content stringlengths 5 1.05M |
|---|
crash = {{{{{{{{ {}, {}, {} }}}}}}}}
-----------------------------------------------------------------------
------------------------ Settings ---------------------------------
-----------------------------------------------------------------------
crash = {{{{{{{{ {}, {}, {} }}}}}}}}
Rules = {
{"Egyptian"},
{"English"},
{"France"},
{"Italian"},
{"Russian"},
{"Portuguese"},
{"Tunisian"},
}
Commands = {
{"Function Binds"},
{"Chat Binds"},
{"Server Commands"},
}
Informations = {
{"FAQ"},
{"Events"},
}
Updates = {
{"Recently Updates"},
}
Roster = {
{"Staff Duties"},
{"Staff Roster"},
}
About = {
{"AUR info"},
}
function centerWindows ( theWindow )
local screenW,screenH=guiGetScreenSize()
local windowW,windowH=guiGetSize(theWindow,false)
local x,y = (screenW-windowW)/2,(screenH-windowH)/1.5
guiSetPosition(theWindow,x,y,false)
end
-- RULES
-- local rules_ _file = fileOpen("Rules/rules_ .txt", true)
local rules_egyptian_file = fileOpen("Rules/eg.txt", true)
local rules_english_file = fileOpen("Rules/en.txt", true)
local rules_italian_file = fileOpen("Rules/it.txt", true)
local rules_portuguese_file = fileOpen("Rules/pt.txt", true)
local rules_russian_file = fileOpen("Rules/ru.txt", true)
local rules_france_file = fileOpen("Rules/fr.txt", true)
local rules_tunisian_file = fileOpen("Rules/tn.txt", true)
-- local _Rules = fileRead(rules_ _file, 50000)
local France_Rules = fileRead(rules_france_file, 50000)
local Egyptian_Rules = fileRead(rules_egyptian_file, 50000)
local English_Rules = fileRead(rules_english_file, 50000)
local Italian_Rules = fileRead(rules_italian_file, 50000)
local Portuguese_Rules = fileRead(rules_portuguese_file, 50000)
local Russian_Rules = fileRead(rules_russian_file, 50000)
local Tunisian_Rules = fileRead(rules_tunisian_file, 50000)
-- OTHERS
-- local other_ _file = fileOpen("Other/ .txt", true)
local other_AURinfo_file = fileOpen("Other/AURinfo.txt", true)
local other_events_file = fileOpen("Other/Events.txt", true)
local other_faq_file = fileOpen("Other/FAQ.txt", true)
local other_staff_duties_file = fileOpen("Other/Staff_duties.txt", true)
local other_staff_roster_file = fileOpen("Other/Staff_roster.txt", true)
local other_updates_file = fileOpen("Other/Updates.txt", true)
local servercmd_file = fileOpen("Other/servercmd.txt", true)
--local _Info = fileRead(other_ _file, 50000)
local AURinfo_Info = fileRead(other_AURinfo_file, 50000)
local Events_Info = fileRead(other_events_file, 50000)
local FAQ_Info = fileRead(other_faq_file, 50000)
local Staff_D_Info = fileRead(other_staff_duties_file, 50000)
local Staff_R_Info = fileRead(other_staff_roster_file, 50000)
local servcmd_info = fileRead(servercmd_file, 50000)
---local Updates_Info = fileRead(other_updates_file, 50000)
Updates_Info = ""
Options = {
{"Rules"},
{"Commands"},
{"Informations"},
{"Updates"},
{"Staff Roster"},
{"About AUR"},
{"Close"},
}
AURhelp_window = guiCreateWindow(302,86,701,585,"AUR ~ Extensive Documentation",false)
centerWindows(AURhelp_window)
AURhelp_image = guiCreateStaticImage(200,30,340,80,"images/logo.png",false,AURhelp_window)
AURhelp_Label = guiCreateLabel(230,110,500,50,"Extensive Documentation",false,AURhelp_window)
guiLabelSetColor(AURhelp_Label,0,200,200)
guiLabelSetVerticalAlign(AURhelp_Label,"top")
guiLabelSetHorizontalAlign(AURhelp_Label,"left",false)
guiSetFont(AURhelp_Label,"sa-header")
AURhelp_Credits = guiCreateLabel(490,566,220,20,"© Smith 2016 AUR ~ Extensive Documentation",false,AURhelp_window)
guiLabelSetColor(AURhelp_Credits,255,250,250)
guiLabelSetVerticalAlign(AURhelp_Credits,"top")
guiLabelSetHorizontalAlign(AURhelp_Credits,"left",false)
guiSetFont(AURhelp_Credits,"default-small")
AURhelp_memo = guiCreateMemo(165,174,527,392,"Please, Select one of current Options found in GridList 1.",false,AURhelp_window)
AURhelp_grid1 = guiCreateGridList(10,175,147,130,false,AURhelp_window)
guiGridListSetSelectionMode(AURhelp_grid1,2)
AURhelp_grid1_Column = guiGridListAddColumn(AURhelp_grid1,"Possible Options",0.81)
for k, v in ipairs(Options) do
local row = guiGridListAddRow ( AURhelp_grid1 )
guiGridListSetItemText ( AURhelp_grid1 , row, AURhelp_grid1_Column, v[1], false, false )
end
AURhelp_grid2 = guiCreateGridList(11,312,146,255,false,AURhelp_window)
guiGridListSetSelectionMode(AURhelp_grid2,2)
AURhelp_grid2_Column = guiGridListAddColumn(AURhelp_grid2,"Option(s)",0.81)
guiMemoSetReadOnly(AURhelp_memo, true)
guiWindowSetSizable(AURhelp_window,false)
guiSetVisible(AURhelp_window,false)
showCursor(false)
addCommandHandler("rules",
function()
guiSetVisible(AURhelp_window, not guiGetVisible(AURhelp_window))
showCursor(not isCursorShowing())
triggerServerEvent("requestUpdates",resourceRoot)
end
)
function downl(responseData, errno)
if (errno == 0) then
Updates_Info = responseData
else
Updates_Info = "Failed to collect updates"
end
end
addEvent("requestUpdates",true)
addEventHandler("requestUpdates",getRootElement(),downl)
function forceShowRules()
guiSetVisible(AURhelp_window, not guiGetVisible(AURhelp_window))
showCursor(not isCursorShowing())
exports.NGCdxmsg:createNewDxMessage("Welcome to AUR Information panel. Read rules carefully & Don't break them.",0,255,0)
end
addEvent("onPlayerForcedRules",true)
addEventHandler("onPlayerForcedRules",root,function()
guiSetVisible(AURhelp_window, not guiGetVisible(AURhelp_window))
showCursor(not isCursorShowing())
exports.NGCdxmsg:createNewDxMessage("Welcome to AUR Information panel. Read rules carefully & Don't break them.",0,255,0)
end)
addEventHandler("onClientGUIClick", getRootElement(),
function()
if source == AURhelp_grid1 then
local selectedOption = guiGridListGetItemText (AURhelp_grid1, guiGridListGetSelectedItem (AURhelp_grid1), 1)
if selectedOption ~= nil then
if selectedOption == "Rules" then
guiSetText(AURhelp_memo,"Now that you selected your option, please select the one of the languages ??found in the following list.")
guiGridListClear(AURhelp_grid2)
for k, v in ipairs(Rules) do
local row = guiGridListAddRow ( AURhelp_grid2 )
guiGridListSetItemText(AURhelp_grid2, row, AURhelp_grid2_Column, v[1], false, false )
end
elseif selectedOption == "Commands" then
guiSetText(AURhelp_memo,"Now that you selected your option, please select the one of the options ??found in the following list.")
guiGridListClear(AURhelp_grid2)
for k, v in ipairs(Commands) do
local row = guiGridListAddRow ( AURhelp_grid2 )
guiGridListSetItemText ( AURhelp_grid2, row, AURhelp_grid2_Column, v[1], false, false )
end
elseif selectedOption == "Informations" then
guiSetText(AURhelp_memo,"Now that you selected your option, please select the one of the options ??found in the following list.")
guiGridListClear(AURhelp_grid2)
for k, v in ipairs(Informations) do
local row = guiGridListAddRow ( AURhelp_grid2 )
guiGridListSetItemText ( AURhelp_grid2, row, AURhelp_grid2_Column, v[1], false, false )
end
elseif selectedOption == "Updates" then
guiSetText(AURhelp_memo,"Now that you selected your option, please select the one of the options ??found in the following list.")
guiGridListClear(AURhelp_grid2)
for k, v in ipairs(Updates) do
local row = guiGridListAddRow ( AURhelp_grid2 )
guiGridListSetItemText ( AURhelp_grid2, row, AURhelp_grid2_Column, v[1], false, false )
end
elseif selectedOption == "Staff Roster" then
guiSetText(AURhelp_memo,"Now that you selected your option, please select the one of the options ??found in the following list.")
guiGridListClear(AURhelp_grid2)
for k, v in ipairs(Roster) do
local row = guiGridListAddRow ( AURhelp_grid2 )
guiGridListSetItemText ( AURhelp_grid2, row, AURhelp_grid2_Column, v[1], false, false )
end
elseif selectedOption == "About AUR" then
guiSetText(AURhelp_memo,"Now that you selected your option, please select the one of the options ??found in the following list.")
guiGridListClear(AURhelp_grid2)
for k, v in ipairs(About) do
local row = guiGridListAddRow ( AURhelp_grid2 )
guiGridListSetItemText ( AURhelp_grid2, row, AURhelp_grid2_Column, v[1], false, false )
end
elseif selectedOption == "Close" then
guiSetVisible(AURhelp_window, not guiGetVisible(AURhelp_window))
showCursor(not isCursorShowing())
else
guiSetText(AURhelp_memo,"Warning: You have to select one of options found in GridList1!")
end
end
elseif source == AURhelp_grid2 then
local selectedOption = guiGridListGetItemText (AURhelp_grid1, guiGridListGetSelectedItem (AURhelp_grid1), 1)
local selectedOption2 = guiGridListGetItemText (AURhelp_grid2, guiGridListGetSelectedItem (AURhelp_grid2), 1)
if selectedOption == "Rules" then
if selectedOption2 ~= nil then
if selectedOption2 == "France" then
guiSetText(AURhelp_memo,France_Rules)
elseif selectedOption2 == "Egyptian" then
guiSetText(AURhelp_memo,Egyptian_Rules)
elseif selectedOption2 == "English" then
guiSetText(AURhelp_memo,English_Rules)
elseif selectedOption2 == "Italian" then
guiSetText(AURhelp_memo,Italian_Rules)
elseif selectedOption2 == "Portuguese" then
guiSetText(AURhelp_memo,Portuguese_Rules)
elseif selectedOption2 == "Russian" then
guiSetText(AURhelp_memo,Russian_Rules)
elseif selectedOption2 == "Tunisian" then
guiSetText(AURhelp_memo,Tunisian_Rules)
else
guiSetText(AURhelp_memo,"Warning: You have to select one of options to get information!")
end
end
elseif selectedOption == "Commands" then
if selectedOption2 ~= nil then
if selectedOption2 == "Function Binds" then
guiSetText(AURhelp_memo,"Function key binds: \n\nF1 - Extensive Documentation such as Rules, Informations and so on.\nF2 - Job window, here you can quit your job or end/start your shift.\nF3 - Vehicle system, manage all your personal vehicles here.\nF4 - Animations windows.\nF5 - Inventory, here you find all your items like drugs, food and other things.\nF6 - Group system, manage your group or the group your currently in.\nF8 or ` - Console window.\nF9 - Stats window.\nF10 - Trade window\nF11 - Map window, in this windown you can see all blips for Jobs, Players, Stores and so on.\nF12 - Taking screenshot of your screen and save it in your MTA San Andreas/screenshoot folder.\n N - AUR Phone (SMSs, Money, Games etc).")
elseif selectedOption2 == "Chat Binds" then
guiSetText(AURhelp_memo,"Chat related commands and binds: \n\nT - To talk to someone in MainChat.\nY - To talk to someone in TeamChat.\nU - Talk with people near your position, you get also a text baloon above your head.\nJ - Open AUR Chat system.\n\n\nCommands that can also be used to chat:\n\n/say - To talk to someone in MainChat.\n/teamsay - Talk with people in the same team.\n/local or /localchat - Talk with people near your position, you get also a text baloon above your head.\n/group or /groupchat or /gc - Talk with people in your group.\n/law - To talk with people in Official Laws Team.\n/advert - When you have something to advertise for example house for sell, one message cost $3,300 (1 minute spam protection).\n/clearchat - Clear the whole chat.\n\n\nNOTE: You can bind all these commands by using /bind [KEYBOARD KEY] chatbox [COMMANDNAME]")
elseif selectedOption2 == "Server Commands" then
guiSetText(AURhelp_memo,servcmd_info)
else
guiSetText(AURhelp_memo,"Warning: You have to select one of options to get information!")
end
end
elseif selectedOption == "Informations" then
if selectedOption2 ~= nil then
if selectedOption2 == "FAQ" then
guiSetText(AURhelp_memo,FAQ_Info)
elseif selectedOption2 == "Events" then
guiSetText(AURhelp_memo,Events_Info)
else
guiSetText(AURhelp_memo,"Warning: You have to select one of options to get information!")
end
end
elseif selectedOption == "Updates" then
if selectedOption2 ~= nil then
if selectedOption2 == "Recently Updates" then
guiSetText(AURhelp_memo,Updates_Info)
else
guiSetText(AURhelp_memo,"Warning: You have to select one of options to get information!")
end
end
elseif selectedOption == "Staff Roster" then
if selectedOption2 ~= nil then
if selectedOption2 == "Staff Duties" then
guiSetText(AURhelp_memo, Staff_D_Info)
elseif selectedOption2 == "Staff Roster" then
guiSetText(AURhelp_memo, Staff_R_Info)
else
guiSetText(AURhelp_memo,"Warning: You have to select one of options to get information!")
end
end
elseif selectedOption == "About AUR" then
if selectedOption2 ~= nil then
if selectedOption2 == "AUR info" then
guiSetText(AURhelp_memo,AURinfo_Info)
else
guiSetText(AURhelp_memo,"Warning: You have to select one of options to get information!")
end
end
else
guiSetText(AURhelp_memo,"Warning: You have to select one of options found in GridList1!")
end
end
end
)
|
local _G = _G
local K = _G.unpack(_G.select(2, ...))
local Module = K:GetModule("Unitframes")
local SpellRange = _G.LibStub("SpellRange-1.0")
local pairs, ipairs = _G.pairs, _G.ipairs
local CheckInteractDistance = _G.CheckInteractDistance
local UnitCanAttack = _G.UnitCanAttack
local UnitInParty = _G.UnitInParty
local UnitInPhase = _G.UnitInPhase
local UnitInRaid = _G.UnitInRaid
local UnitInRange = _G.UnitInRange
local UnitIsConnected = _G.UnitIsConnected
local UnitIsDeadOrGhost = _G.UnitIsDeadOrGhost
local UnitIsWarModePhased = _G.UnitIsWarModePhased
local UnitIsUnit = _G.UnitIsUnit
local SR = {}
function Module:CreateRangeIndicator()
local Range = {
insideAlpha = 1,
outsideAlpha = 0.35
}
Range.Override = Module.UpdateRange
return Range
end
local function AddTable(tbl)
SR[K.Class][tbl] = {}
end
local function AddSpell(tbl, spellID)
SR[K.Class][tbl][#SR[K.Class][tbl] + 1] = spellID
end
function Module:UpdateRangeCheckSpells()
if not SR[K.Class] then
SR[K.Class] = {}
end
for tbl, spells in pairs(K["spellRangeCheck"][K.Class]) do
AddTable(tbl) -- Create the table holding spells, even if it ends up being an empty table
for spellID in pairs(spells) do
local enabled = spells[spellID]
if enabled then -- We will allow value to be false to disable this spell from being used
AddSpell(tbl, spellID, enabled)
end
end
end
end
local function getUnit(unit)
if not unit:find("party") or not unit:find("raid") then
for i = 1, 4 do
if UnitIsUnit(unit, "party"..i) then
return "party"..i
end
end
for i = 1, 40 do
if UnitIsUnit(unit, "raid"..i) then
return "raid"..i
end
end
else
return unit
end
end
local function friendlyIsInRange(unit)
if (not UnitIsUnit(unit, "player")) and (UnitInParty(unit) or UnitInRaid(unit)) then
unit = getUnit(unit) -- swap the unit with `raid#` or `party#` when its NOT `player`, UnitIsUnit is true, and its not using `raid#` or `party#` already
end
if UnitIsWarModePhased(unit) or not UnitInPhase(unit) then
return false -- is not in same phase
end
local inRange, checkedRange = UnitInRange(unit)
if checkedRange and not inRange then
return false -- blizz checked and said the unit is out of range
end
if CheckInteractDistance(unit, 1) then
return true -- within 28 yards (arg2 as 1 is Compare Achievements distance)
end
local object = SR[K.Class]
if object then
if object.resSpells and (#object.resSpells > 0) and UnitIsDeadOrGhost(unit) then -- dead with rez spells
for _, spellID in ipairs(object.resSpells) do
if SpellRange.IsSpellInRange(spellID, unit) == 1 then
return true -- within rez range
end
end
return false -- dead but no spells are in range
end
if object.friendlySpells and (#object.friendlySpells > 0) then -- you have some healy spell
for _, spellID in ipairs(object.friendlySpells) do
if SpellRange.IsSpellInRange(spellID, unit) == 1 then
return true -- within healy spell range
end
end
end
end
return false -- not within 28 yards and no spells in range
end
local function petIsInRange(unit)
if CheckInteractDistance(unit, 2) then
return true -- within 8 yards (arg2 as 2 is Trade distance)
end
local object = SR[K.Class]
if object then
if object.friendlySpells and (#object.friendlySpells > 0) then -- you have some healy spell
for _, spellID in ipairs(object.friendlySpells) do
if SpellRange.IsSpellInRange(spellID, unit) == 1 then
return true
end
end
end
if object.petSpells and (#object.petSpells > 0) then -- you have some pet spell
for _, spellID in ipairs(object.petSpells) do
if SpellRange.IsSpellInRange(spellID, unit) == 1 then
return true
end
end
end
end
return false -- not within 8 yards and no spells in range
end
local function enemyIsInRange(unit)
if CheckInteractDistance(unit, 2) then
return true -- within 8 yards (arg2 as 2 is Trade distance)
end
local object = SR[K.Class]
if object and object.enemySpells and (#object.enemySpells > 0) then -- you have some damage spell
for _, spellID in ipairs(object.enemySpells) do
if SpellRange.IsSpellInRange(spellID, unit) == 1 then
return true
end
end
end
return false -- not within 8 yards and no spells in range
end
local function enemyIsInLongRange(unit)
local object = SR[K.Class]
if object and object.longEnemySpells and (#object.longEnemySpells > 0) then -- you have some 30+ range damage spell
for _, spellID in ipairs(object.longEnemySpells) do
if SpellRange.IsSpellInRange(spellID, unit) == 1 then
return true
end
end
end
return false
end
function Module:UpdateRange()
if not self.Range then
return
end
local alpha
local unit = self.unit
if self.forceInRange or unit == "player" then
alpha = self.Range.insideAlpha
elseif self.forceNotInRange then
alpha = self.Range.outsideAlpha
elseif unit then
if UnitCanAttack("player", unit) then
alpha = ((enemyIsInRange(unit) or enemyIsInLongRange(unit)) and self.Range.insideAlpha) or self.Range.outsideAlpha
elseif UnitIsUnit(unit, "pet") then
alpha = (petIsInRange(unit) and self.Range.insideAlpha) or self.Range.outsideAlpha
else
alpha = (UnitIsConnected(unit) and friendlyIsInRange(unit) and self.Range.insideAlpha) or self.Range.outsideAlpha
end
else
alpha = self.Range.insideAlpha
end
self:SetAlpha(alpha)
end |
class "ScorecardClient"
local NavGrid = require("__shared/NavGrid")
Events:Subscribe('Extension:Loaded', function()
WebUI:Init()
end)
function ScorecardClient:DrawPolyline(Polyline)
for idx, line in pairs(Polyline) do
if idx < #Polyline then
local start_point = Polyline[idx]
local end_point = Polyline[idx+1]
DebugRenderer:DrawLine(start_point, end_point, Vec4(1,0,0,1), Vec4(1,0,0,1))
end
end
end
function ScorecardClient:__init()
self.min_point = nil
self.max_point = nil
self.step_size_x = 0
self.step_size_y = 0
self.steps = 32
self.current_step = 0
self.current_step_x = 0
self.current_step_y = 0
self.ready_to_go = false
self.scorecard_grid = nil
self.encoded_grid = ""
self.encoded_scores = ""
self.encoded_score_results = {}
self.completed = false
-- ui
self.is_showing_navtools = true
self.is_recording = false
self.recording_mode = 0
self.last_update_time = 0
-- pos
self.record_last_update_time = 0
--
self.preview_path = nil
--
self.sample_radius = 1.0
-- pathfinding debug
self.pathfind_start = nil
self.pathfind_end = nil
-- model
self.profile = {}
--
self.project_id = 0
--
self.width = 0
self.height = 0
self.voxel_size = 1.0
--
self.elevation_based_scoring = false
self.df_based_scoring = false
self.layers = 10
NetEvents:Subscribe("OnRequestScorecardGrid", self, self.OnRequestScorecardGrid)
NetEvents:Subscribe("OnSetPath", self, self.OnSetPath)
-- Events:Subscribe('UpdateManager:Update', self, self.Tick)
Events:Subscribe("UI:DrawHud", self, self.TickUI)
Events:Subscribe("OnSetSampleRadius", self, self.OnSetSampleRadius)
Events:Subscribe("StartBuild", self, self.StartBuild)
Events:Subscribe('OnSetActiveProject', self, self.OnSetActiveProject)
Events:Subscribe("OnUpdateBotSettings", self, self.OnUpdateBotSettings)
end
function ScorecardClient:OnUpdateBotSettings(data)
print('request update bot settings')
local data = json.decode(data)
print(data.aimWhenFiring)
print(data)
local firingOffset = Vec3(
data.firingOffsetX,
data.firingOffsetY,
data.firingOffsetZ
)
local firingBaseOffset = Vec3(
data.firingBaseOffsetX,
data.firingBaseOffsetY,
data.firingBaseOffsetZ
)
local aimWhenFiring = data.aimWhenFiring
NetEvents:Send("OnUpdateBotSettings", firingOffset, firingBaseOffset, aimWhenFiring)
end
function ScorecardClient:OnSetActiveProject(data)
local data = json.decode(data)
self.project_id = math.floor(tonumber(data.project_id))
self.profile = data.profile
local profile = data.profile
print("Set active project to... "..self.project_id)
NetEvents:Send("OnSetActiveProject", self.project_id, profile)
end
function ScorecardClient:StartBuild(in_data)
print("StartBuild")
print(in_data)
local data = json.decode(in_data)
print(data)
self.profile = data.profile
self.project_id = data.project_id
NavGrid.profile = self.profile
NavGrid.project_id = self.project_id
local settings = data.build_settings
self.steps = tonumber(settings.voxel_step_size)
self.step_size_x = settings.iterations_x / self.steps
self.step_size_y = settings.iterations_y / self.steps
self.voxel_size = settings.voxel_size
self.layers = tonumber(settings.layers)
self.min_point = Vec3(
tonumber(settings.start.x),
tonumber(settings.start.y),
tonumber(settings.start.z)
)
self.max_point = Vec3(
tonumber(settings["end"].x),
tonumber(settings["end"].y),
tonumber(settings["end"].z)
)
if (self.scorecard_grid ~= nil) then
self.scorecard_grid:Destroy()
self.scorecard_grid = nil
self.current_step_x = 0
self.current_step_y = 0
self.current_step = 0
self.completed = false
end
self.elevation_based_scoring = settings.elevation_based_scoring
self.df_based_scoring = settings.df_based_scoring
local headers = {}
local options = HttpOptions(headers, 918292)
options:SetHeader('Level', SharedUtils:GetLevelName())
options:SetHeader('Authorization', 'Token '..self.profile.token)
options:SetHeader("Size-X", tostring(settings.iterations_x))
options:SetHeader("Size-Y", tostring(settings.iterations_y))
options:SetHeader("Min-X", tostring(self.min_point.x))
options:SetHeader("Min-Y", tostring(self.min_point.z))
options:SetHeader("Max-X", tostring(self.max_point.x))
options:SetHeader("Max-Y", tostring(self.max_point.z))
options:SetHeader("Layers", tostring(self.layers))
options:SetHeader("Has-DF", tostring(self.df_based_scoring))
local url = 'http://127.0.0.1:8000/v1/project/'..tostring(math.floor(self.project_id))..'/level/reset/rasters/'
local result = Net:PostHTTPAsync(url, '', options, self, self.OnLevelRastersReset)
print(result)
end
function ScorecardClient:OnLevelRastersReset(result)
print(result)
print('step size ' .. self.step_size_x)
self.width = self.step_size_x * self.steps
self.height = self.step_size_y * self.steps
self.ready_to_go = true
end
function ScorecardClient:OnSetSampleRadius(new_radius)
print("New radius: "..new_radius)
self.sample_radius = new_radius
end
function ScorecardClient:TickUI()
if self.preview_path ~= nil then
self:DrawPolyline(self.preview_path)
end
end
function ScorecardClient:OnSetPath(path)
self.preview_path = path
end
function ScorecardClient:OnRequestScorecardGrid(size_x, size_z, min_point, max_point)
self.step_size_x = size_x/self.steps
self.step_size_y = size_z/self.steps
self.max_point = max_point
self.min_point = min_point
print("ScorecardClient: ".."Total grid size: "..size_x.." "..size_z)
print("ScorecardClient: ".."Total grid step size: "..self.step_size_x.." "..self.step_size_y)
self.ready_to_go = true
end
function ScorecardClient:CanVisualize()
if self.current_step >= self.steps then
return true
end
return false
end
function ScorecardClient:OnNavgridComplete(data)
end
function ScorecardClient:Vec3ToString(inVector)
return 'X: '..inVector.x..'Y: '..inVector.y..'Z: '..inVector.z
end
-- note: this only executes if player.soldier is valid. [check __init__.lua]
function ScorecardClient:Tick(deltaTime, pass, local_player)
if(pass ~= UpdatePass.UpdatePass_PreSim) then
return
end
-- print('Primary and Secondary Ammo: '..tostring(local_player.soldier.weaponsComponent.currentWeapon.primaryAmmo).. ' '..
-- tostring(local_player.soldier.weaponsComponent.currentWeapon.secondaryAmmo)..' '..
-- tostring(local_player.soldier.weaponsComponent.currentWeaponSlot)..' '..
-- tostring(local_player.input:GetLevel(EntryInputActionEnum.EIADynamicGadget1)).. ' '..
-- tostring(local_player.input:GetLevel(EntryInputActionEnum.EIAQuicktimeFire)).. ' '..
-- tostring(local_player.input:GetLevel(EntryInputActionEnum.EIASelectWeapon1)).. ' '..
-- tostring(local_player.input:GetLevel(EntryInputActionEnum.EIASelectWeapon3)).. ' '..
-- tostring(local_player.input:GetLevel(EntryInputActionEnum.EIASelectWeapon4)).. ' '..
-- tostring(local_player.input:GetLevel(EntryInputActionEnum.EIASelectWeapon5)).. ' '..
-- tostring(local_player.input:GetLevel(EntryInputActionEnum.EIASelectWeapon6)).. ' '
-- )
-- print("ChangePose: "..
-- tostring(local_player.input:GetLevel(EntryInputActionEnum.EIAChangePose)) ..
-- " QuicktimeCrouchDuck: ".. tostring(local_player.input:GetLevel(EntryInputActionEnum.EIAQuicktimeCrouchDuck))..
-- " Clutch: ".. tostring(local_player.input:GetLevel(EntryInputActionEnum.EIAClutch))..
-- " Throttle: ".. tostring(local_player.input:GetLevel(EntryInputActionEnum.EIAThrottle))..
-- " GearDown: ".. tostring(local_player.input:GetLevel(EntryInputActionEnum.EIAGearDown))..
-- " GearUp: ".. tostring(local_player.input:GetLevel(EntryInputActionEnum.EIAGearUp))..
-- " Handbrake: ".. tostring(local_player.input:GetLevel(EntryInputActionEnum.EIAHandBrake))..
-- " Brake: ".. tostring(local_player.input:GetLevel(EntryInputActionEnum.EIABrake))
-- )
-- print('throttle: '.. local_player.input:GetLevel(EntryInputActionEnum.EIAThrottle))
-- print('yaw: '.. local_player.input.authoritativeAimingYaw)
-- print('pitch: '.. local_player.input.authoritativeAimingPitch)
-- print("Soldier Control Transform: ".. self:Vec3ToString(local_player.soldier.transform.forward).. ' '..self:Vec3ToString(local_player.soldier.transform.left)..' '..self:Vec3ToString(local_player.soldier.transform.up))
-- local local_player = PlayerManager:GetLocalPlayer()
WebUI:ExecuteJS("window.GameSyncManager.updateCurrentPosition("..
local_player.soldier.transform.trans.x.." ,"..local_player.soldier.transform.trans.y.." ,"..local_player.soldier.transform.trans.z..");")
WebUI:ExecuteJS("window.GameSyncManager.updateCurrentLevelName('".. SharedUtils:GetLevelName() .. "');")
if ((SharedUtils:GetTime() - self.last_update_time) > 0.2) then
if InputManager:IsKeyDown(InputDeviceKeys.IDK_F1) then
if self.is_showing_navtools then
-- WebUI:ExecuteJS("window.Index.setShowNavtools(false);")
WebUI:ExecuteJS("window.GameSyncManager.resetFocus();")
self.is_showing_navtools = false
else
-- WebUI:ExecuteJS("window.Index.setShowNavtools(true);")
WebUI:ExecuteJS("window.GameSyncManager.enableFocus();")
self.is_showing_navtools = true
end
end
if InputManager:IsKeyDown(InputDeviceKeys.IDK_F2) then
-- if self.is_recording then
-- WebUI:ExecuteJS("window.Index.setRecording(false);")
-- self.is_recording = false
-- else
-- WebUI:ExecuteJS("window.Index.setRecording(true);")
-- self.is_recording = true
-- end
local start = local_player.soldier.transform.trans + Vec3(0, 2, 0)
local rayTest = RaycastManager:DetailedRaycast(start, start + (local_player.soldier.transform.forward*6000), 10, MaterialFlags.MfPenetrable | MaterialFlags.MfClientDestructible, 1)
for idx, t in pairs(rayTest) do
print('Hit Index: '..idx)
if t ~= nil then
print('hit@ : '..t.position.x..' '..t.position.y..' '..t.position.z)
end
end
local hits = NavGrid.NestedRaycast(start, start + (local_player.soldier.transform.forward*6000), local_player.soldier.transform.forward, 5)
if #hits > 0 then
self.preview_path = {
start:Clone(), hits[1].position:Clone()
}
end
for index, hit in pairs(hits) do
print('layered hit: '..index)
print('hit: '..hit.position.x..' '..hit.position.y..' '..hit.position.z)
if hit.rigidBody ~= nil then
print(hit.rigidBody.typeInfo.name.. ' '..tostring(hit.rigidBody.data))
if hit.rigidBody.data ~= nil then
print('hit rigidBody '..hit.rigidBody.data.instanceGuid.ToString('D'))
end
end
-- if hit.material ~= nil then
-- print('hit material '..hit.material.typeInfo.name)
-- end
end
end
if InputManager:IsKeyDown(InputDeviceKeys.IDK_F3) then
if self.recording_mode == 1 then
WebUI:ExecuteJS("window.Index.setMode(0);")
self.recording_mode = 0
end
end
if InputManager:IsKeyDown(InputDeviceKeys.IDK_F4) then
if self.recording_mode == 0 then
WebUI:ExecuteJS("window.Index.setMode(1);")
self.recording_mode = 1
end
end
if InputManager:IsKeyDown(InputDeviceKeys.IDK_F5) then
self.pathfind_start = local_player.soldier.transform.trans
end
if InputManager:IsKeyDown(InputDeviceKeys.IDK_F6) then
self.pathfind_end = local_player.soldier.transform.trans
if (self.pathfind_start ~= nil) then
NetEvents:Send("OnScorecardRequestPath", self.pathfind_start, self.pathfind_end)
end
end
self.last_update_time = SharedUtils:GetTime()
end
if local_player ~= nil then
if (SharedUtils:GetTime() - self.record_last_update_time) > 0.4 and self.is_recording then
NetEvents:Send("OnScorecardCostModification", self.recording_mode, self.sample_radius)
-- print("Sending scorecard mod update")
self.record_last_update_time = SharedUtils:GetTime()
end
end
local size_x = self.step_size_x * self.steps
local size_y = self.step_size_y * self.steps
if self.ready_to_go then
if self.current_step_y < self.steps then
local start_of_grid_x = (self.step_size_x * self.current_step_x)+1
local start_of_grid_y = (self.step_size_y * self.current_step_y)+1
local end_of_grid_x = (self.step_size_x * (self.current_step_x+1))+1
local end_of_grid_y = (self.step_size_y * (self.current_step_y+1))+1
if self.scorecard_grid == nil then
self.scorecard_grid = NavGrid.CreateFromBounds(
end_of_grid_x, end_of_grid_y, self.min_point, self.max_point,
start_of_grid_x, start_of_grid_y, self.profile, self.project_id,
self.width, self.height, self.voxel_size, self.elevation_based_scoring, self.df_based_scoring, self.layers
)
else
self.scorecard_grid:Extend(
end_of_grid_x, end_of_grid_y, self.min_point, self.max_point,
start_of_grid_x, start_of_grid_y,
self.width, self.height
)
end
self.current_step_y = self.current_step_y + 1
end
if self.current_step_y >= self.steps then
if self.current_step_x+1 < self.steps then
self.current_step_x = self.current_step_x + 1
self.current_step_y = 0
WebUI:ExecuteJS("window.GameSyncManager.updateBuildProgress("..tostring(self.current_step_x / self.steps)..");")
else
self.ready_to_go = false
self.completed = true
WebUI:ExecuteJS('window.GameSyncManager.onFinishBuild();')
print("Completed")
-- local data, error = json.encode(self.scorecard_grid.grid_scores)
-- print("Encoded data")
-- local encoded_scores = json.encode(self.scorecard_grid.grid_scores)
-- print("Data ".."length: "..#encoded_scores)
-- send here
-- local headers = {}
-- local options = HttpOptions(headers, 90)
-- -- options:SetHeader('Content-Type', 'application/json')
-- -- options:SetHeader('Content-Length', tostring(#encoded_scores))
-- options:SetHeader('Level', SharedUtils:GetLevelName())
-- options:SetHeader('Authorization', 'Token '..self.profile.token)
-- local url = 'http://127.0.0.1:8000/v1/project/'..tostring(math.floor(self.project_id))..'/level/add-block/complete/'
-- local result = Net:PostHTTPAsync(url, '', options, self, self.OnNavgridComplete)
-- print(result)
--
-- NetEvents:SendUnreliable(
-- "OnScorecardEncoded",
-- encoded_scores,
-- self.step_size_x*self.steps,
-- self.step_size_y*self.steps,
-- self.min_point.x,
-- self.min_point.z ,
-- self.max_point.x,
-- self.max_point.z)
-- if data == nil then
-- print("Data error: "..error)
-- print("We need to check errors... ")
-- self.scorecard_grid:CheckForErrors()
-- print("After going through : "..self.scorecard_grid.iterations.." Iterations")
-- else
-- print(encoded_scores)
-- end
end
end
end
-- if self.current_step_y < self.steps and self.ready_to_go then
-- local start_of_grid_x = (self.step_size_x * self.current_step_x)+1
-- local start_of_grid_y = (self.step_size_y * self.current_step_y)+1
-- local end_of_grid_x = (self.step_size_x * (self.current_step_x+1))+1
-- local end_of_grid_y = (self.step_size_y * (self.current_step_y+1))+1
-- if self.scorecard_grid == nil then
-- self.scorecard_grid = NavGrid.CreateFromBounds(
-- end_of_grid_x, end_of_grid_y, self.min_point, self.max_point,
-- start_of_grid_x, start_of_grid_y
-- )
-- else
-- self.scorecard_grid:Extend(
-- end_of_grid_x, end_of_grid_y, self.min_point, self.max_point,
-- start_of_grid_x, start_of_grid_y
-- )
--
-- end
-- local r, error = json.encode(self.scorecard_grid.grid_scores)
-- if r == nil then
-- print(error)
--
-- end
-- -- table.insert(self.encoded_score_results, json.encode(self.scorecard_grid.grid_scores))
-- self.current_step_y = self.current_step_y + 1
-- elseif self.current_step_y >= self.steps and self.ready_to_go then
-- if self.current_step_x >= self.steps then
-- self.ready_to_go = false
-- end
-- -- self.encoded_ = json.encode(self.encoded_score_results)
-- self.current_step_y = 0
-- self.current_step_x = self.current_step_x + 1
--
-- --print(self.encoded_)
-- --NetEvents:SendUnreliable("OnScorecardEncoded", self.encoded_)
-- end
end
if not g_ScorecardClient then
g_ScorecardClient = ScorecardClient()
end
return g_ScorecardClient |
-----------------------------------
-- Area: The Garden of Ru'Hmet
-- Mob: Aw'ghrah
-----------------------------------
require("scripts/globals/status")
-----------------------------------
function onMobSpawn(mob)
-- Set core Skin and mob elemental resist/weakness; other elements set to 0.
-- Set to non aggro.
mob:AnimationSub(0)
mob:setAggressive(0)
mob:setLocalVar("roamTime", os.time())
mob:setLocalVar("form2", math.random(1, 3))
local skin = math.random(1161, 1168)
mob:setModelId(skin)
if (skin == 1161) then -- Fire
mob:setMod(tpz.mod.ICERES, 27)
mob:setMod(tpz.mod.WATERRES, -27)
elseif (skin == 1164) then --Earth
mob:setMod(tpz.mod.THUNDERRES, 27)
mob:setMod(tpz.mod.WINDRES, -27)
elseif (skin == 1162) then -- Water
mob:setMod(tpz.mod.THUNDERRES, -27)
mob:setMod(tpz.mod.FIRERES, 27)
elseif (skin == 1163) then -- Wind
mob:setMod(tpz.mod.ICERES, -27)
mob:setMod(tpz.mod.EARTHRES, 27)
elseif (skin == 1166) then --Ice
mob:setMod(tpz.mod.WINDRES, 27)
mob:setMod(tpz.mod.FIRERES, -27)
elseif (skin == 1165) then --Lightning
mob:setMod(tpz.mod.WATERRES, 27)
mob:setMod(tpz.mod.EARTHRES, -27)
elseif (skin == 1167) then --Light
mob:setMod(tpz.mod.LIGHTRES, 27)
mob:setMod(tpz.mod.DARKRES, -27)
elseif (skin == 1168) then --Dark
mob:setMod(tpz.mod.DARKRES, 27)
mob:setMod(tpz.mod.LIGHTRES, -27)
end
end
function onMobRoam(mob)
local roamTime = mob:getLocalVar("roamTime")
if (mob:AnimationSub() == 0 and os.time() - roamTime > 60) then
mob:AnimationSub(mob:getLocalVar("form2"))
mob:setLocalVar("roamTime", os.time())
mob:setAggressive(1)
elseif (mob:AnimationSub() == mob:getLocalVar("form2") and os.time() - roamTime > 60) then
mob:AnimationSub(0)
mob:setAggressive(0)
mob:setLocalVar("roamTime", os.time())
end
end
function onMobFight(mob, target)
local changeTime = mob:getLocalVar("changeTime")
if (mob:AnimationSub() == 0 and mob:getBattleTime() - changeTime > 60) then
mob:AnimationSub(mob:getLocalVar("form2"))
mob:setAggressive(1)
mob:setLocalVar("changeTime", mob:getBattleTime())
elseif (mob:AnimationSub() == mob:getLocalVar("form2") and mob:getBattleTime() - changeTime > 60) then
mob:AnimationSub(0)
mob:setAggressive(0)
mob:setLocalVar("changeTime", mob:getBattleTime())
end
end
function onMobDeath(mob, player, isKiller)
end
|
local Language = {PrettyName = "Español Argentino",
Values =
{
Server = {
ZombiesWin = "Los zombies han ganado!",
HumansWin = "Los humanos han derrotado a la plaga!",
RoundDraw = "Empate",
RoundSimple = "La infeccion a comenzado!",
RoundSimpleName = "Modo de infeccion unica",
RoundMultiInfectionName = "Modo de infeccion multiple",
RoundNemesisName = "Modo Nemesis",
RoundSurvivorName = "Modo Superviviente",
RoundSwarmName = "Modo Swarm",
RoundPlagueName = "Modo Plague",
NoticeFirstZombie = "%s Es el primer zombie!",
NoticeInfect = "%s Ha sido infectado por %s...",
NoticeSelfInfect = "%s Ha usado un T-VIRUS!!",
NoticeAntidote = "%s Ha usado antidoto",
NoticeGetCured = "%s Fue curado por %s...",
NoticeNemesis = "%s Es un nemesis",
NoticeSurvivor = "%s Es un Superviviente",
NoticeSwarm = "Modo Swarm!!!",
NoticePlague = "Modo Plague!",
NoticeMultiInfection = "Modo de infeccion múltiple!!!",
NoticeVotemapEnded = "El tiempo de votacion termino! %s Sera el proximo mapa!!",
NoticeVotemapProlong = "O mapa se extendera por otra %s ronda(s)!",
NoticeNotAllowed = "No tienes permiso para eso!",
NoticeHasHability = "Tu clase tiene una habilidad escriba! Digite: zp_ability en la consola para usarlo!",
NoticeIsNotAlive = "¡Debes estar vivo para usar tu habilidad!",
NoticeNoAbility = "¡Tu clase no tiene una habilidad!",
NoticeSpecialClassNotAllowed = "Estás usando una clase especial, ¡no puedes usar tu habilidad!",
NoticeNotEnoughAbilityPower = "¡No tienes suficiente poder para usar tu habilidad!",
NoticeForceRound = "%s comenzo %s",
LastZombieLeft = "O El ultimo se fue, %s ahora es el nuevo zombi",
LastHumanLeft = "O ultimo humano se fue, %s ahora es el nuevo humano.",
ExtraItemCantBuy = "No podes comprar el item extra ahora!",
ExtraItemEnought = "No tenes los ammo packs suficientes!",
ExtraItemChoose = "Debes elegir un artículo adicional válido!",
ExtraItemCantOpen = "No puedes abrir el menu ahora",
ExtraItemBought = "Compraste: '%s'.",
AmmoPackWithdraw = "Sacaste la cantidad de %d ammo packs, ahora hay %d ammo packs en su cuenta.",
AmmoPackDeposit = "Depositaste la cantidad de %d ammo packs, ahora tienes %d ammo packs en tu cuenta .",
AmmoPackNotEnought = "No tienes dinero (O ammo packs)!",
AmmoPackGivePlyNotFound = "Jugador no encontrado!",
AmmoPackGiveInvalidAmount = "Cuenta invalida.",
AmmoPackGiveName = "%s Le diste %d ammo packs!",
AmmoPackTakeName = "%s Saco %d de tus ammo packs!",
AmmoPackNoAmmoPacks = "Tu cuenta no tiene ammo packs!",
AmmoPackBalance = "Su saldo de %d ammo packs!",
AmmoPackPlayerNotFound = "Jugador '%s' no encontrado!",
AmmoPackGiverMessage = "Le diste %d para %s!",
CommandInvalidArgument = "Argumento inválido para ese commando!",
CommandNotAccess = "No tienes acceso a este commando!",
ExtraItemAntidoteBulletsName = "Balas de antídoto",
ExtraItemAntidoteBulletsLeft = "Te quedan %d balas de antídoto sobrando.",
ExtraItemAntidoteBulletsLost = "Perdiste balas de antidoto",
ExtraItemAntidoteName = "Antídoto",
ExtraItemArmorName = "Chaleco",
ExtraItemInfectionBombName = "Bomba de infeccion",
ExtraItemGrenadeName = "Granada",
ExtraItemSlamName = "S.L.A.M",
ExtraItemTVirusName = "T-Virus",
ExtraItemZombieMadnessName = "Furia zombie",
ExtraItemRPGName = "RPG",
ExtraItemExtraAmmoName = "Munición Extra",
RoundsLeft = "%d ronda(s) restante(s)!",
FinalRound = "Ronda final!",
SaveSelection = "¿Guardar selección?"
},
Client = {
ClassClass = "Clase",
ClassHealth = "Vida",
ClassArmor = "Chaleco",
ClassGravity = "Gravedad",
ClassRunSpeed = "Velocidad de carrera",
ClassSpeed = "Velocidad",
ClassBattery = "Bateria",
ClassAbilityPower = "Poder de habilidad",
ClassOxygenLevel = "Nivel de oxigeno",
ScoreBoardTitleHumans = "Humanos",
ScoreBoardTitleZombies = "Zombies",
ScoreBoardTitleSpectators = "Observadores",
ScoreBoardHeaderName = "Nombre",
ScoreBoardHeaderKills = "Kills",
ScoreBoardHeaderDeaths = "Muertes",
ScoreBoardHeaderStatus = "Estado",
ScoreBoardHeaderPing = "Ping",
ScoreBoardStatusSpectating = "Espectando",
ScoreBoardStatusAlive = "Vivo",
ScoreBoardStatusDead = "Muerto",
AP = "Ammo Packs",
MenuZombieChoose = "Menu De Clase - Zombie",
MenuHumanChoose = "Menu De Classe - Humano",
MenuWeaponChoose = "Menu de seleccion de armas",
MenuPrimaryWeaponChoose = "Menu de Arma Primária",
MenuSecondaryWeaponChoose = "Menu de Arma Secundária",
MenuMeleeWeaponChoose = "Menu de Arma Cuerpo a Cuerpo",
MenuExtraItemChoose = "Items Extras",
MenuLanguageChoose = "Menu de idiomas",
MenuAdminRoundChoose = "Menu de rondas",
MenuSpectator = "Entra en espectadores",
MenuNonSpectator = "Salir de espectadores",
MenuAdmin = "Menu de administrador",
MenuAdminGiveAmmoPacks = "Dar Ammo Packs",
MenuNoOptionsAvailableNow = "No hay opción disponible para ese menú!",
MenuBack = "Atras",
MenuNext = "Siguiente",
MenuClose = "Cerrar",
MenuCredit = "Créditos",
MenuOptions = "Opciones",
Nemesis = "Nemesis",
Survivor = "Sobrevivente",
NoticeVotemapProlong = "Ampliar mapa para más {RoundsToExtend} rounda(s)!",
HumanDefaultClassName = "Humano",
HumanDefaultClassDescription = "Un terricola, nada mas.",
HumanHeavyClassName = "Humano pesado",
HumanHeavyClassDescription = "Invencible tiene buena resistencia pero es un poco lento.",
HumanSpeedClassName = "Humano rápido",
HumanSpeedClassDescription = "Es el mas veloz fiumm.",
HumanCrouchClassName = "Humano Agachador",
HumanCrouchClassDescription = "Eres muy veloz agachado.",
HumanLightClassName = "Humano liviano",
HumanLightClassDescription = "Salta muy alto BASTANTE.",
HumanCamouflageClassName = "Humano Camuflado",
HumanCamouflageClassDescription = "Puede disfrazarse de un zombie.",
HumanSuicidalClassName = "Humano Suícida",
HumanSuicidalClassDescription = "Puede hacer explotar BOOM.",
ZombieDefaultClassName = "Zombie",
ZombieDefaultClassDescription = "Un zombie, nada mas.",
ZombieHeavyClassName = "Zombie Pesado",
ZombieHeavyClassDescription = "Muy dificil de vencer.",
ZombieSpeedClassName = "Zombie Rápido",
ZombieSpeedClassDescription = "Corre para infectar humanos.",
ZombieCrouchClassName = "Zombie Agachador",
ZombieCrouchClassDescription = "Podes andar mas rápido agachado.",
ZombieLightClassName = "Zombie Liviano",
ZombieLightClassDescription = "Salta bastante alto, desafia las leyes de la gravedad.",
ZombieLeechClassName = "Zombie Parasito",
ZombieLeechClassDescription = "Gana 500 HP por cada humano infectado.",
ZombieBomberClassName = "Zombie Granadero",
ZombieBomberClassDescription = "Tira bombas infectadas.",
ZombieCamouflageClassName = "Zombie Camuflado",
ZombieCamouflageClassDescription = "Se disfraza de humano.",
ZombieFasterClassName = "Zombie mas rápido",
ZombieFasterClassDescription = "Podes ser rápido,podes ser sincero.",
ZombieJumperClassName = "Zombie Saltante",
ZombieJumperClassDescription = "Usa su habilidad para saltar bien alto.",
ZombieTankClassName = "Zombie Tanque ",
ZombieTankClassDescription = "Podes usar DIOS Y MATARLOS A TODOS.",
HUDCustomizerComboMenu = "Menu",
HUDCustomizerComboStatusBar = "Barra de estado",
HUDCustomizerComboRoundTimer = "Temporizador de ronda",
HUDCustomizerTabTitleBody = "Cuerpo",
HUDCustomizerTabTitleBorder = "Borde",
HUDCustomizerTabTitleText = "Texto",
HUDCustomizerApplyButton = "Aplicar",
HUDCustomizerLabelX = "Posicion horizontal",
HUDCustomizerLabelY = "Posición vertical",
HUDCustomizerLabelFont = "Tipo de fuente",
HUDCustomizerMenu = "Menu",
HUDCustomizerStatus = "Estado",
HUDCustomizerTimer = "Temporizador",
HUDCustomizerTabTitleOther = "Otras opciones",
HUDCustomizerLeft = "Izquierda",
HUDCustomizerCenter = "Centro",
HUDCustomizerRight = "Derecha",
HUDCustomizerTop = "Parte superior",
HUDCustomizerBottom = "Parte inferior",
KeyBindingApply = "Aplicar",
KeyBindingCancel = "Cancelar",
KeyBindingDefault = "Restablecer teclas",
KeyBindingKeyAlreadyInUse = "Esta tecla ya está en uso",
KeyBindingNightVisionToggle = "Alternar visión nocturna",
KeyBindingRequestAbility = "Usar habilidad de clase",
KeyBindingOpenZPMenu = "Abrir menú de Zombie Plague",
KeyBindingOpenHumanMenu = "Abrir menú de clase de humano",
KeyBindingOpenZombieMenu = "Abrir menú de clase de zombie",
KeyBindingOpenWeaponsMenu = "Abrir menú de armas",
KeyBindingOpenExtreItemsMenu = "Abrir menú de itens extra",
KeyBindingPopupTitle = "¡Aviso!",
KeyBindingPopupReset = "Esto restablecerá las teclas a los valores predeterminados. ¿Desea continuar?",
ZPHUDCustomizer = "Menú de personalización de HUD",
ZPKeyBinding = "Menú de encuadernación de teclas",
ZombiePlagueActions = "Acciones de Zombie Plague",
ZombiePlagueMenu = "Menus de Zombie Plague",
ZombiePlagueOptions = "Menú de opciones",
PopupYes = "Si",
PopupNo = "No"
}
}
}
Dictionary:AddLanguage("es-ar", Language) |
-------------------------
-- oUF_Swing, by p3lim
-- This version was updated for NDui by siweia
-- https://github.com/siweia/NDuiClassic/blob/master/Interface/AddOns/NDui/Libs/oUF/Plugins/Swing.lua
-------------------------
local _, ns = ...
local oUF = ns.oUF or oUF
local GetTime = GetTime
local GetInventoryItemID = GetInventoryItemID
local UnitAttackSpeed = UnitAttackSpeed
local UnitRangedDamage = UnitRangedDamage
local CombatLogGetCurrentEventInfo = CombatLogGetCurrentEventInfo
local UnitGUID = UnitGUID
local meleeing, rangeing, lasthit
local MainhandID = GetInventoryItemID("player", 16)
local OffhandID = GetInventoryItemID("player", 17)
local RangedID = GetInventoryItemID("player", 18)
local strfind = string.find
local SwingStopped = function(element)
local bar = element.__owner
local swing = bar.Twohand
local swingMH = bar.Mainhand
local swingOH = bar.Offhand
if swing:IsShown() then return end
if swingMH:IsShown() then return end
if swingOH:IsShown() then return end
bar:Hide()
end
local OnDurationUpdate
do
local checkelapsed = 0
local slamelapsed = 0
local slamtime = 0
local now
local slam = GetSpellInfo(1464)
function OnDurationUpdate(self, elapsed)
now = GetTime()
if meleeing then
if checkelapsed > 0.02 then
-- little hack for detecting melee stop
-- improve... dw sucks at this point -.-
if lasthit + self.speed + slamtime < now then
self:Hide()
self:SetScript("OnUpdate", nil)
SwingStopped(self)
meleeing = false
rangeing = false
end
checkelapsed = 0
else
checkelapsed = checkelapsed + elapsed
end
end
local spell = CastingInfo("player")
if slam == spell then
-- slamelapsed: time to add for one slam
slamelapsed = slamelapsed + elapsed
-- slamtime: needed for meleeing hack (see some lines above)
slamtime = slamtime + elapsed
else
-- after slam
if slamelapsed ~= 0 then
self.min = self.min + slamelapsed
self.max = self.max + slamelapsed
self:SetMinMaxValues(self.min, self.max)
slamelapsed = 0
end
if now > self.max then
if meleeing then
if lasthit then
self.min = self.max
self.max = self.max + self.speed
self:SetMinMaxValues(self.min, self.max)
slamtime = 0
end
else
self:Hide()
self:SetScript("OnUpdate", nil)
meleeing = false
rangeing = false
end
else
self:SetValue(now)
if self.Text then
if self.__owner.OverrideText then
self.__owner.OverrideText(self, now)
else
self.Text:SetFormattedText("%.1f", self.max - now)
end
end
end
end
end
end
local MeleeChange = function(self, _, unit)
if unit ~= "player" then return end
if not meleeing then return end
local bar = self.Swing
local swing = bar.Twohand
local swingMH = bar.Mainhand
local swingOH = bar.Offhand
local NewMainhandID = GetInventoryItemID("player", 16)
local NewOffhandID = GetInventoryItemID("player", 17)
local now = GetTime()
local mhspeed, ohspeed = UnitAttackSpeed("player")
if MainhandID ~= NewMainhandID or OffhandID ~= NewOffhandID then
if ohspeed then
swing:Hide()
swing:SetScript("OnUpdate", nil)
swingMH.min = now
swingMH.max = swingMH.min + mhspeed
swingMH.speed = mhspeed
swingMH:Show()
swingMH:SetMinMaxValues(swingMH.min, swingMH.max)
swingMH:SetScript("OnUpdate", OnDurationUpdate)
swingOH.min = now
swingOH.max = swingOH.min + ohspeed
swingOH.speed = ohspeed
if mhspeed ~= ohspeed then
swingOH:Show()
swingOH:SetMinMaxValues(swingOH.min, swingOH.max)
swingOH:SetScript("OnUpdate", OnDurationUpdate)
else
swingOH:Hide()
swingOH:SetScript("OnUpdate", nil)
end
else
swing.min = now
swing.max = swing.min + mhspeed
swing.speed = mhspeed
swing:Show()
swing:SetMinMaxValues(swing.min, swing.max)
swing:SetScript("OnUpdate", OnDurationUpdate)
swingMH:Hide()
swingMH:SetScript("OnUpdate", nil)
swingOH:Hide()
swingOH:SetScript("OnUpdate", nil)
end
lasthit = now
MainhandID = NewMainhandID
OffhandID = NewOffhandID
else
if ohspeed then
if swingMH.speed and swingMH.speed ~= mhspeed then
local percentage = ((swingMH.max or 10) - now) / (swingMH.speed)
swingMH.min = now - mhspeed * (1 - percentage)
swingMH.max = now + mhspeed * percentage
swingMH:SetMinMaxValues(swingMH.min, swingMH.max)
swingMH.speed = mhspeed
end
if swingOH.speed and swingOH.speed ~= ohspeed then
local percentage = ((swingOH.max or 10)- now) / (swingOH.speed)
swingOH.min = now - ohspeed * (1 - percentage)
swingOH.max = now + ohspeed * percentage
swingOH:SetMinMaxValues(swingOH.min, swingOH.max)
swingOH.speed = ohspeed
end
else
if swing.max and swing.speed ~= mhspeed then
local percentage = (swing.max - now) / (swing.speed)
swing.min = now - mhspeed * (1 - percentage)
swing.max = now + mhspeed * percentage
swing:SetMinMaxValues(swing.min, swing.max)
swing.speed = mhspeed
end
end
end
end
local RangedChange = function(self, _, unit)
if unit ~= "player" then return end
if not rangeing then return end
local bar = self.Swing
local swing = bar.Twohand
local NewRangedID = GetInventoryItemID("player", 18)
local now = GetTime()
local speed = UnitRangedDamage("player")
if RangedID ~= NewRangedID then
swing.speed = UnitRangedDamage(unit)
swing.min = now
swing.max = swing.min + swing.speed
swing:Show()
swing:SetMinMaxValues(swing.min, swing.max)
swing:SetScript("OnUpdate", OnDurationUpdate)
else
if swing.speed ~= speed then
local percentage = (swing.max - now) / (swing.speed)
swing.min = now - speed * (1 - percentage)
swing.max = now + speed * percentage
swing.speed = speed
end
end
end
local Ranged = function(self, _, unit, _, spellID)
if unit ~= "player" then return end
if spellID ~= 75 and spellID ~= 5019 then return end
local bar = self.Swing
local swing = bar.Twohand
local swingMH = bar.Mainhand
local swingOH = bar.Offhand
meleeing = false
rangeing = true
bar:Show()
swing.speed = UnitRangedDamage(unit)
swing.min = GetTime()
swing.max = swing.min + swing.speed
swing:Show()
swing:SetMinMaxValues(swing.min, swing.max)
swing:SetScript("OnUpdate", OnDurationUpdate)
swingMH:Hide()
swingMH:SetScript("OnUpdate", nil)
swingOH:Hide()
swingOH:SetScript("OnUpdate", nil)
end
local Melee = function(self)
local _, subevent, _, GUID = CombatLogGetCurrentEventInfo()
if GUID ~= UnitGUID("player") then return end
if not strfind(subevent, "SWING") then return end
local bar = self.Swing
local swing = bar.Twohand
local swingMH = bar.Mainhand
local swingOH = bar.Offhand
-- calculation of new hits is in OnDurationUpdate
-- workaround, cant differ between mainhand and offhand hits
local now = GetTime()
if not meleeing then
bar:Show()
swing:Hide()
swingMH:Hide()
swingOH:Hide()
swing:SetScript("OnUpdate", nil)
swingMH:SetScript("OnUpdate", nil)
swingOH:SetScript("OnUpdate", nil)
local mhspeed, ohspeed = UnitAttackSpeed("player")
if ohspeed then
swingMH.min = now
swingMH.max = swingMH.min + mhspeed
swingMH.speed = mhspeed
swingMH:Show()
swingMH:SetMinMaxValues(swingMH.min, swingMH.max)
swingMH:SetScript("OnUpdate", OnDurationUpdate)
swingOH.min = now
swingOH.max = swingOH.min + ohspeed
swingOH.speed = ohspeed
if mhspeed ~= ohspeed then
swingOH:Show()
swingOH:SetMinMaxValues(swingOH.min, swingOH.max)
swingOH:SetScript("OnUpdate", OnDurationUpdate)
end
else
swing.min = now
swing.max = swing.min + mhspeed
swing.speed = mhspeed
swing:Show()
swing:SetMinMaxValues(swing.min, swing.max)
swing:SetScript("OnUpdate", OnDurationUpdate)
end
meleeing = true
rangeing = false
end
lasthit = now
end
local ParryHaste = function(self)
local _, subevent, _, _, _, _, tarGUID, _, missType = CombatLogGetCurrentEventInfo()
if tarGUID ~= UnitGUID("player") then return end
if not meleeing then return end
if not strfind(subevent, "MISSED") then return end
if missType ~= "PARRY" then return end
local bar = self.Swing
local swing = bar.Twohand
local swingMH = bar.Mainhand
local swingOH = bar.Offhand
local _, dualwield = UnitAttackSpeed("player")
local now = GetTime()
-- needed calculations, so the timer doesnt jump on parryhaste
if dualwield then
local percentage = (swingMH.max - now) / swingMH.speed
if percentage > 0.6 then
swingMH.max = now + swingMH.speed * 0.6
swingMH.min = now - (swingMH.max - now) * percentage / (1 - percentage)
swingMH:SetMinMaxValues(swingMH.min, swingMH.max)
elseif percentage > 0.2 then
swingMH.max = now + swingMH.speed * 0.2
swingMH.min = now - (swingMH.max - now) * percentage / (1 - percentage)
swingMH:SetMinMaxValues(swingMH.min, swingMH.max)
end
percentage = (swingOH.max - now) / swingOH.speed
if percentage > 0.6 then
swingOH.max = now + swingOH.speed * 0.6
swingOH.min = now - (swingOH.max - now) * percentage / (1 - percentage)
swingOH:SetMinMaxValues(swingOH.min, swingOH.max)
elseif percentage > 0.2 then
swingOH.max = now + swingOH.speed * 0.2
swingOH.min = now - (swingOH.max - now) * percentage / (1 - percentage)
swingOH:SetMinMaxValues(swingOH.min, swingOH.max)
end
else
local percentage = (swing.max - now) / swing.speed
if percentage > 0.6 then
swing.max = now + swing.speed * 0.6
swing.min = now - (swing.max - now) * percentage / (1 - percentage)
swing:SetMinMaxValues(swing.min, swing.max)
elseif percentage > 0.2 then
swing.max = now + swing.speed * 0.2
swing.min = now - (swing.max - now) * percentage / (1 - percentage)
swing:SetMinMaxValues(swing.min, swing.max)
end
end
end
local Ooc = function(self)
local bar = self.Swing
-- strange behaviour sometimes...
meleeing = false
rangeing = false
if not bar.hideOoc then return end
bar:Hide()
bar.Twohand:Hide()
bar.Mainhand:Hide()
bar.Offhand:Hide()
end
local Enable = function(self, unit)
local bar = self.Swing
if bar and unit == "player" then
local normTex = bar.texture or [=[Interface\TargetingFrame\UI-StatusBar]=]
local bgTex = bar.textureBG or [=[Interface\TargetingFrame\UI-StatusBar]=]
local r, g, b, a, r2, g2, b2, a2
if bar.color then
r, g, b, a = unpack(bar.color)
else
r, g, b, a = 1, 1, 1, 1
end
if bar.colorBG then
r2, g2, b2, a2 = unpack(bar.colorBG)
else
r2, g2, b2, a2 = 0, 0, 0, 1
end
if not bar.Twohand then
bar.Twohand = CreateFrame("StatusBar", nil, bar)
bar.Twohand:SetPoint("TOPLEFT", bar, "TOPLEFT", 0, 0)
bar.Twohand:SetPoint("BOTTOMRIGHT", bar, "BOTTOMRIGHT", 0, 0)
bar.Twohand:SetStatusBarTexture(normTex)
bar.Twohand:SetStatusBarColor(r, g, b, a)
bar.Twohand:SetFrameLevel(20)
bar.Twohand:Hide()
bar.Twohand.bg = bar.Twohand:CreateTexture(nil, "BACKGROUND")
bar.Twohand.bg:SetAllPoints(bar.Twohand)
bar.Twohand.bg:SetTexture(bgTex)
bar.Twohand.bg:SetVertexColor(r2, g2, b2, a2)
end
bar.Twohand.__owner = bar
if not bar.Mainhand then
bar.Mainhand = CreateFrame("StatusBar", nil, bar)
bar.Mainhand:SetPoint("TOPLEFT", bar, "TOPLEFT", 0, 0)
bar.Mainhand:SetPoint("BOTTOMRIGHT", bar, "RIGHT", 0, 0)
bar.Mainhand:SetStatusBarTexture(normTex)
bar.Mainhand:SetStatusBarColor(r, g, b, a)
bar.Mainhand:SetFrameLevel(20)
bar.Mainhand:Hide()
bar.Mainhand.bg = bar.Mainhand:CreateTexture(nil, "BACKGROUND")
bar.Mainhand.bg:SetAllPoints(bar.Mainhand)
bar.Mainhand.bg:SetTexture(bgTex)
bar.Mainhand.bg:SetVertexColor(r2, g2, b2, a2)
end
bar.Mainhand.__owner = bar
if not bar.Offhand then
bar.Offhand = CreateFrame("StatusBar", nil, bar)
bar.Offhand:SetPoint("TOPLEFT", bar, "LEFT", 0, 0)
bar.Offhand:SetPoint("BOTTOMRIGHT", bar, "BOTTOMRIGHT", 0, 0)
bar.Offhand:SetStatusBarTexture(normTex)
bar.Offhand:SetStatusBarColor(r, g, b, a)
bar.Offhand:SetFrameLevel(20)
bar.Offhand:Hide()
bar.Offhand.bg = bar.Offhand:CreateTexture(nil, "BACKGROUND")
bar.Offhand.bg:SetAllPoints(bar.Offhand)
bar.Offhand.bg:SetTexture(bgTex)
bar.Offhand.bg:SetVertexColor(r2, g2, b2, a2)
end
bar.Offhand.__owner = bar
if bar.Text then
bar.Twohand.Text = bar.Text
bar.Twohand.Text:SetParent(bar.Twohand)
end
if bar.TextMH then
bar.Mainhand.Text = bar.TextMH
bar.Mainhand.Text:SetParent(bar.Mainhand)
end
if bar.TextOH then
bar.Offhand.Text = bar.TextOH
bar.Offhand.Text:SetParent(bar.Offhand)
end
if bar.OverrideText then
bar.Twohand.OverrideText = bar.OverrideText
bar.Mainhand.OverrideText = bar.OverrideText
bar.Offhand.OverrideText = bar.OverrideText
end
if not bar.disableRanged then
self:RegisterEvent("UNIT_SPELLCAST_SUCCEEDED", Ranged)
self:RegisterEvent("UNIT_RANGEDDAMAGE", RangedChange)
end
if not bar.disableMelee then
self:RegisterEvent("COMBAT_LOG_EVENT_UNFILTERED", Melee, true)
self:RegisterEvent("COMBAT_LOG_EVENT_UNFILTERED", ParryHaste, true)
self:RegisterEvent("UNIT_ATTACK_SPEED", MeleeChange)
end
self:RegisterEvent("PLAYER_REGEN_ENABLED", Ooc, true)
return true
end
end
local Disable = function(self)
local bar = self.Swing
if bar then
if not bar.disableRanged then
self:UnregisterEvent("UNIT_SPELLCAST_SUCCEEDED", Ranged)
self:UnregisterEvent("UNIT_RANGEDDAMAGE", RangedChange)
end
if not bar.disableMelee then
self:UnregisterEvent("COMBAT_LOG_EVENT_UNFILTERED", Melee)
self:UnregisterEvent("COMBAT_LOG_EVENT_UNFILTERED", ParryHaste)
self:UnregisterEvent("UNIT_ATTACK_SPEED", MeleeChange)
end
self:UnregisterEvent("PLAYER_REGEN_ENABLED", Ooc)
bar:Hide()
end
end
oUF:AddElement("Swing", nil, Enable, Disable) |
--
-- Created by IntelliJ IDEA.
-- User: Administrator
-- Date: 2017/5/23
-- Time: 16:57
-- To change this template use File | Settings | File Templates.
--__newindex 元方法用来对表更新,__index则用来对表访问
--当你给表的一个缺少的索引赋值,解释器就会查找__newindex 元方法:如果存在则调用这个函数而不进行赋值操作
--mymetatable = {}
--mytable = setmetatable({key1 = "Value1"}, {__newindex = mymetatable})
--
--print(mytable.key1) -- Value1
--
--mytable.newkey = 'New Value2'
--print(mytable.newkey,mymetatable.newkey) -- nil New Value2
--
--mytable.key1 = "新值1"
--print(mytable.key1,mymetatable.key1) -- 新值1 nil
--以上实例中表设置了元方法 __newindex
--[1] 在对新索引键(newkey)赋值时(mytable.newkey = "新值2"),会调用元方法,而不进行赋值。
--[2] 而如果对已存在的索引键(key1),则会进行赋值,而不调用元方法 __newindex
-- 以下实例使用了 rawset 函数来更新表
mytable = setmetatable({key1 = "value1"}, { __newindex =
function(mytable, key, value)
rawset(mytable, key, "\""..value.."\"")
end
})
mytable.key1 = "new value"
mytable.key2 = 4
print(mytable.key1,mytable.key2)
|
function love.load()
animation = newAnimation(love.graphics.newImage("oldHero.png"), 16, 18, 0.5)
av={
x=200,
y=200,
xscale=4,
yscale=4
}
end
function newAnimation(image, width, height, duration)
local animation = {}
animation.spriteSheet = image;
animation.quads = {};
animation.spriteNum = 0;
for y = 0, image:getHeight() - height, height do
for x = 0, image:getWidth() - width, width do
table.insert(animation.quads, love.graphics.newQuad(x, y, width, height, image:getDimensions()))
end
end
-- 6 frame animation
-- need height and width to offset origin when drawing to flip around centre
animation.frameWidth=image:getWidth() / 6
animation.frameHeight=image:getHeight()
animation.duration = duration or 1
animation.currentTime = 0
return animation
end
function love.update(dt)
-- 4 when static
animation.spriteNum = 4
-- loop when left or right
if love.keyboard.isDown('a') or love.keyboard.isDown('d') then
animation.currentTime = animation.currentTime + dt
if animation.currentTime >= animation.duration then
animation.currentTime = animation.currentTime - animation.duration
end
animation.spriteNum = math.floor(animation.currentTime / animation.duration * #animation.quads) + 1
end
-- flip for left
if love.keyboard.isDown('a') then
av.xscale=-math.abs(av.xscale)
elseif love.keyboard.isDown('d') then
av.xscale=math.abs(av.xscale)
end
-- 5 for jump
if love.keyboard.isDown('w') then
animation.spriteNum=5
end
end
function love.draw()
love.graphics.draw(animation.spriteSheet, animation.quads[animation.spriteNum], av.x, av.y, 0, av.xscale, av.yscale, animation.frameWidth/2, animation.frameHeight/2)
-- without origin offset
love.graphics.draw(animation.spriteSheet, animation.quads[animation.spriteNum], av.x, av.y, 0, av.xscale, av.yscale)
end
|
--[[
Copyright (c) 2009-2017, Hendrik "Nevcairiel" Leppkes < h.leppkes at gmail dot com >
All rights reserved.
]]
local _, Bartender4 = ...
local L = LibStub("AceLocale-3.0"):GetLocale("Bartender4")
local BT4ActionBars = Bartender4:NewModule("ActionBars", "AceEvent-3.0")
local select, ipairs, pairs, tostring, tonumber, min, setmetatable = select, ipairs, pairs, tostring, tonumber, min, setmetatable
-- GLOBALS: UnitClass, InCombatLockdown, GetBindingKey, ClearOverrideBindings, SetOverrideBindingClick
local abdefaults = {
['**'] = Bartender4:Merge({
enabled = true,
buttons = 12,
hidemacrotext = false,
showgrid = false,
flyoutDirection = "UP",
}, Bartender4.StateBar.defaults),
[1] = {
states = {
enabled = true,
possess = true,
actionbar = false,
stance = {
DRUID = { bear = 9, cat = 7, prowl = 8 },
ROGUE = { stealth = 7 },
},
},
visibility = {
vehicleui = false,
overridebar = false,
},
},
[7] = {
enabled = false,
},
[8] = {
enabled = false,
},
[9] = {
enabled = false,
},
[10] = {
enabled = false,
},
}
local defaults = {
profile = {
actionbars = abdefaults,
}
}
local ActionBar_MT = {__index = Bartender4.ActionBar}
-- export defaults for other modules
Bartender4.ActionBar.defaults = abdefaults['**']
function BT4ActionBars:OnInitialize()
self.db = Bartender4.db:RegisterNamespace("ActionBars", defaults)
end
-- setup the 10 actionbars
local first = true
function BT4ActionBars:OnEnable()
if first then
self.playerclass = select(2, UnitClass("player"))
self.actionbars = {}
for i=1,10 do
local config = self.db.profile.actionbars[i]
if config.enabled then
self.actionbars[i] = self:Create(i, config)
else
self:CreateBarOption(i, self.disabledoptions)
end
end
first = nil
end
self:RegisterEvent("UPDATE_BINDINGS", "ReassignBindings")
self:ReassignBindings()
end
function BT4ActionBars:SetupOptions()
if not self.options then
-- empty table to hold the bar options
self.options = {}
-- template for disabled bars
self.disabledoptions = {
general = {
type = "group",
name = L["General Settings"],
cmdInline = true,
order = 1,
args = {
enabled = {
type = "toggle",
name = L["Enabled"],
desc = L["Enable/Disable the bar."],
set = function(info, v) if v then BT4ActionBars:EnableBar(info[2]) end end,
get = function() return false end,
}
}
}
}
-- iterate over bars and create their option tables
for i=1,10 do
local config = self.db.profile.actionbars[i]
if config.enabled then
self:CreateBarOption(i)
else
self:CreateBarOption(i, self.disabledoptions)
end
end
end
end
-- Applys the config in the current profile to all active Bars
function BT4ActionBars:ApplyConfig()
if not self.db then return end --bf@178.com
for i=1,10 do
local config = self.db.profile.actionbars[i]
-- make sure the bar has its current config object if it exists already
if self.actionbars[i] then
self.actionbars[i].config = config
end
if config.enabled then
self:EnableBar(i)
else
self:DisableBar(i)
end
end
end
-- we do not allow to disable the actionbars module
function BT4ActionBars:ToggleModule()
return
end
function BT4ActionBars:UpdateButtons(force)
for i,v in ipairs(self.actionbars) do
for j,button in ipairs(v.buttons) do
button:UpdateAction(force)
end
end
end
function BT4ActionBars:ReassignBindings()
if InCombatLockdown() then return end
if not self.actionbars or not self.actionbars[1] then return end
local frame = self.actionbars[1]
ClearOverrideBindings(frame)
for i = 1,min(#frame.buttons, 12) do
local button, real_button = ("ACTIONBUTTON%d"):format(i), ("BT4Button%d"):format(i)
for k=1, select('#', GetBindingKey(button)) do
local key = select(k, GetBindingKey(button))
if key and key ~= "" then
SetOverrideBindingClick(frame, false, key, real_button)
end
end
end
end
-- Creates a new bar object based on the id and the specified config
function BT4ActionBars:Create(id, config)
local id = tostring(id)
local bar = setmetatable(Bartender4.StateBar:Create(id, config, (L["Bar %s"]):format(id)), ActionBar_MT)
bar.module = self
bar:SetScript("OnEvent", bar.OnEvent)
bar:RegisterEvent("PLAYER_TALENT_UPDATE")
bar:RegisterEvent("PLAYER_SPECIALIZATION_CHANGED")
bar:RegisterEvent("LEARNED_SPELL_IN_TAB")
bar:RegisterEvent("PLAYER_REGEN_ENABLED")
self:CreateBarOption(id)
bar:ApplyConfig()
return bar
end
function BT4ActionBars:DisableBar(id)
id = tonumber(id)
local bar = self.actionbars[id]
if not bar then return end
bar.config.enabled = false
bar:Disable()
self:CreateBarOption(id, self.disabledoptions)
end
function BT4ActionBars:EnableBar(id)
id = tonumber(id)
local bar = self.actionbars[id]
local config = self.db.profile.actionbars[id]
config.enabled = true
if not bar then
bar = self:Create(id, config)
self.actionbars[id] = bar
else
bar.disabled = nil
self:CreateBarOption(id)
bar:ApplyConfig(config)
end
if not Bartender4.Locked then
bar:Unlock()
end
end
function BT4ActionBars:GetAll()
return pairs(self.actionbars)
end
function BT4ActionBars:ForAll(method, ...)
for _, bar in self:GetAll() do
local func = bar[method]
if func then
func(bar, ...)
end
end
end
function BT4ActionBars:ForAllButtons(...)
self:ForAll("ForAll", ...)
end
|
--- Builds card backings for GUI elements
-- @classmod MaterialCardBuilder
local MaterialCardBuilder = {}
MaterialCardBuilder.__index = MaterialCardBuilder
MaterialCardBuilder.ClassName = "MaterialCardBuilder"
MaterialCardBuilder.CardColor = Color3.fromRGB(235, 235, 235)
MaterialCardBuilder.ShadowColor = Color3.new(0, 0, 0)
function MaterialCardBuilder.new(Gui)
local self = setmetatable({}, MaterialCardBuilder)
self.Gui = Gui or error("No GUI")
return self
end
function MaterialCardBuilder:WithZIndex(ZIndex)
self.ZIndex = ZIndex or error("No ZIndex")
return self
end
function MaterialCardBuilder:WithCardColor(Color)
self.CardColor = Color or error("No color")
return self
end
function MaterialCardBuilder:Create()
local ZIndex = self.ZIndex or self.Gui.ZIndex
local function SetProperties(Color, ImageLabel)
ImageLabel.ImageColor3 = Color
ImageLabel.BackgroundColor3 = Color
ImageLabel.BorderSizePixel = 0
ImageLabel.BackgroundTransparency = 1
ImageLabel.ZIndex = ZIndex
ImageLabel.ScaleType = Enum.ScaleType.Slice
return ImageLabel
end
self.Gui.BackgroundTransparency = 1
local Shadow = Instance.new("ImageLabel")
Shadow.Name = "CardBacking"
Shadow.Image = "rbxassetid://280963518"
Shadow.Size = UDim2.new(1, 0, 1, 0)
Shadow.ImageTransparency = 0
Shadow.SliceCenter = Rect.new(Vector2.new(5, 5), Vector2.new(20, 20))
SetProperties(self.ShadowColor, Shadow)
local CardInset = 2
local Card = Instance.new("ImageLabel")
Card.Name = "Card"
Card.Image = "rbxassetid://280883176"
Card.Size = UDim2.new(1, -CardInset*2, 1, -CardInset*2)
Card.Position = UDim2.new(0, CardInset, 0, CardInset)
Card.SliceCenter = Rect.new(Vector2.new(2, 2), Vector2.new(8, 8))
SetProperties(self.CardColor, Card)
Card.Parent = Shadow
Shadow.Parent = self.Gui
return Shadow
end
return MaterialCardBuilder |
game:GetService("Chat"):Chat(Workspace.FIuffz.Head,"INSERT CHAT HERE")
wait(3)
|
TEST [[
function mt:<!a!>()
end
function mt:b()
mt:<?a?>()
end
]]
TEST [[
function mt:<!m1!>()
end
function mt:m2()
self:<?m1?>()
end
]]
TEST [[
function mt:m3()
mt:<?m4?>()
end
function mt:<!m4!>()
end
]]
TEST [[
function mt:m3()
self:<?m4?>()
end
function mt:<!m4!>()
end
]]
TEST [[
local mt
function mt:f()
self.<!x!> = 1
end
mt.<?x?>
]]
TEST [[
function G:f()
self.<!x!> = 1
end
G.<?x?>
]]
TEST [[
function G.H:f()
self.<!x!> = 1
end
G.H.<?x?>
]]
|
-- Copyright (c) 2016 Kim Alvefur
--
-- This project is MIT/X11 licensed. Please see the
-- COPYING file in the source package for more information.
--
local pkey = require "openssl.pkey";
local json = require "cjson.safe";
local jws = require "jws";
local jwk = require "jwk";
local parse_error = require "acme.error".parse;
local function new(account_key, directory_url, https_request)
if account_key == nil then
account_key = pkey.new();
elseif type(account_key) == "string" then
local ok, key = pcall(pkey.new, account_key);
if not ok then return ok, key; end
account_key = key;
end
if not directory_url then
directory_url = "https://acme-staging.api.letsencrypt.org/directory";
end
if not https_request then
https_request = require "ssl.https".request;
end
local nonces = {
pop = table.remove;
push = table.insert;
};
local function decode(type, data)
if type == "application/json" or (type and type:find"%+json") then
return json.decode(data);
end
return data;
end
local function request(url, post_body)
-- print("request", url, post_body)
local response_body, code, headers, status = https_request(url, post_body);
if code - (code % 100) ~= 200 then
-- print(response_body);
return nil, parse_error(response_body);
end
if headers["replay-nonce"] then
nonces:push(1, headers["replay-nonce"]);
end
return {
url = url;
code = code;
status = status;
head = headers;
body = decode(headers["content-type"], response_body);
};
end
local directory;
local function fetch_directory()
directory = assert(request(directory_url).body);
return directory;
end
local function get_directory()
return directory or fetch_directory();
end
local function signed_request(url, obj)
while not nonces[1] do
fetch_directory(); -- need more nonces
end
return request(url, jws.sign(account_key, { nonce = nonces:pop() }, obj));
end
local function step(obj, url)
if not url then
if not directory then
fetch_directory();
end
url = url or directory[obj.resource];
end
return signed_request(url, obj);
end
local function register(...)
return step({ resource = "new-reg", contact = { ... }});
end
local function get_key_authz(token)
return token .. "." .. jwk.thumbprint(account_key);
end
local function new_authz(identifier)
return step({ resource = "new-authz", identifier = identifier });
end
local function new_dns_authz(name)
return new_authz({ type = "dns", value = name });
end
local function poll_challenge(challenge)
return step({
resource = "challenge",
type = challenge.type,
keyAuthorization = get_key_authz(challenge.token);
}, challenge.uri);
end
return {
account_key = account_key;
directory_url = directory_url;
nonces = nonces;
-- low-level methods
signed_request = signed_request;
unsigned_request = request;
get_key_authz = get_key_authz;
get_directory = get_directory;
step = step;
-- high-level methods
register = register;
new_authz = new_authz;
-- even higher level
new_dns_authz = new_dns_authz;
poll_challenge = poll_challenge;
};
end
return {
new = new;
};
|
-- Author: berezaa
-- Handles chest opening and makes previously-accessed chests already open
local replicatedStorage = game:GetService("ReplicatedStorage")
local modules = require(replicatedStorage:WaitForChild("modules"))
local network = modules.load("network")
local tween = modules.load("tween")
local utilities = modules.load("utilities")
game.Players.LocalPlayer:WaitForChild("dataLoaded", 60)
local treasureChests = {}
local billboards = {}
local assetsFolder = replicatedStorage:WaitForChild("assets")
local assetFolder = script.Parent.Parent:WaitForChild("assets")
local progressUi = assetFolder:WaitForChild("chestBillboard")
local function addBillboardToChest(treasureChest)
if treasureChest:FindFirstChild("progressUi") == nil then
local ui = progressUi:Clone()
ui.ImageLabel.ImageTransparency = 1
ui.TextLabel.TextTransparency = 1
ui.TextLabel.TextStrokeTransparency = 1
ui.Adornee = treasureChest.PrimaryPart
local totalChests = 0
local openedChests = 0
for _, chestInfo in pairs(treasureChests) do
totalChests = totalChests + 1
if chestInfo.open then
openedChests = openedChests + 1
end
end
ui.TextLabel.Text = tostring(openedChests) .. "/" .. tostring(totalChests)
ui.Enabled = true
ui.Parent = treasureChest
tween(ui.ImageLabel, {"ImageTransparency"}, 0, 1)
tween(ui.TextLabel, {"TextTransparency","TextStrokeTransparency"}, 0, 1)
table.insert(billboards, ui)
end
end
local INTERVAL = 30 * 60 * 24
local function getTime()
-- 7AM/PM PT, 10AM/PM ET
return os.time() - INTERVAL / 12
end
local playerTreasureData = network:invoke("getCacheValueByNameTag", "treasure")
network:connect("propogationRequestToSelf", "Event", function(key, data)
if key == "treasure" then
playerTreasureData = data
end
end)
-- create model for chest and add it to world, hide bounding box
local function registerTreasureChest(chestRoot)
local isOldStyle = game.CollectionService:HasTag(chestRoot.PrimaryPart, "interact")
local chestPropsModule = chestRoot:FindFirstChild("chestProps") or assetsFolder.defaultChestProps
local chestProps = require(chestPropsModule)
local defaultChestProps = require(assetsFolder.defaultChestProps)
-- wierd assignment here. It's getting the chest model from the chest props, or falling back on default if undefined
-- this should probably be cleaned up but it's 12:50AM and im tired
-- ~ nimblz
local chestModel = assetsFolder.chests:FindFirstChild(
chestProps.chestModel or defaultChestProps.chestModel
) or assetsFolder.chests:FindFirstChild("defaultChest")
if isOldStyle then
chestModel = chestRoot
else
chestModel = chestModel:Clone()
chestModel.Parent = chestRoot
end
local animationController = chestModel:WaitForChild("AnimationController")
local chestOpenAnimation = chestModel:WaitForChild("chestOpen")
local chestOpenLoopAnimation = chestModel:WaitForChild("chestOpenLoop")
local chestLockedTrack = Instance.new("Animation", chestModel)
chestLockedTrack.Name = "chestLocked"
chestLockedTrack.AnimationId = "rbxassetid://3916391981"
local openTrack = animationController:LoadAnimation(chestOpenAnimation);
local openLoopTrack = animationController:LoadAnimation(chestOpenLoopAnimation);
local lockedTrack = animationController:LoadAnimation(chestLockedTrack)
openTrack.Looped = false
openTrack.Priority = Enum.AnimationPriority.Action
lockedTrack.Looped = false
lockedTrack.Priority = Enum.AnimationPriority.Action
openLoopTrack.Looped = true
openLoopTrack.Priority = Enum.AnimationPriority.Core
local chestRootPart = chestRoot.PrimaryPart or chestRoot:WaitForChild("RootPart")
local chestModelRootPart = chestModel.PrimaryPart
chestModel:SetPrimaryPartCFrame(chestRootPart.CFrame * CFrame.new(0, (-chestRootPart.Size.Y/2) + (chestModelRootPart.Size.Y/2), 0))
chestRootPart.Transparency = 1
if not isOldStyle then
local attackScript = assetFolder.attackableScript:Clone()
attackScript.Parent = chestModelRootPart
game.CollectionService:AddTag(chestModelRootPart, "attackable")
end
local chest = {
chestRoot = chestRoot;
chestModel = chestModel;
controller = animationController;
openTrack = openTrack;
lockedTrack = lockedTrack;
openLoopTrack = openLoopTrack;
open = false;
}
treasureChests[chestRoot.Name] = chest
local today = math.floor(getTime() / INTERVAL)
local chestData = playerTreasureData["place-"..game.PlaceId].chests[chestModel.Name]
local specialContents = chestModel:FindFirstChild("inventory") or chestModel:FindFirstChild("ironChest") or chestModel:FindFirstChild("goldChest")
local chestOpen
if specialContents then
chestOpen = chestData and chestData.open
else
chestOpen = chestData and (chestData.open >= today)
end
if chestOpen then
chest.openLoopTrack:Play()
chest.open = true
if chestModel:FindFirstChild("Glow") then
chestModel.Glow.Transparency = 1
end
end
end
for i,treasureChest in pairs(game.CollectionService:GetTagged("treasureChest")) do
coroutine.wrap(function() registerTreasureChest(treasureChest) end)()
end
game.CollectionService:GetInstanceAddedSignal("treasureChest"):connect(registerTreasureChest)
local function openTreasureChest(treasureChest)
local chestInfo = treasureChests[treasureChest.Name]
if chestInfo and not chestInfo.open then
local chestModel = chestInfo.chestModel
local glow = chestModel:FindFirstChild("Glow")
utilities.playSound("chest_unlock", chestModel.PrimaryPart)
local lock = chestModel:FindFirstChild("Lock")
if lock then
tween(lock, {"Transparency"}, 1, 1)
end
local rewards, status = network:invokeServer("playerRequest_openTreasureChest", treasureChest)
if status then
return nil, status
end
chestInfo.open = true
local track
if rewards then
track = chestInfo.openTrack
else
track = chestInfo.lockedTrack
end
if rewards then
track:Play()
track.KeyframeReached:connect(function(key)
if key == "opened" then
chestInfo.openLoopTrack:Play()
if glow then
glow.Transparency = 0
tween(glow,{"Transparency"},1,1)
if glow:FindFirstChild("ParticleEmitter") then
glow.ParticleEmitter.Color = ColorSequence.new(glow.Color)
glow.ParticleEmitter:Emit(50)
end
end
utilities.playSound("chest_reward", glow)
end
end)
-- addBillboardToChest(chestModel)
elseif status and typeof(status) == "number" then
glow.Transparency = 1
track:Play()
track.KeyframeReached:connect(function(key)
if key == "opened" then
chestInfo.openLoopTrack:Play()
end
end)
if script.Parent.Parent:FindFirstChild("goldChest") or script.Parent.Parent:FindFirstChild("ironChest") then
local alert = {
text = "You've already opened this chest.";
textColor3 = Color3.new(1,1,1);
backgroundColor3 = Color3.new(0.9,0.3,0.2);
backgroundTransparency = 0;
textStrokeTransparency = 1;
id = "goldchest"..script.Parent.Parent.Name;
}
-- Modules.notifications.alert(alert, 3)
network:fire("alert", {text = alert}, 2)
else
for i=0,2 do
local alert = {
text = "Chest can be opened again in " .. utilities.timeToString(status - i);
textColor3 = Color3.new(1,1,1);
backgroundColor3 = Color3.new(0.9,0.75,0.2);
backgroundTransparency = 0;
textStrokeTransparency = 1;
id = "chest"..script.Parent.Parent.Name;
}
-- Modules.notifications.alert(alert, 3)
network:fire("alert", {text = alert}, 1)
wait(1)
end
local alert = {
text = "Chest can be opened again in " .. utilities.timeToString(status - 3);
textColor3 = Color3.new(1,1,1);
backgroundColor3 = Color3.new(0.9,0.75,0.2);
backgroundTransparency = 0;
textStrokeTransparency = 1;
id = "chest"..script.Parent.Parent.Name;
}
-- Modules.notifications.alert(alert, 3)
network:fire("alert", alert, 0.5)
end
end
return rewards, status
end
return nil, "You cant open that."
end
network:create("openTreasureChest_client", "BindableFunction", "OnInvoke", openTreasureChest)
|
SPTick = {}
tdmaSPTimer = {}
function endOfSpawnProtection ( player, marker )
if ( isElement(marker) ) then
if ( isElement(player) ) then
detachElements ( marker, player )
end
destroyElement ( marker )
end
if ( isElement(player) ) then
--local theTimer = getElementData ( player, "tdma.SPTimer" )
local theTimer = tdmaSPTimer[player]
killTimer ( theTimer )
setElementData ( player, "tdma.SPMarker", false )
--outputChatBox ( "You are no longer spawn protected", player )
end
end
function countdownSpawnProtection ( player, marker )
SPTick[player] = SPTick[player] + 1
if ( SPTick[player] == 6 ) then
endOfSpawnProtection ( player, marker )
end
end
function startSpawnProtection ( source )
local player = source
local x, y, z = getElementPosition ( player )
local r
local g, b = 0, 0
local playerTeam = getPlayerTeam(player)
if ( playerTeam ) then
r, g, b = getTeamColor(playerTeam)
else
r = 255
end
local theMarker = createMarker( x, y, z, "arrow", 2, r, g, b, 255 )
setElementInterior ( theMarker, getElementInterior(source) )
if ( theMarker ) then -- check if the marker was created successfully
attachElements ( theMarker, player, 0, 0, 0, 0, 0, 0 )
local myTimer = setTimer ( countdownSpawnProtection, 1000, 7, player, theMarker )
SPTick[player] = 0
--setElementData ( player, "tdma.SPTimer", myTimer )
tdmaSPTimer[player] = myTimer
setElementData ( player, "tdma.SPMarker", theMarker )
setElementData ( player, "tdma.sp", "y" )
setTimer( spawnProtectToggle, 6000, 1, player, false )
--outputChatBox ( "You are currently spawn protected", player )
end
end
function spawnProtectToggle ( player, toggle )
if ( not isElement(player) ) then
return
end
if ( toggle ) then
setElementData ( player, "tdma.sp", "y" )
if xDebug then outputDebugString ( "Player " .. getPlayerName(player) .. " is spawn protected" ) end
else
setElementData ( player, "tdma.sp", "n" )
if xDebug then outputDebugString ( "Player " .. getPlayerName(player) .. " is no longer spawn protected" ) end
end
end
function xonPlayerWasted ( ammo, attacker, weapon, bodypart )
local theMarker = getElementData( source, "tdma.SPMarker" )
if ( theMarker ) then
destroyElement ( theMarker )
--killTimer ( getElementData ( source, "tdma.SPTimer" ) )
if ( isTimer(tdmaSPTimer[source]) ) then killTimer ( tdmaSPTimer[source] ) end
end
end
addEventHandler ( "onPlayerWasted", root, xonPlayerWasted )
function onPlayerQuit ( )
--a fix for markers not being deleted when their in SP Mode, and quit the server.
local theMarker = getElementData( source, "tdma.SPMarker" )
if ( theMarker ) then
destroyElement ( theMarker )
--killTimer ( getElementData ( source, "tdma.SPTimer" ) )
if ( isTimer(tdmaSPTimer[source]) ) then killTimer ( tdmaSPTimer[source] ) end
end
end
addEventHandler( "onPlayerQuit", root, onPlayerQuit )
function spawnProtectionStart ( player )
startSpawnProtection ( player )
end
|
-------------------------------------------------------------------------------------------
--
-- raylib [text] example - TTF loading and usage
--
-- This example has been created using raylib 1.6 (www.raylib.com)
-- raylib is licensed under an unmodified zlib/libpng license (View raylib.h for details)
--
-- Copyright (c) 2014-2016 Ramon Santamaria (@raysan5)
--
-------------------------------------------------------------------------------------------
-- Initialization
-------------------------------------------------------------------------------------------
local screenWidth = 800;
local screenHeight = 450;
InitWindow(screenWidth, screenHeight, "raylib [text] example - ttf loading")
local msg = "TTF SpriteFont"
-- NOTE: Textures/Fonts MUST be loaded after Window initialization (OpenGL context is required)
-- TTF SpriteFont loading with custom generation parameters
local font = LoadFontEx("resources/KAISG.ttf", 96, 0, 0)
-- Generate mipmap levels to use trilinear filtering
-- NOTE: On 2D drawing it won't be noticeable, it looks like FILTER_BILINEAR
--font.texture = GenTextureMipmaps(font.texture) -- ISSUE: attempt to index a SpriteFont value (local 'font')
local fontSize = font.baseSize
local fontPosition = Vector2(40, screenHeight/2 + 50)
local textSize
SetTextureFilter(font.texture, FILTER_POINT)
local currentFontFilter = 0 -- Default: FILTER_POINT
local count = 0
local droppedFiles
SetTargetFPS(60)
-------------------------------------------------------------------------------------------
-- Main game loop
while not WindowShouldClose() do -- Detect window close button or ESC key
-- Update
---------------------------------------------------------------------------------------
fontSize = fontSize + GetMouseWheelMove()*4.0
-- Choose font texture filter method
if (IsKeyPressed(KEY_ONE)) then
SetTextureFilter(font.texture, FILTER_POINT)
currentFontFilter = 0
elseif (IsKeyPressed(KEY_TWO)) then
SetTextureFilter(font.texture, FILTER_BILINEAR)
currentFontFilter = 1
elseif (IsKeyPressed(KEY_THREE)) then
-- NOTE: Trilinear filter won't be noticed on 2D drawing
SetTextureFilter(font.texture, FILTER_TRILINEAR)
currentFontFilter = 2
end
textSize = MeasureTextEx(font, msg, fontSize, 0)
if (IsKeyDown(KEY_LEFT)) then fontPosition.x = fontPosition.x - 10
elseif (IsKeyDown(KEY_RIGHT)) then fontPosition.x = fontPosition.x + 10
end
-- Load a dropped TTF file dynamically (at current fontSize)
if (IsFileDropped()) then
droppedFiles = GetDroppedFiles()
count = #droppedFiles
if (count == 1) then -- Only support one ttf file dropped
UnloadSpriteFont(font)
font = LoadFontTTF(droppedFiles[1], fontSize, 0, 0)
ClearDroppedFiles()
end
end
---------------------------------------------------------------------------------------
-- Draw
---------------------------------------------------------------------------------------
BeginDrawing()
ClearBackground(RAYWHITE)
DrawText("Use mouse wheel to change font size", 20, 20, 10, GRAY)
DrawText("Use KEY_RIGHT and KEY_LEFT to move text", 20, 40, 10, GRAY)
DrawText("Use 1, 2, 3 to change texture filter", 20, 60, 10, GRAY)
DrawText("Drop a new TTF font for dynamic loading", 20, 80, 10, DARKGRAY)
DrawTextEx(font, msg, fontPosition, fontSize, 0, BLACK)
-- TODO: It seems texSize measurement is not accurate due to chars offsets...
--DrawRectangleLines(fontPosition.x, fontPosition.y, textSize.x, textSize.y, RED)
DrawRectangle(0, screenHeight - 80, screenWidth, 80, LIGHTGRAY)
DrawText(string.format("Font size: %02.02f", fontSize), 20, screenHeight - 50, 10, DARKGRAY)
DrawText(string.format("Text size: [%02.02f, %02.02f]", textSize.x, textSize.y), 20, screenHeight - 30, 10, DARKGRAY)
DrawText("CURRENT TEXTURE FILTER:", 250, 400, 20, GRAY)
if (currentFontFilter == 0) then DrawText("POINT", 570, 400, 20, BLACK)
elseif (currentFontFilter == 1) then DrawText("BILINEAR", 570, 400, 20, BLACK)
elseif (currentFontFilter == 2) then DrawText("TRILINEAR", 570, 400, 20, BLACK)
end
EndDrawing()
---------------------------------------------------------------------------------------
end
-- De-Initialization
-------------------------------------------------------------------------------------------
UnloadSpriteFont(font) -- SpriteFont unloading
ClearDroppedFiles() -- Clear internal buffers
CloseWindow() -- Close window and OpenGL context
-------------------------------------------------------------------------------------------
|
TIME_FOREVER = 4294967295 -- Largets possible int 32 value
-- Actor properties
SEX_UNKNOWN = 0
SEX_FEMALE = 1
SEX_MALE = 2
-- Creature states -------------------------------------------------------------
CREATURESTATE_UNKNOWN = 0
CREATURESTATE_IDLE = 1
CREATURESTATE_MOVING = 2
CREATURESTATE_USINGSKILL = 3
CREATURESTATE_ATTACKING = 4
CREATURESTATE_KNOCKDOWN = 5
CREATURESTATE_EMOTE = 6
CREATURESTATE_EMOTE_SIT = 7
CREATURESTATE_EMOTE_START = 8
CREATURESTATE_EMOTE_CRY = 9
CREATURESTATE_EMOTE_TAUNT = 10
CREATURESTATE_EMOTE_PONDER = 11
CREATURESTATE_EMOTE_WAVE = 12
CREATURESTATE_EMOTE_LAUGH = 13
CREATURESTATE_EMOTE_END = 14
CREATURESTATE_CHEST_CLOSED = 15
CREATURESTATE_CHEST_OPEN = 16
CREATURESTATE_TRIGGERED = 17
CREATURESTATE_DEAD = 255
-- /Creature states ------------------------------------------------------------
SHAPETYPE_BOUNDINGBOX = 0
SHAPETYPE_SPHERE = 1
SHAPETYPE_CONVEXHULL = 2
SHAPETYPE_HEIGHTMAP = 3
SHAPETYPE_NONE = 99
RANGE_AGGRO = 0
RANGE_COMPASS = 1
RANGE_SPIRIT = 2
RANGE_EARSHOT = 3
RANGE_CASTING = 4
RANGE_PROJECTILE = 5
RANGE_HALFCOMPASS = 6
RANGE_TOUCH = 7
RANGE_ADJECENT = 8
RANGE_VISIBLE = 9
RANGE_TWOCOMPASS = 10
RANGE_INTEREST = 11
RANGE_MAP = 12
GAMETYPE_UNKNOWN = 0
GAMETYPE_OUTPOST = 1
GAMETYPE_PVPCOMBAT = 2
GAMETYPE_EXPLOREABLE = 3
GAMETYPE_MISSION = 4
-- SetResource types
SETVALUE_TYPE_ABSOLUTE = 0
SETVALUE_TYPE_INCREASE = 1
SETVALUE_TYPE_INCREASE_PERCENT = 2
SETVALUE_TYPE_DECREASE = 3
SETVALUE_TYPE_DECREASE_PERCENT = 4
-- GetResource/SetResource types
RESOURCE_TYPE_NONE = 0
RESOURCE_TYPE_ENERGY = 1
RESOURCE_TYPE_HEALTH = 2
RESOURCE_TYPE_ADRENALINE = 3
RESOURCE_TYPE_OVERCAST = 4
RESOURCE_TYPE_HEALTHREGEN = 5
RESOURCE_TYPE_ENERGYREGEN = 6
RESOURCE_TYPE_MAXHEALTH = 7
RESOURCE_TYPE_MAXENERGY = 8
-- Group mask
GROUPMASK_NONE = 0
GROUPMASK_1 = 1
GROUPMASK_2 = 1 << 1
GROUPMASK_3 = 1 << 2
GROUPMASK_4 = 1 << 3
GROUPMASK_5 = 1 << 4
GROUPMASK_6 = 1 << 5
GROUPMASK_7 = 1 << 7
GROUPMASK_8 = 1 << 8
GROUPMASK_ALL = 65536
TEAMCOLOR_DEFAULT = 0
TEAMCOLOR_RED = 1
TEAMCOLOR_BLUE = 2
TEAMCOLOR_YELLOW = 3
-- Professions
PROFESSIONINDEX_NONE = 0
PROFESSIONINDEX_WARRIOR = 1
PROFESSIONINDEX_RANGER = 2
PROFESSIONINDEX_MONK = 3
PROFESSIONINDEX_NECROMANCER = 4
PROFESSIONINDEX_MESMER = 5
PROFESSIONINDEX_ELEMENTARIST = 6
-- Client
MOVE_DIRECTION_NONE = 0
MOVE_DIRECTION_NORTH = 1
MOVE_DIRECTION_WEST = 1 << 1
MOVE_DIRECTION_SOUTH = 1 << 2
MOVE_DIRECTION_EAST = 1 << 3
TURN_DIRECTION_NONE = 0
TURN_DIRECTION_LEFT = 1
TURN_DIRECTION_RIGHT = 1 << 1
|
dofilepath("data:scripts/debug.lua")
dout("Loading Crate_ships.lua of Keeper")
crate_Ships =
{
{
class = "cruiser",
prob = 0.00,
types =
{
{prob = 1.00, item = "Kpr_ArsenalShip", name = "$8236"},
{prob = 0.90, item = "kpr_Dreadnaught", name = "$8238"},
{prob = 0.10, item = "Kpr_Sajuuks", name = "$8240"},
}
},
{
class = "carrier",
prob = 0.05,
types =
{
{prob = 0.90, item = "kpr_Deliver", name = "$8244"},
{prob = 1.00, item = "kpr_carrier", name = "$2403"},
}
},
{
class = "destroyer",
prob = 0.15,
types =
{
{prob = 1.00, item = "kpr_destroyer1", name = "$8232"},
}
},
{
class = "frigate",
prob = 0.35,
types =
{
{prob = 0.25, item = "kpr_AssaultFrigate", name = "$8220"},
{prob = 0.50, item = "kpr_IonCannonFrigate", name = "$8222"},
{prob = 0.75, item = "kpr_Destroyerfrigate", name = "$8224"},
{prob = 1.00, item = "kpr_defensefieldfrigate", name = "$8246"},
}
},
{
class = "corvette",
prob = 0.55,
types =
{
{prob = 0.40, item = "kpr_movers", name = "$8210"},
{prob = 0.80, item = "kpr_mover1", name = "$8212"},
{prob = 0.90, item = "kpr_HeavyMover", name = "$8214"},
{prob = 1.00, item = "kpr_CaptureMover", name = "$8216"},
}
},
{
class = "fighter",
prob = 0.75,
types =
{
{prob = 0.50, item = "kpr_Scout", name = "$8200"},
{prob = 1.00, item = "kpr_bomber", name = "$8202"},
}
},
{
class = "platform",
prob = 0.80,
types =
{
{prob = 0.25, item = "kpr_energy_photoncannon", name = "$8312"},
{prob = 0.40, item = "kpr_energy_ioncannon", name = "$8314"},
{prob = 0.55, item = "kpr_energy_PhasedCannon", name = "$8316"},
{prob = 0.75, item = "kpr_energy_Pulsar", name = "$8318"},
{prob = 1.00, item = "kpr_energy_SuperPulsar", name = "$8320"},
}
},
{
class = "resource",
prob = 0.92,
types =
{
{prob = 0.70, item = "kpr_ResourceCollector", name = "$8300"},
{prob = 1.00, item = "kpr_resourcecontroller", name = "$8302"},
}
},
{
class = "noncombat",
prob = 1.00,
types =
{
{prob = 0.60, item = "kpr_probe", name = "$8304"},
{prob = 1.00, item = "kpr_proximitysensor", name = "$8306"},
},
},
} |
measure1 = {"дан", "седмице", "месец новембар", "месец мај"}
measure2 = {"дана", "седмица", "месец новембар", "месец мај"}
last = {"најкраћи", "најдужи"}
|
local glfw = require '../glfw' ('glfw3')
local GLFW = glfw.const
-- Initialize the library
if glfw.Init() == 0 then
return
end
-- Create a windowed mode window and its OpenGL context
local window = glfw.CreateWindow(640, 480, "Hello World")
if window == GLFW.NULL then
glfw.Terminate()
return
end
-- Make the window's context current
glfw.MakeContextCurrent(window)
-- Loop until the user closes the window
while glfw.WindowShouldClose(window) == 0 do
-- Render here
-- Swap front and back buffers
glfw.SwapBuffers(window)
-- Poll for and process events
glfw.PollEvents()
end
glfw.Terminate()
|
--!A cross-platform build utility based on Lua
--
-- 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.
--
-- Copyright (C) 2015-present, TBOOX Open Source Group.
--
-- @author ruki
-- @file pull.lua
--
-- imports
import("core.base.option")
import("lib.detect.find_tool")
import("net.proxy")
-- pull remote commits
--
-- @param opt the argument options
--
-- @code
--
-- import("devel.git")
--
-- git.pull()
-- git.pull({remote = "origin", tags = true, branch = "master", repodir = "/tmp/xmake"})
--
-- @endcode
--
function main(opt)
-- init options
opt = opt or {}
-- find git
local git = assert(find_tool("git"), "git not found!")
-- init argv
local argv = {"pull"}
-- set remote
table.insert(argv, opt.remote or "origin")
-- set branch
table.insert(argv, opt.branch or "master")
-- set tags
if opt.tags then
table.insert(argv, "--tags")
end
-- enter repository directory
local oldir = nil
if opt.repodir then
oldir = os.cd(opt.repodir)
end
-- use proxy?
local envs
local proxy_conf = proxy.config()
if proxy_conf then
-- get proxy configuration from the current remote url
local remoteinfo = try { function() return os.iorunv(git.program, {"remote", "-v"}) end }
if remoteinfo then
for _, line in ipairs(remoteinfo:split('\n', {plain = true})) do
local splitinfo = line:split("%s+")
if #splitinfo > 1 and splitinfo[1] == (opt.remote or "origin") then
local url = splitinfo[2]
if url then
proxy_conf = proxy.config(url)
end
break
end
end
end
envs = {ALL_PROXY = proxy_conf}
end
-- pull it
os.vrunv(git.program, argv, {envs = envs})
-- leave repository directory
if oldir then
os.cd(oldir)
end
end
|
local app = app
local libcore = require "core.libcore"
local Class = require "Base.Class"
local ClockBase = require "core.Timing.ClockBase"
local GainBias = require "Unit.ViewControl.GainBias"
local Encoder = require "Encoder"
local ClockInHertz = Class {}
ClockInHertz:include(ClockBase)
function ClockInHertz:init(args)
ClockBase.init(self, args)
end
function ClockInHertz:onLoadGraph(channelCount)
local clock = self:addObject("clock", libcore.ClockInHertz())
ClockBase.loadBaseGraph(self, channelCount, clock)
local freq = self:addObject("freq", app.ParameterAdapter())
tie(clock, "Frequency", freq, "Out")
self:addMonoBranch("freq", freq, "In", freq, "Out")
end
local views = {
expanded = {
"sync",
"freq",
"mult",
"div",
"width"
},
collapsed = {}
}
function ClockInHertz:onLoadViews(objects, branches)
local controls = ClockBase.loadBaseView(self, objects, branches)
controls.freq = GainBias {
button = "freq",
description = "Clock Frequency",
branch = branches.freq,
gainbias = objects.freq,
range = objects.freq,
biasMap = Encoder.getMap("clockFreq"),
biasUnits = app.unitHertz,
scaling = app.octaveScaling,
initialBias = 2
}
return controls, views
end
return ClockInHertz
|
local has_telescope, telescope = pcall(require, "telescope")
if not has_telescope then
error("This plugin requires nvim-telescope/telescope.nvim")
end
local pickers = require("telescope.pickers")
local finders = require("telescope.finders")
local conf = require("telescope.config").values
local actions = require("telescope.actions")
local action_state = require("telescope.actions.state")
local manager = require("lspmanager")
local install = function(opts)
pickers.new(opts, {
prompt_title = "servers",
finder = finders.new_table({
results = manager.available_servers(),
}),
sorter = conf.generic_sorter(opts),
attach_mappings = function(prompt_bufnr, map)
actions.select_default:replace(function()
actions.close(prompt_bufnr)
local lsp = action_state.get_selected_entry()[1]
manager.install(lsp)
end)
return true
end,
}):find()
end
local uninstall = function(opts)
pickers.new(opts, {
prompt_title = "servers",
finder = finders.new_table({
results = manager.installed_servers(),
}),
sorter = conf.generic_sorter(opts),
attach_mappings = function(prompt_bufnr, map)
actions.select_default:replace(function()
actions.close(prompt_bufnr)
local lsp = action_state.get_selected_entry()[1]
manager.uninstall(lsp)
end)
return true
end,
}):find()
end
local update = function(opts)
pickers.new(opts, {
prompt_title = "servers",
finder = finders.new_table({
results = manager.installed_servers({ insert_key_all = true }),
}),
sorter = conf.generic_sorter(opts),
attach_mappings = function(prompt_bufnr, map)
actions.select_default:replace(function()
actions.close(prompt_bufnr)
local lsp = action_state.get_selected_entry()[1]
manager.update(lsp)
end)
return true
end,
}):find()
end
return telescope.register_extension({
exports = { install_lsp = install, uninstall_lsp = uninstall, update_lsp = update },
})
|
local gears = require("gears")
local awful = require("awful")
local awful_rules = require("awful.rules")
local awful_autofocus = require("awful.autofocus")
local wibox = require("wibox")
local beautiful = require("beautiful")
local naughty = require("naughty")
local drop = require("scratchdrop")
local lain = require("lain")
-- beautiful init
beautiful.init(os.getenv("HOME") .. "/.config/awesome/themes/lars-icons/theme.lua")
local Widgets = {}
local primary_color_saturated = beautiful.primary_color_saturated
local primary_color = beautiful.primary_color
-- TEXTCLOCK
weekday = lain.util.markup(primary_color_saturated, " %a")
monthday = " %d"
monthname = lain.util.markup(primary_color_saturated, " %b")
time = " %H:%M "
year = lain.util.markup("")
Widgets.textclock = awful.widget.textclock(weekday .. monthday .. monthname .. time)
-- MEM
function mem_settings_function()
widget:set_text(mem_now.used .. "MB ")
end
Widgets.mem = lain.widgets.mem({ settings = mem_settings_function })
Widgets.mem.icon = wibox.widget.imagebox(beautiful.mem_icon)
-- CPU
function cpu_settings_function()
widget:set_text(cpu_now.usage .. "% ")
end
Widgets.cpu = lain.widgets.cpu({ settings = cpu_settings_function })
Widgets.cpu.icon = wibox.widget.imagebox(beautiful.cpu_icon)
-- VOLUME
volicon = wibox.widget.imagebox(beautiful.vol_icon)
function volume_settings_function()
if volume_now.status == "off" then
volicon:set_image(beautiful.vol_mute_icon)
elseif tonumber(volume_now.level) == 0 then
volicon:set_image(beautiful.vol_no_icon)
elseif tonumber(volume_now.level) <= 50 then
volicon:set_image(beautiful.vol_low_icon)
else
volicon:set_image(beautiful.vol_icon)
end
widget:set_text(volume_now.level)
end
Widgets.vol = lain.widgets.alsa({ settings = volume_settings_function })
Widgets.vol.icon = volicon
-- BATTERY
function battery_settings_function()
header = " Bat "
bat_percent = bat_now.perc
if bat_percent == "N/A" then
bat_percent = "Plug"
end
widget:set_markup(lain.util.markup(primary_color_saturated, header) .. bat_percent .. " ")
end
Widgets.bat = lain.widgets.bat({ settings = battery_settings_function })
-- NETWORK
function network_settings_function()
header = " Net "
net = "Off"
if net_now.state == "up" then
net = net_now.received .. " - " .. net_now.sent
end
widget:set_text(net .. " ")
end
Widgets.net = lain.widgets.net({ settings = network_settings_function })
Widgets.net.icon = wibox.widget.imagebox(beautiful.net_icon)
return Widgets
|
-- Configuration --------------------------------------
OOA_AUTOTRACKER_DEBUG = true
OOA_DISABLE_TREE_TRACKING = false
-------------------------------------------------------
print("")
print("Active Auto-Tracker Configuration")
print("---------------------------------------------------------------------")
if OOA_AUTOTRACKER_DEBUG then
print("Enable Debug Logging: ", "true")
end
print("---------------------------------------------------------------------")
print("")
----------------------------------------------------------------
------------------------------DATA------------------------------
----------------------------------------------------------------
local music = {
[ 0] = "None",
[ 2] = "Zelda Theme (Fast)",
[ 3] = "Zelda Theme (Present)",
[ 4] = "Zelda Theme (Past)",
[ 5] = "Crescent Island",
[ 7] = "Palace",
[ 8] = "Nayru",
[ 10] = "Lynna City",
[ 11] = "Lynna Village",
[ 12] = "Zora Village",
[ 13] = "Essence",
[ 14] = "House",
[ 15] = "Fairy Fountain",
[ 18] = "Maku Path",
[ 19] = "Spirit's Grave",
[ 20] = "Wing Dungeon",
[ 21] = "Moonlit Grotto",
[ 22] = "Skull Dungeon",
[ 23] = "Crown Dungeon",
[ 24] = "mermaid's Cave",
[ 25] = "Jabu Jabu's Belly",
[ 26] = "Ancient Tomb",
[ 30] = "Maku Soul",
[ 31] = "Symmetry (Ruined)",
[ 32] = "No Return",
[ 33] = "Threatened",
[ 34] = "Under Water",
[ 35] = "Pirates",
[ 36] = "Symmetry (Present)",
[ 37] = "Symmetry (Past)",
[ 38] = "Tokay",
[ 40] = "Black Tower (Inside)",
[ 43] = "Maple",
[ 45] = "Panic",
[ 46] = "Boss",
[ 48] = "Lost Woods",
[ 54] = "Cave",
[ 57] = "Moblins",
[ 62] = "Gorons",
[ 70] = "Black Tower (Outside)",
[138] = "Veran",
[140] = "Tragedy",
[240] = "Unlocked",
[255] = "Transition"
}
local dungeonsOutside = {
[ "3:1" ] = 4,
[ "10:1" ] = 5,
[ "14:4" ] = 7,
[ "15:132"] = 6,
[ "92:129"] = 9,
["131:1" ] = 2,
["131:129"] = 2,
["141:1" ] = 1,
["144:65" ] = 8,
["186:1" ] = 3
}
local dungeonsInside = {
[ 36] = "d1", -- 0x02, 0x08
[ 38] = "d6_present", -- 0x02, 0x08
[ 68] = "d6_past", -- 0x02, 0x88
[ 70] = "d2", -- 0x02, 0x88
[ 86] = "d7", -- 0x02, 0x48
[102] = "d3", -- 0x02, 0x08
[145] = "d4", -- 0x02, 0x08
[170] = "d8", -- 0x02, 0x88
[187] = "d5" -- 0x02, 0x08
}
local dungeons = {
["Spirit's Grave"] = {
["smallKey"] = {"d1sk", 0xC673},
["currentSmallKeys"] = 0,
["currentDoors"] = 0,
["maxSmallKeys"] = 3,
["bigKey"] = {"d1bk", 0xC682, 1},
["essence"] = {"d1", 0xC6BF, 0},
["chests"] = {
[0xC910] = "Underground\nitem",
[0xC913] = "Pumpkin Head\nreward",
[0xC915] = "Moving platform\nchest",
[0xC916] = "Double button\nchest",
[0xC91A] = "Wide room\nchest",
[0xC91C] = "Secret room\nchest",
[0xC91D] = "Crossroads\nchest",
[0xC91E] = "Ghini\ndrop",
[0xC91F] = "West side\nitem",
[0xC923] = "Pot\nitem",
[0xC925] = "Terrace\nchest"
},
["doors"] = {
{0xC914, 0x04},
{0xC91D, 0x01},
{0xC91B, 0x01}
}
},
["Wing Dungeon"] = {
["smallKey"] = {"d2sk", 0xC674},
["currentSmallKeys"] = 0,
["currentDoors"] = 0,
["maxSmallKeys"] = 5,
["bigKey"] = {"d2bk", 0xC682, 2},
["essence"] = {"d2", 0xC6BF, 1},
["chests"] = {
[0xC927] = "Thwomp\nshelf",
[0xC928] = "After\nthwomp",
[0xC92B] = "Head Thwomp\nReward",
[0xC92E] = "Color tiles\ndrop",
[0xC930] = "Basement minecart\nchest",
[0xC939] = "Moblin\ndrop",
[0xC93E] = "Color\nroom",
[0xC940] = "Bomb wall\nchest",
[0xC941] = "Moblin\nchest",
[0xC942] = "Statue puzzle\ndrop",
[0xC945] = "Rope\nchest",
[0xC948] = "Rope bomb wall\nchest"
},
["doors"] = {
{0xC935, 0x80},
{0xC93D, 0x01},
{0xC93D, 0x02},
{0xC941, 0x08},
{0xC944, 0x02}
}
},
["Moonlit Grotto"] = {
["smallKey"] = {"d3sk", 0xC675},
["currentSmallKeys"] = 0,
["currentDoors"] = 0,
["maxSmallKeys"] = 4,
["bigKey"] = {"d3bk", 0xC682, 3},
["essence"] = {"d3", 0xC6BF, 2},
["chests"] = {
[0xC94A] = "Shadow Hag\nReward",
[0xC94B] = "Moldorm\ndrop",
[0xC94E] = "Bridge\nchest",
[0xC950] = "Right side\nchest",
[0xC955] = "Torch\nchest",
[0xC956] = "Armos\nchest",
[0xC958] = "Mimic room\nchest",
[0xC95C] = "Bush room\nchest",
[0xC95E] = "Four Armos\ndrop",
[0xC960] = "Fallen spinner\nchest",
[0xC961] = "East statues\ndrop",
[0xC964] = "Six blocks\ndrop",
[0xC965] = "Pols Voice\nchest"
},
["doors"] = {
{0xC94E, 0x01},
{0xC95A, 0x01},
{0xC95D, 0x01},
{0xC962, 0x01}
}
},
["Skull Dungeon"] = {
["smallKey"] = {"d4sk", 0xC676},
["currentSmallKeys"] = 0,
["currentDoors"] = 0,
["maxSmallKeys"] = 5,
["bigKey"] = {"d4bk", 0xC682, 4},
["essence"] = {"d4", 0xC6BF, 3},
["chests"] = {
[0xC96B] = "Eyesoar\nReward",
[0xC96F] = "Big floor\npuzzle reward",
[0xC974] = "Keese switch\nchest",
[0xC97A] = "Extremely out of\nthe way chest",
[0xC97B] = "Color tiles\ndrop",
[0xC987] = "Small floor\npuzzle reward",
[0xC98B] = "Zol\nchest",
[0xC98F] = "Minecart\nchest",
[0xC990] = "Cube\nchest",
[0xC992] = "Moldorm switch\nchest"
},
["doors"] = {
{0xC972, 0x80},
{0xC975, 0x80},
{0xC986, 0x80},
{0xC98E, 0x01},
{0xC98F, 0x01},
}
},
["Crown Dungeon"] = {
["smallKey"] = {"d5sk", 0xC677},
["currentSmallKeys"] = 0,
["currentDoors"] = 0,
["maxSmallKeys"] = 5,
["bigKey"] = {"d5bk", 0xC682, 5},
["essence"] = {"d5", 0xC6BF, 4},
["chests"] = {
[0xC999] = "Red chest after\nspike room",
[0xC99B] = "Isolated owl\npuzzle chest",
[0xC99E] = "Twin statues\npuzzle chest",
[0xC99F] = "West basement\nblue pegs chest",
[0xC9A3] = "Dark room\nchest",
[0xC9A5] = "Color Statues\npuzzle",
[0xC9AD] = "Diamonds\nchest",
[0xC9BA] = "Eyes\nchest",
[0xC9BC] = "Three statues\npuzzle chest",
[0xC9BE] = "Chest before\n the boss",
[0xC9BF] = "Smog\nreward"
},
["doors"] = {
{0xC999, 0x02},
{0xC9B4, 0x08},
{0xC9BC, 0x02},
{0xC9A8, 0x80},
{0xC9AC, 0x80}
}
},
["Mermaid's Cave"] = {
["smallKey"] = {"d6sk_present", 0xC678},
["smallKey2"] = {"d6sk_past", 0xC67E},
["currentSmallKeys"] = 0,
["currentSmallKeys2"] = 0,
["currentDoors"] = 0,
["currentDoors2"] = 0,
["maxSmallKeys"] = 3,
["maxSmallKeys2"] = 3,
["bigKey"] = {"d6bk", 0xC682, 6},
["essence"] = {"d6", 0xC6BF, 5},
["chests"] = {
[0xCA13] = "@Mermaid's Cave (Present)/Chest after\nVire",
[0xCA14] = "@Mermaid's Cave (Present)/Spinner\nchest",
[0xCA1B] = "@Mermaid's Cave (Present)/Rope cage\nchest",
[0xCA1C] = "@Mermaid's Cave (Present)/RNG levers\nchest",
[0xCA1D] = "@Mermaid's Cave (Present)/Diamonds\nchest",
[0xCA1F] = "@Mermaid's Cave (Present)/Beamos\nchest",
[0xCA21] = "@Mermaid's Cave (Present)/Cube puzzle\nchest",
[0xCA25] = "@Mermaid's Cave (Present)/Water channel\nchest",
[0xCA2C] = "@Mermaid's Cave (Past)/Underwater diamonds\nchest",
[0xCA2E] = "@Mermaid's Cave (Past)/Underwater chest\nbefore boss",
[0xCA31] = "@Mermaid's Cave (Past)/Underwater Rope\nchest",
[0xCA36] = "@Mermaid's Cave (Past)/Octogon\nreward",
[0xCA3C] = "@Mermaid's Cave (Past)/North candles\nchest",
[0xCA3F] = "@Mermaid's Cave (Past)/Color room\nchest",
[0xCA41] = "@Mermaid's Cave (Past)/Flooded room\nchest",
[0xCA45] = "@Mermaid's Cave (Past)/Right side\nWizzrobe chest"
},
["doors"] = {
{0xCA12, 0x04},
{0xCA20, 0x80},
{0xCA24, 0x04},
},
["doors2"] = {
{0xCA38, 0x02},
{0xCA38, 0x80},
{0xCA3D, 0x02}
}
},
["Jabu Jabu's Belly"] = {
["smallKey"] = {"d7sk", 0xC679},
["currentSmallKeys"] = 0,
["currentDoors"] = 0,
["maxSmallKeys"] = 7,
["bigKey"] = {"d7bk", 0xC682, 7},
["essence"] = {"d7", 0xC6BF, 6},
["chests"] = {
[0xCA4B] = "Flower\nroom",
[0xCA4C] = "Pots\nchest",
[0xCA4D] = "Chest before\nmidboss",
[0xCA4E] = "Chest after\nmidboss",
[0xCA50] = "Boxed\nchest",
[0xCA53] = "Cane + hook\npuzzle chest",
[0xCA54] = "Crab\nchest",
[0xCA55] = "Diamonds\ndrop",
[0xCA5F] = "West wing\nchest",
[0xCA62] = "Plasmarine\nreward",
[0xCA64] = "East wing\nMoldorm chest",
[0xCA65] = "Spikes\nchest",
[0xCA6A] = "3F past one\nkey door",
[0xCA6C] = "3F past all\nkey doors",
[0xCA72] = "3F SE terrace\nchest"
},
["doors"] = {
{0xCA4E, 0x80},
{0xCA58, 0x80},
{0xCA69, 0x02},
{0xCA6A, 0x02},
{0xCA6B, 0x02},
{0xCA6B, 0x80},
{0xCA6D, 0x02},
}
},
["Ancient Tomb"] = {
["smallKey"] = {"d8sk", 0xC67A},
["smallKey2"] = {"slates", 0xC6C3},
["currentSmallKeys"] = 0,
["currentSmallKeys2"] = 0,
["currentDoors"] = 0,
["currentDoors2"] = 0,
["maxSmallKeys"] = 5,
["maxSmallKeys2"] = 4,
["bigKey"] = {"d8bk", 0xC683, 0},
["essence"] = {"d8", 0xC6BF, 7},
["chests"] = {
[0xCA78] = "Ramrock\nreward",
[0xCA79] = "Lowest floor\ndiamonds chest",
[0xCA7B] = "B2F Maze\nchest",
[0xCA7C] = "NW slate\nchest",
[0xCA7E] = "NE slate\nchest",
[0xCA85] = "Ghini stairs\nchest",
[0xCA91] = "Tile room\nchest",
[0xCA92] = "SE slate\nchest",
[0xCA94] = "SW slate\nchest",
[0xCA97] = "B1F NW\nchest",
[0xCA98] = "Stalfos\nitem",
[0xCA9F] = "Sarcophagus\nchest",
[0xCAA3] = "Blade trap\nchest",
[0xCAA4] = "Blue pegs\nchest",
[0xCAA6] = "Floor puzzle\nreward",
[0xCAA7] = "Cracked blocks\nchest"
},
["doors"] = {
{0xCA8E, 0x80},
{0xCA9D, 0x01},
{0xCAA0, 0x80},
{0xCAA6, 0x01},
{0xCAA9, 0x01},
},
["doors2"] = {
{0xCA8A, 0x01},
{0xCA8A, 0x02},
{0xCA8A, 0x04},
{0xCA8A, 0x08}
}
}
}
local chests = {
[0xC709] = "@Moblin Keep/Defeat the boss",
[0xC738] = "@Maku Tree/Save the waifu",
[0xC739] = "@Concert Screen/Impa's chest",
[0xC749] = "@Forest of Time/Tree chest",
[0xC74F] = "@Fisher's Island/Underwater cave",
[0xC763] = "@Talus Peaks/Chest before\nRestoration Wall",
[0xC77C] = "@Poe's grave/Clock gift",
[0xC784] = "@Fairies' Woods East/Pit chest",
[0xC791] = "@Fairy's coast/Lonely chest",
[0xC7A0] = "@After Jabu Jabu/Zora reward",
[0xC7BE] = "@Moblin Keep/Lower floor chest",
[0xC7C0] = "@Zora Village/Isolated chest",
[0xC7CE] = "@Bomb cave/Chest",
[0xC7D5] = "@Zora Seas South/Lonely chest",
[0xC7EC] = "@Nuun Highlands (Ricky)/Cave chest",
[0xC7F4] = "@Nuun Highlands (Moosh)/Cave chest",
[0xC7FC] = "@Goron Head cave/Chest",
[0xC7FD] = "@Goron caves (present)/Trade the Brisket\nwith the stairs Goron",
[0xC7FF] = "@Goron caves (past)/Trade the Vase\nwith the stairs Goron",
[0xC80E] = "@D6 entrance/Underwater chest",
[0xC81F] = "@Goron caves (past)/Bush room\nchest",
[0xC86D] = "@Sea of No Return/Sarcophagus chest",
[0xC872] = "@Deku Forest North/Mystery Seeds reward",
[0xC8AE] = "@Nayru's House/Basement item",
[0xC8E7] = "@Shooting gallery/100 points",
[0xC8F9] = "@Mayor's house/Pots chest",
[0xC8FD] = "@Under Crescent Island/Labyrinth chest",
[0xC8FF] = "@Sea of Storms/Underwater cave",
[0xC905] = "@Maku Path/Blocks room\nsecret stairs",
[0xC9E1] = "@Black Tower/Worker gift",
[0xCAAC] = "@Zora Palace/Entrance\nchest",
[0xCAB3] = "@Deku Forest North/Side cave chest",
[0xCAB5] = "@Path to the tree/Chest",
[0xCAB6] = "@Cheval's Grave/Cheval's invention",
[0xCAB8] = "@Nuun Highlands (Dimitri)/Cave chest",
[0xCAB9] = "@Rolling Ridge entrance/Stairs\nchest",
[0xCABD] = "@Rolling Ridge entrance/Bomb the\neast wall",
[0xCABF] = "@Cheval's Grave/Test of speed",
[0xCAC0] = "@Rolling Ridge entrance/Surface\nstairs",
-- [0xCAC1] = "@Rolling Ridge entrance/Secret Heart Piece",
[0xCAC7] = "@Island cave/Sarcophagus chest",
[0xCAC8] = "@Library (present)/Free item",
[0xCACA] = "@Crystal cave/Chest",
[0xCACB] = "@Ambi's Palace/Right side chest",
[0xCADD] = "@Goron caves (present)/Diamonds\nChest",
[0xCAE0] = "@East Ridge base/Bombs chest",
[0xCAE1] = "@East Ridge base/Diamonds chest",
[0xCAE4] = "@Library (past)/Not so free item",
-- [0xCAE8] = "@Patch/Restore\nthe nut",
[0xCAED] = "@Grave Under Tree/Light the torches",
[0xCAEE] = "@Goron caves (present)/Highest floor\nchest",
[0xCAF7] = "@Pot cave/Chest",
[0xCAF8] = "@Pirate ship/Captain's reward"
}
local locations = {
["@Goron caves (past)/Trade Lava Juice\nwith the bush Goron"] = {{{0xC81F, 6}}},
["@Goron caves (present)/Big Bang\nminigame" ] = {{{0xC83E, 6}}},
["@Tokkey's Composition/Sick tunes" ] = {{{0xC88F, 6}}},
-- ["@Crescent Island tree/Plant the seedling" ] = {{0xC8AC, 7}},
["@Goron Elder/Blast him open" ] = {{{0xCAC3, 6}}},
["@Target carts minigame/First reward" ] = {{{0xCAD8, 5}}},
["@Target carts minigame/Second reward" ] = {{{0xCAD8, 6}}},
["@Hidden Tokay/Old planks" ] = {{{0xCAE9, 6}}},
["@Shop/150 rupee item" ] = {{{0xC69A, 7}}},
["@South Shore/Dig up the dirt" ] = {{{0xC69B, 0}}},
["@Zora Palace/Cure King Zora\nin the past" ] = {{{0xC69C, 0}}}, --get library key
["@Goron caves (present)/Goron\nDancing" ] = {{{0xC69C, 2}}},
["@Balloon Guy/Gift" ] = {{{0xC69C, 3}}},
["@Goron caves (past)/Dancing with\nthe Letter" ] = {{{0xC69C, 4}}},
["@Symmetry City (North)/Talk to the brothers" ] = {{{0xC69D, 6}}},
["@Ambi's Palace/Rescue Nayru" ] = {{{0xC6D2, 0x06}}, true},
-- ["@Zora Palace/Cure King Zora\nin the past" ] = {{0xC6D4, 7}}, -- actual curing event
-- ["@Cursed fairy/Clean the seas" ] = {{0xC6D6, 0}},
-- ["@Zora Palace/Present King Zora\npermission" ] = {{0xC6D6, 1}},
["@Balloon Guy/3 seeds upgrade" ] = {{{0xC6D8, 6}}},
["@Wild Tokay/Minigame reward" ] = {{{0xC6EA, 0x04}}, true},
["@Wild Tokay/Minigame reward" ] = {{{0xC6EA, 0x02}}, true},
["@Wild Tokay/Minigame reward" ] = {{{0xC6EA, 0x01}}, true}
}
local trees = {
--present
{"@Symmetry City tree/Seeds", 1, 0x20},
-- {"@Lynna/tree", 1, 0x40},
{"@Crescent Island tree/Seeds", 1, 0x80},
{"@Zora Village tree/Seeds", 2, 0x01},
--past
{"@West Rolling Ridge tree/Seeds", 2, 0x02},
{"@Ambi's Palace tree/Seeds", 2, 0x04},
{"@East Rolling Ridge tree/Seeds", 2, 0x08},
-- {"@Lynna/tree", 2, 0x10},
{"@Deku Forest tree/Seeds", 2, 0x20},
{"@Zora Village tree/Seeds", 2, 0x40},
}
----------------------------------------------------------------
------------------------------CODE------------------------------
----------------------------------------------------------------
local IS_INGAME = false
local CARPENTERS_DONE = false
local LAST_CARPENTER_STATE = 0
local RELOAD_EVERYTHING = false
local TIME_PASSED = 0
local lastTick = nil
function isAutoTracking()
return lastTick ~= nil and (os.clock() - lastTick) < 1
end
function isNotAutoTracking()
return lastTick == nil or (os.clock() - lastTick) >= 1
end
function autotracker_started()
print("started tracking")
-- Invoked when the auto-tracker is activated/connected
end
U8_READ_CACHE = {}
LOSABLE_ITEM_CACHE = {}
function InvalidateReadCaches()
U8_READ_CACHE = {}
end
function ReadU8(segment, address)
if (not U8_READ_CACHE[address]) then
U8_READ_CACHE[address] = segment:ReadUInt8(address)
end
return U8_READ_CACHE[address]
end
function hex(n)
return string.format("%X", n)
end
function updateGameStatus(segment)
InvalidateReadCaches()
local gamestate = segment:ReadUInt8(0xC21F)
local WAS_INGAME = IS_INGAME
IS_INGAME = gamestate > 0x32
if (not WAS_INGAME and IS_INGAME) then
print ("switched to ingame!")
RELOAD_EVERYTHING = true
end
if (WAS_INGAME and not IS_INGAME) then
print ("switched out of ingame!")
--reset!
InvalidateReadCaches()
LOSABLE_ITEM_CACHE = {}
CARPENTERS_DONE = false
LAST_CARPENTER_STATE = 0
Tracker:FindObjectForCode("carpenter1").Active = false
Tracker:FindObjectForCode("carpenter2").Active = false
Tracker:FindObjectForCode("carpenter3").Active = false
print("resetting chests...")
resetChests()
print("resetting locs...")
resetLocations()
print("resetting items...")
resetItems()
print("resetting dungeons...")
resetDungeons()
print("done.")
end
end
function checkTimer(segment)
--C622
lastTick = os.clock()
local timeNow =
segment:ReadUInt8(0xC622) +
segment:ReadUInt8(0xC623) * 0x100 +
segment:ReadUInt8(0xC624) * 0x10000 +
segment:ReadUInt8(0xC625) * 0x1000000
if(IS_INGAME and (timeNow < TIME_PASSED or timeNow - TIME_PASSED > 200)) then
print ("save state manipulation?")
RELOAD_EVERYTHING = true
end
TIME_PASSED = timeNow
end
function checkTimeControl(segment, itemRef, memLoc, offset)
InvalidateReadCaches()
if(ReadU8(segment, 0xCC8A) > 0) then
print("Time Stopped")
else
print("Time Continued")
end
end
mapLoc = {
["x"] = 0,
["y"] = 0,
["index"] = 0,
["meta1"] = 0,
["meta2"] = 0
}
prevMapLoc = {
["x"] = 0,
["y"] = 0,
["index"] = 0,
["meta1"] = 0,
["meta2"] = 0
}
function updateMapLoc(segment)
InvalidateReadCaches()
if (OOA_AUTOTRACKER_DEBUG and IS_INGAME) then
--shift
prevMapLoc.x = mapLoc.x
prevMapLoc.y = mapLoc.y
prevMapLoc.index = mapLoc.index
prevMapLoc.meta1 = mapLoc.meta1
prevMapLoc.meta2 = mapLoc.meta2
--update
mapLoc.index = segment:ReadUInt8(0xCC30) >> 0
mapLoc.meta1 = segment:ReadUInt8(0xCC33) >> 0
mapLoc.meta2 = segment:ReadUInt8(0xCC34) >> 0
local mapMusic = segment:ReadUInt8(0xCC35)
mapLoc.x = mapLoc.index%16 >> 0
mapLoc.y = mapLoc.index//16 >> 0
local infoString = "\nCurrent Map Coordinates: "..mapLoc.x..", "..mapLoc.y.." ["..mapLoc.index.."] ("
if (isInPast()) then
infoString = infoString.."Past, "
else
infoString = infoString.."Present, "
end
if (isInside()) then
infoString = infoString.."Inside, "
else
infoString = infoString.."Outside, "
end
if (inNuun()) then
infoString = infoString.."inNuun, "
else
infoString = infoString.."not inNuun, "
end
if (isInDungeon()) then
infoString = infoString.."isInDungeon, "
else
infoString = infoString.."not isInDungeon, "
end
if (isUnderWater()) then
infoString = infoString.."Under Water)"
else
infoString = infoString.."Above Water)"
end
if (not music[mapMusic]) then error("UNKNOWN MUSIC TRACK: "..mapMusic) end
print(infoString)
print("Current Track: "..music[mapMusic])
print("-----------------------")
checkDungeonEntrance()
end
end
function isInPast() return mapLoc.meta2 & 0x80 > 0 end
function isInPresent() return mapLoc.meta2 & 0x80 == 0 end
function isInside() return mapLoc.meta1 & 0x01 > 0 end
function isOutside() return mapLoc.meta1 & 0x01 == 0 end
function isUnderWater() return mapLoc.meta2 & 0x40 > 0 end
function isAboveWater() return mapLoc.meta2 & 0x40 == 0 end
function isInDungeon() return mapLoc.meta1 & 0x02 > 0 and mapLoc.meta2 & 0x08 > 0 end
function wasInDungeon() return prevMapLoc.meta1 & 0x02 > 0 and prevMapLoc.meta2 & 0x08 > 0 end
function inNuun()
return
mapLoc.meta1 == 0 and mapLoc.meta2 == 1 and
(
(
mapLoc.x >= 6 and
mapLoc.x <= 7 and
mapLoc.y >= 1 and
mapLoc.y <= 3
) or (
mapLoc.x == 5 and
mapLoc.y == 3
)
)
end
function checkDungeonEntrance()
if(isInDungeon() and not wasInDungeon()) then
entrance = dungeonsOutside[prevMapLoc.index..":"..prevMapLoc.meta2]
inside = dungeonsInside[mapLoc.index]
if(entrance and inside) then
print(inside..": "..entrance)
entranceItem = Tracker:FindObjectForCode(inside.."_ent")
if (entranceItem) then
entranceItem.CurrentStage = entrance
else
print("no inside/entrance item for ", inside)
end
end
end
end
function updateChest(segment, chestMemLocation, locRef)
return updateLocation(segment, locRef, {{chestMemLocation, 5}}, false)
end
function updateLocation(segment, locRef, chestMemLocations, takeMask)
--print("checking "..locRef)
local location = Tracker:FindObjectForCode(locRef)
if location then
if location.Owner.ModifiedByUser then
return
end
local clearedCount = 0
--@Tokkey's Composition/Sick tunes
for i, chestLoc in ipairs(chestMemLocations) do
local chestFlagBlock = ReadU8(segment, chestLoc[1])
local offsetMask = chestLoc[2]
--print(i, string.format("%X", chestLoc[1]), chestFlagBlock, chestLoc[2], string.format("%X", 1<<chestLoc[2]), chestFlagBlock&(1<<chestLoc[2]), "("..locRef..")")
if (not takeMask and chestFlagBlock & (1 << offsetMask) > 0) then
clearedCount = clearedCount + 1
end
if (takeMask and chestFlagBlock & offsetMask == offsetMask) then
clearedCount = clearedCount + 1
end
end
location.AvailableChestCount = location.ChestCount - clearedCount
return location.AvailableChestCount
else
error("could not find location: "..locRef)
end
end
function updateItem(segment, itemRef, memLoc, offset)
local item = Tracker:FindObjectForCode(itemRef)
if item then
if item.Owner.ModifiedByUser then
return
end
if(ReadU8(segment, memLoc) & (1 << offset) > 0) then
item.Active = true
else
item.Active = false
end
return item.Active
else
error("could not find item: "..itemRef)
end
end
-- items that you will lose upon delivery - checks the associated quest flag too and shows the item anyway once delivered
function updateLosableItem(segment, itemRef, memLoc, offset)
local item = Tracker:FindObjectForCode(itemRef)
if item then
if item.Owner.ModifiedByUser then
return
end
if (not LOSABLE_ITEM_CACHE[itemRef]) then
LOSABLE_ITEM_CACHE[itemRef] = {}
end
LOSABLE_ITEM_CACHE[itemRef][memLoc..":"..offset] = (ReadU8(segment, memLoc) & (1 << offset) > 0)
item.Active = false
for key, itemData in pairs(LOSABLE_ITEM_CACHE[itemRef]) do
if(itemData) then
item.Active = true
end
end
return item.Active
else
error("could not find item: "..itemRef)
end
end
function updateProgItem(segment, itemRef, memLoc, stageOffsets, takeMask)
local item = Tracker:FindObjectForCode(itemRef)
if item then
local stage = 0
for i, offsetMask in ipairs(stageOffsets) do
local stageFlags = ReadU8(segment, memLoc)
if(not takeMask and stageFlags & (1 << offsetMask) > 0) then
stage = i
end
if(takeMask and stageFlags & offsetMask == offsetMask) then
stage = i
end
end
item.CurrentStage = stage
else
error("could not find item: "..itemRef)
end
end
function updateSpreadProgItem(segment, itemRef, memLocAndOffsets, takeMask, oneStageLess)
local item = Tracker:FindObjectForCode(itemRef)
if item then
local stage = 0
for i, locAndOffset in ipairs(memLocAndOffsets) do
if(not takeMask and ReadU8(segment, locAndOffset[1]) & (1 << locAndOffset[2]) > 0) then
stage = i
end
if(takeMask and ReadU8(segment, locAndOffset[1]) & locAndOffset[2] == locAndOffset[2]) then
stage = i
end
end
if (oneStageLess and stage > 0) then
stage = stage - 1
end
item.CurrentStage = stage
else
error("could not find item: "..itemRef)
end
end
function checkCarpenterQuestMain(segment)
if (IS_INGAME) then
local carpenterQuestMain = ReadU8(segment, 0xC6D4)
local carpenter1 = Tracker:FindObjectForCode("carpenter1")
local carpenter2 = Tracker:FindObjectForCode("carpenter2")
local carpenter3 = Tracker:FindObjectForCode("carpenter3")
if (carpenterQuestMain) then
if (carpenterQuestMain & 0x20 > 0) then
carpenter1.Active = true
carpenter2.Active = true
carpenter3.Active = true
CARPENTERS_DONE = true
end
if(carpenterQuestMain & 0x20 == 0 and LAST_CARPENTER_STATE & 0x1C == 0) then
carpenter1.Active = false
carpenter2.Active = false
carpenter3.Active = false
CARPENTERS_DONE = false
end
end
end
end
function checkCarpenterQuestCarpenters(segment)
if (IS_INGAME) then
local carpenter1 = Tracker:FindObjectForCode("carpenter1")
local carpenter2 = Tracker:FindObjectForCode("carpenter2")
local carpenter3 = Tracker:FindObjectForCode("carpenter3")
LAST_CARPENTER_STATE = ReadU8(segment, 0xCFD1)
if (CARPENTERS_DONE) then
carpenter1.Active = true
carpenter2.Active = true
carpenter3.Active = true
else
carpenter1.Active = LAST_CARPENTER_STATE & 0x04 > 0
carpenter2.Active = LAST_CARPENTER_STATE & 0x10 > 0
carpenter3.Active = LAST_CARPENTER_STATE & 0x08 > 0
end
end
end
function updateDungeon(segment, dungeonName)
local dungeonData = dungeons[dungeonName]
if (dungeonData) then
local chestsLeft = 0
local keyMode = Tracker:FindObjectForCode("keyMode")
for chestAddr, chestName in pairs(dungeonData.chests) do
local chestRef = nil
if (chestName:sub(1,1) == "@") then
chestRef = chestName
else
chestRef = "@"..dungeonName.."/"..chestName
end
chestsLeft = chestsLeft + updateChest(segment, chestAddr, chestRef)
end
if (chestsLeft == 0) then
dungeonData.allChestsDone = true
else
dungeonData.allChestsDone = false
end
if (keyMode.CurrentStage == 0) then
local openedDoors = 0
for i, doorAddress in ipairs(dungeonData.doors) do
if (ReadU8(segment, doorAddress[1]) & doorAddress[2] > 0) then
openedDoors = openedDoors + 1
end
end
dungeonData.currentDoors = openedDoors
local smallKeys = Tracker:FindObjectForCode(dungeonData.smallKey[1])
smallKeys.AcquiredCount = dungeonData.currentSmallKeys + dungeonData.currentDoors
if(dungeonData.smallKey2 and dungeonData.doors2) then
local openedDoors2 = 0
for i, doorAddress in ipairs(dungeonData.doors2) do
if (ReadU8(segment, doorAddress[1]) & doorAddress[2] > 0) then
openedDoors2 = openedDoors2 + 1
end
end
dungeonData.currentDoors2 = openedDoors2
local smallKeys2 = Tracker:FindObjectForCode(dungeonData.smallKey2[1])
smallKeys2.AcquiredCount = dungeonData.currentSmallKeys2 + dungeonData.currentDoors2
end
end
else
print("no dungeon data for "..dungeonName)
end
end
function updateDungeonItems(segment, dungeonName)
local dungeonData = dungeons[dungeonName]
local keyMode = Tracker:FindObjectForCode("keyMode")
updateItem(segment, dungeonData.bigKey[1], dungeonData.bigKey[2], dungeonData.bigKey[3])
local hasEssence = updateItem(segment, dungeonData.essence[1], dungeonData.essence[2], dungeonData.essence[3])
local smallKeys = Tracker:FindObjectForCode(dungeonData.smallKey[1])
local smallKeys2 = nil
if(dungeonData.smallKey2) then
smallKeys2 = Tracker:FindObjectForCode(dungeonData.smallKey2[1])
end
if (keyMode.CurrentStage == 0) then
--print("INC")
dungeonData.currentSmallKeys = ReadU8(segment, dungeonData.smallKey[2])
if (dungeonData.currentSmallKeys + dungeonData.currentDoors >= smallKeys.AcquiredCount) then
smallKeys.AcquiredCount = dungeonData.currentSmallKeys + dungeonData.currentDoors
end
if (smallKeys2) then
dungeonData.currentSmallKeys2 = ReadU8(segment, dungeonData.smallKey2[2])
if (dungeonData.currentSmallKeys2 + dungeonData.currentDoors2 >= smallKeys2.AcquiredCount) then
smallKeys2.AcquiredCount = dungeonData.currentSmallKeys2 + dungeonData.currentDoors2
end
end
else
--print("LIVE")
local keyAmount = updateSmallKey(segment, dungeonData.smallKey[1], dungeonData.smallKey[2])
if (hasEssence and dungeonData.allChestsDone) then
smallKeys.AcquiredCount = dungeonData.maxSmallKeys
else
smallKeys.AcquiredCount = dungeonData.currentSmallKeys
end
dungeonData.currentSmallKeys = keyAmount
if (smallKeys2) then
local keyAmount2 = updateSmallKey(segment, dungeonData.smallKey2[1], dungeonData.smallKey2[2])
if (hasEssence and dungeonData.allChestsDone) then
smallKeys2.AcquiredCount = dungeonData.maxSmallKeys2
else
smallKeys2.AcquiredCount = dungeonData.currentSmallKeys2
end
dungeonData.currentSmallKeys2 = keyAmount2
end
end
end
function updateSmallKey(segment, itemRef, memLoc)
local keyAmount = ReadU8(segment, memLoc)
local key = Tracker:FindObjectForCode(itemRef)
if (key) then
key.AcquiredCount = keyAmount
return keyAmount
else
print("could not find key: "..itemRef)
end
end
function resetDungeons()
for dungeonName, dungeonData in pairs(dungeons) do
Tracker:FindObjectForCode(dungeonData.smallKey[1]).AcquiredCount = 0
dungeonData.currentSmallKeys = 0
dungeonData.currentDoors = 0
if(dungeonData.smallKey2) then
Tracker:FindObjectForCode(dungeonData.smallKey2[1]).AcquiredCount = 0
dungeonData.currentSmallKeys2 = 0
dungeonData.currentDoors2 = 0
end
Tracker:FindObjectForCode(dungeonData.bigKey[1]).Active = false
Tracker:FindObjectForCode(dungeonData.essence[1]).Active = false
for chestAddr, chestName in pairs(dungeonData.chests) do
local chestRef = nil
if (chestName:sub(1,1) == "@") then
chestRef = chestName
else
chestRef = "@"..dungeonName.."/"..chestName
end
local location = Tracker:FindObjectForCode(chestRef)
location.AvailableChestCount = location.ChestCount
end
end
--for i, dungeonID in pairs(dungeonsInside) do
-- Tracker:FindObjectForCode(dungeonID.."_ent").CurrentStage = 0
--end
end
function checkChests(loc, len)
return function(segment)
if (IS_INGAME) then
for chestAddr, chestRef in pairs(chests) do
if(chestAddr >= loc and chestAddr < loc+len) then
updateChest(segment, chestAddr, chestRef)
end
end
end
end
end
function resetChests()
for chestAddr, chestRef in pairs(chests) do
local chest = Tracker:FindObjectForCode(chestRef)
chest.AvailableChestCount = chest.ChestCount
end
end
function checkLocations(loc, len)
return function(segment)
if (IS_INGAME) then
--print("---------------------checking locations: ", loc, len)
for locRef, locAddrAndOffset in pairs(locations) do
if(locAddrAndOffset[1][1][1] >= loc and locAddrAndOffset[1][1][1] < loc+len) then
--print(" updating "..locRef)
updateLocation(segment, locRef, locAddrAndOffset[1], locAddrAndOffset[2])
end
end
end
end
end
function resetLocations()
for locRef, locAddrAndOffset in pairs(locations) do
--print(" resetting "..locRef)
local location = Tracker:FindObjectForCode(locRef)
location.AvailableChestCount = location.ChestCount
end
end
function checkLocs1(segment)
InvalidateReadCaches()
if (IS_INGAME) then
updateLosableItem(segment, "vase", 0xC7FF, 5)
updateLosableItem(segment, "brisket", 0xC7FD, 5)
end
end
function checkLocs2(segment)
InvalidateReadCaches()
if (IS_INGAME) then
checkLocations(0xC800, 0x100)(segment)
updateItem(segment, "crescenttree", 0xC8AC, 7)
updateLosableItem(segment, "seedling", 0xC8AC, 7)
updateLosableItem(segment, "zorascale", 0xC8D6, 6)
updateLosableItem(segment, "lavajuice", 0xC81F, 6)
updateLosableItem(segment, "goronade", 0xC83E, 6)
updateLosableItem(segment, "eyeball", 0xC8BA, 7)
--updateLosableItem(segment, "rickygloves", 0xC6A3, 0)
end
end
function checkLocs3(segment)
InvalidateReadCaches()
if (IS_INGAME) then
updateDungeon(segment, "Spirit's Grave")
updateDungeon(segment, "Wing Dungeon")
updateDungeon(segment, "Moonlit Grotto")
updateDungeon(segment, "Skull Dungeon")
updateDungeon(segment, "Crown Dungeon")
end
end
function checkLocs4(segment)
InvalidateReadCaches()
if (IS_INGAME) then
updateDungeon(segment, "Mermaid's Cave")
updateDungeon(segment, "Jabu Jabu's Belly")
updateDungeon(segment, "Ancient Tomb")
checkLocations(0xCA00, 0x100)(segment)
updateLosableItem(segment, "book", 0xCAE4, 6)
end
end
function checkSeeds(segment)
local SeedFlags = ReadU8(segment, 0xC69E)
local emberFlag = SeedFlags & 0x01 > 0
local scentFlag = SeedFlags & 0x02 > 0
local pegasusFlag = SeedFlags & 0x04 > 0
local galeFlag = SeedFlags & 0x08 > 0
local mysteryFlag = SeedFlags & 0x10 > 0
local ember = Tracker:FindObjectForCode("emberseeds")
local scent = Tracker:FindObjectForCode("scentseeds")
local pegasus = Tracker:FindObjectForCode("pegasusseeds")
local gale = Tracker:FindObjectForCode("galeseeds")
local mystery = Tracker:FindObjectForCode("mysteryseeds")
if (not (ember and scent and pegasus and gale and mystery)) then
error("no seed references found.")
end
ember.Active = emberFlag
scent.Active = scentFlag
pegasus.Active = pegasusFlag
gale.Active = galeFlag
mystery.Active = mysteryFlag
end
function checkRings(segment)
updateItem(segment, "ring_expert", 0xC617, 3)
updateItem(segment, "ring_toss", 0xC618, 2)
updateItem(segment, "ring_energy", 0xC61C, 1)
updateItem(segment, "ring_peace", 0xC61D, 3)
updateItem(segment, "ring_fist", 0xC61D, 5)
end
function hasItemInInventory(segment, itemId)
for inventoryAddress = 0xC688, 0xC699, 1 do
if(ReadU8(segment, inventoryAddress) == itemId) then
return true
end
end
return false
end
function trackShield(segment)
local shield = Tracker:FindObjectForCode("shield")
if (shield) then
--the one thing you have to bruteforce
if (hasItemInInventory(segment, 1)) then
local shieldStageFlags = ReadU8(segment, 0xC6AF)
for i, offsetMask in ipairs({0x01, 0x02, 0x03}) do
if(shieldStageFlags & offsetMask == offsetMask) then
stage = i
end
end
shield.CurrentStage = stage
else
shield.CurrentStage = 0
end
else
print("unable to find shield data")
end
end
function trackRupees(segment)
local rupees = Tracker:FindObjectForCode("rupees")
if (rupees) then
local rA = ReadU8(segment, 0xC6AD)
local rB = ReadU8(segment, 0xC6AE)
local r1 = rA & 0x0F
local r10 = rA >> 4
local r100 = rB & 0x0F
local r1000 = rB >> 4
rupees.AcquiredCount = r1 + r10*10 + r100*100 + r1000*1000
else
print("unable to find rupees data")
end
end
function updateNuunKnowledge(segment)
--0xC610 & 0x07: 3:Ricky 4:Dimitry 5:Moosh
if(inNuun() or Tracker:FindObjectForCode("flute").CurrentStage > 1 or CARPENTERS_DONE) then
local nuun_animal = Tracker:FindObjectForCode("nuun_ricky")
nuun_animal.CurrentStage = (ReadU8(segment, 0xC610) & 0x07) - 2
end
end
function checkItemsAndQuests(segment)
InvalidateReadCaches()
if (IS_INGAME) then
checkRings(segment)
checkSeeds(segment)
checkCarpenterQuestMain(segment)
checkLocations(0xC600, 0x100)(segment)
updateItem(segment, "cleanseas", 0xC6D6, 0)
updateItem(segment, "enterjabu", 0xC6D6, 1)
updateItem(segment, "bombs", 0xC69A, 3)
updateItem(segment, "somaria", 0xC69A, 4)
updateItem(segment, "boomerang", 0xC69A, 6)
updateItem(segment, "seedshooter", 0xC69B, 7)
updateItem(segment, "shovel", 0xC69C, 5)
updateItem(segment, "feather", 0xC69C, 7)
updateItem(segment, "satchel", 0xC69D, 1) -- upgrade: 0xC6B4
updateItem(segment, "gravekey", 0xC6A2, 2)
updateItem(segment, "crownkey", 0xC6A2, 3)
updateItem(segment, "d6key", 0xC6A2, 4)
updateItem(segment, "d6keyold", 0xC6A2, 5)
updateItem(segment, "librarykey", 0xC6A2, 6)
updateItem(segment, "bombflower", 0xC6A3, 1)
updateItem(segment, "chart", 0xC6A4, 4)
updateItem(segment, "letter", 0xC6A5, 1)
updateItem(segment, "emblem", 0xC6A5, 3)
updateLosableItem(segment, "potion", 0xC69F, 7)
updateLosableItem(segment, "rickygloves", 0xC6A3, 0)
updateLosableItem(segment, "seedling", 0xC6A3, 5)
updateLosableItem(segment, "zorascale", 0xC6A3, 6)
updateLosableItem(segment, "eyeball", 0xC6A3, 7)
updateLosableItem(segment, "powder", 0xC6A4, 1)
updateLosableItem(segment, "rope", 0xC6A4, 2)
updateLosableItem(segment, "book", 0xC6A4, 5)
updateLosableItem(segment, "lavajuice", 0xC6A5, 2)
updateLosableItem(segment, "vase", 0xC6A5, 4)
updateLosableItem(segment, "goronade", 0xC6A5, 5)
updateLosableItem(segment, "brisket", 0xC6A5, 6)
updateLosableItem(segment, "rickygloves", 0xC646, 5)
updateLosableItem(segment, "rickygloves", 0xC646, 6)
updateLosableItem(segment, "rope", 0xC6D2, 5)
updateLosableItem(segment, "potion", 0xC6D4, 7)
updateLosableItem(segment, "powder", 0xC6D6, 0)
for dungeonName in pairs(dungeons) do updateDungeonItems(segment, dungeonName) end
updateProgItem(segment, "harp", 0xC69E, {5, 6, 7})
updateProgItem(segment, "herosword", 0xC6B2, {0x01, 0x02, 0x03}, true)
updateProgItem(segment, "switchhook", 0xC6B6, {0, 1})
updateProgItem(segment, "bracelet", 0xC6B8, {0, 1})
trackShield(segment)
trackRupees(segment)
updateNuunKnowledge(segment)
updateSpreadProgItem(segment, "tuninut", {{0xC6A3, 4}, {0xC6C2, 1}})
updateSpreadProgItem(segment, "flute", {{0xC69B, 0x40}, {0xC6B5, 0x01}, {0xC6B5, 0x02}, {0xC6B5, 0x03}}, true)
updateSpreadProgItem(segment, "flippers", {{0xC69F, 6}, {0xC6A3, 2}})
end
end
function resetItems()
--if (not OOA_DISABLE_TREE_TRACKING) then
-- for i, treeData in pairs(trees) do
-- Tracker:FindObjectForCode(treeData[1]).AvailableChestCount = 1
-- end
--end
for i, itemName in pairs({
"cleanseas","enterjabu","bombs","somaria","boomerang","seedshooter","shovel","feather","satchel","gravekey","crownkey",
"d6key","d6keyold","librarykey","bombflower","chart","letter","emblem","rope","rickygloves","seedling","zorascale","book",
"lavajuice","vase","goronade","brisket","powder","eyeball",
"ring_expert","ring_toss","ring_energy","ring_peace","ring_fist",
"emberseeds","scentseeds","pegasusseeds","galeseeds","mysteryseeds"
}) do
Tracker:FindObjectForCode(itemName).Active = false
end
for i, progItemName in pairs({"harp","herosword", "shield","switchhook","bracelet","tuninut","flute","flippers"}) do
Tracker:FindObjectForCode(progItemName).CurrentStage = 0
end
Tracker:FindObjectForCode("rupees").AcquiredCount = 0
end
if (OOA_DISABLE_TREE_TRACKING) then
for i, treeData in pairs(trees) do
Tracker:FindObjectForCode(treeData[1]).AvailableChestCount = 0
end
end
function updateTreeState(segment)
InvalidateReadCaches()
if (IS_INGAME) then
local treeFlags = {ReadU8(segment, 0xCC4D), ReadU8(segment, 0xCC4E)}
for i, treeData in pairs(trees) do
local tree = Tracker:FindObjectForCode(treeData[1])
if (treeFlags[treeData[2]] & treeData[3] == 0 and tree.AvailableChestCount > 0) then tree.AvailableChestCount = 0 end
end
end
end
function checkAllChests(segment)
checkChests(0xC700, 0x400)(segment)
end
function checkAllLocations(segment)
checkLocs1(segment)
checkLocs2(segment)
checkLocs3(segment)
checkLocs4(segment)
checkLocations(0xC700, 0x400)(segment)
end
function checkReset(segment)
if(RELOAD_EVERYTHING and IS_INGAME) then
print("reloading everything...")
RELOAD_EVERYTHING = false
InvalidateReadCaches()
LOSABLE_ITEM_CACHE = {}
checkItemsAndQuests(segment)
checkAllChests(segment)
checkAllLocations(segment)
updateDungeon(segment, "Spirit's Grave")
updateDungeon(segment, "Wing Dungeon")
updateDungeon(segment, "Moonlit Grotto")
updateDungeon(segment, "Skull Dungeon")
updateDungeon(segment, "Crown Dungeon")
updateDungeon(segment, "Mermaid's Cave")
updateDungeon(segment, "Jabu Jabu's Belly")
updateDungeon(segment, "Ancient Tomb")
--Tracker:FindObjectForCode("@Symmetry City tree/Seeds").AvailableChestCount = 1
--Tracker:FindObjectForCode("@Crescent Island tree/Seeds").AvailableChestCount = 1
--Tracker:FindObjectForCode("@Zora Village tree/Seeds").AvailableChestCount = 1
--Tracker:FindObjectForCode("@West Rolling Ridge tree/Seeds").AvailableChestCount = 1
--Tracker:FindObjectForCode("@Ambi's Palace tree/Seeds").AvailableChestCount = 1
--Tracker:FindObjectForCode("@East Rolling Ridge tree/Seeds").AvailableChestCount = 1
--Tracker:FindObjectForCode("@Deku Forest tree/Seeds").AvailableChestCount = 1
end
end
ScriptHost:AddMemoryWatch("OoA In-Game status", 0xC21F, 0x01, updateGameStatus, 250)
ScriptHost:AddMemoryWatch("OoA Map status", 0xCC30, 0x06, updateMapLoc)
ScriptHost:AddMemoryWatch("Timer check", 0xC622, 0x04, checkTimer, 250)
ScriptHost:AddMemoryWatch("Full reset check", 0xC600, 0x500, checkReset)
ScriptHost:AddMemoryWatch("OoA Item and Quest Status", 0xC600, 0x100, checkItemsAndQuests)
--ScriptHost:AddMemoryWatch("OoA Chests Status", 0xC700, 0x400, checkChests)
ScriptHost:AddMemoryWatch("OoA Chests 1 Status", 0xC700, 0x100, checkChests(0xC700, 0x100))
ScriptHost:AddMemoryWatch("OoA Locs 1 Status", 0xC700, 0x100, checkLocs1)
ScriptHost:AddMemoryWatch("OoA Chests 2 Status", 0xC800, 0x100, checkChests(0xC800, 0x100))
ScriptHost:AddMemoryWatch("OoA Locs 2 Status", 0xC800, 0x100, checkLocs2)
ScriptHost:AddMemoryWatch("OoA Chests 3 Status", 0xC900, 0x100, checkChests(0xC900, 0x100))
ScriptHost:AddMemoryWatch("OoA Locs 3 Status", 0xC900, 0x100, checkLocs3)
ScriptHost:AddMemoryWatch("OoA Chests 4 Status", 0xCA00, 0x100, checkChests(0xCA00, 0x100))
ScriptHost:AddMemoryWatch("OoA Locs 4 Status", 0xCA00, 0x100, checkLocs4)
ScriptHost:AddMemoryWatch("OoA Tree status", 0xCC4D, 0x02, updateTreeState)
ScriptHost:AddMemoryWatch("OoA Time Status", 0xCC8A, 0x01, checkTimeControl)
ScriptHost:AddMemoryWatch("OoA Carpenter Status", 0xCFD1, 0x01, checkCarpenterQuestCarpenters)
--[[
NOTES:
System Bus addresses:
interesting offsets:
- 0xC000 <- we use this one exclusively
- 0xE000
Memory Locations:
map coords: 0xCC30
frame timer?: 0xCC00
timer: 0xC622, 4 bytes
music: 0xCC35
0xCC33 0xCC34
presuw: 0000_0100 0100_0000
presow: 0000_0000 0000_0001
presrm: 0000_0001 0000_0100
D6UWroom: 0000_0001 0100_0100
pastuw: 0000_0100 1100_0001
pastow: 0000_0000 1000_0001
pastrm: 0000_0001 1000_0100
pastug: 0000_0011 1011_0000
UWroom: 0000_0001 1100_0100
ow: 0000_0000 0000_000?
past: 0000_0000 1000_000?
inside: 0000_0001 0000_0000
uw: 0000_0100 0100_000?
Misc
offsets
_7___6___5___4__3___2___1___0_
128 64 32 16 8 4 2 1
Rupees (obscure)
bits __7____6____5____4____3____2____1____0_
0xC6AD ( 80| 40| 20| 10| 8| 4| 2| 1)
0xC6AE (8000|4000|2000|1000| 800| 400| 200|100)
Hearts: C6AA
Item Slots
0xC688 B Button
0xC689 A Button
0xC68A - 0xC699 Slots
Item IDs
0x03 Bombs
0x05 Sword
0x0A swhook
0x11 harp
0x16 bracelet
0x17 feather
0x19 satchel
0x0E flute
tree state (0xCC4E)
0b00001000 Past, Rolling Ridge East
0b00010000 Past, South Shore
Items
Harp: 0xC69C(0000_0000 > 0000_0010)
Harp Songs: 0xC69E(0000_0000 > 0010_0000 > 0110_0000 > 1110_0000)
Bombs: 0xC69A, 3; C6B0 count
Gasha: 0xC6BE
Seeds
C6B9: ember seed count
C6BA: scent seed count
C6BB: pegasus seed count
C6BC: gale seed count
C6BD: mystery seed count
Trees:
[0:ember 1:scent 2:pegasus 3:gale 4:mystery]
0x0499A1 Symmetry
0x0499B8 Crescent
0x049E62 Lynna
0x049E6F zora
0x049E4D rolling west
0x049E5B ambi
0x049F46 rolling east
0x04A101 deku
Map unlock:
0b00010000 checkmark
0xC7YX: present
0xC8YX: past
0xC924: D1 knowledge
0xC946: D2 knowledge
0xC966: D3 knowledge
0xC991: D4 knowledge
0xC9BB: D5 knowledge
0xCA26: D6 present knowledge
0xCA44: D6 past knowledge
0xCA56: D7 knowledge
0xCAAA: D8 knowledge
]]-- |
_G.MUtils = {}
local map = vim.api.nvim_set_keymap
local ok, autopairs = pcall(require, 'nvim-autopairs')
if not ok then return end
autopairs.setup { map_bs = false }
MUtils.CR = function ()
if vim.fn.pumvisible() ~= 0 then
if vim.fn.complete_info({ 'selected' }).selected ~= -1 then
return autopairs.esc('<C-y>')
else
return autopairs.esc('<C-e>') .. autopairs.autopairs_cr()
end
else
return autopairs.autopairs_cr()
end
end
MUtils.BS = function ()
if vim.fn.pumvisible() ~= 0 and vim.fn.complete_info({ 'mode' }).mode == 'eval' then
return autopairs.esc('<C-e>') .. autopairs.autopairs_bs()
else
return autopairs.autopairs_bs()
end
end
map('i', '<CR>', 'v:lua.MUtils.CR()', { expr = true, noremap = true })
map('i', '<BS>', 'v:lua.MUtils.BS()', { expr = true, noremap = true })
|
local M = { }
local name = "test_run"
local FX = require("FunctionalX")
local TK = require("PackageToolkit")
local m1 = FX.module.initimport(..., "m1")
local m2 = FX.module.initimport(..., "m2")
local m3 = FX.module.initimport(..., "m3")
local m4 = FX.module.initimport(..., "m4")
local case = TK.test.case
M[name] = function()
local fn1 = FX.module.call
local fn2 = FX.module.run
print(fn1)
print(fn2)
case(fn1, {
{
m1
}
}, {
{
"m1"
}
}, "module.run case 1")
case(fn1, {
{
m1
},
"9999"
}, {
{ }
}, "module.run case 2")
case(fn1, {
{
m1,
m2
},
"1"
}, {
{
"m1"
}
}, "module.run case 3")
case(fn1, {
{
m1,
m2
},
"2"
}, {
{
"m2"
}
}, "module.run case 4")
case(fn1, {
{
m1,
m2
},
"1 2"
}, {
{
"m1",
"m2"
}
}, "module.run case 5")
case(fn1, {
{
m1,
m2,
m3
},
"3,1"
}, {
{
"n1"
}
}, "module.run case 6")
case(fn1, {
{
m1,
m2,
m4
},
"3,1,1,1"
}, {
{
"hello 1"
}
}, "module.run case 7")
case(fn1, {
{
m1,
m2,
m4
},
"1 3,1,1,2"
}, {
{
"m1",
"hello 2"
}
}, "module.run case 8")
return true
end
return M
|
require("trycatch")
require("@vue/runtime-test")
require("runtime-core/src/errorHandling")
require("@vue/shared")
describe('error handling', function()
mockWarn()
beforeEach(function()
setErrorRecovery(true)
end
)
afterEach(function()
setErrorRecovery(false)
end
)
test('propagation', function()
local err = Error('foo')
local fn = jest:fn()
local Comp = {setup=function()
onErrorCaptured(function(err, instance, info)
fn(err, info, 'root')
return true
end
)
return function()
h(Child)
end
end
}
local Child = {setup=function()
onErrorCaptured(function(err, instance, info)
fn(err, info, 'child')
end
)
return function()
h(GrandChild)
end
end
}
local GrandChild = {setup=function()
onMounted(function()
error(err)
end
)
return function()
nil
end
end
}
render(h(Comp), nodeOps:createElement('div'))
expect(fn):toHaveBeenCalledTimes(2)
expect(fn):toHaveBeenCalledWith(err, 'mounted hook', 'root')
expect(fn):toHaveBeenCalledWith(err, 'mounted hook', 'child')
end
)
test('propagation stoppage', function()
local err = Error('foo')
local fn = jest:fn()
local Comp = {setup=function()
onErrorCaptured(function(err, instance, info)
fn(err, info, 'root')
return true
end
)
return function()
h(Child)
end
end
}
local Child = {setup=function()
onErrorCaptured(function(err, instance, info)
fn(err, info, 'child')
return true
end
)
return function()
h(GrandChild)
end
end
}
local GrandChild = {setup=function()
onMounted(function()
error(err)
end
)
return function()
nil
end
end
}
render(h(Comp), nodeOps:createElement('div'))
expect(fn):toHaveBeenCalledTimes(1)
expect(fn):toHaveBeenCalledWith(err, 'mounted hook', 'child')
end
)
test('async error handling', function()
local err = Error('foo')
local fn = jest:fn()
local Comp = {setup=function()
onErrorCaptured(function(err, instance, info)
fn(err, info)
return true
end
)
return function()
h(Child)
end
end
}
local Child = {setup=function()
onMounted(function()
error(err)
end
)
end
, render=function() end}
render(h(Comp), nodeOps:createElement('div'))
expect(fn).tsvar_not:toHaveBeenCalled()
expect(fn):toHaveBeenCalledWith(err, 'mounted hook')
end
)
test('error thrown in onErrorCaptured', function()
local err = Error('foo')
local err2 = Error('bar')
local fn = jest:fn()
local Comp = {setup=function()
onErrorCaptured(function(err, instance, info)
fn(err, info)
return true
end
)
return function()
h(Child)
end
end
}
local Child = {setup=function()
onErrorCaptured(function()
error(err2)
end
)
return function()
h(GrandChild)
end
end
}
local GrandChild = {setup=function()
onMounted(function()
error(err)
end
)
return function()
nil
end
end
}
render(h(Comp), nodeOps:createElement('div'))
expect(fn):toHaveBeenCalledTimes(2)
expect(fn):toHaveBeenCalledWith(err, 'mounted hook')
expect(fn):toHaveBeenCalledWith(err2, 'errorCaptured hook')
end
)
test('setup function', function()
local err = Error('foo')
local fn = jest:fn()
local Comp = {setup=function()
onErrorCaptured(function(err, instance, info)
fn(err, info)
return true
end
)
return function()
h(Child)
end
end
}
local Child = {setup=function()
error(err)
end
, render=function() end}
render(h(Comp), nodeOps:createElement('div'))
expect(fn):toHaveBeenCalledWith(err, 'setup function')
end
)
test('in render function', function()
local err = Error('foo')
local fn = jest:fn()
local Comp = {setup=function()
onErrorCaptured(function(err, instance, info)
fn(err, info)
return true
end
)
return function()
h(Child)
end
end
}
local Child = {setup=function()
return function()
error(err)
end
end
}
render(h(Comp), nodeOps:createElement('div'))
expect(fn):toHaveBeenCalledWith(err, 'render function')
end
)
test('in function ref', function()
local err = Error('foo')
local ref = function()
error(err)
end
local fn = jest:fn()
local Comp = {setup=function()
onErrorCaptured(function(err, instance, info)
fn(err, info)
return true
end
)
return function()
h(Child)
end
end
}
local Child = defineComponent(function()
function()
h('div', {ref=ref})
end
end
)
render(h(Comp), nodeOps:createElement('div'))
expect(fn):toHaveBeenCalledWith(err, 'ref function')
end
)
test('in effect', function()
local err = Error('foo')
local fn = jest:fn()
local Comp = {setup=function()
onErrorCaptured(function(err, instance, info)
fn(err, info)
return true
end
)
return function()
h(Child)
end
end
}
local Child = {setup=function()
watchEffect(function()
error(err)
end
)
return function()
nil
end
end
}
render(h(Comp), nodeOps:createElement('div'))
expect(fn):toHaveBeenCalledWith(err, 'watcher callback')
end
)
test('in watch getter', function()
local err = Error('foo')
local fn = jest:fn()
local Comp = {setup=function()
onErrorCaptured(function(err, instance, info)
fn(err, info)
return true
end
)
return function()
h(Child)
end
end
}
local Child = {setup=function()
watch(function()
error(err)
end
, function()
end
)
return function()
nil
end
end
}
render(h(Comp), nodeOps:createElement('div'))
expect(fn):toHaveBeenCalledWith(err, 'watcher getter')
end
)
test('in watch callback', function()
local err = Error('foo')
local fn = jest:fn()
local Comp = {setup=function()
onErrorCaptured(function(err, instance, info)
fn(err, info)
return true
end
)
return function()
h(Child)
end
end
}
local count = ref(0)
local Child = {setup=function()
watch(function()
count.value
end
, function()
error(err)
end
)
return function()
nil
end
end
}
render(h(Comp), nodeOps:createElement('div'))
count.value=count.value+1
expect(fn):toHaveBeenCalledWith(err, 'watcher callback')
end
)
test('in effect cleanup', function()
local err = Error('foo')
local count = ref(0)
local fn = jest:fn()
local Comp = {setup=function()
onErrorCaptured(function(err, instance, info)
fn(err, info)
return true
end
)
return function()
h(Child)
end
end
}
local Child = {setup=function()
watchEffect(function(onCleanup)
onCleanup(function()
error(err)
end
)
end
)
return function()
nil
end
end
}
render(h(Comp), nodeOps:createElement('div'))
count.value=count.value+1
expect(fn):toHaveBeenCalledWith(err, 'watcher cleanup function')
end
)
test('in component event handler via emit', function()
local err = Error('foo')
local fn = jest:fn()
local Comp = {setup=function()
onErrorCaptured(function(err, instance, info)
fn(err, info)
return true
end
)
return function()
h(Child, {onFoo=function()
error(err)
end
})
end
end
}
local Child = {setup=function(props, )
emit('foo')
return function()
nil
end
end
}
render(h(Comp), nodeOps:createElement('div'))
expect(fn):toHaveBeenCalledWith(err, 'component event handler')
end
)
test('in component event handler via emit (async)', function()
local err = Error('foo')
local fn = jest:fn()
local Comp = {setup=function()
onErrorCaptured(function(err, instance, info)
fn(err, info)
return true
end
)
return function()
h(Child, {onFoo=function()
error(err)
end
})
end
end
}
local Child = {props={'onFoo'}, setup=function(props, )
emit('foo')
return function()
nil
end
end
}
render(h(Comp), nodeOps:createElement('div'))
expect(fn):toHaveBeenCalledWith(err, 'component event handler')
end
)
test('in component event handler via emit (async + array)', function()
local err = Error('foo')
local fn = jest:fn()
local res = {}
local createAsyncHandler = function(p)
function()
table.insert(res, p)
return p
end
end
local Comp = {setup=function()
onErrorCaptured(function(err, instance, info)
fn(err, info)
return true
end
)
return function()
h(Child, {onFoo={createAsyncHandler(Promise:reject(err)), createAsyncHandler(Promise:resolve(1))}})
end
end
}
local Child = {setup=function(props, )
emit('foo')
return function()
nil
end
end
}
render(h(Comp), nodeOps:createElement('div'))
try_catch{
main = function()
end,
catch = function(e)
expect(e):toBe(err)
end
}
expect(fn):toHaveBeenCalledWith(err, 'component event handler')
end
)
it('should warn unhandled', function()
local onError = jest:spyOn(console, 'error')
onError:mockImplementation(function()
end
)
local groupCollapsed = jest:spyOn(console, 'groupCollapsed')
groupCollapsed:mockImplementation(function()
end
)
local log = jest:spyOn(console, 'log')
log:mockImplementation(function()
end
)
local err = Error('foo')
local fn = jest:fn()
local Comp = {setup=function()
onErrorCaptured(function(err, instance, info)
fn(err, info)
end
)
return function()
h(Child)
end
end
}
local Child = {setup=function()
error(err)
end
, render=function() end}
render(h(Comp), nodeOps:createElement('div'))
expect(fn):toHaveBeenCalledWith(err, 'setup function')
expect():toHaveBeenWarned()
expect(onError):toHaveBeenCalledWith(err)
onError:mockRestore()
groupCollapsed:mockRestore()
log:mockRestore()
end
)
end
) |
title = 'IV - The Only One'
chapter = 'Part 1 - Like Sheep'
function run()
warnEnemies = true
warnEnemiesTime = 0.7
local simple = 'simpleball'
local divide1 = 'multiball'
local grey = 'grayball'
local super = 'superball'
local horizontalr = formation {
type = 'horizontal',
from = 'right'
}
local horizontall2 = formation {
type = 'horizontal',
from = 'left'
}
local horizontall = formation {
type = 'horizontal',
from = 'left'
}
local verticalt = formation {
type = 'vertical',
from = 'top'
}
local verticalb = formation {
type = 'vertical',
from = 'bottom'
}
local vform = formation {
type = 'V',
startpoint = vector:new{23, -1020},
size = width,
growth = 1010,
setspeedto = vector:new{0, v}
}
local f1 = formation {
type = 'around',
angle = 0,
target = vector:new{width/2, height/2},
anglechange = torad(180),
shootattarget = true,
adapt = false
}
local f2 = formation {
type = 'vertical',
from = 'top',
movetorwards = 'right',
distance = 42,
startsat = width/2-200,
setspeedto = vector:new{0, 300}
}
local f3 = formation {
type = 'around',
angle = torad(-45),
target = vector:new{width/2, height/2},
anglechange = torad(45),
shootattarget = true
}
local simple = 'simpleball'
local divide1 = 'multiball'
local range = 'ranged'
local simple = 'simpleball'
local grey = 'grayball'
local snake = 'snake'
local nic = 'cage'
local vc = function(data) return vector:new(data) end
local mono = 'monoguiaball'
wait(3)
for i = 1,25 do
enemy(divide1, 1, {position = vc{0,0}, positionfollows =
function(time)
return time*width/4, (math.cos(time*math.pi*4.5/5)+1)*height/4+height/3
end
})
wait(0.25)
end
wait(3)
horizontall.copy = { position = vc{0,0}, positionfollows = function(time)
local x = time*width/2.2
return x, (math.cos(time*math.pi/4*10)+1)*40-40
end
}
for i = 1,60 do
enemy({simple,divide1}, 4, horizontall)
wait(0.15)
horizontall2.speed = v
if i == 20 or i == 30 or i == 45 then
enemy({divide1,simple},7,horizontall2)
end
if i == 25 or i == 35 then
enemy({divide1,simple},8,horizontall2)
end
if i == 40 or i == 50 then
enemy({divide1,simple},7,horizontall2)
end
end
wait(4)
for i = 1,67 do
if i == 1 then
f3.speed = 1.78*v
f3.adapt = false
enemy({simple,simple,divide1}, 8, f3)
end
if i == 10 then
f3.speed = 2.2*v
enemy(grey, 8, f3)
end
if i == 12 then
f3.speed = 1*v
f3.distance = 30
enemy(divide1, 12, f3)
end
enemy({divide1,simple,divide1}, 1, {position = vc{0,0}, positionfollows =
function(time)
local x = time*width/10
if x <= (width-height)/2 then return x, height/2
elseif x <= (width+height)/2 then
return x, math.sqrt( (height/2)^2 -(x-width/2)^2)+height/2
elseif x <= (width + 3*height)/2 then
x = width + height - x
return x, -math.sqrt( (height/2)^2 -(x-width/2)^2)+height/2
else
x = width + height - x
return x, height/2
end
end
})
wait(0.45)
if i == 20 then
enemy(nic, 1, nil, {width/2,height/2},
{size = 100, wait = 10, sizeGrowth = 300},
{moveto = {7*width/8,height/2}, wait = 5},
{moveto = {width/8,height/2}, wait = 8},
{moveto = {width/2,height/2}, wait = 4.5},
{destroy = true, sizeGrowth = 460}
)
end
if i == 25 or i == 35 then
enemy({grey,divide1},12,vform)
end
if i == 30 or i == 40 then
horizontall2.speed = 1.2*v
horizontalr.speed = 1.2*v
enemy({simple,divide1}, 8, horizontall2)
enemy({divide1,simple}, 9, horizontalr)
end
if i == 50 then
horizontall.copy = { position = vc{0,0}, positionfollows = function(time)
local x = time*width/5
return x, (math.cos(time*math.pi/10*30)+1)*40-40
end
}
enemy({simple,divide1}, 5, horizontall)
end
if i == 60 then
f3.adapt = true
f3.speed = 2*v
f3.distance = 0
enemy(simple, 8, f3)
end
end
wait(6)
f2.from = 'bottom'
f2.setspeedto.y = -300
enemy(grey, 11, f2)
wait(1)
f2.movetorwards = 'left'
f2.startsat = width - 20
enemy(grey, 11, f2)
f2.from = 'bottom'
f2.setspeedto.y = -300
enemy(grey, 11, f2)
f2.movetorwards = 'right'
f2.startsat = 20
enemy(grey, 11, f2)
wait(3)
enemy(super, 1, { position = vector:new{width/2, -30}, speed = vector:new{0.5*v, 0.5*v}, life = 40, size = 50}, divide1, nil, 5)
enemy(super, 1, { position = vector:new{width/2, height+30}, speed = vector:new{0.5*v, 0.5*v}, life = 80, size = 70}, simple, nil, 5)
wait(10)
doNow( function(timer)
print(levelselected)
if not levelselected then
if not gamelost then reloadStory 'Level 4-2' end
else
text:new{
text = "Part Completed. Press ESC or P and return to the menu.", --ou algum outro texto
font = getCoolFont(50),
printmethod = graphics.printf,
position = vector:new{width/2 - 400, height/2 - 50},
limit = 800,
align = 'center'
}:register()
end
end)
end
|
gr_desert_razorback = Creature:new {
objectName = "@mob/creature_names:desert_razorback",
socialGroup = "boar",
faction = "",
level = 80,
chanceHit = 0.98,
damageMin = 350,
damageMax = 450,
baseXp = 856,
baseHAM = 12000,
baseHAMmax = 16000,
armor = 0,
resists = {20,20,20,20,-1,20,-1,-1,-1},
meatType = "meat_herbivore",
meatAmount = 500,
hideType = "hide_leathery",
hideAmount = 400,
boneType = "bone_mammal",
boneAmount = 500,
milk = 0,
tamingChance = 0.000000,
ferocity = 0,
pvpBitmask = ATTACKABLE,
creatureBitmask = PACK,
optionsBitmask = AIENABLED,
diet = HERBIVORE,
templates = {"object/mobile/zucca_boar_hue.iff"},
controlDeviceTemplate = "object/intangible/pet/zucca_boar_hue.iff",
scale = 1.15,
lootGroups = {},
weapons = {},
conversationTemplate = "",
attacks = {
{"",""},
{"stunattack",""}
}
}
CreatureTemplates:addCreatureTemplate(gr_desert_razorback, "gr_desert_razorback")
|
local inspect = require 'Data.lua.inspect'
eyeDisableSkyBox();
eyeSetSkyBoxColor({0,255,0,255});
local unitColor = {255,0,0,255};
local allUnitIDs = eyeGetAllUnits();
for key, value in pairs(allUnitIDs) do
print(key, " -- ", value)
eyeSetUnit(value);
local bp = eyeGetBlueprint(value)
print("BP" .. type(bp))
if type(bp) ~= "string" then
local nameWithTranslation = bp["General"]["UnitName"];
local name = value;
if nameWithTranslation ~= nil then
name = string.gmatch(nameWithTranslation,'.*>(.*)')(1)
name = name:gsub("%\"", "");
print(name)
end
eyeSetUnitColor(unitColor);
eyeSaveScreenshot(name .. ".png");
end
end |
function getIdentity(source)
local identifier = GetPlayerIdentifiers(source)[1]
local result = MySQL.Sync.fetchAll("SELECT * FROM users WHERE identifier = @identifier", {['@identifier'] = identifier})
if result[1] ~= nil then
local identity = result[1]
return {
identifier = identity['identifier'],
firstname = identity['firstname'],
lastname = identity['lastname'],
dateofbirth = identity['dateofbirth'],
sex = identity['sex'],
height = identity['height']
}
else
return nil
end
end
AddEventHandler('es:invalidCommandHandler', function(source, command_args, user)
CancelEvent()
TriggerClientEvent('chat:addMessage', source, { args = { '^1SYSTEM', _U('unknown_command', command_args[1]) } })
end)
AddEventHandler('chatMessage', function(source, name, message)
if string.sub(message, 1, string.len('/')) ~= '/' then
CancelEvent()
if Config.EnableESXIdentitya then name = GetCharacterName(source) end
-- TriggerClientEvent('chat:addMessage', -1, {
-- template = '<div style="padding: 3px; margin: 0.5vw; background-color: rgba(41, 41, 41, 0.6); border-radius: 3px;"><i class="fas fa-globe"></i> OOC Global - {0}: {1}</div>',
-- args = { name, message }})
end
end)
RegisterCommand('me', function(source, args, rawCommand)
if source == 0 then
print('esx_rpchat: you can\'t use this command from rcon!')
return
end
args = table.concat(args, ' ')
local name = GetPlayerName(source)
if Config.EnableESXIdentity then name = GetCharacterName(source) end
TriggerClientEvent('esx_rpchat:sendProximityMessageMe', -1, source, name, args)
--print(('%s: %s'):format(name, args))
end, false)
RegisterCommand('do', function(source, args, rawCommand)
if source == 0 then
print('esx_rpchat: you can\'t use this command from rcon!')
return
end
args = table.concat(args, ' ')
local name = GetPlayerName(source)
if Config.EnableESXIdentity then name = GetCharacterName(source) end
TriggerClientEvent('esx_rpchat:sendProximityMessageDo', -1, source, name, args)
--print(('%s: %s'):format(name, args))
end, false)
RegisterCommand('ad', function(source, args, rawCommand)
local playerName = GetPlayerName(source)
local msg = rawCommand:sub(4)
local name = getIdentity(source)
fal = name.firstname .. " " .. name.lastname
TriggerClientEvent('chat:addMessage', -1, {
template = '<div style="padding: 3px; margin: 0.5vw; background-color: rgba(214, 168, 0, 1); border-radius: 3px;"><i class="fas fa-ad"></i> Publicidad: {1}</div>',
args = { fal, msg }
})
end, false)
RegisterCommand('ooc', function(source, args, rawCommand)
if source == 0 then
print('esx_rpchat: you can\'t use this command from rcon!')
return
end
args = table.concat(args, ' ')
local name = GetPlayerName(source)
if Config.EnableESXIdentity then name = GetCharacterName(source) end
TriggerClientEvent('esx_rpchat:sendProximityMessageOOC', -1, source, name, args)
--print(('%s: %s'):format(name, args))
end, false)
function GetCharacterName(source)
local result = MySQL.Sync.fetchAll('SELECT firstname, lastname FROM users WHERE identifier = @identifier', {
['@identifier'] = GetPlayerIdentifiers(source)[1]
})
if result[1] and result[1].firstname and result[1].lastname then
if Config.OnlyFirstname then
return result[1].firstname
else
return ('%s %s'):format(result[1].firstname, result[1].lastname)
end
else
return GetPlayerName(source)
end
end
|
-- FS API
-- A save fs api, jailed to fsdir
-- This isn't the best spot for this, but make it so _makePath can see our current ID
-- needs to be before first use of the function!
function _makePath(path)
local r = string.find(path,"%.%.")
if r ~= nil then
print("Illegal path: "..path.." ("..r..")")
return ""
end
print("env: "..dump(sys))
return minetest.get_worldpath().."/"..dronetest.current_id.."/"..path
end
local fs = {}
fs.isDir = function(path)
local p = _makePath(path)
if p == "" then return false end
if lfs.attributes(p,"mode") == "directory" then
return true
end
return false
end
fs.exists = function(path)
local p = _makePath(path)
if p == "" then return false end
local mode = lfs.attributes(p,"mode")
if mode == "file" or mode == "directory" then
return true
end
return false
end
fs.isFile = function(path)
local p = _makePath(path)
if p == "" then return false end
if lfs.attributes(p,"mode") == "file" then
return true
end
return false
end
fs.list = function(path)
local p = _makePath(path)
if not fs.isDir(path) then return {} end
local list = {}
lfs.chdir(mod_dir.."/"..dronetest.current_id)
for filename in lfs.dir(p) do
table.insert(list,filename)
end
return list
end
fs.makeDir = function(path)
local p = _makePath(path)
print("fs.makeDir('"..path.."'): "..p)
if p == "" then return false,"illegal path '"..path.."'" end
local r,err = lfs.mkdir(p)
if not r then print(dronetest.current_id.." Could not create directory '"..path.."': "..err) return false,err end
return fs.isDir(p)
end
--[[
# fs.list
# fs.exists
# fs.isDir
fs.isReadOnly
fs.getName
fs.getDrive
fs.getSize
fs.getFreeSpace
# fs.makeDir
fs.move 2
fs.copy 2
fs.delete
fs.combine 2
fs.open
fs.find
fs.getDir
--]]
return fs
|
-- Loads up a slew of objects to load into the screen, like how 3.9 does.
-- I prefer to keep these optional, incase another screen wants to hide
-- these elements.
local t = Def.ActorFrame {};
t[#t+1] = StandardDecorationFromFileOptional("Header","Header");
t[#t+1] = StandardDecorationFromFileOptional("Footer","Footer");
t[#t+1] = StandardDecorationFromFileOptional( "Help", "Help" );
return t |
-- example config for prusaslicer sandbox, which is created on top of external debian chroot, prepared by debian-setup.cfg.lua
-- using debian-sandbox.cfg.lua config file as base
-- if using nvidia GPU, you also need to install same proprietery nvidia driver version into sandbox,
-- also you may need to install libc6-dev and libglvnd-dev
-- redefine defaults.recalculate function, that will be called by base config
defaults.recalculate_orig=defaults.recalculate
function defaults.recalculate()
-- redefine some parameters
tunables.datadir=loader.path.combine(loader.workdir,"userdata-prusaslicer")
defaults.recalculate_orig()
defaults.mounts.resolvconf_mount=defaults.mounts.direct_resolvconf_mount
end
defaults.recalculate()
-- load base config
dofile(loader.path.combine(loader.workdir,"debian-sandbox.cfg.lua"))
-- remove some unneded features and mounts
loader.table.remove_value(sandbox.features,"pulse")
-- remove some mounts from base config
loader.table.remove_value(sandbox.setup.mounts,defaults.mounts.devsnd_mount)
--loader.table.remove_value(sandbox.setup.mounts,defaults.mounts.devdri_mount)
--loader.table.remove_value(sandbox.setup.mounts,defaults.mounts.sys_mount)
loader.table.remove_value(sandbox.setup.mounts,defaults.mounts.devinput_mount)
loader.table.remove_value(sandbox.setup.mounts,defaults.mounts.devshm_mount)
loader.table.remove_value(sandbox.setup.mounts,defaults.mounts.sbin_ro_mount)
-- modify PATH env
table.insert(sandbox.setup.env_set,{"PATH","/usr/local/bin:/usr/bin:/bin:/usr/local/games:/usr/games"})
table.insert(sandbox.setup.mounts,{prio=99,"bind-try",loader.path.combine(loader.workdir,"installs"),"/home/sandboxer/installs"})
table.insert(sandbox.setup.mounts,{prio=99,"bind-try",loader.path.combine(loader.workdir,"input"),"/home/sandboxer/input"})
table.insert(sandbox.setup.mounts,{prio=99,"bind-try",loader.path.combine(loader.workdir,"output"),"/home/sandboxer/output"})
-- remove unshare_ipc bwrap param
loader.table.remove_value(sandbox.bwrap,defaults.bwrap.unshare_ipc)
prusaslicer={
exec="/home/sandboxer/prusaslicer/AppRun",
path="/home/sandboxer/prusaslicer",
args=loader.args,
term_signal=defaults.signals.SIGTERM,
attach=true,
pty=false,
exclusive=true,
env_set={ -- fix for https://stackoverflow.com/questions/10396141/strange-unicodeencodeerror-using-os-path-exists
{"LANG","en_US.UTF-8"},
{"LC_ALL","en_US.UTF-8"},
},
desktop={
name = "Prusaslicer (in sandbox)",
comment = "Prusaslicer, sandbox uid "..config.sandbox_uid,
icon = loader.path.combine(tunables.datadir,"/home/sandboxer/prusaslicer/PrusaSlicer.png"),
terminal = false,
startupnotify = false,
categories="Graphics;",
},
}
prusaslicer_install_appimage={
exec="/bin/bash",
path="/home/sandboxer",
args={"-c","rm -rf $HOME/prusaslicer && imgarc=`find $HOME/installs -name \"prusa3d_linux_*.zip\"|sort -V|tail -n1` && rm -rf /tmp/extract && mkdir -p /tmp/extract && cd /tmp/extract && unzip \"$imgarc\" && chmod 755 *.AppImage && ./*.AppImage --appimage-extract && mv squashfs-root $HOME/prusaslicer"},
term_signal=defaults.signals.SIGTERM,
attach=true,
pty=false,
exclusive=true,
}
|
#!/usr/bin/env lua
dofile("mods/noita-mp/files/scripts/init/init_.lua")
local lu = require("luaunit")
local Guid = require("guid")
TestGuid = {}
function TestGuid:setUp()
print("\nsetUp")
end
function TestGuid:tearDown()
print("tearDown\n")
end
function TestGuid:testGetGuid()
local guid = Guid:getGuid()
lu.assertNotIsNil(guid)
lu.assertIsTrue(Guid.isPatternValid(guid))
lu.assertIsFalse(Guid.isPatternValid(""))
lu.assertIsFalse(Guid.isPatternValid(nil))
local number = tonumber(1)
lu.assertIsFalse(Guid.isPatternValid(number))
end
function TestGuid:testRandomness()
local t = {}
for i = 1, 10, 1 do
local new_guid = Guid:getGuid()
lu.assertIsFalse(table.contains(t, new_guid))
table.insert(t, new_guid)
end
end
os.exit(lu.LuaUnit.run())
|
----------------------------------------------------------------------------------
--
-- LibCompress.lua
--
-- Authors: jjsheets and Galmok of European Stormrage (Horde)
-- Email : sheets.jeff@gmail.com and galmok@gmail.com
-- Licence: GPL version 2 (General Public License)
-- Revision: $Revision: 75 $
-- Date: $Date: 2016-11-06 13:02:36 +0000 (Sun, 06 Nov 2016) $
----------------------------------------------------------------------------------
local LibCompress = LibStub:NewLibrary("LibCompress", 90000 + tonumber(("$Revision: 75 $"):match("%d+")))
if not LibCompress then return end
-- list of codecs in this file:
-- \000 - Never used
-- \001 - Uncompressed
-- \002 - LZW
-- \003 - Huffman
-- local is faster than global
local CreateFrame = CreateFrame
local type = type
local tostring = tostring
local select = select
local next = next
local loadstring = loadstring
local setmetatable = setmetatable
local rawset = rawset
local assert = assert
local table_insert = table.insert
local table_remove = table.remove
local table_concat = table.concat
local string_char = string.char
local string_byte = string.byte
local string_len = string.len
local string_sub = string.sub
local unpack = unpack
local pairs = pairs
local math_modf = math.modf
local bit_band = bit.band
local bit_bor = bit.bor
local bit_bxor = bit.bxor
local bit_bnot = bit.bnot
local bit_lshift = bit.lshift
local bit_rshift = bit.rshift
--------------------------------------------------------------------------------
-- Cleanup
local tables = {} -- tables that may be cleaned have to be kept here
local tables_to_clean = {} -- list of tables by name (string) that may be reset to {} after a timeout
-- tables that may be erased
local function cleanup()
for k,v in pairs(tables_to_clean) do
tables[k] = {}
tables_to_clean[k] = nil
end
end
local timeout = -1
local function onUpdate(frame, elapsed)
frame:Hide()
timeout = timeout - elapsed
if timeout <= 0 then
cleanup()
end
end
LibCompress.frame = LibCompress.frame or CreateFrame("frame", nil, UIParent) -- reuse the old frame
LibCompress.frame:SetScript("OnUpdate", onUpdate)
LibCompress.frame:Hide()
local function setCleanupTables(...)
timeout = 15 -- empty tables after 15 seconds
if not LibCompress.frame:IsShown() then
LibCompress.frame:Show()
end
for i = 1, select("#",...) do
tables_to_clean[(select(i, ...))] = true
end
end
----------------------------------------------------------------------
----------------------------------------------------------------------
--
-- compression algorithms
--------------------------------------------------------------------------------
-- LZW codec
-- implemented by sheets.jeff@gmail.com
-- encode is used to uniquely encode a number into a sequence of bytes that can be decoded using decode()
-- the bytes returned by this do not contain "\000"
local bytes = {}
local function encode(x)
for k = 1, #bytes do
bytes[k] = nil
end
bytes[#bytes + 1] = x % 255
x=math.floor(x/255)
while x > 0 do
bytes[#bytes + 1] = x % 255
x=math.floor(x/255)
end
if #bytes == 1 and bytes[1] > 0 and bytes[1] < 250 then
return string_char(bytes[1])
else
for i = 1, #bytes do
bytes[i] = bytes[i] + 1
end
return string_char(256 - #bytes, unpack(bytes))
end
end
--decode converts a unique character sequence into its equivalent number, from ss, beginning at the ith char.
-- returns the decoded number and the count of characters used in the decode process.
local function decode(ss, i)
i = i or 1
local a = string_byte(ss, i, i)
if a > 249 then
local r = 0
a = 256 - a
for n = i + a, i + 1, -1 do
r = r * 255 + string_byte(ss, n, n) - 1
end
return r, a + 1
else
return a, 1
end
end
-- Compresses the given uncompressed string.
-- Unless the uncompressed string starts with "\002", this is guaranteed to return a string equal to or smaller than
-- the passed string.
-- the returned string will only contain "\000" characters in rare circumstances, and will contain none if the
-- source string has none.
local dict = {}
function LibCompress:CompressLZW(uncompressed)
if type(uncompressed) == "string" then
local dict_size = 256
for k in pairs(dict) do
dict[k] = nil
end
local result = {"\002"}
local w = ''
local ressize = 1
for i = 0, 255 do
dict[string_char(i)] = i
end
for i = 1, #uncompressed do
local c = uncompressed:sub(i, i)
local wc = w..c
if dict[wc] then
w = wc
else
dict[wc] = dict_size
dict_size = dict_size + 1
local r = encode(dict[w])
ressize = ressize + #r
result[#result + 1] = r
w = c
end
end
if w then
local r = encode(dict[w])
ressize = ressize + #r
result[#result + 1] = r
end
if (#uncompressed + 1) > ressize then
return table_concat(result)
else
return string_char(1)..uncompressed
end
else
return nil, "Can only compress strings"
end
end
-- if the passed string is a compressed string, this will decompress it and return the decompressed string.
-- Otherwise it return an error message
-- compressed strings are marked by beginning with "\002"
function LibCompress:DecompressLZW(compressed)
if type(compressed) == "string" then
if compressed:sub(1, 1) ~= "\002" then
return nil, "Can only decompress LZW compressed data ("..tostring(compressed:sub(1, 1))..")"
end
compressed = compressed:sub(2)
local dict_size = 256
for k in pairs(dict) do
dict[k] = nil
end
for i = 0, 255 do
dict[i] = string_char(i)
end
local result = {}
local t = 1
local delta, k
k, delta = decode(compressed, t)
t = t + delta
result[#result + 1] = dict[k]
local w = dict[k]
local entry
while t <= #compressed do
k, delta = decode(compressed, t)
t = t + delta
entry = dict[k] or (w..w:sub(1, 1))
result[#result + 1] = entry
dict[dict_size] = w..entry:sub(1, 1)
dict_size = dict_size + 1
w = entry
end
return table_concat(result)
else
return nil, "Can only uncompress strings"
end
end
--------------------------------------------------------------------------------
-- Huffman codec
-- implemented by Galmok of European Stormrage (Horde), galmok@gmail.com
local function addCode(tree, bcode, length)
if tree then
tree.bcode = bcode
tree.blength = length
if tree.c1 then
addCode(tree.c1, bit_bor(bcode, bit_lshift(1, length)), length + 1)
end
if tree.c2 then
addCode(tree.c2, bcode, length + 1)
end
end
end
local function escape_code(code, length)
local escaped_code = 0
local b
local l = 0
for i = length -1, 0, - 1 do
b = bit_band(code, bit_lshift(1, i)) == 0 and 0 or 1
escaped_code = bit_lshift(escaped_code, 1 + b) + b
l = l + b
end
if length + l > 32 then
return nil, "escape overflow ("..(length + l)..")"
end
return escaped_code, length + l
end
tables.Huffman_compressed = {}
tables.Huffman_large_compressed = {}
local compressed_size = 0
local remainder
local remainder_length
local function addBits(tbl, code, length)
if remainder_length+length >= 32 then
-- we have at least 4 bytes to store; bulk it
remainder = remainder + bit_lshift(code, remainder_length) -- this overflows! Top part of code is lost (but we handle it below)
-- remainder now holds 4 full bytes to store. So lets do it.
compressed_size = compressed_size + 1
tbl[compressed_size] = string_char(bit_band(remainder, 255)) ..
string_char(bit_band(bit_rshift(remainder, 8), 255)) ..
string_char(bit_band(bit_rshift(remainder, 16), 255)) ..
string_char(bit_band(bit_rshift(remainder, 24), 255))
remainder = 0
code = bit_rshift(code, 32 - remainder_length)
length = remainder_length + length - 32
remainder_length = 0
end
if remainder_length+length >= 16 then
-- we have at least 2 bytes to store; bulk it
remainder = remainder + bit_lshift(code, remainder_length)
remainder_length = length + remainder_length
-- remainder now holds at least 2 full bytes to store. So lets do it.
compressed_size = compressed_size + 1
tbl[compressed_size] = string_char(bit_band(remainder, 255)) .. string_char(bit_band(bit_rshift(remainder, 8), 255))
remainder = bit_rshift(remainder, 16)
code = remainder
length = remainder_length - 16
remainder = 0
remainder_length = 0
end
remainder = remainder + bit_lshift(code, remainder_length)
remainder_length = length + remainder_length
if remainder_length >= 8 then
compressed_size = compressed_size + 1
tbl[compressed_size] = string_char(bit_band(remainder, 255))
remainder = bit_rshift(remainder, 8)
remainder_length = remainder_length -8
end
end
-- word size for this huffman algorithm is 8 bits (1 byte). This means the best compression is representing 1 byte with 1 bit, i.e. compress to 0.125 of original size.
function LibCompress:CompressHuffman(uncompressed)
if type(uncompressed) ~= "string" then
return nil, "Can only compress strings"
end
if #uncompressed == 0 then
return "\001"
end
-- make histogram
local hist = {}
local n = 0
-- don't have to use all data to make the histogram
local uncompressed_size = string_len(uncompressed)
local c
for i = 1, uncompressed_size do
c = string_byte(uncompressed, i)
hist[c] = (hist[c] or 0) + 1
end
--Start with as many leaves as there are symbols.
local leafs = {}
local leaf
local symbols = {}
for symbol, weight in pairs(hist) do
leaf = { symbol=string_char(symbol), weight=weight }
symbols[symbol] = leaf
table_insert(leafs, leaf)
end
--Enqueue all leaf nodes into the first queue (by probability in increasing order so that the least likely item is in the head of the queue).
sort(leafs, function(a, b)
if a.weight < b.weight then
return true
elseif a.weight > b.weight then
return false
else
return nil
end
end)
local nLeafs = #leafs
-- create tree
local huff = {}
--While there is more than one node in the queues:
local length, height, li, hi, leaf1, leaf2
local newNode
while (#leafs + #huff > 1) do
-- Dequeue the two nodes with the lowest weight.
-- Dequeue first
if not next(huff) then
li, leaf1 = next(leafs)
table_remove(leafs, li)
elseif not next(leafs) then
hi, leaf1 = next(huff)
table_remove(huff, hi)
else
li, length = next(leafs)
hi, height = next(huff)
if length.weight <= height.weight then
leaf1 = length
table_remove(leafs, li)
else
leaf1 = height
table_remove(huff, hi)
end
end
-- Dequeue second
if not next(huff) then
li, leaf2 = next(leafs)
table_remove(leafs, li)
elseif not next(leafs) then
hi, leaf2 = next(huff)
table_remove(huff, hi)
else
li, length = next(leafs)
hi, height = next(huff)
if length.weight <= height.weight then
leaf2 = length
table_remove(leafs, li)
else
leaf2 = height
table_remove(huff, hi)
end
end
--Create a new internal node, with the two just-removed nodes as children (either node can be either child) and the sum of their weights as the new weight.
newNode = {
c1 = leaf1,
c2 = leaf2,
weight = leaf1.weight + leaf2.weight
}
table_insert(huff,newNode)
end
if #leafs > 0 then
li, length = next(leafs)
table_insert(huff, length)
table_remove(leafs, li)
end
huff = huff[1]
-- assign codes to each symbol
-- c1 = "0", c2 = "1"
-- As a common convention, bit '0' represents following the left child and bit '1' represents following the right child.
-- c1 = left, c2 = right
addCode(huff, 0, 0)
if huff then
huff.bcode = 0
huff.blength = 1
end
-- READING
-- bitfield = 0
-- bitfield_len = 0
-- read byte1
-- bitfield = bitfield + bit_lshift(byte1, bitfield_len)
-- bitfield_len = bitfield_len + 8
-- read byte2
-- bitfield = bitfield + bit_lshift(byte2, bitfield_len)
-- bitfield_len = bitfield_len + 8
-- (use 5 bits)
-- word = bit_band( bitfield, bit_lshift(1,5)-1)
-- bitfield = bit_rshift( bitfield, 5)
-- bitfield_len = bitfield_len - 5
-- read byte3
-- bitfield = bitfield + bit_lshift(byte3, bitfield_len)
-- bitfield_len = bitfield_len + 8
-- WRITING
remainder = 0
remainder_length = 0
local compressed = tables.Huffman_compressed
--compressed_size = 0
-- first byte is version info. 0 = uncompressed, 1 = 8 - bit word huffman compressed
compressed[1] = "\003"
-- Header: byte 0 = #leafs, bytes 1-3 = size of uncompressed data
-- max 2^24 bytes
local length = string_len(uncompressed)
compressed[2] = string_char(bit_band(nLeafs -1, 255)) -- number of leafs
compressed[3] = string_char(bit_band(length, 255)) -- bit 0-7
compressed[4] = string_char(bit_band(bit_rshift(length, 8), 255)) -- bit 8-15
compressed[5] = string_char(bit_band(bit_rshift(length, 16), 255)) -- bit 16-23
compressed_size = 5
-- create symbol/code map
local escaped_code, escaped_code_len, success, msg
for symbol, leaf in pairs(symbols) do
addBits(compressed, symbol, 8)
escaped_code, escaped_code_len = escape_code(leaf.bcode, leaf.blength)
if not escaped_code then
return nil, escaped_code_len
end
addBits(compressed, escaped_code, escaped_code_len)
addBits(compressed, 3, 2)
end
-- create huffman code
local large_compressed = tables.Huffman_large_compressed
local large_compressed_size = 0
local ulimit
for i = 1, length, 200 do
ulimit = length < (i + 199) and length or (i + 199)
for sub_i = i, ulimit do
c = string_byte(uncompressed, sub_i)
addBits(compressed, symbols[c].bcode, symbols[c].blength)
end
large_compressed_size = large_compressed_size + 1
large_compressed[large_compressed_size] = table_concat(compressed, "", 1, compressed_size)
compressed_size = 0
end
-- add remaining bits (if any)
if remainder_length > 0 then
large_compressed_size = large_compressed_size + 1
large_compressed[large_compressed_size] = string_char(remainder)
end
local compressed_string = table_concat(large_compressed, "", 1, large_compressed_size)
-- is compression worth it? If not, return uncompressed data.
if (#uncompressed + 1) <= #compressed_string then
return "\001"..uncompressed
end
setCleanupTables("Huffman_compressed", "Huffman_large_compressed")
return compressed_string
end
-- lookuptable (cached between calls)
local lshiftMask = {}
setmetatable(lshiftMask, {
__index = function (t, k)
local v = bit_lshift(1, k)
rawset(t, k, v)
return v
end
})
-- lookuptable (cached between calls)
local lshiftMinusOneMask = {}
setmetatable(lshiftMinusOneMask, {
__index = function (t, k)
local v = bit_lshift(1, k) - 1
rawset(t, k, v)
return v
end
})
local function bor64(valueA_high, valueA, valueB_high, valueB)
return bit_bor(valueA_high, valueB_high),
bit_bor(valueA, valueB)
end
local function band64(valueA_high, valueA, valueB_high, valueB)
return bit_band(valueA_high, valueB_high),
bit_band(valueA, valueB)
end
local function lshift64(value_high, value, lshift_amount)
if lshift_amount == 0 then
return value_high, value
end
if lshift_amount >= 64 then
return 0, 0
end
if lshift_amount < 32 then
return bit_bor(bit_lshift(value_high, lshift_amount), bit_rshift(value, 32-lshift_amount)),
bit_lshift(value, lshift_amount)
end
-- 32-63 bit shift
return bit_lshift(value, lshift_amount), -- builtin modulus 32 on shift amount
0
end
local function rshift64(value_high, value, rshift_amount)
if rshift_amount == 0 then
return value_high, value
end
if rshift_amount >= 64 then
return 0, 0
end
if rshift_amount < 32 then
return bit_rshift(value_high, rshift_amount),
bit_bor(bit_lshift(value_high, 32-rshift_amount), bit_rshift(value, rshift_amount))
end
-- 32-63 bit shift
return 0,
bit_rshift(value_high, rshift_amount)
end
local function getCode2(bitfield_high, bitfield, field_len)
if field_len >= 2 then
-- [bitfield_high..bitfield]: bit 0 is right most in bitfield. bit <field_len-1> is left most in bitfield_high
local b1, b2, remainder_high, remainder
for i = 0, field_len - 2 do
b1 = i <= 31 and bit_band(bitfield, bit_lshift(1, i)) or bit_band(bitfield_high, bit_lshift(1, i)) -- for shifts, 32 = 0 (5 bit used)
b2 = (i+1) <= 31 and bit_band(bitfield, bit_lshift(1, i+1)) or bit_band(bitfield_high, bit_lshift(1, i+1))
if not (b1 == 0) and not (b2 == 0) then
-- found 2 bits set right after each other (stop bits) with i pointing at the first stop bit
-- return the two bitfields separated by the two stopbits (3 values for each: bitfield_high, bitfield, field_len)
-- bits left: field_len - (i+2)
remainder_high, remainder = rshift64(bitfield_high, bitfield, i+2)
-- first bitfield is the lower part
return (i-1) >= 32 and bit_band(bitfield_high, bit_lshift(1, i) - 1) or 0,
i >= 32 and bitfield or bit_band(bitfield, bit_lshift(1, i) - 1),
i,
remainder_high,
remainder,
field_len-(i+2)
end
end
end
return nil
end
local function unescape_code(code, code_len)
local unescaped_code = 0
local b
local l = 0
local i = 0
while i < code_len do
b = bit_band( code, lshiftMask[i])
if not (b == 0) then
unescaped_code = bit_bor(unescaped_code, lshiftMask[l])
i = i + 1
end
i = i + 1
l = l + 1
end
return unescaped_code, l
end
tables.Huffman_uncompressed = {}
tables.Huffman_large_uncompressed = {} -- will always be as big as the largest string ever decompressed. Bad, but clearing it every time takes precious time.
function LibCompress:DecompressHuffman(compressed)
if not type(compressed) == "string" then
return nil, "Can only uncompress strings"
end
local compressed_size = #compressed
--decode header
local info_byte = string_byte(compressed)
-- is data compressed
if info_byte == 1 then
return compressed:sub(2) --return uncompressed data
end
if not (info_byte == 3) then
return nil, "Can only decompress Huffman compressed data ("..tostring(info_byte)..")"
end
local num_symbols = string_byte(string_sub(compressed, 2, 2)) + 1
local c0 = string_byte(string_sub(compressed, 3, 3))
local c1 = string_byte(string_sub(compressed, 4, 4))
local c2 = string_byte(string_sub(compressed, 5, 5))
local orig_size = c2 * 65536 + c1 * 256 + c0
if orig_size == 0 then
return ""
end
-- decode code -> symbol map
local bitfield = 0
local bitfield_high = 0
local bitfield_len = 0
local map = {} -- only table not reused in Huffman decode.
setmetatable(map, {
__index = function (t, k)
local v = {}
rawset(t, k, v)
return v
end
})
local i = 6 -- byte 1-5 are header bytes
local c, cl
local minCodeLen = 1000
local maxCodeLen = 0
local symbol, code_high, code, code_len, temp_high, temp
local n = 0
local state = 0 -- 0 = get symbol (8 bits), 1 = get code (varying bits, ends with 2 bits set)
while n < num_symbols do
if i > compressed_size then
return nil, "Cannot decode map"
end
c = string_byte(compressed, i)
temp_high, temp = lshift64(0, c, bitfield_len)
bitfield_high, bitfield = bor64(bitfield_high, bitfield, temp_high, temp)
bitfield_len = bitfield_len + 8
if state == 0 then
symbol = bit_band(bitfield, 255)
bitfield_high, bitfield = rshift64(bitfield_high, bitfield, 8)
bitfield_len = bitfield_len - 8
state = 1 -- search for code now
else
code_high, code, code_len, _bitfield_high, _bitfield, _bitfield_len = getCode2(bitfield_high, bitfield, bitfield_len)
if code_high then
bitfield_high, bitfield, bitfield_len = _bitfield_high, _bitfield, _bitfield_len
if code_len > 32 then
return nil, "Unsupported symbol code length ("..code_len..")"
end
c, cl = unescape_code(code, code_len)
map[cl][c] = string_char(symbol)
minCodeLen = cl < minCodeLen and cl or minCodeLen
maxCodeLen = cl > maxCodeLen and cl or maxCodeLen
--print("symbol: "..string_char(symbol).." code: "..tobinary(c, cl))
n = n + 1
state = 0 -- search for next symbol (if any)
end
end
i = i + 1
end
-- don't create new subtables for entries not in the map. Waste of space.
-- But do return an empty table to prevent runtime errors. (instead of returning nil)
local mt = {}
setmetatable(map, {
__index = function (t, k)
return mt
end
})
local uncompressed = tables.Huffman_uncompressed
local large_uncompressed = tables.Huffman_large_uncompressed
local uncompressed_size = 0
local large_uncompressed_size = 0
local test_code
local test_code_len = minCodeLen
local symbol
local dec_size = 0
compressed_size = compressed_size + 1
local temp_limit = 200 -- first limit of uncompressed data. large_uncompressed will hold strings of length 200
temp_limit = temp_limit > orig_size and orig_size or temp_limit
while true do
if test_code_len <= bitfield_len then
test_code = bit_band( bitfield, lshiftMinusOneMask[test_code_len])
symbol = map[test_code_len][test_code]
if symbol then
uncompressed_size = uncompressed_size + 1
uncompressed[uncompressed_size] = symbol
dec_size = dec_size + 1
if dec_size >= temp_limit then
if dec_size >= orig_size then -- checked here for speed reasons
break
end
-- process compressed bytes in smaller chunks
large_uncompressed_size = large_uncompressed_size + 1
large_uncompressed[large_uncompressed_size] = table_concat(uncompressed, "", 1, uncompressed_size)
uncompressed_size = 0
temp_limit = temp_limit + 200 -- repeated chunk size is 200 uncompressed bytes
temp_limit = temp_limit > orig_size and orig_size or temp_limit
end
bitfield = bit_rshift(bitfield, test_code_len)
bitfield_len = bitfield_len - test_code_len
test_code_len = minCodeLen
else
test_code_len = test_code_len + 1
if test_code_len > maxCodeLen then
return nil, "Decompression error at "..tostring(i).."/"..tostring(#compressed)
end
end
else
c = string_byte(compressed, i)
bitfield = bitfield + bit_lshift(c or 0, bitfield_len)
bitfield_len = bitfield_len + 8
if i > compressed_size then
break
end
i = i + 1
end
end
setCleanupTables("Huffman_uncompressed", "Huffman_large_uncompressed")
return table_concat(large_uncompressed, "", 1, large_uncompressed_size)..table_concat(uncompressed, "", 1, uncompressed_size)
end
--------------------------------------------------------------------------------
-- Generic codec interface
function LibCompress:Store(uncompressed)
if type(uncompressed) ~= "string" then
return nil, "Can only compress strings"
end
return "\001"..uncompressed
end
function LibCompress:DecompressUncompressed(data)
if type(data) ~= "string" then
return nil, "Can only handle strings"
end
if string_byte(data) ~= 1 then
return nil, "Can only handle uncompressed data"
end
return data:sub(2)
end
local compression_methods = {
[2] = LibCompress.CompressLZW,
[3] = LibCompress.CompressHuffman
}
local decompression_methods = {
[1] = LibCompress.DecompressUncompressed,
[2] = LibCompress.DecompressLZW,
[3] = LibCompress.DecompressHuffman
}
-- try all compression codecs and return best result
function LibCompress:Compress(data)
local method = next(compression_methods)
local result = compression_methods[method](self, data)
local n
method = next(compression_methods, method)
while method do
n = compression_methods[method](self, data)
if #n < #result then
result = n
end
method = next(compression_methods, method)
end
return result
end
function LibCompress:Decompress(data)
local header_info = string_byte(data)
if decompression_methods[header_info] then
return decompression_methods[header_info](self, data)
else
return nil, "Unknown compression method ("..tostring(header_info)..")"
end
end
----------------------------------------------------------------------
----------------------------------------------------------------------
--
-- Encoding algorithms
--------------------------------------------------------------------------------
-- Prefix encoding algorithm
-- implemented by Galmok of European Stormrage (Horde), galmok@gmail.com
--[[
Howto: Encode and Decode:
3 functions are supplied, 2 of them are variants of the first. They return a table with functions to encode and decode text.
table, msg = LibCompress:GetEncodeTable(reservedChars, escapeChars, mapChars)
reservedChars: The characters in this string will not appear in the encoded data.
escapeChars: A string of characters used as escape-characters (don't supply more than needed). #escapeChars >= 1
mapChars: First characters in reservedChars maps to first characters in mapChars. (#mapChars <= #reservedChars)
return value:
table
if nil then msg holds an error message, otherwise use like this:
encoded_message = table:Encode(message)
message = table:Decode(encoded_message)
GetAddonEncodeTable: Sets up encoding for the addon channel (\000 is encoded)
GetChatEncodeTable: Sets up encoding for the chat channel (many bytes encoded, see the function for details)
Except for the mapped characters, all encoding will be with 1 escape character followed by 1 suffix, i.e. 2 bytes.
]]
-- to be able to match any requested byte value, the search string must be preprocessed
-- characters to escape with %:
-- ( ) . % + - * ? [ ] ^ $
-- "illegal" byte values:
-- 0 is replaces %z
local gsub_escape_table = {
['\000'] = "%z",
[('(')] = "%(",
[(')')] = "%)",
[('.')] = "%.",
[('%')] = "%%",
[('+')] = "%+",
[('-')] = "%-",
[('*')] = "%*",
[('?')] = "%?",
[('[')] = "%[",
[(']')] = "%]",
[('^')] = "%^",
[('$')] = "%$"
}
local function escape_for_gsub(str)
return str:gsub("([%z%(%)%.%%%+%-%*%?%[%]%^%$])", gsub_escape_table)
end
function LibCompress:GetEncodeTable(reservedChars, escapeChars, mapChars)
reservedChars = reservedChars or ""
escapeChars = escapeChars or ""
mapChars = mapChars or ""
-- select a default escape character
if escapeChars == "" then
return nil, "No escape characters supplied"
end
if #reservedChars < #mapChars then
return nil, "Number of reserved characters must be at least as many as the number of mapped chars"
end
if reservedChars == "" then
return nil, "No characters to encode"
end
-- list of characters that must be encoded
local encodeBytes = reservedChars..escapeChars..mapChars
-- build list of bytes not available as a suffix to a prefix byte
local taken = {}
for i = 1, string_len(encodeBytes) do
taken[string_sub(encodeBytes, i, i)] = true
end
-- allocate a table to hold encode/decode strings/functions
local codecTable = {}
-- the encoding can be a single gsub, but the decoding can require multiple gsubs
local decode_func_string = {}
local encode_search = {}
local encode_translate = {}
local encode_func
local decode_search = {}
local decode_translate = {}
local decode_func
local c, r, i, to, from
local escapeCharIndex, escapeChar = 0
-- map single byte to single byte
if #mapChars > 0 then
for i = 1, #mapChars do
from = string_sub(reservedChars, i, i)
to = string_sub(mapChars, i, i)
encode_translate[from] = to
table_insert(encode_search, from)
decode_translate[to] = from
table_insert(decode_search, to)
end
codecTable["decode_search"..tostring(escapeCharIndex)] = "([".. escape_for_gsub(table_concat(decode_search)).."])"
codecTable["decode_translate"..tostring(escapeCharIndex)] = decode_translate
table_insert(decode_func_string, "str = str:gsub(self.decode_search"..tostring(escapeCharIndex)..", self.decode_translate"..tostring(escapeCharIndex)..");")
end
-- map single byte to double-byte
escapeCharIndex = escapeCharIndex + 1
escapeChar = string_sub(escapeChars, escapeCharIndex, escapeCharIndex)
r = 0 -- suffix char value to the escapeChar
decode_search = {}
decode_translate = {}
for i = 1, string_len(encodeBytes) do
c = string_sub(encodeBytes, i, i)
if not encode_translate[c] then
-- this loop will update escapeChar and r
while r < 256 and taken[string_char(r)] do
r = r + 1
if r > 255 then -- switch to next escapeChar
if escapeChar == "" then -- we are out of escape chars and we need more!
return nil, "Out of escape characters"
end
codecTable["decode_search"..tostring(escapeCharIndex)] = escape_for_gsub(escapeChar).."([".. escape_for_gsub(table_concat(decode_search)).."])"
codecTable["decode_translate"..tostring(escapeCharIndex)] = decode_translate
table_insert(decode_func_string, "str = str:gsub(self.decode_search"..tostring(escapeCharIndex)..", self.decode_translate"..tostring(escapeCharIndex)..");")
escapeCharIndex = escapeCharIndex + 1
escapeChar = string_sub(escapeChars, escapeCharIndex, escapeCharIndex)
r = 0
decode_search = {}
decode_translate = {}
end
end
encode_translate[c] = escapeChar..string_char(r)
table_insert(encode_search, c)
decode_translate[string_char(r)] = c
table_insert(decode_search, string_char(r))
r = r + 1
end
end
if r > 0 then
codecTable["decode_search"..tostring(escapeCharIndex)] = escape_for_gsub(escapeChar).."([".. escape_for_gsub(table_concat(decode_search)).."])"
codecTable["decode_translate"..tostring(escapeCharIndex)] = decode_translate
table_insert(decode_func_string, "str = str:gsub(self.decode_search"..tostring(escapeCharIndex)..", self.decode_translate"..tostring(escapeCharIndex)..");")
end
-- change last line from "str = ...;" to "return ...;";
decode_func_string[#decode_func_string] = decode_func_string[#decode_func_string]:gsub("str = (.*);", "return %1;")
decode_func_string = "return function(self, str) "..table_concat(decode_func_string).." end"
encode_search = "([".. escape_for_gsub(table_concat(encode_search)).."])"
decode_search = escape_for_gsub(escapeChars).."([".. escape_for_gsub(table_concat(decode_search)).."])"
encode_func = assert(loadstring("return function(self, str) return str:gsub(self.encode_search, self.encode_translate); end"))()
decode_func = assert(loadstring(decode_func_string))()
codecTable.encode_search = encode_search
codecTable.encode_translate = encode_translate
codecTable.Encode = encode_func
codecTable.decode_search = decode_search
codecTable.decode_translate = decode_translate
codecTable.Decode = decode_func
codecTable.decode_func_string = decode_func_string -- to be deleted
return codecTable
end
-- Addons: Call this only once and reuse the returned table for all encodings/decodings.
function LibCompress:GetAddonEncodeTable(reservedChars, escapeChars, mapChars )
reservedChars = reservedChars or ""
escapeChars = escapeChars or ""
mapChars = mapChars or ""
-- Following byte values are not allowed:
-- \000
if escapeChars == "" then
escapeChars = "\001"
end
return self:GetEncodeTable( (reservedChars or "").."\000", escapeChars, mapChars)
end
-- Addons: Call this only once and reuse the returned table for all encodings/decodings.
function LibCompress:GetChatEncodeTable(reservedChars, escapeChars, mapChars)
reservedChars = reservedChars or ""
escapeChars = escapeChars or ""
mapChars = mapChars or ""
-- Following byte values are not allowed:
-- \000, s, S, \010, \013, \124, %
-- Because SendChatMessage will error if an UTF8 multibyte character is incomplete,
-- all character values above 127 have to be encoded to avoid this. This costs quite a bit of bandwidth (about 13-14%)
-- Also, because drunken status is unknown for the received, strings used with SendChatMessage should be terminated with
-- an identifying byte value, after which the server MAY add "...hic!" or as much as it can fit(!).
-- Pass the identifying byte as a reserved character to this function to ensure the encoding doesn't contain that value.
-- or use this: local message, match = arg1:gsub("^(.*)\029.-$", "%1")
-- arg1 is message from channel, \029 is the string terminator, but may be used in the encoded datastream as well. :-)
-- This encoding will expand data anywhere from:
-- 0% (average with pure ascii text)
-- 53.5% (average with random data valued zero to 255)
-- 100% (only encoding data that encodes to two bytes)
local i
local r = {}
for i = 128, 255 do
table_insert(r, string_char(i))
end
reservedChars = "sS\000\010\013\124%"..table_concat(r)..(reservedChars or "")
if escapeChars == "" then
escapeChars = "\029\031"
end
if mapChars == "" then
mapChars = "\015\020";
end
return self:GetEncodeTable(reservedChars, escapeChars, mapChars)
end
--------------------------------------------------------------------------------
-- 7 bit encoding algorithm
-- implemented by Galmok of European Stormrage (Horde), galmok@gmail.com
-- The encoded data holds values from 0 to 127 inclusive. Additional encoding may be necessary.
-- This algorithm isn't exactly fast and be used with care and consideration
tables.encode7bit = {}
function LibCompress:Encode7bit(str)
local remainder = 0
local remainder_length = 0
local tbl = tables.encode7bit
local encoded_size = 0
local length = #str
for i = 1, length do
local code = string_byte(str, i)
remainder = remainder + bit_lshift(code, remainder_length)
remainder_length = 8 + remainder_length
while remainder_length >= 7 do
encoded_size = encoded_size + 1
tbl[encoded_size] = string_char(bit_band(remainder, 127))
remainder = bit_rshift(remainder, 7)
remainder_length = remainder_length -7
end
end
if remainder_length > 0 then
encoded_size = encoded_size + 1
tbl[encoded_size] = string_char(remainder)
end
setCleanupTables("encode7bit")
return table_concat(tbl, "", 1, encoded_size)
end
tables.decode8bit = {}
function LibCompress:Decode7bit(str)
local bit8 = tables.decode8bit
local decoded_size = 0
local ch
local i = 1
local bitfield_len = 0
local bitfield = 0
local length = #str
while true do
if bitfield_len >= 8 then
decoded_size = decoded_size + 1
bit8[decoded_size] = string_char(bit_band(bitfield, 255))
bitfield = bit_rshift(bitfield, 8)
bitfield_len = bitfield_len - 8
end
ch = string_byte(str, i)
bitfield=bitfield + bit_lshift(ch or 0, bitfield_len)
bitfield_len = bitfield_len + 7
if i > length then
break
end
i = i + 1
end
setCleanupTables("decode8bit")
return table_concat(bit8, "", 1, decoded_size)
end
----------------------------------------------------------------------
----------------------------------------------------------------------
--
-- Checksum/hash algorithms
--------------------------------------------------------------------------------
-- FCS16/32 checksum algorithms
-- converted from C by Galmok of European Stormrage (Horde), galmok@gmail.com
-- usage:
-- code = LibCompress:fcs16init()
-- code = LibCompress:fcs16update(code, data1)
-- code = LibCompress:fcs16update(code, data2)
-- code = LibCompress:fcs16update(code, data...)
-- code = LibCompress:fcs16final(code)
--
-- data = string
-- fcs16 provides a 16 bit checksum, fcs32 provides a 32 bit checksum.
--[[/* The following copyright notice concerns only the FCS hash algorithm
---------------------------------------------------------------------------
Copyright (c) 2003, Dominik Reichl <dominik.reichl@t-online.de>, Germany.
All rights reserved.
Distributed under the terms of the GNU General Public License v2.
This software is provided 'as is' with no explicit or implied warranties
in respect of its properties, including, but not limited to, correctness
and/or fitness for purpose.
---------------------------------------------------------------------------
*/]]
--// FCS-16 algorithm implemented as described in RFC 1331
local FCSINIT16 = 65535
--// Fast 16 bit FCS lookup table
local fcs16tab = { [0]=0, 4489, 8978, 12955, 17956, 22445, 25910, 29887,
35912, 40385, 44890, 48851, 51820, 56293, 59774, 63735,
4225, 264, 13203, 8730, 22181, 18220, 30135, 25662,
40137, 36160, 49115, 44626, 56045, 52068, 63999, 59510,
8450, 12427, 528, 5017, 26406, 30383, 17460, 21949,
44362, 48323, 36440, 40913, 60270, 64231, 51324, 55797,
12675, 8202, 4753, 792, 30631, 26158, 21685, 17724,
48587, 44098, 40665, 36688, 64495, 60006, 55549, 51572,
16900, 21389, 24854, 28831, 1056, 5545, 10034, 14011,
52812, 57285, 60766, 64727, 34920, 39393, 43898, 47859,
21125, 17164, 29079, 24606, 5281, 1320, 14259, 9786,
57037, 53060, 64991, 60502, 39145, 35168, 48123, 43634,
25350, 29327, 16404, 20893, 9506, 13483, 1584, 6073,
61262, 65223, 52316, 56789, 43370, 47331, 35448, 39921,
29575, 25102, 20629, 16668, 13731, 9258, 5809, 1848,
65487, 60998, 56541, 52564, 47595, 43106, 39673, 35696,
33800, 38273, 42778, 46739, 49708, 54181, 57662, 61623,
2112, 6601, 11090, 15067, 20068, 24557, 28022, 31999,
38025, 34048, 47003, 42514, 53933, 49956, 61887, 57398,
6337, 2376, 15315, 10842, 24293, 20332, 32247, 27774,
42250, 46211, 34328, 38801, 58158, 62119, 49212, 53685,
10562, 14539, 2640, 7129, 28518, 32495, 19572, 24061,
46475, 41986, 38553, 34576, 62383, 57894, 53437, 49460,
14787, 10314, 6865, 2904, 32743, 28270, 23797, 19836,
50700, 55173, 58654, 62615, 32808, 37281, 41786, 45747,
19012, 23501, 26966, 30943, 3168, 7657, 12146, 16123,
54925, 50948, 62879, 58390, 37033, 33056, 46011, 41522,
23237, 19276, 31191, 26718, 7393, 3432, 16371, 11898,
59150, 63111, 50204, 54677, 41258, 45219, 33336, 37809,
27462, 31439, 18516, 23005, 11618, 15595, 3696, 8185,
63375, 58886, 54429, 50452, 45483, 40994, 37561, 33584,
31687, 27214, 22741, 18780, 15843, 11370, 7921, 3960 }
function LibCompress:fcs16init()
return FCSINIT16
end
function LibCompress:fcs16update(uFcs16, pBuffer)
local i
local length = string_len(pBuffer)
for i = 1, length do
uFcs16 = bit_bxor(bit_rshift(uFcs16,8), fcs16tab[bit_band(bit_bxor(uFcs16, string_byte(pBuffer, i)), 255)])
end
return uFcs16
end
function LibCompress:fcs16final(uFcs16)
return bit_bxor(uFcs16,65535)
end
-- END OF FCS16
--[[/*
---------------------------------------------------------------------------
Copyright (c) 2003, Dominik Reichl <dominik.reichl@t-online.de>, Germany.
All rights reserved.
Distributed under the terms of the GNU General Public License v2.
This software is provided 'as is' with no explicit or implied warranties
in respect of its properties, including, but not limited to, correctness
and/or fitness for purpose.
---------------------------------------------------------------------------
*/]]
--// FCS-32 algorithm implemented as described in RFC 1331
local FCSINIT32 = -1
--// Fast 32 bit FCS lookup table
local fcs32tab = { [0] = 0, 1996959894, -301047508, -1727442502, 124634137, 1886057615, -379345611, -1637575261,
249268274, 2044508324, -522852066, -1747789432, 162941995, 2125561021, -407360249, -1866523247,
498536548, 1789927666, -205950648, -2067906082, 450548861, 1843258603, -187386543, -2083289657,
325883990, 1684777152, -43845254, -1973040660, 335633487, 1661365465, -99664541, -1928851979,
997073096, 1281953886, -715111964, -1570279054, 1006888145, 1258607687, -770865667, -1526024853,
901097722, 1119000684, -608450090, -1396901568, 853044451, 1172266101, -589951537, -1412350631,
651767980, 1373503546, -925412992, -1076862698, 565507253, 1454621731, -809855591, -1195530993,
671266974, 1594198024, -972236366, -1324619484, 795835527, 1483230225, -1050600021, -1234817731,
1994146192, 31158534, -1731059524, -271249366, 1907459465, 112637215, -1614814043, -390540237,
2013776290, 251722036, -1777751922, -519137256, 2137656763, 141376813, -1855689577, -429695999,
1802195444, 476864866, -2056965928, -228458418, 1812370925, 453092731, -2113342271, -183516073,
1706088902, 314042704, -1950435094, -54949764, 1658658271, 366619977, -1932296973, -69972891,
1303535960, 984961486, -1547960204, -725929758, 1256170817, 1037604311, -1529756563, -740887301,
1131014506, 879679996, -1385723834, -631195440, 1141124467, 855842277, -1442165665, -586318647,
1342533948, 654459306, -1106571248, -921952122, 1466479909, 544179635, -1184443383, -832445281,
1591671054, 702138776, -1328506846, -942167884, 1504918807, 783551873, -1212326853, -1061524307,
-306674912, -1698712650, 62317068, 1957810842, -355121351, -1647151185, 81470997, 1943803523,
-480048366, -1805370492, 225274430, 2053790376, -468791541, -1828061283, 167816743, 2097651377,
-267414716, -2029476910, 503444072, 1762050814, -144550051, -2140837941, 426522225, 1852507879,
-19653770, -1982649376, 282753626, 1742555852, -105259153, -1900089351, 397917763, 1622183637,
-690576408, -1580100738, 953729732, 1340076626, -776247311, -1497606297, 1068828381, 1219638859,
-670225446, -1358292148, 906185462, 1090812512, -547295293, -1469587627, 829329135, 1181335161,
-882789492, -1134132454, 628085408, 1382605366, -871598187, -1156888829, 570562233, 1426400815,
-977650754, -1296233688, 733239954, 1555261956, -1026031705, -1244606671, 752459403, 1541320221,
-1687895376, -328994266, 1969922972, 40735498, -1677130071, -351390145, 1913087877, 83908371,
-1782625662, -491226604, 2075208622, 213261112, -1831694693, -438977011, 2094854071, 198958881,
-2032938284, -237706686, 1759359992, 534414190, -2118248755, -155638181, 1873836001, 414664567,
-2012718362, -15766928, 1711684554, 285281116, -1889165569, -127750551, 1634467795, 376229701,
-1609899400, -686959890, 1308918612, 956543938, -1486412191, -799009033, 1231636301, 1047427035,
-1362007478, -640263460, 1088359270, 936918000, -1447252397, -558129467, 1202900863, 817233897,
-1111625188, -893730166, 1404277552, 615818150, -1160759803, -841546093, 1423857449, 601450431,
-1285129682, -1000256840, 1567103746, 711928724, -1274298825, -1022587231, 1510334235, 755167117 }
function LibCompress:fcs32init()
return FCSINIT32
end
function LibCompress:fcs32update(uFcs32, pBuffer)
local i
local length = string_len(pBuffer)
for i = 1, length do
uFcs32 = bit_bxor(bit_rshift(uFcs32, 8), fcs32tab[bit_band(bit_bxor(uFcs32, string_byte(pBuffer, i)), 255)])
end
return uFcs32
end
function LibCompress:fcs32final(uFcs32)
return bit_bnot(uFcs32)
end |
local dimensions = require("Functions")
ObjectSizes = {
Material = 128
}
Resources = {
GlobalResources = {
UBO = {
Type = "UniformBuffer",
Members = {
model = { "mat4", 0 },
view = { "mat4", 1 },
projectionClip = { "mat4", 2 },
normal = { "mat4", 3 },
viewPosition = { "vec4", 4 },
depth = { "vec2", 5 },
numLights = { "uint", 6 }
}
}
},
ClusteredForward = {
Flags = {
Type = "StorageTexelBuffer",
Format = "r8ui",
Size = dimensions.TotalTileCount(),
Qualifiers = "restrict"
},
lightBounds = {
Type = "StorageTexelBuffer",
Format = "r32ui",
Size = dimensions.NumLights * 6,
Qualifiers = "restrict"
},
lightCounts = {
Type = "StorageTexelBuffer",
Format = "r32ui",
Size = dimensions.TotalTileCount(),
Qualifiers = "restrict"
},
lightCountTotal = {
Type = "StorageTexelBuffer",
Format = "r32ui",
Size = 1,
Qualifiers = "restrict"
},
lightCountOffsets = {
Type = "StorageTexelBuffer",
Format = "r32ui",
Size = dimensions.TotalTileCount(),
Qualifiers = "restrict"
},
lightList = {
Type = "StorageTexelBuffer",
Format = "r32ui",
Size = 1024 * 1024,
Qualifiers = "restrict"
},
lightCountCompare = {
Type = "StorageTexelBuffer",
Format = "r32ui",
Size = dimensions.TotalTileCount(),
Qualifiers = "restrict"
},
-- Tags can be used by frontends to specify certain behavior.
-- Here, I'll use these tags to know that this group has resources that
-- should be zero-initialized and cleared per pass/execution run
Tags = { "InitializeToZero", "ClearAtEndOfPass" }
},
Lights = {
positionRanges = {
Type = "StorageTexelBuffer",
Format = "rgba32f",
Size = dimensions.NumLights,
Qualifiers = "restrict",
Tags = { "HostGeneratedData" }
},
lightColors = {
Type = "StorageTexelBuffer",
Format = "rgba8",
Size = dimensions.NumLights,
Qualifiers = "restrict readonly",
Tags = { "HostGeneratedData" }
}
},
ObjMaterials = {
Material = {
Type = "UniformBuffer",
Members = {
ambient = { "vec4", 0 },
diffuse = { "vec4", 1 },
specular = { "vec4", 2 },
transmittance = { "vec4", 3 },
emission = { "vec4", 4 },
shininess = { "float", 5 },
ior = { "float", 6 },
alpha = { "float", 7 },
illuminationModel = { "int", 8 },
roughness = { "float", 9 },
metallic = { "float", 10 },
sheen = { "float", 11 },
clearcoatThickness = { "float", 12 },
clearcoatRoughness = { "float", 13 },
anisotropy = { "float", 14 },
anisotropyRotation = { "float", 15 },
padding = { "float", 16 }
}
},
diffuseMap = {
Type = "CombinedImageSampler",
FromFile = true
},
normalMap = {
Type = "CombinedImageSampler",
FromFile = true
},
roughnessMap = {
Type = "CombinedImageSampler",
FromFile = true
},
metallicMap = {
Type = "CombinedImageSampler",
FromFile = true
}
}
} |
local _, ns = ...
local L = ns.L
local moss = L["Moss-Covered Chest"]
local sturdy = L["Sturdy Chest"]
local smoldering = L["Smoldering Chest"]
local skull = L["Skull-Covered Chest"]
local blazing = L["Blazing Chest"]
ns.points = {
-- http://www.wowhead.com/achievement=8729/treasure-treasure-everywhere
-- mapFiles 5th or 1st return of GetMapInfo()
-- coord 1st and 2nd return of GetPlayerMapPosition("player") times 10,000
-- 0.12345678 and 0.87654321 -> [12348765]
[554] = { -- 'TimelessIsle'
-- Moss-Covered Chests
[22204930] = {type = moss, quest = 33175},
[22246808] = {type = moss, quest = 33178},
[22423535] = {type = moss, quest = 33174},
[24623863] = {type = moss, quest = 33200, note = L['On a treestump']},
[24755301] = {type = moss, quest = 33176},
[25522721] = {type = moss, quest = 33171},
[25664584] = {type = moss, quest = 33177},
[26016145] = {type = moss, quest = 33199, note = L['On a treestump']},
[26856875] = {type = moss, quest = 33179},
[27363909] = {type = moss, quest = 33172},
[29683174] = {type = moss, quest = 33202},
[30603655] = {type = moss, quest = 33173, note = L['On a treestump']},
[31007633] = {type = moss, quest = 33180},
[34858422] = {type = moss, quest = 33184},
[35367642] = {type = moss, quest = 33181},
[36703403] = {type = moss, quest = 33170},
[38737159] = {type = moss, quest = 33182},
[39797953] = {type = moss, quest = 33183},
[43568404] = {type = moss, quest = 33185},
[44136546] = {type = moss, quest = 33198, note = L['On a treestump']},
[46764678] = {type = moss, quest = 33187},
[46955369] = {type = moss, quest = 33186},
[49716572] = {type = moss, quest = 33195},
[51174568] = {type = moss, quest = 33188},
[52756286] = {type = moss, quest = 33197},
[53097077] = {type = moss, quest = 33196},
[55524434] = {type = moss, quest = 33189},
[58015070] = {type = moss, quest = 33190},
[59913132] = {type = moss, quest = 33201},
[60176603] = {type = moss, quest = 33194},
[61648849] = {type = moss, quest = 33227, note = L['In the shipwreck of Cpt. Zvezdan']},
[63815915] = {type = moss, quest = 33192},
[64917559] = {type = moss, quest = 33193},
[65634783] = {type = moss, quest = 33191},
-- Sturdy Chests
[26676495] = {
type = sturdy,
quest = 33205,
note = L['On the top of the cliff. Use the Highwind Albatross'],
},
[28193521] = {
type = sturdy,
quest = 33204,
note = L['On the top of the cliff. Use the Highwind Albatross'],
},
[59254946] = {
type = sturdy,
quest = 33207,
note = L['Inside the Mysterious Den. Use one of objects from Legends of the Past'],
},
[64687047] = {type = sturdy, quest = 33206},
-- Smoldering Chests
[53987805] = {type = smoldering, quest = 33209},
[69573289] = {type = smoldering, quest = 33208},
-- Skull-Covered Chest
[46703230] = {
type = skull,
quest = 33203,
note = L['Inside Cavern of Lost Spirits (entrance at 43.2, 41.3)'],
},
-- Blazing Chest
[47262682] = {type = blazing, quest = 33210},
},
[555] = { -- 'CavernofLostSpirits'
-- Skull-Covered Chest
[62903480] = {type = skull, quest = 33203},
}
}
|
local RUF = RUF or LibStub("AceAddon-3.0"):GetAddon("RUF")
local LSM = LibStub("LibSharedMedia-3.0")
local _, ns = ...
local oUF = ns.oUF
RUF.Indicators = RUF.Indicators or {}
RUF.IndicatorGlyphs = {
['Assist'] = '',
['InCombat'] = '',
['Lead'] = '',
['LootMaster'] = '',
['MainAssist'] = '',
['MainTank'] = '',
['Objective'] = '',
['Phased'] = '',
['PvP-Alliance'] = '',
['PvP-Horde'] = '',
['Ready-No'] = '',
['Ready-Question'] = '',
['Ready-Yes'] = '',
['Resting'] = '',
['Role-DPS'] = '', -- Fire
['Role-DPS-Alternative-1'] = '', -- Sword
['Role-Heal'] = '',
['Role-Heal-Alternative-1'] = '', -- Heart
['Role-Heal-Alternative-2'] = '', -- Plaster
['Role-Tank'] = '',
['Target-Circle'] = '',
['Target-Cross'] = '',
['Target-Diamond'] = '',
['Target-Moon'] = '',
['Target-Skull'] = '',
['Target-Square'] = '',
['Target-Star'] = '',
['Target-Triangle'] = '',
['PetHappiness1'] = '', -- Angry Face
['PetHappiness2'] = '', -- Neutral Face
['PetHappiness3'] = '', -- Heart Happy Face
['PetHappiness-Alternative'] = '', -- Star
}
function RUF.SetIndicators(self, unit)
local Indicators = CreateFrame('Frame', nil, self)
Indicators:SetAllPoints(self)
Indicators:SetFrameLevel(40)
self.Indicators = Indicators
RUF.Indicators.Assist(self,unit)
RUF.Indicators.InCombat(self, unit)
RUF.Indicators.Lead(self, unit)
RUF.Indicators.MainTankAssist(self, unit)
RUF.Indicators.Phased(self, unit)
RUF.Indicators.PvPCombat(self, unit)
RUF.Indicators.Ready(self, unit)
RUF.Indicators.Rest(self, unit)
RUF.Indicators.TargetMark(self, unit)
if RUF.IsRetail() then -- Only load on Standard, not Classic
-- Required API functions do not exist in Classic
RUF.Indicators.Objective(self, unit) -- No UnitIsQuestBoss()
RUF.Indicators.Role(self, unit) -- No UnitGroupRolesAssigned()
else
RUF.Indicators.PetHappiness(self, unit)
RUF.Indicators.LootMaster(self, unit) -- We have master looting in Classic!
end
end |
local ngx_log = ngx.log
local _NGX_LOG_LEVELS = {
debug = ngx.DEBUG,
info = ngx.INFO,
notice = ngx.NOTICE,
warn = ngx.WARN,
error = ngx.ERR,
crit = ngx.CRIT,
alert = ngx.ALERT,
emerg = ngx.EMERG,
}
local _M = {}
for log_name, log_level in pairs(_NGX_LOG_LEVELS) do
_M[log_name] = function(...)
ngx_log(log_level, ...)
end
end
return _M
|
--[[
This file was extracted by 'EsoLuaGenerator' at '2021-09-04 16:42:27' 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.
****************************************************************************
]]
-- Constants
ZO_MAIL_COD_MONEY_INSUFFICIENT_COLOR_GAMEPAD = ZO_ERROR_COLOR
ZO_MAIL_COD_MONEY_COLOR_GAMEPAD = ZO_ColorDef:New(1, 0.5, 0)
ZO_MAIL_COD_MONEY_COLOR_UNSELECTED_GAMEPAD = ZO_ColorDef:New(0.5, 0.25, 0)
ZO_MAIL_HEADER_MONEY_OPTIONS_GAMEPAD = ZO_GAMEPAD_CURRENCY_OPTIONS_LONG_FORMAT
ZO_MAIL_ATTACHED_MONEY_OPTIONS_GAMEPAD = ZO_ShallowTableCopy(ZO_GAMEPAD_CURRENCY_OPTIONS_LONG_FORMAT)
ZO_MAIL_ATTACHED_MONEY_OPTIONS_GAMEPAD.font = "ZoFontGamepad45"
ZO_MAIL_COD_MONEY_OPTIONS_GAMEPAD = ZO_ShallowTableCopy(ZO_MAIL_ATTACHED_MONEY_OPTIONS_GAMEPAD)
ZO_MAIL_COD_MONEY_OPTIONS_GAMEPAD.color = ZO_MAIL_COD_MONEY_COLOR_GAMEPAD
local COD_NOTICE_OFFSET = 15
-- Internal helper functions
local function ShowCODMessage(control, noticeColor)
control.codNotice:SetHidden(false)
control.codNotice:SetColor(noticeColor:UnpackRGBA())
control.addressLabel:ClearAnchors()
control.addressLabel:SetAnchor(TOPLEFT, control.codNotice, BOTTOMLEFT, 0, COD_NOTICE_OFFSET)
end
local function HideCODMessage(control)
control.codNotice:SetHidden(true)
control.addressLabel:ClearAnchors()
control.addressLabel:SetAnchor(TOPLEFT, nil, TOPLEFT, 0, 0)
end
local function SetupMoney(control, codFee, attachedMoney)
local hasAttachedMoney = attachedMoney > 0
local hasCod = codFee > 0
if hasAttachedMoney then
HideCODMessage(control)
control.moneyLabel:SetText(GetString(SI_MAIL_READ_SENT_GOLD_LABEL))
ZO_CurrencyControl_SetSimpleCurrency(control.moneyValue, CURT_MONEY, attachedMoney, control.attachedMoneyOptions)
control.moneyValue:SetHidden(false)
control.moneyNone:SetHidden(true)
elseif hasCod then
local notEnoughMoney = (not control.outbox) and (codFee > GetCurrencyAmount(CURT_MONEY, CURRENCY_LOCATION_CHARACTER))
ZO_CurrencyControl_SetSimpleCurrency(control.moneyValue, CURT_MONEY, codFee, control.codMoneyOptions, nil, notEnoughMoney)
if control.outbox then
HideCODMessage(control)
else
local noticeColor = notEnoughMoney and ZO_MAIL_COD_MONEY_INSUFFICIENT_COLOR_GAMEPAD or control.codMoneyOptions.color
ShowCODMessage(control, noticeColor)
end
control.moneyLabel:SetText(GetString(SI_MAIL_READ_COD_LABEL))
control.moneyValue:SetHidden(false)
control.moneyNone:SetHidden(true)
else -- No attached money or C.O.D.
HideCODMessage(control)
control.moneyLabel:SetText(GetString(SI_MAIL_READ_SENT_GOLD_LABEL))
control.moneyValue:SetHidden(true)
control.moneyNone:SetHidden(false)
end
end
local function SetupEmptyAttachmentIcon(icon)
if icon then
local r,g,b = ZO_GAMEPAD_DISABLED_UNSELECTED_COLOR:UnpackRGBA()
icon:SetColor(r, g, b, icon:GetControlAlpha())
end
end
local function CreateAttachmentSlot(parent, previous, index, emptyAttachmentSlotIcon)
local PADDING = 8
local newControl = CreateControlFromVirtual("$(parent)AttachmentSlot", parent, "ZO_MailAttachmentSlot_Gamepad", index)
newControl:SetAnchor(TOPLEFT, previous, TOPRIGHT, PADDING, 0)
newControl:SetAnchor(BOTTOMLEFT, previous, BOTTOMRIGHT, PADDING, 0)
newControl.index = index
newControl.icon = newControl:GetNamedChild("Icon")
newControl:SetNormalTexture()
newControl:SetPressedTexture()
ZO_Inventory_BindSlot(newControl, SLOT_TYPE_MAIL_ATTACHMENT, index)
ZO_Inventory_SetupSlot(newControl, 0, emptyAttachmentSlotIcon)
if emptyAttachmentSlotIcon then
SetupEmptyAttachmentIcon(newControl.icon)
newControl:SetHidden(false)
end
return newControl
end
local function InitializeAttachmentSlots(control, maxAttachments, emptyAttachmentSlotIcon)
control.attachmentSlots = {}
local previous = control.attachmentsBox:GetNamedChild("AttachmentsBase")
for i = 1, maxAttachments do
local slot = CreateAttachmentSlot(control.attachmentsBox, previous, i, emptyAttachmentSlotIcon)
control.attachmentSlots[i] = slot
previous = slot
end
end
-- Begin Public Shared Functions
-- Note that these functions are shared by both MailInbox_Gamepad and MailShared_Gamepad, so do not put code specific to either the inbox
-- or send windows here!
function ZO_MailView_Initialize_Gamepad(control, addressText, emptyAttachmentSlotIcon, outbox, codMoneyOptions, attachedMoneyOptions, maxAttachments)
control.addressLabel:SetText(addressText)
control.emptyAttachmentSlotIcon = emptyAttachmentSlotIcon
control.outbox = outbox
control.codMoneyOptions = codMoneyOptions
control.attachedMoneyOptions = attachedMoneyOptions
InitializeAttachmentSlots(control, maxAttachments, emptyAttachmentSlotIcon)
end
function ZO_MailView_GetAddress_Gamepad(control)
return ZO_FormatManualNameEntry(control.addressEdit.edit:GetText())
end
function ZO_MailView_GetSubject_Gamepad(control)
return control.subjectEdit.edit:GetText()
end
function ZO_MailView_GetBody_Gamepad(control)
return control.bodyEdit.edit:GetText()
end
function ZO_MailView_Display_Gamepad(control, codFee, attachedMoney, address, subject, body, isSystem, noAttachments)
if codFee or attachedMoney then
SetupMoney(control, codFee, attachedMoney)
end
if address then
control.addressEdit.edit:SetText(address)
if isSystem then
control.addressEdit.edit:SetColor(ZO_GAME_REPRESENTATIVE_TEXT:UnpackRGBA())
else
control.addressEdit.edit:SetColor(ZO_SELECTED_TEXT:UnpackRGBA())
end
end
if subject then
control.subjectEdit.edit:SetText(subject)
end
if body then
if (not control.outbox) and (body == "") then
body = GetString(SI_MAIL_READ_NO_BODY)
end
control.bodyEdit.edit:SetText(body)
end
if control.outbox then
control.attachmentsNone:SetHidden(true)
elseif noAttachments ~= nil then -- false is valid here!
control.attachmentsNone:SetHidden(not noAttachments)
end
end
function ZO_MailView_Clear_Gamepad(control)
ZO_MailView_Display_Gamepad(control, 0, 0, "", "", "", false, true)
end
function ZO_MailView_SetupAttachment_Gamepad(control, attachmentIndex, stack, icon)
local attachmentSlot = control.attachmentSlots[attachmentIndex]
attachmentSlot:SetHidden(false)
ZO_Inventory_SetupSlot(attachmentSlot, stack, icon)
end
function ZO_MailView_ClearAttachment_Gamepad(control, attachmentIndex)
local attachmentSlot = control.attachmentSlots[attachmentIndex]
if not control.emptyAttachmentSlotIcon then
attachmentSlot:SetHidden(true)
else
ZO_Inventory_SetupSlot(attachmentSlot, 0, control.emptyAttachmentSlotIcon)
SetupEmptyAttachmentIcon(attachmentSlot.icon)
end
end
-- End Public Shared Functions
-- Mail Header
INBOX_TAB_INDEX = 1
SEND_TAB_INDEX = 2
local MailManager_Gamepad = ZO_Gamepad_ParametricList_BagsSearch_Screen:Subclass()
function MailManager_Gamepad:Initialize(control)
-- Scene Setup.
MAIL_MANAGER_GAMEPAD_SCENE = ZO_RemoteScene:New("mailManagerGamepad", SCENE_MANAGER)
local DONT_ACTIVATE_ON_SHOW = false
ZO_Gamepad_ParametricList_BagsSearch_Screen.Initialize(self, control, ZO_GAMEPAD_HEADER_TABBAR_CREATE, DONT_ACTIVATE_ON_SHOW, MAIL_MANAGER_GAMEPAD_SCENE)
self.inbox = ZO_MailInbox_Gamepad:New(control)
self.send = ZO_MailSend_Gamepad:New(control)
self:SetTextSearchEntryHidden(true)
self.deferredKeybindStripDescriptor = false
CALLBACK_MANAGER:RegisterCallback("OnGamepadDialogHidden", function()
if self.deferredKeybindStripDescriptor ~= false then
self:SwitchToKeybind(self.deferredKeybindStripDescriptor)
end
end)
self:SetTextSearchContext("mailTextSearch")
end
function MailManager_Gamepad:OnStateChanged(oldState, newState)
if newState == SCENE_SHOWING then
if MAIN_MENU_MANAGER:IsPlayerInCombat() then
SCENE_MANAGER:HideCurrentScene()
else
self:PerformDeferredInitialization()
self:SwitchToHeader(self.baseHeaderData)
local tabIndex = self.initialTabIndex or INBOX_TAB_INDEX
self.initialTabIndex = nil
ZO_GamepadGenericHeader_SetActiveTabIndex(self.header, tabIndex)
if tabIndex == INBOX_TAB_INDEX then
self.inbox.isLoading = true
self.inbox:EnterLoading()
end
end
elseif newState == SCENE_HIDDEN then
self:DisableCurrentList()
self:SwitchToHeader(nil)
self:SwitchToKeybind(nil)
self:SwitchToFragment(nil)
end
end
function MailManager_Gamepad:ActivateTextSearch()
ZO_Gamepad_ParametricList_BagsSearch_Screen.ActivateTextSearch(self)
self:SetTextSearchEntryHidden(false)
end
function MailManager_Gamepad:DeactivateTextSearch()
ZO_Gamepad_ParametricList_BagsSearch_Screen.DeactivateTextSearch(self)
self:SetTextSearchEntryHidden(true)
end
function MailManager_Gamepad:SetOnBackButtonCallback(callback)
self.onBackButtonCallback = callback
end
function MailManager_Gamepad:OnBackButtonClicked()
if self.onBackButtonCallback then
self.onBackButtonCallback()
end
end
function MailManager_Gamepad:SwitchToFragment(fragment)
if self.activeFragment == fragment then return end
if self.activeFragment then
MAIL_MANAGER_GAMEPAD_SCENE:RemoveFragment(self.activeFragment)
end
self.activeFragment = fragment
if fragment then
MAIL_MANAGER_GAMEPAD_SCENE:AddFragment(fragment)
end
end
function MailManager_Gamepad:PerformDeferredInitialization()
if self.initialized then
return
end
self.initialized = true
-- Header
self.tabBarEntries =
{
{
text = function()
if IsLocalMailboxFull() then
return zo_strformat(SI_GAMEPAD_MAIL_INBOX_WINDOW_TITLE, GetString(SI_WINDOW_TITLE_INBOX_MAIL), GetString(SI_GAMEPAD_MAIL_INBOX_FULL))
elseif GetNumUnreadMail() > 0 then
return zo_strformat(SI_GAMEPAD_MAIL_INBOX_WINDOW_TITLE, GetString(SI_WINDOW_TITLE_INBOX_MAIL), GetNumUnreadMail())
else
return GetString(SI_WINDOW_TITLE_INBOX_MAIL)
end
end,
callback = function()
self:SwitchToFragment(GAMEPAD_MAIL_INBOX_FRAGMENT)
end,
},
{
text = GetString(SI_WINDOW_TITLE_SEND_MAIL),
callback = function()
self:SwitchToFragment(GAMEPAD_MAIL_SEND_FRAGMENT)
end,
},
}
self.baseHeaderData =
{
tabBarEntries = self.tabBarEntries,
}
self:InitializeControls()
self:InitializeTabs()
end
function MailManager_Gamepad:InitializeTabs()
self.inbox:PerformDeferredInitialization()
self.send:PerformDeferredInitialization()
end
function MailManager_Gamepad:InitializeControls()
-- Loading
self.loadingBox = self.control:GetNamedChild("Loading")
self.loadingLabel = self.loadingBox:GetNamedChild("ContainerText")
end
function MailManager_Gamepad:RefreshHeader()
if self.activeHeader then
ZO_GamepadGenericHeader_Refresh(self.header, self.activeHeader)
end
end
function MailManager_Gamepad:SetupInitialTab(tabIndex)
self.initialTabIndex = tabIndex
end
function MailManager_Gamepad:ShowTab(tabIndex, pushScene)
self:SetupInitialTab(tabIndex)
if pushScene then
SCENE_MANAGER:Push("mailManagerGamepad")
else
SCENE_MANAGER:Show("mailManagerGamepad")
end
end
function MailManager_Gamepad:SwitchToHeader(headerData, tabIndex)
self.activeHeader = headerData
if headerData then
ZO_GamepadGenericHeader_Refresh(self.header, headerData)
if tabIndex ~= nil then
ZO_GamepadGenericHeader_SetActiveTabIndex(self.header, tabIndex)
end
if headerData.tabBarEntries then
ZO_GamepadGenericHeader_Activate(self.header)
else
ZO_GamepadGenericHeader_Deactivate(self.header)
end
self.header:SetHidden(false)
else
ZO_GamepadGenericHeader_Deactivate(self.header)
self.header:SetHidden(true)
end
end
function MailManager_Gamepad:RefreshKeybind()
if self.keybindStripDescriptor and not ZO_GenericGamepadDialog_IsShowing() then
KEYBIND_STRIP:UpdateKeybindButtonGroup(self.keybindStripDescriptor)
end
end
function MailManager_Gamepad:SwitchToKeybind(keybindDescriptor)
if ZO_GenericGamepadDialog_IsShowing() then
self.deferredKeybindStripDescriptor = keybindDescriptor
return
else
self.deferredKeybindStripDescriptor = false
end
if self.keybindStripDescriptor then
KEYBIND_STRIP:RemoveKeybindButtonGroup(self.keybindStripDescriptor)
end
self.keybindStripDescriptor = keybindDescriptor
if keybindDescriptor then
KEYBIND_STRIP:AddKeybindButtonGroup(keybindDescriptor)
end
end
function MailManager_Gamepad:GetSend()
return self.send
end
function ZO_MailManager_Gamepad_OnInitialized(control)
MAIL_MANAGER_GAMEPAD = MailManager_Gamepad:New(control)
end
|
local Player = game.Players.LocalPlayer
local cas = game:GetService("ContextActionService")
local UIS = game:GetService("UserInputService")
local Heartbeat = game:GetService("RunService").Stepped
local Camera = workspace.CurrentCamera
local Gui
local Base
local Draggable
local Origin
local MousePosition
local Dragging
local AbsOrigin
local Vector36 = Vector2.new(0, -36)
local Vector0 = Vector3.new()
local Params = RaycastParams.new()
Params.FilterDescendantsInstances = {Player.Character}
Params.FilterType = Enum.RaycastFilterType.Blacklist
local module = {
LocalMoveDir = Vector3.new(),
WalkSpeed = 16,
JumpPower = 50,
HipHeight = Vector3.new(0, 2.51),
YPosition = 0
}
local Dict = {
[Enum.KeyCode.W] = Vector3.new(1, 0, 0),
[Enum.KeyCode.A] = Vector3.new(0, 0, -1),
[Enum.KeyCode.S] = Vector3.new(-1, 0, 0),
[Enum.KeyCode.D] = Vector3.new(0, 0, 1)
}
local function GetMoveDirection()
local Move = module.LocalMoveDir
local direction = (
Vector0
+ (math.floor(Move.X * 10) / 10 ~= 0 and Camera.CFrame.LookVector * Move.X or Vector0)
+ (math.floor(Move.Z * 10) / 10 ~= 0 and Camera.CFrame.RightVector * Move.Z or Vector0)
)
local magnitude = direction.Magnitude
local x,y,z = direction.X == 0 and 0 or direction.X / magnitude,direction.Y == 0 and 0 or direction.Y / magnitude,direction.Z == 0 and 0 or direction.Z / magnitude
return Vector3.new(x, y, z)
end
local function clear()
module.LocalMoveDir = Vector0
end
cas:BindAction("Move", function(_, state, input)
if input.UserInputType == Enum.UserInputType.None or state == Enum.UserInputState.Cancel then return end
local n = (input.UserInputState == Enum.UserInputState.Begin and 1 or -1)
module.LocalMoveDir += Dict[input.KeyCode] * n
end, false, Enum.KeyCode.W, Enum.KeyCode.A, Enum.KeyCode.S, Enum.KeyCode.D)
local function Drag(newMousePosition)
local BaseRadius = Base.AbsoluteSize.X / 2
local delta = newMousePosition - MousePosition
local new = Draggable.AbsolutePosition + delta
local yes = (AbsOrigin - new).Magnitude > BaseRadius and AbsOrigin + ((new - AbsOrigin).Unit * BaseRadius) or new
Draggable.Position = UDim2.fromOffset(yes.X, yes.Y)
yes = (new - AbsOrigin).Unit
module.LocalMoveDir = Vector3.new(yes.X, 0, yes.Y)
MousePosition = newMousePosition
end
local function SetupTouch(TouchGui)
TouchGui.Parent = Player.PlayerGui
Gui = TouchGui
Base = Gui.Joystick.Base
Draggable = Base.Drag
Origin = Draggable.Position
AbsOrigin = Draggable.AbsolutePosition
Draggable.InputBegan:Connect(function(Input)
if Input.UserInputType == Enum.UserInputType.MouseButton1 or Input.UserInputType == Enum.UserInputType.Touch then
MousePosition = UIS:GetMouseLocation() + Vector36
Draggable.Position = UDim2.fromOffset(AbsOrigin.X, AbsOrigin.Y)
Draggable.Size = UDim2.fromOffset(Draggable.AbsoluteSize.X, Draggable.AbsoluteSize.Y)
Draggable.Parent = Gui
Dragging = UIS.InputChanged:Connect(function(Input)
if Input.UserInputType == Enum.UserInputType.MouseMovement or Enum.UserInputType.Touch then
Drag(UIS:GetMouseLocation() + Vector36)
end
end)
end
end)
Draggable.InputEnded:Connect(function(Input)
if (Input.UserInputType == Enum.UserInputType.MouseButton1 or Input.UserInputType == Enum.UserInputType.Touch) and Dragging then
Dragging:Disconnect()
Draggable.Parent = Base
Draggable.Position = Origin
module.LocalMoveDir = module.Vector0
end
end)
end
local function CalculateHipHeight()
for _, Attachment in ipairs(Player.Character.HumanoidRootPart:GetChildren()) do
if not Attachment:IsA("Attachment") or Attachment.Name ~= "Hip" then continue end
local Results = workspace:Raycast(Attachment.WorldPosition, -module.HipHeight, Params)
if Results then
return Results.Position.Y + module.HipHeight.Y - Attachment.Position.Y
end
end
end
local function WaitForLand()
Heartbeat:Wait()
module.YPosition = Player.Character.HumanoidRootPart.Position.Y
if Player.Character.HumanoidRootPart.Position.Y >= module.YPosition then return end
local Thread = coroutine.running()
local Goal = time() + .1
module.LandConn = Heartbeat:Connect(function()
local Current = Player.Character.HumanoidRootPart.Position.Y
print(Current - module.YPosition, not not CalculateHipHeight())
if CalculateHipHeight() and Current - module.YPosition <= -0.25 and Current <= module.YPosition and Goal <= time() then
coroutine.resume(Thread)
end
module.YPosition = Current
end)
coroutine.yield()
end
UIS.TextBoxFocusReleased:Connect(clear);
UIS.WindowFocusReleased:Connect(clear);
module.WaitForLand = WaitForLand
module.GetMoveDirection = GetMoveDirection
module.SetupTouch = SetupTouch
module.CalculateHipHeight = CalculateHipHeight
return module
|
----------------------------------------------------------------------------
-- $Id: md5.lua,v 1.4 2006/08/21 19:24:21 carregal Exp $
----------------------------------------------------------------------------
local string = string or require"string"
local md5 = _G.md5
----------------------------------------------------------------------------
-- @param k String with original message.
-- @return String with the md5 hash value converted to hexadecimal digits
function md5.sumhexa(k)
k = md5.sum(k)
return (string.gsub(k, ".", function (c)
return string.format("%02x", string.byte(c))
end))
end
return md5
|
local gps = require("nvim-gps")
require("lualine").setup({
options = {
theme = "tokyonight",
},
sections = {
lualine_c = {
"filename",
{ gps.get_location, cond = gps.is_available },
},
},
})
|
-- Automatically generated by build.lua, do not edit
return [[
A6AC;BAMUM LETTER RII;Lo;0;L;;;;;N;;;;;
A6AD;BAMUM LETTER RIEE;Lo;0;L;;;;;N;;;;;
A6AE;BAMUM LETTER LEEEE;Lo;0;L;;;;;N;;;;;
A6AF;BAMUM LETTER MEEEE;Lo;0;L;;;;;N;;;;;
A6B0;BAMUM LETTER TAA;Lo;0;L;;;;;N;;;;;
A6B1;BAMUM LETTER NDAA;Lo;0;L;;;;;N;;;;;
A6B2;BAMUM LETTER NJAEM;Lo;0;L;;;;;N;;;;;
A6B3;BAMUM LETTER M;Lo;0;L;;;;;N;;;;;
A6B4;BAMUM LETTER SUU;Lo;0;L;;;;;N;;;;;
A6B5;BAMUM LETTER MU;Lo;0;L;;;;;N;;;;;
A6B6;BAMUM LETTER SHII;Lo;0;L;;;;;N;;;;;
A6B7;BAMUM LETTER SI;Lo;0;L;;;;;N;;;;;
A6B8;BAMUM LETTER SHEUX;Lo;0;L;;;;;N;;;;;
A6B9;BAMUM LETTER SEUX;Lo;0;L;;;;;N;;;;;
A6BA;BAMUM LETTER KYEE;Lo;0;L;;;;;N;;;;;
A6BB;BAMUM LETTER KET;Lo;0;L;;;;;N;;;;;
A6BC;BAMUM LETTER NUAE;Lo;0;L;;;;;N;;;;;
A6BD;BAMUM LETTER NU;Lo;0;L;;;;;N;;;;;
A6BE;BAMUM LETTER NJUAE;Lo;0;L;;;;;N;;;;;
A6BF;BAMUM LETTER YOQ;Lo;0;L;;;;;N;;;;;
A6C0;BAMUM LETTER SHU;Lo;0;L;;;;;N;;;;;
A6C1;BAMUM LETTER YUQ;Lo;0;L;;;;;N;;;;;
A6C2;BAMUM LETTER YA;Lo;0;L;;;;;N;;;;;
A6C3;BAMUM LETTER NSHA;Lo;0;L;;;;;N;;;;;
A6C4;BAMUM LETTER KEUX;Lo;0;L;;;;;N;;;;;
A6C5;BAMUM LETTER PEUX;Lo;0;L;;;;;N;;;;;
A6C6;BAMUM LETTER NJEE;Lo;0;L;;;;;N;;;;;
A6C7;BAMUM LETTER NTEE;Lo;0;L;;;;;N;;;;;
A6C8;BAMUM LETTER PUE;Lo;0;L;;;;;N;;;;;
A6C9;BAMUM LETTER WUE;Lo;0;L;;;;;N;;;;;
A6CA;BAMUM LETTER PEE;Lo;0;L;;;;;N;;;;;
A6CB;BAMUM LETTER FEE;Lo;0;L;;;;;N;;;;;
A6CC;BAMUM LETTER RU;Lo;0;L;;;;;N;;;;;
A6CD;BAMUM LETTER LU;Lo;0;L;;;;;N;;;;;
A6CE;BAMUM LETTER MI;Lo;0;L;;;;;N;;;;;
A6CF;BAMUM LETTER NI;Lo;0;L;;;;;N;;;;;
A6D0;BAMUM LETTER REUX;Lo;0;L;;;;;N;;;;;
A6D1;BAMUM LETTER RAE;Lo;0;L;;;;;N;;;;;
A6D2;BAMUM LETTER KEN;Lo;0;L;;;;;N;;;;;
A6D3;BAMUM LETTER NGKWAEN;Lo;0;L;;;;;N;;;;;
A6D4;BAMUM LETTER NGGA;Lo;0;L;;;;;N;;;;;
A6D5;BAMUM LETTER NGA;Lo;0;L;;;;;N;;;;;
A6D6;BAMUM LETTER SHO;Lo;0;L;;;;;N;;;;;
A6D7;BAMUM LETTER PUAE;Lo;0;L;;;;;N;;;;;
A6D8;BAMUM LETTER FU;Lo;0;L;;;;;N;;;;;
A6D9;BAMUM LETTER FOM;Lo;0;L;;;;;N;;;;;
A6DA;BAMUM LETTER WA;Lo;0;L;;;;;N;;;;;
A6DB;BAMUM LETTER NA;Lo;0;L;;;;;N;;;;;
A6DC;BAMUM LETTER LI;Lo;0;L;;;;;N;;;;;
A6DD;BAMUM LETTER PI;Lo;0;L;;;;;N;;;;;
A6DE;BAMUM LETTER LOQ;Lo;0;L;;;;;N;;;;;
A6DF;BAMUM LETTER KO;Lo;0;L;;;;;N;;;;;
A6E0;BAMUM LETTER MBEN;Lo;0;L;;;;;N;;;;;
A6E1;BAMUM LETTER REN;Lo;0;L;;;;;N;;;;;
A6E2;BAMUM LETTER MEN;Lo;0;L;;;;;N;;;;;
A6E3;BAMUM LETTER MA;Lo;0;L;;;;;N;;;;;
A6E4;BAMUM LETTER TI;Lo;0;L;;;;;N;;;;;
A6E5;BAMUM LETTER KI;Lo;0;L;;;;;N;;;;;
A6E6;BAMUM LETTER MO;Nl;0;L;;;;1;N;;;;;
A6E7;BAMUM LETTER MBAA;Nl;0;L;;;;2;N;;;;;
A6E8;BAMUM LETTER TET;Nl;0;L;;;;3;N;;;;;
A6E9;BAMUM LETTER KPA;Nl;0;L;;;;4;N;;;;;
A6EA;BAMUM LETTER TEN;Nl;0;L;;;;5;N;;;;;
A6EB;BAMUM LETTER NTUU;Nl;0;L;;;;6;N;;;;;
A6EC;BAMUM LETTER SAMBA;Nl;0;L;;;;7;N;;;;;
A6ED;BAMUM LETTER FAAMAE;Nl;0;L;;;;8;N;;;;;
A6EE;BAMUM LETTER KOVUU;Nl;0;L;;;;9;N;;;;;
A6EF;BAMUM LETTER KOGHOM;Nl;0;L;;;;0;N;;;;;
A6F0;BAMUM COMBINING MARK KOQNDON;Mn;230;NSM;;;;;N;;;;;
A6F1;BAMUM COMBINING MARK TUKWENTIS;Mn;230;NSM;;;;;N;;;;;
A6F2;BAMUM NJAEMLI;Po;0;L;;;;;N;;;;;
A6F3;BAMUM FULL STOP;Po;0;L;;;;;N;;;;;
A6F4;BAMUM COLON;Po;0;L;;;;;N;;;;;
A6F5;BAMUM COMMA;Po;0;L;;;;;N;;;;;
A6F6;BAMUM SEMICOLON;Po;0;L;;;;;N;;;;;
A6F7;BAMUM QUESTION MARK;Po;0;L;;;;;N;;;;;
A700;MODIFIER LETTER CHINESE TONE YIN PING;Sk;0;ON;;;;;N;;;;;
A701;MODIFIER LETTER CHINESE TONE YANG PING;Sk;0;ON;;;;;N;;;;;
A702;MODIFIER LETTER CHINESE TONE YIN SHANG;Sk;0;ON;;;;;N;;;;;
A703;MODIFIER LETTER CHINESE TONE YANG SHANG;Sk;0;ON;;;;;N;;;;;
A704;MODIFIER LETTER CHINESE TONE YIN QU;Sk;0;ON;;;;;N;;;;;
A705;MODIFIER LETTER CHINESE TONE YANG QU;Sk;0;ON;;;;;N;;;;;
A706;MODIFIER LETTER CHINESE TONE YIN RU;Sk;0;ON;;;;;N;;;;;
A707;MODIFIER LETTER CHINESE TONE YANG RU;Sk;0;ON;;;;;N;;;;;
A708;MODIFIER LETTER EXTRA-HIGH DOTTED TONE BAR;Sk;0;ON;;;;;N;;;;;
A709;MODIFIER LETTER HIGH DOTTED TONE BAR;Sk;0;ON;;;;;N;;;;;
A70A;MODIFIER LETTER MID DOTTED TONE BAR;Sk;0;ON;;;;;N;;;;;
A70B;MODIFIER LETTER LOW DOTTED TONE BAR;Sk;0;ON;;;;;N;;;;;
A70C;MODIFIER LETTER EXTRA-LOW DOTTED TONE BAR;Sk;0;ON;;;;;N;;;;;
A70D;MODIFIER LETTER EXTRA-HIGH DOTTED LEFT-STEM TONE BAR;Sk;0;ON;;;;;N;;;;;
A70E;MODIFIER LETTER HIGH DOTTED LEFT-STEM TONE BAR;Sk;0;ON;;;;;N;;;;;
A70F;MODIFIER LETTER MID DOTTED LEFT-STEM TONE BAR;Sk;0;ON;;;;;N;;;;;
A710;MODIFIER LETTER LOW DOTTED LEFT-STEM TONE BAR;Sk;0;ON;;;;;N;;;;;
A711;MODIFIER LETTER EXTRA-LOW DOTTED LEFT-STEM TONE BAR;Sk;0;ON;;;;;N;;;;;
A712;MODIFIER LETTER EXTRA-HIGH LEFT-STEM TONE BAR;Sk;0;ON;;;;;N;;;;;
A713;MODIFIER LETTER HIGH LEFT-STEM TONE BAR;Sk;0;ON;;;;;N;;;;;
A714;MODIFIER LETTER MID LEFT-STEM TONE BAR;Sk;0;ON;;;;;N;;;;;
A715;MODIFIER LETTER LOW LEFT-STEM TONE BAR;Sk;0;ON;;;;;N;;;;;
A716;MODIFIER LETTER EXTRA-LOW LEFT-STEM TONE BAR;Sk;0;ON;;;;;N;;;;;
A717;MODIFIER LETTER DOT VERTICAL BAR;Lm;0;ON;;;;;N;;;;;
A718;MODIFIER LETTER DOT SLASH;Lm;0;ON;;;;;N;;;;;
A719;MODIFIER LETTER DOT HORIZONTAL BAR;Lm;0;ON;;;;;N;;;;;
A71A;MODIFIER LETTER LOWER RIGHT CORNER ANGLE;Lm;0;ON;;;;;N;;;;;
A71B;MODIFIER LETTER RAISED UP ARROW;Lm;0;ON;;;;;N;;;;;
A71C;MODIFIER LETTER RAISED DOWN ARROW;Lm;0;ON;;;;;N;;;;;
A71D;MODIFIER LETTER RAISED EXCLAMATION MARK;Lm;0;ON;;;;;N;;;;;
A71E;MODIFIER LETTER RAISED INVERTED EXCLAMATION MARK;Lm;0;ON;;;;;N;;;;;
A71F;MODIFIER LETTER LOW INVERTED EXCLAMATION MARK;Lm;0;ON;;;;;N;;;;;
A720;MODIFIER LETTER STRESS AND HIGH TONE;Sk;0;ON;;;;;N;;;;;
A721;MODIFIER LETTER STRESS AND LOW TONE;Sk;0;ON;;;;;N;;;;;
A722;LATIN CAPITAL LETTER EGYPTOLOGICAL ALEF;Lu;0;L;;;;;N;;;;A723;
A723;LATIN SMALL LETTER EGYPTOLOGICAL ALEF;Ll;0;L;;;;;N;;;A722;;A722
A724;LATIN CAPITAL LETTER EGYPTOLOGICAL AIN;Lu;0;L;;;;;N;;;;A725;
A725;LATIN SMALL LETTER EGYPTOLOGICAL AIN;Ll;0;L;;;;;N;;;A724;;A724
A726;LATIN CAPITAL LETTER HENG;Lu;0;L;;;;;N;;;;A727;
A727;LATIN SMALL LETTER HENG;Ll;0;L;;;;;N;;;A726;;A726
A728;LATIN CAPITAL LETTER TZ;Lu;0;L;;;;;N;;;;A729;
A729;LATIN SMALL LETTER TZ;Ll;0;L;;;;;N;;;A728;;A728
A72A;LATIN CAPITAL LETTER TRESILLO;Lu;0;L;;;;;N;;;;A72B;
A72B;LATIN SMALL LETTER TRESILLO;Ll;0;L;;;;;N;;;A72A;;A72A
A72C;LATIN CAPITAL LETTER CUATRILLO;Lu;0;L;;;;;N;;;;A72D;
A72D;LATIN SMALL LETTER CUATRILLO;Ll;0;L;;;;;N;;;A72C;;A72C
A72E;LATIN CAPITAL LETTER CUATRILLO WITH COMMA;Lu;0;L;;;;;N;;;;A72F;
A72F;LATIN SMALL LETTER CUATRILLO WITH COMMA;Ll;0;L;;;;;N;;;A72E;;A72E
A730;LATIN LETTER SMALL CAPITAL F;Ll;0;L;;;;;N;;;;;
A731;LATIN LETTER SMALL CAPITAL S;Ll;0;L;;;;;N;;;;;
A732;LATIN CAPITAL LETTER AA;Lu;0;L;;;;;N;;;;A733;
A733;LATIN SMALL LETTER AA;Ll;0;L;;;;;N;;;A732;;A732
A734;LATIN CAPITAL LETTER AO;Lu;0;L;;;;;N;;;;A735;
A735;LATIN SMALL LETTER AO;Ll;0;L;;;;;N;;;A734;;A734
A736;LATIN CAPITAL LETTER AU;Lu;0;L;;;;;N;;;;A737;
A737;LATIN SMALL LETTER AU;Ll;0;L;;;;;N;;;A736;;A736
A738;LATIN CAPITAL LETTER AV;Lu;0;L;;;;;N;;;;A739;
A739;LATIN SMALL LETTER AV;Ll;0;L;;;;;N;;;A738;;A738
A73A;LATIN CAPITAL LETTER AV WITH HORIZONTAL BAR;Lu;0;L;;;;;N;;;;A73B;
A73B;LATIN SMALL LETTER AV WITH HORIZONTAL BAR;Ll;0;L;;;;;N;;;A73A;;A73A
A73C;LATIN CAPITAL LETTER AY;Lu;0;L;;;;;N;;;;A73D;
A73D;LATIN SMALL LETTER AY;Ll;0;L;;;;;N;;;A73C;;A73C
A73E;LATIN CAPITAL LETTER REVERSED C WITH DOT;Lu;0;L;;;;;N;;;;A73F;
A73F;LATIN SMALL LETTER REVERSED C WITH DOT;Ll;0;L;;;;;N;;;A73E;;A73E
A740;LATIN CAPITAL LETTER K WITH STROKE;Lu;0;L;;;;;N;;;;A741;
A741;LATIN SMALL LETTER K WITH STROKE;Ll;0;L;;;;;N;;;A740;;A740
A742;LATIN CAPITAL LETTER K WITH DIAGONAL STROKE;Lu;0;L;;;;;N;;;;A743;
A743;LATIN SMALL LETTER K WITH DIAGONAL STROKE;Ll;0;L;;;;;N;;;A742;;A742
A744;LATIN CAPITAL LETTER K WITH STROKE AND DIAGONAL STROKE;Lu;0;L;;;;;N;;;;A745;
A745;LATIN SMALL LETTER K WITH STROKE AND DIAGONAL STROKE;Ll;0;L;;;;;N;;;A744;;A744
A746;LATIN CAPITAL LETTER BROKEN L;Lu;0;L;;;;;N;;;;A747;
A747;LATIN SMALL LETTER BROKEN L;Ll;0;L;;;;;N;;;A746;;A746
A748;LATIN CAPITAL LETTER L WITH HIGH STROKE;Lu;0;L;;;;;N;;;;A749;
A749;LATIN SMALL LETTER L WITH HIGH STROKE;Ll;0;L;;;;;N;;;A748;;A748
A74A;LATIN CAPITAL LETTER O WITH LONG STROKE OVERLAY;Lu;0;L;;;;;N;;;;A74B;
A74B;LATIN SMALL LETTER O WITH LONG STROKE OVERLAY;Ll;0;L;;;;;N;;;A74A;;A74A
A74C;LATIN CAPITAL LETTER O WITH LOOP;Lu;0;L;;;;;N;;;;A74D;
A74D;LATIN SMALL LETTER O WITH LOOP;Ll;0;L;;;;;N;;;A74C;;A74C
A74E;LATIN CAPITAL LETTER OO;Lu;0;L;;;;;N;;;;A74F;
A74F;LATIN SMALL LETTER OO;Ll;0;L;;;;;N;;;A74E;;A74E
A750;LATIN CAPITAL LETTER P WITH STROKE THROUGH DESCENDER;Lu;0;L;;;;;N;;;;A751;
A751;LATIN SMALL LETTER P WITH STROKE THROUGH DESCENDER;Ll;0;L;;;;;N;;;A750;;A750
A752;LATIN CAPITAL LETTER P WITH FLOURISH;Lu;0;L;;;;;N;;;;A753;
A753;LATIN SMALL LETTER P WITH FLOURISH;Ll;0;L;;;;;N;;;A752;;A752
A754;LATIN CAPITAL LETTER P WITH SQUIRREL TAIL;Lu;0;L;;;;;N;;;;A755;
A755;LATIN SMALL LETTER P WITH SQUIRREL TAIL;Ll;0;L;;;;;N;;;A754;;A754
A756;LATIN CAPITAL LETTER Q WITH STROKE THROUGH DESCENDER;Lu;0;L;;;;;N;;;;A757;
A757;LATIN SMALL LETTER Q WITH STROKE THROUGH DESCENDER;Ll;0;L;;;;;N;;;A756;;A756
A758;LATIN CAPITAL LETTER Q WITH DIAGONAL STROKE;Lu;0;L;;;;;N;;;;A759;
A759;LATIN SMALL LETTER Q WITH DIAGONAL STROKE;Ll;0;L;;;;;N;;;A758;;A758
A75A;LATIN CAPITAL LETTER R ROTUNDA;Lu;0;L;;;;;N;;;;A75B;
A75B;LATIN SMALL LETTER R ROTUNDA;Ll;0;L;;;;;N;;;A75A;;A75A
A75C;LATIN CAPITAL LETTER RUM ROTUNDA;Lu;0;L;;;;;N;;;;A75D;
A75D;LATIN SMALL LETTER RUM ROTUNDA;Ll;0;L;;;;;N;;;A75C;;A75C
A75E;LATIN CAPITAL LETTER V WITH DIAGONAL STROKE;Lu;0;L;;;;;N;;;;A75F;
A75F;LATIN SMALL LETTER V WITH DIAGONAL STROKE;Ll;0;L;;;;;N;;;A75E;;A75E
A760;LATIN CAPITAL LETTER VY;Lu;0;L;;;;;N;;;;A761;
A761;LATIN SMALL LETTER VY;Ll;0;L;;;;;N;;;A760;;A760
A762;LATIN CAPITAL LETTER VISIGOTHIC Z;Lu;0;L;;;;;N;;;;A763;
A763;LATIN SMALL LETTER VISIGOTHIC Z;Ll;0;L;;;;;N;;;A762;;A762
A764;LATIN CAPITAL LETTER THORN WITH STROKE;Lu;0;L;;;;;N;;;;A765;
A765;LATIN SMALL LETTER THORN WITH STROKE;Ll;0;L;;;;;N;;;A764;;A764
A766;LATIN CAPITAL LETTER THORN WITH STROKE THROUGH DESCENDER;Lu;0;L;;;;;N;;;;A767;
A767;LATIN SMALL LETTER THORN WITH STROKE THROUGH DESCENDER;Ll;0;L;;;;;N;;;A766;;A766
A768;LATIN CAPITAL LETTER VEND;Lu;0;L;;;;;N;;;;A769;
A769;LATIN SMALL LETTER VEND;Ll;0;L;;;;;N;;;A768;;A768
A76A;LATIN CAPITAL LETTER ET;Lu;0;L;;;;;N;;;;A76B;
A76B;LATIN SMALL LETTER ET;Ll;0;L;;;;;N;;;A76A;;A76A
A76C;LATIN CAPITAL LETTER IS;Lu;0;L;;;;;N;;;;A76D;
A76D;LATIN SMALL LETTER IS;Ll;0;L;;;;;N;;;A76C;;A76C
A76E;LATIN CAPITAL LETTER CON;Lu;0;L;;;;;N;;;;A76F;
A76F;LATIN SMALL LETTER CON;Ll;0;L;;;;;N;;;A76E;;A76E
A770;MODIFIER LETTER US;Lm;0;L;<super> A76F;;;;N;;;;;
A771;LATIN SMALL LETTER DUM;Ll;0;L;;;;;N;;;;;
A772;LATIN SMALL LETTER LUM;Ll;0;L;;;;;N;;;;;
A773;LATIN SMALL LETTER MUM;Ll;0;L;;;;;N;;;;;
A774;LATIN SMALL LETTER NUM;Ll;0;L;;;;;N;;;;;
A775;LATIN SMALL LETTER RUM;Ll;0;L;;;;;N;;;;;
A776;LATIN LETTER SMALL CAPITAL RUM;Ll;0;L;;;;;N;;;;;
A777;LATIN SMALL LETTER TUM;Ll;0;L;;;;;N;;;;;
A778;LATIN SMALL LETTER UM;Ll;0;L;;;;;N;;;;;
A779;LATIN CAPITAL LETTER INSULAR D;Lu;0;L;;;;;N;;;;A77A;
A77A;LATIN SMALL LETTER INSULAR D;Ll;0;L;;;;;N;;;A779;;A779
A77B;LATIN CAPITAL LETTER INSULAR F;Lu;0;L;;;;;N;;;;A77C;
A77C;LATIN SMALL LETTER INSULAR F;Ll;0;L;;;;;N;;;A77B;;A77B
A77D;LATIN CAPITAL LETTER INSULAR G;Lu;0;L;;;;;N;;;;1D79;
A77E;LATIN CAPITAL LETTER TURNED INSULAR G;Lu;0;L;;;;;N;;;;A77F;
A77F;LATIN SMALL LETTER TURNED INSULAR G;Ll;0;L;;;;;N;;;A77E;;A77E
A780;LATIN CAPITAL LETTER TURNED L;Lu;0;L;;;;;N;;;;A781;
A781;LATIN SMALL LETTER TURNED L;Ll;0;L;;;;;N;;;A780;;A780
A782;LATIN CAPITAL LETTER INSULAR R;Lu;0;L;;;;;N;;;;A783;
A783;LATIN SMALL LETTER INSULAR R;Ll;0;L;;;;;N;;;A782;;A782
A784;LATIN CAPITAL LETTER INSULAR S;Lu;0;L;;;;;N;;;;A785;
A785;LATIN SMALL LETTER INSULAR S;Ll;0;L;;;;;N;;;A784;;A784
A786;LATIN CAPITAL LETTER INSULAR T;Lu;0;L;;;;;N;;;;A787;
A787;LATIN SMALL LETTER INSULAR T;Ll;0;L;;;;;N;;;A786;;A786
A788;MODIFIER LETTER LOW CIRCUMFLEX ACCENT;Lm;0;ON;;;;;N;;;;;
A789;MODIFIER LETTER COLON;Sk;0;L;;;;;N;;;;;
A78A;MODIFIER LETTER SHORT EQUALS SIGN;Sk;0;L;;;;;N;;;;;
A78B;LATIN CAPITAL LETTER SALTILLO;Lu;0;L;;;;;N;;;;A78C;
A78C;LATIN SMALL LETTER SALTILLO;Ll;0;L;;;;;N;;;A78B;;A78B
A78D;LATIN CAPITAL LETTER TURNED H;Lu;0;L;;;;;N;;;;0265;
A78E;LATIN SMALL LETTER L WITH RETROFLEX HOOK AND BELT;Ll;0;L;;;;;N;;;;;
A78F;LATIN LETTER SINOLOGICAL DOT;Lo;0;L;;;;;N;;;;;
A790;LATIN CAPITAL LETTER N WITH DESCENDER;Lu;0;L;;;;;N;;;;A791;
A791;LATIN SMALL LETTER N WITH DESCENDER;Ll;0;L;;;;;N;;;A790;;A790
A792;LATIN CAPITAL LETTER C WITH BAR;Lu;0;L;;;;;N;;;;A793;
A793;LATIN SMALL LETTER C WITH BAR;Ll;0;L;;;;;N;;;A792;;A792
A794;LATIN SMALL LETTER C WITH PALATAL HOOK;Ll;0;L;;;;;N;;;;;
A795;LATIN SMALL LETTER H WITH PALATAL HOOK;Ll;0;L;;;;;N;;;;;
A796;LATIN CAPITAL LETTER B WITH FLOURISH;Lu;0;L;;;;;N;;;;A797;
A797;LATIN SMALL LETTER B WITH FLOURISH;Ll;0;L;;;;;N;;;A796;;A796
A798;LATIN CAPITAL LETTER F WITH STROKE;Lu;0;L;;;;;N;;;;A799;
A799;LATIN SMALL LETTER F WITH STROKE;Ll;0;L;;;;;N;;;A798;;A798
A79A;LATIN CAPITAL LETTER VOLAPUK AE;Lu;0;L;;;;;N;;;;A79B;
A79B;LATIN SMALL LETTER VOLAPUK AE;Ll;0;L;;;;;N;;;A79A;;A79A
A79C;LATIN CAPITAL LETTER VOLAPUK OE;Lu;0;L;;;;;N;;;;A79D;
A79D;LATIN SMALL LETTER VOLAPUK OE;Ll;0;L;;;;;N;;;A79C;;A79C
A79E;LATIN CAPITAL LETTER VOLAPUK UE;Lu;0;L;;;;;N;;;;A79F;
A79F;LATIN SMALL LETTER VOLAPUK UE;Ll;0;L;;;;;N;;;A79E;;A79E
A7A0;LATIN CAPITAL LETTER G WITH OBLIQUE STROKE;Lu;0;L;;;;;N;;;;A7A1;
A7A1;LATIN SMALL LETTER G WITH OBLIQUE STROKE;Ll;0;L;;;;;N;;;A7A0;;A7A0
A7A2;LATIN CAPITAL LETTER K WITH OBLIQUE STROKE;Lu;0;L;;;;;N;;;;A7A3;
A7A3;LATIN SMALL LETTER K WITH OBLIQUE STROKE;Ll;0;L;;;;;N;;;A7A2;;A7A2
A7A4;LATIN CAPITAL LETTER N WITH OBLIQUE STROKE;Lu;0;L;;;;;N;;;;A7A5;
A7A5;LATIN SMALL LETTER N WITH OBLIQUE STROKE;Ll;0;L;;;;;N;;;A7A4;;A7A4
A7A6;LATIN CAPITAL LETTER R WITH OBLIQUE STROKE;Lu;0;L;;;;;N;;;;A7A7;
A7A7;LATIN SMALL LETTER R WITH OBLIQUE STROKE;Ll;0;L;;;;;N;;;A7A6;;A7A6
A7A8;LATIN CAPITAL LETTER S WITH OBLIQUE STROKE;Lu;0;L;;;;;N;;;;A7A9;
A7A9;LATIN SMALL LETTER S WITH OBLIQUE STROKE;Ll;0;L;;;;;N;;;A7A8;;A7A8
A7AA;LATIN CAPITAL LETTER H WITH HOOK;Lu;0;L;;;;;N;;;;0266;
A7AB;LATIN CAPITAL LETTER REVERSED OPEN E;Lu;0;L;;;;;N;;;;025C;
A7AC;LATIN CAPITAL LETTER SCRIPT G;Lu;0;L;;;;;N;;;;0261;
A7AD;LATIN CAPITAL LETTER L WITH BELT;Lu;0;L;;;;;N;;;;026C;
A7AE;LATIN CAPITAL LETTER SMALL CAPITAL I;Lu;0;L;;;;;N;;;;026A;
A7B0;LATIN CAPITAL LETTER TURNED K;Lu;0;L;;;;;N;;;;029E;
A7B1;LATIN CAPITAL LETTER TURNED T;Lu;0;L;;;;;N;;;;0287;
A7B2;LATIN CAPITAL LETTER J WITH CROSSED-TAIL;Lu;0;L;;;;;N;;;;029D;
A7B3;LATIN CAPITAL LETTER CHI;Lu;0;L;;;;;N;;;;AB53;
A7B4;LATIN CAPITAL LETTER BETA;Lu;0;L;;;;;N;;;;A7B5;
A7B5;LATIN SMALL LETTER BETA;Ll;0;L;;;;;N;;;A7B4;;A7B4
A7B6;LATIN CAPITAL LETTER OMEGA;Lu;0;L;;;;;N;;;;A7B7;
A7B7;LATIN SMALL LETTER OMEGA;Ll;0;L;;;;;N;;;A7B6;;A7B6
A7F7;LATIN EPIGRAPHIC LETTER SIDEWAYS I;Lo;0;L;;;;;N;;;;;
A7F8;MODIFIER LETTER CAPITAL H WITH STROKE;Lm;0;L;<super> 0126;;;;N;;;;;
A7F9;MODIFIER LETTER SMALL LIGATURE OE;Lm;0;L;<super> 0153;;;;N;;;;;
A7FA;LATIN LETTER SMALL CAPITAL TURNED M;Ll;0;L;;;;;N;;;;;
A7FB;LATIN EPIGRAPHIC LETTER REVERSED F;Lo;0;L;;;;;N;;;;;
A7FC;LATIN EPIGRAPHIC LETTER REVERSED P;Lo;0;L;;;;;N;;;;;
A7FD;LATIN EPIGRAPHIC LETTER INVERTED M;Lo;0;L;;;;;N;;;;;
A7FE;LATIN EPIGRAPHIC LETTER I LONGA;Lo;0;L;;;;;N;;;;;
A7FF;LATIN EPIGRAPHIC LETTER ARCHAIC M;Lo;0;L;;;;;N;;;;;
A800;SYLOTI NAGRI LETTER A;Lo;0;L;;;;;N;;;;;
A801;SYLOTI NAGRI LETTER I;Lo;0;L;;;;;N;;;;;
A802;SYLOTI NAGRI SIGN DVISVARA;Mn;0;NSM;;;;;N;;;;;
A803;SYLOTI NAGRI LETTER U;Lo;0;L;;;;;N;;;;;
A804;SYLOTI NAGRI LETTER E;Lo;0;L;;;;;N;;;;;
A805;SYLOTI NAGRI LETTER O;Lo;0;L;;;;;N;;;;;
A806;SYLOTI NAGRI SIGN HASANTA;Mn;9;NSM;;;;;N;;;;;
A807;SYLOTI NAGRI LETTER KO;Lo;0;L;;;;;N;;;;;
A808;SYLOTI NAGRI LETTER KHO;Lo;0;L;;;;;N;;;;;
A809;SYLOTI NAGRI LETTER GO;Lo;0;L;;;;;N;;;;;
A80A;SYLOTI NAGRI LETTER GHO;Lo;0;L;;;;;N;;;;;
A80B;SYLOTI NAGRI SIGN ANUSVARA;Mn;0;NSM;;;;;N;;;;;
A80C;SYLOTI NAGRI LETTER CO;Lo;0;L;;;;;N;;;;;
A80D;SYLOTI NAGRI LETTER CHO;Lo;0;L;;;;;N;;;;;
A80E;SYLOTI NAGRI LETTER JO;Lo;0;L;;;;;N;;;;;
A80F;SYLOTI NAGRI LETTER JHO;Lo;0;L;;;;;N;;;;;
A810;SYLOTI NAGRI LETTER TTO;Lo;0;L;;;;;N;;;;;
A811;SYLOTI NAGRI LETTER TTHO;Lo;0;L;;;;;N;;;;;
A812;SYLOTI NAGRI LETTER DDO;Lo;0;L;;;;;N;;;;;
A813;SYLOTI NAGRI LETTER DDHO;Lo;0;L;;;;;N;;;;;
A814;SYLOTI NAGRI LETTER TO;Lo;0;L;;;;;N;;;;;
A815;SYLOTI NAGRI LETTER THO;Lo;0;L;;;;;N;;;;;
A816;SYLOTI NAGRI LETTER DO;Lo;0;L;;;;;N;;;;;
A817;SYLOTI NAGRI LETTER DHO;Lo;0;L;;;;;N;;;;;
A818;SYLOTI NAGRI LETTER NO;Lo;0;L;;;;;N;;;;;
A819;SYLOTI NAGRI LETTER PO;Lo;0;L;;;;;N;;;;;
A81A;SYLOTI NAGRI LETTER PHO;Lo;0;L;;;;;N;;;;;
A81B;SYLOTI NAGRI LETTER BO;Lo;0;L;;;;;N;;;;;
A81C;SYLOTI NAGRI LETTER BHO;Lo;0;L;;;;;N;;;;;
A81D;SYLOTI NAGRI LETTER MO;Lo;0;L;;;;;N;;;;;
A81E;SYLOTI NAGRI LETTER RO;Lo;0;L;;;;;N;;;;;
A81F;SYLOTI NAGRI LETTER LO;Lo;0;L;;;;;N;;;;;
A820;SYLOTI NAGRI LETTER RRO;Lo;0;L;;;;;N;;;;;
A821;SYLOTI NAGRI LETTER SO;Lo;0;L;;;;;N;;;;;
A822;SYLOTI NAGRI LETTER HO;Lo;0;L;;;;;N;;;;;
A823;SYLOTI NAGRI VOWEL SIGN A;Mc;0;L;;;;;N;;;;;
A824;SYLOTI NAGRI VOWEL SIGN I;Mc;0;L;;;;;N;;;;;
A825;SYLOTI NAGRI VOWEL SIGN U;Mn;0;NSM;;;;;N;;;;;
A826;SYLOTI NAGRI VOWEL SIGN E;Mn;0;NSM;;;;;N;;;;;
A827;SYLOTI NAGRI VOWEL SIGN OO;Mc;0;L;;;;;N;;;;;
A828;SYLOTI NAGRI POETRY MARK-1;So;0;ON;;;;;N;;;;;
A829;SYLOTI NAGRI POETRY MARK-2;So;0;ON;;;;;N;;;;;
A82A;SYLOTI NAGRI POETRY MARK-3;So;0;ON;;;;;N;;;;;
A82B;SYLOTI NAGRI POETRY MARK-4;So;0;ON;;;;;N;;;;;
A830;NORTH INDIC FRACTION ONE QUARTER;No;0;L;;;;1/4;N;;;;;
A831;NORTH INDIC FRACTION ONE HALF;No;0;L;;;;1/2;N;;;;;
A832;NORTH INDIC FRACTION THREE QUARTERS;No;0;L;;;;3/4;N;;;;;
A833;NORTH INDIC FRACTION ONE SIXTEENTH;No;0;L;;;;1/16;N;;;;;
A834;NORTH INDIC FRACTION ONE EIGHTH;No;0;L;;;;1/8;N;;;;;
A835;NORTH INDIC FRACTION THREE SIXTEENTHS;No;0;L;;;;3/16;N;;;;;
A836;NORTH INDIC QUARTER MARK;So;0;L;;;;;N;;;;;
A837;NORTH INDIC PLACEHOLDER MARK;So;0;L;;;;;N;;;;;
A838;NORTH INDIC RUPEE MARK;Sc;0;ET;;;;;N;;;;;
A839;NORTH INDIC QUANTITY MARK;So;0;ET;;;;;N;;;;;
A840;PHAGS-PA LETTER KA;Lo;0;L;;;;;N;;;;;
A841;PHAGS-PA LETTER KHA;Lo;0;L;;;;;N;;;;;
A842;PHAGS-PA LETTER GA;Lo;0;L;;;;;N;;;;;
A843;PHAGS-PA LETTER NGA;Lo;0;L;;;;;N;;;;;
A844;PHAGS-PA LETTER CA;Lo;0;L;;;;;N;;;;;
A845;PHAGS-PA LETTER CHA;Lo;0;L;;;;;N;;;;;
A846;PHAGS-PA LETTER JA;Lo;0;L;;;;;N;;;;;
A847;PHAGS-PA LETTER NYA;Lo;0;L;;;;;N;;;;;
A848;PHAGS-PA LETTER TA;Lo;0;L;;;;;N;;;;;
A849;PHAGS-PA LETTER THA;Lo;0;L;;;;;N;;;;;
A84A;PHAGS-PA LETTER DA;Lo;0;L;;;;;N;;;;;
A84B;PHAGS-PA LETTER NA;Lo;0;L;;;;;N;;;;;
A84C;PHAGS-PA LETTER PA;Lo;0;L;;;;;N;;;;;
A84D;PHAGS-PA LETTER PHA;Lo;0;L;;;;;N;;;;;
A84E;PHAGS-PA LETTER BA;Lo;0;L;;;;;N;;;;;
A84F;PHAGS-PA LETTER MA;Lo;0;L;;;;;N;;;;;
A850;PHAGS-PA LETTER TSA;Lo;0;L;;;;;N;;;;;
A851;PHAGS-PA LETTER TSHA;Lo;0;L;;;;;N;;;;;
A852;PHAGS-PA LETTER DZA;Lo;0;L;;;;;N;;;;;
A853;PHAGS-PA LETTER WA;Lo;0;L;;;;;N;;;;;
A854;PHAGS-PA LETTER ZHA;Lo;0;L;;;;;N;;;;;
A855;PHAGS-PA LETTER ZA;Lo;0;L;;;;;N;;;;;
A856;PHAGS-PA LETTER SMALL A;Lo;0;L;;;;;N;;;;;
A857;PHAGS-PA LETTER YA;Lo;0;L;;;;;N;;;;;
A858;PHAGS-PA LETTER RA;Lo;0;L;;;;;N;;;;;
A859;PHAGS-PA LETTER LA;Lo;0;L;;;;;N;;;;;
A85A;PHAGS-PA LETTER SHA;Lo;0;L;;;;;N;;;;;
A85B;PHAGS-PA LETTER SA;Lo;0;L;;;;;N;;;;;
A85C;PHAGS-PA LETTER HA;Lo;0;L;;;;;N;;;;;
A85D;PHAGS-PA LETTER A;Lo;0;L;;;;;N;;;;;
A85E;PHAGS-PA LETTER I;Lo;0;L;;;;;N;;;;;
A85F;PHAGS-PA LETTER U;Lo;0;L;;;;;N;;;;;
A860;PHAGS-PA LETTER E;Lo;0;L;;;;;N;;;;;
A861;PHAGS-PA LETTER O;Lo;0;L;;;;;N;;;;;
A862;PHAGS-PA LETTER QA;Lo;0;L;;;;;N;;;;;
A863;PHAGS-PA LETTER XA;Lo;0;L;;;;;N;;;;;
A864;PHAGS-PA LETTER FA;Lo;0;L;;;;;N;;;;;
A865;PHAGS-PA LETTER GGA;Lo;0;L;;;;;N;;;;;
A866;PHAGS-PA LETTER EE;Lo;0;L;;;;;N;;;;;
A867;PHAGS-PA SUBJOINED LETTER WA;Lo;0;L;;;;;N;;;;;
A868;PHAGS-PA SUBJOINED LETTER YA;Lo;0;L;;;;;N;;;;;
A869;PHAGS-PA LETTER TTA;Lo;0;L;;;;;N;;;;;
A86A;PHAGS-PA LETTER TTHA;Lo;0;L;;;;;N;;;;;
A86B;PHAGS-PA LETTER DDA;Lo;0;L;;;;;N;;;;;
A86C;PHAGS-PA LETTER NNA;Lo;0;L;;;;;N;;;;;
A86D;PHAGS-PA LETTER ALTERNATE YA;Lo;0;L;;;;;N;;;;;
A86E;PHAGS-PA LETTER VOICELESS SHA;Lo;0;L;;;;;N;;;;;
A86F;PHAGS-PA LETTER VOICED HA;Lo;0;L;;;;;N;;;;;
A870;PHAGS-PA LETTER ASPIRATED FA;Lo;0;L;;;;;N;;;;;
A871;PHAGS-PA SUBJOINED LETTER RA;Lo;0;L;;;;;N;;;;;
A872;PHAGS-PA SUPERFIXED LETTER RA;Lo;0;L;;;;;N;;;;;
A873;PHAGS-PA LETTER CANDRABINDU;Lo;0;L;;;;;N;;;;;
A874;PHAGS-PA SINGLE HEAD MARK;Po;0;ON;;;;;N;;;;;
A875;PHAGS-PA DOUBLE HEAD MARK;Po;0;ON;;;;;N;;;;;
A876;PHAGS-PA MARK SHAD;Po;0;ON;;;;;N;;;;;
A877;PHAGS-PA MARK DOUBLE SHAD;Po;0;ON;;;;;N;;;;;
A880;SAURASHTRA SIGN ANUSVARA;Mc;0;L;;;;;N;;;;;
A881;SAURASHTRA SIGN VISARGA;Mc;0;L;;;;;N;;;;;
A882;SAURASHTRA LETTER A;Lo;0;L;;;;;N;;;;;
A883;SAURASHTRA LETTER AA;Lo;0;L;;;;;N;;;;;
A884;SAURASHTRA LETTER I;Lo;0;L;;;;;N;;;;;
A885;SAURASHTRA LETTER II;Lo;0;L;;;;;N;;;;;
A886;SAURASHTRA LETTER U;Lo;0;L;;;;;N;;;;;
A887;SAURASHTRA LETTER UU;Lo;0;L;;;;;N;;;;;
A888;SAURASHTRA LETTER VOCALIC R;Lo;0;L;;;;;N;;;;;
A889;SAURASHTRA LETTER VOCALIC RR;Lo;0;L;;;;;N;;;;;
A88A;SAURASHTRA LETTER VOCALIC L;Lo;0;L;;;;;N;;;;;
A88B;SAURASHTRA LETTER VOCALIC LL;Lo;0;L;;;;;N;;;;;
A88C;SAURASHTRA LETTER E;Lo;0;L;;;;;N;;;;;
A88D;SAURASHTRA LETTER EE;Lo;0;L;;;;;N;;;;;
A88E;SAURASHTRA LETTER AI;Lo;0;L;;;;;N;;;;;
A88F;SAURASHTRA LETTER O;Lo;0;L;;;;;N;;;;;
A890;SAURASHTRA LETTER OO;Lo;0;L;;;;;N;;;;;
A891;SAURASHTRA LETTER AU;Lo;0;L;;;;;N;;;;;
A892;SAURASHTRA LETTER KA;Lo;0;L;;;;;N;;;;;
A893;SAURASHTRA LETTER KHA;Lo;0;L;;;;;N;;;;;
A894;SAURASHTRA LETTER GA;Lo;0;L;;;;;N;;;;;
A895;SAURASHTRA LETTER GHA;Lo;0;L;;;;;N;;;;;
A896;SAURASHTRA LETTER NGA;Lo;0;L;;;;;N;;;;;
A897;SAURASHTRA LETTER CA;Lo;0;L;;;;;N;;;;;
A898;SAURASHTRA LETTER CHA;Lo;0;L;;;;;N;;;;;
A899;SAURASHTRA LETTER JA;Lo;0;L;;;;;N;;;;;
A89A;SAURASHTRA LETTER JHA;Lo;0;L;;;;;N;;;;;
A89B;SAURASHTRA LETTER NYA;Lo;0;L;;;;;N;;;;;
A89C;SAURASHTRA LETTER TTA;Lo;0;L;;;;;N;;;;;
A89D;SAURASHTRA LETTER TTHA;Lo;0;L;;;;;N;;;;;
A89E;SAURASHTRA LETTER DDA;Lo;0;L;;;;;N;;;;;
A89F;SAURASHTRA LETTER DDHA;Lo;0;L;;;;;N;;;;;
A8A0;SAURASHTRA LETTER NNA;Lo;0;L;;;;;N;;;;;
A8A1;SAURASHTRA LETTER TA;Lo;0;L;;;;;N;;;;;
A8A2;SAURASHTRA LETTER THA;Lo;0;L;;;;;N;;;;;
A8A3;SAURASHTRA LETTER DA;Lo;0;L;;;;;N;;;;;
A8A4;SAURASHTRA LETTER DHA;Lo;0;L;;;;;N;;;;;
A8A5;SAURASHTRA LETTER NA;Lo;0;L;;;;;N;;;;;
A8A6;SAURASHTRA LETTER PA;Lo;0;L;;;;;N;;;;;
A8A7;SAURASHTRA LETTER PHA;Lo;0;L;;;;;N;;;;;
A8A8;SAURASHTRA LETTER BA;Lo;0;L;;;;;N;;;;;
A8A9;SAURASHTRA LETTER BHA;Lo;0;L;;;;;N;;;;;
A8AA;SAURASHTRA LETTER MA;Lo;0;L;;;;;N;;;;;
A8AB;SAURASHTRA LETTER YA;Lo;0;L;;;;;N;;;;;
A8AC;SAURASHTRA LETTER RA;Lo;0;L;;;;;N;;;;;
A8AD;SAURASHTRA LETTER LA;Lo;0;L;;;;;N;;;;;
A8AE;SAURASHTRA LETTER VA;Lo;0;L;;;;;N;;;;;
A8AF;SAURASHTRA LETTER SHA;Lo;0;L;;;;;N;;;;;
A8B0;SAURASHTRA LETTER SSA;Lo;0;L;;;;;N;;;;;
A8B1;SAURASHTRA LETTER SA;Lo;0;L;;;;;N;;;;;
A8B2;SAURASHTRA LETTER HA;Lo;0;L;;;;;N;;;;;
A8B3;SAURASHTRA LETTER LLA;Lo;0;L;;;;;N;;;;;
A8B4;SAURASHTRA CONSONANT SIGN HAARU;Mc;0;L;;;;;N;;;;;
A8B5;SAURASHTRA VOWEL SIGN AA;Mc;0;L;;;;;N;;;;;
A8B6;SAURASHTRA VOWEL SIGN I;Mc;0;L;;;;;N;;;;;
A8B7;SAURASHTRA VOWEL SIGN II;Mc;0;L;;;;;N;;;;;
A8B8;SAURASHTRA VOWEL SIGN U;Mc;0;L;;;;;N;;;;;
A8B9;SAURASHTRA VOWEL SIGN UU;Mc;0;L;;;;;N;;;;;
A8BA;SAURASHTRA VOWEL SIGN VOCALIC R;Mc;0;L;;;;;N;;;;;
A8BB;SAURASHTRA VOWEL SIGN VOCALIC RR;Mc;0;L;;;;;N;;;;;
A8BC;SAURASHTRA VOWEL SIGN VOCALIC L;Mc;0;L;;;;;N;;;;;
A8BD;SAURASHTRA VOWEL SIGN VOCALIC LL;Mc;0;L;;;;;N;;;;;
A8BE;SAURASHTRA VOWEL SIGN E;Mc;0;L;;;;;N;;;;;
A8BF;SAURASHTRA VOWEL SIGN EE;Mc;0;L;;;;;N;;;;;
A8C0;SAURASHTRA VOWEL SIGN AI;Mc;0;L;;;;;N;;;;;
A8C1;SAURASHTRA VOWEL SIGN O;Mc;0;L;;;;;N;;;;;
A8C2;SAURASHTRA VOWEL SIGN OO;Mc;0;L;;;;;N;;;;;
A8C3;SAURASHTRA VOWEL SIGN AU;Mc;0;L;;;;;N;;;;;
A8C4;SAURASHTRA SIGN VIRAMA;Mn;9;NSM;;;;;N;;;;;
A8C5;SAURASHTRA SIGN CANDRABINDU;Mn;0;NSM;;;;;N;;;;;
A8CE;SAURASHTRA DANDA;Po;0;L;;;;;N;;;;;
A8CF;SAURASHTRA DOUBLE DANDA;Po;0;L;;;;;N;;;;;
A8D0;SAURASHTRA DIGIT ZERO;Nd;0;L;;0;0;0;N;;;;;
A8D1;SAURASHTRA DIGIT ONE;Nd;0;L;;1;1;1;N;;;;;
A8D2;SAURASHTRA DIGIT TWO;Nd;0;L;;2;2;2;N;;;;;
A8D3;SAURASHTRA DIGIT THREE;Nd;0;L;;3;3;3;N;;;;;
A8D4;SAURASHTRA DIGIT FOUR;Nd;0;L;;4;4;4;N;;;;;
A8D5;SAURASHTRA DIGIT FIVE;Nd;0;L;;5;5;5;N;;;;;
A8D6;SAURASHTRA DIGIT SIX;Nd;0;L;;6;6;6;N;;;;;
A8D7;SAURASHTRA DIGIT SEVEN;Nd;0;L;;7;7;7;N;;;;;
A8D8;SAURASHTRA DIGIT EIGHT;Nd;0;L;;8;8;8;N;;;;;
A8D9;SAURASHTRA DIGIT NINE;Nd;0;L;;9;9;9;N;;;;;
A8E0;COMBINING DEVANAGARI DIGIT ZERO;Mn;230;NSM;;;;;N;;;;;
A8E1;COMBINING DEVANAGARI DIGIT ONE;Mn;230;NSM;;;;;N;;;;;
A8E2;COMBINING DEVANAGARI DIGIT TWO;Mn;230;NSM;;;;;N;;;;;
A8E3;COMBINING DEVANAGARI DIGIT THREE;Mn;230;NSM;;;;;N;;;;;
A8E4;COMBINING DEVANAGARI DIGIT FOUR;Mn;230;NSM;;;;;N;;;;;
A8E5;COMBINING DEVANAGARI DIGIT FIVE;Mn;230;NSM;;;;;N;;;;;
A8E6;COMBINING DEVANAGARI DIGIT SIX;Mn;230;NSM;;;;;N;;;;;
A8E7;COMBINING DEVANAGARI DIGIT SEVEN;Mn;230;NSM;;;;;N;;;;;
A8E8;COMBINING DEVANAGARI DIGIT EIGHT;Mn;230;NSM;;;;;N;;;;;
A8E9;COMBINING DEVANAGARI DIGIT NINE;Mn;230;NSM;;;;;N;;;;;
A8EA;COMBINING DEVANAGARI LETTER A;Mn;230;NSM;;;;;N;;;;;
A8EB;COMBINING DEVANAGARI LETTER U;Mn;230;NSM;;;;;N;;;;;
A8EC;COMBINING DEVANAGARI LETTER KA;Mn;230;NSM;;;;;N;;;;;
A8ED;COMBINING DEVANAGARI LETTER NA;Mn;230;NSM;;;;;N;;;;;
A8EE;COMBINING DEVANAGARI LETTER PA;Mn;230;NSM;;;;;N;;;;;
A8EF;COMBINING DEVANAGARI LETTER RA;Mn;230;NSM;;;;;N;;;;;
A8F0;COMBINING DEVANAGARI LETTER VI;Mn;230;NSM;;;;;N;;;;;
A8F1;COMBINING DEVANAGARI SIGN AVAGRAHA;Mn;230;NSM;;;;;N;;;;;
A8F2;DEVANAGARI SIGN SPACING CANDRABINDU;Lo;0;L;;;;;N;;;;;
A8F3;DEVANAGARI SIGN CANDRABINDU VIRAMA;Lo;0;L;;;;;N;;;;;
A8F4;DEVANAGARI SIGN DOUBLE CANDRABINDU VIRAMA;Lo;0;L;;;;;N;;;;;
A8F5;DEVANAGARI SIGN CANDRABINDU TWO;Lo;0;L;;;;;N;;;;;
A8F6;DEVANAGARI SIGN CANDRABINDU THREE;Lo;0;L;;;;;N;;;;;
A8F7;DEVANAGARI SIGN CANDRABINDU AVAGRAHA;Lo;0;L;;;;;N;;;;;
A8F8;DEVANAGARI SIGN PUSHPIKA;Po;0;L;;;;;N;;;;;
A8F9;DEVANAGARI GAP FILLER;Po;0;L;;;;;N;;;;;
A8FA;DEVANAGARI CARET;Po;0;L;;;;;N;;;;;
A8FB;DEVANAGARI HEADSTROKE;Lo;0;L;;;;;N;;;;;
A8FC;DEVANAGARI SIGN SIDDHAM;Po;0;L;;;;;N;;;;;
A8FD;DEVANAGARI JAIN OM;Lo;0;L;;;;;N;;;;;
A900;KAYAH LI DIGIT ZERO;Nd;0;L;;0;0;0;N;;;;;
A901;KAYAH LI DIGIT ONE;Nd;0;L;;1;1;1;N;;;;;
A902;KAYAH LI DIGIT TWO;Nd;0;L;;2;2;2;N;;;;;
A903;KAYAH LI DIGIT THREE;Nd;0;L;;3;3;3;N;;;;;
A904;KAYAH LI DIGIT FOUR;Nd;0;L;;4;4;4;N;;;;;
A905;KAYAH LI DIGIT FIVE;Nd;0;L;;5;5;5;N;;;;;
A906;KAYAH LI DIGIT SIX;Nd;0;L;;6;6;6;N;;;;;
A907;KAYAH LI DIGIT SEVEN;Nd;0;L;;7;7;7;N;;;;;
A908;KAYAH LI DIGIT EIGHT;Nd;0;L;;8;8;8;N;;;;;
A909;KAYAH LI DIGIT NINE;Nd;0;L;;9;9;9;N;;;;;
A90A;KAYAH LI LETTER KA;Lo;0;L;;;;;N;;;;;
A90B;KAYAH LI LETTER KHA;Lo;0;L;;;;;N;;;;;
A90C;KAYAH LI LETTER GA;Lo;0;L;;;;;N;;;;;
A90D;KAYAH LI LETTER NGA;Lo;0;L;;;;;N;;;;;
A90E;KAYAH LI LETTER SA;Lo;0;L;;;;;N;;;;;
A90F;KAYAH LI LETTER SHA;Lo;0;L;;;;;N;;;;;
A910;KAYAH LI LETTER ZA;Lo;0;L;;;;;N;;;;;
A911;KAYAH LI LETTER NYA;Lo;0;L;;;;;N;;;;;
A912;KAYAH LI LETTER TA;Lo;0;L;;;;;N;;;;;
A913;KAYAH LI LETTER HTA;Lo;0;L;;;;;N;;;;;
A914;KAYAH LI LETTER NA;Lo;0;L;;;;;N;;;;;
A915;KAYAH LI LETTER PA;Lo;0;L;;;;;N;;;;;
A916;KAYAH LI LETTER PHA;Lo;0;L;;;;;N;;;;;
A917;KAYAH LI LETTER MA;Lo;0;L;;;;;N;;;;;
A918;KAYAH LI LETTER DA;Lo;0;L;;;;;N;;;;;
A919;KAYAH LI LETTER BA;Lo;0;L;;;;;N;;;;;
A91A;KAYAH LI LETTER RA;Lo;0;L;;;;;N;;;;;
A91B;KAYAH LI LETTER YA;Lo;0;L;;;;;N;;;;;
A91C;KAYAH LI LETTER LA;Lo;0;L;;;;;N;;;;;
A91D;KAYAH LI LETTER WA;Lo;0;L;;;;;N;;;;;
A91E;KAYAH LI LETTER THA;Lo;0;L;;;;;N;;;;;
A91F;KAYAH LI LETTER HA;Lo;0;L;;;;;N;;;;;
A920;KAYAH LI LETTER VA;Lo;0;L;;;;;N;;;;;
A921;KAYAH LI LETTER CA;Lo;0;L;;;;;N;;;;;
A922;KAYAH LI LETTER A;Lo;0;L;;;;;N;;;;;
A923;KAYAH LI LETTER OE;Lo;0;L;;;;;N;;;;;
A924;KAYAH LI LETTER I;Lo;0;L;;;;;N;;;;;
A925;KAYAH LI LETTER OO;Lo;0;L;;;;;N;;;;;
A926;KAYAH LI VOWEL UE;Mn;0;NSM;;;;;N;;;;;
A927;KAYAH LI VOWEL E;Mn;0;NSM;;;;;N;;;;;
A928;KAYAH LI VOWEL U;Mn;0;NSM;;;;;N;;;;;
A929;KAYAH LI VOWEL EE;Mn;0;NSM;;;;;N;;;;;
A92A;KAYAH LI VOWEL O;Mn;0;NSM;;;;;N;;;;;
A92B;KAYAH LI TONE PLOPHU;Mn;220;NSM;;;;;N;;;;;
A92C;KAYAH LI TONE CALYA;Mn;220;NSM;;;;;N;;;;;
A92D;KAYAH LI TONE CALYA PLOPHU;Mn;220;NSM;;;;;N;;;;;
A92E;KAYAH LI SIGN CWI;Po;0;L;;;;;N;;;;;
A92F;KAYAH LI SIGN SHYA;Po;0;L;;;;;N;;;;;
A930;REJANG LETTER KA;Lo;0;L;;;;;N;;;;;
A931;REJANG LETTER GA;Lo;0;L;;;;;N;;;;;
A932;REJANG LETTER NGA;Lo;0;L;;;;;N;;;;;
A933;REJANG LETTER TA;Lo;0;L;;;;;N;;;;;
A934;REJANG LETTER DA;Lo;0;L;;;;;N;;;;;
A935;REJANG LETTER NA;Lo;0;L;;;;;N;;;;;
A936;REJANG LETTER PA;Lo;0;L;;;;;N;;;;;
A937;REJANG LETTER BA;Lo;0;L;;;;;N;;;;;
A938;REJANG LETTER MA;Lo;0;L;;;;;N;;;;;
A939;REJANG LETTER CA;Lo;0;L;;;;;N;;;;;
A93A;REJANG LETTER JA;Lo;0;L;;;;;N;;;;;
A93B;REJANG LETTER NYA;Lo;0;L;;;;;N;;;;;
A93C;REJANG LETTER SA;Lo;0;L;;;;;N;;;;;
A93D;REJANG LETTER RA;Lo;0;L;;;;;N;;;;;
A93E;REJANG LETTER LA;Lo;0;L;;;;;N;;;;;
A93F;REJANG LETTER YA;Lo;0;L;;;;;N;;;;;
A940;REJANG LETTER WA;Lo;0;L;;;;;N;;;;;
A941;REJANG LETTER HA;Lo;0;L;;;;;N;;;;;
A942;REJANG LETTER MBA;Lo;0;L;;;;;N;;;;;
A943;REJANG LETTER NGGA;Lo;0;L;;;;;N;;;;;
A944;REJANG LETTER NDA;Lo;0;L;;;;;N;;;;;
A945;REJANG LETTER NYJA;Lo;0;L;;;;;N;;;;;
A946;REJANG LETTER A;Lo;0;L;;;;;N;;;;;
A947;REJANG VOWEL SIGN I;Mn;0;NSM;;;;;N;;;;;
A948;REJANG VOWEL SIGN U;Mn;0;NSM;;;;;N;;;;;
A949;REJANG VOWEL SIGN E;Mn;0;NSM;;;;;N;;;;;
A94A;REJANG VOWEL SIGN AI;Mn;0;NSM;;;;;N;;;;;
A94B;REJANG VOWEL SIGN O;Mn;0;NSM;;;;;N;;;;;
A94C;REJANG VOWEL SIGN AU;Mn;0;NSM;;;;;N;;;;;
A94D;REJANG VOWEL SIGN EU;Mn;0;NSM;;;;;N;;;;;
A94E;REJANG VOWEL SIGN EA;Mn;0;NSM;;;;;N;;;;;
A94F;REJANG CONSONANT SIGN NG;Mn;0;NSM;;;;;N;;;;;
A950;REJANG CONSONANT SIGN N;Mn;0;NSM;;;;;N;;;;;
A951;REJANG CONSONANT SIGN R;Mn;0;NSM;;;;;N;;;;;
A952;REJANG CONSONANT SIGN H;Mc;0;L;;;;;N;;;;;
A953;REJANG VIRAMA;Mc;9;L;;;;;N;;;;;
A95F;REJANG SECTION MARK;Po;0;L;;;;;N;;;;;
A960;HANGUL CHOSEONG TIKEUT-MIEUM;Lo;0;L;;;;;N;;;;;
A961;HANGUL CHOSEONG TIKEUT-PIEUP;Lo;0;L;;;;;N;;;;;
A962;HANGUL CHOSEONG TIKEUT-SIOS;Lo;0;L;;;;;N;;;;;
A963;HANGUL CHOSEONG TIKEUT-CIEUC;Lo;0;L;;;;;N;;;;;
A964;HANGUL CHOSEONG RIEUL-KIYEOK;Lo;0;L;;;;;N;;;;;
A965;HANGUL CHOSEONG RIEUL-SSANGKIYEOK;Lo;0;L;;;;;N;;;;;
A966;HANGUL CHOSEONG RIEUL-TIKEUT;Lo;0;L;;;;;N;;;;;
A967;HANGUL CHOSEONG RIEUL-SSANGTIKEUT;Lo;0;L;;;;;N;;;;;
A968;HANGUL CHOSEONG RIEUL-MIEUM;Lo;0;L;;;;;N;;;;;
A969;HANGUL CHOSEONG RIEUL-PIEUP;Lo;0;L;;;;;N;;;;;
A96A;HANGUL CHOSEONG RIEUL-SSANGPIEUP;Lo;0;L;;;;;N;;;;;
A96B;HANGUL CHOSEONG RIEUL-KAPYEOUNPIEUP;Lo;0;L;;;;;N;;;;;
A96C;HANGUL CHOSEONG RIEUL-SIOS;Lo;0;L;;;;;N;;;;;
A96D;HANGUL CHOSEONG RIEUL-CIEUC;Lo;0;L;;;;;N;;;;;
A96E;HANGUL CHOSEONG RIEUL-KHIEUKH;Lo;0;L;;;;;N;;;;;
A96F;HANGUL CHOSEONG MIEUM-KIYEOK;Lo;0;L;;;;;N;;;;;
A970;HANGUL CHOSEONG MIEUM-TIKEUT;Lo;0;L;;;;;N;;;;;
A971;HANGUL CHOSEONG MIEUM-SIOS;Lo;0;L;;;;;N;;;;;
A972;HANGUL CHOSEONG PIEUP-SIOS-THIEUTH;Lo;0;L;;;;;N;;;;;
A973;HANGUL CHOSEONG PIEUP-KHIEUKH;Lo;0;L;;;;;N;;;;;
A974;HANGUL CHOSEONG PIEUP-HIEUH;Lo;0;L;;;;;N;;;;;
A975;HANGUL CHOSEONG SSANGSIOS-PIEUP;Lo;0;L;;;;;N;;;;;
A976;HANGUL CHOSEONG IEUNG-RIEUL;Lo;0;L;;;;;N;;;;;
A977;HANGUL CHOSEONG IEUNG-HIEUH;Lo;0;L;;;;;N;;;;;
A978;HANGUL CHOSEONG SSANGCIEUC-HIEUH;Lo;0;L;;;;;N;;;;;
A979;HANGUL CHOSEONG SSANGTHIEUTH;Lo;0;L;;;;;N;;;;;
A97A;HANGUL CHOSEONG PHIEUPH-HIEUH;Lo;0;L;;;;;N;;;;;
A97B;HANGUL CHOSEONG HIEUH-SIOS;Lo;0;L;;;;;N;;;;;
A97C;HANGUL CHOSEONG SSANGYEORINHIEUH;Lo;0;L;;;;;N;;;;;
A980;JAVANESE SIGN PANYANGGA;Mn;0;NSM;;;;;N;;;;;
A981;JAVANESE SIGN CECAK;Mn;0;NSM;;;;;N;;;;;
A982;JAVANESE SIGN LAYAR;Mn;0;NSM;;;;;N;;;;;
A983;JAVANESE SIGN WIGNYAN;Mc;0;L;;;;;N;;;;;
A984;JAVANESE LETTER A;Lo;0;L;;;;;N;;;;;
A985;JAVANESE LETTER I KAWI;Lo;0;L;;;;;N;;;;;
A986;JAVANESE LETTER I;Lo;0;L;;;;;N;;;;;
A987;JAVANESE LETTER II;Lo;0;L;;;;;N;;;;;
A988;JAVANESE LETTER U;Lo;0;L;;;;;N;;;;;
A989;JAVANESE LETTER PA CEREK;Lo;0;L;;;;;N;;;;;
A98A;JAVANESE LETTER NGA LELET;Lo;0;L;;;;;N;;;;;
A98B;JAVANESE LETTER NGA LELET RASWADI;Lo;0;L;;;;;N;;;;;
A98C;JAVANESE LETTER E;Lo;0;L;;;;;N;;;;;
A98D;JAVANESE LETTER AI;Lo;0;L;;;;;N;;;;;
A98E;JAVANESE LETTER O;Lo;0;L;;;;;N;;;;;
A98F;JAVANESE LETTER KA;Lo;0;L;;;;;N;;;;;
A990;JAVANESE LETTER KA SASAK;Lo;0;L;;;;;N;;;;;
A991;JAVANESE LETTER KA MURDA;Lo;0;L;;;;;N;;;;;
A992;JAVANESE LETTER GA;Lo;0;L;;;;;N;;;;;
A993;JAVANESE LETTER GA MURDA;Lo;0;L;;;;;N;;;;;
A994;JAVANESE LETTER NGA;Lo;0;L;;;;;N;;;;;
A995;JAVANESE LETTER CA;Lo;0;L;;;;;N;;;;;
A996;JAVANESE LETTER CA MURDA;Lo;0;L;;;;;N;;;;;
A997;JAVANESE LETTER JA;Lo;0;L;;;;;N;;;;;
A998;JAVANESE LETTER NYA MURDA;Lo;0;L;;;;;N;;;;;
A999;JAVANESE LETTER JA MAHAPRANA;Lo;0;L;;;;;N;;;;;
A99A;JAVANESE LETTER NYA;Lo;0;L;;;;;N;;;;;
A99B;JAVANESE LETTER TTA;Lo;0;L;;;;;N;;;;;
A99C;JAVANESE LETTER TTA MAHAPRANA;Lo;0;L;;;;;N;;;;;
A99D;JAVANESE LETTER DDA;Lo;0;L;;;;;N;;;;;
A99E;JAVANESE LETTER DDA MAHAPRANA;Lo;0;L;;;;;N;;;;;
A99F;JAVANESE LETTER NA MURDA;Lo;0;L;;;;;N;;;;;
A9A0;JAVANESE LETTER TA;Lo;0;L;;;;;N;;;;;
A9A1;JAVANESE LETTER TA MURDA;Lo;0;L;;;;;N;;;;;
A9A2;JAVANESE LETTER DA;Lo;0;L;;;;;N;;;;;
A9A3;JAVANESE LETTER DA MAHAPRANA;Lo;0;L;;;;;N;;;;;
A9A4;JAVANESE LETTER NA;Lo;0;L;;;;;N;;;;;
A9A5;JAVANESE LETTER PA;Lo;0;L;;;;;N;;;;;
A9A6;JAVANESE LETTER PA MURDA;Lo;0;L;;;;;N;;;;;
A9A7;JAVANESE LETTER BA;Lo;0;L;;;;;N;;;;;
A9A8;JAVANESE LETTER BA MURDA;Lo;0;L;;;;;N;;;;;
A9A9;JAVANESE LETTER MA;Lo;0;L;;;;;N;;;;;
A9AA;JAVANESE LETTER YA;Lo;0;L;;;;;N;;;;;
A9AB;JAVANESE LETTER RA;Lo;0;L;;;;;N;;;;;
A9AC;JAVANESE LETTER RA AGUNG;Lo;0;L;;;;;N;;;;;
A9AD;JAVANESE LETTER LA;Lo;0;L;;;;;N;;;;;
A9AE;JAVANESE LETTER WA;Lo;0;L;;;;;N;;;;;
A9AF;JAVANESE LETTER SA MURDA;Lo;0;L;;;;;N;;;;;
A9B0;JAVANESE LETTER SA MAHAPRANA;Lo;0;L;;;;;N;;;;;
A9B1;JAVANESE LETTER SA;Lo;0;L;;;;;N;;;;;
A9B2;JAVANESE LETTER HA;Lo;0;L;;;;;N;;;;;
A9B3;JAVANESE SIGN CECAK TELU;Mn;7;NSM;;;;;N;;;;;
A9B4;JAVANESE VOWEL SIGN TARUNG;Mc;0;L;;;;;N;;;;;
A9B5;JAVANESE VOWEL SIGN TOLONG;Mc;0;L;;;;;N;;;;;
A9B6;JAVANESE VOWEL SIGN WULU;Mn;0;NSM;;;;;N;;;;;
A9B7;JAVANESE VOWEL SIGN WULU MELIK;Mn;0;NSM;;;;;N;;;;;
A9B8;JAVANESE VOWEL SIGN SUKU;Mn;0;NSM;;;;;N;;;;;
A9B9;JAVANESE VOWEL SIGN SUKU MENDUT;Mn;0;NSM;;;;;N;;;;;
A9BA;JAVANESE VOWEL SIGN TALING;Mc;0;L;;;;;N;;;;;
A9BB;JAVANESE VOWEL SIGN DIRGA MURE;Mc;0;L;;;;;N;;;;;
A9BC;JAVANESE VOWEL SIGN PEPET;Mn;0;NSM;;;;;N;;;;;
A9BD;JAVANESE CONSONANT SIGN KERET;Mc;0;L;;;;;N;;;;;
A9BE;JAVANESE CONSONANT SIGN PENGKAL;Mc;0;L;;;;;N;;;;;
A9BF;JAVANESE CONSONANT SIGN CAKRA;Mc;0;L;;;;;N;;;;;
A9C0;JAVANESE PANGKON;Mc;9;L;;;;;N;;;;;
A9C1;JAVANESE LEFT RERENGGAN;Po;0;L;;;;;N;;;;;
A9C2;JAVANESE RIGHT RERENGGAN;Po;0;L;;;;;N;;;;;
A9C3;JAVANESE PADA ANDAP;Po;0;L;;;;;N;;;;;
A9C4;JAVANESE PADA MADYA;Po;0;L;;;;;N;;;;;
A9C5;JAVANESE PADA LUHUR;Po;0;L;;;;;N;;;;;
A9C6;JAVANESE PADA WINDU;Po;0;L;;;;;N;;;;;
A9C7;JAVANESE PADA PANGKAT;Po;0;L;;;;;N;;;;;
A9C8;JAVANESE PADA LINGSA;Po;0;L;;;;;N;;;;;
A9C9;JAVANESE PADA LUNGSI;Po;0;L;;;;;N;;;;;
A9CA;JAVANESE PADA ADEG;Po;0;L;;;;;N;;;;;
A9CB;JAVANESE PADA ADEG ADEG;Po;0;L;;;;;N;;;;;
A9CC;JAVANESE PADA PISELEH;Po;0;L;;;;;N;;;;;
A9CD;JAVANESE TURNED PADA PISELEH;Po;0;L;;;;;N;;;;;
A9CF;JAVANESE PANGRANGKEP;Lm;0;L;;;;;N;;;;;
A9D0;JAVANESE DIGIT ZERO;Nd;0;L;;0;0;0;N;;;;;
A9D1;JAVANESE DIGIT ONE;Nd;0;L;;1;1;1;N;;;;;
A9D2;JAVANESE DIGIT TWO;Nd;0;L;;2;2;2;N;;;;;
A9D3;JAVANESE DIGIT THREE;Nd;0;L;;3;3;3;N;;;;;
A9D4;JAVANESE DIGIT FOUR;Nd;0;L;;4;4;4;N;;;;;
A9D5;JAVANESE DIGIT FIVE;Nd;0;L;;5;5;5;N;;;;;
A9D6;JAVANESE DIGIT SIX;Nd;0;L;;6;6;6;N;;;;;
A9D7;JAVANESE DIGIT SEVEN;Nd;0;L;;7;7;7;N;;;;;
A9D8;JAVANESE DIGIT EIGHT;Nd;0;L;;8;8;8;N;;;;;
A9D9;JAVANESE DIGIT NINE;Nd;0;L;;9;9;9;N;;;;;
A9DE;JAVANESE PADA TIRTA TUMETES;Po;0;L;;;;;N;;;;;
A9DF;JAVANESE PADA ISEN-ISEN;Po;0;L;;;;;N;;;;;
A9E0;MYANMAR LETTER SHAN GHA;Lo;0;L;;;;;N;;;;;
A9E1;MYANMAR LETTER SHAN CHA;Lo;0;L;;;;;N;;;;;
A9E2;MYANMAR LETTER SHAN JHA;Lo;0;L;;;;;N;;;;;
A9E3;MYANMAR LETTER SHAN NNA;Lo;0;L;;;;;N;;;;;
A9E4;MYANMAR LETTER SHAN BHA;Lo;0;L;;;;;N;;;;;
A9E5;MYANMAR SIGN SHAN SAW;Mn;0;NSM;;;;;N;;;;;
A9E6;MYANMAR MODIFIER LETTER SHAN REDUPLICATION;Lm;0;L;;;;;N;;;;;
A9E7;MYANMAR LETTER TAI LAING NYA;Lo;0;L;;;;;N;;;;;
A9E8;MYANMAR LETTER TAI LAING FA;Lo;0;L;;;;;N;;;;;
A9E9;MYANMAR LETTER TAI LAING GA;Lo;0;L;;;;;N;;;;;
A9EA;MYANMAR LETTER TAI LAING GHA;Lo;0;L;;;;;N;;;;;
A9EB;MYANMAR LETTER TAI LAING JA;Lo;0;L;;;;;N;;;;;
A9EC;MYANMAR LETTER TAI LAING JHA;Lo;0;L;;;;;N;;;;;
A9ED;MYANMAR LETTER TAI LAING DDA;Lo;0;L;;;;;N;;;;;
A9EE;MYANMAR LETTER TAI LAING DDHA;Lo;0;L;;;;;N;;;;;
A9EF;MYANMAR LETTER TAI LAING NNA;Lo;0;L;;;;;N;;;;;
A9F0;MYANMAR TAI LAING DIGIT ZERO;Nd;0;L;;0;0;0;N;;;;;
A9F1;MYANMAR TAI LAING DIGIT ONE;Nd;0;L;;1;1;1;N;;;;;
A9F2;MYANMAR TAI LAING DIGIT TWO;Nd;0;L;;2;2;2;N;;;;;
A9F3;MYANMAR TAI LAING DIGIT THREE;Nd;0;L;;3;3;3;N;;;;;
A9F4;MYANMAR TAI LAING DIGIT FOUR;Nd;0;L;;4;4;4;N;;;;;
A9F5;MYANMAR TAI LAING DIGIT FIVE;Nd;0;L;;5;5;5;N;;;;;
A9F6;MYANMAR TAI LAING DIGIT SIX;Nd;0;L;;6;6;6;N;;;;;
A9F7;MYANMAR TAI LAING DIGIT SEVEN;Nd;0;L;;7;7;7;N;;;;;
A9F8;MYANMAR TAI LAING DIGIT EIGHT;Nd;0;L;;8;8;8;N;;;;;
A9F9;MYANMAR TAI LAING DIGIT NINE;Nd;0;L;;9;9;9;N;;;;;
A9FA;MYANMAR LETTER TAI LAING LLA;Lo;0;L;;;;;N;;;;;
A9FB;MYANMAR LETTER TAI LAING DA;Lo;0;L;;;;;N;;;;;
A9FC;MYANMAR LETTER TAI LAING DHA;Lo;0;L;;;;;N;;;;;
A9FD;MYANMAR LETTER TAI LAING BA;Lo;0;L;;;;;N;;;;;
A9FE;MYANMAR LETTER TAI LAING BHA;Lo;0;L;;;;;N;;;;;
AA00;CHAM LETTER A;Lo;0;L;;;;;N;;;;;
AA01;CHAM LETTER I;Lo;0;L;;;;;N;;;;;
AA02;CHAM LETTER U;Lo;0;L;;;;;N;;;;;
AA03;CHAM LETTER E;Lo;0;L;;;;;N;;;;;
AA04;CHAM LETTER AI;Lo;0;L;;;;;N;;;;;
AA05;CHAM LETTER O;Lo;0;L;;;;;N;;;;;
AA06;CHAM LETTER KA;Lo;0;L;;;;;N;;;;;
AA07;CHAM LETTER KHA;Lo;0;L;;;;;N;;;;;
AA08;CHAM LETTER GA;Lo;0;L;;;;;N;;;;;
AA09;CHAM LETTER GHA;Lo;0;L;;;;;N;;;;;
AA0A;CHAM LETTER NGUE;Lo;0;L;;;;;N;;;;;
AA0B;CHAM LETTER NGA;Lo;0;L;;;;;N;;;;;
AA0C;CHAM LETTER CHA;Lo;0;L;;;;;N;;;;;
AA0D;CHAM LETTER CHHA;Lo;0;L;;;;;N;;;;;
AA0E;CHAM LETTER JA;Lo;0;L;;;;;N;;;;;
AA0F;CHAM LETTER JHA;Lo;0;L;;;;;N;;;;;
AA10;CHAM LETTER NHUE;Lo;0;L;;;;;N;;;;;
AA11;CHAM LETTER NHA;Lo;0;L;;;;;N;;;;;
AA12;CHAM LETTER NHJA;Lo;0;L;;;;;N;;;;;
AA13;CHAM LETTER TA;Lo;0;L;;;;;N;;;;;
AA14;CHAM LETTER THA;Lo;0;L;;;;;N;;;;;
AA15;CHAM LETTER DA;Lo;0;L;;;;;N;;;;;
AA16;CHAM LETTER DHA;Lo;0;L;;;;;N;;;;;
AA17;CHAM LETTER NUE;Lo;0;L;;;;;N;;;;;
AA18;CHAM LETTER NA;Lo;0;L;;;;;N;;;;;
AA19;CHAM LETTER DDA;Lo;0;L;;;;;N;;;;;
AA1A;CHAM LETTER PA;Lo;0;L;;;;;N;;;;;
AA1B;CHAM LETTER PPA;Lo;0;L;;;;;N;;;;;
AA1C;CHAM LETTER PHA;Lo;0;L;;;;;N;;;;;
AA1D;CHAM LETTER BA;Lo;0;L;;;;;N;;;;;
AA1E;CHAM LETTER BHA;Lo;0;L;;;;;N;;;;;
AA1F;CHAM LETTER MUE;Lo;0;L;;;;;N;;;;;
AA20;CHAM LETTER MA;Lo;0;L;;;;;N;;;;;
AA21;CHAM LETTER BBA;Lo;0;L;;;;;N;;;;;
AA22;CHAM LETTER YA;Lo;0;L;;;;;N;;;;;
AA23;CHAM LETTER RA;Lo;0;L;;;;;N;;;;;
AA24;CHAM LETTER LA;Lo;0;L;;;;;N;;;;;
AA25;CHAM LETTER VA;Lo;0;L;;;;;N;;;;;
AA26;CHAM LETTER SSA;Lo;0;L;;;;;N;;;;;
AA27;CHAM LETTER SA;Lo;0;L;;;;;N;;;;;
AA28;CHAM LETTER HA;Lo;0;L;;;;;N;;;;;
AA29;CHAM VOWEL SIGN AA;Mn;0;NSM;;;;;N;;;;;
AA2A;CHAM VOWEL SIGN I;Mn;0;NSM;;;;;N;;;;;
AA2B;CHAM VOWEL SIGN II;Mn;0;NSM;;;;;N;;;;;
AA2C;CHAM VOWEL SIGN EI;Mn;0;NSM;;;;;N;;;;;
AA2D;CHAM VOWEL SIGN U;Mn;0;NSM;;;;;N;;;;;
AA2E;CHAM VOWEL SIGN OE;Mn;0;NSM;;;;;N;;;;;
AA2F;CHAM VOWEL SIGN O;Mc;0;L;;;;;N;;;;;
AA30;CHAM VOWEL SIGN AI;Mc;0;L;;;;;N;;;;;
AA31;CHAM VOWEL SIGN AU;Mn;0;NSM;;;;;N;;;;;
AA32;CHAM VOWEL SIGN UE;Mn;0;NSM;;;;;N;;;;;
AA33;CHAM CONSONANT SIGN YA;Mc;0;L;;;;;N;;;;;
AA34;CHAM CONSONANT SIGN RA;Mc;0;L;;;;;N;;;;;
AA35;CHAM CONSONANT SIGN LA;Mn;0;NSM;;;;;N;;;;;
AA36;CHAM CONSONANT SIGN WA;Mn;0;NSM;;;;;N;;;;;
AA40;CHAM LETTER FINAL K;Lo;0;L;;;;;N;;;;;
AA41;CHAM LETTER FINAL G;Lo;0;L;;;;;N;;;;;
AA42;CHAM LETTER FINAL NG;Lo;0;L;;;;;N;;;;;
AA43;CHAM CONSONANT SIGN FINAL NG;Mn;0;NSM;;;;;N;;;;;
AA44;CHAM LETTER FINAL CH;Lo;0;L;;;;;N;;;;;
AA45;CHAM LETTER FINAL T;Lo;0;L;;;;;N;;;;;
AA46;CHAM LETTER FINAL N;Lo;0;L;;;;;N;;;;;
AA47;CHAM LETTER FINAL P;Lo;0;L;;;;;N;;;;;
AA48;CHAM LETTER FINAL Y;Lo;0;L;;;;;N;;;;;
AA49;CHAM LETTER FINAL R;Lo;0;L;;;;;N;;;;;
AA4A;CHAM LETTER FINAL L;Lo;0;L;;;;;N;;;;;
AA4B;CHAM LETTER FINAL SS;Lo;0;L;;;;;N;;;;;
AA4C;CHAM CONSONANT SIGN FINAL M;Mn;0;NSM;;;;;N;;;;;
AA4D;CHAM CONSONANT SIGN FINAL H;Mc;0;L;;;;;N;;;;;
AA50;CHAM DIGIT ZERO;Nd;0;L;;0;0;0;N;;;;;
AA51;CHAM DIGIT ONE;Nd;0;L;;1;1;1;N;;;;;
AA52;CHAM DIGIT TWO;Nd;0;L;;2;2;2;N;;;;;
AA53;CHAM DIGIT THREE;Nd;0;L;;3;3;3;N;;;;;
AA54;CHAM DIGIT FOUR;Nd;0;L;;4;4;4;N;;;;;
AA55;CHAM DIGIT FIVE;Nd;0;L;;5;5;5;N;;;;;
AA56;CHAM DIGIT SIX;Nd;0;L;;6;6;6;N;;;;;
AA57;CHAM DIGIT SEVEN;Nd;0;L;;7;7;7;N;;;;;
AA58;CHAM DIGIT EIGHT;Nd;0;L;;8;8;8;N;;;;;
AA59;CHAM DIGIT NINE;Nd;0;L;;9;9;9;N;;;;;
AA5C;CHAM PUNCTUATION SPIRAL;Po;0;L;;;;;N;;;;;
AA5D;CHAM PUNCTUATION DANDA;Po;0;L;;;;;N;;;;;
AA5E;CHAM PUNCTUATION DOUBLE DANDA;Po;0;L;;;;;N;;;;;
AA5F;CHAM PUNCTUATION TRIPLE DANDA;Po;0;L;;;;;N;;;;;
AA60;MYANMAR LETTER KHAMTI GA;Lo;0;L;;;;;N;;;;;
AA61;MYANMAR LETTER KHAMTI CA;Lo;0;L;;;;;N;;;;;
AA62;MYANMAR LETTER KHAMTI CHA;Lo;0;L;;;;;N;;;;;
AA63;MYANMAR LETTER KHAMTI JA;Lo;0;L;;;;;N;;;;;
AA64;MYANMAR LETTER KHAMTI JHA;Lo;0;L;;;;;N;;;;;
AA65;MYANMAR LETTER KHAMTI NYA;Lo;0;L;;;;;N;;;;;
AA66;MYANMAR LETTER KHAMTI TTA;Lo;0;L;;;;;N;;;;;
AA67;MYANMAR LETTER KHAMTI TTHA;Lo;0;L;;;;;N;;;;;
AA68;MYANMAR LETTER KHAMTI DDA;Lo;0;L;;;;;N;;;;;
AA69;MYANMAR LETTER KHAMTI DDHA;Lo;0;L;;;;;N;;;;;
AA6A;MYANMAR LETTER KHAMTI DHA;Lo;0;L;;;;;N;;;;;
AA6B;MYANMAR LETTER KHAMTI NA;Lo;0;L;;;;;N;;;;;
AA6C;MYANMAR LETTER KHAMTI SA;Lo;0;L;;;;;N;;;;;
AA6D;MYANMAR LETTER KHAMTI HA;Lo;0;L;;;;;N;;;;;
AA6E;MYANMAR LETTER KHAMTI HHA;Lo;0;L;;;;;N;;;;;
AA6F;MYANMAR LETTER KHAMTI FA;Lo;0;L;;;;;N;;;;;
AA70;MYANMAR MODIFIER LETTER KHAMTI REDUPLICATION;Lm;0;L;;;;;N;;;;;
AA71;MYANMAR LETTER KHAMTI XA;Lo;0;L;;;;;N;;;;;
AA72;MYANMAR LETTER KHAMTI ZA;Lo;0;L;;;;;N;;;;;
AA73;MYANMAR LETTER KHAMTI RA;Lo;0;L;;;;;N;;;;;
AA74;MYANMAR LOGOGRAM KHAMTI OAY;Lo;0;L;;;;;N;;;;;
AA75;MYANMAR LOGOGRAM KHAMTI QN;Lo;0;L;;;;;N;;;;;
AA76;MYANMAR LOGOGRAM KHAMTI HM;Lo;0;L;;;;;N;;;;;
AA77;MYANMAR SYMBOL AITON EXCLAMATION;So;0;L;;;;;N;;;;;
AA78;MYANMAR SYMBOL AITON ONE;So;0;L;;;;;N;;;;;
AA79;MYANMAR SYMBOL AITON TWO;So;0;L;;;;;N;;;;;
AA7A;MYANMAR LETTER AITON RA;Lo;0;L;;;;;N;;;;;
AA7B;MYANMAR SIGN PAO KAREN TONE;Mc;0;L;;;;;N;;;;;
AA7C;MYANMAR SIGN TAI LAING TONE-2;Mn;0;NSM;;;;;N;;;;;
AA7D;MYANMAR SIGN TAI LAING TONE-5;Mc;0;L;;;;;N;;;;;
AA7E;MYANMAR LETTER SHWE PALAUNG CHA;Lo;0;L;;;;;N;;;;;
AA7F;MYANMAR LETTER SHWE PALAUNG SHA;Lo;0;L;;;;;N;;;;;
AA80;TAI VIET LETTER LOW KO;Lo;0;L;;;;;N;;;;;
AA81;TAI VIET LETTER HIGH KO;Lo;0;L;;;;;N;;;;;
AA82;TAI VIET LETTER LOW KHO;Lo;0;L;;;;;N;;;;;
AA83;TAI VIET LETTER HIGH KHO;Lo;0;L;;;;;N;;;;;
AA84;TAI VIET LETTER LOW KHHO;Lo;0;L;;;;;N;;;;;
AA85;TAI VIET LETTER HIGH KHHO;Lo;0;L;;;;;N;;;;;
AA86;TAI VIET LETTER LOW GO;Lo;0;L;;;;;N;;;;;
AA87;TAI VIET LETTER HIGH GO;Lo;0;L;;;;;N;;;;;
AA88;TAI VIET LETTER LOW NGO;Lo;0;L;;;;;N;;;;;
AA89;TAI VIET LETTER HIGH NGO;Lo;0;L;;;;;N;;;;;
AA8A;TAI VIET LETTER LOW CO;Lo;0;L;;;;;N;;;;;
AA8B;TAI VIET LETTER HIGH CO;Lo;0;L;;;;;N;;;;;
AA8C;TAI VIET LETTER LOW CHO;Lo;0;L;;;;;N;;;;;
AA8D;TAI VIET LETTER HIGH CHO;Lo;0;L;;;;;N;;;;;
AA8E;TAI VIET LETTER LOW SO;Lo;0;L;;;;;N;;;;;
AA8F;TAI VIET LETTER HIGH SO;Lo;0;L;;;;;N;;;;;
AA90;TAI VIET LETTER LOW NYO;Lo;0;L;;;;;N;;;;;
AA91;TAI VIET LETTER HIGH NYO;Lo;0;L;;;;;N;;;;;
AA92;TAI VIET LETTER LOW DO;Lo;0;L;;;;;N;;;;;
AA93;TAI VIET LETTER HIGH DO;Lo;0;L;;;;;N;;;;;
AA94;TAI VIET LETTER LOW TO;Lo;0;L;;;;;N;;;;;
AA95;TAI VIET LETTER HIGH TO;Lo;0;L;;;;;N;;;;;
AA96;TAI VIET LETTER LOW THO;Lo;0;L;;;;;N;;;;;
AA97;TAI VIET LETTER HIGH THO;Lo;0;L;;;;;N;;;;;
AA98;TAI VIET LETTER LOW NO;Lo;0;L;;;;;N;;;;;
AA99;TAI VIET LETTER HIGH NO;Lo;0;L;;;;;N;;;;;
AA9A;TAI VIET LETTER LOW BO;Lo;0;L;;;;;N;;;;;
AA9B;TAI VIET LETTER HIGH BO;Lo;0;L;;;;;N;;;;;
AA9C;TAI VIET LETTER LOW PO;Lo;0;L;;;;;N;;;;;
AA9D;TAI VIET LETTER HIGH PO;Lo;0;L;;;;;N;;;;;
AA9E;TAI VIET LETTER LOW PHO;Lo;0;L;;;;;N;;;;;
AA9F;TAI VIET LETTER HIGH PHO;Lo;0;L;;;;;N;;;;;
AAA0;TAI VIET LETTER LOW FO;Lo;0;L;;;;;N;;;;;
AAA1;TAI VIET LETTER HIGH FO;Lo;0;L;;;;;N;;;;;
AAA2;TAI VIET LETTER LOW MO;Lo;0;L;;;;;N;;;;;
AAA3;TAI VIET LETTER HIGH MO;Lo;0;L;;;;;N;;;;;
AAA4;TAI VIET LETTER LOW YO;Lo;0;L;;;;;N;;;;;
AAA5;TAI VIET LETTER HIGH YO;Lo;0;L;;;;;N;;;;;
AAA6;TAI VIET LETTER LOW RO;Lo;0;L;;;;;N;;;;;
AAA7;TAI VIET LETTER HIGH RO;Lo;0;L;;;;;N;;;;;
AAA8;TAI VIET LETTER LOW LO;Lo;0;L;;;;;N;;;;;
AAA9;TAI VIET LETTER HIGH LO;Lo;0;L;;;;;N;;;;;
AAAA;TAI VIET LETTER LOW VO;Lo;0;L;;;;;N;;;;;
AAAB;TAI VIET LETTER HIGH VO;Lo;0;L;;;;;N;;;;;
AAAC;TAI VIET LETTER LOW HO;Lo;0;L;;;;;N;;;;;
AAAD;TAI VIET LETTER HIGH HO;Lo;0;L;;;;;N;;;;;
AAAE;TAI VIET LETTER LOW O;Lo;0;L;;;;;N;;;;;
AAAF;TAI VIET LETTER HIGH O;Lo;0;L;;;;;N;;;;;
AAB0;TAI VIET MAI KANG;Mn;230;NSM;;;;;N;;;;;
AAB1;TAI VIET VOWEL AA;Lo;0;L;;;;;N;;;;;
AAB2;TAI VIET VOWEL I;Mn;230;NSM;;;;;N;;;;;
AAB3;TAI VIET VOWEL UE;Mn;230;NSM;;;;;N;;;;;
AAB4;TAI VIET VOWEL U;Mn;220;NSM;;;;;N;;;;;
AAB5;TAI VIET VOWEL E;Lo;0;L;;;;;N;;;;;
AAB6;TAI VIET VOWEL O;Lo;0;L;;;;;N;;;;;
AAB7;TAI VIET MAI KHIT;Mn;230;NSM;;;;;N;;;;;
AAB8;TAI VIET VOWEL IA;Mn;230;NSM;;;;;N;;;;;
AAB9;TAI VIET VOWEL UEA;Lo;0;L;;;;;N;;;;;
AABA;TAI VIET VOWEL UA;Lo;0;L;;;;;N;;;;;
AABB;TAI VIET VOWEL AUE;Lo;0;L;;;;;N;;;;;
AABC;TAI VIET VOWEL AY;Lo;0;L;;;;;N;;;;;
AABD;TAI VIET VOWEL AN;Lo;0;L;;;;;N;;;;;
AABE;TAI VIET VOWEL AM;Mn;230;NSM;;;;;N;;;;;
AABF;TAI VIET TONE MAI EK;Mn;230;NSM;;;;;N;;;;;
AAC0;TAI VIET TONE MAI NUENG;Lo;0;L;;;;;N;;;;;
AAC1;TAI VIET TONE MAI THO;Mn;230;NSM;;;;;N;;;;;
AAC2;TAI VIET TONE MAI SONG;Lo;0;L;;;;;N;;;;;
AADB;TAI VIET SYMBOL KON;Lo;0;L;;;;;N;;;;;
AADC;TAI VIET SYMBOL NUENG;Lo;0;L;;;;;N;;;;;
AADD;TAI VIET SYMBOL SAM;Lm;0;L;;;;;N;;;;;
AADE;TAI VIET SYMBOL HO HOI;Po;0;L;;;;;N;;;;;
AADF;TAI VIET SYMBOL KOI KOI;Po;0;L;;;;;N;;;;;
AAE0;MEETEI MAYEK LETTER E;Lo;0;L;;;;;N;;;;;
AAE1;MEETEI MAYEK LETTER O;Lo;0;L;;;;;N;;;;;
AAE2;MEETEI MAYEK LETTER CHA;Lo;0;L;;;;;N;;;;;
AAE3;MEETEI MAYEK LETTER NYA;Lo;0;L;;;;;N;;;;;
AAE4;MEETEI MAYEK LETTER TTA;Lo;0;L;;;;;N;;;;;
AAE5;MEETEI MAYEK LETTER TTHA;Lo;0;L;;;;;N;;;;;
AAE6;MEETEI MAYEK LETTER DDA;Lo;0;L;;;;;N;;;;;
AAE7;MEETEI MAYEK LETTER DDHA;Lo;0;L;;;;;N;;;;;
AAE8;MEETEI MAYEK LETTER NNA;Lo;0;L;;;;;N;;;;;
AAE9;MEETEI MAYEK LETTER SHA;Lo;0;L;;;;;N;;;;;
AAEA;MEETEI MAYEK LETTER SSA;Lo;0;L;;;;;N;;;;;
AAEB;MEETEI MAYEK VOWEL SIGN II;Mc;0;L;;;;;N;;;;;
AAEC;MEETEI MAYEK VOWEL SIGN UU;Mn;0;NSM;;;;;N;;;;;
AAED;MEETEI MAYEK VOWEL SIGN AAI;Mn;0;NSM;;;;;N;;;;;
AAEE;MEETEI MAYEK VOWEL SIGN AU;Mc;0;L;;;;;N;;;;;
AAEF;MEETEI MAYEK VOWEL SIGN AAU;Mc;0;L;;;;;N;;;;;
AAF0;MEETEI MAYEK CHEIKHAN;Po;0;L;;;;;N;;;;;
AAF1;MEETEI MAYEK AHANG KHUDAM;Po;0;L;;;;;N;;;;;
AAF2;MEETEI MAYEK ANJI;Lo;0;L;;;;;N;;;;;
AAF3;MEETEI MAYEK SYLLABLE REPETITION MARK;Lm;0;L;;;;;N;;;;;
AAF4;MEETEI MAYEK WORD REPETITION MARK;Lm;0;L;;;;;N;;;;;
AAF5;MEETEI MAYEK VOWEL SIGN VISARGA;Mc;0;L;;;;;N;;;;;
AAF6;MEETEI MAYEK VIRAMA;Mn;9;NSM;;;;;N;;;;;
AB01;ETHIOPIC SYLLABLE TTHU;Lo;0;L;;;;;N;;;;;
AB02;ETHIOPIC SYLLABLE TTHI;Lo;0;L;;;;;N;;;;;
AB03;ETHIOPIC SYLLABLE TTHAA;Lo;0;L;;;;;N;;;;;
AB04;ETHIOPIC SYLLABLE TTHEE;Lo;0;L;;;;;N;;;;;
AB05;ETHIOPIC SYLLABLE TTHE;Lo;0;L;;;;;N;;;;;
AB06;ETHIOPIC SYLLABLE TTHO;Lo;0;L;;;;;N;;;;;
AB09;ETHIOPIC SYLLABLE DDHU;Lo;0;L;;;;;N;;;;;
AB0A;ETHIOPIC SYLLABLE DDHI;Lo;0;L;;;;;N;;;;;
AB0B;ETHIOPIC SYLLABLE DDHAA;Lo;0;L;;;;;N;;;;;
AB0C;ETHIOPIC SYLLABLE DDHEE;Lo;0;L;;;;;N;;;;;
AB0D;ETHIOPIC SYLLABLE DDHE;Lo;0;L;;;;;N;;;;;
AB0E;ETHIOPIC SYLLABLE DDHO;Lo;0;L;;;;;N;;;;;
AB11;ETHIOPIC SYLLABLE DZU;Lo;0;L;;;;;N;;;;;
AB12;ETHIOPIC SYLLABLE DZI;Lo;0;L;;;;;N;;;;;
AB13;ETHIOPIC SYLLABLE DZAA;Lo;0;L;;;;;N;;;;;
AB14;ETHIOPIC SYLLABLE DZEE;Lo;0;L;;;;;N;;;;;
AB15;ETHIOPIC SYLLABLE DZE;Lo;0;L;;;;;N;;;;;
AB16;ETHIOPIC SYLLABLE DZO;Lo;0;L;;;;;N;;;;;
AB20;ETHIOPIC SYLLABLE CCHHA;Lo;0;L;;;;;N;;;;;
AB21;ETHIOPIC SYLLABLE CCHHU;Lo;0;L;;;;;N;;;;;
AB22;ETHIOPIC SYLLABLE CCHHI;Lo;0;L;;;;;N;;;;;
AB23;ETHIOPIC SYLLABLE CCHHAA;Lo;0;L;;;;;N;;;;;
AB24;ETHIOPIC SYLLABLE CCHHEE;Lo;0;L;;;;;N;;;;;
AB25;ETHIOPIC SYLLABLE CCHHE;Lo;0;L;;;;;N;;;;;
AB26;ETHIOPIC SYLLABLE CCHHO;Lo;0;L;;;;;N;;;;;
AB28;ETHIOPIC SYLLABLE BBA;Lo;0;L;;;;;N;;;;;
AB29;ETHIOPIC SYLLABLE BBU;Lo;0;L;;;;;N;;;;;
AB2A;ETHIOPIC SYLLABLE BBI;Lo;0;L;;;;;N;;;;;
AB2B;ETHIOPIC SYLLABLE BBAA;Lo;0;L;;;;;N;;;;;
AB2C;ETHIOPIC SYLLABLE BBEE;Lo;0;L;;;;;N;;;;;
AB2D;ETHIOPIC SYLLABLE BBE;Lo;0;L;;;;;N;;;;;
AB2E;ETHIOPIC SYLLABLE BBO;Lo;0;L;;;;;N;;;;;
AB30;LATIN SMALL LETTER BARRED ALPHA;Ll;0;L;;;;;N;;;;;
AB31;LATIN SMALL LETTER A REVERSED-SCHWA;Ll;0;L;;;;;N;;;;;
AB32;LATIN SMALL LETTER BLACKLETTER E;Ll;0;L;;;;;N;;;;;
AB33;LATIN SMALL LETTER BARRED E;Ll;0;L;;;;;N;;;;;
AB34;LATIN SMALL LETTER E WITH FLOURISH;Ll;0;L;;;;;N;;;;;
AB35;LATIN SMALL LETTER LENIS F;Ll;0;L;;;;;N;;;;;
AB36;LATIN SMALL LETTER SCRIPT G WITH CROSSED-TAIL;Ll;0;L;;;;;N;;;;;
AB37;LATIN SMALL LETTER L WITH INVERTED LAZY S;Ll;0;L;;;;;N;;;;;
AB38;LATIN SMALL LETTER L WITH DOUBLE MIDDLE TILDE;Ll;0;L;;;;;N;;;;;
AB39;LATIN SMALL LETTER L WITH MIDDLE RING;Ll;0;L;;;;;N;;;;;
AB3A;LATIN SMALL LETTER M WITH CROSSED-TAIL;Ll;0;L;;;;;N;;;;;
AB3B;LATIN SMALL LETTER N WITH CROSSED-TAIL;Ll;0;L;;;;;N;;;;;
AB3C;LATIN SMALL LETTER ENG WITH CROSSED-TAIL;Ll;0;L;;;;;N;;;;;
AB3D;LATIN SMALL LETTER BLACKLETTER O;Ll;0;L;;;;;N;;;;;
AB3E;LATIN SMALL LETTER BLACKLETTER O WITH STROKE;Ll;0;L;;;;;N;;;;;
AB3F;LATIN SMALL LETTER OPEN O WITH STROKE;Ll;0;L;;;;;N;;;;;
AB40;LATIN SMALL LETTER INVERTED OE;Ll;0;L;;;;;N;;;;;
AB41;LATIN SMALL LETTER TURNED OE WITH STROKE;Ll;0;L;;;;;N;;;;;
AB42;LATIN SMALL LETTER TURNED OE WITH HORIZONTAL STROKE;Ll;0;L;;;;;N;;;;;
AB43;LATIN SMALL LETTER TURNED O OPEN-O;Ll;0;L;;;;;N;;;;;
AB44;LATIN SMALL LETTER TURNED O OPEN-O WITH STROKE;Ll;0;L;;;;;N;;;;;
AB45;LATIN SMALL LETTER STIRRUP R;Ll;0;L;;;;;N;;;;;
AB46;LATIN LETTER SMALL CAPITAL R WITH RIGHT LEG;Ll;0;L;;;;;N;;;;;
AB47;LATIN SMALL LETTER R WITHOUT HANDLE;Ll;0;L;;;;;N;;;;;
AB48;LATIN SMALL LETTER DOUBLE R;Ll;0;L;;;;;N;;;;;
AB49;LATIN SMALL LETTER R WITH CROSSED-TAIL;Ll;0;L;;;;;N;;;;;
AB4A;LATIN SMALL LETTER DOUBLE R WITH CROSSED-TAIL;Ll;0;L;;;;;N;;;;;
AB4B;LATIN SMALL LETTER SCRIPT R;Ll;0;L;;;;;N;;;;;
AB4C;LATIN SMALL LETTER SCRIPT R WITH RING;Ll;0;L;;;;;N;;;;;
AB4D;LATIN SMALL LETTER BASELINE ESH;Ll;0;L;;;;;N;;;;;
AB4E;LATIN SMALL LETTER U WITH SHORT RIGHT LEG;Ll;0;L;;;;;N;;;;;
AB4F;LATIN SMALL LETTER U BAR WITH SHORT RIGHT LEG;Ll;0;L;;;;;N;;;;;
AB50;LATIN SMALL LETTER UI;Ll;0;L;;;;;N;;;;;
AB51;LATIN SMALL LETTER TURNED UI;Ll;0;L;;;;;N;;;;;
AB52;LATIN SMALL LETTER U WITH LEFT HOOK;Ll;0;L;;;;;N;;;;;
AB53;LATIN SMALL LETTER CHI;Ll;0;L;;;;;N;;;A7B3;;A7B3
AB54;LATIN SMALL LETTER CHI WITH LOW RIGHT RING;Ll;0;L;;;;;N;;;;;
AB55;LATIN SMALL LETTER CHI WITH LOW LEFT SERIF;Ll;0;L;;;;;N;;;;;
AB56;LATIN SMALL LETTER X WITH LOW RIGHT RING;Ll;0;L;;;;;N;;;;;
AB57;LATIN SMALL LETTER X WITH LONG LEFT LEG;Ll;0;L;;;;;N;;;;;
AB58;LATIN SMALL LETTER X WITH LONG LEFT LEG AND LOW RIGHT RING;Ll;0;L;;;;;N;;;;;
AB59;LATIN SMALL LETTER X WITH LONG LEFT LEG WITH SERIF;Ll;0;L;;;;;N;;;;;
AB5A;LATIN SMALL LETTER Y WITH SHORT RIGHT LEG;Ll;0;L;;;;;N;;;;;
AB5B;MODIFIER BREVE WITH INVERTED BREVE;Sk;0;L;;;;;N;;;;;
AB5C;MODIFIER LETTER SMALL HENG;Lm;0;L;<super> A727;;;;N;;;;;
AB5D;MODIFIER LETTER SMALL L WITH INVERTED LAZY S;Lm;0;L;<super> AB37;;;;N;;;;;
AB5E;MODIFIER LETTER SMALL L WITH MIDDLE TILDE;Lm;0;L;<super> 026B;;;;N;;;;;
AB5F;MODIFIER LETTER SMALL U WITH LEFT HOOK;Lm;0;L;<super> AB52;;;;N;;;;;
AB60;LATIN SMALL LETTER SAKHA YAT;Ll;0;L;;;;;N;;;;;
AB61;LATIN SMALL LETTER IOTIFIED E;Ll;0;L;;;;;N;;;;;
AB62;LATIN SMALL LETTER OPEN OE;Ll;0;L;;;;;N;;;;;
AB63;LATIN SMALL LETTER UO;Ll;0;L;;;;;N;;;;;
AB64;LATIN SMALL LETTER INVERTED ALPHA;Ll;0;L;;;;;N;;;;;
AB65;GREEK LETTER SMALL CAPITAL OMEGA;Ll;0;L;;;;;N;;;;;
AB70;CHEROKEE SMALL LETTER A;Ll;0;L;;;;;N;;;13A0;;13A0
AB71;CHEROKEE SMALL LETTER E;Ll;0;L;;;;;N;;;13A1;;13A1
AB72;CHEROKEE SMALL LETTER I;Ll;0;L;;;;;N;;;13A2;;13A2
AB73;CHEROKEE SMALL LETTER O;Ll;0;L;;;;;N;;;13A3;;13A3
AB74;CHEROKEE SMALL LETTER U;Ll;0;L;;;;;N;;;13A4;;13A4
AB75;CHEROKEE SMALL LETTER V;Ll;0;L;;;;;N;;;13A5;;13A5
AB76;CHEROKEE SMALL LETTER GA;Ll;0;L;;;;;N;;;13A6;;13A6
AB77;CHEROKEE SMALL LETTER KA;Ll;0;L;;;;;N;;;13A7;;13A7
AB78;CHEROKEE SMALL LETTER GE;Ll;0;L;;;;;N;;;13A8;;13A8
AB79;CHEROKEE SMALL LETTER GI;Ll;0;L;;;;;N;;;13A9;;13A9
AB7A;CHEROKEE SMALL LETTER GO;Ll;0;L;;;;;N;;;13AA;;13AA
AB7B;CHEROKEE SMALL LETTER GU;Ll;0;L;;;;;N;;;13AB;;13AB
AB7C;CHEROKEE SMALL LETTER GV;Ll;0;L;;;;;N;;;13AC;;13AC
AB7D;CHEROKEE SMALL LETTER HA;Ll;0;L;;;;;N;;;13AD;;13AD
AB7E;CHEROKEE SMALL LETTER HE;Ll;0;L;;;;;N;;;13AE;;13AE
AB7F;CHEROKEE SMALL LETTER HI;Ll;0;L;;;;;N;;;13AF;;13AF
AB80;CHEROKEE SMALL LETTER HO;Ll;0;L;;;;;N;;;13B0;;13B0
AB81;CHEROKEE SMALL LETTER HU;Ll;0;L;;;;;N;;;13B1;;13B1
AB82;CHEROKEE SMALL LETTER HV;Ll;0;L;;;;;N;;;13B2;;13B2
AB83;CHEROKEE SMALL LETTER LA;Ll;0;L;;;;;N;;;13B3;;13B3
AB84;CHEROKEE SMALL LETTER LE;Ll;0;L;;;;;N;;;13B4;;13B4
AB85;CHEROKEE SMALL LETTER LI;Ll;0;L;;;;;N;;;13B5;;13B5
AB86;CHEROKEE SMALL LETTER LO;Ll;0;L;;;;;N;;;13B6;;13B6
AB87;CHEROKEE SMALL LETTER LU;Ll;0;L;;;;;N;;;13B7;;13B7
AB88;CHEROKEE SMALL LETTER LV;Ll;0;L;;;;;N;;;13B8;;13B8
AB89;CHEROKEE SMALL LETTER MA;Ll;0;L;;;;;N;;;13B9;;13B9
AB8A;CHEROKEE SMALL LETTER ME;Ll;0;L;;;;;N;;;13BA;;13BA
AB8B;CHEROKEE SMALL LETTER MI;Ll;0;L;;;;;N;;;13BB;;13BB
AB8C;CHEROKEE SMALL LETTER MO;Ll;0;L;;;;;N;;;13BC;;13BC
AB8D;CHEROKEE SMALL LETTER MU;Ll;0;L;;;;;N;;;13BD;;13BD
AB8E;CHEROKEE SMALL LETTER NA;Ll;0;L;;;;;N;;;13BE;;13BE
AB8F;CHEROKEE SMALL LETTER HNA;Ll;0;L;;;;;N;;;13BF;;13BF
AB90;CHEROKEE SMALL LETTER NAH;Ll;0;L;;;;;N;;;13C0;;13C0
AB91;CHEROKEE SMALL LETTER NE;Ll;0;L;;;;;N;;;13C1;;13C1
AB92;CHEROKEE SMALL LETTER NI;Ll;0;L;;;;;N;;;13C2;;13C2
AB93;CHEROKEE SMALL LETTER NO;Ll;0;L;;;;;N;;;13C3;;13C3
AB94;CHEROKEE SMALL LETTER NU;Ll;0;L;;;;;N;;;13C4;;13C4
AB95;CHEROKEE SMALL LETTER NV;Ll;0;L;;;;;N;;;13C5;;13C5
AB96;CHEROKEE SMALL LETTER QUA;Ll;0;L;;;;;N;;;13C6;;13C6
AB97;CHEROKEE SMALL LETTER QUE;Ll;0;L;;;;;N;;;13C7;;13C7
AB98;CHEROKEE SMALL LETTER QUI;Ll;0;L;;;;;N;;;13C8;;13C8
AB99;CHEROKEE SMALL LETTER QUO;Ll;0;L;;;;;N;;;13C9;;13C9
AB9A;CHEROKEE SMALL LETTER QUU;Ll;0;L;;;;;N;;;13CA;;13CA
AB9B;CHEROKEE SMALL LETTER QUV;Ll;0;L;;;;;N;;;13CB;;13CB
AB9C;CHEROKEE SMALL LETTER SA;Ll;0;L;;;;;N;;;13CC;;13CC
AB9D;CHEROKEE SMALL LETTER S;Ll;0;L;;;;;N;;;13CD;;13CD
AB9E;CHEROKEE SMALL LETTER SE;Ll;0;L;;;;;N;;;13CE;;13CE
AB9F;CHEROKEE SMALL LETTER SI;Ll;0;L;;;;;N;;;13CF;;13CF
ABA0;CHEROKEE SMALL LETTER SO;Ll;0;L;;;;;N;;;13D0;;13D0
ABA1;CHEROKEE SMALL LETTER SU;Ll;0;L;;;;;N;;;13D1;;13D1
ABA2;CHEROKEE SMALL LETTER SV;Ll;0;L;;;;;N;;;13D2;;13D2
ABA3;CHEROKEE SMALL LETTER DA;Ll;0;L;;;;;N;;;13D3;;13D3
ABA4;CHEROKEE SMALL LETTER TA;Ll;0;L;;;;;N;;;13D4;;13D4
ABA5;CHEROKEE SMALL LETTER DE;Ll;0;L;;;;;N;;;13D5;;13D5
ABA6;CHEROKEE SMALL LETTER TE;Ll;0;L;;;;;N;;;13D6;;13D6
ABA7;CHEROKEE SMALL LETTER DI;Ll;0;L;;;;;N;;;13D7;;13D7
ABA8;CHEROKEE SMALL LETTER TI;Ll;0;L;;;;;N;;;13D8;;13D8
ABA9;CHEROKEE SMALL LETTER DO;Ll;0;L;;;;;N;;;13D9;;13D9
ABAA;CHEROKEE SMALL LETTER DU;Ll;0;L;;;;;N;;;13DA;;13DA
ABAB;CHEROKEE SMALL LETTER DV;Ll;0;L;;;;;N;;;13DB;;13DB
ABAC;CHEROKEE SMALL LETTER DLA;Ll;0;L;;;;;N;;;13DC;;13DC
ABAD;CHEROKEE SMALL LETTER TLA;Ll;0;L;;;;;N;;;13DD;;13DD
ABAE;CHEROKEE SMALL LETTER TLE;Ll;0;L;;;;;N;;;13DE;;13DE
ABAF;CHEROKEE SMALL LETTER TLI;Ll;0;L;;;;;N;;;13DF;;13DF
ABB0;CHEROKEE SMALL LETTER TLO;Ll;0;L;;;;;N;;;13E0;;13E0
ABB1;CHEROKEE SMALL LETTER TLU;Ll;0;L;;;;;N;;;13E1;;13E1
ABB2;CHEROKEE SMALL LETTER TLV;Ll;0;L;;;;;N;;;13E2;;13E2
ABB3;CHEROKEE SMALL LETTER TSA;Ll;0;L;;;;;N;;;13E3;;13E3
ABB4;CHEROKEE SMALL LETTER TSE;Ll;0;L;;;;;N;;;13E4;;13E4
ABB5;CHEROKEE SMALL LETTER TSI;Ll;0;L;;;;;N;;;13E5;;13E5
ABB6;CHEROKEE SMALL LETTER TSO;Ll;0;L;;;;;N;;;13E6;;13E6
ABB7;CHEROKEE SMALL LETTER TSU;Ll;0;L;;;;;N;;;13E7;;13E7
ABB8;CHEROKEE SMALL LETTER TSV;Ll;0;L;;;;;N;;;13E8;;13E8
ABB9;CHEROKEE SMALL LETTER WA;Ll;0;L;;;;;N;;;13E9;;13E9
ABBA;CHEROKEE SMALL LETTER WE;Ll;0;L;;;;;N;;;13EA;;13EA
ABBB;CHEROKEE SMALL LETTER WI;Ll;0;L;;;;;N;;;13EB;;13EB
ABBC;CHEROKEE SMALL LETTER WO;Ll;0;L;;;;;N;;;13EC;;13EC
ABBD;CHEROKEE SMALL LETTER WU;Ll;0;L;;;;;N;;;13ED;;13ED
ABBE;CHEROKEE SMALL LETTER WV;Ll;0;L;;;;;N;;;13EE;;13EE
ABBF;CHEROKEE SMALL LETTER YA;Ll;0;L;;;;;N;;;13EF;;13EF
ABC0;MEETEI MAYEK LETTER KOK;Lo;0;L;;;;;N;;;;;
ABC1;MEETEI MAYEK LETTER SAM;Lo;0;L;;;;;N;;;;;
ABC2;MEETEI MAYEK LETTER LAI;Lo;0;L;;;;;N;;;;;
ABC3;MEETEI MAYEK LETTER MIT;Lo;0;L;;;;;N;;;;;
ABC4;MEETEI MAYEK LETTER PA;Lo;0;L;;;;;N;;;;;
ABC5;MEETEI MAYEK LETTER NA;Lo;0;L;;;;;N;;;;;
ABC6;MEETEI MAYEK LETTER CHIL;Lo;0;L;;;;;N;;;;;
ABC7;MEETEI MAYEK LETTER TIL;Lo;0;L;;;;;N;;;;;
ABC8;MEETEI MAYEK LETTER KHOU;Lo;0;L;;;;;N;;;;;
ABC9;MEETEI MAYEK LETTER NGOU;Lo;0;L;;;;;N;;;;;
ABCA;MEETEI MAYEK LETTER THOU;Lo;0;L;;;;;N;;;;;
ABCB;MEETEI MAYEK LETTER WAI;Lo;0;L;;;;;N;;;;;
ABCC;MEETEI MAYEK LETTER YANG;Lo;0;L;;;;;N;;;;;
ABCD;MEETEI MAYEK LETTER HUK;Lo;0;L;;;;;N;;;;;
ABCE;MEETEI MAYEK LETTER UN;Lo;0;L;;;;;N;;;;;
ABCF;MEETEI MAYEK LETTER I;Lo;0;L;;;;;N;;;;;
ABD0;MEETEI MAYEK LETTER PHAM;Lo;0;L;;;;;N;;;;;
ABD1;MEETEI MAYEK LETTER ATIYA;Lo;0;L;;;;;N;;;;;
ABD2;MEETEI MAYEK LETTER GOK;Lo;0;L;;;;;N;;;;;
ABD3;MEETEI MAYEK LETTER JHAM;Lo;0;L;;;;;N;;;;;
ABD4;MEETEI MAYEK LETTER RAI;Lo;0;L;;;;;N;;;;;
ABD5;MEETEI MAYEK LETTER BA;Lo;0;L;;;;;N;;;;;
ABD6;MEETEI MAYEK LETTER JIL;Lo;0;L;;;;;N;;;;;
ABD7;MEETEI MAYEK LETTER DIL;Lo;0;L;;;;;N;;;;;
ABD8;MEETEI MAYEK LETTER GHOU;Lo;0;L;;;;;N;;;;;
ABD9;MEETEI MAYEK LETTER DHOU;Lo;0;L;;;;;N;;;;;
ABDA;MEETEI MAYEK LETTER BHAM;Lo;0;L;;;;;N;;;;;
ABDB;MEETEI MAYEK LETTER KOK LONSUM;Lo;0;L;;;;;N;;;;;
ABDC;MEETEI MAYEK LETTER LAI LONSUM;Lo;0;L;;;;;N;;;;;
ABDD;MEETEI MAYEK LETTER MIT LONSUM;Lo;0;L;;;;;N;;;;;
ABDE;MEETEI MAYEK LETTER PA LONSUM;Lo;0;L;;;;;N;;;;;
ABDF;MEETEI MAYEK LETTER NA LONSUM;Lo;0;L;;;;;N;;;;;
ABE0;MEETEI MAYEK LETTER TIL LONSUM;Lo;0;L;;;;;N;;;;;
ABE1;MEETEI MAYEK LETTER NGOU LONSUM;Lo;0;L;;;;;N;;;;;
ABE2;MEETEI MAYEK LETTER I LONSUM;Lo;0;L;;;;;N;;;;;
ABE3;MEETEI MAYEK VOWEL SIGN ONAP;Mc;0;L;;;;;N;;;;;
ABE4;MEETEI MAYEK VOWEL SIGN INAP;Mc;0;L;;;;;N;;;;;
ABE5;MEETEI MAYEK VOWEL SIGN ANAP;Mn;0;NSM;;;;;N;;;;;
ABE6;MEETEI MAYEK VOWEL SIGN YENAP;Mc;0;L;;;;;N;;;;;
ABE7;MEETEI MAYEK VOWEL SIGN SOUNAP;Mc;0;L;;;;;N;;;;;
ABE8;MEETEI MAYEK VOWEL SIGN UNAP;Mn;0;NSM;;;;;N;;;;;
ABE9;MEETEI MAYEK VOWEL SIGN CHEINAP;Mc;0;L;;;;;N;;;;;
ABEA;MEETEI MAYEK VOWEL SIGN NUNG;Mc;0;L;;;;;N;;;;;
ABEB;MEETEI MAYEK CHEIKHEI;Po;0;L;;;;;N;;;;;
ABEC;MEETEI MAYEK LUM IYEK;Mc;0;L;;;;;N;;;;;
ABED;MEETEI MAYEK APUN IYEK;Mn;9;NSM;;;;;N;;;;;
ABF0;MEETEI MAYEK DIGIT ZERO;Nd;0;L;;0;0;0;N;;;;;
ABF1;MEETEI MAYEK DIGIT ONE;Nd;0;L;;1;1;1;N;;;;;
ABF2;MEETEI MAYEK DIGIT TWO;Nd;0;L;;2;2;2;N;;;;;
ABF3;MEETEI MAYEK DIGIT THREE;Nd;0;L;;3;3;3;N;;;;;
ABF4;MEETEI MAYEK DIGIT FOUR;Nd;0;L;;4;4;4;N;;;;;
ABF5;MEETEI MAYEK DIGIT FIVE;Nd;0;L;;5;5;5;N;;;;;
ABF6;MEETEI MAYEK DIGIT SIX;Nd;0;L;;6;6;6;N;;;;;
ABF7;MEETEI MAYEK DIGIT SEVEN;Nd;0;L;;7;7;7;N;;;;;
ABF8;MEETEI MAYEK DIGIT EIGHT;Nd;0;L;;8;8;8;N;;;;;
ABF9;MEETEI MAYEK DIGIT NINE;Nd;0;L;;9;9;9;N;;;;;
AC00;<Hangul Syllable, First>;Lo;0;L;;;;;N;;;;;
D7A3;<Hangul Syllable, Last>;Lo;0;L;;;;;N;;;;;
D7B0;HANGUL JUNGSEONG O-YEO;Lo;0;L;;;;;N;;;;;
D7B1;HANGUL JUNGSEONG O-O-I;Lo;0;L;;;;;N;;;;;
D7B2;HANGUL JUNGSEONG YO-A;Lo;0;L;;;;;N;;;;;
D7B3;HANGUL JUNGSEONG YO-AE;Lo;0;L;;;;;N;;;;;
D7B4;HANGUL JUNGSEONG YO-EO;Lo;0;L;;;;;N;;;;;
D7B5;HANGUL JUNGSEONG U-YEO;Lo;0;L;;;;;N;;;;;
D7B6;HANGUL JUNGSEONG U-I-I;Lo;0;L;;;;;N;;;;;
D7B7;HANGUL JUNGSEONG YU-AE;Lo;0;L;;;;;N;;;;;
D7B8;HANGUL JUNGSEONG YU-O;Lo;0;L;;;;;N;;;;;
D7B9;HANGUL JUNGSEONG EU-A;Lo;0;L;;;;;N;;;;;
D7BA;HANGUL JUNGSEONG EU-EO;Lo;0;L;;;;;N;;;;;
D7BB;HANGUL JUNGSEONG EU-E;Lo;0;L;;;;;N;;;;;
D7BC;HANGUL JUNGSEONG EU-O;Lo;0;L;;;;;N;;;;;
D7BD;HANGUL JUNGSEONG I-YA-O;Lo;0;L;;;;;N;;;;;
D7BE;HANGUL JUNGSEONG I-YAE;Lo;0;L;;;;;N;;;;;
D7BF;HANGUL JUNGSEONG I-YEO;Lo;0;L;;;;;N;;;;;
D7C0;HANGUL JUNGSEONG I-YE;Lo;0;L;;;;;N;;;;;
D7C1;HANGUL JUNGSEONG I-O-I;Lo;0;L;;;;;N;;;;;
D7C2;HANGUL JUNGSEONG I-YO;Lo;0;L;;;;;N;;;;;
D7C3;HANGUL JUNGSEONG I-YU;Lo;0;L;;;;;N;;;;;
D7C4;HANGUL JUNGSEONG I-I;Lo;0;L;;;;;N;;;;;
D7C5;HANGUL JUNGSEONG ARAEA-A;Lo;0;L;;;;;N;;;;;
D7C6;HANGUL JUNGSEONG ARAEA-E;Lo;0;L;;;;;N;;;;;
D7CB;HANGUL JONGSEONG NIEUN-RIEUL;Lo;0;L;;;;;N;;;;;
D7CC;HANGUL JONGSEONG NIEUN-CHIEUCH;Lo;0;L;;;;;N;;;;;
D7CD;HANGUL JONGSEONG SSANGTIKEUT;Lo;0;L;;;;;N;;;;;
D7CE;HANGUL JONGSEONG SSANGTIKEUT-PIEUP;Lo;0;L;;;;;N;;;;;
D7CF;HANGUL JONGSEONG TIKEUT-PIEUP;Lo;0;L;;;;;N;;;;;
D7D0;HANGUL JONGSEONG TIKEUT-SIOS;Lo;0;L;;;;;N;;;;;
D7D1;HANGUL JONGSEONG TIKEUT-SIOS-KIYEOK;Lo;0;L;;;;;N;;;;;
D7D2;HANGUL JONGSEONG TIKEUT-CIEUC;Lo;0;L;;;;;N;;;;;
D7D3;HANGUL JONGSEONG TIKEUT-CHIEUCH;Lo;0;L;;;;;N;;;;;
D7D4;HANGUL JONGSEONG TIKEUT-THIEUTH;Lo;0;L;;;;;N;;;;;
D7D5;HANGUL JONGSEONG RIEUL-SSANGKIYEOK;Lo;0;L;;;;;N;;;;;
D7D6;HANGUL JONGSEONG RIEUL-KIYEOK-HIEUH;Lo;0;L;;;;;N;;;;;
D7D7;HANGUL JONGSEONG SSANGRIEUL-KHIEUKH;Lo;0;L;;;;;N;;;;;
D7D8;HANGUL JONGSEONG RIEUL-MIEUM-HIEUH;Lo;0;L;;;;;N;;;;;
D7D9;HANGUL JONGSEONG RIEUL-PIEUP-TIKEUT;Lo;0;L;;;;;N;;;;;
D7DA;HANGUL JONGSEONG RIEUL-PIEUP-PHIEUPH;Lo;0;L;;;;;N;;;;;
D7DB;HANGUL JONGSEONG RIEUL-YESIEUNG;Lo;0;L;;;;;N;;;;;
D7DC;HANGUL JONGSEONG RIEUL-YEORINHIEUH-HIEUH;Lo;0;L;;;;;N;;;;;
D7DD;HANGUL JONGSEONG KAPYEOUNRIEUL;Lo;0;L;;;;;N;;;;;
D7DE;HANGUL JONGSEONG MIEUM-NIEUN;Lo;0;L;;;;;N;;;;;
D7DF;HANGUL JONGSEONG MIEUM-SSANGNIEUN;Lo;0;L;;;;;N;;;;;
D7E0;HANGUL JONGSEONG SSANGMIEUM;Lo;0;L;;;;;N;;;;;
D7E1;HANGUL JONGSEONG MIEUM-PIEUP-SIOS;Lo;0;L;;;;;N;;;;;
D7E2;HANGUL JONGSEONG MIEUM-CIEUC;Lo;0;L;;;;;N;;;;;
D7E3;HANGUL JONGSEONG PIEUP-TIKEUT;Lo;0;L;;;;;N;;;;;
D7E4;HANGUL JONGSEONG PIEUP-RIEUL-PHIEUPH;Lo;0;L;;;;;N;;;;;
D7E5;HANGUL JONGSEONG PIEUP-MIEUM;Lo;0;L;;;;;N;;;;;
D7E6;HANGUL JONGSEONG SSANGPIEUP;Lo;0;L;;;;;N;;;;;
D7E7;HANGUL JONGSEONG PIEUP-SIOS-TIKEUT;Lo;0;L;;;;;N;;;;;
D7E8;HANGUL JONGSEONG PIEUP-CIEUC;Lo;0;L;;;;;N;;;;;
D7E9;HANGUL JONGSEONG PIEUP-CHIEUCH;Lo;0;L;;;;;N;;;;;
D7EA;HANGUL JONGSEONG SIOS-MIEUM;Lo;0;L;;;;;N;;;;;
D7EB;HANGUL JONGSEONG SIOS-KAPYEOUNPIEUP;Lo;0;L;;;;;N;;;;;
D7EC;HANGUL JONGSEONG SSANGSIOS-KIYEOK;Lo;0;L;;;;;N;;;;;
D7ED;HANGUL JONGSEONG SSANGSIOS-TIKEUT;Lo;0;L;;;;;N;;;;;
D7EE;HANGUL JONGSEONG SIOS-PANSIOS;Lo;0;L;;;;;N;;;;;
D7EF;HANGUL JONGSEONG SIOS-CIEUC;Lo;0;L;;;;;N;;;;;
D7F0;HANGUL JONGSEONG SIOS-CHIEUCH;Lo;0;L;;;;;N;;;;;
D7F1;HANGUL JONGSEONG SIOS-THIEUTH;Lo;0;L;;;;;N;;;;;
D7F2;HANGUL JONGSEONG SIOS-HIEUH;Lo;0;L;;;;;N;;;;;
D7F3;HANGUL JONGSEONG PANSIOS-PIEUP;Lo;0;L;;;;;N;;;;;
D7F4;HANGUL JONGSEONG PANSIOS-KAPYEOUNPIEUP;Lo;0;L;;;;;N;;;;;
D7F5;HANGUL JONGSEONG YESIEUNG-MIEUM;Lo;0;L;;;;;N;;;;;
D7F6;HANGUL JONGSEONG YESIEUNG-HIEUH;Lo;0;L;;;;;N;;;;;
D7F7;HANGUL JONGSEONG CIEUC-PIEUP;Lo;0;L;;;;;N;;;;;
D7F8;HANGUL JONGSEONG CIEUC-SSANGPIEUP;Lo;0;L;;;;;N;;;;;
D7F9;HANGUL JONGSEONG SSANGCIEUC;Lo;0;L;;;;;N;;;;;
D7FA;HANGUL JONGSEONG PHIEUPH-SIOS;Lo;0;L;;;;;N;;;;;
D7FB;HANGUL JONGSEONG PHIEUPH-THIEUTH;Lo;0;L;;;;;N;;;;;
D800;<Non Private Use High Surrogate, First>;Cs;0;L;;;;;N;;;;;
DB7F;<Non Private Use High Surrogate, Last>;Cs;0;L;;;;;N;;;;;
DB80;<Private Use High Surrogate, First>;Cs;0;L;;;;;N;;;;;
DBFF;<Private Use High Surrogate, Last>;Cs;0;L;;;;;N;;;;;
DC00;<Low Surrogate, First>;Cs;0;L;;;;;N;;;;;
DFFF;<Low Surrogate, Last>;Cs;0;L;;;;;N;;;;;
E000;<Private Use, First>;Co;0;L;;;;;N;;;;;
F8FF;<Private Use, Last>;Co;0;L;;;;;N;;;;;
F900;CJK COMPATIBILITY IDEOGRAPH-F900;Lo;0;L;8C48;;;;N;;;;;
F901;CJK COMPATIBILITY IDEOGRAPH-F901;Lo;0;L;66F4;;;;N;;;;;
F902;CJK COMPATIBILITY IDEOGRAPH-F902;Lo;0;L;8ECA;;;;N;;;;;
F903;CJK COMPATIBILITY IDEOGRAPH-F903;Lo;0;L;8CC8;;;;N;;;;;
F904;CJK COMPATIBILITY IDEOGRAPH-F904;Lo;0;L;6ED1;;;;N;;;;;
F905;CJK COMPATIBILITY IDEOGRAPH-F905;Lo;0;L;4E32;;;;N;;;;;
F906;CJK COMPATIBILITY IDEOGRAPH-F906;Lo;0;L;53E5;;;;N;;;;;
F907;CJK COMPATIBILITY IDEOGRAPH-F907;Lo;0;L;9F9C;;;;N;;;;;
F908;CJK COMPATIBILITY IDEOGRAPH-F908;Lo;0;L;9F9C;;;;N;;;;;
F909;CJK COMPATIBILITY IDEOGRAPH-F909;Lo;0;L;5951;;;;N;;;;;
F90A;CJK COMPATIBILITY IDEOGRAPH-F90A;Lo;0;L;91D1;;;;N;;;;;
F90B;CJK COMPATIBILITY IDEOGRAPH-F90B;Lo;0;L;5587;;;;N;;;;;
F90C;CJK COMPATIBILITY IDEOGRAPH-F90C;Lo;0;L;5948;;;;N;;;;;
F90D;CJK COMPATIBILITY IDEOGRAPH-F90D;Lo;0;L;61F6;;;;N;;;;;
F90E;CJK COMPATIBILITY IDEOGRAPH-F90E;Lo;0;L;7669;;;;N;;;;;
F90F;CJK COMPATIBILITY IDEOGRAPH-F90F;Lo;0;L;7F85;;;;N;;;;;
F910;CJK COMPATIBILITY IDEOGRAPH-F910;Lo;0;L;863F;;;;N;;;;;
F911;CJK COMPATIBILITY IDEOGRAPH-F911;Lo;0;L;87BA;;;;N;;;;;
F912;CJK COMPATIBILITY IDEOGRAPH-F912;Lo;0;L;88F8;;;;N;;;;;
F913;CJK COMPATIBILITY IDEOGRAPH-F913;Lo;0;L;908F;;;;N;;;;;
F914;CJK COMPATIBILITY IDEOGRAPH-F914;Lo;0;L;6A02;;;;N;;;;;
F915;CJK COMPATIBILITY IDEOGRAPH-F915;Lo;0;L;6D1B;;;;N;;;;;
F916;CJK COMPATIBILITY IDEOGRAPH-F916;Lo;0;L;70D9;;;;N;;;;;
F917;CJK COMPATIBILITY IDEOGRAPH-F917;Lo;0;L;73DE;;;;N;;;;;
F918;CJK COMPATIBILITY IDEOGRAPH-F918;Lo;0;L;843D;;;;N;;;;;
F919;CJK COMPATIBILITY IDEOGRAPH-F919;Lo;0;L;916A;;;;N;;;;;
F91A;CJK COMPATIBILITY IDEOGRAPH-F91A;Lo;0;L;99F1;;;;N;;;;;
F91B;CJK COMPATIBILITY IDEOGRAPH-F91B;Lo;0;L;4E82;;;;N;;;;;
F91C;CJK COMPATIBILITY IDEOGRAPH-F91C;Lo;0;L;5375;;;;N;;;;;
F91D;CJK COMPATIBILITY IDEOGRAPH-F91D;Lo;0;L;6B04;;;;N;;;;;
F91E;CJK COMPATIBILITY IDEOGRAPH-F91E;Lo;0;L;721B;;;;N;;;;;
F91F;CJK COMPATIBILITY IDEOGRAPH-F91F;Lo;0;L;862D;;;;N;;;;;
F920;CJK COMPATIBILITY IDEOGRAPH-F920;Lo;0;L;9E1E;;;;N;;;;;
F921;CJK COMPATIBILITY IDEOGRAPH-F921;Lo;0;L;5D50;;;;N;;;;;
F922;CJK COMPATIBILITY IDEOGRAPH-F922;Lo;0;L;6FEB;;;;N;;;;;
F923;CJK COMPATIBILITY IDEOGRAPH-F923;Lo;0;L;85CD;;;;N;;;;;
F924;CJK COMPATIBILITY IDEOGRAPH-F924;Lo;0;L;8964;;;;N;;;;;
F925;CJK COMPATIBILITY IDEOGRAPH-F925;Lo;0;L;62C9;;;;N;;;;;
F926;CJK COMPATIBILITY IDEOGRAPH-F926;Lo;0;L;81D8;;;;N;;;;;
F927;CJK COMPATIBILITY IDEOGRAPH-F927;Lo;0;L;881F;;;;N;;;;;
F928;CJK COMPATIBILITY IDEOGRAPH-F928;Lo;0;L;5ECA;;;;N;;;;;
F929;CJK COMPATIBILITY IDEOGRAPH-F929;Lo;0;L;6717;;;;N;;;;;
F92A;CJK COMPATIBILITY IDEOGRAPH-F92A;Lo;0;L;6D6A;;;;N;;;;;
F92B;CJK COMPATIBILITY IDEOGRAPH-F92B;Lo;0;L;72FC;;;;N;;;;;
F92C;CJK COMPATIBILITY IDEOGRAPH-F92C;Lo;0;L;90CE;;;;N;;;;;
F92D;CJK COMPATIBILITY IDEOGRAPH-F92D;Lo;0;L;4F86;;;;N;;;;;
F92E;CJK COMPATIBILITY IDEOGRAPH-F92E;Lo;0;L;51B7;;;;N;;;;;
F92F;CJK COMPATIBILITY IDEOGRAPH-F92F;Lo;0;L;52DE;;;;N;;;;;
F930;CJK COMPATIBILITY IDEOGRAPH-F930;Lo;0;L;64C4;;;;N;;;;;
F931;CJK COMPATIBILITY IDEOGRAPH-F931;Lo;0;L;6AD3;;;;N;;;;;
F932;CJK COMPATIBILITY IDEOGRAPH-F932;Lo;0;L;7210;;;;N;;;;;
F933;CJK COMPATIBILITY IDEOGRAPH-F933;Lo;0;L;76E7;;;;N;;;;;
F934;CJK COMPATIBILITY IDEOGRAPH-F934;Lo;0;L;8001;;;;N;;;;;
F935;CJK COMPATIBILITY IDEOGRAPH-F935;Lo;0;L;8606;;;;N;;;;;
F936;CJK COMPATIBILITY IDEOGRAPH-F936;Lo;0;L;865C;;;;N;;;;;
F937;CJK COMPATIBILITY IDEOGRAPH-F937;Lo;0;L;8DEF;;;;N;;;;;
F938;CJK COMPATIBILITY IDEOGRAPH-F938;Lo;0;L;9732;;;;N;;;;;
F939;CJK COMPATIBILITY IDEOGRAPH-F939;Lo;0;L;9B6F;;;;N;;;;;
F93A;CJK COMPATIBILITY IDEOGRAPH-F93A;Lo;0;L;9DFA;;;;N;;;;;
F93B;CJK COMPATIBILITY IDEOGRAPH-F93B;Lo;0;L;788C;;;;N;;;;;
F93C;CJK COMPATIBILITY IDEOGRAPH-F93C;Lo;0;L;797F;;;;N;;;;;
F93D;CJK COMPATIBILITY IDEOGRAPH-F93D;Lo;0;L;7DA0;;;;N;;;;;
F93E;CJK COMPATIBILITY IDEOGRAPH-F93E;Lo;0;L;83C9;;;;N;;;;;
F93F;CJK COMPATIBILITY IDEOGRAPH-F93F;Lo;0;L;9304;;;;N;;;;;
F940;CJK COMPATIBILITY IDEOGRAPH-F940;Lo;0;L;9E7F;;;;N;;;;;
F941;CJK COMPATIBILITY IDEOGRAPH-F941;Lo;0;L;8AD6;;;;N;;;;;
F942;CJK COMPATIBILITY IDEOGRAPH-F942;Lo;0;L;58DF;;;;N;;;;;
F943;CJK COMPATIBILITY IDEOGRAPH-F943;Lo;0;L;5F04;;;;N;;;;;
F944;CJK COMPATIBILITY IDEOGRAPH-F944;Lo;0;L;7C60;;;;N;;;;;
F945;CJK COMPATIBILITY IDEOGRAPH-F945;Lo;0;L;807E;;;;N;;;;;
F946;CJK COMPATIBILITY IDEOGRAPH-F946;Lo;0;L;7262;;;;N;;;;;
F947;CJK COMPATIBILITY IDEOGRAPH-F947;Lo;0;L;78CA;;;;N;;;;;
F948;CJK COMPATIBILITY IDEOGRAPH-F948;Lo;0;L;8CC2;;;;N;;;;;
F949;CJK COMPATIBILITY IDEOGRAPH-F949;Lo;0;L;96F7;;;;N;;;;;
F94A;CJK COMPATIBILITY IDEOGRAPH-F94A;Lo;0;L;58D8;;;;N;;;;;
F94B;CJK COMPATIBILITY IDEOGRAPH-F94B;Lo;0;L;5C62;;;;N;;;;;
F94C;CJK COMPATIBILITY IDEOGRAPH-F94C;Lo;0;L;6A13;;;;N;;;;;
F94D;CJK COMPATIBILITY IDEOGRAPH-F94D;Lo;0;L;6DDA;;;;N;;;;;
F94E;CJK COMPATIBILITY IDEOGRAPH-F94E;Lo;0;L;6F0F;;;;N;;;;;
F94F;CJK COMPATIBILITY IDEOGRAPH-F94F;Lo;0;L;7D2F;;;;N;;;;;
F950;CJK COMPATIBILITY IDEOGRAPH-F950;Lo;0;L;7E37;;;;N;;;;;
F951;CJK COMPATIBILITY IDEOGRAPH-F951;Lo;0;L;964B;;;;N;;;;;
F952;CJK COMPATIBILITY IDEOGRAPH-F952;Lo;0;L;52D2;;;;N;;;;;
F953;CJK COMPATIBILITY IDEOGRAPH-F953;Lo;0;L;808B;;;;N;;;;;
F954;CJK COMPATIBILITY IDEOGRAPH-F954;Lo;0;L;51DC;;;;N;;;;;
F955;CJK COMPATIBILITY IDEOGRAPH-F955;Lo;0;L;51CC;;;;N;;;;;
F956;CJK COMPATIBILITY IDEOGRAPH-F956;Lo;0;L;7A1C;;;;N;;;;;
F957;CJK COMPATIBILITY IDEOGRAPH-F957;Lo;0;L;7DBE;;;;N;;;;;
F958;CJK COMPATIBILITY IDEOGRAPH-F958;Lo;0;L;83F1;;;;N;;;;;
F959;CJK COMPATIBILITY IDEOGRAPH-F959;Lo;0;L;9675;;;;N;;;;;
F95A;CJK COMPATIBILITY IDEOGRAPH-F95A;Lo;0;L;8B80;;;;N;;;;;
F95B;CJK COMPATIBILITY IDEOGRAPH-F95B;Lo;0;L;62CF;;;;N;;;;;
F95C;CJK COMPATIBILITY IDEOGRAPH-F95C;Lo;0;L;6A02;;;;N;;;;;
F95D;CJK COMPATIBILITY IDEOGRAPH-F95D;Lo;0;L;8AFE;;;;N;;;;;
F95E;CJK COMPATIBILITY IDEOGRAPH-F95E;Lo;0;L;4E39;;;;N;;;;;
F95F;CJK COMPATIBILITY IDEOGRAPH-F95F;Lo;0;L;5BE7;;;;N;;;;;
F960;CJK COMPATIBILITY IDEOGRAPH-F960;Lo;0;L;6012;;;;N;;;;;
F961;CJK COMPATIBILITY IDEOGRAPH-F961;Lo;0;L;7387;;;;N;;;;;
F962;CJK COMPATIBILITY IDEOGRAPH-F962;Lo;0;L;7570;;;;N;;;;;
F963;CJK COMPATIBILITY IDEOGRAPH-F963;Lo;0;L;5317;;;;N;;;;;
F964;CJK COMPATIBILITY IDEOGRAPH-F964;Lo;0;L;78FB;;;;N;;;;;
F965;CJK COMPATIBILITY IDEOGRAPH-F965;Lo;0;L;4FBF;;;;N;;;;;
F966;CJK COMPATIBILITY IDEOGRAPH-F966;Lo;0;L;5FA9;;;;N;;;;;
F967;CJK COMPATIBILITY IDEOGRAPH-F967;Lo;0;L;4E0D;;;;N;;;;;
F968;CJK COMPATIBILITY IDEOGRAPH-F968;Lo;0;L;6CCC;;;;N;;;;;
F969;CJK COMPATIBILITY IDEOGRAPH-F969;Lo;0;L;6578;;;;N;;;;;
F96A;CJK COMPATIBILITY IDEOGRAPH-F96A;Lo;0;L;7D22;;;;N;;;;;
F96B;CJK COMPATIBILITY IDEOGRAPH-F96B;Lo;0;L;53C3;;;3;N;;;;;
F96C;CJK COMPATIBILITY IDEOGRAPH-F96C;Lo;0;L;585E;;;;N;;;;;
F96D;CJK COMPATIBILITY IDEOGRAPH-F96D;Lo;0;L;7701;;;;N;;;;;
F96E;CJK COMPATIBILITY IDEOGRAPH-F96E;Lo;0;L;8449;;;;N;;;;;
F96F;CJK COMPATIBILITY IDEOGRAPH-F96F;Lo;0;L;8AAA;;;;N;;;;;
F970;CJK COMPATIBILITY IDEOGRAPH-F970;Lo;0;L;6BBA;;;;N;;;;;
F971;CJK COMPATIBILITY IDEOGRAPH-F971;Lo;0;L;8FB0;;;;N;;;;;
F972;CJK COMPATIBILITY IDEOGRAPH-F972;Lo;0;L;6C88;;;;N;;;;;
F973;CJK COMPATIBILITY IDEOGRAPH-F973;Lo;0;L;62FE;;;10;N;;;;;
F974;CJK COMPATIBILITY IDEOGRAPH-F974;Lo;0;L;82E5;;;;N;;;;;
F975;CJK COMPATIBILITY IDEOGRAPH-F975;Lo;0;L;63A0;;;;N;;;;;
F976;CJK COMPATIBILITY IDEOGRAPH-F976;Lo;0;L;7565;;;;N;;;;;
F977;CJK COMPATIBILITY IDEOGRAPH-F977;Lo;0;L;4EAE;;;;N;;;;;
F978;CJK COMPATIBILITY IDEOGRAPH-F978;Lo;0;L;5169;;;2;N;;;;;
F979;CJK COMPATIBILITY IDEOGRAPH-F979;Lo;0;L;51C9;;;;N;;;;;
F97A;CJK COMPATIBILITY IDEOGRAPH-F97A;Lo;0;L;6881;;;;N;;;;;
F97B;CJK COMPATIBILITY IDEOGRAPH-F97B;Lo;0;L;7CE7;;;;N;;;;;
F97C;CJK COMPATIBILITY IDEOGRAPH-F97C;Lo;0;L;826F;;;;N;;;;;
F97D;CJK COMPATIBILITY IDEOGRAPH-F97D;Lo;0;L;8AD2;;;;N;;;;;
F97E;CJK COMPATIBILITY IDEOGRAPH-F97E;Lo;0;L;91CF;;;;N;;;;;
F97F;CJK COMPATIBILITY IDEOGRAPH-F97F;Lo;0;L;52F5;;;;N;;;;;
F980;CJK COMPATIBILITY IDEOGRAPH-F980;Lo;0;L;5442;;;;N;;;;;
F981;CJK COMPATIBILITY IDEOGRAPH-F981;Lo;0;L;5973;;;;N;;;;;
F982;CJK COMPATIBILITY IDEOGRAPH-F982;Lo;0;L;5EEC;;;;N;;;;;
F983;CJK COMPATIBILITY IDEOGRAPH-F983;Lo;0;L;65C5;;;;N;;;;;
F984;CJK COMPATIBILITY IDEOGRAPH-F984;Lo;0;L;6FFE;;;;N;;;;;
F985;CJK COMPATIBILITY IDEOGRAPH-F985;Lo;0;L;792A;;;;N;;;;;
F986;CJK COMPATIBILITY IDEOGRAPH-F986;Lo;0;L;95AD;;;;N;;;;;
F987;CJK COMPATIBILITY IDEOGRAPH-F987;Lo;0;L;9A6A;;;;N;;;;;
F988;CJK COMPATIBILITY IDEOGRAPH-F988;Lo;0;L;9E97;;;;N;;;;;
F989;CJK COMPATIBILITY IDEOGRAPH-F989;Lo;0;L;9ECE;;;;N;;;;;
F98A;CJK COMPATIBILITY IDEOGRAPH-F98A;Lo;0;L;529B;;;;N;;;;;
F98B;CJK COMPATIBILITY IDEOGRAPH-F98B;Lo;0;L;66C6;;;;N;;;;;
F98C;CJK COMPATIBILITY IDEOGRAPH-F98C;Lo;0;L;6B77;;;;N;;;;;
F98D;CJK COMPATIBILITY IDEOGRAPH-F98D;Lo;0;L;8F62;;;;N;;;;;
F98E;CJK COMPATIBILITY IDEOGRAPH-F98E;Lo;0;L;5E74;;;;N;;;;;
F98F;CJK COMPATIBILITY IDEOGRAPH-F98F;Lo;0;L;6190;;;;N;;;;;
F990;CJK COMPATIBILITY IDEOGRAPH-F990;Lo;0;L;6200;;;;N;;;;;
F991;CJK COMPATIBILITY IDEOGRAPH-F991;Lo;0;L;649A;;;;N;;;;;
F992;CJK COMPATIBILITY IDEOGRAPH-F992;Lo;0;L;6F23;;;;N;;;;;
F993;CJK COMPATIBILITY IDEOGRAPH-F993;Lo;0;L;7149;;;;N;;;;;
F994;CJK COMPATIBILITY IDEOGRAPH-F994;Lo;0;L;7489;;;;N;;;;;
F995;CJK COMPATIBILITY IDEOGRAPH-F995;Lo;0;L;79CA;;;;N;;;;;
F996;CJK COMPATIBILITY IDEOGRAPH-F996;Lo;0;L;7DF4;;;;N;;;;;
F997;CJK COMPATIBILITY IDEOGRAPH-F997;Lo;0;L;806F;;;;N;;;;;
F998;CJK COMPATIBILITY IDEOGRAPH-F998;Lo;0;L;8F26;;;;N;;;;;
F999;CJK COMPATIBILITY IDEOGRAPH-F999;Lo;0;L;84EE;;;;N;;;;;
F99A;CJK COMPATIBILITY IDEOGRAPH-F99A;Lo;0;L;9023;;;;N;;;;;
F99B;CJK COMPATIBILITY IDEOGRAPH-F99B;Lo;0;L;934A;;;;N;;;;;
F99C;CJK COMPATIBILITY IDEOGRAPH-F99C;Lo;0;L;5217;;;;N;;;;;
F99D;CJK COMPATIBILITY IDEOGRAPH-F99D;Lo;0;L;52A3;;;;N;;;;;
F99E;CJK COMPATIBILITY IDEOGRAPH-F99E;Lo;0;L;54BD;;;;N;;;;;
F99F;CJK COMPATIBILITY IDEOGRAPH-F99F;Lo;0;L;70C8;;;;N;;;;;
F9A0;CJK COMPATIBILITY IDEOGRAPH-F9A0;Lo;0;L;88C2;;;;N;;;;;
F9A1;CJK COMPATIBILITY IDEOGRAPH-F9A1;Lo;0;L;8AAA;;;;N;;;;;
F9A2;CJK COMPATIBILITY IDEOGRAPH-F9A2;Lo;0;L;5EC9;;;;N;;;;;
F9A3;CJK COMPATIBILITY IDEOGRAPH-F9A3;Lo;0;L;5FF5;;;;N;;;;;
F9A4;CJK COMPATIBILITY IDEOGRAPH-F9A4;Lo;0;L;637B;;;;N;;;;;
F9A5;CJK COMPATIBILITY IDEOGRAPH-F9A5;Lo;0;L;6BAE;;;;N;;;;;
F9A6;CJK COMPATIBILITY IDEOGRAPH-F9A6;Lo;0;L;7C3E;;;;N;;;;;
F9A7;CJK COMPATIBILITY IDEOGRAPH-F9A7;Lo;0;L;7375;;;;N;;;;;
F9A8;CJK COMPATIBILITY IDEOGRAPH-F9A8;Lo;0;L;4EE4;;;;N;;;;;
F9A9;CJK COMPATIBILITY IDEOGRAPH-F9A9;Lo;0;L;56F9;;;;N;;;;;
F9AA;CJK COMPATIBILITY IDEOGRAPH-F9AA;Lo;0;L;5BE7;;;;N;;;;;
F9AB;CJK COMPATIBILITY IDEOGRAPH-F9AB;Lo;0;L;5DBA;;;;N;;;;;
F9AC;CJK COMPATIBILITY IDEOGRAPH-F9AC;Lo;0;L;601C;;;;N;;;;;
F9AD;CJK COMPATIBILITY IDEOGRAPH-F9AD;Lo;0;L;73B2;;;;N;;;;;
F9AE;CJK COMPATIBILITY IDEOGRAPH-F9AE;Lo;0;L;7469;;;;N;;;;;
F9AF;CJK COMPATIBILITY IDEOGRAPH-F9AF;Lo;0;L;7F9A;;;;N;;;;;
F9B0;CJK COMPATIBILITY IDEOGRAPH-F9B0;Lo;0;L;8046;;;;N;;;;;
F9B1;CJK COMPATIBILITY IDEOGRAPH-F9B1;Lo;0;L;9234;;;;N;;;;;
F9B2;CJK COMPATIBILITY IDEOGRAPH-F9B2;Lo;0;L;96F6;;;0;N;;;;;
F9B3;CJK COMPATIBILITY IDEOGRAPH-F9B3;Lo;0;L;9748;;;;N;;;;;
F9B4;CJK COMPATIBILITY IDEOGRAPH-F9B4;Lo;0;L;9818;;;;N;;;;;
F9B5;CJK COMPATIBILITY IDEOGRAPH-F9B5;Lo;0;L;4F8B;;;;N;;;;;
F9B6;CJK COMPATIBILITY IDEOGRAPH-F9B6;Lo;0;L;79AE;;;;N;;;;;
F9B7;CJK COMPATIBILITY IDEOGRAPH-F9B7;Lo;0;L;91B4;;;;N;;;;;
F9B8;CJK COMPATIBILITY IDEOGRAPH-F9B8;Lo;0;L;96B8;;;;N;;;;;
F9B9;CJK COMPATIBILITY IDEOGRAPH-F9B9;Lo;0;L;60E1;;;;N;;;;;
F9BA;CJK COMPATIBILITY IDEOGRAPH-F9BA;Lo;0;L;4E86;;;;N;;;;;
F9BB;CJK COMPATIBILITY IDEOGRAPH-F9BB;Lo;0;L;50DA;;;;N;;;;;
F9BC;CJK COMPATIBILITY IDEOGRAPH-F9BC;Lo;0;L;5BEE;;;;N;;;;;
F9BD;CJK COMPATIBILITY IDEOGRAPH-F9BD;Lo;0;L;5C3F;;;;N;;;;;
F9BE;CJK COMPATIBILITY IDEOGRAPH-F9BE;Lo;0;L;6599;;;;N;;;;;
F9BF;CJK COMPATIBILITY IDEOGRAPH-F9BF;Lo;0;L;6A02;;;;N;;;;;
F9C0;CJK COMPATIBILITY IDEOGRAPH-F9C0;Lo;0;L;71CE;;;;N;;;;;
F9C1;CJK COMPATIBILITY IDEOGRAPH-F9C1;Lo;0;L;7642;;;;N;;;;;
F9C2;CJK COMPATIBILITY IDEOGRAPH-F9C2;Lo;0;L;84FC;;;;N;;;;;
F9C3;CJK COMPATIBILITY IDEOGRAPH-F9C3;Lo;0;L;907C;;;;N;;;;;
F9C4;CJK COMPATIBILITY IDEOGRAPH-F9C4;Lo;0;L;9F8D;;;;N;;;;;
F9C5;CJK COMPATIBILITY IDEOGRAPH-F9C5;Lo;0;L;6688;;;;N;;;;;
F9C6;CJK COMPATIBILITY IDEOGRAPH-F9C6;Lo;0;L;962E;;;;N;;;;;
F9C7;CJK COMPATIBILITY IDEOGRAPH-F9C7;Lo;0;L;5289;;;;N;;;;;
F9C8;CJK COMPATIBILITY IDEOGRAPH-F9C8;Lo;0;L;677B;;;;N;;;;;
F9C9;CJK COMPATIBILITY IDEOGRAPH-F9C9;Lo;0;L;67F3;;;;N;;;;;
F9CA;CJK COMPATIBILITY IDEOGRAPH-F9CA;Lo;0;L;6D41;;;;N;;;;;
F9CB;CJK COMPATIBILITY IDEOGRAPH-F9CB;Lo;0;L;6E9C;;;;N;;;;;
F9CC;CJK COMPATIBILITY IDEOGRAPH-F9CC;Lo;0;L;7409;;;;N;;;;;
F9CD;CJK COMPATIBILITY IDEOGRAPH-F9CD;Lo;0;L;7559;;;;N;;;;;
F9CE;CJK COMPATIBILITY IDEOGRAPH-F9CE;Lo;0;L;786B;;;;N;;;;;
F9CF;CJK COMPATIBILITY IDEOGRAPH-F9CF;Lo;0;L;7D10;;;;N;;;;;
F9D0;CJK COMPATIBILITY IDEOGRAPH-F9D0;Lo;0;L;985E;;;;N;;;;;
F9D1;CJK COMPATIBILITY IDEOGRAPH-F9D1;Lo;0;L;516D;;;6;N;;;;;
F9D2;CJK COMPATIBILITY IDEOGRAPH-F9D2;Lo;0;L;622E;;;;N;;;;;
F9D3;CJK COMPATIBILITY IDEOGRAPH-F9D3;Lo;0;L;9678;;;6;N;;;;;
F9D4;CJK COMPATIBILITY IDEOGRAPH-F9D4;Lo;0;L;502B;;;;N;;;;;
F9D5;CJK COMPATIBILITY IDEOGRAPH-F9D5;Lo;0;L;5D19;;;;N;;;;;
F9D6;CJK COMPATIBILITY IDEOGRAPH-F9D6;Lo;0;L;6DEA;;;;N;;;;;
F9D7;CJK COMPATIBILITY IDEOGRAPH-F9D7;Lo;0;L;8F2A;;;;N;;;;;
F9D8;CJK COMPATIBILITY IDEOGRAPH-F9D8;Lo;0;L;5F8B;;;;N;;;;;
F9D9;CJK COMPATIBILITY IDEOGRAPH-F9D9;Lo;0;L;6144;;;;N;;;;;
F9DA;CJK COMPATIBILITY IDEOGRAPH-F9DA;Lo;0;L;6817;;;;N;;;;;
F9DB;CJK COMPATIBILITY IDEOGRAPH-F9DB;Lo;0;L;7387;;;;N;;;;;
F9DC;CJK COMPATIBILITY IDEOGRAPH-F9DC;Lo;0;L;9686;;;;N;;;;;
F9DD;CJK COMPATIBILITY IDEOGRAPH-F9DD;Lo;0;L;5229;;;;N;;;;;
F9DE;CJK COMPATIBILITY IDEOGRAPH-F9DE;Lo;0;L;540F;;;;N;;;;;
F9DF;CJK COMPATIBILITY IDEOGRAPH-F9DF;Lo;0;L;5C65;;;;N;;;;;
F9E0;CJK COMPATIBILITY IDEOGRAPH-F9E0;Lo;0;L;6613;;;;N;;;;;
F9E1;CJK COMPATIBILITY IDEOGRAPH-F9E1;Lo;0;L;674E;;;;N;;;;;
F9E2;CJK COMPATIBILITY IDEOGRAPH-F9E2;Lo;0;L;68A8;;;;N;;;;;
F9E3;CJK COMPATIBILITY IDEOGRAPH-F9E3;Lo;0;L;6CE5;;;;N;;;;;
F9E4;CJK COMPATIBILITY IDEOGRAPH-F9E4;Lo;0;L;7406;;;;N;;;;;
F9E5;CJK COMPATIBILITY IDEOGRAPH-F9E5;Lo;0;L;75E2;;;;N;;;;;
F9E6;CJK COMPATIBILITY IDEOGRAPH-F9E6;Lo;0;L;7F79;;;;N;;;;;
F9E7;CJK COMPATIBILITY IDEOGRAPH-F9E7;Lo;0;L;88CF;;;;N;;;;;
F9E8;CJK COMPATIBILITY IDEOGRAPH-F9E8;Lo;0;L;88E1;;;;N;;;;;
F9E9;CJK COMPATIBILITY IDEOGRAPH-F9E9;Lo;0;L;91CC;;;;N;;;;;
F9EA;CJK COMPATIBILITY IDEOGRAPH-F9EA;Lo;0;L;96E2;;;;N;;;;;
F9EB;CJK COMPATIBILITY IDEOGRAPH-F9EB;Lo;0;L;533F;;;;N;;;;;
F9EC;CJK COMPATIBILITY IDEOGRAPH-F9EC;Lo;0;L;6EBA;;;;N;;;;;
F9ED;CJK COMPATIBILITY IDEOGRAPH-F9ED;Lo;0;L;541D;;;;N;;;;;
F9EE;CJK COMPATIBILITY IDEOGRAPH-F9EE;Lo;0;L;71D0;;;;N;;;;;
F9EF;CJK COMPATIBILITY IDEOGRAPH-F9EF;Lo;0;L;7498;;;;N;;;;;
F9F0;CJK COMPATIBILITY IDEOGRAPH-F9F0;Lo;0;L;85FA;;;;N;;;;;
F9F1;CJK COMPATIBILITY IDEOGRAPH-F9F1;Lo;0;L;96A3;;;;N;;;;;
F9F2;CJK COMPATIBILITY IDEOGRAPH-F9F2;Lo;0;L;9C57;;;;N;;;;;
F9F3;CJK COMPATIBILITY IDEOGRAPH-F9F3;Lo;0;L;9E9F;;;;N;;;;;
F9F4;CJK COMPATIBILITY IDEOGRAPH-F9F4;Lo;0;L;6797;;;;N;;;;;
F9F5;CJK COMPATIBILITY IDEOGRAPH-F9F5;Lo;0;L;6DCB;;;;N;;;;;
F9F6;CJK COMPATIBILITY IDEOGRAPH-F9F6;Lo;0;L;81E8;;;;N;;;;;
F9F7;CJK COMPATIBILITY IDEOGRAPH-F9F7;Lo;0;L;7ACB;;;;N;;;;;
F9F8;CJK COMPATIBILITY IDEOGRAPH-F9F8;Lo;0;L;7B20;;;;N;;;;;
F9F9;CJK COMPATIBILITY IDEOGRAPH-F9F9;Lo;0;L;7C92;;;;N;;;;;
F9FA;CJK COMPATIBILITY IDEOGRAPH-F9FA;Lo;0;L;72C0;;;;N;;;;;
F9FB;CJK COMPATIBILITY IDEOGRAPH-F9FB;Lo;0;L;7099;;;;N;;;;;
F9FC;CJK COMPATIBILITY IDEOGRAPH-F9FC;Lo;0;L;8B58;;;;N;;;;;
F9FD;CJK COMPATIBILITY IDEOGRAPH-F9FD;Lo;0;L;4EC0;;;10;N;;;;;
F9FE;CJK COMPATIBILITY IDEOGRAPH-F9FE;Lo;0;L;8336;;;;N;;;;;
F9FF;CJK COMPATIBILITY IDEOGRAPH-F9FF;Lo;0;L;523A;;;;N;;;;;
FA00;CJK COMPATIBILITY IDEOGRAPH-FA00;Lo;0;L;5207;;;;N;;;;;
FA01;CJK COMPATIBILITY IDEOGRAPH-FA01;Lo;0;L;5EA6;;;;N;;;;;
FA02;CJK COMPATIBILITY IDEOGRAPH-FA02;Lo;0;L;62D3;;;;N;;;;;
FA03;CJK COMPATIBILITY IDEOGRAPH-FA03;Lo;0;L;7CD6;;;;N;;;;;
FA04;CJK COMPATIBILITY IDEOGRAPH-FA04;Lo;0;L;5B85;;;;N;;;;;
FA05;CJK COMPATIBILITY IDEOGRAPH-FA05;Lo;0;L;6D1E;;;;N;;;;;
FA06;CJK COMPATIBILITY IDEOGRAPH-FA06;Lo;0;L;66B4;;;;N;;;;;
FA07;CJK COMPATIBILITY IDEOGRAPH-FA07;Lo;0;L;8F3B;;;;N;;;;;
FA08;CJK COMPATIBILITY IDEOGRAPH-FA08;Lo;0;L;884C;;;;N;;;;;
FA09;CJK COMPATIBILITY IDEOGRAPH-FA09;Lo;0;L;964D;;;;N;;;;;
FA0A;CJK COMPATIBILITY IDEOGRAPH-FA0A;Lo;0;L;898B;;;;N;;;;;
FA0B;CJK COMPATIBILITY IDEOGRAPH-FA0B;Lo;0;L;5ED3;;;;N;;;;;
FA0C;CJK COMPATIBILITY IDEOGRAPH-FA0C;Lo;0;L;5140;;;;N;;;;;
FA0D;CJK COMPATIBILITY IDEOGRAPH-FA0D;Lo;0;L;55C0;;;;N;;;;;
FA0E;CJK COMPATIBILITY IDEOGRAPH-FA0E;Lo;0;L;;;;;N;;;;;
FA0F;CJK COMPATIBILITY IDEOGRAPH-FA0F;Lo;0;L;;;;;N;;;;;
FA10;CJK COMPATIBILITY IDEOGRAPH-FA10;Lo;0;L;585A;;;;N;;;;;
FA11;CJK COMPATIBILITY IDEOGRAPH-FA11;Lo;0;L;;;;;N;;;;;
FA12;CJK COMPATIBILITY IDEOGRAPH-FA12;Lo;0;L;6674;;;;N;;;;;
FA13;CJK COMPATIBILITY IDEOGRAPH-FA13;Lo;0;L;;;;;N;;;;;
FA14;CJK COMPATIBILITY IDEOGRAPH-FA14;Lo;0;L;;;;;N;;;;;
FA15;CJK COMPATIBILITY IDEOGRAPH-FA15;Lo;0;L;51DE;;;;N;;;;;
FA16;CJK COMPATIBILITY IDEOGRAPH-FA16;Lo;0;L;732A;;;;N;;;;;
FA17;CJK COMPATIBILITY IDEOGRAPH-FA17;Lo;0;L;76CA;;;;N;;;;;
FA18;CJK COMPATIBILITY IDEOGRAPH-FA18;Lo;0;L;793C;;;;N;;;;;
FA19;CJK COMPATIBILITY IDEOGRAPH-FA19;Lo;0;L;795E;;;;N;;;;;
FA1A;CJK COMPATIBILITY IDEOGRAPH-FA1A;Lo;0;L;7965;;;;N;;;;;
FA1B;CJK COMPATIBILITY IDEOGRAPH-FA1B;Lo;0;L;798F;;;;N;;;;;
FA1C;CJK COMPATIBILITY IDEOGRAPH-FA1C;Lo;0;L;9756;;;;N;;;;;
FA1D;CJK COMPATIBILITY IDEOGRAPH-FA1D;Lo;0;L;7CBE;;;;N;;;;;
FA1E;CJK COMPATIBILITY IDEOGRAPH-FA1E;Lo;0;L;7FBD;;;;N;;;;;
FA1F;CJK COMPATIBILITY IDEOGRAPH-FA1F;Lo;0;L;;;;;N;;;;;
FA20;CJK COMPATIBILITY IDEOGRAPH-FA20;Lo;0;L;8612;;;;N;;;;;
FA21;CJK COMPATIBILITY IDEOGRAPH-FA21;Lo;0;L;;;;;N;;;;;
FA22;CJK COMPATIBILITY IDEOGRAPH-FA22;Lo;0;L;8AF8;;;;N;;;;;
FA23;CJK COMPATIBILITY IDEOGRAPH-FA23;Lo;0;L;;;;;N;;;;;
FA24;CJK COMPATIBILITY IDEOGRAPH-FA24;Lo;0;L;;;;;N;;;;;
FA25;CJK COMPATIBILITY IDEOGRAPH-FA25;Lo;0;L;9038;;;;N;;;;;
FA26;CJK COMPATIBILITY IDEOGRAPH-FA26;Lo;0;L;90FD;;;;N;;;;;
FA27;CJK COMPATIBILITY IDEOGRAPH-FA27;Lo;0;L;;;;;N;;;;;
FA28;CJK COMPATIBILITY IDEOGRAPH-FA28;Lo;0;L;;;;;N;;;;;
FA29;CJK COMPATIBILITY IDEOGRAPH-FA29;Lo;0;L;;;;;N;;;;;
FA2A;CJK COMPATIBILITY IDEOGRAPH-FA2A;Lo;0;L;98EF;;;;N;;;;;
FA2B;CJK COMPATIBILITY IDEOGRAPH-FA2B;Lo;0;L;98FC;;;;N;;;;;
FA2C;CJK COMPATIBILITY IDEOGRAPH-FA2C;Lo;0;L;9928;;;;N;;;;;
FA2D;CJK COMPATIBILITY IDEOGRAPH-FA2D;Lo;0;L;9DB4;;;;N;;;;;
FA2E;CJK COMPATIBILITY IDEOGRAPH-FA2E;Lo;0;L;90DE;;;;N;;;;;
FA2F;CJK COMPATIBILITY IDEOGRAPH-FA2F;Lo;0;L;96B7;;;;N;;;;;
FA30;CJK COMPATIBILITY IDEOGRAPH-FA30;Lo;0;L;4FAE;;;;N;;;;;
FA31;CJK COMPATIBILITY IDEOGRAPH-FA31;Lo;0;L;50E7;;;;N;;;;;
FA32;CJK COMPATIBILITY IDEOGRAPH-FA32;Lo;0;L;514D;;;;N;;;;;
FA33;CJK COMPATIBILITY IDEOGRAPH-FA33;Lo;0;L;52C9;;;;N;;;;;
FA34;CJK COMPATIBILITY IDEOGRAPH-FA34;Lo;0;L;52E4;;;;N;;;;;
FA35;CJK COMPATIBILITY IDEOGRAPH-FA35;Lo;0;L;5351;;;;N;;;;;
FA36;CJK COMPATIBILITY IDEOGRAPH-FA36;Lo;0;L;559D;;;;N;;;;;
FA37;CJK COMPATIBILITY IDEOGRAPH-FA37;Lo;0;L;5606;;;;N;;;;;
FA38;CJK COMPATIBILITY IDEOGRAPH-FA38;Lo;0;L;5668;;;;N;;;;;
FA39;CJK COMPATIBILITY IDEOGRAPH-FA39;Lo;0;L;5840;;;;N;;;;;
FA3A;CJK COMPATIBILITY IDEOGRAPH-FA3A;Lo;0;L;58A8;;;;N;;;;;
FA3B;CJK COMPATIBILITY IDEOGRAPH-FA3B;Lo;0;L;5C64;;;;N;;;;;
FA3C;CJK COMPATIBILITY IDEOGRAPH-FA3C;Lo;0;L;5C6E;;;;N;;;;;
FA3D;CJK COMPATIBILITY IDEOGRAPH-FA3D;Lo;0;L;6094;;;;N;;;;;
FA3E;CJK COMPATIBILITY IDEOGRAPH-FA3E;Lo;0;L;6168;;;;N;;;;;
FA3F;CJK COMPATIBILITY IDEOGRAPH-FA3F;Lo;0;L;618E;;;;N;;;;;
FA40;CJK COMPATIBILITY IDEOGRAPH-FA40;Lo;0;L;61F2;;;;N;;;;;
FA41;CJK COMPATIBILITY IDEOGRAPH-FA41;Lo;0;L;654F;;;;N;;;;;
FA42;CJK COMPATIBILITY IDEOGRAPH-FA42;Lo;0;L;65E2;;;;N;;;;;
FA43;CJK COMPATIBILITY IDEOGRAPH-FA43;Lo;0;L;6691;;;;N;;;;;
FA44;CJK COMPATIBILITY IDEOGRAPH-FA44;Lo;0;L;6885;;;;N;;;;;
FA45;CJK COMPATIBILITY IDEOGRAPH-FA45;Lo;0;L;6D77;;;;N;;;;;
FA46;CJK COMPATIBILITY IDEOGRAPH-FA46;Lo;0;L;6E1A;;;;N;;;;;
FA47;CJK COMPATIBILITY IDEOGRAPH-FA47;Lo;0;L;6F22;;;;N;;;;;
FA48;CJK COMPATIBILITY IDEOGRAPH-FA48;Lo;0;L;716E;;;;N;;;;;
FA49;CJK COMPATIBILITY IDEOGRAPH-FA49;Lo;0;L;722B;;;;N;;;;;
FA4A;CJK COMPATIBILITY IDEOGRAPH-FA4A;Lo;0;L;7422;;;;N;;;;;
FA4B;CJK COMPATIBILITY IDEOGRAPH-FA4B;Lo;0;L;7891;;;;N;;;;;
FA4C;CJK COMPATIBILITY IDEOGRAPH-FA4C;Lo;0;L;793E;;;;N;;;;;
FA4D;CJK COMPATIBILITY IDEOGRAPH-FA4D;Lo;0;L;7949;;;;N;;;;;
FA4E;CJK COMPATIBILITY IDEOGRAPH-FA4E;Lo;0;L;7948;;;;N;;;;;
FA4F;CJK COMPATIBILITY IDEOGRAPH-FA4F;Lo;0;L;7950;;;;N;;;;;
FA50;CJK COMPATIBILITY IDEOGRAPH-FA50;Lo;0;L;7956;;;;N;;;;;
FA51;CJK COMPATIBILITY IDEOGRAPH-FA51;Lo;0;L;795D;;;;N;;;;;
FA52;CJK COMPATIBILITY IDEOGRAPH-FA52;Lo;0;L;798D;;;;N;;;;;
FA53;CJK COMPATIBILITY IDEOGRAPH-FA53;Lo;0;L;798E;;;;N;;;;;
FA54;CJK COMPATIBILITY IDEOGRAPH-FA54;Lo;0;L;7A40;;;;N;;;;;
FA55;CJK COMPATIBILITY IDEOGRAPH-FA55;Lo;0;L;7A81;;;;N;;;;;
FA56;CJK COMPATIBILITY IDEOGRAPH-FA56;Lo;0;L;7BC0;;;;N;;;;;
FA57;CJK COMPATIBILITY IDEOGRAPH-FA57;Lo;0;L;7DF4;;;;N;;;;;
FA58;CJK COMPATIBILITY IDEOGRAPH-FA58;Lo;0;L;7E09;;;;N;;;;;
FA59;CJK COMPATIBILITY IDEOGRAPH-FA59;Lo;0;L;7E41;;;;N;;;;;
FA5A;CJK COMPATIBILITY IDEOGRAPH-FA5A;Lo;0;L;7F72;;;;N;;;;;
FA5B;CJK COMPATIBILITY IDEOGRAPH-FA5B;Lo;0;L;8005;;;;N;;;;;
FA5C;CJK COMPATIBILITY IDEOGRAPH-FA5C;Lo;0;L;81ED;;;;N;;;;;
FA5D;CJK COMPATIBILITY IDEOGRAPH-FA5D;Lo;0;L;8279;;;;N;;;;;
FA5E;CJK COMPATIBILITY IDEOGRAPH-FA5E;Lo;0;L;8279;;;;N;;;;;
FA5F;CJK COMPATIBILITY IDEOGRAPH-FA5F;Lo;0;L;8457;;;;N;;;;;
FA60;CJK COMPATIBILITY IDEOGRAPH-FA60;Lo;0;L;8910;;;;N;;;;;
FA61;CJK COMPATIBILITY IDEOGRAPH-FA61;Lo;0;L;8996;;;;N;;;;;
FA62;CJK COMPATIBILITY IDEOGRAPH-FA62;Lo;0;L;8B01;;;;N;;;;;
FA63;CJK COMPATIBILITY IDEOGRAPH-FA63;Lo;0;L;8B39;;;;N;;;;;
FA64;CJK COMPATIBILITY IDEOGRAPH-FA64;Lo;0;L;8CD3;;;;N;;;;;
FA65;CJK COMPATIBILITY IDEOGRAPH-FA65;Lo;0;L;8D08;;;;N;;;;;
FA66;CJK COMPATIBILITY IDEOGRAPH-FA66;Lo;0;L;8FB6;;;;N;;;;;
FA67;CJK COMPATIBILITY IDEOGRAPH-FA67;Lo;0;L;9038;;;;N;;;;;
FA68;CJK COMPATIBILITY IDEOGRAPH-FA68;Lo;0;L;96E3;;;;N;;;;;
FA69;CJK COMPATIBILITY IDEOGRAPH-FA69;Lo;0;L;97FF;;;;N;;;;;
FA6A;CJK COMPATIBILITY IDEOGRAPH-FA6A;Lo;0;L;983B;;;;N;;;;;
FA6B;CJK COMPATIBILITY IDEOGRAPH-FA6B;Lo;0;L;6075;;;;N;;;;;
FA6C;CJK COMPATIBILITY IDEOGRAPH-FA6C;Lo;0;L;242EE;;;;N;;;;;
FA6D;CJK COMPATIBILITY IDEOGRAPH-FA6D;Lo;0;L;8218;;;;N;;;;;
FA70;CJK COMPATIBILITY IDEOGRAPH-FA70;Lo;0;L;4E26;;;;N;;;;;
FA71;CJK COMPATIBILITY IDEOGRAPH-FA71;Lo;0;L;51B5;;;;N;;;;;
FA72;CJK COMPATIBILITY IDEOGRAPH-FA72;Lo;0;L;5168;;;;N;;;;;
FA73;CJK COMPATIBILITY IDEOGRAPH-FA73;Lo;0;L;4F80;;;;N;;;;;
FA74;CJK COMPATIBILITY IDEOGRAPH-FA74;Lo;0;L;5145;;;;N;;;;;
FA75;CJK COMPATIBILITY IDEOGRAPH-FA75;Lo;0;L;5180;;;;N;;;;;
FA76;CJK COMPATIBILITY IDEOGRAPH-FA76;Lo;0;L;52C7;;;;N;;;;;
FA77;CJK COMPATIBILITY IDEOGRAPH-FA77;Lo;0;L;52FA;;;;N;;;;;
FA78;CJK COMPATIBILITY IDEOGRAPH-FA78;Lo;0;L;559D;;;;N;;;;;
FA79;CJK COMPATIBILITY IDEOGRAPH-FA79;Lo;0;L;5555;;;;N;;;;;
FA7A;CJK COMPATIBILITY IDEOGRAPH-FA7A;Lo;0;L;5599;;;;N;;;;;
FA7B;CJK COMPATIBILITY IDEOGRAPH-FA7B;Lo;0;L;55E2;;;;N;;;;;
FA7C;CJK COMPATIBILITY IDEOGRAPH-FA7C;Lo;0;L;585A;;;;N;;;;;
FA7D;CJK COMPATIBILITY IDEOGRAPH-FA7D;Lo;0;L;58B3;;;;N;;;;;
FA7E;CJK COMPATIBILITY IDEOGRAPH-FA7E;Lo;0;L;5944;;;;N;;;;;
FA7F;CJK COMPATIBILITY IDEOGRAPH-FA7F;Lo;0;L;5954;;;;N;;;;;
FA80;CJK COMPATIBILITY IDEOGRAPH-FA80;Lo;0;L;5A62;;;;N;;;;;
FA81;CJK COMPATIBILITY IDEOGRAPH-FA81;Lo;0;L;5B28;;;;N;;;;;
FA82;CJK COMPATIBILITY IDEOGRAPH-FA82;Lo;0;L;5ED2;;;;N;;;;;
FA83;CJK COMPATIBILITY IDEOGRAPH-FA83;Lo;0;L;5ED9;;;;N;;;;;
FA84;CJK COMPATIBILITY IDEOGRAPH-FA84;Lo;0;L;5F69;;;;N;;;;;
FA85;CJK COMPATIBILITY IDEOGRAPH-FA85;Lo;0;L;5FAD;;;;N;;;;;
FA86;CJK COMPATIBILITY IDEOGRAPH-FA86;Lo;0;L;60D8;;;;N;;;;;
FA87;CJK COMPATIBILITY IDEOGRAPH-FA87;Lo;0;L;614E;;;;N;;;;;
FA88;CJK COMPATIBILITY IDEOGRAPH-FA88;Lo;0;L;6108;;;;N;;;;;
FA89;CJK COMPATIBILITY IDEOGRAPH-FA89;Lo;0;L;618E;;;;N;;;;;
FA8A;CJK COMPATIBILITY IDEOGRAPH-FA8A;Lo;0;L;6160;;;;N;;;;;
FA8B;CJK COMPATIBILITY IDEOGRAPH-FA8B;Lo;0;L;61F2;;;;N;;;;;
FA8C;CJK COMPATIBILITY IDEOGRAPH-FA8C;Lo;0;L;6234;;;;N;;;;;
FA8D;CJK COMPATIBILITY IDEOGRAPH-FA8D;Lo;0;L;63C4;;;;N;;;;;
FA8E;CJK COMPATIBILITY IDEOGRAPH-FA8E;Lo;0;L;641C;;;;N;;;;;
FA8F;CJK COMPATIBILITY IDEOGRAPH-FA8F;Lo;0;L;6452;;;;N;;;;;
FA90;CJK COMPATIBILITY IDEOGRAPH-FA90;Lo;0;L;6556;;;;N;;;;;
FA91;CJK COMPATIBILITY IDEOGRAPH-FA91;Lo;0;L;6674;;;;N;;;;;
FA92;CJK COMPATIBILITY IDEOGRAPH-FA92;Lo;0;L;6717;;;;N;;;;;
FA93;CJK COMPATIBILITY IDEOGRAPH-FA93;Lo;0;L;671B;;;;N;;;;;
FA94;CJK COMPATIBILITY IDEOGRAPH-FA94;Lo;0;L;6756;;;;N;;;;;
FA95;CJK COMPATIBILITY IDEOGRAPH-FA95;Lo;0;L;6B79;;;;N;;;;;
FA96;CJK COMPATIBILITY IDEOGRAPH-FA96;Lo;0;L;6BBA;;;;N;;;;;
FA97;CJK COMPATIBILITY IDEOGRAPH-FA97;Lo;0;L;6D41;;;;N;;;;;
FA98;CJK COMPATIBILITY IDEOGRAPH-FA98;Lo;0;L;6EDB;;;;N;;;;;
FA99;CJK COMPATIBILITY IDEOGRAPH-FA99;Lo;0;L;6ECB;;;;N;;;;;
FA9A;CJK COMPATIBILITY IDEOGRAPH-FA9A;Lo;0;L;6F22;;;;N;;;;;
FA9B;CJK COMPATIBILITY IDEOGRAPH-FA9B;Lo;0;L;701E;;;;N;;;;;
FA9C;CJK COMPATIBILITY IDEOGRAPH-FA9C;Lo;0;L;716E;;;;N;;;;;
FA9D;CJK COMPATIBILITY IDEOGRAPH-FA9D;Lo;0;L;77A7;;;;N;;;;;
FA9E;CJK COMPATIBILITY IDEOGRAPH-FA9E;Lo;0;L;7235;;;;N;;;;;
FA9F;CJK COMPATIBILITY IDEOGRAPH-FA9F;Lo;0;L;72AF;;;;N;;;;;
FAA0;CJK COMPATIBILITY IDEOGRAPH-FAA0;Lo;0;L;732A;;;;N;;;;;
FAA1;CJK COMPATIBILITY IDEOGRAPH-FAA1;Lo;0;L;7471;;;;N;;;;;
FAA2;CJK COMPATIBILITY IDEOGRAPH-FAA2;Lo;0;L;7506;;;;N;;;;;
FAA3;CJK COMPATIBILITY IDEOGRAPH-FAA3;Lo;0;L;753B;;;;N;;;;;
FAA4;CJK COMPATIBILITY IDEOGRAPH-FAA4;Lo;0;L;761D;;;;N;;;;;
FAA5;CJK COMPATIBILITY IDEOGRAPH-FAA5;Lo;0;L;761F;;;;N;;;;;
FAA6;CJK COMPATIBILITY IDEOGRAPH-FAA6;Lo;0;L;76CA;;;;N;;;;;
FAA7;CJK COMPATIBILITY IDEOGRAPH-FAA7;Lo;0;L;76DB;;;;N;;;;;
FAA8;CJK COMPATIBILITY IDEOGRAPH-FAA8;Lo;0;L;76F4;;;;N;;;;;
FAA9;CJK COMPATIBILITY IDEOGRAPH-FAA9;Lo;0;L;774A;;;;N;;;;;
FAAA;CJK COMPATIBILITY IDEOGRAPH-FAAA;Lo;0;L;7740;;;;N;;;;;
FAAB;CJK COMPATIBILITY IDEOGRAPH-FAAB;Lo;0;L;78CC;;;;N;;;;;
FAAC;CJK COMPATIBILITY IDEOGRAPH-FAAC;Lo;0;L;7AB1;;;;N;;;;;
FAAD;CJK COMPATIBILITY IDEOGRAPH-FAAD;Lo;0;L;7BC0;;;;N;;;;;
FAAE;CJK COMPATIBILITY IDEOGRAPH-FAAE;Lo;0;L;7C7B;;;;N;;;;;
FAAF;CJK COMPATIBILITY IDEOGRAPH-FAAF;Lo;0;L;7D5B;;;;N;;;;;
FAB0;CJK COMPATIBILITY IDEOGRAPH-FAB0;Lo;0;L;7DF4;;;;N;;;;;
FAB1;CJK COMPATIBILITY IDEOGRAPH-FAB1;Lo;0;L;7F3E;;;;N;;;;;
FAB2;CJK COMPATIBILITY IDEOGRAPH-FAB2;Lo;0;L;8005;;;;N;;;;;
FAB3;CJK COMPATIBILITY IDEOGRAPH-FAB3;Lo;0;L;8352;;;;N;;;;;
FAB4;CJK COMPATIBILITY IDEOGRAPH-FAB4;Lo;0;L;83EF;;;;N;;;;;
FAB5;CJK COMPATIBILITY IDEOGRAPH-FAB5;Lo;0;L;8779;;;;N;;;;;
FAB6;CJK COMPATIBILITY IDEOGRAPH-FAB6;Lo;0;L;8941;;;;N;;;;;
FAB7;CJK COMPATIBILITY IDEOGRAPH-FAB7;Lo;0;L;8986;;;;N;;;;;
FAB8;CJK COMPATIBILITY IDEOGRAPH-FAB8;Lo;0;L;8996;;;;N;;;;;
FAB9;CJK COMPATIBILITY IDEOGRAPH-FAB9;Lo;0;L;8ABF;;;;N;;;;;
FABA;CJK COMPATIBILITY IDEOGRAPH-FABA;Lo;0;L;8AF8;;;;N;;;;;
FABB;CJK COMPATIBILITY IDEOGRAPH-FABB;Lo;0;L;8ACB;;;;N;;;;;
FABC;CJK COMPATIBILITY IDEOGRAPH-FABC;Lo;0;L;8B01;;;;N;;;;;
FABD;CJK COMPATIBILITY IDEOGRAPH-FABD;Lo;0;L;8AFE;;;;N;;;;;
FABE;CJK COMPATIBILITY IDEOGRAPH-FABE;Lo;0;L;8AED;;;;N;;;;;
FABF;CJK COMPATIBILITY IDEOGRAPH-FABF;Lo;0;L;8B39;;;;N;;;;;
FAC0;CJK COMPATIBILITY IDEOGRAPH-FAC0;Lo;0;L;8B8A;;;;N;;;;;
FAC1;CJK COMPATIBILITY IDEOGRAPH-FAC1;Lo;0;L;8D08;;;;N;;;;;
FAC2;CJK COMPATIBILITY IDEOGRAPH-FAC2;Lo;0;L;8F38;;;;N;;;;;
FAC3;CJK COMPATIBILITY IDEOGRAPH-FAC3;Lo;0;L;9072;;;;N;;;;;
FAC4;CJK COMPATIBILITY IDEOGRAPH-FAC4;Lo;0;L;9199;;;;N;;;;;
FAC5;CJK COMPATIBILITY IDEOGRAPH-FAC5;Lo;0;L;9276;;;;N;;;;;
FAC6;CJK COMPATIBILITY IDEOGRAPH-FAC6;Lo;0;L;967C;;;;N;;;;;
FAC7;CJK COMPATIBILITY IDEOGRAPH-FAC7;Lo;0;L;96E3;;;;N;;;;;
FAC8;CJK COMPATIBILITY IDEOGRAPH-FAC8;Lo;0;L;9756;;;;N;;;;;
FAC9;CJK COMPATIBILITY IDEOGRAPH-FAC9;Lo;0;L;97DB;;;;N;;;;;
FACA;CJK COMPATIBILITY IDEOGRAPH-FACA;Lo;0;L;97FF;;;;N;;;;;
FACB;CJK COMPATIBILITY IDEOGRAPH-FACB;Lo;0;L;980B;;;;N;;;;;
FACC;CJK COMPATIBILITY IDEOGRAPH-FACC;Lo;0;L;983B;;;;N;;;;;
FACD;CJK COMPATIBILITY IDEOGRAPH-FACD;Lo;0;L;9B12;;;;N;;;;;
FACE;CJK COMPATIBILITY IDEOGRAPH-FACE;Lo;0;L;9F9C;;;;N;;;;;
FACF;CJK COMPATIBILITY IDEOGRAPH-FACF;Lo;0;L;2284A;;;;N;;;;;
FAD0;CJK COMPATIBILITY IDEOGRAPH-FAD0;Lo;0;L;22844;;;;N;;;;;
FAD1;CJK COMPATIBILITY IDEOGRAPH-FAD1;Lo;0;L;233D5;;;;N;;;;;
FAD2;CJK COMPATIBILITY IDEOGRAPH-FAD2;Lo;0;L;3B9D;;;;N;;;;;
FAD3;CJK COMPATIBILITY IDEOGRAPH-FAD3;Lo;0;L;4018;;;;N;;;;;
FAD4;CJK COMPATIBILITY IDEOGRAPH-FAD4;Lo;0;L;4039;;;;N;;;;;
FAD5;CJK COMPATIBILITY IDEOGRAPH-FAD5;Lo;0;L;25249;;;;N;;;;;
FAD6;CJK COMPATIBILITY IDEOGRAPH-FAD6;Lo;0;L;25CD0;;;;N;;;;;
FAD7;CJK COMPATIBILITY IDEOGRAPH-FAD7;Lo;0;L;27ED3;;;;N;;;;;
FAD8;CJK COMPATIBILITY IDEOGRAPH-FAD8;Lo;0;L;9F43;;;;N;;;;;
FAD9;CJK COMPATIBILITY IDEOGRAPH-FAD9;Lo;0;L;9F8E;;;;N;;;;;
FB00;LATIN SMALL LIGATURE FF;Ll;0;L;<compat> 0066 0066;;;;N;;;;;
FB01;LATIN SMALL LIGATURE FI;Ll;0;L;<compat> 0066 0069;;;;N;;;;;
FB02;LATIN SMALL LIGATURE FL;Ll;0;L;<compat> 0066 006C;;;;N;;;;;
FB03;LATIN SMALL LIGATURE FFI;Ll;0;L;<compat> 0066 0066 0069;;;;N;;;;;
FB04;LATIN SMALL LIGATURE FFL;Ll;0;L;<compat> 0066 0066 006C;;;;N;;;;;
FB05;LATIN SMALL LIGATURE LONG S T;Ll;0;L;<compat> 017F 0074;;;;N;;;;;
FB06;LATIN SMALL LIGATURE ST;Ll;0;L;<compat> 0073 0074;;;;N;;;;;
FB13;ARMENIAN SMALL LIGATURE MEN NOW;Ll;0;L;<compat> 0574 0576;;;;N;;;;;
FB14;ARMENIAN SMALL LIGATURE MEN ECH;Ll;0;L;<compat> 0574 0565;;;;N;;;;;
FB15;ARMENIAN SMALL LIGATURE MEN INI;Ll;0;L;<compat> 0574 056B;;;;N;;;;;
FB16;ARMENIAN SMALL LIGATURE VEW NOW;Ll;0;L;<compat> 057E 0576;;;;N;;;;;
FB17;ARMENIAN SMALL LIGATURE MEN XEH;Ll;0;L;<compat> 0574 056D;;;;N;;;;;
FB1D;HEBREW LETTER YOD WITH HIRIQ;Lo;0;R;05D9 05B4;;;;N;;;;;
FB1E;HEBREW POINT JUDEO-SPANISH VARIKA;Mn;26;NSM;;;;;N;HEBREW POINT VARIKA;;;;
FB1F;HEBREW LIGATURE YIDDISH YOD YOD PATAH;Lo;0;R;05F2 05B7;;;;N;;;;;
FB20;HEBREW LETTER ALTERNATIVE AYIN;Lo;0;R;<font> 05E2;;;;N;;;;;
FB21;HEBREW LETTER WIDE ALEF;Lo;0;R;<font> 05D0;;;;N;;;;;
FB22;HEBREW LETTER WIDE DALET;Lo;0;R;<font> 05D3;;;;N;;;;;
FB23;HEBREW LETTER WIDE HE;Lo;0;R;<font> 05D4;;;;N;;;;;
FB24;HEBREW LETTER WIDE KAF;Lo;0;R;<font> 05DB;;;;N;;;;;
FB25;HEBREW LETTER WIDE LAMED;Lo;0;R;<font> 05DC;;;;N;;;;;
FB26;HEBREW LETTER WIDE FINAL MEM;Lo;0;R;<font> 05DD;;;;N;;;;;
FB27;HEBREW LETTER WIDE RESH;Lo;0;R;<font> 05E8;;;;N;;;;;
FB28;HEBREW LETTER WIDE TAV;Lo;0;R;<font> 05EA;;;;N;;;;;
FB29;HEBREW LETTER ALTERNATIVE PLUS SIGN;Sm;0;ES;<font> 002B;;;;N;;;;;
FB2A;HEBREW LETTER SHIN WITH SHIN DOT;Lo;0;R;05E9 05C1;;;;N;;;;;
FB2B;HEBREW LETTER SHIN WITH SIN DOT;Lo;0;R;05E9 05C2;;;;N;;;;;
FB2C;HEBREW LETTER SHIN WITH DAGESH AND SHIN DOT;Lo;0;R;FB49 05C1;;;;N;;;;;
FB2D;HEBREW LETTER SHIN WITH DAGESH AND SIN DOT;Lo;0;R;FB49 05C2;;;;N;;;;;
FB2E;HEBREW LETTER ALEF WITH PATAH;Lo;0;R;05D0 05B7;;;;N;;;;;
FB2F;HEBREW LETTER ALEF WITH QAMATS;Lo;0;R;05D0 05B8;;;;N;;;;;
FB30;HEBREW LETTER ALEF WITH MAPIQ;Lo;0;R;05D0 05BC;;;;N;;;;;
FB31;HEBREW LETTER BET WITH DAGESH;Lo;0;R;05D1 05BC;;;;N;;;;;
FB32;HEBREW LETTER GIMEL WITH DAGESH;Lo;0;R;05D2 05BC;;;;N;;;;;
FB33;HEBREW LETTER DALET WITH DAGESH;Lo;0;R;05D3 05BC;;;;N;;;;;
FB34;HEBREW LETTER HE WITH MAPIQ;Lo;0;R;05D4 05BC;;;;N;;;;;
FB35;HEBREW LETTER VAV WITH DAGESH;Lo;0;R;05D5 05BC;;;;N;;;;;
FB36;HEBREW LETTER ZAYIN WITH DAGESH;Lo;0;R;05D6 05BC;;;;N;;;;;
FB38;HEBREW LETTER TET WITH DAGESH;Lo;0;R;05D8 05BC;;;;N;;;;;
FB39;HEBREW LETTER YOD WITH DAGESH;Lo;0;R;05D9 05BC;;;;N;;;;;
FB3A;HEBREW LETTER FINAL KAF WITH DAGESH;Lo;0;R;05DA 05BC;;;;N;;;;;
FB3B;HEBREW LETTER KAF WITH DAGESH;Lo;0;R;05DB 05BC;;;;N;;;;;
FB3C;HEBREW LETTER LAMED WITH DAGESH;Lo;0;R;05DC 05BC;;;;N;;;;;
FB3E;HEBREW LETTER MEM WITH DAGESH;Lo;0;R;05DE 05BC;;;;N;;;;;
FB40;HEBREW LETTER NUN WITH DAGESH;Lo;0;R;05E0 05BC;;;;N;;;;;
FB41;HEBREW LETTER SAMEKH WITH DAGESH;Lo;0;R;05E1 05BC;;;;N;;;;;
FB43;HEBREW LETTER FINAL PE WITH DAGESH;Lo;0;R;05E3 05BC;;;;N;;;;;
FB44;HEBREW LETTER PE WITH DAGESH;Lo;0;R;05E4 05BC;;;;N;;;;;
FB46;HEBREW LETTER TSADI WITH DAGESH;Lo;0;R;05E6 05BC;;;;N;;;;;
FB47;HEBREW LETTER QOF WITH DAGESH;Lo;0;R;05E7 05BC;;;;N;;;;;
FB48;HEBREW LETTER RESH WITH DAGESH;Lo;0;R;05E8 05BC;;;;N;;;;;
FB49;HEBREW LETTER SHIN WITH DAGESH;Lo;0;R;05E9 05BC;;;;N;;;;;
FB4A;HEBREW LETTER TAV WITH DAGESH;Lo;0;R;05EA 05BC;;;;N;;;;;
FB4B;HEBREW LETTER VAV WITH HOLAM;Lo;0;R;05D5 05B9;;;;N;;;;;
FB4C;HEBREW LETTER BET WITH RAFE;Lo;0;R;05D1 05BF;;;;N;;;;;
FB4D;HEBREW LETTER KAF WITH RAFE;Lo;0;R;05DB 05BF;;;;N;;;;;
FB4E;HEBREW LETTER PE WITH RAFE;Lo;0;R;05E4 05BF;;;;N;;;;;
FB4F;HEBREW LIGATURE ALEF LAMED;Lo;0;R;<compat> 05D0 05DC;;;;N;;;;;
FB50;ARABIC LETTER ALEF WASLA ISOLATED FORM;Lo;0;AL;<isolated> 0671;;;;N;;;;;
FB51;ARABIC LETTER ALEF WASLA FINAL FORM;Lo;0;AL;<final> 0671;;;;N;;;;;
FB52;ARABIC LETTER BEEH ISOLATED FORM;Lo;0;AL;<isolated> 067B;;;;N;;;;;
FB53;ARABIC LETTER BEEH FINAL FORM;Lo;0;AL;<final> 067B;;;;N;;;;;
FB54;ARABIC LETTER BEEH INITIAL FORM;Lo;0;AL;<initial> 067B;;;;N;;;;;
FB55;ARABIC LETTER BEEH MEDIAL FORM;Lo;0;AL;<medial> 067B;;;;N;;;;;
FB56;ARABIC LETTER PEH ISOLATED FORM;Lo;0;AL;<isolated> 067E;;;;N;;;;;
FB57;ARABIC LETTER PEH FINAL FORM;Lo;0;AL;<final> 067E;;;;N;;;;;
FB58;ARABIC LETTER PEH INITIAL FORM;Lo;0;AL;<initial> 067E;;;;N;;;;;
FB59;ARABIC LETTER PEH MEDIAL FORM;Lo;0;AL;<medial> 067E;;;;N;;;;;
FB5A;ARABIC LETTER BEHEH ISOLATED FORM;Lo;0;AL;<isolated> 0680;;;;N;;;;;
FB5B;ARABIC LETTER BEHEH FINAL FORM;Lo;0;AL;<final> 0680;;;;N;;;;;
FB5C;ARABIC LETTER BEHEH INITIAL FORM;Lo;0;AL;<initial> 0680;;;;N;;;;;
FB5D;ARABIC LETTER BEHEH MEDIAL FORM;Lo;0;AL;<medial> 0680;;;;N;;;;;
FB5E;ARABIC LETTER TTEHEH ISOLATED FORM;Lo;0;AL;<isolated> 067A;;;;N;;;;;
FB5F;ARABIC LETTER TTEHEH FINAL FORM;Lo;0;AL;<final> 067A;;;;N;;;;;
FB60;ARABIC LETTER TTEHEH INITIAL FORM;Lo;0;AL;<initial> 067A;;;;N;;;;;
FB61;ARABIC LETTER TTEHEH MEDIAL FORM;Lo;0;AL;<medial> 067A;;;;N;;;;;
FB62;ARABIC LETTER TEHEH ISOLATED FORM;Lo;0;AL;<isolated> 067F;;;;N;;;;;
FB63;ARABIC LETTER TEHEH FINAL FORM;Lo;0;AL;<final> 067F;;;;N;;;;;
FB64;ARABIC LETTER TEHEH INITIAL FORM;Lo;0;AL;<initial> 067F;;;;N;;;;;
FB65;ARABIC LETTER TEHEH MEDIAL FORM;Lo;0;AL;<medial> 067F;;;;N;;;;;
FB66;ARABIC LETTER TTEH ISOLATED FORM;Lo;0;AL;<isolated> 0679;;;;N;;;;;
FB67;ARABIC LETTER TTEH FINAL FORM;Lo;0;AL;<final> 0679;;;;N;;;;;
FB68;ARABIC LETTER TTEH INITIAL FORM;Lo;0;AL;<initial> 0679;;;;N;;;;;
FB69;ARABIC LETTER TTEH MEDIAL FORM;Lo;0;AL;<medial> 0679;;;;N;;;;;
FB6A;ARABIC LETTER VEH ISOLATED FORM;Lo;0;AL;<isolated> 06A4;;;;N;;;;;
FB6B;ARABIC LETTER VEH FINAL FORM;Lo;0;AL;<final> 06A4;;;;N;;;;;
FB6C;ARABIC LETTER VEH INITIAL FORM;Lo;0;AL;<initial> 06A4;;;;N;;;;;
FB6D;ARABIC LETTER VEH MEDIAL FORM;Lo;0;AL;<medial> 06A4;;;;N;;;;;
FB6E;ARABIC LETTER PEHEH ISOLATED FORM;Lo;0;AL;<isolated> 06A6;;;;N;;;;;
FB6F;ARABIC LETTER PEHEH FINAL FORM;Lo;0;AL;<final> 06A6;;;;N;;;;;
FB70;ARABIC LETTER PEHEH INITIAL FORM;Lo;0;AL;<initial> 06A6;;;;N;;;;;
FB71;ARABIC LETTER PEHEH MEDIAL FORM;Lo;0;AL;<medial> 06A6;;;;N;;;;;
FB72;ARABIC LETTER DYEH ISOLATED FORM;Lo;0;AL;<isolated> 0684;;;;N;;;;;
FB73;ARABIC LETTER DYEH FINAL FORM;Lo;0;AL;<final> 0684;;;;N;;;;;
FB74;ARABIC LETTER DYEH INITIAL FORM;Lo;0;AL;<initial> 0684;;;;N;;;;;
FB75;ARABIC LETTER DYEH MEDIAL FORM;Lo;0;AL;<medial> 0684;;;;N;;;;;
FB76;ARABIC LETTER NYEH ISOLATED FORM;Lo;0;AL;<isolated> 0683;;;;N;;;;;
FB77;ARABIC LETTER NYEH FINAL FORM;Lo;0;AL;<final> 0683;;;;N;;;;;
FB78;ARABIC LETTER NYEH INITIAL FORM;Lo;0;AL;<initial> 0683;;;;N;;;;;
FB79;ARABIC LETTER NYEH MEDIAL FORM;Lo;0;AL;<medial> 0683;;;;N;;;;;
FB7A;ARABIC LETTER TCHEH ISOLATED FORM;Lo;0;AL;<isolated> 0686;;;;N;;;;;
FB7B;ARABIC LETTER TCHEH FINAL FORM;Lo;0;AL;<final> 0686;;;;N;;;;;
FB7C;ARABIC LETTER TCHEH INITIAL FORM;Lo;0;AL;<initial> 0686;;;;N;;;;;
FB7D;ARABIC LETTER TCHEH MEDIAL FORM;Lo;0;AL;<medial> 0686;;;;N;;;;;
FB7E;ARABIC LETTER TCHEHEH ISOLATED FORM;Lo;0;AL;<isolated> 0687;;;;N;;;;;
FB7F;ARABIC LETTER TCHEHEH FINAL FORM;Lo;0;AL;<final> 0687;;;;N;;;;;
FB80;ARABIC LETTER TCHEHEH INITIAL FORM;Lo;0;AL;<initial> 0687;;;;N;;;;;
FB81;ARABIC LETTER TCHEHEH MEDIAL FORM;Lo;0;AL;<medial> 0687;;;;N;;;;;
FB82;ARABIC LETTER DDAHAL ISOLATED FORM;Lo;0;AL;<isolated> 068D;;;;N;;;;;
FB83;ARABIC LETTER DDAHAL FINAL FORM;Lo;0;AL;<final> 068D;;;;N;;;;;
FB84;ARABIC LETTER DAHAL ISOLATED FORM;Lo;0;AL;<isolated> 068C;;;;N;;;;;
FB85;ARABIC LETTER DAHAL FINAL FORM;Lo;0;AL;<final> 068C;;;;N;;;;;
FB86;ARABIC LETTER DUL ISOLATED FORM;Lo;0;AL;<isolated> 068E;;;;N;;;;;
FB87;ARABIC LETTER DUL FINAL FORM;Lo;0;AL;<final> 068E;;;;N;;;;;
FB88;ARABIC LETTER DDAL ISOLATED FORM;Lo;0;AL;<isolated> 0688;;;;N;;;;;
FB89;ARABIC LETTER DDAL FINAL FORM;Lo;0;AL;<final> 0688;;;;N;;;;;
FB8A;ARABIC LETTER JEH ISOLATED FORM;Lo;0;AL;<isolated> 0698;;;;N;;;;;
FB8B;ARABIC LETTER JEH FINAL FORM;Lo;0;AL;<final> 0698;;;;N;;;;;
FB8C;ARABIC LETTER RREH ISOLATED FORM;Lo;0;AL;<isolated> 0691;;;;N;;;;;
FB8D;ARABIC LETTER RREH FINAL FORM;Lo;0;AL;<final> 0691;;;;N;;;;;
FB8E;ARABIC LETTER KEHEH ISOLATED FORM;Lo;0;AL;<isolated> 06A9;;;;N;;;;;
FB8F;ARABIC LETTER KEHEH FINAL FORM;Lo;0;AL;<final> 06A9;;;;N;;;;;
FB90;ARABIC LETTER KEHEH INITIAL FORM;Lo;0;AL;<initial> 06A9;;;;N;;;;;
FB91;ARABIC LETTER KEHEH MEDIAL FORM;Lo;0;AL;<medial> 06A9;;;;N;;;;;
FB92;ARABIC LETTER GAF ISOLATED FORM;Lo;0;AL;<isolated> 06AF;;;;N;;;;;
FB93;ARABIC LETTER GAF FINAL FORM;Lo;0;AL;<final> 06AF;;;;N;;;;;
FB94;ARABIC LETTER GAF INITIAL FORM;Lo;0;AL;<initial> 06AF;;;;N;;;;;
FB95;ARABIC LETTER GAF MEDIAL FORM;Lo;0;AL;<medial> 06AF;;;;N;;;;;
FB96;ARABIC LETTER GUEH ISOLATED FORM;Lo;0;AL;<isolated> 06B3;;;;N;;;;;
FB97;ARABIC LETTER GUEH FINAL FORM;Lo;0;AL;<final> 06B3;;;;N;;;;;
FB98;ARABIC LETTER GUEH INITIAL FORM;Lo;0;AL;<initial> 06B3;;;;N;;;;;
FB99;ARABIC LETTER GUEH MEDIAL FORM;Lo;0;AL;<medial> 06B3;;;;N;;;;;
FB9A;ARABIC LETTER NGOEH ISOLATED FORM;Lo;0;AL;<isolated> 06B1;;;;N;;;;;
FB9B;ARABIC LETTER NGOEH FINAL FORM;Lo;0;AL;<final> 06B1;;;;N;;;;;
FB9C;ARABIC LETTER NGOEH INITIAL FORM;Lo;0;AL;<initial> 06B1;;;;N;;;;;
FB9D;ARABIC LETTER NGOEH MEDIAL FORM;Lo;0;AL;<medial> 06B1;;;;N;;;;;
FB9E;ARABIC LETTER NOON GHUNNA ISOLATED FORM;Lo;0;AL;<isolated> 06BA;;;;N;;;;;
FB9F;ARABIC LETTER NOON GHUNNA FINAL FORM;Lo;0;AL;<final> 06BA;;;;N;;;;;
FBA0;ARABIC LETTER RNOON ISOLATED FORM;Lo;0;AL;<isolated> 06BB;;;;N;;;;;
FBA1;ARABIC LETTER RNOON FINAL FORM;Lo;0;AL;<final> 06BB;;;;N;;;;;
FBA2;ARABIC LETTER RNOON INITIAL FORM;Lo;0;AL;<initial> 06BB;;;;N;;;;;
FBA3;ARABIC LETTER RNOON MEDIAL FORM;Lo;0;AL;<medial> 06BB;;;;N;;;;;
FBA4;ARABIC LETTER HEH WITH YEH ABOVE ISOLATED FORM;Lo;0;AL;<isolated> 06C0;;;;N;;;;;
FBA5;ARABIC LETTER HEH WITH YEH ABOVE FINAL FORM;Lo;0;AL;<final> 06C0;;;;N;;;;;
FBA6;ARABIC LETTER HEH GOAL ISOLATED FORM;Lo;0;AL;<isolated> 06C1;;;;N;;;;;
FBA7;ARABIC LETTER HEH GOAL FINAL FORM;Lo;0;AL;<final> 06C1;;;;N;;;;;
FBA8;ARABIC LETTER HEH GOAL INITIAL FORM;Lo;0;AL;<initial> 06C1;;;;N;;;;;
FBA9;ARABIC LETTER HEH GOAL MEDIAL FORM;Lo;0;AL;<medial> 06C1;;;;N;;;;;
FBAA;ARABIC LETTER HEH DOACHASHMEE ISOLATED FORM;Lo;0;AL;<isolated> 06BE;;;;N;;;;;
FBAB;ARABIC LETTER HEH DOACHASHMEE FINAL FORM;Lo;0;AL;<final> 06BE;;;;N;;;;;
FBAC;ARABIC LETTER HEH DOACHASHMEE INITIAL FORM;Lo;0;AL;<initial> 06BE;;;;N;;;;;
FBAD;ARABIC LETTER HEH DOACHASHMEE MEDIAL FORM;Lo;0;AL;<medial> 06BE;;;;N;;;;;
FBAE;ARABIC LETTER YEH BARREE ISOLATED FORM;Lo;0;AL;<isolated> 06D2;;;;N;;;;;
FBAF;ARABIC LETTER YEH BARREE FINAL FORM;Lo;0;AL;<final> 06D2;;;;N;;;;;
FBB0;ARABIC LETTER YEH BARREE WITH HAMZA ABOVE ISOLATED FORM;Lo;0;AL;<isolated> 06D3;;;;N;;;;;
FBB1;ARABIC LETTER YEH BARREE WITH HAMZA ABOVE FINAL FORM;Lo;0;AL;<final> 06D3;;;;N;;;;;
FBB2;ARABIC SYMBOL DOT ABOVE;Sk;0;AL;;;;;N;;;;;
FBB3;ARABIC SYMBOL DOT BELOW;Sk;0;AL;;;;;N;;;;;
FBB4;ARABIC SYMBOL TWO DOTS ABOVE;Sk;0;AL;;;;;N;;;;;
FBB5;ARABIC SYMBOL TWO DOTS BELOW;Sk;0;AL;;;;;N;;;;;
FBB6;ARABIC SYMBOL THREE DOTS ABOVE;Sk;0;AL;;;;;N;;;;;
FBB7;ARABIC SYMBOL THREE DOTS BELOW;Sk;0;AL;;;;;N;;;;;
FBB8;ARABIC SYMBOL THREE DOTS POINTING DOWNWARDS ABOVE;Sk;0;AL;;;;;N;;;;;
FBB9;ARABIC SYMBOL THREE DOTS POINTING DOWNWARDS BELOW;Sk;0;AL;;;;;N;;;;;
FBBA;ARABIC SYMBOL FOUR DOTS ABOVE;Sk;0;AL;;;;;N;;;;;
FBBB;ARABIC SYMBOL FOUR DOTS BELOW;Sk;0;AL;;;;;N;;;;;
FBBC;ARABIC SYMBOL DOUBLE VERTICAL BAR BELOW;Sk;0;AL;;;;;N;;;;;
FBBD;ARABIC SYMBOL TWO DOTS VERTICALLY ABOVE;Sk;0;AL;;;;;N;;;;;
FBBE;ARABIC SYMBOL TWO DOTS VERTICALLY BELOW;Sk;0;AL;;;;;N;;;;;
FBBF;ARABIC SYMBOL RING;Sk;0;AL;;;;;N;;;;;
FBC0;ARABIC SYMBOL SMALL TAH ABOVE;Sk;0;AL;;;;;N;;;;;
FBC1;ARABIC SYMBOL SMALL TAH BELOW;Sk;0;AL;;;;;N;;;;;
FBD3;ARABIC LETTER NG ISOLATED FORM;Lo;0;AL;<isolated> 06AD;;;;N;;;;;
FBD4;ARABIC LETTER NG FINAL FORM;Lo;0;AL;<final> 06AD;;;;N;;;;;
FBD5;ARABIC LETTER NG INITIAL FORM;Lo;0;AL;<initial> 06AD;;;;N;;;;;
FBD6;ARABIC LETTER NG MEDIAL FORM;Lo;0;AL;<medial> 06AD;;;;N;;;;;
FBD7;ARABIC LETTER U ISOLATED FORM;Lo;0;AL;<isolated> 06C7;;;;N;;;;;
FBD8;ARABIC LETTER U FINAL FORM;Lo;0;AL;<final> 06C7;;;;N;;;;;
FBD9;ARABIC LETTER OE ISOLATED FORM;Lo;0;AL;<isolated> 06C6;;;;N;;;;;
FBDA;ARABIC LETTER OE FINAL FORM;Lo;0;AL;<final> 06C6;;;;N;;;;;
FBDB;ARABIC LETTER YU ISOLATED FORM;Lo;0;AL;<isolated> 06C8;;;;N;;;;;
FBDC;ARABIC LETTER YU FINAL FORM;Lo;0;AL;<final> 06C8;;;;N;;;;;
FBDD;ARABIC LETTER U WITH HAMZA ABOVE ISOLATED FORM;Lo;0;AL;<isolated> 0677;;;;N;;;;;
FBDE;ARABIC LETTER VE ISOLATED FORM;Lo;0;AL;<isolated> 06CB;;;;N;;;;;
FBDF;ARABIC LETTER VE FINAL FORM;Lo;0;AL;<final> 06CB;;;;N;;;;;
FBE0;ARABIC LETTER KIRGHIZ OE ISOLATED FORM;Lo;0;AL;<isolated> 06C5;;;;N;;;;;
FBE1;ARABIC LETTER KIRGHIZ OE FINAL FORM;Lo;0;AL;<final> 06C5;;;;N;;;;;
FBE2;ARABIC LETTER KIRGHIZ YU ISOLATED FORM;Lo;0;AL;<isolated> 06C9;;;;N;;;;;
FBE3;ARABIC LETTER KIRGHIZ YU FINAL FORM;Lo;0;AL;<final> 06C9;;;;N;;;;;
FBE4;ARABIC LETTER E ISOLATED FORM;Lo;0;AL;<isolated> 06D0;;;;N;;;;;
FBE5;ARABIC LETTER E FINAL FORM;Lo;0;AL;<final> 06D0;;;;N;;;;;
FBE6;ARABIC LETTER E INITIAL FORM;Lo;0;AL;<initial> 06D0;;;;N;;;;;
FBE7;ARABIC LETTER E MEDIAL FORM;Lo;0;AL;<medial> 06D0;;;;N;;;;;
FBE8;ARABIC LETTER UIGHUR KAZAKH KIRGHIZ ALEF MAKSURA INITIAL FORM;Lo;0;AL;<initial> 0649;;;;N;;;;;
FBE9;ARABIC LETTER UIGHUR KAZAKH KIRGHIZ ALEF MAKSURA MEDIAL FORM;Lo;0;AL;<medial> 0649;;;;N;;;;;
FBEA;ARABIC LIGATURE YEH WITH HAMZA ABOVE WITH ALEF ISOLATED FORM;Lo;0;AL;<isolated> 0626 0627;;;;N;;;;;
FBEB;ARABIC LIGATURE YEH WITH HAMZA ABOVE WITH ALEF FINAL FORM;Lo;0;AL;<final> 0626 0627;;;;N;;;;;
FBEC;ARABIC LIGATURE YEH WITH HAMZA ABOVE WITH AE ISOLATED FORM;Lo;0;AL;<isolated> 0626 06D5;;;;N;;;;;
FBED;ARABIC LIGATURE YEH WITH HAMZA ABOVE WITH AE FINAL FORM;Lo;0;AL;<final> 0626 06D5;;;;N;;;;;
FBEE;ARABIC LIGATURE YEH WITH HAMZA ABOVE WITH WAW ISOLATED FORM;Lo;0;AL;<isolated> 0626 0648;;;;N;;;;;
FBEF;ARABIC LIGATURE YEH WITH HAMZA ABOVE WITH WAW FINAL FORM;Lo;0;AL;<final> 0626 0648;;;;N;;;;;
FBF0;ARABIC LIGATURE YEH WITH HAMZA ABOVE WITH U ISOLATED FORM;Lo;0;AL;<isolated> 0626 06C7;;;;N;;;;;
FBF1;ARABIC LIGATURE YEH WITH HAMZA ABOVE WITH U FINAL FORM;Lo;0;AL;<final> 0626 06C7;;;;N;;;;;
FBF2;ARABIC LIGATURE YEH WITH HAMZA ABOVE WITH OE ISOLATED FORM;Lo;0;AL;<isolated> 0626 06C6;;;;N;;;;;
FBF3;ARABIC LIGATURE YEH WITH HAMZA ABOVE WITH OE FINAL FORM;Lo;0;AL;<final> 0626 06C6;;;;N;;;;;
FBF4;ARABIC LIGATURE YEH WITH HAMZA ABOVE WITH YU ISOLATED FORM;Lo;0;AL;<isolated> 0626 06C8;;;;N;;;;;
FBF5;ARABIC LIGATURE YEH WITH HAMZA ABOVE WITH YU FINAL FORM;Lo;0;AL;<final> 0626 06C8;;;;N;;;;;
FBF6;ARABIC LIGATURE YEH WITH HAMZA ABOVE WITH E ISOLATED FORM;Lo;0;AL;<isolated> 0626 06D0;;;;N;;;;;
FBF7;ARABIC LIGATURE YEH WITH HAMZA ABOVE WITH E FINAL FORM;Lo;0;AL;<final> 0626 06D0;;;;N;;;;;
FBF8;ARABIC LIGATURE YEH WITH HAMZA ABOVE WITH E INITIAL FORM;Lo;0;AL;<initial> 0626 06D0;;;;N;;;;;
FBF9;ARABIC LIGATURE UIGHUR KIRGHIZ YEH WITH HAMZA ABOVE WITH ALEF MAKSURA ISOLATED FORM;Lo;0;AL;<isolated> 0626 0649;;;;N;;;;;
FBFA;ARABIC LIGATURE UIGHUR KIRGHIZ YEH WITH HAMZA ABOVE WITH ALEF MAKSURA FINAL FORM;Lo;0;AL;<final> 0626 0649;;;;N;;;;;
FBFB;ARABIC LIGATURE UIGHUR KIRGHIZ YEH WITH HAMZA ABOVE WITH ALEF MAKSURA INITIAL FORM;Lo;0;AL;<initial> 0626 0649;;;;N;;;;;
FBFC;ARABIC LETTER FARSI YEH ISOLATED FORM;Lo;0;AL;<isolated> 06CC;;;;N;;;;;
FBFD;ARABIC LETTER FARSI YEH FINAL FORM;Lo;0;AL;<final> 06CC;;;;N;;;;;
FBFE;ARABIC LETTER FARSI YEH INITIAL FORM;Lo;0;AL;<initial> 06CC;;;;N;;;;;
FBFF;ARABIC LETTER FARSI YEH MEDIAL FORM;Lo;0;AL;<medial> 06CC;;;;N;;;;;
FC00;ARABIC LIGATURE YEH WITH HAMZA ABOVE WITH JEEM ISOLATED FORM;Lo;0;AL;<isolated> 0626 062C;;;;N;;;;;
FC01;ARABIC LIGATURE YEH WITH HAMZA ABOVE WITH HAH ISOLATED FORM;Lo;0;AL;<isolated> 0626 062D;;;;N;;;;;
FC02;ARABIC LIGATURE YEH WITH HAMZA ABOVE WITH MEEM ISOLATED FORM;Lo;0;AL;<isolated> 0626 0645;;;;N;;;;;
FC03;ARABIC LIGATURE YEH WITH HAMZA ABOVE WITH ALEF MAKSURA ISOLATED FORM;Lo;0;AL;<isolated> 0626 0649;;;;N;;;;;
FC04;ARABIC LIGATURE YEH WITH HAMZA ABOVE WITH YEH ISOLATED FORM;Lo;0;AL;<isolated> 0626 064A;;;;N;;;;;
FC05;ARABIC LIGATURE BEH WITH JEEM ISOLATED FORM;Lo;0;AL;<isolated> 0628 062C;;;;N;;;;;
FC06;ARABIC LIGATURE BEH WITH HAH ISOLATED FORM;Lo;0;AL;<isolated> 0628 062D;;;;N;;;;;
FC07;ARABIC LIGATURE BEH WITH KHAH ISOLATED FORM;Lo;0;AL;<isolated> 0628 062E;;;;N;;;;;
FC08;ARABIC LIGATURE BEH WITH MEEM ISOLATED FORM;Lo;0;AL;<isolated> 0628 0645;;;;N;;;;;
FC09;ARABIC LIGATURE BEH WITH ALEF MAKSURA ISOLATED FORM;Lo;0;AL;<isolated> 0628 0649;;;;N;;;;;
FC0A;ARABIC LIGATURE BEH WITH YEH ISOLATED FORM;Lo;0;AL;<isolated> 0628 064A;;;;N;;;;;
FC0B;ARABIC LIGATURE TEH WITH JEEM ISOLATED FORM;Lo;0;AL;<isolated> 062A 062C;;;;N;;;;;
FC0C;ARABIC LIGATURE TEH WITH HAH ISOLATED FORM;Lo;0;AL;<isolated> 062A 062D;;;;N;;;;;
FC0D;ARABIC LIGATURE TEH WITH KHAH ISOLATED FORM;Lo;0;AL;<isolated> 062A 062E;;;;N;;;;;
FC0E;ARABIC LIGATURE TEH WITH MEEM ISOLATED FORM;Lo;0;AL;<isolated> 062A 0645;;;;N;;;;;
FC0F;ARABIC LIGATURE TEH WITH ALEF MAKSURA ISOLATED FORM;Lo;0;AL;<isolated> 062A 0649;;;;N;;;;;
FC10;ARABIC LIGATURE TEH WITH YEH ISOLATED FORM;Lo;0;AL;<isolated> 062A 064A;;;;N;;;;;
FC11;ARABIC LIGATURE THEH WITH JEEM ISOLATED FORM;Lo;0;AL;<isolated> 062B 062C;;;;N;;;;;
FC12;ARABIC LIGATURE THEH WITH MEEM ISOLATED FORM;Lo;0;AL;<isolated> 062B 0645;;;;N;;;;;
FC13;ARABIC LIGATURE THEH WITH ALEF MAKSURA ISOLATED FORM;Lo;0;AL;<isolated> 062B 0649;;;;N;;;;;
FC14;ARABIC LIGATURE THEH WITH YEH ISOLATED FORM;Lo;0;AL;<isolated> 062B 064A;;;;N;;;;;
FC15;ARABIC LIGATURE JEEM WITH HAH ISOLATED FORM;Lo;0;AL;<isolated> 062C 062D;;;;N;;;;;
FC16;ARABIC LIGATURE JEEM WITH MEEM ISOLATED FORM;Lo;0;AL;<isolated> 062C 0645;;;;N;;;;;
FC17;ARABIC LIGATURE HAH WITH JEEM ISOLATED FORM;Lo;0;AL;<isolated> 062D 062C;;;;N;;;;;
FC18;ARABIC LIGATURE HAH WITH MEEM ISOLATED FORM;Lo;0;AL;<isolated> 062D 0645;;;;N;;;;;
FC19;ARABIC LIGATURE KHAH WITH JEEM ISOLATED FORM;Lo;0;AL;<isolated> 062E 062C;;;;N;;;;;
FC1A;ARABIC LIGATURE KHAH WITH HAH ISOLATED FORM;Lo;0;AL;<isolated> 062E 062D;;;;N;;;;;
FC1B;ARABIC LIGATURE KHAH WITH MEEM ISOLATED FORM;Lo;0;AL;<isolated> 062E 0645;;;;N;;;;;
FC1C;ARABIC LIGATURE SEEN WITH JEEM ISOLATED FORM;Lo;0;AL;<isolated> 0633 062C;;;;N;;;;;
FC1D;ARABIC LIGATURE SEEN WITH HAH ISOLATED FORM;Lo;0;AL;<isolated> 0633 062D;;;;N;;;;;
FC1E;ARABIC LIGATURE SEEN WITH KHAH ISOLATED FORM;Lo;0;AL;<isolated> 0633 062E;;;;N;;;;;
FC1F;ARABIC LIGATURE SEEN WITH MEEM ISOLATED FORM;Lo;0;AL;<isolated> 0633 0645;;;;N;;;;;
FC20;ARABIC LIGATURE SAD WITH HAH ISOLATED FORM;Lo;0;AL;<isolated> 0635 062D;;;;N;;;;;
FC21;ARABIC LIGATURE SAD WITH MEEM ISOLATED FORM;Lo;0;AL;<isolated> 0635 0645;;;;N;;;;;
FC22;ARABIC LIGATURE DAD WITH JEEM ISOLATED FORM;Lo;0;AL;<isolated> 0636 062C;;;;N;;;;;
FC23;ARABIC LIGATURE DAD WITH HAH ISOLATED FORM;Lo;0;AL;<isolated> 0636 062D;;;;N;;;;;
FC24;ARABIC LIGATURE DAD WITH KHAH ISOLATED FORM;Lo;0;AL;<isolated> 0636 062E;;;;N;;;;;
FC25;ARABIC LIGATURE DAD WITH MEEM ISOLATED FORM;Lo;0;AL;<isolated> 0636 0645;;;;N;;;;;
FC26;ARABIC LIGATURE TAH WITH HAH ISOLATED FORM;Lo;0;AL;<isolated> 0637 062D;;;;N;;;;;
FC27;ARABIC LIGATURE TAH WITH MEEM ISOLATED FORM;Lo;0;AL;<isolated> 0637 0645;;;;N;;;;;
FC28;ARABIC LIGATURE ZAH WITH MEEM ISOLATED FORM;Lo;0;AL;<isolated> 0638 0645;;;;N;;;;;
FC29;ARABIC LIGATURE AIN WITH JEEM ISOLATED FORM;Lo;0;AL;<isolated> 0639 062C;;;;N;;;;;
FC2A;ARABIC LIGATURE AIN WITH MEEM ISOLATED FORM;Lo;0;AL;<isolated> 0639 0645;;;;N;;;;;
FC2B;ARABIC LIGATURE GHAIN WITH JEEM ISOLATED FORM;Lo;0;AL;<isolated> 063A 062C;;;;N;;;;;
FC2C;ARABIC LIGATURE GHAIN WITH MEEM ISOLATED FORM;Lo;0;AL;<isolated> 063A 0645;;;;N;;;;;
FC2D;ARABIC LIGATURE FEH WITH JEEM ISOLATED FORM;Lo;0;AL;<isolated> 0641 062C;;;;N;;;;;
FC2E;ARABIC LIGATURE FEH WITH HAH ISOLATED FORM;Lo;0;AL;<isolated> 0641 062D;;;;N;;;;;
FC2F;ARABIC LIGATURE FEH WITH KHAH ISOLATED FORM;Lo;0;AL;<isolated> 0641 062E;;;;N;;;;;
FC30;ARABIC LIGATURE FEH WITH MEEM ISOLATED FORM;Lo;0;AL;<isolated> 0641 0645;;;;N;;;;;
FC31;ARABIC LIGATURE FEH WITH ALEF MAKSURA ISOLATED FORM;Lo;0;AL;<isolated> 0641 0649;;;;N;;;;;
FC32;ARABIC LIGATURE FEH WITH YEH ISOLATED FORM;Lo;0;AL;<isolated> 0641 064A;;;;N;;;;;
FC33;ARABIC LIGATURE QAF WITH HAH ISOLATED FORM;Lo;0;AL;<isolated> 0642 062D;;;;N;;;;;
FC34;ARABIC LIGATURE QAF WITH MEEM ISOLATED FORM;Lo;0;AL;<isolated> 0642 0645;;;;N;;;;;
FC35;ARABIC LIGATURE QAF WITH ALEF MAKSURA ISOLATED FORM;Lo;0;AL;<isolated> 0642 0649;;;;N;;;;;
FC36;ARABIC LIGATURE QAF WITH YEH ISOLATED FORM;Lo;0;AL;<isolated> 0642 064A;;;;N;;;;;
FC37;ARABIC LIGATURE KAF WITH ALEF ISOLATED FORM;Lo;0;AL;<isolated> 0643 0627;;;;N;;;;;
FC38;ARABIC LIGATURE KAF WITH JEEM ISOLATED FORM;Lo;0;AL;<isolated> 0643 062C;;;;N;;;;;
FC39;ARABIC LIGATURE KAF WITH HAH ISOLATED FORM;Lo;0;AL;<isolated> 0643 062D;;;;N;;;;;
FC3A;ARABIC LIGATURE KAF WITH KHAH ISOLATED FORM;Lo;0;AL;<isolated> 0643 062E;;;;N;;;;;
FC3B;ARABIC LIGATURE KAF WITH LAM ISOLATED FORM;Lo;0;AL;<isolated> 0643 0644;;;;N;;;;;
FC3C;ARABIC LIGATURE KAF WITH MEEM ISOLATED FORM;Lo;0;AL;<isolated> 0643 0645;;;;N;;;;;
FC3D;ARABIC LIGATURE KAF WITH ALEF MAKSURA ISOLATED FORM;Lo;0;AL;<isolated> 0643 0649;;;;N;;;;;
FC3E;ARABIC LIGATURE KAF WITH YEH ISOLATED FORM;Lo;0;AL;<isolated> 0643 064A;;;;N;;;;;
FC3F;ARABIC LIGATURE LAM WITH JEEM ISOLATED FORM;Lo;0;AL;<isolated> 0644 062C;;;;N;;;;;
FC40;ARABIC LIGATURE LAM WITH HAH ISOLATED FORM;Lo;0;AL;<isolated> 0644 062D;;;;N;;;;;
FC41;ARABIC LIGATURE LAM WITH KHAH ISOLATED FORM;Lo;0;AL;<isolated> 0644 062E;;;;N;;;;;
FC42;ARABIC LIGATURE LAM WITH MEEM ISOLATED FORM;Lo;0;AL;<isolated> 0644 0645;;;;N;;;;;
FC43;ARABIC LIGATURE LAM WITH ALEF MAKSURA ISOLATED FORM;Lo;0;AL;<isolated> 0644 0649;;;;N;;;;;
FC44;ARABIC LIGATURE LAM WITH YEH ISOLATED FORM;Lo;0;AL;<isolated> 0644 064A;;;;N;;;;;
FC45;ARABIC LIGATURE MEEM WITH JEEM ISOLATED FORM;Lo;0;AL;<isolated> 0645 062C;;;;N;;;;;
FC46;ARABIC LIGATURE MEEM WITH HAH ISOLATED FORM;Lo;0;AL;<isolated> 0645 062D;;;;N;;;;;
FC47;ARABIC LIGATURE MEEM WITH KHAH ISOLATED FORM;Lo;0;AL;<isolated> 0645 062E;;;;N;;;;;
FC48;ARABIC LIGATURE MEEM WITH MEEM ISOLATED FORM;Lo;0;AL;<isolated> 0645 0645;;;;N;;;;;
FC49;ARABIC LIGATURE MEEM WITH ALEF MAKSURA ISOLATED FORM;Lo;0;AL;<isolated> 0645 0649;;;;N;;;;;
FC4A;ARABIC LIGATURE MEEM WITH YEH ISOLATED FORM;Lo;0;AL;<isolated> 0645 064A;;;;N;;;;;
FC4B;ARABIC LIGATURE NOON WITH JEEM ISOLATED FORM;Lo;0;AL;<isolated> 0646 062C;;;;N;;;;;
FC4C;ARABIC LIGATURE NOON WITH HAH ISOLATED FORM;Lo;0;AL;<isolated> 0646 062D;;;;N;;;;;
FC4D;ARABIC LIGATURE NOON WITH KHAH ISOLATED FORM;Lo;0;AL;<isolated> 0646 062E;;;;N;;;;;
FC4E;ARABIC LIGATURE NOON WITH MEEM ISOLATED FORM;Lo;0;AL;<isolated> 0646 0645;;;;N;;;;;
FC4F;ARABIC LIGATURE NOON WITH ALEF MAKSURA ISOLATED FORM;Lo;0;AL;<isolated> 0646 0649;;;;N;;;;;
FC50;ARABIC LIGATURE NOON WITH YEH ISOLATED FORM;Lo;0;AL;<isolated> 0646 064A;;;;N;;;;;
FC51;ARABIC LIGATURE HEH WITH JEEM ISOLATED FORM;Lo;0;AL;<isolated> 0647 062C;;;;N;;;;;
FC52;ARABIC LIGATURE HEH WITH MEEM ISOLATED FORM;Lo;0;AL;<isolated> 0647 0645;;;;N;;;;;
FC53;ARABIC LIGATURE HEH WITH ALEF MAKSURA ISOLATED FORM;Lo;0;AL;<isolated> 0647 0649;;;;N;;;;;
FC54;ARABIC LIGATURE HEH WITH YEH ISOLATED FORM;Lo;0;AL;<isolated> 0647 064A;;;;N;;;;;
FC55;ARABIC LIGATURE YEH WITH JEEM ISOLATED FORM;Lo;0;AL;<isolated> 064A 062C;;;;N;;;;;
FC56;ARABIC LIGATURE YEH WITH HAH ISOLATED FORM;Lo;0;AL;<isolated> 064A 062D;;;;N;;;;;
FC57;ARABIC LIGATURE YEH WITH KHAH ISOLATED FORM;Lo;0;AL;<isolated> 064A 062E;;;;N;;;;;
FC58;ARABIC LIGATURE YEH WITH MEEM ISOLATED FORM;Lo;0;AL;<isolated> 064A 0645;;;;N;;;;;
FC59;ARABIC LIGATURE YEH WITH ALEF MAKSURA ISOLATED FORM;Lo;0;AL;<isolated> 064A 0649;;;;N;;;;;
FC5A;ARABIC LIGATURE YEH WITH YEH ISOLATED FORM;Lo;0;AL;<isolated> 064A 064A;;;;N;;;;;
FC5B;ARABIC LIGATURE THAL WITH SUPERSCRIPT ALEF ISOLATED FORM;Lo;0;AL;<isolated> 0630 0670;;;;N;;;;;
FC5C;ARABIC LIGATURE REH WITH SUPERSCRIPT ALEF ISOLATED FORM;Lo;0;AL;<isolated> 0631 0670;;;;N;;;;;
FC5D;ARABIC LIGATURE ALEF MAKSURA WITH SUPERSCRIPT ALEF ISOLATED FORM;Lo;0;AL;<isolated> 0649 0670;;;;N;;;;;
FC5E;ARABIC LIGATURE SHADDA WITH DAMMATAN ISOLATED FORM;Lo;0;AL;<isolated> 0020 064C 0651;;;;N;;;;;
FC5F;ARABIC LIGATURE SHADDA WITH KASRATAN ISOLATED FORM;Lo;0;AL;<isolated> 0020 064D 0651;;;;N;;;;;
FC60;ARABIC LIGATURE SHADDA WITH FATHA ISOLATED FORM;Lo;0;AL;<isolated> 0020 064E 0651;;;;N;;;;;
FC61;ARABIC LIGATURE SHADDA WITH DAMMA ISOLATED FORM;Lo;0;AL;<isolated> 0020 064F 0651;;;;N;;;;;
FC62;ARABIC LIGATURE SHADDA WITH KASRA ISOLATED FORM;Lo;0;AL;<isolated> 0020 0650 0651;;;;N;;;;;
FC63;ARABIC LIGATURE SHADDA WITH SUPERSCRIPT ALEF ISOLATED FORM;Lo;0;AL;<isolated> 0020 0651 0670;;;;N;;;;;
FC64;ARABIC LIGATURE YEH WITH HAMZA ABOVE WITH REH FINAL FORM;Lo;0;AL;<final> 0626 0631;;;;N;;;;;
FC65;ARABIC LIGATURE YEH WITH HAMZA ABOVE WITH ZAIN FINAL FORM;Lo;0;AL;<final> 0626 0632;;;;N;;;;;
FC66;ARABIC LIGATURE YEH WITH HAMZA ABOVE WITH MEEM FINAL FORM;Lo;0;AL;<final> 0626 0645;;;;N;;;;;
FC67;ARABIC LIGATURE YEH WITH HAMZA ABOVE WITH NOON FINAL FORM;Lo;0;AL;<final> 0626 0646;;;;N;;;;;
FC68;ARABIC LIGATURE YEH WITH HAMZA ABOVE WITH ALEF MAKSURA FINAL FORM;Lo;0;AL;<final> 0626 0649;;;;N;;;;;
FC69;ARABIC LIGATURE YEH WITH HAMZA ABOVE WITH YEH FINAL FORM;Lo;0;AL;<final> 0626 064A;;;;N;;;;;
FC6A;ARABIC LIGATURE BEH WITH REH FINAL FORM;Lo;0;AL;<final> 0628 0631;;;;N;;;;;
FC6B;ARABIC LIGATURE BEH WITH ZAIN FINAL FORM;Lo;0;AL;<final> 0628 0632;;;;N;;;;;
FC6C;ARABIC LIGATURE BEH WITH MEEM FINAL FORM;Lo;0;AL;<final> 0628 0645;;;;N;;;;;
FC6D;ARABIC LIGATURE BEH WITH NOON FINAL FORM;Lo;0;AL;<final> 0628 0646;;;;N;;;;;
FC6E;ARABIC LIGATURE BEH WITH ALEF MAKSURA FINAL FORM;Lo;0;AL;<final> 0628 0649;;;;N;;;;;
FC6F;ARABIC LIGATURE BEH WITH YEH FINAL FORM;Lo;0;AL;<final> 0628 064A;;;;N;;;;;
FC70;ARABIC LIGATURE TEH WITH REH FINAL FORM;Lo;0;AL;<final> 062A 0631;;;;N;;;;;
FC71;ARABIC LIGATURE TEH WITH ZAIN FINAL FORM;Lo;0;AL;<final> 062A 0632;;;;N;;;;;
FC72;ARABIC LIGATURE TEH WITH MEEM FINAL FORM;Lo;0;AL;<final> 062A 0645;;;;N;;;;;
FC73;ARABIC LIGATURE TEH WITH NOON FINAL FORM;Lo;0;AL;<final> 062A 0646;;;;N;;;;;
FC74;ARABIC LIGATURE TEH WITH ALEF MAKSURA FINAL FORM;Lo;0;AL;<final> 062A 0649;;;;N;;;;;
FC75;ARABIC LIGATURE TEH WITH YEH FINAL FORM;Lo;0;AL;<final> 062A 064A;;;;N;;;;;
FC76;ARABIC LIGATURE THEH WITH REH FINAL FORM;Lo;0;AL;<final> 062B 0631;;;;N;;;;;
FC77;ARABIC LIGATURE THEH WITH ZAIN FINAL FORM;Lo;0;AL;<final> 062B 0632;;;;N;;;;;
FC78;ARABIC LIGATURE THEH WITH MEEM FINAL FORM;Lo;0;AL;<final> 062B 0645;;;;N;;;;;
FC79;ARABIC LIGATURE THEH WITH NOON FINAL FORM;Lo;0;AL;<final> 062B 0646;;;;N;;;;;
FC7A;ARABIC LIGATURE THEH WITH ALEF MAKSURA FINAL FORM;Lo;0;AL;<final> 062B 0649;;;;N;;;;;
FC7B;ARABIC LIGATURE THEH WITH YEH FINAL FORM;Lo;0;AL;<final> 062B 064A;;;;N;;;;;
FC7C;ARABIC LIGATURE FEH WITH ALEF MAKSURA FINAL FORM;Lo;0;AL;<final> 0641 0649;;;;N;;;;;
FC7D;ARABIC LIGATURE FEH WITH YEH FINAL FORM;Lo;0;AL;<final> 0641 064A;;;;N;;;;;
FC7E;ARABIC LIGATURE QAF WITH ALEF MAKSURA FINAL FORM;Lo;0;AL;<final> 0642 0649;;;;N;;;;;
FC7F;ARABIC LIGATURE QAF WITH YEH FINAL FORM;Lo;0;AL;<final> 0642 064A;;;;N;;;;;
FC80;ARABIC LIGATURE KAF WITH ALEF FINAL FORM;Lo;0;AL;<final> 0643 0627;;;;N;;;;;
FC81;ARABIC LIGATURE KAF WITH LAM FINAL FORM;Lo;0;AL;<final> 0643 0644;;;;N;;;;;
FC82;ARABIC LIGATURE KAF WITH MEEM FINAL FORM;Lo;0;AL;<final> 0643 0645;;;;N;;;;;
FC83;ARABIC LIGATURE KAF WITH ALEF MAKSURA FINAL FORM;Lo;0;AL;<final> 0643 0649;;;;N;;;;;
FC84;ARABIC LIGATURE KAF WITH YEH FINAL FORM;Lo;0;AL;<final> 0643 064A;;;;N;;;;;
FC85;ARABIC LIGATURE LAM WITH MEEM FINAL FORM;Lo;0;AL;<final> 0644 0645;;;;N;;;;;
FC86;ARABIC LIGATURE LAM WITH ALEF MAKSURA FINAL FORM;Lo;0;AL;<final> 0644 0649;;;;N;;;;;
FC87;ARABIC LIGATURE LAM WITH YEH FINAL FORM;Lo;0;AL;<final> 0644 064A;;;;N;;;;;
FC88;ARABIC LIGATURE MEEM WITH ALEF FINAL FORM;Lo;0;AL;<final> 0645 0627;;;;N;;;;;
FC89;ARABIC LIGATURE MEEM WITH MEEM FINAL FORM;Lo;0;AL;<final> 0645 0645;;;;N;;;;;
FC8A;ARABIC LIGATURE NOON WITH REH FINAL FORM;Lo;0;AL;<final> 0646 0631;;;;N;;;;;
FC8B;ARABIC LIGATURE NOON WITH ZAIN FINAL FORM;Lo;0;AL;<final> 0646 0632;;;;N;;;;;
FC8C;ARABIC LIGATURE NOON WITH MEEM FINAL FORM;Lo;0;AL;<final> 0646 0645;;;;N;;;;;
FC8D;ARABIC LIGATURE NOON WITH NOON FINAL FORM;Lo;0;AL;<final> 0646 0646;;;;N;;;;;
FC8E;ARABIC LIGATURE NOON WITH ALEF MAKSURA FINAL FORM;Lo;0;AL;<final> 0646 0649;;;;N;;;;;
FC8F;ARABIC LIGATURE NOON WITH YEH FINAL FORM;Lo;0;AL;<final> 0646 064A;;;;N;;;;;
FC90;ARABIC LIGATURE ALEF MAKSURA WITH SUPERSCRIPT ALEF FINAL FORM;Lo;0;AL;<final> 0649 0670;;;;N;;;;;
FC91;ARABIC LIGATURE YEH WITH REH FINAL FORM;Lo;0;AL;<final> 064A 0631;;;;N;;;;;
FC92;ARABIC LIGATURE YEH WITH ZAIN FINAL FORM;Lo;0;AL;<final> 064A 0632;;;;N;;;;;
FC93;ARABIC LIGATURE YEH WITH MEEM FINAL FORM;Lo;0;AL;<final> 064A 0645;;;;N;;;;;
FC94;ARABIC LIGATURE YEH WITH NOON FINAL FORM;Lo;0;AL;<final> 064A 0646;;;;N;;;;;
FC95;ARABIC LIGATURE YEH WITH ALEF MAKSURA FINAL FORM;Lo;0;AL;<final> 064A 0649;;;;N;;;;;
FC96;ARABIC LIGATURE YEH WITH YEH FINAL FORM;Lo;0;AL;<final> 064A 064A;;;;N;;;;;
FC97;ARABIC LIGATURE YEH WITH HAMZA ABOVE WITH JEEM INITIAL FORM;Lo;0;AL;<initial> 0626 062C;;;;N;;;;;
FC98;ARABIC LIGATURE YEH WITH HAMZA ABOVE WITH HAH INITIAL FORM;Lo;0;AL;<initial> 0626 062D;;;;N;;;;;
FC99;ARABIC LIGATURE YEH WITH HAMZA ABOVE WITH KHAH INITIAL FORM;Lo;0;AL;<initial> 0626 062E;;;;N;;;;;
FC9A;ARABIC LIGATURE YEH WITH HAMZA ABOVE WITH MEEM INITIAL FORM;Lo;0;AL;<initial> 0626 0645;;;;N;;;;;
FC9B;ARABIC LIGATURE YEH WITH HAMZA ABOVE WITH HEH INITIAL FORM;Lo;0;AL;<initial> 0626 0647;;;;N;;;;;
FC9C;ARABIC LIGATURE BEH WITH JEEM INITIAL FORM;Lo;0;AL;<initial> 0628 062C;;;;N;;;;;
FC9D;ARABIC LIGATURE BEH WITH HAH INITIAL FORM;Lo;0;AL;<initial> 0628 062D;;;;N;;;;;
FC9E;ARABIC LIGATURE BEH WITH KHAH INITIAL FORM;Lo;0;AL;<initial> 0628 062E;;;;N;;;;;
FC9F;ARABIC LIGATURE BEH WITH MEEM INITIAL FORM;Lo;0;AL;<initial> 0628 0645;;;;N;;;;;
FCA0;ARABIC LIGATURE BEH WITH HEH INITIAL FORM;Lo;0;AL;<initial> 0628 0647;;;;N;;;;;
FCA1;ARABIC LIGATURE TEH WITH JEEM INITIAL FORM;Lo;0;AL;<initial> 062A 062C;;;;N;;;;;
FCA2;ARABIC LIGATURE TEH WITH HAH INITIAL FORM;Lo;0;AL;<initial> 062A 062D;;;;N;;;;;
FCA3;ARABIC LIGATURE TEH WITH KHAH INITIAL FORM;Lo;0;AL;<initial> 062A 062E;;;;N;;;;;
FCA4;ARABIC LIGATURE TEH WITH MEEM INITIAL FORM;Lo;0;AL;<initial> 062A 0645;;;;N;;;;;
FCA5;ARABIC LIGATURE TEH WITH HEH INITIAL FORM;Lo;0;AL;<initial> 062A 0647;;;;N;;;;;
FCA6;ARABIC LIGATURE THEH WITH MEEM INITIAL FORM;Lo;0;AL;<initial> 062B 0645;;;;N;;;;;
FCA7;ARABIC LIGATURE JEEM WITH HAH INITIAL FORM;Lo;0;AL;<initial> 062C 062D;;;;N;;;;;
FCA8;ARABIC LIGATURE JEEM WITH MEEM INITIAL FORM;Lo;0;AL;<initial> 062C 0645;;;;N;;;;;
FCA9;ARABIC LIGATURE HAH WITH JEEM INITIAL FORM;Lo;0;AL;<initial> 062D 062C;;;;N;;;;;
FCAA;ARABIC LIGATURE HAH WITH MEEM INITIAL FORM;Lo;0;AL;<initial> 062D 0645;;;;N;;;;;
FCAB;ARABIC LIGATURE KHAH WITH JEEM INITIAL FORM;Lo;0;AL;<initial> 062E 062C;;;;N;;;;;
FCAC;ARABIC LIGATURE KHAH WITH MEEM INITIAL FORM;Lo;0;AL;<initial> 062E 0645;;;;N;;;;;
FCAD;ARABIC LIGATURE SEEN WITH JEEM INITIAL FORM;Lo;0;AL;<initial> 0633 062C;;;;N;;;;;
FCAE;ARABIC LIGATURE SEEN WITH HAH INITIAL FORM;Lo;0;AL;<initial> 0633 062D;;;;N;;;;;
FCAF;ARABIC LIGATURE SEEN WITH KHAH INITIAL FORM;Lo;0;AL;<initial> 0633 062E;;;;N;;;;;
FCB0;ARABIC LIGATURE SEEN WITH MEEM INITIAL FORM;Lo;0;AL;<initial> 0633 0645;;;;N;;;;;
FCB1;ARABIC LIGATURE SAD WITH HAH INITIAL FORM;Lo;0;AL;<initial> 0635 062D;;;;N;;;;;
FCB2;ARABIC LIGATURE SAD WITH KHAH INITIAL FORM;Lo;0;AL;<initial> 0635 062E;;;;N;;;;;
FCB3;ARABIC LIGATURE SAD WITH MEEM INITIAL FORM;Lo;0;AL;<initial> 0635 0645;;;;N;;;;;
FCB4;ARABIC LIGATURE DAD WITH JEEM INITIAL FORM;Lo;0;AL;<initial> 0636 062C;;;;N;;;;;
FCB5;ARABIC LIGATURE DAD WITH HAH INITIAL FORM;Lo;0;AL;<initial> 0636 062D;;;;N;;;;;
FCB6;ARABIC LIGATURE DAD WITH KHAH INITIAL FORM;Lo;0;AL;<initial> 0636 062E;;;;N;;;;;
FCB7;ARABIC LIGATURE DAD WITH MEEM INITIAL FORM;Lo;0;AL;<initial> 0636 0645;;;;N;;;;;
FCB8;ARABIC LIGATURE TAH WITH HAH INITIAL FORM;Lo;0;AL;<initial> 0637 062D;;;;N;;;;;
FCB9;ARABIC LIGATURE ZAH WITH MEEM INITIAL FORM;Lo;0;AL;<initial> 0638 0645;;;;N;;;;;
FCBA;ARABIC LIGATURE AIN WITH JEEM INITIAL FORM;Lo;0;AL;<initial> 0639 062C;;;;N;;;;;
FCBB;ARABIC LIGATURE AIN WITH MEEM INITIAL FORM;Lo;0;AL;<initial> 0639 0645;;;;N;;;;;
FCBC;ARABIC LIGATURE GHAIN WITH JEEM INITIAL FORM;Lo;0;AL;<initial> 063A 062C;;;;N;;;;;
FCBD;ARABIC LIGATURE GHAIN WITH MEEM INITIAL FORM;Lo;0;AL;<initial> 063A 0645;;;;N;;;;;
FCBE;ARABIC LIGATURE FEH WITH JEEM INITIAL FORM;Lo;0;AL;<initial> 0641 062C;;;;N;;;;;
FCBF;ARABIC LIGATURE FEH WITH HAH INITIAL FORM;Lo;0;AL;<initial> 0641 062D;;;;N;;;;;
FCC0;ARABIC LIGATURE FEH WITH KHAH INITIAL FORM;Lo;0;AL;<initial> 0641 062E;;;;N;;;;;
FCC1;ARABIC LIGATURE FEH WITH MEEM INITIAL FORM;Lo;0;AL;<initial> 0641 0645;;;;N;;;;;
FCC2;ARABIC LIGATURE QAF WITH HAH INITIAL FORM;Lo;0;AL;<initial> 0642 062D;;;;N;;;;;
FCC3;ARABIC LIGATURE QAF WITH MEEM INITIAL FORM;Lo;0;AL;<initial> 0642 0645;;;;N;;;;;
FCC4;ARABIC LIGATURE KAF WITH JEEM INITIAL FORM;Lo;0;AL;<initial> 0643 062C;;;;N;;;;;
FCC5;ARABIC LIGATURE KAF WITH HAH INITIAL FORM;Lo;0;AL;<initial> 0643 062D;;;;N;;;;;
FCC6;ARABIC LIGATURE KAF WITH KHAH INITIAL FORM;Lo;0;AL;<initial> 0643 062E;;;;N;;;;;
FCC7;ARABIC LIGATURE KAF WITH LAM INITIAL FORM;Lo;0;AL;<initial> 0643 0644;;;;N;;;;;
FCC8;ARABIC LIGATURE KAF WITH MEEM INITIAL FORM;Lo;0;AL;<initial> 0643 0645;;;;N;;;;;
FCC9;ARABIC LIGATURE LAM WITH JEEM INITIAL FORM;Lo;0;AL;<initial> 0644 062C;;;;N;;;;;
FCCA;ARABIC LIGATURE LAM WITH HAH INITIAL FORM;Lo;0;AL;<initial> 0644 062D;;;;N;;;;;
FCCB;ARABIC LIGATURE LAM WITH KHAH INITIAL FORM;Lo;0;AL;<initial> 0644 062E;;;;N;;;;;
FCCC;ARABIC LIGATURE LAM WITH MEEM INITIAL FORM;Lo;0;AL;<initial> 0644 0645;;;;N;;;;;
FCCD;ARABIC LIGATURE LAM WITH HEH INITIAL FORM;Lo;0;AL;<initial> 0644 0647;;;;N;;;;;
FCCE;ARABIC LIGATURE MEEM WITH JEEM INITIAL FORM;Lo;0;AL;<initial> 0645 062C;;;;N;;;;;
FCCF;ARABIC LIGATURE MEEM WITH HAH INITIAL FORM;Lo;0;AL;<initial> 0645 062D;;;;N;;;;;
FCD0;ARABIC LIGATURE MEEM WITH KHAH INITIAL FORM;Lo;0;AL;<initial> 0645 062E;;;;N;;;;;
FCD1;ARABIC LIGATURE MEEM WITH MEEM INITIAL FORM;Lo;0;AL;<initial> 0645 0645;;;;N;;;;;
FCD2;ARABIC LIGATURE NOON WITH JEEM INITIAL FORM;Lo;0;AL;<initial> 0646 062C;;;;N;;;;;
FCD3;ARABIC LIGATURE NOON WITH HAH INITIAL FORM;Lo;0;AL;<initial> 0646 062D;;;;N;;;;;
FCD4;ARABIC LIGATURE NOON WITH KHAH INITIAL FORM;Lo;0;AL;<initial> 0646 062E;;;;N;;;;;
FCD5;ARABIC LIGATURE NOON WITH MEEM INITIAL FORM;Lo;0;AL;<initial> 0646 0645;;;;N;;;;;
FCD6;ARABIC LIGATURE NOON WITH HEH INITIAL FORM;Lo;0;AL;<initial> 0646 0647;;;;N;;;;;
FCD7;ARABIC LIGATURE HEH WITH JEEM INITIAL FORM;Lo;0;AL;<initial> 0647 062C;;;;N;;;;;
FCD8;ARABIC LIGATURE HEH WITH MEEM INITIAL FORM;Lo;0;AL;<initial> 0647 0645;;;;N;;;;;
FCD9;ARABIC LIGATURE HEH WITH SUPERSCRIPT ALEF INITIAL FORM;Lo;0;AL;<initial> 0647 0670;;;;N;;;;;
FCDA;ARABIC LIGATURE YEH WITH JEEM INITIAL FORM;Lo;0;AL;<initial> 064A 062C;;;;N;;;;;
FCDB;ARABIC LIGATURE YEH WITH HAH INITIAL FORM;Lo;0;AL;<initial> 064A 062D;;;;N;;;;;
FCDC;ARABIC LIGATURE YEH WITH KHAH INITIAL FORM;Lo;0;AL;<initial> 064A 062E;;;;N;;;;;
FCDD;ARABIC LIGATURE YEH WITH MEEM INITIAL FORM;Lo;0;AL;<initial> 064A 0645;;;;N;;;;;
FCDE;ARABIC LIGATURE YEH WITH HEH INITIAL FORM;Lo;0;AL;<initial> 064A 0647;;;;N;;;;;
FCDF;ARABIC LIGATURE YEH WITH HAMZA ABOVE WITH MEEM MEDIAL FORM;Lo;0;AL;<medial> 0626 0645;;;;N;;;;;
FCE0;ARABIC LIGATURE YEH WITH HAMZA ABOVE WITH HEH MEDIAL FORM;Lo;0;AL;<medial> 0626 0647;;;;N;;;;;
FCE1;ARABIC LIGATURE BEH WITH MEEM MEDIAL FORM;Lo;0;AL;<medial> 0628 0645;;;;N;;;;;
FCE2;ARABIC LIGATURE BEH WITH HEH MEDIAL FORM;Lo;0;AL;<medial> 0628 0647;;;;N;;;;;
FCE3;ARABIC LIGATURE TEH WITH MEEM MEDIAL FORM;Lo;0;AL;<medial> 062A 0645;;;;N;;;;;
FCE4;ARABIC LIGATURE TEH WITH HEH MEDIAL FORM;Lo;0;AL;<medial> 062A 0647;;;;N;;;;;
FCE5;ARABIC LIGATURE THEH WITH MEEM MEDIAL FORM;Lo;0;AL;<medial> 062B 0645;;;;N;;;;;
FCE6;ARABIC LIGATURE THEH WITH HEH MEDIAL FORM;Lo;0;AL;<medial> 062B 0647;;;;N;;;;;
FCE7;ARABIC LIGATURE SEEN WITH MEEM MEDIAL FORM;Lo;0;AL;<medial> 0633 0645;;;;N;;;;;
FCE8;ARABIC LIGATURE SEEN WITH HEH MEDIAL FORM;Lo;0;AL;<medial> 0633 0647;;;;N;;;;;
FCE9;ARABIC LIGATURE SHEEN WITH MEEM MEDIAL FORM;Lo;0;AL;<medial> 0634 0645;;;;N;;;;;
FCEA;ARABIC LIGATURE SHEEN WITH HEH MEDIAL FORM;Lo;0;AL;<medial> 0634 0647;;;;N;;;;;
FCEB;ARABIC LIGATURE KAF WITH LAM MEDIAL FORM;Lo;0;AL;<medial> 0643 0644;;;;N;;;;;
FCEC;ARABIC LIGATURE KAF WITH MEEM MEDIAL FORM;Lo;0;AL;<medial> 0643 0645;;;;N;;;;;
FCED;ARABIC LIGATURE LAM WITH MEEM MEDIAL FORM;Lo;0;AL;<medial> 0644 0645;;;;N;;;;;
FCEE;ARABIC LIGATURE NOON WITH MEEM MEDIAL FORM;Lo;0;AL;<medial> 0646 0645;;;;N;;;;;
FCEF;ARABIC LIGATURE NOON WITH HEH MEDIAL FORM;Lo;0;AL;<medial> 0646 0647;;;;N;;;;;
FCF0;ARABIC LIGATURE YEH WITH MEEM MEDIAL FORM;Lo;0;AL;<medial> 064A 0645;;;;N;;;;;
FCF1;ARABIC LIGATURE YEH WITH HEH MEDIAL FORM;Lo;0;AL;<medial> 064A 0647;;;;N;;;;;
FCF2;ARABIC LIGATURE SHADDA WITH FATHA MEDIAL FORM;Lo;0;AL;<medial> 0640 064E 0651;;;;N;;;;;
FCF3;ARABIC LIGATURE SHADDA WITH DAMMA MEDIAL FORM;Lo;0;AL;<medial> 0640 064F 0651;;;;N;;;;;
FCF4;ARABIC LIGATURE SHADDA WITH KASRA MEDIAL FORM;Lo;0;AL;<medial> 0640 0650 0651;;;;N;;;;;
FCF5;ARABIC LIGATURE TAH WITH ALEF MAKSURA ISOLATED FORM;Lo;0;AL;<isolated> 0637 0649;;;;N;;;;;
FCF6;ARABIC LIGATURE TAH WITH YEH ISOLATED FORM;Lo;0;AL;<isolated> 0637 064A;;;;N;;;;;
FCF7;ARABIC LIGATURE AIN WITH ALEF MAKSURA ISOLATED FORM;Lo;0;AL;<isolated> 0639 0649;;;;N;;;;;
FCF8;ARABIC LIGATURE AIN WITH YEH ISOLATED FORM;Lo;0;AL;<isolated> 0639 064A;;;;N;;;;;
FCF9;ARABIC LIGATURE GHAIN WITH ALEF MAKSURA ISOLATED FORM;Lo;0;AL;<isolated> 063A 0649;;;;N;;;;;
FCFA;ARABIC LIGATURE GHAIN WITH YEH ISOLATED FORM;Lo;0;AL;<isolated> 063A 064A;;;;N;;;;;
FCFB;ARABIC LIGATURE SEEN WITH ALEF MAKSURA ISOLATED FORM;Lo;0;AL;<isolated> 0633 0649;;;;N;;;;;
FCFC;ARABIC LIGATURE SEEN WITH YEH ISOLATED FORM;Lo;0;AL;<isolated> 0633 064A;;;;N;;;;;
FCFD;ARABIC LIGATURE SHEEN WITH ALEF MAKSURA ISOLATED FORM;Lo;0;AL;<isolated> 0634 0649;;;;N;;;;;
FCFE;ARABIC LIGATURE SHEEN WITH YEH ISOLATED FORM;Lo;0;AL;<isolated> 0634 064A;;;;N;;;;;
FCFF;ARABIC LIGATURE HAH WITH ALEF MAKSURA ISOLATED FORM;Lo;0;AL;<isolated> 062D 0649;;;;N;;;;;
FD00;ARABIC LIGATURE HAH WITH YEH ISOLATED FORM;Lo;0;AL;<isolated> 062D 064A;;;;N;;;;;
FD01;ARABIC LIGATURE JEEM WITH ALEF MAKSURA ISOLATED FORM;Lo;0;AL;<isolated> 062C 0649;;;;N;;;;;
FD02;ARABIC LIGATURE JEEM WITH YEH ISOLATED FORM;Lo;0;AL;<isolated> 062C 064A;;;;N;;;;;
FD03;ARABIC LIGATURE KHAH WITH ALEF MAKSURA ISOLATED FORM;Lo;0;AL;<isolated> 062E 0649;;;;N;;;;;
FD04;ARABIC LIGATURE KHAH WITH YEH ISOLATED FORM;Lo;0;AL;<isolated> 062E 064A;;;;N;;;;;
FD05;ARABIC LIGATURE SAD WITH ALEF MAKSURA ISOLATED FORM;Lo;0;AL;<isolated> 0635 0649;;;;N;;;;;
FD06;ARABIC LIGATURE SAD WITH YEH ISOLATED FORM;Lo;0;AL;<isolated> 0635 064A;;;;N;;;;;
FD07;ARABIC LIGATURE DAD WITH ALEF MAKSURA ISOLATED FORM;Lo;0;AL;<isolated> 0636 0649;;;;N;;;;;
FD08;ARABIC LIGATURE DAD WITH YEH ISOLATED FORM;Lo;0;AL;<isolated> 0636 064A;;;;N;;;;;
FD09;ARABIC LIGATURE SHEEN WITH JEEM ISOLATED FORM;Lo;0;AL;<isolated> 0634 062C;;;;N;;;;;
FD0A;ARABIC LIGATURE SHEEN WITH HAH ISOLATED FORM;Lo;0;AL;<isolated> 0634 062D;;;;N;;;;;
FD0B;ARABIC LIGATURE SHEEN WITH KHAH ISOLATED FORM;Lo;0;AL;<isolated> 0634 062E;;;;N;;;;;
FD0C;ARABIC LIGATURE SHEEN WITH MEEM ISOLATED FORM;Lo;0;AL;<isolated> 0634 0645;;;;N;;;;;
FD0D;ARABIC LIGATURE SHEEN WITH REH ISOLATED FORM;Lo;0;AL;<isolated> 0634 0631;;;;N;;;;;
FD0E;ARABIC LIGATURE SEEN WITH REH ISOLATED FORM;Lo;0;AL;<isolated> 0633 0631;;;;N;;;;;
FD0F;ARABIC LIGATURE SAD WITH REH ISOLATED FORM;Lo;0;AL;<isolated> 0635 0631;;;;N;;;;;
FD10;ARABIC LIGATURE DAD WITH REH ISOLATED FORM;Lo;0;AL;<isolated> 0636 0631;;;;N;;;;;
FD11;ARABIC LIGATURE TAH WITH ALEF MAKSURA FINAL FORM;Lo;0;AL;<final> 0637 0649;;;;N;;;;;
FD12;ARABIC LIGATURE TAH WITH YEH FINAL FORM;Lo;0;AL;<final> 0637 064A;;;;N;;;;;
FD13;ARABIC LIGATURE AIN WITH ALEF MAKSURA FINAL FORM;Lo;0;AL;<final> 0639 0649;;;;N;;;;;
FD14;ARABIC LIGATURE AIN WITH YEH FINAL FORM;Lo;0;AL;<final> 0639 064A;;;;N;;;;;
FD15;ARABIC LIGATURE GHAIN WITH ALEF MAKSURA FINAL FORM;Lo;0;AL;<final> 063A 0649;;;;N;;;;;
FD16;ARABIC LIGATURE GHAIN WITH YEH FINAL FORM;Lo;0;AL;<final> 063A 064A;;;;N;;;;;
FD17;ARABIC LIGATURE SEEN WITH ALEF MAKSURA FINAL FORM;Lo;0;AL;<final> 0633 0649;;;;N;;;;;
FD18;ARABIC LIGATURE SEEN WITH YEH FINAL FORM;Lo;0;AL;<final> 0633 064A;;;;N;;;;;
FD19;ARABIC LIGATURE SHEEN WITH ALEF MAKSURA FINAL FORM;Lo;0;AL;<final> 0634 0649;;;;N;;;;;
FD1A;ARABIC LIGATURE SHEEN WITH YEH FINAL FORM;Lo;0;AL;<final> 0634 064A;;;;N;;;;;
FD1B;ARABIC LIGATURE HAH WITH ALEF MAKSURA FINAL FORM;Lo;0;AL;<final> 062D 0649;;;;N;;;;;
FD1C;ARABIC LIGATURE HAH WITH YEH FINAL FORM;Lo;0;AL;<final> 062D 064A;;;;N;;;;;
FD1D;ARABIC LIGATURE JEEM WITH ALEF MAKSURA FINAL FORM;Lo;0;AL;<final> 062C 0649;;;;N;;;;;
FD1E;ARABIC LIGATURE JEEM WITH YEH FINAL FORM;Lo;0;AL;<final> 062C 064A;;;;N;;;;;
FD1F;ARABIC LIGATURE KHAH WITH ALEF MAKSURA FINAL FORM;Lo;0;AL;<final> 062E 0649;;;;N;;;;;
FD20;ARABIC LIGATURE KHAH WITH YEH FINAL FORM;Lo;0;AL;<final> 062E 064A;;;;N;;;;;
FD21;ARABIC LIGATURE SAD WITH ALEF MAKSURA FINAL FORM;Lo;0;AL;<final> 0635 0649;;;;N;;;;;
FD22;ARABIC LIGATURE SAD WITH YEH FINAL FORM;Lo;0;AL;<final> 0635 064A;;;;N;;;;;
FD23;ARABIC LIGATURE DAD WITH ALEF MAKSURA FINAL FORM;Lo;0;AL;<final> 0636 0649;;;;N;;;;;
FD24;ARABIC LIGATURE DAD WITH YEH FINAL FORM;Lo;0;AL;<final> 0636 064A;;;;N;;;;;
FD25;ARABIC LIGATURE SHEEN WITH JEEM FINAL FORM;Lo;0;AL;<final> 0634 062C;;;;N;;;;;
FD26;ARABIC LIGATURE SHEEN WITH HAH FINAL FORM;Lo;0;AL;<final> 0634 062D;;;;N;;;;;
FD27;ARABIC LIGATURE SHEEN WITH KHAH FINAL FORM;Lo;0;AL;<final> 0634 062E;;;;N;;;;;
FD28;ARABIC LIGATURE SHEEN WITH MEEM FINAL FORM;Lo;0;AL;<final> 0634 0645;;;;N;;;;;
FD29;ARABIC LIGATURE SHEEN WITH REH FINAL FORM;Lo;0;AL;<final> 0634 0631;;;;N;;;;;
FD2A;ARABIC LIGATURE SEEN WITH REH FINAL FORM;Lo;0;AL;<final> 0633 0631;;;;N;;;;;
FD2B;ARABIC LIGATURE SAD WITH REH FINAL FORM;Lo;0;AL;<final> 0635 0631;;;;N;;;;;
FD2C;ARABIC LIGATURE DAD WITH REH FINAL FORM;Lo;0;AL;<final> 0636 0631;;;;N;;;;;
FD2D;ARABIC LIGATURE SHEEN WITH JEEM INITIAL FORM;Lo;0;AL;<initial> 0634 062C;;;;N;;;;;
FD2E;ARABIC LIGATURE SHEEN WITH HAH INITIAL FORM;Lo;0;AL;<initial> 0634 062D;;;;N;;;;;
FD2F;ARABIC LIGATURE SHEEN WITH KHAH INITIAL FORM;Lo;0;AL;<initial> 0634 062E;;;;N;;;;;
FD30;ARABIC LIGATURE SHEEN WITH MEEM INITIAL FORM;Lo;0;AL;<initial> 0634 0645;;;;N;;;;;
FD31;ARABIC LIGATURE SEEN WITH HEH INITIAL FORM;Lo;0;AL;<initial> 0633 0647;;;;N;;;;;
FD32;ARABIC LIGATURE SHEEN WITH HEH INITIAL FORM;Lo;0;AL;<initial> 0634 0647;;;;N;;;;;
FD33;ARABIC LIGATURE TAH WITH MEEM INITIAL FORM;Lo;0;AL;<initial> 0637 0645;;;;N;;;;;
FD34;ARABIC LIGATURE SEEN WITH JEEM MEDIAL FORM;Lo;0;AL;<medial> 0633 062C;;;;N;;;;;
FD35;ARABIC LIGATURE SEEN WITH HAH MEDIAL FORM;Lo;0;AL;<medial> 0633 062D;;;;N;;;;;
FD36;ARABIC LIGATURE SEEN WITH KHAH MEDIAL FORM;Lo;0;AL;<medial> 0633 062E;;;;N;;;;;
FD37;ARABIC LIGATURE SHEEN WITH JEEM MEDIAL FORM;Lo;0;AL;<medial> 0634 062C;;;;N;;;;;
FD38;ARABIC LIGATURE SHEEN WITH HAH MEDIAL FORM;Lo;0;AL;<medial> 0634 062D;;;;N;;;;;
FD39;ARABIC LIGATURE SHEEN WITH KHAH MEDIAL FORM;Lo;0;AL;<medial> 0634 062E;;;;N;;;;;
FD3A;ARABIC LIGATURE TAH WITH MEEM MEDIAL FORM;Lo;0;AL;<medial> 0637 0645;;;;N;;;;;
FD3B;ARABIC LIGATURE ZAH WITH MEEM MEDIAL FORM;Lo;0;AL;<medial> 0638 0645;;;;N;;;;;
FD3C;ARABIC LIGATURE ALEF WITH FATHATAN FINAL FORM;Lo;0;AL;<final> 0627 064B;;;;N;;;;;
FD3D;ARABIC LIGATURE ALEF WITH FATHATAN ISOLATED FORM;Lo;0;AL;<isolated> 0627 064B;;;;N;;;;;
FD3E;ORNATE LEFT PARENTHESIS;Pe;0;ON;;;;;N;;;;;
FD3F;ORNATE RIGHT PARENTHESIS;Ps;0;ON;;;;;N;;;;;
FD50;ARABIC LIGATURE TEH WITH JEEM WITH MEEM INITIAL FORM;Lo;0;AL;<initial> 062A 062C 0645;;;;N;;;;;
FD51;ARABIC LIGATURE TEH WITH HAH WITH JEEM FINAL FORM;Lo;0;AL;<final> 062A 062D 062C;;;;N;;;;;
FD52;ARABIC LIGATURE TEH WITH HAH WITH JEEM INITIAL FORM;Lo;0;AL;<initial> 062A 062D 062C;;;;N;;;;;
FD53;ARABIC LIGATURE TEH WITH HAH WITH MEEM INITIAL FORM;Lo;0;AL;<initial> 062A 062D 0645;;;;N;;;;;
FD54;ARABIC LIGATURE TEH WITH KHAH WITH MEEM INITIAL FORM;Lo;0;AL;<initial> 062A 062E 0645;;;;N;;;;;
FD55;ARABIC LIGATURE TEH WITH MEEM WITH JEEM INITIAL FORM;Lo;0;AL;<initial> 062A 0645 062C;;;;N;;;;;
FD56;ARABIC LIGATURE TEH WITH MEEM WITH HAH INITIAL FORM;Lo;0;AL;<initial> 062A 0645 062D;;;;N;;;;;
FD57;ARABIC LIGATURE TEH WITH MEEM WITH KHAH INITIAL FORM;Lo;0;AL;<initial> 062A 0645 062E;;;;N;;;;;
FD58;ARABIC LIGATURE JEEM WITH MEEM WITH HAH FINAL FORM;Lo;0;AL;<final> 062C 0645 062D;;;;N;;;;;
FD59;ARABIC LIGATURE JEEM WITH MEEM WITH HAH INITIAL FORM;Lo;0;AL;<initial> 062C 0645 062D;;;;N;;;;;
FD5A;ARABIC LIGATURE HAH WITH MEEM WITH YEH FINAL FORM;Lo;0;AL;<final> 062D 0645 064A;;;;N;;;;;
FD5B;ARABIC LIGATURE HAH WITH MEEM WITH ALEF MAKSURA FINAL FORM;Lo;0;AL;<final> 062D 0645 0649;;;;N;;;;;
FD5C;ARABIC LIGATURE SEEN WITH HAH WITH JEEM INITIAL FORM;Lo;0;AL;<initial> 0633 062D 062C;;;;N;;;;;
FD5D;ARABIC LIGATURE SEEN WITH JEEM WITH HAH INITIAL FORM;Lo;0;AL;<initial> 0633 062C 062D;;;;N;;;;;
FD5E;ARABIC LIGATURE SEEN WITH JEEM WITH ALEF MAKSURA FINAL FORM;Lo;0;AL;<final> 0633 062C 0649;;;;N;;;;;
FD5F;ARABIC LIGATURE SEEN WITH MEEM WITH HAH FINAL FORM;Lo;0;AL;<final> 0633 0645 062D;;;;N;;;;;
FD60;ARABIC LIGATURE SEEN WITH MEEM WITH HAH INITIAL FORM;Lo;0;AL;<initial> 0633 0645 062D;;;;N;;;;;
FD61;ARABIC LIGATURE SEEN WITH MEEM WITH JEEM INITIAL FORM;Lo;0;AL;<initial> 0633 0645 062C;;;;N;;;;;
FD62;ARABIC LIGATURE SEEN WITH MEEM WITH MEEM FINAL FORM;Lo;0;AL;<final> 0633 0645 0645;;;;N;;;;;
FD63;ARABIC LIGATURE SEEN WITH MEEM WITH MEEM INITIAL FORM;Lo;0;AL;<initial> 0633 0645 0645;;;;N;;;;;
FD64;ARABIC LIGATURE SAD WITH HAH WITH HAH FINAL FORM;Lo;0;AL;<final> 0635 062D 062D;;;;N;;;;;
FD65;ARABIC LIGATURE SAD WITH HAH WITH HAH INITIAL FORM;Lo;0;AL;<initial> 0635 062D 062D;;;;N;;;;;
FD66;ARABIC LIGATURE SAD WITH MEEM WITH MEEM FINAL FORM;Lo;0;AL;<final> 0635 0645 0645;;;;N;;;;;
FD67;ARABIC LIGATURE SHEEN WITH HAH WITH MEEM FINAL FORM;Lo;0;AL;<final> 0634 062D 0645;;;;N;;;;;
FD68;ARABIC LIGATURE SHEEN WITH HAH WITH MEEM INITIAL FORM;Lo;0;AL;<initial> 0634 062D 0645;;;;N;;;;;
FD69;ARABIC LIGATURE SHEEN WITH JEEM WITH YEH FINAL FORM;Lo;0;AL;<final> 0634 062C 064A;;;;N;;;;;
FD6A;ARABIC LIGATURE SHEEN WITH MEEM WITH KHAH FINAL FORM;Lo;0;AL;<final> 0634 0645 062E;;;;N;;;;;
FD6B;ARABIC LIGATURE SHEEN WITH MEEM WITH KHAH INITIAL FORM;Lo;0;AL;<initial> 0634 0645 062E;;;;N;;;;;
FD6C;ARABIC LIGATURE SHEEN WITH MEEM WITH MEEM FINAL FORM;Lo;0;AL;<final> 0634 0645 0645;;;;N;;;;;
FD6D;ARABIC LIGATURE SHEEN WITH MEEM WITH MEEM INITIAL FORM;Lo;0;AL;<initial> 0634 0645 0645;;;;N;;;;;
FD6E;ARABIC LIGATURE DAD WITH HAH WITH ALEF MAKSURA FINAL FORM;Lo;0;AL;<final> 0636 062D 0649;;;;N;;;;;
FD6F;ARABIC LIGATURE DAD WITH KHAH WITH MEEM FINAL FORM;Lo;0;AL;<final> 0636 062E 0645;;;;N;;;;;
FD70;ARABIC LIGATURE DAD WITH KHAH WITH MEEM INITIAL FORM;Lo;0;AL;<initial> 0636 062E 0645;;;;N;;;;;
FD71;ARABIC LIGATURE TAH WITH MEEM WITH HAH FINAL FORM;Lo;0;AL;<final> 0637 0645 062D;;;;N;;;;;
FD72;ARABIC LIGATURE TAH WITH MEEM WITH HAH INITIAL FORM;Lo;0;AL;<initial> 0637 0645 062D;;;;N;;;;;
FD73;ARABIC LIGATURE TAH WITH MEEM WITH MEEM INITIAL FORM;Lo;0;AL;<initial> 0637 0645 0645;;;;N;;;;;
FD74;ARABIC LIGATURE TAH WITH MEEM WITH YEH FINAL FORM;Lo;0;AL;<final> 0637 0645 064A;;;;N;;;;;
FD75;ARABIC LIGATURE AIN WITH JEEM WITH MEEM FINAL FORM;Lo;0;AL;<final> 0639 062C 0645;;;;N;;;;;
FD76;ARABIC LIGATURE AIN WITH MEEM WITH MEEM FINAL FORM;Lo;0;AL;<final> 0639 0645 0645;;;;N;;;;;
FD77;ARABIC LIGATURE AIN WITH MEEM WITH MEEM INITIAL FORM;Lo;0;AL;<initial> 0639 0645 0645;;;;N;;;;;
FD78;ARABIC LIGATURE AIN WITH MEEM WITH ALEF MAKSURA FINAL FORM;Lo;0;AL;<final> 0639 0645 0649;;;;N;;;;;
FD79;ARABIC LIGATURE GHAIN WITH MEEM WITH MEEM FINAL FORM;Lo;0;AL;<final> 063A 0645 0645;;;;N;;;;;
FD7A;ARABIC LIGATURE GHAIN WITH MEEM WITH YEH FINAL FORM;Lo;0;AL;<final> 063A 0645 064A;;;;N;;;;;
FD7B;ARABIC LIGATURE GHAIN WITH MEEM WITH ALEF MAKSURA FINAL FORM;Lo;0;AL;<final> 063A 0645 0649;;;;N;;;;;
FD7C;ARABIC LIGATURE FEH WITH KHAH WITH MEEM FINAL FORM;Lo;0;AL;<final> 0641 062E 0645;;;;N;;;;;
FD7D;ARABIC LIGATURE FEH WITH KHAH WITH MEEM INITIAL FORM;Lo;0;AL;<initial> 0641 062E 0645;;;;N;;;;;
FD7E;ARABIC LIGATURE QAF WITH MEEM WITH HAH FINAL FORM;Lo;0;AL;<final> 0642 0645 062D;;;;N;;;;;
FD7F;ARABIC LIGATURE QAF WITH MEEM WITH MEEM FINAL FORM;Lo;0;AL;<final> 0642 0645 0645;;;;N;;;;;
FD80;ARABIC LIGATURE LAM WITH HAH WITH MEEM FINAL FORM;Lo;0;AL;<final> 0644 062D 0645;;;;N;;;;;
FD81;ARABIC LIGATURE LAM WITH HAH WITH YEH FINAL FORM;Lo;0;AL;<final> 0644 062D 064A;;;;N;;;;;
FD82;ARABIC LIGATURE LAM WITH HAH WITH ALEF MAKSURA FINAL FORM;Lo;0;AL;<final> 0644 062D 0649;;;;N;;;;;
FD83;ARABIC LIGATURE LAM WITH JEEM WITH JEEM INITIAL FORM;Lo;0;AL;<initial> 0644 062C 062C;;;;N;;;;;
FD84;ARABIC LIGATURE LAM WITH JEEM WITH JEEM FINAL FORM;Lo;0;AL;<final> 0644 062C 062C;;;;N;;;;;
FD85;ARABIC LIGATURE LAM WITH KHAH WITH MEEM FINAL FORM;Lo;0;AL;<final> 0644 062E 0645;;;;N;;;;;
FD86;ARABIC LIGATURE LAM WITH KHAH WITH MEEM INITIAL FORM;Lo;0;AL;<initial> 0644 062E 0645;;;;N;;;;;
FD87;ARABIC LIGATURE LAM WITH MEEM WITH HAH FINAL FORM;Lo;0;AL;<final> 0644 0645 062D;;;;N;;;;;
FD88;ARABIC LIGATURE LAM WITH MEEM WITH HAH INITIAL FORM;Lo;0;AL;<initial> 0644 0645 062D;;;;N;;;;;
FD89;ARABIC LIGATURE MEEM WITH HAH WITH JEEM INITIAL FORM;Lo;0;AL;<initial> 0645 062D 062C;;;;N;;;;;
FD8A;ARABIC LIGATURE MEEM WITH HAH WITH MEEM INITIAL FORM;Lo;0;AL;<initial> 0645 062D 0645;;;;N;;;;;
FD8B;ARABIC LIGATURE MEEM WITH HAH WITH YEH FINAL FORM;Lo;0;AL;<final> 0645 062D 064A;;;;N;;;;;
FD8C;ARABIC LIGATURE MEEM WITH JEEM WITH HAH INITIAL FORM;Lo;0;AL;<initial> 0645 062C 062D;;;;N;;;;;
FD8D;ARABIC LIGATURE MEEM WITH JEEM WITH MEEM INITIAL FORM;Lo;0;AL;<initial> 0645 062C 0645;;;;N;;;;;
FD8E;ARABIC LIGATURE MEEM WITH KHAH WITH JEEM INITIAL FORM;Lo;0;AL;<initial> 0645 062E 062C;;;;N;;;;;
FD8F;ARABIC LIGATURE MEEM WITH KHAH WITH MEEM INITIAL FORM;Lo;0;AL;<initial> 0645 062E 0645;;;;N;;;;;
FD92;ARABIC LIGATURE MEEM WITH JEEM WITH KHAH INITIAL FORM;Lo;0;AL;<initial> 0645 062C 062E;;;;N;;;;;
FD93;ARABIC LIGATURE HEH WITH MEEM WITH JEEM INITIAL FORM;Lo;0;AL;<initial> 0647 0645 062C;;;;N;;;;;
FD94;ARABIC LIGATURE HEH WITH MEEM WITH MEEM INITIAL FORM;Lo;0;AL;<initial> 0647 0645 0645;;;;N;;;;;
FD95;ARABIC LIGATURE NOON WITH HAH WITH MEEM INITIAL FORM;Lo;0;AL;<initial> 0646 062D 0645;;;;N;;;;;
FD96;ARABIC LIGATURE NOON WITH HAH WITH ALEF MAKSURA FINAL FORM;Lo;0;AL;<final> 0646 062D 0649;;;;N;;;;;
FD97;ARABIC LIGATURE NOON WITH JEEM WITH MEEM FINAL FORM;Lo;0;AL;<final> 0646 062C 0645;;;;N;;;;;
FD98;ARABIC LIGATURE NOON WITH JEEM WITH MEEM INITIAL FORM;Lo;0;AL;<initial> 0646 062C 0645;;;;N;;;;;
FD99;ARABIC LIGATURE NOON WITH JEEM WITH ALEF MAKSURA FINAL FORM;Lo;0;AL;<final> 0646 062C 0649;;;;N;;;;;
FD9A;ARABIC LIGATURE NOON WITH MEEM WITH YEH FINAL FORM;Lo;0;AL;<final> 0646 0645 064A;;;;N;;;;;
FD9B;ARABIC LIGATURE NOON WITH MEEM WITH ALEF MAKSURA FINAL FORM;Lo;0;AL;<final> 0646 0645 0649;;;;N;;;;;
FD9C;ARABIC LIGATURE YEH WITH MEEM WITH MEEM FINAL FORM;Lo;0;AL;<final> 064A 0645 0645;;;;N;;;;;
FD9D;ARABIC LIGATURE YEH WITH MEEM WITH MEEM INITIAL FORM;Lo;0;AL;<initial> 064A 0645 0645;;;;N;;;;;
FD9E;ARABIC LIGATURE BEH WITH KHAH WITH YEH FINAL FORM;Lo;0;AL;<final> 0628 062E 064A;;;;N;;;;;
FD9F;ARABIC LIGATURE TEH WITH JEEM WITH YEH FINAL FORM;Lo;0;AL;<final> 062A 062C 064A;;;;N;;;;;
FDA0;ARABIC LIGATURE TEH WITH JEEM WITH ALEF MAKSURA FINAL FORM;Lo;0;AL;<final> 062A 062C 0649;;;;N;;;;;
FDA1;ARABIC LIGATURE TEH WITH KHAH WITH YEH FINAL FORM;Lo;0;AL;<final> 062A 062E 064A;;;;N;;;;;
FDA2;ARABIC LIGATURE TEH WITH KHAH WITH ALEF MAKSURA FINAL FORM;Lo;0;AL;<final> 062A 062E 0649;;;;N;;;;;
FDA3;ARABIC LIGATURE TEH WITH MEEM WITH YEH FINAL FORM;Lo;0;AL;<final> 062A 0645 064A;;;;N;;;;;
FDA4;ARABIC LIGATURE TEH WITH MEEM WITH ALEF MAKSURA FINAL FORM;Lo;0;AL;<final> 062A 0645 0649;;;;N;;;;;
FDA5;ARABIC LIGATURE JEEM WITH MEEM WITH YEH FINAL FORM;Lo;0;AL;<final> 062C 0645 064A;;;;N;;;;;
FDA6;ARABIC LIGATURE JEEM WITH HAH WITH ALEF MAKSURA FINAL FORM;Lo;0;AL;<final> 062C 062D 0649;;;;N;;;;;
FDA7;ARABIC LIGATURE JEEM WITH MEEM WITH ALEF MAKSURA FINAL FORM;Lo;0;AL;<final> 062C 0645 0649;;;;N;;;;;
FDA8;ARABIC LIGATURE SEEN WITH KHAH WITH ALEF MAKSURA FINAL FORM;Lo;0;AL;<final> 0633 062E 0649;;;;N;;;;;
FDA9;ARABIC LIGATURE SAD WITH HAH WITH YEH FINAL FORM;Lo;0;AL;<final> 0635 062D 064A;;;;N;;;;;
FDAA;ARABIC LIGATURE SHEEN WITH HAH WITH YEH FINAL FORM;Lo;0;AL;<final> 0634 062D 064A;;;;N;;;;;
FDAB;ARABIC LIGATURE DAD WITH HAH WITH YEH FINAL FORM;Lo;0;AL;<final> 0636 062D 064A;;;;N;;;;;
FDAC;ARABIC LIGATURE LAM WITH JEEM WITH YEH FINAL FORM;Lo;0;AL;<final> 0644 062C 064A;;;;N;;;;;
FDAD;ARABIC LIGATURE LAM WITH MEEM WITH YEH FINAL FORM;Lo;0;AL;<final> 0644 0645 064A;;;;N;;;;;
FDAE;ARABIC LIGATURE YEH WITH HAH WITH YEH FINAL FORM;Lo;0;AL;<final> 064A 062D 064A;;;;N;;;;;
FDAF;ARABIC LIGATURE YEH WITH JEEM WITH YEH FINAL FORM;Lo;0;AL;<final> 064A 062C 064A;;;;N;;;;;
FDB0;ARABIC LIGATURE YEH WITH MEEM WITH YEH FINAL FORM;Lo;0;AL;<final> 064A 0645 064A;;;;N;;;;;
FDB1;ARABIC LIGATURE MEEM WITH MEEM WITH YEH FINAL FORM;Lo;0;AL;<final> 0645 0645 064A;;;;N;;;;;
FDB2;ARABIC LIGATURE QAF WITH MEEM WITH YEH FINAL FORM;Lo;0;AL;<final> 0642 0645 064A;;;;N;;;;;
FDB3;ARABIC LIGATURE NOON WITH HAH WITH YEH FINAL FORM;Lo;0;AL;<final> 0646 062D 064A;;;;N;;;;;
FDB4;ARABIC LIGATURE QAF WITH MEEM WITH HAH INITIAL FORM;Lo;0;AL;<initial> 0642 0645 062D;;;;N;;;;;
FDB5;ARABIC LIGATURE LAM WITH HAH WITH MEEM INITIAL FORM;Lo;0;AL;<initial> 0644 062D 0645;;;;N;;;;;
FDB6;ARABIC LIGATURE AIN WITH MEEM WITH YEH FINAL FORM;Lo;0;AL;<final> 0639 0645 064A;;;;N;;;;;
FDB7;ARABIC LIGATURE KAF WITH MEEM WITH YEH FINAL FORM;Lo;0;AL;<final> 0643 0645 064A;;;;N;;;;;
FDB8;ARABIC LIGATURE NOON WITH JEEM WITH HAH INITIAL FORM;Lo;0;AL;<initial> 0646 062C 062D;;;;N;;;;;
FDB9;ARABIC LIGATURE MEEM WITH KHAH WITH YEH FINAL FORM;Lo;0;AL;<final> 0645 062E 064A;;;;N;;;;;
FDBA;ARABIC LIGATURE LAM WITH JEEM WITH MEEM INITIAL FORM;Lo;0;AL;<initial> 0644 062C 0645;;;;N;;;;;
FDBB;ARABIC LIGATURE KAF WITH MEEM WITH MEEM FINAL FORM;Lo;0;AL;<final> 0643 0645 0645;;;;N;;;;;
FDBC;ARABIC LIGATURE LAM WITH JEEM WITH MEEM FINAL FORM;Lo;0;AL;<final> 0644 062C 0645;;;;N;;;;;
FDBD;ARABIC LIGATURE NOON WITH JEEM WITH HAH FINAL FORM;Lo;0;AL;<final> 0646 062C 062D;;;;N;;;;;
FDBE;ARABIC LIGATURE JEEM WITH HAH WITH YEH FINAL FORM;Lo;0;AL;<final> 062C 062D 064A;;;;N;;;;;
FDBF;ARABIC LIGATURE HAH WITH JEEM WITH YEH FINAL FORM;Lo;0;AL;<final> 062D 062C 064A;;;;N;;;;;
FDC0;ARABIC LIGATURE MEEM WITH JEEM WITH YEH FINAL FORM;Lo;0;AL;<final> 0645 062C 064A;;;;N;;;;;
FDC1;ARABIC LIGATURE FEH WITH MEEM WITH YEH FINAL FORM;Lo;0;AL;<final> 0641 0645 064A;;;;N;;;;;
FDC2;ARABIC LIGATURE BEH WITH HAH WITH YEH FINAL FORM;Lo;0;AL;<final> 0628 062D 064A;;;;N;;;;;
FDC3;ARABIC LIGATURE KAF WITH MEEM WITH MEEM INITIAL FORM;Lo;0;AL;<initial> 0643 0645 0645;;;;N;;;;;
FDC4;ARABIC LIGATURE AIN WITH JEEM WITH MEEM INITIAL FORM;Lo;0;AL;<initial> 0639 062C 0645;;;;N;;;;;
FDC5;ARABIC LIGATURE SAD WITH MEEM WITH MEEM INITIAL FORM;Lo;0;AL;<initial> 0635 0645 0645;;;;N;;;;;
FDC6;ARABIC LIGATURE SEEN WITH KHAH WITH YEH FINAL FORM;Lo;0;AL;<final> 0633 062E 064A;;;;N;;;;;
FDC7;ARABIC LIGATURE NOON WITH JEEM WITH YEH FINAL FORM;Lo;0;AL;<final> 0646 062C 064A;;;;N;;;;;
FDF0;ARABIC LIGATURE SALLA USED AS KORANIC STOP SIGN ISOLATED FORM;Lo;0;AL;<isolated> 0635 0644 06D2;;;;N;;;;;
FDF1;ARABIC LIGATURE QALA USED AS KORANIC STOP SIGN ISOLATED FORM;Lo;0;AL;<isolated> 0642 0644 06D2;;;;N;;;;;
FDF2;ARABIC LIGATURE ALLAH ISOLATED FORM;Lo;0;AL;<isolated> 0627 0644 0644 0647;;;;N;;;;;
FDF3;ARABIC LIGATURE AKBAR ISOLATED FORM;Lo;0;AL;<isolated> 0627 0643 0628 0631;;;;N;;;;;
FDF4;ARABIC LIGATURE MOHAMMAD ISOLATED FORM;Lo;0;AL;<isolated> 0645 062D 0645 062F;;;;N;;;;;
FDF5;ARABIC LIGATURE SALAM ISOLATED FORM;Lo;0;AL;<isolated> 0635 0644 0639 0645;;;;N;;;;;
FDF6;ARABIC LIGATURE RASOUL ISOLATED FORM;Lo;0;AL;<isolated> 0631 0633 0648 0644;;;;N;;;;;
FDF7;ARABIC LIGATURE ALAYHE ISOLATED FORM;Lo;0;AL;<isolated> 0639 0644 064A 0647;;;;N;;;;;
FDF8;ARABIC LIGATURE WASALLAM ISOLATED FORM;Lo;0;AL;<isolated> 0648 0633 0644 0645;;;;N;;;;;
FDF9;ARABIC LIGATURE SALLA ISOLATED FORM;Lo;0;AL;<isolated> 0635 0644 0649;;;;N;;;;;
FDFA;ARABIC LIGATURE SALLALLAHOU ALAYHE WASALLAM;Lo;0;AL;<isolated> 0635 0644 0649 0020 0627 0644 0644 0647 0020 0639 0644 064A 0647 0020 0648 0633 0644 0645;;;;N;ARABIC LETTER SALLALLAHOU ALAYHE WASALLAM;;;;
FDFB;ARABIC LIGATURE JALLAJALALOUHOU;Lo;0;AL;<isolated> 062C 0644 0020 062C 0644 0627 0644 0647;;;;N;ARABIC LETTER JALLAJALALOUHOU;;;;
FDFC;RIAL SIGN;Sc;0;AL;<isolated> 0631 06CC 0627 0644;;;;N;;;;;
FDFD;ARABIC LIGATURE BISMILLAH AR-RAHMAN AR-RAHEEM;So;0;ON;;;;;N;;;;;
FE00;VARIATION SELECTOR-1;Mn;0;NSM;;;;;N;;;;;
FE01;VARIATION SELECTOR-2;Mn;0;NSM;;;;;N;;;;;
FE02;VARIATION SELECTOR-3;Mn;0;NSM;;;;;N;;;;;
FE03;VARIATION SELECTOR-4;Mn;0;NSM;;;;;N;;;;;
FE04;VARIATION SELECTOR-5;Mn;0;NSM;;;;;N;;;;;
FE05;VARIATION SELECTOR-6;Mn;0;NSM;;;;;N;;;;;
FE06;VARIATION SELECTOR-7;Mn;0;NSM;;;;;N;;;;;
FE07;VARIATION SELECTOR-8;Mn;0;NSM;;;;;N;;;;;
FE08;VARIATION SELECTOR-9;Mn;0;NSM;;;;;N;;;;;
FE09;VARIATION SELECTOR-10;Mn;0;NSM;;;;;N;;;;;
FE0A;VARIATION SELECTOR-11;Mn;0;NSM;;;;;N;;;;;
FE0B;VARIATION SELECTOR-12;Mn;0;NSM;;;;;N;;;;;
FE0C;VARIATION SELECTOR-13;Mn;0;NSM;;;;;N;;;;;
FE0D;VARIATION SELECTOR-14;Mn;0;NSM;;;;;N;;;;;
FE0E;VARIATION SELECTOR-15;Mn;0;NSM;;;;;N;;;;;
FE0F;VARIATION SELECTOR-16;Mn;0;NSM;;;;;N;;;;;
FE10;PRESENTATION FORM FOR VERTICAL COMMA;Po;0;ON;<vertical> 002C;;;;N;;;;;
FE11;PRESENTATION FORM FOR VERTICAL IDEOGRAPHIC COMMA;Po;0;ON;<vertical> 3001;;;;N;;;;;
FE12;PRESENTATION FORM FOR VERTICAL IDEOGRAPHIC FULL STOP;Po;0;ON;<vertical> 3002;;;;N;;;;;
FE13;PRESENTATION FORM FOR VERTICAL COLON;Po;0;ON;<vertical> 003A;;;;N;;;;;
FE14;PRESENTATION FORM FOR VERTICAL SEMICOLON;Po;0;ON;<vertical> 003B;;;;N;;;;;
FE15;PRESENTATION FORM FOR VERTICAL EXCLAMATION MARK;Po;0;ON;<vertical> 0021;;;;N;;;;;
FE16;PRESENTATION FORM FOR VERTICAL QUESTION MARK;Po;0;ON;<vertical> 003F;;;;N;;;;;
FE17;PRESENTATION FORM FOR VERTICAL LEFT WHITE LENTICULAR BRACKET;Ps;0;ON;<vertical> 3016;;;;N;;;;;
FE18;PRESENTATION FORM FOR VERTICAL RIGHT WHITE LENTICULAR BRAKCET;Pe;0;ON;<vertical> 3017;;;;N;;;;;
FE19;PRESENTATION FORM FOR VERTICAL HORIZONTAL ELLIPSIS;Po;0;ON;<vertical> 2026;;;;N;;;;;
FE20;COMBINING LIGATURE LEFT HALF;Mn;230;NSM;;;;;N;;;;;
FE21;COMBINING LIGATURE RIGHT HALF;Mn;230;NSM;;;;;N;;;;;
FE22;COMBINING DOUBLE TILDE LEFT HALF;Mn;230;NSM;;;;;N;;;;;
FE23;COMBINING DOUBLE TILDE RIGHT HALF;Mn;230;NSM;;;;;N;;;;;
FE24;COMBINING MACRON LEFT HALF;Mn;230;NSM;;;;;N;;;;;
FE25;COMBINING MACRON RIGHT HALF;Mn;230;NSM;;;;;N;;;;;
FE26;COMBINING CONJOINING MACRON;Mn;230;NSM;;;;;N;;;;;
FE27;COMBINING LIGATURE LEFT HALF BELOW;Mn;220;NSM;;;;;N;;;;;
FE28;COMBINING LIGATURE RIGHT HALF BELOW;Mn;220;NSM;;;;;N;;;;;
FE29;COMBINING TILDE LEFT HALF BELOW;Mn;220;NSM;;;;;N;;;;;
FE2A;COMBINING TILDE RIGHT HALF BELOW;Mn;220;NSM;;;;;N;;;;;
FE2B;COMBINING MACRON LEFT HALF BELOW;Mn;220;NSM;;;;;N;;;;;
FE2C;COMBINING MACRON RIGHT HALF BELOW;Mn;220;NSM;;;;;N;;;;;
FE2D;COMBINING CONJOINING MACRON BELOW;Mn;220;NSM;;;;;N;;;;;
FE2E;COMBINING CYRILLIC TITLO LEFT HALF;Mn;230;NSM;;;;;N;;;;;
FE2F;COMBINING CYRILLIC TITLO RIGHT HALF;Mn;230;NSM;;;;;N;;;;;
FE30;PRESENTATION FORM FOR VERTICAL TWO DOT LEADER;Po;0;ON;<vertical> 2025;;;;N;GLYPH FOR VERTICAL TWO DOT LEADER;;;;
FE31;PRESENTATION FORM FOR VERTICAL EM DASH;Pd;0;ON;<vertical> 2014;;;;N;GLYPH FOR VERTICAL EM DASH;;;;
FE32;PRESENTATION FORM FOR VERTICAL EN DASH;Pd;0;ON;<vertical> 2013;;;;N;GLYPH FOR VERTICAL EN DASH;;;;
FE33;PRESENTATION FORM FOR VERTICAL LOW LINE;Pc;0;ON;<vertical> 005F;;;;N;GLYPH FOR VERTICAL SPACING UNDERSCORE;;;;
FE34;PRESENTATION FORM FOR VERTICAL WAVY LOW LINE;Pc;0;ON;<vertical> 005F;;;;N;GLYPH FOR VERTICAL SPACING WAVY UNDERSCORE;;;;
FE35;PRESENTATION FORM FOR VERTICAL LEFT PARENTHESIS;Ps;0;ON;<vertical> 0028;;;;N;GLYPH FOR VERTICAL OPENING PARENTHESIS;;;;
FE36;PRESENTATION FORM FOR VERTICAL RIGHT PARENTHESIS;Pe;0;ON;<vertical> 0029;;;;N;GLYPH FOR VERTICAL CLOSING PARENTHESIS;;;;
FE37;PRESENTATION FORM FOR VERTICAL LEFT CURLY BRACKET;Ps;0;ON;<vertical> 007B;;;;N;GLYPH FOR VERTICAL OPENING CURLY BRACKET;;;;
FE38;PRESENTATION FORM FOR VERTICAL RIGHT CURLY BRACKET;Pe;0;ON;<vertical> 007D;;;;N;GLYPH FOR VERTICAL CLOSING CURLY BRACKET;;;;
FE39;PRESENTATION FORM FOR VERTICAL LEFT TORTOISE SHELL BRACKET;Ps;0;ON;<vertical> 3014;;;;N;GLYPH FOR VERTICAL OPENING TORTOISE SHELL BRACKET;;;;
FE3A;PRESENTATION FORM FOR VERTICAL RIGHT TORTOISE SHELL BRACKET;Pe;0;ON;<vertical> 3015;;;;N;GLYPH FOR VERTICAL CLOSING TORTOISE SHELL BRACKET;;;;
FE3B;PRESENTATION FORM FOR VERTICAL LEFT BLACK LENTICULAR BRACKET;Ps;0;ON;<vertical> 3010;;;;N;GLYPH FOR VERTICAL OPENING BLACK LENTICULAR BRACKET;;;;
FE3C;PRESENTATION FORM FOR VERTICAL RIGHT BLACK LENTICULAR BRACKET;Pe;0;ON;<vertical> 3011;;;;N;GLYPH FOR VERTICAL CLOSING BLACK LENTICULAR BRACKET;;;;
FE3D;PRESENTATION FORM FOR VERTICAL LEFT DOUBLE ANGLE BRACKET;Ps;0;ON;<vertical> 300A;;;;N;GLYPH FOR VERTICAL OPENING DOUBLE ANGLE BRACKET;;;;
FE3E;PRESENTATION FORM FOR VERTICAL RIGHT DOUBLE ANGLE BRACKET;Pe;0;ON;<vertical> 300B;;;;N;GLYPH FOR VERTICAL CLOSING DOUBLE ANGLE BRACKET;;;;
FE3F;PRESENTATION FORM FOR VERTICAL LEFT ANGLE BRACKET;Ps;0;ON;<vertical> 3008;;;;N;GLYPH FOR VERTICAL OPENING ANGLE BRACKET;;;;
FE40;PRESENTATION FORM FOR VERTICAL RIGHT ANGLE BRACKET;Pe;0;ON;<vertical> 3009;;;;N;GLYPH FOR VERTICAL CLOSING ANGLE BRACKET;;;;
FE41;PRESENTATION FORM FOR VERTICAL LEFT CORNER BRACKET;Ps;0;ON;<vertical> 300C;;;;N;GLYPH FOR VERTICAL OPENING CORNER BRACKET;;;;
FE42;PRESENTATION FORM FOR VERTICAL RIGHT CORNER BRACKET;Pe;0;ON;<vertical> 300D;;;;N;GLYPH FOR VERTICAL CLOSING CORNER BRACKET;;;;
FE43;PRESENTATION FORM FOR VERTICAL LEFT WHITE CORNER BRACKET;Ps;0;ON;<vertical> 300E;;;;N;GLYPH FOR VERTICAL OPENING WHITE CORNER BRACKET;;;;
FE44;PRESENTATION FORM FOR VERTICAL RIGHT WHITE CORNER BRACKET;Pe;0;ON;<vertical> 300F;;;;N;GLYPH FOR VERTICAL CLOSING WHITE CORNER BRACKET;;;;
FE45;SESAME DOT;Po;0;ON;;;;;N;;;;;
FE46;WHITE SESAME DOT;Po;0;ON;;;;;N;;;;;
FE47;PRESENTATION FORM FOR VERTICAL LEFT SQUARE BRACKET;Ps;0;ON;<vertical> 005B;;;;N;;;;;
FE48;PRESENTATION FORM FOR VERTICAL RIGHT SQUARE BRACKET;Pe;0;ON;<vertical> 005D;;;;N;;;;;
FE49;DASHED OVERLINE;Po;0;ON;<compat> 203E;;;;N;SPACING DASHED OVERSCORE;;;;
FE4A;CENTRELINE OVERLINE;Po;0;ON;<compat> 203E;;;;N;SPACING CENTERLINE OVERSCORE;;;;
FE4B;WAVY OVERLINE;Po;0;ON;<compat> 203E;;;;N;SPACING WAVY OVERSCORE;;;;
FE4C;DOUBLE WAVY OVERLINE;Po;0;ON;<compat> 203E;;;;N;SPACING DOUBLE WAVY OVERSCORE;;;;
FE4D;DASHED LOW LINE;Pc;0;ON;<compat> 005F;;;;N;SPACING DASHED UNDERSCORE;;;;
FE4E;CENTRELINE LOW LINE;Pc;0;ON;<compat> 005F;;;;N;SPACING CENTERLINE UNDERSCORE;;;;
FE4F;WAVY LOW LINE;Pc;0;ON;<compat> 005F;;;;N;SPACING WAVY UNDERSCORE;;;;
FE50;SMALL COMMA;Po;0;CS;<small> 002C;;;;N;;;;;
FE51;SMALL IDEOGRAPHIC COMMA;Po;0;ON;<small> 3001;;;;N;;;;;
FE52;SMALL FULL STOP;Po;0;CS;<small> 002E;;;;N;SMALL PERIOD;;;;
FE54;SMALL SEMICOLON;Po;0;ON;<small> 003B;;;;N;;;;;
FE55;SMALL COLON;Po;0;CS;<small> 003A;;;;N;;;;;
FE56;SMALL QUESTION MARK;Po;0;ON;<small> 003F;;;;N;;;;;
FE57;SMALL EXCLAMATION MARK;Po;0;ON;<small> 0021;;;;N;;;;;
FE58;SMALL EM DASH;Pd;0;ON;<small> 2014;;;;N;;;;;
FE59;SMALL LEFT PARENTHESIS;Ps;0;ON;<small> 0028;;;;Y;SMALL OPENING PARENTHESIS;;;;
FE5A;SMALL RIGHT PARENTHESIS;Pe;0;ON;<small> 0029;;;;Y;SMALL CLOSING PARENTHESIS;;;;
FE5B;SMALL LEFT CURLY BRACKET;Ps;0;ON;<small> 007B;;;;Y;SMALL OPENING CURLY BRACKET;;;;
FE5C;SMALL RIGHT CURLY BRACKET;Pe;0;ON;<small> 007D;;;;Y;SMALL CLOSING CURLY BRACKET;;;;
FE5D;SMALL LEFT TORTOISE SHELL BRACKET;Ps;0;ON;<small> 3014;;;;Y;SMALL OPENING TORTOISE SHELL BRACKET;;;;
FE5E;SMALL RIGHT TORTOISE SHELL BRACKET;Pe;0;ON;<small> 3015;;;;Y;SMALL CLOSING TORTOISE SHELL BRACKET;;;;
FE5F;SMALL NUMBER SIGN;Po;0;ET;<small> 0023;;;;N;;;;;
FE60;SMALL AMPERSAND;Po;0;ON;<small> 0026;;;;N;;;;;
FE61;SMALL ASTERISK;Po;0;ON;<small> 002A;;;;N;;;;;
FE62;SMALL PLUS SIGN;Sm;0;ES;<small> 002B;;;;N;;;;;
FE63;SMALL HYPHEN-MINUS;Pd;0;ES;<small> 002D;;;;N;;;;;
FE64;SMALL LESS-THAN SIGN;Sm;0;ON;<small> 003C;;;;Y;;;;;
FE65;SMALL GREATER-THAN SIGN;Sm;0;ON;<small> 003E;;;;Y;;;;;
FE66;SMALL EQUALS SIGN;Sm;0;ON;<small> 003D;;;;N;;;;;
FE68;SMALL REVERSE SOLIDUS;Po;0;ON;<small> 005C;;;;N;SMALL BACKSLASH;;;;
FE69;SMALL DOLLAR SIGN;Sc;0;ET;<small> 0024;;;;N;;;;;
FE6A;SMALL PERCENT SIGN;Po;0;ET;<small> 0025;;;;N;;;;;
FE6B;SMALL COMMERCIAL AT;Po;0;ON;<small> 0040;;;;N;;;;;
FE70;ARABIC FATHATAN ISOLATED FORM;Lo;0;AL;<isolated> 0020 064B;;;;N;ARABIC SPACING FATHATAN;;;;
FE71;ARABIC TATWEEL WITH FATHATAN ABOVE;Lo;0;AL;<medial> 0640 064B;;;;N;ARABIC FATHATAN ON TATWEEL;;;;
FE72;ARABIC DAMMATAN ISOLATED FORM;Lo;0;AL;<isolated> 0020 064C;;;;N;ARABIC SPACING DAMMATAN;;;;
FE73;ARABIC TAIL FRAGMENT;Lo;0;AL;;;;;N;;;;;
FE74;ARABIC KASRATAN ISOLATED FORM;Lo;0;AL;<isolated> 0020 064D;;;;N;ARABIC SPACING KASRATAN;;;;
FE76;ARABIC FATHA ISOLATED FORM;Lo;0;AL;<isolated> 0020 064E;;;;N;ARABIC SPACING FATHAH;;;;
FE77;ARABIC FATHA MEDIAL FORM;Lo;0;AL;<medial> 0640 064E;;;;N;ARABIC FATHAH ON TATWEEL;;;;
FE78;ARABIC DAMMA ISOLATED FORM;Lo;0;AL;<isolated> 0020 064F;;;;N;ARABIC SPACING DAMMAH;;;;
FE79;ARABIC DAMMA MEDIAL FORM;Lo;0;AL;<medial> 0640 064F;;;;N;ARABIC DAMMAH ON TATWEEL;;;;
FE7A;ARABIC KASRA ISOLATED FORM;Lo;0;AL;<isolated> 0020 0650;;;;N;ARABIC SPACING KASRAH;;;;
FE7B;ARABIC KASRA MEDIAL FORM;Lo;0;AL;<medial> 0640 0650;;;;N;ARABIC KASRAH ON TATWEEL;;;;
FE7C;ARABIC SHADDA ISOLATED FORM;Lo;0;AL;<isolated> 0020 0651;;;;N;ARABIC SPACING SHADDAH;;;;
FE7D;ARABIC SHADDA MEDIAL FORM;Lo;0;AL;<medial> 0640 0651;;;;N;ARABIC SHADDAH ON TATWEEL;;;;
FE7E;ARABIC SUKUN ISOLATED FORM;Lo;0;AL;<isolated> 0020 0652;;;;N;ARABIC SPACING SUKUN;;;;
FE7F;ARABIC SUKUN MEDIAL FORM;Lo;0;AL;<medial> 0640 0652;;;;N;ARABIC SUKUN ON TATWEEL;;;;
FE80;ARABIC LETTER HAMZA ISOLATED FORM;Lo;0;AL;<isolated> 0621;;;;N;GLYPH FOR ISOLATE ARABIC HAMZAH;;;;
FE81;ARABIC LETTER ALEF WITH MADDA ABOVE ISOLATED FORM;Lo;0;AL;<isolated> 0622;;;;N;GLYPH FOR ISOLATE ARABIC MADDAH ON ALEF;;;;
FE82;ARABIC LETTER ALEF WITH MADDA ABOVE FINAL FORM;Lo;0;AL;<final> 0622;;;;N;GLYPH FOR FINAL ARABIC MADDAH ON ALEF;;;;
FE83;ARABIC LETTER ALEF WITH HAMZA ABOVE ISOLATED FORM;Lo;0;AL;<isolated> 0623;;;;N;GLYPH FOR ISOLATE ARABIC HAMZAH ON ALEF;;;;
FE84;ARABIC LETTER ALEF WITH HAMZA ABOVE FINAL FORM;Lo;0;AL;<final> 0623;;;;N;GLYPH FOR FINAL ARABIC HAMZAH ON ALEF;;;;
FE85;ARABIC LETTER WAW WITH HAMZA ABOVE ISOLATED FORM;Lo;0;AL;<isolated> 0624;;;;N;GLYPH FOR ISOLATE ARABIC HAMZAH ON WAW;;;;
FE86;ARABIC LETTER WAW WITH HAMZA ABOVE FINAL FORM;Lo;0;AL;<final> 0624;;;;N;GLYPH FOR FINAL ARABIC HAMZAH ON WAW;;;;
FE87;ARABIC LETTER ALEF WITH HAMZA BELOW ISOLATED FORM;Lo;0;AL;<isolated> 0625;;;;N;GLYPH FOR ISOLATE ARABIC HAMZAH UNDER ALEF;;;;
FE88;ARABIC LETTER ALEF WITH HAMZA BELOW FINAL FORM;Lo;0;AL;<final> 0625;;;;N;GLYPH FOR FINAL ARABIC HAMZAH UNDER ALEF;;;;
FE89;ARABIC LETTER YEH WITH HAMZA ABOVE ISOLATED FORM;Lo;0;AL;<isolated> 0626;;;;N;GLYPH FOR ISOLATE ARABIC HAMZAH ON YA;;;;
FE8A;ARABIC LETTER YEH WITH HAMZA ABOVE FINAL FORM;Lo;0;AL;<final> 0626;;;;N;GLYPH FOR FINAL ARABIC HAMZAH ON YA;;;;
FE8B;ARABIC LETTER YEH WITH HAMZA ABOVE INITIAL FORM;Lo;0;AL;<initial> 0626;;;;N;GLYPH FOR INITIAL ARABIC HAMZAH ON YA;;;;
FE8C;ARABIC LETTER YEH WITH HAMZA ABOVE MEDIAL FORM;Lo;0;AL;<medial> 0626;;;;N;GLYPH FOR MEDIAL ARABIC HAMZAH ON YA;;;;
FE8D;ARABIC LETTER ALEF ISOLATED FORM;Lo;0;AL;<isolated> 0627;;;;N;GLYPH FOR ISOLATE ARABIC ALEF;;;;
FE8E;ARABIC LETTER ALEF FINAL FORM;Lo;0;AL;<final> 0627;;;;N;GLYPH FOR FINAL ARABIC ALEF;;;;
FE8F;ARABIC LETTER BEH ISOLATED FORM;Lo;0;AL;<isolated> 0628;;;;N;GLYPH FOR ISOLATE ARABIC BAA;;;;
FE90;ARABIC LETTER BEH FINAL FORM;Lo;0;AL;<final> 0628;;;;N;GLYPH FOR FINAL ARABIC BAA;;;;
FE91;ARABIC LETTER BEH INITIAL FORM;Lo;0;AL;<initial> 0628;;;;N;GLYPH FOR INITIAL ARABIC BAA;;;;
FE92;ARABIC LETTER BEH MEDIAL FORM;Lo;0;AL;<medial> 0628;;;;N;GLYPH FOR MEDIAL ARABIC BAA;;;;
FE93;ARABIC LETTER TEH MARBUTA ISOLATED FORM;Lo;0;AL;<isolated> 0629;;;;N;GLYPH FOR ISOLATE ARABIC TAA MARBUTAH;;;;
FE94;ARABIC LETTER TEH MARBUTA FINAL FORM;Lo;0;AL;<final> 0629;;;;N;GLYPH FOR FINAL ARABIC TAA MARBUTAH;;;;
FE95;ARABIC LETTER TEH ISOLATED FORM;Lo;0;AL;<isolated> 062A;;;;N;GLYPH FOR ISOLATE ARABIC TAA;;;;
FE96;ARABIC LETTER TEH FINAL FORM;Lo;0;AL;<final> 062A;;;;N;GLYPH FOR FINAL ARABIC TAA;;;;
FE97;ARABIC LETTER TEH INITIAL FORM;Lo;0;AL;<initial> 062A;;;;N;GLYPH FOR INITIAL ARABIC TAA;;;;
FE98;ARABIC LETTER TEH MEDIAL FORM;Lo;0;AL;<medial> 062A;;;;N;GLYPH FOR MEDIAL ARABIC TAA;;;;
FE99;ARABIC LETTER THEH ISOLATED FORM;Lo;0;AL;<isolated> 062B;;;;N;GLYPH FOR ISOLATE ARABIC THAA;;;;
FE9A;ARABIC LETTER THEH FINAL FORM;Lo;0;AL;<final> 062B;;;;N;GLYPH FOR FINAL ARABIC THAA;;;;
FE9B;ARABIC LETTER THEH INITIAL FORM;Lo;0;AL;<initial> 062B;;;;N;GLYPH FOR INITIAL ARABIC THAA;;;;
FE9C;ARABIC LETTER THEH MEDIAL FORM;Lo;0;AL;<medial> 062B;;;;N;GLYPH FOR MEDIAL ARABIC THAA;;;;
FE9D;ARABIC LETTER JEEM ISOLATED FORM;Lo;0;AL;<isolated> 062C;;;;N;GLYPH FOR ISOLATE ARABIC JEEM;;;;
FE9E;ARABIC LETTER JEEM FINAL FORM;Lo;0;AL;<final> 062C;;;;N;GLYPH FOR FINAL ARABIC JEEM;;;;
FE9F;ARABIC LETTER JEEM INITIAL FORM;Lo;0;AL;<initial> 062C;;;;N;GLYPH FOR INITIAL ARABIC JEEM;;;;
FEA0;ARABIC LETTER JEEM MEDIAL FORM;Lo;0;AL;<medial> 062C;;;;N;GLYPH FOR MEDIAL ARABIC JEEM;;;;
FEA1;ARABIC LETTER HAH ISOLATED FORM;Lo;0;AL;<isolated> 062D;;;;N;GLYPH FOR ISOLATE ARABIC HAA;;;;
FEA2;ARABIC LETTER HAH FINAL FORM;Lo;0;AL;<final> 062D;;;;N;GLYPH FOR FINAL ARABIC HAA;;;;
FEA3;ARABIC LETTER HAH INITIAL FORM;Lo;0;AL;<initial> 062D;;;;N;GLYPH FOR INITIAL ARABIC HAA;;;;
FEA4;ARABIC LETTER HAH MEDIAL FORM;Lo;0;AL;<medial> 062D;;;;N;GLYPH FOR MEDIAL ARABIC HAA;;;;
FEA5;ARABIC LETTER KHAH ISOLATED FORM;Lo;0;AL;<isolated> 062E;;;;N;GLYPH FOR ISOLATE ARABIC KHAA;;;;
FEA6;ARABIC LETTER KHAH FINAL FORM;Lo;0;AL;<final> 062E;;;;N;GLYPH FOR FINAL ARABIC KHAA;;;;
FEA7;ARABIC LETTER KHAH INITIAL FORM;Lo;0;AL;<initial> 062E;;;;N;GLYPH FOR INITIAL ARABIC KHAA;;;;
FEA8;ARABIC LETTER KHAH MEDIAL FORM;Lo;0;AL;<medial> 062E;;;;N;GLYPH FOR MEDIAL ARABIC KHAA;;;;
FEA9;ARABIC LETTER DAL ISOLATED FORM;Lo;0;AL;<isolated> 062F;;;;N;GLYPH FOR ISOLATE ARABIC DAL;;;;
FEAA;ARABIC LETTER DAL FINAL FORM;Lo;0;AL;<final> 062F;;;;N;GLYPH FOR FINAL ARABIC DAL;;;;
FEAB;ARABIC LETTER THAL ISOLATED FORM;Lo;0;AL;<isolated> 0630;;;;N;GLYPH FOR ISOLATE ARABIC THAL;;;;
FEAC;ARABIC LETTER THAL FINAL FORM;Lo;0;AL;<final> 0630;;;;N;GLYPH FOR FINAL ARABIC THAL;;;;
FEAD;ARABIC LETTER REH ISOLATED FORM;Lo;0;AL;<isolated> 0631;;;;N;GLYPH FOR ISOLATE ARABIC RA;;;;
FEAE;ARABIC LETTER REH FINAL FORM;Lo;0;AL;<final> 0631;;;;N;GLYPH FOR FINAL ARABIC RA;;;;
FEAF;ARABIC LETTER ZAIN ISOLATED FORM;Lo;0;AL;<isolated> 0632;;;;N;GLYPH FOR ISOLATE ARABIC ZAIN;;;;
FEB0;ARABIC LETTER ZAIN FINAL FORM;Lo;0;AL;<final> 0632;;;;N;GLYPH FOR FINAL ARABIC ZAIN;;;;
FEB1;ARABIC LETTER SEEN ISOLATED FORM;Lo;0;AL;<isolated> 0633;;;;N;GLYPH FOR ISOLATE ARABIC SEEN;;;;
FEB2;ARABIC LETTER SEEN FINAL FORM;Lo;0;AL;<final> 0633;;;;N;GLYPH FOR FINAL ARABIC SEEN;;;;
FEB3;ARABIC LETTER SEEN INITIAL FORM;Lo;0;AL;<initial> 0633;;;;N;GLYPH FOR INITIAL ARABIC SEEN;;;;
FEB4;ARABIC LETTER SEEN MEDIAL FORM;Lo;0;AL;<medial> 0633;;;;N;GLYPH FOR MEDIAL ARABIC SEEN;;;;
FEB5;ARABIC LETTER SHEEN ISOLATED FORM;Lo;0;AL;<isolated> 0634;;;;N;GLYPH FOR ISOLATE ARABIC SHEEN;;;;
FEB6;ARABIC LETTER SHEEN FINAL FORM;Lo;0;AL;<final> 0634;;;;N;GLYPH FOR FINAL ARABIC SHEEN;;;;
FEB7;ARABIC LETTER SHEEN INITIAL FORM;Lo;0;AL;<initial> 0634;;;;N;GLYPH FOR INITIAL ARABIC SHEEN;;;;
FEB8;ARABIC LETTER SHEEN MEDIAL FORM;Lo;0;AL;<medial> 0634;;;;N;GLYPH FOR MEDIAL ARABIC SHEEN;;;;
FEB9;ARABIC LETTER SAD ISOLATED FORM;Lo;0;AL;<isolated> 0635;;;;N;GLYPH FOR ISOLATE ARABIC SAD;;;;
FEBA;ARABIC LETTER SAD FINAL FORM;Lo;0;AL;<final> 0635;;;;N;GLYPH FOR FINAL ARABIC SAD;;;;
FEBB;ARABIC LETTER SAD INITIAL FORM;Lo;0;AL;<initial> 0635;;;;N;GLYPH FOR INITIAL ARABIC SAD;;;;
FEBC;ARABIC LETTER SAD MEDIAL FORM;Lo;0;AL;<medial> 0635;;;;N;GLYPH FOR MEDIAL ARABIC SAD;;;;
FEBD;ARABIC LETTER DAD ISOLATED FORM;Lo;0;AL;<isolated> 0636;;;;N;GLYPH FOR ISOLATE ARABIC DAD;;;;
FEBE;ARABIC LETTER DAD FINAL FORM;Lo;0;AL;<final> 0636;;;;N;GLYPH FOR FINAL ARABIC DAD;;;;
FEBF;ARABIC LETTER DAD INITIAL FORM;Lo;0;AL;<initial> 0636;;;;N;GLYPH FOR INITIAL ARABIC DAD;;;;
FEC0;ARABIC LETTER DAD MEDIAL FORM;Lo;0;AL;<medial> 0636;;;;N;GLYPH FOR MEDIAL ARABIC DAD;;;;
FEC1;ARABIC LETTER TAH ISOLATED FORM;Lo;0;AL;<isolated> 0637;;;;N;GLYPH FOR ISOLATE ARABIC TAH;;;;
FEC2;ARABIC LETTER TAH FINAL FORM;Lo;0;AL;<final> 0637;;;;N;GLYPH FOR FINAL ARABIC TAH;;;;
FEC3;ARABIC LETTER TAH INITIAL FORM;Lo;0;AL;<initial> 0637;;;;N;GLYPH FOR INITIAL ARABIC TAH;;;;
FEC4;ARABIC LETTER TAH MEDIAL FORM;Lo;0;AL;<medial> 0637;;;;N;GLYPH FOR MEDIAL ARABIC TAH;;;;
FEC5;ARABIC LETTER ZAH ISOLATED FORM;Lo;0;AL;<isolated> 0638;;;;N;GLYPH FOR ISOLATE ARABIC DHAH;;;;
FEC6;ARABIC LETTER ZAH FINAL FORM;Lo;0;AL;<final> 0638;;;;N;GLYPH FOR FINAL ARABIC DHAH;;;;
FEC7;ARABIC LETTER ZAH INITIAL FORM;Lo;0;AL;<initial> 0638;;;;N;GLYPH FOR INITIAL ARABIC DHAH;;;;
FEC8;ARABIC LETTER ZAH MEDIAL FORM;Lo;0;AL;<medial> 0638;;;;N;GLYPH FOR MEDIAL ARABIC DHAH;;;;
FEC9;ARABIC LETTER AIN ISOLATED FORM;Lo;0;AL;<isolated> 0639;;;;N;GLYPH FOR ISOLATE ARABIC AIN;;;;
FECA;ARABIC LETTER AIN FINAL FORM;Lo;0;AL;<final> 0639;;;;N;GLYPH FOR FINAL ARABIC AIN;;;;
FECB;ARABIC LETTER AIN INITIAL FORM;Lo;0;AL;<initial> 0639;;;;N;GLYPH FOR INITIAL ARABIC AIN;;;;
FECC;ARABIC LETTER AIN MEDIAL FORM;Lo;0;AL;<medial> 0639;;;;N;GLYPH FOR MEDIAL ARABIC AIN;;;;
FECD;ARABIC LETTER GHAIN ISOLATED FORM;Lo;0;AL;<isolated> 063A;;;;N;GLYPH FOR ISOLATE ARABIC GHAIN;;;;
FECE;ARABIC LETTER GHAIN FINAL FORM;Lo;0;AL;<final> 063A;;;;N;GLYPH FOR FINAL ARABIC GHAIN;;;;
FECF;ARABIC LETTER GHAIN INITIAL FORM;Lo;0;AL;<initial> 063A;;;;N;GLYPH FOR INITIAL ARABIC GHAIN;;;;
FED0;ARABIC LETTER GHAIN MEDIAL FORM;Lo;0;AL;<medial> 063A;;;;N;GLYPH FOR MEDIAL ARABIC GHAIN;;;;
FED1;ARABIC LETTER FEH ISOLATED FORM;Lo;0;AL;<isolated> 0641;;;;N;GLYPH FOR ISOLATE ARABIC FA;;;;
FED2;ARABIC LETTER FEH FINAL FORM;Lo;0;AL;<final> 0641;;;;N;GLYPH FOR FINAL ARABIC FA;;;;
FED3;ARABIC LETTER FEH INITIAL FORM;Lo;0;AL;<initial> 0641;;;;N;GLYPH FOR INITIAL ARABIC FA;;;;
FED4;ARABIC LETTER FEH MEDIAL FORM;Lo;0;AL;<medial> 0641;;;;N;GLYPH FOR MEDIAL ARABIC FA;;;;
FED5;ARABIC LETTER QAF ISOLATED FORM;Lo;0;AL;<isolated> 0642;;;;N;GLYPH FOR ISOLATE ARABIC QAF;;;;
FED6;ARABIC LETTER QAF FINAL FORM;Lo;0;AL;<final> 0642;;;;N;GLYPH FOR FINAL ARABIC QAF;;;;
FED7;ARABIC LETTER QAF INITIAL FORM;Lo;0;AL;<initial> 0642;;;;N;GLYPH FOR INITIAL ARABIC QAF;;;;
FED8;ARABIC LETTER QAF MEDIAL FORM;Lo;0;AL;<medial> 0642;;;;N;GLYPH FOR MEDIAL ARABIC QAF;;;;
FED9;ARABIC LETTER KAF ISOLATED FORM;Lo;0;AL;<isolated> 0643;;;;N;GLYPH FOR ISOLATE ARABIC CAF;;;;
FEDA;ARABIC LETTER KAF FINAL FORM;Lo;0;AL;<final> 0643;;;;N;GLYPH FOR FINAL ARABIC CAF;;;;
FEDB;ARABIC LETTER KAF INITIAL FORM;Lo;0;AL;<initial> 0643;;;;N;GLYPH FOR INITIAL ARABIC CAF;;;;
FEDC;ARABIC LETTER KAF MEDIAL FORM;Lo;0;AL;<medial> 0643;;;;N;GLYPH FOR MEDIAL ARABIC CAF;;;;
FEDD;ARABIC LETTER LAM ISOLATED FORM;Lo;0;AL;<isolated> 0644;;;;N;GLYPH FOR ISOLATE ARABIC LAM;;;;
FEDE;ARABIC LETTER LAM FINAL FORM;Lo;0;AL;<final> 0644;;;;N;GLYPH FOR FINAL ARABIC LAM;;;;
FEDF;ARABIC LETTER LAM INITIAL FORM;Lo;0;AL;<initial> 0644;;;;N;GLYPH FOR INITIAL ARABIC LAM;;;;
FEE0;ARABIC LETTER LAM MEDIAL FORM;Lo;0;AL;<medial> 0644;;;;N;GLYPH FOR MEDIAL ARABIC LAM;;;;
FEE1;ARABIC LETTER MEEM ISOLATED FORM;Lo;0;AL;<isolated> 0645;;;;N;GLYPH FOR ISOLATE ARABIC MEEM;;;;
FEE2;ARABIC LETTER MEEM FINAL FORM;Lo;0;AL;<final> 0645;;;;N;GLYPH FOR FINAL ARABIC MEEM;;;;
FEE3;ARABIC LETTER MEEM INITIAL FORM;Lo;0;AL;<initial> 0645;;;;N;GLYPH FOR INITIAL ARABIC MEEM;;;;
FEE4;ARABIC LETTER MEEM MEDIAL FORM;Lo;0;AL;<medial> 0645;;;;N;GLYPH FOR MEDIAL ARABIC MEEM;;;;
FEE5;ARABIC LETTER NOON ISOLATED FORM;Lo;0;AL;<isolated> 0646;;;;N;GLYPH FOR ISOLATE ARABIC NOON;;;;
FEE6;ARABIC LETTER NOON FINAL FORM;Lo;0;AL;<final> 0646;;;;N;GLYPH FOR FINAL ARABIC NOON;;;;
FEE7;ARABIC LETTER NOON INITIAL FORM;Lo;0;AL;<initial> 0646;;;;N;GLYPH FOR INITIAL ARABIC NOON;;;;
FEE8;ARABIC LETTER NOON MEDIAL FORM;Lo;0;AL;<medial> 0646;;;;N;GLYPH FOR MEDIAL ARABIC NOON;;;;
FEE9;ARABIC LETTER HEH ISOLATED FORM;Lo;0;AL;<isolated> 0647;;;;N;GLYPH FOR ISOLATE ARABIC HA;;;;
FEEA;ARABIC LETTER HEH FINAL FORM;Lo;0;AL;<final> 0647;;;;N;GLYPH FOR FINAL ARABIC HA;;;;
FEEB;ARABIC LETTER HEH INITIAL FORM;Lo;0;AL;<initial> 0647;;;;N;GLYPH FOR INITIAL ARABIC HA;;;;
FEEC;ARABIC LETTER HEH MEDIAL FORM;Lo;0;AL;<medial> 0647;;;;N;GLYPH FOR MEDIAL ARABIC HA;;;;
FEED;ARABIC LETTER WAW ISOLATED FORM;Lo;0;AL;<isolated> 0648;;;;N;GLYPH FOR ISOLATE ARABIC WAW;;;;
FEEE;ARABIC LETTER WAW FINAL FORM;Lo;0;AL;<final> 0648;;;;N;GLYPH FOR FINAL ARABIC WAW;;;;
FEEF;ARABIC LETTER ALEF MAKSURA ISOLATED FORM;Lo;0;AL;<isolated> 0649;;;;N;GLYPH FOR ISOLATE ARABIC ALEF MAQSURAH;;;;
FEF0;ARABIC LETTER ALEF MAKSURA FINAL FORM;Lo;0;AL;<final> 0649;;;;N;GLYPH FOR FINAL ARABIC ALEF MAQSURAH;;;;
FEF1;ARABIC LETTER YEH ISOLATED FORM;Lo;0;AL;<isolated> 064A;;;;N;GLYPH FOR ISOLATE ARABIC YA;;;;
FEF2;ARABIC LETTER YEH FINAL FORM;Lo;0;AL;<final> 064A;;;;N;GLYPH FOR FINAL ARABIC YA;;;;
FEF3;ARABIC LETTER YEH INITIAL FORM;Lo;0;AL;<initial> 064A;;;;N;GLYPH FOR INITIAL ARABIC YA;;;;
FEF4;ARABIC LETTER YEH MEDIAL FORM;Lo;0;AL;<medial> 064A;;;;N;GLYPH FOR MEDIAL ARABIC YA;;;;
FEF5;ARABIC LIGATURE LAM WITH ALEF WITH MADDA ABOVE ISOLATED FORM;Lo;0;AL;<isolated> 0644 0622;;;;N;GLYPH FOR ISOLATE ARABIC MADDAH ON LIGATURE LAM ALEF;;;;
FEF6;ARABIC LIGATURE LAM WITH ALEF WITH MADDA ABOVE FINAL FORM;Lo;0;AL;<final> 0644 0622;;;;N;GLYPH FOR FINAL ARABIC MADDAH ON LIGATURE LAM ALEF;;;;
FEF7;ARABIC LIGATURE LAM WITH ALEF WITH HAMZA ABOVE ISOLATED FORM;Lo;0;AL;<isolated> 0644 0623;;;;N;GLYPH FOR ISOLATE ARABIC HAMZAH ON LIGATURE LAM ALEF;;;;
FEF8;ARABIC LIGATURE LAM WITH ALEF WITH HAMZA ABOVE FINAL FORM;Lo;0;AL;<final> 0644 0623;;;;N;GLYPH FOR FINAL ARABIC HAMZAH ON LIGATURE LAM ALEF;;;;
FEF9;ARABIC LIGATURE LAM WITH ALEF WITH HAMZA BELOW ISOLATED FORM;Lo;0;AL;<isolated> 0644 0625;;;;N;GLYPH FOR ISOLATE ARABIC HAMZAH UNDER LIGATURE LAM ALEF;;;;
FEFA;ARABIC LIGATURE LAM WITH ALEF WITH HAMZA BELOW FINAL FORM;Lo;0;AL;<final> 0644 0625;;;;N;GLYPH FOR FINAL ARABIC HAMZAH UNDER LIGATURE LAM ALEF;;;;
FEFB;ARABIC LIGATURE LAM WITH ALEF ISOLATED FORM;Lo;0;AL;<isolated> 0644 0627;;;;N;GLYPH FOR ISOLATE ARABIC LIGATURE LAM ALEF;;;;
FEFC;ARABIC LIGATURE LAM WITH ALEF FINAL FORM;Lo;0;AL;<final> 0644 0627;;;;N;GLYPH FOR FINAL ARABIC LIGATURE LAM ALEF;;;;
FEFF;ZERO WIDTH NO-BREAK SPACE;Cf;0;BN;;;;;N;BYTE ORDER MARK;;;;
FF01;FULLWIDTH EXCLAMATION MARK;Po;0;ON;<wide> 0021;;;;N;;;;;
FF02;FULLWIDTH QUOTATION MARK;Po;0;ON;<wide> 0022;;;;N;;;;;
FF03;FULLWIDTH NUMBER SIGN;Po;0;ET;<wide> 0023;;;;N;;;;;
FF04;FULLWIDTH DOLLAR SIGN;Sc;0;ET;<wide> 0024;;;;N;;;;;
FF05;FULLWIDTH PERCENT SIGN;Po;0;ET;<wide> 0025;;;;N;;;;;
FF06;FULLWIDTH AMPERSAND;Po;0;ON;<wide> 0026;;;;N;;;;;
FF07;FULLWIDTH APOSTROPHE;Po;0;ON;<wide> 0027;;;;N;;;;;
FF08;FULLWIDTH LEFT PARENTHESIS;Ps;0;ON;<wide> 0028;;;;Y;FULLWIDTH OPENING PARENTHESIS;;;;
FF09;FULLWIDTH RIGHT PARENTHESIS;Pe;0;ON;<wide> 0029;;;;Y;FULLWIDTH CLOSING PARENTHESIS;;;;
FF0A;FULLWIDTH ASTERISK;Po;0;ON;<wide> 002A;;;;N;;;;;
FF0B;FULLWIDTH PLUS SIGN;Sm;0;ES;<wide> 002B;;;;N;;;;;
FF0C;FULLWIDTH COMMA;Po;0;CS;<wide> 002C;;;;N;;;;;
FF0D;FULLWIDTH HYPHEN-MINUS;Pd;0;ES;<wide> 002D;;;;N;;;;;
FF0E;FULLWIDTH FULL STOP;Po;0;CS;<wide> 002E;;;;N;FULLWIDTH PERIOD;;;;
FF0F;FULLWIDTH SOLIDUS;Po;0;CS;<wide> 002F;;;;N;FULLWIDTH SLASH;;;;
FF10;FULLWIDTH DIGIT ZERO;Nd;0;EN;<wide> 0030;0;0;0;N;;;;;
FF11;FULLWIDTH DIGIT ONE;Nd;0;EN;<wide> 0031;1;1;1;N;;;;;
FF12;FULLWIDTH DIGIT TWO;Nd;0;EN;<wide> 0032;2;2;2;N;;;;;
FF13;FULLWIDTH DIGIT THREE;Nd;0;EN;<wide> 0033;3;3;3;N;;;;;
FF14;FULLWIDTH DIGIT FOUR;Nd;0;EN;<wide> 0034;4;4;4;N;;;;;
FF15;FULLWIDTH DIGIT FIVE;Nd;0;EN;<wide> 0035;5;5;5;N;;;;;
FF16;FULLWIDTH DIGIT SIX;Nd;0;EN;<wide> 0036;6;6;6;N;;;;;
FF17;FULLWIDTH DIGIT SEVEN;Nd;0;EN;<wide> 0037;7;7;7;N;;;;;
FF18;FULLWIDTH DIGIT EIGHT;Nd;0;EN;<wide> 0038;8;8;8;N;;;;;
FF19;FULLWIDTH DIGIT NINE;Nd;0;EN;<wide> 0039;9;9;9;N;;;;;
FF1A;FULLWIDTH COLON;Po;0;CS;<wide> 003A;;;;N;;;;;
FF1B;FULLWIDTH SEMICOLON;Po;0;ON;<wide> 003B;;;;N;;;;;
FF1C;FULLWIDTH LESS-THAN SIGN;Sm;0;ON;<wide> 003C;;;;Y;;;;;
FF1D;FULLWIDTH EQUALS SIGN;Sm;0;ON;<wide> 003D;;;;N;;;;;
FF1E;FULLWIDTH GREATER-THAN SIGN;Sm;0;ON;<wide> 003E;;;;Y;;;;;
FF1F;FULLWIDTH QUESTION MARK;Po;0;ON;<wide> 003F;;;;N;;;;;
FF20;FULLWIDTH COMMERCIAL AT;Po;0;ON;<wide> 0040;;;;N;;;;;
FF21;FULLWIDTH LATIN CAPITAL LETTER A;Lu;0;L;<wide> 0041;;;;N;;;;FF41;
FF22;FULLWIDTH LATIN CAPITAL LETTER B;Lu;0;L;<wide> 0042;;;;N;;;;FF42;
FF23;FULLWIDTH LATIN CAPITAL LETTER C;Lu;0;L;<wide> 0043;;;;N;;;;FF43;
FF24;FULLWIDTH LATIN CAPITAL LETTER D;Lu;0;L;<wide> 0044;;;;N;;;;FF44;
FF25;FULLWIDTH LATIN CAPITAL LETTER E;Lu;0;L;<wide> 0045;;;;N;;;;FF45;
FF26;FULLWIDTH LATIN CAPITAL LETTER F;Lu;0;L;<wide> 0046;;;;N;;;;FF46;
FF27;FULLWIDTH LATIN CAPITAL LETTER G;Lu;0;L;<wide> 0047;;;;N;;;;FF47;
FF28;FULLWIDTH LATIN CAPITAL LETTER H;Lu;0;L;<wide> 0048;;;;N;;;;FF48;
FF29;FULLWIDTH LATIN CAPITAL LETTER I;Lu;0;L;<wide> 0049;;;;N;;;;FF49;
FF2A;FULLWIDTH LATIN CAPITAL LETTER J;Lu;0;L;<wide> 004A;;;;N;;;;FF4A;
FF2B;FULLWIDTH LATIN CAPITAL LETTER K;Lu;0;L;<wide> 004B;;;;N;;;;FF4B;
FF2C;FULLWIDTH LATIN CAPITAL LETTER L;Lu;0;L;<wide> 004C;;;;N;;;;FF4C;
FF2D;FULLWIDTH LATIN CAPITAL LETTER M;Lu;0;L;<wide> 004D;;;;N;;;;FF4D;
FF2E;FULLWIDTH LATIN CAPITAL LETTER N;Lu;0;L;<wide> 004E;;;;N;;;;FF4E;
FF2F;FULLWIDTH LATIN CAPITAL LETTER O;Lu;0;L;<wide> 004F;;;;N;;;;FF4F;
FF30;FULLWIDTH LATIN CAPITAL LETTER P;Lu;0;L;<wide> 0050;;;;N;;;;FF50;
FF31;FULLWIDTH LATIN CAPITAL LETTER Q;Lu;0;L;<wide> 0051;;;;N;;;;FF51;
FF32;FULLWIDTH LATIN CAPITAL LETTER R;Lu;0;L;<wide> 0052;;;;N;;;;FF52;
FF33;FULLWIDTH LATIN CAPITAL LETTER S;Lu;0;L;<wide> 0053;;;;N;;;;FF53;
FF34;FULLWIDTH LATIN CAPITAL LETTER T;Lu;0;L;<wide> 0054;;;;N;;;;FF54;
FF35;FULLWIDTH LATIN CAPITAL LETTER U;Lu;0;L;<wide> 0055;;;;N;;;;FF55;
FF36;FULLWIDTH LATIN CAPITAL LETTER V;Lu;0;L;<wide> 0056;;;;N;;;;FF56;
FF37;FULLWIDTH LATIN CAPITAL LETTER W;Lu;0;L;<wide> 0057;;;;N;;;;FF57;
FF38;FULLWIDTH LATIN CAPITAL LETTER X;Lu;0;L;<wide> 0058;;;;N;;;;FF58;
FF39;FULLWIDTH LATIN CAPITAL LETTER Y;Lu;0;L;<wide> 0059;;;;N;;;;FF59;
FF3A;FULLWIDTH LATIN CAPITAL LETTER Z;Lu;0;L;<wide> 005A;;;;N;;;;FF5A;
FF3B;FULLWIDTH LEFT SQUARE BRACKET;Ps;0;ON;<wide> 005B;;;;Y;FULLWIDTH OPENING SQUARE BRACKET;;;;
FF3C;FULLWIDTH REVERSE SOLIDUS;Po;0;ON;<wide> 005C;;;;N;FULLWIDTH BACKSLASH;;;;
FF3D;FULLWIDTH RIGHT SQUARE BRACKET;Pe;0;ON;<wide> 005D;;;;Y;FULLWIDTH CLOSING SQUARE BRACKET;;;;
FF3E;FULLWIDTH CIRCUMFLEX ACCENT;Sk;0;ON;<wide> 005E;;;;N;FULLWIDTH SPACING CIRCUMFLEX;;;;
FF3F;FULLWIDTH LOW LINE;Pc;0;ON;<wide> 005F;;;;N;FULLWIDTH SPACING UNDERSCORE;;;;
FF40;FULLWIDTH GRAVE ACCENT;Sk;0;ON;<wide> 0060;;;;N;FULLWIDTH SPACING GRAVE;;;;
FF41;FULLWIDTH LATIN SMALL LETTER A;Ll;0;L;<wide> 0061;;;;N;;;FF21;;FF21
FF42;FULLWIDTH LATIN SMALL LETTER B;Ll;0;L;<wide> 0062;;;;N;;;FF22;;FF22
FF43;FULLWIDTH LATIN SMALL LETTER C;Ll;0;L;<wide> 0063;;;;N;;;FF23;;FF23
FF44;FULLWIDTH LATIN SMALL LETTER D;Ll;0;L;<wide> 0064;;;;N;;;FF24;;FF24
FF45;FULLWIDTH LATIN SMALL LETTER E;Ll;0;L;<wide> 0065;;;;N;;;FF25;;FF25
FF46;FULLWIDTH LATIN SMALL LETTER F;Ll;0;L;<wide> 0066;;;;N;;;FF26;;FF26
FF47;FULLWIDTH LATIN SMALL LETTER G;Ll;0;L;<wide> 0067;;;;N;;;FF27;;FF27
FF48;FULLWIDTH LATIN SMALL LETTER H;Ll;0;L;<wide> 0068;;;;N;;;FF28;;FF28
FF49;FULLWIDTH LATIN SMALL LETTER I;Ll;0;L;<wide> 0069;;;;N;;;FF29;;FF29
FF4A;FULLWIDTH LATIN SMALL LETTER J;Ll;0;L;<wide> 006A;;;;N;;;FF2A;;FF2A
FF4B;FULLWIDTH LATIN SMALL LETTER K;Ll;0;L;<wide> 006B;;;;N;;;FF2B;;FF2B
FF4C;FULLWIDTH LATIN SMALL LETTER L;Ll;0;L;<wide> 006C;;;;N;;;FF2C;;FF2C
FF4D;FULLWIDTH LATIN SMALL LETTER M;Ll;0;L;<wide> 006D;;;;N;;;FF2D;;FF2D
FF4E;FULLWIDTH LATIN SMALL LETTER N;Ll;0;L;<wide> 006E;;;;N;;;FF2E;;FF2E
FF4F;FULLWIDTH LATIN SMALL LETTER O;Ll;0;L;<wide> 006F;;;;N;;;FF2F;;FF2F
FF50;FULLWIDTH LATIN SMALL LETTER P;Ll;0;L;<wide> 0070;;;;N;;;FF30;;FF30
FF51;FULLWIDTH LATIN SMALL LETTER Q;Ll;0;L;<wide> 0071;;;;N;;;FF31;;FF31
FF52;FULLWIDTH LATIN SMALL LETTER R;Ll;0;L;<wide> 0072;;;;N;;;FF32;;FF32
FF53;FULLWIDTH LATIN SMALL LETTER S;Ll;0;L;<wide> 0073;;;;N;;;FF33;;FF33
FF54;FULLWIDTH LATIN SMALL LETTER T;Ll;0;L;<wide> 0074;;;;N;;;FF34;;FF34
FF55;FULLWIDTH LATIN SMALL LETTER U;Ll;0;L;<wide> 0075;;;;N;;;FF35;;FF35
FF56;FULLWIDTH LATIN SMALL LETTER V;Ll;0;L;<wide> 0076;;;;N;;;FF36;;FF36
FF57;FULLWIDTH LATIN SMALL LETTER W;Ll;0;L;<wide> 0077;;;;N;;;FF37;;FF37
FF58;FULLWIDTH LATIN SMALL LETTER X;Ll;0;L;<wide> 0078;;;;N;;;FF38;;FF38
FF59;FULLWIDTH LATIN SMALL LETTER Y;Ll;0;L;<wide> 0079;;;;N;;;FF39;;FF39
FF5A;FULLWIDTH LATIN SMALL LETTER Z;Ll;0;L;<wide> 007A;;;;N;;;FF3A;;FF3A
FF5B;FULLWIDTH LEFT CURLY BRACKET;Ps;0;ON;<wide> 007B;;;;Y;FULLWIDTH OPENING CURLY BRACKET;;;;
FF5C;FULLWIDTH VERTICAL LINE;Sm;0;ON;<wide> 007C;;;;N;FULLWIDTH VERTICAL BAR;;;;
FF5D;FULLWIDTH RIGHT CURLY BRACKET;Pe;0;ON;<wide> 007D;;;;Y;FULLWIDTH CLOSING CURLY BRACKET;;;;
FF5E;FULLWIDTH TILDE;Sm;0;ON;<wide> 007E;;;;N;FULLWIDTH SPACING TILDE;;;;
FF5F;FULLWIDTH LEFT WHITE PARENTHESIS;Ps;0;ON;<wide> 2985;;;;Y;;;;;
FF60;FULLWIDTH RIGHT WHITE PARENTHESIS;Pe;0;ON;<wide> 2986;;;;Y;;;;;
FF61;HALFWIDTH IDEOGRAPHIC FULL STOP;Po;0;ON;<narrow> 3002;;;;N;HALFWIDTH IDEOGRAPHIC PERIOD;;;;
FF62;HALFWIDTH LEFT CORNER BRACKET;Ps;0;ON;<narrow> 300C;;;;Y;HALFWIDTH OPENING CORNER BRACKET;;;;
FF63;HALFWIDTH RIGHT CORNER BRACKET;Pe;0;ON;<narrow> 300D;;;;Y;HALFWIDTH CLOSING CORNER BRACKET;;;;
FF64;HALFWIDTH IDEOGRAPHIC COMMA;Po;0;ON;<narrow> 3001;;;;N;;;;;
FF65;HALFWIDTH KATAKANA MIDDLE DOT;Po;0;ON;<narrow> 30FB;;;;N;;;;;
FF66;HALFWIDTH KATAKANA LETTER WO;Lo;0;L;<narrow> 30F2;;;;N;;;;;
FF67;HALFWIDTH KATAKANA LETTER SMALL A;Lo;0;L;<narrow> 30A1;;;;N;;;;;
FF68;HALFWIDTH KATAKANA LETTER SMALL I;Lo;0;L;<narrow> 30A3;;;;N;;;;;
FF69;HALFWIDTH KATAKANA LETTER SMALL U;Lo;0;L;<narrow> 30A5;;;;N;;;;;
FF6A;HALFWIDTH KATAKANA LETTER SMALL E;Lo;0;L;<narrow> 30A7;;;;N;;;;;
FF6B;HALFWIDTH KATAKANA LETTER SMALL O;Lo;0;L;<narrow> 30A9;;;;N;;;;;
FF6C;HALFWIDTH KATAKANA LETTER SMALL YA;Lo;0;L;<narrow> 30E3;;;;N;;;;;
FF6D;HALFWIDTH KATAKANA LETTER SMALL YU;Lo;0;L;<narrow> 30E5;;;;N;;;;;
FF6E;HALFWIDTH KATAKANA LETTER SMALL YO;Lo;0;L;<narrow> 30E7;;;;N;;;;;
FF6F;HALFWIDTH KATAKANA LETTER SMALL TU;Lo;0;L;<narrow> 30C3;;;;N;;;;;
FF70;HALFWIDTH KATAKANA-HIRAGANA PROLONGED SOUND MARK;Lm;0;L;<narrow> 30FC;;;;N;;;;;
FF71;HALFWIDTH KATAKANA LETTER A;Lo;0;L;<narrow> 30A2;;;;N;;;;;
FF72;HALFWIDTH KATAKANA LETTER I;Lo;0;L;<narrow> 30A4;;;;N;;;;;
FF73;HALFWIDTH KATAKANA LETTER U;Lo;0;L;<narrow> 30A6;;;;N;;;;;
FF74;HALFWIDTH KATAKANA LETTER E;Lo;0;L;<narrow> 30A8;;;;N;;;;;
FF75;HALFWIDTH KATAKANA LETTER O;Lo;0;L;<narrow> 30AA;;;;N;;;;;
FF76;HALFWIDTH KATAKANA LETTER KA;Lo;0;L;<narrow> 30AB;;;;N;;;;;
FF77;HALFWIDTH KATAKANA LETTER KI;Lo;0;L;<narrow> 30AD;;;;N;;;;;
FF78;HALFWIDTH KATAKANA LETTER KU;Lo;0;L;<narrow> 30AF;;;;N;;;;;
FF79;HALFWIDTH KATAKANA LETTER KE;Lo;0;L;<narrow> 30B1;;;;N;;;;;
FF7A;HALFWIDTH KATAKANA LETTER KO;Lo;0;L;<narrow> 30B3;;;;N;;;;;
FF7B;HALFWIDTH KATAKANA LETTER SA;Lo;0;L;<narrow> 30B5;;;;N;;;;;
FF7C;HALFWIDTH KATAKANA LETTER SI;Lo;0;L;<narrow> 30B7;;;;N;;;;;
FF7D;HALFWIDTH KATAKANA LETTER SU;Lo;0;L;<narrow> 30B9;;;;N;;;;;
FF7E;HALFWIDTH KATAKANA LETTER SE;Lo;0;L;<narrow> 30BB;;;;N;;;;;
FF7F;HALFWIDTH KATAKANA LETTER SO;Lo;0;L;<narrow> 30BD;;;;N;;;;;
FF80;HALFWIDTH KATAKANA LETTER TA;Lo;0;L;<narrow> 30BF;;;;N;;;;;
FF81;HALFWIDTH KATAKANA LETTER TI;Lo;0;L;<narrow> 30C1;;;;N;;;;;
FF82;HALFWIDTH KATAKANA LETTER TU;Lo;0;L;<narrow> 30C4;;;;N;;;;;
FF83;HALFWIDTH KATAKANA LETTER TE;Lo;0;L;<narrow> 30C6;;;;N;;;;;
FF84;HALFWIDTH KATAKANA LETTER TO;Lo;0;L;<narrow> 30C8;;;;N;;;;;
FF85;HALFWIDTH KATAKANA LETTER NA;Lo;0;L;<narrow> 30CA;;;;N;;;;;
FF86;HALFWIDTH KATAKANA LETTER NI;Lo;0;L;<narrow> 30CB;;;;N;;;;;
FF87;HALFWIDTH KATAKANA LETTER NU;Lo;0;L;<narrow> 30CC;;;;N;;;;;
FF88;HALFWIDTH KATAKANA LETTER NE;Lo;0;L;<narrow> 30CD;;;;N;;;;;
FF89;HALFWIDTH KATAKANA LETTER NO;Lo;0;L;<narrow> 30CE;;;;N;;;;;
FF8A;HALFWIDTH KATAKANA LETTER HA;Lo;0;L;<narrow> 30CF;;;;N;;;;;
FF8B;HALFWIDTH KATAKANA LETTER HI;Lo;0;L;<narrow> 30D2;;;;N;;;;;
FF8C;HALFWIDTH KATAKANA LETTER HU;Lo;0;L;<narrow> 30D5;;;;N;;;;;
FF8D;HALFWIDTH KATAKANA LETTER HE;Lo;0;L;<narrow> 30D8;;;;N;;;;;
FF8E;HALFWIDTH KATAKANA LETTER HO;Lo;0;L;<narrow> 30DB;;;;N;;;;;
FF8F;HALFWIDTH KATAKANA LETTER MA;Lo;0;L;<narrow> 30DE;;;;N;;;;;
FF90;HALFWIDTH KATAKANA LETTER MI;Lo;0;L;<narrow> 30DF;;;;N;;;;;
FF91;HALFWIDTH KATAKANA LETTER MU;Lo;0;L;<narrow> 30E0;;;;N;;;;;
FF92;HALFWIDTH KATAKANA LETTER ME;Lo;0;L;<narrow> 30E1;;;;N;;;;;
FF93;HALFWIDTH KATAKANA LETTER MO;Lo;0;L;<narrow> 30E2;;;;N;;;;;
FF94;HALFWIDTH KATAKANA LETTER YA;Lo;0;L;<narrow> 30E4;;;;N;;;;;
FF95;HALFWIDTH KATAKANA LETTER YU;Lo;0;L;<narrow> 30E6;;;;N;;;;;
FF96;HALFWIDTH KATAKANA LETTER YO;Lo;0;L;<narrow> 30E8;;;;N;;;;;
FF97;HALFWIDTH KATAKANA LETTER RA;Lo;0;L;<narrow> 30E9;;;;N;;;;;
FF98;HALFWIDTH KATAKANA LETTER RI;Lo;0;L;<narrow> 30EA;;;;N;;;;;
FF99;HALFWIDTH KATAKANA LETTER RU;Lo;0;L;<narrow> 30EB;;;;N;;;;;
FF9A;HALFWIDTH KATAKANA LETTER RE;Lo;0;L;<narrow> 30EC;;;;N;;;;;
FF9B;HALFWIDTH KATAKANA LETTER RO;Lo;0;L;<narrow> 30ED;;;;N;;;;;
FF9C;HALFWIDTH KATAKANA LETTER WA;Lo;0;L;<narrow> 30EF;;;;N;;;;;
FF9D;HALFWIDTH KATAKANA LETTER N;Lo;0;L;<narrow> 30F3;;;;N;;;;;
FF9E;HALFWIDTH KATAKANA VOICED SOUND MARK;Lm;0;L;<narrow> 3099;;;;N;;;;;
FF9F;HALFWIDTH KATAKANA SEMI-VOICED SOUND MARK;Lm;0;L;<narrow> 309A;;;;N;;;;;
FFA0;HALFWIDTH HANGUL FILLER;Lo;0;L;<narrow> 3164;;;;N;HALFWIDTH HANGUL CAE OM;;;;
FFA1;HALFWIDTH HANGUL LETTER KIYEOK;Lo;0;L;<narrow> 3131;;;;N;HALFWIDTH HANGUL LETTER GIYEOG;;;;
FFA2;HALFWIDTH HANGUL LETTER SSANGKIYEOK;Lo;0;L;<narrow> 3132;;;;N;HALFWIDTH HANGUL LETTER SSANG GIYEOG;;;;
FFA3;HALFWIDTH HANGUL LETTER KIYEOK-SIOS;Lo;0;L;<narrow> 3133;;;;N;HALFWIDTH HANGUL LETTER GIYEOG SIOS;;;;
FFA4;HALFWIDTH HANGUL LETTER NIEUN;Lo;0;L;<narrow> 3134;;;;N;;;;;
FFA5;HALFWIDTH HANGUL LETTER NIEUN-CIEUC;Lo;0;L;<narrow> 3135;;;;N;HALFWIDTH HANGUL LETTER NIEUN JIEUJ;;;;
FFA6;HALFWIDTH HANGUL LETTER NIEUN-HIEUH;Lo;0;L;<narrow> 3136;;;;N;HALFWIDTH HANGUL LETTER NIEUN HIEUH;;;;
FFA7;HALFWIDTH HANGUL LETTER TIKEUT;Lo;0;L;<narrow> 3137;;;;N;HALFWIDTH HANGUL LETTER DIGEUD;;;;
FFA8;HALFWIDTH HANGUL LETTER SSANGTIKEUT;Lo;0;L;<narrow> 3138;;;;N;HALFWIDTH HANGUL LETTER SSANG DIGEUD;;;;
FFA9;HALFWIDTH HANGUL LETTER RIEUL;Lo;0;L;<narrow> 3139;;;;N;HALFWIDTH HANGUL LETTER LIEUL;;;;
FFAA;HALFWIDTH HANGUL LETTER RIEUL-KIYEOK;Lo;0;L;<narrow> 313A;;;;N;HALFWIDTH HANGUL LETTER LIEUL GIYEOG;;;;
FFAB;HALFWIDTH HANGUL LETTER RIEUL-MIEUM;Lo;0;L;<narrow> 313B;;;;N;HALFWIDTH HANGUL LETTER LIEUL MIEUM;;;;
FFAC;HALFWIDTH HANGUL LETTER RIEUL-PIEUP;Lo;0;L;<narrow> 313C;;;;N;HALFWIDTH HANGUL LETTER LIEUL BIEUB;;;;
FFAD;HALFWIDTH HANGUL LETTER RIEUL-SIOS;Lo;0;L;<narrow> 313D;;;;N;HALFWIDTH HANGUL LETTER LIEUL SIOS;;;;
FFAE;HALFWIDTH HANGUL LETTER RIEUL-THIEUTH;Lo;0;L;<narrow> 313E;;;;N;HALFWIDTH HANGUL LETTER LIEUL TIEUT;;;;
FFAF;HALFWIDTH HANGUL LETTER RIEUL-PHIEUPH;Lo;0;L;<narrow> 313F;;;;N;HALFWIDTH HANGUL LETTER LIEUL PIEUP;;;;
FFB0;HALFWIDTH HANGUL LETTER RIEUL-HIEUH;Lo;0;L;<narrow> 3140;;;;N;HALFWIDTH HANGUL LETTER LIEUL HIEUH;;;;
FFB1;HALFWIDTH HANGUL LETTER MIEUM;Lo;0;L;<narrow> 3141;;;;N;;;;;
FFB2;HALFWIDTH HANGUL LETTER PIEUP;Lo;0;L;<narrow> 3142;;;;N;HALFWIDTH HANGUL LETTER BIEUB;;;;
FFB3;HALFWIDTH HANGUL LETTER SSANGPIEUP;Lo;0;L;<narrow> 3143;;;;N;HALFWIDTH HANGUL LETTER SSANG BIEUB;;;;
FFB4;HALFWIDTH HANGUL LETTER PIEUP-SIOS;Lo;0;L;<narrow> 3144;;;;N;HALFWIDTH HANGUL LETTER BIEUB SIOS;;;;
FFB5;HALFWIDTH HANGUL LETTER SIOS;Lo;0;L;<narrow> 3145;;;;N;;;;;
FFB6;HALFWIDTH HANGUL LETTER SSANGSIOS;Lo;0;L;<narrow> 3146;;;;N;HALFWIDTH HANGUL LETTER SSANG SIOS;;;;
FFB7;HALFWIDTH HANGUL LETTER IEUNG;Lo;0;L;<narrow> 3147;;;;N;;;;;
FFB8;HALFWIDTH HANGUL LETTER CIEUC;Lo;0;L;<narrow> 3148;;;;N;HALFWIDTH HANGUL LETTER JIEUJ;;;;
FFB9;HALFWIDTH HANGUL LETTER SSANGCIEUC;Lo;0;L;<narrow> 3149;;;;N;HALFWIDTH HANGUL LETTER SSANG JIEUJ;;;;
FFBA;HALFWIDTH HANGUL LETTER CHIEUCH;Lo;0;L;<narrow> 314A;;;;N;HALFWIDTH HANGUL LETTER CIEUC;;;;
FFBB;HALFWIDTH HANGUL LETTER KHIEUKH;Lo;0;L;<narrow> 314B;;;;N;HALFWIDTH HANGUL LETTER KIYEOK;;;;
FFBC;HALFWIDTH HANGUL LETTER THIEUTH;Lo;0;L;<narrow> 314C;;;;N;HALFWIDTH HANGUL LETTER TIEUT;;;;
FFBD;HALFWIDTH HANGUL LETTER PHIEUPH;Lo;0;L;<narrow> 314D;;;;N;HALFWIDTH HANGUL LETTER PIEUP;;;;
FFBE;HALFWIDTH HANGUL LETTER HIEUH;Lo;0;L;<narrow> 314E;;;;N;;;;;
FFC2;HALFWIDTH HANGUL LETTER A;Lo;0;L;<narrow> 314F;;;;N;;;;;
FFC3;HALFWIDTH HANGUL LETTER AE;Lo;0;L;<narrow> 3150;;;;N;;;;;
FFC4;HALFWIDTH HANGUL LETTER YA;Lo;0;L;<narrow> 3151;;;;N;;;;;
FFC5;HALFWIDTH HANGUL LETTER YAE;Lo;0;L;<narrow> 3152;;;;N;;;;;
FFC6;HALFWIDTH HANGUL LETTER EO;Lo;0;L;<narrow> 3153;;;;N;;;;;
FFC7;HALFWIDTH HANGUL LETTER E;Lo;0;L;<narrow> 3154;;;;N;;;;;
FFCA;HALFWIDTH HANGUL LETTER YEO;Lo;0;L;<narrow> 3155;;;;N;;;;;
FFCB;HALFWIDTH HANGUL LETTER YE;Lo;0;L;<narrow> 3156;;;;N;;;;;
FFCC;HALFWIDTH HANGUL LETTER O;Lo;0;L;<narrow> 3157;;;;N;;;;;
FFCD;HALFWIDTH HANGUL LETTER WA;Lo;0;L;<narrow> 3158;;;;N;;;;;
FFCE;HALFWIDTH HANGUL LETTER WAE;Lo;0;L;<narrow> 3159;;;;N;;;;;
FFCF;HALFWIDTH HANGUL LETTER OE;Lo;0;L;<narrow> 315A;;;;N;;;;;
FFD2;HALFWIDTH HANGUL LETTER YO;Lo;0;L;<narrow> 315B;;;;N;;;;;
FFD3;HALFWIDTH HANGUL LETTER U;Lo;0;L;<narrow> 315C;;;;N;;;;;
FFD4;HALFWIDTH HANGUL LETTER WEO;Lo;0;L;<narrow> 315D;;;;N;;;;;
FFD5;HALFWIDTH HANGUL LETTER WE;Lo;0;L;<narrow> 315E;;;;N;;;;;
FFD6;HALFWIDTH HANGUL LETTER WI;Lo;0;L;<narrow> 315F;;;;N;;;;;
FFD7;HALFWIDTH HANGUL LETTER YU;Lo;0;L;<narrow> 3160;;;;N;;;;;
FFDA;HALFWIDTH HANGUL LETTER EU;Lo;0;L;<narrow> 3161;;;;N;;;;;
FFDB;HALFWIDTH HANGUL LETTER YI;Lo;0;L;<narrow> 3162;;;;N;;;;;
FFDC;HALFWIDTH HANGUL LETTER I;Lo;0;L;<narrow> 3163;;;;N;;;;;
FFE0;FULLWIDTH CENT SIGN;Sc;0;ET;<wide> 00A2;;;;N;;;;;
FFE1;FULLWIDTH POUND SIGN;Sc;0;ET;<wide> 00A3;;;;N;;;;;
FFE2;FULLWIDTH NOT SIGN;Sm;0;ON;<wide> 00AC;;;;N;;;;;
FFE3;FULLWIDTH MACRON;Sk;0;ON;<wide> 00AF;;;;N;FULLWIDTH SPACING MACRON;;;;
FFE4;FULLWIDTH BROKEN BAR;So;0;ON;<wide> 00A6;;;;N;FULLWIDTH BROKEN VERTICAL BAR;;;;
FFE5;FULLWIDTH YEN SIGN;Sc;0;ET;<wide> 00A5;;;;N;;;;;
FFE6;FULLWIDTH WON SIGN;Sc;0;ET;<wide> 20A9;;;;N;;;;;
FFE8;HALFWIDTH FORMS LIGHT VERTICAL;So;0;ON;<narrow> 2502;;;;N;;;;;
FFE9;HALFWIDTH LEFTWARDS ARROW;Sm;0;ON;<narrow> 2190;;;;N;;;;;
FFEA;HALFWIDTH UPWARDS ARROW;Sm;0;ON;<narrow> 2191;;;;N;;;;;
FFEB;HALFWIDTH RIGHTWARDS ARROW;Sm;0;ON;<narrow> 2192;;;;N;;;;;
FFEC;HALFWIDTH DOWNWARDS ARROW;Sm;0;ON;<narrow> 2193;;;;N;;;;;
FFED;HALFWIDTH BLACK SQUARE;So;0;ON;<narrow> 25A0;;;;N;;;;;
FFEE;HALFWIDTH WHITE CIRCLE;So;0;ON;<narrow> 25CB;;;;N;;;;;
FFF9;INTERLINEAR ANNOTATION ANCHOR;Cf;0;ON;;;;;N;;;;;
FFFA;INTERLINEAR ANNOTATION SEPARATOR;Cf;0;ON;;;;;N;;;;;
FFFB;INTERLINEAR ANNOTATION TERMINATOR;Cf;0;ON;;;;;N;;;;;
FFFC;OBJECT REPLACEMENT CHARACTER;So;0;ON;;;;;N;;;;;
FFFD;REPLACEMENT CHARACTER;So;0;ON;;;;;N;;;;;
10000;LINEAR B SYLLABLE B008 A;Lo;0;L;;;;;N;;;;;
10001;LINEAR B SYLLABLE B038 E;Lo;0;L;;;;;N;;;;;
10002;LINEAR B SYLLABLE B028 I;Lo;0;L;;;;;N;;;;;
10003;LINEAR B SYLLABLE B061 O;Lo;0;L;;;;;N;;;;;
10004;LINEAR B SYLLABLE B010 U;Lo;0;L;;;;;N;;;;;
10005;LINEAR B SYLLABLE B001 DA;Lo;0;L;;;;;N;;;;;
10006;LINEAR B SYLLABLE B045 DE;Lo;0;L;;;;;N;;;;;
10007;LINEAR B SYLLABLE B007 DI;Lo;0;L;;;;;N;;;;;
10008;LINEAR B SYLLABLE B014 DO;Lo;0;L;;;;;N;;;;;
10009;LINEAR B SYLLABLE B051 DU;Lo;0;L;;;;;N;;;;;
1000A;LINEAR B SYLLABLE B057 JA;Lo;0;L;;;;;N;;;;;
1000B;LINEAR B SYLLABLE B046 JE;Lo;0;L;;;;;N;;;;;
1000D;LINEAR B SYLLABLE B036 JO;Lo;0;L;;;;;N;;;;;
1000E;LINEAR B SYLLABLE B065 JU;Lo;0;L;;;;;N;;;;;
1000F;LINEAR B SYLLABLE B077 KA;Lo;0;L;;;;;N;;;;;
10010;LINEAR B SYLLABLE B044 KE;Lo;0;L;;;;;N;;;;;
10011;LINEAR B SYLLABLE B067 KI;Lo;0;L;;;;;N;;;;;
10012;LINEAR B SYLLABLE B070 KO;Lo;0;L;;;;;N;;;;;
10013;LINEAR B SYLLABLE B081 KU;Lo;0;L;;;;;N;;;;;
10014;LINEAR B SYLLABLE B080 MA;Lo;0;L;;;;;N;;;;;
10015;LINEAR B SYLLABLE B013 ME;Lo;0;L;;;;;N;;;;;
10016;LINEAR B SYLLABLE B073 MI;Lo;0;L;;;;;N;;;;;
10017;LINEAR B SYLLABLE B015 MO;Lo;0;L;;;;;N;;;;;
10018;LINEAR B SYLLABLE B023 MU;Lo;0;L;;;;;N;;;;;
10019;LINEAR B SYLLABLE B006 NA;Lo;0;L;;;;;N;;;;;
1001A;LINEAR B SYLLABLE B024 NE;Lo;0;L;;;;;N;;;;;
1001B;LINEAR B SYLLABLE B030 NI;Lo;0;L;;;;;N;;;;;
1001C;LINEAR B SYLLABLE B052 NO;Lo;0;L;;;;;N;;;;;
1001D;LINEAR B SYLLABLE B055 NU;Lo;0;L;;;;;N;;;;;
1001E;LINEAR B SYLLABLE B003 PA;Lo;0;L;;;;;N;;;;;
1001F;LINEAR B SYLLABLE B072 PE;Lo;0;L;;;;;N;;;;;
10020;LINEAR B SYLLABLE B039 PI;Lo;0;L;;;;;N;;;;;
10021;LINEAR B SYLLABLE B011 PO;Lo;0;L;;;;;N;;;;;
10022;LINEAR B SYLLABLE B050 PU;Lo;0;L;;;;;N;;;;;
10023;LINEAR B SYLLABLE B016 QA;Lo;0;L;;;;;N;;;;;
10024;LINEAR B SYLLABLE B078 QE;Lo;0;L;;;;;N;;;;;
10025;LINEAR B SYLLABLE B021 QI;Lo;0;L;;;;;N;;;;;
10026;LINEAR B SYLLABLE B032 QO;Lo;0;L;;;;;N;;;;;
10028;LINEAR B SYLLABLE B060 RA;Lo;0;L;;;;;N;;;;;
10029;LINEAR B SYLLABLE B027 RE;Lo;0;L;;;;;N;;;;;
1002A;LINEAR B SYLLABLE B053 RI;Lo;0;L;;;;;N;;;;;
1002B;LINEAR B SYLLABLE B002 RO;Lo;0;L;;;;;N;;;;;
1002C;LINEAR B SYLLABLE B026 RU;Lo;0;L;;;;;N;;;;;
1002D;LINEAR B SYLLABLE B031 SA;Lo;0;L;;;;;N;;;;;
1002E;LINEAR B SYLLABLE B009 SE;Lo;0;L;;;;;N;;;;;
1002F;LINEAR B SYLLABLE B041 SI;Lo;0;L;;;;;N;;;;;
10030;LINEAR B SYLLABLE B012 SO;Lo;0;L;;;;;N;;;;;
10031;LINEAR B SYLLABLE B058 SU;Lo;0;L;;;;;N;;;;;
10032;LINEAR B SYLLABLE B059 TA;Lo;0;L;;;;;N;;;;;
10033;LINEAR B SYLLABLE B004 TE;Lo;0;L;;;;;N;;;;;
10034;LINEAR B SYLLABLE B037 TI;Lo;0;L;;;;;N;;;;;
10035;LINEAR B SYLLABLE B005 TO;Lo;0;L;;;;;N;;;;;
10036;LINEAR B SYLLABLE B069 TU;Lo;0;L;;;;;N;;;;;
10037;LINEAR B SYLLABLE B054 WA;Lo;0;L;;;;;N;;;;;
10038;LINEAR B SYLLABLE B075 WE;Lo;0;L;;;;;N;;;;;
10039;LINEAR B SYLLABLE B040 WI;Lo;0;L;;;;;N;;;;;
1003A;LINEAR B SYLLABLE B042 WO;Lo;0;L;;;;;N;;;;;
1003C;LINEAR B SYLLABLE B017 ZA;Lo;0;L;;;;;N;;;;;
1003D;LINEAR B SYLLABLE B074 ZE;Lo;0;L;;;;;N;;;;;
1003F;LINEAR B SYLLABLE B020 ZO;Lo;0;L;;;;;N;;;;;
10040;LINEAR B SYLLABLE B025 A2;Lo;0;L;;;;;N;;;;;
10041;LINEAR B SYLLABLE B043 A3;Lo;0;L;;;;;N;;;;;
10042;LINEAR B SYLLABLE B085 AU;Lo;0;L;;;;;N;;;;;
10043;LINEAR B SYLLABLE B071 DWE;Lo;0;L;;;;;N;;;;;
10044;LINEAR B SYLLABLE B090 DWO;Lo;0;L;;;;;N;;;;;
10045;LINEAR B SYLLABLE B048 NWA;Lo;0;L;;;;;N;;;;;
10046;LINEAR B SYLLABLE B029 PU2;Lo;0;L;;;;;N;;;;;
10047;LINEAR B SYLLABLE B062 PTE;Lo;0;L;;;;;N;;;;;
10048;LINEAR B SYLLABLE B076 RA2;Lo;0;L;;;;;N;;;;;
10049;LINEAR B SYLLABLE B033 RA3;Lo;0;L;;;;;N;;;;;
1004A;LINEAR B SYLLABLE B068 RO2;Lo;0;L;;;;;N;;;;;
1004B;LINEAR B SYLLABLE B066 TA2;Lo;0;L;;;;;N;;;;;
1004C;LINEAR B SYLLABLE B087 TWE;Lo;0;L;;;;;N;;;;;
1004D;LINEAR B SYLLABLE B091 TWO;Lo;0;L;;;;;N;;;;;
10050;LINEAR B SYMBOL B018;Lo;0;L;;;;;N;;;;;
10051;LINEAR B SYMBOL B019;Lo;0;L;;;;;N;;;;;
10052;LINEAR B SYMBOL B022;Lo;0;L;;;;;N;;;;;
10053;LINEAR B SYMBOL B034;Lo;0;L;;;;;N;;;;;
10054;LINEAR B SYMBOL B047;Lo;0;L;;;;;N;;;;;
]]
|
--[[-----------------------------------------------------------------------
* | Copyright (C) Shaobo Wan (Tinywan)
* | Github: https://github.com/Tinywan
* | Blog: http://www.cnblogs.com/Tinywan
* |------------------------------------------------------------------------
* | Date: 2017/5/20 9:29
* | Function: helper function lib
* |------------------------------------------------------------------------
--]]
local find = string.find
local len = string.len
local sub = string.sub
local byte = string.byte
local tcp = ngx.socket.tcp
local null = ngx.null
local type = type
local pairs = pairs
local unpack = unpack
local setmetatable = setmetatable
local tonumber = tonumber
local tostring = tostring
local rawget = rawget
local request_method = ngx.var.request_method
local method = ngx.var.request_method
local cjson = require("cjson")
local ok, new_tab = pcall(require, "table.new")
if not ok or type(new_tab) ~= "function" then
new_tab = function(narr, nrec) return {} end
end
local _M = new_tab(0, 54)
_M._VERSION = '0.01'
-- add
function _M.add(a, b)
return a + b
end
-----------------------------------------------------------cjson
-- help:http://www.jb51.net/article/55522.htm
function _M.cjson_encode(str)
local json_val = nil
pcall(function(str) json_val = cjson.encode(str) end, str)
return json_val
end
function _M.cjson_decode(str)
local json_val = nil
pcall(function(str) json_val = cjson.decode(str) end, str)
return json_val
end
function _M.format_table(tab)
local str = ""
for k, v in pairs(tab) do
str = str..k..'--'..v.."\r\n"
end
return str
end
--------------------------------------------------------------http
--[[ 获取http get/post 请求参数
eg:
post: curl -d "name=tinywan&age=24" http://127.0.0.1:8686/0.1/live/http_args
get: curl -G -d "name=tinywan&age=24" http://127.0.0.1:8686/0.1/live/http_args
-- --]]
function _M.http_args()
local request_method = ngx.var.request_method
local args = ngx.req.get_uri_args()
-- 参数获取
if "POST" == request_method then
ngx.req.read_body()
local post_args = ngx.req.get_post_args()
if post_args then
for k, v in pairs(post_args) do
args[k] = v
end
end
end
return args
end
--[[ 字符串分割
eg:
local array = helper.split('a,b,v,b',',')
for key,value in ipairs(array)
do
ngx.say(key, value) -- 1a,2b,3v,4b
end
-- --]]
function _M.split(szFullString, szSeparator)
local nFindStartIndex = 1
local nSplitIndex = 1
local nSplitArray = {}
while true do
local nFindLastIndex = find(szFullString, szSeparator, nFindStartIndex)
if not nFindLastIndex then
nSplitArray[nSplitIndex] = sub(szFullString, nFindStartIndex, len(szFullString))
break
end
nSplitArray[nSplitIndex] = sub(szFullString, nFindStartIndex, nFindLastIndex - 1)
nFindStartIndex = nFindLastIndex + len(szSeparator)
nSplitIndex = nSplitIndex + 1
end
return nSplitArray
end
-- 删除空格 Delete the space
function _M.ltrim(s)
if not s then
return s
end
local res = s
local tmp = string_find(res, '%S')
if not tmp then
res = ''
elseif tmp ~= 1 then
res = string_sub(res, tmp)
end
return res
end
function _M.rtrim(s)
if not s then
return s
end
local res = s
local tmp = string_find(res, '%S%s*$')
if not tmp then
res = ''
elseif tmp ~= #res then
res = string_sub(res, 1, tmp)
end
return res
end
function _M.trim(s)
if not s then
return s
end
local res1 = ltrim(s)
local res2 = rtrim(res1)
return res2
end
return _M
|
return redis.call('ping')
|
local COMMAND = Command.new('whitelist')
COMMAND.name = 'Whitelist'
COMMAND.description = 'command.whitelist.description'
COMMAND.syntax = 'command.whitelist.syntax'
COMMAND.permission = 'moderator'
COMMAND.category = 'permission.categories.player_management'
COMMAND.arguments = 2
COMMAND.player_arg = 1
COMMAND.aliases = { 'plywhitelist', 'givewhitelist', 'setwhitelisted' }
function COMMAND:get_description()
local factions = {}
for k, v in pairs(Factions.all()) do
table.insert(factions, k)
end
return t(self.description, table.concat(factions, ', '))
end
function COMMAND:on_run(player, targets, name, strict)
local whitelist = Factions.find(name, (strict and true) or false)
if whitelist then
for k, v in ipairs(targets) do
v:give_whitelist(whitelist.faction_id)
end
Flux.Player:broadcast('whitelist.message', { get_player_name(player), util.player_list_to_string(targets), whitelist.name })
else
Flux.Player:notify(player, 'error.whitelist_not_valid', name)
end
end
COMMAND:register()
|
---
-- @classmod Ragdollable
-- @author Quenty
local require = require(game:GetService("ReplicatedStorage"):WaitForChild("Nevermore"))
local BaseObject = require("BaseObject")
local RagdollRigging = require("RagdollRigging")
local RagdollableConstants = require("RagdollableConstants")
local CharacterUtils = require("CharacterUtils")
local RagdollUtils = require("RagdollUtils")
local HumanoidAnimatorUtils = require("HumanoidAnimatorUtils")
local Maid = require("Maid")
local RagdollBindersServer = require("RagdollBindersServer")
-- local AttributeUtils = require("AttributeUtils")
local Ragdollable = setmetatable({}, BaseObject)
Ragdollable.ClassName = "Ragdollable"
Ragdollable.__index = Ragdollable
function Ragdollable.new(humanoid)
local self = setmetatable(BaseObject.new(humanoid), Ragdollable)
self._obj.BreakJointsOnDeath = false
RagdollRigging.createRagdollJoints(self._obj.Parent, humanoid.RigType)
local player = CharacterUtils.getPlayerFromCharacter(self._obj)
if player then
self._player = player
self._remoteEvent = Instance.new("RemoteEvent")
self._remoteEvent.Name = RagdollableConstants.REMOTE_EVENT_NAME
self._remoteEvent.Parent = self._obj
self._maid:GiveTask(self._remoteEvent)
self._maid:GiveTask(self._remoteEvent.OnServerEvent:Connect(function(...)
self:_handleServerEvent(...)
end))
else
-- NPC
self._maid:GiveTask(RagdollBindersServer.Ragdoll:ObserveInstance(self._obj, function()
self:_onRagdollChangedForNPC()
end))
self:_onRagdollChangedForNPC()
end
-- For fast debugging
-- self._maid:GiveTask(AttributeUtils.bindToBinder(self._obj, "Ragdoll", RagdollBindersServer.Ragdoll))
return self
end
function Ragdollable:_onRagdollChangedForNPC()
if RagdollBindersServer.Ragdoll:Get(self._obj) then
self:_setRagdollEnabled(true)
else
self:_setRagdollEnabled(false)
end
end
function Ragdollable:_handleServerEvent(player, state)
assert(self._player == player)
if state then
RagdollBindersServer.Ragdoll:Bind(self._obj)
else
RagdollBindersServer.Ragdoll:Unbind(self._obj)
end
self:_setRagdollEnabled(state)
end
function Ragdollable:_setRagdollEnabled(isEnabled)
if isEnabled then
if self._maid._ragdoll then
return
end
self._maid._ragdoll = self:_enableServer()
else
self._maid._ragdoll = nil
end
end
function Ragdollable:_enableServer()
local maid = Maid.new()
-- This will reset friction too
RagdollRigging.createRagdollJoints(self._obj.Parent, self._obj.RigType)
maid:GiveTask(RagdollUtils.setupState(self._obj))
maid:GiveTask(RagdollUtils.setupMotors(self._obj))
maid:GiveTask(RagdollUtils.setupHead(self._obj))
maid:GiveTask(RagdollUtils.preventAnimationTransformLoop(self._obj))
-- Do this after we setup motors
HumanoidAnimatorUtils.stopAnimations(self._obj, 0)
maid:GiveTask(self._obj.AnimationPlayed:Connect(function(track)
track:Stop(0)
end))
return maid
end
return Ragdollable |
return function(data)
return {
type = "SetGroupData",
data = data,
}
end
|
return LoadActor(THEME:GetPathB("","_wait"),0.8); |
ATTRIBUTE.name = "Handy"
ATTRIBUTE.description = "The skill to craft some things, specially with the hands."
ATTRIBUTE.category = "Proffesions" |
local class = require('middleclass')
local Controller = require('mvc.Controller')
local HasSignals = require('HasSignals')
local MessageController = class("MessageController", Controller):include(HasSignals)
function MessageController:initialize()
Controller.initialize(self)
HasSignals.initialize(self)
end
function MessageController:viewDidLoad()
local app = require("app.App"):instance()
local user = app.session.user
self.view:layout()
self.listener = {
user:on('getNotify',function(msg)
self.view:getNotify(msg)
end),
}
user:getNotify()
end
function MessageController:clickBack()
self.emitter:emit('back')
end
function MessageController:finalize()-- luacheck: ignore
for i = 1,#self.listener do
self.listener[i]:dispose()
end
end
function MessageController:clicktab(sender)
local data = sender:getComponent("ComExtensionData"):getCustomProperty()
self.view:freshtab(data)
end
return MessageController
|
local singlelineW = require 'watchlog.watchlogfilesingleline'
local tableutil = require 'util.tableutil'
local json = require 'rapidjson'
local watchlogfilesinglelinejson = {
---- CONSTANTS ----
---- Core Data ----
---- Temp Data ----
}
setmetatable(watchlogfilesinglelinejson , singlelineW)
watchlogfilesinglelinejson.__index = watchlogfilesinglelinejson
function watchlogfilesinglelinejson:new(task, customParserConfig, tunningConfig, first)
local self = {}
self = singlelineW:new(task, customParserConfig, tunningConfig, first)
setmetatable(self , watchlogfilesinglelinejson)
return self
end
function watchlogfilesinglelinejson:handleEvent(kafkaClient , topic , msg)
self.count = self.count + 1
local status , jsn = pcall(json.decode , msg)
if status then
tableutil.simpleCopy(jsn , self.EVENT_CONTAINER)
kafkaClient.safeSendMsg(topic , self.tempKafkaKey , json.encode(self.EVENT_CONTAINER) , 10)
else
print(msg)
end
end
return watchlogfilesinglelinejson |
--[[
Lua configuration file.
Meant to be added to lua/ subdirectory.
All paths are relative from there.
--]]
return {
modulesPath = ADD_YOUR_PATH_HERE
}
|
require('plugins.coc-nvim.functions')
require('plugins.coc-nvim.variables')
require('plugins.coc-nvim.options')
require('plugins.coc-nvim.keybinds')
|
require "ml.mltls"
require "ml.mlexc"
algos = {}
function algos.fibonacci(Number)
local X = 0
local Y = 1
for _ = 1, Number do
X, Y = Y, X + Y
end
return X
end
function algos.nextint(Number)
return Number + 1
end
function algos.prevint(Number)
return Number - 1
end
function algos.half(Number)
local Half = Number / 2
if MathLangTools.Endswith(tostring(Half), ".0") then
return math.ceil(math.abs(Half))
end
return Half
end
function algos.hex(Number)
return string.format("0x%x", tostring(Number))
end
function algos.hton(Number)
local Result = load("return "..tostring(Number))()
if type(Result) ~= "number" then
Throw(Exceptions[4], "Not number instance.", Lib(40))
end
return Result
end
|
local wstr=require("wetgenes.string")
local chatdown=require("wetgenes.gamecake.fun.chatdown") -- conversation trees
local bitdown=require("wetgenes.gamecake.fun.bitdown") -- ascii to bitmap
local chipmunk=require("wetgenes.chipmunk") -- 2d physics https://chipmunk-physics.net/
-----------------------------------------------------------------------------
--[[#hardware
select the hardware we will need to run this code, eg layers of
graphics, colors to use, sprites, text, sound, etc etc.
Here we have chosen the default 320x240 setup.
This also provides a default main function that will upload the
graphics and call the provided update/draw callbacks.
]]
-----------------------------------------------------------------------------
hardware,main=system.configurator({
mode="fun64", -- select the standard 320x240 screen using the swanky32 palette.
graphics=function() -- use a function to return a value created later
return graphics
end,
update=function() -- called at a steady 60fps
if setup then setup() setup=nil end -- call an optional setup function *once*
entities.call("update")
local space=entities.get("space")
if space then -- update space
space:step(1/(60*2)) -- double step for increased stability, allows faster velocities.
space:step(1/(60*2))
end
local cb=entities.get("callbacks") or {} -- get callback list
entities.set("callbacks",{}) -- and reset it
for _,f in pairs(cb) do f() end
end,
draw=function() -- called at actual display frame rate
entities.call("draw")
end,
})
-----------------------------------------------------------------------------
--[[#graphics
define all graphics in this global, we will convert and upload to tiles
at setup although you can change tiles during a game, we try and only
upload graphics during initial setup so we have a nice looking sprite
sheet to be edited by artists
]]
-----------------------------------------------------------------------------
graphics={
{0x0000,"_font",0x0340}, -- preserve the 4x8 and 8x8 font area 64x3 tiles
}
-- load a single sprite
graphics.load=function(idx,name,data)
local found
for i,v in ipairs(graphics) do
if v[2]==name then
found=v
break
end
end
if not found then -- add new graphics
graphics[#graphics+1]={idx,name,data}
else
found[1]=idx
found[2]=name
found[3]=data
end
end
-- load a list of sprites
graphics.loads=function(tab)
for i,v in ipairs(tab) do
graphics.load(v[1],v[2],v[3])
end
end
-----------------------------------------------------------------------------
--[[#entities
entities.reset()
empty the list of entites to update and draw
entities.caste(caste)
get the list of entities of a given caste, eg "bullets" or "enemies"
entities.add(it,caste)
entities.add(it)
add a new entity of caste or it.caste if caste it missing to the list
of things to update
entities.remove(it)
Remove an entity from its caste table.
entities.call(fname,...)
for every entity call the function named fname like so it[fname](it,...)
entities.count(caste)
Return the count of the number of entities in a given caste.
entities.get(name)
get a value previously saved, this is an easy way to find a unique
entity, eg the global space but it can be used to save any values you
wish not just to bookmark unique entities.
entities.set(name,value)
save a value by a unique name
entities.manifest(name,value)
get a value previously saved, or initalize it to the given value if it
does not already exist. The default value is {} as this is intended for
lists.
]]
-----------------------------------------------------------------------------
entities={} -- a place to store everything that needs to be updated
-- clear the current data
entities.reset=function()
entities.data={}
entities.info={}
end
-- get items for the given caste
entities.caste=function(caste)
caste=caste or "generic"
if not entities.data[caste] then entities.data[caste]={} end -- create on use
return entities.data[caste]
end
-- add an item to this caste
entities.add=function(it,caste)
caste=caste or it.caste -- probably from item
caste=caste or "generic"
local items=entities.caste(caste)
items[ #items+1 ]=it -- add to end of array
return it
end
-- remove an item
entities.remove=function(it)
caste=it.caste or "generic"
for i=1,#entities.data[caste] do -- find it
local v=entities.data[caste][i]
if v==it then
table.remove(entities.data[caste],i) -- remove it
return v
end
end
end
-- call this functions on all items in every caste
entities.call=function(fname,...)
local count=0
for caste,items in pairs(entities.data) do
for idx=#items,1,-1 do -- call backwards so item can remove self
local it=items[idx]
if it[fname] then
it[fname](it,...)
count=count+1
end
end
end
return count -- number of items called
end
-- get/set info associated with this entities
entities.get=function(name) return entities.info[name] end
entities.set=function(name,value) entities.info[name]=value return value end
entities.manifest=function(name,empty)
if not entities.info[name] then entities.info[name]=empty or {} end -- create empty
return entities.info[name]
end
entities.count=function(caste) local c=entities.data[caste] return c and #c or 0 end
-- also reset the entities right now creating the initial data and info tables
entities.reset()
-----------------------------------------------------------------------------
--[[#entities.systems
A global table for entity systems to live in.
entities.systems_call(fname,...)
Call the named function on any systems that currently exist. For
instance entities.systems_call("load") is used at the bottom
of this file to prepare graphics of registered systems.
]]
-----------------------------------------------------------------------------
entities.systems={}
entities.systems_call=function(fname,...)
for n,v in pairs(entities.systems) do
if type(v)=="table" then
if v[fname] then v[fname](v,...) end
end
end
end
-----------------------------------------------------------------------------
--[[#entities.systems.space
space = entities.systems.space.setup()
Create the space that simulates all of the physics.
]]
-----------------------------------------------------------------------------
entities.systems.space={
setup=function()
local space=entities.set("space", chipmunk.space() ) -- create space
space:gravity(0,0)
space:damping(0.5)
space:sleep_time_threshold(1)
space:idle_speed_threshold(10)
-- run all arbiter space hooks that have been registered
entities.systems_call("space")
return space
end,
}
-----------------------------------------------------------------------------
--[[#entities.systems.player
player = entities.systems.player.add(idx)
Add a player
]]
-----------------------------------------------------------------------------
entities.systems.player={
load=function() graphics.loads{
-- 4 x 16x32
{nil,"player_ship",[[
. . . . . . . .
. . . . . . . .
. . . 7 . . . .
. . 7 7 7 . . .
. . . 7 . . . .
. 7 7 7 7 7 . .
. 7 . 7 . 7 . .
. . . . . . . .
]]},
}end,
space=function()
local space=entities.get("space")
local arbiter_player={} -- when a player collides with something
arbiter_player.presolve=function(it)
if it.shape_a.player and it.shape_b.invader then
it.shape_a.player.bang =it.shape_b.invader
it.shape_b.invader.bang=it.shape_a.player
end
return false
end
space:add_handler(arbiter_player,space:type("player"))
end,
add=function(i)
local names=system.components.tiles.names
local space=entities.get("space")
local player=entities.add{caste="player"}
player.idx=i
player.score=0
player.color={r=1/8,g=6/8,b=1/8,a=1}
player.frame=0
player.frames={ names.player_ship.idx+0 }
player.body=space:body(1,math.huge)
player.body:position(160,220)
player.body:velocity(0,0)
player.scale=4
player.shape=player.body:shape("box",-3*player.scale,-2*player.scale,2*player.scale,3*player.scale,0)
player.shape:friction(1)
player.shape:elasticity(0)
player.shape:collision_type(space:type("player"))
player.shape.player=player
player.remove=function()
entities.remove(player)
if player.shape then space:remove(player.shape) player.shape=nil end
if player.body then space:remove(player.body) player.body=nil end
end
player.update=function()
local up=ups(0) -- the controls for this player
local px,py=player.body:position()
local vx,vy=player.body:velocity()
local s=4
if up.button("fire_set") or
( up.button("left") and up.button("right_set") ) or
( up.button("right") and up.button("left_set") ) then
if up.button("mouse_left_set") then player.mouse=true else player.mouse=false end
if entities.count("missile")==0 then
entities.systems.missile.add(px-2,py-8,0,-256)
end
end
-- if up.button("up") then if vy>0 then vy=0 end vy=vy-s end
-- if up.button("down") then if vy<0 then vy=0 end vy=vy+s end
if up.button("left") then if vx>0 then vx=0 end vx=vx-s end
if up.button("right") then if vx<0 then vx=0 end vx=vx+s end
if player.mouse then
local mx=up.axis("mx")
if mx < px then if vx>0 then vx=0 end vx=vx-s
elseif mx > px then if vx<0 then vx=0 end vx=vx+s
end
end
if px<0 +12 and vx<0 then vx=0 end
if px>320-8 and vx>0 then vx=0 end
player.body:velocity(vx,vy)
if player.bang then
entities.systems.bang.add({px=px,py=py})
entities.get("score").gameover=240
player.remove()
end
end
player.draw=function()
local px,py=player.body:position()
local t=player.frames[1]
system.components.sprites.list_add({t=t,h=8,px=px,py=py,s=player.scale,color=player.color})
end
return player
end,
}
-----------------------------------------------------------------------------
--[[#entities.systems.invader
an invader
]]
-----------------------------------------------------------------------------
entities.systems.invader={
load=function() graphics.loads{
-- 4 x 16x32
{nil,"invader_ship",[[
. . . . . . . .
. . . . . . . .
. . 7 7 7 7 . .
. . . 7 7 . . .
. . 7 7 7 7 . .
. . 7 . . 7 . .
. . . . . . . .
. . . . . . . .
]]},
}end,
space=function()
local space=entities.get("space")
local arbiter_invader={} -- trigger things
space:add_handler(arbiter_invader,space:type("invader"))
local arbiter_invader_aura={} -- when a player collides with something
arbiter_invader_aura.presolve=function(it)
if it.shape_a.invader_aura and it.shape_b.invader_aura then
return true
end
return false
end
space:add_handler(arbiter_invader_aura,space:type("invader_aura"))
end,
add=function(x,y)
local names=system.components.tiles.names
local space=entities.get("space")
local invader=entities.add{caste="invader"}
invader.idx=i
invader.score=0
invader.color={r=1/8,g=6/8,b=1/8,a=1}
invader.frame=0
invader.frames={ names.invader_ship.idx+0 }
invader.body=space:body(1,math.huge)
invader.body:position(x,y)
invader.body:velocity(0,0)
invader.scale=4
invader.shape=invader.body:shape("box",-2*invader.scale,-2*invader.scale,2*invader.scale,2*invader.scale,0)
invader.shape:friction(0)
invader.shape:elasticity(0)
invader.shape:collision_type(space:type("invader"))
invader.shape.invader=invader
-- used to keep invaders away from each other
invader.shape2=invader.body:shape("box",-3*invader.scale,-3*invader.scale,3*invader.scale,3*invader.scale,0)
invader.shape2:friction(0)
invader.shape2:elasticity(0)
invader.shape2:collision_type(space:type("invader_aura"))
invader.shape2.invader_aura=true
invader.remove=function()
entities.remove(invader)
if invader.shape2 then space:remove(invader.shape2) invader.shape2=nil end
if invader.shape then space:remove(invader.shape) invader.shape=nil end
if invader.body then space:remove(invader.body) invader.body=nil end
end
invader.update=function()
local px,py=invader.body:position()
local vx,vy=invader.body:velocity()
vx=(vx*3+invader.horde.vx)/4
vy=(vy*3+invader.horde.vy)/4
invader.body:velocity(vx,vy)
if py< 0 then invader.horde.hit_top=true end
if px< 0+8 then invader.horde.hit_left=true end
if px>320-8 then invader.horde.hit_right=true end
if invader.bang then
invader.remove()
entities.get("score").inc(invader.horde.score)
end
if py>240 then
invader.bang={}
for i,v in ipairs(entities.caste("player")) do -- should only be one
invader.bang=v
v.bang=invader
end
entities.systems.bang.add({px=px,py=py})
end
end
invader.draw=function()
local px,py=invader.body:position()
local t=invader.frames[1]
system.components.sprites.list_add({t=t,h=8,px=px,py=py,s=invader.scale,color=invader.color})
end
return invader
end,
}
-----------------------------------------------------------------------------
--[[#entities.systems.horde
The invading horde
]]
-----------------------------------------------------------------------------
entities.systems.horde={
sound=function()
local sfx=system.components.sfx
sfx.render{
name="move1",
fwav="square",
frequency="C1",
volume=1.0,
duty=0.3,
adsr={
1.0,
0.0,0.0,0.0,0.2
},
}
sfx.render{
name="move2",
fwav="square",
frequency="G1",
volume=1.0,
duty=0.2,
adsr={
1.0,
0.0,0.0,0.0,0.2
},
}
end,
add=function(cx,cy,cs)
local horde=entities.add{caste="horde"}
horde.state="right"
horde.wait=0
horde.vx=0
horde.vy=0
horde.moved=0
horde.noise="move1"
horde.score=cs-2
if horde.score<1 then horde.score=1 end
if cx>11 then cx=11 cs=cs+1 end -- 12x7 fills the entire screen
if cy>7 then cy=7 cs=cs+1 end
for y=1,cy do
for x=1,cx do
local invader=entities.systems.invader.add(x*24,y*24)
invader.horde=horde
end
end
horde.remove=function()
entities.remove(horde)
end
horde.update=function()
local sfx=system.components.sfx
horde.moved=horde.moved+math.abs(horde.vx) -- +math.abs(horde.vy)
if horde.moved > 1024 then
horde.moved=0
sfx.play(horde.noise,1,1)
if horde.noise=="move1" then horde.noise="move2" else horde.noise="move1" end
end
if entities.count("invader")==0 then -- alldead
horde.remove()
entities.systems.horde.add(cx+1,cy+1,cs+1)
return
end
local count=entities.count("invader")
if count<1 then count=1 end
local speed=cs*64/count
if horde.state=="left" then
horde.vx=-speed
horde.vy=0
if horde.hit_left or horde.hit_top then
horde.state="down_right"
horde.wait=60
end
elseif horde.state=="right" then
horde.vx=speed
horde.vy=0
if horde.hit_right or horde.hit_top then
horde.state="down_left"
horde.wait=60
end
elseif horde.state=="down_left" or horde.state=="down_right" then
horde.vx=0
horde.vy=16
horde.wait=horde.wait-1
if horde.wait<=0 then
if horde.state=="down_left" then horde.state="left" end
if horde.state=="down_right" then horde.state="right" end
end
end
horde.hit_top=false
horde.hit_left=false
horde.hit_right=false
end
return horde
end,
}
-----------------------------------------------------------------------------
--[[#entities.systems.missile
a missile
]]
-----------------------------------------------------------------------------
entities.systems.missile={
load=function() graphics.loads{
-- 4 x 16x32
{nil,"missile",[[
. . . . . . . .
. . . . . . . .
. . . 7 7 . . .
. . . 7 7 . . .
. . . 7 7 . . .
. . . 7 7 . . .
. . . . . . . .
. . . . . . . .
]]},
}end,
space=function()
local space=entities.get("space")
local arbiter_missile={} -- trigger things
arbiter_missile.presolve=function(it)
if it.shape_a.missile and it.shape_b.invader then
it.shape_a.missile.bang=it.shape_b.invader
it.shape_b.invader.bang=it.shape_a.missile
end
return false
end
space:add_handler(arbiter_missile,space:type("missile"))
end,
sound=function()
local sfx=system.components.sfx
sfx.render{
name="shot",
fwav="whitenoise",
frequency="C5",
volume=1.0,
duty=0.5,
adsr={
1.0,
0.0,0.0,0.0,0.5
},
fm={
frequency=16,
fwav="square",
duty=0.5,
ffreq=function(it)
local t1=-35*35
return function(m,t)
return sfx.bitsynth.c5+t*t1
end
end,
},
}
end,
add=function(px,py,vx,vy)
local sfx=system.components.sfx
sfx.play("shot",1,1)
local names=system.components.tiles.names
local space=entities.get("space")
local missile=entities.add{caste="missile"}
missile.color={r=1/8,g=6/8,b=1/8,a=1}
missile.frame=0
missile.frames={ names.missile.idx+0 }
missile.body=space:body(1,math.huge)
missile.body:position(px,py)
missile.body:velocity(vx,vy)
missile.scale=2
missile.shape=missile.body:shape("box",-1*missile.scale,-2*missile.scale,1*missile.scale,2*missile.scale,0)
missile.shape:friction(0)
missile.shape:elasticity(0)
missile.shape:collision_type(space:type("missile"))
missile.shape.missile=missile
missile.remove=function()
entities.remove(missile)
if missile.shape then space:remove(missile.shape) missile.shape=nil end
if missile.body then space:remove(missile.body) missile.body=nil end
end
missile.update=function()
local px,py=missile.body:position()
missile.body:velocity(vx,vy) -- keep velocity
if py<0 or py>240 then
missile.remove()
end
if missile.bang then
entities.systems.bang.add({px=px,py=py})
missile.remove()
end
end
missile.draw=function()
local px,py=missile.body:position()
local t=missile.frames[1]
system.components.sprites.list_add({t=t,h=8,px=px,py=py,s=missile.scale,color=missile.color})
end
return missile
end,
}
-----------------------------------------------------------------------------
--[[#entities.systems.bang
a bang
]]
-----------------------------------------------------------------------------
entities.systems.bang={
load=function() graphics.loads{
-- 4 x 16x32
{nil,"bang",[[
. . . 7 7 . . .
. 7 7 7 7 7 7 .
. 7 7 7 7 7 7 .
7 7 7 7 7 7 7 7
7 7 7 7 7 7 7 7
. 7 7 7 7 7 7 .
. 7 7 7 7 7 7 .
. . . 7 7 . . .
]]},
}end,
sound=function()
local sfx=system.components.sfx
sfx.render{
name="explode",
fwav="square",
frequency="C5",
volume=1.0,
duty=0.5,
adsr={
1.0,
0.0,0.0,0.0,0.6
},
fm={
frequency=5*5,
fwav="triangle",
duty=0.5,
ffreq=function(it)
local f1=sfx.bitsynth.C5
local f2=sfx.bitsynth.E5
local f3=sfx.bitsynth.G5
local t1=-50*50
local f=function(m,t)
local t2=t*t1
if m<0 then return f2+((f1-f2)*-m)+t2 end
return f2+((f3-f2)*m)+t2
end
return f
end,
},
}
end,
space=function()
end,
add=function(it)
local sfx=system.components.sfx
sfx.play("explode",1,1)
local names=system.components.tiles.names
local space=entities.get("space")
it.caste="bang"
local bang=entities.add(it)
bang.color={r=1/8,g=6/8,b=1/8,a=1}
bang.frame=0
bang.frames={ names.bang.idx+0 }
bang.px=bang.px or 160
bang.py=bang.py or 120
bang.scale=bang.scale or 6
bang.life=bang.life or 12
for i,v in ipairs(entities.caste("invader")) do
if v.body then
local px,py=v.body:position()
local dx=bang.px-px
local dy=bang.py-py
local dd=dx*dx + dy*dy
if dd < 80*80 and dd>0 then
local d=math.sqrt(dd)
local nx,ny=dx/d,dy/d
local vx,vy=v.body:velocity()
vx=vx-(nx*256)
vy=vy-(ny*256)
v.body:velocity(vx,vy)
end
end
end
bang.remove=function()
entities.remove(bang)
end
bang.update=function()
bang.life=bang.life-1
bang.scale=bang.scale+1
bang.color.a=bang.life/12
bang.color.r=bang.color.a*(1/8)
bang.color.g=bang.color.a*(6/8)
bang.color.b=bang.color.a*(1/8)
if bang.life<=0 then
bang.remove()
end
end
bang.draw=function()
local t=bang.frames[1]
system.components.sprites.list_add({t=t,h=8,px=bang.px,py=bang.py,s=bang.scale,color=bang.color})
end
return bang
end,
}
-----------------------------------------------------------------------------
--[[#entities.systems.score
The score
]]
-----------------------------------------------------------------------------
entities.systems.score={
add=function()
local score=entities.set("score",entities.add{caste="score"})
score.number=0
score.highest=0
score.reset=function(num)
score.number=num or 0
end
score.inc=function(num)
if entities.count("player")>0 then -- check we are still alive
score.number=score.number + num
if score.number > score.highest then score.highest=score.number end
end
end
score.update=function()
if score.start then
local up=ups(0) -- the controls for this player
if up.button("fire_clr") or
( up.button("left") and up.button("right_clr") ) or
( up.button("right") and up.button("left_clr") ) then
-- use a setup function so we are called outside of update loop
setup=function()
-- remove all old stuff
for _,name in ipairs{"horde","invader","missile","player"} do
local tab=entities.caste(name)
for i=#tab,1,-1 do tab[i].remove() end
end
-- add in all new stuff
entities.systems.player.add(0)
entities.systems.horde.add(6,3,3)
-- reset state
score.number=0
score.start=nil
end
end
elseif score.gameover then
score.gameover=score.gameover-1
if score.gameover<=0 then
score.gameover=nil
score.start=true
end
end
end
score.draw=function()
local ctext=system.components.text
local s="Score : "..score.number
ctext.text_print(s,(80-#s)/2,1,31,0)
if score.start then
local s="HighScore : "..score.highest
ctext.text_print(s,(80-#s)/2,10,system.ticks%32,0)
local s="Press FIRE to start!"
ctext.text_print(s,(80-#s)/2,15,system.ticks%32,0)
elseif score.gameover then
local s="!GAME!OVER!"
ctext.text_print(s,(80-#s)/2,15,system.ticks%32,0)
end
-- ctext.dirty(true)
end
return score
end,
}
-----------------------------------------------------------------------------
--[[#entities.systems.stars
The stars
]]
-----------------------------------------------------------------------------
entities.systems.stars={
add=function(cx,cy)
local stars=entities.add{caste="stars"}
stars.vx=1/8
stars.vy=2
local ccopper=system.components.copper
ccopper.shader_name="fun_copper_stars"
ccopper.shader_uniforms.scroll={0,0,0,0}
stars.update=function()
local player=entities.caste("player")[1]
if player then
if player.body then
local px,py=player.body:position()
stars.vx=((px-120)/120)
end
end
ccopper.shader_uniforms.scroll[1]=ccopper.shader_uniforms.scroll[1]+stars.vx
ccopper.shader_uniforms.scroll[2]=ccopper.shader_uniforms.scroll[2]+stars.vy
end
return stars
end,
}
-- The GLSL handler will pickup the #shader directive and use all the code following it until the next #shader directive.
--[=[
#shader "fun_copper_stars"
#ifdef VERTEX_SHADER
uniform mat4 modelview;
uniform mat4 projection;
uniform vec4 color;
attribute vec3 a_vertex;
attribute vec2 a_texcoord;
varying vec2 v_texcoord;
varying vec4 v_color;
void main()
{
gl_Position = projection * vec4(a_vertex, 1.0);
v_texcoord=a_texcoord;
v_color=color;
}
#endif
#ifdef FRAGMENT_SHADER
#if defined(GL_FRAGMENT_PRECISION_HIGH)
precision highp float; /* really need better numbers if possible */
#endif
varying vec2 v_texcoord;
varying vec4 v_color;
uniform vec4 scroll;
uniform vec3 iResolution; // viewport resolution (in pixels)
uniform float iGlobalTime; // shader playback time (in seconds)
void mainImage( out vec4 fragColor, in vec2 fragCoord );
void main(void)
{
vec2 uv=v_texcoord;
uv.y=iResolution.y-uv.y;
mainImage(gl_FragColor,uv);
}
// Cellular noise ("Worley noise") in 3D in GLSL.
// Copyright (c) Stefan Gustavson 2011-04-19. All rights reserved.
// This code is released under the conditions of the MIT license.
// See LICENSE file for details.
// https://github.com/stegu/webgl-noise
// Modulo 289 without a division (only multiplications)
vec3 mod289(vec3 x) {
return x - floor(x * (1.0 / 289.0)) * 289.0;
}
// Modulo 7 without a division
vec3 mod7(vec3 x) {
return x - floor(x * (1.0 / 7.0)) * 7.0;
}
// Permutation polynomial: (34x^2 + x) mod 289
vec3 permute(vec3 x) {
return mod289((34.0 * x + 1.0) * x);
}
// Cellular noise, returning F1 and F2 in a vec2.
// 3x3x3 search region for good F2 everywhere, but a lot
// slower than the 2x2x2 version.
// The code below is a bit scary even to its author,
// but it has at least half decent performance on a
// modern GPU. In any case, it beats any software
// implementation of Worley noise hands down.
vec2 cellular(vec3 P) {
#define K 0.142857142857 // 1/7
#define Ko 0.428571428571 // 1/2-K/2
#define K2 0.020408163265306 // 1/(7*7)
#define Kz 0.166666666667 // 1/6
#define Kzo 0.416666666667 // 1/2-1/6*2
#define jitter 1.0 // smaller jitter gives more regular pattern
vec3 Pi = mod289(floor(P));
vec3 Pf = fract(P) - 0.5;
vec3 Pfx = Pf.x + vec3(1.0, 0.0, -1.0);
vec3 Pfy = Pf.y + vec3(1.0, 0.0, -1.0);
vec3 Pfz = Pf.z + vec3(1.0, 0.0, -1.0);
vec3 p = permute(Pi.x + vec3(-1.0, 0.0, 1.0));
vec3 p1 = permute(p + Pi.y - 1.0);
vec3 p2 = permute(p + Pi.y);
vec3 p3 = permute(p + Pi.y + 1.0);
vec3 p11 = permute(p1 + Pi.z - 1.0);
vec3 p12 = permute(p1 + Pi.z);
vec3 p13 = permute(p1 + Pi.z + 1.0);
vec3 p21 = permute(p2 + Pi.z - 1.0);
vec3 p22 = permute(p2 + Pi.z);
vec3 p23 = permute(p2 + Pi.z + 1.0);
vec3 p31 = permute(p3 + Pi.z - 1.0);
vec3 p32 = permute(p3 + Pi.z);
vec3 p33 = permute(p3 + Pi.z + 1.0);
vec3 ox11 = fract(p11*K) - Ko;
vec3 oy11 = mod7(floor(p11*K))*K - Ko;
vec3 oz11 = floor(p11*K2)*Kz - Kzo; // p11 < 289 guaranteed
vec3 ox12 = fract(p12*K) - Ko;
vec3 oy12 = mod7(floor(p12*K))*K - Ko;
vec3 oz12 = floor(p12*K2)*Kz - Kzo;
vec3 ox13 = fract(p13*K) - Ko;
vec3 oy13 = mod7(floor(p13*K))*K - Ko;
vec3 oz13 = floor(p13*K2)*Kz - Kzo;
vec3 ox21 = fract(p21*K) - Ko;
vec3 oy21 = mod7(floor(p21*K))*K - Ko;
vec3 oz21 = floor(p21*K2)*Kz - Kzo;
vec3 ox22 = fract(p22*K) - Ko;
vec3 oy22 = mod7(floor(p22*K))*K - Ko;
vec3 oz22 = floor(p22*K2)*Kz - Kzo;
vec3 ox23 = fract(p23*K) - Ko;
vec3 oy23 = mod7(floor(p23*K))*K - Ko;
vec3 oz23 = floor(p23*K2)*Kz - Kzo;
vec3 ox31 = fract(p31*K) - Ko;
vec3 oy31 = mod7(floor(p31*K))*K - Ko;
vec3 oz31 = floor(p31*K2)*Kz - Kzo;
vec3 ox32 = fract(p32*K) - Ko;
vec3 oy32 = mod7(floor(p32*K))*K - Ko;
vec3 oz32 = floor(p32*K2)*Kz - Kzo;
vec3 ox33 = fract(p33*K) - Ko;
vec3 oy33 = mod7(floor(p33*K))*K - Ko;
vec3 oz33 = floor(p33*K2)*Kz - Kzo;
vec3 dx11 = Pfx + jitter*ox11;
vec3 dy11 = Pfy.x + jitter*oy11;
vec3 dz11 = Pfz.x + jitter*oz11;
vec3 dx12 = Pfx + jitter*ox12;
vec3 dy12 = Pfy.x + jitter*oy12;
vec3 dz12 = Pfz.y + jitter*oz12;
vec3 dx13 = Pfx + jitter*ox13;
vec3 dy13 = Pfy.x + jitter*oy13;
vec3 dz13 = Pfz.z + jitter*oz13;
vec3 dx21 = Pfx + jitter*ox21;
vec3 dy21 = Pfy.y + jitter*oy21;
vec3 dz21 = Pfz.x + jitter*oz21;
vec3 dx22 = Pfx + jitter*ox22;
vec3 dy22 = Pfy.y + jitter*oy22;
vec3 dz22 = Pfz.y + jitter*oz22;
vec3 dx23 = Pfx + jitter*ox23;
vec3 dy23 = Pfy.y + jitter*oy23;
vec3 dz23 = Pfz.z + jitter*oz23;
vec3 dx31 = Pfx + jitter*ox31;
vec3 dy31 = Pfy.z + jitter*oy31;
vec3 dz31 = Pfz.x + jitter*oz31;
vec3 dx32 = Pfx + jitter*ox32;
vec3 dy32 = Pfy.z + jitter*oy32;
vec3 dz32 = Pfz.y + jitter*oz32;
vec3 dx33 = Pfx + jitter*ox33;
vec3 dy33 = Pfy.z + jitter*oy33;
vec3 dz33 = Pfz.z + jitter*oz33;
vec3 d11 = dx11 * dx11 + dy11 * dy11 + dz11 * dz11;
vec3 d12 = dx12 * dx12 + dy12 * dy12 + dz12 * dz12;
vec3 d13 = dx13 * dx13 + dy13 * dy13 + dz13 * dz13;
vec3 d21 = dx21 * dx21 + dy21 * dy21 + dz21 * dz21;
vec3 d22 = dx22 * dx22 + dy22 * dy22 + dz22 * dz22;
vec3 d23 = dx23 * dx23 + dy23 * dy23 + dz23 * dz23;
vec3 d31 = dx31 * dx31 + dy31 * dy31 + dz31 * dz31;
vec3 d32 = dx32 * dx32 + dy32 * dy32 + dz32 * dz32;
vec3 d33 = dx33 * dx33 + dy33 * dy33 + dz33 * dz33;
// Cheat and sort out only F1
vec3 d1 = min(min(d11,d12), d13);
vec3 d2 = min(min(d21,d22), d23);
vec3 d3 = min(min(d31,d32), d33);
vec3 d = min(min(d1,d2), d3);
d.x = min(min(d.x,d.y),d.z);
return vec2(sqrt(d.x)); // F1 duplicated, no F2 computed
}
// main
void mainImage( out vec4 fragColor, in vec2 fragCoord ) {
// plasma background
float f=cellular( vec3(fragCoord+(scroll.xy/32.0),iGlobalTime*3.0)/16.0 ).x;
vec3 color=vec3(
(0.0+ f*f*2.0)/32.0 ,
(0.0+ f*f*2.0)/32.0 ,
(2.0+ f *2.0)/32.0 );
for(float i=1.0;i<=4.0;i+=1.0 )
{
float speed=i/8.0;
f=1.0-cellular( vec3(fragCoord+vec2(i*19.0,0.0)+(scroll.xy*speed),i*19.0)/32.0 ).x;
f=pow(f,8.0-i);
f=max(f-0.75,0.0)*4.0;
color+=vec3(f)*vec3(0.5,0.5,1.0);
}
fragColor = vec4( color , 1.0 );
}
#endif
#shader
-- end of GLSL code
//]=]
-----------------------------------------------------------------------------
--[[#setup
Called once to setup things in the first update loop after hardware has
been initialised.
]]
-----------------------------------------------------------------------------
setup_start=function()
ups(1).touch="left_fire_right" -- enable touch buttons
entities.systems_call("sound")
entities.systems.stars.add()
entities.systems.score.add().start=true
entities.systems.space.setup()
-- entities.systems.player.add(0)
entities.systems.horde.add(6,3,3)
end
setup=setup_start
-- copy images from systems into graphics table
entities.systems_call("load")
|
describe('reduce', function()
it('fails if the first argument is not a function', function()
local observable = Rx.Observable.of(0)
expect(observable:reduce()).to.fail()
expect(observable:reduce(1)).to.fail()
expect(observable:reduce('')).to.fail()
expect(observable:reduce({})).to.fail()
expect(observable:reduce(true)).to.fail()
end)
it('uses the seed as the initial value to the accumulator', function()
local accumulator = spy()
Rx.Observable.of(3):reduce(accumulator, 4):subscribe()
expect(accumulator[1]).to.equal({4, 3})
end)
it('waits for 2 values before accumulating if the seed is nil', function()
local accumulator = spy(function(x, y) return x * y end)
local observable = Rx.Observable.fromTable({2, 4, 6}, ipairs):reduce(accumulator)
expect(observable).to.produce(48)
expect(accumulator).to.equal({{2, 4}, {8, 6}})
end)
it('uses the return value of the accumulator as the next input to the accumulator', function()
local accumulator = spy(function(x, y) return x + y end)
local observable = Rx.Observable.fromTable({1, 2, 3}, ipairs):reduce(accumulator, 0)
expect(observable).to.produce(6)
expect(accumulator).to.equal({{0, 1}, {1, 2}, {3, 3}})
end)
it('passes all produced values to the accumulator', function()
local accumulator = spy(function() return 0 end)
local observable = Rx.Observable.fromTable({2, 3, 4}, ipairs, true):reduce(accumulator, 0):subscribe()
expect(accumulator).to.equal({{0, 2, 1}, {0, 3, 2}, {0, 4, 3}})
end)
it('calls onError if the accumulator errors', function()
expect(Rx.Observable.fromRange(3):reduce(error)).to.produce.error()
end)
end)
|
#!/usr/bin/env lua
local pcf = require "pcf"
local bmp = require "bmp"
local img, config
local function die(msg)
print(msg)
os.exit(1)
end
-- Repeat a value n times
local function rep(v, n)
local result = {}
for i=1,n do
result[i] = v
end
return result
end
local function basename(path)
return path:match("([^/]-)%.[^.]-$")
end
local function printusage()
print "Usage: bmp2pcf <infile> <outfile> [OPTIONS...]"
print "Options:"
print " --width <N> specify the number of glyphs per line (default: 16 or ${imagewidth / glyphwidth})"
print " --height <N> specify the number of lines with glyphs (default: 16 or ${imageheight / pixelsize})"
print " --glyphwidth <N> specify the font glyph width (default: ${imagewidth / width})"
print " --glyphheight <N> specify the font glyph height (default: ${pixelsize} or ${imageheight / height})"
print " --fontregistry <reg> specify the font name registry (default: '')"
print " --foundry <foundry> specify the font foundry (default: 'Misc')"
print " --family <family> specify the font family (default: ${basename(infile)})"
print " --weight <weight> specify the font weight name (default: 'Medium')"
print " --weightnum <N> specify the font weight number (default: 10)"
print " --slant <slant> specify the font slant (default: 'R')"
print " --setwidth <setwidth> specify the font setwidth (default: 'Normal')"
print " --addstyle <style> specify the font addstyle (default: '')"
print " --pixelsize <px> specify the font pixel size (default: ${glyphheight} or ${imageheight / height})"
print " --pointsize <pt> specify the font point size (default: '100')"
print " --resx <pt> specify the font horizontal resolution (default: ${pointsize})"
print " --resx <pt> specify the font vertical resolution (default: ${pointsize})"
print " --spacing <spacing> specify the font spacing (default: 'C')"
print " --avgwidth <pt> specify the font average width (default: 60)"
print " --registry <name> specify the font registry (default: 'ISO8859')"
print " --encoding <encoding> specify the font encoding (default: '1')"
print " --copyright <...> specify the font copyright (default: undefined)"
print " --comment <...> specify the font comment (default: undefined)"
print " --capheight <px> specify the font uppercase letter size (default: max height of A-Z)"
print " --xheight <px> specify the font lowercase letter size (default: height of x)"
print " --prop <name> <val> specify the font custom property"
print " --numglyphs <N> specify the number of glyphs (default: ${width * height})"
print " --scale <N> scale the font by N times (default: '1')"
print " --padleft <px> number of pixels left of each glyph (default: '0')"
print " --padright <px> number of pixels right of each glyph (default: '0')"
print " --padtop <px> number of pixels above each glyph (default: '0')"
print " --padbottom <px> number of pixels under each glyph (default: '0')"
print " --invert invert meaning of light/dark pixels"
os.exit(1)
end
local options = { 'width', 'height', 'glyphwidth', 'glyphheight',
'fontregistry', 'foundry', 'family', 'weight', 'weightnum',
'slant', 'setwidth', 'addstyle', 'pixelsize', 'pointsize',
'resx', 'resx', 'spacing', 'avgwidth', 'registry',
'encoding', 'copyright', 'comment', 'capheight', 'xheight',
'numglyphs', 'scale', 'padleft', 'padright', 'padtop', 'padbottom' }
local flags = { 'invert' }
if #arg < 2 then
printusage()
end
local inpfile = arg[1]
local outfile = arg[2]
config = {}
config.properties = {}
local n = 3
while n < #arg do
local valid = false
for i=1,#options do
if valid then break end
local option = options[i]
if arg[n] == '--' .. option then
n = n + 1
config[option] = arg[n]
valid = true
end
end
for i=1,#flags do
if valid then break end
local flag = flags[i]
if arg[n] == '--' .. flag then
config[flag] = true
valid = true
end
end
if arg[n] == '--quadwidth' then
n = n + 1
config['glyphwidth'] = arg[n]
valid = true
end
if not valid then
print("invalid option: " .. arg[n])
printusage()
end
n = n + 1
end
local f = assert(io.open(inpfile, 'rb'))
img = assert(bmp.read(f))
f:close()
config.scale = math.tointeger(config.scale) or 1
config.padleft = math.tointeger(config.padleft) or 0
config.padright = math.tointeger(config.padright) or 0
config.padtop = math.tointeger(config.padtop) or 0
config.padbottom = math.tointeger(config.padbottom) or 0
config.width = math.tointeger(config.width) or config.glyphwidth and img.width // (config.glyphwidth + config.padleft + config.padright) or 16
config.height = math.tointeger(config.height) or config.glyphheight and img.height // (config.glyphheight + config.padtop + config.padbottom) or 16
config.glyphwidth = math.tointeger(config.glyphwidth) or img.width // config.width - config.padleft - config.padright
config.glyphheight = math.tointeger(config.glyphheight) or config.pixelsize or img.height // config.height - config.padtop - config.padbottom
config.fontregistry = config.fontregistry or ''
config.foundry = config.foundry or 'Misc'
config.family = config.family or basename(inpfile) or die("specify a font family")
config.weight = config.weight or 'Medium'
config.weightnum = math.tointeger(config.weightnum) or 10
config.slant = config.slant or 'R'
config.setwidth = config.setwidth or 'Normal'
config.addstyle = config.addstyle or ''
config.pixelsize = math.tointeger(config.pixelsize) or config.glyphheight
config.pointsize = math.tointeger(config.pointsize) or 100
config.resx = math.tointeger(config.resx) or config.pointsize
config.resy = math.tointeger(config.resy) or config.pointsize
config.spacing = config.spacing or 'C'
config.avgwidth = math.tointeger(config.avgwidth) or 100
config.registry = config.registry or 'ISO8859'
config.encoding = config.encoding or '1'
config.numglyphs = math.tointeger(config.numglyphs) or config.width*config.height
config.invert = config.invert or false
if config.numglyphs > 256 then
die("multi-byte encodings not yet supported")
end
local function isset(val)
local result = val[1] >= 32 or val[2] >= 32 or val[3] >= 32
if config.invert then
result = not result
end
return result
end
-- Function for generating the glyphs
-- (almost) black colors mark background, other colors mark foreground
local function bitmaps(self)
local glyphs = {}
for n=1,config.numglyphs do
local glyph = pcf.bitset(config.scale*config.glyphwidth * config.scale*config.glyphheight)
local i = 1
local r = n-1
for y=1,config.glyphheight do
for o=1,config.scale do
for x=1,config.glyphwidth do
local val = img:get(x+(config.glyphwidth + config.padleft + config.padright)*(r % config.width) + config.padleft, y+(config.glyphheight + config.padtop + config.padbottom)*(r // config.width) + config.padtop)
glyph[i] = isset(val)
for p=1,config.scale do
i = i + 1
end
end
end
end
glyphs[n] = glyph
end
return glyphs
end
local function glyphwidth(glyph)
local first = glyph.height
local last = 0
for y=1,glyph.height do
for x=1,glyph.width do
if glyph.data[glyph.width*(y-1) + x] then
first = math.min(first, x)
last = math.max(last, x)
end
end
end
return math.max(last - first, 0)
end
local function glyphheight(glyph)
local first = glyph.width
local last = 0
for x=1,glyph.width do
for y=1,glyph.height do
if glyph.data[glyph.width*(y-1) + x] then
first = math.min(first, y)
last = math.max(last, y)
end
end
end
return math.max(last - first + 1, 0)
end
local glyphs = bitmaps(nil)
local maxheight = 0
for n=string.byte('A'),string.byte('Z') do
local glyph = glyphs[1+n]
maxheight = math.max(maxheight, glyphheight({ width=config.glyphwidth, height=config.glyphheight, data = glyph }))
end
config.capheight = config.capheight or maxheight
config.xheight = config.xheight or glyphheight({ width=config.glyphwidth, height=config.glyphheight, data = glyphs[1+string.byte('x')] })
-- Display the bitmap with a nice border around it
if true then
io.write('+',string.rep('-', img.width),'+','\n')
for y=1,img.height do
io.write('|')
for x=1,img.width do
local val = img:get(x, y)
io.write(isset(val) and '.' or '#')
end
io.write('|\n')
end
io.write('+',string.rep('-',img.width),'+','\n')
end
-- Function for calculating metrics of each glyph
-- lsb = max left sided bearing (0 for terminal fonts)
-- rsb = max right sided bearing
local function calc_metrics(glyphs,w,h,lsb,rsb)
local result = {}
for n=1,#glyphs do
local glyph = glyphs[n]
----------------------------------------------------------------------
local left_side_bearing = 0
for x=1,lsb do
local done = false
for y=1,h do
if glyph[(y-1)*h+x] then
done = true
break
end
end
if done then break end
left_side_bearing = left_side_bearing + 1
end
----------------------------------------------------------------------
local right_side_bearing = 0
for x=1,rsb do
local done = false
for y=1,h do
if glyph[(y-1)*h+x] then
done = true
break
end
end
if done then break end
right_side_bearing = right_side_bearing + 1
end
----------------------------------------------------------------------
local character_ascent = 0
for y=1,h do
local done = false
for x=1,w do
if glyph[(y-1)*h+x] then
done = true
break
end
end
if done then break end
character_ascent = character_ascent + 1
end
----------------------------------------------------------------------
local character_descent = 0
for y=1,h do
local done = false
for x=1,w do
if glyph[(y-1)*h+x] then
done = true
break
end
end
if done then break end
character_descent = character_descent + 1
end
----------------------------------------------------------------------
result[n] =
{ left_side_bearing = left_side_bearing
, right_side_bearing = w - right_side_bearing
, character_width = w
, character_ascent = (h - 2) - character_ascent -- FIXME: Magic number 2 = offset from bottom of font baseline
, character_descent = 2 - character_descent
, character_attributes = 0
}
end
return result
end
-- Function for calculating metric bounds according to function `f` (which should be math.min or math.max)
local function calc_bounds(metrics, f, w)
local keys = {'left_side_bearing', 'right_side_bearing', 'character_width', 'character_ascent', 'character_descent', 'character_attributes'}
local r = {}
for n=1,#metrics do
for i=1,#keys do
local key = keys[i]
r[key] = f(metrics[n][key], r[key] or metrics[n][key])
end
end
return r
end
-- Function for obtaining the value of a property with a default value of an empty string
local function def(prop, v)
return prop and prop.value or v or ''
end
local out = pcf.create()
out.metrics = rep(
{ left_side_bearing = 0
, right_side_bearing = config.scale * config.glyphwidth
, character_width = config.scale * config.glyphwidth
, character_ascent = config.scale * (config.glyphheight - 1)
, character_descent = config.scale * 1
, character_attributes = 0
}, config.numglyphs)
out.properties["FONTNAME_REGISTRY"] = config.fontregistry
out.properties["FOUNDRY"] = config.foundry
out.properties["FAMILY_NAME"] = config.family
out.properties["WEIGHT_NAME"] = config.weight
out.properties["SLANT"] = config.slant
out.properties["SETWIDTH_NAME"] = config.setwidth
out.properties["ADD_STYLE_NAME"] = config.addstyle
out.properties["PIXEL_SIZE"] = config.scale * math.tointeger(config.pixelsize)
out.properties["POINT_SIZE"] = math.tointeger(config.pointsize)
out.properties["RESOLUTION_X"] = math.tointeger(config.resx)
out.properties["RESOLUTION_Y"] = math.tointeger(config.resy)
out.properties["SPACING"] = config.spacing
out.properties["AVERAGE_WIDTH"] = config.scale * math.tointeger(config.avgwidth)
out.properties["CHARSET_REGISTRY"] = config.registry
out.properties["CHARSET_ENCODING"] = config.encoding
if config.copyright then
out.properties["COPYRIGHT"] = config.copyright
end
if config.comment then
out.properties["NOTICE"] = config.comment
end
out.properties["CAP_HEIGHT"] = config.scale * math.tointeger(config.capheight)
out.properties["X_HEIGHT"] = config.scale * math.tointeger(config.xheight)
out.properties["WEIGHT"] = math.tointeger(config.weightnum)
out.properties["QUAD_WIDTH"] = config.scale * math.tointeger(config.glyphwidth)
out.properties["FONT"] = def(out.properties["FONTNAME_REGISTRY"])
.. "-" .. def(out.properties["FOUNDRY"])
.. "-" .. def(out.properties["FAMILY_NAME"])
.. "-" .. def(out.properties["WEIGHT_NAME"])
.. "-" .. def(out.properties["SLANT"])
.. "-" .. def(out.properties["SETWIDTH_NAME"])
.. "-" .. def(out.properties["ADD_STYLE"])
.. "-" .. def(out.properties["PIXEL_SIZE"])
.. "-" .. def(out.properties["POINT_SIZE"])
.. "-" .. def(out.properties["RESOLUTION_X"])
.. "-" .. def(out.properties["RESOLUTION_Y"])
.. "-" .. def(out.properties["SPACING"])
.. "-" .. def(out.properties["AVERAGE_WIDTH"])
.. "-" .. def(out.properties["CHARSET_REGISTRY"])
.. "-" .. def(out.properties["CHARSET_ENCODING"])
out.bdf_encodings = {}
for n=1,config.numglyphs do
out.bdf_encodings[n] = n-1
end
out.bdf_encodings.min_char_or_byte2 = 0
out.bdf_encodings.max_char_or_byte2 = config.numglyphs - 1
out.bdf_encodings.min_byte1 = 0
out.bdf_encodings.max_byte1 = 0
out.bdf_encodings.default_char = 0
out.glyph_names = {}
for n=1,config.numglyphs do
out.glyph_names[n] = string.format('U+%04X', n-1)
end
out.swidths = rep(config.scale * (def(out.properties["POINT_SIZE"], 100) * config.glyphwidth / 10) * 4, config.numglyphs)
out.bitmaps = bitmaps
out.ink_metrics = calc_metrics(out.bitmaps(out),config.scale * config.glyphwidth,config.scale * config.glyphheight,0,config.scale * config.glyphwidth)
out.accelerators.noOverlap = 1
out.accelerators.constantMetrics = 1
out.accelerators.terminalFont = 1
out.accelerators.constantWidth = 1
out.accelerators.inkInside = 1
out.accelerators.inkMetrics = 1
out.accelerators.drawDirection = 0
out.accelerators.realpadding = 0
out.accelerators.fontAscent = config.scale * (config.glyphheight - 1)
out.accelerators.fontDescent = config.scale * 1
out.accelerators.maxOverlap = 0
out.accelerators.minbounds = calc_bounds(out.metrics, math.min, 8)
out.accelerators.maxbounds = calc_bounds(out.metrics, math.max, 8)
out.accelerators.ink_minbounds = calc_bounds(out.ink_metrics, math.min, 8)
out.accelerators.ink_maxbounds = calc_bounds(out.ink_metrics, math.max, 8)
out.bdf_accelerators = out.accelerators
-- sanity checks
-- if def(out.properties["FAMILY_NAME"]):match("-") then
-- die("family name cannot contain a dash (-) as it is used as a delimiter")
-- end
local f = assert(io.open(outfile, 'wb'))
pcf.write(out, f)
f:close()
|
function widget:GetInfo()
return {
name = "Mouse FX",
desc = "Adds glow effect at mouse clicks",
author = "Floris",
date = "13 may 2015",
license = "GNU GPL, v2 or later",
layer = 2,
enabled = false,
}
end
--------------------------------------------------------------------------------
--------------------------------------------------------------------------------
local commands = {}
local mapDrawNicknameTime = {} -- this table is used to filter out previous map drawing nicknames if user has drawn something new
local mapEraseNicknameTime = {}
local ownPlayerID = Spring.GetMyPlayerID()
-- spring vars
local spGetCameraPosition = Spring.GetCameraPosition
local spGetPlayerInfo = Spring.GetPlayerInfo
local spTraceScreenRay = Spring.TraceScreenRay
local spLoadCmdColorsConfig = Spring.LoadCmdColorsConfig
local spGetTeamColor = Spring.GetTeamColor
local spGetMouseState = Spring.GetMouseState
local glCreateList = gl.CreateList
local glDeleteList = gl.DeleteList
local glCallList = gl.CallList
local diag = math.diag
--------------------------------------------------------------------------------
--------------------------------------------------------------------------------
local nicknameOpacityMultiplier = 6 -- multiplier applied to the given color opacity of the type: 'map_draw'
local scaleWithCamera = true
local showMouseclicks = true
local generalSize = 30 -- overall size
local generalOpacity = 0.8 -- overall opacity
local generalDuration = 1.2 -- overall duration
local imageDir = ":n:LuaUI/Images/"
local types = {
leftclick = {
size = 0.82,
endSize = 0.25,
duration = 0.85,
baseColor = {0.66 ,1 ,0.15 ,0.5}
},
rightclick = {
size = 0.82,
endSize = 0.25,
duration = 0.85,
baseColor = {1.00 ,0.85 ,0.15 ,0.55}
},
leftclick2 = {
size = 1.33,
endSize = 0.82,
duration = 1.65,
baseColor = {0.7 ,1 ,0.15 ,0.18}
},
rightclick2 = {
size = 1.33,
endSize = 0.82,
duration = 1.65,
baseColor = {1.00 ,0.85 ,0.15 ,0.20}
}
}
--------------------------------------------------------------------------------
--------------------------------------------------------------------------------
local commandCount = 0
local partCache = {}
local mouseButton = false
local baseDlist
local function DrawGroundquad(x,y,z,size)
gl.TexCoord(0,0)
gl.Vertex(x-size,y,z-size)
gl.TexCoord(0,1)
gl.Vertex(x-size,y,z+size)
gl.TexCoord(1,1)
gl.Vertex(x+size,y,z+size)
gl.TexCoord(1,0)
gl.Vertex(x+size,y,z-size)
end
local function AddCommandSpotter(cmdType, x, y, z, osClock)
commandCount = commandCount + 1
commands[commandCount] = {
cmdType = cmdType,
x = x,
y = y,
z = z,
osClock = osClock
}
end
------------------------------------------------------------------------------------
------------------------------------------------------------------------------------
-- Engine Triggers
------------------------------------------------------------------------------------
------------------------------------------------------------------------------------
function widget:Initialize()
baseDlist = glCreateList(function()
gl.Texture(imageDir..'glow.dds')
gl.BeginEnd(GL.QUADS,DrawGroundquad,0,0,0,1)
gl.Texture(false)
end)
end
function widget:Shutdown()
glDeleteList(baseDlist)
end
function widget:MousePress(x, y, button)
if button == 1 then
mouseButton = button
end
local traceType, tracedScreenRay = spTraceScreenRay(x, y, true)
if button == 3 and tracedScreenRay and tracedScreenRay[3] then
AddCommandSpotter('rightclick', tracedScreenRay[1], tracedScreenRay[2], tracedScreenRay[3], os.clock())
AddCommandSpotter('rightclick2', tracedScreenRay[1], tracedScreenRay[2], tracedScreenRay[3], os.clock())
end
end
function mouseRelease(x, y, button)
if showMouseclicks then
local traceType, tracedScreenRay = spTraceScreenRay(x, y, true)
if button == 1 and tracedScreenRay and tracedScreenRay[3] then
AddCommandSpotter('leftclick', tracedScreenRay[1], tracedScreenRay[2], tracedScreenRay[3], os.clock())
AddCommandSpotter('leftclick2', tracedScreenRay[1], tracedScreenRay[2], tracedScreenRay[3], os.clock())
end
end
end
function widget:Update()
if mouseButton ~= false then
local x,y,m1,m2,m3 = spGetMouseState()
if m1 == false and m3 == false then
mouseRelease(x,y, mouseButton)
mouseButton = false
end
end
end
function widget:DrawWorldPreUnit()
if Spring.IsGUIHidden() then return end
local osClock = os.clock()
local camX, camY, camZ = spGetCameraPosition()
gl.Blending(GL.SRC_ALPHA, GL.ONE_MINUS_SRC_ALPHA)
--gl.Blending(GL.SRC_ALPHA, GL.ONE)
gl.DepthTest(false)
gl.PushMatrix()
for cmdKey, cmdValue in pairs(commands) do
local duration = types[cmdValue.cmdType].duration * generalDuration
local durationProcess = (osClock - cmdValue.osClock) / duration
-- remove when duration has passed
if osClock - cmdValue.osClock > duration then
commands[cmdKey] = nil
-- remove nicknames when user has drawn something new
elseif cmdValue.cmdType == 'map_draw' and mapDrawNicknameTime[cmdValue.playerID] ~= nil and cmdValue.osClock < mapDrawNicknameTime[cmdValue.playerID] then
commands[cmdKey] = nil
-- draw all
elseif types[cmdValue.cmdType].baseColor[4] > 0 then
local size = generalSize * types[cmdValue.cmdType].size + ((generalSize * types[cmdValue.cmdType].endSize - generalSize * types[cmdValue.cmdType].size) * durationProcess)
--local size = generalSize * types[cmdValue.cmdType].size
local a = (1 - durationProcess) * generalOpacity
local baseColor = types[cmdValue.cmdType].baseColor
a = a * baseColor[4]
gl.Translate(cmdValue.x, cmdValue.y, cmdValue.z)
local camDistance = diag(camX-cmdValue.x, camY-cmdValue.y, camZ-cmdValue.z)
-- set scale (based on camera distance)
local scale = 1
if scaleWithCamera and camZ then
scale = 0.82 + camDistance / 20000
gl.Scale(scale,scale,scale)
end
-- base glow
if baseColor[4] > 0 then
gl.Color(baseColor[1],baseColor[2],baseColor[3],a)
gl.Scale(size,1,size)
glCallList(baseDlist)
gl.Scale(1/size,1,1/size)
--gl.Texture(imageDir..'glow.dds')
--gl.BeginEnd(GL.QUADS,DrawGroundquad,0,0,0,size)
--gl.Texture(false)
end
if scaleWithCamera and camZ then
gl.Scale(1/scale,1/scale,1/scale)
end
gl.Translate(-cmdValue.x, -cmdValue.y, -cmdValue.z)
end
end
gl.PopMatrix()
gl.Scale(1,1,1)
gl.Color(1,1,1,1)
end
|
function Test()
do
local pattern
if Platform == 'win32' then
pattern = [[
$ = $
$
$(TEMP) - ]] .. os.getenv("TEMP") .. [[
M__UFFILENAME_UFFILENAME__F
]]
else
local tmpdir = os.getenv('TMPDIR')
if not tmpdir or tmpdir == '' then tmpdir = '/tmp' end
pattern = [[
$ = $
$
$(TMPDIR) - ]] .. tmpdir .. [[
M__UFFILENAME_UFFILENAME__F
]]
end
TestPattern(pattern, RunJam{ '-fsubstitution.jam' })
end
---------------------------------------------------------------------------
do
local pattern = [[
__/__/dir/__/dir2
hello hello world world
hello hello world
world hello Lua from
]]
TestPattern(pattern, RunJam{ '-ftestgsub.jam' })
end
---------------------------------------------------------------------------
do
local pattern = [[
substitution.jam testgsub.jam testwildcards.jam
file2.c file2.o file3.c file3.o
file1.c file2.c file3.c
file1.c file2.c file3.c file1.o file2.o file3.o
]]
TestPattern(pattern, RunJam{ '-ftestwildcards.jam' })
end
end
|
--[[
This file was extracted by 'EsoLuaGenerator' at '2021-09-04 16:42:28' 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.
****************************************************************************
]]
--Constants
local MOUSE_ENTER = 1
local MOUSE_EXIT = 2
local DEFAULT_STYLE = 1
local HINT_STYLE = 2
local QUEST_TRACKER_TREE_HEADER = 1
local QUEST_TRACKER_TREE_CONDITION = 2
local QUEST_TRACKER_TREE_SUBCATEGORY_TITLE = 3
local QUEST_TRACKER_TREE_SUBCATEGORY_CONDITION = 4
GAMEPAD_FQT_TEXT_MIN_ALPHA = 0.3
GAMEPAD_FQT_ANIMATION_FADE_IN_MS = 300
GAMEPAD_FQT_ANIMATION_FADE_OUT_MS = 2000
--Style
local KEYBOARD_CONSTANTS =
{
CONTAINER_ANCHOR_POINT = TOPLEFT,
CONTAINER_ANCHOR_RELATIVE_POINT = BOTTOMLEFT,
CONTAINER_OFFSET_X = 35,
CONTAINER_OFFSET_Y = 5,
QUEST_TIMER_ANCHOR_POINT = TOPLEFT,
QUEST_TIMER_OFFSET_X = 10,
QUEST_TIMER_OFFSET_Y = 0,
FONT_HEADER = "ZoFontGameShadow",
FONT_SUBCATEGORY = "ZoFontGameShadow",
FONT_GENERAL = "ZoFontGameShadow",
STEP_HORIZONTAL_ALIGNMENT = TEXT_ALIGN_LEFT,
CONDITION_HORIZONTAL_ALIGNMENT = TEXT_ALIGN_LEFT,
HEADER_INHERIT_ALPHA = true,
TEXT_TYPE_HEADER = MODIFY_TEXT_TYPE_NONE,
QUEST_LINE_BASE_WIDTH = 212,
QUEST_LINE_HEADER_WIDTH = 222,
QUEST_LINE_HEADER_ICON_WIDTH_AND_HEIGHT = 22,
QUEST_TRACKER_TREE_INDENT = 10,
QUEST_TRACKER_TREE_ANCHOR_POINT = TOPLEFT,
QUEST_TRACKER_TREE_RELATIVE_POINT = BOTTOMLEFT,
QUEST_TRACKER_TREE_LINE_SPACING = {
[QUEST_TRACKER_TREE_HEADER] = 18,
[QUEST_TRACKER_TREE_CONDITION] = 2,
[QUEST_TRACKER_TREE_SUBCATEGORY_TITLE] = 2,
[QUEST_TRACKER_TREE_SUBCATEGORY_CONDITION] = 2,
},
QUEST_TRACKER_TREE_SUBCATEGORY_VERTICAL_ALIGNMENT = TEXT_ALIGN_TOP,
ASSISTED_TEXTURE_ANCHOR_POINT = TOPRIGHT,
ASSISTED_TEXTURE_RELATIVE_POINT = TOPLEFT,
ASSISTED_TEXTURE_OFFSET_X = 0,
ASSISTED_TEXTURE_OFFSET_Y = -7,
HIDE_HEADER_TEXTURES = true,
}
local GAMEPAD_CONSTANTS =
{
CONTAINER_ANCHOR_POINT = TOPRIGHT,
CONTAINER_ANCHOR_RELATIVE_POINT = BOTTOMRIGHT,
CONTAINER_OFFSET_X = -44,
CONTAINER_OFFSET_Y = 15,
QUEST_TIMER_ANCHOR_POINT = TOPRIGHT,
QUEST_TIMER_OFFSET_X = 29,
QUEST_TIMER_OFFSET_Y = 0,
FONT_HEADER = "ZoFontGamepadBold27",
FONT_SUBCATEGORY = "ZoFontGamepadBold22",
FONT_GENERAL = "ZoFontGamepad34",
STEP_HORIZONTAL_ALIGNMENT = TEXT_ALIGN_RIGHT,
CONDITION_HORIZONTAL_ALIGNMENT = TEXT_ALIGN_RIGHT,
HEADER_INHERIT_ALPHA = false,
TEXT_TYPE_HEADER = MODIFY_TEXT_TYPE_UPPERCASE,
QUEST_LINE_BASE_WIDTH = 350,
QUEST_LINE_HEADER_ICON_WIDTH_AND_HEIGHT = 48,
QUEST_HEADER_BASE_HEIGHT = 28,
QUEST_TRACKER_TREE_INDENT = 0,
QUEST_TRACKER_TREE_ANCHOR_POINT = TOPRIGHT,
QUEST_TRACKER_TREE_RELATIVE_POINT = BOTTOMRIGHT,
QUEST_TRACKER_TREE_SUBCATEGORY_VERTICAL_ALIGNMENT = TEXT_ALIGN_BOTTOM,
QUEST_TRACKER_TREE_LINE_SPACING = {
[QUEST_TRACKER_TREE_HEADER] = 0,
[QUEST_TRACKER_TREE_CONDITION] = 16,
[QUEST_TRACKER_TREE_SUBCATEGORY_TITLE] = 16,
[QUEST_TRACKER_TREE_SUBCATEGORY_CONDITION] = 6,
},
QUEST_TRACKER_EXTRA_STEP_OFFSET_Y = 6,
ASSISTED_TEXTURE_ANCHOR_POINT = RIGHT,
ASSISTED_TEXTURE_RELATIVE_POINT = LEFT,
ASSISTED_TEXTURE_OFFSET_X = -5,
ASSISTED_TEXTURE_OFFSET_Y = 5,
HIDE_HEADER_TEXTURES = false,
DISTANCE_BUTTON_TO_HEADER = 45,
}
local function ApplyStyle(label, style)
if style == HINT_STYLE then
label:SetColor(ZO_HINT_TEXT:UnpackRGBA())
elseif style == DEFAULT_STYLE then
label:SetColor(ZO_SELECTED_TEXT:UnpackRGBA())
end
end
local function GetPlatformConstants()
return IsInGamepadPreferredMode() and GAMEPAD_CONSTANTS or KEYBOARD_CONSTANTS
end
local function ApplyPlatformStyleToHeader(control)
local constants = GetPlatformConstants()
control:ClearAnchors()
control:SetDimensions(constants.QUEST_LINE_HEADER_WIDTH, constants.QUEST_HEADER_BASE_HEIGHT)
control.icon:SetDimensions(constants.QUEST_LINE_HEADER_ICON_WIDTH_AND_HEIGHT, constants.QUEST_LINE_HEADER_ICON_WIDTH_AND_HEIGHT)
control:SetFont(constants.FONT_HEADER)
control:SetModifyTextType(constants.TEXT_TYPE_HEADER)
--Text needs to be reset on the text type changing
if control.headerText then
control:SetText(control.headerText)
end
control:SetInheritAlpha(constants.HEADER_INHERIT_ALPHA)
if control.questType or control.instanceDisplayType then
local icon = control.icon
local questJournalObject = SYSTEMS:GetObject("questJournal")
local iconTexture = questJournalObject:GetIconTexture(control.questType, control.instanceDisplayType)
icon:SetTexture(iconTexture)
end
if control.m_TreeNode then
control.m_TreeNode:SetOffsetY(constants.QUEST_TRACKER_TREE_LINE_SPACING[QUEST_TRACKER_TREE_HEADER])
end
control.extraWidth = constants.DISTANCE_BUTTON_TO_HEADER
end
local UNCONSTRAINED_HEIGHT = 0
local function ApplyPlatformStyleToCondition(control)
local constants = GetPlatformConstants()
control:SetDimensions(constants.QUEST_LINE_BASE_WIDTH, UNCONSTRAINED_HEIGHT)
control:SetFont(constants.FONT_GENERAL)
control:SetHorizontalAlignment(constants.CONDITION_HORIZONTAL_ALIGNMENT)
if control.m_TreeNode then
control.m_TreeNode:SetOffsetY(constants.QUEST_TRACKER_TREE_LINE_SPACING[control.entryType])
end
end
local function ApplyPlatformStyleToStepDescription(control)
local constants = GetPlatformConstants()
control:SetDimensions(constants.QUEST_LINE_BASE_WIDTH, UNCONSTRAINED_HEIGHT)
control:SetFont(constants.FONT_SUBCATEGORY)
control:SetVerticalAlignment(constants.QUEST_TRACKER_TREE_SUBCATEGORY_VERTICAL_ALIGNMENT)
control:SetHorizontalAlignment(constants.STEP_HORIZONTAL_ALIGNMENT)
if control.m_TreeNode then
control.m_TreeNode:SetOffsetY(constants.QUEST_TRACKER_TREE_LINE_SPACING[QUEST_TRACKER_TREE_SUBCATEGORY_TITLE])
end
end
local function ApplyPlatformStyleToAssistedTexture(assistedTexture, assistedHeader)
local constants = GetPlatformConstants()
assistedTexture:ClearAnchors()
local targetRelativeTo = assistedHeader
if assistedHeader.isUsingIcon then
targetRelativeTo = assistedHeader.icon
end
assistedTexture:SetAnchor(constants.ASSISTED_TEXTURE_ANCHOR_POINT, targetRelativeTo, constants.ASSISTED_TEXTURE_RELATIVE_POINT, constants.ASSISTED_TEXTURE_OFFSET_X, constants.ASSISTED_TEXTURE_OFFSET_Y)
assistedTexture:SetInheritAlpha(constants.HEADER_INHERIT_ALPHA)
end
--
-- Tracked Data
--
ZO_TrackedData = ZO_Object:Subclass()
function ZO_TrackedData:New(trackType, arg1, arg2)
local data = ZO_Object.New(self)
data.trackType = trackType
data.arg1 = arg1
data.arg2 = arg2
return data
end
function ZO_TrackedData:GetJournalIndex()
return (self.trackType == TRACK_TYPE_QUEST and self.arg1) or nil
end
function ZO_TrackedData:Equals(trackType, arg1, arg2)
return (self.trackType == trackType and self.arg1 == arg1 and self.arg2 == arg2)
end
function ZO_TrackedData:EqualsTrackedData(trackedData)
if trackedData == nil then
return false
end
return (self.trackType == trackedData.trackType and self.arg1 == trackedData.arg1 and self.arg2 == trackedData.arg2)
end
--
-- Tracker
--
ZO_Tracker = ZO_CallbackObject:Subclass()
function ZO_Tracker:New(...)
local tracker = ZO_CallbackObject.New(self)
tracker:Initialize(...)
return tracker
end
function ZO_Tracker:Initialize(trackerPanel, trackerControl)
local stepDescriptionResetFunction = function(control)
control:SetText("")
control.m_TreeNode = nil
end
local conditionResetFunction = function(control)
control:SetText("")
control.isGroupCreditShared = false
control.m_TreeNode = nil
end
local headerResetFunction = function(control)
if control.m_ChildConditionControls then
self:RemoveAndReleaseConditionsFromHeader(control)
end
if control.m_StepDescriptionControls then
for _, stepControl in ipairs(control.m_StepDescriptionControls) do
self.stepDescriptionPool:ReleaseObject(stepControl.key)
self.treeView:RemoveNode(stepControl.treeNode)
end
end
control:SetText("")
control.m_StepDescriptionControls = nil
control.m_BGStorage = nil
control.m_TreeNode = nil
control.headerText = nil
control.questType = nil
control.instanceDisplayType = nil
end
trackerControl:GetParent().tracker = self
self.trackerControl = trackerControl
self.trackerPanel = trackerPanel
self.timerControl = GetControl(trackerPanel, "TimerAnchor")
self.headerPool = ZO_ControlPool:New("ZO_TrackedHeader", trackerControl, "TrackedHeader")
self.conditionPool = ZO_ControlPool:New("ZO_QuestCondition", trackerControl, "QuestCondition")
self.stepDescriptionPool = ZO_ControlPool:New("ZO_QuestStepDescription", trackerControl, "QuestStepDescription")
self.headerPool:SetCustomResetBehavior(headerResetFunction)
self.conditionPool:SetCustomResetBehavior(conditionResetFunction)
self.stepDescriptionPool:SetCustomResetBehavior(stepDescriptionResetFunction)
self.headerPool:SetCustomAcquireBehavior(ApplyPlatformStyleToHeader)
self.conditionPool:SetCustomAcquireBehavior(ApplyPlatformStyleToCondition)
self.stepDescriptionPool:SetCustomAcquireBehavior(ApplyPlatformStyleToStepDescription)
self:CreatePlatformAnchors()
local constants = GetPlatformConstants()
self.treeView = ZO_TreeControl:New(constants.QUEST_TRACKER_TREE_ANCHOR, constants.QUEST_TRACKER_TREE_INDENT)
self.tracked = {}
self.MAX_TRACKED = 1 -- never allow more than this many quests...this is only controlled by the UI, not the client
self.isMouseInside = false
self.assistedTexture = GetControl(trackerControl, "Assisted")
local function OnAddOnLoaded(eventCode, addOnName)
if addOnName == "ZO_Ingame" then
self:UpdateVisibility()
local function OnInterfaceSettingChanged(eventCode, settingType, settingId)
if settingType == SETTING_TYPE_UI then
if settingId == UI_SETTING_SHOW_QUEST_TRACKER then
self:UpdateVisibility()
end
end
end
trackerPanel:RegisterForEvent(EVENT_INTERFACE_SETTING_CHANGED, OnInterfaceSettingChanged)
local function OnZoneStoryQuestActivityTracked(eventId, questIndex)
self:ForceAssist(questIndex)
ZO_WorldMap_ShowQuestOnMap(questIndex)
end
trackerPanel:RegisterForEvent(EVENT_ZONE_STORY_QUEST_ACTIVITY_TRACKED, OnZoneStoryQuestActivityTracked)
trackerPanel:RegisterForEvent(EVENT_QUEST_CONDITION_COUNTER_CHANGED, function(_, index) self:OnQuestConditionUpdated(index) end)
trackerPanel:RegisterForEvent(EVENT_QUEST_CONDITION_OVERRIDE_TEXT_CHANGED, function(_, index) self:OnQuestConditionUpdated(index) end)
trackerPanel:RegisterForEvent(EVENT_QUEST_ADVANCED, function(_, questIndex, questName, isPushed, isComplete, mainStepChanged) self:OnQuestAdvanced(questIndex, questName, isPushed, isComplete, mainStepChanged) end)
trackerPanel:RegisterForEvent(EVENT_QUEST_ADDED, function(_, questIndex) self:OnQuestAdded(questIndex) end)
trackerPanel:RegisterForEvent(EVENT_QUEST_REMOVED, function(_, completed, questIndex, questName, zoneIndex, poiIndex, questID) self:OnQuestRemoved(questIndex, completed, questID) end)
trackerPanel:RegisterForEvent(EVENT_LEVEL_UPDATE, function(_, tag, level) self:OnLevelUpdated(tag) end)
trackerPanel:RegisterForEvent(EVENT_TRACKING_UPDATE, function() self:OnTrackingUpdate() end)
trackerPanel:UnregisterForEvent(EVENT_ADD_ON_LOADED)
self:InitialTrackingUpdate()
end
end
trackerPanel:RegisterForEvent(EVENT_ADD_ON_LOADED, OnAddOnLoaded)
self:InitializeFadeAnimations()
self:RegisterCallbacks()
self:ApplyPlatformStyle()
self.fragment = ZO_HUDFadeSceneFragment:New(self.trackerPanel:GetNamedChild("Container"))
self.fragment:RegisterCallback("StateChange", function(oldState, newState) self:FireCallbacks("QuestTrackerFragmentStateChange", oldState, newState) end)
FOCUSED_QUEST_TRACKER_FRAGMENT = self:GetFragment()
end
function ZO_Tracker:GetFragment()
return self.fragment
end
function ZO_Tracker:RegisterCallbacks()
CALLBACK_MANAGER:RegisterCallback("GamepadChatSystemActiveOnScreen", function() self:TryFadeOut() end)
self.trackerControl:RegisterForEvent(EVENT_GAMEPAD_PREFERRED_MODE_CHANGED, function() self:OnGamepadPreferredModeChanged() end)
end
function ZO_Tracker:GetContainerControl()
return self.trackerControl
end
function ZO_Tracker:CreatePlatformAnchors()
local allConstants = { KEYBOARD_CONSTANTS, GAMEPAD_CONSTANTS }
for _, constants in ipairs(allConstants) do
constants.QUEST_TRACKER_TREE_ANCHOR = ZO_Anchor:New(constants.QUEST_TRACKER_TREE_ANCHOR_POINT, self.trackerControl, constants.QUEST_TRACKER_TREE_ANCHOR_POINT)
constants.CONTAINER_ANCHOR = ZO_Anchor:New(constants.CONTAINER_ANCHOR_POINT, self.timerControl, constants.CONTAINER_ANCHOR_RELATIVE_POINT, constants.CONTAINER_OFFSET_X, constants.CONTAINER_OFFSET_Y)
constants.QUEST_TIMER_ANCHOR = ZO_Anchor:New(constants.QUEST_TIMER_ANCHOR_POINT, self.trackerPanel, constants.QUEST_TIMER_ANCHOR_POINT, constants.QUEST_TIMER_OFFSET_X, constants.QUEST_TIMER_OFFSET_Y)
end
end
function ZO_Tracker:ApplyPlatformStyle()
local constants = GetPlatformConstants()
-- Reanchor quest timer
self.timerControl:ClearAnchors()
constants.QUEST_TIMER_ANCHOR:AddToControl(self.timerControl)
-- Reanchor the container
self.trackerControl:ClearAnchors()
constants.CONTAINER_ANCHOR:AddToControl(self.trackerControl)
-- Set the correct style for the controls
local header = self.headerPool:GetActiveObjects()
for _, headerEntry in pairs(header) do
ApplyPlatformStyleToHeader(headerEntry)
end
local conditions = self.conditionPool:GetActiveObjects()
for _, conditionEntry in pairs(conditions) do
ApplyPlatformStyleToCondition(conditionEntry)
end
local stepDescriptions = self.stepDescriptionPool:GetActiveObjects()
for _, stepDescriptionEntry in pairs(stepDescriptions) do
ApplyPlatformStyleToStepDescription(stepDescriptionEntry)
end
-- Anchor the face button
local assistedData = self.assistedData
if assistedData then
local assistedHeader = self:GetHeaderForIndex(assistedData.trackType, assistedData.arg1, assistedData.arg2)
ApplyPlatformStyleToAssistedTexture(self.assistedTexture, assistedHeader)
end
-- Update the quest tree anchors
self.treeView:SetIndent(constants.QUEST_TRACKER_TREE_INDENT)
self.treeView:SetRelativePoint(constants.QUEST_TRACKER_TREE_RELATIVE_POINT)
self:UpdateTreeView()
ApplyTemplateToControl(self.assistedTexture, ZO_GetPlatformTemplate("ZO_KeybindButton"))
end
function ZO_Tracker:UpdateAssistedVisibility()
self.assistedTexture:SetAlpha(GetNumJournalQuests() == 1 and 0 or 1)
end
function ZO_Tracker:OnTrackingUpdate()
--Received when we get new tracking data from the server. Even if we were initialized we need to re-init.
self.initialized = false
self:InitialTrackingUpdate()
end
function ZO_Tracker:InitialTrackingUpdate()
if not self.initialized and IsTrackingDataAvailable() then
self.initialized = true
local previouslyAssistedQuestIndex
for i = 1, GetNumJournalQuests() do
if GetTrackedIsAssisted(TRACK_TYPE_QUEST, i) then
previouslyAssistedQuestIndex = i
break
end
end
self:ClearTracker()
self.disableAudio = true
if previouslyAssistedQuestIndex == nil or not self:BeginTracking(TRACK_TYPE_QUEST, previouslyAssistedQuestIndex) then
local IGNORE_SCENE_RESTRICTION = true
self:AssistNext(IGNORE_SCENE_RESTRICTION)
end
self.disableAudio = false
self:UpdateAssistedVisibility()
self:FireCallbacks("QuestTrackerInitialUpdate")
end
end
function ZO_Tracker:SetEnabled(enabled)
self.enabled = enabled
self:UpdateVisibility()
end
local function IsFocusQuestTrackerVisible()
return GetSetting_Bool(SETTING_TYPE_UI, UI_SETTING_SHOW_QUEST_TRACKER)
end
function ZO_Tracker:UpdateVisibility()
FOCUSED_QUEST_TRACKER_FRAGMENT:SetHiddenForReason("NoTrackedQuests", self:GetNumTracked() == 0, DEFAULT_HUD_DURATION, DEFAULT_HUD_DURATION)
FOCUSED_QUEST_TRACKER_FRAGMENT:SetHiddenForReason("DisabledBySetting", not IsFocusQuestTrackerVisible(), 0, 0)
end
function ZO_Tracker:ForceAssist(questIndex)
self:BeginTracking(TRACK_TYPE_QUEST, questIndex)
end
function ZO_Tracker:AssistAnotherQuestWithTheSameQuestJournalCategory(questId)
self.disableAudio = true
local nextQuestToAssist = QUEST_JOURNAL_MANAGER:FindQuestWithSameCategoryAsCompletedQuest(questId)
if not self:BeginTracking(TRACK_TYPE_QUEST, nextQuestToAssist) then
--Even if we can't find a quest in the same quest journal category to, let's assist whatever other quests we might have in the journal instead
local IGNORE_SCENE_RESTRICTION = true
self:AssistNext(IGNORE_SCENE_RESTRICTION)
end
self.disableAudio = false
end
function ZO_Tracker:AssistNext(ignoreSceneRestriction)
local isShowingBase = SCENE_MANAGER:IsShowingBaseScene()
if ignoreSceneRestriction or isShowingBase then
if isShowingBase and self.isFaded then
self:TryFadeIn()
else
--if we are showing one quest now, find the next one to show ordered by the order they appear in the quest journal
if self.assistedData then
local nextQuestIndex = QUEST_JOURNAL_MANAGER:GetNextSortedQuestForQuestIndex(self.assistedData.arg1)
if nextQuestIndex then
if self:BeginTracking(TRACK_TYPE_QUEST, nextQuestIndex) then
CALLBACK_MANAGER:FireCallbacks("QuestTrackerUpdatedOnScreen")
return
end
end
end
--if we aren't showing any quest look for some quest to show
for i = 1, MAX_JOURNAL_QUESTS do
if IsValidQuestIndex(i) then
if self:BeginTracking(TRACK_TYPE_QUEST, i) then
CALLBACK_MANAGER:FireCallbacks("QuestTrackerUpdatedOnScreen")
break
end
end
end
end
end
end
function ZO_Tracker:SetFaded(faded)
self.isFaded = faded
end
function ZO_Tracker:GetFaded()
return self.isFaded
end
--
-- Header Management
--
function ZO_Tracker:CreateQuestHeader(data, questName, questType, isComplete, instanceDisplayType)
local questHeader, questHeaderKey = self.headerPool:AcquireObject()
local treeNode = self.treeView:AddChild(nil, questHeader)
local constants = GetPlatformConstants()
treeNode:SetOffsetY(constants.QUEST_TRACKER_TREE_LINE_SPACING[QUEST_TRACKER_TREE_HEADER])
questHeader.m_TimerSlot = nil
questHeader.m_Data = data
questHeader.m_TreeNode = treeNode
questHeader.m_ObjectKey = questHeaderKey
questHeader.m_ChildConditionControls = {} -- Stores interleaved ZO_QuestCondition/objectKey pairs in an array table (no nesting)
-- so that the child conditions can be correctly released when
-- no longer tracking this quest
questHeader.m_StepDescriptionControls = {}
self:InitializeQuestHeader(questName, questType, questHeader, isComplete, instanceDisplayType)
return questHeader, treeNode
end
function ZO_Tracker:InitializeQuestHeader(questName, questType, questHeader, isComplete, instanceDisplayType)
questHeader:SetColor(GetConColor(questHeader.m_Data.level))
questHeader:SetText(questName)
-- add icon here
local icon = questHeader.icon
local questJournalObject = SYSTEMS:GetObject("questJournal")
local iconTexture = questJournalObject:GetIconTexture(questType, instanceDisplayType)
if iconTexture then
icon:SetTexture(iconTexture)
icon:SetHidden(false)
questHeader.isUsingIcon = true
else
icon:SetHidden(true)
questHeader.isUsingIcon = false
end
--save the text and icon data off so it can be easily reset on the style changing
questHeader.headerText = questName
questHeader.questType = questType
questHeader.instanceDisplayType = instanceDisplayType
end
function ZO_Tracker:InitializeQuestCondition(questCondition, parentQuestHeader, questConditionKey, treeNode)
table.insert(parentQuestHeader.m_ChildConditionControls, questCondition)
table.insert(parentQuestHeader.m_ChildConditionControls, questConditionKey)
questCondition.m_TreeNode = treeNode
-- HACK? Unsure of why this is needed, but it prevents the condition from flickering between
-- shown and hidden when the tracked quest's tree node is collapsed. The conditions are all
-- shown properly when the tree node's expanded state is toggled.
questCondition:SetHidden(parentQuestHeader.m_TreeNode:IsExpanded() == false)
end
local function InsertStepDescription(questTracker, questHeader, treeNode, text, style)
local stepDescription, stepDescriptionKey = questTracker.stepDescriptionPool:AcquireObject()
stepDescription:SetText(text)
local constants = GetPlatformConstants()
ApplyStyle(stepDescription, style)
local stepDescriptionTreeNode = questTracker.treeView:AddChild(treeNode, stepDescription)
stepDescription.m_TreeNode = stepDescriptionTreeNode
stepDescriptionTreeNode:SetOffsetY(constants.QUEST_TRACKER_TREE_LINE_SPACING[QUEST_TRACKER_TREE_SUBCATEGORY_TITLE])
table.insert(questHeader.m_StepDescriptionControls, {control = stepDescription, key = stepDescriptionKey, treeNode = stepDescriptionTreeNode} )
end
function ZO_Tracker:PopulateStepQuestConditions(questIndex, stepIndex, questHeader, treeNode, desiredVisibility, entryType)
local _, visibility, stepType, stepOverrideText, conditionCount = GetJournalQuestStepInfo(questIndex, stepIndex)
if((desiredVisibility ~= nil) and (desiredVisibility ~= visibility)) then
return
end
local isOptionalStep = (stepIndex > 1)
local style = DEFAULT_STYLE
if visibility == QUEST_STEP_VISIBILITY_HINT then
style = HINT_STYLE
end
-- Don't display endings of optional quest lines
if(isOptionalStep) then
if(stepType == QUEST_STEP_TYPE_END) then
return
else
if(not questHeader.m_hasAddedSectionHeader) then
questHeader.m_hasAddedSectionHeader = true
if visibility == QUEST_STEP_VISIBILITY_HINT then
InsertStepDescription(self, questHeader, treeNode, GetString(SI_QUEST_HINT_STEP_HEADER), style)
elseif visibility == QUEST_STEP_VISIBILITY_OPTIONAL then
InsertStepDescription(self, questHeader, treeNode, GetString(SI_QUEST_OPTIONAL_STEPS_DESCRIPTION), style)
end
end
end
end
local constants = GetPlatformConstants()
if(stepOverrideText ~= "") then
-- Step override text condition
local stepOverride, stepOverrideKey = self.conditionPool:AcquireObject()
stepOverride.entryType = entryType
if(stepType ~= QUEST_STEP_TYPE_END) then
-- A step type of OR is implied here...it's not legal to have an AND step with override text.
-- Do a quick check to see if any of the conditions have been completed to determine the icon type.
for conditionIndex = 1, conditionCount do
local currentValue, maximumValue, isFailCondition, isComplete, isGroupCreditShared = GetJournalQuestConditionValues(questIndex, stepIndex, conditionIndex)
-- We're going to ignore the individual conditions' isVisible field here, since we have override text for the whole step which we always want to show
if(not isFailCondition and isComplete) then
stepOverride.isGroupCreditShared = isGroupCreditShared
break -- done, at least one non-fail condition was complete
end
end
end
if visibility == QUEST_STEP_VISIBILITY_HINT then
stepOverride:SetText(zo_strformat(SI_QUEST_HINT_STEP_FORMAT, stepOverrideText))
else
stepOverride:SetText(stepOverrideText)
end
ApplyStyle(stepOverride, style)
--we don't hide complete override conditions. there is only one override line, so if it is complete, either:
--1) the quest advances and it's gone anyway
--2) it's an end step, so we need to show it until the quest is turned in
local conditionTreeNode = self.treeView:AddChild(treeNode, stepOverride)
stepOverride.m_TreeNode = conditionTreeNode
conditionTreeNode:SetOffsetY(constants.QUEST_TRACKER_TREE_LINE_SPACING[entryType])
self:InitializeQuestCondition(stepOverride, questHeader, stepOverrideKey, conditionTreeNode)
else
-- Process the conditions as usual
if(stepType == QUEST_STEP_TYPE_OR) then
local visibleConditionFound = false
for conditionIndex = 1, conditionCount do
local isVisible = select(7, GetJournalQuestConditionInfo(questIndex, stepIndex, conditionIndex))
if isVisible then
if visibleConditionFound then
-- We've already found one visible condition, insert the "Choose one" step description and quit
InsertStepDescription(self, questHeader, treeNode, GetString(SI_QUEST_OR_DESCRIPTION))
break
else
visibleConditionFound = true
end
end
end
end
for conditionIndex = 1, conditionCount do
local conditionText, curCount, maxCount, isFailCondition, isComplete, isGroupCreditShared, isVisible = GetJournalQuestConditionInfo(questIndex, stepIndex, conditionIndex)
if((not isFailCondition) and (conditionText ~= "") and not isComplete and isVisible) then
local questCondition, questConditionKey = self.conditionPool:AcquireObject()
questCondition.entryType = entryType
questCondition.isGroupCreditShared = isGroupCreditShared
if visibility == QUEST_STEP_VISIBILITY_HINT then
questCondition:SetText(zo_strformat(SI_QUEST_HINT_STEP_FORMAT, conditionText))
elseif stepType == QUEST_STEP_TYPE_OR then
questCondition:SetText(zo_strformat(SI_QUEST_OR_CONDITION_FORMAT, conditionText))
else
questCondition:SetText(conditionText)
end
ApplyStyle(questCondition, style)
local conditionTreeNode = self.treeView:AddChild(treeNode, questCondition)
questCondition.m_TreeNode = conditionTreeNode
conditionTreeNode:SetOffsetY(constants.QUEST_TRACKER_TREE_LINE_SPACING[entryType])
self:InitializeQuestCondition(questCondition, questHeader, questConditionKey, conditionTreeNode)
end
end
end
end
function ZO_Tracker:PopulateOptionalStepQuestConditionsForVisibility(questIndex, questHeader, treeNode, desiredVisibility, entryType)
for stepIndex = QUEST_MAIN_STEP_INDEX + 1, GetJournalQuestNumSteps(questIndex) do
self:PopulateStepQuestConditions(questIndex, stepIndex, questHeader, treeNode, desiredVisibility, entryType)
end
questHeader.m_hasAddedSectionHeader = nil
end
function ZO_Tracker:PopulateQuestConditions(questIndex, questName, stepType, stepTrackerText, isComplete, tracked, questHeader, treeNode)
self:PopulateStepQuestConditions(questIndex, QUEST_MAIN_STEP_INDEX, questHeader, treeNode, nil, QUEST_TRACKER_TREE_CONDITION)
self:PopulateOptionalStepQuestConditionsForVisibility(questIndex, questHeader, treeNode, QUEST_STEP_VISIBILITY_OPTIONAL, QUEST_TRACKER_TREE_SUBCATEGORY_CONDITION)
self:PopulateOptionalStepQuestConditionsForVisibility(questIndex, questHeader, treeNode, QUEST_STEP_VISIBILITY_HINT, QUEST_TRACKER_TREE_SUBCATEGORY_CONDITION)
end
function ZO_Tracker:RebuildConditions(questIndex, questHeader, questName, stepType, stepTrackerText, isComplete, tracked)
if(questHeader == nil) then
questHeader = self:GetHeaderForIndex(TRACK_TYPE_QUEST, questIndex)
end
if(questName == nil) then
local _
questName, _, _, stepType, stepTrackerText, isComplete, tracked = GetJournalQuestInfo(questIndex)
end
if(questHeader and questName) then
if(questHeader.m_ChildConditionControls) then
-- first thing...remove all conditions from the tree...
self:RemoveAndReleaseConditionsFromHeader(questHeader)
-- then reset the condition table to an empty table
questHeader.m_ChildConditionControls = {}
end
if(questHeader.m_StepDescriptionControls) then
for _, control in ipairs(questHeader.m_StepDescriptionControls) do
self.stepDescriptionPool:ReleaseObject(control.key)
self.treeView:RemoveNode(control.treeNode)
end
questHeader.m_StepDescriptionControls = {}
end
-- then populate the conditions correctly
self:PopulateQuestConditions(questIndex, questName, stepType, stepTrackerText, isComplete, tracked, questHeader, questHeader.m_TreeNode)
if(questHeader.m_TreeNode:IsExpanded()) then
self:UpdateTreeView()
end
end
end
function ZO_Tracker:RefreshHeaderConColors()
local activeObjects = self.headerPool:GetActiveObjects()
for _, questHeader in pairs(activeObjects) do
questHeader:SetColor(GetConColor(questHeader.m_Data.level))
end
end
function ZO_Tracker:RemoveAndReleaseConditionsFromHeader(questHeader)
local childConditions = questHeader.m_ChildConditionControls
local condition
local owningTree = questHeader.m_TreeNode:GetOwningTree()
for i = 1, #childConditions, 2 do
-- NOTE: The childConditions include the timer if the quest was timed.
-- It should be the first condition if it was present.
-- [i] = control, [i + 1] = controlKey
condition = childConditions[i]
condition:SetHidden(true)
condition:SetHandler("OnUpdate", nil)
owningTree:RemoveNode(condition.m_TreeNode)
self.conditionPool:ReleaseObject(childConditions[i + 1])
end
questHeader.m_ChildConditionControls = nil
-- Reset any timer data...because timers are tracked like conditions, their tree nodes and pool objects
-- have already been properly released, but the references to those objects on this quest header also need
-- to be reset.
questHeader.m_TimerSlot = nil
questHeader.m_TimerKey = nil
end
--
--Events
--
function ZO_Tracker:OnQuestConditionUpdated(questIndex)
if self:IsOnTracker(TRACK_TYPE_QUEST, questIndex) then
self:RebuildConditions(questIndex)
end
end
function ZO_Tracker:OnQuestAdded(questIndex)
self:BeginTracking(TRACK_TYPE_QUEST, questIndex)
self:UpdateAssistedVisibility()
end
function ZO_Tracker:OnQuestRemoved(questIndex, completed, questId)
if GetIsTrackedForContentId(TRACK_TYPE_QUEST, questId) then
local DONT_UPDATE_VISIBILITY = false
--Wait to see if we assist something to replace this before updating visibility
self:StopTracking(TRACK_TYPE_QUEST, questIndex, nil, DONT_UPDATE_VISIBILITY)
self:AssistAnotherQuestWithTheSameQuestJournalCategory(questId)
self:UpdateVisibility()
end
self:UpdateAssistedVisibility()
end
function ZO_Tracker:OnQuestAdvanced(questIndex, questName, isPushed, isComplete, mainStepChanged)
if self:IsOnTracker(TRACK_TYPE_QUEST, questIndex) then
self:SetTrackedQuestComplete(questIndex, isComplete)
local questHeader = self:GetHeaderForIndex(TRACK_TYPE_QUEST, questIndex)
if questHeader then
local questType = GetJournalQuestType(questIndex)
local instanceDisplayType = GetJournalQuestInstanceDisplayType(questIndex)
self:InitializeQuestHeader(questName, questType, questHeader, isComplete, instanceDisplayType)
end
self:RebuildConditions(questIndex)
end
end
function ZO_Tracker:OnLevelUpdated(tag)
if(tag == "player") then
self:RefreshHeaderConColors()
end
end
--
-- Query
--
function ZO_Tracker:GetHeaderForIndex(trackType, arg1, arg2)
local headerList = self.headerPool:GetActiveObjects()
for k, header in pairs(headerList) do
if header.m_Data:Equals(trackType, arg1, arg2) then
return header
end
end
return nil
end
function ZO_Tracker:GetNumTracked()
return #self.tracked
end
function ZO_Tracker:IsFull()
return self:GetNumTracked() >= self.MAX_TRACKED
end
function ZO_Tracker:GetTrackedByIndex(index)
return self.tracked[index]
end
function ZO_Tracker:GetLastTracked()
local count = #self.tracked
if count > 0 then
return self.tracked[count]
end
return nil
end
--
-- Tracking
--
function ZO_Tracker:IsTrackTypeAssisted(trackType, arg1, arg2)
return GetTrackedIsAssisted(trackType, arg1, arg2)
end
function ZO_Tracker:SetTrackTypeAssisted(trackType, show, arg1, arg2)
SetTrackedIsAssisted(trackType, show, arg1, arg2)
if trackType == TRACK_TYPE_QUEST then
if show and not self.disableAudio then
PlaySound(SOUNDS.QUEST_FOCUSED)
end
end
end
function ZO_Tracker:GetTrackingIndex(trackType, arg1, arg2)
-- This is used to compute the Lua-assigned value for the tracker index.
-- This logic needs to be run after quests are:
-- 1. Added to the tracker
-- 2. Removed from the tracker
-- 3. Advanced because the player has done part of a quest
-- 4. Abandoned
-- 5. Completed
for i = 1, #self.tracked do
local trackedData = self.tracked[i]
if trackedData:Equals(trackType, arg1, arg2) then
return i
end
end
return nil
end
function ZO_Tracker:SetTrackedQuestComplete(questIndex, isComplete)
for i = 1, #self.tracked do
local trackedData = self.tracked[i]
if(trackedData.trackType == TRACK_TYPE_QUEST) then
-- Found the quest, mark it complete.
if trackedData:GetJournalIndex() == questIndex then
trackedData.isComplete = isComplete
return
end
end
end
end
function ZO_Tracker:IsOnTracker(trackType, arg1, arg2)
for i = 1, #self.tracked do
local trackedData = self.tracked[i]
if trackedData:Equals(trackType, arg1, arg2) then
return true
end
end
return false
end
function ZO_Tracker:AddQuest(data)
local questIndex = data:GetJournalIndex()
local questName, _, _, stepType, stepTrackerText, isComplete, tracked, _, _, questType, instanceDisplayType = GetJournalQuestInfo(questIndex)
-- This line prevents quests from being tracked multiple times but allows quests to be properly tracked
-- when the UI is reloaded.
--if this quest isnt on the c++ tracker or it isnt on the lua tracker then give up
if((not tracked) or (not self:IsOnTracker(TRACK_TYPE_QUEST, questIndex))) then return end
local questHeader, treeNode = self:CreateQuestHeader(data, questName, questType, isComplete, instanceDisplayType)
self:PopulateQuestConditions(questIndex, questName, stepType, stepTrackerText, isComplete, tracked, questHeader, treeNode)
return questHeader
end
function ZO_Tracker:BeginTracking(trackType, arg1, arg2)
if not CanTrack(trackType, arg1, arg2) then
return false
end
if #self.tracked > 0 then
local previouslyTrackedData = self.tracked[1]
--If we are already tracking this we are good to go
if previouslyTrackedData:Equals(trackType, arg1, arg2) then
return true
end
--We update visibility at the end of this. If we do it now we will trigger the fragment to start hiding
local DONT_UPDATE_VISIBILITY = false
self:StopTracking(previouslyTrackedData.trackType, previouslyTrackedData.arg1, previouslyTrackedData.arg2, DONT_UPDATE_VISIBILITY)
end
SetTracked(trackType, true, arg1, arg2)
local header
if not self:IsOnTracker(trackType, arg1, arg2) then
local trackedData = ZO_TrackedData:New(trackType, arg1, arg2)
--setup specific data
if trackType == TRACK_TYPE_QUEST then
trackedData.isComplete = GetJournalQuestIsComplete(arg1)
trackedData.level = GetJournalQuestLevel(arg1)
end
table.insert(self.tracked, trackedData)
--build visuals
if trackType == TRACK_TYPE_QUEST then
header = self:AddQuest(trackedData)
if header then
trackedData.header = header
self:UpdateTreeView()
end
end
else
header = self:GetHeaderForIndex(trackType, arg1, arg2)
end
if header then
self:SetAssisted(header.m_Data, true)
end
self:UpdateVisibility()
self:UpdateAssistedVisibility()
self:FireCallbacks("QuestTrackerTrackingStateChanged", self, true, trackType, arg1, arg2)
return true
end
function ZO_Tracker:StopTracking(trackType, arg1, arg2, updateVisibility)
if GetIsTracked(trackType, arg1, arg2) then
if GetTrackedIsAssisted(trackType, arg1, arg2) then
local header = self:GetHeaderForIndex(trackType, arg1, arg2)
if header then
self:SetAssisted(header.m_Data, false)
end
end
SetTracked(trackType, false, arg1, arg2)
for i, trackedData in ipairs(self.tracked) do
if trackedData:Equals(trackType, arg1, arg2) then
table.remove(self.tracked, i)
break
end
end
-- NOTE: This does not look at self.tracked, it looks at self.headerPool (which is a container of controls!)
local removedHeader = self:GetHeaderForIndex(trackType, arg1, arg2)
if removedHeader then
self.treeView:RemoveNode(removedHeader.m_TreeNode)
self.headerPool:ReleaseObject(removedHeader.m_ObjectKey)
end
self:UpdateTreeView()
if updateVisibility == nil or updateVisibility == true then
self:UpdateVisibility()
end
self:FireCallbacks("QuestTrackerTrackingStateChanged", self, false, trackType, arg1, arg2)
return true
end
return false
end
function ZO_Tracker:ClearTracker()
self.treeView:Clear()
self.headerPool:ReleaseAllObjects()
self.assistedTexture:SetHidden(true)
--iterate backwards because SetTracked will change the tracked array size
for i = GetNumTracked(), 1, -1 do
local trackType, arg1, arg2 = GetTrackedByIndex(i)
SetTracked(trackType, false, arg1, arg2)
end
for i = 1, #self.tracked do
local trackedData = self.tracked[i]
if(trackedData.trackType == TRACK_TYPE_QUEST) then
SetMapQuestPinsTrackingLevel(trackedData.arg1, TRACKING_LEVEL_UNTRACKED)
end
end
self.tracked = {}
self.assistedData = nil
self:UpdateTreeView()
self:UpdateVisibility()
end
function ZO_Tracker:UpdateTreeView()
if(self:GetNumTracked() > 0) then
local constants = GetPlatformConstants()
self.treeView:Update(nil, nil, ZO_Anchor:New(constants.QUEST_TRACKER_TREE_ANCHOR))
local headerEntries = self.headerPool:GetActiveObjects()
for _, header in pairs(headerEntries) do
header:ClearAnchors()
constants.QUEST_TRACKER_TREE_ANCHOR:AddToControl(header)
end
end
end
function ZO_Tracker:SetAssisted(data, assisted)
local assistingDifferentQuest = assisted and not data:EqualsTrackedData(self.assistedData)
local unassistingAssistedQuest = not assisted and self.assistedData and self.assistedData:EqualsTrackedData(data)
if assistingDifferentQuest or unassistingAssistedQuest then
--unassist the assisted quest
local unassistedData
if self.assistedData then
unassistedData = self.assistedData
self:SetTrackTypeAssisted(unassistedData.trackType, false, unassistedData.arg1, unassistedData.arg2)
self.assistedData = nil
self.assistedTexture:SetHidden(true)
end
--if we're assisting a new quest, assist that
if assisted then
self.assistedData = data
self:SetTrackTypeAssisted(data.trackType, true, data.arg1, data.arg2)
if data then
local assistedTexture = self.assistedTexture
assistedTexture:SetHidden(false)
local assistedHeader = self:GetHeaderForIndex(data.trackType, data.arg1, data.arg2)
ApplyPlatformStyleToAssistedTexture(assistedTexture, assistedHeader)
end
end
self:FireCallbacks("QuestTrackerAssistStateChanged", unassistedData, self.assistedData)
end
end
do
local ANIMATION_HOLD_TIME_MS = 8000
local FADE_OUT_OFFSET = GAMEPAD_FQT_ANIMATION_FADE_IN_MS + ANIMATION_HOLD_TIME_MS
function ZO_Tracker:OnGamepadPreferredModeChanged()
self:ApplyPlatformStyle()
end
local function OnFadeInAnimationStop(animation, control)
control.isFaded = false
end
local function OnFadeOutAnimationStop(animation)
animation.control.isFaded = true
FOCUSED_QUEST_TRACKER:SetFaded(true)
CALLBACK_MANAGER:FireCallbacks("QuestTrackerFadedOutOnScreen")
end
local function SetupAnimationTimeline(control, fadeAnimationName, setHandlers)
local fadeTimeline = ANIMATION_MANAGER:CreateTimelineFromVirtual(fadeAnimationName, control)
local fadeInAnimation = fadeTimeline:GetAnimation(1)
local fadeOutAnimation = fadeTimeline:GetAnimation(2)
if setHandlers then
fadeInAnimation:SetHandler("OnStop", OnFadeInAnimationStop)
fadeTimeline:SetHandler("OnStop", OnFadeOutAnimationStop)
end
fadeTimeline:SetAnimationOffset(fadeOutAnimation, FADE_OUT_OFFSET)
fadeTimeline.control = control
control.fadeTimeline = fadeTimeline
end
function ZO_Tracker:InitializeFadeAnimations()
local SET_FADE_HANDLERS = true
SetupAnimationTimeline(self.trackerControl, "FocusedQuestTrackerFadeGamepad", SET_FADE_HANDLERS)
end
function ZO_Tracker:TryFadeOut()
if self:IsOverlappingTextChat() then
local trackerControl = self.trackerControl
if FOCUSED_QUEST_TRACKER_FRAGMENT:IsShowing() then
if not trackerControl.isFaded then
local fadeTimeline = trackerControl.fadeTimeline
fadeTimeline:Stop()
fadeTimeline:PlayFromStart(FADE_OUT_OFFSET)
end
else
trackerControl:SetAlpha(GAMEPAD_FQT_TEXT_MIN_ALPHA)
end
end
end
function ZO_Tracker:TryFadeIn()
FOCUSED_QUEST_TRACKER:SetFaded(false)
CALLBACK_MANAGER:FireCallbacks("QuestTrackerUpdatedOnScreen")
end
end
do
local function GetDimensions(control)
local width, height = 0, 0
-- Start at the second child control because the first is the Assisted Keybind Face Button
for i = 2, control:GetNumChildren() do
local child = control:GetChild(i)
local childWidth, childHeight = child:GetTextDimensions()
if childHeight ~= 0 then
height = height + childHeight
end
if child.extraWidth then
childWidth = childWidth + child.extraWidth
end
width = zo_max(width, childWidth)
end
return width, height
end
local MAX_HEIGHT_NO_COLLISION = 300
function ZO_Tracker:IsOverlappingTextChat()
local _, height = GetDimensions(self.trackerControl)
return height > MAX_HEIGHT_NO_COLLISION
end
end
--
-- XML handlers
--
-- NOTE: This function takes a label because it is called from control script handlers...
function ZO_Tracker:DoHeaderNameHighlight(label, state)
local data = label.m_Data
if(state == MOUSE_ENTER) then
label:SetColor(ZO_HIGHLIGHT_TEXT:UnpackRGBA())
else
label:SetColor(GetConColor(data.level))
end
end
function ZO_TrackedHeader_MouseEnter(label)
ZO_QuestTracker_ShowTrackedHeaderTooltip(label)
end
function ZO_TrackedHeader_MouseExit(label)
ZO_QuestTracker_HideTrackedHeaderTooltip(label)
end
local function ShowQuestInJournal(header)
local questJournalObject = SYSTEMS:GetObject("questJournal")
questJournalObject:FocusQuestWithIndex(header.m_Data:GetJournalIndex())
SCENE_MANAGER:Show(questJournalObject:GetSceneName())
end
local function AbandonTrackedQuest(header)
local questIndex = header.m_Data:GetJournalIndex()
QUEST_JOURNAL_MANAGER:ConfirmAbandonQuest(questIndex)
end
local function ShareTrackedQuest(header)
local questIndex = header.m_Data:GetJournalIndex()
QUEST_JOURNAL_MANAGER:ShareQuest(questIndex)
end
local function ShowTrackingMenu(header)
ClearMenu()
if header.m_Data.trackType == TRACK_TYPE_QUEST then
AddMenuItem(GetString(SI_QUEST_TRACKER_MENU_SHOW_IN_JOURNAL), function() ShowQuestInJournal(header) end)
AddMenuItem(GetString(SI_QUEST_TRACKER_MENU_SHOW_ON_MAP), function() ZO_WorldMap_ShowQuestOnMap(header.m_Data:GetJournalIndex()) end)
if GetIsQuestSharable(header.m_Data:GetJournalIndex()) and IsUnitGrouped("player") then
AddMenuItem(GetString(SI_QUEST_TRACKER_MENU_SHARE), function() ShareTrackedQuest(header) end)
end
if GetJournalQuestType(header.m_Data:GetJournalIndex()) ~= QUEST_TYPE_MAIN_STORY then
AddMenuItem(GetString(SI_QUEST_TRACKER_MENU_ABANDON), function() AbandonTrackedQuest(header) end)
end
end
ShowMenu(header)
end
function ZO_TrackedHeader_MouseUp(label, button, upInside)
if(upInside) then
PlaySound(SOUNDS.DEFAULT_CLICK)
local header = label
if(button == MOUSE_BUTTON_INDEX_RIGHT) then
ShowTrackingMenu(header)
end
end
end
function ZO_QuestTracker_ShowTrackedHeaderTooltip(trackedLabel)
local trackerControl = trackedLabel:GetParent():GetParent()
trackerControl.tracker:DoHeaderNameHighlight(trackedLabel, MOUSE_ENTER)
end
function ZO_QuestTracker_HideTrackedHeaderTooltip(trackedLabel)
SetTooltipText(InformationTooltip)
local trackerControl = trackedLabel:GetParent():GetParent()
trackerControl.tracker:DoHeaderNameHighlight(trackedLabel, MOUSE_EXIT)
end
function ZO_QuestTracker_SetEnabled(enabled)
FOCUSED_QUEST_TRACKER:SetEnabled(enabled)
end
function ZO_FocusedQuestTracker_OnInitialized(control)
FOCUSED_QUEST_TRACKER = ZO_Tracker:New(control, control:GetNamedChild("Container"):GetNamedChild("QuestContainer"))
end
|
require "FairyGUI"
--UI窗口基类
--窗口类,名副其实,在FairyGUI中都是以窗口的形式显示的
WindowBase = {}
WindowBase = fgui.window_class()
WindowBase.window = nil
WindowBase.ItemRenderer = nil
local ResHelper = CS.MyABSys.ResHelper
--构建函数
function WindowBase:ctor(packageName)
local index = string.find(packageName,"/")
WindowBase.packageName = string.sub(packageName,index + 1)
-- UIPackage.AddPackage(packageName)
-- Debug.log(packageName)
ResHelper.Instance:LoadUI(packageName)
end
--此方法中的
--子类中的self是LuaWindow类
--子类的此方法不能用self
--我也不知道为啥
--别问,问就乔碧萝
--如果当前窗口有两个或者多个不同list,list的itemProvider、itemRenderer和OnListItemClick
--请在子类中设置其他的
function WindowBase:OnInit()
--现在的self是子类,不是LuaWindow类
WindowBase.chileClass = self
self.contentPane = UIPackage.CreateObject(self.packageName, self.Name)
self.contentPane.fairyBatching = true
self.contentPane:MakeFullScreen()
--这个是可选项
--一般用来做聊天用的
-- function ListItemRes(index)
-- return ""
-- end
self.ListItemRes = nil
--如果使用列表,必须给这个方法赋值
-- function ItemRenderer(index,obj)
-- Debug.log("父类开始渲染list")
-- end
self.ItemRenderer = nil
self.OnListItemClick = nil
Debug.log("窗口父类初始化")
end
--获取子物体
function WindowBase:GetChild(childName)
return self.contentPane:GetChild(childName)
end
--获取控制器
function WindowBase:GetController(ctrlName)
return self.contentPane:GetController(ctrlName)
end
--如果UI有List,使用此方法初始化
--list 中所有点击事件不要用 function...end
--初始化之前,需要把itemRenderer、itemProvider(如果有)、OnListItemClick(如果有)先赋值
--用的时候再初始化,不要提前初始化
function WindowBase:InitList(listName)
local list = self:GetChild(listName)
list:SetVirtual()--设置成虚拟列表,节省资源
if self.ListItemRes ~= nil then
list.itemProvider = self.ListItemRes
end
if self.ItemRenderer ~= nil then
list.itemRenderer = self.ItemRenderer
end
if self.OnListItemClick ~= nil then
list.onClickItem:Add(self.OnListItemClick)
end
return list
end
function WindowBase:OnShown()
Debug.log("窗口父类----->打开")
end
function WindowBase:OnHide()
Debug.log("窗口父类----->关闭")
end
--关闭窗口,只是隐藏,并没销毁
function WindowBase:Hide()
self.window:Hide()
end
--销毁窗口
function WindowBase:Dispose(self)
self.window:Dispose()
end |
object_tangible_content_wod_crafting_alter_2 = object_tangible_content_shared_wod_crafting_alter_2:new {
}
ObjectTemplates:addTemplate(object_tangible_content_wod_crafting_alter_2, "object/tangible/content/wod_crafting_alter_2.iff")
|
-----------------------------------
-- Area: Bastok Markets
-- NPC: Gulldago
-- Type: Tutorial NPC
-- !pos -364.121 -11.034 -167.456 235
-----------------------------------
function onTrade(player,npc,trade)
end;
function onTrigger(player,npc)
player:startEvent(535);
end;
function onEventUpdate(player,csid,option)
end;
function onEventFinish(player,csid,option)
end;
|
local path = ({reaper.get_action_context()})[2]:match('^.+[\\//]')
local lr = dofile(path .. 'liverigFunctions.lua')
lr.setSong({
clean = "clean amp Fender",
drive = "basic drive amp",
solo = "solo overdrive",
ext = "ext amp 2"
}) |
function fibonacci(n)
if(n == 1) then return 1 end
if(n == 2) then return 1 end
function iterator()
local f1 = fibonacci(n-1)
local f2 = fibonacci(n-2)
output = f1 + f2
return output
end
return iterator
end
resposta = fibonacci(1)
print(resposta(1))
|
#!/usr/bin/env lua
local gd = require("gd")
local im = gd.createTrueColor(80, 80)
assert(im)
local black = im:colorAllocate(0, 0, 0)
local white = im:colorAllocate(255, 255, 255)
im:filledEllipse(40, 40, 70, 50, white)
im:png("out.png")
os.execute("xdg-open out.png")
|
-- =======================================================================================
-- Plugin: CALLER.lua
-- Programmer: Cooper Santillan
-- Last Modified: September 30, 2021 11:15pm
-- =======================================================================================
-- Description: Interfaces between the console and the maker suite plugin suite.
-- =======================================================================================
-- Take the table from the Setup.lua file, importing all users
local setupUsers = user
-- =======================================================================================
-- ==== MAIN: CALLER =====================================================================
-- =======================================================================================
local caller = select(2,...):gsub("%d+$", "") -- label of the plugin
function maker.caller()
local localUser = setupUsers
local makerVar = gma.user.getvar('MAKER')
-- check if it exists
if(makerVar == nil) then
maker.util.error("UserVar \'MAKER\' was not found.",
nil,
caller)
return false;
end
local userVar, taskVar, makerVar = maker.util.unpack(makerVar, caller)
-- check if the user input user and task correctly (if it exists)
local singleUser = localUser[userVar]
local singleTask = maker.task[taskVar]
if((singleUser == nil) and (singleTask == nil)) then
gma.gui.msgbox("ERROR in CALLER Plugin", "The user and program you tried using were not found.\n\n You set: \nUser: " ..userVar .."\nTask: " ..taskVar .."")
elseif(singleUser == nil) then
gma.gui.msgbox("ERROR in CALLER Plugin", "The user you tried using were not found.\n\n You set: \nUser: " ..userVar)
elseif(singleTask == nil) then
gma.gui.msgbox("ERROR in CALLER Plugin", "The program you tried using were not found.\n\n You set: \nTask: " ..taskVar)
else
singleUser.self = userVar
singleTask(singleUser) -- exits caller and performs task with requested User
end
end
-- =======================================================================================
-- ==== END OF CALLER ====================================================================
-- =======================================================================================
function maker.debugCaller()
-- cyle through users and determine which one is to be used
maker.util.print("Printing all users found in USER table: ", caller)
for k in pairs(user) do
maker.util.print("User: "..k, caller)
for j in pairs(user[k]) do
maker.util.print("==> Parameter: " ..j, caller)
end
end
maker.util.print("", caller)
maker.util.print("Printing all available tasks in Maker+ suite: ", caller)
for t in pairs(maker.task) do
maker.util.print("Task: " ..t, caller)
end
end
return maker.caller, deleteVars;
|
-- this file is used to define additional static blips and markers to the map
-- some lists: https://wiki.gtanet.work/index.php?title=Blips
local cfg = {}
-- list of blips
-- {x,y,z,idtype,idcolor,text}
cfg.blips = {
-- Gangs
{-1388.7412109375, -586.31683349609, 30.219205856323, 93, 73, "Bar"},
{-565.171, 276.625, 83.286, 93, 73, "Bar"},
{964.88385009766,-119.77673339844,74.353141784668, 226, 76, "Moto Clube"},
{2208.777, 5578.235, 53.735, 496, 69, "Campo de maconha"},
{1935.5994873047,4895.6923828125,46.71284866333, 51, 1, "Campo de cocaina"},
{79.686859130859,3705.6840820313,41.077156066895, 51, 4, "Campo de metanfetamina"},
{-1643.8659667969,2267.9130859375,75.159378051758, 445, 47, "Campo de LSD"},
{-597.45593261719,2091.9711914063,131.41278076172, 181, 3, "Mina de diamante"},
{2676.5883789063,2790.93359375,40.518566131592, 181, 28, "Mina de ouro"},
{2357.6735839844,3119.5014648438,48.208736419678, 499, 69, "Processamento de maconha"},
{2049.7536621094,3202.0891113281,45.186462402344, 499, 4, "Processamento de metanfetamina"},
{-52.126953125,1903.2955322266,195.36131286621, 499, 47, "Processamento de LSD"},
{-465.5735168457,-1660.560546875,18.988874435425, 499, 7, "Processamento de ecstasy"},
{1789.431640625,3895.4057617188,34.3892631530, 499, 1, "Processamento de cocaina"},
{838.88696289063,2113.1005859375,52.314678192139, 171, 3, "Processamento de diamante"},
{1593.6038818359,2198.8610839844,78.87084197998, 171, 28, "Processamento de ouro"},
{470.63934326172,-1684.7543945313,29.381593704224, 434, 47, "Venda de LSD"},
{1234.5528564453,-647.73809814453,66.375541687012, 434, 69, "Venda de maconha"},
{85.062873840332,-1957.8208007813,21.1213722229, 434, 7, "Venda de ecstasy"},
{771.64581298828,-260.21475219727,68.945861816406, 434, 4, "Venda de metanfetamina"},
{-952.15502929688,654.74816894531,137.48463439941, 434, 1, "Venda de cocaina"},
{-615.94128417969,-230.16828918457,38.057006835938, 434, 3, "Venda de diamante"},
{-619.99298095703,-224.88793945313,38.056922912598, 434, 28, "Venda de ouro"},
{768.49615478516,-207.20687866211,70.537986755371, 500, 1, "Lavagem de dinheiro"},
{1249.6082763672,-574.04766845703,72.667098999023, 500, 1, "Lavagem de dinheiro"},
{409.80731201172,-1821.1184082031,31.427877426147, 500, 1, "Lavagem de dinheiro"},
{-834.7861328125,657.01977539063,133.51020812988, 500, 1, "Lavagem de dinheiro"},
{261.61892700195,204.29025268555,110.28720855713, 521, 3, "Cartões clonáveis"},
{-1054.0205078125,-230.26893615723,44.020957946777, 521, 3, "Clonar cartões"},
{1274.0971679688,-1711.6182861328,54.771457672119, 521, 3, "Vender cartões Clonados"},
{4095.5485839844,4464.8696289063,1.9822434186935, 365, 49, "Pesca tartatuga"},
{-35.171741485596,-1537.3134765625,34.621452331543, 480, 49, "Vender tartaruga"},
{1321.8150634766,-579.95129394531,77.236061096191, 110, 75, "Loja de armas fac."},
{738.04309082031,-288.58627319336,63.202434539795, 110, 75, "Loja de armas fac."},
{467.40850830078,-1704.7279052734,32.7424659729, 110, 75, "Loja de armas fac."},
{-781.84991455078,585.00744628906,126.84580230713, 110, 75, "Loja de armas fac."},
{1407.0869140625,1139.4895019531,114.44301605225, 110, 75, "Loja de armas fac."},
-- Oficina de armas
-- Banco
{150.266, -1040.203, 29.374, 108, 25, "Banco do Brasil"},
{-1212.980, -330.841, 37.787, 108, 25, "Banco do Brasil"},
{-2962.582, 482.627, 15.703, 108, 25, "Banco do Brasil"},
{-112.202, 6469.295, 31.626, 108, 25, "Banco do Brasil"},
{314.187, -278.621, 54.170, 108, 25, "Banco do Brasil"},
{-351.534, -49.529, 49.042, 108, 25, "Banco do Brasil"},
{241.727, 220.706, 106.286, 108, 25, "Banco do Brasil"},
-- Police Stations
{425.130, -979.558, 30.711, 60, 26, "Departamento de policia"},
{1859.234, 3678.742, 33.690, 60, 26, "Departamento de policia"},
{-438.862, 6020.768, 31.490, 60, 26, "Departamento de policia"},
{818.221, -1289.883, 26.300, 60, 26, "Departamento de policia"},
-- Hospitals
{343.51895141602,-1398.6724853516,32.509265899658, 61, 11, "Hospital"},
{-1202.96252441406,-1566.14086914063,4.61040639877319,311,17,"Academia"},
-- Outros
-- Barracos
{1980.0181884766,3816.54296875,32.275169372559, 374, 2, "Trailer"},
{1980.0181884766,3816.54296875,32.275169372559, 374, 2, "Barraco"},
{813.75073242188,-228.30000305176,66.156646728516, 374, 2, "Barraco"},
{855.42395019531,-276.86361694336,65.750289916992, 374, 2, "Barraco"},
{803.28216552734,-265.06622314453,66.127754211426, 374, 2, "Barraco"},
{871.56030273438,-323.31463623047,62.218067169189, 374, 2, "Barraco"},
{945.98492431641,-325.46697998047,66.887802124023, 374, 2, "Barraco"},
{907.96179199219,-339.39178466797,65.07445526123, 374, 2, "Barraco"},
{812.78125,-349.47622680664,53.743129730225, 374, 2, "Barraco"},
{806.32751464844,-330.005859375,53.588771820068, 374, 2, "Barraco"},
{724.10113525391,-376.22445678711,42.666450500488, 374, 2, "Barraco"},
{658.74578857422,-346.78005981445,35.007331848145, 374, 2, "Barraco"},
{664.99377441406,-304.40545654297,43.642772674561, 374, 2, "Barraco"},
{730.86639404297,-143.7282409668,55.21019744873, 374, 2, "Barraco"},
{702.20629882813,-90.933540344238,55.367206573486, 374, 2, "Barraco"},
{683.11901855469,-108.36701202393,57.350063323975, 374, 2, "Barraco"},
{603.01440429688,-271.93927001953,42.18510055542, 374, 2, "Barraco"},
{575.64538574219,-226.19792175293,55.596530914307, 374, 2, "Barraco"},
{1368.9050292969,-596.74865722656,74.337715148926, 374, 2, "Barraco Helipa"},
{1309.0915527344,-541.64324951172,71.257713317871, 374, 2, "Barraco Helipa"},
{1337.0686035156,-743.58239746094,66.896667480469, 374, 2, "Barraco Helipa"},
{1372.0064697266,-757.55908203125,67.190277099609, 374, 2, "Barraco Helipa"},
{1346.8712158203,-721.78070068359,66.987609863281, 374, 2, "Barraco Helipa"},
{1315.1602783203,-711.81213378906,65.016632080078, 374, 2, "Barraco Helipa"},
{1134.4449462891,-679.53234863281,56.743728637695, 374, 2, "Barraco Helipa"},
{1282.3365478516,-653.77374267578,67.473915100098, 374, 2, "Barraco Helipa"},
{1365.5888671875,-782.32000732422,67.177703857422, 374, 2, "Barraco Helipa"},
{1388.2696533203,-794.68029785156,67.428787231445, 374, 2, "Barraco Helipa"},
{1414.0897216797,-779.65924072266,66.454849243164, 374, 2, "Barraco Helipa"},
{1083.1240234375,-690.49304199219,57.780662536621, 374, 2, "Barraco Helipa"},
-- Mansões
{8.5883893966675,541.60162353516,176.02816772461, 374, 5, "Mansão"},
{-818.27014160156,177.49227905273,72.222503662109, 374, 5, "Mansão"},
-- Casas
{-175.16819763184,502.37973022461,137.42015075684, 374, 2, "Casa"},
{-109.87996673584,502.23614501953,143.47735595703, 374, 2, "Casa"},
{-66.644836425781,490.34689331055,144.69012451172, 374, 2, "Casa"},
{-1149.7276611328,-1522.0582275391,10.628049850464, 374, 2, "Casa"},
{-13.843012809753,-1444.6134033203,30.646482467651, 374, 2, "Casa"},
-- Casas na praia
{-1350.9715576172,-1128.6264648438,4.1570029258728, 374, 5, "Casa na praia"},
{-1335.6019287109,-1146.3084716797,6.7314052581787, 374, 5, "Casa na praia"},
-- Galpoes
{1454.4614257813,-1651.6026611328,66.99479675293, 374, 55, "Galpao"},
{2846.6674804688,4449.4375,48.518280029297, 374, 55, "Galpao"},
{-1461.5863037109,-382.83508300781,38.745960235596, 374, 55, "Galpao"},
{939.76989746094,-1490.833984375,30.092649459839, 374, 55, "Galpao"},
{759.47930908203,-909.537109375,25.280485153198, 374, 55, "Galpao"},
{714.00598144531,-716.97760009766,26.128541946411, 374, 55, "Galpao"},
{53.095752716064,6487.84765625,31.426488876343, 374, 55, "Galpao"},
{-174.7043762207,217.1598815918,89.504409790039, 374, 55, "Galpao"},
{670.56146240234,-2667.63671875,6.081184387207, 374, 55, "Galpao"},
{-984.54089355469,-2227.4636230469,8.8616952896118, 374, 55, "Galpao"},
{968.03076171875,-1810.7879638672,31.213417053223, 374, 55, "Galpao"},
{387.69692993164,3585.9638671875,33.2922706604, 374, 55, "Galpao"},
-- Lavagem de dinheiro
}
-- list of markers
-- {x,y,z,sx,sy,sz,r,g,b,a,visible_distance}
cfg.markers = {
{4095.5485839844,4464.8696289063,1.9822434186935,1,1,0.8,204,204,0,150,35}, -- Cacador Pescador de Tartaruga
{-119.17678833008,-1486.1040039063,36.98205947876,1,1,0.8,204,204,0,150,35} -- Vender Tartaruga
}
return cfg |
local skynet = require "skynet"
local c = require "skynet.core"
function skynet.launch(...) -- ... 为要启动的服务名加上参数组成的字符串 参数以空格分隔
local addr = c.command("LAUNCH", table.concat({...}," "))
if addr then
return tonumber("0x" .. string.sub(addr , 2))
end
end
function skynet.kill(name)
if type(name) == "number" then
skynet.send(".launcher","lua","REMOVE",name, true)
name = skynet.address(name)
end
c.command("KILL",name)
end
function skynet.abort()
c.command("ABORT")
end
-- 主要是看名字是不是以"."开头,如果不是"."开头,则注册一个整个skynet网络都有效的字符串地址
local function globalname(name, handle)
local c = string.sub(name,1,1)
assert(c ~= ':') --字符串地址不能是冒号开头
if c == '.' then
return false
end
-- 字符串地址长度不能超过16个字符
assert(#name <= 16) -- GLOBALNAME_LENGTH is 16, defined in skynet_harbor.h
assert(tonumber(name) == nil) -- global name can't be number
local harbor = require "skynet.harbor"
harbor.globalname(name, handle)
return true
end
function skynet.register(name)
if not globalname(name) then --以"."开头都返回false
c.command("REG", name)
end
end
function skynet.name(name, handle)
if not globalname(name, handle) then --以"."开头都返回false
c.command("NAME", name .. " " .. skynet.address(handle)) -- skynet.address 返回地址的字符串形式,以冒号开头
end
end
local dispatch_message = skynet.dispatch_message
function skynet.forward_type(map, start_func)
c.callback(function(ptype, msg, sz, ...)
local prototype = map[ptype]
if prototype then
dispatch_message(prototype, msg, sz, ...)
else
dispatch_message(ptype, msg, sz, ...)
c.trash(msg, sz)
end
end, true)
skynet.timeout(0, function()
skynet.init_service(start_func)
end)
end
function skynet.filter(f ,start_func)
c.callback(function(...)
dispatch_message(f(...))
end)
skynet.timeout(0, function()
skynet.init_service(start_func)
end)
end
function skynet.monitor(service, query)
local monitor
if query then
monitor = skynet.queryservice(true, service)
else
monitor = skynet.uniqueservice(true, service)
end
assert(monitor, "Monitor launch failed")
c.command("MONITOR", string.format(":%08x", monitor))
return monitor
end
return skynet
|
--[[
MIT License
Copyright (c) 2022 Michael Wiesendanger
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 mod = rgpvpw
local me = {}
mod.testCombatEventsDruid = me
me.tag = "TestCombatEventsDruid"
local testGroupName = "CombatEventsDruid"
local testCategory = RGPVPW_CONSTANTS.CATEGORIES.DRUID.id
function me.Test()
mod.testReporter.StartTestGroup(testGroupName)
me.CollectTestCases()
mod.testReporter.PlayTestQueueWithDelay(function()
mod.testReporter.StopTestGroup() -- asyncron finish of testgroup
end)
end
function me.CollectTestCases()
mod.testReporter.AddToTestQueueWithDelay(me.TestCombatEventAbolishPoisonApplied)
mod.testReporter.AddToTestQueueWithDelay(me.TestCombatEventAbolishPoisonRemoved)
mod.testReporter.AddToTestQueueWithDelay(me.TestCombatEventAbolishPoisonRefresh)
mod.testReporter.AddToTestQueueWithDelay(me.TestCombatEventAquaticFormApplied)
mod.testReporter.AddToTestQueueWithDelay(me.TestCombatEventBarkskinApplied)
mod.testReporter.AddToTestQueueWithDelay(me.TestCombatEventBarkskinRemoved)
mod.testReporter.AddToTestQueueWithDelay(me.TestCombatEventBashRank1Success)
mod.testReporter.AddToTestQueueWithDelay(me.TestCombatEventBashRank2Success)
mod.testReporter.AddToTestQueueWithDelay(me.TestCombatEventBashRank3Success)
mod.testReporter.AddToTestQueueWithDelay(me.TestCombatEventBearFormApplied)
mod.testReporter.AddToTestQueueWithDelay(me.TestCombatEventCatFormApplied)
mod.testReporter.AddToTestQueueWithDelay(me.TestCombatEventClawRank1Success)
mod.testReporter.AddToTestQueueWithDelay(me.TestCombatEventClawRank2Success)
mod.testReporter.AddToTestQueueWithDelay(me.TestCombatEventClawRank3Success)
mod.testReporter.AddToTestQueueWithDelay(me.TestCombatEventClawRank4Success)
mod.testReporter.AddToTestQueueWithDelay(me.TestCombatEventClawRank5Success)
mod.testReporter.AddToTestQueueWithDelay(me.TestCombatEventClawRank6Success)
mod.testReporter.AddToTestQueueWithDelay(me.TestCombatEventCurePoisonApplied)
mod.testReporter.AddToTestQueueWithDelay(me.TestCombatEventCurePoisonRemoved)
mod.testReporter.AddToTestQueueWithDelay(me.TestCombatEventCurePoisonRefresh)
mod.testReporter.AddToTestQueueWithDelay(me.TestCombatEventCycloneSuccess)
mod.testReporter.AddToTestQueueWithDelay(me.TestCombatEventDashRank1Applied)
mod.testReporter.AddToTestQueueWithDelay(me.TestCombatEventDashRank1Removed)
mod.testReporter.AddToTestQueueWithDelay(me.TestCombatEventDashRank2Applied)
mod.testReporter.AddToTestQueueWithDelay(me.TestCombatEventDashRank2Removed)
mod.testReporter.AddToTestQueueWithDelay(me.TestCombatEventDashRank3Applied)
mod.testReporter.AddToTestQueueWithDelay(me.TestCombatEventDashRank3Removed)
mod.testReporter.AddToTestQueueWithDelay(me.TestCombatEventDemoralizingRoarRank1Success)
mod.testReporter.AddToTestQueueWithDelay(me.TestCombatEventDemoralizingRoarRank2Success)
mod.testReporter.AddToTestQueueWithDelay(me.TestCombatEventDemoralizingRoarRank3Success)
mod.testReporter.AddToTestQueueWithDelay(me.TestCombatEventDemoralizingRoarRank4Success)
mod.testReporter.AddToTestQueueWithDelay(me.TestCombatEventDemoralizingRoarRank5Success)
mod.testReporter.AddToTestQueueWithDelay(me.TestCombatEventDemoralizingRoarRank6Success)
mod.testReporter.AddToTestQueueWithDelay(me.TestCombatEventDireBearFormApplied)
mod.testReporter.AddToTestQueueWithDelay(me.TestCombatEventEnrageApplied)
mod.testReporter.AddToTestQueueWithDelay(me.TestCombatEventEnrageRemoved)
mod.testReporter.AddToTestQueueWithDelay(me.TestCombatEventEntanglingRootsRank1Success)
mod.testReporter.AddToTestQueueWithDelay(me.TestCombatEventEntanglingRootsRank2Success)
mod.testReporter.AddToTestQueueWithDelay(me.TestCombatEventEntanglingRootsRank3Success)
mod.testReporter.AddToTestQueueWithDelay(me.TestCombatEventEntanglingRootsRank4Success)
mod.testReporter.AddToTestQueueWithDelay(me.TestCombatEventEntanglingRootsRank5Success)
mod.testReporter.AddToTestQueueWithDelay(me.TestCombatEventEntanglingRootsRank6Success)
mod.testReporter.AddToTestQueueWithDelay(me.TestCombatEventEntanglingRootsRank7Success)
mod.testReporter.AddToTestQueueWithDelay(me.TestCombatEventFaerieFireRank1Success)
mod.testReporter.AddToTestQueueWithDelay(me.TestCombatEventFaerieFireRank2Success)
mod.testReporter.AddToTestQueueWithDelay(me.TestCombatEventFaerieFireRank3Success)
mod.testReporter.AddToTestQueueWithDelay(me.TestCombatEventFaerieFireRank4Success)
mod.testReporter.AddToTestQueueWithDelay(me.TestCombatEventFaerieFireRank5Success)
mod.testReporter.AddToTestQueueWithDelay(me.TestCombatEventFerociousBiteRank1Success)
mod.testReporter.AddToTestQueueWithDelay(me.TestCombatEventFerociousBiteRank2Success)
mod.testReporter.AddToTestQueueWithDelay(me.TestCombatEventFerociousBiteRank3Success)
mod.testReporter.AddToTestQueueWithDelay(me.TestCombatEventFerociousBiteRank4Success)
mod.testReporter.AddToTestQueueWithDelay(me.TestCombatEventFerociousBiteRank5Success)
mod.testReporter.AddToTestQueueWithDelay(me.TestCombatEventFerociousBiteRank6Success)
mod.testReporter.AddToTestQueueWithDelay(me.TestCombatEventFlightFormApplied)
mod.testReporter.AddToTestQueueWithDelay(me.TestCombatEventFrenziedRegenerationRank1Applied)
mod.testReporter.AddToTestQueueWithDelay(me.TestCombatEventFrenziedRegenerationRank1Removed)
mod.testReporter.AddToTestQueueWithDelay(me.TestCombatEventFrenziedRegenerationRank2Applied)
mod.testReporter.AddToTestQueueWithDelay(me.TestCombatEventFrenziedRegenerationRank2Removed)
mod.testReporter.AddToTestQueueWithDelay(me.TestCombatEventFrenziedRegenerationRank3Applied)
mod.testReporter.AddToTestQueueWithDelay(me.TestCombatEventFrenziedRegenerationRank3Removed)
mod.testReporter.AddToTestQueueWithDelay(me.TestCombatEventFrenziedRegenerationRank4Applied)
mod.testReporter.AddToTestQueueWithDelay(me.TestCombatEventFrenziedRegenerationRank4Removed)
mod.testReporter.AddToTestQueueWithDelay(me.TestCombatEventGiftOfTheWildRank1Success)
mod.testReporter.AddToTestQueueWithDelay(me.TestCombatEventGiftOfTheWildRank2Success)
mod.testReporter.AddToTestQueueWithDelay(me.TestCombatEventGiftOfTheWildRank3Success)
mod.testReporter.AddToTestQueueWithDelay(me.TestCombatEventHealingTouchRank1Success)
mod.testReporter.AddToTestQueueWithDelay(me.TestCombatEventHealingTouchRank2Success)
mod.testReporter.AddToTestQueueWithDelay(me.TestCombatEventHealingTouchRank3Success)
mod.testReporter.AddToTestQueueWithDelay(me.TestCombatEventHealingTouchRank4Success)
mod.testReporter.AddToTestQueueWithDelay(me.TestCombatEventHealingTouchRank5Success)
mod.testReporter.AddToTestQueueWithDelay(me.TestCombatEventHealingTouchRank6Success)
mod.testReporter.AddToTestQueueWithDelay(me.TestCombatEventHealingTouchRank7Success)
mod.testReporter.AddToTestQueueWithDelay(me.TestCombatEventHealingTouchRank8Success)
mod.testReporter.AddToTestQueueWithDelay(me.TestCombatEventHealingTouchRank9Success)
mod.testReporter.AddToTestQueueWithDelay(me.TestCombatEventHealingTouchRank10Success)
mod.testReporter.AddToTestQueueWithDelay(me.TestCombatEventHealingTouchRank11Success)
mod.testReporter.AddToTestQueueWithDelay(me.TestCombatEventHealingTouchRank12Success)
mod.testReporter.AddToTestQueueWithDelay(me.TestCombatEventHealingTouchRank13Success)
mod.testReporter.AddToTestQueueWithDelay(me.TestCombatEventHibernateRank1Success)
mod.testReporter.AddToTestQueueWithDelay(me.TestCombatEventHibernateRank2Success)
mod.testReporter.AddToTestQueueWithDelay(me.TestCombatEventHibernateRank3Success)
mod.testReporter.AddToTestQueueWithDelay(me.TestCombatEventHurricaneRank1Success)
mod.testReporter.AddToTestQueueWithDelay(me.TestCombatEventHurricaneRank2Success)
mod.testReporter.AddToTestQueueWithDelay(me.TestCombatEventHurricaneRank3Success)
mod.testReporter.AddToTestQueueWithDelay(me.TestCombatEventHurricaneRank4Success)
mod.testReporter.AddToTestQueueWithDelay(me.TestCombatEventInnervateApplied)
mod.testReporter.AddToTestQueueWithDelay(me.TestCombatEventInnervateRemoved)
mod.testReporter.AddToTestQueueWithDelay(me.TestCombatEventLacerateRank1Success)
mod.testReporter.AddToTestQueueWithDelay(me.TestCombatEventLifebloomRank1Success)
mod.testReporter.AddToTestQueueWithDelay(me.TestCombatEventMaimRank1Success)
mod.testReporter.AddToTestQueueWithDelay(me.TestCombatEventMangleBearRank1Success)
mod.testReporter.AddToTestQueueWithDelay(me.TestCombatEventMangleBearRank2Success)
mod.testReporter.AddToTestQueueWithDelay(me.TestCombatEventMangleBearRank3Success)
mod.testReporter.AddToTestQueueWithDelay(me.TestCombatEventMangleCatRank1Success)
mod.testReporter.AddToTestQueueWithDelay(me.TestCombatEventMangleCatRank2Success)
mod.testReporter.AddToTestQueueWithDelay(me.TestCombatEventMangleCatRank3Success)
mod.testReporter.AddToTestQueueWithDelay(me.TestCombatEventMarkOfTheWildRank1Success)
mod.testReporter.AddToTestQueueWithDelay(me.TestCombatEventMarkOfTheWildRank2Success)
mod.testReporter.AddToTestQueueWithDelay(me.TestCombatEventMarkOfTheWildRank3Success)
mod.testReporter.AddToTestQueueWithDelay(me.TestCombatEventMarkOfTheWildRank4Success)
mod.testReporter.AddToTestQueueWithDelay(me.TestCombatEventMarkOfTheWildRank5Success)
mod.testReporter.AddToTestQueueWithDelay(me.TestCombatEventMarkOfTheWildRank6Success)
mod.testReporter.AddToTestQueueWithDelay(me.TestCombatEventMarkOfTheWildRank7Success)
mod.testReporter.AddToTestQueueWithDelay(me.TestCombatEventMarkOfTheWildRank8Success)
mod.testReporter.AddToTestQueueWithDelay(me.TestCombatEventMoonfireRank1Success)
mod.testReporter.AddToTestQueueWithDelay(me.TestCombatEventMoonfireRank2Success)
mod.testReporter.AddToTestQueueWithDelay(me.TestCombatEventMoonfireRank3Success)
mod.testReporter.AddToTestQueueWithDelay(me.TestCombatEventMoonfireRank4Success)
mod.testReporter.AddToTestQueueWithDelay(me.TestCombatEventMoonfireRank5Success)
mod.testReporter.AddToTestQueueWithDelay(me.TestCombatEventMoonfireRank6Success)
mod.testReporter.AddToTestQueueWithDelay(me.TestCombatEventMoonfireRank7Success)
mod.testReporter.AddToTestQueueWithDelay(me.TestCombatEventMoonfireRank8Success)
mod.testReporter.AddToTestQueueWithDelay(me.TestCombatEventMoonfireRank9Success)
mod.testReporter.AddToTestQueueWithDelay(me.TestCombatEventMoonfireRank10Success)
mod.testReporter.AddToTestQueueWithDelay(me.TestCombatEventMoonfireRank11Success)
mod.testReporter.AddToTestQueueWithDelay(me.TestCombatEventPounceRank1Success)
mod.testReporter.AddToTestQueueWithDelay(me.TestCombatEventMoonfireRank12Success)
mod.testReporter.AddToTestQueueWithDelay(me.TestCombatEventPounceRank2Success)
mod.testReporter.AddToTestQueueWithDelay(me.TestCombatEventPounceRank3Success)
mod.testReporter.AddToTestQueueWithDelay(me.TestCombatEventPounceRank4Success)
mod.testReporter.AddToTestQueueWithDelay(me.TestCombatEventProwlRank1Success)
mod.testReporter.AddToTestQueueWithDelay(me.TestCombatEventProwlRank2Success)
mod.testReporter.AddToTestQueueWithDelay(me.TestCombatEventProwlRank3Success)
mod.testReporter.AddToTestQueueWithDelay(me.TestCombatEventRakeRank1Success)
mod.testReporter.AddToTestQueueWithDelay(me.TestCombatEventRakeRank2Success)
mod.testReporter.AddToTestQueueWithDelay(me.TestCombatEventRakeRank3Success)
mod.testReporter.AddToTestQueueWithDelay(me.TestCombatEventRakeRank4Success)
mod.testReporter.AddToTestQueueWithDelay(me.TestCombatEventRakeRank5Success)
mod.testReporter.AddToTestQueueWithDelay(me.TestCombatEventRavageRank1Success)
mod.testReporter.AddToTestQueueWithDelay(me.TestCombatEventRavageRank2Success)
mod.testReporter.AddToTestQueueWithDelay(me.TestCombatEventRavageRank3Success)
mod.testReporter.AddToTestQueueWithDelay(me.TestCombatEventRavageRank4Success)
mod.testReporter.AddToTestQueueWithDelay(me.TestCombatEventRavageRank5Success)
mod.testReporter.AddToTestQueueWithDelay(me.TestCombatEventRebirthRank1Success)
mod.testReporter.AddToTestQueueWithDelay(me.TestCombatEventRebirthRank2Success)
mod.testReporter.AddToTestQueueWithDelay(me.TestCombatEventRebirthRank3Success)
mod.testReporter.AddToTestQueueWithDelay(me.TestCombatEventRebirthRank4Success)
mod.testReporter.AddToTestQueueWithDelay(me.TestCombatEventRebirthRank5Success)
mod.testReporter.AddToTestQueueWithDelay(me.TestCombatEventRebirthRank6Success)
mod.testReporter.AddToTestQueueWithDelay(me.TestCombatEventRegrowthRank1Success)
mod.testReporter.AddToTestQueueWithDelay(me.TestCombatEventRegrowthRank2Success)
mod.testReporter.AddToTestQueueWithDelay(me.TestCombatEventRegrowthRank3Success)
mod.testReporter.AddToTestQueueWithDelay(me.TestCombatEventRegrowthRank4Success)
mod.testReporter.AddToTestQueueWithDelay(me.TestCombatEventRegrowthRank5Success)
mod.testReporter.AddToTestQueueWithDelay(me.TestCombatEventRegrowthRank6Success)
mod.testReporter.AddToTestQueueWithDelay(me.TestCombatEventRegrowthRank7Success)
mod.testReporter.AddToTestQueueWithDelay(me.TestCombatEventRegrowthRank8Success)
mod.testReporter.AddToTestQueueWithDelay(me.TestCombatEventRegrowthRank9Success)
mod.testReporter.AddToTestQueueWithDelay(me.TestCombatEventRegrowthRank10Success)
mod.testReporter.AddToTestQueueWithDelay(me.TestCombatEventRejuvenationRank1Success)
mod.testReporter.AddToTestQueueWithDelay(me.TestCombatEventRejuvenationRank2Success)
mod.testReporter.AddToTestQueueWithDelay(me.TestCombatEventRejuvenationRank3Success)
mod.testReporter.AddToTestQueueWithDelay(me.TestCombatEventRejuvenationRank4Success)
mod.testReporter.AddToTestQueueWithDelay(me.TestCombatEventRejuvenationRank5Success)
mod.testReporter.AddToTestQueueWithDelay(me.TestCombatEventRejuvenationRank6Success)
mod.testReporter.AddToTestQueueWithDelay(me.TestCombatEventRejuvenationRank7Success)
mod.testReporter.AddToTestQueueWithDelay(me.TestCombatEventRejuvenationRank8Success)
mod.testReporter.AddToTestQueueWithDelay(me.TestCombatEventRejuvenationRank9Success)
mod.testReporter.AddToTestQueueWithDelay(me.TestCombatEventRejuvenationRank10Success)
mod.testReporter.AddToTestQueueWithDelay(me.TestCombatEventRejuvenationRank11Success)
mod.testReporter.AddToTestQueueWithDelay(me.TestCombatEventRejuvenationRank12Success)
mod.testReporter.AddToTestQueueWithDelay(me.TestCombatEventRejuvenationRank13Success)
mod.testReporter.AddToTestQueueWithDelay(me.TestCombatEventRemoveCurseSuccess)
mod.testReporter.AddToTestQueueWithDelay(me.TestCombatEventRipRank1Success)
mod.testReporter.AddToTestQueueWithDelay(me.TestCombatEventRipRank2Success)
mod.testReporter.AddToTestQueueWithDelay(me.TestCombatEventRipRank3Success)
mod.testReporter.AddToTestQueueWithDelay(me.TestCombatEventRipRank4Success)
mod.testReporter.AddToTestQueueWithDelay(me.TestCombatEventRipRank5Success)
mod.testReporter.AddToTestQueueWithDelay(me.TestCombatEventRipRank6Success)
mod.testReporter.AddToTestQueueWithDelay(me.TestCombatEventRipRank7Success)
mod.testReporter.AddToTestQueueWithDelay(me.TestCombatEventShredRank1Success)
mod.testReporter.AddToTestQueueWithDelay(me.TestCombatEventShredRank2Success)
mod.testReporter.AddToTestQueueWithDelay(me.TestCombatEventShredRank3Success)
mod.testReporter.AddToTestQueueWithDelay(me.TestCombatEventShredRank4Success)
mod.testReporter.AddToTestQueueWithDelay(me.TestCombatEventShredRank5Success)
mod.testReporter.AddToTestQueueWithDelay(me.TestCombatEventShredRank6Success)
mod.testReporter.AddToTestQueueWithDelay(me.TestCombatEventShredRank7Success)
mod.testReporter.AddToTestQueueWithDelay(me.TestCombatEventStarfireRank1Success)
mod.testReporter.AddToTestQueueWithDelay(me.TestCombatEventStarfireRank2Success)
mod.testReporter.AddToTestQueueWithDelay(me.TestCombatEventStarfireRank3Success)
mod.testReporter.AddToTestQueueWithDelay(me.TestCombatEventStarfireRank4Success)
mod.testReporter.AddToTestQueueWithDelay(me.TestCombatEventStarfireRank5Success)
mod.testReporter.AddToTestQueueWithDelay(me.TestCombatEventStarfireRank6Success)
mod.testReporter.AddToTestQueueWithDelay(me.TestCombatEventStarfireRank7Success)
mod.testReporter.AddToTestQueueWithDelay(me.TestCombatEventStarfireRank8Success)
mod.testReporter.AddToTestQueueWithDelay(me.TestCombatEventSwiftFlightFormApplied)
mod.testReporter.AddToTestQueueWithDelay(me.TestCombatEventSwipeRank1Success)
mod.testReporter.AddToTestQueueWithDelay(me.TestCombatEventSwipeRank2Success)
mod.testReporter.AddToTestQueueWithDelay(me.TestCombatEventSwipeRank3Success)
mod.testReporter.AddToTestQueueWithDelay(me.TestCombatEventSwipeRank4Success)
mod.testReporter.AddToTestQueueWithDelay(me.TestCombatEventSwipeRank5Success)
mod.testReporter.AddToTestQueueWithDelay(me.TestCombatEventSwipeRank6Success)
mod.testReporter.AddToTestQueueWithDelay(me.TestCombatEventThornsRank1Applied)
mod.testReporter.AddToTestQueueWithDelay(me.TestCombatEventThornsRank1Removed)
mod.testReporter.AddToTestQueueWithDelay(me.TestCombatEventThornsRank1Refresh)
mod.testReporter.AddToTestQueueWithDelay(me.TestCombatEventThornsRank2Applied)
mod.testReporter.AddToTestQueueWithDelay(me.TestCombatEventThornsRank2Removed)
mod.testReporter.AddToTestQueueWithDelay(me.TestCombatEventThornsRank2Refresh)
mod.testReporter.AddToTestQueueWithDelay(me.TestCombatEventThornsRank3Applied)
mod.testReporter.AddToTestQueueWithDelay(me.TestCombatEventThornsRank3Removed)
mod.testReporter.AddToTestQueueWithDelay(me.TestCombatEventThornsRank3Refresh)
mod.testReporter.AddToTestQueueWithDelay(me.TestCombatEventThornsRank4Applied)
mod.testReporter.AddToTestQueueWithDelay(me.TestCombatEventThornsRank4Removed)
mod.testReporter.AddToTestQueueWithDelay(me.TestCombatEventThornsRank4Refresh)
mod.testReporter.AddToTestQueueWithDelay(me.TestCombatEventThornsRank5Applied)
mod.testReporter.AddToTestQueueWithDelay(me.TestCombatEventThornsRank5Removed)
mod.testReporter.AddToTestQueueWithDelay(me.TestCombatEventThornsRank5Refresh)
mod.testReporter.AddToTestQueueWithDelay(me.TestCombatEventThornsRank6Applied)
mod.testReporter.AddToTestQueueWithDelay(me.TestCombatEventThornsRank6Removed)
mod.testReporter.AddToTestQueueWithDelay(me.TestCombatEventThornsRank6Refresh)
mod.testReporter.AddToTestQueueWithDelay(me.TestCombatEventThornsRank7Applied)
mod.testReporter.AddToTestQueueWithDelay(me.TestCombatEventThornsRank7Removed)
mod.testReporter.AddToTestQueueWithDelay(me.TestCombatEventThornsRank7Refresh)
mod.testReporter.AddToTestQueueWithDelay(me.TestCombatEventTigersFuryRank1Applied)
mod.testReporter.AddToTestQueueWithDelay(me.TestCombatEventTigersFuryRank1Removed)
mod.testReporter.AddToTestQueueWithDelay(me.TestCombatEventTigersFuryRank1Refresh)
mod.testReporter.AddToTestQueueWithDelay(me.TestCombatEventTigersFuryRank2Applied)
mod.testReporter.AddToTestQueueWithDelay(me.TestCombatEventTigersFuryRank2Removed)
mod.testReporter.AddToTestQueueWithDelay(me.TestCombatEventTigersFuryRank2Refresh)
mod.testReporter.AddToTestQueueWithDelay(me.TestCombatEventTigersFuryRank3Applied)
mod.testReporter.AddToTestQueueWithDelay(me.TestCombatEventTigersFuryRank3Removed)
mod.testReporter.AddToTestQueueWithDelay(me.TestCombatEventTigersFuryRank3Refresh)
mod.testReporter.AddToTestQueueWithDelay(me.TestCombatEventTigersFuryRank4Applied)
mod.testReporter.AddToTestQueueWithDelay(me.TestCombatEventTigersFuryRank4Removed)
mod.testReporter.AddToTestQueueWithDelay(me.TestCombatEventTigersFuryRank4Refresh)
mod.testReporter.AddToTestQueueWithDelay(me.TestCombatEventTranquilityRank1Success)
mod.testReporter.AddToTestQueueWithDelay(me.TestCombatEventTranquilityRank2Success)
mod.testReporter.AddToTestQueueWithDelay(me.TestCombatEventTranquilityRank3Success)
mod.testReporter.AddToTestQueueWithDelay(me.TestCombatEventTranquilityRank4Success)
mod.testReporter.AddToTestQueueWithDelay(me.TestCombatEventTranquilityRank5Success)
mod.testReporter.AddToTestQueueWithDelay(me.TestCombatEventTravelFormApplied)
mod.testReporter.AddToTestQueueWithDelay(me.TestCombatEventWrathRank1Success)
mod.testReporter.AddToTestQueueWithDelay(me.TestCombatEventWrathRank2Success)
mod.testReporter.AddToTestQueueWithDelay(me.TestCombatEventWrathRank3Success)
mod.testReporter.AddToTestQueueWithDelay(me.TestCombatEventWrathRank4Success)
mod.testReporter.AddToTestQueueWithDelay(me.TestCombatEventWrathRank5Success)
mod.testReporter.AddToTestQueueWithDelay(me.TestCombatEventWrathRank6Success)
mod.testReporter.AddToTestQueueWithDelay(me.TestCombatEventWrathRank7Success)
mod.testReporter.AddToTestQueueWithDelay(me.TestCombatEventWrathRank8Success)
mod.testReporter.AddToTestQueueWithDelay(me.TestCombatEventWrathRank9Success)
mod.testReporter.AddToTestQueueWithDelay(me.TestCombatEventWrathRank10Success)
mod.testReporter.AddToTestQueueWithDelay(me.TestCombatEventFaerieFireFeralRank1Success)
mod.testReporter.AddToTestQueueWithDelay(me.TestCombatEventFaerieFireFeralRank2Success)
mod.testReporter.AddToTestQueueWithDelay(me.TestCombatEventFaerieFireFeralRank3Success)
mod.testReporter.AddToTestQueueWithDelay(me.TestCombatEventFaerieFireFeralRank4Success)
mod.testReporter.AddToTestQueueWithDelay(me.TestCombatEventFaerieFireFeralRank5Success)
mod.testReporter.AddToTestQueueWithDelay(me.TestCombatEventFeralChargeSuccess)
mod.testReporter.AddToTestQueueWithDelay(me.TestCombatEventForceOfNatureSuccess)
mod.testReporter.AddToTestQueueWithDelay(me.TestCombatEventInsectSwarmRank1Success)
mod.testReporter.AddToTestQueueWithDelay(me.TestCombatEventInsectSwarmRank2Success)
mod.testReporter.AddToTestQueueWithDelay(me.TestCombatEventInsectSwarmRank3Success)
mod.testReporter.AddToTestQueueWithDelay(me.TestCombatEventInsectSwarmRank4Success)
mod.testReporter.AddToTestQueueWithDelay(me.TestCombatEventInsectSwarmRank5Success)
mod.testReporter.AddToTestQueueWithDelay(me.TestCombatEventInsectSwarmRank6Success)
mod.testReporter.AddToTestQueueWithDelay(me.TestCombatEventMoonkinFormApplied)
mod.testReporter.AddToTestQueueWithDelay(me.TestCombatEventNaturesGraspRank1Applied)
mod.testReporter.AddToTestQueueWithDelay(me.TestCombatEventNaturesGraspRank1Removed)
mod.testReporter.AddToTestQueueWithDelay(me.TestCombatEventNaturesGraspRank2Applied)
mod.testReporter.AddToTestQueueWithDelay(me.TestCombatEventNaturesGraspRank2Removed)
mod.testReporter.AddToTestQueueWithDelay(me.TestCombatEventNaturesGraspRank3Applied)
mod.testReporter.AddToTestQueueWithDelay(me.TestCombatEventNaturesGraspRank3Removed)
mod.testReporter.AddToTestQueueWithDelay(me.TestCombatEventNaturesGraspRank4Applied)
mod.testReporter.AddToTestQueueWithDelay(me.TestCombatEventNaturesGraspRank4Removed)
mod.testReporter.AddToTestQueueWithDelay(me.TestCombatEventNaturesGraspRank5Applied)
mod.testReporter.AddToTestQueueWithDelay(me.TestCombatEventNaturesGraspRank5Removed)
mod.testReporter.AddToTestQueueWithDelay(me.TestCombatEventNaturesGraspRank6Applied)
mod.testReporter.AddToTestQueueWithDelay(me.TestCombatEventNaturesGraspRank6Removed)
mod.testReporter.AddToTestQueueWithDelay(me.TestCombatEventNaturesGraspRank7Applied)
mod.testReporter.AddToTestQueueWithDelay(me.TestCombatEventNaturesGraspRank7Removed)
mod.testReporter.AddToTestQueueWithDelay(me.TestCombatEventNaturesSwiftnessApplied)
mod.testReporter.AddToTestQueueWithDelay(me.TestCombatEventNaturesSwiftnessRemoved)
mod.testReporter.AddToTestQueueWithDelay(me.TestCombatEventOmenOfClarityApplied)
mod.testReporter.AddToTestQueueWithDelay(me.TestCombatEventOmenOfClarityRemoved)
mod.testReporter.AddToTestQueueWithDelay(me.TestCombatEventSwiftmendSuccess)
mod.testReporter.AddToTestQueueWithDelay(me.TestCombatEventTreeOfLifeApplied)
end
function me.TestCombatEventAbolishPoisonApplied()
mod.testHelper.TestCombatEventApplied(
"TestCombatEventAbolishPoisonApplied",
testCategory,
2893
)
end
function me.TestCombatEventAbolishPoisonRemoved()
mod.testHelper.TestCombatEventRemoved(
"TestCombatEventAbolishPoisonRemoved",
testCategory,
2893
)
end
function me.TestCombatEventAbolishPoisonRefresh()
mod.testHelper.TestCombatEventRefresh(
"TestCombatEventAbolishPoisonRefresh",
testCategory,
2893
)
end
function me.TestCombatEventAquaticFormApplied()
mod.testHelper.TestCombatEventApplied(
"TestCombatEventAquaticFormApplied",
testCategory,
1066
)
end
function me.TestCombatEventBarkskinApplied()
mod.testHelper.TestCombatEventApplied(
"TestCombatEventBarkskinApplied",
testCategory,
22812
)
end
function me.TestCombatEventBarkskinRemoved()
mod.testHelper.TestCombatEventRemoved(
"TestCombatEventBarkskinRemoved",
testCategory,
22812
)
end
function me.TestCombatEventBashRank1Success()
mod.testHelper.TestCombatEventSuccess(
"TestCombatEventBashRank1Success",
testCategory,
5211
)
end
function me.TestCombatEventBashRank2Success()
mod.testHelper.TestCombatEventSuccess(
"TestCombatEventBashRank2Success",
testCategory,
6798
)
end
function me.TestCombatEventBashRank3Success()
mod.testHelper.TestCombatEventSuccess(
"TestCombatEventBashRank3Success",
testCategory,
8983
)
end
function me.TestCombatEventBearFormApplied()
mod.testHelper.TestCombatEventApplied(
"TestCombatEventBearFormApplied",
testCategory,
5487
)
end
function me.TestCombatEventCatFormApplied()
mod.testHelper.TestCombatEventApplied(
"TestCombatEventCatFormApplied",
testCategory,
768
)
end
function me.TestCombatEventClawRank1Success()
mod.testHelper.TestCombatEventSuccess(
"TestCombatEventClawRank1Success",
testCategory,
1082
)
end
function me.TestCombatEventClawRank2Success()
mod.testHelper.TestCombatEventSuccess(
"TestCombatEventClawRank2Success",
testCategory,
3029
)
end
function me.TestCombatEventClawRank3Success()
mod.testHelper.TestCombatEventSuccess(
"TestCombatEventClawRank3Success",
testCategory,
5201
)
end
function me.TestCombatEventClawRank4Success()
mod.testHelper.TestCombatEventSuccess(
"TestCombatEventClawRank4Success",
testCategory,
9849
)
end
function me.TestCombatEventClawRank5Success()
mod.testHelper.TestCombatEventSuccess(
"TestCombatEventClawRank5Success",
testCategory,
9850
)
end
function me.TestCombatEventClawRank6Success()
mod.testHelper.TestCombatEventSuccess(
"TestCombatEventClawRank6Success",
testCategory,
27000
)
end
function me.TestCombatEventCurePoisonApplied()
mod.testHelper.TestCombatEventApplied(
"TestCombatEventCurePoisonApplied",
testCategory,
8946
)
end
function me.TestCombatEventCurePoisonRemoved()
mod.testHelper.TestCombatEventRemoved(
"TestCombatEventCurePoisonRemoved",
testCategory,
8946
)
end
function me.TestCombatEventCurePoisonRefresh()
mod.testHelper.TestCombatEventRefresh(
"TestCombatEventCurePoisonRefresh",
testCategory,
8946
)
end
function me.TestCombatEventCycloneSuccess()
mod.testHelper.TestCombatEventSuccess(
"TestCombatEventCycloneSuccess",
testCategory,
33786
)
end
function me.TestCombatEventDashRank1Applied()
mod.testHelper.TestCombatEventApplied(
"TestCombatEventDashRank1Applied",
testCategory,
1850
)
end
function me.TestCombatEventDashRank1Removed()
mod.testHelper.TestCombatEventRemoved(
"TestCombatEventDashRank1Removed",
testCategory,
1850
)
end
function me.TestCombatEventDashRank2Applied()
mod.testHelper.TestCombatEventApplied(
"TestCombatEventDashRank2Applied",
testCategory,
9821
)
end
function me.TestCombatEventDashRank2Removed()
mod.testHelper.TestCombatEventRemoved(
"TestCombatEventDashRank2Removed",
testCategory,
9821
)
end
function me.TestCombatEventDashRank3Applied()
mod.testHelper.TestCombatEventApplied(
"TestCombatEventDashRank3Applied",
testCategory,
33357
)
end
function me.TestCombatEventDashRank3Removed()
mod.testHelper.TestCombatEventRemoved(
"TestCombatEventDashRank3Removed",
testCategory,
33357
)
end
function me.TestCombatEventDemoralizingRoarRank1Success()
mod.testHelper.TestCombatEventSuccess(
"TestCombatEventDemoralizingRoarRank1Success",
testCategory,
99
)
end
function me.TestCombatEventDemoralizingRoarRank2Success()
mod.testHelper.TestCombatEventSuccess(
"TestCombatEventDemoralizingRoarRank2Success",
testCategory,
1735
)
end
function me.TestCombatEventDemoralizingRoarRank3Success()
mod.testHelper.TestCombatEventSuccess(
"TestCombatEventDemoralizingRoarRank3Success",
testCategory,
9490
)
end
function me.TestCombatEventDemoralizingRoarRank4Success()
mod.testHelper.TestCombatEventSuccess(
"TestCombatEventDemoralizingRoarRank4Success",
testCategory,
9747
)
end
function me.TestCombatEventDemoralizingRoarRank5Success()
mod.testHelper.TestCombatEventSuccess(
"TestCombatEventDemoralizingRoarRank5Success",
testCategory,
9898
)
end
function me.TestCombatEventDemoralizingRoarRank6Success()
mod.testHelper.TestCombatEventSuccess(
"TestCombatEventDemoralizingRoarRank6Success",
testCategory,
26998
)
end
function me.TestCombatEventDireBearFormApplied()
mod.testHelper.TestCombatEventApplied(
"TestCombatEventDireBearFormApplied",
testCategory,
9634
)
end
function me.TestCombatEventEnrageApplied()
mod.testHelper.TestCombatEventApplied(
"TestCombatEventEnrageApplied",
testCategory,
5229
)
end
function me.TestCombatEventEnrageRemoved()
mod.testHelper.TestCombatEventRemoved(
"TestCombatEventEnrageRemoved",
testCategory,
5229
)
end
function me.TestCombatEventEntanglingRootsRank1Success()
mod.testHelper.TestCombatEventSuccess(
"TestCombatEventEntanglingRootsRank1Success",
testCategory,
339
)
end
function me.TestCombatEventEntanglingRootsRank2Success()
mod.testHelper.TestCombatEventSuccess(
"TestCombatEventEntanglingRootsRank2Success",
testCategory,
1062
)
end
function me.TestCombatEventEntanglingRootsRank3Success()
mod.testHelper.TestCombatEventSuccess(
"TestCombatEventEntanglingRootsRank3Success",
testCategory,
5195
)
end
function me.TestCombatEventEntanglingRootsRank4Success()
mod.testHelper.TestCombatEventSuccess(
"TestCombatEventEntanglingRootsRank4Success",
testCategory,
5196
)
end
function me.TestCombatEventEntanglingRootsRank5Success()
mod.testHelper.TestCombatEventSuccess(
"TestCombatEventEntanglingRootsRank5Success",
testCategory,
9852
)
end
function me.TestCombatEventEntanglingRootsRank6Success()
mod.testHelper.TestCombatEventSuccess(
"TestCombatEventEntanglingRootsRank6Success",
testCategory,
9853
)
end
function me.TestCombatEventEntanglingRootsRank7Success()
mod.testHelper.TestCombatEventSuccess(
"TestCombatEventEntanglingRootsRank7Success",
testCategory,
26989
)
end
function me.TestCombatEventFaerieFireRank1Success()
mod.testHelper.TestCombatEventSuccess(
"TestCombatEventFaerieFireRank1Success",
testCategory,
770
)
end
function me.TestCombatEventFaerieFireRank2Success()
mod.testHelper.TestCombatEventSuccess(
"TestCombatEventFaerieFireRank2Success",
testCategory,
778
)
end
function me.TestCombatEventFaerieFireRank3Success()
mod.testHelper.TestCombatEventSuccess(
"TestCombatEventFaerieFireRank3Success",
testCategory,
9749
)
end
function me.TestCombatEventFaerieFireRank4Success()
mod.testHelper.TestCombatEventSuccess(
"TestCombatEventFaerieFireRank4Success",
testCategory,
9907
)
end
function me.TestCombatEventFaerieFireRank5Success()
mod.testHelper.TestCombatEventSuccess(
"TestCombatEventFaerieFireRank5Success",
testCategory,
26993
)
end
function me.TestCombatEventFerociousBiteRank1Success()
mod.testHelper.TestCombatEventSuccess(
"TestCombatEventFerociousBiteRank1Success",
testCategory,
22568
)
end
function me.TestCombatEventFerociousBiteRank2Success()
mod.testHelper.TestCombatEventSuccess(
"TestCombatEventFerociousBiteRank2Success",
testCategory,
22827
)
end
function me.TestCombatEventFerociousBiteRank3Success()
mod.testHelper.TestCombatEventSuccess(
"TestCombatEventFerociousBiteRank3Success",
testCategory,
22828
)
end
function me.TestCombatEventFerociousBiteRank4Success()
mod.testHelper.TestCombatEventSuccess(
"TestCombatEventFerociousBiteRank4Success",
testCategory,
22829
)
end
function me.TestCombatEventFerociousBiteRank5Success()
mod.testHelper.TestCombatEventSuccess(
"TestCombatEventFerociousBiteRank5Success",
testCategory,
31018
)
end
function me.TestCombatEventFerociousBiteRank6Success()
mod.testHelper.TestCombatEventSuccess(
"TestCombatEventFerociousBiteRank6Success",
testCategory,
24248
)
end
function me.TestCombatEventFlightFormApplied()
mod.testHelper.TestCombatEventApplied(
"TestCombatEventFlightFormApplied",
testCategory,
33943
)
end
function me.TestCombatEventFrenziedRegenerationRank1Applied()
mod.testHelper.TestCombatEventApplied(
"TestCombatEventFrenziedRegenerationRank1Applied",
testCategory,
22842
)
end
function me.TestCombatEventFrenziedRegenerationRank1Removed()
mod.testHelper.TestCombatEventRemoved(
"TestCombatEventFrenziedRegenerationRank1Removed",
testCategory,
22842
)
end
function me.TestCombatEventFrenziedRegenerationRank2Applied()
mod.testHelper.TestCombatEventApplied(
"TestCombatEventFrenziedRegenerationRank2Applied",
testCategory,
22895
)
end
function me.TestCombatEventFrenziedRegenerationRank2Removed()
mod.testHelper.TestCombatEventRemoved(
"TestCombatEventFrenziedRegenerationRank2Removed",
testCategory,
22895
)
end
function me.TestCombatEventFrenziedRegenerationRank3Applied()
mod.testHelper.TestCombatEventApplied(
"TestCombatEventFrenziedRegenerationRank3Applied",
testCategory,
22896
)
end
function me.TestCombatEventFrenziedRegenerationRank3Removed()
mod.testHelper.TestCombatEventRemoved(
"TestCombatEventFrenziedRegenerationRank3Removed",
testCategory,
22896
)
end
function me.TestCombatEventFrenziedRegenerationRank4Applied()
mod.testHelper.TestCombatEventApplied(
"TestCombatEventFrenziedRegenerationRank4Applied",
testCategory,
26999
)
end
function me.TestCombatEventFrenziedRegenerationRank4Removed()
mod.testHelper.TestCombatEventRemoved(
"TestCombatEventFrenziedRegenerationRank4Removed",
testCategory,
26999
)
end
function me.TestCombatEventGiftOfTheWildRank1Success()
mod.testHelper.TestCombatEventSuccess(
"TestCombatEventGiftOfTheWildRank1Success",
testCategory,
21849
)
end
function me.TestCombatEventGiftOfTheWildRank2Success()
mod.testHelper.TestCombatEventSuccess(
"TestCombatEventGiftOfTheWildRank2Success",
testCategory,
21850
)
end
function me.TestCombatEventGiftOfTheWildRank3Success()
mod.testHelper.TestCombatEventSuccess(
"TestCombatEventGiftOfTheWildRank3Success",
testCategory,
26991
)
end
function me.TestCombatEventHealingTouchRank1Success()
mod.testHelper.TestCombatEventSuccess(
"TestCombatEventHealingTouchRank1Success",
testCategory,
5185
)
end
function me.TestCombatEventHealingTouchRank2Success()
mod.testHelper.TestCombatEventSuccess(
"TestCombatEventHealingTouchRank2Success",
testCategory,
5186
)
end
function me.TestCombatEventHealingTouchRank3Success()
mod.testHelper.TestCombatEventSuccess(
"TestCombatEventHealingTouchRank3Success",
testCategory,
5187
)
end
function me.TestCombatEventHealingTouchRank4Success()
mod.testHelper.TestCombatEventSuccess(
"TestCombatEventHealingTouchRank4Success",
testCategory,
5188
)
end
function me.TestCombatEventHealingTouchRank5Success()
mod.testHelper.TestCombatEventSuccess(
"TestCombatEventHealingTouchRank5Success",
testCategory,
5189
)
end
function me.TestCombatEventHealingTouchRank6Success()
mod.testHelper.TestCombatEventSuccess(
"TestCombatEventHealingTouchRank6Success",
testCategory,
6778
)
end
function me.TestCombatEventHealingTouchRank7Success()
mod.testHelper.TestCombatEventSuccess(
"TestCombatEventHealingTouchRank7Success",
testCategory,
8903
)
end
function me.TestCombatEventHealingTouchRank8Success()
mod.testHelper.TestCombatEventSuccess(
"TestCombatEventHealingTouchRank8Success",
testCategory,
9758
)
end
function me.TestCombatEventHealingTouchRank9Success()
mod.testHelper.TestCombatEventSuccess(
"TestCombatEventHealingTouchRank9Success",
testCategory,
9888
)
end
function me.TestCombatEventHealingTouchRank10Success()
mod.testHelper.TestCombatEventSuccess(
"TestCombatEventHealingTouchRank10Success",
testCategory,
9889
)
end
function me.TestCombatEventHealingTouchRank11Success()
mod.testHelper.TestCombatEventSuccess(
"TestCombatEventHealingTouchRank11Success",
testCategory,
25297
)
end
function me.TestCombatEventHealingTouchRank12Success()
mod.testHelper.TestCombatEventSuccess(
"TestCombatEventHealingTouchRank12Success",
testCategory,
26978
)
end
function me.TestCombatEventHealingTouchRank13Success()
mod.testHelper.TestCombatEventSuccess(
"TestCombatEventHealingTouchRank13Success",
testCategory,
26979
)
end
function me.TestCombatEventHibernateRank1Success()
mod.testHelper.TestCombatEventSuccess(
"TestCombatEventHibernateRank1Success",
testCategory,
2637
)
end
function me.TestCombatEventHibernateRank2Success()
mod.testHelper.TestCombatEventSuccess(
"TestCombatEventHibernateRank2Success",
testCategory,
18657
)
end
function me.TestCombatEventHibernateRank3Success()
mod.testHelper.TestCombatEventSuccess(
"TestCombatEventHibernateRank3Success",
testCategory,
18658
)
end
function me.TestCombatEventHurricaneRank1Success()
mod.testHelper.TestCombatEventSuccess(
"TestCombatEventHurricaneRank1Success",
testCategory,
16914
)
end
function me.TestCombatEventHurricaneRank2Success()
mod.testHelper.TestCombatEventSuccess(
"TestCombatEventHurricaneRank2Success",
testCategory,
17401
)
end
function me.TestCombatEventHurricaneRank3Success()
mod.testHelper.TestCombatEventSuccess(
"TestCombatEventHurricaneRank3Success",
testCategory,
17402
)
end
function me.TestCombatEventHurricaneRank4Success()
mod.testHelper.TestCombatEventSuccess(
"TestCombatEventHurricaneRank4Success",
testCategory,
27012
)
end
function me.TestCombatEventInnervateApplied()
mod.testHelper.TestCombatEventApplied(
"TestCombatEventInnervateApplied",
testCategory,
29166
)
end
function me.TestCombatEventInnervateRemoved()
mod.testHelper.TestCombatEventRemoved(
"TestCombatEventInnervateRemoved",
testCategory,
29166
)
end
function me.TestCombatEventLacerateRank1Success()
mod.testHelper.TestCombatEventSuccess(
"TestCombatEventLacerateRank1Success",
testCategory,
33745
)
end
function me.TestCombatEventLifebloomRank1Success()
mod.testHelper.TestCombatEventSuccess(
"TestCombatEventLifebloomRank1Success",
testCategory,
33763
)
end
function me.TestCombatEventMaimRank1Success()
mod.testHelper.TestCombatEventSuccess(
"TestCombatEventMaimRank1Success",
testCategory,
22570
)
end
function me.TestCombatEventMangleBearRank1Success()
mod.testHelper.TestCombatEventSuccess(
"TestCombatEventMangleBearRank1Success",
testCategory,
33878
)
end
function me.TestCombatEventMangleBearRank2Success()
mod.testHelper.TestCombatEventSuccess(
"TestCombatEventMangleBearRank2Success",
testCategory,
33986
)
end
function me.TestCombatEventMangleBearRank3Success()
mod.testHelper.TestCombatEventSuccess(
"TestCombatEventMangleBearRank3Success",
testCategory,
33987
)
end
function me.TestCombatEventMangleCatRank1Success()
mod.testHelper.TestCombatEventSuccess(
"TestCombatEventMangleCatRank1Success",
testCategory,
33876
)
end
function me.TestCombatEventMangleCatRank2Success()
mod.testHelper.TestCombatEventSuccess(
"TestCombatEventMangleCatRank2Success",
testCategory,
33982
)
end
function me.TestCombatEventMangleCatRank3Success()
mod.testHelper.TestCombatEventSuccess(
"TestCombatEventMangleCatRank3Success",
testCategory,
33983
)
end
function me.TestCombatEventMarkOfTheWildRank1Success()
mod.testHelper.TestCombatEventSuccess(
"TestCombatEventMarkOfTheWildRank1Success",
testCategory,
1126
)
end
function me.TestCombatEventMarkOfTheWildRank2Success()
mod.testHelper.TestCombatEventSuccess(
"TestCombatEventMarkOfTheWildRank2Success",
testCategory,
5232
)
end
function me.TestCombatEventMarkOfTheWildRank3Success()
mod.testHelper.TestCombatEventSuccess(
"TestCombatEventMarkOfTheWildRank3Success",
testCategory,
6756
)
end
function me.TestCombatEventMarkOfTheWildRank4Success()
mod.testHelper.TestCombatEventSuccess(
"TestCombatEventMarkOfTheWildRank4Success",
testCategory,
5234
)
end
function me.TestCombatEventMarkOfTheWildRank5Success()
mod.testHelper.TestCombatEventSuccess(
"TestCombatEventMarkOfTheWildRank5Success",
testCategory,
8907
)
end
function me.TestCombatEventMarkOfTheWildRank6Success()
mod.testHelper.TestCombatEventSuccess(
"TestCombatEventMarkOfTheWildRank6Success",
testCategory,
9884
)
end
function me.TestCombatEventMarkOfTheWildRank7Success()
mod.testHelper.TestCombatEventSuccess(
"TestCombatEventMarkOfTheWildRank7Success",
testCategory,
9885
)
end
function me.TestCombatEventMarkOfTheWildRank8Success()
mod.testHelper.TestCombatEventSuccess(
"TestCombatEventMarkOfTheWildRank8Success",
testCategory,
26990
)
end
function me.TestCombatEventMoonfireRank1Success()
mod.testHelper.TestCombatEventSuccess(
"TestCombatEventMoonfireRank1Success",
testCategory,
8921
)
end
function me.TestCombatEventMoonfireRank2Success()
mod.testHelper.TestCombatEventSuccess(
"TestCombatEventMoonfireRank2Success",
testCategory,
8924
)
end
function me.TestCombatEventMoonfireRank3Success()
mod.testHelper.TestCombatEventSuccess(
"TestCombatEventMoonfireRank3Success",
testCategory,
8925
)
end
function me.TestCombatEventMoonfireRank4Success()
mod.testHelper.TestCombatEventSuccess(
"TestCombatEventMoonfireRank4Success",
testCategory,
8926
)
end
function me.TestCombatEventMoonfireRank5Success()
mod.testHelper.TestCombatEventSuccess(
"TestCombatEventMoonfireRank5Success",
testCategory,
8927
)
end
function me.TestCombatEventMoonfireRank6Success()
mod.testHelper.TestCombatEventSuccess(
"TestCombatEventMoonfireRank6Success",
testCategory,
8928
)
end
function me.TestCombatEventMoonfireRank7Success()
mod.testHelper.TestCombatEventSuccess(
"TestCombatEventMoonfireRank7Success",
testCategory,
8929
)
end
function me.TestCombatEventMoonfireRank8Success()
mod.testHelper.TestCombatEventSuccess(
"TestCombatEventMoonfireRank8Success",
testCategory,
9833
)
end
function me.TestCombatEventMoonfireRank9Success()
mod.testHelper.TestCombatEventSuccess(
"TestCombatEventMoonfireRank9Success",
testCategory,
9834
)
end
function me.TestCombatEventMoonfireRank10Success()
mod.testHelper.TestCombatEventSuccess(
"TestCombatEventMoonfireRank10Success",
testCategory,
9835
)
end
function me.TestCombatEventMoonfireRank11Success()
mod.testHelper.TestCombatEventSuccess(
"TestCombatEventMoonfireRank11Success",
testCategory,
26987
)
end
function me.TestCombatEventPounceRank1Success()
mod.testHelper.TestCombatEventSuccess(
"TestCombatEventPounceRank1Success",
testCategory,
9005
)
end
function me.TestCombatEventMoonfireRank12Success()
mod.testHelper.TestCombatEventSuccess(
"TestCombatEventMoonfireRank12Success",
testCategory,
26988
)
end
function me.TestCombatEventPounceRank2Success()
mod.testHelper.TestCombatEventSuccess(
"TestCombatEventPounceRank2Success",
testCategory,
9823
)
end
function me.TestCombatEventPounceRank3Success()
mod.testHelper.TestCombatEventSuccess(
"TestCombatEventPounceRank3Success",
testCategory,
9827
)
end
function me.TestCombatEventPounceRank4Success()
mod.testHelper.TestCombatEventSuccess(
"TestCombatEventPounceRank4Success",
testCategory,
27006
)
end
function me.TestCombatEventProwlRank1Success()
mod.testHelper.TestCombatEventSuccess(
"TestCombatEventProwlRank1Success",
testCategory,
5215
)
end
function me.TestCombatEventProwlRank2Success()
mod.testHelper.TestCombatEventSuccess(
"TestCombatEventProwlRank2Success",
testCategory,
6783
)
end
function me.TestCombatEventProwlRank3Success()
mod.testHelper.TestCombatEventSuccess(
"TestCombatEventProwlRank3Success",
testCategory,
9913
)
end
function me.TestCombatEventRakeRank1Success()
mod.testHelper.TestCombatEventSuccess(
"TestCombatEventRakeRank1Success",
testCategory,
1822
)
end
function me.TestCombatEventRakeRank2Success()
mod.testHelper.TestCombatEventSuccess(
"TestCombatEventRakeRank2Success",
testCategory,
1823
)
end
function me.TestCombatEventRakeRank3Success()
mod.testHelper.TestCombatEventSuccess(
"TestCombatEventRakeRank3Success",
testCategory,
1824
)
end
function me.TestCombatEventRakeRank4Success()
mod.testHelper.TestCombatEventSuccess(
"TestCombatEventRakeRank4Success",
testCategory,
9904
)
end
function me.TestCombatEventRakeRank5Success()
mod.testHelper.TestCombatEventSuccess(
"TestCombatEventRakeRank5Success",
testCategory,
27003
)
end
function me.TestCombatEventRavageRank1Success()
mod.testHelper.TestCombatEventSuccess(
"TestCombatEventRavageRank1Success",
testCategory,
6785
)
end
function me.TestCombatEventRavageRank2Success()
mod.testHelper.TestCombatEventSuccess(
"TestCombatEventRavageRank2Success",
testCategory,
6787
)
end
function me.TestCombatEventRavageRank3Success()
mod.testHelper.TestCombatEventSuccess(
"TestCombatEventRavageRank3Success",
testCategory,
9866
)
end
function me.TestCombatEventRavageRank4Success()
mod.testHelper.TestCombatEventSuccess(
"TestCombatEventRavageRank4Success",
testCategory,
9867
)
end
function me.TestCombatEventRavageRank5Success()
mod.testHelper.TestCombatEventSuccess(
"TestCombatEventRavageRank5Success",
testCategory,
27005
)
end
function me.TestCombatEventRebirthRank1Success()
mod.testHelper.TestCombatEventSuccess(
"TestCombatEventRebirthRank1Success",
testCategory,
20484
)
end
function me.TestCombatEventRebirthRank2Success()
mod.testHelper.TestCombatEventSuccess(
"TestCombatEventRebirthRank2Success",
testCategory,
20739
)
end
function me.TestCombatEventRebirthRank3Success()
mod.testHelper.TestCombatEventSuccess(
"TestCombatEventRebirthRank3Success",
testCategory,
20742
)
end
function me.TestCombatEventRebirthRank4Success()
mod.testHelper.TestCombatEventSuccess(
"TestCombatEventRebirthRank4Success",
testCategory,
20747
)
end
function me.TestCombatEventRebirthRank5Success()
mod.testHelper.TestCombatEventSuccess(
"TestCombatEventRebirthRank5Success",
testCategory,
20748
)
end
function me.TestCombatEventRebirthRank6Success()
mod.testHelper.TestCombatEventSuccess(
"TestCombatEventRebirthRank6Success",
testCategory,
26994
)
end
function me.TestCombatEventRegrowthRank1Success()
mod.testHelper.TestCombatEventSuccess(
"TestCombatEventRegrowthRank1Success",
testCategory,
8936
)
end
function me.TestCombatEventRegrowthRank2Success()
mod.testHelper.TestCombatEventSuccess(
"TestCombatEventRegrowthRank2Success",
testCategory,
8938
)
end
function me.TestCombatEventRegrowthRank3Success()
mod.testHelper.TestCombatEventSuccess(
"TestCombatEventRegrowthRank3Success",
testCategory,
8939
)
end
function me.TestCombatEventRegrowthRank4Success()
mod.testHelper.TestCombatEventSuccess(
"TestCombatEventRegrowthRank4Success",
testCategory,
8940
)
end
function me.TestCombatEventRegrowthRank5Success()
mod.testHelper.TestCombatEventSuccess(
"TestCombatEventRegrowthRank5Success",
testCategory,
8941
)
end
function me.TestCombatEventRegrowthRank6Success()
mod.testHelper.TestCombatEventSuccess(
"TestCombatEventRegrowthRank6Success",
testCategory,
9750
)
end
function me.TestCombatEventRegrowthRank7Success()
mod.testHelper.TestCombatEventSuccess(
"TestCombatEventRegrowthRank7Success",
testCategory,
9856
)
end
function me.TestCombatEventRegrowthRank8Success()
mod.testHelper.TestCombatEventSuccess(
"TestCombatEventRegrowthRank8Success",
testCategory,
9857
)
end
function me.TestCombatEventRegrowthRank9Success()
mod.testHelper.TestCombatEventSuccess(
"TestCombatEventRegrowthRank9Success",
testCategory,
9858
)
end
function me.TestCombatEventRegrowthRank10Success()
mod.testHelper.TestCombatEventSuccess(
"TestCombatEventRegrowthRank10Success",
testCategory,
26980
)
end
function me.TestCombatEventRejuvenationRank1Success()
mod.testHelper.TestCombatEventSuccess(
"TestCombatEventRejuvenationRank1Success",
testCategory,
774
)
end
function me.TestCombatEventRejuvenationRank2Success()
mod.testHelper.TestCombatEventSuccess(
"TestCombatEventRejuvenationRank2Success",
testCategory,
1058
)
end
function me.TestCombatEventRejuvenationRank3Success()
mod.testHelper.TestCombatEventSuccess(
"TestCombatEventRejuvenationRank3Success",
testCategory,
1430
)
end
function me.TestCombatEventRejuvenationRank4Success()
mod.testHelper.TestCombatEventSuccess(
"TestCombatEventRejuvenationRank4Success",
testCategory,
2090
)
end
function me.TestCombatEventRejuvenationRank5Success()
mod.testHelper.TestCombatEventSuccess(
"TestCombatEventRejuvenationRank5Success",
testCategory,
2091
)
end
function me.TestCombatEventRejuvenationRank6Success()
mod.testHelper.TestCombatEventSuccess(
"TestCombatEventRejuvenationRank6Success",
testCategory,
3627
)
end
function me.TestCombatEventRejuvenationRank7Success()
mod.testHelper.TestCombatEventSuccess(
"TestCombatEventRejuvenationRank7Success",
testCategory,
8910
)
end
function me.TestCombatEventRejuvenationRank8Success()
mod.testHelper.TestCombatEventSuccess(
"TestCombatEventRejuvenationRank8Success",
testCategory,
9839
)
end
function me.TestCombatEventRejuvenationRank9Success()
mod.testHelper.TestCombatEventSuccess(
"TestCombatEventRejuvenationRank9Success",
testCategory,
9840
)
end
function me.TestCombatEventRejuvenationRank10Success()
mod.testHelper.TestCombatEventSuccess(
"TestCombatEventRejuvenationRank10Success",
testCategory,
9841
)
end
function me.TestCombatEventRejuvenationRank11Success()
mod.testHelper.TestCombatEventSuccess(
"TestCombatEventRejuvenationRank11Success",
testCategory,
25299
)
end
function me.TestCombatEventRejuvenationRank12Success()
mod.testHelper.TestCombatEventSuccess(
"TestCombatEventRejuvenationRank12Success",
testCategory,
26981
)
end
function me.TestCombatEventRejuvenationRank13Success()
mod.testHelper.TestCombatEventSuccess(
"TestCombatEventRejuvenationRank13Success",
testCategory,
26982
)
end
function me.TestCombatEventRemoveCurseSuccess()
mod.testHelper.TestCombatEventSuccess(
"TestCombatEventRemoveCurseSuccess",
testCategory,
2782
)
end
function me.TestCombatEventRipRank1Success()
mod.testHelper.TestCombatEventSuccess(
"TestCombatEventRipRank1Success",
testCategory,
1079
)
end
function me.TestCombatEventRipRank2Success()
mod.testHelper.TestCombatEventSuccess(
"TestCombatEventRipRank2Success",
testCategory,
9492
)
end
function me.TestCombatEventRipRank3Success()
mod.testHelper.TestCombatEventSuccess(
"TestCombatEventRipRank3Success",
testCategory,
9493
)
end
function me.TestCombatEventRipRank4Success()
mod.testHelper.TestCombatEventSuccess(
"TestCombatEventRipRank4Success",
testCategory,
9752
)
end
function me.TestCombatEventRipRank5Success()
mod.testHelper.TestCombatEventSuccess(
"TestCombatEventRipRank5Success",
testCategory,
9894
)
end
function me.TestCombatEventRipRank6Success()
mod.testHelper.TestCombatEventSuccess(
"TestCombatEventRipRank6Success",
testCategory,
9896
)
end
function me.TestCombatEventRipRank7Success()
mod.testHelper.TestCombatEventSuccess(
"TestCombatEventRipRank7Success",
testCategory,
27008
)
end
function me.TestCombatEventShredRank1Success()
mod.testHelper.TestCombatEventSuccess(
"TestCombatEventShredRank1Success",
testCategory,
5221
)
end
function me.TestCombatEventShredRank2Success()
mod.testHelper.TestCombatEventSuccess(
"TestCombatEventShredRank2Success",
testCategory,
6800
)
end
function me.TestCombatEventShredRank3Success()
mod.testHelper.TestCombatEventSuccess(
"TestCombatEventShredRank3Success",
testCategory,
8992
)
end
function me.TestCombatEventShredRank4Success()
mod.testHelper.TestCombatEventSuccess(
"TestCombatEventShredRank4Success",
testCategory,
9829
)
end
function me.TestCombatEventShredRank5Success()
mod.testHelper.TestCombatEventSuccess(
"TestCombatEventShredRank5Success",
testCategory,
9830
)
end
function me.TestCombatEventShredRank6Success()
mod.testHelper.TestCombatEventSuccess(
"TestCombatEventShredRank6Success",
testCategory,
27001
)
end
function me.TestCombatEventShredRank7Success()
mod.testHelper.TestCombatEventSuccess(
"TestCombatEventShredRank7Success",
testCategory,
27002
)
end
function me.TestCombatEventStarfireRank1Success()
mod.testHelper.TestCombatEventSuccess(
"TestCombatEventStarfireRank1Success",
testCategory,
2912
)
end
function me.TestCombatEventStarfireRank2Success()
mod.testHelper.TestCombatEventSuccess(
"TestCombatEventStarfireRank2Success",
testCategory,
8949
)
end
function me.TestCombatEventStarfireRank3Success()
mod.testHelper.TestCombatEventSuccess(
"TestCombatEventStarfireRank3Success",
testCategory,
8950
)
end
function me.TestCombatEventStarfireRank4Success()
mod.testHelper.TestCombatEventSuccess(
"TestCombatEventStarfireRank4Success",
testCategory,
8951
)
end
function me.TestCombatEventStarfireRank5Success()
mod.testHelper.TestCombatEventSuccess(
"TestCombatEventStarfireRank5Success",
testCategory,
9875
)
end
function me.TestCombatEventStarfireRank6Success()
mod.testHelper.TestCombatEventSuccess(
"TestCombatEventStarfireRank6Success",
testCategory,
9876
)
end
function me.TestCombatEventStarfireRank7Success()
mod.testHelper.TestCombatEventSuccess(
"TestCombatEventStarfireRank7Success",
testCategory,
25298
)
end
function me.TestCombatEventStarfireRank8Success()
mod.testHelper.TestCombatEventSuccess(
"TestCombatEventStarfireRank8Success",
testCategory,
26986
)
end
function me.TestCombatEventSwiftFlightFormApplied()
mod.testHelper.TestCombatEventApplied(
"TestCombatEventSwiftFlightFormApplied",
testCategory,
40120
)
end
function me.TestCombatEventSwipeRank1Success()
mod.testHelper.TestCombatEventSuccess(
"TestCombatEventSwipeRank1Success",
testCategory,
779
)
end
function me.TestCombatEventSwipeRank2Success()
mod.testHelper.TestCombatEventSuccess(
"TestCombatEventSwipeRank2Success",
testCategory,
780
)
end
function me.TestCombatEventSwipeRank3Success()
mod.testHelper.TestCombatEventSuccess(
"TestCombatEventSwipeRank3Success",
testCategory,
769
)
end
function me.TestCombatEventSwipeRank4Success()
mod.testHelper.TestCombatEventSuccess(
"TestCombatEventSwipeRank4Success",
testCategory,
9754
)
end
function me.TestCombatEventSwipeRank5Success()
mod.testHelper.TestCombatEventSuccess(
"TestCombatEventSwipeRank5Success",
testCategory,
9908
)
end
function me.TestCombatEventSwipeRank6Success()
mod.testHelper.TestCombatEventSuccess(
"TestCombatEventSwipeRank6Success",
testCategory,
26997
)
end
function me.TestCombatEventThornsRank1Applied()
mod.testHelper.TestCombatEventApplied(
"TestCombatEventThornsRank1Applied",
testCategory,
467
)
end
function me.TestCombatEventThornsRank1Removed()
mod.testHelper.TestCombatEventRemoved(
"TestCombatEventThornsRank1Removed",
testCategory,
467
)
end
function me.TestCombatEventThornsRank1Refresh()
mod.testHelper.TestCombatEventRefresh(
"TestCombatEventThornsRank1Refresh",
testCategory,
467
)
end
function me.TestCombatEventThornsRank2Applied()
mod.testHelper.TestCombatEventApplied(
"TestCombatEventThornsRank2Applied",
testCategory,
782
)
end
function me.TestCombatEventThornsRank2Removed()
mod.testHelper.TestCombatEventRemoved(
"TestCombatEventThornsRank2Removed",
testCategory,
782
)
end
function me.TestCombatEventThornsRank2Refresh()
mod.testHelper.TestCombatEventRefresh(
"TestCombatEventThornsRank2Refresh",
testCategory,
782
)
end
function me.TestCombatEventThornsRank3Applied()
mod.testHelper.TestCombatEventApplied(
"TestCombatEventThornsRank3Applied",
testCategory,
1075
)
end
function me.TestCombatEventThornsRank3Removed()
mod.testHelper.TestCombatEventRemoved(
"TestCombatEventThornsRank3Removed",
testCategory,
1075
)
end
function me.TestCombatEventThornsRank3Refresh()
mod.testHelper.TestCombatEventRefresh(
"TestCombatEventThornsRank3Refresh",
testCategory,
1075
)
end
function me.TestCombatEventThornsRank4Applied()
mod.testHelper.TestCombatEventApplied(
"TestCombatEventThornsRank4Applied",
testCategory,
8914
)
end
function me.TestCombatEventThornsRank4Removed()
mod.testHelper.TestCombatEventRemoved(
"TestCombatEventThornsRank4Removed",
testCategory,
8914
)
end
function me.TestCombatEventThornsRank4Refresh()
mod.testHelper.TestCombatEventRefresh(
"TestCombatEventThornsRank4Refresh",
testCategory,
8914
)
end
function me.TestCombatEventThornsRank5Applied()
mod.testHelper.TestCombatEventApplied(
"TestCombatEventThornsRank5Applied",
testCategory,
9756
)
end
function me.TestCombatEventThornsRank5Removed()
mod.testHelper.TestCombatEventRemoved(
"TestCombatEventThornsRank5Removed",
testCategory,
9756
)
end
function me.TestCombatEventThornsRank5Refresh()
mod.testHelper.TestCombatEventRefresh(
"TestCombatEventThornsRank5Refresh",
testCategory,
9756
)
end
function me.TestCombatEventThornsRank6Applied()
mod.testHelper.TestCombatEventApplied(
"TestCombatEventThornsRank6Applied",
testCategory,
9910
)
end
function me.TestCombatEventThornsRank6Removed()
mod.testHelper.TestCombatEventRemoved(
"TestCombatEventThornsRank6Removed",
testCategory,
9910
)
end
function me.TestCombatEventThornsRank6Refresh()
mod.testHelper.TestCombatEventRefresh(
"TestCombatEventThornsRank6Refresh",
testCategory,
9910
)
end
function me.TestCombatEventThornsRank7Applied()
mod.testHelper.TestCombatEventApplied(
"TestCombatEventThornsRank7Applied",
testCategory,
26992
)
end
function me.TestCombatEventThornsRank7Removed()
mod.testHelper.TestCombatEventRemoved(
"TestCombatEventThornsRank7Removed",
testCategory,
26992
)
end
function me.TestCombatEventThornsRank7Refresh()
mod.testHelper.TestCombatEventRefresh(
"TestCombatEventThornsRank7Refresh",
testCategory,
26992
)
end
function me.TestCombatEventTigersFuryRank1Applied()
mod.testHelper.TestCombatEventApplied(
"TestCombatEventTigersFuryRank1Applied",
testCategory,
5217
)
end
function me.TestCombatEventTigersFuryRank1Removed()
mod.testHelper.TestCombatEventRemoved(
"TestCombatEventTigersFuryRank1Removed",
testCategory,
5217
)
end
function me.TestCombatEventTigersFuryRank1Refresh()
mod.testHelper.TestCombatEventRefresh(
"TestCombatEventTigersFuryRank1Refresh",
testCategory,
5217
)
end
function me.TestCombatEventTigersFuryRank2Applied()
mod.testHelper.TestCombatEventApplied(
"TestCombatEventTigersFuryRank2Applied",
testCategory,
6793
)
end
function me.TestCombatEventTigersFuryRank2Removed()
mod.testHelper.TestCombatEventRemoved(
"TestCombatEventTigersFuryRank2Removed",
testCategory,
6793
)
end
function me.TestCombatEventTigersFuryRank2Refresh()
mod.testHelper.TestCombatEventRefresh(
"TestCombatEventTigersFuryRank2Refresh",
testCategory,
5217
)
end
function me.TestCombatEventTigersFuryRank3Applied()
mod.testHelper.TestCombatEventApplied(
"TestCombatEventTigersFuryRank3Applied",
testCategory,
9845
)
end
function me.TestCombatEventTigersFuryRank3Removed()
mod.testHelper.TestCombatEventRemoved(
"TestCombatEventTigersFuryRank3Removed",
testCategory,
9845
)
end
function me.TestCombatEventTigersFuryRank3Refresh()
mod.testHelper.TestCombatEventRefresh(
"TestCombatEventTigersFuryRank3Refresh",
testCategory,
5217
)
end
function me.TestCombatEventTigersFuryRank4Applied()
mod.testHelper.TestCombatEventApplied(
"TestCombatEventTigersFuryRank4Applied",
testCategory,
9846
)
end
function me.TestCombatEventTigersFuryRank4Removed()
mod.testHelper.TestCombatEventRemoved(
"TestCombatEventTigersFuryRank4Removed",
testCategory,
9846
)
end
function me.TestCombatEventTigersFuryRank4Refresh()
mod.testHelper.TestCombatEventRefresh(
"TestCombatEventTigersFuryRank4Refresh",
testCategory,
5217
)
end
function me.TestCombatEventTranquilityRank1Success()
mod.testHelper.TestCombatEventSuccess(
"TestCombatEventTranquilityRank1Success",
testCategory,
740
)
end
function me.TestCombatEventTranquilityRank2Success()
mod.testHelper.TestCombatEventSuccess(
"TestCombatEventTranquilityRank2Success",
testCategory,
8918
)
end
function me.TestCombatEventTranquilityRank3Success()
mod.testHelper.TestCombatEventSuccess(
"TestCombatEventTranquilityRank3Success",
testCategory,
9862
)
end
function me.TestCombatEventTranquilityRank4Success()
mod.testHelper.TestCombatEventSuccess(
"TestCombatEventTranquilityRank4Success",
testCategory,
9863
)
end
function me.TestCombatEventTranquilityRank5Success()
mod.testHelper.TestCombatEventSuccess(
"TestCombatEventTranquilityRank5Success",
testCategory,
26983
)
end
function me.TestCombatEventTravelFormApplied()
mod.testHelper.TestCombatEventApplied(
"TestCombatEventTravelFormApplied",
testCategory,
783
)
end
function me.TestCombatEventWrathRank1Success()
mod.testHelper.TestCombatEventSuccess(
"TestCombatEventWrathRank1Success",
testCategory,
5176
)
end
function me.TestCombatEventWrathRank2Success()
mod.testHelper.TestCombatEventSuccess(
"TestCombatEventWrathRank2Success",
testCategory,
5177
)
end
function me.TestCombatEventWrathRank3Success()
mod.testHelper.TestCombatEventSuccess(
"TestCombatEventWrathRank3Success",
testCategory,
5178
)
end
function me.TestCombatEventWrathRank4Success()
mod.testHelper.TestCombatEventSuccess(
"TestCombatEventWrathRank4Success",
testCategory,
5179
)
end
function me.TestCombatEventWrathRank5Success()
mod.testHelper.TestCombatEventSuccess(
"TestCombatEventWrathRank5Success",
testCategory,
5180
)
end
function me.TestCombatEventWrathRank6Success()
mod.testHelper.TestCombatEventSuccess(
"TestCombatEventWrathRank6Success",
testCategory,
6780
)
end
function me.TestCombatEventWrathRank7Success()
mod.testHelper.TestCombatEventSuccess(
"TestCombatEventWrathRank7Success",
testCategory,
8905
)
end
function me.TestCombatEventWrathRank8Success()
mod.testHelper.TestCombatEventSuccess(
"TestCombatEventWrathRank8Success",
testCategory,
9912
)
end
function me.TestCombatEventWrathRank9Success()
mod.testHelper.TestCombatEventSuccess(
"TestCombatEventWrathRank9Success",
testCategory,
26984
)
end
function me.TestCombatEventWrathRank10Success()
mod.testHelper.TestCombatEventSuccess(
"TestCombatEventWrathRank10Success",
testCategory,
26985
)
end
function me.TestCombatEventFaerieFireFeralRank1Success()
mod.testHelper.TestCombatEventSuccess(
"TestCombatEventFaerieFireFeralRank1Success",
testCategory,
16857
)
end
function me.TestCombatEventFaerieFireFeralRank2Success()
mod.testHelper.TestCombatEventSuccess(
"TestCombatEventFaerieFireFeralRank2Success",
testCategory,
17390
)
end
function me.TestCombatEventFaerieFireFeralRank3Success()
mod.testHelper.TestCombatEventSuccess(
"TestCombatEventFaerieFireFeralRank3Success",
testCategory,
17391
)
end
function me.TestCombatEventFaerieFireFeralRank4Success()
mod.testHelper.TestCombatEventSuccess(
"TestCombatEventFaerieFireFeralRank4Success",
testCategory,
17392
)
end
function me.TestCombatEventFaerieFireFeralRank5Success()
mod.testHelper.TestCombatEventSuccess(
"TestCombatEventFaerieFireFeralRank5Success",
testCategory,
27011
)
end
function me.TestCombatEventFeralChargeSuccess()
mod.testHelper.TestCombatEventSuccess(
"TestCombatEventFeralChargeSuccess",
testCategory,
16979
)
end
function me.TestCombatEventForceOfNatureSuccess()
mod.testHelper.TestCombatEventSuccess(
"TestCombatEventForceOfNatureSuccess",
testCategory,
33831
)
end
function me.TestCombatEventInsectSwarmRank1Success()
mod.testHelper.TestCombatEventSuccess(
"TestCombatEventInsectSwarmRank1Success",
testCategory,
5570
)
end
function me.TestCombatEventInsectSwarmRank2Success()
mod.testHelper.TestCombatEventSuccess(
"TestCombatEventInsectSwarmRank2Success",
testCategory,
24974
)
end
function me.TestCombatEventInsectSwarmRank3Success()
mod.testHelper.TestCombatEventSuccess(
"TestCombatEventInsectSwarmRank3Success",
testCategory,
24975
)
end
function me.TestCombatEventInsectSwarmRank4Success()
mod.testHelper.TestCombatEventSuccess(
"TestCombatEventInsectSwarmRank4Success",
testCategory,
24976
)
end
function me.TestCombatEventInsectSwarmRank5Success()
mod.testHelper.TestCombatEventSuccess(
"TestCombatEventInsectSwarmRank5Success",
testCategory,
24977
)
end
function me.TestCombatEventInsectSwarmRank6Success()
mod.testHelper.TestCombatEventSuccess(
"TestCombatEventInsectSwarmRank6Success",
testCategory,
27013
)
end
function me.TestCombatEventMoonkinFormApplied()
mod.testHelper.TestCombatEventApplied(
"TestCombatEventMoonkinFormApplied",
testCategory,
24858
)
end
function me.TestCombatEventNaturesGraspRank1Applied()
mod.testHelper.TestCombatEventApplied(
"TestCombatEventNaturesGraspRank1Applied",
testCategory,
16689
)
end
function me.TestCombatEventNaturesGraspRank1Removed()
mod.testHelper.TestCombatEventRemoved(
"TestCombatEventNaturesGraspRank1Removed",
testCategory,
16689
)
end
function me.TestCombatEventNaturesGraspRank2Applied()
mod.testHelper.TestCombatEventApplied(
"TestCombatEventNaturesGraspRank2Applied",
testCategory,
16810
)
end
function me.TestCombatEventNaturesGraspRank2Removed()
mod.testHelper.TestCombatEventRemoved(
"TestCombatEventNaturesGraspRank2Removed",
testCategory,
16810
)
end
function me.TestCombatEventNaturesGraspRank3Applied()
mod.testHelper.TestCombatEventApplied(
"TestCombatEventNaturesGraspRank3Applied",
testCategory,
16811
)
end
function me.TestCombatEventNaturesGraspRank3Removed()
mod.testHelper.TestCombatEventRemoved(
"TestCombatEventNaturesGraspRank3Removed",
testCategory,
16811
)
end
function me.TestCombatEventNaturesGraspRank4Applied()
mod.testHelper.TestCombatEventApplied(
"TestCombatEventNaturesGraspRank4Applied",
testCategory,
16812
)
end
function me.TestCombatEventNaturesGraspRank4Removed()
mod.testHelper.TestCombatEventRemoved(
"TestCombatEventNaturesGraspRank4Removed",
testCategory,
16812
)
end
function me.TestCombatEventNaturesGraspRank5Applied()
mod.testHelper.TestCombatEventApplied(
"TestCombatEventNaturesGraspRank5Applied",
testCategory,
16813
)
end
function me.TestCombatEventNaturesGraspRank5Removed()
mod.testHelper.TestCombatEventRemoved(
"TestCombatEventNaturesGraspRank5Removed",
testCategory,
16813
)
end
function me.TestCombatEventNaturesGraspRank6Applied()
mod.testHelper.TestCombatEventApplied(
"TestCombatEventNaturesGraspRank6Applied",
testCategory,
17329
)
end
function me.TestCombatEventNaturesGraspRank6Removed()
mod.testHelper.TestCombatEventRemoved(
"TestCombatEventNaturesGraspRank6Removed",
testCategory,
17329
)
end
function me.TestCombatEventNaturesGraspRank7Applied()
mod.testHelper.TestCombatEventApplied(
"TestCombatEventNaturesGraspRank7Applied",
testCategory,
27009
)
end
function me.TestCombatEventNaturesGraspRank7Removed()
mod.testHelper.TestCombatEventRemoved(
"TestCombatEventNaturesGraspRank7Removed",
testCategory,
27009
)
end
function me.TestCombatEventNaturesSwiftnessApplied()
mod.testHelper.TestCombatEventApplied(
"TestCombatEventNaturesSwiftnessApplied",
testCategory,
17116
)
end
function me.TestCombatEventNaturesSwiftnessRemoved()
mod.testHelper.TestCombatEventRemoved(
"TestCombatEventNaturesSwiftnessRemoved",
testCategory,
17116
)
end
function me.TestCombatEventOmenOfClarityApplied()
mod.testHelper.TestCombatEventApplied(
"TestCombatEventOmenOfClarityApplied",
testCategory,
16864
)
end
function me.TestCombatEventOmenOfClarityRemoved()
mod.testHelper.TestCombatEventRemoved(
"TestCombatEventOmenOfClarityRemoved",
testCategory,
16864
)
end
function me.TestCombatEventSwiftmendSuccess()
mod.testHelper.TestCombatEventSuccess(
"TestCombatEventSwiftmendSuccess",
testCategory,
18562
)
end
function me.TestCombatEventTreeOfLifeApplied()
mod.testHelper.TestCombatEventApplied(
"TestCombatEventTreeOfLifeApplied",
testCategory,
33891
)
end
|
if not lrm.globals then lrm.globals = {} end
function lrm.globals.init()
global = global or {}
global["preset-data"] = global["preset-data"] or {}
global["preset-names"] = global["preset-names"] or {}
global["presets-selected"] = global["presets-selected"] or {}
global["inventories-open"] = global["inventories-open"] or {}
global["screen_location"] = global["screen_location"] or {}
global["bring_to_front"] = global["bring_to_front"] or {}
global["data_to_view"] = global["data_to_view"] or {}
global.on_tick = global.on_tick or false
global.feature_level = global.feature_level or "1.0"
end
function lrm.globals.init_player(player)
local index = player.index
global["preset-data"][index] = global["preset-data"][index] or {}
global["preset-names"][index] = global["preset-names"][index] or {}
global["presets-selected"][index] = global["presets-selected"][index] or 0
global["screen_location"][index] = global["screen_location"][index] or nil
end |
slot0 = class("StoryAwardPage", import("...base.BaseActivityPage"))
slot0.OnInit = function (slot0)
slot0.bg = slot0:findTF("bg")
slot0.itemTpl = slot0:findTF("Item")
slot0.taskItemTpl = slot0:findTF("TaskItem")
slot0.scrollTF = slot0:findTF("Mask/ScrollView")
slot0.container = slot0:findTF("Mask/ScrollView/Content")
slot0.arrow = slot0:findTF("Mask/Arrow")
end
slot0.OnDataSetting = function (slot0)
slot0.config = pg.activity_event_chapter_award[slot0.activity:getConfig("config_id")]
slot0.chapterIDList = slot0.config.chapter
end
slot0.OnFirstFlush = function (slot0)
for slot4 = 1, #slot0.chapterIDList, 1 do
slot7 = cloneTplTo(slot0.taskItemTpl, slot0.container, "TaskItem" .. tostring(slot4))
slot9 = slot0:findTF("ItemListContainer", slot7)
slot10 = slot0:findTF("GotTag", slot7)
slot11 = slot0:findTF("GetBtn", slot7)
setText(slot8, slot6)
for slot15 = 1, #slot0.config.award_display[slot4], 1 do
updateDrop(slot16, slot18)
onButton(slot0, cloneTplTo(slot0.itemTpl, slot9), function ()
slot0:emit(BaseUI.ON_DROP, slot0)
end, SFX_PANEL)
end
onButton(slot0, slot11, function ()
slot0:emit(ActivityMediator.EVENT_OPERATION, {
cmd = 1,
activity_id = slot0.activity.id,
arg1 = slot0
})
end, SFX_PANEL)
end
onScroll(slot0, slot0.scrollTF, function (slot0)
setActive(slot0.arrow, slot0.y >= 0.01)
end)
end
slot0.OnUpdateFlush = function (slot0)
for slot4 = 1, #slot0.chapterIDList, 1 do
slot7 = slot0:findTF("GotTag", slot6)
slot8 = slot0:findTF("GetBtn", slot6)
if _.include(slot0.activity.data1_list, slot0.chapterIDList[slot4]) then
slot6.transform:SetAsLastSibling()
end
setGray(slot10, slot9)
setGray(slot11, slot9)
setActive(slot7, slot9)
setActive(slot8, getProxy(ChapterProxy):isClear(slot5) and not slot9)
end
end
slot0.OnDestroy = function (slot0)
return
end
return slot0
|
-- This script is an example of an owner-filter. It replaces the
-- usual query link with one to a fictional homepage. This script may
-- be used with the owner-filter or repo.owner-filter settings in
-- cgitrc with the `lua:` prefix.
function filter_open()
buffer = ""
end
function filter_close()
html(string.format("<a href=\"%s\">%s</a>", "http://wiki.example.com/about/" .. buffer, buffer))
return 0
end
function filter_write(str)
buffer = buffer .. str
end
|
module(...,package.seeall)
local buffer = require("core.buffer")
local freelist = require("core.freelist")
local lib = require("core.lib")
local packet = require("core.packet")
local datagram = require("lib.protocol.datagram")
local ethernet = require("lib.protocol.ethernet")
local g_ethernet = require("apps.fuzz.ethernet")
local g_ipv4 = require("apps.fuzz.ipv4")
local g_ipv6 = require("apps.fuzz.ipv6")
local g_udp = require("apps.fuzz.udp")
local g_tcp = require("apps.fuzz.tcp")
local ffi = require("ffi")
local C = ffi.C
local uint16_t_size = ffi.sizeof("uint16_t")
matcher = {}
matcher.__index = matcher
function matcher:new (data_list)
return setmetatable({
zone="matcher",
data_list = data_list,
}, matcher)
end
function matcher:get_mark(p)
local iovec = p.iovecs[0]
local b = iovec.buffer
local offset = iovec.offset + iovec.length - uint16_t_size
local pmark = ffi.cast("uint16_t*",b.pointer + offset)
return C.ntohs(pmark[0])
end
function matcher:error(message)
print("--------------------------------------------------------------------------------")
print("[ERROR]"..message)
print("--------------------------------------------------------------------------------")
return
end
function matcher:match(p)
-- squash all data in iovecs[0]
packet.coalesce(p)
local id = self:get_mark(p)
local match = self.data_list[id]
if not match then
self:error("can not find a match for the packet\n"..packet.report(p))
return
end
local iovec = p.iovecs[0]
local ptr = iovec.buffer.pointer + iovec.offset
local len = p.length
local match_stack = match.dg:stack()
if #match_stack > 0 then
-- determine the parse list
local d = datagram:new(p, ethernet)
if not d:parse(match.match) then
self:error("can not parse the packet\n"..packet.report(p))
end
local stack = d:stack()
for k, header in ipairs(stack) do
local match_header = match_stack[k]
if not match_header then
print("No match_header for "..tostring(k))
end
if not header then
print("No header for "..tostring(k))
end
if match_header and header then
if not match_header:eq(header) then
self:error("can not match")
return
end
end
end
-- update for payload compare
ptr, len = d:payload()
else
-- raw packet
end
-- compare raw payload
if ffi.string(match.dg:payload()) ~= ffi.string(ptr, len) then
self:error("raw packet data does not match")
return
end
-- if we got here, all checks passed and we'll increase the received counter
match.received = match.received + 1
end
function matcher:report()
local sent, received = 0,0
for _,match in ipairs(self.data_list) do
if match.received ~= #match.sg then
print(string.format("Mismatch for packet %s. Generated %d, received %d.",
match.desc, #match.sg, match.received))
end
sent = sent + #match.sg
received = received + match.received
end
print(string.format("Sent:\t\t%d\nReceived:\t%d", sent, received))
end
return matcher
|
local function main()
db:setmaxinstructions(100000)
local dbtab = db:prepare("insert into prepare values(@i, @j, @s)")
local max = 2000
local i = 1
db:begin()
for i = 1, max do
local j = max - i
dbtab:bind("i", i)
dbtab:bind("j", j)
dbtab:bind("s", i .. j)
dbtab:exec()
end
db:commit()
dbtab = db:exec("select count(*) from prepare")
dbtab:emit()
end
|
-- Copyright (c) 2019 teverse.com
-- camera.lua
local cameraController = {}
local selectionController = require("tevgit:create/controllers/select.lua")
cameraController.zoomStep = 3
cameraController.rotateStep = -0.003
cameraController.moveStep = 0.5 -- how fast the camera moves
cameraController.camera = workspace.camera
-- Setup the initial position of the camera
cameraController.camera.position = vector3(11, 5, 10)
cameraController.camera:lookAt(vector3(0,0,0))
-- Camera key input values
cameraController.cameraKeyEventLooping = false
cameraController.cameraKeyArray = {
[enums.key.w] = vector3(0, 0, -1),
[enums.key.s] = vector3(0, 0, 1),
[enums.key.a] = vector3(-1, 0, 0),
[enums.key.d] = vector3(1, 0, 0),
[enums.key.q] = vector3(0, -1, 0),
[enums.key.e] = vector3(0, 1, 0)
}
engine.input:mouseScrolled(function( input )
if input.systemHandled then return end
local cameraPos = cameraController.camera.position
cameraPos = cameraPos + (cameraController.camera.rotation * (cameraController.cameraKeyArray[enums.key.w] * input.movement.y * cameraController.zoomStep))
cameraController.camera.position = cameraPos
end)
engine.input:mouseMoved(function( input )
if engine.input:isMouseButtonDown( enums.mouseButton.right ) then
local pitch = quaternion():setEuler(input.movement.y * cameraController.rotateStep, 0, 0)
local yaw = quaternion():setEuler(0, input.movement.x * cameraController.rotateStep, 0)
-- Applied seperately to avoid camera flipping on the wrong axis.
cameraController.camera.rotation = yaw * cameraController.camera.rotation;
cameraController.camera.rotation = cameraController.camera.rotation * pitch
--updatePosition()
end
end)
engine.graphics:frameDrawn(function()
if engine.input:isKeyDown(enums.key.leftCtrl) then return end
for key, vector in pairs(cameraController.cameraKeyArray) do
-- check if this key is pressed and move camera if it is
if engine.input:isKeyDown(key) then
cameraController.camera.position = cameraController.camera.position + (cameraController.camera.rotation * (engine.input:isKeyDown(enums.key.leftShift) and vector / 4 or vector) * cameraController.moveStep)
end
end
-- SELECTION SYSTEM REQUIRED
--[[
if inputObj.key == enums.key.f and #selectionController.selection>0 then
local mdn = vector3(median(selectionController.selection, "x"), median(selectionController.selection, "y"),median(selectionController.selection, "z") )
--camera.position = mdn + (camera.rotation * vector3(0,0,1) * 15)
--print(mdn)
engine.tween:begin(cameraController.camera, .2, {position = mdn + (cameraController.camera.rotation * vector3(0,0,1) * 15)}, "outQuad")
end]]
end)
return cameraController |
----------------------------------------------------------
-- Server Utils is a util namespace for wrapping server --
-- specific actions into clean and easilly read funcs. --
----------------------------------------------------------
local S = {}
function S.setupNewConnection( client )
local new_dm = DataManager:new( client )
local data = Data:new()
data:setInterp( NEW_CONNECT_INTERP )
new_dm:AASData( data )
new_dm:setupInterp( data );
end;
function S.cleanUpNewConnection( dm, d )
dm:remData( d )
d:delete()
end;
return S
|
--[[ Class containing unicode data table summarized information]]
local unidata = {}
unidata.maplower = {}
-- the following sections have been generated from UnicodeData.txt and should not be modified manually
unidata.Number = {}
unidata.Number[0x0030] = {
0xFFC0, 0x0000, 0x0000, 0x0000, 0x0000, 0x0000, 0x0000, 0x0000, 0x304E
}
unidata.Number[0x0660] = {
0xFFC0
}
unidata.Number[0x06F0] = {
0xFFC0
}
unidata.Number[0x07C0] = {
0xFFC0
}
unidata.Number[0x0966] = {
0xFFC0, 0x0000, 0x0000, 0x0000, 0x0000, 0x0000, 0x0000, 0x0000, 0xFFC3, 0xF000,
0x0000, 0x0000, 0x0000, 0x0000, 0x0000, 0x0000, 0xFFC0, 0x0000, 0x0000, 0x0000,
0x0000, 0x0000, 0x0000, 0x0000, 0xFFC0, 0x0000, 0x0000, 0x0000, 0x0000, 0x0000,
0x0000, 0x0000, 0xFFCF, 0xC000, 0x0000, 0x0000, 0x0000, 0x0000, 0x0000, 0x0000,
0xFFF8, 0x0000, 0x0000, 0x0000, 0x0000, 0x0000, 0x0000, 0x0000, 0xFFC0, 0x3F80,
0x0000, 0x0000, 0x0000, 0x0000, 0x0000, 0x0000, 0xFFC0, 0x0000, 0x0000, 0x0000,
0x0000, 0x0000, 0x0000, 0x3F80, 0xFFFF, 0xE000, 0x0000, 0x0000, 0x0000, 0x0000,
0x0000, 0x0000, 0xFFC0, 0x0000, 0x0000, 0x0000, 0x0000, 0x0000, 0x003F, 0xF000,
0x0000, 0x0000, 0x0000, 0x0000, 0x0000, 0x0000, 0x003F, 0xF000, 0x0000, 0x0000,
0x0000, 0x003F, 0xFFFC
}
unidata.Number[0x1040] = {
0xFFC0, 0x0000, 0x0000, 0x0000, 0x0000, 0xFFC0
}
unidata.Number[0x1369] = {
0xFFFF, 0xF000
}
unidata.Number[0x16EE] = {
0xE000
}
unidata.Number[0x17E0] = {
0xFFC0, 0xFFC0, 0x0000, 0xFFC0
}
unidata.Number[0x1946] = {
0xFFC0
}
unidata.Number[0x19D0] = {
0xFFE0
}
unidata.Number[0x1A80] = {
0xFFC0, 0xFFC0
}
unidata.Number[0x1B50] = {
0xFFC0, 0x0000, 0x0000, 0x0000, 0x0000, 0x0000, 0xFFC0
}
unidata.Number[0x1C40] = {
0xFFC0, 0xFFC0
}
unidata.Number[0x2070] = {
0x8FC0, 0xFFC0
}
unidata.Number[0x2150] = {
0xFFFF, 0xFFFF, 0xFFFF, 0xE7C0
}
unidata.Number[0x2460] = {
0xFFFF, 0xFFFF, 0xFFFF, 0xFFF0, 0x0000, 0x0000, 0x0000, 0x0000, 0x003F, 0xFFFF
}
unidata.Number[0x2776] = {
0xFFFF, 0xFFFC
}
unidata.Number[0x2CFD] = {
0x8000
}
unidata.Number[0x3007] = {
0x8000, 0x003F, 0xE000, 0x7000
}
unidata.Number[0x3192] = {
0xF000
}
unidata.Number[0x3220] = {
0xFFC0, 0x0000, 0x00FF, 0x7FFF, 0x0000, 0x0000, 0xFFC0, 0x0000, 0x0000, 0x7FFF
}
unidata.Number[0xA620] = {
0xFFC0
}
unidata.Number[0xA6E6] = {
0xFFC0
}
unidata.Number[0xA830] = {
0xFC00
}
unidata.Number[0xA8D0] = {
0xFFC0, 0x0000, 0x0000, 0xFFC0
}
unidata.Number[0xA9D0] = {
0xFFC0, 0x0000, 0xFFC0, 0x0000, 0x0000, 0x0000, 0x0000, 0x0000, 0xFFC0
}
unidata.Number[0xABF0] = {
0xFFC0
}
unidata.Number[0xFF10] = {
0xFFC0
}
unidata.Separator = {}
unidata.Separator[0x0020] = {
0x8000
}
unidata.Separator[0x00A0] = {
0x8000
}
unidata.Separator[0x1680] = {
0x8000
}
unidata.Separator[0x2000] = {
0xFFE0, 0x0000, 0x00C1, 0x0000, 0x0000, 0x0001
}
unidata.Separator[0x3000] = {
0x8000
}
unidata.LetterLower = {}
unidata.LetterLower[0x0061] = {
0xFFFF, 0xFFC0, 0x0000, 0x0000, 0x0000, 0x0800, 0x0000, 0x0003, 0xFFFF, 0xFDFE,
0xAAAA, 0xAAAA, 0xAAAA, 0xAB55, 0x55AA, 0xAAAA, 0xAAAA, 0xAA57, 0x2918, 0x48E4,
0xA969, 0x14CE, 0x0495, 0x555A, 0xAAAB, 0x28AA, 0xAAAA, 0xAAAA, 0xAAAA, 0xBF93,
0x42AB, 0xFFFF, 0xFFFF, 0xFFFF, 0xFFFF, 0xEFFF, 0xFFFE
}
unidata.LetterLower[0x0371] = {
0xA238, 0x0001, 0x0000, 0x001F, 0xFFFF, 0xFFFD, 0x8EAA, 0xAAAB, 0xE930, 0x0000,
0x0000, 0x0001, 0xFFFF, 0xFFFF, 0xFFFE, 0xAAAA, 0xAAAA, 0x802A, 0xAAAA, 0xAAAA,
0xAAAA, 0x5556, 0xAAAA, 0xAAAA, 0xAAAA, 0xAAAA, 0xAAAA, 0xAAAA, 0x0000, 0x0000,
0x0000, 0xFFFF, 0xFFFF, 0xFE00
}
unidata.LetterLower[0x13F8] = {
0xFC00
}
unidata.LetterLower[0x1C80] = {
0xFF80, 0x0000, 0x0000, 0x0000, 0x0000, 0x0000, 0x0000, 0x0000, 0xFFFF, 0xFFFF,
0xFFF0, 0x0000, 0x0000, 0x0000, 0x001F, 0xFF7F, 0xFFFF, 0xFFE0, 0x0000, 0x0000,
0x0000, 0x0000, 0x0000, 0x0000, 0x5555, 0x5555, 0x5555, 0x5555, 0x5555, 0x5555,
0x5555, 0x5555, 0x5555, 0x57FD, 0x5555, 0x5555, 0x5555, 0x5555, 0x5555, 0x5555,
0xFF00, 0xFC00, 0xFF00, 0xFF00, 0xFC00, 0xFF00, 0xFF00, 0xFFFC, 0xFF00, 0xFF00,
0xFF00, 0xFB02, 0x3B00, 0xF300, 0xFF00, 0x3B00
}
unidata.LetterLower[0x210A] = {
0x8C40, 0x0000, 0x0421, 0x300F, 0x0800, 0x0000, 0x0000, 0x0020
}
unidata.LetterLower[0x2C30] = {
0xFFFF, 0xFFFF, 0xFFFE, 0x46A8, 0x5BF0, 0x5555, 0x5555, 0x5555, 0x5555, 0x5555,
0x5555, 0x580A, 0x1000, 0xFFFF, 0xFFFF, 0xFD04
}
unidata.LetterLower[0xA641] = {
0xAAAA, 0xAAAA, 0xAAA8, 0x0000, 0xAAAA, 0xAAA0
}
unidata.LetterLower[0xA723] = {
0xAAAE, 0xAAAA, 0xAAAA, 0xAAAA, 0xAAAB, 0xFD4A, 0xA852, 0xEAAA, 0xAA00, 0x2800,
0x0000, 0x0000, 0x0000, 0x0100
}
unidata.LetterLower[0xAB30] = {
0xFFFF, 0xFFFF, 0xFFE0, 0xFC00, 0xFFFF, 0xFFFF, 0xFFFF, 0xFFFF, 0xFFFF
}
unidata.LetterLower[0xFB00] = {
0xFE00, 0x1F00
}
unidata.LetterLower[0xFF41] = {
0xFFFF, 0xFFC0
}
unidata.LetterUpper = {}
unidata.LetterUpper[0x0041] = {
0xFFFF, 0xFFC0, 0x0000, 0x0000, 0x0000, 0x0000, 0x0000, 0x0001, 0xFFFF, 0xFDFC,
0x0000, 0x0001, 0x5555, 0x5555, 0x5555, 0x54AA, 0xAA55, 0x5555, 0x5555, 0x55A8,
0xD6E7, 0xB71B, 0x5696, 0xEB10, 0x124A, 0xAAA5, 0x5554, 0x9755, 0x5555, 0x5555,
0x5555, 0x406C, 0xBD54
}
unidata.LetterUpper[0x0370] = {
0xA201, 0x02EB, 0x7FFF, 0xDFF0, 0x0000, 0x0001, 0x38AA, 0xAAAA, 0x0967, 0xFFFF,
0xFFFF, 0xFFFF, 0x0000, 0x0000, 0x0000, 0xAAAA, 0xAAAA, 0x802A, 0xAAAA, 0xAAAA,
0xAAAA, 0xD554, 0xAAAA, 0xAAAA, 0xAAAA, 0xAAAA, 0xAAAA, 0xAAAA, 0x7FFF, 0xFFFF,
0xFE00
}
unidata.LetterUpper[0x10A0] = {
0xFFFF, 0xFFFF, 0xFD04
}
unidata.LetterUpper[0x13A0] = {
0xFFFF, 0xFFFF, 0xFFFF, 0xFFFF, 0xFFFF, 0xFC00
}
unidata.LetterUpper[0x1E00] = {
0xAAAA, 0xAAAA, 0xAAAA, 0xAAAA, 0xAAAA, 0xAAAA, 0xAAAA, 0xAAAA, 0xAAAA, 0xA802,
0xAAAA, 0xAAAA, 0xAAAA, 0xAAAA, 0xAAAA, 0xAAAA, 0x00FF, 0x00FC, 0x00FF, 0x00FF,
0x00FC, 0x0055, 0x00FF, 0x0000, 0x0000, 0x0000, 0x0000, 0x00F0, 0x00F0, 0x00F0,
0x00F8, 0x00F0
}
unidata.LetterUpper[0x2102] = {
0x8473, 0x91F0, 0x2AF3, 0xC00C, 0x1000, 0x0000, 0x0000, 0x0000, 0x4000
}
unidata.LetterUpper[0x2C00] = {
0xFFFF, 0xFFFF, 0xFFFE, 0x0000, 0x0000, 0x0000, 0xB957, 0xA403, 0xAAAA, 0xAAAA,
0xAAAA, 0xAAAA, 0xAAAA, 0xAAAA, 0xA014, 0x2000
}
unidata.LetterUpper[0xA640] = {
0xAAAA, 0xAAAA, 0xAAA8, 0x0000, 0xAAAA, 0xAAA0
}
unidata.LetterUpper[0xA722] = {
0xAAA8, 0xAAAA, 0xAAAA, 0xAAAA, 0xAAA8, 0x015A, 0xA852, 0x8AAA, 0xAAFB, 0xE800
}
unidata.LetterUpper[0xFF21] = {
0xFFFF, 0xFFC0
}
unidata.LetterOther = {}
unidata.LetterOther[0x00AA] = {
0x8000, 0x8000
}
unidata.LetterOther[0x01BB] = {
0x87A4, 0x8000, 0x0000, 0x0100
}
unidata.LetterOther[0x0294] = {
0x8000, 0x000F, 0xFFFC, 0x3FFC, 0x000F, 0x80A0
}
unidata.LetterOther[0x0374] = {
0x8200
}
unidata.LetterOther[0x0559] = {
0x8000, 0x0000, 0x0000, 0x0000, 0x0000, 0x0000, 0x0000, 0x01FF, 0xFFFF, 0xC1C0,
0x0000, 0x0000, 0x01FF, 0xFFFF, 0xFFFF, 0xC000, 0x0000, 0x06FF, 0xFFFF, 0xFFFF,
0xFFFF, 0xFFFF, 0xFFFF, 0xFFE8, 0x000C, 0x0600, 0x7200, 0x017F, 0xFFFF, 0xFE00,
0x0000, 0x0FFF, 0xFFFF, 0xFFFF, 0xFFFF, 0xFFFF, 0xFFF8, 0x0080, 0x0000, 0x7FFF,
0xFFFF, 0xC018, 0x41FF, 0xFFF8, 0x4011, 0x0000, 0x01FF, 0xFFFF, 0x0000, 0x0000,
0x0000, 0x0000, 0x01FF, 0xFFF7, 0xF800, 0x0000, 0x0000, 0x0000, 0x001F, 0xFFFF,
0xFFFF, 0xFFFF, 0x8800, 0x0101, 0xFF80, 0x00FF, 0xFF0F, 0xF33F, 0xFFFF, 0x7F47,
0x8800, 0x0400, 0x1B80, 0x0180, 0x000F, 0xC33F, 0xFFFF, 0x7F6D, 0x8000, 0x0000,
0xF400, 0x0070, 0x000F, 0xFBBF, 0xFFFF, 0x7F6F, 0x8800, 0x0100, 0x0180, 0x0000,
0x800F, 0xF33F, 0xFFFF, 0x7F6F, 0x8800, 0x0000, 0x1B80, 0x0080, 0x002F, 0xC778,
0xD631, 0xC7FF, 0x8000, 0x0100, 0x0000, 0x0000, 0x000F, 0xF77F, 0xFFFF, 0x7FFF,
0x8800, 0x0001, 0xC180, 0x0000, 0x010F, 0xF77F, 0xFFFF, 0x7FEF, 0x8800, 0x0000,
0x0580, 0x00C0, 0x000F, 0xF77F, 0xFFFF, 0xFFFF, 0xC800, 0x041C, 0x0380, 0x0000,
0x7E0F, 0xFFFC, 0x7FFF, 0xFFBF, 0xE9FC, 0x0000, 0x0000, 0x0000, 0x00FF, 0xFFFF,
0xFFFF, 0xFF60, 0x01FC, 0x0000, 0x0000, 0x0000, 0x00D3, 0x481E, 0xFEEA, 0x6F60,
0x09F4, 0x0000, 0x1E00, 0x0000, 0x0100, 0x0000, 0x0000, 0x0000, 0x01FE, 0xFFFF,
0xFFFF, 0xF000, 0x0001, 0xF000, 0x0000, 0x0000, 0x0000, 0x0000, 0x0000, 0x0000,
0x01FF, 0xFFFF, 0xFFFF, 0xC000, 0x0200, 0x01F8, 0x788C, 0x070F, 0xFF80, 0x0400,
0x0000, 0x0000, 0x0000, 0x01FF, 0xFFFF, 0xFFFF, 0xDFFF, 0xFFFF, 0xFFFF, 0xFFFF,
0xFFFF, 0xFFFF, 0xFFFF, 0xFFFF, 0xFFFF, 0xFFFF, 0xFFFF, 0xFFFF, 0xFFFF, 0xFFFF,
0xFFFF, 0xFFFF, 0xFFFF, 0xFFFF, 0xFFFF, 0xFFFF, 0xFFFF, 0x79FD, 0x79FF, 0xFFFF,
0xFFFF, 0x79FF, 0xFFFF, 0xFF79, 0xFD79, 0xFFFD, 0xFFFF, 0xFFFF, 0xFFFF, 0xFF79,
0xFFFF, 0xFFFF, 0xFFFF, 0xFFFF, 0xC000, 0x0000, 0x01FF, 0xFE00, 0x0000, 0x0000,
0x0000, 0x0000, 0x0000, 0x0000, 0x00FF, 0xFFFF, 0xFFFF, 0xFFFF, 0xFFFF, 0xFFFF,
0xFFFF, 0xFFFF, 0xFFFF, 0xFFFF, 0xFFFF, 0xFFFF, 0xFFFF, 0xFFFF, 0xFFFF, 0xFFFF,
0xFFFF, 0xFFFF, 0xFFFF, 0xFFFF, 0xFFFF, 0xFFFF, 0xFFFF, 0xFFFF, 0xFFFF, 0xFFFF,
0xFFFF, 0xFFFF, 0xFFFF, 0xFFFF, 0xFFFF, 0xFFFF, 0xFFFF, 0xFFFF, 0xFFFF, 0xFFFF,
0xFFFF, 0xFFFF, 0xFFFF, 0xF3FF, 0xFEFF, 0xFFFF, 0xC1FF, 0xFFFF, 0xFFFF, 0xFFFF,
0xFFFF, 0xC0FF, 0x01FF, 0xF780, 0x01FF, 0xFF80, 0x01FF, 0xFF80, 0x01FF, 0xF700,
0x01FF, 0xFFFF, 0xFFFF, 0xFFE0, 0x0000, 0x0002, 0x1000, 0x0000, 0x0000, 0x0000,
0x01FF, 0xFFFF, 0xFFFF, 0xFFFF, 0xFFFF, 0xFFFE, 0x01F3, 0xFFFF, 0xFFFF, 0x41FF,
0xFFFF, 0xFFFF, 0xFFFF, 0xFFF8, 0x01FF, 0xFFFF, 0xFC00, 0x0000, 0x0000, 0x01FF,
0xFFFF, 0xF9F0, 0x01FF, 0xFFFF, 0xFFFF, 0xE1FF, 0xFFFF, 0x8000, 0x0000, 0x0000,
0x01FF, 0xFFFC, 0x01FF, 0xFFFF, 0xFFFF, 0xFFF0, 0x0000, 0x0000, 0x0000, 0x0000,
0x0002, 0x0000, 0x0000, 0x0000, 0x0000, 0x0000, 0x000F, 0xFFFF, 0xFFFF, 0xFFE0,
0x000F, 0xE000, 0x0000, 0x0000, 0x003F, 0xFFFF, 0xFF00, 0x0600, 0x7FFF, 0xFFFF,
0xFFF8, 0x0000, 0x01FF, 0xFFFF, 0xFFE0, 0x0000, 0x0000, 0x0E00, 0x7FFF, 0xFFFF,
0xF800, 0x0000, 0x0000, 0x0000, 0x0000, 0x0000, 0x0000, 0xF78C, 0x0000, 0x0000,
0x0000, 0x1FFF, 0xFFFF, 0xFFFF, 0xFFFF, 0xC001, 0x0000, 0x0000, 0x3FFF, 0xFFFF,
0xFE00
}
unidata.LetterOther[0x1F88] = {
0xFF00, 0xFF00, 0xFF00, 0x0800, 0x0800, 0x0000, 0x0000, 0x0800, 0x0000, 0x0000,
0x0000, 0x0000, 0x0000, 0x0000, 0x0040, 0x0100, 0x00FF, 0xF800
}
unidata.LetterOther[0x2135] = {
0xF000
}
unidata.LetterOther[0x2C7C] = {
0xC000
}
unidata.LetterOther[0x2D30] = {
0xFFFF, 0xFFFF, 0xFFFF, 0xFF01, 0x0000, 0xFFFF, 0xFE00, 0xFEFE, 0xFEFE, 0xFEFE,
0xFEFE, 0x0000, 0x0000, 0x0000, 0x0000, 0x0001
}
unidata.LetterOther[0x3005] = {
0xC000, 0x0000, 0x000F, 0x830F, 0xFFFF, 0xFFFF, 0xFFFF, 0xFFFF, 0xFFFF, 0xC0EF,
0xFFFF, 0xFFFF, 0xFFFF, 0xFFFF, 0xFFFF, 0xFDE0, 0xFFFF, 0xFFFF, 0xFF8F, 0xFFFF,
0xFFFF, 0xFFFF, 0xFFFF, 0xFFFF, 0xFFC0, 0x001F, 0xFFFF, 0xFC00, 0x0000, 0x0000,
0x001F, 0xFFE0
}
unidata.LetterOther[0x3400] = {
0x8000
}
unidata.LetterOther[0x4DB5] = {
0x8000, 0x0000, 0x0000, 0x0000, 0x0010
}
unidata.LetterOther[0x9FD5] = {
0x8000, 0x0000, 0x001F, 0xFFFF, 0xFFFF, 0xFFFF, 0xFFFF, 0xFFFF, 0xFFFF, 0xFFFF,
0xFFFF, 0xFFFF, 0xFFFF, 0xFFFF, 0xFFFF, 0xFFFF, 0xFFFF, 0xFFFF, 0xFFFF, 0xFFFF,
0xFFFF, 0xFFFF, 0xFFFF, 0xFFFF, 0xFFFF, 0xFFFF, 0xFFFF, 0xFFFF, 0xFFFF, 0xFFFF,
0xFFFF, 0xFFFF, 0xFFFF, 0xFFFF, 0xFFFF, 0xFFFF, 0xFFFF, 0xFFFF, 0xFFFF, 0xFFFF,
0xFFFF, 0xFFFF, 0xFFFF, 0xFFFF, 0xFFFF, 0xFFFF, 0xFFFF, 0xFFFF, 0xFFFF, 0xFFFF,
0xFFFF, 0xFFFF, 0xFFFF, 0xFFFF, 0xFFFF, 0xFFFF, 0xFFFF, 0xFFFF, 0xFFFF, 0xFFFF,
0xFFFF, 0xFFFF, 0xFFFF, 0xFFFF, 0xFFFF, 0xFFFF, 0xFFFF, 0xFFFF, 0xFFFF, 0xFFFF,
0xFFFF, 0xFFFF, 0xFFFF, 0xFFFF, 0xFFFF, 0xFF00, 0x0000, 0x0000, 0x0000, 0x001F,
0xFFFF, 0xFFFF, 0xFF9F, 0xFFFF, 0xFFFF, 0xFFFF, 0xFFFF, 0xFFFF, 0xFFFF, 0xFFFF,
0xFFFF, 0xFFFF, 0xFFFF, 0xFFFF, 0xFFFF, 0xFFFF, 0xFFFF, 0xFFFF, 0xFFFF, 0xFF1F,
0xFFE0, 0x0600, 0x0000, 0x0000, 0x0000, 0x0040, 0x0020, 0x0000, 0x019F, 0xFFFF,
0xFFFF, 0xFFFF, 0xFFFF, 0x8000, 0x0000, 0x0000, 0x3FE0, 0x0000, 0x0000, 0x0000,
0x0000, 0x0010, 0x0000, 0x1020, 0x0000, 0x0000, 0x0000, 0x0000, 0x0000, 0x0000,
0x3BFB, 0xBDFF, 0xFFFC, 0x0000, 0x001F, 0xFFFF, 0xFFFF, 0xFFFE, 0x0007, 0xFFFF,
0xFFFF, 0xFFFE, 0x0000, 0x0000, 0x0000, 0x0007, 0xE280, 0x07FF, 0xFFFF, 0x801F,
0xFFFF, 0xC000, 0x001F, 0xFFFF, 0xFF01, 0xFFFF, 0xFFFF, 0xFFFC, 0x0000, 0x0020,
0x001F, 0x7FE0, 0x07DF, 0xFFFF, 0xFFFF, 0xF000, 0x001D, 0xFE00, 0x001F, 0xFFFF,
0xC47F, 0xFFFF, 0xFFFF, 0xFFE8, 0xCF94, 0x0000, 0x039F, 0xFC07, 0x000F, 0xCFCF,
0xC01F, 0xDFC0, 0x0000, 0x0000, 0x01E0, 0x0000, 0x0000, 0x0000, 0x0000, 0x0000,
0x001F, 0xFFFF, 0xFFFC, 0x0000, 0x0010
}
unidata.LetterOther[0xD7A3] = {
0x8007, 0xFFFF, 0xF0FF, 0xFFFF, 0xFFFF, 0xFF80
}
unidata.LetterOther[0xF900] = {
0xFFFF, 0xFFFF, 0xFFFF, 0xFFFF, 0xFFFF, 0xFFFF, 0xFFFF, 0xFFFF, 0xFFFF, 0xFFFF,
0xFFFF, 0xFFFF, 0xFFFF, 0xFFFF, 0xFFFF, 0xFFFF, 0xFFFF, 0xFFFF, 0xFFFF, 0xFFFF,
0xFFFF, 0xFFFF, 0xFFFC, 0xFFFF, 0xFFFF, 0xFFFF, 0xFFFF, 0xFFFF, 0xFFFF, 0xFFC0,
0x0000, 0x0000, 0x0000, 0x0005, 0xFFBF, 0xFEFA, 0xDBFF, 0xFFFF, 0xFFFF, 0xFFFF,
0xFFFF, 0xFFFF, 0xFFFF, 0xC000, 0x0000, 0x1FFF, 0xFFFF, 0xFFFF, 0xFFFF, 0xFFFF,
0xFFFF, 0xFFFF, 0xFFFF, 0xFFFF, 0xFFFF, 0xFFFF, 0xFFFF, 0xFFFF, 0xFFFF, 0xFFFF,
0xFFFF, 0xFFFF, 0xFFFF, 0xFFFF, 0xFFFF, 0xFFFF, 0xFFFF, 0xFFFC, 0x0000, 0xFFFF,
0xFFFF, 0xFFFF, 0xFFFF, 0x3FFF, 0xFFFF, 0xFFFF, 0xFF00, 0x0000, 0x0000, 0xFFF0,
0x0000, 0x0000, 0x0000, 0x0000, 0x0000, 0x0000, 0x0000, 0xFBFF, 0xFFFF, 0xFFFF,
0xFFFF, 0xFFFF, 0xFFFF, 0xFFFF, 0xFFFF, 0xFFF8, 0x0000, 0x0000, 0x0000, 0x0000,
0x0000, 0x0000, 0x03FF, 0xFFFF, 0xFFFF, 0xFFFF, 0xFFFF, 0xFFFE, 0x3F3F, 0x3F38,
0x0000, 0x0000, 0x8000
}
unidata.Mark = {}
unidata.Mark[0x0300] = {
0xFFFF, 0xFFFF, 0xFFFF, 0xFFFF, 0xFFFF, 0xFFFF, 0xFFFF
}
unidata.Mark[0x0483] = {
0xFE00
}
unidata.Mark[0x0591] = {
0xFFFF, 0xFFFF, 0xFFFA, 0xDA00, 0x0000, 0x0000, 0x0000, 0x0001, 0xFFC0, 0x0000,
0x0000, 0x003F, 0xFFFE, 0x0001, 0x0000, 0x0000, 0x0000, 0x0000, 0x0000, 0x0000,
0x07F3, 0xF378, 0x0000, 0x0000, 0x8000, 0x0001, 0xFFFF, 0xFFC0, 0x0000, 0x0000,
0x0000, 0x0000, 0x0000, 0x07FF, 0x0000, 0x0000, 0x0000, 0x003F, 0xE000, 0x0000,
0x07BF, 0xEEF8, 0x0000, 0x0000, 0x00E0, 0x0000, 0x0000, 0x0000, 0x0000, 0x0000,
0x0000, 0x0000, 0x1FFF, 0xBFFF, 0xFFFF, 0xE000, 0x0000, 0x0000, 0x0077, 0xFFFE,
0xFE00, 0x6000, 0x0000, 0xE000, 0x0000, 0x0000, 0x0017, 0xF338, 0x0200, 0x6000,
0x0000, 0xE000, 0x0000, 0x0000, 0x0017, 0xC338, 0x8000, 0x0001, 0x8800, 0xE000,
0x0000, 0x0000, 0x0017, 0xFBB8, 0x0000, 0x6000, 0x0000, 0xE000, 0x0000, 0x0000,
0x0017, 0xF338, 0x0600, 0x6000, 0x0000, 0x4000, 0x0000, 0x0000, 0x0007, 0xC778,
0x0200, 0x0000, 0x0001, 0xE000, 0x0000, 0x0000, 0x0007, 0xF778, 0x0C00, 0x6000,
0x0000, 0xE000, 0x0000, 0x0000, 0x0017, 0xF778, 0x0C00, 0x6000, 0x0000, 0xE000,
0x0000, 0x0000, 0x0007, 0xF778, 0x0200, 0x6000, 0x0000, 0x6000, 0x0000, 0x0000,
0x0000, 0x0043, 0xF5FE, 0x0000, 0x6000, 0x0000, 0x0000, 0x0000, 0x9FC0, 0x03FC,
0x0000, 0x0000, 0x0000, 0x0000, 0x0000, 0x0000, 0x9FB0, 0x01F8, 0x0000, 0x0000,
0x0000, 0x0000, 0x0180, 0x0000, 0x0A86, 0x0000, 0x0000, 0x0000, 0xFFFF, 0xF60F,
0xFEFF, 0xFFFF, 0xFFF0, 0x0400, 0x0000, 0x0000, 0x0000, 0x0000, 0x0000, 0x003F,
0xFFFC, 0x0000, 0x0787, 0x73F8, 0xF000, 0x7FFA, 0x0078
}
unidata.Mark[0x135D] = {
0xE000
}
unidata.Mark[0x1712] = {
0xE000, 0x0000, 0xE000, 0x0000, 0xC000, 0x0000, 0xC000, 0x0000, 0x0000, 0x0000,
0x3FFF, 0xFFFF, 0xC010, 0x0000, 0x0000, 0x0070, 0x0000, 0x0000, 0x0000, 0x0000,
0x0000, 0x0000, 0x0000, 0x1800, 0x0000, 0x0100, 0x0000, 0x0000, 0x0000, 0x0000,
0x0000, 0x0000, 0x0003, 0xFFC3, 0xFFC0
}
unidata.Mark[0x1A17] = {
0xF800, 0x0000, 0x0000, 0x0003, 0xFF7F, 0xFFFF, 0xFC80, 0x0000, 0x0000, 0x007F,
0xFF00, 0x0000, 0x0000, 0x0000, 0x007C, 0x0000, 0x0000, 0x0007, 0xFFFC, 0x0000,
0x0000, 0x0FF8, 0x0070, 0x0000, 0x003F, 0xFE00, 0x0000, 0x0000, 0x0001, 0xFFF8,
0x0000, 0x0000, 0x0007, 0xFFFF, 0x8000
}
unidata.Mark[0x1CD0] = {
0xEFFF, 0xFF84, 0x38C0
}
unidata.Mark[0x1DC0] = {
0xFFFF, 0xFFFF, 0xFFFF, 0xFC1F
}
unidata.Mark[0x20D0] = {
0xFFFF, 0xFFFF, 0x8000
}
unidata.Mark[0x2CEF] = {
0xE000
}
unidata.Mark[0x2D7F] = {
0x8000, 0x0000, 0x0000, 0x0000, 0x0000, 0x0000, 0x7FFF, 0xFFFF, 0x8000
}
unidata.Mark[0x302A] = {
0xFC00, 0x0000, 0x0000, 0x0000, 0x0000, 0x0000, 0x0001, 0x8000
}
unidata.Mark[0xA66F] = {
0xF7FE, 0x0000, 0x0001, 0x8000, 0x0000, 0x0000, 0x0000, 0x0000, 0x6000
}
unidata.Mark[0xA802] = {
0x8840, 0x0000, 0x7C00, 0x0000, 0x0000, 0x0000, 0x0000, 0x0003, 0x0000, 0x0000,
0x0000, 0x3FFF, 0xF000, 0x0003, 0xFFFF, 0x0000, 0x0000, 0x0000, 0x0FF0, 0x0000,
0x07FF, 0xC000, 0x0000, 0x0003, 0xC000, 0x0000, 0x0000, 0x7FFE, 0x0000, 0x0000,
0x1000, 0x0000, 0x0000, 0x0000, 0x01FF, 0xF800, 0x4030, 0x0000, 0x0000, 0x0070,
0x0000, 0x0000, 0x0002, 0xE60D, 0x0000, 0x0000, 0x007C, 0x1800
}
unidata.Mark[0xABE3] = {
0xFF60
}
unidata.Mark[0xFB1E] = {
0x8000
}
unidata.Mark[0xFE00] = {
0xFFFF, 0x0000, 0xFFFF
}
unidata.maplower[0x0041]=0x0061
unidata.maplower[0x0042]=0x0062
unidata.maplower[0x0043]=0x0063
unidata.maplower[0x0044]=0x0064
unidata.maplower[0x0045]=0x0065
unidata.maplower[0x0046]=0x0066
unidata.maplower[0x0047]=0x0067
unidata.maplower[0x0048]=0x0068
unidata.maplower[0x0049]=0x0069
unidata.maplower[0x004A]=0x006A
unidata.maplower[0x004B]=0x006B
unidata.maplower[0x004C]=0x006C
unidata.maplower[0x004D]=0x006D
unidata.maplower[0x004E]=0x006E
unidata.maplower[0x004F]=0x006F
unidata.maplower[0x0050]=0x0070
unidata.maplower[0x0051]=0x0071
unidata.maplower[0x0052]=0x0072
unidata.maplower[0x0053]=0x0073
unidata.maplower[0x0054]=0x0074
unidata.maplower[0x0055]=0x0075
unidata.maplower[0x0056]=0x0076
unidata.maplower[0x0057]=0x0077
unidata.maplower[0x0058]=0x0078
unidata.maplower[0x0059]=0x0079
unidata.maplower[0x005A]=0x007A
unidata.maplower[0x00C0]=0x00E0
unidata.maplower[0x00C1]=0x00E1
unidata.maplower[0x00C2]=0x00E2
unidata.maplower[0x00C3]=0x00E3
unidata.maplower[0x00C4]=0x00E4
unidata.maplower[0x00C5]=0x00E5
unidata.maplower[0x00C6]=0x00E6
unidata.maplower[0x00C7]=0x00E7
unidata.maplower[0x00C8]=0x00E8
unidata.maplower[0x00C9]=0x00E9
unidata.maplower[0x00CA]=0x00EA
unidata.maplower[0x00CB]=0x00EB
unidata.maplower[0x00CC]=0x00EC
unidata.maplower[0x00CD]=0x00ED
unidata.maplower[0x00CE]=0x00EE
unidata.maplower[0x00CF]=0x00EF
unidata.maplower[0x00D0]=0x00F0
unidata.maplower[0x00D1]=0x00F1
unidata.maplower[0x00D2]=0x00F2
unidata.maplower[0x00D3]=0x00F3
unidata.maplower[0x00D4]=0x00F4
unidata.maplower[0x00D5]=0x00F5
unidata.maplower[0x00D6]=0x00F6
unidata.maplower[0x00D8]=0x00F8
unidata.maplower[0x00D9]=0x00F9
unidata.maplower[0x00DA]=0x00FA
unidata.maplower[0x00DB]=0x00FB
unidata.maplower[0x00DC]=0x00FC
unidata.maplower[0x00DD]=0x00FD
unidata.maplower[0x00DE]=0x00FE
unidata.maplower[0x0100]=0x0101
unidata.maplower[0x0102]=0x0103
unidata.maplower[0x0104]=0x0105
unidata.maplower[0x0106]=0x0107
unidata.maplower[0x0108]=0x0109
unidata.maplower[0x010A]=0x010B
unidata.maplower[0x010C]=0x010D
unidata.maplower[0x010E]=0x010F
unidata.maplower[0x0110]=0x0111
unidata.maplower[0x0112]=0x0113
unidata.maplower[0x0114]=0x0115
unidata.maplower[0x0116]=0x0117
unidata.maplower[0x0118]=0x0119
unidata.maplower[0x011A]=0x011B
unidata.maplower[0x011C]=0x011D
unidata.maplower[0x011E]=0x011F
unidata.maplower[0x0120]=0x0121
unidata.maplower[0x0122]=0x0123
unidata.maplower[0x0124]=0x0125
unidata.maplower[0x0126]=0x0127
unidata.maplower[0x0128]=0x0129
unidata.maplower[0x012A]=0x012B
unidata.maplower[0x012C]=0x012D
unidata.maplower[0x012E]=0x012F
unidata.maplower[0x0130]=0x0069
unidata.maplower[0x0132]=0x0133
unidata.maplower[0x0134]=0x0135
unidata.maplower[0x0136]=0x0137
unidata.maplower[0x0139]=0x013A
unidata.maplower[0x013B]=0x013C
unidata.maplower[0x013D]=0x013E
unidata.maplower[0x013F]=0x0140
unidata.maplower[0x0141]=0x0142
unidata.maplower[0x0143]=0x0144
unidata.maplower[0x0145]=0x0146
unidata.maplower[0x0147]=0x0148
unidata.maplower[0x014A]=0x014B
unidata.maplower[0x014C]=0x014D
unidata.maplower[0x014E]=0x014F
unidata.maplower[0x0150]=0x0151
unidata.maplower[0x0152]=0x0153
unidata.maplower[0x0154]=0x0155
unidata.maplower[0x0156]=0x0157
unidata.maplower[0x0158]=0x0159
unidata.maplower[0x015A]=0x015B
unidata.maplower[0x015C]=0x015D
unidata.maplower[0x015E]=0x015F
unidata.maplower[0x0160]=0x0161
unidata.maplower[0x0162]=0x0163
unidata.maplower[0x0164]=0x0165
unidata.maplower[0x0166]=0x0167
unidata.maplower[0x0168]=0x0169
unidata.maplower[0x016A]=0x016B
unidata.maplower[0x016C]=0x016D
unidata.maplower[0x016E]=0x016F
unidata.maplower[0x0170]=0x0171
unidata.maplower[0x0172]=0x0173
unidata.maplower[0x0174]=0x0175
unidata.maplower[0x0176]=0x0177
unidata.maplower[0x0178]=0x00FF
unidata.maplower[0x0179]=0x017A
unidata.maplower[0x017B]=0x017C
unidata.maplower[0x017D]=0x017E
unidata.maplower[0x0181]=0x0253
unidata.maplower[0x0182]=0x0183
unidata.maplower[0x0184]=0x0185
unidata.maplower[0x0186]=0x0254
unidata.maplower[0x0187]=0x0188
unidata.maplower[0x0189]=0x0256
unidata.maplower[0x018A]=0x0257
unidata.maplower[0x018B]=0x018C
unidata.maplower[0x018E]=0x01DD
unidata.maplower[0x018F]=0x0259
unidata.maplower[0x0190]=0x025B
unidata.maplower[0x0191]=0x0192
unidata.maplower[0x0193]=0x0260
unidata.maplower[0x0194]=0x0263
unidata.maplower[0x0196]=0x0269
unidata.maplower[0x0197]=0x0268
unidata.maplower[0x0198]=0x0199
unidata.maplower[0x019C]=0x026F
unidata.maplower[0x019D]=0x0272
unidata.maplower[0x019F]=0x0275
unidata.maplower[0x01A0]=0x01A1
unidata.maplower[0x01A2]=0x01A3
unidata.maplower[0x01A4]=0x01A5
unidata.maplower[0x01A6]=0x0280
unidata.maplower[0x01A7]=0x01A8
unidata.maplower[0x01A9]=0x0283
unidata.maplower[0x01AC]=0x01AD
unidata.maplower[0x01AE]=0x0288
unidata.maplower[0x01AF]=0x01B0
unidata.maplower[0x01B1]=0x028A
unidata.maplower[0x01B2]=0x028B
unidata.maplower[0x01B3]=0x01B4
unidata.maplower[0x01B5]=0x01B6
unidata.maplower[0x01B7]=0x0292
unidata.maplower[0x01B8]=0x01B9
unidata.maplower[0x01BC]=0x01BD
unidata.maplower[0x01C4]=0x01C6
unidata.maplower[0x01C5]=0x01C6
unidata.maplower[0x01C7]=0x01C9
unidata.maplower[0x01C8]=0x01C9
unidata.maplower[0x01CA]=0x01CC
unidata.maplower[0x01CB]=0x01CC
unidata.maplower[0x01CD]=0x01CE
unidata.maplower[0x01CF]=0x01D0
unidata.maplower[0x01D1]=0x01D2
unidata.maplower[0x01D3]=0x01D4
unidata.maplower[0x01D5]=0x01D6
unidata.maplower[0x01D7]=0x01D8
unidata.maplower[0x01D9]=0x01DA
unidata.maplower[0x01DB]=0x01DC
unidata.maplower[0x01DE]=0x01DF
unidata.maplower[0x01E0]=0x01E1
unidata.maplower[0x01E2]=0x01E3
unidata.maplower[0x01E4]=0x01E5
unidata.maplower[0x01E6]=0x01E7
unidata.maplower[0x01E8]=0x01E9
unidata.maplower[0x01EA]=0x01EB
unidata.maplower[0x01EC]=0x01ED
unidata.maplower[0x01EE]=0x01EF
unidata.maplower[0x01F1]=0x01F3
unidata.maplower[0x01F2]=0x01F3
unidata.maplower[0x01F4]=0x01F5
unidata.maplower[0x01F6]=0x0195
unidata.maplower[0x01F7]=0x01BF
unidata.maplower[0x01F8]=0x01F9
unidata.maplower[0x01FA]=0x01FB
unidata.maplower[0x01FC]=0x01FD
unidata.maplower[0x01FE]=0x01FF
unidata.maplower[0x0200]=0x0201
unidata.maplower[0x0202]=0x0203
unidata.maplower[0x0204]=0x0205
unidata.maplower[0x0206]=0x0207
unidata.maplower[0x0208]=0x0209
unidata.maplower[0x020A]=0x020B
unidata.maplower[0x020C]=0x020D
unidata.maplower[0x020E]=0x020F
unidata.maplower[0x0210]=0x0211
unidata.maplower[0x0212]=0x0213
unidata.maplower[0x0214]=0x0215
unidata.maplower[0x0216]=0x0217
unidata.maplower[0x0218]=0x0219
unidata.maplower[0x021A]=0x021B
unidata.maplower[0x021C]=0x021D
unidata.maplower[0x021E]=0x021F
unidata.maplower[0x0220]=0x019E
unidata.maplower[0x0222]=0x0223
unidata.maplower[0x0224]=0x0225
unidata.maplower[0x0226]=0x0227
unidata.maplower[0x0228]=0x0229
unidata.maplower[0x022A]=0x022B
unidata.maplower[0x022C]=0x022D
unidata.maplower[0x022E]=0x022F
unidata.maplower[0x0230]=0x0231
unidata.maplower[0x0232]=0x0233
unidata.maplower[0x023A]=0x2C65
unidata.maplower[0x023B]=0x023C
unidata.maplower[0x023D]=0x019A
unidata.maplower[0x023E]=0x2C66
unidata.maplower[0x0241]=0x0242
unidata.maplower[0x0243]=0x0180
unidata.maplower[0x0244]=0x0289
unidata.maplower[0x0245]=0x028C
unidata.maplower[0x0246]=0x0247
unidata.maplower[0x0248]=0x0249
unidata.maplower[0x024A]=0x024B
unidata.maplower[0x024C]=0x024D
unidata.maplower[0x024E]=0x024F
unidata.maplower[0x0370]=0x0371
unidata.maplower[0x0372]=0x0373
unidata.maplower[0x0376]=0x0377
unidata.maplower[0x037F]=0x03F3
unidata.maplower[0x0386]=0x03AC
unidata.maplower[0x0388]=0x03AD
unidata.maplower[0x0389]=0x03AE
unidata.maplower[0x038A]=0x03AF
unidata.maplower[0x038C]=0x03CC
unidata.maplower[0x038E]=0x03CD
unidata.maplower[0x038F]=0x03CE
unidata.maplower[0x0391]=0x03B1
unidata.maplower[0x0392]=0x03B2
unidata.maplower[0x0393]=0x03B3
unidata.maplower[0x0394]=0x03B4
unidata.maplower[0x0395]=0x03B5
unidata.maplower[0x0396]=0x03B6
unidata.maplower[0x0397]=0x03B7
unidata.maplower[0x0398]=0x03B8
unidata.maplower[0x0399]=0x03B9
unidata.maplower[0x039A]=0x03BA
unidata.maplower[0x039B]=0x03BB
unidata.maplower[0x039C]=0x03BC
unidata.maplower[0x039D]=0x03BD
unidata.maplower[0x039E]=0x03BE
unidata.maplower[0x039F]=0x03BF
unidata.maplower[0x03A0]=0x03C0
unidata.maplower[0x03A1]=0x03C1
unidata.maplower[0x03A3]=0x03C3
unidata.maplower[0x03A4]=0x03C4
unidata.maplower[0x03A5]=0x03C5
unidata.maplower[0x03A6]=0x03C6
unidata.maplower[0x03A7]=0x03C7
unidata.maplower[0x03A8]=0x03C8
unidata.maplower[0x03A9]=0x03C9
unidata.maplower[0x03AA]=0x03CA
unidata.maplower[0x03AB]=0x03CB
unidata.maplower[0x03CF]=0x03D7
unidata.maplower[0x03D8]=0x03D9
unidata.maplower[0x03DA]=0x03DB
unidata.maplower[0x03DC]=0x03DD
unidata.maplower[0x03DE]=0x03DF
unidata.maplower[0x03E0]=0x03E1
unidata.maplower[0x03E2]=0x03E3
unidata.maplower[0x03E4]=0x03E5
unidata.maplower[0x03E6]=0x03E7
unidata.maplower[0x03E8]=0x03E9
unidata.maplower[0x03EA]=0x03EB
unidata.maplower[0x03EC]=0x03ED
unidata.maplower[0x03EE]=0x03EF
unidata.maplower[0x03F4]=0x03B8
unidata.maplower[0x03F7]=0x03F8
unidata.maplower[0x03F9]=0x03F2
unidata.maplower[0x03FA]=0x03FB
unidata.maplower[0x03FD]=0x037B
unidata.maplower[0x03FE]=0x037C
unidata.maplower[0x03FF]=0x037D
unidata.maplower[0x0400]=0x0450
unidata.maplower[0x0401]=0x0451
unidata.maplower[0x0402]=0x0452
unidata.maplower[0x0403]=0x0453
unidata.maplower[0x0404]=0x0454
unidata.maplower[0x0405]=0x0455
unidata.maplower[0x0406]=0x0456
unidata.maplower[0x0407]=0x0457
unidata.maplower[0x0408]=0x0458
unidata.maplower[0x0409]=0x0459
unidata.maplower[0x040A]=0x045A
unidata.maplower[0x040B]=0x045B
unidata.maplower[0x040C]=0x045C
unidata.maplower[0x040D]=0x045D
unidata.maplower[0x040E]=0x045E
unidata.maplower[0x040F]=0x045F
unidata.maplower[0x0410]=0x0430
unidata.maplower[0x0411]=0x0431
unidata.maplower[0x0412]=0x0432
unidata.maplower[0x0413]=0x0433
unidata.maplower[0x0414]=0x0434
unidata.maplower[0x0415]=0x0435
unidata.maplower[0x0416]=0x0436
unidata.maplower[0x0417]=0x0437
unidata.maplower[0x0418]=0x0438
unidata.maplower[0x0419]=0x0439
unidata.maplower[0x041A]=0x043A
unidata.maplower[0x041B]=0x043B
unidata.maplower[0x041C]=0x043C
unidata.maplower[0x041D]=0x043D
unidata.maplower[0x041E]=0x043E
unidata.maplower[0x041F]=0x043F
unidata.maplower[0x0420]=0x0440
unidata.maplower[0x0421]=0x0441
unidata.maplower[0x0422]=0x0442
unidata.maplower[0x0423]=0x0443
unidata.maplower[0x0424]=0x0444
unidata.maplower[0x0425]=0x0445
unidata.maplower[0x0426]=0x0446
unidata.maplower[0x0427]=0x0447
unidata.maplower[0x0428]=0x0448
unidata.maplower[0x0429]=0x0449
unidata.maplower[0x042A]=0x044A
unidata.maplower[0x042B]=0x044B
unidata.maplower[0x042C]=0x044C
unidata.maplower[0x042D]=0x044D
unidata.maplower[0x042E]=0x044E
unidata.maplower[0x042F]=0x044F
unidata.maplower[0x0460]=0x0461
unidata.maplower[0x0462]=0x0463
unidata.maplower[0x0464]=0x0465
unidata.maplower[0x0466]=0x0467
unidata.maplower[0x0468]=0x0469
unidata.maplower[0x046A]=0x046B
unidata.maplower[0x046C]=0x046D
unidata.maplower[0x046E]=0x046F
unidata.maplower[0x0470]=0x0471
unidata.maplower[0x0472]=0x0473
unidata.maplower[0x0474]=0x0475
unidata.maplower[0x0476]=0x0477
unidata.maplower[0x0478]=0x0479
unidata.maplower[0x047A]=0x047B
unidata.maplower[0x047C]=0x047D
unidata.maplower[0x047E]=0x047F
unidata.maplower[0x0480]=0x0481
unidata.maplower[0x048A]=0x048B
unidata.maplower[0x048C]=0x048D
unidata.maplower[0x048E]=0x048F
unidata.maplower[0x0490]=0x0491
unidata.maplower[0x0492]=0x0493
unidata.maplower[0x0494]=0x0495
unidata.maplower[0x0496]=0x0497
unidata.maplower[0x0498]=0x0499
unidata.maplower[0x049A]=0x049B
unidata.maplower[0x049C]=0x049D
unidata.maplower[0x049E]=0x049F
unidata.maplower[0x04A0]=0x04A1
unidata.maplower[0x04A2]=0x04A3
unidata.maplower[0x04A4]=0x04A5
unidata.maplower[0x04A6]=0x04A7
unidata.maplower[0x04A8]=0x04A9
unidata.maplower[0x04AA]=0x04AB
unidata.maplower[0x04AC]=0x04AD
unidata.maplower[0x04AE]=0x04AF
unidata.maplower[0x04B0]=0x04B1
unidata.maplower[0x04B2]=0x04B3
unidata.maplower[0x04B4]=0x04B5
unidata.maplower[0x04B6]=0x04B7
unidata.maplower[0x04B8]=0x04B9
unidata.maplower[0x04BA]=0x04BB
unidata.maplower[0x04BC]=0x04BD
unidata.maplower[0x04BE]=0x04BF
unidata.maplower[0x04C0]=0x04CF
unidata.maplower[0x04C1]=0x04C2
unidata.maplower[0x04C3]=0x04C4
unidata.maplower[0x04C5]=0x04C6
unidata.maplower[0x04C7]=0x04C8
unidata.maplower[0x04C9]=0x04CA
unidata.maplower[0x04CB]=0x04CC
unidata.maplower[0x04CD]=0x04CE
unidata.maplower[0x04D0]=0x04D1
unidata.maplower[0x04D2]=0x04D3
unidata.maplower[0x04D4]=0x04D5
unidata.maplower[0x04D6]=0x04D7
unidata.maplower[0x04D8]=0x04D9
unidata.maplower[0x04DA]=0x04DB
unidata.maplower[0x04DC]=0x04DD
unidata.maplower[0x04DE]=0x04DF
unidata.maplower[0x04E0]=0x04E1
unidata.maplower[0x04E2]=0x04E3
unidata.maplower[0x04E4]=0x04E5
unidata.maplower[0x04E6]=0x04E7
unidata.maplower[0x04E8]=0x04E9
unidata.maplower[0x04EA]=0x04EB
unidata.maplower[0x04EC]=0x04ED
unidata.maplower[0x04EE]=0x04EF
unidata.maplower[0x04F0]=0x04F1
unidata.maplower[0x04F2]=0x04F3
unidata.maplower[0x04F4]=0x04F5
unidata.maplower[0x04F6]=0x04F7
unidata.maplower[0x04F8]=0x04F9
unidata.maplower[0x04FA]=0x04FB
unidata.maplower[0x04FC]=0x04FD
unidata.maplower[0x04FE]=0x04FF
unidata.maplower[0x0500]=0x0501
unidata.maplower[0x0502]=0x0503
unidata.maplower[0x0504]=0x0505
unidata.maplower[0x0506]=0x0507
unidata.maplower[0x0508]=0x0509
unidata.maplower[0x050A]=0x050B
unidata.maplower[0x050C]=0x050D
unidata.maplower[0x050E]=0x050F
unidata.maplower[0x0510]=0x0511
unidata.maplower[0x0512]=0x0513
unidata.maplower[0x0514]=0x0515
unidata.maplower[0x0516]=0x0517
unidata.maplower[0x0518]=0x0519
unidata.maplower[0x051A]=0x051B
unidata.maplower[0x051C]=0x051D
unidata.maplower[0x051E]=0x051F
unidata.maplower[0x0520]=0x0521
unidata.maplower[0x0522]=0x0523
unidata.maplower[0x0524]=0x0525
unidata.maplower[0x0526]=0x0527
unidata.maplower[0x0528]=0x0529
unidata.maplower[0x052A]=0x052B
unidata.maplower[0x052C]=0x052D
unidata.maplower[0x052E]=0x052F
unidata.maplower[0x0531]=0x0561
unidata.maplower[0x0532]=0x0562
unidata.maplower[0x0533]=0x0563
unidata.maplower[0x0534]=0x0564
unidata.maplower[0x0535]=0x0565
unidata.maplower[0x0536]=0x0566
unidata.maplower[0x0537]=0x0567
unidata.maplower[0x0538]=0x0568
unidata.maplower[0x0539]=0x0569
unidata.maplower[0x053A]=0x056A
unidata.maplower[0x053B]=0x056B
unidata.maplower[0x053C]=0x056C
unidata.maplower[0x053D]=0x056D
unidata.maplower[0x053E]=0x056E
unidata.maplower[0x053F]=0x056F
unidata.maplower[0x0540]=0x0570
unidata.maplower[0x0541]=0x0571
unidata.maplower[0x0542]=0x0572
unidata.maplower[0x0543]=0x0573
unidata.maplower[0x0544]=0x0574
unidata.maplower[0x0545]=0x0575
unidata.maplower[0x0546]=0x0576
unidata.maplower[0x0547]=0x0577
unidata.maplower[0x0548]=0x0578
unidata.maplower[0x0549]=0x0579
unidata.maplower[0x054A]=0x057A
unidata.maplower[0x054B]=0x057B
unidata.maplower[0x054C]=0x057C
unidata.maplower[0x054D]=0x057D
unidata.maplower[0x054E]=0x057E
unidata.maplower[0x054F]=0x057F
unidata.maplower[0x0550]=0x0580
unidata.maplower[0x0551]=0x0581
unidata.maplower[0x0552]=0x0582
unidata.maplower[0x0553]=0x0583
unidata.maplower[0x0554]=0x0584
unidata.maplower[0x0555]=0x0585
unidata.maplower[0x0556]=0x0586
unidata.maplower[0x10A0]=0x2D00
unidata.maplower[0x10A1]=0x2D01
unidata.maplower[0x10A2]=0x2D02
unidata.maplower[0x10A3]=0x2D03
unidata.maplower[0x10A4]=0x2D04
unidata.maplower[0x10A5]=0x2D05
unidata.maplower[0x10A6]=0x2D06
unidata.maplower[0x10A7]=0x2D07
unidata.maplower[0x10A8]=0x2D08
unidata.maplower[0x10A9]=0x2D09
unidata.maplower[0x10AA]=0x2D0A
unidata.maplower[0x10AB]=0x2D0B
unidata.maplower[0x10AC]=0x2D0C
unidata.maplower[0x10AD]=0x2D0D
unidata.maplower[0x10AE]=0x2D0E
unidata.maplower[0x10AF]=0x2D0F
unidata.maplower[0x10B0]=0x2D10
unidata.maplower[0x10B1]=0x2D11
unidata.maplower[0x10B2]=0x2D12
unidata.maplower[0x10B3]=0x2D13
unidata.maplower[0x10B4]=0x2D14
unidata.maplower[0x10B5]=0x2D15
unidata.maplower[0x10B6]=0x2D16
unidata.maplower[0x10B7]=0x2D17
unidata.maplower[0x10B8]=0x2D18
unidata.maplower[0x10B9]=0x2D19
unidata.maplower[0x10BA]=0x2D1A
unidata.maplower[0x10BB]=0x2D1B
unidata.maplower[0x10BC]=0x2D1C
unidata.maplower[0x10BD]=0x2D1D
unidata.maplower[0x10BE]=0x2D1E
unidata.maplower[0x10BF]=0x2D1F
unidata.maplower[0x10C0]=0x2D20
unidata.maplower[0x10C1]=0x2D21
unidata.maplower[0x10C2]=0x2D22
unidata.maplower[0x10C3]=0x2D23
unidata.maplower[0x10C4]=0x2D24
unidata.maplower[0x10C5]=0x2D25
unidata.maplower[0x10C7]=0x2D27
unidata.maplower[0x10CD]=0x2D2D
unidata.maplower[0x13A0]=0xAB70
unidata.maplower[0x13A1]=0xAB71
unidata.maplower[0x13A2]=0xAB72
unidata.maplower[0x13A3]=0xAB73
unidata.maplower[0x13A4]=0xAB74
unidata.maplower[0x13A5]=0xAB75
unidata.maplower[0x13A6]=0xAB76
unidata.maplower[0x13A7]=0xAB77
unidata.maplower[0x13A8]=0xAB78
unidata.maplower[0x13A9]=0xAB79
unidata.maplower[0x13AA]=0xAB7A
unidata.maplower[0x13AB]=0xAB7B
unidata.maplower[0x13AC]=0xAB7C
unidata.maplower[0x13AD]=0xAB7D
unidata.maplower[0x13AE]=0xAB7E
unidata.maplower[0x13AF]=0xAB7F
unidata.maplower[0x13B0]=0xAB80
unidata.maplower[0x13B1]=0xAB81
unidata.maplower[0x13B2]=0xAB82
unidata.maplower[0x13B3]=0xAB83
unidata.maplower[0x13B4]=0xAB84
unidata.maplower[0x13B5]=0xAB85
unidata.maplower[0x13B6]=0xAB86
unidata.maplower[0x13B7]=0xAB87
unidata.maplower[0x13B8]=0xAB88
unidata.maplower[0x13B9]=0xAB89
unidata.maplower[0x13BA]=0xAB8A
unidata.maplower[0x13BB]=0xAB8B
unidata.maplower[0x13BC]=0xAB8C
unidata.maplower[0x13BD]=0xAB8D
unidata.maplower[0x13BE]=0xAB8E
unidata.maplower[0x13BF]=0xAB8F
unidata.maplower[0x13C0]=0xAB90
unidata.maplower[0x13C1]=0xAB91
unidata.maplower[0x13C2]=0xAB92
unidata.maplower[0x13C3]=0xAB93
unidata.maplower[0x13C4]=0xAB94
unidata.maplower[0x13C5]=0xAB95
unidata.maplower[0x13C6]=0xAB96
unidata.maplower[0x13C7]=0xAB97
unidata.maplower[0x13C8]=0xAB98
unidata.maplower[0x13C9]=0xAB99
unidata.maplower[0x13CA]=0xAB9A
unidata.maplower[0x13CB]=0xAB9B
unidata.maplower[0x13CC]=0xAB9C
unidata.maplower[0x13CD]=0xAB9D
unidata.maplower[0x13CE]=0xAB9E
unidata.maplower[0x13CF]=0xAB9F
unidata.maplower[0x13D0]=0xABA0
unidata.maplower[0x13D1]=0xABA1
unidata.maplower[0x13D2]=0xABA2
unidata.maplower[0x13D3]=0xABA3
unidata.maplower[0x13D4]=0xABA4
unidata.maplower[0x13D5]=0xABA5
unidata.maplower[0x13D6]=0xABA6
unidata.maplower[0x13D7]=0xABA7
unidata.maplower[0x13D8]=0xABA8
unidata.maplower[0x13D9]=0xABA9
unidata.maplower[0x13DA]=0xABAA
unidata.maplower[0x13DB]=0xABAB
unidata.maplower[0x13DC]=0xABAC
unidata.maplower[0x13DD]=0xABAD
unidata.maplower[0x13DE]=0xABAE
unidata.maplower[0x13DF]=0xABAF
unidata.maplower[0x13E0]=0xABB0
unidata.maplower[0x13E1]=0xABB1
unidata.maplower[0x13E2]=0xABB2
unidata.maplower[0x13E3]=0xABB3
unidata.maplower[0x13E4]=0xABB4
unidata.maplower[0x13E5]=0xABB5
unidata.maplower[0x13E6]=0xABB6
unidata.maplower[0x13E7]=0xABB7
unidata.maplower[0x13E8]=0xABB8
unidata.maplower[0x13E9]=0xABB9
unidata.maplower[0x13EA]=0xABBA
unidata.maplower[0x13EB]=0xABBB
unidata.maplower[0x13EC]=0xABBC
unidata.maplower[0x13ED]=0xABBD
unidata.maplower[0x13EE]=0xABBE
unidata.maplower[0x13EF]=0xABBF
unidata.maplower[0x13F0]=0x13F8
unidata.maplower[0x13F1]=0x13F9
unidata.maplower[0x13F2]=0x13FA
unidata.maplower[0x13F3]=0x13FB
unidata.maplower[0x13F4]=0x13FC
unidata.maplower[0x13F5]=0x13FD
unidata.maplower[0x1E00]=0x1E01
unidata.maplower[0x1E02]=0x1E03
unidata.maplower[0x1E04]=0x1E05
unidata.maplower[0x1E06]=0x1E07
unidata.maplower[0x1E08]=0x1E09
unidata.maplower[0x1E0A]=0x1E0B
unidata.maplower[0x1E0C]=0x1E0D
unidata.maplower[0x1E0E]=0x1E0F
unidata.maplower[0x1E10]=0x1E11
unidata.maplower[0x1E12]=0x1E13
unidata.maplower[0x1E14]=0x1E15
unidata.maplower[0x1E16]=0x1E17
unidata.maplower[0x1E18]=0x1E19
unidata.maplower[0x1E1A]=0x1E1B
unidata.maplower[0x1E1C]=0x1E1D
unidata.maplower[0x1E1E]=0x1E1F
unidata.maplower[0x1E20]=0x1E21
unidata.maplower[0x1E22]=0x1E23
unidata.maplower[0x1E24]=0x1E25
unidata.maplower[0x1E26]=0x1E27
unidata.maplower[0x1E28]=0x1E29
unidata.maplower[0x1E2A]=0x1E2B
unidata.maplower[0x1E2C]=0x1E2D
unidata.maplower[0x1E2E]=0x1E2F
unidata.maplower[0x1E30]=0x1E31
unidata.maplower[0x1E32]=0x1E33
unidata.maplower[0x1E34]=0x1E35
unidata.maplower[0x1E36]=0x1E37
unidata.maplower[0x1E38]=0x1E39
unidata.maplower[0x1E3A]=0x1E3B
unidata.maplower[0x1E3C]=0x1E3D
unidata.maplower[0x1E3E]=0x1E3F
unidata.maplower[0x1E40]=0x1E41
unidata.maplower[0x1E42]=0x1E43
unidata.maplower[0x1E44]=0x1E45
unidata.maplower[0x1E46]=0x1E47
unidata.maplower[0x1E48]=0x1E49
unidata.maplower[0x1E4A]=0x1E4B
unidata.maplower[0x1E4C]=0x1E4D
unidata.maplower[0x1E4E]=0x1E4F
unidata.maplower[0x1E50]=0x1E51
unidata.maplower[0x1E52]=0x1E53
unidata.maplower[0x1E54]=0x1E55
unidata.maplower[0x1E56]=0x1E57
unidata.maplower[0x1E58]=0x1E59
unidata.maplower[0x1E5A]=0x1E5B
unidata.maplower[0x1E5C]=0x1E5D
unidata.maplower[0x1E5E]=0x1E5F
unidata.maplower[0x1E60]=0x1E61
unidata.maplower[0x1E62]=0x1E63
unidata.maplower[0x1E64]=0x1E65
unidata.maplower[0x1E66]=0x1E67
unidata.maplower[0x1E68]=0x1E69
unidata.maplower[0x1E6A]=0x1E6B
unidata.maplower[0x1E6C]=0x1E6D
unidata.maplower[0x1E6E]=0x1E6F
unidata.maplower[0x1E70]=0x1E71
unidata.maplower[0x1E72]=0x1E73
unidata.maplower[0x1E74]=0x1E75
unidata.maplower[0x1E76]=0x1E77
unidata.maplower[0x1E78]=0x1E79
unidata.maplower[0x1E7A]=0x1E7B
unidata.maplower[0x1E7C]=0x1E7D
unidata.maplower[0x1E7E]=0x1E7F
unidata.maplower[0x1E80]=0x1E81
unidata.maplower[0x1E82]=0x1E83
unidata.maplower[0x1E84]=0x1E85
unidata.maplower[0x1E86]=0x1E87
unidata.maplower[0x1E88]=0x1E89
unidata.maplower[0x1E8A]=0x1E8B
unidata.maplower[0x1E8C]=0x1E8D
unidata.maplower[0x1E8E]=0x1E8F
unidata.maplower[0x1E90]=0x1E91
unidata.maplower[0x1E92]=0x1E93
unidata.maplower[0x1E94]=0x1E95
unidata.maplower[0x1E9E]=0x00DF
unidata.maplower[0x1EA0]=0x1EA1
unidata.maplower[0x1EA2]=0x1EA3
unidata.maplower[0x1EA4]=0x1EA5
unidata.maplower[0x1EA6]=0x1EA7
unidata.maplower[0x1EA8]=0x1EA9
unidata.maplower[0x1EAA]=0x1EAB
unidata.maplower[0x1EAC]=0x1EAD
unidata.maplower[0x1EAE]=0x1EAF
unidata.maplower[0x1EB0]=0x1EB1
unidata.maplower[0x1EB2]=0x1EB3
unidata.maplower[0x1EB4]=0x1EB5
unidata.maplower[0x1EB6]=0x1EB7
unidata.maplower[0x1EB8]=0x1EB9
unidata.maplower[0x1EBA]=0x1EBB
unidata.maplower[0x1EBC]=0x1EBD
unidata.maplower[0x1EBE]=0x1EBF
unidata.maplower[0x1EC0]=0x1EC1
unidata.maplower[0x1EC2]=0x1EC3
unidata.maplower[0x1EC4]=0x1EC5
unidata.maplower[0x1EC6]=0x1EC7
unidata.maplower[0x1EC8]=0x1EC9
unidata.maplower[0x1ECA]=0x1ECB
unidata.maplower[0x1ECC]=0x1ECD
unidata.maplower[0x1ECE]=0x1ECF
unidata.maplower[0x1ED0]=0x1ED1
unidata.maplower[0x1ED2]=0x1ED3
unidata.maplower[0x1ED4]=0x1ED5
unidata.maplower[0x1ED6]=0x1ED7
unidata.maplower[0x1ED8]=0x1ED9
unidata.maplower[0x1EDA]=0x1EDB
unidata.maplower[0x1EDC]=0x1EDD
unidata.maplower[0x1EDE]=0x1EDF
unidata.maplower[0x1EE0]=0x1EE1
unidata.maplower[0x1EE2]=0x1EE3
unidata.maplower[0x1EE4]=0x1EE5
unidata.maplower[0x1EE6]=0x1EE7
unidata.maplower[0x1EE8]=0x1EE9
unidata.maplower[0x1EEA]=0x1EEB
unidata.maplower[0x1EEC]=0x1EED
unidata.maplower[0x1EEE]=0x1EEF
unidata.maplower[0x1EF0]=0x1EF1
unidata.maplower[0x1EF2]=0x1EF3
unidata.maplower[0x1EF4]=0x1EF5
unidata.maplower[0x1EF6]=0x1EF7
unidata.maplower[0x1EF8]=0x1EF9
unidata.maplower[0x1EFA]=0x1EFB
unidata.maplower[0x1EFC]=0x1EFD
unidata.maplower[0x1EFE]=0x1EFF
unidata.maplower[0x1F08]=0x1F00
unidata.maplower[0x1F09]=0x1F01
unidata.maplower[0x1F0A]=0x1F02
unidata.maplower[0x1F0B]=0x1F03
unidata.maplower[0x1F0C]=0x1F04
unidata.maplower[0x1F0D]=0x1F05
unidata.maplower[0x1F0E]=0x1F06
unidata.maplower[0x1F0F]=0x1F07
unidata.maplower[0x1F18]=0x1F10
unidata.maplower[0x1F19]=0x1F11
unidata.maplower[0x1F1A]=0x1F12
unidata.maplower[0x1F1B]=0x1F13
unidata.maplower[0x1F1C]=0x1F14
unidata.maplower[0x1F1D]=0x1F15
unidata.maplower[0x1F28]=0x1F20
unidata.maplower[0x1F29]=0x1F21
unidata.maplower[0x1F2A]=0x1F22
unidata.maplower[0x1F2B]=0x1F23
unidata.maplower[0x1F2C]=0x1F24
unidata.maplower[0x1F2D]=0x1F25
unidata.maplower[0x1F2E]=0x1F26
unidata.maplower[0x1F2F]=0x1F27
unidata.maplower[0x1F38]=0x1F30
unidata.maplower[0x1F39]=0x1F31
unidata.maplower[0x1F3A]=0x1F32
unidata.maplower[0x1F3B]=0x1F33
unidata.maplower[0x1F3C]=0x1F34
unidata.maplower[0x1F3D]=0x1F35
unidata.maplower[0x1F3E]=0x1F36
unidata.maplower[0x1F3F]=0x1F37
unidata.maplower[0x1F48]=0x1F40
unidata.maplower[0x1F49]=0x1F41
unidata.maplower[0x1F4A]=0x1F42
unidata.maplower[0x1F4B]=0x1F43
unidata.maplower[0x1F4C]=0x1F44
unidata.maplower[0x1F4D]=0x1F45
unidata.maplower[0x1F59]=0x1F51
unidata.maplower[0x1F5B]=0x1F53
unidata.maplower[0x1F5D]=0x1F55
unidata.maplower[0x1F5F]=0x1F57
unidata.maplower[0x1F68]=0x1F60
unidata.maplower[0x1F69]=0x1F61
unidata.maplower[0x1F6A]=0x1F62
unidata.maplower[0x1F6B]=0x1F63
unidata.maplower[0x1F6C]=0x1F64
unidata.maplower[0x1F6D]=0x1F65
unidata.maplower[0x1F6E]=0x1F66
unidata.maplower[0x1F6F]=0x1F67
unidata.maplower[0x1F88]=0x1F80
unidata.maplower[0x1F89]=0x1F81
unidata.maplower[0x1F8A]=0x1F82
unidata.maplower[0x1F8B]=0x1F83
unidata.maplower[0x1F8C]=0x1F84
unidata.maplower[0x1F8D]=0x1F85
unidata.maplower[0x1F8E]=0x1F86
unidata.maplower[0x1F8F]=0x1F87
unidata.maplower[0x1F98]=0x1F90
unidata.maplower[0x1F99]=0x1F91
unidata.maplower[0x1F9A]=0x1F92
unidata.maplower[0x1F9B]=0x1F93
unidata.maplower[0x1F9C]=0x1F94
unidata.maplower[0x1F9D]=0x1F95
unidata.maplower[0x1F9E]=0x1F96
unidata.maplower[0x1F9F]=0x1F97
unidata.maplower[0x1FA8]=0x1FA0
unidata.maplower[0x1FA9]=0x1FA1
unidata.maplower[0x1FAA]=0x1FA2
unidata.maplower[0x1FAB]=0x1FA3
unidata.maplower[0x1FAC]=0x1FA4
unidata.maplower[0x1FAD]=0x1FA5
unidata.maplower[0x1FAE]=0x1FA6
unidata.maplower[0x1FAF]=0x1FA7
unidata.maplower[0x1FB8]=0x1FB0
unidata.maplower[0x1FB9]=0x1FB1
unidata.maplower[0x1FBA]=0x1F70
unidata.maplower[0x1FBB]=0x1F71
unidata.maplower[0x1FBC]=0x1FB3
unidata.maplower[0x1FC8]=0x1F72
unidata.maplower[0x1FC9]=0x1F73
unidata.maplower[0x1FCA]=0x1F74
unidata.maplower[0x1FCB]=0x1F75
unidata.maplower[0x1FCC]=0x1FC3
unidata.maplower[0x1FD8]=0x1FD0
unidata.maplower[0x1FD9]=0x1FD1
unidata.maplower[0x1FDA]=0x1F76
unidata.maplower[0x1FDB]=0x1F77
unidata.maplower[0x1FE8]=0x1FE0
unidata.maplower[0x1FE9]=0x1FE1
unidata.maplower[0x1FEA]=0x1F7A
unidata.maplower[0x1FEB]=0x1F7B
unidata.maplower[0x1FEC]=0x1FE5
unidata.maplower[0x1FF8]=0x1F78
unidata.maplower[0x1FF9]=0x1F79
unidata.maplower[0x1FFA]=0x1F7C
unidata.maplower[0x1FFB]=0x1F7D
unidata.maplower[0x1FFC]=0x1FF3
unidata.maplower[0x2126]=0x03C9
unidata.maplower[0x212A]=0x006B
unidata.maplower[0x212B]=0x00E5
unidata.maplower[0x2132]=0x214E
unidata.maplower[0x2183]=0x2184
unidata.maplower[0x2C00]=0x2C30
unidata.maplower[0x2C01]=0x2C31
unidata.maplower[0x2C02]=0x2C32
unidata.maplower[0x2C03]=0x2C33
unidata.maplower[0x2C04]=0x2C34
unidata.maplower[0x2C05]=0x2C35
unidata.maplower[0x2C06]=0x2C36
unidata.maplower[0x2C07]=0x2C37
unidata.maplower[0x2C08]=0x2C38
unidata.maplower[0x2C09]=0x2C39
unidata.maplower[0x2C0A]=0x2C3A
unidata.maplower[0x2C0B]=0x2C3B
unidata.maplower[0x2C0C]=0x2C3C
unidata.maplower[0x2C0D]=0x2C3D
unidata.maplower[0x2C0E]=0x2C3E
unidata.maplower[0x2C0F]=0x2C3F
unidata.maplower[0x2C10]=0x2C40
unidata.maplower[0x2C11]=0x2C41
unidata.maplower[0x2C12]=0x2C42
unidata.maplower[0x2C13]=0x2C43
unidata.maplower[0x2C14]=0x2C44
unidata.maplower[0x2C15]=0x2C45
unidata.maplower[0x2C16]=0x2C46
unidata.maplower[0x2C17]=0x2C47
unidata.maplower[0x2C18]=0x2C48
unidata.maplower[0x2C19]=0x2C49
unidata.maplower[0x2C1A]=0x2C4A
unidata.maplower[0x2C1B]=0x2C4B
unidata.maplower[0x2C1C]=0x2C4C
unidata.maplower[0x2C1D]=0x2C4D
unidata.maplower[0x2C1E]=0x2C4E
unidata.maplower[0x2C1F]=0x2C4F
unidata.maplower[0x2C20]=0x2C50
unidata.maplower[0x2C21]=0x2C51
unidata.maplower[0x2C22]=0x2C52
unidata.maplower[0x2C23]=0x2C53
unidata.maplower[0x2C24]=0x2C54
unidata.maplower[0x2C25]=0x2C55
unidata.maplower[0x2C26]=0x2C56
unidata.maplower[0x2C27]=0x2C57
unidata.maplower[0x2C28]=0x2C58
unidata.maplower[0x2C29]=0x2C59
unidata.maplower[0x2C2A]=0x2C5A
unidata.maplower[0x2C2B]=0x2C5B
unidata.maplower[0x2C2C]=0x2C5C
unidata.maplower[0x2C2D]=0x2C5D
unidata.maplower[0x2C2E]=0x2C5E
unidata.maplower[0x2C60]=0x2C61
unidata.maplower[0x2C62]=0x026B
unidata.maplower[0x2C63]=0x1D7D
unidata.maplower[0x2C64]=0x027D
unidata.maplower[0x2C67]=0x2C68
unidata.maplower[0x2C69]=0x2C6A
unidata.maplower[0x2C6B]=0x2C6C
unidata.maplower[0x2C6D]=0x0251
unidata.maplower[0x2C6E]=0x0271
unidata.maplower[0x2C6F]=0x0250
unidata.maplower[0x2C70]=0x0252
unidata.maplower[0x2C72]=0x2C73
unidata.maplower[0x2C75]=0x2C76
unidata.maplower[0x2C7E]=0x023F
unidata.maplower[0x2C7F]=0x0240
unidata.maplower[0x2C80]=0x2C81
unidata.maplower[0x2C82]=0x2C83
unidata.maplower[0x2C84]=0x2C85
unidata.maplower[0x2C86]=0x2C87
unidata.maplower[0x2C88]=0x2C89
unidata.maplower[0x2C8A]=0x2C8B
unidata.maplower[0x2C8C]=0x2C8D
unidata.maplower[0x2C8E]=0x2C8F
unidata.maplower[0x2C90]=0x2C91
unidata.maplower[0x2C92]=0x2C93
unidata.maplower[0x2C94]=0x2C95
unidata.maplower[0x2C96]=0x2C97
unidata.maplower[0x2C98]=0x2C99
unidata.maplower[0x2C9A]=0x2C9B
unidata.maplower[0x2C9C]=0x2C9D
unidata.maplower[0x2C9E]=0x2C9F
unidata.maplower[0x2CA0]=0x2CA1
unidata.maplower[0x2CA2]=0x2CA3
unidata.maplower[0x2CA4]=0x2CA5
unidata.maplower[0x2CA6]=0x2CA7
unidata.maplower[0x2CA8]=0x2CA9
unidata.maplower[0x2CAA]=0x2CAB
unidata.maplower[0x2CAC]=0x2CAD
unidata.maplower[0x2CAE]=0x2CAF
unidata.maplower[0x2CB0]=0x2CB1
unidata.maplower[0x2CB2]=0x2CB3
unidata.maplower[0x2CB4]=0x2CB5
unidata.maplower[0x2CB6]=0x2CB7
unidata.maplower[0x2CB8]=0x2CB9
unidata.maplower[0x2CBA]=0x2CBB
unidata.maplower[0x2CBC]=0x2CBD
unidata.maplower[0x2CBE]=0x2CBF
unidata.maplower[0x2CC0]=0x2CC1
unidata.maplower[0x2CC2]=0x2CC3
unidata.maplower[0x2CC4]=0x2CC5
unidata.maplower[0x2CC6]=0x2CC7
unidata.maplower[0x2CC8]=0x2CC9
unidata.maplower[0x2CCA]=0x2CCB
unidata.maplower[0x2CCC]=0x2CCD
unidata.maplower[0x2CCE]=0x2CCF
unidata.maplower[0x2CD0]=0x2CD1
unidata.maplower[0x2CD2]=0x2CD3
unidata.maplower[0x2CD4]=0x2CD5
unidata.maplower[0x2CD6]=0x2CD7
unidata.maplower[0x2CD8]=0x2CD9
unidata.maplower[0x2CDA]=0x2CDB
unidata.maplower[0x2CDC]=0x2CDD
unidata.maplower[0x2CDE]=0x2CDF
unidata.maplower[0x2CE0]=0x2CE1
unidata.maplower[0x2CE2]=0x2CE3
unidata.maplower[0x2CEB]=0x2CEC
unidata.maplower[0x2CED]=0x2CEE
unidata.maplower[0x2CF2]=0x2CF3
unidata.maplower[0xA640]=0xA641
unidata.maplower[0xA642]=0xA643
unidata.maplower[0xA644]=0xA645
unidata.maplower[0xA646]=0xA647
unidata.maplower[0xA648]=0xA649
unidata.maplower[0xA64A]=0xA64B
unidata.maplower[0xA64C]=0xA64D
unidata.maplower[0xA64E]=0xA64F
unidata.maplower[0xA650]=0xA651
unidata.maplower[0xA652]=0xA653
unidata.maplower[0xA654]=0xA655
unidata.maplower[0xA656]=0xA657
unidata.maplower[0xA658]=0xA659
unidata.maplower[0xA65A]=0xA65B
unidata.maplower[0xA65C]=0xA65D
unidata.maplower[0xA65E]=0xA65F
unidata.maplower[0xA660]=0xA661
unidata.maplower[0xA662]=0xA663
unidata.maplower[0xA664]=0xA665
unidata.maplower[0xA666]=0xA667
unidata.maplower[0xA668]=0xA669
unidata.maplower[0xA66A]=0xA66B
unidata.maplower[0xA66C]=0xA66D
unidata.maplower[0xA680]=0xA681
unidata.maplower[0xA682]=0xA683
unidata.maplower[0xA684]=0xA685
unidata.maplower[0xA686]=0xA687
unidata.maplower[0xA688]=0xA689
unidata.maplower[0xA68A]=0xA68B
unidata.maplower[0xA68C]=0xA68D
unidata.maplower[0xA68E]=0xA68F
unidata.maplower[0xA690]=0xA691
unidata.maplower[0xA692]=0xA693
unidata.maplower[0xA694]=0xA695
unidata.maplower[0xA696]=0xA697
unidata.maplower[0xA698]=0xA699
unidata.maplower[0xA69A]=0xA69B
unidata.maplower[0xA722]=0xA723
unidata.maplower[0xA724]=0xA725
unidata.maplower[0xA726]=0xA727
unidata.maplower[0xA728]=0xA729
unidata.maplower[0xA72A]=0xA72B
unidata.maplower[0xA72C]=0xA72D
unidata.maplower[0xA72E]=0xA72F
unidata.maplower[0xA732]=0xA733
unidata.maplower[0xA734]=0xA735
unidata.maplower[0xA736]=0xA737
unidata.maplower[0xA738]=0xA739
unidata.maplower[0xA73A]=0xA73B
unidata.maplower[0xA73C]=0xA73D
unidata.maplower[0xA73E]=0xA73F
unidata.maplower[0xA740]=0xA741
unidata.maplower[0xA742]=0xA743
unidata.maplower[0xA744]=0xA745
unidata.maplower[0xA746]=0xA747
unidata.maplower[0xA748]=0xA749
unidata.maplower[0xA74A]=0xA74B
unidata.maplower[0xA74C]=0xA74D
unidata.maplower[0xA74E]=0xA74F
unidata.maplower[0xA750]=0xA751
unidata.maplower[0xA752]=0xA753
unidata.maplower[0xA754]=0xA755
unidata.maplower[0xA756]=0xA757
unidata.maplower[0xA758]=0xA759
unidata.maplower[0xA75A]=0xA75B
unidata.maplower[0xA75C]=0xA75D
unidata.maplower[0xA75E]=0xA75F
unidata.maplower[0xA760]=0xA761
unidata.maplower[0xA762]=0xA763
unidata.maplower[0xA764]=0xA765
unidata.maplower[0xA766]=0xA767
unidata.maplower[0xA768]=0xA769
unidata.maplower[0xA76A]=0xA76B
unidata.maplower[0xA76C]=0xA76D
unidata.maplower[0xA76E]=0xA76F
unidata.maplower[0xA779]=0xA77A
unidata.maplower[0xA77B]=0xA77C
unidata.maplower[0xA77D]=0x1D79
unidata.maplower[0xA77E]=0xA77F
unidata.maplower[0xA780]=0xA781
unidata.maplower[0xA782]=0xA783
unidata.maplower[0xA784]=0xA785
unidata.maplower[0xA786]=0xA787
unidata.maplower[0xA78B]=0xA78C
unidata.maplower[0xA78D]=0x0265
unidata.maplower[0xA790]=0xA791
unidata.maplower[0xA792]=0xA793
unidata.maplower[0xA796]=0xA797
unidata.maplower[0xA798]=0xA799
unidata.maplower[0xA79A]=0xA79B
unidata.maplower[0xA79C]=0xA79D
unidata.maplower[0xA79E]=0xA79F
unidata.maplower[0xA7A0]=0xA7A1
unidata.maplower[0xA7A2]=0xA7A3
unidata.maplower[0xA7A4]=0xA7A5
unidata.maplower[0xA7A6]=0xA7A7
unidata.maplower[0xA7A8]=0xA7A9
unidata.maplower[0xA7AA]=0x0266
unidata.maplower[0xA7AB]=0x025C
unidata.maplower[0xA7AC]=0x0261
unidata.maplower[0xA7AD]=0x026C
unidata.maplower[0xA7AE]=0x026A
unidata.maplower[0xA7B0]=0x029E
unidata.maplower[0xA7B1]=0x0287
unidata.maplower[0xA7B2]=0x029D
unidata.maplower[0xA7B3]=0xAB53
unidata.maplower[0xA7B4]=0xA7B5
unidata.maplower[0xA7B6]=0xA7B7
unidata.maplower[0xFF21]=0xFF41
unidata.maplower[0xFF22]=0xFF42
unidata.maplower[0xFF23]=0xFF43
unidata.maplower[0xFF24]=0xFF44
unidata.maplower[0xFF25]=0xFF45
unidata.maplower[0xFF26]=0xFF46
unidata.maplower[0xFF27]=0xFF47
unidata.maplower[0xFF28]=0xFF48
unidata.maplower[0xFF29]=0xFF49
unidata.maplower[0xFF2A]=0xFF4A
unidata.maplower[0xFF2B]=0xFF4B
unidata.maplower[0xFF2C]=0xFF4C
unidata.maplower[0xFF2D]=0xFF4D
unidata.maplower[0xFF2E]=0xFF4E
unidata.maplower[0xFF2F]=0xFF4F
unidata.maplower[0xFF30]=0xFF50
unidata.maplower[0xFF31]=0xFF51
unidata.maplower[0xFF32]=0xFF52
unidata.maplower[0xFF33]=0xFF53
unidata.maplower[0xFF34]=0xFF54
unidata.maplower[0xFF35]=0xFF55
unidata.maplower[0xFF36]=0xFF56
unidata.maplower[0xFF37]=0xFF57
unidata.maplower[0xFF38]=0xFF58
unidata.maplower[0xFF39]=0xFF59
unidata.maplower[0xFF3A]=0xFF5A
return unidata
|
local util = require "gumbo.dom.util"
local assert = assert
local _ENV = nil
local Attribute = {getters = {}}
Attribute.__index = assert(util.indexFactory(Attribute))
local escmap = {
["\194\160"] = " ",
["&"] = "&",
['"'] = """
}
function Attribute.getters:localName()
return self.name
end
function Attribute.getters:textContent()
return self.value
end
function Attribute.getters:escapedValue()
return (self.value:gsub('[&"]', escmap):gsub("\194\160", escmap))
end
return Attribute
|
local M = {}
-- If the content too long.
-- auto wrap according width
function M.wrap_line(text,width)
local line = ''
local ret = {}
-- if text width < width just return it
if #text < width then
table.insert(ret,text)
return ret
end
local content = vim.fn.split(text)
for idx,word in pairs(content) do
if #line + #word + 1 > width then
local pos = width - #line -1
line = line .. word:sub(1,pos)
table.insert(ret,line)
line = word:sub(pos+1,#word)..' '
else
line = line ..word .. ' '
end
if #line + #word + 1 == width then
table.insert(ret,line)
line = ''
end
if idx == #content then
table.insert(ret,line)
end
end
return ret
end
function M.add_truncate_line(contents)
local line_widths = {}
local width = 0
local truncate_line = '─'
for i,line in ipairs(contents) do
line_widths[i] = vim.fn.strdisplaywidth(line)
width = math.max(line_widths[i], width)
end
for _=1,width,1 do
truncate_line = truncate_line .. '─'
end
return truncate_line
end
return M
|
ITEM.name = "Wine"
ITEM.desc = "A bottle of Red Wine"
ITEM.model = "models/fallout 3/wine.mdl"
ITEM.price = 14
ITEM.duration = 300
ITEM.attribBoosts = {
["end"] = 1,
}
ITEM:hook("_drink", function(item)
item.player:EmitSound("npc/barnacle/barnacle_gulp1.wav")
item.player:ScreenFade(1, Color(255, 255, 255, 255), 3, 0)
end)
|
-----------------------------------------------------------------------------------------
--
-- main.lua
--
-----------------------------------------------------------------------------------------
-- Your code here
local composer = require("composer") -- load all of the information about the Composer scene
audio.reserveChannels( 1 ) -- Reserve channel 1 for background music
audio.setVolume( 0.5, { channel=1 } ) -- Reduce the overall volume of the channel
composer.gotoScene("menu") -- Go to the menu screen |
local succeed = require 'validation.rules.succeed'
local setmetatable = setmetatable
local check_min = {__index = {
msg = 'Required to be greater or equal to %d.',
validate = function(self, value, model, translations)
if value and value < self.min then
return translations:gettext(self.msg):format(self.min)
end
return nil
end
}}
local check_max = {__index = {
msg = 'Exceeds maximum allowed value of %d.',
validate = function(self, value, model, translations)
if value and value > self.max then
return translations:gettext(self.msg):format(self.max)
end
return nil
end
}}
local check_equal = {__index = {
msg = 'The value must be exactly %d.',
validate = function(self, value, model, translations)
if value and value ~= self.min then
return translations:gettext(self.msg):format(self.min)
end
return nil
end
}}
local check_range = {__index = {
msg = 'The value must fall within the range %d - %d.',
validate = function(self, value, model, translations)
if value and (value < self.min or value > self.max) then
return translations:gettext(self.msg):format(self.min, self.max)
end
return nil
end
}}
return function(o)
if o.min then
if not o.max then
return setmetatable(o, check_min)
elseif o.min == o.max then
o.max = nil
return setmetatable(o, check_equal)
else
return setmetatable(o, check_range)
end
elseif o.max then
return setmetatable(o, check_max)
else
return succeed()
end
end
|
local Search = require('orgmode.parser.search')
describe('Search parser', function()
it('should parse search term and check value value', function()
local result = Search:new('TODO|PROJECT|MAYBE')
assert.Is.True(result:check({ tags = {'TODO'} }))
assert.Is.True(result:check({ tags = {'PROJECT'} }))
assert.Is.True(result:check({ tags = {'MAYBE'} }))
assert.Is.False(result:check({ tags = {'NOTIN', 'TAGLIST'} }))
assert.Is.False(result:check({ tags = {'MISSING', 'FROMTAGLIST'} }))
result = Search:new('+computer&+urgent')
assert.Is.True(result:check({ tags = {'computer', 'urgent'} }))
assert.Is.True(result:check({ tags = {'computer', 'urgent', 'test'} }))
assert.Is.False(result:check({ tags = {'computer', 'test'} }))
assert.Is.False(result:check({ tags = {'urgent'} }))
result = Search:new('+computer|+urgent')
assert.Is.True(result:check({ tags = {'computer', 'urgent'} }))
assert.Is.True(result:check({ tags = {'computer', 'urgent', 'test'} }))
assert.Is.False(result:check({ tags = {'badtag', 'test'} }))
assert.Is.False(result:check({ tags = {'test'} }))
result = Search:new('+computer&-urgent')
assert.Is.True(result:check({ tags = {'computer', 'othertag'} }))
assert.Is.True(result:check({ tags = {'computer'} }))
assert.Is.False(result:check({ tags = {'computer', 'urgent'} }))
assert.Is.False(result:check({ tags = {'computer', 'urgent', 'othertag'} }))
assert.Is.False(result:check({ tags = {'urgent'} }))
result = Search:new('+computer-urgent')
assert.Is.True(result:check({ tags = {'computer', 'othertag'} }))
assert.Is.True(result:check({ tags = {'computer'} }))
assert.Is.False(result:check({ tags = {'computer', 'urgent'} }))
assert.Is.False(result:check({ tags = {'computer', 'urgent', 'othertag'} }))
assert.Is.False(result:check({ tags = {'urgent'} }))
result = Search:new('computer-urgent')
assert.Is.True(result:check({ tags = {'computer', 'othertag'} }))
assert.Is.True(result:check({ tags = {'computer'} }))
assert.Is.False(result:check({ tags = {'computer', 'urgent'} }))
assert.Is.False(result:check({ tags = {'computer', 'urgent', 'othertag'} }))
assert.Is.False(result:check({ tags = {'urgent'} }))
result = Search:new('computer&email|work&email')
assert.Is.True(result:check({ tags = {'computer', 'email', 'one', 'two'} }))
assert.Is.True(result:check({ tags = {'work', 'email', 'three'} }))
assert.Is.False(result:check({ tags = {'computer', 'one', 'two'} }))
assert.Is.False(result:check({ tags = {'four', 'email', 'three'} }))
result = Search:new('TODO|PROJECT|MAYBE')
assert.Is.True(result:check({ tags = 'TODO' }))
assert.Is.True(result:check({ tags = 'PROJECT' }))
assert.Is.False(result:check({ tags = 'OTHER' }))
result = Search:new('TAGS|TWO+THREE-FOUR&FIVE')
assert.are.same({
{ contains = {'TAGS'}, excludes = {} },
{ contains = {'TWO', 'THREE', 'FIVE'}, excludes = {'FOUR'}}
}, result.logic)
assert.Is.True(result:check({ tags = {'TAGS', 'THREE'} }))
assert.Is.True(result:check({ tags = {'TWO', 'THREE', 'FIVE'} }))
assert.Is.False(result:check({ tags = {'TWO', 'THREE', 'FIVE', 'FOUR'} }))
assert.Is.False(result:check({ tags = {'TWO', 'THREE'} }))
end)
it('should parse search term and match string properties and value', function()
local result = Search:new('CATEGORY="test"&MYPROP=myval+WORK')
assert.Is.True(result:check({
props = { CATEGORY = 'test', MYPROP = 'myval', AGE = 10 },
tags = {'WORK', 'OFFICE'},
}))
assert.Is.False(result:check({
props = { CATEGORY = 'invalid', MYPROP = 'myval', AGE = 10 },
tags = {'WORK', 'OFFICE'},
}))
assert.Is.False(result:check({
props = { CATEGORY = 'test', MYPROP = 'myval', AGE = 10 },
tags = {'OFFICE'},
}))
end)
it('should parse search term and match number properties and value', function()
local result = Search:new('PAGES>=1000&ITEMS<500&COUNT=10&CALCULATION<>5&BOOKS>3+WORK')
assert.Is.True(result:check({
props = { PAGES = 1010, ITEMS = 100, COUNT = 10, CALCULATION = 8, BOOKS = 5 },
tags = {'WORK', 'OFFICE'},
}))
assert.Is.True(result:check({
props = { PAGES = 1000, ITEMS = 499, COUNT = 10, CALCULATION = 10, BOOKS = 4 },
tags = {'WORK'},
}))
assert.Is.False(result:check({
props = { PAGES = 999, ITEMS = 499, COUNT = 10, CALCULATION = 10, BOOKS = 4 },
tags = {'WORK'},
}))
assert.Is.False(result:check({
props = { PAGES = 1001, ITEMS = 500, COUNT = 10, CALCULATION = 10, BOOKS = 4 },
tags = {'WORK'},
}))
assert.Is.False(result:check({
props = { PAGES = 1001, ITEMS = 500, COUNT = 11, CALCULATION = 10, BOOKS = 4 },
tags = {'WORK'},
}))
assert.Is.False(result:check({
props = { PAGES = 1001, ITEMS = 500, COUNT = 11, CALCULATION = 5, BOOKS = 4 },
tags = {'WORK'},
}))
assert.Is.False(result:check({
props = { PAGES = 1001, ITEMS = 500, COUNT = 11, CALCULATION = 5, BOOKS = 3 },
tags = {'WORK'},
}))
assert.Is.False(result:check({
props = { PAGES = 1010, ITEMS = 100, COUNT = 10, CALCULATION = 8, BOOKS = 5 },
tags = {'OFFICE'},
}))
end)
it('should search props, tags and todo keywords', function()
local result = Search:new('CATEGORY="test"&MYPROP=myval+WORK/TODO|NEXT')
assert.Is.True(result:check({
props = { CATEGORY = 'test', MYPROP = 'myval', AGE = 10 },
tags = {'WORK', 'OFFICE'},
todo = {'TODO'}
}))
assert.Is.True(result:check({
props = { CATEGORY = 'test', MYPROP = 'myval', AGE = 10 },
tags = {'WORK', 'OFFICE'},
todo = 'NEXT'
}))
assert.Is.False(result:check({
props = { CATEGORY = 'test', MYPROP = 'myval', AGE = 10 },
tags = {'WORK', 'OFFICE'},
todo = {'DONE'}
}))
result = Search:new('CATEGORY="test"+WORK/-WAITING')
assert.Is.True(result:check({
props = { CATEGORY = 'test' },
tags = {'WORK'},
todo = {'TODO'}
}))
assert.Is.True(result:check({
props = { CATEGORY = 'test' },
tags = {'WORK'},
todo = {'DONE'}
}))
assert.Is.False(result:check({
props = { CATEGORY = 'test' },
tags = {'WORK'},
todo = {'WAITING'}
}))
assert.Is.False(result:check({
props = { CATEGORY = 'test_bad' },
tags = {'WORK'},
todo = {'DONE'}
}))
assert.Is.False(result:check({
props = { CATEGORY = 'test' },
tags = {'OFFICE'},
todo = {'DONE'}
}))
end)
end)
|
local t = ...;
t = Def.ActorFrame{
LoadActor("ScreenOptions line highlightPP2")..{
InitCommand=cmd(diffuserightedge,color("1,1,1,0"));
};
LoadActor("ScreenOptions line highlightPB2")..{
InitCommand=cmd(addx,200);
};
Def.Sprite {
Texture="ScreenPlayerOptions LineHighlight P1 1x2";
Frame0000=0;
Delay0000=0.5;
Frame0001=1;
Delay0001=0.5;
InitCommand=cmd(addx,200);
};
LoadActor("../_shared/Badges/Options/P2")..{
InitCommand=cmd(addx,200;addy,0;zoomy,1.0;zoomx,1.0;);
};
};
return t;
|
getglobal game
getfield -1 GetService
pushvalue -2
pushstring Players
pcall 2 1 0
getfield -1 LocalPlayer
getfield -1 MewVIP
pushnumber 1
setfield -2 Value
getglobal game
getfield -1 GetService
pushvalue -2
pushstring Players
pcall 2 1 0
getfield -1 LocalPlayer
getfield -1 OtherLegendary
pushnumber 1
setfield -2 Value
getglobal game
getfield -1 GetService
pushvalue -2
pushstring Players
pcall 2 1 0
getfield -1 LocalPlayer
getfield -1 EeveeVIP
pushnumber 1
setfield -2 Value
getglobal game
getfield -1 GetService
pushvalue -2
pushstring Players
pcall 2 1 0
getfield -1 LocalPlayer
getfield -1 RunVIP
pushnumber 1
setfield -2 Value
getglobal game
getfield -1 Players
getfield -1 LocalPlayer
getfield -1 JohtoVIP
pushnumber 1
setfield -2 Value
getglobal game
getfield -1 GetService
pushvalue -2
pushstring Players
pcall 2 1 0
getfield -1 LocalPlayer
getfield -1 KantoStarterVIP
pushnumber 1
setfield -2 Value
getglobal game
getfield -1 GetService
pushvalue -2
pushstring Players
pcall 2 1 0
getfield -1 LocalPlayer
getfield -1 LegendaryVIP
pushnumber 1
setfield -2 Value
getglobal game
getfield -1 GetService
pushvalue -2
pushstring Players
pcall 2 1 0
getfield -1 LocalPlayer
getfield -1 ShinyVIP
pushnumber 1
setfield -2 Value
getglobal game
getfield -1 GetService
pushvalue -2
pushstring Players
pcall 2 1 0
getfield -1 LocalPlayer
getfield -1 MoonVIP
pushnumber 1
setfield -2 Value
getglobal game
getfield -1 GetService
pushvalue -2
pushstring Players
pcall 2 1 0
getfield -1 LocalPlayer
getfield -1 MoreneyVIP
pushnumber 1
setfield -2 Value |
--[[
Author: tochonement
Email: tochonement@gmail.com
24.07.2021
--]]
whoi.round = whoi.round or {}
local round = whoi.round
function round.getRespondents()
local result = {}
for _, ply in ipairs(player.GetAll()) do
if round.getGuesser() ~= ply then
table.insert(result, ply)
end
end
return result
end
function round.getGuesser()
return whoi.netvar.getGlobal("guesser")
end
function round.getWisher()
return whoi.netvar.getGlobal("wisher")
end
function round.getState()
return whoi.netvar.getGlobal("roundState", whoi.state.IDLE)
end
function round.getRemainTime()
return whoi.netvar.getGlobal("roundEndTime") - CurTime()
end
function round.getRequiredVoteCount()
local count = player.GetCount() - 1
return math.max(1, math.Round(count * 0.8))
end
function round.getVotes()
return whoi.netvar.getGlobal("voteCount", 0)
end |
function options (opts)
local dir = opts:script_dir()
opts:define_string("file", "Banned words file", dir .. "/banned.txt")
end
function kinds (kinds, opts)
kinds:define_error(
"comment",
"Comment",
"banned word used in comment",
"Banned words are not allowed in comments."
)
kinds:define_error(
"literal",
"String",
"banned word used in string literal",
"Banned words are not allowed in string literals."
)
kinds:define_error(
"identifier",
"Identifier",
"banned word used as identifier",
"Banned words are not allowed as identifiers."
)
end
function hunk (hunk, opts)
local words = {}
for word in io.lines(opts:value("file")) do
words[word] = true
end
for _, line in ipairs(hunk:lines()) do
if line:origin() == "+" then
for _, lexeme in ipairs(line:lexemes()) do
if lexeme:is_kind("comment") or lexeme:is_kind("string") then
local text = lexeme:text()
local i, j = text:find("%w+")
while i do
if words[text:sub(i, j)] then
local kind = "comment"
if lexeme:is_kind("string") then
kind = "literal"
end
local len = j - i + 1
local replacement = string.sub("@#$%&*!", 1, len)
line:add_error(kind, lexeme:pos() + i - 1, len, replacement)
end
i, j = text:find("%w+", j + 1)
end
elseif lexeme:is_kind("identifier") then
local text = lexeme:text()
if words[text] then
line:add_error("identifier", lexeme:pos(), #text)
end
end
end
end
end
end
|
local _ENV = mkmodule('dfhack.workshops')
local utils = require 'utils'
input_filter_defaults = {
item_type = -1,
item_subtype = -1,
mat_type = -1,
mat_index = -1,
flags1 = {},
-- Instead of noting those that allow artifacts, mark those that forbid them.
-- Leaves actually enabling artifacts to the discretion of the API user,
-- which is the right thing because unlike the game UI these filters are
-- used in a way that does not give the user a chance to choose manually.
flags2 = { allow_artifact = true },
flags3 = {},
flags4 = 0,
flags5 = 0,
reaction_class = '',
has_material_reaction_product = '',
metal_ore = -1,
min_dimension = -1,
has_tool_use = -1,
quantity = 1
}
local fuel={item_type=df.item_type.BAR,mat_type=df.builtin_mats.COAL}
jobs_furnace={
[df.furnace_type.Smelter]={
{
name="Melt metal object",
items={fuel,{flags2={allow_melt_dump=true}}},--also maybe melt_designated
job_fields={job_type=df.job_type.MeltMetalObject}
}
},
[df.furnace_type.MagmaSmelter]={
{
name="Melt metal object",
items={{flags2={allow_melt_dump=true}}},--also maybe melt_designated
job_fields={job_type=df.job_type.MeltMetalObject}
}
},
--[[ [df.furnace_type.MetalsmithsForge]={
unpack(concat(furnaces,mechanism,anvil,crafts,coins,flask))
},
]]
--MetalsmithsForge,
--MagmaForge
--[[
forges:
weapons and ammo-> from raws...
armor -> raws
furniture -> builtins?
siege eq-> builtin (only balista head)
trap eq -> from raws+ mechanisms
other object-> anvil, crafts, goblets,toys,instruments,nestbox... (raws?) flask, coins,stud with iron
metal clothing-> raws???
]]
[df.furnace_type.GlassFurnace]={
{
name="collect sand",
items={},
job_fields={job_type=df.job_type.CollectSand}
},
--glass crafts x3
},
[df.furnace_type.WoodFurnace]={
defaults={item_type=df.item_type.WOOD,vector_id=df.job_item_vector_id.WOOD},
{
name="make charcoal",
items={{}},
job_fields={job_type=df.job_type.MakeCharcoal}
},
{
name="make ash",
items={{}},
job_fields={job_type=df.job_type.MakeAsh}
}
},
[df.furnace_type.Kiln]={
{
name="collect clay",
items={},
job_fields={job_type=df.job_type.CollectClay}
}
},
}
jobs_workshop={
[df.workshop_type.Jewelers]={
{
name="cut gems",
items={{item_type=df.item_type.ROUGH,flags1={unrotten=true}}},
job_fields={job_type=df.job_type.CutGems}
},
{
name="encrust finished goods with gems",
items={{item_type=df.item_type.SMALLGEM},{flags1={improvable=true,finished_goods=true}}},
job_fields={job_type=df.job_type.EncrustWithGems}
},
{
name="encrust ammo with gems",
items={{item_type=df.item_type.SMALLGEM},{flags1={improvable=true,ammo=true}}},
job_fields={job_type=df.job_type.EncrustWithGems}
},
{
name="encrust furniture with gems",
items={{item_type=df.item_type.SMALLGEM},{flags1={improvable=true,furniture=true}}},
job_fields={job_type=df.job_type.EncrustWithGems}
},
},
[df.workshop_type.Fishery]={
{
name="prepare raw fish",
items={{item_type=df.item_type.FISH_RAW,flags1={unrotten=true}}},
job_fields={job_type=df.job_type.PrepareRawFish}
},
{
name="extract from raw fish",
items={{flags1={unrotten=true,extract_bearing_fish=true}},{item_type=df.item_type.FLASK,flags1={empty=true,glass=true}}},
job_fields={job_type=df.job_type.ExtractFromRawFish}
},
{
name="catch live fish",
items={},
job_fields={job_type=df.job_type.CatchLiveFish}
}, -- no items?
},
[df.workshop_type.Still]={
{
name="brew drink",
items={{flags1={distillable=true},vector_id=22},{flags1={empty=true},flags3={food_storage=true}}},
job_fields={job_type=df.job_type.BrewDrink}
},
{
name="extract from plants",
items={{item_type=df.item_type.PLANT,flags1={unrotten=true,extract_bearing_plant=true}},{item_type=df.item_type.FLASK,flags1={empty=true}}},
job_fields={job_type=df.job_type.ExtractFromPlants}
},
--mead from raws?
},
[df.workshop_type.Masons]={
defaults={item_type=df.item_type.BOULDER,item_subtype=-1,vector_id=df.job_item_vector_id.BOULDER, mat_type=0,mat_index=-1,flags3={hard=true}},--flags2={non_economic=true},
{
name="construct armor stand",
items={{}},
job_fields={job_type=df.job_type.ConstructArmorStand}
},
{
name="construct blocks",
items={{}},
job_fields={job_type=df.job_type.ConstructBlocks}
},
{
name="construct throne",
items={{}},
job_fields={job_type=df.job_type.ConstructThrone}
},
{
name="construct coffin",
items={{}},
job_fields={job_type=df.job_type.ConstructCoffin}
},
{
name="construct door",
items={{}},
job_fields={job_type=df.job_type.ConstructDoor}
},
{
name="construct floodgate",
items={{}},
job_fields={job_type=df.job_type.ConstructFloodgate}
},
{
name="construct hatch cover",
items={{}},
job_fields={job_type=df.job_type.ConstructHatchCover}
},
{
name="construct grate",
items={{}},
job_fields={job_type=df.job_type.ConstructGrate}
},
{
name="construct cabinet",
items={{}},
job_fields={job_type=df.job_type.ConstructCabinet}
},
{
name="construct chest",
items={{}},
job_fields={job_type=df.job_type.ConstructChest}
},
{
name="construct statue",
items={{}},
job_fields={job_type=df.job_type.ConstructStatue}
},
{
name="construct slab",
items={{}},
job_fields={job_type=df.job_type.ConstructSlab}
},
{
name="construct table",
items={{}},
job_fields={job_type=df.job_type.ConstructTable}
},
{
name="construct weapon rack",
items={{}},
job_fields={job_type=df.job_type.ConstructWeaponRack}
},
{
name="construct quern",
items={{}},
job_fields={job_type=df.job_type.ConstructQuern}
},
{
name="construct millstone",
items={{}},
job_fields={job_type=df.job_type.ConstructMillstone}
},
},
[df.workshop_type.Carpenters]={
--training weapons, wooden shields
defaults={item_type=df.item_type.WOOD,vector_id=df.job_item_vector_id.WOOD},
{
name="make barrel",
items={{}},
job_fields={job_type=df.job_type.MakeBarrel}
},
{
name="make bucket",
items={{}},
job_fields={job_type=df.job_type.MakeBucket}
},
{
name="make animal trap",
items={{}},
job_fields={job_type=df.job_type.MakeAnimalTrap}
},
{
name="make cage",
items={{}},
job_fields={job_type=df.job_type.MakeCage}
},
{
name="construct bed",
items={{}},
job_fields={job_type=df.job_type.ConstructBed}
},
{
name="construct bin",
items={{}},
job_fields={job_type=df.job_type.ConstructBin}
},
{
name="construct armor stand",
items={{}},
job_fields={job_type=df.job_type.ConstructArmorStand}
},
{
name="construct blocks",
items={{}},
job_fields={job_type=df.job_type.ConstructBlocks}
},
{
name="construct throne",
items={{}},
job_fields={job_type=df.job_type.ConstructThrone}
},
{
name="construct coffin",
items={{}},
job_fields={job_type=df.job_type.ConstructCoffin}
},
{
name="construct door",
items={{}},
job_fields={job_type=df.job_type.ConstructDoor}
},
{
name="construct floodgate",
items={{}},
job_fields={job_type=df.job_type.ConstructFloodgate}
},
{
name="construct hatch cover",
items={{}},
job_fields={job_type=df.job_type.ConstructHatchCover}
},
{
name="construct grate",
items={{}},
job_fields={job_type=df.job_type.ConstructGrate}
},
{
name="construct cabinet",
items={{}},
job_fields={job_type=df.job_type.ConstructCabinet}
},
{
name="construct chest",
items={{}},
job_fields={job_type=df.job_type.ConstructChest}
},
{
name="construct statue",
items={{}},
job_fields={job_type=df.job_type.ConstructStatue}
},
{
name="construct table",
items={{}},
job_fields={job_type=df.job_type.ConstructTable}
},
{
name="construct weapon rack",
items={{}},
job_fields={job_type=df.job_type.ConstructWeaponRack}
},
{
name="construct splint",
items={{}},
job_fields={job_type=df.job_type.ConstructSplint}
},
{
name="construct crutch",
items={{}},
job_fields={job_type=df.job_type.ConstructCrutch}
},
},
[df.workshop_type.Kitchen]={
--mat_type=2,3,4
defaults={flags1={unrotten=true,cookable=true}},
{
name="prepare easy meal",
items={{flags1={solid=true}},{}},
job_fields={job_type=df.job_type.PrepareMeal,mat_type=2}
},
{
name="prepare fine meal",
items={{flags1={solid=true}},{},{}},
job_fields={job_type=df.job_type.PrepareMeal,mat_type=3}
},
{
name="prepare lavish meal",
items={{flags1={solid=true}},{},{},{}},
job_fields={job_type=df.job_type.PrepareMeal,mat_type=4}
},
},
[df.workshop_type.Butchers]={
{
name="butcher an animal",
items={{flags1={butcherable=true,unrotten=true,nearby=true}}},
job_fields={job_type=df.job_type.ButcherAnimal}
},
{
name="extract from land animal",
items={{flags1={extract_bearing_vermin=true,unrotten=true}},{item_type=df.item_type.FLASK,flags1={empty=true,glass=true}}},
job_fields={job_type=df.job_type.ExtractFromLandAnimal}
},
{
name="catch live land animal",
items={},
job_fields={job_type=df.job_type.CatchLiveLandAnimal}
},
},
[df.workshop_type.Mechanics]={
{
name="construct mechanisms",
items={{item_type=df.item_type.BOULDER,item_subtype=-1,vector_id=df.job_item_vector_id.BOULDER, mat_type=0,mat_index=-1,quantity=1,
flags3={hard=true}}},
job_fields={job_type=df.job_type.ConstructMechanisms}
},
{
name="construct traction bench",
items={{item_type=df.item_type.TABLE},{item_type=df.item_type.MECHANISM},{item_type=df.item_type.CHAIN}},
job_fields={job_type=df.job_type.ConstructTractionBench}
},
},
[df.workshop_type.Loom]={
{
name="weave plant thread cloth",
items={{item_type=df.item_type.THREAD,quantity=15000,min_dimension=15000,flags1={collected=true},flags2={plant=true}}},
job_fields={job_type=df.job_type.WeaveCloth}
},
{
name="weave silk thread cloth",
items={{item_type=df.item_type.THREAD,quantity=15000,min_dimension=15000,flags1={collected=true},flags2={silk=true}}},
job_fields={job_type=df.job_type.WeaveCloth}
},
{
name="weave yarn cloth",
items={{item_type=df.item_type.THREAD,quantity=15000,min_dimension=15000,flags1={collected=true},flags2={yarn=true}}},
job_fields={job_type=df.job_type.WeaveCloth}
},
{
name="weave inorganic cloth",
items={{item_type=df.item_type.THREAD,quantity=15000,min_dimension=15000,flags1={collected=true},mat_type=0}},
job_fields={job_type=df.job_type.WeaveCloth}
},
{
name="collect webs",
items={{item_type=df.item_type.THREAD,quantity=10,min_dimension=10,flags1={undisturbed=true}}},
job_fields={job_type=df.job_type.CollectWebs}
},
},
[df.workshop_type.Leatherworks]={
defaults={item_type=SKIN_TANNED},
{
name="construct leather bag",
items={{}},
job_fields={job_type=df.job_type.ConstructChest}
},
{
name="construct waterskin",
items={{}},
job_fields={job_type=df.job_type.MakeFlask}
},
{
name="construct backpack",
items={{}},
job_fields={job_type=df.job_type.MakeBackpack}
},
{
name="construct quiver",
items={{}},
job_fields={job_type=df.job_type.MakeQuiver}
},
{
name="sew leather image",
items={{item_type=-1,flags1={empty=true},flags2={sewn_imageless=true}},{}},
job_fields={job_type=df.job_type.SewImage}
},
},
[df.workshop_type.Dyers]={
{
name="dye thread",
items={{item_type=df.item_type.THREAD,quantity=15000,min_dimension=15000,flags1={collected=true},flags2={dyeable=true}},
{flags1={unrotten=true},flags2={dye=true}}},
job_fields={job_type=df.job_type.DyeThread}
},
{
name="dye cloth",
items={{item_type=df.item_type.CLOTH,quantity=10000,min_dimension=10000,flags2={dyeable=true}},
{flags1={unrotten=true},flags2={dye=true}}},
job_fields={job_type=df.job_type.DyeThread}
},
},
[df.workshop_type.Siege]={
{
name="construct balista parts",
items={{item_type=df.item_type.WOOD}},
job_fields={job_type=df.job_type.ConstructBallistaParts}
},
{
name="construct catapult parts",
items={{item_type=df.item_type.WOOD}},
job_fields={job_type=df.job_type.ConstructCatapultParts}
},
{
name="assemble balista arrow",
items={{item_type=df.item_type.WOOD}},
job_fields={job_type=df.job_type.AssembleSiegeAmmo}
},
{
name="assemble tipped balista arrow",
items={{item_type=df.item_type.WOOD},{item_type=df.item_type.BALLISTAARROWHEAD}},
job_fields={job_type=df.job_type.AssembleSiegeAmmo}
},
},
}
local function matchIds(bid1,wid1,cid1,bid2,wid2,cid2)
if bid1~=-1 and bid2~=-1 and bid1~=bid2 then
return false
end
if wid1~=-1 and wid2~=-1 and wid1~=wid2 then
return false
end
if cid1~=-1 and cid2~=-1 and cid1~=cid2 then
return false
end
return true
end
local function scanRawsReaction(buildingId,workshopId,customId)
local ret={}
for idx,reaction in ipairs(df.global.world.raws.reactions) do
for k,v in pairs(reaction.building.type) do
if matchIds(buildingId,workshopId,customId,v,reaction.building.subtype[k],reaction.building.custom[k]) then
table.insert(ret,reaction)
end
end
end
return ret
end
local function reagentToJobItem(reagent,react_id,reagentId)
local ret_item
ret_item=utils.clone_with_default(reagent, input_filter_defaults)
ret_item.reaction_id=react_id
ret_item.reagent_index=reagentId
return ret_item
end
local function addReactionJobs(ret,bid,wid,cid)
local reactions=scanRawsReaction(bid,wid or -1,cid or -1)
for idx,react in pairs(reactions) do
local job={name=react.name,
items={},job_fields={job_type=df.job_type.CustomReaction,reaction_name=react.code}
}
for reagentId,reagent in pairs(react.reagents) do
table.insert(job.items,reagentToJobItem(reagent,idx,reagentId))
end
if react.flags.FUEL then
table.insert(job.items,fuel)
end
table.insert(ret,job)
end
end
local function scanRawsOres()
local ret={}
for idx,ore in ipairs(df.global.world.raws.inorganics) do
if #ore.metal_ore.mat_index~=0 then
ret[idx]=ore
end
end
return ret
end
local function addSmeltJobs(ret,use_fuel)
local ores=scanRawsOres()
for idx,ore in pairs(ores) do
print("adding:",ore.material.state_name.Solid)
printall(ore)
local job={name="smelt "..ore.material.state_name.Solid,job_fields={job_type=df.job_type.SmeltOre,mat_type=df.builtin_mats.INORGANIC,mat_index=idx},items={
{item_type=df.item_type.BOULDER,mat_type=df.builtin_mats.INORGANIC,mat_index=idx,vector_id=df.job_item_vector_id.BOULDER}}}
if use_fuel then
table.insert(job.items,fuel)
end
table.insert(ret,job)
end
return ret
end
function getJobs(buildingId,workshopId,customId)
local ret={}
local c_jobs
if buildingId==df.building_type.Workshop then
c_jobs=jobs_workshop[workshopId]
elseif buildingId==df.building_type.Furnace then
c_jobs=jobs_furnace[workshopId]
if workshopId == df.furnace_type.Smelter or workshopId == df.furnace_type.MagmaSmelter then
c_jobs=utils.clone(c_jobs,true)
addSmeltJobs(c_jobs,workshopId == df.furnace_type.Smelter)
end
else
return nil
end
if c_jobs==nil then
c_jobs={}
else
c_jobs=utils.clone(c_jobs,true)
end
addReactionJobs(c_jobs,buildingId,workshopId,customId)
for jobId,contents in pairs(c_jobs) do
if jobId~="defaults" then
local entry={}
entry.name=contents.name
local lclDefaults=utils.clone(input_filter_defaults,true)
if c_jobs.defaults ~=nil then
utils.assign(lclDefaults,c_jobs.defaults)
end
entry.items={}
for k,item in pairs(contents.items) do
entry.items[k]=utils.clone(lclDefaults,true)
utils.assign(entry.items[k],item)
end
if contents.job_fields~=nil then
entry.job_fields={}
utils.assign(entry.job_fields,contents.job_fields)
end
ret[jobId]=entry
end
end
--get jobs, add in from raws
return ret
end
return _ENV |
function love.conf (t)
t.screen.width = 800
t.screen.height = 600
t.identity = 'zoetrope-test'
end
|
-- ************************************************************************** --
--[[
Dusk Engine
The main Dusk library.
--]]
-- ************************************************************************** --
local Library = require("CoronaLibrary")
local dusk = Library:new({name = "dusk", publisherId = "com.gymbyl"})
-- ************************************************************************** --
local dusk_core = require("plugin.dusk.core")
local dusk_settings = require("plugin.dusk.misc.settings")
-- ************************************************************************** --
dusk.setConfigOption = dusk_settings.set
dusk.getConfigOption = dusk_settings.get
dusk.setMathVariable = dusk_settings.setMathVariable
dusk.removeMathVariable = dusk_settings.removeMathVariable
dusk.registerPlugin = dusk_core.registerPlugin
-- dusk.unregisterPlugin = dusk_core.unregisterPlugin
dusk.loadMap = dusk_core.loadMap
-- ************************************************************************** --
dusk.buildMap = function(data, base)
local map
if type(data) == "string" then
local mapData = dusk_core.loadMap(data, base)
map = dusk_core.buildMap(mapData)
elseif type(data) == "table" then
map = dusk_core.buildMap(data)
end
map:updateView()
return map
end
return dusk |
object_static_installation_mockup_clothing_factory_style_1 = object_static_installation_shared_mockup_clothing_factory_style_1:new {
}
ObjectTemplates:addTemplate(object_static_installation_mockup_clothing_factory_style_1, "object/static/installation/mockup_clothing_factory_style_1.iff")
|
require("prototypes.Categories.categories")
require("prototypes.Technology.technology")
require("prototypes.SandMiner.categories")
require("prototypes.SandMiner.entities")
require("prototypes.SandMiner.items")
require("prototypes.SandMiner.recipes")
require("prototypes.BioSolarPanel.categories")
require("prototypes.BioSolarPanel.recipes")
require("prototypes.BioSolarPanel.items")
require("prototypes.BioSolarPanel.entities")
require("prototypes.BioReactor.categories")
require("prototypes.BioReactor.recipes")
require("prototypes.BioReactor.items")
require("prototypes.BioReactor.entities")
require("prototypes.ScienceProducts.recipes")
require("prototypes.ScienceProducts.items")
require("prototypes.RocketProducts.recipes")
require("prototypes.RocketProducts.items")
require("prototypes.WoodProducts.recipes")
require("prototypes.WoodProducts.items")
require("prototypes.WoodProducts.entities")
require("prototypes.FuelCell.categories")
require("prototypes.FuelCell.recipes")
require("prototypes.FuelCell.items")
require("prototypes.FuelCell.entities")
require("prototypes.WindTurbine.recipes")
require("prototypes.WindTurbine.items")
require("prototypes.WindTurbine.entities")
require("prototypes.Pipes.recipes")
require("prototypes.Pipes.entities")
require("prototypes.Pipes.items")
|
-- Parser generator
local cheese_parsers = require"cheese.parsers"
module("cheese", package.seeall)
parse_error = cheese_parsers.parse_error
local rule_mt
local function make_rule(tab)
setmetatable(tab, rule_mt)
return tab
end
function concat (tab)
if type(tab) == "table" then
local res = {}
for i, l in ipairs(tab) do
res[i] = concat(l)
end
return table.concat(res)
else
return tostring(tab)
end
end
function skip(exp)
return {}
end
function char(c)
return make_rule{ tag = "char", char = c }
end
function class(...)
return make_rule{ tag = "class", ranges = {...} }
end
function str(s)
return make_rule{ tag = "string", str = s }
end
function opt(rule)
if rule.tag == "opt" then return rule end
return make_rule{ tag = "opt", rule = rule }
end
function pand(rule)
if rule.tag == "and" then return rule end
return make_rule{ tag = "and", rule = rule }
end
function pnot(rule)
if rule.tag == "not" then
return make_rule{ tag = "and", rule = rule.rule }
end
return make_rule{ tag = "not", rule = rule }
end
function minus(rule1, rule2)
return seq(pnot(rule2), rule1)
end
function times(rule1, rule2)
return seq(pand(rule1), rule2)
end
local function include_rule(tag, rules, rule)
if rule.tag == tag then
for _, r in ipairs(rule.rules) do
table.insert(rules, r)
end
else
table.insert(rules, rule)
end
end
function seq(...)
local rules = {}
for i = 1, select("#", ...) do
include_rule("seq", rules, select(i, ...))
end
return make_rule{ tag = "seq", rules = rules }
end
function choice(...)
local rules = {}
for i = 1, select("#", ...) do
include_rule("choice", rules, select(i, ...))
end
return make_rule{ tag = "choice", rules = rules }
end
function star(rule)
if rule.tag == "star" then return rule end
return make_rule{ tag = "star", rule = rule }
end
function plus(rule)
if rule.tag == "plus" then return rule end
return make_rule{ tag = "plus", rule = rule }
end
function ref(name)
return make_rule{ tag = "ref", name = name }
end
function ext(parser)
return make_rule{ tag = "ext", parser = parser }
end
function bind(rule, ...)
if rule.tag == "bind" then
local funcs = {}
for _, f in ipairs(rule.funcs) do
table.insert(funcs, f)
end
for i = 1, select("#", ...) do
table.insert(funcs, select(i, ...))
end
return make_rule{ tag = "bind", rule = rule.rule, funcs = funcs }
else
return make_rule{ tag = "bind", rule = rule, funcs = {...} }
end
end
function handle(rule, func)
return make_rule{ tag = "handle", rule = rule, func = func }
end
rule_mt = {
__concat = seq,
__div = choice,
__mod = bind,
__exp = handle,
__sub = minus,
__mul = times
}
any = make_rule{ tag = "any" }
digit = make_rule{ tag = "class", ranges = { { "0", "9" } } }
function compile_rule(rule, rules, parsers)
return _M["compile_" .. rule.tag](rule, rules, parsers)
end
function compile_ref(rule, rules, parsers)
return compile_named(rule.name, rules, parsers)
end
function compile_any()
return cheese_parsers.any
end
function compile_char(rule)
return cheese_parsers.char(rule.char)
end
function compile_class(rule)
return cheese_parsers.class(unpack(rule.ranges))
end
function compile_string(rule)
return cheese_parsers.str(rule.str)
end
function compile_opt(rule, rules, parsers)
return cheese_parsers.opt(compile_rule(rule.rule, rules, parsers))
end
function compile_star(rule, rules, parsers)
return cheese_parsers.star(compile_rule(rule.rule, rules, parsers))
end
function compile_plus(rule, rules, parsers)
return cheese_parsers.plus(compile_rule(rule.rule, rules, parsers))
end
function compile_and(rule, rules, parsers)
return cheese_parsers.pand(compile_rule(rule.rule, rules, parsers))
end
function compile_not(rule, rules, parsers)
return cheese_parsers.pnot(compile_rule(rule.rule, rules, parsers))
end
function compile_seq(rule, rules, parsers)
local ps = {}
for _, r in ipairs(rule.rules) do
table.insert(ps, compile_rule(r, rules, parsers))
end
return cheese_parsers.seq(unpack(ps))
end
function compile_choice(rule, rules, parsers)
local ps = {}
for _, r in ipairs(rule.rules) do
table.insert(ps, compile_rule(r, rules, parsers))
end
return cheese_parsers.choice(unpack(ps))
end
function compile_ext(rule, rules, parsers)
return rule.parser
end
function compile_bind(rule, rules, parsers)
return cheese_parsers.bind(compile_rule(rule.rule, rules, parsers), rule.funcs)
end
function compile_handle(rule, rules, parsers)
return cheese_parsers.handle(compile_rule(rule.rule, rules, parsers), rule.func)
end
function compile_named(name, rules, parsers)
-- Found a recursive definition, returns a thunk
if parsers[name] == true then
parsers[name] = cheese_parsers.lazy(function () return parsers[name] end)
elseif not parsers[name] then
-- Marker to avoid infinite recursion
parsers[name] = true
parsers[name] = compile_rule(rules[name], rules, parsers)
end
return parsers[name]
end
function compile(rules)
if getmetatable(rules) == rule_mt then
return compile_rule(rules, {}, {})
else
local parsers = {}
for name, rule in pairs(rules) do
compile_named(name, rules, parsers)
end
return parsers
end
end
function open_grammar(grammar_table)
local env = getfenv(2)
local old_mt = getmetatable(env)
if type(grammar_table) == "string" then
env[grammar_table] = env[grammar_table] or {}
grammar_table = env[grammar_table]
end
local grammar_env = {
char = char, class = class, digit = digit, any = any,
plus = plus, star = star, opt = opt, pand = pand, pnot = pnot,
seq = seq, choice = choice, bind = bind, handle = handle,
concat = concat, skip = skip, ext = ext, close = close_grammar,
str = str, ref = ref
}
local mt_grammar = { grammar = grammar_table, old_mt = old_mt }
function mt_grammar.__index(t, k)
if grammar_env[k] then
return grammar_env[k]
elseif old_mt and type(old_mt.__index) == "table" and old_mt.__index[k] then
return old_mt.__index[k]
elseif old_mt and type(old_mt.__index) == "function" and old_mt.__index(t, k) then
return old_mt.__index(t, k)
elseif type(k) == "string" then
return ref(k)
else
return nil
end
end
function mt_grammar.__newindex(t, k, v)
if getmetatable(v) == rule_mt then
mt_grammar.grammar[k] = v
elseif old_mt and type(old_mt.__newindex) == "table" then
old_mt.__newindex[k] = v
elseif old_mt and type(old_mt.__newindex) == "function" then
old_mt.__newindex(t, k, v)
else
rawset(t, k, v)
end
end
setmetatable(env, mt_grammar)
end
function close_grammar()
local env = getfenv(2)
local mt_grammar = getmetatable(env)
setmetatable(env, mt_grammar.old_mt)
end
|
ITEM.name = "Bobby Pins"
ITEM.desc = "A small box of bobbypins used for picking locks"
ITEM.model = "models/props_lab/box01a.mdl"
ITEM.price = 50
function ITEM:getDesc()
return L("A small box of bobbypins used for picking locks", self:getData("amount", 5))
end
function ITEM:onInstanced(index, x, y, item)
item:setData("amount", 5)
end
if (CLIENT) then
function ITEM:paintOver(item, w, h)
local d = item:getData("amount", 5)
if (d > 0) then
nut.util.drawText(d, w - 14, h - 14, color_white, 1, 1, "nutSmallFont")
end
end
end
ITEM.functions.usef = { -- sorry, for name order.
name = "Pick Lock",
tip = "useTip",
icon = "icon16/bullet_key.png",
onRun = function(item)
local client = item.player
local trace = client:GetEyeTraceNoCursor() -- We don't need cursors.
local target = trace.Entity
if (target and target:IsValid() and target:isDoor()) then
if (target:isLocked()) then
client:setNetVar("picking", true)
client:setAction("picking Lock", 3, function()
if (client and client:IsValid()) then
if (!client:Alive()) then return end
local dist = client:GetPos():Distance(target:GetPos())
client:setNetVar("picking", nil)
if (dist < 96) then
-- 확률
if (math.Rand(0, 1) < 0.5) then
client:notifyLocalized("lockpickFailed")
else
local partner = target:getDoorPartner()
if (IsValid(partner)) then
partner:Fire("unlock")
end
target:Fire("unlock")
target:EmitSound("doors/door_latch1.wav")
client:notifyLocalized("lockpickSuccess")
end
if (item:getData("amount", 1) <= 1) then
item:remove()
else
item:setData("amount", item:getData("amount", 5) - 1)
return false
end
else
client:notifyLocalized("tooFar")
end
end
end)
else
client:notifyLocalized("notLocked")
end
return false
end
return false
end,
onCanRun = function(item)
if (IsValid(item.entity)) then return false end
local client = item.player
if (CLIENT) then client = LocalPlayer() end
if (client:getNetVar("picking")) then return false end
return true
end
} |
-- Created by Elfansoer
--[[
Ability checklist (erase if done/checked):
- Scepter Upgrade
- Break behavior
- Linken/Reflect behavior
- Spell Immune/Invulnerable/Invisible behavior
- Illusion behavior
- Stolen behavior
]]
--------------------------------------------------------------------------------
test_knockback = class({})
LinkLuaModifier( "modifier_test_knockback", "test_abilities/test_knockback/modifier_test_knockback", LUA_MODIFIER_MOTION_NONE )
LinkLuaModifier( "modifier_generic_knockback_lua", "lua_abilities/generic/modifier_generic_knockback_lua", LUA_MODIFIER_MOTION_BOTH )
--------------------------------------------------------------------------------
-- Ability Start
function test_knockback:OnSpellStart()
-- unit identifier
local caster = self:GetCaster()
local target = self:GetCursorTarget()
-- logic
target:AddNewModifier(
caster, -- player source
self, -- ability source
"modifier_test_knockback", -- modifier name
{} -- kv
)
end |
Subsets and Splits
No community queries yet
The top public SQL queries from the community will appear here once available.