content stringlengths 5 1.05M |
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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) |
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