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local fun = require('fun') local function parse_param_prefix(param) if param == nil then return nil end local is_long = (param:find("^[-][-]") ~= nil) local is_short = not is_long and (param:find("^[-]") ~= nil) local is_dash = is_short and (param:find("^[-]$") ~= nil) return is_long, is_short, is_dash end local function result_set_add(t_out, key, val) if val == nil then table.insert(t_out, key) elseif t_out[key] == nil then t_out[key] = val elseif type(t_out[key]) == 'table' then table.insert(t_out[key], val) else t_out[key] = {t_out[key], val} end end local function convert_parameter_simple(name, convert_from, convert_to) if convert_to == 'number' then local converted = tonumber(convert_from) if converted == nil then error( ('Bad value for parameter %s. expected type %s, got "%s"') :format(name, convert_to, convert_from) ) end return converted elseif convert_to == 'boolean' then if type(convert_from) ~= 'boolean' then error( ('Bad input for parameter "%s". Expected boolean, got "%s"') :format(name, convert_from) ) end elseif convert_to == 'string' then if type(convert_from) ~= 'string' then error( ('Bad input for parameter "%s". Expected string, got "%s"') :format(name, convert_from) ) end else error( ('Bad convertion format "%s" provided for %s') :format(convert_to, name) ) end return convert_from end local function convert_parameter(name, convert_from, convert_to) if convert_to == nil then return convert_from end if convert_to:find('+') then convert_to = convert_to:sub(1, -2) if type(convert_from) ~= 'table' then convert_from = { convert_from } end convert_from = fun.iter(convert_from):map(function(v) return convert_parameter_simple(name, v, convert_to) end):totable() else if type(convert_from) == 'table' then convert_from = table.remove(convert_from) end convert_from = convert_parameter_simple(name, convert_from, convert_to) end return convert_from end local function parameters_parse(t_in, options) local t_out, t_in = {}, t_in or {} local skip_param = false for i, v in ipairs(t_in) do -- we've used this parameter as value if skip_param == true then skip_param = false goto nextparam end local is_long, is_short, is_dash = parse_param_prefix(v) if not is_dash and is_short then local commands = v:sub(2) if not (commands:match("^[%a]+$")) then error(("bad argument #%d: ID not valid"):format(i)) end for id in v:sub(2):gmatch("%a") do result_set_add(t_out, id, true) end elseif is_long then local command = v:sub(3) if command:find('=') then local key, val = command:match("^([%a_][%w_-]+)%=(.*)$") if key == nil or val == nil then error(("bad argument #%d: ID not valid"):format(i)) end result_set_add(t_out, key, val) else if command:match("^([%a_][%w_-]+)$") == nil then error(("bad argument #%d: ID not valid"):format(i)) end local val = true do -- in case next argument is value of this key (not --arg) local next_arg = t_in[i + 1] local is_long, is_short, is_dash = parse_param_prefix(next_arg) if is_dash then skip_param = true elseif is_long == false and not is_short and not is_dash then val = next_arg skip_param = true end end result_set_add(t_out, command, val) end else table.insert(t_out, v) end ::nextparam:: end if options then local lookup, unknown = {}, {} for _, v in ipairs(options) do if type(v) ~= 'table' then v = {v} end lookup[v[1]] = (v[2] or true) end for k, v in pairs(t_out) do if lookup[k] == nil and type(k) == "string" then table.insert(unknown, k) elseif type(lookup[k]) == 'string' then t_out[k] = convert_parameter(k, v, lookup[k]) end end if #unknown > 0 then error(("unknown options: %s"):format(table.concat(unknown, ", "))) end end return t_out end return { parse = parameters_parse }
-- The overall game state has changed function JungleNational:_OnGameRulesStateChange(keys) if JungleNational._reentrantCheck then return end local newState = GameRules:State_Get() if newState == DOTA_GAMERULES_STATE_WAIT_FOR_PLAYERS_TO_LOAD then self.bSeenWaitForPlayers = true elseif newState == DOTA_GAMERULES_STATE_INIT then --Timers:RemoveTimer("alljointimer") elseif newState == DOTA_GAMERULES_STATE_HERO_SELECTION then JungleNational:PostLoadPrecache() JungleNational:OnAllPlayersLoaded() if USE_CUSTOM_TEAM_COLORS_FOR_PLAYERS then for i=0,9 do if PlayerResource:IsValidPlayer(i) then local color = TEAM_COLORS[PlayerResource:GetTeam(i)] PlayerResource:SetCustomPlayerColor(i, color[1], color[2], color[3]) end end end elseif newState == DOTA_GAMERULES_STATE_GAME_IN_PROGRESS then JungleNational:OnGameInProgress() end JungleNational._reentrantCheck = true JungleNational:OnGameRulesStateChange(keys) JungleNational._reentrantCheck = false end -- An NPC has spawned somewhere in game. This includes heroes function JungleNational:_OnNPCSpawned(keys) if JungleNational._reentrantCheck then return end local npc = EntIndexToHScript(keys.entindex) if npc:IsRealHero() and npc.bFirstSpawned == nil then npc.bFirstSpawned = true JungleNational:OnHeroInGame(npc) end JungleNational._reentrantCheck = true JungleNational:OnNPCSpawned(keys) JungleNational._reentrantCheck = false end -- An entity died function JungleNational:_OnEntityKilled( keys ) if JungleNational._reentrantCheck then return end -- The Unit that was Killed local killedUnit = EntIndexToHScript( keys.entindex_killed ) -- The Killing entity local killerEntity = nil if keys.entindex_attacker ~= nil then killerEntity = EntIndexToHScript( keys.entindex_attacker ) end if killedUnit:IsRealHero() then DebugPrint("KILLED, KILLER: " .. killedUnit:GetName() .. " -- " .. killerEntity:GetName()) Notifications:TopToAll({hero=killedUnit:GetName(), duration=3.0, imagestyle="landscape", duration=3.0}) Notifications:TopToAll({text=" was killed ", style={color="red"}, continue=true}) if killerEntity:IsRealHero() then Notifications:TopToAll({text=" by ", style={color="red"}, continue=true}) Notifications:TopToAll({hero=killerEntity:GetName(), imagestyle="landscape", continue=true}) end if END_GAME_ON_KILLS and killedUnit:GetDeaths() >= KILLS_TO_END_GAME_FOR_TEAM then GameRules:SetSafeToLeave( true ) if killedUnit:GetTeam() == DOTA_TEAM_GOODGUYS then GameRules:SetGameWinner( DOTA_TEAM_BADGUYS ) GameRules:MakeTeamLose( DOTA_TEAM_GOODGUYS ) else GameRules:SetGameWinner( DOTA_TEAM_GOODGUYS ) GameRules:MakeTeamLose( DOTA_TEAM_BADGUYS ) end end --PlayerResource:GetTeamKills if SHOW_KILLS_ON_TOPBAR then GameRules:GetGameModeEntity():SetTopBarTeamValue ( DOTA_TEAM_BADGUYS, GetTeamHeroKills(DOTA_TEAM_BADGUYS) ) GameRules:GetGameModeEntity():SetTopBarTeamValue ( DOTA_TEAM_GOODGUYS, GetTeamHeroKills(DOTA_TEAM_GOODGUYS) ) end end JungleNational._reentrantCheck = true JungleNational:OnEntityKilled( keys ) JungleNational._reentrantCheck = false end -- This function is called once when the player fully connects and becomes "Ready" during Loading function JungleNational:_OnConnectFull(keys) if JungleNational._reentrantCheck then return end JungleNational:_CaptureJungleNational() local entIndex = keys.index+1 -- The Player entity of the joining user local ply = EntIndexToHScript(entIndex) local userID = keys.userid self.vUserIds = self.vUserIds or {} self.vUserIds[userID] = ply JungleNational._reentrantCheck = true JungleNational:OnConnectFull( keys ) JungleNational._reentrantCheck = false end
local PLAYER = FindMetaTable("Player") local query, str, json, unjson = sql.Query, sql.SQLStr, util.TableToJSON, util.JSONToTable hook.Add("Initialize", "Metadata.Create", function() query("CREATE TABLE IF NOT EXISTS metadata(info, key, type, value)") end) hook.Add("PlayerInitialSpawn", "Metadata.Load", function(ply) local info = ply:SteamID().."["..ply:Name().."]" local data = query("SELECT * FROM metadata WHERE info = "..str(info)) if (!data) then goto ended end for _, v in pairs(data) do ply:SetNWString("metadata_"..v.key, v.value) end ::ended:: hook.Call("MetadataLoaded", nil, ply) end) function PLAYER:SetMetadata(key, value) if (!key or !value) then return end local info = self:SteamID().."["..self:Name().."]" local type = type(value) value = istable(value) and json(value) or tostring(value) self:SetNWString("metadata_"..key, value) local data = query("SELECT * FROM metadata WHERE info = "..str(info).." AND key = "..str(key)) if (data) then query("UPDATE metadata SET type = "..str(type)..", value = "..str(value).." WHERE info = "..str(info).." AND key = "..str(key)) else query("INSERT INTO metadata(info, key, type, value) VALUES("..str(info)..", "..str(key)..", "..str(type)..", "..str(value)..")") end end function PLAYER:DeleteMetadata(key) if (!key) then return end local info = self:SteamID().."["..self:Name().."]" self:SetNWString("metadata_"..key, nil) local data = query("SELECT * FROM metadata WHERE info = "..str(info).." AND key = "..str(key)) if (data) then query("DELETE FROM metadata WHERE info = "..str(info).." AND key = "..str(key)) end end function PLAYER:GetMetadata(key) if (!key) then return end local info = self:SteamID().."["..self:Name().."]" local data = query("SELECT * FROM metadata WHERE info = "..str(info).." AND key = "..str(key)) if (data) then local val = sql.QueryValue("SELECT value FROM metadata WHERE info = "..str(info).." AND key = "..str(key)) return (data[1].type == "table" and unjson(val) or val) end end --[[ No Meta ]] function SetMetadata(ply, key, value) if (!ply or !key or !value) then return end local info = ply:SteamID().."["..ply:Name().."]" local type = type(value) value = istable(value) and json(value) or tostring(value) ply:SetNWString("metadata_"..key, value) local data = query("SELECT * FROM metadata WHERE info = "..str(info).." AND key = "..str(key)) if (data) then query("UPDATE metadata SET type = "..str(type)..", value = "..str(value).." WHERE info = "..str(info).." AND key = "..str(key)) else query("INSERT INTO metadata(info, key, type, value) VALUES("..str(info)..", "..str(key)..", "..str(type)..", "..str(value)..")") end end function DeleteMetadata(ply, key) if (!ply or !key) then return end local info = ply:SteamID().."["..ply:Name().."]" ply:SetNWString("metadata_"..key, nil) local data = query("SELECT * FROM metadata WHERE info = "..str(info).." AND key = "..str(key)) if (data) then query("DELETE FROM metadata WHERE info = "..str(info).." AND key = "..str(key)) end end function GetMetadata(ply, key) if (!ply or !key) then return end local info = ply:SteamID().."["..ply:Name().."]" local data = query("SELECT * FROM metadata WHERE info = "..str(info).." AND key = "..str(key)) if (data) then local val = sql.QueryValue("SELECT value FROM metadata WHERE info = "..str(info).." AND key = "..str(key)) return (data[1].type == "table" and unjson(val) or val) end end
--[[ Copyright (c) 2016-present, Facebook, Inc. All rights reserved. This source code is licensed under the BSD-style license found in the LICENSE file in the root directory of this source tree. An additional grant of patent rights can be found in the PATENTS file in the same directory. --]] require('torch') local cmd = torch.CmdLine() cmd:option('-gpu', false, 'benchmark gpu') local config = cmd:parse(arg) local nRuns = config.check and 1 or 10 local mpi = require('torchmpi') mpi.start(config.gpu) print('Done start') if mpi.rank() ~= 0 then -- 0 already prints by itself print('[MPI] Using the following hierarchical communicators:') print(mpi.communicatorNames()) end mpi.barrier() if mpi.rank() == 0 then print('Success') end mpi.stop()
-- ------------------------------------------------------------------------------------------ -- ITEMS local cr_item = table.deepcopy(data.raw['item']['construction-robot']) cr_item.name = 'infinity-construction-robot' cr_item.icons = {apply_infinity_tint{icon=cr_item.icon, icon_size=cr_item.icon_size, icon_mipmaps=cr_item.icon_mipmaps}} cr_item.place_result = 'infinity-construction-robot' cr_item.subgroup = 'im-robots' cr_item.order = 'ba' cr_item.stack_size = 100 local lr_item = table.deepcopy(data.raw['item']['logistic-robot']) lr_item.name = 'infinity-logistic-robot' lr_item.icons = {apply_infinity_tint{icon=lr_item.icon, icon_size=lr_item.icon_size, icon_mipmaps=lr_item.icon_mipmaps}} lr_item.place_result = 'infinity-logistic-robot' lr_item.subgroup = 'im-robots' lr_item.order = 'bb' lr_item.stack_size = 100 local ir_item = table.deepcopy(data.raw['item']['roboport']) ir_item.name = 'infinity-roboport' ir_item.icons = {apply_infinity_tint{icon=ir_item.icon, icon_size=ir_item.icon_size, icon_mipmaps=ir_item.icon_mipmaps}} ir_item.place_result = 'infinity-roboport' ir_item.subgroup = 'im-robots' ir_item.order = 'a' ir_item.stack_size = 50 data:extend{cr_item, lr_item, ir_item} register_recipes{'infinity-construction-robot', 'infinity-logistic-robot', 'infinity-roboport'} -- ------------------------------------------------------------------------------------------ -- ENTITIES local tint_keys = {'idle', 'in_motion', 'working', 'idle_with_cargo', 'in_motion_with_cargo'} local modifiers = { speed = 100, max_energy = '0kJ', energy_per_tick = '0kJ', energy_per_move = '0kJ', min_to_charge = 0, max_to_charge = 0, speed_multiplier_when_out_of_energy = 1 } local function set_params(e) for _,k in pairs(tint_keys) do if e[k] then apply_infinity_tint(e[k]) apply_infinity_tint(e[k].hr_version) end end for k,v in pairs(modifiers) do e[k] = v end end local cr_entity = table.deepcopy(data.raw['construction-robot']['construction-robot']) cr_entity.name = 'infinity-construction-robot' cr_entity.icons = cr_item.icons set_params(cr_entity) cr_entity.flags = {'hidden'} local lr_entity = table.deepcopy(data.raw['logistic-robot']['logistic-robot']) lr_entity.name = 'infinity-logistic-robot' lr_entity.icons = lr_item.icons set_params(lr_entity) lr_entity.flags = {'hidden'} local ir_tint_keys = {'base', 'base_patch', 'base_animation', 'door_animation_up', 'door_animation_down', 'recharging_animation'} local ir_entity = table.deepcopy(data.raw['roboport']['roboport']) ir_entity.name = 'infinity-roboport' ir_entity.icons = ir_item.icons ir_entity.logistics_radius = 200 ir_entity.construction_radius = 400 ir_entity.energy_source = {type='void'} ir_entity.charging_energy = "1000YW" ir_entity.minable.result = 'infinity-roboport' for _,k in pairs(ir_tint_keys) do if ir_entity[k].layers then for _,k2 in pairs(ir_entity[k].layers) do apply_infinity_tint(k2) apply_infinity_tint(k2.hr_version) end else ir_entity[k].tint = infinity_tint if ir_entity[k].hr_version then ir_entity[k].hr_version.tint = infinity_tint end end end data:extend{cr_entity, lr_entity, ir_entity}
local status_ok, lualine = pcall(require, 'lualine') if not status_ok then print('Could not load lualine') return end local mode = { 'mode', fmt = function(str) return str:sub(1, 1) end, } local filename = { 'filename', file_status = true, -- Displays file status (readonly status, modified status) -- 0: Just the filename -- 1: Relative path -- 2: Absolute path path = 1, shorting_target = 40, -- Shortens path to leave 40 spaces in the window symbols = { modified = ' ', -- Text to show when the file is modified. readonly = '  ', -- Text to show when the file is non-modifiable or readonly. unnamed = '[No Name]', -- Text to show for unnamed buffers. }, } local filetype = { 'filetype', icon_only = true, -- Display only an icon for filetype } local diagnostics = { 'diagnostics', colored = false, -- Displays diagnostics status in color if set to true. always_visible = true, -- Show diagnostics even if there are none. } local get_scroll_position = function(percent, scroll_positions) local step = 100 / #scroll_positions if percent == 0 then return scroll_positions[1] end if percent == 100 then return scroll_positions[#scroll_positions] end local index = math.floor(percent / step) + 1 return scroll_positions[index] end local function rows() local scroll_positions = { '⎺', '⎻', '─', '⎼', '⎽' } local row = string.format('%3d', unpack(api.nvim_win_get_cursor(0))) local total_rows = api.nvim_buf_line_count(api.nvim_win_get_buf(0)) local pos = row .. '/' .. total_rows local percent_pos = math.ceil((row - 1) / total_rows * 100) local percent_str = string.format('%3d%%%%', percent_pos) local scroll_symbol = get_scroll_position(percent_pos, scroll_positions) return pos .. ' ' .. percent_str .. ' ' .. scroll_symbol end lualine.setup({ options = { icons_enabled = true, theme = 'papercolor_light', disabled_filetypes = { 'NvimTree' }, always_divide_middle = true, }, sections = { lualine_a = { mode, }, lualine_b = { 'branch' }, lualine_c = { filename, }, lualine_x = { filetype, }, lualine_y = {}, lualine_z = { rows, }, }, inactive_sections = { lualine_a = {}, lualine_b = {}, lualine_c = { filename }, lualine_x = { { 'filetype', icon_only = true, -- Display only an icon for filetype colored = false, }, }, lualine_y = {}, lualine_z = {}, }, tabline = { lualine_a = { { 'tabs', -- 0: Shows tab_nr -- 1: Shows tab_name -- 2: Shows tab_nr + tab_name mode = 2, tabs_color = { -- Same values as the general color option can be used here. active = 'lualine_a_normal', -- Color for active tab. inactive = 'lualine_b_normal', -- Color for inactive tab. }, }, }, lualine_b = {}, lualine_c = {}, lualine_x = {}, lualine_y = {}, lualine_z = { diagnostics }, }, })
local nvim_lsp = require('lspconfig') local custom_attach = require('lsp.utils.attach') local prettier = require 'lsp.servers.efm.formatters.prettier' local eslint = require 'lsp.servers.efm.linters.eslint' local clippy = require 'lsp.servers.efm.linters.clippy' local rustfmt = require 'lsp.servers.efm.formatters.rustfmt' local languages = { typescript = {prettier, eslint}, javascript = {prettier, eslint}, typescriptreact = {prettier, eslint}, ['typescript.tsx'] = {prettier, eslint}, javascriptreact = {prettier, eslint}, ['javascript.jsx'] = {prettier, eslint}, vue = {prettier, eslint}, yaml = {prettier}, json = {prettier}, html = {prettier}, scss = {prettier}, css = {prettier}, markdown = {prettier} -- rust = {rustfmt, clippy} } return { on_attach = function(client, bufnr) -- vim.api.nvim_exec([[ -- augroup LspEfmCleanup -- autocmd! -- autocmd VimLeavePre * silent! :!prettierd stop -- autocmd VimLeavePre * silent! :!eslint_d stop -- augroup END -- ]], true) custom_attach(client, bufnr) end, on_init = function () vim.api.nvim_command('silent! !prettierd start') vim.api.nvim_command('silent! !eslint_d start') vim.api.nvim_exec([[ augroup LspEfmCleanup autocmd! autocmd VimLeavePre * silent! :!prettierd stop autocmd VimLeavePre * silent! :!eslint_d stop augroup END ]], true) end, on_exit = function() vim.api.nvim_command('!prettierd stop') vim.api.nvim_command('!eslint_d stop') vim.api.nvim_exec([[ augroup LspEfmCleanup autocmd! augroup END ]], true) vim.api.nvim_command('aug! LspEfmCleanup') end, cmd = {'efm-langserver', '-loglevel', '10', '-logfile', '/tmp/efm.log'}, init_options = {documentFormatting = true}, filetypes = vim.tbl_keys(languages), -- root_dir = nvim_lsp.util.root_pattern('package.json', '.git'), root_dir = function(fname) return nvim_lsp.util.root_pattern('package.json', '.git')(fname) or nvim_lsp.util.path.dirname(fname) end, settings = { rootMarkers = {vim.loop.cwd()}, lintDebounce = 100, languages = languages } }
-- from https://stackoverflow.com/a/6081639/17188274 local function serializeTable(val, name, skipnewlines, depth) skipnewlines = skipnewlines or false depth = depth or 0 local tmp = string.rep(" ", depth) if name then tmp = tmp .. name .. " = " end if type(val) == "table" then tmp = tmp .. "{" .. (not skipnewlines and "\n" or "") for k, v in pairs(val) do tmp = tmp .. serializeTable(v, k, skipnewlines, depth + 1) .. "," .. (not skipnewlines and "\n" or "") end tmp = tmp .. string.rep(" ", depth) .. "}" elseif type(val) == "number" then tmp = tmp .. tostring(val) elseif type(val) == "string" then tmp = tmp .. string.format("%q", val) elseif type(val) == "boolean" then tmp = tmp .. (val and "true" or "false") else tmp = tmp .. "\"[inserializeable datatype:" .. type(val) .. "]\"" end return tmp end local function stringify(...) local arg = {...} local str = "" for i,v in ipairs(arg) do if type(v) == "string" then str = str .. v elseif type(v) == "number" or type(v) == "boolean" then str = str .. tostring(v) elseif type(v) == "table" then str = str .. serializeTable(v,nil,true) else str = str .. type(v) end end return str end function LOG_DEBUG(...) _LOG_DEBUG(stringify(select(1,...))) end function LOG_INFO(...) _LOG_INFO(stringify(select(1,...))) end function LOG_WARN(...) _LOG_WARN(stringify(select(1,...))) end function LOG_ERROR(...) _LOG_ERROR(stringify(select(1,...))) end
local tag = "ground_sit" if SERVER then concommand.Add(tag, function(ply) if not ply.LastSit or ply.LastSit < CurTime() then ply:SetNWBool(tag, not ply:GetNWBool(tag)) ply.LastSit = CurTime() + 1 end end) end local sitting = 0 if CLIENT then surface.CreateFont(tag, { font = "Roboto Bk", size = 48, weight = 800, }) hook.Add("HUDPaint", tag, function() if sitting <= 0 then return end local mult = math.min(sitting, 1) local txt = "Sitting down..." surface.SetFont(tag) local txtW, txtH = surface.GetTextSize(txt) surface.SetTextPos(ScrW() * 0.5 - txtW * 0.5 + 3, ScrH() * 0.25 + txtW * (0.075 * mult) + 3) surface.SetTextColor(Color(0, 0, 0, 127 * mult)) surface.DrawText(txt) surface.SetTextPos(ScrW() * 0.5 - txtW * 0.5, ScrH() * 0.25 + txtW * (0.075 * mult)) surface.SetTextColor(Color(199 - 64 * mult, 210, 213 - 64 * mult, 192 * mult)) surface.DrawText(txt) end) end local time, speed = 1.5, 1.25 hook.Add("SetupMove", tag, function(ply, mv) local butts = mv:GetButtons() if not ply:GetNWBool(tag) then if SERVER then return end local walking = bit.band(butts, IN_WALK) == IN_WALK local using = bit.band(butts, IN_USE) == IN_USE local wantSit = walking and using if mv:GetAngles().p >= 80 and wantSit then sitting = math.Clamp(sitting + FrameTime() * speed, 0, time) else sitting = math.Clamp(sitting - FrameTime() * speed, 0, time) end if sitting >= time then ply:ConCommand("ground_sit") end return end if CLIENT then sitting = math.Clamp(sitting - FrameTime() * speed, 0, time) end local getUp = bit.band(butts, IN_JUMP) == IN_JUMP or ply:GetMoveType() ~= MOVETYPE_WALK or ply:InVehicle() or not ply:Alive() if getUp then ply:SetNWBool(tag, false) end local move = bit.band(butts, IN_DUCK) == IN_DUCK -- do we want to move by ducking butts = bit.bor(butts, bit.bor(IN_JUMP, IN_DUCK)) -- enable ducking butts = bit.bxor(butts, IN_JUMP) -- disable jumpng if move then butts = bit.bor(butts, IN_WALK) -- enable walking butts = bit.bor(butts, IN_SPEED) butts = bit.bxor(butts, IN_SPEED) -- disable sprinting mv:SetButtons(butts) return end mv:SetButtons(butts) mv:SetSideSpeed(0) mv:SetForwardSpeed(0) mv:SetUpSpeed(0) end) hook.Add("CalcMainActivity", tag, function(ply, vel) local seq = ply:LookupSequence("pose_ducking_02") if ply:GetNWBool(tag) and seq and vel:Length2DSqr() < 1 then return ACT_MP_SWIM, seq else return end end)
local M = { } function M.parse(arg) cmd = torch.CmdLine() cmd:text() cmd:text('Train a DenseCap model.') cmd:text() cmd:text('Options') -- Core ConvNet settings cmd:option('-backend', 'cudnn', 'nn|cudnn') -- Model settings cmd:option('-rpn_hidden_dim', 512, 'Hidden size for the extra convolution in the RPN') cmd:option('-rpn_batch_size', 256, 'Batch size to use in the rpn') cmd:option('-sampler_batch_size', 128, 'Batch size to use in the box sampler') cmd:option('-rpn_high_thresh', 0.7, 'Boxes with IoU greater than this with a GT box are considered positives') cmd:option('-rpn_low_thresh', 0.3, 'Boxes with IoU less than this with all GT boxes are considered negatives') cmd:option('-train_remove_outbounds_boxes', 1, 'Whether to ignore out-of-bounds boxes for sampling at training time') cmd:option('-sampler_nms_thresh', 1, 'Number of top scoring boxes to keep before apply NMS to RPN proposals') -- TRAIN.RPN_NMS_THRESH cmd:option('-sampler_num_proposals', 2000, 'Number of region proposal to use at training time') -- TRAIN.RPN_POST_NMS_TOP_N in py-faster-rcnn cmd:option('-reset_classifier', 0, 'Whether to reset the classfier, to avoid overfitting') -- Found overfitting in classfication val loss cmd:option('-anchor_type', 'densecap', '\"densecap\", \"voc\", \"coco\"') -- Loss function weights cmd:option('-mid_box_reg_weight', 1, 'Weight for box regression in the RPN') cmd:option('-mid_objectness_weight', 1, 'Weight for box classification in the RPN') cmd:option('-end_box_reg_weight', 1, 'Weight for box regression in the recognition network') --[[cmd:option('-end_objectness_weight', 0.1, 'Weight for box classification in the recognition network')]]-- cmd:option('-classification_weight',1.0, 'Weight for classification loss') cmd:option('-weight_decay', 5e-4, 'L2 weight decay penalty strength') cmd:option('-box_reg_decay', 5e-5, 'Strength of pull that boxes experience towards their anchor') -- Data input settings cmd:option('-data_h5', 'data/voc12-regions.h5', 'HDF5 file containing the preprocessed dataset (from proprocess.py)') cmd:option('-data_json', 'data/voc12-regions-dicts.json', 'JSON file containing additional dataset info (from preprocess.py)') cmd:option('-proposal_regions_h5', '', 'override RPN boxes with boxes from this h5 file (empty = don\'t override)') cmd:option('-debug_max_train_images', -1, 'Use this many training images (for debugging); -1 to use all images') cmd:option('-image_size', "720", '\"720\" means longer side to be 720, \"^600\" means shorter side to be 600.') -- Optimization cmd:option('-optim', 'adam', 'what update to use? rmsprop|sgd|sgdmom|adagrad|adam') cmd:option('-learning_rate', 1e-5, 'learning rate to use') cmd:option('-optim_alpha', 0.9, 'alpha for adagrad/rmsprop/momentum/adam') cmd:option('-optim_beta', 0.999, 'beta used for adam') cmd:option('-optim_epsilon', 1e-8, 'epsilon for smoothing') cmd:option('-cnn_optim','adam', 'optimization to use for CNN') cmd:option('-cnn_optim_alpha', 0.9,' alpha for momentum of CNN') cmd:option('-cnn_optim_beta', 0.999, 'alpha for momentum of CNN') cmd:option('-cnn_learning_rate', 1e-5, 'learning rate for the CNN') cmd:option('-drop_prob', 0.5, 'Dropout strength throughout the model.') cmd:option('-max_iters', -1, 'Number of iterations to run; -1 to run forever') cmd:option('-checkpoint_start_from', '', 'Load model from a checkpoint instead of random initialization.') cmd:option('-finetune_cnn_after', -1, 'Start finetuning CNN after this many iterations (-1 = never finetune)') cmd:option('-val_images_use', -1, 'Number of validation images to use for evaluation; -1 to use all') -- Model checkpointing cmd:option('-save_checkpoint_every', 5000, 'How often to save model checkpoints') cmd:option('-checkpoint_path', 'checkpoint.t7', 'Name of the checkpoint file to use') cmd:option('-load_best_score', 0, 'Do we load previous best score when resuming training.') -- Test-time model options (for evaluation) cmd:option('-test_rpn_nms_thresh', 0.7, 'Test-time NMS threshold to use in the RPN') cmd:option('-test_final_nms_thresh', 0.3, 'Test-time NMS threshold to use for final outputs') cmd:option('-test_num_proposals', 300, 'Number of region proposal to use at test-time') -- Visualization cmd:option('-progress_dump_every', 100, 'Every how many iterations do we write a progress report to vis/out ?. 0 = disable.') cmd:option('-losses_log_every', 10, 'How often do we save losses, for inclusion in the progress dump? (0 = disable)') -- Misc cmd:option('-id', '', 'an id identifying this run/job; useful for cross-validation') cmd:option('-seed', 123, 'random number generator seed to use') cmd:option('-gpu', 0, 'which gpu to use. -1 = use CPU') cmd:option('-timing', false, 'whether to time parts of the net') cmd:option('-clip_final_boxes', 1, 'Whether to clip final boxes to image boundar') cmd:option('-eval_first_iteration',0, 'evaluate on first iteration? 1 = do, 0 = dont.') cmd:text() local opt = cmd:parse(arg or {}) return opt end return M
local tostring = tostring local type = type local s_gsub = string.gsub local s_find = string.find local s_sub = string.sub local s_reverse = string.reverse local s_rep = string.rep local m_floor = math.floor local t_insert = table.insert local date = require("app.lib.date") local l_uuid = require("app.lib.uuid") local r_sha256 = require("resty.sha256") local r_string = require("resty.string") local ngx_quote_sql_str = ngx.quote_sql_str -- 创建一个用于返回操作类的基准对象 local _M = { _VERSION = '0.02' } ---> 字符串 操作区域 -------------------------------------------------------------------------------------------- ---> 字符串SHA256编码 function _M.encode(s) local sha256 = r_sha256:new() sha256:update(s) local digest = sha256:final() return r_string.to_hex(digest) end ---> 消除转义 function _M.clear_slash(s) s, _ = s_gsub(s, "(/+)", "/") return s end ---> 转义为安全的字符串 function _M.secure(str) return ngx_quote_sql_str(str) end --[[ ---> 功能:分割字符串 ---> URL:http://www.cnblogs.com/xdao/p/lua_string_function.html ---> 参数:带分割字符串,分隔符 ---> 返回:字符串表 --]] function _M.split(source, delimiter) if not source or source == "" then return {} end if not delimiter or delimiter == "" then return { source } end local array = {} for match in (source..delimiter):gmatch("(.-)"..delimiter) do t_insert(array, match) end return array end --[[ ---> 字符串分割,第二种方式 --]] function _M.split_gsub(source, delimiter) if not source or source == "" then return {} end if not delimiter or delimiter == "" then return { source } end local array = {} s_gsub(source, '[^'..delimiter..']+', function(tmp) t_insert(array, tmp) end) return array end --[[ ---> 功能:统计字符串中字符的个数 ---> 返回:总字符个数、英文字符数、中文字符数 --]] function _M.count(source) local tmpStr=source local _,sum=s_gsub(source,"[^\128-\193]","") local _,countEn=s_gsub(tmpStr,"[%z\1-\127]","") return sum,countEn,sum-countEn end --[[ ---> 功能:计算字符串的宽度,这里一个中文等于两个英文 --]] function _M.width(source) local _,en,cn=_M.count(source) return cn*2+en end --[[ ---> 功能: 把字符串扩展为长度为len,居中对齐, 其他地方以filled_chr补齐 ---> 参数: source 需要被扩展的字符、数字、字符串表,len 被扩展成的长度, ---> filled_chr填充字符,可以为空 --]] function _M.tocenter(source, len, filled_chr) local function tocenter(source,len,filled_chr) source = tostring(source); filled_chr = filled_chr or " "; local nRestLen = len - _M.width(source); -- 剩余长度 local nNeedCharNum = m_floor(nRestLen / _M.width(filled_chr)); -- 需要的填充字符的数量 local nLeftCharNum = m_floor(nNeedCharNum / 2); -- 左边需要的填充字符的数量 local nRightCharNum = nNeedCharNum - nLeftCharNum; -- 右边需要的填充字符的数量 source = s_rep(filled_chr, nLeftCharNum)..source..s_rep(filled_chr, nRightCharNum); -- 补齐 return source end if type(source)=="number" or type(source)=="string" then if not s_find(tostring(source),"\n") then return tocenter(source,len,filled_chr) else source=string.split(source,"\n") end end if type(source)=="table" then local tmpStr=tocenter(source[1],len,filled_chr) for i=2,#source do tmpStr=tmpStr.."\n"..tocenter(source[i],len,filled_chr) end return tmpStr end end --[[ ---> 功能: 把字符串扩展为长度为len,左对齐, 其他地方用filled_chr补齐 --]] function _M.pad_right(source, len, filled_chr) local function toleft(source, len, filled_chr) source = tostring(source); filled_chr = filled_chr or " "; local nRestLen = len - _M.width(source); -- 剩余长度 local nNeedCharNum = m_floor(nRestLen / _M.width(filled_chr)); -- 需要的填充字符的数量 source = source..s_rep(filled_chr, nNeedCharNum); -- 补齐 return source; end if type(source)=="number" or type(source)=="string" then if not s_find(tostring(source),"\n") then return toleft(source,len,filled_chr) else source=string.split(source,"\n") end end if type(source)=="table" then local tmpStr=toleft(source[1],len,filled_chr) for i=2,#source do tmpStr=tmpStr.."\n"..toleft(source[i],len,filled_chr) end return tmpStr end end --[[ ---> 功能: 把字符串扩展为长度为len,右对齐, 其他地方用filled_chr补齐 --]] function _M.pad_left(source, len, filled_chr) local function toright(source, len, filled_chr) source = tostring(source); filled_chr = filled_chr or " "; local nRestLen = len - _M.width(source); -- 剩余长度 local nNeedCharNum = m_floor(nRestLen / _M.width(filled_chr)); -- 需要的填充字符的数量 source = s_rep(filled_chr, nNeedCharNum).. source; -- 补齐 return source; end if type(source)=="number" or type(source)=="string" then if not s_find(tostring(source),"\n") then return toright(source,len,filled_chr) else source=string.split(source,"\n") end end if type(source)=="table" then local tmpStr=toright(source[1],len,filled_chr) for i=2,#source do tmpStr=tmpStr.."\n"..toright(source[i],len,filled_chr) end return tmpStr end end --[[ ---> --]] function _M.ltrim(source, starts) starts = starts or "\t\n\r" return s_gsub(source, "^[ "..starts.."]+", "") end --[[ ---> --]] function _M.rtrim(source, ends) ends = ends or "\t\n\r" return s_gsub(source, "[ "..ends.."]+$", "") end --[[ ---> --]] function _M.trim(source) return s_gsub(source, "^%s*(.-)%s*$", "%1") end --[[ ---> --]] function _M.trim_uri_args( uri ) local from, to, err = ngx.re.find(uri, "\\?", 'isjo') if from and to and from == to and not err then return s_sub(uri, 0, to - 1) end return uri end --[[ ---> --]] function _M.trim_all(source) if not source or source == "" then return "" end local result = s_gsub(source, " ", "") return result end --[[ -----> --]] function _M.strip(source) if not source or source == "" then return "" end local result = s_gsub(source, "^ *", "") result = s_gsub(result, "( *)$", "") return result end --[[ -----> --]] function _M.match_ip(source) local _,_,ip = s_find(source, "(%d+%.%d+%.%d+%.%d+)") return ip end --[[ ---> --]] function _M.starts_with(source, substr) if source == nil or substr == nil then return false end if s_find(source, substr) ~= 1 then return false else return true end end --[[ ---> --]] function _M.ends_with(source, substr) if source == nil or substr == nil then return false end local str_reverse = s_reverse(source) local substr_reverse = s_reverse(substr) if s_find(str_reverse, substr_reverse) ~= 1 then return false else return true end end --[[ -----> --]] function _M.match_wrape_with(source, left, right) local _,_,ret_text = s_find(source, left.."(.-)"..right) return ret_text end --[[ -----> --]] function _M.match_ends_with(source, ends_text) local _,_,ret_text = s_find(source, ".+("..ends_text..")") return ret_text end --[[ -----> 进行字符串分隔, 例如 _M.get_split_string_item(ngx.var.uri, "/", 1) --]] function _M.get_split_string_item(source, delimiter, get_index) if not (source and delimiter) then return nil end local temp_index = 1 local item_value = nil s_gsub(source, '[^'..delimiter..']+', function(tmp) if temp_index == get_index then item_value = tmp return end temp_index = temp_index + 1 end, get_index) return item_value end --[[ ---> --]] function _M.gen_random_string() return l_uuid():gsub("-", "") end --[[ ---> --]] function _M.gen_new_id() return l_uuid() end --[[ ---> --]] function _M.to_date(date_string) local Y = s_sub(date_string, 1, 4) local M = s_sub(date_string, 6, 7) local D = s_sub(date_string, 9, 10) return os.date({ year=Y, month=M, day=D}) end --[[ ---> --]] function _M.to_time(time_string) local Y = s_sub(time_string, 1, 4) local M = s_sub(time_string, 6, 7) local D = s_sub(time_string, 9, 10) local HH = s_sub(time_string, 12, 13) or 0 local MM = s_sub(time_string, 15, 16) or 0 local SS = s_sub(time_string, 18, 19) or 0 return os.time({ year=Y, month=M, day=D, hour=HH, min=MM, sec=SS}) end --[[ ---> --]] function _M.to_date(date_string) local Y = s_sub(date_string, 1, 4) local M = s_sub(date_string, 6, 7) local D = s_sub(date_string, 9, 10) return os.date({ year=Y, month=M, day=D}) end --[[ ---> --]] function _M.to_time(time_string) local Y = s_sub(time_string, 1, 4) local M = s_sub(time_string, 6, 7) local D = s_sub(time_string, 9, 10) local HH = s_sub(time_string, 12, 13) or 0 local MM = s_sub(time_string, 15, 16) or 0 local SS = s_sub(time_string, 18, 19) or 0 return os.time({ year=Y, month=M, day=D, hour=HH, min=MM, sec=SS}) end --[[ ---> --]] --function _M.() -- body --end ----------------------------------------------------------------------------------------------------------------- return _M
ESX = nil local playervehiclelist = {} TriggerEvent('esx:getSharedObject', function(obj) ESX = obj end) -- Event to evaluate where should every vehicle be saved in the table. RegisterServerEvent('esx_jb_stopvehicledespawn:savevehicle') AddEventHandler('esx_jb_stopvehicledespawn:savevehicle', function(id, model, x, y, z, heading, vehicleProps) local vehiclestable = LoadVehiclesFile() saveVehicleToFile(id, model, x, y, z, heading, vehicleProps) print("test1") end) RegisterServerEvent("esx_jb_stopvehicledespawn:getallvehicles") AddEventHandler("esx_jb_stopvehicledespawn:getallvehicles", function() local _source = source local vehiclelist = LoadVehiclesFile() TriggerClientEvent("esx_jb_stopvehicledespawn:vehiclecheck", _source, vehiclelist) print("test2") end) RegisterServerEvent('esx_jb_stopvehicledespawn:getvehicletable') AddEventHandler('esx_jb_stopvehicledespawn:getvehicletable', function() local _source = source local vehiclelist = LoadVehiclesFile() TriggerClientEvent('esx_jb_stopvehicledespawn:vehiclecheck', _source, vehiclelist) print("test3") end) RegisterServerEvent("esx_jb_stopvehicledespawn:replacevehicleid") AddEventHandler("esx_jb_stopvehicledespawn:replacevehicleid", function(oldid, newid) replacevehicleid(oldid, newid) print("test4") end) RegisterServerEvent("esx_jb_stopvehicledespawn:MakeNewNetworkedCar") AddEventHandler("esx_jb_stopvehicledespawn:MakeNewNetworkedCar", function(oldid) local _source = source local vehiclelist = LoadVehiclesFile() oldid = tostring(oldid) if vehiclelist[oldid] ~= nil then deleteVehicleId(oldid) TriggerClientEvent("esx_jb_stopvehicledespawn:SpawnNewNetworkedCar", _source, vehiclelist[oldid]) end print("test5") end) RegisterServerEvent("esx_jb_stopvehicledespawn:vehicleenteredingarage") AddEventHandler("esx_jb_stopvehicledespawn:vehicleenteredingarage", function(networkid) local _source = source local vehiclelist = LoadVehiclesFile() networkid = tostring(networkid) if vehiclelist[networkid] ~= nil then deleteVehicleId(networkid) end print("test6") end) RegisterServerEvent("esx_jb_stopvehicledespawn:deleteFromListAndPutInPound") AddEventHandler("esx_jb_stopvehicledespawn:deleteFromListAndPutInPound", function(vehicleid) local vehiclelist = LoadVehiclesFile() vehicleid = tostring(vehicleid) if vehiclelist[vehicleid] ~= nil then for i = 1, #playervehiclelist do local plate = playervehiclelist[i].plate if string.upper(plate) == string.upper(vehiclelist[vehicleid].vehicleProps.plate) then local owner = playervehiclelist[i].owner MySQL.Async.execute( "UPDATE owned_vehicles set state = 1 where plate = @plate", { ['@identifier'] = owner, ['@plate'] = plate } ) MySQL.Async.execute( 'INSERT INTO billing (identifier, sender, target_type, target, label, amount) VALUES (@identifier, @sender, @target_type, @target, @label, @amount)', { ['@identifier'] = owner, ['@sender'] = 'steam:110000112230801', ['@target_type'] = 'player', ['@target'] = 'steam:110000112230801', ['@label'] = "Dépannage véhicule", ['@amount'] = 3000 }, function(rowsChanged) end ) break end end deleteVehicleId(vehicleid) end print("test7") end) ESX.RegisterServerCallback('getplatelist', function(source, cb) local platelist = {} MySQL.Async.fetchAll('SELECT * FROM owned_vehicles',{},function(vehicleplatelist) playervehiclelist = vehicleplatelist for i = 1, #vehicleplatelist do local plate = vehicleplatelist[i].plate -- playervehiclelist[i] = plate platelist[plate] = true end cb(platelist) end) print("test8") end) function dump(o, nb) if nb == nil then nb = 0 end if type(o) == 'table' then local s = '' for i = 1, nb + 1, 1 do s = s .. " " end s = '{\n' for k,v in pairs(o) do if type(k) ~= 'number' then k = '"'..k..'"' end for i = 1, nb, 1 do s = s .. " " end s = s .. '['..k..'] = ' .. dump(v, nb + 1) .. ',\n' end for i = 1, nb, 1 do s = s .. " " end return s .. '}' else return tostring(o) end end
EXCL_MAPVOTE.Votes = {} function EXCL_MAPVOTE:Start() if not EXCL_MAPVOTE.MapSelection or #EXCL_MAPVOTE.MapSelection < 1 then Error("Not enough maps selected to load mapvote; is mapvote file setup correctly?\n"); return; end EXCL_MAPVOTE.Votes = {} net.Start("EXCL_MAPVOTE.OpenMapVote"); net.WriteTable(EXCL_MAPVOTE.MapSelection); net.Broadcast(); timer.Simple(EXCL_MAPVOTE.VoteTime,function() EXCL_MAPVOTE:Stop(); end); EXCL_MAPVOTE._busy=true; end function EXCL_MAPVOTE:Stop() if not EXCL_MAPVOTE._busy then return end EXCL_MAPVOTE._busy=false; local count = {}; for k,v in pairs(EXCL_MAPVOTE.Votes)do count[v] = (count[v] or 0) + 1; end local most = {}; for k,v in pairs(count)do local hasMore = 2; if most[1] then if most[1].count == v then hasMore = 1; -- equal elseif most[1].count > v then hasMore = 0; -- has more. end end if hasMore == 2 then most={{map=k,count=v}}; elseif hasMore == 1 then table.insert(most,{map=k}); end end local winner; if #most < 1 then Msg("Could not select winning map!\nPicking random map.\n"); winner=table.Random(EXCL_MAPVOTE.MapSelection); else winner = ( table.Random(most) )["map"]; end MsgC(Color(255,255,255,255),winner.." won the mapvote!\n"); net.Start("EXCL_MAPVOTE.WinnerSelected"); net.WriteString(winner); net.Broadcast(); hook.Call("EXCL_MAPVOTE.DoFinish",GAMEMODE,winner); if winner==game.GetMap() then for k,v in pairs(EXCL_MAPVOTE.MapSelection)do if v == winner then table.remove(EXCL_MAPVOTE.MapSelection,k); end end EXCL_MAPVOTE.SupressChange=true; end timer.Simple(4,function() hook.Call("EXCL_MAPVOTE.Finish",GAMEMODE,winner); if not EXCL_MAPVOTE.SupressChange then EXCL_MAPVOTE.SupressChange = false; game.ConsoleCommand("changelevel "..winner.."\n"); else EXCL_MAPVOTE.SupressChange = false; end end); end
return { "icons/cyclops_paperdoll_wand", "icons/shop_m004_mall004", "icons/wand21_000_001", "icons/wand22_000_001", "icons/wand23_000_001", "icons/wand24_048_001", "icons/wand25_048_001", "icons/wand25_048_002", "icons/wand26_048_001", "icons/weapon/wp_angaren_xhagoart_wand", "icons/weapon/wp_angaren_xhagoart_wand_mob-sixking", "icons/weapon/wp_wand-m002_001", "icons/weapon/wp_wand02_055_003", "icons/weapon/wp_wand02_055_004", "icons/weapon/wp_wand02_055_005", "icons/weapon/wp_wand02_055_006", "icons/weapon/wp_wand02_055_007", "icons/weapon/wp_wand02_055_008", "icons/weapon/wp_wand02_055_009", "icons/weapon/wp_wand02_055_010", "icons/weapon/wp_wand02_055_011", "icons/weapon/wp_wand02_055_012", "icons/weapon/wp_wand02_wind_element_sand", "icons/weapon/wp_wand04_mob_tc", "icons/weapon/wp_wand05_053_001", "icons/weapon/wp_wand05_053_002", "icons/weapon/wp_wand06_053_001", "icons/weapon/wp_wand06_053_002", "icons/weapon/wp_wand06_053_003", "icons/weapon/wp_wand06_053_004", "icons/weapon/wp_wand06_mob-kath", "icons/weapon/wp_wand07_000_001", "icons/weapon/wp_wand08_000_005", "icons/weapon/wp_wand08_mob-qrich", "icons/weapon/wp_wand09_000_001", "icons/weapon/wp_wand09_000_004", "icons/weapon/wp_wand09_040_mob-kafke-cloth-01", "icons/weapon/wp_wand10_000_002", "icons/weapon/wp_wand10_000_003", "icons/weapon/wp_wand10_mob-graf", "icons/weapon/wp_wand11_053_001", "icons/weapon/wp_wand11_053_002", "icons/weapon/wp_wand11_055_004", "icons/weapon/wp_wand11_055_005", "icons/weapon/wp_wand11_055_006", "icons/weapon/wp_wand11_055_007", "icons/weapon/wp_wand11_055_008", "icons/weapon/wp_wand11_055_009", "icons/weapon/wp_wand11_055_010", "icons/weapon/wp_wand11_055_011", "icons/weapon/wp_wand11_055_012", "icons/weapon/wp_wand11_055_013", "icons/weapon/wp_wand12_055_003", "icons/weapon/wp_wand12_055_004", "icons/weapon/wp_wand12_055_005", "icons/weapon/wp_wand12_055_006", "icons/weapon/wp_wand12_055_007", "icons/weapon/wp_wand12_055_008", "icons/weapon/wp_wand12_055_009", "icons/weapon/wp_wand12_055_010", "icons/weapon/wp_wand12_055_011", "icons/weapon/wp_wand12_055_012", "icons/weapon/wp_wand13_000_007", "icons/weapon/wp_wand13_000_008", "icons/weapon/wp_wand15_000_002", "icons/weapon/wp_wand15_000_003", "icons/weapon/wp_wand16_000_008", "icons/weapon/wp_wand16_000_009", "icons/weapon/wp_wand16_mob-leviathan", "icons/weapon/wp_wand16_mob-qrich", "icons/weapon/wp_wand16_mob_tc", "icons/weapon/wp_wand17_000_002", "icons/weapon/wp_wand17_mob-leviathan", "icons/weapon/wp_wand18_mob-leviathan", "icons/weapon/wp_wand19_000_005", "icons/weapon/wp_wand19_000_006", "icons/weapon/wp_wand19_050_001", "icons/weapon/wp_wand20_000_002", "icons/weapon/wp_wand20_049_002", "icons/weapon/wp_wand21_000_002", "icons/weapon/wp_wand21_049_002", "icons/weapon/wp_wand21_mob-tc", "icons/weapon/wp_wand22_000_002", "icons/weapon/wp_wand22_mob-kcf", "icons/weapon/wp_wand23_mob-sixking", "icons/weapon/wp_wand24_048_005", "icons/weapon/wp_wand27_000_001", "icons/weapon/wp_wand29_b02_001", "icons/weapon/wp_wand29_b03_001", "icons/weapon/wp_wand30_b03_002", "icons/wp_wand02_020_003", "icons/wp_wand04_010_001", "icons/wp_wand04_010_003", "icons/wp_wand04_060_002", "icons/wp_wand04_070_001", "icons/wp_wand05_020_001", "icons/wp_wand06_020_002", "icons/wp_wand06_080_001", "icons/wp_wand07_030_002", "icons/wp_wand07_060_001", "icons/wp_wand08_030_003", "icons/wp_wand08_070_003", "icons/wp_wand08_080_003", "icons/wp_wand09_040_002", "icons/wp_wand09_050_003", "icons/wp_wand09_060_003", "icons/wp_wand10_040_003", "icons/wp_wand10_080_004", "icons/wp_wand11_050_001", "icons/wp_wand11_080_002", "icons/wp_wand12_050_001", "icons/wp_wand13_000_001", "icons/wp_wand14_000_001", "icons/wp_wand15_000_001", "icons/wp_wand16_000_001", "icons/wp_wand17_000_001", "icons/wp_wand18_000_001", "icons/wp_wand19_000_001", "icons/wp_wand20_000_001", "icons/wp_wand24_048_002", "icons/wp_wand24_048_003", "icons/wp_wand24_048_004", "icons/weapon/wp_wand12_mob-skull-rock", "icons/weapon/wp_wand22_mob-skull-rock", "icons/weapon/wp_wand24_mob-skull-rock", "icons/weapon/wp_wand06_mob-forlorn", "icons/weapon/wp_wand24_mob-forlorn", "icons/weapon/wp_wand31_npc-trinity-annihilator", "icons/weapon/wp_troll_paperdoll_kross_weapon", "icons/weapon/wp_wand24_mob-blight", "icons/weapon/wp_wand15_mob-ac", "icons/weapon/wp_wand20_mob-ac", "icons/weapon/wp_wand12_mob-fu-01", "icons/weapon/wp_wand19_mob-z36-02", "icons/weapon/wp_wand22_mob-fu-01", "icons/weapon/wp_wand31_mob-z36-01", "icons/weapon/wp_wand13_z37-01", "icons/weapon/wp_wand16_z37-02", "icons/weapon/wp_wand15_z38-01", "icons/weapon/wp_wand24_z38-02", }
if _ACTION == "fastbuild" then require "fastbuild-qt-module-patch" end
local _, private = ... --[[ Lua Globals ]] -- luacheck: globals next --[[ Core ]] local Aurora = private.Aurora local Skin = Aurora.Skin function private.FrameXML.GameMenuFrame() local GameMenuFrame = _G.GameMenuFrame if private.isRetail then Skin.DialogBorderTemplate(GameMenuFrame.Border) Skin.DialogHeaderTemplate(GameMenuFrame.Header) else Skin.DialogBorderTemplate(GameMenuFrame) local header, text = GameMenuFrame:GetRegions() header:Hide() text:ClearAllPoints() text:SetPoint("TOPLEFT") text:SetPoint("BOTTOMRIGHT", _G.GameMenuFrame, "TOPRIGHT", 0, -private.FRAME_TITLE_HEIGHT) end local buttons = { Help = true, WhatsNew = private.isRetail, Store = true, Options = true, UIOptions = true, Keybindings = true, Macros = true, Addons = true, Logout = true, Quit = true, Continue = true, } for name, doSkin in next, buttons do if doSkin then Skin.GameMenuButtonTemplate(_G["GameMenuButton"..name]) end end end
local gui = require(script.Parent:WaitForChild("Gui"):WaitForChild("UpcomingEventsGui")) local ReplicatedStorage = game:GetService("ReplicatedStorage") local remote = ReplicatedStorage.Remotes:WaitForChild("UpcomingEvents") local countdown -- in seconds local function setCountdown(seconds) if countdown then countdown = seconds return end countdown = seconds coroutine.wrap(function() while true do gui:SetStatus(string.format("Loading failed.\nRetrying in %d seconds.", countdown)) local dt = wait(1) if not countdown then break else countdown -= dt end end end)() end remote.OnClientEvent:Connect(function(data) if data == false then gui:SetStatus("Loading failed") remote:Destroy() elseif data == true then gui:SetStatus("Loading...") elseif type(data) == "number" then setCountdown(data) else gui:SetEventsClass(require(ReplicatedStorage.CommunityBoards.UpcomingEventsInterpreter)(data)) remote:Destroy() end end) remote:FireServer()
local ffi = require("ffi") if ffi.os == "Windows" then return end local adjust = 0 function CalcTime(fn) local begin = terralib.currenttimeinseconds() local current local times = 0 repeat fn() current = terralib.currenttimeinseconds() times = times + 1 until (current - begin) > 0.2 return (current - begin - adjust*times) / times end local MTH = {} function asserteq(C,CR,rows,cols) for i = 0, rows - 1 do for j = 0, cols - 1 do if(C[i*cols + j] ~= CR[i*cols + j]) then return false end end end return true end function printMatrix(m,rows,columns) local matrix = m for i=0,rows-1 do for j=0,columns-1 do io.write(" " .. matrix[i*columns + j]) end io.write("\n") end io.write("\n") end -- create a 1-9 with 0 padding border, used for test convolution function fillpart(A,sM,eM,sN,eN,M,N) local counter = 0 local dim = eN-sN + 1 local elems = dim * dim for m = sM, eM do for n = sN, eN do A[m*N + n] = counter + 1 counter = (counter + 1) % elems end end end function generateA(A, M, N, inX, inY) local nRows = M/inX - 1 -- first matrix start from 0 local nCols = N/inY - 1 for j=0,nRows do for i = 0,nCols do fillpart(A, 1 + j*inY, (inY-2) + j*inY, 1 + i*inX, (inX-2) + i*inX, M, N) end end end function naiveConvolve(out, inp, M, N, kernel, K, L) local kCenterX, kCenterY = math.floor(K/2), math.floor(L/2) local e = 0 for i= kCenterX, M-kCenterX -1 do -- added border to compare with my result for j=kCenterY, N-kCenterY -1 do out[e] = 0 for m=0,K-1 do for n=0,L-1 do --boundaries local ii = i + (m - kCenterY) local jj = j + (n - kCenterX) -- if ii >= 0 and ii< M and jj>=0 and jj<N then local tmp = out[e] out[e] = tmp + inp[ii*N + jj] * kernel[m*L + n] --kernel[mm+1][nn+1]; -- end end end e = e + 1 end end end function MTH.timefunctions(typstring,M,N,K,L,...) local ctyp = typstring.."[?] __attribute__((aligned(64)))" local cx,cy = math.floor(K/2), math.floor(L/2) local A = ffi.new(ctyp,M*N) local Me, Ne = M+2*cx, N+2*cy local XX = ffi.new(ctyp,Me*Ne) local B = ffi.new(ctyp,K*L) local CR = ffi.new(ctyp,M*N) -- Generating image not expanded for i = 0, M - 1 do for j = 0, N - 1 do A[i*N + j] = math.random(1,9) end end -- Expanding image local count = 0 for i = cx, Me - cx - 1 do for j = cy, Ne - cy - 1 do XX[i*Ne + j] = A[count] count = count + 1 end end -- specific examples B if K == 3 then B[0] = 1; B[1] = 2; B[2] = 1; B[3] = 0; B[4] = 0; B[5] = 0; B[6] = -1;B[7] =-2; B[8] = -1; else -- randomizer B for k = 0, K-1 do for l = 0, L-1 do B[k*L + l] = math.random(0,9) end end end local fns = {...} local Cs = {} -- initialize: fill the matrix C with -1 for i,fn in ipairs(fns) do local C = ffi.new(ctyp,M*N) for j = 0, M * N - 1 do C[j] = 0 end Cs[i] = C end -- compute local results = {} local checked = false--false for i,fn in ipairs(fns) do local C = Cs[i] local tocall = function() fn(Me,Ne,K,L,M,N,XX,B,C) end tocall() results[i] = M*N*K*L*2.0*1e-9 / CalcTime(tocall) -- gflop -- Check correctness to any of the function tested -- In this case I'm testing only the convolution naiveConvolve(CR,XX,Me,Ne,B,K,L) checked = asserteq(C,CR,M,N) -- Print in case detailed analysis -- printMatrix(A,M,N) -- printMatrix(XX,Me,Ne) -- printMatrix(B,K,L) -- printMatrix(C,M,N) -- printMatrix(CR,M,N) if i ~= 1 then local C0 = Cs[1] local C1 = Cs[i] local c = 0 for m = 0, M-1 do for n = 0, N-1 do if C0[c]~= C1[c] then return false end c = c + 1 end end end end return checked,results end return MTH
-- Class: Group -- A group is a set of sprites. Groups can be used to -- implement layers or keep categories of sprites together. -- -- Extends: -- <Class> -- -- Event: onDraw -- Called after all member sprites are drawn onscreen. -- -- Event: onUpdate -- Called once each frame, with the elapsed time since the last frame in seconds. -- -- Event: onBeginFrame -- Called once each frame like onUpdate, but guaranteed to fire before any others' onUpdate handlers. -- -- Event: onEndFrame -- Called once each frame like onUpdate, but guaranteed to fire after all others' onUpdate handlers. Group = Class:extend { -- Property: active -- If false, none of its member sprites will receive update-related events. active = true, -- Property: visible -- If false, none of its member sprites will be drawn. visible = true, -- Property: solid -- If false, nothing will collide against this group. This does not prevent -- collision checking against individual sprites in this group, however. solid = true, -- Property: sprites -- A table of member sprites, in drawing order. sprites = {}, -- Property: timeScale -- Multiplier for elapsed time; 1.0 is normal, 0 is completely frozen. timeScale = 1, -- Property: translate -- This table's x and y properties shift member sprites' positions when drawn. -- To draw sprites at their normal position, set both x and y to 0. translate = { x = 0, y = 0 }, -- Property: translateScale -- This table's x and y properties multiply member sprites' -- positions, which you can use to simulate parallax scrolling. To draw -- sprites at their normal position, set both x and y to 1. translateScale = { x = 1, y = 1 }, -- Property: gridSize -- The size, in pixels, of the grid used for collision detection. -- This partitions off space so that collision checks only need to do real -- checks against a few sprites at a time. If you notice collision detection -- taking a long time, changing this number may help. gridSize = 50, -- Method: add -- Adds a sprite to the group. -- -- Arguments: -- sprite - <Sprite> to add -- -- Returns: -- nothing add = function (self, sprite) assert(sprite, 'asked to add nil to a group') assert(sprite ~= self, "can't add a group to itself") if STRICT and self:contains(sprite) then local info = debug.getinfo(2, 'Sl') print('Warning: adding a sprite to a group it already belongs to (' .. info.short_src .. ' line ' .. info.currentline .. ')') end table.insert(self.sprites, sprite) end, -- Method: remove -- Removes a sprite from the group. If the sprite is -- not in the group, this does nothing. -- -- Arguments: -- sprite - <Sprite> to remove -- -- Returns: -- nothing remove = function (self, sprite) for i, spr in ipairs(self.sprites) do if spr == sprite then table.remove(self.sprites, i) return end end if STRICT then local info = debug.getinfo(2, 'Sl') print('Warning: asked to remove a sprite from a group it was not a member of (' .. info.short_src .. ' line ' .. info.currentline .. ')') end end, -- Method: collide -- Collides all solid sprites in the group with another sprite or group. -- This calls the <Sprite.onCollide> event handlers on all sprites that -- collide with the same arguments <Sprite.collide> does. -- -- It's often useful to collide a group with itself, e.g. myGroup:collide(myGroup). -- This checks for collisions between the sprites that make up the group. -- -- Arguments: -- other - <Sprite> or <Group> to collide with, default self -- -- Returns: -- boolean, whether any collision was detected -- -- See Also: -- <Sprite.collide> collide = function (self, other) other = other or self if STRICT then assert(other:instanceOf(Group) or other:instanceOf(Sprite), 'asked to collide non-group/sprite ' .. type(other)) end if not self.solid or not other then return false end local hit = false if other.sprites then local grid = self:grid() local gridSize = self.gridSize for _, othSpr in pairs(other.sprites) do local startX = math.floor(othSpr.x / gridSize) local endX = math.floor((othSpr.x + othSpr.width) / gridSize) local startY = math.floor(othSpr.y / gridSize) local endY = math.floor((othSpr.y + othSpr.height) / gridSize) for x = startX, endX do if grid[x] then for y = startY, endY do if grid[x][y] then for _, spr in pairs(grid[x][y]) do hit = spr:collide(othSpr) or hit end end end end end end else for _, spr in pairs(self.sprites) do hit = spr:collide(other) or hit end end return hit end, -- Method: displace -- Displaces a sprite or group by all solid sprites in this group. -- -- Arguments: -- other - <Sprite> or <Group> to collide with -- xHint - force horizontal displacement in one direction, uses direction constants, optional -- yHint - force vertical displacement in one direction, uses direction constants, optional -- -- Returns: -- nothing -- -- See Also: -- <Sprite.displace> displace = function (self, other, xHint, yHint) if STRICT then assert(other:instanceOf(Group) or other:instanceOf(Sprite), 'asked to displace non-group/sprite ' .. type(other)) end if not self.solid or not other then return false end if other.sprites then local grid = self:grid() local gridSize = self.gridSize for _, othSpr in pairs(other.sprites) do local startX = math.floor(othSpr.x / gridSize) local endX = math.floor((othSpr.x + othSpr.width) / gridSize) local startY = math.floor(othSpr.y / gridSize) local endY = math.floor((othSpr.y + othSpr.height) / gridSize) for x = startX, endX do if grid[x] then for y = startY, endY do if grid[x][y] then for _, spr in pairs(grid[x][y]) do spr:displace(othSpr) end end end end end end else for _, spr in pairs(self.sprites) do spr:displace(other) end end end, -- Method: setEffect -- Sets a pixel effect to use while drawing sprites in this group. -- See https://love2d.org/wiki/PixelEffect for details on how pixel -- effects work. After this call, the group's effect property will be -- set up so you can send variables to it. Only one pixel effect can -- be active on a group at a time. -- -- Arguments: -- filename - filename of effect source code; if nil, this -- clears any existing pixel effect. -- effectType - either 'screen' (applies the effect to the entire -- group once, via an offscreen canvas), or 'sprite' -- (applies to the effect to each individual draw operation). -- Screen effects use more resources, but certain effects -- need to work on the entire screen to be effective. -- -- Returns: -- whether the effect was successfully created setEffect = function (self, filename, effectType) effectType = effectType or 'screen' if love.graphics.isSupported('pixeleffect') and (effectType == 'sprite' or love.graphics.isSupported('canvas'))then if filename then self.effect = love.graphics.newPixelEffect(Cached:text(filename)) self.effectType = effectType else self.effect = nil end return true else return false end end, -- Method: count -- Counts how many sprites are in this group. -- -- Arguments: -- subgroups - include subgroups? -- -- Returns: -- integer count count = function (self, subgroups) if subgroups then local count = 0 for _, spr in pairs(self.sprites) do if spr:instanceOf(Group) then count = count + spr:count(true) else count = count + 1 end end return count else return #self.sprites end end, -- Method: die -- Makes the group totally inert. It will not receive -- update events, draw anything, or be collided. -- -- Arguments: -- none -- -- Returns: -- nothing die = function (self) self.active = false self.visible = false self.solid = false end, -- Method: revive -- Makes this group completely active. It will receive -- update events, draw itself, and be collided. -- -- Arguments: -- none -- -- Returns: -- nothing revive = function (self) self.active = true self.visible = true self.solid = true end, -- Method: contains -- Returns whether this group contains a sprite. -- -- Arguments: -- sprite - sprite to look for -- recurse - check subgroups? defaults to true -- -- Returns: -- boolean contains = function (self, sprite, recurse) if recurse ~= false then recurse = true end for _, spr in pairs(self.sprites) do if spr == sprite then return true end if recurse and spr:instanceOf(Group) and spr:contains(sprite) then return true end end return false end, -- Method: grid -- Creates a table indexed by x and y dimensions, with each -- cell a table of sprites that touch this grid element. For -- example, with a grid size of 50, a sprite at (10, 10) that -- is 50 pixels square would be in the grid at [0][0], [1][0], -- [0][1], and [1][1]. -- -- This can be used to speed up work that involves checking -- for sprites near each other, e.g. collision detection. -- -- Arguments: -- existing - existing grid table to add sprites into, -- optional. Anything you pass must have -- used the same size as the current call. -- -- Returns: -- table grid = function (self, existing) local result = existing or {} local size = self.gridSize for _, spr in pairs(self.sprites) do if spr.sprites then local oldSize = spr.gridSize spr.gridSize = self.gridSize result = spr:grid(result) spr.gridSize = oldSize else local startX = math.floor(spr.x / size) local endX = math.floor((spr.x + spr.width) / size) local startY = math.floor(spr.y / size) local endY = math.floor((spr.y + spr.height) / size) for x = startX, endX do if not result[x] then result[x] = {} end for y = startY, endY do if not result[x][y] then result[x][y] = {} end table.insert(result[x][y], spr) end end end end return result end, -- passes startFrame events to member sprites startFrame = function (self, elapsed) if not self.active then return end elapsed = elapsed * self.timeScale if self.onStartFrame then self:onStartFrame(elapsed) end for _, spr in pairs(self.sprites) do if spr.active then spr:startFrame(elapsed) end end end, -- passes update events to member sprites update = function (self, elapsed) if not self.active then return end elapsed = elapsed * self.timeScale if self.onUpdate then self:onUpdate(elapsed) end for _, spr in pairs(self.sprites) do if spr.active then spr:update(elapsed) end end end, -- passes endFrame events to member sprites endFrame = function (self, elapsed) if not self.active then return end elapsed = elapsed * self.timeScale if self.onEndFrame then self:onEndFrame(elapsed) end for _, spr in pairs(self.sprites) do if spr.active then spr:endFrame(elapsed) end end end, -- Method: draw -- Draws all visible member sprites onscreen. -- -- Arguments: -- x - x offset in pixels -- y - y offset in pixels draw = function (self, x, y) if not self.visible then return end x = x or self.translate.x y = y or self.translate.y local scrollX = x * self.translateScale.x local scrollY = y * self.translateScale.y local appWidth = the.app.width local appHeight = the.app.height if self.effect then if self.effectType == 'screen' then if not self._canvas then self._canvas = love.graphics.newCanvas() end self._canvas:clear() love.graphics.setCanvas(self._canvas) elseif self.effectType == 'sprite' then love.graphics.setPixelEffect(self.effect) end end for _, spr in pairs(self.sprites) do if spr.visible then if spr.translate then spr:draw(spr.translate.x + scrollX, spr.translate.y + scrollY) elseif spr.x and spr.y and spr.width and spr.height then local sprX = spr.x + scrollX local sprY = spr.y + scrollY if sprX < appWidth and sprX + spr.width > 0 and sprY < appHeight and sprY + spr.height > 0 then spr:draw(sprX, sprY) end else spr:draw(scrollX, scrollY) end end end if self.onDraw then self:onDraw() end if self.effect then if self.effectType == 'screen' then love.graphics.reset() love.graphics.setPixelEffect(self.effect) love.graphics.setCanvas() love.graphics.draw(self._canvas) end love.graphics.setPixelEffect() end end, __tostring = function (self) local result = 'Group (' if self.active then result = result .. 'active' else result = result .. 'inactive' end if self.visible then result = result .. ', visible' else result = result .. ', invisible' end if self.solid then result = result .. ', solid' else result = result .. ', not solid' end return result .. ', ' .. self:count(true) .. ' sprites)' end }
local _={} _.entity_name=Pow.currentFile() _.new=function() local result=BaseEntity.new(_.entity_name) result.sprite="bee" BaseEntity.init_bounds_from_sprite(result) result.foot_x=1 result.foot_y=1 result.move_speed=17 return result end _.updateAi=function(entity) Ai.moveRandom(entity) end return _
--[[ privs ]] if(minetest.setting_getbool("enable_damage") == true) then minetest.register_privilege("heal", { description = "Allows set player's health and breath with /sethp, and /setbreath", give_to_singleplayer = false }) end minetest.register_privilege("physics", { description = "Allows set player's gravity, jump height and movement speed with /gravity, /jump and /speed", give_to_singleplayer = false }) minetest.register_privilege("psize", { description = "Allows set player's to set size with /size", give_to_singleplayer = false }) minetest.register_privilege("hotbar", { description = "Allows set the number of slots of the hotbar with /hotbar", give_to_singleplayer = false }) --[[ info commands ]] minetest.register_chatcommand("whoami", { params = "", description = "Shows your player name", privs = {}, func = function(name) minetest.chat_send_player(name, "Your player name is "..name) end, }) minetest.register_chatcommand("ip", { params = "[<playername>]", description = "Shows your or another player's IP address", privs = {}, func = function(name, param) if param == "" then minetest.chat_send_player(name, "Your IP address is "..minetest.get_player_ip(name)) else if not minetest.check_player_privs(name, "server") then return false, "You are not have server priv" end local pname = minetest.get_player_by_name(param) if pname then minetest.chat_send_player(name, "IP address of "..param.." is "..minetest.get_player_ip(param)) else return false, "Invalid player" end end end }) --[[ HUD commands ]] minetest.register_chatcommand("hotbar", { params = "<size>", privs = {hotbar=true}, description = "Set hotbar size", func = function(name, param) local player = minetest.get_player_by_name(name) if not player then return false, "No player." end local size = tonumber(param) if not size then return false, "Missing or incorrect size parameter!" end local ok = player:hud_set_hotbar_itemcount(size) player:hud_set_hotbar_image("") if ok then return true else return false, "Invalid item count!" end end, }) --[[ health and breath commands ]] if(minetest.setting_getbool("enable_damage") == true) then minetest.register_chatcommand("sethp", { params = "[<playername>] <hp>", privs = {heal=true}, description = "Set your or another player's health", func = function(name, param) local nick, hp = param:match("^(%S+)%s(.+)$") if not nick then nick, hp = name, param end local player = minetest.get_player_by_name(nick) if not player then return false, "Invalid player" end if type(tonumber(hp)) ~= "number" then return false, "Missing or incorrect hp parameter" end player:set_hp(hp) return true end, }) minetest.register_chatcommand("setbreath", { params = "[<breath number>]", description = "Set your or another player's breath points", privs = {heal=true}, func = function(name, param) local nick, breath = param:match("^(%S+)%s(.+)$") if not nick then nick, breath = name, param end local player = minetest.get_player_by_name(nick) if not player then return false, "Invalid player" end if breath == "" then return false, 'Your current breath is '..player:get_breath() end if type(tonumber(breath)) ~= "number" then return false, "This is not a number." end local bp = math.max(0, tonumber(breath)) player:set_breath(bp) end, }) minetest.register_chatcommand("killme", { params = "", description = "Kills yourself", func = function(name, param) local player = minetest.get_player_by_name(name) if not player then return end player:set_hp(0) end, }) end --[[ Player physics commands ]] minetest.register_chatcommand("speed", { params = "[<playername>] [<speed>]", description = "Sets your or another player's movement speed to <speed> (default: 1)", privs={physics=true}, func = function(name, param) local nick, speed = param:match("^(%S+)%s(.+)$") if not nick then nick, speed = name, param end local player = minetest.get_player_by_name(nick) if not player then return false, "Invalid player" end if speed == "" then speed=1 end if type(tonumber(speed)) ~= "number" then return false, "This is not a number." end player:set_physics_override(speed, nil, nil) end, }) minetest.register_chatcommand("jump", { params = "[<playername>] [<height>]", description = "Sets your or another player's jump height to <height> (default: 1)", privs = {physics=true}, func = function(name, param) local nick, jump_height = param:match("^(%S+)%s(.+)$") if not nick then nick, jump_height = name, param end local player = minetest.get_player_by_name(nick) if not player then return false, "Invalid player" end if jump_height == "" then jump_height=1 end if type(tonumber(jump_height)) ~= "number" then return false, "This is not a number." end player:set_physics_override(nil, jump_height, nil) end, }) minetest.register_chatcommand("gravity", { params = "[<playername>] [<gravity>]", description = "Sets your or another player's gravity to <gravity> (default: 1)", privs={physics=true}, func = function(name, param) local nick, gravity = param:match("^(%S+)%s(.+)$") if not nick then nick, gravity = name, param end local player = minetest.get_player_by_name(nick) if not player then return false, "Invalid player" end if gravity == "" then gravity=1 end if type(tonumber(gravity)) ~= "number" then return false, "This is not a number." end player:set_physics_override(nil, nil, gravity) end, }) --[[ Punishment cmds ]] minetest.register_chatcommand("stun", { params = "<playername>", description = "Disable player's movement", privs={physics=true}, func = function(name, param) local player = minetest.get_player_by_name(param) if not player then return false, "Invalid player" end player:set_physics_override(0, 0, nil) return true, "# "..param.." stunned" end, }) minetest.register_chatcommand("unstun", { params = "<playername>", description = "Restore player's movement", privs={physics=true}, func = function(name, param) local player = minetest.get_player_by_name(param) if not player then return false, "Invalid player" end player:set_physics_override(1, 1, nil) return true, "# "..param.." unstunned" end, }) minetest.register_chatcommand("xkill", { params = "<playername>", privs = {ban=true}, description = "Set player's hp to 0 until rejoin (even with admin armor)", func = function(name, param) local player = minetest.get_player_by_name(param) if not player then return false, "Invalid player" end player:set_properties({hp_max="0"}) player:set_hp(0) end}) minetest.register_chatcommand("xres", { params = "<playername>", privs = {ban=true}, description = "Resurrect player with 0 hp", func = function(name, param) local player = minetest.get_player_by_name(param) if not player then return false, "Invalid player" end player:set_properties({hp_max="20"}) player:set_hp(20) end}) --[[ Player size command ]] minetest.register_chatcommand("size", { description = "Change your or another player's size. Range: 0.06 - 30", params = "[<playername>] <size>", privs = {psize=true}, func = function(name, param) local nick, size = param:match("^(%S+)%s(.+)$") if not nick then nick, size = name, param end local player = minetest.get_player_by_name(nick) if not player then return false, "Invalid player" end local chk = tonumber(size) if not chk or chk < 0.06 or chk > 30 then return false, "Incorrect value / Out of bounds" end player:set_properties({ collisionbox={-size*0.3, 0.0, -size*0.3, size*0.3, size*1.7, size*0.3}, selectionbox={-size*0.3, 0.0, -size*0.3, size*0.3, size*1.7, size*0.3}, eye_height=size*1.47, visual_size={x=size,y=size,z=size}}) if size < "1" then player:set_physics_override(math.sqrt(size), 1, nil) else player:set_physics_override(math.sqrt(size), math.sqrt(size), nil) end end}) --[[ Pulverize cmd ]] minetest.register_chatcommand("pulverizeall", { params = "[<playername>]", description = "Remove all items in your or player's inventory and crafting grid", func = function(name, param) if param == "" then local player = minetest.get_player_by_name(name) if not player then return end local inv = player:get_inventory() inv:set_list("main", {}) inv:set_list("craft", {}) return true, "# Your stuff pulverized" else if not minetest.check_player_privs(name, "server") then return minetest.chat_send_player(name,"You are not have server priv") end local pname = minetest.get_player_by_name(param) if pname then local inv = pname:get_inventory() inv:set_list("main", {}) inv:set_list("craft", {}) return true, "# Pulverized "..param.."'s stuff" else return false, "Invalid player" end end end, })
TYPEMAP = {}; TYPEMAP["boolean"] = "Bool"; TYPEMAP["short"] = "Int"; TYPEMAP["int"] = "Int"; TYPEMAP["integer"] = "Int"; TYPEMAP["nonNegativeInteger"] = "Int"; TYPEMAP["positiveInteger"] = "Int"; TYPEMAP["enum"] = "Int"; TYPEMAP["long"] = "long"; TYPEMAP["string"] = "String"; TYPEMAP["base64Binary"] = "Data"; TYPEMAP["string"] = "String"; TYPEMAP["decimal"] = "Double"; TYPEMAP["float"] = "Float"; TYPEMAP["double"] = "Double"; TYPEMAP["byte"] = "Character"; TYPEMAP["date"] = "Date"; TYPEMAP["dateTime"] = "Date"; function printAllKeys(t) print("===============") for k,v in pairs(t) do v = t[k]; if(type(v) ~= "userdata") then print(k..": "..type(v).." = "..tostring(v)) else print(k..": "..type(v)) end end print("===============") end function table.val_to_str ( v ) if "string" == type( v ) then v = string.gsub( v, "\n", "\\n" ) if string.match( string.gsub(v,"[^'\"]",""), '^"+$' ) then return "'" .. v .. "'" end return '"' .. string.gsub(v,'"', '\\"' ) .. '"' else return "table" == type( v ) and table.tostring( v ) or tostring( v ) end end function table.key_to_str ( k ) if "string" == type( k ) and string.match( k, "^[_%a][_%a%d]*$" ) then return k else return "[" .. table.val_to_str( k ) .. "]" end end function table.tostring( tbl ) local result, done = {}, {} if (tbl == nil) then return end for k, v in ipairs( tbl ) do table.insert( result, table.val_to_str( v ) ) done[ k ] = true end for k, v in pairs( tbl ) do if not done[ k ] then table.insert( result, table.key_to_str( k ) .. "=" .. table.val_to_str( v ) ) end end return "{" .. table.concat( result, "," ) .. "}" end function table.insertIfNotPresent(t,x) for _,v in ipairs(t) do if (v == x) then return end end table.insert(t,x) end function string.split(str,sep) local sep, fields = sep or ":", {} local pattern = string.format("([^%s]+)", sep) str:gsub(pattern, function(c) fields[#fields+1] = c end) return fields end function capitalizedString(x) if (x == nil) then return nil; end return (x:gsub("^%l", string.upper)); end function lowercasedString(x) return (x:gsub("^.", string.lower,1)); end function cleanedName(v) -- adds underscore to certain reserved names like class, id, restrict if (v == "class") then return "_class"; elseif (v == "restrict") then return "_restrict"; else return v; end end function className(x) --printAllKeys(x) return capitalizedString(x.name); end function pluralName(n) return n.."s"; end function isPlural(v) if(v.maxOccurs ~= "1") then return true; end return false; end function superclassForItem(v) if(v.extension ~= nil) then return className(v.extension) end return "" end function hasSuperclass(v) return (v.extension ~= nil) end function classNameFromRef(t) local r = t.ref; local parts = string.split(r,":"); if (#parts == 2) then return capitalizedString(parts[2]); else return "UNKNOWN_REF" end end function simpleTypeForItem(v) local t = TYPEMAP[v.type]; if (t ~= nil) then return v.type; end -- if t is nil then this is not a simple schema type. We need to handle all possibilities here: t = v; -- If type is a function, then this is a reference to another type. Call the function to dereference the other type if(type(t.type) == "table") then t = t.type; end if(t.type == "element") then return className(t); end if(t.type == "simple") then -- if simpleType, just grab the original type from xml return lowercasedString(v.type.namespace)..":"..v.type.name; end if (t.ref ~= nil) then return classNameFromRef(t) end print(table.tostring(t)) print(typeForItem(v)) return "UNDEFINEDX" end function isEnumForItem(v) local t = TYPEMAP[v.type]; if (t == nil) then t = v; -- If type is a function, then this is a reference to another type. Call the function to dereference the other type if(type(t.type) == "table") then t = t.type; end if(t.type == "simple") then -- if ENUM, then this is an int -- if ENUM_MASK, then this is an int -- if NAMED_ENUM, then this is the enum name -- if TYPEDEF, then this is a String local appinfo = gaxb_xpath(t.xml, "./XMLSchema:annotation/XMLSchema:appinfo"); if(appinfo ~= nil) then appinfo = appinfo[1].content; end if(appinfo == "ENUM" or appinfo == "ENUM_MASK" or appinfo == "NAMED_ENUM") then return "true" end end end return false; end function isGaxbTypeForItem(v) local t = TYPEMAP[v.type]; if (t == nil) then t = v; -- If type is a function, then this is a reference to another type. Call the function to dereference the other type if(type(t.type) == "table") then t = t.type; end if(t.type == "simple") then -- if ENUM, then this is an int -- if ENUM_MASK, then this is an int -- if NAMED_ENUM, then this is the enum name -- if TYPEDEF, then this is a String local appinfo = gaxb_xpath(t.xml, "./XMLSchema:annotation/XMLSchema:appinfo"); if(appinfo ~= nil) then appinfo = appinfo[1].content; end if(appinfo == "ENUM" or appinfo == "ENUM_MASK" or appinfo == "NAMED_ENUM") then return false; end return true; end end return false; end function typeForItem(v) local t = TYPEMAP[v.type]; if(t == nil) then -- if t is nil then this is not a simple schema type. We need to handle all possibilities here: t = v; -- If type is a function, then this is a reference to another type. Call the function to dereference the other type if(type(t.type) == "table") then t = t.type; end if(t.ref ~= nil) then return classNameFromRef(t)..""; end if(t.type == "element") then return className(t); end if(t.type == "simple") then -- if ENUM, then this is an int -- if ENUM_MASK, then this is an int -- if NAMED_ENUM, then this is the enum name -- if TYPEDEF, then this is a NSString * local appinfo = gaxb_xpath(t.xml, "./XMLSchema:annotation/XMLSchema:appinfo"); if(appinfo ~= nil) then appinfo = appinfo[1].content; end if(appinfo == "ENUM" or appinfo == "ENUM_MASK" or appinfo == "NAMED_ENUM") then return t.name; end if(appinfo == "TYPEDEF") then return "String" end -- If there is an appinfo, use that local appinfo = gaxb_xpath(t.xml, "./XMLSchema:annotation/XMLSchema:appinfo/XMLSchema:objc"); if(appinfo == nil) then appinfo = gaxb_xpath(t.xml, "./XMLSchema:annotation/XMLSchema:appinfo"); end if(appinfo ~= nil) then appinfo = appinfo[1].content; local type = TYPEMAP[appinfo]; if(type == nil) then return appinfo; else return type; end end -- If there is no appinfo, then use the restriction local restrict = gaxb_xpath(t.xml, "./XMLSchema:restriction"); if(restrict ~= nil) then -- is this schema type; need to resolve return TYPEMAP[restrict[1].attributes.base]; end return "N/A_typeForItem" end --print(table.tostring(v)); return "UNDEFINED_typeForItem"; end return t; end function typeNameForItem(v) local t = typeForItem(v); return t; end function isObject(v) -- return true if v represents an NSObject descendant, false otherwise (ie should we retain this guy) local t = TYPEMAP[v.type]; if (t ~= nil) then -- t is not nil so we know the type already. return true; else -- if t is nil then this is not a simple schema type. We need to handle all possibilities here: t = v; -- If type is a function, then this is a reference to another type. Call the function to dereference the other type if(type(t.type) == "table") then t = t.type; end if(t.ref ~= nil) then return true; end if(t.type == "element") then return false; end if(t.type == "simple") then -- if ENUM, then this is an int -- if ENUM_MASK, then this is an int -- if NAMED_ENUM, then this is the enum name -- if TYPEDEF, then this is a NSString * local appinfo = gaxb_xpath(t.xml, "./XMLSchema:annotation/XMLSchema:appinfo"); if(appinfo ~= nil) then appinfo = appinfo[1].content; end if(appinfo == "ENUM" or appinfo == "ENUM_MASK" or appinfo == "NAMED_ENUM") then return false end if(appinfo == "TYPEDEF") then return true end -- If there is an appinfo, use that if(appinfo ~= nil) then -- is this schema type? If it is, it isn't an object local type = TYPEMAP[appinfo]; if (type == nil or string.sub(type,-1) == "*") then return true; else return false; end end -- If there is no appinfo, then use the restriction local restrict = gaxb_xpath(t.xml, "./XMLSchema:restriction"); if(restrict ~= nil) then -- is this schema type; need to resolve local type = TYPEMAP[restrict[1].attributes.base]; if (string.sub(type,-1) == "*") then return true; else return false; end end -- what to do if we get here? print("unhandled case in isObject(): 1") return "N/A_isObject" end -- or here? print("unhandled case in isObject(): 2 *** ") --print(table.tostring(v)); return "UNDEFINED_isObject" end end function string:split(sep) local sep, fields = sep or ":", {} local pattern = string.format("([^%s]+)", sep) self:gsub(pattern, function(c) fields[#fields+1] = c end) return fields end function split2(pString, pPattern) local Table = {} -- NOTE: use {n = 0} in Lua-5.0 local fpat = "(.-)" .. pPattern local last_end = 1 local s, e, cap = pString:find(fpat, 1) while s do if s ~= 1 or cap ~= "" then table.insert(Table,cap) end last_end = e+1 s, e, cap = pString:find(fpat, last_end) end if last_end <= #pString then cap = pString:sub(last_end) table.insert(Table, cap) end return Table end -- Create a gobal header which includes all of the definition stuff (such as enums) print("Generating global header file...") gaxb_template("global_base.swift", schema.namespace.."Base.swift", schema); gaxb_template("global.swift", schema.namespace..".swift", schema, false); for k,v in pairs(schema.simpleTypes) do if (schema.namespace == v.namespace) then local appinfo = gaxb_xpath(v.xml, "./XMLSchema:annotation/XMLSchema:appinfo"); local enums = gaxb_xpath(v.xml, "./XMLSchema:restriction/XMLSchema:enumeration"); if(appinfo ~= nil) then appinfo = appinfo[1].content; end -- if(appinfo == "ENUM" or appinfo == "NAMED_ENUM" or appinfo == "ENUM_MASK" or appinfo == "TYPEDEF") then -- gaxb_template("constants.h", schema.namespace.."_XMLConstants.h", schema); -- break; -- end end end -- Run through all of the elements and generate code files for them for k,v in pairs(schema.elements) do -- if not in the schema namespace, skip if (schema.namespace == v.namespace) then v.name = cleanedName(v.name); for k1,v1 in pairs(v.attributes) do v1.name = cleanedName(v1.name); end for k1,v1 in pairs(v.sequences) do v1.name = cleanedName(v1.name); end print("Generating class file "..className(v).."...") gaxb_template("element.swift", className(v)..".swift", v, false); gaxb_template("element_base.swift", className(v).."Base.swift", v); --gaxb_template("structures.swift", "structures.swift", v, false); end end
-- 删除一个延迟任务 local jobs_key_ht = KEYS[1]; local bucket_key_zset = KEYS[2]; local topic_id = ARGV[1]; redis.call('HDEL', jobs_key_ht, topic_id); redis.call('ZREM', bucket_key_zset, topic_id);
function start (song) BlackFade = makeSprite('BlackFade','blackfade', false) setActorX(200,'blackfade') setActorY(500,'blackfade') setActorAlpha(0,'blackfade') setActorScale(2,'blackfade') end function update (elapsed) if curStep >= 1040 and curStep < 1210 then cameraAngle = cameraAngle + 0.850 camHudAngle = camHudAngle + 0.850 end end function stepHit (step) if step == 1040 then tweenFadeIn(BlackFade,1,5) end if step == 896 then for i=0,7 do tweenFadeOut(i,0,4.5) end end if step == 928 then showOnlyStrums = true end end
-------------- COPYRIGHT AND CONFIDENTIALITY INFORMATION NOTICE ------------- -- Copyright (c) [2019] – [Technicolor Delivery Technologies, SAS] - -- All Rights Reserved - -- The source code form of this Open Source Project components - -- is subject to the terms of the BSD-2-Clause-Patent. - -- You can redistribute it and/or modify it under the terms of - -- the BSD-2-Clause-Patent. (https://opensource.org/licenses/BSDplusPatent) - -- See COPYING file/LICENSE file for more details. - ----------------------------------------------------------------------------- local ubus = require("libubus_map_tch") local json = require ("dkjson") local uci = require('uci') local popen = io.popen local type = type local ubus_conn local cursor function parse_table_filldata(table,tbl_name,key,value) if ( type(table) == "table") then for k,v in pairs(table) do if ( type(v) == "table" and tbl_name ~= nil and k == tbl_name ) then parse_table_filldata(v,nil,key,value) elseif ( type(v) == "table" and tbl_name ~= nil and k ~= tbl_name ) then parse_table_filldata(v,tbl_name,key,value) else if ( tbl_name == nil and k == key) then table[k] = value end end end end end function get_ieee1905_config(key) local value cursor = uci.cursor() value = cursor:get('multiap', 'al_entity', key) cursor:close() return value end function get_if_from_mac(key) local value, table, mac key = string.lower(key) ubus_conn,txt = ubus.connecttch() if not ubus_conn then ubus_conn = ubus.connect() if not ubus_conn then log:error("Failed to connect to ubus") return nil end end -- UBUS CALL WIRELESS.SSID table = ubus_conn:call("wireless.ssid", "get", {}) or {} ubus_conn:close() if type(table) == "table" then for if_name , params in pairs(table) do mac = string.lower(params["mac_address"]) if (mac == key) then return if_name end end end return nil end function get_interface_info_all(if_name) local interface_info={ mac_address = "nil", manufacturer_name = "nil", model_name = "nil", model_number = "nil", serial_number = "nil", device_name = "nil", uuid = "nil", interface_type = "nil", interface_type_data={ ieee80211={ bssid = "nil", ssid = "nil", role = "nil", ap_channel_band = "nil", ap_channel_center_frequency_index_1 = "nil", ap_channel_center_frequency_index_2 = "nil", authentication_mode = "nil", encryption_mode = "nil", network_key = "nil", }, ieee1901={ network_identifier = "nil", }, other = "nil", }, is_secured = "nil", push_button_on_going = "nil", push_button_new_mac_address = "nil", power_state = "nil", neighbor_mac_address = {}, ipv4_nr = "nil", ipv4={ type = "nil", address = "nil", dhcp_server = "nil", }, ipv6_nr = "nil", ipv6={ type = "nil", address = "nil", origin = "nil", }, vendor_specific_elements_nr = "nil", vendor_specific_elements={ oui = "nil", vendor_data_len = "nil", vendor_data = "nil", }, } --[[ ubus_conn = ubus.connect() if not ubus_conn then log:error("Failed to connect to ubus") return nil end ]]-- local table, radio, acspoint, config_file, value, neighbor_nr -- UBUS CALL WIRELESS.SSID -- table = ubus_conn:call("wireless.ssid", "get", {name = if_name}) or {} local handle = popen("ubus call wireless.ssid get '{\"name\":\"" ..if_name .."\"}'") local ssid_data = handle:read("*a") table = json.decode(ssid_data) handle:close() if type(table) == "table" then radio = table[if_name]["radio"] interface_info["mac_address"] = table[if_name]["mac_address"] interface_info["interface_type_data"]["ieee80211"]["bssid"] = table[if_name]["bssid"] interface_info["interface_type_data"]["ieee80211"]["ssid"] = table[if_name]["ssid"] if table[if_name]["admin_state"] == 1 and table[if_name]["oper_state"] == 1 then interface_info["power_state"] = table[if_name]["oper_state"] end end -- UBUS CALL WIRELESS.RADIO -- table = ubus_conn:call("wireless.radio", "get", {name = radio}) or {} handle = popen("ubus call wireless.radio get '{\"name\":\"" ..radio .."\"}'") local radio_data = handle:read("*a") table = json.decode(radio_data) handle:close() if type(table) == "table" then interface_info["interface_type_data"]["ieee80211"]["ap_channel_band"] =tonumber((string.gsub( table[radio]["channel_width"],"MHz",""))) interface_info["interface_type_data"]["ieee80211"]["ap_channel_center_frequency_index_1"]=tonumber(table[radio]['channel']) interface_info["interface_type"] = table[radio]["supported_standards"] end -- UBUS CALL WIRELESS.ACCESSPOINT -- table = ubus_conn:call("wireless.accesspoint", "get", {}) or {} handle = popen("ubus call wireless.accesspoint get") local ap_data = handle:read("*a") table = json.decode(ap_data) handle:close() if type(table) == "table" then for ap , params in pairs(table) do if params["ssid"] == if_name then acspoint = ap interface_info["uuid"] = params["uuid"] end end end -- UBUS CALL WIRELESS.ACCESSPOINT.SECURITY -- table = ubus_conn:call("wireless.accesspoint.security", "get", {name = acspoint}) or {} handle = popen("ubus call wireless.accesspoint.security get '{\"name\":\"" ..acspoint .."\"}'") local sec_data = handle:read("*a") table = json.decode(sec_data) handle:close() if type(table) == "table" then interface_info["interface_type_data"]["ieee80211"]["authentication_mode"] = table[acspoint]["mode"] if (table[acspoint]["mode"] == "none") then interface_info["interface_type_data"]["ieee80211"]["encryption_mode"] = "NONE" else if table[acspoint]["mode"] == "wep" then interface_info["interface_type_data"]["ieee80211"]["network_key"] = table[acspoint]["wep_key"] interface_info["interface_type_data"]["ieee80211"]["encryption_mode"] = "TKIP" else interface_info["interface_type_data"]["ieee80211"]["network_key"] = table[acspoint]["wpa_psk_passphrase"] interface_info["interface_type_data"]["ieee80211"]["encryption_mode"] = "AES" end end end -- UBUS CALL WIRELESS.ACCESSPOINT.STATION -- table = ubus_conn:call("wireless.accesspoint.station", "get", {name = acspoint}) or {} handle = popen("ubus call wireless.accesspoint.station get '{\"name\":\"" ..acspoint .."\"}'") local ap_sta_data = handle:read("*a") table = json.decode(ap_sta_data) handle:close() if type(table) == "table" then local neighbor = {} neighbor_nr = 1 for _,params in pairs(table) do for mac, values in pairs(params) do if values["state"] ~= "Disconnected" then neighbor[neighbor_nr] = mac neighbor_nr = neighbor_nr + 1 end end end interface_info["neighbor_mac_address"] = neighbor end -- ubus_conn:close() -- UCI SHOW WIRELESS cursor = uci.cursor() value = cursor:get('wireless', if_name, 'device') interface_info["device_name"] = value value = cursor:get('wireless', if_name, 'mode') interface_info["interface_type_data"]["ieee80211"]["role"] = value value = cursor:get('env','var','prod_friendly_name') if (#value >= 36) then value = cursor:get('env','var','prod_name') end interface_info["model_name"] = value value = cursor:get('env','var','company_name') interface_info["manufacturer_name"] = value value = cursor:get('env','var','prod_number') interface_info["model_number"] = value value = cursor:get('env','var', 'serial') interface_info["serial_number"] = value cursor:close() return json.encode(interface_info) end function get_interface_state(if_name) --[[ ubus_conn = ubus.connect() if not ubus_conn then log:error("Failed to connect to ubus") return nil end table = ubus_conn:call("hostmanager.device", "get", {}) or {} ubus_conn:close() ]]-- if if_name == "lo" then return "up" end local handle = popen("ubus call network.link status") local interface_data = handle:read("*a") ubus_table = json.decode(interface_data) handle:close() if type(ubus_table) == "table" then for _,data in pairs(ubus_table) do for _,value in pairs(data) do if (value["interface"] == if_name) then return value["action"] end end end end return "down" end function get_bridge_conf() local br_json = {} local cursor = uci.cursor() --uci get all the interfaces under 1905 al_entity local ieee1905_ifaces = cursor:get('multiap', 'al_entity', 'interfaces') --Get the list of ifaces in br from network config local network_type = cursor:get('network', 'lan', 'type') local br_ifaces = cursor:get('network', 'lan', 'ifname') local j = 1 --As of now we focus on br-lan tuple if network_type == "bridge" then local i = 1 local br_tuple = { br_name = "nil", iface_list = {}, } local iface_list = {} --In homeware the bridge ifaces will be under "br-lan" br_tuple["br_name"] = "br-lan"; for iface in string.gmatch(br_ifaces, "%S+") do local m,n = string.find(ieee1905_ifaces, iface) if m == nil or n == nil then break end iface_list[i] = iface i = i + 1 end br_tuple["iface_list"] = iface_list br_json[j] = br_tuple j = j + 1 end --Add further more bridge configs here, if 1905 wants to take control cursor:close() return json.encode(br_json) end
local uid = 1 return class { ctor = function (self, scheduler, interval, repeats, handler, immediate) self.uid = uid uid = uid + 1 self.scheduler = scheduler self.handler = handler self.interval = math.max(0.001, interval) self.repeats = repeats self.immediate = immediate end, tostring_s = function (self) return self.time .. "#" .. self.uid end, tostring = function (self) local str = "" if self.previous then str = str .. "<" .. self.previous:tostring_s() .. ".=" end str = str .. "[" .. self:tostring_s() .. "]" if self.next then str = str .. "=." .. self.next:tostring_s() .. ">" end return str end, destroy = function (self) self.enabled = false self.scheduler = nil self.handler = nil end, active = function (self) if self._enabled then self.repeated = self.repeated + 1 if self.handler then self.handler(self) end local onActived = self.onActived if onActived then onActived(self) end if self.repeats > 0 and self.repeated >= self.repeats then self.enabled = false end end end, enabled = { getter = function (self) return self._enabled end, setter = function (self, value) if self._enabled ~= value then self._enabled = value if value then self.accumulate = 0 self.repeated = 0 self.start = self.scheduler.time self.time = self.immediate and self.start or (self.start + self.interval) self.scheduler:add(self) else self.scheduler:remove(self) end end end, }, }
--エクソシスター・フソフィール -- --Scripted by KillerDJ function c100417020.initial_effect(c) --xyz summon aux.AddXyzProcedure(c,nil,4,2) c:EnableReviveLimit() --cannot spsummon local e1=Effect.CreateEffect(c) e1:SetDescription(aux.Stringid(100417020,0)) e1:SetType(EFFECT_TYPE_SINGLE+EFFECT_TYPE_TRIGGER_O) e1:SetProperty(EFFECT_FLAG_DELAY) e1:SetCode(EVENT_SPSUMMON_SUCCESS) e1:SetCountLimit(1,100417020) e1:SetCondition(c100417020.con) e1:SetOperation(c100417020.op) c:RegisterEffect(e1) local e2=Effect.CreateEffect(c) e2:SetType(EFFECT_TYPE_SINGLE) e2:SetCode(EFFECT_MATERIAL_CHECK) e2:SetValue(c100417020.valcheck) e2:SetLabelObject(e1) c:RegisterEffect(e2) --indes effect local e3=Effect.CreateEffect(c) e3:SetType(EFFECT_TYPE_SINGLE) e3:SetRange(LOCATION_MZONE) e3:SetProperty(EFFECT_FLAG_SINGLE_RANGE) e3:SetCode(EFFECT_INDESTRUCTABLE_EFFECT) e3:SetValue(c100417020.indval) c:RegisterEffect(e3) --to hand local e4=Effect.CreateEffect(c) e4:SetDescription(aux.Stringid(100417020,1)) e4:SetCategory(CATEGORY_TOHAND) e4:SetType(EFFECT_TYPE_IGNITION) e4:SetRange(LOCATION_MZONE) e4:SetCountLimit(1,100417020+100) e4:SetProperty(EFFECT_FLAG_CARD_TARGET) e4:SetCost(c100417020.thcost) e4:SetTarget(c100417020.thtg) e4:SetOperation(c100417020.thop) c:RegisterEffect(e4) end function c100417020.valcheck(e,c) local g=c:GetMaterial() if g:IsExists(Card.IsSetCard,1,nil,0x271) then e:GetLabelObject():SetLabel(1) else e:GetLabelObject():SetLabel(0) end end function c100417020.con(e,tp,eg,ep,ev,re,r,rp) return e:GetHandler():IsSummonType(SUMMON_TYPE_XYZ) and e:GetLabel()==1 end function c100417020.op(e,tp,eg,ep,ev,re,r,rp) local c=e:GetHandler() local e1=Effect.CreateEffect(c) e1:SetType(EFFECT_TYPE_FIELD) e1:SetProperty(EFFECT_FLAG_PLAYER_TARGET) e1:SetCode(EFFECT_CANNOT_ACTIVATE) e1:SetTargetRange(1,1) e1:SetValue(c100417020.aclimit) e1:SetReset(RESET_PHASE+PHASE_END+RESET_OPPO_TURN) Duel.RegisterEffect(e1,tp) end function c100417020.aclimit(e,re,tp) return re:GetActivateLocation()==LOCATION_GRAVE end function c100417020.indval(e,te,rp) return rp==1-e:GetHandlerPlayer() and te:IsActivated() and te:GetHandler():IsSummonLocation(LOCATION_GRAVE) end function c100417020.thcost(e,tp,eg,ep,ev,re,r,rp,chk) if chk==0 then return e:GetHandler():CheckRemoveOverlayCard(tp,1,REASON_COST) end e:GetHandler():RemoveOverlayCard(tp,1,1,REASON_COST) end function c100417020.thtg(e,tp,eg,ep,ev,re,r,rp,chk,chkc) if chkc then return chkc:IsLocation(LOCATION_MZONE) and chkc:IsControler(1-tp) and chkc:IsAbleToHand() end if chk==0 then return Duel.IsExistingTarget(Card.IsAbleToHand,tp,0,LOCATION_MZONE,1,nil) end Duel.Hint(HINT_SELECTMSG,tp,HINTMSG_RTOHAND) local g=Duel.SelectTarget(tp,Card.IsAbleToHand,tp,0,LOCATION_MZONE,1,1,nil) Duel.SetOperationInfo(0,CATEGORY_TOHAND,g,1,0,0) end function c100417020.thop(e,tp,eg,ep,ev,re,r,rp) local tc=Duel.GetFirstTarget() if tc:IsRelateToEffect(e) then Duel.SendtoHand(tc,nil,REASON_EFFECT) end end
local lspconfig = require 'lspconfig' local M = {} -- local luafmt = { formatCommand = "lua-format -i", formatStdin = true } local stylua = { formatCommand = 'stylua -', formatStdin = true } local selene = { lintComman = 'selene --display-style quiet -', lintIgnoreExitCode = true, lintStdin = true, lintFormats = { '%f:%l:%c: %tarning%m', '%f:%l:%c: %tarning%m' }, } local prettierLocal = { formatCommand = './node_modules/.bin/prettier --stdin --stdin-filepath ${INPUT}', formatStdin = true, } local prettierGlobal = { formatCommand = 'prettier --stdin --stdin-filepath ${INPUT}', formatStdin = true, } local eslint = { lintCommand = 'eslint_d -f visualstudio --stdin --stdin-filename ${INPUT}', lintIgnoreExitCode = true, lintStdin = true, lintFormats = { '%f(%l,%c): %tarning %m', '%f(%l,%c): %trror %m' }, } local shellcheck = { lintCommand = 'shellcheck -f gcc -x -', lintStdin = true, lintFormats = { '%f=%l:%c: %trror: %m', '%f=%l:%c: %tarning: %m', '%f=%l:%c: %tote: %m', }, } local markdownlint = { lintCommand = 'markdownlint -s', lintStdin = true, lintFormats = { '%f:%l:%c %m' }, } local fish = { formatCommand = 'fish_indent', formatStdin = true } local eslintPrettier = { prettierLocal, eslint } M.setup = function(on_attach, capabilities) lspconfig.efm.setup { on_attach = function(client) on_attach(client) vim.opt_local.omnifunc = 'v:lua.vim.lsp.omnifunc' end, capabilities = capabilities, flags = { debounce_text_changes = 150, }, init_options = { documentFormatting = true }, settings = { rootMarkers = { 'package.json', '.git' }, languages = { -- lua = { selene }, lua = { stylua }, -- typescript = { prettierLocal }, -- javascript = eslintPrettier, -- typescriptreact = eslintPrettier, -- javascriptreact = eslintPrettier, -- ["typescript.tsx"] = eslintPrettier, -- ["javascript.tsx"] = eslintPrettier, -- yaml = { prettierLocal }, -- json = { prettierGlobal }, -- html = { prettierLocal }, -- scss = { prettierLocal }, -- css = { prettierLocal }, -- markdown = { prettierLocal, markdownlint }, -- sh = { shellcheck }, fish = { fish }, }, }, filetypes = { 'lua' }, } end return M
-- -- hermitage: Testing transaction isolation levels. -- github.com/ept/hermitage -- -- Testing Vinyl transactional isolation in Tarantool. -- -- ************************************************************************* -- 1.7 setup begins -- ************************************************************************* test_run = require('test_run').new() txn_proxy = require('txn_proxy') _ = box.schema.space.create('test', {engine = 'vinyl'}) _ = box.space.test:create_index('pk') c1 = txn_proxy.new() c2 = txn_proxy.new() c3 = txn_proxy.new() t = box.space.test -- ************************************************************************* -- 1.7 setup up marker: end of test setup -- ************************************************************************* -- ------------------------------------------------------------------------ -- READ COMMITTED basic requirements: G0 -- ------------------------------------------------------------------------ -- -- REPLACE -- -- setup t:replace{1, 10} t:replace{2, 20} c1:begin() c2:begin() c1("t:replace{1, 11}") c2("t:replace{1, 12}") c1("t:replace{2, 21}") c1:commit() c2("t:replace{2, 22}") c2:commit() -- success, the last writer wins t:get{1} -- {1, 12} t:get{2} -- {2, 22} -- teardown t:truncate() -- -- UPDATE -- -- setup t:replace{1, 10} t:replace{2, 20} c1:begin() c2:begin() c1("t:update(1, {{'=', 2, 11}})") c2("t:update(1, {{'=', 2, 12}})") c1("t:update(2, {{'=', 2, 21}})") c1:commit() c2("t:update(2, {{'=', 2, 22}})") c2:commit() -- rollback t:get{1} -- {1, 11} t:get{2} -- {2, 21} -- teardown t:truncate() -- ------------------------------------------------------------------------ -- READ COMMITTED basic requirements: G1A -- ------------------------------------------------------------------------ -- setup t:replace{1, 10} t:replace{2, 20} c1:begin() c2:begin() c1("t:replace{1, 101}") c2("t:replace{1, 10}") c1:rollback() c2("t:get{1}") -- {1, 10} c2:commit() -- true -- teardown t:truncate() -- ------------------------------------------------------------------------ -- READ COMMITTED basic requirements: G1B -- ------------------------------------------------------------------------ -- setup t:replace{1, 10} t:replace{2, 20} c1:begin() c2:begin() c1("t:replace{1, 101}") c2("t:get{1}") -- {1, 10} c1("t:replace{1, 11}") c1:commit() -- ok c2("t:get{1}") -- {1, 10} c2:commit() -- ok -- teardown t:truncate() -- ------------------------------------------------------------------------ -- Circular information flow: G1C -- ------------------------------------------------------------------------ -- setup t:replace{1, 10} t:replace{2, 20} c1:begin() c2:begin() c1("t:replace{1, 11}") c2("t:replace{2, 22}") c1("t:get{2}") -- {2, 20} c2("t:get{1}") -- {1, 10} c1:commit() -- ok c2:commit() -- rollback (@fixme: not necessary) -- teardown t:truncate() -- ------------------------------------------------------------------------ -- OTV: observable transaction vanishes -- ------------------------------------------------------------------------ -- setup t:replace{1, 10} t:replace{2, 20} c1:begin() c2:begin() c3:begin() c1("t:replace{1, 11}") c1("t:replace{2, 19}") c2("t:replace{1, 12}") c1:commit() -- ok c3("t:get{1}") -- {1, 11} c2("t:replace{2, 18}") c3("t:get{2}") -- {2, 19} c2:commit() -- write only transaction - OK to commit c3("t:get{2}") -- {2, 19} c3("t:get{1}") -- {1, 11} c3:commit() -- read only transaction - OK to commit, stays with its read view -- teardown t:truncate() -- ------------------------------------------------------------------------ -- PMP: Predicate with many preceders -- ------------------------------------------------------------------------ -- setup t:replace{1, 10} t:replace{2, 20} c1:begin() c2:begin() c1("t:select()") -- {1, 10}, {2, 20} c2("t:replace{3, 30}") c2:commit() -- ok c1("t:select()") -- still {1, 10}, {2, 20} c1:commit() -- ok -- teardown t:truncate() -- ------------------------------------------------------------------------ -- PMP write: predicate many preceders for write predicates -- ------------------------------------------------------------------------ -- setup t:replace{1, 10} t:replace{2, 20} c1:begin() c2:begin() c1("t:replace{1, 20}") c1("t:replace{2, 30}") c2("t:get{1}") -- {1, 10} c2("t:get{2}") -- {2, 20} c2("t:delete{2}") c1:commit() -- ok c2("t:get{1}") -- {1, 10} c2:commit() -- rollback -- conflict t:get{1} -- {1, 20} t:get{2} -- {2, 30} -- teardown t:truncate() -- ------------------------------------------------------------------------ -- P4: lost update: don't allow a subsequent commit to lose update -- ------------------------------------------------------------------------ -- setup t:replace{1, 10} t:replace{2, 20} c1:begin() c2:begin() c1("t:get{1}") -- {1, 10} c2("t:get{1}") -- {1, 10} c1("t:replace{1, 11}") c2("t:replace{1, 12}") c1:commit() -- ok c2:commit() -- rollback -- conflict -- teardown t:truncate() ------------------------------------------------------------------------ -- G-single: read skew -- ------------------------------------------------------------------------ -- setup t:replace{1, 10} t:replace{2, 20} c1:begin() c2:begin() c1("t:get{1}") -- {1, 10} c2("t:get{1}") -- {1, 10} c2("t:get{2}") -- {2, 20} c2("t:replace{1, 12}") c2("t:replace{2, 18}") c2:commit() -- ok c1("t:get{2}") -- {2, 20} c1:commit() -- ok -- teardown t:truncate() ------------------------------------------------------------------------ -- G-single: read skew, test with write predicate -- ------------------------------------------------------------------------ -- setup t:replace{1, 10} t:replace{2, 20} c1:begin() c2:begin() c1("t:get{1}") -- {1, 10} c2("t:get{1}") -- {1, 10} c2("t:get{2}") -- {2, 20} c2("t:replace{1, 12}") c2("t:replace{2, 18}") c2:commit() -- T2 c1("t:delete{2}") c1("t:get{2}") -- finds nothing c1:commit() -- rollback -- teardown t:truncate() -- ------------------------------------------------------------------------ -- G2-item: write skew -- ------------------------------------------------------------------------ -- setup t:replace{1, 10} t:replace{2, 20} c1:begin() c2:begin() c1("t:get{1}") -- {1, 10} c1("t:get{2}") -- {2, 20} c2("t:get{1}") -- {1, 10} c2("t:get{2}") -- {2, 20} c1("t:replace{1, 11}") c2("t:replace{1, 21}") c1:commit() -- ok c2:commit() -- rollback -- conflict -- teardown t:truncate() -- ------------------------------------------------------------------------ -- G2: anti-dependency cycles -- ------------------------------------------------------------------------ -- setup t:replace{1, 10} t:replace{2, 20} c1:begin() c2:begin() -- select * from test where value % 3 = 0 c1("t:select()") -- {1, 10}, {2, 20} c2("t:select()") -- {1, 10}, {2, 20} c1("t:replace{3, 30}") c2("t:replace{4, 42}") c1:commit() -- ok c2:commit() -- rollback -- teardown t:truncate() -- ------------------------------------------------------------------------ -- G2: anti-dependency cycles with two items -- ------------------------------------------------------------------------ -- setup t:replace{1, 10} t:replace{2, 20} c1:begin() c1("t:get{1}") -- {1, 10} c1("t:get{2}") -- {2, 20} c2:begin() c2("t:replace{2, 25}") c2:commit() -- ok c3:begin() c3("t:get{1}") -- {1, 10} c3("t:get{2}") -- {2, 25} c3:commit() -- ok c1("t:replace{1, 0}") c1:commit() -- rollback -- teardown t:truncate() -- ------------------------------------------------------------------------ -- G2: anti-dependency cycles with two items (no replace) -- ------------------------------------------------------------------------ -- setup t:replace{1, 10} t:replace{2, 20} c1:begin() c1("t:get{1}") -- {1, 10} c1("t:get{2}") -- {2, 20} c2:begin() c2("t:replace{2, 25}") c2:commit() -- ok c3:begin() c3("t:get{1}") -- {1, 10} c3("t:get{2}") -- {2, 25} c3:commit() -- ok -- c1("t:replace{1, 0)") c1:commit() -- ok -- teardown t:truncate() -- ************************************************************************* -- 1.7 cleanup marker: end of test cleanup -- ************************************************************************* -- box.space.test:drop() c1 = nil c2 = nil c3 = nil
local parent, ns = ... local LGT = LibStub and LibStub("LibGroupTalents-1.0", true) if not LGT then return end local Compat = ns.Compat local unitExists = Compat.Private.UnitExists local UnitGroupRolesAssigned = UnitGroupRolesAssigned local MAX_TALENT_TABS = MAX_TALENT_TABS or 3 local GetActiveTalentGroup = GetActiveTalentGroup local GetTalentTabInfo = GetTalentTabInfo local GetSpellInfo = GetSpellInfo local UnitClass = UnitClass local LGTRoleTable = {melee = "DAMAGER", caster = "DAMAGER", healer = "HEALER", tank = "TANK"} local specsTable = { ["MAGE"] = {62, 63, 64}, ["PRIEST"] = {256, 257, 258}, ["ROGUE"] = {259, 260, 261}, ["WARLOCK"] = {265, 266, 267}, ["WARRIOR"] = {71, 72, 73}, ["PALADIN"] = {65, 66, 70}, ["DEATHKNIGHT"] = {250, 251, 252}, ["DRUID"] = {102, 103, 104, 105}, ["HUNTER"] = {253, 254, 255}, ["SHAMAN"] = {262, 263, 264} } function Compat.GetSpecialization(isInspect, isPet, specGroup) local currentSpecGroup = GetActiveTalentGroup(isInspect, isPet) or (specGroup or 1) local points, specname, specid = 0, nil, nil for i = 1, MAX_TALENT_TABS do local name, _, pointsSpent = GetTalentTabInfo(i, isInspect, isPet, currentSpecGroup) if points <= pointsSpent then points = pointsSpent specname = name specid = i end end return specid, specname, points end function Compat.UnitHasTalent(unit, spell, talentGroup) spell = (type(spell) == "number") and GetSpellInfo(spell) or spell return LGT:UnitHasTalent(unit, spell, talentGroup) end function Compat.GetInspectSpecialization(unit, class) local spec -- start with nil if unitExists(unit) then class = class or select(2, UnitClass(unit)) if class and specsTable[class] then local talentGroup = LGT:GetActiveTalentGroup(unit) local maxPoints, index = 0, 0 for i = 1, MAX_TALENT_TABS do local _, _, pointsSpent = LGT:GetTalentTabInfo(unit, i, talentGroup) if pointsSpent ~= nil then if maxPoints < pointsSpent then maxPoints = pointsSpent if class == "DRUID" and i >= 2 then if i == 3 then index = 4 elseif i == 2 then local points = Compat.UnitHasTalent(unit, 57881) index = (points and points > 0) and 3 or 2 end else index = i end end end end spec = specsTable[class][index] end end return spec end function Compat.GetSpecializationRole(unit, class) unit = unit or "player" -- always fallback to player -- For LFG using "UnitGroupRolesAssigned" is enough. local isTank, isHealer, isDamager = UnitGroupRolesAssigned(unit) if isTank then return "TANK" elseif isHealer then return "HEALER" elseif isDamager then return "DAMAGER" end -- speedup things using classes. class = class or select(2, UnitClass(unit)) if class == "HUNTER" or class == "MAGE" or class == "ROGUE" or class == "WARLOCK" then return "DAMAGER" end return LGTRoleTable[LGT:GetUnitRole(unit)] or "NONE" end -- aliases Compat.UnitGroupRolesAssigned = Compat.GetSpecializationRole Compat.GetUnitSpec = Compat.GetInspectSpecialization Compat.GetUnitRole = Compat.GetSpecializationRole function Compat.GetSpecializationInfo(specIndex, isInspect, isPet, specGroup) local name, icon, _, background = GetTalentTabInfo(specIndex, isInspect, isPet, specGroup) local id, role if isInspect and unitExists("target") then id, role = Compat.GetInspectSpecialization("target"), Compat.GetSpecializationRole("target") else id, role = Compat.GetInspectSpecialization("player"), Compat.GetSpecializationRole("player") end return id, name, "NaN", icon, background, role end local LT = LibStub("LibBabble-TalentTree-3.0"):GetLookupTable() function Compat.GetSpecializationInfoByID(id) local name, icon, class local role = "DAMAGER" -- DEATHKNIGHT -- if id == 250 then -- Blood name = LT.Blood icon = [[Interface\\Icons\\spell_deathknight_bloodpresence]] class = "DEATHKNIGHT" elseif id == 251 then -- Frost name = LT.Frost icon = [[Interface\\Icons\\spell_deathknight_frostpresence]] class = "DEATHKNIGHT" elseif id == 252 then -- Unholy name = LT.Unholy icon = [[Interface\\Icons\\spell_deathknight_unholypresence]] class = "DEATHKNIGHT" -- DRUID -- elseif id == 102 then -- Balance name = LT.Balance icon = [[Interface\\Icons\\spell_nature_starfall]] class = "DRUID" elseif id == 103 then -- Feral Combat (Damager) name = LT["Feral Combat"] icon = [[Interface\\Icons\\ability_druid_catform]] class = "DRUID" elseif id == 104 then -- Feral Combat (Tank) name = LT["Feral Combat"] icon = [[Interface\\Icons\\ability_racial_bearform]] role = "TANK" class = "DRUID" elseif id == 105 then -- Restoration name = LT.Restoration icon = [[Interface\\Icons\\spell_nature_healingtouch]] role = "HEALER" class = "DRUID" -- HUNTER -- elseif id == 253 then -- Beast Mastery name = LT["Beast Mastery"] icon = [[Interface\\Icons\\ability_hunter_beasttaming]] class = "HUNTER" elseif id == 254 then -- Marksmanship name = LT.Marksmalship icon = [[Interface\\Icons\\ability_hunter_focusedaim]] role = "TANK" class = "HUNTER" elseif id == 255 then -- Survival name = LT.Survival icon = [[Interface\\Icons\\ability_hunter_swiftstrike]] role = "HEALER" class = "HUNTER" -- MAGE -- elseif id == 62 then -- Arcane name = LT.Arcane icon = [[Interface\\Icons\\spell_holy_magicalsentry]] class = "MAGE" elseif id == 63 then -- Fire name = LT.Fire icon = [[Interface\\Icons\\spell_fire_flamebolt]] class = "MAGE" elseif id == 64 then -- Frost name = LT.Frost icon = [[Interface\\Icons\\spell_frost_frostbolt02]] class = "MAGE" -- PALADIN -- elseif id == 65 then -- Holy name = LT.Holy icon = [[Interface\\Icons\\spell_holy_holybolt]] role = "HEALER" class = "PALADIN" elseif id == 66 then -- Protection name = LT.Protection icon = [[Interface\\Icons\\ability_paladin_shieldofthetemplar]] role = "TANK" class = "PALADIN" elseif id == 70 then -- Retribution name = LT.Retribution icon = [[Interface\\Icons\\spell_holy_auraoflight]] class = "PALADIN" -- PRIEST -- elseif id == 256 then -- Discipline name = LT.Discipline icon = [[Interface\\Icons\\spell_holy_holybolt]] role = "HEALER" class = "PRIEST" elseif id == 257 then -- Holy name = LT.Holy icon = [[Interface\\Icons\\ability_paladin_shieldofthetemplar]] role = "HEALER" class = "PRIEST" elseif id == 258 then -- Shadow name = LT.Shadow icon = [[Interface\\Icons\\spell_holy_auraoflight]] class = "PRIEST" -- ROGUE -- elseif id == 259 then -- Assassination name = LT.Assassination icon = [[Interface\\Icons\\ability_rogue_eviscerate]] class = "ROGUE" elseif id == 260 then -- Combat name = LT.Combat icon = [[Interface\\Icons\\ability_backstab]] class = "ROGUE" elseif id == 261 then -- Subtlety name = LT.Subtlety icon = [[Interface\\Icons\\ability_stealth]] class = "ROGUE" -- SHAMAN -- elseif id == 262 then -- Elemental name = LT.Elemental icon = [[Interface\\Icons\\spell_nature_lightning]] class = "SHAMAN" elseif id == 263 then -- Enhancement name = LT.Enhancement icon = [[Interface\\Icons\\spell_shaman_improvedstormstrike]] class = "SHAMAN" elseif id == 264 then -- Restoration name = LT.Restoration icon = [[Interface\\Icons\\spell_nature_healingwavegreater]] role = "HEALER" class = "SHAMAN" -- WARLOCK -- elseif id == 265 then -- Affliction name = LT.Affliction icon = [[Interface\\Icons\\spell_shadow_deathcoil]] class = "WARLOCK" elseif id == 266 then -- Demonology name = LT.Demonology icon = [[Interface\\Icons\\spell_shadow_metamorphosis]] class = "WARLOCK" elseif id == 267 then -- Destruction name = LT.Destruction icon = [[Interface\\Icons\\spell_shadow_rainoffire]] class = "WARLOCK" -- WARRIOR -- elseif id == 71 then -- Arms name = LT.Arms icon = [[Interface\\Icons\\ability_warrior_savageblow]] class = "WARRIOR" elseif id == 72 then -- Fury name = LT.Fury icon = [[Interface\\Icons\\ability_warrior_innerrage]] class = "WARRIOR" elseif id == 73 then -- Protection name = LT.Protection icon = [[Interface\\Icons\\ability_warrior_defensivestance]] role = "TANK" class = "WARRIOR" end return id, name, "NaN", icon, nil, role, class end -- utilities function Compat.UnitHasTalent(unit, spell, talentGroup) spell = (type(spell) == "number") and GetSpellInfo(spell) or spell return LGT:UnitHasTalent(unit, spell, talentGroup) end function Compat.UnitHasGlyph(unit, glyphID) return LGT:UnitHasGlyph(unit, glyphID) end -- functions that simply replaced other api functions local GetNumTalentTabs = GetNumTalentTabs local GetNumTalentGroups = GetNumTalentGroups local GetUnspentTalentPoints = GetUnspentTalentPoints local SetActiveTalentGroup = SetActiveTalentGroup Compat.GetNumSpecializations = GetNumTalentTabs Compat.GetNumSpecGroups = GetNumTalentGroups Compat.GetNumUnspentTalents = GetUnspentTalentPoints Compat.GetActiveSpecGroup = GetActiveTalentGroup Compat.SetActiveSpecGroup = SetActiveTalentGroup
require("plugins") require("c.keybindings") require("c.nvim-web-devicons") require("c.lualine") require("c.bufferline") require("c.telescope") require("c.startify") require("c.nvim-tree") require("c.vim-better-whitespace") require("c.lsp") require("c.cmp") require("c.comment") require("c.autopairs") require("c.treesitter") require("c.colors") --require("c.treesitter-playground") -- Playground is useful when modifying the colorscheme in order to see how TS refers to nodes -- TODO: Move to it's own general settings file? local opt = vim.opt opt.softtabstop = 4 -- swap existing tab with 4 spaces opt.shiftwidth = 4 -- 4 spaces opt.expandtab = true -- on pressing tab, insert 4 spaces opt.number = true -- show line numbers opt.wrap = false -- prevent line wrapping opt.autoindent = true -- enable auto indent opt.title = true -- enable window title (?) opt.cursorline = true -- highlight the current line opt.scrolloff = 8 -- Scroll offset (keep an offset on top and bottom when navigating up and down) opt.textwidth = 0 -- disable max text width when pasting opt.mouse = "a" -- enable mouse selection opt.relativenumber = true -- relative line numbers opt.signcolumn = "number" -- enable signs in the number column opt.termguicolors = true -- terminal colors (?) opt.swapfile = false -- disable creating swap files opt.backup = false -- if a file is being edited by another program (or it was written from somewhere else) prevent access opt.undofile = true -- enable persistent undo opt.smartcase = true -- when searching ignore case untill you type a capital case (then the search becomes case sensitive) opt.ignorecase = true -- works in conjuction with smartcase opt.clipboard = "unnamedplus" -- share clipboard with OS opt.splitright = true -- force all vertical splits to go to the right of the current buffer opt.splitbelow = true -- force all horizontal splits to go below the current buffer opt.completeopt = {"menu", "menuone", "noselect" } -- mostly just for cmp vim.cmd("filetype plugin on") -- allow autocommands to execute when a file matching a pattern is opened vim.cmd("autocmd FileType * setlocal formatoptions-=cro formatoptions+=t") -- disable auto comment insertion vim.cmd("autocmd FileType vim,txt setlocal foldmethod=marker") -- ensure that folding works on vim and txt filetypes on the folding marker
/equip Rod of the Ogre Magi /equip Soulkeeper
--[[ Copyright (c) 2017 Uday G 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. ]]-- --discovers a mqtt broker in the network and connects to it mc = require('mdnsclient') --constants local service_to_query = '_mqtt._tcp' --service pattern to search local query_timeout = 2 -- seconds local query_repeat_interval = 10 -- seconds local query_count_max = 3 local foundBroker = false local query_count = 0 -- seconds -- handler to do some thing useful with mdns query results local result_handler = function(err,res) if (res) then print("Got Query results") local b_ip, b_port = mc.extractIpAndPortFromResults(res,1) if b_ip and b_port then foundBroker = true m = mqtt.Client("clientid", 120, "user", "password") local broker_ip,broker_port,secure = b_ip,b_port,0 local topic,message,QOS,retain= "/topic", "hello", 0, 0 print('Connecting to Broker '..broker_ip ..":"..broker_port) m:connect(broker_ip, broker_port, secure, function(client) client:publish(topic,message,QOS,retain,function(client) m:close(); end) end) else print('Browse attempt returned no matching results') end else print('no mqtt brokers found in local network. please ensure that they are running and advertising on mdns') end end print('Connecting to wifi') wifi.setmode(wifi.STATION) wifi.sta.config('SSID', 'PASSWORD') wifi.sta.getip() wifi.eventmon.register(wifi.eventmon.STA_GOT_IP, function(T) print("\n\tSTA - GOT IP".."\n\tStation IP: "..T.IP.."\n\tSubnet mask: ".. T.netmask.."\n\tGateway IP: "..T.gateway) local own_ip = T.IP print('Starting mdns discovery') query_count = query_count + 1 mc.query( service_to_query, query_timeout, own_ip, result_handler) tmr.alarm(1,query_repeat_interval * 1000 ,tmr.ALARM_AUTO,function() if foundBroker == true then tmr.stop(1) elseif query_count > query_count_max then print("Reached max number of retries. Aborting") tmr.stop(1) else print('Retry mdns discovery - '..query_count) query_count = query_count + 1 mc.query( service_to_query, query_timeout, own_ip, result_handler) end end) end)
ZONE:New("5"):DrawZone(-1, {1, 0, 0}, 1, {0, 0, 0}, 0, 1, true) ZONE:New("10"):DrawZone(-1, {1, 0, 0}, 1, {0, 0, 0}, 0, 1, true) ZONE:New("15"):DrawZone(-1, {1, 0, 0}, 1, {0, 0, 0}, 0, 1, true) ZONE:New("20"):DrawZone(-1, {1, 0, 0}, 1, {0, 0, 0}, 0, 1, true) ZONE:New("25"):DrawZone(-1, {1, 0, 0}, 1, {0, 0, 0}, 0, 1, true) ZONE:New("30"):DrawZone(-1, {1, 0, 0}, 1, {0, 0, 0}, 0, 1, true) ZONE:New("35"):DrawZone(-1, {1, 0, 0}, 1, {0, 0, 0}, 0, 1, true) ZONE:New("40"):DrawZone(-1, {1, 0, 0}, 1, {0, 0, 0}, 0, 1, true) ZONE:New("45"):DrawZone(-1, {1, 0, 0}, 1, {0, 0, 0}, 0, 1, true) ZONE:New("50"):DrawZone(-1, {1, 0, 0}, 1, {0, 0, 0}, 0, 1, true) ZONE:New("60"):DrawZone(-1, {1, 0, 0}, 1, {0, 0, 0}, 0, 1, true) ZONE:New("70"):DrawZone(-1, {1, 0, 0}, 1, {0, 0, 0}, 0, 1, true) ZONE:New("80"):DrawZone(-1, {1, 0, 0}, 1, {0, 0, 0}, 0, 1, true) ZONE:New("90"):DrawZone(-1, {1, 0, 0}, 1, {0, 0, 0}, 0, 1, true) ZONE:New("100"):DrawZone(-1, {1, 0, 0}, 1, {0, 0, 0}, 0, 1, true) local wpnExplosiveRadius = 4 local wpnBlastRadius = wpnExplosiveRadius * 2 local unitPosition = UNIT:FindByName("Ground-2-1"):GetPosition() local impactPoint = { x = unitPosition.p.x, y = unitPosition.p.z } local options = { debug = true } impactPoint.z = land.getHeight(impactPoint) ZONE_RADIUS:New("IP-" .. math.random(10000), impactPoint, 0.1):DrawZone(-1, {0, 0, 0}, 1, {0, 0, 0}, 1, 1, true) -- trigger.action.explosion(convertPointToDCSPoint(impactPoint), 2.25) -- blastWave(impactPoint, wpnBlastRadius, nil, wpnExplosive) function convertPointToDCSPoint(point) return { x = point.x, y = point.z, z = point.y } end function getPosition(unit) local unitPosition = unit:GetPosition() return { x = unitPosition.p.x, y = unitPosition.p.z, z = land.getHeight({ x = unitPosition.p.x, y = unitPosition.p.z }) } end function getDistance(point1, point2) return POINT_VEC2:New(point1.x, point1.y):DistanceFromPointVec2(POINT_VEC2:New(point2.x, point2.y)) end function hasLOS(impactPoint, targetPoint) local pointWithCorrectedHeight = { x = impactPoint.x, y = impactPoint.y, z = land.getHeight(impactPoint) + 1.8 } local targetWithCorrectedHeight = { x = targetPoint.x, y = targetPoint.y, z = land.getHeight(targetPoint) + 1.8 } if options.debug then ZONE_RADIUS:New("TP-" .. math.random(10000), targetWithCorrectedHeight, 1):DrawZone(-1, {1, 0, 0}, 1, {0, 0, 0}, 0, 1, true) end if not land.isVisible(convertPointToDCSPoint(pointWithCorrectedHeight), convertPointToDCSPoint(targetWithCorrectedHeight)) then debug("Aborted blast because found object has no LOS with the blast wave origin point") return false end -- check if there's stuff in the way with bounding boxes return true end function calculateBlastDamage(unit, distanceFromImpact, radius) local explosivePower if distanceFromImpact > 1 then explosivePower = 0.25 * math.log(radius) * (1 / distanceFromImpact) else explosivePower = 0 end return explosivePower end function getObjectsInZone(types, zone, exclusionZone) zone:Scan(types) local units = SET_UNIT:New() local unitsAndStatics = zone:GetScannedSetUnit() unitsAndStatics:ForEachUnit(function(unit) if unit:IsInZone(zone) then if not exclusionZone or not unit:IsInZone(exclusionZone) then units:AddUnit(unit) end end end) local scenery = zone:GetScannedScenery() return { units = units, scenery = scenery } end function applyExplosion(impactPoint, weaponExplosiveRadius) trigger.action.explosion(convertPointToDCSPoint(impactPoint), weaponExplosiveRadius / 4) -- weaponExplosiveRadius / 2) end function applyBlast(objects, impactPoint, weaponBlastRadius) -- Bounding boxes must be calculated before the LOS is checked and we iterate through objects.units:ForEachUnit(function(unit) local unitPosition = getPosition(unit) if not hasLOS(impactPoint, unitPosition) then return end local explosivePower = calculateBlastDamage(unit, getDistance(impactPoint, unitPosition), weaponBlastRadius) debug("Applying blast to unit " .. unit:GetName() .. " with explosive power " .. explosivePower .. " at position " .. dump(convertPointToDCSPoint(unitPosition)) .. " from impact point " .. dump(impactPoint)) trigger.action.explosion(convertPointToDCSPoint(unitPosition), explosivePower) end) end function onWeaponHit(impactPoint, weaponExplosiveRadius) local explosiveZone = ZONE_RADIUS:New("EXP-" .. math.random(100000), impactPoint, weaponExplosiveRadius) local blastZone = ZONE_RADIUS:New("BLAST-" .. math.random(100000), impactPoint, weaponExplosiveRadius * 2) if options.debug then explosiveZone:DrawZone(-1, {0, 1, 0}, 1, {0, 0.5, 0}, 0.5, 1, true) blastZone:DrawZone(-1, {0, 1, 0}, 1, {0, 0.5, 0}, 0.25, 1, true) end local objectsInBlastZone = getObjectsInZone({Object.Category.UNIT}, blastZone, explosiveZone) -- {Object.Category.UNIT, Object.Category.STATIC, Object.Category.SCENERY} applyExplosion(impactPoint, weaponExplosiveRadius) applyBlast(objectsInBlastZone, impactPoint, weaponExplosiveRadius * 2) end MENU_COALITION_COMMAND:New(coalition.side.BLUE, "BOOM", nil, function() onWeaponHit(impactPoint, wpnExplosiveRadius) end)
-- User's extentions if scite_Command then -- extman is present! scite_Command { 'Select word|select_word|Shift+Enter', 'Convert to LF|convert_to_lf|Alt+f', 'Hexify Selection|HexifySelection|', 'Tabs to Spaces|TabToSpace|Alt+j', 'Invert value|ToggleBinaryValue|Alt+r', } end function select_word() local cur_pos = editor.CurrentPos local word_start = editor:WordStartPosition( cur_pos, true ) local word_end = editor:WordEndPosition( cur_pos, true ) editor:SetSel( word_start, word_end ) end function convert_to_lf() IDM_EOL_LF = 432 IDM_EOL_CONVERT = 433 IDM_SAVE = 106 scite.MenuCommand(IDM_EOL_LF) scite.MenuCommand(IDM_EOL_CONVERT) scite.MenuCommand(IDM_SAVE) end -- Convert a string to a string of hex escapes function Hexify(s) local hexits = "" for i = 1, string.len(s) do hexits = hexits .. string.format("\\x%2x", string.byte(s, i)) end return hexits end -- Convert the selection to hex escaped form function HexifySelection() editor:ReplaceSel(Hexify(editor:GetSelText())) end ----------------------------------------------------------------------- -- Tabs to spaces (EditPad-style) for SciTE (self-contained) -- Kein-Hong Man <khman@users.sf.net> 20040727 -- This program is hereby placed into PUBLIC DOMAIN ----------------------------------------------------------------------- -- Best installed as a shortcut key, e.g. Ctrl-1 with the following in -- your user properties file, usually SciTEUser.properties: -- command.name.1.*=Tabs to Spaces -- command.subsystem.1.*=3 -- command.1.*=TabToSpace -- command.save.before.1.*=2 -- This Lua function itself should be in SciTEStartup.lua, assuming it -- is properly set up. Consult SciTEDoc.html if you are unsure of what -- to do. You can also keep it in a separate file and load it using: -- require(props["SciteUserHome"].."/SciTE_TabSpace.lua") -- Tested on SciTE 1.61+ (CVS 20040718) on Win98SE. Be careful when -- tweaking it, you *may* be able to crash SciTE. You have been warned! ----------------------------------------------------------------------- -- This is useful if you often copy text over to a word processor for -- printing. Word processors have tabs based on physical lengths, so -- indentation of source code would usually start to run. The current -- tab width can be overridden using a global property: -- ext.lua.tabtospace.tabsize=8 ----------------------------------------------------------------------- TabToSpace = function() -- get override or editor's current tab size local tab = tonumber(props["ext.lua.tabtospace.tabsize"]) if not tab then tab = editor.TabWidth end editor:BeginUndoAction() for ln = 0, editor.LineCount - 1 do local lbeg = editor:PositionFromLine(ln) local lend = editor.LineEndPosition[ln] local text = editor:textrange(lbeg, lend) local changed = false while true do local x, y = string.find(text, "\t", 1, 1) if x then -- found tab, replace local z = x - 1 + tab y = z - math.mod(z, tab) + 1 -- tab stop position text = string.sub(text, 1, x - 1) .. string.rep(" ", y - x) .. string.sub(text, x + 1) changed = true else -- no more tabs break end end--while if changed then editor.TargetStart = lbeg editor.TargetEnd = lend editor:ReplaceTarget(text) end end--for editor:EndUndoAction() end -- toggle the word under the cursor. function ToggleBinaryValue() local cur_pos = editor.CurrentPos local word_start = editor:WordStartPosition( cur_pos, true ) local word_end = editor:WordEndPosition( cur_pos, true ) editor:SetSel( word_start, word_end ) local Word = editor:GetSelText() if Word == "FALSE" then editor:ReplaceSel("TRUE") end if Word == "TRUE" then editor:ReplaceSel("FALSE") end if Word == "false" then editor:ReplaceSel("true") end if Word == "true" then editor:ReplaceSel("false") end if Word == "False" then editor:ReplaceSel("True") end if Word == "True" then editor:ReplaceSel("False") end if Word == "YES" then editor:ReplaceSel("NO") end if Word == "NO" then editor:ReplaceSel("YES") end if Word == "yes" then editor:ReplaceSel("no") end if Word == "no" then editor:ReplaceSel("yes") end if Word == "0" then editor:ReplaceSel("1") end if Word == "1" then editor:ReplaceSel("0") end if Word == "on" then editor:ReplaceSel("off") end if Word == "off" then editor:ReplaceSel("on") end if Word == "ON" then editor:ReplaceSel("OFF") end if Word == "OFF" then editor:ReplaceSel("ON") end if Word == "SYN_TRUE" then editor:ReplaceSel("SYN_FALSE") end if Word == "SYN_FALSE" then editor:ReplaceSel("SYN_TRUE") end if Word == "SYN_SUCCESS" then editor:ReplaceSel("SYN_FAIL") end if Word == "SYN_FAIL" then editor:ReplaceSel("SYN_SUCCESS") end editor:GotoPos(cur_pos) end
jumpdrive.ham_radio_compat = function(from, to) local meta = minetest.get_meta(to) ham_radio.delete_transmitter(from) ham_radio.save_transmitter(to, meta) end
#!/usr/bin/env lua --- Takes each template and makes a slurp-compatible lua file from it -- so we can avoid wierd datafile resolving issues local templates = { "love" } local util = require 'loverocks.util' local ser = require 'ser' for _, t_name in ipairs(templates) do local s = ser(util.slurp("templates/" .. t_name)) local fname = "loverocks/templates/"..t_name..".lua" io.stderr:write("generating " .. fname .. "\n") local f = assert(io.open(fname, 'w')) f:write("-- This is automatically generated using") f:write("\n-- templates/compile_templates.lua on "..os.date()) f:write("\n-- luacheck: push ignore\n") f:write(s) f:write("\n-- luacheck: pop\n") f:close() end
modifier_omniknight_degen_aura_lua_effect = class({}) -------------------------------------------------------------------------------- -- Classifications function modifier_omniknight_degen_aura_lua_effect:IsHidden() return false end function modifier_omniknight_degen_aura_lua_effect:IsDebuff() return true end function modifier_omniknight_degen_aura_lua_effect:IsPurgable() return false end -------------------------------------------------------------------------------- -- Initializations function modifier_omniknight_degen_aura_lua_effect:OnCreated( kv ) self.as_slow = self:GetAbility():GetSpecialValueFor( "attack_bonus_tooltip" ) self.ms_slow = self:GetAbility():GetSpecialValueFor( "speed_bonus" ) end function modifier_omniknight_degen_aura_lua_effect:OnRefresh( kv ) -- references self.as_slow = self:GetAbility():GetSpecialValueFor( "attack_bonus_tooltip" ) self.ms_slow = self:GetAbility():GetSpecialValueFor( "speed_bonus" ) end function modifier_omniknight_degen_aura_lua_effect:OnRemoved() end -------------------------------------------------------------------------------- -- Modifier Effects function modifier_omniknight_degen_aura_lua_effect:DeclareFunctions() local funcs = { MODIFIER_PROPERTY_MOVESPEED_BONUS_PERCENTAGE, MODIFIER_PROPERTY_ATTACKSPEED_BONUS_CONSTANT, } return funcs end function modifier_omniknight_degen_aura_lua_effect:GetModifierMoveSpeedBonus_Percentage() return self.ms_slow end function modifier_omniknight_degen_aura_lua_effect:GetModifierAttackSpeedBonus_Constant() return self.as_slow end -------------------------------------------------------------------------------- -- Graphics & Animations function modifier_omniknight_degen_aura_lua_effect:GetEffectName() return "particles/units/heroes/hero_omniknight/omniknight_degen_aura_debuff.vpcf" end function modifier_omniknight_degen_aura_lua_effect:GetEffectAttachType() return PATTACH_ABSORIGIN_FOLLOW end
local telescope = require("telescope") local actions = require("telescope.actions") local set_keymap = vim.api.nvim_set_keymap telescope.setup { defaults = { mappings = { i = { ["<esc>"] = actions.close } } } } -- Key mappings local opts = { noremap = true, silent = true } set_keymap("n", "<leader>ff", [[<cmd>lua require("telescope.builtin").find_files()<cr>]], opts) set_keymap("n", "<leader>fg", [[<cmd>lua require("telescope.builtin").git_files()<cr>]], opts) set_keymap("n", "<leader>fb", [[<cmd>lua require("telescope.builtin").buffers()<cr>]], opts) set_keymap("n", "<leader>fo", [[<cmd>lua require("telescope.builtin").oldfiles()<cr>]], opts)
require "prototypes/categories" require "prototypes/vanilla-overrides" require "prototypes/achievements" require "prototypes/buildings" require "prototypes/hotkeys" require "prototypes/items" require "prototypes/recipes" require "prototypes/resources" require "prototypes/sounds" require "prototypes/tools"
--SPYRAL GEAR - Last Resort function c37433748.initial_effect(c) --equip local e1=Effect.CreateEffect(c) e1:SetDescription(aux.Stringid(37433748,0)) e1:SetCategory(CATEGORY_EQUIP) e1:SetType(EFFECT_TYPE_IGNITION) e1:SetProperty(EFFECT_FLAG_CARD_TARGET) e1:SetRange(LOCATION_HAND+LOCATION_MZONE) e1:SetTarget(c37433748.eqtg) e1:SetOperation(c37433748.eqop) c:RegisterEffect(e1) end function c37433748.eqfilter(c) return c:IsFaceup() and c:IsSetCard(0xee) end function c37433748.eqtg(e,tp,eg,ep,ev,re,r,rp,chk,chkc) if chkc then return chkc:IsLocation(LOCATION_MZONE) and chkc:IsControler(tp) and c37433748.eqfilter(chkc) and chkc~=e:GetHandler() end if chk==0 then return Duel.GetLocationCount(tp,LOCATION_SZONE)>0 and Duel.IsExistingTarget(c37433748.eqfilter,tp,LOCATION_MZONE,0,1,e:GetHandler()) end Duel.Hint(HINT_SELECTMSG,tp,HINTMSG_EQUIP) Duel.SelectTarget(tp,c37433748.eqfilter,tp,LOCATION_MZONE,0,1,1,e:GetHandler()) end function c37433748.eqop(e,tp,eg,ep,ev,re,r,rp) local c=e:GetHandler() if not c:IsRelateToEffect(e) then return end if c:IsLocation(LOCATION_MZONE) and c:IsFacedown() then return end local tc=Duel.GetFirstTarget() if Duel.GetLocationCount(tp,LOCATION_SZONE)<=0 or tc:GetControler()~=tp or tc:IsFacedown() or not tc:IsRelateToEffect(e) then Duel.SendtoGrave(c,REASON_EFFECT) return end Duel.Equip(tp,c,tc,true) local e1=Effect.CreateEffect(c) e1:SetType(EFFECT_TYPE_SINGLE) e1:SetCode(EFFECT_EQUIP_LIMIT) e1:SetProperty(EFFECT_FLAG_CANNOT_DISABLE) e1:SetReset(RESET_EVENT+0x1fe0000) e1:SetValue(c37433748.eqlimit) e1:SetLabelObject(tc) c:RegisterEffect(e1) --destroy sub local e2=Effect.CreateEffect(c) e2:SetType(EFFECT_TYPE_EQUIP) e2:SetProperty(EFFECT_FLAG_IGNORE_IMMUNE) e2:SetCode(EFFECT_INDESTRUCTABLE_BATTLE) e2:SetValue(1) e2:SetReset(RESET_EVENT+0x1fe0000) c:RegisterEffect(e2) local e3=e2:Clone() e3:SetCode(EFFECT_INDESTRUCTABLE_EFFECT) c:RegisterEffect(e3) --cannot be targeted local e4=e2:Clone() e4:SetCode(EFFECT_CANNOT_BE_EFFECT_TARGET) e4:SetValue(aux.tgoval) c:RegisterEffect(e4) --direct attack local e5=Effect.CreateEffect(c) e5:SetDescription(aux.Stringid(37433748,1)) e5:SetType(EFFECT_TYPE_IGNITION) e5:SetRange(LOCATION_SZONE) e5:SetCountLimit(1) e5:SetCost(c37433748.dircost) e5:SetOperation(c37433748.dirop) e5:SetReset(RESET_EVENT+0x1fe0000) c:RegisterEffect(e5) end function c37433748.eqlimit(e,c) return c==e:GetLabelObject() end function c37433748.dircost(e,tp,eg,ep,ev,re,r,rp,chk) local c=e:GetHandler() if chk==0 then return Duel.IsExistingMatchingCard(Card.IsAbleToGraveAsCost,tp,LOCATION_ONFIELD,0,1,c) end Duel.Hint(HINT_SELECTMSG,tp,HINTMSG_TOGRAVE) local g=Duel.SelectMatchingCard(tp,Card.IsAbleToGraveAsCost,tp,LOCATION_ONFIELD,0,1,1,c) Duel.SendtoGrave(g,REASON_COST) end function c37433748.dirop(e,tp,eg,ep,ev,re,r,rp) if not e:GetHandler():IsRelateToEffect(e) then return end local ec=e:GetHandler():GetEquipTarget() if not ec then return end local e1=Effect.CreateEffect(e:GetHandler()) e1:SetType(EFFECT_TYPE_SINGLE) e1:SetCode(EFFECT_DIRECT_ATTACK) e1:SetReset(RESET_EVENT+0x1fe0000+RESET_PHASE+PHASE_END) ec:RegisterEffect(e1) end
----------------------------------- -- Tutorial Mini-Quest ----------------------------------- require("scripts/globals/status") require("scripts/globals/keyitems") require("scripts/globals/settings") require("scripts/globals/npc_util") ----------------------------------- tpz = tpz or {} tpz.tutorial = tpz.tutorial or {} tpz.tutorial.onTrigger = function(player, npc, npc_event_offset, nation_offset) local stage = player:getCharVar("TutorialProgress") if stage == 0 then player:startEvent(npc_event_offset + 17) else local mLevel = player:getMainLvl() if stage == 1 then player:startEvent(npc_event_offset) elseif stage == 2 then if not player:hasStatusEffect(tpz.effect.SIGNET) then player:startEvent(npc_event_offset + 1) else player:startEvent(npc_event_offset + 2) end elseif stage == 3 then if not player:hasStatusEffect(tpz.effect.FOOD) then player:startEvent(npc_event_offset + 3) else player:startEvent(npc_event_offset + 4) end elseif stage == 4 then local isSkilled = false for i = tpz.skill.HAND_TO_HAND, tpz.skill.STAFF do if player:getSkillLevel(i) >= 5 then isSkilled = true break end end if not isSkilled then player:startEvent(npc_event_offset + 5) else player:startEvent(npc_event_offset + 6) end elseif stage == 5 then player:startEvent(npc_event_offset + 7) elseif stage == 6 then player:startEvent(npc_event_offset + 8) elseif stage == 7 then if mLevel < 4 then player:startEvent(npc_event_offset + 9) else player:startEvent(npc_event_offset + 10, 0, 0, nation_offset, 0, 0, 0, 0, 0) end elseif stage == 8 then player:startEvent(npc_event_offset + 11, 0, 0, nation_offset, 0, 0, 0, 0, 0) elseif stage == 9 then player:startEvent(npc_event_offset + 12, 1500, 0, nation_offset, 0, 0, 0, 0, 0) elseif stage == 10 then if mLevel < 10 then player:startEvent(npc_event_offset + 13, 0, 0, nation_offset, 0, 0, 0, 0, 0) else player:startEvent(npc_event_offset + 14, 0, 1000, nation_offset, 0, 0, 0, 0, 0) end elseif stage == 11 then if not player:hasKeyItem(tpz.ki.HOLLA_GATE_CRYSTAL + nation_offset) then player:startEvent(npc_event_offset + 15, tpz.ki.HOLLA_GATE_CRYSTAL + nation_offset, 0, nation_offset, 0, 0, 0, 0, 0) else player:startEvent(npc_event_offset + 16, tpz.ki.HOLLA_GATE_CRYSTAL + nation_offset, 2500, 1789, 3, 0, 0, 0, 0) end end end end tpz.tutorial.onAuctionTrigger = function(player) if player:getCharVar("TutorialProgress") == 5 then player:setCharVar("TutorialProgress", 6) end end tpz.tutorial.onEventFinish = function(player, csid, option, npc_event_offset, nation_offset) if csid == npc_event_offset then player:setCharVar("TutorialProgress", 2) elseif csid == (npc_event_offset + 2) then if npcUtil.giveItem(player, {{4376, 6}}) then player:setCharVar("TutorialProgress", 3) end elseif csid == (npc_event_offset + 4) then player:setCharVar("TutorialProgress", 4) elseif csid == (npc_event_offset + 6) then if npcUtil.giveItem(player, {{4101, 1}, {936, 1}, {4358, 1}}) then player:setCharVar("TutorialProgress", 5) end elseif csid == (npc_event_offset + 8) then npcUtil.giveKeyItem(player, tpz.ki.CONQUEST_PROMOTION_VOUCHER) player:setCharVar("TutorialProgress", 7) elseif csid == (npc_event_offset + 10) then if npcUtil.giveItem(player, 16003) then player:setCharVar("TutorialProgress", 8) end elseif csid == (npc_event_offset + 12) then player:addExp(1200 * EXP_RATE) player:setCharVar("TutorialProgress", 10) elseif csid == (npc_event_offset + 14) then npcUtil.giveCurrency(player, 'gil', 1000) player:setCharVar("TutorialProgress", 11) elseif csid == (npc_event_offset + 16) then if npcUtil.giveItem(player, {{1789, 3}}) then player:addExp(2500 * EXP_RATE) player:setCharVar("TutorialProgress", 0) end end end tpz.tutorial.onMobDeath = function(player) if player:getCharVar("TutorialProgress") == 8 then player:setCharVar("TutorialProgress", 9) end end
-- Position of images in the atlas. Example: image with id 467 have position (1;1) if there are 1024 images in atlas local M = { [124] = { 467,500,532,563,593,622,650,677,703,728,752,775,797,818,838,857,875,892,908,923,937,950,962,973,983,992,1000,1007,1013,1018,1022,1024, 466,499,531,562,592,621,649,676,702,727,751,774,796,817,837,856,874,891,907,922,936,949,961,972,982,991,999,1006,1012,1017,1021,1023, 436,468,501,533,564,594,623,651,678,704,729,753,776,798,819,839,858,876,893,909,924,938,951,963,974,984,993,1001,1008,1014,1019,1020, 407,437,469,502,534,565,595,624,652,679,705,730,754,777,799,820,840,859,877,894,910,925,939,952,964,975,985,994,1002,1009,1015,1016, 379,408,438,470,503,535,566,596,625,653,680,706,731,755,778,800,821,841,860,878,895,911,926,940,953,965,976,986,995,1003,1010,1011, 352,380,409,439,471,504,536,567,597,626,654,681,707,732,756,779,801,822,842,861,879,896,912,927,941,954,966,977,987,996,1004,1005, 326,353,381,410,440,472,505,537,568,598,627,655,682,708,733,757,780,802,823,843,862,880,897,913,928,942,955,967,978,988,997,998, 301,327,354,382,411,441,473,506,538,569,599,628,656,683,709,734,758,781,803,824,844,863,881,898,914,929,943,956,968,979,989,990, 277,302,328,355,383,412,442,474,507,539,570,600,629,657,684,710,735,759,782,804,825,845,864,882,899,915,930,944,957,969,980,981, 254,278,303,329,356,384,413,443,475,508,540,571,601,630,658,685,711,736,760,783,805,826,846,865,883,900,916,931,945,958,970,971, 232,255,279,304,330,357,385,414,444,476,509,541,572,602,631,659,686,712,737,761,784,806,827,847,866,884,901,917,932,946,959,960, 211,233,256,280,305,331,358,386,415,445,477,510,542,573,603,632,660,687,713,738,762,785,807,828,848,867,885,902,918,933,947,948, 191,212,234,257,281,306,332,359,387,416,446,478,511,543,574,604,633,661,688,714,739,763,786,808,829,849,868,886,903,919,934,935, 172,192,213,235,258,282,307,333,360,388,417,447,479,512,544,575,605,634,662,689,715,740,764,787,809,830,850,869,887,904,920,921, 154,173,193,214,236,259,283,308,334,361,389,418,448,480,513,545,576,606,635,663,690,716,741,765,788,810,831,851,870,888,905,906, 137,155,174,194,215,237,260,284,309,335,362,390,419,449,481,514,546,577,607,636,664,691,717,742,766,789,811,832,852,871,889,890, 121,138,156,175,195,216,238,261,285,310,336,363,391,420,450,482,515,547,578,608,637,665,692,718,743,767,790,812,833,853,872,873, 106,122,139,157,176,196,217,239,262,286,311,337,364,392,421,451,483,516,548,579,609,638,666,693,719,744,768,791,813,834,854,855, 92,107,123,140,158,177,197,218,240,263,287,312,338,365,393,422,452,484,517,549,580,610,639,667,694,720,745,769,792,814,835,836, 79,93,108,124,141,159,178,198,219,241,264,288,313,339,366,394,423,453,485,518,550,581,611,640,668,695,721,746,770,793,815,816, 67,80,94,109,125,142,160,179,199,220,242,265,289,314,340,367,395,424,454,486,519,551,582,612,641,669,696,722,747,771,794,795, 56,68,81,95,110,126,143,161,180,200,221,243,266,290,315,341,368,396,425,455,487,520,552,583,613,642,670,697,723,748,772,773, 46,57,69,82,96,111,127,144,162,181,201,222,244,267,291,316,342,369,397,426,456,488,521,553,584,614,643,671,698,724,749,750, 37,47,58,70,83,97,112,128,145,163,182,202,223,245,268,292,317,343,370,398,427,457,489,522,554,585,615,644,672,699,725,726, 29,38,48,59,71,84,98,113,129,146,164,183,203,224,246,269,293,318,344,371,399,428,458,490,523,555,586,616,645,673,700,701, 22,30,39,49,60,72,85,99,114,130,147,165,184,204,225,247,270,294,319,345,372,400,429,459,491,524,556,587,617,646,674,675, 16,23,31,40,50,61,73,86,100,115,131,148,166,185,205,226,248,271,295,320,346,373,401,430,460,492,525,557,588,618,647,648, 11,17,24,32,41,51,62,74,87,101,116,132,149,167,186,206,227,249,272,296,321,347,374,402,431,461,493,526,558,589,619,620, 7,12,18,25,33,42,52,63,75,88,102,117,133,150,168,187,207,228,250,273,297,322,348,375,403,432,462,494,527,559,590,591, 4,8,13,19,26,34,43,53,64,76,89,103,118,134,151,169,188,208,229,251,274,298,323,349,376,404,433,463,495,528,560,561, 2,5,9,14,20,27,35,44,54,65,77,90,104,119,135,152,170,189,209,230,252,275,299,324,350,377,405,434,464,496,529,530, 1,3,6,10,15,21,28,36,45,55,66,78,91,105,120,136,153,171,190,210,231,253,276,300,325,351,378,406,435,465,497,498 }, [252] = { 107,124,140,155,169,182,194,205,215,224,232,239,245,250,254,256, 106,123,139,154,168,181,193,204,214,223,231,238,244,249,253,255, 92,108,125,141,156,170,183,195,206,216,225,233,240,246,251,252, 79,93,109,126,142,157,171,184,196,207,217,226,234,241,247,248, 67,80,94,110,127,143,158,172,185,197,208,218,227,235,242,243, 56,68,81,95,111,128,144,159,173,186,198,209,219,228,236,237, 46,57,69,82,96,112,129,145,160,174,187,199,210,220,229,230, 37,47,58,70,83,97,113,130,146,161,175,188,200,211,221,222, 29,38,48,59,71,84,98,114,131,147,162,176,189,201,212,213, 22,30,39,49,60,72,85,99,115,132,148,163,177,190,202,203, 16,23,31,40,50,61,73,86,100,116,133,149,164,178,191,192, 11,17,24,32,41,51,62,74,87,101,117,134,150,165,179,180, 7,12,18,25,33,42,52,63,75,88,102,118,135,151,166,167, 4,8,13,19,26,34,43,53,64,76,89,103,119,136,152,153, 2,5,9,14,20,27,35,44,54,65,77,90,104,120,137,138, 1,3,6,10,15,21,28,36,45,55,66,78,91,105,121,122 }, [508] = { 23,32,40,47,53,58,62,64, 22,31,39,46,52,57,61,63, 16,24,33,41,48,54,59,60, 11,17,25,34,42,49,55,56, 7,12,18,26,35,43,50,51, 4,8,13,19,27,36,44,45, 2,5,9,14,20,28,37,38, 1,3,6,10,15,21,29,30 }, [1020] = { 5,10,14,16, 4,9,13,15, 2,6,11,12, 1,3,7,8 }, [2044] = { 2,4,1,3 } } return M
local Class = require("class") local V = Class:derive("Vec2") function V:new(x, y) self.x = x or 0.0 self.y = y or 0.0 end function V:unit(angle) return V(math.cos(angle or 0.0), math.sin(angle or 0.0)) end function V:inv_y() return V(self.x, -self.y) end function V:scale(s) return V(self.x * s, self.y * s) end function V:norm() return math.sqrt(math.pow(self.x, 2) + math.pow(self.y, 2)) end function V:dist(v) return math.sqrt(math.pow(self.x - v.x, 2) + math.pow(self.y - v.y, 2)) end function V:add(v1, v2) return V(v1.x + v2.x, v1.y + v2.y) end function V:sub(v1, v2) return V(v1.x - v2.x, v1.y - v2.y) end function V:divide(v1, divisor) assert(divisor ~= 0, "Error divisor must not be 0!") return V(v1.x / divisor, v1.y / divisor) end function V:multiply(v1, mult) return V(v1.x * mult, v1.y * mult) end function V:dot(other) return self.x * other.x + self.y * other.y end function V:mul(val) self.x = self.x * val self.y = self.y * val return self end function V:div(val) assert(val ~= 0, "Error val must not be 0!") self.x = self.x / val self.y = self.y / val return self end function V:normalize() local mag = self:norm() self.x = self.x / mag self.y = self.y / mag return self end -- Returns a vector that is the normal of this one (perpendicular) function V:normal() return V(self.y, -self.x) end -- Rotates the Vector2 about the origin the given angle -- Note: the last 2 parameters are optional and allow you to -- add an offset to the results AFTER they have been rotated -- Note: Modifies the object in-place function V:rotate(angle, xoffset, yoffset) local nx = math.cos(angle) * self.x - math.sin(angle) * self.y + (xoffset or 0.0) local ny = math.sin(angle) * self.x + math.cos(angle) * self.y + (yoffset or 0.0) self.x = nx self.y = ny end function V:copy() return V(self.x, self.y) end return V
uart.setup(0, 115200, 8, uart.PARITY_NONE, uart.STOPBITS_1, 0) revFieldVal = {-1,-1,-1,-1,-1,-1,-1,-1}; revUartVal = {-1,-1,-1,-1,-1,-1,-1,-1}; uartDataRcv = 0; wifi.setmode(wifi.STATION) wifi.sta.sethostname("Node-MCU-liuli") print(wifi.sta.gethostname()) station_cfg={} station_cfg.ssid="liuli" station_cfg.pwd="" station_cfg.ssid="912-903" station_cfg.pwd="19820812" station_cfg.save=true wifi.sta.config(station_cfg) wifi.sta.autoconnect(1) tmr.create():alarm(300000, tmr.ALARM_AUTO, function() if wifi.sta.getip()== nil then print("IP unavaiable, Waiting...") else print("Uptime (probably):"..tmr.time()) print("this wifi mod IP is "..wifi.sta.getip()) print("this wifi mod hostname is "..wifi.sta.gethostname()) end end) function writeThingspeak(writekey,val1,val2,val3,val4,val5,val6,val7,val8) print("\n Sending data to thingspeak.com") conn=net.createConnection(net.TCP, 0) --conn:on("receive", function(conn, payload) -- print(payload) --end) str1 = "&field1="..val1.."&field2="..val2 str2 = "&field3="..val3.."&field4="..val4 str3 = "&field5="..val5.."&field6="..val6 str4 = "&field7="..val7.."&field8="..val8 conn:connect(80,"184.106.153.149") conn:send("GET /update?key=ZK3IYTYF96JA7S7G") conn:send(str1..str2) conn:send(str3..str4) conn:send(" HTTP/1.1\r\n") conn:send("Host: api.thingspeak.com\r\n") conn:send("Accept: */*\r\n") conn:send("User-Agent: Mozilla/4.0 (compatible; esp8266 Lua; Windows NT 5.1)\r\n") conn:send("\r\n") conn:on("sent",function(conn) --print("Closing connection") conn:close() end) conn:on("disconnection", function(conn) --print("Got disconnection...") end) end ----------------------------------------------------------------------------- ----------------------------------------------------------------------------- function readThingSpeak(CHANNEL_READ_ID,CHANNEL_READ_API) sockTS = nil sockTS = net.createConnection(net.TCP, 0) sockTS:on("receive", function(sock, payload) --print("Receive data:\n"..payload.."\n"); if (string.find(payload, "Status: 200 OK") == nil) then print("RCV: HTTP No OK") return end -- Everything is OK lastline = "" for line in payload:gmatch("[^\r\n]+") do lastline = line end --print("Last line on received data:\n"..lastline) numbers = {} cnt = 1 for line in payload:gmatch("field%d+\":\"[+-]?%d+\"-") do --print(line) tmp = string.gsub(line,"field%d+\":\"","") numbers[cnt] = tonumber(tmp) cnt = cnt+1 end --print("Numbers extracted: ") --for key,value in pairs(numbers) do print(" "..key.." = "..value) end -- Do something with the numbers extracted if cnt < 9 then print("ERROR! No numbers in payload!"..cnt) return else --print("RCV : HTTP OK. data: ") --print(numbers) revFieldVal = numbers; end end) -- Callback at successful connection sockTS:on("connection", function(sock, payloadout) sendstring = "GET /channels/"..CHANNEL_READ_ID.."/feeds/last?api_key="..CHANNEL_READ_API .. " HTTP/1.1\r\n" .. "Host: api.thingspeak.com\r\n" .. "Connection: close\r\n" .. "Accept: */*\r\n" .. "User-Agent: Mozilla/4.0 (compatible; esp8266 Lua; Windows NT 5.1)\r\n" .. "\r\n" --print("Requesting last field entries in ThingSpeak channel "..CHANNEL_READ_ID) sock:send(sendstring) end) sockTS:connect(80,'api.thingspeak.com') end tmr.create():alarm(3000, tmr.ALARM_AUTO, function() if wifi.sta.getip()== nil then print("IP unavaiable, Waiting...") else CHANNEL_READ_ID = 846323; CHANNEL_READ_API = "49IF4JCEHOREDFIY"; readThingSpeak(CHANNEL_READ_ID,CHANNEL_READ_API) uart.write(0,"\n order:"..revFieldVal[3]) end end) uart.on("data",8,function (data) uart.write(0,"\n rev data:"..data..type(data)) --uart.write(0,"\n rev data:"..#data) if #data<15 then return end TMP = {-1,-1,-1,-1,-1,-1,-1,-1}; cnt = 1 for word in string.gmatch(data, "[+-]?%d+") do TMP[cnt]=tonumber(word) cnt=cnt+1 uart.write(0,' ') uart.write(0,word) end if cnt<8 then return end revUartVal = TMP; uartDataRcv =1; -- print("rev data:"..data[3]) -- uartData1=tonumber(data[1]); -- uartData2=tonumber(data[2]); -- uartData3=tonumber(data[3]); -- uartData4=tonumber(data[4]); -- uartData5=tonumber(data[5]); -- uartData6=tonumber(data[6]); -- uartData7=tonumber(data[7]); -- uartData8=tonumber(data[8]); end) tmr.create():alarm(1000, tmr.ALARM_AUTO, function() if wifi.sta.getip()== nil then print("IP unavaiable, Waiting...") else writekey ="ZK3IYTYF96JA7S7G" if uartDataRcv == 1 then val1 = revUartVal[1] val2 = revUartVal[2] val3 = revUartVal[3] val4 = revUartVal[4] val5 = revUartVal[5] val6 = revUartVal[6] val7 = revUartVal[7] val8 = revUartVal[8] uartDataRcv =0; writeThingspeak(writekey,val1,val2,val3,val4,val5,val6,val7,val8) end end end)
--[[ Copyright (C) 2013-2018 Draios Inc dba Sysdig. This file is part of sysdig. Licensed under the Apache License, Version 2.0 (the "License"); you may not use this file except in compliance with the License. You may obtain a copy of the License at http://www.apache.org/licenses/LICENSE-2.0 Unless required by applicable law or agreed to in writing, software distributed under the License is distributed on an "AS IS" BASIS, WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied. See the License for the specific language governing permissions and limitations under the License. --]] view_info = { id = "traces_summary", name = "Traces Summary", description = "Show a summary of the traces executing in the system. For each trace tag, the view reports information like how many spans with that tag have executed and what's the average duration.", tips = { "Traces are sysdig's super easy way to delimit portions of your code so that sysdig can measure how long they take and tell you what's happening inside them. You can learn about tracers at https://github.com/draios/sysdig/wiki/Tracers.", "Only the root trace spans (i.e. the spans with only one tag) are shown when this view is applied to the whole machine. Drilling down allows you to explore the child spans.", "This view collapses multiple spans with the same tag into a single entry, offering a compact summary of trace activity. If you instead want to see each span as a separate entry, use the 'Trace List' view.", }, tags = {"Default"}, view_type = "table", applies_to = {"", "container.id", "proc.pid", "thread.nametid", "proc.name", "thread.tid", "fd.directory", "fd.containerdirectory", "evt.res", "k8s.pod.id", "k8s.rc.id", "k8s.rs.id", "k8s.svc.id", "k8s.ns.id", "marathon.app.id", "marathon.group.name", "mesos.task.id", "mesos.framework.name"}, use_defaults = true, filter = "span.ntags>=%depth+1", drilldown_target = "spans_summary", spectro_type = "tracers", drilldown_increase_depth = true, columns = { { name = "NA", field = "span.tag[%depth]", is_key = true }, { is_sorting = true, name = "HITS", field = "span.count.fortag[%depth]", description = "number of times the trace with the given tag has been hit.", colsize = 10, aggregation = "SUM" }, { name = "AVG TIME", field = "span.duration.fortag[%depth]", description = "the average time this trace took to complete.", colsize = 10, aggregation = "AVG" }, { name = "MIN TIME", field = "span.duration.fortag[%depth]", description = "the minimum time this trace took to complete.", colsize = 10, aggregation = "MIN" }, { name = "MAX TIME", field = "span.duration.fortag[%depth]", description = "the maximum time this trace took to complete.", colsize = 10, aggregation = "MAX" }, { name = "CHD HITS", field = "span.childcount.fortag[%depth]", description = "number of times any child of the trace with the given tag has been hit. This is useful to determine if the span is a leaf or if it has childs nested in it.", colsize = 10, aggregation = "SUM" }, { name = "TAG", field = "span.tag[%depth]", description = "span tag.", colsize = 256, aggregation = "SUM" }, } }
local RobloxString = string local String = {} String.firstUpper = function(Str) return Str:gsub("^%a", string.upper) end return setmetatable({}, { __index = function(t, key) if String[key] then return String[key] else return RobloxString[key] end end; __newindex = function() error("Cannot write into table extension", 2) end; })
local assert, type, setmetatable = assert, type, setmetatable local check_generic_type = {__index = { msg = 'Required to match %s type.', validate = function(self, value, model, translations) if type(value) ~= self.type then return translations:gettext(self.msg):format(self.type) end return nil end }} local check_integer_type = {__index = { msg = 'Required to match %s type.', validate = function(self, value, model, translations) if type(value) ~= 'number' or value % 1 ~= 0 then return translations:gettext(self.msg):format(self.type) end return nil end }} return function(o) if type(o) == 'string' then o = {type = o} elseif o[1] then o.type = o[1] o[1] = nil end assert(o.type, 'bad argument \'type\' (string expected)') if o.type == 'integer' then return setmetatable(o, check_integer_type) end return setmetatable(o, check_generic_type) end
local util = require("onedark.util") local config_module = require("onedark.config") local M = {} ---Generate onedark theme for kitty terminal. ---@param config onedark.Config function M.kitty(config) config = config or config_module.config local colors = require("onedark.colors").setup(config) local kitty = util.template([[ # onedark colors for Kitty background ${bg} foreground ${fg} selection_background ${bg_visual} selection_foreground ${fg} url_color ${green} cursor ${cursor} # Tabs active_tab_background ${blue} active_tab_foreground ${bg} inactive_tab_background ${fg} inactive_tab_foreground ${bg} # Windows Border active_border_color ${bg_visual} inactive_border_color ${bg_visual} # normal color0 ${black} color1 ${red} color2 ${green} color3 ${yellow} color4 ${blue} color5 ${purple} color6 ${cyan} color7 ${fg_dark} # bright color8 ${fg_gutter} color9 ${red} color10 ${green} color11 ${yellow} color12 ${blue} color13 ${purple} color14 ${cyan} color15 ${fg} # extended colors color16 ${orange} color17 ${red1} ]], colors) return kitty end return M
local beautiful = require ('beautiful') local popup = require ('util.my_popup') -- local awful = require ('awful') local wibox = require ('wibox') local gears = require ('gears') local dpi = require ('beautiful.xresources').apply_dpi --local pi = require ('util.panel_item') local ib = require ('util.img_button') local shutdown = ib { image = "shutdown.svg", recolor = true, tooltip = "Turn off the Computer", cmd = "systemctl poweroff" } local reboot = ib { image = "reboot.svg", recolor = true, tooltip = "Reboots the Computer", cmd = "systemctl reboot" } local sleep = ib { image = "sleep.svg", recolor = true, tooltip = "Save system state to RAM and enter low-power mode", cmd = "systemctl suspend" } local hibernate = ib { image = "hibernate.svg", recolor = true, tooltip = "Save system state to storage and poweroff", cmd = "systemctl hibernate" } local log_out = ib { image = "log_out.svg", recolor = true, tooltip = "End the Current User Session", cmd = "loginctl terminate-user $(whoami)" } local power_widget = wibox.widget { { { { markup = "Think Wisely, <i>" .. os.getenv('USER').."</i>!!", align = 'center', font = beautiful.font .. " 32", widget = wibox.widget.textbox }, { sleep, log_out, hibernate, reboot, shutdown, layout = wibox.layout.flex.horizontal, }, layout = wibox.layout.flex.vertical }, widget = wibox.container.place }, margins = dpi(10), widget = wibox.container.margin } local p = popup ( power_widget, { width = dpi(800), height = dpi(200), shape = gears.shape.rounded_rect, border_width = 0, border_color = beautiful.wibar_bg, fullscreen = true }) p:emit_signal('toggle') return p
---@classmod Map Map = Class{} ---Initiates a map. Don't call this explicitly, it's called when you create a new map with Map(50,50). --@param width Number. The width of the map --@param height Number. The height of the map --@param gridOnly Boolean. If set to true, then extra tables (eg creatures, lights, pathfinders) will not be created for the map (optional) --@return Map. The map itself. function Map:init(width,height,gridOnly) if not gridOnly then self.creatures,self.contents,self.effects,self.projectiles,self.seenMap,self.lightMap,self.lights,self.pathfinders,self.grids,self.collisionMaps,self.exits={},{},{},{},{},{},{},{},{},{},{} self.boss=nil self.stairsUp,self.stairsDown = {x=0,y=0},{x=0,y=0} end self.width,self.height=width,height for x = 1, width, 1 do self[x] = {} if not gridOnly then self.contents[x] = {} self.seenMap[x] = {} self.lightMap[x] = {} end for y = 1, height, 1 do if not gridOnly then self.seenMap[x][y] = false self.contents[x][y] = {} self.lightMap[x][y] = false end self[x][y] = "#" end end self.baseType = "map" return self end ---Completely clear everything from a map. --@param open Boolean. If True, make the whole map open floor. Otherwise, fill it with walls. Optional --@param clearAll Boolean. If True, also clear out the various sub-tables of the map function Map:clear(open,clearAll) for x = 1, self.width, 1 do for y = 1, self.height, 1 do self.seenMap[x][y] = false self:clear_tile(x,y) if open and x ~= 1 and x ~= self.width and y ~= 1 and y ~= self.height then self[x][y] = "." else self[x][y] = "#" end end end if clearAll then self.creatures,self.contents,self.effects,self.projectiles,self.seenMap,self.lightMap,self.lights,self.pathfinders,self.grids,self.collisionMaps,self.exits={},{},{},{},{},{},{},{},{},{},{} self.boss=nil self.stairsUp,self.stairsDown = {x=0,y=0},{x=0,y=0} for x = 1, self.width, 1 do self.contents[x] = {} self.seenMap[x] = {} self.lightMap[x] = {} end for y = 1, self.height, 1 do self.seenMap[x][y] = false self.contents[x][y] = {} self.lightMap[x][y] = false end end end ---Checks whether a map tile is clear --@param x Number. The x-coordinate to check --@param y Number. The y-coordinate to check --@param ctype String. The creature type to use when checking if the tile is passable (optional) --@param ignoreCreats Boolean. Whether to ignore creatures when considering a tile clear (optional) --@param ignore_safety Boolean. Whether to ignore dangerous but transversable features (optional) --@param projectile Boolean. Whether to consider the tile free for a projectile vs a creature. --@return Boolean. Whether the tile is clear function Map:isClear(x,y,ctype,ignoreCreats,ignore_safety,projectile) if x < 2 or y < 2 or x >= self.width or y >= self.height then return false end if (self[x][y] == "#") then return false end --if there's a wall there, it's not clear if ignoreCreats ~= true and self:get_tile_creature(x,y) then return false end --if there's a creature there, it's not clear if ctype ~= nil then return self:is_passable_for(x,y,ctype,false,ignore_safety,projectile) end --if you're asking about a specific creature type, pass it off --Otherwise, generic: if type(self[x][y]) == "table" and (self[x][y].blocksMovement == true or self[x][y].impassable == true) then return false end --if the square is a special tile and said tile is generally impassable, it's not clear for id, entity in pairs(self.contents[x][y]) do if entity.blocksMovement == true or entity.impassable == true then return false end end return true end ---Checks whether a map tile is totally empty (not just open for movement) --@param x Number. The x-coordinate to check --@param y Number. The y-coordinate to check --@param ignoreCreats Boolean. Whether to ignore creatures when considering a tile empty (optional) --@param lookAtBaseTile Boolean. Whether to count the base tile being a feature as "not empty" (optional) --@return Boolean. Whether the tile is clear function Map:isEmpty(x,y,ignoreCreats,lookAtBaseTile) if x < 2 or y < 2 or x >= self.width or y >= self.height then return false end if (self[x][y] == "#") then return false end --if there's a wall there, it's not clear if lookAtBaseTile == true and type(self[x][y]) == "table" then return false end if ignoreCreats ~= true and self:get_tile_creature(x,y) then return false end --if there's a creature there, it's not clear for id, entity in pairs(self.contents[x][y]) do if entity.baseType == "feature" then return false end end return true end ---Gets contents of a map tile --@param x Number. The x-coordinate --@param y Number. The y-coordinate --@return Table. A table of all the contents of the tile function Map:get_contents(x,y) return self.contents[x][y] end ---Run the terrain enter() callbacks for the creature's location --@param x Number. The x-coordinate --@param y Number. The y-coordinate --@param creature Creature. The creature entering the tile --@param fromX Number. The x-coordinate the creature is leaving (optional) --@param fromY Number. The y-coordinate the creature is leaving (optional) --@return Boolean. Whether or not the tile can be entered function Map:enter(x,y,creature,fromX,fromY) local canEnter = true for id, entity in pairs(self.contents[x][y]) do --make sure you can enter the features at the new tile if (entity.baseType == "feature") then if (entity:enter(creature,fromX,fromY) == false) then canEnter = false break end end end -- end feature for if type(self[x][y]) == "table" and self[x][y]:enter(creature,fromX,fromY) == false then canEnter = false end return canEnter end ---Determines if a given tile blocks vision --@param x Number. The x-coordinate --@param y Number. The y-coordinate --@param args Unused for now, leave blank. --@return Boolean. Whether or not the tile blocks vosopm function Map:can_see_through(x,y,args) if (x<2 or y<2 or x>self.width-1 or y>self.height-1 or self[x][y] == "#") then return false end for id,entity in pairs(self.contents[x][y]) do if entity.blocksSight == true then return false end --if args.reducedSight and entity.sightReduction then args.reducedSight = args.reducedSight-entity.sightReduction end end --end for loop for _,eff in pairs(self:get_tile_effects(x,y)) do if eff.blocksSight == true then return false end --if args.reducedSight and eff.sightReduction then reducedSight = args.reducedSight-eff.sightReduction end end --end effect loop --if args.reducedSight and args.reducedSight <= 0 then return false end return true end ---Gets what creature (if any) is on a tile --@param x Number. The x-coordinate --@param y Number. The y-coordinate --@param get_attackable_features Boolean. Whether to include attackable features (optional, defaults to false) --@param ignoreNoDraw Boolean. Whether creatures that have noDraw set will be included (optional, defaults to false) --@return Entity or Boolean. Will be FALSE if there's nothing there. function Map:get_tile_creature(x,y,get_attackable_features,ignoreNoDraw) if (x<2 or y<2 or x>=self.width or y>=self.height) then return false end if (next(self.contents) == nil) then return false else local tileFeat = false for id, entity in pairs(self.contents[x][y]) do if entity.baseType == "creature" and (ignoreNoDraw or entity.noDraw ~= true) then return entity --immediately return the first creature you find elseif (get_attackable_features == true and entity.baseType == "feature" and (entity.attackable == true or entity.pushable == true or entity.possessable == true)) then tileFeat = entity --don't immediately return a feature, because a creature may be standing on it end end if tileFeat then return tileFeat end end return false end ---Gets a list of all features (if any) on a tile. --@param x Number. The x-coordinate --@param y Number. The y-coordinate --@return A table of features (may be empty) function Map:get_tile_features(x,y) if not self:in_map(x,y) then return {} end local features = {} if type(self[x][y]) == "table" then features[1] = self[x][y] end for id, entity in pairs(self.contents[x][y]) do if (entity and entity.baseType == "feature") then features[#features+1] = entity end --end if end --end entity for return features end ---Check if a tile has a specific feature --@param x Number. The x-coordinate --@param y Number. The y-coordinate --@param id String. The ID of the feature to check for. --@return Boolean. Whether or not the tile has this feature function Map:tile_has_feature(x,y,id) if x<2 or y<2 or x>self.width-1 or y>self.height-1 then return false end if type(self[x][y]) == "table" and self[x][y].id == id then return self[x][y] end for _,entity in pairs(self:get_tile_features(x,y)) do if entity.id == id then return entity end end return false end --end function ---Returns the first feature that blocks movement --@param x Number. The x-coordinate --@param y Number. The y-coordinate --@return Boolean. Whether or not the tile has this feature function Map:get_blocking_feature(x,y) if x<2 or y<2 or x>self.width-1 or y>self.height-1 then return false end if type(self[x][y]) == "table" and self[x][y].id == id and self[x][y].blocksMovement then return self[x][y] end for _,entity in pairs(self:get_tile_features(x,y)) do if entity.blocksMovement then return entity end end return false end --end function ---Gets a list of all items (if any) on a tile. --@param x Number. The x-coordinate --@param y Number. The y-coordinate --@param getAdjacent Boolean. Whether to also look at adjacent tiles (optional, defaults to false) --@return A table of items (may be empty) function Map:get_tile_items(x,y,getAdjacent) if not self:in_map(x,y) then return {} end local items = {} for id, entity in pairs(self.contents[x][y]) do if (entity and entity.baseType == "item") then items[#items+1] = entity end --end if end --end entity for if getAdjacent then for x2=x-1,x+1,1 do for y2=y-1,y+1,1 do if x ~= x2 or y ~= y2 then for id, entity in pairs(self.contents[x2][y2]) do if (entity and entity.baseType == "item") then items[#items+1] = entity end --end if end --end entity for end --end no-double-dipping if end --end yfor end --end xfor end --end if get_adjacent return items end ---Gets a list of all feature actions (if any) available at and around a tile. --@param x Number. The x-coordinate --@param y Number. The y-coordinate --@param user Creature. The user looking for actions. Optional, defaults to player --@param noAdjacent Boolean. Whether to count adjacent tiles. Optional, defaults to false (ie adjacent tiles are counted) --@return A table of items (may be empty) function Map:get_tile_actions(x,y,user,noAdjacent) if not self:in_map(x,y) then return {} end user = player or user local actions = {} if noAdjacent then for id, entity in pairs(self:get_tile_features(x,y)) do if entity.actions then for id,act in pairs(entity.actions) do if not act.requires or act.requires(entity,user) then actions[#actions+1] = {id=id,entity=entity,text=act.text,description=act.description} end --end requires if end --end action for end --end if end --end entity for else for x2=x-1,x+1,1 do for y2=y-1,y+1,1 do for id, entity in pairs(self:get_tile_features(x2,y2)) do if entity.actions then for id,act in pairs(entity.actions) do if not act.requires or act.requires(entity,user) then actions[#actions+1] = {id=id,entity=entity,text=act.text,description=act.description} end --end requires if end --end action for end --end if end --end entity for end --end yfor end --end xfor end return actions end ---Determines if you can draw a straight line between two tiles. --@param startX Number. The x-coordinate of the first tile --@param startY Number. The y-coordinate of the first tile --@param endX Number. The x-coordinate of the second tile --@param endY Number. The y-coordinate of the second tile --@param pass_through_walls Boolean. Whether to ignore walls that block the line (optional) --@param ctype String. The creature path type (eg flyer) (optional) --@param ignoreCreats Boolean. Whether to ignore creatures that block the line (optional) --@param ignoreSafety Boolean. Whether to ignore unsafe but transversable tiles that block the line (optional) --@return Boolean. Whether or not you can draw the line. function Map:is_line(startX,startY,endX,endY,pass_through_walls,ctype,ignoreCreats,ignoreSafety,projectile) local bresenham = require 'lib.bresenham' if pass_through_walls then return bresenham.los(startX,startY,endX,endY, function() return true end) else return bresenham.los(startX,startY,endX,endY, function(map,x,y,ctype,ignoreCreats,ignoreSafety,projectile) return self:isClear(x,y,ctype,ignoreCreats,ignoreSafety,projectile) end,self,ctype,ignoreCreats,ignoreSafety,projectile) end -- end pass through walls if end ---Gets a line between two tiles, stopping when you encounter an obstacle. --@param startX Number. The x-coordinate of the first tile --@param startY Number. The y-coordinate of the first tile --@param endX Number. The x-coordinate of the second tile --@param endY Number. The y-coordinate of the second tile --@param pass_through_walls Boolean. Ignore walls that block the line (optional) --@param ctype String. The creature path type (eg flyer) (optional) --@param ignoreCreats Boolean. Ignore creatures that block the line (optional) --@param ignoreSafety Boolean. Ignore unsafe but transversable tiles that block the line (optional) --@return A table full of tile values. function Map:get_line(startX,startY,endX,endY,pass_through_walls,ctype,ignoreCreats,ignoreSafety,projectile) local bresenham = require 'lib.bresenham' if pass_through_walls then return bresenham.line(startX,startY,endX,endY, function() return true end) else return bresenham.line(startX,startY,endX,endY, function(map,x,y,ctype,ignoreCreats,ignoreSafety,projectile) return self:isClear(x,y,ctype,ignoreCreats,ignoreSafety,projectile) end,self,ctype,ignoreCreats,ignoreSafety,projectile) end --end pass_through_walls if end ---Gets all effects (if any) on a tile. --@param x Number. The x-coordinate --@param y Number. The y-coordinate --@return A table of effects(may be empty) function Map:get_tile_effects(x,y) local effects = {} for id, effect in pairs(self.effects) do if (effect.x == x and effect.y == y) then effects[#effects+1] = effect end end return effects end ---Check if a tile has a specific effect on it --@param x Number. The x-coordinate --@param y Number. The y-coordinate --@param id String. The ID of the effect to check for. --@return Boolean. Whether or not the tile has this effect function Map:tile_has_effect(x,y,id) if x<2 or y<2 or x>self.width-1 or y>self.height-1 then return false end for _,eff in pairs(self:get_tile_effects(x,y)) do if eff.id == id then return eff end end return false end --end function ---Add a creature to a tile --@param creature Creature. A specific creature object, NOT its ID. Usually a new creature, called using Creature('creatureID') --@param x Number. The x-coordinate --@param y Number. The y-coordinate --@param ignoreFunc Boolean. Whether to ignore the creature's new() function (optional) function Map:add_creature(creature,x,y,ignoreFunc) creature.x, creature.y = x,y self.contents[x][y][creature] = creature self.creatures[creature] = creature if not ignoreFunc and possibleMonsters[creature.id].new then possibleMonsters[creature.id].new(creature,self) end if creature.castsLight then self.lights[creature] = creature end end ---Add a feature to a tile --@param feature Feature. A specific feature object, NOT its ID. Usually a new feature, called using Feature('featureID') --@param x Number. The x-coordinate --@param y Number. The y-coordinate --@return Feature. The feature added function Map:add_feature(feature,x,y) x = (x or random(2,self.width-1)) y = (y or random(2,self.height-1)) self.contents[x][y][feature] = feature feature.x,feature.y = x,y if possibleFeatures[feature.id].placed then possibleFeatures[feature.id].placed(feature,self) end if feature.castsLight then self.lights[feature] = feature end return feature --return the feature so if it's created when tis function is called, you can still access it end ---Add an effect to a tile --@param effect Effect. A specific effect object, NOT its ID. Usually a new effect, called using Effect('effectID') --@param x Number. The x-coordinate --@param y Number. The y-coordinate --@return Effect. The effect added function Map:add_effect(effect,x,y) effect.x,effect.y = x,y self.effects[effect] = effect if effect.castsLight then self.lights[effect] = effect end return effect --return the effect so if it's created when tis function is called, you can still access it end ---Add an item to a tile --@param item Item. A specific item object, NOT its ID. Usually a new creature, called using Item('itemID') --@param x Number. The x-coordinate --@param y Number. The y-coordinate --@param ignoreFunc Boolean. Whether to ignore the item's new() function (optional) function Map:add_item(item,x,y,ignoreFunc) item.x, item.y = x,y self.contents[x][y][item] = item if not ignoreFunc and possibleItems[item.id].placed then possibleItems[item.id].placed(item,self) end if item.castsLight then self.lights[item] = item end --Check for stacking: if item.stacks then for _,groundItem in pairs(self.contents[x][y]) do if item ~= groundItem and groundItem.baseType == "item" and groundItem.id == item.id and (not item.sortBy or item[item.sortBy] == groundItem[item.sortBy]) then groundItem.amount = groundItem.amount + item.amount self.contents[x][y][item] = nil self.lights[item] = nil end --end checking if they should stack end --end item for end --end if item.stacks return item end ---Set a map tile to be a certain feature --@param feature Feature or String. A specific feature object, NOT its ID. Usually a new feature, called using Feature('featureID'). OR text representing floor (.) or wall (#) --@param x Number. The x-coordinate --@param y Number. The y-coordinate --@return Feature or String. The feature added, or the string the tile was turned into. function Map:change_tile(feature,x,y,dontRefreshSight) self[x][y] = feature if type(feature) == "table" then feature.x,feature.y = x,y if possibleFeatures[feature.id].placed then possibleFeatures[feature.id].placed(feature,self) end if feature.castsLight then self.lights[feature] = feature self:refresh_lightMap() end end if not dontRefreshSight then refresh_player_sight() end return feature --return the feature so if it's created when tis function is called, you can still access it end ---Find a path between two points --@param fromX Number. The x-coordinate, tile 1 --@param fromY Number. The y-coordinate, tile 1 --@param toX Number. The x-coordinate, tile 2 --@param toY Number. The y-coordinate, tile 2 --@param cType String. The creature path type (eg flyer) (optional) --@param terrainLimit String. Limit pathfinding to tiles with a specific feature ID (optional) --@return A table of tile entries, or FALSE if there is no path. function Map:findPath(fromX,fromY,toX,toY,cType,terrainLimit) if self.pathfinders[(cType or 'basic') .. (terrainLimit or "")] == nil then self:refresh_pathfinder(cType,terrainLimit) end local path = self.pathfinders[(cType or 'basic') .. (terrainLimit or "")]:getPath(fromX,fromY,toX,toY,true) if path then if #path > 1 then path:fill() end return path else if self.pathfinders[(cType or 'basic') .. (terrainLimit or "") .. "unsafe"] == nil then self:refresh_pathfinder(cType,terrainLimit,true) end local path = self.pathfinders[(cType or 'basic') .. (terrainLimit or "") .. "unsafe"]:getPath(fromX,fromY,toX,toY,true) if path then if #path > 1 then path:fill() end return path end end return false end ---Check if two tiles are touching --@param fromX Number. The x-coordinate, tile 1 --@param fromY Number. The y-coordinate, tile 1 --@param toX Number. The x-coordinate, tile 2 --@param toY Number. The y-coordinate, tile 2 --@return Boolean. If the tiles are touching. function Map:touching(fromX,fromY,toX,toY) if (math.abs(fromX-toX) <= 1 and math.abs(fromY-toY) <= 1) then return true end return false end ---Swap the positions of two creatures. --@param creature1 Creature. The first creature --@param creature2 Creature. The second creature function Map:swap(creature1,creature2) local orig1x,orig1y = creature1.x,creature1.y local orig2x,orig2y = creature2.x,creature2.y creature1.x,creature1.y,creature2.x,creature2.y = orig1x,orig1y,orig2x,orig2y currMap.contents[orig1x][orig1y][creature1] = nil currMap.contents[orig2x][orig2y][creature2] = nil creature1:moveTo(orig2x,orig2y) creature2:moveTo(orig1x,orig1y) end ---Refresh a pathfinder on the map --@param cType String. The creature path type (eg flyer) (optional) --@param terrainLimit String. If you want to limit the pathfinder to a specific feature ID (optional) --@param ignoreSafety Boolean. Whether to ignore hazards (optional) function Map:refresh_pathfinder(cType,terrainLimit,ignoreSafety) if (self.collisionMaps[(cType or 'basic') .. (terrainLimit or "") .. (ignoreSafety and "unsafe" or "")] == nil) then self.collisionMaps[(cType or 'basic') .. (terrainLimit or "") .. (ignoreSafety and "unsafe" or "")] = {} end for y = 1, self.height, 1 do if (self.collisionMaps[(cType or 'basic') .. (terrainLimit or "") .. (ignoreSafety and "unsafe" or "")][y] == nil) then self.collisionMaps[(cType or 'basic') .. (terrainLimit or "") .. (ignoreSafety and "unsafe" or "")][y] = {} end for x = 1, self.width, 1 do self.collisionMaps[(cType or 'basic') .. (terrainLimit or "") .. (ignoreSafety and "unsafe" or "")][y][x] = 0 if self:is_passable_for(x,y,cType,false,ignoreSafety) == false or (terrainLimit and not self:tile_has_feature(x,y,terrainLimit)) then self.collisionMaps[(cType or 'basic') .. (terrainLimit or "") .. (ignoreSafety and "unsafe" or "")][y][x] = 1 end end end if self.grids[(cType or 'basic') .. (terrainLimit or "") .. (ignoreSafety and "unsafe" or "")] == nil or self.pathfinders[(cType or 'basic') .. (terrainLimit or "") .. (ignoreSafety and "unsafe" or "")] == nil then local Grid = require('lib.jumper.grid') self.grids[(cType or 'basic') .. (terrainLimit or "") .. (ignoreSafety and "unsafe" or "")] = Grid(self.collisionMaps[(cType or 'basic') .. (terrainLimit or "") .. (ignoreSafety and "unsafe" or "")]) local Pathfinder = require 'lib.jumper.pathfinder' self.pathfinders[(cType or 'basic') .. (terrainLimit or "") .. (ignoreSafety and "unsafe" or "")] = Pathfinder(self.grids[(cType or 'basic') .. (terrainLimit or "") .. (ignoreSafety and "unsafe" or "")],'ASTAR',0) end end ---Delete all the pathfinders from the map function Map:clear_all_pathfinders() self.pathfinders = {} self.collisionMaps = {} self.grids = {} end ---Checks if a tile is passable for a certain creature --@param x Number. The x-coordinate --@param y Number. The y-coordinate --@param cType String. The creature path type (eg flyer) (optional) --@param include_effects Boolean. Whether to include effects in the passable check (optional) --@param ignore_safety Boolean. Whether to ignore dangerous but transversable tiles (optional) --@return Boolean. If it's passable. function Map:is_passable_for(x,y,ctype,include_effects,ignore_safety,projectile) if not self:in_map(x,y) then return false end if type(self[x][y]) == "string" then if self[x][y] == "#" then return false end elseif type(self[x][y]) == "table" then local tile = self[x][y] if tile.blocksMovement == true and (projectile == true or tile.pathThrough ~= true) then return false end if tile.impassable and (ctype == nil or tile.passableFor[ctype] ~= true) then return false end if not ignore_safety and tile.hazard and tile.hazard > 1 and ((tile.hazardousFor == nil and (ctype == nil or tile.safeFor == nil or tile.safeFor[ctype] ~= true)) or (ctype ~= nil and tile.hazardousFor and tile.hazardousFor[ctype] == true)) then return false end end --Check Features: for _,feat in pairs(self:get_tile_features(x,y)) do if feat.blocksMovement == true and (projectile == true or feat.pathThrough ~= true) then return false end if feat.impassable and (ctype == nil or feat.passableFor[ctype] ~= true) then return false end if not ignore_safety and feat.hazard and feat.hazard > 1 and ((feat.hazardousFor == nil and (ctype == nil or feat.safeFor == nil or feat.safeFor[ctype] ~= true)) or (ctype ~= nil and feat.hazardousFor ~= nil and feat.hazardousFor[ctype] == true)) then return false end end --Check effects: if include_effects then for _,eff in pairs(self:get_tile_effects(x,y)) do if not ignore_safety and eff.hazard and ((eff.hazardousFor == nil and (ctype == nil or eff.safeFor == nil or eff.safeFor[ctype] ~= true)) or (ctype ~= nil and eff.hazardousFor ~= nil and eff.hazardousFor[ctype] == true)) then return false end end --end effect for end --end include effects return true end ---Refresh all the tile images on the map function Map:refresh_images() self.images = {} for x=1,self.width,1 do self.images[x] = {} for y=1,self.height,1 do self:refresh_tile_image(x,y) end --end fory end -- end forx end ---Refresh a specific tile's tile image --@param x Number. The x-coordinate --@param y Number. The y-coordinate function Map:refresh_tile_image(x,y) if not self.images then return self:refresh_images() end local name = "" local directions = "" local tileset = tilesets[self.tileset] if type(self[x][y]) == "table" then self[x][y]:refresh_image_name() name = "floor" elseif self[x][y] == "." then name = "floor" elseif self[x][y] == "#" then if self[x][y-1] and self[x][y-1] ~= "#" then directions = directions .. "n" end if self[x][y+1] and self[x][y+1] ~= "#" then directions = directions .. "s" end if self[x+1] and self[x+1][y] ~= "#" then directions = directions .. "e" end if self[x-1] and self[x-1][y] ~= "#" then directions = directions .. "w" end if tileset.southOnly then if directions:find('s') then name = 'walls' else name = 'wall' end elseif tileset.tilemap then --if all wall tiles are in a single image (uses quads) name = "wall" else name = "wall" .. directions end elseif self[x][y] == "<" then name = "stairsup" elseif self[x][y] == ">" then name = "stairsdown" end --end tile type check if (tileset[name .. '_tiles']) then if random(1,100) <= (tileset[name .. '_tile_chance'] or 25) then name = name .. random(1,tileset[name .. '_tiles']) else name = name .. 1 end end -- end tileset if --OK, now that we figured out what image to load, go ahead and load it: --if images[self.tileset .. name] and images[self.tileset .. name] ~= -1 then --if image is already loaded, set it if tileset.tilemap and name:find('wall') then self.images[x][y] = {image=self.tileset .. name,direction=(directions == "" and "middle" or directions)} else self.images[x][y] = self.tileset .. name end for _, feat in pairs(self.contents[x][y]) do if feat.baseType == "feature" then feat:refresh_image_name() end end for _,eff in pairs(self:get_tile_effects(x,y)) do eff:refresh_image_name() end end ---Checks if a tile is within the map boundaries --@param x Number. The x-coordinate --@param yNumber. The y-coordinate --@param include_borders Boolean. Whether or not to include the tiles on the border of the map function Map:in_map(x,y,include_borders) if not x or not y then return false end if include_borders and x >= 1 and y >= 1 and x <= self.width and y <= self.height then return true elseif not include_borders and x > 1 and y > 1 and x < self.width and y < self.height then return true end return false --if x or y = 1 or width and height end ---Refresh the light map of the map. Called every turn. --@param true/false clear. Whether to clear all the lights function Map:refresh_lightMap(clear) --I have a feeling this is a HORRIBLE and inefficient function that will be a total asshole on resources (relatively speaking). No wonder realtime 3D lighting is so fucking slow --First, clear all the lights and assume everywhere is dark if clear and (not self.lit or self.lightMap[2][2] == false) then for x=1,currMap.width,1 do for y=1,currMap.height,1 do self.lightMap[x][y] = (self.lit and true or false) end end end if self.lit then return end for _,light in pairs(self.lights) do self:refresh_light(light,clear) end --end for effect end ---Refresh the light map based on a light-emitting entity's light. --@param light Entity. The light source to refresh --@param forceRefresh Boolean. Whether to force the light to refresh its lit tiles function Map:refresh_light(light,forceRefresh) --First, see if this light source's light tiles are already set: if light.lightTiles and count(light.lightTiles) > 0 and not forceRefresh then for _,lt in pairs(light.lightTiles) do self.lightMap[lt.x][lt.y] = light.lightColor or true end return end --If not, then refresh its light tiles: if not light.lightTiles or forceRefresh then light.lightTiles = {} end local dist = light.lightDist or 0 for lx = light.x-dist,light.x+dist,1 do for ly = light.y-dist,light.y+dist,1 do if self:in_map(lx,ly) and not self.lightMap[lx][ly] then local dist2tile = calc_distance(light.x,light.y,lx,ly) local bresenham = require 'lib.bresenham' if dist2tile <= dist and bresenham.los(light.x,light.y,lx,ly, self.can_see_through,self) and (self[lx][ly] ~= "#" or bresenham.los(light.x,light.y,player.x,player.y, self.can_see_through,self)) then --if it's close enough, and there's LOS, it's lit! self.lightMap[lx][ly] = light.lightColor or true light.lightTiles[#light.lightTiles+1] = {x=lx,y=ly} end -- end distance if end --end if not self.lightMap end --end fory end--end forx end ---Checks if a tile is lit. --@param x Number. The x-coordinate --@param y Number. The y-coordinate --@return Boolean. If the tile is lit. function Map:is_lit(x,y) return self:is_in_map(x,y) and self.lightMap[x][y] end ---Delete everything from a tile --@param x Number. The x-coordinate --@param y Number. The y-coordinate function Map:clear_tile(x,y) if self:in_map(x,y) then for _,content in pairs(self.contents[x][y]) do if content.baseType == "effect" then content:delete(self) elseif content.baseType == "feature" then content:delete(self) elseif content.baseType == "creature" then content:remove(self) end --end content switch end --end for self.contents[x][y] = {} --just make sure that it's totally clear end --end in map if end ---Mark every tile on the map as "seen" (the whole map will be revealed, but won't see creatures and effects outside of LOS) function Map:reveal() for x=1,self.width,1 do for y=1,self.height,1 do self.seenMap[x][y] = true end end end ---Get a list of possible creatures to spawn on this map. Stores the list, so when this is called in the future it just returns the list. --@param self Map. The map to check --@param force Boolean. Whether to force recalculation of the creature list (otherwise will return the stored list if it's already been calculated) --@return Table or nil. Either a table of creature IDs, or nil if there are no possible creatures function Map:get_creature_list(force) if self.creature_list and not force then return self.creature_list end local whichMap = mapTypes[self.mapType] local branch = currWorld.branches[self.branch] local specialCreats = nil local cTypes = nil local cFactions = nil local cTags = whichMap.creatureTags or whichMap.contentTags --Look at specific creatures first: if whichMap.creatures then if (whichMap.noBranchCreatures or whichMap.noBranchContent) or not branch.creatures then specialCreats = whichMap.creatures else specialCreats = merge_tables(whichMap.creatures,branch.creatures) end elseif not whichMap.noBranchCreatures and not whichMap.noBranchContent then --if the mapTypes doesn't have creatures, fall back to the branch's creatures specialCreats = branch.creatures --if branch doesn't have creatures, this will set it to nil and just use regular creatures end --Look at creature types, factions and tags next: if whichMap.creatureTypes then if (whichMap.noBranchCreatures or whichMap.noBranchContent) or not branch.creatureTypes then cTypes = whichMap.creatureTypes else cTypes = merge_tables(whichMap.creatureTypes,branch.creatureTypes) end elseif not whichMap.noBranchCreatures and not whichMap.noBranchContent then --if the mapTypes doesn't have creatureTypes, fall back to the branch's creatureTypes cTypes = branch.creatureTypes --if branch doesn't have creatureTypes, this will keep it as nil end if whichMap.creatureFactions then if (whichMap.noBranchCreatures or whichMap.noBranchContent) or not branch.creatureFactions then cFactions = whichMap.creatureFactions else cFactions = merge_tables(whichMap.creatureFactions,branch.creatureFactions) end elseif not whichMap.noBranchCreatures and not whichMap.noBranchContent then --if the mapTypes doesn't have creatureFactions, fall back to the branch's creatureFactions cFactions = branch.creatureFactions --if branch doesn't have creatureFactions, this will keep it as nil end if cTags then if not whichMap.noBranchCreatures and not whichMap.noBranchContent and (branch.creatureTags or branch.contentTags) then cTags = merge_tables(cTags,(branch.creatureTags or branch.contentTags)) end elseif not whichMap.noBranchCreatures and not whichMap.noBranchContent then --if the mapTypes doesn't have creatureTags, fall back to the branch's creatureTags cTags = branch.creatureTags or branch.contentTags --if branch doesn't have creatureTags, this will keep it as nil end --Add the types and factions to the specialCreats list for cid,creat in pairs(possibleMonsters) do local done = false if cTypes then for _,cType in pairs(cTypes) do if Creature.is_type(creat,cType) then done = true break end if done == true then break end end --end cType for end --end cType if if cFactions and not done then for _,cFac in pairs(cFactions) do if Creature.is_faction_member(creat,cFac) then done = true break end if done == true then break end end --end cFac for end --end faction if if cTags and not done then for _,cTag in pairs(cTags) do if Creature.has_tag(creat,cTag) then done = true break end if done == true then break end end --end cFac for end --end faction if if done then if not specialCreats then specialCreats = {} end specialCreats[#specialCreats+1] = cid end end self.creature_list = specialCreats return specialCreats end ---Get a list of possible items to spawn on the given map --@param self Map. The map to check --@param force Boolean. Whether or not to forcibly re-calculate it, rather than returning the pre-calculated value --@return Table or nil. Either a table of item IDs, or nil if there are no possible items function Map:get_item_list(force) if self.item_list and not force then return self.item_list end local whichMap = mapTypes[self.mapType] local branch = currWorld.branches[self.branch] local specialItems = nil local iTags = whichMap.itemTags or whichMap.contentTags --Look at specific items first: if whichMap.items then if (whichMap.noBranchItems or whichMap.noBranchContent) or not branch.items then specialItems = whichMap.items else specialItems = merge_tables(whichMap.items,branch.items) end elseif not whichMap.noBranchItems and not whichMap.noBranchContent then --if the mapTypes doesn't have creatures, fall back to the branch's items specialItems = branch.items --if branch doesn't have creatures, this will set it to nil and just use regular items end --Look at item tags next: if iTags then if not whichMap.noBranchItems and not whichMap.noBranchContent and (branch.itemTags or branch.contentTags) then iTags = merge_tables(iTags,(branch.itemTags or branch.contentTags)) end else --if the mapTypes doesn't have itemTags, fall back to the branch's itemTags iTags = branch.itemTags or branch.contentTags --if branch doesn't have itemTags, this will keep it as nil end --Add the applicable items to the specialItems list for iid,item in pairs(possibleItems) do local done = false if iTags and not done then for _,iTag in pairs(iTags) do if Item.has_tag(item,iTag,true) then done = true break end if done == true then break end end --end cFac for end --end tags if if done then if not specialItems then specialItems = {} end specialItems[#specialItems+1] = iid end end self.item_list = specialItems return specialItems end ---Get a list of possible stores to spawn on the given map. --@param self Map. The map to check --@param force Boolean. Whether or not to forcibly re-calculate it, rather than returning the pre-calculated value --@return Table or nil. Either a table of faction IDs, or nil if there are no possible stores function Map:get_store_list(force) if self.store_list and not force then return self.store_list end local store_list = nil local whichMap = mapTypes[self.mapType] local branch = currWorld.branches[self.branch] local sTags = whichMap.storeTags or whichMap.contentTags --Look at tags next: if sTags then if not whichMap.noBranchStores and not whichMap.noBranchContent and (branch.storeTags or branch.contentTags) then sTags = merge_tables(fTags,(branch.storeTags or branch.contentTags)) end elseif not whichMap.noBranchContent then --if the mapTypes doesn't have storeTags, fall back to the branch's factionTags sTags = branch.storeTags or branch.contentTags --if branch doesn't have storeTags, this will keep it as nil end --Add the tagged stores to the store list for sid,store in pairs(currWorld.stores) do local done = false if not sTags then done = true end --If the map doesn't have a list of store tags set, any store are eligible to spawn there if sTags and not done then for _,sTags in pairs(sTags) do if store.tags and in_table(sTags,store.tags) then done = true break end if done == true then break end end --end cFac for end --end tags if if done then if not store_list then store_list = {} end if not in_table(sid,store_list) then store_list[#store_list+1] = sid end end end --end store for self.store_list = store_list return store_list end ---Get a list of possible factions to spawn on the given map --@param self Map. The map to check --@param force Boolean. Whether or not to forcibly re-calculate it, rather than returning the pre-calculated value --@return Table or nil. Either a table of faction IDs, or nil if there are no possible factions function Map:get_faction_list(force) if self.faction_list and not force then return self.faction_list end local whichMap = mapTypes[self.mapType] local branch = currWorld.branches[self.branch] local faction_list = nil local fTags = whichMap.factionTags or whichMap.contentTags --Look at faction tags next: if fTags then if not whichMap.noBranchFactions and not whichMap.noBranchContent and (branch.factionTags or branch.contentTags) then fTags = merge_tables(fTags,(branch.factionTags or branch.contentTags)) end elseif not whichMap.noBranchContent then --if the mapTypes doesn't have factionTags, fall back to the branch's factionTags fTags = branch.factionTags or branch.contentTags --if branch doesn't have itemTags, this will keep it as nil end --Add the types and factions to the specialItems list for fid,faction in pairs(currWorld.factions) do if not faction.hidden and not faction.no_hq then local done = false if not fTags then done = true end --If the map doesn't have a list of faction tags set, any factions are eligible to spawn there if fTags and not done then for _,fTag in pairs(fTags) do if faction.tags and in_table(fTag,faction.tags) then done = true break end if done == true then break end end --end cFac for end --end tags if if done then if not faction_list then faction_list = {} end faction_list[#faction_list+1] = fid end end --end if not hidden end --end faction for self.faction_list = faction_list return faction_list end ---Randomly add creatures to the map --@param creatTotal Number. The number of creatures to add. Optional, if blank will generate enough to meet the necessary density --@param forceGeneric Boolean. Whether to ignore any special populate_creatures() code in the map's mapType. Optional function Map:populate_creatures(creatTotal,forceGeneric) local mapTypeID,branchID = self.mapType,self.branch local mapType,branch = mapTypes[mapTypeID],currWorld.branches[branchID] --If creatTotal is blank, set creatTotal based on the desired density if not creatTotal then local density = mapType.creature_density or branch.creature_density or gamesettings.creature_density local creatMax = math.ceil((self.width*self.height)*(density/100)) creatTotal = creatMax-count(self.creatures) end --Do special code if the mapType has it: if mapType.populate_creatures and not forceGeneric then return mapType:populate_creatures(creatTotal) end if not self.noCreatures and creatTotal > 0 then local newCreats = {} local specialCreats = self:get_creature_list() for creat_amt=1,creatTotal,1 do local nc = mapgen:generate_creature(self.depth,specialCreats) if nc == false then break end local cx,cy = random(2,self.width-1),random(2,self.height-1) local tries = 0 while (self:is_passable_for(cx,cy,nc.pathType) == false or self:tile_has_feature(cx,cy,'door') or self:tile_has_feature(cx,cy,'gate') or calc_distance(cx,cy,self.stairsDown.x,self.stairsDown.y) < 3) or self[cx][cy] == "<" do cx,cy = random(2,self.width-1),random(2,self.height-1) tries = tries+1 if tries > 100 then break end end if tries ~= 100 then if random(1,4) == 1 then nc:give_condition('asleep',random(10,100)) end newCreats[#newCreats+1] = self:add_creature(nc,cx,cy) end --end tries if end --end creature for return newCreats end --end if not noCreatures return false end ---Randomly add items to the map --@param itemTotal Number. The number of items to add. Optional, if blank will generate enough to meet the necessary density --@param forceGeneric Boolean. Whether to ignore any special populate_items() code in the map's mapType. Optional function Map:populate_items(itemTotal,forceGeneric) local mapTypeID,branchID = self.mapType,self.branch local mapType,branch = mapTypes[mapTypeID],currWorld.branches[branchID] --If itemTotal is blank, set itemTotal based on the desired density if not itemTotal then local density = mapType.item_density or branch.item_density or gamesettings.item_density local itemMax = math.ceil((self.width*self.height)*(density/100)) itemTotal = itemMax --TODO: end --Do special code if the mapType has it: if mapType.populate_items and not forceGeneric then return mapType.populate_items(self,itemTotal) end local passedTags = nil if mapType.passedTags then if mapType.noBranchItems or not branch.passedTags then passedTags = mapType.passedTags else passedTags = merge_tables(mapType.passedTags,branch.passedTags) end else --if the mapType doesn't have passedTags, fall back to the branch's items passedTags = branch.passedTags --if branch doesn't have creatures, this will set it to nil and just use regular items end if not self.noItems and itemTotal > 0 then local newItems = {} local specialItems = self:get_item_list() for item_amt = 1,itemTotal,1 do local ni = mapgen:generate_item(self.depth,specialItems,passedTags) if ni == false then break end local ix,iy = random(2,self.width-1),random(2,self.height-1) local tries = 0 while (self:isClear(ix,iy) == false or self[ix][iy] == "<" or self[ix][iy] == ">") do ix,iy = random(2,self.width-1),random(2,self.height-1) tries = tries+1 if tries > 100 then break end end if tries ~= 100 then newItems[#newItems+1] = self:add_item(ni,ix,iy) end --end tries if end return newItems end --end if not noItems return false end ---Randomly add a store to the map. This only adds one store to the map --@param forceGeneric Boolean. Whether to ignore any special populate_stores() code in the map's mapType. Optional function Map:populate_stores(forceGeneric) local mapTypeID,branchID = self.mapType,self.branch local mapType,branch = mapTypes[mapTypeID],currWorld.branches[branchID] --Do special code if the mapType has it: if mapType.populate_stores and not forceGeneric then return mapType.populate_stores(self) end if not self.noStores then local stores = self:get_store_list() local selected = nil if stores then stores = shuffle(stores) for _,storeID in ipairs(stores) do if not currWorld.stores[storeID].isPlaced or currWorld.stores[storeID].multiple_locations then selected = storeID break end end end if selected then --If necessary, spawn a copy of the store with its own ID local store = currWorld.stores[selected] if store.isPlaced and store.multiple_locations then local s = Store(store.id) s.multiple_locations=nil selected = #currWorld.stores+1 currWorld.stores[selected] = s end local newStore = Feature('store',selected) local tries = 0 local ix,iy = random(2,self.width-1),random(2,self.height-1) while (self:isClear(ix,iy) == false) do ix,iy = random(2,self.width-1),random(2,self.height-1) tries = tries+1 if tries > 100 then break end end if tries ~= 100 then self:add_feature(newStore,ix,iy) end --end tries if end end end ---Randomly add an appropriate faction to the map. This only adds one faction to the map, and only factions that haven't previously been placed --@param forceGeneric Boolean. Whether to ignore any special populate_factions() code in the map's mapType. Optional function Map:populate_factions(forceGeneric) local mapTypeID,branchID = self.mapType,self.branch local mapType,branch = mapTypes[mapTypeID],currWorld.branches[branchID] --Do special code if the mapType has it: if mapType.populate_factions and not forceGeneric then return mapType.populate_factions(self) end if not self.noFactions then local facs = self:get_faction_list() local selected = nil if facs then facs = shuffle(facs) for _,factionID in ipairs(facs) do if not currWorld.factions[factionID].isPlaced or currWorld.factions[factionID].multiple_locations then selected = factionID break end end end if selected then local hq = Feature('factionHQ',selected) local tries = 0 local ix,iy = random(2,self.width-1),random(2,self.height-1) while (self:isClear(ix,iy) == false or self[ix][iy] == "<" or self[ix][iy] == ">") do ix,iy = random(2,self.width-1),random(2,self.height-1) tries = tries+1 if tries > 100 then break end end if tries ~= 100 then self:add_feature(hq,ix,iy) end --end tries if end end end ---Gets the full name string of the map (eg The Wilds Depth 2: The Forest of Horror) --@param noBranch Boolean. Optional, if set to true, only returns the base name of the map without depth and branch info function Map:get_name(noBranch) local branch = currWorld.branches[self.branch] local name = "" if not noBranch then if not branch.hideName and branch.name then name = name .. branch.name end if not branch.hideDepth then name = name .. " " .. (branch.depthName or "Depth") .. " " .. self.depth end if self.name and name ~= "" then name = name .. ": " end end name = name .. (self.name or "") return name end
AddCSLuaFile( "cl_init.lua" ) AddCSLuaFile( "shared.lua" ) AddCSLuaFile( "sh_loader.lua" ) include( "shared.lua" ) local respawnWait = 3 function GM:PlayerInitialSpawn( ply ) ply:SetTeam(team.BestAutoJoinTeam()) end local classes = { "fire", "water", "earth", "air" } function GM:PlayerSpawn( ply ) skill_manager.PlayerDeath( ply ) --if !ply.team then ply:JoinTeam(TEAM_SPECTATOR) end if ply:IsSpectator() then return end --TODO not implemented at all ^^ ply:UnSpectate() local class = ply:GetClassPick() or classes[math.random(1,4)] if !class then return end local spawn = spawn_manager.GetPlayerSpawn( ply ) if spawn then ply:SetPos( spawn.pos ) ply:SetAngles( spawn.ang ) ply:SetEyeAngles( spawn.ang ) end player_manager.SetPlayerClass(ply, "player_" .. class) player_manager.RunClass(ply, "Spawn") end function GM:KeyPress( ply, key ) ply:SetKey( key, true ) end function GM:KeyRelease( ply, key ) ply:SetKey( key, false ) end function GM:PlayerDeathThink( ply ) if ( ply.NextSpawnTime && ply.NextSpawnTime > CurTime() ) then return end ply:Spectate(OBS_MODE_ROAMING) if !round_manager.CanRespawn() then return end if ( ply:IsBot() || ply:KeyPressed( IN_ATTACK ) || ply:KeyPressed( IN_ATTACK2 ) || ply:KeyPressed( IN_JUMP ) ) then ply:Spawn() end end function GM:PlayerFinishedLoading( ply ) ply:FinishedLoading() end function GM:Move( ply, mv ) ply:Move( mv ) end function GM:FinishMove( ply, mv ) ply:FinishMove( mv ) end function GM:GetFallDamage(ply, speed) return 0 end function GM:PlayerDeathSound() return true end function GM:DeathMessage( victim, inflictor, attacker ) inflictor = inflictor:IsWorld() and "world" or inflictor:GetName() if ( !IsValid(attacker) or !attacker:IsPlayer() or attacker == victim ) then attacker = victim:AssumeAttacker() end if attacker == game.GetWorld() then inflictor = "world" end --todo send team colors and attacker name instead netstream.Start(player.GetAll(), "DeathMessage", victim, attacker, inflictor) end function GM:PlayerDeath( victim, inflictor, attacker ) victim:OnDeath( inflictor, attacker ) victim.NextSpawnTime = CurTime() + respawnWait self:DeathMessage(victim, inflictor, attacker) end function GM:DoPlayerDeath(ply, attacker, dmgInfo) ply:CreateRagdoll() if round_manager.GetRoundState() != ROUND_STATE.ACTIVE then return end ply:AddDeaths( 1 ) print(attacker) if ( !IsValid(attacker) or !attacker:IsPlayer() or attacker == ply ) then attacker = ply:AssumeAttacker() end if attacker:IsPlayer() and attacker:Team() != ply:Team() then attacker:AddScore( 10 ) end for k, assist in next, ply:GetAssists() do if assist.player == attacker then continue end if attacker:Team() == ply:Team() then continue end assist.player:AddScore( 5 ) end end function GM:ShouldCollide(ent1, ent2) if (!ent1.isskill) then return end local ret = ent1:ShouldCollide( ent2 ) if ( ret != nil ) then return ret end return true end function GM:EntityTakeDamage( ent, dmg ) print(ent,dmg) --TODO remove physics damage to player if (dmg:GetAttacker().isskill) then return true end end function GM:PlayerCanPickupWeapon(ply, wep) return false end function GM:PlayerCanPickupWeapon( ply, item ) return false end netstream.Hook("GM:FinishedLoading", function(ply) hook.Call("PlayerFinishedLoading", GAMEMODE, ply) end)
--=========== Copyright © 2019, Planimeter, All rights reserved. ===========-- -- -- Purpose: Map Tileset class -- --==========================================================================-- class( "map.tileset" ) local tileset = map.tileset function tileset:tileset( map, tilesetData ) self:setMap( map ) self.data = tilesetData self:parse() end accessor( tileset, "filename" ) accessor( tileset, "firstGid", nil, "firstgid" ) accessor( tileset, "image" ) accessor( tileset, "imageWidth", nil, "imagewidth" ) accessor( tileset, "imageHeight", nil, "imageheight" ) accessor( tileset, "name" ) accessor( tileset, "properties" ) accessor( tileset, "map" ) accessor( tileset, "spacing" ) accessor( tileset, "margin" ) accessor( tileset, "tileCount", nil, "tilecount" ) accessor( tileset, "tileOffset", nil, "tileoffset" ) accessor( tileset, "tiles" ) accessor( tileset, "tileWidth", nil, "tilewidth" ) accessor( tileset, "tileHeight", nil, "tileheight" ) function tileset:parse() if ( self.data == nil ) then return end local data = self.data self:setName( data[ "name" ] ) self:setFirstGid( data[ "firstgid" ] ) self:setFilename( data[ "filename" ] ) self:setTileWidth( data[ "tilewidth" ] ) self:setTileHeight( data[ "tileheight" ] ) self:setSpacing( data[ "spacing" ] ) self:setMargin( data[ "margin" ] ) if ( _CLIENT ) then local mapsDir = "maps/" local map = self:getMap() local path = string.stripfilename( map:getFilename() ) mapsDir = mapsDir .. path path = mapsDir .. data[ "image" ] path = string.stripdotdir( path ) path = string.gsub(path, "^images/", "") -- `assets.loadImage` is relative to /images/ self:setImage( path ) end self:setImageWidth( data[ "imagewidth" ] ) self:setImageHeight( data[ "imageheight" ] ) require( "common.vector" ) self:setTileOffset( vector.copy( data[ "tileoffset" ] ) ) self:setProperties( table.copy( data[ "properties" ] ) ) self:setTileCount( data[ "tilecount" ] ) self:setTiles( table.copy( data[ "tiles" ] ) ) self.data = nil end function tileset:setImage( image ) self.image = assets.loadImage( image ) self.image:setFilter( "nearest", "nearest" ) end function tileset:__tostring() return "tileset: \"" .. self:getName() .. "\"" end
-- ============================================================= -- Copyright Roaming Gamer, LLC. 2009-2015 -- ============================================================= -- License -- ============================================================= --[[ > SSK is free to use. > SSK is free to edit. > SSK is free to use in a free or commercial game. > SSK is free to use in a free or commercial non-game app. > SSK is free to use without crediting the author (credits are still appreciated). > SSK is free to use without crediting the project (credits are still appreciated). > SSK is NOT free to sell for anything. > SSK is NOT free to credit yourself with. ]] -- ============================================================= local sbc = {} -- == -- sbc.prep_tableRoller( button, srcTable [ , chainedCB [ , underBarSwap ] ]) - Prepares a button to work with the sbc.tableRoller_CB() callback. -- == function sbc.prep_tableRoller( button, srcTable, chainedCB, underBarSwap ) button._entryname = entryName button._srcTable = srcTable button._chainedCB = chainedCB button._underBarSwap = underBarSwap or false end -- == -- sbc.tableRoller_CB() - A standard callback designed to work with push buttons. -- == function sbc.tableRoller_CB( event ) local target = event.target local srcTable = target._srcTable local chainedCB = target._chainedCB local underBarSwap = target._underBarSwap local curText = target:getText() local retVal = true local backwards = event.backwards or false if(underBarSwap) then curText = curText:spaces2underbars(curText) end local j if( backwards ) then --print("Backwards") j = #srcTable + 1 for i = #srcTable, 1, -1 do --print(tostring(srcTable[i]) .. " ?= " .. curText ) if( tostring(srcTable[i]) == curText ) then j = i break end end j = j - 1 if(j < 1 ) then j = #srcTable end else j = 0 for i = 1, #srcTable do --print(tostring(srcTable[i]) .. " ?= " .. curText ) if( tostring(srcTable[i]) == curText ) then j = i break end end j = j + 1 if(j > #srcTable) then j = 1 end end if(underBarSwap) then target:setText( srcTable[j]:underbars2spaces() ) else target:setText( srcTable[j] ) end if( chainedCB ) then retVal = chainedCB( event ) end return retVal end -- == -- sbc.prep_table2TableRoller( button, dstTable, entryName, srcTable [ , chainedCB ]) - Prepares a button to work with the sbc.table2TableRoller_CB() callback. -- == function sbc.prep_table2TableRoller( button, dstTable, entryName, srcTable, chainedCB ) button._dstTable = dstTable button._entryname = entryName button._srcTable = srcTable button._chainedCB = chainedCB button:setText( dstTable[entryName] ) end -- == -- sbc.table2TableRoller_CB() - A standard callback designed to work with push buttons. -- == function sbc.table2TableRoller_CB( event ) local target = event.target local dstTable = target._dstTable local entryName = target._entryname local srcTable = target._srcTable local chainedCB = target._chainedCB local curText = target:getText() local retVal = true local j = 0 for i = 1, #srcTable do if( tostring(srcTable[i]) == tostring(curText) ) then j = i break end end j = j + 1 if(j > #srcTable) then j = 1 end target:setText( srcTable[j] ) dstTable[entryName] = srcTable[j] if( chainedCB ) then retVal = chainedCB( event ) end return retVal end -- == -- sbc.prep_tableToggler( button, dstTable, entryName [ , chainedCB ] ) - Prepares a toggle or radio button to work with the sbc.tableToggler_CB() callback. -- == function sbc.prep_tableToggler( button, dstTable, entryName, chainedCB ) button._dstTable = dstTable button._entryname = entryName button._chainedCB = chainedCB --print("*******************************") --print(entryName .. " == " .. tostring(dstTable[entryName]) ) if(dstTable[entryName] == true ) then button:toggle() else if( chainedCB ) then local dummyEvent = { name = touch, phase = "ended", target = button, time = system.getTimer(), x = button.x, y = button.y, xStart = button.x, yStart = button.y, id = math.random(1000,10000), } chainedCB( dummyEvent ) end end end -- == -- sbc.tableToggler_CB() - A standard callback designed to work with toggle and radio buttons. -- == function sbc.tableToggler_CB( event ) local target = event.target local dstTable = target._dstTable local entryName = target._entryname local chainedCB = target._chainedCB local retVal = true if(not dstTable) then return retVal end dstTable[entryName] = target:pressed() if( chainedCB ) then retVal = chainedCB( event ) end return retVal end -- == -- sbc.prep_horizSlider2Table( button, dstTable, entryName [ , chainedCB ] ) - Prepares a slider to work with the sbc.horizSlider2Table_CB() callback. -- == function sbc.prep_horizSlider2Table( button, dstTable, entryName, chainedCB ) button._dstTable = dstTable button._entryname = entryName button._chainedCB = chainedCB local value = dstTable[entryName] local knob = button.myKnob button:setValue( value ) end -- == -- sbc.horizSlider2Table_CB() - A standard callback designed to work with sliders. -- == function sbc.horizSlider2Table_CB( event ) local target = event.target local myKnob = target.myKnob local dstTable = target._dstTable local entryName = target._entryname local chainedCB = target._chainedCB local retVal = true local left = (target.x - target.width/2) + myKnob.width/2 local right = (target.x + target.width/2) - myKnob.width/2 local top = (target.y - target.width/2) + myKnob.width/2 local bot = (target.y + target.width/2) - myKnob.width/2 local height = bot-top local width = right-left local newX = event.x if(newX < left) then newX = left elseif(newX > right) then newX = right end local newY = event.y if(newY < top) then newY = top elseif(newY > bot) then newY = bot end if( myKnob.rotation == 0 ) then myKnob.x = newX target.value = (newX-left) / width elseif( myKnob.rotation == 90 ) then myKnob.y = newY target.value = (newY-top) / height elseif( myKnob.rotation == 180 or myKnob.rotation == -180 ) then myKnob.x = newX target.value = (width-(newX-left)) / width elseif( myKnob.rotation == 270 or myKnob.rotation == -90 ) then myKnob.y = newY target.value = (height-(newY-top)) / height end target.value = tonumber(string.format("%1.2f", target.value)) --print(tostring(entryName) .. " Knob value == " .. target.value) if(dstTable and entryName) then dstTable[entryName] = target.value end if( chainedCB ) then retVal = chainedCB( event ) end return retVal end return sbc
local ReplicatedStorage = game:GetService("ReplicatedStorage") require(ReplicatedStorage.TestEZ).TestBootstrap:run({ ReplicatedStorage })
local class = require("lib/middleclass") local tinyECS = require("lib/tiny-ecs") local globals = require("code/globals") local Position = require("code/components/position").Position local FootprintSource = require("code/components/footprintSource").FootprintSource local DecayingObject = require("code/components/decayingObject").DecayingObject local Image = require("code/components/image").Image local ZOrder = require("code/components/zOrder").ZOrder local SoundWave = require("code/components/soundWave").SoundWave local module = {} module.SoundWaveSpawnerSystem = tinyECS.processingSystem(class('systems/SoundWaveSpawnerSystem')) function module.SoundWaveSpawnerSystem:initialize() self.footprintImage = love.graphics.newImage("assets/footprint.png") end function module.SoundWaveSpawnerSystem:filter(entity) return entity[Position] and entity[FootprintSource] end function module.SoundWaveSpawnerSystem:onAdd(entity) local footprint = entity[FootprintSource] local x, y = entity[Position]:get() footprint.lastX, footprint.lastY = x, y end function module.SoundWaveSpawnerSystem:process(entity, delta) local footprint = entity[FootprintSource] local x, y = entity[Position]:get() local lastX, lastY = footprint.lastX, footprint.lastY local distance = math.sqrt(math.pow(lastX - x, 2) + math.pow(lastY - y, 2)) footprint.currentDistance = footprint.currentDistance + distance if footprint.currentDistance >= footprint.requiredDistance then local angle = math.atan2((y - lastY), (x - lastX)) local reverse if footprint.reverse then reverse = -1 else reverse = 1 end footprint.currentDistance = 0 tinyECS.addEntity(self.world, { [Position] = Position:new({ x = x, y = y, rotation = angle }), [Image] = Image:new({ image = self.footprintImage, scaleX = 0.2, scaleY = 0.2 * reverse }), [DecayingObject] = DecayingObject:new({ lifetime = 15 }), [ZOrder] = ZOrder:new({ layer = globals.layers.footprints }), }) footprint.reverse = not footprint.reverse end footprint.lastX, footprint.lastY = x, y end return module
-- needed to track available connections local clients = {}; local control_socket; -- debug monitoring is loud and costly and requires multiple hooks -- there's a number of subsystems we need to hook in order to get a -- reasonable debug/monitor view: -- -- NOTIFICATION: [notifications] - -- DISPLAY: [displays] - added/removed/rediscovered/reset/... -- WM: [tilers] - window state changes -- CONNECTION: [external connections] - rate limiting etc. -- IDEVICE: [iostatem] - device appearing, disappearing, entering idle, .. -- DISPATCH: [dispatch] - menu paths getting activated -- WAYLAND: [special] - wayland clients -- IPC: [ipc] - other IPC user actions -- TIMERS: [timers] - when fired -- CLIENTS: [clients] - events related -- TOOLS: [tools] - domain used for toolscripts, prefix with name=xxx:" -- local debug_count = 0; local all_categories = { "NOTIFICATION", "DISPLAY", "WM", "CONNECTION", "IDEVICE", "DISPATCH", "WAYLAND", "IPC", "TIMERS", "CLIPBOARD", "CLIENT", "TOOLS", "WARNING", "CONFIG", "STDOUT" }; local print_override = suppl_add_logfn("stdout"); local warning_override = suppl_add_logfn("warning"); print = function(...) local tbl = {...}; local fmtstr = string.rep("%s\t", #tbl); local msg = string.format(fmtstr, ...); print_override(msg); end warning = function(...) local tbl = {...}; local fmtstr = string.rep("%s\t", #tbl); local msg = string.format(fmtstr, ...); warning_override(msg); end local monitor_state = false; local function toggle_monitoring(on) if (on and monitor_state or off and not monitor_state) then return; end local domains = { display = "DISPLAY:", wayland = "WAYLAND:", dispatch = "DISPATCH:", wm = "WM:", idevice = "IDEVICE:", timers = "TIMERS:", notification = "NOTIFICATION:", client = "CLIENT:", connection = "CONNECTION:", clipboard = "CLIPBOARD:", tools = "TOOLS:", warning = "WARNING:", config = "CONFIG:", stdout = "STDOUT:" }; -- see suppl_add_logfn for the function that constructs the logger, -- each subsystem references that to get the message log function that -- will queue or forward to a set listener (that we define here) for k,v in pairs(domains) do local regfn = _G[k .. "_debug_listener"]; if (regfn) then regfn( on and function(msg) for _, cl in ipairs(clients) do if (cl.category_map and cl.category_map[string.upper(k)]) then table.insert(cl.buffer, v .. msg); end end end or nil ); end end monitor_state = on; end local function update_control(key, val) -- close automatically unlinks if (control_socket) then control_socket:close(); control_socket = nil; end for k,v in ipairs(clients) do v.connection:close(); end clients = {}; if (val == ":disabled") then return; end zap_resource("ipc/" .. val); control_socket = open_nonblock("=ipc/" .. val); end gconfig_listen("control_path", "ipc", update_control); update_control("", gconfig_get("control_path")); local function list_path(res, noappend) local list = {}; for k,v in ipairs(res) do if (v.name and v.label) then local ent; if (v.submenu) then ent = v.name .. (noappend and "" or "/"); else ent = v.name; end if (not v.block_external and (not v.eval or v:eval())) then table.insert(list, ent); end end end table.sort(list); return list; end local function ent_to_table(res, ret) table.insert(ret, "name: " .. res.name); table.insert(ret, "label: " .. res.label); if (res.description and type(res.description) == "string") then table.insert(ret, "description: " .. res.description); end if (res.alias) then local ap = type(res.alias) == "function" and res.alias() or res.alias; table.insert(ret, "alias: " .. ap); return; end if (res.kind == "action") then table.insert(ret, res.submenu and "kind: directory" or "kind: action"); else table.insert(ret, "kind: value"); if (res.initial) then local val = tostring(type(res.initial) == "function" and res.initial() or res.initial); table.insert(ret, "initial: " .. val); end if (res.set) then local lst = res.set; if (type(lst) == "function") then lst = lst(); end table.sort(lst); table.insert(ret, "value-set: " .. table.concat(lst, " ")); end if (res.hint) then local hint = res.hint; if (type(res.hint) == "function") then hint = res:hint(); end if type(res.hint) == "table" then hint = res.hint[2]; end table.insert(ret, "hint: " .. hint); end end end local commands; commands = { -- enumerate the contents of a path ls = function(client, line, res, remainder) if (client.in_monitor) then return {"EINVAL: in monitor: only monitor <group1> <group2> ... allowed"}; end local tbl = list_path(res); table.insert(tbl, "OK"); return tbl; end, -- list and read all the entries in one directory readdir = function(client, line, res, remainder) if (client.in_monitor) then return {"EINVAL: in monitor: only monitor <group1> <group2> ... allowed"}; end if (type(res[1]) ~= "table") then return {"EINVAL, readdir argument is not a directory"}; end local ret = {}; for _,v in ipairs(res) do if (type(v) == "table") then ent_to_table(v, ret); end end table.insert(ret, "OK"); return ret; end, -- present more detailed information about a single target read = function(client, line, res, remainder) if (client.in_monitor) then return {"EINVAL: in monitor: only monitor <group1> <group2> ... allowed"}; end local tbl = {}; if (type(res[1]) == "table") then table.insert(tbl, "kind: directory"); table.insert(tbl, "size: " .. tostring(#res)); else ent_to_table(res, tbl); end table.insert(tbl, "OK"); return tbl; end, -- run a value assignment, first through the validator and then act write = function(client, line, res, remainder) if (client.in_monitor) then return {"EINVAL: in monitor: only monitor <group1> <group2> ... allowed"}; end if (res.kind == "value") then if (not res.validator or res.validator(remainder)) then res:handler(remainder); return {"OK"}; else return {"EINVAL, value rejected by validator"}; end else return {"EINVAL, couldn't dispatch"}; end end, -- only evaluate a value assignment eval = function(client, line, res, remainder) if (client.in_monitor) then return {"EINVAL: in monitor: only monitor <group1> <group2> ... allowed"}; end if (not res.handler) then return {"EINVAL, broken menu entry\n"}; end if (res.validator) then if (not res.validator(remainder)) then return {"EINVAL, validation failed\n"}; end end return {"OK\n"}; end, -- enable periodic output of event categories, see list at the top monitor = function(client, line) line = line and line or ""; local categories = string.split(line, " "); for i=#categories,1,-1 do -- remove missing categories and empty entries categories[i] = string.trim(string.upper(categories[i])); if (#categories[i] == 0) then table.remove(categories, i); end if (not table.find_i(all_categories, categories[i]) and categories[i] ~= "ALL" and categories[i] ~= "NONE") then table.remove(categories, i); end end if (#categories == 0) then return {"EINVAL: missing categories: NONE, ALL or space separated list from " .. table.concat(all_categories, " ") .. "\n"}; end client.category_map = {}; if (string.upper(categories[1]) == "ALL") then categories = all_categories; elseif (string.upper(categories[1]) == "NONE") then clients.category_map = nil; if (client.in_monitor) then client.in_monitor = false; debug_count = debug_count - 1; end return {"OK\n"}; end client.in_monitor = true; debug_count = debug_count + 1; for i,v in ipairs(categories) do client.category_map[string.upper(v)] = true; end toggle_monitoring(debug_count > 0); return {"OK\n"}; end, -- execute no matter what exec = function(client, line, res, remainder) if (client.in_monitor) then return {"EINVAL: in monitor: only monitor <group1> <group2> ... allowed"}; end if (dispatch_symbol(line, res, true)) then return {"OK\n"}; else return {"EINVAL: target path is not an executable action.\n"}; end end }; local function remove_client(ind) local cl = clients[ind]; if (cl.categories and #cl.categories > 0) then debug_count = debug_count - 1; end cl.connection:close(); table.remove(clients, ind); end local do_line; local function client_flush(cl, ind) while true do local line, ok = cl.connection:read(); if (not ok) then remove_client(ind); return; end if (not line) then break; end if (string.len(line) > 0) then if (monitor_state) then for _,v in ipairs(clients) do if (v.category_map and v.category_map["IPC"]) then table.insert(v.buffer, string.format( "IPC:client=%d:command=%s\n", v.seqn, line)); end end end do_line(line, cl, ind); end end while #cl.buffer > 0 do local line = cl.buffer[1]; local i, ok = cl.connection:write(line); if (not ok) then remove_client(ind); return; end if (i == string.len(line)) then table.remove(cl.buffer, 1); elseif (i == 0) then break; else cl.buffer[1] = string.sub(line, i+1); end end end -- splint into "cmd argument", resolve argument as a menu path and forward -- to the relevant entry in commands, special / ugly handling for monitor -- which takes both forms. do_line = function(line, cl, ind) local ind = string.find(line, " "); if (string.sub(line, 1, 7) == "monitor") then for _,v in ipairs(commands.monitor(cl, string.sub(line, 9))) do table.insert(cl.buffer, v .. "\n"); end return; end if (not ind) then return; end cmd = string.sub(line, 1, ind-1); line = string.sub(line, ind+1); if (not commands[cmd]) then table.insert(cl.buffer, string.format("EINVAL: bad command(%s)\n", cmd)); return; end -- This will actually resolve twice, since exec/write should trigger the -- command, but this will go through dispatch in order for queueing etc. -- to work. Errors on queued commands will not be forwarded to the caller. local res, msg, remainder = menu_resolve(line); if (not res or type(res) ~= "table") then table.insert(cl.buffer, string.format("EINVAL: %s\n", msg)); else for _,v in ipairs(commands[cmd](cl, line, res, remainder)) do table.insert(cl.buffer, v .. "\n"); end end end -- Alas, arcan doesn't expose a decent asynch callback mechanism tied to -- the socket (which should also be rate-limited and everything else like -- that needed so we don't stall) so we have to make do with the normal -- buffering for now, when it is added there we should only need to add -- a function argument to the open_nonblock and to the write call -- (table + callback, release when finished) local seqn = 1; local function poll_control_channel() local nc = control_socket:accept(); if (nc) then local client = { connection = nc, buffer = {}, seqn = seqn }; seqn = seqn + 1; table.insert(clients, client); end for i=#clients,1,-1 do client_flush(clients[i], i); end end -- open question is if we should check lock-state here and if we're in locked -- input, also disable polling status / control timer_add_periodic("control", 1, false, function() if (control_socket) then poll_control_channel(); end end, true ); function durden_ipc_monitoring(on) toggle_monitoring(on and debug_count > 0) end -- chain here rather than add some other hook mechanism, then the entire feature -- can be removed by dropping the system_load() call. local dshut = durden_shutdown; durden_shutdown = function() dshut(); if (gconfig_get("control_path") ~= ":disabled") then zap_resource("ipc/" .. gconfig_get("control_path")); end end
-- bloblogic blobtypes={"green","blue","grey","yellow","pink","red","shadow","glow"} blobdefaults = { move=1, attack=1, aggro=2, split=true, col={} } blobtraits = { green={ tier=1, }, blue={ tier=0, attack=0, spawner=true, split=false, col={[11]=12,[3]=13} }, grey={ tier=0, attack=0, invincible=true, col={[11]=6,[3]=7} }, yellow={ tier=1, move=2, col={[11]=10,[3]=9} }, pink={ tier=2, grow=true, split=false, attack=0, move=0, dmgchange="red", col={[11]=14,[3]=8} }, red={ tier=2, aggro=1, split=false, dmgchange="pink", col={[11]=8,[3]=2} }, shadow={ tier=3, attack=2, col={t=2,[0]=2,[11]=0,[3]=1} }, glow={ col={[11]=7,[3]=7} } } function gettrait(b,trait) if b and b.t and blobtraits[b.t][trait]!=nil then return blobtraits[b.t][trait] end return blobdefaults[trait] end blobid=0 function spawnblob(x,y,s,t,ob) if (grid_bounds({x,y})) return local size=s local b=grid[x][y] if b then if (b.typ!="blob") return size+=b.s end local nb=b or ob or {} if (b and ob) coalesce(nb,ob) coalesce(nb,{s=size,t=t,o={0,0},typ="blob"}) if not nb.id then blobid+=1 nb.id=blobid end grid[x][y]=nb if size>3 then if (b and b.s<4) or s>3 then queue_event("explode",{x,y},nb) end nb.s=size nb.stun=1 elseif size>s then nb.s=max(nb.s,s) event_funcs.transform(nb,nb.s,size,b.t,addtypes(b.t,t)) nb.stun=1 end end function addtypes(t1,t2) if (blobtraits[t1].tier>blobtraits[t2].tier) return t1 return t2 end function test_blob_collision(c,b) if grid_bounds(c) or equals(c,knight) then return true end local obj=getgrid(c) if (not obj) return false if not gettrait(b,"spawner") and obj.typ=="blob" and obj.s+b.s<=3 then return false end return true end function test_pos_list(x,y,list,p) -- return/add unblocked positions local pos=p or {} for i=1,#list do if not test_blob_collision({x+list[i][1],y+list[i][2]},{s=0}) then add(pos,list[i]) end end return pos end function getblob(c) local obj=getgrid(c) if (not obj or obj.typ!="blob") return nil return obj end event_funcs.enemyturn = function() yield() if (blobcount!=0) knightmoving=false processblobs() for x=1,7 do for y=1,8 do local obj=getgrid({x,y}) if obj then if (obj.age) obj.age+=1 if obj.typ=="heart" then if (obj.age>1) then grid[x][y]=nil start_event("heartfall",(x-1)*16+1,(y-1)*16+3,true) start_event("heartfall",(x-1)*16+9,(y-1)*16+3,false) end end if obj.stun then obj.stun-=1 if (obj.stun==0) obj.stun=nil end end end end end function processblobs() for r=1,7 do local blobs=collectblobs(r) for m in all(blobs) do local c,b=m[1],m[2] -- printh("blob "..b.id.." "..b.t.." "..b.s) if b.stun then goto nextblob end if gettrait(b,"grow") and b.s<3 then event_funcs.transform(b,b.s,b.s+1) end if r==1 and (c[1]==knight[1] or c[2]==knight[2]) then for i=1,gettrait(b,"attack") do blobattack(b,c) if (hp<1) return end else for i=1,gettrait(b,"move") do if (not c or b.stun or b!=getblob(c)) break c=moveblob(b,c) end end ::nextblob:: end end end function collectblobs(r) local blobs={} local ids={} for i=0,r do for j=-r,r,2*r do local coords={ {knight[1]+j,knight[2]-i}, {knight[1]+j,knight[2]+i}, {knight[1]-i,knight[2]+j}, {knight[1]+i,knight[2]+j} } for c in all(coords) do local obj=getblob(c) if obj and not ids[obj.id] then add(blobs,{c,obj}) ids[obj.id]=true end end end end return blobs end function moveblob(b,f) --blob,from local d={knight[1]-f[1],knight[2]-f[2]} local v,t = {0,0},nil for i=1,2 do if (d[i]==0) goto nextaxis local dir=sgn(d[i]) local test=copy(f) test[i]+=dir if not test_blob_collision(test,b) then v[i]=dir t=test break end ::nextaxis:: end if (not t) return local mb,ob=b,nil if gettrait(b,"spawner") then if (getblob(t)) return if b.s==1 then return elseif b.s==2 then ob={typ="blob",s=1,t=b.t} elseif b.s==3 then ob={typ="blob",s=2,t=b.t} end end slideblob(mb,f,t,v,ob) return t end function slideblob(b,f,t,v,ob) anim[f[1]][f[2]]=ob for i=2,16,1.5 do b.o={i*v[1],i*v[2]} yield() end b.o={0,0} grid[f[1]][f[2]]=nil spawnblob(t[1],t[2],b.s,b.t,b) anim[f[1]][f[2]]=nil if (ob) spawnblob(f[1],f[2],ob.s,ob.t,ob) end function blobattack(b,c) if (b.s<gettrait(b,"aggro")) return local v={knight[1]-c[1],knight[2]-c[2]} sfx(3) for i=0.5,1,0.1 do b.o={-v[1]*sin(i)*5, -v[2]*sin(i)*5} yield() end for i=0.5,0.7,0.1 do b.o={v[1]*sin(i)*7, v[2]*sin(i)*7} yield() end for i=0.8,1,0.1 do b.o={v[1]*sin(i)*7, v[2]*sin(i)*7} if hp>1 then knightofs={v[1]*sin(i-0.3)*7, v[2]*sin(i-0.3)*7} end yield() end hp-=1 start_event("heartfall",114+(hp%2)*5,flr(hp/2)*8,hp%2==0) if hp>0 then for i=6,0,-1 do knightofs={v[1]*i,v[2]*i} yield() end else clear_events() end end event_funcs.attack = function(c,v) local b=getblob(c) if gettrait(b,"invincible") then next_event("ding",c,b) elseif gettrait(b,"split")==true then local e="destroyblob" if b.s==2 then e="split" elseif b.s==3 then e="explode" end next_event(e,c,b,v,gettrait(b,"dmgchange")) elseif b.s>1 then next_event("transform",b,b.s,b.s-1,b.t,gettrait(b,"dmgchange")) else next_event("destroyblob",c,b,v) end yield() for i=0.5,1,0.05 do knightofs={v[1]*sin(i)*5,v[2]*sin(i)*5} yield() end knightofs={0,0} if (blobcount!=0) knightmoving=false end event_funcs.explode=function(c,b,v,ct) local x,y,t=c[1],c[2],(ct or b.t) local ri=1+abs((knight[1]-c[1])-(knight[2]-c[2]))%2 yield() if (getblob(c)!=b) return local ps,bs={0,0,0,0,0},b.s local rot={{{1,0},{-1,0},{0,-1},{0,1}}, {{1,1},{-1,-1},{-1,1},{1,-1}}} local pos=test_pos_list(x,y,rot[ri]) -- sliding to another position 1) is not an explosion -- 2) looks weird and 3) might get us stuck in a loop if #pos<=1 then test_pos_list(x,y,rot[3-ri],pos) end if bs>4 and #pos<5 then add(pos,{0,0}) end if #pos<=1 then -- we're stuck! event_funcs.transform(b,b.s,b.s-1,b.t,t) return end if (v and bs==3) bs=4 -- attacks against a 3 blob embiggens it -- split up blob mass over the target positions while bs>0 do for i=1,min(#pos,#ps) do if (ps[i]<2) ps[i]+=1 bs-=1 if (bs==0) break end end sfx(0) if v then --called from attack() grid[x][y]={typ="heart",age=0} else grid[x][y]=nil end split_to_pos(x,y,pos,ps,t) end event_funcs.split = function(c,b,v,ct) local x,y,t=c[1],c[2],(ct or b.t) yield() local pos=test_pos_list(x,y,{{v[2],v[1]},{-v[2],-v[1]}}) if #pos==0 then pos=test_pos_list(x,y,{{v[1],v[2]},{0,0}}) if #pos<2 then start_event("transform",b,b.s,b.s-1,b.t,t) return end elseif #pos==1 then add(pos,{0,0}) end sfx(0) grid[x][y]=nil split_to_pos(x,y,pos,{1,1},t) end function split_to_pos(x,y,pos,ps,t) local n=min(#pos,#ps) for j=1,n do anim[x+pos[j][1]][y+pos[j][2]] = {typ="blob",s=ps[j],t=t,stun=1,o={-16*pos[j][1],-16*pos[j][2]}} end for i=16,0,-2 do for j=1,n do anim[x+pos[j][1]][y+pos[j][2]].o={-i*pos[j][1],-i*pos[j][2]} end yield() end for j=1,n do local bx,by=x+pos[j][1],y+pos[j][2] local b b,anim[bx][by]=anim[bx][by],nil b.o={0,0} spawnblob(bx,by,b.s,b.t,b) end end event_funcs.destroyblob = function(c,b) local t=b.t yield() grid[c[1]][c[2]]=nil anim[c[1]][c[2]]=b sfx(1) b.t="glow" for i=1,3 do yield() end for i=1,3 do b.t="glow" yield() b.t=t yield() end for i=1,3 do anim[c[1]][c[2]]=b yield() anim[c[1]][c[2]]=nil yield() end end event_funcs.ding = function(c,b) local t=b.t yield() sfx(7,-1,14) for i=1,4 do b.t="glow" yield() b.t=t yield() end end event_funcs.transform = function(b,s1,s2,t1,t2) local t if (t1 and t2) t={t1,t2} yield() if s2>s1 then sfx(2) else sfx(0) end b.s=s2 if (t) b.t=t[2] for i=1,6 do yield() end b.s=s1 if (t) b.t=t[1] for i=1,6 do yield() end b.s=s2 if (t) b.t=t[2] end
if (SERVER) then SWEP.Weight = 10 SWEP.AutoSwitchTo = false SWEP.AutoSwitchFrom = false end if ( CLIENT ) then SWEP.PrintName = "AR2 Rifle" SWEP.Author = "Black Tea" SWEP.Instructions = "Left Click to Swing." SWEP.ShowWorldModel = true end SWEP.Category = "Black Tea Firearms" SWEP.Base = "hl2_base" SWEP.Spawnable = true SWEP.AdminSpawnable = true SWEP.UseHands = true SWEP.Slot = 1 // Slot in the weapon selection menu SWEP.SlotPos = 1 // Position in the slot SWEP.ViewModel = "models/weapons/c_irifle.mdl" SWEP.WorldModel = "models/weapons/w_irifle.mdl" SWEP.HoldType = "ar2" SWEP.Tracer = 1 SWEP.Primary.Sound = Sound( "Weapon_C_AR2.Single" ) SWEP.Primary.ReloadSound = Sound( "Weapon_AR2.Reload" ) SWEP.Primary.Automatic = true SWEP.Primary.ClipSize = 30 // Size of a clip SWEP.Primary.DefaultClip = 0 SWEP.Primary.Automatic = true SWEP.Primary.Ammo = "ar2" SWEP.Primary.Delay = 0.15 SWEP.Primary.Damage = 45 SWEP.Primary.Spread = .04 SWEP.CustomRecoil = Vector( 0, -5, -2 ) SWEP.ReOriginPos = Vector(-.5, -5, 0)
local ScreenGui = import("./ScreenGui") local UDim2 = import("../types/UDim2") local typeof = import("../functions/typeof") local SizeConstraint = import("../Enum/SizeConstraint") local GuiObject = import("./GuiObject") local function extractVector2(v) return { v.X, v.Y } end describe("instances.GuiObject", function() it("should instantiate", function() local instance = GuiObject:new() assert.not_nil(instance) end) it("should have properties defined", function() local instance = GuiObject:new() assert.equal(typeof(instance.Active), "boolean") assert.equal(typeof(instance.AnchorPoint), "Vector2") assert.equal(typeof(instance.BackgroundColor3), "Color3") assert.equal(typeof(instance.BackgroundTransparency), "number") assert.equal(typeof(instance.BorderSizePixel), "number") assert.equal(typeof(instance.ClipsDescendants), "boolean") assert.equal(typeof(instance.InputBegan), "RBXScriptSignal") assert.equal(typeof(instance.InputEnded), "RBXScriptSignal") assert.equal(typeof(instance.LayoutOrder), "number") assert.equal(typeof(instance.Position), "UDim2") assert.equal(typeof(instance.Size), "UDim2") assert.equal(typeof(instance.SizeConstraint), "EnumItem") assert.equal(instance.SizeConstraint.EnumType, SizeConstraint) assert.equal(typeof(instance.Visible), "boolean") assert.equal(typeof(instance.ZIndex), "number") end) describe("AbsolutePosition", function() it("should return (0, 0) when it is not a child of ScreenGui", function() local parent = GuiObject:new() parent.Size = UDim2.new(0, 320, 0, 240) local child = GuiObject:new() child.Size = UDim2.new(0.5, 20, 0.5, 20) child.Parent = parent assert.are.same(extractVector2(parent.AbsolutePosition), {0, 0}) assert.are.same(extractVector2(child.AbsolutePosition), {0, 0}) end) it("should propagate position from a ScreenGui", function() local screenGui = ScreenGui:new() local screenGuiSize = screenGui.AbsoluteSize local parent = GuiObject:new() parent.Parent = screenGui parent.Position = UDim2.new(0.1, 50, 0.2, 100) parent.Size = UDim2.new(0.5, 100, 0.1, 200) local parentAbsolutePosition = parent.AbsolutePosition local parentAbsoluteSize = parent.AbsoluteSize assert.are.same( extractVector2(parentAbsolutePosition), { 0.1 * screenGuiSize.X + 50, 0.2 * screenGuiSize.Y + 100, } ) local child = GuiObject:new() child.Parent = parent child.Position = UDim2.new(0.5, 0, 0.2, 10) child.Size = UDim2.new(2, 50, 4, 10) local childAbsolutePosition = child.AbsolutePosition assert.are.same( extractVector2(childAbsolutePosition), { parentAbsolutePosition.X + 0.5 * parentAbsoluteSize.X, parentAbsolutePosition.Y + 0.2 * parentAbsoluteSize.Y + 10, } ) end) end) describe("AbsoluteSize", function() it("should return (0, 0) when it is not a child of ScreenGui", function() local parent = GuiObject:new() parent.Size = UDim2.new(0, 320, 0, 240) local child = GuiObject:new() child.Size = UDim2.new(0.5, 20, 0.5, 20) child.Parent = parent assert.are.same(extractVector2(parent.AbsoluteSize), {0, 0}) assert.are.same(extractVector2(child.AbsoluteSize), {0, 0}) end) it("should propagate size from a ScreenGui", function() local screenGui = ScreenGui:new() local screenGuiSize = screenGui.AbsoluteSize local parent = GuiObject:new() parent.Parent = screenGui parent.Size = UDim2.new(0.5, 100, 0.1, 200) local parentAbsoluteSize = parent.AbsoluteSize assert.are.same( extractVector2(parentAbsoluteSize), { 0.5 * screenGuiSize.X + 100, 0.1 * screenGuiSize.Y + 200, } ) local child = GuiObject:new() child.Parent = parent child.Size = UDim2.new(2, 50, 4, 10) local childAbsoluteSize = child.AbsoluteSize assert.are.same( extractVector2(childAbsoluteSize), { 2 * parentAbsoluteSize.X + 50, 4 * parentAbsoluteSize.Y + 10, } ) end) end) end)
v=10 x={1, true, false} for n, v in pairs(x) do --print(n,v) k = x[n] or v print(type(x[n]), k) end --[[ Above for loop prints number 1 boolean true boolean false Not sure why k evaluates to false in last line ??? --]] print('----------------------') x = false x = x or v print('x: ', x) --> 10 if x is false/nil print('----------------------') x = false if not x then x = v end print('x: ', x) --> 10 if x is false/nil
local playsession = { {"Creator_Zhang", {1584425}}, {"Grino98", {262237}}, {"everLord", {643508}}, {"Menander", {1689982}}, {"dog80", {1077908}}, {"mrstone", {1805}}, {"762x51mm", {194947}}, {"Random-Dud", {306197}}, {"GardenofSpace", {1234468}}, {"facere", {912401}}, {"EPO666", {1102452}}, {"JosephHartmann1989", {5347}}, {"Impatient", {945417}}, {"Whouser", {15212}}, {"McSafety", {734826}}, {"alyptica", {169257}}, {"Malorie_sXy", {965993}}, {"Nikkichu", {308340}}, {"cogito123", {319845}}, {"Pandarnash", {739915}}, {"CmonMate497", {81784}}, {"askyyer", {108222}}, {"StarLite", {861}}, {"Eliska", {14573}}, {"Mikeymouse1", {3925}}, {"Maniuel92", {10413}}, {"Bartell", {5924}}, {"TiTaN", {742157}}, {"realDonaldTrump", {29799}}, {"l_Diego_l", {1336}}, {"LoseIsImprove", {28897}}, {"Eraz", {12229}}, {"xNitaL", {17222}}, {"Croustibax", {422763}}, {"VB11", {408782}}, {"Lulaidon", {40906}}, {"Lithidoria", {21082}}, {"Olekplane1", {7098}}, {"bsierj", {27020}}, {"mmort97", {481734}}, {"vvictor", {864267}}, {"Wiedrock", {853557}}, {"hasannuh", {89505}}, {"BingHawk", {12925}}, {"gmhinch", {3337}}, {"ArPiiX", {156110}}, {"f0rkyspo0n", {725332}}, {"xodud1068", {9976}}, {"CommanderFrog", {6263}}, {"ksb4145", {201445}}, {"bcap", {3228}}, {"Lestibornes", {94520}}, {"Origamist", {150870}}, {"romanities", {4966}}, {"KiloG", {7561}}, {"PatientBEAR", {20376}}, {"Ed9210", {12674}}, {"Poo76765", {193030}}, {"dogigy", {32205}}, {"PogomanD", {956}} } return playsession
krayt_skull = { minimumLevel = 0, maximumLevel = -1, customObjectName = "Krayt Skull Backpack", directObjectTemplate = "object/tangible/wearables/backpack/backpack_krayt_skull.iff", craftingValues = { }, customizationStringNames = {}, customizationValues = {} } addLootItemTemplate("krayt_skull", krayt_skull)
local combat = Combat() combat:setParameter(COMBAT_PARAM_TYPE, COMBAT_PHYSICALDAMAGE) combat:setParameter(COMBAT_PARAM_EFFECT, CONST_ME_HITAREA) combat:setParameter(COMBAT_PARAM_DISTANCEEFFECT, CONST_ANI_ETHEREALSPEAR) combat:setParameter(COMBAT_PARAM_BLOCKARMOR, 1) function onGetFormulaValues(player, skill, attack, factor) local levelTotal = player:getLevel() / 5 return -(((2 * skill + attack / 2500) * 2.30) + (levelTotal) + 7), -(((2 * skill + attack / 1875) * 3.30) + (levelTotal) + 13) end combat:setCallback(CALLBACK_PARAM_SKILLVALUE, "onGetFormulaValues") local spell = Spell("instant") function spell.onCastSpell(creature, var) return combat:execute(creature, var) end spell:group("attack") spell:id(57) spell:name("Strong Ethereal Spear") spell:words("exori gran con") spell:level(90) spell:mana(55) spell:isPremium(true) spell:range(7) spell:needTarget(true) spell:blockWalls(true) spell:cooldown(8 * 1000) spell:groupCooldown(2 * 1000) spell:needLearn(false) spell:vocation("paladin;true", "royal paladin;true") spell:register()
local bit=bit or bit32 or require('bit')local unpack=table.unpack or unpack;local a;local b;local c;local d=50;local e={[0]='ABC','ABx','ABC','ABC','ABC','ABx','ABC','ABx','ABC','ABC','ABC','ABC','ABC','ABC','ABC','ABC','ABC','ABC','ABC','ABC','ABC','ABC','AsBx','ABC','ABC','ABC','ABC','ABC','ABC','ABC','ABC','AsBx','AsBx','ABC','ABC','ABC','ABx','ABC'}local f={[0]={b='OpArgR',c='OpArgN'},{b='OpArgK',c='OpArgN'},{b='OpArgU',c='OpArgU'},{b='OpArgR',c='OpArgN'},{b='OpArgU',c='OpArgN'},{b='OpArgK',c='OpArgN'},{b='OpArgR',c='OpArgK'},{b='OpArgK',c='OpArgN'},{b='OpArgU',c='OpArgN'},{b='OpArgK',c='OpArgK'},{b='OpArgU',c='OpArgU'},{b='OpArgR',c='OpArgK'},{b='OpArgK',c='OpArgK'},{b='OpArgK',c='OpArgK'},{b='OpArgK',c='OpArgK'},{b='OpArgK',c='OpArgK'},{b='OpArgK',c='OpArgK'},{b='OpArgK',c='OpArgK'},{b='OpArgR',c='OpArgN'},{b='OpArgR',c='OpArgN'},{b='OpArgR',c='OpArgN'},{b='OpArgR',c='OpArgR'},{b='OpArgR',c='OpArgN'},{b='OpArgK',c='OpArgK'},{b='OpArgK',c='OpArgK'},{b='OpArgK',c='OpArgK'},{b='OpArgR',c='OpArgU'},{b='OpArgR',c='OpArgU'},{b='OpArgU',c='OpArgU'},{b='OpArgU',c='OpArgU'},{b='OpArgU',c='OpArgN'},{b='OpArgR',c='OpArgN'},{b='OpArgR',c='OpArgN'},{b='OpArgN',c='OpArgU'},{b='OpArgU',c='OpArgU'},{b='OpArgN',c='OpArgN'},{b='OpArgU',c='OpArgN'},{b='OpArgU',c='OpArgN'}}local function g(h,i,j,k)local l=0;for m=i,j,k do l=l+string.byte(h,m,m)*256^(m-i)end;return l end;local function n(o,p,q,r)local s=(-1)^bit.rshift(r,7)local t=bit.rshift(q,7)+bit.lshift(bit.band(r,0x7F),1)local u=o+bit.lshift(p,8)+bit.lshift(bit.band(q,0x7F),16)local v=1;if t==0 then if u==0 then return s*0 else v=0;t=1 end elseif t==0x7F then if u==0 then return s*1/0 else return s*0/0 end end;return s*2^(t-127)*(1+v/2^23)end;local function w(o,p,q,r,x,y,z,A)local s=(-1)^bit.rshift(A,7)local t=bit.lshift(bit.band(A,0x7F),4)+bit.rshift(z,4)local u=bit.band(z,0x0F)*2^48;local v=1;u=u+y*2^40+x*2^32+r*2^24+q*2^16+p*2^8+o;if t==0 then if u==0 then return s*0 else v=0;t=1 end elseif t==0x7FF then if u==0 then return s*1/0 else return s*0/0 end end;return s*2^(t-1023)*(v+u/2^52)end;local function B(h,i,j)return g(h,i,j-1,1)end;local function C(h,i,j)return g(h,j-1,i,-1)end;local function D(h,i)return n(string.byte(h,i,i+3))end;local function E(h,i)local o,p,q,r=string.byte(h,i,i+3)return n(r,q,p,o)end;local function F(h,i)return w(string.byte(h,i,i+7))end;local function G(h,i)local o,p,q,r,x,y,z,A=string.byte(h,i,i+7)return w(A,z,y,x,r,q,p,o)end;local H={[4]={little=D,big=E},[8]={little=F,big=G}}local function I(J)local K=J.index;local L=string.byte(J.source,K,K)J.index=K+1;return L end;local function M(J,N)local O=J.index+N;local P=string.sub(J.source,J.index,O-1)J.index=O;return P end;local function Q(J)local N=J:s_szt()local P;if N~=0 then P=string.sub(M(J,N),1,-2)end;return P end;local function R(N,S)return function(J)local O=J.index+N;local T=S(J.source,J.index,O)J.index=O;return T end end;local function U(N,S)return function(J)local V=S(J.source,J.index)J.index=J.index+N;return V end end;local function W(J)local X=J:s_int()local Y={}for m=1,X do local Z=J:s_ins()local _=bit.band(Z,0x3F)local a0=e[_]local a1=f[_]local a2={value=Z,op=_,A=bit.band(bit.rshift(Z,6),0xFF)}if a0=='ABC'then a2.B=bit.band(bit.rshift(Z,23),0x1FF)a2.C=bit.band(bit.rshift(Z,14),0x1FF)a2.is_KB=a1.b=='OpArgK'and a2.B>0xFF;a2.is_KC=a1.c=='OpArgK'and a2.C>0xFF elseif a0=='ABx'then a2.Bx=bit.band(bit.rshift(Z,14),0x3FFFF)a2.is_K=a1.b=='OpArgK'elseif a0=='AsBx'then a2.sBx=bit.band(bit.rshift(Z,14),0x3FFFF)-131071 end;Y[m]=a2 end;return Y end;local function a3(J)local X=J:s_int()local a4={}for m=1,X do local a5=I(J)local a6;if a5==1 then a6=I(J)~=0 elseif a5==3 then a6=J:s_num()elseif a5==4 then a6=Q(J)end;a4[m]=a6 end;return a4 end;local function a7(J,h)local X=J:s_int()local a8={}for m=1,X do a8[m]=c(J,h)end;return a8 end;local function a9(J)local X=J:s_int()local aa={}for m=1,X do aa[m]=J:s_int()end;return aa end;local function ab(J)local X=J:s_int()local ac={}for m=1,X do ac[m]={varname=Q(J),startpc=J:s_int(),endpc=J:s_int()}end;return ac end;local function ad(J)local X=J:s_int()local ae={}for m=1,X do ae[m]=Q(J)end;return ae end;function c(J,af)local ag={}local h=Q(J)or af;ag.source=h;J:s_int()J:s_int()ag.numupvals=I(J)ag.numparams=I(J)I(J)I(J)ag.code=W(J)ag.const=a3(J)ag.subs=a7(J,h)ag.lines=a9(J)ab(J)ad(J)for ah,ai in ipairs(ag.code)do if ai.is_K then ai.const=ag.const[ai.Bx+1]else if ai.is_KB then ai.const_B=ag.const[ai.B-0xFF]end;if ai.is_KC then ai.const_C=ag.const[ai.C-0xFF]end end end;return ag end;function a(h)local aj;local ak;local al;local am;local an;local ao;local ap;local aq={index=1,source=h}assert(M(aq,4)=='\27Lua','invalid Lua signature')assert(I(aq)==0x51,'invalid Lua version')assert(I(aq)==0,'invalid Lua format')ak=I(aq)~=0;al=I(aq)am=I(aq)an=I(aq)ao=I(aq)ap=I(aq)~=0;aj=ak and B or C;aq.s_int=R(al,aj)aq.s_szt=R(am,aj)aq.s_ins=R(an,aj)if ap then aq.s_num=R(ao,aj)elseif H[ao]then aq.s_num=U(ao,H[ao][ak and'little'or'big'])else error('unsupported float size')end;return c(aq,'@virtual')end;local function ar(as,at)for m,au in pairs(as)do if au.index>=at then au.value=au.store[au.index]au.store=au;au.index='value'as[m]=nil end end end;local function av(as,at,aw)local ax=as[at]if not ax then ax={index=at,store=aw}as[at]=ax end;return ax end;local function ay(...)return select('#',...),{...}end;local function az(aA,aB)local h=aA.source;local aC=aA.lines[aA.pc-1]local af,aD,aE=string.match(aB,'^(.-):(%d+):%s+(.+)')local aF='%s:%i: [%s:%i] %s'aC=aC or'0'af=af or'?'aD=aD or'0'aE=aE or aB;error(string.format(aF,h,aC,af,aD,aE),0)end;local function aG(aA)local Y=aA.code;local aH=aA.subs;local aI=aA.env;local aJ=aA.upvals;local aK=aA.varargs;local aL=-1;local aM={}local aw=aA.stack;local aN=aA.pc;while true do local aO=Y[aN]local _=aO.op;aN=aN+1;if _<19 then if _<9 then if _<4 then if _<2 then if _<1 then aw[aO.A]=aw[aO.B]else aw[aO.A]=aO.const end elseif _>2 then for m=aO.A,aO.B do aw[m]=nil end else aw[aO.A]=aO.B~=0;if aO.C~=0 then aN=aN+1 end end elseif _>4 then if _<7 then if _<6 then aw[aO.A]=aI[aO.const]else local at;if aO.is_KC then at=aO.const_C else at=aw[aO.C]end;aw[aO.A]=aw[aO.B][at]end elseif _>7 then local au=aJ[aO.B]au.store[au.index]=aw[aO.A]else aI[aO.const]=aw[aO.A]end else local au=aJ[aO.B]aw[aO.A]=au.store[au.index]end elseif _>9 then if _<14 then if _<12 then if _<11 then aw[aO.A]={}else local aP=aO.A;local aQ=aO.B;local at;if aO.is_KC then at=aO.const_C else at=aw[aO.C]end;aw[aP+1]=aw[aQ]aw[aP]=aw[aQ][at]end elseif _>12 then local aR,aS;if aO.is_KB then aR=aO.const_B else aR=aw[aO.B]end;if aO.is_KC then aS=aO.const_C else aS=aw[aO.C]end;aw[aO.A]=aR-aS else local aR,aS;if aO.is_KB then aR=aO.const_B else aR=aw[aO.B]end;if aO.is_KC then aS=aO.const_C else aS=aw[aO.C]end;aw[aO.A]=aR+aS end elseif _>14 then if _<17 then if _<16 then local aR,aS;if aO.is_KB then aR=aO.const_B else aR=aw[aO.B]end;if aO.is_KC then aS=aO.const_C else aS=aw[aO.C]end;aw[aO.A]=aR/aS else local aR,aS;if aO.is_KB then aR=aO.const_B else aR=aw[aO.B]end;if aO.is_KC then aS=aO.const_C else aS=aw[aO.C]end;aw[aO.A]=aR%aS end elseif _>17 then aw[aO.A]=-aw[aO.B]else local aR,aS;if aO.is_KB then aR=aO.const_B else aR=aw[aO.B]end;if aO.is_KC then aS=aO.const_C else aS=aw[aO.C]end;aw[aO.A]=aR^aS end else local aR,aS;if aO.is_KB then aR=aO.const_B else aR=aw[aO.B]end;if aO.is_KC then aS=aO.const_C else aS=aw[aO.C]end;aw[aO.A]=aR*aS end else local at,aT;if aO.is_KB then at=aO.const_B else at=aw[aO.B]end;if aO.is_KC then aT=aO.const_C else aT=aw[aO.C]end;aw[aO.A][at]=aT end elseif _>19 then if _<29 then if _<24 then if _<22 then if _<21 then aw[aO.A]=#aw[aO.B]else local P=aw[aO.B]for m=aO.B+1,aO.C do P=P..aw[m]end;aw[aO.A]=P end elseif _>22 then local aR,aS;if aO.is_KB then aR=aO.const_B else aR=aw[aO.B]end;if aO.is_KC then aS=aO.const_C else aS=aw[aO.C]end;if aR==aS~=(aO.A~=0)then aN=aN+1 end else aN=aN+aO.sBx end elseif _>24 then if _<27 then if _<26 then local aR,aS;if aO.is_KB then aR=aO.const_B else aR=aw[aO.B]end;if aO.is_KC then aS=aO.const_C else aS=aw[aO.C]end;if aR<=aS~=(aO.A~=0)then aN=aN+1 end else if not aw[aO.A]==(aO.C~=0)then aN=aN+1 end end elseif _>27 then local aP=aO.A;local aQ=aO.B;local aU=aO.C;local aV;local aW,aX;if aQ==0 then aV=aL-aP else aV=aQ-1 end;aW,aX=ay(aw[aP](unpack(aw,aP+1,aP+aV)))if aU==0 then aL=aP+aW-1 else aW=aU-1 end;for m=1,aW do aw[aP+m-1]=aX[m]end else local aP=aO.A;local aQ=aO.B;if not aw[aQ]==(aO.C~=0)then aN=aN+1 else aw[aP]=aw[aQ]end end else local aR,aS;if aO.is_KB then aR=aO.const_B else aR=aw[aO.B]end;if aO.is_KC then aS=aO.const_C else aS=aw[aO.C]end;if aR<aS~=(aO.A~=0)then aN=aN+1 end end elseif _>29 then if _<34 then if _<32 then if _<31 then local aP=aO.A;local aQ=aO.B;local aY={}local X;if aQ==0 then X=aL-aP+1 else X=aQ-1 end;for m=1,X do aY[m]=aw[aP+m-1]end;ar(aM,0)return X,aY else local aP=aO.A;local aZ=aw[aP+2]local at=aw[aP]+aZ;local a_=aw[aP+1]local b0;if aZ==math.abs(aZ)then b0=at<=a_ else b0=at>=a_ end;if b0 then aw[aO.A]=at;aw[aO.A+3]=at;aN=aN+aO.sBx end end elseif _>32 then local aP=aO.A;local S=aw[aP]local b1=aw[aP+1]local at=aw[aP+2]local b2=aP+3;local aY;aw[b2+2]=at;aw[b2+1]=b1;aw[b2]=S;aY={S(b1,at)}for m=1,aO.C do aw[b2+m-1]=aY[m]end;if aw[b2]~=nil then aw[aP+2]=aw[b2]else aN=aN+1 end else local aP=aO.A;local b3,a_,aZ;b3=assert(tonumber(aw[aP]),'`for` initial value must be a number')a_=assert(tonumber(aw[aP+1]),'`for` limit must be a number')aZ=assert(tonumber(aw[aP+2]),'`for` step must be a number')aw[aP]=b3-aZ;aw[aP+1]=a_;aw[aP+2]=aZ;aN=aN+aO.sBx end elseif _>34 then if _<36 then ar(aM,aO.A)elseif _>36 then local aP=aO.A;local X=aO.B;if X==0 then X=aK.size;aL=aP+X-1 end;for m=1,X do aw[aP+m-1]=aK.list[m]end else local a8=aH[aO.Bx+1]local b4=a8.numupvals;local b5;if b4~=0 then b5={}for m=1,b4 do local b6=Y[aN+m-1]if b6.op==0 then b5[m-1]=av(aM,b6.B,aw)elseif b6.op==4 then b5[m-1]=aJ[b6.B]end end;aN=aN+b4 end;aw[aO.A]=b(a8,aI,b5)end else local aP=aO.A;local aU=aO.C;local X=aO.B;local b7=aw[aP]local b8;if X==0 then X=aL-aP end;if aU==0 then aU=aO[aN].value;aN=aN+1 end;b8=(aU-1)*d;for m=1,X do b7[m+b8]=aw[aP+m]end end else local aP=aO.A;local aQ=aO.B;local aV;if aQ==0 then aV=aL-aP else aV=aQ-1 end;ar(aM,0)return ay(aw[aP](unpack(aw,aP+1,aP+aV)))end else aw[aO.A]=not aw[aO.B]end;aA.pc=aN end end;function b(b1,aI,ae)local b9=b1.code;local ba=b1.subs;local bb=b1.lines;local bc=b1.source;local bd=b1.numparams;local function be(...)local aw={}local bf={}local bg=0;local bh,bi=ay(...)local aA;local bj,aB,aY;for m=1,bd do aw[m-1]=bi[m]end;if bd<bh then bg=bh-bd;for m=1,bg do bf[m]=bi[bd+m]end end;aA={varargs={list=bf,size=bg},code=b9,subs=ba,lines=bb,source=bc,env=aI,upvals=ae,stack=aw,pc=1}bj,aB,aY=pcall(aG,aA,...)if bj then return unpack(aY,1,aB)else az(aA,aB)end;return end;return be end; warn("dont skid ok") _G.locustLBI = function(dumped_function) local compiledfunc; local Status, Error = pcall(function() compiledfunc = b(a(dumped_function), getfenv()) end) if not Status then error("Failed to compile script: " .. Error) else compiledfunc() end end
-------------------------------- -- @module PhysicsJointFixed -- @extend PhysicsJoint -- @parent_module cc ---@class cc.PhysicsJointFixed:cc.PhysicsJoint local PhysicsJointFixed = {} cc.PhysicsJointFixed = PhysicsJointFixed -------------------------------- --- ---@return boolean function PhysicsJointFixed:createConstraints() end -------------------------------- --- Create a fixed joint. --- param a A is the body to connect. --- param b B is the body to connect. --- param anchr It's the pivot position. --- return A object pointer. ---@param a cc.PhysicsBody ---@param b cc.PhysicsBody ---@param anchr vec2_table ---@return cc.PhysicsJointFixed function PhysicsJointFixed:construct(a, b, anchr) end return nil
local api = require 'api' local clock = require 'clock' local db = require 'db' local fun = require 'fun' local log = require 'log' local record = require 'record' local rx = require 'rx' local util = require 'util' local M = {} --- API local methods = {} function methods.current_session(call) return db.session.get(call.session_id) end function methods.list_sessions(call) return db.session.iter():map(record('session').to_map):totable() end function methods.rename_session(call, name) local session = db.session.rename(call.session_id, name) assert(session) end --- Service function M.service(config, source, scheduler) if not db.session.is_ready() then log.warn('Sessions database not ready.') return end local sink = rx.Subject.create() local conn_events = db.session.observe_connections() source:filter(util.itemeq('topic', 'stop')):subscribe(conn_events.stop) local events = db.session.observe(source) source:filter(util.itemeq('topic', 'stop')):subscribe(events.stop) events:delay(0, scheduler):subscribe(sink) api.publish(methods, 'session', 'app', source, true):subscribe(sink) local session = db.session.get(box.session.id()) if not session then xpcall(function() db.session.add( record('session').create(box.session.id(), 'server', '', clock.time())) end, log.error) end conn_events :filter(function(evt, id, peer) return evt == 'connected' end) :subscribe(function(evt, id, peer) db.session.add( record('session').create(id, 'unnamed', peer, clock.time())) end) conn_events :filter(function(evt, id, peer) return evt == 'disconnected' end) :subscribe(function(evt, id, peer) db.session.remove(id) end) return sink end return M
-- Cmdline-mode tests. local helpers = require('test.functional.helpers')(after_each) local clear, insert, funcs, eq, feed = helpers.clear, helpers.insert, helpers.funcs, helpers.eq, helpers.feed local meths = helpers.meths describe('cmdline CTRL-R', function() before_each(clear) it('pasting non-special register inserts <CR> *between* lines', function() insert([[ line1abc line2somemoretext ]]) -- Yank 2 lines linewise, then paste to cmdline. feed([[<C-\><C-N>gg0yj:<C-R>0]]) -- <CR> inserted between lines, NOT after the final line. eq('line1abc\rline2somemoretext', funcs.getcmdline()) -- Yank 2 lines charwise, then paste to cmdline. feed([[<C-\><C-N>gg05lyvj:<C-R>0]]) -- <CR> inserted between lines, NOT after the final line. eq('abc\rline2', funcs.getcmdline()) -- Yank 1 line linewise, then paste to cmdline. feed([[<C-\><C-N>ggyy:<C-R>0]]) -- No <CR> inserted. eq('line1abc', funcs.getcmdline()) end) it('pasting special register inserts <CR>, <NL>', function() feed([[:<C-R>="foo\nbar\rbaz"<CR>]]) eq('foo\nbar\rbaz', funcs.getcmdline()) end) end) describe('cmdline history', function() before_each(clear) it('correctly clears start of the history', function() -- Regression test: check absence of the memory leak when clearing start of -- the history using ex_getln.c/clr_history(). eq(1, funcs.histadd(':', 'foo')) eq(1, funcs.histdel(':')) eq('', funcs.histget(':', -1)) end) it('correctly clears end of the history', function() -- Regression test: check absence of the memory leak when clearing end of -- the history using ex_getln.c/clr_history(). meths.set_option('history', 1) eq(1, funcs.histadd(':', 'foo')) eq(1, funcs.histdel(':')) eq('', funcs.histget(':', -1)) end) it('correctly removes item from history', function() -- Regression test: check that ex_getln.c/del_history_idx() correctly clears -- history index after removing history entry. If it does not then deleting -- history will result in a double free. eq(1, funcs.histadd(':', 'foo')) eq(1, funcs.histadd(':', 'bar')) eq(1, funcs.histadd(':', 'baz')) eq(1, funcs.histdel(':', -2)) eq(1, funcs.histdel(':')) eq('', funcs.histget(':', -1)) end) end)
print("Opened Connect Dialog.")
-- Automatically generated file: Auto Translates return { [256] = {id=256,en="Greetings",ja="アイサツ"}, [257] = {id=257,en="Nice to meet you.",ja="初めまして。"}, [258] = {id=258,en="See you again!",ja="また会いましょう!"}, [259] = {id=259,en="Good morning!",ja="おはよう。"}, [260] = {id=260,en="Good evening!",ja="こんばんは。"}, [261] = {id=261,en="I'm sorry.",ja="ごめんなさい。"}, [262] = {id=262,en="Good bye.",ja="さようなら。"}, [263] = {id=263,en="Take care.",ja="気を付けてください。"}, [264] = {id=264,en="Good night!",ja="おやすみなさい。"}, [265] = {id=265,en="I'm back!",ja="ただいま。"}, [266] = {id=266,en="Excuse me...",ja="ちょっといいですか?"}, [267] = {id=267,en="Hello!",ja="こんにちは。"}, [268] = {id=268,en="Thank you.",ja="ありがとう。"}, [269] = {id=269,en="Please forgive me.",ja="許してください。"}, [270] = {id=270,en="That's too bad.",ja="残念です。"}, [271] = {id=271,en="Congratulations!",ja="おめでとう!"}, [272] = {id=272,en="Good job!",ja="よくやった!"}, [273] = {id=273,en="All right!",ja="やったー!!"}, [274] = {id=274,en="Welcome back.",ja="おかえり。"}, [275] = {id=275,en="You're welcome.",ja="どういたしまして。"}, [276] = {id=276,en="Good luck!",ja="がんばって!"}, [512] = {id=512,en="Questions",ja="シツモン"}, [513] = {id=513,en="Who?",ja="誰ですか?"}, [514] = {id=514,en="Which?",ja="どちらですか?"}, [515] = {id=515,en="How?",ja="どうすればいいですか?"}, [516] = {id=516,en="What?",ja="何ですか?"}, [517] = {id=517,en="Do you have it?",ja="持っていますか?"}, [518] = {id=518,en="Where?",ja="どこですか?"}, [519] = {id=519,en="What's the battle plan?",ja="どんな戦術でいきますか?"}, [520] = {id=520,en="When?",ja="いつですか?"}, [521] = {id=521,en="Do you need any help?",ja="助けはいりますか?"}, [522] = {id=522,en="In what order shall we do our weapon skills?",ja="連携技の順番はどうしましょうか?"}, [523] = {id=523,en="What weapons can you use?",ja="今どんな武器を持っていますか?"}, [524] = {id=524,en="Can I add you to my friend list?",ja="フレンドになってくれませんか?"}, [768] = {id=768,en="Answers",ja="コタエ"}, [769] = {id=769,en="I don't understand.",ja="わかりません。"}, [770] = {id=770,en="No thanks.",ja="いりません。"}, [771] = {id=771,en="Yes, please.",ja="はい。お願いします。"}, [772] = {id=772,en="Understood.",ja="わかりました。"}, [773] = {id=773,en="I'm sorry. I'm busy now.",ja="今忙しいので、後にしてください。"}, [774] = {id=774,en="I'm playing solo right now.",ja="今は独りで行動したいんです。"}, [775] = {id=775,en="I don't know how to answer that question.",ja="答えたいけど表現がわかりません。"}, [776] = {id=776,en="I see.",ja="なるほど。"}, [777] = {id=777,en="Thanks for the offer, but I'll have to pass.",ja="せっかくだけど遠慮します。"}, [778] = {id=778,en="That's interesting.",ja="へぇー"}, [779] = {id=779,en="Um...",ja="えーっと…"}, [780] = {id=780,en="Huh!?",ja="えっ!?"}, [781] = {id=781,en="Really?",ja="本当に?"}, [782] = {id=782,en="Hmmm.",ja="むむむ。"}, [783] = {id=783,en="I have to go soon.",ja="もうすぐ別の予定があるんです。"}, [1024] = {id=1024,en="Check",ja="ツヨサ"}, [1025] = {id=1025,en="Even match",ja="自分と同じくらいの相手です。"}, [1026] = {id=1026,en="Too weak",ja="練習相手になりません。"}, [1027] = {id=1027,en="Incredibly tough",ja="とてもとても強そうな相手です。"}, [1028] = {id=1028,en="Tough",ja="強そうな相手です。"}, [1029] = {id=1029,en="Decent challenge",ja="丁度いい相手です。"}, [1030] = {id=1030,en="Easy prey",ja="楽な相手です。"}, [1031] = {id=1031,en="Very tough",ja="とても強そうな相手です。"}, [1032] = {id=1032,en="Impossible to gauge",ja="計り知れない強さです。"}, [1280] = {id=1280,en="Tactics",ja="センジュツ"}, [1281] = {id=1281,en="I'll follow you.",ja="ついていきます。"}, [1282] = {id=1282,en="Please check it.",ja="調べてみてください。"}, [1283] = {id=1283,en="Standing by.",ja="待機します。"}, [1284] = {id=1284,en="No more MP!",ja="MPがなくなりました!"}, [1285] = {id=1285,en="Ready!",ja="準備完了!"}, [1286] = {id=1286,en="Healing!",ja="ヒーリングします。"}, [1287] = {id=1287,en="Defeat this one first!",ja="これを先にやっつけて!"}, [1288] = {id=1288,en="Heal!",ja="回復してください!"}, [1289] = {id=1289,en="Run away!",ja="にげて!"}, [1290] = {id=1290,en="Found it!",ja="見つけました!"}, [1291] = {id=1291,en="Full attack!",ja="全力で攻撃だ!"}, [1292] = {id=1292,en="Pull back.",ja="すこし下がって。"}, [1293] = {id=1293,en="Ready to start Skillchain!",ja="連携準備オッケー!"}, [1294] = {id=1294,en="Setting Home Point.",ja="ホームポイントを設定します。"}, [1295] = {id=1295,en="Jumping to new area.",ja="エリアジャンプします。"}, [1296] = {id=1296,en="Help me out!",ja="助けて!!"}, [1297] = {id=1297,en="Let's rest for a while.",ja="休憩しましょう。"}, [1298] = {id=1298,en="Stop!",ja="止まって!!"}, [1299] = {id=1299,en="Front line job",ja="前衛"}, [1300] = {id=1300,en="Support role job",ja="中衛"}, [1301] = {id=1301,en="Back line job",ja="後衛"}, [1302] = {id=1302,en="Detects by sound",ja="聴覚感知"}, [1303] = {id=1303,en="Detects by sight",ja="視覚感知"}, [1304] = {id=1304,en="Detects by smell",ja="嗅覚感知"}, [1305] = {id=1305,en="Detects spellcasting",ja="魔法感知"}, [1306] = {id=1306,en="Detects low HP",ja="生命感知"}, [1307] = {id=1307,en="Please follow.",ja="ついてきてください。"}, [1308] = {id=1308,en="Please use a weak weapon to attack.",ja="弱い武器で攻撃してください。"}, [1309] = {id=1309,en="piercing",ja="突く"}, [1310] = {id=1310,en="slashing",ja="斬る"}, [1311] = {id=1311,en="blunt",ja="打つ"}, [1536] = {id=1536,en="Controller",ja="コントローラ"}, [1546] = {id=1546,en="Analog Stick",ja="アナログスティック"}, [1553] = {id=1553,en="Trigger",ja="トリガー"}, [1792] = {id=1792,en="Keyboard",ja="キーボード"}, [1795] = {id=1795,en="Tab key",ja="Tabキー"}, [2048] = {id=2048,en="Game Terms",ja="ゲームヨウゴ"}, [2049] = {id=2049,en="Element",ja="属性"}, [2050] = {id=2050,en="Camp",ja="キャンプ"}, [2051] = {id=2051,en="Job Ability",ja="ジョブアビリティ"}, [2052] = {id=2052,en="Job",ja="ジョブ"}, [2053] = {id=2053,en="Title",ja="称号"}, [2054] = {id=2054,en="Signet",ja="シグネット"}, [2055] = {id=2055,en="Looking for Party",ja="参加希望"}, [2056] = {id=2056,en="Help Desk",ja="サポートデスク"}, [2057] = {id=2057,en="Gardening",ja="栽培"}, [2058] = {id=2058,en="Conquest",ja="コンクェスト"}, [2059] = {id=2059,en="Command",ja="コマンド"}, [2060] = {id=2060,en="Conquest Points",ja="個人戦績"}, [2061] = {id=2061,en="Synthesis",ja="合成"}, [2062] = {id=2062,en="Attack",ja="攻撃"}, [2063] = {id=2063,en="Experience points",ja="経験値"}, [2064] = {id=2064,en="Invite to Join Party",ja="パーティに誘う"}, [2065] = {id=2065,en="Area",ja="エリア"}, [2066] = {id=2066,en="Icon",ja="アイコン"}, [2067] = {id=2067,en="Chat",ja="チャット"}, [2068] = {id=2068,en="Item",ja="アイテム"}, [2069] = {id=2069,en="Dig",ja="穴掘り"}, [2070] = {id=2070,en="Ability",ja="アビリティ"}, [2071] = {id=2071,en="Quest",ja="クエスト"}, [2072] = {id=2072,en="Song",ja="歌"}, [2073] = {id=2073,en="Call for Help",ja="救援要請"}, [2074] = {id=2074,en="Ranged Attack",ja="遠隔攻撃"}, [2075] = {id=2075,en="Auction",ja="競売"}, [2076] = {id=2076,en="Auto-Attack",ja="オートアタック"}, [2077] = {id=2077,en="Disband",ja="解散"}, [2078] = {id=2078,en="Pirates",ja="海賊"}, [2079] = {id=2079,en="Skill",ja="スキル"}, [2080] = {id=2080,en="Weapon Skill",ja="ウェポンスキル"}, [2081] = {id=2081,en="Consulate",ja="領事館"}, [2082] = {id=2082,en="Job Change",ja="ジョブチェンジ"}, [2083] = {id=2083,en="Magic",ja="魔法"}, [2084] = {id=2084,en="Mission",ja="ミッション"}, [2085] = {id=2085,en="Moogle",ja="モーグリ"}, [2086] = {id=2086,en="Mog Safe",ja="モグ金庫"}, [2087] = {id=2087,en="Delivery Box",ja="ポスト"}, [2088] = {id=2088,en="Region",ja="リージョン"}, [2089] = {id=2089,en="Home Point",ja="ホームポイント"}, [2090] = {id=2090,en="Rare",ja="レア"}, [2091] = {id=2091,en="Layout",ja="レイアウト"}, [2092] = {id=2092,en="Resist",ja="レジスト"}, [2093] = {id=2093,en="Skillchain",ja="連携"}, [2094] = {id=2094,en="Lock On",ja="ロックオン"}, [2095] = {id=2095,en="Cast Lots",ja="ロットイン"}, [2096] = {id=2096,en="Mog House",ja="モグハウス"}, [2097] = {id=2097,en="Dungeon",ja="ダンジョン"}, [2098] = {id=2098,en="World",ja="ワールド"}, [2099] = {id=2099,en="Production",ja="生産"}, [2100] = {id=2100,en="Battle",ja="戦闘"}, [2101] = {id=2101,en="Disengage",ja="戦闘解除"}, [2102] = {id=2102,en="Treasure",ja="戦利品"}, [2103] = {id=2103,en="Target",ja="ターゲット"}, [2104] = {id=2104,en="Check",ja="調べる"}, [2105] = {id=2105,en="Trade",ja="トレード"}, [2106] = {id=2106,en="Bazaar",ja="バザー"}, [2107] = {id=2107,en="Pass",ja="パス"}, [2108] = {id=2108,en="Healing",ja="ヒーリング"}, [2109] = {id=2109,en="Pet Commands",ja="ペットコマンド"}, [2110] = {id=2110,en="Equip",ja="装備"}, [2111] = {id=2111,en="Switch Target",ja="ターゲット変更"}, [2112] = {id=2112,en="Log",ja="過去ログ"}, [2113] = {id=2113,en="User Glossary",ja="ユーザー辞書"}, [2114] = {id=2114,en="Storage",ja="収納家具"}, [2115] = {id=2115,en="Synthesis Materials",ja="素材"}, [2116] = {id=2116,en="Ammunition",ja="矢弾"}, [2117] = {id=2117,en="Fishing Gear",ja="釣具"}, [2118] = {id=2118,en="Pet Items",ja="獣の餌"}, [2119] = {id=2119,en="Meals",ja="料理"}, [2120] = {id=2120,en="Ingredients",ja="食材"}, [2121] = {id=2121,en="Seafood",ja="水産物"}, [2122] = {id=2122,en="Meat dishes",ja="肉料理"}, [2123] = {id=2123,en="Egg dishes",ja="卵料理"}, [2124] = {id=2124,en="Seafood dishes",ja="魚介料理"}, [2125] = {id=2125,en="Soups",ja="スープ類"}, [2126] = {id=2126,en="Breads & Rice",ja="穀物料理"}, [2127] = {id=2127,en="Sweets",ja="スィーツ"}, [2128] = {id=2128,en="Drinks",ja="ドリンク"}, [2129] = {id=2129,en="Miscellaneous",ja="雑貨"}, [2130] = {id=2130,en="Beastman-made",ja="獣人製品"}, [2131] = {id=2131,en="Cards",ja="カード"}, [2132] = {id=2132,en="Ninja Tools",ja="忍具"}, [2133] = {id=2133,en="Cursed Items",ja="呪物"}, [2134] = {id=2134,en="Rent-a-Room",ja="レンタルハウス"}, [2135] = {id=2135,en="Outpost",ja="アウトポスト"}, [2136] = {id=2136,en="Crystal",ja="クリスタル"}, [2137] = {id=2137,en="Leave the party",ja="パーティから抜ける"}, [2139] = {id=2139,en="Weakened",ja="衰弱"}, [2140] = {id=2140,en="Cursed",ja="呪い"}, [2141] = {id=2141,en="Diseased",ja="病気"}, [2142] = {id=2142,en="Asleep",ja="睡眠"}, [2143] = {id=2143,en="Blinded",ja="暗闇"}, [2144] = {id=2144,en="Paralyzed",ja="麻痺"}, [2145] = {id=2145,en="Poisoned",ja="毒"}, [2146] = {id=2146,en="Charmed",ja="魅了"}, [2147] = {id=2147,en="Furnishings",ja="調度品"}, [2148] = {id=2148,en="Vegetable dishes",ja="野菜料理"}, [2149] = {id=2149,en="Petrified",ja="石化"}, [2150] = {id=2150,en="Weighed down",ja="ヘヴィ"}, [2151] = {id=2151,en="Weighed down",ja="ヘヴィ"}, [2152] = {id=2152,en="Silenced",ja="静寂"}, [2153] = {id=2153,en="Conflict",ja="コンフリクト"}, [2154] = {id=2154,en="Ballista",ja="バリスタ"}, [2155] = {id=2155,en="Rook",ja="ルーク"}, [2156] = {id=2156,en="Scout",ja="スカウト"}, [2157] = {id=2157,en="Sprint",ja="スプリント"}, [2158] = {id=2158,en="Petra",ja="ペトラ"}, [2159] = {id=2159,en="Quarry",ja="ペトラ掘り"}, [2160] = {id=2160,en="Garrison",ja="守備隊"}, [2161] = {id=2161,en="Expeditionary Force",ja="遠征軍"}, [2162] = {id=2162,en="Gate Breach",ja="ゲートブリーチ"}, [2163] = {id=2163,en="Brenner",ja="ブレンナー"}, [2164] = {id=2164,en="Besieged",ja="ビシージ"}, [2165] = {id=2165,en="Assault",ja="アサルト"}, [2166] = {id=2166,en="Rank Evaluation",ja="昇進試験"}, [2169] = {id=2169,en="Assault Points",ja="作戦戦績"}, [2170] = {id=2170,en="Imperial Standing",ja="皇国軍戦績"}, [2172] = {id=2172,en="Runic Portal",ja="移送の幻灯"}, [2173] = {id=2173,en="Astral Candescence",ja="魔笛"}, [2174] = {id=2174,en="Mamool Ja Savages",ja="マムージャ蕃国軍"}, [2175] = {id=2175,en="Troll Mercenaries",ja="トロール傭兵団"}, [2176] = {id=2176,en="Undead Swarm",ja="死者の軍団"}, [2177] = {id=2177,en="Immortals",ja="不滅隊"}, [2178] = {id=2178,en="Gordeus",ja="ゴルディオス"}, [2179] = {id=2179,en="Automaton",ja="オートマトン"}, [2180] = {id=2180,en="Chocobo stables",ja="チョコボ厩舎"}, [2181] = {id=2181,en="Chocobo raising",ja="育成"}, [2183] = {id=2183,en="Plan length",ja="実行日数"}, [2184] = {id=2184,en="Matchmaking",ja="交配"}, [2185] = {id=2185,en="Care",ja="世話"}, [2186] = {id=2186,en="Feed",ja="エサ"}, [2187] = {id=2187,en="Burrow",ja="掬い掘り"}, [2188] = {id=2188,en="Bore",ja="突っつき掘り"}, [2189] = {id=2189,en="Mental",ja="メンタル"}, [2190] = {id=2190,en="Physical",ja="フィジカル"}, [2191] = {id=2191,en="Outing",ja="お出かけ"}, [2192] = {id=2192,en="Owner",ja="里親"}, [2193] = {id=2193,en="Race",ja="レース"}, [2194] = {id=2194,en="Strength",ja="力"}, [2195] = {id=2195,en="Endurance",ja="持久力"}, [2196] = {id=2196,en="Discernment",ja="判断力"}, [2197] = {id=2197,en="Receptivity",ja="感受性"}, [2198] = {id=2198,en="Affection",ja="愛情"}, [2199] = {id=2199,en="Energy",ja="体力"}, [2200] = {id=2200,en="Stamina",ja="スタミナ"}, [2201] = {id=2201,en="Retirement",ja="引退"}, [2202] = {id=2202,en="Mog Case",ja="モグケース"}, [2203] = {id=2203,en="Mog Sack",ja="モグサック"}, [2204] = {id=2204,en="Mog Wardrobe",ja="モグワードローブ"}, [2207] = {id=2207,en="Mog Locker",ja="モグロッカー"}, [2208] = {id=2208,en="Salvage",ja="サルベージ"}, [2209] = {id=2209,en="Support Job",ja="サポートジョブ"}, [2210] = {id=2210,en="Sanction",ja="サンクション"}, [2211] = {id=2211,en="Healing Breath",ja="ヒールブレス"}, [2212] = {id=2212,en="Chocobo Racing",ja="チョコボレース"}, [2213] = {id=2213,en="Chocobucks",ja="チョココイン"}, [2214] = {id=2214,en="Einherjar",ja="エインヘリヤル"}, [2215] = {id=2215,en="Grip",ja="グリップ"}, [2216] = {id=2216,en="Pankration",ja="パンクラティオン"}, [2220] = {id=2220,en="Kamp Kweh",ja="チョコボの集い"}, [2222] = {id=2222,en="Campaign",ja="カンパニエ"}, [2223] = {id=2223,en="Allied Notes",ja="連合軍戦績"}, [2224] = {id=2224,en="Morale",ja="士気"}, [2225] = {id=2225,en="Prosperity",ja="活気"}, [2226] = {id=2226,en="Reconnaissance",ja="情報力"}, [2227] = {id=2227,en="Fortifications",ja="拠点防衛力"}, [2228] = {id=2228,en="Resources",ja="戦略物資"}, [2229] = {id=2229,en="Influence",ja="エリア支配率"}, [2230] = {id=2230,en="Controlled Areas",ja="支配エリア"}, [2234] = {id=2234,en="Layer Area",ja="レイヤーエリア"}, [2235] = {id=2235,en="Campaign Evaluation",ja="叙勲審査"}, [2236] = {id=2236,en="Allied Tags",ja="アライドタグ"}, [2237] = {id=2237,en="Sigil",ja="シギル"}, [2238] = {id=2238,en="Temporary Item",ja="テンポラリアイテム"}, [2239] = {id=2239,en="Campaign Ops",ja="カンパニエops"}, [2240] = {id=2240,en="Campaign Ops",ja="カンパニエops"}, [2241] = {id=2241,en="campaign battle",ja="カンパニエバトル"}, [2242] = {id=2242,en="checkpoint garrison",ja="検問所"}, [2243] = {id=2243,en="medal",ja="叙勲"}, [2245] = {id=2245,en="audience",ja="謁見"}, [2246] = {id=2246,en="war climate details",ja="戦況報告"}, [2247] = {id=2247,en="battle strategies",ja="作戦方針"}, [2248] = {id=2248,en="internal policy",ja="後方支援"}, [2249] = {id=2249,en="skill (Campaign)",ja="技術力"}, [2250] = {id=2250,en="production",ja="生産力"}, [2252] = {id=2252,en="Campaign Ops",ja="カンパニエops"}, [2253] = {id=2253,en="Campaign Ops",ja="カンパニエops"}, [2254] = {id=2254,en="Level Sync",ja="レベルシンク"}, [2255] = {id=2255,en="Fellow",ja="フェロー"}, [2304] = {id=2304,en="Modes of Transport",ja="ノリモノ"}, [2305] = {id=2305,en="Airship",ja="飛空艇"}, [2306] = {id=2306,en="Ship",ja="船"}, [2307] = {id=2307,en="Chocobo",ja="チョコボ"}, [2560] = {id=2560,en="Races",ja="シュゾク"}, [2561] = {id=2561,en="Elvaan",ja="エルヴァーン"}, [2562] = {id=2562,en="Elvaan",ja="エルヴァーン"}, [2563] = {id=2563,en="Galka",ja="ガルカ"}, [2564] = {id=2564,en="Tarutaru",ja="タルタル"}, [2565] = {id=2565,en="Hume",ja="ヒューム"}, [2566] = {id=2566,en="Mithra",ja="ミスラ"}, [2567] = {id=2567,en="Zilart",ja="ジラート"}, [2816] = {id=2816,en="Settings & Setup",ja="カンキョウ"}, [2818] = {id=2818,en="Black List",ja="ブラックリスト"}, [2819] = {id=2819,en="Friend List",ja="フレンドリスト"}, [2820] = {id=2820,en="Config",ja="コンフィグ"}, [2821] = {id=2821,en="Connection",ja="接続"}, [2822] = {id=2822,en="Screenshot",ja="スクリーンショット"}, [2824] = {id=2824,en="Version",ja="バージョン"}, [2825] = {id=2825,en="Connection Lost",ja="回線切断"}, [2826] = {id=2826,en="Lag",ja="ラグ"}, [2827] = {id=2827,en="Filter",ja="フィルタ"}, [2828] = {id=2828,en="Client",ja="クライアント"}, [2829] = {id=2829,en="Backup",ja="バックアップ"}, [2831] = {id=2831,en="Save",ja="セーブ"}, [2832] = {id=2832,en="TV",ja="テレビ"}, [2833] = {id=2833,en="Modem",ja="モデム"}, [2834] = {id=2834,en="Monitor",ja="モニター"}, [2835] = {id=2835,en="Log off",ja="ログアウト"}, [2836] = {id=2836,en="Log on",ja="ログイン"}, [2837] = {id=2837,en="Power",ja="電源"}, [2839] = {id=2839,en="Hard Disk",ja="ハードディスク"}, [2840] = {id=2840,en="Server",ja="サーバー"}, [2841] = {id=2841,en="Macro",ja="マクロ"}, [3072] = {id=3072,en="Titles",ja="タチバ"}, [3073] = {id=3073,en="President",ja="大統領"}, [3074] = {id=3074,en="Chief",ja="工場長"}, [3075] = {id=3075,en="General",ja="将軍"}, [3076] = {id=3076,en="Shopkeep",ja="店主"}, [3078] = {id=3078,en="Knight",ja="騎士"}, [3079] = {id=3079,en="Member",ja="メンバー"}, [3080] = {id=3080,en="Pet",ja="ペット"}, [3081] = {id=3081,en="Boss",ja="ボス"}, [3082] = {id=3082,en="Monster",ja="モンスター"}, [3083] = {id=3083,en="Last Boss",ja="ラスボス"}, [3084] = {id=3084,en="Mega Boss",ja="大ボス"}, [3085] = {id=3085,en="Notorious Monster",ja="ノートリアスモンスター"}, [3087] = {id=3087,en="Enemy",ja="敵"}, [3088] = {id=3088,en="Clerk",ja="店員"}, [3090] = {id=3090,en="Musketeer",ja="銃士"}, [3091] = {id=3091,en="Minister",ja="院長"}, [3092] = {id=3092,en="Prince",ja="王子"}, [3093] = {id=3093,en="King",ja="王"}, [3095] = {id=3095,en="Sub Boss",ja="中ボス"}, [3097] = {id=3097,en="Leader",ja="リーダー"}, [3098] = {id=3098,en="Princess",ja="王女"}, [3099] = {id=3099,en="Archduke",ja="大公"}, [3100] = {id=3100,en="Amateur",ja="素人"}, [3101] = {id=3101,en="Recruit",ja="見習"}, [3102] = {id=3102,en="Initiate",ja="徒弟"}, [3103] = {id=3103,en="Novice",ja="下級職人"}, [3104] = {id=3104,en="Apprentice",ja="名取"}, [3105] = {id=3105,en="Journeyman",ja="目録"}, [3106] = {id=3106,en="Craftsman",ja="印可"}, [3107] = {id=3107,en="Artisan",ja="高弟"}, [3108] = {id=3108,en="Adept",ja="皆伝"}, [3109] = {id=3109,en="Veteran",ja="師範"}, [3117] = {id=3117,en="Corporal",ja="伍長"}, [3118] = {id=3118,en="Sergeant",ja="軍曹"}, [3119] = {id=3119,en="Sergeant Major",ja="曹長"}, [3120] = {id=3120,en="Chief Sergeant",ja="特務曹長"}, [3121] = {id=3121,en="Mercenary",ja="傭兵"}, [3122] = {id=3122,en="Second Lieutenant",ja="少尉"}, [3123] = {id=3123,en="First Lieutenant",ja="中尉"}, [3124] = {id=3124,en="Captain",ja="大尉"}, [3328] = {id=3328,en="Text Commands",ja="テキストコマンド"}, [3329] = {id=3329,en="/checkparam",ja="/checkparam"}, [3330] = {id=3330,en="/item",ja="/item"}, [3331] = {id=3331,en="/online",ja="/online"}, [3332] = {id=3332,en="/song",ja="/song"}, [3333] = {id=3333,en="/autotarget",ja="/autotarget"}, [3334] = {id=3334,en="/anon",ja="/anon"}, [3335] = {id=3335,en="/attack",ja="/attack"}, [3336] = {id=3336,en="/say",ja="/say"}, [3337] = {id=3337,en="/target",ja="/target"}, [3338] = {id=3338,en="/assist",ja="/assist"}, [3339] = {id=3339,en="/servmes",ja="/servmes"}, [3340] = {id=3340,en="/targetpc",ja="/targetpc"}, [3341] = {id=3341,en="/linkshell",ja="/linkshell"}, [3342] = {id=3342,en="/fish",ja="/fish"}, [3343] = {id=3343,en="/volunteer",ja="/volunteer"}, [3344] = {id=3344,en="/autogroup",ja="/autogroup"}, [3345] = {id=3345,en="/party",ja="/party"}, [3346] = {id=3346,en="/kneel",ja="/kneel"}, [3347] = {id=3347,en="/echo",ja="/echo"}, [3348] = {id=3348,en="/tell",ja="/tell"}, [3349] = {id=3349,en="/jobability",ja="/jobability"}, [3350] = {id=3350,en="/heal",ja="/heal"}, [3351] = {id=3351,en="/targetnpc",ja="/targetnpc"}, [3352] = {id=3352,en="/cry",ja="/cry"}, [3353] = {id=3353,en="/lockon",ja="/lockon"}, [3354] = {id=3354,en="/follow",ja="/follow"}, [3355] = {id=3355,en="/cheer",ja="/cheer"}, [3356] = {id=3356,en="/nod",ja="/nod"}, [3357] = {id=3357,en="/dig",ja="/dig"}, [3358] = {id=3358,en="/welcome",ja="/welcome"}, [3359] = {id=3359,en="/goodbye",ja="/goodbye"}, [3360] = {id=3360,en="/farewell",ja="/farewell"}, [3361] = {id=3361,en="/garden",ja="/garden"}, [3362] = {id=3362,en="/point",ja="/point"}, [3363] = {id=3363,en="/no",ja="/no"}, [3364] = {id=3364,en="/names",ja="/names"}, [3365] = {id=3365,en="/laugh",ja="/laugh"}, [3366] = {id=3366,en="/salute",ja="/salute"}, [3367] = {id=3367,en="/wave",ja="/wave"}, [3368] = {id=3368,en="/pet",ja="/pet"}, [3369] = {id=3369,en="/dismount",ja="/dismount"}, [3370] = {id=3370,en="/shoot",ja="/shoot"}, [3371] = {id=3371,en="/ver",ja="/ver"}, [3372] = {id=3372,en="/away",ja="/away"}, [3373] = {id=3373,en="/shout",ja="/shout"}, [3374] = {id=3374,en="/yes",ja="/yes"}, [3375] = {id=3375,en="/stagger",ja="/stagger"}, [3376] = {id=3376,en="/propose",ja="/propose"}, [3377] = {id=3377,en="/blush",ja="/blush"}, [3378] = {id=3378,en="/stare",ja="/stare"}, [3379] = {id=3379,en="/deliverybox",ja="/deliverybox"}, [3380] = {id=3380,en="/helpdesk",ja="/helpdesk"}, [3381] = {id=3381,en="/amazed",ja="/amazed"}, [3382] = {id=3382,en="/vote",ja="/vote"}, [3383] = {id=3383,en="/muted",ja="/muted"}, [3384] = {id=3384,en="/psych",ja="/psych"}, [3385] = {id=3385,en="/sigh",ja="/sigh"}, [3386] = {id=3386,en="/slap",ja="/slap"}, [3387] = {id=3387,en="/poke",ja="/poke"}, [3388] = {id=3388,en="/smile",ja="/smile"}, [3389] = {id=3389,en="/disgusted",ja="/disgusted"}, [3390] = {id=3390,en="/surprised",ja="/surprised"}, [3391] = {id=3391,en="/dance",ja="/dance"}, [3392] = {id=3392,en="/angry",ja="/angry"}, [3393] = {id=3393,en="/upset",ja="/upset"}, [3394] = {id=3394,en="/comfort",ja="/comfort"}, [3395] = {id=3395,en="/makelinkshell",ja="/makelinkshell"}, [3396] = {id=3396,en="/case",ja="/case"}, [3397] = {id=3397,en="/clock",ja="/clock"}, [3398] = {id=3398,en="/playlog",ja="/playlog"}, [3399] = {id=3399,en="/playtime",ja="/playtime"}, [3400] = {id=3400,en="/quest",ja="/quest"}, [3401] = {id=3401,en="/regionmap",ja="/regionmap"}, [3402] = {id=3402,en="/emote",ja="/emote"}, [3403] = {id=3403,en="/mission",ja="/mission"}, [3404] = {id=3404,en="/nominate",ja="/nominate"}, [3405] = {id=3405,en="/breaklinkshell",ja="/breaklinkshell"}, [3406] = {id=3406,en="/wait",ja="/wait"}, [3407] = {id=3407,en="/joy",ja="/joy"}, [3408] = {id=3408,en="/friendlist",ja="/friendlist"}, [3409] = {id=3409,en="/bow",ja="/bow"}, [3410] = {id=3410,en="/logout",ja="/logout"}, [3411] = {id=3411,en="/automove",ja="/automove"}, [3412] = {id=3412,en="/chatmode",ja="/chatmode"}, [3413] = {id=3413,en="/supportdesk",ja="/supportdesk"}, [3414] = {id=3414,en="/search",ja="/search"}, [3415] = {id=3415,en="/keyitem",ja="/keyitem"}, [3416] = {id=3416,en="/clap",ja="/clap"}, [3417] = {id=3417,en="/magic",ja="/magic"}, [3418] = {id=3418,en="/hide",ja="/hide"}, [3419] = {id=3419,en="/huh",ja="/huh"}, [3420] = {id=3420,en="/fume",ja="/fume"}, [3421] = {id=3421,en="/doubt",ja="/doubt"}, [3422] = {id=3422,en="/?",ja="/?"}, [3423] = {id=3423,en="/sendpost",ja="/sendpost"}, [3424] = {id=3424,en="/sulk",ja="/sulk"}, [3425] = {id=3425,en="/map",ja="/map"}, [3426] = {id=3426,en="/panic",ja="/panic"}, [3427] = {id=3427,en="/help",ja="/help"}, [3428] = {id=3428,en="/praise",ja="/praise"}, [3429] = {id=3429,en="/attackoff",ja="/attackoff"}, [3430] = {id=3430,en="/bank",ja="/bank"}, [3431] = {id=3431,en="/mailbox",ja="/mailbox"}, [3432] = {id=3432,en="/invite",ja="/invite"}, [3433] = {id=3433,en="/alliancecmd",ja="/alliancecmd"}, [3434] = {id=3434,en="/doze",ja="/doze"}, [3435] = {id=3435,en="/weaponskill",ja="/weaponskill"}, [3436] = {id=3436,en="/shocked",ja="/shocked"}, [3437] = {id=3437,en="/grin",ja="/grin"}, [3438] = {id=3438,en="/think",ja="/think"}, [3439] = {id=3439,en="/partycmd",ja="/partycmd"}, [3440] = {id=3440,en="/decline",ja="/decline"}, [3441] = {id=3441,en="/blacklist",ja="/blacklist"}, [3442] = {id=3442,en="/throw",ja="/throw"}, [3443] = {id=3443,en="/range",ja="/range"}, [3444] = {id=3444,en="/random",ja="/random"}, [3445] = {id=3445,en="/ninjutsu",ja="/ninjutsu"}, [3446] = {id=3446,en="/join",ja="/join"}, [3447] = {id=3447,en="/check",ja="/check"}, [3448] = {id=3448,en="/layout",ja="/layout"}, [3449] = {id=3449,en="/equip",ja="/equip"}, [3450] = {id=3450,en="/sit",ja="/sit"}, [3451] = {id=3451,en="/befriend",ja="/befriend"}, [3452] = {id=3452,en="/storage",ja="/storage"}, [3453] = {id=3453,en="/hurray",ja="/hurray"}, [3454] = {id=3454,en="/toss",ja="/toss"}, [3455] = {id=3455,en="/quarry",ja="/quarry"}, [3456] = {id=3456,en="/sprint",ja="/sprint"}, [3457] = {id=3457,en="/scout",ja="/scout"}, [3458] = {id=3458,en="/recast",ja="/recast"}, [3459] = {id=3459,en="/mentor",ja="/mentor"}, [3460] = {id=3460,en="/targetopp",ja="/targetopp"}, [3461] = {id=3461,en="/lsmes",ja="/lsmes"}, [3462] = {id=3462,en="/shutdown",ja="/shutdown"}, [3463] = {id=3463,en="/seacom",ja="/seacom"}, [3464] = {id=3464,en="/seacomup",ja="/seacomup"}, [3465] = {id=3465,en="/blockaid",ja="/blockaid"}, [3466] = {id=3466,en="/locker",ja="/locker"}, [3467] = {id=3467,en="/besiegemap",ja="/besiegemap"}, [3468] = {id=3468,en="/ignorepet",ja="/ignorepet"}, [3469] = {id=3469,en="/translate",ja="/translate"}, [3470] = {id=3470,en="/macro",ja="/macro"}, [3471] = {id=3471,en="/campaignmap",ja="/campaignmap"}, [3472] = {id=3472,en="/battlebgm",ja="/battlebgm"}, [3473] = {id=3473,en="/bell",ja="/bell"}, [3474] = {id=3474,en="/bellsw",ja="/bellsw"}, [3475] = {id=3475,en="/satchel",ja="/satchel"}, [3476] = {id=3476,en="/colonizationmap",ja="/colonizationmap"}, [3477] = {id=3477,en="/yell",ja="/yell"}, [3478] = {id=3478,en="/monsterskill",ja="/monsterskill"}, [3479] = {id=3479,en="/checkname",ja="/checkname"}, [3480] = {id=3480,en="/localsettings",ja="/localsettings"}, [3481] = {id=3481,en="/ignoretrust",ja="/ignoretrust"}, [3482] = {id=3482,en="/ignorefaith",ja="/ignorefaith"}, [3483] = {id=3483,en="/hidefaith",ja="/hidefaith"}, [3484] = {id=3484,en="/hidetrust",ja="/hidetrust"}, [3485] = {id=3485,en="/lockstyle",ja="/lockstyle"}, [3486] = {id=3486,en="/returnfaith",ja="/returnfaith"}, [3487] = {id=3487,en="/returntrust",ja="/returntrust"}, [3488] = {id=3488,en="/displayhead",ja="/displayhead"}, [3489] = {id=3489,en="/wardrobe",ja="/wardrobe"}, [3490] = {id=3490,en="/aim",ja="/aim"}, [3491] = {id=3491,en="/lastsynth",ja="/lastsynth"}, [3492] = {id=3492,en="/partyinfo",ja="/partyinfo"}, [3493] = {id=3493,en="/targetbnpc",ja="/targetbnpc"}, [3494] = {id=3494,en="/equipset",ja="/equipset"}, [3495] = {id=3495,en="/itemsearch",ja="/itemsearch"}, [3496] = {id=3496,en="/unity",ja="/unity"}, [3497] = {id=3497,en="/timestamp",ja="/timestamp"}, [3498] = {id=3498,en="/linkshell2",ja="/linkshell2"}, [3499] = {id=3499,en="/makelinkshell2",ja="/makelinkshell2"}, [3500] = {id=3500,en="/linkshell2mes",ja="/linkshell2mes"}, [3501] = {id=3501,en="/lockstyleset",ja="/lockstyleset"}, [3502] = {id=3502,en="/remodel",ja="/remodel"}, [3503] = {id=3503,en="/bank2",ja="/bank2"}, [3504] = {id=3504,en="/areaeffect",ja="/areaeffect"}, [3505] = {id=3505,en="/sack",ja="/sack"}, [3506] = {id=3506,en="/guide",ja="/guide"}, [3507] = {id=3507,en="/primer",ja="/primer"}, [3508] = {id=3508,en="/furcc",ja="/furcc"}, [3509] = {id=3509,en="/layoutctrl",ja="/layoutctrl"}, [3510] = {id=3510,en="/bstpet",ja="/bstpet"}, [3511] = {id=3511,en="/targetcharaeffect",ja="/targetcharaeffect"}, [3512] = {id=3512,en="/sitchair",ja="/sitchair"}, [3513] = {id=3513,en="/statusparty",ja="/statusparty"}, [3514] = {id=3514,en="/focustarget",ja="/focustarget"}, [3515] = {id=3515,en="/groundtargetst",ja="/groundtargetst"}, [3516] = {id=3516,en="/statustimer",ja="/statustimer"}, [3517] = {id=3517,en="/recruit",ja="/recruit"}, [3518] = {id=3518,en="/recruitlist",ja="/recruitlist"}, [3519] = {id=3519,en="/partyrequestcmd",ja="/partyrequestcmd"}, [3520] = {id=3520,en="/jobmasterdisp",ja="/jobmasterdisp"}, [3521] = {id=3521,en="/jump",ja="/jump"}, [3522] = {id=3522,en="/mount",ja="/mount"}, [3523] = {id=3523,en="/wardrobe2",ja="/wardrobe2"}, [3524] = {id=3524,en="/mutebgm",ja="/mutebgm"}, [3525] = {id=3525,en="/mutese",ja="/mutese"}, [3526] = {id=3526,en="/emotefaith",ja="/emotefaith"}, [3527] = {id=3527,en="/emotetrust",ja="/emotetrust"}, [3528] = {id=3528,en="/wardrobe3",ja="/wardrobe3"}, [3529] = {id=3529,en="/wardrobe4",ja="/wardrobe4"}, [3530] = {id=3530,en="/assistj",ja="/assistj"}, [3531] = {id=3531,en="/assiste",ja="/assiste"}, [3532] = {id=3532,en="/assistjsw",ja="/assistjsw"}, [3533] = {id=3533,en="/assistesw",ja="/assistesw"}, [3534] = {id=3534,en="/mutelist",ja="/mutelist"}, [3535] = {id=3535,en="/wardrobe5",ja="/wardrobe5"}, [3536] = {id=3536,en="/wardrobe6",ja="/wardrobe6"}, [3537] = {id=3537,en="/wardrobe7",ja="/wardrobe7"}, [3538] = {id=3538,en="/wardrobe8",ja="/wardrobe8"}, [3539] = {id=3539,en="/recycle",ja="/recycle"}, [3584] = {id=3584,en="Locations",ja="イチ"}, [3585] = {id=3585,en="This way",ja="こっち"}, [3586] = {id=3586,en="That way",ja="そっち"}, [3587] = {id=3587,en="Right",ja="右"}, [3588] = {id=3588,en="Side",ja="横"}, [3589] = {id=3589,en="Outside",ja="外側"}, [3590] = {id=3590,en="South",ja="南"}, [3591] = {id=3591,en="Over there",ja="あっち"}, [3592] = {id=3592,en="Down",ja="下"}, [3593] = {id=3593,en="Flank",ja="側面"}, [3594] = {id=3594,en="Left",ja="左"}, [3595] = {id=3595,en="Up",ja="上"}, [3596] = {id=3596,en="Front",ja="正面"}, [3597] = {id=3597,en="West",ja="西"}, [3598] = {id=3598,en="North",ja="北"}, [3599] = {id=3599,en="Rear",ja="裏"}, [3600] = {id=3600,en="Middle",ja="中央"}, [3601] = {id=3601,en="East",ja="東"}, [3602] = {id=3602,en="Inside",ja="内側"}, [3603] = {id=3603,en="Surface",ja="表"}, [3840] = {id=3840,en="Groups",ja="シュウダン"}, [3841] = {id=3841,en="Linkshell",ja="リンクシェル"}, [3842] = {id=3842,en="Party",ja="パーティ"}, [3843] = {id=3843,en="Alliance",ja="アライアンス"}, [3844] = {id=3844,en="Allegiance",ja="所属国"}, [4096] = {id=4096,en="Jobs",ja="ジョブ"}, [4097] = {id=4097,en="Thief",ja="シーフ"}, [4098] = {id=4098,en="Paladin",ja="ナイト"}, [4099] = {id=4099,en="Dark Knight",ja="暗黒騎士"}, [4100] = {id=4100,en="Beastmaster",ja="獣使い"}, [4101] = {id=4101,en="Warrior",ja="戦士"}, [4102] = {id=4102,en="Monk",ja="モンク"}, [4103] = {id=4103,en="White Mage",ja="白魔道士"}, [4104] = {id=4104,en="Black Mage",ja="黒魔道士"}, [4105] = {id=4105,en="Samurai",ja="侍"}, [4106] = {id=4106,en="Red Mage",ja="赤魔道士"}, [4107] = {id=4107,en="Ninja",ja="忍者"}, [4108] = {id=4108,en="Bard",ja="吟遊詩人"}, [4109] = {id=4109,en="Ranger",ja="狩人"}, [4110] = {id=4110,en="Summoner",ja="召喚士"}, [4111] = {id=4111,en="Dragoon",ja="竜騎士"}, [4112] = {id=4112,en="Blue Mage",ja="青魔道士"}, [4113] = {id=4113,en="Corsair",ja="コルセア"}, [4114] = {id=4114,en="Puppetmaster",ja="からくり士"}, [4115] = {id=4115,en="Dancer",ja="踊り子"}, [4116] = {id=4116,en="Scholar",ja="学者"}, [4117] = {id=4117,en="Rune Fencer",ja="魔導剣士"}, [4118] = {id=4118,en="Geomancer",ja="風水士"}, [4352] = {id=4352,en="Time",ja="ジカン"}, [4353] = {id=4353,en="Friday",ja="金曜日"}, [4354] = {id=4354,en="Morning",ja="朝"}, [4355] = {id=4355,en="Day before yesterday",ja="おととい"}, [4356] = {id=4356,en="Yesterday",ja="昨日"}, [4357] = {id=4357,en="Today",ja="今日"}, [4358] = {id=4358,en="Tomorrow",ja="明日"}, [4359] = {id=4359,en="Day after tomorrow",ja="あさって"}, [4361] = {id=4361,en="Saturday",ja="土曜日"}, [4362] = {id=4362,en="A.M.",ja="午前"}, [4363] = {id=4363,en="Thursday",ja="木曜日"}, [4364] = {id=4364,en="Wednesday",ja="水曜日"}, [4365] = {id=4365,en="Tuesday",ja="火曜日"}, [4366] = {id=4366,en="Monday",ja="月曜日"}, [4367] = {id=4367,en="Sunday",ja="日曜日"}, [4368] = {id=4368,en="Day of the week",ja="曜日"}, [4369] = {id=4369,en="May",ja="5月"}, [4370] = {id=4370,en="Long time",ja="長期"}, [4371] = {id=4371,en="December",ja="12月"}, [4372] = {id=4372,en="November",ja="11月"}, [4373] = {id=4373,en="October",ja="10月"}, [4374] = {id=4374,en="September",ja="9月"}, [4375] = {id=4375,en="August",ja="8月"}, [4376] = {id=4376,en="Afternoon",ja="昼"}, [4377] = {id=4377,en="June",ja="6月"}, [4378] = {id=4378,en="Night",ja="夜"}, [4379] = {id=4379,en="April",ja="4月"}, [4380] = {id=4380,en="March (Month)",ja="3月"}, [4381] = {id=4381,en="February",ja="2月"}, [4382] = {id=4382,en="January",ja="1月"}, [4383] = {id=4383,en="P.M.",ja="午後"}, [4384] = {id=4384,en="Break",ja="休み"}, [4385] = {id=4385,en="July",ja="7月"}, [4386] = {id=4386,en="Short time",ja="短期"}, [4387] = {id=4387,en="Next week",ja="来週"}, [4388] = {id=4388,en="Last week",ja="先週"}, [4389] = {id=4389,en="Second",ja="秒"}, [4390] = {id=4390,en="Minute",ja="分"}, [4391] = {id=4391,en="Hour",ja="時間"}, [4392] = {id=4392,en="Time remaining",ja="残り時間"}, [4393] = {id=4393,en="January",ja="1月"}, [4394] = {id=4394,en="April",ja="4月"}, [4395] = {id=4395,en="March (Month)",ja="3月"}, [4396] = {id=4396,en="February",ja="2月"}, [4397] = {id=4397,en="May",ja="5月"}, [4398] = {id=4398,en="July",ja="7月"}, [4399] = {id=4399,en="June",ja="6月"}, [4400] = {id=4400,en="December",ja="12月"}, [4401] = {id=4401,en="November",ja="11月"}, [4402] = {id=4402,en="October",ja="10月"}, [4403] = {id=4403,en="September",ja="9月"}, [4404] = {id=4404,en="August",ja="8月"}, [4608] = {id=4608,en="Trade",ja="トレード"}, [4609] = {id=4609,en="Can I have it?",ja="くれませんか?"}, [4610] = {id=4610,en="Lower the price?",ja="安くしてくれませんか?"}, [4611] = {id=4611,en="Buy?",ja="買ってくれませんか?"}, [4612] = {id=4612,en="Sell?",ja="売ってくれませんか?"}, [4613] = {id=4613,en="Trade?",ja="交換しませんか?"}, [4614] = {id=4614,en="Do you need it?",ja="いりませんか?"}, [4615] = {id=4615,en="No money!",ja="お金がありません。"}, [4616] = {id=4616,en="I don't have anything to give you.",ja="君にあげられる物はなさそうです。"}, [4617] = {id=4617,en="You can have this.",ja="これを君にあげましょう。"}, [4618] = {id=4618,en="please",ja="ください"}, [4619] = {id=4619,en="Reward:",ja="報酬:"}, [4864] = {id=4864,en="Organize",ja="ヘンセイ"}, [4865] = {id=4865,en="Please let me join.",ja="入れてください。"}, [4866] = {id=4866,en="Taking a break.",ja="席を外します。"}, [4867] = {id=4867,en="Who is the leader?",ja="リーダーは誰ですか?"}, [4868] = {id=4868,en="Please invite me.",ja="誘ってください。"}, [4869] = {id=4869,en="Just for a short time is fine.",ja="短時間でもいいんですが。"}, [4870] = {id=4870,en="Disbanding party.",ja="解散します。"}, [4871] = {id=4871,en="Gather together.",ja="集まってください。"}, [4872] = {id=4872,en="Any vacancies?",ja="空きはありますか?"}, [4873] = {id=4873,en="Team up?",ja="一緒にやりませんか?"}, [4874] = {id=4874,en="Are you alone?",ja="1人ですか?"}, [4875] = {id=4875,en="Turn your party flag on.",ja="参加希望を出してください。"}, [4876] = {id=4876,en="Our party's full.",ja="フルメンバーなんです。"}, [4877] = {id=4877,en="Create an alliance?",ja="アライアンスを組みませんか?"}, [4878] = {id=4878,en="Looking for members.",ja="募集中です。"}, [4880] = {id=4880,en="Please assist.",ja="手伝ってください。"}, [5120] = {id=5120,en="Place Names",ja="チメイ"}, [5121] = {id=5121,en="Jugner Forest",ja="ジャグナー森林"}, [5122] = {id=5122,en="Batallia Downs",ja="バタリア丘陵"}, [5123] = {id=5123,en="Ordelle's Caves",ja="オルデール鍾乳洞"}, [5124] = {id=5124,en="Altar Room",ja="祭壇の間"}, [5126] = {id=5126,en="Port Jeuno",ja="ジュノ港"}, [5127] = {id=5127,en="Rolanberry Fields",ja="ロランベリー耕地"}, [5128] = {id=5128,en="Qufim Island",ja="クフィム島"}, [5129] = {id=5129,en="Norg",ja="ノーグ"}, [5130] = {id=5130,en="Behemoth's Dominion",ja="ベヒーモスの縄張り"}, [5131] = {id=5131,en="Upper Delkfutt's Tower",ja="デルクフの塔上層"}, [5132] = {id=5132,en="Middle Delkfutt's Tower",ja="デルクフの塔中層"}, [5133] = {id=5133,en="Lower Delkfutt's Tower",ja="デルクフの塔下層"}, [5134] = {id=5134,en="Lower Jeuno",ja="ジュノ下層"}, [5135] = {id=5135,en="East Ronfaure",ja="東ロンフォール"}, [5137] = {id=5137,en="West Ronfaure",ja="西ロンフォール"}, [5138] = {id=5138,en="San d'Oria",ja="サンドリア"}, [5139] = {id=5139,en="Ru'Lude Gardens",ja="ル・ルデの庭"}, [5140] = {id=5140,en="Garlaige Citadel",ja="ガルレージュ要塞"}, [5141] = {id=5141,en="Maze of Shakhrami",ja="シャクラミの地下迷宮"}, [5142] = {id=5142,en="Buburimu Peninsula",ja="ブブリム半島"}, [5143] = {id=5143,en="Tahrongi Canyon",ja="タロンギ大峡谷"}, [5144] = {id=5144,en="West Sarutabaruta",ja="西サルタバルタ"}, [5145] = {id=5145,en="Balga's Dais",ja="バルガの舞台"}, [5146] = {id=5146,en="Waughroon Shrine",ja="ワールンの祠"}, [5147] = {id=5147,en="Outer Horutoto Ruins",ja="外ホルトト遺跡"}, [5148] = {id=5148,en="Inner Horutoto Ruins",ja="内ホルトト遺跡"}, [5149] = {id=5149,en="Toraimarai Canal",ja="トライマライ水路"}, [5150] = {id=5150,en="Mhaura",ja="マウラ"}, [5151] = {id=5151,en="Fort Ghelsba",ja="ゲルスバ砦"}, [5152] = {id=5152,en="Meriphataud Mountains",ja="メリファト山地"}, [5153] = {id=5153,en="Giddeus",ja="ギデアス"}, [5154] = {id=5154,en="Chateau d'Oraguille",ja="ドラギーユ城"}, [5155] = {id=5155,en="Castle Oztroja",ja="オズトロヤ城"}, [5156] = {id=5156,en="Beaucedine Glacier",ja="ボスディン氷河"}, [5157] = {id=5157,en="Castle Zvahl Baileys",ja="ズヴァール城外郭"}, [5158] = {id=5158,en="Castle Zvahl Baileys",ja="ズヴァール城外郭"}, [5159] = {id=5159,en="East Sarutabaruta",ja="東サルタバルタ"}, [5160] = {id=5160,en="Qulun Dome",ja="クゥルンの大伽藍"}, [5161] = {id=5161,en="Kazham",ja="カザム"}, [5162] = {id=5162,en="Beadeaux",ja="ベドー"}, [5163] = {id=5163,en="Pashhow Marshlands",ja="パシュハウ沼"}, [5164] = {id=5164,en="Crawlers' Nest",ja="クロウラーの巣"}, [5165] = {id=5165,en="Ranguemont Pass",ja="ラングモント峠"}, [5166] = {id=5166,en="Sauromugue Champaign",ja="ソロムグ原野"}, [5167] = {id=5167,en="Metalworks",ja="大工房"}, [5168] = {id=5168,en="Northern San d'Oria",ja="北サンドリア"}, [5169] = {id=5169,en="Rabao",ja="ラバオ"}, [5170] = {id=5170,en="Bostaunieux Oubliette",ja="ボストーニュ監獄"}, [5171] = {id=5171,en="Labyrinth of Onzozo",ja="オンゾゾの迷路"}, [5172] = {id=5172,en="Gustav Tunnel",ja="グスタフの洞門"}, [5173] = {id=5173,en="Den of Rancor",ja="怨念洞"}, [5174] = {id=5174,en="Temple of Uggalepih",ja="ウガレピ寺院"}, [5175] = {id=5175,en="Dragon's Aery",ja="龍のねぐら"}, [5176] = {id=5176,en="Windurst Woods",ja="ウィンダス森の区"}, [5177] = {id=5177,en="Sacrificial Chamber",ja="生贄の間"}, [5178] = {id=5178,en="Windurst Waters",ja="ウィンダス水の区"}, [5179] = {id=5179,en="Chamber of Oracles",ja="宣託の間"}, [5180] = {id=5180,en="Port Bastok",ja="バストゥーク港"}, [5181] = {id=5181,en="Cape Teriggan",ja="テリガン岬"}, [5182] = {id=5182,en="Eastern Altepa Desert",ja="東アルテパ砂漠"}, [5183] = {id=5183,en="The Sanctuary of Zi'Tah",ja="聖地ジ・タ"}, [5184] = {id=5184,en="Yuhtunga Jungle",ja="ユタンガ大森林"}, [5185] = {id=5185,en="Yhoator Jungle",ja="ヨアトル大森林"}, [5186] = {id=5186,en="Western Altepa Desert",ja="西アルテパ砂漠"}, [5187] = {id=5187,en="Valley of Sorrows",ja="慟哭の谷"}, [5188] = {id=5188,en="The Boyahda Tree",ja="ボヤーダ樹"}, [5189] = {id=5189,en="Port Windurst",ja="ウィンダス港"}, [5190] = {id=5190,en="Bastok Mines",ja="バストゥーク鉱山区"}, [5191] = {id=5191,en="Jeuno",ja="ジュノ"}, [5192] = {id=5192,en="Windurst",ja="ウィンダス"}, [5194] = {id=5194,en="Fei'Yin",ja="フェ・イン"}, [5196] = {id=5196,en="Southern San d'Oria",ja="南サンドリア"}, [5197] = {id=5197,en="Xarcabard",ja="ザルカバード"}, [5198] = {id=5198,en="Upper Jeuno",ja="ジュノ上層"}, [5199] = {id=5199,en="Castle Zvahl Keep",ja="ズヴァール城内郭"}, [5200] = {id=5200,en="Castle Zvahl Keep",ja="ズヴァール城内郭"}, [5201] = {id=5201,en="La Theine Plateau",ja="ラテーヌ高原"}, [5202] = {id=5202,en="Port San d'Oria",ja="サンドリア港"}, [5203] = {id=5203,en="Bastok",ja="バストゥーク"}, [5204] = {id=5204,en="Windurst Walls",ja="ウィンダス石の区"}, [5205] = {id=5205,en="Heavens Tower",ja="天の塔"}, [5206] = {id=5206,en="Bastok Markets",ja="バストゥーク商業区"}, [5207] = {id=5207,en="Quicksand Caves",ja="流砂洞"}, [5208] = {id=5208,en="Ifrit's Cauldron",ja="イフリートの釜"}, [5209] = {id=5209,en="Sea Serpent Grotto",ja="海蛇の岩窟"}, [5210] = {id=5210,en="Kuftal Tunnel",ja="クフタルの洞門"}, [5211] = {id=5211,en="Korroloka Tunnel",ja="コロロカの洞門"}, [5212] = {id=5212,en="Full Moon Fountain",ja="満月の泉"}, [5213] = {id=5213,en="Throne Room",ja="王の間"}, [5214] = {id=5214,en="Yughott Grotto",ja="ユグホトの岩屋"}, [5215] = {id=5215,en="Selbina",ja="セルビナ"}, [5216] = {id=5216,en="Valkurm Dunes",ja="バルクルム砂丘"}, [5217] = {id=5217,en="Zeruhn Mines",ja="ツェールン鉱山"}, [5218] = {id=5218,en="Dangruf Wadi",ja="ダングルフの涸れ谷"}, [5219] = {id=5219,en="South Gustaberg",ja="南グスタベルグ"}, [5220] = {id=5220,en="North Gustaberg",ja="北グスタベルグ"}, [5221] = {id=5221,en="Horlais Peak",ja="ホルレーの岩峰"}, [5222] = {id=5222,en="Palborough Mines",ja="パルブロ鉱山"}, [5223] = {id=5223,en="Gusgen Mines",ja="グスゲン鉱山"}, [5224] = {id=5224,en="Davoi",ja="ダボイ"}, [5225] = {id=5225,en="Konschtat Highlands",ja="コンシュタット高地"}, [5226] = {id=5226,en="The Eldieme Necropolis",ja="エルディーム古墳"}, [5227] = {id=5227,en="Qu'Bia Arena",ja="ク・ビアの闘技場"}, [5228] = {id=5228,en="Ghelsba Outpost",ja="ゲルスバ野営陣"}, [5229] = {id=5229,en="Monastic Cavern",ja="修道窟"}, [5230] = {id=5230,en="King Ranperre's Tomb",ja="龍王ランペールの墓"}, [5231] = {id=5231,en="Ru'Aun Gardens",ja="ル・オンの庭"}, [5232] = {id=5232,en="Ve'Lugannon Palace",ja="ヴェ・ルガノン宮殿"}, [5233] = {id=5233,en="Ve'Lugannon Palace",ja="ヴェ・ルガノン宮殿"}, [5234] = {id=5234,en="The Shrine of Ru'Avitau",ja="ル・アビタウ神殿"}, [5235] = {id=5235,en="La'Loff Amphitheater",ja="ラ・ロフの劇場"}, [5236] = {id=5236,en="The Celestial Nexus",ja="宿星の座"}, [5237] = {id=5237,en="Cloister of Storms",ja="雷鳴の回廊"}, [5238] = {id=5238,en="Cloister of Tremors",ja="震動の回廊"}, [5239] = {id=5239,en="Cloister of Gales",ja="突風の回廊"}, [5240] = {id=5240,en="Cloister of Flames",ja="灼熱の回廊"}, [5241] = {id=5241,en="Cloister of Tides",ja="海流の回廊"}, [5242] = {id=5242,en="Cloister of Frost",ja="凍結の回廊"}, [5243] = {id=5243,en="Hall of the Gods",ja="神々の間"}, [5244] = {id=5244,en="Ro'Maeve",ja="ロ・メーヴ"}, [5245] = {id=5245,en="Ro'Maeve",ja="ロ・メーヴ"}, [5246] = {id=5246,en="Dynamis - San d'Oria",ja="デュナミス-サンドリア"}, [5247] = {id=5247,en="Dynamis - Bastok",ja="デュナミス-バストゥーク"}, [5248] = {id=5248,en="Dynamis - Windurst",ja="デュナミス-ウィンダス"}, [5249] = {id=5249,en="Dynamis - Jeuno",ja="デュナミス-ジュノ"}, [5250] = {id=5250,en="Dynamis - Beaucedine",ja="デュナミス-ボスディン"}, [5251] = {id=5251,en="Dynamis - Xarcabard",ja="デュナミス-ザルカバード"}, [5252] = {id=5252,en="Manaclipper",ja="マナクリッパー"}, [5253] = {id=5253,en="Bibiki Bay",ja="ビビキー湾"}, [5254] = {id=5254,en="Attohwa Chasm",ja="アットワ地溝"}, [5255] = {id=5255,en="Boneyard Gully",ja="千骸谷"}, [5256] = {id=5256,en="Pso'Xja",ja="ソ・ジヤ"}, [5257] = {id=5257,en="The Shrouded Maw",ja="異界の口"}, [5258] = {id=5258,en="Uleguerand Range",ja="ウルガラン山脈"}, [5259] = {id=5259,en="Bearclaw Pinnacle",ja="熊爪嶽"}, [5260] = {id=5260,en="Oldton Movalpolos",ja="ムバルポロス旧市街"}, [5261] = {id=5261,en="Newton Movalpolos",ja="ムバルポロス新市街"}, [5262] = {id=5262,en="Mine Shaft #2716",ja="2716号採石場"}, [5263] = {id=5263,en="Tavnazian Safehold",ja="タブナジア地下壕"}, [5264] = {id=5264,en="Lufaise Meadows",ja="ルフェーゼ野"}, [5265] = {id=5265,en="Misareaux Coast",ja="ミザレオ海岸"}, [5266] = {id=5266,en="Sealion's Den",ja="海獅子の巣窟"}, [5267] = {id=5267,en="Phomiuna Aqueducts",ja="フォミュナ水道"}, [5268] = {id=5268,en="Sacrarium",ja="礼拝堂"}, [5269] = {id=5269,en="Riverne - Site #B01",ja="リヴェーヌ岩塊群サイトB01"}, [5270] = {id=5270,en="Riverne - Site #B01",ja="リヴェーヌ岩塊群サイトB01"}, [5271] = {id=5271,en="Riverne - Site #A01",ja="リヴェーヌ岩塊群サイトA01"}, [5272] = {id=5272,en="Riverne - Site #A01",ja="リヴェーヌ岩塊群サイトA01"}, [5273] = {id=5273,en="Monarch Linn",ja="帝龍の飛泉"}, [5274] = {id=5274,en="Promyvion - Holla",ja="プロミヴォン-ホラ"}, [5275] = {id=5275,en="Promyvion - Holla",ja="プロミヴォン-ホラ"}, [5276] = {id=5276,en="Spire of Holla",ja="ホラの塔"}, [5277] = {id=5277,en="Promyvion - Dem",ja="プロミヴォン-デム"}, [5278] = {id=5278,en="Promyvion - Dem",ja="プロミヴォン-デム"}, [5279] = {id=5279,en="Spire of Dem",ja="デムの塔"}, [5280] = {id=5280,en="Promyvion - Mea",ja="プロミヴォン-メア"}, [5281] = {id=5281,en="Promyvion - Mea",ja="プロミヴォン-メア"}, [5282] = {id=5282,en="Spire of Mea",ja="メアの塔"}, [5283] = {id=5283,en="Promyvion - Vahzl",ja="プロミヴォン-ヴァズ"}, [5284] = {id=5284,en="Promyvion - Vahzl",ja="プロミヴォン-ヴァズ"}, [5285] = {id=5285,en="Promyvion - Vahzl",ja="プロミヴォン-ヴァズ"}, [5286] = {id=5286,en="Promyvion - Vahzl",ja="プロミヴォン-ヴァズ"}, [5287] = {id=5287,en="Spire of Vahzl",ja="ヴァズの塔"}, [5288] = {id=5288,en="Spire of Vahzl",ja="ヴァズの塔"}, [5289] = {id=5289,en="Phanauet Channel",ja="ファノエ運河"}, [5290] = {id=5290,en="Carpenters' Landing",ja="ギルド桟橋"}, [5291] = {id=5291,en="Hall of Transference",ja="転移の間"}, [5292] = {id=5292,en="Al'Taieu",ja="アル・タユ"}, [5293] = {id=5293,en="Grand Palace of Hu'Xzoi",ja="フ・ゾイの王宮"}, [5294] = {id=5294,en="The Garden of Ru'Hmet",ja="ル・メトの園"}, [5295] = {id=5295,en="Diorama Abdhaljs-Ghelsba",ja="アブダルスの箱庭-ゲルスバ"}, [5296] = {id=5296,en="Empyreal Paradox",ja="天象の鎖"}, [5297] = {id=5297,en="Temenos",ja="テメナス"}, [5298] = {id=5298,en="Apollyon",ja="アポリオン"}, [5299] = {id=5299,en="Stellar Fulcrum",ja="天輪の場"}, [5300] = {id=5300,en="Dynamis - Valkurm",ja="デュナミス-バルクルム"}, [5301] = {id=5301,en="Dynamis - Buburimu",ja="デュナミス-ブブリム"}, [5302] = {id=5302,en="Dynamis - Qufim",ja="デュナミス-クフィム"}, [5303] = {id=5303,en="Dynamis - Tavnazia",ja="デュナミス-タブナジア"}, [5304] = {id=5304,en="Abdhaljs Isle-Purgonorgo",ja="アブダルスの島-プルゴノルゴ"}, [5305] = {id=5305,en="Open sea route to Al Zahbi",ja="外洋航路:アルザビ行き"}, [5306] = {id=5306,en="Open sea route to Mhaura",ja="外洋航路:マウラ行き"}, [5307] = {id=5307,en="Al Zahbi",ja="アルザビ"}, [5308] = {id=5308,en="Aht Urhgan Whitegate",ja="アトルガン白門"}, [5309] = {id=5309,en="Wajaom Woodlands",ja="ワジャーム樹林"}, [5310] = {id=5310,en="Bhaflau Thickets",ja="バフラウ段丘"}, [5311] = {id=5311,en="Nashmau",ja="ナシュモ"}, [5312] = {id=5312,en="Arrapago Reef",ja="アラパゴ暗礁域"}, [5313] = {id=5313,en="Ilrusi Atoll",ja="イルルシ環礁"}, [5314] = {id=5314,en="Periqia",ja="ペリキア"}, [5315] = {id=5315,en="Talacca Cove",ja="タラッカ入江"}, [5316] = {id=5316,en="Silver Sea route to Nashmau",ja="銀海航路:ナシュモ行き"}, [5317] = {id=5317,en="Silver Sea route to Al Zahbi",ja="銀海航路:アルザビ行き"}, [5318] = {id=5318,en="The Ashu Talif",ja="アシュタリフ号"}, [5319] = {id=5319,en="Mount Zhayolm",ja="ゼオルム火山"}, [5320] = {id=5320,en="Halvung",ja="ハルブーン"}, [5321] = {id=5321,en="Lebros Cavern",ja="レベロス風穴"}, [5322] = {id=5322,en="Navukgo Execution Chamber",ja="ナバゴ処刑場"}, [5323] = {id=5323,en="Mamook",ja="マムーク"}, [5324] = {id=5324,en="Mamool Ja Training Grounds",ja="マムージャ兵訓練所"}, [5325] = {id=5325,en="Jade Sepulcher",ja="翡翠廟"}, [5326] = {id=5326,en="Aydeewa Subterrane",ja="エジワ蘿洞"}, [5327] = {id=5327,en="Leujaoam Sanctum",ja="ルジャワン霊窟"}, [5328] = {id=5328,en="Caedarva Mire",ja="カダーバの浮沼"}, [5329] = {id=5329,en="Mamool Ja staging point",ja="マムージャ監視哨"}, [5330] = {id=5330,en="Halvung staging point",ja="ハルブーン監視哨"}, [5331] = {id=5331,en="Azouph Isle staging point",ja="アズーフ島監視哨"}, [5332] = {id=5332,en="Dvucca Isle staging point",ja="ドゥブッカ島監視哨"}, [5333] = {id=5333,en="Ilrusi Atoll staging point",ja="イルルシ環礁監視哨"}, [5334] = {id=5334,en="Chamber of Passage",ja="六門院"}, [5336] = {id=5336,en="Hall of Binding",ja="封魔堂"}, [5338] = {id=5338,en="Hazhalm Testing Grounds",ja="ハザルム試験場"}, [5339] = {id=5339,en="Aht Urhgan",ja="アトルガン"}, [5340] = {id=5340,en="Mine Shaft #2716",ja="2716号採石場"}, [5341] = {id=5341,en="Alzadaal Undersea Ruins",ja="アルザダール海底遺跡群"}, [5342] = {id=5342,en="Zhayolm Remnants",ja="ゼオルム遺構"}, [5343] = {id=5343,en="Arrapago Remnants",ja="アラパゴ遺構"}, [5344] = {id=5344,en="Bhaflau Remnants",ja="バフラウ遺構"}, [5345] = {id=5345,en="Silver Sea Remnants",ja="銀海遺構"}, [5346] = {id=5346,en="Nyzul Isle",ja="ナイズル島"}, [5376] = {id=5376,en="Reasons",ja="リユウ"}, [5377] = {id=5377,en="Casting spell.",ja="詠唱中です。"}, [5378] = {id=5378,en="Time for work!",ja="仕事の時間です。"}, [5379] = {id=5379,en="I have plans.",ja="約束があるんです。"}, [5380] = {id=5380,en="I'm sleepy.",ja="眠くなりました。"}, [5381] = {id=5381,en="I'm tired.",ja="疲れました。"}, [5382] = {id=5382,en="Have stuff to do, gotta go!",ja="用事があるので、これで。"}, [5383] = {id=5383,en="I don't feel well.",ja="体調が悪いんです。"}, [5384] = {id=5384,en="I'm not up for it.",ja="気が向きません。"}, [5385] = {id=5385,en="I'm interested.",ja="興味があります。"}, [5386] = {id=5386,en="Fighting right now!",ja="戦闘中なんです。"}, [5387] = {id=5387,en="I want to make money.",ja="お金を稼ぎたいです。"}, [5388] = {id=5388,en="I don't remember.",ja="覚えてないんです。"}, [5389] = {id=5389,en="I don't know.",ja="知らないんです。"}, [5390] = {id=5390,en="Just used it.",ja="使ったばかりです。"}, [5391] = {id=5391,en="I want experience points.",ja="経験値が欲しいです。"}, [5392] = {id=5392,en="I'm not ready.",ja="準備中です。"}, [5632] = {id=5632,en="Languages",ja="コトバ"}, [5633] = {id=5633,en="Can you hear me?",ja="聞こえていますか?"}, [5634] = {id=5634,en="I can speak a little.",ja="少し話せます。"}, [5635] = {id=5635,en="Japanese",ja="日本語"}, [5636] = {id=5636,en="English",ja="英語"}, [5637] = {id=5637,en="I can understand a little.",ja="少しなら理解できます。"}, [5638] = {id=5638,en="Please use simple words.",ja="簡単な単語で話してください。"}, [5639] = {id=5639,en="Can you speak Japanese?",ja="日本語は話せますか?"}, [5640] = {id=5640,en="Please listen.",ja="聞いてください。"}, [5641] = {id=5641,en="Can you speak English?",ja="英語は話せますか?"}, [5642] = {id=5642,en="Please do not abbreviate your words.",ja="省略形ではなくフルスペルでお願いします。"}, [5643] = {id=5643,en="I need some time to put together my answer.",ja="返事するのでちょっと待ってください。"}, [5644] = {id=5644,en="I don't speak any English.",ja="私は英語が話せません。"}, [5645] = {id=5645,en="I don't speak any Japanese.",ja="私は日本語が話せません。"}, [5646] = {id=5646,en="Please use the auto-translate function.",ja="定型文辞書を使ってください。"}, [5647] = {id=5647,en="French",ja="フランス語"}, [5648] = {id=5648,en="German",ja="ドイツ語"}, [5649] = {id=5649,en="Can you speak French?",ja="フランス語は話せますか?"}, [5650] = {id=5650,en="Can you speak German?",ja="ドイツ語は話せますか?"}, [5651] = {id=5651,en="I don't speak any French.",ja="私はフランス語が話せません。"}, [5652] = {id=5652,en="I don't speak any German.",ja="私はドイツ語が話せません。"}, [5653] = {id=5653,en="The Japanese Assist Channel is \"/assistj\".",ja="日本語のアシストチャンネルはこちら。→/assistj"}, [5654] = {id=5654,en="The English Assist Channel is \"/assiste\".",ja="英語のアシストチャンネルはこちら。→/assiste"}, [5888] = {id=5888,en="Online Status",ja="オンラインステータス"}, [5890] = {id=5890,en="Away",ja="席を外す"}, [6144] = {id=6144,en="Skills",ja="スキル"}, [6145] = {id=6145,en="Alchemy",ja="錬金術"}, [6146] = {id=6146,en="Polearm",ja="両手槍"}, [6147] = {id=6147,en="Hand-to-Hand",ja="格闘"}, [6148] = {id=6148,en="Fishing",ja="釣り"}, [6149] = {id=6149,en="Katana",ja="片手刀"}, [6150] = {id=6150,en="Great Katana",ja="両手刀"}, [6151] = {id=6151,en="Ninjutsu",ja="忍術"}, [6152] = {id=6152,en="Wind Instrument",ja="管楽器"}, [6153] = {id=6153,en="Stringed Instrument",ja="弦楽器"}, [6154] = {id=6154,en="Singing",ja="歌唱"}, [6155] = {id=6155,en="Elemental Magic",ja="精霊魔法"}, [6156] = {id=6156,en="Enfeebling Magic",ja="弱体魔法"}, [6157] = {id=6157,en="Enhancing Magic",ja="強化魔法"}, [6158] = {id=6158,en="Leathercraft",ja="革細工"}, [6159] = {id=6159,en="Healing Magic",ja="回復魔法"}, [6160] = {id=6160,en="Scythe",ja="両手鎌"}, [6161] = {id=6161,en="Dark Magic",ja="暗黒魔法"}, [6162] = {id=6162,en="Divine Magic",ja="神聖魔法"}, [6163] = {id=6163,en="Fisherman",ja="漁師"}, [6164] = {id=6164,en="Dagger",ja="短剣"}, [6165] = {id=6165,en="Guard",ja="ガード"}, [6166] = {id=6166,en="Parrying",ja="受け流し"}, [6167] = {id=6167,en="Shield",ja="盾"}, [6168] = {id=6168,en="Marksmanship",ja="射撃"}, [6169] = {id=6169,en="Throwing",ja="投てき"}, [6170] = {id=6170,en="Archery",ja="弓術"}, [6171] = {id=6171,en="Cooking",ja="調理"}, [6172] = {id=6172,en="Smithing",ja="鍛冶"}, [6173] = {id=6173,en="Goldsmithing",ja="彫金"}, [6174] = {id=6174,en="Great Sword",ja="両手剣"}, [6175] = {id=6175,en="Bonecraft",ja="骨細工"}, [6176] = {id=6176,en="Staff",ja="両手棍"}, [6177] = {id=6177,en="Clothcraft",ja="裁縫"}, [6178] = {id=6178,en="Woodworking",ja="木工"}, [6179] = {id=6179,en="Summoning Magic",ja="召喚魔法"}, [6180] = {id=6180,en="Sword",ja="片手剣"}, [6181] = {id=6181,en="Axe",ja="片手斧"}, [6182] = {id=6182,en="Great Axe",ja="両手斧"}, [6183] = {id=6183,en="Club",ja="片手棍"}, [6184] = {id=6184,en="Geomancy",ja="風水魔法"}, [6185] = {id=6185,en="Handbell",ja="風水鈴"}, [6400] = {id=6400,en="Shops",ja="ミセ"}, [6405] = {id=6405,en="Delivery",ja="宅配サービス"}, [6408] = {id=6408,en="Restaurant",ja="レストラン"}, [6410] = {id=6410,en="Chocobo Stables",ja="チョコボ厩舎"}, [6412] = {id=6412,en="Magic Shop",ja="魔法屋"}, [6413] = {id=6413,en="Map Vendor",ja="地図屋"}, [6414] = {id=6414,en="Weapon Shop",ja="武器屋"}, [6416] = {id=6416,en="Guild Salesroom",ja="ギルドショップ"}, [6420] = {id=6420,en="Specialty Vendor",ja="特産品店"}, [6656] = {id=6656,en="Fiends",ja="セイブツ"}, [6657] = {id=6657,en="Orc",ja="オーク"}, [6658] = {id=6658,en="Tiger",ja="トラ"}, [6659] = {id=6659,en="Funguar",ja="キノコ"}, [6660] = {id=6660,en="Worm",ja="ミミズ"}, [6661] = {id=6661,en="Skeleton",ja="骸骨"}, [6662] = {id=6662,en="Goblin",ja="ゴブリン"}, [6663] = {id=6663,en="Malboro",ja="モルボル"}, [6664] = {id=6664,en="Fish",ja="魚"}, [6665] = {id=6665,en="Quadav",ja="クゥダフ"}, [6666] = {id=6666,en="Yagudo",ja="ヤグード"}, [6667] = {id=6667,en="Beastmen",ja="獣人"}, [6668] = {id=6668,en="Raptor",ja="ラプトル"}, [6669] = {id=6669,en="Leech",ja="ヒル"}, [6670] = {id=6670,en="Damselfly",ja="トンボ"}, [6671] = {id=6671,en="Dhalmel",ja="ダルメル"}, [6672] = {id=6672,en="Rabbit",ja="ウサギ"}, [6673] = {id=6673,en="Bee",ja="ハチ"}, [6674] = {id=6674,en="Lizard",ja="リザード"}, [6675] = {id=6675,en="Bat",ja="コウモリ"}, [6676] = {id=6676,en="Bird",ja="鳥"}, [6677] = {id=6677,en="Sheep",ja="羊"}, [6678] = {id=6678,en="Crab",ja="カニ"}, [6679] = {id=6679,en="Antica",ja="アンティカ"}, [6680] = {id=6680,en="Sahagin",ja="サハギン"}, [6681] = {id=6681,en="Tonberry",ja="トンベリ"}, [6912] = {id=6912,en="Spells",ja="マホウ"}, [6913] = {id=6913,en="Protect",ja="プロテス"}, [6914] = {id=6914,en="Viruna",ja="ウィルナ"}, [6915] = {id=6915,en="Silence",ja="サイレス"}, [6916] = {id=6916,en="Barparalyze",ja="バパライズ"}, [6917] = {id=6917,en="Haste",ja="ヘイスト"}, [6918] = {id=6918,en="Slow",ja="スロウ"}, [6919] = {id=6919,en="Banishga",ja="バニシュガ"}, [6920] = {id=6920,en="Blink",ja="ブリンク"}, [6921] = {id=6921,en="Barblizzard",ja="バブリザ"}, [6922] = {id=6922,en="Diaga",ja="ディアガ"}, [6923] = {id=6923,en="Banish",ja="バニシュ"}, [6924] = {id=6924,en="Aquaveil",ja="アクアベール"}, [6925] = {id=6925,en="Baraero",ja="バエアロ"}, [6926] = {id=6926,en="Barstone",ja="バストン"}, [6927] = {id=6927,en="Barthunder",ja="バサンダ"}, [6928] = {id=6928,en="Barwater",ja="バウォタ"}, [6929] = {id=6929,en="Barfira",ja="バファイラ"}, [6930] = {id=6930,en="Barblizzara",ja="バブリザラ"}, [6931] = {id=6931,en="Baraera",ja="バエアロラ"}, [6932] = {id=6932,en="Barstonra",ja="バストンラ"}, [6933] = {id=6933,en="Barthundra",ja="バサンダラ"}, [6934] = {id=6934,en="Barwatera",ja="バウォタラ"}, [6935] = {id=6935,en="Teleport-Mea",ja="テレポメア"}, [6936] = {id=6936,en="Dia",ja="ディア"}, [6937] = {id=6937,en="Poisona",ja="ポイゾナ"}, [6938] = {id=6938,en="Paralyze",ja="パライズ"}, [6939] = {id=6939,en="Silena",ja="サイレナ"}, [6940] = {id=6940,en="Blind",ja="ブライン"}, [6941] = {id=6941,en="Quake",ja="クエイク"}, [6942] = {id=6942,en="Freeze",ja="フリーズ"}, [6943] = {id=6943,en="Flare",ja="フレア"}, [6944] = {id=6944,en="Escape",ja="エスケプ"}, [6945] = {id=6945,en="Tractor",ja="トラクタ"}, [6946] = {id=6946,en="Reraise",ja="リレイズ"}, [6947] = {id=6947,en="Protectra",ja="プロテア"}, [6948] = {id=6948,en="Curaga",ja="ケアルガ"}, [6949] = {id=6949,en="Paralyna",ja="パラナ"}, [6950] = {id=6950,en="Bio",ja="バイオ"}, [6951] = {id=6951,en="Cure",ja="ケアル"}, [6952] = {id=6952,en="Shock Spikes",ja="ショックスパイク"}, [6953] = {id=6953,en="Teleport-Holla",ja="テレポホラ"}, [6954] = {id=6954,en="Stoneskin",ja="ストンスキン"}, [6955] = {id=6955,en="Stona",ja="ストナ"}, [6956] = {id=6956,en="Warp",ja="デジョン"}, [6957] = {id=6957,en="Bind",ja="バインド"}, [6958] = {id=6958,en="Curse",ja="カーズ"}, [6959] = {id=6959,en="Drown",ja="ドラウン"}, [6960] = {id=6960,en="Waterga",ja="ウォタガ"}, [6961] = {id=6961,en="Teleport-Vahzl",ja="テレポヴァズ"}, [6962] = {id=6962,en="Teleport-Vahzl",ja="テレポヴァズ"}, [6963] = {id=6963,en="Deodorize",ja="デオード"}, [6964] = {id=6964,en="Sneak",ja="スニーク"}, [6965] = {id=6965,en="Invisible",ja="インビジ"}, [6966] = {id=6966,en="Refresh",ja="リフレシュ"}, [6967] = {id=6967,en="Regen",ja="リジェネ"}, [6968] = {id=6968,en="Shellra",ja="シェルラ"}, [6969] = {id=6969,en="Flood",ja="フラッド"}, [6970] = {id=6970,en="Thundaga",ja="サンダガ"}, [6971] = {id=6971,en="Tornado",ja="トルネド"}, [6972] = {id=6972,en="Aeroga",ja="エアロガ"}, [6973] = {id=6973,en="Poison",ja="ポイズン"}, [6974] = {id=6974,en="Raise",ja="レイズ"}, [6975] = {id=6975,en="Holy",ja="ホーリー"}, [6976] = {id=6976,en="Poisonga",ja="ポイゾガ"}, [6977] = {id=6977,en="Blindna",ja="ブライナ"}, [6978] = {id=6978,en="Gravity",ja="グラビデ"}, [6979] = {id=6979,en="Blizzaga",ja="ブリザガ"}, [6980] = {id=6980,en="Stonega",ja="ストンガ"}, [6981] = {id=6981,en="Enwater",ja="エンウォータ"}, [6982] = {id=6982,en="Barblindra",ja="バブライラ"}, [6983] = {id=6983,en="Barsilencera",ja="バサイレラ"}, [6984] = {id=6984,en="Barvira",ja="バウィルラ"}, [6985] = {id=6985,en="Enblizzard",ja="エンブリザド"}, [6986] = {id=6986,en="Barsleep",ja="バスリプル"}, [6987] = {id=6987,en="Enfire",ja="エンファイア"}, [6988] = {id=6988,en="Firaga",ja="ファイガ"}, [6989] = {id=6989,en="Water",ja="ウォータ"}, [6990] = {id=6990,en="Barparalyzra",ja="バパライラ"}, [6991] = {id=6991,en="Enthunder",ja="エンサンダー"}, [6992] = {id=6992,en="Barpetra",ja="バブレクラ"}, [6993] = {id=6993,en="Teleport-Dem",ja="テレポデム"}, [6994] = {id=6994,en="Fire",ja="ファイア"}, [6995] = {id=6995,en="Blizzard",ja="ブリザド"}, [6996] = {id=6996,en="Aero",ja="エアロ"}, [6997] = {id=6997,en="Rasp",ja="ラスプ"}, [6998] = {id=6998,en="Thunder",ja="サンダー"}, [6999] = {id=6999,en="Burst",ja="バースト"}, [7000] = {id=7000,en="Stone",ja="ストーン"}, [7001] = {id=7001,en="Enstone",ja="エンストーン"}, [7002] = {id=7002,en="Frost",ja="フロスト"}, [7003] = {id=7003,en="Stun",ja="スタン"}, [7004] = {id=7004,en="Burn",ja="バーン"}, [7005] = {id=7005,en="Ice Spikes",ja="アイススパイク"}, [7006] = {id=7006,en="Blaze Spikes",ja="ブレイズスパイク"}, [7007] = {id=7007,en="Aspir",ja="アスピル"}, [7008] = {id=7008,en="Drain",ja="ドレイン"}, [7009] = {id=7009,en="Barpoison",ja="バポイズン"}, [7010] = {id=7010,en="Choke",ja="チョーク"}, [7011] = {id=7011,en="Barfire",ja="バファイ"}, [7012] = {id=7012,en="Sleep",ja="スリプル"}, [7013] = {id=7013,en="Cursna",ja="カーズナ"}, [7014] = {id=7014,en="Shell",ja="シェル"}, [7015] = {id=7015,en="Barblind",ja="バブライン"}, [7016] = {id=7016,en="Barsilence",ja="バサイレス"}, [7017] = {id=7017,en="Barpetrify",ja="バブレイク"}, [7018] = {id=7018,en="Barvirus",ja="バウィルス"}, [7019] = {id=7019,en="Barsleepra",ja="バスリプラ"}, [7020] = {id=7020,en="Enaero",ja="エンエアロ"}, [7021] = {id=7021,en="Shock",ja="ショック"}, [7022] = {id=7022,en="Barpoisonra",ja="バポイゾラ"}, [7023] = {id=7023,en="Dispel",ja="ディスペル"}, [7024] = {id=7024,en="Erase",ja="イレース"}, [7025] = {id=7025,en="Phalanx",ja="ファランクス"}, [7026] = {id=7026,en="Teleport-Altep",ja="テレポルテ"}, [7027] = {id=7027,en="Teleport-Yhoat",ja="テレポヨト"}, [7028] = {id=7028,en="Flash",ja="フラッシュ"}, [7029] = {id=7029,en="Absorb-STR",ja="アブゾースト"}, [7030] = {id=7030,en="Absorb-DEX",ja="アブゾデック"}, [7031] = {id=7031,en="Absorb-VIT",ja="アブゾバイト"}, [7032] = {id=7032,en="Absorb-AGI",ja="アブゾアジル"}, [7033] = {id=7033,en="Absorb-INT",ja="アブゾイン"}, [7034] = {id=7034,en="Absorb-MND",ja="アブゾマイン"}, [7035] = {id=7035,en="Absorb-CHR",ja="アブゾカリス"}, [7036] = {id=7036,en="Absorb-TP",ja="アブゾタック"}, [7037] = {id=7037,en="Dread Spikes",ja="ドレッドスパイク"}, [7038] = {id=7038,en="Repose",ja="リポーズ"}, [7039] = {id=7039,en="Pyrohelix",ja="火門の計"}, [7040] = {id=7040,en="Hydrohelix",ja="水門の計"}, [7041] = {id=7041,en="Ionohelix",ja="雷門の計"}, [7042] = {id=7042,en="Cryohelix",ja="氷門の計"}, [7043] = {id=7043,en="Geohelix",ja="土門の計"}, [7044] = {id=7044,en="Anemohelix",ja="風門の計"}, [7045] = {id=7045,en="Luminohelix",ja="光門の計"}, [7046] = {id=7046,en="Noctohelix",ja="闇門の計"}, [7047] = {id=7047,en="Firestorm",ja="熱波の陣"}, [7048] = {id=7048,en="Rainstorm",ja="豪雨の陣"}, [7049] = {id=7049,en="Thunderstorm",ja="疾雷の陣"}, [7050] = {id=7050,en="Hailstorm",ja="吹雪の陣"}, [7051] = {id=7051,en="Sandstorm",ja="砂塵の陣"}, [7052] = {id=7052,en="Windstorm",ja="烈風の陣"}, [7053] = {id=7053,en="Aurorastorm",ja="極光の陣"}, [7054] = {id=7054,en="Voidstorm",ja="妖霧の陣"}, [7055] = {id=7055,en="Recall-Jugner",ja="リコールジャグ"}, [7056] = {id=7056,en="Recall-Pashh",ja="リコールパシュ"}, [7057] = {id=7057,en="Recall-Meriph",ja="リコールメリファ"}, [7058] = {id=7058,en="Retrace",ja="リトレース"}, [7059] = {id=7059,en="Klimaform",ja="虚誘掩殺の策"}, [7060] = {id=7060,en="Absorb-ACC",ja="アブゾアキュル"}, [7061] = {id=7061,en="Reprisal",ja="リアクト"}, [7062] = {id=7062,en="Cura",ja="ケアルラ"}, [7063] = {id=7063,en="Sacrifice",ja="サクリファイス"}, [7064] = {id=7064,en="Esuna",ja="エスナ"}, [7065] = {id=7065,en="Auspice",ja="オースピス"}, [7066] = {id=7066,en="Animus Augeo",ja="悪事千里の策"}, [7067] = {id=7067,en="Animus Minuo",ja="暗中飛躍の策"}, [7068] = {id=7068,en="Adloquium",ja="鼓舞激励の策"}, [7069] = {id=7069,en="Break",ja="ブレイク"}, [7070] = {id=7070,en="Baramnesra",ja="バアムネジラ"}, [7071] = {id=7071,en="Gain-VIT",ja="ゲインバイト"}, [7072] = {id=7072,en="Addle",ja="アドル"}, [7073] = {id=7073,en="Gain-MND",ja="ゲインマイン"}, [7074] = {id=7074,en="Distract",ja="ディストラ"}, [7075] = {id=7075,en="Gain-CHR",ja="ゲインカリス"}, [7076] = {id=7076,en="Gain-AGI",ja="ゲインアジル"}, [7077] = {id=7077,en="Frazzle",ja="フラズル"}, [7078] = {id=7078,en="Gain-STR",ja="ゲインスト"}, [7079] = {id=7079,en="Temper",ja="ストライ"}, [7080] = {id=7080,en="Gain-INT",ja="ゲインイン"}, [7081] = {id=7081,en="Flurry",ja="スナップ"}, [7082] = {id=7082,en="Gain-DEX",ja="ゲインデック"}, [7083] = {id=7083,en="Waterja",ja="ウォタジャ"}, [7084] = {id=7084,en="Stoneja",ja="ストンジャ"}, [7085] = {id=7085,en="Aeroja",ja="エアロジャ"}, [7086] = {id=7086,en="Firaja",ja="ファイジャ"}, [7087] = {id=7087,en="Blizzaja",ja="ブリザジャ"}, [7088] = {id=7088,en="Comet",ja="コメット"}, [7089] = {id=7089,en="Breakga",ja="ブレクガ"}, [7090] = {id=7090,en="Thundaja",ja="サンダジャ"}, [7091] = {id=7091,en="Meteor",ja="メテオ"}, [7092] = {id=7092,en="Death",ja="デス"}, [7093] = {id=7093,en="Full Cure",ja="フルケア"}, [7094] = {id=7094,en="Arise",ja="アレイズ"}, [7095] = {id=7095,en="Boost-STR",ja="アディスト"}, [7096] = {id=7096,en="Boost-DEX",ja="アディデック"}, [7097] = {id=7097,en="Boost-VIT",ja="アディバイト"}, [7098] = {id=7098,en="Boost-AGI",ja="アディアジル"}, [7099] = {id=7099,en="Boost-INT",ja="アディイン"}, [7100] = {id=7100,en="Boost-MND",ja="アディマイン"}, [7101] = {id=7101,en="Boost-CHR",ja="アディカリス"}, [7102] = {id=7102,en="Inundation",ja="イナンデーション"}, [7103] = {id=7103,en="Kaustra",ja="メルトン"}, [7104] = {id=7104,en="Embrava",ja="オーラ"}, [7168] = {id=7168,en="Songs",ja="ウタ"}, [7169] = {id=7169,en="March (Song)",ja="マーチ"}, [7170] = {id=7170,en="Elegy",ja="エレジー"}, [7171] = {id=7171,en="Etude",ja="エチュード"}, [7172] = {id=7172,en="Carol",ja="カロル"}, [7173] = {id=7173,en="Finale",ja="フィナーレ"}, [7174] = {id=7174,en="Requiem",ja="レクイエム"}, [7175] = {id=7175,en="Gavotte",ja="ガボット"}, [7176] = {id=7176,en="Threnody",ja="スレノディ"}, [7177] = {id=7177,en="Hum",ja="ハミング"}, [7178] = {id=7178,en="Paeon",ja="ピーアン"}, [7179] = {id=7179,en="Operetta",ja="オペレッタ"}, [7180] = {id=7180,en="Fantasia",ja="ファンタジア"}, [7181] = {id=7181,en="Lullaby",ja="ララバイ"}, [7182] = {id=7182,en="Ballad",ja="バラード"}, [7183] = {id=7183,en="Minne",ja="ミンネ"}, [7184] = {id=7184,en="Minuet",ja="メヌエット"}, [7185] = {id=7185,en="Madrigal",ja="マドリガル"}, [7186] = {id=7186,en="Prelude",ja="プレリュード"}, [7187] = {id=7187,en="Mambo",ja="マンボ"}, [7188] = {id=7188,en="Aubade",ja="オーバード"}, [7189] = {id=7189,en="Pastoral",ja="パストラル"}, [7190] = {id=7190,en="Capriccio",ja="カプリチオ"}, [7191] = {id=7191,en="Virelai",ja="ヴィルレー"}, [7192] = {id=7192,en="Virelai",ja="ヴィルレー"}, [7193] = {id=7193,en="Mazurka",ja="マズルカ"}, [7194] = {id=7194,en="Hymnus",ja="ヒムヌス"}, [7195] = {id=7195,en="Round",ja="ロンド"}, [7196] = {id=7196,en="Sirvente",ja="シルベント"}, [7197] = {id=7197,en="Dirge",ja="ダージュ"}, [7424] = {id=7424,en="Equipment",ja="ソウビメイパーツ"}, [7425] = {id=7425,en="Boots",ja="ブーツ"}, [7427] = {id=7427,en="Ring",ja="リング"}, [7429] = {id=7429,en="Leather",ja="レザー"}, [7430] = {id=7430,en="Robe",ja="ローブ"}, [7431] = {id=7431,en="Rapier",ja="レイピア"}, [7432] = {id=7432,en="Mittens",ja="ミトン"}, [7433] = {id=7433,en="Ribbon",ja="リボン"}, [7434] = {id=7434,en="Armor",ja="アーマー"}, [7435] = {id=7435,en="Amulet",ja="アミュレット"}, [7436] = {id=7436,en="Earring",ja="イヤリング"}, [7438] = {id=7438,en="Leggings",ja="レギンス"}, [7439] = {id=7439,en="Mail",ja="メイル"}, [7440] = {id=7440,en="Obi",ja="帯"}, [7441] = {id=7441,en="Hairpin",ja="髪飾り"}, [7442] = {id=7442,en="Cape",ja="ケープ"}, [7443] = {id=7443,en="Gun",ja="銃"}, [7444] = {id=7444,en="Kimono",ja="キモノ"}, [7445] = {id=7445,en="Short Sword",ja="ショートソード"}, [7446] = {id=7446,en="Starting Gear",ja="初期装備"}, [7447] = {id=7447,en="Headband",ja="ヘッドバンド"}, [7449] = {id=7449,en="Gloves",ja="グローブ"}, [7453] = {id=7453,en="Scarf",ja="スカーフ"}, [7457] = {id=7457,en="Cesti",ja="セスタス"}, [7458] = {id=7458,en="Plate",ja="プレート"}, [7459] = {id=7459,en="Artifact",ja="アーティファクト"}, [7460] = {id=7460,en="Racial Gear",ja="種族装備"}, [7462] = {id=7462,en="Claymore",ja="クレイモア"}, [7463] = {id=7463,en="Subligar",ja="サブリガ"}, [7467] = {id=7467,en="Tachi",ja="太刀"}, [7468] = {id=7468,en="Gorget",ja="ゴルゲット"}, [7470] = {id=7470,en="Bastard Sword",ja="バスタードソード"}, [7471] = {id=7471,en="Scale",ja="スケイル"}, [7472] = {id=7472,en="Finger Gauntlets",ja="フィンガー"}, [7474] = {id=7474,en="Tunic",ja="チュニック"}, [7475] = {id=7475,en="Chain",ja="チェーン"}, [7476] = {id=7476,en="Slacks",ja="ズボン"}, [7477] = {id=7477,en="Doublet",ja="ダブレット"}, [7480] = {id=7480,en="Buckler",ja="バックラー"}, [7481] = {id=7481,en="Instruments",ja="楽器"}, [7482] = {id=7482,en="Longsword",ja="ロングソード"}, [7483] = {id=7483,en="Bow",ja="弓"}, [7484] = {id=7484,en="Bullet",ja="弾"}, [7485] = {id=7485,en="Helm",ja="ヘルム"}, [7486] = {id=7486,en="Arrow",ja="矢"}, [7488] = {id=7488,en="Harness",ja="ハーネス"}, [7489] = {id=7489,en="Circlet",ja="サークレット"}, [7490] = {id=7490,en="Knuckles",ja="ナックル"}, [7491] = {id=7491,en="Belt",ja="ベルト"}, [7492] = {id=7492,en="Knife",ja="ナイフ"}, [7493] = {id=7493,en="Pendant",ja="ペンダント"}, [7494] = {id=7494,en="Mask",ja="マスク"}, [7495] = {id=7495,en="Mantle",ja="マント"}, [7496] = {id=7496,en="Crossbow",ja="クロスボウ"}, [7680] = {id=7680,en="General Terms",ja="イッパンメイシ"}, [7681] = {id=7681,en="anything",ja="何でも"}, [7682] = {id=7682,en="gentleman",ja="紳士"}, [7683] = {id=7683,en="kindness",ja="親切"}, [7684] = {id=7684,en="symbol",ja="シンボル"}, [7685] = {id=7685,en="course",ja="進路"}, [7686] = {id=7686,en="schedule",ja="スケジュール"}, [7687] = {id=7687,en="stage",ja="ステージ"}, [7688] = {id=7688,en="notice",ja="注意"}, [7689] = {id=7689,en="chance",ja="チャンス"}, [7690] = {id=7690,en="map",ja="地図"}, [7691] = {id=7691,en="place",ja="場所"}, [7692] = {id=7692,en="company",ja="仲間"}, [7693] = {id=7693,en="meat",ja="肉"}, [7694] = {id=7694,en="diary",ja="日記"}, [7695] = {id=7695,en="news",ja="ニュース"}, [7696] = {id=7696,en="doll",ja="人形"}, [7697] = {id=7697,en="cloth",ja="布"}, [7698] = {id=7698,en="cat",ja="ネコ"}, [7699] = {id=7699,en="price",ja="値段"}, [7700] = {id=7700,en="leaf",ja="葉"}, [7701] = {id=7701,en="box",ja="箱"}, [7702] = {id=7702,en="bridge",ja="橋"}, [7703] = {id=7703,en="train",ja="トレイン"}, [7704] = {id=7704,en="nature",ja="自然"}, [7705] = {id=7705,en="contest",ja="コンテスト"}, [7706] = {id=7706,en="computer",ja="コンピューター"}, [7707] = {id=7707,en="last",ja="最後"}, [7708] = {id=7708,en="size",ja="サイズ"}, [7709] = {id=7709,en="rod",ja="竿"}, [7710] = {id=7710,en="death",ja="死"}, [7711] = {id=7711,en="examination",ja="試験"}, [7712] = {id=7712,en="accident",ja="事故"}, [7713] = {id=7713,en="work",ja="仕事"}, [7714] = {id=7714,en="fact",ja="事実"}, [7715] = {id=7715,en="population",ja="人口"}, [7716] = {id=7716,en="earthquake",ja="地震"}, [7717] = {id=7717,en="series",ja="シリーズ"}, [7718] = {id=7718,en="quality",ja="質"}, [7719] = {id=7719,en="question",ja="質問"}, [7720] = {id=7720,en="senior",ja="シニア"}, [7721] = {id=7721,en="island",ja="島"}, [7722] = {id=7722,en="photo",ja="写真"}, [7723] = {id=7723,en="liberty",ja="自由"}, [7724] = {id=7724,en="habit",ja="習慣"}, [7725] = {id=7725,en="hobby",ja="趣味"}, [7726] = {id=7726,en="rose",ja="ばら"}, [7727] = {id=7727,en="dictionary",ja="辞書"}, [7728] = {id=7728,en="joy",ja="喜び"}, [7729] = {id=7729,en="mistake",ja="ミス"}, [7730] = {id=7730,en="difference",ja="違い"}, [7731] = {id=7731,en="blood",ja="血"}, [7732] = {id=7732,en="dance",ja="ダンス"}, [7733] = {id=7733,en="lake",ja="湖"}, [7734] = {id=7734,en="shop",ja="店"}, [7735] = {id=7735,en="everyone",ja="みなさん"}, [7736] = {id=7736,en="order",ja="命令"}, [7737] = {id=7737,en="announcement",ja="発表"}, [7738] = {id=7738,en="menu",ja="メニュー"}, [7739] = {id=7739,en="book",ja="本"}, [7740] = {id=7740,en="dream",ja="夢"}, [7741] = {id=7741,en="courage",ja="勇気"}, [7742] = {id=7742,en="mountain",ja="山"}, [7743] = {id=7743,en="promise",ja="約束"}, [7744] = {id=7744,en="problem",ja="問題"}, [7745] = {id=7745,en="story",ja="物語"}, [7746] = {id=7746,en="thing",ja="物"}, [7747] = {id=7747,en="owner",ja="持ち主"}, [7748] = {id=7748,en="purpose",ja="目的"}, [7749] = {id=7749,en="message",ja="メッセージ"}, [7750] = {id=7750,en="program",ja="プログラム"}, [7751] = {id=7751,en="flower",ja="花"}, [7752] = {id=7752,en="language",ja="言葉"}, [7753] = {id=7753,en="half",ja="半分"}, [7754] = {id=7754,en="clock",ja="時計"}, [7755] = {id=7755,en="Light",ja="光"}, [7756] = {id=7756,en="smile",ja="微笑"}, [7757] = {id=7757,en="date",ja="日付"}, [7758] = {id=7758,en="person",ja="人"}, [7759] = {id=7759,en="secret",ja="ヒミツ"}, [7760] = {id=7760,en="master",ja="マスター"}, [7761] = {id=7761,en="present",ja="プレゼント"}, [7762] = {id=7762,en="market",ja="マーケット"}, [7763] = {id=7763,en="sentence",ja="文章"}, [7764] = {id=7764,en="peace",ja="平和"}, [7765] = {id=7765,en="adventure",ja="冒険"}, [7766] = {id=7766,en="ticket",ja="チケット"}, [7767] = {id=7767,en="direction",ja="方向"}, [7768] = {id=7768,en="report",ja="報告"}, [7769] = {id=7769,en="cap",ja="帽子(キャップ)"}, [7770] = {id=7770,en="hat",ja="帽子(ハット)"}, [7771] = {id=7771,en="ball",ja="ボール"}, [7772] = {id=7772,en="license",ja="免許"}, [7773] = {id=7773,en="part",ja="部分"}, [7774] = {id=7774,en="picture",ja="絵"}, [7775] = {id=7775,en="alphabet",ja="アルファベット"}, [7776] = {id=7776,en="pond",ja="池"}, [7777] = {id=7777,en="opinion",ja="意見"}, [7778] = {id=7778,en="position",ja="位置"}, [7779] = {id=7779,en="event",ja="イベント"}, [7780] = {id=7780,en="entrance",ja="入り口"}, [7781] = {id=7781,en="color",ja="色"}, [7782] = {id=7782,en="rock",ja="岩"}, [7783] = {id=7783,en="lie",ja="ウソ"}, [7784] = {id=7784,en="guide",ja="ガイド"}, [7785] = {id=7785,en="luck",ja="運"}, [7786] = {id=7786,en="hole",ja="穴"}, [7787] = {id=7787,en="excitement",ja="エキサイト"}, [7788] = {id=7788,en="hill",ja="丘"}, [7789] = {id=7789,en="money",ja="お金"}, [7790] = {id=7790,en="fear",ja="恐れ"}, [7791] = {id=7791,en="husband",ja="夫"}, [7792] = {id=7792,en="sound",ja="音"}, [7793] = {id=7793,en="man",ja="男"}, [7794] = {id=7794,en="music",ja="音楽"}, [7795] = {id=7795,en="woman",ja="女"}, [7796] = {id=7796,en="communication",ja="コミュニケーション"}, [7797] = {id=7797,en="sea",ja="海"}, [7798] = {id=7798,en="friend",ja="友達"}, [7799] = {id=7799,en="tool",ja="道具"}, [7800] = {id=7800,en="phone",ja="電話"}, [7801] = {id=7801,en="test",ja="テスト"}, [7802] = {id=7802,en="exit",ja="出口"}, [7803] = {id=7803,en="text",ja="テキスト"}, [7804] = {id=7804,en="mail",ja="メール"}, [7805] = {id=7805,en="letter",ja="手紙"}, [7806] = {id=7806,en="hand",ja="手"}, [7807] = {id=7807,en="wife",ja="妻"}, [7808] = {id=7808,en="earth",ja="土"}, [7809] = {id=7809,en="storm",ja="嵐"}, [7810] = {id=7810,en="rain",ja="雨"}, [7811] = {id=7811,en="mine",ja="私のもの"}, [7812] = {id=7812,en="example",ja="例"}, [7813] = {id=7813,en="reason",ja="理由"}, [7814] = {id=7814,en="list",ja="リスト"}, [7815] = {id=7815,en="statue",ja="彫像"}, [7816] = {id=7816,en="idea",ja="アイデア"}, [7817] = {id=7817,en="leg",ja="脚"}, [7818] = {id=7818,en="play",ja="遊び"}, [7819] = {id=7819,en="advice",ja="アドバイス"}, [7820] = {id=7820,en="key",ja="カギ"}, [7821] = {id=7821,en="moon",ja="月"}, [7822] = {id=7822,en="birthday",ja="誕生日"}, [7823] = {id=7823,en="card",ja="カード"}, [7824] = {id=7824,en="each",ja="それぞれ"}, [7825] = {id=7825,en="carpenter",ja="大工"}, [7826] = {id=7826,en="building",ja="建物"}, [7827] = {id=7827,en="fun",ja="楽しみ"}, [7828] = {id=7828,en="journey",ja="旅"}, [7829] = {id=7829,en="food",ja="食べ物"}, [7830] = {id=7830,en="egg",ja="たまご"}, [7831] = {id=7831,en="onion",ja="タマネギ"}, [7832] = {id=7832,en="teacher",ja="先生"}, [7833] = {id=7833,en="word",ja="単語"}, [7834] = {id=7834,en="cabin",ja="船室"}, [7835] = {id=7835,en="shoes",ja="くつ"}, [7836] = {id=7836,en="country",ja="国"}, [7837] = {id=7837,en="cloud",ja="雲"}, [7838] = {id=7838,en="plan",ja="計画"}, [7839] = {id=7839,en="guest",ja="ゲスト"}, [7840] = {id=7840,en="limit",ja="限界"}, [7841] = {id=7841,en="voice",ja="声"}, [7842] = {id=7842,en="ice",ja="氷"}, [7843] = {id=7843,en="breath",ja="呼吸"}, [7844] = {id=7844,en="answer",ja="答え"}, [7845] = {id=7845,en="anyone",ja="だれか"}, [7846] = {id=7846,en="machine",ja="機械"}, [7847] = {id=7847,en="wind",ja="風"}, [7848] = {id=7848,en="bag",ja="かばん"}, [7849] = {id=7849,en="paper",ja="紙"}, [7850] = {id=7850,en="hair",ja="髪"}, [7851] = {id=7851,en="camera",ja="カメラ"}, [7852] = {id=7852,en="river",ja="川"}, [7853] = {id=7853,en="sightseeing",ja="観光"}, [7854] = {id=7854,en="sky",ja="空"}, [7855] = {id=7855,en="memory",ja="記憶"}, [7856] = {id=7856,en="child",ja="子供"}, [7857] = {id=7857,en="danger",ja="危険"}, [7858] = {id=7858,en="Fire",ja="炎"}, [7859] = {id=7859,en="character",ja="キャラクター"}, [7860] = {id=7860,en="interest",ja="興味"}, [7861] = {id=7861,en="medicine",ja="薬"}, [7862] = {id=7862,en="tax",ja="税"}, [7863] = {id=7863,en="success",ja="成功"}, [7864] = {id=7864,en="mind",ja="精神"}, [7865] = {id=7865,en="government",ja="政府"}, [7866] = {id=7866,en="sale",ja="セール"}, [7867] = {id=7867,en="tree",ja="木"}, [7868] = {id=7868,en="Final",ja="ファイナル"}, [7869] = {id=7869,en="Fantasy",ja="ファンタジー"}, [7870] = {id=7870,en="Gravitation",ja="重力"}, [7871] = {id=7871,en="Fragmentation",ja="分解"}, [7872] = {id=7872,en="Distortion",ja="湾曲"}, [7873] = {id=7873,en="Fusion",ja="核熱"}, [7874] = {id=7874,en="Compression",ja="収縮"}, [7875] = {id=7875,en="Liquefaction",ja="溶解"}, [7876] = {id=7876,en="Induration",ja="硬化"}, [7877] = {id=7877,en="Reverberation",ja="振動"}, [7878] = {id=7878,en="Transfixion",ja="貫通"}, [7879] = {id=7879,en="Scission",ja="切断"}, [7880] = {id=7880,en="Detonation",ja="炸裂"}, [7881] = {id=7881,en="Impaction",ja="衝撃"}, [7882] = {id=7882,en="Darkness",ja="闇"}, [7883] = {id=7883,en="Quiver",ja="箙"}, [7884] = {id=7884,en="Kodoku",ja="蠱毒"}, [7885] = {id=7885,en="Water",ja="水"}, [7886] = {id=7886,en="Thunder",ja="雷"}, [7887] = {id=7887,en="Umbra",ja="黒闇"}, [7888] = {id=7888,en="Radiance",ja="極光"}, [7889] = {id=7889,en="blue",ja="青"}, [7890] = {id=7890,en="yellow",ja="黄"}, [7891] = {id=7891,en="red",ja="赤"}, [7892] = {id=7892,en="white",ja="白"}, [7893] = {id=7893,en="weak point",ja="弱点"}, [7894] = {id=7894,en="Area",ja="範囲"}, [7895] = {id=7895,en="Enmity",ja="敵対心"}, [7936] = {id=7936,en="Job Abilities",ja="ジョブアビリティ"}, [7937] = {id=7937,en="Provoke",ja="挑発"}, [7938] = {id=7938,en="Aggressor",ja="アグレッサー"}, [7939] = {id=7939,en="Last Resort",ja="ラストリゾート"}, [7940] = {id=7940,en="Counterstance",ja="かまえる"}, [7941] = {id=7941,en="Boost",ja="ためる"}, [7942] = {id=7942,en="Chakra",ja="チャクラ"}, [7943] = {id=7943,en="Shield Bash",ja="シールドバッシュ"}, [7944] = {id=7944,en="Focus",ja="集中"}, [7945] = {id=7945,en="Elemental Seal",ja="精霊の印"}, [7946] = {id=7946,en="Barrage",ja="乱れ撃ち"}, [7947] = {id=7947,en="Flee",ja="とんずら"}, [7948] = {id=7948,en="Defender",ja="ディフェンダー"}, [7949] = {id=7949,en="Mug",ja="かすめとる"}, [7950] = {id=7950,en="Holy Circle",ja="ホーリーサークル"}, [7951] = {id=7951,en="Sentinel",ja="センチネル"}, [7952] = {id=7952,en="Arcane Circle",ja="アルケインサークル"}, [7953] = {id=7953,en="Charm",ja="あやつる"}, [7954] = {id=7954,en="Gauge",ja="みやぶる"}, [7955] = {id=7955,en="Familiar",ja="使い魔"}, [7956] = {id=7956,en="Chainspell",ja="連続魔"}, [7957] = {id=7957,en="Hundred Fists",ja="百烈拳"}, [7958] = {id=7958,en="Sneak Attack",ja="不意打ち"}, [7959] = {id=7959,en="Manafont",ja="魔力の泉"}, [7960] = {id=7960,en="Tame",ja="なだめる"}, [7961] = {id=7961,en="Perfect Dodge",ja="絶対回避"}, [7962] = {id=7962,en="Steal",ja="ぬすむ"}, [7963] = {id=7963,en="Blood Weapon",ja="ブラッドウェポン"}, [7964] = {id=7964,en="Souleater",ja="暗黒"}, [7965] = {id=7965,en="Soul Voice",ja="ソウルボイス"}, [7966] = {id=7966,en="Berserk",ja="バーサク"}, [7967] = {id=7967,en="Warcry",ja="ウォークライ"}, [7968] = {id=7968,en="Scavenge",ja="スカベンジ"}, [7969] = {id=7969,en="Hide",ja="かくれる"}, [7970] = {id=7970,en="Mighty Strikes",ja="マイティストライク"}, [7971] = {id=7971,en="Invincible",ja="インビンシブル"}, [7972] = {id=7972,en="Call Beast",ja="よびだす"}, [7973] = {id=7973,en="Meditate",ja="黙想"}, [7974] = {id=7974,en="Warding Circle",ja="護摩の守護円"}, [7975] = {id=7975,en="Meikyo Shisui",ja="明鏡止水"}, [7976] = {id=7976,en="Mijin Gakure",ja="微塵がくれ"}, [7977] = {id=7977,en="Call Wyvern",ja="コールワイバーン"}, [7978] = {id=7978,en="Eagle Eye Shot",ja="イーグルアイ"}, [7979] = {id=7979,en="Jump",ja="ジャンプ"}, [7980] = {id=7980,en="Shadowbind",ja="影縫い"}, [7981] = {id=7981,en="Third Eye",ja="心眼"}, [7982] = {id=7982,en="Astral Flow",ja="アストラルフロウ"}, [7983] = {id=7983,en="Cover",ja="かばう"}, [7984] = {id=7984,en="Trick Attack",ja="だまし討ち"}, [7985] = {id=7985,en="Reward",ja="いたわる"}, [7986] = {id=7986,en="Divine Seal",ja="女神の印"}, [7987] = {id=7987,en="Ancient Circle",ja="エンシェントサークル"}, [7988] = {id=7988,en="Camouflage",ja="カモフラージュ"}, [7989] = {id=7989,en="Sharpshot",ja="狙い撃ち"}, [7990] = {id=7990,en="Weapon Bash",ja="ウェポンバッシュ"}, [7991] = {id=7991,en="Dodge",ja="回避"}, [7992] = {id=7992,en="Benediction",ja="女神の祝福"}, [7993] = {id=7993,en="Convert",ja="コンバート"}, [7994] = {id=7994,en="Chi Blast",ja="気孔弾"}, [7995] = {id=7995,en="High Jump",ja="ハイジャンプ"}, [7996] = {id=7996,en="Rampart",ja="ランパート"}, [7997] = {id=7997,en="Super Jump",ja="スーパージャンプ"}, [7998] = {id=7998,en="Unlimited Shot",ja="エンドレスショット"}, [7999] = {id=7999,en="Spirit Link",ja="スピリットリンク"}, [8000] = {id=8000,en="Super Climb",ja="スーパークライム"}, [8001] = {id=8001,en="Spirit Surge",ja="竜剣"}, [8002] = {id=8002,en="Azure Lore",ja="アジュールロー"}, [8003] = {id=8003,en="Chain Affinity",ja="ブルーチェーン"}, [8004] = {id=8004,en="Burst Affinity",ja="ブルーバースト"}, [8005] = {id=8005,en="Wild Card",ja="ワイルドカード"}, [8006] = {id=8006,en="Phantom Roll",ja="ファントムロール"}, [8007] = {id=8007,en="Double-Up",ja="ダブルアップ"}, [8008] = {id=8008,en="Quick Draw",ja="クイックドロー"}, [8009] = {id=8009,en="Random Deal",ja="ランダムディール"}, [8010] = {id=8010,en="Fighter's Roll",ja="ファイターズロール"}, [8011] = {id=8011,en="Monk's Roll",ja="モンクスロール"}, [8012] = {id=8012,en="Healer's Roll",ja="ヒーラーズロール"}, [8013] = {id=8013,en="Wizard's Roll",ja="ウィザーズロール"}, [8014] = {id=8014,en="Warlock's Roll",ja="ワーロックスロール"}, [8015] = {id=8015,en="Rogue's Roll",ja="ローグズロール"}, [8016] = {id=8016,en="Gallant's Roll",ja="ガランツロール"}, [8017] = {id=8017,en="Chaos Roll",ja="カオスロール"}, [8018] = {id=8018,en="Beast Roll",ja="ビーストロール"}, [8019] = {id=8019,en="Choral Roll",ja="コーラルロール"}, [8020] = {id=8020,en="Hunter's Roll",ja="ハンターズロール"}, [8021] = {id=8021,en="Samurai Roll",ja="サムライロール"}, [8022] = {id=8022,en="Ninja Roll",ja="ニンジャロール"}, [8023] = {id=8023,en="Drachen Roll",ja="ドラケンロール"}, [8024] = {id=8024,en="Evoker's Roll",ja="エボカーズロール"}, [8025] = {id=8025,en="Magus's Roll",ja="メガスズロール"}, [8026] = {id=8026,en="Corsair's Roll",ja="コルセアズロール"}, [8027] = {id=8027,en="Puppet Roll",ja="パペットロール"}, [8028] = {id=8028,en="Fire Shot",ja="ファイアショット"}, [8029] = {id=8029,en="Ice Shot",ja="アイスショット"}, [8030] = {id=8030,en="Wind Shot",ja="ウィンドショット"}, [8031] = {id=8031,en="Earth Shot",ja="アースショット"}, [8032] = {id=8032,en="Thunder Shot",ja="サンダーショット"}, [8033] = {id=8033,en="Water Shot",ja="ウォータショット"}, [8034] = {id=8034,en="Light Shot",ja="ライトショット"}, [8035] = {id=8035,en="Dark Shot",ja="ダークショット"}, [8036] = {id=8036,en="Overdrive",ja="オーバードライヴ"}, [8037] = {id=8037,en="Overdrive",ja="オーバードライヴ"}, [8038] = {id=8038,en="Activate",ja="アクティベート"}, [8039] = {id=8039,en="Repair",ja="リペアー"}, [8040] = {id=8040,en="Warrior's Charge",ja="ウォリアーチャージ"}, [8041] = {id=8041,en="Tomahawk",ja="トマホーク"}, [8042] = {id=8042,en="Mantra",ja="マントラ"}, [8043] = {id=8043,en="Formless Strikes",ja="無想無念"}, [8044] = {id=8044,en="Martyr",ja="マーター"}, [8045] = {id=8045,en="Devotion",ja="デヴォーション"}, [8046] = {id=8046,en="Devotion",ja="デヴォーション"}, [8047] = {id=8047,en="Assassin's Charge",ja="アサシンチャージ"}, [8048] = {id=8048,en="Feint",ja="フェイント"}, [8049] = {id=8049,en="Fealty",ja="フィールティ"}, [8050] = {id=8050,en="Chivalry",ja="シバルリー"}, [8051] = {id=8051,en="Dark Seal",ja="ダークシール"}, [8052] = {id=8052,en="Diabolic Eye",ja="ディアボリクアイ"}, [8053] = {id=8053,en="Feral Howl",ja="フェラルハウル"}, [8054] = {id=8054,en="Killer Instinct",ja="K.インスティンクト"}, [8055] = {id=8055,en="Killer Instinct",ja="K.インスティンクト"}, [8056] = {id=8056,en="Nightingale",ja="ナイチンゲール"}, [8057] = {id=8057,en="Troubadour",ja="トルバドゥール"}, [8058] = {id=8058,en="Stealth Shot",ja="ステルスショット"}, [8059] = {id=8059,en="Flashy Shot",ja="フラッシーショット"}, [8060] = {id=8060,en="Shikikoyo",ja="士気昂揚"}, [8061] = {id=8061,en="Blade Bash",ja="峰打ち"}, [8062] = {id=8062,en="Deep Breathing",ja="ディープブリージング"}, [8063] = {id=8063,en="Angon",ja="アンゴン"}, [8064] = {id=8064,en="Sange",ja="散華"}, [8065] = {id=8065,en="Hasso",ja="八双"}, [8066] = {id=8066,en="Seigan",ja="星眼"}, [8067] = {id=8067,en="Convergence",ja="コンバージェンス"}, [8068] = {id=8068,en="Diffusion",ja="ディフュージョン"}, [8069] = {id=8069,en="Snake Eye",ja="スネークアイ"}, [8070] = {id=8070,en="Fold",ja="フォールド"}, [8071] = {id=8071,en="Role Reversal",ja="黒衣チェンジ"}, [8072] = {id=8072,en="Ventriloquy",ja="腹話術"}, [8073] = {id=8073,en="Trance",ja="トランス"}, [8074] = {id=8074,en="Sambas",ja="サンバモード"}, [8075] = {id=8075,en="Drain Samba",ja="ドレインサンバ"}, [8076] = {id=8076,en="Aspir Samba",ja="アスピルサンバ"}, [8077] = {id=8077,en="Haste Samba",ja="ヘイストサンバ"}, [8078] = {id=8078,en="Waltzes",ja="ワルツモード"}, [8079] = {id=8079,en="Curing Waltz",ja="ケアルワルツ"}, [8080] = {id=8080,en="Healing Waltz",ja="ヒーリングワルツ"}, [8081] = {id=8081,en="Divine Waltz",ja="ディバインワルツ"}, [8082] = {id=8082,en="Jigs",ja="ジグモード"}, [8083] = {id=8083,en="Spectral Jig",ja="スペクトラルジグ"}, [8084] = {id=8084,en="Chocobo Jig",ja="チョコボジグ"}, [8085] = {id=8085,en="Steps",ja="ステップ"}, [8086] = {id=8086,en="Quickstep",ja="クイックステップ"}, [8087] = {id=8087,en="Box Step",ja="ボックスステップ"}, [8088] = {id=8088,en="Stutter Step",ja="スタッターステップ"}, [8089] = {id=8089,en="Flourishes",ja="フラリッシュ"}, [8090] = {id=8090,en="Wild Flourish",ja="W.フラリッシュ"}, [8091] = {id=8091,en="Wild Flourish",ja="W.フラリッシュ"}, [8092] = {id=8092,en="Desperate Flourish",ja="D.フラリッシュ"}, [8093] = {id=8093,en="Desperate Flourish",ja="D.フラリッシュ"}, [8094] = {id=8094,en="Animated Flourish",ja="A.フラリッシュ"}, [8095] = {id=8095,en="Animated Flourish",ja="A.フラリッシュ"}, [8096] = {id=8096,en="Violent Flourish",ja="V.フラリッシュ"}, [8097] = {id=8097,en="Violent Flourish",ja="V.フラリッシュ"}, [8098] = {id=8098,en="Reverse Flourish",ja="R.フラリッシュ"}, [8099] = {id=8099,en="Reverse Flourish",ja="R.フラリッシュ"}, [8100] = {id=8100,en="Building Flourish",ja="B.フラリッシュ"}, [8101] = {id=8101,en="Building Flourish",ja="B.フラリッシュ"}, [8102] = {id=8102,en="Tabula Rasa",ja="連環計"}, [8103] = {id=8103,en="Light Arts",ja="白のグリモア"}, [8104] = {id=8104,en="Dark Arts",ja="黒のグリモア"}, [8105] = {id=8105,en="Modus Veritas",ja="以逸待労の計"}, [8106] = {id=8106,en="Stratagems",ja="戦術魔道書"}, [8107] = {id=8107,en="Penury",ja="簡素清貧の章"}, [8108] = {id=8108,en="Celerity",ja="電光石火の章"}, [8109] = {id=8109,en="Rapture",ja="意気昂然の章"}, [8110] = {id=8110,en="Accession",ja="女神降臨の章"}, [8111] = {id=8111,en="Parsimony",ja="勤倹小心の章"}, [8112] = {id=8112,en="Alacrity",ja="疾風迅雷の章"}, [8113] = {id=8113,en="Ebullience",ja="気炎万丈の章"}, [8114] = {id=8114,en="Manifestation",ja="精霊光来の章"}, [8115] = {id=8115,en="Accomplice",ja="アカンプリス"}, [8116] = {id=8116,en="Velocity Shot",ja="ベロシティショット"}, [8117] = {id=8117,en="Animated Flourish",ja="A.フラリッシュ"}, [8118] = {id=8118,en="Elemental Siphon",ja="エレメントサイフォン"}, [8119] = {id=8119,en="Dancer's Roll",ja="ダンサーロール"}, [8120] = {id=8120,en="Scholar's Roll",ja="スカラーロール"}, [8121] = {id=8121,en="Sublimation",ja="机上演習"}, [8122] = {id=8122,en="Addendum: White",ja="白の補遺"}, [8123] = {id=8123,en="Addendum: Black",ja="黒の補遺"}, [8124] = {id=8124,en="Sekkanoki",ja="石火之機"}, [8125] = {id=8125,en="Retaliation",ja="リタリエーション"}, [8126] = {id=8126,en="Collaborator",ja="コラボレーター"}, [8127] = {id=8127,en="Footwork",ja="猫足立ち"}, [8128] = {id=8128,en="Pianissimo",ja="ピアニッシモ"}, [8129] = {id=8129,en="Saber Dance",ja="剣の舞い"}, [8130] = {id=8130,en="Fan Dance",ja="扇の舞い"}, [8131] = {id=8131,en="No Foot Rise",ja="ノーフットライズ"}, [8132] = {id=8132,en="Altruism",ja="不惜身命の章"}, [8133] = {id=8133,en="Focalization",ja="一心精進の章"}, [8134] = {id=8134,en="Tranquility",ja="天衣無縫の章"}, [8135] = {id=8135,en="Equanimity",ja="無憂無風の章"}, [8136] = {id=8136,en="Enlightenment",ja="大悟徹底"}, [8137] = {id=8137,en="Afflatus Solace",ja="ハートオブソラス"}, [8138] = {id=8138,en="Afflatus Misery",ja="ハートオブミゼリ"}, [8139] = {id=8139,en="Composure",ja="コンポージャー"}, [8140] = {id=8140,en="Yonin",ja="陽忍"}, [8141] = {id=8141,en="Elemental Sforzo",ja="E.スフォルツォ"}, [8142] = {id=8142,en="Rune Enchantment",ja="エンチャントルーン"}, [8143] = {id=8143,en="Swordplay",ja="ソードプレイ"}, [8144] = {id=8144,en="Embolden",ja="エンボルド"}, [8145] = {id=8145,en="One for All",ja="ワンフォアオール"}, [8146] = {id=8146,en="Ward",ja="ワード"}, [8147] = {id=8147,en="Effusion",ja="エフューズ"}, [8148] = {id=8148,en="Ignis",ja="イグニス"}, [8149] = {id=8149,en="Gelus",ja="ゲールス"}, [8150] = {id=8150,en="Flabra",ja="フラブラ"}, [8151] = {id=8151,en="Tellus",ja="テッルス"}, [8152] = {id=8152,en="Sulpor",ja="スルポール"}, [8153] = {id=8153,en="Unda",ja="ウンダ"}, [8154] = {id=8154,en="Lux",ja="ルックス"}, [8155] = {id=8155,en="Tenebrae",ja="テネブレイ"}, [8156] = {id=8156,en="Vallation",ja="ヴァレション"}, [8157] = {id=8157,en="Pflug",ja="フルーグ"}, [8158] = {id=8158,en="Valiance",ja="ヴァリエンス"}, [8159] = {id=8159,en="Liement",ja="リエモン"}, [8160] = {id=8160,en="Lunge",ja="ランジ"}, [8161] = {id=8161,en="Gambit",ja="ガンビット"}, [8162] = {id=8162,en="Battuta",ja="バットゥタ"}, [8163] = {id=8163,en="Rayke",ja="レイク"}, [8164] = {id=8164,en="Bolster",ja="ボルスター"}, [8165] = {id=8165,en="Full Circle",ja="フルサークル"}, [8166] = {id=8166,en="Lasting Emanation",ja="エンデュアエマネイト"}, [8167] = {id=8167,en="Ecliptic Attrition",ja="サークルエンリッチ"}, [8168] = {id=8168,en="Collimated Fervor",ja="コリメイトファーバー"}, [8169] = {id=8169,en="Life Cycle",ja="ライフサイクル"}, [8170] = {id=8170,en="Blaze of Glory",ja="グローリーブレイズ"}, [8171] = {id=8171,en="Dematerialize",ja="デマテリアライズ"}, [8172] = {id=8172,en="Theurgic Focus",ja="タウマテルギフォカス"}, [8173] = {id=8173,en="Concentric Pulse",ja="コンセントリクパルス"}, [8174] = {id=8174,en="Mending Halation",ja="メンドハレイション"}, [8175] = {id=8175,en="Radial Arcana",ja="レイディアルアルカナ"}, [8176] = {id=8176,en="Elemental Sforzo",ja="E.スフォルツォ"}, [8177] = {id=8177,en="Elemental Sforzo",ja="E.スフォルツォ"}, [8178] = {id=8178,en="Vallation",ja="ヴァレション"}, [8179] = {id=8179,en="Valiance",ja="ヴァリエンス"}, [8180] = {id=8180,en="Innin",ja="陰忍"}, [8192] = {id=8192,en="Job Traits",ja="ジョブトクセイ"}, [8193] = {id=8193,en="Resist Bind",ja="レジストバインド"}, [8194] = {id=8194,en="Resist Petrify",ja="レジストペトリ"}, [8195] = {id=8195,en="Triple Attack",ja="トリプルアタック"}, [8196] = {id=8196,en="Plantoid Killer",ja="プラントイドキラー"}, [8197] = {id=8197,en="Resist Slow",ja="レジストスロウ"}, [8198] = {id=8198,en="Store TP",ja="ストアTP"}, [8199] = {id=8199,en="Stealth",ja="ステルス"}, [8200] = {id=8200,en="Dual Wield",ja="二刀流"}, [8201] = {id=8201,en="Max MP Boost",ja="MPmaxアップ"}, [8202] = {id=8202,en="Auto Refresh",ja="オートリフレシュ"}, [8203] = {id=8203,en="Dragon Killer",ja="ドラゴンキラー"}, [8204] = {id=8204,en="Vermin Killer",ja="ヴァーミンキラー"}, [8205] = {id=8205,en="Vermin Killer",ja="ヴァーミンキラー"}, [8206] = {id=8206,en="Demon Killer",ja="デーモンキラー"}, [8207] = {id=8207,en="Magic Def. Bonus",ja="魔法防御力アップ"}, [8208] = {id=8208,en="Treasure Hunter",ja="トレジャーハンター"}, [8209] = {id=8209,en="Counter",ja="カウンター"}, [8210] = {id=8210,en="Double Attack",ja="ダブルアタック"}, [8211] = {id=8211,en="Conserve MP",ja="コンサーブMP"}, [8212] = {id=8212,en="Fast Cast",ja="ファストキャスト"}, [8213] = {id=8213,en="Rapid Shot",ja="ラピッドショット"}, [8214] = {id=8214,en="Resist Gravity",ja="レジストグラビティ"}, [8215] = {id=8215,en="Max HP Boost",ja="HPmaxアップ"}, [8216] = {id=8216,en="Alertness",ja="警戒"}, [8217] = {id=8217,en="Magic Atk. Bonus",ja="魔法攻撃力アップ"}, [8218] = {id=8218,en="Defense Bonus",ja="物理防御力アップ"}, [8219] = {id=8219,en="Attack Bonus",ja="物理攻撃力アップ"}, [8220] = {id=8220,en="Evasion Bonus",ja="物理回避率アップ"}, [8221] = {id=8221,en="Accuracy Bonus",ja="物理命中率アップ"}, [8222] = {id=8222,en="Kick Attacks",ja="蹴撃"}, [8223] = {id=8223,en="Auto Regen",ja="オートリジェネ"}, [8224] = {id=8224,en="Aquan Killer",ja="アクアンキラー"}, [8225] = {id=8225,en="Resist Charm",ja="レジストチャーム"}, [8226] = {id=8226,en="Resist Virus",ja="レジストウィルス"}, [8227] = {id=8227,en="Resist Silence",ja="レジストサイレス"}, [8228] = {id=8228,en="Resist Paralyze",ja="レジストパライズ"}, [8229] = {id=8229,en="Resist Poison",ja="レジストポイズン"}, [8230] = {id=8230,en="Resist Sleep",ja="レジストスリープ"}, [8231] = {id=8231,en="Undead Killer",ja="アンデッドキラー"}, [8232] = {id=8232,en="Gilfinder",ja="ギルスティール"}, [8233] = {id=8233,en="Amorph Killer",ja="アモルフキラー"}, [8234] = {id=8234,en="Bird Killer",ja="バードキラー"}, [8235] = {id=8235,en="Lizard Killer",ja="リザードキラー"}, [8236] = {id=8236,en="Clear Mind",ja="クリアマインド"}, [8237] = {id=8237,en="Martial Arts",ja="マーシャルアーツ"}, [8238] = {id=8238,en="Arcana Killer",ja="アルカナキラー"}, [8239] = {id=8239,en="Beast Killer",ja="ビーストキラー"}, [8240] = {id=8240,en="Resist Blind",ja="レジストブライン"}, [8241] = {id=8241,en="Resist Curse",ja="レジストカーズ"}, [8242] = {id=8242,en="Resist Stun",ja="レジストスタン"}, [8243] = {id=8243,en="Subtle Blow",ja="モクシャ"}, [8244] = {id=8244,en="Assassin",ja="アサシン"}, [8245] = {id=8245,en="Divine Veil",ja="女神の慈悲"}, [8246] = {id=8246,en="Zanshin",ja="残心"}, [8247] = {id=8247,en="Shield Mastery",ja="シールドマスタリー"}, [8248] = {id=8248,en="Max MP Boost",ja="MPmaxアップ"}, [8249] = {id=8249,en="Max HP Boost",ja="HPmaxアップ"}, [8250] = {id=8250,en="Savagery",ja="サベッジリ"}, [8251] = {id=8251,en="Aggressive Aim",ja="アグレシブエイム"}, [8252] = {id=8252,en="Invigorate",ja="練気"}, [8253] = {id=8253,en="Penance",ja="発剄"}, [8254] = {id=8254,en="Aura Steal",ja="オーラスティール"}, [8255] = {id=8255,en="Ambush",ja="アンブッシュ"}, [8256] = {id=8256,en="Iron Will",ja="アイアンウィル"}, [8257] = {id=8257,en="Guardian",ja="ガーディアン"}, [8258] = {id=8258,en="Muted Soul",ja="ミューテッドソウル"}, [8259] = {id=8259,en="Desperate Blows",ja="デスペレートブロー"}, [8260] = {id=8260,en="Beast Affinity",ja="ビーストアフニティ"}, [8261] = {id=8261,en="Beast Healer",ja="ビーストヒーラー"}, [8262] = {id=8262,en="Snapshot",ja="スナップショット"}, [8263] = {id=8263,en="Recycle",ja="リサイクル(ジョブ特性)"}, [8264] = {id=8264,en="Ikishoten",ja="意気衝天"}, [8265] = {id=8265,en="Overwhelm",ja="正正堂堂"}, [8266] = {id=8266,en="Ninja Tool Expert.",ja="忍具の知識"}, [8267] = {id=8267,en="Empathy",ja="エンパシー"}, [8268] = {id=8268,en="Strafe",ja="ストレイフ"}, [8269] = {id=8269,en="Enchainment",ja="エンチェーンメント"}, [8270] = {id=8270,en="Assimilation",ja="アシミレーション"}, [8271] = {id=8271,en="Winning Streak",ja="ウィニングストリーク"}, [8272] = {id=8272,en="Loaded Deck",ja="ローデッドデッキ"}, [8273] = {id=8273,en="Fine-Tuning",ja="微調整"}, [8274] = {id=8274,en="Optimization",ja="最適化"}, [8275] = {id=8275,en="Closed Position",ja="C・ポジション"}, [8276] = {id=8276,en="Closed Position",ja="C・ポジション"}, [8277] = {id=8277,en="Stormsurge",ja="陣頭指揮"}, [8448] = {id=8448,en="Weapon Skills",ja="ウェポンスキル"}, [8449] = {id=8449,en="Slug Shot",ja="スラッグショット"}, [8450] = {id=8450,en="Shoulder Tackle",ja="タックル"}, [8451] = {id=8451,en="Red Lotus Blade",ja="レッドロータス"}, [8452] = {id=8452,en="Spirits Within",ja="スピリッツウィズイン"}, [8453] = {id=8453,en="Backhand Blow",ja="バックハンドブロー"}, [8454] = {id=8454,en="Power Slash",ja="パワースラッシュ"}, [8455] = {id=8455,en="Fast Blade",ja="ファストブレード"}, [8456] = {id=8456,en="Flat Blade",ja="フラットブレード"}, [8457] = {id=8457,en="Freezebite",ja="フリーズバイト"}, [8458] = {id=8458,en="Brainshaker",ja="ブレインシェイカー"}, [8459] = {id=8459,en="Frostbite",ja="フロストバイト"}, [8460] = {id=8460,en="Heavy Swing",ja="ヘヴィスイング"}, [8461] = {id=8461,en="Heavy Swing",ja="ヘヴィスイング"}, [8462] = {id=8462,en="Raiden Thrust",ja="ライデンスラスト"}, [8463] = {id=8463,en="Burning Blade",ja="バーニングブレード"}, [8464] = {id=8464,en="Raging Axe",ja="レイジングアクス"}, [8465] = {id=8465,en="Hard Slash",ja="ハードスラッシュ"}, [8466] = {id=8466,en="Rock Crusher",ja="ロッククラッシャー"}, [8467] = {id=8467,en="Wasp Sting",ja="ワスプスティング"}, [8468] = {id=8468,en="Raging Fists",ja="乱撃"}, [8469] = {id=8469,en="Spinning Attack",ja="スピンアタック"}, [8470] = {id=8470,en="One Inch Punch",ja="短勁"}, [8471] = {id=8471,en="Cyclone",ja="サイクロン"}, [8472] = {id=8472,en="Sniper Shot",ja="スナイパーショット"}, [8473] = {id=8473,en="Energy Drain",ja="エナジードレイン"}, [8474] = {id=8474,en="Dancing Edge",ja="ダンシングエッジ"}, [8475] = {id=8475,en="Seraph Blade",ja="セラフブレード"}, [8476] = {id=8476,en="Circle Blade",ja="サークルブレード"}, [8477] = {id=8477,en="Gale Axe",ja="ラファールアクス"}, [8478] = {id=8478,en="Shining Blade",ja="シャインブレード"}, [8479] = {id=8479,en="Earth Crusher",ja="アースクラッシャー"}, [8480] = {id=8480,en="Armor Break",ja="アーマーブレイク"}, [8481] = {id=8481,en="Iron Tempest",ja="アイアンテンペスト"}, [8482] = {id=8482,en="Leg Sweep",ja="足払い"}, [8483] = {id=8483,en="Avalanche Axe",ja="アバランチアクス"}, [8484] = {id=8484,en="Gust Slash",ja="ガストスラッシュ"}, [8485] = {id=8485,en="Combo",ja="コンボ"}, [8486] = {id=8486,en="Thunder Thrust",ja="サンダースラスト"}, [8487] = {id=8487,en="Viper Bite",ja="バイパーバイト"}, [8488] = {id=8488,en="Shining Strike",ja="シャインストライク"}, [8489] = {id=8489,en="Energy Steal",ja="エナジースティール"}, [8490] = {id=8490,en="Shadow of Death",ja="シャドーオブデス"}, [8491] = {id=8491,en="Shadowstitch",ja="シャドーステッチ"}, [8492] = {id=8492,en="Sturmwind",ja="シュトルムヴィント"}, [8493] = {id=8493,en="Sturmwind",ja="シュトルムヴィント"}, [8494] = {id=8494,en="Starburst",ja="スターバースト"}, [8495] = {id=8495,en="Starlight",ja="スターライト"}, [8496] = {id=8496,en="Smash Axe",ja="スマッシュ"}, [8497] = {id=8497,en="Slice",ja="スライス"}, [8498] = {id=8498,en="Seraph Strike",ja="セラフストライク"}, [8499] = {id=8499,en="Dark Harvest",ja="ダークハーベスト"}, [8500] = {id=8500,en="Double Thrust",ja="ダブルスラスト"}, [8501] = {id=8501,en="Nightmare Scythe",ja="ナイトメアサイス"}, [8502] = {id=8502,en="Shield Break",ja="シールドブレイク"}, [8503] = {id=8503,en="Judgment",ja="ジャッジメント"}, [8504] = {id=8504,en="Blade: Jin",ja="迅"}, [8505] = {id=8505,en="Vorpal Blade",ja="ボーパルブレード"}, [8506] = {id=8506,en="Tachi: Hobaku",ja="弐之太刀・鋒縛"}, [8507] = {id=8507,en="Howling Fist",ja="空鳴拳"}, [8508] = {id=8508,en="Tachi: Kagero",ja="四之太刀・陽炎"}, [8509] = {id=8509,en="Tachi: Jinpu",ja="五之太刀・陣風"}, [8510] = {id=8510,en="Tachi: Koki",ja="六之太刀・光輝"}, [8511] = {id=8511,en="Tachi: Yukikaze",ja="七之太刀・雪風"}, [8512] = {id=8512,en="Moonlight",ja="ムーンライト"}, [8513] = {id=8513,en="Blade: Ei",ja="影"}, [8514] = {id=8514,en="True Strike",ja="トゥルーストライク"}, [8515] = {id=8515,en="Tachi: Enpi",ja="壱之太刀・燕飛"}, [8516] = {id=8516,en="Sunburst",ja="サンバースト"}, [8517] = {id=8517,en="Shell Crusher",ja="シェルクラッシャー"}, [8518] = {id=8518,en="Full Swing",ja="フルスイング"}, [8519] = {id=8519,en="Flaming Arrow",ja="フレイミングアロー"}, [8520] = {id=8520,en="Piercing Arrow",ja="ピアシングアロー"}, [8521] = {id=8521,en="Dulling Arrow",ja="ダリングアロー"}, [8522] = {id=8522,en="Sidewinder",ja="サイドワインダー"}, [8523] = {id=8523,en="Hot Shot",ja="ホットショット"}, [8524] = {id=8524,en="Split Shot",ja="スプリットショット"}, [8525] = {id=8525,en="Skullbreaker",ja="スカルブレイカー"}, [8526] = {id=8526,en="Weapon Break",ja="ウェポンブレイク"}, [8527] = {id=8527,en="Shockwave",ja="ショックウェーブ"}, [8528] = {id=8528,en="Crescent Moon",ja="クレセントムーン"}, [8529] = {id=8529,en="Sickle Moon",ja="シックルムーン"}, [8530] = {id=8530,en="Spinning Axe",ja="スピニングアクス"}, [8531] = {id=8531,en="Rampage",ja="ランページ"}, [8532] = {id=8532,en="Tachi: Goten",ja="参之太刀・轟天"}, [8533] = {id=8533,en="Keen Edge",ja="キーンエッジ"}, [8534] = {id=8534,en="Raging Rush",ja="レイジングラッシュ"}, [8535] = {id=8535,en="Spinning Scythe",ja="スピニングサイス"}, [8536] = {id=8536,en="Vorpal Scythe",ja="ボーパルサイス"}, [8537] = {id=8537,en="Guillotine",ja="ギロティン"}, [8538] = {id=8538,en="Penta Thrust",ja="ペンタスラスト"}, [8539] = {id=8539,en="Vorpal Thrust",ja="ボーパルスラスト"}, [8540] = {id=8540,en="Blade: Rin",ja="臨"}, [8541] = {id=8541,en="Blade: Retsu",ja="烈"}, [8542] = {id=8542,en="Blade: Teki",ja="滴"}, [8543] = {id=8543,en="Blade: To",ja="凍"}, [8544] = {id=8544,en="Blade: Chi",ja="地"}, [8545] = {id=8545,en="Calamity",ja="カラミティ"}, [8546] = {id=8546,en="Skewer",ja="スキュアー"}, [8547] = {id=8547,en="Arching Arrow",ja="アーチングアロー"}, [8548] = {id=8548,en="Cross Reaper",ja="クロスリーパー"}, [8549] = {id=8549,en="Blade: Ten",ja="天"}, [8550] = {id=8550,en="Blast Arrow",ja="ブラストアロー"}, [8551] = {id=8551,en="Blast Shot",ja="ブラストショット"}, [8552] = {id=8552,en="Dragon Kick",ja="双竜脚"}, [8553] = {id=8553,en="Full Break",ja="フルブレイク"}, [8554] = {id=8554,en="Heavy Shot",ja="ヘヴィショット"}, [8555] = {id=8555,en="Heavy Shot",ja="ヘヴィショット"}, [8556] = {id=8556,en="Hexa Strike",ja="ヘキサストライク"}, [8557] = {id=8557,en="Spirit Taker",ja="スピリットテーカー"}, [8558] = {id=8558,en="Swift Blade",ja="スウィフトブレード"}, [8559] = {id=8559,en="Tachi: Gekko",ja="八之太刀・月光"}, [8560] = {id=8560,en="Wheeling Thrust",ja="大車輪"}, [8561] = {id=8561,en="Shark Bite",ja="シャークバイト"}, [8562] = {id=8562,en="Spinning Slash",ja="スピンスラッシュ"}, [8563] = {id=8563,en="Mistral Axe",ja="ミストラルアクス"}, [8564] = {id=8564,en="Savage Blade",ja="サベッジブレード"}, [8565] = {id=8565,en="Asuran Fists",ja="夢想阿修羅拳"}, [8566] = {id=8566,en="Evisceration",ja="エヴィサレーション"}, [8567] = {id=8567,en="Evisceration",ja="エヴィサレーション"}, [8568] = {id=8568,en="Decimation",ja="デシメーション"}, [8569] = {id=8569,en="Spiral Hell",ja="スパイラルヘル"}, [8570] = {id=8570,en="Black Halo",ja="ブラックヘイロー"}, [8571] = {id=8571,en="Steel Cyclone",ja="スチールサイクロン"}, [8572] = {id=8572,en="Ground Strike",ja="グラウンドストライク"}, [8573] = {id=8573,en="Impulse Drive",ja="インパルスドライヴ"}, [8574] = {id=8574,en="Impulse Drive",ja="インパルスドライヴ"}, [8575] = {id=8575,en="Retribution",ja="レトリビューション"}, [8576] = {id=8576,en="Blade: Ku",ja="空"}, [8577] = {id=8577,en="Tachi: Kasha",ja="九之太刀・花車"}, [8578] = {id=8578,en="Empyreal Arrow",ja="エンピリアルアロー"}, [8579] = {id=8579,en="King's Justice",ja="キングズジャスティス"}, [8580] = {id=8580,en="Ascetic's Fury",ja="アスケーテンツォルン"}, [8581] = {id=8581,en="Mystic Boon",ja="ミスティックブーン"}, [8582] = {id=8582,en="Vidohunir",ja="ヴィゾフニル"}, [8583] = {id=8583,en="Vidohunir",ja="ヴィゾフニル"}, [8584] = {id=8584,en="Death Blossom",ja="ロズレーファタール"}, [8585] = {id=8585,en="Mandalic Stab",ja="マンダリクスタッブ"}, [8586] = {id=8586,en="Atonement",ja="ロイエ"}, [8587] = {id=8587,en="Insurgency",ja="インサージェンシー"}, [8588] = {id=8588,en="Primal Rend",ja="プライマルレンド"}, [8589] = {id=8589,en="Mordant Rime",ja="モーダントライム"}, [8590] = {id=8590,en="Trueflight",ja="トゥルーフライト"}, [8591] = {id=8591,en="Tachi: Rana",ja="十之太刀・乱鴉"}, [8592] = {id=8592,en="Blade: Kamu",ja="カムハブリ"}, [8593] = {id=8593,en="Drakesbane",ja="雲蒸竜変"}, [8594] = {id=8594,en="Garland of Bliss",ja="ガーランドオブブリス"}, [8595] = {id=8595,en="Expiacion",ja="エクスピアシオン"}, [8596] = {id=8596,en="Leaden Salute",ja="レデンサリュート"}, [8597] = {id=8597,en="Stringing Pummel",ja="連環六合圏"}, [8598] = {id=8598,en="Pyrrhic Kleos",ja="ピリッククレオス"}, [8599] = {id=8599,en="Omniscience",ja="オムニシエンス"}, [8600] = {id=8600,en="Detonator",ja="デトネーター"}, [8601] = {id=8601,en="Shijin Spiral",ja="四神円舞"}, [8602] = {id=8602,en="Exenterator",ja="エクゼンテレター"}, [8603] = {id=8603,en="Requiescat",ja="レクイエスカット"}, [8604] = {id=8604,en="Resolution",ja="レゾルーション"}, [8605] = {id=8605,en="Ruinator",ja="ルイネーター"}, [8606] = {id=8606,en="Upheaval",ja="アップヒーバル"}, [8607] = {id=8607,en="Entropy",ja="エントロピー"}, [8608] = {id=8608,en="Stardiver",ja="スターダイバー"}, [8609] = {id=8609,en="Blade: Shun",ja="瞬"}, [8610] = {id=8610,en="Tachi: Shoha",ja="十二之太刀・照破"}, [8611] = {id=8611,en="Realmrazer",ja="レルムレイザー"}, [8612] = {id=8612,en="Shattersoul",ja="シャッターソウル"}, [8613] = {id=8613,en="Apex Arrow",ja="エイペクスアロー"}, [8614] = {id=8614,en="Last Stand",ja="ラストスタンド"}, [8615] = {id=8615,en="Tornado Kick",ja="闘魂旋風脚"}, [8616] = {id=8616,en="Aeolian Edge",ja="イオリアンエッジ"}, [8617] = {id=8617,en="Sanguine Blade",ja="サンギンブレード"}, [8618] = {id=8618,en="Herculean Slash",ja="ヘラクレススラッシュ"}, [8619] = {id=8619,en="Bora Axe",ja="ボーラアクス"}, [8620] = {id=8620,en="Fell Cleave",ja="フェルクリーヴ"}, [8621] = {id=8621,en="Fell Cleave",ja="フェルクリーヴ"}, [8622] = {id=8622,en="Infernal Scythe",ja="インファナルサイズ"}, [8623] = {id=8623,en="Sonic Thrust",ja="ソニックスラスト"}, [8624] = {id=8624,en="Flash Nova",ja="フラッシュノヴァ"}, [8625] = {id=8625,en="Flash Nova",ja="フラッシュノヴァ"}, [8626] = {id=8626,en="Cataclysm",ja="カタクリスム"}, [8627] = {id=8627,en="Blade: Yu",ja="湧"}, [8628] = {id=8628,en="Tachi: Ageha",ja="十一之太刀・鳳蝶"}, [8629] = {id=8629,en="Refulgent Arrow",ja="リフルジェントアロー"}, [8630] = {id=8630,en="Numbing Shot",ja="ナビングショット"}, [8631] = {id=8631,en="Victory Smite",ja="ビクトリースマイト"}, [8632] = {id=8632,en="Rudra's Storm",ja="ルドラストーム"}, [8633] = {id=8633,en="Chant du Cygne",ja="シャンデュシニュ"}, [8634] = {id=8634,en="Torcleaver",ja="トアクリーバー"}, [8635] = {id=8635,en="Cloudsplitter",ja="クラウドスプリッタ"}, [8636] = {id=8636,en="Ukko's Fury",ja="ウッコフューリー"}, [8637] = {id=8637,en="Quietus",ja="クワイタス"}, [8638] = {id=8638,en="Camlann's Torment",ja="カムラン"}, [8639] = {id=8639,en="Blade: Hi",ja="秘"}, [8640] = {id=8640,en="Tachi: Fudo",ja="祖之太刀・不動"}, [8641] = {id=8641,en="Dagan",ja="ダガン"}, [8642] = {id=8642,en="Myrkr",ja="ミルキル"}, [8643] = {id=8643,en="Jishnu's Radiance",ja="ジシュヌの光輝"}, [8644] = {id=8644,en="Wildfire",ja="ワイルドファイア"}, [8645] = {id=8645,en="Dimidiation",ja="デミディエーション"}, [8646] = {id=8646,en="Exudation",ja="エクズデーション"}, [8647] = {id=8647,en="Uriel Blade",ja="ウリエルブレード"}, [8648] = {id=8648,en="Glory Slash",ja="グローリースラッシュ"}, [8649] = {id=8649,en="Tartarus Torpor",ja="タルタロストーパー"}, [8650] = {id=8650,en="Knights of Rotund",ja="ナイスオブラウンド"}, [8651] = {id=8651,en="Final Heaven",ja="ファイナルヘヴン"}, [8652] = {id=8652,en="Final Heaven",ja="ファイナルヘヴン"}, [8653] = {id=8653,en="Mercy Stroke",ja="マーシーストローク"}, [8654] = {id=8654,en="Knights of Round",ja="ナイツオブラウンド"}, [8655] = {id=8655,en="Scourge",ja="スカージ"}, [8656] = {id=8656,en="Onslaught",ja="オンスロート"}, [8657] = {id=8657,en="Metatron Torment",ja="メタトロントーメント"}, [8658] = {id=8658,en="Catastrophe",ja="カタストロフィ"}, [8659] = {id=8659,en="Geirskogul",ja="ゲイルスコグル"}, [8660] = {id=8660,en="Blade: Metsu",ja="生者必滅"}, [8661] = {id=8661,en="Tachi: Kaiten",ja="零之太刀・回天"}, [8662] = {id=8662,en="Randgrith",ja="ランドグリース"}, [8663] = {id=8663,en="Gate of Tartarus",ja="タルタロスゲート"}, [8664] = {id=8664,en="Namas Arrow",ja="南無八幡"}, [8665] = {id=8665,en="Coronach",ja="カラナック"}, [8704] = {id=8704,en="Ninjutsu",ja="ニンジュツ"}, [8705] = {id=8705,en="Jubaku",ja="呪縛の術"}, [8706] = {id=8706,en="Tonko",ja="遁甲の術"}, [8707] = {id=8707,en="Katon",ja="火遁の術"}, [8708] = {id=8708,en="Doton",ja="土遁の術"}, [8709] = {id=8709,en="Huton",ja="風遁の術"}, [8710] = {id=8710,en="Suiton",ja="水遁の術"}, [8711] = {id=8711,en="Hyoton",ja="氷遁の術"}, [8712] = {id=8712,en="Utsusemi",ja="空蝉の術"}, [8713] = {id=8713,en="Kurayami",ja="暗闇の術"}, [8714] = {id=8714,en="Hojo",ja="捕縄の術"}, [8715] = {id=8715,en="Dokumori",ja="毒盛の術"}, [8716] = {id=8716,en="Raiton",ja="雷遁の術"}, [8717] = {id=8717,en="Monomi",ja="物見の術"}, [8960] = {id=8960,en="Avatars",ja="シンジュウ"}, [8961] = {id=8961,en="Carbuncle",ja="カーバンクル"}, [8962] = {id=8962,en="Ifrit",ja="イフリート"}, [8963] = {id=8963,en="Titan",ja="タイタン"}, [8964] = {id=8964,en="Leviathan",ja="リヴァイアサン"}, [8965] = {id=8965,en="Leviathan",ja="リヴァイアサン"}, [8966] = {id=8966,en="Shiva",ja="シヴァ"}, [8967] = {id=8967,en="Shiva",ja="シヴァ"}, [8968] = {id=8968,en="Garuda",ja="ガルーダ"}, [8969] = {id=8969,en="Ramuh",ja="ラムウ"}, [8970] = {id=8970,en="Fenrir",ja="フェンリル"}, [8971] = {id=8971,en="Diabolos",ja="ディアボロス"}, [8972] = {id=8972,en="Alexander",ja="アレキサンダー"}, [8973] = {id=8973,en="Odin",ja="オーディン"}, [8974] = {id=8974,en="Cait Sith",ja="ケット・シー"}, [8975] = {id=8975,en="Siren",ja="セイレーン"}, [9216] = {id=9216,en="Pet Commands",ja="ペットコマンド"}, [9217] = {id=9217,en="Fight",ja="たたかえ"}, [9218] = {id=9218,en="Heel",ja="もどれ"}, [9219] = {id=9219,en="Leave",ja="かえれ"}, [9220] = {id=9220,en="Sic",ja="ほんきだせ"}, [9221] = {id=9221,en="Stay",ja="まってろ"}, [9222] = {id=9222,en="Assault",ja="神獣の攻撃"}, [9223] = {id=9223,en="Retreat",ja="神獣の退避"}, [9224] = {id=9224,en="Release",ja="神獣の帰還"}, [9225] = {id=9225,en="Blood Pact: Rage",ja="契約の履行:幻術"}, [9226] = {id=9226,en="Aerial Armor",ja="真空の鎧"}, [9227] = {id=9227,en="Axe Kick",ja="アクスキック"}, [9228] = {id=9228,en="Barracuda Dive",ja="バラクーダダイブ"}, [9229] = {id=9229,en="Burning Strike",ja="バーニングストライク"}, [9230] = {id=9230,en="Chaotic Strike",ja="カオスストライク"}, [9231] = {id=9231,en="Claw",ja="クロー"}, [9232] = {id=9232,en="Crimson Howl",ja="紅蓮の咆哮"}, [9233] = {id=9233,en="Double Punch",ja="ダブルパンチ"}, [9234] = {id=9234,en="Double Slap",ja="ダブルスラップ"}, [9235] = {id=9235,en="Earthen Ward",ja="大地の守り"}, [9236] = {id=9236,en="Flaming Crush",ja="フレイムクラッシュ"}, [9237] = {id=9237,en="Frost Armor",ja="凍てつく鎧"}, [9238] = {id=9238,en="Glittering Ruby",ja="ルビーの煌き"}, [9239] = {id=9239,en="Healing Ruby",ja="ルビーの癒し"}, [9240] = {id=9240,en="Hastega",ja="ヘイスガ"}, [9241] = {id=9241,en="Lightning Armor",ja="雷電の鎧"}, [9242] = {id=9242,en="Megalith Throw",ja="メガリススロー"}, [9243] = {id=9243,en="Meteorite",ja="プチメテオ"}, [9244] = {id=9244,en="Mountain Buster",ja="マウンテンバスター"}, [9245] = {id=9245,en="Poison Nails",ja="ポイズンネイル"}, [9246] = {id=9246,en="Predator Claws",ja="プレデタークロー"}, [9247] = {id=9247,en="Punch",ja="パンチ"}, [9248] = {id=9248,en="Rock Buster",ja="ロックバスター"}, [9249] = {id=9249,en="Rock Throw",ja="ロックスロー"}, [9250] = {id=9250,en="Rolling Thunder",ja="雷鼓"}, [9251] = {id=9251,en="Rush",ja="ラッシュ"}, [9252] = {id=9252,en="Shining Ruby",ja="ルビーの輝き"}, [9253] = {id=9253,en="Shock Strike",ja="ショックストライク"}, [9254] = {id=9254,en="Sleepga",ja="スリプガ"}, [9255] = {id=9255,en="Slowga",ja="スロウガ"}, [9256] = {id=9256,en="Spinning Dive",ja="スピニングダイブ"}, [9257] = {id=9257,en="Spring Water",ja="湧水"}, [9258] = {id=9258,en="Tail Whip",ja="テールウィップ"}, [9259] = {id=9259,en="Thunderspark",ja="サンダースパーク"}, [9260] = {id=9260,en="Whispering Wind",ja="風の囁き"}, [9261] = {id=9261,en="Searing Light",ja="シアリングライト"}, [9262] = {id=9262,en="Inferno",ja="インフェルノ"}, [9263] = {id=9263,en="Earthen Fury",ja="アースフューリー"}, [9264] = {id=9264,en="Tidal Wave",ja="タイダルウェイブ"}, [9265] = {id=9265,en="Aerial Blast",ja="エリアルブラスト"}, [9266] = {id=9266,en="Diamond Dust",ja="ダイヤモンドダスト"}, [9267] = {id=9267,en="Judgment Bolt",ja="ジャッジボルト"}, [9268] = {id=9268,en="Dismiss",ja="送還"}, [9269] = {id=9269,en="Moonlit Charge",ja="ムーンリットチャージ"}, [9270] = {id=9270,en="Crescent Fang",ja="クレセントファング"}, [9271] = {id=9271,en="Lunar Cry",ja="ルナークライ"}, [9272] = {id=9272,en="Lunar Roar",ja="ルナーロア"}, [9273] = {id=9273,en="Ecliptic Growl",ja="上弦の唸り"}, [9274] = {id=9274,en="Ecliptic Howl",ja="下弦の咆哮"}, [9275] = {id=9275,en="Eclipse Bite",ja="エクリプスバイト"}, [9276] = {id=9276,en="Howling Moon",ja="ハウリングムーン"}, [9277] = {id=9277,en="Camisado",ja="カミサドー"}, [9278] = {id=9278,en="Somnolence",ja="ソムノレンス"}, [9279] = {id=9279,en="Nightmare",ja="ナイトメア"}, [9280] = {id=9280,en="Ultimate Terror",ja="アルティメットテラー"}, [9281] = {id=9281,en="Noctoshield",ja="ノクトシールド"}, [9282] = {id=9282,en="Dream Shroud",ja="ドリームシュラウド"}, [9283] = {id=9283,en="Nether Blast",ja="ネザーブラスト"}, [9284] = {id=9284,en="Ruinous Omen",ja="ルイナスオーメン"}, [9285] = {id=9285,en="Deactivate",ja="ディアクティベート"}, [9286] = {id=9286,en="Deploy",ja="ディプロイ"}, [9287] = {id=9287,en="Retrieve",ja="リトリーブ"}, [9288] = {id=9288,en="Fire Maneuver",ja="ファイアマニューバ"}, [9289] = {id=9289,en="Ice Maneuver",ja="アイスマニューバ"}, [9290] = {id=9290,en="Wind Maneuver",ja="ウィンドマニューバ"}, [9291] = {id=9291,en="Earth Maneuver",ja="アースマニューバ"}, [9292] = {id=9292,en="Thunder Maneuver",ja="サンダーマニューバ"}, [9293] = {id=9293,en="Water Maneuver",ja="ウォータマニューバ"}, [9294] = {id=9294,en="Light Maneuver",ja="ライトマニューバ"}, [9295] = {id=9295,en="Dark Maneuver",ja="ダークマニューバ"}, [9296] = {id=9296,en="Meteor Strike",ja="メテオストライク"}, [9297] = {id=9297,en="Geocrush",ja="ジオクラッシュ"}, [9298] = {id=9298,en="Grand Fall",ja="グランドフォール"}, [9299] = {id=9299,en="Wind Blade",ja="ウインドブレード"}, [9300] = {id=9300,en="Heavenly Strike",ja="ヘヴンリーストライク"}, [9301] = {id=9301,en="Heavenly Strike",ja="ヘヴンリーストライク"}, [9302] = {id=9302,en="Thunderstorm",ja="サンダーストーム"}, [9303] = {id=9303,en="Blood Pact: Ward",ja="契約の履行:験術"}, [9304] = {id=9304,en="Snarl",ja="ひきつけろ"}, [9305] = {id=9305,en="Avatar's Favor",ja="神獣の加護"}, [9306] = {id=9306,en="Ready",ja="しじをさせろ"}, [9307] = {id=9307,en="Clarsach Call",ja="クラーサクコール"}, [9308] = {id=9308,en="Welt",ja="ウェルト"}, [9309] = {id=9309,en="Katabatic Blades",ja="疾風の刃"}, [9310] = {id=9310,en="Lunatic Voice",ja="ルナティックボイス"}, [9311] = {id=9311,en="Roundhouse",ja="ラウンドハウス"}, [9312] = {id=9312,en="Chinook",ja="シヌーク"}, [9313] = {id=9313,en="Bitter Elegy",ja="修羅のエレジー"}, [9314] = {id=9314,en="Sonic Buffet",ja="ソニックバフェット"}, [9315] = {id=9315,en="Wind's Blessing",ja="風の守り"}, [9316] = {id=9316,en="Hysteric Assault",ja="ヒステリックアサルト"}, [9472] = {id=9472,en="Equipment Area",ja="ソウビブイ"}, [9473] = {id=9473,en="main",ja="メインウェポン"}, [9474] = {id=9474,en="sub",ja="サブウェポン"}, [9475] = {id=9475,en="range",ja="レンジウェポン"}, [9476] = {id=9476,en="ammo",ja="矢弾"}, [9477] = {id=9477,en="head",ja="頭"}, [9478] = {id=9478,en="neck",ja="首"}, [9479] = {id=9479,en="L.ear",ja="左耳"}, [9480] = {id=9480,en="R.ear",ja="右耳"}, [9481] = {id=9481,en="body",ja="胴"}, [9482] = {id=9482,en="hands",ja="両手"}, [9483] = {id=9483,en="L.ring",ja="左手の指"}, [9484] = {id=9484,en="R.ring",ja="右手の指"}, [9485] = {id=9485,en="back",ja="背"}, [9486] = {id=9486,en="waist",ja="腰"}, [9487] = {id=9487,en="legs",ja="両脚"}, [9488] = {id=9488,en="feet",ja="両足"}, [9728] = {id=9728,en="Blue Magic",ja="アオマホウ"}, [9729] = {id=9729,en="Venom Shell",ja="ベノムシェル"}, [9730] = {id=9730,en="Maelstrom",ja="メイルシュトロム"}, [9731] = {id=9731,en="Metallic Body",ja="メタルボディ"}, [9732] = {id=9732,en="Screwdriver",ja="S.ドライバー"}, [9733] = {id=9733,en="Screwdriver",ja="S.ドライバー"}, [9734] = {id=9734,en="MP Drainkiss",ja="MP吸収キッス"}, [9735] = {id=9735,en="MP Drainkiss",ja="MP吸収キッス"}, [9736] = {id=9736,en="Death Ray",ja="デスレイ"}, [9737] = {id=9737,en="Sandspin",ja="土竜巻"}, [9738] = {id=9738,en="Smite of Rage",ja="怒りの一撃"}, [9739] = {id=9739,en="Bludgeon",ja="メッタ打ち"}, [9740] = {id=9740,en="Refueling",ja="リフュエリング"}, [9741] = {id=9741,en="Ice Break",ja="アイスブレイク"}, [9742] = {id=9742,en="Blitzstrahl",ja="B.シュトラール"}, [9743] = {id=9743,en="Blitzstrahl",ja="B.シュトラール"}, [9744] = {id=9744,en="Self-Destruct",ja="自爆"}, [9745] = {id=9745,en="Mysterious Light",ja="神秘の光"}, [9746] = {id=9746,en="Cold Wave",ja="コールドウェーブ"}, [9747] = {id=9747,en="Poison Breath",ja="ポイズンブレス"}, [9748] = {id=9748,en="Stinking Gas",ja="スティンキングガス"}, [9749] = {id=9749,en="Memento Mori",ja="メメントモーリ"}, [9750] = {id=9750,en="Terror Touch",ja="テラータッチ"}, [9751] = {id=9751,en="Spinal Cleave",ja="スパイナルクリーブ"}, [9752] = {id=9752,en="Blood Saber",ja="ブラッドセイバー"}, [9753] = {id=9753,en="Digest",ja="消化"}, [9754] = {id=9754,en="Mandibular Bite",ja="M.バイト"}, [9755] = {id=9755,en="Mandibular Bite",ja="M.バイト"}, [9756] = {id=9756,en="Cursed Sphere",ja="カースドスフィア"}, [9757] = {id=9757,en="Sickle Slash",ja="シックルスラッシュ"}, [9758] = {id=9758,en="Cocoon",ja="コクーン"}, [9759] = {id=9759,en="Filamented Hold",ja="F.ホールド"}, [9760] = {id=9760,en="Filamented Hold",ja="F.ホールド"}, [9761] = {id=9761,en="Pollen",ja="花粉"}, [9762] = {id=9762,en="Power Attack",ja="パワーアタック"}, [9763] = {id=9763,en="Death Scissors",ja="デスシザース"}, [9764] = {id=9764,en="Magnetite Cloud",ja="磁鉄粉"}, [9765] = {id=9765,en="Eyes On Me",ja="アイズオンミー"}, [9766] = {id=9766,en="Frenetic Rip",ja="F.リップ"}, [9767] = {id=9767,en="Frenetic Rip",ja="F.リップ"}, [9768] = {id=9768,en="Frightful Roar",ja="フライトフルロア"}, [9769] = {id=9769,en="Hecatomb Wave",ja="ヘカトンウェーブ"}, [9770] = {id=9770,en="Body Slam",ja="ボディプレス"}, [9771] = {id=9771,en="Radiant Breath",ja="R.ブレス"}, [9772] = {id=9772,en="Radiant Breath",ja="R.ブレス"}, [9773] = {id=9773,en="Helldive",ja="ヘルダイブ"}, [9774] = {id=9774,en="Jet Stream",ja="ジェットストリーム"}, [9775] = {id=9775,en="Blood Drain",ja="吸血"}, [9776] = {id=9776,en="Sound Blast",ja="サウンドブラスト"}, [9777] = {id=9777,en="Feather Tickle",ja="フェザーティックル"}, [9778] = {id=9778,en="Feather Barrier",ja="フェザーバリア"}, [9779] = {id=9779,en="Jettatura",ja="ジェタチュラ"}, [9780] = {id=9780,en="Yawn",ja="ヤーン"}, [9781] = {id=9781,en="Foot Kick",ja="フットキック"}, [9782] = {id=9782,en="Voracious Trunk",ja="吸印"}, [9783] = {id=9783,en="Healing Breeze",ja="いやしの風"}, [9784] = {id=9784,en="Chaotic Eye",ja="カオティックアイ"}, [9785] = {id=9785,en="Sheep Song",ja="シープソング"}, [9786] = {id=9786,en="Ram Charge",ja="ラムチャージ"}, [9787] = {id=9787,en="Claw Cyclone",ja="クローサイクロン"}, [9788] = {id=9788,en="Lowing",ja="ロウイン"}, [9789] = {id=9789,en="Dimensional Death",ja="次元殺"}, [9790] = {id=9790,en="Heat Breath",ja="火炎の息"}, [9791] = {id=9791,en="Magic Fruit",ja="マジックフルーツ"}, [9792] = {id=9792,en="Uppercut",ja="アッパーカット"}, [9793] = {id=9793,en="1000 Needles",ja="針千本"}, [9794] = {id=9794,en="Pinecone Bomb",ja="まつぼっくり爆弾"}, [9795] = {id=9795,en="Sprout Smack",ja="スプラウトスマック"}, [9796] = {id=9796,en="Soporific",ja="サペリフィック"}, [9797] = {id=9797,en="Queasyshroom",ja="マヨイタケ"}, [9798] = {id=9798,en="Wild Oats",ja="種まき"}, [9799] = {id=9799,en="Bad Breath",ja="臭い息"}, [9800] = {id=9800,en="Geist Wall",ja="ガイストウォール"}, [9801] = {id=9801,en="Awful Eye",ja="アーフルアイ"}, [9802] = {id=9802,en="Frost Breath",ja="フロストブレス"}, [9803] = {id=9803,en="Infrasonics",ja="超低周波"}, [9804] = {id=9804,en="Disseverment",ja="ディセバーメント"}, [9805] = {id=9805,en="Actinic Burst",ja="A.バースト"}, [9806] = {id=9806,en="Actinic Burst",ja="A.バースト"}, [9807] = {id=9807,en="Actinic Burst",ja="A.バースト"}, [9808] = {id=9808,en="Reactor Cool",ja="反応炉冷却"}, [9809] = {id=9809,en="Saline Coat",ja="セイリーンコート"}, [9810] = {id=9810,en="Plasma Charge",ja="プラズマチャージ"}, [9811] = {id=9811,en="Temporal Shift",ja="テンポラルシフト"}, [9812] = {id=9812,en="Vertical Cleave",ja="バーチカルクリーヴ"}, [9813] = {id=9813,en="Vertical Cleave",ja="バーチカルクリーヴ"}, [9814] = {id=9814,en="Blastbomb",ja="炸裂弾"}, [9815] = {id=9815,en="Battle Dance",ja="バトルダンス"}, [9816] = {id=9816,en="Sandspray",ja="サンドスプレー"}, [9817] = {id=9817,en="Grand Slam",ja="グランドスラム"}, [9818] = {id=9818,en="Head Butt",ja="ヘッドバット"}, [9819] = {id=9819,en="Bomb Toss",ja="爆弾投げ"}, [9820] = {id=9820,en="Frypan",ja="フライパン"}, [9821] = {id=9821,en="Flying Hip Press",ja="F.ヒッププレス"}, [9822] = {id=9822,en="Flying Hip Press",ja="F.ヒッププレス"}, [9823] = {id=9823,en="Hydro Shot",ja="ハイドロショット"}, [9824] = {id=9824,en="Diamondhide",ja="金剛身"}, [9825] = {id=9825,en="Enervation",ja="吶喊"}, [9826] = {id=9826,en="Light of Penance",ja="贖罪の光"}, [9827] = {id=9827,en="Warm-Up",ja="ワームアップ"}, [9828] = {id=9828,en="Firespit",ja="ファイアースピット"}, [9829] = {id=9829,en="Feather Storm",ja="羽根吹雪"}, [9830] = {id=9830,en="Tail Slap",ja="テールスラップ"}, [9831] = {id=9831,en="Hysteric Barrage",ja="H.バラージ"}, [9832] = {id=9832,en="Hysteric Barrage",ja="H.バラージ"}, [9833] = {id=9833,en="Amplification",ja="ねたみ種"}, [9834] = {id=9834,en="Cannonball",ja="キャノンボール"}, [9835] = {id=9835,en="Wild Carrot",ja="ワイルドカロット"}, [9836] = {id=9836,en="Blank Gaze",ja="ブランクゲイズ"}, [9837] = {id=9837,en="Mind Blast",ja="マインドブラスト"}, [9838] = {id=9838,en="Exuviation",ja="イグジュビエーション"}, [9839] = {id=9839,en="Magic Hammer",ja="マジックハンマー"}, [9840] = {id=9840,en="Zephyr Mantle",ja="ゼファーマント"}, [9841] = {id=9841,en="Regurgitation",ja="リガージテーション"}, [9842] = {id=9842,en="Seedspray",ja="シードスプレー"}, [9843] = {id=9843,en="Corrosive Ooze",ja="コローシブウーズ"}, [9844] = {id=9844,en="Spiral Spin",ja="スパイラルスピン"}, [9845] = {id=9845,en="Asuran Claws",ja="アシュラクロー"}, [9846] = {id=9846,en="Sub-zero Smash",ja="サブゼロスマッシュ"}, [9847] = {id=9847,en="Triumphant Roar",ja="共鳴"}, [9984] = {id=9984,en="Place Names 2",ja="チメイ2"}, [9985] = {id=9985,en="Rossweisse's Chamber",ja="ロスヴァイセの間"}, [9986] = {id=9986,en="Rossweisse's Chamber",ja="ロスヴァイセの間"}, [9987] = {id=9987,en="Grimgerde's Chamber",ja="グリムゲルデの間"}, [9988] = {id=9988,en="Siegrune's Chamber",ja="ジークルーネの間"}, [9989] = {id=9989,en="Helmwige's Chamber",ja="ヘルムヴィーゲの間"}, [9990] = {id=9990,en="Helmwige's Chamber",ja="ヘルムヴィーゲの間"}, [9991] = {id=9991,en="Schwertleite's Chamber",ja="シュヴェルトライテの間"}, [9992] = {id=9992,en="Schwertleite's Chamber",ja="シュヴェルトライテの間"}, [9993] = {id=9993,en="Waltraute's Chamber",ja="ヴァルトラウテの間"}, [9994] = {id=9994,en="Waltraute's Chamber",ja="ヴァルトラウテの間"}, [9995] = {id=9995,en="Ortlinde's Chamber",ja="オルトリンデの間"}, [9996] = {id=9996,en="Gerhilde's Chamber",ja="ゲルヒルデの間"}, [9997] = {id=9997,en="Brunhilde's Chamber",ja="ブリュンヒルデの間"}, [9998] = {id=9998,en="Odin's Chamber",ja="オーディンの間"}, [9999] = {id=9999,en="Chocobo Circuit",ja="チョコボサーキット"}, [10000] = {id=10000,en="The Colosseum",ja="コロセウム"}, [10001] = {id=10001,en="Southern San d'Oria [S]",ja="南サンドリア〔S〕"}, [10002] = {id=10002,en="Outer Ra'Kaznar",ja="ラ・カザナル宮外郭"}, [10003] = {id=10003,en="East Ronfaure [S]",ja="東ロンフォール〔S〕"}, [10004] = {id=10004,en="Ra'Kaznar Inner Court",ja="ラ・カザナル宮内郭"}, [10005] = {id=10005,en="Jugner Forest [S]",ja="ジャグナー森林〔S〕"}, [10006] = {id=10006,en="Ra'Kaznar Turris",ja="ラ・カザナル宮天守"}, [10007] = {id=10007,en="Batallia Downs [S]",ja="バタリア丘陵〔S〕"}, [10008] = {id=10008,en="Escha - Zi'Tah",ja="エスカ-ジ・タ"}, [10009] = {id=10009,en="Everbloom Hollow",ja="常花の石窟"}, [10010] = {id=10010,en="The Eldieme Necropolis [S]",ja="エルディーム古墳〔S〕"}, [10011] = {id=10011,en="Escha - Ru'Aun",ja="エスカ-ル・オン"}, [10012] = {id=10012,en="Bastok Markets [S]",ja="バストゥーク商業区〔S〕"}, [10013] = {id=10013,en="Reisenjima",ja="醴泉島"}, [10014] = {id=10014,en="North Gustaberg [S]",ja="北グスタベルグ〔S〕"}, [10016] = {id=10016,en="Grauberg [S]",ja="グロウベルグ〔S〕"}, [10018] = {id=10018,en="Ruhotz Silvermines",ja="ルホッツ銀山"}, [10019] = {id=10019,en="Vunkerl Inlet [S]",ja="ブンカール浦〔S〕"}, [10021] = {id=10021,en="Pashhow Marshlands [S]",ja="パシュハウ沼〔S〕"}, [10023] = {id=10023,en="Rolanberry Fields [S]",ja="ロランベリー耕地〔S〕"}, [10025] = {id=10025,en="Crawlers' Nest [S]",ja="クロウラーの巣〔S〕"}, [10027] = {id=10027,en="Windurst Waters [S]",ja="ウィンダス水の区〔S〕"}, [10029] = {id=10029,en="West Sarutabaruta [S]",ja="西サルタバルタ〔S〕"}, [10031] = {id=10031,en="Fort Karugo-Narugo [S]",ja="カルゴナルゴ城砦〔S〕"}, [10033] = {id=10033,en="Ghoyu's Reverie",ja="ゴユの空洞"}, [10034] = {id=10034,en="Meriphataud Mountains [S]",ja="メリファト山地〔S〕"}, [10036] = {id=10036,en="Sauromugue Champaign [S]",ja="ソロムグ原野〔S〕"}, [10038] = {id=10038,en="Garlaige Citadel [S]",ja="ガルレージュ要塞〔S〕"}, [10040] = {id=10040,en="The Ronfaure Front",ja="ロンフォール戦線"}, [10041] = {id=10041,en="The Norvallen Front",ja="ノルバレン戦線"}, [10042] = {id=10042,en="The Gustaberg Front",ja="グスタベルグ戦線"}, [10043] = {id=10043,en="The Derfland Front",ja="デルフラント戦線"}, [10044] = {id=10044,en="The Sarutabaruta Front",ja="サルタバルタ戦線"}, [10045] = {id=10045,en="The Aragoneu Front",ja="アラゴーニュ戦線"}, [10046] = {id=10046,en="La Vaule [S]",ja="ラヴォール村〔S〕"}, [10048] = {id=10048,en="La Vaule [S]",ja="ラヴォール村〔S〕"}, [10050] = {id=10050,en="Beadeaux [S]",ja="ベドー〔S〕"}, [10052] = {id=10052,en="Castle Oztroja [S]",ja="オズトロヤ城〔S〕"}, [10054] = {id=10054,en="Beaucedine Glacier [S]",ja="ボスディン氷河〔S〕"}, [10056] = {id=10056,en="Xarcabard [S]",ja="ザルカバード〔S〕"}, [10058] = {id=10058,en="The Fauregandi Front",ja="フォルガンディ戦線"}, [10059] = {id=10059,en="The Valdeaunia Front",ja="バルドニア戦線"}, [10060] = {id=10060,en="Western Adoulin",ja="西アドゥリン"}, [10061] = {id=10061,en="Eastern Adoulin",ja="東アドゥリン"}, [10062] = {id=10062,en="Rala Waterways",ja="ララ水道"}, [10063] = {id=10063,en="Yahse Hunting Grounds",ja="ヤッセの狩り場"}, [10064] = {id=10064,en="Ceizak Battlegrounds",ja="ケイザック古戦場"}, [10065] = {id=10065,en="Foret de Hennetiel",ja="エヌティエル水林"}, [10066] = {id=10066,en="Morimar Basalt Fields",ja="モリマー台地"}, [10067] = {id=10067,en="Sih Gates",ja="シィの門"}, [10068] = {id=10068,en="Moh Gates",ja="モーの門"}, [10069] = {id=10069,en="Cirdas Caverns",ja="シルダス洞窟"}, [10070] = {id=10070,en="Yorcia Weald",ja="ヨルシア森林"}, [10071] = {id=10071,en="Marjami Ravine",ja="マリアミ渓谷"}, [10072] = {id=10072,en="Dho Gates",ja="ドーの門"}, [10073] = {id=10073,en="Celennia Memorial Library",ja="セレニア図書館"}, [10074] = {id=10074,en="Mog Garden",ja="モグガーデン"}, [10075] = {id=10075,en="Feretory",ja="魂の聖櫃"}, [10076] = {id=10076,en="Kamihr Drifts",ja="カミール山麓"}, [10077] = {id=10077,en="Woh Gates",ja="ウォーの門"}, [10240] = {id=10240,en="Game Terms 2",ja="ゲームヨウゴ2"}, [10241] = {id=10241,en="Delve",ja="メナスインスペクター"}, [10242] = {id=10242,en="Monstrosity",ja="モンストロス・プレッジ"}, [10243] = {id=10243,en="Domain Invasion",ja="ドメインベージョン"}, [10244] = {id=10244,en="Geas Fete",ja="ギアスフェット"}, [10245] = {id=10245,en="Vagary",ja="ベガリーインスペクター"}, [10246] = {id=10246,en="Wanted",ja="ユニティ:ウォンテッド"}, [10247] = {id=10247,en="Alluvion Skirmish",ja="アルビオン・スカーム"}, [10248] = {id=10248,en="Coalition assignment",ja="ワークスコール"}, [10249] = {id=10249,en="Incursion",ja="インカージョン"}, [10250] = {id=10250,en="Meeble Burrows",ja="ミーブル・バローズ"}, [10251] = {id=10251,en="Endowed Walk",ja="エンダウウォーク"}, [10252] = {id=10252,en="Surge Walk",ja="サージウォーク"}, [10253] = {id=10253,en="Black magic",ja="黒魔法"}, [10254] = {id=10254,en="White magic",ja="白魔法"}, [10255] = {id=10255,en="Blue magic",ja="青魔法"}, [10256] = {id=10256,en="Omen",ja="オーメン"}, [10257] = {id=10257,en="Odyssey",ja="オデシー"}, [10258] = {id=10258,en="Mastery Rank",ja="ナレッジランク"}, [10259] = {id=10259,en="Mentor",ja="メンター"}, [10260] = {id=10260,en="Assist Channel",ja="アシストチャンネル"}, [10265] = {id=10265,en="Master Level",ja="マスターレベル"}, [10266] = {id=10266,en="Exemplar Points",ja="エクゼンプラーポイント"}, [10267] = {id=10267,en="Maze Monger",ja="メイズモンガー"}, [10268] = {id=10268,en="Moblin Marble",ja="モブリンマーブル"}, [10269] = {id=10269,en="Job Points",ja="ジョブポイント"}, [10270] = {id=10270,en="Merit points",ja="メリットポイント"}, [10271] = {id=10271,en="Limit points",ja="リミットポイント"}, [10272] = {id=10272,en="Fields of Valor",ja="フィールド・オブ・ヴァラー"}, [10273] = {id=10273,en="Fields of Valor",ja="フィールド・オブ・ヴァラー"}, [10274] = {id=10274,en="Learning (blue magic)",ja="ラーニング"}, [10275] = {id=10275,en="Capacity Points",ja="キャパシティポイント"}, [10276] = {id=10276,en="Mog Satchel",ja="モグサッチェル"}, [10277] = {id=10277,en="Augmented Item",ja="オーグメント"}, [10278] = {id=10278,en="Recycle Bin",ja="リサイクル(ストレージ)"}, [10282] = {id=10282,en="Siren's Favor",ja="セイレーンの加護"}, [10283] = {id=10283,en="Carbuncle's Favor",ja="カーバンクルの加護"}, [10284] = {id=10284,en="Ifrit's Favor",ja="イフリートの加護"}, [10285] = {id=10285,en="Shiva's Favor",ja="シヴァの加護"}, [10286] = {id=10286,en="Shiva's Favor",ja="シヴァの加護"}, [10287] = {id=10287,en="Garuda's Favor",ja="ガルーダの加護"}, [10288] = {id=10288,en="Titan's Favor",ja="タイタンの加護"}, [10289] = {id=10289,en="Ramuh's Favor",ja="ラムウの加護"}, [10290] = {id=10290,en="Leviathan's Favor",ja="リヴァイアサンの加護"}, [10291] = {id=10291,en="Leviathan's Favor",ja="リヴァイアサンの加護"}, [10292] = {id=10292,en="Fenrir's Favor",ja="フェンリルの加護"}, [10293] = {id=10293,en="Diabolos's Favor",ja="ディアボロスの加護"}, [10294] = {id=10294,en="Coalition",ja="ワークス"}, [10295] = {id=10295,en="Colonization Reive",ja="コロナイズ・レイヴ"}, [10296] = {id=10296,en="Waypoint",ja="ウェイポイント"}, [10297] = {id=10297,en="Skirmish",ja="スカーム"}, [10298] = {id=10298,en="Ionis",ja="イオニス"}, [10299] = {id=10299,en="Lair Reive",ja="レイア・レイヴ"}, [10300] = {id=10300,en="Wildskeeper Reive",ja="ワイルドキーパー・レイヴ"}, [10301] = {id=10301,en="Naakual",ja="七支公"}, [10302] = {id=10302,en="Bayld",ja="ベヤルド"}, [10303] = {id=10303,en="Simulacrum Segment",ja="スタチューセグメント"}, [10304] = {id=10304,en="Records of Eminence",ja="エミネンス・レコード"}, [10305] = {id=10305,en="Trust",ja="フェイス(魔法)"}, [10306] = {id=10306,en="Alter Ego",ja="フェイス(NPC)"}, [10307] = {id=10307,en="Unity Concord",ja="ユニティ・コンコード"}, [10308] = {id=10308,en="Ambuscade",ja="アンバスケード"}, [10309] = {id=10309,en="Mount",ja="マウント"}, [10496] = {id=10496,en="Expansions",ja="タイトル"}, [10497] = {id=10497,en="Rise of the Zilart",ja="ジラートの幻影"}, [10498] = {id=10498,en="Chains of Promathia",ja="プロマシアの呪縛"}, [10499] = {id=10499,en="Treasures of Aht Urhgan",ja="アトルガンの秘宝"}, [10500] = {id=10500,en="Wings of the Goddess",ja="アルタナの神兵"}, [10501] = {id=10501,en="A Crystalline Prophecy",ja="石の見る夢"}, [10502] = {id=10502,en="A Moogle Kupo d'Etat",ja="戦慄!モグ祭りの夜"}, [10503] = {id=10503,en="A Shantotto Ascension",ja="シャントット帝国の陰謀"}, [10504] = {id=10504,en="Vision of Abyssea",ja="禁断の地アビセア"}, [10505] = {id=10505,en="Scars of Abyssea",ja="アビセアの死闘"}, [10506] = {id=10506,en="Heroes of Abyssea",ja="アビセアの覇者"}, [10507] = {id=10507,en="Seekers of Adoulin",ja="アドゥリンの魔境"}, [10508] = {id=10508,en="Rhapsodies of Vana'diel",ja="ヴァナ・ディールの星唄"}, [10509] = {id=10509,en="Rhapsodies of Vana'diel",ja="ヴァナ・ディールの星唄"}, [10752] = {id=10752,en="Job Abilities2",ja="ジョブアビリティ2"}, [10753] = {id=10753,en="Libra",ja="ライブラ"}, [10754] = {id=10754,en="Perpetuance",ja="令狸執鼠の章"}, [10755] = {id=10755,en="Immanence",ja="震天動地の章"}, [10756] = {id=10756,en="Caper Emissarius",ja="カペルエミサリウス"}, [10757] = {id=10757,en="Blood Rage",ja="ブラッドレイジ"}, [10758] = {id=10758,en="Brazen Rush",ja="ブラーゼンラッシュ"}, [10759] = {id=10759,en="Perfect Counter",ja="絶対カウンター"}, [10760] = {id=10760,en="Impetus",ja="インピタス"}, [10761] = {id=10761,en="Despoil",ja="ぶんどる"}, [10762] = {id=10762,en="Conspirator",ja="コンスピレーター"}, [10763] = {id=10763,en="Bully",ja="まどわす"}, [10764] = {id=10764,en="Saboteur",ja="サボトゥール"}, [10765] = {id=10765,en="Spontaneity",ja="クイックマジック"}, [10766] = {id=10766,en="Mana Wall",ja="マナウォール"}, [10767] = {id=10767,en="Enmity Douse",ja="エンミティダウス"}, [10768] = {id=10768,en="Manawell",ja="魔力の雫"}, [10769] = {id=10769,en="Subtle Sorcery",ja="サテルソーサリー"}, [10770] = {id=10770,en="Divine Caress",ja="女神の愛撫"}, [10771] = {id=10771,en="Sacrosanctity",ja="女神の聖域"}, [10772] = {id=10772,en="Asylum",ja="女神の羽衣"}, [10773] = {id=10773,en="Presto",ja="プレスト"}, [10774] = {id=10774,en="Grand Pas",ja="グランドパー"}, [10775] = {id=10775,en="Climactic Flourish",ja="C.フラリッシュ"}, [10776] = {id=10776,en="Climactic Flourish",ja="C.フラリッシュ"}, [10777] = {id=10777,en="Striking Flourish",ja="S.フラリッシュ"}, [10778] = {id=10778,en="Striking Flourish",ja="S.フラリッシュ"}, [10779] = {id=10779,en="Ternary Flourish",ja="T.フラリッシュ"}, [10780] = {id=10780,en="Ternary Flourish",ja="T.フラリッシュ"}, [10781] = {id=10781,en="Restraint",ja="リストレント"}, [10782] = {id=10782,en="Inner Strength",ja="インナーストレングス"}, [10783] = {id=10783,en="Cascade",ja="カスケード"}, [10784] = {id=10784,en="Larceny",ja="ラーセニー"}, [10785] = {id=10785,en="Feather Step",ja="フェザーステップ"}, [10786] = {id=10786,en="Contradance",ja="コントラダンス"}, [10787] = {id=10787,en="Enlightenment",ja="大悟徹底"}, [10788] = {id=10788,en="Stymie",ja="スタイミー"}, [10789] = {id=10789,en="Intervene",ja="インターヴィーン"}, [10790] = {id=10790,en="Intervene",ja="インターヴィーン"}, [10791] = {id=10791,en="Soul Enslavement",ja="ソールエンスレーヴ"}, [10792] = {id=10792,en="Soul Enslavement",ja="ソールエンスレーヴ"}, [10793] = {id=10793,en="Unleash",ja="アンリーシュ"}, [10794] = {id=10794,en="Clarion Call",ja="クラリオンコール"}, [10795] = {id=10795,en="Overkill",ja="オーバーキル"}, [10796] = {id=10796,en="Yaegasumi",ja="八重霞"}, [10797] = {id=10797,en="Mikage",ja="身影"}, [10798] = {id=10798,en="Fly High",ja="フライハイ"}, [10799] = {id=10799,en="Astral Conduit",ja="アストラルパッセージ"}, [10800] = {id=10800,en="Unbridled Wisdom",ja="N.ウィズドム"}, [10801] = {id=10801,en="Unbridled Wisdom",ja="N.ウィズドム"}, [10802] = {id=10802,en="Cutting Cards",ja="カットカード"}, [10803] = {id=10803,en="Heady Artifice",ja="ヘディーアーテフィス"}, [10804] = {id=10804,en="Widened Compass",ja="ワイデンコンパス"}, [10805] = {id=10805,en="Odyllic Subterfuge",ja="オディリックサブタ"}, }, {"id", "en", "ja"} --[[ Copyright © 2013-2022, Windower All rights reserved. Redistribution and use in source and binary forms, with or without modification, are permitted provided that the following conditions are met: * Redistributions of source code must retain the above copyright notice, this list of conditions and the following disclaimer. * Redistributions in binary form must reproduce the above copyright notice, this list of conditions and the following disclaimer in the documentation and/or other materials provided with the distribution. * Neither the name of Windower nor the names of its contributors may be used to endorse or promote products derived from this software without specific prior written permission. THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS "AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL Windower BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. ]]
CustomizableWeaponry:addFireSound("KM60_FIRE", {"weapons/SlaYeR's M60/fire1.wav","weapons/SlaYeR's M60/fire2.wav","weapons/SlaYeR's M60/fire3.wav"}, 1, 125, CHAN_STATIC) CustomizableWeaponry:addFireSound("KM60_FIRE_SUPPRESSED", {"weapons/SlaYeR's M60/firesil1.wav","weapons/SlaYeR's M60/firesil2.wav","weapons/SlaYeR's M60/firesil3.wav"}, 1, 65, CHAN_STATIC) CustomizableWeaponry:addReloadSound("KM60.Bolt", "weapons/SlaYeR's M60/Bolt.wav") CustomizableWeaponry:addReloadSound("KM60.CoverUp", "weapons/SlaYeR's M60/CoverUp.wav") CustomizableWeaponry:addReloadSound("KM60.Boxout", "weapons/SlaYeR's M60/BoxOut.wav") CustomizableWeaponry:addReloadSound("KM60.Chain", "weapons/SlaYeR's M60/Chain.wav") CustomizableWeaponry:addReloadSound("KM60.Boxin", "weapons/SlaYeR's M60/BoxIn.wav") CustomizableWeaponry:addReloadSound("KM60.CoverDown", "weapons/SlaYeR's M60/CoverDown.wav") CustomizableWeaponry:addReloadSound("KM60.Draw", "weapons/SlaYeR's M60/Deploy.wav")
local ast = require "pallene.ast" local ast_iterator = require "pallene.ast_iterator" local typedecl = require "pallene.typedecl" local upvalues = {} local analyze_upvalues -- This pass analyzes what variables each Pallene function needs to have -- accessible via upvalues. Those upvalues could be module varibles, string -- literals and records metatables. -- -- At the moment we store this global data in a single flat table and keep a -- reference to it as the first upvalue to all the Pallene closures in a module. -- While a pallene function is running, the topmost function in the Lua stack -- (L->func) will be the "lua entry point" of the first Pallene function called -- by Lua, which is also from the same module and therefore also has a reference -- to this module's upvalue table. -- -- This pass sets the following fields in the AST: -- -- _upvalues: -- In Program node -- List of Upvalue.T: -- - string literals -- - Toplevel AST value nodes (Var, Func and Record). -- -- _literals: -- In Program node -- Map a literal to an upvalue. -- -- _upvalue_index: -- In Toplevel value nodes -- Integer. The index of this node in the _upvalues array. function upvalues.analyze(prog_ast) analyze_upvalues(prog_ast) return prog_ast, {} end local function declare_type(typename, cons) typedecl.declare(upvalues, "upvalues", typename, cons) end declare_type("T", { Literal = {"lit"}, ModVar = {"tl_node"}, }) upvalues.internal_literals = { "__index", "__newindex", "__metatable", } local function toplevel_is_value_declaration(tlnode) local tag = tlnode._tag if tag == ast.Toplevel.Func then return true elseif tag == ast.Toplevel.Var then return true elseif tag == ast.Toplevel.Record then return true -- metametable elseif tag == ast.Toplevel.Import then return false else error("impossible") end end local function add_literal(upvs, literals, lit) local n = #upvs + 1 upvs[n] = upvalues.T.Literal(lit) literals[lit] = n end local analyze = ast_iterator.new() analyze_upvalues = function(prog_ast) local upvs = {} local literals = {} -- We add internals first because other user values might need them during -- initalization for _, lit in pairs(upvalues.internal_literals) do add_literal(upvs, literals, lit) end analyze:Program(prog_ast, upvs, literals) for _, tlnode in ipairs(prog_ast) do if toplevel_is_value_declaration(tlnode) then local n = #upvs + 1 tlnode._upvalue_index = n upvs[n] = upvalues.T.ModVar(tlnode) end end prog_ast._upvalues = upvs prog_ast._literals = literals end function analyze:Exp(exp, upvs, literals) local tag = exp._tag if tag == ast.Exp.String then add_literal(upvs, literals, exp.value) else ast_iterator.Exp(self, exp, upvs, literals) end end return upvalues
-- Automatically generated file: Action Messages return { [1] = {id=1,en="${actor} hits ${target} for ${number} points of damage.",color="D"}, [2] = {id=2,en="${actor} casts ${spell}.${lb}${target} takes ${number} points of damage.",color="D"}, [3] = {id=3,en="${actor} starts casting ${spell}.",color=50}, [4] = {id=4,en="${target} is out of range.",color=122}, [5] = {id=5,en="Unable to see ${target}.",color=122}, [6] = {id=6,en="${actor} defeats ${target}.",color=36}, [7] = {id=7,en="${actor} casts ${spell}.${lb}${target} recovers ${number} HP.",color="H",suffix="HP"}, [8] = {id=8,en="${actor} gains ${number} experience points.",color=131}, [9] = {id=9,en="${actor} attains level ${number}!",color=131}, [10] = {id=10,en="${actor} loses ${number} experience points.",color=191}, [11] = {id=11,en="${actor} falls to level ${number}.",color=133}, [12] = {id=12,en="Cannot attack.${lb}Your target is already claimed.",color=122}, [13] = {id=13,en="Debug Message:${lb}${actor}: ${target} is now invincible.",color=1}, [14] = {id=14,en="${actor}'s attack is countered by ${target}. ${number} of ${actor}'s shadows absorbs the damage and disappears.",color=29,suffix="shadow"}, [15] = {id=15,en="${actor} misses ${target}.",color="M",suffix="(miss)"}, [16] = {id=16,en="${actor}'s casting is interrupted.",color=122}, [17] = {id=17,en="Unable to cast spells at this time.",color=122}, [18] = {id=18,en="Unable to cast spells at this time.",color=122}, [19] = {id=19,en="${actor} calls for help!",color=16}, [20] = {id=20,en="${target} falls to the ground.",color=56}, [21] = {id=21,en="No experience points gained.",color=122}, [22] = {id=22,en="You cannot call for help at this time.",color=122}, [23] = {id=23,en="${actor} learns a new spell!",color=91}, [24] = {id=24,en="${target} recovers ${number} HP.",color="H",suffix="HP"}, [25] = {id=25,en="${target} recovers ${number} MP.",color="H",suffix="MP"}, [26] = {id=26,en="${target} recovers ${number} HP and MP.",color="H",suffix="HP/MP"}, [27] = {id=27,en="Debug Message:${lb}Cannot execute command.${lb}No (BTCALC) command in ATEL source.",color=1}, [28] = {id=28,en="${actor} uses a ${item}.",color=90}, [29] = {id=29,en="${actor} is paralyzed.",color=122}, [30] = {id=30,en="${target} anticipates the attack.",color="M",suffix="(miss)"}, [31] = {id=31,en="${number} of ${target}'s shadows absorbs the damage and disappears.",color=29,suffix="shadow"}, [32] = {id=32,en="${target} dodges the attack.",color=29}, [33] = {id=33,en="${actor}'s attack is countered by ${target}. ${actor} takes ${number} points of damage.",color="D"}, [34] = {id=34,en="${actor} does not have enough MP to cast ${spell}.",color=122}, [35] = {id=35,en="${actor} lacks the ninja tools to cast ${spell}.",color=122}, [36] = {id=36,en="You lose sight of ${target}.",color=122}, [37] = {id=37,en="You are too far from the battle to gain experience.",color=122}, [38] = {id=38,en="${target}'s ${skill} skill rises 0.${number2} points.",color=129}, [39] = {id=39,en="You need the Dual Wield ability to equip the ${item} as a sub-weapon.",color=121}, [40] = {id=40,en="You cannot use ${spell} in this area.",color=122}, [41] = {id=41,en="${actor}: Status ailment check (${number})Cannot rest at this time.",color=1}, [42] = {id=42,en="${actor} casts ${spell} on ${target}.",color=56}, [43] = {id=43,en="${actor} readies ${weapon_skill}.",color=110}, [44] = {id=44,en="${target}'s spikes deal ${number} points of damage to ${actor}.",color="D"}, [45] = {id=45,en="${actor} learns \"${weapon_skill}\"!",color=81}, [46] = {id=46,en="Debug Message:${lb}Current POP number: (${number})",color=1}, [47] = {id=47,en="${actor} cannot cast ${spell}.",color=122}, [48] = {id=48,en="${spell} cannot be cast on ${target}.",color=122}, [49] = {id=49,en="${actor} is unable to cast spells.",color=122}, [50] = {id=50,en="${actor} earns a merit points! (Total: ${number})",color=1,suffix="merit points"}, [51] = {id=51,en="--Out of sight--",color=1}, [52] = {id=52,en="${target} gives up chasing ${actor}.${lb}---Find Path Error---",color=1}, [53] = {id=53,en="${target}'s ${skill} skill reaches level ${number2}.",color=129}, [54] = {id=54,en="${actor} gains ${number} Besieged points.",color=1}, [55] = {id=55,en="Unable to use item.",color=122}, [56] = {id=56,en="Unable to use item.",color=122}, [57] = {id=57,en="Job changed.",color=1}, [58] = {id=58,en="Invalid job number.",color=1}, [59] = {id=59,en="You do not have access to specified job yet.",color=1}, [60] = {id=60,en="You do not have access to support jobs yet.",color=1}, [61] = {id=61,en="You cannot have the same job as both main and support jobs.",color=1}, [62] = {id=62,en="The ${item} fails to activate.",color=121}, [63] = {id=63,en="${actor} misses ${target}.",color="M",suffix="(miss)"}, [64] = {id=64,en="${target} is no longer ${status}.",color=191}, [65] = {id=65,en="You are not carrying any Petras. You cannot use the ${item}.",color=122}, [66] = {id=66,en="Debug: Resisted spell!",color="R"}, [67] = {id=67,en="${actor} scores a critical hit!${lb}${target} takes ${number} points of damage.",color="D"}, [68] = {id=68,en="Debug: Casting interrupted!",color=1}, [69] = {id=69,en="${target} blocks ${actor}'s attack with his shield.",color=29}, [70] = {id=70,en="${target} parries ${actor}'s attack with his weapon.",color=29}, [71] = {id=71,en="${actor} cannot perform that action.",color=122}, [72] = {id=72,en="That action cannot be performed on ${target}.",color=121}, [73] = {id=73,en="Debug: ${target}'s status is now ${status}.",color=1}, [74] = {id=74,en="Debug: ${target} recovers from ${status}.",color="H"}, [75] = {id=75,en="${actor}'s ${spell} has no effect on ${target}.",color="R"}, [76] = {id=76,en="No valid target within area of effect.",color=69}, [77] = {id=77,en="${actor} uses Sange.${lb}${target} takes ${number} points of damage.",color="D"}, [78] = {id=78,en="${target} is too far away.",color=122}, [79] = {id=79,en="Debug: ${target} uses Double Attack(${number}%).",color=1}, [80] = {id=80,en="Debug: ${target} uses Triple Attack(${number}%).",color=1}, [81] = {id=81,en="Debug: Battle Debug No. (${number}) used on ${target}.",color=1}, [82] = {id=82,en="${actor} casts ${spell}.${lb}${target} is ${status}!",color=57}, [83] = {id=83,en="${actor} casts ${spell}.${lb}${actor} successfully removes ${target}'s ${status}.",color=64}, [84] = {id=84,en="${actor} is paralyzed.",color=122}, [85] = {id=85,en="${actor} casts ${spell}.${lb}${target} resists the spell.",color="R"}, [86] = {id=86,en="${actor} casts ${spell}, but ${target} is outside the area of effect.",color=59}, [87] = {id=87,en="Unable to use job ability.",color=122}, [88] = {id=88,en="Unable to use job ability.",color=122}, [89] = {id=89,en="Unable to use weapon skill.",color=122}, [90] = {id=90,en="Unable to use weapon skill.",color=122}, [91] = {id=91,en="${actor} does not have any ${item}.",color=122}, [92] = {id=92,en="Cannot use the ${item} on ${target}.",color=122}, [93] = {id=93,en="${actor} casts ${spell}.${lb}${target} vanishes.",color=64}, [94] = {id=94,en="You must wait longer to perform that action.",color=121}, [95] = {id=95,en="You cannot learn ${spell}. You do not meet the job or level requirements.",color=122}, [96] = {id=96,en="You already know ${spell}.",color=122}, [97] = {id=97,en="${target} was defeated by ${actor}.",color=38}, [98] = {id=98,en="You obtain a ${item} from ${target}.",color=127}, [99] = {id=99,en="${actor}}${target}: ${number}, ${number}",color=1}, [100] = {id=100,en="${actor} uses ${ability}.",color=101}, [101] = {id=101,en="${actor} uses ${weapon_skill}.",color=56}, [102] = {id=102,en="${actor} uses ${ability}.${lb}${target} recovers ${number} HP.",color="H",suffix="HP"}, [103] = {id=103,en="${actor} uses ${weapon_skill}.${lb}${target} recovers ${number} HP.",color="H",suffix="HP"}, [104] = {id=104,en="Unable to use item. You do not meet the level requirement.",color=122}, [105] = {id=105,en="${actor} gains ${number2} experience points.",color=131}, [106] = {id=106,en="${actor} is intimidated by ${target}'s presence.",color=122}, [107] = {id=107,en="${target} is temporarily unable to access support job abilities.",color=123}, [108] = {id=108,en="${actor} uses ${ability}.${lb}Pet's powers increase!",color=101}, [109] = {id=109,en="${actor} uses ${weapon_skill}.${lb}Pet's powers increase!",color=56}, [110] = {id=110,en="${actor} uses ${ability}.${lb}${target} takes ${number} points of damage.",color="D"}, [111] = {id=111,en="You cannot use ${item} while medicated.",color=122}, [112] = {id=112,en="${target}'s doom counter is now down to ${number}.",color=101}, [113] = {id=113,en="${actor} casts ${spell}.${lb}${target} falls to the ground.",color=56}, [114] = {id=114,en="${actor} casts ${spell} on ${target}, but the spell fails to take effect.",color=69}, [115] = {id=115,en="${actor} uses ${ability}.${lb}Attacks are enhanced but defense weakens.",color=101}, [116] = {id=116,en="${actor} uses ${ability}.${lb}${target}'s attacks are enhanced.",color=101}, [117] = {id=117,en="${actor} uses ${ability}.${lb}Defense is enhanced but attacks weaken.",color=101}, [118] = {id=118,en="${actor} uses ${ability}.${lb}Accuracy is enhanced but evasion is impaired.",color=101}, [119] = {id=119,en="${actor} uses ${ability} on ${target}.",color=101}, [120] = {id=120,en="${actor} uses ${ability}.${lb}${target}'s accuracy is enhanced.",color=101}, [121] = {id=121,en="${actor} uses ${ability}.${lb}${target}'s evasion is enhanced.",color=101}, [122] = {id=122,en="${actor} uses ${ability}.${lb}${actor} recovers ${number} HP.",color="H",suffix="HP"}, [123] = {id=123,en="${actor} uses ${ability}.${lb}${actor} successfully removes ${target}'s ${status}.",color=64}, [124] = {id=124,en="${actor} achieves Gate Breach status!",color=122}, [125] = {id=125,en="${actor} uses ${ability}.${lb}${actor} steals a ${item} from ${target}.",color=101}, [126] = {id=126,en="${actor} uses ${ability}.${lb}${actor}'s movement speed increases.",color=101}, [127] = {id=127,en="${actor} uses ${ability}.${lb}${target} is ${status}.",color=101}, [128] = {id=128,en="${target} is ${status} and cannot perform that action.",color=122}, [129] = {id=129,en="${actor} uses ${ability}.${lb}${actor} mugs ${number} from ${target}.",color=101,suffix="gil"}, [130] = {id=130,en="${target} is ${status} for making a equipment change.",color=122}, [131] = {id=131,en="${actor} uses ${ability}.${lb}${target} is fortified against undead.",color=101}, [132] = {id=132,en="${target}'s spikes drain ${number} HP from ${actor}.",color="H",suffix="HP"}, [133] = {id=133,en="${actor} uses ${ability}.${lb}${actor} steals ${number} Petra from ${target}.",color=101,suffix="Petra"}, [134] = {id=134,en="${actor} uses ${ability}.${lb}${target} is fortified against arcana.",color=101}, [135] = {id=135,en="${actor} uses ${weapon_skill} on ${target}.",color=56}, [136] = {id=136,en="${actor} uses ${ability}.${lb}${target} is now under ${actor}'s control.",color=101}, [137] = {id=137,en="${actor} uses ${ability}.${lb}${actor} fails to charm ${target}.",color=69}, [138] = {id=138,en="${actor} uses ${ability}.${lb}${target} seems friendlier.",color=101}, [139] = {id=139,en="${actor} uses ${ability}, but finds nothing.",color=101}, [140] = {id=140,en="${actor} uses ${ability}, and finds a ${item2}.",color=101}, [141] = {id=141,en="${actor} uses ${ability}.${lb}${target} is ${status}.",color=101}, [142] = {id=142,en="${actor} uses ${weapon_skill}.${lb}${target} receives the effect of Accuracy Down and Evasion Down.",color=56}, [143] = {id=143,en="${actor} uses ${ability}.${lb}Ranged attacks become more accurate.",color=101}, [144] = {id=144,en="${actor} uses ${ability}.${lb}${target} receives the effect of Accuracy Down and Evasion Down.",color=101}, [145] = {id=145,en="${target} receives the effect of Accuracy Down and Evasion Down.",color=101}, [146] = {id=146,en="${actor} uses ${ability}.${lb}${target} receives the effect of Accuracy Boost and Evasion Boost.",color=101}, [147] = {id=147,en="${target} receives the effect of Accuracy Boost and Evasion Boost.",color=101}, [148] = {id=148,en="${actor} uses ${ability}.${lb}${target} is fortified against demons.",color=101}, [149] = {id=149,en="${target} is fortified against demons.",color=101}, [150] = {id=150,en="${actor} uses ${ability}.${lb}${target} is fortified against dragons.",color=101}, [151] = {id=151,en="${target} is fortified against dragons.",color=64}, [152] = {id=152,en="Additional effect: ${actor} recovers ${number} MP.",color="H",suffix="MP"}, [153] = {id=153,en="${actor} uses ${ability}.${lb}${actor} fails to steal from ${target}.",color=69}, [154] = {id=154,en="${target} is out of range.",color=122}, [155] = {id=155,en="You cannot perform that action on the specified target.",color=122}, [156] = {id=156,en="${actor} uses ${ability}. No effect on ${target}.",color="R"}, [157] = {id=157,en="${actor} uses Barrage.${lb}${target} takes ${number} points of damage.",color="D"}, [158] = {id=158,en="${actor} uses ${ability}, but misses.",color="M",suffix="(miss)"}, [159] = {id=159,en="${actor} uses ${weapon_skill}.${lb}${target}'s ${status} effect disappears!",color="H"}, [160] = {id=160,en="Additional effect: ${status}.",color=34}, [161] = {id=161,en="Additional effect: ${number} HP drained from ${target}.",color="H",suffix="HP"}, [162] = {id=162,en="Additional effect: ${number} MP drained from ${target}.",color="H",suffix="MP"}, [163] = {id=163,en="Additional effect: ${number} points of damage.",color="D"}, [164] = {id=164,en="Additional effect: ${status}.",color=34}, [165] = {id=165,en="Additional effect: ${number} TP drained from ${target}.",color="H",suffix="TP"}, [166] = {id=166,en="Additional effect: ${actor} gains the effect of ${status}.",color=56}, [167] = {id=167,en="Additional effect: ${actor} recovers ${number} HP.",color="H",suffix="HP"}, [168] = {id=168,en="Additional effect: ${target}'s ${status} effect disappears!",color=101}, [169] = {id=169,en="Additional effect: Warp!",color=56}, [170] = {id=170,en="${target} seems ${skill}.${lb}It seems to have high evasion and defense.",color=191}, [171] = {id=171,en="${target} seems ${skill}.${lb}It seems to have high evasion.",color=191}, [172] = {id=172,en="${target} seems ${skill}.${lb}It seems to have high evasion but low defense.",color=191}, [173] = {id=173,en="${target} seems ${skill}.${lb}It seems to have high defense.",color=191}, [174] = {id=174,en="${target} seems ${skill}.",color=191}, [175] = {id=175,en="${target} seems ${skill}.${lb}It seems to have low defense.",color=191}, [176] = {id=176,en="${target} seems ${skill}.${lb}It seems to have low evasion but high defense.",color=191}, [177] = {id=177,en="${target} seems ${skill}.${lb}It seems to have low evasion.",color=191}, [178] = {id=178,en="${target} seems ${skill}.${lb}It seems to have low evasion and defense.",color=191}, [179] = {id=179,en="${target}:${lb}hit-eva(${number}) =} ${number}%",color=1}, [180] = {id=180,en="str-vit(${number}) dmg-adj(${number})",color=1}, [181] = {id=181,en="atk-def(${number}) ofs-adj%(${number})",color=1}, [182] = {id=182,en="${target}:${lb}MonNo(${number})-Lev(${number})",color=1}, [183] = {id=183,en="HIT-EVA(${number})${lb}ATK-DEF(${number})",color=1}, [184] = {id=184,en="${actor}:ALLIANCE SUM=${number}/LEV=${number}",color=1}, [185] = {id=185,en="${actor} uses ${weapon_skill}.${lb}${target} takes ${number} points of damage.",color="D"}, [186] = {id=186,en="${actor} uses ${weapon_skill}.${lb}${target} gains the effect of ${status}.",color=56}, [187] = {id=187,en="${actor} uses ${weapon_skill}.${lb}${number} HP drained from ${target}.",color="H",suffix="HP"}, [188] = {id=188,en="${actor} uses ${weapon_skill}, but misses ${target}.",color="M",suffix="(miss)"}, [189] = {id=189,en="${actor} uses ${weapon_skill}.${lb}No effect on ${target}.",color="R"}, [190] = {id=190,en="${actor} cannot use that weapon ability.",color=122}, [191] = {id=191,en="${actor} is unable to use weapon skills.",color=122}, [192] = {id=192,en="${actor} does not have enough TP.",color=122}, [193] = {id=193,en="${weapon_skill} cannot be used against that target.",color=122}, [194] = {id=194,en="${actor} uses ${weapon_skill}.${lb}${target} gains the effect of ${status}.",color=56}, [195] = {id=195,en="${target}:${lb}TOTAL ALLIANCE SUM=${number}/LEV=${number}",color=1}, [196] = {id=196,en="Skillchain! ${target} takes ${number} points of damage.",color="D"}, [197] = {id=197,en="${actor} uses ${weapon_skill}, but ${target} resists.${lb}${target} takes ${number} points of damage.",color="D"}, [198] = {id=198,en="${target} is too far away.",color=122}, [199] = {id=199,en="That action requires a shield.",color=122}, [200] = {id=200,en="Time left until next use: (${time})",color=1}, [201] = {id=201,en="Current time: (${time})",color=1}, [202] = {id=202,en="Time left: (${time})",color=209}, [203] = {id=203,en="${target} is ${status}.",color=122}, [204] = {id=204,en="${target} is no longer ${status}.",color=191}, [205] = {id=205,en="${target} gains the effect of ${status}.",color=56}, [206] = {id=206,en="${target}'s ${status} effect wears off.",color=191}, [207] = {id=207,en="HP / HPMax:${number}/${number}",color=1}, [208] = {id=208,en="MP / MPMax:${number}/${number}",color=1}, [209] = {id=209,en="TP:${number}%",color=1,suffix="TP"}, [210] = {id=210,en="${actor} cannot charm ${target}!",color=191}, [211] = {id=211,en="It would be very difficult for ${actor} to charm ${target}.",color=191}, [212] = {id=212,en="It would be difficult for ${actor} to charm ${target}.",color=191}, [213] = {id=213,en="${actor} might be able to charm ${target}.",color=191}, [214] = {id=214,en="${actor} should be able to charm ${target}.",color=191}, [215] = {id=215,en="That action requires a pet.",color=122}, [216] = {id=216,en="You do not have a appropriate ranged weapon equipped.",color=122}, [217] = {id=217,en="You cannot see ${target}.",color=122}, [218] = {id=218,en="You move and interrupt your aim.",color=122}, [219] = {id=219,en="You cannot see ${target}.",color=122}, [220] = {id=220,en="You move and interrupt your aim.",color=122}, [221] = {id=221,en="${actor} uses ${weapon_skill}.${lb}${target}'s pet is released.",color=56}, [222] = {id=222,en="${target} isn't selling anything.",color=122}, [223] = {id=223,en="Skillchain: ${number} points of damage.",color="D"}, [224] = {id=224,en="${actor} uses ${weapon_skill}.${lb}${target} recovers ${number} MP.",color="H",suffix="MP"}, [225] = {id=225,en="${actor} uses ${weapon_skill}.${lb}${number} MP drained from ${target}.",color="H",suffix="MP"}, [226] = {id=226,en="${actor} uses ${weapon_skill}.${lb}${number} TP drained from ${target}.",color="H",suffix="TP"}, [227] = {id=227,en="${actor} casts ${spell}.${lb}${number} HP drained from ${target}.",color="H",suffix="HP"}, [228] = {id=228,en="${actor} casts ${spell}.${lb}${number} MP drained from ${target}.",color="H",suffix="MP"}, [229] = {id=229,en="Additional effect: ${target} takes ${number} additional points of damage.",color="D"}, [230] = {id=230,en="${actor} casts ${spell}.${lb}${target} gains the effect of ${status}.",color=56}, [231] = {id=231,en="${actor} uses ${weapon_skill}.${lb}${number} of ${target}'s effects disappears!",color=56,suffix="effects disappears"}, [232] = {id=232,en="${target} is drawn in!",color=122}, [233] = {id=233,en="You are ineligible to attack that target.",color=122}, [234] = {id=234,en="Auto-targeting ${target}.",color=122}, [235] = {id=235,en="That is someone's pet.",color=122}, [236] = {id=236,en="${actor} casts ${spell}.${lb}${target} is ${status}.",color=57}, [237] = {id=237,en="${actor} casts ${spell}.${lb}${target} receives the effect of ${status}.",color=57}, [238] = {id=238,en="${actor} uses ${weapon_skill}.${lb}${target} recovers ${number} HP.",color="H",suffix="HP"}, [239] = {id=239,en="Size: ${number}",color=191}, [240] = {id=240,en="${actor} tries to hide, but is spotted by ${target}.",color=110}, [241] = {id=241,en="${actor} hides!",color=101}, [242] = {id=242,en="${actor} uses ${weapon_skill}.${lb}${target} is ${status}.",color=56}, [243] = {id=243,en="${actor} uses ${weapon_skill}.${lb}${target} receives the effect of ${status}.",color=57}, [244] = {id=244,en="${actor} fails to mug ${target}.",color=69}, [245] = {id=245,en="${actor} uses Eagle Eye Shot, but misses ${target}.",color="M",suffix="(miss)"}, [246] = {id=246,en="${target} is full.",color=122}, [247] = {id=247,en="${actor} can't eat the ${item}.",color=122}, [248] = {id=248,en="${actor}'s attack has no effect on ${target}.",color="R"}, [249] = {id=249,en="${target}'s strength is impossible to gauge!",color=191}, [250] = {id=250,en="Reraise takes effect!",color=122}, [251] = {id=251,en="The effect of ${status} is about to wear off.",color=123}, [252] = {id=252,en="${actor} casts ${spell}.${lb}Magic Burst! ${target} takes ${number} points of damage.",color="D"}, [253] = {id=253,en="EXP chain #${number2}!${lb}${actor} gains ${number} experience points.",color=131}, [254] = {id=254,en="Current enmity: ${number}",color=191}, [255] = {id=255,en="DEBUG: ${target}}${number}% chance of success.",color=1}, [256] = {id=256,en="In this flower pot:${lb}Seeds sown: ${item}",color=121}, [257] = {id=257,en="Crystal used: none",color=121}, [258] = {id=258,en="Crystal used: ${item}",color=121}, [259] = {id=259,en="First crystal used: ${item}${lb}Second crystal used: ${item}",color=121}, [260] = {id=260,en="First crystal used: none${lb}Second crystal used: ${item}",color=121}, [261] = {id=261,en="First crystal used: ${item}${lb}Second crystal used: none",color=121}, [262] = {id=262,en="First crystal used: none${lb}Second crystal used: none",color=121}, [263] = {id=263,en="${target} recovers ${number} HP.",color="H",suffix="HP"}, [264] = {id=264,en="${target} takes ${number} points of damage.",color="D"}, [265] = {id=265,en="Magic Burst! ${target} takes ${number} points of damage.",color="D"}, [266] = {id=266,en="${target} gains the effect of ${status}.",color=56}, [267] = {id=267,en="${target} receives the effect of ${status}.",color=57}, [268] = {id=268,en="${actor} casts ${spell}.${lb}Magic Burst! ${target} receives the effect of ${status}.",color=57}, [269] = {id=269,en="Magic Burst! ${target} receives the effect of ${status}.",color=57}, [270] = {id=270,en="${target} is ${status}.",color=65}, [271] = {id=271,en="${actor} casts ${spell}.${lb}Magic Burst! ${target} is ${status}.",color=56}, [272] = {id=272,en="Magic Burst! ${target} is ${status}.",color=56}, [273] = {id=273,en="${target} vanishes!",color=64}, [274] = {id=274,en="${actor} casts ${spell}.${lb}Magic Burst! ${number} HP drained from ${target}.",color="H",suffix="HP"}, [275] = {id=275,en="${actor} casts ${spell}.${lb}Magic Burst! ${number} MP drained from ${target}.",color="H",suffix="MP"}, [276] = {id=276,en="${target} recovers ${number} MP.",color="H",suffix="MP"}, [277] = {id=277,en="${target} is ${status}.",color=65}, [278] = {id=278,en="${target} receives the effect of ${status}.",color=57}, [279] = {id=279,en="${target} is ${status}.",color=65}, [280] = {id=280,en="${target} gains the effect of ${status}.",color=56}, [281] = {id=281,en="${number} HP drained from ${target}.",color="H",suffix="HP"}, [282] = {id=282,en="${target} evades.",color=114}, [283] = {id=283,en="No effect on ${target}.",color="R"}, [284] = {id=284,en="${target} resists the effects of the spell!",color="R"}, [285] = {id=285,en="${target}'s attacks are enhanced.",color=101}, [286] = {id=286,en="${target} is fortified against undead.",color=101}, [287] = {id=287,en="${target} is fortified against arcana.",color=101}, [288] = {id=288,en="Skillchain: Light.${lb}${target} takes ${number} points of damage.",color="D"}, [289] = {id=289,en="Skillchain: Darkness.${lb}${target} takes ${number} points of damage.",color="D"}, [290] = {id=290,en="Skillchain: Gravitation.${lb}${target} takes ${number} points of damage.",color="D"}, [291] = {id=291,en="Skillchain: Fragmentation.${lb}${target} takes ${number} points of damage.",color="D"}, [292] = {id=292,en="Skillchain: Distortion.${lb}${target} takes ${number} points of damage.",color="D"}, [293] = {id=293,en="Skillchain: Fusion.${lb}${target} takes ${number} points of damage.",color="D"}, [294] = {id=294,en="Skillchain: Compression.${lb}${target} takes ${number} points of damage.",color="D"}, [295] = {id=295,en="Skillchain: Liquefaction.${lb}${target} takes ${number} points of damage.",color="D"}, [296] = {id=296,en="Skillchain: Induration.${lb}${target} takes ${number} points of damage.",color="D"}, [297] = {id=297,en="Skillchain: Reverberation.${lb}${target} takes ${number} points of damage.",color="D"}, [298] = {id=298,en="Skillchain: Transfixion.${lb}${target} takes ${number} points of damage.",color="D"}, [299] = {id=299,en="Skillchain: Scission.${lb}${target} takes ${number} points of damage.",color="D"}, [300] = {id=300,en="Skillchain: Detonation.${lb}${target} takes ${number} points of damage.",color="D"}, [301] = {id=301,en="Skillchain: Impaction.${lb}${target} takes ${number} points of damage.",color="D"}, [302] = {id=302,en="Skillchain: Cosmic Elucidation.${lb}${target} takes ${number} points of damage.",color="D"}, [303] = {id=303,en="${actor} uses Divine Seal.",color=101}, [304] = {id=304,en="${actor} uses Elemental Seal.",color=101}, [305] = {id=305,en="${actor} uses Trick Attack.",color=101}, [306] = {id=306,en="${actor} uses ${ability}.${lb}${target} recovers ${number} HP.",color="H",suffix="HP"}, [307] = {id=307,en="That action requires a two-handed weapon.",color=122}, [308] = {id=308,en="Unable to use the ${item}. ${target}'s inventory is full.",color=123}, [309] = {id=309,en="${actor} casts ${spell} on ${target}.",color=56}, [310] = {id=310,en="${actor}'s ${skill} skill drops 0.${number} points!",color=1,suffix="skill points"}, [311] = {id=311,en="${actor} covers ${target}.",color=101}, [312] = {id=312,en="${actor}'s attempt to cover has no effect.",color="R"}, [313] = {id=313,en="${target} is out of range.${lb}Unable to cast ${spell}.",color=123}, [314] = {id=314,en="${target}'s level is currently restricted to ${number}.${lb}Equipment affected by the level restriction will be adjusted accordingly.",color=122}, [315] = {id=315,en="${actor} already has a pet.",color=122}, [316] = {id=316,en="That action cannot be used in this area.",color=56}, [317] = {id=317,en="${actor} uses ${ability}.${lb}${target} takes ${number} points of damage.",color="D"}, [318] = {id=318,en="${actor} uses ${ability}.${lb}${target} recovers ${number} HP.",color="H",suffix="HP"}, [319] = {id=319,en="${actor} uses ${ability}.${lb}${target} gains the effect of ${status}.",color=101}, [320] = {id=320,en="${actor} uses ${ability}.${lb}${target} receives the effect of ${status}.",color=101}, [321] = {id=321,en="${actor} uses ${ability}.${lb}${target}'s ${status} effect wears off.",color=56}, [322] = {id=322,en="${actor} uses ${ability}.${lb}${target}'s ${status} effect wears off.",color=56}, [323] = {id=323,en="${actor} uses ${ability}.${lb}No effect on ${target}.",color="R"}, [324] = {id=324,en="${actor} uses ${ability}, but misses ${target}.",color="M",suffix="(miss)"}, [325] = {id=325,en="You are charmed by a enemy and unable to act.",color=122}, [326] = {id=326,en="${actor} readies ${ability}.",color=100}, [327] = {id=327,en="${actor} starts casting ${spell} on ${target}.",color=50}, [328] = {id=328,en="${target} is too far away.",color=122}, [329] = {id=329,en="${actor} casts ${spell}.${lb}${target}'s STR is drained.",color=34}, [330] = {id=330,en="${actor} casts ${spell}.${lb}${target}'s DEX is drained.",color=34}, [331] = {id=331,en="${actor} casts ${spell}.${lb}${target}'s VIT is drained.",color=34}, [332] = {id=332,en="${actor} casts ${spell}.${lb}${target}'s AGI is drained.",color=34}, [333] = {id=333,en="${actor} casts ${spell}.${lb}${target}'s INT is drained.",color=34}, [334] = {id=334,en="${actor} casts ${spell}.${lb}${target}'s MND is drained.",color=34}, [335] = {id=335,en="${actor} casts ${spell}.${lb}${target}'s CHR is drained.",color=34}, [336] = {id=336,en="No effect on that pet.",color="R"}, [337] = {id=337,en="You do not have the necessary item equipped to call a beast.",color=122}, [338] = {id=338,en="You cannot summon avatars here.",color=122}, [339] = {id=339,en="Your mount senses a hostile presence and refuses to come to your side.",color=122}, [340] = {id=340,en="You must equip your main weapon first to use Dual Wield.",color=123}, [341] = {id=341,en="${actor} casts ${spell}.${lb}${target}'s ${status} effect disappears!",color="H"}, [342] = {id=342,en="${actor} casts ${spell}.${lb}${target}'s ${status} effect disappears!",color="H"}, [343] = {id=343,en="${target}'s ${status} effect disappears!",color=81}, [344] = {id=344,en="${target}'s ${status} effect disappears!",color=81}, [345] = {id=345,en="You cannot heal while you have a avatar summoned.",color=123}, [346] = {id=346,en="You must summon a avatar to use that command.",color=122}, [347] = {id=347,en="You must have pet food equipped to use that command.",color=122}, [348] = {id=348,en="You cannot call wyverns here.",color=122}, [349] = {id=349,en="You cannot call beasts here.",color=122}, [350] = {id=350,en="${target} is no longer ${status}.",color=191}, [351] = {id=351,en="The remedy removes ${target}'s status ailments.",color=191}, [352] = {id=352,en="${actor}'s ranged attack hits ${target} for ${number} points of damage.",color="D"}, [353] = {id=353,en="${actor}'s ranged attack scores a critical hit!${lb}${target} takes ${number} points of damage.",color="D"}, [354] = {id=354,en="${actor}'s ranged attack misses.",color="M",suffix="(miss)"}, [355] = {id=355,en="${actor}'s ranged attack has no effect on ${target}.",color="R"}, [356] = {id=356,en="Cannot execute command. Your inventory is full.",color=122}, [357] = {id=357,en="${target} regains ${number} HP.",color="H",suffix="HP"}, [358] = {id=358,en="${target} regains ${number} MP.",color="H",suffix="MP"}, [359] = {id=359,en="${target} narrowly escapes impending doom.",color=122}, [360] = {id=360,en="${actor} uses ${weapon_skill}.${lb}All of ${target}'s abilities are recharged.",color=56}, [361] = {id=361,en="All of ${target}'s abilities are recharged.",color=101}, [362] = {id=362,en="${actor} uses ${weapon_skill}.${lb}${target}'s TP is reduced to ${number}.",color=56,suffix="TP"}, [363] = {id=363,en="${target}'s TP is reduced to ${number}.",color=56,suffix="TP"}, [364] = {id=364,en="${actor} uses ${ability}.${lb}All of ${target}'s status parameters are boosted.",color=101}, [365] = {id=365,en="All of ${target}'s status parameters are boosted.",color=101}, [366] = {id=366,en="${number} MP drained from ${target}.",color="H",suffix="MP"}, [367] = {id=367,en="${target} recovers ${number} HP.",color="H",suffix="HP"}, [368] = {id=368,en="${actor} earns a merit points! (Total: ${number})",color=1,suffix="merit points"}, [369] = {id=369,en="${actor} uses ${weapon_skill}.${lb}${number} of ${target}'s attributes is drained.",color="H",suffix="attributes drained"}, [370] = {id=370,en="${actor} uses ${weapon_skill}.${lb}${number} status effect is drained from ${target}.",color=56,suffix="status effect drained"}, [371] = {id=371,en="${actor} gains ${number} limit points.",color=131,suffix="limit points"}, [372] = {id=372,en="Limit chain #${number2}!${lb}${actor} gains ${number} limit points.",color=131,suffix="limit points"}, [373] = {id=373,en="${actor} hits ${target}.${lb}${target} recovers ${number} hit points!",color="H",suffix="HP"}, [374] = {id=374,en="Striking ${target}'s armor causes ${actor} to become ${status}.",color=112}, [375] = {id=375,en="${actor} uses a ${item}.${lb}${target} receives the effect of ${status}.",color=81}, [376] = {id=376,en="${actor} uses a ${item}.${lb}${target} obtains a ${item2}.",color=81}, [377] = {id=377,en="${actor} uses a ${item}.${lb}${target} obtains ${item2}.",color=81}, [378] = {id=378,en="${actor} uses a ${item}.${lb}${target}'s ${status} effect disappears!",color=81}, [379] = {id=379,en="${actor} uses ${ability}.${lb}Magic Burst! ${target} takes ${number} points of damage.",color="D"}, [380] = {id=380,en="${merit skill} modification has risen to level ${number}.",color=121}, [381] = {id=381,en="${merit skill} modification has dropped to level ${number}.",color=121}, [382] = {id=382,en="${actor}'s ranged attack hits ${target}.${lb}${target} recovers ${number} hit points!",color="H",suffix="HP"}, [383] = {id=383,en="${target}'s spikes restore ${number} HP to ${actor}.",color="H",suffix="HP"}, [384] = {id=384,en="Additional effect: ${target} recovers ${number} HP.",color="H",suffix="HP"}, [385] = {id=385,en="Skillchain: Light.${lb}${target} recovers ${number} hit points!",color="H",suffix="HP"}, [386] = {id=386,en="Skillchain: Darkness.${lb}${target} recovers ${number} hit points!",color="H",suffix="HP"}, [387] = {id=387,en="Skillchain: Gravitation.${lb}${target} recovers ${number} hit points!",color="H",suffix="HP"}, [388] = {id=388,en="Skillchain: Fragmentation.${lb}${target} recovers ${number} hit points!",color="H",suffix="HP"}, [389] = {id=389,en="Skillchain: Distortion.${lb}${target} recovers ${number} hit points!",color="H",suffix="HP"}, [390] = {id=390,en="Skillchain: Fusion.${lb}${target} recovers ${number} hit points!",color="H",suffix="HP"}, [391] = {id=391,en="Skillchain: Compression.${lb}${target} recovers ${number} hit points!",color="H",suffix="HP"}, [392] = {id=392,en="Skillchain: Liquefaction.${lb}${target} recovers ${number} hit points!",color="H",suffix="HP"}, [393] = {id=393,en="Skillchain: Induration.${lb}${target} recovers ${number} hit points!",color="H",suffix="HP"}, [394] = {id=394,en="Skillchain: Reverberation.${lb}${target} recovers ${number} hit points!",color="H",suffix="HP"}, [395] = {id=395,en="Skillchain: Transfixion.${lb}${target} recovers ${number} hit points!",color="H",suffix="HP"}, [396] = {id=396,en="Skillchain: Scission.${lb}${target} recovers ${number} hit points!",color="H",suffix="HP"}, [397] = {id=397,en="Skillchain: Detonation.${lb}${target} recovers ${number} hit points!",color="H",suffix="HP"}, [398] = {id=398,en="Skillchain: Impaction.${lb}${target} recovers ${number} hit points!",color="H",suffix="HP"}, [399] = {id=399,en="${actor} uses a ${item}.${lb}All of ${target}'s Petras vanish!",color=81}, [400] = {id=400,en="${actor} uses a ${item}.${lb}${number} of ${target}'s status ailments disappears!",color=81,suffix="status ailments disappears"}, [401] = {id=401,en="${actor} uses a ${item}.${lb}${number} of ${target}'s effects disappears!",color=81,suffix="effects disappears"}, [402] = {id=402,en="${actor} uses ${weapon_skill}.${lb}${target}'s magic defense is enhanced.",color=56}, [403] = {id=403,en="${number} of ${target}'s attributes is drained.",color="H",suffix="attributes drained"}, [404] = {id=404,en="${number} status effect is drained from ${target}.",color="H",suffix="status effect drained"}, [405] = {id=405,en="${actor} uses ${weapon_skill}.${lb}${number} of ${target}'s effects disappears!",color=56,suffix="effects disappears"}, [406] = {id=406,en="${actor} uses ${weapon_skill}.${lb}${target} falls to the ground.",color=102}, [407] = {id=407,en="${actor} uses a ${item}.${lb}${target}'s TP is reduced.",color=81,suffix="TP"}, [408] = {id=408,en="${actor} uses a ${item}.${lb}No effect on ${target}.",color="R"}, [409] = {id=409,en="${actor} uses ${weapon_skill}.${lb}${target}'s TP is increased to ${number}.",color="H",suffix="TP"}, [410] = {id=410,en="No target available. Unable to use item.",color=122}, [411] = {id=411,en="${actor} attempts to use the ${item}, but lacks the required number of Ballista Points.${lb}You currently have ${number} Ballista Points.",color=122}, [412] = {id=412,en="${actor} uses a ${item}.${lb}${target} receives the effect of ${status}.",color=81}, [413] = {id=413,en="${actor} uses a ${item}.${lb}${target} takes ${number} points of damage.",color="D"}, [414] = {id=414,en="${actor} uses ${ability}.${lb}${target} receives the effect of Magic Attack Boost and Magic Defense Boost.",color=101}, [415] = {id=415,en="${target} receives the effect of Magic Attack Boost and Magic Defense Boost.",color=101}, [416] = {id=416,en="${actor} uses ${weapon_skill}.${lb}${target} receives the effect of Magic Attack Boost and Magic Defense Boost.",color=56}, [417] = {id=417,en="${actor} uses ${ability}.${lb}${number} of ${target}'s attributes is drained.",color="H",suffix="attributes drained"}, [418] = {id=418,en="${actor} uses ${weapon_skill} on ${target}.${lb}${target}'s target switches to ${actor}!",color=56}, [419] = {id=419,en="${target} learns ${spell}!",color=81}, [420] = {id=420,en="${actor} uses ${ability}. The total comes to ${number}!${lb}${target} receives the effect of ${ability}.",color=101}, [421] = {id=421,en="${target} receives the effect of ${ability}.",color=111}, [422] = {id=422,en="${actor} uses ${ability}. The total comes to ${number}!${lb}No effect on ${target}.",color="R"}, [423] = {id=423,en="No effect on ${target}.",color="R"}, [424] = {id=424,en="${actor} uses Double-Up.${lb}The total for ${ability} increases to ${number}!${lb}${target} receives the effect of ${ability}.",color=101}, [425] = {id=425,en="${actor} uses Double-Up.${lb}The total for ${ability} increases to ${number}!${lb}No effect on ${target}.",color="R"}, [426] = {id=426,en="${actor} uses Double-Up.${lb}Bust!${lb}${target} loses the effect of ${ability}.",color=102}, [427] = {id=427,en="${target} loses the effect of ${ability}.",color=112}, [428] = {id=428,en="There are no rolls eligible for Double-Up. Unable to use ability.",color=122}, [429] = {id=429,en="The same roll is already active on ${actor}.",color=122}, [430] = {id=430,en="${actor} casts ${spell}.${lb}1 of ${target}'s magic effects is drained.",color="H",suffix="buffs"}, [431] = {id=431,en="${actor} casts ${spell}.${lb}${target}'s TP is reduced.",color=56,suffix="TP"}, [432] = {id=432,en="${actor} casts ${spell}.${lb}${target} receives the effect of Accuracy Boost and Evasion Boost.",color=101}, [433] = {id=433,en="${actor} casts ${spell}.${lb}${target} receives the effect of Magic Attack Boost and Magic Defense Boost.",color=101}, [434] = {id=434,en="You cannot customize an activated automaton.",color=122}, [435] = {id=435,en="${actor} uses ${ability}!${lb}${target}'s abilities are recharged.",color=101}, [436] = {id=436,en="${target}'s abilities are recharged.",color=111}, [437] = {id=437,en="${actor} uses ${ability}!${lb}${target}'s abilities are recharged.${lb}${target}'s TP is increased.",color=101}, [438] = {id=438,en="${target}'s abilities are recharged.${lb}${target}'s TP is increased.",color=111}, [439] = {id=439,en="${actor} uses ${ability}!${lb}All of ${target}'s abilities are recharged.${lb}${target} regains MP.",color=101}, [440] = {id=440,en="All of ${target}'s abilities are recharged.${lb}${target} regains MP.",color=111,suffix="MP"}, [441] = {id=441,en="${actor} uses ${ability}.${lb}${target} receives the effect of ${ability}.",color=101}, [442] = {id=442,en="${actor} learns a new ability!",color=81}, [443] = {id=443,en="You cannot learn ${ability}. You do not meet the job or level requirements.",color=122}, [444] = {id=444,en="You already know ${ability}.",color=122}, [445] = {id=445,en="You cannot use items at this time.",color=141}, [446] = {id=446,en="You cannot attack that target.",color=141}, [447] = {id=447,en="You are provoked and unable to change your target.",color=141}, [448] = {id=448,en="Time allowed in Dynamis has been extended by ${number} minute.",color=141}, [449] = {id=449,en="---== WARNING ==----${lb}Time remaining in Dynamis: ${number} minute.",color=141}, [450] = {id=450,en="WATCH${number} ${target}:${number}",color=101}, [451] = {id=451,en="${actor} uses ${ability}.${lb}${target} regains ${number} MP.",color="H",suffix="MP"}, [452] = {id=452,en="${actor} uses ${ability}.${lb}${target} regains ${number} TP.",color="H",suffix="TP"}, [453] = {id=453,en="${actor} uses ${ability}.${lb}${actor} steals the effect of ${status} from ${target}.",color=101}, [454] = {id=454,en="${actor} casts ${spell}.${lb}${number} TP drained from ${target}.",color="H",suffix="TP"}, [455] = {id=455,en="Debug : Fishing skill check: ${item} : ???${number}",color=101}, [456] = {id=456,en="Debug : Level Restriction on. PetType ${number}/ID ${number}",color=101}, [457] = {id=457,en="Debug : Level restriction off. PetType ${number}/ID ${number}",color=101}, [458] = {id=458,en="Debug : Dif - Now } ${number} RATE ${number}/1000",color=101}, [459] = {id=459,en="Self-destruct check: skipping calculation of ${target}'s self-destruct process md_no${number}/cmd_arg${number}!",color=101}, [460] = {id=460,en="EXP Check: ${actor} } ${target} XP:${number}/LvUp${number}",color=101}, [461] = {id=461,en="${target}:STR ${number}/${number}",color=1}, [462] = {id=462,en="${target}:DEX ${number}/${number}",color=1}, [463] = {id=463,en="${target}:VIT ${number}/${number}",color=1}, [464] = {id=464,en="${target}:AGI ${number}/${number}",color=1}, [465] = {id=465,en="${target}:INT ${number}/${number}",color=1}, [466] = {id=466,en="${target}:MND ${number}/${number}",color=1}, [467] = {id=467,en="${target}:CHR ${number}/${number}",color=1}, [468] = {id=468,en="Wyvern: JobLv${${number}} TaskLv${${number}}",color=1}, [469] = {id=469,en="ID: Master${${number}} Pet${${number}}",color=1}, [470] = {id=470,en="Wyvern routine type: Master${${number}} Pet${${number}}",color=1}, [471] = {id=471,en="Avatar type: Master${${number}} Pet${${number}}",color=1}, [472] = {id=472,en="Avatar MP: Master${${number}} Pet${${number}}",color=1}, [473] = {id=473,en="Avatar HP: Master${${number}} Pet${${number}}",color=1}, [474] = {id=474,en="Avatar level: Master${${number}} Pet${${number}}",color=1}, [475] = {id=475,en="Avatar No.: Master${${number}} Pet${${number}}",color=1}, [476] = {id=476,en="Probability of ${target} dropping ${item}: ${number}/10000",color=1}, [477] = {id=477,en="Unable to target ${target}. You have not received the level cap status.",color=1}, [478] = {id=478,en="Height differential between ${actor} and ${target}: ${number}mm.",color=1}, [479] = {id=479,en="Damage taken.",color=1}, [480] = {id=480,en="Number of Targets (${number}) Damage (${number})",color=1}, [481] = {id=481,en="Overall: Number of Attacks (${number}) Misses (${number})",color=1}, [482] = {id=482,en="Number of Targets (${number}) Damage (${number})",color=1}, [483] = {id=483,en="Ranged Attack: Number of Attacks (${number}) Misses (${number})",color=1}, [484] = {id=484,en="Number of Targets (${number}) Damage (${number})",color=1}, [485] = {id=485,en="JA: Number of Attacks (${number}) Misses (${number})",color=1}, [486] = {id=486,en="Number of Targets (${number}) Damage (${number})",color=1}, [487] = {id=487,en="Weapon Skill: Number of Attacks (${number}) Misses (${number})",color=1}, [488] = {id=488,en="Number of Targets (${number}) Damage(${number})",color=1}, [489] = {id=489,en="Spell: Number of Attacks (${number}) Misses (${number})",color=1}, [490] = {id=490,en="Number of Targets (${number}) Damage(${number})",color=1}, [491] = {id=491,en="AA: Number of Attacks (${number}) Misses (${number})",color=1}, [492] = {id=492,en="Time: ${number}",color=1}, [493] = {id=493,en="${actor}'s log",color=1}, [494] = {id=494,en="??????:${number} ??????:${number}",color=1}, [495] = {id=495,en="${actor}???:${skill}}????${number}%",color=1}, [496] = {id=496,en="${actor}???:${skill}}?????${number}%",color=1}, [497] = {id=497,en="??????${actor} : ??+${number}/??+${number}%",color=1}, [498] = {id=498,en="????? ${actor} } ${target}",color=1}, [499] = {id=499,en="Hate : ${actor}}${target} ${number}/${number}",color=1}, [500] = {id=500,en="????to?? ${actor}:CODE ${number}/${number}",color=1}, [501] = {id=501,en="StatusGet(${target}:${number}/${number})",color=1}, [502] = {id=502,en="StatusSet(${target}:${number}/${number})",color=1}, [503] = {id=503,en="${target}: Skillchain Element ${number}(${number})",color=1}, [504] = {id=504,en="${target}:???????????(${number}?????${number}%)",color=1}, [505] = {id=505,en="${target}:????????(${number})???????(${number})?",color=1}, [506] = {id=506,en="${target}:????????(${number})???????(${number})?",color=1}, [507] = {id=507,en="${target}:??????????=${number}/?????????=${number}",color=1}, [508] = {id=508,en="${target}:??????${number}%,PS${number}",color=1}, [509] = {id=509,en="${target}:${ ${number}/${number} }",color=1}, [510] = {id=510,en="DEBUG:${target}}${skill} = ${number}%",color=1}, [511] = {id=511,en="DEBUG:${target}}${number}%?????(${number})?",color=1}, [512] = {id=512,en="You must have a two-handed weapon equipped in the main weapon slot in order to equip a grip.",color=123}, [513] = {id=513,en="This grip is not compatible with the two-handed weapon you currently have equipped.",color=123}, [514] = {id=514,en="You do not have the proper items equipped to use the ${item}.",color=191}, [515] = {id=515,en="${actor} has successfully recorded the target's image onto a ${item}.",color=81}, [516] = {id=516,en="${actor} was unable to capture the target's image.",color=104}, [517] = {id=517,en="The ${item} cannot be used on that target.",color=122}, [518] = {id=518,en="The ${item} cannot be used while under the effect of Invisible or Sneak.",color=122}, [519] = {id=519,en="${actor} uses ${ability}.${lb}${target} is afflicted with Lethargic Daze (lv.${number}).",color=101,prefix="lv."}, [520] = {id=520,en="${actor} uses ${ability}.${lb}${target} is afflicted with Sluggish Daze (lv.${number}).",color=101,prefix="lv."}, [521] = {id=521,en="${actor} uses ${ability}.${lb}${target} is afflicted with Weakened Daze (lv.${number}).",color=101,prefix="lv."}, [522] = {id=522,en="${actor} uses ${ability}.${lb}${target} takes ${number} points of damage and is stunned.",color="D",suffix="stun"}, [523] = {id=523,en="The same effect is already active on ${actor}.",color=122}, [524] = {id=524,en="You have not earned enough finishing moves to perform that action.",color=122}, [525] = {id=525,en="${ability} can only be performed during battle.",color=122}, [526] = {id=526,en="${actor} uses ${ability}.${lb}Enmity is stolen from ${target}.",color=101}, [527] = {id=527,en="${actor} uses ${ability}.${lb}Ranged attack power and speed are increased. Melee attack power and speed are reduced.",color=101}, [528] = {id=528,en="${actor} uses ${ability}.${lb}Enmity is transferred to ${actor}'s pet.",color=101}, [529] = {id=529,en="${actor} uses ${ability}.${lb}${target} is chainbound.",color=101}, [530] = {id=530,en="${target}'s petrification counter is now down to ${number}.",color=101}, [531] = {id=531,en="${target} is no longer ${status}.",color=191}, [532] = {id=532,en="${actor} uses ${ability}.${lb}${target} receives the effect of Sneak and Invisible.",color=101}, [533] = {id=533,en="${actor} casts ${spell}.${lb}${target}'s Accuracy is drained.",color="H"}, [534] = {id=534,en="${actor} casts ${spell}.${lb}${target}'s Attack is drained.",color="H"}, [535] = {id=535,en="${target} retaliates. ${number} of ${actor}'s shadows absorbs the damage and disappears.",color=29,suffix="shadow"}, [536] = {id=536,en="${target} retaliates. ${actor} takes ${number} points of damage.",color="D"}, [537] = {id=537,en="${target}'s TP is increased to ${number}%.",color="H",suffix="TP"}, [538] = {id=538,en="A protective energy absorbs the malice of your enemy!",color=122}, [539] = {id=539,en="${actor} uses ${weapon_skill}.${lb}${target} regains HP.",color="H",suffix="HP"}, [540] = {id=540,en="Level Sync activated. Your level has been restricted to ${number}.${lb}Equipment affected by the level restriction will be adjusted accordingly.${lb}Experience points will become unavailable for all party members should the Level Sync designee stray too far from the enemy.",color=122}, [541] = {id=541,en="Level Sync could not be activated.${lb}The designated player is below level 10.",color=122}, [542] = {id=542,en="Level Sync could not be activated.${lb}The designated player is in a different area.",color=122}, [543] = {id=543,en="Level Sync could not be activated.${lb}One or more party members are currently under the effect of a status which prevents synchronization.",color=122}, [544] = {id=544,en="Level synchronization will be removed in ${number} seconds.",color=122}, [545] = {id=545,en="No experience points gained...${lb}The Level Sync designee is either too far from the enemy, or unconscious.",color=122}, [546] = {id=546,en="Your ${status} effect duration has been extended.",color=81}, [547] = {id=547,en="This ability can only be used on targets under the effect of a helix.",color=122}, [548] = {id=548,en="The party member you have selected is incapable of receiving experience points, and as such cannot be a Level Sync designee.",color=122}, [549] = {id=549,en="No experience points gained...${lb}The Level Sync designee is incapable of receiving experience points.",color=122}, [550] = {id=550,en="Level Sync will be deactivated in ${number} seconds.${lb}One or more party members have received the effect of a status which prevents synchronization.",color=122}, [551] = {id=551,en="Level Sync will be deactivated in ${number} seconds.${lb}The party leader or the Level Sync designee has left the area.",color=122}, [552] = {id=552,en="Level Sync will be deactivated in ${number} seconds.${lb}Less than two party members fulfill the requirements for Level Sync.",color=122}, [553] = {id=553,en="Level Sync will be deactivated in ${number} seconds.${lb}The party leader has removed synchronization, or the Level Sync designee has left the party.",color=122}, [554] = {id=554,en="Level Sync will be deactivated in ${number} seconds.${lb}The Level Sync designee has fallen below level 10.",color=122}, [555] = {id=555,en="Level Sync will be deactivated in ${number} seconds.${lb}A party member has undergone a job change.",color=122}, [556] = {id=556,en="Level Sync will be deactivated in ${number} seconds.${lb}The Level Sync designee is incapable of receiving experience points.",color=122}, [557] = {id=557,en="${target} receives ${number} piece of alexandrite.",color=101}, [558] = {id=558,en="You defeated a designated target. (Progress: ${number}/${number2})",color=122}, [559] = {id=559,en="You have successfully completed the training regime.",color=122}, [560] = {id=560,en="${actor} uses ${ability}. Finishing move now ${number}.",color=101,suffix="FM"}, [561] = {id=561,en="Unable to perform that action.${lb}Your have already earned the maximum number of finishing moves.",color=122}, [562] = {id=562,en="The status parameters of ${target} have increased.",color=122}, [563] = {id=563,en="${actor} destroys ${target}.",color=101}, [564] = {id=564,en="${target} was destroyed.",color=101}, [565] = {id=565,en="${target} obtains ${gil}.",color=127,suffix="gil"}, [566] = {id=566,en="${target} obtains ${number} tab. (Total: ${number})",color=131}, [567] = {id=567,en="${actor} stowed away a ${item} in his tattered Maze Monger pouch.",color=81}, [568] = {id=568,en="Your tattered Maze Monger pouch already contains a ${item} and cannot hold another.",color=122}, [569] = {id=569,en="Your current status prevents you from using that ability.",color=123}, [570] = {id=570,en="${actor} casts ${spell}.${lb}${number} of ${target}'s status ailments disappears!",color=81,suffix="status ailments disappears"}, [571] = {id=571,en="${number} of ${target}'s status ailments disappears!",color=81,suffix="status ailments disappears"}, [572] = {id=572,en="${actor} casts ${spell}.${lb}${actor} absorbs ${number} of ${target}'s status ailments.",color=81,suffix="status ailments absorbed"}, [573] = {id=573,en="${actor} or a alliance member is participating in a union.${lb}Ineligible to obtain treasure from this enemy.",color=123}, [574] = {id=574,en="${actor}'s pet is currently unable to perform that action.",color=122}, [575] = {id=575,en="${actor}'s pet does not have enough TP to perform that action.",color=122}, [576] = {id=576,en="${actor}'s ranged attack hits ${target} squarely for ${number} points of damage!",color="D"}, [577] = {id=577,en="${actor}'s ranged attack strikes true, pummeling ${target} for ${number} points of damage!",color="D"}, [578] = {id=578,en="Hunt objective fulfilled!${lb}Please report to a hunt registry to collect your reward.",color=122}, [579] = {id=579,en="Unable to use the ${item}.${lb}Party leaders or those not in a party cannot use a ${item}.",color=122}, [580] = {id=580,en="Unable to use the ${item}.${lb}The party leader is in either a area beyond warping range or a place you have yet to visit.",color=122}, [581] = {id=581,en="Unable to cast ${spell}.${lb}Astral Flow must be in effect to cast this spell.",color=122}, [582] = {id=582,en="${actor} obtains ${gil}.",color=127,suffix="gil"}, [583] = {id=583,en="Trial ${number}: ${number} objective remains.",color=127}, [584] = {id=584,en="You have completed Trial ${number}.${lb}Report your success to a Magian Moogle.",color=127}, [585] = {id=585,en="${actor} uses ${ability}.${lb}${target}'s enmity towards ${actor} is ${number}%.",color=101,suffix="%%"}, [586] = {id=586,en="Towards ${target} is ${number}%.",color=101,suffix="%%"}, [587] = {id=587,en="${target} regains ${number} HP.",color="H",suffix="HP"}, [588] = {id=588,en="${target} regains ${number} MP.",color="H",suffix="MP"}, [589] = {id=589,en="${target} has been healed of ${number} status ailments.",color=101,suffix="status ailments healed"}, [590] = {id=590,en="You can now perform ${weapon_skill}.",color=122}, [591] = {id=591,en="${actor} uses ${ability}.${lb}${target} is afflicted with Bewildered Daze (lv.${number}).",color=101,prefix="lv."}, [592] = {id=592,en="${target} attempts to counter ${actor}'s attack, but misses.",color="M",suffix="(miss)"}, [593] = {id=593,en="${actor} uses ${ability}.${lb}${actor} steals a ${item} from ${target}.${lb}Additional effect: ${target} is afflicted with Attack Down.",color=101}, [594] = {id=594,en="${actor} uses ${ability}.${lb}${actor} steals a ${item} from ${target}.${lb}Additional effect: ${target} is afflicted with Defense Down.",color=101}, [595] = {id=595,en="${actor} uses ${ability}.${lb}${actor} steals a ${item} from ${target}.${lb}Additional effect: ${target} is afflicted with Magic Atk. Down.",color=101}, [596] = {id=596,en="${actor} uses ${ability}.${lb}${actor} steals a ${item} from ${target}.${lb}Additional effect: ${target} is afflicted with Magic Def. Down.",color=101}, [597] = {id=597,en="${actor} uses ${ability}.${lb}${actor} steals a ${item} from ${target}.${lb}Additional effect: ${target} is afflicted with Evasion Down.",color=101}, [598] = {id=598,en="${actor} uses ${ability}.${lb}${actor} steals a ${item} from ${target}.${lb}Additional effect: ${target} is afflicted with Accuracy Down.",color=101}, [599] = {id=599,en="${actor} uses ${ability}.${lb}${actor} steals a ${item} from ${target}.${lb}Additional effect: ${target} is afflicted with Slow.",color=101}, [600] = {id=600,en="${actor} eats a ${item}.${lb}${actor} finds a ${item2} inside!",color=81}, [601] = {id=601,en="Objective fulfilled!${lb}Please report to a Dominion Sergeant to collect your reward.",color=122}, [602] = {id=602,en="${actor} uses ${ability}.${lb}${target} receives the effect of ${ability}.",color=101}, [603] = {id=603,en="Additional effect: Treasure Hunter effectiveness against ${target} increases to ${number}.",color=101}, [604] = {id=604,en="${actor} eats a ${item}, but finds nothing inside...",color=81}, [605] = {id=605,en="Additional effect: ${target} falls to the ground.",color=56}, [606] = {id=606,en="${actor}'s absorbs ${target}'s counter.${lb}${actor} recovers ${number} HP.",color="H",suffix="HP"}, [607] = {id=607,en="${actor} uses ${weapon_skill}.${lb}${number} of ${target}'s status ailments disappears!",color="H",suffix="status ailments disappears"}, [608] = {id=608,en="${actor} uses ${ability}.${lb}Treasure Hunter effectiveness against ${target} increases to ${number}.",color=101,prefix="TH"}, [609] = {id=609,en="Prowess attained: Increased treasure casket discovery.",color=122}, [610] = {id=610,en="Prowess attained: Increased combat and magic skill gain.",color=122}, [611] = {id=611,en="Prowess attained: Increased crystal yield.",color=122}, [612] = {id=612,en="Prowess attained: Treasure Hunter bonus.",color=122}, [613] = {id=613,en="Prowess attained: Increased attack speed.",color=122}, [614] = {id=614,en="Prowess attained: Increased HP and MP.",color=122}, [615] = {id=615,en="Prowess attained: Enhanced accuracy and ranged accuracy.",color=122}, [616] = {id=616,en="Prowess attained: Enhanced attack and ranged attack.",color=122}, [617] = {id=617,en="Prowess attained: Enhanced magic accuracy and magic attack.",color=122}, [618] = {id=618,en="Prowess attained: Enhanced \"Cure\" potency.",color=122}, [619] = {id=619,en="Prowess attained: Increased weapon skill damage.",color=122}, [620] = {id=620,en="Prowess attained: \"Killer\" effects bonus.",color=122}, [625] = {id=625,en="Prowess boosted: Increased treasure casket discovery.",color=122}, [626] = {id=626,en="Prowess boosted: Increased combat and magic skill gain.",color=122}, [627] = {id=627,en="Prowess boosted: Increased crystal yield.",color=122}, [628] = {id=628,en="Prowess boosted: Treasure Hunter bonus.",color=122}, [629] = {id=629,en="Prowess boosted: Increased attack speed.",color=122}, [630] = {id=630,en="Prowess boosted: Increased HP and MP.",color=122}, [631] = {id=631,en="Prowess boosted: Enhanced accuracy and ranged accuracy.",color=122}, [632] = {id=632,en="Prowess boosted: Enhanced attack and ranged attack.",color=122}, [633] = {id=633,en="Prowess boosted: Enhanced magic accuracy and magic attack.",color=122}, [634] = {id=634,en="Prowess boosted: Enhanced \"Cure\" potency.",color=122}, [635] = {id=635,en="Prowess boosted: Increased weapon skill damage.",color=122}, [636] = {id=636,en="Prowess boosted: \"Killer\" effects bonus.",color=122}, [641] = {id=641,en="Additional effect: 1 of ${target}'s attributes is drained.",color="H",suffix="attributes drained"}, [642] = {id=642,en="${actor} casts ${spell}.${lb}${actor} absorbs ${number} of ${target}'s status benefits.",color="H",suffix="status benefits absorbed"}, [643] = {id=643,en="Your current training regime will begin anew!",color=122}, [644] = {id=644,en="${actor} uses ${ability}.${lb}${number} of ${target}'s status effects are removed.",color="H",suffix="status effects removed"}, [645] = {id=645,en="${actor} uses ${ability}.${lb}${target} is ${status}.",color=65}, [646] = {id=646,en="${actor} uses ${ability}.${lb}${target} falls to the ground.",color=56}, [647] = {id=647,en="${actor} casts ${ability}.${lb}${target}'s ${status} effect disappears!",color=81}, [648] = {id=648,en="${actor} leads the casting of ${spell}.${lb}${target} takes ${number} points of damage.",color="D"}, [649] = {id=649,en="A member of another party is readying ${spell} against your target.${lb}You cannot cast the same spell at this time.",color=122}, [650] = {id=650,en="${actor} leads the casting of ${spell}.${lb}Magic Burst! ${target} takes ${number} points of damage.",color="D"}, [651] = {id=651,en="${actor} leads the casting of ${spell}.${lb}${target} recovers ${number} hit points!",color="H",suffix="HP"}, [652] = {id=652,en="Additional effect: ${target} loses ${number} TP.",color=56,suffix="TP"}, [653] = {id=653,en="${actor} casts ${spell}.${lb}${target} resists the spell.${lb}Immunobreak!",color="R"}, [654] = {id=654,en="${target} resists the spell.${lb}Immunobreak!",color="R"}, [655] = {id=655,en="${actor} casts ${spell}.${lb}${target} completely resists the spell.",color="R"}, [656] = {id=656,en="${target} completely resists the spell.",color="R"}, [657] = {id=657,en="${actor} uses ${ability}.${lb}All enmity is transferred to ${target}.",color=101}, [658] = {id=658,en="${actor} uses ${ability}, but misses ${target}.",color="M",suffix="(miss)"}, [659] = {id=659,en="No effect on ${target}.",color="R"}, [660] = {id=660,en="The same effect is already active on that luopan!",color=122}, [661] = {id=661,en="${actor} has already placed a luopan.${lb}Unable to use ability.",color=122}, [662] = {id=662,en="This action requires a luopan.",color=122}, [663] = {id=663,en="${actor} uses ${ability}.${lb}The luopan's HP consumption rate has been reduced.",color=101}, [664] = {id=664,en="${actor} uses ${ability}.${lb}The effects of the luopan and its HP consumption rate have increased.",color=101}, [665] = {id=665,en="${actor} has a pet. Unable to use ability.",color=122}, [666] = {id=666,en="This action requires the ability Rune Enchantment.",color=122}, [667] = {id=667,en="${actor} uses ${ability}.${lb}Accuracy and evasion are enhanced.",color=101}, [668] = {id=668,en="${actor} uses ${ability}.${lb}${target} receives the effect of Vallation, reducing damage taken from certain elemental magic spells.",color=101}, [669] = {id=669,en="Magic damage of a certain element is reduced for ${target}.",color=101}, [670] = {id=670,en="${actor} uses ${ability}.${lb}${target} can now absorb magic damage of a certain element.",color=101}, [671] = {id=671,en="${actor} uses ${ability}.${lb}${target} now has enhanced resistance.",color=101}, [672] = {id=672,en="${actor} uses ${ability}.${lb}${target} receives the effect of Gambit, reducing defense against magic of a certain element.",color=101}, [673] = {id=673,en="${actor} obtains ${number} corpuscles of menace plasm.",color=127}, [674] = {id=674,en="${actor} uses ${ability}, and finds ${number} ${item2}.",color=101}, [675] = {id=675,en="${actor} readies ${weapon_skill}.",color=100}, [676] = {id=676,en="${target}'s movement speed increases.",color=101}, [677] = {id=677,en="You are now able to possess a new monster!",color=129}, [678] = {id=678,en="You have learned a new instinct!",color=129}, [679] = {id=679,en="${actor} will return to the Feretory in: ${number2}.",color=101}, [680] = {id=680,en="A newfound puissance courses through your veins.",color=132}, [681] = {id=681,en="Your muscles ripple with an immensely powerful and invigorating force.",color=132}, [682] = {id=682,en="Your puissance withers slightly.",color=133}, [683] = {id=683,en="You have claimed ${target}!",color=121}, [684] = {id=684,en="${target} has been claimed!",color=121}, [685] = {id=685,en="The enemy you are battling will no longer be claimed in: ${number}.",color=122}, [686] = {id=686,en="The enemy you were battling is no longer claimed.",color=122}, [687] = {id=687,en="${actor} captured ${target}.",color=38}, [688] = {id=688,en="${actor} has fled!",color=101}, [689] = {id=689,en="${actor} captured ${target}.",color=38}, [690] = {id=690,en="You have completed the following Records of Eminence objective: ${regime}.",color=127}, [691] = {id=691,en="This objective may be repeated, and can be canceled from the menu.",color=127}, [692] = {id=692,en="You receive ${number} sparks of eminence and now possess a total of ${number2}.",color=131}, [693] = {id=693,en="As a special bonus for your valiant efforts, you have been awarded ${item}.",color=121}, [694] = {id=694,en="As a special bonus for your valiant efforts, you have been awarded ${number} sparks of eminence.",color=121}, [695] = {id=695,en="Unable to receive special bonus. Make room in your inventory and receive your reward from the Records of Eminence menu.",color=123}, [696] = {id=696,en="You have yet to receive certain special bonuses from objectives you have completed. Make room in your inventory and receive your rewards from the Records of Eminence menu.",color=123}, [697] = {id=697,en="Records of Eminence: ${regime}.",color=127}, [698] = {id=698,en="Progress: ${number}/${number2}.",color=127}, [699] = {id=699,en="A new objective has been added!",color=127}, [700] = {id=700,en="You are unable to use Trust magic at this time.",color=122}, [701] = {id=701,en="There's no time to do that now!",color=122}, [704] = {id=704,en="You have undertaken \"${regime}.\"",color=121}, [705] = {id=705,en="You have undertaken the limited-time Records of Eminence challenge \"${regime}.\".",color=121}, [706] = {id=706,en="You have obtained a ${item} as a special reward.",color=121}, [707] = {id=707,en="As a first-time bonus, you receive ${number} sparks of eminence for a total of ${number2}!",color=127}, [708] = {id=708,en="This place is now known as a location that brings memories flooding back to ${actor}.",color=127}, [709] = {id=709,en="As a special bonus for your valiant efforts, you have been awarded the following: ${item} x${number2}!",color=121}, [710] = {id=710,en="You are cleared to fulfill this objective once again.",color=127}, [711] = {id=711,en="(${actor}) ${item}",color=91}, [712] = {id=712,en="Primary Accuracy: ${number} / Primary Attack: ${number2}",color=191}, [713] = {id=713,en="Auxiliary Accuracy: ${number} / Auxiliary Attack: ${number2}",color=191}, [714] = {id=714,en="Ranged Accuracy: ${number} / Ranged Attack: ${number2}",color=191}, [715] = {id=715,en="Evasion: ${number} / Defense: ${number2}",color=191}, [716] = {id=716,en="${actor} starts casting ${weapon_skill}.",color=52}, [717] = {id=717,en="You cannot call forth alter egos here.",color=131}, [718] = {id=718,en="${actor} gains ${number} capacity points.",color=131}, [719] = {id=719,en="${actor} earns a job point! (Total: ${number})",color=131}, [720] = {id=720,en="Your ${job_point_skill} modification has risen to level ${number}",color=132}, [721] = {id=721,en="You receive a bonus of ${number} fishing guild points!",color=127}, [722] = {id=722,en="You receive a bonus of ${number} woodworking guild points!",color=127}, [723] = {id=723,en="You receive a bonus of ${number} smithing guild points!",color=127}, [724] = {id=724,en="You receive a bonus of ${number} goldsmithing guild points!",color=127}, [725] = {id=725,en="You receive a bonus of ${number} clothcraft guild points!",color=127}, [726] = {id=726,en="You receive a bonus of ${number} leathercraft guild points!",color=127}, [727] = {id=727,en="You receive a bonus of ${number} bonecraft guild points!",color=127}, [728] = {id=728,en="You receive a bonus of ${number} alchemy guild points!",color=127}, [729] = {id=729,en="You receive a bonus of ${number} cooking guild points!",color=127}, [730] = {id=730,en="${actor} uses ${ability}${lb}${target}'s TP is reduced to ${number}.",color=101}, [731] = {id=731,en="Average item level: ${number}.",color=191}, [732] = {id=732,en="Skillchain: Universal Enlightenment.${lb}${target} takes ${number} points of damage",color="D"}, [733] = {id=733,en="${target}:",color=191}, [734] = {id=734,en="${actor} uses ${ability} on ${target}.",color=56}, [735] = {id=735,en="Capacity chain #${number}!${lb}${actor} gains ${number2} capacity points.",color=131}, [736] = {id=736,en="${actor} uses ${ability}.${lb}${number} HP drained from ${target}.",color="H",suffix="HP"}, [737] = {id=737,en="${actor} uses ${ability}. ${lb}${number} of ${target} magic effects is drained.",color=101,suffix="magic effects drained"}, [738] = {id=738,en="${actor} uses ${ability}.",color=101}, [739] = {id=739,en="${target} receives ${number} magical effects.",color=56,suffix="magical effects received"}, [740] = {id=740,en="${target}: $lt; ${number}/${number2}",color="1 $gt;"}, [741] = {id=741,en="You receive ${number} Unity accolades for a total of ${number2}!",color=127}, [742] = {id=742,en="You are currently unable to undertake this objective.",color=121}, [743] = {id=743,en="${actor} uses ${ability}.${lb}${target}'s enmity decreases.",color=101}, [744] = {id=744,en="${actor}奄",color=1}, [745] = {id=745,en="Your automaton exceeds one or more elemental capacity values and cannot be activated.",color=122}, [746] = {id=746,en="${actor} uses ${ability}.${lb}${number} TP drained from ${target}.",color="H",suffix="TP"}, [747] = {id=747,en="${actor} uses ${weapon_skill}.${lb}Magic Burst! ${target} takes ${number} points of damage.",color="D"}, [748] = {id=748,en="${actor} uses ${weapon_skill}.${lb}Magic Burst! ${number} HP drained from ${target}.",color="H",suffix="HP"}, [749] = {id=749,en="Magic Burst! ${number} HP drained from ${target}.",color="H",suffix="HP"}, [750] = {id=750,en="${actor} uses ${weapon_skill}.${lb}Magic Burst! ${number} MP drained from ${target}.",color="H",suffix="MP"}, [751] = {id=751,en="Magic Burst! ${number} MP drained from ${target}.",color="H",suffix="MP"}, [752] = {id=752,en="${actor} uses ${weapon_skill}.${lb}Magic Burst! ${number} TP drained from ${target}.",color="H",suffix="TP"}, [753] = {id=753,en="Magic Burst! ${number} TP drained from ${target}.",color="H",suffix="TP"}, [754] = {id=754,en="${actor} uses ${weapon_skill}.${lb}Magic Burst! ${target} is ${status}.",color=57}, [755] = {id=755,en="${actor} uses ${weapon_skill}.${lb}Magic Burst! ${target} receives the effect of ${status}.",color=57}, [756] = {id=756,en="${target}'s spikes cause ${target} to fall to the ground.",color=112}, [757] = {id=757,en="${number} of ${target}'s effects disappears!",color=56,suffix="effects disappears"}, [758] = {id=758,en="${actor} uses ${item}.${lb}→Obtained key item: ${key_item}.",color=81}, [759] = {id=759,en="You already have key item: ${key_item}.",color=122}, [760] = {id=760,en="You are only able to possess one ${item} and thus are unable to receive your just reward. Clear out your inventory and receive the item from the Records of Eminence Menu.",color=123}, [761] = {id=761,en="You were unable to receive your just reward because you need ${number} free spaces in your inventory. Clear out your bags and receive your item from the Records of Eminence Menu.",color=123}, [762] = {id=762,en="${actor} uses ${weapon_skill}.${lb}All of ${target}'s status parameters are boosted.",color=101}, [763] = {id=763,en="${actor} uses ${weapon_skill}.${lb}${target} has grown noticeably bored.",color=101}, [764] = {id=764,en="${actor} uses ${weapon_skill}.${lb}${target} feels the Fever!",color=101}, [765] = {id=765,en="${actor} uses ${item}.${lb}${target} obtains ${number} escha silt.",color=127}, [766] = {id=766,en="${actor} uses ${item}.${lb}${target} obtains ${number} escha beads.",color=127}, [767] = {id=767,en="Skillchain: Radiance.${lb}${target} takes ${number} points of damage.",color="D"}, [768] = {id=768,en="Skillchain: Umbra.${lb}${target} takes ${number} points of damage.",color="D"}, [769] = {id=769,en="Skillchain: Radiance.${lb}${target} recovers ${number} hit points!",color="H",suffix="HP"}, [770] = {id=770,en="Skillchain: Umbra.${lb}${target} recovers ${number} hit points!",color="H",suffix="HP"}, [771] = {id=771,en="Congratulations! Your deeds of valor will ring throughout the ages, providing inspiration for generations to come.",color=127}, [772] = {id=772,en="${actor} stands resolute thanks to the power of the bonds that tie you!",color=101}, [773] = {id=773,en="You are unable to call forth your mount because your main job level is not at least ${number}.",color=122}, [774] = {id=774,en="You already possess that item and are unable to receive your just reward!",color=121}, [775] = {id=775,en="A new objective has been added in the Contents > Content (Ambuscade) Records of Eminence category!",color=121}, [776] = {id=776,en="Additional effect: ${target} is chainbound.",color=56}, [777] = {id=777,en="You cannot mount at this time.",color=122}, [778] = {id=778,en="${actor} uses ${weapon_skill}.${lb}${actor} copies ${number} magical effects from ${target}.",color=111,suffix="magical effects copied"}, [779] = {id=779,en="${actor} uses ${weapon_skill}.${lb}A barrier begins to pulsate around ${target}.",color=111}, [780] = {id=780,en="${actor} uses ${weapon_skill}.${lb}${actor} takes aim at ${target}!",color=111}, [781] = {id=781,en="${target} retaliates, absorbing ${number} TP from ${actor}.",color=101}, [792] = {id=792,en="${actor} uses ${spell}.${lb}${number} of ${target}'s effects disappears!",color=56,suffix="effects disappears"}, [798] = {id=798,en="${actor}'s ${ability} overload chance is ${number}%.",color=101}, [799] = {id=799,en="${actor}'s ${ability} overload chance is ${number}%.${lb}${actor} is overloaded!",color=101}, [800] = {id=800,en="${status} activates. ${target} takes ${number} points of damage.",color="D"}, [802] = {id=802,en="${actor} uses ${ability}.${lb}${number} HP drained from ${target}.",color="H",suffix="HP"}, [803] = {id=803,en="${actor} uses ${ability}.${lb}Magic Burst! ${number} HP drained from ${target}.",color="H",suffix="HP"}, [804] = {id=804,en="${actor} uses ${ability}.${lb}Magic Burst! ${target} receives the effect of ${status}.",color=57}, [805] = {id=805,en="${actor} uses ${weapon_skill}.${lb}${target}'s ${status} effect disappears!",color="H"}, [806] = {id=806,en="${target}'s ${status} effect disappears!",color=81}, [1023] = {id=1023,en="${actor} uses ${weapon_skill}.${lb}${target}'s attacks and defenses are enhanced.",color=111}, }, {"id", "en", "color", "suffix", "prefix"} --[[ Copyright © 2013-2022, Windower All rights reserved. Redistribution and use in source and binary forms, with or without modification, are permitted provided that the following conditions are met: * Redistributions of source code must retain the above copyright notice, this list of conditions and the following disclaimer. * Redistributions in binary form must reproduce the above copyright notice, this list of conditions and the following disclaimer in the documentation and/or other materials provided with the distribution. * Neither the name of Windower nor the names of its contributors may be used to endorse or promote products derived from this software without specific prior written permission. THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS "AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL Windower BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. ]]
--[[ -- Created by Samuel Batista -- Copyright (c) Firaxis Games 2018 --]] -- =========================================================================== -- INCLUDES -- =========================================================================== include("GreatWorksOverview.lua"); -- =========================================================================== -- OVERRIDE BASE FUNCTIONS -- =========================================================================== include("InstanceManager"); include("PopupDialog") include("GameCapabilities"); include("GreatWorksSupport"); -- =========================================================================== -- CONSTANTS Shoul probably switch the base game to just use globals. -- =========================================================================== local RELOAD_CACHE_ID:string = "GreatWorksOverview"; -- Must be unique (usually the same as the file name) local SIZE_SLOT_TYPE_ICON:number = 40; local SIZE_GREAT_WORK_ICON:number = 64; local PADDING_PROVIDING_LABEL:number = 10; local PADDING_PLACING_DETAILS:number = 5; local PADDING_PLACING_ICON:number = 10; local PADDING_BUTTON_EDGES:number = 20; local MIN_PADDING_SLOTS:number = 2; local MAX_PADDING_SLOTS:number = 30; local MAX_NUM_SLOTS:number = 6; local NUM_RELIC_TEXTURES:number = 24; local NUM_ARIFACT_TEXTURES:number = 25; local GREAT_WORK_RELIC_TYPE:string = "GREATWORKOBJECT_RELIC"; local GREAT_WORK_ARTIFACT_TYPE:string = "GREATWORKOBJECT_ARTIFACT"; local LOC_PLACING:string = Locale.Lookup("LOC_GREAT_WORKS_PLACING"); local LOC_TOURISM:string = Locale.Lookup("LOC_GREAT_WORKS_TOURISM"); local LOC_THEME_BONUS:string = Locale.Lookup("LOC_GREAT_WORKS_THEMED_BONUS"); local LOC_SCREEN_TITLE:string = Locale.Lookup("LOC_GREAT_WORKS_SCREEN_TITLE"); local LOC_ORGANIZE_GREAT_WORKS:string = Locale.Lookup("LOC_GREAT_WORKS_ORGANIZE_GREAT_WORKS"); local DATA_FIELD_SLOT_CACHE:string = "SlotCache"; local DATA_FIELD_GREAT_WORK_IM:string = "GreatWorkIM"; local DATA_FIELD_TOURISM_YIELD:string = "TourismYield"; local DATA_FIELD_THEME_BONUS_IM:string = "ThemeBonusIM"; local cui_ThemeHelper = false; -- CUI local YIELD_FONT_ICONS:table = { YIELD_FOOD = "[ICON_FoodLarge]", YIELD_PRODUCTION = "[ICON_ProductionLarge]", YIELD_GOLD = "[ICON_GoldLarge]", YIELD_SCIENCE = "[ICON_ScienceLarge]", YIELD_CULTURE = "[ICON_CultureLarge]", YIELD_FAITH = "[ICON_FaithLarge]", TourismYield = "[ICON_TourismLarge]" }; local DEFAULT_GREAT_WORKS_ICONS:table = { GREATWORKSLOT_WRITING = "ICON_GREATWORKOBJECT_WRITING", GREATWORKSLOT_PALACE = "ICON_GREATWORKOBJECT_SCULPTURE", GREATWORKSLOT_ART = "ICON_GREATWORKOBJECT_PORTRAIT", GREATWORKSLOT_CATHEDRAL = "ICON_GREATWORKOBJECT_RELIGIOUS", GREATWORKSLOT_ARTIFACT = "ICON_GREATWORKOBJECT_ARTIFACT_ERA_ANCIENT", GREATWORKSLOT_MUSIC = "ICON_GREATWORKOBJECT_MUSIC", GREATWORKSLOT_RELIC = "ICON_GREATWORKOBJECT_RELIC" }; local m_during_move:boolean = false; local m_dest_building:number = 0; local m_dest_city; local m_isLocalPlayerTurn:boolean = true; -- =========================================================================== -- SCREEN VARIABLES -- =========================================================================== local m_FirstGreatWork:table = nil; local m_GreatWorkYields:table = nil; local m_GreatWorkSelected:table = nil; local m_GreatWorkBuildings:table = nil; local m_GreatWorkSlotsIM:table = InstanceManager:new("GreatWorkSlot", "TopControl", Controls.GreatWorksStack); local m_TotalResourcesIM:table = InstanceManager:new("AgregateResource", "Resource", Controls.TotalResources); -- =========================================================================== -- PLAYER VARIABLES -- =========================================================================== local m_LocalPlayer:table; local m_LocalPlayerID:number; function GetThemeDescription(buildingType:string) local localPlayerID = Game.GetLocalPlayer(); local localPlayer = Players[localPlayerID]; if(localPlayer == nil) then return nil; end local eBuilding = localPlayer:GetCulture():GetAutoThemedBuilding(); local bAutoTheme = localPlayer:GetCulture():IsAutoThemedEligible(GameInfo.Buildings[buildingType].Hash); if (GameInfo.Buildings[buildingType].Index == eBuilding) then return Locale.Lookup("LOC_BUILDING_THEMINGBONUS_FULL_MUSEUM"); elseif(bAutoTheme == true) then return Locale.Lookup("LOC_BUILDING_THEMINGBONUS_FULL_MUSEUM"); else for row in GameInfo.Building_GreatWorks() do if row.BuildingType == buildingType then if row.ThemingBonusDescription ~= nil then return Locale.Lookup(row.ThemingBonusDescription); end end end end return nil; end function PopulateGreatWorkSlot(instance:table, pCity:table, pCityBldgs:table, pBuildingInfo:table) instance.DefaultBG:SetHide(false); instance.DisabledBG:SetHide(true); instance.HighlightedBG:SetHide(true); instance.DefaultBG:RegisterCallback(Mouse.eLClick, function() end); -- clear callback instance.HighlightedBG:RegisterCallback(Mouse.eLClick, function() end); -- clear callback -- CUI >> reset Theme label instance.ThemingLabel:SetText(""); instance.ThemingLabel:SetToolTipString(""); -- << CUI local buildingType:string = pBuildingInfo.BuildingType; local buildingIndex:number = pBuildingInfo.Index; local themeDescription = GetThemeDescription(buildingType); instance.CityName:SetText(Locale.Lookup(pCity:GetName())); instance.BuildingName:SetText(Locale.ToUpper(Locale.Lookup(pBuildingInfo.Name))); -- Ensure we have Instance Managers for the great works local greatWorkIM:table = instance[DATA_FIELD_GREAT_WORK_IM]; if(greatWorkIM == nil) then greatWorkIM = InstanceManager:new("GreatWork", "TopControl", instance.GreatWorks); instance[DATA_FIELD_GREAT_WORK_IM] = greatWorkIM; else greatWorkIM:ResetInstances(); end local index:number = 0; local numGreatWorks:number = 0; local numThemedGreatWorks:number = 0; local instanceCache:table = {}; local firstGreatWork:table = nil; local numSlots:number = pCityBldgs:GetNumGreatWorkSlots(buildingIndex); local localPlayerID = Game.GetLocalPlayer(); local localPlayer = Players[localPlayerID]; if(localPlayer == nil) then return nil; end local bAutoTheme = localPlayer:GetCulture():IsAutoThemedEligible(); if (numSlots ~= nil and numSlots > 0) then for _:number=0, numSlots - 1 do local instance:table = greatWorkIM:GetInstance(); local greatWorkIndex:number = pCityBldgs:GetGreatWorkInSlot(buildingIndex, index); local greatWorkSlotType:number = pCityBldgs:GetGreatWorkSlotType(buildingIndex, index); local greatWorkSlotString:string = GameInfo.GreatWorkSlotTypes[greatWorkSlotType].GreatWorkSlotType; PopulateGreatWork(instance, pCityBldgs, pBuildingInfo, index, greatWorkIndex, greatWorkSlotString); index = index + 1; instanceCache[index] = instance; if greatWorkIndex ~= -1 then numGreatWorks = numGreatWorks + 1; local greatWorkType:number = pCityBldgs:GetGreatWorkTypeFromIndex(greatWorkIndex); local greatWorkInfo:table = GameInfo.GreatWorks[greatWorkType]; if firstGreatWork == nil then firstGreatWork = greatWorkInfo; end if greatWorkInfo ~= nil and GreatWorkFitsTheme(pCityBldgs, pBuildingInfo, greatWorkIndex, greatWorkInfo) then numThemedGreatWorks = numThemedGreatWorks + 1; end end end if firstGreatWork ~= nil and themeDescription ~= nil and buildingType ~= "BUILDING_QUEENS_BIBLIOTHEQUE" then local slotTypeIcon:string = "ICON_" .. firstGreatWork.GreatWorkObjectType; if firstGreatWork.GreatWorkObjectType == "GREATWORKOBJECT_ARTIFACT" then slotTypeIcon = slotTypeIcon .. "_" .. firstGreatWork.EraType; end local textureOffsetX:number, textureOffsetY:number, textureSheet:string = IconManager:FindIconAtlas(slotTypeIcon, SIZE_SLOT_TYPE_ICON); if(textureSheet == nil or textureSheet == "") then UI.DataError("Could not find slot type icon in PopulateGreatWorkSlot: icon=\""..slotTypeIcon.."\", iconSize="..tostring(SIZE_SLOT_TYPE_ICON)); else for i:number=0, numSlots - 1 do local slotIndex:number = index - i; instanceCache[slotIndex].SlotTypeIcon:SetTexture(textureOffsetX, textureOffsetY, textureSheet); end end end end instance[DATA_FIELD_SLOT_CACHE] = instanceCache; local numSlots:number = table.count(instanceCache); if(numSlots > 1) then local slotRange:number = MAX_NUM_SLOTS - 2; local paddingRange:number = MAX_PADDING_SLOTS - MIN_PADDING_SLOTS; local finalPadding:number = ((MAX_NUM_SLOTS - numSlots) * paddingRange / slotRange) + MIN_PADDING_SLOTS; instance.GreatWorks:SetStackPadding(finalPadding); else instance.GreatWorks:SetStackPadding(0); end -- Ensure we have Instance Managers for the theme bonuses local themeBonusIM:table = instance[DATA_FIELD_THEME_BONUS_IM]; if(themeBonusIM == nil) then themeBonusIM = InstanceManager:new("Resource", "Resource", instance.ThemeBonuses); instance[DATA_FIELD_THEME_BONUS_IM] = themeBonusIM; else themeBonusIM:ResetInstances(); end if numGreatWorks == 0 then if themeDescription ~= nil then instance.ThemingLabel:SetText(Locale.Lookup("LOC_GREAT_WORKS_THEME_BONUS_PROGRESS", numThemedGreatWorks, numSlots)); instance.ThemingLabel:SetToolTipString(themeDescription); end else instance.ThemingLabel:SetText(""); instance.ThemingLabel:SetToolTipString(""); if pCityBldgs:IsBuildingThemedCorrectly(buildingIndex) then instance.ThemingLabel:SetText(LOC_THEME_BONUS); if m_during_move then if buildingIndex == m_dest_building then if (m_dest_city == pCityBldgs:GetCity():GetID()) then UI.PlaySound("UI_GREAT_WORKS_BONUS_ACHIEVED"); end end end else if themeDescription ~= nil then -- if we're being called due to moving a work if numSlots > 1 then if(bAutoTheme == true) then instance.ThemingLabel:SetText(Locale.Lookup("LOC_GREAT_WORKS_THEME_BONUS_PROGRESS", numGreatWorks, numSlots)); else instance.ThemingLabel:SetText(Locale.Lookup("LOC_GREAT_WORKS_THEME_BONUS_PROGRESS", numThemedGreatWorks, numSlots)); end if m_during_move then if buildingIndex == m_dest_building then if (m_dest_city == pCityBldgs:GetCity():GetID()) then if numThemedGreatWorks == 2 then UI.PlaySound("UI_GreatWorks_Bonus_Increased"); end end end end end if instance.ThemingLabel:GetText() ~= "" then instance.ThemingLabel:SetToolTipString(themeDescription); end end end end for row in GameInfo.Yields() do local yieldValue:number = pCityBldgs:GetBuildingYieldFromGreatWorks(row.Index, buildingIndex); if yieldValue > 0 then AddYield(themeBonusIM:GetInstance(), Locale.Lookup(row.Name), YIELD_FONT_ICONS[row.YieldType], yieldValue); end end local regularTourism:number = pCityBldgs:GetBuildingTourismFromGreatWorks(false, buildingIndex); local religionTourism:number = pCityBldgs:GetBuildingTourismFromGreatWorks(true, buildingIndex); local totalTourism:number = regularTourism + religionTourism; if totalTourism > 0 then AddYield(themeBonusIM:GetInstance(), LOC_TOURISM, YIELD_FONT_ICONS[DATA_FIELD_TOURISM_YIELD], totalTourism); end instance.ThemeBonuses:CalculateSize(); instance.ThemeBonuses:ReprocessAnchoring(); return numGreatWorks; end
local client = require 'shared.client' local describe, it, assert = describe, it, assert describe('public.views', function() local go, path_for = client.new() describe('daily quote', function() local path = path_for('daily-quote') it('responds with a quote', function() local w = go {path = path} local q = w.data assert(q.author) assert(q.message) end) end) end)
local upperclass = require(LIBXML_REQUIRE_PATH..'lib.upperclass') local utils = require(LIBXML_REQUIRE_PATH..'lib.utils') -- -- Define class -- local DocumentImplimentation = upperclass:define("DOMDocumentImplimentation") -- -- Creates a new DOM Document object of the specified doctype -- function public:createDocument(NSURI, NAME, DOCTYPE) error("Method Not Yet Implimented") end -- -- Creates an empty DocumentType node -- function public:createDocumentType(NAME, PUBID, SYSTEMID) error("Method Not Yet Implimented") end -- -- Returns an object which implements the APIs of the specified feature and version, if the is any -- function public:getFeature(FEATURE, VERSION) error("Method Not Yet Implimented") end -- -- Checks whether the DOM implementation implements a specific feature and version -- function public:hasFeature(FEATURE, VERSION) error("Method Not Yet Implimented") end -- -- Compile class -- return upperclass:compile(DocumentImplimentation)
return { -- "event", -- "gui", -- "translation", }
local menuEnabled = true; -- controls if the menu should show up at all local menuStarted = false; local selectedOption = 1; local editingValue = false; local options = { {'Mechanics', 'mechanics', 'Toggle mechanics such as health drain,\nattack notes, etc.\nLeave on for best experience.', 'bool'}, {'Screen Effects', 'screen-effects', 'Toggles screen effects such as shaking, flashing\ncolors, etc.\nLeave on for best experience.', 'bool'}, {'Modcharts', 'modcharts', 'Toggle the visual effects such as screen moving.\nLeave on for best experience.', 'bool'}, {'Arrow BG', 'arrow-bg', 'Set to anything above 0 to enable a black background\nbehind your notes. Helps for focus and general playing.', 'float', 0.1, {0, 1}}, }; local defaultOptionsData = { {'screen-effects', true}, {'mechanics', true}, {'modcharts', true}, {'arrow-bg', 0}, }; -- ^^ THE ORDER OF DEFAULT OPTIONS HAS TO BE THE SAME AS OPTIONS function onCreate() if isStoryMode or songName == 'Leave Call' or songName == 'Asda' then menuEnabled = false; end end function onStartCountdown() if menuEnabled and not menuStarted then menuStarted = true; return Function_Stop; end return Function_Continue; end function onCreatePost() if menuEnabled then initSaveData('luaCustomOptions'); playMusic('breakfast', 0.6); for i = 1,#defaultOptionsData do if getDataFromSave('luaCustomOptions', defaultOptionsData[i][1]) == nil or getDataFromSave('luaCustomOptions', defaultOptionsData[i][1]) == defaultOptionsData[i][1] then setDataFromSave('luaCustomOptions', defaultOptionsData[i][1], defaultOptionsData[i][2]); end end flushSaveData('luaCustomOptions'); makeLuaSprite('optionsMenuBG', 'menuDesat', 0, 0); setProperty('optionsMenuBG.color', getColorFromHex('47dea7')); addLuaSprite('optionsMenuBG'); makeAnimatedLuaSprite('checkbox', 'checkboxanim', 0, 100); addAnimationByPrefix('checkbox', 'unchecked', 'checkbox anim reverse0', 24, false); addAnimationByPrefix('checkbox', 'unchecked2', 'checkbox0', 24, false); addAnimationByPrefix('checkbox', 'checked', 'checkbox anim0', 24, false); screenCenter('checkbox', 'X'); addLuaSprite('checkbox'); refreshCheckbox(); makeLuaText('arrowsLol', '< >', 0, 0); setTextSize('arrowsLol', 64); screenCenter('arrowsLol', 'XY'); setProperty('arrowsLol.y', getProperty('arrowsLol.y') - 70); addLuaText('arrowsLol'); makeLuaText('selectedOptionText', '???', 0, 0); setTextSize('selectedOptionText', 64); screenCenter('selectedOptionText', 'XY'); setProperty('selectedOptionText.y', getProperty('selectedOptionText.y') - 70); addLuaText('selectedOptionText'); makeLuaText('descText', '???', 0, 0); setTextSize('descText', 32); screenCenter('descText', 'XY'); --setProperty('descText.y', getProperty('descText.y') + 70); addLuaText('descText'); makeLuaText('valueText', '???', 0, 0); setTextSize('valueText', 22); screenCenter('valueText', 'XY'); setProperty('valueText.y', getProperty('valueText.y') + 130); setTextFont('valueText', 'pixel.otf'); addLuaText('valueText'); makeLuaText('checkBoxValueText', '???', 0, 0); setTextSize('checkBoxValueText', 32); screenCenter('checkBoxValueText', 'X'); setProperty('checkBoxValueText.y', getProperty('checkbox.y') + (getProperty('checkbox.height') / 2)); setTextFont('checkBoxValueText', 'pixel.otf'); setTextAlignment('checkBoxValueText', 'center'); addLuaText('checkBoxValueText'); setObjectCamera('optionsMenuBG', 'other'); setObjectCamera('checkbox', 'other'); setObjectCamera('arrowsLol', 'other'); setObjectCamera('selectedOptionText', 'other'); setObjectCamera('descText', 'other'); setObjectCamera('valueText', 'other'); setObjectCamera('checkBoxValueText', 'other'); end end local holdTime = 0; function onUpdatePost(elapsed) if menuEnabled and menuStarted then if keyJustPressed('back') then startCountdown(); menuStarted = false; soundFadeOut('', getPropertyFromClass('Conductor', 'crochet') / 1000, 0); -- set the alpha of everything to local duration = 0.6; doTweenAlpha('0', 'optionsMenuBG', 0, duration, 'cubeOut'); doTweenAlpha('1', 'arrowsLol', 0, duration, 'cubeOut'); doTweenAlpha('2', 'selectedOptionText', 0, duration, 'cubeOut'); doTweenAlpha('3', 'checkbox', 0, duration, 'cubeOut'); doTweenAlpha('4', 'descText', 0, duration, 'cubeOut'); doTweenAlpha('5', 'valueText', 0, duration, 'cubeOut'); doTweenAlpha('6', 'checkBoxValueText', 0, duration, 'cubeOut'); end if getPropertyFromClass('flixel.FlxG', 'keys.justPressed.ENTER') then if options[selectedOption][4] == 'bool' then --debugPrint('Save Started'); setDataFromSave('luaCustomOptions', options[selectedOption][2], not getDataFromSave('luaCustomOptions', options[selectedOption][2])); flushSaveData('luaCustomOptions'); refreshCheckbox(); --debugPrint('Save Finished'); end if options[selectedOption][4] == 'float' or options[selectedOption][4] == 'int' then editingValue = not editingValue; end end if getPropertyFromClass('flixel.FlxG', 'keys.justPressed.LEFT') then if editingValue then -- hehe haha else selectedOption = selectedOption - 1; if selectedOption < 1 then selectedOption = #options; end refreshCheckbox(); playSound('scrollMenu', 0.6); end end if getPropertyFromClass('flixel.FlxG', 'keys.justPressed.RIGHT') then if editingValue then -- hehe haha else selectedOption = selectedOption + 1; if selectedOption > #options then selectedOption = 1; end refreshCheckbox(); playSound('scrollMenu', 0.6); end end if editingValue then if getPropertyFromClass('flixel.FlxG', 'keys.pressed.LEFT') or getPropertyFromClass('flixel.FlxG', 'keys.pressed.RIGHT') then holdTime = holdTime + elapsed; if holdTime > 0.5 or (getPropertyFromClass('flixel.FlxG', 'keys.justPressed.LEFT') or getPropertyFromClass('flixel.FlxG', 'keys.justPressed.RIGHT')) then local mult = 1; if getPropertyFromClass('flixel.FlxG', 'keys.pressed.LEFT') then mult = -1; end setDataFromSave('luaCustomOptions', options[selectedOption][2], getDataFromSave('luaCustomOptions', options[selectedOption][2]) + (options[selectedOption][5] * mult)); flushSaveData('luaCustomOptions'); if getDataFromSave('luaCustomOptions', options[selectedOption][2]) < options[selectedOption][6][1] then setDataFromSave('luaCustomOptions', options[selectedOption][2], options[selectedOption][6][1]); end if getDataFromSave('luaCustomOptions', options[selectedOption][2]) > options[selectedOption][6][2] then setDataFromSave('luaCustomOptions', options[selectedOption][2], options[selectedOption][6][2]); end end else holdTime = 0; end else holdTime = 0; end if getProperty('checkbox.animation.curAnim.name') == 'unchecked' then if getProperty('checkbox.animation.curAnim.finished') then checkboxPlayAnim('unchecked2'); end end setTextString('selectedOptionText', options[selectedOption][1]); screenCenter('selectedOptionText', 'X'); setTextString('descText', tostring(getDataFromSave('luaCustomOptions', options[selectedOption][3])) .. '\n'); screenCenter('descText', 'X'); local yes = ''; if options[selectedOption][4] == 'float' or options[selectedOption][4] == 'int' then if editingValue then yes = '\nPress ENTER to stop editing\nthe value for this option.'; else yes = '\nPress ENTER to edit the value\nfor this option.'; end end if options[selectedOption][4] == 'float' or options[selectedOption][4] == 'int' then setProperty('checkBoxValueText.visible', true); setTextString('checkBoxValueText', tostring(roundDecimal(getDataFromSave('luaCustomOptions', options[selectedOption][2]), 1))); setTextString('valueText', 'Value: ' .. tostring(roundDecimal(getDataFromSave('luaCustomOptions', options[selectedOption][2]), 1)) .. '\n' .. yes .. '\n'); screenCenter('checkBoxValueText', 'X'); else setProperty('checkBoxValueText.visible', false); setTextString('valueText', 'Value: ' .. tostring(getDataFromSave('luaCustomOptions', options[selectedOption][2])) .. '\n'); end screenCenter('valueText', 'X'); end end -- Taken from https://github.com/HaxeFlixel/flixel/blob/dev/flixel/math/FlxMath.hx at Line 103 function lerp(a, b, ratio) return a + ratio * (b - a); end function refreshCheckbox() local animation = 'unchecked'; if getDataFromSave('luaCustomOptions', options[selectedOption][2]) == true then animation = 'checked'; end checkboxPlayAnim(animation); end function checkboxPlayAnim(animation) objectPlayAnimation('checkbox', animation, true); if animation == 'checked' then setProperty('checkbox.offset.x', 38); setProperty('checkbox.offset.y', 25); end if animation == 'unchecked' then setProperty('checkbox.offset.x', 28); setProperty('checkbox.offset.y', 29); end if animation == 'unchecked2' then setProperty('checkbox.offset.x', 0); setProperty('checkbox.offset.y', 0); end --setProperty('checkbox.offset.x', getProperty('checkbox.offset.x') + 20); setProperty('checkbox.offset.y', getProperty('checkbox.offset.y') - 20); end function roundDecimal(value, precision) local mult = 1; for i = 1,precision do mult = mult * 10; end return math.floor(value * mult) / mult; end
local ass = require('src.lua-cor.ass') local typ = require('src.lua-cor.typ') -- typ ass(tostring(typ)=='typ', 'invalid typ name') ass(typ(typ), 'typ is not typ') ass(typ({})==false, '{} is typ') -- any ass(tostring(typ.any)=='typ.any', 'invalid any name') ass(typ(typ.any), 'any is not typ') ass(typ.any({}), '{} is not any') ass(typ.any(nil)==false, 'nil is any') -- boo ass(typ(typ.boo), 'boo is not typ') ass(typ.boo(true), 'true is not bool') ass(typ.boo(false), 'false is not bool') -- tab ass(typ(typ.tab), 'tab is not typ') ass(typ.tab({}), '{} is not table') -- num ass(typ(typ.num), 'num is not typ') -- str ass(typ(typ.str), 'str is not typ') ass(typ.str(''), 'empty string is not str') ass(typ.str(1)==false, '1 is not str') ass(typ.str(nil)==false, 'nil is not str') ass(typ(typ.fun), 'fun is not typ') ass(typ(typ.nat), 'nat is not typ')
local actions = require("telescope.actions") local action_state = require("telescope.actions.state") local utils = require("telescope.utils") local Job = require("plenary.job") local state = require("telescope.state") local flatten = vim.tbl_flatten local A = {} local function close_telescope_prompt(prompt_bufnr) local selection = action_state.get_selected_entry(prompt_bufnr) actions.close(prompt_bufnr) local tmp_table = vim.split(selection.value, "\t") if vim.tbl_isempty(tmp_table) then return end return tmp_table[1] end local function gh_qf_action(pr_number, action, msg) if pr_number == nil then return end local qf_entry = { { text = msg .. pr_number .. ", please wait ...", } } local on_output = function(_, line) table.insert(qf_entry, { text = line, }) pcall(vim.schedule_wrap(function() vim.fn.setqflist(qf_entry, "r") end)) end local job = Job:new({ enable_recording = true, command = "gh", args = flatten({ "pr", action, pr_number }), on_stdout = on_output, on_stderr = on_output, on_exit = function(_, status) if status == 0 then pcall(vim.schedule_wrap(function() vim.cmd([[cclose]]) end)) print("Pull request completed") end end, }) vim.fn.setqflist(qf_entry, "r") vim.cmd([[copen]]) local timer = vim.loop.new_timer() timer:start( 200, 0, vim.schedule_wrap(function() -- increase timeout to 10000ms and wait interval to 20 -- default value is 5000ms and 10 job:sync(10000, 20) end) ) end -- a for actions A.gh_pr_checkout = function(prompt_bufnr) local pr_number = close_telescope_prompt(prompt_bufnr) gh_qf_action(pr_number, "checkout", "Checking out pull request #") end A.gh_web_view = function(type) return function(prompt_bufnr) local selection = action_state.get_selected_entry(prompt_bufnr) actions.close(prompt_bufnr) local tmp_table = vim.split(selection.value, "\t") if vim.tbl_isempty(tmp_table) then return end os.execute("gh " .. type .. " view --web " .. tmp_table[1]) end end A.gh_gist_append = function(prompt_bufnr) local selection = action_state.get_selected_entry(prompt_bufnr) actions.close(prompt_bufnr) if selection.id == "" then return end local text = utils.get_os_command_output({ "gh", "gist", "view", selection.id, "-r" }) if text and vim.api.nvim_buf_get_option(vim.api.nvim_get_current_buf(), "modifiable") then vim.api.nvim_put(text, "b", true, true) end end A.gh_gist_create = function(prompt_bufnr) actions.close(prompt_bufnr) local ans = vim.fn.input("[GIST] Enter description: ") if ans == "" then return end os.execute("echo 'new gist\r\n' | gh gist create -d '" .. ans .. "' -") end A.gh_gist_edit = function(prompt_bufnr) local selection = action_state.get_selected_entry(prompt_bufnr) actions.close(prompt_bufnr) if selection.id == "" then return end vim.cmd("! tmux neww gh gist edit " .. selection.id) end A.gh_gist_delete = function(prompt_bufnr) local selection = action_state.get_selected_entry(prompt_bufnr) actions.close(prompt_bufnr) if selection.id == "" then return end local ans = vim.fn.input("[GIST] are you sure you want to delete the gist? y/n: ") if ans == "y" then print("Deleting the gist: ", selection.id) os.execute("gh gist delete " .. selection.id) end end A.gh_secret_append = function(prompt_bufnr) local selection = action_state.get_selected_entry(prompt_bufnr) actions.close(prompt_bufnr) if selection.value == "" then return end if vim.api.nvim_buf_get_option(vim.api.nvim_get_current_buf(), "modifiable") then vim.api.nvim_put({ selection.value }, "b", true, true) end end A.gh_secret_remove = function(prompt_bufnr) local selection = action_state.get_selected_entry(prompt_bufnr) actions.close(prompt_bufnr) if selection.value == "" then return end local ans = vim.fn.input("[SECRET] are you sure you want to delete the secret? y/n: ") if ans == "y" then print("Deleting the secret: ", selection.value) os.execute("gh secret remove " .. selection.value) end end A.gh_secret_set_new = function(prompt_bufnr) actions.close(prompt_bufnr) local secret_name = vim.fn.input("[SECRET] Enter secret name: ") local secret_body = vim.fn.input("[SECRET] Enter secret value: ") if secret_name == "" or secret_body == "" then return end print("Creating the secret: ", secret_name) os.execute("gh secret set " .. secret_name .. " -b " .. secret_body) end A.gh_secret_set = function(prompt_bufnr) local selection = action_state.get_selected_entry(prompt_bufnr) actions.close(prompt_bufnr) local secret_body = vim.fn.input("[SECRET] Enter secret value: ") if secret_body == "" then return end print("Setting the secret: ", selection.value) os.execute("gh secret set " .. selection.value .. " -b " .. secret_body) end A.gh_pr_v_toggle = function(prompt_bufnr) local status = state.get_status(prompt_bufnr) if status.gh_pr_preview == "diff" then status.gh_pr_preview = "detail" else status.gh_pr_preview = "diff" end local entry = action_state.get_selected_entry(prompt_bufnr) action_state.get_current_picker(prompt_bufnr).previewer:preview(entry, status) end A.gh_pr_merge = function(prompt_bufnr) local pr_number = close_telescope_prompt(prompt_bufnr) local type = vim.fn.input("What kind of merge ([m]erge / [s]quash / [r]ebase) : ") local action = nil if type == "merge" or type == "m" then action = "-m" elseif type == "rebase" or type == "r" then action = "-s" elseif type == "squash" or type == "s" then action = "-s" end if action ~= nil then gh_qf_action(pr_number, { "merge", action }, "Merge pull request #") end end A.gh_pr_approve = function(prompt_bufnr) local pr_number = close_telescope_prompt(prompt_bufnr) gh_qf_action(pr_number, { "review", "--approve" }, "Approve pull request #") end A.gh_run_web_view = function(prompt_bufnr) local selection = action_state.get_selected_entry(prompt_bufnr) actions.close(prompt_bufnr) if selection.id == "" then return end os.execute("gh run view --web " .. selection.id) end A.gh_run_rerun = function(prompt_bufnr) local selection = action_state.get_selected_entry(prompt_bufnr) actions.close(prompt_bufnr) if selection.id == "" then return end print("Requested rerun of run: ", selection.id) os.execute("gh run rerun " .. selection.id) end A.gh_run_cancel = function(prompt_bufnr) local selection = action_state.get_selected_entry(prompt_bufnr) actions.close(prompt_bufnr) if selection.id == "" or selection.active == "completed" then return end print("Requested cancel of run: ", selection.id) os.execute("gh run cancel " .. selection.id) end A.gh_run_view_log = function(opts) return function(prompt_bufnr) local selection = action_state.get_selected_entry(prompt_bufnr) actions.close(prompt_bufnr) if selection.id == "" then return end local log_output = {} vim.api.nvim_command(opts.wincmd) local buf = vim.api.nvim_get_current_buf() vim.api.nvim_buf_set_name(0, "result #" .. buf) vim.api.nvim_buf_set_option(0, "buftype", "nofile") vim.api.nvim_buf_set_option(0, "swapfile", false) vim.api.nvim_buf_set_option(0, "filetype", opts.filetype) vim.api.nvim_buf_set_option(0, "bufhidden", "wipe") vim.api.nvim_command("setlocal " .. opts.wrap) vim.api.nvim_command("setlocal cursorline") local args = {} local run_completed = false if selection.status == "success" or selection.status == "failure" then run_completed = true end if run_completed then args = { "run", "view", "--log", selection.id } else args = { "run", "watch", selection.id } end vim.api.nvim_buf_set_lines(buf, 0, -1, false, { "Retrieving log, please wait..." }) local on_output = function(_, line) if not run_completed and string.find(line, "Refreshing") then log_output = {} end local cleanmsg = function(msgtoclean) local msgwithoutdate = string.match(msgtoclean, "T%d%d:%d%d:%d%d.%d+Z(.+)$") if msgwithoutdate ~= nil then return msgwithoutdate else return msgtoclean end end local tbl_msg = vim.split(line, "\t", true) if opts.cleanmeta and run_completed and #tbl_msg == 3 then line = cleanmsg(tbl_msg[3]) end table.insert(log_output, line) pcall(vim.schedule_wrap(function() if vim.api.nvim_buf_is_valid(buf) then vim.api.nvim_buf_set_lines(buf, 0, -1, false, log_output) end end)) end local job = Job :new({ enable_recording = true, command = "gh", args = flatten(args), on_stdout = on_output, on_stderr = on_output, on_exit = function(_, status) if status == 0 then if run_completed then print("Log retrieval completed!") else print("Workflow run completed!") end end end, }) :sync() end end return A
local function setup () vim.keymap.set('n', '<leader>gg', '<cmd>Neogit<CR>', {desc = 'Open git porcelain'}) end return { setup = setup }
--[[ Variables ]] local cuffstate = false local tryingcuff = false local cuffAttemptCount = 0 local lastCuffAttemptTime = 0 local handCuffed = false local handCuffedWalking = false --[[ Functions ]] function policeCuff() local job = exports["caue-base"]:getChar("job") if not inmenus and (exports["caue-jobs"]:getJob(job, "is_police") or job == "doc") then if IsPedInAnyVehicle(PlayerPedId(), false) then TriggerEvent("platecheck:frontradar") else if not IsControlPressed(0, 19) then TriggerEvent("caue-police:cuffPlayer") end end end end function policeUnCuff() local job = exports["caue-base"]:getChar("job") if not inmenus and (exports["caue-jobs"]:getJob(job, "is_police") or job == "doc") then if IsPedInAnyVehicle(PlayerPedId(), false) then TriggerEvent("platecheck:rearradar") else TriggerEvent("caue-police:uncuffPlayer") end end end function CuffAnimation(cuffer) loadAnimDict("mp_arrest_paired") local cuffer = GetPlayerPed(GetPlayerFromServerId(tonumber(cuffer))) local dir = GetEntityHeading(cuffer) SetEntityCoords(PlayerPedId(), GetOffsetFromEntityInWorldCoords(cuffer, 0.0, 0.45, 0.0)) Citizen.Wait(100) SetEntityHeading(PlayerPedId(), dir) TaskPlayAnim(PlayerPedId(), "mp_arrest_paired", "crook_p2_back_right", 8.0, -8, -1, 32, 0, 0, 0, 0) end --[[ Events ]] RegisterNetEvent("caue-police:cuffPlayer") AddEventHandler("caue-police:cuffPlayer", function() if not cuffstate and not exports["caue-base"]:getVar("handcuffed") and not IsPedRagdoll(PlayerPedId()) and not IsPlayerFreeAiming(PlayerId()) and not IsPedInAnyVehicle(PlayerPedId(), false) then cuffstate = true local t, distance = GetClosestPlayer() if distance ~= -1 and distance < 2 and not IsPedRagdoll(PlayerPedId()) then TriggerEvent("DoLongHudText", "Você algemou alguém!") TriggerEvent("caue-police:cuff", GetPlayerServerId(t)) end cuffstate = false end end) RegisterNetEvent("caue-police:cuff") AddEventHandler("caue-police:cuff", function(t, softcuff) if not tryingcuff then tryingcuff = true local t, distance, ped = GetClosestPlayer() Citizen.Wait(1500) if distance ~= -1 and #(GetEntityCoords(ped) - GetEntityCoords(PlayerPedId())) < 2.5 and GetEntitySpeed(ped) < 1.0 then TriggerServerEvent("caue-police:cuff", GetPlayerServerId(t)) else ClearPedSecondaryTask(PlayerPedId()) TriggerEvent("DoLongHudText", "Não há ninguem próximo (Chegue mais perto)!", 2) end tryingcuff = false end end) RegisterNetEvent("caue-police:getArrested") AddEventHandler("caue-police:getArrested", function(cuffer) if lastCuffAttemptTime + 5000 > GetGameTimer() and (not handCuffed or not handCuffedWalking) then ClearPedTasksImmediately(PlayerPedId()) return end ClearPedTasksImmediately(PlayerPedId()) CuffAnimation(cuffer) local cuffPed = GetPlayerPed(GetPlayerFromServerId(tonumber(cuffer))) local finished = 0 if lastCuffAttemptTime + 180000 < GetGameTimer() then cuffAttemptCount = 0 lastCuffAttemptTime = 0 end if not exports["caue-base"]:getVar("dead") and cuffAttemptCount < 4 then cuffAttemptCount = cuffAttemptCount + 1 lastCuffAttemptTime = GetGameTimer() exports["caue-base"]:setVar("recentcuff", GetGameTimer()) local cuffAttemptTbl = { [1] = { 1000, 15 }, [2] = { 900, 13 }, [3] = { 800, 11 }, [4] = { 700, 9 }, } finished = exports["caue-taskbarskill"]:taskBarSkill(cuffAttemptTbl[cuffAttemptCount][1], cuffAttemptTbl[cuffAttemptCount][2]) end if #(GetEntityCoords(PlayerPedId()) - GetEntityCoords(cuffPed)) < 2.5 and finished ~= 100 then handCuffed = true handCuffedWalking = false exports["caue-base"]:setVar("handcuffed", handCuffed or handCuffedWalking) exports["caue-flags"]:SetPedFlag(PlayerPedId(), "isCuffed", handCuffed or handCuffedWalking) TriggerEvent("police:currentHandCuffedState", handCuffed or handCuffedWalking) TriggerServerEvent("InteractSound_SV:PlayWithinDistance", 3.0, "handcuff", 0.4) TriggerEvent("DoLongHudText", "Algemado!") end end) RegisterNetEvent("caue-police:cuffTransition") AddEventHandler("caue-police:cuffTransition", function() loadAnimDict("mp_arrest_paired") Citizen.Wait(100) TaskPlayAnim(PlayerPedId(), "mp_arrest_paired", "cop_p2_back_right", 8.0, -8, -1, 48, 0, 0, 0, 0) Citizen.Wait(3500) ClearPedTasksImmediately(PlayerPedId()) end) RegisterNetEvent("caue-police:uncuffPlayer") AddEventHandler("caue-police:uncuffPlayer", function() local t, distance = GetClosestPlayer() if distance ~= -1 and distance < 2 then TriggerEvent("animation:PlayAnimation", "uncuff") Wait(3000) TriggerServerEvent("caue-police:uncuff", GetPlayerServerId(t)) TriggerEvent("DoLongHudText", "Você desalgemou alguém!") else TriggerEvent("DoLongHudText", "Não há ninguem próximo (Chegue mais perto)!", 2) end end) RegisterNetEvent("caue-police:uncuff") AddEventHandler("caue-police:uncuff", function() ClearPedTasksImmediately(PlayerPedId()) handCuffed = false handCuffedWalking = false exports["caue-base"]:setVar("handcuffed", handCuffed or handCuffedWalking) exports["caue-flags"]:SetPedFlag(PlayerPedId(), "isCuffed", handCuffed or handCuffedWalking) TriggerEvent("police:currentHandCuffedState", handCuffed or handCuffedWalking) exports["caue-police"]:setIsInBeatmode(false) end) RegisterNetEvent("caue-police:softcuffPlayer") AddEventHandler("caue-police:softcuffPlayer", function() local t, distance = GetClosestPlayer() if distance ~= -1 and distance < 2 then TriggerEvent("animation:PlayAnimation", "uncuff") Wait(3000) TriggerServerEvent("caue-police:softcuff", GetPlayerServerId(t)) else TriggerEvent("DoLongHudText", "Não há ninguem próximo (Chegue mais perto)!", 2) end end) RegisterNetEvent("caue-police:handCuffedWalking") AddEventHandler("caue-police:handCuffedWalking", function() if handCuffedWalking then handCuffedWalking = false handCuffed = true else handCuffedWalking = true handCuffed = false end exports["caue-base"]:setVar("handcuffed", handCuffed or handCuffedWalking) exports["caue-flags"]:SetPedFlag(PlayerPedId(), "isCuffed", handCuffed or handCuffedWalking) TriggerEvent("police:currentHandCuffedState", handCuffed or handCuffedWalking) TriggerServerEvent("InteractSound_SV:PlayWithinDistance", 3.0, "handcuff", 0.4) ClearPedTasksImmediately(PlayerPedId()) end) RegisterNetEvent("caue-police:resetCuffs") AddEventHandler("caue-police:resetCuffs", function() ClearPedTasksImmediately(PlayerPedId()) handCuffed = false handCuffedWalking = false exports["caue-base"]:setVar("handcuffed", handCuffed or handCuffedWalking) exports["caue-flags"]:SetPedFlag(PlayerPedId(), "isCuffed", handCuffed or handCuffedWalking) TriggerEvent("police:currentHandCuffedState", handCuffed or handCuffedWalking) end) --[[ RPCs ]] RPC.register("isPlyCuffed", function() local isCuffed = exports["caue-base"]:getVar("handcuffed") return isCuffed end) --[[ Threads ]] Citizen.CreateThread(function() RegisterCommand("+policeCuff", policeCuff, false) RegisterCommand("-policeCuff", function() end, false) exports["caue-keybinds"]:registerKeyMapping("", "Police", "Cuff / Radar Front", "+policeCuff", "-policeCuff", "UP") RegisterCommand("+policeUnCuff", policeUnCuff, false) RegisterCommand("-policeUnCuff", function() end, false) exports["caue-keybinds"]:registerKeyMapping("", "Police", "UnCuff / Radar Rear", "+policeUnCuff", "-policeUnCuff", "DOWN") end) Citizen.CreateThread(function() while true do Citizen.Wait(0) if handCuffed or handCuffedWalking then if handCuffedWalking and IsPedClimbing(PlayerPedId()) then Wait(500) SetPedToRagdoll(PlayerPedId(), 3000, 1000, 0, 0, 0, 0) end if handCuffed and CanPedRagdoll(PlayerPedId()) then SetPedCanRagdoll(PlayerPedId(), false) end local number = handCuffed and 17 or 49 -- disable actions -- Disable Actions -- DisableControlAction(0, 1, true) -- Disable pan DisableControlAction(0, 2, true) -- Disable tilt DisableControlAction(0, 24, true) -- Attack DisableControlAction(0, 257, true) -- Attack 2 DisableControlAction(0, 25, true) -- Aim DisableControlAction(0, 263, true) -- Melee Attack 1 -- DisableControlAction(0, 32, true) -- W -- DisableControlAction(0, 34, true) -- A -- DisableControlAction(0, 31, true) -- S -- DisableControlAction(0, 30, true) -- D DisableControlAction(0, 45, true) -- Reload DisableControlAction(0, 22, true) -- Jump DisableControlAction(0, 44, true) -- Cover DisableControlAction(0, 37, true) -- Select Weapon DisableControlAction(0, 23, true) -- Also 'enter'? DisableControlAction(0, 288, true) -- Disable phone DisableControlAction(0, 289, true) -- Inventory DisableControlAction(0, 170, true) -- Animations DisableControlAction(0, 167, true) -- Job DisableControlAction(0, 0, true) -- Disable changing view DisableControlAction(0, 26, true) -- Disable looking behind DisableControlAction(0, 73, true) -- Disable clearing animation DisableControlAction(2, 199, true) -- Disable pause screen DisableControlAction(0, 59, true) -- Disable steering in vehicle DisableControlAction(0, 71, true) -- Disable driving forward in vehicle DisableControlAction(0, 72, true) -- Disable reversing in vehicle DisableControlAction(2, 36, true) -- Disable going stealth DisableControlAction(0, 47, true) -- Disable weapon DisableControlAction(0, 264, true) -- Disable melee DisableControlAction(0, 257, true) -- Disable melee DisableControlAction(0, 140, true) -- Disable melee DisableControlAction(0, 141, true) -- Disable melee DisableControlAction(0, 142, true) -- Disable melee DisableControlAction(0, 143, true) -- Disable melee DisableControlAction(0, 75, true) -- Disable exit vehicle DisableControlAction(27, 75, true) -- Disable exit vehicle DisablePlayerFiring(PlayerPedId(), true) -- Disable weapon firing local dead = exports["caue-base"]:getVar("dead") local intrunk = exports["caue-base"]:getVar("trunk") local isInBeatMode = exports["caue-police"]:getIsInBeatmode() if (not IsEntityPlayingAnim(PlayerPedId(), "mp_arresting", "idle", 3) and not dead and not intrunk and not isInBeatMode) or (IsPedRagdoll(PlayerPedId()) and not dead and not intrunk and not isInBeatMode) then RequestAnimDict("mp_arresting") while not HasAnimDictLoaded("mp_arresting") do Citizen.Wait(1) end TaskPlayAnim(PlayerPedId(), "mp_arresting", "idle", 8.0, 8.0, -1, number, 0.0, 0, 0, 0) end if dead or intrunk or isInBeatMode then Citizen.Wait(1000) end end end end) Citizen.CreateThread(function() while true do Citizen.Wait(4000) if not handCuffed and not CanPedRagdoll(PlayerPedId()) then SetPedCanRagdoll(PlayerPedId(), true) end end end)
local Object, ModPlayer = require("object"), require("modplayer") local Vector2 = require(_DIR .. "vector2") local Game = Object:extend() do function Game:constructor(dir, mode, colorbits, fps) self.gamedir = dir self.screenmode = mode self.colorbits = colorbits self.targetfps = fps self.gamepads = { self:_newgamepad(), self:_newgamepad() } self.gamepads[0] = self:_newgamepad() sys.stepinterval(0) end function Game:step(t) if self.scene then local sc = self.scene for i, pad in pairs(self.gamepads) do self:_handlegamepad(i) end if self.currentmusic then self.currentmusic:step(t) end sc:step(t) sc:draw(t) if input.hotkey() == "\x1b" then if sc ~= self.scenes["start"] then self:changescene("start") else return sys.exit() end end if input.hotkey() == "." then view.zindex(self.screen, 0) view.focused(self.screen, false) end else self._assets = self._assets or {} if not self.costumes then self.costumes = {} self._assets.costumes = fs.list(self.gamedir .. "costumes/") if self._assets.costumes and #(self._assets.costumes) > 0 then print("Loading costumes...") end elseif self._assets.costumes and #(self._assets.costumes) > 0 then local file = table.remove(self._assets.costumes) if string.sub(file, -4) == ".gif" then self.costumes[string.sub(file, 1, -5)] = image.load(self.gamedir .. "costumes/" .. file) print(" " .. file) end elseif not self.sounds then self.sounds = {} self._assets.sounds = fs.list(self.gamedir .. "sounds/") if self._assets.sounds and #(self._assets.sounds) > 0 then print("Loading sounds...") end elseif self._assets.sounds and #(self._assets.sounds) > 0 then local file = table.remove(self._assets.sounds) if string.sub(file, -4) == ".wav" then self.sounds[string.sub(file, 1, -5)] = audio.load(self.gamedir .. "sounds/" .. file) print(" " .. file) end elseif not self.music then self.music = {} self._assets.music = fs.list(self.gamedir .. "music/") if self._assets.music and #(self._assets.music) > 0 then print("Loading music...") end elseif self._assets.music and #(self._assets.music) > 0 then local file = table.remove(self._assets.music) if string.sub(file, -4) == ".mod" then self.music[string.sub(file, 1, -5)] = ModPlayer:new(self.gamedir .. "music/" .. file) print(" " .. file) end elseif not self.roles then self.roles = {role = require(_DIR .. "role"), text = require(_DIR .. "textrole")} self._assets.roles = fs.list(self.gamedir .. "roles/") if self._assets.roles and #(self._assets.roles) > 0 then print("Loading roles...") end elseif self._assets.roles and #(self._assets.roles) > 0 then local file = table.remove(self._assets.roles) if string.sub(file, -4) == ".lua" then self.roles[string.sub(file, 1, -5)] = require(self.gamedir .. "roles/" .. file) print(" " .. file) end elseif not self.stages then self.stages = {stage = require(_DIR .. "stage")} self._assets.stages = fs.list(self.gamedir .. "stages/") if self._assets.stages and #(self._assets.stages) > 0 then print("Loading stages...") end elseif self._assets.stages and #(self._assets.stages) > 0 then local file = table.remove(self._assets.stages) if string.sub(file, -4) == ".lua" then self.stages[string.sub(file, 1, -5)] = require(self.gamedir .. "stages/" .. file) print(" " .. file) end elseif not self.scenes then self.scenes = {} self._assets.scenes = fs.list(self.gamedir .. "scenes/") if self._assets.scenes and #(self._assets.scenes) > 0 then print("Loading scenes...") end elseif self._assets.scenes and #(self._assets.scenes) > 0 then local file = table.remove(self._assets.scenes) if string.sub(file, -10) == ".scene.lua" then local scene = require(self.gamedir .. "scenes/" .. file) self.scenes[string.sub(file, 1, -11)] = self.stages[scene.stage or "stage"]:new(self, scene) print(" " .. file) end else self:start() end end end function Game:start() self.screen = view.newscreen(self.screenmode, self.colorbits) self.size = Vector2:new(view.size(self.screen)) self.center = Vector2:new(self.size):multiply(.5) image.copymode(3, true) self:framerate(self.targetfps or 50) image.pointer(image.new()) self:changescene("start") end function Game:changescene(scenename) print("Scene: " .. scenename) if not self.scenes[scenename] then print("Scene '" .. scenename .. "' not found!") return sys.exit(404) end if self.scene then self.scene:exit() end self.scene = self.scenes[scenename] self.scene:enter() end function Game:framerate(fps) if fps then self.targetfps = fps sys.stepinterval(1000 / fps) end return self.targetfps end function Game:playsound(soundname, channel, loop) if not channel then self._lastchan = self._lastchan or 0 self._lastchan = self._lastchan + 1 channel = self._lastchan end audio.play(channel, self.sounds[soundname]) if loop ~= nil then if loop then audio.channelloop(channel, 0, audio.samplelength(self.sounds[soundname])) else audio.channelloop(channel, 0, 0) end end end function Game:changemusic(musicname) if self.currentmusic then self.currentmusic:stop() end if self.currentmusic ~= self.music[musicname] then self.currentmusic = self.music[musicname] if self.currentmusic then self.currentmusic:restart() end end end function Game:_newgamepad() return { delta = { dir = Vector2:new(), a = 0, b = 0, x = 0, y = 0 }, dir = Vector2:new(), _dir = Vector2:new(), a = 0, _a = 0, b = 0, _b = 0, x = 0, _x = 0, y = 0, _y = 0 } end function Game:_handlegamepad(player) local gamepad = input.gamepad(player) -- player = player + 1 self.gamepads[player].dir:set(0, 0) if gamepad & 1 > 0 then self.gamepads[player].dir:add(1, 0) end if gamepad & 2 > 0 then self.gamepads[player].dir:add(-1, 0) end if gamepad & 4 > 0 then self.gamepads[player].dir:add(0, -1) end if gamepad & 8 > 0 then self.gamepads[player].dir:add(0, 1) end if gamepad & 16 > 0 then self.gamepads[player].a = 1 else self.gamepads[player].a = 0 end if gamepad & 32 > 0 then self.gamepads[player].b = 1 else self.gamepads[player].b = 0 end if gamepad & 64 > 0 then self.gamepads[player].x = 1 else self.gamepads[player].x = 0 end if gamepad & 128 > 0 then self.gamepads[player].y = 1 else self.gamepads[player].y = 0 end self.gamepads[player].delta.dir:set(self.gamepads[player].dir):subtract(self.gamepads[player]._dir) self.gamepads[player].delta.a = self.gamepads[player].a - self.gamepads[player]._a self.gamepads[player].delta.b = self.gamepads[player].b - self.gamepads[player]._b self.gamepads[player].delta.x = self.gamepads[player].x - self.gamepads[player]._x self.gamepads[player].delta.y = self.gamepads[player].y - self.gamepads[player]._y self.gamepads[player]._dir:set(self.gamepads[player].dir:get()) self.gamepads[player]._a = self.gamepads[player].a self.gamepads[player]._b = self.gamepads[player].b self.gamepads[player]._x = self.gamepads[player].x self.gamepads[player]._y = self.gamepads[player].y end end return Game
--[[----------------------------------------------------------------------------- Label Widget Displays text and optionally an icon. -------------------------------------------------------------------------------]] local Type, Version = "Label", 26 local AceGUI = LibStub and LibStub("AceGUI-3.0", true) if not AceGUI or (AceGUI:GetWidgetVersion(Type) or 0) >= Version then return end -- Lua APIs local max, select, pairs = math.max, select, pairs -- WoW APIs local CreateFrame, UIParent = CreateFrame, UIParent -- Global vars/functions that we don't upvalue since they might get hooked, or upgraded -- List them here for Mikk's FindGlobals script -- GLOBALS: GameFontHighlightSmall --[[----------------------------------------------------------------------------- Support functions -------------------------------------------------------------------------------]] local function UpdateImageAnchor(self) if self.resizing then return end local frame = self.frame local width = frame.width or frame:GetWidth() or 0 local image = self.image local label = self.label local height label:ClearAllPoints() image:ClearAllPoints() if self.imageshown then local imagewidth = image:GetWidth() if (width - imagewidth) < 200 or (label:GetText() or "") == "" then -- image goes on top centered when less than 200 width for the text, or if there is no text image:SetPoint("TOP") label:SetPoint("TOP", image, "BOTTOM") label:SetPoint("LEFT") label:SetWidth(width) height = image:GetHeight() + label:GetStringHeight() else -- image on the left image:SetPoint("TOPLEFT") if image:GetHeight() > label:GetStringHeight() then label:SetPoint("LEFT", image, "RIGHT", 4, 0) else label:SetPoint("TOPLEFT", image, "TOPRIGHT", 4, 0) end label:SetWidth(width - imagewidth - 4) height = max(image:GetHeight(), label:GetStringHeight()) end else -- no image shown label:SetPoint("TOPLEFT") label:SetWidth(width) height = label:GetStringHeight() end -- avoid zero-height labels, since they can used as spacers if not height or height == 0 then height = 1 end self.resizing = true frame:SetHeight(height) frame.height = height self.resizing = nil end --[[----------------------------------------------------------------------------- Methods -------------------------------------------------------------------------------]] local methods = { ["OnAcquire"] = function(self) -- set the flag to stop constant size updates self.resizing = true -- height is set dynamically by the text and image size self:SetWidth(200) self:SetText() self:SetImage(nil) self:SetImageSize(16, 16) self:SetColor() self:SetFontObject() self:SetJustifyH("LEFT") self:SetJustifyV("TOP") -- reset the flag self.resizing = nil -- run the update explicitly UpdateImageAnchor(self) end, -- ["OnRelease"] = nil, ["OnWidthSet"] = function(self, width) UpdateImageAnchor(self) end, ["SetText"] = function(self, text) self.label:SetText(text) UpdateImageAnchor(self) end, ["SetColor"] = function(self, r, g, b) if not (r and g and b) then r, g, b = 1, 1, 1 end self.label:SetVertexColor(r, g, b) end, ["SetImage"] = function(self, path, ...) local image = self.image image:SetTexture(path) if image:GetTexture() then self.imageshown = true local n = select("#", ...) if n == 4 or n == 8 then image:SetTexCoord(...) else image:SetTexCoord(0, 1, 0, 1) end else self.imageshown = nil end UpdateImageAnchor(self) end, ["SetFont"] = function(self, font, height, flags) self.label:SetFont(font, height, flags) end, ["SetFontObject"] = function(self, font) self:SetFont((font or GameFontHighlightSmall):GetFont()) end, ["SetImageSize"] = function(self, width, height) self.image:SetWidth(width) self.image:SetHeight(height) UpdateImageAnchor(self) end, ["SetJustifyH"] = function(self, justifyH) self.label:SetJustifyH(justifyH) end, ["SetJustifyV"] = function(self, justifyV) self.label:SetJustifyV(justifyV) end, } --[[----------------------------------------------------------------------------- Constructor -------------------------------------------------------------------------------]] local function Constructor() local frame = CreateFrame("Frame", nil, UIParent) frame:Hide() local label = frame:CreateFontString(nil, "BACKGROUND", "GameFontHighlightSmall") local image = frame:CreateTexture(nil, "BACKGROUND") -- create widget local widget = { label = label, image = image, frame = frame, type = Type } for method, func in pairs(methods) do widget[method] = func end return AceGUI:RegisterAsWidget(widget) end AceGUI:RegisterWidgetType(Type, Constructor, Version)
--[[ /////// ////////////////// /////// PROJECT: MTA iLife - German Fun Reallife Gamemode /////// VERSION: 1.7.2 /////// DEVELOPERS: See DEVELOPERS.md in the top folder /////// LICENSE: See LICENSE.md in the top folder /////// ///////////////// ]] Craftings = {} CCrafting = {} function CCrafting:constructor(iID, tableIngredients, CraftedItem, iCraftedItemCount, iCost) self.ID = iID self.Ingredients = tableIngredients self.IngredientsByID = {} for k,v in ipairs(self.Ingredients) do self.IngredientsByID[v["Item"]:getID()] = v["Count"] end self.CraftedItem = CraftedItem self.CraftedItemCount = iCraftedItemCount self.Cost = iCost Craftings[self.ID] = self end function CCrafting:destructor() end function CCrafting:execute(thePlayer) if (thePlayer:getInventory():hasItems(self.Ingredients)) then if (thePlayer:getInventory():getCount(self.CraftedItem)+self.CraftedItemCount <= self.CraftedItem:getStacksize()) then if (thePlayer:payMoney(self.Cost)) then thePlayer:getInventory():removeItems(self.Ingredients) thePlayer:getInventory():addItem(self.CraftedItem, self.CraftedItemCount) thePlayer:showInfoBox("info", "Du hast ein Item ("..self.CraftedItem.Name.." x"..self.CraftedItemCount..") gecrafted!") thePlayer:incrementStatistics("Crafting", "Items_hergestellt", self.CraftedItemCount) thePlayer:incrementStatistics("Crafting", "Vorg\aenge_insgesamt", 1) thePlayer:incrementStatistics("Crafting", "Geld_ausgegeben", self.Cost) end else thePlayer:showInfoBox("error", "Davon kannst du nichts mehr tragen!") end else thePlayer:showInfoBox("error", "Um dieses Item zu craften fehlen dir die nötigen Mittel!") end end function CCrafting:isCraftableWithItems(tblItems) for k,v in ipairs(tblItems) do end end addEvent("onPlayerCraft", true) addEventHandler("onPlayerCraft", getRootElement(), function(CraftingID) if (Craftings[tonumber(CraftingID)]) then Craftings[tonumber(CraftingID)]:execute(client) client:refreshInventory() else client:showInfoBox("error", "Dieses Crafting gibt es nicht!") end end )
-- This file is part of SUIT, copyright (c) 2016 Matthias Richter local BASE = (...):match('(.-)[^%.]+$') return function(core, normal, ...) local opt, x,y = core.getOptionsAndSize(...) opt.normal = normal or opt.normal or opt[1] opt.hovered = opt.hovered or opt[2] or opt.normal opt.active = opt.active or opt[3] or opt.hovered assert(opt.normal, "Need at least `normal' state image") opt.id = opt.id or opt.normal opt.state = core:registerMouseHit(opt.id, x,y, function(u,v) local id = opt.normal:getData() assert(id:typeOf("ImageData"), "Can only use uncompressed images") u, v = math.floor(u+.5), math.floor(v+.5) if u < 0 or u >= opt.normal:getWidth() or v < 0 or v >= opt.normal:getHeight() then return false end local _,_,_,a = id:getPixel(u,v) return a > 0 end) local img = opt.normal if core:isActive(opt.id) then img = opt.active elseif core:isHovered(opt.id) then img = opt.hovered end core:registerDraw(opt.draw or function(img,x,y, r,g,b,a) love.graphics.setColor(r,g,b,a) love.graphics.draw(img,x,y) end, img, x,y, love.graphics.getColor()) return { id = opt.id, hit = core:mouseReleasedOn(opt.id), hovered = core:isHovered(opt.id), entered = core:isHovered(opt.id) and not core:wasHovered(opt.id), left = not core:isHovered(opt.id) and core:wasHovered(opt.id) } end
local death_blocks = require("Modules.JawnGC.death_blocks") local checkpoints = require("Checkpoints/checkpoints") local temple1 = { identifier = "temple1", title = "Temple 1: Super Crush", theme = THEME.TEMPLE, width = 4, height = 4, file_name = "temp-1.lvl", world = 5, level = 1, } local level_state = { loaded = false, callbacks = {}, } temple1.load_level = function() if level_state.loaded then return end level_state.loaded = true checkpoints.activate() death_blocks.activate(level_state) level_state.callbacks[#level_state.callbacks+1] = set_post_entity_spawn(function(entity, spawn_flags) entity:destroy() end, SPAWN_TYPE.SYSTEMIC, 0, ENT_TYPE.ITEM_SKULL) level_state.callbacks[#level_state.callbacks+1] = set_post_entity_spawn(function(entity, spawn_flags) entity:destroy() end, SPAWN_TYPE.SYSTEMIC, 0, ENT_TYPE.MONS_SKELETON) if not checkpoints.get_saved_checkpoint() then toast(temple1.title) end end temple1.unload_level = function() if not level_state.loaded then return end checkpoints.deactivate() death_blocks.deactivate() local callbacks_to_clear = level_state.callbacks level_state.loaded = false level_state.callbacks = {} for _,callback in ipairs(callbacks_to_clear) do clear_callback(callback) end end return temple1
local dialogs = {} Entity{ "Dialogue", hitbox="trigger", collision=function(self, _, _, other_classname) if other_classname == "Player" and not self.activated then self.activated = true end end, activated=false } dialogs = { "Hi there", "Wow you're cool" }
--- @module Sprite -- _Under construction; some functionality may be missing or broken_ -- -- The Sprite class simplifies a number of common image use-cases, such as -- working with sprite sheets (image files with multiple frames). (Only horizontal -- sheets are currently supported) -- @option translate hash Image offset values, of the form `{ x = 0, y = 0 }` -- @option scale number Image size muliplier -- @option rotate hash Rotation value, of the form `{ angle = 0, unit = "pct" }`. -- The available units are _pct_, _deg_, and _rad_. -- @option frame hash Frame dimensions, of the form `{ w = 0, h = 0 }`. Used in -- conjunction with the `:draw` method's `state` argument to determine the source -- area of the sprite's image to draw. If omitted, the entire image will be used. -- @option image hash An image of the form `{ path = "path/img.png", buffer = 5 }`, -- such as those returned by the Image module's loading functions. -- @option drawBounds boolean For debugging purposes. Draws a border around the -- image. local Table = require("public.table") local Image = require("public.image") local Buffer = require("public.buffer") local Color = require("public.color") local sharedBuffer = Buffer.get() local Sprite = {} Sprite.__index = Sprite local defaultProps = { translate = {x = 0, y = 0}, scale = 1, rotate = { angle = 0, unit = "pct", -- Rotation origin is disabled until I can implement it properly -- Relative to the image's center (i.e. -w/2 = the top-left corner) -- origin = {x = 0, y = 0}, }, frame = { w = 0, h = 0, }, image = {}, drawBounds = false, } function Sprite:new(props) local sprite = Table.deepCopy(props) Table.addMissingKeys(sprite, defaultProps) if props.image then sprite.image = {} Sprite.setImage(sprite, props.image) end return setmetatable(sprite, self) end --- Sets the sprite's image via filename or a graphics buffer -- @param val string|number If a string is passed, it will be used as a file path -- from which to load the image. If a number is passed, the sprite will use that -- graphics buffer and set its path to the image assigned there. function Sprite:setImage(val) if type(val) == "string" then self.image.path = val self.image.buffer = Image.load(val) else self.image.buffer = val self.image.path = Image.getPathFromBuffer(val) end self.image.w, self.image.h = gfx.getimgdim(self.image.buffer) end local angleUnits = { deg = 1, rad = 1, pct = 2 * math.pi, } --- Draws the sprite -- @param x number -- @param y number -- @option frame number In conjunction with the sprite's frame.w and frame.h -- values, determines the source area to draw. Frames are counted from left to -- right, starting at 0. function Sprite:draw(x, y, frame) if not self.image.buffer then error("Unable to draw sprite - no image has been assigned to it") end local rotate = self.rotate.angle * angleUnits[self.rotate.unit] local srcX, srcY = self:getFrame(frame) local srcW, srcH if self.frame.w > 0 then srcW, srcH = self.frame.w, self.frame.h else srcW, srcH = self.image.w, self.image.h end local destX, destY = x + self.translate.x, y + self.translate.y local rotX, rotY = 0, 0 -- Rotation origin; forcing to 0 until it can be properly implemented local halfW, halfH = 0.5 * srcW, 0.5 * srcH local doubleW, doubleH = 2 * srcW, 2 * srcH local dest = gfx.dest gfx.dest = sharedBuffer gfx.setimgdim(sharedBuffer, -1, -1) gfx.setimgdim(sharedBuffer, doubleW, doubleH) gfx.blit( self.image.buffer, 1, 0, srcX, srcY, srcW, srcH, halfW, halfH, srcW, srcH, 0, 0 ) gfx.dest = dest -- For debugging purposes if self.drawBounds then Color.set("magenta") gfx.rect(destX, destY, srcW * self.scale, srcH * self.scale, false) end gfx.blit( sharedBuffer, -- source 1, -- scale -- TODO: 2*pi is necessary to avoid issues when crossing 0, I think? Find a better solution. rotate + 6.2831854, -- rotation 0, -- srcx 0, -- srcy doubleW, -- srcw doubleH, -- srch destX + ((rotX - halfW) * self.scale), -- destx destY + ((rotY - halfH) * self.scale), -- desty doubleW * self.scale, -- destw doubleH * self.scale, -- desth rotX, -- rotxoffs rotY -- rotyoffs ) end -- Defaults to a horizontal set of frames. Override with a custom function for more -- complex sprite behavior. function Sprite:getFrame(frame) if self.frame.w == 0 or not frame then return 0, 0 end return frame * self.frame.w, 0 end return Sprite
local paks = {} paks["YRPF"] = LoadPak("YRPF", "/YRPF/", "../../../OnsetModding/Plugins/YRPF/Content") paks["Gang01"] = LoadPak("Gang01", "/Gang01/", "../../../OnsetModding/Plugins/Gang01/Content/") paks["Gang02"] = LoadPak("Gang02", "/Gang02/", "../../../OnsetModding/Plugins/Gang02/Content/") AddEvent("OnObjectStreamIn", function(object) if GetObjectPropertyValue(object, "customModelPath") ~= nil then UpdateCustomModel(object, GetObjectPropertyValue(object, "customModelPath")) end if GetObjectPropertyValue(object, "enablePhysic") ~= nil then EnablePhysic(object, GetObjectPropertyValue(object, "enablePhysic")) end end) AddRemoteEvent("Modding:AddCustomObject", function(id, path) ReplaceObjectModelMesh(id, path) end) AddEvent("OnObjectNetworkUpdatePropertyValue", function(object, PropertyName, PropertyValue) if PropertyName == "customModelPath" then UpdateCustomModel(object, PropertyValue) end if PropertyName == "enablePhysic" then EnablePhysic(object, PropertyValue) end end) AddEvent("OnPickupStreamIn", function(pickup) if GetPickupPropertyValue(pickup, "customModelPath") ~= nil then UpdateCustomPickupModel(pickup, GetPickupPropertyValue(pickup, "customModelPath")) end end) AddEvent("OnPickupNetworkUpdatePropertyValue", function(pickupId, PropertyName, PropertyValue) if PropertyName == "customModelPath" then UpdateCustomPickupModel(pickupId, PropertyValue) end end) function EnablePhysic(object, state) local SMC = GetObjectStaticMeshComponent(object) local actor = GetObjectActor(object) if state == 1 then SMC:SetMobility(EComponentMobility.Movable) SMC:SetCollisionEnabled(ECollisionEnabled.QueryAndPhysics) SMC:SetSimulatePhysics(true) SMC:SetEnableGravity(true) SMC:SetPhysicsLinearVelocity(FVector(0,0,-100), false, "None") else SMC:IsSimulatingPhysics(false) SMC:SetEnableGravity(false) end end function UpdateCustomModel(object, modelPath) local SMC = GetObjectStaticMeshComponent(object) local mobility = SMC:GetMobility() SMC:SetMobility(EComponentMobility.Movable) SMC:SetStaticMesh(UStaticMesh.LoadFromAsset(modelPath)) SMC:SetMobility(mobility) end function UpdateCustomPickupModel(object, modelPath) local SMC = GetPickupStaticMeshComponent(object) local mobility = SMC:GetMobility() SMC:SetMobility(EComponentMobility.Movable) SMC:SetStaticMesh(UStaticMesh.LoadFromAsset(modelPath)) SMC:SetMobility(mobility) end
local fn = vim.fn local devicons = require "nvim-web-devicons" ---File flags provider. ---Supported flags: Readonly, modified. ---@param ctx table ---@return string local function buf_flags(ctx) local icon = "" if ctx.readonly then icon = "" elseif ctx.modifiable and ctx.buftype ~= "prompt" then if ctx.modified then icon = "●" end end return icon end ---Return the filename for the given context. ---If the buffer is active, then return the filepath from the Git root if we're ---in a Git repository else return the full path. --- ---For non-active buffers, 'help' filetype and 'terminal' buftype, ---return the filename (tail part). ---@param ctx table ---@return string local function filename(ctx, is_active) if ctx.bufname and #ctx.bufname > 0 then local modifier if is_active and ctx.filetype ~= "help" and ctx.buftype ~= "terminal" then modifier = ":~:." else modifier = ":p:t" end return fn.fnamemodify(ctx.bufname, modifier) elseif ctx.buftype == "prompt" then return ctx.filetype == "TelescopePrompt" and ctx.filetype or "[Prompt]" elseif ctx.filetype == "dashboard" then return "Dashboard" else return "[No Name]" end end ---Return the filetype icon and highlight group. ---@param ctx table ---@return string, string local function ft_icon(ctx) local extension = fn.fnamemodify(ctx.bufname, ":e") return devicons.get_icon( -- lir/devicons:12 ┐ -- │ ctx.filetype == "lir" and "lir_folder_icon" or ctx.filename, extension, { default = true } ) end ---Tabline labels ---@param tabnr integer ---@param is_active boolean ---@return string local function tabline_label(tabnr, is_active) local buflist = fn.tabpagebuflist(tabnr) local winnr = fn.tabpagewinnr(tabnr) local curbuf = buflist[winnr] local curbo = vim.bo[curbuf] local ctx = { bufnr = curbuf, bufname = fn.resolve(fn.bufname(curbuf)), readonly = curbo.readonly, modifiable = curbo.modifiable, modified = curbo.modified, buftype = curbo.buftype, filetype = curbo.filetype, } ctx.filename = filename(ctx, is_active) local flags = buf_flags(ctx) local icon, icon_hl = ft_icon(ctx) icon_hl = is_active and icon_hl or "TabLine" local flag_hl = is_active and "Yellow" or "TabLine" local tab_hl = is_active and "%#TabLineSel#" or "%#TabLine#" -- Ref: https://en.wikipedia.org/wiki/Block_Elements local sep = is_active and "▌" or " " return tab_hl .. "%" .. tabnr .. "T" -- Starts mouse click target region .. sep .. " " .. tabnr .. ". " .. "%#" .. icon_hl .. "#" .. icon .. tab_hl .. " " .. ctx.filename .. " " .. "%#" .. flag_hl .. "#" .. flags .. tab_hl .. " " end ---Provide the tabline ---@return string function _G.nvim_tabline() local line = "" local current_tabpage = fn.tabpagenr() for i = 1, fn.tabpagenr "$" do local is_active = i == current_tabpage line = line .. tabline_label(i, is_active) end return line .. "%#TabLineFill#" -- After the last tab fill with TabLineFill .. "%T" -- Ends mouse click target region(s) .. "%=" end -- Show the tabline always vim.o.showtabline = 2 -- Set the tabline vim.o.tabline = "%!v:lua.nvim_tabline()"
--Props go to middlerun on the LOVE forums for this awesome perlin code that --is much better than what I was making local function rand(seed, n) if n <= 0 then return nil end if seed ~= mySeed or lastN < 0 or n <= lastN then mySeed = seed math.randomseed(seed) lastN = 0 end while lastN < n do num = math.random() lastN = lastN + 1 end return num - 0.5 end local function round(num, idp) -- takes table of L values and returns N*(L-3) interpolated values local mult = 10^(idp or 0) if num >= 0 then return math.floor(num * mult + 0.5) / mult else return math.ceil(num * mult - 0.5) / mult end end local function interpolate1D(values, N) local newData = {} local P = 0 local Q = 0 local R = 0 local S = 0 local x = 0 for i = 1, #values - 3 do P = (values[i+3] - values[i+2]) - (values[i] - values[i+1]) Q = (values[i] - values[i+1]) - P R = (values[i+2] - values[i]) S = values[i+1] for j = 0, N-1 do x = j/N table.insert(newData, P*x^3 + Q*x^2 + R*x + S) end end return newData end local function perlinComponent1D(seed, length, N, amplitude) local rawData = {} local finalData = {} local interpData = {} for i = 1, math.ceil(length/N) + 3 do rawData[i] = amplitude * rand(seed, i) end interpData = interpolate1D(rawData, N) assert(#interpData >= length) for i = 1, length do finalData[i] = interpData[i] end return finalData end local function perlin1D(seed, length, persistence, N, amplitude) local data = {} local compInterp = 0 local compAmplitude = 0 local comp = {} local data = {} for i = 1, length do data[i] = 0 end for i = N, 1, -1 do compInterp = 2^(i-1) compAmplitude = amplitude * persistence^(N-i) comp = perlinComponent1D(seed+i, length, compInterp, compAmplitude) for i = 1, length do data[i] = data[i] + comp[i] end end return data end local function interpolate2D(values, N) local newData1 = {} local newData2 = {} local P = 0 local Q = 0 local R = 0 local S = 0 local x = 0 for r = 1, #values do newData1[r] = {} for c = 1, #values[r] - 3 do P = (values[r][c+3] - values[r][c+2]) - (values[r][c] - values[r][c+1]) Q = (values[r][c] - values[r][c+1]) - P R = (values[r][c+2] - values[r][c]) S = values[r][c+1] for j = 0, N-1 do x = j/N table.insert(newData1[r], P*x^3 + Q*x^2 + R*x + S) end end end for r = 1, (#newData1-3) * N do newData2[r] = {} end for c = 1, #newData1[1] do for r = 1, #newData1 - 3 do P = (newData1[r+3][c] - newData1[r+2][c]) - (newData1[r][c] - newData1[r+1][c]) Q = (newData1[r][c] - newData1[r+1][c]) - P R = (newData1[r+2][c] - newData1[r][c]) S = newData1[r+1][c] for j = 0, N-1 do x = j/N newData2[(r-1)*N+j+1][c] = P*x^3 + Q*x^2 + R*x + S end end end return newData2 end local function perlinComponent2D(seed, width, height, N, amplitude) local rawData = {} local finalData = {} local interpData = {} for r = 1, math.ceil(height/N) + 3 do rawData[r] = {} for c = 1, math.ceil(width/N) + 3 do rawData[r][c] = amplitude * rand(seed+r, c) end end interpData = interpolate2D(rawData, N) assert(#interpData >= height and #interpData[1] >= width) for r = 1, height do finalData[r] = {} for c = 1, width do finalData[r][c] = interpData[r][c] end end return finalData end local function perlin2D(seed, width, height, persistence, N, amplitude) local data = {} local comp = 0 local compInterp = 0 local compAmplitude = 0 for r = 1, height do data[r] = {} for c = 1, width do data[r][c] = 0 end end for i = N, 1, -1 do compInterp = 2^(i-1) compAmplitude = amplitude * persistence^(N-i) comp = perlinComponent2D(seed+i*1000, width, height, compInterp, compAmplitude) for r = 1, height do for c = 1, width do data[r][c] = data[r][c] + comp[r][c] end end end return data end function plot1D(values) love.graphics.line(0, love.graphics.getHeight()/2 - 200, love.graphics.getWidth(), love.graphics.getHeight()/2 - 200) love.graphics.line(0, love.graphics.getHeight()/2 + 200, love.graphics.getWidth(), love.graphics.getHeight()/2 + 200) for i = 1, #values - 1 do love.graphics.line((i-1)/(#values-1)*love.graphics.getWidth(), love.graphics.getHeight()/2 - values[i] * 400, (i)/(#values-1)*love.graphics.getWidth(), love.graphics.getHeight()/2 - values[i+1] * 400) end end function plot2D(values) for r = 1, #values do for c = 1, #(values[1]) do love.graphics.setColor(128 + 40 * values[r][c], 128 + 40 * values[r][c], 128 + 40 * values[r][c], 255) love.graphics.rectangle("fill", (c-1)/(#(values[1]))*love.graphics.getWidth(), (r-1)/(#values)*love.graphics.getHeight(), love.graphics.getWidth()/#(values[1]), love.graphics.getHeight()/#values) end end end function makeTerrain(seed) local terrain = {} if seed == nil then seed = ROT.RNG:seed() end terrain.seed = seed terrain.perlin = perlin2D(seed, 341, 256, 0.55, 7, 1.5) terrain.value = {} terrain.locations = {} local cave_found = false local dungeon_found = false local cave_x = 1 local cave_y = 1 local dungeon_x = 1 local dungeon_y = 1 for r = 1, #terrain.perlin do terrain.value[r] = {} for c = 1, #(terrain.perlin[r]) do value = terrain.perlin[r][c] terrain.value[r][c] = round(value, 1) end end while cave_found == false do cave_x = math.random(1, #terrain.value[1]) cave_y = math.random(1, #terrain.value) if terrain.value[cave_y][cave_x] >= -.9 and terrain.value[cave_y][cave_x] < -.7 then cave_found = true end end while dungeon_found == false do dungeon_x = math.random(1, #terrain.value[1]) dungeon_y = math.random(1, #terrain.value) if terrain.value[dungeon_y][dungeon_x] >= -.7 and terrain.value[dungeon_y][dungeon_x] < -.5 then dungeon_found = true end end terrain.locations.cave = {} terrain.locations.cave.gridx = cave_x terrain.locations.cave.gridy = cave_y terrain.locations.cave.x = (terrain.locations.cave.gridx-1)/(#(terrain.value[1]))*love.graphics.getWidth() terrain.locations.cave.y = (terrain.locations.cave.gridy-1)/(#terrain.value)*love.graphics.getHeight() terrain.locations.cave.image = love.graphics.newImage("textures/dc-dngn/dngn_open_door.png") terrain.locations.dungeon = {} terrain.locations.dungeon.gridx = dungeon_x terrain.locations.dungeon.gridy = dungeon_y terrain.locations.dungeon.x = (terrain.locations.dungeon.gridx-1)/(#(terrain.value[1]))*love.graphics.getWidth() terrain.locations.dungeon.y = (terrain.locations.dungeon.gridy-1)/(#terrain.value)*love.graphics.getHeight() terrain.locations.dungeon.image = love.graphics.newImage("textures/dc-dngn/gateways/dngn_enter_labyrinth.png") return terrain end function drawTerrain(terrain) for r = 1, #terrain.value do for c = 1, #(terrain.value[1]) do if terrain.value[r][c] >= 0 then love.graphics.setColor(0, 0, 225, 255) elseif terrain.value[r][c] >= -.1 and terrain.value[r][c] < 0 then love.graphics.setColor(244, 240, 123, 255) elseif terrain.value[r][c] >= -.7 and terrain.value[r][c] < -.1 then love.graphics.setColor(26, 148, 22, 255) elseif terrain.value[r][c] >= -.9 and terrain.value[r][c] < -.7 then love.graphics.setColor(128, 128, 128, 255) elseif terrain.value[r][c] >= -2 and terrain.value[r][c] < -.9 then love.graphics.setColor(225, 225, 225, 255) else love.graphics.setColor(225, 0, 0, 255) end love.graphics.rectangle("fill", (c-1)/(#(terrain.value[1]))*love.graphics.getWidth(), (r-1)/(#terrain.value)*love.graphics.getHeight(), love.graphics.getWidth()/#(terrain.value[1]), love.graphics.getHeight()/#terrain.value) end end love.graphics.setColor(255, 255, 255, 255) love.graphics.draw(terrain.locations.cave.image, terrain.locations.cave.x, terrain.locations.cave.y) love.graphics.draw(terrain.locations.dungeon.image, terrain.locations.dungeon.x, terrain.locations.dungeon.y) end
-- Authors: JavaScript ئاسۆ; Lua Ghybu, Calak local export = {} local gsub = mw.ustring.gsub local U = mw.ustring.char local mapping = { ["ا"] = "a", ["ب"] = "b", ["چ"] = "ç", ["ج"] = "c", ["د"] = "d", ["ە"] = "e", ["ێ"] = "ê", ["ف"] = "f", ["گ"] = "g", ["ھ"] = "h", ["ه"] = "h", ["ح"] = "ḧ", ["ژ"] = "j", ["ک"] = "k", ["ڵ"] = "ll", ["ل"] = "l", ["م"] = "m", ["ن"] = "n", ["ۆ"] = "o", ["پ"] = "p", ["ق"] = "q", ["ر"] = "r", ["ڕ"] = "r", ["س"] = "s", ["ش"] = "ş", ["ت"] = "t", ["ۊ"] = "ü", ["ڤ"] = "v", ["خ"] = "x", ["غ"] = "ẍ", ["ز"] = "z", ["ئ"] = "", ["ع"] = "'", [U(0x200C)] = "", -- ZWNJ (zero-width non-joiner) ["ـ"] = "", -- kashida, no sound -- numerals ["١"] = "1", ["٢"] = "2", ["٣"] = "3", ["٤"] = "4", ["٥"] = "5", ["٦"] = "6", ["٧"] = "7", ["٨"] = "8", ["٩"] = "9", ["٠"] = "0", -- persian variants to numerals ["۱"] = "1", ["۲"] = "2", ["۳"] = "3", ["۴"] = "4", ["۵"] = "5", ["۶"] = "6", ["۷"] = "7", ["۸"] = "8", ["۹"] = "9", ["۰"] = "0", } -- punctuation (leave on separate lines) local punctuation = { ["؟"] = "?", -- question mark ["،"] = ",", -- comma ["؛"] = ";", -- semicolon ["«"] = '“', -- quotation mark ["»"] = '”', -- quotation mark ["٪"] = "%", -- percent ["؉"] = "‰", -- per mille ["٫"] = ".", -- decimals ["٬"] = ",", -- thousand } -- translit local function tr_word(word) word = gsub(word, '.', punctuation) --Remove punctuation at the end of the word. if mw.ustring.find(word, '[%.%!،؛»«٪؉٫٬%p]$') then ponct = mw.ustring.sub(word, -1) word = gsub(word, '[%.%!،؛»«٪؉٫٬%p]$', '') else word = word ponct = '' end word = gsub(word, 'ه‌', "ە") --correct unicode for letter ە -- U+0647 (Arabic letter heh) + U+200C (zero-width non-joiner) → U+06D5 (Arabic letter ae) -- diacritics word = gsub(word, 'ْ', "i") -- U+0652, Arabic sukun word = gsub(word, 'ِ', "i") -- U+0650, Arabic kasra --managing 'و' and 'ی' word = gsub(word, 'و([iاێۆۊە])', "w%1") --و + vowel => w (e.g. wan) word = gsub(word, 'ی([iاێۆۊە])', "y%1") --ی + vowel => y (e.g. yas) word = gsub(word, '([iاێۆۊە])و', "%1w") --vowel + و => w (e.g. kew) word = gsub(word, '([iاێۆۊە])ی', "%1y") --vowel + ی => y (e.g. bey) word = gsub(word, '([iاێۆە])ۊ', "%1ẅ") --vowel + و => ẅ (e.g. taẅ) word = gsub(word, '([iاۆۊە])ێ', "%1ÿ") --vowel + ێ => ÿ (e.g. şeÿtan) word = gsub(word, '^و$', "û") --non-letter + 'و' + non-letter => û (=and) word = gsub(word, '([^ء-يٱ-ەiwẅyÿ])و', "%1w") --non-letter + 'و' => w (e.g. wetar) word = gsub(word, '^و', "w") --first 'و' => w (e.g. wetar) word = gsub(word, 'یو', "îw") --'ی' + 'و' => îw (e.g. mîwe) word = gsub(word, '([^و])یی', "%1îy") --'ی' + 'ی' => îy (e.g. kanîy) word = gsub(word, 'وی', "uy") --'و' + 'ی' => uy (e.g. buyn) word = gsub(word, 'وو', "û") --'و' + 'و' => û (e.g. nû) word = gsub(word, 'ی', "î") word = gsub(word, 'و', "u") word = gsub(word, 'uu', "û") --'و' + 'و' => û (e.g. nû) word = gsub(word, '([ء-يٱ-ەiîuûwẅyÿ])ڕ', "%1rr") --when 'ڕ' not at the beginning of a word => rr word = gsub(word, '([ء-يٱ-ەiîuûwẅyÿ])ئ', "%1'") --when 'ئ' not at the beginning of a word => ' word = gsub(word, '.', mapping) --insert i where applicable word = gsub(word, 'll', "Ľ") -- temporary conversion to avoid seeing ll as 2 letters word = gsub(word, 'rr', "Ŕ") -- temporary conversion to avoid seeing rr as 2 letters word = gsub(word, '([bcçdfghḧjklĽmnpqrŔsştvwẅxẍz])([fjlĽmnrŔsşvwẅxẍyÿz])([fjlĽmnrŔsşvwẅxẍyÿz])([^aeêiîouûüy])', "%1%2i%3%4") --e.g. grft -> grift word = gsub(word, '([aeêiîouûü])([bcçdfghḧjklĽmnpqrŔsştvwẅxẍz])([bcçdfghḧjklĽmnpqrŔsştvwẅxẍz])([bcçdfghḧjklĽmnpqrŔsştvwẅxẍz])$', "%1%2%3i%4") --e.g. cejnt -> cejnit word = gsub(word, '([fjlĽrŔsşwyz])([fjlĽmnrŔsşvwẅxẍyÿz])([bcçdfghḧjklĽmnpqrŔsştvwẅxẍz])', "%1i%2%3") --e.g. wrd -> wird word = gsub(word, '([bcçdghḧkmnpqtvxẍ])([fjlĽmnrŔsşvwẅxẍyÿz])([^aeêiîouûü])', "%1i%2%3") --e.g. prd -> pird word = gsub(word, '([bcçdghḧkmnpqtvxẍ])([fjlĽmnrŔsşvwẅxẍyÿz])$', "%1i%2") --like above word = gsub(word, '([^aeêiîouûü])([bcçdghḧkmnpqtvxẍ])([fjlĽmnrŔsşvwẅxẍyÿz])([^aeêiîouûü])', "%1%2i%3%4") --repeat the latter expression, in case skipped word = gsub(word, '([^aeêiîouûü])([bcçdghḧkmnpqtvxẍ])([fjlĽmnrŔsşvwẅxẍyÿz])$', "%1%2i%3") --repeat the latter expression, in case skipped word = gsub(word, '^([bcçdfghḧjklĽmnpqrŔsştvwẅxẍz])([bcçdfghḧjklĽmnpqrŔsştvwẅxẍz])([^aeêiîouûü])', "%1i%2%3") --e.g. ktk -> kitk word = gsub(word, '^([bcçdfghḧjklĽmnpqrŔsştvwẅxẍz])([bcçdfghḧjklĽmnpqrŔsştvwẅxẍz])$', "%1i%2") --e.g. ktk -> kitk word = gsub(word, '([^aeêiîouüy])([bcçdfghḧjklĽmnpqrŔsştvwẅxẍz])([bcçdfghḧjklĽmnpqrŔsştvwẅxẍz])([^aeêiîouûü])', "%1%2i%3%4") --e.g. ktk -> kitk word = gsub(word, '([^aeêiîouüy])([bcçdfghḧjklĽmnpqrŔsştvwẅxẍz])([bcçdfghḧjklĽmnpqrŔsştvwẅxẍz])$', "%1%2i%3") --e.g. ktk -> kitk word = gsub(word, '([^a-zçşêîûüĽŔ])([bcçdfghḧjklĽmnpqrŔsştvwẅxẍz])$', "%1%2i") --e.g. j -> ji word = gsub(word, '^([bcçdfghḧjklĽmnpqrŔsştvwẅxẍz])$', "%1i") --e.g. j -> ji --word = gsub(word, '([^a-zêîûçş0-9\'’])([bcçdfghḧjklĽmnpqrŔsştvwẅxẍz])([bcçdfghḧjklĽmnpqrŔsştvxẍz])', "%1%2i%3") --e.g. bra -> bira --word = gsub(word, '^([bcçdfghḧjklĽmnpqrŔsştvwẅxẍz])([bcçdfghḧjklĽmnpqrŔsştvxẍz])', "%1i%2") --e.g. bra -> bira --word = gsub(word, '([bcçdfghḧjklmnpqrsştvwẅxẍz][bcçdfghḧjklĽmnpqrŔsştvwẅxẍz])([bcçdfghḧjklĽmnpqrŔsştvwẅxẍz])', "%1i%2") --e.g. aşkra -> aşkira --word = gsub(word, 'si([tp][aeêiîouû])', "s%1") -- sp, st cluster word = gsub(word, 'Ľ', "ll") --revert the temporary conversion word = gsub(word, 'Ŕ', "rr") --revert the temporary conversion -- Add the punctuation who had previously deleted. word = word .. ponct return word end function export.tr(text, lang, sc) local textTab = {} -- Create a word table separated by a space (%s). for _, word in ipairs(mw.text.split(text, '%s+')) do table.insert(textTab, word) end -- Tablo of translit. for key, word in ipairs(textTab) do textTab[key] = tr_word(word) end return table.concat(textTab, ' ') end return export
do if ModuleLoader then ModuleLoader:LoadAllModules("Predict") end end
function cube_make(area) area.f_soakify = function (area,bidx) minecraft.settile_announce(area.x1,area.y1,area.z1,bidx,-1) minecraft.settile_announce(area.x1,area.y1,area.z2,bidx,-1) minecraft.settile_announce(area.x1,area.y2,area.z1,bidx,-1) minecraft.settile_announce(area.x1,area.y2,area.z2,bidx,-1) minecraft.settile_announce(area.x2,area.y1,area.z1,bidx,-1) minecraft.settile_announce(area.x2,area.y1,area.z2,bidx,-1) minecraft.settile_announce(area.x2,area.y2,area.z1,bidx,-1) minecraft.settile_announce(area.x2,area.y2,area.z2,bidx,-1) end area.f_savematrix = function (area,matname) local x,y,z area.data[matname] = {} for x=area.x1,area.x2 do area.data[matname][x] = {} for y=area.y1,area.y2 do area.data[matname][x][y] = {} for z=area.z1,area.z2 do area.data[matname][x][y][z] = minecraft.gettile(x,y,z) end end end end area.f_loadmatrix = function (area,matname) local x,y,z for x=area.x1,area.x2 do for y=area.y1,area.y2 do for z=area.z1,area.z2 do local forbid = (x == area.x1 or x == area.x2) forbid = forbid and (y == area.y1 or y == area.y2) forbid = forbid and (z == area.z1 or z == area.z2) if not forbid then local t = area.data[matname][x][y][z] if t ~= minecraft.gettile(x,y,z) then minecraft.settile_announce(x,y,z,t,-1) end end end end end end area.hook_playerin = function (area,x,y,z,player) minecraft.chatmsg_all(0xFF, "* "..player.." has joined #cube") if area.playerincount == 1 then area.f_loadmatrix(area,"openmat") area.f_soakify(area,tile.RED) end end area.hook_playerout = function (area,x,y,z,player) minecraft.chatmsg_all(0xFF, "* "..player.." has left #cube") if area.playerincount == 0 then area.f_savematrix(area,"openmat") area.f_loadmatrix(area,"closemat") area.f_soakify(area,tile.GREEN) end end area.f_savematrix(area,"closemat") area.f_savematrix(area,"openmat") area.f_soakify(area,tile.GREEN) end
#!/usr/bin/env luajit -- Copyright 2020, Michael Adler <therisen06@gmail.com> local log = require("log") log.level = "error" local handheld = require("handheld") local fname = "input.txt" -- local fname = "small.txt" local function read_input() local f = assert(io.open(fname, "r")) local program = handheld.parse(f) f:close() return program end local function run_until_loop(program) -- return true if loop was found local lines_visited = {} for i = 1, #program.instructions do lines_visited[i] = false end while not program:is_terminated() do lines_visited[program.ip] = true program:step() if lines_visited[program.ip] == true then log.debug("visited before! ip: ", program.ip) return true end end return false end local function part1() local program = read_input() run_until_loop(program) return program.accumulator end local function part2() local program = read_input() local jmp_ops = {} for i, instruction in pairs(program.instructions) do if instruction.operation == "jmp" then jmp_ops[i] = true end end for i, _ in pairs(jmp_ops) do local cloned_program = program:clone() log.info("NOPing instruction number ", i) cloned_program.instructions[i].operation = "nop" local has_loop = run_until_loop(cloned_program) if not has_loop then log.info("Program termianted!") return cloned_program.accumulator end end end local answer1 = part1() print("Part 1:", answer1) local answer2 = part2() print("Part 2:", answer2) assert(answer1 == 2003) assert(answer2 == 1984)
local capabilities = vim.lsp.protocol.make_client_capabilities() capabilities = require("cmp_nvim_lsp").update_capabilities(capabilities) require("lspconfig").clangd.setup { cmd = { "clangd", "--clang-tidy", "-j=8", "--compile-commands-dir=./build/", }, capabilities = capabilities, } require("lspconfig").pyright.setup { capabilities = capabilities, } require("lspconfig").rust_analyzer.setup { capabilities = capabilities, }
local combat = Combat() combat:setParameter(COMBAT_PARAM_TYPE, COMBAT_PHYSICALDAMAGE) combat:setParameter(COMBAT_PARAM_EFFECT, CONST_ME_EXPLOSIONAREA) combat:setParameter(COMBAT_PARAM_DISTANCEEFFECT, CONST_ANI_EXPLOSION) combat:setParameter(COMBAT_PARAM_BLOCKARMOR, 1) function onGetFormulaValues(player, level, maglevel) local min = (level / 5) + (maglevel * 1.403) + 8 local max = (level / 5) + (maglevel * 2.203) + 13 return -min, -max end combat:setCallback(CALLBACK_PARAM_LEVELMAGICVALUE, "onGetFormulaValues") local spell = Spell("instant") function spell.onCastSpell(creature, var) return combat:execute(creature, var) end spell:group("attack") spell:id(148) spell:name("Physical Strike") spell:words("exori moe ico") spell:level(16) spell:mana(20) spell:isPremium(true) spell:range(3) spell:needCasterTargetOrDirection(true) spell:blockWalls(true) spell:cooldown(2 * 1000) spell:groupCooldown(2 * 1000) spell:needLearn(false) spell:vocation("druid;true", "elder druid;true") spell:register()
local util = require "gumbo.dom.util" local Node = require "gumbo.dom.Node" local ChildNode = require "gumbo.dom.ChildNode" local Text = require "gumbo.dom.Text" local assertComment = util.assertComment local constructor = assert(getmetatable(Text)) local setmetatable = setmetatable local _ENV = nil local Comment = util.merge(Node, ChildNode, { type = "comment", nodeName = "#comment", nodeType = 8, data = "" }) function Comment:__tostring() assertComment(self) return "<!--" .. self.data .. "-->" end function Comment:cloneNode() assertComment(self) return setmetatable({data = self.data}, Comment) end function Comment.getters:length() return #self.data end return setmetatable(Comment, constructor)
mapFields = require "lib/mapFields" target.play_portal_sound_effect() target.transfer_field(mapFields.getID("SmallAttic"), 0)