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#!/usr/bin/lua
require("power")
A = torch.FloatTensor():rand(5,3)
b = square(A)
print(b)
print(cube(5))
|
local PacketType = require "lumina.protocol.packet.packet_type"
local test_utils = require "spec.test_utils"
describe("PacketType", function()
it("round trip encoding", function()
for i=1,14 do
local value = assert(PacketType.from(i))
local bytes = value:encode()
local back = assert(PacketType.decode(test_utils.generate_source(bytes)))
assert.are.same(value, back)
end
end)
it("bad ctor", function()
for i=1,14 do
local value, err = PacketType.from(1, "")
assert(not value and err, "expected error for string flags")
end
end)
it("invalid flags", function()
for i=1,14 do
local value, err = PacketType.from(1, 9)
assert(not value and err, "expected error for invalid flags")
end
end)
describe("bad from ctor", function()
it("non-integer value", function()
local value, err = PacketType.from(nil, 9)
assert(not value and err, "expected error from PacketType.from(nil, ...)")
end)
it("value too big", function()
local value, err = PacketType.from(20, 9)
assert(not value and err, "expected error from PacketType.from(nil, ...)")
end)
it("flags too big", function()
local value, err = PacketType.from(1, 999)
assert(not value and err, "expected error from PacketType.from(nil, ...)")
end)
it("bad flags for publish", function()
local value, err = PacketType.from(3, 15)
assert(not value and err, "expected error from PacketType.from(nil, ...)")
end)
end)
end)
|
-- Generated by CSharp.lua Compiler
local System = System
System.namespace("Slipe.Client.Vehicles.Events", function (namespace)
namespace.class("OnNitroStateChangeEventArgs", function (namespace)
local __ctor__
__ctor__ = function (this, b)
this.State = System.cast(System.Boolean, b)
end
return {
State = false,
__ctor__ = __ctor__,
__metadata__ = function (out)
return {
properties = {
{ "State", 0x6, System.Boolean }
},
methods = {
{ ".ctor", 0x104, nil, System.Object }
},
class = { 0x6 }
}
end
}
end)
end)
|
shikamaru_meditation = shikamaru_meditation or class({})
LinkLuaModifier("modifier_meditation_negative", "abilities/heroes/shikamaru/shikamaru_meditation.lua", LUA_MODIFIER_MOTION_NONE)
LinkLuaModifier("modifier_meditation_positive", "abilities/heroes/shikamaru/shikamaru_meditation.lua", LUA_MODIFIER_MOTION_NONE)
function shikamaru_meditation:ProcsMagicStick()
return true
end
function shikamaru_meditation:OnSpellStart()
local ability = self
local caster = self:GetCaster()
local radius = ability:GetSpecialValueFor("radius")
local duration = ability:GetSpecialValueFor("duration")
caster:EmitSound("Hero_Dazzle.Weave")
local targets = FindUnitsInRadius(
caster:GetTeamNumber(),
caster:GetAbsOrigin(),
nil,
radius,
DOTA_UNIT_TARGET_TEAM_ENEMY,
DOTA_UNIT_TARGET_HERO + DOTA_UNIT_TARGET_BASIC,
0,
0,
false
)
local modifier_name_debuff = "modifier_meditation_negative"
local abilityS = self:GetCaster():FindAbilityByName("special_bonus_shikamaru_3")
if abilityS ~= nil then
if abilityS:GetLevel() > 0 then
duration = duration + 2
end
end
for _, unit in pairs(targets) do
unit:AddNewModifier(caster, ability, modifier_name_debuff, {duration = duration})
end
local friends = FindUnitsInRadius(
caster:GetTeamNumber(),
caster:GetAbsOrigin(),
nil,
radius,
DOTA_UNIT_TARGET_TEAM_FRIENDLY,
DOTA_UNIT_TARGET_HERO + DOTA_UNIT_TARGET_BASIC,
0,
0,
false
)
local modifier_name = "modifier_meditation_positive"
for _, unit in pairs(friends) do
unit:AddNewModifier(caster, ability, modifier_name, {duration = duration})
end
end
modifier_meditation_negative = modifier_meditation_negative or class({})
function modifier_meditation_negative:IsHidden() return false end
function modifier_meditation_negative:IsPurgable() return false end
function modifier_meditation_negative:IsDebuff() return true end
function modifier_meditation_negative:OnCreated(keys)
-- Ability properties
self.caster = self:GetCaster()
self.ability = self:GetAbility()
self.parent = self:GetParent()
local abilityS = self:GetCaster():FindAbilityByName("special_bonus_shikamaru_3")
if abilityS ~= nil then
if abilityS:GetLevel() > 0 then
self.stacks = (self.ability:GetSpecialValueFor("armor") + 2) * -1
else
self.stacks = self.ability:GetSpecialValueFor("armor") * -1
end
end
-- Start interval
self:StartIntervalThink( 1.0 )
end
function modifier_meditation_negative:OnIntervalThink(keys)
self.stacks = self.stacks + 1
end
function modifier_meditation_negative:DeclareFunctions()
return {
MODIFIER_PROPERTY_PHYSICAL_ARMOR_BONUS
}
end
function modifier_meditation_negative:GetModifierPhysicalArmorBonus()
return self.stacks
end
modifier_meditation_positive = modifier_meditation_positive or class({})
function modifier_meditation_positive:IsHidden() return false end
function modifier_meditation_positive:IsPurgable() return false end
function modifier_meditation_positive:IsBuff() return true end
function modifier_meditation_positive:OnCreated(keys)
-- Ability properties
self.caster = self:GetCaster()
self.ability = self:GetAbility()
self.parent = self:GetParent()
local abilityS = self:GetCaster():FindAbilityByName("special_bonus_shikamaru_3")
if abilityS ~= nil then
if abilityS:GetLevel() > 0 then
self.stacks = self.ability:GetSpecialValueFor("armor") + 2
else
self.stacks = self.ability:GetSpecialValueFor("armor")
end
end
-- Start interval
self:StartIntervalThink( 1.0 )
end
function modifier_meditation_positive:OnIntervalThink(keys)
self.stacks = self.stacks - 1
end
function modifier_meditation_positive:DeclareFunctions()
return {
MODIFIER_PROPERTY_PHYSICAL_ARMOR_BONUS
}
end
function modifier_meditation_positive:GetModifierPhysicalArmorBonus()
return self.stacks
end |
libHDiffPatch = {
source = path.join(dependencies.basePath, "HDiffPatch/libHDiffPatch"),
}
function libHDiffPatch.import()
links {
"libHDiffPatch"
}
libHDiffPatch.includes()
end
function libHDiffPatch.includes()
includedirs {
path.join(libHDiffPatch.source, "HDiff"),
path.join(libHDiffPatch.source, "HPatch"),
}
end
function libHDiffPatch.project()
project "libHDiffPatch"
language "C"
libHDiffPatch.includes()
files {
path.join(libHDiffPatch.source, "HDiff/**.h"),
path.join(libHDiffPatch.source, "HDiff/**.c"),
path.join(libHDiffPatch.source, "HDiff/**.cpp"),
path.join(libHDiffPatch.source, "HPatch/**.h"),
path.join(libHDiffPatch.source, "HPatch/**.c"),
}
warnings "Off"
kind "StaticLib"
end
table.insert(dependencies, libHDiffPatch)
|
module("luci.controller.xderm-gui", package.seeall)
function index()
entry({"admin","vpn","xderm-gui"}, template("xderm-gui"), _("Xderm Mini"), 1).leaf=true
end
|
require('constants')
require('tower_student_common')
tower_student_common.chat(BLANK_SCROLL_ID, 3, "unstoning_potion", "RUNIC_STUDENT_TRADE_SID", "TOWER_STUDENT_ACCEPT_SID", "TOWER_STUDENT_SHRUG_SID", "TOWER_STUDENT_DEFAULT_SID")
|
-- Lsp Mappings
local List = require "pl.List"
local M = {}
local opts = { noremap = true, silent = true, buffer = 0 }
local mappings = {
{ "n", "gD", vim.lsp.buf.declaration },
{ "n", "gd", vim.lsp.buf.definition },
{ "n", "K", vim.lsp.buf.hover },
{ "n", "gi", vim.lsp.buf.implementation },
{ "n", "<C-k>", vim.lsp.buf.signature_help },
{ "n", "<leader>rn", vim.lsp.buf.rename },
{ "n", "gr", vim.lsp.buf.references },
{ "n", "<leader>ca", vim.lsp.buf.code_action },
{
"n",
"[d",
function()
vim.diagnostic.goto_prev { border = "rounded" }
end,
},
{
"n",
"gl",
function()
vim.diagnostic.open_float { border = "rounded" }
end,
},
{
"n",
"]d",
function()
vim.diagnostic.goto_next { border = "rounded" }
end,
},
{ "n", "<leader>q", vim.diagnostic.setloclist },
}
M.map = function()
List(mappings):foreach(function(mapping)
vim.keymap.set(mapping[1], mapping[2], mapping[3], opts)
end)
end
return M
|
return {'epo','epoche','eponiem','epopee','epoque','epos','epotest','epoxyhars','epoxyverf','epoxyverven','eponiemenwoordenboek','epoxy','epossen','epoxyharsen','epochen','eponiemen','epopeeen','epoque','epoques'} |
return {
mod_name = {
en = "Execute External Lua File"
},
mod_description = {
en = "Executes 'mods/exec.lua' file in your 'Warhammer Vermintide 2' Steam folder."
},
exec_hotkey = {
en = "Execute File Hotkey"
},
exec_hotkey_tooltip = {
en = "Execute the file when you press this hotkey."
},
F1_EXEC = {
en = "Bind Execute To F1"
},
F1_EXEC_T = {
en = "Bind the hotkey in code so it can be used inside game menus."
.."\nIf hotkey is F1 as well the file will be executed twice!"
},
}
|
-----------------------------------
-- Area: Yuhtunga Jungle
-- Mob: Voluptuous Vilma
-----------------------------------
local ID = require("scripts/zones/Yuhtunga_Jungle/IDs")
-----------------------------------
function onMobDeath(mob, player, isKiller)
end
function onMobDespawn(mob)
DisallowRespawn(ID.mob.VOLUPTUOUS_VILMA, true)
DisallowRespawn(ID.mob.ROSE_GARDEN_PH, false)
GetMobByID(ID.mob.ROSE_GARDEN_PH):setRespawnTime(GetMobRespawnTime(ID.mob.ROSE_GARDEN_PH))
end
|
local aspawn = require("awful.spawn")
local gtimer = require("gears.timer")
local fs_info = {}
local hdds = disks or { "home" }
local function sformat_in_giga(value)
return string.format("%.1f", value/1024^2)
end
local function disks_info()
aspawn.with_line_callback('sh -c "df -kP"', { stdout = function(line)
local s, u, a, p, m = line:match("^.-%s+(%d+)%s+(%d+)%s+(%d+)%s+(%d+)%%%s+([%p%w]+)")
-- check if it's match with myfs and add to the table
for _, fs in pairs(hdds) do
if m ~= nil and m:match(fs) then
if u and m then -- Handle 1st line and broken regexp
fs_info[_] = {}
fs_info[_]["size"] = sformat_in_giga(s)
fs_info[_]["used"] = sformat_in_giga(u)
fs_info[_]["available"] = sformat_in_giga(a)
fs_info[_]["used_percent"] = p
fs_info[_]["mountpoint"] = m
end
end
end
end})
awesome.emit_signal("daemon::disks", fs_info)
end
-- update every 50 seconds
gtimer {
timeout = 50, autostart = true, call_now = true,
callback = function() disks_info() end
}
|
object_tangible_wearables_armor_armor_imperial_guard_saber_armor_imperial_guard_saber_bicep_l = object_tangible_wearables_armor_armor_imperial_guard_saber_shared_armor_imperial_guard_saber_bicep_l:new {
}
ObjectTemplates:addTemplate(object_tangible_wearables_armor_armor_imperial_guard_saber_armor_imperial_guard_saber_bicep_l, "object/tangible/wearables/armor/armor_imperial_guard_saber/armor_imperial_guard_saber_bicep_l.iff")
|
local Root = script.Parent.Parent
local AccountInfoReceived = require(Root.Actions.AccountInfoReceived)
local PurchaseCompleteRecieved = require(Root.Actions.PurchaseCompleteRecieved)
local ErrorOccurred = require(Root.Actions.ErrorOccurred)
local PurchaseError = require(Root.Enums.PurchaseError)
local PromptState = require(Root.Enums.PromptState)
local RequestType = require(Root.Enums.RequestType)
local getAccountInfo = require(Root.Network.getAccountInfo)
local Network = require(Root.Services.Network)
local ExternalSettings = require(Root.Services.ExternalSettings)
local completeRequest = require(Root.Thunks.completeRequest)
local getPlayerPrice = require(Root.Utils.getPlayerPrice)
local Thunk = require(Root.Thunk)
local purchaseItem = require(script.Parent.purchaseItem)
local MAX_RETRIES = 3
local RETRY_RATE = 1
local requiredServices = {
Network,
ExternalSettings,
}
local function retryAfterUpsell(retriesRemaining)
retriesRemaining = retriesRemaining or MAX_RETRIES
return Thunk.new(script.Name, requiredServices, function(store, services)
local network = services[Network]
local externalSettings = services[ExternalSettings]
local state = store:getState()
local requestType = state.promptRequest.requestType
local promptState = state.promptState
if requestType == RequestType.Premium then
if promptState == PromptState.UpsellInProgress then
store:dispatch(PurchaseCompleteRecieved())
store:dispatch(completeRequest())
end
else
return getAccountInfo(network, externalSettings)
:andThen(function(accountInfo)
local state = store:getState()
local isPlayerPremium = state.accountInfo.membershipType == 4
local price = getPlayerPrice(state.productInfo, isPlayerPremium)
local balance = accountInfo.RobuxBalance
store:dispatch(AccountInfoReceived(accountInfo))
if price ~= nil and price > balance then
if retriesRemaining > 0 then
-- Upsell result may not yet have propagated, so we need to
-- wait a while and try again
delay(RETRY_RATE, function()
store:dispatch(retryAfterUpsell(retriesRemaining - 1))
end)
else
store:dispatch(ErrorOccurred(PurchaseError.InvalidFunds))
end
else
-- Upsell was successful and purchase can now be completed
store:dispatch(purchaseItem())
end
end)
:catch(function(error)
store:dispatch(ErrorOccurred(error))
end)
end
end)
end
return retryAfterUpsell
|
-------------------------------------------------------------------------------
-- Coordinate normalization
-------------------------------------------------------------------------------
function normCoords(bbox, keypoints, size, scale)
-- get crop region coordinates
local xc = (bbox[1]+bbox[3])/2
local yc = (bbox[2]+bbox[4])/2
local width = (bbox[3]-bbox[1])+1
local height = (bbox[5]-bbox[2])+1
-- get maximum size of the bbox
local max_size = math.max(width, height)
-- get a square bbox around the center of the bbox and add a small scaling effect
local crop_coords
if width > height then
local diff = (width - height)/2
local w_offset = (width/2) * scale
local h_offset = (height/2+diff) * scale
crop_coords = {xc-w_offset,yc-h_offset,xc+w_offset,yc+h_offset}
else
local diff = (height - width)/2
local w_offset = (width/2+diff) * scale
local h_offset = (height/2) * scale
crop_coords = {xc-w_offset,yc-h_offset,xc+w_offset,yc+h_offset}
end
-- set new keypoints coordinates
local new_keypoints = keypoints:clone():fill(0)
local new_max_size = crop_coords[3]-crop_coords[1]
for i=1, keypoints:size(1) do
keypoints[i][1] = keypoints[i][1] - crop_coords[1] / new_max_size * size
keypoints[i][2] = keypoints[i][2] - crop_coords[2] / new_max_size * size
end
-- output
return crop_coords, new_keypoints
end
-------------------------------------------------------------------------------
-- Coordinate transformation
-------------------------------------------------------------------------------
function getTransform(center, scale, rot, res)
local h = 200 * scale
local t = torch.eye(3)
-- Scaling
t[1][1] = res / h
t[2][2] = res / h
-- Translation
t[1][3] = res * (-center[1] / h + .5)
t[2][3] = res * (-center[2] / h + .5)
-- Rotation
if rot ~= 0 then
rot = -rot
local r = torch.eye(3)
local ang = rot * math.pi / 180
local s = math.sin(ang)
local c = math.cos(ang)
r[1][1] = c
r[1][2] = -s
r[2][1] = s
r[2][2] = c
-- Need to make sure rotation is around center
local t_ = torch.eye(3)
t_[1][3] = -res/2
t_[2][3] = -res/2
local t_inv = torch.eye(3)
t_inv[1][3] = res/2
t_inv[2][3] = res/2
t = t_inv * r * t_ * t
end
return t
end
function transform(pt, center, scale, rot, res, invert)
local pt_ = torch.ones(3)
pt_[1],pt_[2] = pt[1]-1,pt[2]-1
local t = getTransform(center, scale, rot, res)
if invert then
t = torch.inverse(t)
end
local new_point = (t*pt_):sub(1,2)
return new_point:int():add(1)
end
function transformBenchmark(pt, center, scale, rot, res, invert)
local pt_ = torch.ones(3)
pt_[1] = pt[1]
pt_[2] = pt[2]
local t = getTransform(center, scale, rot, res)
if invert then
t = torch.inverse(t)
end
local new_point = (t*pt_):sub(1,2):int()
return new_point
end
function transformPreds(coords, center, scale, res)
local origDims = coords:size()
coords = coords:view(-1,2)
local newCoords = coords:clone()
for i = 1,coords:size(1) do
newCoords[i] = transform(coords[i], center, scale, 0, res, 1)
end
return newCoords:view(origDims)
end
--[[
function mytransform(pt, center, scale, rot, res, invert)
local pt_ = torch.ones(3)
pt_[1],pt_[2] = pt[1],pt[2]
local h = 200 * scale
local t = torch.eye(3)
-- Scaling
t[1][1] = res / h
t[2][2] = res / h
-- Translation
t[1][3] = res * (-center[1] / h + .5)
t[2][3] = res * (-center[2] / h + .5)
-- rotation matrix
if rot ~= 0 then
local rotation = -rot
local r = torch.eye(3)
local ang = rotation * math.pi / 180
local s = math.sin(ang)
local c = math.cos(ang)
r[1][1] = c
r[1][2] = -s
r[2][1] = s
r[2][2] = c
-- Need to make sure rotation is around center
local t_ = torch.eye(3)
t_[1][3] = -res/2
t_[2][3] = -res/2
local t_inv = torch.eye(3)
t_inv[1][3] = res/2
t_inv[2][3] = res/2
t = t_inv * r * t_ * t
end
if invert then
t = torch.inverse(t)
end
-- process transformation
local new_point = (t*pt_):sub(1,2)
return new_point
end
--]]
function mytransform(pt, center, scale, rot, res, invert)
local pt_ = torch.ones(3)
pt_[1] = pt[1]
pt_[2] = pt[2]
local t = getTransform(center, scale, rot, res)
if invert then
t = torch.inverse(t)
end
local new_point = (t*pt_):sub(1,2)
return new_point
end
-------------------------------------------------------------------------------
-- Cropping
-------------------------------------------------------------------------------
function checkDims(dims)
return dims[3] < dims[4] and dims[5] < dims[6]
end
function crop2(img, center, scale, rot, res)
local ndim = img:nDimension()
if ndim == 2 then img = img:view(1,img:size(1),img:size(2)) end
local ht,wd = img:size(2), img:size(3)
local tmpImg,newImg = img, torch.zeros(img:size(1), res, res)
-- Modify crop approach depending on whether we zoom in/out
-- This is for efficiency in extreme scaling cases
local scaleFactor = (200 * scale) / res
if scaleFactor < 2 then
scaleFactor = 1
else
local newSize = math.floor(math.max(ht,wd) / scaleFactor)
if newSize < 2 then
-- Zoomed out so much that the image is now a single pixel or less
if ndim == 2 then
newImg = newImg:view(newImg:size(2),newImg:size(3))
end
return newImg
else
tmpImg = image.scale(img,newSize)
ht,wd = tmpImg:size(2),tmpImg:size(3)
end
end
-- Calculate upper left and bottom right coordinates defining crop region
local c,s = center:float()/scaleFactor, scale/scaleFactor
local ul = transform({1,1}, c, s, 0, res, true)
local br = transform({res+1,res+1}, c, s, 0, res, true)
if scaleFactor >= 2 then br:add(-(br - ul - res)) end
-- If the image is to be rotated, pad the cropped area
local pad = math.ceil(torch.norm((ul - br):float())/2 - (br[1]-ul[1])/2)
if rot ~= 0 then ul:add(-pad); br:add(pad) end
-- Define the range of pixels to take from the old image
local old_ = {1,-1,math.max(1, ul[2]), math.min(br[2], ht+1) - 1,
math.max(1, ul[1]), math.min(br[1], wd+1) - 1}
-- And where to put them in the new image
local new_ = {1,-1,math.max(1, -ul[2] + 2), math.min(br[2], ht+1) - ul[2],
math.max(1, -ul[1] + 2), math.min(br[1], wd+1) - ul[1]}
-- Initialize new image and copy pixels over
local newImg = torch.zeros(img:size(1), br[2] - ul[2], br[1] - ul[1])
if not pcall(function() newImg:sub(unpack(new_)):copy(tmpImg:sub(unpack(old_))) end) then
print("Error occurred during crop!")
end
if rot ~= 0 then
-- Rotate the image and remove padded area
newImg = image.rotate(newImg, rot * math.pi / 180, 'bilinear')
newImg = newImg:sub(1,-1,pad+1,newImg:size(2)-pad,pad+1,newImg:size(3)-pad):clone()
end
if scaleFactor < 2 then newImg = image.scale(newImg,res,res) end
if ndim == 2 then newImg = newImg:view(newImg:size(2),newImg:size(3)) end
return newImg
end
function twoPointCrop(img, s, pt1, pt2, pad, res)
local center = (pt1 + pt2) / 2
local scale = math.max(20*s,torch.norm(pt1 - pt2)) * .007
scale = scale * pad
local angle = math.atan2(pt2[2]-pt1[2],pt2[1]-pt1[1]) * 180 / math.pi - 90
return crop(img, center, scale, angle, res)
end
function mycrop(img, center, scale, rot, res)
-- setup parameters
local rescale_factor = (200*scale)/res
local ht,wd = img:size(2), img:size(3)
local newSize = math.floor(math.max(ht,wd) / rescale_factor)
local c_ = center:float()/rescale_factor
c_=c_:int()
-- apply scalling
local img_scaled = image.scale(img, newSize)
local offset = res/2
local out = torch.FloatTensor(3, res+offset, res+offset):fill(0)
local offset_left, offset_top = (res+offset)/2, (res+offset)/2
local offset_right, offset_bot = (res+offset)/2-1, (res+offset)/2-1
-- (set copy limits)
local x1,y1 = math.max(1,c_[1]-offset_left),math.max(1,c_[2]-offset_top)
local x2,y2 = math.min(img_scaled:size(3),c_[1]+offset_right),math.min(img_scaled:size(2),c_[2]+offset_bot)
local x1_,y1_ = offset_left-(c_[1]-x1)+1, offset_top-(c_[2]-y1)+1
local x2_,y2_ = x1_+(x2-x1), y1_+(y2-y1)
-- (copy data to the output tensor)
assert(y1_>0 and y2_>0 and x1_>0 and x2_>0, 'One of this variables is smaller than 1: x1_,y1_,x2_,y2_')
out[{{},{y1_,y2_},{x1_,x2_}}]:copy(img_scaled[{{},{y1,y2},{x1,x2}}])
-- apply rotation
if rot ~= 0 then
out = image.rotate(out, rot * math.pi / 180, 'bilinear')
end
-- apply cropping (center)
out = image.crop(out,'c',res,res)
return out
end
-------------------------------------------------------------------------------
-- Non-maximum Suppression
-------------------------------------------------------------------------------
function localMaxes(hm, n, c, s, hmIdx, nmsWindowSize)
-- Set up max network for NMS
local nmsWindowSize = nmsWindowSize or 3
local nmsPad = (nmsWindowSize - 1)/2
local maxlayer = nn.Sequential()
if cudnn then
maxlayer:add(cudnn.SpatialMaxPooling(nmsWindowSize, nmsWindowSize,1,1, nmsPad, nmsPad))
maxlayer:cuda()
else
maxlayer:add(nn.SpatialMaxPooling(nmsWindowSize, nmsWindowSize,1,1, nmsPad,nmsPad))
maxlayer:float()
end
maxlayer:evaluate()
local hmSize = torch.totable(hm:size())
hm = torch.Tensor(1,unpack(hmSize)):copy(hm):float()
if hmIdx then hm = hm:sub(1,-1,hmIdx,hmIdx) end
local hmDim = hm:size()
local max_out
-- First do nms
if cudnn then
max_out = maxlayer:forward(hm:cuda())
cutorch.synchronize()
else
max_out = maxlayer:forward(hm)
end
local nms = torch.cmul(hm, torch.eq(hm, max_out:float()):float())[1]
-- Loop through each heatmap retrieving top n locations, and their scores
local predCoords = torch.Tensor(hmDim[2], n, 2)
local predScores = torch.Tensor(hmDim[2], n)
for i = 1, hmDim[2] do
local nms_flat = nms[i]:view(nms[i]:nElement())
local vals,idxs = torch.sort(nms_flat,1,true)
for j = 1,n do
local pt = {(idxs[j]-1) % hmSize[3] + 1, math.floor((idxs[j]-1) / hmSize[3]) + 1 }
if c then
predCoords[i][j] = transform(pt, c, s, 0, hmSize[#hmSize], true)
else
predCoords[i][j] = torch.Tensor(pt)
end
predScores[i][j] = vals[j]
end
end
return predCoords, predScores
end
-------------------------------------------------------------------------------
-- Draw gaussian
-------------------------------------------------------------------------------
function drawGaussian(img, pt, sigma)
-- Draw a 2D gaussian
-- Check that any part of the gaussian is in-bounds
local tmpSize = math.ceil(3*sigma)
local ul = {math.floor(pt[1] - tmpSize), math.floor(pt[2] - tmpSize)}
local br = {math.floor(pt[1] + tmpSize), math.floor(pt[2] + tmpSize)}
-- If not, return the image as is
if (ul[1] > img:size(2) or ul[2] > img:size(1) or br[1] < 1 or br[2] < 1) then return img end
-- Generate gaussian
local size = 2*tmpSize + 1
local g = image.gaussian(size)
-- Usable gaussian range
local g_x = {math.max(1, -ul[1]), math.min(br[1], img:size(2)) - math.max(1, ul[1]) + math.max(1, -ul[1])}
local g_y = {math.max(1, -ul[2]), math.min(br[2], img:size(1)) - math.max(1, ul[2]) + math.max(1, -ul[2])}
-- Image range
local img_x = {math.max(1, ul[1]), math.min(br[1], img:size(2))}
local img_y = {math.max(1, ul[2]), math.min(br[2], img:size(1))}
assert(g_x[1] > 0 and g_y[1] > 0)
img:sub(img_y[1], img_y[2], img_x[1], img_x[2]):cmax(g:sub(g_y[1], g_y[2], g_x[1], g_x[2]))
return img
end
function drawLine(img, pt1, pt2, width, color)
if img:nDimension() == 2 then img = img:view(1,img:size(1),img:size(2)) end
local nChannels = img:size(1)
color = color or torch.ones(nChannels)
if type(pt1) == 'table' then pt1 = torch.Tensor(pt1) end
if type(pt2) == 'table' then pt2 = torch.Tensor(pt2) end
m = pt1:dist(pt2)
dy = (pt2[2] - pt1[2])/m
dx = (pt2[1] - pt1[1])/m
for j = 1,width do
start_pt1 = torch.Tensor({pt1[1] + (-width/2 + j-1)*dy, pt1[2] - (-width/2 + j-1)*dx})
start_pt1:ceil()
for i = 1,torch.ceil(m) do
y_idx = torch.ceil(start_pt1[2]+dy*i)
x_idx = torch.ceil(start_pt1[1]+dx*i)
if y_idx - 1 > 0 and x_idx -1 > 0
and y_idx < img:size(2) and x_idx < img:size(3) then
for j = 1,nChannels do img[j]:sub(y_idx-1,y_idx,x_idx-1,x_idx):fill(color[j]) end
end
end
end
end
-------------------------------------------------------------------------------
-- Flipping functions
-------------------------------------------------------------------------------
function shuffleLR(x)
local dim
if x:nDimension() == 4 then
dim = 2
else
assert(x:nDimension() == 3)
dim = 1
end
local matchedParts
if opt.dataset == 'mpii' then
matchedParts = {
{1,6}, {2,5}, {3,4},
{11,16}, {12,15}, {13,14}
}
elseif opt.dataset == 'flic' then
matchedParts = {
{1,4}, {2,5}, {3,6}, {7,8}, {9,10}
}
elseif opt.dataset == 'lsp' or opt.dataset =='lsp+mpii' then
matchedParts = {
{1,6}, {2,5}, {3,4}, {7,12}, {8,11}, {9,10}
}
elseif opt.dataset == 'coco' then
matchedParts = {
{2,3}, {4,5}, {6,7}, {8,9}, {10,11}, {12,13}, {14,15}, {16,17}
}
end
for i = 1,#matchedParts do
local idx1, idx2 = unpack(matchedParts[i])
local tmp = x:narrow(dim, idx1, 1):clone()
x:narrow(dim, idx1, 1):copy(x:narrow(dim, idx2, 1))
x:narrow(dim, idx2, 1):copy(tmp)
end
return x
end
function flip(x)
require 'image'
local y = torch.FloatTensor(x:size())
for i = 1, x:size(1) do
image.hflip(y[i], x[i]:float())
end
return y:typeAs(x)
end
|
local ffi = require "ffi"
local ffi_new = ffi.new
local ffi_typeof = ffi.typeof
local ffi_cdef = ffi.cdef
local ffi_str = ffi.string
local assert = assert
local setmetatable = setmetatable
local nettle = require "resty.nettle"
ffi_cdef[[
typedef struct salsa20_ctx {
uint32_t input[16];
} SALSA20_CTX;
void nettle_salsa20_128_set_key(struct salsa20_ctx *ctx, const uint8_t *key);
void nettle_salsa20_256_set_key(struct salsa20_ctx *ctx, const uint8_t *key);
void nettle_salsa20_set_nonce(struct salsa20_ctx *ctx, const uint8_t *nonce);
void nettle_salsa20_crypt(struct salsa20_ctx *ctx, size_t length, uint8_t *dst, const uint8_t *src);
void nettle_salsa20r12_crypt(struct salsa20_ctx *ctx, size_t length, uint8_t *dst, const uint8_t *src);
]]
local uint8t = ffi_typeof "uint8_t[?]"
local ctxs20 = ffi_typeof "SALSA20_CTX[1]"
local setkey128 = nettle.nettle_salsa20_128_set_key
local setkey256 = nettle.nettle_salsa20_256_set_key
local setnonce = nettle.nettle_salsa20_set_nonce
local crypt = nettle.nettle_salsa20_crypt
local crypt12 = nettle.nettle_salsa20r12_crypt
local salsa20r12 = {}
salsa20r12.__index = salsa20r12
function salsa20r12:encrypt(src)
local len = #src
local dst = ffi_new(uint8t, len)
crypt12(self.context, len, dst, src)
return ffi_str(dst, len)
end
function salsa20r12:decrypt(src)
local len = #src
local dst = ffi_new(uint8t, len)
crypt12(self.context, len, dst, src)
return ffi_str(dst, len)
end
local salsa20 = {}
salsa20.__index = salsa20
function salsa20.new(key, nonce, rounds)
local len = #key
assert(len == 16 or len == 32, "The Salsa20 supported key sizes are 128, and 256 bits.")
local ctx = ffi_new(ctxs20)
if len == 16 then
setkey128(ctx, key)
else
setkey256(ctx, key)
end
if nonce then
assert(#nonce == 8, "The Salsa20 supported nonce size is 64 bits.")
setnonce(ctx, nonce)
end
rounds = rounds or 20
assert(rounds == 12 or rounds == 20, "The Salsa20 supported rounds are 12, and 20. The recommended rounds is 20.")
if rounds == 20 then return setmetatable({ context = ctx }, salsa20) end
return setmetatable({ context = ctx }, salsa20r12)
end
function salsa20:encrypt(src)
local len = #src
local dst = ffi_new(uint8t, len)
crypt(self.context, len, dst, src)
return ffi_str(dst, len)
end
function salsa20:decrypt(src)
local len = #src
local dst = ffi_new(uint8t, len)
crypt(self.context, len, dst, src)
return ffi_str(dst, len)
end
return salsa20 |
local _M = { conf = {} }
local http = require "resty.http"
local pl_stringx = require "pl.stringx"
local cjson = require "cjson.safe"
function _M.error_response(message, status)
local jsonStr = '{"data":[],"error":{"code":' .. status .. ',"message":"' .. message .. '"}}'
ngx.header['Content-Type'] = 'application/json'
ngx.status = status
ngx.say(jsonStr)
ngx.exit(status)
end
function _M.introspect_access_token_req(access_token)
local httpc = http.new()
local res, err = httpc:request_uri(_M.conf.introspection_endpoint, {
method = "POST",
body = "token_type_hint=access_token&token=" .. access_token .. "&client_id=" .. _M.conf.client_id .. "&client_secret=" .. _M.conf.client_secret,
headers = { ["Content-Type"] = "application/x-www-form-urlencoded" }
})
if not res then
return { status = 0 }
end
if res.status ~= 200 then
return { status = res.status }
end
return { status = res.status, body = res.body }
end
function _M.introspect_access_token(access_token)
if _M.conf.token_cache_time > 0 then
local cache_id = "at:" .. access_token
local res, err = kong.cache:get(cache_id, { ttl = _M.conf.token_cache_time },
_M.introspect_access_token_req, access_token)
if err then
_M.error_response("Unexpected error: " .. err, ngx.HTTP_INTERNAL_SERVER_ERROR)
end
-- not 200 response status isn't valid for normal caching
-- TODO:optimisation
if res.status ~= 200 then
kong.cache:invalidate(cache_id)
end
return res
end
return _M.introspect_access_token_req(access_token)
end
function _M.is_scope_authorized(scope)
if _M.conf.scope == nil then
return true
end
local needed_scope = pl_stringx.strip(_M.conf.scope)
if string.len(needed_scope) == 0 then
return true
end
scope = table.concat(scope, " ")
scope = pl_stringx.strip(scope)
if string.find(scope, '*', 1, true) or string.find(scope, needed_scope, 1, true) then
return true
end
return false
end
-- TODO: plugin config that will allow not authorized queries
function _M.run(conf)
_M.conf = conf
local access_token = ngx.req.get_headers()[_M.conf.token_header]
if not access_token then
_M.error_response("Unauthenticated.", ngx.HTTP_UNAUTHORIZED)
end
-- replace Bearer prefix
access_token = pl_stringx.replace(access_token, "Bearer ", "", 1)
local res = _M.introspect_access_token(access_token)
if not res then
_M.error_response("Authorization server error.", ngx.HTTP_INTERNAL_SERVER_ERROR)
end
if res.status ~= 200 then
_M.error_response("The resource owner or authorization server denied the request.", ngx.HTTP_UNAUTHORIZED)
end
local data = cjson.decode(res.body)
if data["active"] ~= true then
_M.error_response("The resource owner or authorization server denied the request.", ngx.HTTP_UNAUTHORIZED)
end
if not _M.is_scope_authorized(data["scope"]) then
_M.error_response("Forbidden", ngx.HTTP_FORBIDDEN)
end
ngx.req.set_header("X-Credential-Authorities", data["authorities"])
ngx.req.set_header("X-Credential-Scope", data["scope"])
ngx.req.set_header("X-Credential-Serial", data["serial"])
-- clear token header from req
ngx.req.clear_header(_M.conf.token_header)
end
return _M
|
RegisterServerEvent("kickForBeingAnAFKDouchebag")
AddEventHandler("kickForBeingAnAFKDouchebag", function()
DropPlayer(source, "Du var AFK i for lang tid.")
end) |
local ContextMenuWindow = {
OnInitialize = function ()
local scale = OpenCore:GetScale()
local mouseX, mouseY = OpenCore:GetMousePosition()
WindowSetOffsetFromParent(OpenCore:GetActiveWindow(), mouseX / scale, mouseY / scale)
y = 5
for i, item in pairs(OpenCore.ContextMenu:GetMenuItems()) do
local windowName = "OpenUI.Windows.ContextMenuItem." .. item:GetAlias()
CreateWindowFromTemplate(windowName, "OpenUI.ContextMenuItem", OpenCore:GetActiveWindow())
ButtonSetText(windowName, item:GetLabel())
OpenCore:Chat(item:GetLabel())
WindowAddAnchor(windowName, "top", OpenCore:GetActiveWindow(), "top", 0, y)
y = y + 25 + 2
end
local w, h = WindowGetDimensions(OpenCore:GetActiveWindow())
WindowSetDimensions(OpenCore:GetActiveWindow(), w, y + 5)
end,
OnShutdown = function ()
end,
OnItemClick = function ()
local alias = OpenCore:GetActiveWindow():split(".")[4]
local item = OpenCore.ContextMenu:GetMenuItem(alias)
if item then
item:Execute()
end
end
}
OpenUI.ContextMenuWindow = ContextMenuWindow |
local genx = require'genx'
local ffi = require'ffi'
local w = genx.new()
local ns1 = w:ns('ns1', 'pns1')
local ns2 = w:ns('ns2', 'pns2')
local body = w:tag('body', ns1)
local a1 = w:attr('a1')
local a2 = w:attr('a2')
w:start_doc(io.stdout)
w:start_tag'root'
w:text'hello'
w:end_tag()
w:end_doc()
print()
local t = {}
w:start_doc(function(s, sz)
s = s and (sz and ffi.string(s, sz) or ffi.string(s)) or '\n!EOF\n'
t[#t+1] = s
end)
w:start_tag('html')
w:add_ns(ns1)
w:add_ns(ns2, 'g')
w:text'\n\t'
w:start_tag('head')
w:add_attr('b', 'vb')
w:add_attr('a', 'va')
w:text'hello'
w:end_tag()
w:text'\n\t'
w:start_tag(body)
w:add_attr(a1, 'v1')
w:add_attr(a2, 'v2')
w:text'hey'
w:end_tag()
w:text'\n'
w:end_tag()
w:end_doc()
w:free()
local s = table.concat(t)
assert(s == [[
<html xmlns:g="ns2" xmlns:pns1="ns1">
<head a="va" b="vb">hello</head>
<pns1:body a1="v1" a2="v2">hey</pns1:body>
</html>
!EOF
]])
|
pg = pg or {}
pg.ship_skin_template_18 = {
[900205] = {
ship_group = 900205,
name = "克利夫兰(μ兵装)",
bullet_skin_secondary = "",
hand_id = 13,
bgm = "",
illustrator2 = -1,
bg = "",
id = 900205,
group_index = 0,
shop_id = 0,
painting = "kelifulan_idolns",
air_bomb_skin = "",
air_bullet_skin = "",
shop_type_id = 0,
lip_smoothing = 0,
l2d_animations = "",
bullet_skin_main = "",
skin_type = -1,
bg_sp = "",
voice_actor_2 = -1,
air_torpedo_skin = "",
prefab = "kelifulan_idol",
l2d_se = "",
aircraft_skin = "",
main_UI_FX = "",
special_effects = "",
desc = "克利夫兰μ无舰装版",
voice_actor = -1,
spine_offset = "",
illustrator = -1,
rarity_bg = "",
time = "",
l2d_para_range = "",
lip_sync_gain = 0,
show_skin = "stand",
l2d_voice_calibrate = "",
tag = {},
live2d_offset = {
0,
0,
0
},
fx_container = {
{
0,
1.99185,
1.15
},
{
0,
0,
0
},
{
0,
0.75,
-1.299
},
{
0,
0,
0
}
},
bound_bone = {
cannon = {
{
1.13,
1.088,
0
}
},
vicegun = {
{
1.14,
1.04,
0
}
},
antiaircraft = {
{
1.114,
1.107,
0
}
}
},
smoke = {
{
50,
{
{
"smoke",
{
-0.369,
2.43,
0
}
}
}
}
}
},
[900206] = {
ship_group = 900206,
name = "希佩尔海军上将(μ兵装)",
bullet_skin_secondary = "",
hand_id = 1,
bgm = "",
illustrator2 = -1,
bg = "",
id = 900206,
group_index = 0,
shop_id = 0,
painting = "xipeier_idolns",
air_bomb_skin = "",
air_bullet_skin = "",
shop_type_id = 0,
lip_smoothing = 0,
l2d_animations = "",
bullet_skin_main = "",
skin_type = -1,
bg_sp = "",
voice_actor_2 = -1,
air_torpedo_skin = "",
prefab = "xipeier_idol",
l2d_se = "",
aircraft_skin = "",
main_UI_FX = "",
special_effects = "",
desc = "希佩尔海军上将μ无舰装版",
voice_actor = -1,
spine_offset = "",
illustrator = -1,
rarity_bg = "",
time = "",
l2d_para_range = "",
lip_sync_gain = 0,
show_skin = "stand",
l2d_voice_calibrate = "",
tag = {},
live2d_offset = {
0,
0,
0
},
fx_container = {
{
0,
1.99185,
1.15
},
{
0,
0,
0
},
{
0,
0.75,
-1.299
},
{
0,
0,
0
}
},
bound_bone = {
cannon = {
{
1.442,
1.205,
0
}
},
vicegun = {
{
1.391,
1.273,
0
}
},
torpedo = {
{
-0.004,
0,
0
}
},
antiaircraft = {
{
1.358,
1.265,
0
}
}
},
smoke = {
{
50,
{
{
"smoke",
{
-0.377,
2.284,
-0.081
}
}
}
}
}
},
[900207] = {
ship_group = 900207,
name = "谢菲尔德(μ兵装)",
bullet_skin_secondary = "",
hand_id = 13,
bgm = "",
illustrator2 = -1,
bg = "",
id = 900207,
group_index = 0,
shop_id = 0,
painting = "xiefeierde_idolns",
air_bomb_skin = "",
air_bullet_skin = "",
shop_type_id = 0,
lip_smoothing = 0,
l2d_animations = "",
bullet_skin_main = "",
skin_type = -1,
bg_sp = "",
voice_actor_2 = -1,
air_torpedo_skin = "",
prefab = "xiefeierde_idol",
l2d_se = "",
aircraft_skin = "",
main_UI_FX = "",
special_effects = "",
desc = "谢菲尔德μ无舰装版",
voice_actor = -1,
spine_offset = "",
illustrator = 20,
rarity_bg = "",
time = "",
l2d_para_range = "",
lip_sync_gain = 0,
show_skin = "stand",
l2d_voice_calibrate = "",
tag = {},
live2d_offset = {
0,
0,
0
},
fx_container = {
{
0,
1.99185,
1.15
},
{
0,
0,
0
},
{
0,
0.75,
-1.299
},
{
0,
0,
0
}
},
bound_bone = {
cannon = {
{
1.163,
1.256,
0
}
},
vicegun = {
{
1.176,
1.324,
0
}
},
torpedo = {
{
0.001,
0.001,
0
}
},
antiaircraft = {
{
1.173,
1.311,
0
}
}
},
smoke = {
{
50,
{
{
"smoke",
{
-0.39,
2.2,
0
}
}
}
}
}
},
[900208] = {
ship_group = 900208,
name = "大黄蜂",
bullet_skin_secondary = "",
hand_id = 1,
bgm = "",
illustrator2 = -1,
bg = "",
id = 900208,
group_index = 0,
shop_id = 0,
painting = "dahuangfeng_hx",
air_bomb_skin = "",
air_bullet_skin = "",
shop_type_id = 0,
lip_smoothing = 0,
l2d_animations = "",
bullet_skin_main = "",
skin_type = -1,
bg_sp = "",
voice_actor_2 = -1,
air_torpedo_skin = "",
prefab = "dahuangfeng_hx",
l2d_se = "",
aircraft_skin = "",
main_UI_FX = "",
special_effects = "",
desc = "约克城级航空母舰—大黄蜂,舷号CV-8",
voice_actor = -1,
spine_offset = "",
illustrator = 8,
rarity_bg = "",
time = "",
l2d_para_range = "",
lip_sync_gain = 0,
show_skin = "stand",
l2d_voice_calibrate = "",
tag = {},
live2d_offset = {
0,
0,
0
},
fx_container = {
{
0,
1.99185,
1.15
},
{
0,
0,
0
},
{
0,
0.75,
-1.299
},
{
0,
0,
0
}
},
bound_bone = {
antiaircraft = {
{
-0.757,
1.097,
0
}
},
plane = {
{
-0.492,
0.598,
0
}
}
},
smoke = {
{
70,
{
{
"smoke",
{
-0.76,
0.4,
0
}
}
}
},
{
30,
{
{
"smoke",
{
0.53,
0.21,
0
}
}
}
}
}
},
[900209] = {
ship_group = 900209,
name = "白上吹雪",
bullet_skin_secondary = "",
hand_id = 13,
bgm = "",
illustrator2 = -1,
bg = "",
id = 900209,
group_index = 0,
shop_id = 0,
painting = "vtuber_fubuki_wjz",
air_bomb_skin = "",
air_bullet_skin = "",
shop_type_id = 0,
lip_smoothing = 0,
l2d_animations = "",
bullet_skin_main = "",
skin_type = -1,
bg_sp = "",
voice_actor_2 = -1,
air_torpedo_skin = "",
prefab = "vtuber_fubuki",
l2d_se = "",
aircraft_skin = "",
main_UI_FX = "",
special_effects = "",
desc = "嗨多磨~!我是绊爱!你就是传说中的指挥官吗?接下来请多指教啦!",
voice_actor = -1,
spine_offset = "",
illustrator = -1,
rarity_bg = "",
time = "",
l2d_para_range = "",
lip_sync_gain = 0,
show_skin = "stand",
l2d_voice_calibrate = "",
tag = {},
live2d_offset = {
0,
0,
0
},
fx_container = {
{
0,
1.99185,
1.15
},
{
0,
0,
0
},
{
0,
0.75,
-1.299
},
{
0,
0,
0
}
},
bound_bone = {
cannon = {
{
1.346,
1.136,
0
}
},
torpedo = {
{
0.009,
0.004,
0
}
},
antiaircraft = {
{
1.374,
1.117,
0
}
},
remote = {
-50,
0,
0
}
},
smoke = {
{
50,
{
{
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0
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}
}
}
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},
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bullet_skin_secondary = "",
hand_id = 13,
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illustrator2 = -1,
bg = "",
id = 900210,
group_index = 0,
shop_id = 0,
painting = "vtuber_sora_wjz",
air_bomb_skin = "",
air_bullet_skin = "",
shop_type_id = 0,
lip_smoothing = 0,
l2d_animations = "",
bullet_skin_main = "",
skin_type = -1,
bg_sp = "",
voice_actor_2 = -1,
air_torpedo_skin = "",
prefab = "vtuber_sora",
l2d_se = "",
aircraft_skin = "",
main_UI_FX = "",
special_effects = "",
desc = "嗨多磨~!我是绊爱!你就是传说中的指挥官吗?接下来请多指教啦!",
voice_actor = -1,
spine_offset = "",
illustrator = -1,
rarity_bg = "",
time = "",
l2d_para_range = "",
lip_sync_gain = 0,
show_skin = "stand",
l2d_voice_calibrate = "",
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live2d_offset = {
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torpedo = {
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50,
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}
}
}
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bullet_skin_secondary = "",
hand_id = 13,
bgm = "",
illustrator2 = -1,
bg = "",
id = 900211,
group_index = 0,
shop_id = 0,
painting = "vtuber_aqua_wjz",
air_bomb_skin = "",
air_bullet_skin = "",
shop_type_id = 0,
lip_smoothing = 0,
l2d_animations = "",
bullet_skin_main = "",
skin_type = -1,
bg_sp = "",
voice_actor_2 = -1,
air_torpedo_skin = "",
prefab = "vtuber_aqua",
l2d_se = "",
aircraft_skin = "",
main_UI_FX = "",
special_effects = "",
desc = "嗨多磨~!我是绊爱!你就是传说中的指挥官吗?接下来请多指教啦!",
voice_actor = -1,
spine_offset = "",
illustrator = -1,
rarity_bg = "",
time = "",
l2d_para_range = "",
lip_sync_gain = 0,
show_skin = "stand",
l2d_voice_calibrate = "",
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live2d_offset = {
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},
bound_bone = {
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1.561,
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torpedo = {
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antiaircraft = {
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}
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50,
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2.46,
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}
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}
}
}
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bullet_skin_secondary = "",
hand_id = 13,
bgm = "",
illustrator2 = -1,
bg = "",
id = 900212,
group_index = 0,
shop_id = 0,
painting = "vtuber_matsuri_wjz",
air_bomb_skin = "",
air_bullet_skin = "",
shop_type_id = 0,
lip_smoothing = 0,
l2d_animations = "",
bullet_skin_main = "",
skin_type = -1,
bg_sp = "",
voice_actor_2 = -1,
air_torpedo_skin = "",
prefab = "vtuber_matsuri",
l2d_se = "",
aircraft_skin = "",
main_UI_FX = "",
special_effects = "",
desc = "嗨多磨~!我是绊爱!你就是传说中的指挥官吗?接下来请多指教啦!",
voice_actor = -1,
spine_offset = "",
illustrator = -1,
rarity_bg = "",
time = "",
l2d_para_range = "",
lip_sync_gain = 0,
show_skin = "stand",
l2d_voice_calibrate = "",
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live2d_offset = {
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bound_bone = {
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torpedo = {
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}
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}
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}
}
}
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name = "百鬼绫目",
bullet_skin_secondary = "",
hand_id = 13,
bgm = "",
illustrator2 = -1,
bg = "",
id = 900213,
group_index = 0,
shop_id = 0,
painting = "vtuber_ayame_wjz",
air_bomb_skin = "",
air_bullet_skin = "",
shop_type_id = 0,
lip_smoothing = 0,
l2d_animations = "",
bullet_skin_main = "",
skin_type = -1,
bg_sp = "",
voice_actor_2 = -1,
air_torpedo_skin = "",
prefab = "vtuber_ayame",
l2d_se = "",
aircraft_skin = "",
main_UI_FX = "",
special_effects = "",
desc = "嗨多磨~!我是绊爱!你就是传说中的指挥官吗?接下来请多指教啦!",
voice_actor = -1,
spine_offset = "",
illustrator = -1,
rarity_bg = "",
time = "",
l2d_para_range = "",
lip_sync_gain = 0,
show_skin = "stand",
l2d_voice_calibrate = "",
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live2d_offset = {
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fx_container = {
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},
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}
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torpedo = {
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}
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50,
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}
}
}
}
}
},
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bullet_skin_secondary = "",
hand_id = 13,
bgm = "",
illustrator2 = -1,
bg = "",
id = 900214,
group_index = 0,
shop_id = 0,
painting = "vtuber_shion_wjz",
air_bomb_skin = "",
air_bullet_skin = "",
shop_type_id = 0,
lip_smoothing = 0,
l2d_animations = "",
bullet_skin_main = "",
skin_type = -1,
bg_sp = "",
voice_actor_2 = -1,
air_torpedo_skin = "",
prefab = "vtuber_shion",
l2d_se = "",
aircraft_skin = "",
main_UI_FX = "",
special_effects = "",
desc = "嗨多磨~!我是绊爱!你就是传说中的指挥官吗?接下来请多指教啦!",
voice_actor = -1,
spine_offset = "",
illustrator = -1,
rarity_bg = "",
time = "",
l2d_para_range = "",
lip_sync_gain = 0,
show_skin = "stand",
l2d_voice_calibrate = "",
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live2d_offset = {
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fx_container = {
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},
bound_bone = {
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torpedo = {
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50,
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2.372,
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}
}
}
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hand_id = 13,
bgm = "",
illustrator2 = -1,
bg = "",
id = 900215,
group_index = 0,
shop_id = 0,
painting = "vtuber_mio_wjz",
air_bomb_skin = "",
air_bullet_skin = "",
shop_type_id = 0,
lip_smoothing = 0,
l2d_animations = "",
bullet_skin_main = "",
skin_type = -1,
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voice_actor_2 = -1,
air_torpedo_skin = "",
prefab = "vtuber_mio",
l2d_se = "",
aircraft_skin = "",
main_UI_FX = "",
special_effects = "",
desc = "嗨多磨~!我是绊爱!你就是传说中的指挥官吗?接下来请多指教啦!",
voice_actor = -1,
spine_offset = "",
illustrator = -1,
rarity_bg = "",
time = "",
l2d_para_range = "",
lip_sync_gain = 0,
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}
}
}
}
}
},
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hand_id = 13,
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illustrator2 = -1,
bg = "",
id = 900216,
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shop_id = 0,
painting = "daiduo",
air_bomb_skin = "",
air_bullet_skin = "",
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l2d_animations = "",
bullet_skin_main = "",
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air_torpedo_skin = "",
prefab = "daiduo",
l2d_se = "",
aircraft_skin = "",
main_UI_FX = "",
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voice_actor = -1,
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time = "",
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l2d_voice_calibrate = "",
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id = 900218,
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"smoke",
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illustrator2 = -1,
bg = "",
id = 900223,
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shop_id = 0,
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air_bomb_skin = "",
air_bullet_skin = "",
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voice_actor_2 = -1,
air_torpedo_skin = "",
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aircraft_skin = "",
main_UI_FX = "",
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desc = "恰巴耶夫黑脸",
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id = 900224,
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shop_id = 0,
painting = "weiyan_dark",
air_bomb_skin = "",
air_bullet_skin = "",
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lip_smoothing = 0,
l2d_animations = "",
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voice_actor_2 = -1,
air_torpedo_skin = "",
prefab = "weiyan_dark",
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aircraft_skin = "",
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special_effects = "",
desc = "威严黑脸",
voice_actor = -1,
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illustrator = -1,
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l2d_para_range = "",
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live2d_offset = {
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0,
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50,
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}
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name = "???",
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bgm = "",
illustrator2 = -1,
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id = 900225,
group_index = 0,
shop_id = 0,
painting = "shuixingjinian_dark",
air_bomb_skin = "",
air_bullet_skin = "",
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l2d_animations = "",
bullet_skin_main = "",
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air_torpedo_skin = "",
prefab = "shuixingjinian_dark",
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aircraft_skin = "",
main_UI_FX = "",
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live2d_offset = {
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50,
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}
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illustrator2 = -1,
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id = 900226,
group_index = 0,
shop_id = 0,
painting = "suweiaitongmeng_dark",
air_bomb_skin = "",
air_bullet_skin = "",
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lip_smoothing = 0,
l2d_animations = "",
bullet_skin_main = "",
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voice_actor_2 = -1,
air_torpedo_skin = "",
prefab = "suweiaitongmeng_dark",
l2d_se = "",
aircraft_skin = "",
main_UI_FX = "",
special_effects = "",
desc = "苏维埃同盟",
voice_actor = -1,
spine_offset = "",
illustrator = -1,
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l2d_para_range = "",
lip_sync_gain = 0,
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live2d_offset = {
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cannon = {
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0,
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50,
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}
}
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}
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illustrator2 = -1,
bg = "",
id = 900227,
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shop_id = 0,
painting = "qiye_dark_shadow",
air_bomb_skin = "",
air_bullet_skin = "",
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voice_actor_2 = -1,
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prefab = "qiye_dark",
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aircraft_skin = "",
main_UI_FX = "",
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desc = "约克城级航空母舰—企业,舷号CV-6",
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illustrator = 8,
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l2d_para_range = "",
lip_sync_gain = 0,
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live2d_offset = {
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}
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30,
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}
}
}
}
}
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ship_group = 900228,
name = "???",
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hand_id = 0,
bgm = "",
illustrator2 = -1,
bg = "",
id = 900228,
group_index = 0,
shop_id = 0,
painting = "lansaiyu",
air_bomb_skin = "",
air_bullet_skin = "",
shop_type_id = 0,
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l2d_animations = "",
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voice_actor_2 = -1,
air_torpedo_skin = "",
prefab = "lansaiyu",
l2d_se = "",
aircraft_skin = "",
main_UI_FX = "",
special_effects = "",
desc = "蓝鳃鱼",
voice_actor = -1,
spine_offset = "",
illustrator = 8,
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time = "",
l2d_para_range = "",
lip_sync_gain = 0,
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live2d_offset = {
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70,
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"smoke",
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{
30,
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{
"smoke",
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}
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}
}
}
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bullet_skin_secondary = "",
hand_id = 13,
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id = 900229,
group_index = 0,
shop_id = 0,
painting = "unknown5_shadow",
air_bomb_skin = "",
air_bullet_skin = "",
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l2d_animations = "",
bullet_skin_main = "",
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voice_actor_2 = -1,
air_torpedo_skin = "",
prefab = "unknown5_shadow",
l2d_se = "",
aircraft_skin = "",
main_UI_FX = "",
special_effects = "",
desc = "构建者黑色剪影",
voice_actor = -1,
spine_offset = "",
illustrator = -1,
rarity_bg = "",
time = "",
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lip_sync_gain = 0,
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0,
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50,
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}
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},
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illustrator2 = -1,
bg = "",
id = 900230,
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shop_id = 0,
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air_bomb_skin = "",
air_bullet_skin = "",
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voice_actor = -1,
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l2d_para_range = "",
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}
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}
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group_index = 0,
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air_bomb_skin = "",
air_bullet_skin = "",
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voice_actor_2 = -1,
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l2d_se = "",
aircraft_skin = "",
main_UI_FX = "",
special_effects = "",
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spine_offset = "",
illustrator = 8,
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}
},
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air_bomb_skin = "",
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aircraft_skin = "",
main_UI_FX = "",
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voice_actor = -1,
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time = "",
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},
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id = 900233,
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id = 900234,
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shop_id = 0,
painting = "unknown5",
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main_UI_FX = "",
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rarity_bg = "",
time = "",
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time = "",
l2d_para_range = "",
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lip_sync_gain = 0,
show_skin = "stand",
l2d_voice_calibrate = "",
tag = {},
live2d_offset = {
0,
0,
0
},
fx_container = {
{
0,
1.99185,
1.15
},
{
0,
0,
0
},
{
0,
0.75,
-1.299
},
{
0,
0,
0
}
},
bound_bone = {
cannon = {
{
1.67,
1.335,
0
}
},
vicegun = {
{
1.66,
1.365,
0
}
},
torpedo = {
{
0,
0,
0
}
},
antiaircraft = {
{
1.66,
1.299,
0
}
}
},
smoke = {
{
50,
{
{
"smoke",
{
-0.6,
2.26,
0
}
}
}
}
}
},
[900273] = {
ship_group = 900273,
name = "贝亚恩",
bullet_skin_secondary = "",
hand_id = 13,
bgm = "",
illustrator2 = -1,
bg = "",
id = 900273,
group_index = 0,
shop_id = 0,
painting = "beiyaen",
air_bomb_skin = "",
air_bullet_skin = "",
shop_type_id = 0,
lip_smoothing = 0,
l2d_animations = "",
bullet_skin_main = "",
skin_type = -1,
bg_sp = "",
voice_actor_2 = -1,
air_torpedo_skin = "",
prefab = "beiyaen",
l2d_se = "",
aircraft_skin = "",
main_UI_FX = "",
special_effects = "",
desc = "自由鸢尾航空母舰—贝亚恩",
voice_actor = -1,
spine_offset = "",
illustrator = -1,
rarity_bg = "",
time = "",
l2d_para_range = "",
lip_sync_gain = 0,
show_skin = "stand",
l2d_voice_calibrate = "",
tag = {},
live2d_offset = {
0,
0,
0
},
fx_container = {
{
0,
1.99185,
1.15
},
{
0,
0,
0
},
{
0,
0.75,
-1.299
},
{
0,
0,
0
}
},
bound_bone = {
cannon = {
{
1.16,
1.13,
0
}
},
plane = {
{
1.244,
1.128,
0
}
},
torpedo = {
{
0,
0,
0
}
}
},
smoke = {
{
50,
{
{
"smoke",
{
-0.55,
2.07,
-1.85
}
}
}
}
}
},
[900274] = {
ship_group = 900274,
name = "豪",
bullet_skin_secondary = "",
hand_id = 1,
bgm = "",
illustrator2 = -1,
bg = "",
id = 900274,
group_index = 0,
shop_id = 0,
painting = "hao",
air_bomb_skin = "",
air_bullet_skin = "",
shop_type_id = 0,
lip_smoothing = 0,
l2d_animations = "",
bullet_skin_main = "",
skin_type = -1,
bg_sp = "",
voice_actor_2 = -1,
air_torpedo_skin = "",
prefab = "hao",
l2d_se = "",
aircraft_skin = "",
main_UI_FX = "",
special_effects = "",
desc = "英王乔治五世级战列舰—豪,舷号32",
voice_actor = -1,
spine_offset = "",
illustrator = -1,
rarity_bg = "",
time = "",
l2d_para_range = "",
lip_sync_gain = 0,
show_skin = "stand",
l2d_voice_calibrate = "",
tag = {},
live2d_offset = {
0,
0,
0
},
fx_container = {
{
0,
1.99185,
1.15
},
{
0,
0,
0
},
{
0,
0.75,
-1.299
},
{
0,
0,
0
}
},
bound_bone = {
cannon = {
{
1.063,
1.184,
0
}
},
vicegun = {
{
1.112,
1.175,
0
}
},
torpedo = {
{
0.003,
-0.001,
0
}
},
antiaircraft = {
{
1.118,
1.193,
0
}
}
},
smoke = {
{
50,
{
{
"smoke",
{
-0.45,
2.315,
0.53
}
}
}
}
}
},
[900275] = {
ship_group = 900275,
name = "英勇",
bullet_skin_secondary = "",
hand_id = 13,
bgm = "",
illustrator2 = -1,
bg = "",
id = 900275,
group_index = 0,
shop_id = 0,
painting = "yingyong",
air_bomb_skin = "",
air_bullet_skin = "",
shop_type_id = 0,
lip_smoothing = 0,
l2d_animations = "",
bullet_skin_main = "",
skin_type = -1,
bg_sp = "",
voice_actor_2 = -1,
air_torpedo_skin = "",
prefab = "yingyong",
l2d_se = "",
aircraft_skin = "",
main_UI_FX = "",
special_effects = "",
desc = "伊丽莎白女王级战列舰—英勇,舷号02",
voice_actor = -1,
spine_offset = "",
illustrator = -1,
rarity_bg = "",
time = "",
l2d_para_range = "",
lip_sync_gain = 0,
show_skin = "stand",
l2d_voice_calibrate = "",
tag = {},
live2d_offset = {
0,
0,
0
},
fx_container = {
{
0,
1.99185,
1.15
},
{
0,
0,
0
},
{
0,
0.75,
-1.299
},
{
0,
0,
0
}
},
bound_bone = {
cannon = {
{
1.605,
1.205,
0
}
},
vicegun = {
{
1.607,
1.255,
0
}
},
torpedo = {
{
-0.014,
0.01,
0
}
},
antiaircraft = {
{
1.59,
1.288,
0
}
}
},
smoke = {
{
50,
{
{
"smoke",
{
-0.45,
2.415,
0.53
}
}
}
}
}
},
[900276] = {
ship_group = 900276,
name = "英仙座",
bullet_skin_secondary = "",
hand_id = 13,
bgm = "",
illustrator2 = -1,
bg = "",
id = 900276,
group_index = 0,
shop_id = 0,
painting = "yingxianzuo",
air_bomb_skin = "",
air_bullet_skin = "",
shop_type_id = 0,
lip_smoothing = 0,
l2d_animations = "",
bullet_skin_main = "",
skin_type = -1,
bg_sp = "",
voice_actor_2 = -1,
air_torpedo_skin = "",
prefab = "yingxianzuo",
l2d_se = "",
aircraft_skin = "",
main_UI_FX = "",
special_effects = "",
desc = "巨像级航空母舰—英仙座",
voice_actor = -1,
spine_offset = "",
illustrator = -1,
rarity_bg = "",
time = "",
l2d_para_range = "",
lip_sync_gain = 0,
show_skin = "stand",
l2d_voice_calibrate = "",
tag = {},
live2d_offset = {
80,
-120,
0
},
fx_container = {
{
0,
1.99185,
1.15
},
{
0,
0,
0
},
{
0,
0.75,
-1.299
},
{
0,
0,
0
}
},
bound_bone = {
cannon = {
{
2.789,
1.258,
0
}
},
vicegun = {
{
2.747,
1.311,
0
}
},
torpedo = {
{
0,
0,
0
}
},
antiaircraft = {
{
2.785,
1.358,
0
}
},
plane = {
{
2.785,
1.301,
0
}
}
},
smoke = {
{
50,
{
{
"smoke",
{
-0.481,
2.325,
-0.55
}
}
}
}
}
}
}
return
|
require("prototypes.laser-sounds")
data:extend(
{
{
type = "recipe",
name = "5d-personal-yellow-laser-defense-equipment",
enabled = false,
energy_required = 10,
ingredients = {
{"processing-unit", 1},
{"steel-plate", 5},
{"5d-laser-turret-small", 5}
},
result = "5d-personal-yellow-laser-defense-equipment"
},
{
type = "item",
name = "5d-personal-yellow-laser-defense-equipment",
icon = "__5dim_equipment__/graphics/icons/personal-laser-defense4-equipment.png",
placed_as_equipment_result = "5d-personal-yellow-laser-defense-equipment",
icon_size = 32,
-- flags = {"goes-to-main-inventory"},
subgroup = "armor-defense",
order = "aa",
stack_size = 20
},
--Equipment
{
type = "active-defense-equipment",
name = "5d-personal-yellow-laser-defense-equipment",
sprite = {
filename = "__base__/graphics/equipment/personal-laser-defense-equipment.png", --"__5dim_equipment__/graphics/equipment/personal-laser-defense4-equipment.png",
width = 64,
height = 64,
priority = "medium"
},
shape = {
width = 2,
height = 2,
type = "full"
},
energy_source = {
type = "electric",
usage_priority = "secondary-input",
buffer_capacity = "110kJ"
},
attack_parameters = {
type = "beam",
cooldown = 30,
range = 10,
damage_modifier = 2,
ammo_type = {
category = "laser-turret",
energy_consumption = "50kJ",
action = {
type = "direct",
action_delivery = {
type = "beam",
beam = "laser-beam",
max_length = 10,
duration = 30,
source_offset = {0, -1.31439}
}
}
}
},
automatic = true,
categories = {"armor"}
},
}
)
|
local system = require "system"
local logger = require "logger"
local socket = require "socket"
local args = {...}
logger.info("file client.lua", args, system.self())
local cc = socket.tcp.connect({ip=args[1], port=args[2], ipv6=false})
logger.info("tcp connect id", cc:unwrap())
cc:start()
while true do
local msg = cc:read()
logger.info("tcp client msg", msg)
cc:write(msg)
if #msg == 0 or msg:match("(%a+)") == "exit" then
cc:shutdown()
break
end
end
|
--[[
--=====================================================================================================--
Script Name: Name Ban, for SAPP (PC & CE)
Description: The most advanced name-ban script that exists.
This script uses a pattern matching algorithm that matches all possible permutations
of letters in a name based on the patterns table (see below).
Copyright (c) 2022, Jericho Crosby <jericho.crosby227@gmail.com>
* Notice: You can use this document subject to the following conditions:
https://github.com/Chalwk77/HALO-SCRIPT-PROJECTS/blob/master/LICENSE
--=====================================================================================================--
]]--
-- config starts --
-- This script will kick or ban a player if they use a vulgar name:
-- Valid actions: "kick" or "ban"
--
local action = "kick"
-- Ban time (in minutes), requires action to be set to "ban".
--
local time = 10
-- Action reason:
--
local reason = "Inappropriate name. Please change it!"
-- List of names to kick/ban:
--
local banned_names = {
"penis",
"nigger",
--
-- repeat the structure to add more names
--
}
-- Advanced users only:
--
local patterns = {
["a"] = { "[aA@ÀÂÃÄÅ]" },
["b"] = { "[bBßḄɃḂ]" },
["c"] = { "[cCkKÇ]" },
["d"] = { "[dDĐĎɗḏ]" },
["e"] = { "[eE3Èé]" },
["f"] = { "[fFḟḞƒƑ]" },
["g"] = { "[gG6ǵĝĠĞ]" },
["h"] = { "[hHĤȞĥĦḪ]" },
["i"] = { "[iIl!1Ì]" },
["j"] = { "[jJɈɉǰĴĵ]" },
["k"] = { "[cCkKǨƙķḲ]" },
["l"] = { "[lL1!i£]" },
["m"] = { "[mMḿḾṀṃṂ]" },
["n"] = { "[nNñÑ]" },
["o"] = { "[oO0Ò]" },
["p"] = { "[pPþᵽṗṕ]" },
["q"] = { "[qQ9Ɋɋ]" },
["r"] = { "[rR®ȐŖ]" },
["s"] = { "[sS$5ŜṤŞṩ]" },
["t"] = { "[tT7ƬṬțṰ]" },
["u"] = { "[vVuUÙ]" },
["v"] = { "[vVuUÙṼṾṽ]" },
["w"] = { "[wWŴẄẆⱳ]" },
["x"] = { "[xXẌẍẊẋ]" },
["y"] = { "[yYýÿÝ]" },
["z"] = { "[zZ2ẑẐȥ]" },
}
-- config ends --
api_version = "1.12.0.0"
local bad_names = { }
local function StringToTable(str)
local t = {}
for i = 1, str:len() do
t[#t + 1] = str:sub(i, i)
end
return t
end
function OnScriptLoad()
action = (action == "kick" and 'k $n' or 'ipban $n ' .. time) .. ' "' .. reason .. '"'
for i = 1, #banned_names do
local word = ""
local name = banned_names[i]
local t = StringToTable(name)
for j = 1, #t do
local char = t[j]
if (patterns[char]) then
for k, v in pairs(patterns[char]) do
if (patterns[char][k]) then
word = word .. v
end
end
end
end
bad_names[#bad_names + 1] = word
end
register_callback(cb["EVENT_JOIN"], "OnJoin")
end
local function NameIsBanned(Ply)
local name = get_var(Ply, "$name")
for i = 1, #bad_names do
if name:match(bad_names[i]) then
return true
end
end
return false
end
function OnJoin(Ply)
if NameIsBanned(Ply) then
execute_command(action:gsub("$n", Ply))
end
end
function OnScriptUnload()
-- N/A
end |
object_mobile_space_comm_ghrag_merc_02 = object_mobile_shared_space_comm_ghrag_merc_02:new {
}
ObjectTemplates:addTemplate(object_mobile_space_comm_ghrag_merc_02, "object/mobile/space_comm_ghrag_merc_02.iff")
|
-- Weed farm: 1051.491, -3196.536, -39.14842
exports('GetBikerWeedFarmObject', function()
return BikerWeedFarm
end)
BikerWeedFarm = {
interiorId = 247297,
Ipl = {
Interior = {
ipl = "bkr_biker_interior_placement_interior_3_biker_dlc_int_ware02_milo",
Load = function() EnableIpl(BikerWeedFarm.Ipl.Interior.ipl, true) end,
Remove = function() EnableIpl(BikerWeedFarm.Ipl.Interior.ipl, false) end
},
},
Style = {
basic = "weed_standard_equip", upgrade = "weed_upgrade_equip",
Set = function(style, refresh)
BikerWeedFarm.Style.Clear(false)
SetIplPropState(BikerWeedFarm.interiorId, style, true, refresh)
end,
Clear = function(refresh)
SetIplPropState(BikerWeedFarm.interiorId, {BikerWeedFarm.Style.basic, BikerWeedFarm.Style.upgrade}, false, refresh)
end
},
Security = {
basic = "weed_low_security", upgrade = "weed_security_upgrade",
Set = function(security, refresh)
BikerWeedFarm.Security.Clear(false)
SetIplPropState(BikerWeedFarm.interiorId, security, true, refresh)
end,
Clear = function(refresh)
SetIplPropState(BikerWeedFarm.interiorId, {BikerWeedFarm.Security.basic, BikerWeedFarm.Security.upgrade}, false, refresh)
end
},
Plant1 = {
Stage = {
small = "weed_growtha_stage1", medium = "weed_growtha_stage2", full = "weed_growtha_stage3",
Set = function(stage, refresh)
BikerWeedFarm.Plant1.Stage.Clear(false)
SetIplPropState(BikerWeedFarm.interiorId, stage, true, refresh)
end,
Clear = function(refresh)
SetIplPropState(BikerWeedFarm.interiorId, {BikerWeedFarm.Plant1.Stage.small, BikerWeedFarm.Plant1.Stage.medium, BikerWeedFarm.Plant1.Stage.full}, false, refresh)
end
},
Light = {
basic = "light_growtha_stage23_standard", upgrade = "light_growtha_stage23_upgrade",
Set = function(light, refresh)
BikerWeedFarm.Plant1.Light.Clear(false)
SetIplPropState(BikerWeedFarm.interiorId, light, true, refresh)
end,
Clear = function(refresh)
SetIplPropState(BikerWeedFarm.interiorId, {BikerWeedFarm.Plant1.Light.basic, BikerWeedFarm.Plant1.Light.upgrade}, false, refresh)
end
},
Hose = {
Enable = function (state, refresh)
SetIplPropState(BikerWeedFarm.interiorId, "weed_hosea", state, refresh)
end
},
Set = function(stage, upgrade, refresh)
BikerWeedFarm.Plant1.Stage.Set(stage, false)
BikerWeedFarm.Plant1.Light.Set(upgrade, false)
BikerWeedFarm.Plant1.Hose.Enable(true, true)
end,
Clear = function(refresh)
BikerWeedFarm.Plant1.Stage.Clear()
BikerWeedFarm.Plant1.Light.Clear()
BikerWeedFarm.Plant1.Hose.Enable(false, true)
end
},
Plant2 = {
Stage = {
small = "weed_growthb_stage1", medium = "weed_growthb_stage2", full = "weed_growthb_stage3",
Set = function(stage, refresh)
BikerWeedFarm.Plant2.Stage.Clear(false)
SetIplPropState(BikerWeedFarm.interiorId, stage, true, refresh)
end,
Clear = function(refresh)
SetIplPropState(BikerWeedFarm.interiorId, {BikerWeedFarm.Plant2.Stage.small, BikerWeedFarm.Plant2.Stage.medium, BikerWeedFarm.Plant2.Stage.full}, false, refresh)
end
},
Light = {
basic = "light_growthb_stage23_standard", upgrade = "light_growthb_stage23_upgrade",
Set = function(light, refresh)
BikerWeedFarm.Plant2.Light.Clear(false)
SetIplPropState(BikerWeedFarm.interiorId, light, true, refresh)
end,
Clear = function(refresh)
SetIplPropState(BikerWeedFarm.interiorId, {BikerWeedFarm.Plant2.Light.basic, BikerWeedFarm.Plant2.Light.upgrade}, false, refresh)
end
},
Hose = {
Enable = function (state, refresh)
SetIplPropState(BikerWeedFarm.interiorId, "weed_hoseb", state, refresh)
end
},
Set = function(stage, upgrade, refresh)
BikerWeedFarm.Plant2.Stage.Set(stage, false)
BikerWeedFarm.Plant2.Light.Set(upgrade, false)
BikerWeedFarm.Plant2.Hose.Enable(true, true)
end,
Clear = function(refresh)
BikerWeedFarm.Plant2.Stage.Clear()
BikerWeedFarm.Plant2.Light.Clear()
BikerWeedFarm.Plant2.Hose.Enable(false, true)
end
},
Plant3 = {
Stage = {
small = "weed_growthc_stage1", medium = "weed_growthc_stage2", full = "weed_growthc_stage3",
Set = function(stage, refresh)
BikerWeedFarm.Plant3.Stage.Clear(false)
SetIplPropState(BikerWeedFarm.interiorId, stage, true, refresh)
end,
Clear = function(refresh)
SetIplPropState(BikerWeedFarm.interiorId, {BikerWeedFarm.Plant3.Stage.small, BikerWeedFarm.Plant3.Stage.medium, BikerWeedFarm.Plant3.Stage.full}, false, refresh)
end
},
Light = {
basic = "light_growthc_stage23_standard", upgrade = "light_growthc_stage23_upgrade",
Set = function(light, refresh)
BikerWeedFarm.Plant3.Light.Clear(false)
SetIplPropState(BikerWeedFarm.interiorId, light, true, refresh)
end,
Clear = function(refresh)
SetIplPropState(BikerWeedFarm.interiorId, {BikerWeedFarm.Plant3.Light.basic, BikerWeedFarm.Plant3.Light.upgrade}, false, refresh)
end
},
Hose = {
Enable = function (state, refresh)
SetIplPropState(BikerWeedFarm.interiorId, "weed_hosec", state, refresh)
end
},
Set = function(stage, upgrade, refresh)
BikerWeedFarm.Plant3.Stage.Set(stage, false)
BikerWeedFarm.Plant3.Light.Set(upgrade, false)
BikerWeedFarm.Plant3.Hose.Enable(true, true)
end,
Clear = function(refresh)
BikerWeedFarm.Plant3.Stage.Clear()
BikerWeedFarm.Plant3.Light.Clear()
BikerWeedFarm.Plant3.Hose.Enable(false, true)
end
},
Plant4 = {
Stage = {
small = "weed_growthd_stage1", medium = "weed_growthd_stage2", full = "weed_growthd_stage3",
Set = function(stage, refresh)
BikerWeedFarm.Plant4.Stage.Clear(false)
SetIplPropState(BikerWeedFarm.interiorId, stage, true, refresh)
end,
Clear = function(refresh)
SetIplPropState(BikerWeedFarm.interiorId, {BikerWeedFarm.Plant4.Stage.small, BikerWeedFarm.Plant4.Stage.medium, BikerWeedFarm.Plant4.Stage.full}, false, refresh)
end
},
Light = {
basic = "light_growthd_stage23_standard", upgrade = "light_growthd_stage23_upgrade",
Set = function(light, refresh)
BikerWeedFarm.Plant4.Light.Clear(false)
SetIplPropState(BikerWeedFarm.interiorId, light, true, refresh)
end,
Clear = function(refresh)
SetIplPropState(BikerWeedFarm.interiorId, {BikerWeedFarm.Plant4.Light.basic, BikerWeedFarm.Plant4.Light.upgrade}, false, refresh)
end
},
Hose = {
Enable = function (state, refresh)
SetIplPropState(BikerWeedFarm.interiorId, "weed_hosed", state, refresh)
end
},
Set = function(stage, upgrade, refresh)
BikerWeedFarm.Plant4.Stage.Set(stage, false)
BikerWeedFarm.Plant4.Light.Set(upgrade, false)
BikerWeedFarm.Plant4.Hose.Enable(true, true)
end,
Clear = function(refresh)
BikerWeedFarm.Plant4.Stage.Clear()
BikerWeedFarm.Plant4.Light.Clear()
BikerWeedFarm.Plant4.Hose.Enable(false, true)
end
},
Plant5 = {
Stage = {
small = "weed_growthe_stage1", medium = "weed_growthe_stage2", full = "weed_growthe_stage3",
Set = function(stage, refresh)
BikerWeedFarm.Plant5.Stage.Clear(false)
SetIplPropState(BikerWeedFarm.interiorId, stage, true, refresh)
end,
Clear = function(refresh)
SetIplPropState(BikerWeedFarm.interiorId, {BikerWeedFarm.Plant5.Stage.small, BikerWeedFarm.Plant5.Stage.medium, BikerWeedFarm.Plant5.Stage.full}, false, refresh)
end
},
Light = {
basic = "light_growthe_stage23_standard", upgrade = "light_growthe_stage23_upgrade",
Set = function(light, refresh)
BikerWeedFarm.Plant5.Light.Clear(false)
SetIplPropState(BikerWeedFarm.interiorId, light, true, refresh)
end,
Clear = function(refresh)
SetIplPropState(BikerWeedFarm.interiorId, {BikerWeedFarm.Plant5.Light.basic, BikerWeedFarm.Plant5.Light.upgrade}, false, refresh)
end
},
Hose = {
Enable = function (state, refresh)
SetIplPropState(BikerWeedFarm.interiorId, "weed_hosee", state, refresh)
end
},
Set = function(stage, upgrade, refresh)
BikerWeedFarm.Plant5.Stage.Set(stage, false)
BikerWeedFarm.Plant5.Light.Set(upgrade, false)
BikerWeedFarm.Plant5.Hose.Enable(true, true)
end,
Clear = function(refresh)
BikerWeedFarm.Plant5.Stage.Clear()
BikerWeedFarm.Plant5.Light.Clear()
BikerWeedFarm.Plant5.Hose.Enable(false, true)
end
},
Plant6 = {
Stage = {
small = "weed_growthf_stage1", medium = "weed_growthf_stage2", full = "weed_growthf_stage3",
Set = function(stage, refresh)
BikerWeedFarm.Plant6.Stage.Clear(false)
SetIplPropState(BikerWeedFarm.interiorId, stage, true, refresh)
end,
Clear = function(refresh)
SetIplPropState(BikerWeedFarm.interiorId, {BikerWeedFarm.Plant6.Stage.small, BikerWeedFarm.Plant6.Stage.medium, BikerWeedFarm.Plant6.Stage.full}, false, refresh)
end
},
Light = {
basic = "light_growthf_stage23_standard", upgrade = "light_growthf_stage23_upgrade",
Set = function(light, refresh)
BikerWeedFarm.Plant6.Light.Clear(false)
SetIplPropState(BikerWeedFarm.interiorId, light, true, refresh)
end,
Clear = function(refresh)
SetIplPropState(BikerWeedFarm.interiorId, {BikerWeedFarm.Plant6.Light.basic, BikerWeedFarm.Plant6.Light.upgrade}, false, refresh)
end
},
Hose = {
Enable = function (state, refresh)
SetIplPropState(BikerWeedFarm.interiorId, "weed_hosef", state, refresh)
end
},
Set = function(stage, upgrade, refresh)
BikerWeedFarm.Plant6.Stage.Set(stage, false)
BikerWeedFarm.Plant6.Light.Set(upgrade, false)
BikerWeedFarm.Plant6.Hose.Enable(true, true)
end,
Clear = function(refresh)
BikerWeedFarm.Plant6.Stage.Clear()
BikerWeedFarm.Plant6.Light.Clear()
BikerWeedFarm.Plant6.Hose.Enable(false, true)
end
},
Plant7 = {
Stage = {
small = "weed_growthg_stage1", medium = "weed_growthg_stage2", full = "weed_growthg_stage3",
Set = function(stage, refresh)
BikerWeedFarm.Plant7.Stage.Clear(false)
SetIplPropState(BikerWeedFarm.interiorId, stage, true, refresh)
end,
Clear = function(refresh)
SetIplPropState(BikerWeedFarm.interiorId, {BikerWeedFarm.Plant7.Stage.small, BikerWeedFarm.Plant7.Stage.medium, BikerWeedFarm.Plant7.Stage.full}, false, refresh)
end
},
Light = {
basic = "light_growthg_stage23_standard", upgrade = "light_growthg_stage23_upgrade",
Set = function(light, refresh)
BikerWeedFarm.Plant7.Light.Clear(false)
SetIplPropState(BikerWeedFarm.interiorId, light, true, refresh)
end,
Clear = function(refresh)
SetIplPropState(BikerWeedFarm.interiorId, {BikerWeedFarm.Plant7.Light.basic, BikerWeedFarm.Plant7.Light.upgrade}, false, refresh)
end
},
Hose = {
Enable = function (state, refresh)
SetIplPropState(BikerWeedFarm.interiorId, "weed_hoseg", state, refresh)
end
},
Set = function(stage, upgrade, refresh)
BikerWeedFarm.Plant7.Stage.Set(stage, false)
BikerWeedFarm.Plant7.Light.Set(upgrade, false)
BikerWeedFarm.Plant7.Hose.Enable(true, true)
end,
Clear = function(refresh)
BikerWeedFarm.Plant7.Stage.Clear()
BikerWeedFarm.Plant7.Light.Clear()
BikerWeedFarm.Plant7.Hose.Enable(false, true)
end
},
Plant8 = {
Stage = {
small = "weed_growthh_stage1", medium = "weed_growthh_stage2", full = "weed_growthh_stage3",
Set = function(stage, refresh)
BikerWeedFarm.Plant8.Stage.Clear(false)
SetIplPropState(BikerWeedFarm.interiorId, stage, true, refresh)
end,
Clear = function(refresh)
SetIplPropState(BikerWeedFarm.interiorId, {BikerWeedFarm.Plant8.Stage.small, BikerWeedFarm.Plant8.Stage.medium, BikerWeedFarm.Plant8.Stage.full}, false, refresh)
end
},
Light = {
basic = "light_growthh_stage23_standard", upgrade = "light_growthh_stage23_upgrade",
Set = function(light, refresh)
BikerWeedFarm.Plant8.Light.Clear(false)
SetIplPropState(BikerWeedFarm.interiorId, light, true, refresh)
end,
Clear = function(refresh)
SetIplPropState(BikerWeedFarm.interiorId, {BikerWeedFarm.Plant8.Light.basic, BikerWeedFarm.Plant8.Light.upgrade}, false, refresh)
end
},
Hose = {
Enable = function (state, refresh)
SetIplPropState(BikerWeedFarm.interiorId, "weed_hoseh", state, refresh)
end
},
Set = function(stage, upgrade, refresh)
BikerWeedFarm.Plant8.Stage.Set(stage, false)
BikerWeedFarm.Plant8.Light.Set(upgrade, false)
BikerWeedFarm.Plant8.Hose.Enable(true, true)
end,
Clear = function(refresh)
BikerWeedFarm.Plant8.Stage.Clear()
BikerWeedFarm.Plant8.Light.Clear()
BikerWeedFarm.Plant8.Hose.Enable(false, true)
end
},
Plant9 = {
Stage = {
small = "weed_growthi_stage1", medium = "weed_growthi_stage2", full = "weed_growthi_stage3",
Set = function(stage, refresh)
BikerWeedFarm.Plant9.Stage.Clear(false)
SetIplPropState(BikerWeedFarm.interiorId, stage, true, refresh)
end,
Clear = function(refresh)
SetIplPropState(BikerWeedFarm.interiorId, {BikerWeedFarm.Plant9.Stage.small, BikerWeedFarm.Plant9.Stage.medium, BikerWeedFarm.Plant9.Stage.full}, false, refresh)
end
},
Light = {
basic = "light_growthi_stage23_standard", upgrade = "light_growthi_stage23_upgrade",
Set = function(light, refresh)
BikerWeedFarm.Plant9.Light.Clear(false)
SetIplPropState(BikerWeedFarm.interiorId, light, true, refresh)
end,
Clear = function(refresh)
SetIplPropState(BikerWeedFarm.interiorId, {BikerWeedFarm.Plant9.Light.basic, BikerWeedFarm.Plant9.Light.upgrade}, false, refresh)
end
},
Hose = {
Enable = function (state, refresh)
SetIplPropState(BikerWeedFarm.interiorId, "weed_hosei", state, refresh)
end
},
Set = function(stage, upgrade, refresh)
BikerWeedFarm.Plant9.Stage.Set(stage, false)
BikerWeedFarm.Plant9.Light.Set(upgrade, false)
BikerWeedFarm.Plant9.Hose.Enable(true, true)
end,
Clear = function(refresh)
BikerWeedFarm.Plant9.Stage.Clear()
BikerWeedFarm.Plant9.Light.Clear()
BikerWeedFarm.Plant9.Hose.Enable(false, true)
end
},
Details = {
production = "weed_production", -- Weed on the tables
fans = "weed_set_up", -- Fans + mold buckets
drying = "weed_drying", -- Drying weed hooked to the ceiling
chairs = "weed_chairs", -- Chairs at the tables
Enable = function (details, state, refresh)
SetIplPropState(BikerWeedFarm.interiorId, details, state, refresh)
end
},
LoadDefault = function()
BikerWeedFarm.Ipl.Interior.Load()
BikerWeedFarm.Style.Set(BikerWeedFarm.Style.upgrade)
BikerWeedFarm.Security.Set(BikerWeedFarm.Security.basic)
BikerWeedFarm.Details.Enable(BikerWeedFarm.Details.drying, false)
BikerWeedFarm.Details.Enable(BikerWeedFarm.Details.chairs, false)
BikerWeedFarm.Details.Enable(BikerWeedFarm.Details.production, false)
BikerWeedFarm.Details.Enable({BikerWeedFarm.Details.production, BikerWeedFarm.Details.chairs, BikerWeedFarm.Details.drying}, true)
BikerWeedFarm.Plant1.Set(BikerWeedFarm.Plant1.Stage.medium, BikerWeedFarm.Plant1.Light.basic)
BikerWeedFarm.Plant2.Set(BikerWeedFarm.Plant2.Stage.full, BikerWeedFarm.Plant2.Light.basic)
BikerWeedFarm.Plant3.Set(BikerWeedFarm.Plant3.Stage.medium, BikerWeedFarm.Plant3.Light.basic)
BikerWeedFarm.Plant4.Set(BikerWeedFarm.Plant4.Stage.full, BikerWeedFarm.Plant4.Light.basic)
BikerWeedFarm.Plant5.Set(BikerWeedFarm.Plant5.Stage.medium, BikerWeedFarm.Plant5.Light.basic)
BikerWeedFarm.Plant6.Set(BikerWeedFarm.Plant6.Stage.full, BikerWeedFarm.Plant6.Light.basic)
BikerWeedFarm.Plant7.Set(BikerWeedFarm.Plant7.Stage.medium, BikerWeedFarm.Plant7.Light.basic)
BikerWeedFarm.Plant8.Set(BikerWeedFarm.Plant8.Stage.full, BikerWeedFarm.Plant8.Light.basic)
BikerWeedFarm.Plant9.Set(BikerWeedFarm.Plant9.Stage.full, BikerWeedFarm.Plant9.Light.basic)
RefreshInterior(BikerWeedFarm.interiorId)
end
}
|
local IAspect = require("api.IAspect")
local IItemDrinkable = require("mod.elona.api.aspect.IItemDrinkable")
local Gui = require("api.Gui")
local IItemWell = class.interface("IItemWell",
{
draw_water_from = "function",
pour_water_into = "function",
is_dry = "function",
on_drink_effects = "function",
decrement_water = "function",
ai_drinks_from = "function",
water_amount = "number"
},
{ IAspect, IItemDrinkable })
IItemWell.default_impl = "mod.elona.api.aspect.ItemWellAspect"
function IItemWell:localize_action()
return "base:aspect._.elona.IItemWell.action_name"
end
function IItemWell:on_drink(item, params)
-- >>>>>>>> shade2/proc.hsp:1453 iParam1(ci)-=rnd(3):iParam3(ci)+=rnd(3) ...
if self:is_dry(item) then
Gui.mes("action.drink.well.is_dry", item:build_name())
return false
end
Gui.play_sound("base.drink1")
self:on_drink_effects(item, params)
self:decrement_water(item, params)
return true
-- <<<<<<<< shade2/proc.hsp:1458 } ..
end
return IItemWell
|
sys.exec("/cmd/shell.lua", {}, "user:")
sys.exec("user:startup.lua", {}, "user:")
|
local setmetatable = setmetatable
local type = type
local tostring = tostring
local select = select
local pairs = pairs
local tinsert = table.insert
local tsort = table.sort
local strsplit = string.split
local CreateFrame = CreateFrame
local DEFAULT_CHAT_FRAME = DEFAULT_CHAT_FRAME
local IsAddOnLoaded = IsAddOnLoaded
local IsInInstance = IsInInstance
local MAX_BATTLEFIELD_QUEUES = MAX_BATTLEFIELD_QUEUES
local GetBattlefieldStatus = GetBattlefieldStatus
local GetSpellInfo = GetSpellInfo
local UnitGUID = UnitGUID
local UnitBuff = UnitBuff
local UnitDebuff = UnitDebuff
local UnitIsDeadOrGhost = UnitIsDeadOrGhost
local UnitHealth = UnitHealth
local UnitHealthMax = UnitHealthMax
local UnitMana = UnitMana
local UnitManaMax = UnitManaMax
local UnitPowerType = UnitPowerType
local UnitCastingInfo = UnitCastingInfo
local GetTime = GetTime
local UnitChannelInfo = UnitChannelInfo
local UnitIsPartyLeader = UnitIsPartyLeader
local UnitName = UnitName
local UnitExists = UnitExists
local UnitIsPlayer = UnitIsPlayer
local UnitCanAttack = UnitCanAttack
local UnitIsCharmed = UnitIsCharmed
local UnitRace = UnitRace
local UnitClass = UnitClass
local tonumber = tonumber
local CombatLogClearEntries = CombatLogClearEntries
local CombatLog_Object_IsA = CombatLog_Object_IsA
local COMBATLOG_OBJECT_TARGET = COMBATLOG_OBJECT_TARGET
local COMBATLOG_OBJECT_FOCUS = COMBATLOG_OBJECT_FOCUS
local AURA_TYPE_DEBUFF, AURA_TYPE_BUFF = AURA_TYPE_BUFF, AURA_TYPE_DEBUFF
local GetNumPartyMembers, GetNumRaidMembers = GetNumPartyMembers, GetNumRaidMembers
local channelSpells = {
[GetSpellInfo(15407)] = true,
[GetSpellInfo(10)] = true,
[GetSpellInfo(5740)] = true,
[GetSpellInfo(1949)] = true,
[GetSpellInfo(740)] = true,
[GetSpellInfo(689)] = true,
[GetSpellInfo(5138)] = true,
[GetSpellInfo(12051)] = true,
[GetSpellInfo(5143)] = true,
}
local unitsToCheck = {
["mouseover"] = true,
["mouseovertarget"] = true,
["mouseovertargettarget"] = true,
["targettarget"] = true,
["targettargettarget"] = true,
["focustargettarget"] = true,
["focustarget"] = true,
["pettarget"] = true,
["pettargettarget"] = true,
["party1target"] = true,
["party2target"] = true,
["party3target"] = true,
["party4target"] = true,
["partypet1target"] = true,
["partypet2target"] = true,
["partypet3target"] = true,
["partypet4target"] = true,
["party1targettarget"] = true,
["party2targettarget"] = true,
["party3targettarget"] = true,
["party4targettarget"] = true,
["raid1target"] = true,
["raid2target"] = true,
["raid3target"] = true,
["raid4target"] = true,
["raidpet1target"] = true,
["raidpet2target"] = true,
["raidpet3target"] = true,
["raidpet4target"] = true,
["raid1targettarget"] = true,
["raid2targettarget"] = true,
["raid3targettarget"] = true,
["raid4targettarget"] = true,
}
local MAJOR, MINOR = "Gladdy", 4
local Gladdy = LibStub:NewLibrary(MAJOR, MINOR)
local L
LibStub("AceTimer-3.0"):Embed(Gladdy)
LibStub("AceComm-3.0"):Embed(Gladdy)
local DRData = LibStub("DRData-1.0")
Gladdy.modules = {}
setmetatable(Gladdy, {
__tostring = function()
return MAJOR
end
})
function Gladdy:Print(...)
local text = "|cff33ff99Gladdy|r:"
local val
for i = 1, select("#", ...) do
val = select(i, ...)
if (type(val) == 'boolean') then val = val and "true" or false end
text = text .. " " .. tostring(val)
end
DEFAULT_CHAT_FRAME:AddMessage(text)
end
function Gladdy:GetIconStyles()
return
{
["Interface\\AddOns\\Gladdy\\Images\\Border_rounded_blp"] = L["Gladdy Tooltip round"],
["Interface\\AddOns\\Gladdy\\Images\\Border_squared_blp"] = L["Gladdy Tooltip squared"],
["Interface\\AddOns\\Gladdy\\Images\\Border_Gloss"] = L["Gloss (black border)"],
}
end
Gladdy.events = CreateFrame("Frame")
Gladdy.events.registered = {}
Gladdy.events:RegisterEvent("PLAYER_LOGIN")
Gladdy.events:SetScript("OnEvent", function(self, event, ...)
if (event == "PLAYER_LOGIN") then
Gladdy:OnInitialise()
Gladdy:OnEnable()
else
local func = self.registered[event]
if (type(Gladdy[func]) == "function") then
Gladdy[func](Gladdy, event, ...)
end
end
end)
function Gladdy:RegisterEvent(event, func)
self.events.registered[event] = func or event
self.events:RegisterEvent(event)
end
function Gladdy:UnregisterEvent(event)
self.events.registered[event] = nil
self.events:UnregisterEvent(event)
end
function Gladdy:UnregisterAllEvents()
self.events.registered = {}
self.events:UnregisterAllEvents()
end
local function pairsByPrio(t)
local a = {}
for k, v in pairs(t) do
tinsert(a, { k, v.priority })
end
tsort(a, function(x, y)
return x[2] > y[2]
end)
local i = 0
return function()
i = i + 1
if (a[i] ~= nil) then
return a[i][1], t[a[i][1]]
else
return nil
end
end
end
function Gladdy:IterModules()
return pairsByPrio(self.modules)
end
function Gladdy:Call(module, func, ...)
if (type(module) == "string") then
module = self.modules[module]
end
if (type(module[func]) == "function") then
module[func](module, ...)
end
end
function Gladdy:SendMessage(message, ...)
for k, v in self:IterModules() do
self:Call(v, v.messages[message], ...)
end
end
function Gladdy:NewModule(name, priority, defaults)
local module = CreateFrame("Frame")
module.name = name
module.priority = priority or 0
module.defaults = defaults or {}
module.messages = {}
module.RegisterMessage = function(self, message, func)
self.messages[message] = func or message
end
module.GetOptions = function()
return nil
end
for k, v in pairs(module.defaults) do
self.defaults.profile[k] = v
end
self.modules[name] = module
return module
end
function Gladdy:OnInitialise()
self.dbi = LibStub("AceDB-3.0"):New("GladdyXZ", self.defaults)
self.dbi.RegisterCallback(self, "OnProfileChanged", "OnProfileChanged")
self.dbi.RegisterCallback(self, "OnProfileCopied", "OnProfileChanged")
self.dbi.RegisterCallback(self, "OnProfileReset", "OnProfileChanged")
self.db = self.dbi.profile
self.LSM = LibStub("LibSharedMedia-3.0")
self.LSM:Register("statusbar", "Gloss", "Interface\\AddOns\\Gladdy\\Images\\Gloss")
self.LSM:Register("statusbar", "Smooth", "Interface\\AddOns\\Gladdy\\Images\\Smooth")
self.LSM:Register("statusbar", "Minimalist", "Interface\\AddOns\\Gladdy\\Images\\Minimalist")
self.LSM:Register("statusbar", "LiteStep", "Interface\\AddOns\\Gladdy\\Images\\LiteStep.tga")
self.LSM:Register("border", "Gladdy Tooltip round", "Interface\\AddOns\\Gladdy\\Images\\UI-Tooltip-Border_round_selfmade")
self.LSM:Register("border", "Gladdy Tooltip squared", "Interface\\AddOns\\Gladdy\\Images\\UI-Tooltip-Border_square_selfmade")
self.LSM:Register("font", "DorisPP", "Interface\\AddOns\\Gladdy\\Images\\DorisPP.TTF")
L = self.L
self.testData = {
["arena1"] = { name = "Swift", raceLoc = L["Undead"], classLoc = L["Warrior"], class = "WARRIOR", health = 9635, healthMax = 14207, power = 76, powerMax = 100, powerType = 1, testSpec = L["Arms"], race = "Scourge" },
["arena2"] = { name = "Vilden", raceLoc = L["Undead"], classLoc = L["Mage"], class = "MAGE", health = 10969, healthMax = 11023, power = 7833, powerMax = 10460, powerType = 0, testSpec = L["Frost"], race = "Scourge" },
["arena3"] = { name = "Krymu", raceLoc = L["Night Elf"], classLoc = L["Rogue"], class = "ROGUE", health = 1592, healthMax = 11740, power = 45, powerMax = 110, powerType = 3, testSpec = L["Subtlety"], race = "Human" },
["arena4"] = { name = "Talmon", raceLoc = L["Human"], classLoc = L["Warlock"], class = "WARLOCK", health = 10221, healthMax = 14960, power = 9855, powerMax = 9855, powerType = 0, testSpec = L["Demonology"], race = "Human" },
["arena5"] = { name = "Hydra", raceLoc = L["Undead"], classLoc = L["Priest"], class = "PRIEST", health = 11960, healthMax = 11960, power = 2515, powerMax = 10240, powerType = 0, testSpec = L["Discipline"], race = "Human" },
}
self.specBuffs = self:GetSpecBuffs()
self.specSpells = self:GetSpecSpells()
-- Get Cooldown Spells
self.cooldownSpells = self:GetCooldownList()
self.cooldownSpellIds = {}
self.spellTextures = {}
for class, t in pairs(self.cooldownSpells) do
for k, v in pairs(t) do
local spellName, _, texture = GetSpellInfo(k)
if spellName then
self.cooldownSpellIds[spellName] = k
self.spellTextures[k] = texture
else
self:Print("spellid does not exist " .. k)
end
end
end
self.NS = GetSpellInfo(16188)
self.POM = GetSpellInfo(12043)
self.NF = GetSpellInfo(18095)
self.SHADOWBOLT = GetSpellInfo(27209)
self.INSTANT = {
[GetSpellInfo(172)] = true, -- Corruption
[GetSpellInfo(2645)] = true, -- Ghost Wolf
}
self.CAST_TIMES = {
[GetSpellInfo(26985)] = 1.5, -- Wrath
}
self.FD = GetSpellInfo(18708)
self.SUMMON = {
[GetSpellInfo(688)] = true,
[GetSpellInfo(697)] = true,
[GetSpellInfo(712)] = true,
[GetSpellInfo(691)] = true,
[GetSpellInfo(30146)] = true,
}
self.buttons = {}
self.guids = {}
self.curBracket = nil
self.curUnit = 1
self.lastInstance = nil
self:SetupOptions()
for k, v in self:IterModules() do
self:Call(v, "Initialise") -- B.E > A.E :D
end
end
function Gladdy:OnProfileChanged()
self.db = self.dbi.profile
self:HideFrame()
self:ToggleFrame(3)
end
function Gladdy:OnEnable()
self:RegisterEvent("PLAYER_ENTERING_WORLD")
if IsAddOnLoaded("BuffLib") then
self.bufflibEnabled = true
end
if (IsAddOnLoaded("Clique")) then
for i = 1, 5 do
self:CreateButton(i)
end
ClickCastFrames = ClickCastFrames or {}
ClickCastFrames[self.buttons.arena1.secure] = true
ClickCastFrames[self.buttons.arena2.secure] = true
ClickCastFrames[self.buttons.arena3.secure] = true
ClickCastFrames[self.buttons.arena4.secure] = true
ClickCastFrames[self.buttons.arena5.secure] = true
end
if (not self.db.locked and self.db.x == 0 and self.db.y == 0) then
self:Print(L["Welcome to Gladdy!"])
self:Print(L["First run has been detected, displaying test frame."])
self:Print(L["Valid slash commands are:"])
self:Print(L["/gladdy ui"])
self:Print(L["/gladdy test2-5"])
self:Print(L["/gladdy hide"])
self:Print(L["/gladdy reset"])
self:Print(L["If this is not your first run please lock or move the frame to prevent this from happening."])
self:HideFrame()
self:ToggleFrame(3)
end
end
function Gladdy:Test()
for i = 1, self.curBracket do
local unit = "arena" .. i
if (not self.buttons[unit]) then
self:CreateButton(i)
end
local button = self.buttons[unit]
for k, v in pairs(self.testData[unit]) do
button[k] = v
end
for k, v in self:IterModules() do
self:Call(v, "Test", unit)
end
button:SetAlpha(1)
end
end
function Gladdy:PLAYER_ENTERING_WORLD()
self:Reset()
local instance = select(2, IsInInstance())
if (instance == "arena") then
self:JoinedArena()
elseif (instance ~= "arena" and self.lastInstance == "arena") then
self:HideFrame()
end
self.lastInstance = instance
end
function Gladdy:Reset()
if type(self.guids) == "table" then
for k, v in pairs(self.guids) do
self.guids[k] = nil
end
end
self.guids = {}
self.curBracket = nil
self.curUnit = 1
for k1, v1 in self:IterModules() do
self:Call(v1, "Reset")
end
for k2 in pairs(self.buttons) do
self:ResetUnit(k2)
end
end
function Gladdy:ResetUnit(unit)
local button = self.buttons[unit]
if (not button) then
return
end
button:SetAlpha(0)
button._health = nil
button._power = nil
button.name = nil
button.health = nil
button.healthMax = nil
button.power = nil
button.powerMax = nil
button.powerType = nil
button.guid = nil
button.class = nil
button.classLoc = nil
button.raceLoc = nil
button.spec = nil
button.testSpec = nil
for k1, v1 in pairs(self.BUTTON_DEFAULTS) do
button[k1] = v1
end
for k2, v2 in self:IterModules() do
self:Call(v2, "ResetUnit", unit)
end
end
function Gladdy:JoinedArena()
self:RegisterEvent("UNIT_AURA")
self:RegisterEvent("UNIT_HEALTH")
self:RegisterEvent("UNIT_MANA", "UNIT_POWER")
self:RegisterEvent("UNIT_ENERGY", "UNIT_POWER")
self:RegisterEvent("UNIT_RAGE", "UNIT_POWER")
self:RegisterEvent("UNIT_DISPLAYPOWER", "UNIT_POWER")
self:RegisterEvent("UNIT_SPELLCAST_START")
self:RegisterEvent("UNIT_SPELLCAST_STOP")
self:RegisterEvent("UNIT_SPELLCAST_DELAYED")
self:RegisterEvent("UNIT_SPELLCAST_SUCCEEDED")
self:RegisterEvent("UNIT_SPELLCAST_FAILED", "UNIT_SPELLCAST_STOP")
self:RegisterEvent("UNIT_SPELLCAST_INTERRUPTED", "UNIT_SPELLCAST_STOP")
self:RegisterEvent("UNIT_SPELLCAST_CHANNEL_START")
self:RegisterEvent("UNIT_SPELLCAST_CHANNEL_UPDATE", "UNIT_SPELLCAST_DELAYED")
self:RegisterEvent("UNIT_SPELLCAST_CHANNEL_STOP", "UNIT_SPELLCAST_STOP")
self:RegisterEvent("COMBAT_LOG_EVENT_UNFILTERED")
self:RegisterEvent("PLAYER_TARGET_CHANGED")
self:RegisterEvent("PLAYER_FOCUS_CHANGED")
self:RegisterEvent("UPDATE_MOUSEOVER_UNIT")
self:RegisterEvent("UNIT_TARGET")
self:ScheduleRepeatingTimer("UpdateUnits", 0.25, self)
self:ScheduleRepeatingTimer("UpdateCastBars", 0.05, self)
self:RegisterComm("Gladdy")
for i = 1, MAX_BATTLEFIELD_QUEUES do
local status, _, _, _, _, teamSize = GetBattlefieldStatus(i)
if teamSize > 5 then
teamSize = 3
end
if (status == "active" and teamSize > 0) then
self.curBracket = teamSize
break
end
end
if not self.curBracket then
self.curBracket = 2
end
for i = 1, self.curBracket do
if (not self.buttons["arena" .. i]) then
self:CreateButton(i)
end
end
self:SendMessage("JOINED_ARENA")
self:UpdateFrame()
self.frame:Show()
CombatLogClearEntries()
end
function Gladdy:UNIT_AURA(event, uid)
local button = self:GetButton(uid)
if (not button) then
return
end
local Auras = Gladdy.modules.Auras
local auraName, auraIcon, auraExpTime
local priority = 0
local index = 1
while (true) do
local name, _, icon, _, _, expTime = UnitBuff(uid, index)
if (not name) then
break
end
self:AuraGain(button.unit, name)
if (Auras.auras[name] and Auras.auras[name].priority >= (Auras.frames[button.unit].priority or 0)) then
auraName = name
auraIcon = icon
auraExpTime = expTime or nil
priority = Auras.auras[name].priority
end
index = index + 1
end
index = 1
while (true) do
local name, rank, icon, _, _, _, expTime = UnitDebuff(uid, index)
if (not name) then
break
end
if name == GetSpellInfo(30405) then
name = "Unstable Affliction Silence"
end
self:AuraGain(button.unit, name)
if (Auras.auras[name] and Auras.auras[name].priority >= (Auras.frames[button.unit].priority or 0)) then
auraName = name
auraIcon = icon
auraExpTime = expTime or nil
priority = Auras.auras[name].priority
end
index = index + 1
end
if (auraName) then
if auraName == "Unstable Affliction Silence" then
return -- we trust the CLOG here
end
if (not auraExpTime) then
if (auraName == Auras.frames[button.unit].name) then
auraExpTime = Auras.frames[button.unit].timeLeft
else
auraExpTime = Auras.auras[auraName].duration
if button[DRData:GetSpellCategory(Auras.auras[auraName].spellID)] then
auraExpTime = Auras.auras[auraName].duration * button[DRData:GetSpellCategory(Auras.auras[auraName].spellID)].diminished
end
end
end
self:SendMessage("AURA_GAIN", button.unit, auraName, auraIcon, auraExpTime, priority)
else
self:SendMessage("AURA_FADE", button.unit)
end
end
function Gladdy:UNIT_HEALTH(event, uid)
local button = self:GetButton(uid)
if (not button) then
return
end
if (not UnitIsDeadOrGhost(uid)) then
button.health = UnitHealth(uid)
button.healthMax = UnitHealthMax(uid)
self:SendMessage("UNIT_HEALTH", button.unit, button.health, button.healthMax)
else
self:SendMessage("UNIT_DEATH", button.unit)
end
end
function Gladdy:UNIT_POWER(event, uid)
local button = self:GetButton(uid)
if (not button) then
return
end
if (not UnitIsDeadOrGhost(uid)) then
button.power = UnitMana(uid)
button.powerMax = UnitManaMax(uid)
button.powerType = UnitPowerType(uid)
self:SendMessage("UNIT_POWER", button.unit, button.power, button.powerMax, button.powerType)
else
self:SendMessage("UNIT_DEATH", button.unit)
end
end
function Gladdy:UNIT_SPELLCAST_START(event, uid)
local button = self:GetButton(uid)
if (not button) then
return
end
local spell, rank, displayName, icon, startTime, endTime = UnitCastingInfo(uid)
if not endTime then
return
end
local value = (startTime / 1000) - GetTime()
local maxValue = (endTime - startTime) / 1000
self:CastStart(button.unit, spell, icon, value, maxValue, "cast")
end
function Gladdy:UNIT_SPELLCAST_CHANNEL_START(event, uid)
local button = self:GetButton(uid)
if (not button) then
return
end
local spell, rank, displayName, icon, startTime, endTime = UnitChannelInfo(uid)
if not endTime then
return
end
local value = (endTime / 1000) - GetTime()
local maxValue = (endTime - startTime) / 1000
self:CastStart(button.unit, spell, icon, value, maxValue, "channel")
end
function Gladdy:UNIT_SPELLCAST_SUCCEEDED(event, uid, spell)
local button = self:GetButton(uid)
if (not button) then
return
end
self:CastSuccess(button.unit, spell)
end
function Gladdy:UNIT_SPELLCAST_DELAYED(event, uid)
local button = self:GetButton(uid)
if (not button) then
return
end
local spell, rank, displayName, icon, startTime, endTime
local value
if (event == "UNIT_SPELLCAST_DELAYED") then
spell, rank, displayName, icon, startTime, endTime = UnitCastingInfo(uid)
value = GetTime() - (startTime / 1000)
else
spell, rank, displayName, icon, startTime, endTime = UnitChannelInfo(uid)
value = (endTime / 1000) - GetTime()
end
local castBar = Gladdy.modules.Castbar.frames[button.unit]
castBar.value = value
castBar.maxValue = (endTime - startTime) / 1000
castBar.bar:SetMinMaxValues(0, castBar.maxValue)
end
function Gladdy:UNIT_SPELLCAST_STOP(event, uid)
local button = self:GetButton(uid)
if (not button) then
return
end
self:SendMessage("CAST_STOP", button.unit)
end
function Gladdy:UNIT_SPELLCAST_FAILED(event, uid)
local button = self:GetButton(uid)
if (not button) then
return
end
self:SendMessage("CAST_STOP", button.unit)
end
Gladdy.eventGrps = {
["PARTY_KILL"] = "DEATH",
["UNIT_DIED"] = "DEATH",
["UNIT_DESTROYED"] = "DEATH",
["SWING_DAMAGE"] = "DAMAGE",
["RANGE_DAMAGE"] = "DAMAGE",
["SPELL_DAMAGE"] = "DAMAGE",
["SPELL_PERIODIC_DAMAGE"] = "DAMAGE",
["ENVIRONMENTAL_DAMAGE"] = "DAMAGE",
["DAMAGE_SHIELD"] = "DAMAGE",
["DAMAGE_SPLIT"] = "DAMAGE",
["SPELL_AURA_APPLIED"] = "BUFF",
["SPELL_PERIODIC_AURA_APPLIED"] = "BUFF",
["SPELL_AURA_APPLIED_DOSE"] = "BUFF",
["SPELL_PERIODIC_AURA_APPLIED_DOSE"] = "BUFF",
["SPELL_AURA_REFRESH"] = "REFRESH",
["SPELL_AURA_REMOVED"] = "FADE",
["SPELL_PERIODIC_AURA_REMOVED"] = "FADE",
["SPELL_AURA_REMOVED_DOSE"] = "FADE",
["SPELL_PERIODIC_AURA_REMOVED_DOSE"] = "FADE",
["SPELL_CAST_START"] = "CASTSTART",
["SPELL_SUMMON"] = "CASTSTART",
["SPELL_CREATE"] = "CASTSTART",
["SPELL_CAST_SUCCESS"] = "CASTSUCCESS",
["SPELL_CAST_FAILED"] = "CASTEND",
["SPELL_INTERRUPT"] = "INTERRUPT",
}
function Gladdy.DEATH(self, sourceFlags, spellID, spellName, spellSchool, auraType, destUnit, srcUnit, t)
if destUnit then
self:SendMessage("UNIT_DEATH", destUnit)
end
end
function Gladdy.DAMAGE(self, sourceFlags, spellID, spellName, spellSchool, auraType, destUnit, srcUnit, t)
if destUnit then
local button = self.buttons[destUnit]
if (not button) then
return
end
button.damaged = t
end
end
function Gladdy.BUFF(self, sourceFlags, spellID, spellName, spellSchool, auraType, destUnit, srcUnit, t)
if destUnit then
local button = self.buttons[destUnit]
if (not button) then
return
end
spellName = (spellID == 31117 or spellID == 43523) and "Unstable Affliction Silence" or spellName
self:AuraGain(destUnit, spellName, spellID, auraType)
local Auras = Gladdy.modules.Auras
local aura = Auras.auras[spellName]
if (aura and aura.priority >= (Auras.frames[destUnit].priority or 0)) then
local auraIcon = select(3, GetSpellInfo(spellID))
local auraExpTime = aura.duration
if button[DRData:GetSpellCategory(spellID)] then
auraExpTime = aura.duration * button[DRData:GetSpellCategory(spellID)].diminished
end
self:SendMessage("AURA_GAIN", destUnit, spellName, auraIcon, auraExpTime, aura.priority)
button.spells[spellName] = t
end
end
end
function Gladdy.REFRESH(self, sourceFlags, spellID, spellName, spellSchool, auraType, destUnit, srcUnit, t)
if destUnit then
local button = self.buttons[destUnit]
if (not button) then
return
end
if auraType == AURA_TYPE_DEBUFF then
local drCat = DRData:GetSpellCategory(spellID)
if drCat then
if( not button[drCat] ) then
button[drCat] = { reset = 0, diminished = 1.0 }
end
local time = GetTime()
local tracked = button[drCat]
tracked.reset = time + DRData:GetResetTime()
tracked.diminished = DRData:NextDR(tracked.diminished)
end
end
if (button.spells[spellName] and t > button.spells[spellName]) then
self:AuraGain(destUnit, spellName, spellID, auraType)
local Auras = Gladdy.modules.Auras
local aura = Auras.auras[spellName]
if (aura and aura.priority >= (Auras.frames[destUnit].priority or 0)) then
local auraIcon = select(3, GetSpellInfo(spellID))
local auraExpTime = aura.duration
if button[DRData:GetSpellCategory(spellID)] then
auraExpTime = aura.duration * button[DRData:GetSpellCategory(spellID)].diminished
end
self:SendMessage("AURA_GAIN", destUnit, spellName, auraIcon, auraExpTime, aura.priority)
button.spells[spellName] = t
end
end
end
end
function Gladdy.FADE(self, sourceFlags, spellID, spellName, spellSchool, auraType, destUnit, srcUnit, t)
if destUnit then
local button = self.buttons[destUnit]
if (not button) then
return
end
spellName = (spellID == 31117 or spellID == 43523) and "Unstable Affliction Silence" or spellName
self:AuraFade(destUnit, spellName, spellID, auraType)
local Auras = Gladdy.modules.Auras
if (spellName == Auras.frames[destUnit].name) then
self:SendMessage("AURA_FADE", destUnit)
button.spells[spellName] = nil
end
end
end
function Gladdy.CASTSTART(self, sourceFlags, spellID, spellName, spellSchool, auraType, destUnit, srcUnit, t)
if srcUnit then
local fromTarget = CombatLog_Object_IsA(sourceFlags, COMBATLOG_OBJECT_TARGET)
local fromFocus = CombatLog_Object_IsA(sourceFlags, COMBATLOG_OBJECT_FOCUS)
if (not fromTarget and not fromFocus) then
local icon = select(3, GetSpellInfo(spellID))
local castTime = self.CAST_TIMES[spellName] or select(7, GetSpellInfo(spellID)) / 1000
self:CastStart(srcUnit, spellName, icon, 0, castTime, "cast")
end
end
end
function Gladdy.CASTSUCCESS(self, sourceFlags, spellID, spellName, spellSchool, auraType, destUnit, srcUnit, t)
if srcUnit then
self:CastSuccess(srcUnit, spellName)
self:SendMessage("CAST_STOP", srcUnit)
end
end
function Gladdy.CASTEND(self, sourceFlags, spellID, spellName, spellSchool, auraType, destUnit, srcUnit, t)
if srcUnit then
local fromTarget = CombatLog_Object_IsA(sourceFlags, COMBATLOG_OBJECT_TARGET)
local fromFocus = CombatLog_Object_IsA(sourceFlags, COMBATLOG_OBJECT_FOCUS)
if (not fromTarget and not fromFocus) then
self:SendMessage("CAST_STOP", srcUnit)
end
end
end
function Gladdy.INTERRUPT(self, sourceFlags, spellID, spellName, spellSchool, auraType, destUnit, srcUnit, t)
if srcUnit then
self:SendMessage("CAST_STOP", srcUnit)
end
end
Gladdy.EventParse = {
["PARTY_KILL"] = Gladdy.DEATH,
["UNIT_DIED"] = Gladdy.DEATH,
["UNIT_DESTROYED"] = Gladdy.DEATH,
["SWING_DAMAGE"] = Gladdy.DAMAGE,
["RANGE_DAMAGE"] = Gladdy.DAMAGE,
["SPELL_DAMAGE"] = Gladdy.DAMAGE,
["SPELL_PERIODIC_DAMAGE"] = Gladdy.DAMAGE,
["ENVIRONMENTAL_DAMAGE"] = Gladdy.DAMAGE,
["DAMAGE_SHIELD"] = Gladdy.DAMAGE,
["DAMAGE_SPLIT"] = Gladdy.DAMAGE,
["SPELL_AURA_APPLIED"] = Gladdy.BUFF,
["SPELL_PERIODIC_AURA_APPLIED"] = Gladdy.BUFF,
["SPELL_AURA_APPLIED_DOSE"] = Gladdy.BUFF,
["SPELL_PERIODIC_AURA_APPLIED_DOSE"] = Gladdy.BUFF,
["SPELL_AURA_REFRESH"] = Gladdy.REFRESH,
["SPELL_AURA_REMOVED"] = Gladdy.FADE,
["SPELL_PERIODIC_AURA_REMOVED"] = Gladdy.FADE,
["SPELL_AURA_REMOVED_DOSE"] = Gladdy.FADE,
["SPELL_PERIODIC_AURA_REMOVED_DOSE"] = Gladdy.FADE,
["SPELL_CAST_START"] = Gladdy.CASTSTART,
["SPELL_SUMMON"] = Gladdy.CASTSTART,
["SPELL_CREATE"] = Gladdy.CASTSTART,
["SPELL_CAST_SUCCESS"] = Gladdy.CASTSUCCESS,
["SPELL_CAST_FAILED"] = Gladdy.CASTEND,
["SPELL_INTERRUPT"] = Gladdy.INTERRUPT,
}
function Gladdy:COMBAT_LOG_EVENT_UNFILTERED(event, timestamp, eventType, sourceGUID, sourceName, sourceFlags, destGUID, destName, destFlags, spellID, spellName, spellSchool, auraType, amount, ...)
if (not self.eventGrps[eventType]) then
return
end
local srcUnit = self.guids[sourceGUID]
local destUnit = self.guids[destGUID]
local t = ("%.1f"):format(GetTime())
local parsefunc = Gladdy.EventParse[eventType]
if parsefunc then
parsefunc(self, sourceFlags, spellID, spellName, spellSchool, auraType, destUnit, srcUnit, t)
end
-- cooldown tracker
if self.cooldownSpellIds[spellName] and srcUnit then
local unit = srcUnit
if self.buttons[unit] then
local unitClass
local spellId = self.cooldownSpellIds[spellName] -- don't use spellId from combatlog, in case of different spellrank
if (self.cooldownSpells[self.buttons[unit].class][spellId]) then
unitClass = self.buttons[unit].class
else
unitClass = self.buttons[unit].race
end
self:CooldownUsed(unit, unitClass, spellId, spellName)
end
end
end
function Gladdy:UpdateUnits()
for unit, v in pairs(unitsToCheck) do
self:UpdateUnit(unit);
end
end
function Gladdy:UpdateCastBars()
--[[
above can randomly start casts, but we also need to stop the casts, if we lose all information
information can either be lost by losing the unit (e.g. your pet doesn't target the player anymore)
or they stop the actual cast. therefore sometimes the castbar may disappear, even though the player hasn't stopped the cast
]]
for i = 1, 5 do
local button = self.buttons["arena" .. i]
if button and button.guid ~= UnitGUID("target") and button.guid ~= UnitGUID("focus") then
local spell, rank, displayName, icon, startTime, endTime, event
local value
-- check if any relevant unit that isn't target or focus, but still equal to arena1-5 is casting
for uid, v in pairs(unitsToCheck) do
if button.guid == UnitGUID(uid) then
spell, rank, displayName, icon, startTime, endTime = UnitCastingInfo(uid)
event = "cast"
if startTime then
value = GetTime() - (startTime / 1000)
end
-- try to have a backup in case server returns UnitCastingInfo data when it should be UnitChannelInfo
if not spell or channelSpells[spell] then
spell, rank, displayName, icon, startTime, endTime = UnitChannelInfo(uid)
if endTime then
value = (endTime / 1000) - GetTime()
end
event = "channel"
end
end
end
if spell then
self:SendMessage("CAST_START", button.unit, spell, icon, value, (endTime - startTime) / 1000, event)
elseif not spell and not self.db.castBarGuesses then
self:SendMessage("CAST_STOP", button.unit)
end
end
end
end
function Gladdy:UpdateUnit(unit)
local guid = UnitGUID(unit)
if (guid and self:IsValid(unit)) then
self:UpdateGUID(guid, unit)
end
end
function Gladdy:PLAYER_TARGET_CHANGED()
local guid = UnitGUID("target")
if (guid and self:IsValid("target")) then
self:UpdateGUID(guid, "target")
end
for k, v in pairs(self.buttons) do
self:Call("Highlight", "Toggle", k, "target", guid and guid == v.guid)
end
end
function Gladdy:PLAYER_FOCUS_CHANGED()
local guid = UnitGUID("focus")
if (guid and self:IsValid("focus")) then
self:UpdateGUID(guid, "focus")
end
for k, v in pairs(self.buttons) do
self:Call("Highlight", "Toggle", k, "focus", guid and guid == v.guid)
end
end
function Gladdy:UPDATE_MOUSEOVER_UNIT()
local guid = UnitGUID("mouseover")
if (guid and self:IsValid("mouseover")) then
self:UpdateGUID(guid, "mouseover")
end
end
function Gladdy:UNIT_TARGET(event, uid)
if (UnitIsPartyLeader(uid) and UnitName(uid) ~= UnitName("player")) then
local unit = uid .. "target"
local guid = UnitGUID(unit)
if (guid and self:IsValid(unit)) then
self:UpdateGUID(guid, unit)
end
for k, v in pairs(self.buttons) do
self:Call("Highlight", "Toggle", k, "leader", guid and guid == v.guid)
end
end
end
function Gladdy:OnCommReceived(prefix, message, dest, sender)
-- hack, to avoid faulty messages from ArenaIdentify (not server sent)
if dest ~= "WHISPER" then
return
end
----
if (prefix == "Gladdy" and sender ~= UnitName("player")) then
local name, guid, class, classLoc, raceLoc, spec, health, healthMax, power, powerMax, powerType = strsplit(',', message)
health, healthMax = tonumber(health), tonumber(healthMax)
power, powerMax, powerType = tonumber(power), tonumber(powerMax), tonumber(powerType)
if self:IsInParty(guid) then
return
end
local unit = self.guids[guid]
if (not unit) then
unit = self:EnemySpotted(name, guid, class, classLoc, raceLoc)
end
local button = self.buttons[unit]
if (not button) then
return
end
button.health = health
button.healthMax = healthMax
self:SendMessage("UNIT_HEALTH", unit, health, healthMax)
button.power = power
button.powerMax = powerMax
button.powerType = powerType
self:SendMessage("UNIT_POWER", unit, power, powerMax, powerType)
if (spec ~= "") then
self:DetectSpec(unit, spec)
end
end
end
function Gladdy:GetButton(uid)
local guid = UnitGUID(uid)
local unit = self.guids[guid]
return self.buttons[unit]
end
function Gladdy:AuraGain(unit, aura, spellID, auraType)
local button = self.buttons[unit]
if (not button) then
return
end
if auraType == AURA_TYPE_DEBUFF then
local drCat = DRData:GetSpellCategory(spellID)
if drCat then
-- See if we should reset it back to undiminished
local tracked = button[drCat]
if( tracked and tracked.reset <= GetTime() ) then
tracked.diminished = 1.0
end
end
end
if (aura == self.NS) then
button.ns = true
elseif (aura == self.NF) then
button.nf = true
elseif (aura == self.POM) then
button.pom = true
elseif (aura == self.FD) then
button.fd = true
end
self:Call("Announcements", "CheckDrink", unit, aura)
self:DetectSpec(unit, self.specBuffs[aura])
end
function Gladdy:AuraFade(unit, aura, spellID, auraType)
local button = self.buttons[unit]
if (not button) then
return
end
if auraType == AURA_TYPE_DEBUFF then
local drCat = DRData:GetSpellCategory(spellID)
if drCat then
if( not button[drCat] ) then
button[drCat] = { reset = 0, diminished = 1.0 }
end
local time = GetTime()
local tracked = button[drCat]
tracked.reset = time + DRData:GetResetTime()
tracked.diminished = DRData:NextDR(tracked.diminished)
end
end
if (aura == self.NS) then
button.ns = false
elseif (aura == self.NF) then
button.nf = false
elseif (aura == self.POM) then
button.pom = false
elseif (aura == self.FD) then
button.fd = false
end
end
function Gladdy:CastStart(unit, spell, icon, value, maxValue, event)
local button = self.buttons[unit]
if (not button) then
return
end
if (button.ns or button.pom or (button.nf and spell == self.SHADOWBOLT) or self.INSTANT[spell]) then
self:CastSuccess(unit, spell)
return
elseif (button.fd and self.SUMMON[spell]) then
maxValue = 0.5
end
self:SendMessage("CAST_START", unit, spell, icon, value, maxValue, event)
self:DetectSpec(unit, self.specSpells[spell])
end
function Gladdy:CastSuccess(unit, spell)
self:DetectSpec(unit, self.specSpells[spell])
end
function Gladdy:DetectSpec(unit, spec)
local button = self.buttons[unit]
if (not button or not spec or button.spec ~= "") then
return
end
button.spec = spec
self:SendMessage("UNIT_SPEC", unit, spec)
-- update cooldown tracker
--[[
All of this could possibly be handled in a "once they're used, they show up"-manner
but I PERSONALLY prefer it this way. It also meant less work and makes spec-specific cooldowns easier
]]
if (self.db.cooldown) then
local class = self.buttons[unit].class
local race = self.buttons[unit].race
for k, v in pairs(self.cooldownSpells[class]) do
--if (self.db.cooldownList[k] ~= false and self.db.cooldownList[class] ~= false) then
if (type(v) == "table" and ((v.spec ~= nil and v.spec == spec) or (v.notSpec ~= nil and v.notSpec ~= spec))) then
local button = self.buttons[unit]
local sharedCD = false
if (type(v) == "table" and v.sharedCD ~= nil and v.sharedCD.cd == nil) then
for spellId, _ in pairs(v.sharedCD) do
for i = 1, button.lastCooldownSpell do
local icon = button.spellCooldownFrame["icon" .. i]
if (icon.spellId == spellId) then
sharedCD = true
end
end
end
end
if sharedCD then
return
end
local icon = button.spellCooldownFrame["icon" .. button.lastCooldownSpell]
icon:Show()
icon.texture:SetTexture(self.spellTextures[k])
icon.spellId = k
button.spellCooldownFrame["icon" .. button.lastCooldownSpell] = icon
button.lastCooldownSpell = button.lastCooldownSpell + 1
end
end
--end
end
----------------------
--- RACE FUNCTIONALITY
----------------------
local race = self.buttons[unit].race
if self.cooldownSpells[race] then
for k, v in pairs(self.cooldownSpells[race]) do
--if (self.db.cooldownList[k] ~= false and self.db.cooldownList[class] ~= false) then
if (type(v) == "table" and ((v.spec ~= nil and v.spec == spec) or (v.notSpec ~= nil and v.notSpec ~= spec))) then
local button = self.buttons[unit]
local sharedCD = false
if (type(v) == "table" and v.sharedCD ~= nil and v.sharedCD.cd == nil) then
for spellId, _ in pairs(v.sharedCD) do
for i = 1, button.lastCooldownSpell do
local icon = button.spellCooldownFrame["icon" .. i]
if (icon.spellId == spellId) then
sharedCD = true
end
end
end
end
if sharedCD then
return
end
local icon = button.spellCooldownFrame["icon" .. button.lastCooldownSpell]
icon:Show()
icon.texture:SetTexture(self.spellTextures[k])
icon.spellId = k
button.spellCooldownFrame["icon" .. button.lastCooldownSpell] = icon
button.lastCooldownSpell = button.lastCooldownSpell + 1
end
end
end
end
function Gladdy:IsValid(uid)
if (UnitExists(uid) and UnitName(uid) and UnitIsPlayer(uid) and UnitCanAttack("player", uid) and not UnitIsCharmed(uid) and not UnitIsCharmed("player")) then
return true
end
end
function Gladdy:UpdateCooldowns(button)
local class = button.class
local race = button.race
if (self.db.cooldown) then
for k, v in pairs(self.cooldownSpells[class]) do
if (type(v) ~= "table" or (type(v) == "table" and v.spec == nil and v.notSpec == nil)) then
-- see if we have shared cooldowns without a cooldown defined
-- e.g. hunter traps have shared cooldowns, so only display one trap instead all of them
local sharedCD = false
if (type(v) == "table" and v.sharedCD ~= nil and v.sharedCD.cd == nil) then
for spellId, _ in pairs(v.sharedCD) do
for i = 1, button.lastCooldownSpell do
local icon = button.spellCooldownFrame["icon" .. i]
if (icon.spellId == spellId) then
sharedCD = true
end
end
end
end
if (not sharedCD) then
local icon = button.spellCooldownFrame["icon" .. button.lastCooldownSpell]
icon:Show()
icon.spellId = k
icon.texture:SetTexture(self.spellTextures[k])
button.spellCooldownFrame["icon" .. button.lastCooldownSpell] = icon
button.lastCooldownSpell = button.lastCooldownSpell + 1
end
end
end
----
-- RACE FUNCTIONALITY
----
for k, v in pairs(self.cooldownSpells[race]) do
if (type(v) ~= "table" or (type(v) == "table" and v.spec == nil and v.notSpec == nil)) then
local icon = button.spellCooldownFrame["icon" .. button.lastCooldownSpell]
icon:Show()
icon.spellId = k
icon.texture:SetTexture(self.spellTextures[k])
button.spellCooldownFrame["icon" .. button.lastCooldownSpell] = icon
button.lastCooldownSpell = button.lastCooldownSpell + 1
end
end
end
end
function Gladdy:UpdateGUID(guid, uid)
local unit = self.guids[guid]
if (not unit) then
local name = UnitName(uid)
local classLoc, class = UnitClass(uid)
local raceLoc, race = UnitRace(uid)
unit = self:EnemySpotted(name, guid, class, classLoc, raceLoc, race)
end
if unit then
local button = self.buttons[unit]
local classLoc, class = UnitClass(uid)
local raceLoc, race = UnitRace(uid)
-- update cooldown tracker
if button then
button.race = race
button.lastCooldownSpell = 1
self:UpdateCooldowns(button)
end
end
self:UNIT_AURA(nil, uid)
self:UNIT_HEALTH(nil, uid)
self:UNIT_POWER(nil, uid)
end
function Gladdy:EnemySpotted(name, guid, class, classLoc, raceLoc, race)
if name == "Unknown" or self:IsInParty(guid) then
return
end
local units = {[1] = 0,[2] = 0, [3] = 0}
for i=1, self.curBracket do
if self.buttons["arena" .. i] and (self.buttons["arena" .. i].name ~= "" and self.buttons["arena" .. i].name) then
units[i] = 1
end
end
for i=1,#units do
if units[i] == 0 then
self.curUnit = i
break
end
end
if (class == "ROGUE" or class == "WARRIOR" or class == "HUNTER") and units[self.curBracket] == 0 then
self.curUnit = self.curBracket
end
local unit = "arena" .. self.curUnit
self.guids[guid] = unit
local button = self.buttons[unit]
if (not button) then
return
end
button.name = name
button.guid = guid
button.class = class
button.classLoc = classLoc
button.raceLoc = raceLoc
button.race = race or button.race
self:SendMessage("ENEMY_SPOTTED", unit)
button:SetAlpha(1)
return unit
end
function Gladdy:IsInParty(guid)
for i = 1, GetNumPartyMembers() do
if guid == UnitGUID("party" .. i) then
return true
end
end
for i = 1, GetNumRaidMembers() do
if guid == UnitGUID("raid" .. i) then
return true
end
end
return false
end
function Gladdy:CooldownUsed(unit, unitClass, spellId, spellName)
local button = self.buttons[unit]
if not button then
return
end
-- if (self.db.cooldownList[spellId] == false) then return end
local cooldown = self.cooldownSpells[unitClass][spellId]
local cd = cooldown
if (type(cooldown) == "table") then
-- return if the spec doesn't have a cooldown for this spell
--if (arenaSpecs[unit] ~= nil and cooldown.notSpec ~= nil and arenaSpecs[unit] == cooldown.notSpec) then return end
if (button.spec ~= nil and cooldown.notSpec ~= nil and button.spec == cooldown.notSpec) then
return
end
-- check if we need to reset other cooldowns because of this spell
if (cooldown.resetCD ~= nil) then
for k, v in pairs(cooldown.resetCD) do
self:CooldownReady(button, k, false)
end
end
-- check if there is a special cooldown for the units spec
--if (arenaSpecs[unit] ~= nil and cooldown[arenaSpecs[unit]] ~= nil) then
if (button.spec ~= nil and cooldown[button.spec] ~= nil) then
cd = cooldown[button.spec]
else
cd = cooldown.cd
end
-- check if there is a shared cooldown with an other spell
if (cooldown.sharedCD ~= nil) then
local sharedCD = cooldown.sharedCD.cd and cooldown.sharedCD.cd or cd
for k, v in pairs(cooldown.sharedCD) do
if (k ~= "cd") then
self:CooldownStart(button, k, sharedCD)
end
end
end
end
if (self.db.cooldown) then
-- start cooldown
self:CooldownStart(button, spellId, cd)
end
--[[ announcement
if (self.db.cooldownAnnounce or self.db.cooldownAnnounceList[spellId] or self.db.cooldownAnnounceList[unitClass]) then
self:SendAnnouncement(string.format(L["COOLDOWN USED: %s (%s) used %s - %s sec. cooldown"], UnitName(unit), UnitClass(unit), spellName, cd), RAID_CLASS_COLORS[UnitClass(unit)], self.db.cooldownAnnounceList[spellId] and self.db.cooldownAnnounceList[spellId] or self.db.announceType)
end]]
--[[ sound file
if (db.cooldownSoundList[spellId] ~= nil and db.cooldownSoundList[spellId] ~= "disabled") then
PlaySoundFile(LSM:Fetch(LSM.MediaType.SOUND, db.cooldownSoundList[spellId]))
end ]]
end
function Gladdy:CooldownStart(button, spellId, duration)
-- starts timer frame
if not duration or duration == nil or type(duration) ~= "number" then
return
end
for i = 1, button.lastCooldownSpell + 1 do
if (button.spellCooldownFrame["icon" .. i].spellId == spellId) then
local frame = button.spellCooldownFrame["icon" .. i]
frame.active = true
frame.timeLeft = duration
if (not Gladdy.db.cooldownDisableCircle) then frame.cooldown:SetCooldown(GetTime(), duration) end
frame:SetScript("OnUpdate", function(self, elapsed)
self.timeLeft = self.timeLeft - elapsed
local timeLeft = ceil(self.timeLeft)
if timeLeft >= 540 then
self.cooldownFont:SetText(ceil(timeLeft / 60) .. "m")
self.cooldownFont:SetFont(Gladdy.LSM:Fetch("font", Gladdy.db.cooldownFont), Gladdy.db.cooldownSize / 3.1 * Gladdy.db.cooldownFontScale, "OUTLINE")
elseif timeLeft < 540 and timeLeft >= 60 then
-- more than 1 minute
self.cooldownFont:SetText(ceil(timeLeft / 60) .. "m")
self.cooldownFont:SetFont(Gladdy.LSM:Fetch("font", Gladdy.db.cooldownFont), Gladdy.db.cooldownSize / 2.15 * Gladdy.db.cooldownFontScale, "OUTLINE")
elseif timeLeft < 60 and timeLeft > 0 then
-- between 60s and 21s (green)
self.cooldownFont:SetFont(Gladdy.LSM:Fetch("font", Gladdy.db.cooldownFont), Gladdy.db.cooldownSize / 2.15 * Gladdy.db.cooldownFontScale, "OUTLINE")
self.cooldownFont:SetText(timeLeft)
else
self.cooldownFont:SetText("")
end
if (self.timeLeft <= 0) then
Gladdy:CooldownReady(button, spellId, frame)
end
if (self.timeLeft <= 0) then
Gladdy:CooldownReady(button, spellId, frame)
end
end)
end
end
end
function Gladdy:CooldownReady(button, spellId, frame)
if (frame == false) then
for i = 1, button.lastCooldownSpell do
frame = button.spellCooldownFrame["icon" .. i]
if (frame.spellId == spellId) then
frame.active = false
frame.cooldown:Hide()
frame.cooldownFont:SetText("")
frame:SetScript("OnUpdate", nil)
end
end
else
frame.active = false
frame.cooldown:Hide()
frame.cooldownFont:SetText("")
frame:SetScript("OnUpdate", nil)
end
end
|
-- bar.lua
-- Handles bar
local gears = require('gears')
local awful = require('awful')
local beautiful = require('beautiful')
local wibox = require('wibox')
local naughty = require("naughty")
--local menubar = require("menubar")
local hotkeys_popup = require("awful.hotkeys_popup")
local vars = require('modules.vars')
local menulaunch = require('modules.menu')
local M = {}
local testwid = require('widget.battery')
local volwid = require('widget.vol')
local clock = wibox.widget.textclock()
-- {{{Declare tag buttons
local tag_buts = gears.table.join(
awful.button({ }, 1, function(t) t:view_only() end),
awful.button({ modkey }, 1, function(t)
if client.focus then
client.focus:move_to_tag(t)
end
end),
awful.button({ }, 3, awful.tag.viewtoggle),
awful.button({ modkey }, 3, function(t)
if client.focus then
client.focus:toggle_tag(t)
end
end),
awful.button({ }, 4, function(t) awful.tag.viewnext(t.screen) end),
awful.button({ }, 5, function(t) awful.tag.viewprev(t.screen) end)
)
-- }}}
-- {{{Declare task buttons
local task_buts = gears.table.join(
awful.button({ }, 1, function (c)
if c == client.focus then
c.minimized = true
else
c:emit_signal(
"request::activate",
"tasklist",
{raise = true}
)
end
end),
awful.button({ }, 3, function()
awful.menu.client_list({ theme = { width = 250 } })
end),
awful.button({ }, 4, function ()
awful.client.focus.byidx(1)
end),
awful.button({ }, 5, function ()
awful.client.focus.byidx(-1)
end)
)
--}}}
-- {{{Wallpaper function
local function wall_set(s)
if beautiful.wallpaper then
local wall = beautiful.wallpaper
if type(wall) == 'function' then
wall = wal(s)
end
gears.wallpaper.maximized(wall, s, true)
end
end
-- }}}
--{{{Signal & Bar
screen.connect_signal('property::geometry', wall_set)
awful.screen.connect_for_each_screen(function(s)
-- Set wallpaper
wall_set(s)
-- Tag Table
awful.tag({'一', '二', '三', '四', '五', '六', '七', '八', '九'}, s, awful.layout.layouts[1])
-- Promptbox for every screen
s.promptbox = awful.widget.prompt()
--Layout box per screen
s.layoutbox = awful.widget.layoutbox(s)
s.layoutbox:buttons(gears.table.join(
awful.button({ }, 1, function() awful.layout.inc(1) end),
awful.button({ }, 3, function() awful.layout.inc(-1) end),
awful.button({ }, 4, function() awful.layout.inc(1) end),
awful.button({ }, 5, function() awful.layout.inc(-1) end)
))
-- Taglist widget
s.taglist = awful.widget.taglist {
screen = s;
filter = awful.widget.taglist.filter.all;
buttons = tag_buts;
}
-- Tasklist widget
s.tasklist = awful.widget.tasklist {
screen = s;
filter = awful.widget.tasklist.filter.currenttags;
buttons = task_buts
}
-- Create the WeebBox
s.wibox = awful.wibar({position = 'top', screen = s})
s.wibox:setup{
layout = wibox.layout.align.horizontal,
{ -- Das Linke
layout = wibox.layout.fixed.horizontal;
--menulaunch.launcher;
s.taglist;
s.promptbox;
},
-- Midbar
s.tasklist;
{ -- The Right
layout = wibox.layout.fixed.horizontal;
wibox.widget.systray();
testwid:init();
volwid:init({});
clock;
--s.layoutbox;
},
}
end)
|
---------------------------------------------------------------
-- Copyright 2020 Deviap (https://deviap.com/) --
---------------------------------------------------------------
-- Made available under the MIT License: --
-- https://github.com/deviap/sample-apps/blob/master/LICENSE --
---------------------------------------------------------------
-- Users can send us messages
core.networking:on("message", function(client, msg)
-- Do not trust the client,
-- We must validate their message
-- In this case, we'll just limit it to 100 characters
msg = tostring(msg):sub(0, 100)
-- Pass on the cropped message to all clients
core.networking:broadcast("message", client.name .. ": " .. msg)
end)
-- When a user connects
core.networking:on("_clientConnected", function(client)
-- Broadcast a message with their username
core.networking:broadcast("message", "server: " .. client.name .. " connected")
end)
-- And when a user disconnects...
core.networking:on("_clientDisconnected", function(client)
-- Broadcast a message with their username
core.networking:broadcast("message", "server: " .. client.name .. " disconnected")
end)
|
local data = {}
local n = 1000 --should be an even number as we use n/2 below...
for i=1,n do
data[i] = tostring(i)
end
function testSimpleAdd()
local bs, bg
bg = parsejoy.makeStringBitGrammar()
bs = parsejoy.StringBitSet(bg)
luaunit.assertEquals(bs:Contains("test"),false)
bs:Add("test")
luaunit.assertEquals(bs:Contains("test"),true)
luaunit.assertEquals(bg:Get("test"),1)
end
function testCount()
local bs, bg
bg = parsejoy.makeStringBitGrammar()
bs = parsejoy.StringBitSet(bg)
bs:Add("test")
luaunit.assertEquals(bs:N(),1)
end
function testRemove()
local bs, bg
bg = parsejoy.makeStringBitGrammar()
bs = parsejoy.StringBitSet(bg)
bs:Add("test")
bs:Add("tests")
luaunit.assertEquals(bs:Contains("tests"),true)
luaunit.assertEquals(bs:Contains("test"),true)
bs:Remove("test")
luaunit.assertEquals(bs:Contains("tests"),true)
luaunit.assertEquals(bs:Contains("test"),false)
bs:Remove("tests")
luaunit.assertEquals(bs:Contains("tests"),false)
luaunit.assertEquals(bs:Contains("test"),false)
end
function testIds()
local bs, bg, testId
bg = parsejoy.makeStringBitGrammar()
bs = parsejoy.StringBitSet(bg)
testId = bg:GetOrAdd("test")
bs:Add("test")
luaunit.assertEquals(bs:ContainsId(testId),true)
end
function testSubtract()
local bg, bs1, bs2, bs3
bg = parsejoy.makeStringBitGrammar()
bs1 = parsejoy.StringBitSet(bg)
bs2 = parsejoy.StringBitSet(bg)
bs1:Add("a")
bs1:Add("b")
bs1:Add("c")
bs2:Add("c")
bs3 = bs1:Subtract(bs2)
luaunit.assertEquals(bs3:N(),2)
luaunit.assertEquals(bs3:Contains("c"),false)
luaunit.assertEquals(bs3:Contains("a"),true)
luaunit.assertEquals(bs3:Contains("b"),true)
end
function testLargeSubtract()
local bg, bs1, bs2, bs3
bg = parsejoy.makeStringBitGrammar()
bs1 = parsejoy.StringBitSet(bg)
bs2 = parsejoy.StringBitSet(bg)
for key, value in pairs(data) do
if key % 2 == 0 then
bs1:Add(value)
luaunit.assertEquals(bs1:N(),key/2)
end
bs2:Add(value)
luaunit.assertEquals(bs2:N(),key)
end
luaunit.assertEquals(bs1:N(),n/2)
luaunit.assertEquals(bs2:N(),n)
bs3 = bs2:Subtract(bs1)
luaunit.assertEquals(bs3:N(),n/2)
--we make sure bs3 contains only values that are in bs2 but not in bs1
for key, value in pairs(data) do
if key % 2 == 0 then
luaunit.assertEquals(bs3:Contains(value),false)
else
luaunit.assertEquals(bs3:Contains(value),true)
end
end
end
function testUnion()
local bg, bs1, bs2, bs3
bg = parsejoy.makeStringBitGrammar()
bs1 = parsejoy.StringBitSet(bg)
bs2 = parsejoy.StringBitSet(bg)
bs1:Add("a")
bs1:Add("b")
bs1:Add("c")
bs2:Add("c")
bs2:Add("d")
bs2:Add("e")
bs3 = bs1:Union(bs2)
luaunit.assertEquals(bs3:N(),5)
luaunit.assertEquals(bs3:Contains("a"),true)
luaunit.assertEquals(bs3:Contains("b"),true)
luaunit.assertEquals(bs3:Contains("c"),true)
luaunit.assertEquals(bs3:Contains("d"),true)
luaunit.assertEquals(bs3:Contains("e"),true)
end
function testLargeUnion()
local bg, bs1, bs2, bs3
bg = parsejoy.makeStringBitGrammar()
bs1 = parsejoy.StringBitSet(bg)
bs2 = parsejoy.StringBitSet(bg)
for key, value in pairs(data) do
if key % 2 == 0 then
bs1:Add(value)
luaunit.assertEquals(bs1:N(),key/2)
end
bs2:Add(value)
luaunit.assertEquals(bs2:N(),key)
end
luaunit.assertEquals(bs1:N(),n/2)
luaunit.assertEquals(bs2:N(),n)
bs3 = bs2:Union(bs1)
luaunit.assertEquals(bs3:N(),n)
for key, value in pairs(data) do
luaunit.assertEquals(bs3:Contains(value),true)
end
end
function testIntersect()
local bg, bs1, bs2, bs3
bg = parsejoy.makeStringBitGrammar()
bs1 = parsejoy.StringBitSet(bg)
bs2 = parsejoy.StringBitSet(bg)
bs1:Add("a")
bs1:Add("b")
bs1:Add("c")
bs2:Add("c")
bs2:Add("d")
bs2:Add("e")
bs3 = bs1:Intersect(bs2)
luaunit.assertEquals(bs3:N(),1)
luaunit.assertEquals(bs3:Contains("a"),false)
luaunit.assertEquals(bs3:Contains("b"),false)
luaunit.assertEquals(bs3:Contains("c"),true)
luaunit.assertEquals(bs3:Contains("d"),false)
luaunit.assertEquals(bs3:Contains("e"),false)
end
function testLargeIntersect()
local bg, bs1, bs2, bs3
bg = parsejoy.makeStringBitGrammar()
bs1 = parsejoy.StringBitSet(bg)
bs2 = parsejoy.StringBitSet(bg)
for key, value in pairs(data) do
if key % 2 == 0 then
bs1:Add(value)
luaunit.assertEquals(bs1:N(),key/2)
end
bs2:Add(value)
luaunit.assertEquals(bs2:N(),key)
end
luaunit.assertEquals(bs1:N(),n/2)
luaunit.assertEquals(bs2:N(),n)
bs3 = bs2:Intersect(bs1)
luaunit.assertEquals(bs3:N(),n/2)
for key, value in pairs(data) do
if bs2:Contains(value) and bs1:Contains(value) then
luaunit.assertEquals(bs3:Contains(value),true)
else
luaunit.assertEquals(bs3:Contains(value),false)
end
end
end |
local skynet = require "skynet"
local netpack = require "netpack"
local sprotoloader = require "sprotoloader"
local socket = require "socket"
local util = require "util"
local loginservice = tonumber(...)
local CMD = {}
local SOCKET = {}
local gate
local agent = {}
local host
local send_request
local function send_package(fd, pack)
local package = string.pack(">s2", pack)
socket.write(fd, package)
end
function SOCKET.open(fd, addr)
skynet.error("New client from : " .. addr)
-- agent[fd] = skynet.newservice("agent")
-- skynet.call(agent[fd], "lua", "start", {gate = gate, client = fd, watchdog = skynet.self()})
skynet.call(gate, "lua", "register", fd)
end
local function close_agent(fd)
local a = agent[fd]
agent[fd] = nil
if a then
skynet.call(gate, "lua", "kick", fd)
-- disconnect never return
skynet.send(a, "lua", "disconnect")
end
end
function SOCKET.close(fd)
print("socket close",fd)
close_agent(fd)
end
function SOCKET.error(fd, msg)
print("socket error", fd, msg)
close_agent(fd)
end
function SOCKET.warning(fd, size)
-- size K bytes havn't send out in fd
print("socket warning", fd, size)
end
function SOCKET.data(fd, msg, sz)
local t, name, args, response = host:dispatch(msg, sz)
if not agent[fd] then
local subid = args["subid"]
if not subid then return end
local c = skynet.call(loginservice, "lua", "agent_get", tostring(subid))
if not c then return end
agent[fd] = c
skynet.call(c, "lua", "start", {gate = gate, client = fd, watchdog = skynet.self()})
end
if t == "REQUEST" and args["subid"] then
if name == "login" then
local subid = args["subid"]
local name = args["name"]
local ret = skynet.call(gate, "lua", "auth", subid, name)
if not ret then
if response then
local ret = response({result = "ERROR"})
send_package(fd, ret)
end
return
end
if response then
local ret = response({result = "OK"})
send_package(fd, ret)
end
elseif name == "register" then
skynet.call(c, "lua", "register", {args["name"], args["password"]})
end
end
end
function CMD.start(conf)
skynet.call(gate, "lua", "open" , conf)
host = sprotoloader.load(1):host "package"
send_request = host:attach(sprotoloader.load(2))
end
function CMD.close(fd)
close_agent(fd)
end
skynet.start(function()
skynet.dispatch("lua", function(session, source, cmd, subcmd, ...)
if cmd == "socket" then
local f = SOCKET[subcmd]
f(...)
-- socket api don't need return
else
local f = assert(CMD[cmd])
skynet.ret(skynet.pack(f(subcmd, ...)))
end
end)
gate = skynet.newservice("gate", loginservice)
end)
|
-----------------------------------------
-- ID: 4690
-- Scroll of Baramnesia
-- Teaches the white magic Baramnesia
-----------------------------------------
function onItemCheck(target)
return target:canLearnSpell(84)
end
function onItemUse(target)
target:addSpell(84)
end
|
local awful = require('awful')
local apps = {
browser = 'brave',
editor = os.getenv('EDITOR') or 'nvim',
fmanager = 'pcmanfm',
geditor = 'geany',
launcher = 'dmenu_run -i -p "Run:"',
rofi = 'rofi -show drun',
lock = 'i3lock',
mplayer = 'spotify',
screenshot = 'maim -B -u $HOME/.screenshots/"Screenshot-"$(date +%Y-%m-%d-%H-%M).png',
terminal = 'kitty',
vplayer = 'mpv',
vector = 'inkscape',
ssh = 'filezilla',
wallpaper = 'sxiv -t -o -r /home/hisham/Pictures/*'
}
local function run_once(cmd)
local findme = cmd
local firstspace = cmd:find(' ')
if firstspace then
findme = cmd:sub(0, firstspace - 1)
end
awful.spawn.with_shell(string.format('pgrep -u $USER -x %s > /dev/null || (%s)', findme, cmd), false)
end
do
local startup_apps=
{
--'nitrogen --restore',
--'picom --experimental-backends',
--'lxsession',
}
for _,apps in pairs(startup_apps) do
run_once(apps)
end
end
return apps
|
local function keycode(code, shift, ctrl, alt)
return ((shift and 1 or 0) << 2) | ((ctrl and 1 or 0) << 1) | (alt and 1 or 0)
| (code << 3)
end
local function keych(ch, shift, ctrl, alt)
return keycode(string.byte(ch), shift, ctrl, alt)
end
local function iMode()
editor.CaretStyle = 1
OnKey = imapOnKey
end
local function nMode()
editor.CaretStyle = 2
OnKey = nmapOnKey
end
local function OnKeyFromMap(map)
OnKey = function (key, s, c, a)
local act = map[keycode(key, s, c, a)]
if act then
local morekeys = false
if type(act) == "string" then
morekeys = editor[act](editor)
else
act()
end
if not morekeys then nMode() end
else
print "Keybinding not found"
nMode()
end
return true
end
end
imap = {
[keych('h', false, true)] = "DeleteBack",
[keych('[', false, true)] = nMode,
[keych('m', false, true)] = "NewLine",
[keych('w', false, true)] = "DelWordLeft",
[keycode(65307)] = nMode
}
local dmap = {
[keych'w'] = function() editor:DelWordRight() end,
[keych'd'] = function() editor:LineDelete() end
}
nmap = {
[keych'd'] = function() OnKeyFromMap(dmap) end,
[keych'g'] = function () OnKeyFromMap({[keych'g'] = "DocumentStart"}) end,
[keych('G', true)] = "DocumentEnd",
[keych'0'] = "HomeDisplay",
[keych'k'] = "LineUp",
[keych'j'] = "LineDown",
[keych'b'] = "WordLeft",
[keych'w'] = "WordRight",
[keych'e'] = "WordRightEnd",
[keych'p'] = "Paste",
[keych('$', true, false)] = "LineEnd",
[keych'h'] = "CharLeft",
[keych'l'] = "CharRight",
[keych'u'] = "Undo",
[keych('r',false, true)] = "Redo",
[keych('d',false, true)] = "PageDown",
[keych('u',false, true)] = "PageUp",
[keych('S', true)] = function() scite.MenuCommand(IDM_SAVE) end,
[keych'o'] = function() editor:LineEnd() editor:NewLine() iMode() end,
[keych('A', true)] = function() editor:LineEnd() iMode() end,
[keych'a'] = function() editor:CharRight() iMode() end,
[keych'x'] = function() editor:CharRight() editor:DeleteBack() end,
[keych'i'] = function() iMode() end
}
function nmapOnKey(key, shift, ctrl, alt)
local act = nmap[keycode(key, shift, ctrl, alt)]
if act then
if type(act) == "string" then
editor[act](editor)
else
act()
end
return true
end
print(key, shift, ctrl, alt)
return true
end
function imapOnKey(key, shift, ctrl, alt)
local act = imap[keycode(key, shift, ctrl, alt)]
if act then
if type(act) == "string" then
editor[act](editor)
else
act()
end
return true
end
return false
end
OnKey = nmapOnKey
|
------------------------
-- Entity class.
-- Base class of pretty much all your game objects.
--
-- Derived from @{Object}.
-- @cl Entity
--- @type Entity
local Entity = class("Entity")
Entity:include( Positional )
-- Generate unique entity IDs
local entCounter = 0
local function getEntUID()
entCounter = entCounter + 1
return entCounter
end
function Entity:initialize()
Positional.initialize( self )
self._entIndex = getEntUID()
self._depth = 0
self:setDrawBoundingBox()
self._removeflag = false
end
function Entity.static.isValid( ent )
return ent ~= nil and ent._removeflag == false
end
function Entity:update( dt )
end
function Entity:draw()
end
function Entity:onRemove()
end
-- gets the layer name where this entity is drawn on
function Entity:getDrawLayer()
return DRAW_LAYER.TOP
end
function Entity:setDrawBoundingBox( x1, y1, x2, y2 )
self._drawbox = { x1 = x1 or -16, y1 = y1 or -16, x2 = x2 or 16, y2 = y2 or 16 }
end
-- returns the entity's drawing bounds in world coordinates
function Entity:getDrawBoundingBox()
local px, py = self:getPos()
-- always assumed this is axis-aligned
return px + self._drawbox.x1, py + self._drawbox.y1, px + self._drawbox.x2, py + self._drawbox.y2
end
function Entity:setDrawDepth( d )
self._depth = d
return self
end
function Entity:getDrawDepth()
return self._depth
end
function Entity:getEntIndex()
return self._entIndex
end
function Entity:remove()
self._removeflag = true
end
function Entity:__eq( other )
return self:isInstanceOf(other) and self:getEntIndex() == other:getEntIndex()
end
function Entity:__tostring()
return tostring(self.class).." - Entity["..tostring(self._entIndex).."]"
end
return Entity |
------------------------------------------------------------------------------
-- hyper_city.lua:
--
-- City layouts get their own fle now. There are two main variants:
-- * Hyper City. Builds an initial space - could be an open level, could
-- have some geometry, maybe a street lyout, could even be an existing layout.
-- Random buildings are then placed wherever they'll fit in the space or are
-- carved into walls or joined onto each other.
-- * Grid City. Creates a zones grid (by one of two methods of subdivision)
-- and then places buildings specifically within those zones.
------------------------------------------------------------------------------
crawl_require("dlua/v_main.lua")
hyper.city = {}
hyper.city.default_strategy = hyper.place.strategy_inner_or_carve
function hyper.city.room_types(pass,options)
return {
{ weight = 10, paint_callback = floor_vault, room_transform = hyper.rooms.add_walls,size_padding = 3,min_size = 3 },
-- Filler to be used with very tiny rooms and occasionally with bigger areas
{ weight = 1, paint_callback = wall_vault, room_transform = hyper.rooms.add_walls,size_padding = 1 },
{ weight = 10, paint_callback = wall_vault, room_transform = hyper.rooms.add_walls,size_padding = 1 },
{ weight = 1, paint_callback = wall_vault, room_transform = hyper.rooms.add_walls,size_padding = 1 },
{ weight = 1, paint_callback = wall_vault, room_transform = hyper.rooms.add_walls,size_padding = 1 },
{ weight = 1, paint_callback = wall_vault, room_transform = hyper.rooms.add_walls,size_padding = 1 },
}
end
function hyper.city.grid_rooms(room,options,gen)
local grid = gen.grid_callback(room,options,gen)
local paint = {
{ type = "floor", corner1 = { x = 0, y = 0 }, corner2 = { x = room.size.x-1, y = room.size.y-1 } }
}
local passes = {}
for i,zone in ipairs(grid.zones) do
table.insert(passes,{ pass = "Zone"..i, strategy = hyper.place.strategy_primary, max_rooms = 1, bounds = zone.bounds, generators = gen.room_generators })
end
table.insert(paint,{ type = "build", passes = passes })
end
-- Creates a house by subdividing the rooms and then connecting them up
function hyper.city.house_vault(room,options,gen)
local params = hyper.merge_options(hyper.layout.omnigrid_defaults(),{
jitter = false,
minimum_size = 3,
subdivide_level_multiplier = 0.90,
guaranteed_divides = 3
})
local zonemap = hyper.layout.omnigrid_subdivide(0,0,room.size.x-1,room.size.y-1,params)
-- Fill with wall to start with
local paint = {
{ type = "wall", corner1 = { x = 0, y = 0 }, corner2 = { x = room.size.x-1, y = room.size.y-1 } }
}
-- Paint the zones with floor
util.append(paint,hyper.layout.zonemap_paint(zonemap,{
feature = "floor",
outer_padding = false,
corridor_width = 1
}))
-- TODO: Genericise the following process more. We should be able to supply custom decorators
-- to draw the connection (and this would allow for e.g. spotty connector for zones that don't
-- already overlap).
-- In fact, this could entirely replace the existing way that carvable walls are decorated.
-- Run two passes of "connect" - the first joins zones together with floor to create bigger room shapes
local plots = util.append(hyper.layout.zonemap_connect(zonemap,{
min_zones = 4,
connect_borders = function(borders)
return function(wall,border)
-- TODO: Can make a bit of internal architecture by patterning the connections
return "floor"
end
end
}),
-- The second connects all the remaining zones together with doors until we only have 1 zone
hyper.layout.zonemap_connect(zonemap,{
max_zones = 1,
connect_borders = function(borders)
-- How many doors to make? (Usually 1)
local numconnects = 1
if crawl.coinflip() then
numconnects = numconnects + crawl.random2(3)
end
local bcons = {}
for n=1,numconnects,1 do
local id = crawl.random2(#borders)+1
if bcons[id] == nil then bcons[id] = {} end
local wallnum = crawl.random2(#borders.walls)+1
bcons[id][wallnum] = true
end
return function(wall,border)
if bcons[border.id] ~= nil and bcons[border.id][wall.id] == true then
return "closed_door"
else
return nil
end
end
end
}))
table.insert(paint, { type = "plot", coords = plots })
room.zonemap = zonemap -- TODO: Probably isn't useful to us in this state
return paint
end
function hyper.layout.zonemap_connect(zonemap,params)
-- TODO: zone connection needs to be in a separate function
local bail = false
local function mergezones(a,b)
-- Always take the lower id, it'll simplify table manipulation
if b.id<a.id then a,b=b,a end
local plots = {}
-- Update foreign borders
local connected = {}
for i,bor in ipairs(b.borders) do
if bor.b == a then
-- Lose borders with the one we're merging to (but remember them for paint func)
table.insert(connected,bor)
util.remove(a.borders,bor.inverse) -- TODO: slow
else
-- Update other borders to point to us
bor.a = a
bor.inverse.b = a
-- TODO: It's possible that the border needs to merge with an existing one if they are congruent lines
table.insert(a.borders,bor)
end
end
local fdeco = params.connect_borders(connected)
-- TODO: Passing in the callback probably obfuscates things here. Should just return a list of connected
-- internals with the result then handle them any way we wanted? Or are there other uses for having it here?
for i,bor in ipairs(connected) do
for w,wall in ipairs(bor.walls) do
local feat = fdeco(wall,bor)
table.insert(plots, { feature = feat, x = wall.x, y = wall.y })
end
end
util.append(a.connects,b.connects)
util.append(a.borders,b.borders)
a.size = a.size + b.size
-- Remove the old zone
table.remove(zonemap.zones,b.id)
-- Adjust ids of zones to the right
for n = b.id, #(zonemap.zones), 1 do
zonemap.zones[n].id = n
end
-- Adjust count
zonemap.count = zonemap.count - 1
return plots
end
-- Weight function for picking the next zone to join up
-- TODO: Not really sure how these
local function fweightpick(zone)
return math.ceil(100 / zone.size)
end
-- Weight function for picking which zone to connect it to
local function fweightconnect(border)
return math.ceil(100 / zone.to.size)
end
local plots = {}
while (zonemap.count > 1 and not bail) do
-- Pick which zone to link up
local picked = util.random_weighted_from(fweightpick,zonemap.zones)
local connect = util.random_weighted_from(fweightconnect,picked.borders)
util.append(plots,mergezones(picked,connect))
if zonemap.count == params.min_zones then
bail = true
elseif zonemap.count <= params.max_zones
-- TODO: Not sure of a good way to handle this proability. Could always just keep going until min_zones is met and let
-- the caller randomise this. Or could get increasingly likely the closer we are to min_zones.
and crawl.random2(101) < 10 then
end
end
return plots
end
|
local S = mobs.intllib
-- name tag
minetest.register_craftitem("mobs:nametag", {
description = S("Nametag"),
inventory_image = "mobs_nametag.png",
})
core.register_craft({
type = "shapeless",
output = "mobs:nametag",
recipe = {"default:paper", "dye:black", "farming:string"},
})
-- leather
minetest.register_craftitem("mobs:leather", {
description = S("Leather"),
inventory_image = "mobs_leather.png",
})
-- raw meat
minetest.register_craftitem("mobs:meat_raw", {
description = S("Raw Meat"),
inventory_image = "mobs_meat_raw.png",
on_use = minetest.item_eat(3),
})
-- cooked meat
minetest.register_craftitem("mobs:meat", {
description = S("Meat"),
inventory_image = "mobs_meat.png",
on_use = minetest.item_eat(8),
})
minetest.register_craft({
type = "cooking",
output = "mobs:meat",
recipe = "mobs:meat_raw",
cooktime = 5,
})
-- magic lasso
minetest.register_tool("mobs:magic_lasso", {
description = S("Magic Lasso (right-click animal to put in inventory)"),
inventory_image = "mobs_magic_lasso.png",
})
minetest.register_craft({
output = "mobs:magic_lasso",
recipe = {
{"farming:string", "default:gold_lump", "farming:string"},
{"default:gold_lump", "default:diamondblock", "default:gold_lump"},
{"farming:string", "default:gold_lump", "farming:string"},
}
})
-- net
minetest.register_tool("mobs:net", {
description = S("Net (right-click animal to put in inventory)"),
inventory_image = "mobs_net.png",
})
minetest.register_craft({
output = "mobs:net",
recipe = {
{"default:stick", "", "default:stick"},
{"default:stick", "", "default:stick"},
{"farming:string", "default:stick", "farming:string"},
}
})
-- shears (right click to shear animal)
minetest.register_tool("mobs:shears", {
description = S("Steel Shears (right-click to shear)"),
inventory_image = "mobs_shears.png",
})
minetest.register_craft({
output = 'mobs:shears',
recipe = {
{'', 'default:steel_ingot', ''},
{'', 'group:stick', 'default:steel_ingot'},
}
})
-- protection rune
minetest.register_craftitem("mobs:protector", {
description = S("Mob Protection Rune"),
inventory_image = "mobs_protector.png",
})
minetest.register_craft({
output = "mobs:protector",
recipe = {
{"default:stone", "default:stone", "default:stone"},
{"default:stone", "default:goldblock", "default:stone"},
{"default:stone", "default:stone", "default:stone"},
}
})
-- saddle
minetest.register_craftitem("mobs:saddle", {
description = "Saddle",
inventory_image = "mobs_saddle.png"
})
minetest.register_craft({
output = "mobs:saddle",
recipe = {
{"mobs:leather", "mobs:leather", "mobs:leather"},
{"mobs:leather", "default:steel_ingot", "mobs:leather"},
{"mobs:leather", "default:steel_ingot", "mobs:leather"},
}
})
|
---@class CS.UnityEngine.Ray : CS.System.ValueType
---@field public origin CS.UnityEngine.Vector3
---@field public direction CS.UnityEngine.Vector3
---@type CS.UnityEngine.Ray
CS.UnityEngine.Ray = { }
---@return CS.UnityEngine.Ray
---@param origin CS.UnityEngine.Vector3
---@param direction CS.UnityEngine.Vector3
function CS.UnityEngine.Ray.New(origin, direction) end
---@return CS.UnityEngine.Vector3
---@param distance number
function CS.UnityEngine.Ray:GetPoint(distance) end
---@overload fun(): string
---@return string
---@param optional format string
function CS.UnityEngine.Ray:ToString(format) end
return CS.UnityEngine.Ray
|
---@class EncounterJournal
C_EncounterJournal = {}
---@param uiMapID number
---@return DungeonEntranceMapInfo dungeonEntrances
function C_EncounterJournal:GetDungeonEntrancesForMap(uiMapID) end
---@param uiMapID number
---@return EncounterJournalMapEncounterInfo encounters
function C_EncounterJournal:GetEncountersOnMap(uiMapID) end
--- Represents the icon indices for this EJ section. An icon index can be used to arrive at texture coordinates for specific encounter types, e.g.: EncounterJournal_SetFlagIcon
---@param sectionID number
---@return number|nil iconFlags
function C_EncounterJournal:GetSectionIconFlags(sectionID) end
---@param sectionID number
---@return EncounterJournalSectionInfo info
function C_EncounterJournal:GetSectionInfo(sectionID) end
---@class DungeonEntranceMapInfo
---@field areaPoiID number
---@field position table
---@field name string
---@field description string
---@field atlasName string
---@field journalInstanceID number
local DungeonEntranceMapInfo = {}
---@class EncounterJournalMapEncounterInfo
---@field encounterID number
---@field mapX number
---@field mapY number
local EncounterJournalMapEncounterInfo = {}
---@class EncounterJournalSectionInfo
---@field spellID number
---@field title string
---@field description string|nil
---@field headerType number
---@field abilityIcon number
---@field creatureDisplayID number
---@field uiModelSceneID number
---@field siblingSectionID number|nil
---@field firstChildSectionID number|nil
---@field filteredByDifficulty bool
---@field link string
---@field startsOpen bool
local EncounterJournalSectionInfo = {}
|
-- ----------------------------------------------
-- Copyright(c) 2018, CounterFlow AI, Inc. All Rights Reserved.
-- author: Collins Huff <ch@counterflowai.com>
--
-- Use of this source code is governed by a BSD-style
-- license that can be found in the LICENSE.txt file.
-- ----------------------------------------------
-- Country Anomaly computes an anomaly score based on country code
require 'analyzer/utils'
local redis_key = "country"
local analyzer_name = 'Country Anomaly'
function setup()
conn = hiredis.connect()
if conn:command('PING') ~= hiredis.status.PONG then
dragonfly.log_event(analyzer_name..': Could not connect to redis')
dragonfly.log_event(analyzer_name..': exiting')
os.exit()
end
starttime = 0 --mle.epoch()
print('>>>>>>>> '..analyzer_name..' starting')
dragonfly.log_event('>>>>>>>> '..analyzer_name..' starting')
local start = os.clock()
-- https://datahub.io/core/country-list#resource-data<Paste>
local filepath = "analyzer/country-codes.txt"
local file, err = io.open(filepath,'rb')
if file then
while true do
line = file:read()
if line == nil then
break
elseif line ~='' then
local cmd = 'HMSET '..redis_key..' '..line..' '..0
reply = conn:command_line(cmd)
if type(reply) == 'table' and reply.name ~= 'OK' then
dragonfly.log_event('Country Anomaly: '..cmd..' : '..reply.name)
end
end
end
file:close()
end
local cmd = 'HMSET ' .. redis_key .. ' total ' .. 0
reply = conn:command_line(cmd)
if type(reply) == 'table' and reply.name ~= 'OK' then
dragonfly.log_event('Country Anomaly: '..cmd..' : '..reply.name)
end
local now = os.clock()
local delta = now - start
print ('>>>>>>>> Loaded Country Codes in '..delta..' seconds')
dragonfly.log_event('>>>>>>>> Loaded Country Codes in '..delta..' seconds')
end
function loop(msg)
local start = os.clock()
local eve = msg
local fields = {"analytics.ip_geo.location.country_code",}
if not check_fields(eve, fields) then
dragonfly.log_event(analyzer_name..': Required fields missing')
dragonfly.analyze_event(default_analyzer, msg)
return
end
local country_code = eve.analytics.ip_geo.location.country_code
local cmd = 'HMGET '..redis_key..' total '..country_code
local reply = conn:command_line(cmd)
for _,v in ipairs(reply) do
if type(v) == 'table' and v.name ~= 'OK' then
dragonfly.log_event(analyzer_name..': '..cmd..': '..v.name)
dragonfly.analyze_event(default_analyzer, msg)
return
end
end
local total = reply[1]
local count = reply[2]
if not tonumber(total) or not tonumber(count) then
dragonfly.log_event(analyzer_name..': Could not convert total '.. total..' or count to number '..count)
dragonfly.analyze_event(default_analyzer, msg)
return
end
prob = tonumber(count) * 1.0 / (tonumber(total) + 1)
inv_prob = 1 - prob
new_total = tonumber(total) + 1
new_count = tonumber(count) + 1
local cmd = 'HMSET '..redis_key..' total '..new_total..' '..country_code..' '..new_count
reply = conn:command_line(cmd)
if type(reply) == 'table' and reply.name ~= 'OK' then
dragonfly.log_event(analyzer_name..': '..cmd..' '..reply.name)
end
analytics = eve.analytics
if not analytics then
analytics = {}
end
country_info = {}
country_info["country_code"] = country_code
country_info["score"] = inv_prob
country_info["count"] = count
country_info["total"] = total
country_info["threshold"] = 0.995983936
analytics["country"] = country_info
eve['analytics'] = analytics
dragonfly.analyze_event(default_analyzer, eve)
local now = os.clock()
local delta = now - start
dragonfly.log_event(analyzer_name..': time: '..delta)
end
|
local print, clock, format = print, os.clock, string.format
local concat = table.concat
local start, en
for _ = 1, 10 do
start = clock()
local s = ''
for i = 1, 100000 do
s = s .. 'a'
end
en = clock()
print(format('operator ..: %.03f', en - start))
start = clock()
local s = {}
for i = 1, 100000 do
s[i] = 'a'
end
s = concat(s)
en = clock()
print(format('table.concat: %.03f', en - start))
print()
end
|
print("testing callstack generation")
local function testfn_with_a_very_long_name_3(value1, value2, value3)
return testmodule.foo(value1, value2, value3)
end
local function testfn_with_a_very_long_name_2(value1, value2)
testfn_with_a_very_long_name_3(value1, value2, value1 + value2)
end
local function testfn_with_a_very_long_name_(value)
if value == 0 then
testfn_with_a_very_long_name_2(value*2, value*3+1)
else
testfn_with_a_very_long_name_(value - 1)
end
end
function do_crash()
print("OUTPUT:", testfn_with_a_very_long_name_(200))
end
|
local tNewAbilities = {
"flame_lord_flameshot",
"flame_lord_fire_storm",
"flame_lord_liquid_fire",
"generic_hidden",
"generic_hidden",
"flame_lord_enflame",
"special_bonus_gold_income_120",
"special_bonus_exp_boost_30",
"special_bonus_unique_flame_lord_1",
"special_bonus_cast_range_150",
"special_bonus_unique_flame_lord_2",
"special_bonus_unique_flame_lord_3",
"special_bonus_unique_flame_lord_4",
"special_bonus_cooldown_reduction_30"
}
local tHeroBaseStats = {
MovementSpeed = 300,
AttackRate = 1.6,
AttackAnimationPoint = 0.3,
AttackDamageMin = 17,
AttackDamageMax = 26,
AttackRange = 575,
AttributeBaseStrength = 16,
AttributeBaseAgility = 18,
AttributeBaseIntelligence = 22,
AttributeStrengthGain = 1.8,
AttributeAgilityGain = 1.5,
AttributeIntelligenceGain = 3,
ArmorPhysical = 0,
PrimaryAttribute = DOTA_ATTRIBUTE_INTELLECT,
}
CustomNetTables:SetTableValue("fun_hero_stats", "flame_lord_abilities", tNewAbilities)
CustomNetTables:SetTableValue("fun_hero_stats", "flame_lord", tHeroBaseStats)
GameMode:FunHeroScepterUpgradeInfo("flame_lord", tNewAbilities)
function FlameLordTalentManager(keys)
if PlayerResource:GetPlayer(keys.PlayerID):GetAssignedHero():GetName() ~= "npc_dota_hero_warlock" then return end
local hHero = PlayerResource:GetPlayer(keys.PlayerID):GetAssignedHero()
if keys.abilityname == "special_bonus_unique_flame_lord_4" then
local iLevel = hHero:FindAbilityByName("flame_lord_enflame"):GetLevel()
local fCD = hHero:FindAbilityByName("flame_lord_enflame"):GetCooldownTimeRemaining()
hHero:RemoveAbility("flame_lord_enflame")
local hAbility = hHero:AddAbility("flame_lord_enflame_talented")
hAbility:SetLevel(iLevel)
hAbility:StartCooldown(fCD)
end
if keys.abilityname == "special_bonus_unique_flame_lord_2" then
local iLevel = hHero:FindAbilityByName("flame_lord_fire_storm"):GetLevel()
local fCD = hHero:FindAbilityByName("flame_lord_fire_storm"):GetCooldownTimeRemaining()
hHero:RemoveAbility("flame_lord_fire_storm")
local hAbility = hHero:AddAbility("flame_lord_fire_storm_talented")
hAbility:SetLevel(iLevel)
hAbility:StartCooldown(fCD)
end
end
function FlameLordInit(hHero, context)
hHero:AddNewModifier(hHero, nil, "modifier_attribute_indicator_flame_lord", {})
GameMode:InitiateHeroStats(hHero, tNewAbilities, tHeroBaseStats)
if not GameMode.bFlameLordTalentManagerSet then
ListenToGameEvent( "dota_player_learned_ability", FlameLordTalentManager, nil )
GameMode.bFlameLordTalentManagerSet = true
end
end |
local function _toMarkup(val, spacing, colors, parsed)
if type(val) == "string" then
return {{v = string.format("%q", val), i = spacing, c = colors.string or colors["default"]}}
elseif type(val) == "boolean" then
return {{v = val and "true" or "false", i = spacing, c = colors.boolean or colors["default"]}}
elseif type(val) == "number" then
return {{v = tostring(val), i = spacing, c = colors.number or colors["default"]}}
elseif type(val) == "function" then
local info = debug.getinfo(val, "S")
if not info or info.what == "C" then
return {{v = "function:([C])", i = spacing, c = colors.c_function or colors["function"] or colors["default"]}}
else
return {{v = ("function:(%s : %s-%s)"):format(info.short_src, info.linedefined, info.lastlinedefined), i = spacing, c = colors["function"] or colors["default"]}} --"..table.concat(debug.getparams(val), ",").."
end
elseif type(val) == "table" then
if parsed[val] then
return {{v = "<"..tostring(val)..">", i = spacing, c = colors.table or colors["default"]}}
else
parsed[val] = true
local s = {{v = "{", n = true, i = spacing, c = colors.table or colors["default"]}}
for key,val2 in pairs(val) do
table.insert(s, {v = "[", i = spacing+1, c = colors.table or colors["default"]})
local k_s = _toMarkup(key, spacing+1, colors, parsed)
k_s.i = spacing+1
for k_i = 1, #k_s do
table.insert(s, k_s[k_i])
end
table.insert(s, {v = "]", i = spacing+1, c = colors.table or colors["default"]})
table.insert(s, {v = " = ", i = spacing, c = colors.table or colors["default"]})
local v_s = _toMarkup(val2, spacing+1, colors, parsed)
v_s.i = spacing+1
for v_i = 1, #v_s do
table.insert(s, v_s[v_i])
end
table.insert(s, {v = ",", n = true, c = colors.table or colors["default"]})
end
table.insert(s, {v = "}", i = spacing, c = colors.table or colors["default"]})
return s
end
elseif type(val) == "nil" then
return {{v = "nil", c = colors["nil"] or colors["default"]}}
elseif type(val) == "Panel" then
return {{v = "<"..type(val)..">: "..(val:IsValid () and (val.ClassName or "") or "INVALID"), c = colors["default"]}}
end
return {{v = "<"..type(val)..">: "..tostring(val)..">", c = colors["default"]}}
end
function toMarkup(val, colors)
return _toMarkup(val, 0, colors, {})
end
function MarkupToHTML(markup, colors_override)
local colors = colors_override or table.markup_colors
local s, cc, ic, first = "", colors.default, 0, true
local jn = true
for oi = 1, #markup do
local object = markup[oi]
local c = object.c
local changes = ""
if c and c.r ~= cc.r or c.g ~= cc.g or c.b ~= cc.b then
changes = changes.."color:#"..string.format("%X", (c.r*256+c.g)*256+c.b)..";"
cc = c
end
--[[if object.i and object.i ~= ic then
changes = changes.."text-ident: "..(5+10*object.i).."pt;"
ic = object.i
end]]
if changes ~= "" then
s = s..(first and "" or "</span>")..'<span style="'..changes..'">'
first = false
end
s = s
..(jn and (" "):rep((object.i or 0)*4) or "")
..string.gsub(object.v or "", ".", function(c)
local b = string.byte(c)
return (b < 32 or b > 155 or b == 60 or b == 62 or b == 38) and "&#"..b..";"
end)
..(object.n and "<br/>\n" or "")
jn = object.n
end
if not first then
s = s.."</span>"
end
return s
end
table.markup_colors = {
table = Color(255, 150, 255),
string = color_white,
number = Color(255, 128, 0),
boolean = Color(150, 255, 150),
["function"] = Color(100, 150, 255),
c_function = Color(100, 255, 255), -- what colour is this? :S
default = Color(255, 100, 100),
}
function table.tomarkup(t, colors_override)
return toMarkup(t, colors_override or table.markup_colors)
end
function table.print(tbl, colors_override)
local markup = table.tomarkup(tbl, colors_override)
local jn = true
for oi = 1, #markup do
local object = markup[oi]
MsgC(object.c, ("\t"):rep(jn and object.i or 0)..(object.v or "")..(object.n and "\n" or ""))
jn = object.n
end
MsgC(table.markup_colors.default,"\n")
end
PrintTable = function(...) -- so we don't pass extra tables..
for k,tbl in pairs{...} do
table.print(tbl)
end
end
function table.tohtml(tbl, colors_override)
return MarkupToHTML(table.tomarkup(tbl, colors_override))
end |
---
--- Generated by EmmyLua(https://github.com/EmmyLua)
--- Created by Bing Lau.
--- DateTime: 2021/5/23 15:09
---
--local _PlayerPref = CS.UnityEngine.PlayerPrefs
--local enable = _PlayerPref.GetInt("enable_emmylua", 0)
--
--print("Enable EmmyLua debugger: %s", enable == 1 and "on" or "off")
--if enable ~= 1 then
-- return
--end
-- 只判断是不是开启了EmmyLua调试,至于是 IDE connect Debugger 还是 Debugger connect IDE 自己去调整
package.cpath = package.cpath .. ';C:/Users/wangman/AppData/Roaming/JetBrains/Rider2020.1/plugins/intellij-emmylua/classes/debugger/emmy/windows/x64/?.dll'
local dbg = require('emmy_core')
dbg.tcpListen('localhost', 9966)
|
local NeP = NeP
NeP.Interface.usedGUIs = {}
local LibStub = NeP._G.LibStub
local unpack = NeP._G.unpack
local DiesalGUI = LibStub("DiesalGUI-1.0")
local element_space = 2
function NeP.Interface.Noop() end
local Elements = {
header = 'Header',
text = 'Text',
rule = 'Rule',
ruler = 'Rule',
texture = 'Texture',
checkbox = 'Checkbox',
spinner = 'Spinner',
checkspin = 'Checkspin',
combo = 'Combo',
dropdown = 'Combo',
button = 'Button',
input = 'Input',
spacer = 'Spacer'
}
local default_profiles = {{key='default',text='Default'}}
local new_prof_Name = "New Profile Name"
local function new_prof(table, parent)
local pFrame = NeP.Interface.pFrame
local profileName = pFrame.Input:GetText()
if profileName == ''
or profileName == new_prof_Name
or profileName == "settings" then
return pFrame.Button:SetText('Profile cant have that name!')
end
for _,p in ipairs(table.av_profiles) do
if p.key == profileName then
return pFrame.Button:SetText('Profile with that name exists!')
end
end
NeP._G.table.insert(table.av_profiles, {key = profileName, text = profileName})
NeP.Config:Write(table.key, 'av_profiles', table.av_profiles, 'settings')
NeP.Config:Write(table.key, 'selected_profile', profileName, 'settings')
pFrame:Hide()
parent:Hide()
parent:Release()
NeP.Interface.usedGUIs[table.key] = nil
NeP.Interface:BuildGUI(table)
pFrame:Hide()
pFrame.Input:SetText(new_prof_Name)
end
local function del_prof(table, parent)
for i,p in ipairs(table.av_profiles) do
if p.key == table.selected_profile then
if table.selected_profile ~= 'default' then
table.av_profiles[i] = nil
end
NeP.Config:Write(table.key, 'av_profiles', table.av_profiles, 'settings')
NeP.Config:Write(table.key, 'selected_profile', 'default', 'settings')
parent:Hide()
parent:Release()
NeP.Interface.usedGUIs[table.key] = nil
NeP.Config:Reset(table.key, nil, table.selected_profile)
NeP.Interface:BuildGUI(table)
break
end
end
end
function NeP.Interface:BuildGUI_New(table, parent)
local tmp = DiesalGUI:Create('Button')
parent:AddChild(tmp)
tmp:SetParent(parent.footer)
tmp:SetPoint('TOPLEFT',21,0)
tmp:SetSettings({width = 21, height = 21}, true)
tmp:SetText('N')
tmp:SetStylesheet(self.buttonStyleSheet)
tmp:SetEventListener('OnClick', function()
local pFrame = NeP.Interface.pFrame
pFrame:Show()
pFrame.Button:SetEventListener('OnClick', function() new_prof(table, parent) end)
end)
end
function NeP.Interface:BuildGUI_Del(table, parent)
local tmp = DiesalGUI:Create('Button')
parent:AddChild(tmp)
tmp:SetParent(parent.footer)
tmp:SetPoint('TOPLEFT')
tmp:SetSettings({width = 21, height = 21}, true)
tmp:SetText('D')
tmp:SetStylesheet(self.buttonStyleSheet)
tmp:SetEventListener('OnClick', function() del_prof(table, parent) end)
end
function NeP.Interface:BuildGUI_Combo(table, parent)
local tmp = DiesalGUI:Create('Dropdown')
parent:AddChild(tmp)
tmp:SetParent(parent.footer)
tmp:SetPoint("TOPRIGHT", parent.footer, "TOPRIGHT", 0, 0)
tmp:SetPoint("BOTTOMLEFT", parent.footer, "BOTTOMLEFT", 42, 0)
--tmp:SetStylesheet(self.comboBoxStyleSheet)
local orderdKeys = {}
local list = {}
-- Only when loaded
NeP.Core:WhenInGame(function()
for i, value in pairs(table.av_profiles) do
orderdKeys[i] = value.key
list[value.key] = value.text
end
tmp:SetList(list, orderdKeys)
tmp:SetValue(table.selected_profile)
end)
tmp:SetEventListener('OnValueChanged', function(_,_, value)
if table.selected_profile == value then return end
NeP.Config:Write(table.key, 'selected_profile', value, 'settings')
parent:Hide()
parent:Release()
self.usedGUIs[table.key] = nil
self:BuildGUI(table)
end)
end
function NeP.Interface:AddText(element, parent, table, element_type, tmp)
if element.text
and element_type ~= "Text"
and element_type ~= "Header"
and element_type ~= "Button" then
tmp.text2 = self:Text(element, parent, table)
if element_type == 'Spinner' then
tmp:SetHeight(element.height or tmp.text2:GetStringHeight())
end
if element_type == 'Checkspin' then
tmp.spin:SetHeight(element.height or tmp.text2:GetStringHeight())
end
end
end
function NeP.Interface:AddDesc(element, parent, table, tmp)
if element.desc then
element.text = element.desc
tmp.desc = self:Text(element, parent, table)
table.offset = table.offset - tmp.desc:GetStringHeight()
end
end
function NeP.Interface:BuildElements(table, parent)
table.offset = -5
for i=1, #table.config do
local element = table.config[i]
local element_type = Elements[element.type:lower()]
--build element
element.key = element.key or "fake"
local tmp = self[element_type](self, element, parent, table)
self:AddText(element, parent, table, element_type, tmp)
self:AddDesc(element, parent, table, tmp)
table.offset = table.offset - element_space
self.usedGUIs[table.key].elements[element.key] = tmp
end
end
function NeP.Interface:GetElement(key, element)
return self.usedGUIs[key].elements[element].parent
end
-- This opens a existing GUI instead of creating another
function NeP.Interface:TestCreated(table)
local test = type(table) == 'string' and table or table.key
if self.usedGUIs[test] then
self.usedGUIs[test].parent:Show()
return self.usedGUIs[test]
end
end
local function UI_WhenInGame(table, parent)
--Colors
if not table.color then table.color = NeP.Color end
if type(table.color) == 'function' then table.color = table.color() end
-- load Location
local left, top = unpack(NeP.Config:Read(table.key, 'Location', {500, 500}, 'settings'))
parent.settings.left = left
parent.settings.top = top
parent:UpdatePosition()
--tittle
parent:SetTitle("|cff"..table.color..(table.title or table.key).."|r", table.subtitle)
--profiles
table.selected_profile = NeP.Config:Read(table.key, 'selected_profile', 'default', 'settings')
table.av_profiles = NeP.Config:Read(table.key, 'av_profiles', default_profiles, 'settings')
parent:ApplySettings()
end
function NeP.Interface.BuildGUI(_, table)
local self = NeP.Interface
--Tests
local gui_test = self:TestCreated(table)
if gui_test then return gui_test end
if not table.key then return end
-- Create a new parent
local parent = DiesalGUI:Create('Window')
self.usedGUIs[table.key] = {}
self.usedGUIs[table.key].parent = parent
self.usedGUIs[table.key].elements = {}
parent:SetWidth(table.width or 200)
parent:SetHeight(table.height or 300)
parent.frame:SetClampedToScreen(true)
--parent:SetStylesheet(self.WindowStyleSheet)
--Save Location after dragging
parent:SetEventListener('OnDragStop', function(_,_, l, t)
NeP.Config:Write(table.key, 'Location', {l, t}, 'settings')
end)
-- Only build the body after we'r done loading configs
NeP.Core:WhenInGame(function() UI_WhenInGame(table, parent) end, 9)
-- Build Profiles
if table.profiles then
parent.settings.footer = true
self:BuildGUI_Combo(table, parent)
self:BuildGUI_Del(table, parent)
self:BuildGUI_New(table, parent)
end
--Header
if table.header then
parent.settings.header = true
end
-- Build elements
local window = DiesalGUI:Create('ScrollFrame')
parent:AddChild(window)
window:SetParent(parent.content)
window:SetAllPoints(parent.content)
if table.config then
self:BuildElements(table, window)
end
self.usedGUIs[table.key].window = window
parent:ApplySettings()
return self.usedGUIs[table.key]
end
function NeP.Interface.Fetch(_, a, b, default)
local cprofile = NeP.Config:Read(a, 'selected_profile', 'default', 'settings')
return NeP.Config:Read(a, b, default, cprofile)
end
function NeP.Interface.Write(_, a, b, key)
local cprofile = NeP.Config:Read(a, 'selected_profile', 'default', 'settings')
NeP.Config:Write(a, b, key, cprofile)
end
|
---@module ModuleA
module("ModuleA")
module_scoped_var = "a"
|
ITEM.name = "Rusty Crossbow"
ITEM.model = "models/weapons/w_crossbow.mdl"
ITEM.description = "A rusty crossbow, it doesn't seem to operate but maybe after some restornation..."
ITEM.chance = 5
ITEM.category = "Crafting" |
meta.name = "Vanilla rendering"
meta.version = "WIP"
meta.description = "Demonstrates drawing of in-game text and textures"
meta.author = "Zappatic"
white = Color:white()
red = Color:red()
green = Color:green()
blue = Color:blue()
black = Color:black()
font_scale = 0.0006
background_rect_top_left_x = 0.0
background_rect_top_left_y = 0.0
background_rect_bottom_right_x = 0.0
background_rect_bottom_right_y = 0.0
set_callback(function(render_ctx)
local y = 0.9
local scale = font_scale
for i = 1, 7 do
render_ctx:draw_text("Text scale "..tostring(scale), 0.0, y, scale, scale, white, VANILLA_TEXT_ALIGNMENT.CENTER, VANILLA_FONT_STYLE.ITALIC)
y = y - 0.1
scale = scale + 0.0001
end
y = y + 0.05
local x = -0.28
for i = 1, 7 do
render_ctx:draw_screen_texture(TEXTURE.DATA_TEXTURES_HUD_0, 4, i-1, x, y, x + 0.08, y - (0.08 * (16.0/9.0)), white)
x = x + 0.08
end
y = y - 0.20
scale = 0.0008
render_ctx:draw_text("Left aligned", 0.0, y, scale, scale, white, VANILLA_TEXT_ALIGNMENT.LEFT, VANILLA_FONT_STYLE.ITALIC)
y = y - 0.07
render_ctx:draw_text("Center aligned", 0.0, y, scale, scale, white, VANILLA_TEXT_ALIGNMENT.CENTER, VANILLA_FONT_STYLE.ITALIC)
y = y - 0.07
render_ctx:draw_text("Right aligned", 0.0, y, scale, scale, white, VANILLA_TEXT_ALIGNMENT.RIGHT, VANILLA_FONT_STYLE.ITALIC)
y = y - 0.07
red_width, _ = render_ctx:draw_text_size("Red ", scale, scale, VANILLA_FONT_STYLE.ITALIC)
green_width, _ = render_ctx:draw_text_size("Green ", scale, scale, VANILLA_FONT_STYLE.ITALIC)
blue_width, _ = render_ctx:draw_text_size("Blue ", scale, scale, VANILLA_FONT_STYLE.ITALIC)
space_width = 0.01
total_width = red_width + green_width + blue_width + (space_width * 2.0)
render_ctx:draw_text("Red", (total_width / 2.0) * -1.0, y, scale, scale, red, VANILLA_TEXT_ALIGNMENT.LEFT, VANILLA_FONT_STYLE.ITALIC)
render_ctx:draw_text("Green", ((total_width / 2.0) * -1.0) + red_width + space_width, y, scale, scale, green, VANILLA_TEXT_ALIGNMENT.LEFT, VANILLA_FONT_STYLE.ITALIC)
render_ctx:draw_text("Blue", ((total_width / 2.0) * -1.0) + red_width + space_width + green_width + space_width, y, scale, scale, blue, VANILLA_TEXT_ALIGNMENT.LEFT, VANILLA_FONT_STYLE.ITALIC)
y = y - 0.07
render_ctx:draw_text("Bold text", 0.0, y, scale, scale, white, VANILLA_TEXT_ALIGNMENT.CENTER, VANILLA_FONT_STYLE.BOLD)
y = y - 0.07
local text = "Bordered, shadowed text"
render_ctx:draw_text(text, 0.0025, y - 0.0025, scale, scale, black, VANILLA_TEXT_ALIGNMENT.CENTER, VANILLA_FONT_STYLE.ITALIC)
render_ctx:draw_text(text, 0.0, y, scale, scale, white, VANILLA_TEXT_ALIGNMENT.CENTER, VANILLA_FONT_STYLE.ITALIC)
width, height = render_ctx:draw_text_size(text, scale, scale, VANILLA_FONT_STYLE.ITALIC)
-- because this text is rendered centered, we have to calc the top left relative to the centerpoint we provided to render_ctx:draw_text
background_rect_top_left_x = 0.0 - (width / 2.0)
background_rect_top_left_y = y - (height / 2.0)
background_rect_bottom_right_x = background_rect_top_left_x + width
background_rect_bottom_right_y = background_rect_top_left_y + height
-- these background rect coords are then used below in the GUIFRAME callback to draw the border on the screen
y = y - 0.12
-- jump = \u{83}
-- attack = \u{84}
-- bomb = \u{85}
-- rope = \u{86}
-- pause = \u{89}
-- journal = \u{8A}
-- use door/buy = \u{88}
-- walk/run = \u{87}
-- left = \u{8B}
-- right = \u{8C}
-- up = \u{8D}
-- down = \u{8E}
-- enter/confirm = \u{8F}
-- if you combine multiple keys in one string, it might mess up, e.g. "\u{83} and \u{89}"
local special_characters = "Press \u{83} to jump"
scale = 0.0013
render_ctx:draw_text(special_characters, 0.0, y, scale, scale, white, VANILLA_TEXT_ALIGNMENT.CENTER, VANILLA_FONT_STYLE.ITALIC)
end, ON.RENDER_POST_HUD)
set_callback(function(render_ctx)
render_ctx:draw_text("Rendered below the HUD", 0.95, 0.86, 0.0006, 0.0006, red, VANILLA_TEXT_ALIGNMENT.RIGHT, VANILLA_FONT_STYLE.ITALIC)
end, ON.RENDER_PRE_HUD)
set_callback(function(draw_ctx)
draw_ctx:draw_rect(background_rect_top_left_x, background_rect_top_left_y, background_rect_bottom_right_x, background_rect_bottom_right_y, 2, 2, rgba(255, 0, 255, 200))
end, ON.GUIFRAME)
-- draw a crown on the player's head
set_callback(function(render_ctx, draw_depth)
if #players < 1 then return end
-- the event is PRE draw depth, so if we want to draw it in front of the player, we have to
-- draw it 'pre' the next draw_depth, which is one closer towards draw_depth 1 (so subtract 1 instead of add 1)
if draw_depth == players[1].type.draw_depth - 1 then
x, y, l = get_render_position(players[1].uid)
-- reposition the crown on top of the head, starting from the center point of the player: bit to the left, bit upwards
x = x - 0.5
y = y + 1.15
rect = AABB:new(x, y, x + 1.0, y - 1.0)
render_ctx:draw_world_texture(TEXTURE.DATA_TEXTURES_ITEMS_0, 1, 14, rect, white)
end
end, ON.RENDER_PRE_DRAW_DEPTH)
-- move Ana on the title screen
set_pre_render_screen(SCREEN.TITLE, function(screen, render_ctx)
s = screen:as_screen_title()
s.ana:set_destination(AABB:new(-0.1, 0, 0.15, -0.4))
s.particle_torchflame_flames.x = 0.05
s.particle_torchflame_flames.y = 0.0
s.particle_torchflame_backflames.x = 0.05
s.particle_torchflame_backflames.y = 0.0
s.particle_torchflame_smoke.x = 0.0
s.particle_torchflame_smoke.y = 0.0
s.particle_torchflame_backflames_animated.x = 0.05
s.particle_torchflame_backflames_animated.y = 0.0
s.particle_torchflame_flames_animated.x = 0.05
s.particle_torchflame_flames_animated.y = 0.0
s.particle_torchflame_ash.x = 0.05
s.particle_torchflame_ash.y = 0.0
end)
-- drawing text on top of the screen should be done in the post_render_screen callback:
set_post_render_screen(SCREEN.TITLE, function(screen, render_ctx)
render_ctx:draw_text("Ana", 0.0, 0.0, 0.0006, 0.0006, white, VANILLA_TEXT_ALIGNMENT.CENTER, VANILLA_FONT_STYLE.ITALIC)
end)
-- put the journal in the bottom right corner
set_pre_render_screen(SCREEN.LEVEL, function(screen, render_ctx)
-- the journal (and pause screen) UI is available through the game manager, it's not a property of a particular screen
if game_manager.journal_ui.state > 0 then -- checks if the journal is visible
game_manager.journal_ui.entire_book:set_destination(AABB:new(0, 0, 0.95, -0.95))
end
end)
set_callback(function(render_ctx, page_type, page)
if page_type == JOURNAL_PAGE_TYPE.JOURNAL_MENU then
render_ctx:draw_text("Text on the journal menu", 0.0, 0.0, 0.0018, 0.0018, black, VANILLA_TEXT_ALIGNMENT.CENTER, VANILLA_FONT_STYLE.ITALIC)
elseif page_type == JOURNAL_PAGE_TYPE.PROGRESS then
render_ctx:draw_text("Text on the progress page", 0.0, 0.0, 0.0018, 0.0018, black, VANILLA_TEXT_ALIGNMENT.CENTER, VANILLA_FONT_STYLE.ITALIC)
elseif page_type == JOURNAL_PAGE_TYPE.PLACES then
-- If you draw when the page_type equals PLACES, then it will be drawn on every place page
-- If you want to draw on a specific page, compare the page_number of the current page to the page you want to render, in this case page 3
-- The page number is a zero-based index, and you have to count the journal progress and journal menu page as well, so Jungle is page 3
-- In this case, we don't have to cast the page with as_journal_page_places() because page_number is available in the base class JournalPage
if page.page_number == 3 then
render_ctx:draw_text("Text on the Jungle place page", 0.0, 0.0, 0.0018, 0.0018, black, VANILLA_TEXT_ALIGNMENT.CENTER, VANILLA_FONT_STYLE.ITALIC)
end
elseif page_type == JOURNAL_PAGE_TYPE.PEOPLE then
render_ctx:draw_text("Text on all people pages", 0.0, 0.0, 0.0018, 0.0018, black, VANILLA_TEXT_ALIGNMENT.CENTER, VANILLA_FONT_STYLE.ITALIC)
elseif page_type == JOURNAL_PAGE_TYPE.BESTIARY then
render_ctx:draw_text("Text on all bestiary pages", 0.0, 0.0, 0.0018, 0.0018, black, VANILLA_TEXT_ALIGNMENT.CENTER, VANILLA_FONT_STYLE.ITALIC)
-- hide all main images in bestiary (as if they were undiscovered)
local p = page:as_journal_page_bestiary();
p.show_main_image = false
elseif page_type == JOURNAL_PAGE_TYPE.ITEMS then
render_ctx:draw_text("Text on all items pages", 0.0, 0.0, 0.0018, 0.0018, black, VANILLA_TEXT_ALIGNMENT.CENTER, VANILLA_FONT_STYLE.ITALIC)
elseif page_type == JOURNAL_PAGE_TYPE.TRAPS then
render_ctx:draw_text("Text on all traps pages", 0.0, 0.0, 0.0018, 0.0018, black, VANILLA_TEXT_ALIGNMENT.CENTER, VANILLA_FONT_STYLE.ITALIC)
elseif page_type == JOURNAL_PAGE_TYPE.STORY then
render_ctx:draw_text("Text on all story pages", 0.0, 0.0, 0.0018, 0.0018, black, VANILLA_TEXT_ALIGNMENT.CENTER, VANILLA_FONT_STYLE.ITALIC)
elseif page_type == JOURNAL_PAGE_TYPE.FEATS then
render_ctx:draw_text("Text on all feats pages", 0.0, 0.0, 0.0018, 0.0018, black, VANILLA_TEXT_ALIGNMENT.CENTER, VANILLA_FONT_STYLE.ITALIC)
elseif page_type == JOURNAL_PAGE_TYPE.DEATH_CAUSE then
render_ctx:draw_text("Text on the deathcause page", 0.0, 0.0, 0.0018, 0.0018, black, VANILLA_TEXT_ALIGNMENT.CENTER, VANILLA_FONT_STYLE.ITALIC)
elseif page_type == JOURNAL_PAGE_TYPE.DEATH_MENU then
render_ctx:draw_text("Text on the death menu", 0.0, 0.0, 0.0018, 0.0018, black, VANILLA_TEXT_ALIGNMENT.CENTER, VANILLA_FONT_STYLE.ITALIC)
elseif page_type == JOURNAL_PAGE_TYPE.RECAP then
render_ctx:draw_text("Text on the recap page", 0.0, 0.0, 0.0018, 0.0018, black, VANILLA_TEXT_ALIGNMENT.CENTER, VANILLA_FONT_STYLE.ITALIC)
elseif page_type == JOURNAL_PAGE_TYPE.PLAYER_PROFILE then
render_ctx:draw_text("Text on the player profile page", 0.0, 0.0, 0.0018, 0.0018, white, VANILLA_TEXT_ALIGNMENT.CENTER, VANILLA_FONT_STYLE.ITALIC)
elseif page_type == JOURNAL_PAGE_TYPE.LAST_GAME_PLAYED then
render_ctx:draw_text("Text on the last game played page", 0.0, 0.2, 0.0018, 0.0018, black, VANILLA_TEXT_ALIGNMENT.CENTER, VANILLA_FONT_STYLE.ITALIC)
end
end, ON.RENDER_POST_JOURNAL_PAGE)
|
-- some.field come from c++
some.field.y = 103
function begin(uworld,uactor)
world=uworld
actor=uactor
assert(UEnums.LogLevel.LL_Warning)
print("Unreal enum",UEnums.LogLevel.LL_Warning)
assert(TestEnum.TE_COUNT==2)
assert(TestEnum2.COUNT==2)
-- set from c++
print(some,some.field)
assert(somefield==102)
assert(some.field.x==101)
assert(some.field.y==103)
assert(some.field.z==104)
slua.threadGC("on")
testcase()
end
function testcase()
-- require 'TestPerf'
require 'TestUI'
require 'TestCase'
require 'TestStruct'
require 'TestCppBinding'
TestBp=require 'TestBlueprint'
TestBp:test(world,actor)
TestMap = require 'TestMap'
TestArray = require 'TestArray'
TestActor = require 'TestActor'
-- slua can detect dead loop code
-- if lua exec timeout ,slua will report an error and jump out function
-- you can comment out below code to test it
-- while true do
-- print("dead loop")
-- end
end
local tt=0
function update(dt)
tt=tt+dt
TestActor.update(tt,actor)
TestArray.update(tt)
TestMap.update(tt)
TestBp:update(tt)
end |
-- this script is presented by https://forum.cfx.re/u/saltygrandpa/summary all core functions were created by aswell; for the free use of the CFX community.
-- edits and polish made by Entarukun for vehicle effects and limited function trigger parameters.
-- duely dubbed SaltySyn_Carcrash
-- No need to modify any of this, but I tried to document what it's doing
local isBlackedOut = false
local isLimp = false
local isConcussed = false
local drivertriggerblackout = false
local drivertriggercuncussed = false
--[[ local careffects = false ]]
local oldBodyDamage = 0
local oldSpeed = 0
local tireBurstMaxNumber = Config.randomTireBurstInterval * 1200; -- the tire burst lottery runs roughly 1200 times per minute
if Config.randomTireBurstInterval ~= 0 then tireBurstLuckyNumber = math.random(tireBurstMaxNumber) end
local function blackout()
-- Only blackout once to prevent an extended blackout if both speed and damage thresholds were met
if not isBlackedOut then
isBlackedOut = true
drivertriggerblackout = true
-- This thread will black out the user's screen for the specified time
Citizen.CreateThread(function()
DoScreenFadeOut(250)
while not IsScreenFadedOut() do
Citizen.Wait(0)
end
Citizen.Wait(Config.BlackoutTime)
DoScreenFadeIn(250)
isBlackedOut = false
drivertriggerblackout = false
end)
else
--[[ print("alreadyblacketout") ]]
end
end
local function concussed()
-- Only blackout once to prevent an extended blackout if both speed and damage thresholds were met
if not isconcussed then
isconcussed = true
drivertriggercuncussed = true
-- This thread will black out the user's screen for the specified time
Citizen.CreateThread(function()
PlaySoundFrontend(-1, "SCREEN_FLASH", "CELEBRATION_SOUNDSET", 1) -- check natives for alternate sound bites, additionally other effects can be triggered here
--[[ SetCamEffect(2) ]]
--[[ SetPedMovementClipset(PlayerPedId(),"move_injured_generic",1.0) ]]
Citizen.Wait(1)
--[[ SetCamEffect(0) ]]
isconcussed = false
drivertriggercuncussed = false
end)
end
end
local function CarEffects()
-- Only blackout once to prevent an extended blackout if both speed and damage thresholds were met
if isBlackedOut and Config.EnableVehicleCrashEffects then
if not careffects then
careffects = true
-- Borrowed controls from https://github.com/Sighmir/FiveM-Scripts/blob/master/vrp/vrp_hotkeys/client.lua
--[[ DisableControlAction(0,71,true) -- veh forward
DisableControlAction(0,72,true) -- veh backwards
DisableControlAction(0,63,true) -- veh turn left
DisableControlAction(0,64,true) -- veh turn right
DisableControlAction(0,75,true) -- disable exit vehicle ]]
Citizen.CreateThread(function()
local vehicle = GetVehiclePedIsIn(PlayerPedId(-1), false)
local tyre = math.random(0, 20) -- created ranom chance for tires to pop, it is not 1-20, tires pop on individual triggers ,0,1,2,3,4,5,6 etc depending on model vehicle.
local tankdamage = (math.random(100, 200) + (oldSpeed * 1.5))-- applies damage to gas tank on crash, leaking tank will eventually run out of fuel.
local enginedamage = (math.random(150, 300) + (oldSpeed * 2))
local vehiclebodydamage = math.random(150, 300)
--[[ local tempincrease = math.random(10, 50)
local oillevel = math.random(20,40) ]]
--[[ local oilmax = GetVehicleOilLevel(vehicle) unbracket to print oil level
local temp = GetVehicleEngineTemperature(vehicle) unbracket to engine temp ]]
--[[ SetVehiclePetrolTankHealth(vehicle, -300) ]] -- -400 is max
SetVehiclePetrolTankHealth(vehicle,GetVehiclePetrolTankHealth(vehicle) - tankdamage )
SetVehicleTyreBurst(vehicle,tyre, 0 , 80.0)
SetVehicleEngineHealth(vehicle ,GetVehicleEngineHealth(vehicle) - enginedamage)
SetVehicleBodyHealth(vehicle, GetVehicleBodyHealth(vehicle) - vehiclebodydamage)
SetVehicleOilLevel(vehicle, GetVehicleOilLevel(vehicle) + 5.0 ) -- max is 15?
SetVehicleEngineTemperature(vehicle, GetVehicleEngineTemperature(vehicle) + 25.0 ) -- between 1-100
SetVehicleDirtLevel(vehicle, GetVehicleDirtLevel(vehicle) + 5.0 ) -- no value greater than 15.0
--[[ print(temp)
print(oilmax)
print("veheffect") ]]
Citizen.Wait(3000)
careffects = false
end)
end
end
end
local function tireBurstLottery()
local tireBurstNumber = math.random(tireBurstMaxNumber)
if tireBurstNumber == tireBurstLuckyNumber then
-- We won the lottery, lets burst a tire.
if GetVehicleTyresCanBurst(vehicle) == false then return end
local numWheels = GetVehicleNumberOfWheels(vehicle)
local affectedTire
if numWheels == 2 then
affectedTire = (math.random(2)-1)*4 -- wheel 0 or 4
elseif numWheels == 4 then
affectedTire = (math.random(4)-1)
if affectedTire > 1 then affectedTire = affectedTire + 2 end -- 0, 1, 4, 5
elseif numWheels == 6 then
affectedTire = (math.random(6)-1)
else
affectedTire = 0
end
SetVehicleTyreBurst(vehicle, affectedTire, false, 1000.0)
tireBurstLuckyNumber = math.random(tireBurstMaxNumber) -- Select a new number to hit, just in case some numbers occur more often than others
--[[ print("tireloteryworking") ]]
end
end
local function isPedDrivingAVehicle()
local ped = GetPlayerPed(-1)
vehicle = GetVehiclePedIsIn(ped, false)
if IsPedInAnyVehicle(ped, false) then
-- Check if ped is in driver seat
if GetPedInVehicleSeat(vehicle, -1) == ped then
local class = GetVehicleClass(vehicle)
-- We don't want planes, helicopters, bicycles and trains
if class ~= 15 and class ~= 16 and class ~=21 and class ~=13 then
return true
end
end
end
return false
end
local function isPedPassengerInAVehicle()
local ped = GetPlayerPed(-1)
vehicle = GetVehiclePedIsIn(ped, false)
if IsPedInAnyVehicle(ped, false) then
-- Check if ped is in driver seat
if not (GetPedInVehicleSeat(vehicle, -1) == ped) then
--print("pedispassenger")
return true
end
end
return false
end
Citizen.CreateThread(function()
while true do
Citizen.Wait(0)
-- Get the vehicle the player is in, and continue if it exists
local vehicle = GetVehiclePedIsIn(PlayerPedId(), false)
if DoesEntityExist(vehicle) then
Citizen.Wait(300) -- changed for performance
-- Check if damage blackout is enabled
if Config.BlackoutFromDamage then
local currentDamage = GetVehicleBodyHealth(vehicle)
-- If the damage changed, see if it went over the threshold and blackout if necesary
if currentDamage ~= oldBodyDamage then
if not isBlackedOut and (currentDamage < oldBodyDamage) and ((oldBodyDamage - currentDamage) >= Config.BlackoutDamageRequired) then
if HasEntityBeenDamagedByWeapon(vehicle, 0, 2) then -- prevents blackout from damage triggering on bullet damage or while on fire.
--[[ print("bulletdamage") ]]
elseif IsEntityOnFire(vehicle) then
--[[ print("caronfire") ]]
else
if isPedDrivingAVehicle() then
blackout()
concussed()
CarEffects()
--print("isdriver")
if Config.DamagePedOnCrash then
local ped = GetPlayerPed(-1)
ApplyDamageToPed(ped, Config.PedCrashDamage, true)
--[[ print("pedamagesbydamage") ]]
end
else
if isPedPassengerInAVehicle() then
--print("notdriverbutintcar")
if drivertriggercuncussed and drivertriggerblackout then
if not isBlackedOut then
blackout()
concussed()
end
end
end
end
end
end
oldBodyDamage = currentDamage
end
end
-- Check if speed blackout is enabled
if Config.BlackoutFromSpeed then
local currentSpeed = GetEntitySpeed(vehicle) * 2.23
-- If the speed changed, see if it went over the threshold and blackout if necesary
if currentSpeed ~= oldSpeed then
if not isBlackedOut and (currentSpeed < oldSpeed) and ((oldSpeed - currentSpeed) >= Config.BlackoutSpeedRequired) then
if isPedDrivingAVehicle() then
blackout()
concussed()
CarEffects()
if Config.DamagePedOnCrash then
local ped = GetPlayerPed(-1)
ApplyDamageToPed(ped, Config.PedCrashDamage, true)
--[[ print("pedamagesbyispeed") ]]
end
else
if isPedPassengerInAVehicle() then
--print("notdriverbutintcar")
if --[[ drivertriggercuncussed and ]]drivertriggerblackout then
if not isBlackedOut then
blackout()
concussed()
end
end
end
end
end
oldSpeed = currentSpeed
end
end
else
oldBodyDamage = 0
oldSpeed = 0
end
end
end)
Citizen.CreateThread(function()
while true do
Citizen.Wait(0)
-- stop car from exploding 50 percent of the time is onfire
local vehicle = GetVehiclePedIsIn(PlayerPedId(), false)
if DoesEntityExist(vehicle) then
-- Check if damage blackout is enabled
local cancelfire = math.random(0, 20)
if IsEntityOnFire(vehicle) then
--[[ Citizen.Wait(1500) ]]
if cancelfire < 11 then
SetDisableVehiclePetrolTankFires(vehicle, false )
--[[ SetDisableVehicleEngineFires(vehicle, false ) ]]
--[[ print("canfire") ]]
else
Wait(3000)
SetDisableVehiclePetrolTankFires(vehicle, true )
StopEntityFire(vehicle)
--[[ print("cantfire") ]]
end
Citizen.Wait(15000)
else
end
else
end
end
end)
Citizen.CreateThread(function()
while true do
Citizen.Wait(500) -- changed for performance
-- stop car from exploding 50 percent of the time is onfire
local vehicle = GetVehiclePedIsIn(PlayerPedId(), false)
if isPedDrivingAVehicle() then
if Config.randomTireBurstInterval ~= 0 and GetEntitySpeed(vehicle) > 10 then
tireBurstLottery()
end -- added from realistic failure
end
end
end)
|
object_tangible_loot_creature_loot_collections_publish_gift_datapad_component_08 = object_tangible_loot_creature_loot_collections_shared_publish_gift_datapad_component_08:new {
}
ObjectTemplates:addTemplate(object_tangible_loot_creature_loot_collections_publish_gift_datapad_component_08, "object/tangible/loot/creature/loot/collections/publish_gift_datapad_component_08.iff")
|
require "ratchet"
function ctx1(host, port)
local rec = ratchet.socket.prepare_tcp(host, port)
local socket = ratchet.socket.new(rec.family, rec.socktype, rec.protocol)
socket:setsockopt("SO_REUSEADDR", true)
socket:bind(rec.addr)
socket:listen()
local paused = {
ratchet.thread.attach(ctx3),
ratchet.thread.attach(ctx3),
ratchet.thread.attach(ctx3),
ratchet.thread.attach(ctx3),
ratchet.thread.attach(ctx3),
}
local self = ratchet.thread.self()
ratchet.thread.attach(ctx2, self, paused)
local client = socket:accept()
end
function ctx2(thread, paused)
ratchet.thread.kill(thread)
ratchet.thread.kill_all(paused)
end
function ctx3()
ratchet.thread.pause()
end
kernel = ratchet.new(function ()
ratchet.thread.attach(ctx1, "localhost", 10025)
end)
kernel:loop()
assert(0 == kernel:get_num_threads())
-- vim:foldmethod=marker:sw=4:ts=4:sts=4:et:
|
return {
tag = 'graphicsState',
summary = 'Set the stencil test.',
description = [[
Sets the stencil test. The stencil test lets you mask out pixels that meet certain criteria,
based on the contents of the stencil buffer. The stencil buffer can be modified using
`lovr.graphics.stencil`. After rendering to the stencil buffer, the stencil test can be set to
control how subsequent drawing functions are masked by the stencil buffer.
]],
arguments = {
compareMode = {
type = 'CompareMode',
description = [[
The comparison method used to decide if a pixel should be visible, or nil if the stencil
test is disabled.
]]
},
compareValue = {
type = 'number',
description = 'The value to compare stencil values to.'
}
},
returns = {},
variants = {
{
arguments = { 'compareMode', 'compareValue' },
returns = {}
},
{
description = 'Disables the stencil test.',
arguments = {},
returns = {}
}
},
notes = [[
Stencil values are between 0 and 255.
By default, the stencil test is disabled.
]],
related = {
'lovr.graphics.stencil'
}
}
|
local Rand = require("api.Rand")
local Chara = require("api.Chara")
local I18N = require("api.I18N")
local Sidequest = require("mod.elona_sys.sidequest.api.Sidequest")
local Item = require("api.Item")
local Text = require("mod.elona.api.Text")
local IChara = require("api.chara.IChara")
local World = require("api.World")
local util = require("mod.elona.data.map_archetype.util")
local Elona122Map = require("mod.elona_sys.map_loader.Elona122Map")
local MapEntrance = require("mod.elona_sys.api.MapEntrance")
local Scene = require("mod.elona_sys.scene.api.Scene")
local DeferredEvent = require("mod.elona_sys.api.DeferredEvent")
local Gui = require("api.Gui")
local DeferredEvents = require("mod.elona.api.DeferredEvents")
local MapgenUtils = require("mod.elona.api.MapgenUtils")
local Enum = require("api.Enum")
local Event = require("api.Event")
local Charagen = require("mod.elona.api.Charagen")
local ICharaSandBag = require("mod.elona.api.aspect.ICharaSandBag")
local Area = require("api.Area")
local Feat = require("api.Feat")
do
local vernis = {
_type = "base.map_archetype",
_id = "vernis",
elona_id = 5,
starting_pos = MapEntrance.edge,
properties = {
music = "elona.town1",
types = { "town" },
tileset = "elona.town",
turn_cost = 10000,
is_indoor = false,
is_temporary = false,
has_anchored_npcs = true,
default_ai_calm = "base.calm_roam",
max_crowd_density = 40,
trainer_skills = {
"elona.alchemy",
"elona.healing",
"elona.cooking",
"elona.mining",
"elona.traveling",
"elona.fishing",
"elona.lock_picking",
}
},
}
vernis.chara_filter = util.chara_filter_town(
function()
if Rand.one_in(2) then
return { id = "elona.miner" }
end
return nil
end
)
function vernis.on_generate_map(area, floor)
local map = Elona122Map.generate("vernis")
map:set_archetype("elona.vernis", { set_properties = true })
local chara = Chara.create("elona.whom_dwell_in_the_vanity", 39, 3, nil, map)
chara = Chara.create("elona.loyter", 42, 23, nil, map)
chara:add_role("elona.special")
chara = Chara.create("elona.miches", 24, 5, nil, map)
chara:add_role("elona.special")
chara = Chara.create("elona.shena", 40, 24, nil, map)
chara:add_role("elona.special")
chara = Chara.create("elona.dungeon_cleaner", 40, 25, nil, map)
chara:add_role("elona.special")
chara = Chara.create("elona.rilian", 30, 5, nil, map)
chara:add_role("elona.special")
chara = Chara.create("elona.bard", 42, 24, nil, map)
chara:add_role("elona.special")
if Sidequest.progress("elona.puppys_cave") == 1000 then
chara = Chara.create("elona.poppy", 31, 4, nil, map)
chara:add_role("elona.special")
end
chara = Chara.create("elona.shopkeeper", 47, 9, nil, map)
chara:add_role("elona.shopkeeper", { inventory_id = "elona.fisher" })
chara.shop_rank = 5
chara.name = I18N.get("chara.job.fisher", chara.name)
chara = Chara.create("elona.shopkeeper", 14, 12, nil, map)
chara:add_role("elona.shopkeeper", { inventory_id = "elona.blacksmith" })
chara.shop_rank = 12
chara.name = I18N.get("chara.job.blacksmith", chara.name)
chara = Chara.create("elona.shopkeeper", 39, 27, nil, map)
chara:add_role("elona.shopkeeper", { inventory_id = "elona.trader" })
chara.shop_rank = 12
chara.name = I18N.get("chara.job.trader", chara.name)
chara = Chara.create("elona.shopkeeper", 10, 15, nil, map)
chara:add_role("elona.shopkeeper", { inventory_id = "elona.general_vendor" })
chara.shop_rank = 10
chara.name = I18N.get("chara.job.general_vendor", chara.name)
chara = Chara.create("elona.wizard", 7, 26, nil, map)
chara:add_role("elona.shopkeeper", { inventory_id = "elona.magic_vendor" })
chara.shop_rank = 11
chara.name = I18N.get("chara.job.magic_vendor", chara.name)
chara = Chara.create("elona.shopkeeper", 14, 25, nil, map)
chara:add_role("elona.shopkeeper", { inventory_id = "elona.innkeeper" })
chara:add_role("elona.innkeeper")
chara.shop_rank = 8
chara.name = I18N.get("chara.job.innkeeper", chara.name)
chara = Chara.create("elona.shopkeeper", 22, 26, nil, map)
chara:add_role("elona.shopkeeper", { inventory_id = "elona.bakery" })
chara.shop_rank = 9
chara.image = "elona.chara_baker"
chara.name = I18N.get("chara.job.baker", chara.name)
chara = Chara.create("elona.wizard", 28, 16, nil, map)
chara:add_role("elona.identifier")
chara = Chara.create("elona.bartender", 38, 27, nil, map)
chara:add_role("elona.bartender")
chara = Chara.create("elona.healer", 6, 25, nil, map)
chara:add_role("elona.healer")
chara = Chara.create("elona.elder", 10, 7, nil, map)
chara:add_role("elona.elder")
chara.name = I18N.get("chara.job.of_vernis", chara.name)
chara = Chara.create("elona.trainer", 27, 16, nil, map)
chara:add_role("elona.trainer")
chara.name = I18N.get("chara.job.trainer", chara.name)
chara = Chara.create("elona.informer", 25, 16, nil, map)
chara:add_role("elona.informer")
for _=1,4 do
chara = Chara.create("elona.citizen", nil, nil, nil, map)
chara:add_role("elona.citizen")
chara = Chara.create("elona.citizen2", nil, nil, nil, map)
chara:add_role("elona.citizen")
end
for _=1,4 do
chara = Chara.create("elona.guard", nil, nil, nil, map)
chara:add_role("elona.guard")
end
for _=1,25 do
MapgenUtils.generate_chara(map)
end
util.connect_stair_at(map, 28, 9, area, 3)
if Sidequest.progress("elona.thieves_hideout") > 0 then
local stairs = assert(Feat.create("elona.stairs_down", 48, 5, {force=true}, map))
stairs.params.area_uid = area.uid
stairs.params.area_floor = 4
end
return map
end
function vernis.on_map_renew_geometry(map)
util.reload_122_map_geometry(map, "vernis")
end
function vernis.on_map_loaded(map)
-- >>>>>>>> shade2/map.hsp:2035 if gArea=areaVernis{ ..
if not save.elona.flag_has_met_ally then
save.elona.flag_has_met_ally = true
DeferredEvent.add(DeferredEvents.first_ally)
end
-- <<<<<<<< shade2/map.hsp:2038 } ..
end
data:add(vernis)
data:add {
_type = "base.area_archetype",
_id = "vernis",
elona_id = 5,
types = { "town" },
image = "elona.feat_area_city",
floors = {
[1] = "elona.vernis",
[3] = "elona.the_mine",
[4] = "elona.robbers_hideout",
[5] = "elona.test_site"
},
metadata = {
town_floors = { 1 },
},
parent_area = {
_id = "elona.north_tyris",
on_floor = 1,
x = 26,
y = 23,
starting_floor = 1
}
}
end
do
local yowyn = {
_id = "yowyn",
_type = "base.map_archetype",
elona_id = 12,
starting_pos = MapEntrance.edge,
properties = {
music = "elona.village1",
types = { "town" },
tileset = "elona.town",
level = 1,
is_indoor = false,
has_anchored_npcs = true,
default_ai_calm = "base.calm_roam",
quest_town_id = 2,
trainer_skills = {
"elona.healing",
"elona.sense_quality",
"elona.cooking",
"elona.carpentry",
"elona.tailoring",
"elona.gardening",
"elona.riding",
"elona.two_hand",
"elona.weight_lifting",
}
}
}
yowyn.chara_filter = util.chara_filter_town(
function()
if Rand.one_in(2) then
return { id = "elona.farmer" }
end
return nil
end
)
function yowyn.on_generate_map(area, floor)
local map = Elona122Map.generate("yowyn")
map:set_archetype("elona.yowyn", { set_properties = true })
if Sidequest.progress("elona.cat_house") > 0 then
local stairs = assert(Feat.create("elona.stairs_down", 23, 22, {force=true}, map))
stairs.params.area_uid = area.uid
stairs.params.area_floor = 3
end
local chara = Chara.create("elona.ainc", 3, 17, nil, map)
chara:add_role("elona.special")
chara = Chara.create("elona.tam", 26, 11, nil, map)
chara:add_role("elona.special")
chara = Chara.create("elona.gilbert", 14, 20, nil, map)
chara:add_role("elona.special")
chara = Chara.create("elona.shopkeeper", 11, 5, nil, map)
chara:add_role("elona.shopkeeper", {inventory_id="elona.general_vendor"})
chara.shop_rank = 10
chara.name = I18N.get("chara.job.general_vendor", chara.name)
chara = Chara.create("elona.shopkeeper", 25, 8, nil, map)
chara:add_role("elona.shopkeeper", { inventory_id = "elona.innkeeper" })
chara:add_role("elona.innkeeper")
chara.shop_rank = 8
chara.name = I18N.get("chara.job.innkeeper", chara.name)
chara = Chara.create("elona.shopkeeper", 7, 8, nil, map)
chara:add_role("elona.shopkeeper", {inventory_id="elona.goods_vendor"})
chara.shop_rank = 8
chara.name = I18N.get("chara.job.goods_vendor", chara.name)
chara = Chara.create("elona.shopkeeper", 14, 14, nil, map)
chara:add_role("elona.shopkeeper", { inventory_id = "elona.trader" })
chara.shop_rank = 12
chara.name = I18N.get("chara.job.trader", chara.name)
chara = Chara.create("elona.shopkeeper", 35, 18, nil, map)
chara:add_role("elona.horse_master")
chara.shop_rank = 12
chara.name = I18N.get("chara.job.horse_master", chara.name)
chara = Chara.create("elona.lame_horse", 33, 16, nil, map)
chara:add_role("elona.special")
chara = Chara.create("elona.lame_horse", 37, 19, nil, map)
chara:add_role("elona.special")
chara = Chara.create("elona.yowyn_horse", 34, 19, nil, map)
chara:add_role("elona.special")
chara = Chara.create("elona.yowyn_horse", 38, 16, nil, map)
chara:add_role("elona.special")
chara = Chara.create("elona.elder", 3, 4, nil, map)
chara:add_role("elona.elder")
chara.name = I18N.get("chara.job.of_yowyn", chara.name)
chara = Chara.create("elona.trainer", 20, 14, nil, map)
chara:add_role("elona.trainer")
chara.name = I18N.get("chara.job.trainer", chara.name)
chara = Chara.create("elona.wizard", 24, 16, nil, map)
chara:add_role("elona.identifier")
chara = Chara.create("elona.informer", 26, 16, nil, map)
chara:add_role("elona.informer")
chara = Chara.create("elona.gwen", 14, 12, nil, map)
chara:add_role("elona.special")
for _=1,2 do
chara = Chara.create("elona.citizen", nil, nil, nil, map)
chara:add_role("elona.citizen")
chara = Chara.create("elona.citizen2", nil, nil, nil, map)
chara:add_role("elona.citizen")
end
for _=1,3 do
chara = Chara.create("elona.guard", nil, nil, nil, map)
chara:add_role("elona.guard")
end
for _=1,15 do
MapgenUtils.generate_chara(map)
end
return map
end
function yowyn.on_map_renew_geometry(map)
util.reload_122_map_geometry(map, "yowyn")
end
data:add(yowyn)
data:add {
_type = "base.area_archetype",
_id = "yowyn",
elona_id = 12,
types = { "town" },
image = "elona.feat_area_village",
floors = {
[1] = "elona.yowyn",
[3] = "elona.cat_mansion",
[4] = "elona.battle_field"
},
metadata = {
town_floors = { 1 },
can_return_to = true
},
parent_area = {
_id = "elona.north_tyris",
on_floor = 1,
x = 43,
y = 32,
starting_floor = 1
}
}
end
do
local palmia = {
_id = "palmia",
_type = "base.map_archetype",
elona_id = 15,
properties = {
music = "elona.town4",
types = { "town" },
tileset = "elona.town",
level = 1,
is_indoor = false,
has_anchored_npcs = true,
default_ai_calm = "base.calm_roam",
max_crowd_density = 45,
quest_town_id = 3,
trainer_skills = {
"elona.gene_engineer",
"elona.literacy",
"elona.anatomy",
"elona.jeweler",
"elona.riding",
"elona.negotiation",
"elona.investing",
"elona.casting",
"elona.alchemy",
}
},
}
function palmia.starting_pos(map, chara)
local pos = MapEntrance.edge(map, chara)
if save.base.player_pos_on_map_leave then
return pos
end
local last_dir = Chara.player().direction
if last_dir == "East" then
pos.y = 22
elseif last_dir == "North" then
pos.x = 30
end
return pos
end
palmia.chara_filter = util.chara_filter_town(
function()
if Rand.one_in(3) then
return { id = "elona.noble" }
end
return nil
end
)
function palmia.on_generate_map()
local map = Elona122Map.generate("palmia")
map:set_archetype("elona.palmia", { set_properties = true })
local chara = Chara.create("elona.bartender", 42, 27, nil, map)
chara:add_role("elona.bartender")
chara = Chara.create("elona.healer", 34, 3, nil, map)
chara:add_role("elona.healer")
chara = Chara.create("elona.arena_master", 22, 31, nil, map)
chara:add_role("elona.arena_master")
chara = Chara.create("elona.erystia", 5, 15, nil, map)
chara:add_role("elona.special")
chara = Chara.create("elona.mia", 41, 11, nil, map)
chara:add_role("elona.special")
chara = Chara.create("elona.conery", 5, 6, nil, map)
chara:add_role("elona.special")
chara = Chara.create("elona.cleaner", 24, 6, nil, map)
chara:add_role("elona.special")
chara = Chara.create("elona.cleaner", 15, 22, nil, map)
chara:add_role("elona.special")
chara = Chara.create("elona.bard", 15, 22, nil, map)
chara:add_role("elona.special")
if Sidequest.progress("elona.mias_dream") == 1000 then
local silver_cat = Chara.create("elona.silver_cat", 42, 11, {}, map, nil, map)
silver_cat:add_role("elona.special")
end
chara = Chara.create("elona.shopkeeper", 48, 18, nil, map)
chara:add_role("elona.shopkeeper", {inventory_id="elona.general_vendor"})
chara.shop_rank = 10
chara.name = I18N.get("chara.job.general_vendor", chara.name)
chara = Chara.create("elona.shopkeeper", 30, 17, nil, map)
chara:add_role("elona.shopkeeper", { inventory_id = "elona.innkeeper" })
chara:add_role("elona.innkeeper")
chara.shop_rank = 8
chara.name = I18N.get("chara.job.innkeeper", chara.name)
chara = Chara.create("elona.shopkeeper", 48, 3, nil, map)
chara:add_role("elona.shopkeeper", {inventory_id="elona.goods_vendor"})
chara.shop_rank = 8
chara.name = I18N.get("chara.job.goods_vendor", chara.name)
chara = Chara.create("elona.shopkeeper", 42, 17, nil, map)
chara:add_role("elona.shopkeeper", {inventory_id = "elona.blacksmith"})
chara.shop_rank = 12
chara.name = I18N.get("chara.job.blacksmith", chara.name)
chara = Chara.create("elona.shopkeeper", 11, 14, nil, map)
chara:add_role("elona.shopkeeper", { inventory_id = "elona.bakery" })
chara.shop_rank = 9
chara.image = "elona.chara_baker"
chara.name = I18N.get("chara.job.baker", chara.name)
chara = Chara.create("elona.wizard", 41, 3, nil, map)
chara:add_role("elona.shopkeeper", { inventory_id = "elona.magic_vendor" })
chara.shop_rank = 11
chara.name = I18N.get("chara.job.magic_vendor", chara.name)
chara = Chara.create("elona.shopkeeper", 41, 28, nil, map)
chara:add_role("elona.shopkeeper", { inventory_id = "elona.trader" })
chara.shop_rank = 12
chara.name = I18N.get("chara.job.trader", chara.name)
chara = Chara.create("elona.stersha", 7, 2, nil, map)
chara:add_role("elona.royal_family")
chara.ai_calm_action = "base.calm_stand"
chara = Chara.create("elona.xabi", 6, 2, nil, map)
chara:add_role("elona.royal_family")
chara.ai_calm_action = "base.calm_stand"
chara = Chara.create("elona.elder", 49, 11, nil, map)
chara:add_role("elona.elder")
chara.name = I18N.get("chara.job.of_palmia", chara.name)
chara = Chara.create("elona.trainer", 30, 27, nil, map)
chara:add_role("elona.trainer")
chara.name = I18N.get("chara.job.trainer", chara.name)
chara = Chara.create("elona.wizard", 32, 27, nil, map)
chara:add_role("elona.identifier")
chara = Chara.create("elona.informer", 29, 28, nil, map)
chara:add_role("elona.informer")
chara = Chara.create("elona.guard", 16, 5, nil, map)
chara:add_role("elona.guard")
chara.ai_calm_action = "base.calm_stand"
chara = Chara.create("elona.guard", 16, 9, nil, map)
chara:add_role("elona.guard")
chara.ai_calm_action = "base.calm_stand"
chara = Chara.create("elona.guard", 5, 3, nil, map)
chara:add_role("elona.guard")
chara.ai_calm_action = "base.calm_stand"
chara = Chara.create("elona.guard", 8, 3, nil, map)
chara:add_role("elona.guard")
chara.ai_calm_action = "base.calm_stand"
chara = Chara.create("elona.guard", 35, 14, nil, map)
chara:add_role("elona.guard")
chara.ai_calm_action = "base.calm_stand"
chara = Chara.create("elona.guard", 38, 14, nil, map)
chara:add_role("elona.guard")
chara.ai_calm_action = "base.calm_stand"
chara = Chara.create("elona.guard", 29, 2, nil, map)
chara:add_role("elona.guard")
chara.ai_calm_action = "base.calm_stand"
chara = Chara.create("elona.guard", 19, 18, nil, map)
chara:add_role("elona.guard")
chara.ai_calm_action = "base.calm_stand"
chara = Chara.create("elona.guard", 22, 18, nil, map)
chara:add_role("elona.guard")
chara.ai_calm_action = "base.calm_stand"
for _=1,5 do
chara = Chara.create("elona.citizen", nil, nil, nil, map)
chara:add_role("elona.citizen")
chara = Chara.create("elona.citizen2", nil, nil, nil, map)
chara:add_role("elona.citizen")
end
for _=1,4 do
chara = Chara.create("elona.guard", nil, nil, nil, map)
chara:add_role("elona.guard")
end
for _=1,25 do
MapgenUtils.generate_chara(map)
end
return map
end
function palmia.on_map_renew_geometry(map)
util.reload_122_map_geometry(map, "palmia")
end
data:add(palmia)
data:add {
_type = "base.area_archetype",
_id = "palmia",
types = { "town" },
image = "elona.feat_area_palace",
floors = {
[1] = "elona.palmia"
},
metadata = {
town_floors = { 1 },
can_return_to = true
},
parent_area = {
_id = "elona.north_tyris",
on_floor = 1,
x = 53,
y = 24,
starting_floor = 1
}
}
end
do
local derphy = {
_id = "derphy",
_type = "base.map_archetype",
elona_id = 14,
starting_pos = MapEntrance.edge,
properties = {
music = "elona.town3",
types = { "town" },
player_start_pos = "base.edge",
tileset = "elona.town",
level = 1,
is_indoor = false,
has_anchored_npcs = true,
default_ai_calm = "base.calm_roam",
quest_town_id = 4,
trainer_skills = {
"elona.lock_picking",
"elona.stealth",
"elona.medium_armor",
"elona.light_armor",
"elona.carpentry",
"elona.magic_device",
"elona.performer",
"elona.mining",
}
}
}
derphy.chara_filter = util.chara_filter_town(
function()
if Rand.one_in(3) then
return { id = "elona.rogue" }
elseif Rand.one_in(2) then
return { id = "elona.prostitute" }
end
end
)
function derphy.on_generate_map(area)
local map = Elona122Map.generate("rogueden")
map:set_archetype("elona.derphy", { set_properties = true })
local chara = Chara.create("elona.marks", 23, 14, nil, map)
chara:add_role("elona.special")
chara = Chara.create("elona.noel", 13, 18, nil, map)
chara:add_role("elona.special")
chara = Chara.create("elona.abyss", 16, 17, nil, map)
chara:add_role("elona.special")
chara = Chara.create("elona.shopkeeper", 10, 17, nil, map)
chara:add_role("elona.shopkeeper", { inventory_id = "elona.trader" })
chara.shop_rank = 12
chara.name = I18N.get("chara.job.trader", chara.name)
chara = Chara.create("elona.bartender", 15, 15, nil, map)
chara:add_role("elona.bartender")
chara = Chara.create("elona.shopkeeper", 13, 3, nil, map)
chara:add_role("elona.shopkeeper", {inventory_id="elona.general_vendor"})
chara.shop_rank = 10
chara.name = I18N.get("chara.job.general_vendor", chara.name)
chara = Chara.create("elona.shopkeeper", 29, 23, nil, map)
chara:add_role("elona.shopkeeper", { inventory_id = "elona.innkeeper" })
chara:add_role("elona.innkeeper")
chara.shop_rank = 8
chara.name = I18N.get("chara.job.innkeeper", chara.name)
chara = Chara.create("elona.shopkeeper", 26, 7, nil, map)
chara:add_role("elona.shopkeeper", {inventory_id="elona.goods_vendor"})
chara.shop_rank = 10
chara.name = I18N.get("chara.job.goods_vendor", chara.name)
chara = Chara.create("elona.shopkeeper", 30, 4, nil, map)
chara:add_role("elona.shopkeeper", {inventory_id = "elona.blackmarket"})
chara.shop_rank = 10
chara.name = I18N.get("chara.job.blackmarket", chara.name)
chara = Chara.create("elona.shopkeeper", 29, 4, nil, map)
chara:add_role("elona.slaver")
chara.name = I18N.get("chara.job.slave_master", chara.name)
chara = Chara.create("elona.shopkeeper", 10, 6, nil, map)
chara:add_role("elona.shopkeeper", {inventory_id = "elona.blacksmith"})
chara.shop_rank = 12
chara.name = I18N.get("chara.job.blacksmith", chara.name)
chara = Chara.create("elona.arena_master", 7, 15, nil, map)
chara:add_role("elona.arena_master")
chara = Chara.create("elona.elder", 9, 18, nil, map)
chara:add_role("elona.elder")
chara.name = I18N.get("chara.job.of_derphy", chara.name)
chara = Chara.create("elona.trainer", 13, 18, nil, map)
chara:add_role("elona.trainer")
chara.name = I18N.get("chara.job.trainer", chara.name)
chara = Chara.create("elona.wizard", 5, 26, nil, map)
chara:add_role("elona.identifier")
chara = Chara.create("elona.informer", 3, 28, nil, map)
chara:add_role("elona.informer")
for _=1,4 do
chara = Chara.create("elona.citizen", nil, nil, nil, map)
chara:add_role("elona.citizen")
chara = Chara.create("elona.citizen2", nil, nil, nil, map)
chara:add_role("elona.citizen")
end
for _=1,20 do
MapgenUtils.generate_chara(map)
end
util.connect_stair_at(map, 16, 17, area, 3)
return map
end
function derphy.on_map_renew_geometry(map)
util.reload_122_map_geometry(map, "rogueden")
end
data:add(derphy)
data:add {
_type = "base.area_archetype",
_id = "derphy",
types = { "town" },
image = "elona.feat_area_village",
floors = {
[1] = "elona.derphy",
[3] = "elona.thieves_guild"
},
metadata = {
town_floors = { 1 },
can_return_to = true
},
parent_area = {
_id = "elona.north_tyris",
on_floor = 1,
x = 14,
y = 35,
starting_floor = 1
}
}
end
do
local port_kapul = {
_id = "port_kapul",
_type = "base.map_archetype",
elona_id = 11,
starting_pos = MapEntrance.edge,
properties = {
music = "elona.town2",
types = { "town" },
tileset = "elona.town",
level = 1,
is_indoor = false,
has_anchored_npcs = true,
default_ai_calm = "base.calm_roam",
quest_town_id = 5,
trainer_skills = {
"elona.negotiation",
"elona.investing",
"elona.performer",
"elona.fishing",
"elona.magic_device",
"elona.gene_engineer",
}
}
}
port_kapul.chara_filter = util.chara_filter_town()
function port_kapul.on_generate_map(area)
local map = Elona122Map.generate("kapul")
map:set_archetype("elona.port_kapul", { set_properties = true })
local chara = Chara.create("elona.raphael", 15, 18, nil, map)
chara:add_role("elona.special")
chara = Chara.create("elona.arnord", 36, 27, nil, map)
chara:add_role("elona.special")
chara = Chara.create("elona.icolle", 5, 26, nil, map)
chara:add_role("elona.special")
chara = Chara.create("elona.doria", 29, 3, nil, map)
chara:add_role("elona.special")
chara = Chara.create("elona.cleaner", 24, 21, nil, map)
chara:add_role("elona.special")
chara = Chara.create("elona.cleaner", 12, 26, nil, map)
chara:add_role("elona.special")
chara = Chara.create("elona.cleaner", 8, 11, nil, map)
chara:add_role("elona.special")
chara = Chara.create("elona.bard", 8, 14, nil, map)
chara:add_role("elona.special")
chara = Chara.create("elona.shopkeeper", 16, 17, nil, map)
chara:add_role("elona.shopkeeper", { inventory_id = "elona.trader" })
chara.shop_rank = 12
chara.name = I18N.get("chara.job.trader", chara.name)
chara = Chara.create("elona.shopkeeper", 23, 7, nil, map)
chara:add_role("elona.shopkeeper", {inventory_id = "elona.blacksmith"})
chara.shop_rank = 12
chara.name = I18N.get("chara.job.blacksmith", chara.name)
chara = Chara.create("elona.shopkeeper", 32, 14, nil, map)
chara:add_role("elona.shopkeeper", {inventory_id="elona.general_vendor"})
chara.shop_rank = 10
chara.name = I18N.get("chara.job.general_vendor", chara.name)
chara = Chara.create("elona.shopkeeper", 22, 14, nil, map)
chara:add_role("elona.shopkeeper", {inventory_id="elona.goods_vendor"})
chara.shop_rank = 10
chara.name = I18N.get("chara.job.goods_vendor", chara.name)
chara = Chara.create("elona.shopkeeper", 16, 25, nil, map)
chara:add_role("elona.shopkeeper", {inventory_id = "elona.blackmarket"})
chara.shop_rank = 10
chara.name = I18N.get("chara.job.blackmarket", chara.name)
chara = Chara.create("elona.shopkeeper", 17, 28, nil, map)
chara:add_role("elona.shopkeeper", {inventory_id="elona.food_vendor"})
chara.shop_rank = 10
chara.name = I18N.get("chara.job.food_vendor", chara.name)
chara = Chara.create("elona.wizard", 22, 22, nil, map)
chara:add_role("elona.shopkeeper", { inventory_id = "elona.magic_vendor" })
chara.shop_rank = 11
chara.name = I18N.get("chara.job.magic_vendor", chara.name)
chara = Chara.create("elona.shopkeeper", 35, 3, nil, map)
chara:add_role("elona.shopkeeper", { inventory_id = "elona.innkeeper" })
chara:add_role("elona.innkeeper")
chara.shop_rank = 8
chara.name = I18N.get("chara.job.innkeeper", chara.name)
chara = Chara.create("elona.bartender", 15, 15, nil, map)
chara:add_role("elona.bartender")
chara = Chara.create("elona.arena_master", 26, 3, nil, map)
chara:add_role("elona.arena_master")
chara = Chara.create("elona.pet_arena_master", 25, 4, nil, map)
chara:add_role("elona.arena_master")
chara = Chara.create("elona.elder", 8, 12, nil, map)
chara:add_role("elona.elder")
chara.name = I18N.get("chara.job.of_port_kapul", chara.name)
chara = Chara.create("elona.trainer", 16, 4, nil, map)
chara:add_role("elona.trainer")
chara.name = I18N.get("chara.job.trainer", chara.name)
chara = Chara.create("elona.wizard", 14, 4, nil, map)
chara:add_role("elona.identifier")
chara = Chara.create("elona.informer", 17, 5, nil, map)
chara:add_role("elona.informer")
chara = Chara.create("elona.healer", 27, 11, nil, map)
chara:add_role("elona.healer")
for _=1,2 do
chara = Chara.create("elona.citizen", nil, nil, nil, map)
chara:add_role("elona.citizen")
chara = Chara.create("elona.citizen2", nil, nil, nil, map)
chara:add_role("elona.citizen")
end
for _=1,4 do
chara = Chara.create("elona.sailor", nil, nil, nil, map)
chara:add_role("elona.citizen")
end
for _=1,5 do
chara = Chara.create("elona.guard_port_kapul", nil, nil, nil, map)
chara:add_role("elona.guard")
end
chara = Chara.create("elona.captain", 7, 6, nil, map)
chara:add_role("elona.citizen")
for _=1,20 do
MapgenUtils.generate_chara(map)
end
util.connect_stair_at(map, 29, 3, area, 3)
return map
end
function port_kapul.on_map_renew_geometry(map)
util.reload_122_map_geometry(map, "kapul")
end
data:add(port_kapul)
data:add {
_type = "base.area_archetype",
_id = "port_kapul",
types = { "town" },
image = "elona.feat_area_city",
floors = {
[1] = "elona.port_kapul",
[3] = "elona.fighters_guild",
[25] = "elona.doom_ground"
},
metadata = {
town_floors = { 1 },
can_return_to = true
},
parent_area = {
_id = "elona.north_tyris",
on_floor = 1,
x = 3,
y = 15,
starting_floor = 1
}
}
end
do
local noyel = {
_id = "noyel",
_type = "base.map_archetype",
elona_id = 33,
properties = {
music = "elona.town6",
types = { "town" },
tileset = "elona.town",
level = 1,
deepest_dungeon_level = 1,
is_indoor = false,
has_anchored_npcs = true,
default_ai_calm = "base.calm_roam",
quest_town_id = 6,
has_snow = true,
max_crowd_density = 35,
trainer_skills = {
"elona.faith",
"elona.literacy",
"elona.sense_quality",
"elona.cooking",
"elona.traveling",
"elona.meditation",
"elona.weight_lifting",
}
}
}
function noyel.starting_pos(map, chara)
local pos = MapEntrance.edge(map, chara)
if save.base.player_pos_on_map_leave then
return pos
end
local last_dir = Chara.player().direction
if last_dir == "East" then
pos.y = 3
elseif last_dir == "North" then
pos.x = 28
elseif last_dir == "South" then
pos.x = 5
end
return pos
end
noyel.chara_filter = util.chara_filter_town(
function()
if Rand.one_in(3) then
return { id = "elona.sister" }
end
end
)
local function reload_noyel_christmas(map)
local item = Item.create("elona.pedestal", 29, 16, nil, map)
item.own_state = Enum.OwnState.NotOwned
item = Item.create("elona.statue_of_jure", 29, 16, nil, map)
item.own_state = Enum.OwnState.NotOwned
item = Item.create("elona.altar", 29, 17, nil, map)
item.own_state = Enum.OwnState.NotOwned
item.params = { god_id = "elona.jure" }
item = Item.create("elona.mochi", 29, 17, nil, map)
item.own_state = Enum.OwnState.Unobtainable
local chara = Chara.create("elona.kaneda_bike", 48, 19, nil, map)
chara:add_role("elona.special")
chara.is_only_in_christmas = true
chara = Chara.create("elona.part_time_worker", 30, 17, nil, map)
chara:add_role("elona.special")
chara.is_only_in_christmas = true
chara = Chara.create("elona.punk", 38, 19, nil, map)
chara.is_only_in_christmas = true
chara:get_aspect_or_default(ICharaSandBag, true):hang_on_sand_bag(chara)
chara.name = I18N.get("chara.job.fanatic")
chara = Chara.create("elona.fanatic", 35, 19, nil, map)
chara.is_only_in_christmas = true
chara = Chara.create("elona.fanatic", 37, 18, nil, map)
chara.is_only_in_christmas = true
chara = Chara.create("elona.fanatic", 37, 21, nil, map)
chara.is_only_in_christmas = true
chara = Chara.create("elona.fanatic", 39, 20, nil, map)
chara.is_only_in_christmas = true
chara = Chara.create("elona.fanatic", 38, 21, nil, map)
chara.is_only_in_christmas = true
chara = Chara.create("elona.bartender", 17, 8, nil, map)
chara.ai_calm_action = "base.calm_stand"
chara.relation = Enum.Relation.Neutral
chara.is_only_in_christmas = true
chara:add_role("elona.shopkeeper", {inventory_id="elona.food_vendor"})
chara.shop_rank = 10
chara.name = I18N.get("chara.job.food_vendor", chara.name)
chara = Chara.create("elona.hot_spring_maniac", 25, 8, nil, map)
chara.ai_calm_action = "base.calm_stand"
chara.relation = Enum.Relation.Neutral
chara.is_only_in_christmas = true
chara:add_role("elona.shopkeeper", {inventory_id="elona.souvenir_vendor"})
chara.shop_rank = 30
chara.name = I18N.get("chara.job.souvenir_vendor", Text.random_name())
chara = Chara.create("elona.rogue", 24, 22, nil, map)
chara.ai_calm_action = "base.calm_stand"
chara.relation = Enum.Relation.Neutral
chara.is_only_in_christmas = true
chara:add_role("elona.shopkeeper", {inventory_id="elona.souvenir_vendor"})
chara.shop_rank = 30
chara.name = I18N.get("chara.job.souvenir_vendor", Text.random_name())
chara = Chara.create("elona.shopkeeper", 38, 12, nil, map)
chara.ai_calm_action = "base.calm_stand"
chara:add_role("elona.shopkeeper", {inventory_id="elona.blackmarket"})
chara.shop_rank = 10
chara.name = I18N.get("chara.job.blackmarket", Text.random_name())
chara.is_only_in_christmas = true
chara = Chara.create("elona.rogue", 28, 9, nil, map)
chara.ai_calm_action = "base.calm_stand"
chara.relation = Enum.Relation.Neutral
chara.is_only_in_christmas = true
chara:add_role("elona.shopkeeper", {inventory_id="elona.street_vendor"})
chara.shop_rank = 30
chara.name = I18N.get("chara.job.street_vendor", Text.random_name())
chara = Chara.create("elona.rogue", 29, 24, nil, map)
chara.ai_calm_action = "base.calm_stand"
chara.faction = Enum.Relation.Neutral
chara.is_only_in_christmas = true
chara:add_role("elona.shopkeeper", {inventory_id="elona.street_vendor"})
chara.shop_rank = 30
chara.name = I18N.get("chara.job.street_vendor2", Text.random_name())
for _ = 1, 20 do
chara = Chara.create("elona.holy_beast", nil, nil, nil, map)
chara.is_only_in_christmas = true
chara = Chara.create("elona.festival_tourist", nil, nil, nil, map)
chara.is_only_in_christmas = true
end
for _ = 1, 15 do
chara = Chara.create("elona.bard", nil, nil, nil, map)
chara.is_only_in_christmas = true
end
for _ = 1, 7 do
chara = Chara.create("elona.prostitute", nil, nil, nil, map)
chara.is_only_in_christmas = true
chara = Chara.create("elona.tourist", nil, nil, nil, map)
chara.is_only_in_christmas = true
chara = Chara.create("elona.noble", nil, nil, nil, map)
chara.is_only_in_christmas = true
chara = Chara.create("elona.punk", nil, nil, nil, map)
chara.is_only_in_christmas = true
end
for _ = 1, 3 do
chara = Chara.create("elona.stray_cat", nil, nil, nil, map)
chara.is_only_in_christmas = true
chara = Chara.create("elona.tourist", nil, nil, nil, map)
chara.is_only_in_christmas = true
end
end
function noyel.on_generate_map()
local map = Elona122Map.generate("noyel")
map:set_archetype("elona.noyel", { set_properties = true })
local chara = Chara.create("elona.ebon", 46, 18, {}, map)
chara:add_role("elona.special")
save.elona.fire_giant_uid = chara.uid
chara = Chara.create("elona.moyer_the_crooked", 47, 18, {}, map)
chara:add_role("elona.shopkeeper", {inventory_id = "elona.moyer"})
chara = Chara.create("elona.town_child", 47, 20, {}, map)
chara:add_role("elona.special")
chara = Chara.create("elona.town_child", 15, 19, {}, map)
chara:add_role("elona.special")
chara = Chara.create("elona.town_child", 49, 20, {}, map)
chara:add_role("elona.special")
chara = Chara.create("elona.bard", 28, 22, {}, map)
chara:add_role("elona.special")
chara = Chara.create("elona.pael", 19, 3, {}, map)
chara:add_role("elona.special")
if Sidequest.progress("elona.pael_and_her_mom") ~= 1001 then
chara = Chara.create("elona.lily", 19, 2, {}, map)
chara:add_role("elona.special")
end
chara = Chara.create("elona.bartender", 40, 33, {}, map)
chara:add_role("elona.bartender")
chara = Chara.create("elona.healer", 44, 6, {}, map)
chara:add_role("elona.healer")
chara = Chara.create("elona.healer", 44, 3, {}, map)
chara:add_role("elona.sister")
chara = Chara.create("elona.shopkeeper", 19, 31, nil, map)
chara:add_role("elona.shopkeeper", {inventory_id = "elona.blacksmith"})
chara.shop_rank = 12
chara.name = I18N.get("chara.job.blacksmith", chara.name)
chara = Chara.create("elona.shopkeeper", 11, 31, nil, map)
chara:add_role("elona.shopkeeper", {inventory_id="elona.general_vendor"})
chara.shop_rank = 10
chara.name = I18N.get("chara.job.general_vendor", chara.name)
chara = Chara.create("elona.shopkeeper", 38, 34, nil, map)
chara:add_role("elona.shopkeeper", { inventory_id = "elona.innkeeper" })
chara:add_role("elona.innkeeper")
chara.shop_rank = 8
chara.name = I18N.get("chara.job.innkeeper", chara.name)
chara = Chara.create("elona.shopkeeper", 5, 27, nil, map)
chara:add_role("elona.shopkeeper", { inventory_id = "elona.bakery" })
chara.shop_rank = 9
chara.image = "elona.chara_baker"
chara.name = I18N.get("chara.job.baker", chara.name)
chara = Chara.create("elona.wizard", 56, 5, nil, map)
chara:add_role("elona.shopkeeper", { inventory_id = "elona.magic_vendor" })
chara.shop_rank = 11
chara.name = I18N.get("chara.job.magic_vendor", chara.name)
chara = Chara.create("elona.shopkeeper", 39, 35, nil, map)
chara:add_role("elona.shopkeeper", { inventory_id = "elona.trader" })
chara.shop_rank = 12
chara.name = I18N.get("chara.job.trader", chara.name)
chara = Chara.create("elona.elder", 5, 18, nil, map)
chara:add_role("elona.elder")
chara.name = I18N.get("chara.job.of_noyel", chara.name)
chara = Chara.create("elona.trainer", 18, 20, nil, map)
chara:add_role("elona.trainer")
chara.name = I18N.get("chara.job.trainer", chara.name)
chara = Chara.create("elona.wizard", 4, 33, nil, map)
chara:add_role("elona.identifier")
chara = Chara.create("elona.informer", 6, 33, nil, map)
chara:add_role("elona.informer")
for _ = 1, 3 do
chara = Chara.create("elona.citizen", Rand.rnd(32), Rand.rnd(map:height()), nil, map)
chara:add_role("elona.citizen")
chara = Chara.create("elona.citizen2", Rand.rnd(32), Rand.rnd(map:height()), nil, map)
chara:add_role("elona.citizen")
end
for _ = 1, 3 do
chara = Chara.create("elona.guard", Rand.rnd(32), Rand.rnd(map:height()), nil, map)
chara:add_role("elona.guard")
end
for _ = 1, 8 do
chara = MapgenUtils.generate_chara(map, Rand.rnd(11) + 25, Rand.rnd(5) + 15, { id = "elona.town_child" })
chara:add_role("elona.special")
end
for _ = 1, 20 do
MapgenUtils.generate_chara(map, Rand.rnd(55), Rand.rnd(map:height()))
end
return map
end
local function reload_noyel(map)
Chara.iter_others(map)
:filter(function(c) return c.is_only_in_christmas end)
:each(IChara.vanquish)
end
local function proc_noyel_christmas_festival(map, area)
if not area then
return
end
-- >>>>>>>> shade2/map.hsp:1904 if gMonth=12{ ...
if World.date().month == 12 then
if not area.metadata.is_noyel_christmas_festival then
area.metadata.is_noyel_christmas_festival = true
reload_noyel_christmas(map)
end
util.reload_122_map_geometry(map, "noyel_fest")
else
if area.metadata.is_noyel_christmas_festival then
area.metadata.is_noyel_christmas_festival = false
reload_noyel(map)
end
util.reload_122_map_geometry(map, "noyel")
end
end
noyel.events = noyel.events or {}
noyel.events[#noyel.events+1] = {
id = "base.on_map_generated_from_archetype",
name = "Proc Noyel Christmas festival",
callback = function(map, params)
proc_noyel_christmas_festival(map, params.area)
end
}
function noyel.on_map_renew_geometry(map)
-- >>>>>>>> shade2/map.hsp:3395 inv_getHeader -1 ...
for _, item in Item.iter_ground(map) do
if item.id ~= "elona.shelter" and item.id ~= "elona.giants_shackle" then
item:remove()
end
end
-- <<<<<<<< shade2/map.hsp:3400 loop ..
local area = Area.for_map(map)
proc_noyel_christmas_festival(map, area)
save.elona.is_fire_giant_released = false
-- <<<<<<<< shade2/map.hsp:1911 flagFireGiant=false ..
end
function noyel.on_map_pass_turn(map)
-- >>>>>>>> shade2/map.hsp:3295 if gArea=areaNoyel:if flagFireGiant=true:if cExis ...
if save.elona.is_fire_giant_released then
local fire_giant = map:get_object_of_type("base.chara", save.elona.fire_giant_uid)
if Chara.is_alive(fire_giant) and map:calc("crowd_density") < 30 then
if Rand.one_in(4) then
Charagen.create(nil, nil, { id = "elona.palmian_elite_soldier", quality = Enum.Quality.Bad }, map)
end
if Rand.one_in(10) then
Charagen.create(nil, nil, { id = "elona.tourist", quality = Enum.Quality.Bad }, map)
end
end
end
-- <<<<<<<< shade2/map.hsp:3300 } ..
end
data:add(noyel)
data:add {
_type = "base.area_archetype",
_id = "noyel",
types = { "town" },
image = "elona.feat_area_village_snow",
floors = {
[1] = "elona.noyel"
},
metadata = {
town_floors = { 1 },
can_return_to = true
},
parent_area = {
_id = "elona.north_tyris",
on_floor = 1,
x = 89,
y = 14,
starting_floor = 1
}
}
local function target_fire_giant(chara, params, result)
-- >>>>>>>> shade2/ai.hsp:86 if gArea=areaNoyel{ ...
local map = chara:current_map()
if map and map._archetype == "elona.noyel" and save.elona.fire_giant_uid ~= nil then
local fire_giant = map:get_object_of_type("base.chara", save.elona.fire_giant_uid)
if chara.uid ~= save.elona.fire_giant_uid
and not chara:is_in_player_party()
and save.elona.is_fire_giant_released
and Chara.is_alive(fire_giant)
then
chara:set_target(fire_giant, 500)
end
end
-- <<<<<<<< shade2/ai.hsp:90 } ..
end
Event.register("elona.on_default_ai_action", "Target fire giant if escaped", target_fire_giant)
local function prevent_tourist_loot(chara, _, blocked)
-- >>>>>>>> shade2/item.hsp:154 if gArea=areaNoyel{ ...
local map = chara:current_map()
if map and map._archetype == "elona.noyel" then
if chara._id == "elona.tourist" or chara._id == "elona.palmian_elite_soldier" then
blocked = true
end
end
return blocked
-- <<<<<<<< shade2/item.hsp:157 } ..
end
Event.register("elona.before_chara_drop_items", "Prevent loot drops from citizens and soldiers in Noyel", prevent_tourist_loot)
end
do
local lumiest = {
_id = "lumiest",
_type = "base.map_archetype",
elona_id = 36,
properties = {
music = "elona.town2",
types = { "town" },
tileset = "elona.town",
level = 1,
is_indoor = false,
has_anchored_npcs = true,
default_ai_calm = "base.calm_roam",
quest_town_id = 7,
trainer_skills = {
"elona.casting",
"elona.healing",
"elona.literacy",
"elona.magic_device",
"elona.fishing",
"elona.light_armor",
"elona.investing",
"elona.two_hand",
}
}
}
function lumiest.starting_pos(map, chara)
local pos = MapEntrance.edge(map, chara)
if save.base.player_pos_on_map_leave then
return pos
end
local last_dir = Chara.player().direction
if last_dir == "West" then
pos.x = 58
pos.y = 21
elseif last_dir == "East" then
pos.x = 25
pos.y = 1
elseif last_dir == "North" then
pos.x = 58
pos.y = 21
elseif last_dir == "South" then
pos.x = 25
pos.y = 1
end
return pos
end
lumiest.chara_filter = util.chara_filter_town(
function()
if Rand.one_in(3) then
return { id = "elona.artist" }
end
end
)
function lumiest.on_generate_map(area)
local map = Elona122Map.generate("lumiest")
map:set_archetype("elona.lumiest", { set_properties = true })
-- TODO only if sidequest
--local stair = Feat.at(18, 45, map):nth(1)
--assert(stair)
--stair.generator_params = { generator = "base.map_template", params = { id = "elona.the_sewer" }}
--stair.area_params = { outer_map_id = map._id }
local chara = Chara.create("elona.renton", 12, 24, nil, map)
chara:add_role("elona.special")
chara = Chara.create("elona.balzak", 21, 3, nil, map)
chara:add_role("elona.special")
chara = Chara.create("elona.lexus", 5, 20, nil, map)
chara:add_role("elona.special")
chara = Chara.create("elona.cleaner", 28, 29, nil, map)
chara:add_role("elona.special")
chara = Chara.create("elona.bard", 41, 19, nil, map)
chara:add_role("elona.special")
chara = Chara.create("elona.bard", 32, 43, nil, map)
chara:add_role("elona.special")
chara = Chara.create("elona.bard", 29, 28, nil, map)
chara:add_role("elona.special")
chara = Chara.create("elona.bard", 16, 45, nil, map)
chara:add_role("elona.special")
chara = Chara.create("elona.bard", 13, 24, nil, map)
chara:add_role("elona.special")
chara = Chara.create("elona.bartender", 41, 42, nil, map)
chara:add_role("elona.bartender")
chara = Chara.create("elona.healer", 10, 16, nil, map)
chara:add_role("elona.healer")
chara = Chara.create("elona.shopkeeper", 47, 30, nil, map)
chara:add_role("elona.shopkeeper", {inventory_id="elona.general_vendor"})
chara.shop_rank = 10
chara.name = I18N.get("chara.job.general_vendor", chara.name)
chara = Chara.create("elona.shopkeeper", 24, 47, nil, map)
chara:add_role("elona.shopkeeper", { inventory_id = "elona.innkeeper" })
chara:add_role("elona.innkeeper")
chara.shop_rank = 8
chara.name = I18N.get("chara.job.innkeeper", chara.name)
chara = Chara.create("elona.shopkeeper", 37, 30, nil, map)
chara:add_role("elona.shopkeeper", {inventory_id = "elona.blacksmith"})
chara.shop_rank = 12
chara.name = I18N.get("chara.job.blacksmith", chara.name)
chara = Chara.create("elona.shopkeeper", 37, 12, nil, map)
chara:add_role("elona.shopkeeper", { inventory_id = "elona.bakery" })
chara.shop_rank = 9
chara.image = "elona.chara_baker"
chara.name = I18N.get("chara.job.baker", chara.name)
chara = Chara.create("elona.wizard", 6, 15, nil, map)
chara:add_role("elona.shopkeeper", { inventory_id = "elona.magic_vendor" })
chara.shop_rank = 11
chara.name = I18N.get("chara.job.magic_vendor", chara.name)
chara = Chara.create("elona.shopkeeper", 33, 43, nil, map)
chara:add_role("elona.shopkeeper", { inventory_id = "elona.trader" })
chara.shop_rank = 12
chara.name = I18N.get("chara.job.trader", chara.name)
chara = Chara.create("elona.shopkeeper", 47, 12, nil, map)
chara:add_role("elona.shopkeeper", { inventory_id = "elona.fisher" })
chara.shop_rank = 5
chara.name = I18N.get("chara.job.fisher", chara.name)
chara = Chara.create("elona.elder", 3, 38, nil, map)
chara:add_role("elona.elder")
chara.name = I18N.get("chara.job.of_lumiest", chara.name)
chara = Chara.create("elona.trainer", 21, 28, nil, map)
chara:add_role("elona.trainer")
chara.name = I18N.get("chara.job.trainer", chara.name)
chara = Chara.create("elona.wizard", 21, 30, nil, map)
chara:add_role("elona.identifier")
chara = Chara.create("elona.informer", 23, 38, nil, map)
chara:add_role("elona.informer")
for _=1,6 do
chara = Chara.create("elona.citizen", nil, nil, nil, map)
chara:add_role("elona.citizen")
chara = Chara.create("elona.citizen2", nil, nil, nil, map)
chara:add_role("elona.citizen")
end
for _=1,7 do
chara = Chara.create("elona.guard", nil, nil, nil, map)
chara:add_role("elona.guard")
end
for _=1,25 do
MapgenUtils.generate_chara(map)
end
util.connect_stair_at(map, 5, 20, area, 3)
return map
end
function lumiest.on_map_renew_geometry(map)
util.reload_122_map_geometry(map, "lumiest")
end
data:add(lumiest)
data:add {
_type = "base.area_archetype",
_id = "lumiest",
types = { "town" },
image = "elona.feat_area_city",
floors = {
[1] = "elona.lumiest",
[3] = "elona.mages_guild",
[20] = "elona.the_sewer"
},
metadata = {
town_floors = { 1 },
can_return_to = true
},
parent_area = {
_id = "elona.north_tyris",
on_floor = 1,
x = 61,
y = 32,
starting_floor = 1
}
}
end
|
--[[
Based on slap.lua, Copyright 2016 topkecleon <drew@otou.to>
This code is licensed under the GNU AGPLv3.
]]--
local slap = {}
local mattata = require('mattata')
function slap:init(configuration)
slap.arguments = 'slap <target>'
slap.commands = mattata.commands(self.info.username, configuration.commandPrefix):c('slap').table
slap.help = configuration.commandPrefix .. 'slap <target> - Slap somebody (or something).'
end
local slaps = {
'VICTIM was shot by VICTOR.',
'VICTIM was pricked to death.',
'VICTIM walked into a cactus while trying to escape VICTOR.',
'VICTIM drowned.',
'VICTIM drowned whilst trying to escape VICTOR.',
'VICTIM blew up.',
'VICTIM was blown up by VICTOR.',
'VICTIM hit the ground too hard.',
'VICTIM fell from a high place.',
'VICTIM fell off a ladder.',
'VICTIM fell into a patch of cacti.',
'VICTIM was doomed to fall by VICTOR.',
'VICTIM was blown from a high place by VICTOR.',
'VICTIM was squashed by a falling anvil.',
'VICTIM went up in flames.',
'VICTIM burned to death.',
'VICTIM was burnt to a crisp whilst fighting VICTOR.',
'VICTIM walked into a fire whilst fighting VICTOR.',
'VICTIM tried to swim in lava.',
'VICTIM tried to swim in lava while trying to escape VICTOR.',
'VICTIM was struck by lightning.',
'VICTIM was slain by VICTOR.',
'VICTIM got finished off by VICTOR.',
'VICTIM was killed by magic.',
'VICTIM was killed by VICTOR using magic.',
'VICTIM starved to death.',
'VICTIM suffocated in a wall.',
'VICTIM fell out of the world.',
'VICTIM was knocked into the void by VICTOR.',
'VICTIM withered away.',
'VICTIM was pummeled by VICTOR.',
'VICTIM was fragged by VICTOR.',
'VICTIM was desynchronized.',
'VICTIM was wasted.',
'VICTIM was busted.',
'VICTIM\'s bones are scraped clean by the desolate wind.',
'VICTIM has died of dysentery.',
'VICTIM fainted.',
'VICTIM is out of usable Pokemon! VICTIM whited out!',
'VICTIM is out of usable Pokemon! VICTIM blacked out!',
'VICTIM whited out!',
'VICTIM blacked out!',
'VICTIM says goodbye to this cruel world.',
'VICTIM got rekt.',
'VICTIM was sawn in half by VICTOR.',
'VICTIM died. I blame VICTOR.',
'VICTIM was axe-murdered by VICTOR.',
'VICTIM\'s melon was split by VICTOR.',
'VICTIM was sliced and diced by VICTOR.',
'VICTIM was split from crotch to sternum by VICTOR.',
'VICTIM\'s death put another notch in VICTOR\'s axe.',
'VICTIM died impossibly!',
'VICTIM died from VICTOR\'s mysterious tropical disease.',
'VICTIM escaped infection by dying.',
'VICTIM played hot-potato with a grenade.',
'VICTIM was knifed by VICTOR.',
'VICTIM fell on his sword.',
'VICTIM ate a grenade.',
'VICTIM practiced being VICTOR\'s clay pigeon.',
'VICTIM is what\'s for dinner!',
'VICTIM was terminated by VICTOR.',
'VICTIM was shot before being thrown out of a plane.',
'VICTIM was not invincible.',
'VICTIM has encountered an error.',
'VICTIM died and reincarnated as a goat.',
'VICTOR threw VICTIM off a building.',
'VICTIM is sleeping with the fishes.',
'VICTIM got a premature burial.',
'VICTOR replaced all of VICTIM\'s music with Nickelback.',
'VICTOR spammed VICTIM\'s email.',
'VICTOR made VICTIM a knuckle sandwich.',
'VICTOR slapped VICTIM with pure nothing.',
'VICTOR hit VICTIM with a small, interstellar spaceship.',
'VICTIM was quickscoped by VICTOR.',
'VICTOR put VICTIM in check-mate.',
'VICTOR RSA-encrypted VICTIM and deleted the private key.',
'VICTOR put VICTIM in the friendzone.',
'VICTOR slaps VICTIM with a DMCA takedown request!',
'VICTIM became a corpse blanket for VICTOR.',
'Death is when the monsters get you. Death comes for VICTIM.',
'Cowards die many times before their death. VICTIM never tasted death but once.',
'VICTIM died of hospital gangrene.',
'VICTIM got a house call from Doctor VICTOR.',
'VICTOR beheaded VICTIM.',
'VICTIM got stoned...by an angry mob.',
'VICTOR sued the pants off VICTIM.',
'VICTIM was impeached.',
'VICTIM was one-hit KO\'d by VICTOR.',
'VICTOR sent VICTIM to /dev/null.',
'VICTOR sent VICTIM down the memory hole.',
'VICTIM was a mistake.',
'\'VICTIM was a mistake.\' - VICTOR',
'VICTOR checkmated VICTIM in two moves.'
}
function slap:onMessage(message)
local input = mattata.input(message.text)
local victor = message.from.first_name
local victim
if not input then
victor = self.info.first_name
victim = message.from.first_name
else
if message.reply_to_message then
victim = message.reply_to_message.from.first_name
else
victim = input
end
end
mattata.sendMessage(message.chat.id, slaps[math.random(#slaps)]:gsub('VICTIM', victim):gsub('VICTOR', victor), nil, true, false, message.message_id)
end
return slap |
return {
type = "table",
entries = {
particles_per_metre = {
type = "number",
description = "Particles per one metre (= node size)",
range = {min = 1, max = 100},
default = 10
},
spawn_chance = {
type = "number",
description = "Chance of a ghost spawning the first night",
range = {min = 0, max = 1},
default = 1
},
chance_reduction_per_night = {
type = "number",
description = "Decrease in chance of ghost spawning per night",
range = {min = 0, max = 1},
default = 0.5
},
forget_duration_nights = {
type = "number",
description = "How many nights it takes for a ghost to forget their victim",
default = 10,
},
fallback_resolution = {
type = "table",
entries = {
{
type = "number",
description = "Fallback resolution width",
default = 64
},
{
type = "number",
description = "Fallback resolution height",
default = 64
}
}
},
force_fallback_resolution = {
type = "boolean",
description = "Whether to always resize textures to the given fallback dimensions. Guarantees support for arbitrary resolution texture packs. If this is not set, texture packs with a resolution lower than the server texture resolution won't work at all; texture packs with a multiple of said resolution will work well, however. A resolution of 64x64 or lower is usually acceptable performance-wise.",
default = false
}
}
} |
local FirstChargeUI = class("FirstChargeUI", BaseUI)
function FirstChargeUI:ctor()
self:load(UriConst.ui_firstCharge, UIType.PopUp,UIAnim.MiddleAppear)
end
function FirstChargeUI:Refresh()
App.RetrieveProxy("MainProxy"):FirstChargeOpenReq()
end
function FirstChargeUI:Hide()
if self.timer then
LuaTimer.Delete(self.timer)
end
end
function FirstChargeUI:UpdateData()
if Player.first_charge_left_time then
self.count_time = Player.first_charge_left_time
self.timer = LuaTimer.Add(100,100,Handler(self.ShowTimer,self))
end
end
function FirstChargeUI:ShowTimer()
if self.count_time > 0 then
self.count_time = self.count_time - 0.1
local zs,xs = math.modf(self.count_time)
local h = math.floor(zs / 3600)
local m = math.floor((zs % 3600) / 60)
local s = math.floor((zs % 3600) % 60)
xs = math.floor(xs*100)
self.txt_countdown.text = string.format("%02d:%02d:%02d:%02d",h,m,s,xs)
return true
else
return false
end
end
function FirstChargeUI:onClick(go, name)
if name == "btn_exit" or name == "btn_mask" then
self:closePage()
elseif name == "btn_getCoin" then
if table.isEmpty(Cache.pay_type) then
App.Notice(AppMsg.DialogShow,"CashIn channel is under maintenance!")
else
App.Notice(AppMsg.CashChannelShow,Cache.firstChargeItem)
end
end
end
return FirstChargeUI |
local M = {}
--- Create a signal
-- @param signal_id The unique id of the signal
-- @return The created signal
function M.create(signal_id)
assert(signal_id, "You must provide a signal_id")
signal_id = type(signal_id) == "string" and hash(signal_id) or signal_id
local signal = {
id = signal_id,
}
local listeners = {}
--- Add a listener to the signal
-- @param cb Function callback or message url (defaults to current url)
function signal.add(cb)
cb = cb or msg.url()
if type(cb) == "function" then
listeners[cb] = { fn = cb }
else
local key = hash_to_hex(cb.socket or hash("")) .. hash_to_hex(cb.path or hash("")) .. hash_to_hex(cb.fragment or hash(""))
listeners[key] = {
fn = function(message)
if not message then
msg.post(cb, signal_id)
else
if type(message) ~= "table" then
message = { message = message }
end
msg.post(cb, signal_id, message)
end
end
}
end
end
--- Remove a listener from the signal
-- @param cb Function callback or message url (defaults to current url)
function signal.remove(cb)
cb = cb or msg.url()
if type(cb) == "function" then
listeners[cb] = nil
else
local key = hash_to_hex(cb.socket or hash("")) .. hash_to_hex(cb.path or hash("")) .. hash_to_hex(cb.fragment or hash(""))
listeners[key] = nil
end
end
--- Trigger the signal
-- @param message Optional message to pass to listeners
function signal.trigger(message)
for _,v in pairs(listeners) do
v.fn(message)
end
end
return signal
end
return M
|
require 'nn'
require 'image'
require 'xlua'
torch.setdefaulttensortype('torch.FloatTensor')
-- parse STL-10 data from table into Tensor
function parseDataLabel(d, numSamples, numChannels, height, width)
local t = torch.ByteTensor(numSamples, numChannels, height, width)
local l = torch.ByteTensor(numSamples)
local idx = 1
for i = 1, #d do
local this_d = d[i]
for j = 1, #this_d do
t[idx]:copy(this_d[j])
l[idx] = i
idx = idx + 1
end
end
assert(idx == numSamples+1)
return t, l
end
function parseDataNoLabel(d, numSamples, numChannels, height, width)
local t_nl = torch.ByteTensor(numSamples, numChannels, height, width)
local idx = 1
for i = 1, #d do
local this_d = d[i]
for j = 1, #this_d do
t_nl[idx]:copy(this_d[j])
idx = idx + 1
end
end
assert(idx == numSamples + 1)
return t_nl
end
local Provider = torch.class 'Provider'
function Provider:__init(full)
local trsize = 4000
local valsize = 1000 -- Use the validation here as the valing set
local testsize = 8000
local channel = 3
local height = 96
local width = 96
-- download dataset
if not paths.dirp('stl-10') then
os.execute('mkdir stl-10')
local www = {
train = 'https://s3.amazonaws.com/dsga1008-spring16/data/a2/train.t7b',
val = 'https://s3.amazonaws.com/dsga1008-spring16/data/a2/val.t7b',
extra = 'https://s3.amazonaws.com/dsga1008-spring16/data/a2/extra.t7b',
test = 'https://s3.amazonaws.com/dsga1008-spring16/data/a2/test.t7b'
}
os.execute('wget ' .. www.train .. '; '.. 'mv train.t7b stl-10/train.t7b')
os.execute('wget ' .. www.val .. '; '.. 'mv val.t7b stl-10/val.t7b')
os.execute('wget ' .. www.test .. '; '.. 'mv test.t7b stl-10/test.t7b')
os.execute('wget ' .. www.extra .. '; '.. 'mv extra.t7b stl-10/extra.t7b')
end
local raw_train = torch.load('stl-10/train.t7b')
local raw_val = torch.load('stl-10/val.t7b')
local raw_test = torch.load('stl-10/test.t7b')
-- load and parse dataset
self.testData = {
data = torch.Tensor(),
labels = torch.Tensor(),
size = function() return testsize end
}
self.testData.data, self.testData.labels = parseDataLabel(raw_test.data, testsize, channel, height, width)
local testData = self.testData
self.trainData = {
data = torch.Tensor(),
labels = torch.Tensor(),
size = function() return trsize end
}
self.trainData.data, self.trainData.labels = parseDataLabel(raw_train.data,
trsize, channel, height, width)
local trainData = self.trainData
self.valData = {
data = torch.Tensor(),
labels = torch.Tensor(),
size = function() return valsize end
}
self.valData.data, self.valData.labels = parseDataLabel(raw_val.data,
valsize, channel, height, width)
local valData = self.valData
-- convert from ByteTensor to Float
self.testData.data = self.testData.data:float()
self.testData.labels = self.testData.labels:float()
self.trainData.data = self.trainData.data:float()
self.trainData.labels = self.trainData.labels:float()
self.valData.data = self.valData.data:float()
self.valData.labels = self.valData.labels:float()
collectgarbage()
end
function Provider:getUnlabelled()
local exsize = 100000
if not paths.dirp('stl-10') then
local www = {
extra = 'https://s3.amazonaws.com/dsga1008-spring16/data/a2/extra.t7b',
}
os.execute('wget ' .. www.extra .. '; '.. 'mv extra.t7b stl-10/extra.t7b')
end
local raw_extra = torch.load('stl-10/extra.t7b')
local extraData = {
data = torch.FloatTensor(),
size = function() return exsize end
}
extraData.data = parseDataNoLabel(raw_extra.data, 100000, 3, 96, 96)
-- local extraData = self.extraData
extraData.data = extraData.data:float()
self.extraData = extraData
collectgarbage()
end
function Provider:normalize()
----------------------------------------------------------------------
-- preprocess/normalize train/val sets
--
local trainData = self.trainData
local valData = self.valData
local extraData = self.extraData
local testData = self.testData
print '<trainer> preprocessing data (color space + normalization)'
collectgarbage()
-- preprocess trainSet
local normalization = nn.SpatialContrastiveNormalization(1, image.gaussian1D(7))
for i = 1,trainData:size() do
xlua.progress(i, trainData:size())
-- rgb -> yuv
local rgb = trainData.data[i]
local yuv = image.rgb2yuv(rgb)
-- normalize y locally:
yuv[1] = normalization(yuv[{{1}}])
trainData.data[i] = yuv
end
-- normalize u globally:
local mean_u = trainData.data:select(2,2):mean()
local std_u = trainData.data:select(2,2):std()
trainData.data:select(2,2):add(-mean_u)
trainData.data:select(2,2):div(std_u)
-- normalize v globally:
local mean_v = trainData.data:select(2,3):mean()
local std_v = trainData.data:select(2,3):std()
trainData.data:select(2,3):add(-mean_v)
trainData.data:select(2,3):div(std_v)
trainData.mean_u = mean_u
trainData.std_u = std_u
trainData.mean_v = mean_v
trainData.std_v = std_v
-- preprocess valSet
for i = 1,valData:size() do
xlua.progress(i, valData:size())
-- rgb -> yuv
local rgb = valData.data[i]
local yuv = image.rgb2yuv(rgb)
-- normalize y locally:
yuv[{1}] = normalization(yuv[{{1}}])
valData.data[i] = yuv
end
-- normalize u globally:
valData.data:select(2,2):add(-mean_u)
valData.data:select(2,2):div(std_u)
-- normalize v globally:
valData.data:select(2,3):add(-mean_v)
valData.data:select(2,3):div(std_v)
-- preprocess testSet
for i = 1,testData:size() do
xlua.progress(i, testData:size())
-- rgb -> yuv
local rgb = testData.data[i]
local yuv = image.rgb2yuv(rgb)
-- normalize y locally:
yuv[{1}] = normalization(yuv[{{1}}])
testData.data[i] = yuv
end
-- normalize u globally:
testData.data:select(2,2):add(-mean_u)
testData.data:select(2,2):div(std_u)
-- normalize v globally:
testData.data:select(2,3):add(-mean_v)
testData.data:select(2,3):div(std_v)
-- preprocess extraSet
for i=1, extraData:size() do
xlua.progress(i, extraData:size())
-- rgb -> yuv
local rgb = extraData.data[i]
local yuv = image.rgb2yuv(rgb)
-- normalize y locally:
yuv[{1}] = normalization(yuv[{{1}}])
extraData.data[i] = yuv
end
extraData.data:select(2,2):add(-mean_u)
extraData.data:select(2,2):div(std_u)
extraData.data:select(2,3):add(-mean_v)
extraData.data:select(2,3):div(std_v)
end
|
SkillTree = Object:extend()
function SkillTree:new()
self.timer = Timer()
self.area = Area(self)
self.font = fonts.Anonymous_8
self.main_canvas = love.graphics.newCanvas(gw, gh)
self.final_canvas = love.graphics.newCanvas(gw, gh)
self.temp_canvas = love.graphics.newCanvas(gw, gh)
self.glitch_canvas = love.graphics.newCanvas(gw, gh)
self.rgb_canvas = love.graphics.newCanvas(gw, gh)
self.rgb_shift_mag = 0
self.nodes = {}
self.lines = {}
self.tree = table.copy(tree)
camera:lookAt(32, 96)
-- Create nodes and links
for id, node in pairs(self.tree) do self.nodes[id] = Node(id, node.x, node.y, node.size) end
for id, node in pairs(self.tree) do
for _, linked_node_id in ipairs(node.links or {}) do
table.insert(self.lines, Line(self.nodes, id, linked_node_id))
end
end
-- Keyboard tree movement
for id, current_node in pairs(self.tree) do
for _, linked_node_id in ipairs(current_node.links or {}) do
if not self.nodes[id].link_directions then self.nodes[id].link_directions = {} end
local current_node = self.nodes[id]
local other_node = self.nodes[linked_node_id]
local dx, dy = current_node.x - other_node.x, current_node.y - other_node.y
local direction
if math.abs(dx) <= 0.01 and dy > 0 then direction = 'up' end
if math.abs(dx) <= 0.01 and dy < 0 then direction = 'down' end
if math.abs(dy) <= 0.01 and dx > 0 then direction = 'left' end
if math.abs(dy) <= 0.01 and dx < 0 then direction = 'right' end
if dx > 0 and dy > 0 then direction = 'left-up' end
if dx < 0 and dy > 0 then direction = 'right-up' end
if dx > 0 and dy < 0 then direction = 'left-down' end
if dx < 0 and dy < 0 then direction = 'right-down' end
if direction then self.nodes[id].link_directions[direction] = linked_node_id end
end
end
self.moving_with_kb = true
self.selected_kb_node_id = 1
self.keys_alpha = 255
self.timer:after(10, function() self.timer:tween(5, self, {keys_alpha = 0}, 'in-out-cubic') end)
self:updateCanBeBoughtNodes()
self.buying = false
self.refunding = false
self.skill_points_to_buy = 0
self.temporary_bought_node_indexes = {}
input:unbindAll()
input:bind('a', 'left')
input:bind('d', 'right')
input:bind('w', 'up')
input:bind('s', 'down')
input:bind('left', 'left')
input:bind('right', 'right')
input:bind('up', 'up')
input:bind('down', 'down')
input:bind('mouse1', 'left_click')
input:bind('wheelup', 'zoom_in')
input:bind('wheeldown', 'zoom_out')
input:bind('r1', 'zoom_in')
input:bind('l1', 'zoom_out')
input:bind('q', 'kb_zoom_in')
input:bind('e', 'kb_zoom_out')
input:bind('return', 'return')
input:bind('backspace', 'backspace')
input:bind('escape', 'escape')
input:bind('dpleft', 'left')
input:bind('dpright', 'right')
input:bind('dpup', 'up')
input:bind('dpdown', 'down')
input:bind('start', 'return')
input:bind('fright', 'escape')
input:bind('fdown', 'return')
input:bind('fleft', 'return')
input:bind('fup', 'escape')
input:bind('select', 'escape')
input:bind('tab', 'tab')
input:bind('fleft', 'kb_enter')
input:bind('return', 'kb_enter')
input:bind('fdown', 'kb_cancel')
input:bind('c', 'kb_cancel')
input:bind('start', 'kb_apply')
input:bind('k', 'kb_apply')
self.timer:every(0.2, function()
self.area:addGameObject('GlitchDisplacement')
self.area:addGameObject('RGBShift')
end)
self.stats_rectangle_sx, self.stats_rectangle_sy = 0, 0
end
function SkillTree:update(dt)
self.timer:update(dt)
self.area:update(dt)
camera.smoother = Camera.smooth.damped(10)
if self.moving_with_kb then
local node = self.nodes[self.selected_kb_node_id]
camera:lockPosition(dt, node.x, node.y)
local changeSelectedNode = function(linked_node_id)
self.selected_kb_node_id = linked_node_id
self.nodes[self.selected_kb_node_id]:enterHot()
end
local delay = 0.040
for direction, linked_node_id in pairs(node.link_directions) do
if direction == 'left-up' and ((input:pressed('left') and input:pressed('up')) or (input:sequence('left', delay, 'up') or input:sequence('up', delay, 'left'))) then
self.timer:cancel('kb_left')
self.timer:cancel('kb_up')
changeSelectedNode(linked_node_id)
goto continue
elseif direction == 'left-down' and ((input:pressed('left') and input:pressed('down')) or (input:sequence('left', delay, 'down') or input:sequence('down', delay, 'left'))) then
self.timer:cancel('kb_left')
self.timer:cancel('kb_down')
changeSelectedNode(linked_node_id)
goto continue
elseif direction == 'right-up' and ((input:pressed('right') and input:pressed('up')) or (input:sequence('right', delay, 'up') or input:sequence('up', delay, 'right'))) then
self.timer:cancel('kb_right')
self.timer:cancel('kb_up')
changeSelectedNode(linked_node_id)
goto continue
elseif direction == 'right-down' and ((input:pressed('right') and input:pressed('down')) or (input:sequence('right', delay, 'down') or input:sequence('down', delay, 'right'))) then
self.timer:cancel('kb_right')
self.timer:cancel('kb_down')
changeSelectedNode(linked_node_id)
goto continue
end
end
for direction, linked_node_id in pairs(node.link_directions) do
if direction == 'left' and input:pressed('left') then self.timer:after('kb_left', delay, function() changeSelectedNode(linked_node_id) end); goto continue
elseif direction == 'right' and input:pressed('right') then self.timer:after('kb_right', delay, function() changeSelectedNode(linked_node_id) end); goto continue
elseif direction == 'up' and input:pressed('up') then self.timer:after('kb_up', delay, function() changeSelectedNode(linked_node_id) end); goto continue
elseif direction == 'down' and input:pressed('down') then self.timer:after('kb_down', delay, function() changeSelectedNode(linked_node_id) end); goto continue end
end
for direction, linked_node_id in pairs(node.link_directions) do
if direction == 'left-up' and input:pressed('left') then self.timer:after('kb_left', delay, function() changeSelectedNode(linked_node_id) end)
elseif direction == 'left-up' and input:pressed('up') then self.timer:after('kb_up', delay, function() changeSelectedNode(linked_node_id) end)
elseif direction == 'left-down' and input:pressed('left') then self.timer:after('kb_left', delay, function() changeSelectedNode(linked_node_id) end)
elseif direction == 'left-down' and input:pressed('down') then self.timer:after('kb_down', delay, function() changeSelectedNode(linked_node_id) end)
elseif direction == 'right-up' and input:pressed('right') then self.timer:after('kb_right', delay, function() changeSelectedNode(linked_node_id) end)
elseif direction == 'right-up' and input:pressed('up') then self.timer:after('kb_up', delay, function() changeSelectedNode(linked_node_id) end)
elseif direction == 'right-down' and input:pressed('right') then self.timer:after('kb_right', delay, function() changeSelectedNode(linked_node_id) end)
elseif direction == 'right-down' and input:pressed('down') then self.timer:after('kb_down', delay, function() changeSelectedNode(linked_node_id) end) end
end
::continue::
end
if input:pressed('left') or input:pressed('right') or input:pressed('up') or input:pressed('down') or input:pressed('kb_zoom_in') or input:pressed('kb_zoom_out') or input:pressed('kb_enter') or input:pressed('kb_apply') or input:pressed('kb_cancel') then
self.moving_with_kb = true
end
if input:down('left_click') then
self.moving_with_kb = false
local mx, my = camera:getMousePosition(sx, sy, 0, 0, sx*gw, sy*gh)
local dx, dy = mx - self.previous_mx, my - self.previous_my
camera:move(-dx/camera.scale, -dy/camera.scale)
camera.x, camera.y = math.floor(camera.x), math.floor(camera.y)
end
self.previous_mx, self.previous_my = camera:getMousePosition(sx, sy, 0, 0, sx*gw, sy*gh)
if input:pressed('zoom_in') or input:pressed('kb_zoom_in') then self.timer:tween('zoom', 0.2, camera, {scale = camera.scale + 0.1}, 'in-out-cubic') end
if input:pressed('zoom_out') or input:pressed('kb_zoom_out') then self.timer:tween('zoom', 0.2, camera, {scale = camera.scale - 0.1}, 'in-out-cubic') end
camera.scale = math.max(0.2, camera.scale)
-- Console
local pmx, pmy = love.mouse.getPosition()
local text = 'CONSOLE'
local w = self.font:getWidth(text)
local x, y = gw - w - 15, 5
if (pmx >= sx*x and pmx <= sx*(x + w + 10) and pmy >= sy*y and pmy <= sy*(y + 16) and input:pressed('left_click')) or input:pressed('escape') then
self:cancel()
playMenuBack()
gotoRoom('Console')
end
-- Apply, cancel buttons
self.bought_nodes_this_frame = false
if self.buying then
local pmx, pmy = love.mouse.getPosition()
-- Apply
local text = 'Apply ' .. self.skill_points_to_buy .. ' Skill Points'
local w = self.font:getWidth(text)
local x, y = 5, gh - 20
if (pmx >= sx*x and pmx <= sx*(x + w + 10) and pmy >= sy*y and pmy <= sy*(y + 16) and input:pressed('left_click')) or input:pressed('kb_apply') then
if self.skill_points_to_buy <= skill_points and #bought_node_indexes <= max_tree_nodes then
skill_points = skill_points - self.skill_points_to_buy
spent_sp = spent_sp + self.skill_points_to_buy
self.skill_points_to_buy = 0
self.buying = false
self.temporary_bought_node_indexes = {}
playMenuSelect()
self:rgbShift()
self.bought_nodes_this_frame = true
else
if #bought_node_indexes > max_tree_nodes then
self.cant_buy_error = 'CANT HAVE MORE THAN ' .. max_tree_nodes .. ' NODES'
self.timer:after(0.5, function() self.cant_buy_error = false end)
self:cancel()
playMenuError()
self:glitchError()
else
self.cant_buy_error = 'NOT ENOUGH SKILL POINTS'
self.timer:after(0.5, function() self.cant_buy_error = false end)
self:cancel()
playMenuError()
self:glitchError()
end
end
end
-- Cancel
local x = x + w + 10 + 5
local text = 'Cancel'
local w = self.font:getWidth(text)
if (pmx >= sx*x and pmx <= sx*(x + w + 10) and pmy >= sy*y and pmy <= sy*(y + 16) and input:pressed('left_click')) or input:pressed('kb_cancel') then
playMenuBack()
self:cancel()
end
end
for _, node in pairs(self.nodes) do node:update(dt) end
for _, line in pairs(self.lines) do line:update(dt) end
end
function SkillTree:draw()
love.graphics.setCanvas(self.glitch_canvas)
love.graphics.clear()
love.graphics.setColor(color255To1(127, 127, 127))
love.graphics.rectangle('fill', 0, 0, gw, gh)
love.graphics.setColor(color255To1(255, 255, 255))
self.area:drawOnly({'glitch'})
love.graphics.setCanvas()
love.graphics.setCanvas(self.main_canvas)
love.graphics.clear()
camera:attach(0, 0, gw, gh)
-- Draw grid
local grid_w, grid_h = 18000, 18000
local grid_node_w, grid_node_h = 12, 12
local grid_cluster_size = 5
love.graphics.setColor(color255To1(255, 255, 255, 4))
love.graphics.line(0, -grid_h/2, 0, grid_h/2)
local n_grid_w, n_grid_h = (grid_w/2)/grid_node_w, (grid_h/2)/grid_node_h
local n_big_grid_w, n_big_grid_h = (grid_w/2)/(grid_cluster_size*grid_node_w), (grid_h/2)/(grid_cluster_size*grid_node_h)
for i = 1, n_big_grid_w do
love.graphics.line(0 - grid_cluster_size*grid_node_w*i, -grid_h/2, 0 - grid_cluster_size*grid_node_w*i, grid_h/2)
love.graphics.line(0 + grid_cluster_size*grid_node_w*i, -grid_h/2, 0 + grid_cluster_size*grid_node_w*i, grid_h/2)
end
love.graphics.setColor(color255To1(255, 255, 255, 2))
for i = 1, n_grid_w do
love.graphics.line(0 - grid_node_w*i, -grid_h/2, 0 - grid_node_w*i, grid_h/2)
love.graphics.line(0 + grid_node_w*i, -grid_h/2, 0 + grid_node_w*i, grid_h/2)
end
love.graphics.setColor(color255To1(255, 255, 255, 4))
love.graphics.line(-grid_w/2, 0, grid_w/2, 0)
for i = 1, n_big_grid_h do
love.graphics.line(-grid_w/2, 0 - grid_cluster_size*grid_node_h*i, grid_w/2, 0 - grid_cluster_size*grid_node_h*i)
love.graphics.line(-grid_w/2, 0 + grid_cluster_size*grid_node_h*i, grid_w/2, 0 + grid_cluster_size*grid_node_h*i)
end
love.graphics.setColor(color255To1(255, 255, 255, 2))
for i = 1, n_grid_h do
love.graphics.line(-grid_w/2, 0 - grid_node_h*i, grid_w/2, 0 - grid_node_h*i)
love.graphics.line(-grid_w/2, 0 + grid_node_h*i, grid_w/2, 0 + grid_node_h*i)
end
-- Draw nodes and lines
love.graphics.setLineWidth(1/camera.scale)
for _, line in pairs(self.lines) do line:draw() end
for _, node in pairs(self.nodes) do node:draw() end
love.graphics.setLineWidth(1)
camera:detach()
-- Skill points
love.graphics.setColor(color255To1(skill_point_color))
love.graphics.print(skill_points .. 'SP', gw - 20, 28, 0, 1, 1, math.floor(self.font:getWidth(skill_points .. 'SP')/2), math.floor(self.font:getHeight()/2))
-- Nodes
if #bought_node_indexes > max_tree_nodes then love.graphics.setColor(color255To1(hp_color))
else love.graphics.setColor(color255To1(default_color)) end
love.graphics.print(#bought_node_indexes .. '/' .. max_tree_nodes .. ' NODES BOUGHT', 10, 20, 0, 1, 1, 0, math.floor(self.font:getHeight()/2))
-- Keys
local r, g, b = unpack(background_color)
love.graphics.setColor(color255To1(r, g, b, self.keys_alpha))
love.graphics.rectangle('fill', 10, gh - 15 - 3 - 18, 18, 18)
love.graphics.rectangle('fill', 10 + 18 + 3, gh - 15 - 3 - 18, 18, 18)
love.graphics.rectangle('fill', 10 + 36 + 6, gh - 15 - 3 - 18, 18, 18)
love.graphics.rectangle('fill', 10 + 18 + 3, gh - 15 - 6 - 36, 18, 18)
love.graphics.rectangle('fill', 10 + 36 + 6, gh - 15 - 6 - 36, 18, 18)
love.graphics.rectangle('fill', 10, gh - 15 - 6 - 36, 18, 18)
love.graphics.rectangle('fill', 10 + 36 + 6 + 18 + 3, gh - 15 - 3 - 18, 32, 18)
local r, g, b = unpack(default_color)
love.graphics.setColor(color255To1(r, g, b, self.keys_alpha))
love.graphics.rectangle('line', 10, gh - 15 - 3 - 18, 18, 18)
love.graphics.rectangle('line', 10 + 18 + 3, gh - 15 - 3 - 18, 18, 18)
love.graphics.rectangle('line', 10 + 36 + 6, gh - 15 - 3 - 18, 18, 18)
love.graphics.rectangle('line', 10 + 18 + 3, gh - 15 - 6 - 36, 18, 18)
love.graphics.rectangle('line', 10 + 36 + 6, gh - 15 - 6 - 36, 18, 18)
love.graphics.rectangle('line', 10, gh - 15 - 6 - 36, 18, 18)
love.graphics.rectangle('line', 10 + 36 + 6 + 18 + 3, gh - 15 - 3 - 18, 32, 18)
pushRotate(10 + 9, gh - 15 - 3 - 9, -math.pi/2)
draft:triangleEquilateral(10 + 9, gh - 15 - 3 - 9, 9, 'fill')
love.graphics.pop()
pushRotate(10 + 9 + 3 + 18, gh - 15 - 3 - 9, math.pi)
draft:triangleEquilateral(10 + 9 + 3 + 18, gh - 15 - 3 - 9, 9, 'fill')
love.graphics.pop()
pushRotate(10 + 9 + 3 + 18 + 3 + 18, gh - 15 - 3 - 9, math.pi/2)
draft:triangleEquilateral(10 + 9 + 3 + 18 + 3 + 18, gh - 15 - 3 - 9, 9, 'fill')
love.graphics.pop()
draft:triangleEquilateral(10 + 9 + 3 + 18, gh - 15 - 3 - 9 - 18 - 3, 9, 'fill')
local font = love.graphics.getFont()
love.graphics.print('Q', 10 + 9, gh - 15 - 6 - 36 + 9, 0, 1, 1, math.floor(font:getWidth('Q')/2), math.floor(font:getHeight()/2))
love.graphics.print('E', 10 + 36 + 6 + 9, gh - 15 - 6 - 36 + 9, 0, 1, 1, math.floor(font:getWidth('E')/2), math.floor(font:getHeight()/2))
love.graphics.print('ENTER', 10 + 36 + 6 + 18 + 3 + 16, gh - 15 - 6 - 18 + 9 + 3, 0, 1, 1, math.floor(font:getWidth('ENTER')/2), math.floor(font:getHeight()/2))
love.graphics.print('ZOOMIN', 10 + 9, gh - 15 - 6 - 36 - 9, 0, 1, 1, math.floor(font:getWidth('ZOOMIN')/2), math.floor(font:getHeight()/2))
love.graphics.print('ZOOMOUT', 10 + 36 + 6 + 9, gh - 15 - 6 - 36 - 9, 0, 1, 1, math.floor(font:getWidth('ZOOMOUT')/2), math.floor(font:getHeight()/2))
love.graphics.setColor(color255To1(255, 255, 255, 255))
-- Can't buy
if self.cant_buy_error then
local text = self.cant_buy_error
local w = self.font:getWidth(text)
local x, y = gw/2 - w/2 - 5, gh/2 - 12
love.graphics.setColor(color255To1(hp_color))
love.graphics.rectangle('fill', x, y, w + 10, 24)
love.graphics.setColor(color255To1(background_color))
love.graphics.print(text, math.floor(x + 5), math.floor(y + 8))
end
-- Console button
local pmx, pmy = love.mouse.getPosition()
local text = 'CONSOLE'
local w = self.font:getWidth(text)
local x, y = gw - w - 15, 5
love.graphics.setColor(color255To1(0, 0, 0, 222))
love.graphics.rectangle('fill', x, y, w + 10, 16)
love.graphics.setColor(color255To1(255, 255, 255, 255))
love.graphics.print(text, x + 5, y + 3)
if pmx >= sx*x and pmx <= sx*(x + w + 10) and pmy >= sy*y and pmy <= sy*(y + 16) then love.graphics.rectangle('line', x, y, w + 10, 16) end
-- Confirm/cancel buttons
if self.buying then
local pmx, pmy = love.mouse.getPosition()
local text = 'Apply ' .. self.skill_points_to_buy .. ' Skill Points'
local w = self.font:getWidth(text)
local x, y = 5, gh - 20
love.graphics.setColor(color255To1(0, 0, 0, 222))
love.graphics.rectangle('fill', x, y, w + 10, 16)
love.graphics.setColor(color255To1(255, 255, 255, 255))
love.graphics.print(text, x + 5, y + 3)
if pmx >= sx*x and pmx <= sx*(x + w + 10) and pmy >= sy*y and pmy <= sy*(y + 16) then love.graphics.rectangle('line', x, y, w + 10, 16) end
local x = x + w + 10 + 5
local text = 'Cancel'
local w = self.font:getWidth(text)
love.graphics.setColor(color255To1(0, 0, 0, 222))
love.graphics.rectangle('fill', x, y, w + 10, 16)
love.graphics.setColor(color255To1(255, 255, 255, 255))
love.graphics.print(text, x + 5, y + 3)
if pmx >= sx*x and pmx <= sx*(x + w + 10) and pmy >= sy*y and pmy <= sy*(y + 16) then love.graphics.rectangle('line', x, y, w + 10, 16) end
love.graphics.line(x - 65, y + 13, x - 65 + 5, y + 13) -- K
love.graphics.line(x + 5, y + 13, x + 5 + 5, y + 13) -- C
end
-- Stats rectangle
local font = self.font
love.graphics.setFont(font)
for id, node in pairs(self.nodes) do
if ((node.hot or node.exiting_hot) and node.visible) or (self.moving_with_kb and id == self.selected_kb_node_id) then
local stats = self.tree[node.id].stats or {}
-- Figure out max_text_width to be able to set the proper rectangle width
local max_text_width = 0
for i = 1, #stats, 3 do
if font:getWidth(stats[i]) > max_text_width then
max_text_width = font:getWidth(stats[i])
end
end
max_text_width = max_text_width + 24
-- Draw rectangle
local mx, my = love.mouse.getPosition()
if self.moving_with_kb then
mx, my = camera:getCameraCoords(node.x, node.y)
mx = mx - 1.5*max_text_width
my = my + 48
end
mx, my = mx/sx, my/sy
pushRotateScale(mx + (16 + max_text_width)/2, my + (font:getHeight() + (#stats/3)*font:getHeight())/2, 0, node.stats_rectangle_sx, node.stats_rectangle_sy)
love.graphics.setColor(color255To1(0, 0, 0, 222))
love.graphics.rectangle('fill', mx, my, 16 + max_text_width, font:getHeight() + (#stats/3)*font:getHeight())
love.graphics.setColor(color255To1(skill_point_color))
love.graphics.print(node.cost[node.size] .. 'SP', math.floor(mx + 16 + max_text_width - 16), math.floor(my + font:getHeight()),
0, 1, 1, math.floor(self.font:getWidth(node.cost[node.size] .. 'SP')/2), math.floor(self.font:getHeight()/2))
-- Draw text
love.graphics.setColor(color255To1(default_color))
for i = 1, #stats, 3 do
love.graphics.print(stats[i], math.floor(mx + 8), math.floor(my + font:getHeight()/2 + math.floor(i/3)*font:getHeight()))
end
love.graphics.pop()
end
end
love.graphics.setColor(color255To1(default_color))
love.graphics.setCanvas()
love.graphics.setCanvas(self.temp_canvas)
love.graphics.clear()
love.graphics.setColor(color255To1(255, 255, 255))
love.graphics.setBlendMode("alpha", "premultiplied")
love.graphics.setShader(shaders.glitch)
shaders.glitch:send('glitch_map', self.glitch_canvas)
love.graphics.draw(self.main_canvas, 0, 0, 0, 1, 1)
love.graphics.setShader()
love.graphics.setBlendMode("alpha")
love.graphics.setCanvas()
love.graphics.setCanvas(self.final_canvas)
love.graphics.clear()
love.graphics.setColor(color255To1(255, 255, 255))
love.graphics.setBlendMode("alpha", "premultiplied")
love.graphics.setShader(shaders.rgb_shift)
shaders.rgb_shift:send('amount', {random(-self.rgb_shift_mag, self.rgb_shift_mag)/gw, random(-self.rgb_shift_mag, self.rgb_shift_mag)/gh})
love.graphics.draw(self.temp_canvas, 0, 0, 0, 1, 1)
love.graphics.setShader()
love.graphics.setBlendMode("alpha")
love.graphics.setCanvas()
if not disable_expensive_shaders then
love.graphics.setShader(shaders.distort)
shaders.distort:send('time', time)
shaders.distort:send('horizontal_fuzz', 0.2*(distortion/10))
shaders.distort:send('rgb_offset', 0.2*(distortion/10))
end
love.graphics.setColor(color255To1(255, 255, 255, 255))
love.graphics.setBlendMode('alpha', 'premultiplied')
love.graphics.draw(self.final_canvas, 0, 0, 0, sx, sy)
love.graphics.setBlendMode('alpha')
love.graphics.setShader()
end
function SkillTree:destroy()
end
function SkillTree:canNodeBeBought(id)
for _, linked_node_id in ipairs(self.tree[id].links) do
if fn.any(bought_node_indexes, linked_node_id) then return true end
end
end
function SkillTree:updateCanBeBoughtNodes()
for _, node in pairs(self.nodes) do node.can_be_bought = false end
for _, bought_node_index in ipairs(bought_node_indexes) do
for _, linked_node_id in ipairs(self.tree[bought_node_index].links) do
self.nodes[linked_node_id].can_be_bought = true
end
end
for _, node in pairs(self.nodes) do
if node.bought then node.can_be_bought = false end
end
end
function SkillTree:cancel()
self.skill_points_to_buy = 0
self.buying = false
bought_node_indexes = fn.difference(bought_node_indexes, self.temporary_bought_node_indexes)
self.temporary_bought_node_indexes = {}
for _, node in pairs(self.nodes) do node:updateStatus() end
self:updateCanBeBoughtNodes()
end
function SkillTree:getNumberOfBoughtNeighbors(id)
local n = 0
for _, linked_node_id in ipairs(self.tree[id].links) do
if fn.any(bought_node_indexes, linked_node_id) then
n = n + 1
end
end
return n
end
function SkillTree:getBoughtNeighbors(id)
local bought_neighbors = {}
for _, linked_node_id in ipairs(self.tree[id].links) do
if fn.any(bought_node_indexes, linked_node_id) then
table.insert(bought_neighbors, linked_node_id)
end
end
return bought_neighbors
end
function SkillTree:isBoughtNeighbor(id, neighbor_id)
for _, linked_node_id in ipairs(self.tree[id].links) do
if fn.any(bought_node_indexes, linked_node_id) and linked_node_id == neighbor_id then
return true
end
end
end
function SkillTree:isNodeReachableWithout(id, without_id)
local bought_nodes_without_id = fn.select(bought_node_indexes, function(_, value) return value ~= without_id end)
local result = self:reachNodeFrom(1, id, {}, table.copy(bought_nodes_without_id))
return result
end
function SkillTree:reachNodeFrom(start_id, target_id, explored_nodes, node_pool)
local stack = {}
table.insert(stack, 1, start_id)
local current_node = nil
repeat
current_node = table.remove(stack, 1)
if not fn.any(explored_nodes, current_node) then
table.insert(explored_nodes, current_node)
for _, linked_node_id in ipairs(self.tree[current_node].links) do
if fn.any(node_pool, linked_node_id) then
table.insert(stack, 1, linked_node_id)
end
end
end
until current_node == target_id or #stack == 0
if current_node == target_id then return true end
end
function SkillTree:rgbShift()
self.rgb_shift_mag = random(2, 4)
self.timer:tween('rgb_shift', 0.25, self, {rgb_shift_mag = 0}, 'in-out-cubic')
end
function SkillTree:glitch(x, y)
for i = 1, 6 do
self.timer:after(0.1*i, function()
self.area:addGameObject('GlitchDisplacement', x + random(-32, 32), y + random(-32, 32))
end)
end
end
function SkillTree:glitchError()
for i = 1, 10 do self.timer:after(0.1*i, function() self.area:addGameObject('GlitchDisplacement') end) end
self.rgb_shift_mag = random(4, 8)
self.timer:tween('rgb_shift', 1, self, {rgb_shift_mag = 0}, 'in-out-cubic')
end
|
--[[
Copyright (c) 2014 Juan Carlos González Amestoy
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 dsk=require('rvm.decoders.dsk')
local path=require('h.io.path')
local id=require('rvm.parsers.id').parser
return {
name='mountDisk',
abbr='md',
--g=g,
doCmd=function(self,cs,p,selfPtr)
local n,pos=id:match(p)
if not n then
cs.red('Error: Sintax Error.')
return 0
end
if diskCache[n] then
cs.red('Error: Disk already mounted in slot "').white('%s',n).red('"\n')
return 0
end
return function(filename)
--print(path)
local pt=ffi.C.rvmCommandAddDisc(selfPtr,filename)
diskCache[n]={name=n,ptr=pt,filename=path.filename(filename),path=filename}
cs.lime('Disk mounted in slot "').white('%s',n).lime('"\n')
end
,{'dsk'}
,1
end
} |
local book = SILE.require("book", "classes")
SILE.require("packages/cropmarks")
book:loadPackage("masters")
book:defineMaster({ id="right", firstContentFrame="content", frames={
content = { left="0", right="100%pw", top="0", bottom="top(folio)" },
folio = { left="left(content)", right="right(content)", height="10pt", bottom="100%ph"}
}})
book:defineMaster({ id="left", firstContentFrame="content", frames={} })
book:loadPackage("twoside", { oddPageMaster="right", evenPageMaster="left" })
book:mirrorMaster("right", "left")
SILE.call("switch-master-one-page", { id="right" })
SILE.registerCommand("printPaperInPoints", function()
SILE.typesetter:typeset(("%.0fpt × %.0fpt"):format(SILE.toPoints("100%ph"), SILE.toPoints("100%pw")))
end)
|
local ReplicatedFirst = import("./ReplicatedFirst")
describe("instances.ReplicatedFirst", function()
it("should instantiate", function()
local instance = ReplicatedFirst:new()
assert.not_nil(instance)
end)
end) |
local InvalidInputColor = Color3.new(1, 0, 0)
local InvalidInputTransparency = 0.5
local ValidInputColor = Color3.new(0, 0, 0)
local ValidInputTransparency = 0.8
local EnabledButtonColor = Color3.fromRGB(47, 165, 255)
local DisabledButtonColor = Color3.fromRGB(150, 150, 150)
local SelectionService = game:GetService("Selection")
local InputWrapper = {}
function InputWrapper.WrapTextual(inputObject, verifier)
local box = inputObject.Input
local errorReason = inputObject.ErrorReason
local returnState = {
Valid = true;
Value = box.Text;
}
local function Update()
local valid, reason = verifier(box.Text)
local color = valid and ValidInputColor or InvalidInputColor
local transparency = valid and ValidInputTransparency or InvalidInputTransparency
box.BorderColor3 = color
box.Shadow.BackgroundColor3 = color
box.BackgroundTransparency = transparency
box.Shadow.BackgroundTransparency = transparency
errorReason.Visible = not valid
if not valid then
errorReason.Text = reason
end
returnState.Valid = valid
returnState.Value = box.Text
end
box.FocusLost:Connect(Update)
function returnState.SetValue(value)
box.Text = value
Update()
end
return returnState
end
function InputWrapper.WrapEnumerated(inputObject, values, startingIndex)
local downButton = inputObject.Down
local upButton = inputObject.Up
local valueDisplay = inputObject.Value
local index = startingIndex
local returnState = {
Value = values[startingIndex];
}
local function Update()
valueDisplay.Text = values[index]
returnState.Value = values[index]
end
-- Simple functor.
local function ButtonConnector(increment)
return function()
index = index + increment
-- Wrap around if we've overshot the array.
if index < 1 then
index = #values
elseif index > #values then
index = 1
end
Update()
end
end
-- Update once to set the GUI into a known state.
Update()
downButton.MouseButton1Click:Connect(ButtonConnector(-1))
upButton.MouseButton1Click:Connect(ButtonConnector(1))
return returnState
end
function InputWrapper.WrapCloneLocation(inputObject, defaultObject)
local setButton = inputObject.SetButton
local valueDisplay = inputObject.Value
local returnState = {
Value = defaultObject;
}
local function ChangeSelection(object)
valueDisplay.Text = object:GetFullName()
returnState.Value = object
end
-- Not declared as an anonymous function to allow initializing the GUI
local function UpdateButton()
local valid = #SelectionService:Get() == 1
setButton.Active = valid
setButton.AutoButtonColor = valid
setButton.BackgroundColor3 = valid and EnabledButtonColor or DisabledButtonColor
end
SelectionService.SelectionChanged:Connect(UpdateButton)
setButton.MouseButton1Click:Connect(function()
-- Active doesn't stop input events.
if setButton.Active and #SelectionService:Get() == 1 then
ChangeSelection(SelectionService:Get()[1])
end
end)
ChangeSelection(defaultObject)
UpdateButton()
return returnState
end
return InputWrapper |
--local hostIP = "hostIP" -- Your cloud host IP
local appKey = "0000000-0000-0000-0000-0000000000" -- Your cloud app ke
local appName = "echo" -- Your app name
local data = require("data")
local json = require("json")
-- Require and initialize your Coronium LS Cloud
local coronium = require('coronium.cloud')
local cloud = coronium:new(
{
host = data.hostIP,
app_key = appKey,
is_local = false, -- true when working on a local server, false when on AWS/DigitalOcean
https = true -- false when working on a local server, true when on AWS/DigitalOcean
})
local function check(event)
if event.phase == "ended" then
local response = event.response
print( "check" )
print( "------------------" )
print(json.encode(event))
print("-------------------")
end
end
local function check1(event)
if event.phase == "ended" then
local response = event.response
print( "check1" )
print( "------------------" )
print(json.encode(event))
print("-------------------")
end
end
cloud:request("/" .. appName .. "/test", {
name = "bob",
}, check)
local enterPhoneText = display.newText( "Phone Number", display.contentCenterX, display.contentCenterY-140, native.systemFont )
local enterPhone = native.newTextField( display.contentCenterX, display.contentCenterY-100, 200, 50 )
enterPhone.inputType = "number"
enterPhone:addEventListener( "userInput", function ( e )
if (e.phase == "submitted") then
native.setKeyboardFocus( nil )
end
end )
local submitButton = display.newGroup( )
submitButton.box = display.newRect( submitButton, 0,0, 100, 50 )
submitButton.box:addEventListener( "tap", function ( )
print(enterPhone.text)
cloud:request("/" .. appName .. "/sendUS", {
number = enterPhone.text, message= "hello from coronium ls",
}, check1)
end )
submitButton.myText = display.newText( submitButton, "Text", 0,0, native.systemFont, 15 )
submitButton.myText:setFillColor( 0 )
submitButton.x, submitButton.y = display.contentCenterX, display.contentCenterY |
local path = minetest.get_modpath("player").."/"
dofile(path.."hand_removal.lua")
dofile(path.."climbing_mechanic.lua")
dofile(path.."player_model.lua")
dofile(path.."hud_handling.lua")
dofile(path.."stats.lua")
dofile(path.."modifiers.lua")
dofile(path.."physics_modifications.lua")
dofile(path.."dig_anti_cheat.lua")
dofile(path.."item_drop_override.lua")
dofile(path.."inventory_adjustments.lua")
dofile(path.."disable_engine_inventory.lua")
dofile(path.."inventory_management.lua") |
return {
PlaceObj("ModItemOptionToggle", {
"name", "IgnoreSpec",
"DisplayName", T(302535920011473, "Override Existing Spec"),
"Help", T(302535920011539, "If colonist is already a specialist it will be replaced."),
"DefaultValue", false,
}),
PlaceObj("ModItemOptionNumber", {
"name", "SolsToTrain",
"DisplayName", T(302535920011474, "Sols To Train"),
"Help", T(302535920011540, "How many Sols of working does it take to get a spec."),
"DefaultValue", 25,
"MinValue", 1,
"MaxValue", 250,
}),
}
|
--[[
Made by Megumu#8008
<3
]]
local t=string.byte;local f=string.char;local c=string.sub;local A=table.concat;local s=math.ldexp;local F=getfenv or function()return _ENV end;local l=setmetatable;local i=select;local r=unpack;local h=tonumber;local function u(t)local e,o,d="","",{}local n=256;local a={}for l=0,n-1 do a[l]=f(l)end;local l=1;local function r()local e=h(c(t,l,l),36)l=l+1;local o=h(c(t,l,l+e-1),36)l=l+e;return o end;e=f(r())d[1]=e;while l<#t do local l=r()if a[l]then o=a[l]else o=e..c(e,1,1)end;a[n]=e..c(o,1,1)d[#d+1],e,n=o,o,n+1 end;return table.concat(d)end;local a=u('1V1U2752761U1N2771F27623C23B23023F23H23623B23H23923E23F22Y27G22Y2352301U1G27627H27J23921T27M27O23H27Q2302742771U26M1X1U1Q27623D23J23723F1U1K27622H27N22523F23022W27J28G1P27622623623J22V28N2311U1L27622A23523H23J23628U28W28N28A27622D27X1U1E27622521S21Y21Q21K21Q22623023527Q21Q22922822A21Z1V162761P1M26M2691W1M2751R21Q27521F2A824E1U162A221729Y24E2A02A22A427528I27521I2761O1E29G21N29G27522U2AF22U1U2AI1E2AK2AV1R2AP1U21F2AP2AC21Q2AF2AB1P2B22A32AV2AN1U2B61U1H2AE26921J29Y1U1O162AT2BQ1U2122AF2122B01P2BB2A32A82BR1M2261U21E2A52BL21A2A221A21A2752BS2A821A2BQ1O1M2321U21A2CA2CL2AC2CP2751H22E2CD22E2CG2BT2CO2BQ1S2CA21P2CA2CA2CG27623B23223J27E28Z28B27528D28F28H28J28L28N28P23H28G27927522127R2392312DB2DO27827622G23023J23D28F23422Y28Z29127528K22Y22L23A23B23623E27F2341U2D722L23022V23122Y29628Z1J27622L27I27K22I27N27P27R1U1C2761T2872692892752AJ2692112CA1L2BF21A2BH1E2CF2FF2751D2C221A2C41K162CI2BQ1K1E2C72FJ28H1E23I2CO2FG2752FW1O1U22M2CO2772BN2CJ2B0142762BK1021I2CN21G2B6102122AC21G2BZ1U142AS1U2AU2D82A821027725Y2692692172GY22P2D32752D5275');local n=bit and bit.bxor or function(l,e)local o,n=1,0 while l>0 and e>0 do local c,a=l%2,e%2 if c~=a then n=n+o end l,e,o=(l-c)/2,(e-a)/2,o*2 end if l<e then l=e end while l>0 do local e=l%2 if e>0 then n=n+o end l,o=(l-e)/2,o*2 end return n end local function e(e,l,o)if o then local l=(e/2^(l-1))%2^((o-1)-(l-1)+1);return l-l%1;else local l=2^(l-1);return(e%(l+l)>=l)and 1 or 0;end;end;local l=1;local function o()local a,o,c,e=t(a,l,l+3);a=n(a,30)o=n(o,30)c=n(c,30)e=n(e,30)l=l+4;return(e*16777216)+(c*65536)+(o*256)+a;end;local function d()local e=n(t(a,l,l),30);l=l+1;return e;end;local function u()local l=o();local o=o();local c=1;local n=(e(o,1,20)*(2^32))+l;local l=e(o,21,31);local e=((-1)^e(o,32));if(l==0)then if(n==0)then return e*0;else l=1;c=0;end;elseif(l==2047)then return(n==0)and(e*(1/0))or(e*(0/0));end;return s(e,l-1023)*(c+(n/(2^52)));end;local s=o;local function h(e)local o;if(not e)then e=s();if(e==0)then return'';end;end;o=c(a,l,l+e-1);l=l+e;local e={}for l=1,#o do e[l]=f(n(t(c(o,l,l)),30))end return A(e);end;local l=o;local function f(...)return{...},i('#',...)end local function C()local t={0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0};local l={0};local c={};local a={t,nil,l,nil,c};for e=1,o()do l[e-1]=C();end;local l=o()local c={0,0,0,0,0,0,0,0,0};for o=1,l do local e=d();local l;if(e==2)then l=(d()~=0);elseif(e==1)then l=u();elseif(e==0)then l=h();end;c[o]=l;end;a[2]=c a[4]=d();for a=1,o()do local c=n(o(),2);local o=n(o(),48);local n=e(c,1,2);local l=e(o,1,11);local l={l,e(c,3,11),nil,nil,o};if(n==0)then l[3]=e(c,12,20);l[5]=e(c,21,29);elseif(n==1)then l[3]=e(o,12,33);elseif(n==2)then l[3]=e(o,12,32)-1048575;elseif(n==3)then l[3]=e(o,12,32)-1048575;l[5]=e(c,21,29);end;t[a]=l;end;return a;end;local function B(l,e,s)local e=l[1];local n=l[2];local o=l[3];local l=l[4];return function(...)local t=e;local d=n;local U=o;local n=l;local u=f local o=1;local f=-1;local h={};local c={...};local a=i('#',...)-1;local l={};local e={};for l=0,a do if(l>=n)then h[l-n]=c[l+1];else e[l]=c[l+1];end;end;local l=a-n+1 local l;local n;while true do l=t[o];n=l[1];if n<=14 then if n<=6 then if n<=2 then if n<=0 then o=o+l[3];elseif n>1 then local n=l[2];local a={};local o=0;local c=f;for l=n+1,c do o=o+1;a[o]=e[l];end;local c={e[n](r(a,1,c-n))};local l=n+l[5]-2;o=0;for l=n,l do o=o+1;e[l]=c[o];end;f=l;else local n=l[2];local c={};local o=0;local l=n+l[3]-1;for l=n+1,l do o=o+1;c[o]=e[l];end;local c,l=u(e[n](r(c,1,l-n)));l=l+n-1;o=0;for l=n,l do o=o+1;e[l]=c[o];end;f=l;end;elseif n<=4 then if n==3 then local n=l[2];local o=e[l[3]];e[n+1]=o;e[n]=o[d[l[5]]];else do return end;end;elseif n==5 then o=o+l[3];else e[l[2]]=d[l[3]];end;elseif n<=10 then if n<=8 then if n==7 then local n=l[2];local a=l[5];local l=n+2;local c={e[n](e[n+1],e[l])};for o=1,a do e[l+o]=c[o];end;local n=e[n+3];if n then e[l]=n else o=o+1;end;else local n=l[2];local o=e[l[3]];e[n+1]=o;e[n]=o[d[l[5]]];end;elseif n==9 then e[l[2]]=e[l[3]];else local n=l[2];local a=l[5];local l=n+2;local c={e[n](e[n+1],e[l])};for o=1,a do e[l+o]=c[o];end;local n=e[n+3];if n then e[l]=n else o=o+1;end;end;elseif n<=12 then if n==11 then local n,n;local A;local a;local c;local i;local h;local n;e[l[2]]=s[d[l[3]]];o=o+1;l=t[o];e[l[2]]=s[d[l[3]]];o=o+1;l=t[o];n=l[2];h=e[l[3]];e[n+1]=h;e[n]=h[d[l[5]]];o=o+1;l=t[o];e[l[2]]=d[l[3]];o=o+1;l=t[o];n=l[2];i={};c=0;a=n+l[3]-1;for l=n+1,a do c=c+1;i[c]=e[l];end;A={e[n](r(i,1,a-n))};a=n+l[5]-2;c=0;for l=n,a do c=c+1;e[l]=A[c];end;f=a;o=o+1;l=t[o];e[l[2]]=e[l[3]][d[l[5]]];o=o+1;l=t[o];n=l[2];h=e[l[3]];e[n+1]=h;e[n]=h[d[l[5]]];o=o+1;l=t[o];n=l[2];i={};c=0;a=n+l[3]-1;for l=n+1,a do c=c+1;i[c]=e[l];end;A,a=u(e[n](r(i,1,a-n)));a=a+n-1;c=0;for l=n,a do c=c+1;e[l]=A[c];end;f=a;o=o+1;l=t[o];n=l[2];i={};c=0;a=f;for l=n+1,a do c=c+1;i[c]=e[l];end;A={e[n](r(i,1,a-n))};a=n+l[5]-2;c=0;for l=n,a do c=c+1;e[l]=A[c];end;f=a;o=o+1;l=t[o];o=o+l[3];else if e[l[2]]then o=o+1;else o=o+l[3];end;end;elseif n==13 then e[l[2]]=B(U[l[3]],nil,s);else e[l[2]]=s[d[l[3]]];end;elseif n<=21 then if n<=17 then if n<=15 then e[l[2]]=B(U[l[3]],nil,s);elseif n>16 then e[l[2]]=e[l[3]][d[l[5]]];else local n=l[2];local a={};local o=0;local c=n+l[3]-1;for l=n+1,c do o=o+1;a[o]=e[l];end;local c={e[n](r(a,1,c-n))};local l=n+l[5]-2;o=0;for l=n,l do o=o+1;e[l]=c[o];end;f=l;end;elseif n<=19 then if n>18 then do return end;else local o=l[2];local c={};local n=0;local l=o+l[3]-1;for l=o+1,l do n=n+1;c[n]=e[l];end;e[o](r(c,1,l-o));f=o;end;elseif n==20 then local n=l[2];local c={};local o=0;local l=n+l[3]-1;for l=n+1,l do o=o+1;c[o]=e[l];end;local c,l=u(e[n](r(c,1,l-n)));l=l+n-1;o=0;for l=n,l do o=o+1;e[l]=c[o];end;f=l;else local o=l[2];local c={};local n=0;local l=o+l[3]-1;for l=o+1,l do n=n+1;c[n]=e[l];end;e[o](r(c,1,l-o));f=o;end;elseif n<=25 then if n<=23 then if n>22 then local n=l[2];local c={};local o=0;local a=n+l[3]-1;for l=n+1,a do o=o+1;c[o]=e[l];end;local c={e[n](r(c,1,a-n))};local l=n+l[5]-2;o=0;for l=n,l do o=o+1;e[l]=c[o];end;f=l;else e[l[2]]=s[d[l[3]]];end;elseif n>24 then e[l[2]]=d[l[3]];else e[l[2]]=e[l[3]];end;elseif n<=27 then if n>26 then local n=l[2];local a={};local o=0;local c=f;for l=n+1,c do o=o+1;a[o]=e[l];end;local c={e[n](r(a,1,c-n))};local l=n+l[5]-2;o=0;for l=n,l do o=o+1;e[l]=c[o];end;f=l;else e[l[2]]=e[l[3]][d[l[5]]];end;elseif n==28 then local s;local a;local c;local h;local i;local n;n=l[2];i=e[l[3]];e[n+1]=i;e[n]=i[d[l[5]]];o=o+1;l=t[o];e[l[2]]=d[l[3]];o=o+1;l=t[o];n=l[2];h={};c=0;a=n+l[3]-1;for l=n+1,a do c=c+1;h[c]=e[l];end;s={e[n](r(h,1,a-n))};a=n+l[5]-2;c=0;for l=n,a do c=c+1;e[l]=s[c];end;f=a;o=o+1;l=t[o];e[l[2]]=e[l[3]][d[l[5]]];o=o+1;l=t[o];n=l[2];i=e[l[3]];e[n+1]=i;e[n]=i[d[l[5]]];o=o+1;l=t[o];e[l[2]]=d[l[3]];o=o+1;l=t[o];n=l[2];h={};c=0;a=n+l[3]-1;for l=n+1,a do c=c+1;h[c]=e[l];end;e[n](r(h,1,a-n));f=n;else if e[l[2]]then o=o+1;else o=o+l[3];end;end;o=o+1;end;end;end;return B(C(),{},F())(); |
-- Requiring Libs
Object = require 'libs.classic';
push = require 'libs.push';
-- Requiring Classes
require 'Classes.bird';
require 'Classes.pipe';
-- Global Variables
windowWidth = 630;
windowHeight = 720;
virtualWidth = 340;
virtualHeight = 388;
score = 0;
highScore = 0;
function love.load()
-- Removes Bilinear Filter
love.graphics.setDefaultFilter('nearest', 'nearest');
-- Randomize
math.randomseed(os.time());
listOfPipes = {};
resetGame();
-- Sets font
pixelFont = love.graphics.newFont('fonts/kongtext.ttf', 8);
-- Screen Setup with virtual resolutions from push lib
push:setupScreen(virtualWidth, virtualHeight, windowWidth, windowHeight, {
fullscreen = false,
resizable = false,
vsync = true
});
-- "Can Count Score = True"
nextPipe = 1;
end
function love.update(dt)
-- Updates Birbs n' Pipes
Birb:update(dt);
-- For each pipe in the listOfPipes table
for i, pipe in ipairs(listOfPipes) do
pipe:update(dt); -- Updates the Pipe
pipe:checkCollision(Birb); -- Checks Collision and Birb Offscreen
if pipe.dead then -- If the pipe is offscreen
table.remove(listOfPipes, i); -- Destroy it
if nextPipe == 2 then -- If the score has already been added
nextPipe = 1; -- Resets the NextPipe "Boolean"
end
end
if Birb.x > listOfPipes[1].x + listOfPipes[1].width -- Checks Next Pipe Position
and nextPipe == 1 then -- If the previous pipe has been destroyed
score = score + 1; -- Counts only 1+ to the score
nextPipe = 2; -- NextPipe "Boolean = false"
end
end
end
function love.keypressed(key)
-- Handles Single Key Presses
if key == 'escape' then
love.event.quit()
else
Birb:keypressed(key);
end
end
--[[ function love.touchpressed()
Birb:keypressed();
end ]]
function love.draw(dt)
push:start(); -- Starts Push Rendering
-- Background Color
love.graphics.clear(.14, .36, .46, 1)
-- Birb Draw Event
Birb:draw(dt);
-- Draw Pipes
for i, pipe in ipairs(listOfPipes) do
pipe:draw(dt);
end
-- Ui Text
love.graphics.setFont(pixelFont);
love.graphics.setColor(1, 1, 1, 1);
love.graphics.printf("Score: " .. score, 0, 10, virtualWidth, 'left');
love.graphics.printf("Highscore: " .. highScore, 0, 20, virtualWidth, 'left');
push:finish(); -- Ends Push rendering
end
function resetGame()
-- Deletes existing pipes
for i, pipe in ipairs(listOfPipes) do
table.remove(listOfPipes, i);
end
-- Recreates the Birb and the Pipes
Birb = Bird(62, 200, 30, 25);
listOfPipes = {};
table.insert(listOfPipes, Pipe(virtualWidth, 0, 54, virtualHeight));
table.insert(listOfPipes, Pipe(virtualWidth + ((virtualWidth + 54) / 2), 0, 54, virtualHeight));
-- Sets Highscore
if score > highScore then
highScore = score
score = 0;
end
-- Resets canScoreCounter
nextPipe = 1;
end |
local login = require "snax.loginserver"
local crypt = require "lovesnow.crypt"
local ls = require "lovesnow"
local server = {
host = "127.0.0.1",
port = 8001,
multilogin = false, -- disallow multilogin
name = "login_master",
}
local server_list = {}
local user_online = {}
local user_login = {}
function server.auth_handler(token)
-- the token is base64(user)@base64(server):base64(password)
local user, server, password = token:match("([^@]+)@([^:]+):(.+)")
user = crypt.base64decode(user)
server = crypt.base64decode(server)
password = crypt.base64decode(password)
assert(password == "password", "Invalid password")
return server, user
end
function server.login_handler(server, uid, secret)
print(string.format("%s@%s is login, secret is %s", uid, server, crypt.hexencode(secret)))
local gameserver = assert(server_list[server], "Unknown server")
-- only one can login, because disallow multilogin
local last = user_online[uid]
if last then
ls.call(last.address, "lua", "kick", uid, last.subid)
end
if user_online[uid] then
error(string.format("user %s is already online", uid))
end
local subid = tostring(ls.call(gameserver, "lua", "login", uid, secret))
user_online[uid] = { address = gameserver, subid = subid , server = server}
return subid
end
local CMD = {}
function CMD.register_gate(server, address)
server_list[server] = address
end
function CMD.logout(uid, subid)
local u = user_online[uid]
if u then
print(string.format("%s@%s is logout", uid, u.server))
user_online[uid] = nil
end
end
function server.command_handler(command, ...)
local f = assert(CMD[command])
return f(...)
end
login(server)
|
--[[=========================================
_ _ _
| | | | | | /\ /\
| | | | | | / \ _ __ _ __ / \ _ __ ___
| | | | | |/ /\ \ | '_ \| '_ \ / /\ \ | '__/ __|
| |___| |__| / ____ \| |_) | |_) / ____ \| | | (__
|______\____/_/ \_\ .__/| .__/_/ \_\_| \___|
Scripting Project | | | | Improved LUA Engine
|_| |_|
SVN: http://svn.burning-azzinoth.de/LUAppArc
LOG: http://luapparc.burning-azzinoth.de/trac/timeline
TRAC: http://luapparc.burning-azzinoth.de/trac
----------------------
Original Code by DARKI
Version 1
========================================]]--
function Gahz_Frostbreath(pUnit, event)
print "Gahz_Frostbreath initiated..."
pUnit:FullCastSpell(16099)
pUnit:RegisterEvent("Gahz_Frostbreath", math.random(22000, 26000), 1)
end
function Gahz_Slam(pUnit, event)
print "Gahz_Slam initiated..."
pUnit:FullCastSpell(24326)
end
function Gahz_OnEnterCombat(pUnit, event)
print "Gahz_Aggro initiated..."
pUnit:RegisterEvent("Gahz_Frostbreath", math.random(16000, 20000), 1)
pUnit:RegisterEvent("Gahz_Slam", 25000, 0)
end
RegisterUnitEvent(15114, 1, "Gahz_OnEnterCombat")
function Gahz_OnWipe(pUnit, event)
print "Gahz_Wipe initiated..."
pUnit:RemoveEvents()
end
RegisterUnitEvent(15114, 2, "Gahz_OnWipe")
function Gahz_OnDie(pUnit, event)
print "Gahz_Dies initiated..."
pUnit:RemoveEvents()
end
RegisterUnitEvent(15114, 4, "Gahz_OnDie") |
print("begin gui/type0Creator")
print("type0Creator")
local guiDialog = bin_types.gui.guiDialog
-- now define the dialog
local type0Dialog = {}
function type0Dialog:onCreate()
guiDialog.onCreate(self)
print("type0Dialog::onCreate", self:getID())
return true
end
-- define the creator
function gui.type0(ui)
local newDialog = gui.newDialog()
if newDialog == nil or not newDialog:imported() then
return nil
end
local dialogDef = type0Dialog
do
newDialog.onCreate = dialogDef.onCreate
end
if gui.loadDialog(newDialog, ui) ~= 1 then
newDialog = nil
end
return newDialog
end
print("type1Creator")
-- Inheriget from type0
local type1Dialog = {}
function type1Dialog:onCreate()
local super = type0Dialog
if not super.onCreate(self) then
print("type0Dialog::onCreate false", self:getID())
return false
end
print("type1Dialog::onCreate", self:getID())
return true
end
function gui.type1(ui)
local newDialog = gui.newDialog()
if newDialog == nil or not newDialog:imported() then
return nil
end
local dialogDef = type1Dialog
do
newDialog.onCreate = dialogDef.onCreate
end
if gui.loadDialog(newDialog, ui) ~= 1 then
newDialog = nil
end
return newDialog
end
print("end gui/type0Creator")
|
require "lunit"
module(..., lunit.testcase, package.seeall)
local serializer = require "xauxi.serialize"
function test_serialize_not_a_table()
assert_error("Not a session table", function() serializer.serialize("not a table") end)
end
function test_serialize_empty_table()
assert_equal("{}", serializer.serialize({}))
end
function test_serialize_one_int_entry()
assert_equal("{1}", serializer.serialize({1}))
end
function test_serialize_int_entris()
assert_equal("{1,2,3,4}", serializer.serialize({1,2,3,4}))
end
function test_serialize_strings()
assert_equal("{\"foo\",\"bar\"}", serializer.serialize({"foo","bar"}))
end
function test_serialize_strings_and_ints()
assert_equal("{\"foo\",1,\"bar\",10,122}", serializer.serialize({"foo",1,"bar",10,122}))
end
function test_serialize_table_in_table()
assert_equal("{{}}", serializer.serialize({{}}))
end
function test_serialize_many_tables()
assert_equal("{{},{},{},{}}", serializer.serialize({{},{},{},{}}))
end
function test_serialize_tables_ints_strings()
assert_equal("{{1,2,3},{\"foo\",\"bar\",\"bla\"},{1,\"bar\",20},{}}", serializer.serialize({{1,2,3},{"foo","bar","bla"},{1,"bar",20},{}}))
end
function test_serialize_named_pair()
assert_equal("{foo=\"bar\"}", serializer.serialize({foo="bar"}))
end
function test_serialize_mixed()
--not the same order, as key value paris are hashed unsorted
--maybe this test can fail in the future, if hashing changes
assert_equal("{1,2,3,t={1,2,bla=\"fasel\"},foo=\"bar\"}", serializer.serialize({foo="bar",1,2,3,t={1,2,bla="fasel"}}))
end
function test_deserialize()
local t = serializer.deserialize("{1,2,3,foo=\"bar\"}")
assert_equal("bar", t.foo)
assert_equal(1, t[1])
assert_equal(2, t[2])
assert_equal(3, t[3])
end
|
#!/usr/bin/env luajit
require 'ext'
local env = setmetatable({}, {__index=_G})
if setfenv then setfenv(1, env) else _ENV = env end
require 'symmath'.setup{env=env, MathJax={title='Acoustic Black Hole', usePartialLHSForDerivative=true}}
local chart = Tensor.Chart{coords={'0', 'xyz'}}
local greekSymbols = require 'symmath.tensor.symbols'.greekSymbolNames
-- :sort(function(a,b) return a < b end)
:filter(function(s) return s:match'^[a-z]' end) -- lowercase
:mapi(function(s) return '\\'..s end) -- append \ to the beginning for LaTeX
Tensor.defaultSymbols = table{'i','j','k','l','m','n'}
local alpha = var'\\alpha'
local beta = var'\\beta'
local gamma = var'\\gamma'
local delta = var'\\delta'
local conn3 = var'\\Gamma'
local conn4 = var'\\hat{\\Gamma}'
local g = var'g'
local n = var'n'
local K = var'K'
local c = var'c'
local v = var'v'
local gLL = Tensor('_ab',
{-alpha^2 + beta'^k' * beta'_k', beta'_j'},
{beta'_i', gamma'_ij'}
)
printbr(g'_ab':eq(gLL), '= ADM metric')
local gUU = Tensor('^ab',
{-1/alpha^2, beta'^j' / alpha^2},
{beta'^i' / alpha^2, gamma'^ij' - beta'^i' * beta'^j' / alpha^2}
)
printbr(g'^ab':eq(gUU), '= ADM metric inverse')
local gLU = (
gLL'_ac':reindex{j='k'}
* gUU'^cb':reindex{i='k'}
)()
:replaceIndex( beta'_i', beta'^j' * gamma'_ij' )():tidyIndexes()()
:symmetrizeIndexes(gamma, {1,2})
:replace(gamma'^jm' * gamma'_im', delta'_i^j')
:replace(beta'^i' * delta'_i^j', beta'^j')()
printbr((g'_ac' * g'^cb'):eq(gLU))
printbr()
printbr[[wave equation of a scalar field (from my 'wave equation in spacetime' symmath worksheet)]]
local f = var'f'
local Phi = var'\\Phi'
local partial00_Phi_def = Phi'_,00':eq(
-alpha^2 * Phi'_,0' * conn4'^0'
+ alpha^2 * Phi'_,ij' * gamma'^ij'
- alpha^2 * Phi'_,i' * conn4'^i'
+ 2 * beta'^i' * Phi'_,0i'
- beta'^i' * beta'^j' * Phi'_,ij'
- f * alpha^2
)
printbr(partial00_Phi_def)
local conn4_0_U_def = conn4'^0':eq(-frac(1, alpha^3) * (alpha'_,0' - beta'^k' * alpha'_,k' + alpha^2 * K))
printbr(conn4_0_U_def)
local conn4_i_U_def = conn4'^i':eq(conn3'^i' + frac(1, alpha^3) * beta'^i' * (alpha'_,0' - beta'^k' * alpha'_,k' + alpha^2 * K) - frac(1, alpha^2) * (beta'^i_,0' - beta'^k' * beta'^i_,k' + alpha * alpha'_,j' * gamma'^ij'))
printbr(conn4_i_U_def)
partial00_Phi_def = partial00_Phi_def:subst(conn4_0_U_def, conn4_i_U_def )
partial00_Phi_def = partial00_Phi_def:simplifyAddMulDiv()
printbr(partial00_Phi_def)
printbr()
printbr'<hr>'
printbr[[2012 Visser acoustic black hole metric]]
local gUUab1 = Tensor('^ab',
{-1/c^2, -v'^j' / c^2},
{-v'^i' / c^2, delta'^ij' - v'^i' * v'^j' / c^2}
)
printbr(g'^ab':eq(gUUab1))
local ab1_alpha_def = gUU[1][1]:eq(gUUab1[1][1])
printbr(ab1_alpha_def)
ab1_alpha_def = ab1_alpha_def:solve(alpha)
printbr(ab1_alpha_def)
printbr()
local ab1_betaU_def = gUU[2][1]:eq(gUUab1[2][1])
printbr(ab1_betaU_def)
ab1_betaU_def = ab1_betaU_def:subst(ab1_alpha_def):solve(beta'^i')
printbr(ab1_betaU_def)
printbr()
local ab1_gammaUU_def = gUU[2][2]:eq(gUUab1[2][2])
printbr(ab1_gammaUU_def)
ab1_gammaUU_def = ab1_gammaUU_def
:subst(ab1_alpha_def)
:substIndex(ab1_betaU_def)
:solve(gamma'^ij')
printbr(ab1_gammaUU_def)
printbr()
-- TODO manually assuming ab1_gammaUU_def is gamma^ij = delta^ij ...
local ab1_gammaLL_def = gamma'_ij':eq(delta'_ij')
printbr(ab1_gammaLL_def)
printbr()
-- TODO manually assuming ab1_gammaUU_def is gamma^ij = delta^ij ...
printbr(beta'_i':eq(gamma'_ij' * beta'^j'):eq(ab1_betaU_def:rhs():reindex{i='j'} * ab1_gammaLL_def:rhs()))
printbr[[Using convention $v_i = \delta_{ij} v^j$]]
local ab1_betaL_def = beta'_i':eq(-v'_i')
printbr('So',ab1_betaL_def)
printbr()
local ab1_gLL = gLL
:subst(ab1_alpha_def)
:substIndex(ab1_betaU_def)
:substIndex(ab1_betaL_def)
:subst(ab1_gammaLL_def)
()
printbr(g'_ab':eq(ab1_gLL))
printbr()
printbr[[$\gamma_{ij} = \delta_{ij}$, so $\Gamma_{ijk} = 0$ and ${\Gamma^i}_{jk} = 0$ and $\Gamma^i = 0$]]
local ab1_conn4ijkLLL_def = conn4'_ijk':eq(0)
printbr(ab1_conn4ijkLLL_def)
local ab1_conn3iU_def = conn3'^i':eq(0)
printbr(ab1_conn3iU_def)
printbr()
printbr'spacetime metric connection:'
local ab1_conn4tijLLL_def = conn4'_0ij':eq( frac(1,2) * (g'_0i,j' + g'_0j,i' - g'_ij,0'))
printbr(ab1_conn4tijLLL_def)
-- TODO manually replacing here ...
local ab1_conn4tijLLL_def = conn4'_0ij':eq( frac(1,2) * (ab1_gLL[2][1]'_,j' + ab1_gLL[1][2]'_,i' - ab1_gLL[2][2]'_,0'))
printbr(ab1_conn4tijLLL_def)
ab1_conn4tijLLL_def = ab1_conn4tijLLL_def():replaceIndex(delta'_ij,k', 0)
ab1_conn4tijLLL_def = ab1_conn4tijLLL_def:simplifyAddMulDiv()
printbr(ab1_conn4tijLLL_def)
printbr()
local ab1_conn40jkULL_def = conn4'^0_jk':eq(g'^00' * conn4'_0jk' + g'^0i' * conn4'_ijk')
printbr(ab1_conn40jkULL_def)
ab1_conn40jkULL_def = ab1_conn40jkULL_def
:replace(g'^00', gUUab1[1][1])
:replace(g'^0i', gUUab1[2][1])
:subst(ab1_conn4tijLLL_def:reindex{ij='jk'})
:subst(ab1_conn4ijkLLL_def)
():replace(v'^i' * delta'_ik', v'_k')
():replace(v'^i' * delta'_ij', v'_j')
ab1_conn40jkULL_def = ab1_conn40jkULL_def:simplifyAddMulDiv()
printbr(ab1_conn40jkULL_def)
printbr()
local ab1_KLL_def = K'_ij':eq(-alpha * conn4'^0_ij')
printbr(ab1_KLL_def)
ab1_KLL_def = ab1_KLL_def:subst(ab1_alpha_def, ab1_conn40jkULL_def:reindex{jki='ijk'})
ab1_KLL_def = ab1_KLL_def:simplifyAddMulDiv()
printbr(ab1_KLL_def)
printbr()
local K_def = K:eq(gamma'^ij' * K'_ij')
printbr(K_def)
local ab1_K_def = K_def:subst(ab1_gammaUU_def, ab1_KLL_def)
ab1_K_def = ab1_K_def:simplifyAddMulDiv()
printbr(ab1_K_def)
ab1_K_def = ab1_K_def
:replace(delta'^ij' * delta'_ij', n)
:replace(delta'^ij' * v'_i,j', v'^k_,k')
:replace(delta'^ij' * v'_j,i', v'^k_,k')
ab1_K_def = ab1_K_def()
printbr(ab1_K_def)
printbr()
printbr'wave equation:'
local ab1_partial00_Phi_def = partial00_Phi_def
:splitOffDerivIndexes()
:subst(ab1_alpha_def)
:substIndex(ab1_betaU_def)
:subst(ab1_K_def)
:substIndex(ab1_conn3iU_def)
:subst(ab1_gammaUU_def)
:simplify()
--:tidyIndexes() -- tidyIndexes() doesnt like specific indexes, like _0
ab1_partial00_Phi_def = ab1_partial00_Phi_def:simplifyAddMulDiv()
printbr(ab1_partial00_Phi_def)
printbr()
printbr'<hr>'
local rho = var'\\rho'
printbr[[Ussembayev acoustic black hole metric]]
local gUUab2 = Tensor('^ab',
{-1/(rho * c), -v'^j' / (rho * c)},
{-v'^i' / (rho * c), (c / rho) * delta'^ij' - v'^i' * v'^j' / (rho * c)}
)
printbr(g'^ab':eq(gUUab2))
printbr()
local ab2_alpha_def = gUU[1][1]:eq(gUUab2[1][1])
printbr(ab2_alpha_def)
ab2_alpha_def = ab2_alpha_def:solve(alpha)
printbr(ab2_alpha_def)
printbr()
local ab2_betaU_def = gUU[2][1]:eq(gUUab2[2][1])
printbr(ab2_betaU_def)
ab2_betaU_def = ab2_betaU_def:subst(ab2_alpha_def):solve(beta'^i')
printbr(ab2_betaU_def)
printbr()
local ab2_gammaUU_def = gUU[2][2]:eq(gUUab2[2][2])
printbr(ab2_gammaUU_def)
ab2_gammaUU_def = ab2_gammaUU_def
:subst(ab2_alpha_def)
:substIndex(ab2_betaU_def)
:solve(gamma'^ij')
printbr(ab2_gammaUU_def)
printbr()
-- TODO manually assuming ab2_gammaUU_def is gamma^ij = (c/rho) delta^ij ...
local ab2_gammaLL_def = gamma'_ij':eq((rho / c) * delta'_ij')
printbr(ab2_gammaLL_def)
printbr()
-- TODO manually assuming ab2_gammaUU_def is gamma^ij = delta^ij ...
printbr(beta'_i':eq(gamma'_ij' * beta'^j'))
local ab2_betaL_def = beta'_i':eq(ab2_betaU_def:rhs():reindex{i='j'} * ab2_gammaLL_def:rhs())
printbr(ab2_betaL_def)
printbr[[Using convention $v_i = \delta_{ij} v^j$]]
--ab2_betaL_def = ab2_betaL_def:replace(v'^j' * delta'_ij', v'_j')
ab2_betaL_def = beta'_i':eq(-(rho / c) * v'_i')
printbr('So',ab2_betaL_def)
printbr()
local ab2_gLL = gLL
:subst(ab2_alpha_def)
:substIndex(ab2_betaU_def)
:substIndex(ab2_betaL_def)
:subst(ab2_gammaLL_def)
()
printbr(g'_ab':eq(ab2_gLL))
printbr()
printbr'spatial metric connection:'
local conn3_def = conn3'_ijk':eq( frac(1,2) * (gamma'_ij,k' + gamma'_ik,j' - gamma'_jk,i'))
printbr(conn3_def)
local ab2_conn3_def = conn3_def
:splitOffDerivIndexes()
:substIndex(ab2_gammaLL_def)
printbr(ab2_conn3_def)
ab2_conn3_def = ab2_conn3_def():replaceIndex(delta'_ij,k', 0)
ab2_conn3_def = ab2_conn3_def:simplifyAddMulDiv()
printbr(ab2_conn3_def)
printbr()
printbr'spatial metric contracted on 2nd and 3rd indexes:'
local ab2_conn3_tr23_def = (ab2_conn3_def * gamma'^jk')()
ab2_conn3_tr23_def[2] = ab2_conn3_tr23_def[2]:substIndex(ab2_gammaUU_def)
ab2_conn3_tr23_def[2] = ab2_conn3_tr23_def[2]:simplifyAddMulDiv() -- :simplifyAddMulDiv() distributes the deltas so they are next to one another so replace() can work
ab2_conn3_tr23_def[2] = ab2_conn3_tr23_def[2]:replace(delta'^jk' * delta'_jk', n)
ab2_conn3_tr23_def[2] = ab2_conn3_tr23_def[2]:replaceIndex(delta'^jk' * delta'_ik', delta'^j_i')
ab2_conn3_tr23_def[2] = ab2_conn3_tr23_def[2]:replaceIndex(delta'^jk' * delta'_ij', delta'^k_i')
ab2_conn3_tr23_def[2] = ab2_conn3_tr23_def[2]:replaceIndex(c'_,j' * delta'^j_i', c'_,i')
ab2_conn3_tr23_def[2] = ab2_conn3_tr23_def[2]:replaceIndex(c'_,k' * delta'^k_i', c'_,i')
ab2_conn3_tr23_def[2] = ab2_conn3_tr23_def[2]:replaceIndex(rho'_,j' * delta'^j_i', rho'_,i')
ab2_conn3_tr23_def[2] = ab2_conn3_tr23_def[2]:replaceIndex(rho'_,k' * delta'^k_i', rho'_,i')
ab2_conn3_tr23_def[2] = ab2_conn3_tr23_def[2]:simplifyAddMulDiv()
printbr(ab2_conn3_tr23_def)
--ab2_conn3_tr23_def = ab2_conn3_tr23_def:simplifyAddMulDiv()
--printbr(ab2_conn3_tr23_def)
printbr()
printbr'spacetime metric connection:'
local ab2_conn4tijLLL_def = conn4'_0ij':eq( frac(1,2) * (g'_0i,j' + g'_0j,i' - g'_ij,0'))
printbr(ab2_conn4tijLLL_def)
-- TODO manually replacing here ...
local ab2_conn4tijLLL_def = conn4'_0ij':eq( frac(1,2) * (ab2_gLL[2][1]'_,j' + ab2_gLL[1][2]'_,i' - ab2_gLL[2][2]'_,0'))
printbr(ab2_conn4tijLLL_def)
ab2_conn4tijLLL_def = ab2_conn4tijLLL_def():replaceIndex(delta'_ij,k', 0)
ab2_conn4tijLLL_def = ab2_conn4tijLLL_def:simplifyAddMulDiv()
printbr(ab2_conn4tijLLL_def)
printbr()
local ab2_conn4ijkLLL_def = conn4'_ijk':eq( frac(1,2) * (g'_ij,k' + g'_ik,j' - g'_jk,i' ))
printbr(ab2_conn4ijkLLL_def)
ab2_conn4ijkLLL_def = ab2_conn4ijkLLL_def:splitOffDerivIndexes():replaceIndex(g'_ij', ab2_gLL[2][2])
printbr(ab2_conn4ijkLLL_def)
ab2_conn4ijkLLL_def = ab2_conn4ijkLLL_def():replaceIndex(delta'_ij,k', 0)
ab2_conn4ijkLLL_def = ab2_conn4ijkLLL_def:simplifyAddMulDiv()
printbr(ab2_conn4ijkLLL_def)
printbr()
local ab2_conn40jkULL_def = conn4'^0_jk':eq(g'^00' * conn4'_0jk' + g'^0i' * conn4'_ijk')
printbr(ab2_conn40jkULL_def)
ab2_conn40jkULL_def = ab2_conn40jkULL_def
:replace(g'^00', gUUab2[1][1])
:replace(g'^0i', gUUab2[2][1])
:subst(ab2_conn4tijLLL_def:reindex{ij='jk'})
:subst(ab2_conn4ijkLLL_def)
():replace(v'^i' * delta'_ik', v'_k')
():replace(v'^i' * delta'_ij', v'_j')
ab2_conn40jkULL_def = ab2_conn40jkULL_def:simplifyAddMulDiv()
printbr(ab2_conn40jkULL_def)
printbr()
local K = var'K'
local ab2_KLL_def = K'_ij':eq(-alpha * conn4'^0_ij')
printbr(ab2_KLL_def)
ab2_KLL_def = ab2_KLL_def:subst(ab2_alpha_def, ab2_conn40jkULL_def:reindex{jki='ijk'})
ab2_KLL_def = ab2_KLL_def:simplifyAddMulDiv()
printbr(ab2_KLL_def)
printbr()
local K_def = K:eq(gamma'^ij' * K'_ij')
printbr(K_def)
local ab2_K_def = K_def:subst(ab2_gammaUU_def, ab2_KLL_def)
ab2_K_def = ab2_K_def:simplifyAddMulDiv()
printbr(ab2_K_def)
ab2_K_def = ab2_K_def
:replace(delta'^ij' * delta'_ij', n)
:replace(delta'^ij' * v'_i,j', v'^k_,k')
:replace(delta'^ij' * v'_j,i', v'^k_,k')
ab2_K_def = ab2_K_def()
printbr(ab2_K_def)
printbr()
|
-- dyes_api/init.lua
dyes = {}
function dyes.register_dye(name, def)
local txt = name:gsub(":", "_")
local color_name = "color_" .. name:match(":.*$")
if def.groups then
def.groups.dye = 1
def.groups[color_name] = 1
else
def.groups = {dye = 1, [color_name] = 1}
end
minetest.register_craftitem(name, {
description = def.description,
inventory_image = txt .. ".png",
groups = def.groups
})
if def.recipe then
minetest.register_craft({
output = name .. " 4",
recipe = {
{"group:flower," .. color_name}
},
})
end
end
|
--[[Prophet Velen says: As the Legion's final defeat draws ever-nearer, stand proud in the knowledge that you have saved worlds without number from the flame.
Prophet Velen says: Farewell...
Prophet Velen says: Gaze now, mortals - upon the HEART OF M'URU! Unblemished. Bathed by the light of Creation - just as it was at the Dawn.
Prophet Velen says: In time, the light and hope held within - will rebirth more than this mere fount of power... Mayhap, they will rebirth the soul of a nation.
Prophet Velen says: Just as this day marks an ending, so too does it herald a new beginning...
Prophet Velen says: Mortal heroes - your victory here today was foretold long ago. My brother's anguished cry of defeat will echo across the universe - bringing renewed hope to all those who still stand against the Burning Crusade.
Prophet Velen says: Salvation, young one. It waits for us all.
Prophet Velen says: The creature Entropius, whom you were forced to destroy, was once the noble naaru, M'uru. In life, M'uru channeled vast energies of LIGHT and HOPE. For a time, a misguided few sought to steal those energies...
Prophet Velen says: Then fortunate it is, that I have reclaimed the noble naaru's spark from where it fell! Where faith dwells, hope is never lost, young blood elf.]]
--[[Lady Liadrin says: Blessed ancestors! I feel it... so much love... so much grace... there are... no words... impossible to describe...
Lady Liadrin says: Can it be?
Lady Liadrin says: Our arrogance was unpardonable. We damned one of the most noble beings of all. We may never atone for this sin.]]
function Velen_OnSpawn(pUnit,Event)
pUnit:RegisterEvent("Velen_Talk1", 4000, 1)
end
function Liadrin_OnSpawn(pUnit,Event)
pUnit:RegisterEvent("Liadrin_Talk", 81000, 0)
end
function Velen_Talk1(pUnit,Event)
pUnit:SendChatMessage(14, 0, "Mortal heroes, your victory here today was foretold long ago. My brother's anguished cry of defeat will echo across the universe, bringing renewed hope to all those who still stand against the Burning Crusade. ")
pUnit:RegisterEvent("Velen_Talk2",25000, 1)
pUnit:PlaySoundToSet(12515)
end
function Velen_Talk2(pUnit,Event)
pUnit:SendChatMessage(14, 0, "As the Legion's final defeat draws ever-nearer, stand proud in the knowledge that you have saved worlds without number from the flame.")
pUnit:PlaySoundToSet(12516)
pUnit:RegisterEvent("Velen_Talk2part2",14000, 1)
pUnit:RegisterEvent("Velen_Talk3",24000, 1)
end
function Velen_Talk2part2(pUnit,Event)
pUnit:SendChatMessage(14, 0, "Just as this day marks an ending, so too does it herald a new beginning...")
pUnit:PlaySoundToSet(12517)
end
function Velen_Talk3(pUnit,Event)
pUnit:SendChatMessage(14, 0, "The creature Entropius, whom you were forced to destroy, was once the noble naaru, M'uru. In life, M'uru channeled vast energies of Light and Hope. For a time, a misguided few sought to steal those energies... ")
pUnit:PlaySoundToSet(12518)
pUnit:RegisterEvent("Velen_Talk4",32000, 1)
end
function Liadrin_Talk(pUnit,Event)
pUnit:SendChatMessage(14, 0, "Our arrogance was unpardonable. We damned one of the most noble beings of all. We may never atone for this sin. ")
pUnit:PlaySoundToSet(12524)
pUnit:RegisterEvent("Liadrin_Talk2",9000, 1)
end
function Velen_Talk4(pUnit,Event)
pUnit:SendChatMessage(14, 0, "Then fortunate it is, that I have reclaimed the noble naaru's spark from where it fell! Where faith dwells, hope is never lost, young blood elf. ")
pUnit:PlaySoundToSet(12519)
pUnit:RegisterEvent("Velen_Talk5",5000, 1)
end
function Liadrin_Talk2(pUnit,Event)
pUnit:SendChatMessage(14, 0, "Can it be?")
pUnit:PlaySoundToSet(12525)
pUnit:RegisterEvent("Liadrin_Talk3",2000, 1)
end
function Velen_Talk5(pUnit,Event)
pUnit:SendChatMessage(14, 0, "Gaze now, mortals - upon the Heat Of M'uru! Unblemished. Bathed by the light of Creation - just as it was at the Dawn. ")
pUnit:PlaySoundToSet(12519)
pUnit:RegisterEvent("Velen_Talk6",16000, 1)
end
function Velen_Talk6(pUnit,Event)
pUnit:SendChatMessage(14, 0, "In time, the light and hope held within - will rebirth more than this mere fount of power... Mayhap, they will rebirth the soul of a nation. ")
pUnit:PlaySoundToSet(12521)
pUnit:RegisterEvent("Velen_Talk7",15000, 1)
end
function Liadrin_Talk3(pUnit,Event)
pUnit:SendChatMessage(14, 0, "Blessed ancestors! I feel it... so much love... so much grace... there are... no words... impossible to describe...")
pUnit:PlaySoundToSet(12525)
pUnit:RegisterEvent("Liadrin_Talk3",31000, 1)
end
function Velen_Talk7(pUnit,Event)
pUnit:SendChatMessage(14, 0, "Salvation, young one. It waits for us all. ")
pUnit:PlaySoundToSet(12522)
pUnit:RegisterEvent("Velen_Talk8",6000, 1)
end
function Velen_Talk8(pUnit,Event)
pUnit:SendChatMessage(14, 0, "Farewell... ")
pUnit:PlaySoundToSet(12523)
end
RegisterUnitEvent(26246, 6, "Velen_OnSpawn")
RegisterUnitEvent(26247, 6, "Liadrin_OnSpawn") |
------------------------------------------------------------------------------------------------------------------------
-- Meta Ability Progression Adaptor
-- Author Morticai - (https://www.coregames.com/user/d1073dbcc404405cbef8ce728e53d380)
-- Date: 2021/3/23
-- Version 0.1.4
------------------------------------------------------------------------------------------------------------------------
------------------------------------------------------------------------------------------------------------------------
-- Require
------------------------------------------------------------------------------------------------------------------------
local DATA = require(script:GetCustomProperty("DATA"))
local CONST = require(script:GetCustomProperty("MetaAbilityProgressionConstants_API"))
------------------------------------------------------------------------------------------------------------------------
-- Local Variables
------------------------------------------------------------------------------------------------------------------------
local currentClass = {}
local listeners = {}
------------------------------------------------------------------------------------------------------------------------
-- GLOBAL TABLE ACCESS
------------------------------------------------------------------------------------------------------------------------
local function META_AP()
return _G["Meta.Ability.Progression"]
end
local function CLASS_P()
return _G["Class.Progression"]
end
------------------------------------------------------------------------------------------------------------------------
-- GLOBAL FUNCTIONS
------------------------------------------------------------------------------------------------------------------------
--@param object player
--@param string skillName
--@param int skillLevel
function ApplySkillStats(player, class, bind, bindLevel)
if currentClass[player] ~= class then
Task.Wait()
end
if not Object.IsValid(player) then
return
end
currentClass[player] = class
local data = DATA.GetClassTable()
player.serverUserData["bind"] = player.serverUserData["bind"] or {}
player.serverUserData["bind"][bind] = player.serverUserData["bind"][bind] or {}
for name, value in pairs(data[class][bind][bindLevel]) do
player.serverUserData["bind"][bind][name] = value
end
--TablePrint(player.serverUserData["bind"])
end
function OnResourceChanged(player, resName, resAmount)
if resName == CONST.CLASS_RES then
local classId = player:GetResource(resName)
META_AP().ChangeClass(player, classId)
CLASS_P().SetClassLevel(player, classId)
end
end
--Connected through a context call
--@param object player
function OnPlayerJoined(player)
listeners[player.id] = player.resourceChangedEvent:Connect(OnResourceChanged)
end
--Connected through a context call
--@param object player
function OnPlayerLeft(player)
currentClass[player] = nil
listeners[player.id]:Disconnect()
listeners[player.id] = nil
end
------------------------------------------------------------------------------------------------------------------------
-- Listeners
------------------------------------------------------------------------------------------------------------------------
Events.Connect("META_AP.ApplyStats", ApplySkillStats)
|
local hyper = {"ctrl", "cmd", "alt", "shift"}
local terminalPrg = "iTerm"
local browserPrg = "Firefox"
local editorPrg = "Emacs"
-- reload config
hs.loadSpoon("ReloadConfiguration")
spoon.ReloadConfiguration:bindHotkeys({
reloadConfiguration = {hyper, "r"}
})
spoon.ReloadConfiguration:start()
-- window manager
hs.loadSpoon("MiroWindowsManager")
hs.window.animationDuration = 0
spoon.MiroWindowsManager:bindHotkeys({
up = {hyper, "k"},
right = {hyper, "l"},
down = {hyper, "j"},
left = {hyper, "h"},
fullscreen = {hyper, "f"}
})
-- send focused window to other desktop
hs.hotkey.bind(hyper, "o", function()
-- Get the focused window, its window frame dimensions, its screen frame
-- dimensions, and the next screen's frame dimensions.
local focusedWindow = hs.window.focusedWindow()
local focusedScreenFrame = focusedWindow:screen():frame()
local nextScreenFrame = focusedWindow:screen():next():frame()
local windowFrame = focusedWindow:frame()
-- Calculate the coordinates of the window frame in the next screen and retain
-- aspect ratio
windowFrame.x = ((((windowFrame.x - focusedScreenFrame.x) /
focusedScreenFrame.w) * nextScreenFrame.w) + nextScreenFrame.x)
windowFrame.y = ((((windowFrame.y - focusedScreenFrame.y) / focusedScreenFrame.h) * nextScreenFrame.h) + nextScreenFrame.y)
windowFrame.h = ((windowFrame.h / focusedScreenFrame.h) * nextScreenFrame.h)
windowFrame.w = ((windowFrame.w / focusedScreenFrame.w) * nextScreenFrame.w)
-- Set the focused window's new frame dimensions
focusedWindow:setFrame(windowFrame)
end)
-- hotkey for terminal
hs.hotkey.bind(hyper, "Return", function()
if hs.application.frontmostApplication():name() == editorPrg then
hs.application.launchOrFocus(terminalPrg)
else
hs.application.launchOrFocus(editorPrg)
end
end)
-- editor and browser 50-50 layout
hs.hotkey.bind(hyper, "1", function()
local mainScreen = "Color LCD"
local terminal = hs.application.find(terminalPrg)
local browser = hs.application.find(browserPrg)
local layout = {
{terminal, nil, mainScreen, hs.layout.left50, nil, nil},
{browser, nil, mainScreen, hs.layout.right50, nil, nil}
}
hs.layout.apply(layout)
end)
|
-- Air Voxel Data
game.data.addVoxel({
name = "openbuilder_air",
description = "Air",
type = game.VoxelType.Gas,
collidable = false,
render = {
top = "error",
sides = "error",
bottom ="error",
mesh = game.MeshStyle.None
},
})
-- Grass Voxel Data
game.data.addVoxel {
name = "openbuilder_grass",
description = "Grass",
render = {
top = "grass",
sides = "grass_side",
bottom = "dirt",
},
}
-- Dirt Voxel Data
game.data.addVoxel {
name = "openbuilder_dirt",
description = "Dirt",
render = {
top = "dirt",
sides = "dirt",
bottom = "dirt",
},
}
-- Stone Voxel Data
game.data.addVoxel {
name = "openbuilder_stone",
description = "Stone",
render = {
top = "stone",
sides = "stone",
bottom = "stone",
},
}
-- Water Voxel Data
game.data.addVoxel {
name = "openbuilder_water",
description = "Water",
type = game.VoxelType.Fluid,
collidable = false,
render = {
top = "water",
sides = "water",
bottom = "water",
},
}
-- Sand Voxel Data
game.data.addVoxel {
name = "openbuilder_sand",
description = "Sand",
collidable = false,
render = {
top = "sand",
sides = "sand",
bottom = "sand",
},
}
---- Wood Voxel Data
--game.data.addVoxel {
-- name = "openbuilder_wood",
-- description = "Wood",
-- collidable = false,
-- render = {
-- top = "logtop",
-- sides = "log",
-- bottom = "logtop",
-- },
--}
--
---- Leaf Voxel Data
--game.data.addVoxel {
-- name = "openbuilder_leaf",
-- description = "Leaf",
-- type = game.VoxelType.Flora,
-- collidable = false,
-- render = {
-- top = "leaves",
-- sides = "leaves",
-- bottom = "leaves",
-- },
--}
--
---- Coal ore Voxel Data
--game.data.addVoxel {
-- name = "openbuilder_raw_coal",
-- description = "Raw Coal",
-- collidable = false,
-- render = {
-- top = "coal_ore",
-- sides = "coal_ore",
-- bottom = "coal_ore",
-- },
--}
--
---- Iron ore Voxel Data
--game.data.addVoxel {
-- name = "openbuilder_iron_ore",
-- description = "Iron Ore",
-- collidable = false,
-- render = {
-- top = "iron_ore",
-- sides = "iron_ore",
-- bottom = "iron_ore",
-- },
--} |
local ffi = require "ffi"
local ffi_cast = ffi.cast
local ffi_cdef = ffi.cdef
local ffi_string = ffi.string
local pcre = ffi.load("pcre")
local r3 = ffi.load("r3")
local string_len = string.len
local string_upper = string.upper
local table_insert = table.insert
local unpack = unpack or table.unpack
ffi_cdef[[
typedef struct real_pcre pcre;
typedef struct pcre_extra pcre_extra;
struct _edge;
struct _node;
struct _route;
typedef struct _edge edge;
typedef struct _node node;
typedef struct _route route;
typedef struct _str_array {
char **tokens;
int len;
int cap;
} str_array;
struct _node {
edge ** edges;
// edge ** edge_table;
// edges are mostly less than 255
unsigned char compare_type; // compare_type: pcre, opcode, string
unsigned char edge_len;
unsigned char endpoint; // endpoint, should be zero for non-endpoint nodes
unsigned char ov_cnt; // capture vector array size for pcre
// almost less than 255
unsigned char edge_cap;
unsigned char route_len;
unsigned char route_cap;
// <-- here comes a char[1] struct padding for alignment since we have 4 char above.
/** compile-time variables here.... **/
/* the combined regexp pattern string from pattern_tokens */
pcre * pcre_pattern;
pcre_extra * pcre_extra;
route ** routes;
char * combined_pattern;
/**
* the pointer of route data
*/
void * data;
};
struct _edge {
char * pattern; // 8 bytes
node * child; // 8 bytes
unsigned char pattern_len; // 1 byte
unsigned char opcode:4; // 4 bit
unsigned char has_slug:1; // 1 bit
};
struct _route {
char * path;
int path_len;
int request_method; // can be (GET || POST)
char * host; // required host name
int host_len;
void * data;
char * remote_addr_pattern;
int remote_addr_pattern_len;
};
typedef struct {
str_array * vars;
const char * path; // current path to dispatch
int path_len; // the length of the current path
int request_method; // current request method
void * data; // route ptr
char * host; // the request host
int host_len;
char * remote_addr;
int remote_addr_len;
} match_entry;
str_array * str_array_create(int cap);
bool str_array_is_full(const str_array * l);
bool str_array_resize(str_array *l, int new_cap);
bool str_array_append(str_array * list, char * token);
void str_array_free(str_array *l);
void str_array_dump(const str_array *l);
str_array * split_route_pattern(char *pattern, int pattern_len);
node * r3_tree_create(int cap);
node * r3_node_create();
void r3_tree_free(node * tree);
edge * r3_node_connectl(node * n, const char * pat, int len, int strdup, node *child);
edge * r3_node_find_edge(const node * n, const char * pat, int pat_len);
void r3_node_append_edge(node *n, edge *child);
edge * r3_node_find_common_prefix(node *n, const char *path, int path_len, int *prefix_len, char **errstr);
node * r3_tree_insert_pathl(node *tree, const char *path, int path_len, void * data);
route * r3_tree_insert_routel(node *tree, int method, const char *path, int path_len, void *data);
route * r3_tree_insert_routel_ex(node *tree, int method, const char *path, int path_len, void *data, char **errstr);
node * r3_tree_insert_pathl_ex(node *tree, const char *path, int path_len, route * route, void * data, char ** errstr);
void r3_tree_dump(const node * n, int level);
edge * r3_node_find_edge_str(const node * n, const char * str, int str_len);
int r3_tree_compile(node *n, char** errstr);
int r3_tree_compile_patterns(node * n, char** errstr);
node * r3_tree_matchl(const node * n, const char * path, int path_len, match_entry * entry);
bool r3_node_has_slug_edges(const node *n);
edge * r3_edge_createl(const char * pattern, int pattern_len, node * child);
node * r3_edge_branch(edge *e, int dl);
void r3_edge_free(edge * edge);
route * r3_route_create(const char * path);
route * r3_route_createl(const char * path, int path_len);
void r3_node_append_route(node * n, route * route);
void r3_route_free(route * route);
int r3_route_cmp(const route *r1, const match_entry *r2);
route * r3_tree_match_route(const node *n, match_entry * entry);
int r3_pattern_to_opcode(const char * pattern, int pattern_len);
match_entry * match_entry_createl(const char * path, int path_len);
void match_entry_free(match_entry * entry);
]]
local _M = { _VERSION = '0.01' }
local mt = { __index = _M }
local bit = require "bit"
local _METHOD_GET = 2;
local _METHOD_POST = bit.lshift(2,1);
local _METHOD_PUT = bit.lshift(2,2);
local _METHOD_DELETE = bit.lshift(2,3);
local _METHOD_PATCH = bit.lshift(2,4);
local _METHOD_HEAD = bit.lshift(2,5);
local _METHOD_OPTIONS = bit.lshift(2,6);
local _METHODS = {
GET = _METHOD_GET,
POST = _METHOD_POST,
PUT = _METHOD_PUT,
DELETE = _METHOD_DELETE,
PATCH = _METHOD_PATCH,
HEAD = _METHOD_HEAD,
OPTIONS = _METHOD_OPTIONS,
}
----------------------------------------------------------------
-- new
----------------------------------------------------------------
function _M.new(routes)
local self = setmetatable({
tree = r3.r3_tree_create(10),
match_data_index = 0,
match_data = {},
}, mt)
if not routes then return self end
-- register routes
for i, route in ipairs(routes) do
local method = route[1]
local bit_methods = nil
if type(method) ~= "table" then
bit_methods = _METHODS[method]
else
local methods = {}
for i2, m in ipairs(method) do
table_insert(methods, _METHODS[m])
end
bit_methods = bit.bor(unpack(methods))
end
local path = route[2]
local handler = route[3]
-- register
self:insert_route(bit_methods, path, handler)
end
-- compile
if self.match_data_index > 0 then
self:compile()
end
return self
end
function _M.compile(self)
return r3.r3_tree_compile(self.tree, nil)
end
function _M.dump(self, level)
level = level or 0
return r3.r3_tree_dump(self.tree, level)
end
function _M.tree_free(self)
return r3.r3_tree_free(self.tree)
end
function _M.match_entry_free(self, entry)
return r3.match_entry_free(entry)
end
function _M.insert_route(self, method, path, block)
if not method or not path or not block then return end
self.match_data_index = self.match_data_index + 1
self.match_data[self.match_data_index] = block
local dataptr = ffi_cast('void *', ffi_cast('intptr_t', self.match_data_index))
-- route * r3_tree_insert_routel_ex(node *tree, int method, const char *path, int path_len, void *data, char **errstr);
r3.r3_tree_insert_routel_ex(self.tree, method, path, string_len(path), dataptr, nil)
end
function _M.match_route(self, method, route, ...)
local block
local stokens={}
local entry = r3.match_entry_createl(route, string_len(route))
entry.request_method = method;
node = r3.r3_tree_match_route(self.tree, entry)
if node == nil then
self:match_entry_free(entry);
entry = nil
return false
end
-- get match data from index
local i = tonumber(ffi_cast('intptr_t', ffi_cast('void *', node.data)))
block = self.match_data[i]
-- token proc
if entry ~= nil and entry.vars and entry.vars.len then
for i=0, entry.vars.len-1 do
local token = ffi_string(entry.vars.tokens[i])
table_insert(stokens, token)
end
end
-- free
self:match_entry_free(entry);
entry = nil
-- execute block
block(stokens, ...)
return true
end
----------------------------------------------------------------
-- method
----------------------------------------------------------------
function _M.get(self, path, block)
self:insert_route(_METHODS["GET"], path, block)
end
function _M.post(self, path, block)
self:insert_route(_METHODS["POST"], path, block)
end
function _M.put(self, path, block)
self:insert_route(_METHODS["PUT"], path, block)
end
function _M.delete(self, path, block)
self:insert_route(_METHODS["DELETE"], path, block)
end
----------------------------------------------------------------
-- dispatcher
----------------------------------------------------------------
function _M.dispatch(self, method, path, ...)
return self:match_route(_METHODS[method], path, ...)
end
function _M.dispatch_ngx(self)
local method = string_upper(ngx.var.request_method)
local path = ngx.var.uri
local params = {}
local body = ""
if method == "GET" then
params = ngx.req.get_uri_args()
elseif method == "POST" then
ngx.req.read_body()
params = ngx.req.get_post_args()
else
ngx.req.read_body()
body = ngx.req.get_body_data()
end
return self:match_route(_METHODS[method], path, params, body)
end
return _M
|
return _('A-6E Intruder') |
local condition = Condition(CONDITION_ATTRIBUTES)
condition:setParameter(CONDITION_PARAM_TICKS, 4000)
condition:setParameter(CONDITION_PARAM_SKILL_SHIELDPERCENT, 85)
condition:setParameter(CONDITION_PARAM_SKILL_MELEEPERCENT, 85)
local combat = Combat()
combat:setParameter(COMBAT_PARAM_EFFECT, CONST_ME_HITAREA)
combat:setArea(createCombatArea(AREA_SQUARE1X1))
combat:setCondition(condition)
function onCastSpell(creature, variant)
return combat:execute(creature, variant)
end
|
local _M = {}
_M.AppBase = import("AppBase")
_M.ViewBase = import("ViewBase")
_M.SceneBase = import("SceneBase")
return _M |
local assets = {
Asset("ANIM", "anim/sch_battle_staff.zip"),
Asset("ANIM", "anim/sch_swap_battle_staff.zip"),
Asset("ATLAS", "images/inventoryimages/sch_battle_staff.xml"),
Asset("IMAGE", "images/inventoryimages/sch_battle_staff.tex"),
}
local function onequip(inst, owner)
owner.AnimState:OverrideSymbol("swap_object", "sch_swap_battle_staff", "icestaff")
owner.AnimState:Show("ARM_carry")
owner.AnimState:Hide("ARM_normal")
end
local function onunequip(inst, owner)
owner.AnimState:Hide("ARM_carry")
owner.AnimState:Show("ARM_normal")
end
local function OnHit(inst, owner, target)
if target ~= nil and target:IsValid() then
local x, y, z = target.Transform:GetWorldPosition()
if inst.BattleActivate then
local fx = SpawnPrefab("sch_shot_projectile_fx")
fx.Transform:SetPosition(x, y, z)
local fx2 = SpawnPrefab("groundpoundring_fx")
local pos = Vector3(target.Transform:GetWorldPosition())
fx2.Transform:SetScale(0.45, 0.45, 0.45)
TheWorld:DoTaskInTime(0.2, function() fx2.Transform:SetPosition(pos:Get()) end)
target.components.health:DoDelta(-70)
if target.components.locomotor and not target:HasTag("ghost") then
target.components.locomotor.groundspeedmultiplier = 0.1
end
if target.components.burnable then
target.components.burnable:Ignite()
end
if target.components.burnable and target.components.burnable:IsBurning() then
target.components.burnable:Extinguish()
end
end
end
end
local function OnUseItem(inst, data)
if not inst.BattleActivate then
inst:AddTag("staffz")
inst.BattleActivate = true
inst.components.useableitem:StopUsingItem()
inst.components.weapon:SetProjectile(nil)
elseif inst.BattleActivate then
inst:RemoveTag("staffz")
inst.BattleActivate = false
inst.components.weapon:SetProjectile("fire_projectile")
inst.components.useableitem:StopUsingItem()
end
end
local function OnChosen(inst,owner)
return owner.prefab == "schwarzkirsche"
end
local function fn(Sim)
local inst = CreateEntity()
inst.entity:AddTransform()
inst.entity:AddAnimState()
inst.entity:AddTransform()
inst.entity:AddAnimState()
inst.entity:AddSoundEmitter()
inst.entity:AddNetwork()
inst.AnimState:SetBank("icestaff")
inst.AnimState:SetBuild("sch_battle_staff")
inst.AnimState:PlayAnimation("idle_90s")
MakeInventoryPhysics(inst)
if not TheWorld.ismastersim then
return inst
end
inst.entity:SetPristine()
inst:AddComponent("finiteuses")
inst.components.finiteuses:SetMaxUses(TUNING.AXE_USES)
inst.components.finiteuses:SetUses(TUNING.AXE_USES)
inst.components.finiteuses:SetOnFinished(inst.Remove)
inst:AddTag("staff")
inst:AddTag("meteorstaff")
inst:AddTag("schstuff")
inst:AddComponent("useableitem")
inst.components.useableitem:SetOnUseFn(OnUseItem)
inst.entity:AddMiniMapEntity()
inst.MiniMapEntity:SetIcon( "sch_battle_staff.tex" )
inst:AddComponent("weapon")
inst.components.weapon:SetDamage(25) ----------- Fair Damage Please
inst.components.weapon:SetRange(10)
inst.components.weapon:SetOnAttack(OnHit)
inst.components.weapon:SetProjectile("fire_projectile")
inst:AddComponent("equippable")
-- inst.components.equippable.keepondeath = true
inst.components.equippable:SetOnEquip(onequip)
inst.components.equippable:SetOnUnequip(onunequip)
inst:AddComponent("inspectable")
inst:AddComponent("inventoryitem")
-- inst.components.inventoryitem.keepondeath = true
inst.components.inventoryitem.imagename = "sch_battle_staff"
inst.components.inventoryitem.atlasname = "images/inventoryimages/sch_battle_staff.xml"
inst:AddComponent("characterspecific")
inst.components.characterspecific:SetOwner("schwarzkirsche")
inst.components.characterspecific:SetStorable(true)
inst.components.characterspecific:SetComment("I can't hold this!")
inst:AddComponent("chosenpeople")
inst.components.chosenpeople:SetChosenFn(OnChosen)
MakeHauntableLaunch(inst)
return inst
end
return Prefab("common/inventory/sch_battle_staff", fn, assets)
|
/**************************************************************
Laser Hitbox Entity
https://github.com/buu342/GMod-DeadSpacePlasmaCutter
**************************************************************/
AddCSLuaFile()
ENT.Type = "anim"
ENT.Base = "base_gmodentity"
-- Make sure we can't spawn this entity randomly
ENT.Spawnable = false
ENT.AdminSpawnable = false
-- Needed for animations
ENT.AutomaticFrameAdvance = true
-- Hitbox radius
local COLLISION_RADIUS = 3
/*-----------------------------
Initialize
Initializes the entity
-----------------------------*/
function ENT:Initialize()
-- Setup the model (Unused anyway)
self.Entity:SetModel("models/Gibs/HGIBS.mdl")
self:DrawShadow(false)
self:SetNotSolid(true)
-- Initiate cheap physics
self:PhysicsInitSphere(COLLISION_RADIUS)
self:SetCollisionBounds(Vector(-COLLISION_RADIUS, -COLLISION_RADIUS, -COLLISION_RADIUS), Vector(COLLISION_RADIUS, COLLISION_RADIUS, COLLISION_RADIUS))
self.PlacedDecal = false
-- Make sure it's unaffected by gravity
self:SetMoveType(MOVETYPE_FLY)
self:SetMoveCollide(MOVECOLLIDE_FLY_SLIDE)
-- Handle damaging
if SERVER then
local dmginfo = nil
local found = ents.FindInSphere(self:GetPos(), 32)
-- Cycle through all the entities we found
for i=1, #found do
-- If we found something that isn't another laser hitbox
if (found[i]:GetClass() != "ent_laserhit") then
local damage = 15
-- Initialize damageinfo
dmginfo = DamageInfo()
dmginfo:SetAttacker(self.Owner)
dmginfo:SetInflictor(self.Inflictor)
dmginfo:SetDamageType(DMG_BULLET)
-- Set special settings based on what we hit
if (found[i]:GetClass() == "npc_zombie" && self.CanSlice) && found[i]:Health()-damage <= 0 && GetConVar("hl2_episodic"):GetInt() == 1 then
dmginfo:SetAmmoType(game.GetAmmoID('CombineHeavyCannon'))
elseif (found[i]:GetClass() == "npc_fastzombie" || (found[i]:GetClass() == "npc_zombie" && self.CanSlice)) && found[i]:Health()-damage <= 0 then
dmginfo:SetDamageType(DMG_BLAST)
damage = 25
end
-- Apply damage
dmginfo:SetDamage(damage)
found[i]:TakeDamageInfo(dmginfo)
found[i]:Extinguish()
end
end
-- Create an explosion, so that blood and stuff works
if (dmginfo != nil) then
util.BlastDamageInfo(dmginfo, self:GetPos(), 32)
end
end
-- Remove ourselves after a bit
timer.Simple(0.2, function() if (IsValid(self) && SERVER) then self:Remove() end end)
end
/*-----------------------------
Think
Logic that runs every tick
-----------------------------*/
function ENT:Think()
-- Place a decal clientside
if (CLIENT && !self.PlacedDecal) then
-- Create a trace to see if we penetrate something
local trace = {}
trace.start = self:GetPos() - Vector(COLLISION_RADIUS, COLLISION_RADIUS, COLLISION_RADIUS)
trace.endpos = self:GetPos() + Vector(COLLISION_RADIUS, COLLISION_RADIUS, COLLISION_RADIUS)
local trline = util.TraceLine(trace)
self.PlacedDecal = true
-- If we hit something valid, then create the decal
if (trline.Entity != NULL) then
util.DecalEx(Material(util.DecalMaterial("FadingScorch")), trline.Entity, trline.HitPos, trline.HitNormal, Color(255,255,255,255), 0.2, 0.2)
end
end
end
/*-----------------------------
RenderOverride
Overrides rendering on the entity
-----------------------------*/
if SERVER then return end
function ENT:RenderOverride()
-- Useful for debugging hitboxes. Uncomment to see them
/*
local phys = self:GetPhysicsObject()
local col = COLLISION_RADIUS
local mins = Vector(-col, -col, -col)
local maxs = Vector(col, col, coL)
local pos = self:GetPos()
local angle = self:GetAngles()
render.SetMaterial(Material("models/debug/debugwhite"))
render.DrawWireframeBox(pos, angle, mins, maxs, Color(255,255,255,255), true)
*/
end |
#!/usr/bin/env lua
-- MoonGL example: hello-fltk.lua
fl = require("moonfltk")
gl = require("moongl")
function init(win)
-- Called only the first time the window is drawn.
-- Initializes the GL context and sets the draw() callback to the
-- actual rendering function, which will be called the next times
-- the window will be drawn.
assert(win == window)
gl.init() -- glewInit()
print("OpenGL " .. gl.get("major version") .. "." .. gl.get("minor version"))
print("mode", win:mode())
print("can_do_overlay", win:can_do_overlay())
win:override_draw(render)
win:flush()
end
function render(win) -- Rendering function
-- print("draw()", win)
-- ... rendering code goes here ...
--gl.clear_color(0.85, 0.85, 1.0, 1.0)
gl.clear_color(0.67, 0.67, 0.87, 1.0)
gl.clear("color", "depth")
win:redraw()
end
window = fl.gl_window_sub(0, 0, 600, 400, "Hello, World!")
window:override_draw(init)
-- Optional overloading of other fl.gl_window_sub methods:
window:override_handle(function (win, ev) -- Handles an event
assert(win == window)
-- print("handle()", win, ev)
return win:super_handle(ev)
end)
window:override_hide(function(win) -- Called when the wintow is hidden.
assert(win == window)
-- print("hide()", win)
win:super_hide()
end)
window:override_resize(function (win, x, y, w, h) -- Called when the window is resized.
assert(win == window)
-- print("resize()", win, x, y, w, h)
print("window reshaped to "..w.."x"..h)
win:super_resize(x, y, w, h)
end)
-- main FLTK loop
window:resizable(window)
window:show()
return fl.run()
|
---[[
-- to define resources. Probably don't really need this
local function MAKEINTRESOURCE(i)
return i
--return (LPSTR)((ULONG_PTR)((WORD)(i)))
end
--]]
local enum = require("pereader.enum")
local DirectoryID = enum {
IMAGE_DIRECTORY_ENTRY_EXPORT = 0; -- Export Directory
IMAGE_DIRECTORY_ENTRY_IMPORT = 1; -- Import Directory
IMAGE_DIRECTORY_ENTRY_RESOURCE = 2; -- Resource Directory
IMAGE_DIRECTORY_ENTRY_EXCEPTION = 3; -- Exception Directory
IMAGE_DIRECTORY_ENTRY_SECURITY = 4; -- Security Directory
IMAGE_DIRECTORY_ENTRY_BASERELOC = 5; -- Base Relocation Table
IMAGE_DIRECTORY_ENTRY_DEBUG = 6; -- Debug Directory
-- IMAGE_DIRECTORY_ENTRY_COPYRIGHT 7; -- (X86 usage)
IMAGE_DIRECTORY_ENTRY_ARCHITECTURE = 7; -- Architecture Specific Data
IMAGE_DIRECTORY_ENTRY_GLOBALPTR = 8; -- RVA of GP
IMAGE_DIRECTORY_ENTRY_TLS = 9; -- TLS Directory
IMAGE_DIRECTORY_ENTRY_LOAD_CONFIG = 10; -- Load Configuration Directory
IMAGE_DIRECTORY_ENTRY_BOUND_IMPORT = 11; -- Bound Import Directory in headers
IMAGE_DIRECTORY_ENTRY_IAT = 12; -- Import Address Table
IMAGE_DIRECTORY_ENTRY_DELAY_IMPORT = 13; -- Delay Load Import Descriptors
IMAGE_DIRECTORY_ENTRY_COM_DESCRIPTOR = 14; -- COM Runtime descriptor
}
-- Optional Header, DllCharacteristics
local DllCharacteristics = enum {
IMAGE_DLL_RESERVED1 = 0x0001,
IMAGE_DLL_RESERVED2 = 0x0002,
IMAGE_DLL_RESERVED3 = 0x0004,
IMAGE_DLL_RESERVED4 = 0x0008,
IMAGE_DLLCHARACTERISTICS_HIGH_ENTROPY_VA = 0x0020,
IMAGE_DLL_CHARACTERISTICS_DYNAMIC_BASE = 0x0040,
IMAGE_DLL_CHARACTERISTICS_FORCE_INTEGRITY = 0x0080,
IMAGE_DLL_CHARACTERISTICS_NX_COMPAT = 0x0100,
IMAGE_DLLCHARACTERISTICS_NO_ISOLATION = 0x0200,
IMAGE_DLLCHARACTERISTICS_NO_SEH = 0x0400,
IMAGE_DLLCHARACTERISTICS_NO_BIND = 0x0800,
IMAGE_DLL_RESERVED5 = 0x1000,
IMAGE_DLLCHARACTERISTICS_WDM_DRIVER = 0x2000,
IMAGE_DLLCHARACTERISTICS_GUARD_CF = 0x4000,
IMAGE_DLLCHARACTERISTICS_TERMINAL_SERVER_AWARE = 0x8000,
}
-- Optional Header, Subsystem field of
local Subsystem = enum {
IMAGE_SUBSYSTEM_UNKNOWN = 0,
IMAGE_SUBSYSTEM_NATIVE = 1,
IMAGE_SUBSYSTEM_WINDOWS_GUI = 2,
IMAGE_SUBSYSTEM_WINDOWS_CUI = 3,
IMAGE_SUBSYSTEM_OS2_CUI = 5,
IMAGE_SUBSYSTEM_POSIX_CUI = 7,
IMAGE_SUBSYSTEM_NATIVE_WINDOWS = 8,
IMAGE_SUBSYSTEM_WINDOWS_CE_GUI = 9,
IMAGE_SUBSYSTEM_EFI_APPLICATION = 10,
IMAGE_SUBSYSTEM_EFI_BOOT_SERVICE_DRIVER = 11,
IMAGE_SUBSYSTEM_EFI_RUNTIME_DRIVER = 12,
IMAGE_SUBSYSTEM_EFI_ROM = 13,
IMAGE_SUBSYSTEM_XBOX = 14,
IMAGE_SUBSYSTEM_WINDOWS_BOOT_APPLICATION = 16,
}
local OptHeaderMagic = enum {
IMAGE_MAGIC_HEADER_PE32 = 0x10b,
IMAGE_MAGIC_HEADER_PE32_PLUS = 0x20b,
}
-- COFF Header, Characteristics field
local Characteristics = enum {
IMAGE_FILE_RELOCS_STRIPPED = 0x0001,
IMAGE_FILE_EXECUTABLE_IMAGE = 0x0002,
IMAGE_FILE_LINE_NUMS_STRIPPED = 0x0004,
IMAGE_FILE_LOCAL_SYMS_STRIPPED = 0x0008,
IMAGE_FILE_AGGRESSIVE_WS_TRIM = 0x0010,
IMAGE_FILE_LARGE_ADDRESS_AWARE = 0x0020,
IMAGE_FILE_BYTES_REVERSED_LO = 0x0080,
IMAGE_FILE_32BIT_MACHINE = 0x0100,
IMAGE_FILE_DEBUG_STRIPPED = 0x0200,
IMAGE_FILE_REMOVABLE_RUN_FROM_SWAP = 0x0400,
IMAGE_FILE_NET_RUN_FROM_SWAP = 0x0800,
IMAGE_FILE_SYSTEM = 0x1000,
IMAGE_FILE_DLL = 0x2000,
IMAGE_FILE_UP_SYSTEM_ONLY = 0x4000,
IMAGE_FILE_BYTES_REVERSED_HI = 0x8000,
}
-- COFF Header, MachineType field
local MachineType = enum {
IMAGE_FILE_MACHINE_UNKNOWN = 0x0,
IMAGE_FILE_MACHINE_ARM = 0x1c0,
IMAGE_FILE_MACHINE_ARMN = 0x1c4,
IMAGE_FILE_MACHINE_AM33 = 0x1d3,
IMAGE_FILE_MACHINE_I386 = 0x14c,
IMAGE_FILE_MACHINE_R4000 = 0x166,
IMAGE_FILE_MACHINE_WCEMIPSV2 = 0x169,
IMAGE_FILE_MACHINE_SH3 = 0x1a2,
IMAGE_FILE_MACHINE_SH3D = 0x1a3,
IMAGE_FILE_MACHINE_SH4 = 0x1a6,
IMAGE_FILE_MACHINE_SH5 = 0x1a8,
IMAGE_FILE_MACHINE_ARM = 0x1c0,
IMAGE_FILE_MACHINE_THUMB = 0x1c2,
IMAGE_FILE_MACHINE_ARMNT = 0x1c4,
IMAGE_FILE_MACHINE_POWERPC = 0x1f0,
IMAGE_FILE_MACHINE_POWERPCFP = 0x1f1,
IMAGE_FILE_MACHINE_IA64 = 0x200,
IMAGE_FILE_MACHINE_MIPS1 = 0x266,
IMAGE_FILE_MACHINE_MIPSF = 0x366,
IMAGE_FILE_MACHINE_MIPSF = 0x466,
IMAGE_FILE_MACHINE_EBC = 0xebc,
IMAGE_FILE_MACHINE_RISCV32 = 0x5032,
IMAGE_FILE_MACHINE_RISCV64 = 0x5064,
IMAGE_FILE_MACHINE_RISCV128 = 0x5128,
IMAGE_FILE_MACHINE_AMD64 = 0x8664,
IMAGE_FILE_MACHINE_M32R = 0x9041,
IMAGE_FILE_MACHINE_ARM64 = 0xaa64,
IMAGE_FILE_MACHINE_AMD64 = 0x8664,
}
-- Section Flags, of Characteristics field, of Section Header
local SectionCharacteristics = enum {
IMAGE_SCN_RESERVED_1 = 0x00000000;
IMAGE_SCN_RESERVED_2 = 0x00000001;
IMAGE_SCN_RESERVED_3 = 0x00000002;
IMAGE_SCN_RESERVED_4 = 0x00000004;
IMAGE_SCN_TYPE_NO_PAD = 0x00000008;
IMAGE_SCN_RESERVED_5 = 0x00000010;
IMAGE_SCN_CNT_CODE = 0x00000020 ;
IMAGE_SCN_CNT_INITIALIZED_DATA = 0x00000040 ;
IMAGE_SCN_CNT_UNINITIALIZED_DATA= 0x00000080 ;
IMAGE_SCN_LNK_OTHER = 0x00000100 ;
IMAGE_SCN_LNK_INFO = 0x00000200 ;
IMAGE_SCN_RESERVED_6 = 0x00000400;
IMAGE_SCN_LNK_REMOVE = 0x00000800 ;
IMAGE_SCN_LNK_COMDAT = 0x00001000 ;
IMAGE_SCN_GPREL = 0x00008000 ;
IMAGE_SCN_MEM_PURGEABLE = 0x00020000 ;
IMAGE_SCN_MEM_16BIT = 0x00020000 ;
IMAGE_SCN_MEM_LOCKED = 0x00040000 ;
IMAGE_SCN_MEM_PRELOAD = 0x00080000 ;
IMAGE_SCN_ALIGN_1BYTES = 0x00100000 ;
IMAGE_SCN_ALIGN_2BYTES = 0x00200000 ;
IMAGE_SCN_ALIGN_4BYTES = 0x00300000 ;
IMAGE_SCN_ALIGN_8BYTES = 0x00400000 ;
IMAGE_SCN_ALIGN_16BYTES = 0x00500000 ;
IMAGE_SCN_ALIGN_32BYTES = 0x00600000 ;
IMAGE_SCN_ALIGN_64BYTES = 0x00700000 ;
IMAGE_SCN_ALIGN_128BYTES = 0x00800000 ;
IMAGE_SCN_ALIGN_256BYTES = 0x00900000 ;
IMAGE_SCN_ALIGN_512BYTES = 0x00A00000 ;
IMAGE_SCN_ALIGN_1024BYTES = 0x00B00000 ;
IMAGE_SCN_ALIGN_2048BYTES = 0x00C00000 ;
IMAGE_SCN_ALIGN_4096BYTES = 0x00D00000 ;
IMAGE_SCN_ALIGN_8192BYTES = 0x00E00000 ;
IMAGE_SCN_LNK_NRELOC_OVFL = 0x01000000 ;
IMAGE_SCN_MEM_DISCARDABLE = 0x02000000 ;
IMAGE_SCN_MEM_NOT_CACHED = 0x04000000 ;
IMAGE_SCN_MEM_NOT_PAGED = 0x08000000 ;
IMAGE_SCN_MEM_SHARED = 0x10000000 ;
IMAGE_SCN_MEM_EXECUTE = 0x20000000 ;
IMAGE_SCN_MEM_READ = 0x40000000 ;
IMAGE_SCN_MEM_WRITE = 0x80000000 ;
}
-- Resource Types
local DIFFERENCE = 11
local ResourceTypes = enum {
RT_CURSOR = MAKEINTRESOURCE(1);
RT_BITMAP = MAKEINTRESOURCE(2);
RT_ICON = MAKEINTRESOURCE(3);
RT_MENU = MAKEINTRESOURCE(4);
RT_DIALOG = MAKEINTRESOURCE(5);
RT_STRING = MAKEINTRESOURCE(6);
RT_FONTDIR = MAKEINTRESOURCE(7);
RT_FONT = MAKEINTRESOURCE(8);
RT_ACCELERATOR = MAKEINTRESOURCE(9);
RT_RCDATA = MAKEINTRESOURCE(10);
RT_MESSAGETABLE = MAKEINTRESOURCE(11);
RT_GROUP_CURSOR = 1 + 11; -- MAKEINTRESOURCE((ULONG_PTR)RT_CURSOR + DIFFERENCE);
RT_GROUP_ICON = 3 + 11; -- MAKEINTRESOURCE((ULONG_PTR)RT_ICON + DIFFERENCE);
RT_VERSION = MAKEINTRESOURCE(16);
RT_DLGINCLUDE = MAKEINTRESOURCE(17);
RT_PLUGPLAY = MAKEINTRESOURCE(19);
RT_VXD = MAKEINTRESOURCE(20);
RT_ANICURSOR = MAKEINTRESOURCE(21);
RT_ANIICON = MAKEINTRESOURCE(22);
RT_HTML = MAKEINTRESOURCE(23);
RT_MANIFEST = 24;
}
--[[
Manifest related
CREATEPROCESS_MANIFEST_RESOURCE_ID = 1;
ISOLATIONAWARE_MANIFEST_RESOURCE_ID = 2;
ISOLATIONAWARE_NOSTATICIMPORT_MANIFEST_RESOURCE_ID = 3;
MINIMUM_RESERVED_MANIFEST_RESOURCE_ID = 1;
MAXIMUM_RESERVED_MANIFEST_RESOURCE_ID = 16;
--]]
local exports = {
DirectoryID = DirectoryID;
DllCharacteristics = DllCharacteristics,
Subsystem = Subsystem,
OptHeaderMagic = OptHeaderMagic,
Characteristics = Characteristics,
MachineType = MachineType,
ResourceTypes = ResourceTypes,
SectionCharacteristics = SectionCharacteristics;
}
setmetatable(exports, {
__call = function(self, ...)
for k,v in pairs(exports) do
_G[k] = v;
end
end,
})
return exports
|
--Boot Registry
print('load telnet server module')
dofile('telnet-server.lua')
print('load enduser server module')
dofile('enduser.lua')
print('load main module')
dofile('main.lua')
--dofile("mqtt.lua")
|
fx_version 'bodacious'
game 'gta5'
server_scripts {
'@vrp/lib/utils.lua',
'config.lua',
'server.lua'
}
client_scripts {
'@vrp/lib/utils.lua',
'config.lua',
'client.lua'
} |
-- Anti-cram script by Devieth
-- Script for SAPP
crams = {}
--Types: 0 = All, 1 = Light, 2 = Heavy, 3 = Air
--Example: crams[x] = {x, y, z, r, type, map}
crams[1] = {40.2, -75.2, 0, 1, 0, "bloodgulch"}
crams[2] = {40.1, -82.75, 0, 1, 0, "bloodgulch"}
crams[3] = {95.5, -156.2, 0, 1, 0, "bloodgulch"}
crams[4] = {95.5, -162.75, 0, 1, 0, "bloodgulch"}
crams[5] = {-12.00, 4.88, -2.35, 5, 0, "dangercanyon"} --red tunnel danger canyon
crams[6] = {-12.00, -3.45, -2.24, 12, 2, "dangercanyon"} --anti-tank red danger canyon
crams[7] = {12.00, -3.45, -2.24, 12, 2, "dangercanyon"} --anti-tank blue danger canyon
crams[8] = {12.00, 4.88, -2.35, 5, 0, "dangercanyon"} --blue tunnel danger canyon
--crams[9] =
types = {}
types[1] = {1, "ghost_mp"}
types[2] = {1, "rwarthog"}
types[3] = {1, "mp_warthog"}
types[4] = {2, "scorpion_mp"}
types[5] = {3, "banshee_mp"}
api_version = "1.10.0.0"
function OnScriptLoad()
register_callback(cb['EVENT_TICK'], "OnEventTick")
register_callback(cb['EVENT_GAME_START'], "OnGameStart")
if tonumber(get_var(0, "$running")) == 1 then OnGameStart() end
end
function OnScriptUnload() end
function OnGameStart()
map = read_string(read_dword(sig_scan("B8??????00E8??????0032C983F813") + 0x1))
end
function OnEventTick()
for i = 1,16 do
if player_alive(i) then
local m_object = get_dynamic_player(i)
if tonumber(m_object) ~= 0 then
if tonumber(read_char(m_object + 0x2F0)) ~= -1 then
if cramming(m_object) then
exit_vehicle(i)
end
end
end
end
end
end
function cramming(m_object)
local m_vehicle = get_object_memory(read_dword(m_object + 0x11C))
for i = 1,#crams do
local type = get_vehicle_type(m_vehicle)
if crams[i][5] == type or crams[i][5] == 0 then
if vehicle_in_sphere(m_vehicle, crams[i][1], crams[i][2], crams[i][3], crams[i][4]) and map == crams[i][6] then
timer(100, "move_to_spawn", m_vehicle)
return true
end
end
end
return false
end
function move_to_spawn(m_vehicle)
local allow = true
local driver = read_char(m_vehicle + 0x324)
local gunner = read_char(m_vehicle + 0x328)
if driver == -1 and gunner == -1 then
local x,y,z = read_vector3d(m_vehicle + 0x5B4)
write_vector3d(m_vehicle + 0x5c, x, y, z)
write_float(m_vehicle + 0x4D4, 0)
allow = false
end
return allow
end
function get_vehicle_type(m_vehicle)
local ID = read_dword(m_vehicle)
local tagarray = read_dword(0x40440000)
for i=0,read_word(0x4044000C)-1 do
local tag = tagarray + i * 0x20
local tagid = read_dword(tag + 0xC)
if ID == tagid then
local tag_path = read_string(read_dword(tag + 0x10))
local t = tokenizestring(tag_path, "\\")
for x=1,#types do
if t[3] == types[x][2] then
vehi_type = types[x][1]
end
end
break
end
end
return vehi_type
end
function vehicle_in_sphere(m_vehicle, X, Y, Z, R)
local x,y,z = read_vector3d(m_vehicle + 0x5c)
if (X - tonumber(x))^2 + (Y - tonumber(y))^2 + (Z - tonumber(z))^2 <= R then
return true
end
return false
end
function tokenizestring(inputstr, sep)
if sep == nil then
sep = "%s"
end
local t={} ; i=1
for str in string.gmatch(inputstr, "([^"..sep.."]+)") do
t[i] = str
i = i + 1
end
return t
end
|
local nmap = require "nmap"
local stdnse = require "stdnse"
local string = require "string"
local table = require "table"
local target = require "target"
description = [[
Resolves hostnames and adds every address (IPv4 or IPv6, depending on
Nmap mode) to Nmap's target list. This differs from Nmap's normal
host resolution process, which only scans the first address (A or AAAA
record) returned for each host name.
]]
---
-- @usage
-- nmap --script=resolveall --script-args=newtargets,resolveall.hosts={<host1>, ...} ...
-- @args resolveall.hosts Table of hosts to resolve
-- @output
-- Pre-scan script results:
-- | resolveall:
-- | Host 'google.com' resolves to:
-- | 74.125.39.106
-- | 74.125.39.147
-- | 74.125.39.99
-- | 74.125.39.103
-- | 74.125.39.105
-- | 74.125.39.104
-- |_ Successfully added 6 new targets
author = "Kris Katterjohn"
license = "Same as Nmap--See http://nmap.org/book/man-legal.html"
categories = {"safe", "discovery"}
prerule = function()
if not stdnse.get_script_args("resolveall.hosts") then
stdnse.print_debug(3,
"Skipping '%s' %s, 'resolveall.hosts' argument is missing.",
SCRIPT_NAME, SCRIPT_TYPE)
return false
end
return true
end
local addtargets = function(list)
local sum = 0
for _, t in ipairs(list) do
local st, err = target.add(t)
if st then
sum = sum + 1
else
stdnse.print_debug("Couldn't add target " .. t .. ": " .. err)
end
end
return sum
end
action = function()
local hosts = stdnse.get_script_args("resolveall.hosts")
if type(hosts) ~= "table" then
hosts = {hosts}
end
local sum, output = 0, {}
for _, host in ipairs(hosts) do
local status, list = nmap.resolve(host, nmap.address_family())
if status and #list > 0 then
if target.ALLOW_NEW_TARGETS then
sum = sum + addtargets(list)
end
table.insert(output,
string.format("Host '%s' resolves to:", host))
table.insert(output, list)
end
end
if sum > 0 then
table.insert(output,
string.format("Successfully added %d new targets",
tostring(sum)))
else
table.insert(output, "Use the 'newtargets' script-arg to add the results as targets")
end
return stdnse.format_output(true, output)
end
|
return process_tick(now, false)['running']
|
--[[
Based on a plugin by topkecleon.
Copyright 2017 wrxck <matthew@matthewhesketh.com>
This code is licensed under the MIT. See LICENSE for details.
]]
local channel = {}
local mattata = require('mattata')
local socket = require('socket')
local json = require('dkjson')
local redis = require('mattata-redis')
function channel:init()
channel.commands = mattata.commands(
self.info.username
):command('channel')
:command('ch')
:command('msg').table
channel.help = [[/channel <channel> <message> - Sends a message to a Telegram channel/group. The channel/group can be specified via ID or username. Messages can be formatted with Markdown. Users can only send messages to channels/groups they own/administrate. Aliases: /ch, /msg.]]
end
function channel:on_callback_query(callback_query, message)
local request = json.decode(
redis:hget(
'temp:channel',
callback_query.data
)
)
if request.from ~= callback_query.from.id then
return mattata.answer_callback_query(
callback_query.id,
'You are not allowed to use this!'
)
elseif not mattata.is_group_admin(
request.target,
request.from
) then
return mattata.answer_callback_query(
callback_query.id,
'You don\'t appear to be an administrator in that chat anymore!'
)
end
local success = mattata.send_message(
request.target,
request.text,
'markdown'
)
if not success then
return mattata.edit_message_text(
message.chat.id,
message.message_id,
'I couldn\'t send your message, are you sure I still have permission to send messages in that chat?'
)
end
redis:hdel(
'temp:channel',
callback_query.data
)
return mattata.edit_message_text(
message.chat.id,
message.message_id,
'Your message has been sent!'
)
end
function channel:on_message(message, configuration)
if message.chat.type == 'channel' then
return
end
local input = mattata.input(message.text)
if not input then
return mattata.send_reply(
message,
channel.help
)
end
local target = mattata.get_word(input)
if tonumber(target) == nil and not target:match('^@') then
target = '@' .. target
end
target = mattata.get_chat_id(target) or target
local admin_list = mattata.get_chat_administrators(target)
if not admin_list and not mattata.is_global_admin(message.from.id) then
return mattata.send_reply(
message,
'I was unable to retrieve a list of administrators for that chat!'
)
elseif not mattata.is_global_admin(message.from.id) then -- Make configured owners an exception.
local is_admin = false
for _, admin in ipairs(admin_list.result) do
if admin.user.id == message.from.id then
is_admin = true
end
end
if not is_admin then
return mattata.send_reply(
message,
'You don\'t appear to be an administrator in that chat!'
)
end
end
local text = input:match(' (.-)$')
if not text then
return mattata.send_reply(
message,
'Please specify the message to send, using the syntax /channel <channel> <message>.'
)
end
local request_id = tostring(socket.gettime()):gsub('%D', '')
local success = mattata.send_message(
message.chat.id,
'*Are you sure you want to send this message? This is how it will look:*\n\n' .. text,
'markdown',
true,
false,
nil,
json.encode(
{
['inline_keyboard'] = {
{
{
['text'] = 'Yes, I\'m sure!',
['callback_data'] = string.format(
'channel:%s',
request_id
)
}
}
}
}
)
)
if not success then
return mattata.send_reply(
message,
'That message contains invalid Markdown formatting! Please correct your syntax and try again.'
)
end
redis:hset(
'temp:channel',
request_id,
json.encode(
{
['target'] = target,
['text'] = text,
['from'] = message.from.id
}
)
)
return
end
return channel |
if (CLIENT) then
SWEP.PrintName = "MAC-10 SMG"
SWEP.Slot = 2
SWEP.SlotPos = 0
SWEP.IconLetter = "d"
SWEP.DrawAmmo = true
SWEP.DrawCrosshair = false
SWEP.CSMuzzleFlashes = true
SWEP.SwayScale = 1.0
SWEP.BobScale = 1.0
killicon.AddFont("weapon_mp5_ocrp","CSKillIcons",SWEP.IconLetter,Color(255,80,0,255))
end
if (SERVER) then
AddCSLuaFile("shared.lua")
end
SWEP.Base = "weapon_basegun_ocrp"
SWEP.ViewModelFOV = 72
SWEP.ViewModelFlip = true
SWEP.ViewModel = "models/weapons/v_smg_mac10.mdl"
SWEP.WorldModel = "models/weapons/w_smg_mac10.mdl"
SWEP.HoldType = "smg"
SWEP.Peircing = 3
SWEP.Weight = 5
SWEP.AutoSwitchTo = false
SWEP.AutoSwitchFrom = false
SWEP.Primary.Sound = Sound("Weapon_Mac10.Single")
SWEP.Primary.Recoil = .6
SWEP.Primary.Delay = 0.06
SWEP.Primary.Damage = 23
SWEP.Primary.NumShots = 1
SWEP.Primary.Cone = 0.08
SWEP.Primary.ClipSize = 30
SWEP.Primary.DefaultClip = 0
SWEP.Primary.Automatic = true
SWEP.Primary.Ammo = "SMG1"
SWEP.Assualt = true
SWEP.SightsPos = Vector (5.5851, 1.2612, -0.4635)
SWEP.SightsAng = Vector (-0.382, 7.5612, 7.1634)
SWEP.IronSightsPos = Vector (6.4857, -5.1825, 2.8605)
SWEP.IronSightsAng = Vector (1.0528, 5.3537, 6.88)
|
-- This file only exists to indicate that this is the Git Edition of the mod
BA2_GIT = true |
local L2LossCriterion, parent = torch.class('nn.L2LossCriterion', 'nn.Criterion')
-- This function is only for handling the output of softmax layer
local epsilon = 1e-35 --to avoid calculating log(0) or dividing 0
function L2LossCriterion:__init(margin)
parent.__init(self)
self.sizeAverage = false
self.margin = margin or 2 -- 2 is the empirical value for mnist
end
function L2LossCriterion:KLDiv(target, input)
-- The function calculates the KL-divergence
-- target and input must be dim==1
self.buf_t = self.buf_t or target.new()
self.buf_t:resizeAs(target)
self.buf_i = self.buf_i or input.new()
self.buf_i:resizeAs(input)
-- KL(T||I) = \sum T(logT-logI)
self.buf_t = target + epsilon
self.buf_i = input + epsilon
self.buf_t:log() -- logT
self.buf_i:log() -- logI
self.buf_t = self.buf_t - self.buf_i --logT-logI
local dist = self.buf_t:cmul(target):sum() -- a number
return dist
end
function L2LossCriterion:loss(p, q, target)
local loss = self:KLDiv(p, q)
loss = torch.cmul((torch.ones(target:size(1)) - target), loss) + torch.cmul(target, (torch.max(torch.zeros(target:size(1)), self.margin - loss, 2)))
return loss
end
function L2LossCriterion:updateOutput(pairss, target)
local pair_count = target:size(1)
self.output = self.output + self:loss(pairss[1], pairss[2], target)
self.output = self.output / pair_count
return self.output
end
function L2LossCriterion:updateGradInput(input, target)
--assert(input:dim() == 2)
--assert(input:size(1) > 1)
local pair_count = 0
local pair_idx = 0
local factor = 0 -- Indicator of similar pair (similar: 1; dissimilar: -1)
self.gradInput = self.gradInput or input.new()
if self.gradInput:type() ~= input:type() then self.gradInput = input.new() end
self.gradInput:resizeAs(input):fill(0)
self.buf = self.buf or input[1].new()
self.buf:resizeAs(input[1])
if target:dim() == 1 then
pair_count = target:size(1) * (target:size(1) + 1) / 2 - target:size(1)
elseif target:size(1) == target:size(2) then
pair_count = target:ne(0):sum() / 2
else
pair_count = target:size(1)
end
-- target is nx1 class label or nxn relationship matrix
if target:dim() == 1 or target:size(1) == target:size(2) then
for i = 1, input:size(1) do
for j = 1, input:size(1) do
if i ~= j and self:is_pair_labeled(i, j, target) then
pair_idx = pair_idx + 1
if self:is_simi_pair(i, j, target) then factor = 1 else factor = -1 end
local loss = self:loss(j, i, input, factor == 1, pair_idx, true)
if loss ~= 0 then
self.buf:copy(input[j]):cdiv(input[i] + epsilon):mul(-1)
self.gradInput[i] = self.gradInput[i] + self.buf:mul(factor)
end
end
end
end
-- target is nx3: (i,j,relationship); relationship= 1:similar pair, 0: dissimilar pair
else
for p = 1, pair_count do
local i, j, s = target[p][1], target[p][2], target[p][3]
s = s == 1
local loss_i = self:loss(j, i, input, s, p, true) --read the loss from cache
local loss_j = self:loss(i, j, input, s, pair_count + p, true)
if s then factor = 1 else factor = -1 end
-- Implementation trick: Ignore the gradient when loss=0 (even it is a similar pair).
-- The trick saves some computation and doesn't affect the result.
-- Do the clustering multiple times with random initialization is the key to reach lower training error.
-- dloss(p,q)/dq_i = -p_i/q_i
if loss_i ~= 0 then
self.buf:copy(input[j]):cdiv(input[i] + epsilon):mul(-1)
self.gradInput[i] = self.gradInput[i] + self.buf:mul(factor)
end
-- dloss(q,p)/dp_i = -q_i/p_i
if loss_j ~= 0 then
self.buf:copy(input[i]):cdiv(input[j] + epsilon):mul(-1)
self.gradInput[j] = self.gradInput[j] + self.buf:mul(factor)
end
end
end
-- average by size
if self.sizeAverage then self.gradInput = self.gradInput:div(pair_count) end
return self.gradInput
end
|
object_draft_schematic_droid_droid_asn_121 = object_draft_schematic_droid_shared_droid_asn_121:new {
}
ObjectTemplates:addTemplate(object_draft_schematic_droid_droid_asn_121, "object/draft_schematic/droid/droid_asn_121.iff")
|
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