rotgb_MicrowaveAngle / 5 self.AttackDamage = self.AttackDamage + 14700 end } }, { Names = {"Stronger Battery","Diffractional Waves","Open Fryer","20-Star Fryer","gBalloon S.E.A.R.","Now That's Hot"}, Descs = { "Increases the tower's fire rate.", "Triples the width of microwaves.", "Microwaves are now emitted in all directions.", "Microwaves now have a 20% chance to set gBalloons on fire permanently. Every time the tower successfully does this, new fires from this tower pop one extra layer for 10 seconds. This effect stacks.", "Microwaves are now guaranteed to set gBalloons alight. Once every 45 seconds, firing at this tower increases damage dealt for new fires by 95 layers for 15 seconds.", "All fires deal 25 times more damage!" }, Prices = {300,1750,5000,10000,50000,1.5e6}, Funcs = { function(self) self.FireRate = self.FireRate * 1.5 end, function(self) self.rotgb_MicrowaveAngle = self.rotgb_MicrowaveAngle * 3 end, function(self) self.rotgb_MicrowaveAngle = self.rotgb_MicrowaveAngle * 3 end, function(self) self.rotgb_Lighten = 0.2 end, function(self) self.rotgb_Lighten = 1 self.HasAbility = true self.rotgb_AbilityType = bit.bor(self.rotgb_AbilityType, 2) end, function(self) self.rotgb_OmegaFires = true end } } } ENT.UpgradeLimits = {6,2} function ENT:FireFunction(gBalloons) self:SetNWFloat("LastFireTime",CurTime()) local startpos = self:GetShootPos() local fireDir = self:WorldToLocal(gBalloons[1]:LocalToWorld(gBalloons[1]:OBBCenter())) fireDir.z = 0 fireDir:Normalize() self:SetNWVector("OurTurning",fireDir) local anglecos = math.cos(math.rad(self.rotgb_MicrowaveAngle)) for k,v in pairs(gBalloons) do local bpos = self:WorldToLocal(v:LocalToWorld(v:OBBCenter())) bpos.z = 0 bpos:Normalize() if bpos:Dot(fireDir) >= anglecos then v:TakeDamage(self.AttackDamage,self:GetTowerOwner(),self) if not v.MicrowaveFire and self.rotgb_Lighten > math.random() then local damage = (10 + self:GetFireDamageBonus()) * (self.rotgb_OmegaFires and 25 or 1) v:RotgB_Ignite(damage, self:GetTowerOwner(), self, 1000000) v.MicrowaveFire = true table.insert(self.rotgb_FiresMade, CurTime() + 10) end end end end function ENT:GetFireDamageBonus() for k,v in pairs(self.rotgb_FiresMade) do if v < CurTime() then self.rotgb_FiresMade[k] = nil end end return table.Count(self.rotgb_FiresMade) * 10 end local laserMat = Material("trails/laser") local layer_color = Color(255,255,255,31) function ENT:ROTGB_Draw() local delta = math.Clamp(math.Remap(1/self.FireRate+self:GetNWFloat("LastFireTime",0)-CurTime(),1/self.FireRate,0,1,0),0,1) local abilitydelta = math.Clamp(math.Remap(self:GetNWFloat("rotgb_CC")-CurTime(),10,0,1,0),0,1) local desiredangle = Angle(0,90*CurTime()%360,0) if not self:GetNWVector("OurTurning",vector_origin):IsZero() and delta > 0 then local gdir = self:GetNWVector("OurTurning")+vector_origin local abmul = abilitydelta > 0 and bit.band(self.rotgb_AbilityType, 1) == 1 and 3 or 1 gdir:Rotate(Angle(0,-self.rotgb_MicrowaveAngle*abmul,0)) render.SetMaterial(laserMat) for i=0,2,0.125 do render.DrawBeam(self:GetShootPos(),self:LocalToWorld(gdir*(self.InfiniteRange and 32768 or self.DetectionRadius)+self.LOSOffset),4,0,1,Color(255,255,0,delta*255)) gdir:Rotate(Angle(0,self.rotgb_MicrowaveAngle*0.125*abmul,0)) end end render.SetColorMaterial() render.DrawBox(self:GetShootPos(),self:LocalToWorldAngles(desiredangle),Vector(-8,-8,-8),Vector(8,8,8),Color(255,255,abilitydelta*255)) for i=1,6 do if i == 5 then desiredangle = Angle(89.99, desiredangle[2], 0) elseif i == 6 then desiredangle = Angle(-89.99, desiredangle[2], 0) else desiredangle:RotateAroundAxis(vector_up,90) end local preangle = self:LocalToWorldAngles(desiredangle) local normal = preangle:Forward() local dist = normal*(delta+1)*12 render.DrawQuadEasy(self:GetShootPos()+dist, normal, 16, 16, layer_color, preangle[3]) render.DrawQuadEasy(self:GetShootPos()+dist, -normal, 16, 16, layer_color, -preangle[3]) end end function ENT:TriggerAbility() self:SetNWFloat("rotgb_CC", CurTime()+15) if bit.band(self.rotgb_AbilityType, 1) == 1 then self.FireRate = self.FireRate * 5 self.rotgb_MicrowaveAngle = self.rotgb_MicrowaveAngle * 3 timer.Simple(15,function() if IsValid(self) then self.FireRate = self.FireRate / 5 self.rotgb_MicrowaveAngle = self.rotgb_MicrowaveAngle / 3 end end) end if bit.band(self.rotgb_AbilityType, 2) == 2 then self.AttackDamage = self.AttackDamage + 190 local timetoinsert = CurTime() + 15 for i=1,95 do table.insert(self.rotgb_FiresMade, timetoinsert) end end end
-------------------------------------------------------------------------------- -- Handler.......... : onPublishWorkshopFileUpdate -- Author........... : -- Description...... : -------------------------------------------------------------------------------- -------------------------------------------------------------------------------- function Steam.onPublishWorkshopFileUpdate ( sWorkshopItemID, sFilePath, sTitle, sDescription, sAI, sCallback ) -------------------------------------------------------------------------------- this.publishFileUpdate ( sWorkshopItemID, sFilePath, sTitle, sDescription, sAI, sCallback ) -------------------------------------------------------------------------------- end --------------------------------------------------------------------------------
--[[ item.lua An item button --]] --libs/other jambers local InvData = Combuctor:GetModule('InventoryData') --that's classy local Item = Combuctor:NewClass('Button') Item.SIZE = 37 Combuctor.Item = Item local ITEM_COLOR = { [0] = {0.8, 0.8,0.8,0.8}, [1] = {0.5, 0.5,0.5,0.8}, [2] = {0, 1.0,0, 0.8}, [3] = {0, 0.0,1, 0.8}, [4] = {0.5, 0, 1, 0.8}, [5] = {1.0, 0.5,0, 0.8}, [6] = {1.0, 0, 0, 0.8}, [7] = {1, 1, 0, 0.6}, [8] = {0, 0.8, 1, 0.6}, [9] = {1, 1, 0, 0.6}, }; --[[ Dummy Slot A hack, used to provide a tooltip for cached items without tainting other item code --]] do local slot = CreateFrame('Button') slot:RegisterForClicks('anyUp') slot:SetToplevel(true) slot:Hide() local function Slot_OnEnter(self) local parent = self:GetParent() local link = parent.hasItem parent:LockHighlight() if parent.cached and link then Item.AnchorTooltip(self) GameTooltip:SetHyperlink(link) GameTooltip:Show() end end local function Slot_OnLeave(self) GameTooltip:Hide() self:Hide() end local function Slot_OnHide(self) local parent = self:GetParent() if parent then parent:UnlockHighlight() end end local function Slot_OnClick(self, button) self:GetParent():OnModifiedClick(button) end slot.UpdateTooltip = Slot_OnEnter slot:SetScript('OnClick', Slot_OnClick) slot:SetScript('OnEnter', Slot_OnEnter) slot:SetScript('OnLeave', Slot_OnLeave) slot:SetScript('OnShow', Slot_OnEnter) slot:SetScript('OnHide', Slot_OnHide) Item.dummySlot = slot end --[[ The item widget --]] local id = 1 function Item:New() local item = self:Bind(_G["CombuctorItem"..id] or CreateFrame('Button', 'CombuctorItem' .. id, nil, 'ContainerFrameItemButtonTemplate')) --5.4 add local newItemTexture = item.NewItemTexture; if newItemTexture then newItemTexture:Hide(); end --6.0 add local battlepayItemTexture = item.BattlepayItemTexture; if battlepayItemTexture then battlepayItemTexture:Hide(); end --add a quality border texture local border = item:CreateTexture(nil, 'OVERLAY') border:SetAllPoints(item:GetNormalTexture()); border:SetTexture('Interface\\AddOns\\Combuctor\\textures\\Border') border:Hide() item.border = border --hack, make sure the cooldown model stays visible item.cooldown = _G[item:GetName() .. 'Cooldown'] item.cooldown:SetFrameLevel(4) --get rid of any registered frame events, and use my own item:UnregisterAllEvents() item:SetScript('OnEvent', nil) item:SetScript('OnEnter', self.OnEnter) item:SetScript('OnHide', self.OnHide) item:SetScript('PreClick',ItemInfo_ContainerItemPreClick) item:SetScript('PostClick', self.PostClick) item.UpdateTooltip = nil id = id + 1 return item end function Item:GetBlizzard(id) local bag = ceil(id / MAX_CONTAINER_ITEMS) local slot = (id-1) % MAX_CONTAINER_ITEMS + 1 local item = _G[format('ContainerFrame%dItem%d', bag, slot)] if item then item:SetID(0) item:ClearAllPoints() return item end end --item pool methods do local unused = {} function Item:Get() local item = next(unused) if item then unused[item] = nil return item end return self:New() end function Item:Release() unused[self] = true self.cached = nil self.hasItem = nil self:SetParent(nil) self:Hide() end end --dummy bag, a hack to enforce the internal blizzard rule that item:GetParent():GetID() == bagID function Item:GetDummyBag(parent, id) local dummyBags = parent.dummyBags --metatable magic to create a new frame on demand if not dummyBags then dummyBags = setmetatable({}, { __index = function(t, k) local f = CreateFrame('Frame', nil, parent) f:SetID(k) t[k] = f return f end }) parent.dummyBags = dummyBags end return dummyBags[id] end --[[ Update Methods ]]-- function Item:Set(parent, bag, slot) self:SetParent(self:GetDummyBag(parent, bag)) self:SetID(slot) self:Update() return item end -- Update the texture, lock status, and other information about an item function Item:Update() local player, bag, slot = self:GetSlotInfo() local link, count, texture, quality, locked, readable, cached = InvData:GetItemInfo(bag, slot, player) local bagFamily = select(2, GetContainerNumFreeSlots(bag)); local isQuestItem, questId, isActive = GetContainerItemQuestInfo(bag, slot); self.readable = readable self.cached = cached self.hasItem = texture and link SetItemButtonDesaturated(self, locked) SetItemButtonTexture(self, texture or 'Interface/PaperDoll/UI-Backpack-EmptySlot') SetItemButtonCount(self, count) if (bagFamily and bagFamily > 0) then SetItemButtonNormalTextureVertexColor(self, 1.0, 1.0, 0.0); else SetItemButtonNormalTextureVertexColor(self, 1.0, 1.0, 1.0); end self:UpdateBorder(quality,nil, questId, isActive) self:UpdateCooldown() if GameTooltip:IsOwned(self) then self:UpdateTooltip() end if not self.hasItem then --若当前物品栏无物品则隐藏tooltip GameTooltip:Hide(); end end --colors the item border based on the quality of the item. hides it for common/poor items function Item:UpdateBorder(quality,quest, questId, isActive) local border = self.border local link = self.hasItem if questId then if (not isActive) then _G[self:GetName().."IconQuestTexture"]:SetTexture(TEXTURE_ITEM_QUEST_BANG); else _G[self:GetName().."IconQuestTexture"]:SetTexture(TEXTURE_ITEM_QUEST_BORDER); end _G[self:GetName().."IconQuestTexture"]:Show(); return; else _G[self:GetName().."IconQuestTexture"]:Hide(); end if (quest) then border:SetVertexColor(0.0, 0.8, 0.8, 0.5); border:Show(); return; end if link and quality and quality > 1 then local r, g, b = GetItemQualityColor(quality) border:SetVertexColor(unpack(ITEM_COLOR[quality])) border:Show() else border:Hide() end end function Item:UpdateLock(locked) local player, bag, slot = self:GetSlotInfo() local locked = select(3, GetContainerItemInfo(bag, slot)) SetItemButtonDesaturated(self, locked) end function Item:UpdateCooldown() if (not self.cached) and self.hasItem then local player, bag, slot = self:GetSlotInfo() local start, duration, enable = GetContainerItemCooldown(bag, slot) CooldownFrame_Set(self.cooldown, start, duration, enable) elseif self.cooldown:IsShown() then CooldownFrame_Set(self.cooldown, 0, 0, 0) end end --fade out slots, if not true function Item:Highlight(enable) if enable then self:LockHighlight() else self:UnlockHighlight() end end --[[ Frame Events ]]-- function Item:OnDragStart() if self.cached and CursorHasItem() then ClearCursor() end end function Item:OnModifiedClick(button) if self.cached and self.hasItem then local player, bag, slot = self:GetSlotInfo() HandleModifiedItemClick(InvData:GetItemLink(bag, slot, player)) end end function Item:OnHide() if self.hasStackSplit and self.hasStackSplit == 1 then StackSplitFrame:Hide() end end --[[ Tooltip Methods ]]-- function Item:OnEnter() if self.cached then self.dummySlot:SetParent(self) self.dummySlot:SetAllPoints(self) self.dummySlot:Show() else self.dummySlot:Hide() --boo for special case bank code local player, bag, slot = self:GetSlotInfo() if bag == BANK_CONTAINER or bag == REAGENTBANK_CONTAINER then local getSlot = bag == BANK_CONTAINER and BankButtonIDToInvSlotID or bag == REAGENTBANK_CONTAINER and ReagentBankButtonIDToInvSlotID if self.hasItem then self:AnchorTooltip() GameTooltip:SetInventoryItem('player', getSlot(slot)) GameTooltip:Show() end else ContainerFrameItemButton_OnEnter(self) end end end Item.UpdateTooltip = Item.OnEnter --[[ Convenience Functions ]]-- function Item:GetPlayer() local bag = self:GetParent() if bag then local frame = bag:GetParent() return frame and frame:GetPlayer() end return UnitName('player') end function Item:GetBag() local bag = self:GetParent() return bag and bag:GetID() end function Item:GetSlotInfo() return self:GetPlayer(), self:GetBag(), self:GetID() end function Item:AnchorTooltip() if self:GetRight() >= (GetScreenWidth() / 2) then GameTooltip:SetOwner(self, 'ANCHOR_LEFT') else GameTooltip:SetOwner(self, 'ANCHOR_RIGHT') end end
LmodMessage("5.0rc2: ",convertToCanonical("5.0rc2")) LmodMessage("5.0: ",convertToCanonical("5.0")) LmodMessage("5.1: ",convertToCanonical("5.1")) LmodMessage("5.1.0: ",convertToCanonical("5.1.0")) LmodMessage("5.1.1: ",convertToCanonical("5.1.1")) LmodMessage("default: ",convertToCanonical("default")) local result = (convertToCanonical("default") < convertToCanonical("5.1.1")) LmodMessage("\"default\" < \"5.1.1\" is ", tostring(result)) if (convertToCanonical(LmodVersion()) > convertToCanonical("0.5")) then LmodMessage("(1) Passed Module Test") end if (convertToCanonical(LmodVersion()) < convertToCanonical("100000000000.0")) then LmodMessage("(2) Passed Module Test") end if (convertToCanonical(LmodVersion()) > convertToCanonical("100000000000.0")) then LmodMessage("(3) Failed Module Test") unknownFunc("A","b","C") end local nameA = { "LMOD_VERSION", "LMOD_VERSION_MAJOR", "LMOD_VERSION_MINOR", "LMOD_VERSION_SUBMINOR", } for i = 1,#nameA do local vstr = os.getenv(nameA[i]) if (vstr) then LmodMessage("Lmod reports a ",nameA[i]) end end for i = 1,#nameA do local vstr = os.getenv(nameA[i]) if (vstr) then LmodMessage("-%%- ",nameA[i],": ",vstr) end end
-- This file is subject to copyright - contact swampservers@gmail.com for more information. -- INSTALL: CINEMA include("shared.lua") SWEP.Instructions = "Primary: Vocal Outburst\nSecondary: Self-Harming\nReload: Greeting" SWEP.DrawAmmo = false SWEP.DrawCrosshair = false net.Receive("AutismArm", function() ply = net.ReadEntity() if not IsValid(ply) then return end mult = net.ReadFloat() if not ply:LookupBone("ValveBiped.Bip01_L_Upperarm") then return end ply:ManipulateBoneAngles(ply:LookupBone("ValveBiped.Bip01_L_Upperarm"), Angle(-30 * mult, -50 * mult, -10 * mult)) ply:ManipulateBoneAngles(ply:LookupBone("ValveBiped.Bip01_L_Forearm"), Angle(5 * mult, -100 * mult, 0)) ply:ManipulateBoneAngles(ply:LookupBone("ValveBiped.Bip01_L_Hand"), Angle(0, 0, -30 * mult)) end)
Stack = {} function Stack:new() o = {} setmetatable(o, self) self.__index = self return o end function Stack:push(o) self[#self + 1] = o end function Stack:pop() o = self:top() self[#self] = nil return o end function Stack:top() return self[#self] end function Stack:isempty() return nil == self:top() end return Stack
local keywordHandler = KeywordHandler:new() local npcHandler = NpcHandler:new(keywordHandler) NpcSystem.parseParameters(npcHandler) function onCreatureAppear(cid) npcHandler:onCreatureAppear(cid) end function onCreatureDisappear(cid) npcHandler:onCreatureDisappear(cid) end function onCreatureSay(cid, type, msg) npcHandler:onCreatureSay(cid, type, msg) end function onThink() npcHandler:onThink() end local voices = { {text = 'Selling weapons, ammunition and armor. Special offers only available here, have a look!'} } npcHandler:addModule(VoiceModule:new(voices)) local function creatureSayCallback(cid, type, msg) if not npcHandler:isFocused(cid) then return false end local player = Player(cid) if msgcontains(msg, "package for rashid") then if player:getStorageValue(Storage.TravellingTrader.Mission02) >= 1 and player:getStorageValue(Storage.TravellingTrader.Mission02) < 3 then npcHandler:say({ "Oooh, damn, I completely forgot about that. I was supposed to pick it up from the Outlaw Camp. ...", "I can't leave my shop here right now, please go and talk to Snake Eye about that package... I promise he won't make any trouble. ...", "Don't tell Rashid! I really don't want him to know that I forgot his order. Okay?" }, cid) npcHandler.topic[cid] = 1 end elseif msgcontains(msg, "yes") then if npcHandler.topic[cid] == 1 then npcHandler:say("Thank you, I appreciate it. Don't forget to mention the package to Snake.", cid) player:setStorageValue(Storage.TravellingTrader.Mission02, player:getStorageValue(Storage.TravellingTrader.Mission02) + 1) npcHandler.topic[cid] = 0 end end return true end npcHandler:setMessage(MESSAGE_GREET, "Greetings and Banor be with you, |PLAYERNAME|! May I interest you in a {trade} for weapons, ammunition or armor?") npcHandler:setMessage(MESSAGE_FAREWELL, "Farewell, |PLAYERNAME|.") npcHandler:setMessage(MESSAGE_WALKAWAY, "Farewell, |PLAYERNAME|.") npcHandler:setMessage(MESSAGE_SENDTRADE, "Of course, just browse through my wares. If you're only interested in {distance} equipment, let me know.") npcHandler:setCallback(CALLBACK_MESSAGE_DEFAULT, creatureSayCallback) npcHandler:addModule(FocusModule:new())
------ MADE BY MAX F. ------ --FOR JUSTICE COMMUNITY RP-- ---------------------------- ---------------------------------------------------------------------------------------------------- --------------------------------------CREATING THE MENUS------------------------------------------ ---------------------------------------------------------------------------------------------------- _mainPool = NativeUI.CreatePool() LTDMenu = NativeUI.CreateMenu( '', '', 0, 0, 'shopui_title_gasstation', 'shopui_title_gasstation') _mainPool:Add(LTDMenu) TFSMenu = NativeUI.CreateMenu( '', '', 0, 0, 'shopui_title_conveniencestore', 'shopui_title_conveniencestore') _mainPool:Add(TFSMenu) RLMenu = NativeUI.CreateMenu( '', '', 0, 0, 'shopui_title_liquorstore2', 'shopui_title_liquorstore2') _mainPool:Add(RLMenu) YJMenu = NativeUI.CreateMenu( '', '', 0, 0, 'shopui_title_liquorstore3', 'shopui_title_liquorstore3') _mainPool:Add(YJMenu) ALMenu = NativeUI.CreateMenu( '', '', 0, 0, 'shopui_title_liquorstore', 'shopui_title_liquorstore') _mainPool:Add(ALMenu) BSMenu = NativeUI.CreateMenu( '', '', 0, 0, 'shopui_title_liquorstore', 'shopui_title_liquorstore') _mainPool:Add(BSMenu) ---------------------------------------------------------------------------------------------------- ---------------------------------------------DATABASES---------------------------------------------- ---------------------------------------------------------------------------------------------------- local LTD = { name = 'LTD', Menus = { { menu = nil, name = 'Food', Items ={ {name = 'Bread', price = '~g~Free', regin = 10}, {name = 'Cereals', price = '~g~Free', regin = 8}, {name = 'Steak', price = '~g~Free', regin = 25}, {name = 'Cheese Sandwich', price = '~g~Free', regin = 20}, {name = 'Banana', price = '~g~Free', regin = 7}, {name = 'Apple', price = '~g~Free', regin = 5}, {name = 'Orange', price = '~g~Free', regin = 5}, } }, { menu = nil, name = 'Beverages', Items = { {name = 'A.M', price = '~g~Free', regin = 14}, {name = 'Stranzo', price = '~g~Free', regin = 16}, {name = 'Pigwasser', price = '~g~Free', regin = 15}, {name = 'Logger', price = '~g~Free', regin = 16}, {name = 'Blarneys', price = '~g~Free', regin = 14}, {name = 'Dusche', price = '~g~Free', regin = 10}, {name = 'Sprunk', price = '~g~Free', regin = 14}, {name = 'eCola', price = '~g~Free', regin = 16}, {name = 'Junk', price = '~g~Free', regin = 15}, {name = 'Mas Fuego', price = '~g~Free', regin = 16}, {name = 'Orang_O_Tang', price = '~g~Free', regin = 14}, {name = 'Water', price = '~g~Free', regin = 10}, {name = 'Milk', price = '~g~Free', regin = 9}, {name = 'Apple Juice', price = '~g~Free', regin = 19}, {name = 'Orange Juice', price = '~g~Free', regin = 17}, } }, { menu = nil, name = 'Cigarets', Items = { {name = 'Redwood', price = '~g~Free', regin = -4}, {name = 'Debonaire', price = '~g~Free', regin = -4}, {name = 'Cardiaque', price = '~g~Free', regin = -4}, {name = 'GR&NG', price = '~g~Free', regin = -4}, } }, { menu = nil, name = 'Snacks', Items = { {name = 'Ego Chaser', price = '~g~Free', regin = 12}, {name = 'Sweet Nothings', price = '~g~Free', regin = 12}, {name = 'Captain\'s Log', price = '~g~Free', regin = 12}, {name = 'Zebrabar', price = '~g~Free', regin = 12}, {name = 'EarthQuakes', price = '~g~Free', regin = 12}, {name = 'P\'s & Q\'s', price = '~g~Free', regin = 12}, {name = 'Meteorite', price = '~g~Free', regin = 12}, {name = 'Phat Chips', price = '~g~Free', regin = 7}, } } }, Locations = { {x = -47.98, y = -1756.98, z = 28.42}, {x = -707.58, y = -913.67, z = 18.22}, {x = 1163.18, y = -323.01, z = 68.21}, {x = 1699.04, y = 4924.27, z = 41.06}, }, Colors = {R = 22, G = 26, B = 52} } local TFS = { name = '24/7', Menus = { { menu = nil, name = 'Food', Items ={ {name = 'Bread', price = '~g~Free', regin = 10}, {name = 'Cereals', price = '~g~Free', regin = 8}, {name = 'Steak', price = '~g~Free', regin = 25}, {name = 'Cheese Sandwich', price = '~g~Free', regin = 20}, {name = 'Banana', price = '~g~Free', regin = 7}, {name = 'Apple', price = '~g~Free', regin = 5}, {name = 'Orange', price = '~g~Free', regin = 5}, } }, { menu = nil, name = 'Beverages', Items = { {name = 'A.M', price = '~g~Free', regin = 14}, {name = 'Stranzo', price = '~g~Free', regin = 16}, {name = 'Pigwasser', price = '~g~Free', regin = 15}, {name = 'Logger', price = '~g~Free', regin = 16}, {name = 'Blarneys', price = '~g~Free', regin = 14}, {name = 'Dusche', price = '~g~Free', regin = 10}, {name = 'Sprunk', price = '~g~Free', regin = 14}, {name = 'eCola', price = '~g~Free', regin = 16}, {name = 'Junk', price = '~g~Free', regin = 15}, {name = 'Mas Fuego', price = '~g~Free', regin = 16}, {name = 'Orang_O_Tang', price = '~g~Free', regin = 14}, {name = 'Water', price = '~g~Free', regin = 10}, {name = 'Milk', price = '~g~Free', regin = 9}, {name = 'Apple Juice', price = '~g~Free', regin = 19}, {name = 'Orange Juice', price = '~g~Free', regin = 17}, } }, { menu = nil, name = 'Cigarets', Items = { {name = 'Redwood', price = '~g~Free', regin = -4}, {name = 'Debonaire', price = '~g~Free', regin = -4}, {name = 'Cardiaque', price = '~g~Free', regin = -4}, {name = 'GR&NG', price = '~g~Free', regin = -4}, } }, { menu = nil, name = 'Snacks', Items = { {name = 'Ego Chaser', price = '~g~Free', regin = 12}, {name = 'Sweet Nothings', price = '~g~Free', regin = 12}, {name = 'Captain\'s Log', price = '~g~Free', regin = 12}, {name = 'Zebrabar', price = '~g~Free', regin = 12}, {name = 'EarthQuakes', price = '~g~Free', regin = 12}, {name = 'P\'s & Q\'s', price = '~g~Free', regin = 12}, {name = 'Meteorite', price = '~g~Free', regin = 12}, {name = 'Phat Chips', price = '~g~Free', regin = 7}, } } }, Locations = { {x = 26.04, y = -1347.27, z = 28.5}, {x = 2678.79, y = 3280.71, z = 54.24}, {x = 1961.46, y = 3740.68, z = 31.34}, {x = 374.13, y = 326.13, z = 102.57}, }, Colors = {R = 44, G = 171, B = 81} } local RL = { name = 'Rob\'s Liquor', Menus = { { menu = nil, name = 'Beverages', Items = { {name = 'A.M', price = '~g~Free', regin = 14}, {name = 'Stranzo', price = '~g~Free', regin = 16}, {name = 'Pigwasser', price = '~g~Free', regin = 15}, {name = 'Logger', price = '~g~Free', regin = 16}, {name = 'Blarneys', price = '~g~Free', regin = 14}, {name = 'Dusche', price = '~g~Free', regin = 10}, {name = 'Patriot', price = '~g~Free', regin = 9}, {name = 'Darracho', price = '~g~Free', regin = 19}, {name = 'Brew', price = '~g~Free', regin = 17}, {name = 'Jakey\'s Lager', price = '~g~Free', regin = 17}, {name = 'Syrah', price = '~g~Free', regin = 17}, {name = 'Benedict', price = '~g~Free', regin = 17}, } }, { menu = nil, name = 'Liquors', Items = { {name = 'Tequilya', price = '~g~Free', regin = -14}, {name = 'Rum', price = '~g~Free', regin = -16}, {name = 'The Mount', price = '~g~Free', regin = -15}, {name = 'Cardiaque', price = '~g~Free', regin = -16}, {name = 'Bourgeoix', price = '~g~Free', regin = -14}, {name = 'Cherenkov', price = '~g~Free', regin = -10}, {name = 'Vodka', price = '~g~Free', regin = -29}, {name = 'Bleuter\'d', price = '~g~Free', regin = -19}, } }, { menu = nil, name = 'Cigarets', Items = { {name = 'Redwood', price = '~g~Free', regin = -4}, {name = 'Debonaire', price = '~g~Free', regin = -4}, {name = 'Cardiaque', price = '~g~Free', regin = -4}, {name = 'GR&NG', price = '~g~Free', regin = -4}, } }, { menu = nil, name = 'Snacks', Items = { {name = 'Ego Chaser', price = '~g~Free', regin = 12}, {name = 'Sweet Nothings', price = '~g~Free', regin = 12}, {name = 'Captain\'s Log', price = '~g~Free', regin = 12}, {name = 'Zebrabar', price = '~g~Free', regin = 12}, {name = 'EarthQuakes', price = '~g~Free', regin = 12}, {name = 'P\'s & Q\'s', price = '~g~Free', regin = 12}, {name = 'Meteorite', price = '~g~Free', regin = 12}, {name = 'Phat Chips', price = '~g~Free', regin = 7}, } } }, Locations = { {x = 1136.18, y = -982.22, z = 45.42}, {x = -1222.97, y = -906.9, z = 11.33}, {x = -1487.61, y = -379.31, z = 39.16}, {x = -2968.24, y = 391.08, z = 14.04}, {x = 1166.0, y = 2708.92, z = 37.16}, }, Colors = {R = 250, G = 0, B = 0} } local BS = { name = 'BurgerShot', Menus = { { menu = nil, name = 'Meals', Items = { {name = 'Eco Meal', price = '~g~Free', regin = 67}, {name = 'The Double Meal', price = '~g~Free', regin = 79}, {name = 'The Killer', price = '~g~Free', regin = 95}, {name = 'The Spico', price = '~g~Free', regin = 91}, {name = 'The King', price = '~g~Free', regin = 100}, {name = 'The Dark Knight', price = '~g~Free', regin = 100}, } }, { menu = nil, name = 'Burgers', Items = { {name = 'Chicken Burger', price = '~g~Free', regin = 35}, {name = 'Double Chicken Burger', price = '~g~Free', regin = 45}, {name = 'Grilled Chicken Burger', price = '~g~Free', regin = 40}, {name = 'Ham Burger', price = '~g~Free', regin = 35}, {name = 'Double Hamburger', price = '~g~Free', regin = 45}, {name = 'Grilled Hamburger', price = '~g~Free', regin = 40}, {name = 'Grandee Chicken Burger', price = '~g~Free', regin = 37}, {name = 'Specialee Hamburger', price = '~g~Free', regin = 37}, } }, { menu = nil, name = 'Drinks', Items = { {name = 'Sprunk', price = '~g~Free', regin = 14}, {name = 'eCola', price = '~g~Free', regin = 16}, {name = 'Water', price = '~g~Free', regin = 10}, {name = 'Apple Juice', price = '~g~Free', regin = 19}, {name = 'Orange Juice', price = '~g~Free', regin = 17}, } }, { menu = nil, name = 'French-Fries', Items = { {name = 'French-Fries with cheese', price = '~g~Free', regin = 30}, {name = 'spicy French-Fries', price = '~g~Free', regin = 29}, } } }, Locations = { -- {x = -1193.61, y = -892.61, z = 14}, {x = -1687.58, y = -1092.02, z = 12.15}, }, Colors = {R = 222, G = 141, B = 0} } local YJ = { name = 'Yellow Jack', Menus = { { menu = nil, name = 'Beverages', Items = { {name = 'A.M', price = '~g~Free', regin = 14}, {name = 'Stranzo', price = '~g~Free', regin = 16}, {name = 'Pigwasser', price = '~g~Free', regin = 15}, {name = 'Logger', price = '~g~Free', regin = 16}, {name = 'Blarneys', price = '~g~Free', regin = 14}, {name = 'Dusche', price = '~g~Free', regin = 10}, } }, { menu = nil, name = 'Liquors', Items = { {name = 'Tequilya', price = '~g~Free', regin = -14}, {name = 'Rum', price = '~g~Free', regin = -16}, {name = 'The Mount', price = '~g~Free', regin = -15}, {name = 'Cardiaque', price = '~g~Free', regin = -16}, {name = 'Bourgeoix', price = '~g~Free', regin = -14}, {name = 'Cherenkov', price = '~g~Free', regin = -10}, {name = 'Vodka', price = '~g~Free', regin = -29}, {name = 'Bleuter\'d', price = '~g~Free', regin = -19}, } } }, Locations = { {x = 1985.56, y = 3052.52, z = 46.22} }, Colors = {R = 255, G = 226, B = 3} } local AL = { name = 'Ace Liquor', Menus = { { menu = nil, name = 'Beverages', Items = { {name = 'A.M', price = '~g~Free', regin = nil}, {name = 'Stranzo', price = '~g~Free', regin = nil}, {name = 'Pigwasser', price = '~g~Free', regin = nil}, {name = 'Logger', price = '~g~Free', regin = nil}, {name = 'Blarneys', price = '~g~Free', regin = nil}, {name = 'Dusche', price = '~g~Free', regin = nil}, {name = 'Patriot', price = '~g~Free', regin = nil}, {name = 'Darracho', price = '~g~Free', regin = nil}, {name = 'Brew', price = '~g~Free', regin = nil}, {name = 'Jakey\'s Lager', price = '~g~Free', regin = nil}, } }, { menu = nil, name = 'Liquors', Items = { {name = 'Tequilya', price = '~g~Free', regin = nil}, {name = 'Rum', price = '~g~Free', regin = nil}, {name = 'The Mount', price = '~g~Free', regin = nil}, {name = 'Cardiaque', price = '~g~Free', regin = nil}, {name = 'Bourgeoix', price = '~g~Free', regin = nil}, {name = 'Cherenkov', price = '~g~Free', regin = nil}, {name = 'Vodka', price = '~g~Free', regin = nil}, {name = 'Bleuter\'d', price = '~g~Free', regin = nil}, } }, { menu = nil, name = 'Cigarets', Items = { {name = 'Redwood', price = '~g~Free', regin = nil}, {name = 'Debonaire', price = '~g~Free', regin = nil}, {name = 'Cardiaque', price = '~g~Free', regin = nil}, {name = 'GR&NG', price = '~g~Free', regin = nil}, } }, { menu = nil, name = 'Snacks', Items = { {name = 'Ego Chaser', price = '~g~Free', regin = nil}, {name = 'Sweet Nothings', price = '~g~Free', regin = nil}, {name = 'Captain\'s Log', price = '~g~Free', regin = nil}, {name = 'Zebrabar', price = '~g~Free', regin = nil}, {name = 'EarthQuakes', price = '~g~Free', regin = nil}, {name = 'P\'s & Q\'s', price = '~g~Free', regin = nil}, {name = 'Meteorite', price = '~g~Free', regin = nil}, {name = 'Phat Chips', price = '~g~Free', regin = nil}, } } }, Locations = { {x = 1393.58, y = 3604.81, z = 33.98} }, Colors = {R = 61, G = 255, B = 197} } ------------------------------------------------------------------------------------------------------------------------------------------------------ -----------------------------------------------------------------------FUNCTIONS---------------------------------------------------------------------- ------------------------------------------------------------------------------------------------------------------------------------------------------ function ShowNotification(message) SetNotificationTextEntry('STRING') AddTextComponentString(message) DrawNotification(true, false) end function Alert(message) SetTextComponentFormat('STRING') AddTextComponentString(message) EndTextCommandDisplayHelp(0, 0, 1, -1) end function drawMarker(x, y, z, red, green, blue) --DrawMarker wrapper DrawMarker(1, x, y, z, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 1.0, 1.0, 0.25, red, green, blue, 100, false, true, 2, false, nil, nil, false) end function SubMenuAdd(menuPool, menu, Company) for i, m in ipairs(Company['Menus']) do Company.Menus[i].menu = menuPool:AddSubMenu(menu, Company.Menus[i].name, '', 'shopui_title_gasstation', 'shopui_title_gasstation') for k, t in ipairs(Company.Menus[i].Items) do local _Item = NativeUI.CreateItem(Company.Menus[i].Items[k].name, 'Price: ' .. Company.Menus[i].Items[k].price) Company.Menus[i].menu.SubMenu:AddItem(_Item) _Item.Activated = function(sender, item) if item == _Item then ShowNotification('+1 ' .. Company.Menus[i].Items[k].name) -- add to database // inventory end end end end end ---------------------------------------------------------------------------------------------------- -------------------------------------------Marker Handler------------------------------------------- ---------------------------------------------------------------------------------------------------- function MarkerHandler(Menu, Company) for k, v in ipairs(Company['Locations']) do drawMarker(Company.Locations[k].x, Company.Locations[k].y, Company.Locations[k].z, Company.Colors.R, Company.Colors.G, Company.Colors.B) mycoords = GetEntityCoords(PlayerPedId(), true) if GetDistanceBetweenCoords(Company.Locations[k].x, Company.Locations[k].y, Company.Locations[k].z, mycoords.x, mycoords.y, mycoords.z, true) < 1.5 then Alert('Press ~INPUT_TALK~ to access ' .. Company.name .. '.') if IsControlJustPressed(1, 51) then -- E Menu:Visible(not Menu:Visible()) end end end end ---------------------------------------------------------------------------------------------------- ---------------------------------------------MENUS SHIT--------------------------------------------- ---------------------------------------------------------------------------------------------------- SubMenuAdd(_mainPool, LTDMenu, LTD) SubMenuAdd(_mainPool, TFSMenu, TFS) SubMenuAdd(_mainPool, RLMenu, RL) SubMenuAdd(_mainPool, YJMenu, YJ) SubMenuAdd(_mainPool, ALMenu, AL) SubMenuAdd(_mainPool, BSMenu, BS) _mainPool:RefreshIndex() ---------------------------------------------------------------------------------------------------- -------------------------------------------Markers Maker-------------------------------------------- ---------------------------------------------------------------------------------------------------- Citizen.CreateThread( function() while true do Citizen.Wait(0) _mainPool:ProcessMenus() MarkerHandler(LTDMenu, LTD) MarkerHandler(TFSMenu, TFS) MarkerHandler(RLMenu, RL) MarkerHandler(YJMenu, YJ) MarkerHandler(ALMenu, AL) MarkerHandler(BSMenu, BS) end end)
local ____modules = {} local ____moduleCache = {} local ____originalRequire = require local function require(file) if ____moduleCache[file] then return ____moduleCache[file] end if ____modules[file] then ____moduleCache[file] = ____modules[file]() return ____moduleCache[file] else if ____originalRequire then return ____originalRequire(file) else error("module '" .. file .. "' not found") end end end ____modules = { ["lualib_bundle"] = function() function __TS__ArrayIsArray(value) return (type(value) == "table") and ((value[1] ~= nil) or (next(value, nil) == nil)) end function __TS__ArrayConcat(arr1, ...) local args = {...} local out = {} for ____, val in ipairs(arr1) do out[#out + 1] = val end for ____, arg in ipairs(args) do if __TS__ArrayIsArray(arg) then local argAsArray = arg for ____, val in ipairs(argAsArray) do out[#out + 1] = val end else out[#out + 1] = arg end end return out end function __TS__ArrayEvery(arr, callbackfn) do local i = 0 while i < #arr do if not callbackfn(_G, arr[i + 1], i, arr) then return false end i = i + 1 end end return true end function __TS__ArrayFilter(arr, callbackfn) local result = {} do local i = 0 while i < #arr do if callbackfn(_G, arr[i + 1], i, arr) then result[#result + 1] = arr[i + 1] end i = i + 1 end end return result end function __TS__ArrayForEach(arr, callbackFn) do local i = 0 while i < #arr do callbackFn(_G, arr[i + 1], i, arr) i = i + 1 end end end function __TS__ArrayFind(arr, predicate) local len = #arr local k = 0 while k < len do local elem = arr[k + 1] if predicate(_G, elem, k, arr) then return elem end k = k + 1 end return nil end function __TS__ArrayFindIndex(arr, callbackFn) do local i = 0 local len = #arr while i < len do if callbackFn(_G, arr[i + 1], i, arr) then return i end i = i + 1 end end return -1 end function __TS__ArrayIncludes(self, searchElement, fromIndex) if fromIndex == nil then fromIndex = 0 end local len = #self local k = fromIndex if fromIndex < 0 then k = len + fromIndex end if k < 0 then k = 0 end for i = k, len do if self[i + 1] == searchElement then return true end end return false end function __TS__ArrayIndexOf(arr, searchElement, fromIndex) local len = #arr if len == 0 then return -1 end local n = 0 if fromIndex then n = fromIndex end if n >= len then return -1 end local k if n >= 0 then k = n else k = len + n if k < 0 then k = 0 end end do local i = k while i < len do if arr[i + 1] == searchElement then return i end i = i + 1 end end return -1 end function __TS__ArrayJoin(self, separator) if separator == nil then separator = "," end local result = "" for index, value in ipairs(self) do if index > 1 then result = tostring(result) .. tostring(separator) end result = tostring(result) .. tostring( tostring(value) ) end return result end function __TS__ArrayMap(arr, callbackfn) local newArray = {} do local i = 0 while i < #arr do newArray[i + 1] = callbackfn(_G, arr[i + 1], i, arr) i = i + 1 end end return newArray end function __TS__ArrayPush(arr, ...) local items = {...} for ____, item in ipairs(items) do arr[#arr + 1] = item end return #arr end function __TS__ArrayReduce(arr, callbackFn, ...) local len = #arr local k = 0 local accumulator = nil if select("#", ...) ~= 0 then accumulator = select(1, ...) elseif len > 0 then accumulator = arr[1] k = 1 else error("Reduce of empty array with no initial value", 0) end for i = k, len - 1 do accumulator = callbackFn(_G, accumulator, arr[i + 1], i, arr) end return accumulator end function __TS__ArrayReduceRight(arr, callbackFn, ...) local len = #arr local k = len - 1 local accumulator = nil if select("#", ...) ~= 0 then accumulator = select(1, ...) elseif len > 0 then accumulator = arr[k + 1] k = k - 1 else error("Reduce of empty array with no initial value", 0) end for i = k, 0, -1 do accumulator = callbackFn(_G, accumulator, arr[i + 1], i, arr) end return accumulator end function __TS__ArrayReverse(arr) local i = 0 local j = #arr - 1 while i < j do local temp = arr[j + 1] arr[j + 1] = arr[i + 1] arr[i + 1] = temp i = i + 1 j = j - 1 end return arr end function __TS__ArrayShift(arr) return table.remove(arr, 1) end function __TS__ArrayUnshift(arr, ...) local items = {...} do local i = #items - 1 while i >= 0 do table.insert(arr, 1, items[i + 1]) i = i - 1 end end return #arr end function __TS__ArraySort(arr, compareFn) if compareFn ~= nil then table.sort( arr, function(a, b) return compareFn(_G, a, b) < 0 end ) else table.sort(arr) end return arr end function __TS__ArraySlice(list, first, last) local len = #list local relativeStart = first or 0 local k if relativeStart < 0 then k = math.max(len + relativeStart, 0) else k = math.min(relativeStart, len) end local relativeEnd = last if last == nil then relativeEnd = len end local final if relativeEnd < 0 then final = math.max(len + relativeEnd, 0) else final = math.min(relativeEnd, len) end local out = {} local n = 0 while k < final do out[n + 1] = list[k + 1] k = k + 1 n = n + 1 end return out end function __TS__ArraySome(arr, callbackfn) do local i = 0 while i < #arr do if callbackfn(_G, arr[i + 1], i, arr) then return true end i = i + 1 end end return false end function __TS__ArraySplice(list, ...) local len = #list local actualArgumentCount = select("#", ...) local start = select(1, ...) local deleteCount = select(2, ...) local actualStart if start < 0 then actualStart = math.max(len + start, 0) else actualStart = math.min(start, len) end local itemCount = math.max(actualArgumentCount - 2, 0) local actualDeleteCount if actualArgumentCount == 0 then actualDeleteCount = 0 elseif actualArgumentCount == 1 then actualDeleteCount = len - actualStart else actualDeleteCount = math.min( math.max(deleteCount or 0, 0), len - actualStart ) end local out = {} do local k = 0 while k < actualDeleteCount do local from = actualStart + k if list[from + 1] then out[k + 1] = list[from + 1] end k = k + 1 end end if itemCount < actualDeleteCount then do local k = actualStart while k < (len - actualDeleteCount) do local from = k + actualDeleteCount local to = k + itemCount if list[from + 1] then list[to + 1] = list[from + 1] else list[to + 1] = nil end k = k + 1 end end do local k = len while k > ((len - actualDeleteCount) + itemCount) do list[k] = nil k = k - 1 end end elseif itemCount > actualDeleteCount then do local k = len - actualDeleteCount while k > actualStart do local from = (k + actualDeleteCount) - 1 local to = (k + itemCount) - 1 if list[from + 1] then list[to + 1] = list[from + 1] else list[to + 1] = nil end k = k - 1 end end end local j = actualStart for i = 3, actualArgumentCount do list[j + 1] = select(i, ...) j = j + 1 end do local k = #list - 1 while k >= ((len - actualDeleteCount) + itemCount) do list[k + 1] = nil k = k - 1 end end return out end function __TS__ArrayToObject(array) local object = {} do local i = 0 while i < #array do object[i] = array[i + 1] i = i + 1 end end return object end function __TS__ArrayFlat(array, depth) if depth == nil then depth = 1 end local result = {} for ____, value in ipairs(array) do if (depth > 0) and __TS__ArrayIsArray(value) then result = __TS__ArrayConcat( result, __TS__ArrayFlat(value, depth - 1) ) else result[#result + 1] = value end end return result end function __TS__ArrayFlatMap(array, callback) local result = {} do local i = 0 while i < #array do local value = callback(_G, array[i + 1], i, array) if (type(value) == "table") and __TS__ArrayIsArray(value) then result = __TS__ArrayConcat(result, value) else result[#result + 1] = value end i = i + 1 end end return result end function __TS__ArraySetLength(arr, length) if (((length < 0) or (length ~= length)) or (length == math.huge)) or (math.floor(length) ~= length) then error( "invalid array length: " .. tostring(length), 0 ) end do local i = #arr - 1 while i >= length do arr[i + 1] = nil i = i - 1 end end return length end function __TS__Class(self) local c = {prototype = {}} c.prototype.__index = c.prototype c.prototype.constructor = c return c end function __TS__ClassExtends(target, base) target.____super = base local staticMetatable = setmetatable({__index = base}, base) setmetatable(target, staticMetatable) local baseMetatable = getmetatable(base) if baseMetatable then if type(baseMetatable.__index) == "function" then staticMetatable.__index = baseMetatable.__index end if type(baseMetatable.__newindex) == "function" then staticMetatable.__newindex = baseMetatable.__newindex end end setmetatable(target.prototype, base.prototype) if type(base.prototype.__index) == "function" then target.prototype.__index = base.prototype.__index end if type(base.prototype.__newindex) == "function" then target.prototype.__newindex = base.prototype.__newindex end if type(base.prototype.__tostring) == "function" then target.prototype.__tostring = base.prototype.__tostring end end function __TS__CloneDescriptor(____bindingPattern0) local enumerable enumerable = ____bindingPattern0.enumerable local configurable configurable = ____bindingPattern0.configurable local get get = ____bindingPattern0.get local set set = ____bindingPattern0.set local writable writable = ____bindingPattern0.writable local value value = ____bindingPattern0.value local descriptor = {enumerable = enumerable == true, configurable = configurable == true} local hasGetterOrSetter = (get ~= nil) or (set ~= nil) local hasValueOrWritableAttribute = (writable ~= nil) or (value ~= nil) if hasGetterOrSetter and hasValueOrWritableAttribute then error("Invalid property descriptor. Cannot both specify accessors and a value or writable attribute.", 0) end if get or set then descriptor.get = get descriptor.set = set else descriptor.value = value descriptor.writable = writable == true end return descriptor end function __TS__Decorate(decorators, target, key, desc) local result = target do local i = #decorators while i >= 0 do local decorator = decorators[i + 1] if decorator then local oldResult = result if key == nil then result = decorator(_G, result) elseif desc == true then local value = rawget(target, key) local descriptor = __TS__ObjectGetOwnPropertyDescriptor(target, key) or ({configurable = true, writable = true, value = value}) local desc = decorator(_G, target, key, descriptor) or descriptor local isSimpleValue = (((desc.configurable == true) and (desc.writable == true)) and (not desc.get)) and (not desc.set) if isSimpleValue then rawset(target, key, desc.value) else __TS__SetDescriptor( target, key, __TS__ObjectAssign({}, descriptor, desc) ) end elseif desc == false then result = decorator(_G, target, key, desc) else result = decorator(_G, target, key) end result = result or oldResult end i = i - 1 end end return result end function __TS__DecorateParam(paramIndex, decorator) return function(____, target, key) return decorator(_G, target, key, paramIndex) end end function __TS__ObjectGetOwnPropertyDescriptors(object) local metatable = getmetatable(object) if not metatable then return {} end return rawget(metatable, "_descriptors") or ({}) end function __TS__Delete(target, key) local descriptors = __TS__ObjectGetOwnPropertyDescriptors(target) local descriptor = descriptors[key] if descriptor then if not descriptor.configurable then error( ((("Cannot delete property " .. tostring(key)) .. " of ") .. tostring(target)) .. ".", 0 ) end descriptors[key] = nil return true end if target[key] ~= nil then target[key] = nil return true end return false end function __TS__DelegatedYield(iterable) if type(iterable) == "string" then for index = 0, #iterable - 1 do coroutine.yield( __TS__StringAccess(iterable, index) ) end elseif iterable.____coroutine ~= nil then local co = iterable.____coroutine while true do local status, value = coroutine.resume(co) if not status then error(value, 0) end if coroutine.status(co) == "dead" then return value else coroutine.yield(value) end end elseif iterable[Symbol.iterator] then local iterator = iterable[Symbol.iterator](iterable) while true do local result = iterator:next() if result.done then return result.value else coroutine.yield(result.value) end end else for ____, value in ipairs(iterable) do coroutine.yield(value) end end end function __TS__New(target, ...) local instance = setmetatable({}, target.prototype) instance:____constructor(...) return instance end function __TS__GetErrorStack(self, constructor) local level = 1 while true do local info = debug.getinfo(level, "f") level = level + 1 if not info then level = 1 break elseif info.func == constructor then break end end return debug.traceback(nil, level) end function __TS__WrapErrorToString(self, getDescription) return function(self) local description = getDescription(self) local caller = debug.getinfo(3, "f") if (_VERSION == "Lua 5.1") or (caller and (caller.func ~= error)) then return description else return (tostring(description) .. "\n") .. self.stack end end end function __TS__InitErrorClass(self, Type, name) Type.name = name return setmetatable( Type, { __call = function(____, _self, message) return __TS__New(Type, message) end } ) end Error = __TS__InitErrorClass( _G, (function() local ____ = __TS__Class() ____.name = "" function ____.prototype.____constructor(self, message) if message == nil then message = "" end self.message = message self.name = "Error" self.stack = __TS__GetErrorStack(_G, self.constructor.new) local metatable = getmetatable(self) if not metatable.__errorToStringPatched then metatable.__errorToStringPatched = true metatable.__tostring = __TS__WrapErrorToString(_G, metatable.__tostring) end end function ____.prototype.__tostring(self) return (((self.message ~= "") and (function() return (self.name .. ": ") .. self.message end)) or (function() return self.name end))() end return ____ end)(), "Error" ) for ____, errorName in ipairs({"RangeError", "ReferenceError", "SyntaxError", "TypeError", "URIError"}) do _G[errorName] = __TS__InitErrorClass( _G, (function() local ____ = __TS__Class() ____.name = ____.name __TS__ClassExtends(____, Error) function ____.prototype.____constructor(self, ...) Error.prototype.____constructor(self, ...) self.name = errorName end return ____ end)(), errorName ) end __TS__Unpack = table.unpack or unpack function __TS__FunctionBind(fn, thisArg, ...) local boundArgs = {...} return function(____, ...) local args = {...} do local i = 0 while i < #boundArgs do table.insert(args, i + 1, boundArgs[i + 1]) i = i + 1 end end return fn( thisArg, __TS__Unpack(args) ) end end ____symbolMetatable = { __tostring = function(self) return ("Symbol(" .. (self.description or "")) .. ")" end } function __TS__Symbol(description) return setmetatable({description = description}, ____symbolMetatable) end Symbol = { iterator = __TS__Symbol("Symbol.iterator"), hasInstance = __TS__Symbol("Symbol.hasInstance"), species = __TS__Symbol("Symbol.species"), toStringTag = __TS__Symbol("Symbol.toStringTag") } function __TS__GeneratorIterator(self) return self end function __TS__GeneratorNext(self, ...) local co = self.____coroutine if coroutine.status(co) == "dead" then return {done = true} end local status, value = coroutine.resume(co, ...) if not status then error(value, 0) end return { value = value, done = coroutine.status(co) == "dead" } end function __TS__Generator(fn) return function(...) local args = {...} local argsLength = select("#", ...) return { ____coroutine = coroutine.create( function() return fn( (unpack or table.unpack)(args, 1, argsLength) ) end ), [Symbol.iterator] = __TS__GeneratorIterator, next = __TS__GeneratorNext } end end function __TS__InstanceOf(obj, classTbl) if type(classTbl) ~= "table" then error("Right-hand side of 'instanceof' is not an object", 0) end if classTbl[Symbol.hasInstance] ~= nil then return not (not classTbl[Symbol.hasInstance](classTbl, obj)) end if type(obj) == "table" then local luaClass = obj.constructor while luaClass ~= nil do if luaClass == classTbl then return true end luaClass = luaClass.____super end end return false end function __TS__InstanceOfObject(value) local valueType = type(value) return (valueType == "table") or (valueType == "function") end function __TS__IteratorGeneratorStep(self) local co = self.____coroutine local status, value = coroutine.resume(co) if not status then error(value, 0) end if coroutine.status(co) == "dead" then return end return true, value end function __TS__IteratorIteratorStep(self) local result = self:next() if result.done then return end return true, result.value end function __TS__IteratorStringStep(self, index) index = index + 1 if index > #self then return end return index, string.sub(self, index, index) end function __TS__Iterator(iterable) if type(iterable) == "string" then return __TS__IteratorStringStep, iterable, 0 elseif iterable.____coroutine ~= nil then return __TS__IteratorGeneratorStep, iterable elseif iterable[Symbol.iterator] then local iterator = iterable[Symbol.iterator](iterable) return __TS__IteratorIteratorStep, iterator else return __TS__Unpack( { ipairs(iterable) } ) end end Map = (function() local Map = __TS__Class() Map.name = "Map" function Map.prototype.____constructor(self, entries) self[Symbol.toStringTag] = "Map" self.items = {} self.size = 0 self.nextKey = {} self.previousKey = {} if entries == nil then return end local iterable = entries if iterable[Symbol.iterator] then local iterator = iterable[Symbol.iterator](iterable) while true do local result = iterator:next() if result.done then break end local value = result.value self:set(value[1], value[2]) end else local array = entries for ____, kvp in ipairs(array) do self:set(kvp[1], kvp[2]) end end end function Map.prototype.clear(self) self.items = {} self.nextKey = {} self.previousKey = {} self.firstKey = nil self.lastKey = nil self.size = 0 end function Map.prototype.delete(self, key) local contains = self:has(key) if contains then self.size = self.size - 1 local next = self.nextKey[key] local previous = self.previousKey[key] if next and previous then self.nextKey[previous] = next self.previousKey[next] = previous elseif next then self.firstKey = next self.previousKey[next] = nil elseif previous then self.lastKey = previous self.nextKey[previous] = nil else self.firstKey = nil self.lastKey = nil end self.nextKey[key] = nil self.previousKey[key] = nil end self.items[key] = nil return contains end function Map.prototype.forEach(self, callback) for ____, key in __TS__Iterator( self:keys() ) do callback(_G, self.items[key], key, self) end end function Map.prototype.get(self, key) return self.items[key] end function Map.prototype.has(self, key) return (self.nextKey[key] ~= nil) or (self.lastKey == key) end function Map.prototype.set(self, key, value) local isNewValue = not self:has(key) if isNewValue then self.size = self.size + 1 end self.items[key] = value if self.firstKey == nil then self.firstKey = key self.lastKey = key elseif isNewValue then self.nextKey[self.lastKey] = key self.previousKey[key] = self.lastKey self.lastKey = key end return self end Map.prototype[Symbol.iterator] = function(self) return self:entries() end function Map.prototype.entries(self) local ____ = self local items = ____.items local nextKey = ____.nextKey local key = self.firstKey return { [Symbol.iterator] = function(self) return self end, next = function(self) local result = {done = not key, value = {key, items[key]}} key = nextKey[key] return result end } end function Map.prototype.keys(self) local nextKey = self.nextKey local key = self.firstKey return { [Symbol.iterator] = function(self) return self end, next = function(self) local result = {done = not key, value = key} key = nextKey[key] return result end } end function Map.prototype.values(self) local ____ = self local items = ____.items local nextKey = ____.nextKey local key = self.firstKey return { [Symbol.iterator] = function(self) return self end, next = function(self) local result = {done = not key, value = items[key]} key = nextKey[key] return result end } end Map[Symbol.species] = Map return Map end)() __TS__MathAtan2 = math.atan2 or math.atan function __TS__Number(value) local valueType = type(value) if valueType == "number" then return value elseif valueType == "string" then local numberValue = tonumber(value) if numberValue then return numberValue end if value == "Infinity" then return math.huge end if value == "-Infinity" then return -math.huge end local stringWithoutSpaces = string.gsub(value, "%s", "") if stringWithoutSpaces == "" then return 0 end return 0 / 0 elseif valueType == "boolean" then return (value and 1) or 0 else return 0 / 0 end end function __TS__NumberIsFinite(value) return (((type(value) == "number") and (value == value)) and (value ~= math.huge)) and (value ~= -math.huge) end function __TS__NumberIsNaN(value) return value ~= value end ____radixChars = "0123456789abcdefghijklmnopqrstuvwxyz" function __TS__NumberToString(self, radix) if ((((radix == nil) or (radix == 10)) or (self == math.huge)) or (self == -math.huge)) or (self ~= self) then return tostring(self) end radix = math.floor(radix) if (radix < 2) or (radix > 36) then error("toString() radix argument must be between 2 and 36", 0) end local integer, fraction = math.modf( math.abs(self) ) local result = "" if radix == 8 then result = string.format("%o", integer) elseif radix == 16 then result = string.format("%x", integer) else repeat do result = tostring( __TS__StringAccess(____radixChars, integer % radix) ) .. tostring(result) integer = math.floor(integer / radix) end until not (integer ~= 0) end if fraction ~= 0 then result = tostring(result) .. "." local delta = 1e-16 repeat do fraction = fraction * radix delta = delta * radix local digit = math.floor(fraction) result = tostring(result) .. tostring( __TS__StringAccess(____radixChars, digit) ) fraction = fraction - digit end until not (fraction >= delta) end if self < 0 then result = "-" .. tostring(result) end return result end function __TS__ObjectAssign(to, ...) local sources = {...} if to == nil then return to end for ____, source in ipairs(sources) do for key in pairs(source) do to[key] = source[key] end end return to end function ____descriptorIndex(self, key) local value = rawget(self, key) if value ~= nil then return value end local metatable = getmetatable(self) while metatable do local rawResult = rawget(metatable, key) if rawResult ~= nil then return rawResult end local descriptors = rawget(metatable, "_descriptors") if descriptors then local descriptor = descriptors[key] if descriptor then if descriptor.get then return descriptor.get(self) end return descriptor.value end end metatable = getmetatable(metatable) end end function ____descriptorNewindex(self, key, value) local metatable = getmetatable(self) while metatable do local descriptors = rawget(metatable, "_descriptors") if descriptors then local descriptor = descriptors[key] if descriptor then if descriptor.set then descriptor.set(self, value) else if descriptor.writable == false then error( ((("Cannot assign to read only property '" .. key) .. "' of object '") .. tostring(self)) .. "'", 0 ) end descriptor.value = value end return end end metatable = getmetatable(metatable) end rawset(self, key, value) end function __TS__SetDescriptor(target, key, desc, isPrototype) if isPrototype == nil then isPrototype = false end local metatable = ((isPrototype and (function() return target end)) or (function() return getmetatable(target) end))() if not metatable then metatable = {} setmetatable(target, metatable) end local value = rawget(target, key) if value ~= nil then rawset(target, key, nil) end if not rawget(metatable, "_descriptors") then metatable._descriptors = {} end local descriptor = __TS__CloneDescriptor(desc) metatable._descriptors[key] = descriptor metatable.__index = ____descriptorIndex metatable.__newindex = ____descriptorNewindex end function __TS__ObjectDefineProperty(target, key, desc) local luaKey = (((type(key) == "number") and (function() return key + 1 end)) or (function() return key end))() local value = rawget(target, luaKey) local hasGetterOrSetter = (desc.get ~= nil) or (desc.set ~= nil) local descriptor if hasGetterOrSetter then if value ~= nil then error( "Cannot redefine property: " .. tostring(key), 0 ) end descriptor = desc else local valueExists = value ~= nil descriptor = { set = desc.set, get = desc.get, configurable = (((desc.configurable ~= nil) and (function() return desc.configurable end)) or (function() return valueExists end))(), enumerable = (((desc.enumerable ~= nil) and (function() return desc.enumerable end)) or (function() return valueExists end))(), writable = (((desc.writable ~= nil) and (function() return desc.writable end)) or (function() return valueExists end))(), value = (((desc.value ~= nil) and (function() return desc.value end)) or (function() return value end))() } end __TS__SetDescriptor(target, luaKey, descriptor) return target end function __TS__ObjectEntries(obj) local result = {} for key in pairs(obj) do result[#result + 1] = {key, obj[key]} end return result end function __TS__ObjectFromEntries(entries) local obj = {} local iterable = entries if iterable[Symbol.iterator] then local iterator = iterable[Symbol.iterator](iterable) while true do local result = iterator:next() if result.done then break end local value = result.value obj[value[1]] = value[2] end else for ____, entry in ipairs(entries) do obj[entry[1]] = entry[2] end end return obj end function __TS__ObjectGetOwnPropertyDescriptor(object, key) local metatable = getmetatable(object) if not metatable then return end if not rawget(metatable, "_descriptors") then return end return rawget(metatable, "_descriptors")[key] end function __TS__ObjectKeys(obj) local result = {} for key in pairs(obj) do result[#result + 1] = key end return result end function __TS__ObjectRest(target, usedProperties) local result = {} for property in pairs(target) do if not usedProperties[property] then result[property] = target[property] end end return result end function __TS__ObjectValues(obj) local result = {} for key in pairs(obj) do result[#result + 1] = obj[key] end return result end function __TS__ParseFloat(numberString) local infinityMatch = string.match(numberString, "^%s*(-?Infinity)") if infinityMatch then return (((__TS__StringAccess(infinityMatch, 0) == "-") and (function() return -math.huge end)) or (function() return math.huge end))() end local number = tonumber( string.match(numberString, "^%s*(-?%d+%.?%d*)") ) return number or (0 / 0) end __TS__parseInt_base_pattern = "0123456789aAbBcCdDeEfFgGhHiIjJkKlLmMnNoOpPqQrRsStTvVwWxXyYzZ" function __TS__ParseInt(numberString, base) if base == nil then base = 10 local hexMatch = string.match(numberString, "^%s*-?0[xX]") if hexMatch then base = 16 numberString = ((string.match(hexMatch, "-") and (function() return "-" .. tostring( __TS__StringSubstr(numberString, #hexMatch) ) end)) or (function() return __TS__StringSubstr(numberString, #hexMatch) end))() end end if (base < 2) or (base > 36) then return 0 / 0 end local allowedDigits = (((base <= 10) and (function() return __TS__StringSubstring(__TS__parseInt_base_pattern, 0, base) end)) or (function() return __TS__StringSubstr(__TS__parseInt_base_pattern, 0, 10 + (2 * (base - 10))) end))() local pattern = ("^%s*(-?[" .. allowedDigits) .. "]*)" local number = tonumber( string.match(numberString, pattern), base ) if number == nil then return 0 / 0 end if number >= 0 then return math.floor(number) else return math.ceil(number) end end Set = (function() local Set = __TS__Class() Set.name = "Set" function Set.prototype.____constructor(self, values) self[Symbol.toStringTag] = "Set" self.size = 0 self.nextKey = {} self.previousKey = {} if values == nil then return end local iterable = values if iterable[Symbol.iterator] then local iterator = iterable[Symbol.iterator](iterable) while true do local result = iterator:next() if result.done then break end self:add(result.value) end else local array = values for ____, value in ipairs(array) do self:add(value) end end end function Set.prototype.add(self, value) local isNewValue = not self:has(value) if isNewValue then self.size = self.size + 1 end if self.firstKey == nil then self.firstKey = value self.lastKey = value elseif isNewValue then self.nextKey[self.lastKey] = value self.previousKey[value] = self.lastKey self.lastKey = value end return self end function Set.prototype.clear(self) self.nextKey = {} self.previousKey = {} self.firstKey = nil self.lastKey = nil self.size = 0 end function Set.prototype.delete(self, value) local contains = self:has(value) if contains then self.size = self.size - 1 local next = self.nextKey[value] local previous = self.previousKey[value] if next and previous then self.nextKey[previous] = next self.previousKey[next] = previous elseif next then self.firstKey = next self.previousKey[next] = nil elseif previous then self.lastKey = previous self.nextKey[previous] = nil else self.firstKey = nil self.lastKey = nil end self.nextKey[value] = nil self.previousKey[value] = nil end return contains end function Set.prototype.forEach(self, callback) for ____, key in __TS__Iterator( self:keys() ) do callback(_G, key, key, self) end end function Set.prototype.has(self, value) return (self.nextKey[value] ~= nil) or (self.lastKey == value) end Set.prototype[Symbol.iterator] = function(self) return self:values() end function Set.prototype.entries(self) local nextKey = self.nextKey local key = self.firstKey return { [Symbol.iterator] = function(self) return self end, next = function(self) local result = {done = not key, value = {key, key}} key = nextKey[key] return result end } end function Set.prototype.keys(self) local nextKey = self.nextKey local key = self.firstKey return { [Symbol.iterator] = function(self) return self end, next = function(self) local result = {done = not key, value = key} key = nextKey[key] return result end } end function Set.prototype.values(self) local nextKey = self.nextKey local key = self.firstKey return { [Symbol.iterator] = function(self) return self end, next = function(self) local result = {done = not key, value = key} key = nextKey[key] return result end } end Set[Symbol.species] = Set return Set end)() WeakMap = (function() local WeakMap = __TS__Class() WeakMap.name = "WeakMap" function WeakMap.prototype.____constructor(self, entries) self[Symbol.toStringTag] = "WeakMap" self.items = {} setmetatable(self.items, {__mode = "k"}) if entries == nil then return end local iterable = entries if iterable[Symbol.iterator] then local iterator = iterable[Symbol.iterator](iterable) while true do local result = iterator:next() if result.done then break end local value = result.value self.items[value[1]] = value[2] end else for ____, kvp in ipairs(entries) do self.items[kvp[1]] = kvp[2] end end end function WeakMap.prototype.delete(self, key) local contains = self:has(key) self.items[key] = nil return contains end function WeakMap.prototype.get(self, key) return self.items[key] end function WeakMap.prototype.has(self, key) return self.items[key] ~= nil end function WeakMap.prototype.set(self, key, value) self.items[key] = value return self end WeakMap[Symbol.species] = WeakMap return WeakMap end)() WeakSet = (function() local WeakSet = __TS__Class() WeakSet.name = "WeakSet" function WeakSet.prototype.____constructor(self, values) self[Symbol.toStringTag] = "WeakSet" self.items = {} setmetatable(self.items, {__mode = "k"}) if values == nil then return end local iterable = values if iterable[Symbol.iterator] then local iterator = iterable[Symbol.iterator](iterable) while true do local result = iterator:next() if result.done then break end self.items[result.value] = true end else for ____, value in ipairs(values) do self.items[value] = true end end end function WeakSet.prototype.add(self, value) self.items[value] = true return self end function WeakSet.prototype.delete(self, value) local contains = self:has(value) self.items[value] = nil return contains end function WeakSet.prototype.has(self, value) return self.items[value] == true end WeakSet[Symbol.species] = WeakSet return WeakSet end)() function __TS__SourceMapTraceBack(fileName, sourceMap) _G.__TS__sourcemap = _G.__TS__sourcemap or ({}) _G.__TS__sourcemap[fileName] = sourceMap if _G.__TS__originalTraceback == nil then _G.__TS__originalTraceback = debug.traceback debug.traceback = function(thread, message, level) local trace if ((thread == nil) and (message == nil)) and (level == nil) then trace = _G.__TS__originalTraceback() else trace = _G.__TS__originalTraceback(thread, message, level) end if type(trace) ~= "string" then return trace end local result = string.gsub( trace, "(%S+).lua:(%d+)", function(file, line) local fileSourceMap = _G.__TS__sourcemap[tostring(file) .. ".lua"] if fileSourceMap and fileSourceMap[line] then return (file .. ".ts:") .. tostring(fileSourceMap[line]) end return (file .. ".lua:") .. line end ) return result end end end function __TS__Spread(iterable) local arr = {} if type(iterable) == "string" then do local i = 0 while i < #iterable do arr[#arr + 1] = __TS__StringAccess(iterable, i) i = i + 1 end end else for ____, item in __TS__Iterator(iterable) do arr[#arr + 1] = item end end return __TS__Unpack(arr) end function __TS__StringAccess(self, index) if (index >= 0) and (index < #self) then return string.sub(self, index + 1, index + 1) end end function __TS__StringCharAt(self, pos) if pos ~= pos then pos = 0 end if pos < 0 then return "" end return string.sub(self, pos + 1, pos + 1) end function __TS__StringCharCodeAt(self, index) if index ~= index then index = 0 end if index < 0 then return 0 / 0 end return string.byte(self, index + 1) or (0 / 0) end function __TS__StringConcat(str1, ...) local args = {...} local out = str1 for ____, arg in ipairs(args) do out = tostring(out) .. tostring(arg) end return out end function __TS__StringEndsWith(self, searchString, endPosition) if (endPosition == nil) or (endPosition > #self) then endPosition = #self end return string.sub(self, (endPosition - #searchString) + 1, endPosition) == searchString end function __TS__StringIncludes(self, searchString, position) if not position then position = 1 else position = position + 1 end local index = string.find(self, searchString, position, true) return index ~= nil end function __TS__StringPadEnd(self, maxLength, fillString) if fillString == nil then fillString = " " end if maxLength ~= maxLength then maxLength = 0 end if (maxLength == -math.huge) or (maxLength == math.huge) then error("Invalid string length", 0) end if (#self >= maxLength) or (#fillString == 0) then return self end maxLength = maxLength - #self if maxLength > #fillString then fillString = tostring(fillString) .. tostring( string.rep( fillString, math.floor(maxLength / #fillString) ) ) end return tostring(self) .. tostring( string.sub( fillString, 1, math.floor(maxLength) ) ) end function __TS__StringPadStart(self, maxLength, fillString) if fillString == nil then fillString = " " end if maxLength ~= maxLength then maxLength = 0 end if (maxLength == -math.huge) or (maxLength == math.huge) then error("Invalid string length", 0) end if (#self >= maxLength) or (#fillString == 0) then return self end maxLength = maxLength - #self if maxLength > #fillString then fillString = tostring(fillString) .. tostring( string.rep( fillString, math.floor(maxLength / #fillString) ) ) end return tostring( string.sub( fillString, 1, math.floor(maxLength) ) ) .. tostring(self) end function __TS__StringReplace(source, searchValue, replaceValue) searchValue = string.gsub(searchValue, "[%%%(%)%.%+%-%*%?%[%^%$]", "%%%1") if type(replaceValue) == "string" then replaceValue = string.gsub(replaceValue, "%%", "%%%%") local result = string.gsub(source, searchValue, replaceValue, 1) return result else local result = string.gsub( source, searchValue, function(match) return replaceValue(_G, match) end, 1 ) return result end end function __TS__StringSlice(self, start, ____end) if (start == nil) or (start ~= start) then start = 0 end if ____end ~= ____end then ____end = 0 end if start >= 0 then start = start + 1 end if (____end ~= nil) and (____end < 0) then ____end = ____end - 1 end return string.sub(self, start, ____end) end function __TS__StringSubstring(self, start, ____end) if ____end ~= ____end then ____end = 0 end if (____end ~= nil) and (start > ____end) then start, ____end = __TS__Unpack({____end, start}) end if start >= 0 then start = start + 1 else start = 1 end if (____end ~= nil) and (____end < 0) then ____end = 0 end return string.sub(self, start, ____end) end function __TS__StringSplit(source, separator, limit) if limit == nil then limit = 4294967295 end if limit == 0 then return {} end local out = {} local index = 0 local count = 0 if (separator == nil) or (separator == "") then while (index < (#source - 1)) and (count < limit) do out[count + 1] = __TS__StringAccess(source, index) count = count + 1 index = index + 1 end else local separatorLength = #separator local nextIndex = (string.find(source, separator, nil, true) or 0) - 1 while (nextIndex >= 0) and (count < limit) do out[count + 1] = __TS__StringSubstring(source, index, nextIndex) count = count + 1 index = nextIndex + separatorLength nextIndex = (string.find( source, separator, math.max(index + 1, 1), true ) or 0) - 1 end end if count < limit then out[count + 1] = __TS__StringSubstring(source, index) end return out end function __TS__StringStartsWith(self, searchString, position) if (position == nil) or (position < 0) then position = 0 end return string.sub(self, position + 1, #searchString + position) == searchString end function __TS__StringSubstr(self, from, length) if from ~= from then from = 0 end if length ~= nil then if (length ~= length) or (length <= 0) then return "" end length = length + from end if from >= 0 then from = from + 1 end return string.sub(self, from, length) end function __TS__StringTrim(self) local result = string.gsub(self, "^[%s ]*(.-)[%s ]*$", "%1") return result end function __TS__StringTrimEnd(self) local result = string.gsub(self, "[%s ]*$", "") return result end function __TS__StringTrimStart(self) local result = string.gsub(self, "^[%s ]*", "") return result end ____symbolRegistry = {} function __TS__SymbolRegistryFor(key) if not ____symbolRegistry[key] then ____symbolRegistry[key] = __TS__Symbol(key) end return ____symbolRegistry[key] end function __TS__SymbolRegistryKeyFor(sym) for key in pairs(____symbolRegistry) do if ____symbolRegistry[key] == sym then return key end end end function __TS__TypeOf(value) local luaType = type(value) if luaType == "table" then return "object" elseif luaType == "nil" then return "undefined" else return luaType end end end, ["vec3"] = function() --[[ Generated with https://github.com/TypeScriptToLua/TypeScriptToLua ]] require("lualib_bundle"); local ____exports = {} ____exports.Vec3 = __TS__Class() local Vec3 = ____exports.Vec3 Vec3.name = "Vec3" function Vec3.prototype.____constructor(self, x, y, z) self.north = math.floor(x) self.up = math.floor(y) self.east = math.floor(z) end function Vec3.prototype.__tostring(self) return (((tostring(self.north) .. ",") .. tostring(self.up)) .. ",") .. tostring(self.east) end function Vec3.prototype.plus(self, x, y, z) return __TS__New(____exports.Vec3, self.north + x, self.up + y, self.east + z) end function ____exports.parse(self, position) local north, up, east = unpack( __TS__StringSplit(position, ",") ) return __TS__New( ____exports.Vec3, __TS__ParseInt(north), __TS__ParseInt(up), __TS__ParseInt(east) ) end ____exports.DIRECTIONS_OFFSETS = { north = __TS__New(____exports.Vec3, 1, 0, 0), south = __TS__New(____exports.Vec3, -1, 0, 0), east = __TS__New(____exports.Vec3, 0, 0, 1), west = __TS__New(____exports.Vec3, 0, 0, -1), up = __TS__New(____exports.Vec3, 0, 1, 0), down = __TS__New(____exports.Vec3, 0, -1, 0) } ____exports.directionsBack = {north = "south", south = "north", east = "west", west = "east", up = "down", down = "up"} ____exports.directionsRight = {north = "east", south = "west", east = "south", west = "north"} ____exports.directionsLeft = {north = "west", south = "east", east = "north", west = "south"} function ____exports.spiral(self, size, around, ____until) local x = 0 local z = 0 local dx = 0 local dz = -1 local results = {} do local i = 0 while i < (size ^ 2) do local position = __TS__New(____exports.Vec3, around.north + x, 0, around.east + z) if ____until and ____until(nil, position) then return {position} end __TS__ArrayPush(results, position) if ((x == z) or ((x < 0) and (x == -z))) or ((x > 0) and (x == (1 - z))) then dx, dz = unpack({-dz, dx}) end x, z = unpack({x + dx, z + dz}) i = i + 1 end end return results end function ____exports.positionBetween(self, position1, position2) return __TS__New(____exports.Vec3, (position1.north + position2.north) / 2, (position1.up + position2.up) / 2, (position1.east + position2.east) / 2) end function ____exports.getDistanceTo(self, position, position2) return (math.abs(position.north - position2.north) + math.abs(position.east - position2.east)) + math.abs(position.up - position2.up) end return ____exports end, ["state"] = function() --[[ Generated with https://github.com/TypeScriptToLua/TypeScriptToLua ]] require("lualib_bundle"); local ____exports = {} local vec3 = require("vec3") local function loadPosition(self) local file = fs.open("position.txt", "r") local data print(file) if file == nil then return __TS__New(vec3.Vec3, 0, 0, 0) else data = file.readAll() file.close() return vec3:parse(data) end end local function loadDirection(self) local file = fs.open("direction.txt", "r") if file == nil then return "north" else local data = file.readAll() file.close() return data end end ____exports.currentPosition = loadPosition(nil) function ____exports.savePosition(self, position) ____exports.currentPosition = position local file = fs.open("position.txt", "w") if file ~= nil then file.write( tostring(____exports.currentPosition) ) file.close() end end ____exports.currentDirection = loadDirection(nil) function ____exports.saveDirection(self, direction) ____exports.currentDirection = direction local file, reason = fs.open("direction.txt", "w") file.write(____exports.currentDirection) file.close() end function ____exports.getPositionForDirection(self, dir) local directionOffsets = vec3.DIRECTIONS_OFFSETS[dir] return ____exports.currentPosition:plus(directionOffsets.north, directionOffsets.up, directionOffsets.east) end ____exports.inventoryFull = false function ____exports.updateInventoryFull(self) ____exports.inventoryFull = turtle.getItemCount(4 * 4) > 0 return ____exports.inventoryFull end ____exports.headingToSpawn = false function ____exports.setHeadingToSpawn(self, value) ____exports.headingToSpawn = value end return ____exports end, ["world"] = function() --[[ Generated with https://github.com/TypeScriptToLua/TypeScriptToLua ]] require("lualib_bundle"); local ____exports = {} local vec3 = require("vec3") local state = require("state") local function loadWorld(self) local file = fs.open("world.txt", "r") local data if file == nil then return {} else data = file.readAll() file.close() return textutils.unserialize(data) end end ____exports.world = loadWorld(nil) function ____exports.saveWorld(self) local file = fs.open("world.txt", "w") file.write( textutils.serialize(____exports.world) ) file.close() end ____exports.ORES = {"minecraft:coal_ore", "minecraft:iron_ore", "minecraft:gold_ore", "minecraft:lapis_ore", "minecraft:diamond_ore", "minecraft:redstone_ore", "minecraft:emerald_ore"} ____exports.UNDERGROUND_MINEABLE = {"minecraft:stone", "minecraft:cobblestone", "minecraft:andesite", "minecraft:granite", "minecraft:diorite", "minecraft:obsidian", "minecraft:dirt", "crumbs:cobbled_andesite", "crumbs:cobbled_granite", "crumbs:cobbled_diorite", "wild_explorer:blunite", "wild_explorer:carbonite", "blockus:bluestone"} function ____exports.setBlock(self, position, block) ____exports.world[tostring(position)] = block end function ____exports.getBlock(self, position) return ____exports.world[tostring(position)] end ____exports.setBlock( nil, __TS__New(vec3.Vec3, 0, 0, 0), "minecraft:air" ) function ____exports.isDirectionVisitedAir(self, dir) local directionCoordinates = state:getPositionForDirection(dir) if ____exports.getBlock(nil, directionCoordinates) then return ____exports.getBlock(nil, directionCoordinates) == "minecraft:air" else return false end end function ____exports.findNearestBlockPosition(self, blocks, height, center) if center == nil then center = state.currentPosition end local nearestOreDistance = 99999 local nearestOrePosition = nil for ____, ____value in ipairs( __TS__ObjectEntries(____exports.world) ) do local blockPositionString blockPositionString = ____value[1] local block block = ____value[2] if __TS__ArrayIncludes(blocks, block) then local blockPosition = vec3:parse(blockPositionString) if ((height == nil) or (height == blockPosition.up)) and (blockPositionString ~= tostring(state.currentPosition)) then local blockDistance = vec3:getDistanceTo(blockPosition, center) if blockDistance < nearestOreDistance then nearestOreDistance = blockDistance nearestOrePosition = blockPosition end end end end return nearestOrePosition end function ____exports.countUnknownBlocksAround(self, position, ____debug) local count = 0 for ____, direction in ipairs( __TS__ObjectValues(vec3.DIRECTIONS_OFFSETS) ) do local checkPosition = position:plus(direction.north, direction.up, direction.east) if ____exports.getBlock(nil, checkPosition) == nil then if ____debug then print(checkPosition, direction) end count = count + 1 end end return count end function ____exports.findNearestUnexplored(self) local nearestUnexplored = vec3:spiral( 512, __TS__New(vec3.Vec3, 0, 0, 0), function(____, position) local block = ____exports.getBlock(nil, position) return (block == nil) and (((position.north ~= state.currentPosition.north) or (position.up ~= state.currentPosition.up)) or (position.east ~= state.currentPosition.east)) end ) if #nearestUnexplored >= 1 then return nearestUnexplored[1] else return nil end end return ____exports end, ["movement"] = function() --[[ Generated with https://github.com/TypeScriptToLua/TypeScriptToLua ]] local ____exports = {} local world = require("world") local vec3 = require("vec3") local state = require("state") local suckInDirection function ____exports.turnInDirection(self, dir) local previousDirection = state.currentDirection state:saveDirection(dir) local success, reason = false, nil if dir == previousDirection then return elseif dir == vec3.directionsBack[previousDirection] then success, reason = turtle.turnRight() turtle.turnRight() elseif dir == vec3.directionsLeft[previousDirection] then success, reason = turtle.turnLeft() elseif dir == vec3.directionsRight[previousDirection] then success, reason = turtle.turnRight() else state:saveDirection(previousDirection) error( ("ERROR: unknown turn direction \"" .. tostring(dir)) .. "\"", 0 ) end if not success then state:saveDirection(previousDirection) error( "Error turning: " .. tostring(reason), 0 ) end end function ____exports.inspectInDirection(self, dir) local directionCoordinates = state:getPositionForDirection(dir) if world:getBlock(directionCoordinates) then return world:getBlock(directionCoordinates) end local inspectResponse = nil if dir == "up" then inspectResponse = { turtle.inspectUp() } elseif dir == "down" then inspectResponse = { turtle.inspectDown() } else ____exports.turnInDirection(nil, dir) inspectResponse = { turtle.inspect() } end local block local success = inspectResponse[1] if type(inspectResponse[2]) == "string" then if inspectResponse[2] == "No block to inspect" then block = {name = "minecraft:air"} else print("error inspecting", inspectResponse[2]) return end else block = inspectResponse[2] end local blockName = ((success and (function() return block.name end)) or (function() return "minecraft:air" end))() world:setBlock(directionCoordinates, blockName) return block end function ____exports.scanAround(self, blocks) local forward, left, right, back = state.currentDirection, vec3.directionsLeft[state.currentDirection], vec3.directionsRight[state.currentDirection], vec3.directionsBack[state.currentDirection] ____exports.inspectInDirection(nil, "up") ____exports.inspectInDirection(nil, "down") ____exports.inspectInDirection(nil, forward) if world:getBlock( state:getPositionForDirection(right) ) then ____exports.inspectInDirection(nil, left) ____exports.inspectInDirection(nil, back) else ____exports.inspectInDirection(nil, right) ____exports.inspectInDirection(nil, back) ____exports.inspectInDirection(nil, left) end if blocks then return world:findNearestBlockPosition(blocks) else return nil end end function suckInDirection(self, dir) local success local reason if dir == "up" then success, reason = turtle.suckUp() elseif dir == "down" then success, reason = turtle.suckDown() else ____exports.turnInDirection(nil, dir) success, reason = turtle.suck() end state:updateInventoryFull() end function ____exports.refuelAll(self) local couldRefuel = false do local i = 1 while i <= 16 do turtle.select(i) local r = turtle.refuel() if r then couldRefuel = true end i = i + 1 end end if couldRefuel then print("Refueled turtle!") else print("Couldn't find any fuel :(") end turtle.select(1) end function ____exports.moveInDirection(self, dir) local success local reason local previousPosition = state.currentPosition local newPosition = state:getPositionForDirection(dir) state:savePosition(newPosition) if dir == "up" then success, reason = turtle.up() elseif dir == "down" then success, reason = turtle.down() else ____exports.turnInDirection(nil, dir) success, reason = turtle.forward() end if success then world:setBlock(newPosition, "minecraft:air") ____exports.inspectInDirection(nil, dir) else state:savePosition(previousPosition) if reason == "Out of fuel" then ____exports.refuelAll(nil) elseif reason == "Movement obstructed" then ____exports.scanAround(nil) end print( "Error moving: " .. tostring(reason) ) end end function ____exports.digInDirection(self, dir) local success local reason if dir == "up" then success, reason = turtle.digUp() elseif dir == "down" then success, reason = turtle.digDown() else ____exports.turnInDirection(nil, dir) success, reason = turtle.dig() end if not success then if reason ~= "Nothing to dig here" then error( "Error digging: " .. tostring(reason), 0 ) else suckInDirection(nil, dir) end end local blockPosition = state:getPositionForDirection(dir) world:setBlock(blockPosition, "minecraft:air") end return ____exports end, ["pathing"] = function() --[[ Generated with https://github.com/TypeScriptToLua/TypeScriptToLua ]] require("lualib_bundle"); local ____exports = {} local state = require("state") local vec3 = require("vec3") local world = require("world") local movement = require("movement") function ____exports._getDirectionTo(self, position, preferVisited) local allowedDirections = {} if preferVisited then if position.north > state.currentPosition.north then __TS__ArrayPush(allowedDirections, "north") end if position.north < state.currentPosition.north then __TS__ArrayPush(allowedDirections, "south") end if position.east > state.currentPosition.east then __TS__ArrayPush(allowedDirections, "east") end if position.east < state.currentPosition.east then __TS__ArrayPush(allowedDirections, "west") end if position.up > state.currentPosition.up then __TS__ArrayPush(allowedDirections, "up") end if position.up < state.currentPosition.up then __TS__ArrayPush(allowedDirections, "down") end else if (position.north + 2) >= state.currentPosition.north then __TS__ArrayPush(allowedDirections, "north") end if (position.north - 2) <= state.currentPosition.north then __TS__ArrayPush(allowedDirections, "south") end if (position.east + 2) >= state.currentPosition.east then __TS__ArrayPush(allowedDirections, "east") end if (position.east - 2) <= state.currentPosition.east then __TS__ArrayPush(allowedDirections, "west") end if (position.up + 2) >= state.currentPosition.up then __TS__ArrayPush(allowedDirections, "up") end if (position.up - 2) <= state.currentPosition.up then __TS__ArrayPush(allowedDirections, "down") end end local bestDirection = nil local bestDirectionScore = -999 for ____, direction in ipairs(allowedDirections) do local theoreticalPosition = state:getPositionForDirection(direction) local directionScore = 0 local unknownBlocksAround = world:countUnknownBlocksAround( state:getPositionForDirection(direction) ) if preferVisited then if (direction == "up") or (direction == "down") then directionScore = directionScore - (unknownBlocksAround / 4) else directionScore = directionScore - unknownBlocksAround end else if (direction == "up") or (direction == "down") then directionScore = directionScore + (unknownBlocksAround / 4) else directionScore = directionScore + (unknownBlocksAround / 1.2) end end if direction == state.currentDirection then directionScore = directionScore + 1 end if (direction == "north") and (position.north > state.currentPosition.north) then directionScore = directionScore + 1.1 elseif (direction == "south") and (position.north < state.currentPosition.north) then directionScore = directionScore + 1.1 elseif (direction == "east") and (position.east > state.currentPosition.east) then directionScore = directionScore + 1.1 elseif (direction == "west") and (position.east < state.currentPosition.east) then directionScore = directionScore + 1.1 elseif (direction == "up") and (position.up > state.currentPosition.up) then directionScore = directionScore + 1.1 elseif (direction == "down") and (position.up > state.currentPosition.up) then directionScore = directionScore + 1.1 end directionScore = directionScore - (vec3:getDistanceTo(position, theoreticalPosition) / 2) if directionScore > bestDirectionScore then bestDirectionScore = directionScore bestDirection = direction end end local bestUnknownBlocksAround = world:countUnknownBlocksAround( state:getPositionForDirection(bestDirection), true ) print("best:", bestUnknownBlocksAround) return bestDirection end function ____exports.getDirectionTo(self, position, preferVisited, nextTo) local allowedDirections = {} if preferVisited then if position.north > state.currentPosition.north then __TS__ArrayPush(allowedDirections, "north") end if position.north < state.currentPosition.north then __TS__ArrayPush(allowedDirections, "south") end if position.east > state.currentPosition.east then __TS__ArrayPush(allowedDirections, "east") end if position.east < state.currentPosition.east then __TS__ArrayPush(allowedDirections, "west") end if position.up > state.currentPosition.up then __TS__ArrayPush(allowedDirections, "up") end if position.up < state.currentPosition.up then __TS__ArrayPush(allowedDirections, "down") end else if (position.north + 2) >= state.currentPosition.north then __TS__ArrayPush(allowedDirections, "north") end if (position.north - 2) <= state.currentPosition.north then __TS__ArrayPush(allowedDirections, "south") end if (position.east + 2) >= state.currentPosition.east then __TS__ArrayPush(allowedDirections, "east") end if (position.east - 2) <= state.currentPosition.east then __TS__ArrayPush(allowedDirections, "west") end if (position.up + 2) >= state.currentPosition.up then __TS__ArrayPush(allowedDirections, "up") end if (position.up - 2) <= state.currentPosition.up then __TS__ArrayPush(allowedDirections, "down") end end local bestDirection = nil local bestDirectionScore = -999 for ____, direction in ipairs(allowedDirections) do local theoreticalPosition = state:getPositionForDirection(direction) local directionScore = 0 local unknownBlocksAround = world:countUnknownBlocksAround( state:getPositionForDirection(direction) ) if preferVisited then if (direction == "up") or (direction == "down") then directionScore = directionScore - (unknownBlocksAround / 4) else directionScore = directionScore - unknownBlocksAround end else if (direction == "up") or (direction == "down") then directionScore = directionScore + (unknownBlocksAround / 4) else directionScore = directionScore + (unknownBlocksAround / 1.2) end end if direction == state.currentDirection then directionScore = directionScore + 1 end if (direction == "north") and (position.north > state.currentPosition.north) then directionScore = directionScore + 1.1 elseif (direction == "south") and (position.north < state.currentPosition.north) then directionScore = directionScore + 1.1 elseif (direction == "east") and (position.east > state.currentPosition.east) then directionScore = directionScore + 1.1 elseif (direction == "west") and (position.east < state.currentPosition.east) then directionScore = directionScore + 1.1 elseif (direction == "up") and (position.up > state.currentPosition.up) then directionScore = directionScore + 1.1 elseif (direction == "down") and (position.up > state.currentPosition.up) then directionScore = directionScore + 1.1 end directionScore = directionScore - (vec3:getDistanceTo(position, theoreticalPosition) / 2) if directionScore > bestDirectionScore then bestDirectionScore = directionScore bestDirection = direction end end local bestUnknownBlocksAround = world:countUnknownBlocksAround( state:getPositionForDirection(bestDirection), true ) print("best:", bestUnknownBlocksAround) return bestDirection end ____exports["goto"] = function(self, position) while not (((state.currentPosition.north == position.north) and (state.currentPosition.east == position.east)) and (state.currentPosition.up == position.up)) do local recommendedDirection = ____exports.getDirectionTo(nil, position, true) movement:digInDirection(recommendedDirection) movement:moveInDirection(recommendedDirection) end end return ____exports end, ["index"] = function() --[[ Generated with https://github.com/TypeScriptToLua/TypeScriptToLua ]] require("lualib_bundle"); local ____exports = {} local world = require("world") local movement = require("movement") local vec3 = require("vec3") local state = require("state") local pathing = require("pathing") local TOTAL_SLOTS = 4 * 4 local function returnToSpawn(self) state:setHeadingToSpawn(true) print("Going to spawn...") local spawnPosition = __TS__New(vec3.Vec3, 0, 0, 0) while not (((state.currentPosition.north == 0) and (state.currentPosition.east == 0)) and (state.currentPosition.up == 0)) do local recommendedDirection = pathing:getDirectionTo(spawnPosition, true) print(",,recommendedDirection", recommendedDirection) movement:digInDirection(recommendedDirection) movement:moveInDirection(recommendedDirection) end movement:turnInDirection("north") state:setHeadingToSpawn(false) end local function returnToStartingHeight(self) if state.currentPosition.up == 0 then return end if state.currentPosition.up > 0 then do local i = 1 while i < state.currentPosition.up do movement:digInDirection("down") movement:moveInDirection("down") i = i + 1 end end elseif state.currentPosition.up < 0 then do local i = 1 while i < -state.currentPosition.up do movement:digInDirection("up") movement:moveInDirection("up") i = i + 1 end end end end local function depositAllAtSpawn(self) returnToSpawn(nil) do local i = 1 while i <= TOTAL_SLOTS do turtle.select(i) turtle.refuel() local success, reason = turtle.dropDown() if reason then print(reason) end i = i + 1 end end turtle.select(1) end print("Ok") state:updateInventoryFull() if state.inventoryFull then depositAllAtSpawn(nil) end local miningOres = false while true do local nearestOrePosition = movement:scanAround(world.ORES) if nearestOrePosition then print( "To " .. tostring(nearestOrePosition) ) local recommendedDirection = pathing:getDirectionTo(nearestOrePosition, true) movement:digInDirection(recommendedDirection) movement:moveInDirection(recommendedDirection) miningOres = true else returnToStartingHeight(nil) local nearestMineablePosition = world:findNearestUnexplored() local recommendedDirection if nearestMineablePosition then recommendedDirection = pathing:getDirectionTo(nearestMineablePosition) else recommendedDirection = state.currentDirection end print( ((".To " .. tostring(nearestMineablePosition)) .. " ") .. tostring(recommendedDirection) ) movement:digInDirection(recommendedDirection) movement:moveInDirection(recommendedDirection) end movement:scanAround() if state.currentPosition.up == 0 then movement:inspectInDirection("up") local upBlock = world:getBlock( state:getPositionForDirection("up") ) if __TS__ArrayIncludes(world.UNDERGROUND_MINEABLE, upBlock) then movement:digInDirection("up") end end if state.inventoryFull then depositAllAtSpawn(nil) end world:saveWorld() end return ____exports end, } return require("index")
local skynet = require "skynet" local api = require "api" local sys = require "sys" local log = require "log" local seri = require "seri" local mqtt = require "mqtt" local dump = require "utils.dump" local text = require("text").mqtt local client local running = true local subsribe_ack_err_code = 128 local log_prefix = "" local cocurrency = 5 local keepalive_timeout = 6000 local telemetry_topic = "" local telemetry_qos = 1 local telemetry_pack local attributes_topic = "" local attributes_qos = 1 local attributes_pack local teleindication_topic = "" local teleindication_qos = 1 local rpc_topic = "" local rpc_qos = 1 local connect_topic = "" local connect_qos = 1 local disconnect_topic = "" local disconnect_qos = 1 local gtelemetry_topic = "" local gtelemetry_qos = 1 local gtelemetry_pack local gattributes_topic = "" local gattributes_qos = 1 local greq_topic = "" local greq_qos = 1 local gresp_topic = "" local gresp_qos = 1 local sub_retry_count = 3 local sub_retry_timeout = 200 local reconnect_timeout = 200 local pub_retry_count local pub_retry_timeout = 2000 local handler_map = {} local req_map = { open_console = api.frpappid, close_console = api.frpappid, open_ssh = api.frpappid, close_ssh = api.frpappid, open_vnc = api.frpappid, close_vnc = api.frpappid, vpn_info = api.vpnappid, open_peer = api.vpnappid, close_peer = api.vpnappid, upgrade = api.sysappid } local attributes_map = { [api.infokey] = "edgeinfo", southapps = "southapps", vpn = "vpn", frp = "frp", repo = "repo" } local function ensure_subscribe(cli, topic, qos) local done = false local count = 0 local function suback(ack) if ack.rc[1] ~= subsribe_ack_err_code then log.info(log_prefix, text.sub_suc, topic) -- Strictly rc[1] >= qos done = true else log.error(log_prefix, text.sub_fail, topic) end end while running and not done do if count < sub_retry_count then if cli.connection then cli:subscribe { topic = topic, qos = qos, callback = suback } end count = count + 1 skynet.sleep(sub_retry_timeout) else log.error(log_prefix, text.sub_fail, topic) break end end end local function init_pub_retry_count(keepalive, pinglimit) -- retry till connection issue detected local k = keepalive or 6000 local p = pinglimit or 3 pub_retry_count = k * (p + 1) // pub_retry_timeout + 1 end local function ensure_publish(cli, msg, dev) local done = false local count = 0 local function puback() done = true log.debug(log_prefix, text.pub_suc, msg.topic) end while running and not done do if count < pub_retry_count then if cli.connection then cli:publish { topic = msg.topic, qos = msg.qos, payload = msg.payload, callback = puback, dup = (count ~= 0), retain = false } end count = count + 1 skynet.sleep(pub_retry_timeout) else -- only store due to connection issue if not cli.connection and dev then local data = seri.pack(msg) api.store(dev, data) else log.error(log_prefix, text.pub_fail, msg.topic) end break end end end local post_map = { online = function(dev) if type(dev) ~= "string" then log.error(log_prefix, text.invalid_post, "online") return end local payload = seri.pack({ device = dev }) if not payload then log.error(log_prefix, text.invalid_post, "online") return end local msg = {} msg.topic = connect_topic msg.qos = connect_qos msg.payload = payload ensure_publish(client, msg) end, offline = function(dev) if type(dev) ~= "string" then log.error(log_prefix, text.invalid_post, "offline") return end local payload = seri.pack({ device = dev }) if not payload then log.error(log_prefix, text.invalid_post, "offline") return end local msg = {} msg.topic = disconnect_topic msg.qos = disconnect_qos msg.payload = payload ensure_publish(client, msg) end, teleindication = function(dev, data) if type(dev) ~= "string" or type(data) ~= "table" then log.error(log_prefix, text.invalid_post, "teleindication") return end local payload = seri.pack({ [dev] = data }) if not payload then log.error(log_prefix, text.invalid_post, "teleindication") return end local msg = {} msg.topic = teleindication_topic msg.qos = teleindication_qos msg.payload = payload ensure_publish(client, msg) end, attributes = function(dev, attr) if type(dev) ~= "string" or type(attr) ~= "table" then log.error(log_prefix, text.invalid_post, "attributes") return end local payload = attributes_pack({ [dev] = attr }) if not payload then log.error(log_prefix, text.invalid_post, "attributes") return end local msg = {} msg.topic = attributes_topic msg.qos = attributes_qos msg.payload = payload ensure_publish(client, msg) end, gtelemetry = function(_dev, data) if type(data) ~= "table" then log.error(log_prefix, text.invalid_post, "gtelemetry") return end local payload = gtelemetry_pack(data) if not payload then log.error(log_prefix, text.invalid_post, "gtelemetry") return end local msg = {} msg.topic = gtelemetry_topic msg.qos = gtelemetry_qos msg.payload = payload ensure_publish(client, msg) end, gattributes = function(_dev, attr) if type(attr) ~= "table" then log.error(log_prefix, text.invalid_post, "gattributes") return end local key, value = next(attr) local k = attributes_map[key] if not k or type(value) ~= "table" then log.error(log_prefix, text.invalid_post, "gattributes") return end local payload = seri.pack({ [k] = seri.pack(value) }) if not payload then log.error(log_prefix, text.invalid_post, "gattributes") return end local msg = {} msg.topic = gattributes_topic msg.qos = gattributes_qos msg.payload = payload ensure_publish(client, msg) end } local function ping(cli) local check_timeout = keepalive_timeout+200 while cli.connection do if skynet.now()-cli.comm_time >= keepalive_timeout then cli:send_pingreq() end skynet.sleep(check_timeout) end end local function handle_pinglimit(count, cli) log.error(log_prefix, text.connect_fail) cli:disconnect() end local function handle_error(err) log.error(log_prefix, text.error, err) end local function handle_close(conn) api.offline() log.error(log_prefix, text.close, conn.close_reason) end local function handle_connect(connack, cli) if connack.rc ~= 0 then return end log.info(log_prefix, text.connect_suc) api.online() skynet.fork(ping, cli) skynet.fork(ensure_subscribe, cli, rpc_topic, rpc_qos) skynet.fork(ensure_subscribe, cli, gattributes_topic, gattributes_qos) skynet.fork(ensure_subscribe, cli, greq_topic, greq_qos) end --[[ payload = { "device":"", "data":{ "id": $request_id, "method":"", "params":{} } } --]] local function decode_rpc(msg) local request = seri.unpack(msg.payload) if type(request) ~= "table" then log.error(log_prefix, text.unpack_fail) return false end if type(request.device) ~= "string" then log.error(log_prefix, text.unknown_dev) return false end if type(request.data) == "table" then local data = request.data if data.id and data.method and data.params then if data.params.value then log.info(log_prefix, "decoded rpc", request.device, data.method, dump(data.params.value)) return request.device, data.method, data.params.value, data.id else log.error(log_prefix, text.invalid_req) return false end else log.error(log_prefix, text.invalid_req) return false end else log.error(log_prefix, text.invalid_req) return false end end --[[ payload = { "device":"", "id": $request_id, "data":{} } --]] local function respond_rpc(cli, dev, ret, session) local response = { device = dev, id = session, data = ret } local payload = seri.pack(response) if not payload then log.error(log_prefix, text.pack_fail) return end local msg = {} msg.topic = rpc_topic msg.qos = rpc_qos msg.payload = payload ensure_publish(cli, msg) end local forked = 0 local function busy_rpc() if forked < cocurrency then forked = forked + 1 return false else return true end end local function done_rpc() forked = forked - 1 end local function handle_rpc(msg, cli) if busy_rpc() then log.error(log_prefix, text.busy) else skynet.fork(function() local dev, cmd, arg, session = decode_rpc(msg) if dev then local ok, ret = api.external_request(dev, cmd, arg) if ret then respond_rpc(cli, dev, { ok, ret }, session) else respond_rpc(cli, dev, ok, session) end end done_rpc() end) end end local function unpack_conf(conf) local c = seri.unpack(conf) if type(c) == "table" then return c else error(text.unpack_fail) end end local function unpack_vpn(conf) return { [api.vpnappid] = unpack_conf(conf) } end local function unpack_frp(conf) return { [api.frpappid] = unpack_conf(conf) } end local function unpack_repo(conf) return { repo = unpack_conf(conf) } end local conf_map = { southapps = function(conf) local c = unpack_conf(conf) if type(c.apps) == "table" then local apps = c.apps local app_name, device_name, tag_name for i, app in pairs(apps) do app_name = string.format("%s_%s", app.app_name, app.app_version) app.app_name = nil app.app_version = nil if type(app.devices) == "table" then local devices = {} for _, device in pairs(app.devices) do device_name = device.device_name device.device_name = nil if type(device.tags) == "table" then local tags = {} for _, tag in pairs(device.tags) do tag_name = tag.tag_name tag.tag_name = nil tags[tag_name] = tag end device.tags = tags end devices[device_name] = device end app.devices = devices end apps[i] = { [app_name] = app } end end return c end, wg = unpack_vpn, frp = unpack_frp, repo = unpack_repo } local function decode_config(msg) local conf = seri.unpack(msg.payload) if type(conf) ~= "table" then log.error(log_prefix, text.unpack_fail) return false end log.info(log_prefix, "origin config", dump(conf)) local k, v = next(conf) local f = conf_map[k] if f then local ok, c = pcall(f, v) if ok then log.info(log_prefix, "decoded config", dump(c)) else log.error(log_prefix, "decode config fail", c) end return ok, k, c else log.error(log_prefix, "unknown config key", tostring(k)) return false end end local function respond_config(key, ok, err) post_map.gattributes(api.iotedgedev, { [key] = { res = ok, err = err } }) end local function handle_config(msg, cli) skynet.fork(function() local ok, key, conf = decode_config(msg) if ok then local err ok, err = api.sys_request("configure", conf) if ok then log.info(log_prefix, text.configure_suc) respond_config(key, ok, err) api.external_request(api.hostappid, "post_attr") else log.error(log_prefix, text.configure_fail, err) respond_config(key, ok, err) end else if key then respond_config(key, ok, conf) end end end) end --[[ msg = { topic=request_id } payload = { "method":"", "params":{} } --]] local function decode_req(msg) local request = seri.unpack(msg.payload) if type(request) ~= "table" then log.error(log_prefix, text.unpack_fail) return false end local dev = req_map[request.method] if not dev then log.error(log_prefix, text.invalid_req) return false end if type(request.params) ~= "table" then log.error(log_prefix, text.invalid_req) return false end local session = msg.topic:match("^.+/([^/]+)$") if math.tointeger(session) then if request.params.value then log.info(log_prefix, "decoded req", dev, request.method, dump(request.params.value)) return dev, request.method, request.params.value, session else log.error(log_prefix, text.invalid_req) return false end else log.error(log_prefix, text.invalid_req) return false end end local function respond_req(cli, ret, session) local payload = seri.pack(ret) if not payload then log.error(log_prefix, text.pack_fail) return end local msg = {} msg.topic = gresp_topic.."/"..session msg.qos = gresp_qos msg.payload = payload ensure_publish(cli, msg) end local function handle_req(msg, cli) if busy_rpc() then log.error(log_prefix, text.busy) else skynet.fork(function() local dev, cmd, arg, session = decode_req(msg) if dev then local ok, ret = api.external_request(dev, cmd, arg) if ret then respond_req(cli, { res = ok, ret = ret }, session) else respond_req(cli, { res = ok }, session) end if ok then api.external_request(api.hostappid, "post_attr") end end done_rpc() end) end end local function init_seri(topic) if topic:match("^.+/zip$") then return seri.zpack else return seri.pack end end local function greq_prefix(greq) local prefix = greq:match("^(.+)/[%+%d]+$") return prefix end local function init_topics(topic) telemetry_topic = topic.telemetry.txt telemetry_qos = topic.telemetry.qos telemetry_pack = init_seri(telemetry_topic) attributes_topic = topic.attributes.txt attributes_qos = topic.attributes.qos attributes_pack = init_seri(attributes_topic) teleindication_topic = topic.teleindication.txt teleindication_qos = topic.teleindication.qos rpc_topic = topic.rpc.txt rpc_qos = topic.rpc.qos connect_topic = topic.connect.txt connect_qos = topic.connect.qos disconnect_topic = topic.disconnect.txt disconnect_qos = topic.disconnect.qos gtelemetry_topic = topic.gtelemetry.txt gtelemetry_qos = topic.gtelemetry.qos gtelemetry_pack = init_seri(gtelemetry_topic) gattributes_topic = topic.gattributes.txt gattributes_qos = topic.gattributes.qos greq_topic = topic.greq.txt greq_qos = topic.greq.qos gresp_topic = topic.gresp.txt gresp_qos = topic.gresp.qos handler_map[rpc_topic] = handle_rpc handler_map[gattributes_topic] = handle_config handler_map[greq_prefix(greq_topic)] = handle_req end local function handle_request(msg, cli) cli:acknowledge(msg) if msg.dup then log.debug(log_prefix, text.dup_req, msg.topic) end local h = handler_map[msg.topic] if h then h(msg, cli) else h = handler_map[greq_prefix(msg.topic)] if h then h(msg, cli) else log.error(log_prefix, text.invalid_req, msg.topic) end end end function on_exit() running = false local ok, err = client:disconnect() if ok then log.info(log_prefix, text.stop_suc) else log.error(log_prefix, text.stop_fail, err) end end function on_payload(dev, data) local msg = seri.unpack(data) ensure_publish(client, msg, dev) end function on_post(k, dev, data) local f = post_map[k] if f then f(dev, data) else log.error(log_prefix, text.invalid_post) end end function on_data(dev, data) if type(dev) ~= "string" or type(data) ~= "table" then log.error(log_prefix, text.invalid_post, "telemetry") return end local payload = telemetry_pack({[dev] = data}) if not payload then log.error(log_prefix, text.invalid_post, "telemetry") return end local msg = {} msg.topic = telemetry_topic msg.qos = telemetry_qos msg.payload = payload ensure_publish(client, msg, dev) end function on_conf(conf) math.randomseed(math.floor(skynet.time())) log_prefix = "MQTT client "..conf.id.."("..conf.uri..")" keepalive_timeout = conf.keep_alive*100 seri.init(conf.seri) init_pub_retry_count(keepalive_timeout, conf.ping_limit) api.mqtt_init() init_topics(conf.topic) cocurrency = conf.cocurrency client = mqtt.client { uri = conf.uri, id = conf.id, username = conf.username, password = conf.password, clean = conf.clean, secure = conf.secure, keep_alive = conf.keep_alive, version = conf.version == "v3.1.1" and mqtt.v311 or mqtt.v50, ping_limit = conf.ping_limit } local mqtt_callback = { connect = handle_connect, message = handle_request, error = handle_error, close = handle_close, pinglimit = handle_pinglimit } client:on(mqtt_callback) skynet.timeout(0, function() while running do if client.connection then client:iteration() else skynet.sleep(reconnect_timeout) client:start_connecting() end end end) return true end
object_tangible_holiday_love_day_rewards_11_love_day_prop_2011_flowers_s02_r = object_tangible_holiday_love_day_rewards_11_shared_love_day_prop_2011_flowers_s02_r:new { } ObjectTemplates:addTemplate(object_tangible_holiday_love_day_rewards_11_love_day_prop_2011_flowers_s02_r, "object/tangible/holiday/love_day/rewards_11/love_day_prop_2011_flowers_s02_r.iff")
-- Module: PersonalAssistant.PABanking.Items -- Developer: Klingo PAB_Items = {} PAB_Items.queueSize = 0 PAB_Items.loopCount = 0 PAB_Items.esoPlusReloopRequired = false function PAB_Items.DepositAndWithdrawItems(lastLoop) lastLoop = lastLoop or false PAB_Items.failedDeposits = 0 PAB_Items.loopCount = PAB_Items.loopCount + 1 -- local itemMoved = PAB_Items.DoItemStacking(BAG_BANK) -- while (itemMoved == nil) do -- do nothing; wait -- end -- http://wiki.esoui.com/AddOn_Quick_Questions#How_do_I_generate_my_own_.22events.22_in_Lua.3F -- first deposit items to the bank local itemsDeposited = PAB_Items.DoItemTransaction(BAG_BACKPACK, BAG_BANK, PAC_ITEMTYPE_DEPOSIT, lastLoop) local itemsDepositedPlus = false -- if a re-loop with subscriber bank is required, or if there are existin if (IsESOPlusSubscriber() and PAB_Items.esoPlusReloopRequired) then itemsDepositedPlus = PAB_Items.DoItemTransaction(BAG_BACKPACK, BAG_SUBSCRIBER_BANK, PAC_ITEMTYPE_DEPOSIT, lastLoop) end -- then withdraw items from the bank local itemsWithdrawn = PAB_Items.DoItemTransaction(BAG_BANK, BAG_BACKPACK, PAC_ITEMTYPE_WITHDRAWAL, lastLoop) local itemsWithdrawnPlus = false if (IsESOPlusSubscriber()) then itemsWithdrawnPlus = PAB_Items.DoItemTransaction(BAG_SUBSCRIBER_BANK, BAG_BACKPACK, PAC_ITEMTYPE_WITHDRAWAL, lastLoop) end -- then we can deposit the advanced items to the bank local itemsAdvancedDepositedWithdrawn = PAB_AdvancedItems.DoAdvancedItemTransaction(BAG_BANK) local itemsAdvancedDepositedWithdrawnPlus = false if (IsESOPlusSubscriber()) then itemsAdvancedDepositedWithdrawnPlus = PAB_AdvancedItems.DoAdvancedItemTransaction(BAG_SUBSCRIBER_BANK) end -- while (itemsAdvancedDepositedWithdrawn == nil) do -- do nothing; wait -- end if (itemsDeposited or itemsDepositedPlus or itemsWithdrawn or itemsWithdrawnPlus or itemsAdvancedDepositedWithdrawn or itemsAdvancedDepositedWithdrawnPlus) then return true else return false end end function PAB_Items.DoItemTransaction(fromBagId, toBagId, transactionType, lastLoop) local activeProfile = PA_SavedVars.General.activeProfile local timer = 100 local skipChecksAndProceed = false local itemMoved = false local depStackType = PA_SavedVars.Banking[activeProfile].itemsDepStackType local witStackType = PA_SavedVars.Banking[activeProfile].itemsWitStackType local fromBagItemTypeList = PAB_Items.getItemTypeList(fromBagId) local toBagItemTypeList = PAB_Items.getItemTypeList(toBagId) -- pre-determine if in case of Junk the checks shall be skipped if ((transactionType == PAC_ITEMTYPE_DEPOSIT) and (PA_SavedVars.Banking[activeProfile].itemsJunkSetting == PAC_ITEMTYPE_DEPOSIT)) then -- we are in deposit mode and junk shall be deposited skipChecksAndProceed = true elseif ((transactionType == PAC_ITEMTYPE_WITHDRAWAL) and (PA_SavedVars.Banking[activeProfile].itemsJunkSetting == PAC_ITEMTYPE_WITHDRAWAL)) then -- we are in withdrawal mode and junk shall be withdrawn skipChecksAndProceed = true end for currFromBagItem = 0, #fromBagItemTypeList do -- store some transfer related information per item local transferInfo = {} transferInfo["fromBagId"] = fromBagId transferInfo["toBagId"] = toBagId transferInfo["fromItemName"] = GetItemName(transferInfo["fromBagId"], currFromBagItem):upper() transferInfo["fromItemLink"] = PA.getFormattedItemLink(transferInfo["fromBagId"], currFromBagItem) transferInfo["stackSize"] = GetSlotStackSize(transferInfo["fromBagId"], currFromBagItem) transferInfo["origStackSize"] = transferInfo["stackSize"] local isJunk = IsItemJunk(transferInfo["fromBagId"], currFromBagItem) local isStolen = IsItemStolen(transferInfo["fromBagId"], currFromBagItem) local itemFound = false -- only proceed if the item is not stolen if (not isStolen) then -- check if the item is marked as junk and whether junk shall be deposited too if isJunk and PA_SavedVars.Banking[activeProfile].itemsJunkSetting == PAC_ITEMTYPE_IGNORE then -- do nothing; skip item (no junk shall be moved) elseif isJunk and ((transactionType == PAC_ITEMTYPE_DEPOSIT) and (PA_SavedVars.Banking[activeProfile].itemsJunkSetting == PAC_ITEMTYPE_WITHDRAWAL)) then -- do nothing; skip item (junk has to be withdrawn but we are in deposit mode) elseif isJunk and ((transactionType == PAC_ITEMTYPE_WITHDRAWAL) and (PA_SavedVars.Banking[activeProfile].itemsJunkSetting == PAC_ITEMTYPE_DEPOSIT)) then -- do nothing; skip item (junk has to be deposited but we are in withdraw mode) else -- loop through all item types for currItemType = 1, #PAItemTypes do -- checks if this item type has been enabled for deposits/withdraws and if it does match the type of the source item.... or if it is Junk and checks shall be skipped if (((PA_SavedVars.Banking[activeProfile].ItemTypes[PAItemTypes[currItemType]] == transactionType) and (fromBagItemTypeList[currFromBagItem] == PAItemTypes[currItemType])) or (isJunk and skipChecksAndProceed)) then -- then loop through all items in the target bag for currToBagItem = 0, #toBagItemTypeList do -- store the name of the target item transferInfo["toItemName"] = GetItemName(transferInfo["toBagId"], currToBagItem):upper() -- compare the names if transferInfo["fromItemName"] == transferInfo["toItemName"] then -- item found in target bag, transfer item from source bag to target bag and get info how many items left itemFound = true itemMoved = true transferInfo["stackSize"] = PAB_Items.transferItem(currFromBagItem, currToBagItem, transferInfo, lastLoop) end -- if no items left, break. otherwise continue the loop if transferInfo["stackSize"] == 0 then break -- if "-1" returned, not enough space was available. stop the rest. elseif transferInfo["stackSize"] < 0 then return end end -- all target-items checked - are still stacks left? if transferInfo["stackSize"] > 0 then -- only continue if it is allowed to start new stacks if ((transactionType == PAC_ITEMTYPE_DEPOSIT and not (depStackType == PAB_STACKING_INCOMPLETE)) or (transactionType == PAC_ITEMTYPE_WITHDRAWAL and not (witStackType == PAB_STACKING_INCOMPLETE))) then -- only deposit them, if full transaction is set or the item was already found (but had a full stack already) if ((transactionType == PAC_ITEMTYPE_DEPOSIT and depStackType == PAB_STACKING_FULL) or (transactionType == PAC_ITEMTYPE_WITHDRAWAL and witStackType == PAB_STACKING_FULL) or itemFound) then itemMoved = true zo_callLater(function() PAB_Items.transferItem(currFromBagItem, nil, transferInfo, lastLoop) end, timer) timer = timer + PA_SavedVars.Banking[activeProfile].itemsTimerInterval -- increase the queue of the "callLater" calls PAB_Items.queueSize = PAB_Items.queueSize + 1 break end end end end end end end end return itemMoved end function PAB_Items.DoItemStacking(bagId) -- TODO: check the configuration if this shall be done or skipped local itemMoved = false local fromBagItemNameList = PAB_Items.getItemNameList(bagId) local toBagItemNameList = PAB_Items.getItemNameList(bagId) for currFromBagItem = #fromBagItemNameList, 1, -1 do -- only the upcoming items shall be checked, not the full list again for currToBagItem = (currFromBagItem - 1), 0, -1 do if not(currFromBagItem == currToBagItem) then local fromItemName = GetItemName(bagId, currFromBagItem):upper() local toItemName = GetItemName(bagId, currToBagItem):upper() if (fromItemName == toItemName) and not (fromItemName == "") then local toStackSize, maxStack = GetSlotStackSize(bagId, currToBagItem) if (maxStack > toStackSize) then local fromStackSize, _ = GetSlotStackSize(bagId, currFromBagItem) local size = 0 if (maxStack - toStackSize) > fromStackSize then size = fromStackSize else size = maxStack - toStackSize end -- PA.println("stacking %s from %d (%d/%d) to %d (%d/%d)", fromItemName, currFromBagItem, toStackSize, maxStack, currToBagItem, fromStackSize, maxStack) ClearCursor() -- call secure protected (pickup the item via cursor) result = CallSecureProtected("PickupInventoryItem", bagId, currFromBagItem, size) if (result) then -- call secure protected (drop the item on the cursor) result = CallSecureProtected("PlaceInInventory", bagId, currToBagItem) end -- clear the cursor again to avoid issues ClearCursor() itemMoved = true break end end end end end -- as long as there was at least one stacking done, try to stack more if (itemMoved) then zo_callLater(function() PAB_Items.DoItemStacking(bagId) end, 250) else -- return 'true' to indicate that stacking is complete return true end end -- prepares the actual move function PAB_Items.transferItem(fromSlotIndex, toSlotIndex, transferInfo, lastLoop) -- if there is no toSlot, try to find one if toSlotIndex == nil then toSlotIndex = FindFirstEmptySlotInBag(transferInfo["toBagId"]) end -- good, there is a slot if toSlotIndex ~= nil then local bankStackSize = GetSlotStackSize(transferInfo["toBagId"], toSlotIndex) -- have to read GetSlotStackSize again, as the targetBag-Slot could be empty, leading to value 0 local _, maxStackSize = GetSlotStackSize(transferInfo["fromBagId"], fromSlotIndex) -- new stack size = maxStackSize minus existing bankStack local moveableStackSize = maxStackSize - bankStackSize local remainingStackSize = 0 if (transferInfo["stackSize"] <= moveableStackSize) then moveableStackSize = transferInfo["stackSize"] else remainingStackSize = transferInfo["stackSize"] - moveableStackSize end if moveableStackSize > 0 then PAB_Items.moveItem(fromSlotIndex, toSlotIndex, moveableStackSize, transferInfo) -- Before version 1.4.0 it could happen that when the item is not yet in the bank, the itemMove failed. -- This used to happen only if there are more than ~20 new items for the bank. -- This method will check if the item is still in its original place after 1-2 seconds -- and prints a message in case it happened again. zo_callLater(function() PAB_Items.isItemMoved(fromSlotIndex, moveableStackSize, transferInfo, lastLoop) end, (1000 + PA_SavedVars.Banking[PA_SavedVars.General.activeProfile].itemsTimerInterval)) end return remainingStackSize else -- no free slot found in regular bag -- check if ESO Plus Subscriber, and if we are currently moving to regular bank if (IsESOPlusSubscriber() and transferInfo["toBagId"] == BAG_BANK) then -- in this case, also check subscriber bag before stating that there is no free space PAB_Items.esoPlusReloopRequired = true else PAB.println("PAB_NoSpaceInFor", PA.getBagName(transferInfo["toBagId"]) , transferInfo["fromItemLink"]) return -1 end end end -- checks if an item really has been moved or of it is still there function PAB_Items.isItemMoved(fromSlotIndex, moveableStackSize, transferInfo, lastLoop) local depositFailed = false -- check if the same stack size is in the "old" slotIndex if (GetSlotStackSize(transferInfo["fromBagId"], fromSlotIndex) == transferInfo["origStackSize"]) then -- check if the same item name is in the "old" slotIndex if (GetItemName(transferInfo["fromBagId"], fromSlotIndex):upper() == transferInfo["fromItemName"]) then -- the item is still there and has NOT been moved. depositFailed = true PAB_Items.failedDeposits = PAB_Items.failedDeposits + 1 if lastLoop then PAB.println("PAB_ItemMovedToFailed", transferInfo["fromItemLink"], PA.getBagName(transferInfo["toBagId"])) end end end if not depositFailed then -- now we know for sure that the deposit did work PAB.println("PAB_ItemMovedTo", moveableStackSize, transferInfo["fromItemLink"], PA.getBagName(transferInfo["toBagId"])) end -- decrease the queue size as the check has been done PAB_Items.queueSize = PAB_Items.queueSize - 1 if PAB_Items.queueSize == 0 then PAB_Items.reDeposit() end end -- actually moves the item function PAB_Items.moveItem(fromSlotIndex, toSlotIndex, stackSize, transferInfo) -- TODO: API 100009 --> replace with RequestMoveItem ??? -- RequestMoveItem (number sourceBag, number sourceSlot, number destBag, number destSlot, number stackCount) local result = true -- clear the cursor first ClearCursor() -- call secure protected (pickup the item via cursor) result = CallSecureProtected("PickupInventoryItem", transferInfo["fromBagId"], fromSlotIndex, stackSize) if (result) then -- call secure protected (drop the item on the cursor) result = CallSecureProtected("PlaceInInventory", transferInfo["toBagId"], toSlotIndex) end -- clear the cursor again to avoid issues ClearCursor() if result then -- we only know for sure that it did work after the check that is done later. Don't post the success message yet! -- PAB.println("PAB_ItemMovedTo", stackSize, transferInfo["fromItemLink"], PA.getBagName(transferInfo["toBagId"])) else PAB.println("PAB_ItemNotMovedTo", stackSize, transferInfo["fromItemLink"], PA.getBagName(transferInfo["toBagId"])) end end -- checks if there are failedDeposits and re-runs the whole deposit-process in case the bank has not yet been closed function PAB_Items.reDeposit() -- the bank is still open and there were failed Deposits if not PAB.isBankClosed and PAB_Items.failedDeposits > 0 then -- only run the deposit again if it didn't loop for three times yet if PAB_Items.loopCount < PAB_DEPOSIT_MAX_LOOPS then -- do it again! :) PAB_Items.DepositAndWithdrawItems() elseif PAB_Items.loopCount == PAB_DEPOSIT_MAX_LOOPS then -- and a last time (lastLoop = true) PAB_Items.DepositAndWithdrawItems(true) end else -- either the bank was closed or there are no more items to be deposited; or the maxLoop was reached -- TODO: implement summary stats end end -- --------------------------------------------------------------------------------------------------------------- -- returns a list of all item types in a bag function PAB_Items.getItemTypeList(bagId) local itemTypeList = {} local bagSlots = GetBagSize(bagId) for slotIndex = 0, bagSlots - 1 do itemTypeList[slotIndex] = GetItemType(bagId, slotIndex) end return itemTypeList end -- returns a list of all item names in a bag function PAB_Items.getItemNameList(bagId) local itemNameList = {} local bagSlots = GetBagSize(bagId) for slotIndex = 0, bagSlots - 1 do itemNameList[slotIndex] = GetItemName(bagId, slotIndex):upper() end return itemNameList end
stead.menu_prefix = '   ' local mpar = function(v, vv, rc) if stead.type(v) == 'string' or stead.type(vv) == 'string' then return stead.par(stead.space_delim, v, vv); elseif v == true or vv == true then return true end return rc end local call = function(o, m, ...) local rc = nil local v, r = stead.call(o, m, ...); if r == false or v == false then rc = false elseif r or v then rc = true end return v, r, rc end stead.obj_proxy = function(o, act, use_mode, used_act, useit_act) local v = {}; v.proxy_type = true; local d = stead.dispof(o); if stead.type(d) == 'string' then v.nam = stead.menu_prefix..d; end if inv():srch(o) then v.nam = txtem(v.nam); end if not v.nam then v.nam = true end v.pobj = o; v.pact = act; v.use_mode = use_mode; v.used_act = used_act; v.useit_act = useit_act; v.save = function(self, name, h, need) if need then h:write(stead.string.format(name.." = stead.obj_proxy(%s, %s, %s, %s, %s);\n", stead.tostring(self.pobj), stead.tostring(self.pact), stead.tostring(self.use_mode), stead.tostring(self.used_act), stead.tostring(self.useit_act))); end stead.savemembers(h, self, name, false); end if use_mode then v.use = function(s, w) if w.proxy_type then local v, r, vv, rr, rc, ri rc = false local act = s.pact v, r, ri = call(game, 'before_'..act, s.pobj, w.pobj); rc = ri or rc if ri == false then return v, false end vv, r, ri = call(s.pobj, act, w.pobj); rc = ri or rc v = mpar(v, vv, rc); if ri == false then return v, false end if stead.type(s.used_act) == 'string' and ri == nil then -- used only if use did nothing vv, r, ri = call(w.pobj, s.used_act, s.pobj); rc = ri or rc v = mpar(v, vv, rc); if ri == false then return v, false end end if ri then vv, rr, ri = call(game, 'after_'..act, s.pobj, w.pobj); rc = rc or ri v = mpar(v, vv, rc); if ri == false then return v, false end end if v == nil then v = stead.call(game, act, s.pobj, w.pobj); end return v, false; end end end v.inv = function(s) local v, r, vv, rr, rc, ri rc = false local act = s.pact if s.use_mode then act = s.useit_act if stead.type(act) ~= 'string' then return nil end end v, r, ri = call(game, 'before_'..act, s.pobj); rc = rc or ri if ri == false then return v end vv, r, ri = call(s.pobj, act); rc = rc or ri v = mpar(v, vv, rc) if ri == false then return v end if ri then vv, rr, ri = call(game, 'after_'..act, s.pobj); rc = rc or ri v = mpar(v, vv, rc); end if v == nil then v = stead.call(game, act, s.pobj); end return v, rc; end if use_mode then return obj(v) end return menu(v) end stead.proxy_fill_objs = function(s, w, act, use_mode, used_act, useit_act) local rc = false for i, o, ii in stead.opairs(w) do o = stead.ref(o); if isObject(o) and not isDisabled(o) and o ~= s and not isPhrase(o) and not o.proxy_type and not isStatus(o) then s.obj:add(stead.obj_proxy(o, act, use_mode, used_act, useit_act)); if not isRoom(o) then stead.proxy_fill_objs(s, o.obj, act, use_mode, used_act, useit_act); end rc = true end end return rc end local select_only = function(s) for k, o in stead.opairs(stead.me().obj) do o = stead.ref(o) if o.action_type and o._state and o ~= s then o:inv(); end end stead.obj_tag(stead.me(), MENU_TAG_ID); end local proxy_menu = function(nam, act, _scene, _inv, _way, use_mode, used_act, useit_act, _ifhave) local v = { }; if stead.type(act) ~= 'string' then error("Wrong parameter to proxy_menu.", 3) end if null[act] then error(stead.tostring(act).."is a reserved handler. Do not use it.", 3) end if used_act and null[used_act] then error(stead.tostring(used_act).."is a reserved handler. Do not use it.", 3) end if useit_act and null[useit_act] then error(stead.tostring(useit_act).."is a reserved handler. Do not use it.", 3) end v.action_type = true; v._state = false; v.nam = nam; v.disp = function(s) local n = stead.call(s, 'nam') if s._state then return txtu(txtnb(n)); end return txtnb(n); end v.fill_scene = _scene; v.fill_inv = _inv; v.fill_ifhave = _ifhave; v.fill_way = _way; v.gen = function(s) local k,o,i local rc = false s.obj:zap(); if s.fill_inv then rc = stead.proxy_fill_objs(s, inv(), act, use_mode, used_act, useit_act); end if not s.fill_ifhave or rc then if s.fill_scene then stead.proxy_fill_objs(s, stead.here().obj, act, use_mode, used_act, useit_act); end end if s.fill_way then stead.proxy_fill_objs(s, stead.here().way, act, use_mode, used_act, useit_act); end select_only(s); end v.inv = function(s) local i,o local k,v s._state = not s._state if s._state then s:gen(); else s.obj:zap(); end return nil, true -- to say instead, do not redraw scene, only inv ;) end return menu(v); end local function gen_actions(s) for k, o in stead.opairs(stead.me().obj) do o = stead.ref(o) if o.action_type and o._state then o:gen(); end end end act_menu = function(nam, act) local v = { }; v.action_type = true; v.nam = nam; v.gen = function(s) end v.inv = function(s) local v, r v, r = stead.call(game, act); return v, r end return menu(v); end obj_menu = function(nam, act, _scene, _inv, _way) return proxy_menu(nam, act, _scene, _inv, _way) end use_menu = function(nam, act, used_act, useit_act, _scene, _inv, _ifhave) return proxy_menu(nam, act, _scene, _inv, false, true, used_act, useit_act, _ifhave) end inv = function(s) return stead.me().inventory; end game.onuse = function(s, v, w) -- do not let use on non proxy obj if not v.proxy_type and not w.proxy_type then return end if not v.proxy_type or not w.proxy_type then return false end end player = stead.inherit(player, function(v) v.inv = function(s) gen_actions(s); return stead.player_inv(s); end v.inventory = list {} return v end) pl = player(pl) -- reinit -- vim:ts=4
-- keep it ordered local invalidTypes = { 1, 135, 161, 162, 163, 164, 165, 166, 167, 168, 169, 170, 171, 172, 173, 174, 175, 176, 177, 178, 179, 180, 181, 182, 183, 184, 185, 186, 187, 188, 189, 190, 191, 411, 415, 424, 439, 440, 468, 469, 474, 475, 476, 477, 478, 479, 480, 481, 482, 483, 484, 485, 501, 518, 519, 520, 524, 525, 536, 543, 549, 576, 581, 582, 597, 616, 623, 625, 638, 639, 640, 641, 642, 643, 645, 646, 652, 653, 654, 655, 656, 657, 658, 659, 660, 661, 662, 663, 678, 700, 701, 702, 703, 704, 705, 706, 707, 708, 709, 710, 711, 713, 715, 718, 719, 722, 723, 737, 741, 742, 743, 744, 748, 751, 752, 753, 754, 755, 756, 757, 758, 764, 765, 766, 767, 768, 769, 770, 771, 772, 773, 774, 775, 776, 777, 778, 779, 780, 781, 782, 783, 784, 785, 786, 787, 788, 789, 790, 791, 792, 793, 794, 795, 796, 797, 798, 799, 800, 801, 802, 803, 804, 805, 806, 807, 808, 809, 810, 811, 812, 813, 814, 815, 816, 817, 818, 819, 820, 821, 822, 823, 824, 825, 826, 827, 828, 829, 830, 831, 832, 833, 834, 835, 836, 837, 838, 839, 840, 841, 847, 864, 865, 866, 867, 871, 872, 880, 891, 892, 893, 894, 895, 896, 897, 898, 911, 912, 917, 930, 941, 942, 946, 953, 954, 983, 995, 996, 997, 998, 999, 1000, 1001, 1002, 1003, 1004, 1005, 1006, 1007, 1008, 1009, 1010, 1012, 1014, 1015, 1022, 1028, 1074, 1075, 1080, 1081, 1082, 1083, 1084, 1085, 1086, 1087, 1089, 1090, 1096, 1097, 1098, 1099, 1100, 1141, 1145, 1153, 1154, 1155, 1156, 1160, 1170, 1171, 1172, 1176, 1177, 1178, 1182, 1192, 1193, 1194, 1198, 1215, 1216, 1225, 1226, 1227, 1228, 1235, 1236, 1237, 1238, 1239, 1240, 1241, 1242, 1250, 1254, 1263, 1267, 1273, 1274, 1287, 1302, 1318, 1319, 1320, 1327, 1328, 1329, 1330, 1340, 1343, 1345, 1347, 1348, 1349, 1350, 1351, 1352, 1353, 1354, 1355, 1356, 1357, 1358, 1359, 1360, 1361, 1362, 1368, 1369, 1370, 1374, 1375, 1376, 1388, 1392, 1395, 1400, 1402, 1404, 1409, 1410, 1411, 1420, 1421, 1427, 1429, 1432, 1433, 1434, 1435, 1438, 1442, 1443, 1451, 1452, 1458, 1462 } local looktype = TalkAction("/looktype") function looktype.onSay(player, words, param) if not player:getGroup():getAccess() then return true end if param == "" then player:sendCancelMessage("Command param required.") return false end local lookType = tonumber(param) if lookType >= 0 and lookType < 1469 and not table.contains(invalidTypes, lookType) then local playerOutfit = player:getOutfit() playerOutfit.lookType = lookType player:setOutfit(playerOutfit) else player:sendCancelMessage("A look type with that id does not exist.") end return false end looktype:separator(" ") looktype:register()
local FixedGRU = {} function FixedGRU.rnn(nstep, avg, emb_dim) if avg == nil then avg = 0 end if emb_dim == nil then emb_dim = 256 end local inputs = {} for n = 1,nstep do table.insert(inputs, nn.Identity()()) end -- gates for update local i2h_update = {} local h2h_update = {} -- gates for reset local i2h_reset = {} local h2h_reset = {} -- candidate hidden state local i2h = {} local h2h = {} -- actual hidden state local hids = {} for i,v in ipairs(inputs) do i2h_update[i] = nn.Sequential() i2h_update[i]:add(nn.Linear(emb_dim,emb_dim)) i2h_reset[i] = nn.Sequential() i2h_reset[i]:add(nn.Linear(emb_dim,emb_dim)) i2h[i] = nn.Sequential() i2h[i]:add(nn.Linear(emb_dim,emb_dim)) if i > 1 then i2h_update[i]:share(i2h_update[1],'weight', 'bias', 'gradWeight', 'gradBias') i2h_reset[i]:share(i2h_reset[1],'weight', 'bias', 'gradWeight', 'gradBias') i2h[i]:share(i2h[1], 'weight', 'bias', 'gradWeight', 'gradBias') h2h_update[i-1] = nn.Sequential() h2h_update[i-1]:add(nn.Linear(emb_dim,emb_dim)) h2h_reset[i-1] = nn.Sequential() h2h_reset[i-1]:add(nn.Linear(emb_dim,emb_dim)) h2h[i-1] = nn.Sequential() h2h[i-1]:add(nn.Linear(emb_dim,emb_dim)) if i > 2 then h2h_update[i-1]:share(h2h_update[i-2],'weight', 'bias', 'gradWeight', 'gradBias') h2h_reset[i-1]:share(h2h_reset[i-2],'weight', 'bias', 'gradWeight', 'gradBias') h2h[i-1]:share(h2h[i-2],'weight', 'bias', 'gradWeight', 'gradBias') end -- compute update and reset gates. update = nn.Sigmoid()(nn.CAddTable()({i2h_update[i](inputs[i]), h2h_update[i-1](hids[i-1])})) reset = nn.Sigmoid()(nn.CAddTable()({i2h_reset[i](inputs[i]), h2h_reset[i-1](hids[i-1])})) -- compute candidate hidden state. local gated_hidden = nn.CMulTable()({reset, hids[i-1]}) local p1 = i2h[i](inputs[i]) local p2 = h2h[i-1](gated_hidden) local hidden_cand = nn.Tanh()(nn.CAddTable()({p1, p2})) -- use gates to interpolate hidden state. local zh = nn.CMulTable()({update, hidden_cand}) local zhm1 = nn.CMulTable()({nn.AddConstant(1,false)(nn.MulConstant(-1,false)(update)), hids[i-1]}) hids[i] = nn.CAddTable()({zh, zhm1}) else hids[i] = nn.Tanh()(i2h[i](inputs[i])) end end local hid if avg == 1 then hid = hids[1] for n = 2,nstep do hid = nn.CAddTable()({hid, hids[n]}) end hid = nn.MulConstant(1./nstep)(hid) else hid = hids[#hids] end local outputs = {} table.insert(outputs, hid) return nn.gModule(inputs, outputs) end return FixedGRU
function NPC:OnTakeDamage(npc, attacker, inflictor, dmginfo) if dmginfo:IsExplosionDamage() then dmginfo:SetDamageType(DMG_DIRECT) end return self.BaseClass.OnTakeDamage(self, npc, attacker, inflictor, dmginfo) end function NPC:OnDamagedEnt(npc, ent, dmginfo) local damage = dmginfo:GetDamage() if damage == cvars.Number("sk_zombie_dmg_one_slash", 0) or damage == cvars.Number("sk_zombie_dmg_both_slash", 0) then dmginfo:SetDamage(GetConVar("zm_zombie_dmg_one_slash"):GetInt()) end end
local combat = Combat() combat:setParameter(COMBAT_PARAM_TYPE, COMBAT_HEALING) combat:setParameter(COMBAT_PARAM_EFFECT, CONST_ME_MAGIC_BLUE) combat:setParameter(COMBAT_PARAM_DISPEL, CONDITION_PARALYZE) combat:setParameter(COMBAT_PARAM_AGGRESSIVE, false) function onGetFormulaValues(player, level, magicLevel) local min = (level * 0.2 + magicLevel * 70) + 438 local max = (level * 0.2 + magicLevel * 92) + 544 return min, max end combat:setCallback(CALLBACK_PARAM_LEVELMAGICVALUE, "onGetFormulaValues") local spell = Spell("instant") function spell.onCastSpell(creature, variant) return combat:execute(creature, variant) end spell:name("Intense Wound Cleansing") spell:words("exura gran ico") spell:group("healing") spell:vocation("knight;true", "elite knight;true") spell:id(158) spell:cooldown(600000) -- 600 sec spell:groupCooldown(1000) spell:level(80) spell:mana(200) spell:isSelfTarget(true) spell:isAggressive(false) spell:isPremium(true) spell:needLearn(false) spell:register()
wait(.25) run = game:GetService("RunService") local player = game.Players.LocalPlayer;char = player.Character;char.Archivable = true; hrp = char:findFirstChild("HumanoidRootPart");head = char:findFirstChild("Head");ra = char:findFirstChild("Right Arm");la = char:findFirstChild("Left Arm");t = char:findFirstChild("Torso");humanoid = char:findFirstChild("Humanoid");ll = char:findFirstChild("Left Leg");rl = char:findFirstChild("Right Leg"); if player.Backpack:findFirstChild("WindKatana") then player.Backpack:findFirstChild("WindKatana").Parent = nil end local hb = Instance.new("HopperBin", player.Backpack) hb.Name = "WindKatana" sword = Instance.new("Model");sword.Name = "WindKatana" script.Parent = hb;idol = true if char:findFirstChild(hb.Name) then char:findFirstChild(hb.Name):Destroy() end equip=false;anim = false;banim=false;click=false;damageon=false;DMG=0;edown=false;canjump=true;running=false;don=false;Damag = 10;fell = true;lenormal=true;lerun=false;canjump=true;locanrun=false;ss=false;canboost = true if char:findFirstChild(hb.Name) then char:findFirstChild(hb.Name).Parent = nil end function weldIt(p1,p2,r1,r2,place) local w = Instance.new("Weld") if place then w.Parent = place else w.Parent = p1 end w.Part0 = p1 w.Part1 = p2 w.C0 = r1 if r2 then w.C1 = r2 end return w end Add = { part = function(color,size,pos, place, naym,scale, thing,mt,ccd,id,transparent,loool,ff,yos) if loool ~= nil then balleff = Instance.new(loool, place) else balleff = Instance.new("Part", place) balleff.Material = "SmoothPlastic" balleff.TopSurface = "SmoothNoOutlines" balleff.BottomSurface = "SmoothNoOutlines" balleff.RightSurface = "SmoothNoOutlines" balleff.LeftSurface = "SmoothNoOutlines" end balleff.Name = naym balleff.Anchored= true balleff.CFrame = pos if loool == nil then balleff.Shape = thing end if ff then balleff.FormFactor = ff end balleff.CanCollide = ccd;balleff.Transparency = transparent; balleff.TopSurface = 0 balleff.BottomSurface = 0 balleff.Size = size balleff.BrickColor = BrickColor.new(color) if not yos then mesh = Instance.new("SpecialMesh",balleff) mesh.MeshType = mt else mesh = Instance.new(yos,balleff) end mesh.Scale = scale if mt == "FileMesh" then mesh.MeshId = id end balleff.Parent = place return balleff end, bp = function(parent,num,p) lop = Instance.new("BodyPosition",parent) lop.Name = num lop.maxForce = Vector3.new(math.huge,math.huge,math.huge) lop.position = p return lop end, BG = function(P,cf) local bg = Instance.new("BodyGyro",P) bg.maxTorque = Vector3.new(math.huge, math.huge, math.huge) bg.P = 14000 bg.cframe = cf return bg end } -- MAKING THE BLADE--- Lite= Add.part("Mid gray",Vector3.new(0.300000042, 0.299999982, 0.399999976),CFrame.new(-185.849991, 1.64999986, -65.3999939, 0, -1, 0, 1, 0, -0, 0, 0, 1),sword,"Lite",Vector3.new(0.800000012, 0.800000012, 0.699999988),"Block","Brick",false,nil,0,Part,"Custom") Dark= Add.part("Black",Vector3.new(0.400000066, 0.799999952, 0.49999997),CFrame.new(-185.991409, 1.50857925, -65.3999939, -0.707106709, -0.707106709, 0, 0.707106709, -0.707106709, 0, 0, 0, 1),sword,"Dark",Vector3.new(0.100000001, 0.949999988, 0.574999988),"Block","Brick",false,nil,0,Part,"Custom") Dark= Add.part("Black",Vector3.new(0.400000066, 0.399999976, 0.399999976),CFrame.new(-185.991409, 1.50857735, -65.3999939, 0, -1, 0, 1, 0, -0, 0, 0, 1),sword,"Dark",Vector3.new(1, 1, 0.600000024),"Block","Brick",false,nil,0,Part,"Custom") Blade= Add.part("Medium stone grey",Vector3.new(0.900000036, 0.200000003, 0.399999976),CFrame.new(-183.909775, 3.94065022, -65.3999939, 0.500000119, -0.866025269, 0, 0.866025269, 0.500000119, 0, 0, 0, 1),sword,"Blade",Vector3.new(1, 1, 0.200000003),"Block","Brick",false,nil,0,Part,"Custom") Blade= Add.part("Medium stone grey",Vector3.new(0.900000036, 0.200000003, 0.399999976),CFrame.new(-183.803696, 3.83458066, -65.3799896, 0.500000119, 0.866025269, 1.44789709e-007, 0.866025269, -0.500000119, -6.87506159e-008, 1.28551001e-008, 1.5976687e-007, -1),sword,"Blade",Vector3.new(1, 0.5, 0.100000001),"Block","Wedge",false,nil,0,Part,"Custom") Blade= Add.part("Medium stone grey",Vector3.new(0.900000036, 0.200000003, 0.399999976),CFrame.new(-185.531784, 1.82677507, -65.3999939, 0.707106829, -0.707106709, 0, 0.707106709, 0.707106829, 0, 0, 0, 1),sword,"Blade",Vector3.new(1, 1, 0.200000003),"Block","Brick",false,nil,0,Part,"Custom") Dark= Add.part("Black",Vector3.new(0.300000042, 0.299999982, 0.399999976),CFrame.new(-185.849991, 1.64999986, -65.3999939, 0, -1, 0, 1, 0, -0, 0, 0, 1),sword,"Dark",Vector3.new(1, 1, 0.600000024),"Block","Brick",false,nil,0,Part,"Custom") Dark= Add.part("Black",Vector3.new(0.200000077, 0.200000003, 0.5),CFrame.new(-185.991409, 1.50857735, -65.3999939, 0, -1, 0, 1, 0, -0, 0, 0, 1),sword,"Dark",Vector3.new(1, 1, 0.600000024),"Block","Brick",false,nil,0,Part,"Custom") Lite= Add.part("Mid gray",Vector3.new(0.400000066, 0.399999976, 0.399999976),CFrame.new(-185.991409, 1.50857735, -65.3999939, 0, -1, 0, 1, 0, -0, 0, 0, 1),sword,"Lite",Vector3.new(0.800000012, 0.800000012, 0.699999988),"Block","Brick",false,nil,0,Part,"Custom") BPart= Add.part("Black",Vector3.new(0.5, 0.399999976, 0.399999976),CFrame.new(-187.087418, 0.412563771, -65.3999939, 0.707106769, -0.70710665, 0, 0.70710665, 0.707106769, 0, 0, 0, 1),sword,"BPart",Vector3.new(0.300000012, 1, 0.800000012),"Block","Cylinder",false,nil,0,Part,"Custom") Dark= Add.part("Black",Vector3.new(0.300000042, 0.299999982, 0.399999976),CFrame.new(-186.132828, 1.36715674, -65.3999939, 0, -1, 0, 1, 0, -0, 0, 0, 1),sword,"Dark",Vector3.new(1, 1, 0.600000024),"Block","Brick",false,nil,0,Part,"Custom") Blade= Add.part("Medium stone grey",Vector3.new(1, 0.200000003, 0.399999976),CFrame.new(-185.461075, 1.68535447, -65.4199982, -0.707106948, 0.70710659, 4.49529054e-008, -0.70710659, -0.707106948, -1.68587405e-007, -8.74227553e-008, -1.50995817e-007, 1),sword,"Blade",Vector3.new(1, 0.5, 0.100000001),"Block","Wedge",false,nil,0,Part,"Custom") Blade= Add.part("Medium stone grey",Vector3.new(0.450000018, 0.200000003, 0.399999976),CFrame.new(-183.487625, 4.42047977, -65.4199982, -0.42261827, 0.906307817, 6.54755326e-008, -0.906307817, -0.42261827, -1.5063398e-007, -1.08849591e-007, -1.23001655e-007, 1),sword,"Blade",Vector3.new(1, 0.5, 0.100000001),"Block","Wedge",false,nil,0,Part,"Custom") Lite= Add.part("Mid gray",Vector3.new(0.300000042, 0.299999982, 0.399999976),CFrame.new(-186.132828, 1.36715674, -65.3999939, 0, -1, 0, 1, 0, -0, 0, 0, 1),sword,"Lite",Vector3.new(0.800000012, 0.800000012, 0.699999988),"Block","Brick",false,nil,0,Part,"Custom") Blade= Add.part("Medium stone grey",Vector3.new(0.900000036, 0.200000003, 0.399999976),CFrame.new(-184.824173, 2.3771975, -65.4199982, -0.642787755, 0.766044319, 4.49529054e-008, -0.766044319, -0.642787755, -1.68587405e-007, -1.00250247e-007, -1.42801824e-007, 1),sword,"Blade",Vector3.new(1, 0.5, 0.100000001),"Block","Wedge",false,nil,0,Part,"Custom") Blade= Add.part("Medium stone grey",Vector3.new(0.200000048, 0.400000006, 0.399999976),CFrame.new(-183.458023, 4.85696697, -65.3999939, -4.58588154e-008, 0.34202069, -0.939692378, -1.01666373e-008, 0.939692378, 0.34202069, 1, 2.52381778e-008, -3.96159798e-008),sword,"Blade",Vector3.new(0.400000006, 1, 0.5),"Block","Wedge",false,nil,0,Part,"Custom") Blade= Add.part("Medium stone grey",Vector3.new(0.900000036, 0.200000003, 0.399999976),CFrame.new(-184.28212, 3.08361006, -65.3799896, 0.57357651, 0.819151938, 1.44790121e-007, 0.819151938, -0.57357651, -6.87501966e-008, 2.67313585e-008, 1.58038603e-007, -1),sword,"Blade",Vector3.new(1, 0.5, 0.100000001),"Block","Wedge",false,nil,0,Part,"Custom") Blade= Add.part("Medium stone grey",Vector3.new(0.900000036, 0.200000003, 0.399999976),CFrame.new(-184.824173, 2.3771956, -65.3799896, 0.642787695, 0.766044378, 1.25616637e-007, 0.766044378, -0.642787695, -8.79236737e-008, 1.33913973e-008, 1.52744178e-007, -1),sword,"Blade",Vector3.new(1, 0.5, 0.100000001),"Block","Wedge",false,nil,0,Part,"Custom") Blade= Add.part("Medium stone grey",Vector3.new(1, 0.200000003, 0.399999976),CFrame.new(-185.461075, 1.68535447, -65.3799896, 0.707106829, 0.707106709, 1.06770145e-007, 0.707106709, -0.707106829, -1.06770166e-007, 0, 1.50995803e-007, -1),sword,"Blade",Vector3.new(1, 0.5, 0.100000001),"Block","Wedge",false,nil,0,Part,"Custom") Blade= Add.part("Medium stone grey",Vector3.new(0.5, 0.200000003, 0.399999976),CFrame.new(-183.40889, 4.83704281, -65.3799896, -0.0871555209, 0.99619472, 2.72493907e-007, 0.99619472, 0.0871555209, 5.89535674e-008, 3.49798697e-008, 2.76595131e-007, -1),sword,"Blade",Vector3.new(1, 0.5, 0.100000001),"Block","Wedge",false,nil,0,Part,"Custom") Blade= Add.part("Medium stone grey",Vector3.new(0.400000036, 0.200000003, 0.399999976),CFrame.new(-183.604263, 4.50388622, -65.3999939, 0.42261833, -0.906307757, 0, 0.906307757, 0.42261833, 0, 0, 0, 1),sword,"Blade",Vector3.new(1, 1, 0.200000003),"Block","Brick",false,nil,0,Part,"Custom") Handle= Add.part("Medium stone grey",Vector3.new(1.20000005, 0.399999976, 0.399999976),CFrame.new(-186.627823, 0.872184277, -65.3999939, 0.707106769, -0.70710665, 0, 0.70710665, 0.707106769, 0, 0, 0, 1),sword,"Handle",Vector3.new(1, 1, 0.600000024),"Block","Cylinder",false,nil,0,Part,"Custom") Blade= Add.part("Medium stone grey",Vector3.new(0.450000018, 0.200000003, 0.399999976),CFrame.new(-183.487625, 4.4204855, -65.3799896, 0.422614396, 0.906309605, 1.64295614e-007, 0.906309605, -0.422614396, -4.92447079e-008, 2.48027376e-008, 1.69714212e-007, -1),sword,"Blade",Vector3.new(1, 0.5, 0.100000001),"Block","Wedge",false,nil,0,Part,"Custom") Blade= Add.part("Medium stone grey",Vector3.new(0.900000036, 0.200000003, 0.399999976),CFrame.new(-184.930252, 2.48326516, -65.3999939, 0.642787695, -0.766044378, 0, 0.766044378, 0.642787695, 0, 0, 0, 1),sword,"Blade",Vector3.new(1, 1, 0.200000003),"Block","Brick",false,nil,0,Part,"Custom") Blade= Add.part("Medium stone grey",Vector3.new(0.900000036, 0.200000003, 0.399999976),CFrame.new(-184.28212, 3.08361387, -65.4199982, -0.57357657, 0.819151938, 4.49529622e-008, -0.819151938, -0.57357657, -1.6858732e-007, -1.12314666e-007, -1.33521056e-007, 1),sword,"Blade",Vector3.new(1, 0.5, 0.100000001),"Block","Wedge",false,nil,0,Part,"Custom") Blade= Add.part("Medium stone grey",Vector3.new(0.900000036, 0.200000003, 0.399999976),CFrame.new(-183.803696, 3.83458257, -65.4199982, -0.500000179, 0.866025329, 6.55408243e-008, -0.866025329, -0.500000179, -1.5046507e-007, -9.75361445e-008, -1.31992579e-007, 1),sword,"Blade",Vector3.new(1, 0.5, 0.100000001),"Block","Wedge",false,nil,0,Part,"Custom") Blade= Add.part("Medium stone grey",Vector3.new(0.5, 0.200000003, 0.399999976),CFrame.new(-183.40889, 4.83704853, -65.4199982, 0.0871553719, 0.99619472, 6.76225653e-008, -0.99619472, 0.0871553719, -1.49568123e-007, -1.54892646e-007, -5.43295755e-008, 1),sword,"Blade",Vector3.new(1, 0.5, 0.100000001),"Block","Wedge",false,nil,0,Part,"Custom") Core= Add.part("Bright red",Vector3.new(0.200000077, 0.200000003, 0.5),CFrame.new(-185.991409, 1.50857735, -65.3999939, 0, -1, 0, 1, 0, -0, 0, 0, 1),sword,"Core",Vector3.new(0.800000012, 0.800000012, 0.699999988),"Block","Brick",false,nil,0,Part,"Custom") Blade= Add.part("Medium stone grey",Vector3.new(0.900000036, 0.200000003, 0.399999976),CFrame.new(-184.388199, 3.18968129, -65.3999939, 0.57357651, -0.819151998, 0, 0.819151998, 0.57357651, 0, 0, 0, 1),sword,"Blade",Vector3.new(1, 1, 0.200000003),"Block","Brick",false,nil,0,Part,"Custom") hitbox= Add.part("Medium stone grey",Vector3.new(1, 3.46000004, 1),CFrame.new(-184.459076, 3.10561037, -65.4410172, 0.060511604, 0.598099828, -0.799133182, -0.0353691019, 0.801382124, 0.597104728, 0.997539937, -0.0078676939, 0.0696469769),sword,"hitbox",Vector3.new(1, 1, 1),"Block","Brick",false,nil,1,Part,"Brick") while not ra or not la or not t or not humanoid or not head or not ll or not rl or not hrp do wait() end hrpw = hrp:findFirstChild("RootJoint");lh = t:findFirstChild("Left Hip");rh = t:findFirstChild("Right Hip");rs = t:findFirstChild("Right Shoulder");ls = t:findFirstChild("Left Shoulder");neck = t:findFirstChild("Neck"); while not ls or not rs or not neck or not hrpw do wait() end co = hrpw.C0 moop = {} function Hit(p) if don then Damagefunc(p,Damag-5,Damag+5,math.random(10,30),"Normal") end if QHIT then if not checkintable(p.Parent, moop) then Damagefunc(p,Damag+5,Damag+15,math.random(10,30),"Normal"); table.insert(moop, p.Parent);else print("herena") end end end nu = sword:GetChildren() for i = 1, #nu do if nu[i].Name ~= "Handle" then if nu[i].Name == "Blade" or nu[i].Name == "hitbox" then nu[i].Touched:connect(Hit) end w = Instance.new("Weld", sword.Handle) w.Part0 = sword.Handle w.Part1 = nu[i] w.C0 = sword.Handle.CFrame:toObjectSpace(nu[i].CFrame) nu[i].Anchored = false end end sword.Handle.Anchored = false;sword.Parent = char function backweld() bw = weldIt(t,Handle,CFrame.new(1.15,-0.85,-1)*CFrame.Angles(math.rad(25),math.rad(-90),0),nil) return bw end backweld() function checkintable(chek, tabl) for i = 1, #tabl do if tabl[i] == check then return true end end return false end ------function of le splash------------- function splash() local blcf = hitbox.CFrame*CFrame.new(-.125,.2,0) if scfr and (hitbox.Position-scfr.p).magnitude > .1 then local h = 4.7 local a,b = Triangle((scfr*CFrame.new(0,h/2,0)).p,(scfr*CFrame.new(0,-h/2,0)).p,(blcf*CFrame.new(0,h/2,0)).p) if a then game.Debris:AddItem(a,.1) end if b then game.Debris:AddItem(b,.1) end local a,b = Triangle((blcf*CFrame.new(0,h/2,0)).p,(blcf*CFrame.new(0,-h/2,0)).p,(scfr*CFrame.new(0,-h/2,0)).p) if a then game.Debris:AddItem(a,.1) end if b then game.Debris:AddItem(b,.1) end scfr = blcf elseif not scfr then scfr = blcf end end function rest(num) for i = 0, 1, 0.13 do if combo ~= num then return end normal(i) wait() end if combo ~= num then return end scfr=nil;anim = false;running=false;canslash=false;combo=4;runit() end -------------------------slashr------------------------------------------------------slashr------------------------------------------------------slashr----------------------------- slash ={ function() anim = true for i = 0, 1, 0.23 do animate("Toso",(co-Vector3.new(0,0.4,0)),0,math.rad(5),math.rad(170),i); animate("rr",CFrame.new(1.5,0.5,0),0,math.rad(95),math.rad(110),i);animate("lr",CFrame.new(-1.5,0.5,0),math.rad(-45),0,math.rad(-25),i) animate("bw",CFrame.new(0,-1,0),0,math.rad(90),0,i) animate("hr",CFrame.new(0,1,0),0,math.rad(-90),0,i) animate("reg",CFrame.new(0.5,-1.1,-0.65),math.rad(-15),0,0,i) animate("leg",CFrame.new(-0.5,-1.2,0),math.rad(-25),0,0,i) wait() end wait() don = true;attackdebounce = false;scfr = nil for i = 0, 1, 0.16 do wait() splash() animate("Toso",(co-Vector3.new(0,0,0)),0,math.rad(0),math.rad(20),i);animate("hr",CFrame.new(0,1,0),0,math.rad(-20),0,i) animate("reg",CFrame.new(0.5,-1.5,0),math.rad(0),0,0,i) animate("leg",CFrame.new(-0.5,-1.5,0),math.rad(0),0,0,i) animate("rr",CFrame.new(1.5,0.5,0),0,math.rad(-60),math.rad(110),i); end scfr = nil;don = false;canslash=true; rest(1) end, function() anim = true for i = 0, 1, 0.24 do animate("bw",CFrame.new(0,-1,0),math.rad(20),math.rad(90),math.rad(0),i) animate("Toso",(co-Vector3.new(0,0,0)),0,math.rad(0),math.rad(-50),i);animate("hr",CFrame.new(0,1,0),0,math.rad(10),0,i) animate("reg",CFrame.new(0.5,-1.5,0),math.rad(0),0,math.rad(10),i) animate("leg",CFrame.new(-0.5,-1.5,0),math.rad(0),0,0,i) animate("rr",CFrame.new(1.5,0.5,0),math.rad(90),math.rad(0),math.rad(110),i); wait() end wait();don = true;attackdebounce = false;scfr=nil; for i = 0, 1, 0.2 do wait() splash() animate("bw",CFrame.new(0,-1,0),math.rad(-60),math.rad(90),math.rad(0),i) animate("Toso",(co-Vector3.new(0,0.3,0)),math.rad(40),math.rad(0),math.rad(0),i);animate("hr",CFrame.new(0,1,0),math.rad(40),math.rad(10),0,i) animate("reg",CFrame.new(0.5,-1.2,-0.2),math.rad(10),0,math.rad(10),i) animate("leg",CFrame.new(-0.5,-1.2,-0.6),math.rad(30),0,0,i) animate("rr",CFrame.new(1.2,0.5,-0.3),math.rad(75),math.rad(0),math.rad(-40),i); end scfr = nil;don = false;canslash=true rest(2) end, function() anim = true; for i = 0, 1, 0.24 do wait(); animate("bw",CFrame.new(0,-1,0),math.rad(0),math.rad(90),math.rad(0),i) animate("Toso",(co-Vector3.new(0,0,0)),0,math.rad(0),math.rad(30),i);animate("hr",CFrame.new(0,1,0),0,math.rad(-30),0,i) animate("reg",CFrame.new(0.5,-1.5,0),math.rad(0),0,math.rad(15),i) animate("leg",CFrame.new(-0.5,-1.5,0),math.rad(0),0,math.rad(-15),i) animate("rr",CFrame.new(1,0.6,-0.25),math.rad(180),math.rad(40),math.rad(-70),i); end;don = true;attackdebounce = false;scfr=nil for i = 0, 1, 0.2 do wait() splash() animate("bw",CFrame.new(0,-1,0),math.rad(-40),math.rad(90),math.rad(0),i) animate("Toso",(co-Vector3.new(0,0,0)),0,math.rad(0),math.rad(-50),i);animate("hr",CFrame.new(0,1,0),0,math.rad(50),0,i) animate("reg",CFrame.new(0.5,-1.5,0),math.rad(20),0,math.rad(6),i) animate("leg",CFrame.new(-0.5,-1.5,0),math.rad(-10),0,math.rad(-10),i) animate("rr",CFrame.new(1.5,0.5,0),math.rad(0),math.rad(60),math.rad(50),i); end scfr = nil;don = false;canslash=true rest(3) end, function() anim = true for i = 0, 1, 0.24 do animate("bw",CFrame.new(0,-1,0),math.rad(-100),math.rad(90),math.rad(0),i) animate("Toso",(co-Vector3.new(0,0.6,0)),0,math.rad(0),math.rad(-40),i);animate("hr",CFrame.new(0,1,0),0,math.rad(-30),0,i) animate("reg",CFrame.new(0.5,-0.9,-0.5),math.rad(0),0,math.rad(15),i) animate("leg",CFrame.new(-0.5,-0.9,0.15),math.rad(-45),0,math.rad(0),i) animate("rr",CFrame.new(1.4,0.5,0),math.rad(0),math.rad(0),math.rad(75),i); wait() end;wait();don = true;attackdebounce = false;scfr=nil for i = 0, 1, 0.24 do wait();splash() animate("bw",CFrame.new(0,-1,0),math.rad(0),math.rad(90),math.rad(0),i) animate("Toso",(co-Vector3.new(0,0,0)),0,math.rad(0),math.rad(30),i);animate("hr",CFrame.new(0,1,0),0,math.rad(-30),0,i) animate("reg",CFrame.new(0.5,-1.5,0),math.rad(0),0,math.rad(15),i) animate("leg",CFrame.new(-0.5,-1.5,0),math.rad(0),0,math.rad(-15),i) animate("rr",CFrame.new(1,0.6,-0.25),math.rad(180),math.rad(40),math.rad(-70),i); end;scfr = nil;don = false;canslash=true;rest(4) end } -------------------------slashr------------------------------------------------------slashr------------------------------------------------------slashr----------------------------- combo = 4;canslash=false function clik() if not anim or canslash then canslash=false;scfr = nil if combo == 4 then combo=1;slash[1](); elseif combo == 1 then combo=2;slash[2]() elseif combo == 2 then combo=3;slash[3]() elseif combo == 3 then combo=4;slash[4]() end end end QHIT = false; skills = { function(mouse) anim = true;locanrun=true;canjump=false normal(1) mh = mouse.Hit.p x,y,z = (CFrame.new(char.Torso.Position,Vector3.new(mh.X,char.Torso.Position.Y,mh.Z))):toEulerAnglesXYZ() char.Torso.CFrame = CFrame.new(char.Torso.Position,Vector3.new(mh.X,char.Torso.Position.Y,mh.Z)) wait();QHIT = true for i = 0, 1, 0.333333 do animate("bw",CFrame.new(0,-1,0),math.rad(-90),math.rad(90),math.rad(0),i) animate("Toso",(co-Vector3.new(0,0.4,0)),0,math.rad(5),math.rad(-90),i);animate("hr",CFrame.new(0,1,0),math.rad(-10),math.rad(90),0,i) animate("rr",CFrame.new(1.2,0.5,-1),math.rad(90),math.rad(0),math.rad(-90),i); wait() end wait();moop={}; for i = 0, 1, 0.333333 do animate("bw",CFrame.new(0,-1,0),math.rad(-90),math.rad(90),math.rad(0),i) animate("Toso",(co-Vector3.new(0,0.4,0)),0,math.rad(5),math.rad(90),i); animate("hr",CFrame.new(0,1,0),math.rad(-10),math.rad(-70),0,i) animate("rr",CFrame.new(1.5,0.5,0),math.rad(90),math.rad(0),math.rad(90),i); wait() end;mufu={} wind1= Add.part("Institutional white",Vector3.new(4, 1.2, 1),(hitbox.CFrame-Vector3.new(0,1,0))*CFrame.Angles(math.rad(-10),0,math.rad(90)),sword,"wind",Vector3.new(1.6, 1.1, 1.1),"Block","Sphere",false,nil,0.69999998807907,Part,"Brick") wind2= Add.part("Really black",Vector3.new(4, 1.2, 1),(hitbox.CFrame-Vector3.new(0,1,0))*CFrame.Angles(math.rad(-10),0,math.rad(90)),sword,"wind",Vector3.new(1.6, 1.1, 1.1),"Block","Sphere",false,nil,0.60000002384186,Part,"Brick");wind2.Mesh.Offset = Vector3.new(0.4,0,0) wind3= Add.part("Medium stone grey",Vector3.new(4, 1.2, 1),(hitbox.CFrame-Vector3.new(0,1,0))*CFrame.Angles(math.rad(-10),0,math.rad(90)),sword,"wind",Vector3.new(1.6, 1.1, 1.1),"Block","Sphere",false,nil,0.5,Part,"Brick");wind3.Mesh.Offset = Vector3.new(0.6,0,0) wind1.CFrame = hitbox.CFrame*CFrame.Angles(math.rad(-10),0,math.rad(90))-Vector3.new(0,0.3,0);wind2.CFrame = hitbox.CFrame*CFrame.Angles(math.rad(-10),0,math.rad(90))-Vector3.new(0,0.3,0);wind3.CFrame = hitbox.CFrame*CFrame.Angles(math.rad(-10),0,math.rad(90))-Vector3.new(0,0.3,0) eff2 = Add.part("Medium stone grey", Vector3.new(), hitbox.CFrame*CFrame.Angles(1,1,1),char,"effect",Vector3.new(1,1,1),"Block","Brick",false,nil,0.4,Part,"Brick") eff1 = Add.part("Medium stone grey", Vector3.new(1,1,1), hitbox.CFrame*CFrame.Angles(math.random(-360,360),math.random(-360,360),math.random(-360,360)),char,"effect",Vector3.new(1,1,1),"Block","Brick",false,nil,0.4,Part,"Brick") eff3= Add.part("White",Vector3.new(1, 1, 1),hitbox.CFrame*CFrame.new(0,0,-1),char,"effect",Vector3.new(1.5, 1.5, 1),"Block","FileMesh",false,"http://www.roblox.com/asset/?id=3270017",0.8,Part,"Symmetric") eff4= Add.part("Black",Vector3.new(1, 1, 1),hitbox.CFrame*CFrame.new(0,0,-1.5),char,"effect",Vector3.new(1.25, 1.25, 1),"Block","FileMesh",false,"http://www.roblox.com/asset/?id=3270017",0.8,Part,"Symmetric") eff1.CFrame = hitbox.CFrame*CFrame.Angles(math.random(-360,360),math.random(-360,360),math.random(-360,360));eff2.CFrame = hitbox.CFrame*CFrame.Angles(math.random(-360,360),math.random(-360,360),math.random(-360,360)) eff3.CFrame = (hitbox.CFrame*CFrame.new(0,-1,0))*CFrame.Angles(math.rad(90),0,0);eff4.CFrame=(hitbox.CFrame*CFrame.new(0,-1.5,0))*CFrame.Angles(math.rad(90),0,0) table.insert(mufu,wind1);table.insert(mufu,wind2);table.insert(mufu,wind3); coroutine.resume(coroutine.create(function(p1,p2,p3,p4,cf1) for i = 0,1,1/13 do p1.CFrame = (cf1*CFrame.new(0,3*i,-.5*i))*CFrame.Angles(math.rad(math.random(-400,400)),math.rad(math.random(-400,400)),math.rad(math.random(-400,400)));p1.Transparency=p1.Transparency+(0.6*(1/13)) p2.CFrame = (cf1*CFrame.new(0,3*i,-.5*i))*CFrame.Angles(math.rad(math.random(-400,400)),math.rad(math.random(-400,400)),math.rad(math.random(-400,400)));p2.Transparency=p2.Transparency+(0.6*(1/13)) p3.CFrame = (cf1*CFrame.new(0,-1+8*i,0.17-(8*(0.5/3))*i)*CFrame.Angles(math.rad(90),0,0));p3.Mesh.Scale = Vector3.new(1.5+1*i,1.5+1*i,1);p3.Transparency = 0.8+0.3*i p4.CFrame = (cf1*CFrame.new(0,-1.5+7.5*i,0.17-(7.5*(0.5/3))*i)*CFrame.Angles(math.rad(90),0,0));p4.Mesh.Scale = Vector3.new(1.25+1*i,1.25+1*i,1);p4.Transparency = 0.8+0.3*i wait(); end;p1.Parent=nil;p2.Parent=nil;p3.Parent=nil;p4.Parent=nil end),eff1,eff2,eff3,eff4,hitbox.CFrame) for x = 1, #mufu do coroutine.resume(coroutine.create(function(wind,hey,trans,mehx) for i = 0, 1, (1/13) do wind.Mesh.Scale = Vector3.new(hey.X+1*i,hey.Y-hey.Y*i,hey.Z-hey.Z*i) wind.Mesh.Offset = Vector3.new(mehx+1*i,0,0) wind.Transparency = trans+(1-trans)*i wait() end;wind.Parent=nil end),mufu[x],mufu[x].Mesh.Scale,mufu[x].Transparency,mufu[x].Mesh.Offset.X) end QHIT = false;locanrun=false;canjump=true;lerun=false anim = false; end, function() anim = true;canjump = false bodyp = Add.bp(t,"Stay",t.Position); for i = 0, 1, 1/7 do animate("bw",CFrame.new(0,-1,0),0,math.rad(90),0,i) animate("Toso",(co-Vector3.new(0,0.5,0)),math.rad(30),math.rad(0),math.rad(0),i) animate("hr",CFrame.new(0,1,0),math.rad(-10),math.rad(0),0,i) animate("rr",CFrame.new(1.5,0.5,0),math.rad(90),math.rad(35),math.rad(-25),i) animate("lr",CFrame.new(-1.5,0.5,0),math.rad(-15),0,math.rad(-45),i) animate("reg",CFrame.new(0.5,-1,-0.65),math.rad(25),0,0,i) animate("leg",CFrame.new(-0.5,-1.3,0),math.rad(5),0,0,i) wait() end;logic = Add.BG(hrp,hrp.CFrame) for i = 1, 10 do boost= Add.part("White",Vector3.new(1, 1, 1),t.CFrame*CFrame.new(0,0,-1),char,"effect",Vector3.new(3, 3, 3),"Block","FileMesh",false,"http://www.roblox.com/asset/?id=20329976",0.3,Part,"Symmetric") boost.CFrame = CFrame.new(t.Position-Vector3.new(0,1.2,0))*CFrame.Angles(0,math.rad(math.random(-360,360)),0) coroutine.resume(coroutine.create(function(mama) for i = 0, 1, 1/12 do mama.CFrame = mama.CFrame*CFrame.Angles(0,math.rad(math.random(-360,360)),0);mama.Transparency = 0.3+0.5*i;mama.Mesh.Scale = Vector3.new(3+1*i,3+1*i,3+1*i); wait() end;mama.Parent=nil end),boost) wait() end; for i = 0, 1, 1/7 do animate("bw",CFrame.new(0,-1,0),0,math.rad(90),0,i) animate("Toso",(co-Vector3.new(0,0,0)),math.rad(0),math.rad(0),math.rad(0),i) animate("hr",CFrame.new(0,1,0),math.rad(0),math.rad(0),0,i) animate("rr",CFrame.new(1.5,0.5,0),math.rad(0),math.rad(90),math.rad(90),i) animate("lr",CFrame.new(-1.5,0.5,0),math.rad(-15),0,math.rad(-45),i) animate("reg",CFrame.new(0.5,-1,-0),math.rad(0),0,math.rad(25),i) animate("leg",CFrame.new(-0.5,-1,0),math.rad(0),0,math.rad(-25),i) wait() end; ball = Add.part("White", Vector3.new(1,1,1), t.CFrame, char, "Effect", Vector3.new(20,20,20), "Block", "Sphere",false,nil,0.7,Part,"Custom")ball.Anchored = false anchor = Add.part("White",Vector3.new(5,5,5),t.CFrame,char,"anchor",Vector3.new(20,20,20),"Block","Sphere",false,nil,1,Part,"Custom");anchor.Anchored = false wind = Add.part("White",Vector3.new(5,5,5),t.CFrame,char,"anchor",Vector3.new(20,20,20),"Block","FileMesh",false,"http://www.roblox.com/asset/?id=1051557",0.6,Part,"Custom");wind.Anchored = false a=weldIt(t,anchor,CFrame.new(0,0,0),CFrame.new(0,0,0),nil);b=weldIt(t,wind,CFrame.new(0,0,0),CFrame.new(0,0,0),nil);c=weldIt(t,ball,CFrame.new(0,0,0),CFrame.new(0,0,0),nil) already = {};weldos={};lepeepz=checkdist(t,17);gage = b.C0 for i = 1, #lepeepz do if lepeepz[i] then haw = weldIt(anchor,lepeepz[i].Torso,anchor.CFrame:toObjectSpace(lepeepz[i].Torso.CFrame),nil,nil) table.insert(weldos,haw); end end for i = 0,1, 1/120 do if math.floor((i*120)%30) == 1 then for x = 1,#lepeepz do if lepeepz[x] and lepeepz[x]:findFirstChild("Humanoid") and lepeepz[x]:findFirstChild("Torso") then attackdebounce = false Damagefunc(lepeepz[x].Torso,(humanoid.MaxHealth/10),(humanoid.MaxHealth/10),math.random(10,30),"Normal") end end end if math.floor((i*120)%4) == 1 then lolbob = Add.part("White",Vector3.new(5,5,5),t.CFrame*CFrame.Angles(math.rad(math.random(-100,100)),math.rad(math.random(-100,100)),math.rad(math.random(-100,100))),char,"anchor",Vector3.new(2.5,2.5,2.5),"Block","FileMesh",false,"rbxassetid://168892432 ",0.4,Part,"Custom") lolbob.CFrame = t.CFrame*CFrame.Angles(0,math.rad(-360,360),0) coroutine.resume(coroutine.create(function(clone) for i = 0, 1, 0.1 do clone.Mesh.Scale = Vector3.new(2.5+5*i,2.5+5*i,2.5+5*i);clone.Transparency = 0.4+0.4*i wait() end;clone.Parent = nil end),lolbob) end animate("Toso",(co-Vector3.new(0,0,0)),math.rad(0),math.rad(0),math.rad((360*16)*i),i);b.C0 = gage*CFrame.Angles(0,math.rad(100*i),0);ball.Transparency = 0.6-0.4*i;wind.Transparency = 0.6-0.4*i for i = 1,#weldos do weldos[i].C0 = weldos[i].C0*CFrame.new(0,0.0625,0) end wait() end;logic.Parent=nil coroutine.resume(coroutine.create(function(a1,a2,a3,ws,w) for i = 0, 1, 0.1 do w.C0 = ws*CFrame.Angles(0,math.rad(100*i),0) a1.Mesh.Scale = Vector3.new(20+3*i,20+3*i,20+3*i);a1.Transparency = 0.2+0.8*i a2.Mesh.Scale = Vector3.new(20+3*i,20+3*i,20+3*i);a2.Transparency = 0.2+0.8*i wait() end;a1.Parent=nil;a2.Parent=nil;a3.Parent=nil; end),wind,ball,anchor,b.C0,b) for i = 1,#weldos do if weldos[i] then weldos[i].Parent = nil end end wait() anim = false;bodyp.Parent=nil;canjump=true; end, function() niye = sword:GetChildren();guard=true;br = BrickColor.new("Institutional white") if ss then br = BrickColor.new("Medium stone grey");guard = false end for i = 1,# niye do if niye[i].Name == "Blade" then niye[i].BrickColor = br;ss = guard end end end, function(bik,rotate) if not canboost then return end coroutine.resume(coroutine.create(function(ilan,ratat) yolo = Add.bp(hrp,"BOPOLS",hrp.Position);canboost=false; boosts= Add.part("White",Vector3.new(5,5,5),hrp.CFrame,char,"boom",Vector3.new(2.5,2.5,2.5),"Block","FileMesh",false,"http://www.roblox.com/asset/?id=20329976",0.4,Part,"Custom") boosts.CFrame = (t.CFrame-Vector3.new(0,1.5,0))*CFrame.Angles(0,0,math.rad(ratat)) coroutine.resume(coroutine.create(function(thing) print("yo") for i = 0, 1, 0.05 do thing.Mesh.Scale = Vector3.new(2.5+1*i,2.5+1*i,2.5+1*i);thing.Transparency = 0.4+0.5*i wait() end;thing.Parent=nil end),boosts) for i = 0, 1, 0.1 do yolo.position = (hrp.CFrame*CFrame.new(0,0,ilan)).p wait() end yolo.Parent = nil;canboost=true end),bik,rotate) end } function led(key, mouse) key = key:lower() if anim then return end if key == "z" then skills[1](mouse) elseif key == "x" then skills[2](mouse) elseif key == "r" then skills[3]() elseif key == "c" then skills[4](-15,120) elseif key == "v" then skills[4](10,-120) end end function normal(i) animate("bw",CFrame.new(0,-1,0),0,math.rad(90),0,i) animate("Toso",(co-Vector3.new(0,0.4,0)),0,math.rad(5),math.rad(90),i) animate("hr",CFrame.new(0,1,0),math.rad(-10),math.rad(-70),0,i) animate("rr",CFrame.new(1.5,0.5,0),math.rad(90),math.rad(115),math.rad(-25),i) animate("lr",CFrame.new(-1.5,0.5,0),math.rad(35),0,math.rad(-25),i) animate("reg",CFrame.new(0.5,-1.1,-0.65),math.rad(-15),0,0,i) animate("leg",CFrame.new(-0.5,-1.2,0),math.rad(-25),0,0,i) end function Equip(mouse) print("yup") if equip then return end while anim do wait() end rh.Parent=nil;rs.Parent=nil;lh.Parent=nil;neck.Parent=nil;ls.Parent=nil;rlw = weldIt(t,rl, CFrame.new(0.5,-1.5,0),CFrame.new(0,0.5,0));llw = weldIt(t,ll, CFrame.new(-0.5,-1.5,0),CFrame.new(0,0.5,0)); rw = weldIt(t,ra,CFrame.new(1.5,0.5,0),CFrame.new(0,0.5,0),nil);lw = weldIt(t,la,CFrame.new(-1.5,0.5,0),CFrame.new(0,0.5,0));nw = weldIt(t,head,CFrame.new(0, 1, 0),CFrame.new(0,-0.5,0)) anim = true bw.Parent = nil;running=false;idol=true; hw = weldIt(ra,Handle,CFrame.new(0,-1,0)*CFrame.Angles(0,math.rad(90),0),nil) for i = 0,1,0.1 do normal(i) wait(0.0001) end mouse.Button1Down:connect(clik) mouse.KeyDown:connect(function(k) led(k, mouse) end) equip = true;anim = false; end function unequip(mouse) if not equip then return end while anim do wait() end anim = true;ss=false for i = 0,1,0.1 do animate("Toso",co-Vector3.new(0,0.4-0.4*i,0),0,0,0,i) animate("hr",CFrame.new(0,1,0),0,0,0,i) animate("rr",CFrame.new(1.5,0.5,0),0,0,0,i) animate("lr",CFrame.new(-1.5,0.5,0),0,0,0,i) animate("reg",CFrame.new(0.5,-1.5,0),0,0,0,i) animate("leg",CFrame.new(-0.5,-1.5,0),0,0,0,i) wait(0.0001) end hw.Parent = nil;backweld() rw.Parent=nil;lw.Parent=nil;hrpw.C0 = co;rlw.Parent=nil;llw.Parent=nil;rh.Parent=t;lh.Parent=t;rs.Parent=t;ls.Parent=t;neck.Parent=t; equip=false;anim=false end canrun=false function runit() if(t.Velocity*Vector3.new(1, 0, 1)).magnitude > 2 and not anim and equip and fell then running = true; for i = 0, 1,(1/7) do if not anim and equip and running and fell then animate("bw",CFrame.new(0,-1,0),0,math.rad(90),0,i) animate("Toso",(co-Vector3.new(0,0.4,0)),0,math.rad(5),math.rad(80),i) animate("hr",CFrame.new(0,1,0),math.rad(0),math.rad(-80),0,i) animate("rr",CFrame.new(1.5,0.5,0),math.rad(90),math.rad(45),math.rad(-25),i) animate("lr",CFrame.new(-1.5,0.5,0),math.rad(-35),0,math.rad(-30),i) --[[animate("reg",CFrame.new(0.5,-1.1,0.2),math.rad(5),math.rad(-80),0,i) animate("leg",CFrame.new(-0.5,-1.2,-0.2),math.rad(-2),math.rad(-80),0,i)]] animate("reg",CFrame.new(0.6,-1.2,0),math.rad(5+35*math.cos((inf-7)/4)),math.rad(-40),0,i) animate("leg",CFrame.new(-0.6,-1.2,0),math.rad(-2-35*math.cos((inf-7)/4)),math.rad(-40),0,i) wait() else if hw then hw.C0 = CFrame.new(0,-1,0)*CFrame.Angles(0,math.rad(90),0) end break end end end end --[[function run(speed) if speed>0 then if (t.Velocity*Vector3.new(1, 0, 1)).magnitude > 2 then runit() end else running = false for i = 0, 1, 0.142 do if not anim and equip and not running then normal(i) wait() else if hw then hw.C0 = CFrame.new(0,-1,0)*CFrame.Angles(0,math.rad(90),0) end break end end idol = true end inf = 0 end]] --to[mem function Lerp(x,y,inc) return x + (y - x) * inc end function animate(mem,cfr,x,y,z,e) To[mem].X=Lerp(To[mem].X,x,e);To[mem].Y=Lerp(To[mem].Y,y,e);To[mem].Z=Lerp(To[mem].Z,z,e) To[mem].cf=(cfr-Vector3.new(cfr.X,cfr.Y,cfr.Z))+Vector3.new(Lerp(To[mem].cf.X,cfr.X,e),Lerp(To[mem].cf.Y,cfr.Y,e),Lerp(To[mem].cf.Z,cfr.Z,e)) end To={ rr={X=0;Y=0;Z=0;cf=CFrame.new(1.5,0.5,0)};bw={X=math.rad(5);Y=math.rad(90);Z=0;cf=CFrame.new(0,-1,0)};lr={X=0;Y=0;Z=0;cf=CFrame.new(-1.5,0.5,0)};hr={X=0;Y=0;Z=0;cf=CFrame.new(0,1.5,0)};leg={X=0;Y=0;Z=0;cf=CFrame.new(-0.5,-1,0)};reg={X=0;Y=0;Z=0;cf=CFrame.new(0.5,-1,0)};Toso={X=0;Y=0;Z=0;cf=co} } game:service'RunService'.RenderStepped:connect(function() if rw then rw.C0=To["rr"].cf*CFrame.Angles((To["rr"].X),(To["rr"].Y),(To["rr"].Z)); end if hw and equip then hw.C0=To["bw"].cf*CFrame.Angles((To["bw"].X),(To["bw"].Y),(To["bw"].Z)) end if lw then lw.C0=To["lr"].cf*CFrame.Angles((To["lr"].X),(To["lr"].Y),(To["lr"].Z));end if nw then nw.C0=To["hr"].cf*CFrame.Angles((To["hr"].X),To["hr"].Y,To["hr"].Z);end if rlw then rlw.C0=To["reg"].cf*CFrame.Angles(To["reg"].X,To["reg"].Y,To["reg"].Z);end if llw then llw.C0=To["leg"].cf*CFrame.Angles(To["leg"].X,To["leg"].Y,To["leg"].Z);end if hrpw then hrpw.C0=To["Toso"].cf*CFrame.Angles(To["Toso"].X,To["Toso"].Y,To["Toso"].Z) end end) function NoOutline(Part) Part.TopSurface,Part.BottomSurface,Part.LeftSurface,Part.RightSurface,Part.FrontSurface,Part.BackSurface = 10,10,10,10,10,10 end ---------------------1274182751856210985126509218u8071894718946189406194189410------------------------------------------- ---------------------1274182751856210985126509218u8071894718946189406194189410------------------------------------------- ---------------------1274182751856210985126509218u8071894718946189406194189410------------------------------------------- local ppart = Instance.new("Part") ppart.Material = "SmoothPlastic" ppart.TopSurface,ppart.BottomSurface = 0,0 ppart.FormFactor = "Custom" ppart.Size = Vector3.new(.2,.2,.2) ppart:BreakJoints() ppart.TopSurface = "SmoothNoOutlines" ppart.BottomSurface = "SmoothNoOutlines" ppart.RightSurface = "SmoothNoOutlines" ppart.LeftSurface = "SmoothNoOutlines" ppart.CanCollide = false local function CFrameFromTopBack(at, top, back) local right = top:Cross(back) return CFrame.new(at.x, at.y, at.z, right.x, top.x, back.x, right.y, top.y, back.y, right.z, top.z, back.z) end function Triangle(a, b, c) local edg1 = (c-a):Dot((b-a).unit) local edg2 = (a-b):Dot((c-b).unit) local edg3 = (b-c):Dot((a-c).unit) if edg1 <= (b-a).magnitude and edg1 >= 0 then a, b, c = a, b, c elseif edg2 <= (c-b).magnitude and edg2 >= 0 then a, b, c = b, c, a elseif edg3 <= (a-c).magnitude and edg3 >= 0 then a, b, c = c, a, b else assert(false, "unreachable") end local len1 = (c-a):Dot((b-a).unit) local len2 = (b-a).magnitude - len1 local width = (a + (b-a).unit*len1 - c).magnitude local maincf = CFrameFromTopBack(a, (b-a):Cross(c-b).unit, -(b-a).unit) local list = {} if len1 > 0.01 then local w1 = Instance.new('WedgePart', m) w1.Material = "SmoothPlastic" w1.FormFactor = 'Custom' if Mode=="Unactive" then w1.BrickColor = ppart.BrickColor elseif Mode=="Hero" then w1.BrickColor = BrickColor.new("Bright blue") elseif Mode=="Infamous" then w1.BrickColor = BrickColor.new("Bright red") end w1.Transparency = ppart.Transparency w1.Reflectance = ppart.Reflectance w1.Material = ppart.Material w1.CanCollide = ppart.CanCollide NoOutline(w1) local sz = Vector3.new(0.2, width, len1) w1.Size = sz local sp = Instance.new("SpecialMesh",w1) sp.MeshType = "Wedge" sp.Scale = Vector3.new(0,1,1) * sz/w1.Size w1:BreakJoints() w1.Anchored = true w1.Parent = workspace w1.Transparency = 0.8 coroutine.resume(coroutine.create(function(Part) for i=0,1,0.1 do wait() Part.Transparency=Part.Transparency+0.02 end end),w1) w1.CFrame = maincf*CFrame.Angles(math.pi,0,math.pi/2)*CFrame.new(0,width/2,len1/2) table.insert(list,w1) end if len2 > 0.01 then local w2 = Instance.new('WedgePart', m) w2.Material = "SmoothPlastic" w2.FormFactor = 'Custom' if Mode=="Unactive" then w2.BrickColor = ppart.BrickColor elseif Mode=="Hero" then w2.BrickColor = BrickColor.new("Bright blue") elseif Mode=="Infamous" then w2.BrickColor = BrickColor.new("Bright red") end w2.Transparency = ppart.Transparency w2.Reflectance = ppart.Reflectance w2.Material = ppart.Material w2.CanCollide = ppart.CanCollide NoOutline(w2) local sz = Vector3.new(0.2, width, len2) w2.Size = sz local sp = Instance.new("SpecialMesh",w2) sp.MeshType = "Wedge" sp.Scale = Vector3.new(0,1,1) * sz/w2.Size w2:BreakJoints() w2.Anchored = true w2.Parent = workspace w2.Transparency = 0.8 coroutine.resume(coroutine.create(function(Part) for i=0,1,0.1 do wait() Part.Transparency=Part.Transparency+0.02 end end),w2) w2.CFrame = maincf*CFrame.Angles(math.pi,math.pi,-math.pi/2)*CFrame.new(0,width/2,-len1 - len2/2) table.insert(list,w2) end return unpack(list) end ---------------------1274182751856210985126509218u8071894718946189406194189410------------------------------------------- ---------------------1274182751856210985126509218u8071894718946189406194189410------------------------------------------- ---------------------1274182751856210985126509218u8071894718946189406194189410------------------------------------------- ------------------------------ Damagefunc=function(hit,minim,maxim,knockback,Type,Property) if hit.Parent==nil then return end CPlayer=Bin h=hit.Parent:FindFirstChild("Humanoid") for _,v in pairs(hit.Parent:children()) do if v:IsA("Humanoid") then h=v end end if h~=nil and hit.Parent.Name~=char.Name and hit.Parent:FindFirstChild("Torso")~=nil then if attackdebounce == false then attackdebounce = true coroutine.resume(coroutine.create(function() wait(0.2) attackdebounce = false end)) c=Instance.new("ObjectValue") c.Name="creator" c.Value=game:service("Players").LocalPlayer c.Parent=h game:GetService("Debris"):AddItem(c,.5) Damage=math.random(minim,maxim) blocked=false block=hit.Parent:findFirstChild("Block") if block~=nil then if block.Value>0 then blocked=true block.Value=block.Value-1 print(block.Value) end end if blocked==false then print("NOOOOP") h.Health=h.Health-Damage showDamage(hit.Parent,Damage,.5,BrickColor:Red()) else print("NOOOOP") h.Health=h.Health-(Damage/2) showDamage(hit.Parent,Damage/2,.5,BrickColor.new("Bright blue")) end if Type=="Knockdown" then hum=hit.Parent.Humanoid hum.PlatformStand=true coroutine.resume(coroutine.create(function(HHumanoid) wait(1) HHumanoid.PlatformStand=false end),hum) local angle=(hit.Position-(Property.Position+Vector3.new(0,0,0))).unit print(angle) --hit.CFrame=CFrame.new(hit.Position,Vector3.new(angle.x,hit.Position.y,angle.z))*CFrame.fromEulerAnglesXYZ(math.pi/4,0,0) local bodvol=Instance.new("BodyVelocity") bodvol.velocity=angle*knockback bodvol.P=5000 bodvol.maxForce=Vector3.new(8e+003, 8e+003, 8e+003) 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,.5) game:GetService("Debris"):AddItem(rl,.5) elseif Type=="Normal" then vp=Instance.new("BodyVelocity") vp.P=500 vp.maxForce=Vector3.new(math.huge,0,math.huge) if Rootpart then vp.velocity=RootPart.CFrame.lookVector*knockback+RootPart.Velocity/1.05 end if knockback>0 then vp.Parent=hit.Parent.Torso end game:GetService("Debris"):AddItem(vp,.5) elseif Type=="Up" then local bodyVelocity=Instance.new("BodyVelocity") bodyVelocity.velocity=vt(0,20,0) bodyVelocity.P=5000 bodyVelocity.maxForce=Vector3.new(8e+003, 8e+003, 8e+003) bodyVelocity.Parent=hit game:GetService("Debris"):AddItem(bodyVelocity,.5) elseif Type=="Freeze" then BodPos=Instance.new("BodyPosition") BodPos.P=50000 BodPos.D=1000 BodPos.maxForce=Vector3.new(math.huge,math.huge,math.huge) BodPos.position=hit.Parent.Torso.Position BodPos.Parent=hit.Parent.Torso BodGy = it("BodyGyro") BodGy.maxTorque = Vector3.new(4e+005,4e+005,4e+005)*math.huge BodGy.P = 20e+003 BodGy.Parent=hit.Parent.Torso BodGy.cframe = hit.Parent.Torso.CFrame hit.Parent.Torso.Anchored=true coroutine.resume(coroutine.create(function(Part) wait(1.5) Part.Anchored=false end),hit.Parent.Torso) game:GetService("Debris"):AddItem(BodPos,3) game:GetService("Debris"):AddItem(BodGy,3) end c=Instance.new("ObjectValue") c.Name="creator" c.Value=Player c.Parent=h game:GetService("Debris"):AddItem(c,.5) CRIT=false hitDeb=true AttackPos=6 end end end showDamage=function(Char,Dealt,du,Color) m=Instance.new("Model") m.Name=tostring(Dealt) h=Instance.new("Humanoid") h.Health=0 h.MaxHealth=0 h.Parent=m c=Instance.new("Part") c.Transparency=0 c.BrickColor=Color c.Name="Head" c.TopSurface=0 c.BottomSurface=0 c.formFactor="Plate" c.Size=Vector3.new(1,.4,1) ms=Instance.new("CylinderMesh") ms.Scale=Vector3.new(.8,.8,.8) if CRIT==true then ms.Scale=Vector3.new(1,1.25,1) end ms.Parent=c c.Reflectance=0 Instance.new("BodyGyro").Parent=c c.Parent=m c.CFrame=CFrame.new(Char["Head"].CFrame.p+Vector3.new(0,1.5,0)) f=Instance.new("BodyPosition") f.P=2000 f.D=100 f.maxForce=Vector3.new(math.huge,math.huge,math.huge) f.position=c.Position+Vector3.new(0,3,0) f.Parent=c game:GetService("Debris"):AddItem(m,.5+du) c.CanCollide=false m.Parent=workspace c.CanCollide=false end function humang() if not canjump then humanoid.Jump = false end end function checkint(tabl,thing) for i = 1,#tabl do if tabl[i] == thing then return true end end return false end ------------------------------------------------------ --humanoid.Running:connect(run) humanoid.Changed:connect(humang) hb.Deselected:connect(unequip) hb.Selected:connect(Equip) function checkdist(Part,magni) tabol = {} for _,c in pairs(workspace:children()) do local hum=c:findFirstChild("Humanoid") if hum~=nil then local head=c:findFirstChild("Torso") if head~=nil then local targ=head.Position-Part.Position local mag=targ.magnitude if mag<=magni and c.Name~=player.Name then table.insert(tabol, c) end end end end return tabol end inf = 0;lejump = false; while true do if inf == 1000 then inf = 0 end if (t.Velocity*Vector3.new(1, 0, 1)).magnitude <= 2 and not anim and equip and (fell and (t.Velocity.Y <= 1 and t.Velocity.Y >= -1)) then lerun=false;if rlw and hrpw and llw then if lenormal then for i = 0, 1, 0.2 do if (t.Velocity*Vector3.new(1, 0, 1)).magnitude <= 2 and not anim and equip and (fell and (t.Velocity.Y <= 1 and t.Velocity.Y >= -1)) then normal(i) wait() else break end end lenormal = false end animate("Toso",co-Vector3.new(0,0.4-0.2*math.cos(inf/23),0),0,math.rad(5),math.rad(90),1) animate("reg",CFrame.new(0.5,-1.1-0.2*math.cos(inf/23),-0.65),math.rad(-15),0,0,1) animate("leg",CFrame.new(-0.5,-1.2,0),math.rad(-25-15*(-1*math.cos(inf/23))),0,0,1) animate("rr",CFrame.new(1.5,0.5,0),math.rad(90),math.rad(115),math.rad(-25+5*math.cos(inf/23)),1) animate("lr",CFrame.new(-1.5,0.5,0),math.rad(35),0,math.rad(-25-10*math.cos(inf/23)),1) end elseif(t.Velocity*Vector3.new(1, 0, 1)).magnitude > 2 and not anim and equip and (fell and (t.Velocity.Y <= 1 and t.Velocity.Y >= -1)) or locanrun then lenormal=true; if not lerun and not locanrun then runit() lerun=true end animate("reg",CFrame.new(0.6,-1.2,0),math.rad(5+35*math.cos(inf/4)),math.rad(-40),0,1) animate("leg",CFrame.new(-0.6,-1.2,0),math.rad(-2-35*math.cos(inf/4)),math.rad(-40),0,1) elseif t.Velocity.Y > 1 and not anim and equip and not lejump then lejump=true;lenormal=true;lerun=false for i = 0, 1, 1/4 do if not anim and equip and lejump then animate("hr",CFrame.new(0,1,0),math.rad(15),math.rad(0),0,i) animate("reg",CFrame.new(0.6,-1.2,0),math.rad(35),math.rad(-40),0,i) animate("leg",CFrame.new(-0.6,-1.2,0),math.rad(-35),math.rad(-40),0,i) animate("rr",CFrame.new(1.5,0.5,0),math.rad(90),math.rad(75),math.rad(-25),i) animate("lr",CFrame.new(-1.5,0.5,0),math.rad(-35),0,math.rad(-30),i) wait() else break end end lejump=false if t.Velocity.Y > 1 and not anim and equip and not lejump then fell = false end elseif t.Velocity.Y < -1 and not anim and equip and not lejump and not crosh then fell = false;lenormal=true;lerun=false for i = 0, 1, 1/4 do if not anim and equip and (crosh == nil or (crosh and crosh.CanCollide == false)) then animate("hr",CFrame.new(0,1,0),math.rad(-5),math.rad(0),0,i) animate("reg",CFrame.new(0.6,-1.2,0),math.rad(-25),math.rad(-40),0,i) animate("leg",CFrame.new(-0.6,-1.2,0),math.rad(15),math.rad(-40),0,i) animate("rr",CFrame.new(1.5,0.5,0),math.rad(90),math.rad(100),math.rad(-25),i) animate("lr",CFrame.new(-1.5,0.5,0),math.rad(46),0,math.rad(-30),i) wait() else print('break') break end end lejump = false else idol = true;lenormal=true;lerun=false end ray = Ray.new(t.Position,(((t.CFrame*CFrame.new(0,-1.5,0)).p)-t.Position).unit*3) crosh, endPoint = Workspace:FindPartOnRay(ray,char) if (crosh) then lejump=false fell = true end if ss then windy= Add.part("Institutional white",Vector3.new(4, 1.2, 1),(hitbox.CFrame),sword,"wind",Vector3.new(math.random(50,110)/100, 0.3, 0.3),"Block","Sphere",false,nil,0.69999998807907,Part,"Brick");windy.Anchored = false; windyweld=weldIt(hitbox,windy,CFrame.new(math.random(-100,100)/130,-2,math.random(-100,100)/130)*CFrame.Angles(0,0,math.rad(90)),nil,nil) coroutine.resume(coroutine.create(function(w,was,cu) for i = 0, 1, 0.2 do was.C0 = cu+Vector3.new(0,4*i,0) wait() end;was.Parent=nil;w.Parent = nil;print("yomama") end),windy,windyweld,windyweld.C0) end inf =inf+1 wait() end
return {--[[ #PVF_File ]] ["[player number]"]={2,8}, ["[pvp start area]"]={0,0,0,0,0,0,0,0,0,0,0,0}, ["[dungeon]"]={3,}, ["[type]"]="[normal]", ["[greed]"]="NN II", ["[tile]"]={"Tile/ForestOver.til","Tile/ForestOver.til","Tile/ForestOver.til","Tile/ForestOverUnder.til","Tile/ForestUnder.til","Tile/ForestUnderOver.til","Tile/ForestOver.til","Tile/ForestOver.til",}, ["[far sight scroll]"]=56, ["[middle sight scroll]"]=90, ["[near sight scroll]"]=110, ["[background animation]"]={ ["[ani info]"]={ ["[filename]"]="Animation/far0.ani", ["[layer]"]="[distantback]", ["[order]"]="[below]",}, ["[ani info]"]={ ["[filename]"]="Animation/mid1.ani", ["[layer]"]="[middleback]", ["[order]"]="[below]",},}, ["[pathgate pos]"]={13,248,1776,240,895,170,896,348}, ["[sound]"]={"M_MIRKWOOD","AMB_RAIN_01",}, ["[animation]"]={"Animation/Flower2.ani","[normal]",628,320,0,"Animation/Flower2.ani","[normal]",343,307,0,"Animation/Flower0.ani","[normal]",693,258,0,"Animation/Flower1.ani","[normal]",1213,189,0,"Animation/aniFlower.ani","[bottom]",350,197,0,"Animation/Grass2.ani","[bottom]",1083,301,0,"Animation/Grass0.ani","[bottom]",470,263,0,"Animation/Grass0.ani","[bottom]",743,219,0,"Animation/Grass2.ani","[bottom]",849,297,0,"Animation/Grass2.ani","[bottom]",1286,271,0,"Animation/Stone0.ani","[bottom]",601,227,0,"Animation/Stone0.ani","[bottom]",562,285,0,"Animation/Stone0.ani","[bottom]",942,216,0,"Animation/Stone0.ani","[bottom]",1021,297,0,"Animation/StoneHead.ani","[closeback]",672,145,0,"Animation/StonePillar1.ani","[closeback]",1356,140,0,"Animation/StoneHead.ani","[closeback]",1127,165,0,"Animation/StonePillar0.ani","[closeback]",440,136,0,"Animation/StonePillar0.ani","[closeback]",391,136,0,"Animation/StonePillar0.ani","[closeback]",347,135,0,}, ["[passive object]"]={3,200,260,400,4,200,260,0,231,803,219,0,231,599,224,0,221,1193,236,0,221,778,246,0,221,779,313,0,231,1035,323,0,}, ["[monster]"]={1,0,4,524,204,0,1,1,"[fixed]","[normal]",1,0,4,1302,224,0,1,1,"[fixed]","[normal]",1,0,4,1276,313,0,1,1,"[fixed]","[normal]",1,0,4,590,322,0,1,1,"[fixed]","[normal]",11,0,4,670,253,0,1,1,"[fixed]","[normal]",11,0,4,911,212,0,1,1,"[fixed]","[normal]",11,0,4,908,270,0,1,1,"[fixed]","[normal]",1,0,4,1167,317,0,1,1,"[fixed]","[normal]",1,0,4,1058,247,0,1,1,"[fixed]","[normal]",1,0,4,1015,221,0,1,1,"[fixed]","[normal]",1,0,4,981,273,0,1,1,"[fixed]","[normal]",1,0,4,696,299,0,1,1,"[fixed]","[normal]",1,0,4,651,311,0,1,1,"[fixed]","[normal]",1,0,4,1268,239,0,1,1,"[fixed]","[normal]",1,0,4,1366,265,0,1,1,"[fixed]","[normal]",3,0,4,1112,302,0,1,1,"[fixed]","[normal]",3,0,4,1102,209,0,1,1,"[fixed]","[normal]",3,0,4,828,282,0,1,1,"[fixed]","[normal]",}, ["[monster specific AI]"]={"[normal]","[normal]","[normal]","[normal]","[normal]","[normal]","[normal]","[normal]","[normal]","[normal]","[normal]","[normal]","[normal]","[normal]","[normal]","[normal]","[normal]","[normal]",}, ["[special passive object]"]={225,464,211,0,0,225,1406,216,0,0,231,1139,269,0,1,"[item]",1,1,-1,-1,-1,221,1201,292,0,2,"[monster]",1,3,3,10,-1,"[item]",3,-1,1,-1,-1,231,554,304,0,1,"[item]",1,1,-1,-1,-1,}, ["[event monster position]"]={679,270,0,667,200,0,490,266,0,846,254,0,}, ["[map name]"]="PVP无名", }
local class = require 'middleclass' local logger = require 'hj212.logger' local waitable = require 'hj212.client.station.waitable' local cems = class('hj212.client.station.cems') local CEMS_TM = { -- CEMS 安装地点的环境大气压值,Pa Ba = { name = 'a01006', --name = 'i23001', default = 101.325, rate = 1000 }, -- CEMS 测量的烟气静压值,Pa Ps = { name = 'a01013', default = 101.325, rate = 1000 }, -- CEMS 测量的烟气温度,℃ ts = { name = 'a01012', }, -- CEMS 最大间隔 5s 采集测量的烟气流速值,m/s Vp = { name = 'a01011', }, -- CEMS 安装点位烟囱或烟道断面的面积,m2 F = { name = 'a01016', default = 1 }, -- 烟气绝对湿度(又称水分含量),% Xsw = { name = 'a01014', rate = 0.01, }, -- 排放烟气中含氧量干基体积浓度,% Cvo2 = { name = 'a19001', rate = 0.01 }, -- CEMS 设置速度场系数 Kv = { name = 'Kv', default = 1 }, -- CEMS 排放标准中规定的该行业标准过量空气系数 As = { name = 'As', default = 1.7 -- }, Co2s = { name = 'Co2s', default = 0.1 -- ???? }, -- Mno 一氧化氮摩尔质量 Mno = { name = 'Mno', default = 30, }, -- Mno2 一氧化氮摩尔质量 Mno2 = { name = 'Mno2', default = 46, }, } function cems:initialize(station) self._station = station self._tag_map = {} for k, v in pairs(CEMS_TM) do local tag_v = { name = v.name, rate = v.rate, default = v.default or 0 } self._tag_map[k] = tag_v local wtag = waitable:new(station, tag_v.name) self[k] = function(self, timeout) local value, timestamp = wtag:value(timeout) if not value then local err = string.format("Failed to get %s. error:%s", k, timestamp) logger.warning(err) return tag_v.default, os.time() end if tag_v.rate then return value * tag_v.rate, timestamp else return value, timestamp end end end end function cems:set_default(name, default) local tag_v = assert(self._tag_map[name]) if default == nil then tag_v.default = CEMS_TM[name].default or 0 else tag_v.default = default end end function cems:set_rate(name, rate) local tag_v = assert(self._tag_map[name]) if rate == nil then tag_v.rate = CEMS_TM[name].rate or nil else tag_v.rate = rate end end function cems:get(name) local tag_v = assert(self._tag_map[name]) return self._station:find_tag(tag_v.name) end function cems:rate(name) local tag_v = assert(self._tag_map[name]) return tag_v.rate or 1 end return cems
local config = {} -- extension configuration config.frontend = { mainColor = "#49bf9d", selectedColor = "#1e90ff", databaseUrl = "/database", databaseHomeUrl = "", databaseExecuteUrl = "/execute", databaseDeleteUrl = "/delete", databaseDeleteReferenceUrl = "/deleteReference", databaseDeleteAllReferencesUrl = "/deleteAllReferences", databaseAddUrl = "/add", databaseAddReferenceUrl = "/addReference", databaseEditUrl = "/edit", databaseSaveUrl = "/save", } config.property = { forbidDirectSqlQuery = true, } config.localization = { } config.location = { {name = property.databaseUrl .. property.databaseHomeUrl, script = "controller/DatabaseController.lua", access = "DatabaseRedirectOnSessionTimeoutFilter"}, {name = property.databaseUrl .. property.databaseExecuteUrl, script = "controller/DatabaseExecuteController.lua", requestBody = true, access = "DatabaseThrowErrorOnSessionTimeoutFilter"}, {name = property.databaseUrl .. property.databaseDeleteUrl, script = "controller/DatabaseDeleteController.lua", requestBody = true, access = "DatabaseThrowErrorOnSessionTimeoutFilter"}, {name = property.databaseUrl .. property.databaseDeleteReferenceUrl, script = "controller/DatabaseDeleteReferenceController.lua", requestBody = true, access = "DatabaseThrowErrorOnSessionTimeoutFilter"}, {name = property.databaseUrl .. property.databaseDeleteAllReferencesUrl, script = "controller/DatabaseDeleteAllReferencesController.lua", requestBody = true, access = "DatabaseThrowErrorOnSessionTimeoutFilter"}, {name = property.databaseUrl .. property.databaseAddUrl, script = "controller/DatabaseAddController.lua", access = "DatabaseThrowErrorOnSessionTimeoutFilter"}, {name = property.databaseUrl .. property.databaseAddReferenceUrl, script = "controller/DatabaseAddReferenceController.lua", access = "DatabaseThrowErrorOnSessionTimeoutFilter"}, {name = property.databaseUrl .. property.databaseEditUrl, script = "controller/DatabaseEditController.lua", access = "DatabaseThrowErrorOnSessionTimeoutFilter"}, {name = property.databaseUrl .. property.databaseSaveUrl, script = "controller/DatabaseSaveController.lua", requestBody = true, access = "DatabaseThrowErrorOnSessionTimeoutFilter"} } config.access = { {name = "DatabaseRedirectOnSessionTimeoutFilter", script = "filter/DatabaseRedirectOnSessionTimeoutFilter.lua"}, {name = "DatabaseThrowErrorOnSessionTimeoutFilter", script = "filter/DatabaseThrowErrorOnSessionTimeoutFilter.lua"}, } config.javascript = { {name = "DatabaseTemplate", script = "controller/DatabaseTemplate.js"}, {name = "DatabaseNavigation", script = "widget/DatabaseNavigation.js"}, {name = "DatabaseHeader", script = "widget/DatabaseHeader.js"}, {name = "DatabaseEditor", script = "widget/DatabaseEditor.js"}, {name = "DatabaseTabs", script = "widget/DatabaseTabs.js"}, {name = "DatabaseResult", script = "widget/DatabaseResult.js"}, {name = "DatabaseEditObject", script = "widget/DatabaseEditObject.js"} } config.stylesheet = { {name = "DatabaseTemplate", script = "controller/DatabaseTemplate.css"}, {name = "DatabaseNavigation", script = "widget/DatabaseNavigation.css"}, {name = "DatabaseHeader", script = "widget/DatabaseHeader.css"}, } config.module = { } config.static = { "static" } return config -- return extension configuration
--[[ This file was extracted by 'EsoLuaGenerator' at '2021-09-04 16:42:25' 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. **************************************************************************** ]] -------------------------------------------- --Battleground Scoreboard In Game Scene -------------------------------------------- ZO_Battleground_Scoreboard_In_Game = ZO_Object:Subclass() function ZO_Battleground_Scoreboard_In_Game:New(...) local scoreboard = ZO_Object.New(self) scoreboard:Initialize(...) return scoreboard end function ZO_Battleground_Scoreboard_In_Game:Initialize(control) self.inGameTimer = control self.inGameTimerLabel = control:GetNamedChild("Timer") BATTLEGROUND_SCOREBOARD_IN_GAME_TIMER_FRAGMENT = ZO_SimpleSceneFragment:New(self.inGameTimer) BATTLEGROUND_SCOREBOARD_IN_GAME_SCENE = ZO_Scene:New("battleground_scoreboard_in_game", SCENE_MANAGER) BATTLEGROUND_SCOREBOARD_IN_GAME_SCENE:RegisterCallback("StateChange", function(oldState, newState) if newState == SCENE_SHOWING then self:OnShowing() elseif newState == SCENE_HIDDEN then self:OnHidden() end end) BATTLEGROUND_SCOREBOARD_IN_GAME_SCENE:SetSceneRestoreHUDSceneToggleUIMode(true) BATTLEGROUND_SCOREBOARD_IN_GAME_SCENE:SetSceneRestoreHUDSceneToggleGameMenu(true) BATTLEGROUND_SCOREBOARD_IN_GAME_UI_SCENE = ZO_Scene:New("battleground_scoreboard_in_game_ui", SCENE_MANAGER) SYSTEMS:RegisterKeyboardRootScene("battleground_scoreboard_in_game", BATTLEGROUND_SCOREBOARD_IN_GAME_SCENE) SYSTEMS:RegisterGamepadRootScene("battleground_scoreboard_in_game", BATTLEGROUND_SCOREBOARD_IN_GAME_SCENE) local function OnGamepadModeChanged(eventId, isGamepadPreferred) self:CloseScoreboard() end EVENT_MANAGER:RegisterForEvent("BattlegroundScoreboardInGame", EVENT_GAMEPAD_PREFERRED_MODE_CHANGED, OnGamepadModeChanged) self:InitializeKeybindStrip() self:InitializePlatformStyle() end function ZO_Battleground_Scoreboard_In_Game:InitializeKeybindStrip() self.keybindStripDescriptor = { alignment = KEYBIND_STRIP_ALIGN_RIGHT, -- Close { name = GetString(SI_BATTLEGROUND_SCOREBOARD_CLOSE), keybind = "HIDE_BATTLEGROUND_SCOREBOARD", callback = function() self:CloseScoreboard() end, }, -- Leave Battleground { name = GetString(SI_BATTLEGROUND_SCOREBOARD_LEAVE_BATTLEGROUND), keybind = "LEAVE_BATTLEGROUND", callback = function() self:OnLeaveBattlegroundPressed() end, }, } self.listNavigationKeybindStripDescriptor = { alignment = KEYBIND_STRIP_ALIGN_CENTER, --Player Options { name = GetString(SI_BATTLEGROUND_SCOREBOARD_PLAYER_OPTIONS_KEYBIND), keybind = "BATTLEGROUND_SCOREBOARD_PLAYER_OPTIONS", visible = function() return IsInGamepadPreferredMode() end, callback = function() BATTLEGROUND_SCOREBOARD_FRAGMENT:ShowGamepadPlayerMenu() end, }, -- Previous Entry Select { name = GetString(SI_BATTLEGROUND_SCOREBOARD_PREVIOUS_PLAYER_KEYBIND), keybind = "BATTLEGROUND_SCOREBOARD_PREVIOUS", callback = function() BATTLEGROUND_SCOREBOARD_FRAGMENT:SelectPreviousPlayerData() end, }, -- Next Entry Select { name = GetString(SI_BATTLEGROUND_SCOREBOARD_NEXT_PLAYER_KEYBIND), keybind = "BATTLEGROUND_SCOREBOARD_NEXT", callback = function() BATTLEGROUND_SCOREBOARD_FRAGMENT:SelectNextPlayerData() end, }, } end function ZO_Battleground_Scoreboard_In_Game:InitializePlatformStyle() self.platformStyle = ZO_PlatformStyle:New(function(style) self:ApplyPlatformStyle(style) end) end function ZO_Battleground_Scoreboard_In_Game:ApplyPlatformStyle(style) ApplyTemplateToControl(self.inGameTimer, ZO_GetPlatformTemplate("ZO_BattlegroundScoreboard_Timer")) end function ZO_Battleground_Scoreboard_In_Game:CloseScoreboard() if SCENE_MANAGER:IsShowing("battleground_scoreboard_in_game") or SCENE_MANAGER:IsShowing("battleground_scoreboard_in_game_ui") then BATTLEGROUND_SCOREBOARD_FRAGMENT:HideInGameScoreboard() end end function ZO_Battleground_Scoreboard_In_Game:OnLeaveBattlegroundPressed() ZO_Dialogs_ShowPlatformDialog("CONFIRM_LEAVE_BATTLEGROUND") end function ZO_Battleground_Scoreboard_In_Game:UpdateTimer() self.inGameTimerLabel:SetText(BATTLEGROUND_HUD_FRAGMENT:GetStateText()) end function ZO_Battleground_Scoreboard_In_Game:OnShowing() self:SetupPreferredKeybindFragments() self:SetupKeybindStripDescriptorAlignment() KEYBIND_STRIP:RemoveDefaultExit() KEYBIND_STRIP:AddKeybindButtonGroup(self.keybindStripDescriptor) KEYBIND_STRIP:AddKeybindButtonGroup(self.listNavigationKeybindStripDescriptor) self:UpdateTimer() self.inGameTimer:SetHandler("OnUpdate", function() self:UpdateTimer() end) self:RefreshMatchInfoFragments() end function ZO_Battleground_Scoreboard_In_Game:OnHidden() KEYBIND_STRIP:RemoveKeybindButtonGroup(self.listNavigationKeybindStripDescriptor) KEYBIND_STRIP:RemoveKeybindButtonGroup(self.keybindStripDescriptor) KEYBIND_STRIP:RestoreDefaultExit() self.inGameTimer:SetHandler("OnUpdate", function() self:UpdateTimer() end) end function ZO_Battleground_Scoreboard_In_Game:SetupKeybindStripDescriptorAlignment() if IsInGamepadPreferredMode() then self.keybindStripDescriptor.alignment = KEYBIND_STRIP_ALIGN_LEFT self.listNavigationKeybindStripDescriptor.alignment = KEYBIND_STRIP_ALIGN_LEFT else self.keybindStripDescriptor.alignment = KEYBIND_STRIP_ALIGN_RIGHT self.listNavigationKeybindStripDescriptor.alignment = KEYBIND_STRIP_ALIGN_CENTER end end function ZO_Battleground_Scoreboard_In_Game:SetupPreferredKeybindFragments() if IsInGamepadPreferredMode() then BATTLEGROUND_SCOREBOARD_IN_GAME_SCENE:AddFragmentGroup(FRAGMENT_GROUP.GAMEPAD_KEYBIND_STRIP_GROUP) BATTLEGROUND_SCOREBOARD_IN_GAME_SCENE:RemoveFragmentGroup(FRAGMENT_GROUP.KEYBOARD_KEYBIND_STRIP_GROUP) else BATTLEGROUND_SCOREBOARD_IN_GAME_SCENE:AddFragmentGroup(FRAGMENT_GROUP.KEYBOARD_KEYBIND_STRIP_GROUP) BATTLEGROUND_SCOREBOARD_IN_GAME_SCENE:RemoveFragmentGroup(FRAGMENT_GROUP.GAMEPAD_KEYBIND_STRIP_GROUP) end end function ZO_Battleground_Scoreboard_In_Game:RefreshMatchInfoFragments() local groupToAdd, groupToRemove if IsInGamepadPreferredMode() then groupToAdd = FRAGMENT_GROUP.BATTLEGROUND_MATCH_INFO_GAMEPAD_GROUP groupToRemove = FRAGMENT_GROUP.BATTLEGROUND_MATCH_INFO_KEYBOARD_GROUP else groupToAdd = FRAGMENT_GROUP.BATTLEGROUND_MATCH_INFO_KEYBOARD_GROUP groupToRemove = FRAGMENT_GROUP.BATTLEGROUND_MATCH_INFO_GAMEPAD_GROUP end BATTLEGROUND_SCOREBOARD_IN_GAME_SCENE:RemoveFragmentGroup(groupToRemove) BATTLEGROUND_SCOREBOARD_IN_GAME_UI_SCENE:RemoveFragmentGroup(groupToRemove) BATTLEGROUND_SCOREBOARD_IN_GAME_SCENE:AddFragmentGroup(groupToAdd) BATTLEGROUND_SCOREBOARD_IN_GAME_UI_SCENE:AddFragmentGroup(groupToAdd) end ------------------ -- XML Functions ------------------ function ZO_Battleground_Scoreboard_In_Game_Timer_OnInitialize(control) ZO_BATTLEGROUND_SCOREBOARD_IN_GAME = ZO_Battleground_Scoreboard_In_Game:New(control) end
function ScreenGameplay_P1X() local st = GAMESTATE:GetCurrentStyle():GetStepsType(); if st == "StepsType_Dance_Solo" then return SCREEN_CENTER_X; elseif st == "StepsType_Dance_Couple" then return WideScale(SCREEN_CENTER_X-175,SCREEN_CENTER_X-160); else return WideScale(SCREEN_CENTER_X-175,SCREEN_CENTER_X-240); end end function ScreenGameplay_P2X() local st = GAMESTATE:GetCurrentStyle():GetStepsType(); if st == "StepsType_Dance_Solo" then return SCREEN_CENTER_X; elseif st == "StepsType_Dance_Couple" then return WideScale(SCREEN_CENTER_X+175,SCREEN_CENTER_X+160); else return WideScale(SCREEN_CENTER_X+175,SCREEN_CENTER_X+240); end end function ScreenGameplayLifeY() return SCREEN_TOP+35 end function play_sample_music() if GAMESTATE:IsCourseMode() then return end local song = GAMESTATE:GetCurrentSong() if song then local songpath = song:GetMusicPath() local sample_start = song:GetSampleStart() local sample_len = song:GetSampleLength() if songpath and sample_start and sample_len then SOUND:DimMusic(PREFSMAN:GetPreference("SoundVolume"), math.huge) SOUND:PlayMusicPart(songpath, sample_start,sample_len, 0.5, 1.5, true, true) else stop_music() end else stop_music() end end function stop_music() SOUND:PlayMusicPart("", 0, 0) end
----------------------------------- -- Area: Port Bastok -- NPC: Brita -- Type: Standard NPC -- !pos 58.161 -3.101 -6.695 236 ----------------------------------- function onTrade(player,npc,trade) end; function onTrigger(player,npc) player:startEvent(346, 0, 1); end; function onEventUpdate(player,csid,option) end; function onEventFinish(player,csid,option) end;
include('shared.lua') function ENT:Initialize() self.RealModel = "models/maver1k_XVII/Stalker/mutants/karlik.mdl" end function ENT:Draw() if self.Entity:GetNWBool( "Teleport", false ) then local TEMP_Emitter = ParticleEmitter(self:GetPos(), false) if(IsValid(TEMP_Emitter)) then local TEMP_Particle = TEMP_Emitter:Add( "particles/conc_warp", self.Entity:GetNWVector("OldPos", self:GetPos())) TEMP_Particle:SetDieTime( 4 ) TEMP_Particle:SetStartAlpha( 255 ) TEMP_Particle:SetEndAlpha( 10 ) TEMP_Particle:SetStartSize( 100 ) TEMP_Particle:SetEndSize( 1 ) TEMP_Particle:SetColor( 50,255,50 ) TEMP_Particle:SetGravity(Vector(0,0,0)) --TEMP_Particle:SetVelocity((-self:GetVelocity():GetNormalized()*math.random(30,40))+ --Vector(math.random(-28,28),math.random(-28,28),math.random(-28,28))) TEMP_Particle:SetCollide(true) TEMP_Emitter:Finish() self.Entity:SetNWBool( "Teleport", false ) end end if self.Entity:GetNWBool( "Knocking", false ) then local TEMP_Emitter = ParticleEmitter(self:GetPos(), false) if(IsValid(TEMP_Emitter)) then local TEMP_Particle = TEMP_Emitter:Add( "particles/conc_warp", self:GetPos()+Vector(0,0,64)) TEMP_Particle:SetDieTime( 0.3 ) TEMP_Particle:SetStartAlpha( 255 ) TEMP_Particle:SetEndAlpha( 100 ) TEMP_Particle:SetStartSize( 1 ) TEMP_Particle:SetEndSize( 400 ) TEMP_Particle:SetColor( 255,255,255 ) TEMP_Particle:SetGravity(Vector(0,0,0)) --TEMP_Particle:SetVelocity((-self:GetVelocity():GetNormalized()*math.random(30,40))+ --Vector(math.random(-28,28),math.random(-28,28),math.random(-28,28))) TEMP_Particle:SetCollide(true) TEMP_Emitter:Finish() self.Entity:SetNWBool( "Knocking", false ) end end self:SetModel("models/maver1k_XVII/Stalker/mutants/karlik.mdl") self:DrawModel() end
-- -- The battery bank acts as a both an energy storage unit and battery charger! -- Charge up any batteries -- local Groups = assert(foundation.com.Groups) local cluster_devices = assert(yatm.cluster.devices) local cluster_energy = assert(yatm.cluster.energy) local Energy = assert(yatm.energy) local EnergyDevices = assert(yatm.energy.EnergyDevices) local fspec = assert(foundation.com.formspec.api) local function num_round(value) local d = value - math.floor(value) if d > 0.5 then return math.ceil(value) else return math.floor(value) end end local mode_to_index = { none = 1, i = 2, o = 3, io = 4 } local function get_battery_bank_formspec(pos, user, assigns) local spos = pos.x .. "," .. pos.y .. "," .. pos.z local meta = minetest.get_meta(pos) local mode = meta:get_string("mode") local node_inv_name = "nodemeta:" .. spos local cio = fspec.calc_inventory_offset return yatm.formspec_render_split_inv_panel(user, 8, 4, { bg = "machine" }, function (loc, rect) if loc == "main_body" then return fspec.list(node_inv_name, "batteries", rect.x, rect.y, 4, 4) .. fspec.dropdown(rect.x + cio(4), rect.y, 4, 1, "mode", { "node", "i", "o", "io" }, mode_to_index[mode] or 1) elseif loc == "footer" then return fspec.list_ring(node_inv_name, "batteries") .. fspec.list_ring("current_player", "main") end return "" end) end local function battery_bank_on_receive_fields(player, formname, fields, assigns) local meta = minetest.get_meta(assigns.pos) if fields["mode"] then meta:set_string("mode", fields["mode"]) end return true end local function battery_bank_refresh_infotext(pos) -- despite this saying infotext, it can also be used to refresh the node state -- no hard or fast rules here local meta = minetest.get_meta(pos) local node = minetest.get_node(pos) local nodedef = minetest.registered_nodes[node.name] local capacity = meta:get_int("energy_capacity") local energy = meta:get_int("energy") local usable = EnergyDevices.get_usable_stored_energy(pos, node) local intended_state = meta:get_string("network_state") local infotext = cluster_devices:get_node_infotext(pos) .. "\n" .. cluster_energy:get_node_infotext(pos) .. "\n" .. "Energy: " .. Energy.format_string(energy, capacity) .. "\n" .. "Usable Energy: " .. tostring(usable) meta:set_string("infotext", infotext) local i = 0 if capacity > 0 then i = math.min(math.max(num_round(4 * energy / capacity), 0), 4) end local new_node_name if intended_state == "down" then -- Ignore it --new_node_name = nodedef.yatm_network.states.off new_node_name = nodedef.yatm_network.states.off elseif intended_state == "up" then new_node_name = nodedef.yatm_network.states["on" .. i] elseif intended_state == "conflict" then new_node_name = nodedef.yatm_network.states["error" .. i] end if new_node_name then if node.name ~= new_node_name then node.name = new_node_name minetest.swap_node(pos, node) cluster_devices:schedule_update_node(pos, node) cluster_energy:schedule_update_node(pos, node) end end end local battery_bank_yatm_network = { kind = "energy_storage", groups = { device_controller = 2, energy_storage = 1, energy_receiver = 1, }, default_state = "off", states = { off = "yatm_energy_storage:battery_bank_off", error0 = "yatm_energy_storage:battery_bank_error0", error1 = "yatm_energy_storage:battery_bank_error1", error2 = "yatm_energy_storage:battery_bank_error2", error3 = "yatm_energy_storage:battery_bank_error3", error4 = "yatm_energy_storage:battery_bank_error4", on0 = "yatm_energy_storage:battery_bank_on0", on1 = "yatm_energy_storage:battery_bank_on1", on2 = "yatm_energy_storage:battery_bank_on2", on3 = "yatm_energy_storage:battery_bank_on3", on4 = "yatm_energy_storage:battery_bank_on4", }, energy = { }, } local invbat = assert(yatm.energy.inventory_batteries) local function refresh_battery_bank_capacity(pos) local meta = minetest.get_meta(pos) local node = minetest.get_node(pos) local inv = meta:get_inventory() local capacity = invbat.calc_capacity(inv, "batteries") local energy = invbat.calc_stored_energy(inv, "batteries") meta:set_int("energy", energy) meta:set_int("energy_capacity", capacity) yatm.queue_refresh_infotext(pos, node) end function battery_bank_yatm_network.energy.capacity(pos, node) local meta = minetest.get_meta(pos) -- this value gets refreshed when the inventory changes and it rescans return meta:get_int("energy_capacity") end function battery_bank_yatm_network.energy.receive_energy(pos, node, energy_left, dtime, ot) local meta = minetest.get_meta(pos) local mode = meta:get_string("mode") if mode == "io" or mode == "i" then local inv = meta:get_inventory() local new_energy, used = invbat.receive_energy(inv, "batteries", energy_left) meta:set_int("energy", new_energy) yatm.queue_refresh_infotext(pos, node) return used end return 0 end function battery_bank_yatm_network.energy.get_usable_stored_energy(pos, node) local meta = minetest.get_meta(pos) local mode = meta:get_string("mode") if mode == "io" or mode == "o" then return meta:get_int("energy") end return 0 end function battery_bank_yatm_network.energy.use_stored_energy(pos, node, energy_to_use) local meta = minetest.get_meta(pos) local mode = meta:get_string("mode") if mode == "io" or mode == "o" then local inv = meta:get_inventory() local new_energy, used = invbat.consume_energy(inv, "batteries", energy_to_use) meta:set_int("energy", new_energy) yatm.queue_refresh_infotext(pos, node) return used end return 0 end local function battery_bank_on_construct(pos) local meta = minetest.get_meta(pos) local inv = meta:get_inventory() inv:set_size("batteries", 16) meta:set_string("mode", "io") yatm.devices.device_on_construct(pos) end local function battery_bank_on_rightclick(pos, node, user) local formspec_name = "yatm_energy_storage:battery_bank:" .. minetest.pos_to_string(pos) local assigns = { pos = pos, node = node } local formspec = get_battery_bank_formspec(pos, user, assigns) nokore.formspec_bindings:show_formspec(user:get_player_name(), formspec_name, formspec, { state = assigns, on_receive_fields = receive_fields }) end local function battery_bank_on_dig(pos, node, digger) local meta = minetest.get_meta(pos) local inv = meta:get_inventory() if inv:is_empty("batteries") then return minetest.node_dig(pos, node, digger) end return false end local function battery_bank_transition_device_state(pos, node, state) local meta = minetest.get_meta(pos) meta:set_string("network_state", state) yatm.queue_refresh_infotext(pos, node) end local function allow_metadata_inventory_move(pos, from_list, from_index, to_list, to_index, count, player) if to_list == "batteries" then return 1 else return count end end local function allow_metadata_inventory_put(pos, listname, index, stack, player) if listname == "batteries" then if Groups.has_group(stack:get_definition(), "battery") then return 1 end end return 0 end local function on_metadata_inventory_move(pos, from_list, from_index, to_list, to_index, count, player) if listname == "batteries" then refresh_battery_bank_capacity(pos) end end local function on_metadata_inventory_put(pos, listname, index, stack, player) if listname == "batteries" then refresh_battery_bank_capacity(pos) end end local function on_metadata_inventory_take(pos, listname, index, stack, player) if listname == "batteries" then refresh_battery_bank_capacity(pos) end end local sub_states = {} for i = 0,4 do sub_states["error" .. i] = { tiles = { "yatm_battery_bank_top.error.png", "yatm_battery_bank_bottom.png", "yatm_battery_bank_side.png", "yatm_battery_bank_side.png^[transformFX", "yatm_battery_bank_back.level." .. i .. ".png", "yatm_battery_bank_front.level." .. i .. ".png" }, } sub_states["on" .. i] = { tiles = { -- "yatm_battery_bank_top.on.png", { name = "yatm_battery_bank_top.on.png", animation = { type = "vertical_frames", aspect_w = 16, aspect_h = 16, length = 2.0 }, }, "yatm_battery_bank_bottom.png", "yatm_battery_bank_side.png", "yatm_battery_bank_side.png^[transformFX", "yatm_battery_bank_back.level." .. i .. ".png", "yatm_battery_bank_front.level." .. i .. ".png" }, } end yatm.devices.register_stateful_network_device({ basename = "yatm_energy_storage:battery_bank", description = "Battery Bank", groups = { cracky = 1, yatm_energy_device = 1, }, drop = battery_bank_yatm_network.states.off, sounds = yatm.node_sounds:build("metal"), tiles = { "yatm_battery_bank_top.off.png", "yatm_battery_bank_bottom.png", "yatm_battery_bank_side.png", "yatm_battery_bank_side.png^[transformFX", "yatm_battery_bank_back.level.0.png", "yatm_battery_bank_front.level.0.png" }, paramtype = "none", paramtype2 = "facedir", on_construct = battery_bank_on_construct, on_rightclick = battery_bank_on_rightclick, on_dig = battery_bank_on_dig, allow_metadata_inventory_move = allow_metadata_inventory_move, allow_metadata_inventory_put = allow_metadata_inventory_put, on_metadata_inventory_move = on_metadata_inventory_move, on_metadata_inventory_put = on_metadata_inventory_put, on_metadata_inventory_take = on_metadata_inventory_take, yatm_network = battery_bank_yatm_network, refresh_infotext = battery_bank_refresh_infotext, transition_device_state = battery_bank_transition_device_state, }, sub_states)
local shop = { -- id, name, cheese, fraise, collector head = { [0] = { "-", 0, 0 }, [1] = { "Chapéu de Helicóptero", 500, 50 }, [2] = { "Chapéu de Palha", 200, 40 }, [3] = { "Capacete branco", 20, 0 }, [4] = { "Cartola", 200, 40 }, [5] = { "Chapéu de Sol", 100, 20 }, [6] = { "Chapéu Fedora", 500, 60 }, [7] = { "Capacete de Soldado", 200, 40 }, [8] = { "Capacete de Mineirador", 300, 40 }, [9] = { "Chapéu de General", 500, 60 }, [10] = { "Boina", 100, 40 }, [11] = { "Bandana do Naruto", 500, 60 }, [12] = { "Chifres", 200, 40 }, [13] = { "Aureola", 500, 60 }, [14] = { "Capacete Vicking", 300, 45 }, [15] = { "Máscara de Ladrão", 200, 40 }, [16] = { "Chapéu de Pirata", 300, 40 }, [17] = { "Chapéu de Bruxa", 200, 40 }, [18] = { "Chapéu Coco", 300, 45 }, [19] = { "Chapéu de Enfermeira", 300, 45 }, [20] = { "Chapéu Policial", 500, 40 }, [21] = { "Gorro Natalino", 20, 5 }, [22] = { "Chapéu de Cozinheiro", 300, 45 }, [23] = { "Tiara de Coelinho", 400, 50 }, [24] = { "Chapéu de pelo Russo", 50, 10 }, [25] = { "Chapéu de Cowboy", 250, 40 }, [26] = { "Chapéu de Limão", 300, 40 }, [27] = { "Chapéu Mandarim", 800, 0 }, [28] = { "Rabo de cavalo", 300, 45 }, [29] = { "Chapéu do Tio Sam", 500, 50, false }, [30] = { "Cabelo da Marge Simpson", 200, 40 }, [31] = { "Chapéu do Mario", 300, 40 }, [32] = { "Cabelo do Goku", 800, 70 }, [33] = { "Chapéu de Aniversário", 150, 25 }, [34] = { "Chapéu do Asterix", 400, 50 }, [35] = { "Coroa", 1000, 100 }, [36] = { "Dreads", 500, 60 }, [37] = { "Blackpower", 200, 40 }, [38] = { "Capacete do Faraó", 800, 80 }, [39] = { "Abóbora", 400, 40 }, [40] = { "Caveira com cabelo", 800, 100 }, [41] = { "Chifre de Rena", 600, 60 }, [42] = { "Boneco de Neve no Rosto", 500, 50 }, [43] = { "Cabelo Loiro", 200, 40 }, [44] = { "Chapéu com flores", 250, 40 }, [45] = { "Cabelo do Elvis Presley", 300, 50 }, [46] = { "Chapéu Chinês", 100, 10 }, [47] = { "Cocar", 1500, 150 }, [48] = { "Chapéu verde de praia", 300, 50 }, [49] = { "Chapéu de Bobo da Corte", 500, 50 }, [50] = { "Chapéu do Deadmau5", 400, 50 }, [51] = { "Chapéu de Aviador", 200, 40 }, [52] = { "Capacete Mega Man", 400, 40 }, [53] = { "Chapéu do Viewtiful Joe", 400, 40 }, [54] = { "Ovo", 50, 5 }, [55] = { "Cartola de Doende", 100, 10 }, [56] = { "Chapéu de Peixe", 400, 40 }, [57] = { "Chapéu de Gato", 400, 40 }, [58] = { "Aquário", 400, 40 }, [59] = { "Laço de presente", 300, 60 }, [60] = { "Cesta de Ovos", 400, 40 }, [61] = { "Cabelo laranja", 200, 40 }, [62] = { "Chapéu do Luffy", 300, 40 }, [63] = { "Cabelo do Sonic", 350, 0 }, [64] = { "Chapéu Turco", 300, 40 }, [65] = { "Cabelo Moreno", 200, 40 }, [66] = { "Chapéu do Link", 300, 40 }, [67] = { "Tubarão", 400, 40 }, [68] = { "Crina da Rainbow Dash", 200, 40 }, [69] = { "Crina da Twillight Sparkle", 200, 40 }, [70] = { "Crina da AppleJack", 200, 40 }, [71] = { "Crina da Pinkie Pie", 200, 40 }, [72] = { "Crina da Rarity", 200, 40 }, [73] = { "Crina da Fluttershy", 200, 40 }, [74] = { "Chapéu de Esquimó", 150, 40 }, [75] = { "Chapéu de Caçador", 50, 10 }, [76] = { "Sacola de papel", 200, 40 }, [77] = { "Chapéu Mexicano", 250, 40 }, [78] = { "Chapéu do Ash Ketchum", 300, 40 }, [79] = { "Gorro de dormir", 250, 40 }, [80] = { "Faca sangrenta", 500, 50 }, [81] = { "Lençol fantasma", 450, 40 }, [82] = { "Chapéu vampiro", 300, 40 }, [83] = { "Turbante", 300, 40 }, [84] = { "Árvore Natalina", 400, 40 }, [85] = { "Meia natalina", 300, 40 }, [86] = { "Chapéu contest Krissim", 1000, 100 }, [87] = { "Máscara de carnaval", 800, 100 }, [88] = { "Penacho de Palha", 200, 40 }, [89] = { "Chapéu de pescador", 400, 40 }, [90] = { "Varinha com queijo", 400, 40 }, [91] = { "Concha", 400, 40 }, [92] = { "Chapéu de capitão", 400, 40 }, [93] = { "Chapéu de marinheiro", 400, 40 }, [94] = { "Galinha", 700, 40 }, [95] = { "Chapéu de bolo", 0, 0 }, [96] = { "Cabelo do Shadow", 400, 40 }, [97] = { "Bolas de sorvete", 400, 40 }, [98] = { "Juba de Leão", 400, 40 }, [99] = { "Coroa de Princesa", 200, 40 }, [101] = { "Chapéu Hokage", 300, 40 }, [102] = { "Capacete Gladiador", 500, 40 }, [103] = { "Chapéu de Velas", 250, 40 }, [104] = { "Cubo de Gelo", 600, 60 }, [105] = { "Chapéu de Sapo", 100, 10 }, [106] = { "Chapéu de Pintinho", 300, 20 }, [107] = { "Chapéu de Panda", 400, 50 }, [108] = { "Chapéu de Formatura", 500, 40 }, [109] = { "Côco", 400, 40 }, [110] = { "Cueca", 20, 5 }, [111] = { "Chifres de Bóde", 400, 40 }, [112] = { "Coroa de Folhas", 200, 30 }, [113] = { "Touca de frio", 300, 40 }, [114] = { "Ursinho de pelúcia", 800, 100 }, [115] = { "Chapéu de fitas", 250, 40 }, [116] = { "Penteado laranja", 600, 40 }, [117] = { "Sino com asas", 500, 100 }, [118] = { "Capacete Egípcio", 600, 60 }, [119] = { "Polvo", 350, 40 }, [120] = { "Livro aberto", 400, 60 }, [121] = { "Aranha", 600, 70 }, [122] = { "Chifre de unicórnio", 250, 40 }, [123] = { "Capuz", 2000, 100 }, [124] = { "Cupcake", 500, 50 }, [125] = { "Gorro do Bob Marley", 1600, 100 }, [126] = { "Banana", 450, 40 }, [127] = { "Lenço vermelho", 350, 40 }, [128] = { "Laço vermelho", 200, 40 }, [129] = { "Vassoura", 400, 40 }, [130] = { "Gorro de frio", 400, 40 }, [131] = { "Queijo", 350, 40 }, [132] = { "Coroa do Rei", 1000, 100 }, [133] = { "Chapéu arco-íris", 1200, 100 }, [134] = { "Chapéu da Marmota", 400, 40 }, [135] = { "Chapéu do ano novo chinês", 350, 40 }, [136] = { "Concha de Caracol", 350, 40 }, [137] = { "Chapéu de Padeiro", 200, 40 }, [138] = { "Cocar Shaman", 3001, 0 }, [139] = { "Carcaça de Dinossauro", 1200, 120 }, [140] = { "Capacete de Astronauta", 1000, 100 }, [141] = { "Boné da Moranguinho", 800, 80 }, [142] = { "Capacete Futebol Americano", 500, 40 }, [143] = { "Boné azul", 300, 40 }, [144] = { "Gorro da Mamãe Noel", 800, 80 }, [145] = { "Chapéu Abacaxi", 600, 50 }, [146] = { "Desentupidor", 250, 40 }, [147] = { "Castelo de Areia", 250, 40 }, [148] = { "Chapéu de Peixe Vermelho", 800, 80 }, [149] = { "Chapéu de Construtor", 300, 40 }, --[150] = { "Chapéu de Crocodilo", 0, 0, true }, --[151] = { "Chapéu Pimp", 0, 0, true }, --[152] = { "Capacete do Sauron", 0, 0, true }, --[153] = { "Capacete de motociclista", 0, 0, true }, --[154] = { "Coroa de louros", 0, 0, true }, --[155] = { "Botão de Tulipa", 0, 0, true }, --[156] = { "Trevo de 4 folhas", 0, 0, true }, --[157] = { "Boina cinza", 0, 0, true }, --[158] = { "Chapéu do Inspetor Bugiganga", 0, 0, true }, --[159] = { "Prato", 0, 0, true }, --[160] = { "Crânio de Pteranodonte", 0, 0, true }, --[161] = { "Chapéu de cogumelo", 0, 0, true }, --[162] = { "Chapéu de melancia", 0, 0, true }, --[163] = { "Chapéu do Capitão America", 0, 0, true }, [164] = { "Capacete do Loki", 500, 60, true }, --[165] = { "Durião", 0, 0, true }, [166] = { "Cabeça de cavalo", 1000, 100, true }, --[167] = { "Cérebro", 0, 0, true }, --[168] = { "Chapéu de bruxa com doces", 0, 0, true }, [169] = { "Sombrero do Dia dos Mortos", 800, 100, true }, [170] = { "Capuz do Decidueye", 500, 60, true }, --[171] = { "Folha", 0, 0, true }, --[172] = { "Boné do Dipper Pines", 0, 0, true }, [173] = { "Capuz do Umbreon", 2000, 100, true }, --[174] = { "Casco azul do Mario Kart", 0, 0, true }, --[175] = { "Chapéu de guarda-chuva", 0, 0, true }, --[176] = { "Chapéu do Tony Tony Chopper", 0, 0, true }, --[177] = { "Chapéu de quati", 0, 0, true }, --[178] = { "Concha de Slowking", 0, 0, true }, --[179] = { "Chapéu de Verka Serduchka", 0, 0, true }, [180] = { "Chapéu da Marisa Kirisame", 500, 60, true }, --[181] = { "Chapéu de crânio de Gnar", 0, 0, true }, [182] = { "Chapéu de palha com flor", 0, 0, }, --[183] = { "Chapéu da Selene", 0, 0, true }, --[184] = { "Bandana da May", 0, 0, true }, [185] = { "Chapéu da Fashion Squad", 0, 0, }, [186] = { "Chapéu da Lillie", 500, 60, true }, --[187] = { "Chapéu do Carrots", 0, 0, true }, --[188] = { "Chapéu Shako", 0, 0, true }, --[189] = { "Tiara de rena", 0, 0, true }, --[190] = { "Capacete de bombeiro", 0, 0, true }, --[191] = { "Chapéu de Magikarp", 0, 0, true }, --[192] = { "Chapéu do The Cat in the Hat", 0, 0, true }, --[193] = { "Chapéu da Gloria", 0, 0, true }, --[194] = { "Chapéu de funcionário da Krusty Krab", 0, 0, true }, --[195] = { "Chapéu de São Patrício", 0, 0, true }, --[196] = { "Tiara de abelha", 0, 0, true }, [197] = { "Touca de bebê", 400, 50, true }, [198] = { "Chapéu de pombo", 1500, 100, true }, }; eye = { [0] = { "-", 0, 0 }, [1] = { "Óculos de Sol", 200, 30 }, [2] = { "Óculos de Coração", 200, 30 }, [3] = { "Óculos de SOl mal", 200, 30 }, [4] = { "Monóculo", 200, 30 }, [5] = { "Tapa-olho", 300, 40 }, [6] = { "Máscara de Mergulhador", 800, 70 }, [7] = { "Óculos 3D", 50, 10 }, [8] = { "Óculos", 50, 10 }, [9] = { "Cílios Femininos", 20, 5 }, [10] = { "Óculos de Listras", 100, 25 }, [11] = { "Máscara do Ciclope", 200, 30 }, [12] = { "Máscara Kitsune", 400, 40 }, [13] = { "Nariz de batata", 0, 0 }, [14] = { "Máscara de carnaval", 100, 20 }, [15] = { "Chapéu de Creeper", 400, 40 }, [16] = { "Bandana Japan Expo", 0, 0 }, [17] = { "Máscara de Múmia", 500, 50 }, [18] = { "Olhos com mola", 500, 50 }, [19] = { "Caveira", 500, 50 }, [20] = { "Óculos Nerd", 250, 40 }, [21] = { "Caveira de Dinossauro", 1000, 100 }, [22] = { "Tapa-olho branco", 250, 40 }, [23] = { "Protetor de Ski", 500, 50 }, [24] = { "Óculos de aviador", 450, 40 }, [25] = { "Arranhão", 300, 40 }, [26] = { "Máscara do Jason", 700, 60 }, --[27] = { "Capacete da Garnet", 0, 0, true }, --[28] = { "Óculos Thug life", 0, 0, true }, --[29] = { "Cabelo do Tracer", 0, 0, true }, [30] = { "Máscara Deku", 300, 40, true }, --[31] = { "Olho de Cyborg", 0, 0, true }, --[32] = { "Máscara da Peste", 0, 0, true }, [33] = { "Máscara do Coringa", 300, 40, true }, --[34] = { "Óculos de Abóbora", 0, 0, true }, --[35] = { "Óculos da DJ Pon-3", 0, 0, true }, --[36] = { "Óculos da Homura", 0, 0, true }, --[37] = { "Óculos de Natal", 0, 0, true }, }; ear = { [0] = { "-", 0, 0 }, [1] = { "Laço rosa", 100, 40 }, [2] = { "Aranha", 200, 40 }, [3] = { "Brinco bola de natal", 50, 10 }, [4] = { "Flor", 20, 5 }, [5] = { "Headphones", 300, 0 }, [6] = { "Brinco de coração", 150, 40 }, [7] = { "Brinco Poisson", 400, 40 }, [8] = { "Brinco Estrela do Mar", 400, 40 }, [9] = { "Queijo", 0, 0 }, [10] = { "Item 4001", 4001, 0 }, [11] = { "Tapa-ouvidos natalinos", 500, 50 }, [12] = { "Brinco pirulito de natal", 60, 20 }, [13] = { "Tiara de Rosa", 200, 40 }, [14] = { "Tiara de Coelho", 200, 40 }, [15] = { "Máscara contest Holldine", 600, 60 }, [16] = { "Brinco patinho", 250, 30 }, [17] = { "Óculos de espião", 400, 40 }, [18] = { "Brinco duplo", 40, 10 }, [19] = { "Laço branco", 100, 10 }, [20] = { "Parafusos", 250, 40 }, [21] = { "Flecha", 300, 40 }, [22] = { "Brinco de caveira", 400, 40 }, [23] = { "Cristais de gelo", 50, 10 }, [24] = { "Brinco de coelho", 200, 30 }, [25] = { "Flor do Havaí", 600, 100 }, [26] = { "Visco", 400, 40 }, [27] = { "Espinhos de ferro", 1000, 80 }, [28] = { "Laço de coração", 600, 40 }, [29] = { "Brinco de carnaval", 400, 40 }, [30] = { "Brinco da Deusa Shaman", 250, 40 }, [31] = { "Ferradura de Ouro", 400, 400 }, [32] = { "Laço com Sino", 250, 30 }, [33] = { "Laço de bolinhas de natal", 200, 40 }, [34] = { "Laço com penas", 600, 80 }, [35] = { "Laço de Borboleta", 600, 80 }, [36] = { "Touca-rato de inverno", 500, 80 }, [37] = { "Brinco de guizo", 100, 20 }, --[38] = { "Fones de ouvido", 0, 0, true }, --[39] = { "Brinco de cerejas", 0, 0, true }, --[40] = { "Coroa de girassol", 0, 0, true }, --[41] = { "Brinco de laranja", 0, 0, true }, --[42] = { "Cabelo da Cat Noir", 0, 0, true }, --[43] = { "Flor de baunilha", 0, 0, true }, --[44] = { "Abóbora", 0, 0, true }, --[45] = { "Coroa de flores", 0, 0, true }, --[46] = { "Capacete do Skyrim Iron", 0, 0, true }, --[47] = { "Fones de rena", 0, 0, true }, --[48] = { "Glitter", 0, 0, true }, --[49] = { "Floco de neve", 0, 0, true }, --[50] = { "Asas do Dia dos Namorados", 0, 0, true }, [51] = { "Brinco Kickstarter", 50, 5 }, --[52] = { "Flor de Hibisco da Selene", 0, 0, true }, --[53] = { "Estrela cadente", 0, 0, true }, --[54] = { "Antenas do Saiki Kusuo", 0, 0, true }, --[55] = { "Morcegos", 0, 0, true }, --[56] = { "Brinco de coração", 0, 0, true }, [57] = { "Rosa", 600, 40, true }, [58] = { "Ovos de Páscoa", 0, 0, }, [59] = { "Penas de Shaman", 0, 0, }, [60] = { "Arco-íris", 0, 0, }, [61] = { "Brinco do Tanjiro Kamado", 400, 50, }, }; mouth = { [0] = { "-", 0, 0 }, [1] = { "Bigode", 100, 20 }, [2] = { "Trigo", 25, 10 }, [3] = { "Gravata borboleta", 150, 25 }, [4] = { "Fumo", 400, 40 }, [5] = { "Rosa", 300, 40 }, [6] = { "Sabre de Luz verde", 300, 40 }, [7] = { "Sabre de Luz vermelho", 300, 40 }, [8] = { "Facão", 400, 50 }, [9] = { "Máscara de Gás", 400, 40 }, [10] = { "Trevo de 4 folhas", 20, 10 }, [11] = { "Esqueleto de peixe", 400, 40 }, [12] = { "Chupeta", 150, 20 }, [13] = { "Pirulito", 150, 25 }, [14] = { "Máscara de cirurgião", 50, 10 }, [15] = { "Abóbora", 250, 40 }, [16] = { "Nariz de palhaço", 50, 10 }, [17] = { "Dentes grandes", 40, 20 }, [18] = { "Picareta Minecraft", 400, 40 }, [19] = { "Morango", 0, 0 }, [20] = { "Pincel", 20, 5 }, [21] = { "Sorvete francês", 60, 10 }, [22] = { "Osso", 100, 10 }, [23] = { "Rosquinha", 100, 10 }, [24] = { "Dentes de vampiro", 200, 40 }, [25] = { "Chocolate", 100, 20 }, [26] = { "Biscoito", 100, 20 }, [27] = { "Caixa de chocolate", 150, 40 }, [28] = { "Buquê de rosas", 300, 60 }, [29] = { "Cenoura", 50, 10 }, [30] = { "Pretzel", 200, 40 }, [31] = { "Bambu", 200, 40 }, [32] = { "Leque Japan Expo", 0, 0 }, [33] = { "Diploma", 300, 40 }, [34] = { "Sardinha", 400, 40 }, [35] = { "Bala", 100, 20 }, [36] = { "Bengala natalino", 200, 40 }, [37] = { "Cookie", 300, 40 }, [38] = { "Maçã do amor", 200, 40 }, [39] = { "Pandeiro", 50, 8 }, [40] = { "Bico de galinha", 300, 60 }, [41] = { "Apito", 300, 40 }, [42] = { "Mochila", 400, 50 }, [43] = { "Bigode branco", 400, 40 }, [44] = { "Fondie", 250, 40 }, [45] = { "Língua", 100, 40 }, [46] = { "Sanduíche", 500, 50 }, [47] = { "Corneta", 350, 40 }, [48] = { "Mamadeira", 250, 40 }, [49] = { "Pedaço de Torta", 150, 40 }, [50] = { "Bule", 300, 40 }, [51] = { "Carta do Dia dos Namorados", 250, 40 }, [52] = { "Espátula de bolo", 250, 40 }, [53] = { "Bandeira de Racing", 600, 40 }, [54] = { "Martelo da Idade Média", 600, 60 }, [55] = { "Caixa de presente", 400, 50 }, [56] = { "Shuriken", 450, 50 }, [57] = { "Barba negra", 400, 40 }, [58] = { "Regador", 350, 40 }, [59] = { "Baguete", 250, 40 }, [60] = { "Coxa de frango", 150, 40 }, [61] = { "Balde de areia", 300, 40 }, [62] = { "Martelo", 250, 40 }, [63] = { "Motoserra", 400, 40 }, --[64] = { "Filtro de cachorro", 0, 0, true }, --[65] = { "Tacos", 0, 0, true }, --[66] = { "Bola de chiclete", 0, 0, true }, --[67] = { "Pedaço de melancia", 0, 0, true }, [68] = { "Caveira Mexicana", 500, 60, true }, --[69] = { "Mordaça", 0, 0, true }, [70] = { "Fatia de pizza", 500, 40, true }, }; neck = { [0] = { "-", 0, 0 }, [1] = { "Cachecol francês", 200, 40 }, [2] = { "Lenço vermelho", 200, 40 }, [3] = { "Barba", 60, 20 }, [4] = { "Colar de flores", 50, 20 }, [5] = { "Gravata preta", 80, 20 }, [6] = { "Cachecol verde", 50, 20 }, [7] = { "Sino", 150, 20 }, [8] = { "Barril de bebida", 100, 20 }, [9] = { "Cachecol de Halloween", 150, 40 }, [10] = { "Grinalda vermelha", 100, 20 }, [11] = { "Gravata Borboleta", 200, 20 }, [12] = { "Guarda-sol", 300, 40 }, [13] = { "Máquina Fotográfica", 400, 40 }, [14] = { "Gravata laranja", 200, 40 }, [15] = { "Medalha", 150, 25 }, [16] = { "Amuleto de olho grego", 200, 40 }, [17] = { "Gargantilha", 150, 40 }, [18] = { "Fone de ouvido", 450, 40 }, [19] = { "Ombreira", 500, 50 }, [20] = { "Estrela de Sheriff", 200, 40 }, [21] = { "Blusa laranja amarrada", 150, 40 }, [22] = { "Arco-íris", 350, 40 }, [23] = { "Chapéu de Vitória Régia", 600, 50 }, [24] = { "Cachecol da Bandeira de Racing", 450, 40 }, [25] = { "Laço da chapeuzinho vermelho", 150, 35 }, [26] = { "Lenço ninja", 600, 60 }, [27] = { "Colar de flores havaianas", 250, 40 }, [28] = { "Colar de Folhas", 150, 40 }, [29] = { "Foice", 600, 50 }, [30] = { "Bóia salva-vidas", 300, 40 }, [31] = { "Gola rufo", 300, 40 }, [32] = { "Guirlanda", 250, 40 }, [33] = { "Pirulito de bengala", 800, 100 }, --[34] = { "Asas de Shaman", 0, 0, true }, --[35] = { "Asas de cúpido", 0, 0, true }, --[36] = { "Gola de Dilophosaurus", 0, 0, true }, [37] = { "Asas de Borboleta", 400, 50, true }, --[38] = { "Asas de morcego", 0, 0, true }, --[39] = { "Lenço", 0, 0, true }, [40] = { "Laço do Dia dos Namorados", 400, 50, true }, --[41] = { "Coleira do Scooby-Doo", 0, 0, true }, --[42] = { "Cachecol da Ylgr", 0, 0, true }, [43] = { "Laço com estrela", 400, 50, true }, [44] = { "Gravata de morcego", 0, 0 }, --[45] = { "Colar do N", 0, 0 }, [46] = { "Lenço da Daphne Blake", 400, 40 }, [47] = { "Gravata da Kagamine Rin", 600, 80 }, }; hair_style = { [0] = { "-", 0, 0 }, [1] = { "Cabelo punk", 400, 40 }, [2] = { "Cabelo bagunçado", 400, 40 }, [3] = { "Cabelo loiro", 400, 40 }, [4] = { "Franja marrom", 400, 40 }, [5] = { "Franja azul", 400, 40 }, [6] = { "Crina da Apple Bloom", 300, 40 }, [7] = { "Crina da Scootaloo", 300, 40 }, [8] = { "Crina da Sweetie Belle", 300, 40 }, [9] = { "Cabelo Hatsune Miku", 400, 40 }, [10] = { "Cabelo do Kagamine Rin", 200, 40 }, [11] = { "Cabelo loiro de franja", 200, 40 }, [12] = { "Cabelo masculino de periquito", 200, 40 }, [13] = { "Cabelo da princesa Brave", 400, 40 }, [14] = { "Blackpower estiloso", 150, 20 }, [15] = { "Cabelo da Emília", 250, 40 }, [16] = { "Penteado do Levi", 250, 40 }, [17] = { "Cabelo da Elsa", 1000, 100 }, [18] = { "Bobs da Dona Florinda", 200, 40 }, [19] = { "Cabelo da Deusa Shaman", 1000, 110 }, [20] = { "Cabelo Dragon Ball", 800, 80 }, [21] = { "Touca rosa de gato", 900, 100 }, [22] = { "Coque", 300, 40 }, [23] = { "Cabelo do IT", 300, 40 }, --[24] = { "Peruca de juíz", 0, 0, true }, [25] = { "Cabelo ajeitado", 250, 40 }, [26] = { "Cabelo comprido com trança", 400, 60 }, --[27] = { "Cabelo do mulher das cavernas", 0, 0, true }, --[28] = { "Cabelo do Arnold", 0, 0, true }, --[29] = { "Cabelo da Cammy", 0, 0, true }, --[30] = { "Cabelo do Guile", 0, 0, true }, --[31] = { "Sorvete derretido", 0, 0, true }, --[32] = { "Cabelo do Inkling", 0, 0, true }, [33] = { "Penteado Poney com Coroa", 400, 50 }, [34] = { "Penteado Poney", 400, 50 }, [35] = { "Penteado Arlequina", 400, 60 }, [36] = { "Cabelo do Chibiusa", 300, 40, true }, --[37] = { "Cabelo Ombre Feminino", 0, 0, true }, --[38] = { "Cabelo Verde com trança", 0, 0, true }, --[39] = { "Cabelo de Rockeiro", 0, 0, true }, --[40] = { "Cabelo do Izuku", 0, 0, true }, [41] = { "Cabelo do Varian", 600, 70, true }, --[42] = { "Cabelo da Zero Two", 0, 0, true }, --[43] = { "Cabelo da Tsuyu", 0, 0, true }, --[44] = { "Cabelo da Ladybug", 0, 0, true }, --[45] = { "Cabelo com aranha", 0, 0, true }, --[46] = { "Cabelo da Reimu", 0, 0, true }, --[47] = { "Cabelo da Mabel Pines", 0, 0, true }, --[48] = { "Cabelo da Ylgr", 0, 0, true }, --[49] = { "Cabelo da Inuyasha", 0, 0, true }, --[50] = { "Cabelo da Annie Leonhart", 0, 0, true }, [51] = { "Cabelo do Lucio", 600, 70, true }, --[52] = { "Cabelo da Octoling", 0, 0, true }, [53] = { "Penteado Schezo Wegey", 300, 30 }, [54] = { "Penteado Ray", 400, 50 }, [55] = { "Penteado Emma", 400, 50 }, --[56] = { "Cabelo da Selene", 0, 0, true }, --[57] = { "Cabelo do All Might", 0, 0, true }, --[58] = { "Cabelo da Toph", 0, 0, true }, --[59] = { "Cabelo do Arthur", 0, 0, true }, --[60] = { "Cabelo da Link", 0, 0, true }, --[61] = { "Cabelo da May", 0, 0, true }, --[62] = { "Cabelo da Lillie", 0, 0, true }, --[63] = { "Cabelo da MEIKA Hime", 0, 0, true }, --[64] = { "Cabelo da DJ Pon-3", 0, 0, true }, --[65] = { "Cabelo do Senku Ishigami", 0, 0, true }, --[66] = { "Cabelo da Homura", 0, 0, true }, --[67] = { "Cabelo do Connor", 0, 0, true }, --[68] = { "Cabelo azul com coração", 0, 0, true }, --[69] = { "Cabelo da Isabelle", 0, 0, true }, --[70] = { "Cabelo da Cozy Glow", 0, 0, true }, [71] = { "Penteado Dawn", 400, 60, true }, --[72] = { "Cabelo do N", 0, 0, true }, [73] = { "Cabelo da Sugar Belle", 400, 50, true }, [74] = { "Cabelo da Daphne Blake", 400, 60, true }, [75] = { "Cabelo Ombre Masculino", 400, 60, true }, [76] = { "Cabelo do Todoroki", 400, 60, true }, [77] = { "Cabelo do Tanjiro Kamado ", 400, 60, true }, }; tail = { [0] = { "-", 0, 0 }, [1] = { "Diamante", 2000, 200 }, [2] = { "Estrela", 800, 80 }, [3] = { "Laço rosa", 1000, 100 }, [4] = { "Coração", 1000, 150 }, [5] = { "Ovo de páscoa", 1000, 80 }, [6] = { "Sol", 1500, 150 }, [7] = { "Lua", 1500, 150 }, [8] = { "Círculos dourados", 2000, 200 }, [9] = { "Abóbora", 1000, 100 }, [10] = { "Sino", 800, 80 }, [11] = { "Anéis", 1500, 150 }, [12] = { "Trevo de 4 folhas", 800, 80 }, [13] = { "Berimbau", 900, 100 }, [14] = { "Capacete Egípcio", 1000, 100 }, [15] = { "Bola de futebol", 1500, 150 }, [16] = { "Concha", 1000, 100 }, [17] = { "Meia", 800, 80 }, [18] = { "Ursinho de Goma", 1000, 100 }, [19] = { "Espanta-pesadelos", 3000, 200 }, [20] = { "Nota musical", 1000, 80 }, [21] = { "Morcego", 1500, 150 }, [22] = { "Lamparina Chinesa", 1500, 100 }, [23] = { "Penas de Carnaval", 1500, 120 }, [24] = { "Anvil God", 1200, 120 }, [25] = { "Pote de Ouro", 1000, 100 }, [26] = { "Asa shaman", 1200, 100 }, [27] = { "Balão", 1000, 120 }, [28] = { "Planeta", 1000, 80 }, [29] = { "Bola de Demolição", 800, 80 }, [30] = { "Rato e Terra", 900, 100 }, --[31] = { "Pena", 0, 0, true }, --[32] = { "Avelã", 0, 0, true }, --[33] = { "Golfinho", 0, 0, true }, --[34] = { "Laço", 0, 0, true }, [35] = { "Borboleta", 1500, 180, true }, [36] = { "Lampião", 1200, 120, true }, [37] = { "Trouxa de roupa", 1200, 120, true }, [38] = { "Piñata", 1500, 120, true }, [39] = { "Martisor", 1500, 120, true }, }; contact_lens = { [0] = { "-", 0, 0 }, [1] = { "Olho laranja", 150, 40 }, [2] = { "Olho azul", 100, 30 }, [3] = { "Olho rosa", 150, 40 }, [4] = { "Olho verde", 100, 30 }, [5] = { "Olho raivoso vermelho", 250, 100 }, [6] = { "Olho raivoso verde", 200, 80 }, [7] = { "Olho raivoso azul", 200, 80 }, [8] = { "Olho raivoso amarelo", 250, 100 }, [10] = { "Olho cílios venticais", 200, 80 }, [11] = { "Olho azul vidrado", 170, 60 }, [12] = { "Olho cílios horizontais", 120, 30 }, [13] = { "Olho fechado", 160, 50 }, [14] = { "Olho raivoso laranja", 200, 80 }, [15] = { "Olho raivoso roxo", 250, 100 }, [16] = { "Olho raivoso rosa", 250, 100 }, [17] = { "Olho grande lilás", 180, 70 }, [18] = { "Olho grande verde", 180, 70 }, [19] = { "Olho grande azul", 180, 70 }, [20] = { "Olho grande laranja", 180, 70 }, [22] = { "Olho grande amarelo", 180, 70 }, [23] = { "Olho grande vermelho", 180, 70 }, [24] = { "Olho grande rosa", 180, 70 }, [25] = { "Olho grande marrom", 180, 70 }, [26] = { "Olho grande cinza", 180, 70 }, [27] = { "Olho simples preto", 100, 30, }, }, hand = { [0] = { "-", 0, 0 }, [1] = { "Nabo", 1200, 200 }, [2] = { "Pulseira", 1100, 180 }, --[3] = { "Bola de Futebol", 0, 0, true }, --[4] = { "Arma d'água", 0, 0, true }, --[5] = { "Varinha", 0, 0, true }, [6] = { "Bóia", 1200, 200, true }, [7] = { "Pokeball", 1400, 250, true }, --[8] = { "Urso de pelúcia", 0, 0, true }, --[9] = { "Xícara de café", 0, 0, true }, --[10] = { "Varinha mágica", 0, 0, true }, --[11] = { "Mão do Thanos", 0, 0, true }, --[12] = { "Pirulito de bengala", 0, 0, true }, --[13] = { "Algodão-doce", 0, 0, true }, --[14] = { "Microfone", 0, 0, true }, --[15] = { "Picolé", 0, 0, true }, [16] = { "Espada", 1400, 200, true }, --[17] = { "Varinha de coração", 0, 0, true }, [18] = { "Tridente", 1300, 230, true }, [19] = { "Bastão de Baiseball", 1400, 250, true }, --[20] = { "Chave Inglesa", 0, 0, true }, [21] = { "Rosa", 1100, 180 }, --[22] = { "Estpátula do Bob Esponja", 0, 0, true }, [23] = { "Chocalho", 1200, 200, true }, [24] = { "Ovo de Páscoa", 1100, 180, true }, [25] = { "Presente", 1200, 200, true }, [26] = { "Saco de pipoca", 1200, 200, true }, [27] = { "Bola de Hugby", 1200, 200, true }, }, fur = { [-7] = { "Cor preta", 3000, 150 }, [-6] = { "Cor amarelo-dourada", 3000, 150 }, [-5] = { "Cor cinza escuro", 3000, 150 }, [-4] = { "Cor branca", 3000, 150 }, [-3] = { "Cor cinza claro", 3000, 150 }, [-2] = { "Cor marrom", 1000, 50 }, [-1] = { "Cor bege", 1000, 50 }, [1] = { "Padrão", 0, 0 }, [2] = { "Pelo de Porquinho-da-índia", 6000, 300 }, [3] = { "Pelo de Gato Siamês", 6000, 300 }, [4] = { "Pelo Acinzentado", 6000, 300 }, [5] = { "Pelo Branco e marrom com listras pretas", 6000, 300 }, [6] = { "Pelo de Hamster", 6000, 300 }, [7] = { "Pelo de Gambá", 8000, 350 }, [8] = { "Pelo de Tigre", 10000, 400 }, [9] = { "Pelo de Raposa", 7000, 400 }, [10] = { "Pelo de Esqueleto", 0, 0 }, [11] = { "Pelo contest Sovenasark", 7000, 350 }, [12] = { "Pelo contest Kreature", 6500, 325 }, [13] = { "Pelo contest Squeakymaus", 6000, 300 }, [14] = { "Pelo de Rato-das-neves", 6000, 300 }, [15] = { "Pelo de Panda vermelho", 6000, 400 }, [16] = { "Pelo de Coelho", 0, 0 }, [17] = { "Pelo de Zebra", 6000, 300 }, [18] = { "Pelo de Panda", 6000, 400 }, [19] = { "Pelo Lunar", 7000, 400 }, [20] = { "Pelo Solar", 7000, 400 }, [21] = { "Pelo de Leopardo", 6000, 300 }, [22] = { "Pelo Selvagem", 6000, 300 }, [23] = { "Pelo Preto de Tattoo de Esqueleto", 7000, 500 }, [24] = { "Pelo de Leopardo-das-neves", 7000, 500 }, [25] = { "Pelo de Coração", 5000, 360 }, [26] = { "Pelo da Sorte", 7000, 400 }, [27] = { "Pelo de Tucano", 6000, 350 }, [28] = { "Pelo de Páscoa", 8000, 450 }, [29] = { "Pelo Egípcio", 7000, 400 }, [30] = { "Pelo da Copa 2015", 7000, 400 }, [31] = { "Pelo de Girafa", 6000, 350 }, [32] = { "Pelo de Nuvem", 7000, 400 }, [34] = { "Pelo de Rottweiler", 6000, 350 }, [36] = { "Pelo de Lêmure", 7000, 400 }, [38] = { "Pelo de Lêmure-de-cauda-anelada", 6000, 350 }, [39] = { "Pelo rosa de Cupido", 7000, 400 }, [41] = { "Pelo de Gazela", 6000, 350 }, [43] = { "Pelo de Ovo de Páscoa", 7000, 400 }, [44] = { "Pelo de Pinguim", 6500, 400 }, [46] = { "Pelo de Música", 7500, 450 }, [47] = { "Pelo do Tails", 7000, 375 }, [48] = { "Pelo de Volta às aulas", 8000, 500 }, [49] = { "Pelo de Vaca", 6000, 400 }, [50] = { "Pelo de Drácula", 7000, 450 }, [52] = { "Pelo de Múmia", 8000, 500 }, [53] = { "Pelo de Esquimó", 6000, 400 }, [54] = { "Pelo do Hantaro", 7000, 350 }, [55] = { "Pelo Real", 6500, 400 }, [56] = { "Pelo de Unicórnio", 7000, 400 }, [57] = { "Pelo de Dragão", 5500, 350 }, [58] = { "Pelo do Dia dos Namorados", 7000, 400 }, [59] = { "Pelo de Carnaval", 7000, 400 }, [60] = { "Pelo da Água", 6500, 350 }, [61] = { "Pelo da Deusa Shaman", 8500, 550 }, [62] = { "Pelo de Irlandês (St.Patrik)", 6500, 350 }, [63] = { "Pelo de Cozinheiro", 6000, 380 }, [64] = { "Pelo de Esquilo", 6000, 350 }, [65] = { "Pelo da Chapeuzinho Vermelho", 5000, 300 }, [67] = { "Pelo do Vento", 5000, 0 }, [68] = { "Pelo de Terra", 10000, 0 }, [69] = { "Pelo de Fogo", 15000, 0 }, [70] = { "Pelo de Gato", 6000, 350 }, [71] = { "Pelo Militar", 6000, 350 }, [72] = { "Pelo de Tubarão", 7000, 400 }, [73] = { "Pelo Espacial", 7500, 430 }, [74] = { "Pelo de Joaninha", 6000, 350 }, [76] = { "Pelo das Olimpíadas", 6000, 400 }, [77] = { "Pelo de Orca", 6000, 450 }, [78] = { "Pelo de Lobisomem", 8000, 450 }, [79] = { "Pelo de Ceifador", 5500, 350 }, [80] = { "Pelo de Biscoito de Gengibre", 6000, 400 }, [81] = { "Pelo do Totoro", 7000, 500 }, [82] = { "Pelo do Tigre Escuro", 6000, 450 }, [83] = { "Pelo de Morango", 5500, 350 }, [84] = { "Pelo de Peixe Dourado", 6000, 400 }, [85] = { "Pelo de Calopsita", 5500, 400 }, [86] = { "Pelo de Arara Azul", 5500, 400 }, [87] = { "Pelo da Dory", 5500, 350 }, [88] = { "Pelo de Lily", 6000, 400 }, [89] = { "Pelo de Coruja da noite", 5500, 400 }, [90] = { "Pelo de Elefante", 5500, 400 }, [91] = { "Pelo de Pato", 5500, 400 }, [92] = { "Pelo de Yeti", 6000, 500 }, [93] = { "Pelo de Coruja", 5500, 400, true }, [94] = { "Pelo de Mordecai", 5500, 400, true }, [95] = { "Pelo de Eevee", 5500, 500, true }, [96] = { "Pelo de Carneiro", 5500, 400, true }, [97] = { "Pelo de Gambá claro", 5500, 400, true }, [98] = { "Rato de Bolo Red Velvet", 5500, 400, true }, [99] = { "Pelo de Marill", 6000, 450, true }, --[100] = { "Pelo de Banana com chocolate", 0, 0, true }, --[101] = { "Pelo de Veado", 0, 0, true }, --[102] = { "Pelo de Furão", 0, 0, true }, --[103] = { "Pelo de Hiena", 0, 0, true }, --[104] = { "Pelo de Raposa de Funcho", 0, 0, true }, --[105] = { "Pelo de Robin Europeu", 0, 0, true }, [106] = { "Pelo de Estrela", 5500, 400, true }, --[107] = { "Pelo de Litten", 0, 0, true }, --[108] = { "Pelo de Leão", 0, 0, true }, [109] = { "Pelo de Falcão Pigmeu", 10000, 500, true }, [110] = { "Pelo de Tigre branco", 10000, 500 }, --[111] = { "Pelo de Lêmure", 0, 0, true }, --[112] = { "Pelo de Gambá", 0, 0, true }, --[113] = { "Pelo de Banguela", 0, 0, true }, --[114] = { "Pelo de Porco-espinho", 0, 0, true }, [115] = { "Pelo do Dia dos Mortos", 5000, 400, true }, --[116] = { "Pelo de Vaporeon", 0, 0, true }, --[117] = { "Pelo de Quati", 0, 0, true }, --[119] = { "Pelo de Caracal", 0, 0, true }, --[120] = { "Pelo de Cavalo", 0, 0, true }, --[121] = { "Pelo de Ursinhos Carinhosos", 0, 0, true }, --[122] = { "Pelo de Axolote", 0, 0, true }, --[123] = { "Pelo de Pássaro Azul Chapim", 0, 0, true }, [124] = { "Pelo de Abacaxi", 5000, 400, true }, --[125] = { "Pelo de Mariposa", 0, 0, true }, --[126] = { "Pelo de Petauro de Açúcar", 0, 0, true }, --[127] = { "Pelo Branco elegante", 0, 0, true }, --[128] = { "Pelo de Aligátor", 0, 0, true }, [129] = { "Pelo de Martim Pescador", 5000, 400, true }, --[130] = { "Pelo de Mega Charizard X", 0, 0, true }, [131] = { "Pelo de Gnar", 5000, 400, true }, --[132] = { "Pelo de Carpa", 0, 0, true }, --[133] = { "Pelo de Chinchila", 0, 0, true }, --[134] = { "Pelo de Mega Audino", 0, 0, true }, --[135] = { "Pelo de Suco", 0, 0, true }, [136] = { "Pelo de Flor", 5000, 400, true }, --[137] = { "Pelo de Porco", 0, 0, true }, --[138] = { "Pelo de Lagosta", 0, 0, true }, --[139] = { "Pelo de Dom-fafe", 0, 0, true }, [140] = { "Pelo de Morcego", 5000, 400, true }, [141] = { "Pelo de Motoqueiro-fantasma", 5000, 400, true }, --[142] = { "Pelo de Lion", 0, 0, true }, [143] = { "Pelo de Dewott", 5000, 400, true }, --[144] = { "Pelo de Wooloo", 0, 0, true }, [145] = { "Pelo de Bambi", 5000, 400, true }, --[146] = { "Pelo de Stitch", 0, 0, true }, --[147] = { "Pelo de Lycanroc", 0, 0, true }, --[148] = { "Pelo de Mariposa Luna", 0, 0, true }, --[149] = { "Pelo de Milkshake de algodão-doce", 0, 0, true }, --[150] = { "Pelo de Chessur", 0, 0, true }, --[151] = { "Pelo de Sorvete", 0, 0, true }, [152] = { "Pelo de Sapo", 5000, 400, true }, [153] = { "Pelo Divindade", 6000, 400, true }, [154] = { "Pelo de Cupcake", 6000, 400, true }, --[155] = { "Pelo de Furão", 0, 0, true }, [156] = { "Pelo de Lagarto Leopardo", 6000, 400, true }, [157] = { "Pelo de Corgi", 6000, 400, true }, [158] = { "Pelo de Cabra", 6000, 400, true }, [159] = { "Pelo de Kitsune", 7000, 500, true }, [160] = { "Pelo de Lince", 6000, 400, true }, [161] = { "Pelo de Estrela Funky", 6000, 400, true }, }; } local getLook = function(player) local look = tfm.get.room.playerList[player].look local fur, items = look:match("(%d+)(.+)") local out = { tonumber(fur) } for item, colors in items:gmatch("[;,](%d+)([_+%x]*)") do local tmp = { id = tonumber(item), colors = { } } for c in colors:gmatch("[_+](%x+)") do tmp.colors[#tmp.colors + 1] = c end out[#out + 1] = tmp end return out end local displayLook = function(p, n) local look = getLook(p) local info = { [1] = { "Pelo", shop.fur[look[1]] }, [2] = { "Cabeça", shop.head[look[2].id] }, [3] = { "Olho", shop.eye[look[3].id] }, [4] = { "Orelha", shop.ear[look[4].id] }, [5] = { "Boca", shop.mouth[look[5].id] }, [6] = { "Pescoço", shop.neck[look[6].id] }, [7] = { "Penteado", shop.hair_style[look[7].id] }, [8] = { "Rabo", shop.tail[look[8].id] }, [9] = { "Lente de contato", shop.contact_lens[look[9].id] }, [10] = { "Mão", shop.hand[look[10].id] }, } local price = { cheese = { 0, 0 }, fraise = { 0, 0 } } local y = 0 for i = 1, 10 do if (type(look[i]) == "number" and look[i] or look[i].id) > 0 and info[i][2] then local colors = {} if type(look[i]) == "table" then for c = 1, #look[i].colors do colors[#colors + 1] = "<font color='#" .. look[i].colors[c] .. "'>#" .. look[i].colors[c] .. "</font>" end end if info[2][2] == 0 then price.cheese[2] = price.cheese[2] + info[i][2][3] price.fraise[1] = price.fraise[1] + info[i][2][3] else price.cheese[1] = price.cheese[1] + info[i][2][2] if info[2][3] == 0 then price.fraise[2] = price.fraise[2] + info[i][2][2] else price.fraise[1] = price.fraise[1] + info[i][2][3] end end if #colors > 0 then price.cheese[2] = price.cheese[2] + 20 price.fraise[1] = price.fraise[1] + 20 end local c = table.concat(colors, " - ") ui.addTextArea(i, info[i][1] .. " : <V>" .. info[i][2][1] .. "<N>\n<a href='event:'>" .. c, n, 300, 20 + 48 * y, 150, 40, 1, 1, 1, true) y = y + 1 end end ui.addTextArea(11, "Preço em queijo: <J><B>$" .. price.cheese[1] .. "</B>" .. (price.cheese[2] > 0 and (" <N>+ <R><B>$" .. price.cheese[2] .. "</B>") or "") .. "\n<N>Preço em morango: <R><B>$" .. price.fraise[1] .. "</B>" .. (price.fraise[2] > 0 and (" <N>+ <J><B>$" .. price.fraise[2] .. "</B>") or "") , n, 5, 30, 150, 150, 1, 1, 1, true) end eventChatCommand = function(n, c) c = c:lower():gsub("%a", string.upper, 1) if not c:find("#") then c = c .. "#0000" end if tfm.get.room.playerList[c] then displayLook(c, n) end end eventNewPlayer = function(playerName) tfm.exec.chatMessage("<ROSE>Seu look é <B>" .. tfm.get.room.playerList[playerName].look .. "</B>", playerName) tfm.exec.chatMessage("<J>Digite !nomeDoJogador para ver o preço do visual.", playerName) end table.foreach(tfm.get.room.playerList, eventNewPlayer)
AddCSLuaFile() if not LIB_APERTURE then return end --============= Conversion Gel ============== PORTAL_PAINT_PORTAL = PORTAL_PAINT_COUNT + 1 local PAINT_INFO = {} PAINT_INFO.COLOR = Color(200, 200, 200) PAINT_INFO.NAME = "Portal Gel" if SERVER then end -- SERVER LIB_APERTURE:CreateNewPaintType(PORTAL_PAINT_PORTAL, PAINT_INFO)
local lspconfig = require 'lspconfig' local util = require 'lspconfig/util' local saga = require 'lspsaga' saga.init_lsp_saga { code_action_prompt = { enable = true, sign = false, virtual_text = true, } } local custom_attach = function(client) print("'" .. client.name .."' language server started"); vim.lsp.handlers['textDocument/hover'] = vim.lsp.with(vim.lsp.handlers.hover, { border = 'single' }) vim.lsp.handlers['textDocument/signatureHelp'] = vim.lsp.with(vim.lsp.handlers.hover, { border = 'single' }) end vim.lsp.handlers['textDocument/publishDiagnostics'] = vim.lsp.with( vim.lsp.diagnostic.on_publish_diagnostics, { underline = true, virtual_text = false, update_in_insert = false } ) lspconfig.cssls.setup { on_attach = custom_attach } lspconfig.html.setup { on_attach = custom_attach } lspconfig.tsserver.setup { on_attach = custom_attach, filetypes = { 'javascript', 'javascriptreact', 'typescript', 'typescriptreact', 'typescript.tsx', 'vue' } } lspconfig.clangd.setup { on_attach = custom_attach } lspconfig.rust_analyzer.setup { on_attach = custom_attach } lspconfig.fsautocomplete.setup { on_attach = custom_attach } lspconfig.vuels.setup { on_attach = custom_attach } lspconfig.pylsp.setup { on_attach = custom_attach } lspconfig.hls.setup { on_attach = custom_attach, root_dir = util.root_pattern('*.cabal', 'stack.yaml', 'cabal.project', 'package.yaml', 'hie.yaml', '*.hs') } lspconfig.ocamllsp.setup { on_attach = custom_attach } lspconfig.texlab.setup { filetypes = { 'tex', 'bib', 'plaintex' }, on_attach = custom_attach } lspconfig.diagnosticls.setup { on_attach = custom_attach, filetypes = { 'javascript', 'javascriptreact', 'typescript', 'typescriptreact', 'typescript.tsx', 'vue' }, init_options = { linters = { eslint = { command = './node_modules/.bin/eslint', rootPatterns = {'.git', '.eslintrc.cjs', '.eslintrc', '.eslintrc.json', '.eslintrc.js'}, debounce = 100, args = {'--stdin', '--stdin-filename', '%filepath', '--format', 'json'}, sourceName = 'eslint', parseJson = { errorsRoot = '[0].messages', line = 'line', column = 'column', endLine = 'endLine', endColumn = 'endColumn', message = '[eslint] ${message} [${ruleId}]', security = 'severity', }, securities = {[2] = 'error', [1] = 'warning'}, } }, filetypes = { javascript = 'eslint', javascriptreact = 'eslint', typescript = 'eslint', typescriptreact = 'eslint', ['typescript.tsx'] = 'eslint', vue = 'eslint', }, formatters = { prettier = { command = './node_modules/.bin/prettier', rootPatterns = { '.prettierrc', '.git' }, args = { '--stdin-filepath', '%filename' }, requiredFiles = { '.prettierrc', '.prettierrc.json' }, } }, formatFiletypes = { javascript = 'prettier', javascriptreact = 'prettier', typescript = 'prettier', typescriptreact = 'prettier', ['typescript.tsx'] = 'prettier', vue = 'prettier', } } } lspconfig.sourcekit.setup { filetypes = { 'swift' }, on_attach = custom_attach } lspconfig.bashls.setup{} require'compe'.setup { enabled = true; autocomplete = true; min_length = 1; source = { path = true; buffer = true; nvim_lsp = true; spell = true; }; }
-- PlayFab Authentication API -- This is the main file you should require in your game -- All api calls are documented here: https://docs.microsoft.com/gaming/playfab/api-references/ -- Example code: -- local PlayFabAuthenticationApi = require("PlayFab.PlayFabAuthenticationApi") -- PlayFabAuthenticationApi.<AuthenticationApiCall>(request, successCallbackFunc, errorCallbackFunc) local IPlayFabHttps = require("PlayFab.IPlayFabHttps") local PlayFabSettings = require("PlayFab.PlayFabSettings") local PlayFabAuthenticationApi = { settings = PlayFabSettings.settings } -- Method to exchange a legacy AuthenticationTicket or title SecretKey for an Entity Token or to refresh a still valid -- Entity Token. -- API Method Documentation: https://docs.microsoft.com/rest/api/playfab/authentication/authentication/getentitytoken -- Request Documentation: https://docs.microsoft.com/rest/api/playfab/authentication/authentication/getentitytoken#getentitytokenrequest -- Response Documentation: https://docs.microsoft.com/rest/api/playfab/authentication/authentication/getentitytoken#getentitytokenresponse function PlayFabAuthenticationApi.GetEntityToken(request, onSuccess, onError) local authKey = nil local authValue = nil if (PlayFabSettings._internalSettings.entityToken) then authKey = "X-EntityToken" authValue = PlayFabSettings._internalSettings.entityToken end if (PlayFabSettings._internalSettings.sessionTicket) then authKey = "X-Authorization" authValue = PlayFabSettings._internalSettings.sessionTicket end if (PlayFabSettings.settings.devSecretKey) then authKey = "X-SecretKey" authValue = PlayFabSettings.settings.devSecretKey end local externalOnSuccess = onSuccess function wrappedOnSuccess(result) PlayFabSettings._internalSettings.entityToken = result.EntityToken if (externalOnSuccess) then externalOnSuccess(result) end end onSuccess = wrappedOnSuccess IPlayFabHttps.MakePlayFabApiCall("/Authentication/GetEntityToken", request, authKey, authValue, onSuccess, onError) end -- Method for a server to validate a client provided EntityToken. Only callable by the title entity. -- API Method Documentation: https://docs.microsoft.com/rest/api/playfab/authentication/authentication/validateentitytoken -- Request Documentation: https://docs.microsoft.com/rest/api/playfab/authentication/authentication/validateentitytoken#validateentitytokenrequest -- Response Documentation: https://docs.microsoft.com/rest/api/playfab/authentication/authentication/validateentitytoken#validateentitytokenresponse function PlayFabAuthenticationApi.ValidateEntityToken(request, onSuccess, onError) if (not PlayFabSettings.settings.titleId or not PlayFabSettings._internalSettings.entityToken) then error("Must call GetEntityToken first, to call this method") end IPlayFabHttps.MakePlayFabApiCall("/Authentication/ValidateEntityToken", request, "X-EntityToken", PlayFabSettings._internalSettings.entityToken, onSuccess, onError) end return PlayFabAuthenticationApi
data:extend( { { type = "recipe", name = "iron-oxide", category = "chemistry", icon = "__MiningStation__/graphics/icons/iron-oxide.png", energy_required = 2, subgroup = "bob-resource-chemical", enabled = false, ingredients = { {"iron-ore",1}, {type = "fluid", name="oxygen", amount=2.5}, }, results = { {type="item", name="iron-oxide", amount = 1}, {type="fluid", name="sulfur-dioxide", amount = 1}, } }, { type = "recipe", name = "iron-oxide-2", category = "chemistry", icon = "__MiningStation__/graphics/icons/iron-oxide.png", energy_required = 2, subgroup = "bob-resource-chemical", enabled = false, ingredients = { {type = "fluid", name = "molten-iron",amount = 0.6}, {type = "fluid", name="oxygen", amount=2.5}, }, results = { {type="item", name="iron-oxide", amount = 1}, {type="fluid", name="sulfur-dioxide", amount = 1}, } }, { type = "recipe", name = "lead-oxide-2", category = "chemistry", icon = "__bobplates__/graphics/icons/lead-oxide.png", energy_required = 2, subgroup = "bob-resource-chemical", enabled = false, ingredients = { {type = "fluid", name = "molten-lead",amount = 0.6}, {type = "fluid", name="oxygen", amount=2.5}, }, results = { {type="item", name="lead-oxide", amount = 1}, {type="fluid", name="sulfur-dioxide", amount = 1}, } }, { type = "recipe", name = "adv-iron", icon = "__MiningStation__/graphics/icons/adv-iron.png", category = "chemical-furnace", energy_required = 25, subgroup = "bob-material-chemical", enabled = false, ingredients = { {"iron-oxide",7}, {"carbon", 3}, {"nickel-plate", 1}, {type = "fluid", name="sulfuric-acid", amount=4.2}, }, results = { {type="item", name="iron-plate", amount = 9}, } }, { type = "recipe", name = "adv-nickel", category = "electrolysis", energy_required = 7, icon = "__MiningStation__/graphics/icons/adv-nickel.png", subgroup = "bob-material-electrolysis", enabled = false, ingredients = { {"nickel-ore",3}, {"zinc-ore", 1}, {type = "fluid", name = "nitric-acid", amount = 2}, }, results = { {type="item", name="nickel-plate", amount = 5}, } }, } )
local ffi = require 'ffi' local math = require 'oxcart.math'
CreateClientConVar( "secondperson", "1", true, false ) CreateClientConVar( "secondperson_pos", "1", true, false ) CreateClientConVar( "secondperson_ang", "0", true, false ) local enabled = GetConVar( "secondperson" ) local usePos = GetConVar( "secondperson_pos" ) local useAng = GetConVar( "secondperson_ang" ) hook.Add( "CalcView", "SecondPersonView", function( ply, pos, ang, fov ) if !enabled:GetBool() or ply:GetViewEntity() ~= ply then return end local eyes = ply:GetAttachment( ply:LookupAttachment( "eyes" ) ) return { origin = usePos:GetBool() and eyes.Pos or pos, angles = useAng:GetBool() and eyes.Ang or ang, fov = fov, drawviewer = true } end ) hook.Add( "PopulateToolMenu", "SecondPersonSettings", function() spawnmenu.AddToolMenuOption( "Options", "View", "Second_Person_Options", "Second Person", "", "", function( panel ) panel:ClearControls() panel:CheckBox( "Enabled", "secondperson" ) panel:CheckBox( "Use eye position", "secondperson_pos" ) panel:CheckBox( "Use eye angles", "secondperson_ang" ) end ) end )
return {'nuyens'}
-- Event notes hooks function onEvent(name, value1, value2) if name == 'Play Sound' then playSound(value1, value2) end end
object_mobile_tatooine_wald_customer = object_mobile_shared_tatooine_wald_customer:new { } ObjectTemplates:addTemplate(object_mobile_tatooine_wald_customer, "object/mobile/tatooine_wald_customer.iff")
local _, ns = ... local ct = ns.Config ---------------------------------------------------------------- -- Colors ---------------------------------------------------------------- ct.Colors = { -- Damage ["DAMAGE"] = { r = 1.00, g = 0.10, b = 0.10 }, ["SPELL_DAMAGE"] = { r = 0.79, g = 0.30, b = 0.85 }, ["SPLIT_DAMAGE"] = { r = 1.00, g = 1.00, b = 1.00 }, -- Heal ["HEAL"] = { r = 0.10, g = 1.00, b = 0.10 }, ["HEAL_ABSORB"] = { r = 0.10, g = 1.00, b = 0.10 }, ["ABSORB_ADDED"] = { r = 1.00, g = 1.00, b = 0.50 }, -- Miss ["MISS"] = { r = 1.00, g = 1.00, b = 1.00 }, ["DODGE"] = { r = 1.00, g = 1.00, b = 1.00 }, ["PARRY"] = { r = 1.00, g = 1.00, b = 1.00 }, ["EVADE"] = { r = 1.00, g = 1.00, b = 1.00 }, ["IMMUNE"] = { r = 1.00, g = 1.00, b = 1.00 }, ["DEFLECT"] = { r = 1.00, g = 1.00, b = 1.00 }, ["REFLECT"] = { r = 1.00, g = 1.00, b = 1.00 }, -- Resistance ["ABSORB"] = { r = 1.00, g = 1.00, b = 1.00 }, ["BLOCK"] = { r = 1.00, g = 1.00, b = 1.00 }, ["RESIST"] = { r = 1.00, g = 1.00, b = 1.00 }, -- Cast ["SPELL_CAST"] = { r = 1.00, g = 0.85, b = 0.00 }, ["SPELL_ACTIVE"] = { r = 1.00, g = 0.85, b = 0.00 }, -- Auras ["SPELL_AURA_END"] = { r = 0.10, g = 1.00, b = 0.10 }, ["SPELL_AURA_END_HARMFUL"] = { r = 1.00, g = 0.10, b = 0.10 }, ["SPELL_AURA_START"] = { r = 1.00, g = 0.85, b = 0.00 }, ["SPELL_AURA_START_HARMFUL"] = { r = 1.00, g = 0.10, b = 0.10 }, ["EXTRA_ATTACKS"] = { r = 1.00, g = 1.00, b = 1.00 }, -- Extra ["INTERRUPT"] = { r = 1.00, g = 0.50, b = 0.00 }, ["DISPEL"] = { r = 1.00, g = 1.00, b = 1.00 }, -- Gains ["FACTION"] = { r = 0.10, g = 0.10, b = 1.00 }, ["HONOR_GAINED"] = { r = 0.10, g = 0.10, b = 1.00 }, -- Others ["HEALTH_LOW"] = { r = 1.00, g = 0.10, b = 0.10 }, ["MANA_LOW"] = { r = 1.00, g = 0.10, b = 0.10 }, ["ENTERING_COMBAT"] = { r = 1.00, g = 0.10, b = 0.10 }, ["LEAVING_COMBAT"] = { r = 1.00, g = 0.10, b = 0.10 }, } ct.Colors["Auras"] = { ["BUFF"] = { r = 0.00, g = 1.00, b = 0.50 }, ["DEBUFF"] = { r = 1.00, g = 0.00, b = 0.50 }, } ct.Colors["Power"] = { ["MANA"] = { r = 0.31, g = 0.45, b = 0.63 }, ["INSANITY"] = { r = 0.40, g = 0.00, b = 0.80 }, ["MAELSTROM"] = { r = 0.00, g = 0.50, b = 1.00 }, ["LUNAR_POWER"] = { r = 0.93, g = 0.51, b = 0.93 }, ["HOLY_POWER"] = { r = 0.95, g = 0.90, b = 0.60 }, ["RAGE"] = { r = 0.69, g = 0.31, b = 0.31 }, ["FOCUS"] = { r = 0.71, g = 0.43, b = 0.27 }, ["ENERGY"] = { r = 0.65, g = 0.63, b = 0.35 }, ["CHI"] = { r = 0.71, g = 1.00, b = 0.92 }, ["RUNES"] = { r = 0.55, g = 0.57, b = 0.61 }, ["SOUL_SHARDS"] = { r = 0.50, g = 0.32, b = 0.55 }, ["FURY"] = { r = 0.78, g = 0.26, b = 0.99 }, ["PAIN"] = { r = 1.00, g = 0.61, b = 0.00 }, ["RUNIC_POWER"] = { r = 0.00, g = 0.82, b = 1.00 }, ["AMMOSLOT"] = { r = 0.80, g = 0.60, b = 0.00 }, ["FUEL"] = { r = 0.00, g = 0.55, b = 0.50 }, ["POWER_TYPE_STEAM"] = { r = 0.55, g = 0.57, b = 0.61 }, ["POWER_TYPE_PYRITE"] = { r = 0.60, g = 0.09, b = 0.17 }, ["ALTPOWER"] = { r = 0.00, g = 1.00, b = 1.00 }, ["COMBO_POINTS"] = { r = 1.00, g = 0.96, b = 0.41 }, ["DEMONIC_FURY"] = { r = 1.00, g = 1.00, b = 1.00 }, ["ARCANE_CHARGES"] = { r = 0.10, g = 0.10, b = 0.98 }, ["AMMOSLOT"] = { r = 0.80, g = 0.60, b = 0.00 }, ["STAGGER"] = { [1] = { r = 0.42, g = 1.00, b = 0.42 }, [2] = { r = 1.00, g = 1.00, b = 0.42 }, [3] = { r = 1.00, g = 0.42, b = 0.42 }, } } ct.Colors["School"] = { [SCHOOL_MASK_NONE] = { r = 1.00, g = 1.00, b = 1.00 }, [SCHOOL_MASK_PHYSICAL] = { r = 1.00, g = 1.00, b = 0.00 }, [SCHOOL_MASK_HOLY] = { r = 1.00, g = 0.90, b = 0.50 }, [SCHOOL_MASK_FIRE] = { r = 1.00, g = 0.50, b = 0.00 }, [SCHOOL_MASK_NATURE] = { r = 0.30, g = 1.00, b = 0.30 }, [SCHOOL_MASK_FROST] = { r = 0.50, g = 1.00, b = 1.00 }, [SCHOOL_MASK_SHADOW] = { r = 0.50, g = 0.50, b = 1.00 }, [SCHOOL_MASK_ARCANE] = { r = 1.00, g = 0.50, b = 1.00 }, }
#!/usr/bin/env lua --[[ Copyright (C) 2015 Real-Time Innovations, Inc. Licensed under the Apache License, Version 2.0 (the "License"); you may not use this file except in compliance with the License. You may obtain a copy of the License at http://www.apache.org/licenses/LICENSE-2.0 Unless required by applicable law or agreed to in writing, software distributed under the License is distributed on an "AS IS" BASIS, WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied. See the License for the specific language governing permissions and limitations under the License. --]] --- DDSL Tutorial -- @usage -- Step though one lesson at a time. Look at the code (this file) side by side. -- ../bin/run ddsl-tutorial [starting_lesson_number] -- OR -- ./ddsl-tutorial.lua [starting_lesson_number] -- @author Rajive Joshi package.path = '../src/?.lua;../src/?/init.lua;' .. package.path local xtypes = require('ddsl.xtypes') local xutils = require('ddsl.xtypes.utils') local Tutorial = require('tutorial') local show = Tutorial.show --============================================================================-- -- DDSL Helpers local function show_datatype(datatype, description) description = description or (tostring(datatype) .. ' datatype:') local idl = xutils.to_idl_string_table(datatype, { description }) show(table.concat(idl, '\n\t')) end local function show_instance(instance, description) description = description or (tostring(instance) .. ' instance:') local values = xutils.to_instance_string_table(instance, { description }) show(table.concat(values, '\n\t')) end --============================================================================-- -- DDSL Lessons local tutorial tutorial = Tutorial:new{ --==========================================================================-- { intro = function () show( -- Show the welcome message: [[ Welcome to the DDSL Tutorial! Please open this lua tutorial source file in a code viewer/editor, and follow along the lessons, one at a time, at your own pace. You can rerun the tutorial, or jump to a specific lesson simply by running this lua script with the lesson number, thus: ddsl_tutorial <n> where n is the lesson number to jump to or restart from. Version: ]], -- Show the current DDSL version xtypes.log.version) end }, --==========================================================================-- { const = function () local MAX_COLOR_LEN = xtypes.const{ MAX_COLOR_LEN = { xtypes.long, 128 } } local value, datatype show('--- MAX_COLOR_LEN ---') show_datatype(MAX_COLOR_LEN) value, datatype = MAX_COLOR_LEN() show('\tvalue ', value) assert(value == 128) show('\tdatatype', datatype) assert(datatype == xtypes.long) return MAX_COLOR_LEN end }, --==========================================================================-- { shapetype = function () show('--- define a datatype (template) using declarative style ---') local MAX_COLOR_LEN = xtypes.const{ MAX_COLOR_LEN = { xtypes.long, 128 } } show_datatype(MAX_COLOR_LEN) local ShapeType = xtypes.struct{ ShapeType = { { x = { xtypes.long } }, { y = { xtypes.long } }, { shapesize = { xtypes.long } }, { color = { xtypes.string(MAX_COLOR_LEN), xtypes.Key } }, xtypes.Extensibility{'EXTENSIBLE_EXTENSIBILITY'}, xtypes.top_level{}, } } show_datatype(ShapeType) return MAX_COLOR_LEN, ShapeType end }, --==========================================================================-- { shapetype_imperative = function () show('--- define the same datatype (template) using imperative style ---') local MAX_COLOR_LEN = xtypes.const{ MAX_COLOR_LEN = { xtypes.long, 128 } } show_datatype(MAX_COLOR_LEN) local ShapeType = xtypes.struct{ShapeType=xtypes.EMPTY} ShapeType[1] = { x = { xtypes.long } } ShapeType[2] = { y = { xtypes.long } } ShapeType[3] = { shapesize = { xtypes.long } } ShapeType[4] = { color = { xtypes.string(MAX_COLOR_LEN), xtypes.Key } } ShapeType[xtypes.QUALIFIERS] = { xtypes.Extensibility{'EXTENSIBLE_EXTENSIBILITY'}, xtypes.top_level{}, } show_datatype(ShapeType) return MAX_COLOR_LEN, ShapeType end }, --==========================================================================-- { shapetype_xml_import = function () local xml = require('ddsl.xtypes.xml') -- xml.log.verbosity(xml.log.DEBUG) -- OPTIONAL: turn on debugging show('--- import datatypes defined in XML ---') local datatypes = xml.filelist2xtypes({ 'tutorial.xml', }) show('--- export datatypes to IDL ---') for i = 1, #datatypes do show_datatype(datatypes[i], tostring(datatypes[i]) .. ':') end return table.unpack(datatypes) end }, --==========================================================================-- { shapetype_model_iterators = function () local MAX_COLOR_LEN, ShapeType = tutorial:dolesson('shapetype') show("--- show model attributes ---") show('KIND', ShapeType[xtypes.KIND]()) show('NS', ShapeType[xtypes.NS]) show('NAME', ShapeType[xtypes.NAME]) show('BASE', ShapeType[xtypes.BASE]) show('QUALIFIERS = ', table.unpack(ShapeType[xtypes.QUALIFIERS])) for i = 1, #ShapeType[xtypes.QUALIFIERS] do local qualifier = ShapeType[xtypes.QUALIFIERS][i] show(table.concat{'qualifier[', i, '] = '}, qualifier) -- use tostring show('\t', -- OR construct ourselves qualifier[xtypes.NAME], --annotation/collection name table.concat(qualifier, ' ')) --annotation/collection attributes end show("--- iterate through the model members ---") for i = 1, #ShapeType do local role, roledef = next(ShapeType[i]) show('', role, table.unpack(roledef)) end return MAX_COLOR_LEN, ShapeType end }, --==========================================================================-- { struct_model_operators = function () local MAX_COLOR_LEN, ShapeType = tutorial:dolesson('shapetype') show('--- add member z ---') ShapeType[#ShapeType+1] = { z = { xtypes.string() , xtypes.Key } } show_datatype(ShapeType) show('--- remove member x ---') ShapeType[1] = nil show_datatype(ShapeType) show('--- redefine member y ---') ShapeType[1] = { y = { xtypes.double } } show_datatype(ShapeType) show('--- add a base struct ---') local Property = xtypes.struct{ Property = { { name = { xtypes.string(MAX_COLOR_LEN) } }, { value = { xtypes.string(MAX_COLOR_LEN) } }, } } ShapeType[xtypes.BASE] = Property show_datatype(ShapeType) show_instance(ShapeType) return ShapeType end }, --==========================================================================-- { shape_instance = function () local MAX_COLOR_LEN, ShapeType = tutorial:dolesson('shapetype') show('--- create an instance from the datatype (template) ---') local shape = xtypes.new_instance(ShapeType) -- shape is equivalent to manually defining the following -- local shape_manual = { x = 50, y = 30, shapesize = 20, color = 'GREEN', } show('--- initialize the shape instance from shape_manual table ---') for role, _ in pairs(shape) do shape[role] = shape_manual[role] show('\t', role, shape[role]) end show_instance(shape) show("--- show instance 'model' attributes ---") show('KIND', shape[xtypes.KIND]()) show('NS', shape[xtypes.NS]) show('NAME', shape[xtypes.NAME]) show('QUALIFIERS', table.unpack(shape[xtypes.QUALIFIERS])) show('BASE', shape[xtypes.BASE]) show('template', xtypes.template(shape)) assert(xtypes.template(shape) == ShapeType) return MAX_COLOR_LEN, ShapeType, shape end }, --==========================================================================-- { shape_instance_iterators = function () local MAX_COLOR_LEN,ShapeType,shape = tutorial:dolesson('shape_instance') show("--- iterate through instance members : unordered ---") for role, value in pairs(shape) do show(role, value, ':', table.unpack(shape(role))) end show("--- iterate through instance members : ordered ---") for i = 1, #shape do local role, roledef = next(shape[i]) show(role, shape[role], ':', table.unpack(roledef)) end return shape end }, --==========================================================================-- { shape_accessors = function () local MAX_COLOR_LEN, ShapeType = tutorial:dolesson('shapetype') show('--- template member values are DDSDynamicData accessor strings ---') show_instance(ShapeType) return ShapeType end }, --==========================================================================-- { inheritance_and_nested_struct_seq = function () local MAX_COLOR_LEN, ShapeType = tutorial:dolesson('shapetype') show('--- define a property struct ---') local Property = xtypes.struct{ Property = { { name = { xtypes.string(MAX_COLOR_LEN) } }, { value = { xtypes.string(MAX_COLOR_LEN) } }, } } show_datatype(Property) show('--- define a derived struct with a sequence of properties ---') local ShapeTypeWithProperties = xtypes.struct{ ShapeTypeWithProperties = { ShapeType, { properties = { Property, xtypes.sequence(5) } }, } } show_datatype(ShapeTypeWithProperties) show('--- template member values are DDSDynamicData accessor strings ---') show_instance(ShapeTypeWithProperties) show('--- create a new instance ---') local shapeWithProperties = xtypes.new_instance(ShapeTypeWithProperties) shapeWithProperties.x = 50 shapeWithProperties.y = 30 shapeWithProperties.shapesize = 20 shapeWithProperties.color = 'GREEN' for i = 1, shapeWithProperties.properties() - 2 do shapeWithProperties.properties[i].name = 'name' .. i shapeWithProperties.properties[i].value = i end show_instance(shapeWithProperties) show('properties is_collection ?', xtypes.is_collection(shapeWithProperties.properties)) assert(xtypes.is_collection(shapeWithProperties.properties) == true) assert(shapeWithProperties.properties() == 5) show('properties capacity', shapeWithProperties.properties(), -- or ShapeTypeWithProperties.properties()) show('properties length', #shapeWithProperties.properties) assert(#shapeWithProperties.properties == 3) return ShapeTypeWithProperties, shapeWithProperties end }, --==========================================================================-- { typedefs = function () local MAX_COLOR_LEN, ShapeType = tutorial:dolesson('shapetype') local MyShape = xtypes.typedef{ MyShape = { ShapeType } } local MyShapeSeq = xtypes.typedef{ MyShapeSeq = { MyShape, xtypes.sequence(7) } } local MyShapeSeqArray = xtypes.typedef{ MyShapeSeqArray = { MyShapeSeq, xtypes.array(3,5) } } local alias, collection_qualifier show('--- MyShapeSeqArray ---') show_datatype(MyShapeSeqArray) alias, collection_qualifier = MyShapeSeqArray() show('\talias ', alias) assert(alias == MyShapeSeq) show('\tqualifier', collection_qualifier, collection_qualifier[xtypes.NAME], collection_qualifier[1], collection_qualifier[2]) assert(collection_qualifier[xtypes.NAME] == 'array' and collection_qualifier[1] == 3, collection_qualifier[1] == 5) show('--- MyShapeSeq ---') show_datatype(MyShapeSeq) alias, collection_qualifier = MyShapeSeq() show('\talias ', alias) assert(alias == MyShape) show('\tqualifier', collection_qualifier, collection_qualifier[xtypes.NAME], collection_qualifier[1]) assert(collection_qualifier[xtypes.NAME] == 'sequence' and collection_qualifier[1] == 7) show('--- MyShape ---') show_datatype(MyShape) alias, collection_qualifier = MyShape() show('\talias ', alias) assert(alias == ShapeType) show('\tqualifier', collection_qualifier) assert(collection_qualifier == nil) show('--- resolve ---') show('\tMyShapeSeqArray -> ', xtypes.resolve(MyShapeSeqArray)) return MAX_COLOR_LEN, ShapeType, MyShape, MyShapeSeq, MyShapeSeqArray end }, --[[ Lesson Template: copy and paste the content to create the next lesson --==========================================================================-- { next_lesson_title = function () end }, --]] } --============================================================================-- -- main -- tutorial:run(arg[1] or 1)
Weapon.PrettyName = "HS-338" Weapon.WeaponID = "arccw_awm" Weapon.DamageMultiplier = 2.2 Weapon.WeaponType = WEAPON_PRIMARY
#!/usr/local/bin/lua -- X = nil -- type(X)==nil 结果为 false 的原因是因为 type(type(X))==string。 if type(nil) == nil then print("type(nil) == nil") else print("type(nil) != nil") end if type(nil) == "nil" then print("type(nil) == \"nil\"") else print("type(nil) != \"nil\"") end --[[ boolean 类型只有两个可选值:true(真) 和 false(假) Lua 把 false 和 nil 看作是 false,其他的都为 true,数字 0 也是 true --]] print(type(true)) print(type(false)) print(type(nil)) if false or nil then print("至少有一个是 true") else print("false 和 nil 都为 false") end if 0 then print("数字 0 是 true") else print("数字 0 为 false") end
local _G = _G or getfenv(0) local module = ShaguTweaks:register({ title = "Debuff Timer", description = "Show debuff durations on the target unit frame.", expansions = { ["vanilla"] = true, ["tbc"] = nil }, category = "Unit Frames", enabled = true, }) local libdebuff = ShaguTweaks.libdebuff local UnitDebuff = libdebuff and libdebuff.UnitDebuff local TimeConvert = ShaguTweaks.TimeConvert local function CreateTextCooldown(cooldown) if cooldown.readable then return end cooldown.readable = CreateFrame("Frame", "pfCooldownFrame", cooldown:GetParent()) cooldown.readable:SetAllPoints(cooldown) cooldown.readable:SetFrameLevel(cooldown:GetParent():GetFrameLevel() + 1) cooldown.readable.text = cooldown.readable:CreateFontString("pfCooldownFrameText", "OVERLAY") cooldown.readable.text:SetFont(STANDARD_TEXT_FONT, 10, "OUTLINE") cooldown.readable.text:SetPoint("CENTER", cooldown.readable, "CENTER", 0, 0) cooldown.readable:SetScript("OnUpdate", function() parent = this:GetParent() if not parent then this:Hide() end if not this.next then this.next = GetTime() + .1 end if this.next > GetTime() then return end this.next = GetTime() + .1 -- fix own alpha value (should be inherited, but somehow isn't always) this:SetAlpha(parent:GetAlpha()) local remaining = this.duration - (GetTime() - this.start) if remaining >= 0 then this.text:SetText(TimeConvert(remaining)) else this:Hide() end end) end module.enable = function(self) local HookTargetDebuffButton_Update = TargetDebuffButton_Update TargetDebuffButton_Update = function() HookTargetDebuffButton_Update() for i=1, MAX_TARGET_DEBUFFS do local effect, rank, texture, stacks, dtype, duration, timeleft = libdebuff:UnitDebuff("target", i) local button = _G["TargetFrameDebuff"..i] if not button.cd then button.cd = CreateFrame("Model", "TargetFrameDebuff"..i.."Cooldown", button, "CooldownFrameTemplate") button.cd.noCooldownCount = true button.cd:SetAllPoints() button.cd:SetScale(.6) button.cd:SetAlpha(.8) end if effect and duration and timeleft then local start = GetTime() + timeleft - duration CooldownFrame_SetTimer(button.cd, start, duration, 1) CreateTextCooldown(button.cd) button.cd.readable.start = start button.cd.readable.duration = duration button.cd.readable:Show() button.cd:Show() else CooldownFrame_SetTimer(button.cd,0,0,0) end end end end
-- ====================================================================== -- Binary Boarding -- Advent of Code 2020 Day 05 -- Eric Wastl -- https://adventofcode.com -- -- lua implementation by Dr. Dean Earl Wright III -- ====================================================================== -- ====================================================================== -- t e s t _ b p a s s . l u a -- ====================================================================== -- "Test Bpass for Advent of Code 2020 day 05, Binary Boarding" -- ---------------------------------------------------------------------- -- require -- ---------------------------------------------------------------------- local luaunit = require('luaunit') local bpass = require('bpass') -- ---------------------------------------------------------------------- -- constants -- ---------------------------------------------------------------------- local EXAMPLE_TEXT = "FBFBBFFRLR" local EXAMPLES = { { text = "BFFFBBFRRR", row=70, column=7, seat=567 }, { text = "FFFBBBFRRR", row=14, column=7, seat=119 }, { text = "BBFFBBFRLL", row=102, column=4, seat=820} } -- ====================================================================== -- TestBpass -- ====================================================================== function test_empty_init() -- "Test the default Bpass creation" -- 1. Create default Bpass object local myobj = bpass:Bpass() -- 2. Make sure it has the default values luaunit.assertEquals(myobj.part2, false) luaunit.assertEquals(#myobj.text, 0) luaunit.assertEquals(myobj.row, 0) luaunit.assertEquals(myobj.column, 0) luaunit.assertEquals(myobj.seat, 0) end function test_text_init() -- "Test the Bpass object creation from text" -- 1. Create Phone object from text local myobj = bpass:Bpass({text=EXAMPLE_TEXT}) -- 2. Make sure it has the expected values luaunit.assertEquals(myobj.part2, false) luaunit.assertEquals(#myobj.text, 10) luaunit.assertEquals(myobj.row, 44) luaunit.assertEquals(myobj.column, 5) luaunit.assertEquals(myobj.seat, 357) end function test_examples_one() -- Test multiple passports -- 1. Loop for all of the examples for _, example in ipairs(EXAMPLES) do -- 2. Create a passport from the example text local myobj = bpass:Bpass({text=example['text']}) -- 3. Check the passport luaunit.assertEquals(myobj.row, example['row']) luaunit.assertEquals(myobj.column, example['column']) luaunit.assertEquals(myobj.seat, example['seat']) end end -- ---------------------------------------------------------------------- -- module initialization -- ---------------------------------------------------------------------- os.exit( luaunit.LuaUnit.run() ) -- ====================================================================== -- end t e s t _ b p a s s . p y end -- ======================================================================
local Geom2D = {} local tau = 2*math.pi local sin = math.sin local cos = math.cos local floor = math.floor local ceil = math.ceil -- Generate transforms for rotations local d = defines.direction -- x = x*t[1] + y*t[2] -- y = x*t[3] + y*t[4] local rotations = { [d.north] = { 1, 0, 0, 1 }, -- No change [d.northeast] = {-1, 0, 0, 1 }, -- Mirror on X axis. } -- Compute the rest of the rotations. do local t for i = d.east, d.northwest do t = rotations[i-2] rotations[i] = { -t[3], -t[4], t[1], t[2] } end end Geom2D.rotations = rotations local Rect = {} do --local almost_one = 0.99999999999999 local almost_one = 1 Rect.__mt = { __index = Rect } function Rect:clone(into) --log(serpent.line(self)) if not into then into = {} end for k, v in pairs(self) do into[k] = v end setmetatable(into, self.__mt) return into end function Rect.from_box(box, t) local x1 = box.left_top.x local x2 = box.right_bottom.x local y1 = box.left_top.y local y2 = box.right_bottom.y local orientation = box.orientation or 0 local dir = nil if t == nil then t = { 1, 2, 3, 4, 5, 6, 7, 8, xmin = nil, xmax = nil, ymin = nil, ymax = nil, orientation = orientation } setmetatable(t, Rect.__mt) else t.orientation = orientation end if orientation == 0.75 then dir = d.west elseif orientation == 0.50 then dir = d.south elseif orientation == 0.25 then dir = d.east elseif orientation == 0 then dir = d.north end if dir ~= nil then t[1], t[2] = x1, y1 t[3], t[4] = x2, y1 t[5], t[6] = x2, y2 t[7], t[8] = x1, y2 t.right = true t.xmin, t.xmax = x1, x2 t.ymin, t.ymax = y1, y2 return t:rotate(dir) else t.right = false end local xo = (x1 + x2) / 2 local yo = (y1 + y2) / 2 x1, x2, y1, y2 = x1 - xo, x2 - xo, y1 - yo, y2 - yo local theta = orientation * tau local sin_theta = sin(theta) local cos_theta = cos(theta) local xmin, xmax, ymin, ymax local function _r(i, x, y) x, y = xo + x * cos_theta - y * sin_theta, yo + x * sin_theta + y * cos_theta if i == 1 then xmin, xmax = x, x ymin, ymax = y, y else if xmin > x then xmin = x end if ymin > y then ymin = y end if xmax < x then xmax = x end if ymax < y then ymax = y end end t[i], t[i + 1] = x, y end _r(1, x1, y1) _r(3, x2, y1) _r(5, x2, y2) _r(7, x1, y2) t.xmin, t.xmax = xmin, xmax t.ymin, t.ymax = ymin, ymax return t end function Rect:rotate(dir) local xx, xy, yx, yy = table.unpack(rotations[dir]) local x, y local xmin, ymin, xmax, ymax for i = 1, 7, 2 do x = self[i] y = self[i+1] x, y = x*xx + y*xy, x*yx + y*yy if i == 1 then xmin, xmax = x, x ymin, ymax = y, y else if xmin > x then xmin = x end if ymin > y then ymin = y end if xmax < x then xmax = x end if ymax < y then ymax = y end end self[i], self[i+1] = x, y end self.xmin, self.xmax = xmin, xmax self.ymin, self.ymax = ymin, ymax return self end function Rect:translate(x, y) self.xmin = self.xmin + x self.xmax = self.xmax + x self.ymin = self.ymin + y self.ymax = self.ymax + y for i = 1, 7, 2 do self[i] = self[i] + x self[i+1] = self[i+1] + y end return self end local function _extents(ax, ay, rect) local n, px, py, dot, min, max local divisor = ax*ax+ay*ay for i = 1, 8, 2 do n = (rect[i]*ax + rect[i+1]*ay) / divisor dot = n*ax*ax + n*ay*ay if i == 1 then min, max = dot, dot else if min > dot then min = dot end if max < dot then max = dot end end end return min, max end local function _extents2(ax, ay, x, y) local n, px, py, dot, min, max local divisor = ax*ax+ay*ay for xp = 0, 1 do for yp = 0, 1 do n = ((x+(xp*almost_one))*ax + (y+(yp*almost_one))*ay) / divisor dot = n*ax*ax + n*ay*ay if min == nil then min, max = dot, dot else if min > dot then min = dot end if max < dot then max = dot end end end end return min, max end function Rect:overlaps(other) if not (self.xmax >= other.xmin and other.xmax >= self.xmin and self.ymax >= other.ymin and other.ymax >= self.ymin) then return false end local function check_axis(ax, ay) local amin, amax = _extents(ax, ay, self) local bmin, bmax = _extents(ax, ay, other) return (bmax >= amin and amax >= bmin) end return ( check_axis(self[3] - self[1], self[4] - self[2]) and check_axis(self[3] - self[5], self[4] - self[6]) and check_axis(other[3] - other[1], other[4] - other[2]) and check_axis(other[3] - other[5], other[4] - other[6]) ) end function Rect:tiles(result, tile_name) tile_name = tile_name or true if not result then result = {} setmetatable(result, { __index = function(t, k) local v = {}; t[k] = v; return v end }) end if self.right then for x = floor(self.xmin), ceil(self.xmax - 1) do for y = floor(self.ymin), ceil(self.ymax - 1) do result[x][y] = tile_name end end return result end local function check_axis(ax, ay, x, y) local amin, amax = _extents(ax, ay, self) local bmin, bmax = _extents2(ax, ay, x, y) return (bmax >= amin and amax >= bmin) end -- {0, 0, 0, 1, 1, 1, 1, 0 } --game.print(serpent.line(self)) for x = floor(self.xmin), ceil(self.xmax) do for y = floor(self.ymin), ceil(self.ymax) do if ( check_axis(self[3] - self[1], self[4] - self[2], x, y) and check_axis(self[3] - self[5], self[4] - self[6], x, y) and check_axis(0, almost_one, x, y) and check_axis(-almost_one, 0, x, y) ) then result[x][y] = tile_name end end end return result end end Geom2D.Rect = Rect local area_to_rectangle, is_overlapping_rectangle, get_overlapping_tiles do -- It's not shameless theft if I stole it from my own mod. -- Adapted from math shown at: -- https://www.gamedev.net/articles/programming/general-and-gameplay-programming/2d-rotated-rectangle-collision-r2604/ local tau = 2*math.pi local sin = math.sin local cos = math.cos local floor = math.floor local ceil = math.ceil local almost_one = 1.0 function area_to_rectangle(box, t) local x1 = box.left_top.x local x2 = box.right_bottom.x local y1 = box.left_top.y local y2 = box.right_bottom.y if not t then -- No table to reuse, so create a new one. t = {1, 2, 3, 4, 5, 6, 7, 8, xmin=nil, xmax=nil, ymin=nil, ymax=nil, orientation=(box.orientation or 0)} end if (not box.orientation) or (box.orientation == 0) then t[1], t[2] = x1, y1 t[3], t[4] = x2, y1 t[5], t[6] = x2, y2 t[7], t[8] = x1, y2 t.xmin, t.xmax = x1, x2 t.ymin, t.ymax = y1, y2 return t end local xo = (x1 + x2) / 2 local yo = (y1 + y2) / 2 x1, x2, y1, y2 = x1 - xo, x2 - xo, y1 - yo, y2 - yo local theta = box.orientation * tau local sin_theta = sin(theta) local cos_theta = cos(theta) local xmin, xmax, ymin, ymax local function _r(i, x, y) x, y = xo + x*cos_theta - y*sin_theta, yo + x*sin_theta + y*cos_theta if i == 1 then xmin, xmax = x, x ymin, ymax = y, y else if xmin > x then xmin = x end if ymin > y then ymin = y end if xmax < x then xmax = x end if ymax < y then ymax = y end end t[i], t[i+1] = x, y end _r(1, x1, y1) _r(3, x2, y1) _r(5, x2, y2) _r(7, x1, y2) t.xmin, t.xmax = xmin, xmax t.ymin, t.ymax = ymin, ymax return t end local function _extents(ax, ay, rect) local n, px, py, dot, min, max local divisor = ax*ax+ay*ay for i = 1, 8, 2 do --x, y = unpack(rect[i]) n = (rect[i]*ax + rect[i+1]*ay) / divisor --px = n*ax --py = n*ay --dot = px*ax + py*ay dot = n*ax*ax + n*ay*ay if i == 1 then min, max = dot, dot else if min > dot then min = dot end if max < dot then max = dot end end end return min, max end local function _extents2(ax, ay, x, y) local n, px, py, dot, min, max local divisor = ax*ax+ay*ay for xp = 0, 1 do for yp = 0, 1 do n = ((x+(xp*almost_one))*ax + (y+(yp*almost_one))*ay) / divisor dot = n*ax*ax + n*ay*ay if min == nil then min, max = dot, dot else if min > dot then min = dot end if max < dot then max = dot end end end end -- --n = (x*ax + y*ay) / divisor --min = n*ax*ax + n*ay*ay --n = ((x+almost_one)*ax + (y+almost_one*ay)) / divisor --max = n*ax*ax + n*ay*ay -- --if max < min then -- return max, min --else -- return min, max --end return min, max end function is_overlapping_rectangle(a, b) if not (a.xmax >= b.xmin and b.xmax >= a.xmin and a.ymax >= b.ymin and b.ymax >= a.ymin) then return false end local function check_axis(ax, ay) local amin, amax = _extents(ax, ay, a) local bmin, bmax = _extents(ax, ay, b) return (bmax >= amin and amax >= bmin) end return ( check_axis(a[3] - a[1], a[4] - a[2]) and check_axis(a[3] - a[5], a[4] - a[6]) and check_axis(b[3] - b[1], b[4] - b[2]) and check_axis(b[3] - b[5], b[4] - b[6]) ) end function get_overlapping_tiles(rect, result, tile) tile = tile or true if not result then result = {} setmetatable(result, { __index = function(t, k) local v = {}; t[k] = v; return v end }) end if not box.orientation or box.orientation == 0 then for x = floor(box.left_top.x), ceil(box.right_bottom.x - 1) do for y = floor(box.left_top.y), ceil(box.right_bottom.y - 1) do result[x][y] = tile end end return result end local rect = area_to_rectangle(box) -- Convert to box local function check_axis(ax, ay, x, y) local amin, amax = _extents(ax, ay, rect) local bmin, bmax = _extents2(ax, ay, x, y) return (bmax >= amin and amax >= bmin) end -- {0, 0, 0, 1, 1, 1, 1, 0 } for x = floor(rect.xmin), ceil(rect.xmax) do for y = floor(rect.ymin), ceil(rect.ymax) do if ( check_axis(rect[3] - rect[1], rect[4] - rect[2], x, y) and check_axis(rect[3] - rect[5], rect[4] - rect[6], x, y) and check_axis(0, almost_one, x, y) and check_axis(-almost_one, 0, x, y) ) then result[x][y] = tile end end end return result end end Geom2D.get_overlapping_tiles = get_overlapping_tiles Geom2D.is_overlapping_rectangle = is_overlapping_rectangle Geom2D.area_to_rectangle = area_to_rectangle return Geom2D
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id = 779, name = "", type = "", shape = "rectangle", x = 32, y = 152, width = 8, height = 8, rotation = 0, gid = 577, visible = true, properties = {} }, { id = 780, name = "", type = "", shape = "rectangle", x = 40, y = 152, width = 8, height = 8, rotation = 0, gid = 577, visible = true, properties = {} }, { id = 785, name = "", type = "", shape = "rectangle", x = 0, y = 152, width = 8, height = 8, rotation = 0, gid = 577, visible = true, properties = {} }, { id = 786, name = "", type = "", shape = "rectangle", x = -8, y = 40, width = 8, height = 8, rotation = 0, gid = 577, visible = true, properties = {} }, { id = 787, name = "", type = "", shape = "rectangle", x = -8, y = 48, width = 8, height = 8, rotation = 0, gid = 577, visible = true, properties = {} }, { id = 788, name = "", type = "", shape = "rectangle", x = -8, y = 56, width = 8, height = 8, rotation = 0, gid = 577, visible = true, properties = {} }, { id = 789, name = "", type = "", shape = "rectangle", x = -8, y = 64, width = 8, height = 8, rotation = 0, gid = 577, visible = true, properties = {} }, { id = 790, name = "", type = "", shape = "rectangle", x = -8, y = 72, width = 8, height = 8, rotation = 0, gid = 577, visible = true, properties = {} }, { id = 791, name = "", type = "", shape = "rectangle", x = -8, y = 80, width = 8, height = 8, rotation = 0, gid = 577, visible = true, properties = {} }, { id = 792, name = "", type = "", shape = "rectangle", x = -8, y = 88, width = 8, height = 8, rotation = 0, gid = 577, visible = true, properties = {} }, { id = 793, name = "", type = "", shape = "rectangle", x = -8, y = 96, width = 8, height = 8, rotation = 0, gid = 577, visible = true, properties = {} }, { id = 794, name = "", type = "", shape = "rectangle", x = -8, y = 104, width = 8, height = 8, rotation = 0, gid = 577, visible = true, properties = {} }, { id = 795, name = "", type = "", shape = "rectangle", x = -8, y = 112, width = 8, height = 8, rotation = 0, gid = 577, visible = true, properties = {} }, { id = 796, name = "", type = "", shape = "rectangle", x = -8, y = 120, width = 8, height = 8, rotation = 0, gid = 577, visible = true, properties = {} }, { id = 797, name = "", type = "", shape = "rectangle", x = -8, y = 128, width = 8, height = 8, rotation = 0, gid = 577, visible = true, properties = {} }, { id = 798, name = "", type = "", shape = "rectangle", x = -8, y = 136, width = 8, height = 8, rotation = 0, gid = 577, visible = true, properties = {} }, { id = 799, name = "", type = "", shape = "rectangle", x = -8, y = 144, width = 8, height = 8, rotation = 0, gid = 577, visible = true, properties = {} }, { id = 800, name = "", type = "", shape = "rectangle", x = 0, y = 32, width = 8, height = 8, rotation = 0, gid = 577, visible = true, properties = {} }, { id = 801, name = "", type = "", shape = "rectangle", x = 176, y = 96, width = 8, height = 8, rotation = 0, gid = 577, visible = true, properties = {} }, { id = 802, name = "", type = "", shape = "rectangle", x = 176, y = 88, width = 8, height = 8, rotation = 0, gid = 577, visible = true, properties = {} }, { id = 803, name = "", type = "", shape = "rectangle", x = 184, y = 88, width = 8, height = 8, rotation = 0, gid = 577, visible = true, properties = {} }, { id = 804, name = "", type = "", shape = "rectangle", x = 184, y = 96, width = 8, height = 8, rotation = 0, gid = 577, visible = true, properties = {} }, { id = 805, name = "", type = "", shape = "rectangle", x = 144, y = 64, width = 8, height = 8, rotation = 0, gid = 577, visible = true, properties = {} }, { id = 806, name = "", type = "", shape = "rectangle", x = 144, y = 56, width = 8, height = 8, rotation = 0, gid = 577, visible = true, properties = {} }, { id = 807, name = "", type = "", shape = "rectangle", x = 152, y = 56, width = 8, height = 8, rotation = 0, gid = 577, visible = true, properties = {} }, { id = 808, name = "", type = "", shape = "rectangle", x = 152, y = 64, width = 8, height = 8, rotation = 0, gid = 577, visible = true, properties = {} }, { id = 809, name = "", type = "", shape = "rectangle", x = 144, y = 96, width = 8, height = 8, rotation = 0, gid = 577, visible = true, properties = {} }, { id = 810, name = "", type = "", shape = "rectangle", x = 144, y = 88, width = 8, height = 8, rotation = 0, gid = 577, visible = true, properties = {} }, { id = 811, name = "", type = "", shape = "rectangle", x = 152, y = 88, width = 8, height = 8, rotation = 0, gid = 577, visible = true, properties = {} }, { id = 812, name = "", type = "", shape = "rectangle", x = 152, y = 96, width = 8, height = 8, rotation = 0, gid = 577, visible = true, properties = {} }, { id = 813, name = "", type = "", shape = "rectangle", x = 144, y = 128, width = 8, height = 8, rotation = 0, gid = 577, visible = true, properties = {} }, { id = 814, name = "", type = "", shape = "rectangle", x = 144, y = 120, width = 8, height = 8, rotation = 0, gid = 577, visible = true, properties = {} }, { id = 815, name = "", type = "", shape = "rectangle", x = 152, y = 120, width = 8, height = 8, rotation = 0, gid = 577, visible = true, properties = {} }, { id = 816, name = "", type = "", shape = "rectangle", x = 152, y = 128, width = 8, height = 8, rotation = 0, gid = 577, visible = true, properties = {} }, { id = 817, name = "", type = "", shape = "rectangle", x = 112, y = 128, width = 8, height = 8, rotation = 0, gid = 577, visible = true, properties = {} }, { id = 818, name = "", type = "", shape = "rectangle", x = 112, y = 120, width = 8, height = 8, rotation = 0, gid = 577, visible = true, properties = {} }, { id = 819, name = "", type = "", shape = "rectangle", x = 120, y = 120, width = 8, height = 8, rotation = 0, gid = 577, visible = true, properties = {} }, { id = 820, name = "", type = "", shape = "rectangle", x = 120, y = 128, width = 8, height = 8, rotation = 0, gid = 577, visible = true, properties = {} }, { id = 821, name = "", type = "", shape = "rectangle", x = 112, y = 96, width = 8, height = 8, rotation = 0, gid = 577, visible = true, properties = {} }, { id = 822, name = "", type = "", shape = "rectangle", x = 112, y = 88, width = 8, height = 8, rotation = 0, gid = 577, visible = true, properties = {} }, { id = 823, name = "", type = "", shape = "rectangle", x = 120, y = 88, width = 8, height = 8, rotation = 0, gid = 577, visible = true, properties = {} }, { id = 824, name = "", type = "", shape = "rectangle", x = 120, y = 96, width = 8, height = 8, rotation = 0, gid = 577, visible = true, properties = {} }, { id = 825, name = "", type = "", shape = "rectangle", x = 112, y = 64, width = 8, height = 8, rotation = 0, gid = 577, visible = true, properties = {} }, { id = 826, name = "", type = "", shape = "rectangle", x = 112, y = 56, width = 8, height = 8, rotation = 0, gid = 577, visible = true, properties = {} }, { id = 827, name = "", type = "", shape = "rectangle", x = 120, y = 56, width = 8, height = 8, rotation = 0, gid = 577, visible = true, properties = {} }, { id = 828, name = "", type = "", shape = "rectangle", x = 120, y = 64, width = 8, height = 8, rotation = 0, gid = 577, visible = true, properties = {} }, { id = 829, name = "", type = "", shape = "rectangle", x = 80, y = 96, width = 8, height = 8, rotation = 0, gid = 577, visible = true, properties = {} }, { id = 830, name = "", type = "", shape = "rectangle", x = 80, y = 88, width = 8, height = 8, rotation = 0, gid = 577, visible = true, properties = {} }, { id = 831, name = "", type = "", shape = "rectangle", x = 88, y = 88, width = 8, height = 8, rotation = 0, gid = 577, visible = true, properties = {} }, { id = 832, name = "", type = "", shape = "rectangle", x = 88, y = 96, width = 8, height = 8, rotation = 0, gid = 577, visible = true, properties = {} }, { id = 833, name = "", type = "", shape = "rectangle", x = 48, y = 96, width = 8, height = 8, rotation = 0, gid = 577, visible = true, properties = {} }, { id = 834, name = "", type = "", shape = "rectangle", x = 48, y = 88, width = 8, height = 8, rotation = 0, gid = 577, visible = true, properties = {} }, { id = 835, name = "", type = "", shape = "rectangle", x = 56, y = 88, width = 8, height = 8, rotation = 0, gid = 577, visible = true, properties = {} }, { id = 836, name = "", type = "", shape = "rectangle", x = 56, y = 96, width = 8, height = 8, rotation = 0, gid = 577, visible = true, properties = {} } } } } }
return function () vim.g.dirvish_mode = ':sort ,^.*[\\/],' end
local setmetatable = setmetatable local singleton local cipher = {} cipher.__index = cipher function cipher.new() if singleton == nil then singleton = setmetatable({}, cipher) end return singleton end function cipher:encrypt(d) return d end function cipher:decrypt(d) return d end return cipher
local Spider = Fight:extend() function Spider:new(...) Spider.super.new(self, ...) Art.new(self, "spider") self.enemyName = "creature" self.anim:add("attacking", 2); self.anim:add("defending", 1); self.anim:add("prepareAttack", 2); self.anim:add("prepareDefense", 1); self.health = 100 self.attack = 3 self.timeAttacking = 4 self.timeDefending = 3 self.strength = 20 self.description = "Внезапно, [username] столкнулась с паукообразным существом. Его клыки были остры как бритва, и он не спускал глаз с врага." self.attackDescription = "Существо нацелило свои клыки на [username]" self.prepareAttackDescription = "Значит, существо готовилось к нападению!" end function Spider:update(dt) Spider.super.update(self, dt) end function Spider:draw() Spider.super.draw(self) end function Spider:__tostring() return lume.tostring(self, "Forest") end return Spider
vim.opt.completeopt = { "menu", "menuone", "noselect" } local lspkind = require "lspkind" lspkind.init() local cmp = require'cmp' cmp.setup({ snippet = { expand = function(args) vim.fn["UltiSnips#Anon"](args.body) end, }, mapping = { ['<C-d>'] = cmp.mapping(cmp.mapping.scroll_docs(-4), { 'i', 'c' }), ['<C-s>'] = cmp.mapping.complete({ config = {sources = {{ name = 'nvim_lsp' }}} }), ['<C-f>'] = cmp.mapping(cmp.mapping.scroll_docs(4), { 'i', 'c' }), ['<C-Space>'] = cmp.mapping(cmp.mapping.complete(), { 'i', 'c' }), ['<C-y>'] = cmp.config.disable, ['<C-e>'] = cmp.mapping({ i = cmp.mapping.abort(), c = cmp.mapping.close(), }), }, sources ={ { name = 'ultisnips' }, { name = 'nvim_lsp' }, { name = 'path' }, { name = 'nvim_lua'}, { name = 'buffer', keyword_length = 4,}, }, formatting = { format = lspkind.cmp_format { with_text = true, menu = { buffer = "[buf]", nvim_lua = "[api]", nvim_lsp = "[LSP]", path = "[path]", ultisnips= "[snip]", }, }, }, experimental = { native_menu = false, }, require'cmp'.setup.cmdline('/', {sources = {{ name = 'buffer' }}}), require'cmp'.setup.cmdline(':', {sources = {{ name = 'cmdline' }}}), })
--[[The MIT License (MIT) Copyright (c) 2017 IllidanS4 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 entityEnumerator = { __gc = function(enum) if enum.destructor and enum.handle then enum.destructor(enum.handle) end enum.destructor = nil enum.handle = nil end } local function EnumerateEntities(initFunc, moveFunc, disposeFunc) return coroutine.wrap(function() local iter, id = initFunc() if not id or id == 0 then disposeFunc(iter) return end local enum = {handle = iter, destructor = disposeFunc} setmetatable(enum, entityEnumerator) local next = true repeat coroutine.yield(id) next, id = moveFunc(iter) until not next enum.destructor, enum.handle = nil, nil disposeFunc(iter) end) end function EnumerateObjects() return EnumerateEntities(FindFirstObject, FindNextObject, EndFindObject) end function EnumeratePeds() return EnumerateEntities(FindFirstPed, FindNextPed, EndFindPed) end function EnumerateVehicles() return EnumerateEntities(FindFirstVehicle, FindNextVehicle, EndFindVehicle) end function EnumeratePickups() return EnumerateEntities(FindFirstPickup, FindNextPickup, EndFindPickup) end --[[Usage: for ped in EnumeratePeds() do <do something with 'ped'> end ]]
-------------------------------------------------------------------------------- _G.CHERRY_VERSION = '3.7.0' -------------------------------------------------------------------------------- -- debug require 'cherry.libs.logger' require 'cherry.libs.test-rect' -- libs extensions require 'cherry.libs.math' require 'cherry.libs.string' require 'cherry.libs.table' -------------------------------------------------------------------------------- local time = require 'cherry.libs.time' local seed = time.getTimeMs() math.randomseed(seed) -------------------------------------------------------------------------------- -- corona _G.composer = _G.composer or require 'composer' -- app _G.App = require 'cherry.core.app' _G.Router = require 'cherry.core.router' -------------------------------------------------------------------------------- _G.FULL_W = display.contentWidth _G.FULL_H = display.contentHeight _G.W = display.safeActualContentWidth _G.H = display.safeActualContentHeight _G.TOP = display.safeScreenOriginY _G.BOTTOM = display.safeScreenOriginY + display.safeActualContentHeight -- local safeArea = display.newRect(W / 2, TOP + H / 2, W, H) -- local colorize = require 'cherry.libs.colorize' -- safeArea:setFillColor(colorize('#fff')) -- safeArea.alpha = 0.2 -------------------------------------------------------------------------------- -- https://docs.coronalabs.com/tutorial/media/extendAnchors/index.html#extending-anchor-points-1 display.setDefault('isAnchorClamped', false)
ENT.Type = "point" --------------------------------------------------------- -- --------------------------------------------------------- function ENT:Initialize() end --------------------------------------------------------- -- --------------------------------------------------------- function ENT:KeyValue(key, value) if (key == "gamemode") then local data = string.Explode(" ", value) self.minigames = {} for k, v in pairs(data) do table.insert(self.minigames, v) end else self[key] = value end end
-- add easy way for lua code to be the text source for a geeklet local module = { --[=[ _NAME = 'GeekTool Replacement', _VERSION = 'the 3rd digit of Pi/0', _URL = 'https://github.com/asmagill/hammerspoon-config', _LICENSE = [[ See README.md ]] _DESCRIPTION = [[]], --]=] } local fnutils = require("hs.fnutils") local drawing = require("hs.drawing") local stext = require("hs.styledtext") local task = require("hs.task") local timer = require("hs.timer") -- local caffeinate = require("hs.caffeinate") local log = require("hs.logger").new("geeklets","warning") module.log = log -- private variables and methods ----------------------------------------- local registeredGeeklets = {} local orderDrawings = function(name) if registeredGeeklets[name].isVisible then for i = #registeredGeeklets[name].drawings, 2, -1 do registeredGeeklets[name].drawings[i]:orderBelow(registeredGeeklets[name].drawings[1]) end end end local GeekTimer = timer.new(1, function() for i,v in pairs(registeredGeeklets) do if (v.lastRun + v.period) <= os.time() then if v.enabled then if v.kind == "task" then if v.task and v.task:isRunning() then if (v.lastNotified + 60) < os.time() then log.wf("%s: is still running -- either period is too short or it has hung", v.name) v.lastNotified = os.time() end else v.task = task.new(v.path, function(c, o, e) if c ~= 0 then log.wf("%s: status: %d error:%s output:%s", v.name, c, e, o) end v.drawings[1]:setStyledText(stext.ansi(o, v.textStyle)) v.lastNotified = 0 v.task = nil end) v.lastRun = os.time() v.task:start() end elseif v.kind == "lua" then local state, result = nil, "" if type(v.code) == "function" then state, result = pcall(v.code) else state, result = pcall(dofile, v.code) end if state then if result then if v.isAlreadyStyled then v.drawings[1]:setStyledText(result) else v.drawings[1]:setStyledText(stext.ansi(result, v.textStyle)) end else v.drawings[1]:hide() end v.lastRun = os.time() v.lastNotified = 0 else if (v.lastNotified + 60) < os.time() then log.wf("%s: error %s", v.name, tostring(result)) local errorStyle = {} for i,v in pairs(v.textStyle) do errorStyle[i] = v end errorStyle.color = {red=1} errorStyle.font = stext.convertFont(v.textStyle.font, stext.fontTraits.italicFont) v.drawings[1]:setStyledText(stext.ansi(tostring(result), errorStyle)) v.lastNotified = os.time() end end end orderDrawings(v.name) end end end end) -- local geekletSleepWatcher = caffeinate.watcher.new(function(event) -- if event == caffeinate.watcher.systemDidWake then -- for i,v in pairs(registeredGeeklets) do -- v.lastNotified = 0 -- end -- elseif event == caffeinate.watcher.systemWillSleep then -- for i,v in pairs(registeredGeeklets) do -- if v.task and v.task:isRunning() then -- v.task:setCallback(nil):terminate() -- end -- end -- end -- end):start() local watchable = require("hs.watchable") module.watchCaffeinatedState = watchable.watch("generalStatus.caffeinatedState", function(w, p, i, old, new) if new == 1 then -- systemWillSleep for i,v in pairs(registeredGeeklets) do if v.task and v.task:isRunning() then v.task:setCallback(nil):terminate() end end elseif new == 0 then -- systemDidWake for i,v in pairs(registeredGeeklets) do v.lastNotified = 0 end end end) -- Change the defaults in here if you don't like mine! local registerGeeklet = function(kind, name, period, path, frame, textStyle, otherDrawings) assert(kind == "lua" or kind == "task", "Unknown geeklet type: "..tostring(kind)) local code = nil if kind == "lua" then code, path = path, nil end local theStyle, theDrawings = textStyle, otherDrawings -- take advantage of the fact that textStyle is a table while otherDrawings is an array if type(textStyle) == "table" and #textStyle ~= 0 then theDrawings = textStyle theStyle = {} end if not theStyle.font then theStyle.font = { name = "Menlo", size = 12 } end if not registeredGeeklets[name] then registeredGeeklets[name] = setmetatable({ kind = kind, name = name, period = period, path = path, code = code, frame = frame, textStyle = theStyle, isAlreadyStyled = theStyle.skip, isVisible = true, enabled = false, lastRun = -1, lastNotified = -1, shouldHover = false, isOnAllSpaces = true, layer = true, drawings = theDrawings, }, { __index = { start = module.start, stop = module.stop, delete = module.delete, visible = module.visible, toggle = module.toggle, hover = module.hover, onAllSpaces = module.onAllSpaces, wantsLayer = module.wantsLayer, } }) table.insert(registeredGeeklets[name].drawings, 1, drawing.text(frame, " ")) else error(name.." is already registered", 2) end return registeredGeeklets[name]:hover(registeredGeeklets[name].shouldHover) :visible(registeredGeeklets[name].isVisible) :wantsLayer(registeredGeeklets[name].layer) :onAllSpaces(registeredGeeklets[name].isOnAllSpaces) end -- Public interface ------------------------------------------------------ module.registerLuaGeeklet = function(name, period, code, frame, textStyle, otherDrawings) assert(type(name) == "string", "Argument 1, Name, must be specified as a string") assert(type(period) == "number", "Argument 2, Period, must be specified as a number") assert(type(code) == "string" or type(code) == "function", "Argument 3, Path, must be specified as a string or a function") assert(type(frame) == "table", "Argument 4, Frame, must be specified as a table") return registerGeeklet("lua", name, period, code, frame, textStyle, otherDrawings) end module.registerShellGeeklet = function(name, period, path, frame, textStyle, otherDrawings) assert(type(name) == "string", "Argument 1, Name, must be specified as a string") assert(type(period) == "number", "Argument 2, Period, must be specified as a number") assert(type(path) == "string", "Argument 3, Path, must be specified as a string") assert(type(frame) == "table", "Argument 4, Frame, must be specified as a table") return registerGeeklet("task", name, period, path, frame, textStyle, otherDrawings) end module.start = function(name) local iReturn = name if type(name) == "table" then name = name.name end if not registeredGeeklets[name] then error(name.." is not registered", 2) else registeredGeeklets[name].enabled = true end return iReturn end module.stop = function(name) local iReturn = name if type(name) == "table" then name = name.name end if not registeredGeeklets[name] then error(name.." is not registered", 2) else registeredGeeklets[name].enabled = false end return iReturn end module.delete = function(name) local iReturn = name if type(name) == "table" then name = name.name end if not registeredGeeklets[name] then error(name.." is not registered", 2) else registeredGeeklets[name]:stop() -- for j,k in ipairs(registeredGeeklets[name].drawings) do -- k:delete() for k = #registeredGeeklets[name].drawings, 1, -1 do registeredGeeklets[name].drawings[k]:delete() end registeredGeeklets[name].drawings = nil registeredGeeklets[name] = nil end end module.visible = function(name, state) local iReturn = name if type(name) == "table" then name = name.name end if not registeredGeeklets[name] then error(name.." is not registered", 2) else if state == nil then return registeredGeeklets[name].isVisible end -- for i,v in ipairs(registeredGeeklets[name].drawings) do -- if state then v:show() else v:hide() end for v = #registeredGeeklets[name].drawings, 1, -1 do if state then registeredGeeklets[name].drawings[v]:show() else registeredGeeklets[name].drawings[v]:hide() end end registeredGeeklets[name].isVisible = state orderDrawings(name) end return iReturn end module.hover = function(name, state) local iReturn = name if type(name) == "table" then name = name.name end if not registeredGeeklets[name] then error(name.." is not registered", 2) else if state == nil then return registeredGeeklets[name].shouldHover end -- for i,v in ipairs(registeredGeeklets[name].drawings) do for v = #registeredGeeklets[name].drawings, 1, -1 do if state then -- v:setLevel(drawing.windowLevels.popUpMenu) registeredGeeklets[name].drawings[v]:setLevel(drawing.windowLevels.popUpMenu) else -- v:setLevel(drawing.windowLevels.desktopIcon) registeredGeeklets[name].drawings[v]:setLevel(drawing.windowLevels.desktopIcon) end end registeredGeeklets[name].shouldHover = state orderDrawings(name) end return iReturn end module.toggle = function(name) if type(name) == "table" then name = name.name end return module.visible(name, not registeredGeeklets[name].isVisible) end module.wantsLayer = function(name, state) local iReturn = name if type(name) == "table" then name = name.name end if not registeredGeeklets[name] then error(name.." is not registered", 2) else if state == nil then return registeredGeeklets[name].layer end registeredGeeklets[name].drawings[1]:wantsLayer(state) registeredGeeklets[name].layer = state end return iReturn end module.onAllSpaces = function(name, state) local iReturn = name if type(name) == "table" then name = name.name end if not registeredGeeklets[name] then error(name.." is not registered", 2) else if state == nil then return registeredGeeklets[name].isOnAllSpaces end -- for j,k in ipairs(registeredGeeklets[name].drawings) do for k = #registeredGeeklets[name].drawings, 1, -1 do if state then -- k:setBehaviorByLabels{"canJoinAllSpaces"} registeredGeeklets[name].drawings[k]:setBehaviorByLabels{"canJoinAllSpaces"} else -- k:setBehaviorByLabels{"default"} registeredGeeklets[name].drawings[k]:setBehaviorByLabels{"default"} end end registeredGeeklets[name].onAllSpaces = state end return iReturn end module.status = function() print("GeekLet timer status: "..(GeekTimer:running() and "running" or "stopped")) print(string.format("%-20s %-8s %1s %1s %s","Name", "Period", "E", "V", "Last Run")) print(string.rep("-",60)) for i,v in fnutils.sortByKeys(registeredGeeklets) do print(string.format("%-20s %6d %1s %1s %s", i, v.period, (v.enabled and "T" or "F"), (v.isVisible and "T" or "F"), ((v.lastRun == -1) and "not yet" or os.date("%c", v.lastRun)) )) end end module.stopUpdates = function() return GeekTimer:stop() end module.startUpdates = function() return GeekTimer:start() end module.hideAll = function() for i,v in pairs(registeredGeeklets) do if v.visible then -- for j, k in ipairs(v.drawings) do k:hide() end for k = #v.drawings, 1, -1 do v.drawings[k]:hide() end end end end module.showAll = function() for i,v in pairs(registeredGeeklets) do if v.visible then -- for j, k in ipairs(v.drawings) do k:show() end for k = #v.drawings, 1, -1 do v.drawings[k]:show() end end end end module.timer = GeekTimer module.sleepWatcher = geekletSleepWatcher module.geeklets = registeredGeeklets -- Return Module Object -------------------------------------------------- -- return setmetatable(module, { -- __gc = function(obj) -- if GeekTimer:running() then GeekTimer:stop() end -- end -- }) return module
--[[ MIT License Copyright (c) 2019-2021 Marco Lizza 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 Class = require("tofu.core").Class local System = require("tofu.core").System local Canvas = require("tofu.graphics").Canvas local Display = require("tofu.graphics").Display local Program = require("tofu.graphics").Program local Font = require("tofu.graphics").Font local Timer = require("tofu.timers").Timer local Background = Class.define() function Background:__ctor(canvas, transparent, palette) local _, height = canvas:size() local half_height = math.tointeger(height * 0.5) local quarter_height = math.tointeger(height * 0.25) self.font = Font.new(Canvas.new("assets/images/font-8x8.png", transparent, palette:match(255, 255, 255)), 8, 8) self.timer = Timer.new(10, 0, function(_) local program = Program.gradient(transparent, { { 0, palette:get(math.random(0, transparent)) }, { quarter_height - 1, palette:get(math.random(0, transparent)) }, { half_height - 1, palette:get(math.random(0, transparent)) }, { height - quarter_height - 1, palette:get(math.random(0, transparent)) }, { height - 1, palette:get(math.random(0, transparent)) } }) -- program:wait(0, height - math.tointeger(quarter_height / 2) - 1) -- program:modulo(-width * 4) Display.program(program) end) end function Background:update(_) end function Background:render(canvas) --[[ self.canvas:push() local x, y = 0, 0 local dy = 0 local message = '* T O F U - E N G I N E ' local colours = { 0, 5, 6, 10, 7, 23, 6, 5 } local offset = 0 -- math.tointeger(t * 17.0) local cursor = math.tointeger(t * 5.0) for k = 0, 49 do local dx = 0 local max_char_height = 0 for i = 0, 59 do local j = ((cursor + k + i) % #message) + 1 local c = message:sub(j, j) local char_width, char_height = self.font:size(c) if char_height > max_char_height then max_char_height = char_height end canvas:shift(0, colours[(i + offset) % #colours + 1]) self.font:write(c, x + dx, y + dy) dx = dx + char_width end dy = dy + char_height end self.canvas:pop() --]] local width, height = canvas:size() self.font:write(canvas, width, 0, string.format("%d FPS", System.fps()), "right", "top") self.font:write(canvas, width, height, string.format("%d KiB", System.heap("kb")), "right", "bottom") end return Background
local p = Instance.new ("Part" , game.Workspace) p.Name = "Base" p.Size = Vector3.new (512,0.400000006,512) p.Anchored = true p.Locked = true p.CFrame = CFrame.new(0, 0, 0) local k = Instance.new ("Message" , game.Workspace) game.Workspace.Base.BrickColor = BrickColor.new ("Earth green")
local TweenService = game:GetService("TweenService") local require = require(game:GetService("ReplicatedStorage"):WaitForChild("ApeIntelligence")) local DraggableBar = require("DraggableBar") local BuildWindow = require("BuildWindow") local DraggableWindow = {} DraggableWindow.__index = DraggableWindow DraggableWindow.ClassName = "DraggableWindow" DraggableWindow.Info = TweenInfo.new(.4, Enum.EasingStyle.Quad) local Properties = { ["Frame"] = { BackgroundTransparency = 1; }; ["TextLabel"] = { BackgroundTransparency = 1; TextTransparency = 1; TextStrokeTransparency = 1; }; ["TextButton"] = { BackgroundTransparency = 1; TextTransparency = 1; TextStrokeTransparency = 1; }; ["ImageButton"] = { BackgroundTransparency = 1; ImageTransparency = 1; }; ["ImageLabel"] = { BackgroundTransparency = 1; ImageTransparency = 1; }; } function DraggableWindow.SetupCanvas(Player) assert(Player:WaitForChild("PlayerGui", 5), string.format("%q is not present", "PlayerGui")) local ScreenGui = BuildWindow.CreateScreenGui(true) ScreenGui.Name = "MenuPanel" ScreenGui.Parent = Player.PlayerGui return ScreenGui end --- wrapper for draggable menus -- use .new to create a new one from scratch function DraggableWindow.new(Parent, Title) local Gui = BuildWindow:CreateFullPackage(Title) local Bar = Gui:FindFirstChild("Header") Gui.Parent = Parent return DraggableWindow.CreateExisting(Bar, Gui) end -- use .CreateExisting to create one off an existing menu function DraggableWindow.CreateExisting(Bar, Gui) local CloseButton = Gui:FindFirstChild("CloseButton", true) assert(CloseButton, string.format("%q is not present", "CloseButton")) local self = setmetatable(DraggableBar.new(Bar, Gui), DraggableWindow) self.Enabled = false self.Animating = false self.Contents = {} local function HandleDescendant(GuiBase) if not typeof(GuiBase) == "Instance" or not GuiBase:IsA("GuiBase") or not Properties[GuiBase.ClassName] then return end local Tab = {} for PropName, _ in pairs(Properties[GuiBase.ClassName]) do if GuiBase[PropName] then Tab[PropName] = GuiBase[PropName] end end self.Contents[GuiBase] = { [true] = Tab; [false] = Properties[GuiBase.ClassName]; } end self.Maid:GiveTask(Gui.DescendantAdded:Connect(function(GuiBase) HandleDescendant(GuiBase) end)) self.Maid:GiveTask(Gui.DescendantRemoving:Connect(function(GuiBase) if typeof(GuiBase) ~= "Instance" or not GuiBase:IsA("GuiBase") or not self.Conents[GuiBase] then return end self.Conents[GuiBase] = nil end)) self.Maid:GiveTask(CloseButton.Activated:Connect(function() self:Toggle(false) end)) for _, GuiBase in pairs(Gui:GetDescendants()) do HandleDescendant(GuiBase) end self:Toggle(false) self.Gui.Visible = false return self end function DraggableWindow:Toggle(Bool) if self.Animating then return end self.Animating = true if Bool then self.Gui.Visible = true end local LastTween for GuiBase, Table in pairs(self.Contents) do LastTween = TweenService:Create(GuiBase, self.Info, Table[Bool]) LastTween:Play() end LastTween.Completed:Wait() self.Enabled = Bool self.Gui.Visible = Bool self.Animating = false end function DraggableWindow:Destroy() self.Maid:DoCleaning() self.Gui:Destroy() end return DraggableWindow
local lib = _3DreamEngine local class = { } function class:setLOD(min, max) self.LOD_min = min self.LOD_max = max end function class:getLOD() return self.LOD_min, self.LOD_max end function class:setVisible(b) self:setRenderVisibility(b) self:setShadowVisibility(b) end function class:setRenderVisibility(b) if self.class == "object" then for d,s in pairs(self.objects) do s:setRenderVisibility(b) end for d,s in pairs(self.meshes) do s:setRenderVisibility(b) end else self.renderVisibility = b or false end end function class:getRenderVisibility() return self.renderVisibility end function class:setShadowVisibility(b) if self.class == "object" then for d,s in pairs(self.objects) do s:setShadowVisibility(b) end for d,s in pairs(self.meshes) do s:setShadowVisibility(b) end else self.shadowVisibility = b or false end end function class:getShadowVisibility() return self.shadowVisibility end function class:setFarVisibility(b) if self.class == "object" then for d,s in pairs(self.objects) do s:setFarVisibility(b) end for d,s in pairs(self.meshes) do s:setFarVisibility(b) end else self.farVisibility = b end end function class:getFarVisibility() return self.farVisibility == true end return class
local Attack1 = script:GetCustomProperty("Attack1"):WaitForObject() local Attack2 = script:GetCustomProperty("Attack2"):WaitForObject() local Dodge = script:GetCustomProperty("Dodge"):WaitForObject() local BladeProjectile = script:GetCustomProperty("BladeProjectile") function BladeAttack(ability) local target = ability.owner:GetPrivateNetworkedData("Target") if target ~= nil then local forwardVector = ability.owner:GetWorldTransform():GetForwardVector() print("Spawned") local projectile = Projectile.Spawn(BladeProjectile, ability.owner:GetWorldPosition() + forwardVector * 300, Vector3.UP) projectile.speed = 300 projectile.gravityScale = 0 projectile.lifeSpan = 2 projectile.homingTarget = target end end Attack1.executeEvent:Connect(BladeAttack)
local ControllerImageLibrary = {} local spritesheets = {} for _, platform in pairs(script.Spritesheets:GetChildren()) do spritesheets[platform.Name] = {} for _, style in pairs(platform:GetChildren()) do spritesheets[platform.Name][style.Name] = require(style).new() end end local function getImageInstance(instanceType, index, style) local platform = "XboxOne" if type(index)== "userdata" then index = string.sub(tostring(index), 14) end local sheet = spritesheets[platform][style] if not sheet then warn("Could not find style: " .. style) return end local element = sheet:GetSprite(instanceType, index) return element end function ControllerImageLibrary:GetImageLabel(index, style, platform) return getImageInstance("ImageLabel", index, style, platform) end function ControllerImageLibrary:GetImageButton(index, style, platform) return getImageInstance("ImageButton", index, style, platform) end return ControllerImageLibrary
test = { a = function (n1, n2, s1, s2) return {s1, s2, n2, n1} end, b = function (strnum) return {tonumber(strnum), tonumber64(strnum)} end }
local ShadowFiend = {} -- ShadowFiend.autoRaze = Menu.AddOption({"Hero Specific", "Shadow Fiend"}, "Auto Raze for KS", "On/Off") ShadowFiend.awareness = Menu.AddOption({"Hero Specific", "Shadow Fiend"}, "Awareness", "Show Kill Potential") ShadowFiend.font = Renderer.LoadFont("Tahoma", 30, Enum.FontWeight.EXTRABOLD) function ShadowFiend.OnDraw() if not Menu.IsEnabled(ShadowFiend.awareness) then return end local myHero = Heroes.GetLocal() if not myHero or NPC.GetUnitName(myHero) ~= "npc_dota_hero_nevermore" then return end local myMana = NPC.GetMana(myHero) local magicDamageFactor = 0.75 local raze_short = NPC.GetAbilityByIndex(myHero, 0) local raze_mid = NPC.GetAbilityByIndex(myHero, 1) local raze_long = NPC.GetAbilityByIndex(myHero, 2) local raze_level = Ability.GetLevel(raze_short) local raze_damage = (raze_level > 0) and 100+75*(raze_level-1) or 0 local true_raze_damage = raze_damage * magicDamageFactor local raze_radius = 250 local raze_mana_cost = 90 local short_range, mid_range, long_range = 200, 450, 700 for i = 1, Heroes.Count() do local enemy = Heroes.Get(i) if not NPC.IsIllusion(enemy) and not Entity.IsSameTeam(myHero, enemy) and not Entity.IsDormant(enemy) and Entity.IsAlive(enemy) then local enemyHp = Entity.GetHealth(enemy) local physicalDamage = NPC.GetDamageMultiplierVersus(myHero, enemy) * NPC.GetTrueDamage(myHero) * NPC.GetArmorDamageMultiplier(enemy) local hitsLeft = (physicalDamage > 0) and math.ceil((enemyHp - true_raze_damage) / physicalDamage) or 999999 -- ================= -- Awareness -- ================= local pos = Entity.GetAbsOrigin(enemy) local x, y, visible = Renderer.WorldToScreen(pos) -- red : can kill; green : cant kill if enemyHp - true_raze_damage <= 0 then Renderer.SetDrawColor(255, 0, 0, 255) Renderer.DrawTextCentered(ShadowFiend.font, x, y, "One", 1) elseif enemyHp - 2 * true_raze_damage <= 0 then Renderer.SetDrawColor(255, 0, 0, 255) Renderer.DrawTextCentered(ShadowFiend.font, x, y, "Two", 1) else Renderer.SetDrawColor(0, 255, 0, 255) Renderer.DrawTextCentered(ShadowFiend.font, x, y, hitsLeft, 1) end -- ====================== -- auto kill using razes -- ====================== -- local myPos = Entity.GetAbsOrigin(myHero) -- local myAngle = Entity.GetRotation(myHero) -- -- one raze to kill -- if enemyHp - true_raze_damage <= 0 then -- -- short_range +/- raze_radius/2 -- if Ability.IsCastable(raze_short, myMana) and NPC.IsEntityInRange(enemy, myHero, short_range+raze_radius/2) then -- Ability.CastNoTarget(raze_short) -- sleep(0.02) -- end -- -- mid_range +/- raze_radius/2 -- if Ability.IsCastable(raze_short, myMana) and not NPC.IsEntityInRange(enemy, myHero, mid_range-raze_radius/2) and NPC.IsEntityInRange(enemy, myHero, mid_range+raze_radius/2) then -- Ability.CastNoTarget(raze_mid) -- sleep(0.02) -- end -- -- long_range +/- raze_radius/2 -- if Ability.IsCastable(raze_short, myMana) and not NPC.IsEntityInRange(enemy, myHero, long_range-raze_radius/2) and NPC.IsEntityInRange(enemy, myHero, long_range+raze_radius/2) then -- Ability.CastNoTarget(raze_long) -- sleep(0.02) -- end -- -- two razes to kill -- elseif enemyHp - 2 * true_raze_damage <= 0 then -- end end -- end of if statement end -- end of for loop end local clock = os.clock function sleep(n) -- seconds local t0 = clock() while clock() - t0 <= n do end end return ShadowFiend
require 'dp' require 'cutorch' require 'cunn' require 'cunnx' local dptest = {} local precision_forward = 1e-4 local precision_backward = 1e-2 local nloop = 10000 local times = {} local dptestx = {} function dptest.languagemodel() local ds = dp.BillionWords{train_file='train_tiny.th7',context_size=5} local hierarchy = ds:hierarchy() local train = ds:trainSet() local nn_inputs = {} local a = torch.Timer() for i=1,nloop,512 do local batch = train:sub(i,i+511) local targets = batch:targets():forward('b') table.insert(nn_inputs, {batch:inputs():forward('bt'), targets}) end print("input Time ".. a:time().real) local tm = {} local title = 'language model forward' times[title] = tm local model = dp.Sequential{ models = { dp.Dictionary{ dict_size = ds:vocabularySize(), output_size = 50 }, dp.Neural{ input_size = 50*5, output_size = 50, transfer = nn.Tanh() }, dp.SoftmaxTree{ input_size = 50, hierarchy = hierarchy, root_id = 880542 } } } model:zeroStatistics() a:reset() local resdp, batch for i=1,nloop,512 do batch = train:sub(batch, i, i+511) local carry = batch:carry() carry:putObj('nSample', 512) resdp = model:forward(batch:inputs(), carry) end tm.dp = a:time().real print("dp Time ".. a:time().real)--]] local tm4 = {} local title = 'language model forward cuda' times[title] = tm4 model:cuda() model:zeroStatistics() a:reset() local resdpCuda for i=1,nloop,512 do batch = train:sub(batch, i, i+511) local carry = batch:carry() carry:putObj('nSample', 512) resdpCuda = model:forward(batch:inputs(), carry) end tm4.dp = a:time().real tm4.nn = tm.dp print("dp cuda Time ".. a:time().real) local trunk = nn.Sequential() trunk:add(nn.LookupTable(ds:vocabularySize(),50)) trunk:add(nn.Reshape(50*5)) trunk:add(nn.Linear(50*5,50)) trunk:add(nn.Tanh()) local para = nn.ParallelTable() para:add(trunk) para:add(nn.Identity()) local mlp = nn.Sequential() mlp:add(para) mlp:add(nn.SoftMaxTree(50,hierarchy,880542)) local groundtruth = mlp:forward(nn_inputs[1]) a:reset() for i = 1,#nn_inputs do groundtruth = mlp:forward(nn_inputs[i]) end tm.nn = a:time().real print("nn Time ".. a:time().real) local tm2 = {} local title = 'language model softmax forward' times[title] = tm2 mlp = nn.Sequential() mlp:add(trunk) mlp:add(nn.Linear(50,800000)) mlp:add(nn.LogSoftMax()) tm2.dp = tm.nn local groundtruth = mlp:forward(nn_inputs[1][1]) a:reset() for i = 1,#nn_inputs do groundtruth = mlp:forward(nn_inputs[i][1]) end tm2.nn = a:time().real print("softmax Time ".. a:time().real) local tm3 = {} local title = 'language model softmax focused forward' times[title] = tm3 mlp = nn.Sequential() mlp:add(trunk) mlp:add(nn.Linear(50,100)) mlp:add(nn.LogSoftMax()) tm3.dp = tm.nn local groundtruth = mlp:forward(nn_inputs[1][1]) a:reset() for i = 1,#nn_inputs do groundtruth = mlp:forward(nn_inputs[i][1]) end tm3.nn = a:time().real print("softmax focused Time ".. a:time().real) end function nn.testBenchmark(tests) math.randomseed(os.time()) jac = nn.Jacobian mytester = torch.Tester() mytester:add(dptest) mytester:run(tests) print '' for module,tm in pairs(times) do print(module .. ': \t average speedup is ' .. (tm.nn / (tm.dp or 1e6))) end end nn.testBenchmark()
io.stdout:setvbuf("no") --For console output to work function love.conf(t) t.identity = ".lovediscord" -- The name of the save directory (string) t.version = "11.2" -- The LÖVE version this game was made for (string) t.console = false -- Attach a console (boolean, Windows only) t.accelerometerjoystick = false -- Enable the accelerometer on iOS and Android by exposing it as a Joystick (boolean) t.externalstorage = true -- True to save files (and read from the save directory) in external storage on Android (boolean) t.gammacorrect = false -- Enable gamma-correct rendering, when supported by the system (boolean) t.window = nil --Disable love.window, no graphics needed for a discord bot. t.modules.audio = false -- Disable the audio module (boolean) t.modules.data = true -- Enable the data module (boolean) t.modules.event = true -- Enable the event module (boolean) t.modules.graphics = false -- Disable the graphics module (boolean) t.modules.image = true -- Enable the image module (boolean) t.modules.joystick = false -- Disable the joystick module (boolean) t.modules.keyboard = false -- Disable the keyboard module (boolean) t.modules.math = true -- Enable the math module (boolean) t.modules.mouse = false -- Disable the mouse module (boolean) t.modules.physics = false -- Disable the physics module (boolean) t.modules.sound = false -- Disable the sound module (boolean) t.modules.system = true -- Enable the system module (boolean) t.modules.timer = true -- Enable the timer module (boolean), Disabling it will result 0 delta time in love.update t.modules.touch = false -- Disable the touch module (boolean) t.modules.video = false -- Disable the video module (boolean) t.modules.window = false -- Disable the window module (boolean) t.modules.thread = true -- Enable the thread module (boolean) end