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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>&nbsp;OOC Global - {0}:&nbsp;{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>&nbsp; Publicidad:&nbsp;{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;;;;; 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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"] = "&nbsp;", ["&"] = "&amp;", ['"'] = "&quot;" } 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